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L1[00:04:56] ⇦
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L2[00:05:12] <LexManos> i know
L3[00:05:29] <LexManos> havent bothered to
do it cuz I dont really care
L4[00:06:23] <LexManos> if i cared enough
i'd of fixed it and sent a PR, I *think* it has to do with the
ambigious way you deal with the page turning and checking. I'd
switch it to a actual ID, not page based ID, and a 'set' instead of
a 'toggle'
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L8[00:14:44] <tterrag> not sure what you
mean by "page based ID"
L9[00:14:51] <tterrag> page turning just
sets the page number?
L10[00:15:11] <tterrag> also, toggle does
set explicit state
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L14[00:38:15] <LexManos> not from the quick
glance at the code I looked at
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L17[00:44:55] <LexManos> humm actually ya,
its kinda hacky, but i think i see how you're building the
ids.
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L19[00:45:17] <LexManos> so guess thats not
it, it'd probably be storage, or threading issues.
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L21[00:46:39] <LexManos> pushing to the
main thread for the packet handler so shouldn't be a thread issue
atleast not there...
L22[00:48:39] <LexManos> interesting way to
store the data... the reading is odd. And i'd split to to per-user
files as that'd prevent possible large/corruption issues.
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L24[00:52:39] <LexManos> oh eww.... you
save the full text line as the serialized name...
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L29[01:19:39] <tterrag> what else would I
use
L30[01:19:55] <killjoy> int?
L31[01:20:17] <killjoy> though I don't know
what this is about
L32[01:20:25] <killjoy> Guessing it's like
an id
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L34[01:21:41] <tterrag> lex: I agree with
the per-user files but fact is this is some seriously old
code
L35[01:21:46] <tterrag> I'll refactor when
it's necessary :P
L36[01:29:47] <tterrag> killjoy: it's
simple achivements. the book is just a list of text lines, some of
which can be checked (boolean state)
L37[01:29:56] <tterrag> there is no ID, no
key
L38[01:30:04] <tterrag> I could hash the
key but then collisions are a potential edge case
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L40[01:34:04] <killjoy> ok
L41[01:34:26] <killjoy> have a link?
L43[01:38:23] <killjoy> reminds me of a mod
I did for a contest
L44[01:38:39] <killjoy> definable
achievements via json
L45[01:44:03] <tterrag> real achievements ?
:P
L46[01:45:38] <killjoy> yes
L47[01:45:49] <killjoy>
client-optional
L49[01:46:03] <killjoy> Yeah.
L50[01:46:36] <killjoy> is
simpleachievements more similar to HQM?
L51[01:47:01] <tterrag> in the sense that
it's a book with words, sure
L52[01:47:05] <tterrag> other than that,
not really :P
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L54[01:59:15] <LexManos> does the server
send the achivements to the client?
L55[01:59:20] <LexManos> or just the ticked
boxes?
L56[01:59:29] <LexManos> could be a
server/client desync
L57[01:59:58] <LexManos> but ya, I would
just save it as a array. No need for key. Or, make the person who
is creating the inital config set the IDs
L58[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170107 mappings to Forge Maven.
L59[02:00:08] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170107-1.11.zip
(mappings = "snapshot_20170107" in build.gradle).
L60[02:00:22] <LexManos> Slightly more
complex file format, but whatever
L61[02:00:23] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L62[02:00:31] <LexManos> saves MBs on disc
for larger servers
L63[02:01:02] <LexManos> {And In memory as
the strings arnt interned}
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L66[02:05:30] <tterrag> an array of what?
booleans? what if the achievements change?
L67[02:05:55] <tterrag> also yes, on client
join it is sent the entire list of achievements, all text and all
states
L68[02:06:00] <tterrag> future sync is only
states
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L77[02:26:35] <LexManos> then yes an array
of booleans
L78[02:27:12] <LexManos> if they change
then you're SOL, or better yet, like i said, let the person making
the list specify IDs
L79[02:30:42] <tterrag> that would 1)
require breaking existing configs and 2) be way more clunky
L80[02:32:36] <tterrag> and, 3) not fix the
bug at hand >.>
L81[02:32:44] <LexMobile> but itd be worth
it, and no, nothing ever REQUIRES breaking existing things
L82[02:32:47] <tterrag> which I'm still not
completely clear on
L83[02:32:49] <LexMobile> migration is a
thing
L84[02:33:46] <LexMobile> as for the issue,
as stated its 'randomness' makes it difficult to track down and
reproduce.
L85[02:34:36] <tterrag> well, at the least
a GH issue so I remember would be helpful
L86[02:34:36] <LexMobile> but essentially
when multiple people are playing on a dedicated server at the same
time. There are occasions where the 'checked'-ness of a achivement
gets changed. For unknown reasons.
L87[02:34:50] <LexMobile> if i had anything
more then that to say to help you, i would
L88[02:34:52] <LexMobile> but i dont
L89[02:35:00] <tterrag> changed...during
play? or between sessions?
L90[02:36:27] <LexMobile> during play
L91[02:36:55] <LexMobile> also, at times it
appears that multiple players will get the same altered
state.
L92[02:37:12] <tterrag> odd, so then it
must be a sync issue
L93[02:37:21] <tterrag> if it's during play
then save/load is not involved
L94[02:37:43] <LexMobile> possibly, dunno
how often you save/load
L95[02:38:15] <tterrag> world save
L96[02:38:25] <tterrag> but I only load on
world load, which iirc is only server start
L97[02:38:47] <tterrag> probably the wrong
event looking back at it
L98[02:38:51] <tterrag> as it seems to be
per dimension
L99[02:39:06] <LexMobile> um no
L100[02:39:12] <tterrag> WorldEvent.Load
?
L101[02:39:14] <LexMobile> world loads
happen all the time
L102[02:39:19] <LexMobile> for every
dimension
L103[02:39:26] <LexMobile> dimensions are
hotloaded/unloaded all the time
L104[02:39:28] <tterrag> well, that could
be it then
L105[02:39:36] <tterrag> a load occuring
before a save causing a regression
L106[02:39:48] <LexMobile> regression, or
just randomness
L107[02:40:01] <tterrag> wouldn't be
randomness, just going "back in time"
L108[02:40:07] <LexMobile> then its not
this
L109[02:40:09] <tterrag> it would read the
files again
L110[02:40:22] <LexMobile> because people
get random changes, not just 'oh i thought i checked that'
L111[02:40:54] <LexMobile> for example,
almost everyone started out with the first 2 pages worth of things
checked in SF3
L112[02:41:05] <LexMobile> and at times,
random ones later in the book would toggle.
L113[02:41:38] <LexMobile> your save might
actually be an issue to as you're using major files
L114[02:41:43] <LexMobile> and not
filtering for worlds..
L115[02:41:54] <LexMobile> dont remember
if the event is thrown on the save thread or the main thread
L116[02:42:08] <LexMobile> so you could be
having thread issues, two worlds saving at once.
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L118[02:42:40] <tterrag> perhaps
L119[02:42:46] <tterrag> what event should
I use for global save/load ?
L120[02:42:54] <tterrag> the lifecycle
ones?
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L122[02:45:15] <LexMobile> world save is
fine
L123[02:45:17] <LexMobile> just filter
it
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L125[02:45:51] <LexMobile> just attach
yourself to the overworld, there is only one of them
L126[02:46:07] <tterrag> I suppose
L127[02:46:12] <tterrag> could be a lot of
unnecessary save/load
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L129[02:48:01] <LexMobile> well the
voerworld is not hotloadable
L130[02:48:05] <LexMobile> so loading
wouldnt be a issue
L131[02:48:17] <LexMobile> as for saving,
you could keep a 'dirty' marker
L132[02:48:30] <tterrag> yeah
L133[02:48:36] <tterrag> but I just went
ahead and hot patched it
L134[02:48:41] <LexMobile> i'd also
suggest you SERIOUSLY look into revamping how you save this
stuff..
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L136[02:49:34] <LexMobile> at the very
least make it per-person so that its got less chances of corrupting
EVERYTHING
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L160[04:19:12] <LordSkittles_> Hey all!
Was just wondering if someone could help me get my leaves to colour
with biomes?
L161[04:23:58] <gigaherz> you need to
register an IBlockColor in the client
L162[04:24:09] <LordSkittles_> THANK YOU!
:D
L163[04:24:29] <gigaherz> if you look at
BlockColors
L164[04:24:35] <gigaherz> you'll see how
vanilla does it for normal leaves
L165[04:24:37] <LordSkittles_> legit been
trying to work this out for weeks XD
L166[04:24:50] <gigaherz> then you should
have asked weeks ago ;p
L168[04:25:30] <gigaherz> I have done
exactly that in the past ;P
L169[04:26:26] <gigaherz> although don't
copy that
L170[04:26:29] <gigaherz> see how vanilla
does it
L171[04:26:35] <gigaherz> because I'm just
looking at it, and it has changed slightly ;P
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L174[04:31:07] <LordSkittles_> gigaherz,
you are now one of my favourite people in the world XD
L175[04:31:14] <gigaherz> lol
L176[04:31:19] <gigaherz> thanks, I
guess
L177[04:34:22] <LordSkittles_> It's funny,
I have a background in OpenGL, worked with Vulkan and a certified
game developer.... and sometimes I can't even code mods XD
L178[04:36:22] <LordSkittles_> So gigaherz
I see how to get it rendering in world now, but how does it work
with the item forms?
L179[04:39:50] <gigaherz> you'll need an
IItemColor
L180[04:40:05] <gigaherz> vanillaregisters
an IItemColor wrapper for its colored blocks
L181[04:40:11] <LordSkittles_> and do the
same thing?
L182[04:40:18] <gigaherz> that calls
IBlockColor with a generic IBlockState
L183[04:40:21] <gigaherz> and null
world/pos
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L188[04:49:05] <LordSkittles_> hey
gig
L189[04:49:33] <LordSkittles_> how does
the colour index work, is it just 3 3-digit numbers made into a
string?
L190[04:49:46] <gigaherz> uh?
L191[04:50:08] <gigaherz> the tint index
is specified on the model
L192[04:50:26] <gigaherz> defaults to
0
L193[04:50:55] <LordSkittles_> I want my
blocks to not only colour based on biome but also with a
multiplier... so one of them could have a tint of blue...
L194[04:51:18] <LordSkittles_> If that
makes sense
L195[04:51:24] <gigaherz> oh
L196[04:51:29] <gigaherz> so you want to
multiply the actual colors
L197[04:51:38] <gigaherz> yes you c an do
that
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L199[04:51:51] <LordSkittles_> Yeah. and I
am just confused about how to do it.
L200[04:51:54] <gigaherz> the number is
0xAARRGGBB
L201[04:52:07] <gigaherz> so you can
decompose it into its base bytes
L202[04:52:12] <gigaherz> multiply, and
then re-compose
L203[04:52:21] <LordSkittles_> thanks
:)
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L205[04:52:45] <LordSkittles_> so I assume
I get the biome colour, multiply it by the blocks colour multiplier
then return the result?
L206[04:52:52] <gigaherz> yes
L207[04:53:04] <LordSkittles_> Sweet
thanks
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L213[04:56:08] <LordSkittles_> do you know
much about model stealing gigaherz?
L214[04:56:26] <LordSkittles_> Can I steal
a block model and then render over the top of it with a custom
renderer?
L215[04:56:44] <gigaherz> what do you mean
steal?
L216[04:56:57] <gigaherz> just take the
shape of another block?
L217[04:56:59] <LordSkittles_> Make a
block look like another.
L218[04:57:16] <LordSkittles_> Camo
blocks
L219[04:57:18] <gigaherz> yes you can
combine other block's models with your own stuff
L220[04:57:26] <LordSkittles_>
Awesome
L221[04:57:32] <gigaherz> or take another
block's model and draw with a TESR on top
L222[04:57:35] <gigaherz> mc doesn't
care
L223[04:57:41] <LordSkittles_>
Sweet.
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L226[04:59:16] <LordSkittles_> Cause my
idea is to make a block that is a crafting table that is like you
have thrown a cloth over the top of another block XD
L227[04:59:35] <gigaherz> heh
L228[04:59:43] <gigaherz> you can do that,
yes
L229[05:00:01] <gigaherz> you just need to
have your "cloth" box be a tiny tiny bit biggerthan
1x1x1
L230[05:00:12] <gigaherz> just like, 1.01
or so
L231[05:00:27] <gigaherz> so that there
isn't z-fighting
L232[05:00:51] <gigaherz> (1x1x1 could
work, actually, depending on the rendering flags...)
L233[05:00:55] <gigaherz> anyhow
L234[05:01:13] <gigaherz> you will have to
combine the models
L235[05:01:34] <LordSkittles_> Cool,
thanks man, you have been a massive help :)
L236[05:01:36] <gigaherz> but since you
are making a camo block, you will already need to have a custom
IBakedModel
L237[05:01:43] <fry> not really
L238[05:01:59] <gigaherz> so it's a matter
of just appending the cloth model to the quad list
L239[05:02:01] <fry> simplest way is to
copy and modify the model from a crafting table directly
L240[05:02:06] <fry> as in - copy the file
:P
L241[05:02:23] <gigaherz> I think he wants
literally *any* other block
L242[05:02:32] <LordSkittles_> Yep
L243[05:02:46] <gigaherz> as in, you
rightclick a block with the cloth, and poof, crafting table
L244[05:02:47] <fry> where's the fun in
that? that's been done before, many times :P
L245[05:03:30] <LordSkittles_> The fun in
that is it makes sense with the mod I am making :P
L246[05:03:46] <gigaherz> make it so you
can shift-click with an empty hand to "take" the cloth
away?
L247[05:04:00] <gigaherz> and return the
original block to its place?
L248[05:04:07] <LordSkittles_> Yep, again
that is the plan
L249[05:04:16] <fry> if you want to
"add to any block in the game", you probably don't want
to make a block in the first place :P
L250[05:05:34] <LordSkittles_> Ok so I got
the colour mixing working, but the input colour from the block is
very overpowering... any idea on how to make it just a slight tint
rather than a MASSIVE hit?
L251[05:06:14] <gigaherz> make the
multiplier "whiter"
L252[05:06:18] <gigaherz> so like
L253[05:06:30] <gigaherz> instead of
multiplying by a deep blue, make it a very light sky blue
L254[05:07:01] <gigaherz> but chances are
it won't look the way you want
L255[05:07:02] <LordSkittles_> Oh yeah.
Duh. Sorry, had wisdom teeth out two days ago and I'm a bit drugged
up XD not thinking straight, probably shouldn't be coding XD
L256[05:07:24] <gigaherz> mixing colors in
RGB space isn't really ideal
L257[05:07:37] <gigaherz> it works, but
it's not ideal
L258[05:09:06] <gigaherz> example: if you
mix 50% red and 50% blue
L259[05:09:23] <gigaherz> your brain won't
expect a dark purple
L260[05:09:23] ⇦
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L261[05:09:38] <BlueMonster> lol, this
convo is pining me a lot because 'blue'
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L263[05:09:51] <gigaherz> it expects the
result to maintain the brightness level
L264[05:10:55] <LordSkittles_> sorry
BlueMonster XD
L265[05:11:06] <BlueMonster> its fine,
when this happens i laugh
L266[05:11:22] <LordSkittles_>
Reconsidering online name? XD
L267[05:12:17] <BlueMonster> nope, i just
wonder why i chose to be called blue over monster :'D
L268[05:12:40] <LordSkittles_> haha
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L280[05:58:36] <gigaherz> ugh, what's
wrong with forge maven lately?
L281[05:58:42] <gigaherz> it seems to fail
to connect half the times
L282[05:58:54] ⇦
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L285[06:11:19] <masa> is there an on-going
problem or attack or something agaist Forge's
servers/infrastructure? they have been really slow for several days
at least
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L288[06:24:46] <iTitus> Hey fry, I have a
question to you that I already asked here. It was answered but I
want to hear your point on this. It is about rendering text on
items. How you would you render letters (1-3 to be exact) on the
item's icon?
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L291[06:26:50] <iTitus> Oh yeah. Can I
change that for items easily?
L292[06:26:51] <gigaherz> iTitus:
generally speaking
L293[06:26:57] <gigaherz> you have a
spritesheet with the font characters
L294[06:27:14] <gigaherz> and you add
quads based on the spritesheet rectangles each character
occupies
L295[06:27:26] <gigaherz> that's how ALL
font rendering in games works
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L297[06:27:44] <gigaherz> even outside
games, the font rendering will generally cache the rendered images
for characters
L298[06:28:06] <gigaherz> ideally you use
a library that does it for you
L299[06:28:14] <gigaherz> such as fry's
;P
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L301[06:29:04] <gigaherz> okay WTF?!
L302[06:29:15] <gigaherz> I took one of my
PR branches
L303[06:29:21] <gigaherz> that was for
1.11, and I'm updating it for 1.11.x
L304[06:29:47] <gigaherz> I discarded the
patch changes, setupForge, applied the modifications from
scratch
L305[06:29:56] <iTitus> Thanks
L306[06:29:58] <gigaherz> and now I try to
genPatches and they don't show up in tortoisegit
L307[06:30:42] <gigaherz> oh /me
facepalms
L308[06:31:37] <gigaherz> no wait
L309[06:31:54] <gigaherz> yeah wtf, no
patches.
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L311[06:33:06] <gigaherz> yeah i'm editing
the file from Forge\src, not the one from Clean or anything
:/
L312[06:34:20] *
gigaherz tries again
L313[06:36:25] <gigaherz> oh fuck
L314[06:36:26] <gigaherz> that's why
L315[06:36:32] <gigaherz> I mistakenly ran
build
L316[06:36:34] <gigaherz> before
L317[06:36:39] <gigaherz> it overwrote the
files
L318[06:36:44] <gigaherz> that's why no
diff ¬¬
L319[06:46:04] <iTitus> Anyone have a
suggestion on how to convert a ModelBase model originally used for
a TESR with more than 50 boxes (!) to a JSON model?
L320[06:48:37] <gigaherz> are the boxes
axis-aligned?
L321[06:48:50] <gigaherz> or do you have
weird rotations?
L322[06:49:14] <iTitus> they have weird
roations
L323[06:49:18] <iTitus> *rotations
L324[06:49:37] <gigaherz> hmmm, then I'm
not sure if the json format is the best
L325[06:49:52] <iTitus> You suggest obj or
sth like that?
L326[06:50:09] <gigaherz> you may be
better off manually translating the model renderer boxes into like,
blender "place box" and "rotet object"
commands
L327[06:50:10] <gigaherz> rotate*
L328[06:50:17] <gigaherz> and then export
as .obj
L329[06:50:39] <gigaherz> you don't happen
to have a .tcn file or so, right?
L330[06:50:51] <iTitus> Sadly no
L331[06:51:31] <gigaherz> well then you
have two ways to approach the conversion
L332[06:51:35] <gigaherz> one isto do it
by hand
L333[06:51:37] <gigaherz> as I
mentioned
L334[06:51:43] <gigaherz> for each of the
boxes
L335[06:51:50] <gigaherz> place it in the
modelling program
L336[06:51:57] <gigaherz> move it to the
right place and size it to the right size
L337[06:52:01] <gigaherz> and then apply
the same rotation
L338[06:52:23] <gigaherz> the alternative
is to copypaste the modelbase code and such into a separate java
project
L339[06:52:32] <gigaherz> and compute the
vector rotations and such
L340[06:52:40] <gigaherz> until you end up
with the final vertex positions
L341[06:52:44] <gigaherz> needed to export
the .obj
L342[06:53:37] <gigaherz> I use Rhinoceros
3d for "modelling" (more like, assembling models based on
manually placing mesh faces)
L343[06:53:44] <gigaherz> and it has a
relatively nice command input panel
L344[06:57:57] ⇦
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L347[06:58:51] <iTitus> Sorry gigaherz my
Intenert died. What did you say?
L348[06:59:08] <iTitus> *Internet
L350[06:59:25] <Barteks2x> Anyone knows
how DataFicers worl in vanilla?
L351[06:59:34] <Barteks2x>
*DataFixers
L352[06:59:51] <gigaherz> in vanilla
L353[07:00:03] <gigaherz> there's a save
version number in the data
L354[07:00:14] <gigaherz> and when it
loads a region/chunk from an older version
L355[07:00:21] <gigaherz> it runs all
datafixers with versions > the save version
L356[07:00:51] <gigaherz> until the data
version ends up at the latest
L357[07:01:14] <Barteks2x> I'm trying to
figure out how it gets the right NBT tag fro the "main"
NBT
L358[07:01:17] <iTitus> Thanks and sorry
;)
L359[07:01:55] <Barteks2x> I need my
format to be close enough to vanilla one so that fixers still
work
L360[07:02:41] <gigaherz> I odn't know
that much detail about the, sorry
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L362[07:02:44] <gigaherz> tham*
L363[07:02:47] <gigaherz> them**
L364[07:04:19] <Barteks2x> Any place that
has up-to-date information about vanilla NBT chunk format?
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L368[07:13:00] <Barteks2x> looks like it's
possible to run fixers properly without making the NBT format too
similar to vanilla
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L374[07:48:46] <gigaherz> you won't be
able to talk with webchat as the client identifier,
YourMCGeek
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L378[07:59:20] <YourMCGeek> How can I fix
this?
L379[07:59:44] <gigaherz> try again a few
times
L380[07:59:49] <gigaherz> there's some
issue with the servers
L381[07:59:58] <gigaherz> I don't know if
there's some ddos
L383[08:00:03] <gigaherz> or just broken
hardware
L384[08:00:17] <YourMCGeek> Oh - so
nothings wrong with the build.gradle?
L385[08:00:19] <gigaherz> but some 50% of
the times, it fails to connect to forge's site
L386[08:00:27] <gigaherz> nah, happens to
everyone
L387[08:00:32] <YourMCGeek> Lets try again
I guess/
L389[08:02:08] <YourMCGeek> But if I run
it using the gradle option in IDEA it doesnt..
L390[08:02:31] <YourMCGeek> Could that be
part of the issue?
L391[08:02:36] ***
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L392[08:02:54] <gigaherz> eh that's a
whole other kind of issue
L393[08:03:03] <gigaherz> no idea why
would that happen
L394[08:03:12] <YourMCGeek> :/
L395[08:03:26] <YourMCGeek> Could you help
me fix it - I havnt used gradle or forge in quite a while.
L396[08:03:30] <gigaherz> the build.gradle
is a plain standard one straight from the MDK
L397[08:03:45] <YourMCGeek> "Task
'gradlew' not found in root project 'T Defense'.
L398[08:03:45] <YourMCGeek> " But
gradlew is in the root
L399[08:03:48] ⇦
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L400[08:04:09] <gigaherz> hmmm
L401[08:04:13] <gigaherz> what's your
folder structure like?
L402[08:04:29] <YourMCGeek> Give me a
second..
L404[08:05:30] <YourMCGeek> I could try
using the advanced method for Eclipse?
L405[08:05:50] <gigaherz> nah
L406[08:05:51] <gigaherz> looks sane
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L408[08:06:18] <YourMCGeek> So why is it
throwing that error
L409[08:06:20] <gigaherz> hmmm
L410[08:06:28] <gigaherz> maybe it's the
space in the folder name
L411[08:06:29] <gigaherz> dunno
L412[08:06:37] <gigaherz> i haven't come
across it
L413[08:06:52] <YourMCGeek> Let me go ask
in #ForgeGradle maybe they've seen it
L415[08:09:32] <YourMCGeek> Thats the log
by the way.
L416[08:13:56] ***
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L418[08:19:32] <YourMCGeek> gigaherz I
changed the file name to make it have no space and it is still
saying gradlew can't be found in the root
L419[08:19:40] <YourMCGeek> So I changed
it to gradlew.bat and its saying the same thing
L420[08:20:02] <YourMCGeek> But If I try
and run gradlew.bat its saying that Error: Could not find or load
main class org.gradle.wrapper.GradleWrapperMain
L421[08:20:46] <gigaherz> doi you have a
link to the mod's code?
L422[08:20:50] <gigaherz> I can see if it
happens for me
L423[08:20:53] <gigaherz> -i
L424[08:21:20] <YourMCGeek> Yea of cour
se.
L426[08:22:02] <YourMCGeek> My owner wants
me to "modify the code of TinkersDefense, build the 1.3.7
version, and update client references to server
references."
L427[08:23:05] <YourMCGeek> Crap I got to
go
L428[08:24:00] <YourMCGeek> Ill be on
later - email me at yourmcgeek@icloud.com if you can get it to
work. Thanks :)
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L430[08:24:42] <gigaherz> welp
L431[08:24:50] <gigaherz> I was just about
to tell him it's not just him
L432[08:24:53] <gigaherz> Error: Could not
find or load main class org.gradle.wrapper.GradleWrapperMain
L433[08:24:55] <gigaherz> I got that
too
L434[08:26:31]
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L435[08:28:50] <HassanS6000> Anyone else
getting this?
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L440[08:35:15] <PaleoCrafter> just retry
it, HassanS6000
L441[08:35:29] <PaleoCrafter> it's just
the Forge repo having fits
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L455[10:15:47] <gigaherz> weird
L456[10:16:00] <gigaherz> my 3d book model
is now drawing darker, for no apparent reason
L457[10:16:19] <gigaherz> all I did was
give the mod the ability to have custom guiscale for the books vs
the normal guis
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L459[10:25:05] <gigaherz> so I was trying
to look at enableStandardItemLighting
L460[10:25:11] <gigaherz> and looking at
glColorMAterial I see
L461[10:25:12] <gigaherz> Call
glColorMaterial before enabling GL_COLOR_MATERIAL.
L462[10:25:16] <gigaherz>
GlStateManager.enableColorMaterial();
L463[10:25:16] <gigaherz>
GlStateManager.colorMaterial(1032, 5634);
L464[10:25:21] <gigaherz> welp. ;P
L465[10:25:28] <gigaherz> Mojang.
L466[10:31:08] <PaleoCrafter> welp... this
is weird... my block appears without model ingame, but the model
loader doesn't complain about not finding anything Oo
L467[10:32:25] <gigaherz> *without*
model?
L468[10:32:29] <gigaherz> or with the
placeholder?
L469[10:32:36] <PaleoCrafter>
placeholder
L470[10:32:49] <gigaherz> are you calling
whatever in init instead of preinit?¿
L471[10:32:51] <gigaherz> -¿
L472[10:33:06] <PaleoCrafter> nope,
everything's in pre-init
L473[10:33:11] <gigaherz> weird,
then
L474[10:33:17] <PaleoCrafter> I bet it's
something super obvious, I'm kinda rusty :D
L475[10:34:31] <TechnicianLP> i had that
when i gave my itemblocks the wrong file to look in
L476[10:34:52] <PaleoCrafter> I'm not
talking about the item, the actual block
L477[10:34:55] <PaleoCrafter> the item
works just fine
L478[10:35:06] <PaleoCrafter> which makes
it really weird
L479[10:35:51] <TechnicianLP> yeah
L480[10:47:07]
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L481[10:47:38] <williewillus> there's a
rogue mod in sf3 or something, I can't start the pack with 6G
allocated even
L482[10:47:50] <williewillus> and at a
certain point in preinit ram usage just jumps by 1.5G
L483[10:47:59] <williewillus> i don't
believe a mod can use that much by itself :P
L484[10:51:38] <PaleoCrafter> maybe it
uses the animation API? xD
L485[10:51:45] <Ordinastie> LOL
L486[10:51:50] <Ordinastie> oops
caps
L487[10:51:56] ⇦
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L488[10:52:02] <PaleoCrafter> it's been
fixed, so no need for LOL :P
L489[10:52:05] <gigaherz> don't
underestimate a programmer's ability to do the impossible when they
don't mean to.
L490[10:52:07] <williewillus> also that's
during runtime
L491[10:52:12] <williewillus> the
animation api ram usage
L492[10:52:21] <williewillus> this can't
even get past preinit
L493[10:54:00] <gigaherz> either Reliquia
or RFTools, is leeching 2gbish
L494[10:54:22] <PaleoCrafter> heh, a
conditional breakpoint inside BlockRendererDispatcher.renderBlock
does not appear to be the best idea
L495[10:54:43] <gigaherz> I mean
L496[10:54:58] <gigaherz> it said
reliquia, then looked at task manager and it was 2gb extra
L497[10:55:07] <gigaherz> and then looked
back and it was on RFTools something
L498[10:55:21] <gigaherz> so it could be
ResourceLoader too
L499[10:55:30] <gigaherz> but that's a
12kb mod
L500[10:55:33] <gigaherz> so I doubt
it
L501[10:55:47] <gigaherz> that said, the
modpack loads just fine here
L502[10:55:54] <gigaherz> 7.5gb after
loading ;P
L503[10:55:57] <williewillus> how much ram
are you giving it
L504[10:56:01] <gigaherz> whatever curse
does
L505[10:56:14] <williewillus> welp
unplayable for me then :P
L506[10:56:17] <williewillus> i only have
8G
L507[10:57:10] <gigaherz> try removing
reliquia? it doesn't seem critical for game balance ;P
L508[10:57:56] <gigaherz> my guess is it's
that mod
L509[10:58:01] <gigaherz> since it adds
stuff "for all wood types"
L510[10:58:09] <gigaherz> and there may be
a lot of wood types in this pack
L511[10:58:20] <Barteks2x> Does anyone
know if there is some pattern to data fixer version numbers?
L512[10:58:22] <williewillus> i wanted to
play on a server so that's not viable
L513[10:58:31] <williewillus> Barteks2x:
vanilla's are arbitary internal numbers
L514[10:58:39] <gigaherz> yes but as a
troubleshooting step
L515[10:58:52] <Barteks2x> Thought maybe
there is some pattern maybe in binary or something
L516[10:58:53] <gigaherz> maybe you can
have an issue report to FTB about it, if so
L517[10:58:53] <gigaherz> ;P
L518[10:59:07] <gigaherz> Barteks2x: i'd
guess every time they change the save format, they increment the
number
L519[10:59:15] <gigaherz> so if they
changed it 50 times during internal development
L520[10:59:19] <gigaherz> it would be +50
from before
L521[10:59:19] <gigaherz> ;P
L522[10:59:31] <Barteks2x> Or at least is
there some constant it's stored in?
L523[10:59:54] <gigaherz> I think they
just increase the number to whatever the newest datafixer
has?
L524[10:59:57] <gigaherz> I may remember
wrongly, though
L525[11:00:14] <Barteks2x> I need to be
able to access the value used by vanilla in code
L526[11:00:32] <Barteks2x> and hardcoding
the value means that it's likely I will forget to update it after
MC update
L527[11:03:22] <williewillus> it's a
constant
L528[11:03:29] <williewillus> but proguard
inlines it all
L529[11:05:15] <Barteks2x> so creating a
"unit test" that uses AnvilChunkLoader.saveChunk with
null chunk and compare version number it wrote to current constant
is what will have to be done
L530[11:05:35] <williewillus> wat
L531[11:05:40] <Barteks2x> that's the only
way I see to make sure it's impossible to miss that when updating
MC
L532[11:06:07] <williewillus> i just have
a list of stuff to always look at when porting
L533[11:06:12] <williewillus> mostly stuff
that's based on vanilla code
L534[11:06:25]
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L535[11:06:34] <williewillus> I put a
coment like "// [VanillaCopy]" and every port I search
for all occurrences and modernize it
L536[11:06:39] <Barteks2x> I would say
failing build is better than just a place to look at whe
updating
L537[11:07:46] <Barteks2x> eventually I
will probably need to create such class
L538[11:07:55] <Barteks2x> or somethign
like what you said
L539[11:08:29] <Barteks2x> (I currently
have such issue for methods the need to be kept in sync with
vanilla)
L540[11:09:26] <williewillus> yeah i
started doing that after porting a couple mods to 1.8+ and seeing
how much vanilla copying goes on
L541[11:09:29] <williewillus> and it's
undocumented
L542[11:09:41] <williewillus> so you don't
know where the heck it came from and thus no idea how to modernize
it
L543[11:10:22] <Barteks2x> I have comments
like this: // CHECKED: full-forge-version
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L545[11:10:33] <Barteks2x> where the firge
version is last version it was confirmed to be correct with
L546[11:12:56] <williewillus>
!latest
L547[11:13:07] <williewillus> when's
1.11.2 getting on the bot :<
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L549[11:16:16] <Barteks2x> Also, I can
just let vanilla create datafixer and extract version from it uning
reflection, not need for "save chunk" hack
L550[11:16:38] <williewillus> yeah
:P
L551[11:17:27] <williewillus> bleh
intellij's gradle interaction always spins up a daemon
L552[11:17:30] <williewillus> wish I could
disable it
L553[11:17:44] <williewillus> since I
don't do gradle stuff that often and it just sits in the background
consuming 2G of ram
L554[11:20:02] <Barteks2x> I complained
about this several times already
L555[11:20:36] <Barteks2x> and the IDEA
daemon somehow seems to be incompatible with the one that starts
from commandline so I frequently end up with 2 daemons
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L559[11:27:59] <williewillus> are zombie
horses supposeed to despawn? 0.o
L560[11:28:07] <williewillus> trying to
spawn one and it just disappears
L561[11:28:14]
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L562[11:28:15] <gigaherz> peaceful?
L563[11:28:19] <williewillus> normal
mode
L564[11:28:25] <williewillus> i can't
shove it around either
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L567[11:33:57] <Naiten> Hi. How do I
render entity with .obj model on 1.10.2?
L568[11:36:14] <williewillus> in the
renderer class get the obj model from the model loader and render
it :P
L569[11:37:52] <Naiten> Great! That helped
(actually, not)
L570[11:38:11] <williewillus> 1. you have
full code access in the render class
L571[11:38:19] <williewillus> 2. you can
request the model loader to loada model at runtime
L572[11:38:22] <williewillus> 3. 1 +
2
L573[11:38:56] <Naiten> I've loaded the
model
L574[11:39:05] <Naiten> How do i render it
afterwards?
L575[11:40:57] <williewillus> there's
probably a better method somewhere but I have my own method that
just loops through the quads
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L578[11:44:58] <williewillus> okay this is
weird
L579[11:45:01] <williewillus> I just spawn
the horse
L580[11:45:04] <williewillus> and it falls
through the world
L581[11:48:46] <PaleoCrafter> god dammit,
I can't figure this out
L582[11:49:07] <williewillus> oh lol
stupid mistake
L583[11:49:09] <PaleoCrafter> the model
*does* get baked, it *does* get put into
BlockModelShapes.bakedModelStore, but then it's missing again all
of a sudden
L584[11:49:13] <williewillus> didnt call
setPositionAndRotations
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L588[12:02:53] <williewillus> wat
L589[12:03:07] <williewillus> zombie
horses don't die in the void in my dev env
L590[12:03:34]
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L591[12:04:58] <williewillus> oh lol,
faulty logic in a damage handler
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L596[12:13:45] <Naiten> Erm, how do i
register an entity render in 1.10.2?
L597[12:13:58] <Naiten> What kind of
bizzare code is it now?
L598[12:14:07] <williewillus> same as it
was in 1.8 and 9
L599[12:14:07] <williewillus> lol
L600[12:14:58] <Naiten> Idk how it was in
1.8 and 1.9
L601[12:15:09] <Naiten> Last version i
worked with was 1.7.10
L602[12:15:31] <williewillus> well what
part are you confused about
L603[12:15:35] <williewillus> it's barely
changed
L604[12:15:45] <diesieben07> only
difference is you now register a factory, not the renderer
itself
L605[12:15:47] <diesieben07> in
preInit
L606[12:15:50] <williewillus> ^
L608[12:16:08] <McJty> My tutorial has an
example
L609[12:16:15] <diesieben07> if you're
fancy and using java 8 usually you can "get away" with
just using MyRenderer::new as the factory
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L611[12:16:31] <Naiten> And that was
exactly what confused me
L612[12:16:36] <Naiten> Wth is this
factory
L613[12:16:51] <diesieben07> something
that creates your renderer
L614[12:16:52] <williewillus> it's a
factory...
L615[12:16:54] <diesieben07> whenever
asked for it.
L616[12:17:10] <diesieben07> based on the
RenderManager it's given
L617[12:18:07] <diesieben07> McJty, ewww
so much copy-pasta... :D
L618[12:18:21] <diesieben07> "just
copy-pasta this, and this and this"
L619[12:18:36] <williewillus> yeah
meh
L620[12:19:09] <diesieben07> "you now
know how to make a mob" - yeah right you fucking
don't...
L621[12:19:31] <PaleoCrafter> is anybody
here using multiple resource domains in their mods?
L622[12:19:48] <Naiten> How is this better
than it was previously
L623[12:20:34] <diesieben07> well,
previously you just called Minecraft::getRenderManager and hoped it
was initialized already
L624[12:20:38] <diesieben07> now you get
asked when it is ready.
L625[12:20:57] <PaleoCrafter> it's basic
dependency injection
L626[12:21:01] <diesieben07> things in
general are moving away from "just hope it's ready
now!"
L627[12:21:02] <williewillus> ^
L628[12:21:09] <diesieben07> see the
Registry events etc
L629[12:21:32] <Naiten> i don't get
it
L630[12:21:45] <diesieben07> your mod gets
told "hey, preInit time!"
L631[12:21:55] <diesieben07> that does not
tell you much about what else is initialized, does it?
L632[12:22:15] <diesieben07> but if your
mod gets told "hey, NOW i need your renderer!" then you
know exactly what's ready, because it's passed to you.
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L635[12:24:11] <Naiten> still don't get
it
L636[12:24:20] <Naiten> may just proceed
to making trains
L637[12:24:44] <williewillus> just nod and
use the constructor ::new :P
L638[12:24:52] <PaleoCrafter> ._. you
might want to get some information from the render manager
L639[12:25:09] <PaleoCrafter> beforehand,
you had to blindly rely on some getter returning a working instance
at the moment you called your constructor
L640[12:25:27] <PaleoCrafter> now, you are
guaranteed to always get a working instance
L641[12:25:35] <williewillus> hmm why
doesn't Item.rayTrace not use interpolated look
L642[12:25:57] <williewillus> oh wait this
old util code doesn't use it either nvm
L643[12:25:59] <williewillus>
replace!
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L646[12:35:23] <PaleoCrafter> welp, this
is totally weird
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L652[12:39:35] <Naiten> Well, now my
entity lacks texture
L653[12:40:15] <Naiten> Like,
IRetexturableModel.retexture is not enough?
L654[12:40:21] <PaleoCrafter>
BlockModelShapes.bakedModelStore *does* contain my model at the
time it's required, but get(state) returns null ._.
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L657[12:41:31] <williewillus> Naiten: the
loader has no idea your texture should be stitched
L658[12:41:42] <williewillus> since you're
loading the model after preinit
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L663[12:43:44] <Naiten> and what do i do
about that
L664[12:43:45] <Naiten> ?
L665[12:44:27] <williewillus> stitch it
yourself
L666[12:44:34] <williewillus>
TextureStitchEvent.Pre
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L668[12:46:34] <PaleoCrafter> jesus, I'm
beginning to doubt IdentityHashMap xD
L669[12:46:39] <Naiten> why don't i need
that for my block bakedmodel?
L670[12:46:52] <williewillus> because the
blockstate system resolves all texture dependencies at load
time
L671[12:46:59] <williewillus> *model
L672[12:47:04] <Naiten> of wait
L673[12:47:06] <Naiten> actually
L674[12:47:35] <Naiten> forgot about
this
L675[12:50:41] <williewillus> is wool in
the OD?
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L677[12:51:04] <williewillus> i was sure
it was but guess not
L678[12:51:55] <PaleoCrafter> might be
worth a PR
L679[12:52:53] <Naiten> Well, i've
stitched but still no texture
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L682[12:54:11] <PaleoCrafter> show the
stitching code
L683[12:54:18] <williewillus> and the
entity renderer
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L685[12:57:50] <Naiten> i can tell you the
stitching works fine, because i used it for blocks and items
L686[12:58:11] <PaleoCrafter> just show
the code, dammit
L689[12:59:48] <Naiten> pshe
L690[13:00:09] <PaleoCrafter> loadModel
would be good, too :P
L691[13:00:13] <williewillus> ^
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L695[13:04:33] <PaleoCrafter> omg
-.-
L696[13:04:35] <PaleoCrafter> figured out
my issue
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L698[13:08:48] <Naiten> williewillus, so
any ideas?
L699[13:09:19] <PaleoCrafter> make sure
the material actually is called None in your matlib
L700[13:09:41] <PaleoCrafter> that's a
horrible thing to have, btw :P
L701[13:12:02] <PaleoCrafter> btw, don't
you want that class to be called Köf, Naiten? :P
L702[13:13:01] <Naiten> RenderKöf,
PaleoCrafter q:
L703[13:13:06] <PaleoCrafter> well,
yes
L704[13:13:33] <PaleoCrafter> point is,
you can use umlauts in class names :P
L705[13:13:45] <Naiten> well, it's finally
done
L707[13:17:54] <PaleoCrafter> do you have
an artist or do you create them all by yourself?
L708[13:20:15] <TechnicianLP> row?
L709[13:21:08] <PaleoCrafter> Rails of
War, iirc
L710[13:21:29] <Naiten> DAYDieCast does
most of the models
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L712[13:22:21] <Naiten> I make models
sometimes, but can't texture them yet
L714[13:22:50] <PaleoCrafter> texturing is
the hardest, imo
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L716[13:25:54] <Naiten> and mapping
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L721[13:40:44] <Barteks2x> Any NBT library
that works more or less the same as what vanilla has that can be
used separately from MC?
L722[13:41:35] <Cisien> whatever one
nbtexplorer uses seems to work fine
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L724[13:41:43] <Barteks2x> one written in
java
L725[13:41:56] <Barteks2x> nbtexplorer is
I think in C#
L726[13:42:00] <Cisien> yeah
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L728[13:44:21] <Barteks2x> actually, I
don't need it because making my converter standalone would first
require creating a library for my heightmap tracking code and chunk
saving code
L729[13:44:34] <Barteks2x> so now I need
to know how vanilla handles converting worlds
L730[13:44:48] <Cisien> what are you
trying to do?
L731[13:44:50] <Barteks2x> actually, no, I
need to add button for it
L732[13:45:08] <Ferdz> How can I set an
item to render as my block's 3D model?
L733[13:45:09] <Barteks2x> I want the user
to be able to click a button to convert a world from vanilla to
cubic chunks
L734[13:45:18] <gigaherz> anyone has any
idea what could cause this?
L736[13:45:28] <gigaherz> I get different
light levels based on gui scale o_O
L737[13:45:37] <Cisien> cubic
chunks?
L738[13:45:53] <Cisien> just for using
outside of mc or something?
L740[13:45:57] <gigaherz> the mod he's
working on
L741[13:46:03] <gigaherz> which allows
vertical chunking
L742[13:46:06] <gigaherz> on top of
horizontal
L743[13:46:08] <Cisien> ahh
L744[13:46:12] <gigaherz> for unlimited
terrain in all directions
L745[13:46:31] <Cisien> that just works
for vanilla though, right?
L746[13:46:36] <Barteks2x> I need
converter so that I can test data fixers
L747[13:46:50] <Barteks2x> I use forge, it
works with some mods
L748[13:46:52] <gigaherz> it works for any
mod that doesn't assume 0<=y<256
L749[13:47:08] <Cisien> cool
L750[13:47:53] <Barteks2x> no idea how I
could add a button to convert world
L751[13:48:41] <Barteks2x> Ideally the
converter could be outside of MC but that would require moving
chunk saving and heightmap tracking code into library
L752[13:49:04] <Barteks2x> And I would
still have a problem with blockID->opacity mapping
L753[13:50:03] <Barteks2x> vanilla code
for loading worlds is very confusing :(
L754[13:52:16] <gigaherz> okay figured out
my issue
L755[13:52:24] <gigaherz> I was enabling
the lighting AFTER transforming
L756[13:52:39] <gigaherz> which for some
reason, was causing the light to vary depending on scale...
L757[13:53:58] <Barteks2x> after so much
time I'm still confused by ISaveFormat vs ISaveHandler vs
IChunkLoader
L758[13:54:15] <gigaherz> no wait
L759[13:54:23] <gigaherz> this is still
broken XD
L760[13:54:50] <Barteks2x> My code goes
around these 3 classes in every way possible
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L762[14:01:16] <Barteks2x> MCP names for
these parts of code make enough sense that it's hard to argue for
renaming them, but also make it close to impossible to understand
what it does...
L763[14:06:17] <Barteks2x> uh...
per-dimension chunk format is going to be hard with the way these 3
vanilla classes work
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L769[14:23:52] <Barteks2x> I know what I
woll to do allow converting worlds: create ConvertToCubic world
type :D
L771[14:24:27] <Corosus> i wish it would
just fallback to cache if it cant connect, as i dont need anything
new
L772[14:25:12] <Corosus> 4th retry on
build made it work, similar to sitation earlier this week
L773[14:25:22] <Barteks2x> my CI builds
take forever recently, I wish I knew how to make the CI cache
stuff
L774[14:25:57] <Barteks2x> over 15 minutes
to build when it used to take up to 5 minutes
L775[14:26:07] <Corosus> i recal there was
a way to make it force cache, but i always forget when it
matters
L776[14:26:30] <Barteks2x> with travis
CI?
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L778[14:27:07] <Corosus> i havent tried CI
setups yet myself, just building on dev machine atm
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L780[14:27:24] <Corosus> its all gradle so
whatever i came accross before should work for CI as well
maaaaaybe?
L781[14:31:30] <Koward> God I wish there
was an actually working example of substitution that is not 3 years
old. I swear this is driving me crazy
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L789[15:04:45] <Daomephsta> Hello, is
RegistryBuilder ready for use by modders?
L790[15:05:05]
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L794[15:12:10] <PaleoCrafter> tsk, didn't
een stay around 5 minutes
L795[15:12:29] <gigaherz> yeah answer
would have been "yes"
L796[15:13:07] <gigaherz> it's just tricky
to use because you have to initialize the registryies during the
construction phase, if you want the respective registry events to
fire
L797[15:13:07] <gigaherz> ;P
L798[15:13:14] <gigaherz>
registries*
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L801[15:19:15] <killjoy> I'm almost
disapointed that nobody is in #!
L802[15:19:48] <Barteks2x> wat, some of my
CI builds took 48 minutes and in the end times out
L803[15:19:56] <Barteks2x> *timed
out
L804[15:21:17] ***
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L806[15:23:42] <williewillus> hm
L807[15:23:50] <williewillus> is there a
good 1.10 mod that adds bundled cables?
L808[15:23:58] <gigaherz> not that I know
of
L809[15:24:05] <killjoy> using RF? Forge
Power?
L810[15:24:09] <gigaherz> (which doesn't
mean it doesn't exist)
L811[15:24:11] <killjoy> redstone?
L812[15:24:11] <williewillus>
redstone
L813[15:24:14] <gigaherz> I assumed
colored redstone
L814[15:24:14] <gigaherz> ;P
L815[15:24:21] <gigaherz> I know like, the
redstone paste one
L816[15:24:33] <gigaherz> but I haven't
seen any "red power"-style bundles on 1.8+
L817[15:25:31] <gigaherz> wait
L818[15:25:37] <gigaherz> RF conduits have
colors?
L819[15:25:43] <gigaherz> rftools*
L820[15:25:46] <gigaherz> iirc
L821[15:26:19] <williewillus> i know of
SCM but something more traditional would be nice :P
L822[15:26:21] <williewillus> (full
blocks)
L823[15:26:28] <gigaherz> check rftools
conduits
L824[15:27:16] <williewillus> i dont have
rftools in this pack, it's a vanilla+ style
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L826[15:31:00] <PaleoCrafter> EnderIO does
have redstone conduits, doesn't really fit the style either, though
:D
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L828[15:32:55] <gigaherz> wait, I was
thinking enderio, not rftools
L829[15:32:57] *
gigaherz facepalms
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L832[15:35:41] <williewillus> why do
pistons take so much memory 0.o
L833[15:35:53] <williewillus>
extending/retracting 4 pistons noms like 40M of ram instantly
L834[15:37:55] <gigaherz> hmmm a vanilla
dispenser can place saplings, right?
L835[15:38:00] <williewillus> yeah
L836[15:38:04] <williewillus> maybe
L837[15:38:05] <killjoy> williewillus, you
should examine that in mission control
L838[15:38:13] <gigaherz> no wait no
L839[15:38:24] <williewillus> I don't have
oracle jdk installed, too lazy to :P
L840[15:38:28] <gigaherz> the autofarms
work by holding a sapling on one hand and an axe in the other
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L843[15:45:44] <Shambling> wait... rftools
has conduits?
L844[15:46:26] <Shambling> oh nm just
continued reading :P
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L857[16:18:34] <Drakmyth> How do I get the
current dimension id from a tile entity in 1.11? I want to use
SimpleNetworkManager#sendToAllAround, but I don't know what
dimension the TE is in.
L859[16:19:57] <PaleoCrafter> generally
though: world.provider.getDimension()
L860[16:20:06] <williewillus> use the
watching thing though
L861[16:20:12] <williewillus> using
sendToAllAround can cause problems
L862[16:20:26] <williewillus> if the
player in question has a smaller view distance than your send
radius you cause NPE's clientside
L863[16:20:34]
⇨ Joins: LordSkittles_
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L864[16:20:47] <LordSkittles_> how long
does wood take to cook into charcoal?
L865[16:20:55] <LordSkittles_> I can't
find it in the vanilla source
L866[16:21:03] <gigaherz> everything takes
exactly the same
L867[16:21:07] <williewillus> all smelting
operations are the same
L868[16:21:51] <LordSkittles_> Oh right,
it's the XP isn't it?
L869[16:21:52] <Drakmyth> Ah, interesting.
Thanks, will do.
L870[16:22:14] <gigaherz> check
TileEntityFurnace#getCookTime
L871[16:23:07] <gigaherz> hmm there was a
Pr to get that un-hardcoded
L872[16:23:13] <gigaherz> to allow items
to specify other cook times
L873[16:23:21] <gigaherz> but diesieben07
seems to have given up on it, because it's closed ;P
L874[16:23:59] <PaleoCrafter> currently
watching the new Sherlock episode, did they let the intern handle
the effects? oO
L875[16:24:09] <diesieben07> yes i was
trying to rebase it for the n-th time and broke all the code
L876[16:24:33] <diesieben07> and then i
just gave up because... certainl people did not seem too positive
about the PR.
L877[16:24:36] <PaleoCrafter> I bet the
(n+1)th time would've worked :P
L878[16:24:40] <diesieben07> read the
comments if you want...
L879[16:25:16] <gigaherz> yeah I
have
L880[16:25:42] <gigaherz> dunno, maybe it
would have been best to just add a getCookTime on Item, like we
talked about at the very beginning
L881[16:25:55] <gigaherz> then everything
got more and more complicated, just to end up in nothing
L882[16:25:56] <gigaherz> meh.
L883[16:26:20] <diesieben07> like i
already said in the PR, that was what i had in the beginning and it
was requested to do more.
L884[16:26:42] <gigaherz> yeah not blaming
you
L885[16:27:02] <diesieben07> :)
L886[16:27:06] <gigaherz> it's just
annoying
L887[16:27:13] <gigaherz> I was hoping for
it for my survivalist mod
L888[16:27:26] <gigaherz> makes no sense
that smelting rocks into nuggets takes as long as a whole ore block
into an ingot
L889[16:27:27] <gigaherz> ;P
L890[16:27:36] <diesieben07> true :D
L891[16:27:55] <PaleoCrafter> coremod the
shit out of it
L892[16:27:57] *
PaleoCrafter runs
L893[16:28:07] <gigaherz> sometimes I am
tempted to give in
L894[16:29:00] <gigaherz> it woudl be so
easy to add a hook in there... just some "if(stack.getItem()
instanceof IMyCustomCookTimeProvider) return ...;
L895[16:29:09] <gigaherz> but no, i have
to be strong.
L896[16:29:30] <PaleoCrafter> eh, it'd
have to be a cap :P
L897[16:29:44] <PaleoCrafter> just for the
sake of it
L898[16:29:59] <gigaherz> nah, makes no
sense
L899[16:30:08] <gigaherz> the value is an
intrinsic property of the item
L900[16:30:19] <gigaherz> it doesn't vary
stack by stack
L901[16:30:33] <PaleoCrafter> but what if
you want to modify the cook time of a Vanilla item? :P
L902[16:30:39] <PaleoCrafter> or if it
does in fact vary by stack? :P
L903[16:30:56] <gigaherz> we were talking
about coremodding, so I spoke about my specific usecase ;p
L904[16:31:08] <PaleoCrafter> of course
.P
L905[16:31:56] <gigaherz> we'd need a
system parallel to capabilities
L906[16:32:00] <gigaherz> but applied to
registrable objects
L907[16:32:39] <PaleoCrafter> as in?
L908[16:33:01] <gigaherz> well I mean, so
that yo ucan attach data to Item or Block in general
L909[16:33:08] <gigaherz> instead of
specific itemstacks and tileentities
L910[16:33:29] <PaleoCrafter> ah, well,
yeah
L911[16:33:37] <gigaherz> since it's
immensely wasteful to attach a burn time object to each and every
itemstack
L912[16:38:22] <PaleoCrafter> I wonder if
a PR that makes ITickable also available through a cap would be
useful
L913[16:39:12] <gigaherz> I believe
so
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L915[16:39:32] <PaleoCrafter> I guess the
real question is whether it'd be accepted
L916[16:39:49] <gigaherz> the way things
are right now, the only way to ahve capabilities that change over
time, attached to a 3rdparty object
L917[16:40:03] <gigaherz> is to keep a
weak list of them and iterating on a tick handler
L918[16:40:08] <PaleoCrafter> yeah
L919[16:40:40] <gigaherz> I guess I'd make
the ICapabilityProvider optionally add ITickable
L920[16:40:55] <gigaherz> and i'd make the
te/itemstack/entity forward the tick calls to those caps
L921[16:41:01] <PaleoCrafter> yeah
L922[16:42:08] <gigaherz> maybe ask lex
when he's around
L923[16:42:28] <PaleoCrafter> I first
thought to literally make a it a cap, but I suppose that'd limit it
to one tickable per object
L924[16:42:28] <gigaherz> it may be the
case that it was discussed in the past and rejected
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L926[16:42:36] <PaleoCrafter>
potentially
L927[16:46:10] <RandomX45> I wonder if you
could just override the vanilla furnace with your own furnace that
looks exactly like it
L928[16:46:20] <RandomX45> then you could
add custom logic to it
L929[16:46:40] <gigaherz> yes I
could
L930[16:46:47] <gigaherz> but then another
mod could, also
L931[16:46:51] <gigaherz> and one of them
would win
L932[16:46:55] <PaleoCrafter> do
substitutions actually work at the moment? :D
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L934[16:47:20] <gigaherz> dunno
L935[16:47:29] <gigaherz> I try to avoid
actually modifying the vanilla stuff
L936[16:47:41] <FusionLord> is there a
build of cubic chunks out? @Barteks2x
L937[16:47:42] <gigaherz> my survivalist
mod does remove recipes (optionally)
L938[16:47:49] <gigaherz> but only for
things it adds alternatives for
L939[16:47:59] <gigaherz> and all the
alternatives are different crafting methods
L940[16:48:12] <Barteks2x> FusionLord,
there is no release, mainly because save format is still
changing
L941[16:48:24] <gigaherz> if I were to
replace the vanilla smelting
L942[16:48:28] <RandomX45> ooo cubic
chunks
L943[16:48:32] <gigaherz> I'd actually
replace the entire feature
L944[16:48:40] <RandomX45> ^ or do
that
L945[16:48:54] *
RandomX45 wonders what cubic chunks do
L946[16:48:59] <FusionLord> Thanks
Barteks2x
L947[16:49:07] <Barteks2x> infinite world
height and depth
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L949[16:49:33] <RandomX45> that sounds
awesom
L950[16:49:37] <RandomX45> github?
L951[16:49:39] <gigaherz> I'd make some
sort of multiblock that you ahve to assemble
L952[16:49:42] <Barteks2x> by splitting
chunks into 16x16x16 cubes and loading/unloading them the same way
as minecraft does horizontally
L953[16:49:43] <gigaherz> with like
L955[16:50:21] <gigaherz> 5x5 of
cobblestone, and a wood/coal layer in the inner 3x3, and one clay
crucible in the middle
L956[16:50:28] <gigaherz> to simulatea big
crucible forge
L957[16:51:10] <gigaherz> but I don't have
the time to implement that, these days
L958[16:51:13] <gigaherz> ;P
L959[16:51:23] <Barteks2x> save format got
changed twice in last few days
L960[16:51:38] <RandomX45> I'm gonna take
a look at this
L961[16:52:15] <RandomX45> I mostly spend
my time in the C/ASM domain.
L962[16:53:27] <gigaherz> I keep wondering
if it wouldn't be less of a pain to implement, instead of cubic
chunks, some kind of layered world, where each layer
"acts" internally as if it was a separate dimension,
xcept entities don't get unloaded while moving up/down between
layers
L963[16:54:01] <RandomX45> Really what you
need for a minecraft system is a filesystem that is tailored to
using number triplets as pathnames
L964[16:54:07] <gigaherz> I guess there
would be an issue of managing the blocks near the switch
L965[16:54:41] <Barteks2x> you would
simply get cubic chunks that are actually 16x256x16 in size
L966[16:54:45] <Barteks2x> and nothing
else would change
L967[16:54:45] <gigaherz> RandomX45: lol
that's sortof what I came up when trying to design a storage system
for one of my toy projects
L969[16:55:22] <RandomX45> If your gonna
write something that works you need to study real filesystems
L970[16:55:31] <gigaherz> Barteks2x: i
meant as in, the different layers actually get different dimension
ids and different world objects and all the coords are actually
0..255 so far as everyone else is concerned ;P
L971[16:55:52] <Barteks2x> the problem
would be getting entities to work near boundaries
L972[16:56:07] <Barteks2x> stacked
dimension systems already exist, and these are not what I
want
L973[16:56:26] ⇦
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L974[16:57:05] *
Ordinastie still stays behind his idea that keeping chunks as they
are and simply have an internal offset for Y would be less of a
hassle
L975[16:57:06] <gigaherz> I have looked at
actual filesystem design in the past
L976[16:57:07] <Barteks2x> and if I went
that way, I would have to dig into entity collision code, more
hacks in lighting code etc
L977[16:58:08] <Barteks2x> Ordinastie: the
pain isn't really managing these cubes, it's mostly lighting code
that is pain to get right
L978[16:58:52] <Barteks2x> so much pain
that every time I touch it, I break it in some interesting
way
L979[16:58:57] <gigaherz> so since there
seems to be more people around now
L980[16:58:58] <gigaherz> [20:45]
(gigaherz): anyone has any idea what could cause this?
L982[16:58:58] <gigaherz> [20:45]
(gigaherz): I get different light levels based on gui scale
o_O
L983[16:59:23] <fry> gigaherz: rescale
normal? :P
L984[16:59:43] <gigaherz> hmmm I have seen
a method like that somewhere
L985[16:59:46]
⇨ Joins: Jezza (~Jezza@92.206.161.17)
L986[16:59:46] <RandomX45> @Barteks2x:
What version of gradle are you using
L987[16:59:58] <Barteks2x> 3.2 with
gradle-script-kotlin
L988[17:00:26] <gigaherz> ah it's right
there in GlStateManager
L989[17:00:29] <gigaherz> and it's used in
RenderItem
L990[17:00:48]
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L991[17:00:56] <Barteks2x> because in
kotlin IDEA autocomplete actually works if you use latest beta
kotlin plugin
L992[17:01:15] <Shambling> I love how
googling "disable quickedit permanently" only comes out
with results for turning quickedit on by default
L993[17:01:41] <Barteks2x> ^I hate when
google does something like that
L994[17:01:41] <Shambling> I keep
forgetting to disable quickedit and insert off on new servers, and
wondering why my servers are crashing so much
L995[17:02:09] <Barteks2x> the solution is
to stop using windows I guess
L996[17:02:26] <Shambling> yeah until
linux starts turning into console and cellphone OS shit
L997[17:02:26] <RandomX45> ^ I did that
after they killed XP
L998[17:02:39] <RandomX45> linux is just a
kernel
L999[17:03:07] <gigaherz> nope, still
getting different brightness in the book depending on gui scale
o_O
L1000[17:03:35] <RandomX45> The look and
feel is determined by stuff built on top of it.
L1001[17:03:59] <gigaherz> wait I got
them backwards
L1002[17:04:02] <Barteks2x> also,
RandomX45 if you want to build the project you need to clone it
with submodules (which is now done by default)
L1003[17:04:17] <Barteks2x> *not
L1004[17:04:26] <gigaherz> YAY
L1005[17:04:33] <gigaherz> now it seems
to be more like I expect it
L1006[17:04:35] <gigaherz> WAY too
bright
L1007[17:04:37] <Barteks2x> How did I
manage to type t instead of w O.o
L1008[17:04:39] <gigaherz> but always
that bright
L1009[17:05:01] <Barteks2x> *w instead of
t
L1010[17:07:06] ***
MrKickkiller is now known as MrKick|Away
L1011[17:07:28] <gigaherz> thx for the
hint, fry
L1013[17:07:53] <kashike> welp, time to
dig in forge's registry changes
L1014[17:07:56] <kashike> fuuuuun.
L1015[17:10:28]
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L1018[17:38:01] <FusionLord> Barteks2x,
will cubic chunks add support for 3dimentional biomes?
L1019[17:38:07]
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L1020[17:38:08] <Barteks2x> it's
planned
L1021[17:38:57] <Barteks2x> that will
also make nether-below-overworld easier to make
L1022[17:39:15] <Barteks2x> because it
will be just different biome
L1024[17:43:37] <Barteks2x> that seems
like something I would do if I added any blocks, but I don't
L1025[17:44:52] <Barteks2x> but there
must be some reason I usually don't see anythign like that in mods
code
L1026[17:45:30] <Ordinastie> BlueMonster,
look at what getItemFromBlock does
L1027[17:46:52] <BlueMonster> right
:'D
L1028[17:47:44] <FusionLord> Barteks2x, I
was also curious about terrain generation, will you be
changing/adding terrain generators that will add EXTREMELY tall
mountains/landscapes
L1029[17:48:32]
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L1030[17:48:52] <Barteks2x> That will go
into separate module, even I get around modularizing the mod. The
base mod will contain VanillaCubic generator (vanilla generator
forced to work with cubic chunks), FlatCubic (cubic chunks port of
flat generator) and CustomCubic - a very customizable vanilla-like
generator but real cubic chunks one
L1031[17:49:36] <Barteks2x> all of them
are separate world types
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L1033[17:49:50] <Barteks2x> vanilla world
types stay vanilla, with every possible vanilla behavior
L1034[17:50:38] <Barteks2x> which means
you don't need to worry about accidentally converting your worlds,
or being unable to join non-cubic-chunks server
L1036[17:52:47] <diesieben07> thats not
better, that's broken
L1037[17:52:52] <diesieben07> it doesn't
set the registry name for the items.
L1038[17:52:52] <PaleoCrafter> ^
L1039[17:52:58] <BlueMonster> right
L1040[17:53:43] <Barteks2x> O.o how am I
making a whole word typos
L1041[17:53:50] <Barteks2x> even instead
of when
L1042[17:54:02] <gigaherz> :3
L1044[17:54:07] <gigaherz> new version of
my book mod is up
L1045[17:54:15] <BlueMonster> replace
with custom itemblock that sets own registry name from given
block
L1046[17:54:20] <PaleoCrafter> you could
encapsulate block registration + item block creation and
registration in one method and then you'd only need to iterate
once, BlueMonster :P
L1047[17:54:39] <BlueMonster> oooo
L1048[17:54:44] <fry> more resources
allocated to muscle memory than to thought-to-word conversion
:P
L1049[17:55:34] <diesieben07>
blocks.stream().flatMap(b -> Stream.of(b, new
ItemBlock(b).setRegistryName(b.getRegistryName())).forEach(GameRegistry::register)
L1050[17:55:35] <diesieben07> maybe?
:D
L1051[17:55:48] <diesieben07> but this
does not really add much value to the code
L1052[17:55:51] <PaleoCrafter> yeah
L1053[17:55:59] <diesieben07> it's just
being fluffy and pretend-fancy
L1054[17:56:39] <fry> pretend-fancy?
:D
L1055[17:56:50] <diesieben07> "look
i am using streams!" :D
L1056[17:57:07] <diesieben07> it would be
nice in a language like scala or haskell
L1057[17:57:08] <PaleoCrafter> also
requires setRegistryName to return the instance, so not 100%
future-proof, in theory :P
L1058[17:57:16] <diesieben07> how is that
not future proof?
L1059[17:57:28] <fry> nothing is
"100% future-proof, in theory" :P
L1060[17:57:32] <diesieben07> :D
L1061[17:57:33] <PaleoCrafter> I guess
so
L1062[17:57:55] <fry> only sith deal in
absolutes :P
L1063[17:58:33] <PaleoCrafter> well, let
me tell you that I used to have another internet pseudonym which
included "Darth" :P
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L1065[18:09:52] <LordSkittles_> So I know
that Mojang doesn't like us using capes for our contributors, but
what about custom modeled capes? so like a cape with shoulder pads?
would that be allowed?
L1066[18:10:19] <gigaherz> based on the
fact that optifine gets away with adding its own special cape to
donors
L1067[18:10:37] <gigaherz> I believe
mojang is... "ok" with mods adding their own custom
capes
L1068[18:10:46] <fry> no, they're
not
L1069[18:10:58] <PaleoCrafter> think
about something more special, everybody can do capes, LordSkittles_
:P
L1070[18:11:03] <gigaherz> they however
do NOT want anyone getting the official gift capes and
similar
L1071[18:11:04] <PaleoCrafter> something
that fits your mod
L1072[18:11:10] <fry> it's the only thing
they asked not to add, and yet people can't let go
L1073[18:11:27] <BlueMonster> what else
do they ask not to add?
L1074[18:11:34] <BlueMonster>
nothing
L1075[18:11:37] <gigaherz> paid stuff
that gives gameplay advantages
L1076[18:11:39] <BlueMonster> so
why?
L1077[18:11:50] <gigaherz> that's the two
things you should stay away
L1078[18:11:54] <gigaherz> capes, and
paid features
L1079[18:12:09] <fry> fear and
surprize
L1080[18:12:25] <fry> our two
weapons
L1081[18:12:38]
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L1082[18:12:46] <LordSkittles__> I
apologize, my computer just froze and I had to restart it so I
didn't see any replies (if there were any)
L1083[18:12:52] <gigaherz> LordSkittles_:
what kind of mod are you making that would benefit from having
capes?
L1084[18:13:06] <gigaherz> [01:11]
(@fry): it's the only thing they asked not to add, and yet people
can't let go
L1085[18:13:10] <gigaherz> [01:11]
(BlueMonster): what else do they ask not to add?
L1086[18:13:10] <gigaherz> [01:11]
(gigaherz): paid stuff that gives gameplay advantages
L1087[18:13:11] <tterrag> fry: capes are
low hanging fruit
L1088[18:13:18] <gigaherz> alsoa common
RPG element
L1089[18:13:19] <PaleoCrafter> what's a
surprize, fry? whatever the person who's better than even the
winner is? :P
L1090[18:13:24] <gigaherz> so anyone
making rpg-like mods
L1091[18:13:25] <PaleoCrafter>
+gets
L1092[18:13:25] <tterrag> people don't
want to put a ton of effort into something cosmetic
L1093[18:13:27] <gigaherz> wants capes
and coalks
L1094[18:13:34] <gigaherz> cloaks*
L1095[18:13:39] <fry> PaleoCrafter: it's
a monthy python reference :P
L1096[18:13:42] <PaleoCrafter> I
know
L1097[18:13:44] <gigaherz> so do
superhero mods, since superman.
L1098[18:13:58] <PaleoCrafter> but that's
not how you write surprise :P
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L1100[18:14:21] <fry> no, that's exactly
how I do it :D
L1101[18:14:37] <LordSkittles__> thanks
gigaherz sorry bout that XD and it's not a necessity just something
I wanna have a crack at really, trying to push myself :P it
wouldn't need to be released
L1102[18:14:43] <PaleoCrafter> badum
tss
L1103[18:14:50] <gigaherz> Lord_Ralex:
how about adding shoulderpads
L1104[18:14:55] <gigaherz> that
complement existing capes -- if the player has one
L1105[18:14:56] <gigaherz> ;P
L1106[18:15:14] <gigaherz> yes, the
player will look like a hand-egg player if they don't have a
cape
L1108[18:15:32] <gigaherz> but still
better than doing the one thing mojang doesn't really like
L1109[18:15:46] <gigaherz> PaleoCrafter:
I don't think that counts as a cape ;P
L1110[18:15:56] <PaleoCrafter> hehe
L1111[18:15:58] <gigaherz> however
L1112[18:16:01] <gigaherz> imagine
that
L1113[18:16:10] <gigaherz> but with the
texture for the cape/elytra applied
L1114[18:16:44] <gigaherz> that would be
a fancy feature for a cosmetic mod: custom cape models -- for
people who do have a cape
L1115[18:16:55] <PaleoCrafter> well,
write it :P
L1116[18:17:05] <gigaherz> I don't have
enough brain-time to maintain my own mods ;P
L1117[18:17:13] <fry> fancy feature
usable by <1% of players, or whatever :P
L1118[18:17:22] <gigaherz> fry: yes
L1119[18:17:28] <PaleoCrafter> I just
need that mistcloak for my own mod, so :P
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L1121[18:19:48] <gigaherz> so I googled
cloak in images, cos it's something I do sometimes to see things
I'm talking about
L1123[18:19:57] <gigaherz> it's nice and
all
L1124[18:20:02] <gigaherz> but did t hey
need to have the mannequin naked?
L1125[18:20:28] <PaleoCrafter> that
indicates how the cloak is to be worn
L1126[18:21:22] <PaleoCrafter> I like how
the watermark is right on the crotch xD
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L1141[19:20:59] <tterrag> fry: say I
wanted to parse a vanilla model, but "with extras" what
would be the best way to go about that with the least reinventing
the wheel :P
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L1143[19:21:41] <Tencao> What's better
for keeping a cache of tile entities, lists or weak set
L1144[19:21:55] <gigaherz> anything using
weak references
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L1146[19:21:59] <gigaherz> since chunks
load and unload
L1147[19:22:01] <Tencao> So weak
sets
L1148[19:22:09] <gigaherz> or weak list,
whichever ;P
L1149[19:22:46] <Akkarin> don't forget
praying
L1150[19:23:05] <Tencao> I couldn't find
weak lists, unless I completely missed it
L1151[19:23:29] <Akkarin> you can just
stuff WeakReference into a list if you want to
L1152[19:23:34] <gigaherz> I rolled my
own
L1154[19:23:39] <Akkarin> or do that
yeah
L1155[19:23:39] <gigaherz> ;P
L1156[19:23:51] <Akkarin> if you feel
like that's worth it ... ...
L1157[19:24:04] <gigaherz> I didn't
bother looking for one
L1158[19:24:08] <gigaherz> I just went
with it
L1159[19:24:26] <gigaherz> I mean,
googling for one
L1160[19:24:26] <Akkarin>
List<WeakReference<TileEntity>> list = new
ArrayList<>() done
L1161[19:24:35] <Akkarin> could also use
Guava caches if you are bored
L1162[19:24:38] <Ordinastie> tterrag,
look how the forge marker is detected and processed ?
L1163[19:24:47] <gigaherz> yeah but then
you have to iterate the list to find dead references
L1164[19:24:54] <tterrag> Ordinastie: do
models have forge markers? models, not blockstates
L1165[19:25:06] <Ordinastie> ah
L1166[19:25:14] <Ordinastie> nvm then
:p
L1167[19:25:17] <Akkarin> Not necessary.
Could just toss in a queue as well and just clean up every couple
of ticks
L1168[19:25:25] <gigaherz> Akkarin: which
is what I did ;p
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L1170[19:25:54] <Akkarin> oh now I see
what you did. I thought you literally created an implementation of
List for one use
L1171[19:26:03] <Akkarin> which would be
total overkill
L1172[19:26:08] <gigaherz> oh! no
L1173[19:27:03] <Akkarin> But yeah Guava
caches also work rather nicely depending on how you commonly access
things (since they're practically maps)
L1174[19:27:34] <gigaherz> yeah if I were
to actually implement a WeakCollection, I'd probably back it on a
set `;P
L1175[19:27:36] <gigaherz> ;P*
L1176[19:28:02] <Akkarin> tbh I'm
surprised that Guava doesn't come with weak collection
implementations already
L1177[19:29:00] <gigaherz> I guess it's
not THAT common of a requirement
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L1179[19:32:57] <fry> tterrag: what
extras?
L1180[19:33:40] <tterrag> fry: well, most
of the extras are not a part of the model file itself. just that I
need to bake it to our own IModel/IBakedModel (this is
chisel)
L1181[19:34:08] <tterrag> I've gotten as
far as to read it into a ModelBlock, but there seems to be a lot of
intermediate steps I'd have to redo
L1182[19:34:20] <tterrag> for the baking
step
L1183[19:34:54] <fry> why do you care
about any of that?
ModelLoaderRegostry.getModel(location).bake()
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L1185[19:35:22] <tterrag> no, I have to
do the baking step. I need context about chisel rendering types,
etc
L1186[19:35:26] <Shambling> am I crazy,
or did the mod unidict stop smelting all ores into one unified
ingot with the lastest config change?
L1187[19:36:11] <Shambling> wonder if
they have an irc channel lol
L1188[19:37:27] <gigaherz> wtf is
unidict?
L1189[19:38:01] <gigaherz> oh I see
L1190[19:38:36] <gigaherz> it tries to
replace recipes that output an oredict thing, so that as many of
them as possible output the same thing
L1191[19:38:53] <Shambling> up until just
now, its always smelted all oredictionary ores into the same
ingot
L1192[19:38:59] <Shambling> now I'm
getting 30 types of ingots :(
L1193[19:39:26] <Shambling> it used to
just randomly choose an ingot type to smelt everything, and when
you smelted or crushed it would do it to that one type
L1194[19:39:47] <Shambling> maybe its
been doing it for a while, I did go through and disable a crapton
of worldgen in my last test pack
L1195[19:41:45] <tterrag> fry: if I were
to use getModel() I get an IModel back which is useless as I can't
access any data
L1196[19:41:58] <fry> what data do you
need to access?
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L1201[19:51:44] <tterrag> fry: all of it?
I have my own IModel/IBakedModel
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L1203[19:52:31] <fry> you have info about
it inside, but not outside
L1204[19:52:38] <fry> and you shouldn't
need to
L1205[19:52:48] <gigaherz> well wehn
using IModels, you end up having to do like, "instanceof
IModelRetexturable" or "instanceof
IModelCustomData"
L1206[19:53:05] <gigaherz> so it's not
like if you can't "intanceof MyModelClass" and be done
with it
L1207[19:53:05] <gigaherz> ;P
L1208[19:53:52] <tterrag> gigaherz: what
I'm implementing now *is* the model loader. so it would never be
MyModelClass because that's what I'm doing now...
L1209[19:54:21] <gigaherz> hmm
L1210[19:54:33] <gigaherz> I wonder if it
would be bad practice to pre-read the json file from .accepts
L1211[19:54:41] <tterrag> it's not. I do
that. have to
L1212[19:54:42]
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L1213[19:54:45] <tterrag> don't see
another way
L1214[19:54:51] <gigaherz> just to see if
it has a marker at the beginning
L1215[19:55:06] <tterrag> JsonElement
json = getJSON(modelLocation);
L1216[19:55:06] <tterrag> return
json.isJsonObject() &&
(json.getAsJsonObject().has("ctm") ||
json.getAsJsonObject().has("ctm_version"));
L1217[19:55:31] <gigaherz> problem with
that is, you scan *all* the json model references, which is
meh
L1218[19:56:52] <tterrag> like I said, I
don't see a better way
L1219[19:57:21] <gigaherz> me
neither
L1220[19:57:44] <fry> don't use .json
file extension? :P
L1221[19:57:59] <tterrag> it has to be
vanilla-compatible
L1222[19:58:01] <tterrag> that's the
entire point
L1223[19:58:34] <gigaherz> how about an
extra file with the extra data?
L1225[19:58:40] <gigaherz> like
L1226[19:58:47] <gigaherz> you reference
blahblah.jsonextra
L1227[19:58:59] <gigaherz> and return an
IModel that has a dependency on blahblah.json
L1228[19:59:17] <tterrag> because extra
files are clunky and unnecessary when this way works fine?
L1229[19:59:19] <gigaherz> and in bake(),
it getModel()s the real json, and tweaks it
L1230[19:59:35] <gigaherz> I'd be a bit
concerned aboutthe performance
L1231[19:59:37] <tterrag> also, I can't
have *vanilla* models referencing non-vanilla files
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L1233[19:59:42] <fry> "don't see
another way" suddenly becomes "unnecessary when this way
works fine" :P
L1234[19:59:43] <gigaherz> but I guess
it's something you can see later when you get it working
L1235[20:00:06] <tterrag> fry: the
proposed solution doesn't work. you can't depend on a .jsonextra
file, it will lookup for .json
L1236[20:00:18] <gigaherz> hmm
right
L1237[20:00:20] <gigaherz> if you want to
do
L1238[20:00:26] <gigaherz>
"parent":"xx.jsonextra", that won't work
L1239[20:00:35] <gigaherz> from a vanilla
model
L1240[20:00:37] <tterrag> I also don't
feel like arguing about something that wasn't even my
question
L1241[20:00:41] <fry> don't depend on
"parent" for anything
L1242[20:00:54] <fry> it's not designed
for actual "parent models"
L1243[20:02:02] <gigaherz> yeah it's for
parenting vanilla data with vanilla data, during loading
L1244[20:02:44] <gigaherz> this reminds
me of my original obj loader i implemented a few months before the
model loader pipeline was merged
L1245[20:02:56] <gigaherz> I had an
"obj registry"
L1246[20:03:13] <gigaherz> that would
load the .obj model AND a .json file of the same name
L1247[20:03:26] <gigaherz> and I'd load
the item transforms from it
L1248[20:03:36] <gigaherz> including
parent references ;p
L1249[20:04:33]
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L1252[20:15:46] <tterrag> fry: answer me
this at least. are all models (excluding the obvious like .obj etc)
loaded using ModelBlock.SERIALIZER ?
L1253[20:16:25] <fry> again, if you care
about that, you're gonna have a bad time when vanilla inevitably
updates again
L1254[20:16:57] <tterrag> why's
that
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L1256[20:17:06] <tterrag> you think I'm
reimplementing all the deserializing? no...
L1257[20:17:19] <tterrag> I just use it
to get a ModelBlock instance
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L1261[20:32:34] <parzivail> here's a fun
issue: every now and then biome decorating will cause a
stackoverflow exception because it keeps calling itself over and
over from
setblock->notify->provide->decorate->setblock
L1262[20:33:08] <unascribed> isn't
minecraft great
L1263[20:34:04] <parzivail> but it seems
i'm the only one with this issue, which means i'm doing something
wrong
L1264[20:34:08] <parzivail> but I dont
know what
L1265[20:34:48] <tterrag> parzivail: I'm
assuming your mod does worldgen?
L1266[20:35:09] <parzivail> yeah
L1267[20:35:15] <tterrag> do you offset
by 8 ?
L1268[20:35:30] <parzivail> offset by 8?
is that a thing now?
L1269[20:35:35] <parzivail> sorry, i'm
porting older code
L1271[20:35:50] <tterrag> decoration
should be offset by 8 blocks to avoid loading new chunks
L1272[20:36:08] <parzivail> well there's
your problem
L1273[20:36:13] <parzivail> thanks!
L1274[20:36:46] <parzivail> ...what made
that need to be a thing, by the way?
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L1276[20:37:43] <tterrag> exactly what
you've run into
L1277[20:37:53] <tterrag> placing a block
causes an update that cascades into an ungenerated chunk
L1278[20:38:10] <tterrag> doing this
assures that you have an 8 block "buffer" between
generation and ungenerated terrain
L1279[20:38:35] <parzivail> well like,
has this always been an issue? I don't remember that in 1.7
L1280[20:39:04] <tterrag> no idea
L1281[20:39:07] <tterrag> I don't do
worldgen much
L1282[20:40:30]
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L1283[20:40:45] <gigaherz> parzivail:
mostly yes
L1284[20:41:02] <gigaherz> I think, at
least
L1285[20:41:18]
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L1286[20:41:39] <gigaherz> minecraft
prepares a 2x2 area of chunks that you can access
L1287[20:41:45] <gigaherz> with the idea
that you generate stuff in the middle 16x16
L1288[20:41:55] <gigaherz> and you have 8
blocks margin for structures that go a bit over the edge
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L1291[20:42:54] <parzivail> gigaherz:
beautiful. good to know
L1292[20:43:14] <tterrag> tis why there's
a size limit on things like village houses
L1293[20:43:23] <tterrag> and
schematics
L1294[20:43:55] <parzivail>
hahahaha
L1295[20:43:56] <parzivail>
wellllll
L1296[20:44:14] <gigaherz> and probably
why my tree mod has random ConcurrentModificationExceptions
;P
L1297[20:44:14] <parzivail> one of the
things we're gonna have to port over soon is the masassi temple
from Star Wars
L1298[20:44:34] <tterrag> well, it's
possible, just not as simple
L1299[20:44:37] <parzivail> it's 43
million blocks. around 80x90 chunks
L1300[20:44:42] <gigaherz> well
L1301[20:44:47] <tterrag> basically, you
say "this structure is here" and then generate bits of it
as the world generates
L1302[20:44:51] <tterrag> you can't plop
it all in at once
L1303[20:44:55] <parzivail> yeah that's
what we did
L1304[20:44:56] <gigaherz> keep
chunk-sized pieces
L1305[20:44:57] <gigaherz> ;P
L1306[20:45:07] <tterrag> vanilla surely
has stuff for this (ocean monuments, nether fortresses,
strongholds)
L1307[20:45:09] <gigaherz> and generate
them as needed ;p
L1308[20:45:50] <parzivail> but from
.schematic->in world is a pain because you have to translate
between .scaematic block IDs and minecraft IDs from worlds where
ids are dynamic and never stay the same
L1309[20:46:08] <tterrag> uhh
L1310[20:46:14] <tterrag> that should not
be difficult. simple registry lookup
L1311[20:46:22] <gigaherz> does the
schematic file not have the block registry names in it?
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L1313[20:46:27] <gigaherz> or if it's
hardcoded
L1314[20:46:35] <gigaherz> you should
just have an internal map
L1315[20:46:36] <gigaherz> either
way
L1316[20:46:37] <gigaherz> it's
like
L1317[20:46:38] <parzivail> well
.schematic stores as 2-bytes-per-block ids
L1318[20:46:49] <parzivail> yeah we had
an internal map
L1319[20:47:09] <parzivail> but now we're
gonna have to manually convert from 1.7-mod-version block names and
stuff to 1.11
L1320[20:47:26] <gigaherz> if you have
the block names as strings
L1321[20:47:28] <gigaherz> then it's
just
L1322[20:47:40] <gigaherz>
ForgeRegistries.blocks.getValue(string)
L1323[20:48:23] <parzivail> well we've
changed modids, for starters. then we have the issue of some of our
blocks that used to be metedata-based are now their own separate
blocks. other than that it's plug-and-play
L1324[20:50:00] <parzivail> also for the
life of me i cannot stop leaves from decaying
L1325[20:50:17] <parzivail> even with
withProperty(BlockLeaves.CHECK_DECAY, false)
L1326[20:53:30] <Corosus> not exactly
sure of the rules of breakBlock method that triggers CHECK_DECAY to
true, but a second pass to force set CHECK_DECAY to false again
might do it
L1327[20:55:00] <parzivail> well what's
happening is that I create a blockstate in my treegen that's just
jungle leaves with that property set to false, init my
treegenerator with them, and it gens some trees during
decorate
L1328[20:55:13] <gigaherz> parzivail:
DECAYABLE,false
L1329[20:55:33] <parzivail> wow, I am
really off my game today
L1330[20:55:33] <gigaherz> CHECK_DECAY is
for when the leaves have justrecently noticed their neighbour
change
L1331[20:55:45] <gigaherz> and need to
re-verify if there's any other log around
L1332[20:56:06] <parzivail> gotcha
L1333[20:56:45] <parzivail> also, o/
Corosus ! Saw you at the minecon panel while back
L1334[20:56:52] <Corosus> neat!
L1335[20:56:55] <Corosus> \o
L1336[20:57:07] <gigaherz> ugh, gotta
sleep
L1337[20:57:09] <gigaherz> night
ppl
L1338[20:57:15] <Corosus> o/
L1339[20:57:17] <parzivail> o/
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L1342[20:58:34] <parzivail> oh, also,
Corosus: are you and Cojo related? I spent a solid 20 minutes
thinking y'all were twins
L1343[20:59:15] <Corosus> heh not quite,
we do think alike a lot though
L1344[20:59:39] <tterrag> can
confirm
L1345[21:02:38] <parzivail> very
true
L1346[21:03:09] <parzivail> well, it's my
time. o/ yall
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L1349[21:03:18] <Corosus> \o
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L1356[21:15:39] <Twisted_Code> Where can
I go when the installer is not able to download libraries
automatically for whatever reason? And are there any common
solutions that don't involve manual download of each individual
library?
L1357[21:17:06] <Twisted_Code> I'm trying
to set up a forge server, but I kind of need forge for that
XD
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L1381[23:02:40] <kenzierocks> fucking
hell
L1382[23:02:50] <kenzierocks> i test the
code on 3 machines
L1383[23:02:55] <kenzierocks> and it
still breaks
L1385[23:03:20] <kenzierocks> that
literally shouldn't happen unless the project doesn't depend on
forgegradle
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L1387[23:03:40] <kenzierocks> oh
subprojects
L1388[23:03:43] <kenzierocks> fuk
L1389[23:03:46] <kenzierocks> patch
incoming
L1390[23:04:56] <RandomX45> auto-correct:
You are automatically correct, no matter what your point is.
L1392[23:13:37] <kenzierocks> killjoy:
that won't fix what i linked :P
L1393[23:13:42] <kenzierocks> you still
don't account for subprojects
L1394[23:13:50] <kenzierocks> i have a
fix for it already
L1395[23:14:03] <killjoy> that was about
tests
L1396[23:14:12] <kenzierocks> yea
L1397[23:14:22] <kenzierocks> but it'd be
better not to touch both parts at once
L1398[23:14:30] <kenzierocks> do you want
to integrate my subproject fixes
L1399[23:14:36] <kenzierocks> or should I
integrate your tests fixes
L1400[23:14:39] <killjoy> sure. Just link
the code
L1401[23:14:42] <kenzierocks> or maybe
come up with a better solution
L1403[23:15:58] <killjoy> why not just
use project.getRootProject()?
L1404[23:16:30] <kenzierocks> applying it
in subprojects
L1405[23:16:35] <kenzierocks> i think we
do that in worldedit
L1406[23:16:44] <kenzierocks> and when
it's in the buildscript for subprojects
L1407[23:17:31] <kenzierocks> ah, i see
why the tests are failing
L1408[23:17:46] <kenzierocks> i have a
better fix
L1409[23:24:23] <LordSkittles__> WOAH! is
that a killjoy I see? It's poppy
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L1411[23:24:39] <kenzierocks> woah
L1412[23:24:41] <killjoy> hello
L1413[23:24:44] <killjoy> so weird
L1414[23:24:48] <killjoy> right?
L1415[23:25:23] <kenzierocks> killjoy: i
made all the tests pass and it warns the user (so that they know
stuff might break)
L1416[23:25:28] <kenzierocks> this
solution should be much better
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