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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?
L42[01:34:38] <tterrag> https://github.com/wyldmods/SimpleAchievements
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
L48[01:45:55] <tterrag> been there done that :P https://github.com/tterrag1098/CustomThings/wiki/Custom-Achievements
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
L167[04:25:25] <gigaherz> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/java/gigaherz/nattrees/client/ClientProxy.java#L34
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
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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
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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?
L289[06:25:03] ⇨ Joins: Cast0077 (~Cast0077@24-181-179-41.dhcp.nwtn.ct.charter.com)
L290[06:25:58] <fry> https://github.com/RainWarrior/MinecraftForge/blob/7b611ef9b2a95ea6b91fb79e0ffe8476a05a675c/src/main/java/net/minecraftforge/client/model/SimpleModelFontRenderer.java
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
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L347[06:58:51] <iTitus> Sorry gigaherz my Intenert died. What did you say?
L348[06:59:08] <iTitus> *Internet
L349[06:59:15] <gigaherz> https://gist.github.com/gigaherz/18a68f0820b47a2760e0ae8818c10817
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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L366[07:11:04] <quadraxis> http://wiki.vg/Map_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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L377[07:59:12] <YourMCGeek> Im trying to update a open source plugin, but every time I try to go and setup the DecompWorkspace it gives me https://hastebin.com/ecapawopej.http
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
L382[07:59:59] <YourMCGeek> https://hastebin.com/haralohaci.cs Thats my build.gradle
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/
L388[08:01:48] <YourMCGeek> So whenever I run it from Terminal (Im using IDEA) it gives this http://prntscr.com/dslvij
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] *** fry is now known as fry|sleep
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
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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..
L403[08:05:16] <YourMCGeek> http://prntscr.com/dslwyl
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
L414[08:09:28] <YourMCGeek> https://hastebin.com/zebijayado.pas
L415[08:09:32] <YourMCGeek> Thats the log by the way.
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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.
L425[08:21:25] <YourMCGeek> https://github.com/Lance5057/Tinkers-Defense
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
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L435[08:28:50] <HassanS6000> Anyone else getting this?
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L437[08:29:11] <HassanS6000> https://paste.ubuntu.com/23758107/
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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
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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
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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
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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
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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
L576[11:41:01] <williewillus> https://github.com/williewillus/Botania-1/blob/e38556d265fcf43273c99ea1299a35400bf0c405/src/main/java/vazkii/botania/client/model/ModelPylon.java#L136-L144
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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
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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> ^
L607[12:15:59] <McJty> Naiten, http://modwiki.temporal-reality.com/mw/index.php/Mobs-1.9
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
L687[12:58:22] <Naiten> http://pastebin.com/34xXsnjq
L688[12:59:04] <Naiten> http://pastebin.com/pdPXckAb
L689[12:59:48] <Naiten> pshe
L690[13:00:09] <PaleoCrafter> loadModel would be good, too :P
L691[13:00:13] <williewillus> ^
L692[13:00:57] <Naiten> http://pastebin.com/ac9j1i7y
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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
L706[13:16:54] <Naiten> https://www.youtube.com/watch?v=JNITzMSFgd4
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
L713[13:22:32] <Naiten> http://i.imgur.com/r06SNbp.png http://i.imgur.com/XN4bIus.png
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?
L735[13:45:19] <gigaherz> https://dl.dropboxusercontent.com/u/743491/lighting.jpg
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?
L739[13:45:56] <Barteks2x> this mod: https://github.com/Barteks2x/CubicChunks
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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L766[14:13:03] <Barteks2x> I finally figured out what timer hack thread/server infinisleeper does: http://stackoverflow.com/questions/824110/accurate-sleep-for-java-on-windows
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L769[14:23:52] <Barteks2x> I know what I woll to do allow converting worlds: create ConvertToCubic world type :D
L770[14:24:00] <Corosus> ugh, this has been happening too often in the past week when i try to build, "> Could not GET 'http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.2-SNAPSHOT/maven-metadata.xml'. > Connect to files.minecraftforge.net:80 [files.minecraftforge.net/158.69.55.219] failed: Connection timed out: connect"
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?
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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
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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.
L858[16:19:23] <PaleoCrafter> Drakmyth, better use something like this: https://github.com/PaleoCrafter/investiture/blob/dev/src/main/java/de/mineformers/investiture/network/FunctionalNetwork.java#L252
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
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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
L954[16:49:47] <Barteks2x> https://github.com/Barteks2x/CubicChunks
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
L968[16:55:10] <Barteks2x> and I made this instead https://github.com/Barteks2x/RegionLib
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
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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?
L981[16:58:58] <gigaherz> [20:45] (gigaherz): https://dl.dropboxusercontent.com/u/743491/lighting.jpg
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
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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] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
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
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L1011[17:07:28] <gigaherz> thx for the hint, fry
L1012[17:07:36] <fry> np
L1013[17:07:53] <kashike> welp, time to dig in forge's registry changes
L1014[17:07:56] <kashike> fuuuuun.
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L1018[17:38:01] <FusionLord> Barteks2x, will cubic chunks add support for 3dimentional biomes?
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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
L1023[17:41:38] <BlueMonster> is this a bad thing to do? https://gist.github.com/anonymous/9208afe6c00f8939815ab9f55ca79604
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
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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
L1035[17:51:44] <BlueMonster> so this is better https://gist.github.com/anonymous/c3e1260b597c9ba9a588c721079fd761
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
L1043[17:54:03] <gigaherz> https://minecraft.curseforge.com/projects/guidebook
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
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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
L1107[18:15:27] <PaleoCrafter> would Mojang be okay with adding the cloak from here as armor? http://nathanbarra.com/wp-content/uploads/2016/04/Vin-in-Mistcloak-185x300.png :D
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
L1122[18:19:52] <gigaherz> http://image.dhgate.com/albu_376307278_00-1.0x0/satin-cape-cloak-medieval-renaissance-wedding.jpg
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
L1153[19:23:34] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/storage/RiftInventory.java#L22,L60
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
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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?
L1224[19:58:37] <fry> ^
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
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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
L1270[20:35:44] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.10/dev/src/main/java/team/chisel/common/util/GenerationHandler.java#L68
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
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L1283[20:40:45] <gigaherz> parzivail: mostly yes
L1284[20:41:02] <gigaherz> I think, at least
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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
L1384[23:03:04] <kenzierocks> http://www.minecraftforge.net/forum/index.php?topic=44544.0
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.
L1391[23:13:04] <killjoy> kenzierocks, since I'm modifying your code in this, do you see any reason this shouldn't be done? https://github.com/MinecraftForge/ForgeGradle/pull/398
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
L1402[23:15:01] <kenzierocks> https://github.com/kenzierocks/ForgeGradle/commit/025f6002924c9d94a2333f917268451fc79f0b35
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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L1421[23:45:52] <kenzierocks> killjoy: https://github.com/MinecraftForge/ForgeGradle/pull/399
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