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L8[00:46:39] <N0c7is> Hey, the server where you host ForgeGradle is an unreliable piece of shit. For weeks now, gradle times out trying to download ForgeGradle's maven metadata. https://gist.github.com/anonymous/76c1abdd933c79f04a585ae66515778a
L9[00:46:45] <N0c7is> What the heck is wrong with it?
L10[00:47:16] <kenzierocks> >unreliable piece of shit
L11[00:47:19] <kenzierocks> >works fine for everyone else
L12[00:47:37] <kenzierocks> nothing is wrong with it
L13[00:47:38] <N0c7is> Thats funny, Ive tried it on several internet connections, so I doubt it.
L14[00:47:43] <kenzierocks> i just tried here
L15[00:47:47] <kenzierocks> so it's working
L16[00:48:05] <kenzierocks> and i've been running a lot of forgegradle recently, and 0 problems
L17[00:48:13] <N0c7is> Here's the thing, I can view it in a browser just fine, but gradle itself cant connect to that URL.
L18[00:48:21] <N0c7is> Also across 3 separate machines.
L19[00:48:27] <kenzierocks> interesting
L20[00:48:31] <kenzierocks> same OS or different OS
L21[00:48:38] <LexMobile> !gm findChunksForSpawning
L22[00:48:44] <N0c7is> Windows Server 2016 and Windows 10.
L23[00:49:02] <kenzierocks> same versions of Java or different?
L24[00:49:09] <N0c7is> Java 8
L25[00:49:17] <kenzierocks> i have a feeling it's some random bug related to that
L26[00:50:10] <N0c7is> So... what? Update?
L27[00:50:30] <kenzierocks> what java do you have now?
L28[00:50:34] <kenzierocks> full version
L29[00:50:39] <kenzierocks> 1.8.0_<something>
L30[00:50:43] <N0c7is> Let me check the server Im having problems on right now
L31[00:52:34] <N0c7is> Java 8 Update 111
L32[00:52:56] <kenzierocks> that should be good then
L33[00:53:21] <kenzierocks> what version of gradle are you using?
L34[00:53:37] <N0c7is> I'll check.
L35[00:53:37] <kenzierocks> gradle --version or gradlew --version
L36[00:53:49] <mallrat208> That's an interesting way of trying to get help
L37[00:54:07] <N0c7is> Gradle 2.0
L38[00:54:12] <kenzierocks> oh.
L39[00:54:20] <kenzierocks> you should update that to at least 2.14
L40[00:54:25] <kenzierocks> if not 3.3 :)
L41[00:54:29] <N0c7is> Alright.
L42[00:56:19] <Genuine> Weird. When a certain gui opens it doesn't want to show the mouse.
L43[00:58:08] <N0c7is> If I'm using the gradle packaged with my workspace, do I just need to update the distributionUrl in gradle-wrapper.properties or is there more to it?
L44[00:58:31] <kenzierocks> that's it
L45[01:00:45] <N0c7is> Alright, testing it. Hopefully this works.
L46[01:06:18] <N0c7is> This time it failed at downloadMcpTools instead. Says the connection timed out
L47[01:06:57] <N0c7is> I upgraded to 3.3.. watched as it downloaded and unpacked it as well.
L48[01:07:12] <kenzierocks> paste your error, or your whole log if possible
L49[01:07:26] <N0c7is> Not much of an error, but sure, one sec.
L50[01:08:13] <N0c7is> https://gist.github.com/anonymous/58b32dca76ede8e91edaa7d9ae450346
L51[01:08:35] <N0c7is> Also yes, Im aware that 1.7.10 is very old and out of date. I'm updating this week.
L52[01:08:44] <kenzierocks> fun
L53[01:08:54] <kenzierocks> try running with --info
L54[01:08:57] <kenzierocks> and --stacktrace
L55[01:09:02] <N0c7is> Will do
L56[01:12:46] <N0c7is> Also ran this on the machine im using now, separate internet connection from the server, (with the updated gradle) and it encountered the ForgeGradle maven-metadata timeout again. Log with --info and --stacktrace is coming
L57[01:13:15] <N0c7is> Here it is: https://gist.github.com/anonymous/a0b9bca962e2d75516135a14b63286e2
L58[01:13:33] <kenzierocks> please don't wildly run cleanCache
L59[01:13:51] <N0c7is> Im running it because Im experiencing problems.
L60[01:14:08] <N0c7is> What is the difference between cleanCache and clean?
L61[01:14:17] <kenzierocks> cleanCache destroys ~/.gradle/caches
L62[01:14:21] <kenzierocks> which means redownloading everything
L63[01:14:33] <N0c7is> Thats what I wanted. I had a dependency problem.
L64[01:14:34] <kenzierocks> clean just removes ./build -- your project build folder
L65[01:14:44] <kenzierocks> well the dependency cache is likely not the problem
L66[01:14:51] <kenzierocks> if it didn't fix it the first time, it won't the second
L67[01:15:14] <N0c7is> Ill remove cleanCache from the command.
L68[01:15:37] <kenzierocks> it looks like you've just got a really bad connection to the files.minecraftforge.net server
L69[01:16:01] <N0c7is> But on two separate internet connections?
L70[01:16:06] <kenzierocks> idk
L71[01:16:22] <kenzierocks> how physically close are the connections?
L72[01:16:29] <N0c7is> 50 miles apart.
L73[01:16:40] <kenzierocks> still close enough to experience the same problems
L74[01:16:52] <N0c7is> Two separate ISPs
L75[01:17:07] <kenzierocks> just take a look at the log you gave me
L76[01:17:15] <kenzierocks> you made multiple HTTP GETs to the server
L77[01:17:19] <kenzierocks> until it failed once
L78[01:17:51] <N0c7is> Go to this link: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1614-1.7.10/forge-1.7.10-10.13.4.1614-1.7.10.pom
L79[01:17:56] <N0c7is> Its a 404 not found page.
L80[01:18:02] <N0c7is> Thats why it doesnt work
L81[01:18:26] <kenzierocks> then you have invalid build config
L82[01:18:46] <N0c7is> You mean my build.gradle?
L83[01:18:49] <kenzierocks> yea
L84[01:19:16] <N0c7is> build.gradle: https://gist.github.com/anonymous/19aadda320d9a90ab7efb585acdf7ae4
L85[01:19:18] <kenzierocks> hmm
L86[01:20:21] <N0c7is> I'm still thinking its a problem on the forge server end.
L87[01:20:31] <kenzierocks> that 404 shouldn't matter
L88[01:20:47] <kenzierocks> you're still not getting a connection
L89[01:20:57] <kenzierocks> wish gradle would do more retries :/
L90[01:21:14] <N0c7is> Visit the link, do you get a 404?
L91[01:21:24] <kenzierocks> yea
L92[01:21:36] <kenzierocks> a 404 != a connection error
L93[01:21:44] <N0c7is> Well, gradle seems to think the file is important.
L94[01:21:50] <N0c7is> And it cant find it...
L95[01:21:59] <kenzierocks> it is important
L96[01:22:02] <kenzierocks> but not required
L97[01:22:09] <N0c7is> Maybe its not smart enough to see its not there, so it just sits there waiting
L98[01:22:17] <kenzierocks> that's not how it works
L99[01:22:33] <N0c7is> It was a metaphor
L100[01:22:49] <kenzierocks> what its looking for that's important is http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1614-1.7.10/forge-1.7.10-10.13.4.1614-1.7.10-userdev.jar
L101[01:22:57] <kenzierocks> it doesn't need the pom to find that
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L103[01:23:10] <kenzierocks> but the connection drop is messing with it for some reason
L104[01:23:18] <kenzierocks> did you try running it again without cleanCache
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L106[01:23:21] <N0c7is> I downloaded that file just fine in my browse
L107[01:23:24] <N0c7is> browser*
L108[01:23:49] <N0c7is> Ill run it again, just to be sure.
L109[01:23:59] <kenzierocks> try running it a few times
L110[01:24:06] <kenzierocks> without cleanCache inbetween
L111[01:24:21] <N0c7is> I got an instant failiure on this try.. trying a few more times
L112[01:25:17] <N0c7is> 2nd try failed
L113[01:26:47] <N0c7is> 3rd try is going further, keeps complaining about missing resources, but still going
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L116[01:28:24] <Genuine> Why am I updating this mod myself? I'm sure there are others that have already done it...
L117[01:36:33] <FusionLord> anyone know how to setup the team system with SkyFactory3? or if there even is one?
L118[01:37:51] <N0c7is> It finally downloaded everything back into the cache... now I just need to solve an unexplained compilation problem.
L119[01:38:14] <N0c7is> This one's my fault though.
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L124[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170108 mappings to Forge Maven.
L125[02:00:19] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170108-1.11.zip (mappings = "snapshot_20170108" in build.gradle).
L126[02:00:40] <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/
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L152[04:56:58] <Tencao> Quick question, when it comes to generation code, such as a solar panel generator generating power, is it a good idea to put the generation behind a Callable function or just stick it in the class?
L153[04:57:13] <Tencao> Thinking performance wise, especially on servers when people are spamming alot of them
L154[05:00:48] <PaleoCrafter> I don't think that single layer of indirection would be too bad :P
L155[05:05:07] <PaleoCrafter> unless you mean making the generator threaded by "behind a Callable", in that case I'd say: not worth the hassle of making it properly work with MC :P
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L157[05:11:30] <ghz|afk> shit, now that youtube has this (google+ free) comments UI, I can't "mute post" anymore
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L168[06:02:39] <FusionLord> getting "java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/TextureAtlasSprite" on client side when launching Skyfactory.
L169[06:02:48] <FusionLord> any ideas
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L171[06:11:06] <LatvianModder> 1.11.2 is the new thing?
L172[06:11:56] <FusionLord> yus
L173[06:13:17] <TechnicianLP> are there docs on extendedstate usage somewhere (mainly the manual model stuff ...)
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L175[06:16:02] <LatvianModder> Anyone else getting this gradle error? http://ss.latmod.com/pc/2017-01-08_14.15.22.png
L176[06:17:30] <LatvianModder> freshly downloaded copy of MDK, ran gradlew setupDecompWorkspace (because idea wouldnt let me import it because of error)
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L178[06:19:59] <TechnicianLP> consistently or just once?
L179[06:20:23] <LatvianModder> Well, I tried it 3 times since I downloaded it 15 mins ago :P
L180[06:20:37] <LatvianModder> I guess the server is down/overloaded/smth
L181[06:21:20] <LatvianModder> Ok, I think it works now. I did throw some error but at least its downloading stuff
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L184[06:38:29] <PaleoCrafter> server's kinda fucked up lately, LatvianModder, I suppose it'd be worth pinging Flamegoat xD
L185[06:39:09] <LatvianModder> I can see in console when starting game, often it says "cant reach version checking server" or smth like that
L186[06:39:53] <LatvianModder> #JustSwitchedTo1.11 ItemStack.loadItemStackFromNBT is gone.. ok...
L187[06:40:19] <ghz|afk> new ItemStack(nbt)
L188[06:40:21] <PaleoCrafter> ^
L189[06:40:30] <LatvianModder> Yeah, I already figured out, thanks
L190[06:40:45] <LatvianModder> I always check TileEntityChest and ItemStackHandler when in doubt :P
L191[06:40:50] <ghz|afk> heh
L192[06:41:00] <LatvianModder> But
L193[06:41:10] <LatvianModder> what if the item is invalid/null from that NBT?
L194[06:41:27] <ghz|afk> then getItem() will return AIR
L195[06:41:31] <ghz|afk> 1.11 does not support null items
L196[06:41:34] <LatvianModder> Right
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L198[06:48:40] <Tencao> Gotta love java, set my ram to 5gb, it goes to 6.2gb
L199[06:49:33] <PaleoCrafter> oh, ghz|afk, I have a question/suggestion regarding your guide book :P
L200[06:49:54] <ghz|afk> shoot
L201[06:50:15] <PaleoCrafter> does it support going back and forth if the mouse has dedicated buttons for that? :P
L202[06:50:29] <ghz|afk> nope
L203[06:50:50] <ghz|afk> does mc handle back/forward mouse/key events? I could look at it
L204[06:51:20] <PaleoCrafter> they are registered as (mouse) button 4 and 5
L205[06:51:26] <ghz|afk> hmm although
L206[06:51:37] <ghz|afk> in a browser, the back button usually navigates back in the history
L207[06:51:40] <ghz|afk> not page left/right
L208[06:51:51] <ghz|afk> but I don't have a "forward" history ;p
L209[06:52:29] <PaleoCrafter> introduce one, then :P
L210[06:53:18] <PaleoCrafter> forwardHistory.push(history.pop()) :P
L211[06:53:42] <PaleoCrafter> actually, not like that, nvm
L212[06:53:43] <PaleoCrafter> brainfart
L213[06:54:59] <ghz|afk> hmmm
L214[06:55:04] <ghz|afk> I have Keyboard.KEY_BACK implemented
L215[06:55:08] <ghz|afk> but not mouse button 4 ;P
L216[06:57:38] <ghz|afk> okay going back with the mouse now works
L217[06:57:50] <ghz|afk> probably won't be implementing "forward" though ;p
L218[07:01:32] <PaleoCrafter> back suffices
L219[07:01:42] <PaleoCrafter> I hope I can get others to implement it, too
L220[07:02:04] <PaleoCrafter> I always click the button a dozen times before I realise that this is MC and most devs don't think of it :D
L221[07:02:31] <LatvianModder> There are people with those mouses? o_O
L222[07:02:36] <ghz|afk> of course
L223[07:02:38] <ghz|afk> I have my own
L224[07:02:50] <PaleoCrafter> every mouse that isn't total shit probably has these buttons :P
L225[07:02:51] <LatvianModder> super advanced gamers :D
L226[07:02:57] <ghz|afk> I had a logitech G500 before, and a G502 now
L227[07:03:15] <PaleoCrafter> only got the G502 myself recently
L228[07:03:17] <ghz|afk> you don't need to go fancy
L229[07:03:18] <ghz|afk> http://www.logitech.com/en-us/product/corded-mouse-m500
L230[07:03:24] <ghz|afk> I use the M500 at work
L231[07:03:27] <ghz|afk> and it also has back/forward
L232[07:03:28] <ghz|afk> ;P
L233[07:03:37] <LatvianModder> 30$.. yeesh
L234[07:03:45] <ghz|afk> lol that's the cheap one
L235[07:03:46] <LatvianModder> Mine was like 8 and it works perfectly fine :D
L236[07:03:46] <ghz|afk> XD
L237[07:03:58] <ghz|afk> sure
L238[07:04:06] <LatvianModder> http://www.logitech.com/en-us/product/mouse-m100
L239[07:04:08] <ghz|afk> http://gaming.logitech.com/en-roeu/product/g502-proteus-spectrum-rgb-gaming-mouse
L240[07:04:11] <ghz|afk> this is the one I got ;P
L241[07:04:11] <PaleoCrafter> there are cheap mice with back and forth buttons as well :P
L242[07:04:17] <LatvianModder> ugh rgb
L243[07:04:20] <PaleoCrafter> yep, got the RGB version as well
L244[07:04:22] <ghz|afk> turned that ogg
L245[07:04:23] <LatvianModder> I hate lets in tech
L246[07:04:23] <ghz|afk> off*
L247[07:04:28] <LatvianModder> leds*
L248[07:04:29] <BlueMonster> i have a cheap mouse with back and forth buttons :D
L249[07:05:25] <LatvianModder> I guess im too simple for gaming community :P
L250[07:06:33] <LatvianModder> So I should use stack.isEmpty() or stack.getCount() == 0?
L251[07:06:35] <ghz|afk> https://www.pccomponentes.com/tacens-mars-gaming-mm116-rat-n-gaming-3200-dpi
L252[07:06:35] <ghz|afk> EWH
L253[07:06:38] <LatvianModder> Because isEmpty() looks.. heavy
L254[07:06:43] <ghz|afk> fugly as hell, but < 10eur, and has side buttons
L255[07:06:55] <ghz|afk> LatvianModder: I use getCount <= 0 in my mods
L256[07:07:04] <ghz|afk> but lots of people -- vanilla included, use isEmpty directly
L257[07:07:21] <LatvianModder> I always use whatever is faster
L258[07:07:57] <ghz|afk> then getCount ;P
L259[07:08:25] <LatvianModder> Im making pipes mod for 1.11 so I guess performance is important. I dont want this to be another tps killer https://www.reddit.com/r/latmod/comments/5mg12v/update_week_1a/
L260[07:08:31] <TechnicianLP> but it would break if someone replaced EMPTY which it otherwise wouldnt
L261[07:08:45] <ghz|afk> TechnicianLP: no one will replace EMPTY.
L262[07:08:49] <ghz|afk> and if they do, they should be shot
L263[07:09:02] <ghz|afk> in the foot. no need to kill anyone over this
L264[07:09:10] <ghz|afk> but shot regardless
L265[07:09:10] <ghz|afk> ;P
L266[07:09:52] * LatvianModder breaks in the room yelling "Shots shots shots!" with bottle in hand
L267[07:10:23] ⇨ Joins: Blarghedy (~Blarghedy@50-90-115-148.res.bhn.net)
L268[07:10:44] <ghz|afk> github is being slow today?
L269[07:11:03] <LatvianModder> probably people reporting FTBU Bugs
L270[07:11:36] <LatvianModder> But it works fine for me, at least web interface
L271[07:14:56] <ghz|afk> yeah it worked
L272[07:15:01] <ghz|afk> it just took like 30s to begin pushing
L273[07:18:09] <Barteks2x> Is there some Array-like interface in java that doesn't require implementing full List interface? (and doesn't require that stupid add())
L274[07:19:02] <LatvianModder> Arrays.asList
L275[07:19:15] <Barteks2x> I want to implement such interface myself
L276[07:19:16] <LatvianModder> If you mean that. But its partially immutable, afaik
L277[07:19:25] <LatvianModder> Dont
L278[07:19:26] <LatvianModder> :P
L279[07:19:36] <Barteks2x> to be backed both by an array and a file
L280[07:19:49] <Barteks2x> (array for reading, file and array for writing)
L281[07:19:50] <LatvianModder> There's 100% chance that Java will implement their interfaces better than you :P
L282[07:20:31] <Barteks2x> when reading, I want to read from array cache, when writing I want to write to the array cache and to a file
L283[07:21:04] <LatvianModder> That sounds overcomplicated
L284[07:21:12] <LatvianModder> Is this some kind of logging mechnic?
L285[07:21:12] <ghz|afk> just implement list and throw in add/remove/etc? ;P
L286[07:21:22] <Barteks2x> It's for my region file format
L287[07:21:43] <LatvianModder> Dont instantly write when you add to list
L288[07:21:51] <LatvianModder> Only write to files when world saves
L289[07:22:20] <Barteks2x> Region files are used only when world saves
L290[07:23:11] <Barteks2x> And the point of writing to the file directly instead of only to the cache and the updating the file in fluch() is that save doesn't become horribly corrupted if something kills the game when not in the middle of saving
L291[07:24:21] <Barteks2x> And I tested for speed, even on old mechanical HDD compression is 2-5 times slower than writing to disk
L292[07:25:12] <Barteks2x> ghz: if I wanted to do that, it would no longer be a List
L293[07:25:39] <LatvianModder> How about Collection?
L294[07:26:52] * ghz|afk shrugs
L295[07:27:01] <ghz|afk> C# does that for ReadOnlyList and no one is screaming about it
L296[07:27:01] <ghz|afk> ;P
L297[07:27:26] <ghz|afk> if you don't support a feature, you throw NotSupportedException or NotImplementedException.
L298[07:28:28] <ghz|afk> (actually i'm pretty sure some people are screaming about that and complaining about type safety and the inability to know in advance, if a list is readonly or not)
L299[07:29:03] <PaleoCrafter> Barteks2x, have you considered ImmutableList? :P
L300[07:29:16] <ghz|afk> he wants set, though
L301[07:29:26] <PaleoCrafter> oh
L302[07:29:29] <Ordinastie> ImmutableSet?
L303[07:29:47] <PaleoCrafter> I think set as in set(index, value) :P
L304[07:29:51] <Ordinastie> oh that's not a thing ><
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L306[07:30:10] <Barteks2x> I want set and get, that's all
L307[07:30:17] <Barteks2x> and length
L308[07:30:20] <ghz|afk> he basically wants "interface Array<T> { int size(); T get(int index); void set(int index, T value); }"
L309[07:30:21] <Barteks2x> just like with array
L310[07:30:50] <Barteks2x> and creating my own interface for that feels a bit stupid
L311[07:31:34] <ghz|afk> yeah it's a bit annoying
L312[07:31:43] <ghz|afk> I wonder why they didn't think of having that interface
L313[07:31:47] <ghz|afk> then they could just have done
L314[07:31:56] <ghz|afk> List<T> extends Collection<T>, Array<T>
L315[07:32:07] <ghz|afk> and have the combination of the two features
L316[07:32:09] <Barteks2x> They have like everything you may ever wany, Lists, collections, Byffers, but not this simple thing
L317[07:32:24] <ghz|afk> funnily enough, C# doesn't have it either
L318[07:32:40] <Barteks2x> Kotlin I think has something like that
L319[07:32:54] <quadraxis> what about it do you want to be different from a regular array?
L320[07:33:09] <Barteks2x> that I can implement set() to also write to a file
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L322[07:33:27] <ghz|afk> quadraxis: he wants a file-backed array
L323[07:33:33] <ghz|afk> with write caching
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L325[07:34:09] <ghz|afk> write-through caching*
L326[07:34:13] <Barteks2x> it will be the header of region file, the part that contains offsets and sizes of different chunks
L327[07:35:22] <ghz|afk> PaleoCrafter: there https://minecraft.curseforge.com/projects/guidebook/files
L328[07:35:26] <ghz|afk> just for you ;P
L329[07:35:27] <Barteks2x> Or I could just let my IntPackedSectorMap take SeekableByteChannel and be done with it, but that would mean it has do be always backed by file
L330[07:35:37] <PaleoCrafter> heh, nice
L331[07:35:39] <ghz|afk> took longer to build and upload the release
L332[07:35:41] <ghz|afk> than to code it
L333[07:35:41] <ghz|afk> XD
L334[07:36:01] <PaleoCrafter> if I were playing actively playing MC, I'd be super excited now :P
L335[07:36:34] <ghz|afk> heh
L336[07:36:46] <ghz|afk> I started a "casual" skyfactory3 playthrough
L337[07:37:01] <PaleoCrafter> heh, there is a RandomAccess itnerface, but it's just a marker
L338[07:37:22] <quadraxis> sounds like something using nio
L339[07:37:28] <quadraxis> would be best
L340[07:37:40] <LatvianModder> I got a competing guidebook mod, ghz >:D https://minecraft.curseforge.com/projects/ftb-utilities
L341[07:37:52] <ghz|afk> casual as in, I open the game, chop a few trees, kill a few mobs, sift a few blocks, then get bored and close
L342[07:38:10] <LatvianModder> hey thats exactly how I play minecraft!
L343[07:38:13] <PaleoCrafter> if it doesn't support my mouse's back button, it's infinitely inferior to giga's, LatvianModder :P
L344[07:38:27] <ghz|afk> XD
L345[07:38:28] <LatvianModder> Pfft it. uh.. does! *opens IDEA*
L346[07:38:43] <Barteks2x> Buffers seems like something I would want but they are weird
L347[07:39:37] <Barteks2x> I would basically want my own implementation of IntBuffer
L348[07:39:47] <Barteks2x> (the one from java.nio)
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L350[07:40:36] <LatvianModder> how about TIntArray
L351[07:40:47] <LatvianModder> or .. TIntCollection/TIntList
L352[07:41:02] <Barteks2x> I want to avoid using other libraries in this library
L353[07:41:11] <Barteks2x> to avoid issues with dependencies
L354[07:41:16] <LatvianModder> Its shipped with Minecraft
L355[07:41:30] <Barteks2x> My RegionLib doesn't depend on MC
L356[07:42:03] <Barteks2x> and I want to avoid situation where RegionLib requires version X byt MC has version Y
L357[07:42:36] <LatvianModder> Why doesnt your region lib depend on MC?
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L359[07:43:00] <LatvianModder> Its gonna be used by all other voxel games, just like Nova? :P
L360[07:43:04] <Barteks2x> Because it's supposed to be used not only for the mod but also standalone save converter
L361[07:43:40] <Barteks2x> and possibly a few things that want to export/import CubicChunks saves
L362[07:44:00] <LatvianModder> Hmm.. Standalone.. I dont think its worth trying to make it standalone. If you depend on MC you have a ton of possiblilties
L363[07:44:35] <Barteks2x> I want to make is completely independent of MC. Block opacities are the only thing that may be pain to handle
L364[07:46:00] <ghz|afk> https://youtu.be/OMIGYIQIIZQ
L365[07:47:09] <Ordinastie> you should stop rendering the book in the hand when it's opened :p
L366[07:47:40] <ghz|afk> too much effort XD
L367[07:48:22] <ghz|afk> if mc had some kind of hook to say "don't bother renderingthis item, I'm handling it already", yeah I'd do that
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L369[07:48:37] <ghz|afk> but as things are, I'd haveto store some "open" flag in the item nbt or something, and meh
L370[07:48:50] <ghz|afk> (or a capability, I guess)
L371[07:49:14] <ghz|afk> wtf
L372[07:49:16] <ghz|afk> "Unfortunately, we don’t recognize that video platform, so we can’t embed it. You can still link the video by closing this window and pasting the link into your comment."
L373[07:49:30] <ghz|afk> curseforge doesn't support embedding youtube links?!
L374[07:51:25] <PaleoCrafter> ghz|afk, you could just use an override and use that to check if the local player has the GUI open and use an empty model :P
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L376[07:52:24] <LatvianModder> ghz|afk: yeah it does
L377[07:52:43] <LatvianModder> See, whole 2 videos on bottom https://minecraft.curseforge.com/projects/ftb-utilities
L378[07:53:16] <ghz|afk> I can't embed mine, though
L379[07:53:27] <LatvianModder> there is a video button
L380[07:53:31] <ghz|afk> yes
L381[07:53:36] <ghz|afk> and it shows a popup to enter URL
L382[07:53:37] <ghz|afk> and I do
L383[07:53:43] <ghz|afk> and it says "Unfortunately, we don’t recognize that video platform, so we can’t embed it. You can still link the video by closing this window and pasting the link into your comment."
L384[07:53:57] <LatvianModder> lol
L385[07:54:04] <LatvianModder> maybe you have the shortened link or smth
L386[07:54:13] <PaleoCrafter> hm... is there a way to suppress an entity's walking animation?
L387[07:54:24] <LatvianModder> you want it to.. slide?
L388[07:54:32] <PaleoCrafter> yeah, implementing conveyors :P
L389[07:54:48] <LatvianModder> motionX = motionZ = 0 probably
L390[07:55:00] <PaleoCrafter> well, I need those, though :P
L391[07:55:03] <ghz|afk> is the animation based on the movement speed?
L392[07:55:16] <PaleoCrafter> it definitely affects it
L393[07:55:20] <LatvianModder> cant you just set position
L394[07:55:30] <PaleoCrafter> will look shit though, because I can't interpolate
L395[07:55:52] <LatvianModder> steal code from IE
L396[07:55:59] <ghz|afk> LatvianModder: when you embedded your videos
L397[07:56:06] <ghz|afk> did you use the normal video url or something special?
L398[07:56:13] <PaleoCrafter> IE has the entity walking, too :P
L399[07:56:37] <LatvianModder> You can see the URL on top of video
L400[07:56:49] <LatvianModder> I guess thats the normal ur
L401[07:57:04] <ghz|afk> I have tried with
L402[07:57:52] <ghz|afk> https://www.youtube.com/watch?v=OMIGYIQIIZQ, http://www.youtube.com/watch?v=OMIGYIQIIZQ, https://youtube.com/watch?v=OMIGYIQIIZQ, http://youtube.com/watch?v=OMIGYIQIIZQ, youtube.com/watch?v=OMIGYIQIIZQ
L403[07:58:04] <ghz|afk> with https://www.youtube.com/embed/OMIGYIQIIZQ and variations of it
L404[07:58:13] <ghz|afk> with variations of https://youtu.be/OMIGYIQIIZQ
L405[07:58:15] <ghz|afk> nothing works :/
L406[07:58:25] <ghz|afk> actually -- linking to your video doesn't work either
L407[07:58:51] <Barteks2x> yay for java, Buffers have package-private constructors so you can't expend them
L408[07:58:52] <LatvianModder> hmm. contact curse
L409[07:58:55] <Barteks2x> *extend
L410[07:59:04] <LatvianModder> #curseforge on IRC
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L412[08:10:42] <Barteks2x> so trying to google anything with "interface" "array" and "java" gives me either information about using arrays in interfaces, arrays with generics or arrays of interfaces O.o
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L425[09:08:10] <TechnicianLP> does someone have a good tutorial/example somewhere of how ibakedmodels work? i cant seem to find helpfull stuff
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L428[09:11:24] <Barteks2x> That one place where I decided to actually use Optionals because I control all the code I can't really use them because IOException is annoying...
L429[09:11:48] <Barteks2x> or generally checked exceptions
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L431[09:21:24] <LatvianModder> TechnicianLP: what specifically you want to do?
L432[09:31:23] <Barteks2x> Serioualy? "Generic class may not extend Throwable"
L433[09:35:11] <TechnicianLP> so i have a highly configurable block (~250 000 combinations of basic models) of which i need to get the data from extendedstate into the model ... i just dont know how i do that part
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L435[09:39:38] <PaleoCrafter> Barteks2x, can't catch generic exceptions :P
L436[09:40:10] <Barteks2x> I wanted to make a generic WrappedException
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L453[11:32:28] <LatvianModder> Oh! They added Items.AIR. And CreativeTabs getIconItem now is ItemStack.. 1.11 is great so far :D
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L459[11:54:11] <Barteks2x> If jave generics worked more like C++ templates I could actually make RegionLib completely type safe - different formats would always have different types, with java it's apparently not possible when keeping it flexible
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L464[12:05:00] <williewillus> does the one probe show entities?
L465[12:05:04] <williewillus> (like waila does)
L466[12:06:59] <williewillus> that's a yes
L467[12:07:22] <LatvianModder> Barteks2x: Then make a mod for Win10 version :P
L468[12:07:32] <williewillus> good luck with that
L469[12:07:37] <LatvianModder> hehe
L470[12:07:50] <Barteks2x> I was actually once wondering if it would be ever possible
L471[12:07:58] <LatvianModder> not really
L472[12:08:06] <LatvianModder> Well. Technically anything is possible
L473[12:08:17] <williewillus> well people have made mods for the C++ versions
L474[12:08:20] <williewillus> but very basic ones
L475[12:08:32] <LatvianModder> IC2, gooo
L476[12:08:38] <Barteks2x> making cubic chunks would require reverse engineering huge sections of the code...
L477[12:09:44] <Barteks2x> also, how is it possible that the C++ version world generation is so much faster than java?
L478[12:10:29] <Ordinastie> they probably rewrote it completely
L479[12:10:45] <Barteks2x> I've seen assembly output from the JVM and it seems more than resonable in most cases
L480[12:11:26] <LatvianModder> C++ is generally faster than Java
L481[12:11:29] <williewillus> blockpos is probably passed by value :P
L482[12:11:49] <Barteks2x> with JVM optimizations it can be passed in CPU registries in some cases
L483[12:12:00] <williewillus> vs in all cases :P
L484[12:12:38] <Barteks2x> what I'm wondering is how they made noise generation so fast
L485[12:13:05] <Barteks2x> and made the terrain look similar
L486[12:13:29] <PaleoCrafter> LatvianModder, that's just a common misconception :P
L487[12:13:52] <LatvianModder> Notch said its as fast as C++ basically
L488[12:13:57] <Barteks2x> It took me days to more or less understand how the terrain ends up looking the way it does, and I still wasn't able to make it anywhere near as fast as vanilla
L489[12:13:57] <LatvianModder> I belive Notch :P
L490[12:14:29] <Barteks2x> if he just used 8 octaves instead of 16 terrain would look more or less tha same and would be almost 2x faster
L491[12:15:21] <Barteks2x> but now nobody will touch octaves because that would mean also changing frequencies and some constants
L492[12:15:36] <Barteks2x> because max value and frequency depends on number of octaves in MC noise generator
L493[12:15:51] <LatvianModder> Chunks should just store HashMap<BlockPos, Block>! (ha!)
L494[12:16:03] <PaleoCrafter> does the model system currently support hiding stuff from obj by name?
L495[12:16:28] <Barteks2x> if java actualy had value types something close to that would work
L496[12:16:42] <Barteks2x> and wouldn't be any slower
L497[12:16:46] <PaleoCrafter> just you wait for Valhalla :P
L498[12:17:16] <Barteks2x> forge would first need to support java 9
L499[12:18:01] <williewillus> valhalla's slated for java 10 btw
L500[12:18:04] <williewillus> and will probably slip
L501[12:18:11] <williewillus> PaleoCrafter: yes, you can hide by name
L502[12:18:15] <LatvianModder> ghz|afk: actually, I just looked at code. getCount() == 0 will Always work the same way as isEmpty(), just faster
L503[12:18:25] <Barteks2x> so by the time value types are in java my mod may very well be already dead
L504[12:18:39] <PaleoCrafter> it's not like I was joking anyways :P
L505[12:18:46] <PaleoCrafter> williewillus, what's the syntax? :D
L506[12:18:56] <williewillus> no json support you ahve to do it in code
L507[12:19:03] <PaleoCrafter> ah, well
L508[12:19:47] <PaleoCrafter> wanna do this thing in code anyway, no way I'm mapping the 45 parts of my OBJ to the proper block via JSON xD
L509[12:20:14] <Barteks2x> I'm trying to make a Region class that may support arbitrary things stored in region header (mainly to support vanilla timestamp in region header) and I have no idea how to do it in clean way
L510[12:20:35] <Barteks2x> especially in a way that means different things in header == different region type
L511[12:20:42] <Barteks2x> (different obkect type)
L512[12:21:06] <PaleoCrafter> time to venture into custom model loaders for the first time D:
L513[12:21:46] <williewillus> PaleoCrafter: fry set it up really weirdly but this is essentially how to do it
L514[12:21:47] <williewillus> https://github.com/williewillus/Botania-1/blob/e38556d265fcf43273c99ea1299a35400bf0c405/src/main/java/vazkii/botania/client/model/ModelPylon.java#L146-L146
L515[12:22:11] <williewillus> then bake with that IModelState obviosuly, and it'll hide the groups
L516[12:22:21] <PaleoCrafter> okay, great, thanks
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L518[12:22:44] <fry> why is it weird? :P
L519[12:23:07] <williewillus> why do I return a non-empty optional to hide the group? :P
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L521[12:23:48] <fry> what else would you return?
L522[12:24:41] <fry> hmm, that actually does look weird
L523[12:24:52] <fry> don't think that's how I untended it to work
L524[12:25:06] <williewillus> i mean, doesn't an empty optional from IModelState mean "no transform to the IModelPart?
L525[12:25:13] <williewillus> so it makes more sense that way, idk
L526[12:25:14] <williewillus> :P
L527[12:25:19] <williewillus> i just fiddled until it worked
L528[12:30:05] <fry> ah yes, by default nothing is hidden
L529[12:30:21] <fry> and IModelState shouldn't return anything for parts that it doesn't know about
L530[12:30:38] <fry> so that states can be combined
L531[12:31:20] <fry> so, a natural way to implement hiding is to add special parts, and special state that handles those parts
L532[12:33:20] <PaleoCrafter> and if I specifically want to implement hiding? :P
L533[12:33:46] <fry> define "implement"
L534[12:33:51] <fry> on your own IModel?
L535[12:34:08] <PaleoCrafter> eh, not hiding, I mean showing
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L537[12:34:15] <williewillus> nothing is hidden by default
L538[12:34:20] <fry> ^
L539[12:34:29] <PaleoCrafter> so I need to hide everything else? meh
L540[12:34:45] <fry> it doesn't matter how you do it at the low level
L541[12:35:11] <fry> and coming up with a good way on higher level is why there's no json support yet :P
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L543[12:36:04] <PaleoCrafter> oh, the state says "show", "hide" or "I don't care" for each part?
L544[12:36:15] <fry> what's done right now with the model state is basically "boolean isHidden(Identifier part)"
L545[12:36:23] <Barteks2x> that isn't right... 2 inrerfaces and 2 classes just to add support for timestamps in region files
L546[12:36:31] <fry> and the default value is true for all implementations
L547[12:36:57] <williewillus> i wish IModelState wasn't so overloaded, but I can't come up with a better idea :P
L548[12:37:06] <fry> (which is why you return a present optioanl for "absent/hidden" parts)
L549[12:37:50] <fry> williewillus: it survived >2 years with only 1 small breaking change
L550[12:38:05] <fry> and went through innumerable number of extensions
L551[12:39:38] <williewillus> oh yeah since you're here right now. in ModelBLockAnimation's json format what are the float weights for?
L552[12:39:40] <williewillus> https://github.com/williewillus/Botania-1/blob/becc642b85d0af483781d15a2db0c2f83a7a16ca/src/main/resources/assets/botania/armatures/block/pump_head.json#L3-L3
L553[12:39:45] <williewillus> the 1.0's
L554[12:39:53] <fry> right now - noops
L555[12:40:14] <williewillus> what are they supposed to do? :P
L556[12:40:22] <fry> in the future - blending weights for skinning, if that's ever requested/if I get the time/motivation to do that
L557[12:40:37] <williewillus> looking at the code only the first value of the array is used
L558[12:40:41] <williewillus> oh
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L565[13:01:44] <ghz|afk> [19:18] (+LatvianModder): ghz|afk: actually, I just looked at code. getCount() == 0 will Always work the same way as isEmpty(), just faster
L566[13:01:49] <ghz|afk> for all practical purposes, yes ;P
L567[13:02:55] <williewillus> it really doesnt matter though :P
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L570[13:03:15] <williewillus> the only potential big thing isEmpty has over getCount is the map lookup for Item.getItemFromBlock(AIR)
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L572[13:06:41] <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?
L573[13:06:45] <Twisted_Code> I'm trying to set up a forge server, but I kind of need forge for that XD
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L575[13:08:27] <PaleoCrafter> well... this is interesting
L576[13:08:37] <PaleoCrafter> somebody on latest 1.11.2 Forge wanna try something for me? :D
L577[13:08:56] <PaleoCrafter> Twisted_Code, retry until it works :P
L578[13:13:18] <LatvianModder> ghz|afk: what other purposes there are? :P
L579[13:14:24] <PaleoCrafter> williewillus, the arguably biggest thing isEmpty() has over getCount() == 0 is that it's shorter :P
L580[13:16:27] <PaleoCrafter> jesus, Java's type inference is really bad ._.
L581[13:17:45] <fry> it's better in java8 :P
L582[13:17:52] <PaleoCrafter> I am using Java 8 :P
L583[13:18:34] <fry> what I'm saying it's come a long way :P
L584[13:18:41] <PaleoCrafter> I guess
L585[13:18:47] <fry> try compiling some non-trivial generic code with java6
L586[13:18:57] <fry> you'll want to rip your hair out :D
L587[13:18:57] <PaleoCrafter> I'm still flabbergasted by the choice to put method generics in front of the name ._.
L588[13:22:33] <Barteks2x> I has a few situations when javac refused to compile generic code but IDE showed it's correct
L589[13:23:30] <PaleoCrafter> I've only had something like that in Scala up until now
L590[13:23:58] <Barteks2x> I actually still have workaround for that somewhere, but it uses MalisisCore
L591[13:24:39] <fry> in java ide is more correct than the compiler, in scala it's usually the other way around :P
L592[13:25:03] <PaleoCrafter> ah, crap, just realised something I wanted to do in Java would require path dependent types
L593[13:25:10] <Barteks2x> really? I thought it's IDE bug
L594[13:25:11] <PaleoCrafter> indeed, fry
L595[13:25:19] <Barteks2x> and that it's compiler that is correct
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L597[13:28:33] <Drakmyth> For a ticking tile entity, does it make sense to short-circuit the update method on the client and rely solely on the server sending sync packets to keep it correct? I have a ticking tile entity and curious as to what would happen, I tried having update only run on the server, and it seems to still be working just fine.
L598[13:28:48] <Drakmyth> Not sure if I'm missing something that's going to bite me later though.
L599[13:28:59] <williewillus> depends
L600[13:29:37] <williewillus> do you need that info on the client?
L601[13:29:40] <williewillus> e.g. rendering
L602[13:30:46] <Drakmyth> The TE contains an item (via a capability). I'm sending a sync packet whenever that item changes. Then I have a TESR that renders that item.
L603[13:31:34] <williewillus> ok yeah, run logic only the server, client should just be a view
L604[13:33:07] <Drakmyth> When would it make sense to run the update method on the client? I understand why it gets called, I'm just trying to figure out if it should always have a "!isRemote return" line or if there is some kind of scenario where I would want it to update client-side
L605[13:33:38] <Drakmyth> Since the client should always just handle rendering
L606[13:34:43] <Drakmyth> I suppose if it were spawning particles or something right? That's rendering but you wouldn't necessarily use a TESR for that.
L607[13:34:48] <williewillus> yea
L608[13:35:00] <Drakmyth> That makes sense
L609[13:37:23] <Drakmyth> Separate question, is it correct to always call te.markDirty() every time I change any data stored inside the TE or inside the capability? (any data that needs to be persisted anyway) How does te.markDirty() relate to te.getWorld().markBlockAndNotify()?
L610[13:37:47] <williewillus> te.markDirty makes sure it's saved
L611[13:37:53] <williewillus> markBlockAndNotify resyncs it
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L613[13:38:20] <Drakmyth> Should I use markBlockAndNotify if I'm sending my own sync packets?
L614[13:39:08] <williewillus> it only resyncs if te.getUpdatePacket is not null
L615[13:39:16] <williewillus> but it also causes block updates
L616[13:39:21] <williewillus> markAndNotify I mean
L617[13:43:36] <Drakmyth> Hmm... I've learned a lot around custom packets, syncing, and capabilities in the past couple days, but the one part I'm still not sure about is when I should use the built-in update packet vs. a custom one.
L618[13:43:36] <Drakmyth> And how getUpdatePacket/onDataPacket relate to getUpdateTag/handleUpdateTag. I'm currently doing all 3, and that may be overkill, but I'm not sure. I don't completely understand how the 3 differ (and so I've tied them all together, which is maybe a bad idea).
L619[13:43:36] <Drakmyth> https://github.com/Drakmyth/Manufactory/blob/conveyor_capabilities/src/main/java/com/drakmyth/minecraft/manufactory/tileentities/TileEntityConveyor.java
L620[13:43:53] <williewillus> good thing I have a gist about that :D a sec
L621[13:43:59] <Drakmyth> :D
L622[13:44:27] <williewillus> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
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L624[13:48:28] <Drakmyth> So getUpdateTag/handleUpdateTag is only used for save/load, while getUpdatePacket/onDataPacket is used in direct response to calling markBlockAndNotify/markDirty. Is that correct?
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L626[13:48:54] <williewillus> yes
L627[13:49:05] <williewillus> not markDirty I don't think, that's a mistake on the gist
L628[13:49:18] <McJty> getUpdateTag() is used when the chunk is loaded as I understood it
L629[13:49:26] <williewillus> yes
L630[13:49:27] <McJty> While getUpdatePacket() is used later on when updates occur
L631[13:49:39] <parzivail> every now and then i'll get an "java.lang.ArrayIndexOutOfBoundsException: -1" caused by something in the biome caching system. am I causing this?
L632[13:49:56] <williewillus> parzivail: hard to say without knowing what your mod is doing :P
L633[13:50:09] <Drakmyth> ah, that makes sense
L634[13:50:16] <parzivail> haha i figured I should be more specific, one second
L635[13:50:18] <Drakmyth> Thanks, that really clears that up!
L636[13:51:57] <parzivail> I have a biome (Forest Moon of Endor) and register it with GameRegistry.register and a dimension with a BiomeProviderSingle as it's biome provider which is registered with DimensionManager.registerDimension and DimensionType.register
L637[13:52:23] <parzivail> and everything's all fine and well about the dimension until it trips up and crashes when caching... something
L638[13:52:52] <parzivail> https://gist.github.com/parzivail/a169894675ed460731df6ac42abd4625
L639[13:57:14] <Drakmyth> So I don't actually need to use custom packets for anything then?
L640[13:58:09] <williewillus> it's up to you
L641[13:59:01] <Drakmyth> Is there any advantage to using custom packets vs getUpdatePacket/onDataPacket? If the whole goal is syncing the TE?
L642[13:59:31] <williewillus> generally you use custom packets if you need info sent that isn't when the vanilla ones are going to be sent
L643[13:59:37] <williewillus> basically, timing
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L645[14:03:03] <Drakmyth> Hmm... looking at the signatures for the various notify* methods, it seems like it isn't really intended to use those for triggering manual TE updates. I would need to look up the chunk for markBlockAndNotify and notifyBlockUpdate suggests a blockState change (which there isn't one). Something tells me notifyAll isn't quite correct either.
L646[14:03:21] <williewillus> you can use the notification methods even if you aren't changing state
L647[14:03:25] <williewillus> just pass the same one twice :P
L648[14:03:40] <Drakmyth> Sure, I *could*. Seems messy though :)
L649[14:03:51] <williewillus> vanilla does that itself
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L652[14:05:09] <Drakmyth> So when the data inside my TE changes, I would call markDirty() and notifyBlockUpdate()? (Alternatively, markBlockAndNotify instead of those two, but then I need to get a chunk to give it).
L653[14:05:10] <williewillus> also you don't need the chunk for markAndNotify?...
L654[14:05:28] <Drakmyth> IntelliJ says I do
L655[14:06:05] <williewillus> world.notifyBlockUpdate(pos, state, state, _) is all you need
L656[14:06:05] <Drakmyth> public void markAndNotifyBlock(BlockPos pos, @Nullable Chunk chunk, IBlockState iblockstate, IBlockState newState, int flags)
L657[14:06:07] <williewillus> for syncing
L658[14:06:16] <williewillus> yeah don't look at hcunk
L659[14:06:17] <williewillus> just world
L660[14:06:22] <Drakmyth> that is on world
L661[14:06:24] <KnightMiner> Does Forge support adding an oredict entry that requires NBT for a generic crafting recipe? While it is a bad solution, some mods use the oredictionary to list water buckets and it would be nice if I can add mine there
L662[14:06:32] <williewillus> wrong one then
L663[14:06:34] <KnightMiner> (I use NBT to determine the fluid)
L664[14:06:36] <williewillus> use notifyBlockUpdate
L665[14:07:23] <Drakmyth> Okay. So call markDirty() and notifyBlockUpdate() whenever the data in my TE changes.
L666[14:07:32] <williewillus> yes
L667[14:08:06] <Drakmyth> And for what I'm doing, I don't need custom packets since they're identical to what gets sent in the built-in update packet. I can just call notifyBlockUpdate for the same effect.
L668[14:08:12] <williewillus> how often is your data going to change?
L669[14:08:58] <Drakmyth> It's a conveyor belt, and each block holds the item for some amount of time. Right now configured to 1 sec. So on a saturated line, each TE would have its data changed every second.
L670[14:09:14] <williewillus> hm
L671[14:09:17] <williewillus> if it's often you *may* want to send the vanilla TE update packet separtely. because notifyBlockUpdate causes a true block change packet to get sent too, which rerenders the chunk section, which can be slow
L672[14:09:29] <Drakmyth> Eww
L673[14:09:30] <Drakmyth> yeah
L674[14:09:48] <Drakmyth> That's what I was afraid of
L675[14:10:40] <Drakmyth> So I would still call markDirty every time it changes (once per second) but then send my own packet and it will use it's standard packet whenever it gets around to it.
L676[14:11:10] <Drakmyth> and don't call notifyBlockUpdate
L677[14:11:30] <Drakmyth> Or is it not that simple?
L678[14:12:08] <williewillus> so in getUpdatePacket what are you returning right now
L679[14:12:14] <williewillus> is it just the data that has changed?
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L681[14:13:23] <Drakmyth> return SPacketUpdateTileEntity(this.getPos(), getBlockMetadata(), getUpdateTag())
L682[14:13:48] <williewillus> what is getUpdateTag returning?
L683[14:14:54] <williewillus> the point is you only want to be sending the minimum data required
L684[14:15:10] <Drakmyth> compound = new NBTTagCompound(); writeToNBT(compound); return compound;
L685[14:15:10] <Drakmyth> and writeToNBT does compound.setTag("conveyor", _conveyor.serializeNBT()). Where _conveyor is the implementation of my capability (the item that the conveyor is actually holding).
L686[14:15:26] <williewillus> so you're resending the entire TE every time basically?
L687[14:15:30] <Drakmyth> ya
L688[14:16:07] <williewillus> yeah change that, getUpdatePacket should return something with only what's changed, and the corresponding method should look for just what's in the compound
L689[14:16:21] <williewillus> then you can use a trick to send te.getUpdatePacket to all watchers
L690[14:17:35] <Drakmyth> If nothing's changed, does getUpdatePacket return null?
L691[14:17:46] <williewillus> no, it returns whatever you make it return
L692[14:17:54] <williewillus> the game doesn't know if anything's "changed"
L693[14:17:57] <williewillus> you have to encode that logic
L694[14:18:18] <Drakmyth> Oh, derp, so I would give it an empty compound
L695[14:18:18] <williewillus> but yes by default it returns null in TileEntity
L696[14:18:36] <williewillus> well null would be an appropriate value for no change
L697[14:18:42] <williewillus> no point in sending an empty cmp over the net
L698[14:18:59] <Drakmyth> Okay, that's what I thought.
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L700[14:19:12] <williewillus> then do something like https://github.com/williewillus/Botania-1/blob/5ead942f683afea441437eb6850a79c1db6e335d/src/main/java/vazkii/botania/api/internal/VanillaPacketDispatcher.java#L23-L23
L701[14:19:36] <williewillus> that sends the packet to everyone that has that chunk loaded clientside
L702[14:23:19] <Drakmyth> Okay, that makes sense. So get/handleUpdateTag should save/load the entire TE. getUpdate/onDataPacket should send over only what's changed. Keeps the update packet as small as possible.
L703[14:23:19] <Drakmyth> That method you linked sends just the update packet without the blockUpdate, so I shouldn't run into problems calling it often. Am I on track so far?
L704[14:23:32] <williewillus> yes
L705[14:24:32] <williewillus> theoretically if your TE didn't need *anything* clientside you wouldn't even send anything except the barebones (coords + te id) in getUpdateTag, but that's rare
L706[14:24:42] <williewillus> so even the initial state is stripped down
L707[14:26:10] <parzivail> turns out that ArrayIndexOutOfBoundsException is a stock MC bug
L708[14:26:32] <Drakmyth> Cool. Thanks willie, this has been extremely helpful!
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L710[14:35:17] *** Keridos|away is now known as Keridos
L711[14:37:46] * ghz|afk facepalms
L712[14:37:51] <ghz|afk> I have had this cellphone for months
L713[14:38:02] <ghz|afk> I just now realized why people randomly "lose" me mid-talking
L714[14:38:12] <ghz|afk> it's because I hols the bottom of the phone with my pinky
L715[14:38:19] *** Keridos is now known as Keridos|away
L716[14:38:20] <ghz|afk> right where the mic hole is
L717[14:38:25] <williewillus> lol
L718[14:38:29] <ghz|afk> #lefthandedproblems
L719[14:38:40] *** Keridos|away is now known as Keridos
L720[14:39:07] <williewillus> anyone figured out why particles are so wonky in dev space? it's starting to get on my nerves xd
L721[14:39:16] <williewillus> the block break particles drift like they're on ice
L722[14:44:50] <PaleoCrafter> I've noticed that as well, didn't investigate it further though :D
L723[14:45:03] <PaleoCrafter> williewillus, mind pressing F1 ingame for me, pwease?
L724[14:45:04] <PaleoCrafter> xD
L725[14:45:14] <williewillus> ?
L726[14:45:21] <williewillus> oh like try breaking a block with f1?
L727[14:45:22] <williewillus> sure
L728[14:46:04] <PaleoCrafter> what, no, just press f1 to disable the GUI :P
L729[14:46:18] <PaleoCrafter> smooth lighting is fucked for me if I do so
L730[14:46:40] <PaleoCrafter> if it doesn't happen for you, I'll have a bug to report to RFTools or IE, most likely
L731[14:48:13] <williewillus> seems fine
L732[14:48:30] <PaleoCrafter> okay, thanks
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L744[15:37:24] <williewillus> did the fluid cap patches not get ported?
L745[15:39:05] <ghz|afk> I guess you mean to 1.11.2?
L746[15:39:11] <williewillus> yes
L747[15:39:19] <ghz|afk> not that I know the anser either way but eh XD
L748[15:39:59] <williewillus> oh the cap got split what
L749[15:39:59] <williewillus> ew
L750[15:40:16] <ghz|afk> oh that was probably the breaking change in 1.11
L751[15:40:21] <ghz|afk> by necessity
L752[15:40:24] <williewillus> why is there another cap?
L753[15:40:35] <williewillus> part of the beauty was unified everything for items and tiles :/
L754[15:40:42] <ghz|afk> because ItemStack containers HAVE to return other ItemStacks, there's no way around it without mutability of the item
L755[15:41:01] <ghz|afk> you can't do ItemStack.setItem(emptycontainer) when draining
L756[15:41:08] <ghz|afk> and setItem(fullcontainer) when filling
L757[15:41:17] <ghz|afk> so a separate api was needed for it
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L759[15:41:34] <williewillus> so I have to check manually whether I've drained something to 0 now?
L760[15:41:48] <ghz|afk> if your "empty item" is different than the full one,yes
L761[15:41:54] <williewillus> vanilla buckets
L762[15:42:02] <ghz|afk> DynBucket does it for you?
L763[15:42:12] <williewillus> I'm using the fluid cap not implementing it
L764[15:42:25] <ghz|afk> oh, no then
L765[15:43:02] <williewillus> but then according to what you said if I drain 1000mb of water outof a Items.WATER_BUCKET how does it turn into a bucket
L766[15:43:05] <williewillus> without me checking
L767[15:43:21] <ghz|afk> I haven't actually looked at the api
L768[15:43:27] <ghz|afk> but I believe it now returns an ItemStack as a result?
L769[15:43:42] <williewillus> it still returns a fluidstack
L770[15:47:08] <ghz|afk> meh I have no idea how it's meant to be used in 1.11
L771[15:47:21] <williewillus> i think you have to call getContainer after every operation
L772[15:47:27] <williewillus> to ensure you have the latest stack
L773[15:47:41] <ghz|afk> right
L774[15:47:44] <williewillus> which means two itemstacks sharing a cap impl? i have no idea
L775[15:47:49] <ghz|afk> FluidHandlerTest
L776[15:48:03] <ghz|afk> calls getContainer after calling fill/drawin
L777[15:48:30] <ghz|afk> not necesarily
L778[15:48:33] <ghz|afk> it can be a copy instead
L779[15:48:38] <ghz|afk> like
L780[15:49:05] <ghz|afk> if (tank is empty) return new ItemStack(MyItems.empty_can)
L781[15:49:34] <ghz|afk> else return my_owner_stack;
L782[15:49:41] <williewillus> yeah i got it to work
L783[15:49:53] <williewillus> the fluid stuff is so messy :/
L784[15:49:53] <ghz|afk> it's fugly, though
L785[15:50:14] <ghz|afk> I blame java's lack of multiple return values
L786[15:50:14] <ghz|afk> ;P
L787[15:50:29] <williewillus> well there's a bunch of legacy fluid stuff mixed in with the new stuff
L788[15:50:37] <ghz|afk> (drained, resultStack) = cap.drain(amount);
L789[15:50:56] <williewillus> you're looking for destructuring not necessarily multiple return :P
L790[15:51:14] <ghz|afk> no I want multiple return values. XD
L791[15:51:33] <ghz|afk> implicit tuple boxing/unboxing
L792[15:51:42] <ghz|afk> preferably with valuetypes
L793[15:52:07] <ghz|afk> I'd settle for C#-style ref/out arguments
L794[15:52:26] <ghz|afk> but tuple-unboxing expressions would be best
L795[15:53:02] <ghz|afk> "(drained, resultStack) = cap.drain(amount);" would compile into
L796[15:53:27] <ghz|afk> "temp = cap.drain(amount); drained = temp.getLeft(); resultStack=temp.getRight();"
L797[15:53:45] <ghz|afk> with drain being "Tuple<FluidStack,ItemStack>"
L798[15:54:09] <ghz|afk> sugared into like "[FluidStack,ItemStack] drain(...)" or similar
L799[15:54:26] <ghz|afk> nothing bytecode-breaking per se
L800[15:54:42] <ghz|afk> but /shrug
L801[15:57:56] <ghz|afk> HEY :D
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L803[15:58:09] <ghz|afk> I didn't realize SkyFactory3 had Packing Tape in it!
L804[15:58:18] <williewillus> nice
L805[15:58:22] <ghz|afk> it was a surprise to see my texture in it xD
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L808[16:03:42] <Naiten> wee, models! https://skfb.ly/YHO8
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L811[16:10:35] <PaleoCrafter> ghz|afk, destructuring is the right way to go :P the C# stuff implies mutability
L812[16:11:27] <ghz|afk> yes, explicit side-effects
L813[16:11:48] <ghz|afk> actually no it does not imply mutability
L814[16:11:56] <ghz|afk> it just changes variables, and those are mutable by definition
L815[16:12:05] <PaleoCrafter> well, yeah, but I don't want that :P
L816[16:12:08] <williewillus> mutable by definition -> mutability :P
L817[16:12:14] <PaleoCrafter> ^
L818[16:12:27] <ghz|afk> I guess I just don't agree with the mutability paranoia
L819[16:12:35] <ghz|afk> it doesn't make the code any better in the long run
L820[16:12:55] <williewillus> mutabiliy is not bad, unlocalized mutability is bad
L821[16:13:06] <PaleoCrafter> it's also darn inconvenient: I don't want to define the variable first and then pass it in and then use it, I want to be able to just use the result
L822[16:13:24] <PaleoCrafter> that's the main reason I don't like it, actually :P
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L827[16:30:10] <LordSkittles_> So I have all the blocks spawning in world, but my leaves appear to be spawning with the wrong state as when I look at them with WAILA it says unnamed and middle-clicking crashes. The stacktrace states that the meta I have asked for is 4 but I only have 3 leaves, thoughts?
L828[16:30:44] <TehNut> What's the crash log?
L829[16:31:32] <LordSkittles_> Let me grab it for you.
L830[16:31:58] <williewillus> !gm func_184651_r
L831[16:32:31] <LordSkittles_> TehNut, https://pste.me/#/dcui6
L832[16:34:21] <LordSkittles_> Could be the way I am doing getMetaFromState right?
L833[16:34:41] <williewillus> show the block class
L834[16:34:44] <TehNut> ^
L835[16:35:18] <LordSkittles_> On it
L836[16:35:34] <LordSkittles_> https://pste.me/#/yUAYE
L837[16:37:45] <TehNut> You probably shouldn't be using your getStateFromMeta() for getPickBlock
L838[16:38:08] <williewillus> also if you're extending leaves, why use Blocks.LEAVES.xMethod instead of super.xMethod?
L839[16:38:18] <TehNut> Just use the index of the variant
L840[16:38:20] <williewillus> also put @Override annotations on everything before it comes back to bite you
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L842[16:38:49] <TehNut> Since I assume you don't need/want an item for decayable and non-decayable states
L843[16:40:38] <LordSkittles_> I do want an item when it decays TehNut I have saplings
L844[16:40:54] <williewillus> that's not the same
L845[16:41:04] <LordSkittles_> Ok
L846[16:41:08] <williewillus> he means an ItemBlock meta sepcifically for the leaves' hidden decay flag
L847[16:41:34] <LordSkittles_> Yeah I don't want that
L848[16:41:51] <TehNut> Then you don't want getMetaFromState :p
L849[16:42:13] <TehNut> Same for getStackedBlock (which is actually getSilkTouchDrop or something)
L850[16:42:22] <williewillus> yes createStackedBLock is silk touch
L851[16:42:25] <williewillus> what a terrible name
L852[16:42:26] <LordSkittles_> and the only reason I have getStateFromMeta for getPickBlock was just testing purposes the real issue is that it is spawning with the incorrect values
L853[16:42:38] <williewillus> then you are setting them incorrectly in worldgen :P
L854[16:42:55] <williewillus> also setDefaultState(getStateFromMeta(0)) is literally the same thing as setDefaultState(getDefaultState())...
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L856[16:46:36] <LordSkittles_> https://bitbucket.org/SkittleLord/arcane-mastery/src/2290b22af5a0c1a1b4a1e24b77b73fa2763706d6/src/main/java/lordskittles/arcanemastery/com/world/feature/WorldGenArcaneTree.java?at=develop&fileviewer=file-view-default
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L858[16:47:07] <LordSkittles_> that is the tree generation code, I changed the repo to public temporaryily to make it easier for you to see :P
L859[16:47:17] <williewillus> that doesn't tell me anything since the state is passed in...
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L861[16:48:32] <LordSkittles_> https://bitbucket.org/SkittleLord/arcane-mastery/src/2290b22af5a0c1a1b4a1e24b77b73fa2763706d6/src/main/java/lordskittles/arcanemastery/com/world/WorldGenerator.java?at=develop&fileviewer=file-view-default there is the world generoator itself
L862[16:48:42] <ghz|afk> LordSkittles_: why temporarily? the nice thing about modding is that we can all learn from eachother, and seeing eachother's mods is a nice part of it ;P
L863[16:49:21] <LordSkittles_> ghz|afk, I prefer to keep my code private until I have released so that I can show the best version of it. I hate the way I code sometimes :P
L864[16:49:54] <williewillus> or, you keep it private and if you make a certain mistake
L865[16:49:57] <williewillus> that mistake stays in forever
L866[16:52:05] <LordSkittles_> I can't see why it would be setting the wrong state. the states appear to be made correctly, I mean I could be missing something....
L867[16:52:35] <ghz|afk> are the states you set represented by getMetaFromState/getStateFromMeta?
L868[16:52:55] <LordSkittles_> Not sure what you mean by that
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L870[16:53:23] <ghz|afk> I mean if all the state values that you are using in setBlockState, are states that can be later loaded from disk by getStateFromMeta
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L873[16:55:12] <LordSkittles_> I believe so, but I may just made a mistake in the getStateFromMeta function
L874[16:55:38] <ghz|afk> you ahve DECAYABLE and CHECK_DECAY on the same meta bit
L875[16:55:56] <ghz|afk> in getMetaFromState
L876[16:56:01] <ghz|afk> both are |= 4
L877[16:56:15] <LordSkittles_> GOD DAMMIT TYPOS
L878[16:56:21] <ghz|afk> also Boolean.valueOf is redundant
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L880[16:56:43] <LordSkittles_> Yeah I know, as I said, work first, cleanup later
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L893[17:15:44] <LordSkittles_> ghz|afk, You still here?
L894[17:17:18] <heldplayer> !gf field_151126_ay
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L896[17:20:49] <ghz|afk> LordSkittles_: sortof, why?
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L898[17:24:55] <LordSkittles_> It's cool if youre not, just thought I would report that that wasn't the issue. Still tracking it down
L899[17:25:05] <ghz|afk> ah
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L919[19:20:52] <Shambling> one thing I wish people would take into account when adding new biomes... make sure sugarcane and cocoa still spawn in world
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L921[19:20:57] <Shambling> 3 hours and not a single sugar cane
L922[19:21:17] <Shambling> is there temperature zones in 1.10.2?
L923[19:21:26] <williewillus> for worldgen?
L924[19:21:32] <williewillus> worldgen hasn't changed since 1.7
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L926[19:22:29] <Shambling> I could have sworn one of the versions added weird worldgen changes that made temp zones
L927[19:22:45] <williewillus> 1.7
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L929[19:25:04] <Shambling> its crazy to think how hard it is to progress without sugar
L930[19:25:58] <Shambling> I've gotten like 30 emeralds and haven't gotten a single sugar cane on this world, lol. Starting to think biome bundle might have a spawn glitch
L931[19:26:32] <williewillus> trade w villagers?
L932[19:26:44] <Shambling> oh god, I haven't found a village yet either
L933[19:26:46] <Shambling> :O
L934[19:26:56] <Shambling> I think it might be a lack of flat beaches that aren't gravel
L935[19:27:10] <Shambling> I'll do like they say you shouldn't, and go west
L936[19:27:31] <Shambling> deep ocean is spooky AF
L937[19:27:46] <Shambling> wonder why no one has done a deep ocean exploration mod
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L939[19:30:22] <Lapiman> I have a block that, for crafting purposes, I want to count as a wooden plank
L940[19:30:46] <Shambling> I think wooden planks have an ore dictionary entry
L941[19:30:46] <Lapiman> Is there any way to tell the game, this is a wooden plank, without manually adding every permutation of every recipe myself?
L942[19:31:20] <Shambling> or rather, I know wooden planks have an ore dictionary entry
L943[19:31:26] <Shambling> so just add your item to that ore dictionary
L944[19:31:44] <Lapiman> hmm I tried that I must have gotten the dictionary key wrong
L945[19:31:47] <Lapiman> how can I look it up?
L946[19:32:04] <williewillus> look at the OD class
L947[19:32:07] <williewillus> OreDictionary
L948[19:32:17] <williewillus> plankWood i believe?
L949[19:32:42] <Lapiman> it's plankWood
L950[19:32:47] <Lapiman> thanks!
L951[19:35:26] <Naiten> Can entity model be overriden in a resource pack?
L952[19:35:31] <Naiten> I guess no, but still
L953[19:35:34] <williewillus> nope
L954[19:35:41] <williewillus> not unless it uses a model system model
L955[19:35:41] <Naiten> Welp, kay
L956[19:36:02] <williewillus> that was a major reason for bringing about the model sys
L957[19:36:09] <Naiten> I thought about making a pack with 3D rails and cart with wheels
L958[19:36:33] <Naiten> But welp, I guess I'll just make my mod...
L959[19:39:18] <Shambling> I just lost a world to worldgenning beehives :O
L960[19:39:27] <Shambling> NOT THE BEES lol
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L963[19:41:48] <Akkarin> does anybody have a nifty list of all stock events handy or do I have to raid the GitHub repo?
L964[19:42:22] <Ordinastie> stock events ?
L965[19:42:25] <williewillus> use an ide and look for all subclasses of Event
L966[19:42:49] <Akkarin> Well that's exactly not what I wanted to do but okay
L967[19:43:49] <williewillus> usually one would start with what they want to achieve
L968[19:43:57] <williewillus> instead of listing out every event :P
L969[19:45:14] <Akkarin> Well ctrl + f on a list is probably going to be faster than checking any event type that could practically contain a subclass for what I want to do than search all of them ;-)
L970[19:45:27] <williewillus> not really
L971[19:45:45] <williewillus> if you know the general area of what you're looking for a fuzzy search in an ide gets you there fast
L972[19:46:00] <Akkarin> Opinions and workflows HOW DO THEY WORK?!?!
L973[19:46:03] <williewillus> besides the fact that they're all located in one package in minecraftforge
L974[19:46:09] <williewillus> okay the point is
L975[19:46:10] <williewillus> no
L976[19:46:11] <williewillus> :P
L977[19:46:18] <williewillus> no, there is no "stock list"
L978[19:46:19] <Ordinastie> also, there are not hundreds of events, showing the event hierarchy IS the list you want
L979[19:46:40] <williewillus> okay here's your list. navigate in your ide to package net.minecraftforge.event
L980[19:46:42] <williewillus> expand the tree
L981[19:46:44] <williewillus> voila list
L982[19:47:13] <Ordinastie> you can't guarantee all the events are in that package
L983[19:47:32] <williewillus> the base forge ones are there, which seems to be what is implied by "stock list" ;p
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L985[19:47:41] <williewillus> anyways
L986[19:47:49] <Akkarin> awwh there's no event for drawing extra info on the debug screen :(
L987[19:47:51] <Ordinastie> showing the actual hierarchy is safer though :)
L988[19:48:01] <williewillus> yes there is
L989[19:48:04] <Ordinastie> and I'm pretty sure there is
L990[19:48:30] <Akkarin> Just skimmed the code for the overlay
L991[19:48:51] <williewillus> notice an event that has the word "overlay" in it? :P
L992[19:49:47] <Akkarin> Well see I did not expect that thing to act the way it does
L993[19:50:13] <Akkarin> I expect that one to be a hook rather late which would allow me to draw plain on the screen
L994[19:50:26] <Akkarin> so again: hint hint: lists are great
L995[19:50:40] <williewillus> "lists" require someone to keep them up to date
L996[19:50:49] <williewillus> which never happens no matter what the maintainer thinks
L997[19:51:02] <Akkarin> *slaps a parser onto a CI server and calls it a day*
L998[19:51:07] <williewillus> that's disgusting
L999[19:51:18] <Akkarin> why would that be?
L1000[19:51:21] <williewillus> what would your parse?
L1001[19:51:24] <williewillus> the code itself? :P
L1002[19:51:30] <Akkarin> uhhm yes? logically?
L1003[19:51:39] <williewillus> that's what your IDE's class hierarchy analysis does
L1004[19:51:42] <Akkarin> With the downside of nothing having JavaDoc of course ... totally overrated
L1005[19:51:47] * Akkarin smacks his head on the desk
L1006[19:51:57] <Akkarin> didn't we just establish that the name is not necessarily sufficient?
L1007[19:52:00] <Naiten> Stock? Who said 'stock'?
L1008[19:52:04] <Akkarin> I did
L1009[19:52:07] <Naiten> Rolling stock?
L1010[19:52:10] <Akkarin> ...
L1011[19:52:14] <williewillus> Akkarin: okay how does a "parser" make any of it better?
L1012[19:52:25] <williewillus> I don't understand how you would automatically generate magical knowledge about every event
L1013[19:52:27] <Akkarin> It doesn't. Because somebody doesn't deem JavaDoc relevant.
L1014[19:52:31] <Akkarin> Which is another problem.
L1015[19:52:36] <Akkarin> So yeah: Anyways. Sucks.
L1016[19:52:37] <williewillus> all the events are relatively well documented
L1017[19:52:53] <Akkarin> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/client/event/RenderGameOverlayEvent.java say again
L1018[19:53:17] <williewillus> then you can help improve it instead of griping about it
L1019[19:53:52] <Akkarin> oh I probably will at some point. But I'm kind of busy trying to get you off of your strong opinion about how great IDE searches are when you don't know exactly what you are searching for
L1020[19:54:01] <Akkarin> ... and when there's effectively no JavaDoc to grep for
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L1025[20:22:52] <Disconsented> Don't surpose there is an event for when containers change is there?
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L1030[20:40:34] <Disconsented> And PlayerContainerEvent isnt fired constanly anymore
L1031[20:40:36] <Disconsented> shit
L1032[20:40:51] <Ordinastie> what are you trying to do ?
L1033[20:41:13] <Disconsented> Well now I am going to end up fixing some code I basiclly used to poll for changes in containers
L1034[20:42:20] <Lapiman> So the adding-my-own-plank-to-the-ore-dict approach has one problem: it expects that there are $myBlock variants for doors, fence gates, boats, etc etc
L1035[20:42:51] <Ordinastie> Lapiman, what ?
L1036[20:42:52] <Lapiman> So when I make the configuration on a crafting table, the moment it tries to draw the result in the right square, it crashes
L1037[20:43:48] <Lapiman> Any way to remove specific recipes after adding something to the ore dictionary?
L1038[20:44:08] <Ordinastie> adding to the oreDict doesn't add recipes
L1039[20:45:28] <Lapiman> oh i see
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L1041[20:48:32] <Lapiman> okay so the problem from the beginning is:
L1042[20:49:00] <Lapiman> I have a block that I wanted to count as a wooden plank in crafting recipes. So, I registered it as a wooden plank in the ore dictionary.
L1043[20:50:29] <Lapiman> When I arrange my own block in a 2x3 rectangle in the crafting table to craft a door, the game crashes and shuts down. This is because it's trying to look for a door with a data type that matches my block, which doesn't exist
L1044[20:50:51] <Lapiman> How can I make it so that when I arrange my own block in the door arrangement, instead of crashing the game just doesn't let you craft anything?
L1045[20:51:37] <Disconsented> #3017 broke that
L1046[20:51:38] <Disconsented> wee
L1047[20:51:50] <Disconsented> So any other events that I've glossed over that I might have missed?
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L1049[20:54:11] <Lapiman> Disconsented was that in regards to me?
L1050[20:54:19] <Disconsented> nope I am just complaining
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L1052[20:59:33] <Ordinastie> Lapiman, how do you register your oredict ?
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L1054[20:59:51] <Ordinastie> because I don't have that issue
L1055[20:59:54] <Lapiman> OreDictionary.registerOre("plankWood", myblock);
L1056[21:00:22] <Ordinastie> what version ?
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L1058[21:00:56] <Lapiman> 1.10
L1059[21:01:05] <Lapiman> 1.10.2 to be precise
L1060[21:01:11] <Ordinastie> because I just tested in 1.11 and it works
L1061[21:01:23] <Ordinastie> it shouldn't match with your block in the crafting grid
L1062[21:01:57] <Lapiman> what happens when you take a custom wood and try to make a door?
L1063[21:01:59] <Lapiman> does it just do nothing?
L1064[21:02:15] <Ordinastie> yes, nothing, as it doesn't match any recipe
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L1066[21:02:35] <Lapiman> that's odd
L1067[21:02:54] <Lapiman> any ideas for fixing this issue in 1.10, or should I just start moving this mod to 1.11...
L1068[21:03:24] <Ordinastie> nope
L1069[21:03:34] <Ordinastie> debug why and how it matches a recipe for you
L1070[21:05:08] <Disconsented> How likley would it be to get that reimplemented or should I just go handle it myself?
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L1072[21:05:59] <Lapiman> trying to override it with a manually added recipe that crafts air doesn't work
L1073[21:06:18] <Ordinastie> <Ordinastie> debug why and how it matches a recipe for you
L1074[21:07:00] <williewillus> try a less weird recipe than "crafting air" :P
L1075[21:07:13] <Ordinastie> ...
L1076[21:07:41] <Ordinastie> Disconsented, I don't understand what you want
L1077[21:07:43] <williewillus> you're on 1.10 air shuoldn't even have an item in that version :P
L1078[21:08:36] <Disconsented> Basiclly the old PlayerContainerEvent fired constantly which I used to poll changes for a couple of containers, #3017 changed that so it only fires on container open and close.
L1079[21:09:01] <Disconsented> Now since its only fired twice, I can't poll at all using that which means unless its brought back in I need to use player ticks
L1080[21:09:26] <Ordinastie> I'm wondering why you would need that in the first place
L1081[21:10:04] <Disconsented> Because I never figured out a better way of canceling crafting on the server side
L1082[21:10:11] <williewillus> the proper behaviour was for it to fire on open and close
L1083[21:10:16] <williewillus> the every tick behaviour was a bug
L1084[21:10:24] <Ordinastie> cancelling crafting ?
L1085[21:10:54] <Disconsented> Someone wants to craft say an diamond pick, I want to be able to cancel that arbitarily
L1086[21:11:02] <williewillus> there's an event for that
L1087[21:11:03] <Disconsented> but I dont want it permantley removed
L1088[21:11:13] <williewillus> what does permanently removed mean?
L1089[21:11:20] <Disconsented> Remove the recipe
L1090[21:11:32] <Ordinastie> he wants conditional crafting
L1091[21:11:40] <Disconsented> ^ pretty much
L1092[21:11:50] <williewillus> isn't there an event that basically lets you do that? :P
L1093[21:11:54] <Ordinastie> but there is an event for that I think
L1094[21:12:02] <Disconsented> OnItemCrafted couldnt be canceled last I checked
L1095[21:14:02] <Ordinastie> it can't
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L1098[21:16:13] <Ordinastie> then, yes, you need to test and cache itemstacks from the container yourself
L1099[21:16:44] <williewillus> i'm surprised no one needed that
L1100[21:16:51] <williewillus> might be good to pr
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L1102[21:17:44] <Ordinastie> for many events, I feel like the person who implemented it was really narrow minded
L1103[21:17:57] <williewillus> i mean the item crafted one that's there
L1104[21:18:00] <williewillus> is the ancient fml one
L1105[21:18:03] <williewillus> and none of those could be canceled
L1106[21:18:06] <williewillus> (iirc)
L1107[21:18:16] <Lapiman> I found the error
L1108[21:18:42] <Ordinastie> like "I need that specific use case, I won't bother think about other possible features it could handle"
L1109[21:18:46] <Lapiman> Turns out, hidden sommewhere in my recipes file, I had a recipe where I specified that the door configuration of my custom block would give me Blocks.OAK_DOOR
L1110[21:19:08] <Lapiman> which somehow MC doesn't like, b/c when I swapped out that addRecipe call with Blocks.ANVIL or something random, it worked as expected :O
L1111[21:19:13] <Disconsented> I originally wrote this what? Two years ago
L1112[21:19:29] <Disconsented> Wasnt really in a position to do that
L1113[21:19:40] <Ordinastie> was it you that added the event ?
L1114[21:20:03] <Disconsented> no?
L1115[21:20:17] <Disconsented> I thought your comment was directed at me
L1116[21:20:21] <Ordinastie> then, I was not talking about you :)
L1117[21:20:21] <Disconsented> not whoever created the event
L1118[21:21:00] <Ordinastie> you had an event at your disposal, you used it, nothing wrong here
L1119[21:21:18] <Ordinastie> the event itself though, that's more debatable
L1120[21:21:18] <williewillus> also if you used to poll containers every tick
L1121[21:21:27] <williewillus> why can't you just have a tickhandler now that checks player.opencontainer?
L1122[21:21:42] <Disconsented> Thats what I am going to do now probably
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L1124[21:23:24] <Ordinastie> I was gonna say register and unregister the tick hand when the correct container opens/closes, but I'm not even sure it's possible
L1125[21:23:35] <Disconsented> I have a thing for that
L1126[21:23:45] <Disconsented> So I can do that
L1127[21:31:28] <Akkarin> ... why the hell is one of my classes stripped out
L1128[21:33:02] <Akkarin> lol when I do something among the lines of Class<?> type = MyClass.class it crashes with a NoClassDefFound ... what even
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L1130[21:33:46] <killjoy> Akkarin, got a stacktrace?
L1131[21:33:55] <Akkarin> how would the stack help
L1132[21:34:20] <killjoy> I don't know.
L1133[21:34:26] <Ordinastie> we might see something you missed
L1134[21:34:27] <killjoy> debugging usually starts with that
L1135[21:34:32] <Akkarin> I can do that in any point of the mod. It just doesn't load the class.
L1136[21:34:41] <killjoy> sometimes it can be caused by a bad transformer
L1137[21:34:53] <Akkarin> Well the transformers don't show up in that stack
L1138[21:35:12] <Akkarin> oh wait there it came up with a stupid exception on SubscribeEvent -.-
L1139[21:36:54] <Akkarin> So apparently transformer exceptions won't show up at all if you try to discover classes through Class-Path scanning ... good to know
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L1141[21:41:11] <Lapiman> What is the de facto nether ores mod currently?
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