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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.
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
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
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
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
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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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
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
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?
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
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]
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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
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
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
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
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
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
L411[08:03:11]
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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
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
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
L517[12:22:40]
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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
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?
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)
L571[13:04:28]
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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
L574[13:07:20] ⇦
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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).
L620[13:43:53] <williewillus> good thing I
have a gist about that :D a sec
L621[13:43:59] <Drakmyth> :D
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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
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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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!
L709[14:28:28]
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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
L733[14:58:26] ⇦
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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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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
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
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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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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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
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
L1040[20:46:14] ***
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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?
L1048[20:52:44]
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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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