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L1[00:02:23] ***
Denyol[Away] is now known as Denyol
L2[00:03:11] <williewillus> !gf
EntityAIHarvestFarmland.currentTask
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timeout: 206 seconds)
L4[00:04:20] ***
PrinceCat is now known as PrinceCat`Away
L5[00:04:49] ⇦
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L6[00:04:52] <williewillus> !sf
field_179501_f currentTask 0 => harvest, 1 => replant, -1
=> none
L8[00:07:50] <blood> ive been told you are
reusing ID's for undeleted dimensions?
L10[00:08:05] <McJty> what no
L11[00:08:06] <blood> this goes against
DimensionManager entirely
L12[00:08:09] <blood> if that is the
case
L13[00:08:10] <McJty> For 'deleted'
dimensions
L14[00:08:19] <blood> are you deleting the
dimension via proper ?
L15[00:08:32] <McJty> Define: 'via
proper'?
L16[00:08:40] <blood> standard deletion so
Forge knows about it
L17[00:09:18] <McJty>
DimensionManager.unregisterDimension(id)
L18[00:09:22] <McJty> That's what I
do
L19[00:10:53] <blood> ok so if you call
that
L20[00:10:58] <blood> you wiped the world
folder entirely?
L21[00:11:27] <McJty> yes it should do
that. Unless there is a bug of course
L22[00:11:42] <blood> are you regenerating
the world?
L23[00:11:43] <McJty> It is the
'safeDeleteDimension' method in that same file
L24[00:11:44] <blood> or is this a new
world
L25[00:11:48] <McJty> what?
L26[00:11:54] <blood> same WorldProvider
etc?
L27[00:12:13] <McJty> I use one
WorldProvider for all my dimensions. A custom one
L28[00:12:17] <blood> im trying to figure
out why you are freeing the dim id
L29[00:12:20] <blood> instead of reusing
it
L30[00:12:29] <blood> it doesnt make much
sense to me unless you are changing the world type entirely
L31[00:12:36] <blood> is your only reason
to refresh the world?
L32[00:13:23] <blood> you shouldnt need to
unregister a thing, just unload the world, wipe the data then load
it back up
L33[00:13:26] <McJty> Well this happens
when people make dimensions and then remove them. So I free those
ID's properly so they can be reused later
L34[00:13:35] <blood> there is no need to
free the id though
L36[00:13:41] <McJty> But why wouldn't
I?
L37[00:13:42] <blood> so tied to
player?
L38[00:13:54] <McJty> Sorry but this is
confusing
L39[00:14:01] <McJty> What *exactly* is the
problem here?
L40[00:14:26] <McJty> RFTools Dimensions is
a mod which is a bit similar to what mystcraft did back in
1.7.10
L41[00:14:35] <McJty> i.e. players create
custom dimensions with various features and stuff
L42[00:14:54] <blood> just trying to figure
out why the re-use but i see now
L43[00:14:54] <McJty> In contrast with
mystcraft they can also remove worlds (at least I don't think
mystcraft allowed that)
L44[00:15:09] <blood> it would of made more
sense to PR against Forge
L45[00:15:12] ⇨
Joins: VikeStep
(~VikeStep@192.43.96.58.static.exetel.com.au)
L46[00:15:13] <blood> rather than construct
your own DimensionManager
L47[00:15:26] <McJty> PR for what? There is
no problem that I know about?
L48[00:15:41] <blood> an event for removal
would of been good
L49[00:15:51] <blood> ill just track
unregisterDimension
L50[00:16:13] <blood> WorldEvent.Delete
would be a good idea for your use-case
L51[00:16:25] <mallrat208> ... huh
L52[00:17:16] <blood> mallrat208: ?
L54[00:18:28] <blood> could of just PR'd
Forge for that with an added event
L55[00:18:40] <blood> to handle dimension
deletions
L56[00:18:50] <McJty> Well I don't see why
I need that? It is working fine
L57[00:19:00] <blood> im saying other mods
dont know what you are doing if its in your mod
L58[00:19:02] <blood> thats my point
L59[00:19:21] <McJty> Well the dimensions
belong to my mod too. And I'm using the proper unregister
thing
L60[00:19:21] <mallrat208> Why would other
mods care about the RFTools dimensions being reused?
L61[00:19:28] <McJty> So not sure what else
there is that I could do
L62[00:19:36] <williewillus> I don't
understand what the problem is :P
L63[00:19:39] <blood> mallrat208:
SpongeForge is a bridge between Plugins and Mods and tries to make
them work in harmony
L64[00:19:50] <blood> it is hard to track
what some mods do when they dump all this new logic into their own
mods
L65[00:19:54] <mallrat208> .. So why would
other mods care if they're reused
L66[00:19:57] <blood> rather than benefit
everyone
L67[00:20:01] <blood> because SpongeForge
needs to know
L68[00:20:08] <blood> in order to properly
handle events
L69[00:20:15] <blood> as wlel as world
registry
L70[00:20:45] <McJty> Well if such an event
gets added to Forge then I'll support it
L71[00:21:00] <blood> ok i'll PR Forge then
to handle this for you
L72[00:21:09] <McJty> Note however, that it
has to get into forge for 1.10 too
L73[00:21:10] <blood> a ticket would be
nice though
L74[00:21:13] <McJty> As my mods are dual
version
L75[00:21:16] <blood> obviously
L76[00:21:20] <blood> it would only make it
into latest
L77[00:21:33] <williewillus> if you want
the event then you should be the one making the ticket :P
L78[00:21:34] <blood> please create a
ticket of DimensionManager improvements you need
L79[00:21:39] <McJty> ...
L80[00:21:41] <blood> ill add it=)
L81[00:21:44] <mallrat208> he doesnt need
them
L82[00:21:47] <williewillus> you're the one
needing it lol
L83[00:22:13] <blood> other mods
benefit
L84[00:22:19] <blood> just because your mod
doesnt, doesnt mean it isnt needed
L85[00:22:25] ⇨
Joins: Naiten (~Naiten@82.162.0.115)
L86[00:22:32] <McJty> Only spongeforge as
far as I can see
L87[00:22:40] <McJty> I cannot imagine any
other mod doing anything useful with that info
L88[00:22:52] <blood> ? a World management
mod
L89[00:22:59] <blood> has to have that
information
L90[00:23:25] <McJty> What would that mod
do?
L91[00:23:32] <blood> manage
deletions/creations of worlds
L92[00:23:44] <williewillus> the point is
that people who don't need it have no obligation to go through the
trouble of making tickets :P
L93[00:23:45] <McJty> Well I will *not*
allow that
L94[00:23:51] <blood> you dont have to
allow it, the mod does
L95[00:23:52] <williewillus> and those that
care about it should make the tickets they need
L96[00:23:54] <McJty> RFTools Dimensions
cannot be removed by anything except by my mod
L97[00:25:49] <blood> yea ill PR Forge to
fix that
L98[00:26:00] <blood> then you can just use
Forge's DimensionManager
L99[00:26:17] <McJty> Which I'm already
doing so that's fine
L100[00:26:31] <blood> right i mean you
can wipe out the logic on your end and just hook into FOrge
L101[00:26:38] <blood> assuming it
supports what you need
L102[00:27:06] <McJty> The logic on my end
that is still there is needed for my own bookkeeping
L103[00:27:10] <McJty> i.e. dimension
power and stuff
L104[00:27:14] <blood> well yea any custom
stuff sure
L105[00:27:28] <blood> i mean as far as
dimension management itself such as creation/deletions
L106[00:27:51] <McJty> The only thing I
need in forge is the unregisterDimensionID() which I already have
and am already using
L107[00:27:53] <blood> DimensionManager
needs some loving anyway
L108[00:27:53] <McJty> So that's
fine
L109[00:30:06] <blood> how big are these
dimensions?
L110[00:30:44] <blood> Player X creates an
RFTool dimension, is there a limit to size?
L111[00:31:39] <McJty> These dimensions
are just regular dimensions. i.e. they grow if you move
L112[00:31:48] <McJty> i.e. chunks get
regenerated
L113[00:31:58] <blood> right so they are
meant to be a full player world?
L114[00:32:06] <blood> with no
limits
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L116[00:32:15] <McJty> yes
L117[00:32:41] <blood> is there a limit on
how many dimensions can be created?
L118[00:32:43] <blood> per player?
L119[00:32:52] <McJty> By default not but
that can be set in the config
L120[00:33:01] <McJty> Dimensions are
'owned' by a player
L121[00:33:04] <blood> because from a
server standpoint
L122[00:33:10] <blood> this doesnt make
much sense due to performance
L123[00:33:13] <blood> from a client
standpoint, this is fine
L124[00:33:17] <blood> single player
L125[00:33:21] <McJty> Well I don't always
agree with that
L126[00:33:26] <McJty> If done properly
dimensions can be good for a server
L127[00:33:29] <blood> you would never
want players creating/deleting worlds
L128[00:33:31] <McJty> i.e. void worlds
are very good for performance
L129[00:33:32] <blood> performance would
be destroyed
L130[00:33:43] <McJty> People do it
L131[00:33:51] <McJty> Hermitcraft people
have rftools dimensions enabled
L132[00:33:59] <McJty> Forgecraft/SF3 has
dimensions enabled
L133[00:34:02] <McJty> And they are used
heavily
L134[00:34:07] <McJty> It is really not
such a problem as many people think
L135[00:34:20] <blood> right but
performance will not be good the more dimensions are created
L136[00:34:23] <blood> and i bet they all
set limits
L137[00:34:28] <blood> which is my
point
L138[00:34:47] <McJty> Number of
dimensions does not decrease performance
L139[00:34:51] <McJty> It does increase
diskspace
L140[00:34:54] <blood> from a server
standpoint, it makes more sense to let the server have control if
these are really going to be full player worlds
L141[00:34:58] <blood> of course it
does
L142[00:34:59] <McJty> Numbers of 'used'
dimensions of course has an impact
L143[00:35:03] <blood> all it takes is 1
player to go into the dimension
L144[00:35:08] <McJty> But a dimension
that is not used is just using diskspace
L145[00:35:09] <blood> completely separate
spawn caps
L146[00:35:11]
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L147[00:35:17] <kevev> Howdy all :)
L148[00:35:24] <blood> and another world
tick for all world logic
L149[00:35:25] <McJty> blood, that's why
many servers set rftools dimensions to void only
L150[00:35:30] <McJty> blood, spawn caps
don't matter that much then
L151[00:35:37] <blood> but you said they
generate chunks etc
L152[00:35:43] <blood> so are these void
worlds or not?
L153[00:35:44] <McJty> Void chunks are
chunks
L154[00:35:49] <blood> right but if they
arent generating chunks
L155[00:35:53] <blood> like blocks
L156[00:35:54] <McJty> On SF3 rftools
dimensions are void
L157[00:35:59] <McJty> By default you can
get any kind of world
L158[00:36:03] <kevev> Anyone got time to
help me minimize player moved too quickly! & Can't keep up!
issues?
L159[00:36:05] <blood> still would want
limits
L160[00:36:16] <blood> no server is going
to have no cap on that and give players full control :P
L161[00:36:20] <McJty> blood, limits are
possible. By default the mod has no limits but you can set
them
L162[00:36:42] <blood> DimensionTools was
another mod that tried to do the same thing
L163[00:36:54] <blood> to fix all the perf
issues, he just used 1 world and generated it all inside
L164[00:37:18] <McJty> Well I cannot do
that with rftools dimensions
L165[00:37:18] <blood> if RFTools
dimensions are void worlds, what do you do in them?
L166[00:37:22] <McJty> build
L167[00:37:28] <McJty> People like to play
in void worlds
L168[00:37:33] <McJty> That's why skyblock
packs are so succesful
L169[00:37:34] <blood> right but you could
do it like 1 world
L170[00:37:35] <blood> set regions
L171[00:37:40] <blood> 1 region per
player
L172[00:37:41] <McJty> No
L173[00:37:47] <McJty> Because these
worlds can be very different
L174[00:37:50] <McJty> i.e. you can
customize them
L175[00:37:59] <McJty> The sky color,
day/night speed, biomes, ...
L176[00:38:06]
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L177[00:38:14] <McJty> For example, an
eternal day dimension is different from a normal void
dimension
L178[00:38:15] <McJty> And so on
L179[00:38:17] <blood> biome customization
isnt bound by the world, you can have 1 world with a huge
variation
L180[00:38:20] <kevev> I have tried the
server on a raspberry pi, odroid XU4, Windows 10 i5 12GB RAM.
L181[00:38:22] <blood> sky/day sure
L182[00:38:26] <kevev> java.exe -Xms256M
-Xmx768M -XX:+UseConcMarkSweepGC -jar
forge-1.10.2-12.18.2.2116-universal.jar nogui
L183[00:38:40] <mallrat208> Im thinking
they've never used your mod they're telling you to change
L184[00:38:57] <kevev> Mods:
BetterFps-1.3.2.jar JurassiCraft-2.0.4.jar
llibrary-1.7.1-1.10.2.jar
L185[00:39:08] <blood> mallrat208: im just
talking in terms of performance
L186[00:39:21] <blood> void worlds at
start sure
L187[00:39:23] <blood> not much is being
done
L188[00:39:26] <blood> but as they build,
it will get worse
L189[00:39:34] <blood> especially as the
number of dimensions are added
L190[00:39:36] <mallrat208> except that's
not all they are
L191[00:39:44] <mallrat208> They -can- be
void worlds. they are literally anything
L192[00:39:50] <McJty> blood, in practice
it doesn't turn out to be that bad really. RFTools Dimensions has
been around for a while
L193[00:39:55] <McJty> It is heavily used.
Even on servers
L194[00:40:12] <blood> is there a large
server using it with a ton of dimensions and maintaining 20
TPS?
L195[00:40:16] <McJty> With and without
(or very little) restrictions
L196[00:40:19] <blood> i would like to see
this =)
L197[00:40:32] <McJty> Forgecraft servers
have always used them a lot
L198[00:40:48] <McJty> With about 10-20
dimensions usually
L199[00:40:55] <blood> minecraft just isnt
built on performance for having too many worlds
L200[00:41:09] <blood> when they have 1
thread per world, that will fix it
L201[00:41:17] <blood> but DinnerBone
hasnt delivered on his promise
L202[00:41:25] <blood> probably stuck in
the backburner now
L203[00:41:41] <blood> however i guess i
can push some improvements that would benefit your mod
L204[00:43:03] <blood> i think the ability
to customize mob spawning would help for sure
L205[00:43:07] <blood> unless your mod
offers that?
L206[00:43:16] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L207[00:43:42] <kevev> anyone?
L208[00:43:45] <kevev> :D
L209[00:44:38] ***
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L212[00:48:34] <blood> McJty ^
L213[00:48:54] <McJty> sorry, was
afk
L214[00:48:57] <McJty> Reading back
L215[00:49:07] <blood> i also need to PR
Entity Activation Range for Forge
L216[00:49:12] <McJty> Yes, customizing
mob spawning is already a part of RFTools Dimensions
L217[00:49:14] <blood> as entities are a
huge burden on performance
L218[00:49:53] <blood> you can customize
biome spawns, chunk spawns, spawn tick rates, limits etc?
L219[00:50:24] <McJty> No (I do have
another mod that can do that however: In Control). But with rftools
dimensions you can set a dimension to peaceful and you can 'add'
mob spawns
L220[00:50:25] <blood> or does it just
focus on spawn limits? and now what can spawn where
L221[00:50:35] <McJty> brb
L222[00:50:37] <blood> ah k
L223[00:50:49] <Denyol> do textures still
have to be 16x16?
L224[00:51:02] <blood> ok im going to add
a fix on Sponge side for RFTools dimensions
L225[00:51:04] <Denyol> I know in older mc
versions they did
L226[00:51:06] <blood> ill let you know
when it is fixed
L228[00:52:18] <blood> Sponge bug
L229[00:52:40] ⇦
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L231[00:53:20] <blood> sponge bug as
well
L232[00:53:47] <blood> same bug actually
=)
L233[00:54:35] <McJty> Ah thanks for
looking at those!
L234[00:54:46] <McJty> Denyol, nope
L235[00:54:51] <blood> any time you get a
bug with Sponge in log
L236[00:54:54] <blood> pass it to me
L237[00:54:57] <McJty> Denyol, I don't
even know a version of MC where that was a limitation
L238[00:55:04] <blood> assuming you know
it works in Forge
L239[00:55:15] <Denyol> Ok good, cuz I was
looking at RFTools and It didnt look like 16x16 textures
L240[00:55:41] <McJty> The current set of
rftools textures is 16x16 except for front panel which is 32x32 for
many blocks
L241[00:56:45] <kevev> blood: Denyol:
McJty: What would be the best channel to ask my performance
question in? I don't want to bug if this is only Dev channel.
L242[01:02:15]
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L243[01:02:49] <McJty> Just ask and we'll
ban you if it is not the right question :-)
L244[01:02:53] <McJty> Just kidding
L245[01:03:00] <kevev> McJty: lol
L246[01:03:11] <kevev> Well I am not sure
what to ask.
L247[01:03:43] <kevev> I am having the
pull back issue when flying. Server shows Can't keep up!
error
L248[01:03:52] <kevev> Might be a mod.
Just not sure.
L249[01:04:03] <kevev> I posted mod list
and what I'm running on.
L250[01:04:45] ⇦
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L251[01:05:04] <kevev> Win 10 i5-4690K
3.5Ghz 12GB RAM
L252[01:05:06]
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L255[01:06:02] <kevev> Also error showing
player moved too fast. Read lots of tutorials suggesting crazy java
options. Nothing seems to work.
L256[01:06:13] <kevev> That's about it
McJty.
L257[01:06:34] <blood> kevev: your server
cant keep up with chunk loads
L258[01:06:48] <blood> in SpongeForge, i
optimized chunks greatly
L259[01:06:50] <kevev> I'm a Unix/Linux
admin. Used to be a Windows admin in previous life. So I hope I
won't be too noob. :p
L260[01:07:02] <kevev> blood: ahh
L261[01:07:15] <kevev> Well the mods I run
may not run on sponge. I tried it before.
L262[01:07:37] <McJty> Most mods should be
compatible with spongeforge I would think
L263[01:07:38] <blood> the only mod that
doesnt run on sponge is AE2 but there is a patched version for
it
L264[01:07:50] <blood> however there are a
few issues im fixing atm with some mods that do different
things
L265[01:07:51] <kevev> orly?
L266[01:08:00] <blood> such as
RFTools
L267[01:08:14] <blood> StorageDrawers has
a dupe bug that im fixing now
L268[01:08:15] <kevev> BetterFPS
JurassiCraft llibrary is what I use.
L269[01:08:29] <blood> how many players
does your server have?
L270[01:08:36] <kevev> 1-2
L271[01:08:39] <kevev> It's for my
daughter.
L272[01:08:41] <blood> then you dont need
SpongeForge
L273[01:08:45] <kevev> lol
L274[01:08:46] <blood> stick to Forge
only
L275[01:09:02] <blood> Sponge is really if
you want to load a decent sized server
L276[01:09:07] <kevev> OK. Any suggestions
for helping performance?
L277[01:09:09] <blood> and need
protections, plugins etc
L278[01:09:18] <blood> hrmm well SF would
definitely fix perf
L279[01:09:20] <blood> that is for sure
=)
L280[01:09:25] <kevev> only my daughter
and her friend are in whitelist.
L281[01:09:29] <blood> do this
L282[01:09:33] <blood> backup the entire
server
L283[01:09:37] <blood> then add
SpongeFOrge and test
L284[01:09:39] <blood> 1.10.2?
L285[01:09:45] <kevev> uhhh
checking.
L286[01:09:56] <kevev> yes 1.10.2
L288[01:10:04] <blood> grab latest SF
there
L289[01:10:07] <blood> backup server
first
L290[01:10:12] <blood> pop SF into mods
folder
L291[01:10:15] <blood> then test
again
L292[01:10:23] <kevev>
spongepowered.org?
L293[01:10:27] <blood> i just pasted
it
L294[01:10:31] <kevev> gotcha
L296[01:10:46] <kevev> latest
1.10.2?
L297[01:10:57] <blood> make sure you are
using at least Forge 2202
L298[01:11:27] <kevev> when you say Forge
you mean minecraftforge correct?
L299[01:11:28] <blood> once you add SF,
you should see a significant performance improvement
L300[01:11:38] <blood> yes
L301[01:12:02] <blood> however we do cut
some corners to do it =)
L302[01:12:08] <blood> such as entity
activation ranges
L303[01:12:12] <kevev> blood: lol OK
L304[01:12:42] <blood> however there are a
bunch of rules to keep it as close to vanilla as possible
L305[01:12:46] <blood> and fully
configurable
L306[01:13:16] <blood> i also recommend
adding the plugin Nucleus so your daughter and friend can setup
homes around the world
L307[01:13:20] <blood> and tp to eachother
easily
L309[01:13:45] <kevev> blood: cool
L310[01:13:49] <blood> contains a ton of
useful additions
L311[01:13:56] <kevev> blood: I am
actually running this version of forge
forge-1.10.2-12.18.2.2116-universal.jar
L312[01:13:57] <blood> basically
"essentials" that every server needs
L313[01:14:07] <blood> update to
2202
L314[01:14:07] <kevev> Will the version of
sf work?
L315[01:14:08] <blood> as that is
old
L316[01:14:21] <kevev> I forget how to
update. Just replace or do I run the jar?
L317[01:14:27] <blood> just replace the
jar with new one
L318[01:14:52] <kevev> ok so run forge
2202 first? Or just run the sf jar you gave me?
L319[01:15:06] <blood> you dont run SF jar
ever
L320[01:15:10] <blood> SpongeForge is
literally a coremod
L321[01:15:13] <blood> just put it in
mods
L322[01:15:19] <blood> and launch Forge as
you normally would
L323[01:16:07] <kevev> blood: ahhhh OK.
:D
L324[01:16:56] <Denyol> Why does
onBlockActivated return a boolean?
L325[01:16:56] <kevev> blood: Do I need
the sf jar in client mod folder or install?
L326[01:16:59]
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L327[01:17:05] <kevev> I know some mod jar
require that.
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L329[01:18:46] <blood> not required on
client
L330[01:18:50] <blood> just server
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L334[01:21:11] <McJty> Denyol, returning
true indicates success and then minecraft will not attempt to use
the item itself
L335[01:21:20] <Denyol> oh ok thx
L336[01:22:10] <McJty> have to go
L337[01:22:12] ⇦
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L338[01:22:14] <kevev> blood: wow it
started up quicker.
L339[01:23:52]
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L340[01:24:03] <kevev> blood: Much better!
:D
L341[01:24:18] <kevev> I need to see why I
lost graphics mod now..
L342[01:24:53] <kevev> I am guessing that
is only client side mod I need to update.
L343[01:25:04] <blood> chunks loading
smoother now right?
L344[01:25:12] <kevev> blood: Hell ya
dude!
L345[01:25:14] <kevev> :D:D
L346[01:25:20] <blood> yea has a ton of
man hours into that =)
L347[01:25:29]
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L348[01:25:30] <kevev> Dayam. Someone
should pay you $
L349[01:25:34] <blood> well we have a
team
L350[01:25:48] <kevev> team blood?
:p
L351[01:25:51] <blood> so joint
effort
L352[01:26:01] ⇦
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L353[01:26:08] <kevev> Thank You to team
Sponge! All hail team Sponge!
L354[01:26:23] <blood> for example, Deamon
is world gen god
L355[01:26:24] <kevev> My daughter is
going to be so happy in the morning!
L356[01:26:36] <blood> anything done in
Sponge dealing with world gen is usually his code
L357[01:26:54] <blood> as for chunk
performance, i handled that bit
L358[01:27:48] <blood> be sure to add
nucleus
L359[01:27:56] <blood> then she can do
things like /home myhome
L360[01:27:57] ⇦
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L361[01:28:00] <kevev> blood: I will.
Reading up on that now.
L362[01:28:03] <blood> err /sethome
myhome
L363[01:28:03] <blood> etc
L364[01:28:07] <blood> tons of
commands
L365[01:28:14] <blood> bunch of other
plugins on sponge forums
L366[01:28:16] <kevev> I bet this server
will run on the Odroid XU4 now. :)
L367[01:28:29] <Denyol> How would I go
about saving a List of slave tile entities to nbt
L368[01:28:54] <blood> kevev: #spongedev
for sponge issues
L369[01:29:07] <Denyol> Would I save the
tile entity's position?
L370[01:29:25] <Denyol> Because wouldnt
loading that not work if the chunk its in is unloaded?
L371[01:29:30] <Denyol> (For a multiblock
btw)
L372[01:29:42] <Denyol> In a master-slave
system
L373[01:29:58] <kevev> blood: ok
L374[01:35:19] ***
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L375[01:35:48] <kevev> yikes! Still using
old versio of forge. Dloading...
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L377[01:43:21] <kevev> blood: Thank You
for the help! Have a great weekend. :)
L378[01:44:33] ⇦
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L380[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170128 mappings to Forge Maven.
L381[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170128-1.11.zip
(mappings = "snapshot_20170128" in build.gradle).
L382[02:00:17] <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/
L383[02:00:37] ⇦
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L384[02:14:20] <Denyol> theres no limit on
the amount of data in an NBTTagCompound?
L385[02:15:30] <killjoy> check the source
on it
L386[02:15:41] <killjoy> also depends on
what you consider data
L387[02:16:01] <killjoy> you're limited by
the amount of memory/disk space you have.
L388[02:17:05] <Denyol> So I can store 99
stacks of items in NBT data?
L389[02:17:11] <killjoy> sure
L390[02:17:31] <Akkarin> technically you
are also limited by processing power. Tons of data = tons of time
spent on decoding
L391[02:17:40] <Denyol> true
L392[02:17:44] <Akkarin> even though it
shouldn't be that bad since it's binary already
L393[02:17:48] <killjoy> that's not
limiting if you're patient
L394[02:17:50] <Akkarin> quite close to
its target format even
L395[02:17:53] <Denyol> Anyone know how AE
does it?
L396[02:18:13] <Akkarin> Sure. Let's see
how well users react to Windows declaring the program to hang
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L398[02:18:14] <killjoy>
ItemStack.writeToNBT
L399[02:18:32] <Denyol> So AE does store
all that in nbt
L400[02:18:37] <killjoy> sure
L401[02:18:40] <killjoy> iunno
L402[02:18:50] <killjoy> It's what I'd
do
L403[02:18:52] <Akkarin> Which it does
rather fast actually when you interact with the window in any
way
L404[02:19:05] <Denyol> Ok ill try 90
stacks of items
L405[02:19:07] <Denyol> or 99
L406[02:19:10] <killjoy> minecraft sends
itemstacks over network via nbt
L407[02:19:17] <Akkarin> and btw. AE does
not produce a hell lot of data. It may have big numbers but those
barely take any additional space. What does take space is having
tons of items.
L408[02:19:28] <Akkarin> (different ones
that is)
L409[02:19:41] <killjoy> <3
varint
L410[02:19:50] <Akkarin> NBT afaik does
not make use of VarInts
L411[02:19:57] <killjoy> sadly
L412[02:20:09] <killjoy> though varint is
only smaller up to a point
L413[02:20:16] <Denyol> I guess If I only
limited storage to one time of item, I could just count the
items
L414[02:20:22] <killjoy> since for every
byte of data it has, there's an extra bit
L415[02:20:27] <Akkarin> VarInts are
particularly bad when you expect to store lots of data
L416[02:20:39] <Akkarin> since an 8 byte
number at worst becomes a 10 byte number
L417[02:20:59] <Akkarin> by default it
also deals rather badly with negative numbers (to be
expected)
L418[02:21:06] <killjoy> How would it
handle all 1's, e.g. -1
L419[02:21:20] <Akkarin> -1 takes up the
max by default unless you use zig zagging
L420[02:21:28] <Akkarin> e.g. you move the
signing bit from the msb to the lsb
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L423[02:24:56] <killjoy> Ok, so there is a
limit for nbt in the network.
L424[02:24:59] <killjoy> It's
2097152L
L425[02:25:24] <killjoy> if you're saving
it locally, go crazy
L426[02:25:55] <Akkarin> ... why is that a
long
L427[02:26:09] <killjoy> because
decompiler
L428[02:26:24] <killjoy> the argument for
max takes a long
L429[02:26:50] <Akkarin> well I may repeat
the question then
L430[02:27:35] <killjoy> It's 2MB
L431[02:27:53] <killjoy> or maybe that's
bits
L432[02:28:28] <killjoy> in which case,
it's 256 KB
L433[02:28:37] <Denyol> I don't like how
IntelliJ doesn't automatically add method params like eclipse
does
L434[02:28:53] <killjoy> then use
eclipse
L435[02:28:59] <killjoy> or find a
plugin
L436[02:29:03] <Denyol> But IntelliJ is
better
L437[02:29:06] <Denyol> so far
L438[02:29:09] <killjoy> preach
L439[02:33:01] <killjoy>
NBTBase#read:depth is never used...
L440[02:33:10] <killjoy> yet it's checked
to make sure it's < 512
L441[02:34:19] <Akkarin> well proguard
does switch out "constants" against their respective
values in code
L442[02:34:42] <Akkarin> if you aren't
running it with sufficient passes it won't realize that the
parameter is unused after applying that optimization though
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L444[02:36:21] <killjoy> It's still there
because nbttagcompound and nbttaglist use it
L445[02:36:30] <Akkarin> or that
yeah
L446[02:36:34] <killjoy> they send it
recursively to other nbt
L447[02:36:45] <killjoy> it's a big circle
jerk
L448[02:36:53] <killjoy> oh wait...
L449[02:36:56] <killjoy> I get it
now
L450[02:36:57] <Akkarin> aka it is
actually being used you just didn't look hard enough
L451[02:37:06] <killjoy> It is used
L452[02:37:19] <killjoy> You can't have
more than 512 nested compounds or lists
L453[02:37:32] <killjoy> I remember how
that caused some servers to crash because of malicious
clients
L454[02:38:10] <killjoy> just
imagine
L455[02:38:21] <killjoy>
[[[[[[[[[[[[[[[[]]]]]]]]]]]]]]]]*16
L456[02:39:03] <Akkarin> pff the attack
wasn't really new
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L458[02:39:15] <killjoy> never said
that
L459[02:39:15] <Akkarin> keyword zip
bomb
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L461[02:39:56] <Akkarin> those things
would go far deeper than anything you'd use to crash a stupid
server with a small heap size
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L475[03:20:11] <Denyol> is using
"ItemStackHelper.getAndSplit(inventory, index, count);"
acceptable instead of writing all that stuff in decrStackSize
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L483[03:42:59] <ixuser> hey
L484[03:46:26] <ixuser> if i do some
changes to the source code in idea and dont want to rerun
"runClient", if there a better way to recompile and
reload the library in the running instance?
L485[03:46:49] <killjoy> I suggest using
your IDE's debug feature
L486[03:47:04] <killjoy> otherwise,
there's some JVM arguments you can use
L487[03:50:25] <ixuser> debugging is a
good option but im not sure if the changes are immdediately visible
in the running session, i ll try it
L488[03:50:41] <killjoy> with eclipse,
building is automatic
L489[03:51:02] <killjoy> there's a config
option in intellij, but you have to manually build if
debugging
L490[03:52:29] <Akkarin> hotswapping
changes are immediately visible when executed
L491[03:52:41] <Akkarin> e.g. if you
change your constructor contents it'll obviously not run
again
L492[03:52:47] <Akkarin> also: ctrl + f9
exists in IntelliJ
L493[03:53:00] <killjoy> but you can't add
methods/fields
L494[03:53:03] <killjoy> classes are
fine
L495[03:53:08] <Akkarin> use jRebel
then
L496[03:53:12] <killjoy> not
innerclases
L497[03:53:44] <Akkarin> even though I
believe the newer versions hate Forge to death ... for obvious
reasons
L498[03:59:18] <gigaherz> Denyol: you
shouldn't have any "decrStackSize" at all. that's
IInventory, and IInventory shouldn't be used in mods
L499[03:59:48] <Denyol> Oh, what should be
used to add an inventory to a Tile Enity?
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L502[04:01:02] <gigaherz>
Capabilities.
L503[04:01:04] <gigaherz>
IItemHandler
L504[04:01:49] <Denyol> Oh, how do I use
that>
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L507[04:03:51] <killjoy> you should
totally buy that
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L509[04:05:23] <ixuser> nice, hotswapping
works, thank you
L511[04:06:16] <gigaherz> like this
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L513[04:06:39] <Denyol> Thx, ill look
through that
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L515[04:07:02] <gigaherz> (and yes, I just
wrote it in the 5m inutes since you asked how to use that ;P)
L516[04:08:00] <gigaherz> oops made a
mistake
L517[04:08:38] <gigaherz> there.
L518[04:08:52] <Denyol> Where would I
check if an item is valid for a slot
L519[04:09:13] <hipsterpig> GOOD JOB
GIGAHERZ NOW MY MOD IS ALL RUINED BECAUSE OF YOUR MISTAKE
L520[04:09:25] <gigaherz> Denyol: inside
the itemstackhandler
L521[04:09:30] <gigaherz> override
insertItem
L522[04:09:35] <Denyol> oh, ok
L523[04:09:49] <gigaherz> ctrl-o or
ctrl-shift-o in idea
L524[04:09:50] <gigaherz> ;P
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L527[04:13:42] <Denyol> So i can delete
all the IInventory stuff?
L528[04:15:06] <barteks2x> So I setup
forge dev (not MDK) environment, and it crashes on startup with
this:
http://pastebin.com/xK5JyZU7 ,any idea what could be
wrong?
L529[04:15:24] <barteks2x> oh, I see
L530[04:15:27] <barteks2x> nonnull
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L533[04:15:49] <barteks2x> how to disable
that things?
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L536[04:17:22] <Abastro> Sound with null
ID?
L537[04:18:30] <gigaherz> Denyol:
yes.
L538[04:18:41] <gigaherz> if you have a
GUI
L539[04:18:44] <gigaherz> you'll haveto
use SlotItemHandler
L540[04:18:47] <gigaherz> instead of just
Slot
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L543[04:19:47] <Denyol> and
SlotItemHandler can be subclassed just like Slot?
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L546[04:22:04] <Denyol> Also If I don't
want to allow an item in a slot I return the stack in
insertItem?
L547[04:23:32] <gigaherz> yes return it
unused
L548[04:23:52] <Denyol> ok
L549[04:23:56] <gigaherz> you may also
want to override the method in the custom slot class
L550[04:24:06] <gigaherz>
(isItemValid)
L551[04:24:10] <gigaherz> just to save
time
L552[04:24:22] <gigaherz> since the normal
isItemValid would try to insert, and then compare the output
L553[04:28:23] <Denyol> "A TileEntity
has thrown an exception during loading, its state cannot be
restored. Report this to the mod author
L554[04:28:24] <Denyol>
java.lang.ClassCastException: net.minecraft.nbt.NBTTagCompound
cannot be cast to net.minecraft.nbt.NBTTagList"
L555[04:28:31] <Denyol> on
ITEMS_CAPABILITY.readNBT(inventory, null, tag);
L556[04:29:03] <gigaherz> hmmm
L557[04:29:13] <gigaherz> did you use a
tag compound with that same exact name before?
L558[04:29:27] <Denyol> what do you
mean?
L559[04:29:39] <gigaherz> I mean if your
old readFromNBT had a "inventory" key in it
L560[04:29:49] <Denyol> yes, it did
L561[04:29:54] <gigaherz> yeah that's the
problem, then
L562[04:29:56] <Denyol> Ill delete that
world then...
L563[04:30:39] <gigaherz> wait wait
L564[04:30:41] <gigaherz> if
(compound.getTagId("inventory") ==
Constants.NBT.TAG_LIST)
L565[04:30:45] <gigaherz> add that as
protection
L566[04:31:07] <Denyol> ive already
replaced the world...
L567[04:31:12] *
gigaherz shrugs
L568[04:31:32] <Denyol> errors gone
L569[04:31:43] <Denyol> I would have
changed it, If the mod actually had a playerbase
L570[04:34:40]
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L572[04:47:46] <barteks2x> Any idea how to
make IDEA not autoimport stuff and do formatting for me? (trying to
fix a vanilla bug in forge)
L573[04:48:09] <TechnicianLP> do not hit
the buttons to do so?
L574[04:48:22] <barteks2x> it
automatically changes fully qualified class name to import
L575[04:50:22] <barteks2x> there has to be
a way to do it, I just can't find it in config
L576[04:52:47] <gigaherz> settings ->
general -> Auto Import ?
L577[04:53:02] <gigaherz> there's a
"optimize inmports on the fly" in there
L578[04:53:15] <gigaherz> -n
L579[04:53:34] <barteks2x> any way to make
it per-project?
L580[04:53:44] ***
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L581[04:55:24] <gigaherz> barteks2x: it
should be per-project? you see "for current project" at
the top?
L582[04:55:49] <barteks2x> ah, yes. I
don't like how per-project and global settings are mixed in the
same place
L583[04:56:31] <gigaherz> yeah, I wish it
was more explicit
L584[04:56:54] <barteks2x> And it still
autoimports flly qualified class names
L585[04:56:57] <gigaherz> like some
dropdown with "Apply these changes to... [current
project/global]"
L586[04:57:44] <barteks2x> Ideally I want
it to become a dumb text editor with syntax highlighting and
autocomplete
L587[04:58:06] <Denyol> gigaherz, how
would I make the ItemStackHandler in one TE return all the values
for a different TE, e.g. make the first TE1 return TE2's
getStackInSlot
L588[04:58:19] <gigaherz> Denyol: you
don't need to
L589[04:58:21] <gigaherz> just make
getcapability
L590[04:58:27] <gigaherz> return the
result of the other TE's getCapability
L591[04:58:35] <Denyol> oh, ok ill try
that
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L593[04:59:13] <Denyol> so on
getCapability if it has TE2 return its ItemStackHandler, otherwise
return TE1's ItemStackHandler
L594[05:00:33] <Denyol> ?
L595[05:01:41] <gigaherz> I have no idea
what you meant with that ;P
L596[05:02:28] <Denyol> ill post some
example code
L597[05:02:38] <gigaherz> teOther =
world.getTileEntity(pos.east()); if (teOther instanceof TE1)
inventoryOther = teOther.getcapability(ITEMS, WEST);
L598[05:03:45] <gigaherz> or if you don't
care what "TE1" is, and just want to return any inventory
it may have, if (teOther.hasCapability(ITEMS, WEST)) inventoryOther
= teOther.getcapability(ITEMS, WEST);
L599[05:03:55] <Denyol> actually, ill
explain. I have a base TE class that has the inventory capability,
the TE also has a variable "TileEntityBase master", and
if master != null I want to return master's inventory
L600[05:04:27] <gigaherz> eh
L601[05:04:31] <Denyol> instead of the
TE's own inventory
L602[05:04:35] <gigaherz> give matser a
.getInventory() method
L603[05:04:41] <gigaherz> and return your
inventory object from there
L604[05:04:43] <gigaherz> and just use
that
L605[05:04:48] <Denyol> ok
L606[05:05:45] <Denyol> its complainging
about an Unchecked cast on "(T)
getMaster().getInventory();"
L607[05:05:56] <gigaherz>
@SuppressWarnings("unchecked")
L608[05:05:58] <gigaherz> no way around
it
L609[05:06:40] <Denyol> oh, wait, I want
to return the masters capability
L610[05:06:43] <Denyol> not its
inventory
L611[05:06:49] <gigaherz> nono
L612[05:07:01] <gigaherz> that'd be ok as
it is
L613[05:07:08] <gigaherz> since the
"capability" is just the inventory
L614[05:07:13] <Denyol> oh yeh
L616[05:09:16] <Denyol> Attempting to use
it in a MultiBlock slave-master system
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L619[05:13:08] <barteks2x> should I use
getPatches or genForgePatches task?
L620[05:13:25] <gigaherz> genPatches
L621[05:13:57] <barteks2x> and what is the
difference?
L622[05:14:11] <gigaherz> one is a
super-task of the other
L623[05:15:00] <barteks2x> I was running
getForgePathes before, but it frose at extractForgeRangemap, I was
waiting >5 minutes
L624[05:16:28] <barteks2x> argh... IDEA
already made a mess in imports
L625[05:16:41] <gigaherz> that's
normal
L626[05:16:48] <gigaherz> extract rangemap
takes a while the first time
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L628[05:17:20] <barteks2x> this time it
finished in under 1 minute (I stopped the previous task)
L629[05:17:43] <gigaherz> you stopped it
in the middle of extractForgeRangemap?
L630[05:17:54] <barteks2x> yes, is that
bad?
L631[05:17:56] <gigaherz> I'm not sure
that's a good thing to do.
L632[05:18:01] <gigaherz> it could have
left things half-done
L633[05:18:07] <gigaherz> and it may be
thinking it's fully done
L634[05:18:11] <barteks2x> it was taking
over 5 minutes, closer to 10 already
L635[05:18:15] <gigaherz> yeah
normal
L636[05:18:18] <gigaherz> the first
time
L637[05:18:39] <Ordinastie> gigaherz, it
not just "it takes a long time", it actually
freezes
L638[05:18:46] <barteks2x> Does clean task
reset it?
L639[05:18:50] <gigaherz> Ordinastie: does
it?
L640[05:19:01] <gigaherz> first time I
hear of it actually freezing
L641[05:19:11] <Ordinastie> I once forgot
it for more than an hour
L642[05:19:16] <gigaherz> last I heard it
was just that it takes a long time the first time
L643[05:19:20] <gigaherz> if it does
actually freesze
L644[05:19:24] <gigaherz> then maybe it
was ok
L645[05:19:26] <barteks2x> I also have the
issue that sometimes "configure build" takes forever for
no reason
L646[05:19:54] <Ordinastie> I always
cancel it now if it take longer than a minute
L647[05:20:20] <barteks2x> anyone tried to
debug the issue?
L648[05:20:34]
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L651[05:21:29] <barteks2x> Anyway, I
already have a fix, but I have no idea if it doesn't break
anything
L652[05:21:49] <barteks2x> (it shouldn't
but minecraft is weird sometimes)
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L655[05:23:11] <barteks2x> ah... I didn't
know clean removes the projects
L656[05:23:20] <barteks2x> why there is no
warning... it actually removes code
L657[05:23:36] <Ordinastie> no it doesn't
ôO
L658[05:23:50] <barteks2x> it removed
everything from projects
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L660[05:24:00] <barteks2x> only
build.gradle files left
L661[05:24:12] <Ordinastie> well, that's
IDEA for you
L662[05:24:20] <barteks2x> it was the
gradle clean task
L663[05:24:34] <gigaherz> technically the
project folders are build output so... ;P
L664[05:24:50] <barteks2x> but they are
technically also code that you modify
L665[05:24:54] <gigaherz> yes
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L667[05:25:03] <gigaherz> but even
setupForge will happily overwrite your changes
L668[05:25:22] <gigaherz> you have to be
paranoid when using forge's gradle commands ,P
L669[05:25:22] <barteks2x> I still think
it should be separate task for that instead of clean
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L671[05:27:22] <barteks2x> what... I reran
setupForge and my patches are still there
L672[05:27:57] <gigaherz> then genPatches
had done its job and it just reapplied them?
L673[05:29:29] <barteks2x> why did it
update some random json file for me?
L674[05:29:45] <barteks2x> specifically
jsons/1.11.2.json
L675[05:29:59] <gigaherz> it happens to
everyone
L676[05:30:07] <gigaherz> dunno why it's
not like that in the repository
L677[05:30:10] <gigaherz> just ignore the
file
L678[05:30:23] <barteks2x> so I shouldn't
add it to commit?
L679[05:31:08] <gigaherz> nope
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L683[05:35:35] <barteks2x> And I ended up
with detached head state
L684[05:35:42] <barteks2x> how does it
happen O.o
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L690[05:48:49] <gigaherz> barteks2x: bad
checkout
L691[05:48:55] <gigaherz> yo ucan use git
branch
L692[05:49:04] <gigaherz> to create a
branch from that detached commit
L693[05:49:09] <barteks2x> that's what
happens when I use gui for git
L694[05:49:32] <gigaherz> I use
tortoisegit, and I don't have those problems
L695[05:49:32] <barteks2x> anyway, PR
submitted
L696[05:49:33] <gigaherz> ;p
L697[05:49:49] <gigaherz> yay, welcome to
the peopoe waiting for PRs club ;p
L698[05:50:03] <barteks2x> it's one line
fix, with another line of comment
L699[05:50:53] <fry> number of lines
doesn't corellate strongly with the review effort
L700[05:51:20] <barteks2x> I still have no
idea if it doesn't actually break something
L701[05:51:21] <gigaherz> and h aving a PR
reviewed and approved doesn't correlate with it being merged,
either
L702[05:52:04] <barteks2x> because it's
rendering and it's the first time I really touch it
L703[05:52:20] <barteks2x> (at least in
forge)
L704[05:52:56] <gigaherz> you could have
pasted the link here, to make it easier for fry to take a peek at
it ;P
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L707[05:53:48] <fry> TOO LATE
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L711[06:04:26] <Denyol> Ok,
"readNBT(inventory, null, tag);" on a
"Capability<IItemHandler>" is causing the error
"java.lang.ClassCastException:
net.minecraft.nbt.NBTTagCompound cannot be cast to
net.minecraft.nbt.NBTTagList"
L712[06:04:50] <gigaherz> isnt' that hte
same error you had before?
L713[06:05:02] <Denyol> yeh
L714[06:05:12] <Denyol> ill try the
"if (compound.getTagId("inventory") ==
Constants.NBT.TAG_LIST)" tho, apparently deleting the world
didnt work
L715[06:05:36] <Denyol> also what should
Constants be?
L716[06:05:40] <Denyol> where is that
from?
L717[06:05:48] <gigaherz> it's part of
forge?
L718[06:06:00] <gigaherz> does IDEA not
find it?
L719[06:06:12] <Denyol> nope
L720[06:06:24] <Denyol> oop, I made
it
L721[06:06:34] <Denyol> its imported
now
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L723[06:13:24] <Denyol> Im also getting
"class
me.denyol.blockbank.tileentity.vault.TileEntityVaultWall is missing
a mapping! This is a bug!: on
"super.writeToNBT(tag);"
L724[06:13:35] <Ordinastie> you need to
register your TE class
L725[06:13:41] <TechnicianLP> ^
L726[06:13:56] <Denyol> oh yeah, forgot
about that :/
L727[06:15:03] <Denyol> gigahertz: if
(compound.getTagId("inventory") ==
Constants.NBT.TAG_LIST), doesn't let it read the inventory
now
L728[06:15:33] <Denyol> gigaherz*
L729[06:16:05] <Denyol> oh wait, it is
nvm
L730[06:16:33] <Denyol> but im still
getting the error
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L752[07:47:01] <Shambling> what are the
meat and potatoes you would consider from a tech mod? Ore
doubling/smelter/armor/weapons/tools? Anything else would be
considered core items?
L753[07:47:41] <TechnicianLP> a unique
concept
L754[07:49:38] <Shambling> so basically
anything fun and useful :p ok
L755[07:49:41] <Shambling> that is easier
to go with
L756[07:49:42] <Shambling> lol :P
L757[07:51:13] <TechnicianLP> !gp
p_135058_2_
L758[07:54:47] <Savos> Not forge related,
but does anyone have a recommendation for a 30+ inch 21:9 gaming
display?
L759[07:55:57] <Shambling> holy crud
L760[07:56:02] <Shambling> a big
wallet
L761[07:56:39] <Shambling> I usually have
best results with acer for cheap prices, asus makes good monitors
as well. Stay away from Dell and HP
L762[07:57:00] <Shambling> aside from
that, not really any suggestions other than make sure both inputs
are the type you want, as the more converters the more
problems
L763[07:57:58] <Savos> Cheers
L765[07:58:20] <Shambling> oh and make
sure you get the refresh rate that you want, those sizes they start
really cheaping out on refresh rate
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L772[08:04:11] <Shambling> 1.10.2 ->
1.11.2 what is the change for state.getPropertyNames()?
state.getProperties(). ?
L773[08:05:35] <Shambling> while I ask
this, I am searching google and the source code
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L776[08:15:03] <Shambling> !gp
func_190916_E
L777[08:15:40] <Shambling> !help
L778[08:16:00] <Shambling> !gm
func_190916_E
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L781[08:21:26] <Shambling> hmmm most of
these changes are fairly simple, off to work land
L782[08:30:05] <Shambling> there,
semi-working copy of open harvest for 1.11.2
L783[08:30:30] <Shambling> now I simply
should fork it and make it available for compairing to master and
bugfixes for other people
L784[08:30:43] <Shambling> as I don't
think setting mainhand to null is an accepted feature in 1.11.2
:D
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L788[08:39:59] <TechnicianLP> the max
damage on items is Int.Max_VAL? or does it get cut of
somewhere?
L789[08:44:20] <PaleoCrafter> it's
Short.MAX_VALUE - 1
L790[08:45:06] <TechnicianLP> thx
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L792[09:06:02] <gigaherz> I wish mc would
use variable-length integers for storage
L793[09:06:05] <gigaherz> in a general
sense
L794[09:06:31]
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L795[09:07:39] <PaleoCrafter> I wish mc
did a lot of stuff differently :P
L796[09:10:59] <RandomX45> @Savos: I know
this is late, but keep in mind that bigger screens with acceptable
DPIs will put more strain on your GPU's pixel shading hardware. So
your games will run at lower speeds if you don't have a beefy
enough GPU.
L797[09:11:39] <Savos> I have a GTX
1080
L798[09:12:31] <RandomX45> okay, just
making that point known... because once you max out your pixel
shader the only way to fix is to either lower your res or buy a
better GPU
L799[09:12:44] <Savos> Cheers:D
L800[09:12:54] <RandomX45> I made that
mistake :P
L801[09:13:25] <RandomX45> running at
non-native reses sucks.
L802[09:14:06] <RandomX45> It's better if
you can keep the same scale... (i.e 16:9, 4:3 ect), but still
sucks.
L803[09:14:31]
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L804[09:15:43] ***
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L805[09:16:54]
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L806[09:18:56] ⇦
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seconds)
L807[09:29:59] ⇦
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L808[09:36:13] ⇦
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by peer)
L810[09:53:04] ***
TTFT|Away is now known as TTFTCUTS
L812[10:00:24] <PaleoCrafter> well, go
ahead and update, Ordinastie :P
L813[10:00:32] <Ordinastie> I AM!
:'(
L814[10:00:42] <PaleoCrafter> do it
faster
L815[10:01:02] <Ordinastie> that's what
she said
L816[10:10:25] *** V
is now known as Vigaro
L817[10:19:26] <shadowfacts> So I'm
setting up a new 1.11.2 project, and running setupDecompWorkspace
outputs "There are no mappings for 1.11.2"
L818[10:19:45] <shadowfacts> I'm using the
latest snapshot which was working for a different project a couple
days ago
L819[10:19:51] <shadowfacts> Did something
change and is there any way around it?
L820[10:21:31] <PaleoCrafter> shadowfacts,
the current mappings simply are for 1.11, not 1.11.2
L821[10:21:34] <PaleoCrafter> but they
work either way
L822[10:21:46] <shadowfacts> I understand
that, what I'm saying is that they don't work
L823[10:21:52] <PaleoCrafter> oh,
what
L824[10:24:29] <LexMobile> if you specify
the mappings it should work no matter the mc version
L825[10:28:54]
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(~fatguylau@worx01.worxco.com)
L826[10:31:33] <shadowfacts> Ah, it was
because I was still on FG 2.1
L827[10:31:37] <shadowfacts> switching to
2.2 fixes it
L828[10:38:43] ⇦
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L833[10:48:41] <Shambling> ordinaste, what
was that spongebob thing in reference to?
L834[10:49:52] <Shambling> switching
comps, using tightvnc to view my main PC to use irc is
inefficient
L835[10:49:55] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Quit:
Leaving)
L836[10:50:17]
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(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L837[10:50:23] <Kragnoth> there
L838[10:50:33] ***
Kragnoth is now known as Shambling
L839[10:53:10] <Shambling> is there a
common way of forking a repo to update to newer version of
minecraft to let people have access to an updated source? does git
automatically make the fork visible and clone the main text?
L840[10:53:41] <Shambling> I haven't
really done much with forking yet, but would like to make a version
avaible for 1.11.2, as it doesn't seem like anyone is updating it,
and I think its a cool treecapitator replacement
L841[10:57:30] <IoP> are you sure you
don't want a new branch? Also git != github
L842[11:00:00] <Shambling> well I know I
have to use a git push origin master after I make my changes. git
pulls from github, so sorry if I simplify things due to lack of
knowledge of differences
L843[11:00:14] <Shambling> its not my
repo, so not sure on the branch thing
L844[11:04:08] ⇦
Quits: Hawaii_Beach (~Hawaii_Be@c80-216-156-75.bredband.comhem.se)
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L845[11:07:56]
⇨ Joins: williewillus
(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L846[11:11:33] <williewillus> hm
L847[11:11:46] <williewillus> I'm trying
to figure out what bit 4 on the entity AI tasks is
L848[11:11:59] <williewillus> bit 1 is
movement, and bit 2 is head movement/look
L849[11:12:07] <williewillus> but bit 4
usage seems to vary
L850[11:12:22] <PaleoCrafter> 'Misc'?
:P
L851[11:14:33] <Ordinastie> what the way
to trigger a block/chunk redraw again ?
L852[11:14:59] <Ordinastie> nvm
L853[11:16:01] <williewillus>
notifyBlockUpdate
L854[11:16:07] <williewillus> or
markBlockRangeForRerender
L855[11:16:09] <barteks2x> I hate how
switch...case works in java...
L856[11:16:22] <williewillus> you mean how
it works in every other C extended family language? :P
L857[11:16:23] <barteks2x> it's *almost*
useful
L858[11:16:40] <williewillus> anyways, I
think bit 4 is 'swimming'
L859[11:16:42] <barteks2x> variable
declarations leak through to the next one
L860[11:17:40] <williewillus> not if you
introduce a new scope
L861[11:17:41] <williewillus> using
{}
L862[11:18:02] <barteks2x> and add enother
indent level
L863[11:18:37] *
TechnicianLP didnt know that was a thing ....
L864[11:19:06] <barteks2x> what? a {}
created by itself?
L865[11:19:15] <barteks2x> or the
switch...case behavior?
L866[11:19:15] <williewillus> 'case's
don't introduce new scopes, switch is literally just a goto
dispatched on the switch value
L867[11:20:19] <DaMachinator> barteks2x:
are you using break; after (each) case(s)
L868[11:20:24] <barteks2x> yes
L869[11:21:25] <barteks2x> I probably
should change it to if..else
L870[11:22:10] <williewillus> the break
doesn't end any scope either, if you want variable isolution use {}
as always
L871[11:22:11] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 384 seconds)
L872[11:22:13] <williewillus>
*isolation
L873[11:22:29] <barteks2x> or just use
if..else chain
L874[11:22:29] <williewillus> blame K+R
when they made designed it ;p
L875[11:22:32] <barteks2x> much less
painful
L876[11:22:41] <williewillus> *designed
it
L877[11:23:56]
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L878[11:25:57]
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(~jorrit@94-224-154-146.access.telenet.be)
L879[11:26:03]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L880[11:27:03] <Shambling> I always used a
{ and } right under case, just seemed simpler to follow similar
code like if and else use
L881[11:27:21] <Shambling> still need the
break, but still...
L882[11:27:44] <Shambling> sometimes the
most hilarious bugs I've introduced were in forgetting break in a
large switch statement
L883[11:33:54] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Read error:
Connection reset by peer)
L884[11:42:44] <DaMachinator> would
someone please explain to me how an NBTTagCompound works?
L885[11:42:58] <McJty> It doesn't work. It
is just a way to store data
L886[11:43:13] <McJty> And MC uses it to
save your tile entity/item data
L887[11:43:25] <McJty> And some other
things
L888[11:43:59] <DaMachinator> I'm trying
to store a HashSet of BlockPos objects to WorldSavedData.
L889[11:44:49] <McJty> You can store that
as an NBTTagList with NBTTagCompounds having 3 tags each (x, y, and
z)
L890[11:45:03] <McJty> Or you can store
that as three int arrays which might be more efficient
L891[11:45:09] <McJty> i.e. an array with
all x coordinates, and so on
L892[11:45:31] <barteks2x> or one array of
ints
L893[11:45:37] <McJty> That too
L894[11:46:49] <DaMachinator> i'd need to
use vectors rather than arrays, though
L895[11:47:01] <McJty> DaMachinator,
what?
L896[11:47:19] <McJty> NBTIntArray would
work well
L897[11:47:35] <DaMachinator> correct me
if i am wrong, but java arrays have a fixed size that is declared
when they are created
L898[11:47:55] <DaMachinator> int[6]
intArray = {1,2,4,5,2,6};
L899[11:48:15] <McJty> new int[var] works
just fine
L900[11:48:34] <williewillus> by the way,
if you're storing blockpos'es and don't care about external
editability
L901[11:48:39] <williewillus> you can just
use a single long
L902[11:48:41] <williewillus> instead of
an int array
L903[11:48:42] <McJty> So you create an
int array with 3 times the blockpos set size
L904[11:48:47] <williewillus>
BlockPos.fromLong/toLong
L905[11:48:51] <williewillus> saves some
bytes
L906[11:48:53] <DaMachinator> when a relay
block is placed in the world
L907[11:48:58] <McJty> That works
too
L908[11:49:00] <DaMachinator> it stores
its position to the hashset
L909[11:49:30] <williewillus> NBTTagList
of NBTTagLongs
L910[11:49:31] *
barteks2x hates BlockPos.to/fromLong
L911[11:49:42] <williewillus> lol
L912[11:49:55] <DaMachinator> when an
energynet block queries that position and finds nothing there
(since there seems to be no reliable way to detect when a block is
removed), the blockpos is removed from the HashSet
L913[11:50:10] <williewillus> NBT is a
serialization format
L914[11:50:12] <DaMachinator> the HashSet
must be saved to WorldSavedData per dimension
L915[11:50:14] <McJty> DaMachinator, yes,
that's fine but that has nothing to do with this
L916[11:50:17] <williewillus> it's only
used when writing to disk
L917[11:50:29] <McJty> You serialize the
hashset to a list of longs for writing
L918[11:50:37] <McJty> And when reading
you construct the hashset from that list again
L919[11:50:47] <DaMachinator> ok i'm even
more confused now
L920[11:50:59] <williewillus> NBT is a
saving format
L921[11:51:04] <williewillus> it has
nothing to do with your program logic
L922[11:51:11] <DaMachinator> ok
L923[11:51:15] <williewillus> it's just
like json, if you've heard of that
L924[11:51:17] ⇦
Quits: CoolerExtreme__ (~CoolerExt@27.97.203.166) (Read error:
Connection reset by peer)
L925[11:51:28] <williewillus> in your
normal mod logic you just work with normal java objects
L926[11:51:32] <DaMachinator> i have,
given that all of the block models are done in json
L927[11:51:34]
⇨ Joins: Cooler (~CoolerExt@27.97.203.166)
L928[11:51:40] <gigaherz> DaMachinator:
didn't I already explain to you how to do it?
L929[11:51:56] <DaMachinator> gigaherz:
maybe, but i still haven't a clue what i am doing
L930[11:51:56] <gigaherz> you were the one
I showed how to do a WorldSavedData right?
L931[11:52:03] <gigaherz> the idea was
always
L932[11:52:04] <DaMachinator> the forge
docs aren't really helpful
L933[11:52:08] <williewillus> I don't
understand what you're confused about though
L934[11:52:08] <gigaherz> to have a
HAshSet in memory
L935[11:52:15] <gigaherz> and convert into
NBTTagList on saving
L936[11:52:20] <gigaherz> and then read
the NBTTagList on loading
L937[11:52:36] <gigaherz> I even showed
you my rift storage manager
L938[11:52:37] <DaMachinator> i have no
idea how any of these NBTTagThings work
L939[11:52:37] <McJty> That NBTTagList
only exists during saving/loading
L940[11:52:44] <McJty> It doesn't exist in
your logic
L941[11:52:44] <DaMachinator> gigaherz: i
have no recollection of this
L942[11:52:54] <williewillus> whenever you
see *anything* NBT that means you are saving/loading
L943[11:52:55] <gigaherz> I even showed
you my rift storage class
L944[11:52:58] <gigaherz> which does it
for a Map<>
L946[11:53:20] <DaMachinator> i have no
recollection of this
L947[11:53:22] <McJty> williewillus, not
always. Item manipulation sometimes involves NBT manipulation
without loading/saving (immediatelly)
L949[11:53:27] *
gigaherz shrugs
L950[11:53:32] <williewillus> McJty: yes
but I am simplifying :P
L951[11:53:40] <williewillus> minecraft
does not know how to save a java.util.HashSet to the disk. it DOES
know how how to save NBT tags though
L952[11:53:45] <williewillus> so you
convert the former to the latter
L953[11:53:48] <williewillus> so mc can
save it for you
L954[11:54:19] <DaMachinator> ok thank
you
L955[11:54:51] <williewillus> so to
convert a HashSet<BlockPos> to something mc knows how to
save, you would make it an NBTTagList with NBTTagLongs inside
L956[11:54:53] <gigaherz> DaMachinator: as
an explanation:
L957[11:55:04] <gigaherz> NBTTagCompound
is a special kind of Map
L958[11:55:15] <DaMachinator> what is an
NBTTagList, how do i get one, and how does one iterate over
it
L959[11:55:15] <gigaherz> it's like a
Map<String, NBTBase>
L960[11:55:25] <gigaherz> while an
NBTTagList is like a List<NBTBase>
L961[11:55:39] <williewillus> 1. ^ 2. you
counstruct it 3. it has a size() method
L962[11:55:49] <gigaherz> and NBTBase can
be anything from NBTInt, NBTBoolean, or other NBTTagCompounds and
NBTTagLists
L963[11:56:08] <gigaherz> just use it a
bit
L964[11:56:14] <gigaherz> play around with
it
L965[11:56:21] <gigaherz> try to insert
data and read it back
L966[11:56:25] <DaMachinator> ...
L967[11:56:37] <williewillus> ?
L968[11:56:49] <DaMachinator> does one
just NBTInt thingy = 1?
L969[11:56:54] <williewillus> no...
L970[11:56:56] <gigaherz> no
L971[11:56:57] <gigaherz> you do
L972[11:56:58] <williewillus> you
construct it
L973[11:56:58] <McJty> This is still
java
L974[11:57:01] <williewillus> like any
other java object
L975[11:57:04] <gigaherz>
tagCompound.setInteger
L976[11:57:06] <McJty> NBTInt is a class.
You have to instantiate it
L977[11:57:08] <McJty> Using 'new'
L978[11:57:20] <DaMachinator> NBTInt
thingy = new NBTInt(1);
L979[11:57:24] <gigaherz> yes
L980[11:57:34] <DaMachinator> i now have
an NBTInt called "thingy"
L981[11:57:38] <McJty> But for this you
need NBTTagLong though
L982[11:57:47] <McJty> At least if you
plan to go with the blockpos.toLong method
L983[11:58:20] <DaMachinator> does
NBTTagList have .push() and/or .pop() methods to add things to
it?
L984[11:58:34] <williewillus> use your
ide
L985[11:58:35] <williewillus> and
look
L986[11:59:01] ⇦
Quits: Cooler (~CoolerExt@27.97.203.166) (Ping timeout: 384
seconds)
L987[11:59:18] <DaMachinator> time to find
out where the package is
L988[11:59:42] <williewillus> ctrl+n,
NBTTagList, enter :P
L989[11:59:47] <williewillus> or whatever
it was for eclipse
L990[11:59:49] <Lumien> If you use eclipse
CTRL SHIFT T
L991[12:01:38] <DaMachinator> so an
NBTTagCompound is an NBTTag that contains other NBTTags?
L992[12:01:49] <williewillus> yes
L993[12:01:53] <DaMachinator> like a
HashMap of NBTTags?
L994[12:01:59] <williewillus> it's a map
from string to any other nbt tag
L995[12:02:09] <DaMachinator> ok...
L996[12:02:18] <williewillus> look at the
methods on it
L997[12:02:22]
⇨ Joins: Cooler (~CoolerExt@45.249.157.1)
L998[12:02:41] <DaMachinator>
WorldSavedData seems to want me to feed it NBTTagCompounds to
save
L999[12:03:03] <williewillus> ?
L1000[12:03:07] <williewillus> you are
passed a compound
L1001[12:03:09] <williewillus> put your
stuff in it
L1002[12:03:11] <williewillus> then
return it
L1003[12:04:12] <williewillus> look at
how the other WSD's do it (MapData is a good example)
L1004[12:04:34] <DaMachinator> um
L1005[12:04:37] <DaMachinator> oh
L1006[12:06:24]
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L1007[12:08:02] <DaMachinator> do blocks
know their BlockPos or do i need a TileEntity to get that
L1008[12:08:15] <McJty> Every block has
only one instance
L1009[12:08:19] <McJty> So how can it
even know its own position?
L1010[12:08:39] <McJty> There is one dirt
block instance in memory. Even if you are looking at a mountain of
dirt
L1011[12:09:36] <barteks2x> but many
methods in Block get BlockPos as argument
L1012[12:10:27] <McJty> DaMachinator, but
in any case, you should not need a tile entity to be able to get a
position of a block
L1013[12:10:36] <McJty> The position
should be something you get from your context
L1014[12:13:35] <DaMachinator> hmm
L1015[12:13:43] <DaMachinator> overriding
onBlockAdded should work
L1016[12:13:52] <DaMachinator> key word
being *should*
L1017[12:14:00] <DaMachinator> time to
add lots of logging statements
L1018[12:14:26] <williewillus> what's the
purpose of ItemStackHolder?
L1019[12:14:37] <williewillus> vs just
referring directly
L1020[12:16:16] <williewillus> asking
because I add banner patterns in preinit with certain
itemstacks
L1021[12:16:34] <williewillus> and it
doesn't work. looking at it with a debugger it shows an entirely
different item than what it actually is
L1022[12:16:45] <williewillus> *than what
I registered it as
L1023[12:19:35] <McJty> The purpose is
probably exactly what it says in the comment
L1024[12:19:44] <McJty> But I haven't
used it myself so no idea how it really works
L1025[12:19:53] <williewillus> okay then
forget that question, anyone know about the problem I stated?
L1026[12:21:39] <gigaherz> what did you
ask? XD
L1027[12:22:00] <williewillus> adding
banner patterns in preinit, which requires constructing an
itemstack (in this case, iron sword)
L1028[12:22:14] <williewillus> later, the
crafting recipe doesn't work and the itemstack shows
"vine" inside
L1029[12:22:22] <gigaherz> hmmm
L1030[12:22:28] <gigaherz> is adding
banner patterns supported?
L1031[12:22:33] <williewillus> using
enumhelper
L1032[12:22:52] <williewillus> i remember
it working in 1.9
L1033[12:23:16] <gigaherz> hmm I
see
L1034[12:23:29] <gigaherz> and it doesn't
appear that the banner patterns are referenced directly
L1035[12:23:58] <williewillus> the recipe
uses Enum.values()
L1036[12:24:21] <williewillus> my pattern
shows up it just fails the stack matching with the crafting
interface
L1037[12:24:33] *
gigaherz nods
L1038[12:25:18] <gigaherz> wait, waht
fails?
L1039[12:25:26] <gigaherz>
getCraftingResult?
L1040[12:26:15]
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L1041[12:26:39] ***
Scorp_Away is now known as Scorp
L1042[12:28:37] <williewillus> wait never
mind the items match
L1043[12:28:44] <williewillus> the logic
in this recipe is just a bit screwy..
L1044[12:29:20] <williewillus> oh lol
nvm
L1045[12:29:23] *
williewillus facepalms
L1046[12:30:23] <McJty> The famous
programmer facepalm moment
L1047[12:30:39] <williewillus> I forgot
vanilla requires you to have a dye when you add a pattern
L1048[12:30:42] <williewillus>
>_>
L1049[12:35:39]
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L1065[13:45:44] <barteks2x> where are my
irc logs!? They disappeared
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L1067[13:46:42] <barteks2x> ... any way
to use discord without updating?
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L1069[13:59:54] <Ordinastie> well, that
was dumb
L1070[14:00:14] <Ordinastie> to have
fancy demo for some tickable block, I made the block have the
render based on it
L1071[14:00:22] <Ordinastie> except it
tick server side only :x
L1072[14:03:42] <Ordinastie> not sure how
to handle that :/
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L1074[14:11:22] <gigaherz> Ordinastie:
vanilla uses tileentities ;P
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L1080[14:33:39] <diesieben07>
williewillus, followup: @ItemStackHolder is for referring to
itemstacks from other mods without hard-dependencies
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L1082[14:34:08] <williewillus> ah I
see
L1083[14:35:57] <diesieben07> although
really it is mostly convenience, since you could just @ObjectHolder
and construct the ItemStack manually
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L1089[15:16:09] <heldplayer> Is there
something in Forge that is enforcing @Nonnull annotations, or
possibly IDEA doing this? Because my code is getting called by
vanilla with null values on methods with parameters marked as
Nonnull because that's what the contract for them is
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L1091[15:17:23] <diesieben07> IntelliJ
adds runtime checks for the annotations
L1092[15:18:02] <heldplayer> That's what
I thought but I'm not sure where to look to disable that
L1093[15:18:35] <diesieben07> Settings
> Build, Execution, Deployment > Compiler > Add runtime
assertions for not-null...
L1094[15:19:38] <heldplayer> Thanks!
<3
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L1109[15:34:09] <killjoy> Missing
nullable annotation
L1110[15:34:33] <killjoy> because
@MethodParametersAreNonnullByDefault is on every package
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L1124[16:40:33] <TechnicianLP> weird
problem: if i place a block with a custom model, getQuads gets
called; if i close and reopen the world, everything turns into
missingno models, without getQuads being called ... any ideas what
could cause this?
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L1126[16:41:39] <gigaherz> TechnicianLP:
show us how you register your model, and your model
L1128[16:46:12] <TechnicianLP> this:
ModelLoaderRegistry.registerLoader(new MechanicsModelLoader()); is
the first thing in preinit
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L1130[16:52:35] <williewillus> show the
block class
L1131[16:53:08] <williewillus> (also this
isn't relevant but why linked list of quads? 0.o)
L1132[16:53:57] <diesieben07> LinkedList
is basically never the right choice
L1133[16:54:12] <williewillus> do you
hear that it's the sound of your cache crying
L1134[16:54:20] <williewillus> ;p
L1135[16:54:22] <gigaherz> specially in
Java's case, where you can't iterate through the nodes
L1136[16:54:41] <williewillus> either way
I think I know the problem but want to see the block class to be
sure
L1137[16:54:42] <diesieben07> well, you
kinda can with a ListIterator
L1138[16:54:55] <gigaherz> at least in
other languages/environments, you have like, ListNode, and then you
can .addBefore/.addAfter
L1139[16:55:10] <TechnicianLP> can the
defaultstate containe unlistedproperties?
L1140[16:55:21] <williewillus> don't set
default values for your unlisted props
L1141[16:55:25] <williewillus> that's
what I wanted to see
L1142[16:55:26] <diesieben07> no, you can
only create those in getExtendedState
L1143[16:55:57] <williewillus> I ran into
the "missing model on reload" problem in botania a while
ago and that's because I was setting default values for unlisted
props
L1144[16:56:00] <williewillus> so remove
that if you're doing it
L1145[16:56:09] <TechnicianLP> ok ..
thank you guys ;)
L1146[16:56:23] <TechnicianLP> yeah i was
removing random bits ... and after that one it worked
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L1149[16:58:37] <TechnicianLP> but why
does that happen?
L1150[17:00:36] <williewillus> the
default state is used for serializaiton/synchronization. unlisted
props/extended state are only for renderingh
L1151[17:01:11] <TechnicianLP> yeah but
why dont they get ignored?
L1152[17:01:22] <williewillus> that means
more patches to vanilla :P
L1153[17:01:32] <williewillus> extended
states are added by forge
L1154[17:02:22] <Shambling> I think this
is possible, but I've got a question. Can a dimension be generated
with visible borders, and in addition, can default vanilla behavior
be changed per dimension.
L1155[17:02:36] <williewillus> what's
"visible borders"
L1156[17:02:49] <Shambling> lets say I
want to have a 'smelting' dimension, where furnaces and other
blocks that smelt items, generate randomly more product and run
faster, i sthat possible
L1157[17:02:57] <Shambling> visible
borders: bound by a visible cube
L1158[17:03:00] <Shambling> lets say a
skyblock
L1159[17:03:10] <Shambling> can't move
outside of set dimensions x,y,z
L1160[17:03:19] <williewillus> i mean you
can render a box yourself?
L1161[17:04:00] <TechnicianLP> or place
unbreakable blocks
L1162[17:04:01] <Shambling> ok visible
limits aren't really important. can you keep a player from moving
outside of an area without putting down some sort of unbreakable
blocks?
L1163[17:04:14] <Shambling> yeah so
unbreakable blocks it probably is then
L1164[17:04:20] <Ordinastie> is that
exactly what world borders are ?
L1165[17:04:24] <Ordinastie> *isn't
L1166[17:04:26] <williewillus> yeah
:P
L1167[17:04:38] <gigaherz> yep
L1168[17:04:40] <Shambling> I suppose if
they are invisible that works fine
L1169[17:04:46] <gigaherz> they are 30
million on each cardinal direction by default
L1170[17:04:50] <Shambling> wait... are
world borders a thing?
L1171[17:04:50] <gigaherz> but can be set
smaller
L1172[17:04:56] <gigaherz> since like,
1.8
L1173[17:04:59] <Shambling> I thought
that was a pocket edition thing, lol
L1174[17:05:13] <Shambling> oh wait no,
there is a 1.8 map that has that glowing border.. ooo
L1175[17:05:17] <TechnicianLP>
./worldborder
L1176[17:05:21] <Shambling> sweet,
ok
L1177[17:05:32] <gigaherz> yeah the one
with the achievements
L1178[17:05:40] <gigaherz> that would
giveyou half a block extra each
L1179[17:05:44] <Shambling> can multiple
of those exist in the same dimension, seperating each set of
chunks, or does it have to be per dimension
L1180[17:05:54] <TechnicianLP>
1/dim
L1181[17:05:56] <gigaherz> one per, I
think
L1182[17:05:58] <Shambling> kk
L1183[17:06:03] <gigaherz> I don't even
know if other dimensions can have them
L1184[17:06:07] <Shambling> I'm thinking
maybe I've got an idea for a magic/tech mod
L1185[17:06:28] <TechnicianLP> all worlds
have a manager for that
L1186[17:07:02] <TechnicianLP>
World#<init>: this.worldBorder =
providerIn.createWorldBorder();
L1187[17:07:10] <Shambling> I'll just
need to figure out how to effect tile entities differently
depending on dimension
L1188[17:07:31] <Shambling> err
affect?
L1189[17:08:32] <TechnicianLP> you could
maybe also extend the WorldBorder class (i have no clue how exactly
that works though)
L1190[17:08:32] <gigaherz> affect.
L1191[17:09:07] <TechnicianLP> i thin TEs
have a world ref
L1192[17:10:11] <Shambling> I'm a very
bad artist, are there things like MIT license for textures/texture
packs? or should I bribe my brother with energy drinks for texture
work
L1193[17:10:23] <gigaherz> Creative
Commons
L1194[17:10:37] <gigaherz> CC-BY is
similar to MIT/BSD, but for art stuff
L1195[17:10:38] <Shambling> ah so its
called creative commons for texture packs/textures. k, cool
thanks
L1196[17:10:53] <gigaherz> CC-BY-SA is
similar to GPL, but for art stuff
L1197[17:11:02] <Shambling> I just... I
work better with textures that aren't purple and black cubes to
sketch out ideas
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L1199[17:11:58] <gigaherz> heh
L1201[17:13:27] <Shambling> though
technically I think I could get away with no textures for this mod
if I was creative
L1202[17:13:43] <Shambling> gigaherz if
that isn't art, I don't know what is :P
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L1204[17:14:06] <Shambling> 8 eyeballs on
sticks next to an angry nintendo robot
L1205[17:14:31] <gigaherz> wat XD
L1207[17:14:55] <gigaherz> Shambling:
thing is: the base textures for the rift structure, are just iron
and redstone
L1208[17:15:05] <gigaherz> and the base
texture fort he inventory stuffs, is the hopper one
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L1212[17:26:03] <Abastro> Are there any
PG texture generator for MC?
L1213[17:29:32] <gigaherz> I'm not
aware
L1214[17:29:39] <gigaherz> but the fun of
procedural is making it yourself ;P
L1215[17:30:04] <Shambling> yup
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L1218[17:48:32] <Abastro> :/) okay, I
wanted it since I am bad at texture art.
L1219[17:48:51] <Abastro> Maybe it's only
me, so I have to do it myself
L1220[17:49:19] <gigaherz> you coudl try
asking around?
L1221[17:49:27] <gigaherz> there may be
some artist interested in helping you
L1222[17:49:34] <gigaherz> and by around
I meant like, in the forums or something
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L1226[17:51:16] <Abastro> I couldn't find
someone, it seems that there are too many modders looking for an
artist.
L1227[17:51:33] <Abastro> Like games and
such.
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L1229[17:52:51] <Kirito> Hm that was
weird.
L1230[17:52:57] <Kirito> Wouldn't let me
talk, eh.
L1231[17:52:59] <Kirito> Is there a way
to draw directly on Minecraft? Eg. adding another
"health" bar that's controlled differently
L1232[17:53:06] <gigaherz> what kind of
things do you need textures for, Abastro?
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L1234[17:54:06] <Abastro> gigaherz; As
normal, blocks, items, and entities.
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L1238[18:02:03] <gigimoi> Anyone know why
when running the client from IntelliJ idea it doesn't recognize my
gpu/drivers, but gradlew runClient does? This is the log I get from
idea:
https://hastebin.com/raw/jihowiyoma
L1239[18:02:37] <gigaherz> Kirito: oops I
forgot to answer
L1240[18:02:47] <gigaherz> you want the
game overlay event
L1241[18:02:57] <gigaherz> gigimoi:
problem with latest nvidia drivers
L1242[18:02:59] <Kirito> gigaherz: Not a
problem :) Thanks, I'll check it out
L1243[18:03:01] <gigaherz> downgrade to
the ones right before that
L1244[18:03:38] <gigaherz> there's a few
opengl-based games that have similar issues, not just
minecraft
L1245[18:04:12] <gigimoi> I wasn't able
to gradlew runClient until I downgraded, this is a different
issue.
L1246[18:04:41] <gigaherz> uhm
L1247[18:04:47] <gigaherz> waht version
drivers are you on?
L1248[18:05:09] <gigimoi> 376.33
L1249[18:05:13] <gigaherz> 376.33 should
work just fine
L1250[18:05:24] <gigaherz> try
uninstalling 3d vision
L1251[18:05:29] <gigaherz> or downgrading
even further
L1252[18:05:48] <gigaherz> I use 376.33
without 3d vision, and they work fine for me
L1253[18:06:11] <gigimoi> I never
installed it, almost certain this is a different issue since I can
run it outside of idea no problem.
L1254[18:06:35] <gigaherz> no it
isn't
L1255[18:06:55] <gigaherz> it's EXACTLY
the same issue I had when I upgraded to 378.49
L1256[18:07:02] <gigaherz> downgrading
fixed it for me
L1257[18:07:22] <gigaherz> it MAY have a
different cause
L1258[18:07:30] <gigaherz> but it would
be quite a bit of a coincidence
L1259[18:07:32] <gigaherz> that for
me
L1260[18:07:41] <gigaherz> 378.49 worked
in the normal launcher and with runClient
L1261[18:07:48] <gigaherz> but failedwith
that exact error in IDEA
L1262[18:09:18] <gigimoi> I'll try
downgrading further but I'd be surprised if that's the fix
L1263[18:15:39] <gigaherz> you may want
to try restarting IDEa or the entire pc in between
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L1265[18:16:15] <gigimoi> I'll give
restarting my pc a try, restarted idea and no change after
downgrading to 376.19
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L1276[18:40:28] <Disconsented> Double
checking: Stand alone potion effects don't need to have anything
done with them do they?
L1277[18:40:43] <williewillus> what does
"stand alone" mean
L1278[18:40:45] <Disconsented> I.E.
Register
L1279[18:40:51] <Disconsented> Potion
effects without a potion
L1280[18:40:59] <williewillus> that makes
no sense
L1281[18:41:05] <williewillus>
PotionEffect = Potion + time
L1282[18:41:08] <williewillus> +
amplifier
L1283[18:41:17] <williewillus> are you
talking about PotionType?
L1284[18:41:33] <williewillus> PotionType
is the stuff you brew and put on arrows
L1285[18:42:00] <Disconsented> I mean a
Potion then and that also answers my question
L1286[18:42:13] <williewillus> Potions
need to be registered
L1287[18:42:17] <williewillus> and
PotionTypes do as well
L1288[18:42:34] <williewillus>
PotionEffect is just a Potion + two numbers so it doesn't make
sense to register those
L1289[18:42:54] <A1b3> Is it worth time
to develop mc mods, or I should stop it when I lose my interest on
MC?
L1290[18:43:07] <williewillus> that
question is 100% on you to answer for yourself :P
L1291[18:43:21] <williewillus> you're the
only one who knows your own time's worth
L1292[18:44:37] <A1b3> Thanks :D
L1293[18:44:56] <gigaherz> I earn like,
$100 every 3 months ;P
L1294[18:45:02] <gigaherz> it's not very
lucrative
L1295[18:45:11] <williewillus> i mean not
just financially
L1296[18:45:20] <williewillus> some
modders don't play much any more but they still like making the mod
itself
L1297[18:45:28] <williewillus> so it all
depends on what you like to do
L1298[18:45:43] <gigaherz> yeah that's
why I keep modding
L1299[18:45:48] <gigaherz> not because I
enjoy playing what I mod
L1300[18:45:55] <gigaherz> but becauseI
enjoy seeing other people enjoy my mods
L1301[18:47:27] <A1b3> So it's
independent with actually playing MC?
L1302[18:48:25] <gigimoi> gigaherz I did
a clean install of 376.33 and I'm good now, not sure if I did
something wrong when I downgraded. Thanks
L1303[18:50:21] <gigaherz> heh
L1304[18:50:22] <gigaherz> np
L1305[18:51:10] <A1b3> One of the problem
was that cost per work keeps decreasing.
L1306[18:52:03] <A1b3> *earning per
work
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L1308[18:53:06] <gigaherz> "oh so
making axes is independent from being a lumberjack?"
L1309[18:53:18] <gigaherz> yes ofc.
L1310[18:53:36] <gigaherz> modders
usually enjoy playing mc, but often don't have time to do both
;P
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L1312[18:55:30] <A1b3> I see.
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L1314[18:57:10] <A1b3> It seems that
earning decreases very slowly with occasional updates, while
earning per work decreases faster.
L1315[18:57:42] <gigaherz> if you are
looking at modding JUST for the money
L1316[18:57:47] <gigaherz> you are
probably doing it wrong.
L1317[18:57:51] <gigaherz> there's jobs
that pay quite a lot more
L1318[18:58:03] <A1b3> Well, I'm
definitely not.
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L1320[19:00:25] <A1b3> The earning I said
includes the interest it gets and the satisfaction it gives.
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L1349[20:14:33] <LexMobile> If you're in
modding to make money sod off
L1350[20:14:48] <LexMobile> If you are in
it because you enjoy it then have at it
L1351[20:14:56] <LexMobile> If you stop
enjoying it sod off
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L1354[20:28:50] <Akkarin> What if I'm in
it for the hugs? :o
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L1356[20:33:59] <LexMobile> Then you go
to cons, and find out that the hugs are more then you
expected.
L1357[20:34:09] <tterrag> speaking of
cons
L1358[20:34:10] <tterrag> :C
L1359[20:34:34] <LexMobile> This
community has a inappropriate amount of touching at cons :p
L1360[20:35:10] <tterrag> being on wisdom
tooth surgery recovery makes looking at all the food that much
worse ;_;
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L1362[20:38:21] <Akkarin> inappropriate
amount of hugs? there is no such thing!
L1363[20:42:27] <williewillus> tterrag:
did you just get it done? :P
L1364[20:42:32] <tterrag> williewillus:
tuesday
L1365[20:42:43] <tterrag> still can't
really eat anything though
L1366[20:43:12] <williewillus> yeah i
couldn't go back to normal food for about 1-1.5 weeks, sucks
:P
L1367[20:43:53] <tterrag> I've heard up
to 2. here's hoping it's faster
L1368[20:44:49] <tterrag> how long ago
was yours?
L1369[20:45:26] <williewillus> 3 weeks,
I'm basically back to normal now
L1370[20:45:58] <tterrag> oh wow, that
recently
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L1373[20:52:57] <gigimoi> What's the best
way to override in-hand item rendering these days? With a
fbx/obj/etc model, not this weird json format.
L1374[20:53:15] <williewillus> in-hand is
no different than anywhere else?
L1375[20:53:29] <williewillus> give an
example of what you mean
L1376[20:53:34] <williewillus> also the
json format is extremely simple :P
L1377[20:53:44] <Scorp> I grabbed
actually additions to test my mod with. What is the 'CF' power they
use? Never heard of it?
L1378[20:53:59] <gigimoi> I want to
render a makehuman model inhand
L1379[20:54:11] <williewillus> Scorp:
probably their own internal sys
L1380[20:54:13] <gigimoi> the json format
doesn't quite work for that :p
L1381[20:54:16] <williewillus> gigimoi: I
don't know what that is
L1382[20:54:33] <gigimoi> it generates a
fairly realistic human model
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L1384[20:54:51] <williewillus> okay I
don't see how this has to do specifically with the hand
L1385[20:54:56] <williewillus> the model
loader loads models for all perpsectives
L1386[20:55:23] <Scorp> williewillus, I
thought they'd use RF?
L1387[20:55:29] <tterrag> RF is
dead
L1388[20:55:35] <williewillus> (or it
should be)
L1389[20:55:36] <gigimoi> I'm going to
need a little more handholding than that unfortunately
L1390[20:55:44] <tterrag> it's never even
technically been ported past 1.7
L1391[20:55:48] <gigimoi> wtf rf is dead
how long was I asleep
L1392[20:55:52] <tterrag> *every* RF
implementation on 1.8+ is unofficial
L1393[20:56:01] <williewillus> gigimoi:
so what is the format of the model you want to load
L1394[20:56:19] <gigimoi> It's an
fbx
L1395[20:56:22] <tterrag> gigimoi: forge
can natively load .obj and .b3d by just pointing to them
L1396[20:56:28] <tterrag> fbx is a no,
you'd have to convert it
L1397[20:56:34] <Scorp> I may try with
the minecraft forge equivalent. Is it just as easy to
implement?
L1398[20:56:43] <gigimoi> Converting to
.obj is fine
L1399[20:56:54] <tterrag> Scorp: I assume
you mean FE, in which case yes
L1400[20:58:11] <williewillus> Scorp:
actually additions uses FE internally
L1401[20:58:19] <Scorp> Hrm ok. I may try
to use that then
L1402[20:58:29] <williewillus> it just
displays the meters as "RF" or "Tesla" to make
people feel better
L1403[20:58:29] <williewillus> :P
L1404[20:58:30] <Scorp> any docs on
it?
L1405[20:58:48] <williewillus> the
interface itself + any documentation on capabilities
L1406[21:00:12] <Scorp> Whats the thing I
need to implement
L1407[21:00:38] <williewillus> are you
familiar with the capability system?
L1408[21:01:28] <Scorp> No
L1410[21:01:50] <Scorp> Currently I have
it working with the cofh api implementing Ienergyhandler etc
L1411[21:03:07] <williewillus> yeah so
the idea is you decouple the interface implementations from the
tile/item/entity. instead of implementing a million interfaces on
the TE, the TE holds onto implementations of the interfaces
internally (kinda like a component system). the articles should
make it clear
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L1413[21:05:22] <LexMobile> Meant to say
a large amount of inappropriate hugs
L1414[21:05:33] <Scorp> Hrm, not sure I
understand but ok :P
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L1417[21:06:30] <williewillus> Scorp: so
for example if you had an inventory, instead of treating the TE
itself like an inventory, you ask the TE "do you have an
inventory?" and the TE gives you an object back
L1418[21:06:51] <williewillus> it just
helps decouple things
L1419[21:07:03] <tterrag> why am I even
looking at twitter
L1420[21:07:04] <Scorp> Hrm ok
L1421[21:07:20] <Scorp> tterrag, Why
not?
L1422[21:07:27] <tterrag> because it's
just pictures of food
L1423[21:07:33] <tterrag> sprinkled with
politics rants
L1424[21:07:36] <williewillus> lol
L1425[21:07:39] <tterrag> neither of
which I want right now
L1426[21:08:08] <Scorp> tterrag, Politics
on twitter is just depressing me too now :P
L1427[21:08:09] <Scorp> williewillus, So
how do I get the energy thing implemented or the other method
L1428[21:08:18] <williewillus> did you
read the whole article already wow :P
L1429[21:09:00] <Scorp> I skipped over
parts
L1430[21:09:20] <williewillus> so when I
say "the Capability Interface is IEnergyStorage" you know
what to do from here?
L1431[21:09:42] <Scorp> I can try to work
it out
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L1433[21:10:10] <williewillus> see, in my
gist, the "Making things have a capability" section
L1434[21:10:17] <williewillus> and also
the "terminology" section at the top
L1435[21:13:44] <Scorp> I think i will
try to implement method first to just get it working then do the
other thing later
L1436[21:13:53] <williewillus> ?
L1437[21:14:03] <Scorp> If you can do it
that way
L1438[21:14:11] <williewillus> what
way?
L1439[21:14:16] <Scorp> Just implement
it
L1440[21:14:20] <williewillus> no, you
can't do that
L1441[21:14:23] <Scorp> ah k :P
L1442[21:14:55] <williewillus> or, you're
"allowed to" but nothing would recognize it
L1443[21:15:24] <williewillus> read the
articles through more slowly and I think it should become more
intuitive
L1444[21:16:49] <Scorp> any example code
I can see instead?
L1445[21:16:58] <tterrag> no
L1446[21:17:52] <Scorp> :(
L1447[21:18:40] <tterrag> understand,
don't copy
L1448[21:21:06] <Scorp> I better learn
from looking at it rather than docs imo
L1449[21:21:33] <williewillus> well the
doc establishes the base terminology
L1450[21:21:36] <williewillus> and
ideas
L1451[21:21:57] <williewillus> the actual
code behind it should be nothing (override 2 methods and construct
1 object in FE's case)
L1452[21:22:13] <Scorp> hrm k
L1453[21:22:45] <Scorp> I'll try to
implement tomoro, I got to go now. Thanks for help :)
L1454[21:22:51] <williewillus> np
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