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L1[00:01:26] ⇦
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L3[00:09:40] <Corosus> cool,
PlayerEvent.Clone looks good enough for what im after, if there are
edge cases caused by other mods the client side code i have can
detect the redundancy so i should be good
L4[00:09:42] <Corosus> thanks for the
tip
L5[00:09:58] <Corosus> seems consistant for
vanilla
L6[00:10:43] <Corosus> i feel like ichuns
sync mod or some stuff like that would trigger it but only if both
sources are different dimensions i guess
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L9[00:14:24] <Denyol> ttarrag, a pr has been
made, hope its ok
L10[00:16:03] <Denyol> oop misspelled your
name sorry
L11[00:20:59] <tterrag> Denyol: the advice
should apply to any caps on items
L12[00:21:05] <tterrag> Not just
inventories
L13[00:21:19] <Denyol> hmm yes, ill change
it
L14[00:29:13] <Denyol> Done :)
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L19[00:36:55] <Denyol> Ok now for the
container for a ItemStack with an inventory capability, it needs to
use SlotItemHandler
L20[00:37:37] <Denyol> SlotItemHandler
takes an IItemHandler, should I pass in a ItemStackHandler
L21[00:41:00] <Corosus> AGH, damn you race
conditions, i need to rework this code so serverside has full
control of the order of this stuff...
L22[00:42:14] <codahq> are there different
mapping snapshots for 1.11.2 vs 1.11? i always get a warning but i
don't see them on the site.
L23[00:44:50] <killjoy> nope.
L24[00:44:55] <Denyol> because in my
implementation of IGuiHandler I need to return the container that
takes the ItemStack's inventory, how do I get the Inventory of the
ItemStack?
L25[00:46:45] <Denyol> Or should I make my
container take an ItemStack of the current clicked item of the
player?
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L27[01:04:59] <McJty> blood, here?
L28[01:11:08] <tterrag> Denyol: forge
provides SlotItemHandler to remove the IInventory restriction
L29[01:11:12] <tterrag> make your
GUI/Container as you normally would
L30[01:11:21] <tterrag> (give your
container the result of stack.getCapability
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L34[01:12:44] <Denyol> the 0,0,0,0 this is
temporary
L35[01:12:48] <tterrag> why can't it?
L36[01:13:01] <tterrag> also, don't declare
the object as ItemStackHandler, it can be polymorphic as the
interface
L37[01:13:12] <tterrag> always code to the
interface when possible
L38[01:13:17] <Denyol> which object
L39[01:13:54] <Denyol> "Wrong 1st
arguement type"
L40[01:14:13] <Denyol> "required
Capabilities<T>"
L41[01:15:04] <tterrag> uhh, the passed arg
does fit that
L42[01:15:11] <tterrag> are you sure you
have it imported properly?
L43[01:15:12] <Denyol> yeh
L44[01:15:56] <Denyol> well changing the
handler object to a IItemHandler fixed that error
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L46[01:16:21] <tterrag> yes, because you
can't implicitly downcast
L47[01:16:31] <Denyol> I'd always thought
you cant instantiate interfaces..
L48[01:16:38] <tterrag> IItemHandler ->
ItemStackHandler is a narrowing conversion
L49[01:16:39] <tterrag> you can't
L50[01:16:45] <tterrag> google polymorphism
pls
L51[01:16:56] <tterrag> actual type vs
declared type
L52[01:17:16] <Denyol> I kinda understand
polymorphism at least in a Objective-C language instance
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L58[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170205 mappings to Forge Maven.
L59[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170205-1.11.zip
(mappings = "snapshot_20170205" in build.gradle).
L60[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/
L61[02:02:39] <Denyol> onItemRightClick in
Item is never called on the server
L62[02:02:52] <Denyol> How can I open a gui
from that method then?
L63[02:04:01] <Denyol> unless
player.openGui doesnt need to be called on the server...
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L65[02:05:53] <tterrag> Denyol:
player.openGui should *only* be called on the server
L66[02:06:18] <Denyol> then i've got an
issue
L67[02:06:23] <tterrag> that method is
definitely called serverside
L68[02:06:27] <tterrag> be sure that you
aren't returning DENY
L69[02:06:35] <tterrag> which would prevent
the packet being sent
L70[02:06:51] <Denyol> it returns
PASS
L71[02:07:00] <Denyol> im using the super
method as a result
L72[02:08:42] <tterrag> then there's no
reason it wouldn't call on the server
L73[02:09:26] <Denyol> oh yeah, the issue
is in the opening of the gui
L74[02:09:31] <Denyol> however it wasnt
giving errors
L76[02:12:01] <Denyol> I think its in the
openGui coords bit
L77[02:13:14] <Denyol> actually...
L78[02:13:18] <tterrag> those coords are
pointless anyways
L79[02:13:33] <tterrag> especially for an
item GUI
L80[02:14:09] <tterrag> you can pass
whatever you want
L81[02:14:38] <Denyol> hmm maybe its not
working because my GuiHandler checks if the item has a inventory
capability
L82[02:14:44] <Denyol> but I dont think it
does ingame
L83[02:14:53] <Denyol> it was taken from
the creative menu
L84[02:16:21] <tterrag> any ItemStack will
have the cap
L85[02:16:26] <Denyol> hmm
L86[02:16:27] <tterrag> assuming your
initCapabilities is ok
L87[02:16:53] <killjoy> Neat easter egg. Do
a google serach for "is google down"
L89[02:18:11] <killjoy> well it's
true
L92[02:19:25] <tterrag> Denyol: what is in
your initCapabilities ?
L94[02:21:26] <tterrag> you realize doing
it that way means all stacks share the same inventory?
L95[02:21:39] <tterrag> wait, no
L96[02:21:40] <tterrag> nvm
L97[02:21:45] <Denyol> I didnt..
L98[02:21:57] <tterrag> you use a new
provider for each stack
L99[02:22:01] <tterrag> which is a bit
weird, but I guess it works
L100[02:22:34] <tterrag> idk, use the
debugger
L101[02:22:42] <tterrag> step through, see
what is failing in the if condition
L102[02:23:07] <Denyol> well I can't put a
breakpoint on the if because it lags the client too much for some
reason
L103[02:23:29] <tterrag> is it an anon
class or something?
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L105[02:23:52] <Denyol> its just a normal
class that implements IGuiHandler
L106[02:24:08] <tterrag> no reason it
should lag
L107[02:25:07] <Denyol> well
getClientGuiElement isnt being called at all
L108[02:25:26] <Denyol> openGui is
though
L109[02:26:36] <Denyol> the
getServerGuiElement is
L110[02:26:58] <tterrag> it won't go
through to client if server returns null
L111[02:27:10] <Denyol> oh,
getActiveItemStack is returning null
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L113[02:28:05] <tterrag> well...no
L114[02:28:17] <tterrag> that method has
to do with the currently in-use item, like foods
L115[02:28:21] <tterrag> so, don't use
that
L116[02:28:23] <Denyol> oh
L117[02:28:28] <tterrag> use
getHeldItem
L118[02:28:36] <Denyol> but there are two
slots...
L119[02:28:46] <tterrag> yes, there
are
L120[02:28:47] <tterrag> and?
L121[02:28:58] <Denyol> How do I tell
which hand was used
L122[02:29:51] <Denyol> I guess it doesn't
really matter if I limit it to the main hand
L124[02:30:49] <kashike> I always forget
how hacky gui handlers are, and then I see things like that
L125[02:31:15] <Denyol> why is it like
this? EnumHand.values()[x]
L127[02:31:42] <tterrag> kashike: yes,
it's unfortunate but changing the way it worked now would cause
more harm than good I think
L128[02:31:43] <Denyol> ooh
L129[02:31:47] <Denyol> clever
L130[02:31:59] <tterrag> Denyol: the three
ints are useless, just extra data
L131[02:32:05] <tterrag> they *can* be
xyz, but they don't have to be
L132[02:32:16] <Denyol> yeh, ok well it
opened
L133[02:32:18] <tterrag> they go directly
from your code to the IGuiHandler
L134[02:33:16] <Denyol> I find it annoying
you have to subclass the Slot if you want to limit inputs to a
certain item
L135[02:33:29] <Denyol> considering Ive
done the limiting code in the actual capability
L136[02:35:04] <tterrag> uh,
SlotItemHandler does check insertItem
L137[02:35:17] <Denyol> oh it does
L138[02:35:54] <Denyol> Id just assumed
that because I hadnt thats what called my Caused by:
java.lang.StackOverflowError
L139[02:35:58] <Denyol> thats
perplexing
L140[02:36:14] <tterrag> no, that's likely
transferStackInSlot
L141[02:36:17] <tterrag> i.e. shift-click
handling
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L143[02:36:23] <tterrag> it's a terrible
default impl
L144[02:36:36] <Denyol> ill have to
overide it then
L146[02:37:21] <tterrag> I find this is a
decent enough default impl for most inventories
L147[02:37:34] <Denyol> yes but that
extends IInventory
L148[02:37:48] <tterrag> it assumes that
you add the player slots last
L149[02:37:56] <tterrag> hm? what?
L150[02:38:00] <tterrag> it's a
Container
L151[02:38:03] <Denyol> ItemStackHandler
doesnt have a transferStackInSlot
L152[02:38:09] <Denyol> oh shit
forgot
L153[02:38:10] <tterrag> no...this is a
container function
L154[02:38:25] <Denyol> sorry
L155[02:38:46] <tterrag> you can literally
copy that method, it should just work
L156[02:38:49] <tterrag> unless you do
something funky
L157[02:38:58] <tterrag> all you have to
do is add player slots *after* your inventory slots
L158[02:39:39] <Denyol> no thats a bit
outdated, "playerIn.mainInventory.length"
L159[02:40:12] <tterrag> ??
L160[02:40:20] <Denyol> mainInventory is
not a thing
L161[02:40:26] <tterrag> this is
production 1.10 code
L162[02:40:53] <Denyol> its
playerIn.inventory.getSizeInventory() now?
L163[02:41:48] <tterrag> on 1.11 just
change .length to .size()
L165[02:42:16] <Denyol> oh it is correct
code nvm
L167[02:43:59] <tterrag> same idea
L168[02:44:06] <tterrag> with some ugly
formatting :P
L169[02:44:07] <Denyol> yes
L170[02:44:15] <Denyol> how :P
L171[02:44:40] <tterrag> pointless debate
between foo\n{ and foo{
L172[02:44:47] <tterrag> (I prefer the
latter)
L173[02:45:00] <Denyol> I find the latter
harder to read
L174[02:45:22] <Denyol> well in eclipse it
was harder, IntelliJ makes it easier to see where the if statements
start and end
L175[02:45:40] <tterrag> how long have you
been using java?
L176[02:46:07] <Denyol> well I used it a
few years ago, then I switched to using Objective-C then C# for
other projects
L177[02:46:12] <tterrag> I used to like
the other way, but after being forced to use same-line braces on a
few projects, I came to prefer them
L178[02:46:28] <tterrag> less wasted
space, and indentation can take care of seeing where things start
and end
L179[02:46:58] <tterrag> but really, it
doesn't matter. use what you like
L180[02:46:58] <Denyol> true, but if its a
very large thing like a method, the braces help me find the start
and finish
L181[02:47:12] <Denyol> because its right
above
L182[02:47:17] <tterrag> you know, in
eclipse (and probably IDEA) you can just click on the brace to see
the ending/opening one
L183[02:47:25] <Denyol> I know
L184[02:47:35] <tterrag> :P
L185[02:47:45] <Denyol> but if Im not
using an IDE, like viewing my code on github
L186[02:47:47] <tterrag> in fact, double
clicking on a brace selects content in between
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L188[02:48:55] <fry> you get used to any
syntax convention in a couple of weeks
L189[02:49:27] <Denyol> lol why did they
do "slot.putStack((ItemStack) null);"
L190[02:49:36] <Denyol> you cant really
cast null
L191[02:49:40] <tterrag> because it was
written by a noob
L192[02:49:44] <tterrag> sometimes you do
need to cast null
L193[02:49:47] <tterrag> this is not one
of those times
L194[02:50:05] <tterrag> it's likely they
copied decompiled code, which has the cast because of decompilation
artifacts
L195[02:50:34] <Denyol> and the badly
named variables
L196[02:50:38] <tterrag> that too
L197[02:51:23] <Denyol> that always gets
on my nerves, when people name things badly
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L199[02:51:57] <tterrag> again, it comes
from the decompiled code
L200[02:51:59] <tterrag> and laziness
:)
L201[02:52:17] <tterrag> the code in
EnderCore is mostly vanilla-based, but I cleaned it up
L202[02:53:04] <Denyol> Am I the only one
who has a bad habit of releasing things too early
L203[02:53:27] <Denyol> I always get
really exited of my work and release it full of bugs only to have
to update it 2 hours later
L204[02:55:20] <tterrag> I have the
opposite problem :)
L205[02:55:39] <Denyol> You don't release
things?
L207[02:55:57] <tterrag> *oops*
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L214[03:07:29] <Denyol> Do any vanilla
items have inventories?
L215[03:08:36] <Denyol> actually nvm, the
issue is I want to not allow any items that have an inventory cap
to be put in the inventory
L216[03:08:39] <Ordinastie> shulker boxes
? though not viewable as item
L217[03:08:57] <Denyol> but if other mod's
items don't use capabilities then there is an issue
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L219[03:09:11] <Denyol> too bad rip
them
L220[03:09:32] <Denyol> oh yeh
shulkers...
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L226[03:36:19] <kashike> heh, watching
bacon_donut's stream, pretty nice guy :P
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L239[04:35:26] *
TechnicianLP is confused
L240[04:35:44] <TechnicianLP> why is my
tileentity not loading any nbt on server/client?
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L242[04:49:40] <anli> I cannot set
GradleStart as main class even if it has a static main function (or
GradleStartServer), using intellij IDEA.
L243[04:50:43] <TechnicianLP> what kind of
error do you get?
L244[04:51:05] <TechnicianLP> and how did
you set up your workspace?
L245[04:52:55] <anli> gradlew setupForge,
the error being that the ok button is disabled
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L247[04:53:35] <TechnicianLP> so you want
to make a PR to forge?
L248[04:53:35] <anli> I found some
stackoverflow posting about the "Java class located out of the
source root"
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L250[04:53:57] <anli> If I need to modify
something to have the source root corrected, then yes :)
L251[04:54:42] <anli> The main intention
of forking however is to play around on the server and try out
funny stuff
L252[04:54:43] <TechnicianLP> if you want
to make a mod: import the build.gradle > run
setupDecompWorkspace > run genIntellijRuns > refresh
gradle
L253[04:54:52] <anli> No thanks
L254[04:54:56] <anli> I already did some
of those
L255[04:56:29] <TechnicianLP> ok now i'm
confused on what you're trying to do ...
L256[04:56:59] <anli> I want to setup a
run configuration
L257[04:57:25] <TechnicianLP> setupForge =
set me p with a workspace to work on forge/patch minecraft;
setupDecompWorkspace = setup a modding environment
L258[04:57:50] <anli> yes
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L260[04:58:01] <anli> Do you approve that
I do the first one of those?
L261[04:59:01] <TechnicianLP> if it is
what you need its fine ... however the sources shouldnt be wrong
... did you refresh gradle?
L262[04:59:33] <anli> I just cloned the
repo and did gradlew setupForge
L263[04:59:53] <anli> Then I imported
build.gradle
L264[05:01:10] <TechnicianLP> which module
are you trying to use for your run configurations?
L265[05:01:45] <anli> Application
L266[05:02:22] <TechnicianLP> "Use
Classpath of Module:" <DropDown here> on the right
side
L267[05:03:19] <anli> I thought I could
run GradleStart as a java application
L268[05:03:40] <anli> I need to run an
example module?
L269[05:04:45] ⇦
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L270[05:07:20] <anli> For some reason I
can read the text "Warning: No JDK specified for the module
'forge'"
L273[05:09:12] <anli> I can choose forge
there, not Forge_main
L274[05:09:55]
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L276[05:10:46] <anli> ah :)
L277[05:11:00] <TechnicianLP> if that does
not work - try running setupForge from inside Intelij again
L278[05:14:10] <anli> Searching for that
gradle projects window
L279[05:14:56] ⇦
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L280[05:17:51] <anli> Ah, maybe I should
import the Clean/build.gradle instead
L281[05:18:21]
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L283[05:22:54] <anli> ...not
L284[05:25:28] <anli> In eclipse I had
progress, I just had to open the Clean project and run it
L285[05:26:18] <gigaherz_k> you shouldn't
touch the Clean project, ever
L286[05:26:22] ***
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L287[05:26:34] <gigaherz> in fact, I
prefer to leave it out completely
L288[05:26:36] <anli> I understand that
from the name
L289[05:26:42] <anli> yes, why is it
there?
L290[05:26:59] <gigaherz> because it's
used by the setupForge task to create the Forge copy
L291[05:27:06] <gigaherz> and by the
genPatches task to compare differences
L293[05:27:12] <gigaherz> and by
developers to see if it worked in vanilla
L294[05:27:39] <anli> I only want to play
around and never submit any changes, however
L295[05:28:00] <anli> So "Forge"
instead of "Clean" then?
L296[05:28:16] <gigaherz> unless the
presence of forge prevents doing what you want to do
L297[05:28:42] <anli> not at all
L298[05:28:52] <anli> And clean does not
contain any comments then, I gather
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L301[05:32:47] <anli> Cool :)
L302[05:42:01] <anli> lol, breeding test
mod, so villagers will give birth to cows? :)
L303[05:42:57] <anli> oh, maybe not just
villagers...
L304[05:48:32] <anli> Lol, giving two pigs
carrots, resulting in a cowlet
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L306[05:56:20] <anli> Do you send patches
to Mojang sometimes?
L307[05:57:00] ***
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L308[05:57:39] <gigaherz> there have been
snippets thrown around on their jira site
L309[05:57:51] <gigaherz> but the
decompiled code is quite a lot different than their own
sources
L310[05:57:54] <gigaherz> so it's only of
limited use
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L312[05:58:52] <anli> Thats quite strange,
why do they not change their source then? :) just replace it with
the decompiled one :)
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L314[06:00:13] <diesieben07> genius
:D
L315[06:00:16] <anli> hehe
L316[06:01:42] <anli> Maybe they have a
lot of code changes that they have not committed however, if they
have committed files partially, such an operation would be
complicated
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L318[06:02:00] <gigaherz> the obfuscator
removes unused code also
L319[06:02:06] <anli> true
L320[06:02:10] <gigaherz> and inlines
methods
L321[06:02:12] <anli> But unused code have
never been useful
L322[06:02:12] <gigaherz> and other
stuff
L323[06:02:17] <gigaherz> not true
L324[06:02:21] <diesieben07> and their
code is probably of a lot higher quality than the decompiled
code
L325[06:02:28] <anli> yeah, I hope that
:)
L326[06:02:32] <anli> Well, no wait
L327[06:02:33] <gigaherz> there can easily
be unused code that is just not yet ready to enable
L328[06:02:36] <diesieben07> not even
considering comments, javadoc, etc.
L329[06:02:41] <anli> The decompiled code
has high quality actually
L330[06:02:48] <gigaherz> lol no
L331[06:02:57] <gigaherz> it's missing all
the variable tables
L332[06:03:02] <gigaherz> meaning the
decompiler has to guess
L333[06:03:06] <anli> I get the feeling of
understanding every line of it
L334[06:03:10] <gigaherz> it's missing all
the method and field names
L335[06:03:14] <anli> That makes it high
quality
L336[06:03:14] <gigaherz> meanind we have
to guess
L337[06:03:20] <gigaherz> it has inlined
code
L338[06:03:23] <anli> yeah
L339[06:03:27] <gigaherz> meaning we don't
get the whole idea
L340[06:03:31] <gigaherz> of their
intention
L341[06:03:35] <gigaherz> etc
L342[06:03:47] <anli> I gather that you
have done a lot of work to make it understandable
L343[06:03:52] <gigaherz> the decompiled
code gives us an idea of what the game DOES, not what it
INTENDS
L344[06:04:03] <gigaherz> the team
has
L345[06:04:08] <gigaherz> I haven't
contributed that much myself ;P
L347[06:04:34] <anli> The intensions
should on the other hand be obvious in most cases.
L348[06:04:54] <anli> hehe
L349[06:05:22] <diesieben07> i made a PR
that touched that method, for that i used intellij quickfixes to
clean that mess up so i could understand it
L350[06:05:23] <gigaherz> not as often as
you think
L351[06:05:33] <diesieben07> the proper
code is like 20 lines
L352[06:06:12] <anli> gigaherz: I do not
think, I spend a lot of time estimating what the intension of other
peoples code is
L353[06:06:32] <anli> But its not
decompiled code then :)
L354[06:07:03] <anli> It is a challenge,
not everyone is well suited for the task
L355[06:07:41] <anli> My colleagues does
not read other peoples code in the project for instance
L356[06:08:05] <anli> Lazy
L357[06:10:29] <gigaherz> not necessarily
lazyness
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L359[06:10:41] <gigaherz> for a lot of us,
understanding other people's coding patterns is a massive
effort
L360[06:10:56] <anli> yes, for me to
L361[06:11:35] <fry> it's a massive effort
for anyone
L362[06:11:43] <fry> but it's the main
part of what programming is
L363[06:12:05] <fry> you read other
people's code much more often than you write your own
L364[06:12:23] <gigaherz> not if I can
help it XD
L365[06:12:33] <anli> fry: yeah
L366[06:12:42] <gigaherz> at my job I try
to pick tasks where I can have higher chances of just working on my
own code
L367[06:13:14] <gigaherz> (or other
people's code that I have already worked with)
L368[06:20:34] <fry> not learning from
mistakes people make in their code is a great way to repeat them in
your own code :P
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L384[06:51:03] <CsokiCraft> Anyways, I'll
try a restart
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L399[09:05:43] <TechnicianLP> does anyone
have an idea why the load/write-NBT-methods dont get called on my
tileentity?
L400[09:05:59] <TechnicianLP> it definitly
is existing
L401[09:08:21] <diesieben07> is it
registered?
L402[09:10:02] <TechnicianLP> yes
L403[09:10:42] <diesieben07> can you
pastebin the TE class?
L405[09:15:25] <diesieben07> how is line
18 even compiling? there is no such constructor in TileEntity
L406[09:16:11] <TechnicianLP> ignore that
line ... i put the relevant parts from my baseclass in that paste
...
L407[09:16:34] <diesieben07> please don't
change the code we are trying to debug...
L408[09:16:42] <diesieben07> if you have
two classes, post both
L410[09:20:20] <diesieben07> and none of
the NBT methods are called?
L411[09:20:56] <TechnicianLP> i have
breakpoints on the ones in the baseclass ... sometimes none of
those get called
L412[09:21:42] <TechnicianLP> ok after
puttin a breakpoint on my createTIleentity method: it seems as if
the tile gets loaded lazily on the server ...
L413[09:22:33] <diesieben07> show your
block class
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L416[09:24:53] <diesieben07> strange
L417[09:25:31] <diesieben07> is the block
placed by the player?
L418[09:26:03] <TechnicianLP> yes
L419[09:26:16] <diesieben07> hmmm
L420[09:26:17] <TechnicianLP> but i get
the same result if i use /setblock
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L433[09:42:11] <TechnicianLP> ok im
definitly confused on why my tileentity only gets loaded (with an
empty compound) when i call getTileEntity somewhere
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L435[09:43:41] <diesieben07> have you
tried a new world?
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L439[09:58:16] *
TechnicianLP is even more confused ... it now works again (after
removing the legacyname for the tile and adding an additional
nullcheck)
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L447[10:23:48] <Shambling> Did something
break with setting coloring to grass in 1.11.2?
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L449[10:24:15] <Shambling> seems to be
kind of working for everythign but grass. even the shrubs and dead
plants are getting colored correctly, but grass is still
green
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L455[10:29:10] <Shambling> hmmmm yeah
something is telling me whatever method they are using to color
blocks in 1.11.2 doesn't work
L456[10:31:58] <Shambling> well testing in
1.10.2 pretty much immediately confirms that whatever is being used
in 1.11.2 broke this mod. :\
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L458[10:34:57] <diesieben07> yeah i think
in 1.11 they introduced IBlockColor / IItemColor
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L463[10:47:09] <anli> When is
BlockCommandBlock.updateTick called?
L464[10:47:58] <anli> Hm,
immediateBlockTick...
L465[10:50:12] <Shambling> hmmm I wonder
if its not working because I never turned the asm on
L466[10:50:16] <Shambling> *slaps
forhead*
L467[10:52:33] <anli> If I put a button
next to a command block that needs redstone and I press the button,
updateTick will be called for that command block, but I cannot find
the code that makes that happen
L468[11:04:00] <Shambling> guess its just
default grass that isn't changing colors properly
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L480[11:47:05] <parzivail> is there a way
to disable face culling on item models? the right-hand model is
fine, but then it's in the left hand, it's culled backwards
L481[11:54:39] <anli> I have tried to make
a chart of when a command block will execute its command, how far
from the truth is it?
https://snag.gy/7SaVwE.jpg
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L489[12:21:34] <barteks2x> forge 1.11
server installer fails to download scala compiler, any idea
why?
L490[12:22:33] <parzivail> shadekiller666
around anywhere?
L491[12:22:33] <LexManos> because your
internet is shit
L492[12:23:05] <TechnicianLP> why does the
server need a compiler?
L493[12:23:13] <LexManos> because scala is
shit
L494[12:23:29] <parzivail> wow you really
hate scala don't you
L495[12:23:52] <LexManos> THe way its
distribuited is fucking shitty and it causes nothing but
issues
L496[12:24:06] <LexManos> not to mention
before we shrunk it it caused 80% of our network bandwidth
L497[12:24:07] ⇦
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L498[12:24:42]
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L499[12:24:55] <barteks2x> Yes, my
internet is bad and nothing I can do about it because this really
is the best connection I can get where I am
L500[12:26:24] <parzivail> there's
probably a link floating around, have you tried installing it
manually?
L501[12:26:30] <barteks2x> which is
further made worse by someone else downloading something on
steam
L502[12:26:49] <parzivail> downloading it
manually, rather?
L503[12:27:12] <TechnicianLP> Lets say one
has a Configuration class (@Config one) is there a way to ignore
fields in that class? (aka not putting them into the configuration
file)
L504[12:27:36] <parzivail> try making them
private/transient?
L505[12:27:39] <anli> My chart that I made
to try understand the command block logik is on imgur as well, for
those snag.gy haters:
http://imgur.com/a/lplVO
L506[12:28:05] <anli> But I do not
understand the logic behind chain command blocks that runs even if
the previous block where not powered
L508[12:35:13] ⇦
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L509[12:37:39]
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L510[12:41:47] <Shambling> I put a
download capping router on my network simply because steam kept
capping our download speed and not caring
L511[12:41:58] <Shambling> do you have the
ability to cap other people's download speeds, or is it not your
network bartek?
L512[12:43:04] <barteks2x> I have no idea
how to configure it on my router
L513[12:43:21] <barteks2x> and even if I
knew it would probably require restarting it because of wtf
firmware
L514[12:43:36] <barteks2x> (changing
*anything* requires restarting it)
L515[12:44:46] <Shambling> are you in
australia?
L516[12:44:50] <barteks2x> no
L517[12:45:07] <Shambling> then your
internet could be worse
L518[12:45:09] <Shambling> :P
L519[12:45:34] <barteks2x> it's 4Mbit/s
download, and about 1/16th of that upload
L520[12:45:42] ***
MrKickkiller is now known as MrKick|Away
L521[12:46:00] <barteks2x> and this really
is close to the best thing available here
L522[12:46:08] ***
MrKick|Away is now known as MrKickkiller
L523[12:46:58] <Shambling> 4 Megabit is
what we get here on a good day, isn't that like ... what charter
advertises as highspeed?
L524[12:47:27] <Shambling> oh wait no, 4
megabit is like 760kbyte/s
L525[12:47:38] <Shambling> gotta love
advertising companies
L526[12:47:48] <barteks2x> it's exactly
half MB/s
L527[12:48:04] <gigaherz> :/
L528[12:48:11] <Shambling> almost like
they were like "our internet is shit, how can we advertise it
with huge numbers?" "We'll use bits!"
L529[12:48:20] <gigaherz> i just used a
bunch of eyes of ender to try to find the portal
L530[12:48:22] <barteks2x> that is if the
wireless antenna doesn't drop out
L531[12:48:30] <gigaherz> and it sent me
to a piece of deep ocean
L532[12:48:36] <gigaherz> with an
underground biome cave in it
L533[12:48:40] <gigaherz> no end portals
:/
L534[12:48:51] <Shambling> at least you
didn't find an end portal replaced by railcraft stone :D
L535[12:49:03] <gigaherz> at least I'd
know it was MEANT TO BE THERE
L536[12:49:12] <gigaherz> atm I'm thinking
maybe the cave overwrote the portal
L537[12:49:26] <Shambling> was it a quark
megacave?
L538[12:49:50] <gigaherz> it's an
underground forest thingy
L539[12:50:16] <Shambling> oh, hrmmm,
might want to bug report that to ellpeck, doubt he'd want the lush
forest underground biomes to override end portals
L540[12:50:23] <barteks2x> I ended up not
using spongeforge server and using spongevanilla instead. it
actually downloaded without any issues
L541[12:50:32] <Ellpeck> There's like 256
end portals
L542[12:50:34] <Ellpeck> how is that a
problem
L543[12:50:43] <gigaherz> no Idon't think
this got repalced
L544[12:50:50] <gigaherz> there's no signs
of any stronghold at all
L545[12:50:54] <gigaherz> no corridors or
anything
L546[12:50:56] <gigaherz> just that one
cave
L547[12:50:59] <Shambling> is there 256
now? I thought it was still 3, lol vanilla :P
L548[12:51:05] <Ellpeck> No, it's
256
L549[12:51:10] <Ellpeck> So why was I
mentioned? lol
L550[12:51:15] <barteks2x> It's still
weird to have a limit at all
L551[12:51:20] <gigaherz> Shambling's
idea
L552[12:51:20] <Shambling> toggle gamemode
spectator and fly around a bit and see if you can find it. I found
one behind a wall once
L553[12:51:21] <gigaherz> ;P
L554[12:51:37] <Shambling> hell I thought
I mispelled your name so you wouldn't get pinged :P
L555[12:51:41] <Shambling> blame IRC
spammign you
L556[12:51:45] <gigaherz> okay it's
THERE..... some 60-100 blocks away
L557[12:52:05] <Shambling> oh, were you
expecting it to be where the pearl lands? its never where the pearl
lands. I have no bloody clue what that pearl is linked too
L558[12:52:30] <gigaherz> the pearl lands
on the entrance of the structure
L559[12:52:34] <gigaherz> where the
"0" of the structure is
L560[12:58:52] ***
Abrar|gone is now known as AbrarSyed
L561[13:01:47] ⇦
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L562[13:02:55]
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L563[13:05:06] <Shambling> well my sanity
has snapped, and I've compiled a custom variant of BoP simply so I
could have a red wasteland Biome O.o
L564[13:05:32] <Shambling> sometimes it is
easier to modify code directly, than to try to find another mod
that uses ASM to change something you want to change
L565[13:05:49] <Shambling> seeing as I'm
thinking the 1.11.2 version of this mod's ASM is broken
L566[13:05:59] <Shambling> *this mod being
biometweaker, not BoP
L567[13:08:18]
⇨ Joins: cpup (~cpup@32.218.114.68)
L568[13:08:47] <Shambling> maybe I'll add
ghasts spawning in the overworld for this too
L569[13:21:11]
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L570[13:25:04] <Shambling> anyone familiar
with scandenavian lore know why villagers are basically pink
squidwards?
L571[13:25:58] <fry> they're definitely
not pink :P
L572[13:26:02] <Shambling> beighe?
L573[13:26:29] <PaleoCrafter> There are
theories about the villagers being Jews :P
L574[13:26:30] ⇦
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L576[13:29:44] <Shambling> a video where
he's not a mushroom? wtf
L577[13:34:39] <TechnicianLP> one of the
best researched videos ive seen in a while ...
L578[13:36:17]
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L579[13:37:00] <Shambling> not sure if
sarcasm
L580[13:38:04] <TechnicianLP> well ive
seen a lot of videos lately talking about facts that are proofen
wrong ... this one i can at least imagine it being true
L581[13:38:37] <fry> ibuproofen
L582[13:39:48] <PaleoCrafter> any
particular reason for that pun, fry?
L583[13:39:51] <TechnicianLP> how did we
get to medicine again?
L584[13:40:01] <fry> > that are proofen
wrong
L585[13:40:44] <PaleoCrafter> oh,
welp
L586[13:41:20] <fry> couldn't resist.
:D
L587[13:41:45]
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L588[13:42:39]
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L589[13:45:25] ⇦
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L590[13:46:46] ***
mumfrey is now known as Mumfrey
L591[13:53:05] <Ivorius> LatvianModder: Ah
come on, you can do better than just one 'back' teleport :P
L592[13:53:46] <Shambling> would anyone
find it odd for sugarcane to spawn in a bloody wasteland biome?
:P
L593[13:54:21] <Ivorius> Yes kinda
L594[13:54:44] <gigaherz> yes, unless you
have some kind of "oasis"
L595[13:57:43] <LatvianModder> Ivorius:
not that I can't but I won't
L596[13:57:56] <LatvianModder> teleporting
back to your death more than once is essentially a cheat
L597[13:58:27] <PaleoCrafter> some might
argue that teleporting back to your death at all is a cheat
:P
L598[13:58:56] <Ivorius> Oh, I thought it
was a 'teleport me back to where I was before the teleport'
L599[13:59:10] <Ivorius> Back to death
without op is kinda op
L600[13:59:32] <LatvianModder> oh no
lol
L601[13:59:37] <LatvianModder> back is
back to your last death
L602[13:59:42] <LatvianModder> But only
last. and only once
L603[14:01:13]
⇨ Joins: OrionOnline
(~OrionOnli@dslb-092-073-089-104.092.073.pools.vodafone-ip.de)
L604[14:01:56] <OrionOnline> Hey guys,
what is the best way to run the Forge Test mod inside IDEA?
L605[14:03:25] <diesieben07> you need to
mark src/test/java as a source folder (not test sources)
L606[14:03:31] <diesieben07> and then just
launch GradleStart
L607[14:06:26] <OrionOnline> It does not
have seem to generated the startOptions
L608[14:11:16] <Shambling> ./gradlew
genIntellijRuns and then edit client/server options and make sure
they point to main
L609[14:12:00] <Shambling> under the runs
there should be config/client/server after you do the
genIntellijRuns. Run the config, and under one of the tabs you
assign the options for client to point to appname-main or something
along those lines
L610[14:12:18] <Shambling> are there any
like super simple sifter mods for 1.11.2 yet?
L611[14:13:25] <Shambling> hrmmm I suppose
with the actually additions underground caves there doesn't really
need to be. Wouldn't mind a sugarcane seed mod though, lets see if
pams get all the seeds can upcompile
L612[14:13:45] <Shambling> oh wait, that
doesn't add sugarcane seeds, that was 1.7.10 agricraft :(
L613[14:17:14] <Shambling> or not...
hrmmm... ex nihilo I know added one
L614[14:20:03] *** V
is now known as Vigaro
L615[14:22:12] ⇦
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L616[14:30:31] ⇦
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L617[14:31:41]
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L618[14:44:44] <anli> Is there a function
to get the current redstone tick count?
L619[14:45:38] <gigaherz> "redstone
tick count"?
L620[14:45:58] <anli> heh
L621[14:46:07] ⇦
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L622[14:46:08] <anli> I want to know if a
command is running in the same tick as another
L623[14:46:34] <gigaherz> why not use the
world tick count?
L624[14:46:42] <gigaherz>
world.getTotalWorldTime()
L625[14:46:54] <anli> Ah, so I used the
right function for the purpose
L626[14:47:04] <anli> But the counter
question is very strange
L627[14:47:14] <gigaherz> well
L628[14:47:22] <gigaherz> the conflicting
word was "redstone"
L629[14:47:22] <anli> thanks
L630[14:47:26] <anli> ah, ok
L631[14:47:33] <anli> hehe
L632[14:47:41] <gigaherz> so far as I
know, redstone runs based on the world tick counter
L633[14:47:45] <anli> yeah
L634[14:47:48] <gigaherz> it just runs on
even ticks only
L635[14:47:57] <gigaherz> while hopeprs
run on count%8
L636[14:48:05] <anli> I think I was wrong
in that a chain command block will run its command one tick after
its predessor
L637[14:48:25] ⇦
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L638[14:49:15]
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L639[14:49:53] <anli> yeah, its the same
tick...
L641[14:53:46] <anli> The "does it
have a previous block..." question is updated with knowledge
about all chain blocks running in the same tick.
L642[14:54:52] <anli> Maybe the executed
successfully last tick should be changed to "will be executing
successfully this tick"...
L643[14:56:49] ***
Scorp_Away is now known as Scorp
L644[14:58:20] <gigaherz> anli: dunno, I
have never read the commandblock code or played around with
it
L646[14:58:51] <anli> I will investigate
now how comparators reacts on command blocks output even if that
output is not a redstone signal
L647[14:58:58] <anli> They must be command
block aware then
L648[14:59:26] <anli> Nothing you know
about?
L649[14:59:48] ⇦
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(~OrionOnli@dslb-092-073-089-104.092.073.pools.vodafone-ip.de)
(Read error: Connection reset by peer)
L650[15:00:10] <anli> I love to hack this
code
L651[15:00:21] <anli> It is a lot funnier
than writing mods :)
L652[15:00:39] <anli> Could of course lead
to a mod idea
L653[15:04:09] <anli> Ah, there is a
"comparator input override"
L654[15:10:52]
⇨ Joins: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L655[15:16:30] <anli> Would it be possible
for minecraftforge to introduce interfaces to the code?
L656[15:16:48] <anli> Then, tests could be
written very easily
L657[15:27:30] ***
DarkevilAway is now known as Darkevilmac
L658[15:27:41] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L659[15:30:49] ⇦
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L660[15:31:42] <TechnicianLP> is there a
way for creative players to break a block? (when holding
shift)
L661[15:31:53] <TechnicianLP>
prevent*
L662[15:32:32] <anli> setting hardness to
-1?
L663[15:32:53] <anli> dunno, they can
bread bedrock so...
L664[15:32:56] <anli> break
L665[15:32:57] <anli> lol
L666[15:33:13] <TechnicianLP> makes it
unbreakable in survival ...
L667[15:33:18] <anli> yeah
L668[15:33:24] <anli> but you want
unbreakable in creative then
L669[15:34:27] <TechnicianLP> i want the
following: you shift-leftclick on the block and it does something
special ...
L670[15:34:41] <TechnicianLP> it works in
survival but creative players break the block
L671[15:35:03] ⇦
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(~parzivail@162-199-87-109.lightspeed.jcvlfl.sbcglobal.net) (Quit:
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L672[15:36:35] <diesieben07> TechnicianLP,
PlayerInteractEvent.LeftClickBlock
L673[15:36:59] <TechnicianLP> do i really
have to use an event for that? :(
L674[15:38:25] <TechnicianLP> !gm 149699
1.7.10
L675[15:38:35] <diesieben07> you could
override removedByPlayer
L676[15:38:38] <diesieben07> in your
Block
L677[15:38:52] <anli> I was overriding
removedByPlayer in BlockDirt.java, when I tried to left click it, I
got the visual and audio feedback that I actually had harvested the
block, but it remained intact
L678[15:39:10] <anli> Ah, what diesieben07
said
L679[15:40:25] <anli> I saw the particles
suggesting that it had been harvested and was hearing the sound for
the event
L680[15:41:46] <diesieben07> ah, yeah the
client will play the "break sound and particles"
regardless of what removedByPlayer does
L681[15:41:51] <diesieben07> might
actually be worth a patch to fix that.
L682[15:41:53] <anli> yeah
L683[15:43:36] <anli> Just returning false
in PlayerControllerMP.java.onPlayerDestroyBlock will have all
blocks non destroyable, no break feedback
L684[15:44:27] <diesieben07> for this
particular bug we'd have to move the playEvent(2001...) down to
where onBlockDestroyedByPlayer is called
L685[15:45:00] <diesieben07> or rather
move removedByPlayer up
L686[15:45:07] <TechnicianLP> !gf 71075
1.7.10
L687[15:45:18] ***
AbrarSyed is now known as Abrar|gone
L688[15:46:42] <TechnicianLP> after poking
around in jabbas sourcecode: he does it the removedbyplayer
way
L689[15:48:57] <anli> ok, I made dirt non
destroyable with no destruction feedback in creative, but it was a
hack, cannot be achieved in a mod :)
L690[15:49:29] <tterrag> you'd have to
hook inside the playerinteractionmanager to do that
L691[15:49:36] <tterrag> it assumes that
in creative all blocks instabreak
L692[15:50:03] <TechnicianLP> you can do
anything inside a mod ... (you can even turn minecraft into tetris
if one wanted to)
L693[15:50:29] <tterrag> sure, ASM replace
Minecraft<init> with a different game :D
L694[15:50:42] <anli> Can I replace a
function in a mod?
L695[15:50:48] <diesieben07> yes, but
don't.
L696[15:51:00] <anli> But I do not ask if
I am advised to
L697[15:51:08] <diesieben07> really the
answer is no you can't.
L698[15:51:08] <anli> So how do I do
that?
L700[15:51:22] <diesieben07> If you can't
figure it out on your own you are not the person who should do
it
L701[15:51:24] ***
Abrar|gone is now known as AbrarSyed
L702[15:51:25] <anli> ah, of course not,
then everything cannot be done in a mod
L703[15:51:26] <TechnicianLP> ASM - all
you will get here
L704[15:51:52] <anli> If I will do it at
all costs, then I am the person to do it
L705[15:51:57] <diesieben07> No.
L707[15:52:25] <diesieben07> If you are
blind, you are not the person to fly a fighter jet. You will harm
and likely kill yourself and others.
L708[15:52:34] <anli> not if you really
want to do it
L709[15:52:44] <anli> But I agree its a
diffucult task
L710[15:52:48] <diesieben07> lol
L711[15:52:49] <anli> difficult
L712[15:52:51] <gigaherz> it's not about
difficult
L713[15:52:54] *
TechnicianLP has to think of 9/11 now ...
L714[15:53:09] <gigaherz> it's about it
being ethically wrong
L716[15:53:25] <diesieben07> lol
L717[15:53:34] <anli> lol, I clicked the
link again
L718[15:53:47] <TechnicianLP> fry: you
wrote a pretty powerful AnimationStateMachine ....
L719[15:53:48] <gigaherz> also
L720[15:53:52] <gigaherz> [22:51] (anli):
If I will do it at all costs, then I am the person to do it
L721[15:54:04] <gigaherz> the person who
will "do it at all costs" is almost always NOT the person
to do it
L722[15:54:06] <anli> ok, if someone sais
it is possible to do anything in a mod, then explain how
L723[15:54:12] <gigaherz> in fact, it's
usually the person you should keep away from the thing
L724[15:54:17] <anli> lol
L725[15:54:18] <diesieben07> No. We are
not going to explain coremods to you.
L726[15:54:32] <anli> You already said
coremods, I know about google
L727[15:54:34] <diesieben07> If you really
want it, find out yourself
L728[15:54:37] <diesieben07> Read the
code
L729[15:54:38] <fry> TechnicianLP: that is
a statement, yes, with 4 dots on the end though
L730[15:54:54] <TechnicianLP> -.
L731[15:55:12] <diesieben07> But don't
come here if things explode.
L732[15:55:15] <anli> A lot of attitude in
this channel about who should do what
L733[15:55:18] <diesieben07> because they
will explode.
L734[15:55:24] <anli> Nothing will, its a
fucking game
L736[15:55:35] <diesieben07> that was a
metaphor.
L737[15:55:38] <anli> ah, sorry then
L738[15:55:47] <fry> hyperbole :P
L739[15:55:55] <fry> also, tnt in the game
might explode.
L740[15:55:57] <diesieben07> If you come
here with a coremod problem, you will get told to fuck off or get
banned.
L741[15:56:11] <diesieben07> Because you
should not be doing it.
L742[15:56:12] <anli> But I did not come
here with a coremod problem... yet
L743[15:56:28] <anli> Who is telling me
what I should or do, are you God?
L744[15:56:42] <TechnicianLP> yes
L745[15:56:43] <anli> well, remove the
world "or"
L746[15:56:45] <diesieben07> No. but this
channel is not yours, yo abide by the rules.
L747[15:56:45] <fry> why shouldn't we tell
you what to do? :P
L748[15:56:51] <diesieben07> *so
L749[15:56:55] <anli> Ah, I only saw you
as an irc nerd until now
L750[15:56:58] <diesieben07> And no, I am
not God, I am the bot.
L751[15:57:33] <tterrag> /botsnack
L752[15:57:35] <anli> If you want me to
stay away from something, do not say its impossible or that you
will throw me out if I try it
L753[15:58:00] <diesieben07> Do you want a
long explanation why coremods are bad?
L754[15:58:09] <anli> I already got one?
;)
L755[15:58:15] <diesieben07> Or can you
accept "they cause a lot of issues, don't do it".
L756[15:58:16] <anli> I assume there is a
shorter
L757[15:58:21] <anli> hehe
L758[15:58:29] <anli> I accept very few
things, do not try :)
L759[15:58:32] <diesieben07> ...
L760[15:58:38] <anli> I assume it will not
burn my computer
L761[15:58:44] <fry> it's not about
coremods, it's about your attitude :P
L762[15:58:48] <PaleoCrafter> you don't
refrain from murder just because you'll get punished for it,
either? :P
L763[15:58:49] <diesieben07> that
too
L764[15:58:59] *
TechnicianLP should not have brought this up ... /me hides in a
corner
L765[15:59:02] <anli> My attitude is ok,
its only that I do not care about limits
L766[15:59:07] <anli> hehe
L767[15:59:35] <fry> you do not care about
them in a cocky and explicit way :P
L768[15:59:43] <anli> lol
L769[16:00:23] <anli> If you feel harassed
by someone that thinks he can fly with his arms, then you focus on
the wrong thing?
L770[16:00:44] <diesieben07> wat
L772[16:00:48] <anli> wat
L773[16:00:51] <TechnicianLP> wat
L774[16:01:22] <anli> Well, lets live on
like the discussion never started
L775[16:01:31] ***
fry is now known as fry|sleep
L776[16:02:01] <tterrag> probably for the
best
L777[16:02:02] <tterrag> !next
L778[16:04:04] <anli> Strange, I travel
through portals in no time, cannot walk through one, must have
f***ed something up
L779[16:05:16] <PaleoCrafter> are you in
creative? :P
L780[16:05:21] <anli> yes, aaah
L781[16:05:40] <anli> thx
L782[16:07:01] ⇦
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L783[16:08:59] <anli> Its so strange that
a portal I just built it turning me 180 degrees when I walk through
it so if I was facing west when walking into it, I come out facing
east (in the nether)
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L785[16:13:18] <tterrag> PaleoCrafter:
there's a bug with the forum theme, should be an ez fix
though
L786[16:13:24] <PaleoCrafter> shoot
L787[16:13:34] <tterrag> between 767px and
979px the post will overlap the user info
L789[16:14:20] <tterrag> seems like you
have two differently sized media queries which conflict in that
range
L790[16:14:24] <PaleoCrafter> thanks a
lot, probably a mismatch between my custom styles and the default
stuff
L791[16:14:48] <PaleoCrafter> I should
have the PR for the docs ready relatively soon, btw
L792[16:14:55] <tterrag> :D
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L807[17:09:29] <gigaherz> hmm does baubles
have a maven?
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L815[17:36:35] <Denyol> for a TileEntity
with an inventory cap do I need to add canInteractWith() to the
container code?
L816[17:37:21] <gigaherz> just return
true?
L817[17:38:05] <diesieben07> no, dont just
return true
L818[17:38:06] <Denyol> Isnt it supposed
to check how far the player is or something?
L819[17:38:12] <diesieben07> check how far
the player is away
L820[17:38:25] <diesieben07> same way you
did in the IInventory times. the two have nothing to do with each
other,really
L821[17:39:28] <Denyol> is this fine,
"player.getDistanceSq(tileEntity.getPos().add(0.5, 0.5, 0.5))
<= 64;"
L822[17:39:40] <diesieben07> yes
L823[17:39:47] <Denyol> ok thx
L824[17:40:54] ***
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L825[17:42:15] ***
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L826[17:42:29] <blood> diesieben07: did
you see my message in spongedev
L827[17:42:38] <blood> diesieben07: I
improved how chunks are loaded/unloaded even further to help with
the getTileEntity issue. I'll be returning the TE again regardless
of chunk load status. However, mods that attempt to retrieve chunks
every X ticks will still cause a problem but at least my fix will
avoid it every tick. Forge will have this problem regardless as it
has none of my changes.
L828[17:42:54] <blood> all RFTools issues
have been resolved and will be in next SF build
L829[17:43:11] <diesieben07> no i didnt
see it. so thanks :)
L830[17:43:13] <blood> SkyFactory 3 seems
to work fine now
L831[17:43:27] <diesieben07> and that
looks like a good solution, basically you have the unload on a
timeout?
L832[17:43:31] <blood> ill have to move my
chunk improvements to forge one of these years
L833[17:43:41] <blood> nope
L834[17:43:49] <blood> there are many
changes to how chunks load/unload
L835[17:44:01] <blood> i just tweaked it a
bit more to account for something i missed
L836[17:44:10] <diesieben07> so if
getTileEntity is called on an unloaded chunk you do have to load
the chunk to return the TE
L837[17:44:19] <blood> are you familiar
with the chunk unloaded flag?
L838[17:44:36] <diesieben07> Not really,
but i may know it under a different name
L839[17:44:45] <diesieben07> what does it
do?
L840[17:45:02] <blood> basically the way
chunk unloads work is they are first "queued" for
unload
L841[17:45:20] <diesieben07> yes, i know
that much
L842[17:45:29] <blood> mojang introduced a
flag to try to fix a bunch of the unload/load churn
L843[17:45:34] <blood> the flag*
L844[17:45:47] <blood> however they still
left in the useless drop set queue
L845[17:45:59] <blood> and didnt refactor
when unloads occur
L846[17:46:47] <blood> chunks are not
unloaded at end of tick which causes many issues
L847[17:46:58] <blood> and queues are not
done at start
L848[17:47:14] <blood> so you have many
scenarios where they just conflict with eachother and cause
load/unloads still
L849[17:47:29] <diesieben07> ohh i see
what it's doing. basically it says "i am about to be
unloaded". and if the chunk is then requested again before
being flushed out the unload queue it wil not be unloaded...
right?
L850[17:47:37] <blood> mojang did good by
unqueuing the chunk if it gets requested
L851[17:47:39] <diesieben07> but... thats
a very convoluted way of achieving that
L852[17:47:41] <blood> but they didnt do
it properly
L853[17:47:54] <blood> yes if its
requested, it doesnt get unloaded
L854[17:47:57] <blood> the unloaded flag
is set back to false
L855[17:48:05] <diesieben07> not sure why
they need the flag for that
L856[17:48:11] <diesieben07> they could
just unqueue it
L857[17:48:11] <blood> flag is good
L858[17:48:15] <blood> they dont need the
queue at all
L859[17:48:19] <blood> its literally
useless
L860[17:48:26] ⇦
Quits: cpup (~cpup@32.218.114.68) (Ping timeout: 180
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L861[17:48:28] <blood> Paper removes it as
does Sponge
L862[17:48:30] <diesieben07> but then they
need to iterate ALL chunks to check for the fag at the end of the
tick to unload
L863[17:48:35] <diesieben07> *flag
L864[17:48:55] <blood> that is better than
constant add/drops to the set
L865[17:49:04] <diesieben07> really?
L866[17:49:06] <blood> yes
L867[17:49:14] <diesieben07> that sounds
like a terrible Set implementation then
L868[17:49:23] <diesieben07> but you know
more about this than me
L869[17:49:25] <blood> we also go through
all chunks for chunk GC
L870[17:49:32] <blood> since mods/vanilla
leaks chunks
L871[17:50:01] <blood> chunk GC has been
around for ages in Bukkit world
L872[17:50:06] <diesieben07> chunk
GC?
L873[17:50:09] <blood> has never been a
concept in Forge
L874[17:50:18] <diesieben07> ah nvm i get
it
L875[17:50:31] <diesieben07> player is no
longer around but somehow nobody has figured out that the chunk
needs to be unloaded
L876[17:51:12] <diesieben07> Fun
times...
L877[17:52:03] <diesieben07> still would
be interested to see what you did for getTileEntity. I am going to
check out the commits on sponge
L878[17:53:07]
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L879[17:53:45] <blood> um
L880[17:53:53] <blood> its identical to
Forge
L881[17:54:10] <blood> McJty is fixing an
issue on his end that i mentioned
L882[17:54:35] <diesieben07> yeah but you
said you did ... something
L883[17:54:37] <blood> basically if
getTileEntity loads a chunk
L884[17:54:54] <blood> it is not marked
for unload and remains loaded
L885[17:55:07] <blood> the way empty
worlds get unloaded is from PLayerChunkMap
L886[17:55:18] <blood> every tick it
checks if there are any players left watching chunks
L887[17:55:27] <blood> if none remain, it
queues all chunks for unloads
L888[17:55:45] <blood> this logic i moved
at very start of tick so nothing can interfere with it
L889[17:55:56] <blood> any requests that
come after will simply mark the chunk to NOT unload
L890[17:56:08] <blood> so if the same
request is occuring every single tick, the chunk will not
unload
L891[17:56:14] <diesieben07> I see
L892[17:56:15] <blood> however, RFTools
seems to request it every 3 ticks
L893[17:56:31] <blood> which causes a new
TE instance to be generated every 3 ticks
L894[17:56:36] <blood> as well as the
chunk to constantly unload/load
L895[17:56:43] <diesieben07> this is all
terrible... :D
L896[17:56:44] <blood> this occurs while a
player is in the dialer GUI
L897[17:56:52] <blood> so he is going to
fix that bit
L898[17:56:54] <gigaherz> [00:54] (blood):
basically if getTileEntity loads a chunk
L899[17:56:54] <gigaherz> [00:54] (blood):
it is not marked for unload and remains loaded
L900[17:56:56] <gigaherz> this sounds BAD
;P
L902[17:57:07] <gigaherz> I mean, a hopper
in a chunk edge
L903[17:57:09] <blood> how is that
bad?
L904[17:57:14] <gigaherz> would
getTileEntity its neighbour
L905[17:57:23] <diesieben07> yeah what i
have taken from all this: omg this game is broken. and mods are
even worse.
L906[17:57:26] <blood> this is EXACTLY
what mojang intended and the reason the flag was introduced in the
first place
L907[17:57:51] <blood> a hopper in chunk
edge would constantly reload the chunk if the chunk was allowed to
unload every single tick
L908[17:58:01] <blood> which is what many
mods do in Forge currently
L909[17:58:11] <blood> just listen to
chunk unloads/loads in a large modpack
L910[17:58:17] <blood> you will see the
issues
L911[17:58:40] <blood> as long as a
request is made for a chunk during a tick, the chunk will NOT
unload
L912[17:58:57] <diesieben07> will that
chunk receive updates?
L913[17:59:10] <blood> of course, why
wouldnt it?
L914[17:59:13] ⇦
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L915[17:59:18] <gigaherz> wait so
L916[17:59:19] <diesieben07> because this
sounds like it would cause chains of chunks to load if there are
TEs on every edge
L917[17:59:24] <gigaherz> if the chunk is
NOT requested every tick
L918[17:59:28] <gigaherz> it will unload
eventually?
L919[17:59:33] <blood> it unloads the
following tick
L920[17:59:37] <blood> unloads are
processed every single tick....
L921[17:59:39] <gigaherz> ah okay
nevermind then
L922[17:59:50] <gigaherz> I thought you
said itw as permanently removed from unloading
L923[17:59:57] <blood> no never said
that
L924[18:00:15] <gigaherz> well you sortof
did
L925[18:00:18] <gigaherz> without context
;P
L926[18:00:39] <blood> what do you think
getBlockState does if the chunk isnt loaded?
L927[18:00:41] <gigaherz> "nor marked
for unload and remains loaded" -- I didn't think it meant
"this tick"
L928[18:00:43] <blood> lodas the chunk
=)
L929[18:00:45] <blood> loads*
L930[18:00:46] <gigaherz> yes yes
L931[18:01:00] <blood> yes remains loaded
for the duration of tick
L932[18:01:03] <diesieben07> a similar
issue exists with worldgen
L933[18:01:06] <gigaherz> I mean that the
reason I thought what you said was bad, is because I assumed
"forever" and not "for the current tick"
L934[18:01:12] <diesieben07> people need
to stop doing stuff in unloaded chunks
L935[18:01:20] <blood> this is why Chunk
GC is useful
L936[18:01:28] <blood> it cleans up all
those leaked chunks during worldgen
L937[18:01:38] <gigaherz> that's not the
issue with worldgen
L938[18:01:40] <blood> however vanilla
does have a GC during world saves
L939[18:01:46] <gigaherz> not the only
issue, at least
L940[18:01:48] <diesieben07> thats not
even what i meant. i meant worldgen A causes a nearby chunk to
load
L941[18:01:51] <diesieben07> meaning:
generate
L942[18:01:58] <diesieben07> which causes
worldgen A to generate in that chunk
L943[18:02:03] <diesieben07> which loads
more nearby chunks
L944[18:02:03] <diesieben07> etc
L945[18:02:08] <blood> right sponge avoids
that
L946[18:02:12] <blood> i dont allow that
to happen
L947[18:02:26] <diesieben07> so what do
you do if a world generator tries to generate in a nearby
chunk?
L948[18:02:28] <gigaherz> I gave up on a
mod that replaces tree generation
L949[18:02:32] <diesieben07> just ... cut
the structure in half?
L950[18:02:34] <gigaherz> because I kept
getting CMes during worldgen
L951[18:02:34] <gigaherz> XD
L952[18:02:55] <blood> structures, i have
a special case for
L953[18:03:00] <blood> i make sure they
finish
L954[18:03:17]
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L955[18:03:20] <diesieben07> well, you
have no idea what happens inside FMLs IWorldGenerator
L956[18:03:27] <diesieben07> if its a
structure, or ores, or... X
L957[18:03:47] <blood> right most of the
time the mod dev used the wrong values
L958[18:03:52] <blood> which causes the
leakage
L959[18:04:04] <blood> HarvestCraft is one
such example
L960[18:04:23] <gigaherz> a lot of mods
don't keep the "offset by 8" rule, apparently
L961[18:04:44] <diesieben07> dont do
offset by 8.... just dont generate in nearby chunks
L962[18:04:49] <diesieben07> no, not even
2 blocks.
L963[18:04:49] <gigaherz> (where mc gives
you a 2x2 chunk area to work with, and you are expected to generate
in the middle 16x16, with 8 block radius)
L964[18:05:00] <diesieben07> wat?
L965[18:05:32] <gigaherz> I meant for
decoration
L966[18:05:40] <gigaherz> trees,
structures, etc
L967[18:05:47] <diesieben07> you
apparently know something i dont
L968[18:05:55] <gigaherz> barteks2x was
explaining this a while ago
L969[18:05:58] <blood> Deamon ^
L970[18:06:02] <gigaherz> Minecraft gives
you a 2x2 chunk area
L971[18:06:20] <gigaherz> and all vanilla
decorators use random(0..16) + 8
L972[18:06:23] <gigaherz> for the location
of things
L973[18:06:36] <gigaherz> so that all the
generation happens in the middle 16x16
L974[18:06:38] <gigaherz> and has 8 blocks
margin
L975[18:06:46] <diesieben07> o.O
L976[18:06:49] <diesieben07> i need to
look that up
L977[18:06:51] <gigaherz> in case stuff
draws "over the line" a bit
L978[18:07:13] <gigaherz> trees ore veins,
etc
L980[18:07:20] <blood> there goes one
issue never fixed
L982[18:09:01] <diesieben07> so wait, the
stuff given to you by IWorldGenerator are not chunk coords?
L983[18:10:37] <Shambling> here I thought
you were talking about tree ores
L984[18:10:48] <Shambling> I got all
excited there for a moment thinking about digging up trees
L985[18:10:53] <gigaherz> diesieben07:
yes?
L986[18:11:14] <gigaherz> well
L987[18:11:32] <diesieben07> and i cant
find anything of what you are saying in the code
L988[18:11:33] <gigaherz> it's the coords
of the chunk origin
L989[18:11:35] <gigaherz> in world
coords
L990[18:11:51] <gigaherz>
ChunkProviderOverworld#populate
L991[18:11:54] <diesieben07> in
IWorldGEnerator? No... thats definitely chunk coords
L992[18:12:18] <diesieben07> you need to
*16 them
L993[18:12:30] <diesieben07> and that also
just does *16
L994[18:13:18] <gigaherz> I'm getting
confused
L995[18:13:22] <gigaherz> XD
L996[18:13:23] <gigaherz> [01:11]
(gigaherz): ChunkProviderOverworld#populate
L997[18:13:29] <gigaherz> this was
about
L998[18:13:33] <gigaherz> [01:11]
(diesieben07): and i cant find anything of what you are saying in
the code
L999[18:13:38] <diesieben07> yes
L1000[18:13:46] <diesieben07>
CPO::populate only does *16 on chunk coords
L1001[18:13:49] <gigaherz> it shows how
all the vanilla code chooses random coords + 8
L1002[18:13:56] <diesieben07> i dont see
+8...
L1003[18:14:03] <gigaherz> lower
down
L1004[18:14:07] <gigaherz> inside the
forge IFs
L1005[18:14:12] <gigaherz> int i1 =
this.rand.nextInt(16) + 8;
L1006[18:14:12] <gigaherz> int j1 =
this.rand.nextInt(256);
L1007[18:14:12] <gigaherz> int k1 =
this.rand.nextInt(16) + 8;
L1008[18:14:50] <diesieben07> wait so
thats... god this is weird
L1009[18:14:57] <diesieben07> that's
potentially + 24... why?!
L1010[18:15:04] <gigaherz> the x,z yo
uare given
L1011[18:15:11] <gigaherz> is the start
of a 32x32 area
L1012[18:15:25] <gigaherz> that is
ensured to have been through terrain generation before
decoration
L1013[18:15:51] <diesieben07> decoration
= populate, yes?
L1014[18:15:55] <gigaherz> yes
L1015[18:16:06] <gigaherz> so in
effect
L1016[18:16:21] <gigaherz> the
"base" of the trees, and the "origin" of the
ore veins and such
L1017[18:16:25] <gigaherz> will be
8..23
L1018[18:16:25]
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L1019[18:16:36] <gigaherz> with 8 blocks
margin around it
L1020[18:17:26] <diesieben07> ohh i see
what its doing in Chunk::populateChunk... i think at leas
L1021[18:17:32] <diesieben07> god this is
a convoluted way of doing it...
L1022[18:17:37] <diesieben07> i need to
draw this out tomorrow
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L1024[18:20:57] <gigaherz> I just
realized
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L1026[18:21:10] <gigaherz> the baubles
inventory is an interesting way to have a crafting grid in crative
mode XD
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L1034[19:33:39] <barteks2x> for
population: just remember that WorldGenMinable does the offset
internally
L1035[19:33:58] <barteks2x> so whoever
needed to know that, don't add the offset to WorldGenMinable
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L1037[19:35:23] <barteks2x> and
Chunk::populateChunk may actually do it a bit wrong looking at
it
L1038[19:35:42] <barteks2x> but it 99% of
the time ends up doing the right thing anyway
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L1041[19:57:34] <codahq> if i have an
entity id but i don't know the domain/mod id and i'm on the
server... what's the best way to get the resource location?
L1042[19:57:44] <codahq> (so i can spawn
one server side)
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L1049[20:06:59] <blood> diesieben07:
latest fixes have been pushed to SpongeForge
L1050[20:07:05] <blood> i just need to
cherry pick it to 1.11 now
L1051[20:07:28] <blood> i had a pro
RFTools tester test everything =) Confirmed everything works
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L1073[22:21:31] <blood> McJty: all your
issues have been resolved that i know of
L1074[22:21:40] <blood> spent over a day
testing with a user that knows your mods well =)
L1075[22:21:44] <McJty> Thanks!
L1076[22:21:52] <blood> pushed fixes to
1.11 as well
L1077[22:21:54] <McJty> I plan to make
the dialing device a bit less heavy
L1078[22:22:28] <blood> from my testing,
it seems to do the same searches every 3 ticks
L1079[22:22:52] <blood> so chunk loads on
Tick 1, unloads on Tick 2, on Tick 4 the search occurs again
causing a new TE instance to be created and chunk to load
again
L1080[22:23:23] <blood> will be worse on
Forge i think since none of my chunk changes are in there
L1082[22:25:06] <blood> could be used for
your dialer i suppose
L1083[22:25:26] <blood> request a ticket
for the chunk to force it then unforce when done?
L1084[22:26:59] <McJty> Maybe although I
think some smart caching could help too
L1085[22:26:59] <blood> ah actually how
would you know whne to unload
L1086[22:27:08] <blood> because the
player could just exit the dialer and not teleport
L1087[22:27:35] <blood> but at least it
solves multiple players causing TEs/Chunk churn
L1088[22:28:11] <blood> so correct me if
im wrong but the dialer simply serves as verifying that the
teleport is valid right?
L1089[22:28:19] <blood> your
MatterReceiver TE exists etc
L1090[22:28:43] <McJty> I could change
that so it only does it once for receivers it already has
L1091[22:28:54] <McJty> I think I'm now
getting the list every few ticks
L1092[22:29:00] <McJty> Which is probably
not needed
L1093[22:29:05] <McJty> But I'll check it
out later today
L1094[22:29:18] <blood> btw RFTools
Dimensions is a great mod, first time i tested it
L1095[22:29:21] <blood> nice work
=)
L1096[22:29:41] <McJty> Thanks
L1097[22:29:45] <blood> i like the
teleport beams and GUI's to create the dimensions
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L1102[22:52:38] <Nanobird> Asking here
because apparently #forgegradle is rip..
L1103[22:52:45] <Nanobird> How would one
go about including (shading?) a library into their mod source?
Thinking about adding Reflections (
http://search.maven.org/#artifactdetails%7Corg.reflections%7Creflections%7C0.9.10%7Cjar
) to a mod.
L1105[23:11:23] <Nanobird> ah, yes.
That's it, thanks.
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L1112[23:44:35] <killjoy> Nanobird,
alternatively, you can use the shadow plugin
L1113[23:45:29] <killjoy> you were
responded to in #forgegradle
L1114[23:45:47] <kashike> didn't seem to
care :P
L1115[23:50:06] <killjoy> I'm thinking
about doing a PR to fg which generates mcmod.info
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L1118[23:52:23] <killjoy> something that
will replace the ugly processResources block
L1119[23:53:45] <kashike> ugly
processResources block?
L1122[23:57:03] <killjoy> Most
don't
L1124[23:58:41] <killjoy> I'll probably
add support for a template
L1125[23:58:59] <killjoy> e.g.
beforeMerge and afterMerge methods