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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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L32[01:12:08] <Denyol> tterrag: ive got https://hastebin.com/gafofiyiqi.lisp in my IGuiHandler for getServerGuiElement but "ContainerWallet" cant do https://hastebin.com/wimemevudi.sql
L33[01:12:29] <Denyol> ContainerWallet: https://hastebin.com/bibipekicu.scala
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
L75[02:10:15] <Denyol> code: https://hastebin.com/umaruyizuk.css
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"
L88[02:17:20] <tterrag> http://i.imgur.com/tTpbkjz.png
L89[02:18:11] <killjoy> well it's true
L90[02:18:23] <Denyol> well https://hastebin.com/feyepofuvo.lisp isnt getting through
L91[02:18:30] <killjoy> It's a joke on sites like this. http://hasthelargehadroncolliderdestroyedtheworldyet.com/
L92[02:19:25] <tterrag> Denyol: what is in your initCapabilities ?
L93[02:20:02] <Denyol> https://hastebin.com/zitawetebe.java
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
L123[02:30:09] <tterrag> something like this? https://github.com/Chisel-Team/Chisel/blob/299ae8bca43e8db09bd4e723a81d412bd3ef86e5/src/main/java/team/chisel/client/gui/ChiselGuiHandler.java#L23-L24
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]
L126[02:31:22] <tterrag> https://github.com/Chisel-Team/Chisel/blob/299ae8bca43e8db09bd4e723a81d412bd3ef86e5/src/main/java/team/chisel/common/item/ChiselController.java#L81
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
L145[02:37:09] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/1.10/src/main/java/com/enderio/core/common/ContainerEnder.java#L90-L116
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()
L164[02:42:06] <tterrag> see https://github.com/SleepyTrousers/EnderCore/blob/bcdd5296975bfe9fabae669ae18194cc0433e854/src/main/java/com/enderio/core/common/ContainerEnder.java#L89-L112
L165[02:42:16] <Denyol> oh it is correct code nvm
L166[02:43:30] <Denyol> ive been using https://github.com/Denyol/BlockBank/blob/master/src/main/java/me/denyol/blockbank/gui/ContainerCoinForge.java#L84-L121 in my other containers
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?
L206[02:55:55] <tterrag> I forgot I left this sitting for a month https://github.com/wyldmods/SimpleAchievements/commit/152a5fb7b432cb73b78fba132ebe0d666ce79009
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
L246[04:53:14] *** amadornes[OFF] is now known as amadornes
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?
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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'"
L271[05:08:03] <TechnicianLP> http://i.imgur.com/EwbXh9k.png
L272[05:08:23] <anli> ah
L273[05:09:12] <anli> I can choose forge there, not Forge_main
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L275[05:10:26] <TechnicianLP> http://i.imgur.com/tEmLNYv.png
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
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L280[05:17:51] <anli> Ah, maybe I should import the Clean/build.gradle instead
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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] *** gigaherz_k is now known as gigaherz
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
L292[05:27:06] <anli> ok
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?
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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
L346[06:04:24] <diesieben07> some good quality code right there: https://gfycat.com/WanEvenKillerwhale
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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L380[06:41:00] <CsokiCraft> Can I no longer develop for 1.7.10 (MCF 10.13.4.1614)? ForgeGradle exits with "Connection to http://files.minecraftforge.net refused"
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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?
L404[09:14:17] <TechnicianLP> https://hastebin.com/ibidihowos.java
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
L409[09:18:12] <TechnicianLP> https://gist.github.com/TechnicianLP/7b3e4da1eebbc6bebd28db2fdcb3203d
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
L414[09:23:54] <TechnicianLP> https://hastebin.com/pawikipita.java
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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
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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
L507[12:32:00] <parzivail> any idea why an item model would do this? all my normals are correct in the OBJ (looks like maybe every other face is rendered counter-clockwise instead of clockwise?): https://gyazo.com/4a3d459321374b7ec0cc5aedc7a8c9cf
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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
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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
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L568[13:08:47] <Shambling> maybe I'll add ghasts spawning in the overworld for this too
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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
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L575[13:27:46] <PaleoCrafter> https://www.youtube.com/watch?v=m6__cIv1Ozc
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 ...
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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
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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
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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
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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
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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
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L639[14:49:53] <anli> yeah, its the same tick...
L640[14:52:52] <anli> How far is http://imgur.com/a/yySUA from the truth?
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
L645[14:58:26] <anli> ah
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?
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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"
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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
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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
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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?
L699[15:51:19] <fry> http://e.lvme.me/oozm79d.jpg
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.
L706[15:52:07] <fry> http://e.lvme.me/oozm79d.jpg
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
L715[15:53:16] <fry> http://e.lvme.me/oozm79d.jpg :P
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
L735[15:55:30] <anli> :)
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
L771[16:00:45] <fry> 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
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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
L788[16:13:42] <tterrag> http://i.imgur.com/oRqGQka.png
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
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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
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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
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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
L901[17:57:05] <blood> ?
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?
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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
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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
L979[18:07:16] <blood> https://github.com/MatrexsVigil/harvestcraft/issues/179
L980[18:07:20] <blood> there goes one issue never fixed
L981[18:07:44] <blood> https://github.com/MatrexsVigil/harvestcraft/blob/1.9.4-1.10.2a/java/com/pam/harvestcraft/worldgen/BushWorldWorldGen.java#L25-L27
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
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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
L1081[22:24:59] <blood> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/ForgeChunkManager.java#L98
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.
L1104[23:00:05] <IoP> https://forgegradle.readthedocs.io/en/latest/user-guide/shading/ ?
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?
L1120[23:54:38] <killjoy> this. https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/mdk/build.gradle#L60-L77
L1121[23:55:59] <kashike> I just https://gist.github.com/kashike/4b3c8a0f0e7c10d4eaf8d42c38e3fcc7 for everything
L1122[23:57:03] <killjoy> Most don't
L1123[23:58:28] <killjoy> Something similar to this. https://github.com/MinecraftForge/ForgeGradle/blob/FG_2.2/src/main/java/net/minecraftforge/gradle/user/liteloader/LiteModTask.java
L1124[23:58:41] <killjoy> I'll probably add support for a template
L1125[23:58:59] <killjoy> e.g. beforeMerge and afterMerge methods
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