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L13[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170301 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170301-1.11.zip
(mappings = "snapshot_20170301" in build.gradle).
L15[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/
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L82[07:20:23] <Shambling> any mods other
than exu2 crashing on 1.11.2 due to not fixing their texture
rendering yet? I'd like to make sure I remove them before I start a
playthrough
L83[07:20:54] <Shambling> I suppose I can
just go through my inventory a page at a time, as jei correctly
refused to render them, thus preventing a crash
L84[07:20:56] <h5h77> how did texture
rendering change in 1.11.2?
L85[07:21:23] <Shambling> didn't, forge
just throws an exception when encountering a broken texture, rather
than crashing randomly due to it
L86[07:21:36] <Shambling> something about a
missing breakign particle texture? its in patch notes for
2334?
L88[07:22:04] <Shambling> Added check for
quad builder to always have the particle texture set,
L89[07:22:04] <Shambling> and fixed where
that wasn't true. Fixes #3653 its 2335
L90[07:22:24] <Shambling> no idea why it
works in 1.10.2 for same mod and not 1.11.2
L91[07:22:38] <Shambling> you'd think if it
broke in one, it would break in the other, as I didn't think they
changed rendering in 1.11.2 versus 1.10.2
L92[07:23:52] <Shambling> flight doesn't
really fit this modpack, so I suppose its no huge loss at the
moment
L93[07:26:39] <Shambling> well good news,
looks like exu2 is the only mod in my modpack that hasn't updated
since change
L94[07:27:01] <Shambling> and biometweaker
fixed the issue that was causing my wasteland biomes to not work,
so thats awesome
L95[07:27:19] <Shambling> it was camelcase
versus lowercase requirements in 1.11.2, lmao
L96[07:27:20] <h5h77> gp is kind of
annoying as a power system anyway imo
L97[07:27:47] <Shambling> the biomesoplenty
dependancy never got called, because of mojangs silly change to all
lowercase
L98[07:28:14] <Shambling> well I say silly,
but I'm sure at some point, in some weird OS, all lowercase is
awesome
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L100[07:28:43] <h5h77> i guess it's easier
to transform stuff into lowercase
L101[07:28:59] <h5h77> than to figure it
all out
L102[07:29:07] <shamblingafk> going afk,
neck is killing me, don't know if I have a tension headache or if
my bloodpressure needs to be adjusted
L103[07:29:40] <h5h77> well get well
soon
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L127[09:25:45] <shamblingafk> forge maven
down?
L128[09:25:59] <shamblingafk> or is it
that stupid east coast outtage crap?
L130[09:26:39] <shamblingafk> ok so just
weird lag everywhere
L131[09:26:44] <shamblingafk> it worked
this time
L132[09:26:59] <gigaherz|work> if it works
fine in the browser but fails in gradle, it may be the firewall
being paranoid
L133[09:27:15] <Akkarin> AWS outage should
also be resolved now
L134[09:27:22] <shamblingafk> whats an
AWS
L135[09:27:32] <shamblingafk> oh amazon
web services
L136[09:27:43] <shamblingafk> why must
people abreviate everything
L137[09:27:51] <Akkarin> because it's
stupidly fucking long
L138[09:28:02] <shamblingafk> I guess if
you have phone finger
L139[09:28:04] <Akkarin> Say "Amazon
Web Services" three times as fast as you can
L140[09:28:12] <shamblingafk> say AWS
three times fast :P
L141[09:28:17] <Akkarin> much faster
:P
L142[09:28:21] <Akkarin> especially in
German
L143[09:28:44] <shamblingafk> yeah I can
just imagine if amazon translates to german, it'd be pretty
long
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L145[09:29:01] <Akkarin> ... it's the same
thing
L146[09:29:19] <Akkarin> the implication
was that the letter "W" in English is rather long to say
on its own
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L148[09:29:54] <fry> abbriveation is a
natural extention of using new words instead of combinations of old
words :P
L149[09:29:55] <shamblingafk> hrmmm...
yeah so I don't see the benefit to abreviating then
L150[09:30:15] <shamblingafk> I thought it
was the natural extension of phone finger\
L151[09:30:20] <shamblingafk> i.e. no one
knowing how to type :P
L152[09:30:28] <gigaherz_> what did I
miss?
L153[09:30:41] <gigaherz_> [16:27]
(Akkarin): AWS outage should also be resolved now
L154[09:30:41] <gigaherz_> [16:27]
Disconnected
L155[09:30:49] <shamblingafk> nothing I'm
delusional so I'm ranting about pointless things
L157[09:31:09] <shamblingafk> holy shit
awesome, my 1.10.2 code compiled perfectly in 1.11.2 forge
env
L158[09:31:24] <fry> it's also ironic that
I know what aws is but not what a "phone finger" is
:P
L159[09:32:28] <shamblingafk> its just
something deragatory I made up to describe cell phone typers
L160[09:32:35] <shamblingafk> now if only
I could spell
L161[09:33:11] <shamblingafk> I can tell
I'm not in the right mind, so I apologize and I'm going to go lay
back down and hope this isn't a fever
L162[09:33:40] <fry> and the only
cure
L163[09:33:43] <shamblingafk> gonna go
listen to the soothing voice of hypno play sky factory 3
L164[09:33:46] <fry> is more cowbell
L165[09:34:26] <shamblingafk> I'm trying
to remember that guys name, and now I'm reading that in a morgan
freeman voice
L167[09:35:08] <fry> christopher walken
:P
L168[09:35:20] <shamblingafk> ah thats
it
L169[09:36:13] <shamblingafk> holy shit,
yufff... minetweaker recipe maker is out for 1.11.2
L170[09:36:23] <shamblingafk> the one true
tool for lazy minetweaker recipes
L171[09:36:32] <shamblingafk> yesss not
yufff
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L198[11:13:56] <Intektor> I need an event
that fires client side that fires when the player just joined the
server
L199[11:14:13] <williewillus> client world
load?
L200[11:15:35] <Intektor> The problem is,
that IO have to write a message in the chat
L201[11:15:47] <Intektor> and when I write
it at that event, it doesnt show up
L202[11:15:56] <williewillus> then defer
it for a couple of ticks
L203[11:16:11] <williewillus> maybe entity
join world for EntityPlayerSP
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L205[11:16:42] <Intektor> that might work
thank you
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L219[13:00:49] <diesieben07> more new
github colors...
L220[13:01:00] <diesieben07> bright,
bright blue.
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L222[13:03:02] <h5h77> man forge fluids
are pretty buggy
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L224[13:04:01] <diesieben07> are you
talking about the model?
L225[13:04:18] <h5h77> well, I'm working
on fixing this bug
L227[13:04:23] <h5h77> and I keep
discovering new bugs
L228[13:04:28] <diesieben07> oh
L229[13:04:37] <fry> yup, fluids are a big
mess
L230[13:04:38] <diesieben07> fun
times.
L231[13:04:50] <fry> and nobody wants to
fix them :P
L232[13:04:54] <h5h77> Well I do
L233[13:04:55] <h5h77> and I am
L234[13:04:57] <h5h77> hopefully
L235[13:04:59] <fry> good :P
L237[13:05:57] <h5h77> What's super nice
is that you can test bugfixes for forge just by extending things,
you don't even have to set up anything
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L240[13:08:53] <osum4est> well i thought i
had fixed my problem but i haven't. i am no longer getting file not
found exceptions, but now an exception loading model
modid:modelname#inventory. i'm registering both my model (one
blockstate and one vanilla) in setCustomMRL in preinit, and have
set the texture as a dependency in my custom model
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L246[13:44:02] <h5h77> i just submitted a
PR to forge for 1.11, the same exact code also works in 1.10, do I
need to do anything to indicate that?
L247[13:44:25] <fry> make a PR for 1.10 if
1.11 is merged :P
L248[13:44:36] <h5h77> alright
L249[13:44:37] <h5h77> thanks
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L263[14:50:07] <TechnicianLP> is it ok to
call on I18n every frame or should i cache it? i dont think it
would make much difference though ...
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L266[15:00:58] <diesieben07> TechnicianLP,
in a GUI or HUD?
L267[15:01:09] <diesieben07> for HUD a
cache might be worth it.
L268[15:01:19] <diesieben07> in a GUI
don't bother
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L272[15:15:47] <TechnicianLP> ok ;) ill
not bother then ... (i wouldnt really have anyways ...)
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L274[15:28:37] <raoulvdberge> don't cache
it in HUD even, it's an O(1) map lookup
L275[15:28:58] <raoulvdberge> (omitting
the small perf impact of the string format)
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L277[15:33:01] <ghz|afk> just think of the
F3 screen
L278[15:33:08] <ghz|afk> if doing
String.format per frame was slow
L279[15:33:15] <ghz|afk> that's be
horribly laggy
L280[15:33:16] <ghz|afk> ;P
L281[15:33:24] <ghz|afk> that'd*
L282[15:33:32] <heldplayer> Well I mean,
turning on the F3 screen does decrease FPS by a bit
L283[15:33:36] <ghz|afk> and really, I18n
IS relatively slow
L284[15:33:47] <killjoy> so fps is
quantum
L285[15:34:01] <ghz|afk> but only
relatively
L286[15:34:03] <killjoy> No fair, you
changed the results by measuring it!
L287[15:34:09] <heldplayer> lol
L288[15:34:32] <raoulvdberge> how is I18n
slow
L290[15:34:49] <killjoy> I18n uses format
I think
L291[15:35:00] <ghz|afk> raoulvdberge: on
a cycle by cycle basis, it does take a while to fetch the
string
L292[15:35:05] <ghz|afk> and scan it for
replacement codes
L293[15:35:16] <ghz|afk> but there's
billions of cycles per second
L294[15:35:21] <ghz|afk> so it doesn't
matter in the big picture
L295[15:35:41] <raoulvdberge> it's a map
lookup
L296[15:35:48] <diesieben07> and a string
parser
L297[15:35:50] <diesieben07>
String.format.
L298[15:35:51] <raoulvdberge> and if it
isn't found it returns the string back
L299[15:35:57] <raoulvdberge> string
format isn't slow
L300[15:36:04] <h5h77> the strings usually
aren't that long either
L301[15:36:14] <diesieben07> String format
is terrible :D
L302[15:36:28] <raoulvdberge> just saying
that caching HUD string format would be horrible premature
optimization aka waste of time
L303[15:36:59] <diesieben07> maybe
:)
L304[15:37:33] <diesieben07> what would be
nice though is a I18n.translate (seriously why is it still called
format -_-) overload that only takes a String and doesn't do
String.format
L305[15:38:04] <raoulvdberge> hrm
L306[15:38:06] <raoulvdberge> in Block,
onBlockDestroyedByPlayer
L307[15:38:21] <raoulvdberge> anyone know
why when in creative mode a TE at the given pos is null, and when
using a pickaxe it isn't null?
L308[15:39:38] <diesieben07> do you do
override removedByPlayer?
L309[15:39:53] <raoulvdberge> yes
L310[15:40:04] <raoulvdberge> my
removedByPlayer says this
L311[15:40:04] <raoulvdberge> willHarvest
|| super.removedByPlayer(state, world, pos, player,
willHarvest)
L312[15:40:22] <raoulvdberge> i did it in
the time to retain the TE i think, like the flower pot does
it
L313[15:40:27] <diesieben07> yep
L314[15:40:34] <diesieben07> so... why is
that behavior now surprising to you? :D
L315[15:41:17] <raoulvdberge> no
idea
L316[15:41:21] <raoulvdberge> i don't even
know what the willHarvest param means
L317[15:41:34] <heldplayer> !gm
removedByPlayer
L318[15:41:36] <raoulvdberge> oooh
L319[15:41:36] <diesieben07> it is true if
the block will create drops as the result of this removal
L320[15:41:36] <raoulvdberge> lol
L321[15:41:47] <diesieben07> so if that is
true, you need to retain the block
L322[15:41:53] <diesieben07> so you can
access it in getDrops
L323[15:42:07] <diesieben07> and then
remove the block later in onHarvest or however it's called
L324[15:42:32] <diesieben07> but if the
player used their fist, i.e. no drops, you need to remove the block
immediately, since neither getDrops nor onHarvest will be
called
L325[15:44:00] <raoulvdberge> aha
L326[15:44:02] <raoulvdberge> thanks
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L330[15:50:56] <raoulvdberge> diesieben07:
couldn't i just override onBlockHarvested?
L331[15:51:21] <diesieben07> to do what
exactly?
L332[15:51:54] <raoulvdberge> or erm no
nevermind
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L334[16:12:38] <minecreatr> does anyone
know what the hard limit on minecraft's packet sizes is?
L335[16:12:56] <killjoy> I don't think
there is one
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L337[16:13:39] <ghz|afk> so I just had an
idea
L338[16:13:46] <ghz|afk> for a mod that I
have no time to write ;P
L339[16:14:06] <ghz|afk> suppose a mod
themed around mechanical monsters
L340[16:14:13] <ghz|afk> and cybernetic
upgrades
L341[16:14:18] <ghz|afk> but where
L342[16:14:22] <diesieben07> minecreatr,
custom mod packets have a hard limit. is that your question?
L343[16:14:30] <killjoy> So like that one
mod from 1.6?
L344[16:14:32] <ghz|afk> once you start
installing "upgrade interfaces" in your player
L345[16:14:32] <minecreatr> yes
diesieben07
L346[16:14:48] <ghz|afk> you become weaker
against electronic attacks
L347[16:14:56] <ghz|afk> unless you wear
counter-measures
L348[16:15:26] <minecreatr> reminds me a
bit of cyberware
L349[16:15:31] <ghz|afk> things like,
hacking, EMPs, and such, would affect you also, not just the
monsters
L350[16:15:34] <minecreatr> but yeah, what
is the packet size limit?
L351[16:15:59] <diesieben07> client to
server: 32767 bytes
L352[16:16:39] <diesieben07> server to
client roughly 267MB
L353[16:17:02] <minecreatr> huh, server to
client is significantly larger
L354[16:17:07] <diesieben07> yes
L355[16:17:07] <minecreatr> why are those
restrictions in place?
L356[16:17:13] <ghz|afk> DDoS?
L357[16:17:24] <diesieben07> cleint to
server is in place so the client cna't just send 3GB of data to the
server
L358[16:17:46] <diesieben07> server to
client is really just 255 "normal" packets stitched
together by FML
L359[16:17:56] <diesieben07> and since 255
fits in one byte, that's what you get.
L360[16:18:03] <minecreatr> is there a
limit to how many packets a client can send in a certain amount of
time?
L361[16:18:12] <diesieben07> i don't think
so
L362[16:18:34] <minecreatr> so then client
can just send 1000 2 kb each packets in a tick xD
L363[16:18:36] <diesieben07> but the point
is if it's one packet, the server will have to allocate memory for
it
L364[16:18:47] <diesieben07> so if the
client sends 300GB, the server will try to allocate 300gb of
ram
L365[16:18:55] <minecreatr> I see
L366[16:18:59] <diesieben07> if the cleint
sends 1000 2kb packets, the server will allocate and deallocate 2kb
1000 times
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L378[16:53:06] <Shambling> uhm... I'd run
my mod once on 1.11.2 after making sure I updated the wants version
.. now its giving me some random message about wanting a different
version
L379[16:53:20] <Shambling> required
minecraft version 1.11.2 should work for 1.11.2, correct?
L380[16:53:47] <Shambling> I know I'd run
this today, so wtf
L381[16:55:18] <Shambling> oh wait, you
know , I think I know what it is
L382[16:55:35] <Shambling> I compiled hte
previous version with the 1.10.2 requirement still in, fixed that
but raised difficulty at same tmie
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L394[17:36:24] <Shambling> why are there
so many mods called "so and so's dongles" now? wtf is a
dongle?
L395[17:36:43] <Shambling> a dongle is
like... one of those things you stick in the serial port on a 1990s
computer to prove you own 3dsmax...
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L397[17:39:24] <Shambling> now eleccore is
saying I've got the wrong version
L398[17:39:26] <Shambling> wtf is going on
today
L399[17:39:53] <Shambling> it was
literally working before dinner, lol
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L401[18:03:50] <Shambling> you know, I
just looked at the changelog for 1.11.2... did it actually add
anything other than elytra rockets?
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L403[18:04:34] <Shambling> oh that was
just 1.11.2, nm
L404[18:04:45] <Shambling> 1.11 actually
did add <i>something</i>
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L408[18:18:58] <Shambling> so if you use
morph, don't morph into a snail if you have BoP. I got stuck in an
infinite loop of being dead
L409[18:19:44] <Shambling> could be due to
me having in control make mobs on the surface spawn with 20%
health
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L413[18:27:16] <h5h77> isn't 1.11 shulker
boxes?
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L425[19:31:06] <DiscworldZA> how does mc
know which item to render in which hand?
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L428[19:45:36] <williewillus> your
handheld items are part of your inventory still
L429[19:45:42] <williewillus> mc can just
look at the inventory
L430[19:46:14] <DiscworldZA> ok and if i
want to do that in a custom render class?
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L433[19:49:17] <DiscworldZA> i see that
the Render class uses getItemStackFromSlot passing
EntityEquipmentSlot so i should handle that in the IInventory of
the Custom Entity?
L434[19:52:06] <DiscworldZA> nah its
getItemStackFromSlot from EntityLivingBase so i should override
that if i am using a custom Inventory class? williewillus
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L436[19:52:57] <williewillus> yeah
L437[19:53:06] <DiscworldZA> sweet
L438[19:55:36] <DiscworldZA> mmhmm should
i not rather use those methods? rather than handling the helditems
and armor in a custom inventory class?
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L440[19:56:14] <williewillus> what do you
mean?
L441[19:56:15] <Shambling> silly question,
but does anyone know what mod made it so you could make 4 chests
using 8 logs? I always thought it was quark
L442[19:56:39] <Shambling> only mod I've
removed that I always have is exu2, that didn't add that feature
did it?
L443[19:57:05] <DiscworldZA> rather than
creating my own heldItems NonNullList i could just use the ones in
the EntityLivingBase williewillus
L444[19:57:47] <DiscworldZA> since the
Layers on the Render Class already uses them? why bypass
them?
L445[19:59:51] <williewillus> the render
class only uses getItemStackFromSlot
L446[19:59:59] <williewillus> the render
doesnt care how you implement getItemStackFromSlot
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L448[20:01:12] <Shambling> ... it was
extra utilities
L449[20:01:14] <Shambling> dangit
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L453[20:04:22] <Shambling> maybe turn off
particle effects in another world and try logging back into that
world, probably client side crash
L455[20:04:56] <williewillus> uhhh that's
not how the slots work
L456[20:05:23] <DiscworldZA> what am i
misunderstanding?
L457[20:05:26] <williewillus>
EntityEquipmentSlot should not randomly choose an item to
replace
L458[20:05:52] <williewillus> if I say
EntityEquipmentSlot.MAIN_HAND I assume that that is always the same
variable, same spot in an array, etc.
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L460[20:05:58] <williewillus> you're just
picking a spot and replacing :P
L461[20:06:10] <williewillus> or I guess I
don't understand what these methods are doing
L462[20:06:20] <williewillus> why a
separate setHeldItem instead of calling setItemStackToSlot
directly?
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L464[20:06:56] <DiscworldZA> want to check
if item is in the custom inventory if its not it shouldnt set the
item in the slot
L465[20:08:36] <DiscworldZA> so when the
Entity picks up an item it goes into the custom IInventory, it can
then only try to hold when asked to hold an item if it has the item
in its inventory
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L467[20:08:51] <bamajoe411> ill try
that
L468[20:08:59] <williewillus> so what is
your implementation of setItemStackToSlot right now?
L469[20:09:13] <DiscworldZA>
nothing...using the implementation in EntityLiving
L470[20:09:47] <williewillus> thats ok i
guess
L471[20:09:54] <williewillus> you probably
want to move it from the custom inv to the slot
L472[20:09:58] <williewillus> right now
it's duplicating
L473[20:11:19] <DiscworldZA> ah yeah thats
true...but not if i handle clearing by emptying the item rather
than copying back?
L474[20:11:26] <DiscworldZA>
itemstack*
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L476[20:12:16] <williewillus> ? emptying
the item?
L477[20:12:52] <DiscworldZA> check
pastebin. clearItem method
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L479[20:13:52] <williewillus> that method
is redundant :P but yea
L480[20:13:59] <williewillus> my point is
the stack should only exist in one spot at a time
L481[20:14:05] <williewillus> to avoid
duping
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L483[20:15:37] <DiscworldZA> so remove the
item from the Inventory into the slot...then when setting another
item, if an item is in slot put back into custom inv?
L484[20:16:18] <williewillus> do it
however you want :P but yea that's the idea
L486[20:20:56] <williewillus> use
isEmpty() not == ItemStack.EMPTY
L487[20:21:51] <DiscworldZA> cool so that
should fix it?
L488[20:21:56] <DiscworldZA> the
duping
L489[20:22:55] <williewillus> sure
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L492[20:36:15] <DiscworldZA> is there a
onEntityRightClick or something similar?
L493[20:36:39] <DiscworldZA> nvm found it
XD
L494[20:37:34] <DiscworldZA> wait thats
not what i wanted
L495[20:38:00] <DiscworldZA> i guess mc
doesnt track when an item rightclicks an Entity?
L497[20:44:34] <tterrag> is there an easy
method to use to check if my block *is* strongly powered?
L498[20:44:48] <tterrag> I only see
getStrongPower which checks a side
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L505[21:25:13] <Deamon> +1 this is
mishandled in so many mods
L506[21:25:29] <Deamon> Nice graphics
too
L507[21:26:15] <mezz> thanks
L508[21:26:44] <tterrag> mezz: does this
mean that in 1.11 they "fixed" the crash that occurred
when doing exactly what you are describing?
L509[21:26:51] <h5h77> awesome read,
thanks mezz
L510[21:27:00] <tterrag> because in 1.10
land, triggering getBlockState calls in unloaded chunks caused a
crash
L511[21:27:33] <mezz> yeah it loads a new
chunk and doesn't crash... at least until it stackoverflows
(thankfully I never saw it get that bad)
L512[21:28:08] <mezz> I don't think I've
seen it crash like that actually, getting states in unloaded
chunks
L513[21:28:10] <tterrag> might have been
specific to my wonky generation
L514[21:28:24] <tterrag> mine were all
stackoverflows yeah
L515[21:28:33] <tterrag> probably
following a ravine
L516[21:28:52] <tterrag> mixing worldgen +
chunk load + fluid updates = bad
L519[21:30:23] <mezz> ah yeah I forgot
about that
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L521[21:30:27] <tterrag> that cascade is
ridiculous, it's a wonder it didn't overflow long before that
point
L522[21:30:53] <mezz> yeah it was painful
just waiting for it to load so I could get the picture, let alone
running around after lol
L523[21:31:10] <tterrag> I don't...how can
you add something to a mod and not notice that hit
L524[21:31:26] <tterrag> chisel's problem
was hit or miss, it either crashed or worked fine, I think due to
the nature of the generation
L525[21:32:11] <mezz> here I fixed or
reported about 10 different mods that were working together to make
it that bad
L526[21:32:30] <mezz> each had a small
random chance of loading new chunks
L527[21:33:26] <Deamon> I was going to
start naming and shaming them from sponge since we can detect that
happening pretty easily
L528[21:34:08] <tterrag> the problem is
that it's so so easy to make the mistake
L529[21:34:14] <tterrag> doing worldgen
"normally" causes it
L530[21:34:29] <tterrag> maybe there
should be some protections against it, but in vanilla at least,
it's intended behavior
L531[21:35:02] <Deamon> yeah its also easy
to go unnoticed
L532[21:35:54] <mezz> it may be worth
adding a check in forge, like a chunk stack depth somehow
L533[21:36:47] <mezz> in JER for world
profiling, I just set the chunk loader to "do not load new
chunks" when it was generating... pretty straightforward but
it might cause half-generated structures and weird things like
that
L534[21:37:08] <TehNut> Is there a list of
the mods that were causing that?
L535[21:37:31] <TehNut> Or are you
avoiding name'n'shame? :P
L536[21:37:48] <mezz> already fixed them
heh
L537[21:37:50] <Deamon> yeah some easier
to use modular structure code would probably help it as well,
implementing those isn't very fun
L538[21:38:03] <TehNut> Oh I know, just
wanted to know what mods were causing it :P
L539[21:40:16] <mezz> I think the main
ones were harvestcraft, quark, techreborn, earthworks, roots,
terraqueous, runic dungeons
L540[21:40:58] <mezz> runic dungeons
turned out to just be slow since it does a crazy amount of stuff
though, it didn't load any new chunks. terraqueous also has a
unique problem unrelated to chunk runaway
L541[21:42:43] <mezz> streams was also
slow but it's a crazy mod so who knows
L542[21:44:05] <mezz> like I have no idea
how the steams mod is even possible without being the laggiest
thing imaginable, it's pretty neat
L543[21:44:13] <TehNut> hehe
L544[21:44:39] <killjoy> stream would be
terrain, not structure
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L546[21:59:50] <osum4est> is there any way
to return two different perspectives in handlePerspective? I need
to render a block in one perspective, and a texture in
another...
L547[22:03:08] <tterrag> uhm
L548[22:03:09] <tterrag> no
L549[22:04:32] <osum4est> didn't think so.
any way to do that in my ibakedmodel? works great for items, but
since blocks are 3d in the gui, the texture is also 3d
L550[22:04:32] <tterrag> just use one
perspective
L551[22:05:12] <tterrag> hm, I see the
problem
L552[22:05:51] <osum4est> yeah... i can
take a screenshot if you'd like
L553[22:06:13] <tterrag> maybe...you could
bake the "inverse" of the transform into your
overlay
L554[22:06:26] <tterrag> the math on that
is a bit fuzzy for me though... fry|sleep would be th eone to
ask
L555[22:08:22] <tterrag> basically apply
the tranforms in reverse, with inverted values. so a 2x scale would
be a 0.5x scale
L556[22:09:04] <tterrag> actually it's
pretty simple. translates would be negated, and rotations would
just negate the angle
L557[22:09:49] <osum4est> got it. where
would apply those transformations though?
L558[22:10:20] <tterrag> when you create
your model for that specific other model
L559[22:10:26] <tterrag> grab its
transforms and reverse them
L560[22:10:34] <tterrag> becomes a bit
trickier if it's IPerspectiveAware, but still doable
L561[22:10:51] <DiscworldZA> how can i
force a chest to open when a custom entity uses it?
L562[22:10:54] <DiscworldZA> opens
it*
L563[22:12:07] <tterrag> open meaning
what?
L564[22:12:11] <tterrag> open the
GUI?
L565[22:13:04] <DiscworldZA> The chest,
playing the animation
L566[22:13:10] <tterrag> ah
L567[22:13:12] <tterrag> that would be
tricky
L568[22:13:40] <DiscworldZA> it checks for
numPlayersUsing which can only be increased by calling
openInventory(EntityPlayer),
L569[22:13:41] <tterrag> oh nvm, it's
stupidly easy
L570[22:13:45] <tterrag> just increment
numPlayersUsing
L571[22:13:45] <tterrag> yeah
L572[22:13:55] <tterrag> make sure to keep
it consistent so it doesn't desync with normal players
L573[22:14:40] <DiscworldZA> problem
is...numPlayersUsing is a field in each individual TileEntity, so
theres no way to do it using TileEntity or IInventory
L574[22:15:45] <tterrag> uh....cast
it?
L575[22:16:22] <DiscworldZA> id have to
handle each different TileEntity, so it wont be able to open chests
from other mods?
L576[22:17:07] <tterrag> well, there's no
general way
L577[22:17:15] <tterrag> you can hope that
mods extend TileEntityChest, or handle those mods specially
L578[22:17:22] <tterrag> unless you
actually fake a player and call openInventory
L579[22:17:49] <DiscworldZA> yes thats
what just came to mind
L580[22:18:19] <osum4est> tterrag, sorry,
i can't find where to get a models transform from an
ibakedmodel.
L581[22:18:37] <tterrag> osum4est:
getItemCameraTransforms ?
L582[22:19:37] <osum4est> even though its
deprecated?
L583[22:19:57] <tterrag> it's deprecated
for mods
L584[22:20:02] <tterrag> all mods still
use it
L585[22:20:09] <tterrag> any model that
isn't IPerspectiveAware uses it
L587[22:20:40] <tterrag> because that's
not going to work
L588[22:20:44] <tterrag> use
FakePlayerFactory
L589[22:22:25] <DiscworldZA> how do i get
WorldServer from Entity?
L590[22:23:06] <tterrag> entity.worldObj
?
L591[22:23:40] <DiscworldZA> Thats
World..FakePlayerFactory needs WorldServer
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L593[22:23:59] <tterrag> it will always be
WorldServer...on the server.
L594[22:24:34] <DiscworldZA> so test for
!isremote and then cast to WorldServer?
L595[22:24:41] <tterrag> yes
L597[22:26:58] <tterrag> as long as you
properly close it, sure
L598[22:27:23] <DiscworldZA> its in an AI
task so on reset i close it
L599[22:27:37] <DiscworldZA> same way just
calling close
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L601[22:29:04] <DiscworldZA> tterrag
works
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L607[22:41:03] <osum4est> tterrag, good
news: got the transforms working. bad news: the model i get from
getModel (my overlay that i need to transform) is a instance of
ipam, so i can't transform it -_-
L608[22:43:23] <tterrag> you can, you just
have to use those transforms instead of the other ones
L609[22:43:34] <tterrag> call
handlePerspective with TransformType.GUI
L610[22:43:51] <tterrag> you get a
Matrix4f which can (I believe) be deconstructed into a TRSR
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L613[22:44:29] <osum4est> aahhh, good. i
could just call Matrix4f.inverse(). may or may not be the right
inverse
L614[22:44:56] <tterrag> I'm not sure
tbh
L616[22:45:13] <tterrag> it is really that
easy
L617[22:45:25] <osum4est> about to find
out!
L618[22:45:33] <tterrag> you could use
that for the regular method too
L619[22:46:14] <tterrag> since TRSR has a
constructor that takes an ItemTransformVec3f
L620[22:46:39] <osum4est> huh, it returns
a null matrix
L621[22:46:41] <DiscworldZA> so does the
Navigator still have a 15 block range?
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L625[22:52:27] <osum4est> tterrag, any
idea what to do if it's null? doesn't seem like i can set the
matrix anywhere, and handlePerspective returns a new pair everytime
so i cant setValue on the pair
L626[22:52:33] <tterrag> null?
L627[22:52:39] <tterrag> what do you
mean
L628[22:53:05] <osum4est> the matrix is
null. calling handlePerspective gives a pair with the correct
ibakedmodel, and a null matrix
L629[22:53:29] <osum4est> by null matrix i
mean there is no matrix at all
L630[22:53:39] <tterrag> if it's null then
the transforms is nothing
L631[22:53:43] <tterrag> so you have
nothing to invert
L632[22:54:35] <osum4est> but i need to
set my overlays transform to the item's inverse transform. the
items transform isn't null
L633[22:54:38] <tterrag> hm actually
L634[22:54:44] <tterrag> this might be
simpler
L635[22:54:59] <tterrag>
ForgeHooksClient.handleCameraTransforms will apply the transforms
to the model and return it
L636[22:55:08] <tterrag> so you could just
wrap THAT model and always have YOUR transforms be nothing
L637[22:55:19] <tterrag> (for the
inventory, anyways)
L638[22:55:41] <osum4est> you mean wrap my
overlay's model?
L639[22:59:33] <tterrag> you're already
wrapping an underlying item model
L640[22:59:44] <DiscworldZA> aah
subtracting the entitypos from the destination vector seemed to
work...
L641[22:59:45] <tterrag> I'm saying save
its model with inventory transform pre-applied
L642[22:59:58] <tterrag> DiscworldZA: was
your vector normalized to the entity's position?
L643[23:00:11] <tterrag> it needs to be
centered at 0,0,0 (absolute)
L644[23:00:25] <DiscworldZA> yes...i was
adding the 2 vectors...instead of finding the difference
L646[23:01:59] <DiscworldZA> im just
hoping that scaling by 10 wont create problems navigating
hills
L647[23:05:05] <osum4est> tterrag, so
basically, ForgeHooksClient.handleCameraTransforms(itemModel,
ItemCameraTransforms.TransformType.GUI), then in handlePerspective
return no transformation?
L648[23:05:16] <tterrag> for GUI, at
least
L649[23:05:23] <tterrag> you'd need to do
it normally for everything else
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L651[23:06:31] <osum4est> right. it seems
that the blocks are not transforming though.
forgehooksclient.handlecameratransforms() is supposed to bake in
the transform so it doesn't need to be transformed elsewhere?
L652[23:06:54] <osum4est> or does it
return a new model that i have to use
L653[23:07:15] <tterrag> models are
immutable
L654[23:07:17] <tterrag> you have to use
the return
L655[23:08:14] <tterrag> that's the whole
idea of baking
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L657[23:11:57] <DiscworldZA> tterrag
should AI tasks be server side only?
L658[23:12:21] <tterrag> mmm not
sure
L659[23:12:26] <tterrag> but entity motion
is definitely clientside
L660[23:12:37] <DiscworldZA> it seems to
execute both sides
L662[23:13:36] <osum4est> (and yes ill
cache the combinedquads at some point)
L663[23:14:09] <tterrag> uhh pic?
L664[23:14:24] <tterrag> there's a few
problems with this code
L665[23:14:39] <tterrag> mainly that you
apply the GUI transform to the itemModel for *all*
perspectives
L666[23:15:46] <osum4est> there probably
are some, deleted a bunch of irrevelant stuff and moved some stuff
around to make it more readable.
http://imgur.com/a/R02mW
L667[23:16:28] <osum4est> do i need to
store another itemMode that is the original, that is not
transformed?
L668[23:16:43] <osum4est> and return it's
perspective when its not the gui?
L669[23:17:05] <tterrag> yes
L670[23:17:15] <tterrag> but your way of
doing things now should at least work for the GUI model
L671[23:17:17] <tterrag> so I'm not
sure
L672[23:17:29] <tterrag> what is noItem
?
L673[23:17:47] <tterrag> oh hm
L674[23:18:00] <tterrag> are you sure that
tempModel is actually the correct model when that code is
run?
L675[23:18:01] <osum4est> a variable
saying if there isn't an item in the crafter
L676[23:18:32] <osum4est> i think so, if i
return itemModels perspective for everything, it is transformed
correctly in the inventory
L677[23:18:57] <tterrag> odd
L678[23:19:14] <tterrag> step into
handleCameraTransforms and make sure it's doing things right
L679[23:19:33] <osum4est> ok, one
second
L680[23:21:05] <osum4est> that's why
L681[23:21:12] <osum4est> matrix is null,
so its just returning the model
L682[23:22:31] <tterrag> yup
L683[23:22:43] <tterrag> I wonder if
you're doing things too early on
L684[23:22:47] <tterrag> might be better
to lazy load this
L685[23:23:38] ⇦
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L686[23:23:42] <osum4est> the constructor
for this doesn't get called until i load into the game and have the
item in my inventory
L687[23:25:19] <tterrag> oh
L688[23:25:22] <tterrag> then, no
clue
L689[23:26:05] <osum4est> dang, so close
too
L690[23:26:56] ⇦
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L691[23:27:24] <osum4est> what if i
created another custom ibakedmodel for my overlay, that overrides
handleperspective and returns what's needed?
L692[23:27:32] <tterrag> well, I'm
confused
L693[23:27:38] <tterrag> if, as you say,
just returning the model's transform works fine
L694[23:27:40] <tterrag> this should as
well
L695[23:27:52] <tterrag> so at some point
between construciton and getQuads, it gets a matrix? that doesn't
make sense
L696[23:29:38]
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Gulps, huh? Alright... Welp, see ya later)
L698[23:32:08] <osum4est> i just realized,
before i was debugging with a torch... has no
transformation...
L699[23:32:22] <osum4est> lemme step
through with an actual block
L700[23:32:59] <osum4est> ok i was wrong.
for a block the matrix is not null
L701[23:33:40] <osum4est> however that
doesn't change the fact that handleCameraTransforms isn't working
as we expect
L702[23:34:08] <McJty> BTW, In
LivingDropsEvent is it ok to modify the list of drops?
L703[23:34:26] <tterrag> it should
do
L704[23:34:30] <tterrag> that's exactly
what vanilla calls
L705[23:34:34] <tterrag> McJty: I believe
that's the purpose
L706[23:34:37] <McJty> ok
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L709[23:36:39] <DiscworldZA> is there a
way to make an entity turn to not just look at a block?
L710[23:38:13]
⇨ Joins: immibis
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L711[23:38:40] <osum4est> yeah all
handleCameraTransforms is changing is forgehooksclient current
matrix. not the items matrix
L712[23:39:22] <tterrag> ah dang, you're
right
L713[23:39:26] <tterrag> missed that
L714[23:40:18] <osum4est> well i can get
the blocks matrix, can i do what we thought it would do
myself?
L715[23:40:23] <tterrag> well back to the
inverted transform idea
L716[23:40:43] <osum4est> execpt my
overlay is not a block
L717[23:40:46] <osum4est> unless i make it
one
L718[23:41:33] <osum4est> should i change
it to a block so it actually has a matrix that i set to the inverse
of the items matrix?
L719[23:41:57] <tterrag> no no, apply the
inverse of the model transform to the vertices of your
overlay
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L721[23:42:18] <tterrag>
trsr.getMatrix().transform(v1, v2)
L722[23:42:47] <tterrag> and I assume the
positions of the quad are just 0..1
L723[23:48:17] <osum4est> so
overlayModel.getQuads(...).get(0).getVertexData() -> make
vector3 off of the data -> transform by a matrix that is the
inverse of the item
L724[23:51:38] <tterrag> well....you could
do it pre-bake
L725[23:51:50] <tterrag> might be
easier
L726[23:52:02] <tterrag> instead of having
your overlay be a model, could just be quad data created on
demand
L727[23:52:13] <tterrag> but yeah, either
way
L728[23:52:38] <osum4est> oh wait there
are 122 quads. do i need to do that to every quad?
L729[23:53:03] <tterrag> 122 quads for
your overlay?
L730[23:53:04] <tterrag> wat?
L731[23:53:34]
⇨ Joins: drazuam (kiwiirc@108.61.228.99)
L733[23:54:10] <drazuam> soooooo lets say
that I'm catching stack overflow error as part of the functionality
of my mod
L734[23:54:14] <drazuam> would that be
bad?
L735[23:54:20] <mezz> yup
L736[23:54:26] <drazuam> dang
L737[23:54:29] <tterrag> very bad
L738[23:54:30] <drazuam> lol
L739[23:54:39] <tterrag> considering it's
an error and thus an unrecoverable JVM state
L740[23:54:43] <tterrag> osum4est: json
for that model?
L741[23:54:52] <drazuam> oh I didn't know
errors were unrecoverable
L742[23:55:00] <mezz> 1. once you catch it
you already messed up. 2. you can't add anything onto the stack
once you catch it so you're screwed and can't do anything
L743[23:55:01] <drazuam> that's good to
know
L744[23:55:09] <drazuam> ah
L745[23:55:15] <tterrag> anything Error is
unrecoverable
L747[23:55:21] <tterrag> catching it (and
not crashing) is ill advised
L748[23:55:38] <tterrag> osum4est: oh doi,
it's a handheld item
L749[23:55:44] <drazuam> is there some way
to catch an overflow before it happens? Like a max stack size and
current stack size or something?
L750[23:55:46] <tterrag> so....it has the
"3D" effect applied
L751[23:55:53] <tterrag> drazuam: no. stop
filling the stack.
L752[23:56:05] <mezz> basically make sure
your algorithm can't overflow, don't use recursion if it's going to
go that deep
L753[23:56:32] <drazuam> dang
L754[23:56:34] <mezz> if you can explain
what you're up to we might be able to help
L755[23:56:39] <tterrag> !xy
L756[23:56:45] <drazuam> that means a
complete restructure of my mod ;_;
L757[23:56:58] <tterrag> maybe not
L758[23:57:01] <tterrag> but we can't help
unless you explain
L759[23:57:20] <drazuam> It's a graphical
programming based mod
L760[23:57:33] <osum4est> tterrag, oh... i
guess that would make sense haha. so change it to
builtin/generated?
L761[23:57:34] <drazuam> kind of like psi,
but allows for looping and other interesting things
L762[23:57:47] <tterrag> osum4est: any
item model is going to have that effect applied
L763[23:57:56] <tterrag> might be best to
generate the in-inventory model in code
L764[23:57:58] <drazuam> function blocks
call on other function block's functions for input
L765[23:58:17] <drazuam> ...which can call
on other function blocks
L766[23:58:23] <tterrag> so it's a
sandboxing problem
L767[23:58:36] <drazuam> yeah, sort of i
think
L768[23:58:37] <mezz> you might want to
make a stream model where the output of one thing is sent to the
next, instead of one calling the other
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L770[23:59:03] <tterrag> ^ something like
that
L771[23:59:17] <osum4est> tterrag, not
sure how to do that... i can't do it in the json?
L772[23:59:28] <drazuam> Problem is, I
have pulling and pushing signals
L773[23:59:37] <tterrag> osum4est: sure,
but it would result in it looking funky in hand
L774[23:59:44] <drazuam> the pushing is a
stream model, but because of how I want my funcitonality, pulling
cant be
L775[23:59:51] <tterrag> generating it
would be easy, see UnpackedBakedQuad.Builder
L776[23:59:54] <drazuam> ...i dont
think