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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?
L87[07:22:02] <h5h77> ah
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?
L129[09:26:19] <gigaherz|work> wfm: http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions.json
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
L156[09:31:04] <fry> gigaherz_: http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
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
L166[09:34:53] <fry> lol
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
L226[13:04:19] <h5h77> https://github.com/MinecraftForge/MinecraftForge/issues/2993
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
L236[13:05:35] <fry> https://www.youtube.com/watch?v=xi_3v-FpKFg
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
L289[15:34:43] <killjoy> http://i.imgur.com/DrZbPV0.jpg
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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L451[20:02:01] <bamajoe411> will someone help me. i keep crashing. heres the report http://pastebin.com/ZCrMAVqD
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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
L454[20:04:22] <DiscworldZA> williewillus doing this now to handle the held item http://pastebin.com/TrN9ydkX rather that overriding the methods
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
L485[20:20:27] <DiscworldZA> so like this? williewillus http://pastebin.com/j9PnuxqN
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?
L496[20:38:12] <bamajoe411> i crashed again. i turened particles off. will someone help please? http://pastebin.com/dxL4MPcA
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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L504[21:20:50] <mezz> made a worldgen PSA, check it out: https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
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
L517[21:29:02] <tterrag> https://github.com/Chisel-Team/Chisel/issues/226
L518[21:29:46] <tterrag> but I implemented the offset a while ago, no issues since https://github.com/Chisel-Team/Chisel/commit/48a3fba31d7095bf3f267c0bbdee2de93ae51f09
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
L586[22:20:31] <DiscworldZA> tterrag seems really dirty XD http://pastebin.com/Hpx15hJN
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
L596[22:25:42] <DiscworldZA> better? http://pastebin.com/waBiKCDQ
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
L615[22:45:11] <tterrag> huh TIL http://gamedev.stackexchange.com/questions/88481/how-can-i-reverse-the-effect-of-a-transformation-matrix
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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L623[22:51:00] <DiscworldZA> can someone look at this and explain why the entity moves in the opposite direction? http://pastebin.com/yNsUTuvN
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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
L645[23:01:03] <DiscworldZA> tterrag working code http://pastebin.com/gpD89t4z
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
L661[23:12:59] <osum4est> :/ hmm still doesn't seem to be transforming: https://hastebin.com/bunoqohiwa.java
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
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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
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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
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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 (~chatzilla@122-60-105-222.jetstream.xtra.co.nz)
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)
L732[23:53:55] <osum4est> https://gyazo.com/dd60170e7f5d3e1394d025109e044927
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
L746[23:55:17] <osum4est> tterrag, https://hastebin.com/acacuqoyeh.json
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
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