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L13[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170310 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170310-1.11.zip
(mappings = "snapshot_20170310" 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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L23[02:28:53] <Ordinastie> I just had a mod
idea but I'm not sure if it has been done already
L24[02:29:51] <Ordinastie> to give the
possibility to bind keys or mouse buttons to specific item uses
granted the user has them in their inventory
L25[02:30:30] <Ashindigo_> I havent heard
of a mod that does it
L26[02:31:22] <mezz> the key contexts I
added to forge can work that way, if I'm understanding you
correctly
L27[02:32:00] <Ordinastie> not sure what
you mean by key context, but I was thinking about regular
keybinds
L28[02:32:19] <mezz> oh, I'm thinking the
opposite, where keybinds only work on a specific item
L29[02:32:29] <mezz> you want to unlock
keybinds by holding an item?
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L31[02:33:08] <Ordinastie> basically,
keybind pressed -> check if corresponding item is in inv ->
right click it
L32[02:33:33] <mezz> check out
net.minecraftforge.client.settings.IKeyConflictContext
L33[02:33:49] <Ordinastie> IDE not even
opened right now ><
L35[02:34:01] <Ordinastie> the idea is, you
wouldn't need to have torches in your hotbar to place them
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L37[02:34:09] <mezz> ah okay
L38[02:34:11] <Ordinastie> or your
food
L39[02:34:11] <mezz> interesting
L40[02:35:13] <Ordinastie> also food might
be more complicated because it's a continued action
L41[02:35:45] <mezz> could be cool
though
L42[02:35:51] <mezz> definitely unrelated
to what I was thinking about
L43[02:36:07] <Ordinastie> alternatively, I
could simply allow the bind item to be swaped to the off hand only
instead of right click
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L86[06:21:42] <asdfowkw> If you would
develop a new mod now, what would be the best version to focus at
1.10.2 or 1.11 ? What will be the next "major" modding
version?
L87[06:22:03] <asdfowkw> I asked this the
other day but unfortunatley i got dc right after.
L88[06:31:25] <PaleoCrafter> I just always
go for latest version on principle, asdfowkw :P
L89[06:33:06] <quadraxis> fry
available?
L90[06:33:08] <asdfowkw> Ye but it's no fun
to get your mod completed and then no other mods are supporting
that version :p so are ppl updating to 1.11 or 1.10.2?
L91[06:34:06] <PaleoCrafter> a lot of old
(i.e. 1.7) mods seem to focus on 1.10.2 first, since that's where
the big packs are at right now
L92[06:34:14] <asdfowkw> ok
L93[06:34:32] <asdfowkw> so 1.10.2 is most
likely to be the "new 1.7"
L94[06:34:50] <Ashindigo_> im focusing on
1.11 right now :/
L95[06:34:52] <PaleoCrafter> I don't really
think so, no :P
L96[06:35:14] <PaleoCrafter> the update to
1.11 is pretty straightforward, so just develop for that version
and force everybody else to update :P
L97[06:35:52] <asdfowkw> I guess i could
just follow the "big mods" like tinkers, cofh, ae etc.
and stay up to date with them
L98[06:36:33] <PaleoCrafter> or just do
your own thing and get your mod well known because it's one of the
first on the newest version :P
L99[06:37:42] <asdfowkw> Well, i started on
a pretty big mod, that probably when its done its already a few
more versions released, but this one will bring a new pretty unique
style of minecraft. So maybe you are right
L100[06:41:33] <PaleoCrafter> another
piece of advice: do not try to take on a big mod as your first
project :P
L101[06:43:40] <asdfowkw> Well, I think
its a great way of learning =), I have smaller projects setup so i
can try stuff in there thats completely new to me, but this
"big mod" will force me to learn a wide variety of things
=)
L102[06:44:41] <asdfowkw> And you will
probably see me asking alot of stuff in here cause I dont just
wanna learn how to make it work, i wanna learn how to do it the
correct way :p
L103[06:45:09] <PaleoCrafter> well, a big
project is part of the problem here though :P
L104[06:45:22]
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L105[06:45:24] <asdfowkw> ^^
L106[06:45:24] <ScottehBoeh> Morning
L107[06:45:28] <asdfowkw> morning
L108[06:45:48] <PaleoCrafter> if you start
with a smaller project, you can ask about the basic stuff and then
hopefully go from there yourself, asking less questions when you
tackle the big stuff :P
L109[06:46:02] <Ashindigo_> morning
scotteh
L110[06:46:43] <asdfowkw> Ye I've seen
thats kind of a big issue overall, theres ALOT(!) of resources and
tutorials out there for basic stuff, but pretty much nothing when
it comes to more complex stuff.
L111[06:47:15] <PaleoCrafter> well, yeah,
because as I said, you're supposed to be able to figure out shit
from there yourself :P
L112[06:47:31] <asdfowkw> for example,
there isnt really a single tutorial/documentation on energy
capability, when it comes to more complex stuff you are pretty much
forced to watch git repos and fml source code ^^
L113[06:47:44] <ScottehBoeh> G'day g'day.
Today is the fun part :D
L114[06:47:53] <asdfowkw> What we adding
today =) ?
L115[06:47:54] <ScottehBoeh> I've set up a
whole class with pre-written UI stuff (text, scaled text, image
etc)
L116[06:48:09] <ScottehBoeh> I'm gonna be
using it as a library to set up my menu's
L117[06:48:19] <asdfowkw> to draw
it?
L118[06:48:21] <ScottehBoeh> mhm
L119[06:48:28] <asdfowkw> cool
L120[06:48:31] <asdfowkw> =)
L121[06:48:41] <asdfowkw> both hud and
container guis?
L122[06:48:54] <ScottehBoeh> eg
GuiUtilities.drawButton(id, x,y,width,height).setTexture(texture);
etc
L123[06:49:13] <asdfowkw> ah ye i have
something similar =)
L124[06:49:18] <ScottehBoeh> All hud stuff
is done separately (ingame has it's own set of special ui things
such as the mana bar)
L125[06:49:31] <asdfowkw> ye ive seen the
vids ^^
L126[06:50:15] <PaleoCrafter> uhm...
ScottehBoeh, ever heard of OOP? :P
L127[06:50:54] <ScottehBoeh> Oop
L128[06:50:55] <ScottehBoeh> ?
L129[06:51:04] <ScottehBoeh> Object
oriented
L130[06:51:06] <ScottehBoeh> oh
L131[06:51:07] <PaleoCrafter> indeed
L132[06:51:10] <ScottehBoeh> ofc
L133[06:51:41] <PaleoCrafter> guess what,
you can use it :P
L134[06:52:09] <ScottehBoeh> indeed
:o
L135[06:52:37] <ScottehBoeh> Is there
something I could improve :o (legit question because I'm still
learning xD)
L136[06:53:12] <PaleoCrafter> you could
encapsulate your different controls in a class :P
L137[06:54:17] <asdfowkw> I know forge has
the Configuration class, but if i want another file for storing
something in, should i just stick to the java file system
then?=
L138[06:54:39] <ScottehBoeh> ah, so
instead of having an ID, I add the actual functions of that button
instead?
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L140[06:55:18] <PaleoCrafter>
exactly
L141[06:55:43] <PaleoCrafter> think JavaFX
or Swing, for example :P
L142[06:55:55] <PaleoCrafter> asdfowkw,
what type of data do you want tod store?
L143[06:56:02] <ScottehBoeh> hmm I'll try
that out
L144[06:56:10] <asdfowkw>
groups/partys
L145[06:56:14] <asdfowkw> the players can
join
L146[06:56:37] <PaleoCrafter>
WorldSavedData/capability attached to the world
L147[06:57:19] <asdfowkw> so i should
store it as nbts ?
L148[06:57:39] <asdfowkw> hmm
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L152[07:05:19] <asdfowkw> Anyone have a
repo with a bonestructure for mods ^^ ?
L153[07:05:31] <asdfowkw> like an empty
package with premade proxy files etc :p
L154[07:13:57] <Ashindigo_> Make it
yourself ;)
L155[07:14:07] <asdfowkw> Ye think i have
too ^^
L156[07:18:29] ***
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L157[07:19:41] <asdfowkw> gosh been
thinking and thinking and thinking for days and i just cant figure
out a new username
L158[07:22:01] <Ashindigo_> What about
wasdijkl
L159[07:23:17] <asdfowkw> haha
L160[07:23:26] <asdfowkw> im trying to get
away from the facerollonkeyboard nickname
L161[07:23:28] <asdfowkw> and u give me a
new one
L162[07:23:51] <Ashindigo_>
Qwertyazerty?
L163[07:27:21] <asdfowkw> hmm.
L164[07:27:42] <asdfowkw> i think i want
something thats starts with The
L165[07:27:47] <asdfowkw> and maybe green,
TheGreen......
L166[07:28:08] <Ashindigo_> That's
actually kind of funny
L167[07:28:36] <asdfowkw> something
after
L168[07:28:59] <Ashindigo_> Ircloud has
you colored as green for me
L169[07:29:46] <asdfowkw> thats ure irc
client?
L170[07:29:53] <Ashindigo_> Ya
L171[07:29:58] <asdfowkw> haha
L172[07:45:37] <ScottehBoeh> ohey, this
menu is coming along quite well
L173[07:45:48] <ScottehBoeh> Lots of
things happening at once, lol. BackgroundX/Y, Backgorund
Fades.
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L178[08:15:18] <ScottehBoeh> omg it's
basically done
L179[08:15:20] <ScottehBoeh> I'll upload
this asap
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L183[08:26:47] <asdfowkw> hm
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L186[08:37:54] <ScottehBoeh> with test
music, changing it when I make a new song
L187[08:38:28] <ScottehBoeh> Background
moves diagonally and fades back to X/Y 0 after a timer :)
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L192[08:47:29] <Jaymoe> Video not
availablwe
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L196[09:08:38] <Jaymoe> holy
L197[09:08:41] <Jaymoe> thats really
cool
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L199[09:09:21] <Jaymoe> instead of fading
it back
L200[09:09:27] <Jaymoe> u could make it
loop in a diamond shape
L201[09:15:19] <ScottehBoeh> Thanks :D I
might do
L202[09:26:54] <ghz|afk> OOOH C# 7.0 is
really nice
L203[09:27:33] <ghz|afk> it has immutable
objects, which are instances of a mutable object that you can't
modify
L204[09:27:49] <ghz|afk> no wait
L205[09:27:50] <ghz|afk> that's not
it
L206[09:27:54] <ghz|afk> this page is
confusing
L207[09:28:00] <ghz|afk> it has a syntax
that lets you handle immutables better
L208[09:28:22] <TechnicianLP> immutable
things that look mutable would be bad
L209[09:28:30] <ghz|afk> no
L210[09:28:31] <ghz|afk> it's like
L211[09:28:31] <ghz|afk> var firstObject =
new Employee(101);
L212[09:28:31] <ghz|afk> var secondObject
= firstObject with {EmployeeId = 102};
L213[09:28:46] <ghz|afk> it creates a copy
of the object, with those properties changed
L214[09:28:52] <ghz|afk> it preserves
immutability of instances
L215[09:29:01] <ghz|afk> while letting you
construct changes
L216[09:29:16] <TechnicianLP> sounds
good
L217[09:29:34] <ghz|afk> it has
out-variables
L218[09:29:35] <ghz|afk> that is
L219[09:29:41] <ghz|afk> variables
declared in the scope of an out parameter
L220[09:29:57] <ghz|afk> if
(int.TryParse("10", out int value)) { print(value);
}
L221[09:30:11] <ghz|afk> will implicitly
declare value, to be only visible in the if scope
L222[09:30:28] <ghz|afk> it has
non-nullable reference types
L223[09:30:30] <ghz|afk> like
L224[09:30:35] <ghz|afk> string!
str;
L225[09:30:40] <ghz|afk> can not be
assigned null
L226[09:30:59] <ghz|afk> and it has a
shorthand syntax for "record types"
L227[09:31:00] <TechnicianLP> better than
optionals
L228[09:31:07] <ghz|afk> class
Rectangle(int Height, int Breadth);
L229[09:31:18] <ghz|afk> declares a class
with properties Height and Breadth
L230[09:39:56]
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L233[10:10:36]
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L235[10:33:23] <ghz|afk> I wonder what
changes are in the "ftbserver" jar, vs normal forge
L236[10:34:20]
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(~williewil@nat-128-62-34-134.public.utexas.edu)
L237[10:34:26] <Lord_Ralex> i doubt there
would be changes myself, would seem odd to me
L238[10:34:39] <ghz|afk> if there were no
changes, why would they name it "FTBServer"?
L239[10:34:52] <Lord_Ralex> probably for
the scripts
L240[10:34:54] <PaleoCrafter> branding or
something?
L241[10:35:00] <Lord_Ralex> easier to use
a similar jar name than dealing with verisons
L242[10:35:12] <Lord_Ralex> but, meh, not
looked in a bit, not even bothered updating a ftb server i have
running
L243[10:35:16] <ghz|afk>
"FTBserver-1.10.2-12.18.3.2185-universal.jar"
L244[10:35:24] <Lord_Ralex> then nvm
L245[10:35:40] <ghz|afk> if it was just
"FTBServer.jar", maybe, but yeah, it smells like custom
build
L246[10:36:01] <PaleoCrafter> compare the
checksums? :P
L247[10:36:13] <Lord_Ralex> 2185, same has
the hermit one i have, heh
L248[10:36:20] <ghz|afk> this is
hermitpack
L249[10:36:31] <ghz|afk> i'm trying to
work around the "moved too quickly" rubberbanding
L250[10:36:40] <ghz|afk> and as a initial
test, I wanted to replace the server jar
L251[10:36:50] <ghz|afk> with one that has
the elytra flying speed limit applied even if no elytra is
used
L252[10:36:57] <ghz|afk> (for like, rings
and such)
L253[10:37:09] <ghz|afk> but if the
existing jar is modified
L254[10:37:13] <ghz|afk> then the tests
are not really that useful
L255[10:38:05] <Lord_Ralex> the md5's i
get are the same
L256[10:38:13] <Lord_Ralex> based on
files.minecraftforge.net and md5sum
L257[10:38:42] <ghz|afk> yeah they seem to
match sha-1 too
L258[10:38:48] <ghz|afk> okay good
L259[10:39:07] <kashike> what nubcake
renamed the jar for no purpose :P
L260[10:39:19] <ghz|afk> someone on the
FTB team ;p
L262[10:40:46] <kashike> longer :P
L263[10:40:52] <tterrag> probably
L264[10:41:15] <kashike> the better
question is: why is an item which crashes the client still
available? :P
L265[10:41:45] <ghz|afk> hmm I can't seem
to genPatches or build forge
L266[10:41:54] <kashike> why?
L267[10:42:05] <ghz|afk> Caused by:
org.gradle.tooling.BuildException: Could not execute build using
Gradle installation
'C:\Users\gigaherz\.gradle\wrapper\dists\gradle-2.14-bin\76oc0mnc3ieqtsukq90mp0rxk\gradle-2.14'.
L268[10:42:16] <ghz|afk> setupForge worked
just fine :/
L269[10:42:32] <kashike> is that the only
error line?
L270[10:42:36] <kashike> run with
stacktrace
L271[10:42:58] <ghz|afk> wtf this is
wrong
L272[10:43:01] <ghz|afk> no there's more
stuff above
L273[10:43:09] <tterrag> kashike: read the
last or second to last issue in that list
L274[10:43:12] <tterrag> it's NOT my
fault
L275[10:43:16] <tterrag> or at least, I
have no way to debug it
L276[10:43:40] <ghz|afk> lemme clean the
folder first
L277[10:43:46] ⇦
Quits: williewillus
(~williewil@nat-128-62-34-134.public.utexas.edu) (Quit:
Leaving)
L279[10:47:28] <ghz|afk> clean seems to
have done thetrick
L280[10:47:43] <ghz|afk> it must have had
some 1.11 code mixed into the 1.10.2 stuff
L281[10:48:14] <Raqbit> ghz|afk, I like
how you IRC while afk
L282[10:49:02] <ghz|afk> nono, i'm
"away" from the keyboard ... as in, aroudn 30cm away from
it
L283[10:49:12] ***
ghz|afk is now known as gigaherz
L284[10:49:17] <Raqbit> Got it.
L285[10:49:24] <Raqbit> Now you're
touching it again?
L286[10:49:32] <gigaherz> |afk to me
means
L287[10:49:36] <gigaherz> "chances
are I won't reply"
L288[10:49:47] <gigaherz> ofcourse there's
no promise that I will reply if i'm not |afk
L289[10:49:55] <gigaherz> just the chances
are higher
L291[10:50:40] <kashike> this is
different
L292[10:50:44] <kashike> this happens with
JEI
L293[10:50:47] <kashike> just tested
myself
L294[10:51:09] <Raqbit> Hehe, was thinking
you used voice recognition ;)
L295[10:51:20] <gigaherz> naaah
L296[10:51:23] <gigaherz> brain-computer
interface
L297[10:51:26] <gigaherz> I think into the
pc!
L298[10:51:52] <Raqbit> Well. Are you not
basically cyborg then?
L299[10:52:03] <tterrag> kashike: no,
NEI
L300[10:52:09] <tterrag> he even said that
in a comment
L301[10:52:39] <kashike> wait what, does
JEI use NEI? interesting
L302[10:52:52] <gigaherz> no, NEI is a jei
addon these days
L303[10:53:01] <Raqbit> Wat
L304[10:53:24] <kashike> seems weird to
have two mods that do the same thing, unless that's changed
L306[10:55:05] <Raqbit> Then what does NEI
addM
L307[10:55:06] <Raqbit> ?
L308[10:55:07]
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L309[10:55:14] <kashike> crashes
L310[10:55:18] <gigaherz> lol
L311[10:55:18] <Raqbit> Hehe
L312[10:55:19] *
kashike runs off
L313[10:55:26] <gigaherz> no idea,
actually
L314[10:56:21] ***
Abrar|gone is now known as AbrarSyed
L315[10:57:23] <tterrag> Outback in all
the things NEI had but jei does not yet
L316[10:57:35] <tterrag> Egh
L317[10:57:38] <tterrag> Phone
L318[10:57:40] <Raqbit> Hmm
L319[10:57:43] <Raqbit> I see
L320[10:58:25] <kashike> "And also
remember scala native support is theoretically going away
soon(tm)"
L321[10:58:28] <kashike> hooray
L323[10:58:40] <tterrag> Adds back* in
case that was unclear
L324[10:59:03] <tterrag> It has the item
subsets, loadouts etc
L325[10:59:20] <tterrag> But even with
such a small feature set, it kept most of the ASM hacks
intact
L326[10:59:27] <tterrag> Which is why I
can't debug that issue
L327[11:00:04]
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L328[11:00:26] ⇦
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L329[11:01:53] <gigaherz> anyone knows how
forge chooses the build number? I need it to not be "0"
;P
L330[11:02:17] <kashike> BUILD_NUMBER
environemtn var
L332[11:02:22] <quadraxis> id' guess
L333[11:02:28] <gigaherz> thanks
L334[11:02:58] <gigaherz> oh hey
L335[11:03:13] <gigaherz> that .yml uses
9999 -- same as I wrote before clicking
L336[11:03:13] <gigaherz> XD
L337[11:03:20] <kashike> :P
L338[11:03:59] <gigaherz> okay starting
fine, now
L339[11:04:01] <gigaherz> nope
L340[11:04:39] <gigaherz> does that change
only the filename, by any chance?
L341[11:05:23] <gigaherz> hmm
L342[11:08:03] <gigaherz> ~_~
L343[11:08:04] <gigaherz>
net.minecraftforge.fml.common.MissingModsException: Mod
appliedenergistics2 (Applied Energistics 2) requires
[Forge@[12.18.3.2185,)]
L344[11:09:09] <quadraxis> would be nice
if more people used things like 12.18.3 as a min ver
L345[11:10:44] <gigaherz> trying with
minversion set to 4 ¬¬
L346[11:10:59] <PaleoCrafter> kashike,
even as a Scala person, I rejoice at that :P
L347[11:11:00] <gigaherz> .4.0 will surely
be > .3.2185 ¬¬
L348[11:11:30] <PaleoCrafter> no longer
stupid shipping of the compiler + I can use the latest Scala
version without feeling bad :P
L349[11:12:07] <kashike> plus a ton less
bandwidth of everything downloading scala :P
L350[11:12:29] <williewillus> why do we
ship the ocmpiler? :P
L351[11:12:35] <PaleoCrafter> because
CB
L352[11:12:36] <PaleoCrafter>
apparently
L353[11:12:47] <gigaherz> finally
L354[11:12:49] <PaleoCrafter> the compiler
is what is eating up the bandwidth
L355[11:12:57] <gigaherz> seems to work
now...
L356[11:15:02] <williewillus> how big is
it?
L357[11:15:34] <LexMobile> !gm
func_189543_a
L358[11:15:53] <LexMobile> !gm
L359[11:15:55] <LexMobile> !gm
func_176197_a
L360[11:16:27] *** V
is now known as Vigaro
L361[11:18:07] ⇦
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L362[11:18:19] <PaleoCrafter> around 13mb,
williewillus
L363[11:18:54] <PaleoCrafter> and
apparently mvnrepository.com shows the wrong file sizes xD
L364[11:19:14] <PaleoCrafter> the library
is bigger than I assumed, at around 5MB, but the compiler still is
the biggest thing xD
L365[11:19:47]
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L366[11:19:53] <LexMobile> !gm
func_72918_a
L367[11:21:43]
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L368[11:24:41] <ScottehBoeh> New logo
:D
L370[11:24:56] <ScottehBoeh> Think its
donef or now :o might change it again and make a proper logo, that
one is a random text generator I found online
L372[11:28:55] <PaleoCrafter> ScottehBoeh,
seeing your lightning spell video, do you actually make use of the
animation API? :O
L373[11:29:10] <williewillus> link?
L375[11:29:54] <ScottehBoeh> Yeah thats
the one. Textcraft :D Animation API?
L376[11:30:23] <PaleoCrafter> like
animation state machines (ASMs) and stuff :P
L377[11:30:43] <ScottehBoeh> I'll be
honest, I'm a noob, I'm not sure what you mean :S
L378[11:30:44] <williewillus> if he didn't
know probably not lol
L379[11:30:55] <ScottehBoeh> brb
dinner
L380[11:30:59] <williewillus> I think I
remain as one of the only people to ever use that thing
L381[11:31:08] <williewillus> lol
L382[11:31:30] <PaleoCrafter> I intend to
use it if I ever get so far as to actually work on a mod :P
L383[11:32:07] ***
Vigaro is now known as V
L384[11:32:49] <Ashindigo_> forge has an
animation api?
L385[11:33:21] <gigaherz> yes but no one
truly understands it
L386[11:33:49] *** V
is now known as Vigaro
L387[11:34:04] <williewillus> i think I
get most of it
L388[11:34:12] <williewillus> but I can't
write about it
L389[11:34:19] <williewillus> it's like
the more i get it the less I can write about it
L390[11:34:25] <gigaherz> XD
L391[11:36:32]
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L392[11:36:59] <PaleoCrafter> fry
obviously understands it, but I'd rather he didn't edit the
docs
L393[11:44:49] ⇦
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L394[11:50:58] <DiscworldZA> whenever i
cancel the BlockEvent.PlaceEvent the block does disappear from my
inv but isnt placed and if i place another item in that slot it
appears again? i guess its a desync issue?
L395[11:52:33] <Vigaro> DiscworldZA: The
event is called after the block is taken from the inventory, I
guess you'd prefer OnItemUsed? (or something like that, haven't
messed with MC for a long while)
L396[11:53:15] <DiscworldZA> Vigaro its
suppose to be in the ItemBlock but i would rather not want to
create an ItemBlock for each of the blocks XD
L397[11:53:41] <Vigaro> Not the method,
the event
L398[11:53:57] <Vigaro> It should be named
something like that
L399[11:54:09] <DiscworldZA> Ah
L400[11:56:06] <Vigaro> I think it is
PlayerUseItemEvent
L401[11:57:47]
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L402[11:57:51] <DiscworldZA> Mmhm doesnt
seem like it
L403[11:58:01] <williewillus>
PlayerInteractEvent.RightClockBlock
L404[11:58:06] <williewillus>
*RightClickBlock
L405[11:58:27] <williewillus> wait but if
it's just a desync
L406[11:58:28] <williewillus> just resync
it
L407[11:58:46] <DiscworldZA> how?
L408[12:00:01] <gigaherz> there, it's a
ducktape patch, but now the server I play on, doesn't rubberband
every few seconds
L409[12:00:18] *
gigaherz applied the custom forge jar in
"production"
L410[12:01:06] <gigaherz> now to think of
how to do it right, so I can submit a PR for this later
L411[12:01:17] <williewillus> what were
you patching?
L412[12:01:35] <gigaherz> moved too
quickly! check when using flying rings/wings
L413[12:02:03] <williewillus> oh lol
L414[12:05:20] <DiscworldZA> williewillus
how do i resync it/
L415[12:05:32] <williewillus>
player.openContainer.detectAndSendChanges
L416[12:05:35] <williewillus> or something
like that
L417[12:06:04] <DiscworldZA> Server or
client side?
L418[12:06:27] <williewillus> server
L419[12:09:28] <ScottehBoeh> back :)
L420[12:09:50] <ScottehBoeh> I don't have
a todo list.. so I'm thinking of something to do on the spot
:\
L421[12:10:54] <ScottehBoeh> Ah!
props.
L422[12:11:44] <DiscworldZA> williewillus
not working
L423[12:12:05] <williewillus> it *was*
just a desync right?
L424[12:12:05] <williewillus> hm
L426[12:12:19] <DiscworldZA> it looks like
a desync
L427[12:12:31] <ScottehBoeh> Oh. One
question I do have actually: Eye height
L429[12:12:50] <ScottehBoeh> I've got a
Player Data set up to store the players Race, so I can get that
easily. Now I need to find out how to change the height of the
players viewpoint
L430[12:13:01] <ScottehBoeh> eg, as a
Dwarf they see from 1 block height insteaed of 2
L431[12:13:10] <ScottehBoeh> but I'm not
sure how to achieve this./
L432[12:13:11] <PaleoCrafter>
renderViewEntity, ScottehBoeh :P
L433[12:13:37] <williewillus>
PaleoCrafter: i think the question is how to change the player's
height themself
L434[12:13:41] <williewillus> not look
through another entity
L435[12:13:59] <ScottehBoeh> In simple
terms, change what the player see's height-wise
L436[12:14:09] <PaleoCrafter> well, yeah,
that's what that is for, isn't it?
L437[12:14:12] <PaleoCrafter> it's
basically the "camera"
L438[12:14:27] <PaleoCrafter> that's what
Morph fiddled with, iirc
L439[12:16:24] <williewillus> players have
a public eye height field
L440[12:16:30] <williewillus> that
getEyeHeight reads
L441[12:22:48] ***
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L443[12:28:54] ***
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L445[12:30:27] <PaleoCrafter> I thought he
used to edit renderViewEntity
L446[12:30:51]
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L447[12:33:40]
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L448[12:34:13] <williewillus> did
renderViewEntity even exist in 1.7?
L449[12:34:19] <williewillus> i thought it
was added for specator mode in 1.8
L450[12:35:21] <DiscworldZA> williewillus
i had to use both to accomplish it
L452[12:36:02] <williewillus> huh
L453[12:39:29] <ScottehBoeh> Web-looking
blocks are 2 diagonal panels
L454[12:39:39] <ScottehBoeh> is there any
chance there's 1 diagonal panels available?
L455[12:39:53] <ScottehBoeh> I can't
remember if I've seeny anything in Vanilla use it, but I'm not sure
if it exists?
L456[12:40:59] <williewillus> it
shoujldn't be too hard to make
L457[12:41:08] <williewillus> take the web
model and remove one of them :P
L458[12:41:57] <quadraxis> discworld, what
mc version?
L459[12:47:09] <DiscworldZA> quadraxis
1.11.2
L460[12:49:54] <quadraxis> it's becuase
the block place event is only cancelled on one side, I think
L461[12:50:47] ⇦
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L463[12:55:35] <DiscworldZA> only it
happens now only once...for some reason XD
L464[12:59:12] ⇦
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L465[12:59:15] <DiscworldZA> ah i know why
it happens once the first time
L466[12:59:33] <DiscworldZA> the NBT is
not synced yet when it calls it the first time
L467[13:00:23] <williewillus> bleh
L468[13:00:32] <williewillus> anyone have
a 1.11 server I can play on? :P
L469[13:01:11] ⇦
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L474[13:21:00] ***
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L475[13:21:00] <minecreatr> does anyone
know how to save custom NON nbt data in the world save file?
L476[13:21:06] <minecreatr> such as
images/custom file types
L477[13:21:55]
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L478[13:22:08] <PaleoCrafter> NBT byte
arrays minecreatr :P
L479[13:22:36] <minecreatr> well, file
structure matters
L480[13:22:43] <kashike> you asked the
same thing yesterday and someone replied
L481[13:22:53] <gigaherz> if you want it
IN the world save file, then worldsaveddata with a byte array
L482[13:22:53] <minecreatr> yes, but they
pointed me towards the way maps save
L483[13:22:59] <gigaherz> if you want it
in the world save FOLDER
L484[13:22:59] <minecreatr> which uses
nbt
L485[13:23:02] <minecreatr> yeah
L486[13:23:04] <minecreatr> the
foldr
L487[13:23:18] <minecreatr> when I said
save file I meant the entire folder, my bad on the terminology
xD
L488[13:23:33] <gigaherz> then
WorldEvent.Save / ChunkDataEvent.Save
L489[13:23:40] <gigaherz> however
L490[13:23:48] <gigaherz> you have to
implement your corruption prevention yourself
L491[13:24:02] <gigaherz> unlessyou don't
need to save on save
L492[13:24:04] <minecreatr> well, I want
to be able to read and write it at any point
L493[13:24:08] <gigaherz> if you just save
"whenever"
L494[13:24:13] <gigaherz> then you don't
even need that
L495[13:24:17] <gigaherz> just get the
current world folder
L496[13:24:22] <gigaherz> and use standard
I/O
L497[13:24:29] <minecreatr> yes, thats
what I am trying to figure out
L498[13:24:34] <minecreatr> the best way
to get the standard world folder
L499[13:24:37] <gigaherz> okay then ask
the right question:
L500[13:24:49] <minecreatr> yeah, my
bad
L501[13:24:50] <Disc|Away> does using the
PRESISTED_NBT_TAG compound presists data between logoff and
login?
L502[13:25:01] <gigaherz> "how do I
get the world save folder for saving files to it?"
L503[13:25:02] <minecreatr> I guess ive
been more tired then I thought recently xD
L504[13:25:34] <gigaherz> Disc|Away: yes
but you should use capabilities instead
L505[13:25:46] <gigaherz> unless you
literally just want to "tag" an entity
L506[13:25:53] <minecreatr> but yes, my
question is that gigaherz , sorry about the confusion.
L507[13:26:06] <Disc|Away> gigaherz im
only trying to save a string...someone suggested this way is
easier
L508[13:26:07] <PaleoCrafter> minecreatr,
you could model a "virtual" file system in NBT easily
:P
L509[13:26:21] <PaleoCrafter> well, not
file system, but file structure
L510[13:26:25] <gigaherz>
world.provider.getSaveFolder()
L511[13:26:44] <gigaherz> no wait
L512[13:26:47] <gigaherz> that's just
DIMx
L513[13:26:55]
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L514[13:27:10] <minecreatr> I could just
get the parent folder, but that feels a bit hacky
L515[13:27:16] <gigaherz> there's no
parent
L516[13:27:19] <gigaherz> it's literally
just the DIM part
L517[13:27:29] <minecreatr> oh
L518[13:27:53] <PaleoCrafter> Disc|Away,
something tells me you don't "only" want to save string
:P
L519[13:28:08] <minecreatr> I dont know if
it helps to say the data I am storing is only being accessed for
rendering
L520[13:28:09] <gigaherz>
ISaveHandler#getWorldDirectory sounds like the method
L521[13:28:13] <gigaherz> but how to get
to it...
L522[13:28:20] <gigaherz> wait what
L523[13:28:24] <gigaherz> if it's accessed
at rendering
L524[13:28:26] <gigaherz> it's client-side
data
L525[13:28:31] <gigaherz> so it makes no
sense to save it in the world folder
L526[13:28:35] <gigaherz> since that's
server-side
L527[13:28:55] <minecreatr> sorry, it is
accessed by the server to be sent to the client
L528[13:29:08] <minecreatr> the networking
code I already have done
L529[13:29:08] <gigaherz> then no it makes
no difference ;P
L530[13:29:33] <gigaherz>
world.getSaveHandler().getWorldDirectory()
L531[13:29:34] <minecreatr> though for
efficiencies sake on integrated servers I am just gonna access it
directly for rendering
L532[13:29:59] <PaleoCrafter> jesus
christ, FG's code is convoluted
L533[13:30:01] <minecreatr> speaking of
which, whats the "correct" way to check if it is an
integrated server, ie singleplayer, or dedicated, ie
multiplayer
L534[13:30:07] <Disc|Away> PaleoCrafter i
literally want to save a ID so i can use it to call when i place
blocks
L535[13:30:23] <PaleoCrafter> what kind of
ID though? :P
L536[13:30:25] <gigaherz> minecreatr:
none
L537[13:30:31] <gigaherz> you should make
your code not care
L538[13:30:42] <Disc|Away> the id of the
faction the entityplayer belongs to
L539[13:30:46] <gigaherz> use the
networking system
L540[13:30:49] <gigaherz> and use the
provided paths
L541[13:30:49]
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L542[13:30:53] <gigaherz> and use the
right sided events
L543[13:30:59] <PaleoCrafter> also, netty
only goes through memory in an internal server, so it's a
non-issue
L544[13:30:59] <gigaherz> and it should
then not ever matter
L545[13:31:11] <gigaherz> that too --
don't worry about serializing packets
L546[13:31:19] <williewillus> basically if
you ever have to distinguish integrated vs dedicated server you're
doing it wrong
L547[13:31:24] <minecreatr> well, the
networking system I have is streamed so it dosn't take up too data
at once, but if its just singleplayer I want to be able to just
directly access the data
L548[13:31:37] <williewillus> then you
have to care about threadsafety
L549[13:31:40] <williewillus> and all the
fun that comes with that
L550[13:31:43] <gigaherz> minecreatr: that
happens for free
L551[13:31:48] <williewillus> and ^
L552[13:31:49] <minecreatr> well, I
already have two custom threads
L553[13:31:50] <gigaherz> if you are in
singleplayer
L554[13:32:12] <minecreatr> I have a
thread to deal with the timing/sending of packets so they are
streamed
L555[13:32:19] <gigaherz> what
L556[13:32:21] <williewillus> wat
L557[13:32:25] <gigaherz> if you use the
normal networking stuff
L558[13:32:28] <gigaherz> you don't need
any of that
L559[13:32:30] <williewillus> it's through
memory
L560[13:32:32] <gigaherz> forge splits the
packets for you
L561[13:32:36] <gigaherz> when in a
server
L562[13:32:39] <minecreatr> there is a
packet data size limit I thought?
L563[13:32:41] <gigaherz> and uses the
same IMessage instance
L564[13:32:47] <minecreatr> someone here
told me that a while ago
L565[13:32:48] <gigaherz> if
singleplayer
L566[13:32:53] <gigaherz> there's a limit,
yes
L567[13:32:58] <williewillus> we're
talking about the overhead of sending things on the network
L568[13:33:01] <williewillus> which
doesn't exist in s[p
L569[13:33:03] <gigaherz> but that's
unrelated
L570[13:33:07] <gigaherz> what we are
saying is
L571[13:33:09] <williewillus> because the
same buffer just gets passed inside the process
L572[13:33:11] <gigaherz> if you are in
singleplayer
L573[13:33:19] <gigaherz> the same
IMessage instance that you pass on send
L574[13:33:21] <gigaherz> is passed to the
handler
L575[13:33:26] <gigaherz> while in
MP
L576[13:33:34] <minecreatr> yes, but I am
sending packets with a 1 second delay
L577[13:33:34] <gigaherz> it calls toBytes
on the original
L578[13:33:37] <gigaherz> then sends the
bytes
L579[13:33:39] <gigaherz> ... why?
L580[13:33:42] <williewillus> how is that
relevant?
L581[13:33:47] <gigaherz> and why does
that matter?
L582[13:34:02] <minecreatr> because that
means that there will be a delay no matter what
L583[13:34:02] <gigaherz> it literally has
no effect in what we are saying
L584[13:34:08] <williewillus> ?
L585[13:34:10] <williewillus> I'm
confused
L586[13:34:16] <gigaherz> delay !=
overhead
L587[13:34:18] <gigaherz> you are
confusing terms
L588[13:34:30] <gigaherz> and anyhow
L589[13:34:36] <gigaherz> you shouldn't
need to manually delay things
L590[13:34:40] <williewillus> giga and my
point is: you should not care dedicated vs integrated
L591[13:34:53] <williewillus> the
integrated server case is already handled efficiently
L592[13:34:56] <williewillus> for
you
L593[13:35:45] <minecreatr> the way it is
setup currently, it will still take a while to transmit the data
even on an integrated server
L594[13:36:03] <williewillus> giga just
said it's passed in memory
L595[13:36:04] <minecreatr> because of the
fact that I manually split up my data and send it over multiple
packets, one a second until the data is all sent
L596[13:36:04] <williewillus> :P
L597[13:36:27] <minecreatr> each packet
has 1kb of data
L598[13:36:33] <williewillus> what is the
reason for special casing integrated then?
L599[13:36:48] <minecreatr> so if you have
a 100kb file, then it will still take 100 seconds
L600[13:36:55] <minecreatr> unless I check
and just skip it
L601[13:36:57] <williewillus> it would
take 100s on a server either way..
L602[13:37:07] <williewillus> i'm not sure
why the two cases need to differ
L603[13:37:23] <minecreatr> well, I guess
I just want to make client faster if it is possible to
L604[13:37:46] <williewillus> at what cost
of complexity?
L606[13:38:02] <williewillus> more code to
maintain and more special cases to think about
L607[13:38:19] <PaleoCrafter> I've never
worked with PERSISTED_NBT_TAG, so I wouldn't be able to tell
:P
L608[13:38:20] <minecreatr> well, just two
cases, multiplayer and singleplayer
L609[13:38:28] <minecreatr> I am fine with
dealing with the extra code
L610[13:38:35] <Ashindigo_> doesnt
getCompoundTag return a tag any way if it couldnt find that
tag?
L611[13:38:39] <Ashindigo_> so it would
never be null
L612[13:38:49] <williewillus> I don't how
it's going to help in any meaningful way
L613[13:38:54] <williewillus> for the code
cost, at least
L614[13:39:00] <williewillus> the worst
case is still unchanged
L615[13:39:06] <williewillus> so it feels
like a needless optimization
L616[13:39:13] <minecreatr> the speed
would be one second instead of 100 seconds?
L617[13:39:24] <gigaherz> minecreatr: i'm
wondering why you need to delay at all
L618[13:39:32] <williewillus>
yeah...
L619[13:39:35] <minecreatr> because the
size is around 100kb
L620[13:39:38] <gigaherz> so?
L621[13:39:47] <gigaherz> the packets get
into a queue
L622[13:39:52] <williewillus> netty and
the OS handle the queueing for you :P
L623[13:39:56] <gigaherz> and the library
sends off the packets whenever it can
L624[13:40:01] <minecreatr> huh
L625[13:40:09] <minecreatr> that makes it
easier
L626[13:40:22] <Disc|Away> PaleoCrafter it
doesnt seem to presist even through death XD
L627[13:40:23] <gigaherz> the whole point
of networking being threaded
L628[13:40:48] <gigaherz> is that it's
unlinked from normal gameplay
L629[13:41:07] <gigaherz> meaning it can
handle queueing, splitting, merging, etc
L630[13:41:22] <gigaherz> in fact, I
believe forge already splits up and merges big packets for
you
L631[13:41:27] <gigaherz> so using 100kb
chunks is unnecessary
L632[13:41:30] <Ashindigo_> the persisted
tag should persist through death and relogging
L633[13:41:44] <Disc|Away> Ashindigo_ its
not...idk why not
L634[13:41:51] <gigaherz> you can send up
to like 1mb at once, and forge will send it in 64k pieces
L635[13:41:53] <williewillus> also 100kb
isn't that bad, just tried logging into a server right now and my
net graph spiked to 100kb/s when receiving the chunks
L636[13:41:54] <gigaherz> or something
like that
L637[13:42:07] *
Ashindigo_ pulls out his ide
L638[13:42:15] <williewillus> and this is
a low view dist server too
L639[13:42:22] <minecreatr> ok then, I
guess I will just trust the forge networking xD
L640[13:42:35] ⇦
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L641[13:42:50] <williewillus> something
something premature optimization ;p
L642[13:43:04] <minecreatr> yeah yeah, im
stupid, I know xD
L643[13:43:09] <minecreatr> I can admit
when I am wrong.
L644[13:43:26] <Ashindigo_> if
(!player.getEntityData().hasKey(EntityPlayer.PERSISTED_NBT_TAG))
{
L645[13:43:26] <Ashindigo_>
player.getEntityData().setTag(EntityPlayer.PERSISTED_NBT_TAG, new
NBTTagCompound());
L646[13:43:26] <Ashindigo_> }
L647[13:43:29] <Ashindigo_> ...
L648[13:43:33] <Ashindigo_> irc cloud you
failed
L649[13:43:34] <Ashindigo_> *me
L650[13:43:34] <minecreatr> darn ocd
trying to make everything "perfect" in its own special
way.
L651[13:43:44] <gigaherz> Ashindigo_: whym
it's just 3 lines ;P
L652[13:43:52] <gigaherz> it's within the
limits of a "reasonable" paste ;P
L653[13:44:25] *
Ashindigo_ shrugs
L654[13:45:34] <Disc|Away> Ashindigo_ im
thinking this is some kind of client/server sync issue again
XD
L655[13:46:52] <Ashindigo_> i doubt it,
the games pretty good at keeping nbt synced
L656[13:48:15] <Disc|Away> nah on load its
the client side which doesnt have the NBT
L657[13:50:52] <Disc|Away> well also might
not be since client side executes first and then could be syncing
to server XD
L658[13:52:33] <Disc|Away> also the item
gets phantom used so the event is canceled server side but not
client side XD
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L665[14:16:39] <barteks2x> I hate it when
I got back after a few weeks/months of not touching my code and I
don't remember what I was doing...
L666[14:16:57] <barteks2x> I have a simpel
merge conflict that really confuses me
L667[14:17:41] <barteks2x>
column.markUnloaded(true); in one branch, column.unloadQueued =
true; in other branch
L668[14:17:54] <williewillus> lol
L669[14:19:33] <barteks2x> when resolving
merge conflicts using intellij, which option will apply the changes
I have but won't make it consider the merge finished?
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L671[14:26:16] <Jaymoe> Can't you rotate
normal BLOCKS on placement like the furnace =s ?
L672[14:26:25] <Jaymoe> Like blocks that
only extend the Block class.
L673[14:26:42] <Jaymoe> nvm
L674[14:26:45] <Jaymoe> found my
error
L676[14:27:46]
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L677[14:27:58] <williewillus> same isXCube
methods overridden
L678[14:28:00] <williewillus> as
glass
L679[14:28:12] <Jaymoe> hm
L680[14:28:21] <Jaymoe> try the
isfullblock? to let light through?
L681[14:29:55] <Jaymoe> isfullcube
L682[14:30:13] <barteks2x> isn't it
opacity that blocks the light?
L683[14:31:10] <williewillus> lightOpacity
field?
L684[14:31:19] <Jaymoe> isFullCube is used
to determine if light should pass through the block.
L685[14:32:57] <barteks2x> I think it's
lightOpacity that determines it, and lghtOpacity is 0 by default if
I think isOpaqueCube returns false
L686[14:33:24] <barteks2x> *remove the
second "I think" that's what happens when I copypaste
parts of my message
L687[14:33:45] <williewillus> but i have
isOpaqueCube false :<
L688[14:33:54] <quadraxis> material?
L689[14:34:09] <williewillus> glass
L690[14:34:11] <williewillus> like glass
:P
L691[14:34:22] <barteks2x> it uses the
IBlockState one, no idea what IBlockState does
L692[14:34:32] <williewillus> redirects to
the block one
L693[14:35:13] <barteks2x> is it only
rendering issue
L694[14:35:20] <barteks2x> or is the light
value actually decreased?
L695[14:35:24] <williewillus> no
idea
L696[14:35:32] <barteks2x> see what
happens below that block
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L698[14:36:14] <barteks2x> dig a tunnel
straight down and place that block at the top
L699[14:36:34] <williewillus> the block
itself emits light
L700[14:36:54] <barteks2x> so test with
sunlight
L701[14:37:43] <williewillus> ?
L702[14:37:54] <barteks2x> if sunlight
goes through - it's rendering issue = not something I know about,
if sunlight doesn't go through - it's opaque
L703[14:38:01] <quadraxis> the emitting
light could be what causes it
L704[14:38:47] <Jaymoe> me myself have
been sitting for about 2 hours trying to get this stupid sign to
render in the correct spot with the correct facing....
http://imgur.com/a/2lJu6
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L706[14:43:35] <Jaymoe> 3dmodels....
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L709[14:46:51] <Jaymoe|Off> gnight
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L723[15:03:50] <barteks2x> wat...
java.lang.NoClassDefFoundError:
org/spongepowered/asm/launch/MixinBootstrap
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L725[15:19:54] <Shambling> ttftcuts, you
in ping range? :)
L726[15:20:11] <TTFTCUTS> yes
L727[15:20:28] <Shambling> hey, I figured
I'd let you know, biometweaker doesn't insert the biome overrides
like I was hoping with ATG
L728[15:20:39] <TTFTCUTS> I didn't expect
that it would given how I generate stuff
L729[15:20:52] <Shambling> thought it was
simply because I was on my laptop, so I fixed the default world gen
to include BoP using it, and that works again
L730[15:21:02] <Shambling> yeah looking at
the code, looks like you use direct overrides
L731[15:21:13] <Shambling> any way you
could have it pull from category rather than ID?
L732[15:21:24] <Shambling> because
biometweaker can add and remove from category using scripts
L733[15:21:29] <TTFTCUTS> it's not really
overrides per se
L734[15:21:34] <TTFTCUTS> the entire
system is replaced
L735[15:21:44] <TTFTCUTS> there is nothing
to override, it uses no vanilla groups
L736[15:21:58] <TTFTCUTS> point is, once I
write the other bit this won't be necessary
L737[15:22:10] <TTFTCUTS> you could just
tweak the settings in world customisation and save it as a
preset
L738[15:22:31] <Shambling> ah ok
L739[15:23:03] <Shambling> interesting
combination with your mod and biometweaker and BoP though, using
default and I get random BoP biomes, but not the ones I explicitly
called
L740[15:23:29] <TTFTCUTS> if the world
isn't set to ATG, then nothing should be different
L741[15:23:31] <Shambling> so thats
interesting, almost achieves what I was going for with an earlier
itteration
L742[15:23:38] <Shambling> maybe I broke
something again, lol
L743[15:23:53] <TTFTCUTS> I mean, I
register biomes but I don't set them to generate anywhere in the
vanilla system
L744[15:24:03] <Shambling> oh yeah,
somehow it redownled 242 instead of using the custom build
L745[15:24:06] <TTFTCUTS> so if the world
isn't set to ATG's world type then it should have no effect at
all
L746[15:25:27] <Shambling> yeah nm what I
just said, I someohw broke my instance
L747[15:28:26] <Shambling> fixed, will
test with the proper combination now
L748[15:28:27] <Shambling> lol
L749[15:28:50] <Shambling> lord knows how
I keep getting the wrong files, when I'm doing a direct copy from
my server, but apparently I did
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L753[15:37:46] <barteks2x> Anyone knows
why intellij would include gradle dependencies as provided instead
of compile?
L754[15:39:52] <gigaherz> wat
L755[15:40:40] <barteks2x> dependencies
specified my me (ie. not fg dependencies) are "provided"
instead of "compile" in idea = not available at
runtime
L756[15:40:42] <gigaherz>
"provided" dependencies means they are in the compile
classpath, but not in the runtime classpath, right?
L757[15:40:52] <barteks2x> yes, tat's why
it's a problem
L758[15:41:02] <gigaherz> hmm what do you
mean by "specified by me"?
L759[15:41:23] <barteks2x> dependencies
that I specify in dependencies{} block in build.gradle
L760[15:41:39] <gigaherz> but like
L761[15:41:42] <gigaherz>
deobfCompile?
L762[15:42:00] <barteks2x> all compile
dependencies
L763[15:42:08] <barteks2x> deobfCompile
and compile turn into provided in idea
L764[15:42:16] <gigaherz> haven't
experienced that
L765[15:42:49] <barteks2x> and when I
change it manually and refesh gradle project it changes it back to
provided, so it's not just not updating it
L766[15:43:56] <barteks2x> I even removed
MinecraftDev plugin to make sure it's not caused by it
L767[15:44:55] <barteks2x> and it worked
fine before I ran setupDecompWorkspace
L768[15:45:07] <tterrag> looks like RF is
still pretending caps don't exist
L770[15:47:12]
⇨ Joins: immibis
(~chatzilla@122-59-205-9.jetstream.xtra.co.nz)
L771[15:47:47] <barteks2x> and also almost
the whole gradle buildscript is show in red
L772[15:51:33] <barteks2x> could it be
because of the weird gradle version I'm using?
(3.5-20170207151802)
L774[15:52:26] <barteks2x> How did it even
work before?
L775[15:53:28] <Shambling> huh well this
is odd, with ATG installed I get scrubland biomes
L776[15:53:39] <Shambling> which were
removed in biomes o plenty, and nowhere lists the ID #. lol
L777[15:53:56] <Shambling> I think maybe
this combo causes the biome ID's to get moved around with BoP
L778[15:56:17] <Shambling> I don't think
I'll consider this a bug, considering I don't think anyone really
uses biome tweaker and BoP the way I do in combination
L779[15:56:28] <Shambling> =P
L780[15:56:40] ⇦
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(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Quit:
Leaving)
L781[16:00:31] ***
Darkevilmac is now known as DarkevilAway
L782[16:00:45] <ScottehBoeh> little wagon
in the making
L784[16:00:49] <ScottehBoeh> Going to be
working on Props now :)
L785[16:03:00]
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L786[16:14:42]
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L787[16:15:07] <ScottehBoeh> Done
L789[16:15:25] <gigaherz> why are the
wheels square
L790[16:15:26] <gigaherz> XD
L791[16:15:50]
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L792[16:16:02]
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L793[16:16:08] <ScottehBoeh> xD
L794[16:16:17] <ScottehBoeh> Ancient
Minecrafters hadn't discovered "round wheel" yet
L795[16:16:22] <ScottehBoeh> still at that
square-wheel stage
L796[16:17:05] ⇦
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seconds)
L797[16:17:11] ***
Lunatrius` is now known as Lunatrius
L798[16:17:29] <OrionOnline> Anyone know
the NEI support channel?
L799[16:18:50] <OrionOnline> Sorry
JEI
L800[16:18:56] <gigaherz> #JEI
L801[16:19:55] ⇦
Quits: Vazkii (~Vazkii@144.134.37.188.rev.vodafone.pt) (Quit: seeya
m8 thx 4 playin)
L802[16:22:56]
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L805[16:34:48] <Necro> is there something
like a rendering tick counter for rendering animation or should i
use system time?
L806[16:35:38] <gigaherz> don't use system
time
L807[16:35:48]
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L808[16:35:51] <gigaherz> if you ahve an
entity, you can use the entity's life counter
L809[16:36:01] <gigaherz> in a TE, you can
keep your own counter
L810[16:36:04] <gigaherz> and if it's
neither
L811[16:36:08] <gigaherz> you can use the
world total time
L812[16:36:10] <tterrag> or, you know,
world.getTotalWorldTime
L813[16:36:14] <gigaherz> in either
case
L814[16:36:22] <gigaherz> you want to use
the partialTicks parameter
L815[16:36:37] <gigaherz> to interpolate
between T-1 and T
L816[16:36:52] <gigaherz> (between like,
prevPosition and currentPosition, or similar)
L817[16:37:30] <barteks2x> I'm wondering
now... is the partialTick trying to extrapolate forwards, or
interpolate between previous poaition and current position, being 1
tick behind?
L818[16:38:16] <gigaherz> behind
L819[16:38:20] <gigaherz> all of vanilla
code is
L820[16:38:28] <gigaherz> lerp(prevX, X,
partialTicks)
L821[16:38:53] <Necro> well, but that
would be dependent on world tick rate and that can have
fluctuations which can result in stuttering animation.
L822[16:39:07] <gigaherz> Necro: tick rate
is ensured to be 20 per second
L823[16:39:13] <gigaherz> unless the game
is running so slowly it can't keep up
L824[16:39:26] <gigaherz> at that
point
L825[16:39:28] <Necro> that's what I
mean
L826[16:39:30] <gigaherz>
fluctuationswon't matter
L827[16:39:37] <gigaherz> the lag will
make the game unplayable regardless
L828[16:39:50] <gigaherz> ALL of
minecraft's code
L829[16:39:53] <gigaherz> ALL the
animations and such
L830[16:39:56] <gigaherz> everything works
that way.
L831[16:40:02] ⇦
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L832[16:40:03] <Necro> yeah, i guess so.
fair enough.
L833[16:40:03] <gigaherz> no need to try
to outsmart the game
L834[16:40:22] <tterrag> well, actually
even at slower tickrates, good interpolation would work fine
L835[16:40:29] <tterrag> the animation
would just run slower
L836[16:40:40] ⇦
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L838[16:41:03] <gigaherz> well it can be
jerky, since the frame interpolation works with system time, so it
would loop the same tick
L839[16:41:13] <gigaherz> or wait
hmm
L840[16:41:28] <gigaherz> eiother loop the
same tick, or get stuck at 1 until the next tick happens
L841[16:41:28] <gigaherz> anyhow
L842[16:41:31] <gigaherz> it's "by
design"
L843[16:41:42] <tterrag> ah yeah, it does
do partialtick based on 50ms
L844[16:41:45] <tterrag> so it would jump
back
L845[16:41:53] <tterrag> yes, the game
assumes always 20tps
L846[16:42:06] <tterrag> especially client
thread, which really never should dip below that
L847[16:43:56] ⇦
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L848[16:44:50] <barteks2x> which is a big
issue in my mod :(
L849[16:45:33] <barteks2x> It's not
uncommon for lighting updates to make client tps < 20
L850[16:45:49] <tterrag> offload them when
possible?
L851[16:45:56] <tterrag> that's what
vanilla did with chunk draws
L852[16:47:28] <barteks2x> that's what I
do, but the problem is that because of the way it works it's hard
to know when to stop processign queued updates to avoid running
below 20tps
L853[16:47:38] <barteks2x> because
Chunk.tick only gets a flag
L854[16:47:45] <barteks2x> if it's true -
skip lighting
L855[16:47:53] <ScottehBoeh> just a wagon
pile
L857[16:48:12] <barteks2x> but my Chunk
has Cubes and each of them needs light updates on it's own
L858[16:50:27] <barteks2x> so now I have
issue with idea+gradle 3.4 being incompatible, and there is an
update but it's not available in any system repository yet
L859[16:51:44] <tterrag> why queued
updates slow down the main thread?
L860[16:51:50] <tterrag> why would*
L861[16:52:40] <barteks2x> because they
are still executed in the main thread, and the flag that tells me
when to stop isn't accurate enough
L863[16:52:53]
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L864[16:52:54] <tterrag> yes, I said
offload, as in async
L865[16:52:57] <tterrag> like chunk draws
are
L866[16:53:04]
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L867[16:53:05] <tterrag> not easy, but
doable, I should think
L868[16:53:05] <barteks2x> not possible to
do safely
L869[16:53:11] <barteks2x> even sponge
failed to do it in safe way
L870[16:53:22] <barteks2x> they have it
but it has race conditions
L871[16:53:28] <barteks2x> and can
possibly even cause crashes
L872[16:53:34] <tterrag> why not possible?
create a cached view of the world. manipulate it, then copy it all
back in wholesale on the main thread
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L874[16:53:49] <tterrag> basically how
chunk draws work
L875[16:54:23] <barteks2x> it could be
possible, but then I would need to deal with the whole chunk
unloading mess
L876[16:55:01] <barteks2x> and copying
lighting data is going to be almost as slow as the light update
itself
L877[16:55:18] <barteks2x> because ligth
update is atually mostly just reading and writing to/from lighting
array
L878[16:55:26] <barteks2x> and getting
block opacity
L879[16:55:41]
⇨ Joins: KnightMiner
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L880[16:55:45] <barteks2x> and let me
check something...
L881[16:56:38] <barteks2x> also
Block.getLightValue is location and world aware
L882[16:56:44] <barteks2x> so it can't be
safely multithreaded
L883[16:57:33] <barteks2x> same with
getLightOpacity
L884[16:57:40] <quadraxis> doesn't it take
an IBlockAccess?
L885[16:58:06] <barteks2x> technically
yes. But if I also have to copy block data - all the performance
improvements I get will go away
L886[16:58:47] <barteks2x> and if I use
block data the way it is live - I risk mods crashing when block
changes when they don't expect it
L887[16:59:08] <barteks2x> unless vanilla
somehow does it safely
L888[16:59:20] <barteks2x> also for
rendering vanilla uses ChunkCache
L889[16:59:31] ***
DarkevilAway is now known as Darkevilmac
L890[16:59:36] <barteks2x> which does
access chunk data directly without any copying
L891[16:59:55] <barteks2x> just skipping
ChunkProviders
L892[17:00:41] <barteks2x> also it could
make performance worse on 2-core systems
L893[17:00:55] ⇦
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L894[17:04:33] <Shambling> is there an
easy way to get the old launcher jar back?
L895[17:04:44] ⇦
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seconds)
L896[17:04:46] <Shambling> it seems I've
randomly been selected for the new and improved launcher (tm)
L897[17:04:52] <ScottehBoeh> Hey guys,
sorry if I'm asking a bit of a historical question, but this has
been on my mind for ages
L898[17:05:18] <ScottehBoeh> did Minecraft
1.6.4 sound engine change when it hit 1.7.10? I remember in 1.6.4
sounds easily canceled out and from 1.7.10+ onward that problem
hasn't occured
L899[17:05:41] <barteks2x> Shambling, I
still have the old launcher jar somewhere (the actual jar
downloaded into .minecraft)
L900[17:05:52] <barteks2x> and that oen
seems to work
L901[17:05:53] <Shambling> maybe they
updated the sound engine, but yes I remember around then having to
override the provided dlls until I got the new computer
L902[17:05:58] <barteks2x> or at least
worked last time I tried
L903[17:06:23] <Shambling> yeah only time
I've launched minecraft since deleting it completely from
.minecraft was with the new launcher, so I didn't have a copy
there
L905[17:06:40] <Shambling> ins't that just
the minecraft jar? maybe I'll see if I can get it to download the
launcher
L906[17:06:50] ***
amadornes is now known as amadornes[OFF]
L907[17:06:51] <Shambling> new one 'seems'
to be working, we'll see how compatible it is with forge now
L908[17:06:57] <quadraxis> the 'older
version' exe
L909[17:07:12] <gigaherz> I have had no
issues with the new one
L910[17:07:26] <Shambling> k I'll stick
with that on the home pc then
L911[17:07:45] ⇦
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L913[17:08:35] <barteks2x> I still somehow
have the old launcher
L914[17:08:56] <Shambling> how on earth do
I get spawned in the middle of an ocean every time
L915[17:08:57] <Shambling> lol
L916[17:11:31] <barteks2x> no idea how, on
windows MC updated it's own launcher, on linux it doesn't
L917[17:11:50] <gigaherz> that's on
purpose
L918[17:12:06] <gigaherz> the linux
launcher was made to rely on package managers to update
itself
L919[17:12:30] <barteks2x> oh... so I will
be waiting probably another year fr it or something like that
L920[17:12:39] <gigaherz> you can get
it
L921[17:12:44] <gigaherz> but it won't
update itself automatically
L922[17:12:45] ⇦
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L923[17:12:46] <gigaherz> I think
L924[17:13:11] <barteks2x> last MC
launcher update on gentoo was 11/26/2016
L925[17:13:22]
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L927[17:13:55] <gigaherz> then you'll have
to get it from the website, like people from other OSes do ;P
L928[17:13:59] <barteks2x> not that I
really want the new launcher
L929[17:16:12] <barteks2x> anyway, I
wanted to do some work on my mod today but apparently I won't
because my version of IDEA is incompatible with my version of
gradle and it's too much work to update
L930[17:17:09] <gigaherz> can't use the
gradle wrapper so it uses the right version automatically?
L931[17:17:30] <barteks2x> I mean idea
won't work corrently woth gradle 3.4+
L932[17:17:43] <barteks2x> and my gradle
wrapper has 3.5
L933[17:17:45] <gigaherz> yeah, so if you
use the wrapper, it can use 2.14 for the mods
L934[17:17:55] <gigaherz> why are you
using a newer gradle than forge suggests?
L935[17:18:16] <barteks2x> because I
decided to use gradle script kotlin once
L936[17:18:41] <barteks2x> and I don't
like the idea of rewriting the buildscript again
L937[17:19:06] *
gigaherz shrugs
L938[17:19:18] <gigaherz> and the script
won't work with gradle 3.3? ;P
L939[17:19:49] <barteks2x> I probably
could make it work
L940[17:21:28] <barteks2x> but that would
require digging through git log to figure otu what I changed when I
updated to 3.4
L941[17:22:18] <barteks2x> yes, I had it
working with 3.4 and didn't notice something was wrong
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L945[17:36:50] <Shambling> Does customized
world gen work with mod added ores generally?
L946[17:37:32] <barteks2x> depends on
mod
L947[17:37:38] <barteks2x> if it checks
for world type
L948[17:37:51] <Shambling> so probably no
then ;D
L949[17:38:05] <barteks2x> you can
try
L950[17:38:44] <barteks2x> modded ores
seem to work in biomes o plenty worlds
L951[17:38:51] <barteks2x> so they should
also work in customized
L952[17:39:28] <Shambling> trying right
now
L953[17:39:40] <Shambling> want to see if
my modpack is actually alpha release ready
L954[17:40:00] <Shambling> wish I could
just give my zip to someone that is good at releasing packs on
curse to make sure everything is all set :P
L955[17:40:53] <Shambling> any idea what
the world gen is called on server? customized?
L956[17:42:08] <Shambling> yeah I think
thats it
L957[17:42:15] <Shambling> only it looks
like its all CAPS
L958[17:42:16] <Shambling> :P
L960[17:43:17] <gigaherz> so it just
depends on what the dimension type of the custom dimension is
L961[17:43:38] <Shambling> yeah I prefer
it when they use a scattered range instead of set static
numbers
L962[17:46:04] <Shambling> I may be
biased, but I love the fact that its almost constant thunder and
lightning in my modpack because of my crop mod
L963[17:46:40] <Shambling> almost want to
raise the %, but I think having lightning strike above ground crops
as a surprise that rarely happens is more interesting
L964[17:46:56] <Shambling> especially if
you're in a village and a villager gets hit and turns into a witch
while you're gathering wheat and carrots :D
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L970[18:09:01] <Shambling> oh my, botania
is out for 1.11.2
L971[18:09:03] <Shambling> hype :P
L972[18:09:28] <Shambling> the one mod
that really really really doesn't fit with a dying wasteland ...
spawning flowers everywhere
L973[18:09:34] <williewillus> :D
L974[18:09:37] <Shambling> guess I'll need
to disable flower gen and make the players make that bonemeal
stuff
L975[18:12:06] <Shambling> looks like
you're the man to thank for another updated version, thanks
williewillus
L976[18:12:20] <Shambling> I still think
of an overly scottish man every time I read your name
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L978[18:13:45] <williewillus> lol
L979[18:13:46] <Shambling> can I ask you a
silly question, if I set flower patch size to 0, will that disable
flowers from spawning naturally in world only?
L980[18:14:33] <Shambling> think I'll try
it with vanilla values and see if they spawn overly much in my
wasteland biomes before tweaking
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L982[18:17:37] <williewillus> set the
flower quantity to 0
L983[18:19:16] <Shambling> ah ok
L984[18:19:28] <Shambling> holy heck, I
think the mesa biome might have a proprietary generation
style
L985[18:19:43] <Shambling> the outcropping
of stone spawned above the water of a bayou in my world
L987[18:22:24] <Shambling> I don't think
its the mesa that is screwed up, I think its the bayou water
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L989[18:23:24] <Shambling> guess I'll
rmeove the bayou biome, too lively anyways
L990[18:23:54] ⇦
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L991[18:29:16] <Shambling> is there a way
to spawn fire that doesn't spread without disabling the tick
processing on other fire?
L992[18:29:30] <Shambling> I'm thinking of
having random lightning strikes that produce an everburning, but
not spreading, fire
L993[18:30:18] <Shambling> I suppose I
could make my own block/entity based on fire, if I did that though
I'd probably want it another color, like green or something
L994[18:30:26] <williewillus> have a
custom fire that has a dummied out block tick method?
L995[18:30:44] <williewillus> or just has
needsrandomtick false
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L998[18:32:13] ***
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L999[18:34:11] <Shambling> wtf, you can't
shear llamas?
L1000[18:34:20] <williewillus> why would
you do such a thing D:
L1001[18:37:02]
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L1002[18:38:18] <Shambling> people shear
llamas in real life to get llama wool.
L1003[18:38:33] <Shambling> hell people
probably milk llamas too, yet we can't milk llamas or sheep in
minecraft :}
L1004[18:39:07] <Shambling> I want easy
wool williewillus, I want easy wool :P
L1005[18:39:18] <williewillus> sheep are
more common than llamas lol
L1006[18:39:24] <Shambling> not with the
bug in my modpack
L1007[18:39:39] <Shambling> I misspelled
entityllama and only bats and llamas spawned
L1008[18:40:38] <Shambling> normal
minecraft critters spawn in rarer ocean biomes on forest islands,
and around rivers, and I can't disable either of those biomes. Lone
surviving forest island sounds good though so I'm leaving it
L1009[18:41:49] <Shambling> wasn't there
a mod that disabled mods from spamming about updates in chat?
L1010[18:53:17] <williewillus> not
sure
L1011[18:53:31] <williewillus> but
everyone should just use the forge system >_>
L1012[18:53:36] <williewillus> which is
globally controlled by one config
L1013[19:00:18] <Shambling> cool, lets
see how bad the spam is now
L1014[19:06:13] <Shambling> not too
bad
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L1016[19:06:46] <Shambling> only chat
spam I'm getting is silent gem's complaining about being in beta..
and other mods not updating? I really am not sure
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L1018[19:10:01] <Shambling> I guess its
not really spam if its one short concise message :P
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L1027[20:08:15] <Shambling> ah, so
mansions only spawn in roofed forests
L1028[20:12:37] <Shambling> is there a
way to override the vanilla class so that public static final
List<Biome> ALLOWED_BIOMES = Arrays.<Biome>asList(new
Biome[] {Biomes.ROOFED_FOREST, Biomes.MUTATED_ROOFED_FOREST}); is
all biomes?
L1029[20:13:18] <Shambling> you know, I
think the easier way would be to override the check and just make
it return true for the second part, or remove the biome check
completely
L1030[20:13:48] <williewillus> reset the
field with reflection :P
L1031[20:18:32] <Shambling> I'm looking
at that now
L1032[20:18:34] <pig> PaleOff: what were
you digging about in Morph?
L1033[20:18:45] <williewillus> changing
the player height
L1034[20:18:54] <pig> ah okay
L1035[20:18:59] <pig> yeah simply
changing eye height's enough lol
L1036[20:24:10] <Shambling> hrmmm... so
setStaticValue("net.minecraft.world.gen.structure",
"flag", 1); should be close to what I need
L1037[20:24:20] <Shambling> errr
rather
L1038[20:24:26] <williewillus> what's
flag :P
L1039[20:24:29] <Shambling>
net.minecraft.world.gen.structure.WoodlandMansion
L1040[20:24:40] <Shambling> flag is if it
is the roofed forest biome
L1041[20:24:41] <Shambling> lol
L1042[20:24:42] <williewillus> did
someone seriously name a field "flag"?
L1043[20:25:20] <Shambling> look at the
vanilla woodlandmansion class
L1044[20:25:38] <Shambling> probably just
didn't feel like coming up with an overly descriptive name
L1045[20:25:44] <williewillus> um
L1046[20:25:50] <williewillus> you can't
set local variables with reflection
L1047[20:25:57] <Shambling> dang :P
L1048[20:26:00] <williewillus> that's not
how it works :P
L1049[20:26:01] <mezz> the mansions have
awful names since hardly anyone has messed with them
L1050[20:26:13] <williewillus> i meant
use reflection to replace the ALLOWED_BIOMES list
L1051[20:26:22] <williewillus> with one
you build by just dumping the registry into a list
L1052[20:26:53] <Shambling> isn't that
just another local variable?
L1053[20:26:58] <williewillus> no, it's a
field :P
L1054[20:27:02] <williewillus> local
variable = in a method
L1055[20:27:18] <williewillus> fields are
on classes or instances of them
L1056[20:27:23] <Shambling> we just
called them variables when these things used to be structs :P
L1057[20:27:43] <williewillus> yay
oop
L1058[20:27:43] <Shambling> I need to
expunge all the old code out of my head
L1059[20:27:55] <williewillus> i think
C++ calls them "member variables"
L1060[20:27:57] <williewillus> instead of
fields
L1061[20:28:16] <williewillus> since
they're members of a class
L1062[20:28:17] <Shambling> alright, so
I'll look into that... if I actually care enough about woodland
mansions in the future
L1063[20:28:28] <Shambling> maybe no one
would ever want to come across a woodland mansion in a wasteland
biome... who knows
L1065[20:31:05] <williewillus> use
forge's reflectionhelper
L1066[20:31:12] <williewillus> if it
works on final variables whcih I think it should
L1067[20:31:26] <Shambling> let me go
look up readthedocs on it then
L1068[20:31:33] <williewillus> there
isn't oen :P
L1069[20:31:37] <williewillus> look at
ReflectionHelper
L1070[20:33:12] <Shambling> ctrl-N it is
then
L1071[20:33:33] <Shambling> if idea will
finish loading
L1072[20:36:04] <Shambling> ok yup
definitely bed time
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L1074[20:36:07] <Shambling> g'night
:)
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