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L6[01:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170312 mappings to Forge Maven.
L7[01:00:33] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170312-1.11.zip
(mappings = "snapshot_20170312" in build.gradle).
L8[01:00:44] <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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L76[05:48:30] <Waterpicker> is the forge
maven down right now?
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L78[05:49:24] <Waterpicker> I just tried to
build my sponge plugin (uses forge access) and it failed to get
forge gradle.
L79[05:50:12] <blupilot> Is it normally
able to build?
L80[05:50:17] <TechnicianLP> try again ...
it sometimes pretends to be down
L82[05:51:11] <Waterpicker> that's the
error
L83[05:51:36] <Waterpicker> retrying as
well.
L84[05:51:50] <Waterpicker> there we go it
was playing pretend.
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L103[07:25:18] <ScottehBoeh> G'day
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L105[07:27:25] <Jaymoe|Off> Empty string
not allowed is driving me keeeeeeeyrazy
L106[07:27:40] <Jaymoe|Off> i want an
empty string
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L112[07:37:35] <ScottehBoeh> Quick
question for you all, regarding armor-rendering (vanilla too)
L113[07:37:46] <ScottehBoeh> i've got the
RenderPlayerEvent.pre, how shall I go about just changing how Armor
is rendered?
L114[07:40:37] <ghz|afk> what do you mean
exactly
L115[07:40:52] <ghz|afk> the answer may
change depending on what kind of change you want to have
L116[07:41:02] <ScottehBoeh> Well,
minecraft armor is somewhat chunky (very large) around the player
model, and I was wanting to change the scale of the armor slightly
down
L117[07:41:57] <Jaymoe|Off> why is my
capability not saving to nbt -.-
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L120[07:44:58] <ScottehBoeh> Any
ideas?
L121[07:45:11] <ScottehBoeh> I'm trying to
see if I need to check what is currently rendering, and if it's
armor
L122[07:45:25] <ghz|afk> you shouldn't
need to
L123[07:45:54] <ghz|afk> you should just
find the ModelBiped corresponding to the armor
L124[07:45:57] <ghz|afk> and change the
boxes
L125[07:46:12] <ghz|afk> I'm not sure that
you even need the event
L126[07:46:21] <ghz|afk> but note that
armor items can replace which model draws
L127[07:50:07] <masa> what did
World#notifyBlockOfStateChange become in 1.11?
L128[07:50:16] <masa> there are several
ifferent block notify methods...
L129[07:51:03] <ghz|afk> !mh
notifyBlockOfStateChange
L130[07:51:14] <ghz|afk> doesn't seem to
exist anymore
L131[07:51:29] <ghz|afk> at least not the
same one ;P
L132[07:51:55] <masa> there is
notifyNeighboursOfStateChange() though, which has the same Blockpos
and Block arguments, plus a boolean updateObservers
L133[07:52:07] <masa> I guess it must be
that one
L134[07:52:15] <ghz|afk>
neighborChanged
L135[07:52:20] <ghz|afk> it has the same
code implementation
L136[07:52:38] <ghz|afk> just with one
extra arg
L137[07:52:57] <masa> oh, okay
L139[08:05:05] <masa> and where did
Block#causesSuffocation() go...
L140[08:05:26] <masa> oh nvm it just has
an argument now
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L143[08:31:06] <Jaymoe|Off> LatvianModder
are u here?
L144[08:31:14] <LatvianModder> Yeah im
here alright
L145[08:31:27] <Jaymoe|Off> Isnt there a
command to reload the ftbu config if you edit it with edit_config
ftbu? like increasing chunk claims etc
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L147[08:31:53] <LatvianModder> what FTBU
version?
L148[08:32:17] <Jaymoe|Off> 1.0.18.3
L149[08:32:21] <Jaymoe|Off> 1.7.10
L150[08:33:03] <LatvianModder> oh dear.
Uh, I think the command was /admin reload
L151[08:33:26] <Jaymoe|Off> ye thats what
i thought too but cant find any :p
L152[08:33:58] <LatvianModder> then no
idea. configs should reload anyway. Or at least, server restart
should fix that
L153[08:36:12] <ScottehBoeh> Are there
hooks for Horse Armor? if so, how far back do they go?
L154[08:38:42] <LatvianModder> I think
there was PR for that, no idea what happened with it
L156[08:39:54] <ScottehBoeh> demmit
L157[08:40:03] <ScottehBoeh> that's really
interesting, thought there'd have been a hook by now
L158[08:40:29] <quadraxis> poke the
author?
L159[08:55:48] <Jaymoe|Off> Does the ftbu
ranks work if i add the json files?
L160[08:56:20] <LatvianModder> only in
1.10.2
L161[08:56:23] <Jaymoe|Off> ok
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L163[09:03:41] <Shambling> wow, well I
feel goofy now. Looks like someone has already released almost
exactly the same idea for a modpack as I've been working on for a
couple months, and its a ton finer detail in the configs
L164[09:03:50] <Shambling> guess I'll play
this instead :P
L165[09:04:19] <Shambling> no wtf
expedition though, so maybe that is why, that thing is a time sink
to config. lol
L166[09:04:29] <LatvianModder> yeah,
welcome to the club pal
L167[09:05:01] <LatvianModder> Almost
every idea for mod/item I had RWTema 'stole' and added in his mod
before :P
L168[09:05:32] <Shambling> little laggy on
world gen though
L169[09:05:42] <Ashindigo_> oops broke
hunger bar
L170[09:05:52] <Shambling> I've got to
say, even with WTF-expedition, mine still worldgens almost
instantly :P
L171[09:06:07] <Shambling> ashingo, is it
broken in that you no longer get hunger, or are you getting hyper
hunger?
L172[09:06:28] <Ashindigo_> i broke the
overlay for it
L173[09:07:05] <Shambling> oh , darn
L174[09:07:21] <Shambling> :P
L175[09:07:23] <Ashindigo_> easy fix
though :/
L176[09:07:39] <Shambling> actually I
think if I wanted to, there is a mod that puts hunger system back
to old vanilla beta where you just ate food to heal
L177[09:08:48] <Shambling> meh, I like my
pack more I'm making
L178[09:09:21] <Shambling> this one is
great, but don't like some of the included biomes (redwoof lag
forest) and floating islands of buggy roofed forest generation
:P
L179[09:09:36] <Shambling> has anyone used
recurrent complex without getting large amounts of world gen
lag?
L180[09:09:47] <Ivorius> I have :P
L181[09:11:03] <Shambling> ahaha, ok so
its me
L182[09:11:13] <Shambling> I think its
usually the combos I have it with
L183[09:11:26] <Shambling> either way, I'm
adding it back in, lol. Sorry Ivorius :P
L184[09:11:45] <Shambling> as long as I'm
not in a redwood forest biome I seem to load just fine lately
L185[09:11:51] <Ivorius> Shambling: Make
sure you're on the latest version, there were a lot of performance
updates lately
L186[09:12:04] <Shambling> oh, sweet
L187[09:12:04] <Ivorius> And it's possible
disabling treeLeavesDecay might help
L188[09:12:13] <Shambling> hrmmm...
L189[09:12:23] <Shambling> shoul dI just
remove fast leaf decay completely with that mod installed?
L190[09:14:25] <Shambling> well I'll try
both ways
L191[09:20:59] <TechnicianLP> when is the
best time to sync capabilitydata to the client?
entityjoinworldevent?
L192[09:21:28] <diesieben07> data on the
player? PlayerLoggedInEvent and others
L193[09:21:37] <diesieben07> data on an
entity? PlayerEvent.StartTracking
L194[09:21:55] <TechnicianLP> ok
L195[09:22:49] <Lumien> Does someone have
a method of drawing a simple line from a to b?
L196[09:23:10] <Lumien> GL_LINE lines have
the same thickness regardless of distance to the camera
L197[09:23:28] <fry> define
"line"
L198[09:24:21] <Lumien> camera aligned
long quad i guess
L199[09:24:31] <LatvianModder> your best
bet is to do something like dragon beams do
L200[09:24:39] <fry> then draw a quad?
:P
L201[09:24:41] <LatvianModder> or draw 2
crossing rectangles
L202[09:24:57] <fry> your "best
bet" depends on how you want it to look :P
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L204[09:25:06] <LatvianModder> depends on
purpose. 2 rectangles might be enough for simple horizontal
'line'
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L206[09:28:29] <Lumien> I want to display
a "connection" between two blocks
L207[09:28:51] <Lumien> Tried to just draw
a big quad but i can't seem to get the rotations right so it
"rotates" out of view depending on how i look at it
L208[09:29:21] <Lumien> Forgot about the
dragon beam, will try that thanks :)
L209[09:31:52] <ScottehBoeh> I've been
spending lots of time working on my utils and I made a new type of
window :D
L211[09:31:58] <ScottehBoeh> Any size etc,
thought i'd share
L212[09:32:06] <BlueMonster> that looks
really cool
L213[09:32:44] <ScottehBoeh> Thanks
:D
L214[09:32:48] <TechnicianLP> you could
make it a scroll with an "unrolling" animation
L215[09:32:56] <ScottehBoeh> :o that'd be
epic
L216[09:33:52] <PaleoCrafter> does the
inner background tile, ScottehBoeh? :P
L217[09:34:12] <ScottehBoeh> afraid not :S
I'm going to see if I can get a good simple tiling method
going
L218[09:34:45] <ScottehBoeh> I spend too
much time doing UI's than I do actually working on the game
:(
L219[09:36:02] <ScottehBoeh> also I have
that same question about armor rendering
L220[09:36:11] <ScottehBoeh> How possible
is it for me to change the scale of armor?
L221[09:36:16] <ScottehBoeh> Vanilla,
Modded etc. All armor
L222[09:39:22] <PaleoCrafter> I imagine
you could fiddle with the armor layer, ScottehBoeh?
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L227[09:47:06] <ScottehBoeh> I'm trying to
find out where to fiddle with it :\
L228[09:47:17] <ScottehBoeh> I'm not the
best at tampering with vanilla models
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L237[10:12:09] <Ashindigo_> hmm should i
work on weapons/spells, blocks/machines, or mod mechanics/jei
support
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L241[10:14:50] <LatvianModder> lol
L242[10:15:08] <LatvianModder> dont worry,
there's a crash report for every problem there could be!
L243[10:15:34] <IoP> is updatechecker
failures really that important you need to print 500 lines long
error message without stating CORRECT severity of the error
L245[10:21:27] <Shambling> what mods use
llibrary?
L246[10:21:43] <Shambling> I'll google it
and look up dependants on curse forge
L247[10:22:12] <IoP> My ERRORS! are
important. Look at me!
L248[10:22:38] <Shambling> literal
ascension.... why... why... why would you use llibrary for such a
tiny mod
L249[10:23:02] <IoP> I wonder if he also
shows error dialog in GUI ;)
L250[10:23:25] <Shambling> ok so please
tell me the internet check and error log spitout is configurable,
because I really don't want to include something server space
crushing like 500 line long error logs for a fly farting in the
amazon level bugs
L252[10:24:00] <Ashindigo_> no wait
L253[10:24:03] <IoP> or it's coded
somewhere else
L254[10:24:04] <Shambling> hmmm no
configs
L256[10:24:53]
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L258[10:27:21] <Shambling> btw, is there a
way to purge fml-client-latest every reboot of minecraft?
L259[10:27:35] <TechnicianLP> did they
remove the crashscreen? ive not seen one in ages ...
L260[10:27:37] <Shambling> without making
a batch file. I'll make a batch file if I need to :P
L261[10:28:23] <IoP> make your own log
confuguration file
L262[10:34:21] ***
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L264[10:36:32] <Akkarin> You might want to
go with a size based Rolling File configuration though instead of
just plain deleting logs on launch unless you really care that
little
L265[10:36:56] <Akkarin> since that gives
you the ability to take a peek at the previous log if really
necessary while still limiting the space you are using to a sane
value
L266[10:37:04] <Shambling> oh it was just
for personal playthrough, not for a pack I'd release
L267[10:37:06] <Shambling> or server
L268[10:38:20] <Shambling> looks like
llibrary has an ingame config, so I wonder it saves its config
changes once changed
L269[10:38:30] <Shambling> *wonder where
it saves
L270[10:44:18] <Shambling> is there a
program that exports the thermal map that a save is using, so I can
see how the weather zones are spread about on the map?
L271[10:44:32] <Shambling> I want to see
if tweaking my spawn settings for biomes would be beneficial or if
it even matters
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L279[11:36:23] <shadowfacts> so I'm trying
to use an ItemMeshDefinition with my item to change the model based
on the fluid handler's amount, and I'm using a blockstate for the
models
L280[11:36:32] <shadowfacts> there are no
errors in the console, but it still uses the missing model
L282[11:37:02] <shadowfacts> anyone have
any ideas?
L283[11:37:06] <shadowfacts> from what I
can tell, that should work fine
L284[11:37:12]
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L285[11:37:29] <PaleoCrafter> you have to
call addVariants manually if you use a custom mesh definition,
shadowfacts
L286[11:37:31] <PaleoCrafter> iirc
L287[11:37:53] <shadowfacts> where is that
method?
L288[11:39:01] <PaleoCrafter>
ModelBakery.registerItemVariants
L289[11:39:45] ⇦
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L291[11:48:40] <shadowfacts> nope :V
L292[11:48:46] <shadowfacts> still has
missing models for everything
L293[11:49:09] <shadowfacts> I tried using
just the registry name for registerItemVariants and using all of
the possible ModelResourceLocations, but both yield the same
thing
L294[11:49:18] <PaleoCrafter> hm...
L295[11:59:00] <ghz|afk> are you doing it
in preinit?
L297[11:59:37] <ghz|afk> I call
registerItemVariants in the mesh definition implicitly
L300[12:00:42] <ghz|afk> and I use
blockstates files like this
L302[12:00:45] <ghz|afk> those those
items
L303[12:00:52] <PaleoCrafter> I mean,
technically you should probably use overrides for your particular
case, shadowfacts?
L304[12:01:44] <ghz|afk> my case too
;P
L305[12:02:18] <ghz|afk> but that doesn't
mean the itemmeshdefinition shouldn't work
L306[12:02:24] <PaleoCrafter> of
course
L307[12:03:08] <shadowfacts> it's being
called in pre-init
L308[12:05:30]
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L309[12:05:35] <ghz|afk> you should
breakpoint in your mesh definition, make sure it actually returns
the right MRL
L310[12:07:18] ⇦
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L311[12:08:11] <shadowfacts> the
ItemMeshDefinition is returning the right
ModelResourceLocation
L312[12:08:28] <shadowfacts> and it is one
of the ones being registered with registerItemVariants
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L315[12:15:15] <Shambling> wow curse has
been laggy since twitch bought them :P
L316[12:15:31] <Shambling> probably server
infrastructure changes or integrations. blegh
L317[12:15:39]
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L318[12:15:43] <Ashindigo_> its laggy but
not twitchy?
L319[12:19:21] <Shambling> lmao
L320[12:21:34] <Shambling> what snapshot
are people using for latest version of forge 1.11.2?
L321[12:21:56] <Shambling> is it still
20161220?
L322[12:22:02] <TechnicianLP>
!latest
L323[12:22:06] <Shambling> !latest
L324[12:22:14] <Shambling> that doesn't
seem to do anything :P
L325[12:22:27] <PaleoCrafter> it's
YYYYMMDD
L326[12:22:38] <Shambling> !latest
20170312
L327[12:22:45] <PaleoCrafter> no...
L328[12:22:54] <PaleoCrafter> the latest
snapshot always has that format :P
L329[12:23:03] <Shambling> :op
L330[12:23:28] <shadowfacts> oh
L331[12:23:29] <PaleoCrafter> a new
snapshot is released daily around 7:00 UTC
L332[12:23:43] <Shambling> wow everything
is laggy as shit today
L333[12:23:50] <Shambling> some new
outtage in some weird state in the US again?
L334[12:23:52] <shadowfacts>
FileNotFoundException:
minecraft:models/block/item/generated.json
L335[12:23:55] <PaleoCrafter> have you
considered it's on your end? :P
L336[12:23:55] <shadowfacts> that's
probably the issue
L337[12:24:00] <PaleoCrafter> lol
L338[12:24:06] <shadowfacts> is there any
way to fix that?
L339[12:24:15] <shadowfacts> Because I've
just got "model": "item/generated" in my
blockstate
L340[12:24:20] ***
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L341[12:24:24] <Shambling> well forge mdk
still uses 20161220
L342[12:24:36] <Shambling> so I'll just
use that, should be good enough to update openharvest to
1.11.2
L343[12:24:40] <Shambling> I did it on
earlier versions
L344[12:24:42] <PaleoCrafter> it's
supposed to be builtin/generated, shadowfacts ;)
L345[12:25:01] <PaleoCrafter> Shambling,
that's because the MDK gets updated once per major version :P
L346[12:25:09] <shadowfacts>
item/generated is 1.10+ (IIRC)
L347[12:25:13] <Shambling> kk
L348[12:25:13] <PaleoCrafter> nope
L349[12:25:16] <shadowfacts> it has a
parent of builtin/generated and some transforms
L350[12:25:19] <PaleoCrafter> oh...
L351[12:25:21] <PaleoCrafter>
really?
L352[12:25:21] <Shambling> maybe I'll call
the newer version when I get back inside
L353[12:25:24] <Shambling> chow for
now
L354[12:25:26] ⇦
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L355[12:25:34] <shadowfacts> yup
L356[12:25:47] <shadowfacts> I'm trying
switching to builtin/generated to see if it loads correctly
L357[12:25:55] <shadowfacts> then I can
just copy the transforms from item/generated
L358[12:26:17] <PaleoCrafter> I bet it
would work, because if you use a blockstates file for your items,
the model also has to come from the block directory, iirc
L359[12:27:34] <shadowfacts> \o/
L360[12:27:38] <shadowfacts> using
builtin/generated works perfectly
L361[12:28:16] <shadowfacts> hmm
L362[12:28:51] <shadowfacts> though
copying the whole display object into the blockstate defaults
doesn't apply the transforms
L363[12:29:40] <PaleoCrafter> it has to be
"transform"
L364[12:31:29] <shadowfacts> the display
object should just be renamed transform?
L365[12:31:53] <PaleoCrafter> yup
L366[12:32:02] <shadowfacts> because that
just causes to revert back to the missing models
L367[12:32:15] <shadowfacts> with a
completely unhelpful error message
L368[12:32:44] <PaleoCrafter> dunno, I'll
blame fry :P
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L370[12:34:39] <shadowfacts> w/e
L371[12:35:03] <shadowfacts> just added a
base model that extends item/generated and stuck it in my
models/block folder so I can use it from the block state
L372[12:35:06] <shadowfacts> and that
works fine
L373[12:35:14] <PaleoCrafter> lol
L374[12:38:47] <shadowfacts> workarounds
ftw
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L377[12:45:49] <Shambling> is
getpropertynames 1.6 java?
L378[12:47:28] <Shambling> ah maybe it was
just changed in forge, getpropertykeys now yes?
L379[12:48:39]
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L380[12:49:48] <Shambling> kind of weird
that something simple was changed into something a bit more
erksome, but whatever
L381[12:50:01] <Shambling> I think the
only reason this modder used getpropertynames was to get the count
of properties in a blockstate
L382[12:51:30] <ghz|afk> anyone knows wtf
are those "random" machine upgrades from Ender IO that
you find in chests, and how they work?
L383[12:51:50] <Ashindigo_> theyre
randomized capacitors
L384[12:52:03] <Ashindigo_> theres a
semi-helpful list around the internet somewhere
L386[12:54:13] <ghz|afk> ah so Wonder or
Impossible are the only ones worth anything for me
L387[12:54:23] <ghz|afk> since every
machine already has an octadic
L388[12:56:56] <Shambling> so whats the
replacement for tool != null in 1.11.2, tool.getItemDamage() >=
tool.getMaxDamage() work alright?
L389[12:57:24] <Shambling> that and
!tool.isEmpty()
L390[12:57:37] <ghz|afk> itemstack!=null
-> itemstack.getCount > 0
L391[12:57:39] <Shambling> is is isEmpty()
never true, because it can be air...
L392[12:57:42] <ghz|afk> yo ucan use
!isEmpty
L393[12:57:48] <ghz|afk> but it does some
extra computations that are not usually needed
L394[12:57:51] <Shambling> just replace
the whole call with !isempty
L395[12:58:01] <Shambling> or
itemstack.getcount >0
L396[12:58:05] <Shambling> alright thas
simple enough
L397[12:58:12] <ghz|afk> I prefer to use
getcount() > 0 myself
L398[12:58:18] <ghz|afk> since all empty
stacks have count 0
L399[12:58:35] <ghz|afk> (no matter if you
try to set an "AIR" stack of 20, it still returns 0 from
getCount)
L400[13:00:11] <Shambling> perfect
L401[13:00:14] <Shambling> thanks
ghz
L402[13:00:30] <Shambling> wonder why no
one has taken up this mod in a fork and PR'd the 1.11 update
L403[13:00:54] <Shambling> I like it a bit
more than having veinminer or ore-excavation, as it only
treecapitates, but it does it really nicely
L404[13:01:04] <Shambling> though I
suppose the fact it can cut down an entire forest might make me
like it more than normal :P
L405[13:01:08] <Shambling> (if the leaves
touch) :D
L406[13:02:47] <Shambling> well my brother
must be downloading something on steam again, because the internet
is REALLY bad :O
L407[13:03:06] <Shambling> I really need
to setup the router to cap his internet to max of 2 megabyte
download
L408[13:03:21] <Shambling> steam is always
like "gimme all the internets"
L409[13:04:07] ***
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L410[13:04:10] <Shambling> hrmmmm my git
push origin didn't push my changes to my fork
L411[13:04:10] <Shambling> wtf
L412[13:05:27] <Shambling> does idea not
play nicely with git push to origin when you do a git clone
--recursive or something?
L413[13:06:11] <Shambling> or is every
tutorial on using git push just useless? :|
L414[13:06:35] ⇦
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L415[13:07:41] <ghz|afk> wat?
L416[13:07:46] <ghz|afk> did you commit
first? ;P
L417[13:07:54] <Shambling> they say
nothing about commit anywhere
L418[13:07:56] <Shambling> ANYWHERE
:O
L419[13:08:41] <ghz|afk> but that's like,
beginner's git
L420[13:08:52] <Shambling> I guess thats
why google links to nothing that talks about it
L421[13:08:52] <Shambling> lol
L422[13:08:56] <Shambling> ewww vim
L423[13:09:34] <ghz|afk> clone from
repository -> checkout the right branch -> work -> commit
(to work branch) -> push -> PR
L424[13:12:18] ⇦
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L428[13:18:38] <shamblinghorde> so, is
there a simple down and dirty git commit command that will commit
all my changed files at once, with the text "updated to
1.11" I tried looking on google, but my internet is soooo bad
right now I literally lost all my changes at my other
location
L429[13:19:08] <shamblinghorde> not sure
if the wireless is so bad because of the sheer disgusting cold, or
whats going on, lol
L430[13:19:13] ***
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L431[13:19:18] <Vigaro> commit -m
"updated to 1.11"
L432[13:19:56] <Shambling> I did that...
it only updated the .idea folder, and pushed nothing else :(
L433[13:20:36] <Vigaro> you could just use
idea's built in git integration
L434[13:20:45] <Vigaro> ctrl K iirc
L435[13:21:22] <Shambling> I'll check that
out, gotta walk the dogs and then recode everything I fixed once
already
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L438[13:28:08] <Shambling> wow, using git
properly is quite possibly the most irritating experience I've ever
had
L439[13:28:18] <Shambling> now I'm getting
gradle.start is missing :\
L440[13:28:34] <Shambling> when
configuring the client and server settings under application
L441[13:29:36] <Shambling> worked before I
added root to the idea project. :o
L442[13:31:15] <Shambling> hrmm I forgot
to run setupDecompWorkspace, let me do that and try again
L443[13:31:21] <TechnicianLP> why would
you ad / to the idea project?
L444[13:31:42] <Shambling> eh?
L445[13:31:42] <ghz|afk> Shambling: that's
unrealted to git
L446[13:31:48] <ghz|afk> you are just
doing the project setup wrong ;P
L447[13:32:08] <Shambling> yeah this setup
has worked many times before, but I think I skipped a step this
time in my frustration of losing it while out in my workplace
L448[13:33:30] <Shambling> where the heck
is this thing getting the main class being gradleStart
anyways
L449[13:33:51] <ghz|afk> that's how it
works for forge mods
L450[13:33:52] <Shambling> nope its in my
other projects
L451[13:33:57] <Shambling> yeah you're
right
L452[13:33:59] <ghz|afk> you have to go to
the run configs
L453[13:34:01] <Shambling> but why is it
missing now
L454[13:34:04] <ghz|afk> and change the
"use classpath of module"
L455[13:34:08] <ghz|afk> to be the
blahblah_main one
L456[13:34:10] <Shambling> I did
L457[13:34:17] <Shambling> first line says
"gradlestart" in red
L458[13:34:22] <ghz|afk> hmm
L459[13:34:30] <Shambling> but only after
I added the project as root
L460[13:34:33] <ghz|afk> did you click the
blue refresh icon on the gradle panel, after setup?
L461[13:34:39] <ghz|afk> why did you
"add the project as root"?
L462[13:34:55] <Shambling> because idea
was winging about having no root :o
L463[13:34:55] <ghz|afk> all you need to
do is import the build.gradle file
L464[13:35:07] <Shambling> alright well,
let me close idea, delete this folder, and re-clone
L465[13:35:09] <ghz|afk> and use the
default import settings
L466[13:35:20] <Shambling> because after
idea gets hosed, its hosed for good :P
L468[13:35:34] <ghz|afk> this is what I
do
L469[13:35:36] <ghz|afk> for all
projects
L470[13:35:40] <ghz|afk> and it works
flawlessly so far ;p
L471[13:36:02] <Shambling> ok this is what
I clicked "unregistered VCS root detected"
L472[13:36:05] <Shambling> is that of any
importance
L473[13:36:56] <ghz|afk> OH
L474[13:37:04] <ghz|afk> that's just
adding the git repository to the project metadata
L475[13:37:08] <ghz|afk> that should not
have changed anything
L476[13:37:12] <ghz|afk> it's ok to do
that
L477[13:37:18] ***
Darkevilmac is now known as DarkevilAway
L478[13:37:26] <ghz|afk> it allows
intellij to detect the files that have got changes and show them in
green/blue/red
L479[13:37:28] <Shambling> when I ignore
that, I can set the client and server paths without getting a red
"missing class" on gradlestart
L480[13:37:36] <Shambling> however, then I
can't commit changes
L481[13:37:52] <Shambling> when I
configure and add root, it was giving me that missing class
crap
L482[13:37:58] <ghz|afk> that should not
affect compilation, at all
L483[13:39:15] <Shambling> one moment,
redoing
L484[13:39:39] <Shambling> ok I clicked
hte buttons in a different order this time and it worked :P
L485[13:39:56] <Shambling> don't just let
it add to root on its own I guess, config it manually, too stupid
to do it automagically
L486[13:39:57] <Shambling> :P
L487[13:40:12] <Shambling> I'm hungry,
bbiab, subway
L488[13:40:20] <ghz|afk> I always click
that and it has never done anything wrong for me ;P
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L499[14:01:58] <TechnicianLP> why does
mojang hardcode everything? adding a custom elytra is going to be a
mess
L500[14:02:32] <Akkarin> Most likely
because it is much faster to just toss something in there rather
than making it a nice abstraction
L501[14:02:45] <Akkarin> That kind of
strategy is not that uncommon
L502[14:06:07] <Shambling> yeah but they
also put like a million checks to make sure that it can never
happen any other way than their code
L503[14:06:10] <Shambling> i.e. look at
mansions :P
L504[14:06:41] <Shambling> technician,
just look at the code that enderio uses for their electra version
and see how they abstracted it from vanilla
L505[14:06:58] <Shambling> but might I
suggest, go the openblocks glider instead, as elytras are
obnoxious
L506[14:07:00] <Shambling> =P
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L509[14:10:03] <Shambling> dear god
windows 10, stop enabling your shitty game apps
L510[14:10:17] <Shambling> I do not, nor
have I ever, wanted the game bar, and have disabled it with every
update
L511[14:10:19] <Shambling> get a hint
:\
L512[14:10:33] <Shambling> I had to use a
group policy to disable Cortana last update ;\
L513[14:10:51] <Akkarin> I sure hope you
like their advertisements plattered all over the system because the
next update is going to introduce ads for their cloud service
L514[14:11:24] <Shambling> wow... that's
trash
L515[14:11:33] <Shambling> "hey, we
make billions of dollars daily... here's some ads"
L516[14:11:39] <Shambling> just like when
blizzard put ads on their forums.
L517[14:11:41] <Shambling> :|
L518[14:13:40] <Shambling> huh, the game
bar is disabled, yet it still manages to crash when closing
minecraft dev environment
L519[14:16:44] <Shambling>
if(tool.getCount() <= 0) player.setHeldItem(EnumHand.MAIN_HAND,
null); any suggestions as to what to replace null with?
L520[14:16:58] <TechnicianLP>
ItemStack.EMPTY
L521[14:17:00] <Akkarin> the new empty
stack constant?
L522[14:17:03] <Akkarin> yeah that
L523[14:17:03] <Shambling> thanks
L524[14:20:01] <Shambling> trying to clean
this up, looks like this might return a NPE ,
blockState.getBlock().getRegistryName().getResourceDomain()) any
suggestions for something cleaner?
L525[14:20:37] <ghz|afk> that shouldn't
NPE
L526[14:20:40] <ghz|afk> unless blockState
is null
L527[14:20:45] <Shambling> k, so idea is
just confused
L528[14:20:47] <Shambling> good
enough
L529[14:21:12] <ghz|afk> it's not about
being confused
L530[14:21:14] <Akkarin> Debug mode is
your friend ;-)
L531[14:21:24] <ghz|afk> IDEA only knows
when @Nullable and @Nonnull are used
L532[14:21:39] <Akkarin> Not only does it
know it also injects validation
L533[14:21:48] <ghz|afk> and if a function
is "probably nullable", in a place you don't expect it to
be
L534[14:21:51] <ghz|afk> it will
warn
L535[14:22:18] <Akkarin> It'll even crash
at runtime and tell you exactly what wasn't in its expected bounds
if it's used consistently
L536[14:22:27] <Akkarin> aka a @Nonnull
method returns null -> Exception
L538[14:23:31] <Shambling> then I'll try
to learn how to PR that to the master branch from the original
author, if they're still around
L539[14:23:59] <Shambling> in the
meantime, I'm throwing the mod into my 1.11.2 mod, and removing
oreexcavation, as I only really want to treecapitate...
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L544[14:29:20] <Shambling> well here
goes
L545[14:29:28] <Shambling> lets see how
badly it crashes when I break a tree with a wooden axe :D
L546[14:33:32] <Shambling> wtf, I can't
juice a pineapple
L547[14:33:46] <Shambling> oh, it needs
sugar now
L548[14:34:00] <Shambling> and makes a
really sad fruit punch
L549[14:34:36] <Shambling> nm, I looked at
the base pineapples saturation :P
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L563[15:36:39] <Ashindigo_> !gf
field_191552_t
L564[15:40:27] <williewillus> anyone know
if there's a single comprehensive guide to decrapyifying/privacy
cleansing w10?
L565[15:40:43] <williewillus> or should I
just install w7, I'm thinking of building
L566[15:42:33] <Ashindigo_> you could run
stage 4 of tron which will take care of the telemetry/spyware crap
for you
L567[15:42:40] <fry> wanna try linux?
:P
L569[15:43:10] <Ashindigo_> ive ran the
full file on 2 computers and didnt have any bad results
L570[15:43:29] <williewillus> fry: when
linux gets viable for games :P
L571[15:43:30] <Ashindigo_> theres also a
subreddit and irc channel on irc.snoonet.org if your
interested
L572[15:43:34] <williewillus> I'll keep
using it on my laptop
L573[15:43:47] <fry> define
"viable" :P
L574[15:43:47] <williewillus> but the
desktop gets windows
L575[15:44:25] <williewillus> graphics
drivers aren't hell to muck around with + any popular game releases
with linux versions
L576[15:44:29] <williewillus> idk maybe
I'll try linux out :P
L577[15:45:39] *
TechnicianLP uses arch
L578[15:45:54] <williewillus> i do too :P
but no idea how it is for games
L579[15:46:06] <williewillus> since it's
on a laptop with an igpu
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L581[15:47:00] <Shambling> I have an amd
chipset, r9 290, so no idea how good that is on arch or other
distros
L582[15:47:08] <Shambling> I have mint
installed... because I'm a casual :P
L583[15:47:55] <Shambling> you could
always do a port sweep williewillus, and redirect all traffic over
those ports to 127.0.0.1
L584[15:47:56] <Shambling> :D
L585[15:48:15] <Shambling> "oh, you
want to go out to the internet do you... well... here's the
internet" BRICKWALLED
L586[15:51:44] <Shambling> dear god, 3-10
hours to run tron?
L587[15:51:48] <Shambling> how deep does
the rabbit hole go
L588[15:52:28] <Shambling> oh it does
goofy things like defrag as well
L589[15:52:45] <williewillus> yeah the
actual telemetry part is one stage
L590[15:52:56] <williewillus> tbh just
having a "big awesome script" like that seems a bit
snake-oil-y
L591[15:54:27] <Ashindigo_> til snake oil
is also an expression
L592[15:54:48] <williewillus> i just
invented that adverb on the spot :P
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L595[16:04:10] <TechnicianLP> why is there
a Material.CORAL ?
L596[16:04:15] <williewillus> what uses
it?
L597[16:04:20] <TechnicianLP>
ItemSword
L598[16:04:25] <williewillus> wat
L599[16:04:32] <williewillus> isn't
Material for blocks
L600[16:04:39] <williewillus> do no blcoks
actually use it
L601[16:04:46] <PaleoCrafter> the sword
checks it for breaking
L602[16:04:50] <TechnicianLP> the only
reference to it is in ItemSword
L603[16:04:53] <PaleoCrafter> no block
uses it
L604[16:04:54] <williewillus> lol
L605[16:05:16] <PaleoCrafter> might be an
artefact from a planned feature
L606[16:05:27] <williewillus> or just old
crap :P
L607[16:05:32] <PaleoCrafter> or that,
yeah :D
L608[16:05:40] <TechnicianLP> or something
planned
L609[16:06:08] <TechnicianLP> !fh
Material.CORAL
L610[16:06:12] <PaleoCrafter> well, it has
existed since at least 1.5
L611[16:06:26] <PaleoCrafter> need to
search for Material.coral, otherwise it won't find it,
apparently
L613[16:07:50] <PaleoCrafter> so it's an
artefact from the Notchian days
L614[16:09:47] <williewillus> that's
really old
L615[16:11:21] <PaleoCrafter> maybe they
left it in with high hopes of eventually implementing corals
xD
L616[16:13:02] <ghz|afk> I'd picture
corals a bit more like chorus plants, but underwater
L617[16:14:43] <PaleoCrafter> I think
ExtraBiomes or BoP used to add coral reefs?
L618[16:14:51] <williewillus> theres a
coral mod
L619[16:16:40] <PaleoCrafter> all
approaches I've seen so far haven't really looked anything like
coral to me, it's always just tall grass underwater, i.e. more like
algae
L620[16:17:12] <ghz|afk> or solid
blocks
L621[16:17:15] <PaleoCrafter> albeit
colourful algae xD
L622[16:17:16] <ghz|afk> which is
"eh"
L623[16:18:00] <PaleoCrafter> it'd have to
be tiered structures of multiple blocks forming a single coral,
imo
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L625[16:19:48] <ghz|afk> thing is, there's
MANY kinds of coral
L626[16:20:04] <PaleoCrafter> yeah, of
course
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L629[16:21:32] <PaleoCrafter> but these
sort of tiers (don't know what type it is) could build the basis
with other stuff sprinkled in
L630[16:29:49] <ghz|afk> I wonder,
though
L631[16:29:57] <ghz|afk> for such a block
that grows underwater
L632[16:30:06] <ghz|afk> would the block's
material be water?
L633[16:30:08] <ghz|afk> ;P
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L636[16:35:50] <TechnicianLP> to get the
burntime of an item should i call TileEntityFUrnace.getItemBurnTime
or GameRegistry.getFuelValue ?
L637[16:36:14] <PaleoCrafter> The former,
iirc
L638[16:36:28] <PaleoCrafter> Since it
addresses vanilla items
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L647[16:50:14] <Shambling> there any start
to finish tutorials for 1.10.2 botania on getting sojourner's sash?
I kidn of wand to 'speedrun' the sash, with little to know thought
on my part required :P
L648[16:50:29] <Shambling> wow that typing
though
L649[16:52:23] <Shambling> oops wrong irc
:P
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L651[16:54:18] <williewillus> i mean
besides looking at the recipe
L652[16:54:24] <williewillus> and reducing
it all into the base ingredients and rushing those
L653[16:54:32] <williewillus> idk what
other strategy there si :P
L654[16:55:24] <williewillus> actually
besides a diamond or ender pearl for the runic altar + gold for the
spreader I don't think you need anything else from
underground
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L656[16:56:17] <Shambling> hrmmmm I'll
have to make botania bonemeal to get the white petals
L657[16:56:29] <Shambling> unless I can
find an ocean biome with a small forest island
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L659[16:56:41] <williewillus> yeah what
flowers you get area heavily rng
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L661[16:56:49] <williewillus> so for speed
you get the vanila flowers and make the floral fertilizer
L662[16:56:58] <Shambling> well all my
biomes are pretty much either desert, or BoP, and I'm not sure
botania flowers spawn in BoP biomes
L663[16:57:08] <Shambling> do they spawn
by subtype, or static biome id?
L664[16:57:57] <williewillus> it's just
random based on what is passed to the decorate event
L665[17:03:58] <Shambling> hrmmm
L666[17:04:35] <Shambling> so if I could
feed my biomes decoration types, is there a way to spike biomes
with artificial chance at botania flowers?
L667[17:04:57] <williewillus> dont think
so
L668[17:05:05] <williewillus> the flower
generation is based only the config
L669[17:07:48] <Shambling> I'll look at
the source and see what calls are made
L670[17:08:08] <Shambling> I can feed
decorate events per biome ID with biome tweaker, so maybe I can do
it if I call it correctly
L671[17:08:33] <Shambling> thinking I'll
just need to rely on the botanical fertilizer
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L681[18:10:18] <williewillus> how long
does curse usually take to do paypal thingies?
L682[18:11:34] <TehNut> Usually the first
monday of the month
L683[18:11:44] <TehNut> I already got mine
from February
L684[18:12:10] <Shambling> ok so who added
stoneToolMaterial to the oredict list
L685[18:12:22] <Shambling> is that vanilla
forge, quark, cyclicmagic, satan?
L686[18:13:18] <ghz|afk> not forge.
L687[18:13:24] <ghz|afk> it's not inthe
OreDictionary class ;P
L688[18:16:09] <Shambling> wonder who
added it... ugh
L689[18:16:17] <Shambling> I mean... it
wouldn't be bad, but its overriding my dang hammers
L690[18:16:27] <Shambling> and oredict
removal doesn't seem to be working in 1.11.2
L691[18:17:00] <Shambling> val stoneTools
= <ore:stoneToolMaterial>; should make it so
stoneTools.remove(<minecraft:stone:0>); works
L692[18:17:06] <Shambling> but its NPE'ing
me
L693[18:19:18] <Shambling> had to put it
in another file
L694[18:19:25] <Shambling> *shrug*
whatever, lol
L695[18:19:55] <Shambling> probably a
conflict with minetweakerrecipe maker, that is kidn of defunct now
that CTGUI 1 was added to minetweaker
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L697[18:26:55] <Shambling> someone put a
rick roll in my config folder on 3/2
L698[18:26:55] <Shambling> wtf
L699[18:33:07] <ghz|afk> wat
L700[18:35:30] <williewillus> hm anyone
have any lesser known vanilla+ or magicky mods to suggest for
1.11?
L702[18:35:46] <williewillus> / being
charset
L703[18:36:23] <williewillus> i would add
recurrent complex but it makes worldgen extremely slow
L704[18:36:27] <TehNut> embers?
L705[18:36:32] <Ivorius> pff
L706[18:36:34] <Ivorius> That's not
true
L707[18:36:50] <Ivorius> The recent
versions don't even have noticeable effect on world gen speed
:üp
L708[18:36:52] <Ivorius> * :P
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L710[18:37:15] <williewillus> not sure if
you're joking but on my semi toaster it's noticeable (with the mod
I get skip ticks warnings any time I move into new terrain, none
without it)
L711[18:37:19] <williewillus> maybe I
should try again? :P
L712[18:37:46] <ghz|afk> williewillus: I'd
suggest survivalist, but I'm still trying to iron out how to make
it less annoying past earlygame ;p
L713[18:37:52] <Ivorius> I actually did
make huge improvements to performance two versions ago
L714[18:38:05] <Ivorius> Don't know what
version you were using
L715[18:38:39] <Shambling> try disabling
leaf decay willie, that seems to have fixed mine
L716[18:38:44] <Shambling> its in the
recurrent complex configs
L717[18:38:51] ***
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L718[18:39:32] <Ivorius> yah leaves
decaying performance is out of my reach
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L721[18:41:40] <Lumien> Out of interest,
which Fast Leaf Decay mod are you using?
L722[18:43:12] <Shambling> not sure at the
moment, I usually use yours
L723[18:43:35] <Shambling> yup, yours at
the moment in 1.11.2
L724[18:44:09] <ghz|afk> cna't make it
slightly less fast leaft decay? ;P
L725[18:44:16] <ghz|afk> leaf*
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L727[18:53:27] <williewillus> Shambling:
is it the one under globalToggles?
L728[18:53:55] <Shambling> I just looked
for decay in recurrent complex config
L729[18:54:03] <Shambling> I think
so
L730[18:54:12] <Ivorius> Yes it's a global
toggle
L731[18:56:33] <ghz|afk> williewillus: I
just looked at the "last updated" list on curseforge out
of curiosity
L734[18:56:45] <ghz|afk> seems interesting
;P
L735[18:59:26] <williewillus> seems
interesting yeah
L736[18:59:33] <williewillus> for worldgen
+ disabled crafting
L738[18:59:40] <ghz|afk> interesting
concept
L740[19:01:52] <ghz|afk> ah this would be
nice for servers and adventure maps
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L742[19:04:29] <ghz|afk> williewillus:
does Enderthing (color-coded ender chests and ender backpacks)
count as vanilla+/magicky? ;P
L743[19:04:41] <williewillus> sure
:P
L744[19:06:05] <williewillus> I'm looking
at the mods sorted by popularity and starting the end and i found
this
L746[19:06:12] <williewillus> i *hope*
that is ops only :P
L747[19:06:53] <ghz|afk> lol
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L751[19:09:07] <williewillus> wat
L752[19:09:11] <williewillus> but whats
the point
L753[19:09:43] <williewillus> i get sad
when I see mods that do things vanilla already does
L754[19:10:05] <williewillus> like mods
that readd chunk borders when mojang's is probably better than all
of them
L756[19:10:12] <williewillus> which a stat
already exists to track
L758[19:10:40] <ghz|afk> ;p
L760[19:12:37] <ghz|afk> yep
L761[19:12:49] <ghz|afk> it's like magical
crops
L762[19:12:51] <ghz|afk> but with
chicken
L764[19:12:58] <ghz|afk> I wanna try this
one
L765[19:13:02] <ghz|afk> lag-free mob
farms
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L767[19:13:36] <williewillus> well then
it's technically just a powered loot table roller :P
L768[19:13:50] <ghz|afk> yup
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L770[19:16:58] <ghz|afk> oh and
L772[19:17:00] <ghz|afk> ;P
L773[19:17:07] <ghz|afk> my newest mod
;P
L774[19:18:32] <williewillus> i should go
through and see how many completely useless lib mods there
are
L775[19:18:41] <williewillus> where
completely useless = 0-1 deps
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L779[19:25:12] <mrkirby153> How do I get
hoppers and Item Conduits and other item transport systems to
insert/extract items from my machine?
L780[19:25:49] <ghz|afk> exposing the
IItemHandler capability
L781[19:26:33] <mrkirby153> Is there an
example I can look at?
L783[19:27:41] <ghz|afk> the field at line
23, is the holder of the items
L784[19:27:58] <ghz|afk> at lines 100 and
109, are the methods that expose the IItemHandler capability
L785[19:28:13] <ghz|afk> 126 and 134 are
the save/load
L786[19:28:45] <ghz|afk> if you want more
complex interations, such as exposing different slots per
side
L787[19:28:49] <mrkirby153> Thanks
L788[19:29:07] <ghz|afk> you can use
RangedWrappers to have sub-inventories
L789[19:29:16] <ghz|afk> and then return
the right RangedWrapper basedon the face parameter
L790[19:30:36] <mrkirby153> Also, if I'm
using the item handling capability, how would an output slot (in
the gui) be coded? Right now it needs an IInventory, and I'm not
sure how to get that to work correctly
L791[19:30:45] <mrkirby153> I basically
want a slot you can only take items from
L792[19:31:05] <ghz|afk> you use
SlotItemHandler
L793[19:31:08] <ghz|afk> as a base for
your slot
L794[19:31:12] <ghz|afk> instead of the
plain Slot
L795[19:31:19] <mrkirby153> Okay
L796[19:32:33] <ghz|afk> ugh, 1:30(am)
already
L797[19:32:39] <ghz|afk> gotta be in
bed
L798[19:32:42] <ghz|afk> night ppl
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L801[19:53:08] <Shambling> redstone
doesn't normally mine really slowly with a diamond pick does
it?
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L804[20:04:35] <williewillus> bleh
L805[20:04:59] *
williewillus does not understand the obsession with lib mods when
only one other mod is using it
L806[20:05:00] <mrkirby153> How do I keep
hoppers from removing items out of my input slot?
L807[20:05:31] <williewillus> in the
insert/extract methods of your inventory have checks for specific
slots
L808[20:06:10] <mrkirby153> Using an
ItemStackHandler?
L809[20:07:38] <williewillus> yeah, or
whatever IItemHandler impl you're using. like extract(slot) { if
(slot == inputSlotNumber) return ItemSTack.EMPTY else return
super.extract(...) }
L810[20:08:29] <mrkirby153> Is
ItemStack.EMPTY a constant? because I don't have it in my version
of forge
L811[20:09:56] <williewillus> oh if you're
on 1.10 use null
L812[20:13:39] <mrkirby153> Thanks
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L814[20:17:50] <mrkirby153> Okay, this is
odd. Now the block is just eating the item if the input slot is
full Why?
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L816[20:21:16] <mrkirby153> Also,
williewillus It's not letting me take my item out of the gui
L818[20:21:41] <williewillus> guis use
extract and insert
L819[20:21:56] <mrkirby153> What does
automation use?
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L821[20:22:40] <williewillus> the same :P
what I do is I pass around an IItemHandler internally that is
unrestricted, but I have wrapped instances exposed to automation
that prevent any interactions i don't want to be automatable
L822[20:23:05] <mrkirby153> Do you have an
example I can look at?
L824[20:25:05] <williewillus> it might not
be the best way but it works
L825[20:25:54] <mrkirby153> The real
question is why GUI's and automation use the same methods
L826[20:26:08] <williewillus> that's
actually a good thing in my book
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L835[21:29:00] <VikeStep> hello, long time
no speak. got a quick question about the internals of forge. I
haven't modded in a while, but from memory, minecraftforge injects
itself by applying source code patches. Does that mean that when
users install forge they are decompiling the game, applying the
patches and then recompiling? or are the source code patches
compiled somehow in a way that it modifies the .class files
directly?
L836[21:29:15] <williewillus> no, it's
patched in binary form
L837[21:29:32] <williewillus> the patches
are developed in source using mcp but the actual players are binary
patchwed
L838[21:29:40] <VikeStep> I'm asking since
I'm working on a modding framework for a C# game (stardew valley)
and was thinking of doing something similar
L839[21:31:06] <VikeStep> also, is there
anything anywhere that says how legal it is to have .patch files?
since they show parts of the game's source code but not the
entirety of it obviously
L840[21:31:13] <TehNut> Ohhh more SV
modding work yay
L841[21:31:21] <Lymia> It should be
theoretically very similar in C#
L842[21:31:24] <TehNut> Is it for SMAPI or
something else?
L843[21:31:28] <VikeStep> since due to C#
decompiler limitations, I'd need to make massive source code
patches to fix the stuff
L844[21:31:35] <Lymia> I don't know how to
do runtime class generation in C# though
L845[21:31:44] <Lymia> You can probably do
CLI level patches instead
L846[21:31:49] <williewillus> is there
something like ASM for .net?
L847[21:32:07] <VikeStep> no williewillus,
because there is no classload stage like Java has. its all tucked
away from you
L848[21:32:14] <williewillus> oh :P
L849[21:32:18] <williewillus>
interesting
L850[21:32:21] <VikeStep> the best you can
do is modify the exe/dll in memory and then load it
L851[21:32:26] <VikeStep> which is
possible using Mono.Cecil
L852[21:34:20] <VikeStep> but yeah, the C#
compiler does so many more optimisations than javac does so it's
impossible to decompile it completely without using a decompiler
that does 90% of the work and source code patch the remaining
10%
L853[21:34:46] <williewillus> are there no
official plans for an api? :P
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L855[21:34:59] <mezz> VikeStep, I'm pretty
sure KingLemming already worked on a modding framework for stardew
valley
L856[21:35:29] <VikeStep> modding api's
already exist, one modifies the .exe, the other extends the main
class and overrides everything
L857[21:35:42] <VikeStep> but none exist
which do it the way I think it should be done
L858[21:35:59] <williewillus> how friendly
is the game?
L859[21:36:09] <williewillus> i.e. how
much is data driven, are there official plans, etc.
L860[21:36:29] <VikeStep> so much is
hardcoded
L861[21:36:35] <williewillus> lol
L862[21:36:44] <VikeStep> there is a class
named Object
L863[21:36:53] <williewillus> no
obfuscation?
L864[21:37:01] <VikeStep> yeah, no
obfuscation at least
L865[21:37:44] <VikeStep> mezz, was it by
chance called Storm?
L866[21:37:59] <VikeStep> since that
project did what I want to do, but it's been dead for over 6
months
L867[21:38:14] <TehNut> Why not fork
it
L868[21:38:22] <VikeStep> and I personally
wasn't a fan of how it was coded, was very corporate-y
L869[21:38:30] <TehNut> Ah
L870[21:38:31] <mezz> I don't know the
specifics, he mentioned working on stardew valley modding and that
he was working on a forge-like modding framework though
L871[21:38:34] <TehNut> Did you see
Farmhand?
L872[21:38:46] <VikeStep> yeah, that's the
one that modifies the .exe
L873[21:39:29] <VikeStep> does anyone have
a link to the code where forge turns the .patch files into a binary
patch?
L874[21:39:51] <VikeStep> I'm curious to
see how it works
L875[21:41:53] <VikeStep> oh yeah, another
thing is that there is a 2500 line string switch statement with
more than 100 cases in the game and the decompiler just dies trying
to decompile it because C# compiler optimises it to a hash based
lookup :(
L876[21:42:02] <VikeStep> so a .patch file
would have to patch 2500 lines of code
L877[21:42:20] <VikeStep> for just the one
switch
L879[21:42:56] <williewillus> and probably
associated stuff in the folder
L880[21:43:12] <Lymia> <VikeStep>
but yeah, the C# compiler does so many more optimisations than
javac does so it's impossible to decompile it completely without
using a decompiler that does 90% of the work and source code patch
the remaining 10%
L881[21:43:18] <Lymia> Are you sure this
isn't just C# decompilers being crap
L882[21:43:45] <williewillus> i mean to be
fair the java ones have less work to do since javac does no
optimization
L883[21:43:47] <Lymia> Decompilation is
hard in general, you actually need to dig into black magic like
graph and type theory to do it right.
L884[21:43:49] <williewillus> beyond
private static final inlining
L885[21:44:13] <williewillus> and string
concat
L886[21:44:57] <Lymia> TBH, I feel like
Fernflower, Cecil, and pretty much all existing decompilers take
the wrong approach.
L887[21:45:01] <VikeStep> the compiler
optimisations made change the flow of control
L888[21:45:07] <Lymia> Make a superset of
Java or C# designed specially as a decompiler target.
L889[21:45:30] <VikeStep> cecil is not a
decompiler however
L890[21:47:20] <williewillus> anyways,
that gradle task i linked, it takes the compiled class from vanilla
jar, the mcp+source patched class compiled earlier by gradle
L891[21:47:25] <williewillus> generates a
binary diff and stores it
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L893[21:47:41] <VikeStep> thanks :)
L895[21:50:01] <VikeStep> so it's
functionally the same, but the implementation changes so much, that
it's almost impossible to reverse programatically
L896[21:50:49] <Lymia> ... well, yeah,
yield obviously requires code rewriting
L897[21:51:19] <Lymia> As I said, graph
theory and computer science to actually do the job.
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