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L6[00:43:06] <luisemota> Does anyone know how the texture map works for ModelRenderer#addBox?
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L17[02:00:07] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170314 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170314-1.11.zip (mappings = "snapshot_20170314" in build.gradle).
L19[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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L26[02:26:51] <Hunterz> howto test player weared armor? I have if (player.inventory.armorItemInSlot(3) !=null) {.... but on the server get java.lang.NoSuchMethodError: net.minecraft.entity.player.InventoryPlayer.func_70440_f(I)Lnet/minecraft/item/ItemStack;
L27[02:27:10] <Hunterz> on the singleplayer it works
L28[02:28:17] <tterrag> because that method is client only
L29[02:28:32] <Hunterz> :(
L30[02:28:46] <Hunterz> what is server alternative?
L31[02:29:46] <Hunterz> I would like fire some event when player wear specific armor
L32[02:32:23] <tterrag> getArmorInventoryList or getItemStackFromSlot
L33[02:32:41] <Hunterz> thx a lot
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L120[09:40:07] <newb> Actually, Thank You, Forge's author-dictator-what-not (master ban avoiding 2, wonder how that rule even appeared)
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L123[09:41:02] <ScottehBoeh> Aaaand you were right ghz, should've went straight to 1.11
L124[09:41:04] <newb> removal of MicdoodleCore indeed fixed one of the two issues I faced, except for that I still have to remake quite a lot of this Annotation mess in a sane way, but that's undoubtedly easier than asm :-)
L125[09:41:08] <ScottehBoeh> Whole Tesselator stuff I used has changed
L126[09:41:39] <newb> okay-thanks-bye (master ban avoiding 3, in before master ban avoiding added as an illegal topic)
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L130[09:53:25] <ScottehBoeh> I might make a huge Utilities class that anyone can use for any sort of gui-based things
L131[09:53:37] <ScottehBoeh> really cool stuff, like the window with a border I showed yesterday
L132[09:53:54] <ScottehBoeh> textured corners etc
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L134[09:55:33] * Ashindigo_ could use that (if he had textures to make nice stuff with)
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L151[11:01:02] <Intektor> can someone solve this equation for t? http://i.imgur.com/IbHeBx2.png please no imaginary results and nothing like g != 0 or something like that
L152[11:03:48] <fry> http://www.wolframalpha.com/input/?i=99gt+%2B+9801g+*+0.99%5Et+*+99%5E(t%2B1)*v*sin(a)+%3D+9801+%2B+100*v*sin(a)+-+y
L153[11:04:07] <fry> y = -970299 g 98.01^t v sin(a) + 100 v sin(a) + 9801
L154[11:04:35] <fry> ah, for t, lol :P
L155[11:04:57] <fry> http://www.wolframalpha.com/input/?i=solve+99*g*t+%2B+9801g+*+0.99%5Et+*+99%5E(t%2B1)*v*sin(a)+%3D+9801+%2B+100*v*sin(a)+-+y+for+t
L156[11:05:08] <fry> t = 0 and g = 100/970299 and y = 9801
L157[11:05:31] <fry> among others :P
L158[11:05:37] <Intektor> does not help me
L159[11:05:37] ⇨ Joins: newb (~newb@159-205-194-63.adsl.inetia.pl)
L160[11:05:48] <Intektor> because I want a equation for t
L161[11:06:09] <Intektor> I want to give in the values for a, g, v, ... and get out t
L162[11:06:19] <fry> t = (100 v sin(a) - y + 9801)/(99 g) - (W_n(-19602 exp((2 (y - 9801) (log(2) - 2 log(3) + log(5) - log(11)))/(99 g) - (200 v (log(2) - 2 log(3) + log(5) - log(11)) sin(a))/(99 g)) v (log(2) - 2 log(3) + log(5) - log(11)) sin(a)))/(2 log(99/10)) and g!=0 and v sin(a)!=0 and n element Z
L163[11:06:41] <fry> in other words, open the link :P
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L165[11:06:51] <Intektor> I did
L166[11:06:58] <Intektor> but what means W_n ?
L167[11:07:24] <fry> grey text at the bottom right
L168[11:07:37] <fry> http://mathworld.wolfram.com/LambertW-Function.html
L169[11:09:00] <Intektor> Is there a way of calculating this in java?
L170[11:09:09] <fry> whatya doing? :P
L171[11:09:39] <Intektor> calculating a way of hiting a target with a bow
L172[11:09:49] <Intektor> so I need a calculation for the angle
L173[11:10:03] <ScottehBoeh> Hey. What do I use now insteade of IExtendedEntityProperties?
L174[11:10:29] <Intektor> I managed to get the exact equations for the bow: y(t) = 99 g (-99 (-1 + (99/100)^t) - t) + (100 - 99^(1 + t) 100^(-t)) v sin(a)
L175[11:10:29] <Intektor> ; x(t) = (100 - 99^(1 + t)×100^(-t)) v cos(a)
L176[11:10:39] <fry> solve numerically :P
L177[11:10:39] <Intektor> or for the arrow
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L179[11:11:27] <Intektor> I am, and the equation I just sent you(the imgur link) is where I am stuck right now
L180[11:11:50] <fry> what are the actual values for v and g?
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L182[11:12:55] <Intektor> v can change, depends on how long the bow is already in use (but I might just set it to 5, that might help) and g is the gravity in minecraft, which can change now with a gamerule, can't it?
L183[11:14:38] ⇦ Parts: DepolarizedIons (~Polarized@vauff.me) ())
L184[11:15:52] <ghz|afk> Intektor: a^b => Math.pow(a,b)
L185[11:16:06] <Intektor> I know
L186[11:16:07] <ghz|afk> sin => Math.sin
L187[11:16:07] <ghz|afk> ;P
L188[11:16:13] <Intektor> I know lol
L189[11:16:27] <fry> ghz|afk: a + b = a + b
L190[11:16:54] <Intektor> ghz I found out that you had an error in the quations, they were wrong
L191[11:17:31] <Intektor> the problem is I dont like v*sin(a) != 0 because then you can't aim with a angle of 0°
L192[11:18:03] <ghz|afk> what error?
L193[11:18:40] <Intektor> well, the values were just wrong, I checked them with the actual values of a arrow, and they just didn't match
L194[11:18:49] <Intektor> so I set up my own set of equation, they fit now
L195[11:18:55] <ghz|afk> but what part of the equation was wrong?
L196[11:18:57] <ghz|afk> ...
L197[11:18:58] <ghz|afk> XD
L198[11:19:04] <Intektor> y(t) = 99 g (-99 (-1 + (99/100)^t) - t) + (100 - 99^(1 + t) 100^(-t)) v sin(a)
L199[11:19:04] <Intektor> ; x(t) = (100 - 99^(1 + t)×100^(-t)) v cos(a)
L200[11:19:47] <Intektor> I think you set y(0) to 0 but it has to be y(-1) = 0
L201[11:19:54] <ghz|afk> wat
L202[11:20:12] <ghz|afk> Ididn't set y0/x0, I left them open on purpose
L203[11:20:33] <Intektor> well y(-1) = y0 then
L204[11:20:37] <ghz|afk> what I did say is that you could replace y1-y0 with dy
L205[11:20:44] <ghz|afk> and x1-x0 with dx
L206[11:20:51] <ghz|afk> so
L207[11:21:00] <ghz|afk> that makes no sense
L208[11:21:15] <ghz|afk> unless you consider -1 to be the start time
L209[11:22:20] <Intektor> <Intektor> ghz|afk, I made you formulas run through my programm, well, look at it youself: http://i.imgur.com/xIa2vz1.png https://gist.github.com/Intektor/ec5dc8e64b48638b626fffd5ba12746c
L210[11:22:33] <Intektor> thats what I found out
L211[11:22:36] <ghz|afk> I don't "see" anything
L212[11:22:44] <ghz|afk> you know what the expected results are
L213[11:22:44] <ghz|afk> ;P
L214[11:23:36] <Intektor> yes, they were of by 1.5 in my test
L215[11:24:20] * ghz|afk shrugs
L216[11:24:28] <ghz|afk> that seems like a detail ;P
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L218[11:24:42] <Intektor> and I fixed that by setting y(-1) = y0
L219[11:25:04] <ghz|afk> s oyou iterate one extra tick
L220[11:25:10] <Intektor> that makes it offset to 4.618527782440651E-14, that looks like the cos inaccuracy
L221[11:25:11] <ghz|afk> doesn't seem like it would break the results in any practical way
L222[11:25:18] <ghz|afk> ;P
L223[11:25:27] <ghz|afk> maybe on long-distance snipping
L224[11:26:34] <Intektor> you forget that the error continues every tick, so after 10 ticks, its already off by 15
L225[11:26:40] <ScottehBoeh> is there a hook for shields? :)
L226[11:26:43] <ScottehBoeh> (1.11)
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L228[11:28:59] <ghz|afk> by 15 what?
L229[11:29:00] <ghz|afk> blocks?
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L231[11:29:07] <Intektor> yes
L232[11:29:14] <ghz|afk> uhm
L233[11:29:16] <Intektor> just look at my gist
L234[11:29:19] <ghz|afk> wait right
L235[11:29:22] <ghz|afk> you are having stupid distances
L236[11:29:23] <ghz|afk> XD
L237[11:29:44] <Intektor> not stupid distances, there will be sniping skeletons
L238[11:29:57] <ghz|afk> 1200 blocks away?!
L239[11:30:02] <ghz|afk> that's 10 times the unload distance
L240[11:30:03] <ghz|afk> ;P
L241[11:30:13] <Intektor> no 300 blocks maybe
L242[11:30:54] <ghz|afk> well 15 blocks off, at 300 blocks away
L243[11:30:57] <ghz|afk> seems quite good to me ;p
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L245[11:31:09] <ghz|afk> but yeah I guess
L246[11:31:15] <ghz|afk> if you want them to be able to snip people at that distance
L247[11:31:20] <ghz|afk> you need better formulas
L248[11:31:25] <ghz|afk> not something approximate like I did
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L252[11:50:00] <Intektor> well, but I still dont understand why this is so complicated
L253[11:51:09] <Intektor> why would mojang even put in such air resistance, it makes no sense at all
L254[11:53:39] <ghz|afk> why wouldn't they?
L255[11:53:57] <ghz|afk> it probably felt more natural that way
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L257[11:56:15] <Intektor> because that kind of air resistance is no way natural, and, it makes it a lot harded for people to use the bow, because it is not a perfect Parabola
L258[11:56:56] <ghz|afk> meh
L259[11:57:01] <ghz|afk> air resistance is natural to exist
L260[11:57:23] <ghz|afk> it is true that the way it works normally is like v = v - R * v^2
L261[11:57:33] <Intektor> but it is proportional to v²
L262[11:57:41] <ScottehBoeh> .getItemModelMesher() returning null for some reason *confused face* https://hastebin.com/ivolipofim.cpp
L263[11:57:50] <ghz|afk> meaning a fast arrow has more resitatnce than a slow one
L264[11:57:57] <Intektor> yes
L265[11:58:02] <ghz|afk> ScottehBoeh: that usually means you are trying to get it from preinit
L266[11:58:02] <Intektor> and thats not working for minecraft
L267[11:58:04] <Intektor> so WHY?
L268[11:58:18] <ScottehBoeh> oh.. that makes sense
L269[11:58:20] <ghz|afk> ScottehBoeh: that's 1.8-style initialization
L270[11:58:29] <ghz|afk> it was deprecated in april 20156
L271[11:58:31] <ghz|afk> -6
L272[11:58:32] <Intektor> and it also likes like
L273[11:58:41] <ghz|afk> even in 1.8
L274[11:58:50] <Intektor> and it also looks like mojang doesnt know how to program an actual skeleton ai
L275[11:58:52] <ghz|afk> you should have used ModelLoader.setCustomModelResourceLocation
L276[11:58:55] <ghz|afk> instead of the mesher
L277[11:59:02] <ScottehBoeh> uugh
L278[11:59:06] <ghz|afk> so fix it right
L279[11:59:10] <ScottehBoeh> I'm so used to initializing my ItemManager in Pre-init :P
L280[11:59:11] <ghz|afk> use ML.setcustommrl
L281[11:59:11] <Intektor> with their own air resistance, because skeletons are inaccurate af
L282[11:59:18] <ghz|afk> ScottehBoeh: keep it in preinit
L283[11:59:24] <ghz|afk> the part that's wrong is the mesher call
L284[11:59:28] *** amadornes[OFF] is now known as amadornes
L285[12:00:03] <ScottehBoeh> ah, so the meshercall happens in init?
L286[12:00:12] <ghz|afk> read everything that I said
L287[12:00:16] <ghz|afk> you DO NOT WANT the mesher call
L288[12:00:19] <ghz|afk> it was wrong even in 1.8
L289[12:00:24] <ScottehBoeh> ah
L290[12:00:33] <ghz|afk> you should be using ModelLoader.setCustomModelResourceLocation, from PREinit
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L292[12:03:26] <ScottehBoeh> ah gotcha
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L308[12:28:37] <ScottehBoeh> ..
L309[12:28:41] <ScottehBoeh> My first item :D http://i.imgur.com/ZH804RK.png
L310[12:29:37] <Ashindigo_> What resolution is the texture?
L311[12:29:42] <Ashindigo_> 64x64?
L312[12:29:55] <ScottehBoeh> 32x32
L313[12:30:31] <Ashindigo_> So close
L314[12:30:55] <ScottehBoeh> now ima convert all of my models to obj
L315[12:32:39] <ScottehBoeh> Anyone have an example of a .json equipped with a .obj and texture?
L316[12:32:51] <ScottehBoeh> I'm finding it hard to get a tutorial on this :\
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L322[12:45:43] <DiscworldZA> ScottehBoeh u making "Lore specific weapons" ?
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L349[14:42:15] <diesieben07> lex, just for completeness sake: http://www.minecraftforge.net/forum/modcp/reports/185/
L350[14:44:34] * TechnicianLP wonders about the content of that page
L351[14:51:44] <osum4est1> is there a way to get quads from a BuiltInModel?
L352[14:52:30] <osum4est1> for example, a banner, calling getQuads() returns an empty list
L353[14:53:01] <TechnicianLP> iirc banners have a tesr
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L355[14:54:36] <ghz|afk> osum4est1: yo ucna't get quads from a TESR
L356[14:54:56] <osum4est1> hm :/
L357[14:54:57] <ghz|afk> this includes chests, banners, and some mod blocks
L358[14:55:54] <osum4est1> is there a way then to render it then inside my ibakedmodel?
L359[14:56:01] <ghz|afk> nope
L360[14:56:11] <ghz|afk> that is the one thing you just simply can not do
L361[14:57:00] <osum4est1> well shoot. not even something outside of an ibakedmodel?
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L363[14:57:54] <ghz|afk> outside, yes
L364[14:58:06] <ghz|afk> you can give your block a TileEntity, link a TESR to that TileEntity
L365[14:58:22] <ghz|afk> and then if the block you want to paint also has a TESR
L366[14:58:32] <ghz|afk> you can call its TESR from your TESR
L367[14:58:55] <ghz|afk> so in essence
L368[14:59:01] <ghz|afk> you can get the normal quads from the ibakedmodel
L369[14:59:05] <ghz|afk> and the tesr from a tesr
L370[14:59:48] <ghz|afk> what you can't do
L371[14:59:51] <ghz|afk> is get the list of quads
L372[14:59:53] <ghz|afk> and modify them
L373[14:59:57] <ghz|afk> that just can't happen
L374[15:00:39] <osum4est> is there a way to add my quads to it's tesr inside my own tesr?
L375[15:01:44] <ghz|afk> not "add"
L376[15:02:05] <ghz|afk> but in a tesr, you could draw your own stuff before/after telling the other TESR to draw
L377[15:02:06] <ghz|afk> however
L378[15:02:14] <ghz|afk> there is one potentially annoying bit
L379[15:02:20] <ghz|afk> which is that a TESR needs a TE as a parameter
L380[15:02:25] <ghz|afk> and you can't just give your own TE to the TESR
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L382[15:02:41] <ghz|afk> it has to be an instance of the TE that the TESR expects
L383[15:03:00] <ghz|afk> and chances are an instance of the TE can't "just" be instantiated without being in the world
L384[15:03:16] <ghz|afk> not all TESRs are able to handle a null TE
L385[15:03:30] <osum4est> then how are they drawn while you are holding them?
L386[15:03:31] <ghz|afk> (only those that are designed to draw in inventory, such as chests)
L387[15:03:37] <osum4est> ok
L388[15:03:38] <ghz|afk> depends on the case
L389[15:03:43] <ghz|afk> some use a really ugly hack for it
L390[15:03:47] <ghz|afk> which is to draw the TESR in the hand
L391[15:03:55] <ghz|afk> others do it better and use a separate static model
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L393[15:05:13] <osum4est> so does this mean i need to create a block/tileentity version of my item, and use that when i want to render a tesr, or can i directly link a tesr to my item?
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L395[15:05:42] <ghz|afk> wait you have an ideam?
L396[15:05:44] <ghz|afk> item*?
L397[15:05:49] <ghz|afk> that changes things, a lot
L398[15:05:51] <osum4est> yeah...
L399[15:06:08] <ghz|afk> in the case of an item, you can't just have a model and a tesr
L400[15:06:17] <ghz|afk> if you enable the TileEntityItemStackRenderer hack
L401[15:06:21] <ghz|afk> you can't draw a normal model anymore
L402[15:06:40] <ghz|afk> and the call to the TESR *does not* give you the itemstack at all
L403[15:06:48] <ghz|afk> so you can't know which TE you would need to call
L404[15:06:54] <ghz|afk> it pretty much means what you want to do can't be done
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L406[15:08:17] <osum4est> bummer
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L408[15:12:16] <ghz|afk> (and the one thing that could be used to work around the problem, is such an ugly thing that I won't even say it by name, let alone suggest it)
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L410[15:13:15] <osum4est> but it would work until a better way is introduced? :P
L411[15:16:29] <SkySom> Yeah the whole TESR doesn't know about the ItemStack was a pain.
L412[15:17:08] <SkySom> I just used a BakedModel which sets an ItemStack to a static field to get around that issue. It's ugly.
L413[15:17:32] <SkySom> But since I render Blocks in the Item which do use TESR's I didn't have much choice.
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L416[15:24:34] <osum4est> how did you use a tesr with an item?
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L462[17:44:43] <Shambling> its snowing so fast outside right now that I couldn't close the back door when I opened it to let the dog out
L463[17:44:57] <Shambling> and my dog got covered by like a quarter inch of snow almost immediately
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L474[18:52:19] <Shambling> hrmmm error parsing line 5, -- ) expected
L475[18:53:57] <Shambling> oops, a letter snuck in
L476[18:54:27] <Shambling> alright well, lets go for another reload
L477[18:54:29] <Shambling> ugh minecraft
L478[18:58:59] <Shambling> ah no wonder I didn't see this in the right place, I was typing it here somehow
L479[18:59:02] <Shambling> ok well, sorry about that :D
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L488[19:30:52] <smbarbour> Is there any way to stop item id remapping from occurring in 1.10.2?
L489[19:31:43] <smbarbour> Storage Drawers and Refined Storage are storing the numeric IDs instead of the string-based IDs
L490[19:33:23] <TehNut> I don't think ID's should shuffle between worlds
L491[19:33:28] <TehNut> er
L492[19:33:29] <TehNut> In the same world
L493[19:34:39] <smbarbour> https://gist.github.com/anonymous/9b713b0246b711d83b5aba7b75b433d9
L494[19:35:03] <smbarbour> I updated Blood Magic and Forge and that's what happened
L495[19:35:57] <TehNut> Huh. All of them shifted down by 3
L496[19:37:04] <mezz> storing the numeric ids might be a really really bad idea
L497[19:38:04] <mezz> remapping can happen at any time, not just a big version update. mods can migrate things around
L498[19:39:42] <tterrag> actually, IDs are safe per-world
L499[19:39:49] <tterrag> not globally though, of course
L500[19:39:56] <tterrag> even without changing mods, there are no guarantees between worlds
L501[19:40:14] <tterrag> smbarbour: if something like that happens, the world saved improperly
L502[19:40:16] <TehNut> That's what I thought
L503[19:40:37] <tterrag> I've found it can occur with exiting the game using the window close button, instead of the ingame menu
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L505[19:40:53] <mezz> is fml no longer reusing IDs?
L506[19:40:56] <tterrag> not sure why, as afaict vanilla handles the close event fine
L507[19:40:59] <tterrag> mezz: never did
L508[19:41:06] <tterrag> once an ID is used in a world, it's locked
L509[19:41:10] <mezz> okay
L510[19:43:09] <smbarbour> This is on my server, so...
L511[19:43:09] <tterrag> I know all this because I basically rewrote the system once :P
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L513[19:43:24] <tterrag> then they added custom registries, so rip
L514[19:43:39] <tterrag> smbarbour: either way, it can't happen without SOMETHING going wrong
L515[19:43:46] <tterrag> the ID map is constant, and saved with the world
L516[19:44:09] <smbarbour> Fortunately, I use a modifed ForgeCraft script with a cron job that does an rdiff-backup every 10 minutes, so I have point-in-time backups
L517[19:44:37] <tterrag> try some of those, might work
L518[19:44:51] <smbarbour> I tried restoring the level.dat from before the issue, and it still remapped.
L519[19:44:58] <tterrag> if not, a certain mod could be doing something, but it's a really touchy thing. it happens more often than it should, so I'm sure there is a bug somewhere
L520[19:45:17] <smbarbour> So now I'm trying to start an entire backup instance to see if it occurs again
L521[19:45:24] <tterrag> but debugging something like this is ridiculously hard. if you have a consistent repro, it might be a good debugger
L522[19:46:38] <smbarbour> So, from a restored backup... it crashed with this: https://gist.github.com/9b93ad694d90391a1e650340fadaae5d
L523[19:47:05] <tterrag> hm...well take that one to enderstorage
L524[19:47:30] <tterrag> looks like its data loader froze the server thread
L525[19:48:03] <tterrag> it could be unrelated though, since the server watchdog just kills the thread wherever it may be when it hits the time limit
L526[19:49:09] <smbarbour> Oh wait... let me try something else
L527[19:49:16] <smbarbour> That was wrong.
L528[19:49:33] <smbarbour> Entirely a derp on my part
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L530[19:54:48] <smbarbour> No remap on the restore
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L534[20:02:20] <LexManos> <mezz> is fml no longer reusing IDs? ?
L535[20:03:15] <LexManos> yes it stores a perminent string->id map that isn't ever freed, so that people can remove a mod, load the world, and readd the mod and the items still exist.
L536[20:03:40] <LexManos> Its a simple thing to nuke the list buit we never wrote a utility because itd most likely break worlds if used wrong
L537[20:04:01] <mezz> makes sense
L538[20:04:21] <LexManos> however, in-world, ids shouldnt ever be randomly 'remapped' the id stored in level.dat should always win
L539[20:04:47] <LexManos> so not sure what sm is talking about
L540[20:05:02] <mezz> his log shows all the IDs being remapped 3 IDs over, it's weird
L541[20:05:20] <mezz> this one https://gist.github.com/anonymous/9b713b0246b711d83b5aba7b75b433d9
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L543[20:07:34] <williewillus> !dcc
L544[20:08:26] <LexManos> so
L545[20:08:32] <LexManos> if im understanding this code correctly
L546[20:08:42] <LexManos> this situation happens when you change mods.
L547[20:09:09] <LexManos> so the world was created with the item set that had 3 less items in the ID space.
L548[20:10:15] <LexManos> When the Current modset is loaded it auto-assigns ids, in order, something before these old items are added, 3 new items are added, which shifts the 'default' ids for these 3 down.
L549[20:10:54] <LexManos> The registry sees the world, sees there are missed mapped ids between the world and the default registry set, and makes the new mappings slaved to the WORLD not the new
L550[20:11:21] <LexManos> SO everything should load correctly, and the 3 new items should geta new ID assigned after the fact
L551[20:15:06] <LexManos> SO long story short, when it comes to smbarbour's issue in the storage drawers, storing things by ID is just fine, AS LONG as when he loads things he goes through Registry.get(id) and he DOESNT cache the id mapping. If he DOES cache the ID mapping he needs to handle the mapping change event and update his cache.
L552[20:15:27] <LexManos> I WOULD suggest moving away from numeric IDs for anything except networking tho, for simplicities sake
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L554[20:16:40] <smbarbour> So, after doing some testing... From a restored backup, I was able to apply the updated Blood Magic and Forge, copied the region files from the broken version as well as player data, and all is now right in the world.
L555[20:16:59] <LexManos> id be interesting to see the 'broken' data.
L556[20:18:51] <LexManos> As the way its setup when you load a world, the registry essentially does two passes, First it builds the new registry from known ids from level.dat, and then it appends any 'extra' items to the end of that new registry.
L557[20:19:43] <LexManos> That 'Fixed item id mismatch' is PURELY a informational thing and not indicative of a error.
L558[20:20:10] <smbarbour> And then a subsequent launch... remapped the items again.
L559[20:20:27] <LexManos> as it should
L560[20:20:40] <LexManos> it will always remap the items every load
L561[20:21:13] <smbarbour> So the mappings were correct. Confirmed working. Shut down the server, started it back up... and it remapped
L562[20:21:18] <LexManos> yup
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L564[20:21:43] <LexManos> Let me see if I can walk you through an example.
L565[20:21:47] <smbarbour> So why would one launch work fine, but the second launch breaks?
L566[20:21:52] <LexManos> Define breaks?
L567[20:22:12] <smbarbour> Remaps the items with no changes between launches
L568[20:22:45] <LexManos> Okay so let me try and walk you through it, again remapping WILL ALWAYS HAPPEN, Every time you launch the world.
L569[20:23:30] <LexManos> You have A mod packs, It has ModB in it. ModB has 1 item ModB:ItemA
L570[20:23:45] <LexManos> IDs are assigned incrementally, so if thats all you have your registry is:
L571[20:23:51] <LexManos> ModB:ItemA -> 1
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L573[20:24:05] <LexManos> When you create a world it stores that map in the world for all of eternity.
L574[20:24:25] <LexManos> Now, you create a new Mod pack, by adding ModA
L575[20:24:40] <LexManos> ModA has 1 item, ModA:Item
L576[20:25:02] <LexManos> When the INTIAL load happens, as the sorting system inits ModA before ModB you end up with this registry:
L577[20:25:08] <LexManos> ModA:Item -> 1
L578[20:25:15] <LexManos> ModB:ItemA -> 2
L579[20:25:25] <LexManos> When the world loads it sees the old map:
L580[20:25:30] <LexManos> ModB:ItemA -> 1
L581[20:26:20] <LexManos> So it say "I have to remap ModB:ItemA to 1" so it adds that "Fixed minecraft:item id mismatch (2) -> (1)" line to the debug log
L582[20:26:39] <LexManos> It adds ModB:ItemA as id 1 to the registry its building
L583[20:27:18] <LexManos> Then it comes along and sees that The 'Master' registry has a extra Item "ModA:Item" in it, so it adds it to the world registry, again ids are assigned incrementally so you end up with the registry:
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L586[20:27:26] <LexManos> ModB:ItemA -> 1
L587[20:27:31] <LexManos> ModA:Item -> 2
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L589[20:28:51] <LexManos> Now, FOREVER ON when you load the same mod pack and then load the same world. You will be translating the (ModA:Item -> 1, ModB:ItemA -> 2) registry to (ModB:ItemA -> 1, ModA:Item -> 2) so you will ALWAYS get two "Fixed id mismatch" lines in the debug log.
L590[20:29:09] <LexManos> At the end opf the day from the world point of view ModB:ItemA has ALWAYS and will ALWAYS be ID 1.
L591[20:29:25] <LexManos> Get it?
L592[20:29:48] <smbarbour> So I just checked again. And the remapping did occur... but the drawers and RS systems are correct now.
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L594[20:30:29] <LexManos> as long as you do ForgeRegistries.ITEMS.get(id) from the readNBT method you will always be fine
L595[20:30:36] <LexManos> and the remapping will never effect you
L596[20:30:37] <smbarbour> So maybe what happened is that on one restart, the mapping didn't occur and that's what screwed up the drawers and RS systems?
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L598[20:30:47] <LexManos> The point of the remapping event is things like Enderman
L599[20:31:11] <LexManos> who holds a boolean[] pickupable. Which is ID -> Bool for if a block can be picked up.
L600[20:31:24] <LexManos> When a new ID mapping is loaded that cache needs to be rebuilt
L601[20:31:41] <kashike> enderman uses a Set<Block> now doesn't it?
L602[20:31:58] <LexManos> maybe, but my point still stands thats what it was originally for.
L603[20:32:16] <kashike> fair enough
L604[20:32:25] <LexManos> How exactly did the rs system screw up?
L605[20:32:45] <LexManos> the remappings should ALWAYS apply. So having a log would be good
L606[20:34:00] <smbarbour> This is what Storage Drawers is doing on read: https://github.com/jaquadro/StorageDrawers/blob/afde609e7473e3ace2e1e236748e81a05893c227/src/com/jaquadro/minecraft/storagedrawers/block/tile/TileEntityDrawersComp.java#L737
L607[20:34:14] <LexManos> Also knowing the sequance of what happened may be useful. Was this client, or dedi server? Did you load hte world multiple times, do you have other mods fucking the registry {because yes there are a lot of cunts out there that don't know what the system is doing but assume its broken and 'fix' it themselves with ASM/reflection hacks}
L608[20:34:34] <smbarbour> Dedicated server (on my own hardware)
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L611[20:36:19] <LexManos> yes, that reading should be fine
L612[20:36:32] <LexManos> you should really use NBTUtil.read/writeItemStack but meh
L613[20:36:52] <LexManos> what simptoms were you getting? and do you have logs?
L614[20:37:04] <LexManos> {there is a reason we store the last 3 runs}
L615[20:37:12] <smbarbour> Basically when the issue occurred, virtually all modded items in drawers or RS systems were different items. For instance, in my own drawers, inferium essence turned into draconium crops and chicken manure turned into fertilizer mixers (an apparently unimplemented block)
L616[20:41:53] <LexManos> interesting, unless someone is fucking with the registry that shouldn't happem.
L617[20:42:24] <LexManos> A remapping should always occure, so if it didnt somehow, we would need to figure out how. Logs and modpack versions, and copies of the world would help.
L618[20:45:44] <LexManos> {Side note, I know my above was kinda spammy, but I really hope people better understand what happens with the registry now}
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L642[23:05:08] <SatanicSanta> Is there a server-side way to get all Item subtypes?
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L647[23:18:47] <SatanicSanta> or determine whether a metadata value is "valid" for a given item
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