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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
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
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]
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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
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] ⇦
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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
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
L217[11:24:29] ⇦
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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)
L227[11:28:56] ⇦
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L228[11:28:59] <ghz|afk> by 15 what?
L229[11:29:00] <ghz|afk> blocks?
L230[11:29:06]
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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
L244[11:30:59] ⇦
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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
L249[11:34:44]
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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
L256[11:55:41] ⇦
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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
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
L291[12:03:09] ⇦
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L292[12:03:26] <ScottehBoeh> ah
gotcha
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L308[12:28:37] <ScottehBoeh> ..
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 :\
L317[12:33:05] ⇦
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L322[12:45:43] <DiscworldZA> ScottehBoeh u
making "Lore specific weapons" ?
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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
L354[14:53:56] ⇦
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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?
L362[14:57:44] ***
osum4est1 is now known as osum4est
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
L392[15:03:56] ⇦
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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
L405[15:07:58] ⇦
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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.
L414[15:20:09] ***
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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
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
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
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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
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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MineBot sets mode: +v on mezz
L647[23:18:47] <SatanicSanta> or determine
whether a metadata value is "valid" for a given
item
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L653[23:30:19] ***
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