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L7[00:34:59] <codahq> items in entity item frames rendering even when not visible?
L8[00:35:05] <codahq> are items&
L9[00:35:10] <codahq> are items*
L10[00:35:13] <codahq> sheesh...
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L12[00:38:48] <williewillus> they render when the frame itself isnt visible
L13[00:38:51] <williewillus> so normal entity rules
L14[00:38:53] <williewillus> afaik
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L28[01:40:59] <Naiten> Was updating Forge on my MC client and found out it now suggests Mercurius... Is it actually working? And is the statistics opened?
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L31[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170317 mappings to Forge Maven.
L32[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170317-1.11.zip (mappings = "snapshot_20170317" in build.gradle).
L33[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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L35[02:02:46] <Naiten> oh yeah, finally some actual statistics on versions usage
L36[02:03:16] <Naiten> like, i wanna give a great kudo to whoever made mercurius
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L48[03:02:59] <Naiten> Am i the only to notice that curse dl widget now redirects you to twitch instead of mod page on curse?
L49[03:03:07] <Naiten> This bugs me way more than it should
L50[03:04:03] <Corosus> hah so it does
L51[03:04:14] <Corosus> yay mergings and their flawless executions
L52[03:04:36] <Corosus> at least the view all downloads button works still
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L61[03:43:53] <Ordinastie> !gm func_175625_s
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L77[04:46:03] <DiscworldZA> is there anyway to get an Itemstack of an OreDict item? or is there anyway to get a crafting result from OreDict names?
L78[04:47:12] <gigaherz|work> oredict are strings
L79[04:47:17] <gigaherz|work> you can get all items that have a certain string, yes
L80[04:47:37] <gigaherz|work> getting the crafting result means iterating through the recipes
L81[04:47:44] <gigaherz|work> and passing in the crafting grid with the inputs
L82[04:47:49] <gigaherz|work> until a recipe matches
L83[04:47:55] <gigaherz|work> however, that expects itemstacks
L84[04:48:07] <DiscworldZA> yeah it does
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L86[04:48:28] <gigaherz|work> so if you wanted to do that, you'd have to get the first matching item for an oredict string
L87[04:48:38] <gigaherz|work> and then use that to build a crafting grid
L88[04:49:06] <DiscworldZA> ok but InventoryCraft requires a container? what if i am doing this virtually?
L89[04:49:42] <gigaherz|work> virtual container
L90[04:49:49] <gigaherz|work> basically you hve to pretend to be a crafting table
L91[04:50:09] <gigaherz|work> so that you can call the .matches method on the IRecipe
L92[04:51:33] <DiscworldZA> virtual container?
L93[04:52:26] <DiscworldZA> its using the container to call the onCraftingMatrixChanged methods...so i could just pass it an empty implementation of container?
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L96[05:10:31] <DiscworldZA> gigaherz|work problem...the crafting manager requires a world to get the recipe result...how would i do this...onLoad?
L97[05:10:37] <DiscworldZA> preInit *
L98[05:10:48] <gigaherz|work> dunno
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L101[05:13:44] <DiscworldZA> ok i looked at both Shaped and Shapeless implementation of the matches method...neither of them uses the World obj
L102[05:13:45] <DiscworldZA> XD
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L104[05:16:10] <DiscworldZA> im going to risk passing a Null and then see if it throws an NPE
L105[05:16:44] <gigaherz|work> remember that mods have custom IRecipes
L106[05:16:54] <gigaherz|work> including many that extend shaped/shapeless
L107[05:16:59] <gigaherz|work> although most of them do not use world
L108[05:17:15] <gigaherz|work> but if you are trying to make it generic, add a blacklist.
L109[05:17:30] <DiscworldZA> i do not know why you would need to need the world obj
L110[05:17:47] <gigaherz|work> imagine a recipe that can only be crafted while standing in water
L111[05:17:51] <gigaherz|work> or crafted in the nether
L112[05:18:48] <DiscworldZA> interesting...but no maintstream mod uses such implementation
L113[05:19:15] <gigaherz|work> sure
L114[05:19:16] <DiscworldZA> mainstream*
L115[05:19:19] <gigaherz|work> yo ustill want to protect against NPEs ;P
L116[05:19:39] <DiscworldZA> try catch :P
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L129[08:37:40] <tterrag> forge maven is being a bit spotty atm it seems
L130[08:39:46] <Falkreon> god that would be a terrible mod. "Hang on, I need to craft this fire-elemental wand. Where did I put my fire resist potions and my flint and steel? I have to go stand on the netherrack or this won't work."
L131[08:40:18] <Akkarin> Better than standing in lava
L132[08:40:38] <Falkreon> I imagine either would work. I just don't know why you'd stand in lava when you can stand in fire
L133[08:40:51] <Falkreon> hm. There's a lava resist bauble that would make that less bad
L134[08:40:54] <Akkarin> Because it's a much more comforting way of roasting your flesh
L135[08:41:00] <Falkreon> that's true.
L136[08:41:08] <Falkreon> In creative lava is definitely the way to go.
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L138[08:46:34] <TechnicianLP> what would you guys say if thaumcraft reset ones research-progress on death?
L139[08:47:06] <ghz|afk> I'd ragequit
L140[08:47:10] <ghz|afk> and never play the mod again
L141[08:50:24] <TechnicianLP> yeah ... me too probably
L142[08:55:22] <ghz|afk> thing is, losing experience, sure, losing items, eh annoying but understandable -- if you can try to get back to them --, losing knowledge/unlocks though, nope.
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L147[09:29:01] <tterrag> it all depends how you justify "respawning" I guess, as a concept
L148[09:29:16] <tterrag> MC seems to say "your body dies but your mind does not"
L149[09:29:20] <tterrag> and the body carries items/xp
L150[09:29:30] <tterrag> but yeah I agree there, TC research would be too far
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L152[09:30:56] * Ashindigo_ makes a psycho mode for thaum
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L154[09:34:27] <Intektor> ghz|afk, I am pretty sure there will be sniping skeletons soon :)
L155[09:35:07] <Intektor> 300 meters, no problem, a thousand meters, no problem :)
L156[09:35:09] <Intektor> :D
L157[09:37:09] <Ashindigo_> please no
L158[09:37:42] <Intektor> the maths were not easy, but I got the equation almost finished
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L161[09:50:40] <TechnicianLP> how big are those equations?
L162[09:51:53] <Intektor> they are ok
L163[09:51:57] <Javaschreiber> The path of the arrows should (if they resemble anything what they would be like IRL) not to complex.
L164[09:52:25] <Javaschreiber> I guess they don't facture in fraction, don't they?
L165[09:52:31] <Javaschreiber> * do they?
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L167[09:55:02] <giltwist> Is there an equivalent of player.eyeHeight that works in x and z so that I can get the center of the player model rather than its nw corner?
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L169[09:58:04] <Ashindigo_> blah why is the objloader IResouceManager null
L170[09:59:52] * giltwist hrmms. "Maybe I'll just bite the bullet and use player.rayTrace() instead of trying to find it myself,"
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L175[10:10:12] <Intektor> Javaschreiber, they are way to complex
L176[10:10:30] <Intektor> because of the air resistence being proportional to the velocity
L177[10:10:40] <williewillus> !gm BlockBush.canSustainBush
L178[10:10:49] <williewillus> bot? :P
L179[10:10:53] <Javaschreiber> They actually compute the air resistance on arrows? In Minecraft?
L180[10:11:07] <williewillus> no they don't :P
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L182[10:11:20] <williewillus> they have some fake "drag" that applies in water though
L183[10:11:22] <williewillus> for projectiles
L184[10:11:28] <Javaschreiber> And in air?
L185[10:11:31] <Intektor> thats not true williewillus
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L187[10:11:43] <williewillus> where is this "air resistance" then?
L188[10:11:45] <Intektor> they substract one percent of the velocity every tick
L189[10:12:01] <williewillus> okay yes but that's simple drag and isn't dependent on the environment at all
L190[10:12:06] <Intektor> yes
L191[10:12:28] <Intektor> try finding a motion equation for that
L192[10:12:43] <Javaschreiber> It should be proportional to velocity squared, as arrows are long and fast and air is not viscous.
L193[10:12:57] <Intektor> it should, but tell that mojang
L194[10:13:21] <Intektor> it is that complicated, that they cant even write a proper algorithm for the skeleton aim
L195[10:13:39] <Intektor> they just baim for the head and and pray for it to hit
L196[10:13:43] <Intektor> *aim
L197[10:14:03] <Javaschreiber> The fact that they compute the velocity every tick is bad. Makes it much harder to have a normal differential equation to solve.
L198[10:14:18] <Intektor> there is no actual way of doing it
L199[10:14:36] <Javaschreiber> So, how accurate are your approximations?
L200[10:14:46] <Intektor> stupid as hell, but is not possible to solve the equation
L201[10:15:01] <Intektor> its accurate enough for 1000 blocks
L202[10:15:01] <Javaschreiber> Can I have a look?
L203[10:15:26] <Intektor> Sure, but I have to finish them and test them a bit
L204[10:15:32] <Intektor> they are almost done
L205[10:16:22] <Javaschreiber> But honestly, the skeletons aim shouldn't be too accurate. They are human (remains) and not machines.
L206[10:17:13] <williewillus> iirc they are just hardcoded to keep X distance away from their target :P
L207[10:17:22] <williewillus> if they're too close they run away and try shooting again
L208[10:20:15] <Intektor> Well I will rewrite the skeleton AI
L209[10:20:20] <Intektor> or add new sniper skeletons
L210[10:20:25] <Intektor> idk yet
L211[10:21:06] <Intektor> Or I might add a aim helper for players in the game
L212[10:21:09] <Intektor> dunno
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L214[10:24:59] <TechnicianLP> but the time it takes the arrow to travel 1000blocks will make it very unlikely to hit you
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L233[11:37:47] <Baughn> amadornes: Is the SCM source code online anywhere? I'd like to take a go at fixing issue #330.
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L235[11:41:03] <heldplayer> It's not open source iirc
L236[11:42:49] <heldplayer> He was working on fixing all the bugs in it though
L237[11:43:03] <raoulvdberge> would anyone know what causes this behavior with obj models?
L238[11:43:09] <raoulvdberge> https://raoulvdberge.com/fRJrUM
L239[11:43:14] <raoulvdberge> i had to resize the texture from 64x32 to 64x64.. so can it be that the UVs arent correct anymore?
L240[11:43:20] <raoulvdberge> the stuff is still in the same place...
L241[11:43:25] <raoulvdberge> (i tried the flip-v option...)
L242[11:43:41] <williewillus> so is the world model or the item one broken
L243[11:43:45] <Baughn> heldplayer: Given that one of the bugs is "Can't break blocks without crashing if WAILA is active"...
L244[11:44:04] <Baughn> There hasn't been a release since November, so I hope he'll reconsider his stance on OSS.
L245[11:44:32] <heldplayer> He's been very busy with school, doesn't mean he's not been working on it
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L248[11:49:21] <Lymia> If you care enough, white room & clone it.
L249[11:49:26] <williewillus> lol
L250[11:50:00] <Lymia> If they have a horrible stance on open source, do it and enjoy the resulting lulz too. ;)
L251[11:50:52] * Baughn was sort of doing precisely that, actually.
L252[11:51:08] <amadornes> ohai
L253[11:51:16] <Baughn> ...but it *would* be nice to have a working SCM as well.
L254[11:51:16] <amadornes> just hopping on for a minute or so
L255[11:51:18] <amadornes> gotta run
L256[11:51:33] <amadornes> Lymia, ALL my mods except for SCM are open source
L257[11:51:46] <amadornes> and I tend to push people to release the source of their mods
L258[11:51:50] <amadornes> the thing with SCM is, though
L259[11:51:54] <heldplayer> There he is!
L260[11:51:57] <amadornes> that the code is a fairly big mess
L261[11:51:58] <Lymia> You may want to fix that! :)
L262[11:52:02] <amadornes> and I'm cleaning it up
L263[11:52:10] <Baughn> So you don't want it to be public. Got that. :P
L264[11:52:15] <amadornes> as well as fixing pretty much all the bugs that have been reported on github
L265[11:52:18] <amadornes> not yet, Baughn
L266[11:52:30] <amadornes> but it'll be opensourced on the next release
L267[11:52:31] <Baughn> I kind of disagree on principle, but eh.
L268[11:52:43] <Baughn> I *would* be sending you bugfix PRs otherwise.
L269[11:53:31] <amadornes> yeah... I know... I wanted to be sure I knew every single bit of the code to make cleaning it up and porting to 1.11 much easier
L270[11:53:42] <amadornes> but it shouldn't be too long before the next update, really
L271[11:53:45] <Baughn> Um... isn't it your code?
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L273[11:54:27] <Lymia> Eh. My best most specific programming skill is pretty much reverse engineering and patching binaries. So I may have several biases on this kind of topic. :D
L274[11:55:35] <amadornes> yeah, that's why, Baughn :P
L275[11:55:46] <amadornes> I didn't want other people's code in before the refactor and cleanup
L276[11:55:51] <amadornes> so it'd be easier for me to do it
L277[11:55:56] <amadornes> and that's in the next update
L278[11:56:06] <Baughn> In this case we're probably just talking about a few null checks, though.
L279[11:56:14] <Baughn> Now, the other bug I just found.. :D
L280[11:56:28] <amadornes> I've been really busy with school for the past few months (and in fact I have to leave to go to classes right now)
L281[11:56:39] <amadornes> but I'm getting back to modding now that I don't have as many exams (just one a week)
L282[11:57:00] <amadornes> I'm hoping to release it in the next few weeks
L283[11:57:11] <amadornes> anyway, I should get going
L284[11:57:15] <amadornes> otherwise I'm going to be late
L285[11:57:16] <amadornes> o/
L286[11:57:49] <Baughn> GL with that.
L287[11:57:59] <Baughn> I really like scm, that's why it's so frustrating that I can't use it.
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L290[12:57:50] <Ashindigo_> I've heard about a possible forge/fml re-write? Is that actually happening sometime?
L291[12:58:48] <tterrag> if j9 is ever to be supported, FML has to be rewritten
L292[12:58:53] <tterrag> not forge
L293[13:00:36] <Ashindigo_> Alrighty
L294[13:01:03] <killjoy> Mostly just rewriting launchwrapper
L295[13:01:08] <killjoy> since classpath is changing a lot
L296[13:02:11] <tterrag> RIP guava Classpath I guess
L297[13:02:47] <killjoy> I think also all coremods will be more strictly enforced
L298[13:03:17] <Vigaro> Isn't java supposed to be mostly backwards compatible?
L299[13:03:28] <killjoy> *mostly is the key word
L300[13:03:43] <killjoy> MOST java applications don't mess with the classpath
L301[13:03:54] <Akkarin> Java 9 doesn't really blow up all that much beyond the point of tossing some nonsense from the unsupported APIs
L302[13:03:55] <Vigaro> I see
L303[13:04:12] <Akkarin> as far as I've seen Jigsaw does handle backwards compat through unnamed modules
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L306[13:12:25] <LexDesktop> it tries, but again we are nowhere NEAR standard java in FML's bootup sequence
L307[13:15:02] <LexDesktop> Plus, the coremod system has despratly needed a V2 re-write for a long time. The problem is we literally can't. Because as soon as we do there'd be a coremod to fuck it up. So the J8/J9 re-write which DOES break the old shit gives us an oppertunity to re-write it correctly.
L308[13:15:27] <LexDesktop> However, god knows when the re-write will happen, cpw doesnt have a lot of time, and hes bad at writing down what he wants done.
L309[13:20:03] <Akkarin> oh well ... Didn't expect much breakage honestly since it's just classloader magic which isn't really touched all that much by the new system
L310[13:20:11] <Akkarin> in fact to me it looks like it's just a neat wrapper at this point
L311[13:21:03] <LexDesktop> There were a few gotchas.
L312[13:22:26] <Akkarin> awwh
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L314[13:23:09] <Akkarin> A lot of dependencies need updating in Minecraft itself as well so it's going to be interesting to see when it works flawlessly
L315[13:23:14] <Akkarin> (vanilla that is)
L316[13:23:50] <LexDesktop> Probably not for a long time, however, things vanilla wise dont need to update to J9 they can stick to J8 for quite a while.
L317[13:24:07] <LexDesktop> Which technically screws us because we have nothing to say 'hey its forcing us to re-write'
L318[13:24:12] <LexDesktop> But.... its needed
L319[13:24:40] <Akkarin> Doesn't the new launcher allow you to specify a custom JVM in the manifest anyways so it's a non issue?
L320[13:25:06] <LexDesktop> not really...
L321[13:25:11] <Akkarin> :(
L322[13:25:15] <LexDesktop> all the launchers have allowed you to specify what jvm to use
L323[13:25:23] <Akkarin> well as in bundled
L324[13:25:39] <Akkarin> so you wouldn't have to tell people to install Java 9 when redesigning everything for it
L325[13:25:41] <LexDesktop> Old one defaulted to OS, the new deafults to a distro of 8 mojang put together.
L326[13:25:54] <LexDesktop> WE cant target anything tho
L327[13:25:57] <IoP> also it might take long time before mojang updates from 8u25/8u51
L328[13:27:03] <Akkarin> Well Mojang doesn't really matter all that much in that matter as long as vanilla isn't entirely broken in 1.9
L329[13:27:17] <tterrag> mojang controls the java target
L330[13:27:23] <tterrag> in the new launcher, anyways
L331[13:27:25] <Akkarin> That is the point that I was referencing
L332[13:27:28] <LexDesktop> J9 vanilla should work fine
L333[13:27:29] <IoP> are you sure. Updating java breaks game for some users.
L334[13:27:34] <LexDesktop> As most things are basic on their end
L335[13:27:45] <Akkarin> Well their deps will break here and there
L336[13:27:53] <Akkarin> netty afaik needs some changes ... because well unsafe all the buffer things
L337[13:28:00] <LexDesktop> ya
L338[13:28:21] <Akkarin> Maybe a few smaller things here and there but most libs they do use are major enough to already be migrated or migrate soon
L339[13:28:32] <LexDesktop> Point is there will be issues, but mostly from deps, from people who do things non-standard
L340[13:28:46] <LexDesktop> lwjgl, and FML being the prime canidates
L341[13:29:36] <Akkarin> LWJGL would be one of the candidates that might as well cause real trouble
L342[13:30:06] <Akkarin> given that there's a newer major version of it that they might update eclusively if there's a lot of stuff to redesign and account for
L343[13:30:33] <Akkarin> Even though I'm kind of torn between "uuhhh that will break" and "well it's just a JNI binding it shouldn't be that bad"
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L359[14:18:09] <PaleoCrafter> Lex, any news concerning the website? :D
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L369[15:06:36] <Shambling> dear lord does minecraft watn to spawn me in an ocean
L370[15:06:54] <Shambling> I've used biometweaker to all but remove everything that can possibly even be considered near an ocean biome, and it still spawns me in an ocean biome
L371[15:07:10] <Shambling> they are static biomes that always spawn, but biometweaker's replacement method should be working
L372[15:07:21] <Shambling> maybe its because I'm replacing them with a BoP biome, I should try a vanilla desert biome
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L379[15:41:07] <Shambling> well one easy way to find astral sorc gems... have a red desert with water
L380[15:41:08] <Shambling> lol
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L396[16:20:20] <LexDesktop> PaleoCrafter, he says you have all the tools you need and there will not be any auto-pushing due to how the forums work and it neeidng ot be 'compiled' byt the forum.
L397[16:20:34] <PaleoCrafter> meh
L398[16:22:44] <PaleoCrafter> I technically do have the tools, but it's a little cumbersome tbh. besides, the forums aren't the only site we need to cover
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L400[16:24:13] <PaleoCrafter> anyways, I basically have a repo set up locally, so we could at least get that + issue tracking going
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L403[16:33:25] <LexDesktop> thats fine, just tell me what repos you want on github
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L405[16:35:29] <PaleoCrafter> just a new 'Web' one will suffice, I think, and I'll just PR the docs when I've decided on how to distribute the theme
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L408[16:37:23] <LexDesktop> https://github.com/PaleoCrafter you right?
L409[16:37:27] <LexDesktop> added you to the team
L410[16:37:27] <PaleoCrafter> yup
L411[16:38:44] <Ordinastie> \/msg PaleoCrafter now that you have access, I need you to add some modifictions to Forge :D
L412[16:38:58] <LexDesktop> he doesnt have access to do that
L413[16:39:01] <PaleoCrafter> yeah :P
L414[16:39:13] <Ordinastie> :p
L415[16:39:31] <PaleoCrafter> also, the only changes I'd make would be changing the included Scala version to the latest :P
L416[16:39:56] <LexDesktop> not gunna happen
L417[16:40:01] <Ordinastie> and you just guaranted yourself to NEVER have access to forge ^^
L418[16:40:09] <LexDesktop> next time we touch scala is to remove it by default
L419[16:40:13] <PaleoCrafter> I know, I know :P
L420[16:40:27] <PaleoCrafter> I'm more than happy to ship the libs myself
L421[16:40:27] <IoP> PaleoCrafter: I thought clojure is modern version of scala :P
L422[16:40:32] * Ashindigo_ midly hopes that his is pr is noticed again
L423[16:40:33] <PaleoCrafter> tsk
L424[16:40:41] <PaleoCrafter> Frege is where it's at :P
L425[16:41:48] <LexDesktop> freg?
L426[16:41:59] <PaleoCrafter> a Haskell dialect for the JVM
L427[16:42:43] <PaleoCrafter> there, pushed my current stuff, might add some folders to the stylesheets tomorrow xD
L428[16:44:01] <LexDesktop> btw
L429[16:44:12] <LexDesktop> look at the dark theam on mobile... and then fix eet!
L430[16:45:34] <PaleoCrafter> hm... don't see anything particular wrong on my phone :P
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L432[16:45:50] <LexDesktop> the fact that when you're looking at a sub-forum everything is white?
L433[16:45:54] <PaleoCrafter> oh, I see
L434[16:46:00] <LexDesktop> and there are no indicators of whats read and whats not
L435[16:46:08] <PaleoCrafter> thought I had fixed that... weird
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L440[17:03:03] <ghz|afk> anyone here can read zh_CN?
L441[17:03:11] <ghz|afk> https://github.com/gigaherz/Survivalist/pull/35/files
L442[17:03:20] <ghz|afk> want to make sure t he translations at least make some sense ;P
L443[17:08:20] * TechnicianLP is getting missing unicode letters
L444[17:08:53] <ghz|afk> set your browser to prefer unicode
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L447[17:15:10] <Ordinastie> ghz|afk, I chose to believe people taking the time to make an actual PR for the translation wouldn't be dumb kids that put penis in every other line
L448[17:15:26] <ghz|afk> yeah
L449[17:15:48] <ghz|afk> I can't read chinese at all
L450[17:15:52] <ghz|afk> but I can do pattern recognition
L451[17:16:09] <ghz|afk> and I see that all the rock entries have the same glyphs at the end, and change at the beginning
L452[17:16:17] <ghz|afk> so that's a good sign
L453[17:16:17] <ghz|afk> ;P
L454[17:16:17] <IoP> other worse case scenario is that someone is offering machine translated translations
L455[17:16:58] <ghz|afk> ah whatever, I'll merge
L456[17:17:07] <ghz|afk> worst case someone can laugh at the translation
L457[17:17:08] <ghz|afk> ;P
L458[17:17:32] <IoP> :P
L459[17:18:12] <IoP> I was not laughing when I saw that biblatex maintainers accepted such a translations. yeah seriour use case vs game
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L461[17:20:43] <SatanicSanta> Is it possible to have multiple mcmod.info files in 1 jar?
L462[17:20:43] *** V is now known as Vigaro
L463[17:26:10] <ghz|afk> SatanicSanta: I do not believe so
L464[17:26:19] <SatanicSanta> :(
L465[17:26:21] <ghz|afk> but you can have one mcmod.info with multiple mod infos in them
L466[17:27:06] <SatanicSanta> That isn't really helpful for my purposes, but that is interesting
L467[17:28:23] <SatanicSanta> Hmmmm. I could probably do some Groovy magic to combine the mcmod.info files though
L468[17:28:28] <SatanicSanta> so perhaps that is helpful
L469[17:30:53] <SatanicSanta> ghz|afk: could you link me to something that shows multiple mod infos in a single mcmod.info?
L470[17:37:50] <ghz|afk> SatanicSanta: just look at the mcmod file
L471[17:37:55] <ghz|afk> it has an array in the top level
L472[17:38:03] <ghz|afk> with an object inside
L473[17:38:08] <ghz|afk> you can have more than one object
L474[17:38:09] <SatanicSanta> oh yes
L475[17:38:13] <SatanicSanta> forgot about that
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L478[17:50:31] <Intektor> ghz|afk, I think sniping skeletons will soon be a thing
L479[17:50:43] *** fry is now known as fry|sleep
L480[17:52:52] <ghz|afk> nice... or something
L481[17:52:53] <ghz|afk> ;P
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L492[18:36:44] <SatanicSanta> I'm running into a strange issue while trying to put some assets into my api dir instead of my mod dir (since certain API classes depend on these resources). Works perfectly in a dev environment, but when I try to compile and run https://gist.github.com/elifoster/016fce75a9213b61e5fee6b8fdda0af2
L493[18:37:28] <SatanicSanta> Oh, forgot to add the buildscript, sec
L494[18:38:19] <ghz|afk> uhm
L495[18:38:24] <ghz|afk> the api folder does not get included in the jar
L496[18:38:31] <SatanicSanta> it does
L497[18:38:48] <ghz|afk> wait unless you don't mean src/api vs src/main
L498[18:38:57] <SatanicSanta> I do
L499[18:39:12] <ghz|afk> the src/api folder is meant for including other mods' apis
L500[18:39:14] <ghz|afk> in your code
L501[18:39:16] <SatanicSanta> no it isnt
L502[18:39:18] <ghz|afk> while not embedding them in the jar
L503[18:39:31] <SatanicSanta> people who do that are incorrect
L504[18:39:34] <ghz|afk> you may have modified the build.gradle
L505[18:39:37] <ghz|afk> but that's waht it's for
L506[18:39:41] <SatanicSanta> it actually isnt
L507[18:39:49] <SatanicSanta> src/api: your api; src/main: your app; src/test: your tests
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L509[18:40:26] <ghz|afk> well that's not how forge mods usually make use of the folder
L510[18:40:26] <ghz|afk> ;p
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L512[18:40:35] <SatanicSanta> thats because of a gradle issue
L513[18:40:38] <SatanicSanta> but they are actually doing it wrong
L514[18:40:57] <ghz|afk> regardless
L515[18:41:06] <ghz|afk> the api folder does not get included in the main jar.
L516[18:41:08] <ghz|afk> that's still true ;p
L517[18:41:09] <SatanicSanta> It does.
L518[18:41:14] <ghz|afk> no it does not.
L519[18:41:20] <ghz|afk> at least not without editing the build.gradle
L520[18:41:46] <SatanicSanta> Yeah, and I provided my buildscript
L521[18:41:53] <ghz|afk> yes so what I'm saying is
L522[18:41:56] <ghz|afk> normally, it does not
L523[18:42:01] <ghz|afk> regardless of your buildscript ;P
L524[18:42:08] <SatanicSanta> why is that relevant?
L525[18:42:09] <ghz|afk> so that aside
L526[18:42:12] <ghz|afk> it isn't
L527[18:42:15] <SatanicSanta> >.
L528[18:42:16] <SatanicSanta> >.>
L529[18:42:24] <ghz|afk> I'm just stating that what I said is true, even if it doesn't apply to your case
L530[18:42:26] <ghz|afk> ;P
L531[18:42:30] <SatanicSanta> I see
L532[18:42:38] <ghz|afk> so that aside
L533[18:43:00] * ghz|afk reads
L534[18:44:25] <ghz|afk> !gm func_110989_a
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L536[18:45:31] <ghz|afk> seems like readBufferedImage returned null, which means the InputStream failed to read
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L538[18:45:53] <ghz|afk> given that getInputStream didn't throw
L539[18:45:58] <ghz|afk> it means there was an InputStream
L540[18:46:09] <ghz|afk> it just didn't manage to complete reading
L541[18:46:17] <ghz|afk> so it's not that the file is missing
L542[18:46:23] <ghz|afk> it's unable to parse it?
L543[18:46:28] <SatanicSanta> which makes sense since the file exists
L544[18:46:39] <ghz|afk> is the file correupted inside the jar?
L545[18:46:47] <ghz|afk> can you try extracting it with like, 7zip and checking?
L546[18:47:18] <SatanicSanta> well, osx quick preview is failing to load them
L547[18:47:23] <SatanicSanta> so im guessing yes
L548[18:47:34] <ghz|afk> right so your issue is that the images are corrupted
L549[18:47:50] <ghz|afk> question then is, which step is corrupting them?
L550[18:48:01] <ghz|afk> if you build an api-only jar
L551[18:48:07] <ghz|afk> are they corrupted in the api jar?
L552[18:48:29] <SatanicSanta> looks like it
L553[18:48:29] <ghz|afk> if you use the "jar" target, which would leave the jar in the pre-reobf state
L554[18:48:37] <ghz|afk> are they correupted before reobf?
L555[18:48:59] <SatanicSanta> what do you mean the jar target?
L556[18:49:13] <ghz|afk> the way mc mods build
L557[18:49:23] <ghz|afk> they first run the "jar" target in gradle
L558[18:49:28] <ghz|afk> to generate a jar file
L559[18:49:36] <ghz|afk> then they remap the names inside classes
L560[18:49:59] <ghz|afk> to turn the code into SRG style
L561[18:50:21] <ghz|afk> I'm wondering if the remap operation is corrupting the images somehow
L562[18:50:41] <ghz|afk> hence the 3 possible places to check
L563[18:50:48] <ghz|afk> 1. int he build output folder before packaging
L564[18:50:55] <ghz|afk> 2. in the pre-reobf jar
L565[18:50:57] <ghz|afk> 3. in the final jar
L566[18:51:06] <ghz|afk> we have confirmed the #3 case is corrupted
L567[18:51:10] <ghz|afk> so the other two remain
L568[18:51:27] <SatanicSanta> build/resources/api/assets/esteemedinnovationapi/textures/gui/*.png appear fine
L569[18:51:43] <ghz|afk> okay so it's something in the process to generate the jar file
L570[18:52:10] <ghz|afk> hmmm
L571[18:52:18] <ghz|afk> https://gist.github.com/elifoster/016fce75a9213b61e5fee6b8fdda0af2#file-build-gradle-L180
L572[18:52:22] <ghz|afk> I keep looking at this
L573[18:52:28] <ghz|afk> you are replacing text in binary files
L574[18:52:35] <ghz|afk> I wonder if it's messing up the binary data
L575[18:52:41] <ghz|afk> while converting it to text for parsing
L576[18:52:46] <ghz|afk> remember that in windows
L577[18:52:52] <ghz|afk> text != binary
L578[18:52:56] <SatanicSanta> hm
L579[18:52:58] <ghz|afk> dunno if macos has the same issue
L580[18:53:10] <ghz|afk> can you try limiting those to only include certain file extensions?
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L582[18:54:07] <SatanicSanta> I think I only actually need to replace that in mcmod.info
L583[18:54:37] <ghz|afk> good then do like the stock build.gradle does
L584[18:54:38] <ghz|afk> and use
L585[18:54:39] <ghz|afk> include 'mcmod.info'
L586[18:54:40] <ghz|afk> ;P
L587[18:55:52] <ghz|afk> (and note t hat the stock one has a separate rule to include all but mcmod.info without modifying)
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L589[18:58:27] <Shambling> do agricraft crops actually mutate or spread in 1.10.2, or is that still broken?
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L591[19:00:29] <SatanicSanta> That's odd. ghz|afk so it didn't crash this time, but the images are still corrupt
L592[19:00:44] <SatanicSanta> it had the missing texture texture
L593[19:06:56] <Shambling> note to self, don't combine agricraft and projecte in 1.10.2
L594[19:07:06] <Shambling> that growing band just blew up my game :D
L595[19:08:21] <Shambling> oh I know why, that thing auto harvests
L596[19:10:54] <SatanicSanta> ghz|afk: i think something's wrong with GuiJournal as well because if I try to decompile it, I get "// INTERNAL ERROR //" (JD GUI)
L597[19:11:11] * ghz|afk shrugs
L598[19:17:20] <SatanicSanta> ghz|afk: Although it actually works fine aside from the textures
L599[19:17:43] <SatanicSanta> oh, got it to crash from a corrupt image
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L601[19:27:55] <ghz|afk> hmmm
L602[19:27:55] <ghz|afk> https://github.com/gigaherz/Survivalist/issues/38#issuecomment-287501202
L603[19:28:01] <ghz|afk> anyone knows *why* that would happen?
L604[19:28:15] <ghz|afk> it's trying to find the deps in /deobf/
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L607[19:42:45] <SatanicSanta> ghz|afk: Commented out both `it.replaceAll('@APIVERSION@', newAPIVersion)`s, images still corrupt. Even did it with --rerun-tasks, still corrupt
L608[19:43:37] <ghz|afk> welp, out of ideas then
L609[19:45:27] <SatanicSanta> corrupt in the source jar, as well
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L618[20:26:01] <SatanicSanta> I think I solved it
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L651[21:54:11] <SatanicSanta> ghz|afk: hehe https://github.com/Esteemed-Innovation/Esteemed-Innovation/commit/b91e902492e32915a7cc2a75915ec9f31f7394ec all my issues are fixed :D
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L655[22:04:15] <killjoy> What's the best way to determine if the client is premium?
L656[22:04:25] <killjoy> and authenticated with mojang
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L658[22:07:55] <ghz|afk> killjoy: premium?
L659[22:08:04] <killjoy> does nobody use that term anymore?
L660[22:08:11] <killjoy> they bought the game
L661[22:08:15] <ghz|afk> oh
L662[22:08:18] <ghz|afk> as in, not demo?
L663[22:08:23] <killjoy> ehh
L664[22:08:35] <ghz|afk> because there's a isDemo method in the Minecraft class
L665[22:08:41] <killjoy> you can easily be not demo
L666[22:08:45] <ghz|afk> but if you mean pirate vs not pirate, dunno
L667[22:08:46] <killjoy> we do it all the time in dev
L668[22:09:01] <killjoy> Basically the ability to join multiplayer
L669[22:09:11] <ghz|afk> I thought the server checks that
L670[22:09:30] <ghz|afk> by asking mojang if the given token is valid for the username
L671[22:09:40] <killjoy> I could always just do that in a new thread.
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L676[22:15:15] <SatanicSanta> killjoy: It's Ruby but I think you get the idea https://github.com/elifoster/mojang-rb/blob/master/lib/mojang.rb#L41-L49
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L678[22:15:40] <killjoy> Or I could just use authutils
L679[22:15:48] <SatanicSanta> that too
L680[22:15:57] <SatanicSanta> I don't know much about the internals of auth
L681[22:16:06] <killjoy> It's quite simple
L682[22:16:25] <killjoy> Just use the implementation feature in idea
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L684[22:22:58] <killjoy> quick question. Are the lowercase resource locations enforced for dynamic textures?
L685[22:25:08] <ghz|afk> dynamic textures?
L686[22:25:25] <ghz|afk> regardless
L687[22:25:35] <ghz|afk> in 1.11, when you do new ResourceLocation(something)
L688[22:25:40] <ghz|afk> it .toLowerCase()s it
L689[22:25:44] <ghz|afk> regardless of where or when
L690[22:25:59] <killjoy> so not enforced
L691[22:26:00] <ghz|afk> so if you try to load a resource that has an uppercase letter in the filename
L692[22:26:07] <killjoy> there is no file
L693[22:26:18] <killjoy> it's dynamic, uploaded manually
L694[22:26:31] <killjoy> e.g. gotten from the internet
L695[22:26:32] <ghz|afk> well I don't know what you meant with dynamic ;P
L696[22:26:41] <killjoy> see DynamicTexture
L697[22:26:58] <ghz|afk> do you reference it through a ResourceLocation?
L698[22:27:11] <killjoy> It's also uploaded using a resourcelocation
L699[22:27:26] <ghz|afk> yeah so then basically it will be lowercased for you regardless
L700[22:27:32] <ghz|afk> you still should use lowercase to begin with
L701[22:27:43] <ghz|afk> but it will be enforced in both ends, so it would work regardless
L702[22:27:51] <killjoy> I'm not supplying the string myself anyway
L703[22:28:25] <ghz|afk> anyhow, going to try to sleep a bit
L704[22:28:40] * ghz|afk poofs
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L706[22:34:07] <tzh> does anybody know how world.scheduleUpdate(..., ..., some huge number) deals with ticks being skipped via admin commands or sleeping?
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L709[23:07:39] <SatanicSanta> Are there any decent and up to date guides for adding new worldgen structures?
L710[23:08:03] <killjoy> keep it centered in the chunk
L711[23:08:17] <killjoy> that's all I know
L712[23:08:25] <SatanicSanta> yeah i read mezz's thing on reddit recently about that
L713[23:08:25] <killjoy> I think mezz knows more
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