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L1[00:03:28] ⇨ Joins: Lathanael|Away (~Lathanael@p54960384.dip0.t-ipconnect.de)
L2[00:04:03] <McJty> Anyone know what this message actually means:
L3[00:04:04] <McJty> io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 112 in channel xnet
L4[00:04:15] <McJty> What is discriminator 112?
L5[00:08:58] <LexManos> Its nothing, thats the problem.
L6[00:09:14] <LexManos> Whatever is sending the packet is sending a malformed packet. And/Or the reader isn't reading it entirely
L7[00:12:09] <McJty> hmm ok. Sounds like a bug on my side then. I'll try to debug what's going on
L8[00:12:10] <McJty> thanks
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L10[00:18:34] <LexManos> http://www.minecraftforge.net/forum/topic/53344-111-get-a-list-of-all-tile-entities-registered/ *bashes head on desk*
L11[00:21:09] <McJty> What the heck is going on with the CreeperHost account on twitter. It keeps on repeating the same tweet over and over
L12[00:21:38] <kashike> lol
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L14[00:47:34] <LexManos> automated tweets FTL
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170325 mappings to Forge Maven.
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L32[02:02:35] <terickson001> Is anyone around who could help me with some IEnergyStorage/Capability stuff?
L33[02:03:39] <kashike> If you have a question, please just ask it. Don't look for staff or topic experts. Don't ask to ask or ask if people are awake or available. Just ask the question to the channel straight out, and wait patiently for a reply.
L34[02:04:00] <LexManos> ?ask
L35[02:04:05] <LexManos> that used to be a command..
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L39[02:09:57] <terickson001> Alright, sorry about that. So, if I have a TileEntity that implements IEnergyStorage, the next step is to create an IStorage interface for it, then register that with CapabilityManager.INSTANCE.register(IEnergyStorage.class, >IStorage instance>, <Tile instance>). Does that all sound right?
L40[02:10:18] <terickson001> <IStorage instance>**
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L42[02:16:24] <LexManos> the fuck is your tile entity implementing a capability for?
L43[02:16:38] <LexManos> No, thats all compleetly wrong
L44[02:22:12] <terickson001> Oh wait , so I just extend EnergyStorage instead of implementing it on a tile entity, pass that where i would have passed the tile, and attach that capability to the tile?
L45[02:23:52] <terickson001> I've been looking at the RF-Api stuff for too long, had a bit of a brain fart.
L46[02:25:15] <LexManos> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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L50[02:39:12] <terickson001> After looking at that again, I don't understand how that went so far over my head the first time I looked at it :/. Thanks for the help Lex
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L91[07:03:02] <Koward> How can I prevent breeding with a certain item ? (Rotten flesh and dogs in my case)
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L94[07:56:16] <Jiraiyah> Could not resolve de.oceanlabs.mcp:mcp:1.11.2. <--- trying to setup forge environment in idea
L95[07:56:35] <Jiraiyah> is forge maven down? or what?
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L97[08:01:20] <Jiraiyah> http://prntscr.com/eoa7ul
L98[08:04:07] <gigaherz> try again
L99[08:04:16] <gigaherz> it can take a few tries
L100[08:04:30] <gigaherz> for some reason the site works just fine when used from like, a web browser
L101[08:04:35] <gigaherz> but gradle has problems connecting
L102[08:04:42] <gigaherz> it has been going on for a few months
L103[08:04:48] <Jiraiyah> tried near 8-10 times by now but id it's all it takes, i'm all for it :D
L104[08:04:57] <Shambling> it does it most often on the weekend, I blame free time
L105[08:05:16] <Shambling> not the server admins, mine :P
L106[08:05:22] <gigaherz> someone said it was due to firewalls being paranoid about certain activity patterns in java processes
L107[08:05:33] <gigaherz> I believe someone fixed it by disabling the windows firewall
L108[08:05:45] <Shambling> I don't think windows firewa... oh wait windows 10
L109[08:05:48] <Shambling> nm :P
L110[08:05:49] <Jiraiyah> mine is always disabled
L111[08:06:08] <gigaherz> mine isn't, but yeah wahtever ;p
L112[08:06:11] <gigaherz> I just try again a few times
L113[08:06:15] <gigaherz> and it ends up working
L114[08:06:27] <Jiraiyah> is there a way to get this manually an put it somewhere to bypass this stage?
L115[08:08:15] <Jiraiyah> hmm --> http://files.minecraftforge.net/maven/de/oceanlabs <--- gives 404 on web browser !
L116[08:08:57] <kashike> intentional
L117[08:09:01] <Jiraiyah> kk
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L119[08:28:30] <Shambling> lol don't stack a torcherino with a watch of flowing time at 343000x speed
L120[08:28:37] <Shambling> it causes an infinite recursive loop
L121[08:29:08] <Shambling> I did it for science, and I have no regrets
L122[08:29:54] <TechnicianLP> 350000x without the torcherino? how many tps do you have left?
L123[08:30:12] <Shambling> well the torcherino was on max speed, it was a double compressed
L124[08:30:21] <Shambling> stack that on a watch of flowing time, and you have all the ticks
L125[08:30:35] <Shambling> btw, for some reason watch of flowing time doesn't work on crops ,but it works on mystical agriculture crops
L126[08:30:40] <Shambling> torcherino works on everything :o
L127[08:33:09] <TechnicianLP> one more reason to block tick speedup ....
L128[08:37:37] <Shambling> one LESS reason
L129[08:37:54] <Shambling> I don't think it increases tick speedup anyways
L130[08:38:02] <Shambling> I think it just makes whatever gets called on a tick get called more times
L131[08:38:18] <Shambling> besides its the growth animations that cause the lag anyways
L132[08:39:05] <TechnicianLP> for crops yes - for TEs not so much
L133[08:39:33] <Shambling> I've never seen torcherino cause lag on anything other than crops
L134[08:39:42] <Shambling> mind you, I don't play on public servers full of trolls
L135[08:40:27] <Shambling> the only good multiplayer is non-multiplayer :P
L136[08:53:31] <Jiraiyah> gigaherz, a question, if i want to add some mods to stay beside forge like a normal game, for example waila or jei, where should i put them? normally in mdk we have a mod folder under run, but here?
L137[08:53:52] <gigaherz> hm?
L138[08:53:56] <gigaherz> oh
L139[08:54:02] <gigaherz> as in, forge dev proper
L140[08:54:13] <gigaherz> it's like eclipse/ or whatever
L141[08:54:30] <gigaherz> there's a folder like usual
L142[08:54:46] <Jiraiyah> kk
L143[08:54:47] <gigaherz> projects/run
L144[08:55:01] <gigaherz> no wait that's empty
L145[08:55:17] <gigaherz> no wait wrong forge folder
L146[08:55:17] <gigaherz> XD
L147[08:55:29] <gigaherz> yeah projects/run ;P
L148[09:01:18] <Jiraiyah> ah i'm still in the middle of setup task, will see, thanks
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L154[10:12:36] <LexManos> Still waiting on OVH to install our new server :/
L155[10:13:15] <gigaherz> :/
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L157[10:16:59] <Akkarin> no 120 second checkout?
L158[10:19:02] <TechnicianLP> what does need to be installed there? cant one choose their own os?
L159[10:20:06] <Akkarin> you can
L160[10:20:15] <Akkarin> it's an auto installer though via network
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L169[11:10:55] <Jiraiyah> pfff to watch a video tutorial that the guy calls json a programming language !!!!
L170[11:13:26] <gigaherz> declarative programming
L171[11:13:59] <gigaherz> although json isn't a programming environment, just a data description language
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L173[11:16:17] <Jiraiyah> well i would more call it a serialization format not a programming language, although it looks like it was lack of my knowledge
L174[11:18:05] <Jiraiyah> o~k what now? https://gist.github.com/khodakarami/d5736d5f2c0cc5467411ffbb4aacc88b
L175[11:18:14] <Jiraiyah> the first try on running forge env itself
L176[11:19:44] <Jiraiyah> also this : http://prntscr.com/eoc4yp
L177[11:19:50] <Jiraiyah> why the package is not recognized?
L178[11:20:55] <diesieben07> Jiraiyah, first error: File > Settings > Build, Execution, Deployment > Compiler > untick "Add runtime assertions for ..."
L179[11:21:22] <diesieben07> 2nd, how exactly did you set up the project?
L180[11:21:35] <Corosus> also clean build after doing that
L181[11:22:34] <Jiraiyah> was following cpw's video, it was on idea 2015 but should be the same for 2017
L182[11:23:57] <Jiraiyah> Corosus, what do you mean "Clean" build?
L183[11:24:36] <Corosus> err, build > rebuild project i think, might not be needed
L184[11:24:38] <Jiraiyah> the only thing i changed from his video is using compiler's 8 version instead of 6
L185[11:24:40] <Corosus> i had to though for first error
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L187[11:25:46] <Jiraiyah> well, tried normal build project and it stocks on the error in mdk folder not finding mc package !!!!
L188[11:25:54] <Jiraiyah> let's see if the rebuild works
L189[11:29:27] <diesieben07> you did run gradle setup, yes?
L190[11:30:31] <gigaherz> is setup the right one now? I have always run setupForge
L191[11:30:43] <diesieben07> i think they do the same by now
L192[11:31:55] <gigaherz> so I'm disappointed. I got myself a nano bot beacon, with strength III -- and the Atomic disassembler doesn't disassemble mobs any better :(
L193[11:32:17] <gigaherz> had to return to the tinker's sword
L194[11:35:49] <Jiraiyah> diesieben07, the first thing i did was running the setup task under gradle, but it seems idea 2017 got a bit smarter than 2015, at the start when i was cloning the git repo, it asked me if i want to have modules and i said yes, it had generated modules for forge main and mdk and others
L195[11:36:01] <Jiraiyah> removed those extra and rebuilding the project now
L196[11:36:09] <diesieben07> well, dont remove the modules
L197[11:36:15] <Jiraiyah> question is, can i remove that mdk folder completely or not?
L198[11:36:23] <diesieben07> why would you?
L199[11:36:25] <Jiraiyah> no no, they were duplicated
L200[11:36:28] <diesieben07> it is part of the forge project
L201[11:36:41] <Jiraiyah> in case the build project yelled at me again about not finding the package
L202[11:37:03] <diesieben07> ok let me try this on my machine and I'll get back to you
L203[11:37:15] <Jiraiyah> although if it won't find a package for minecraft, no other mod would
L204[11:37:21] <Jiraiyah> kk
L205[11:37:40] <Jiraiyah> give me few minutes to see if this rebuilt worked or not, if not i will ask for help
L206[11:38:52] <Corosus> oh, if you are using cpws videos for idea 2017 and not watching his updated videos that are specifically for that version you are going to run into issues
L207[11:39:10] <Corosus> he has more recent vids
L208[11:39:15] <Jiraiyah> oh i see, then i will watch them first
L209[11:39:31] <diesieben07> it boils down to opening the build.gradle
L210[11:39:38] <Corosus> the main thing it points out is running "./gradlew wrapper --gradle-version 3.4"
L211[11:39:38] <diesieben07> there is not really a science to it...
L212[11:39:48] <diesieben07> you don't need that at all...
L213[11:40:18] <Corosus> mmm yeah changing in build.gradle probably works too
L214[11:40:27] <diesieben07> clone the repo via File > New > Project From Version Control
L215[11:40:38] <diesieben07> intellij will ask you if you want to import the gradle project
L216[11:40:39] <diesieben07> do that
L217[11:40:45] <diesieben07> then run the setup task
L218[11:40:46] <diesieben07> done.
L219[11:41:34] <diesieben07> actually wait, there is one step missing
L220[11:42:01] <gigaherz> if setting up forge proper, you have to add the projects/build.gradle to the gradle projects list
L221[11:42:03] <gigaherz> on top of the root one
L222[11:42:10] <diesieben07> yeah taht
L223[11:42:17] <diesieben07> but you can only do that after you ran setup
L224[11:51:03] <Koward> Hello guys. For a custom entity animation I want from the Server thread (as it's done along other things) start a "timer" (duration of the animation). Obviously Client need to know it somehow. What should I do ? Store it in EntityData and use a Datawatcher ?
L225[11:51:40] <diesieben07> depending on the length of the animation it is probably enough to just send a "start animation" packet
L226[11:52:22] <Koward> Where would I keep&update the timer then ?
L227[11:52:37] <diesieben07> in the entity.
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L229[11:53:09] <Koward> I cannot, it's vanilla. That's why I thought about using getEntityData()
L230[11:53:18] <diesieben07> oh god don't use that
L231[11:53:21] <diesieben07> use a capability
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L233[11:53:45] <Jiraiyah> ok, the game runs and comes up, but the problem if net.minecraft.init.Blocks package not being recognized in the mdk folder is still there
L234[11:54:00] <diesieben07> so you opened the main build.gradle, right? then what?
L235[11:54:59] <Jiraiyah> sorry not yet, just removed those duplicated modules and rebuilt the project, don't have vpn to watch youtube right now, what should i change in build.gradle and which build file? there are multiple of them in forge env right now
L236[11:55:17] <diesieben07> you don't need to change anything
L237[11:55:28] <diesieben07> File > Open and sleect the main build.gradle
L238[11:55:31] <diesieben07> then run the setup task
L239[11:55:45] <diesieben07> then in the gradle sidebar click the + icon and select projects/build.gradle
L240[11:55:51] <diesieben07> then you should be good to go
L241[11:55:54] <Koward> Whether I store the int in EntityData or in a capability do not change my problem, the client needs to know what's the value
L242[11:56:09] <diesieben07> Koward, no, the client should just be told "start the animation"
L243[11:56:13] <Jiraiyah> I had done all of that
L244[11:56:19] <gigaherz> Koward: the client should manage the whole animation
L245[11:56:26] <gigaherz> all the server should need to do is say "start now"
L246[11:56:48] <gigaherz> unless by "animation" you mean "walk along some predefined path"
L247[11:56:49] <Jiraiyah> how would i run mc without doing them? but the thing is that in the mdk folder the example mod can't find the net.mincraft packages !
L248[11:57:26] <TechnicianLP> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L249[11:57:27] <gigaherz> wait wait
L250[11:57:34] <gigaherz> Jiraiyah: you should not import the mdk folder
L251[11:57:41] <gigaherz> on the forge environment
L252[11:58:01] <Jiraiyah> so delete that folder?http://prntscr.com/eockcf
L253[11:58:04] <gigaherz> NO
L254[11:58:06] <gigaherz> just leave it alone
L255[11:58:11] <Jiraiyah> got it
L256[11:58:35] <gigaherz> although I don't see any compile errors in there
L257[11:58:54] <Koward> So I could set the timer when the "start" packet arrives, client-side..
L258[11:59:08] <Koward> Sounds possible
L259[11:59:10] <Koward> Thank you
L260[12:04:00] <TechnicianLP> is there a way to check if an ENtityPlayer-Instance is still valid? (without depending on gc)
L261[12:04:33] <diesieben07> TechnicianLP, isDead maybe?
L262[12:05:03] <diesieben07> otherwise player.world.playerEntityList.contains(player)
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L265[12:29:09] <diesieben07> "my computer doesn't have specs"... some people
L266[12:29:11] * diesieben07 shakes head
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L270[12:44:31] <diesieben07> plz send help. http://www.minecraftforge.net/forum/topic/53354-pls-help-111/#comment-258144
L271[12:46:17] <gigaherz> https://c1.staticflickr.com/9/8193/8103515272_27e0e491af_b.jpg
L272[12:46:19] <gigaherz> 4 rams.
L273[12:47:33] <diesieben07> haha
L274[13:07:59] <Shambling> wam
L275[13:08:25] <Shambling> I wonder if they were suffolk or romney rams
L276[13:08:33] <diesieben07> relevant must-watch: https://www.youtube.com/watch?v=BQupIKlDmEA
L277[13:09:26] <Shambling> oh my god, a 780?
L278[13:09:33] <Shambling> yeah a 780 ain't playing 1.10.2
L279[13:09:44] <Shambling> I use a 760 as a server, so he could do that at least :P
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L281[13:10:24] <Shambling> pure virgin forge should run, but I doubt they have java installed
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L284[13:15:38] <Shambling> I wonder what the max torcherino can stack with a projecte watch of flowing time before server crashes
L285[13:15:42] <Shambling> lets try some combos... for SCIENCE
L286[13:18:48] <Shambling> oh, I bert its the lightning
L287[13:19:08] <Shambling> I must have been calling down infinite lightnings
L288[13:20:19] <Shambling> yup its my mod thats doing the bad things
L289[13:20:28] <Shambling> turns out, 50,000 lightning strikes in a tick is bad for servers
L290[13:20:53] <Shambling> ¯\_(ツ)_/¯
L291[13:21:47] <Shambling> http://pastebin.com/wdsnnwRS if interested in seeing the fail :D
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L294[13:22:33] <Shambling> going to try it with the lightning off, lol
L295[13:25:00] <Shambling> hey hey hey, funnily enough it wasn't the lightning but the runaway ticks from double compressed torcherino :P
L296[13:26:54] <Shambling> wish the harvest goddess ring re-planted when it picked crops, or just made the crops grow when on a pedestal
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L303[13:55:54] <Koward> @diesieben07 When should the compound of getEntityData() be used over capabilities ?
L304[13:56:11] <gigaherz> never
L305[13:56:12] <diesieben07> never. getEntityData is legacy
L306[13:56:13] <gigaherz> it's a relic
L307[13:56:21] <gigaherz> it's only there because if it was removed
L308[13:56:29] <gigaherz> some modders would start complaining and yelling
L309[13:56:43] <diesieben07> well, maybe for very simple things like a one-time checked "has this player logged in ever before" check
L310[13:56:52] <diesieben07> but really not ever.
L311[13:56:59] <gigaherz> there's a tags list already in vanilla
L312[13:57:06] <gigaherz> although it's apparently hard-limited to 1024 tags
L313[13:57:09] <Koward> Why is it not deprecated now ?
L314[13:57:24] <gigaherz> no one has bothered to put a @Deprecated in the method
L315[13:57:29] <Koward> ><"
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L317[14:00:58] <Koward> I can see why everybody likes it tho, especially for small simple data. I guess it's easier to read.
L318[14:01:23] <tterrag> yeah honestly I wouldn't go as far as to say "never"
L319[14:01:32] <tterrag> if you just need to store one primitive value on a player, making a cap is a bit overkill
L320[14:04:20] <diesieben07> but dealing with non-typesafe nbt all the time... yuck
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L323[14:05:46] <tterrag> uhm
L324[14:05:49] <tterrag> what?
L325[14:05:51] <Koward> It would be easy to read vs typesafe debate
L326[14:06:23] <diesieben07> getEntityData().get("foo")
L327[14:06:30] <diesieben07> thats not statically checked that "foo" is there.
L328[14:06:30] <Koward> He means that you don't know before running what's stored in the compound so if you make a mistake you'll get slapped at runtime
L329[14:07:19] <diesieben07> exactly
L330[14:10:03] <tterrag> NBT returns defaults though. not exceptions
L331[14:10:05] <tterrag> anyways
L332[14:10:09] <tterrag> what would cause this? https://gist.github.com/Silvrus/b67a74fafecb2f3155681ec594f383d7
L333[14:10:13] <diesieben07> which is even worse...
L334[14:10:14] <Koward> Capabilities are sided I guess ? To do something on Client based on a data in my capability I'd need another capability/sending packets around ?
L335[14:10:25] <diesieben07> they are not automatically synced.
L336[14:11:17] <diesieben07> someone has managed to bind air to your model. fun.
L337[14:12:56] <tterrag> apparently it happens when mining our blocks
L338[14:13:01] <tterrag> so...entity items?
L339[14:13:08] <diesieben07> can you post that model?
L340[14:13:51] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.11/dev/src/main/java/team/chisel/client/render/ModelChiselBlock.java
L341[14:14:45] <tterrag> yes, it's clear that cast is unsafe in theory. but I can't see why it would ever not be an ItemBlock
L342[14:16:35] <diesieben07> hmm. well it being air suggests that the client doesn't know the item
L343[14:16:55] <diesieben07> and they have malisisCore in there which i know messes with FMLs registries...
L344[14:17:01] <tterrag> strange that I've only gotten this issue on 1.11
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L346[14:17:23] <diesieben07> can you reproduce it?
L347[14:17:46] <tterrag> not right now
L348[14:18:04] <tterrag> on my laptop, boarding a flight in ~20 minutes
L349[14:18:09] <tterrag> just wondered if anyone had run into that before
L350[14:18:17] <diesieben07> lol ok
L351[14:29:16] <Koward> Should I always check the side with the context in IMessageHandler#onMessage() implementations ?
L352[14:29:49] <gigaherz> messages are almost always sent in one direction only
L353[14:29:59] <gigaherz> so for most cases, you already know who is handling it
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L361[14:56:45] <wundrweapon> hello
L362[14:56:58] <wundrweapon> hey uh two questions
L363[14:57:12] <wundrweapon> 1) is there any harm in changing the Java version to 1.8 from 1.6?
L364[14:57:49] <shadowfacts> theoretically: maybe
L365[14:57:53] <shadowfacts> realistically: no
L366[14:58:10] <shadowfacts> some people might still be using Java 6, however, the vast majority have moved on
L367[14:58:25] <wundrweapon> alright
L368[14:58:39] <shadowfacts> all of my mods depend on Java 8, and I don't remember the last time I got a bug report that was caused by a version of Java that was too old
L369[14:59:10] <wundrweapon> 2) is there any reason to use gradlew idea instead of gradlew genIntellijRuns
L370[14:59:37] <LexManos> Forge has nagged people about J8 for quite some time, Combined with the simple exception page and the fact that the official launcher bundles j8
L371[14:59:41] <LexManos> there arnt really j8 issues anymore
L372[14:59:59] <LexManos> however, As a state of fact, you should target J6 because Minecraft targets J6. End of Story
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L376[15:02:27] <gigaherz> wundrweapon: so far as I understand, the idea task was meant for older versions
L377[15:02:33] <gigaherz> it's worse than IDEA's normal import now
L378[15:02:47] <gigaherz> so it's recommended that you import the build.gradle file the normal way
L379[15:02:51] <wundrweapon> ok
L380[15:02:51] <gigaherz> and then run the genIntellijRuns
L381[15:03:43] <wundrweapon> but lex if the launcher bundles J8 and there really aren't issues with it... then why's it so important just because Minecraft targets it?
L382[15:04:28] <LexManos> Because the launcehr DOESNT bundle J8 for everyone
L383[15:04:32] <Shambling> I don't even know how people would go about installing java 6 anymore
L384[15:04:41] <Shambling> are they running windows xp on a 10 year old PC?
L385[15:04:44] <LexManos> You're forgetting the linux user base
L386[15:04:47] <LexManos> and ALL OF SERVERS
L387[15:05:17] <Shambling> was pretty sure linux bundled 7 now, maybe I'm wrong. Then again, 'stable' versions of alot of linux distroes are like... 12 years or older :P
L388[15:05:24] <LexManos> Point is, Mojang targets it, and therefor its the Minecraft stndard, there is literally no argument for that.
L389[15:05:50] <Shambling> so do like the cheap card games programmers do, and shoot for lowest common denominator ;D
L390[15:06:03] <LexManos> Exactly
L391[15:06:15] <LexManos> J8 will eventually become the mojang target.
L392[15:06:21] <LexManos> They need to force it to update lwjgl
L393[15:06:25] <Shambling> always shoot for the bottom of the barrel, but expect worse lol
L394[15:06:35] <LexManos> So, until they do, hold your damn horses
L395[15:06:54] <LexManos> Now, back to what I was doing
L396[15:07:01] <wundrweapon> that sucks ass... a lot of my code would look much nicer with default methods in interfaces :/
L397[15:07:22] <Shambling> aren't they using the newer lwjgl in 1.12, since alot of people are complaining their old laptops no longer support the opengl version
L398[15:07:40] <LexManos> A lot of MY code would look a lot nicer with J7/J8 features.
L399[15:07:53] <LexManos> But we target a platform, so stay on that platform.
L400[15:08:32] <LexManos> 1.12 doesnt exist yet, so no clue what theya re doing things are only speculation
L401[15:08:41] * LexManos pokes cpw ahout that
L402[15:11:54] * IoP is not sure how to read backlog
L403[15:13:00] <IoP> Are they going to use newer lwjgl because people are already complaining OR are they already using newer lwjgl with 1.12 and that makes people complain?
L404[15:14:12] <Shambling> hrmmm... all I remember was seeing seiger saying his laptop wasn't going to do 1.12 because the changes so far have changed the opengl to an incompatible version
L405[15:14:15] <Shambling> and thats just the snapshot
L406[15:15:11] <Shambling> they should just program minecraft using unity and then use vulcan for the backend... *things people say* Needs more bloom and HDR
L407[15:15:16] <IoP> anyway support for pre HD graphics chipsets with mods have been unstable-ish
L408[15:16:02] <tzh> i updated my mod to j7 just so i could use strings in switch statements... i guess TECHNICALLY i could make a workaround for that, but there's a limit to what i'm willing to put up with from j6, i guess
L409[15:16:05] <Shambling> I'm not even sure 'hd' graphics chipsets support minecraft anymore. I'm lucky to run on anything intel prior to the i3-2/3 series
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L411[15:16:39] <Shambling> my old i3 first series laptop played vanilla... and that was it
L412[15:17:11] <gigaherz> IoP: I looked at the appdata folder
L413[15:17:30] <gigaherz> I have the snapshot installed and the newest lwjgl in there is 2.9.4-nightly-20150209
L414[15:17:59] <IoP> I started newest snapshot and saw version string for 2.9.4
L415[15:18:19] <Shambling> current stable is 3.1.2 build 13 yes?
L416[15:18:21] <gigaherz> so they haven't had any major switch of lwjgl ;P
L417[15:18:33] <gigaherz> it's still the 2.9.4 series
L418[15:18:39] <Shambling> I meant in general, not minecraft world
L419[15:19:11] <gigaherz> https://www.lwjgl.org/download
L420[15:19:14] <gigaherz> stable is 3.1.1
L421[15:19:22] <gigaherz> but if you count snapshots, yes
L422[15:19:32] <IoP> 2.9.4-nightly-20150209 has been used since 1.8.9
L423[15:19:58] <Shambling> ah ok
L424[15:20:47] <IoP> of course os x had(?) exception and might be still using 2.9.2
L425[15:22:11] <IoP> yup. Still uses 2.9.2 with os x
L426[15:25:52] <tzh> oh hey i got over the big code hurdle for this mod, which means now i actually have to do a bunch of design and outlining now that i know this is possible
L427[15:26:03] <tzh> time to put down the actual code for a week i guess
L428[15:30:02] <CodeBirb> So.. has anyone else had an issue registering stuff to multiple created registries in a mod? I have two, one for charges and one for automation steps, and Forge is freaking out when I try to register things to the second one.
L429[15:31:36] <CodeBirb> Pastebin of issue: http://pastebin.com/xND6zZRW - Registration code: https://github.com/codebirb/Plasma/blob/master/src/main/java/codebirb/plasma/core/Registration.java#L44
L430[15:32:44] <diesieben07> you need to set min any max id
L431[15:32:56] <diesieben07> *and
L432[15:34:32] <CodeBirb> Min and.. this is a thing?
L433[15:35:25] <diesieben07> yes of course.
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L435[15:38:24] <CodeBirb> So, then. Something like 10k for each?
L436[15:38:32] <diesieben07> Depends™
L437[15:38:40] <CodeBirb> Or wherever.
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L444[16:01:58] <CodeBirb> Belatedly, think that fixed it. Thank you.
L445[16:08:09] * TechnicianLP got a broken missing-model: http://i.imgur.com/uAHIQBD.png
L446[16:22:55] <Ashindigo_> nah its fine
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L448[16:30:55] <Koward> I want to send a packet to the client to start an animation in an entity, how could I get the entity when receiving the message ?
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L452[16:37:51] <diesieben07> Koward, send getEntityId then you can use World::getEntityById to get it abck
L453[16:43:45] <Koward> And as it will be client side Minecraft.getMinecraft().world should do ? Thanks
L454[16:43:55] <diesieben07> yes
L455[16:46:00] <Koward> It concerns a mob, I guess I should send the packet to a local area around the entity's position, what should be the radius ?
L456[16:46:18] <diesieben07> no radius
L457[16:46:24] <diesieben07> send it to EntityTracker::getTrackignPlayers
L458[16:46:32] <diesieben07> that are all players whose clients know about the entity
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L460[16:49:55] <Koward> Where is the WorldServer instance these days ?
L461[16:50:03] <diesieben07> entity.world
L462[16:50:11] <diesieben07> there is no "the WorldServer"
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L465[16:54:58] <Koward> It's looks a bit ugly : http://pastebin.com/CHCtfVaE
L466[16:55:55] <diesieben07> use my not finished library and you can write new StartAnimPacket(entity).sendToAllTracking(entity);
L467[16:56:47] <Koward> Looks more elegant
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L469[16:57:04] <diesieben07> yes :)
L470[16:57:11] <diesieben07> I am not a fan of the IMessage library either.
L471[16:57:17] <diesieben07> but it gets the job done.
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L475[17:03:22] <BerciTheBeast> is there a way to slow down the particles spawned with the spawnParticle method?
L476[17:04:40] ⇨ Joins: Intektor (~Intektor@p5B274C6B.dip0.t-ipconnect.de)
L477[17:05:01] <diesieben07> BerciTheBeast, are you spawning your own or vanilla particles?
L478[17:05:09] <BerciTheBeast> vanilla
L479[17:05:29] <BerciTheBeast> EnumParticleTypes.WATER_BUBBLE, to be exact
L480[17:05:34] <diesieben07> actually, yes there is a way
L481[17:05:46] <diesieben07> the method should take speedXYZ or motionXYZ parameters
L482[17:05:50] <diesieben07> just set them :D
L483[17:06:13] <BerciTheBeast> aren't those for like particle movement?
L484[17:06:19] <diesieben07> they the momentum
L485[17:06:40] <BerciTheBeast> my problem with the particles is they disappear too quickly after being spawned
L486[17:06:53] <diesieben07> yeah to change that you have to write your own particle
L487[17:07:00] <BerciTheBeast> ah
L488[17:07:07] <BerciTheBeast> well that sort of sucks
L489[17:07:09] <BerciTheBeast> oh well
L490[17:07:15] <BerciTheBeast> ty for your answer :D
L491[17:07:59] <Intektor> gigaherz once told me, that partial ticks are calculated like this: (current time - last tick time)/(next tick expected time - last tick time)
L492[17:08:20] <Intektor> is the way minecraft does it with its timer better or are both ways equally good
L493[17:10:20] <Koward> My animation is working perfectly, thank you diesieben. It makes me think about I bug I always had : I break a tool on a BlockEvent.BreakEvent, but it produces no break sound at all. The event is probably not triggered client side. I guess I could send a packet to trigger the sound.
L494[17:10:31] <gigaherz> Intektor: it's the same, just computed differently
L495[17:10:43] <diesieben07> yeah the sound is triggered clientside
L496[17:12:04] <gigaherz> basically the way mc does it is
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L498[17:12:49] <gigaherz> float total_elapsed_ticks = curent time adjusted / tick rate;
L499[17:12:57] <Koward> I'll have to register a new packet just for the tool break sound, it makes me wonder if it does not already exist built in ?
L500[17:12:57] <gigaherz> total_ticks = (int)total_elapsed_ticks;
L501[17:13:07] <gigaherz> partial_ticks = total_elapsed_ticks - total_ticks;
L502[17:13:10] <Intektor> when I have 64 ticks/second, doesnt (next expected time - last tick time) just reduce itself to (1000/64)?
L503[17:13:58] <diesieben07> Koward, there is a vanilla sound packet.
L504[17:13:58] <gigaherz> as you can see there's a division regardless ;P
L505[17:14:14] <gigaherz> Intektor: no
L506[17:14:17] <gigaherz> think of it this way
L507[17:14:33] <gigaherz> you have the time, say... in seconds
L508[17:15:02] <gigaherz> this timer tells you 5764.57676 seconds have elapsed since the moment you started thegame
L509[17:15:10] <Intektor> UI have it this way currently, so this is wrong? partialTicks = (System.currentTimeMillis() - lastTickTime) / (15.625f)
L510[17:15:42] <gigaherz> if you have 20 ticks per second that means
L511[17:15:53] <gigaherz> !!calc 5764.57676 * 20
L512[17:15:53] <gigaherz> gigaherz: Result(s): 115291.5352
L513[17:15:59] <gigaherz> that effectively means
L514[17:16:05] <gigaherz> you are in tick #115291
L515[17:16:10] <gigaherz> and partialTicks = .5352
L516[17:16:36] <gigaherz> this is how MC calculates it
L517[17:16:44] <Intektor> And mine is wrong?
L518[17:17:13] <gigaherz> not per se
L519[17:17:54] <Intektor> because I though, that (last tick time + 15.625 - last tick time) might be stupid
L520[17:18:14] <Intektor> my 4th grade math teacher told me
L521[17:19:51] <gigaherz> yes
L522[17:19:57] <gigaherz> when I said that
L523[17:20:09] <gigaherz> I was thinking in terms of computing a "goal" for the next tick
L524[17:20:10] <gigaherz> separately
L525[17:20:14] <gigaherz> not right there in the formula
L526[17:20:39] <Intektor> the problem is, that for some reason the rendering lags a little
L527[17:20:42] <gigaherz> what I write in here is pseudocode, it is not supposed to be copypasted
L528[17:20:53] <gigaherz> in MC, or your own game? ;p
L529[17:20:58] <Intektor> my own game
L530[17:21:41] <Intektor> but I have 1200 fps so it cant be because of that, so I thought something might be wring with the partial ticks
L531[17:22:50] <gigaherz> hmmm
L532[17:22:55] <gigaherz> System.currentTimeMillis()
L533[17:22:59] <gigaherz> this may not be accurate
L534[17:23:11] <gigaherz> you need a high-precision counter
L535[17:23:16] <diesieben07> also having your game run at 1200fps is stupid
L536[17:23:23] <gigaherz> the system time counter may have a granularity of like, 10ms
L537[17:23:28] <gigaherz> or even more
L538[17:23:34] <gigaherz> you can't rely on system time for it
L539[17:23:48] <gigaherz> use a Stopwatch or other high-precision timing source
L540[17:23:48] <diesieben07> i dont think System.nanoTime is that much more accurate
L541[17:24:07] <diesieben07> lwjgl has Sys.getTime or something, too
L542[17:24:07] <gigaherz> in windows coding (C/C++), you'd normally use QueryPerformanceCounter
L543[17:24:11] <diesieben07> i am nto sure if thats doing somethign better
L544[17:24:24] <diesieben07> yes, System.nanoTime compiles down ot queryPerformanceCounter
L545[17:24:43] <gigaherz> QPC is accurate. ;P
L546[17:24:51] <diesieben07> how accurate? :D
L547[17:24:55] <gigaherz> in the best case, it runs RDTSC
L548[17:25:00] <gigaherz> which means it is in cpu cycles
L549[17:25:09] <gigaherz> but the best case only happens on single-cpu single-core scenarios
L550[17:25:27] <gigaherz> for multi-cpu kernels, there's an abstraction layer
L551[17:25:36] <gigaherz> which accounts for frequency variations
L552[17:25:39] <gigaherz> and sync across cores
L553[17:25:42] <gigaherz> so it's a bit less
L554[17:25:45] <gigaherz> but still sub-microsecond
L555[17:26:23] <gigaherz> The Sys.getTime() method is LWJGL's high resolution timer and will return time in 'ticks'. This value can be in any format (nanoseconds, microsecond, milliseconds, etc) whichever is deemed to be best on the platform. The Sys.getTimerResolution() method will return the number of 'ticks' in a second. When both these methods are used together it allows conversion to any required metric
L556[17:26:24] <gigaherz> (including milliseconds). See the Javadoc for LWJGL Sys class for more information.
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L558[17:26:42] <gigaherz> sounds like Sys.getTime() + Sys.getTimerResolution() woudl be == QPC + QueryPerformanceFrequency
L559[17:26:54] <diesieben07> relevant: https://youtu.be/-vizTDSz8NU?t=863
L560[17:27:08] <diesieben07> amazing talk :D
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L562[17:27:41] <gigaherz> heh
L563[17:28:02] <diesieben07> people relying on currentTimeMillis for happens before blows my mind
L564[17:28:05] <diesieben07> people are idios.
L565[17:28:09] <gigaherz> yep XD
L566[17:29:22] <Koward> I need a NetHandlerPlayServer to send a vanilla packet.
L567[17:29:49] <Intektor> So is currentTimeMilis ok now?
L568[17:29:50] <diesieben07> EntityPlayerMP::connection
L569[17:30:02] <diesieben07> no, use nanoTime for an accurate, fast timer
L570[17:30:03] <gigaherz> Intektor: no, it's never ok, you can't trust its precision
L571[17:30:10] <diesieben07> use currentTimeMillis if you need actual wall time
L572[17:30:14] <gigaherz> use nanoTime, or Sys.getTime if you use lwjgl
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L574[17:35:51] <Intektor> Have you ever realized that the nano piko Femto Mikro stuff is a mix from like 20 languages?
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L576[17:36:38] <Intektor> kindof stupid
L577[17:36:49] <Intektor> but I will try nano seconds now
L578[17:39:16] <diesieben07> keep in mind it is not wall time
L579[17:39:21] <diesieben07> it is just guaranteed to go forward
L580[17:40:30] <Intektor> Ah yeah it still fixed my problem
L581[17:41:10] <gigaherz> I like how XNA did time
L582[17:41:30] <gigaherz> the draw/update functions would receive a GameTime instance
L583[17:41:33] <gigaherz> with like
L584[17:41:43] <gigaherz> .totalGameTime
L585[17:41:46] <gigaherz> .elapsedGameTime
L586[17:41:50] <gigaherz> .totalRealTime
L587[17:41:54] <gigaherz> .elapsedRealTime
L588[17:42:00] <diesieben07> ghz just discovered oop.
L589[17:42:09] <gigaherz> no Idid not
L590[17:42:10] <gigaherz> ;P
L591[17:42:14] <gigaherz> but I still like how that worked
L592[17:42:23] <gigaherz> because all the time info was available from one place
L593[17:42:35] <diesieben07> i agree, thats nice.
L594[17:42:46] <gigaherz> where GameTime == corrected to pretend 20fps minimum
L595[17:42:51] <gigaherz> while RealTime == uncorrected
L596[17:51:33] <Koward> SPacketParticles is super weird there are arguments differents from spawnParticle and I just don't know what they could be.
L597[17:51:56] <diesieben07> why are you trying to send that manually?
L598[17:51:58] <Koward> I tried to see if in the end spawnParticles would not lead to something with the same args but it's not the case
L599[17:52:48] <Koward> Because when breaking the tool the sound and the break effect did not happen (because event is on server). I send the sound packet, it works, now I want to do the same with the break effect
L600[17:53:00] <gigaherz> can't you like world.spawnparticle
L601[17:53:18] <gigaherz> oh wait you are doing sound stuffs
L602[17:53:19] <diesieben07> WorldServer has a spawnParticle that sends the packet
L603[17:53:29] <diesieben07> dont use the ones in World
L604[17:54:08] <Koward> What are the "count" and "speed" arguments in this spawnParticle ? It's not present in the World ones
L605[17:54:20] <diesieben07> they are what they say they are
L606[17:54:25] <diesieben07> higher count: more particles
L607[17:56:04] <Koward> Okay, but I'd like the same effect as the original one, where it's not explicitly specified, so how can I know what are the original count&speed values
L608[17:56:15] <diesieben07> 1 and 1 probably
L609[17:56:24] <diesieben07> look at how the client hanldes the packet
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L614[18:31:53] <rockers3000> God, my GUI has been giving me issues for the third day in the row.
L615[18:32:17] <gigaherz> how so?
L616[18:34:06] <rockers3000> Oh, various different things that I've managed to resolve. However, I'm hooking into RenderGameOverlay and I need my gui to update on every frame. However, doing so causes other GUI elements to render incorrectly due to my bindTexture function overriding their bindTexture function.
L617[18:34:10] <rockers3000> I'm not sure how to fix it.
L618[18:34:32] <rockers3000> Should I just re-bind the texture back to the one that the hunger bar would use?
L619[18:35:01] <diesieben07> easiest fix is to just draw at the end, after every other element
L620[18:35:17] <gigaherz> yes rebind the other texture if you change it
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L622[18:35:34] <rockers3000> if(event.getType() != ElementType.ALL) ?
L623[18:36:00] <rockers3000> No wait.
L624[18:36:17] <diesieben07> == not !=
L625[18:36:48] <rockers3000> Hmm.. It only seems to render a single frame.
L626[18:36:48] <gigaherz> note that ALL is different --
L627[18:36:59] <gigaherz> it runs after all the state has been disabled
L628[18:37:10] <diesieben07> define "only a single frame"
L629[18:37:15] <gigaherz> overlays run every single frame
L630[18:37:21] <gigaherz> so if yours isn't drawing, it's a bug in your code
L631[18:37:44] <rockers3000> I have a rotation variable that is static and nothing seems to be rotating. I'll check with an stdout
L632[18:38:05] <gigaherz> why static
L633[18:38:27] <diesieben07> nothign wrong with it being static, there is only one HUD
L634[18:38:32] <diesieben07> but... show your code.
L635[18:38:34] <gigaherz> yeah I suppose
L636[18:38:39] <gigaherz> I still prefer not to use statics ;P
L637[18:38:55] <gigaherz> but yeah not related with the problem
L638[18:39:04] <diesieben07> yeah :D
L639[18:39:49] <rockers3000> It's weird. When it's not checked with the if statement, it runs fine. Strange.
L640[18:39:49] <rockers3000> http://pastebin.com/17pR9hrB
L641[18:40:05] <gigaherz> ewh underscores in a class name
L642[18:40:10] <diesieben07> where is the event handler?
L643[18:40:19] <rockers3000> The code is awful, just a heads-up. There are quite a few dodgy things goin on.
L644[18:40:26] <diesieben07> also... the player can change
L645[18:40:33] <diesieben07> you can't just grab the capability once in the constructor
L646[18:41:20] <rockers3000> http://pastebin.com/psBm0YGx
L647[18:41:26] <gigaherz> wtf is that
L648[18:41:30] <gigaherz> why is there opengl code in a constructor
L649[18:41:42] <rockers3000> Horrible. That's what it is. xD
L650[18:41:47] <gigaherz> a<re you allocating a new Gui object each frame?
L651[18:42:00] <rockers3000> It's not finished. I was just testing something.
L652[18:42:00] <diesieben07> why is your event handler in your IGuiHandler?!
L653[18:42:04] <rockers3000> Y-- Y.. Yes.
L654[18:42:04] <rockers3000> D:
L655[18:42:15] <gigaherz> why are you importing "Post" directly
L656[18:42:17] <rockers3000> I live life on the edgy.
L657[18:42:18] <diesieben07> and thats not an event handler...
L658[18:42:21] <gigaherz> XD
L659[18:42:21] <rockers3000> *edge
L660[18:42:41] <gigaherz> that's so ugly I have to show you mine
L661[18:42:41] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/MagicContainerOverlay.java
L662[18:42:42] <gigaherz> XD
L663[18:42:44] <rockers3000> It get's called from the event handler.
L664[18:42:44] <rockers3000> *gets
L665[18:42:50] <gigaherz> and I was ashamed to show it because it wasn't the nicest code
L666[18:42:51] <gigaherz> ;p
L667[18:42:58] <diesieben07> why does it exist then? it does... nothing useful
L668[18:43:01] <rockers3000> xD
L669[18:44:05] <gigaherz> the biggest issue with my overlay is that
L670[18:44:07] <rockers3000> I thought it would be in the right place.
L671[18:44:10] <gigaherz> if some mod disables the experience bar
L672[18:44:13] <gigaherz> my overlay stops working
L673[18:44:14] <gigaherz> XD
L674[18:44:25] <rockers3000> Hold on, let me tidy everything up.
L675[18:44:39] <gigaherz> start by not creating a new instance EVERY FRAME
L676[18:44:39] <gigaherz> ;P
L677[18:45:00] <gigaherz> this is my only instance: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L93
L678[18:45:10] <rockers3000> Probably best xD
L679[18:45:49] <gigaherz> that mod is aging a bit
L680[18:46:00] <gigaherz> there's quite a few things that don't follow the current best practices
L681[18:46:18] <rockers3000> I was so fixated on getting it to work, I stopped thinking about "best practices".
L682[18:47:38] <diesieben07> even if you are not thinking abotu best practices... don't fucking draw in a constructor...
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L684[18:48:04] <gigaherz> even a static method would have been better than that ;P
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L688[18:59:14] <rockers3000> Ah... Everything's in nice little functions now. And there isn't a new object created every frame.
L689[18:59:27] <rockers3000> Just once at preInit on the client.
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L692[19:04:14] <rockers3000> I just assumed that a new object had to be created every frame. I did think it seemed a bit overkill and I have no idea why I thought it was necessary.
L693[19:05:08] <tzh> hey so i'm working on a mod that adds a bunch of plants, and i just got over most of the technical hurdles and am now at the point where i have to actually think up several dozen different kinds of plants, and i'm looking for input or suggestions
L694[19:05:30] <tzh> my list of plants (mostly todo, some of them are implemented already) is http://pastebin.com/4UHGxXwW if anybody wants to take a look
L695[19:10:52] <rockers3000> I feel that some of the rarer plants on the list are too difficult to obtain. Will you be able to collect them with sheers?
L696[19:12:15] <rockers3000> I didn't mean that their difficulty was a bad thing, but maybe the reward should reflect their rarity, if you catch my drift. So maybe the shockweed should restore more hunger possibly? Just a suggestion.
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L698[19:13:29] <tzh> rockers3000: some of them but not all of them; a lot of them are basically there solely to be... super-rare accent notes (though one of the things i was thinking wrt shockweed was to make it call down nearby lightning strikes when mature, so that it spreads faster and can be found easier)
L699[19:14:22] <tzh> plus once you have a few pods you can purposefully eat them to get struck by lightning to get a new growth going, so it's more the initial "finding some" part that's hard
L700[19:15:38] <tzh> but... yeah a lot of them are pretty rare; i need to figure out some concrete ways to allow actually keeping them in a garden
L701[19:15:51] <rockers3000> Well, it seems like the mod has a lot of potential! It looks really nice! Although, there's a suggestion. Could you add heather? In real life, they have to burn heather to stop it from spreading everywhere. Maybe you could add something like that?
L702[19:16:25] <rockers3000> It's quite sponge-y and you can wade through it. It's also incredibly flammable.
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L704[19:19:12] <tzh> hm yeah i could figure something out with that. heathers and lichens and the kind of plants you see out in moorlands or whatever
L705[19:20:07] <tzh> i'm still not 100% how to deal with spreading; all the stuff i've done so far has had pretty strict self-limiting logic to stop it from devouring the entire world
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L710[19:24:00] <Shambling> just make sure your restrictions don't cause out of control chunk loading
L711[19:24:20] <Shambling> if you need to poll nearby blocks to see if something already exists, make sure you aren't polling a chunk that isn't loaded already
L712[19:26:41] <tzh> Shambling: i vaguely remember reading something about how growth ticks don't happen for chunks at the edge of the loaded sector. does that mean i basically just shouldn't look more than 16 x/z blocks away from a block while doing its growth tick, or would i have to explicitly check for chunk boundaries?
L713[19:27:57] <Shambling> I think there was something more complex to it, offsetting the x and z by 8 so that things didn't go beyond chunk bounderies
L714[19:28:11] <Shambling> I think mezz or cpw was talkign about it on here the other day, and someone on ftb reddit
L715[19:28:30] <Shambling> basically vanilla does it in a way that restricts out of control chunk loading, so look at the vanilla decoration events for flowers and trees
L716[19:28:56] <tzh> hmm
L717[19:29:22] <tzh> are we talking during worldgen or during growth ticks here?
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L719[19:32:04] <LexMobile> Anyone have any experiance with diagnosing why one computer (A) on a LAN decides that it will send as slow as balls to only a single other computer (B) (A->B). The other direction (B->A) is full speed. And any other connection A<->C, C<->B, D<->A, etc... are full speed... Its really annoying...
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L721[19:34:05] <Shambling> try different ports on your switch before diagnostic can be made
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L723[19:34:30] <LexMobile> Tried
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L725[19:35:57] <Shambling> did you swap wires?
L726[19:36:07] <LexMobile> swapped all physical devices
L727[19:36:23] <Shambling> and its only sending data slowly to one pc, all packets identical but normal speed to all other pc's?
L728[19:36:30] <tzh> Shambling: this post, right? https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
L729[19:36:34] <LexMobile> and if it was a physical issue, it wouldnt be limited to purely one direction on that one connection
L730[19:36:39] <Shambling> yeah I think so tzh
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L732[19:36:49] <Shambling> what OS?
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L734[19:37:03] <LexMobile> A: Win 7 Ult, B Win 10 Ult
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L736[19:37:22] <Shambling> other pc's with norma ldata acquisition are 7 right?
L737[19:37:38] <LexMobile> nope, they range from XP, to 10, to linux
L738[19:37:42] <Shambling> oh shit son
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L740[19:38:09] <LexMobile> i know right!
L741[19:38:10] <Shambling> ok sending to another windows 10 has me with only one question, tablet pc settings? same version?
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L743[19:38:25] <Shambling> that is technically two questions
L744[19:38:45] <LexMobile> that, i have no idea. I dont dick around with tablet stuff, I really hate win 10
L745[19:40:25] <Shambling> only thing I would check is that they are both the latest version, and maybe try deleting and re-aquiring the network drivers
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L748[19:40:41] <Shambling> custom built pc's, or all same model?
L749[19:40:53] <LexMobile> all custom.
L750[19:41:18] <LexMobile> A is my old desktop from ~6 years ago turned into our file server, B is Oden my current desktop
L751[19:41:30] <LexMobile> Which is annoying because thats what I work on and pulling data down is a PITA
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L753[19:42:13] <Shambling> how are you pushing data, straight network share?
L754[19:42:19] <Shambling> same accounts on all pc's?
L755[19:42:29] <LexMobile> yar
L756[19:42:35] <Shambling> ok so should be same perms'
L757[19:42:45] <LexMobile> yar
L758[19:43:11] <Shambling> well at this point only suggestion I could make is make sure its the same win10 version (like the christmas special update) and delete network drivers on B
L759[19:43:22] <Shambling> did you upgrade to 10 on B?
L760[19:43:58] <LexMobile> B is a clean 10, {well, as of like 2 years ago when i built it}
L761[19:44:33] <LexMobile> B like I said is 7, tempted to just format it as its just a file server, but seems like a nuclear option for a single direction thats having issues
L762[19:44:33] <Shambling> windows likes to pull shit drivers for intel network cards, so I'd see if you can pull the straight intel drivers for your network card. If its a different brand, same song
L763[19:44:41] <LexMobile> A is 7*
L764[19:44:41] <Shambling> wait I thought you said B was 10
L765[19:45:12] <Shambling> I mean it could be windows 7 sending to 10 that is an issue, but I tend to blame 10 for most network issues
L766[19:45:24] <Shambling> it has alot of built in spam
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L768[19:45:45] <Shambling> errr well monitoring software
L769[19:45:47] <LexMobile> if it was a 7->10 issue
L770[19:45:58] <LexMobile> itd have issues with my other 10 system
L771[19:46:17] <Shambling> that i swhy I'm thinking drivers
L772[19:46:24] <Shambling> and maybe not drivers, but simply the configs
L773[19:46:37] <Shambling> do you mess with your settings trying to eek out speed?
L774[19:48:51] <Shambling> poke around on this site, kinda hard on the eyes but could be relevant
L775[19:48:52] <Shambling> https://betanews.com/2016/08/10/slower-internet-windows-10-anniversary-update/
L776[19:49:05] <Shambling> though I'd think it would be all internet not just upload to one machine
L777[19:49:28] <LexMobile> already tried that, does nothing
L778[19:49:39] <Shambling> k sorry about not having anything useful then
L779[19:49:54] <LexMobile> mm, ideas a great.
L780[19:50:00] <LexMobile> Maybe someone will find something I havent
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L783[20:02:07] <Shambling> dangit lol, AA made it so village items get destroyed when you try to pick them up
L784[20:02:25] <Shambling> no more free crushers :(
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L786[20:06:35] <Shambling> goodluck lex, g'night all
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L810[22:41:21] <gigimoi> Where can I pull all worlds currently running on the server?
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L812[22:43:57] <tterrag> DimensionManager iirc
L813[22:44:56] <gigimoi> DimensionManager.getWorlds() yup, thanks!
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L826[23:32:32] <McJty> Hmm... I have now two reports of two of my mods breaking when rftoolsdimensions is disabled. However, the mods work fine if rftoolsdimensions was not in the pack to start with
L827[23:32:48] <McJty> One report with DW20 and one with Beyond
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L831[23:53:34] <mezz> McJty, is it related to this recently fixed bug? https://github.com/MinecraftForge/MinecraftForge/issues/3331
L832[23:54:41] <McJty> Hmm no in this case I don't think so as it also crashes on new worlds that are created AFTER the mod is deleted
L833[23:54:45] <McJty> But in one of the cases I found the problem
L834[23:54:51] <McJty> rftools dimensions was only removed server-side
L835[23:54:56] <mezz> hm ok
L836[23:55:08] <McJty> Not sure about the other case as I'm getting no info on that
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