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L6[00:25:06] <risux> Is there a way to check
if a resource location is going to be missing? Basically a way to
determine if it will render black/purple
L7[00:25:49] <risux> Looked through the
resource manager, didn't see anything
L8[00:27:55] <mezz> you can check against
net.minecraft.client.renderer.texture.TextureMap#getMissingSprite
L9[00:28:14] <mezz> at least for
textures
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L11[00:37:09] <risux> Aha, clever. Thanks
much :)
L12[00:37:49] <mezz> no problem
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L26[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170606 mappings to Forge Maven.
L27[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170606-1.11.zip
(mappings = "snapshot_20170606" in build.gradle).
L28[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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L85[09:14:34] <Judy> Hy guys
L87[09:15:23] <Judy> I have tons of mods
installed, but the only one that messes with the sound system is
Dynamic Surroundings (can it cause the error?)
L88[09:15:31] <Judy> Version is
1.7.10
L89[09:16:15] <gigaherz|work> there isn't
much to say about it
L90[09:16:23] <gigaherz|work> someone did
something they weren't supposed to do,
L91[09:16:27] <gigaherz|work> and it
happens to be related to sounds
L92[09:16:47] <gigaherz|work> if it's
reproducable, try removing that mod
L93[09:16:54] <gigaherz|work> otherwise,
it's very hard to help
L94[09:17:16] <Judy> Ah ok, I can try that
^^
L95[09:17:20] <Judy> It happens
randomly
L96[09:17:36] <Judy> I had another sound
mod installed as well, but removing that did not help at all
L97[09:18:17] <Judy> I just thought I
missed something in the log :D
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L126[12:43:09] <LexMobile> Ivorius: You
mean JOptSimple which we have access to in Minecraft?
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L149[14:21:41] <Intektor> Nice, but why is
it not implementing EnumFacing?
L150[14:22:10] <Intektor> From where the
energy is coming from
L151[14:22:16] <Intektor> e.g.
L152[14:22:26] <LexMobile> because it
doesnt need to
L153[14:22:38] <LexMobile> its a cap
L154[14:22:40] <Intektor> wait,
getCapability already uses enumFacing, I see
L155[14:23:13] <Intektor> nice job, but
that means its not gonna work with any rf based mods
L156[14:23:34] <LexMobile> which shouldnt
exist anymore
L157[14:24:27] <Intektor> I think its a
good idea so everything is going to work with everything in the
future
L158[14:25:12] <Intektor> how is a energy
unit named? Forge Unit?
L159[14:25:20] <LexMobile> fe
L160[14:25:31] <Intektor> forge
energy?
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L162[14:28:29] <SkySom> Hehe I can't think
of many mods that actually use RF by themselves.
L163[14:28:37] <SkySom> Most support FE or
Tesla instead.
L164[14:29:42] <LexMobile> Tesla only for
mods that are doing rediculious numbers.
L165[14:30:25] <Intektor> Big
Reactors?
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L167[14:32:11] <SkySom> Right I'm not a
fan of Tesla myself, but it is an option that some use.
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L174[14:51:36] <PaleoCrafter> uhm...
sorry, Lex, but wasn't the point of FE not to enforce some de iure
standard? maybe I've misunderstood your statement, but you make it
sound like no RF mods should exist anymore. If you only meant that
no *pure* RF mods should exist anymore (i.e. without some sort of
compat layer for FE), excuse me
L175[14:52:12] <LexMobile> Both, RF was
offically abandoned by KL when I made the FE stuff.
L176[14:52:28] <PaleoCrafter> ah, okay,
wasn't aware of that
L177[14:52:30] <LexMobile> but either way
no PURE RF shit should exist anymore.
L178[14:52:40] <PaleoCrafter> of
course
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L209[16:39:31] <LexMobile> btw anyone who
is good at writing stuff want to write up a small paragraph to be
stuck in the download page header?
L210[16:39:55] <LexMobile> Explaining
Forge, That you need to select the version appropriate for the MC
version you're trying to run, and to use the forum links above for
support.
L211[16:41:08] ***
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L212[16:46:03] <illy> go build
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L216[17:24:39] <masa> hmm, so is the
EnumFacing in Block#getWeakPower() the side of the adjacent block
that is trying to receive power? so basically the opposite of the
side to where I'm trying to power things from my block
L217[17:27:26] <masa> seems that way
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L224[18:23:33] <barteks2x> Does anyone
know what effect BiomeSwamp#genTerrainBlocks has on the
terrain?
L225[18:23:47] <barteks2x> I don't really
see anything clearly from the code
L226[18:25:18] <barteks2x> I don't see it
actually doiung anything aside of... setting one water block at
y=62?
L227[18:25:47] ***
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L228[18:26:55] <LexMobile> and a lilly pad
yes
L229[18:27:27] <barteks2x> it doesn't
actually set lilypads
L230[18:27:34] <barteks2x> the condition
is never true
L231[18:27:48] <LexMobile> basically it
lowers the land level by 1 and makes it water
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L233[18:28:11] <barteks2x> in max one
block per chunk... that's not really goig to be noticable
L234[18:28:25] <barteks2x> wait,
nevermind, it would work
L235[18:28:36] <LexMobile> ya its weird,
not sure why, sure it isnt per biome as biomes are colums not
chunks
L236[18:29:04] <barteks2x> but lilypads -
nope, that's not going to work. there is a big d0 > 0.0D before
all of that
L237[18:29:20] <barteks2x> and lilypads
are set only if d0 < 0.12D
L238[18:29:43] <LexMobile> TIL there are
no numbers > 0.0 and < 0.12
L239[18:30:46] <barteks2x> unless you
count NaN, it's not <= 0.0 and it's not >= 0.12 :)
L240[18:31:09] <LexMobile> you got your if
statement reversed
L241[18:31:14] <barteks2x> I know
L242[18:31:15] <LexMobile> it's d0 >
0
L243[18:31:18] <LexMobile> not d0 <
0
L244[18:31:34] <barteks2x> it would have
to be !(do < 0) for nan to work
L245[18:31:39] <LexMobile> So any value,
0.01, 0.02, 0.03, 0.04,
L246[18:32:05] <barteks2x> wait... I
somehow got it all wrong
L247[18:32:12] <LexMobile> yes.. yes you
did
L248[18:32:15] <barteks2x> nevermind, I'm
stupid, sorry for wasting your time
L249[18:32:30] <illy> github down for
anyone?
L250[18:32:42] <barteks2x> someone on my
discord channel just complained about that
L251[18:32:50] <barteks2x> and yes, it's
down for me
L252[18:33:06] <illy> bah
L253[18:33:15] *
illy should make mirrors on gitlab
L254[18:34:21] <barteks2x> hm... does the
code in BiomeSwamp imply there should be hudden underground lakes
with lilypads at y=62?
L255[18:34:57] <barteks2x> I don't think
I've ever seen any
L256[18:35:05] <LexMobile> considering the
durface is 63
L257[18:35:08] <LexMobile> i doubt
it
L258[18:35:21] <LexMobile> remember
sealevel is 64
L259[18:35:44] <barteks2x> actually
sealevel is 63
L260[18:35:52] <LexMobile> eah same
thing
L261[18:36:10] <LexMobile> < vs
<=
L262[18:36:25] <barteks2x> it's explicitly
set to 63
L263[18:37:25] <barteks2x> anyway, I still
think it should prodice underground one-block-deep
"lakes" in swamplands
L264[18:37:45] <barteks2x> because it
never sets air anywhere above
L265[18:38:46] <barteks2x> I'm going to
make customized worls with just swamplands and check it
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L270[18:46:16] <LexMobile> !gc caf.
L271[18:46:20] <LexMobile> !gc caf
L272[18:46:26] <illy> yay its back
up
L273[18:46:27] <LexMobile> !gc caf
1.10.2
L274[18:46:33] <LexMobile> !gc caf
1.7,10
L275[18:46:36] <LexMobile> !gc caf
1.7.10
L276[18:46:45] <LexMobile> !gc caf
1.8.4
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L278[18:48:50] <LexMobile> !gc ajs
L279[18:49:19] <barteks2x> I had to run it
with debugger to see how it works... it stops whenreaching non-air
block that isn't water before y=62
L280[18:55:41] <illy> vim
mirrors.json
L281[18:56:01] <Corosus> do i look like a
terminal?!
L282[18:56:16] <illy> Yes :D
L283[18:56:25] <Corosus> aw shucks
;D
L284[18:59:04] <Loganfx> Hello, I require
some assistance with forge-1.7.10-7.10.88.1024 Every time I
setupDevWorkspace the build fails. Saying "Could not resolve
all dependencies for configuration ':userDevPackageDepConfig'.
Could not find cpw.mods:fml:1.7.10-7.10.88.1024."
L285[18:59:44] <LexMobile> mod for 1.11
not 1.7
L286[19:01:16] <Loganfx> Is that the only
solution? I was looking to mess around with the RedstoneFlux
api
L287[19:01:26] <LexMobile> Why?
L288[19:01:38] <LexMobile> Also, why do
you think you'll get support for old as balls versions here?
L289[19:03:52] <illy> Lex, are there any
additions to the mirror.json format?
L290[19:04:01] <barteks2x> it's not that
bad, I had someone ask me for help with modding *beta* 1.7
recently
L291[19:05:06] <Loganfx> I'm fairly new to
modding and wanted to try and get the hang of how RF works. Sorry
for wasting your time.
L292[19:06:18] <LexMobile> dont use rf its
old and outdated
L293[19:06:27] <LexMobile> thats why it
hasnt been updated seince 1.7.10 -.-
L294[19:08:09] <illy> vim
stampmirrorjson.py
L295[19:08:19] <illy> damn it
L296[19:10:25] <Loganfx> Do you suggest I
just make my own type of energy then?
L298[19:12:26] <Loganfx> Oh wow. Didn't
realize that was a thing. Thank you!
L299[19:18:34]
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L300[19:19:00] <Flashfire> Anyone know of
a good custom structure example?
L301[19:19:35] <Flashfire> I can only seem
to find ones that use IWorldGenerator
L302[19:19:55] <Flashfire> I that the best
way to do it or am I supposed to use MapGenStructure?
L303[19:20:36] <barteks2x> I've never seen
anyone who isn't copypasting vanilla terrain generation (like
terrain control_ to successfully use MapGenStructure
L304[19:20:51] <barteks2x> especially not
in the default world type
L305[19:20:54] <Flashfire> I just want to
make a building that spans multiple chunks
L306[19:21:11] <Flashfire> But I know
you're not supposed to set block states on other chunks when
generating
L307[19:21:31] <Flashfire> Is there a way
to say which chunks I want to generate for when I get the center
chunk?
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L309[19:21:57] <barteks2x> I know
MapGenbase/mapGenStructMapGenBaseure would be the right way but
there doesn't seem to be a way to actually add one to existing
generatir
L310[19:22:21] <Flashfire> Well that's a
relief, they looked very complicated to me
L311[19:22:29] <barteks2x>
"mapGenStructMapGenBaseure" - how did I fuxk up typing so
bad?
L312[19:22:55] <Flashfire> So how do I
reserve chunks in IWorldGenerator.generate?
L313[19:23:20] <barteks2x> you would
basically ned to replimplement MapGenBase in IWorldGeneraror
L314[19:23:49] <Flashfire> Alright, and
what method would I use to reserve the chunks?
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L316[19:24:15] <barteks2x> in MapgenBase
you override the abstract method, that gives you the origin chunk,
and the currently generated chunk
L317[19:24:27] <Flashfire> Oh I see
L318[19:25:19] <Flashfire> So I'm
implementing both generate methods? o.O
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L320[19:26:14] <barteks2x> as I said, if
you can't use MapGenbase 9you probably can't unless you want to do
some hacky stuff or implementing whole new worldgen) you need to
re-create what MapGenBase does in IWorldGeneratir
L321[19:26:51] <barteks2x> and you would
then need to implement what MapGenbase calls `recursiveGenerate`
(which doesn't really have to be recursive)
L322[19:26:57] <Flashfire> Oh ok, but
without actually extending it
L323[19:27:12] <barteks2x> because as I
said there is no way to actually add it to existing
generatior
L324[19:27:48] <Flashfire> Alright I'll
try, thanks
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L326[19:29:29] <barteks2x> also, in
recusrsiveGenerate: chunkX/Z are coordinates of the structure
origin (where the structure begins) and originalX/Z is whre you are
setting blocks
L327[19:29:45] <Flashfire> Do I need the
chunk primer though?
L328[19:29:56] <barteks2x> You don't have
chunkprimer there
L329[19:29:59] <barteks2x> in
IWorldGeneratir
L330[19:30:03] <Flashfire> Yeah I see
that
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L333[19:40:02] <Flashfire> Is
"this.rand.setSeed(j1 ^ k1 ^ worldIn.getSeed())" the part
that makes it work maybe?
L334[19:40:12] <Flashfire> Not really sure
of the point of that
L335[19:45:23] <barteks2x> it creates
chunk-specific seed
L336[19:45:32] <Flashfire> Hmm I see
L337[19:47:12] <barteks2x> but you should
now have that Random you get in IWorldGenerator invilved in
there
L338[19:47:17] <barteks2x> because it
would break
L339[19:47:37] <Flashfire> I need to use
my own random so it doesn't throw the world random off sync,
right?
L340[19:47:43] <barteks2x> yes
L341[19:47:47] <Flashfire> Otherwise all
generation after it wouldn't follow the seed
L342[19:48:11] <barteks2x> you would be
just altering state you shoudn't touch
L343[19:48:23] <barteks2x> in a possibly
fragile way
L344[19:48:41] <Flashfire> Is that the
main reason why we don't do stuff in chunks outside a
generator?
L345[19:48:46] <barteks2x> I mean it would
probably work
L346[19:49:04] <Flashfire> Or is it just
that it queues the chunk loading right away
L347[19:49:39] <barteks2x> what do you
mean? The reason why you shouldn't generate stuff outside of the
current chunk?
L348[19:49:55] <Flashfire> Yeah
L349[19:50:06] <Flashfire> Because I've
done it and "it works"
L350[19:50:20] <Flashfire> But I've been
told we shouldn't do that
L351[19:50:34] <barteks2x> if one mod does
it rarely - it doesn't really matter
L352[19:50:38] <barteks2x> btu as more
mods do it, it accumulates
L353[19:50:51] <barteks2x> and it triggers
more and more recursive cascadingchunk generation
L354[19:51:06] <Flashfire> Ah
L355[19:51:09] <barteks2x> resulting in
massive worldgen lag, and possibly StackOverflowErrors that seem
impossible to reproduce
L356[19:51:52] <illy> hmm use epoc or a
sane time format
L357[19:57:12] <barteks2x> and most of the
times, the cascading chunk generation is actually a lack of +8
blocks offset, rarely generating a bigger structure actually isn't
very bad but people will complain now that forge shows warning
about it
L358[19:57:33] <Flashfire> Ah ok,
thanks
L359[19:57:46] <barteks2x> still, you
should probably do it the right way
L360[19:57:55] <Flashfire> Yeah
L361[20:05:59] <barteks2x> for some
reason, I don
L362[20:06:11] <barteks2x> 't know since
when I can't use the forge mod config gui in my mod
L363[20:06:44] <barteks2x> the config
option is just grayed out
L364[20:07:05] <Flashfire> I had that
happen recently
L365[20:07:22] <Flashfire> I think it may
have been a casing issue in my annotations
L366[20:08:08] <barteks2x> my config code
(and actually a fair bit more code) is written all wrong for the
recent forge versions, but I can't get around fixing/rewriting
it
L367[20:08:31] <barteks2x> and which
annotations?
L368[20:08:34] <Flashfire> I remember I
was extending some default gui factory class
L369[20:08:41] <Flashfire> But it doesn't
let you do that anymore
L370[20:09:00] <barteks2x> I have
guiFactory = "cubicchunks.client.GuiFactory"
L371[20:09:13] <barteks2x> and that class
implements implements IModGuiFactory
L372[20:09:36] <Flashfire> Seems
fine
L374[20:10:25] <Flashfire> That's mine
that works
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L376[20:14:25] <barteks2x> oh... @Override
public boolean hasConfigGui() { return false; }
L377[20:14:39] <Flashfire> Yep that's
probably it
L378[20:15:40] <barteks2x> since when I
need to create my ow config GUI>
L379[20:15:58] <Flashfire> You mean your
own GUIConfig class?
L380[20:16:14] <barteks2x> GuiScreen
L381[20:16:26] <barteks2x> are you serious
forge? catch (AbstractMethodError error)
L382[20:16:36] <Flashfire> I don't have
one
L383[20:17:00] <Flashfire> Oh nvm
L384[20:17:06] <Flashfire> GuiConfig
extends GuiScreen
L385[20:17:13] <Flashfire> I thought you
always needed one of those
L386[20:17:25] <barteks2x> I was wondering
why the hell my mod worked when it didn't compile
L387[20:17:28] <barteks2x> and forge did
THAT!>
L388[20:19:18] <barteks2x> seriously,
making my mod not compile anymore in such non-obvious way, while
keeping the old one working, without any indication what I should
do isn't fine for me
L389[20:21:33] <barteks2x> screw it, I'm
throwing AbstractMethodError here for now and calling it good
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L393[21:07:51] <barteks2x> Damn you MC...
it crashed but didn't quit and it has still my mouse cursor
grabbed
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L395[21:13:38] <barteks2x> do I really
need to attempt to debug "MC not closing properly"
again?
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L398[21:36:42] <barteks2x> I really can't
get world generation code right... my swamplands terrain looks
closer to extreme hills in som eplaces than to swamplands...
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L403[22:25:29] <nekosune> Woo my mod is
pretty much ready for release
L404[22:26:31] <illy> lucky ive been
working on mine for way to long :P
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L415[23:20:46] <LexMobile> barteks2x:
welcome to requiring binary compatibility within a minecraft
version and not having a reliable way to determine in-dev.
L416[23:22:22] <LexMobile> as for what you
should do to fix it on your end to compile... read the fucking
compile error it should blaitently yell at you to implement the
method
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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