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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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L78[08:30:45] <Ivorius> Anyone interested in a command api? https://redd.it/6flr35
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L85[09:14:34] <Judy> Hy guys
L86[09:14:47] <Judy> Can someone help me out with a log, please? https://pastebin.com/qKcsXeZ8
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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L144[14:08:41] <Intektor> is there a simple way to use this api in my mod? https://github.com/CoFH/RedstoneFlux-API/tree/master/src/main/java/cofh/api/energy
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L147[14:21:04] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/commit/45097fed0c054407dedcf4cb9bab0e54b977d7e7
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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.
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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?
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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?
L297[19:11:08] <illy> Loganfx: https://github.com/MinecraftForge/MinecraftForge/tree/1.11.x/src/main/java/net/minecraftforge/energy
L298[19:12:26] <Loganfx> Oh wow. Didn't realize that was a thing. Thank you!
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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
L373[20:10:22] <Flashfire> https://github.com/Samuel-Harbord/SpectriteMod/blob/master/src/main/java/com/samuel/spectritemod/client/gui/GUIFactorySpectriteMod.java
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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