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L19[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170625 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170625-1.12.zip (mappings = "snapshot_20170625" in build.gradle).
L21[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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L48[04:03:39] <TechnicianLP> is there a @ObjectHolder for registries? (inject a registry into a field)
L49[04:04:13] <ghz|afk> yes, sec
L50[04:05:00] <ghz|afk> wait the thing I used back then was "public static final IForgeRegistry<ConnectorHandler> REGISTRY = GameRegistry.findRegistry(ConnectorHandler.class);"
L51[04:09:26] <TechnicianLP> would not work in my case ... (its in the class i create the registry in ...) ill proably just keep the registry= RegistryBuilder.create() thingy then
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L54[04:14:31] <ghz|afk> TechnicianLP: yeah in the main mod class I had "CONNECTOR_HANDLERS = new RegistryBuilder<ConnectorHandler>()"
L55[04:14:52] <ghz|afk> and I say "had" and "was" because that's 1.11.2, and I haven't updated that WIP mod to 1.12
L56[04:14:59] <ghz|afk> (no interest in continuing it right now)
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L59[04:21:56] <Ordinastie> !mappings
L60[04:22:17] <Ordinastie> wait, what was the cmd again ?
L61[04:22:37] <Ordinastie> oh, right
L62[04:22:40] <Ordinastie> !latest
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L65[04:31:55] <ScottehBoeh> Hey guys um
L66[04:32:07] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L67[04:32:14] <ScottehBoeh> Whats the best way to set the player in water
L68[04:32:21] <ScottehBoeh> (so they start to drown after a while)
L69[04:32:53] <TechnicianLP> spawn a waterblock at their head?
L70[04:33:03] <TechnicianLP> just make them damage ...
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L76[05:09:19] <Ordinastie> how does everyone handle that MC now keeps throwing tons of StringIndexOutOfBoundsException ?
L77[05:09:29] <Ordinastie> do you just stop catching the exception ?
L78[05:09:46] <fry> it doesn't?
L79[05:10:26] <ghz|afk> i haven't experienced that
L80[05:10:38] <ghz|afk> where does it throw that from?
L81[05:10:51] <Ordinastie> you don't have breakpoints for the main exceptions that can be thrown ?
L82[05:11:22] <ghz|afk> no
L83[05:11:35] <ghz|afk> I only enable exception breakpoints for the ones I want to catch IF they happen
L84[05:12:02] <fry> where is it thrown for you?
L85[05:12:10] <Ordinastie> parsing game rules
L86[05:12:20] <fry> class? :P
L87[05:12:23] <Ordinastie> default is '-' and they still parse them as doubles
L88[05:12:29] <Ordinastie> 2s
L89[05:13:00] <Ordinastie> https://puu.sh/wtLhl.png
L90[05:13:32] <Ordinastie> this.addGameRule("gameLoopFunction", "-", GameRules.ValueType.FUNCTION);
L91[05:14:05] <Ordinastie> and then again when it reads the saved value
L92[05:14:57] <ghz|afk> ah it does h appen
L93[05:15:02] <ghz|afk> 4-5 times during world load
L94[05:15:03] <Ordinastie> and it does it 3 times
L95[05:15:25] <ghz|afk> but not like once per tick which is what I thought you meant ;P
L96[05:15:25] <Ordinastie> wait, no, way more than that
L97[05:17:10] <ghz|afk> I need a better way to upload/sync to my pseudo-maven
L98[05:17:12] <ghz|afk> XD
L99[05:17:24] <ghz|afk> it takes longer and longer to process the queue with filezilla
L100[05:18:01] <Ordinastie> well, update to 1.12 starts well : https://puu.sh/wtLpU.png
L101[05:18:02] <ghz|afk> (I'm just too lazy to actually configure things to upload directly)
L102[05:18:34] <fry> setValue should really dispatch based on type
L103[05:18:39] <fry> and bail early
L104[05:18:50] <fry> instead of typing 3 things and throwing exceptions
L105[05:19:06] <fry> but it's technically fine
L106[05:20:29] <fry> Ordinastie: update forge, your version is veeeery old :P
L107[05:21:07] <fry> a lot changed in the last 2 weeks :P
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L109[05:30:41] <ghz|afk> a lot changed in the last 2 days
L110[05:30:42] <ghz|afk> ;P
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L112[05:42:22] <Ordinastie> wait, what ?
L113[05:42:23] <Ordinastie> The method putObject(ModelResourceLocation, IBakedModel) in the type IRegistry<ModelResourceLocation,IBakedModel> is not applicable for the arguments (ModelResourceLocation, IItemRenderer.DummyModel)
L114[05:43:09] <Ordinastie> oh wait, it can't find IPerspectiveAwareModel
L115[05:43:16] <ghz|afk> all those got removed
L116[05:43:23] <ghz|afk> in favor of java8's default methods
L117[05:43:38] <Ordinastie> why do I still see the interface? :/
L118[05:45:16] <ghz|afk> cache?
L119[05:46:05] <Ordinastie> yeah, looks like it automatically links to projects I filter out of the view of the working set
L120[05:47:32] <ghz|afk> ugh, latest firefox beta is broken >_>
L121[05:47:39] <ghz|afk> youtube tabs stop redrawing randomly
L122[05:47:46] <ghz|afk> probably due to the multiprocess stuff
L123[05:48:30] <Ordinastie> does your whole windows goes totally black ?
L124[05:48:46] <ghz|afk> no that I was able to fix by minimizing
L125[05:48:46] <Ordinastie> *ff window
L126[05:48:51] <ghz|afk> right now
L127[05:48:56] <ghz|afk> if I switch to any other tab
L128[05:48:59] <ghz|afk> it works fine
L129[05:49:07] <ghz|afk> but if I switch to the broken tab, it keeps the previous image
L130[05:49:08] <Ordinastie> I have that sometimes while watching YT
L131[05:49:10] <ghz|afk> from whatever tab was before
L132[05:49:19] <Ordinastie> it goes all black, all I see is the red bar from the video
L133[05:49:30] <ghz|afk> hmm seems minimizing fixed it actually
L134[05:49:37] <Ordinastie> the rest of the window is full black, even the other tabs
L135[05:54:34] <ghz|afk> Multiprocess Widnows: 0/1 (Disabled by add-ons)
L136[05:54:40] <ghz|afk> ah so it can't possibly be caused by that XD
L137[05:55:32] <risux> Sounds as bad as Google Chrome. It flashes black and all the tabs freeze up multiple times an hour
L138[05:56:54] <Ordinastie> hum, how do you link the item to the block now ?
L139[05:57:05] <maxanier> anyone adding (semi) hostile creatures or things like turrets or minions that defend players? What do you thinkg about this PR? https://github.com/MinecraftForge/MinecraftForge/pull/4071
L140[05:57:13] <ghz|afk> Ordinastie: item registry event
L141[05:57:26] <ghz|afk> just register new ItemBlock(block).setRegsitryName(block.getRegistryName())
L142[05:57:44] <Ordinastie> they just have to have the resloc matching ?
L143[05:57:52] <ghz|afk> and be an ItemBlock
L144[05:57:52] <ghz|afk> yes
L145[05:58:16] <ghz|afk> it was the same before
L146[05:58:19] <ghz|afk> jsut forge did it without asking
L147[05:58:34] <ghz|afk> and before I mean, 1.9 or earlier ;P
L148[05:58:36] <Ordinastie> I used to have to put the item in the map manually
L149[05:58:44] <ghz|afk> hm?
L150[05:58:45] <Ordinastie> GameData.getBlockItemMap().put(block, item);
L151[05:58:46] <ghz|afk> i have never had to
L152[05:59:07] <ghz|afk> I have never called that function, in any version between 1.8 and 1.12
L153[05:59:19] <ghz|afk> before the itemblocks were made opt-in
L154[05:59:22] <ghz|afk> it was automatic
L155[05:59:32] <ghz|afk> after they were made opt-in, registering the ItemBlock did it implicitly
L156[06:01:07] <ghz|afk> wait
L157[06:01:09] <ghz|afk> block-to-item
L158[06:01:16] <ghz|afk> you are talking about Block.getItemFromBlock ?
L159[06:01:21] <Ordinastie> yes
L160[06:01:24] <ghz|afk> ah
L161[06:01:33] <ghz|afk> I have never used or seen it used
L162[06:01:43] <ghz|afk> I didn't even know that existed until I saw someone talk about it a few days ago
L163[06:02:00] <ghz|afk> so none of my blocks support it
L164[06:02:05] <ghz|afk> and I guess most people don't do that either
L165[06:02:12] <Ordinastie> wait, no, the other way around
L166[06:02:24] <Ordinastie> or not
L167[06:02:38] <Ordinastie> I don't know, I'll see if something breaks, investigate then
L168[06:02:45] <ghz|afk> nevermind
L169[06:02:46] <ghz|afk> brainfart!
L170[06:02:48] <ghz|afk> Item.getItemFromBlock
L171[06:02:52] <ghz|afk> yes that's automatic and it works
L172[06:02:59] <ghz|afk> Block.getBlockFromItem is the one I was thinking of
L173[06:03:10] <ghz|afk> but looking at it
L174[06:03:16] <ghz|afk> that just does itemblock#getBlock
L175[06:03:19] <ghz|afk> if the item is itemblock
L176[06:03:31] <ghz|afk> so nevermind, brainfart++
L177[06:04:47] <Ordinastie> I need to figure out my model situation now
L178[06:06:00] <Ordinastie> oh wait, handlePerspective was just moved directly into IBakedModel
L179[06:06:07] <ghz|afk> yep
L180[06:06:12] <Ordinastie> oh, easy fix then
L181[06:06:16] <fry> java8 <3
L182[06:06:17] <ghz|afk> those extra interfaces are now embedded in IBakedModel and IModel
L183[06:06:35] <ghz|afk> so many instanceof removed :3
L184[06:09:18] <Ordinastie> I'd have thought IForgeRegistryEntry would have a defaulty version instead of the impl
L185[06:09:42] <fry> no fields in interfaces
L186[06:11:05] <ghz|afk> yeah interfaces with default methods aren't mixins -- you can't add fields
L187[06:11:16] <ghz|afk> it would imply changing the storage for the class
L188[06:11:25] <Ordinastie> I know, I just thought there would be a way to go without fields
L189[06:11:31] <Ordinastie> but maybe not
L190[06:11:37] <ghz|afk> well it needs the registry name field
L191[06:11:41] <ghz|afk> which is the purpose of Impl
L192[06:12:01] <ghz|afk> (along with some internal implementation data)
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L194[06:14:05] <TechnicianLP> i hate the impl-class - it has a nullable on getRegistryName and i cant override it in my own class to make it nonnull
L195[06:14:35] <ghz|afk> well that's becqause it CAN be null, if you forget to call setRegistryName
L196[06:16:09] <TechnicianLP> it madee this: https://hastebin.com/ricedufade.java
L197[06:19:07] <Akkarin> aaactually IntelliJ should respect it if you mark something that is set to be nullable in a parent as nonnull in your implementation
L198[06:19:19] <Akkarin> as long as you refer to your implementation logically
L199[06:19:26] <Akkarin> other way around is what would technically break ;-)
L200[06:20:33] <TechnicianLP> yes
L201[06:23:07] <Akkarin> and if you can't do that: just toss in https://google.github.io/guava/releases/19.0/api/docs/com/google/common/base/Preconditions.html#checkNotNull(T) to make your IDE happy and prevent stupidity in the future :)
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L206[06:53:11] <ghz|afk> crap
L207[06:53:12] <ghz|afk> WTF
L208[06:53:22] <ghz|afk> I return from the nether, and my villagers are all zombified
L209[06:53:26] <ghz|afk> and they are inside my house
L210[06:53:27] <ghz|afk> >_>
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L212[06:58:01] <masa> do client-side-only class imports cause issues on server?
L213[06:58:33] <ghz|afk> not the import per se
L214[06:58:37] <ghz|afk> but depends on how it's used
L215[06:58:58] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/effects/Effects.java
L216[06:59:22] <masa> when addItemTeleportEffects() gets called on the server, I get a ClassDefNotFound for ISOund
L217[06:59:32] <ghz|afk> if the type is referenced in the signature of a field or method,
L218[06:59:36] <ghz|afk> it will cause the class to load
L219[06:59:55] <ghz|afk> if the type is referenced only in the code of a method, it will load the first time it runs
L220[07:00:06] <ghz|afk> however if the method has lambdas, that assumption breaks
L221[07:00:15] <ghz|afk> because lambdas compile into classes/methods
L222[07:00:21] <masa> the only method in that class that touches the sounds is playPositionedSoundOnClient(), which I removed the SideOnly annotation from (not pushed that commit yet)
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L224[07:00:53] <ghz|afk> I believe so long as the server never calls the method, it won't fail
L225[07:01:05] <masa> but it just did :/
L226[07:01:07] <ghz|afk> but I personally would move that piece of code to the proxy ;P
L227[07:01:19] <masa> yeah I as thinking the same...
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L229[07:01:54] <ghz|afk> AH
L230[07:01:56] <ghz|afk> it's static
L231[07:01:59] <ghz|afk> static changes things
L232[07:02:00] <masa> but now I'm wondering how many other things I then broke when I removed about ~100 SideOnly annotations last night...
L233[07:02:02] <ghz|afk> not sure how
L234[07:02:03] <masa> oh
L235[07:02:04] <ghz|afk> but it changes things
L236[07:02:07] <masa> okay
L237[07:02:37] <masa> well, I'll move that to the proxy
L238[07:02:56] <capitalthree> you can make a class full of static functions that wrap calls to a proxy that's a member of that class
L239[07:03:06] <capitalthree> well, a static "member"
L240[07:04:35] <malte0811> Question to any modders: Did you know that the world random's seed is set under certain circumstances? Some of which can happen when accidentally calling getTE on unloaded chunks?
L241[07:04:58] <capitalthree> whoah o_o
L242[07:05:21] <malte0811> See World.setRandomSeed
L243[07:05:59] <ghz|afk> that's not THE seed though?
L244[07:06:05] <ghz|afk> it jsut changes the RNG seed
L245[07:06:16] <masa> well, isn't it set every time a new chunk is generated? or was that a separate random where it gets set
L246[07:06:37] <ghz|afk> world.setRandomSeed is called by all random structure generators
L247[07:07:07] <ghz|afk> that RNG is jnust a runtime rng
L248[07:07:15] <ghz|afk> it's not really the world's seed
L249[07:07:17] <masa> I don't see how this is a problem? are you upset that the random numbers you get from the world's RNG are not predictable? ;D
L250[07:07:39] <malte0811> No, I'm upset that they are if some mod accidentally calls getTE on an unloaded chunk
L251[07:08:09] <malte0811> Caused https://github.com/BluSunrize/ImmersiveEngineering/issues/2221 because we use world.random to determine the ore
L252[07:08:10] <masa> when does this matter?
L253[07:08:52] <ghz|afk> well the issue is calling getTE on an unloaded chunk
L254[07:09:03] <ghz|afk> not that the random generator behaves weirdly when that happens
L255[07:10:22] <malte0811> Yes, but at least I always considered ghostloading a minor thing that generally didn't cause any serious issues. And calling getTE on unloaded chunks is an easy mistake to make
L256[07:10:30] <masa> ah, so you need a random that can't be reset back to the same seed by other things
L257[07:10:33] <ghz|afk> it is
L258[07:10:50] <ghz|afk> you could use your own random though
L259[07:10:57] <malte0811> I am doing that right now
L260[07:11:05] <ghz|afk> like, create a new random instance when you begin working, based on the current random values as a seed or something
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L262[07:11:47] <malte0811> I just wondered whether this behavior was common knowledge, I had never heard of it before
L263[07:12:21] <masa> I saw the code a while back when I was looking at something chunk related, but I didn't think of this type of side effects
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L265[07:12:30] <Shambling> super weird
L266[07:12:44] <Shambling> I logged out last night with unidict making thermal expansion steel ingots
L267[07:12:56] <Shambling> and logged in this morning with it making extreme reactors steel ingots
L268[07:13:11] <Shambling> and my ore dict crafting recipes aren't recognizing the extreme reactors steel ingots
L269[07:13:32] <Shambling> only thing I updated this morning was floocraft and ironchest
L270[07:13:35] <masa> ghz|afk: so funny thing, I elready had a method in my proxy for playSound(), but it just called that static method from there :D I now just moved the method body into that proxy method directly :p
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L272[07:17:08] <Shambling> its weird, I didn't update unidict either, and I've never had unidict unify on a different item after logging out
L273[07:20:43] <Shambling> its literally changing to a different steel every time I log in and out
L274[07:20:45] <Shambling> how irritating :|
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L276[07:26:49] *** PaleOff is now known as PaleoCrafter
L277[07:28:36] <Shambling> ... and creosote somehow broke
L278[07:28:41] <Shambling> weird :o
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L281[07:57:28] <ScottehBoeh> Checking if item is in item frame?
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L283[07:58:10] <PaleoCrafter> is that a question from you, ScottehBoeh? :P
L284[07:58:17] <ScottehBoeh> Yeah sorry xD
L285[07:58:38] <ScottehBoeh> I've got an item render class (for rendering my gun on the floor) and I'm wanting to check if the item being rendered is in an item frame
L286[07:59:01] <PaleoCrafter> What version of MC are we talking about? :P
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L288[07:59:41] <ScottehBoeh> http://i.imgur.com/JVdqWXT.png
L289[07:59:57] <PaleoCrafter> heh, shame on you
L290[08:00:14] <PaleoCrafter> But you should be given context about the item frame in IItemRenderer, if I'm not mistaken
L291[08:00:21] <ScottehBoeh> got it :)
L292[08:00:23] <ScottehBoeh> isOnItemFrame
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L300[09:12:24] <ScottehBoeh> Added a REALLY complex way of adding more rounds to your magazine
L301[09:12:27] <ScottehBoeh> https://www.youtube.com/watch?v=wnnNX5JviJg
L302[09:12:36] <ScottehBoeh> There's even a new machine that manufactures the ammo boxes
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L305[09:22:41] <williewillus> when is OD registration supposed to happen now?
L306[09:22:59] <williewillus> I get the big scary fml block errors when doing them in preinit :P
L307[09:23:28] <williewillus> oh wait, I'm dumb, nvm
L308[09:23:40] <williewillus> was doing it in RegistryEvent.Register<Block>
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L310[09:30:01] <Raycoms> !version 1.12
L311[09:30:14] <Raycoms> Hey there, how do I get the newest mappings again?
L312[09:33:53] <williewillus> it's !latest
L313[09:33:58] <Raycoms> !latest
L314[09:33:59] <Raycoms> Thanks
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L319[09:41:43] <williewillus> !dcc
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L330[10:12:17] <Raycoms> Does the register Item event happen before or after the register block?
L331[10:16:00] <TechnicianLP> item happens after block
L332[10:16:19] <TechnicianLP> and objectholders are refreshed inbetween
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L336[10:20:11] <williewillus> do AT's on methods not inherit?..
L337[10:20:13] <Raycoms> okay thanks
L338[10:20:41] <TechnicianLP> ating a overriden method wont work
L339[10:21:09] <williewillus> I'm at-ing the top level
L340[10:21:09] <TechnicianLP> (unless you are sure mods dont do it and you put all methods in the at)
L341[10:21:26] <PaleoCrafter> williewillus, going up the inheritance tree is meh
L342[10:21:34] <williewillus> ?
L343[10:21:46] <PaleoCrafter> you'd have to determine whether an AT applies to some class or not
L344[10:21:51] <williewillus> I'm doing protected -> public on EntityLiving.getAmbientSound because I need the ambient sound for all possible entityliving
L345[10:21:53] <PaleoCrafter> and for that, you have to go up the inheritance tree
L346[10:21:59] <williewillus> but the subclasses get recompile errors
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L349[10:23:27] <williewillus> i'm surprised this isn't handled
L350[10:24:23] <PaleoCrafter> like I said, analysing the inheritance is cumbersome :P
L351[10:25:35] <williewillus> bleh
L352[10:26:29] <Raycoms> Do I have to register sounds also in an event now?
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L355[10:28:48] <williewillus> yes
L356[10:29:59] <shadowfacts> PaleoCrafter: quick question about your langauge adapter PR
L357[10:30:08] <PaleoCrafter> yes?
L358[10:30:28] <shadowfacts> right now, in Kotlin, to use @Mod.EventBusSubscriber, the handler class needs to be an object and the @SubscribeEvent methods need to be annotated with @JvmStatic
L359[10:30:42] <shadowfacts> in Java, this makes sense because Forge doesn't have the handler instance
L360[10:30:50] <shadowfacts> but with a Kotlin object, there is only one instance
L361[10:31:19] <PaleoCrafter> with the PR, you should be able to use a normal object without any annotation
L362[10:32:06] <PaleoCrafter> https://github.com/PaleoCrafter/MinecraftForge/blob/84fe03c65f701e1b2de2e3c8dc640b71c851e50e/src/main/java/net/minecraftforge/fml/common/langsupport/IStaticContainer.java#L90 should work for Kotlin as well as Scala, if I'm not wrong on the Kotlin implementation
L363[10:32:40] <shadowfacts> :D
L364[10:32:43] <shadowfacts> that's awesome, thanks
L365[10:33:08] <PaleoCrafter> EventBusSubscriber was the whole reason I even started working on this initially :D
L366[10:33:35] <shadowfacts> ah
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L373[10:56:00] <masa> didn't ModelResourceLocation use to be SideOnly CLIENT? When did that change?
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L377[11:00:50] <williewillus> masa: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/patches/minecraft/net/minecraft/client/renderer/block/model/ModelResourceLocation.java.patch
L378[11:01:16] <masa> alright
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L381[11:29:51] <risux> Is it not possible to get a blockstate during biome decoration? I'm getting stack overflows when I try to, and yet vanilla does it in WorldGenFlowers.
L382[11:39:38] ⇦ Parts: malte0811 (~malte0811@p54825E2A.dip0.t-ipconnect.de) ())
L383[11:40:10] <williewillus> maybe you're getting something from a chunk that's not decorated yet
L384[11:40:16] <williewillus> which causes it to decorate, etc. ? idk
L385[11:42:12] <risux> As far as I can see, I'm handling it the same way vanilla is
L386[11:42:26] <risux> I must be overlooking something small
L387[11:42:43] <ghz|afk> is the blockpos within the acceptable space?
L388[11:45:31] <risux> I *think*, but I'm not positive. I think that could be the problem as it didn't crash, but didn't work properly before I adjusted my biome decoration call.
L389[11:46:00] <risux> For the BlockPos I'm passing it new BlockPos(chunkX * 16, 0, chunkZ * 16)
L390[11:46:40] <risux> Before I was just passing it the Chunk X and Z coords, but as you could imagine, everything generated on top of itself inside one area
L391[11:47:51] <risux> Oddly enough, passing that works for other world generators that just set blockstates.
L392[11:48:02] <risux> Just not ones that request blockstate info
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L395[11:59:15] <mDiyo> Does anyone know where I can find a minecraft server jar for 1.6.4 that mcp doesn't think is modified?
L396[11:59:48] <mDiyo> I wanted to try updating some of my old code to a newer version of Minecraft, but I need to verify it works in the first place.
L397[12:00:00] <risux> I've got one that was in a 1.6.4 workspace stored on my computer.
L398[12:00:03] <PaleoCrafter> use GMCP or whatever it was called?
L399[12:00:13] <mDiyo> What is GMCP?
L400[12:00:24] <PaleoCrafter> wait, 1.6.4 even had ForgeGRadle in build 964
L401[12:00:53] <mDiyo> Yeah uh, I'm going to avoid that in 1.6.4 if possible. It's very messed up.
L402[12:01:04] <masa> https://s3.amazonaws.com/Minecraft.Download/versions/1.6.4/minecraft_server.1.6.4.jar
L403[12:02:26] <mDiyo> That's the one I was using, but MCP thinks it's modified and Forge refuses to work with modified jars.
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L405[12:02:50] <williewillus> iirc gmcp is fg before fg existed
L406[12:04:04] <mDiyo> Forge also refuses to work without the server and the download location for MC servers changed since 1.6.4, it's aggravating.
L407[12:05:37] <PaleoCrafter> yep, GMCP is the first iteration of FG
L408[12:06:01] <TechnicianLP> you can disable the hashchecks in the scripts ....
L409[12:07:07] <mDiyo> How would I do that?
L410[12:07:26] <TechnicianLP> open the scripts - search for the checks - delete the lines
L411[12:07:31] <TechnicianLP> its just python ...
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L413[12:07:58] <mDiyo> Yes, let's change python_fml.exe
L414[12:08:06] <mDiyo> So how do I do that? :P
L415[12:08:19] <TechnicianLP> there are python scripts in the mcp directory ....
L416[12:08:31] <TechnicianLP> something.py
L417[12:08:38] <mDiyo> If I was just doing MCP I wouldn't be asking about Forge
L418[12:09:01] * TechnicianLP facepalms
L419[12:10:05] <risux> I've got the jars from an already setup 1.6.4 workspace, the original and the backup.
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L422[12:20:36] <Raycoms> Is there a way to disable json recipes from the code?
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L424[12:25:18] <mDiyo> JSON is code, and aren't all recipes JSON in 1.12?
L425[12:26:06] <TechnicianLP> depends: your recipes?
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L428[12:35:25] <Raycoms> ... I mean I want to disable json recipes depending on the configuration file
L429[12:35:26] <williewillus> use the condition system
L430[12:36:28] <Raycoms> how does that work?
L431[12:37:17] <williewillus> take a look at https://gist.github.com/LexManos/2a11d4f7aa9d680d861dae4faf9dcfa6
L432[12:37:20] <williewillus> and CraftingHelper
L433[12:38:51] <williewillus> on a similar note, how do you go from nbt to json?
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L435[12:40:58] <Raycoms> Can't find any conditions which I might add to the json which would depend on configurations
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L437[12:42:18] <williewillus> you can register your own
L438[12:42:58] <Raycoms> Is there an example code for that?
L439[12:44:23] <williewillus> CraftingHelper, forge registers a few conditions of its own
L440[12:44:32] <Raycoms> Ahh thanks
L441[12:47:36] <Raycoms> Would be in preInit where I'd have to do this? Or earlier?
L442[12:47:39] <Raycoms> In static?
L443[12:48:16] <TechnicianLP> you put the classname in your _factories.json
L444[12:51:39] <Raycoms> okay, I have to create a class which extends IConditionFactory with "parse" and there I check if the conditions is true or false and then return it
L445[12:51:54] <Raycoms> this class name I have add to a file I name "_factories.json"
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L449[12:57:51] <Tao> When using the item fluid capabilities, how do I determine the max amount to drain? Is this something I need to find on the item, or so I set the max amount my tank has?
L450[12:58:04] <Tao> Or rather, that the tank has left
L451[12:59:37] <PaleoCrafter> if you are able to consume everything, just pass Integer.MAX_VALUE
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L453[13:01:00] <Tao> I would like to make this compatible with other mod's fluid container items, will the items handle this properly then or do I need to manually get something from the capability handler?
L454[13:01:13] <Tao> Speaking about forge 1.10 I should probably add
L455[13:02:26] <PaleoCrafter> iirc, the contract on IFluidHandler is the same as IItemHandler, so requests greater than what is available should be handled
L456[13:03:32] <Tao> excellent, many thanks
L457[13:04:34] <Tao> on another note, is there a way to get an itemhandler for the player inventory? "tryFillContainerAndStow" looks like it should handle adding the filled container item to the player, but I am not familiar with the itemhandler
L458[13:05:28] <Raycoms> Is there another way to create blockModels than mrCrayfishs?
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L460[13:07:56] <Tao> There are a few editors, but they all have similar features
L461[13:08:09] <Tao> http://minecraft.gamepedia.com/Programs_and_editors/3D_modeling
L462[13:09:00] <Raycoms> Thanks
L463[13:11:43] <Tao> Blockbench seems to be pretty decent
L464[13:14:51] <Raycoms> Are there also more options for .java entities but techne?
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L467[13:25:06] <Tao> I believe a few of those can export to .java, blockbench can AFAIK
L468[13:27:44] <Tao> You can also use AnimationModelBase to render baked models, that should allow you to use a full 3d environment
L469[13:28:21] <PaleoCrafter> mezz, are you around? :D
L470[13:33:15] <mezz> hey, only for the next 20 minutes or so though
L471[13:35:51] <PaleoCrafter> Did you have a peek at https://github.com/MinecraftForge/MinecraftForge/pull/4073 yet? :D
L472[13:36:17] <shadowfacts> in JSON recipes, is it possible to have a wildcard metadata for a non-oredict ingredient?
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L474[13:36:30] <PaleoCrafter> Lex referred me to you since he doesn't want to bother with Scala compat and I mainly want do talk about a course of action for @ObjectHolder and the @Config stuff
L475[13:36:58] <shadowfacts> speficially wool in this case, I want to accept any color preferably without making a JSON array containing any entry for every wool color
L476[13:39:00] <mezz> haven't had a chance to take a look at that yet, no
L477[13:45:49] <nosrick> What happened to Extended Entity Properties?
L478[13:46:13] <PaleoCrafter> they got de-cap-itated
L479[13:46:29] <PaleoCrafter> actually... they technically were capitated
L480[13:46:29] <nosrick> But capabilities are not a good replacement
L481[13:46:37] <PaleoCrafter> uhm... why not?
L482[13:46:56] <nosrick> How am I supposed to do a player-based mana system with capabilities?
L483[13:47:08] <PaleoCrafter> player-based how?
L484[13:47:18] <nosrick> Stored in the player object
L485[13:47:38] <nosrick> Or world, I suppose. I could fall back on that.
L486[13:47:44] <McJty> nosrick, why wouldn't that work with capabilities?
L487[13:47:57] <McJty> Player capabilities work fine
L488[13:48:23] <nosrick> As far as I can tell, it's for inventories that handle Fluids, Energy or Items, no?
L489[13:48:29] <McJty> Not only
L490[13:48:42] <McJty> You use capabilities on a player if you want to attach info to a player
L491[13:48:44] <McJty> Like mana
L492[13:48:49] <PaleoCrafter> that's the built-in capabilities, but you can define your own just fine
L493[13:48:52] <nosrick> Oh, okay. I didn't realise that was possible.
L494[13:48:55] <nosrick> Brb
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L498[14:03:23] <LexMobile> paleo you're a cunt
L499[14:03:32] <LexMobile> or atleast you come off that way
L500[14:03:36] <PaleoCrafter> huh?
L501[14:04:00] <LexMobile> "So the currently way is to say fuck it to the guidelines because you wont pull in my pr!"
L502[14:04:28] <PaleoCrafter> sorry if it came across that way, it wasn't the way I meant that at all
L503[14:04:57] <PaleoCrafter> It was a serious question about what modders should do right now
L504[14:05:32] <LexMobile> If you give a shit you should work on a PR to cleanup the extraction
L505[14:05:57] <LexMobile> Honestly its been on the todo for ages to move any mod fromt he mods folder that has the proper meta
L506[14:06:07] <LexMobile> into the libraries folder and replace it with a line in the modlist.json
L507[14:06:43] <PaleoCrafter> I actually thought about proposing that, just wasn't sure whether you had any concrete plans already where a PR of mine would just get in the way
L508[14:08:15] <rallias> Wait, Forge is deprecating mods/ ?
L509[14:08:18] <Javaschreiber> May I ask what benefits moving the mods into the lib folder would create?
L510[14:08:32] <LexMobile> Less redundancy, Cleaner mod packs
L511[14:08:56] <LexMobile> we can never deprecate /mods cuz its to simple to use.
L512[14:09:07] <rallias> With all these changes... you're making my conference talk fairly difficult to do.
L513[14:09:20] <LexMobile> like i give a shit?
L514[14:09:23] <rallias> Fair enough.
L515[14:10:11] <PaleoCrafter> are facilities for providing the maven metadata in place already or would something like that need to be added to some new file?
L516[14:10:21] <Javaschreiber> So you could share mods accross packs without redownloading them? That would be nice...
L517[14:10:42] <ghz|afk> hmmm so
L518[14:10:47] <ghz|afk> a shared libraries/ folder
L519[14:10:56] <ghz|afk> and a modlist.json that references them per-instance ?
L520[14:10:57] <rallias> Javaschreiber, I mean... most competent pack management solutions do that already, no?
L521[14:10:57] <ghz|afk> that sounds nice
L522[14:11:17] <rallias> (the no-redownload part)
L523[14:11:19] <LexMobile> Im assuming by a conference talk you mean you're trying to do some stupid 'how mod' or 'into to modding'. Which means you are purporting yourself to be some form of authority. I have no idea who you are, or what makes you think you know the best practices. This change has been wanted to be done for YEARS but couldnt because loaders and shit were stupid and people are lazy.
L524[14:11:21] <PaleoCrafter> that's already possible, you know, ghz|afk :P
L525[14:11:32] <ghz|afk> ah?
L526[14:11:36] <ghz|afk> first time I hear of it
L527[14:11:37] <ghz|afk> ;P
L528[14:11:47] <LexMobile> Yes its already possible, No current mod installer system does it.
L529[14:11:48] <PaleoCrafter> shameless plug: https://github.com/Paleocrafter/CurseSync this already uses it :P
L530[14:11:50] <LexMobile> Becuase they are stupid
L531[14:13:45] <rallias> Honestly, the focus of what I was planning on doing was finding the information and explaining the core topics, rather than attempt to preach best practices.
L532[14:14:47] <ghz|afk> like with any video tutorial, those things get out of date almsot as soon as you write them
L533[14:14:48] <ghz|afk> ;P
L534[14:14:50] <PaleoCrafter> Bah, I need to revisit that app, it still had a few issues
L535[14:15:52] <ghz|afk> PaleoCrafter: woudl be interesting to "mod" the vanilla launcher and add a pack browser tool stright into it ;P
L536[14:16:05] <nosrick> Back
L537[14:16:16] <PaleoCrafter> I feel like that is a bad idea :P
L538[14:16:20] <Javaschreiber> With the new @Config system, are there any intentions to move to another config file format? I think the current one is rather hard to work with.
L539[14:16:33] <ghz|afk> well it implies modifying the launcher
L540[14:16:35] <ghz|afk> which is bad and ugly
L541[14:16:40] <ghz|afk> but it would be nice ;P
L542[14:17:10] <rallias> Well, yeah, but I don't think the concepts of tile entities, item stacks, et cetera are going to go away (well... I hope not anyway).
L543[14:17:13] <PaleoCrafter> The new launcher was built with the CEF, right?
L544[14:17:23] <ghz|afk> it's a browser, yes
L545[14:17:25] <ghz|afk> dunno if CEF or not
L546[14:17:54] <shadowfacts> Why was the old FluidUtil.interactWithFluidHandler(ItemStack, IFluidTank, EntityPlayer) removed?
L547[14:18:24] <shadowfacts> now there's no utility method for interacting with an entity fluid handler, because the other interactWithFluidHandler only works for blocks
L548[14:18:54] <Javaschreiber> Isn't the new Minecraft launcher written in C++? I don't think that this will be easily modifiable.
L549[14:19:03] <illy> Afternoon o/
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L551[14:19:38] <ghz|afk> PaleoCrafter: hmm game/cef*.pak -- sounds like it is
L552[14:20:19] <illy> they still distribute a launcher.jar(thank god) you just have to know where to find it
L553[14:20:37] <ghz|afk> I prefer the new launcher tbh
L554[14:20:45] <ghz|afk> it has a couple quirks but it's better generally
L555[14:22:21] <Javaschreiber> Instead of modifying the launcher, I think it would be easier to implement a "Pack Selection GUI" on Forges startup. Maybe enableable per config option?
L556[14:22:22] <rallias> Javaschreiber, Well technically...
L557[14:22:39] <rallias> Dang it... what was the talk I went to...
L558[14:22:44] <illy> Im just happy it java one is still there so I dont have to write one fore the wrapper
L559[14:22:53] <LexMobile> New launcher is fine, i hate how it fucks with the json, And I hate how some of the interals are done but its functional.
L560[14:23:46] <illy> Im happy the the people im staying with here in NY are letting me use their mac as a test bench
L561[14:23:52] <ghz|afk> Javaschreiber: nah Iwouldn't put it directly into forge
L562[14:23:57] <ghz|afk> basically
L563[14:24:07] <ghz|afk> curse pack downloaders are abusing curse's service
L564[14:24:20] <ghz|afk> since you aren't going to the site and seeing the ads or whatever
L565[14:24:29] <LexMobile> oh no Forge will NEVER have a pack management system in it
L566[14:24:36] <ghz|afk> but you aren't using the twitch app which is self-promotion
L567[14:24:40] <LexMobile> We are trying our DAMNDEST to make packs no longer exists
L568[14:24:47] <LexMobile> but modders are fighting us tooth and nail
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L570[14:25:20] <illy> Once they make a Linux Compatible Curse Launcher ill start giving a fuck about curse making money :P
L571[14:25:26] <Javaschreiber> How are you trying to get rid of mod packs?
L572[14:25:34] <ghz|afk> "packs" are always going to exist -- people want preconfigured environments with tweaked values and a bit of "story" or questing sprinkled in
L573[14:25:46] <ghz|afk> but I guess packs that don't have the mod jars in them
L574[14:25:53] <ghz|afk> and just contain config and such, would be nice
L575[14:26:09] <LexMobile> configs, recipes, etc.. those are fine
L576[14:26:16] <LexMobile> Mods shouldnt be part of the pack
L577[14:26:23] <ghz|afk> yeah that I can get behind
L578[14:26:25] <Javaschreiber> This would still require someone / something to download these mods.
L579[14:26:28] <Raycoms> Or a way that your client downloads the mods from servers manually would also be great =P
L580[14:26:45] *** Raycoms was kicked by LexMobile (NEVER gunna fucking happen))
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L583[14:27:04] <LexMobile> Something would download the mods, but they should onyl do it once.
L584[14:27:26] <Raycoms> So welcoming =)
L585[14:27:30] <PaleoCrafter> Nah, just make M$ and Apple ship all mods in existence and create a custom Linux distro, Javaschreiber xd
L586[14:27:36] <ghz|afk> Raycoms: I can image servers auto-installing mods that show you ads and such, to benefit crappy servers
L587[14:27:44] <ghz|afk> fake servers that install worms and steal your data
L588[14:27:46] <ghz|afk> etc
L589[14:27:57] <ghz|afk> forge can't enable remote installation of software
L590[14:28:26] <illy> I would love for there to be a "mods central"(like maven central) like servies but I dont see the community comming together for it :/
L591[14:28:30] <Javaschreiber> While I'd support a local repository containing all needed mods, who manages it? Either forge or third party software with which forge would need to interface.
L592[14:28:56] <Javaschreiber> While I get forge isn't supposed to do this, an interface should be specified.
L593[14:29:00] <LexMobile> illy: thats essentially what im trying to mkae with forge but meh
L594[14:29:01] <ghz|afk> Javaschreiber: thirdparty software installs the mods into the repository
L595[14:29:11] <LexMobile> a interface HAS been specified
L596[14:29:13] <ghz|afk> and forge uses them, through the modslist
L597[14:29:22] <ghz|afk> it doesn't require explicit communication
L598[14:29:28] <Javaschreiber> lex: In that case I'm not up to date.
L599[14:29:38] <illy> Lex can I see the interface it would be a nice thing to try
L600[14:29:38] <LexMobile> You're 3 years out of date
L601[14:29:42] <illy> out
L602[14:30:00] <ghz|afk> https://github.com/MinecraftForge/FML/wiki/New-JSON-Modlist-format
L603[14:30:00] <LexMobile> THere is no interface, its just a maven repo modders can push to if they ask for an account
L604[14:30:06] <ghz|afk> first link on google "forge modlist json"
L605[14:30:45] <Javaschreiber> So forge downloads?
L606[14:30:59] <LexMobile> No
L607[14:31:04] <ghz|afk> no the repositories are folders apparently
L608[14:31:09] <illy> oh so it's bakended by the forge FS?
L609[14:31:09] <PaleoCrafter> Might be worth writing a docs article on the modlist stuff
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L611[14:31:31] <PaleoCrafter> no, illy, it uses a local repo (specified by repositoryRoot)
L612[14:31:42] <illy> ahh
L613[14:31:50] <Javaschreiber> Ok, now I get it, thanks.
L614[14:32:11] <PaleoCrafter> so something like Curse would download new mods for a pack to that repo and then create a modlist.json for the pack with *all* its mods
L615[14:32:15] <LexMobile> Forge will NEVER download 3rd party mods.
L616[14:32:26] <Javaschreiber> This already exists for 3 years? Wow, am I out of date.
L617[14:32:29] <LexMobile> Exactly Paleo
L618[14:32:57] <ghz|afk> Javaschreiber: you are not alone -- I didn't know either
L619[14:33:33] <PaleoCrafter> When implementing my own Curse sync stuff, btw, I came across some issues with it, I'm just not sure if it's my fault or FML's, which is why I didn't report anything. didn't have time to try and reproduce it yet
L620[14:34:18] <illy> mkdir repotests
L621[14:34:27] <PaleoCrafter> illyfails++
L622[14:34:52] <illy> Might as well add a bot to the channel at this point >.>
L623[14:35:16] <diesieben07> 10$ says you are using a tiling window manager
L624[14:35:32] <illy> maybe
L625[14:35:50] <PaleoCrafter> he's posted screenshots of it, could've looked it up in the logs, diesieben07 :P
L626[14:36:00] <diesieben07> :)
L627[14:36:38] <illy> I hate the way Go Forces workspaces on you >.>
L628[14:38:08] <PaleoCrafter> oh, btw, Lex, would it be possible to add a CLI-only client install to the Forge installer as well?
L629[14:38:27] <PaleoCrafter> I'd be happy to PR it myself
L630[14:40:24] <illy> me should find a wrap cli args through the wrapper but mac would once again be an issue
L631[14:40:32] <illy> bah for got the /
L632[14:40:49] <LexMobile> No
L633[14:41:32] <LexMobile> I will not go out of my way to support or encourage people bypassing my income.
L634[14:41:48] <LexMobile> Its one of the few things that I have to pull a dick stance on. But hell, I hare rent to pay.
L635[14:41:56] <LexMobile> *have
L636[14:42:38] <illy> I thought he meant giving the installer jar an `--install-client` option
L637[14:42:49] <LexMobile> Yes he did
L638[14:43:11] <LexMobile> But the only reason you would want that is to make the client auto install from a auto downloader
L639[14:43:18] <PaleoCrafter> it is indeed, for use with my Curse syncing :P I understand if you don't want to support it, though
L640[14:43:49] <malte0811> Unrelated, but is the ItemStackTransformer meant to only work in dev/deobf? Not really an issue, but leads to bugs only happening in normal instances
L641[14:44:22] <LexMobile> No it works in production
L642[14:44:45] <malte0811> It doesn't for me on 1.11.2
L643[14:44:55] <malte0811> So it's a bug?
L644[14:44:56] <LexMobile> Someone else is probably fucking it up.
L645[14:44:58] <PaleoCrafter> Hm... I could refer people to the site in the GUI version
L646[14:45:39] <LexMobile> What bug are you seeing?
L647[14:46:44] <malte0811> It isn't transforming stuff in a normal client that it does transform in a dev instance, e.g. ItemStack.copy
L648[14:47:32] <LexMobile> and how are you seeing that?>
L649[14:48:02] <LexMobile> unless someone else comes along and fucks things up int he class it cant really fail.
L650[14:48:16] <Raycoms> Never had a problem with it neither in 1.10 nor in 1.11
L651[14:48:21] <LexMobile> It loops over to find the ONE function that takes zero arguments and returns the Item class
L652[14:48:36] <malte0811> https://github.com/BluSunrize/ImmersiveEngineering/issues/2184, and I made a custom Forge build logging all classes the transformer is called on. ItemStack is not one of them
L653[14:48:40] <LexMobile> Then replaces all getfields for the ONE field that is a Item weith a invoke
L654[14:49:03] <LexMobile> 1) you dont need a custom forge version for thaty
L655[14:49:09] <LexMobile> im thinking you fucked something up
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L657[14:54:15] <williewillus> when/how do we register custom conditions for recipes?
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L659[14:55:49] <ghz|afk> williewillus: using the _facotries.json
L660[14:56:07] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/_factories.json
L661[14:56:24] <malte0811> Lex, I'm using https://github.com/malte0811/MinecraftForge/tree/demo as a forge build and https://gist.github.com/malte0811/f7216e6bbd55b8adaf70d3936b9336e6 is the output in a normal instance. Does not contain "item.ItemStack". Same setup in a dev env gives output containing "item.ItemStack"
L662[14:57:05] <LexMobile> again you dont need a fucking forge branch to list transformers you'll know that if you spent 10 seconds looking at the transformers
L663[14:57:18] <LexMobile> and Im not going to dig through your branch for random shit
L664[14:57:31] <malte0811> I want to know what classes are actually being transformed
L665[14:57:41] <malte0811> And that branch contains a single commit with about 5 lines
L666[14:57:53] <LexMobile> and I SAID you dont need to fucking use a custom forge build for that
L667[14:58:01] <LexMobile> EVERY class loaded gets transformed
L668[14:58:24] <malte0811> That why is ItemStack not being printed to the log?
L669[14:58:30] <malte0811> *Then
L670[14:58:48] <LexMobile> No idea you probably fucked something up
L671[15:00:26] <malte0811> Look at the commit. it is the only change and it is THREE lines. All calls to System.out.println. Not a lot of space for a "somewhere".
L672[15:00:35] <Raycoms> for the custom condition I have to extend IConditionFactory?
L673[15:01:54] <PaleoCrafter> malte0811, what Lex is getting at is that you can make Forge dump all transformed classes with a command line option, which you could have easily found out yourself
L674[15:02:53] <williewillus> Raycoms: yes
L675[15:03:16] <Raycoms> williewillus can you show me your custom condition so I can have an idea? =D
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L677[15:04:40] <williewillus> public BooleanSupplier parse(JsonContext context, JsonObject json) { boolean value = JsonUtils.getBoolean(json , "value", true); return () -> Botania.gardenOfGlassLoaded == value;
L678[15:04:41] <williewillus> }
L679[15:04:46] <williewillus> :P
L680[15:06:16] <Raycoms> So All I do is parse the json to detect which recipe I'm talking about and then I return "true" or "false" accordingly?
L681[15:07:17] <LexMobile> you parse the json to get the context needed for you to make your decision
L682[15:08:18] <Raycoms> Exactly
L683[15:08:56] <Raycoms> Is there a way to add a comment or a random value to a recipe to easily detect them without breaking the loading mechanism?
L684[15:09:34] <LexMobile> what are you trying to do?
L685[15:10:07] <Raycoms> I have some recipes I only want to enable if the user set "enableInDevFeatures" to true in the config file
L686[15:10:15] <LexMobile> Also malte0811 Yes it seems that the 1.11.2 transformer is broken because it checks the obf name instead of the deobfed name. That *shouldn't* be the case but whatever.
L687[15:10:21] <LexMobile> And how did I verify this?
L688[15:10:43] <LexMobile> Not by making some half baked custom forge distro but by using the fucking flags specifically designed to debug this shit
L689[15:11:10] <malte0811> Yes, fucking flags that I can't seem to find any documentation on
L690[15:11:26] <LexMobile> https://github.com/Mojang/LegacyLauncher/blob/master/src/main/java/net/minecraft/launchwrapper/LaunchClassLoader.java
L691[15:11:29] <LexMobile> Right fucking there
L692[15:11:30] <Raycoms> so I thought I could add a "isDev" value in the recipe I can parse in the config condition
L693[15:11:47] <LexMobile> Right click transform -> Find references
L694[15:12:00] <LexMobile> Oh LOOK the ONE real reference is wrapped in TONS of debug code
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L699[15:14:36] <Raycoms> is that possibly without breaking the recipe loading?
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L701[15:16:11] <PaleoCrafter> So, Lex, if I'm encouraged to rewrite the extraction stuff, would you mind dumping your ideas for it in a gist for me (or really anybody)? Just saying what you had in mind for the metadata mods need to provide would probably suffice
L702[15:18:40] <LexMobile> Hoenstly sometime super early call a List<File> extractLibraries(File modDir, File libsDir, String mcVersion)
L703[15:18:57] <LexMobile> Go through each jar in modDir and modDir\mcVersion
L704[15:20:24] <LexMobile> If META-INF has containedDeps, extract that file to memory. If THAT zip has META-INF: artifact-info extract it to libsDir/full/maven/path/mod.jar If it DOESNT have artifact info extract it to the mods folder and log a 'stupid modder!'
L705[15:21:23] <LexMobile> If it has artifact info, add it to modlist.json.
L706[15:21:35] <LexMobile> Then load like normal skipping any extractions.
L707[15:23:15] <PaleoCrafter> Okay, will do so. Should I define custom keys for the manifest or just use the ones defined here? https://docs.oracle.com/javase/tutorial/deployment/jar/packageman.html
L708[15:24:58] <LexMobile> I could of sworn there was a specific maven structure predefined. But cant seem to find it
L709[15:25:18] <LexMobile> all it needs is a Maven-Artifact: group:artifact:version:classifier@ext
L710[15:28:58] <TechnicianLP> the build.gradle should contain enough information to automaitcally include that (via a update to forgegradle i guess)
L711[15:29:47] <LexMobile> sorta, i'd expect modders to opt-in for that, its fairly simple
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L713[15:33:14] <Raycoms> About the recipes? Is there a way to add a variable to a json recipe without breaking it? Or would I have to detect the block in the recipe to check if it of the group I want?
L714[15:34:04] <ghz|afk> what do you mean with "variable"?
L715[15:34:29] <ghz|afk> you can define custom conditions and custom ingredients (inputs=
L716[15:35:00] <ghz|afk> and YOU parse those jsonobjects, so you can read any values from them
L717[15:35:35] <Raycoms> I have a certain group of blocks I only want to be craftable if the config options are turned to "true"
L718[15:35:44] <Raycoms> So I want to put something inside their recipe jsons
L719[15:35:49] <ghz|afk> yep take a look at this
L720[15:35:52] <Raycoms> to detect if thats one of the recipes I want to disable
L721[15:35:55] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/_factories.json
L722[15:36:06] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/chain_boots.json#L5
L723[15:36:16] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/ConfigurationCondition.java
L724[15:36:40] <ghz|afk> this implements a custom condition that enables recipes based on a config value
L725[15:37:12] <ghz|afk> if you want to enable a recipe if a property is false, you can make use of forge:not condition
L726[15:37:13] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/cobble_noclay.json#L10
L727[15:43:27] <PaleoCrafter> Oh, Lex, one final question (I hope): it could be that people already use the modlist stuff. Should I add new entries to an existing modlist.json or specify a parent? if the latter, may I add a "forgeGenerated" flag to the format in order to be able to say "stop searching parents here"?
L728[15:44:46] <Raycoms> Thanks
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L730[15:48:35] <KnightMiner> !latest
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L737[16:00:43] <LexMobile> PaleoCrafter: Add new entries, modlist json has always been a files in dir + json
L738[16:00:46] <LexMobile> so adding should eb fine
L739[16:02:12] <PaleoCrafter> Hm... I guess adding also has the benefit of automatically extracting to a user's central place directly (since we can't change the repo root)
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L741[16:04:44] <PaleoCrafter> Would you like to get this PR into the RB?
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L748[16:18:50] <LexMobile> yes
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L751[16:38:24] <KnightMiner> What is the advantage to @ObjectHolder over making my own static reference?
L752[16:38:32] <KnightMiner> I noticed the Forge test mods used it
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L754[16:39:26] <PaleoCrafter> your stuff might be overridden
L755[16:39:51] <KnightMiner> Ah, so on the odd chance that some other mod replaces my block with their own, I have the latest version?
L756[16:39:54] <KnightMiner> Makes sense
L757[16:41:33] <KnightMiner> And what is the proper way to do ItemBlocks? Do I just register one during the first event, and the @ObjectHolder field into the one in the second event?
L758[16:41:46] <KnightMiner> (first being block, second item)
L759[16:42:59] <PaleoCrafter> yep
L760[16:44:27] <KnightMiner> Sounds slightly painful, but I guess I can manage
L761[16:44:41] <KnightMiner> Originally I registered the two through a helper method at the same time...
L762[16:46:15] <LexMobile> It is slightly painful if you dont care about object holders then you could just use your own fields to hold them in between
L763[16:46:30] <LexMobile> That part I will agree is kinda annoying but it works.
L764[16:47:05] <KnightMiner> What would happen if someone changed my block without changing my item block? Would that cause an issue anyways?
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L766[16:47:25] <LexMobile> no
L767[16:47:26] <PaleoCrafter> I personally created my own "registry collection" event, such that I could still keep blocks and their corresponding items together, but create and register them in their individual events
L768[16:47:33] <LexMobile> shutup paleo
L769[16:47:40] <LexMobile> that is not recomended to do
L770[16:47:44] <LexMobile> stop telling people to do it
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L772[16:48:47] <PaleoCrafter> I don't tell anybody to do it, just relating my personal "solution". And it doesn't create any instances of the blocks and items until they're actually needed, so I don't see why it shouldn't at least be tolerated
L773[16:50:13] <KnightMiner> If I use ObjectHolder on a class, what determines the name of the item? I assume the field variable name, meaning I have to switch from camelCase for those?
L774[16:50:34] <kashike> @ObjectHolder("...") iirc
L775[16:50:38] <kashike> or soemthing
L776[16:50:53] <kashike> yeah
L777[16:50:57] <PaleoCrafter> yep, you can either specify the registry name on the field via the annotation directly or let it be determined by the field name
L778[16:50:59] <KnightMiner> @ObjectHolder(value=modID)
L779[16:52:43] <kashike> @ObjectHolder("modid") or @ObjectHolder("modid:thingid")
L780[16:53:04] <PaleoCrafter> or @ObjectHolder("modid") on the class and @ObjectHolder("thingid") on the fields :P
L781[16:53:11] <kashike> yup
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L783[16:54:40] <KnightMiner_> (HexChat is annoying sometimes...)
L784[16:54:48] <kashike> <kashike> @ObjectHolder("modid") or @ObjectHolder("modid:thingid")
L785[16:54:50] <kashike> <+PaleoCrafter> or @ObjectHolder("modid") on the class and @ObjectHolder("thingid") on the fields :P
L786[16:54:55] <kashike> if you missed it
L787[16:55:24] <KnightMiner_> Yep, missed it, thanks
L788[16:55:48] <KnightMiner_> I mean like BlockBarrel is a specific type of block, but I guess I cannot gaurenttee that with @ObjectHolder
L789[16:56:05] <PaleoCrafter> Oh, right, need to report that as well
L790[16:56:23] <PaleoCrafter> substitutions used to ensure types, overrides don't seem to
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L793[16:59:06] <KnightMiner> I guess it really is hard to do that unless you do a specific getClass() check when replacing it
L794[17:00:09] <PaleoCrafter> There's no problem with that though, is there? xD
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L805[17:21:36] <Jared> With the new registry stuff, when is the recommended stage to add Furnace recipes? init?
L806[17:22:11] <KnightMiner> Everything is registered by then, so it should be fine
L807[17:22:18] <diesieben07> yeah, do recipes in init
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L809[17:22:56] <KnightMiner> Only time I've registered them in postInit was because I needed it to grab items from the oredict as we never got that PR merged for better furnace registry
L810[17:23:27] <diesieben07> yeah i just gave up on that one since everyone told me it should be done differently.
L811[17:23:55] <Jared> ah ok cool, just making sure =D
L812[17:24:01] <KnightMiner> I just wanted furnace recipes that support NBT/oredict, burn time was nice, but the others were hte main thing
L813[17:24:14] <diesieben07> well, i originall made it for burn time
L814[17:24:22] <diesieben07> then i got told "make a proper recipe system"
L815[17:24:32] <diesieben07> then i did, then i got told "this is way too complex, it should only do burn time"
L816[17:25:13] <KnightMiner> I would just have rebranded it to "Add a furnace registry that supports more advanced recipes"
L817[17:25:22] <KnightMiner> Problem solved ::P
L818[17:25:27] <diesieben07> I did.
L819[17:26:27] <KnightMiner> I did notice though the closing comments seemed to ignore that it supported more than burn time. It was just to complex for just burn time
L820[17:26:41] <KnightMiner> Even though it was a lot more useful that hte current map
L821[17:26:53] <diesieben07> yeah the current system is just terrible
L822[17:29:01] <KnightMiner> Any chance you would try and rework it targeting 1.12, or have you given up on it?
L823[17:29:27] <diesieben07> if someone official can give me an "yes this is going to have a chance of going in" - sure.
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L827[17:44:00] <KnightMiner> There. That was not too bad
L828[17:44:07] <LexMobile> Which thing?
L829[17:44:15] <LexMobile> Oh furnace recipe shit...
L830[17:44:20] <LexMobile> ya thats a bit bitching fest right now
L831[17:44:26] <KnightMiner> No, switching to the new registry for blocks
L832[17:44:33] <LexMobile> ?
L833[17:44:38] <KnightMiner> Using hte event
L834[17:44:49] <LexMobile> Thats already in.
L835[17:44:54] <KnightMiner> I mean in my mod
L836[17:45:06] <KnightMiner> I am saying the transition in code was not terrably painful
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L838[17:45:15] <LexMobile> I was refering to dies
L839[17:45:27] <KnightMiner> Ah
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L843[17:55:16] <PaleoCrafter> Oh, fu, I think I came across an issue with the modlist system as it sits right now
L844[17:55:44] <PaleoCrafter> actually, nvm xD
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L847[17:58:12] <LexMobile> PaleoCrafter: What version of forge are you using
L848[17:58:20] <LexMobile> and what steps are you using to reproduce
L849[17:58:25] <LexMobile> because i added that test mod and its fine
L850[17:58:44] <PaleoCrafter> 14.21.0.2367 and I literally created a new project, threw in that code and ran it
L851[17:58:53] <PaleoCrafter> Let me remove my run dir
L852[17:59:05] <LexMobile> ah ya got a crash, weird...
L853[17:59:10] <LexMobile> in the save handler
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L856[18:09:31] <LexMobile> not sure why its getting a crash tho.. things *should* be copied voer correctly
L857[18:10:08] <PaleoCrafter> I gave up looking into it halfway down the rabbit hole, tbf, not familiar enough with the registry stuff
L858[18:11:34] <PaleoCrafter> regarding the mod extraction: just extract to the normal libraries folder or to a separate location?
L859[18:11:38] <kashike> what's the issue?
L860[18:11:57] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/issues/4079
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L863[18:21:11] <LexMobile> im able to reproduce i just cant see how the fuck its happeneing...
L864[18:21:21] <LexMobile> the owner list is empty... but that shouldnt be possible.
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L867[18:27:25] <PaleoCrafter> hm... should I add some basic version checking to the extraction stuff? i.e. if the mod list already contains an older version of the mod, just replace it by the newer one extracted?
L868[18:29:55] <LexMobile> .... ya probably
L869[18:30:51] <LexMobile> I'd probably trust the file on disc over the one in jar first.
L870[18:30:56] <LexMobile> Cuz I could see modpacks downgrading things
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L872[18:37:18] <Shambling> is there a quick way to see all recent revisions to a file on github?
L873[18:37:32] <PaleoCrafter> The History button? :P
L874[18:37:40] <Shambling> trying to figure out what broke between compiling IE myself about 5 days ago for creosote in a bucket, to today's curse version
L875[18:37:52] <Shambling> hmmmm well I'll see if I can find that
L876[18:37:59] <Shambling> if its there, its not very large or obvious
L877[18:38:00] <Shambling> or I'm blind
L878[18:38:01] <PaleoCrafter> top right corner of the file
L879[18:38:23] <Shambling> do I need to be signed in?
L880[18:38:29] <LexMobile> I think I know the issue.. fucking threading
L881[18:38:40] <Shambling> https://github.com/BluSunrize/ImmersiveEngineering/blob/f7d4f9b9ecb06287a90ae40a4db2bdf574a55ec1/src/main/java/blusunrize/immersiveengineering/common/IEContent.java I see no history link there
L882[18:38:55] <Shambling> wait I think I might have gone to the file wrong
L883[18:39:01] <Shambling> let me go from root instead of search
L884[18:39:01] <PaleoCrafter> uhm... right in the header of the file
L885[18:39:11] <PaleoCrafter> https://github.com/BluSunrize/ImmersiveEngineering/commits/f7d4f9b9ecb06287a90ae40a4db2bdf574a55ec1/src/main/java/blusunrize/immersiveengineering/common/IEContent.java
L886[18:39:21] <Shambling> yeah I see it now
L887[18:40:17] <PaleoCrafter> http://i.imgur.com/wyVyCDY.png wanted to use ma fancy rectangle marker, sorry :P
L888[18:40:33] <Shambling> I wonder if its even IE, I think I didn't have this until I upgraded forge
L889[18:40:38] <Shambling> let me log out and backtrack to 2315
L890[18:40:51] <Shambling> before I spend 6 hours trying to track code in IE
L891[18:41:57] <Shambling> all I can imagine is its something stupid like uppercase sensitivity versus lowercase
L892[18:42:06] <KnightMiner> Shambling: do you have Thermal Foundation installed?
L893[18:42:13] <Shambling> as the texture went pink and purple the same time I stopped being able to extract it
L894[18:42:14] <Shambling> yeah
L895[18:42:21] <KnightMiner> How recently?
L896[18:42:24] <Shambling> it was working before I installed latest TF update though
L897[18:42:45] <Shambling> then again, I don't remember last time I looked at my coke oven
L898[18:42:50] <Shambling> or whatever tha tcreosote maker is :P
L899[18:42:51] <KnightMiner> Thermal Foundation adds Cerosote as well, but I think both mods check if it exists before registering
L900[18:42:59] <Shambling> ooo
L901[18:43:04] <KnightMiner> The result is the one saved to your world is no longer registered, the one from the other mod is
L902[18:43:17] <Shambling> that'd be weird as I created this world with both installed
L903[18:43:21] <Shambling> but I have been updating both randomly
L904[18:43:40] <KnightMiner> Load order might chage things, and I am not sure how recently TF got creosote
L905[18:43:54] <Shambling> is it a config option I can disable manually?
L906[18:44:00] <KnightMiner> Not sure...
L907[18:44:01] <Shambling> as I had IE creosote before TF most likely
L908[18:44:20] <Shambling> it'd be weird that there is only one registered in JEI, and that is the broken texture one
L909[18:44:41] <KnightMiner> Yeah, the world keeps a list of which fluids should be used
L910[18:44:49] <KnightMiner> Makes me wonder why mods conditionally register them
L911[18:45:16] <Shambling> they'd probably say you should create a new world every time you update
L912[18:46:57] <KnightMiner> Well, it should not break like this. Tinkers' fluids for example never have this issue despite mods like Forestry or Embers also registering them
L913[18:47:50] <Shambling> looks like IE and railcraft had these issues as well
L914[18:47:54] <Shambling> on 1.10.2
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L916[18:47:58] <Shambling> fluids are dum
L917[18:47:59] <Shambling> =P
L918[18:48:09] <KnightMiner> Yep
L919[18:50:04] <KnightMiner> Oh, cool. Recipe book support is working with my recipes
L920[18:50:17] <KnightMiner> Still need to figure out how to add triggers for them, but they can appear
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L922[18:52:14] <Shambling> I see I can use nbtexplorer to fix things
L923[18:52:38] <Shambling> now if only steel would stop registering different ingots as default smelting item every time I log out
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L928[19:00:07] <Shambling> sweet, deleting the registry forced a re-sync
L929[19:00:13] <Shambling> working buckets again
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L935[19:22:31] <Raycoms> Hey there
L936[19:22:42] <illy> Yo
L937[19:22:44] <KnightMiner> Boy is the recipe book odd. I have two recipes that it shows in a different shape than the actual recipe is
L938[19:23:04] <Raycoms> Is there a way to detect all possible recipes of an item as of 1.10, 1.11
L939[19:24:25] <Shambling> dang... no thermal expansion support in crafttweaker yet
L940[19:24:30] <Shambling> for 1.11.2 :p
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L942[19:25:38] <Jared> Shambling, I've been focusing on getting CrT to 1.12, not sure if modtweaker 1.11.2 will get an update
L943[19:25:52] <Shambling> thats fine, just glad I'm not crazy :P
L944[19:26:08] <Shambling> was trying to add pulverizer recipe for embers quartz ore
L945[19:26:16] <Shambling> as I can't be arsed to put a quarry in the nether :P
L946[19:26:34] <Shambling> guess I'll make a nether portal and throw my digital miner in there, and just single smelt like a plebian
L947[19:26:52] <Shambling> I should start building a 1.12 pack to play on, looks like its moving fast
L948[19:27:07] <Jared> I did promise KL 1.11.2 modtweaker support though... so I should probably update it X)
L949[19:28:28] <Shambling> I just found something that can double ore, but apparently quartz ore isn't an ore :(
L950[19:29:52] <Shambling> can't for the life of me remember what I needed all this quartz for now
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L958[19:57:47] <Raycoms> Someone knows if there is a way to detect all recipes of an item?
L959[19:59:29] <Raycoms> Or at least a list of items I need to make another one
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L965[20:11:50] <PaleoCrafter> There, Lex, PRed a first draft of the rewrite. It technically is ready, just need to specify the right repo. Didn't want to go with <run>/libraries for now since I don't know if there's any sort of auto-loading happening from there that might mess with mod loading
L966[20:12:24] <PaleoCrafter> and with that, I'm off to bed xD
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L970[20:17:12] <LexMobile> no there isnt any auto loading besides modlist
L971[20:17:14] <PaleoCrafter> you're way too quick, kashike <.<
L972[20:17:26] <PaleoCrafter> so go for libraries?
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L974[20:18:11] <Raycoms> and a way to detect a recipe for an itemStack? =D
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L977[20:19:58] <PaleoCrafter> I'm honestly not really satisfied with hardcoding the relative path like that, but I think it's our only real option. If I make it use an absolute path, users will be confused when they move their instances around
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L979[20:25:58] <LexMobile> this registry crap is annoying me...
L980[20:26:43] <kashike> the thing mentioned earlier?
L981[20:27:12] <mezz> Raycoms, it's not a very simple thing to do. if you want, you can depend on the JEI API to do it
L982[20:31:02] <Raycoms> Hmm, I guess the JEI API will be the easiest and most secure option to go
L983[20:31:05] <Raycoms> Thanks
L984[20:33:06] <Raycoms> And a list of "burnable materials" in the furnace ?
L985[20:33:54] <mezz> mezz.jei.api.ingredients.IIngredientRegistry#getFuels
L986[20:34:14] <Raycoms> Perfect =) Thanks a lot
L987[20:34:32] <mezz> you're welcome. good luck with whatever you're working on
L988[20:34:38] <mezz> also keep in mind that JEI is client-side
L989[20:36:08] <Raycoms> Okay, I'm a developer of minecolonies, we plan an auto crafting system the workers will do for you (and for whatever they need themselves)
L990[20:45:57] <kashike> PaleoCrafter: I thought you were off to bed? :p
L991[20:46:10] <PaleoCrafter> I thought so too q.q
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L993[20:53:32] <LexMobile> AHAAAAAA
L994[20:53:35] <LexMobile> I found it
L995[20:53:39] <LexMobile> Now to figure out how to solve it...
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L997[20:56:06] MineBot sets mode: +v on mDiyo
L998[20:56:24] <mDiyo> What's the preferred version of Minecraft to mod on now?
L999[20:56:33] <PaleoCrafter> I'd say 1.2
L1000[20:56:37] <PaleoCrafter> eh... 1.12
L1001[20:56:42] <mezz> 1.11 until wednesday
L1002[20:56:42] <PaleoCrafter> please don't mod 1.2.5 xD
L1003[20:56:44] <mezz> heh
L1004[20:56:50] <mDiyo> I was gonna say, 1.2 was pretty good but it's pretty old.
L1005[20:57:37] <kashike> if you're starting something new, 1.12 :p
L1006[20:59:09] <capitalthree> all the minecraft versions were pretty old but the new ones are better!
L1007[20:59:29] <capitalthree> for a content mod I think it'e best to support the latest version. if it's more of a utility mod, 1.8+
L1008[20:59:31] <mDiyo> Is Mojang done breaking everything with every version yet?
L1009[20:59:37] <capitalthree> no
L1010[20:59:46] <capitalthree> except for 1.10
L1011[21:00:00] <mDiyo> Explain?
L1012[21:00:07] <kashike> only big break with 1.12 was achievements being removed. everything else has been "small"
L1013[21:00:19] <mezz> mojang is likely to break a lot of things in 1.13, for now 1.12 is looking pretty good
L1014[21:00:22] <capitalthree> 1.9 mods mostly ran unedited on 1.10
L1015[21:00:28] <PaleoCrafter> 1.10 actually broke *everything*
L1016[21:00:31] <PaleoCrafter> f-ing auto jump
L1017[21:00:34] <kashike> xD
L1018[21:00:41] <Raycoms> same for 1.12 only the achievements are broken for now
L1019[21:00:48] <capitalthree> minecraft's autojump is embarrassingly poorly implemented
L1020[21:00:54] <mDiyo> Small as in copy/futz some MCP names/remove achievements/publish 10 minutes alter?
L1021[21:00:59] <capitalthree> I've used several different mods that add autojump in various ways and they all worked way better
L1022[21:01:08] <Raycoms> exactly mDiyo
L1023[21:01:10] <PaleoCrafter> most mods do step assist, not auto jump
L1024[21:01:11] <tterrag> 1.10 was small as in "literally no changes required"
L1025[21:01:21] <mDiyo> Sounds like MC versions 1.2.5 and older.
L1026[21:01:21] <kashike> mDiyo: pretty much. or adding/removing params to/from method signatures, etc
L1027[21:01:48] <mDiyo> Not like 1.6 > 1.7 where I had over fifty thousand errors >_>
L1028[21:02:13] <Raycoms> Yeah there were some headache versions
L1029[21:02:19] <kashike> or 1.7 -> 1.8 with BlockPos :-)
L1030[21:02:22] <PaleoCrafter> updating to 1.12 will be some effort depending on how you register stuff right now and how much you want to cling to code recipes :P
L1031[21:02:25] <Raycoms> Did they announce what they plan for 1.13?
L1032[21:02:28] <tterrag> 1.11 was a PITA for anything dealing with itemstacks
L1033[21:02:32] <fry> it's not about the version, it's about the features the mod uses :P
L1034[21:02:32] <tterrag> other than that it was trivial
L1035[21:02:35] <mDiyo> Did 1.9 remove BlockPos? That was a garbage collection nightmare.
L1036[21:02:39] <kashike> no
L1037[21:02:41] <tterrag> no
L1038[21:02:50] <tterrag> (neither did any version, it still exists)
L1039[21:02:54] <tterrag> (and also, no it's not really)
L1040[21:03:03] <kashike> it doesn't help that half the time modded doesn't use a better set of GC flags
L1041[21:03:08] <capitalthree> PaleoCrafter: what's the difference between step assist and auto jump?
L1042[21:03:11] <mDiyo> Well it was. Sounds like they're using it better now.
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L1044[21:03:27] <fry> hot spots use the mutable BlockPos iterator
L1045[21:03:37] <PaleoCrafter> step assists will not actually jump, it'll just literally move you one block up
L1046[21:03:41] <fry> so it's not as bad as it was in the beginning :P
L1047[21:03:42] <Raycoms> Is there an ETA on forge adding the possibility to add own advancements yet?
L1048[21:03:43] <mDiyo> Step assist: automatically teleport up block. Auto-jump: press jump button to travel up block.
L1049[21:03:45] <kashike> http://mcflags.emc.gs - it mentions bukkit/spigot/paper/etc, but it applies to MC in general really
L1050[21:04:00] <mDiyo> Walking up stairs teleports you already, it's pretty jarring.
L1051[21:04:19] <capitalthree> PaleoCrafter: ok, yeah, that sounds way better. although the main problem is that vanilla minecraft now jumps at completely inappropriate times where you can't move forwards anyways.
L1052[21:04:35] <tterrag> capitalthree: yep, that's why I disable it immediately
L1053[21:04:41] <tterrag> constantly jumping when I have no intention too
L1054[21:04:42] <tterrag> it's disruptive
L1055[21:05:13] <PaleoCrafter> All the Mods 2 includes a mod that toggles auto jump on B presses, that's also my mapping for waypoints in journeymap
L1056[21:05:28] <PaleoCrafter> You can't imagine my outrage until I found out about that stupid key binding
L1057[21:05:32] <mDiyo> I was under the impression auto-jump was added because it worked well on pocket edition
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L1059[21:06:03] <mDiyo> Touch mode was the same. I'm not sure either are used often.
L1060[21:06:17] <LexMobile> I overcomplicated the shit out of overrides when i didnt need to...
L1061[21:06:31] <tterrag> it works great on pocket when it's annoying to press a jump button
L1062[21:06:38] <tterrag> it's pointless on PC when spacebar is so easy to hit...
L1063[21:06:52] <mDiyo> Unless your PC is a tablet. :P
L1064[21:06:52] <capitalthree> auto-jump *does* work well on pocket edition
L1065[21:07:00] <mezz> it's a great accessibility feature but shouldn't be on by default
L1066[21:07:01] <capitalthree> they just did a godwawful job with vanilla's implementation of it
L1067[21:07:21] <capitalthree> simple test case: stand in front of a wall, remove a block at eye level, walk forwards, and your character will jump up and down like a goof
L1068[21:07:37] <capitalthree> no microsoft, we can't go in there, stop jumping
L1069[21:07:59] <Raycoms> They have to assign the Vista team somewhere...
L1070[21:08:05] <capitalthree> I wouldn't mind it being on by default. I just hope they improve when it decides to jump
L1071[21:08:24] <PaleoCrafter> I shouldn't have mentioned auto jump >.>
L1072[21:08:31] <capitalthree> in my perfect world, it would have a limited angle, so inching along a ledge doesn't trigger it but going head-on does, and it would only activate if you can actually fit after jumping
L1073[21:08:36] <fry> tabs vs spaces amirite?
L1074[21:08:46] <mDiyo> Alright, theory time. Let's say that I'm going to make a mod for every version of Minecraft that's been released since 1.0. For the sake of argument, assume the mod is very simple and any versions where you do normal MCP updates are the same. How many mods would I be making?
L1075[21:08:57] <PaleoCrafter> nah, everyone pretty much agrees on the Vanilla auto jump being terrible, fry :P
L1076[21:09:09] <LexMobile> Raycoms: I havent even looked into adfancements, so... no idea.. feel free to take a look and make a PR/RFC
L1077[21:09:30] <tterrag> mDiyo: since 1.0? you'd need oen for 1.0->1.2.5 and 1.3+ at least. then probably another for the 1.7 update, and again for 1.8,
L1078[21:09:31] <tterrag> those for sure
L1079[21:09:33] <tterrag> probably more
L1080[21:09:36] <mezz> mDiyo, http://minecraft.gamepedia.com/Version_history
L1081[21:09:55] <fry> if it's a truly trivial mod, you can get away with 1 version
L1082[21:10:06] <Raycoms> Thanks for the answer, LexMobile might even get a look at it when I get some of the Thesis trouble done
L1083[21:10:07] <mDiyo> Version history doesn't help much here. 1.0 to 1.2 are more or less the same, as is 1.4 > 1.6 unless you need specific newer features.
L1084[21:10:08] <fry> so the question is pointless without specifics :P
L1085[21:10:09] <PaleoCrafter> depending on whether you have blocks and items, 1.4->1.5 will be another step
L1086[21:10:09] <capitalthree> really? BTFU is trivial but I keep having to change it :P
L1087[21:10:52] <mDiyo> Hrm... let's say the mod has one block that generates in the world, a set of tools made from blockium, and a mob that spawns when you mine it.
L1088[21:11:31] <mDiyo> I guess you'd need a new "mod" for 1.4, 1.5, and 1.6, but 1.6 and 1.7 should be more or less the same... and I don't know after that.
L1089[21:11:53] <mDiyo> I'm under the impression 1.8 breaks everything. Does anything break after that?
L1090[21:11:57] <fry> 1.8 to 1.11 should be the same
L1091[21:12:00] <mezz> 1.8 was a pain, everything else had changes but it was simple
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L1093[21:12:09] <capitalthree> I guess turning world saving on and off and flushing doesn't count as trivial
L1094[21:12:09] <fry> 1.12 will need small changes
L1095[21:12:11] <PaleoCrafter> 1.6 to 1.7 is the ID change, not sure if it'd be the same
L1096[21:12:12] <capitalthree> the mappings for that change plenty :P
L1097[21:12:35] <mDiyo> Ah yeah, IDs went from numbers to names.
L1098[21:12:43] <fry> also, I'd guess that 1.2 to 1.3 would need a change too :P
L1099[21:12:51] <tterrag> for any mod, yeah
L1100[21:12:51] <capitalthree> IDs going to names was the best thing ever
L1101[21:12:54] <PaleoCrafter> actually, for such a simple mod, it might be the same, just switching the registry methods
L1102[21:12:56] <tterrag> if it even touches the serverside
L1103[21:13:15] <tterrag> in reality it depends on how much time you're willing to spend proxying everything to get around what changed
L1104[21:13:21] <mDiyo> 5 minutes
L1105[21:13:25] <tterrag> if your time is infinite, theoretically any mod could be done on all versions
L1106[21:13:28] * PaleoCrafter can't remember how essential numeric IDs were to MC back in the day
L1107[21:13:34] <mezz> the removal of IDs is what finally signaled to me that I could start modding. before it was simply too ugly, now it's just... still ugly but holy crap I don't have to deal with IDs
L1108[21:13:47] <tterrag> I remember adding ID configs
L1109[21:13:48] <mDiyo> How's 1.11 to 1.12 looking/
L1110[21:13:55] <tterrag> and the pain of all the mods that tried automatically finding IDs that NEVER WORKED EVER
L1111[21:13:59] <PaleoCrafter> and soon we might not have to deal with meta anymore, boiz \o/
L1112[21:14:08] <tterrag> mDiyo: 1.11 to 1.12 is mostly forge changes
L1113[21:14:11] <mezz> 1.11 to 1.12 is just forge breaking some stuff. the mojang changes are sort of like opt-in
L1114[21:14:21] <tterrag> unless you relied on achievements heavily
L1115[21:14:24] <tterrag> then you're...kinda screwed
L1116[21:14:24] <kashike> biggest thing with 1.12 is achievements going bye bye
L1117[21:14:25] <mDiyo> Extra features?
L1118[21:14:58] <tterrag> in 1.12? new colored blocks (terracotta, concrete), parrots, uhh
L1119[21:15:01] <tterrag> the recipe book
L1120[21:15:10] <tterrag> achievements -> advancements
L1121[21:15:21] <kashike> illusion illager
L1122[21:15:22] <mDiyo> I heard 1.12 had all of its recipes in JSON instead of java. Is that true?
L1123[21:15:22] <tterrag> java 8
L1124[21:15:26] <tterrag> vanilla does
L1125[21:15:29] <tterrag> mods don't have to, but they can
L1126[21:15:36] <fry> https://twitter.com/HelenAngel/status/879139588702326784
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L1128[21:15:48] <mDiyo> That's... rather nice actually.
L1129[21:15:57] <mezz> java minecraft 4ever
L1130[21:16:12] <mDiyo> Some mods have had JSON recipes since ye olde modder times.
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L1132[21:16:26] <tterrag> fry: lol @ M$ people wondering why the public doesn't believe them
L1133[21:16:53] <fry> still nice to hear it
L1134[21:17:01] <tterrag> I mean, I have no doubt that java edition will keep going, but it's pretty clear that M$ plans to just make it obsolete
L1135[21:17:04] <PaleoCrafter> why have I never heard of this guy? xD
L1136[21:17:15] <fry> because it's a girl? :D
L1137[21:17:16] <tterrag> >guy >Helen
L1138[21:17:25] <PaleoCrafter> whoops
L1139[21:17:31] <mDiyo> >guy >gender neutral >must be a trap
L1140[21:17:37] <PaleoCrafter> the man's so prominent in that picture q.q
L1141[21:17:38] <mDiyo> *ahem*
L1142[21:17:49] <fry> "Proud mom. @LukeZbihlyj's wife"
L1143[21:18:48] <mDiyo> It actually sounds like it's safe to mod without everything asploding again.
L1144[21:18:58] <capitalthree> I honestly don't get why people are worried. it just wouldn't make sense to abandon java minecraft. it's a source of income that requires very little maintenance, very much unlike their plans to unify their other minecrafts
L1145[21:19:02] <fry> everything never asploded
L1146[21:19:07] <kashike> mDiyo: until 1.13 :p
L1147[21:19:09] <PaleoCrafter> unless you coremod ( ͡° ͜ʖ ͡°)
L1148[21:19:12] <fry> only specific parts :P
L1149[21:19:19] <mDiyo> Tell that to the client/server merge in 1.3 :P
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L1151[21:19:34] <mezz> nothing will ever suck as much as the client/server merge
L1152[21:19:38] <capitalthree> PaleoCrafter: maybe she really likes to show off her pet man-person
L1153[21:19:46] <mDiyo> I nominate 1.3 as the worst version of Minecraft, with 1.7's horrible performance not far behind.
L1154[21:19:53] <capitalthree> mezz: but it was a good suck
L1155[21:19:57] <mezz> yes
L1156[21:20:05] <fry> yay 1.7 is knocked from its pedestal
L1157[21:20:16] <fry> and 1.8 is raised from the pit of despair :P
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L1159[21:20:31] <mDiyo> I guess... I only have one more question. How well does Minecraft run now?
L1160[21:20:41] <fry> depends on your hardware
L1161[21:20:43] <kashike> That depends.
L1162[21:20:46] <fry> and on mods :P
L1163[21:20:47] <capitalthree> there are some abandoned closed-source 1.7.10 mods I really miss though :( it's sad
L1164[21:20:53] <capitalthree> people should at least open source old mods...
L1165[21:20:59] <fry> there are some abandoned closed-source mods for all versions
L1166[21:21:05] <fry> it's just the way it is :P
L1167[21:21:08] <kashike> capitalthree: like? chances are there are replacements for some
L1168[21:21:09] <capitalthree> yeah
L1169[21:21:13] <mDiyo> Forge, no other mods, same hardware. :P
L1170[21:21:22] <capitalthree> kashike: the reasonable realism mods
L1171[21:21:30] <fry> intel GMA945? :D
L1172[21:21:40] <fry> if anything better, than it should be fine :P
L1173[21:21:47] <capitalthree> they do a lot, and kinds similar stuff to what terrafirmacraft does, but much more compatible with combining with other mods
L1174[21:22:38] <mDiyo> I suppose I should just spin up a 1.12 world and see how that goes.
L1175[21:22:42] <fry> yup
L1176[21:22:47] <fry> the only way to know :D
L1177[21:23:18] <PaleoCrafter> let me guess, fry, that's the first Intel "GPU" with OpenGL 2.1 support? :P
L1178[21:23:28] <fry> no, the last without :P
L1179[21:23:37] <fry> (one of the last anyway)
L1180[21:23:38] <PaleoCrafter> oh, anything better :D
L1181[21:25:14] * PaleoCrafter notices the sky getting lighter already and decides to actually head to bed
L1182[21:25:31] <fry> the sky has been up for like 2 hours :P
L1183[21:25:53] <mDiyo> How's Java 7 vs Java 8 performance with Minecraft?
L1184[21:26:06] <fry> 1.12 is java 8 only
L1185[21:26:26] <mDiyo> I know, I'm asking for 1.8+
L1186[21:26:38] <PaleoCrafter> I don't think there's much of a difference, tbh
L1187[21:26:41] <fry> well, I doubt many people compared :P
L1188[21:27:07] <fry> and I doubt there are any major perf regressions :P
L1189[21:28:18] <PaleoCrafter> it's not like MC was able to benefit of the lambda performance (both because it compiled to Java 6 and doesn't use *that* many higher order functions etc.)
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L1192[21:30:41] <mDiyo> I'm getting comparable framerates on 1.12 to 1.6. That's... better than 1.10 was.
L1193[21:31:03] <fry> that's nice to hear :P
L1194[21:31:06] <mDiyo> It's a bit faster even. This shall be the new comparison version.
L1195[21:32:06] <mDiyo> Which Minecraft version has the most mods on it now?
L1196[21:32:25] <fry> that's hard to measure :P
L1197[21:32:37] <mDiyo> You'd think Curse would have stats for that :P
L1198[21:32:49] <mezz> 1.7.10 by far, no question
L1199[21:33:03] <Mimiru> http://notenoughmods.com/ while not official.. it has some numbers :P
L1200[21:33:46] <mDiyo> Huh. I expected more mods for 1.8 than 1.6.
L1201[21:33:56] <fry> 1.7.10: 199 pages; 1.11.2: 82 page; 1.10.2: 132 page
L1202[21:34:27] <LexMobile> Ah now that I deleted it I now know why I wrote ti like I did...
L1203[21:34:27] <Raycoms> quite sad
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L1205[21:34:32] <fry> 1.12 is 25 pages which is a lot more than I expected :P
L1206[21:34:38] <LexMobile> >.< All-nighters are bad kids.
L1207[21:35:11] <Raycoms> That's why I'll go gn8
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L1210[21:36:01] <mDiyo> I guess a lot of people stuck to 1.7 because 1.8 broke stuff, and then modding never quite got back to the same point.
L1211[21:36:18] <mDiyo> Youtube isn't fueling Minecraft everything anymore.
L1212[21:36:40] <PaleoCrafter> Guess who's not going to fall asleep for at least another 30 minutes xD
L1213[21:37:28] <fry> if we go at the page 60 of 1.7.10 https://minecraft.curseforge.com/mc-mods?filter-game-version=2020709689:4449&filter-sort=updated&page=60 we can see that the last update was >6 months ago
L1214[21:37:48] <fry> for page 120 it's 1.5 years ago
L1215[21:38:13] <mDiyo> Are updates still being had on 1.7?
L1216[21:38:29] <fry> mods - some, forge - no
L1217[21:38:50] <mDiyo> I wouldn't expect Forge to update anything other than 1.12 tbh
L1218[21:39:32] <PaleoCrafter> It might also be worth looking at a few mod packs over the versions. While with different mods, they tend to have still have same amount of mods, if not more
L1219[21:39:34] <fry> for comparison page 60 of 1.10.2 is 3 months ago, page 120 is 10 months ago
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L1221[21:41:10] <fry> around page 100 we get to the page 60 of 1.7 update times
L1222[21:41:31] <mDiyo> Let's go for specifics. Did I miss any particularly good mods in the last 2 years?
L1223[21:42:02] <fry> so, using "updated in the past 6 months" as a "mod is alive" marker, and using curse as a mod repo, 1.10.2 has almost twice the amount of mods as 1.7.10 :D
L1224[21:42:08] <PaleoCrafter> I'd say everybody has a different perception of what makes a mod good
L1225[21:42:50] <PaleoCrafter> But immersive engineering is a relatively new mod that is generally taken positively
L1226[21:42:54] <fry> everyone likes different mods :P
L1227[21:43:01] <mDiyo> Well, if I'm looking on Curse then I don't really see anything new in the top section except Immersive Engineering.
L1228[21:43:18] <PaleoCrafter> Similar for the plethora of McJty's mod
L1229[21:46:05] <fry> >.> why did I even look https://github.com/jaquadro/Chameleon/blob/1.12/src/com/jaquadro/minecraft/chameleon/render/ChamRenderAO.java
L1230[21:46:27] <kashike> my eyes
L1231[21:47:33] <mDiyo> I see someone codes worse than Mojang.
L1232[21:47:44] <tterrag> that is mojang code
L1233[21:47:49] <mDiyo> wat
L1234[21:47:49] <tterrag> ripped straight from RenderBlocks pretty much
L1235[21:47:50] <tterrag> a lot of it
L1236[21:47:54] <tterrag> not all, but a lot
L1237[21:47:58] <mDiyo> WAT
L1238[21:48:03] <fry> yes, people have trouble letting go of 1.7
L1239[21:48:07] <tterrag> all those ao* fields
L1240[21:48:13] <tterrag> I have flashbacks from chisel's 1.7 code
L1241[21:48:29] <fry> and the crime of code that was RenderBlocks
L1242[21:48:49] <mDiyo> Given how snappy things are now, maybe it's like that because it has to be?
L1243[21:49:01] <fry> nope
L1244[21:49:13] <kashike> /** Used as a scratch variable for ambient occlusion on the north/bottom/east corner. */
L1245[21:49:14] <kashike> private float aoLightValueScratchXYZNNN;
L1246[21:49:16] <kashike> you don't miss that tterrag?
L1247[21:50:02] <fry> this is how it has to be: https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/client/model/pipeline/VertexLighterSmoothAo.java#L57-L154
L1248[21:50:04] <kashike> I forgot how ugly this class is
L1249[21:50:16] <PaleoCrafter> Kudos to whoever mapped RenderBlocks, though
L1250[21:50:19] <fry> though I have a version that's much shorher now too
L1251[21:50:25] <tterrag> I never even knew what a "scratch value" was
L1252[21:50:34] <mDiyo> That doesn't look much better.
L1253[21:50:49] <tterrag> mDiyo: at least it's only ~30 lines
L1254[21:50:56] <fry> notice that there's no mention of blocks or anything anywhere :P
L1255[21:50:57] <tterrag> RenderBlocks had THOUSANDS of lines regarding AO calculations
L1256[21:50:58] <tterrag> it was insanity
L1257[21:51:01] <fry> it's self-contained now
L1258[21:51:07] <fry> and completely general
L1259[21:51:24] <mDiyo> But is it just as fast as vanilla?
L1260[21:51:55] <fry> same speed
L1261[21:52:10] <fry> slightly more math, slightly less redundant memory reads
L1262[21:52:15] <fry> so works out the same
L1263[21:52:27] <kashike> PaleoCrafter: kudos, you say?
L1264[21:52:32] <kashike> 02:52 <MCPBot_Reborn> [1.7.2 RenderBlocks.field_147888_x, Committed 2013-12-16 15:24:49-05:00] sp614x_: field_147888_x => aoLightValueScratchXYZNNN
L1265[21:53:23] <PaleoCrafter> At least they went through the trouble of figuring out what face etc the methods/fields are for :P
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L1268[21:54:12] <PaleoCrafter> Not necessarily saying that the mappings themselves are particularly good
L1269[21:54:20] <fry> I have a version that compiles to 84 alu and 10 sampler instructions in ARB shaders, with 3 dependend texture reads
L1270[21:54:30] <fry> that's still completely general
L1271[21:54:42] <fry> but it's not yet tested/implemented in java :P
L1272[21:55:04] <PaleoCrafter> lol
L1273[21:55:08] <kashike> heh
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L1276[21:56:03] <fry> I think this older one is like 150 instructions
L1277[21:56:33] <fry> and it works on a 3x3x3 neighborhood, while the new one uses 2x2x2 :P
L1278[21:56:41] <kashike> PaleoCrafter: nothing beats ChunkGeneratorSettings, though
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L1280[21:56:45] <kashike> look at the equals method ;)
L1281[21:56:52] <kashike> or hashCode :D
L1282[21:56:56] <PaleoCrafter> On my phone, sorry :P
L1283[21:57:19] <kashike> line 527 -> 695 for equals
L1284[21:57:34] <kashike> and that's with braces on same line..
L1285[21:58:02] <PaleoCrafter> wat
L1286[21:58:03] <kashike> 379 -> 710 using forge code style
L1287[21:58:24] <PaleoCrafter> What is it doing? Oo
L1288[21:58:35] <kashike> https://gist.github.com/kashike/fff489169676a3e2f4cfe60b0d6e3084
L1289[21:58:45] <kashike> what you'd expect from an equals method? :P
L1290[21:59:45] <PaleoCrafter> I hope that's a decompiler artifact
L1291[22:00:21] <kashike> "real" code probably just does x == y && a == b && c == d :p
L1292[22:01:37] <PaleoCrafter> It better be auto generated either way
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L1300[22:15:10] <LexMobile> cool replacement works now
L1301[22:15:15] <LexMobile> except items have unknown models...
L1302[22:23:09] <illy> boop o/
L1303[22:43:01] <killjoy> I'm going to make an uncool replacement and see if it works :o
L1304[22:48:38] <LexMobile> ?
L1305[22:48:45] <LexMobile> oh right bah
L1306[22:48:58] <LexMobile> Its hot, im tired, spent all day arguing with people.
L1307[22:49:06] <LexMobile> Jokes go over my head right now.
L1308[22:49:18] <fry> turn on the fan, go to sleep :P
L1309[22:49:22] <LexMobile> I need to talk to fry about models.. but thats all stuff we can do internally
L1310[22:49:49] <LexMobile> also, anything else major I need to work on before going to bed? So we can finalize the API for tomarrow?
L1311[22:50:01] <LexMobile> Right advancements, i should skim that
L1312[22:50:04] <fry> I'd ask mezz
L1313[22:50:17] <fry> he should know about PR statuses
L1314[22:50:29] <LexMobile> mezz: Poke you bugger
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L1316[22:54:25] <killjoy> Is files down again?
L1317[22:54:35] <killjoy> Oh...
L1318[22:54:39] <killjoy> dang mc-dev plugin
L1319[22:54:46] <killjoy> It gave the wrong url for forge maven
L1320[22:54:53] <kashike> what?
L1321[22:54:58] <killjoy> https
L1322[22:55:02] <kashike> https is valid
L1323[22:55:24] <mezz> hello
L1324[22:55:28] <killjoy> gradle doesn't like it
L1325[22:55:35] <kashike> subject=/CN=files.minecraftforge.net
L1326[22:55:36] <kashike> issuer=/C=US/O=Let's Encrypt/CN=Let's Encrypt Authority X3
L1327[22:55:40] <kashike> gradle likes it fine here
L1328[22:55:44] <killjoy> something about not having a valid certificate
L1329[22:55:54] <kashike> you running old jdk? :p
L1330[22:56:03] <killjoy> using 9
L1331[22:56:05] <killjoy> *8
L1332[22:56:12] <kashike> which update?
L1333[22:56:18] <killjoy> 131
L1334[22:56:35] <kashike> makes no sense at all, then, since LE has been trusted for a while now
L1335[22:56:35] <killjoy> that's actually my java version, not jdk
L1336[22:56:40] <kashike> JDK version?
L1337[22:56:57] <kashike> 99.9999999% sure you just need to update your JDK :)
L1338[22:57:09] <mezz> LexMobile, I need fry's texture change in, and then I need to write the skip for refreshResources on top of that
L1339[22:57:27] <LexMobile> fry: --^
L1340[22:57:44] <killjoy> javac says 66
L1341[22:57:48] <fry> alright, it seems to be working at least partially for people, so I'll pull it
L1342[22:57:55] <kashike> yeah, your fault for using old JDK
L1343[22:58:02] <killjoy> I hate updating jdk because it ruins all my programs
L1344[22:58:09] <mezz> fry I think it's good enough for now, it can be tweaked later
L1345[22:58:13] <kashike> how?
L1346[22:58:19] <killjoy> I have to go into their configs and manually change the jdk location
L1347[22:58:25] <kashike> wat
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L1349[22:58:25] <killjoy> it broke eclipse when I still used that
L1350[22:58:32] <fry> yup, it's extendable in the future
L1351[22:58:33] <LexMobile> as long as the api is locked in
L1352[22:58:36] <fry> pulled, mezz
L1353[22:58:41] <LexMobile> functionality can be tweaked later
L1354[22:59:17] <mezz> ok will do my change with the config flag now
L1355[22:59:21] <kashike> fry: https://github.com/ModCoderPack/MCPBot-Issues/issues/193
L1356[22:59:24] <kashike> PING.
L1357[22:59:40] <mezz> I want the fuel handler improvement in as well
L1358[22:59:54] <mezz> since that is breaking, and the existing one is dumb
L1359[23:00:23] <mezz> since it has like 3 compromises built on each other to make it work without breaking
L1360[23:00:25] <LexMobile> fuck it i dont want to argue
L1361[23:00:27] <LexMobile> link me the pr
L1362[23:00:36] <LexMobile> so i can make sure its not COMPLETE shit just a little shit
L1363[23:00:39] <fry> kashike: I don't think it's wise implementing IBakedModel on the ItemOverrideList, but I'm not opposed to the rename
L1364[23:00:50] <mezz> https://github.com/MinecraftForge/MinecraftForge/pull/4007
L1365[23:01:00] <mezz> looks like they completely fucked up a merge lol
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L1367[23:01:28] <kashike> fry: I'll let you decide what you want to do with that. It hasn't had any more comments, so it doesn't seem very wanted
L1368[23:01:40] <LexMobile> yes they did
L1369[23:01:45] <mezz> If you can rewrite it that would be best probably. just need -1 = unhandled, 0 = no burn, number = burn time
L1370[23:01:47] <LexMobile> give me the rundown of the changes
L1371[23:02:14] <mezz> currently we have 0 = unhandled which is bad
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L1373[23:02:36] <mezz> because it means you can't actually specify 0 burn time like with forestry's fireproof wood
L1374[23:02:53] <LexMobile> ok
L1375[23:03:05] <LexMobile> i get that, what else has changed beside redefining what return values are?
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L1377[23:03:21] <mezz> this PR allows you to choose burn times for vanilla items as well
L1378[23:03:37] <LexMobile> I still fucking HATE that concept
L1379[23:03:39] <mezz> so crafttweaker can edit *everything in the universe* to pack-makers weirdest desires
L1380[23:03:59] <LexMobile> but im tired of the bitching so sure
L1381[23:04:05] <mezz> I don't really think it's great but I know they're going to have to hack it otherwise
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L1384[23:04:06] <mezz> thanks
L1385[23:04:10] <LexMobile> is it a event?
L1386[23:04:28] <mezz> you register handlers, so it's basically like an event. that's how it is now as well
L1387[23:04:28] <LexMobile> or or still a custom fuel handler list?
L1388[23:04:35] <LexMobile> Why not just make it an event
L1389[23:04:47] <LexMobile> and make it @HasResult or @Cancelable
L1390[23:04:54] <LexMobile> instead of making the return a trinary?
L1391[23:05:00] <mezz> good question, probably ancient legacy
L1392[23:05:11] <LexMobile> if you're breaking shit then break it correctly
L1393[23:05:52] <mezz> they messed up the github so I'm going off memory from a week ago...
L1394[23:06:28] <mezz> yeah they only minorly changed it, it should be an event to make it proper
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L1398[23:08:10] <LexMobile> humm advancements is interesting
L1399[23:08:17] <mezz> I will survive if you can't get the fuel fix in before RB, it was among the lower priority things or I would have jumped on it earlier
L1400[23:08:33] <LexMobile> if we dont get it in then we need to keep binary compatibility
L1401[23:09:06] <mezz> if we don't get it in then the fuel handler is going to remain derpy, but in the big scope of things that isn't a huge problem
L1402[23:10:18] <mezz> brb coding the no-resource-reload thing
L1403[23:10:21] <LexMobile> okay what else?
L1404[23:10:41] <LexMobile> rahter get talking done so i can grab some food and watch a movie before bed :P
L1405[23:10:42] <mezz> this one https://github.com/MinecraftForge/MinecraftForge/pull/4000
L1406[23:11:06] <LexMobile> If they are relaly deperacted then yes a dep sweep would be good
L1407[23:11:24] <LexMobile> Im trusting you to know whats deprecated for removal and whats deprecated because modders shouldnt use them
L1408[23:11:26] <mezz> that and my change are probably the last breaking changes that are ready to go now, the others can be tweaked to deprecate and etc
L1409[23:11:41] <tterrag> I wish those two distinct concepts didn't use the same annotation ._.
L1410[23:12:00] <LexMobile> So do I but alas this is what we have
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L1412[23:12:08] <mezz> javadoc /** @deprecated it's gonna dieeeee */
L1413[23:12:56] <LexMobile> also, are you avalible 11AM PDT saturday?
L1414[23:13:19] <mezz> sure, I can be available
L1415[23:13:49] <fry> we can always make our own annotation and add it in addition to @Deprecated :P
L1416[23:13:58] <fry> @Deprecated @Remove("1.13")
L1417[23:14:23] <LexMobile> I typically try and do //remove xxx
L1418[23:14:39] <fry> yup, but using the annotation will let us track it more reliably
L1419[23:14:42] <fry> hopefully :P
L1420[23:14:42] <killjoy> What about @Until?
L1421[23:14:45] <LexMobile> but if you feel like making a custom gradle plugin that'll test things before committing
L1422[23:15:02] <fry> small steps :P
L1423[23:15:21] <LexMobile> mezz
L1424[23:15:22] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/pull/4000/files#diff-4bc9ee97b8f9c06dd8d6d8f8803b93cfL458
L1425[23:15:25] <LexMobile> DO NOT replace this
L1426[23:15:30] <LexMobile> I use it during updating
L1427[23:16:33] <mezz> hm okay... I thought you lost your mind because github didn't land me at the right section, it scrolled to something else lol
L1428[23:16:36] <fry> @Until is nice, but we probably want a string version
L1429[23:16:55] <fry> and it doesn't make much sense to reuse the gson semantics
L1430[23:17:06] <kashike> meant @Until("1.13") I think
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L1432[23:17:24] <fry> ah, I thought you referred to https://static.javadoc.io/com.google.code.gson/gson/2.6/com/google/gson/annotations/Until.html :P
L1433[23:17:30] <LexMobile> but ya.. have fun with that mezz/fry
L1434[23:17:41] <mezz> alrighty
L1435[23:17:43] <LexMobile> if you can get all that stuff done that'd be great/ Im gunna go to sleep.
L1436[23:17:56] <mezz> I have a few hours so I'll get it in
L1437[23:18:00] <mezz> gnight
L1438[23:18:05] <KnightMiner> \o
L1439[23:18:07] <LexMobile> As for advancmeents...
L1440[23:18:12] <LexMobile> thats not gunna be easy
L1441[23:18:19] <LexMobile> but that will be something we can build on later.
L1442[23:18:28] <tterrag> I'd tackle expanding the TAS dependency system but I'm not sure how fry would like it handled best
L1443[23:18:56] <tterrag> he mentioned something to me about custom loaders
L1444[23:19:00] <fry> I'd wait with that a bit
L1445[23:19:14] <fry> what we have now should be sufficient for you to update :P
L1446[23:19:29] <tterrag> I already have updated ._.
L1447[23:19:36] <tterrag> but I mean, yeah I could hack together something with it
L1448[23:19:42] <fry> and not use asm :P
L1449[23:19:42] <tterrag> or, I could improve it in forge first instead of doing the work 2x
L1450[23:20:00] <fry> it's really not that much work :P
L1451[23:20:02] <tterrag> not saying I'll do it before wednesday
L1452[23:20:07] <tterrag> just...soon
L1453[23:20:14] <LexMobile> If it doesnt break API
L1454[23:20:20] <LexMobile> then it can be after wendsday
L1455[23:20:34] <LexMobile> or more specifically, tomarrow.
L1456[23:20:37] <fry> breaking change is in
L1457[23:20:43] <LexMobile> Cuz im taking mon/tues as debugging days
L1458[23:20:46] <fry> and even that could've kept the old method
L1459[23:20:49] <tterrag> oh crap that PR actually breaks my binary
L1460[23:20:51] <tterrag> I just realized
L1461[23:20:55] <tterrag> since I have a TAS subclass craaap
L1462[23:20:58] <tterrag> another update then
L1463[23:20:59] <fry> hehehe
L1464[23:21:19] <tterrag> second one today -_-
L1465[23:21:21] <KnightMiner> If you guys make any changes to fuel, its already going to break my binary compat
L1466[23:21:41] <KnightMiner> I guess I was too hopeful my mod is small enough to not be broken before Wednesday
L1467[23:22:05] <tterrag> so far Blur has managed to escape the wrath
L1468[23:22:08] <tterrag> :P
L1469[23:22:15] <tterrag> at least, I have no reported crashes...
L1470[23:24:29] <fry> https://www.youtube.com/watch?v=SSbBvKaM6sk
L1471[23:25:33] ⇨ Joins: brandon3055 (~Brandon@pa49-183-149-132.pa.vic.optusnet.com.au)
L1472[23:25:44] <tterrag> no not that, this! https://minecraft.curseforge.com/projects/blur
L1473[23:26:42] <kashike> i'm waiting for that to be in a modpack
L1474[23:26:49] <tterrag> it's already in quite a few
L1475[23:26:50] <kashike> and you to get a report of "WHY IS IT SO BLURRY"
L1476[23:26:52] <tterrag> ATM to name a big one
L1477[23:26:59] * Akkarin stuffs kashike into a warm modpack wrapping
L1478[23:27:01] <kashike> what's ATM?
L1479[23:27:06] <KnightMiner> All The Mods
L1480[23:27:10] <kashike> oh that
L1481[23:27:12] <tterrag> I'd hope that report would go to the modpack...if it went to me I'd be surprised if they didn't figure out why things were blurry...
L1482[23:27:40] <KnightMiner> "So, your mod blur makes my game blurry, I think its broken K thanks"
L1483[23:27:47] <kashike> yeah
L1484[23:28:04] ⇦ Quits: xampp (~xampp@c-68-41-245-181.hsd1.mi.comcast.net) (Ping timeout: 383 seconds)
L1485[23:28:07] <tterrag> we'll see, so far nothing quite so stupid *shrug*
L1486[23:28:20] <kashike> well I mean, have you seen mod names recently?
L1487[23:28:22] <tterrag> this is a bit silly https://github.com/tterrag1098/Blur/issues/9
L1488[23:28:27] <kashike> CorrelatedPotentialistics
L1489[23:28:32] <mezz> my end goal for tonight is to break binary compat for every mod in the most maddeningly trivial ways possible >:D
L1490[23:28:33] <tterrag> Flans apparently captures player input by popping an invisible GUI
L1491[23:28:42] <tterrag> that's just...what
L1492[23:28:56] <kashike> lol mezz
L1493[23:29:18] <KnightMiner> I mean, driving blurry is fine, right?
L1494[23:29:32] <kashike> that's easy, just move the @Mod annotation to a different package :p
L1495[23:30:00] <mezz> @Mod2 electric breakaloo
L1496[23:30:07] <KnightMiner> While you are at it, repackage Forge entirely, we want CoreMods to break too
L1497[23:30:28] <tterrag> repackaging IForgeRegistry was massively confusing
L1498[23:30:32] <kashike> @JavaEditionMod
L1499[23:30:35] <mezz> yeah that confused me
L1500[23:30:36] <tterrag> caused NSFE's on ForgeRegistries fields
L1501[23:31:01] <tterrag> also, fry, what happened to IPerspectiveAwareModel? was it just patched into IBakedModel ?
L1502[23:31:06] <kashike> yes
L1503[23:31:07] <fry> yup
L1504[23:31:20] <tterrag> thought it would be too coincidental if vanilla added an identical method :P
L1505[23:31:35] <mezz> simplified model classes ftw
L1506[23:31:40] <tterrag> I like that impl better, it's not like many (or any) models weren't IPerspectiveAware
L1507[23:31:53] <KnightMiner> I assume it was not put there originally as it would have been a breaking change?
L1508[23:32:10] <fry> yup
L1509[23:32:13] <tterrag> makes this simpler https://github.com/Chisel-Team/ConnectedTexturesMod/commit/f69a72f4b64b6769f1941ab891f08af7141d6780#diff-95983a7e12fe0d330926a19c9e56c82cL98
L1510[23:32:14] <tterrag> :P
L1511[23:32:22] <fry> makes everything simpler :P
L1512[23:32:39] <fry> only thing I can't do is remove the original method
L1513[23:32:58] <tterrag> what, handlePerspective ?
L1514[23:33:04] <tterrag> or getItemCameraTransforms
L1515[23:33:10] <fry> 2nd one
L1516[23:33:14] <tterrag> why not?
L1517[23:33:17] <tterrag> OF?
L1518[23:33:28] <fry> can't remove any vanilla methods
L1519[23:33:32] ⇨ Joins: MiningMark48 (~miningmar@h187.58.187.173.dynamic.ip.windstream.net)
L1520[23:33:33] <tterrag> oh really? huh, I guess so
L1521[23:33:44] <tterrag> never considered that limitation
L1522[23:33:47] <fry> yes, optifine, and others who try to work with both vanilla and forge
L1523[23:34:12] <killjoy> yo
L1524[23:34:16] <tterrag> my end goal is to obsolete OF as far as rendering improvements
L1525[23:34:22] <tterrag> fry: you could help me by putting shader support in forge :>
L1526[23:34:25] <mezz> I finally learned how optifine works and... god no
L1527[23:34:39] <KnightMiner> MCPathcher had the same end goal
L1528[23:34:39] <killjoy> I generated a diff once
L1529[23:34:40] <tterrag> mezz: similar to forge, he diffs and replaces classes
L1530[23:34:44] <mezz> yes
L1531[23:34:47] <fry> putting shaders in properly is hard
L1532[23:34:50] <killjoy> MCPatcher was before optifine
L1533[23:34:50] <tterrag> and then has the gall to complain about my use of ASM
L1534[23:34:51] <tterrag> -_-
L1535[23:34:56] <fry> forge patches are at least public :P
L1536[23:35:03] <fry> and are patches and not replacements :P
L1537[23:35:17] <tterrag> fry: I'm aware it's hard. that's why I want you to do it!
L1538[23:35:21] <KnightMiner> Well, in that case us on the resource pack forums
L1539[23:35:22] <killjoy> optifine ships xdelta diffs in the installer
L1540[23:35:30] <tterrag> is xdelta a defined format?
L1541[23:35:35] <tterrag> can anything read it?
L1542[23:35:36] <KnightMiner> Optifine had a very limited version of MCPatcher CTM
L1543[23:35:40] <mezz> https://github.com/sp614x/optifine/issues/625#issuecomment-303635794
L1544[23:36:00] <tterrag> he's spat that same logic at me
L1545[23:36:28] <mezz> https://media.giphy.com/media/l3q2K5jinAlChoCLS/200w.gif
L1546[23:36:29] <killjoy> mcpatcher actually did use the forge diffs to be compatible
L1547[23:36:43] <killjoy> unfortunately it broke after the fml merge
L1548[23:36:44] <tterrag> mezz: ^ mfw https://github.com/Chisel-Team/Chisel/issues/273#issuecomment-260700786
L1549[23:36:55] <mezz> yeah I followed that one
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L1551[23:37:32] <tterrag> I just gave up and figured it out myself *sigh*
L1552[23:37:58] <killjoy> They're lucky
L1553[23:38:02] <kashike> wow
L1554[23:38:09] <killjoy> I had to figure out why my mod broke with optifine all by myself
L1555[23:38:14] <killjoy> (it was the capes)
L1556[23:38:24] <mezz> that's on you for adding capes :P
L1557[23:38:26] <tterrag> yeah, I refuse to actively work around OF problems
L1558[23:38:35] <mezz> unless you mean their capes
L1559[23:38:40] <tterrag> if a fix conveniently appears, or I know how to fix it already, then fine
L1560[23:38:41] <mezz> in which case my condolences
L1561[23:38:41] <KnightMiner> He literally does not even say why it broke?
L1562[23:38:43] <killjoy> It wasn't related to capes really
L1563[23:38:50] <tterrag> but if it's some obscure issue OF causes I just will say "up to him"
L1564[23:38:59] <killjoy> optifine just changes the ThreadImageDownload class
L1565[23:39:05] <KnightMiner> I love using the Optifine label in Tinkers
L1566[23:39:06] <mezz> oh......
L1567[23:39:09] <killjoy> it adds a special case for optifine.net urls
L1568[23:39:14] <tterrag> I got this PR out of nowhere https://github.com/Chisel-Team/Chisel/pull/221
L1569[23:39:20] <tterrag> that's how I prefer my OF problems solved :P
L1570[23:40:34] <tterrag> KnightMiner: TL;DR OF adds some caches in BlockStateBase and my state hook avoided them. ez fix was just extending that class, but it took like 2 weeks to arrive there
L1571[23:40:44] <killjoy> My fix https://git.io/vQ3Pp
L1572[23:40:57] <tterrag> 10/10
L1573[23:41:02] <mezz> jeez
L1574[23:41:28] ⇦ Quits: Davnit (~Davnit@72-189-115-20.res.bhn.net) (Ping timeout: 204 seconds)
L1575[23:41:32] <kashike> lmao
L1576[23:41:35] <tterrag> https://github.com/Chisel-Team/ConnectedTexturesMod/blob/1.10/dev/src/main/java/team/chisel/ctm/client/util/Quad.java#L391-L392
L1577[23:41:36] <tterrag> same vein
L1578[23:41:55] <KnightMiner> Wait, hasOptifine is a method?
L1579[23:42:03] <killjoy> It's in Loader
L1580[23:42:08] <KnightMiner> I guess it makes sense for Forge to add that
L1581[23:42:10] <tterrag> yep
L1582[23:42:22] <tterrag> I'd love it if he supported the lightmap data in formats https://github.com/sp614x/optifine/issues/631
L1583[23:42:31] <tterrag> but alas, why bother coding to a proper dynamic system
L1584[23:44:14] <tterrag> I don't think he really thought through what "permanently dark pixels" would even be
L1585[23:44:27] <tterrag> AO is multiplicative, if a pixel is black it cannot be lit up, period
L1586[23:44:35] <tterrag> there's no purpose to negative light
L1587[23:44:51] <tterrag> fry: am I crazy in thinking this?
L1588[23:45:26] <fry> there might be
L1589[23:45:31] <fry> I'm not ruling it out
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L1591[23:46:27] <mezz> fry why this Maps.newHashMap https://github.com/MinecraftForge/MinecraftForge/commit/0f7ec7e7fd3a9ab279bfcbf273b69599f9e2972c#diff-65e2a718e8704592bab6463c9e2faa40R49
L1592[23:47:17] <fry> why am I creating a new map, or why am I creating it using the guava method? :P
L1593[23:47:27] ⇨ Joins: MiningMark48 (~miningmar@h187.58.187.173.dynamic.ip.windstream.net)
L1594[23:47:43] <tterrag> why create a new one?
L1595[23:47:45] <mezz> I'm editing the file right now and the original vanilla one doesn't make a copy, it just does this.field_110574_e.entrySet()
L1596[23:47:49] <tterrag> I was gonna say to avoid edits, but you never pass the entry through
L1597[23:47:59] <fry> because I'm modifying it inside the loop
L1598[23:48:02] <mezz> so I want to know if you have a reason or if I should put it back to vanilla as I'm editing it
L1599[23:48:03] <mezz> okay
L1600[23:48:18] <mezz> thanks
L1601[23:48:23] <tterrag> perhaps then an iterator would be a more performant option?
L1602[23:48:40] <fry> iterator over what?
L1603[23:48:42] <tterrag> I guess since the edit is done inside another method call that wouldn't work
L1604[23:48:48] <tterrag> over the entry set, using .remove()
L1605[23:48:48] <tterrag> nvm
L1606[23:48:49] <fry> yup
L1607[23:48:53] <mezz> yeah
L1608[23:49:15] <fry> registerSprite calls mapRegisteredSprites.put(
L1609[23:49:26] <fry> and registerSprite is called for dependencies
L1610[23:50:03] <tterrag> fry: though, couldn't you do Sets.newHashSet(map.entrySet()) ? I guess it's probably about the same, though maybe slightly less overhead
L1611[23:50:22] <fry> hashset is a hashmap internally :P
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L1613[23:50:33] <fry> private transient HashMap<E,Object> map;
L1614[23:50:33] <tterrag> ._.right
L1615[23:51:20] <mezz> also fry do you have any recollection of what this is about? https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/patches/minecraft/net/minecraft/client/renderer/texture/TextureMap.java.patch#L185
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L1617[23:51:43] <fry> yes, that's the code that prints the texture png
L1618[23:51:51] <mezz> ok, we have a texture dump utility so I can remove it
L1619[23:51:54] <mezz> right?
L1620[23:52:00] <fry> yup
L1621[23:52:02] <mezz> thanks
L1622[23:52:03] <fry> assuming that works :P
L1623[23:52:19] <fry> in 1.8.0 iirc the vanilla one wasn't stripped
L1624[23:52:24] <fry> and in later versions it was
L1625[23:52:52] <mezz> I haven't taken a look but I assume there's some way to make it work
L1626[23:53:11] <fry> Lex wrote the new one iirc
L1627[23:53:23] <mezz> I have it working in 1.11 based on lex's https://github.com/mezz/TextureDump
L1628[23:53:24] <fry> if it still dumps the atlas then all is good :P
L1629[23:53:40] <mezz> yeah
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