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L1[00:08:36] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:10:21] <mezz> damn lex broke the tests ><
L3[00:11:12] <MiningMark48> :P
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L12[01:00:42] <McJty> Hmm, forge is complaining to me about cascading worldgen in my mod Lost Cities
L13[01:00:58] <McJty> I checked it out and it is caused by generateTree
L14[01:01:08] <McJty> How can that be solved? I mean how does vanilla solve it?
L15[01:02:47] <mezz> I have a post about it here https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
L16[01:04:00] <McJty> ok, I read that but I don't understand how this can help me solve the tree problem
L17[01:04:09] <McJty> I cannot control where the tree sapling is in my chunk
L18[01:04:14] <McJty> It can be anywhere from 0,0 - 15,15
L19[01:04:58] <mezz> you have 4 chunks to generate in during worldgen
L20[01:05:03] <quadraxis> it's not supposed to be in one chunk, its supposed to be in the centre of 4
L21[01:05:10] <McJty> um
L22[01:05:16] <McJty> Then I don't understand why this is happening
L23[01:05:26] <McJty> I only call generateTree for saplings in that 0,0 - 15,15 chunk
L24[01:05:28] <mezz> this is described in the post with pictures
L25[01:06:04] <fry> you might need to offset by 8 :P
L26[01:06:10] <mezz> yes
L27[01:06:18] <McJty> yes but I don't fully understand how that can work
L28[01:06:21] <quadraxis> wrong: http://i.imgur.com/ZgYjomX.png
L29[01:06:29] <quadraxis> right: http://i.imgur.com/YJChrfm.png
L30[01:06:41] <McJty> What about the saplings that are in the chunk I'm handling but outside that 8 offset?
L31[01:06:44] <McJty> i.e. a sapling at 2,2
L32[01:07:06] <mezz> they are generated during a different chunk's worldgen
L33[01:07:25] <McJty> oh I see...
L34[01:07:33] <McJty> Hmm this is a tad annoying but I get the problem now
L35[01:07:37] <McJty> Now have to check how to solve this
L36[01:07:48] <fry> offset by 8? :D
L37[01:07:53] <McJty> It is not that easy for me
L38[01:08:05] <McJty> As my chunk data structure which holds all the tree positions is not offset by 8
L39[01:08:20] <McJty> And that one is filled from my worldgen (the code that fills the ChunkPrimer)
L40[01:09:26] <McJty> I may not be able to solve this without considerable performance cost
L41[01:10:28] <fry> then pay the cost :P
L42[01:10:33] <mezz> hm
L43[01:10:38] <quadraxis> query the data structures for the 4 chunks in that area?
L44[01:10:58] <McJty> I can't as those data structures are made during worldgen
L45[01:11:03] <McJty> And those chunks may not have been generated yet
L46[01:11:16] <quadraxis> population is only run if they are
L47[01:11:17] <fry> isn't that taken care of?
L48[01:11:26] <fry> since normal trees do work? :P
L49[01:11:54] <McJty> I wonder how they do it then...
L50[01:14:18] <McJty> Hmm, is ChunkProvider.populate() only called if the neighbouring chunks are generated?
L51[01:14:23] <McJty> Because then it would work
L52[01:14:54] <quadraxis> look at Chunk.populate()
L53[01:15:05] <McJty> yes seems that it is
L54[01:15:13] <McJty> Ok, then I can solve it
L55[01:15:37] <mezz> you did not read my post :(
L56[01:15:59] <mezz> or I wrote it poorly, not sure lol
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L58[01:16:18] <McJty> Well I missed that indeed
L59[01:16:30] <McJty> But it is a bit hard for me to read such walls of text :-)
L60[01:16:33] <quadraxis> it had pictures, I thought that helped
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L63[01:17:08] <McJty> Yes but I didn't see where it made the link with timing between generating a chunk and populating it
L64[01:17:19] <McJty> That was the crucial part of information that I lacked (or didn't find)
L65[01:17:30] <McJty> Anyway, it is ok now
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L68[01:21:48] <quadraxis> how is the breaking changes window looking btw?
L69[01:22:17] <mezz> pretty much over, I'm getting a fuel handler fix in and then that's it
L70[01:22:20] <quadraxis> as I think all the 1.12 cleanup prs are technically breaking in some way
L71[01:22:29] <mezz> the rest of the stuff in PRs seem like they can be done in a way that's not breaking
L72[01:22:34] <mezz> we got the cleanup stuff in
L73[01:23:01] <mezz> I didn't have time to review this but it didn't seem critical https://github.com/MinecraftForge/MinecraftForge/pull/4054
L74[01:23:19] <quadraxis> yeah that' sok
L75[01:23:36] <mezz> scala support is complicated and lex seems to want to keep it https://github.com/MinecraftForge/MinecraftForge/pull/4029
L76[01:24:20] <mezz> the rest of the stuff will be fine without breaking changes unless I'm overlooking something
L77[01:24:26] <mezz> let me know if you see something
L78[01:24:35] <quadraxis> I think i'd prefer to get 4040 in in it's present form, it'd probably be easier to rework later if needed
L79[01:25:33] <mezz> I think it should use the generic events system, also it will not be hard to write without breaking changes
L80[01:26:06] <mezz> even the fuel handler, I'm writing it and I can do it without breaking changes so I'll probably do it
L81[01:26:26] <mezz> making modders update a bunch of breaking stuff at once isn't ideal, it can be exhausting
L82[01:27:00] ⇦ Parts: mDiyo (~chatzilla@2601:1c1:8b02:11f5:d30:8791:4b53:7901) ())
L83[01:30:41] <quadraxis> yeah that's ok
L84[01:30:44] <KnightMiner> How will the new fuel handler work?
L85[01:30:51] <KnightMiner> I assume the list of predicates is gone?
L86[01:31:04] <mezz> just making it an event, IFuelHandler is ancient
L87[01:31:22] <mezz> the event will allow setting to 0 burn time so you can make something not-a-fuel
L88[01:31:28] <KnightMiner> Same values passed in though I assume?
L89[01:31:28] <mezz> it will also allow overriding vanilla
L90[01:31:36] <KnightMiner> So you get itemstack etc.
L91[01:31:44] <mezz> yeah
L92[01:32:19] <KnightMiner> Most complex I've done is just checking NBT to make my fluid container work if filled with lava
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L95[01:42:28] <McJty> Ok, I think I solved it
L96[01:44:32] <McJty> Some runaway chunk generation seems out of my control
L97[01:44:39] <McJty> Like BiomeHills$EmeraldGenerator
L98[01:44:55] <tterrag> vanilla never trips those warnings, so it must be something you're doing, no?
L99[01:45:04] <mezz> emerald ore has been reported to mojang
L100[01:45:13] <tterrag> oh
L101[01:45:14] <tterrag> nvm then lol
L102[01:45:22] <mezz> they have issues in the nether too
L103[01:45:23] <mezz> heh
L104[01:45:35] <tterrag> most are minor though
L105[01:45:37] <tterrag> a chunk here or there
L106[01:45:43] <tterrag> doesn't do a whole lot
L107[01:45:44] <McJty> At least mine are gone now
L108[01:45:50] <McJty> As far as I can see
L109[01:46:49] <KnightMiner> Was this less of an issue before 1.11? I never noticed much talk about it before, but world gen was known to be slow
L110[01:47:19] <tterrag> nah, it's always been an issue I think
L111[01:47:23] <tterrag> just hard to notice
L112[01:47:27] <fry> there are a lot of things nobosy is talking about :P
L113[01:47:32] <kashike> forge just complains about it now
L114[01:47:43] <fry> and a lot of thing that don't matter that people talk about constantly :P
L115[01:47:56] <KnightMiner> Thats how the internet works, is it not?
L116[01:48:04] <KnightMiner> Many people discussion that which does not matter
L117[01:48:20] <fry> that's how people work :P
L118[01:48:32] <KnightMiner> Okay, true. :p
L119[01:48:35] <tterrag> spaces are better than tabs! braces on the same line only! windows > linux!
L120[01:48:41] <tterrag> there that should keep people busy for a while
L121[01:48:53] <KnightMiner> Actually, I like both based on the project
L122[01:48:54] <McJty> The eternal flamewars
L123[01:49:10] <tterrag> I'm the same, I'll use whatever the project already has
L124[01:49:12] <McJty> I actually don't usually notice if I'm on linux or windows as I use 100% the same tools on both
L125[01:49:18] <tterrag> if I had to *choose* i'd use spaces and same line braces :P
L126[01:49:25] <KnightMiner> I like same line
L127[01:49:26] <McJty> bash, IDEA, gvim, gimp, Blender, audacity, java, ...
L128[01:49:27] <tterrag> hell EIO/EnderCore use 2-space indents
L129[01:49:34] <tterrag> I got over that, I can deal with anything...
L130[01:49:39] <KnightMiner> I tend to use tabs, but I think I like spaces better...
L131[01:49:54] <kashike> I just recently switched my projects to 2-space indents from 4-space indents
L132[01:49:55] <KnightMiner> Tinkers use 2 space indents. Not a fan but I work with it
L133[01:49:58] <kashike> saves a lot of horizontal room
L134[01:50:19] <KnightMiner> I just have Ceramics set up to automatic correct indentation so if I copy code back or forth it stays consistant
L135[01:50:20] <tterrag> some would say that's an argument for tabs...
L136[01:50:44] <KnightMiner> Less characters, so smaller file?
L137[01:50:47] <tterrag> no
L138[01:50:50] <tterrag> configurable indent size
L139[01:50:55] <fry> ^
L140[01:51:00] <KnightMiner> Ah
L141[01:51:03] <tterrag> zip compression makes file size of tab/space irrelevant
L142[01:51:11] <fry> it's stupid editors vs semantically superior tabs :P
L143[01:51:20] <tterrag> oh god fry
L144[01:51:29] <tterrag> don't start throwing around phrases like "semantically suprior"
L145[01:51:34] <tterrag> I was joking, but them's fightin words
L146[01:51:36] <fry> but they are :P
L147[01:51:50] <fry> they represent strictly more information than spaces
L148[01:51:58] <fry> but it means it's easier to fuck it up
L149[01:52:00] <kashike> time to make a post on the ftb reddit about fry calling tabs superior
L150[01:52:10] <fry> fell free to :P
L151[01:52:16] <tterrag> yeah no one would care
L152[01:52:20] <tterrag> :P
L153[01:52:21] <McJty> In python the use of tabs is frowned upon. As not every editor displays them as 8 spaces and in python a tab is meant to be 8 spaces by the language
L154[01:52:26] <tterrag> I don't think many people on the sub know 'fry' by name
L155[01:52:27] <McJty> So I'm used to using spaces because of that
L156[01:52:31] <fry> I still use spaces for pretty much all the code I write
L157[01:52:37] <fry> because that's what's the project uses
L158[01:53:27] <fry> if there was a magical switch to make all the editors respect the tabstop and interpret it correctly, tabs would win :P
L159[01:53:38] <fry> but there's no such switch, and there will never be :P
L160[01:54:06] <quadraxis> if an editor decided to hardcode all plain text to show as comic sans, would people insist on programming using rtf?
L161[01:54:07] <ghz|afk> "tab is meant to be 8 spaces by the language"
L162[01:54:13] <ghz|afk> see one more reason why I should never bother learning python
L163[01:54:13] <ghz|afk> ;P
L164[01:54:32] <fry> you really should learn it :P
L165[01:54:47] <kashike> learn PHP instead
L166[01:54:50] <ghz|afk> nah I disagree with indentation-delimited langauges
L167[01:54:51] <KnightMiner> I really need to learn Python as well, I hear its great for scripting small tasks
L168[01:54:54] * fry smacks kashike
L169[01:54:56] <kashike> :3
L170[01:55:05] <tterrag> I have a confession
L171[01:55:08] <tterrag> I...I...like PHP
L172[01:55:12] <KnightMiner> I learned PHP. It has a few upsides, but is so weird in other places
L173[01:55:13] <kashike> what, don't you just love the PHP function names fry?
L174[01:55:16] <fry> see, ghz|afk, disagreesing with styles is silly
L175[01:55:17] <ghz|afk> I used to know php
L176[01:55:30] <McJty> I like python a lot. Pretty clean and simple language
L177[01:55:31] <ghz|afk> before it got classes and such
L178[01:55:34] <fry> since behind styles often some good things can hide :P
L179[01:55:38] <fry> but not in php.
L180[01:55:38] <kashike> tterrag: I like PHP, but I like other languages better
L181[01:55:48] <tterrag> huh that's strange
L182[01:55:49] <kashike> wrote Korobi's frontend in PHP: https://github.com/korobi/Web/tree/master/src/Korobi/WebBundle
L183[01:55:50] <KnightMiner> In my other life, I am a web developer, so I work with a lot of PHP and Javascript, which are actually not that bad with proper framework
L184[01:55:53] <tterrag> latest forge build isn't working in FG
L185[01:55:59] <kashike> it isn't?
L186[01:56:04] <tterrag> nope
L187[01:56:08] <ghz|afk> BUILD SUCCESSFUL
L188[01:56:08] <kashike> what kind of error?
L189[01:56:10] <tterrag> "No such version exists!"
L190[01:56:12] <ghz|afk> worked for me just now XD
L191[01:56:15] <kashike> huh
L192[01:56:21] <tterrag> http://i.imgur.com/dbkxWs9.png
L193[01:56:25] <tterrag> forge_version=14.21.0.2372
L194[01:56:30] <ghz|afk> wat
L195[01:56:35] <ghz|afk> 2372 isn't on the files site
L196[01:56:39] <ghz|afk> 2368 is latest
L197[01:56:42] <kashike> yes it is
L198[01:56:46] <kashike> 14.21.0.2372
L199[01:56:48] <ghz|afk> oh wait it is
L200[01:56:50] <kashike> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.12.html
L201[01:56:52] <ghz|afk> down in the all versions list
L202[01:57:06] <ghz|afk> but the one that has the "latest" star is 68
L203[01:57:17] <KnightMiner> Hmm, weird
L204[01:57:26] <quadraxis> perhaps that's cause the tests failed on the others
L205[01:57:54] <tterrag> oh
L206[01:57:58] <KnightMiner> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.12-14.21.0.2372/forge-1.12-14.21.0.2372-changelog.txt
L207[01:57:59] <tterrag> that...might do it
L208[01:58:02] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/commits/1.12.x
L209[01:58:04] <KnightMiner> Changelog also excludes others
L210[01:59:10] <tterrag> it's probably the test issues
L211[01:59:14] <tterrag> mezz: any idea what's up?
L212[01:59:22] <KnightMiner> Gradle does say Forge:Test failed
L213[01:59:44] <kashike> yeah, the JSON doesn't have anything newer than 2368
L214[01:59:46] <kashike> https://files.minecraftforge.net/maven/net/minecraftforge/forge/json
L215[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170626 mappings to Forge Maven.
L216[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170626-1.12.zip (mappings = "snapshot_20170626" in build.gradle).
L217[02:00:18] <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/
L218[02:00:50] <KnightMiner> Anyways, I should really be off to bed. o/
L219[02:00:51] <ghz|afk> ugh it's 9 already I should be at work
L220[02:00:52] <ghz|afk> XD
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L222[02:00:55] <kashike> night
L223[02:01:07] <tterrag> the substitution test is failing
L224[02:01:12] <mezz> yeah
L225[02:01:13] <kashike> heh
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L227[02:01:32] <tterrag> lex you bork
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L230[02:22:25] <mezz> ok wrote the improve fuel handling stuff https://github.com/MinecraftForge/MinecraftForge/pull/4083
L231[02:22:38] <mezz> I did it without breaking changes so no rush to get it in I guess
L232[02:23:04] <mezz> off to sleep o/
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L237[02:53:24] <LexMobile> its working on my side...
L238[02:54:07] <LexMobile> ok wtf now its working :/
L239[02:54:10] <LexMobile> err erroring
L240[02:54:21] <LexMobile> I really hate quantum tests
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L258[05:17:13] <maxanier> is there a way to use FML's optional interface depending on specific versions of a mod not just the modid
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L261[05:30:47] <gigaherz|work> maxanier: I don't believe so
L262[05:31:44] <maxanier> ok
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L269[07:03:49] <Lumien> Are Annotations parsed only when a class is actually loaded or directly from the class files?
L270[07:04:56] <TechnicianLP> are you talking about how annotated classes are found?
L271[07:05:06] <PaleoCrafter> directly from the file, afaik, otherwise ASMDataTable wouldn't really be that useful
L272[07:05:39] <TechnicianLP> iirc forge "loads" the class checks for annotations and unloads it ... (load = get the bytecode into asm)
L273[07:08:52] <Lumien> kk thx
L274[07:10:26] <gigaherz|work> I have always assumed that forge uses the ASM metadata for annotations because the jvm's reflection stuff may not include compiletime-only metadata and such
L275[07:11:28] <PaleoCrafter> that for one thing and the other thing simply is that reflectively doing it would actually load classes at inappropriate times
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L277[07:12:28] <gigaherz|work> right
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L296[08:59:02] <illy> boop o/
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L302[09:40:40] <masa> I would like to get the World, or at least the dimension ID available to the InitBiomeGens event. But that is fired from the BiomeProvider constructor, and that doesn't have the world... and the BiomeProvider is also used in the anvil save converter
L303[09:41:10] <masa> which would make it possible to provide the dimension id even from there for each of the different region directories that it handles
L304[09:42:11] <masa> but I'm not sure if there is any point fiddling with that stuff, the use case for this working from converting a pre-1.2 map is quite minimal I'd assume
L305[09:42:41] <masa> or should I say, nobody will ever need it for sure
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L317[10:43:09] <masa> so I just ran getPatches, and now I see lots of patch changes where the srg variable names got changed into translated names, why is that?
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L319[10:47:07] <masa> why would that even happen... doesn't that break all the patches if they use translated names?
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L324[11:13:25] <PaleoCrafter> Yay, my overrides work \o/
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L334[11:36:23] <PaleoCrafter> Oh, the recipe JSON loading automatically prepends the mod id? that's nice, I guess
L335[11:37:05] <gigaherz> well it makes the recipe name from the filename with the modid in front ;P
L336[11:37:28] <PaleoCrafter> I also mean for the recipe type
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L338[11:38:04] <gigaherz> ah
L339[11:38:12] <gigaherz> yes it uses your modid if one isn't specified
L340[11:38:23] <PaleoCrafter> I had assumed it was modeled after the model stuff
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L342[11:38:30] <PaleoCrafter> where no mod id = MC domain
L343[11:38:44] <gigaherz> yeah but it doesn't seem to be the case ;P
L344[11:38:59] <PaleoCrafter> I noticed :P
L345[11:40:53] <PaleoCrafter> Gah, why must Vanilla put random stuff in the block initialization code while keeping other things in the class? q.q
L346[11:43:25] <KnightMiner> Worst part is why don't they put some things in there
L347[11:43:45] <PaleoCrafter> yeah, most stuff should just go in the classes
L348[11:43:55] <KnightMiner> Like with slabs and stairs, they loop though all BlockSlab and BlockStairs registered to set useNeighborLighting instead of just setting it in the constructor
L349[11:44:20] <PaleoCrafter> But I guess Mojang is thinking "ah, we might not have a different BlockWorkbench right now, but maybe we will and then we'd have to move the setUnlocalizedName call outside the constructor"
L350[11:44:55] <KnightMiner> I typically run setUnlocalizedName when I run setRegistry name, so its outside my class anyways
L351[11:45:50] <KnightMiner> The one that annoys is the default blockstates on things like walls, as it forces me to use their variant property and just ignore it
L352[11:46:02] <KnightMiner> Not sure if there is a better way for that though
L353[11:48:29] <gigaherz> I do also call both -- in the constructor
L354[11:48:32] <gigaherz> ;P
L355[11:48:51] <KnightMiner> I mean, either one works :P
L356[11:49:11] <KnightMiner> I just have a few blocks that I register two copies of and attach a different name to apply different textures
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L358[11:49:31] <gigaherz> oh sure
L359[11:49:33] <gigaherz> I do like
L360[11:49:40] <gigaherz> new ItemWhatever("name")
L361[11:49:57] <gigaherz> and the constructor has setRegsitryName(name); setUnlocalizedName(MODID + "." + name);
L362[11:50:26] <KnightMiner> What about if someone else wants to register their own copy for their mod :P
L363[11:50:34] <KnightMiner> I've done it with Tinkers blocks before
L364[11:51:56] <PaleoCrafter> it's not like you can't override those two things by calling from outside :P
L365[11:52:44] <KnightMiner> I know, its really just style opinions
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L368[11:56:58] <PaleoCrafter> also, for the case of other mods using my mod class: everything that doesn't explicitly belong to my API should be considered internal, I can do whatever I want there :P
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L371[12:04:10] <gigaherz> KnightMiner: well the exact code is does setUnlocalizedName(getRegistryName().getResourceDomain() + "." + name) but it was a bit longer to type in
L372[12:04:17] <gigaherz> so someone else using my class would still work just fine ;P
L373[12:05:01] <gigaherz> in fact that constructor is in a separate lib that I use on all of my mods (shaded)
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L375[12:06:42] <SatanicSanta> !gm EntityPlayer.getDistanceSq
L376[12:06:46] <SatanicSanta> !gm EntityPlayer.getDistanceSq 1.7.10
L377[12:06:48] <SatanicSanta> !gm EntityPlayer.getDistanceSq 1.7
L378[12:11:06] <PaleoCrafter> Hm... either the Kotlin compiler just got a lot slower since I last triggered a CI build or the Trusty image on Travis is terribly slow
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L380[12:14:50] <illy> Beep o/
L381[12:15:27] <PaleoCrafter> Do you have a Mac build to test? .P
L382[12:19:39] <illy> Yes
L383[12:20:12] <illy> The people im staying with are letting me use their mac
L384[12:20:40] <PaleoCrafter> Better create an image while you can :P
L385[12:21:27] <illy> I asked they wont let me :(
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L387[12:23:56] <maxanier> anyone else always getting a KeyBinding patch when running genPatches for Forge 1.12?
L388[12:24:19] <PaleoCrafter> Based on the latest commits or some outdated version?
L389[12:24:29] <PaleoCrafter> I remember a commit that should address some patch issues
L390[12:24:30] <maxanier> outdated and latest
L391[12:24:32] <illy> Been playing around with JGroups and i can do things with chat ive been wanting to do for a while
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L393[12:37:57] <maxanier> also tests/code still complain about setting a registry name using prefix minecraft instead of the mod id. Is this still intentional? Don't you have to do this if you want to replace a vanilla registry entry?
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L395[12:38:36] <PaleoCrafter> do you mean all test mods or specifically those for overrides, maxanier?
L396[12:39:07] <maxanier> the registry test suite mostly
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L398[12:39:52] <maxanier> but same would happen if you override ("substitute) a vanilla block etc. in a mod
L399[12:40:09] <PaleoCrafter> well, I think I've mentioned somewhere that we should probably get rid of that warning now that overrides are so easy, but I guess Lex decided that they are good like that or simply overlooked them
L400[12:42:15] <maxanier> yeah, I remember you mentioning that, but I'm not sure why they should be good like this, a small warning or info should be sufficient I think. Big warning is a little bit too much, so I guess he overlooked it
L401[12:43:04] <KnightMiner> Do registration events fire in the same load order as mods?
L402[12:44:13] <maxanier> is mentioning lex allowed here?
L403[12:45:01] <illy> Workout good reason no
L404[12:45:08] <illy> Without*
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L407[12:50:02] <TechnicianLP> where exactly is this katakana key? http://i.imgur.com/fYcfaoD.png
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L409[12:51:01] <TechnicianLP> always funny how keys are mapped differently on windows vs linux ...
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L411[12:51:46] <gigaherz> TechnicianLP: asian keyboards havem ultiple "alt" keys
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L414[12:54:08] <illy> Ive never had those thats interesting
L415[12:54:44] <TechnicianLP> iirc those were numpad keys on windows ...
L416[12:55:11] <illy> Windows is weird :p
L417[12:58:36] <PaleoCrafter> oh ffs, I finally fixed my builds and now a darn Maven repo is down? ._.
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L421[13:20:04] <masa> any ideas on the genPatches issue I asked about earlier? ie. why does it change variable names from srg to mcp/named?
L422[13:20:35] <masa> I kinda need to get that PR in today since it's a breaking change...
L423[13:20:37] <PaleoCrafter> did you make your changes to the Forge project or something else?
L424[13:20:43] <PaleoCrafter> something else = Clean xD
L425[13:20:45] <masa> the Forge one, yes
L426[13:20:49] <PaleoCrafter> Hm...
L427[13:21:25] <masa> it even made those changes to patches/minecraft/net/minecraft/command/AdvancementCommand.java.patch, which my changes don't touch in any way
L428[13:21:44] <PaleoCrafter> your patches get generated properly though?
L429[13:22:00] <masa> yeah, other than it renaming the variables
L430[13:23:57] <PaleoCrafter> let me quickly try generating patches myself
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L432[13:29:36] <masa> https://masa.dy.fi/tmp/minecraft/patch_wtf_1.png https://masa.dy.fi/tmp/minecraft/patch_wtf_2.png https://masa.dy.fi/tmp/minecraft/patch_wtf_3.png
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L434[13:31:20] <gigaherz> hmmm
L435[13:31:39] <gigaherz> forge 1.12 workspace no longer has projects/build.gradle and such?
L436[13:32:00] <gigaherz> wait nevermind
L437[13:32:03] <gigaherz> setup generates those
L438[13:33:25] <PaleoCrafter> just added a random edit somewhere and generated patches, didn't fail
L439[13:33:39] <PaleoCrafter> eh, didn't generate unobfuscated patches
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L442[13:38:04] <masa> hmmh
L443[13:38:30] <masa> is there an easy way to preserve my changes to vanilla classes over a wipe and re-setup?
L444[13:39:09] <gigaherz> not besides copying the right src folder ;P
L445[13:39:15] <masa> bleh
L446[13:39:32] <masa> well, this isn't that many changes, I could copy them manually, but still, bleh :P
L447[13:39:39] <gigaherz> I mean it's just copying projects/Forge/src
L448[13:39:39] <gigaherz> ;P
L449[13:39:51] <masa> brb, need to reboot my server box...
L450[13:39:55] <masa> hmm okay
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L455[13:57:16] <Raycoms> HEy there
L456[13:58:03] <Raycoms> I wanted to make a copy of the 2x2 craftingGrid, but it should appear when I click on a block. So, I got it to work, it opens, the gui looks nicely.
L457[13:58:22] <Raycoms> But when I click on the blocks in the inventory it seems like it chooses random blocks and not the ones I clicked on
L458[13:58:56] <gigaherz> that probably means the client and server don't agree on which slot is which
L459[13:59:54] <Raycoms> But I just copied the standard crafting gui code and decreased the size to 2x2
L460[14:01:56] <Raycoms> Even when I copied the code exactly (before decreasing it to 2x2) the 3x3 crafting table copy showed the same behavior
L461[14:01:59] <Raycoms> weird behavior
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L464[14:15:22] <Raycoms> and I get ArrayIndexOutOfBoundsException: 4 when I put an item in the 4th crafting slot, even though I made it 2 width and 2 height
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L470[14:25:09] <Raycoms> Okay #2 I fixed, only problem remaining is the bugging around
L471[14:25:13] <Raycoms> with the items
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L473[14:29:16] <Raycoms> Oh, I see that the order of the items seems to be different from the order if I open the table
L474[14:34:28] <PaleoCrafter> https://www.traviscistatus.com/ "degraded performance" I just had to wait 20 minutes for my build to start >.>
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L476[14:38:12] <illy> Bah who need immediate responses :p
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L478[14:43:11] <Raycoms> https://pastebin.com/4ZrA3gAJ
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L481[14:43:43] <Raycoms> The crafting inventory works, the player inventory not, and when I open the gui the player inv looks exactly like it should
L482[14:43:50] <Raycoms> but when I click on one of the blocks it chooses any other
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L493[15:25:28] <masa> se I re-setup everything, re-applied my changes and ran genPatches and the same result.... wtf
L494[15:26:08] <masa> one thing to note, I ran these in a git bash prompt, since running it in a windows command prompt complained about not having git available
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L497[15:27:59] <masa> bleh, I guess this won't make it to the 1.12 RB then (if it would even have been accepted), because I can't gen the patches >_>
L498[15:29:39] <LexMobile> masa: Kill your maven/gradle cache
L499[15:29:48] <LexMobile> and try again, SRGs were derped for alittle bit.
L500[15:30:05] <masa> hmm okay, so --clean-cache or what?
L501[15:30:10] <LexMobile> sure
L502[15:30:34] <PaleoCrafter> Did you have a chance to look at the extraction rewrite yet, Lex? I think it should be ready
L503[15:31:12] <LexMobile> i havent yet
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L512[15:53:09] <masa> meh, so I ran gradlew cleanCache, then gradlew setupForge, re-applied the changes, ran gradlew genPatches, and still it adds some variable renames to patches
L513[15:53:52] <LexMobile> ya and i said you need to also kill your maven cache
L514[15:53:59] <masa> AdvancementCommand.java.patch is one notable thing that I don't touch in any way and it still generates a patch for it that just renames some variables to mcp names
L515[15:54:08] <masa> where is that then?
L516[15:54:23] <LexMobile> just delete ~/.gradle
L517[15:54:27] <masa> ok
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L530[16:21:36] <masa> okay, now it looks better and that CommandAdvancement patch is gone, but it still doesn't seem to change the variable names to srg...?
L531[16:22:26] <gigaherz> they show up in the patch?
L532[16:22:56] <masa> one sec, Iäll push the commit
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L534[16:28:14] <masa> https://github.com/maruohon/MinecraftForge/commit/58a8e15781fad17b0a68994fcad58f45b27e47eb
L535[16:28:23] <masa> doesn't that patch still look like fubared?
L536[16:29:01] <masa> hmm wait a second...
L537[16:29:09] <masa> crap
L538[16:29:27] <masa> I might have fucked up after setting up things...
L539[16:30:01] <masa> bah, redo everything for the n-th time >_>
L540[16:34:16] <kashike> seems as if it isnt reobfuscating properly
L541[16:34:18] <masa> I can't remember, is the Forge project supposed to have things translated in the IDE?
L542[16:34:30] <kashike> "translated"?
L543[16:34:33] <gigaherz> yes
L544[16:34:42] <masa> as in mcp names and not everything as srg
L545[16:34:50] <gigaherz> yup
L546[16:34:59] <kashike> yes
L547[16:35:13] <masa> right, well then I probably didn't fuck up, but I'm already nuking and re-setting up things anyway...
L548[16:35:54] <masa> what could cause this then? I have now nuked the ~/.gradle directory completely, plus ran ./gradlew clean for the forge environment
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L553[16:58:21] <masa> hmm, is it because I changed a private vanilla constructor's signature? Is that even allowed anyway?
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L558[17:06:27] <Raycoms> Hey there
L559[17:06:34] <kashike> hello
L560[17:06:46] <Raycoms> I created a container for a custom crafting grid, the crafting grid works great, but the inventory handling doesn't work at all
L561[17:06:47] <Raycoms> https://pastebin.com/iZ0hGNTh
L562[17:06:57] <Raycoms> I try to take a stack but it takes a random other one
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L564[17:09:25] <masa> should I still avoid blank lines in a patch even if the result is a nasty looking mess?
L565[17:11:29] <masa> like this: https://masa.dy.fi/tmp/minecraft/BiomeProvider_patch.png
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L567[17:12:05] <masa> added lines 34-37
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L572[17:17:25] <Raycoms> How do I handle a button push event in minecraft?
L573[17:17:29] <Raycoms> in a gui
L574[17:21:17] <Raycoms> mouseClicked I guess
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L576[17:21:40] <Raycoms> But does anyone have an idea why my container does not work?
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L581[17:29:03] <LexMobile> Well no shit things arnt being 'translted'
L582[17:29:06] <LexMobile> You break the functions
L583[17:29:19] <LexMobile> So they are compleetly different functions and we must assume that the names are correct
L584[17:29:50] <LexMobile> Ever wonder what I mean when i say breaking binary compatibility? THis is part of it.
L585[17:30:27] <LexMobile> You essentially remove the old function and replace it with a new one that doesnt have the same name or parameters, so there is no way to tell what should be named.
L586[17:30:38] <masa> right
L587[17:31:14] <masa> so how should patches like this be made, or is it just what it is
L588[17:31:45] <LexMobile> you need to add custom srg and exc lines
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L592[17:38:38] <masa> hm, so am I just going about this the wrong way entirely...
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L594[17:40:42] <Raycoms> Anyone an idea what the problem with that container is? =)
L595[17:41:22] <masa> that BiomeProvider constructore could be added as a new Forge-added one and just fire the event after the vanilla constructor has ran
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L607[18:10:04] <SotS> Good evening o7
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L609[18:11:07] <SotS> Im looking for a way to have specific Hitboxes for a Pipe block im making, wich only cover the core and its extensions
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L614[18:20:59] <SotS> well i gotta head out for today, till tomorrow guys o7
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L621[18:36:50] <risux> So regarding the biome decoration problem I was having yesterday. It was indeed trying to generate in an unpopulated chunk, causing a stackoverflow. What I still dont understand is how vanilla can get away with it.
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L625[18:42:06] <risux> How would I check if a chunk is able to be generated in?
L626[18:44:47] <risux> Would checking if the chunk is loaded or not be enough?
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L633[19:09:39] <Raycoms> Anyone an idea what is wrong with that? https://pastebin.com/iZ0hGNTh
L634[19:09:53] <Raycoms> The inventory slot seem to mess up, the crafting slots work well
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L641[19:27:33] <Raycoms> Is there an open-gui message to open a gui on the server side as well?
L642[19:27:41] <Raycoms> (To call the server side of the gui handler)
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L655[20:18:09] <Raycoms> got it
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L668[20:58:51] <GuntherDW> Hmm. Before I go too deep into this. it seems that hopper functionality changed from 1.10 to 1.11.2 (haven't checked 1.12 yet), in terms of the IItemHandler?
L669[20:59:10] <GuntherDW> It seems to ignore what insertItem() tells it, unlike other mods' pipes like the ExU2 transfer pipes
L670[20:59:34] <GuntherDW> even if you straight up just do "return stack;" it continues to shove items in there. (it does get called, but gets ignored for w/e reason)
L671[21:00:39] <GuntherDW> (I'm porting AE2 to 1.11.2, the inscribers only accept up to 1 item in every slot. The hoppers just ignoring that screws with the mechanics of the TE)
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L673[21:02:09] <GuntherDW> So yeah, before I turn crazy I was like "I'd better ask if other people noticed/worked around that". Before I make a github issue report and it gets shot down.
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L678[21:06:33] <GuntherDW> The javadoc kind of looks pre-1.11-ish, saying that a @NonNull can return "null"... But it states that you need to return the *remainder* of the items, hence just returning what it's given should stop the flow of items?
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L691[22:04:58] <mezz> 1.12 PSA: by default your guis will not draw with a black background because... reasons I guess??? easy fix but very easy to miss it. https://github.com/ForestryMC/ForestryMC/commit/39290512cffb1bd1e79b5df8fd074a9fcd43ffe6
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L703[23:26:09] <McJty> Hmm, what's the syntax for @Optional.Interface again? Haven't used that in a long time and I forgot
L704[23:29:28] <KnightMiner> McJty: https://github.com/KnightMiner/Ceramics/blob/1.11/src/main/java/knightminer/ceramics/blocks/BlockBarrel.java#L39
L705[23:30:02] <McJty> thanks
L706[23:30:09] <McJty> Don't you have to do that for the methods too then?
L707[23:30:14] <McJty> Or is the interface sufficient?
L708[23:30:23] <KnightMiner> There is one for methods, yes
L709[23:30:38] <KnightMiner> In my case I have a fallback interface in case Tinkers is not loaded that adds that method as well
L710[23:30:39] <McJty> Because you don't seem to use that one there
L711[23:30:43] <McJty> ah
L712[23:30:56] <KnightMiner> @Optional.Method(modid="Mod")
L713[23:31:17] <LexMobile> Stop using Optional
L714[23:34:24] <McJty> How else can my TileEntity implement the CoFH IEnergyReceiver?
L715[23:34:31] <McJty> And still work if CoFH isn't present
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L717[23:36:58] <killjoy> the rf api is a capability now
L718[23:37:03] <killjoy> in 1.12 at least
L719[23:37:25] <McJty> CoFH was just released for 1.12
L720[23:37:30] <McJty> With the interface version
L721[23:37:49] <killjoy> program harder
L722[23:38:02] * McJty prefers interfaces over capabilities
L723[23:39:43] * killjoy thinks the @Optional was bad design to begin with
L724[23:41:43] <tterrag> killjoy: no it's not
L725[23:42:00] <killjoy> not designed badly
L726[23:42:09] <killjoy> the concept
L727[23:42:41] <tterrag> no
L728[23:42:44] <tterrag> RF is not capabilities
L729[23:42:48] <tterrag> never was and still is not
L730[23:43:11] <tterrag> McJty: solution is stop using RF
L731[23:43:22] <McJty> I don't see why
L732[23:43:26] <killjoy> Could've sworn I heard KL talk about it
L733[23:43:30] <killjoy> *read
L734[23:43:32] <tterrag> because it's dead, and FE works just as well
L735[23:43:47] <McJty> It's far from dead
L736[23:44:23] *** Clank is now known as Clank[Away]
L737[23:44:33] <tterrag> and it won't ever be if people keep bending over backwards to support it
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L739[23:45:00] <McJty> Well as I said. Give me interfaces over capabilities any day
L740[23:45:27] <tterrag> what
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L742[23:49:03] <killjoy> You're supposed to use both
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L744[23:50:12] <McJty> I do support FE too
L745[23:52:58] <Dark> anyone gots some docs on how to do NBT for recipes
L746[23:54:47] <KnightMiner> Dark: you mean in 1.11?
L747[23:54:52] <KnightMiner> *1.12
L748[23:54:56] <Dark> yes
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L750[23:55:03] <Dark> sorry forgot to add JSON in there
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L752[23:55:39] <KnightMiner> This is what I did: https://github.com/KnightMiner/Ceramics/blob/1.12/src/main/resources/assets/ceramics/recipes/_constants.json#L107-L110
L753[23:55:54] <KnightMiner> Does not need to be a constant, works anywhere an ingredient is used
L754[23:56:41] <Dark> ty will see if I can get that working on my receipe :)
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