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L2[00:03:52] <tterrag> halvors: what do you
need to know?
L3[00:04:03] <tterrag> the most basic TE is
just one with an IItemHandler field
L4[00:04:07] <tterrag> returns it from
getCapability
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L10[00:40:18] <halvors> tterrag: Yeah, but
how many items would that hold, just one itemstack?
L11[00:40:35] <tterrag> halvors: as many as
you want
L12[00:43:06] <halvors> With the simple
default ItemHandler storage implementation?
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L17[01:17:24] <tterrag> yes
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170728 mappings to Forge Maven.
L30[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170728-1.12.zip
(mappings = "snapshot_20170728" in build.gradle).
L31[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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L100[10:57:54] <halvors> What is the
difference between createNewTileEntity and
createTileEntity()?
L101[10:58:09] <halvors> Is
createTileEntity() the new replacement for
createNewTileEntity()?
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L103[11:07:10] <halvors> It is a new
function in Block so tha to not need ITileEntityProvider or
BlockContainer anymore?
L104[11:08:14] <TechnicianLP>
BlockCOntainer/ITileProvider can be considered deprecated
L105[11:08:46] <TechnicianLP> as the
requierd function where patched into the block-class itself as you
noticed
L106[11:09:56] <halvors> Yeah. So override
createTileEntity() and make hasTileEntity() return true?
L107[11:10:11] <TechnicianLP> yes
L108[11:10:25] <halvors> Thanks :)
L109[11:11:47] <halvors> Think it should
be marked as deprecated then, i'm on 1.10.2 now, is it @Deprecated
in 1.12?
L110[11:13:25] <TechnicianLP> well marking
them deprecated would create a patch-file (?) which is not actually
needed for anything ... (but could due to its structure lead to
problems/more work on version updates)
L111[11:15:56] <tterrag> is it intended
that @Repeatable annotations are added to the ASMDataTable with a
null object name?
L112[11:17:33] <tterrag> seems like that's
how ASM passes them to the visitor
L113[11:23:21] <halvors> Is the redstone
flux API obsolete?
L114[11:23:29] <tterrag> mostly, yes
L115[11:23:34] <tterrag> use FE
L116[11:23:42] <halvors> Will redstone
flux mods be compatible if i only implement FE?
L117[11:23:49] <tterrag> that's on
them
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L119[11:23:57] <tterrag> but most that I
know of will be, yes
L120[11:24:22] <halvors> :)
L121[11:24:39] <halvors> Also there is no
official redstone flux API for 1.8+ is it?
L122[11:24:56] <tterrag> there is
L123[11:26:14] <halvors> Why?
L124[11:26:21] <halvors> If it's the same
as FE?
L125[11:26:31] <TechnicianLP>
IEnergyStorage capability brought to you by forge
L126[11:36:42] <halvors> For FE, what's te
equiliant to energyStorage.getMaxExtract() from RF?
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L128[12:01:14] <halvors> EnergyStorage is
not saving energy to NBT?
L130[12:01:26] <halvors> SHouldn't the
default implementation do that?
L131[12:02:00] <ghz|afk> halvors: there's
no max extract function
L132[12:02:03] <ghz|afk> you just try with
as much as you want
L133[12:02:13] <ghz|afk> and it's the
responsibility of the target to choose if it's too much
L134[12:02:29] <ghz|afk> Forge Energy is a
capability
L135[12:02:34] <halvors> But there is a
maxExtract field in the default implementation?
L136[12:02:51] <ghz|afk> yes
L137[12:02:54] <ghz|afk> it's used in
extract
L138[12:02:56] <halvors> The target being
the one draining energy?
L139[12:02:57] <ghz|afk> to compute how
much it wants
L140[12:03:07] <ghz|afk> no
L141[12:03:19] <ghz|afk> okay let's step
back
L142[12:03:22] <ghz|afk> what are you
doing
L143[12:03:29] <ghz|afk> are you
inserting/extracting from another block
L144[12:03:33] <halvors> Draining energy
from a cable.
L145[12:03:42] <halvors> Or another TE
providing FE.
L146[12:03:43] <ghz|afk> are YOU the block
,or the cable, in this case?
L147[12:03:44] <IoP> why SSP server does
not have watchdog thread?
L148[12:03:58] <halvors> The block trying
to drain energy from the cable.
L149[12:04:10] <ghz|afk> why are you
trying to drain energy from the cable?
L150[12:04:13] <ghz|afk> it should be the
other way around
L151[12:04:17] <ghz|afk> the cable will
call insert from you
L152[12:04:28] <ghz|afk> it's
possible
L153[12:04:35] <ghz|afk> but it's backward
from the common order of things
L154[12:04:56] <halvors> The cable will
try send energy to the energy capability implementation of my
block?
L155[12:04:58] <ghz|afk> normally the
generators and cables push energy, rather than drain it
L156[12:05:00] <ghz|afk> yes
L157[12:05:29] <ghz|afk> and that was true
in RF also
L158[12:05:29] <halvors> Sorry, it's that
way it is, just me being confused here.
L159[12:05:46] <ghz|afk> it was possible
in rf to extract actively from a cable
L160[12:05:48] <ghz|afk> but it was
uncommon
L161[12:05:54] <ghz|afk> the common way
was to let the cable push into you
L162[12:06:00] <halvors> But i use the
function "energyStorage.extractEnergy(energy, false);" in
the tickable TE (also the machine using energy).-
L163[12:06:04] <halvors> Suppose that is
correct?
L164[12:06:14] <tterrag> no
L165[12:06:16] <halvors> Draining energy
from the capability of my own block?
L166[12:06:20] <tterrag> almost all FE
implementations are push based
L167[12:06:28] <tterrag> don't extract
from neighbors manually
L168[12:06:35] <halvors> Yeah. I
don't.
L169[12:06:38] <ghz|afk> halvors:
sure
L170[12:06:43] <tterrag> oh, you mean in
your own TE? yeah that's fine
L171[12:06:46] <ghz|afk> you can extract
from your internal buffer
L172[12:06:48] <tterrag> though you should
probably simulate it first
L173[12:06:49] <halvors> Yeah.
L174[12:06:55] <halvors> Yeah i do.
L175[12:06:59] <halvors> Simulate.
L176[12:07:02] <tterrag>
energyStorage.extractEnergy(energyStorage.extractEnergy(energy,
true), false)
L177[12:07:05] <halvors> Just didn't post
all my code here :)
L178[12:07:12] <tterrag> ez one
liner
L179[12:07:13] <ghz|afk> I don't see the
point in calling simulate first
L180[12:07:22] <halvors> I do
"energyStorage.extractEnergy(energy, true) >= energy"
in an if sentence.
L181[12:07:25] <ghz|afk> I mean
L182[12:07:28] <halvors> Then some other
logic.
L183[12:07:31] <tterrag> ghz|afk: it
avoids rewriting the logic of checking the max extraction
rate
L184[12:07:31] <ghz|afk> simulate is
useful if you want to calculate how much is available
L185[12:07:44] <ghz|afk> tterrag: but it's
the same method
L186[12:07:46] <halvors> and after that
"energyStorage.extractEnergy(energy, false);"
L187[12:07:52] <ghz|afk> extractEnergy is
most probably implemented like
L188[12:08:06] <ghz|afk> available =
min(maxExtract, stored)
L189[12:08:10] <tterrag> why would you
check >=energy ?
L190[12:08:23] <ghz|afk> if !simulate,
stored-=available;
L191[12:08:25] <ghz|afk> return
available
L192[12:08:26] <halvors> ghz|afk: Yeah,
because i do not want to do the machine logic if there isn't enough
energy available, makes sense :)
L193[12:08:51] <ghz|afk> wait
actually
L194[12:08:54] <ghz|afk> there IS a point
to using simulate
L195[12:09:03] <ghz|afk> extract(wanted,
true)
L196[12:09:07] <halvors> Thanks, think i
get it now :) Just a little while since i worked with the RF energy
system.
L197[12:09:13] <halvors> Porting an old
1.6.4 mod :)
L198[12:09:17] <halvors> to 1.10
L199[12:09:17] <ghz|afk> if available <
wanted, cancel operation, else extract
L200[12:09:52] <halvors> Yeah, exactly my
point. Do as little as possible in the update() in the ITickable
TE.
L201[12:10:04] <halvors> If there is no
energy, don't do anything either.
L202[12:11:03] <halvors> Seems i'll need
to extend the EnergyStorage implementation to add NBT read and
write support :)
L203[12:11:09] <ghz|afk> nono
L204[12:11:10] <ghz|afk> you don't
L205[12:11:24] <halvors> How then?
L206[12:11:31] <ghz|afk>
EnergyCapability.ENERGY.writeNbt / readNbt
L207[12:11:51] <halvors> what? Does that
work for items and fluids as well?
L208[12:11:55] <ghz|afk> yes
L209[12:12:10] <ghz|afk>
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.writeNbt/readNbt
L210[12:12:14] <halvors> Ah nice, i see
:)
L211[12:12:30] <halvors> Thanks
L212[12:13:20] <joazlazer> What is the
function in 1.12 to retrieve a localized string from an unlocalized
string?
L213[12:13:33] <ghz|afk> I18n.format
L214[12:13:41] <ghz|afk> ther's two I18n
classes
L215[12:13:45] <ghz|afk> use the one that
has a .format method in it
L216[12:13:53] <halvors> One is
deprecated? Or is both?
L217[12:14:10] <ghz|afk> one
L218[12:14:12] <ghz|afk> the client-only
one
L219[12:14:22] <ghz|afk> eh
L220[12:14:27] <ghz|afk> the other way
around
L221[12:14:33] <ghz|afk> I18n.format is
client-only and is the right one
L222[12:14:45] <halvors> But there is only
one for 1.10 it seems?
L223[12:14:46] <ghz|afk>
I18n.translateToLocal is available in the server and should be
avoided
L224[12:14:47] <joazlazer> ok
thanks@ghz
L225[12:17:08] <halvors> ghz|afk: In case
of energy and NBT is it safe to pass null in the EnumFacing
argument of readNBT / writeNBT right?
L227[12:17:15] <ghz|afk> yes it is
L228[12:17:50] <ghz|afk> I'm not sure why
a facing parameter was put in those functions
L229[12:17:52] <ghz|afk> but it's there
so...
L230[12:19:00] <halvors> Maybe useful for
some other capability.
L232[12:21:15] <ghz|afk> what?
L233[12:21:27] <ghz|afk> you get the
tag
L234[12:21:28] <ghz|afk> you just do
L235[12:21:37] <ghz|afk> sec
L236[12:21:40] <ghz|afk> let me find you
an example
L239[12:22:10] <ghz|afk> this is how you
write
L240[12:22:20] <ghz|afk> and this is how
you read
L242[12:22:38] <ghz|afk> yes
L243[12:22:40] <ghz|afk> your pastebin is
wrong
L244[12:22:47] <ghz|afk> you should choose
a tag name for it
L245[12:22:57] <ghz|afk> and store the
value returned from the capability into that tag name
L246[12:23:21] <halvors> in the read
function right?
L247[12:23:33] <ghz|afk> see both
functions
L248[12:23:50] <halvors> Yeah, i see that
read function was wrong.
L249[12:23:57] <ghz|afk>
CapabilityEnergy.ENERGY.readNBT(energyCapability, null,
compound.getTag("storedEnergy"));
L250[12:24:04] <ghz|afk>
compound.setTag("storedEnergy",
CapabilityEnergy.ENERGY.writeNBT(energyCapability, null));
L251[12:24:05] ***
mikeprimm is now known as zz_mikeprimm
L252[12:25:07] <halvors> Yeah, got it
right now. But the pastebin function for write was right? Except
the tag name, but that's not important as long as it's the same for
read and write :)
L253[12:25:51] <ghz|afk> yes the write was
ok
L254[12:26:00] <halvors> Thanks :)
L255[12:28:54] <ScottehBoeh> Ah! It
worked! I've set up a Kryonet-based connection between my Client
and Server
L257[12:31:56]
⇨ Joins: Hubry
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L258[12:32:36] <halvors> markDirty() and
updateTag?
L259[12:32:45] <halvors>
handleUpdateTag()*
L261[12:35:00] <ghz|afk> I'm not REALLY
syncing it outside the gui
L262[12:35:12] <ghz|afk> when the gui is
open, I sync it through a custom packet
L263[12:35:14] <ScottehBoeh> Users are
stored as Json atm.. Might switch over to a proper database
soon
L264[12:37:05] <halvors> ghz|afk: What
does handleUpdateTag do then?
L265[12:37:22] <ghz|afk> handleUpdateTag
is send by minecraft on bulk chunk transfers
L266[12:37:30] <ghz|afk> I mean
L267[12:37:38] <ghz|afk> getUpdateTag is
called on the server
L268[12:37:43] <ghz|afk> then the value is
transferred in the packet
L269[12:37:48] <ghz|afk> and
handleupdateTag is calledo n the client
L270[12:37:50] <ghz|afk> however
L271[12:38:31] <ghz|afk> handleUpdateTag
calls readFromNBT by default
L272[12:38:45] <ghz|afk> but if you don't
implement getUpdateTag also
L273[12:38:55] <ghz|afk> then the client
receives readFromNBT with an EMPTY tag
L274[12:39:08] <ghz|afk> so rather than
have conditionals in my readFromNBT
L275[12:39:14] <ghz|afk> I chose to
override handleUpdateTag instead
L276[12:39:18] <ghz|afk> and force it to
call super
L277[12:39:23] <ghz|afk> instead of
calling my own readFromNBT
L278[12:39:26] <ghz|afk> this way I avoid
the issue
L279[12:39:29] <ghz|afk> but it still
works
L280[12:46:58] <halvors> Nice.
L281[12:47:17] <halvors> And only syncing
when opening the GUI makes things more efficient.
L282[12:47:25] <halvors> But where do you
actually send the packet?
L283[12:49:05] <ghz|afk> in the
ContainerGenerator class
L285[12:52:58] ⇦
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L287[13:05:02]
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L288[13:25:15]
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L289[13:26:35] <MasterKrain> Hi. Do i need
to treat Gson in a special way with Forge or something? Because my
MC crashes when i try to load a world while having this code in my
LootHandler class:
https://pastebin.com/KGMKJYwN
L290[13:27:51] <LexMobile> Yay random
code!
L291[13:28:07] <MasterKrain> sec
L293[13:28:59] <LexMobile> I know exactly
how to fix you error! First, go down to your local farmers market.
See if you can find a pig that was born on a Friday. Then you take
it.. ah ya you posted the crash, lets see...
L294[13:29:15] <MasterKrain> lol
L295[13:29:35] <LexMobile> Why are you
serializing a EntityPlayer?
L296[13:29:41] <MasterKrain> im not, thats
the weird part
L297[13:30:08] <LexMobile> you are,
somewhere
L298[13:30:15] <ScottehBoeh> What imports
are you using
L299[13:30:34] <MasterKrain> the most
special thing im doing is serializing a LootTable with gson
L300[13:31:10] <LexMobile> No you're
serializing a LootTablePackage Whatever the hell that is
L301[13:31:25] <MasterKrain> yeah and it
contains a LootTable (igloo chest)
L302[13:31:33] <LexMobile> I cant see
that
L303[13:31:51] <MasterKrain> sec
L304[13:32:26] <LexMobile> Judging by the
stack traces we're about 8 classes deep into what you're
serializing and somehow its serializing a EntityPlayer
L306[13:33:04] <MasterKrain> this is what
im serializing
L307[13:33:37] <LexMobile> LootTable is
serializing:
L308[13:33:38] <LexMobile> private final
List<LootPool> pools;
L309[13:33:50] <LexMobile> What pools does
that table have?
L310[13:34:25] ⇦
Quits: h404bi (~h404bi@119.129.114.29) (Ping timeout: 200
seconds)
L311[13:34:43] <MasterKrain> the vanilla
"igloo_table" pools
L312[13:34:51] <LexMobile> Doesnt seem to
be.
L313[13:34:52] <MasterKrain> i mean
"igloo_chest"
L314[13:35:02] <LexMobile> Try digging
more into whats being serialized.
L315[13:35:14] <MasterKrain> well, thats
exactly what im giving the serializer, so.... xD
L316[13:35:41] <LexMobile> And im telling
you *something* in that object is trying to serialize an
entity
L317[13:35:50] <MasterKrain> okay
L318[13:35:50] <LexMobile> Perhaps some
other mod is adding a entry that has a reference to a entity
L319[13:36:01] <LexMobile> Perhaps some
vailla thing has a hard link to a entity
L320[13:36:09] <LexMobile> perhaps
something has a hard link to the world object..
L321[13:36:37] <LexMobile> ohh PROBABY
LootContext.Entity
L322[13:37:54] <MasterKrain> ah yes,
LootContext has Entity and EntityPlayer fields
L323[13:38:06] <LexMobile> And a world
field.
L324[13:38:08] <MasterKrain> yea
L325[13:38:12] <kashike> mark those
transient? easy fix :P
L326[13:38:19] <MasterKrain> but thats not
my class xD
L327[13:38:24] <MasterKrain> thats
minecraft
L328[13:38:26] <LexMobile> Either way
*something* you're seralizing is holding a reference to a player,
find out what
L329[13:39:04] <MasterKrain> am i not just
serializing the loot table wrongly?
L330[13:39:58] <MasterKrain> leading to
the question: how should i serialize a loot table? xd
L331[13:40:46] <Subaraki> i wouldn't know.
but is there maybe a way to get the specific thing out of the loot
table so you can serialize that instead of the whole thing ?
L332[13:41:48] <MasterKrain> i need the
whole thing.
L333[13:44:20] <LexMobile> Again
L334[13:44:34] <LexMobile> SOMETHING that
you are serializing HAS A BAD REFERENCE.
L335[13:44:44] <LexMobile> We can't tell
you what it is because you're the one who has the object.
L336[13:45:03] <MasterKrain> ive shown you
literally all im doing
L337[13:45:09] <MasterKrain> all the code
involved
L338[13:45:13] <LexMobile> eYou've shown
me code yes
L339[13:45:22] <LexMobile> But you haven't
shown be the object thats being serialized
L340[13:45:28] <MasterKrain> i have
L341[13:45:37] <LexMobile> and you cant
because that would require me looking at your IDE and seeing what
objet is currently in the debug instance
L342[13:45:41] <LexMobile> NO YOU
HAVENT
L344[13:45:50] <LexMobile> You've told me
what type it is
L345[13:45:56] <LexMobile> but not the
actual fucking instance
L346[13:46:00] <LexMobile> So you know
what a instance is?
L347[13:46:07] <LexMobile> Do*
L349[13:46:28] <LexMobile> -.-
L350[13:46:34] <LexMobile> Open up your
IDE
L351[13:46:37] <LexMobile> Go to that
code
L352[13:46:39] <LexMobile> Put a
breakpoint
L353[13:46:53] <LexMobile> When it its,
use your local variable inspects
L354[13:47:13] <MasterKrain> okay
L355[13:47:24] <LexMobile> Go through the
object that he held in lpt, find out what ACTUAL OBJECTS IT HOLDS,
and see where the reference to the player is
L356[13:47:42] <LexMobile> You *could*
even try manually stepping through the toJson function
L357[13:47:54] <LexMobile> And finding
where it hits the error and on what object.
L358[13:48:46] <LexMobile> Seriously kid,
this is just basic debugging. The code *looks* fine there are no
glaring EntityPlayer refernces, so that means some INSTANCE in
there has a reference you need to find out which one.
L359[13:49:05] <MasterKrain> alrighty
:P
L360[13:49:40] <LexMobile> Who knows,
someone out there might have a MyLootEntry extends LootEntry{
public World YAY_WORLD } and they have shoved it into your loot
table.
L361[13:50:40] <LexMobile> BTW, Why are
you dumping the vanilla loot tables anyway under your own author
name?
L362[13:52:03] <MasterKrain> im just
testing stuff
L363[13:53:51] <MasterKrain> all im trying
to achieve right now is to serialize the shit to json and see if it
works
L364[14:01:02] ⇦
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L366[14:14:57] ⇦
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L367[14:18:17]
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L368[14:31:16] <MasterKrain> seems that it
works if i ignore the loottable field
L369[14:31:42] <MasterKrain> is there
anyone who does know how to serialize/deserialize loot
tables?
L370[14:36:37] ⇦
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L372[14:47:02] ***
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L373[14:49:24] <TechnicianLP> you could
probably write a custom serializer for the gson ... (and only
serialize "safe" fields)
L374[14:49:35]
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L375[14:50:49] ***
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L376[14:52:51] <Xilef11> Is there a better
way than a custom IRecipe for creating recipes dynamically in 1.12?
(item->block recipe for auto-generated items)
L377[14:53:27] <Ordinastie> why does it
need to be custom ?
L378[14:55:43] <Xilef11> ? custom as in
implementing one
L379[14:56:12] <Ordinastie> yes, why not
use Shaped or Shapeless recipes ?
L380[14:56:31] <Xilef11> weren't those
removed in 1.12 because JSON?
L381[14:56:50] <Ordinastie> no, JSON are
parsed into them
L382[14:59:18] <Xilef11> oh, ok then. what
classes? is it only ShapedOreRecipe because I'm not sure what the
non-oredict version is from the IRecipe type hierarchy
L383[14:59:55] <Ordinastie> check from the
deserializers
L384[15:01:43] <Xilef11>
deserializers?
L385[15:03:21] ⇦
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L386[15:06:34] ⇦
Parts: Xilef11 (kiwiirc@137.122.145.101) ())
L387[15:10:33] <halvors> Is it so that
itemstacks can never be null? So i have to simply nullcheck before
using it?
L388[15:12:42]
⇨ Joins: KGS
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L389[15:13:05] <Subaraki> halvors no
L390[15:13:11] <Subaraki> ItemStack.EMPTY
is the way to go
L391[15:13:31] <Subaraki> checking for
null is still null
L392[15:13:33] <ghz|afk> that's 1.11
though
L393[15:13:34] <ghz|afk> he's on
1.10
L394[15:13:38] <Subaraki> ah
L395[15:13:42] <ghz|afk> where they CAN be
null
L396[15:13:44] <ghz|afk> and you have to
nullcheck
L397[15:13:45] <Subaraki> yeah, then
nullcheck is the way to go
L398[15:15:15] ⇦
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L399[15:19:10] <Subaraki> lol, i included
Integer.Max_value in my config
L400[15:19:10] <Subaraki> # minimum arrow
damage for the advanced bow [range: 0.0 ~ 3.4028235E38, default:
1.5]
L401[15:19:14] <Subaraki> turned out
pretty well x)
L402[15:19:25] <Subaraki> thought it woudl
spit out a huge number
L403[15:19:47] <Subaraki> i mean
float.max_value
L404[15:22:53] <ghz|afk> well that IS
float.maxvalue
L405[15:22:54] <ghz|afk> ;P
L406[15:25:03]
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L407[15:25:03]
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L408[15:25:46] <ghz|afk>
1.99999988079071044921875 * 2^127
L409[15:26:37]
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L410[15:26:38]
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L414[15:36:33] <Shambling> weird question
for this channel, but probably the most people would notice it
would be programmers. Did youtube change something really horribly
today?
L415[15:37:02] <Shambling> I can no longer
disable html5, and am now forced to watch videos in 480p, as
anything HD is at 60fps and makes me sick :P
L416[15:37:51] <Shambling> I used to use
opera and firefox to avoid it, but it seems they implemented 60fps
in those browsers too :P
L417[15:39:54] ⇦
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L418[15:40:29] <Shambling> nm, found a
greasemonkey script to disable 60fps, good enough
L419[15:41:04] ⇦
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(~Shambling@97-89-242-134.static.plbg.ny.charter.com) (Quit:
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L420[15:41:08] <ghz|afk> I still find it
so weird that 60fps makes you sick :/
L421[15:42:54]
⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.233)
L422[15:43:05] <halvors> Is there a
default implementation in forge that adds a slot that only accepts
a specified item?
L423[15:43:21] <PaleoCrafter> not really,
but it's like one line of code :P
L424[15:44:23] ⇦
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L425[15:45:20] <ghz|afk> halvors: jsut do
an anonymous extension of the ItemStackHandler class, and override
the insertItem method
L426[15:45:36] <ghz|afk> and onSlotChange,
so that you can call markDirty on your TE ;P
L427[15:46:00] <ghz|afk> ah
onContentsChanged*
L428[15:47:22] <TechnicianLP> its so weird
youtube doesnt offer a checkbox to disable 60fps ...
L429[15:48:21] <ghz|afk> because I guess
99% of the people don't have an issue with it
L430[15:49:34] <TechnicianLP> well its
mostly a bandwith thingy ... (and on the other hand i dont know if
the monitor i have my browser on can handle 60fps ... (it has one
of those big blue connector thingies))
L431[15:50:21] <halvors> ghz|afk: Thanks
:)
L432[15:50:49] <ghz|afk> 60fps isn't
ACTUALLY that much bandwidth
L433[15:50:59] <ghz|afk> due to
inter-frame compression
L434[15:51:09] <ghz|afk> a LOT of the data
from the previous frame is reused
L435[15:51:11] <ghz|afk> I don't have any
numbers
L436[15:51:13] <halvors> ghz|afk: What is
the replacement for redstone flux's IEnergyContainerItem?
L437[15:51:21] <ghz|afk> but except in
very fast-paced scenes
L438[15:51:34] <ghz|afk> I'd expect <
15% extra bandwidth for 30fps vs 60fps video
L439[15:51:38] <ghz|afk> halvors: none
needed
L440[15:51:40] <TechnicianLP> halvors: you
just expose the capability on your item
L441[15:51:46] <ghz|afk> your item has a
initCapabilities method
L442[15:51:48] <ghz|afk> override it
L443[15:51:49] <ghz|afk> and in it
L444[15:52:19] <ghz|afk> you return a new
ICapabilitySerializable<what nbt data structure you
need>
L445[15:52:35] <ghz|afk> with
hasCapability, getCapability, serializeNBT, deserializeNBT
L446[15:52:52] <ghz|afk> if you need to
access the item metadata/damage/nbt from the capability
L447[15:53:08] <ghz|afk> you may need to
keep the instance of the capability in the anonymous class
L448[15:53:27] <ghz|afk> if not, then
nothing else needed
L449[15:54:00] <ghz|afk> this is the only
example I have of item capabilities
L451[15:54:15] <ghz|afk> but I don't need
NBT serialization so I return ICapabilityProvider instead of
ICapabilitySerializable
L452[15:55:55] <halvors> Hmm. But how
would i then check if an item is capable of storing energy?
L453[15:57:13] <ghz|afk> same as with a
te
L454[15:57:18] <ghz|afk>
itemStack.getCapability
L455[15:57:22] <halvors> Ah.
L456[16:03:29] <halvors> ghz|afk: Do you
have any good examples on how to implement ItemStackHandler
capability on a TE with gui and container with multiplie
slots?
L457[16:04:12] <ghz|afk> hmm
L458[16:04:15] <ghz|afk> it's a bit
complicated but
L459[16:04:19] <ghz|afk> this is one I
did
L461[16:04:36] <ghz|afk> it's not just a
dumb chest though
L462[16:04:43] <ghz|afk> so there's other
code in between
L463[16:06:02] <halvors> ghz|afk: Ah nice,
you can override insertItem like that, didn't know :)
L464[16:06:28] <ghz|afk> uhm
L465[16:06:34] <ghz|afk> that's exatly
what we told you earlier to do
L466[16:06:35] <ghz|afk> ;p
L467[16:06:35]
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L469[16:10:51] <halvors> ghz|afk: Think we
was talking about different things then. I was working with
SlotItemStackHandler in the container.
L470[16:11:34] <ScottehBoeh> Hey guys,
Quick and stupid question. But how do I get my own servers public
ip address?
L471[16:11:44] <killjoy> buy a host
L472[16:11:44] <ScottehBoeh>
MinecraftServer only appears to let me getPort
L473[16:11:52] <halvors> ghz|afk: So i
have to have my own nbtLoad code in order to load the item in the
right slot?
L474[16:11:57] <killjoy> or just google
ip
L475[16:11:57] <ghz|afk> ScottehBoeh: wat?
oh from code?
L476[16:12:00] ⇦
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(~Nedelosk@ip-109-90-74-164.hsi11.unitymediagroup.de) (Read error:
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L477[16:12:03] <ScottehBoeh> Yeah, via
code
L478[16:12:11] <ghz|afk> you can make a
http petition to a "what's my ip?" service
L479[16:12:14] <ScottehBoeh> Most online
articles tell me to parse whatsmyip. Is there no ebtter way?
L480[16:12:20] <ScottehBoeh> Hmm..
strange.
L481[16:12:28] <ghz|afk> like this
L483[16:12:30] <ScottehBoeh> You'd think
there's a hardcoded method
L484[16:12:34] <ScottehBoeh> Alright, I'll
try that out
L485[16:12:41] <ghz|afk> you make a GET
request, and it gives JSON
L486[16:12:42] <ghz|afk> ;P
L487[16:12:50] <killjoy> I was just about
to link that :(
L488[16:12:58] <ghz|afk> or raw
L489[16:13:00] <ghz|afk> or whatever you
wish
L490[16:13:05] <ghz|afk> killjoy: first
result in google? ;P
L491[16:13:16] <killjoy> yeah
L492[16:13:19] <ghz|afk> q=get my ip rest
api
L493[16:13:26] <killjoy> word for
word
L494[16:13:29] <ghz|afk> is what =
searched for XD
L495[16:13:33] <ghz|afk> I*
L496[16:13:53] <ghz|afk> well great minds
think alike or whatever
L497[16:13:54] <ghz|afk> :P^
L498[16:14:07] <ghz|afk> I feel like I
press "^" more and more as time passes
L499[16:14:31] <ScottehBoeh> Has anyone
else used Kryonet for matchmaking of any sort?
L500[16:14:33] <killjoy> I don't know if I
like jsonp
L501[16:14:57] <ScottehBoeh> Its a few
years old, I'm just curious if anyone else uses it and if its
reliable
L502[16:16:16] <ghz|afk> killjoy: it's a
hack.
L503[16:20:19] <killjoy> Well I don't like
javascript either
L504[16:20:41] <ghz|afk> I don't like it
much
L505[16:20:47] <ghz|afk> but it's okay as
a scripting language
L506[16:21:00] <ghz|afk> I just feel like
it has grown WAY past its purpose
L507[16:21:03] <ghz|afk> same as
html
L508[16:21:23] <killjoy> My cousin's a big
ruby dev, so I'm thinking of picking that up
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L513[16:33:43] <PaleoCrafter> it's
extremely wide due to all the test mods, I'll get a relatively
large modpack set up and will remove the test mods for some more
representative output
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L516[16:51:16] <kashike> PaleoCrafter: I
like it
L517[16:51:34] <PaleoCrafter> I'm thinking
about dropping the name, it doesn't really add any valuable
information
L518[16:52:05] <PaleoCrafter> I've just
updated the gist, did you see the version with ATM 3 or the one
with all the test mods, kashike? :P
L519[16:52:25] <kashike> both
L520[16:52:30] <PaleoCrafter> ah,
okay
L521[16:52:37] <PaleoCrafter> so many mods
failing to do version replacement >.>
L522[16:54:31] <PaleoCrafter> also, not a
single signed mod D:<
L523[16:54:44] <kashike> PaleoCrafter: can
you make it markdown format? :P
L526[16:55:05] <PaleoCrafter> I could, yes
:P
L527[16:55:19] <ghz|afk> it would be nice
if the entire crash log was proper markdown
L528[16:55:27] <ghz|afk> gists would look
fancy ;p
L529[16:55:29] <PaleoCrafter> definitely
not going to do that with this :P
L530[16:55:47] <kashike> just the mod
table being in the markdown format would be nice :P
L531[16:55:50] <ghz|afk> going to sleep,
night ppl
L532[16:55:50] <PaleoCrafter> but I've
thought about writing a small utility mod for automatically turning
crash reports into nice markdown
L533[16:55:53] *
ghz|afk poofs
L534[16:57:25] <ScottehBoeh> Eyyy. my
Management Server fetches an empty server for the client and sends
them a response with the ip and port
L535[16:57:29] <ScottehBoeh> This is
really cool
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L537[16:59:03] <joazlazer> Does anybody
know why I18N appends "Format Error" to the front of my
localized strings?
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L540[16:59:18] <PaleoCrafter> you're
probably missing format parameters :P
L541[16:59:26] <joazlazer> is there a list
of those
L542[17:00:30] <PaleoCrafter> you just
need to escape your '%'s by the looks of it
L543[17:00:41] <PaleoCrafter> just replace
them with %% and you should be good
L544[17:01:09] <joazlazer> I didn't
realize the localization engine did any parsing other than
excluding '#'s and finding '='s
L545[17:01:12] <joazlazer> good to know,
thanks
L546[17:02:42] <PaleoCrafter> the lang
file parsing doesn't do anything but that, no
L547[17:03:03] <PaleoCrafter> but
I18n.format is basically String.format with localization :P
L548[17:04:23] <PaleoCrafter> there ya go,
kashike :P
L549[17:04:31] <kashike> \o/
L550[17:05:00] <PaleoCrafter> time to
clean up the code >.>
L551[17:05:05] <kashike> heh
L552[17:05:15] <kashike> I love some of
these mods versions
L553[17:05:26] <PaleoCrafter> figuring out
the longest strings for the column widths is not the nicest
task
L554[17:05:46] <joazlazer> looping over
each entry like 3 times ^.^
L555[17:05:55] <Squidged> LexMobile i
finally... finally fkng found it... turns out there is a Gson
constant inside the LootTableManager class, thats the one i needed
to use -.-
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L557[17:07:36] <PaleoCrafter> yeah, I'm
honestly considering adding a local class to the method that just
stores the displayed data and then reducing the list to a single
instance of that
L558[17:10:12] <joazlazer> is this
supposed to be a new forge feature Paleo?
L559[17:10:17] <PaleoCrafter> yep
L560[17:11:41]
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L561[17:12:59] <halvors> Is there any
reason for using the SlotFurnaceOutput foir a regular machine? Not
furnace?
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L569[17:43:37] <LexMobile> Markdown may be
nice, it even looks good in plain text
L570[17:44:40] <halvors> What should i use
where i used to use the incrStackSize() and decrStackSize() when
using ItemHandlerModifiablem implementation?
L571[17:44:56] <halvors> I meant
ItemStackHandler
L572[17:45:05] <PaleoCrafter> there,
created a new PR
L573[17:45:23] <PaleoCrafter> the
calculation for the widths still is iffy, but meh
L574[17:51:02]
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L576[17:51:52] <ricket> !gf
field_72308_g
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L578[17:54:45] <halvors> Lex?
L579[17:55:10] <halvors> Is there a
incrStackSize() function somewhere in the items capability classes
or helpers?
L580[17:55:42] <howtonotwin> halvors:
getStackInSlot(index), then copy() the returned stack, setCount(1)
on the copy, insert(slot, copy, false)
L581[17:57:21] <howtonotwin> Also,
according to the IItemHandlerModifiable docs, mods aren't supposed
to use setStackInSlot willy-nilly
L582[17:57:50] <halvors> How do i
accomplish it then?
L583[17:58:25] <howtonotwin> I just said
it: [18:55] <howtonotwin> halvors: getStackInSlot(index),
then copy() the returned stack, setCount(1) on the copy,
insert(slot, copy, false)
L584[17:58:49] <halvors> insert called on
what?
L585[17:58:58] <howtonotwin> The
IItemHandler
L586[17:59:04] <halvors> insertItem?
L587[17:59:17] <howtonotwin> Yep, sorry
for the confusion
L588[17:59:19] <howtonotwin> :P
L589[18:00:21] <halvors> Also setCount
does not exist.
L590[18:01:00] <howtonotwin> !!gm
ItemStack.setCount
L591[18:01:00] <MCPBot_Reborn> === MC
1.12: net/minecraft/item/ItemStack.setCount (ain.e) UNLOCKED
===
L592[18:01:01] <MCPBot_Reborn> Name : e
=> func_190920_e => setCount
L593[18:01:02] <MCPBot_Reborn> Descriptor
: (I)V
L594[18:01:03] <MCPBot_Reborn> Comment :
None
L595[18:01:03] <MCPBot_Reborn> SRG Params
: I p_190920_1_
L596[18:01:04] <MCPBot_Reborn> MCP Params
: int size
L597[18:01:05] <MCPBot_Reborn> Last
Change: 2016-11-17 23:26:12.932490-05:00 (matthewprenger)
L598[18:02:07] <halvors> I'm on 1.10
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L600[18:02:37] <halvors> But basically
increase stackSize right
L601[18:02:38] <howtonotwin> oh
L602[18:02:39] <halvors> ?
L603[18:02:55] <howtonotwin> There was a
reform of how stacks worked in 1.11 (or 12)
L604[18:03:22] <howtonotwin> same idea
though
L605[18:03:33] <howtonotwin> It's a field
called size back there, I think
L606[18:04:58] <halvors> Yeah just incrase
that?
L607[18:06:00] <howtonotwin> Check the
javadoc on IItemHandler::getStackInSlot
L608[18:06:13] <howtonotwin> If it says
you can modify the returned stack, just set the field
L609[18:06:43] <howtonotwin> If it
doesn't, copy the returned stack, and set its size, and then insert
it
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L612[18:11:51] <halvors> setStackInSlot
should not be used i suppose?
L613[18:12:20] <howtonotwin> yep
L614[18:13:13] <halvors> Thanks :) Think i
got it :)
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L617[18:29:39] <ScottehBoeh> can I send a
custom Enum over Bytebuf?
L618[18:29:52] <ScottehBoeh> I've got an
EnumTeam (with ALLY, AXIS)
L619[18:30:21] <ScottehBoeh> Ugh. I'll
just use an integer
L620[18:33:29] <PaleoCrafter> that's how
you do it :P
L621[18:33:36] <ScottehBoeh> Whats
better
L622[18:33:44] <ScottehBoeh> an
"isAlly" boolean
L623[18:33:44] <PaleoCrafter> you send the
ordinal and use it to get the value from the array on the other
side :P
L624[18:33:51] <ScottehBoeh> Hmm
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L641[19:38:32] <bspkrs> anyone who's
interested we are playing werewolf on freenode in ##werewolf
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L647[20:04:58] ***
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L653[20:21:51] <PaleoCrafter> mezz, do you
have any clue why the builds for #4251 might be failing?
L654[20:22:03] <mezz> link?
L656[20:22:22] <mezz> travis has a log so
it should say
L657[20:22:44] <PaleoCrafter> it seems
like it's just taking too long or something? xD
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L659[20:24:42] <mezz> yeah I don't see how
your commit could have possibly broken it, I'll tell it to run
again
L660[20:25:19] <PaleoCrafter> the last 4
builds have been failing, maybe it's just something on Travis'
end?
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L665[20:32:23] <mezz> hm still
failed
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L667[20:36:13] <PaleoCrafter> could it be
related to me reusing the same branch for the new PR?
L668[20:37:47] <mezz> it should detect
code changes, I dunno
L669[20:38:51] <mezz> compiles fine for me
locally
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L671[20:39:10] <mezz> maybe there really
is an issue with the branch
L672[20:39:44] <illy> travis is a weird
beast :P
L673[20:40:38] <mezz> try opening a new PR
on a different branch
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L676[20:41:37] <PaleoCrafter> will
do
L677[20:42:36] <illy> thinking of opening
a PR to patch mc template loader to allow for ignoring blocks
without using the structure void block
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L679[20:43:30] <howtonotwin> How would
that work?
L680[20:47:20] <illy> adding an ignore
blocks array method to placements settings and adding the check in
the addBlocksToWorld method in Template class
L681[20:49:05] <howtonotwin> Seems
useful
L682[20:49:38] <PaleoCrafter> nope, mezz,
still fails :/
L683[20:50:04] <mezz> I think you legit
broke something but it's hard to tell from the log... a PR after
you succeeded
L684[20:52:41] <illy> yea notice the
structure issue after trying to generate my structure in world
:P
L686[20:53:06] <howtonotwin> What were
those things?
L687[20:53:15] <howtonotwin> They look
vaguely... chimneyish
L688[20:54:34] <illy> they pillars holding
up a rare building in mu mod
L689[20:54:42] <illy> they're*
L690[20:54:46] <illy> my*
L691[20:54:53] *
illy can't spell
L692[20:54:56] <howtonotwin> µ*
L693[20:55:02] <howtonotwin> :P
L694[20:56:40] <PaleoCrafter> okay, mezz,
running the createExe task seems to choke on extractForgeRangemap
locally for me, too
L695[20:56:57] <mezz> hm ok
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L697[20:58:08] <mezz> yeah ok, the test
ran fine but building killed gradle
L698[20:58:43] <halvors> Why am i getting
ticking tile entity when doing tank.drain() in the update() of my
TE? Does it mean that the function is called to often?
L699[20:58:52] <PaleoCrafter> time to
attach a debugger to FG \o/
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L701[20:59:07] <mezz> yeah
L702[21:00:02] <illy> is the createExe
task the core the issue?
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L704[21:00:42] <mezz> my gradle daemon
crashes on extractForgeRangemap
L705[21:00:57] <mezz> so probably?
L706[21:02:14] *
illy needs finish the damn wrapper so we can kill that
L707[21:04:37] <howtonotwin> I forsee that
I might be creating a lot of issues on MCPBot issue tracker
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L709[21:05:11] <howtonotwin> Should I
group them all in one or make smaller ones grouped by class or
portion of game?
L711[21:08:09] <howtonotwin> Why in is
there a if(files.length == 0) check in there lol
L712[21:08:30] <PaleoCrafter> hm... it
definitely chokes on my modified file
L713[21:08:33] <PaleoCrafter> oh...
L714[21:08:35] <PaleoCrafter> OH...
L715[21:08:55] *
howtonotwin shields himself from the blinding light of
PaleoCrafter's Eureka moment
L716[21:08:58] <PaleoCrafter> I knew that
I knew this xD
L717[21:09:35] <PaleoCrafter> crap, where
did I report this
L719[21:11:53] <PaleoCrafter> that's what
I get for using an atrocious local class
L720[21:13:10] *
howtonotwin is interested in the unnatural circumstances that lead
PC to use a local class
L721[21:13:36] <PaleoCrafter> didn't
bother scrolling down to add an inner class, that's all :P
L722[21:13:50] <howtonotwin> lol
L723[21:14:22] <illy> gradle
setupForge
L724[21:14:52] <illy> >.>
L725[21:14:58] <howtonotwin>
<.<
L726[21:15:08] <howtonotwin> You're clear,
no one else saw that
L727[21:15:13] <howtonotwin> Except for
the bot
L728[21:15:24] <howtonotwin> Who's has
that logged down for eternity
L729[21:15:41] <PaleoCrafter> #ForgeGradle
saw it as well :P
L730[21:15:48] <howtonotwin> lol
L731[21:16:28] <illy> maybe I should move
away from i3 before I type my password in chat....
L732[21:23:45] <PaleoCrafter> welp, that's
the build fixed
L733[21:24:52] ***
PaleoCrafter is now known as PaleOff
L734[21:25:33] <halvors> When getting a
crash with ticking tile entity, what is usually the error?
L735[21:25:38] <halvors> Calling a
function to often?
L736[21:25:49] ***
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L737[21:28:01] <howtonotwin> halvors, a
ticking TE error is just a desc given to any error that happens to
occur inside a TE's update()
L738[21:28:32] <howtonotwin> There's some
other error inside; post the stacktrace
L739[21:29:58] <PaleoCrafter> Hm, there
must be some functional concept to express the way I determine the
longest strings for the column widths :/
L740[21:30:40] <howtonotwin>
...what?
L741[21:31:38] <PaleoCrafter> Like, I have
to find the width for the modid, the version etc columns. Those are
based on the longest string's length
L742[21:32:59] <illy> I wonder if there's
a maximum length for modids
L743[21:33:20] <halvors> howtonotwin:
Thanks, figured it out, missing null check :O
L744[21:33:28] <howtonotwin> np
L745[21:33:38] <howtonotwin> PC: So you're
just finding the max of a collection?
L746[21:33:57] <howtonotwin> That's just
Collections.max/Stream::max, isn't it?
L747[21:34:02] <PaleoCrafter> I want to
only iterate over the mod list once, so right now I store the
required strings in a dedicated object and reduce the list of these
objects to a single one, with the fields being the respective
maximum
L748[21:34:23] <PaleoCrafter> I basically
want a component-wise maximum, you could say
L749[21:34:24] <howtonotwin> You want a
reduction, then
L750[21:34:51] <howtonotwin> You start
with that object inited to all 0s
L751[21:35:16] <PaleoCrafter> That's what
I do, I was just wondering if there might be some higher level
concept that made the code more concise (even if it isn't
applicable in Java)
L752[21:36:42] <howtonotwin> Scala and
Haskell would probably use some Generic dark magic to abstract over
the structure of arbitrary data types so the reduction parameters
could be auto-generated
L753[21:37:04] <howtonotwin> But there's
nothing really better than what you do, at it's core
L754[21:37:17] <howtonotwin> *its
L755[21:38:33] <PaleoCrafter> Of course, I
can't seem to find anything like, though. Might just be searching
with the wrong keywords, though
L756[21:38:51] <PaleoCrafter> And I
probably really shouldn't be investigating stuff like this at 5am
xD
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L759[21:50:43] <howtonotwin> Say, does
mcpbot update javadocs when something gets renamed
L760[21:50:46] <howtonotwin> ?
L761[21:51:51] <bspkrs> it does if you
generate them again
L762[21:53:39] <risux> I'm updating some
shaped blocks from 1.7.10 to 1.10.2. In 1.7, the shaped blocks were
set up in a way that there was one shape per block type. So one
block type, 7 shapes, two types, 14 shapes etc. In 1.10.2 I've set
it up in a way that eliminates the need for so many blocks. One
shape, right click to apply a texture. The problem is
compatability. FMLMissingMappingsEvent does not allow me to remap
several IDs to the same new ID. Ideas
L763[21:53:39] <risux> on
compatability?
L764[21:56:17]
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L765[21:56:46] <risux> I've currently
created a new block to convert them, and it's registered with all
of the old IDs, but I'm having trouble getting all of the blocks to
"update" to the new block "on game
loading".
L766[21:59:18] <Corosus> didnt even
realize there was a system in place to update it seamlessly,
neat
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L768[22:00:56] <risux> Could work better
imo
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L778[23:00:32] <Flashfire> Do NBT Tag
lists keep the order in which you write to them?
L779[23:03:43] <Flashfire> Got my answer
somewhere else
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L781[23:18:29] <killjoy> Isn't it backed
by a HashMap?
L782[23:18:46] <Flashfire> Idk but someone
told me it keeps the order
L783[23:18:49] <Flashfire> Maybe it's a
linkedhashmap
L784[23:19:12] <killjoy> Nope.
L785[23:19:21] <killjoy> tagMap =
Maps.newHashMap()
L786[23:19:54] <Flashfire> I see
L787[23:20:36] <Flashfire> I told the guy
this, he said the compound is stored as a hashmap but not the
list
L788[23:26:41] <halvors> Howto empty an
IItemHandler slot?
L789[23:26:59] <halvors> insertItem(slot,
null, false) ?
L790[23:28:27] <kashike> killjoy: that's
compound, not list
L791[23:28:29] <kashike> list is
arraylist-based
L792[23:28:46] <killjoy> sure is
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