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L6[01:21:02] <joazlazer> Is it considered a bad practice to set the player's yaw and pitch on render ticks (Client side only of course)
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L8[01:57:53] <darkevilmac> joazlazer, What are you trying to do exactly, I'd say generally logic like that should be handled on entity updates. If the entity isn't yours then use an update event.
L9[01:58:26] <joazlazer> Interpolating a fixed yaw and pitch change that happens over a set amount of ticks
L10[01:58:37] <joazlazer> and causes an EntityPlayer's camera to look at a coordinate
L11[01:58:42] <joazlazer> I'll gist it for you
L12[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170730 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170730-1.12.zip (mappings = "snapshot_20170730" in build.gradle).
L14[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/
L15[02:00:49] <joazlazer> https://gist.github.com/anonymous/e0e61abd3121aeeebb981b760ecaba29
L16[02:01:02] <joazlazer> It works I am just wondering if there is a better way to do it
L17[02:04:59] <darkevilmac> joazlazer, I guess if it works it's fine, make sure to test it with a dedicated server and confirm you're not getting any 'moved wrongly' errors.
L18[02:05:13] <darkevilmac> I don't think that would happen but it's worth checking on a dedicated server.
L19[02:07:59] <joazlazer> ok thanks, I'll make sure to check
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L24[02:41:05] <abab9579> !latest
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L35[04:26:27] <ghz|afk> :3 love when things unintentially align perfectly
L36[04:26:27] <ghz|afk> http://i.imgur.com/Cva9mJt.jpg
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L40[04:40:30] <Matts> Hiya, question: Is it guaranteed that FMLServerStopping/StoppedEvent gets called (even on crash)
L41[04:41:12] <Matts> I understand that if Java it´self crashes, it won´t be called ofcourse but on server crash
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L48[05:42:15] <masa> I'm guessing it usually won't get called
L49[05:42:28] <masa> if it actually crashes and doesn't shut down gracefully
L50[05:42:52] <masa> because those obviously only fire if the server shutdown code runs
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L52[05:45:50] <masa> ghz|afk: huh? what is aligned where? I don't see anything aligned
L53[05:46:03] <ghz|afk> the stairs
L54[05:46:07] <ghz|afk> connect with the cliff
L55[05:46:12] <ghz|afk> almost on the same level
L56[05:46:38] <ghz|afk> meaning I can seamlessly walk up them
L57[05:47:09] <masa> that unintentional?
L58[05:47:14] <ghz|afk> yup
L59[05:47:21] <masa> what/how
L60[05:47:30] <ghz|afk> I had to build the entire structure before I could place the stairs going down
L61[05:47:36] <masa> isn' that, like, map design?
L62[05:47:40] <masa> oh
L63[05:47:44] <ghz|afk> since they need to be supported from a ceiling piece
L64[05:48:27] <ghz|afk> so when they connected in a way that lets me walk up and down those stairs seamlessly, that feels awesome ;P
L65[05:48:57] <masa> heh
L66[05:49:29] <masa> so is there some solution atm to the issue of making recipe jsons and having to launch the game a thousand times?
L67[05:49:53] <ghz|afk> nope, since we can't reload registries after the server started
L68[05:49:58] <masa> ok
L69[05:50:37] <masa> well, in SP the server doesn't start when I'm just in the main menu, but...
L70[05:50:49] <ghz|afk> but you don't see the recipebook yet
L71[05:50:49] <ghz|afk> ;P
L72[05:51:25] <masa> what is the reason for the recipes not being reloadable, even in SP?
L73[05:52:17] <masa> was 1.13 going to make them reloadable and also server-side-controllable?
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L76[06:00:42] <PaleoCrafter> yes, masa
L77[06:00:46] <PaleoCrafter> most likely, anyways
L78[06:05:55] <masa> cool
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L83[06:53:24] <Lunatrius> Are 1.11 not compatible with 1.11.2?
L84[06:53:46] <Lunatrius> Didn't really check if it was whitelisted
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L88[07:04:10] <ghz|afk> Lunatrius: not at all
L89[07:04:14] <ghz|afk> assuming you mean mods
L90[07:04:21] <ghz|afk> wait
L91[07:04:22] <ghz|afk> 1.11.2
L92[07:04:29] <ghz|afk> nevermind
L93[07:04:31] <ghz|afk> yes they are
L94[07:04:42] <Lunatrius> Urgh
L95[07:04:42] <ghz|afk> but only certain version ranges are replaced
L96[07:05:26] <Lunatrius> Eh, I'll just check again to see if it works
L97[07:05:40] <ghz|afk> if ("[1.11]".equals(mcVersionString))
L98[07:05:40] <ghz|afk> mcVersionString = "[1.11,1.11.2]";
L99[07:05:53] <ghz|afk> that is the only case in which the version string is replaced for you
L100[07:06:03] <Lunatrius> And 1.11 is injected automatically, correct?
L101[07:06:10] <ghz|afk> yes if you don't have a version range
L102[07:06:11] <Lunatrius> Assuming you dont' specify it
L103[07:06:16] <ghz|afk> it will be [1.11] and will get replaced
L104[07:06:21] <ghz|afk> if you have put in it
L105[07:06:28] <ghz|afk> [1.11,1.11] then it won't get replaced
L106[07:06:40] <ghz|afk> even though they are semantically equivalent
L107[07:06:47] <Lunatrius> Should be fine then, will still test it
L108[07:06:50] <Lunatrius> Thanks
L109[07:17:02] <raoulvdberge> Is there a way to say "this is an empty texture" without using a transparent image in the blockstate format?
L110[07:21:37] <PaleoCrafter> don't think so, but you could stitch one at runtime, then you don't have to include one :P
L111[07:22:21] <PaleoCrafter> alternatively, use multipart/submodels :P
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L116[08:25:01] <ScottehBoeh> Yey
L117[08:25:26] <ScottehBoeh> My Discord Bot displays your In-game statistics (You can link your Discord Account to your In-game account using the in-game auth code)
L118[08:25:36] <ScottehBoeh> http://i.imgur.com/7zoflqi.png
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L120[08:36:28] <Abastro> !help
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L122[08:37:09] <Abastro> !findm wakeAllPlayers
L123[08:37:36] <Abastro> !help find
L124[08:38:10] <Abastro> !findm wakeAllPlayers 1.12
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L143[11:02:02] <halvors1> Howto check with the ore dictionary that an itemStack is a given oreDictionary name?
L144[11:02:28] <halvors1> So that my machines can support other items than just the itemstack provided by my mod?
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L146[11:06:23] <ghz|afk> halvors1: OreDictionary.getNames(stack) or something like that
L147[11:06:27] <ghz|afk> returns an array of strings
L148[11:07:35] <ghz|afk> halvors1: this is how I did it: https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/OreDictionaryHelper.java
L149[11:07:47] <ghz|afk> to check if an itemstack has a name
L150[11:07:54] <ghz|afk> it's not actually an array
L151[11:07:54] <ghz|afk> ;P
L152[11:08:17] <ghz|afk> well it is -- an array of ore ids
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L155[11:23:53] <halvors1> ghz|afk: Thanks, had some code for it, but it was outdated and buggy and written for 1.6.4 :O
L156[11:46:15] <kashike> ghz|afk: I like the highlighting - did you see?
L157[11:47:13] <ghz|afk> hm?
L158[11:47:18] <kashike> https://twitter.com/Dinnerbone/status/890562586747564033
L159[11:47:31] <ghz|afk> ah
L160[11:47:35] <ghz|afk> yes I saw :D
L161[11:48:10] <kashike> they just need to make the text box bigger again :P
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L166[12:12:03] <ScottehBoeh> Aaah its working perfectly
L167[12:12:25] <ScottehBoeh> When I start a new Server (match), it announces on the discord channel that a new battle is starting (And lists all of the in-game players)
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L173[12:34:04] <williewillus> !gf ClientAdvancementManager.advancementToProgress
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L180[13:10:00] <halvors1> How does the ore dictionary work for 1.10, do i need to register my block and itemblock for registering blocks?
L181[13:10:59] <TechnicianLP> well registering unregistered items to the oredict already sounds wrong ...
L182[13:11:19] <ghz|afk> oredict is exclusively for itemstacks
L183[13:11:53] <halvors1> Um? What should i do then?
L184[13:11:58] <ghz|afk> well
L185[13:12:02] <ghz|afk> once you have registered your block
L186[13:12:06] <ghz|afk> you can create an itemstack with your itemblock
L187[13:12:12] <ghz|afk> and register that itemstack with the oredict
L188[13:12:37] <halvors1> Ok so basically what i asked except that i pass an itemstack holding the itemblock?
L189[13:12:42] <ghz|afk> yup
L190[13:14:04] <halvors1> But doesn't OreDictionary.registerOre("name", itemBlock) just convert itemBlock to a new ItemStack(itemBlock) ?
L191[13:14:15] <halvors1> And also, can i register the block and the itemStack with the same name?
L192[13:14:33] <halvors1> Dumb question.
L193[13:14:35] <ghz|afk> what?
L194[13:14:37] <howtonotwin> Kindly delete the association between blocks and itemblocks from your brain
L195[13:14:41] <halvors1> Of course i can :D
L196[13:14:50] <ghz|afk> assuming you mean itemblock
L197[13:14:58] <halvors1> Yeah.
L198[13:14:59] <ghz|afk> registering them with the same name is EXPECTED
L199[13:15:14] <ghz|afk> not just possible ;P
L200[13:15:15] <howtonotwin> There is no relation between a block and itemblock except for Item.getItemFromBlock
L201[13:15:19] <halvors1> Yeah.
L202[13:15:27] <howtonotwin> They live in completely different worlds
L203[13:15:28] <ghz|afk> howtonotwin: well, the ItemBlock stores a reference to the Block ;P
L204[13:15:32] <ghz|afk> but yeah ;P
L205[13:15:32] <howtonotwin> They do completely different things
L206[13:15:46] <halvors1> howtonotwin: Yeah itemBlock is for GUI and block for everything else.
L207[13:16:00] <howtonotwin> You never, ever register a block where an item is expected
L208[13:16:04] <ghz|afk> uh no
L209[13:16:06] <halvors1> But when i have to do OreDict logic in GUI i have to register the itemBlock :)
L210[13:16:08] <ghz|afk> that's wrong halvors1
L211[13:16:16] <howtonotwin> You only get helper methods that call Item.getItemFromBlock
L212[13:16:17] <ghz|afk> the Block is used when the item is placed in the world grid
L213[13:16:24] <ghz|afk> the ItemBlock is used in all other cases
L214[13:16:27] <ghz|afk> BUT
L215[13:16:33] <ghz|afk> the ItemBlock class calls Block methods in some situations
L216[13:16:40] <halvors1> Ah ok.
L217[13:16:56] <ghz|afk> it's unrelated with GUI
L218[13:17:09] <ghz|afk> when you have somethign in your inventory, that's an ItemStack referencing the ItemBlock
L219[13:17:19] <ghz|afk> when it's in the ground floating as an entity
L220[13:17:31] <ghz|afk> that's an EntityItem with an ItemStack referencing the ItemBlock
L221[13:17:33] <ghz|afk> etc
L222[13:17:44] <ghz|afk> when it's in the world grid, though
L223[13:17:52] <ghz|afk> then it's an IBlockState referencing the Block
L224[13:18:10] <ghz|afk> and that's all you should care about
L225[13:18:16] <halvors1> Got it, didn't think of all the cases.
L226[13:18:27] <ghz|afk> because in 1.13, the world will not store metadata and block id anymore
L227[13:18:31] <ghz|afk> those two concepts disappear
L228[13:18:36] <ghz|afk> and it's all IBlockState
L229[13:18:58] <howtonotwin> (Hopefully)
L230[13:19:07] <ghz|afk> howtonotwin: nono, it has been confirmed by dinnerbone
L231[13:19:07] <ghz|afk> ;P
L232[13:19:23] <halvors1> But back to my problem, in order for OreDict to recognize the block (itemBlock) in GUI, i need to register both the block and the itemStack with the itemBlock to OreDict?
L233[13:19:27] <ghz|afk> it was implied that block IDs are already gone in the 1.13 codebase
L234[13:19:35] <ghz|afk> and they are fixing issues from that conversion
L235[13:19:56] <halvors1> ghz|afk: Does that mean that there is no more block space limit in regards to block ids?
L236[13:20:06] <howtonotwin> There is, sorta
L237[13:20:07] <halvors1> But i suppose there is still an limit?
L238[13:20:11] <ghz|afk> halvors1: well......
L239[13:20:18] <ghz|afk> each IBlockState will get its own ID
L240[13:20:22] <howtonotwin> If they did it right, every chunk has a palette of id<=>blockstate
L241[13:20:29] <ghz|afk> so there will be some kind of limit to the number of IBlockStates
L242[13:20:30] <howtonotwin> The ID is still 16 bits
L243[13:20:36] <ghz|afk> but
L244[13:20:41] <ghz|afk> we don't know how that is stored in memory yet
L245[13:20:42] <howtonotwin> So each chunk can only contain 2^16 unique blockstates
L246[13:20:49] *** SatanicSanta is now known as Santa|afk
L247[13:20:53] <howtonotwin> But, off, a chunk only HAS 2^16 blocks SPACES
L248[13:20:55] <ghz|afk> we'll know that when they release 1.13 snapshots
L249[13:21:02] <ghz|afk> for now
L250[13:21:02] <howtonotwin> So there is no *real* limit
L251[13:21:15] <ghz|afk> it seems we'll have 1.12.1 snapshot this week or the next
L252[13:21:38] <ghz|afk> dinnerbone said "so that modders can prepare for it in advance"
L253[13:21:44] <ghz|afk> so I wonder wtf they changed that we have to be ready ;p
L254[13:22:04] <halvors1> Ok, so basically i could have a chunk where no blocks is the same?
L255[13:22:11] <ghz|afk> halvors1: YOU don't care
L256[13:22:12] <ghz|afk> that's the point
L257[13:22:18] <ghz|afk> IBlockState IDs will be 100% internal
L258[13:22:18] <howtonotwin> If they did it correctly, yes
L259[13:22:27] <ghz|afk> and a modder should never ever have to know them
L260[13:22:55] <ghz|afk> so far as you are concerned, 1.13 won't have block id or meta, which means you don't need to "pack" multiple blocks into sub-blocks
L261[13:22:59] <halvors1> Ok, so no more need for preserving block ids with "metadata" (i know old name) blocks for machines etc?
L262[13:23:03] <ghz|afk> exactly.
L263[13:23:12] <halvors1> As they no longer exists :)
L264[13:23:12] <ghz|afk> all the blocks that were "packed" into sub-blocks
L265[13:23:16] <ghz|afk> will not make sense anymore
L266[13:23:21] <ghz|afk> and we'll have to split them up
L267[13:23:33] <ghz|afk> and because IBlockStates will be stored in a palette
L268[13:23:38] <ghz|afk> it won't matter what the true limit is
L269[13:23:43] <halvors1> But i should wait with that until 1.13 i suppose?
L270[13:23:49] <ghz|afk> yes wait for 1.13
L271[13:23:50] <ghz|afk> ;p
L272[13:24:01] <ghz|afk> 1.12 still has 4096 total block IDs and 4bit meta
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L274[13:24:20] <howtonotwin> So back to the oredict thing
L275[13:24:29] <howtonotwin> It is IMPOSSIBLE to register a name for a block
L276[13:24:30] <halvors1> Cause i'm actually preserving block ids in the mod i'm porting from 1.6.4
L277[13:24:45] <howtonotwin> The method that "does" it is just a helper that makes an ItemStack for you
L278[13:24:58] <halvors1> Uh? With name you mean "blockWhatever" in oredict?
L279[13:25:06] <halvors1> Hmm.
L280[13:25:11] <ghz|afk> no he means
L281[13:25:14] <halvors1> In that case this really doesn't make sence.
L282[13:25:14] <ghz|afk> registerOre(Block)
L283[13:25:15] <ghz|afk> is just
L284[13:25:16] <ghz|afk> public static void registerOre(String name, Block ore){ registerOre(name, new ItemStack(ore)); }
L285[13:25:20] <ghz|afk> so in practice
L286[13:25:24] <ghz|afk> it's only ItemStacks in there
L287[13:25:31] <howtonotwin> I see you, <C-C><C-V> :P
L288[13:26:01] <ghz|afk> so you can use the Block or the ItemBlock, or an ItemStack
L289[13:26:07] <ghz|afk> it doesn't matter, because they all do exactly the same
L290[13:26:17] <ghz|afk> new ItemStack(block) calls Item.getItemFromBlock
L291[13:26:18] <halvors1> Yeah, but i still need to register "new ItemStack(block)" and "new ItemStack(itemBlock)" ?
L292[13:26:24] <howtonotwin> no
L293[13:26:27] <ghz|afk> no that's what I'm saying
L294[13:26:32] <ghz|afk> there are NO BLOCK STACKS
L295[13:26:33] <ghz|afk> at all
L296[13:26:34] <halvors1> That doesn't make sence.
L297[13:26:37] <ghz|afk> when you do new ItemStack(block)
L298[13:26:38] <howtonotwin> It's also impossible to make a stack out of a block
L299[13:26:47] <ghz|afk> it creates an ItemStack of Item.getItemFromBlock(block)
L300[13:26:55] <howtonotwin> You make a stack out of an itemblock that references that block
L301[13:26:55] <ghz|afk> meaning the itemBlock ends up in the stack
L302[13:27:00] <halvors1> Because i do some gui checks whether a block can be inserted into a slot.
L303[13:27:06] <halvors1> And checks with the oredict.
L304[13:27:14] <howtonotwin> And new ItemStack(block) is just new ItemStack(Item.getItemFromBlock(block))
L305[13:27:18] <halvors1> When registering the block and not itemblock it doesn't work.
L306[13:27:26] <halvors1> But when register the itemBlock it does.
L307[13:27:36] <ghz|afk> you CAN NOT have oredict without an itemblock
L308[13:27:53] <ghz|afk> and you speak confusingly
L309[13:27:57] <ghz|afk> what do you mean with register
L310[13:28:12] <ghz|afk> OreDictionary.register
L311[13:28:17] <ghz|afk> or GameRegistry.register ?
L312[13:28:30] <halvors1> OreDictionary.register
L313[13:28:41] <ghz|afk> do you call that
L314[13:28:52] <ghz|afk> before or after GameRegistry.regsiter of the ItemBlock ?
L315[13:29:12] <ghz|afk> (it should be after)
L316[13:29:37] <halvors1> Seems that might be the issue.
L317[13:31:17] <ghz|afk> so I'm converting an entire svn reposistory (75500 commits) to git, including branches and tags
L318[13:31:20] <ghz|afk> it's gonna take 30 hours ;P
L319[13:31:28] <ghz|afk> and worst of all, it's just an experiment
L320[13:31:51] <ghz|afk> so after it finishes the conversion, and I try to split up the codebase into multiple repositories
L321[13:32:11] <ghz|afk> I'll show theresults to the team, and we'll decide if we move forward with the conversion
L322[13:32:27] <ghz|afk> which means doing it all again but with the REAL name+email of the users
L323[13:32:50] <ghz|afk> I'm far too impatient
L324[13:32:51] <howtonotwin> Does it?
L325[13:33:02] <ghz|afk> even though I know it's going to take 30 hours
L326[13:33:06] <ghz|afk> I keep looking every few minutes
L327[13:33:14] <howtonotwin> Can't you rewrite history with some git plumbing so you don't have to redo it at the end?
L328[13:33:21] <ghz|afk> maybe
L329[13:33:30] <howtonotwin> Git filter-tree, I think
L330[13:33:32] <ghz|afk> I hope so
L331[13:33:36] <ghz|afk> but I'm preparing for the worst ;P
L332[13:33:58] <halvors1> ghz|afk: howtonotwin: Thanks for the help, now it makes sence, and works as expected :)
L333[13:34:05] <ghz|afk> :)
L334[13:34:11] <howtonotwin> Yay!
L335[13:36:58] <CrazyZealot> Hey quick question, what Method do I need to use to make my Block output a redstone signal?
L336[13:38:53] <halvors1> A completly unrealated question, why is there so many different minecraft games? Java edition, Windows 10 edition etc?
L337[13:39:05] <ghz|afk> CrazyZealot: getStrongPower/getWeakPower -- I guess
L338[13:39:17] <ghz|afk> BlockRedstoneDiode implements both
L339[13:40:09] <CrazyZealot> alright thanks, I'll look into it. Is there any documentation on this stuff? Like in General?
L340[13:40:42] <heldplayer> halvors1: An easy answer would be money. More complicated would be they wanted to expand to different platforms, except Java edition wouldn't be able to run on those platforms so they needed to port. They're working on unifying every version except Java edition though
L341[13:40:45] <ghz|afk> probably
L342[13:40:49] <ghz|afk> I haven't done redstone-related thingsyet
L343[13:41:03] <CrazyZealot> Docs other than mcforge.readthedocs.io; Since there I only find basic tutorials but I find a lack of documentation of all classes etc...
L344[13:41:10] <ghz|afk> halvors1: why's there so many clones of <insert anything famous here>? ;P
L345[13:41:16] <ghz|afk> people want to be rich.
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L348[13:42:34] <halvors1> ghz|afk: Ok. Is the plan to replace the Java client?
L349[13:42:37] <halvors1> game*
L350[13:42:52] <Shambling> did net.minecraftforge.event.RegistryEvent$Register.getRegistry()Lnet/minecraftforge/fml/common/registry/IForgeRegistry; break in a recent forge update?
L351[13:43:05] <CrazyZealot> Are we talking about the Windows 10 Edition (based on c++)?
L352[13:43:18] <Shambling> because it seems everything that uses the COFH redstone flux API is giving me UCE on loading
L353[13:43:19] <halvors1> Or is the java edition meant to be the main game, and the other just to support other platforms?
L354[13:43:50] <halvors1> CrazyZealot: That is what i mainly meant.
L355[13:43:56] <CrazyZealot> @halvors1 I think the "Windows 10" Edition is made to replace the Java client at some point
L356[13:44:34] <CrazyZealot> but I think the Java client will still have his fans if MS fails to deliver proper mod support to the win10 edition
L357[13:44:34] <ghz|afk> yeah
L358[13:44:41] <ghz|afk> but they won't just kill off the java edition
L359[13:44:45] <ghz|afk> too many active players
L360[13:44:49] <heldplayer> The fact that they rebranded the java version from just "Minecraft" to "Minecraft: Java Edition", and the other versions to "Minecraft" says a lot
L361[13:44:53] <Shambling> can't really give proper mod support to a locked executable
L362[13:45:15] <ghz|afk> Shambling: they can, if it's a data-driven engine
L363[13:45:27] <CrazyZealot> @Shambling sure you can, but the question is rather IF they will
L364[13:45:28] <ghz|afk> which seems to be the goal ;P
L365[13:45:41] <CrazyZealot> They are working on a "plugin api" but I dont know anything more
L366[13:45:43] <ghz|afk> the more things they move to external data files
L367[13:45:54] <ghz|afk> the easier it will be to create a "mod" without writing a single line of code
L368[13:46:04] <Shambling> I'm sorry, but I can't really consider jsons proper modding
L369[13:46:17] <ghz|afk> of course
L370[13:46:18] <ghz|afk> but
L371[13:46:26] <Shambling> just imagine the lagfest that would be
L372[13:46:27] <ghz|afk> suppose they added a scripting system
L373[13:46:43] <joazlazer> yeah scripting would work kind of like Civ games
L374[13:46:43] <CrazyZealot> let me get that tweet, just a sec
L375[13:46:48] <ghz|afk> like those functionm files with commandblock syntax
L376[13:46:52] <Shambling> sure
L377[13:46:53] <joazlazer> which had a majority of the content and behavior as external scripts
L378[13:46:58] <ghz|afk> now suppose, you can run commands from like
L379[13:47:00] <ghz|afk> "item use"
L380[13:47:02] <ghz|afk> or such
L381[13:47:17] <CrazyZealot> https://twitter.com/SeargeDP/status/882893926209916928
L382[13:47:19] <CrazyZealot> there we go
L383[13:47:24] <ghz|afk> including invoking function files
L384[13:47:40] <ghz|afk> at that point is a matter of how complex the command syntax gets
L385[13:47:57] <CrazyZealot> So the plugin API will be for C#
L386[13:48:02] <Shambling> does anyone know where the issues page for the COFH mods are? :P
L387[13:48:07] <CrazyZealot> Im kinda confused though, why they made the game in C++ then
L388[13:48:19] <CrazyZealot> @shambling I would assume on github, if not try to check their curse site
L389[13:48:24] <ghz|afk> CrazyZealot: C++ is easy to compile for many platforms
L390[13:48:26] <CrazyZealot> if they have one*
L391[13:48:32] <ghz|afk> they can share code with consoles, phones AND desktop
L392[13:48:34] <Shambling> I'm going to have to google it, as the github has nadda for the repo's I've checked
L393[13:48:43] <Shambling> I think they do, but I remember it being a hedge maze to get to
L394[13:48:48] <ghz|afk> not ALL the code
L395[13:48:51] <ghz|afk> but a big chunk
L396[13:48:53] <ghz|afk> but
L397[13:48:59] <CrazyZealot> well C# lacks multi platform compability
L398[13:48:59] <ghz|afk> C++ is REALLY BAD for loading dynamically
L399[13:49:04] <ghz|afk> no it does not.
L400[13:49:07] <ghz|afk> why do people think so?
L401[13:49:20] <Shambling> apparently I'm the only person on earth that can't get 1.12 to load today
L402[13:49:25] <CrazyZealot> well you can use .Net Core with Mono etc on Linux systems
L403[13:49:29] <ghz|afk> yes
L404[13:49:32] <ghz|afk> and that's NOT the only choice
L405[13:49:41] <CrazyZealot> im not saying that you can't run C# on non-windows systems
L406[13:49:46] <ghz|afk> they have different kinds of embedded frameworks etc
L407[13:49:47] <ghz|afk> heck
L408[13:49:59] <ghz|afk> they recently demoed a .NET runtime running on top of WebAssembly on a browser
L409[13:50:05] <CrazyZealot> but I find it weird that they make their API for c#, but their game is written in another language
L410[13:50:15] <ghz|afk> I find it perfectly logical
L411[13:50:22] <ghz|afk> C++ is good for writing game engines
L412[13:50:26] <ghz|afk> C# is good for writing dynamic code
L413[13:50:33] <Shambling> does anyone have a clue what library com.jlgm.pgen is from?
L414[13:50:40] <ghz|afk> and .NET is MUCH better than java at interfacing C++ and C#
L415[13:51:04] <CrazyZealot> well Java for a videogame. Don't know about that one...
L416[13:51:29] <Shambling> ah particle generators mod
L417[13:51:41] <TechnicianLP> Shambling: shiftclick the package declaration
L418[13:51:57] <Shambling> what they'll need is a good ol minecraft script extender, like fallout 4, skyrim and oblivion had
L419[13:51:59] <CrazyZealot> but rn im messing around with basic modding and I find it rather confusing and chaotic... Also because I don't find much good documnetation for MinecraftForge
L420[13:52:26] <TechnicianLP> why not make a lua interface (like factorio has)
L421[13:52:34] <CrazyZealot> please no...
L422[13:52:53] <CrazyZealot> Lua is nice for simple scripts but object orientated programming in lua
L423[13:52:55] <CrazyZealot> no thx
L424[13:52:57] <Shambling> nah, they should totally use scala, it seems everyone loves scala
L425[13:53:19] <CrazyZealot> can we not use a script language?
L426[13:53:21] * TechnicianLP raises his fork against shambling
L427[13:53:41] <Shambling> lol
L428[13:53:52] <Shambling> sometimes I just look at a github repo and go "why the fuck is this in scala"
L429[13:54:15] <Shambling> if minecraft used a real exectuable, we could just write mods using cheat engine :P
L430[13:54:16] <CrazyZealot> Is there some hatred against Scala? If yes I can't relate never messed with it
L431[13:54:32] <Shambling> no ,its just... I can't see the benefit over just writing it in java
L432[13:54:38] <halvors1> Yeah, what's up with scala?
L433[13:54:45] <Shambling> it's like writing a 3 line program in C# when you could write the exact same thing in C++
L434[13:54:50] <fry> http://i.imgur.com/6IAPwW5.gifv
L435[13:55:03] <Shambling> lmao fry
L436[13:55:06] <CrazyZealot> ^ this
L437[13:55:29] <CrazyZealot> Wait is fry some kind of god here? There's a green circle next to their name on the list
L438[13:55:36] * TechnicianLP hates any language hijacking the jvm
L439[13:55:45] <diesieben07> hijacking?
L440[13:55:51] <CrazyZealot> > Assembler ftw
L441[13:55:51] <diesieben07> i think that's a little extreme.
L442[13:55:57] <diesieben07> The JVM is a welcoming place.
L443[13:56:16] <halvors1> bytecode you mean?
L444[13:56:49] <CrazyZealot> @halvors1, you meant me?
L445[13:56:57] <PaleoCrafter> fry = god confirmed
L446[13:57:05] * CrazyZealot bows down and starts praying
L447[13:57:08] <diesieben07> the JVM offers a lot more services than just excuting your bytecode
L448[13:57:17] <PaleoCrafter> still can't figure out what's wrong with my rendering code, he can't be all knowing then
L449[13:57:32] <fry> all knowing != all saying :P
L450[13:58:10] <CrazyZealot> Sorry to ask something this offtopic, but is there a documention on forge with all classes, their methods, variables, etc and some descriptions?
L451[13:58:20] <ghz|afk> that's called javadocs
L452[13:58:28] <ghz|afk> and no we don't keep compiled javadocs anywhere
L453[13:58:49] <PaleoCrafter> just look at the code
L454[13:59:21] <CrazyZealot> @PaleoCrafter reading up things in the code just slows things down sooo much... especially if you don't know what classes to use in the first place. Im new to java and forge
L455[13:59:53] <diesieben07> you can get a list of classes in your IDE just as well as in Javadocs
L456[14:00:08] <PaleoCrafter> well, http://mcforge.readthedocs.io/ has the most basic (and some advanced) topics covered, from there you basically have to go by reading MC or other mod's code
L457[14:01:11] <CrazyZealot> well now that I heard the word "javadocs" for the first time it's exactly what I need. Thanks. I did read on mcforge.readthedocs.io
L458[14:01:37] <CrazyZealot> and on McJty's Wiki (https://wiki.mcjty.eu/modding/index.php/Main_Page)
L459[14:08:35] <CrazyZealot> well now I need to figure out how I get Intellij IDEA to make the javadocs for forge and not for my project only
L460[14:09:22] <PaleoCrafter> you can read the JavaDocs in code, there's imo no point in compiling them :P
L461[14:10:09] <CrazyZealot> Well the compiled javadocs is a lot more readable and organized
L462[14:10:28] <CrazyZealot> I find information quicker than scrolling through lines and lines of code
L463[14:11:13] <diesieben07> you can compile the javadoc yourself if you want to.
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L465[14:11:43] <CrazyZealot> That's what Im trying to do, but cant get Intellij IDEA to compile the forge library
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L473[14:50:18] <halvors1> How do i add custom fluid containers in 1.10? Giving the item IFluidHandler capability?
L474[14:52:19] <diesieben07> Yep
L475[14:53:11] <halvors1> Thanks :)
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L490[15:56:30] <halvors1> Getting the IFluidHandler of an item is one thing, but how to get the underlaying FluidHandlerItemStackSimple and find out how much is stored?
L491[15:56:39] <ghz|afk> what?
L492[15:56:52] <halvors1> I have an item being a fluid container.
L493[15:57:14] <halvors1> And i return the FluidhandlerItemStackSimple implementation in initCapabilities()
L494[15:57:23] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/test/java/net/minecraftforge/debug/FluidHandlerTest.java
L495[15:58:18] <ghz|afk> you don't have to get the actual FluidHandlerItemStackSimple
L496[15:58:30] <halvors1> Ah, thanks :)
L497[15:58:42] <ghz|afk> you just get the IFluidHandler instance
L498[15:58:48] <ghz|afk> call getTankProperties from it
L499[15:58:59] <ghz|afk> and that tells you how much is in the item right now
L500[16:03:01] <halvors1> Thanks :)
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L504[16:14:15] <ghz|afk> ugh
L505[16:14:17] <ghz|afk> https://github.com/Azanor/Baubles/pull/214#issuecomment-318928152
L506[16:14:22] <halvors1> ghz|afk: Is there a simple way to check if the fluidcontainer is filled or not?
L507[16:14:25] <ghz|afk> I receive an email regarding this... but nope still nothing :(
L508[16:14:33] <ghz|afk> halvors1: no idea sorry
L509[16:14:38] <ghz|afk> I haven't actually used fluids
L510[16:14:48] <ghz|afk> can't just check if the contained fluid is > 0 ?
L511[16:15:56] <halvors1> Yeah maybe, just tried to find a function in FluidUtil that did it already.
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L520[16:34:49] <halvors1> The IFluidContainerItem is missing for 1.10? How is fluid amount stored decided?
L521[16:35:04] <howtonotwin> It's all capabilities now
L522[16:35:35] <howtonotwin> There's either a method in Item that lets you return an ICapabilityProvider for its items or you just do the event
L523[16:36:02] <howtonotwin> (Item::initCapabilities)
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L525[16:36:51] <diesieben07> for items you usually expose a different capability though, IFluidHandlerItem
L526[16:37:20] <halvors1> Um not in 1.10?
L527[16:37:23] <halvors1> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/fluids/capability/ItemFluidContainer.java
L528[16:37:35] <diesieben07> why are you using 1.10...
L529[16:38:38] <halvors1> Because i'm porting from 1.7.10 and i want to support 1.10, 1.11 and 1.12.
L530[16:39:18] <fry> https://media.giphy.com/media/1M9fmo1WAFVK0/giphy.gif
L531[16:40:25] <halvors1> Many other mods is still not updated to 1.11 or 1.12 so some users need to run 1.10 because of that.
L532[16:40:45] <halvors1> And they'll then obviously not be able to run my mod with them if i only support 1.12
L533[16:41:06] <fry> but is that worth all the extra work? :P
L534[16:42:00] <halvors1> Extra work?
L535[16:42:31] <halvors1> It's about the same porting from 1.7.10 to 1.10 or 1.7.10 to 1.12 isn't it?
L536[16:42:36] <fry> porting straight to 1.12 is much, much simpler than to 3 different versions :P
L537[16:42:38] <ghz|afk> yes
L538[16:42:40] <ghz|afk> but if you port to 1.10
L539[16:42:44] <ghz|afk> you still have to do 1.11 and 1.12
L540[16:42:47] <ghz|afk> which is the extra work
L541[16:42:51] <halvors1> That's true.
L542[16:42:59] <halvors1> Most to 1.11 isn't it?
L543[16:43:08] <ghz|afk> well depends
L544[16:43:18] <ghz|afk> 1.10 to 1.11 has the ItemStack nullability changes
L545[16:43:30] <ghz|afk> and 1.12 has advancements and recipes are json
L546[16:43:44] <ghz|afk> each major version has its major changes.
L547[16:44:25] <howtonotwin> Except 1.10 itself :P
L548[16:44:40] <ghz|afk> well... yeah
L549[16:44:47] <ghz|afk> 1.9.4 to 1.10 to 1.10.2
L550[16:44:54] <ghz|afk> is pretty much binary-compatible
L551[16:45:03] <ghz|afk> with exceptions.
L552[16:45:46] <ghz|afk> WTF
L553[16:45:46] <howtonotwin> Anyway, doesn't matter
L554[16:45:51] <ghz|afk> I don't know if it's youtube or my pc
L555[16:45:58] <howtonotwin> Default impl of a fluid item is that class
L556[16:46:00] <ghz|afk> but there's MAJOR audio desync lately
L557[16:46:17] <diesieben07> can't confirm
L558[16:46:20] <howtonotwin> Use it if you like, or implement your own IFluidHandlerItem and use Item::initCaps to use it
L559[16:46:33] <howtonotwin> No desync here
L560[16:47:02] <ghz|afk> this has been happening in my laptop for a LONG time, but I assumed it was a hardware issue
L561[16:47:09] <ghz|afk> but it never happened in this pc
L562[16:47:24] <ghz|afk> it started like, today or yesterday
L563[16:47:28] <ghz|afk> and I don't believe anything changed
L564[16:47:38] <howtonotwin> Also, am I blind or does ItemFluidContainer's javadoc lie?
L565[16:48:11] <howtonotwin> It says it can be set to be binary and consumable, but there's no mechanism
L566[16:48:57] <ghz|afk> yeah seemsl ike the javadoc is wrong
L567[16:49:14] <ghz|afk> probably outdated
L568[16:49:28] <howtonotwin> Nope, every version in git says the same thing
L569[16:49:29] <howtonotwin> Odd
L570[16:49:57] <howtonotwin> The most groundbreaking change was me.zz putting in missing @Nullables
L571[16:50:51] <howtonotwin> Other news: would a forge hook for tick rate be a good idea?
L572[16:51:38] <howtonotwin> Right now there's this wonder full (don't ban me) coremod that does it, but the current 1.12 dev version's a bit broken, and it'd be a lot less breaky with a forge patch
L573[16:52:32] <halvors1> Understand.
L574[16:54:20] <fry> https://www.youtube.com/watch?v=4V4IEV8l-gA
L575[16:55:08] <howtonotwin> Fry is the link god confirmed
L576[16:55:20] <fry> https://www.youtube.com/watch?v=E2BGsqtY1o0
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L582[17:04:00] <howtonotwin> So I'm debugging https://github.com/MinecraftForge/MinecraftForge/pull/4116, and I've temporarily edited the tick loop to be 2tps. Watching boats slowly fly through blocks is very majestic.
L583[17:04:55] <killjoy> Do it for squids
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L586[17:06:15] <williewillus> TIL that <int> += <int> * <float> is valid without a cast 0.o
L587[17:06:29] <killjoy> because +=
L588[17:06:50] <howtonotwin> A += B ~~> A = (typeof(A))(A + B)
L589[17:06:57] <howtonotwin> I guess it's so byte += 1 works
L590[17:07:18] <williewillus> 0.o is that a C thing that got inherited to java
L591[17:07:37] <howtonotwin> Not even C is that insane
L592[17:07:43] <howtonotwin> But maybe
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L594[17:10:58] <williewillus> yeah it happens in C too
L595[17:11:01] <williewillus> at least with MSVC
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L597[17:13:37] <howtonotwin> It's appears to be a consequence of https://port70.net/~nsz/c/c11/n1570.html#6.5.16.2p1
L598[17:13:51] <howtonotwin> It says the left and right operands need to be "arithmetic types"
L599[17:14:11] <howtonotwin> But doesn't say they need to be the *same* type
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L602[17:28:37] <howtonotwin> Whoosh! http://imgur.com/dJfTht3
L603[17:31:55] <halvors1> How do i add a prefilled verson of my fluid container, the capabilities is not directly exposed to the Item?
L604[17:32:09] <williewillus> howtonotwin: w.a.i.l.a.?
L605[17:32:14] <williewillus> halvors1: what do you mean not directly exposed?
L606[17:32:31] <howtonotwin> A bit before you joined: [18:04] <howtonotwin> So I'm debugging https://github.com/MinecraftForge/MinecraftForge/pull/4116, and I've temporarily edited the tick loop to be 2tps. Watching boats slowly fly through blocks is very majestic.
L607[17:33:53] <howtonotwin> halvors1, you create a new ItemStack of the item, get the cap on it, fill the cap, and then the ItemStack is filled, ready to be added to a creative tab.
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L609[17:35:38] <halvors1> williewillus: The capability is added in initCapabilities() i cannot directly interface with it.
L610[17:35:57] <williewillus> use getCapability
L611[17:36:00] <halvors1> Hmm. But i want to do new MyItemContainer().setFluid(MyFluid)
L612[17:36:04] <halvors1> In the item?
L613[17:36:37] <williewillus> being "filled" or not has to do with the stack
L614[17:36:42] <williewillus> not the item
L615[17:36:44] <howtonotwin> Helper methods
L616[17:39:13] <halvors1> Yeah, so how would i add filled items to the creative tab then?
L617[17:41:06] <howtonotwin> Override getSubItems
L618[17:42:29] <halvors1> Dumb question maybe, but how can create a new ItemStack and call like "setFluid()" in one line?
L619[17:43:00] <halvors1> Using lambada or something so i can do that inside itemList.add(new ItemStack(whatever).setFluid()).
L620[17:43:12] <howtonotwin> def itemFilledWith(item: Item, fluid: Fluid) = { val cap = new ItemStack(item).getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY); cap.fill(new FluidStack(fluid, Int.MAX_VALUE)); return cap.getContainer(); }
L621[17:43:28] <howtonotwin> Stick that in a helper class
L622[17:44:46] <halvors1> Yeah ok, but it is not possible with lambadas?
L623[17:44:56] <howtonotwin> wah
L624[17:45:07] <howtonotwin> What to lambdas have to do with this
L625[17:45:12] <howtonotwin> *do
L626[17:45:35] <halvors1> More nice inline initializing?
L627[17:46:33] <howtonotwin> E_DOES_NOT_COMPUTE: lambdas and that have nothing in common
L628[17:51:01] <howtonotwin> If you want you can use FluidRegistry.getRegisteredFluids().values().stream().map(fluid -> itemFilledWith(item, fluid)).collect(Collectors.toList()); to get a List<ItemStack> of your item filled with all fluids, but that's about as lambda as it gets
L629[17:52:35] * howtonotwin has made a horrible mistake
L630[17:53:12] <howtonotwin> I edited the tick loop to 1tps and now I need to move ~60 blocks, and I don't have my /tp command in the chat history >.<
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L632[17:53:47] <quadraxis> write it outside mc, and paste it in?
L633[17:54:00] <howtonotwin> I don't remember the coords
L634[17:54:36] <howtonotwin> /effect @p speed works though
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L636[18:00:28] <williewillus> halvors1: why the need to have it all on one line?
L637[18:00:50] <williewillus> make a helper method if you want but the work has to happen *somewhere* :P
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L646[18:17:15] <halvors1> williewillus: Guess i don't then :) Thanks for help.
L647[18:17:43] <halvors1> The old code i'm porting is really crappy written, it's for 1.7 with the old FluidContainerRegistry
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L651[18:28:15] <illy> I saw @p speed and the only thing I could think of is super mario world speed running :P
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L654[18:33:08] <jamierocks> mezz: I'll see if Gradle wants to comply tommorow, else I'll close the pr
L655[18:33:32] <mezz> ok
L656[18:33:35] <mezz> thanks
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L663[18:47:50] <halvors1> Um, creative players should be imune to poisons right?
L664[18:47:58] <halvors1> Think i need to fix that for my custom poison.
L665[18:48:58] <howtonotwin> I don't think there's special handling for negative potions for Creative players
L666[18:49:45] <howtonotwin> Nausea makes creative players nauseous, Harming (tries to) reduce health, etc.
L667[18:50:49] <halvors1> Hmm, ok. thanks.
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L674[19:04:14] <Shambling> so uhm
L675[19:04:25] <Shambling> has anyone gotten any suggestions for getting setupdecompworkspace to work on 1.12?
L676[19:04:49] <howtonotwin> For some reason it breaks on an already existing workspace
L677[19:05:47] <Shambling> so if I've already run ./gradlew build that counts as an already existing workspace? because I haven't run setupCIWorkspace or setupdecompworkspace before
L678[19:05:47] <howtonotwin> Create a brand new one and try again
L679[19:05:57] <Shambling> except for my 1.11.2 dev environments
L680[19:06:07] <howtonotwin> If it's been touched by any older version, it's broken
L681[19:06:25] <Shambling> I ran build on it when it was fresh 1.11.2 before trying to update the port
L682[19:06:27] <Shambling> dang
L683[19:06:31] <Shambling> is there a quick purge command? :P
L684[19:07:02] <howtonotwin> The problem is very resilient
L685[19:07:15] <Shambling> and just for 1.12
L686[19:07:16] <howtonotwin> You'd need to not only clean the workspace but nuke your gradle caches
L687[19:07:19] <Shambling> such a special minecraft version
L688[19:07:30] <Shambling> ok so folders I should nuke then?
L689[19:07:43] <Shambling> or should I delete and reclone and don't build before running decomp
L690[19:07:48] <howtonotwin> gradle clean cleanCache has a 70% chance of working
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L692[19:07:58] <howtonotwin> But rm && git clone is probably better
L693[19:08:09] <howtonotwin> cleanCache is dangerous
L694[19:08:22] <howtonotwin> It means all the cached MC stuff gets nuked
L695[19:08:36] <Shambling> yeah meaning alot of my apps probably break, like bon2
L696[19:08:41] <howtonotwin> So any already existing project will need to be re-sDW'd
L697[19:09:03] <Shambling> thats ok, I just am trying to port middle torch mod from 1.11.2
L698[19:09:09] <Shambling> not working on any other mods atm
L699[19:09:18] <Shambling> can't play 1.12 without hotkeyed torch buttons :P
L700[19:09:39] <Shambling> I really wish tinkers would just bring back right click to torch, as shield slot is trash
L701[19:10:00] <Ordinastie> I wanted to make a mod to have custom shortcuts to items
L702[19:10:15] <Ordinastie> you bind a key to a specific item, if it's in your inventory, it places it
L703[19:10:19] <Ordinastie> or right click it
L704[19:10:31] <Shambling> yeah I have the middle torch set to place torch on pressing G
L705[19:10:46] <Shambling> its so much better than placing torches on my crops randomly when trying to harvest with righ tclick :P
L706[19:10:51] <Shambling> or when trying to press a damn button
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L708[19:11:15] <Shambling> kidn of like how minecraft thinks that by default you want to cut down grass, instead of the zombie trying to kill you
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L710[19:11:36] <howtonotwin> Hitboxes are always a pain, in any game ;P
L711[19:11:55] <Shambling> it shouldn't even consider the grass hitbox in the first place if there is a monster in the attack arc
L712[19:11:59] <Shambling> thank god there is a mod for that
L713[19:13:47] <killjoy> Grass hitboxes and third person.
L714[19:13:54] <killjoy> It always annoys me.
L715[19:14:05] <howtonotwin> AHA!
L716[19:14:14] <howtonotwin> I *knew* it!
L717[19:14:31] <howtonotwin> Boats interpolate movement and bug out my PR!
L718[19:15:10] <howtonotwin> I've spent 2 hours on that :D
L719[19:15:58] <howtonotwin> Related: how does the client know where the ridden entity is?
L720[19:16:13] <Shambling> boats are really weird in 1.9.4, have you ever seen those minecraft videos of the command block boats that swirl around like anime tentacles?
L721[19:16:26] <howtonotwin> That's not wierd
L722[19:16:30] <howtonotwin> That's AWESOME!
L723[19:16:41] <Shambling> haha yeah I guess
L724[19:16:55] <howtonotwin> The poor commandblockers were so happy ?
L725[19:17:07] <Shambling> ugh, setupdecompworkspace is still shitting itself
L726[19:17:16] <Shambling> I even deleted the dang folder and recloned
L727[19:17:20] <Shambling> 1.12 can go fuck itself
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L729[19:17:22] <Shambling> :|
L730[19:17:31] <howtonotwin> Logs?
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L732[19:17:52] <Shambling> its just basically spitting out every line of code from trying to recompile fixmc
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L734[19:18:14] <Shambling> execution failed for task ":fixMcSources"
L735[19:18:24] <Shambling> cannot find hunky target
L736[19:18:25] <Shambling> ;D
L737[19:18:27] <howtonotwin> Yep that's what I was talking about
L738[19:18:43] <howtonotwin> Guess you'll have to cleanCache
L739[19:18:44] <Shambling> I started fresh without an environment though
L740[19:19:17] <Shambling> ok exact command in windows git command window would be ./gradlew cleanCache?
L741[19:19:25] <howtonotwin> yes
L742[19:19:45] <howtonotwin> 70% chance of working
L743[19:20:01] <Shambling> someone poke henry loenwend to port the middle torch to 1.12 if I can't get this to work :P
L744[19:20:22] <Shambling> I'm sure I always miss a few letters of his name when trying to remember it
L745[19:20:54] <Shambling> I mean I can always gradle build without the dev environment, but its soooooo much easier to compile and run the client to test bugs
L746[19:21:25] <howtonotwin> :build will still implode
L747[19:21:45] <Shambling> weird thing was, it was only bugging out on 2 lines that I simply needed to track down and fix
L748[19:21:59] <howtonotwin> The problem is in compiling the MC sources themselves, so EVERYTHING is boom
L749[19:22:10] <Shambling> some arbitrary class got renamed so it thought it needed a string
L750[19:22:20] <Shambling> ah, poop
L751[19:22:26] <howtonotwin> That may not be what I was talking about then
L752[19:22:28] <howtonotwin> Logs?
L753[19:22:35] <Shambling> why is it such a problem in 1.12 versus every other version?
L754[19:22:51] <howtonotwin> /shrug
L755[19:23:49] <Shambling> where does gradle store its logs so I can ... hmm one second
L756[19:24:35] <Shambling> one second need to rerun decomp
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L758[19:24:39] <Shambling> as it only keeps latest log
L759[19:25:22] <Shambling> log too big
L760[19:25:23] <Shambling> lol
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L762[19:25:49] <Shambling> gah now its spam triggering
L763[19:26:04] <Shambling> well here's the general idea to it https://pastebin.com/bZmxh2yC
L764[19:27:16] <Corosus> "you need to update ForgeGradle to 2.3-SNAPSHOT in your build.gradle file."
L765[19:27:25] <Corosus> traced the first error to a pastebin and traced that to that solution
L766[19:28:19] <howtonotwin> That's a high Intelligence stat you got there
L767[19:28:23] <howtonotwin> May I have 1%?
L768[19:28:37] <Shambling> let me try that, thanks corosus
L769[19:28:54] <Shambling> I knew I forgot to read all the build lines in mcjty's 1.12 version
L770[19:29:12] <Shambling> and it still pooped
L771[19:29:13] <Shambling> lol
L772[19:29:21] <Corosus> theres also some mention of mcp snapshot 20170613 being corrupted, make sure youre not using that
L773[19:30:14] <Corosus> i setup forge 1.12 2415 just fine a few days ago
L774[19:31:12] <Shambling> using snapshot_20170624
L775[19:31:22] <Shambling> maybe I'll try 2415 and see what it does
L776[19:31:23] <Corosus> hrm, are you still getting exact same set of errors?
L777[19:31:29] <Corosus> rgr
L778[19:31:34] <Shambling> yeah it spits out every line of minecraft on rebuild
L779[19:31:41] <Shambling> well not every line, it eventuall ystops :P
L780[19:31:41] ⇨ Joins: cpup (~cpup@32.218.114.180)
L781[19:32:00] <howtonotwin> Even the universe "eventually" stops ;P
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L783[19:33:02] <Corosus> :3
L784[19:33:52] <howtonotwin> That's half a vim command
L785[19:35:43] <Shambling> time to kill some brain cells with some planet dolan
L786[19:38:22] <Shambling> there, don't know how but I got it
L787[19:38:31] <Shambling> now to figure out what changed in 1.12 that broke keyinputhandler
L788[19:40:21] <Shambling> well that is an interesting call... any suggestions on replacements for rightClickMouse = ReflectionHelper.findMethod(Minecraft.class, Minecraft.getMinecraft(), new String[] { "func_147121_ag", "rightClickMouse" }); in 1.12?
L789[19:41:06] <Shambling> looks like the new reflectionhelper is clazz (lol), and then method string
L790[19:41:35] <Shambling> I'm thinking maybe it just doesn't need the minecraft.getminecraft() anymore
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L792[19:42:58] <howtonotwin> ReflectionHelper.findMethod(Minecraft.class, "rightClickMouse", "func_147121_ag"), as per the Javadoc
L793[19:43:50] <Shambling> that was actually in the javadoc? dear lord I wish google searched that :P
L794[19:43:55] <halvors1> Items can have metadata, but how can i do similar stuff with json as i do with blockstates?
L795[19:44:08] <halvors1> I want to have an item texture based on metadata.
L796[19:44:35] <howtonotwin> ModelLoader.setCustomModelResourceLocation or ModelLoader.setCustomMeshDefinition+ModelBakery.registerItemVariants
L797[19:44:39] <howtonotwin> Or item properties
L798[19:44:50] <howtonotwin> The first two are mutually exclusive
L799[19:44:54] <Shambling> wow they certainly cleaned up the reflectionhelper in 1.12
L800[19:44:55] <halvors1> Um, actually based on what fluid my fluid container is storing.
L801[19:45:03] <howtonotwin> The third is orthogonal to them
L802[19:45:08] <howtonotwin> Custom IModel
L803[19:45:28] <howtonotwin> I think you can actually just use the forge bucket model
L804[19:45:39] <halvors1> What is that? Can you please clearify?
L805[19:45:42] <howtonotwin> One moment
L806[19:45:49] <halvors1> You mean universalm bucket?
L807[19:45:51] <howtonotwin> Let me refresh on that
L808[19:45:52] <howtonotwin> yes
L809[19:45:54] <halvors1> universal*
L810[19:45:55] <halvors1> :)
L811[19:46:28] <howtonotwin> So, write a block state JSON for your item
L812[19:46:31] <Shambling> brilliant, that worked perfectly howtonotwin, thanks
L813[19:46:35] <halvors1> Just to clearify, i'm not trying to add a bucket, already using forge universal bucket.
L814[19:46:39] <Shambling> time to compile and put that in my mods folder
L815[19:46:54] <halvors1> But i need a custom fluidcontainer for a special case :)
L816[19:47:23] <howtonotwin> Question 1) Do you use JUST the integer meta or do you need more complexity?
L817[19:49:21] <halvors1> Well, the item have fluid capability.
L818[19:49:36] <halvors1> So i have to do it based on fluids name or something.
L819[19:49:44] <howtonotwin> Ew no
L820[19:49:49] <howtonotwin> Erase that thought ?
L821[19:50:01] <howtonotwin> So you need an ItemMeshDefinition
L822[19:50:17] <halvors1> But well, since filling the "empty" fluid container doesn't modify the metadata.
L823[19:51:15] <howtonotwin> Now, do you need to work for *any* fluid, or just a select few?
L824[19:52:09] <halvors1> Just a selected few.
L825[19:52:23] <halvors1> Basically fewer than 16.
L826[19:53:26] <howtonotwin> So, your solution is simple
L827[19:53:39] <howtonotwin> Create a blockstate JSON for your item
L828[19:53:44] <halvors1> But having it work for any fluid would be nice, but then i guess i would need layered item render ore something, render the fluid texture on my fluid container.
L829[19:54:00] <howtonotwin> Oh no that would be easier
L830[19:54:34] <howtonotwin> Because then you just use the forge:dynbucket model to handle the fluid
L831[19:55:51] <halvors1> Except that it's not a bucket?
L832[19:55:57] <howtonotwin> Doesn't matter
L833[19:56:03] <howtonotwin> The model is more generic than that
L834[19:56:37] <howtonotwin> It lets you piece together a fluid texture and 2 "container" textures
L835[19:56:38] <halvors1> So i can have a bucket of my fluid and a "cell" (my custom container) at once? Or does the cell replace the bucket?
L836[19:56:52] <howtonotwin> No, bucket AND cell
L837[19:57:02] <halvors1> How can that be done?
L838[19:57:13] <howtonotwin> call ModelLoader.setCustomModelResourceLocation(item, /*meta*/ 0, <someMRL>)
L839[19:57:29] <halvors1> Yeah?
L840[19:57:45] <halvors1> But what would the json look like?
L841[19:58:13] <howtonotwin> Then, create a blockstate JSON for <someMRL> { forge_marker: 1, variants: { <someMRL.getVariant>: [{ model: "forge:dynbucket", "custom": { ... } }] } }
L842[19:58:22] <howtonotwin> Let me check the custom params...
L843[19:58:40] <howtonotwin> Woops
L844[19:58:43] <howtonotwin> Not "custom"
L845[19:59:56] <howtonotwin> { "model": "forge:dynbucket", "textures": { "base": <empty texture>, "cover": <cover texture> } }
L846[20:00:16] <howtonotwin> So this will put together a model for each item stack like this:
L847[20:00:32] <howtonotwin> First, it puts down the "base" texture as the bottom layer
L848[20:00:51] <howtonotwin> Then it places down the fluid texture, if it exists
L849[20:01:17] <howtonotwin> This completely covers up the base texture, IF there is a fluid
L850[20:01:25] <halvors1> Nice, could you pastebin the json example? Getting some smilies in there :O
L851[20:01:31] <howtonotwin> Then it adds in the "cover" texture
L852[20:03:25] <halvors1> Nice :)
L853[20:03:45] <halvors1> It's like this json right? https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/resources/assets/forge/blockstates/dynbucket.json
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L855[20:04:10] <howtonotwin> yes
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L857[20:04:30] <halvors1> But how can the json know what fluid is in the container?
L858[20:04:39] <howtonotwin> magic
L859[20:04:43] <howtonotwin> See ModelDynBucket
L860[20:05:21] <howtonotwin> What the heck is this
L861[20:05:55] <howtonotwin> Welp, make that "model": "dynbucket", "model": "forge:forgebucket"
L862[20:07:35] <halvors1> Like in the link i sent right?
L863[20:07:53] <howtonotwin> Yes
L864[20:08:05] <howtonotwin> Anyway, I have to go
L865[20:08:06] <howtonotwin> Good luck
L866[20:08:14] <halvors1> Thanks, will give this a try then :)
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L872[20:26:07] <halvors1> Think i got it working.
L873[20:26:43] <halvors1> Just have to modify the texture so that the fluid is actually inside the container texture.
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L875[20:32:10] <az201701> hi I need help with a mod I'm making
L876[20:32:19] <az201701> for 1.7.10
L877[20:33:34] <az201701> I tried to create a new fluid everything works fine so far except my fluid' s textures are not showing up and I get the checkered squarr
L878[20:33:54] <az201701> any ideas on what I'm missing?
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L880[20:40:25] <killjoy1> step 1: Upgrade to 1.12
L881[20:40:29] <killjoy1> or at least 1.10
L882[20:42:38] <az201701> well I would except a lot of mods I want never updated past 1.7.10
L883[20:45:55] <killjoy1> https://www.youtube.com/watch?v=TKOrr4XRbg8
L884[21:01:06] <Ordinastie> that still makes me laugh :)
L885[21:01:23] <LexMobile> Yes, basically don't make 1.7.10 mods
L886[21:02:07] <capitalthree> I feel somewhat guilty about giving up on my server backup mod's 1.7.10 version, but not too guilty, because people need to move on >_>
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L888[21:02:37] <howtonotwin> BTFU's readme is gold btw
L889[21:02:39] <capitalthree> there's 2 kinds of mods I still reeeeally miss from older mc versions
L890[21:02:42] <capitalthree> howtonotwin: thanks :o
L891[21:02:43] <tterrag> and here I am considering dropping 1.10
L892[21:03:04] <Ordinastie> already dropped 1.10
L893[21:03:12] <Ordinastie> I only maintain 2 versions
L894[21:03:15] <killjoy1> I've already dropped 1.11
L895[21:03:39] <capitalthree> also I have nothing against people wanting to play old versions
L896[21:03:50] <capitalthree> it just becomes insane trying to worry about splitting your development effort across such a wide range
L897[21:04:15] <capitalthree> but man. finite water mods, and cave-ins mods
L898[21:04:19] <capitalthree> these are what our worl desperately needs
L899[21:04:23] <LexMobile> PLAYING old shit is fine.
L900[21:04:29] <LexMobile> MAKING shit for old shit is wrong
L901[21:04:45] <capitalthree> I wouldn't call it wrong but it's silly :P
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L903[21:04:55] <LexMobile> It's wrong, end of story.
L904[21:05:00] <capitalthree> lol
L905[21:05:08] <LexMobile> Especially if your excuse is "Because others havent updated I cant!"
L906[21:05:11] <LexMobile> Cuz thats just stupid
L907[21:05:20] <capitalthree> yeah I would agree there
L908[21:05:56] <killjoy1> The goal should be to make new and exciting things for new and exciting versions so people will stop playing the old and boring versions
L909[21:06:03] <az201701> wow I'm sorry I asked my question
L910[21:06:36] <capitalthree> the goal should be that each time you port your game, you generalize more stuff, until you have a mini mod api that you have to port and a mod that you don't :P
L911[21:06:53] <capitalthree> but yeah people should stop playing old versions
L912[21:06:59] <capitalthree> but also it really *is* sad when great mods are lost
L913[21:07:18] <capitalthree> but if developers decide to leave the community without open sourcing their work, there's not much that can be done
L914[21:07:25] <capitalthree> that's why we're all better off strongly preferring open source mods
L915[21:07:52] <LexMobile> 19:06 <capitalthree> but yeah people should stop playing old versions
L916[21:07:57] <LexMobile> Again, nobdoy has ever said that
L917[21:08:02] <capitalthree> it's a lesson I learned the hard way several times as a server admin. if a mod is open source, and it causes a crash, you can make a quick duct tape fix to save your own server
L918[21:08:11] <LexMobile> Playing != Developing
L919[21:08:14] <capitalthree> LexMobile: killjoy1 did
L920[21:08:39] <az201701> well okay then where can I find tutorials for 1.12 modding?
L921[21:08:51] <capitalthree> I've had so many server crashes that became HUGE snafus only because a mod involved was proprietary
L922[21:08:53] <killjoy1> you're supposed to bribe them with goodies so you don't have to support the old version.
L923[21:09:09] <killjoy1> (optifine)
L924[21:09:26] <az201701> I assume much of the methods and other things have changed?
L925[21:09:29] <killjoy1> dumb server admins, optifine goes on the client :]
L926[21:09:56] <capitalthree> az201701: there are some big changes you'll find under the hood
L927[21:10:00] <capitalthree> model rendering is done differently
L928[21:10:05] <capitalthree> the capabilities system is new
L929[21:10:14] <capitalthree> I'm not a good person to give you a complete list of differences though, I"m a noob
L930[21:10:39] <killjoy1> At least it isn't 1.6 when netty wasn't used
L931[21:11:00] <az201701> well instead of that how about point me in a direction where I can learn the new way?
L932[21:11:45] <killjoy1> https://mcforge.readthedocs.io/en/latest/
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L934[21:18:12] <az201701> I still don't g
L935[21:18:29] <killjoy1> Do you know how to use cmd?
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L937[21:21:05] <az201701> what i meant to say was
L938[21:22:01] <capitalthree> if cmd hurts you, install cygwin
L939[21:22:03] <capitalthree> that's how I do it
L940[21:22:20] <killjoy1> I use git-bash
L941[21:22:20] <az201701> I still don't believe it is necessarily wrong to play with older versions or to make mods for older versions and just because I do I shouldn't be getting judged for it
L942[21:22:24] <killjoy1> (git-scm)
L943[21:22:31] <LexMobile> .....
L944[21:22:50] <LexMobile> az201701: Playing older versions is fine, Writing whatever you want on your own is fine.
L945[21:23:22] <LexMobile> ASKING OTHERS for help, bugging others, and causing people more work because you don't feel like updating is WRONG.
L946[21:23:33] <killjoy1> If you do ask us for help, we will always assume latest.
L947[21:23:56] <az201701> okay
L948[21:23:59] <LexMobile> As a rule, because of how the minecraft community works, ANYONE who makes mods for a old version explicitly is causing US more work.
L949[21:24:07] <LexMobile> Because if youre shit breaks they come to us.
L950[21:24:32] <az201701> it's a mod I'm writing for myself lol
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L952[21:24:52] <LexMobile> Thats always the excuse
L953[21:24:55] <LexMobile> And then you release it
L954[21:25:00] <LexMobile> And then we have to support it
L955[21:25:08] <az201701> I am not going to release it
L956[21:25:16] * killjoy1 will respect "don't ask don't tell"
L957[21:25:24] <LexMobile> Again, do shit for yourself privately, but if you do anything that deals with other people, Make sure you follow the best practices
L958[21:25:43] <az201701> I am
L959[21:26:07] <LexMobile> You are in here aksing for help with the old versions, that by defintion is not doing it yourself.
L960[21:26:27] <mezz> there are other channels and discords where people may be interested in older versions. that is not the case here. you can't avoid judgement, you'll be judged no matter what you do :D
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L963[21:42:29] <capitalthree> killjoy1: how many tools does git-bash come with?
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L965[21:42:39] <capitalthree> because in cygwin I can install git but it has a pretty large repo of other handy stuff
L966[21:42:47] <killjoy1> it's backed by cygwin I think
L967[21:43:06] <killjoy1> core I think
L968[21:43:32] <howtonotwin> MSYS, I believe
L969[21:44:06] <capitalthree> az201701: I am not sure what he's talking about, but more to the point, most of us are trying desperately to forget 1.7.10 modding so it will be hard to find people who wanna help with old stuff
L970[21:44:08] <howtonotwin> You can see it unpacking msys during install
L971[21:44:28] * howtonotwin goes back to parsing the mcp exports with regex
L972[21:45:37] <howtonotwin> Btw, is there a definition of the \-escapes mcpbot supports?
L973[21:45:53] <az201701> it's okay I will just have to put up with the checkered squares
L974[21:46:17] <capitalthree> from msys' own site: "MSYS by itself does not contain a compiler or a C library, therefore does not give the ability to magically port UNIX programs over to Windows nor does it provide any UNIX specific functionality like case-sensitive filenames. Users looking for such functionality should look to Cygwin"
L975[21:46:42] <capitalthree> so I think minGW is good for canned ports, but cygwin is better for a unix-like environment for a developer
L976[21:47:26] <howtonotwin> All of which is made impressively moot by WSL
L977[21:47:29] <howtonotwin> ;P
L978[21:48:04] <capitalthree> yeah true I still haven't actually tried it. I assume it's good since people talk highly of it
L979[21:48:15] <capitalthree> I have to say, I will be impressed if it's as complete as cygwin
L980[21:48:18] <howtonotwin> It's been made easier recently
L981[21:48:35] <howtonotwin> It's literally "Download ubuntu archive; decompress" :P
L982[21:48:49] <howtonotwin> The implementation, that is
L983[21:48:55] <capitalthree> a surprising amount of stuff on cygwin "just works". I had a crashed stoage spaces volume once that windows had no way to even read from. I was able to use ddrescue on its block device from cygwin and get a recoverable blob
L984[21:49:02] <howtonotwin> You can find ubuntu and some other distress on the windows store now
L985[21:49:06] <capitalthree> stuff like chmod manages to do what you want it to do even though the permissions system is totally different
L986[21:49:18] <howtonotwin> Yeah WSL just says "fuck that"
L987[21:49:33] <howtonotwin> There's a certain dir in your user profile reserved for it
L988[21:49:48] <howtonotwin> That dir looks like normal unix perms to WSL
L989[21:49:49] <capitalthree> cygwin made a genuine effort to not only port a bunch of stuff but make your familiar linux commands do reasonable things when interoperating with windows stuff
L990[21:50:04] <capitalthree> cygwin also sees it as unix perms, but it gets translated
L991[21:50:14] <capitalthree> if I do chmod a+w, the file becomes world writeable, but in an ACL way
L992[21:50:15] <howtonotwin> Everything else the perms are calculated based on what user you are
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L994[21:51:45] <capitalthree> I found a guide. I'm gonna enable WSL and start trying to use it
L995[21:51:56] <capitalthree> I will admit, cygwin is not perfect, it's a leaky abstraction
L996[21:52:17] <howtonotwin> It better be recent, because there was a change in the Creators' Update
L997[21:52:22] <capitalthree> but on the other side of the same coin, cygwin exes calling non-cygwin-aware windows exes calling other cygwin exes, and stuff like that, works great
L998[21:52:30] <capitalthree> it's very well integrated
L999[21:52:36] <capitalthree> hmm I don't have the creators update yet
L1000[21:52:39] <capitalthree> gotta figure out how to install it
L1001[21:52:43] <howtonotwin> Wsl can do that too, I think
L1002[21:53:01] <howtonotwin> WSL side it's the linux bin exec mechanism, outside there might be some dark magic
L1003[21:53:24] <capitalthree> oh yeah WSL uses unmodified linux binaries right?
L1004[21:53:31] <howtonotwin> yeah
L1005[21:53:35] <capitalthree> that sounds nice
L1006[21:53:44] <capitalthree> if microsoft would just make LSW instead, I'd be happy
L1007[21:54:03] <howtonotwin> From the sound of it, the implementation of that was actually pretty easy
L1008[21:54:14] <capitalthree> it would be really easy
L1009[21:54:27] <capitalthree> microsoft doesn't *want* me to be able to run my games without installing their terrible OS, so they won't do it
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L1012[21:55:06] <howtonotwin> Also, the licensing has a high chance of exploding somewhere down the line :P
L1013[21:55:09] <capitalthree> there was an old project, that's sadly not updated, called colinux, are you familiar with it?
L1014[21:55:17] <howtonotwin> No, sorry
L1015[21:55:20] <capitalthree> it's another interesting take on a linux environment for windows
L1016[21:55:33] <capitalthree> and it's literally linux on windows. it's more like WSL and less like cygwin
L1017[21:55:53] <capitalthree> it's just the linux kernel built as a windows binary with some scaffolding and it runs like a vm but it runs in unprivileged usermode just fine
L1018[21:56:03] <capitalthree> then again so does a vm but it runs without any special cpu support :P
L1019[21:56:10] <capitalthree> not that anyone has cpus left that can't handle VMs
L1020[21:56:14] <capitalthree> maybe that's why it's not maintained
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L1022[21:56:18] <howtonotwin> So basically UML but based on windows?
L1023[21:56:36] <capitalthree> yeah exactly
L1024[21:57:57] <capitalthree> but it's of course less integrated. the whole linux subsystem is one process in task manager, and of course linux doesn't see windows processes
L1025[21:58:00] <capitalthree> and it has its own filesystem
L1026[21:58:23] <capitalthree> so really it probably was just useful as a stopgap before hardware vm technology was everywhere
L1027[21:59:14] <capitalthree> oh wait I was full of shit
L1028[21:59:22] <capitalthree> " Unlike in other Linux virtualization solutions such as User Mode Linux (or the forementioned VMware), special driver software on the host operating system is used to execute the coLinux kernel in a privileged mode (known as ring 0 or supervisor mode)."
L1029[21:59:36] <capitalthree> you can tell this was written pre-VTx :P
L1030[21:59:48] <howtonotwin> lol
L1031[22:00:16] <capitalthree> but yeah apparently it runs its kernel as a drive for good performance but a hardware vm probably matches that just fine
L1032[22:00:35] <howtonotwin> That actually sounds a lot like WSL
L1033[22:01:15] <capitalthree> yeah
L1034[22:01:28] <capitalthree> don't be fooled into thinking microsoft had an original idea :P
L1035[22:01:48] <howtonotwin> Dunno, picoprocesses are new :P
L1036[22:01:48] <capitalthree> though WSL uses the host filesystem right? because that's gonna make it a lot more convenient
L1037[22:02:52] <howtonotwin> I wonder if it's possible yet to create your own picoprocess NT kernel driver
L1038[22:03:12] <howtonotwin> Now that would be interesting
L1039[22:03:17] <capitalthree> ...wait what? so you were trying to praise them for a feature you don't think 3rd parties can actually use?
L1040[22:03:39] <howtonotwin> The idea is extensible, and it IS a good idea
L1041[22:05:30] * capitalthree shrugs
L1042[22:05:40] <capitalthree> I'm reading their page... trying to keep an open mind
L1043[22:06:04] <capitalthree> they don't really do anything to prove these things are more efficient than VMs, or even vaguely try to explain why that *could* be true
L1044[22:06:10] <capitalthree> they just drop the claim and move on
L1045[22:06:23] <howtonotwin> Others have done tests, I believe
L1046[22:06:25] <capitalthree> but VMs enjoy CPU hardware support and that's why they get to run their kernels in ring 0
L1047[22:06:54] <howtonotwin> Though there's some cheating involved involving disk caches apparently
L1048[22:06:56] <capitalthree> how can someone run tests if microsoft doesn't let you make custom pico processes? :P
L1049[22:07:26] <capitalthree> to actually do a worthwhile test, you'd have to make your own linux vm image that you can then deploy on both a pico process and a vm, to compare
L1050[22:07:33] <howtonotwin> Install WSL, dd if=/dev/zero of=somefile, check disk transfer?
L1051[22:07:42] <howtonotwin> And such
L1052[22:07:50] <capitalthree> ???
L1053[22:07:56] <capitalthree> what does that have to do with vm performance
L1054[22:08:11] <howtonotwin> Bleh, words
L1055[22:08:42] <howtonotwin> WSL DLs Ubuntu off Canonical's website
L1056[22:08:49] <howtonotwin> You can have a WSL instance do things
L1057[22:09:03] <howtonotwin> And then you can install Ubuntu in a VM and have IT do things
L1058[22:09:16] <capitalthree> can WSL download any distro you want?
L1059[22:09:55] <howtonotwin> After the Creator's update, there's an expanded choice in the Win Store, but you can't do "any distro" by default
L1060[22:10:18] <howtonotwin> But then you can just copy a distro's files into the lxss dir and probably have it work.
L1061[22:10:30] <capitalthree> like... if someone wants to setup a lightweight vm container for a single linux service, and they reach for ubuntu, I don't want their benchmark results because they are incompetent
L1062[22:10:55] <howtonotwin> I believe the only thing wsl needs for a linux distro to work is a properly implemented /bin/init
L1063[22:10:55] <capitalthree> but yeah you're probably right
L1064[22:11:02] <capitalthree> maybe I can do silly trickery to trick it into getting a debian .iso
L1065[22:11:12] <howtonotwin> Debian's popular
L1066[22:11:23] <howtonotwin> I think they might have put it on the store already
L1067[22:11:49] <capitalthree> but you see what I'm saying? a benchmark has to be carefully handled, and this system isn't even open ended enough that you don't have to do buggery to install your own distro
L1068[22:11:58] <howtonotwin> true
L1069[22:12:10] <capitalthree> it makes me have a very hard taking it seriously, and particularly any of microsoft's insane claims of it being *better* than hardware-backed VMs
L1070[22:12:38] <capitalthree> I would expect it to just be pretty much the same
L1071[22:12:50] <capitalthree> but it's probably the same performance and less flexible :P
L1072[22:13:15] <capitalthree> do you have to allocate a disk image for linux?
L1073[22:13:22] <howtonotwin> No
L1074[22:13:29] <capitalthree> ok so the files go directly on ntfs?
L1075[22:13:39] <howtonotwin> yep
L1076[22:13:50] <howtonotwin> There's some extra magic for permissions somewhere
L1077[22:13:52] <capitalthree> ok that *is* a big advantage over VMs they can market then
L1078[22:13:59] <capitalthree> that makes it more like cygwin and less like colinux
L1079[22:14:22] <howtonotwin> The general rule is that only linux can touch linux dirs, and anyone can touch win dirs
L1080[22:15:12] <howtonotwin> Like you can't even open files in the wsl dir from windows or else the system might corrupt something
L1081[22:15:27] <capitalthree> oh that's odd, but ok
L1082[22:15:36] <howtonotwin> But that's why that directory is hidden, I guess
L1083[22:15:40] <capitalthree> in cygwin you can, which certainly means windows programs can corrupt the linux userspace
L1084[22:15:51] <capitalthree> but windows programs can corrupt *all* of each other's files
L1085[22:16:13] <capitalthree> but that's classic microsoft. they don't have real isolation, but they'll always toss in some security theatre
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L1094[23:43:54] <joazlazer> If one were to want to store information (likely NBT-based) specific to each player on a server that is tied to the world save (i.e. TC research), is there an easy way to do it? Or would I have to implement a Player Tracker class structure from the ground up?
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L1097[23:53:49] <joazlazer> Are capabilities the way to implement this or are they intended for specific information that can be stored by players, blocks, and items alike?
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