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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/
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
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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?
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
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
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)
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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?
L145[11:05:22]
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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
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?
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
L273[13:24:08]
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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.
L346[13:42:11]
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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
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++
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
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()
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
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?
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.
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.
L575[16:55:08] <howtonotwin> Fry is the
link god confirmed
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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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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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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?
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
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
L728[19:17:20]
⇨ Joins: cpup (~cpup@32.218.114.147)
L729[19:17:22] <Shambling> :|
L730[19:17:31] <howtonotwin> Logs?
L731[19:17:38] ⇦
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L732[19:17:52] <Shambling> its just
basically spitting out every line of code from trying to recompile
fixmc
L733[19:17:58]
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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
L757[19:24:39] ⇦
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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
L761[19:25:43] ⇦
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seconds)
L762[19:25:49] <Shambling> gah now its
spam triggering
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
L782[19:32:18]
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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
L791[19:42:23]
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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 :)
L854[20:03:54] ⇦
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L855[20:04:10] <howtonotwin> yes
L856[20:04:12] ⇦
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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 :)
L867[20:09:01]
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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.
L874[20:31:47]
⇨ Joins: az201701
(~androirc@122-57-167-240.jetstream.xtra.co.nz)
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?
L879[20:39:22]
⇨ Joins: Shawn|i7-Q720M
(~shawn156@c-73-153-76-80.hsd1.co.comcast.net)
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
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
>_>
L887[21:02:32] ⇦
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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
L902[21:04:54]
⇨ Joins: Wastl2
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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?
L933[21:15:35] ⇦
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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?
L936[21:18:54] ⇦
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seconds)
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
L951[21:24:50]
⇨ Joins: Rokiyo (~Rokiyo@101.167.173.217)
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
L961[21:27:52] ⇦
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L963[21:42:29] <capitalthree> killjoy1:
how many tools does git-bash come with?
L964[21:42:37] ⇦
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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
L1010[21:54:51]
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L1011[21:55:02]
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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
L1086[22:18:37]
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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?