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L14[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170803 mappings to Forge Maven.
L15[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170803-1.12.zip
(mappings = "snapshot_20170803" in build.gradle).
L16[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L24[02:45:10] <kenzierocks> if I want to
render arbitrary lines into the world (like WorldEditCUI), what
event do I hook in to?
L25[02:45:25] <Ordinastie>
RenderWorldLast
L26[02:45:41] <kenzierocks> ok,
thanks
L27[02:47:00] <kenzierocks> are proxies
automatically subscribed to events?
L28[02:47:08] <Ordinastie> nope
L29[02:47:12] <kenzierocks> ok
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L35[03:15:47] <halvors> Hmm, i have a
problem with a json file not working, it's quite big, but all lines
is pretty much the same, just to make connected texture work.
L37[03:16:29] <halvors> The block has a
type property, normal and glass.
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L39[03:16:50] <halvors> When the block is
placed in world the block isn't rendered (only missing texture
placeholder).
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L47[03:40:47] <Ordinastie> !gm
func_147447_a
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L51[04:26:29] <ghz|afk> oww he left
L52[04:26:33] <ghz|afk> oh well either
way
L53[04:26:35] <ghz|afk> halvors: you can
NOT mix and match forge-style variants with full variant strings,
it's looking for
"connected_down=true,connected_east=true,connected_north=false,connected_south=true,connected_up=true,connected_west=true,type=normal"
but yours don't have "type=" in them.
L54[04:26:43] <ghz|afk> in case he returns,
someone else can tell him ;P
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L58[04:46:55] <Hawaii_Beach> how do you
register a ItemBlock in 1.12?
L59[04:49:18] <ghz|afk> in your item
regsitry eveny
L60[04:49:25] <ghz|afk> in your item
registry event*
L61[04:49:38] <ghz|afk> new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName())
L62[04:49:43] <ghz|afk> I have a helper
method in my blocks
L63[04:49:45] <ghz|afk> so I just do
L64[04:49:53] <ghz|afk>
theBlock.createItemBlock() which does exactly the same
L65[04:50:09] <Hawaii_Beach> oh the
register is the same
L66[04:50:20] <Hawaii_Beach> yea that's
neat
L67[04:50:27] <ghz|afk>
RegistryEvent.Register<Item> works the same way, yes
L68[04:50:48] <ghz|afk> so does
RegistryEvent.Register<SoundEvent> <Enchantment>
<PotionEffect> ...
L69[04:51:16] <ghz|afk> and ItemBlocks are
just items
L70[04:51:19] <ghz|afk> plain old
items
L71[04:51:27] <Hawaii_Beach> oh soundevents
aswell
L72[04:51:32] <ghz|afk> ... that happen to
be internally linked to a block
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L74[04:56:12] ⇨
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L75[04:56:54] <Hawaii_Beach> json files
must be lower_case right?
L76[04:57:03] <ghz|afk> resources in
general
L77[04:57:25] <Hawaii_Beach> should i use
.toLowerCase
L78[04:58:08] <Hawaii_Beach> when setting
registryName
L79[04:58:40] <ghz|afk> registry names
should be lowercase too
L80[04:58:45] <ghz|afk> everything should
be lowercase
L81[04:58:49] <ghz|afk> even your
modid
L82[04:59:00] <Hawaii_Beach> ok
L83[04:59:07] <ghz|afk> this has been true
for a LONG time, and started to be enforced in 1.11
L84[04:59:41] <Hawaii_Beach> yea i
remember
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L86[04:59:59] <Hawaii_Beach> never upgraded
to 1.11, just chilling at 1.10.2
L87[05:00:13] <Hawaii_Beach> too many files
to modify -_-
L88[05:00:19] <ghz|afk> in 1.10.2, it was
hood practice to make things lowercase
L89[05:00:22] <ghz|afk> good*
L90[05:00:36] <ghz|afk> it wasn't enforced,
but it was already considered bad practice to use uppercase in
resources and mod ids
L91[05:01:16] <ghz|afk> I mean, even in
older versions
L92[05:01:27] <ghz|afk> the fact that
minecraft's own registry names ar elike
L93[05:01:30] <ghz|afk>
"iron_sword"
L94[05:01:42] <Hawaii_Beach> yea..
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L96[05:03:36] <Hawaii_Beach> did the json
files also change for blocks n' items?
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L99[05:04:39] <ghz|afk> change how?
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L102[05:04:48] <ghz|afk> I use the same
exact json files on 1.10 1.11 and 1.12
L103[05:05:23] <ghz|afk> for blockstates
and models, that is
L104[05:05:50] <Hawaii_Beach> oh ok
L105[05:07:24] <Hawaii_Beach> guess my
game is crashing because the json files aren't lower case
L106[05:07:33] <Hawaii_Beach> (the content
inside them)
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L115[05:51:28] <ghz|afk> I believe
so!
L116[05:51:46] <ghz|afk> at least if they
want to reward them from advancements and such
L117[05:51:51] <ghz|afk> they need a
registry name
L118[05:52:37] <ghz|afk> yep the replies
do imply furnace recipes ;P
L119[05:52:49] <ghz|afk> "furnace
recipes but yeah that is the plan I have no time frame though for
when this will get in."
L120[05:57:05] <masa> hm, so apparently
FOrge commented out a piece of code in 1.9 that broke one of the
features in Painted Biomes, and only now in 1.12 somebody reported
it :D
L121[05:57:32] <ghz|afk> heh
L122[05:57:52] <masa> I wonder if nobody
actually used the feature and noticed that it's brokne, or if they
didn't know if they were doing something wrong, or if they just
don't care enought to report it
L123[05:58:59] <masa> there is actually
some weird crash in ender utilities that I see every now and then
in OpenEye, but nobody has ever reported it, so I have no idea when
and in what GUI it happens
L124[05:59:30] <masa> but somehow
something is accessing a slot way beyond the size of the
array
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L132[06:34:13] <ScottehBoeh> is there a
reason why getGameProfile().getId() is giving me a different uuid
than
Minecraft.getMinecraft().getSession().getProfile().getId()?
L133[06:34:23] <ScottehBoeh> the first
being server-side, the second being Client
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L135[06:43:13] <ScottehBoeh>
getGameProfile() and getuniqueID() both return ids that don't
exist..
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L137[06:49:17] <Uristqwerty> I'm updating
an old mod, and just reached a point of confusion. There used to be
a "curse" task, but it seems to have been moved or
removed in a later forgegradle version. Any idea what happened to
it? There hhasn't been any information in any of the documentation
I have looked at so far.
L138[06:55:45] <Uristqwerty> Nevermind,
this probably wasn't the right IRC to ask in.
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L140[06:59:01] <ghz|afk> Uristqwerty: I
believe that's part of cursegradle, not forgegradle
L141[07:01:44] <Uristqwerty> Thanks. I
didn't realize it's a separate thing now.
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L143[07:05:51] <darkevilmac> It's always
been seperate afaik..
L144[07:06:40] <darkevilmac> If you just
want to update a mod you should be fine commenting out the curse
plugin stuff.
L145[07:07:25] <Uristqwerty> It was
definitely part of 1.2-SNAPSHOT, though that's *old*.
L146[07:08:55] <ghz|afk> hmmm
L147[07:08:59] <ghz|afk> anyone messed
with advancements yet?
L148[07:12:09] <ghz|afk> looking at
ItemPredicate, it does appear that advancement predicates don't
know how to handle wildcards
L149[07:12:38] <ghz|afk> but data is
nullable...
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L151[07:13:58] <Uristqwerty> Aren't Mojang
looking to remove item data, folding it into either states or tags
for variants and tools respectively?
L152[07:14:54] <ghz|afk> eventually,
yes
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L154[07:15:11] <ghz|afk> they have
suggested that 1.13 doesn't have block IDs and metadata
anymore
L155[07:15:22] <ghz|afk> and instead they
assign IBlockStates a unique id
L156[07:15:32] <ghz|afk> but they haven't
talked about ITEM states yet
L157[07:15:46] <ghz|afk> I hope they do
implement an "IItemState" equivalent of blockstates
L158[07:15:51] <ghz|afk> but dunno
L159[07:15:55] <Uristqwerty> I thought I
read something about /give ... minecraft:sword {damage:42}
L160[07:16:13] <ghz|afk> maybe
L161[07:16:22] <ghz|afk> maybe it's just
for commands and the meta is still there internally
L162[07:16:25] <ghz|afk> we'll see when
1.13 lands
L163[07:16:35] <ghz|afk> but yeah
L164[07:16:42] <ghz|afk> skipping
"data" from the achievement json works \o/
L165[07:17:04] <ghz|afk>
advancement*
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L170[07:30:53] <ghz|afk> right now I love
the recipe system
L172[07:31:07] <ghz|afk> at first I was
annoyed because I needed two of each recipe
L173[07:31:11] <ghz|afk> then I realized I
don't.
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L175[07:43:58] <Xilef11> nice
L176[07:45:29] ***
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L183[07:56:25] <ghz|afk> 1.12.1 is
out!
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L189[08:14:16] <Hawaii_Beach> damnit
L190[08:22:04] <ghz|afk> so I was thinking
of the possibility of adding "spoil timers" to
foodstuffs
L191[08:22:15] <ghz|afk> I know other mods
do it
L192[08:22:20] <ghz|afk> but I was
thinking about it regardless
L193[08:22:23] <ghz|afk> anyhow
L194[08:22:34] <ghz|afk> at first I was
thinking that i'd need an actual counter in the item
L195[08:22:51] <ghz|afk> but then I
realized that's wrong
L196[08:23:23] <ghz|afk> all I would need
is a "best before" number, and the actual timer would be
computed based on getTotalWorldTime
L197[08:23:50] <ghz|afk> the only issue
would be how to implement a "fridge"
L198[08:24:35] <ghz|afk> the best-before
date would have to change when inserting/removing items from it, I
suppose
L199[08:24:53] <ghz|afk> yeah seems
doable
L200[08:25:02] <ghz|afk> but also outside
of the scope of my mod.
L201[08:25:59] <ghz|afk> what I really
need is to implement a sawmill machine XD
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L206[08:32:32] <masa> Does anuone know
what the "openSet" and "closedSet" are in the
Pathfinding debug renderer, and how I can get them on the
server?
L207[08:38:01] <masa> oh, are those based
on the PathNodeType.getPriority() value maybe
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L231[10:42:54] <halvors> Hmm, i have a
problem with a json file not working, it's quite big, but all lines
is pretty much the same, just to make connected texture work.
L235[10:44:34] <halvors> I have tested the
json file without the "type" property, then everything
works just fine.
L236[10:45:53] <ghz|afk> ah hey you are
back
L237[10:45:57] <ghz|afk> I wanted to
answer before
L238[10:45:59] <ghz|afk> that can't
work
L239[10:46:19] <ghz|afk> you can mix
variant strings with multiplevalues and = and such
L240[10:46:23] <ghz|afk> with forge-style
properties
L242[10:46:33] <Ordinastie> the
version
L243[10:46:37] <ghz|afk> if you use
"a=1,b=2,c=3" style variant strings
L244[10:46:44] <ghz|afk> those have to be
the FULL string
L245[10:46:50] <ghz|afk> including ALL
properties
L246[10:46:50] <Ordinastie> where the fuck
does that come from ?
L247[10:47:05] <ghz|afk> Ordinastie:
gradle?
L248[10:47:08] <halvors> ghz|afk: Ok, so
in other words, i cannot have the custom type property?
L250[10:47:11] <ghz|afk> the
processResources section?
L251[10:47:20] <Ordinastie> it's told to
replace with the version
L252[10:47:20] <ghz|afk> halvors: you
can
L253[10:47:22] <ghz|afk> but not
separately
L254[10:47:31] <ghz|afk> either you split
up ALL the property-value pairs
L255[10:47:37] <ghz|afk> or you use full
strings
L256[10:48:10] <ghz|afk> note
L257[10:48:22] <ghz|afk> you CAN have
variants generated based on split-up values
L258[10:48:28] <ghz|afk> mixed in with
full-string properties
L259[10:48:29] <ghz|afk> like
L260[10:48:33] <ghz|afk>
"variants": {
L261[10:48:49] <halvors> But i cannot
split them up as the model is dependent on that some states being
false.
L262[10:48:58] <ghz|afk>
"advanced=false,type=1": [{ stuff }],
L263[10:49:04] <ghz|afk>
"advanced": {
L264[10:49:10] <ghz|afk> "true":
{ ... }
L265[10:49:11] <ghz|afk> }
L266[10:49:18] <ghz|afk> "type":
{ "2": ... }
L267[10:49:18] <ghz|afk> }
L268[10:49:46] <ghz|afk> what doesn't
work
L269[10:49:54] <ghz|afk> is
"advanced=false" without the "type" part
L270[10:50:04] <ghz|afk> using full
variant string is all or nothing
L271[10:50:24] <ghz|afk> given your
situation
L272[10:50:30] <ghz|afk> multipart syle
jsons may be more fit for your case
L273[10:50:42] <halvors> Yeah i get that,
wo the best solution would be to have 2 json files.
L274[10:51:10] <halvors> And register a
custom model definition for both "type" properties that
in actual is metadata.
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L276[10:51:46] <ghz|afk> no
L277[10:51:51] <ghz|afk> well you could do
it with a state mapper
L278[10:52:10] <halvors> Why a state
mapper?
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L280[10:52:40] <ghz|afk> a statemapper
would let you customize which file and which variant string it
gets
L281[10:52:41] <ghz|afk> so like
L282[10:53:00] <ghz|afk> you can choose
between "standard.json" and "glass.json"
L283[10:53:12] <ghz|afk> while at the same
time removing "type" from the variant strings mc looks
for
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L285[10:54:02] <halvors> Do i need a
statemapper for that?=
L286[10:54:27] <halvors> Can't i only
register a model definition for each metadata value?
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L289[10:55:44] <ghz|afk> that only affects
items
L290[10:55:45] <ghz|afk> not blocks
L291[10:55:59] <ghz|afk> if that
blockstate is for an ITEM, then yes you can
L292[10:56:14] <ghz|afk> but I doubt
that's the case since you have side connectivity
L293[10:56:28] <ghz|afk> the calls to
ModelLoader.setCustom*
L294[10:56:33] <ghz|afk> are only
meaningful for items
L295[10:56:42] <ghz|afk> for blocks, you
need a statemapper
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L297[10:57:15] <halvors> Ah ok, do you
have any example on how to do that?
L298[10:58:58] <ghz|afk> (new
StateMap.Builder()).withName(TYPE).ignore(TYPE)
L299[10:59:00] <ghz|afk> should do the
trick
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L301[10:59:09] <ghz|afk> although you may
need a suffix
L302[10:59:14] <ghz|afk> notsure
L303[10:59:18] <ghz|afk> eh
L304[10:59:22] <ghz|afk> (new
StateMap.Builder()).withName(TYPE).ignore(TYPE).build()
L305[10:59:37] <ghz|afk> and you'd use it
with ModelLoader.setCustomStateMapper
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L308[11:01:19] <ghz|afk> hmm the ignore()
part may not be needed
L309[11:01:21] <howtonotwin> note you can
create your own IStateMapper if the builder isn't flexible
enough
L310[11:01:33] <ghz|afk> that too
L311[11:01:41] <ghz|afk> but in this case,
it should fit the use perfectly
L312[11:01:46] <ghz|afk> since vanilla
uses it for like, logs
L313[11:01:51] <howtonotwin> And the
ignore isn't needed
L314[11:01:58] <ghz|afk> so that it has
oak_log.json and such
L315[11:02:04] <ghz|afk> instead of
log.json with each variant in it
L316[11:02:12] <ghz|afk> and it doens't
call ignore so yeah
L317[11:02:13] <ghz|afk> not needed
;P
L318[11:02:35] <ghz|afk> ah I see
L319[11:02:43] <ghz|afk> you will need
suffix, probably
L320[11:02:55] <ghz|afk> (new
StateMap.Builder()).withName(TYPE).withSuffix("_electromagnet").build()
L321[11:03:00] <ghz|afk> will cause mc to
look for
L322[11:03:05] <ghz|afk>
normal_electromagnet.json
L323[11:03:10] <ghz|afk>
glass_electromagnet.json
L324[11:03:19] <howtonotwin> Oh god the
parens
L325[11:03:28] <ghz|afk> around the
constructor?
L326[11:03:49] <howtonotwin> The ugliest
kind of paren :L
L327[11:03:54] <howtonotwin> *?
L328[11:03:57] <ghz|afk> I prefer them
there to make it easy for the reader to understand what the
"new" applies to
L329[11:04:32] <howtonotwin> I'm fairly
sure they're also needed to satiate javac
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L331[11:04:46] <howtonotwin> They're just
fugly
L332[11:05:19] <howtonotwin> That might
just be my inner Scala, though
L333[11:05:38] <killjoy> I've been
debugging a mod for the past hour
L334[11:05:56] <killjoy> Turns out, the
guy downloaded the sources jar
L335[11:07:19] <halvors> ghz|afk: Where is
the custom mapper for oak registered in vanilla?
L336[11:07:21] <halvors> What class?
L337[11:07:39] <howtonotwin> Probably
somewhere in ModelBakery
L338[11:08:06] <ghz|afk>
blockmodelshapes
L339[11:08:50] <howtonotwin> This is what
I get for being on mobile
L340[11:08:56] <howtonotwin> ;P
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L342[11:13:54] <ghz|afk> sorry was on the
phone
L343[11:14:04] <ghz|afk>
BlockModelShapes#registerAllBlocks
L344[11:14:14] <ghz|afk> has a whole bunch
of registerBlockWithStateMapper
L345[11:14:18] <ghz|afk> butyou don't want
to call that
L346[11:14:19] <ghz|afk> you should
call
L347[11:14:26] <ghz|afk>
ModelLoader.setCustomStatemapper
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L350[11:18:00] <halvors> ghz|afk: Thanks
for all help :)
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L352[11:19:52] <halvors> ghz|afk: Can i
inlude a blockstates file in another?
L353[11:20:27] <halvors> ghz|afk: Like
have "normal_electromagnet.json" include alle the
"connected" properties from a file called
"electromagnet.json"?
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L355[11:23:14] <ghz|afk> nope
L356[11:23:22] <ghz|afk> program one, then
make a copy and tweak it
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L358[11:35:05] <halvors> Ok, so i cannot
use "parent" or something? That's just models?
L359[11:35:31] <ghz|afk> yup
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L362[11:39:40] <halvors> Thanks :)
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L372[11:45:26] <halvors> How do i cullface
with json? Isn't that the equalant to shouldSideBeRendered() when
facing another block?=
L374[11:47:16] <ghz|afk> that's vanilla
stuff
L375[11:47:36] <ghz|afk>
shouldSideBeRendered chooses if the faces for that side should
render or not
L376[11:47:53] <ghz|afk> and cullface in
the model json chooses which faces are "east" or
"north" or whatever
L377[11:48:08] <ghz|afk> the combination
of the two is what gets certain faces to draw or not
L378[11:48:35] <ghz|afk> and if you mean
you want to change the faces that draw using blockstates json
L379[11:48:39] <ghz|afk> I don't think
that's an option
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L382[11:52:01] <ghz|afk> hmmm how do I
tell mc that my block's light level changed? ;P
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L387[12:01:13] <halvors> ghz|afk: Ok,
thanks. Sticking with the code version then :)
L388[12:04:33] <malte0811> Is Ctrl+N being
derpy for anyone else with the new IntelliJ version? It opens and
closes directly afterwards, but not all the time
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L400[13:07:10] <Xilef11> !gm
getLastAttacker
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L408[13:56:44] <howtonotwin> Huh, the
itemstack ctors have func_ixxx_ srgnames but the statemapperbase
ctor doesn't, according to mcpbot. Any reason why?
L409[13:57:02] <bspkrs> no params
L410[13:57:15] <howtonotwin> Oh ok
L411[13:57:21] <bspkrs> only ctors with
params get srg names
L412[13:57:36] <howtonotwin> Any plans to
allow javadoc on ctors and classes, btw?
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L414[13:58:13] <bspkrs> not that I know
of
L415[13:59:14] <bspkrs> the reason that
ctors with params get different SRG names in the bot is because of
data model constraints. it was a data problem solved with a data
solution
L416[13:59:35] <bspkrs> those
"methods" don't get exported with the other methods
L417[13:59:49] <howtonotwin> oic
L418[14:01:35] <bspkrs> ctors should have
been their own table, but alas, they weren't
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L431[15:04:14] <killjoy> lex, while you're
working on fg, can you figure out what's causing a resource leak in
the reobf tasks?
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L433[15:08:27] <killjoy> I don't know if
it's in fg or ss
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L439[15:29:25] <halvors> What block render
type is used for glass that light passes thru?
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L441[15:29:58] <howtonotwin> TRANSLUCENT,
CUTOUT, or CUTOUT_MIPPED
L442[15:30:12] <howtonotwin> CUTOUT means
that a pixel is either fully transparent or fully solid
L443[15:30:18] <howtonotwin> TRANSLUCENT
does color blending
L444[15:30:46] <halvors> CUTOUT_MIPPED
then :)
L445[15:30:47] ***
diesieben07 is now known as diesieben|away
L446[15:30:48] <howtonotwin> So glass is
CUTOUT, but stained glass is TRANSLUCENT
L447[15:31:06] <halvors> What is
mipped?
L448[15:31:17] <howtonotwin>
Mipmapping
L449[15:31:34] <halvors> Um, what is that
used for?
L450[15:31:43] <howtonotwin> I assume
glass doesn't use it because it would destroy the detail of the
texture and look fugly
L451[15:31:53] <halvors> Sorry if dumb
question, that is?
L452[15:32:13] <halvors> I've heard it and
read about it before, but cannot remember :(
L453[15:32:15] <howtonotwin> Mipmapping
means that you use a scaled down image of the original when
rendering from far away
L454[15:32:43] <howtonotwin> So you don't
do the work of rendering a full 16x16 when you can only see 4
pixels of it
L455[15:32:54] <howtonotwin> Instead you
just use the scaled 2x2 you have
L456[15:33:02] <halvors> Right. So in this
case CUTOUT means wither solid or transparent with mipmapping
enabled?
L457[15:33:09] <quadraxis> well it's more
so the texture is downscaled 'fairly'
L458[15:33:31] <howtonotwin> CUTOUT means
no mipmapping
L459[15:33:42] <howtonotwin> CUTOUT_MIPPED
means yes mipmapping
L460[15:33:56] <howtonotwin> Try both and
see which one looks better
L461[15:34:45] <quadraxis> I think glass
panes use CUTOUT_MIPPED
L462[15:40:13] <halvors> What is
canRenderInLayer() used for? getBlockLayer() doesn't it alread
cover it?
L463[15:40:32] <howtonotwin>
canRenderInLayer's default impl uses getBlockLayer
L464[15:40:55] <howtonotwin> A block can
render in multiple layers if it overrides canRenderInLayer
L465[15:41:29] <howtonotwin> But if you
just want one layer you override getBlockLayer
L466[15:41:40] <halvors> Um, how does that
make sense?
L467[15:41:50] <halvors> Render the same
block in different layers?
L468[15:42:42] <howtonotwin> You render a
part that's completely solid, and then a part that's translucent,
for example
L469[15:44:29] <halvors> Of the same
block?
L470[15:44:33] <howtonotwin> yes
L471[15:44:49] <halvors> Case is that i
have an block that is solid and glass.
L472[15:44:56] <halvors> Metadata 0 =
Solid version.
L473[15:45:04] <halvors> Metadata 1 =
Glass version
L474[15:45:15] <halvors> Properties i mean
:)
L475[15:46:10] <halvors> When returning
CUTOUT in getBlockLayer() it works, but then i'm also rendering the
solid block in CUTOUT?
L476[15:46:26] <halvors> Should i override
canRenderInLayer() and return based on layer and state?
L477[15:46:30] <howtonotwin> Well, you
could do it by having the solid version actually render on the
solid layer, and the glass version on the cutout layer, but that
would be complicated
L478[15:46:47] <howtonotwin> Actually no,
it wouldn't
L479[15:46:50] <howtonotwin> Go
ahead
L480[15:47:09] <howtonotwin> You may want
to return CUTOUT from getBlockLayer though
L481[15:47:28] <howtonotwin> Just to be
safe
L482[15:47:35] <halvors> But what do i
return in getBlockLayer() than? It doesn't take a IBlockState to
get the property from?
L483[15:47:58] <howtonotwin> [16:47]
<howtonotwin> You may want to return CUTOUT from
getBlockLayer though
L484[15:47:58] <howtonotwin> [16:47]
<howtonotwin> Just to be safe
L485[15:48:35] <halvors> But then do i
really need canRenderInLayer?
L486[15:48:54]
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L487[15:49:11] <howtonotwin> No, you
don't, because solid things render fine on the cutout layer
L488[15:49:32] <halvors> Ok, so no chance
that could break in an update?
L489[15:49:38] <halvors> Works well in
1.12 as well?
L490[15:49:42] ⇦
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L491[15:49:43] <howtonotwin> the thing is
that a rpack maker can replace your solid texture with a
transparent one
L492[15:50:03] <howtonotwin> And then
because it's on the CUTOUT layer, always, it's transparent when it
shouldn't be
L493[15:50:17] <halvors> Ah, so i then
actually wants to render in SOLID for the solid block to prevent
that?
L494[15:50:31] <howtonotwin> Yes
L495[15:50:40] <howtonotwin> But it's not
that important
L496[15:50:48] <halvors> But again, i can
only return on BLockRenderLayer in getBlockLayer=
L497[15:50:49] <halvors> ?
L498[15:51:19] <howtonotwin> Just be safe
and return CUTOUT from it, in case some other code decides to use
it instead of canRenderInLayer
L499[15:51:56] <howtonotwin> Not sure WHY
they'd do that, but you do it so their stupid doesn't make your
render break.
L500[15:52:42] <halvors> Seems like it
does, i cant really see how a block could render in both when
getBlockLayer only returns on value?
L501[15:52:52] <howtonotwin> getBlockLayer
doesn't get used
L502[15:53:09] <howtonotwin> It's just
used as the default implementation of canRenderInLayer
L503[15:53:14] <howtonotwin> THAT is the
method that matters
L504[15:53:49] <halvors> Hmm.
L505[15:53:54] <howtonotwin> getBlockLayer
is just convenience (and ItemRenderer uses it for depth masking,
for some reason)
L506[15:54:32] ⇦
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L507[15:55:05] <halvors> Ok so correct is
canRenderInLayer() then, but that means it "asks" that
function and tries to render in all layers?
L508[15:55:17] <howtonotwin> wat
L509[15:55:19] <halvors> Or checks all
layers to see if the block can render there?
L510[15:55:24] <howtonotwin> The second
thing
L511[15:56:34] <halvors> Block does by
default return BlockRenderLayer.SOLID in getBlockLayer().
L512[15:56:54] <howtonotwin> ...?
L513[15:56:54] <halvors> So there is no
way to get this to work without overriding it, seems like
canRenderInLayer is irelevant?
L514[15:57:09] <howtonotwin> That is the
EXACT opposite of what I just said
L515[15:57:19] <howtonotwin>
canRenderInLayer is the ONLY relevant one
L516[15:57:39] <Ordinastie> not
quite
L517[15:57:42] <howtonotwin> getBlockLayer
is just used to give the default impl of canRenderInLayer
L518[15:57:59] <Ordinastie> it's also
called when rendering the item
L519[15:58:05] <howtonotwin> (And the
ItemRenderer thing)
L520[15:58:05] <Ordinastie> not exactly
sure why
L521[15:58:08] <halvors> I can see that in
code, but cannot get it to work when returning true for CUTOUT in
canRenderInLayer()
L522[15:58:35] <Ordinastie> what doesn't
work ?
L523[15:58:56] <howtonotwin> Ordinastie, I
think it's because they don't have access to IBlockState in
there
L524[15:59:12] <Ordinastie> I mean, I'm
not gonna read the whole convo
L525[15:59:15] <Ordinastie> so what's the
issue ?
L526[16:00:08] <halvors> Making the block
render in CUTOUT layer without directly returning CUTOUT in
getBlockRender().
L527[16:00:25] <halvors> Which means
canRenderInLayer() pretty much is useless.
L528[16:01:15] <howtonotwin> Yes, what
happens if you override canRenderInLayer without overriding
getBlockLayer
L529[16:01:52] <Ordinastie> the defaut
impl of canRenderInLyaer use getBlockRender()
L530[16:02:24] <Ordinastie> so you can
override getBlockRender unless you need state dependant return
value
L531[16:02:51] ⇦
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L532[16:03:20] <Ordinastie> you said you
can't get it to work, so I ask again, what doesn't work ?
L533[16:09:00] <halvors> Ok, but again
when is the canRenderInLayer() actually used?
L534[16:09:25] <howtonotwin>
RenderChunk::rebuildChunk
L535[16:09:34] <Ordinastie> use your
IDE
L536[16:12:47] <halvors> What shortcut to
see usages? In IntelliJ?
L537[16:12:54] <howtonotwin> Alt+F7
L538[16:13:06] <howtonotwin> Or Ctrl+B to
go to usages
L539[16:13:34] <halvors> Found it, dumb
question :)
L540[16:22:37] <jjw123> anyone know why
ScreenShotHelper.saveScreenshot with a smaller width/height has the
y position down the screen??
L541[16:23:15] <halvors> howtonotwin:
Thanks, think i got it to render correctly based on IBlockState
:)
L542[16:23:39] <howtonotwin> np
L543[16:31:21] <jjw123> I think the
GlStateManager.glReadPixels must be returning the wrong
values
L544[16:31:25] <jjw123> but no idea
why
L545[16:33:52]
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L549[16:39:22] <howtonotwin> That FG
version doesn't look right
L550[16:39:30] <howtonotwin> I think we're
on 2.5 now
L551[16:40:07] <jamierocks> lol no
L553[16:40:12] <jamierocks> 2.3 is
latest
L554[16:40:17] *
howtonotwin is fail
L555[16:40:23] <howtonotwin> Wonder where
I saw that...
L557[17:00:23] <killjoy> good, it's merged
now :)
L558[17:01:32] ***
amadornes is now known as amadornes[OFF]
L559[17:12:05] ⇦
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L560[17:23:11] <quadraxis> how goes
1.12.1?
L561[17:23:49] <ghz|afk> check lex's
twitter
L562[17:24:01] <ghz|afk> and cp.w's
L563[17:30:25] <halvors> I'm returning
false in isFullCube() and isOpaqueCube(), but still light does not
pass thru my glass block?
L564[17:30:36] <halvors> Is there
something else i need to override?
L565[17:30:58] <howtonotwin> Those aren't
used for lighting
L566[17:31:04] <howtonotwin> It's
setLightOpacity
L567[17:31:05] <ghz|afk> check the actual
glass block
L568[17:31:32] <ghz|afk> and not just the
class, but also the construction
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L570[17:34:52] <howtonotwin> ghz|afk, that
won't help him.
L571[17:35:00] <ghz|afk> hm?
L573[17:35:20] <howtonotwin> Glass gets
its opacity from the fact that they override isOpaqueCube to
false
L574[17:35:42] <howtonotwin> The block
ctor checks whether the default state isOpaqueCube
L575[17:35:55] <howtonotwin> But his block
has two states, one solid, one glass
L576[17:36:33] <howtonotwin> So the
default state *is* opaque, and so they way he has to do it isn't
how glass does it
L577[17:37:03] <howtonotwin> You have to
override getLightOpacity and return the correct value
L578[17:37:17] <howtonotwin> Return 255
for opaque and 0 for transparent
L579[17:37:36] <ghz|afk> oh I see
L580[17:37:53] <ghz|afk> I didn't realize
he has multiple states
L581[17:38:22] <howtonotwin> halvors: ^^
all of that ^^
L582[17:38:52] <quadraxis> also it uses
the default default state, before you can set it yourself
L583[17:39:17] <LexMobile> !gm
func_72912_H
L584[17:39:27] <howtonotwin> If I could
yell at Mojang for one thing it'd be the idiocy that is
Block::<init>
L585[17:41:18] ⇦
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L586[17:41:44] <halvors> howtonotwin: Oh,
thanks :) So just setting getLightOpacity would do the trick?
L587[17:41:55] <howtonotwin> Overriding,
yes
L588[17:43:58] <halvors> Or rather, just
returning 0 for transparent and super.getLightOpacity for
everything else as that's default behavior :)
L589[17:44:19] <howtonotwin> nuuu!
L590[17:44:27] <howtonotwin> Default
behavior is insane!
L591[17:44:48] <howtonotwin> And is
subject to exploding if the order of the BlockStateContainer
decides to flip
L592[17:46:24] <halvors> Ok, i wont then
:)
L593[17:46:36] <quadraxis> the default
behaviour only works if your block is always opaque, or always
transparent
L594[17:48:05] <howtonotwin> Is it safe to
dump several dozen commands into MCPBot as long as it's DCC?
L595[17:48:18] <kashike> how many?
L596[17:48:30] <kashike> (line
count?)
L597[17:48:43] <howtonotwin> Anywhere
between 50-100
L598[17:49:01] <kashike> that much is fine
though dcc
L599[17:49:05] <darkevilmac> but why
tho
L600[17:49:09] <howtonotwin> Javadoc
L601[17:49:13] <darkevilmac> ah
L602[17:49:17] <howtonotwin> Lots and lots
of javadoc
L603[17:49:25] <howtonotwin> It's my
crusade
L604[17:49:33] <darkevilmac> lol
L605[17:54:43] <halvors> ghz|afk:
howtonotwin: Thanks for help, got it to work as i wanted with both
blockstates :)
L606[17:54:51] <howtonotwin> Yay!
L607[17:59:50] ***
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L609[18:14:28] <halvors> Also, btw
connected texture is pain, especially if you have textures that
cannot be rotated in json :O
L610[18:15:02] <ghz|afk> connected
textures is pretty much a hack
L611[18:15:17] <halvors> Had to manually
write 65 json models by hand in order to make it work.
L612[18:15:19] <ghz|afk> the way mc's
rendering pipeline works, is not fit for it
L613[18:15:48] <halvors> Was simpler
before json :)
L614[18:15:56] <ghz|afk> yes because oyu
did it in code ;p
L615[18:16:00] <halvors> Yeah.
L616[18:16:24] <ghz|afk> the way I think
would be the proper way to do it, if you were writing a new engine,
and not a minecraft mod
L617[18:17:01] <ghz|afk> would be to have
a clear separation between "props" (thigns with a custom
model)
L618[18:17:10] <ghz|afk> and
"surfaces" (thinks which can connect together)
L619[18:17:27] <ghz|afk> and then you'd be
able to create connectivity planes
L620[18:17:34] <LexMobile> !gf
field_152355_az
L621[18:17:52] <ghz|afk> and easily
compute which of the the 47 variants you need for each block
L622[18:18:01] <ghz|afk> each face*
L623[18:18:15] <halvors> Yeah :)
L624[18:19:47] <halvors> Is it 47
variants? That tells me i can short down on my json models.
L625[18:19:54] <ghz|afk> (the planes would
be defined by an axis, an offset, and a direction... like,
"x,1,east" "y,254,up"
"z,35,north")
L626[18:19:58] <ghz|afk> I believe 47 is
the number yes
L627[18:20:12] <ghz|afk> both my excel
sheet and Chisel's code agreed
L628[18:20:14] <halvors> Hmm, maybe i need
to look for duplicate files then.
L629[18:20:29] <halvors> Chisel does it in
code?
L630[18:20:55] <darkevilmac> Chisels has a
library for connected textures you could use if you wanted.
L631[18:21:08] <darkevilmac> It's a bit
heavy from my understanding but I could be wrong.
L632[18:21:29] <ghz|afk> I believe chisel
implements connected textures by providing a custom model
loader
L633[18:21:42] <ghz|afk> which uses data
passed through an IUnlistedProperty
L634[18:21:59] <ghz|afk> but I haven't
read the code myself
L635[18:22:03] <ghz|afk> so I don't know
the exact details
L636[18:22:10] <halvors> Ah ok.
L637[18:22:20] <halvors> Do you know the
library's name?
L640[18:25:55] *
howtonotwin can't believe his attempt to automate MCPBot command
generation isn't already exploding
L641[18:43:03] ⇦
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L642[18:51:57] <LexMobile> !gm
func_176197_a
L643[18:53:20]
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L644[18:56:36] <LexMobile> !gm
field_147482_g
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L646[19:03:04] <LexMobile> !gm
func_175650_b
L647[19:04:02] <LexMobile> !gf
field_72996_f
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L653[19:13:57] <joazlazer> As far as
running code in IMessageHandler.onMessage(...), what is safe to run
on the network thread and what is unsafe?
L654[19:16:16] <LexMobile>
-4978063643070495701 for 1.12 is a nice seed if anyone like island
chalanges
L655[19:16:27] <howtonotwin> All world
access, at the very least, is unsafe
L656[19:16:56] <LexMobile> reading is
usually fine, writing is bad tho
L657[19:17:02] *
howtonotwin is convinced no island can be more cozy than his own
island test world
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L666[19:26:37] <joazlazer> Is there no way
to dynamically attach capabilities?
L667[19:26:52] <howtonotwin> The
AttachCapabilityEvents?
L668[19:27:02] <joazlazer> anywhere else
than during that?
L669[19:27:52] <howtonotwin> No, I don't
believe so
L670[19:28:38] <joazlazer> time to make a
core mod /s
L671[19:29:51] <howtonotwin> But the thing
is, you can attach any ICapabilityProvider you want. You can have
it access some static map in getCap and hasCap.
L672[19:31:19] <LexMobile> eww dont do
that
L673[19:31:21] <LexMobile> thats bad
L674[19:31:28] <howtonotwin> Oh ok
L675[19:31:48] <LexMobile> Get/Has are
meant to be FAST so anything beyond simple ifs is bad
L676[19:32:13] ***
joazlazer was kicked by LexMobile (joazlazer))
L677[19:32:23] <LexMobile> Even with /s
That isnt a good joke.
L678[19:33:15]
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L680[19:37:27] <howtonotwin> Hey lex,
while you're here: would a PR that exposes a hook for the game loop
speed be a good idea?
L681[19:41:36]
⇨ Joins: h404bi (~h404bi@113.119.8.88)
L682[19:42:28] <joazlazer> I would
actually like that as a hook, but I feel like that might cause
problems with other mods and would mean that there is another thing
for mod devs to test for compatibility with.
L683[19:43:13]
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L684[19:43:36] <howtonotwin> It could
probably be handled like entity attributes, so mods don't set it,
just modify it.
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L687[19:45:42] <joazlazer> Also wouldn't
that result in client-server discontinuities since clients would
try to move at a normal tickrate?
L688[19:46:00] <joazlazer> For example
EntityPlayer motion might get rubber-banded
L689[19:46:05] <howtonotwin> The client
loop needs to be slowed too
L690[19:46:27] <joazlazer> Would that be
handled by mods or by Forge itself?
L691[19:46:47] <howtonotwin> Actually, ..
I was typing a thing about that
L692[19:47:28] <joazlazer> It sounds like
a cool idea and I could definitely see uses for it, so I say go for
it
L693[19:48:48] <howtonotwin> The mod that
I use for this also supports the idea of each client having its own
tickrate, and the server having another tickrate. I can't vouch for
two clients with different tickrates, but if the server has a
different tickrate from the client, breakage is surprisingly
minimal. Mostly just rendering weirdness (esp. pistons).
L694[19:49:12] <howtonotwin> Dunno if
that's a good idea or if it should just be one tickrate for
all
L695[19:50:05]
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L696[19:50:09] <howtonotwin> Issue is that
lots of mods probably hardcode 20 tps or 50 mspt and will be sad
because of this
L697[19:52:28] <joazlazer> I mean it's
their fault hardcoding that when tickrate fluctuation is already a
phenomenon caused by lag
L698[19:53:37]
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L699[19:53:45] <howtonotwin> Aperiodic,
short-living fluctuations is a whole world apart from a long-term
drift away from the normal tickrate
L700[19:54:31] ⇦
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L701[19:54:44] <joazlazer> I've played on
enough modded servers to know that 10 tps can be a constant
thing
L702[19:58:18] <capitalthree> just a hunch
but if the client and server have a different tickrate, breakage
might *seem* minimal but they're probably having to do a lot more
syncing work
L703[19:58:31] <capitalthree> since they'd
be constantly finding themselves desynced over minor things and
sending entire chunks right?
L704[19:58:46] <howtonotwin> I've never
checked :P
L705[20:00:55] ⇦
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L709[20:09:53] ***
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L717[20:21:55] <joazlazer> So is it okay
to reference sided elements (such as Gui objects or
Minecraft.getMinecraft()) inside of a SimpleImpl message handler if
the handling will be run on the correct side?
L718[20:22:18] <joazlazer> Or would
instantiating a message on the alternate side crash the game?
L719[20:22:42] <joazlazer> (the handler is
an inner class)
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L722[20:34:36] <howtonotwin> capitalthree,
eeeh, on a new world I can't see any difference in amount of data
synced
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L724[20:35:04] <howtonotwin> Tried both
running client at 200 and server at 20, and client at 20 and server
at 200
L725[20:35:06] <capitalthree> howtonotwin:
yeah I wouldn't expect it. you'd want to try something with a lot
of redstone stuff controlling pistons
L726[20:35:44] *
howtonotwin wonder's if Bluestone works on 1.12
L727[20:35:51] <howtonotwin> (The
map)
L728[20:35:54] <capitalthree> again,
though, I'm guessing so it might not desync anyways, it's a
hypothesis :P
L729[20:36:17] <capitalthree> but the
client has to *notice* it's desynced which means you have to try to
mine a block that's no longer there or something like that
L730[20:36:40] <capitalthree> (and getting
desynced and *not* syncing would also be non-ideal)
L731[20:37:01] <capitalthree> maybe you
should put a piston based door on a high period clock and mess
around with that
L732[20:37:14] <howtonotwin> ok
L733[20:37:16] <capitalthree> see if you
get rubberbanded sometimes when the client thinks it's open, or if
it ends up syncing
L734[20:37:28] <howtonotwin> Oh it already
rubberbands
L735[20:37:37] <capitalthree> wellll
ok
L736[20:37:41] <howtonotwin> If you fly
too fast the game complains about moving at 10 blocks/tick
L737[20:37:43] ⇦
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L738[20:37:44] <capitalthree> then maybe
it's not causing a lot of extra syncing :P
L739[20:37:57] <capitalthree> oh I meant
moved wrongly rubberbanding, not moved too quickly
rubberbanding
L740[20:38:13] <howtonotwin> oic
L741[20:38:15] <capitalthree> speaking of
which, unascribed just got a move-too-quickly removing coremod
working last night
L742[20:38:19] <capitalthree> on
1.11.2
L743[20:38:30] <capitalthree> because we
desperately wanted it for our minecraft server (the tinker's
construct slimesling cannot handle it)
L744[20:38:42] <howtonotwin> Neither can
my slipperiness PR
L745[20:38:44] <howtonotwin> :P
L746[20:38:53] <capitalthree> you would
probably want to remove moved-too-quickly if you're decoupling
tickrates like this
L747[20:39:10] <capitalthree> slipperiness
PR?
L748[20:39:20] ⇦
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L750[20:39:51] <howtonotwin> The test mod
is liable to do crazy things because MC doesn't like fast
things
L751[20:39:57] <capitalthree> what I'm
getting at is, if you have a redstone circuit controlling a door,
one of two things happens: 1) the server re-syncs the chunk to the
client constantly, or 2) the client is often wrong about whether
the door is open
L753[20:40:01] <capitalthree> I don't know
how you get around that
L754[20:40:27]
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L755[20:40:52] <howtonotwin> I can't
redstone so...
L756[20:40:53] *
howtonotwin looks up a piston door schematic
L757[20:41:25] <capitalthree> howtonotwin:
ah ok that looks like a nice PR
L758[20:41:48] <capitalthree> howtonotwin:
you can make a simple high period clock with two hoppers pointed
into each other
L759[20:42:15] <capitalthree> when a
hopper is full (comparator), it triggers a piston to push a
redstone block next to the other hopper
L760[20:42:18] <capitalthree> which causes
the flow to reverse
L761[20:42:46] <howtonotwin> I'm not
completely clueless :P
L762[20:42:47] <capitalthree> but yeah
looking up a schematic should work
L763[20:42:59] <capitalthree> oh ok sorry
xD well you don't have to make one of those fancy piston doors that
pistons other pistons!
L764[20:43:11] <capitalthree> hell, you
could probably just use an iron door and test this
L765[20:43:36] <capitalthree> so the
hopper clock is still the most complicated part
L766[20:43:38] <howtonotwin> door+pressure
plate? That I can do ;P
L767[20:43:45] <capitalthree> no not
pressure plate
L768[20:43:51] <capitalthree> door + high
period clock
L769[20:44:01] <howtonotwin> Oh ok
L770[20:44:13] <capitalthree> the point
here is something that will make the client and server desync if
the tickrate doesn't match
L771[20:44:20]
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L772[20:46:12] <capitalthree> howtonotwin:
I just thought of another thing you should test... ride a
minecart... just in general :P
L773[20:46:43] <capitalthree> also when
you have the server tickrate way higher, jump off a tree and see if
you get kicked for flying xD
L774[20:47:17] <howtonotwin> You're really
having fun with this aren't you ?
L775[20:47:43] <capitalthree> well I'm
just interested because the idea's insane, but if you can somehow
get over all these pitfalls, it would be pretty great too :P
L776[20:47:59] <capitalthree> so I have to
try to steer you into them so you notice them >:)
L777[20:48:15] <howtonotwin> lol
L778[20:48:48] <capitalthree> what mod are
you using for this?
L779[20:48:57] <howtonotwin> Tickrate
Changer
L780[20:48:58] <capitalthree> maybe I can
play with it sometime instead of pestering you :P
L781[20:49:07] <capitalthree> neat, that
sounds fun
L782[20:49:13] <howtonotwin> Save me from
the banhammer
L783[20:49:14] <capitalthree> it sounds
like a mod that doesn't mind the fact that it breaks other
mods
L784[20:49:17] ⇦
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L786[20:49:21] <howtonotwin> It's made for
testing
L787[20:49:25] <capitalthree>
banhammer?
L788[20:49:45] <howtonotwin> How do you
think it works, if it doesn't use a Forge hook?
L789[20:50:02] ⇦
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L790[20:50:07] <capitalthree> I don't know
but it's GPL'd so we don't have to wonder :P
L791[20:50:41] <capitalthree> definite
asm
L793[20:51:11]
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L795[20:51:32] <howtonotwin> See?
Banhammer
L796[20:51:33]
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L797[20:52:44] <capitalthree> lol so is
vazkii banned here? because everybody loves quark
L798[20:53:01] <capitalthree> I think what
gets people pissy is when you use asm for no damn reason for
something that is *not* a core engine tweak
L799[20:55:24] <capitalthree> speaking of
vazkii's asm hacks... one of these days I need to figure out how to
make quark's iron rod use a fakeplayer when breaking blocks (so it
doesn't destroy contents from immersive engineering storage
crates)
L800[20:56:26] <capitalthree> but it does
that all inside an asm patch to piston doPush that, if I understand
correctly, just adds stuff to a list of blocks to remove that is
already used in the method
L801[20:56:58] <capitalthree> which would
make this really hard x_x it was really easy to do the reverse, and
edit the quark dispenser behavior to use a fakeplayer to place
blocks, so it woudn't destroy storage crate contents when *placing*
the blocks
L802[20:57:08] <howtonotwin> I just want
to know how Botania's Force Relay works
L803[20:57:14] <capitalthree> what's it
do?
L804[20:57:21] <howtonotwin> Less because
it's amazing, and more for it's failure modes
L805[20:57:34] <howtonotwin> You attach a
Force Relay to a block pos in the world with a wand
L806[20:57:55] <howtonotwin> Then,
whenever the relay is pushed by a piston, the block at the attached
pos also gets pushed
L807[20:58:14] <howtonotwin> And when a
Warp mana burst goes into the relay, it teleports to the other
end
L808[20:58:20] <capitalthree> that sounds
pretty fun
L809[20:58:28] <howtonotwin> Also very
broken :P
L810[20:58:38] <howtonotwin> According to
Vazkii, it's a miracle they work at all
L811[20:59:04] <capitalthree> so is the
force relay itself an item or a block or what?
L812[20:59:07] <howtonotwin> block
L813[20:59:16] <howtonotwin> Weird purple
thing
L815[20:59:43] <capitalthree>
BlockPistonRelay you think?
L817[20:59:53] <howtonotwin> yep
L818[21:00:04] <howtonotwin> Oh look
L819[21:00:12] <howtonotwin>
super(Material.GOURD, ...);
L820[21:00:20] <howtonotwin> That's
probably a hack
L821[21:01:33] <capitalthree> if I'm
reading this right, it also lets you pull arbitrary blocks through
with a sticky piston?
L822[21:01:41] <howtonotwin> That's
honestly tamer than I thought it'd be, actually
L823[21:01:43] <howtonotwin> yes
L824[21:01:50] <capitalthree> yeah same
here, there are no insane asm hacks
L825[21:02:05] <capitalthree> I don't even
see a hijacking of the Piston class' code, like I do in lingering
loot hardcore mode
L826[21:02:13] <howtonotwin> That GOURD
thing is probably something, though
L827[21:02:15] ⇦
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L828[21:02:27] <capitalthree> (to simualte
pistons, I just AT'd PistonBlock.doPush, so I could call it and
then manually delete the phantom extended piston arm)
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L830[21:03:00] <capitalthree> so does this
combine with quark's pistons move tile entities? can you pull
chests full of loot through these things?
L831[21:03:07] <capitalthree> botania is a
naughty item teleportation smuggler
L832[21:03:22] <howtonotwin> Oh god please
(don't) try
L833[21:03:47] <howtonotwin> Oh wait, pull
*through*?
L834[21:03:50] <howtonotwin> I don't think
so
L835[21:03:54] <capitalthree> ahh
L836[21:03:55] <howtonotwin> Just
pull
L837[21:04:06] <capitalthree> but pull
where? just into the mapped position?
L838[21:04:12] <howtonotwin> Actually
wait
L839[21:04:21] <howtonotwin> IIRC you can
only PUSH
L840[21:04:29] <howtonotwin> And if you
pull, the target pos won't move
L841[21:04:32] <capitalthree> then why
does it check for sticky pistons?
L842[21:04:35] <howtonotwin> But the relay
will
L843[21:04:47]
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L844[21:04:51] <howtonotwin> So you can
attach the relay to a single stone block in the air
L845[21:05:05] <howtonotwin> You can push
the relay with a piston
L846[21:05:18] <howtonotwin> And then the
relay ignores sticky pistons completely
L847[21:05:29] <howtonotwin> So the relay
can be pushed back into place
L848[21:05:38] <howtonotwin> And then the
normal piston can push it
L849[21:05:47] <howtonotwin> And so you
can move that stone block infinitely far
L850[21:05:50] <capitalthree> oh ok
L851[21:05:57] <capitalthree> so it's more
like wireless communication?
L852[21:06:07] <howtonotwin> I guess
L853[21:06:13] <howtonotwin> You can build
quarries out of it, though
L854[21:06:22] <capitalthree> wiat
infinitely far?
L855[21:06:25] <capitalthree>
quarries?
L856[21:06:28] <capitalthree>
eeeeenteresting
L857[21:06:34] <capitalthree> I will have
to get off my lazy butt and learn botania
L858[21:07:03] <howtonotwin> Attach a
block to the force relay; use pistons to control that block (the
quarry cursor); blast mana through it to break the blocks on the
other end
L859[21:07:32]
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L861[21:08:09] <howtonotwin> Not
particularly fast, but it's a mod about flowers and nature anyway,
and you're using it to strip-mine :P
L862[21:10:30] <capitalthree> xD
L863[21:10:46]
⇨ Joins: bamajoe411
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L864[21:10:54] <bamajoe411> hi peeps
L865[21:11:12] <howtonotwin> o7
L866[21:11:37] <bamajoe411> this is where
i get help for the forge mod loader yes?
L867[21:11:43] <howtonotwin> yes
L868[21:11:55] <raoulvdberge> !gf
field_190931_a
L869[21:11:58] <bamajoe411> ok my game
keeps crashing :(
L870[21:12:01] <bamajoe411> The game
crashed whilst there was a severe problem during mod loading that
has caused the game to fail
L871[21:12:02] <bamajoe411> Error:
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught
exception from mercurius_updater (mercurius_updater)
L872[21:12:04] <raoulvdberge> !gm
func_150895_a
L873[21:12:22] <raoulvdberge> !gm
func_191196_a
L874[21:12:31] <raoulvdberge> !gf
field_78027_g
L875[21:12:37] <howtonotwin> raoulvdberge,
take that to #mcpbot please
L876[21:12:48] <capitalthree> bamajoe411:
please pastebin the whole log
L877[21:12:53] <capitalthree> we can't
tell anything without the stacktrace
L878[21:12:57] <raoulvdberge> no need to,
only needed 4 queries
L879[21:12:59] <bamajoe411> k
L880[21:13:10] <bspkrs> also, who
cares?
L881[21:13:54] ⇦
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(~KnightMin@adsl-75-5-69-162.dsl.emhril.sbcglobal.net) (Quit:
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L883[21:16:16] <bamajoe411> idk why its
crashing all of a sudden :/ ive been playing for a long while with
the same mods and havnt changed a thing but it jut started crashing
out of nowhere
L884[21:16:19] <capitalthree> I just wish
when people queried the bot in channel, it would give a 1 line
response in channel
L885[21:16:35] <capitalthree> the real
exception is NoSuchMethodError
L886[21:17:04] <howtonotwin> That's the
old ReflectionHelper. Are all your mods the latest version?
L887[21:17:04] <capitalthree> but I have
no idea what is going on there
L888[21:17:34] <bamajoe411> ill
check
L889[21:18:55]
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L891[21:22:49] <bamajoe411> i updated all
my mods
L892[21:22:58] <bspkrs> lol:
net.minecraftforge.fml.common.asm.transformers.BlamingTransformer
L893[21:22:59] <bamajoe411> still crash
:(
L894[21:25:06] <howtonotwin> Try removing
mercurius_updater
L896[21:25:42] <howtonotwin> I'm fairly
sure that's the problem, but I have no idea how they even compiled
it
L897[21:25:59] <bamajoe411> how do i
remove it?
L898[21:26:44] <howtonotwin> Just delete
the jar
L899[21:27:13] <bamajoe411> from
where
L900[21:27:46] <howtonotwin> It ought to
be in the mods folder, but Forge treats Mercurius a bit
specially
L901[21:28:20] <bamajoe411> its not
there
L902[21:29:03] ⇦
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L903[21:29:45] <howtonotwin> Alright, let
me do a bit of digging...
L904[21:30:02]
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L905[21:30:20] <bamajoe411> should i just
reinstall it and untick adding Mercurius
L906[21:30:55] <howtonotwin> That should
work, but I have no idea why mercurius is broken in the first
place.
L907[21:31:20] <howtonotwin> This IRC
isn't really for tech support, so you should create a thread on the
forums for further help
L909[21:33:21] <bamajoe411> ok removing
mercurius worked
L910[21:33:22] ⇦
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L911[21:33:53] <howtonotwin> Odd...
L912[21:34:16] <howtonotwin> quadraxis,
that's the new 1.12.1 version Lex just committed
L913[21:36:04] <quadraxis> ah i know
L914[21:36:14] <howtonotwin> I wonder if
1.12 Mercurius actually compiles on my machine...
L915[21:36:46] <quadraxis> the 1.12
version uses basically the oldest possible 1.12 forge build
L916[21:36:58] <howtonotwin> That would do
it
L918[21:38:01] <quadraxis> build
2321
L919[21:38:27] <howtonotwin> The fabled
">100 builds behind"! :O
L920[21:39:47] <LexMobile> We dont really
update mercurius because there isnt need to
L921[21:40:15] <LexMobile> if there are
actual issues, report them and we can fix but meh
L922[21:46:01]
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L925[21:48:09] <quadraxis> that version of
ReflectionHelper.findMethod doesn't exist for most 1.12
builds
L926[21:48:21]
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L927[22:03:34] <joazlazer> I'm really
confused
L928[22:03:54] <joazlazer> Classes in java
automatically posses a default constructor with no args,
right?
L929[22:04:07] <howtonotwin> Yes
L931[22:04:29] <joazlazer>
"java.lang.NoSuchMethodException:
joazlazer.mods.amc.common.network.message.MessageAwakeningControl$MessageAwakeningControlHandler.<init>()"
???
L932[22:04:48] <howtonotwin> It's an inner
class
L933[22:04:57] <howtonotwin> It has a ctor
param
L934[22:05:03] <howtonotwin> The outer
instance
L935[22:05:15] ***
SatanicSanta is now known as Santa|afk
L936[22:05:40] <joazlazer> Manually adding
a default constructor still results in the same crash
L937[22:05:43] <howtonotwin> The actual
sig is
MessageAwakeningControl$MessageAwakeningControlHandler.<init>(LMessageAwakeningControl;)V
L938[22:05:51] <howtonotwin> It's an inner
class
L939[22:06:04] <howtonotwin> Every ctor
MUST have a outer instance param
L940[22:06:18] <howtonotwin> You don't
have to write it, but it MUST be there
L941[22:06:31] <joazlazer> Oh it has to be
static <facepalm>
L942[22:06:58] <howtonotwin> lol
L943[22:11:10] <LexMobile> 20:03
<joazlazer> Classes in java automatically posses a default
constructor with no args, right?
L944[22:11:13] <LexMobile> No.. they
dont
L945[22:11:18] <LexMobile> If you specify
another constructor.
L946[22:11:31] <LexMobile> And
ReflectionHelper changed yes, but things *should* still be
compatible...
L947[22:12:54] <joazlazer> Right I meant
as long as it's not overridden... and I figured out why the
reflection was crashing... my inner class wasn't declared static so
it couldn't be instantiated without an object of the outer
class
L948[22:13:38] ⇦
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(~Fendirain@2605:e000:121d:1d0:3c3c:b0f2:b39f:f6a0) (Read error:
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L949[22:15:49] ⇦
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L950[22:38:02] ⇦
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(~howtonotw@75-110-22-15.gvllcmtk01.res.dyn.suddenlink.net) (Quit:
Pop!)
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L962[23:11:04] <joazlazer> Is there a way
to change the log4j level so I can use the DEBUG level?
L963[23:13:39] <joazlazer> Javadocs say to
edit "config/logging.properties" but the file is never
created
L964[23:17:11] ⇦
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(Quit: またね)
L965[23:25:32] ⇦
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L967[23:29:24] <joazlazer> Has anyone
gotten it to work?
L968[23:35:05] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L969[23:42:55] ⇦
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