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L8[01:08:44] <McJty> Is there already a way
to specify output NBT in the json for recipes?
L9[01:08:51] <McJty> Or do I have to make a
custom factory for that
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L39[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170811 mappings to Forge Maven.
L40[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170811-1.12.zip
(mappings = "snapshot_20170811" in build.gradle).
L41[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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L44[02:19:19] <xaero> forgive my ignorance,
but can blockstates be extended past 16 different states now? I
remember that was the limitation in the 1.7 meta system
L45[02:20:31] <xaero> this is something
that'll have to happen by mojang, 'cause I can't see how they'll
pull it off without a TE
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L52[03:48:51] <Abastro> No, ExtendedState
is just for rendering. A workaround to send complex data like
adjacency and such.
L53[03:49:16] <Abastro> You still need TEs
to store more than 4 bits(16 states) on server.
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L68[05:07:37] <masa> hmm, so item
damage/meta is also going away in 1.13... I imageine that will be
rather annoying in some cases
L69[05:08:43] <ghz|afk> is it?
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L72[05:09:07] <masa> does vanilla serialize
items into IDs at any point anymore? without metadata, I imageine
the 32k item limit won't be enough for modded anymore
L74[05:09:17] <masa> the last 3 lines
L75[05:09:59] <gigaherz> ah
L76[05:10:56] <masa> I use sub-types quite
a lot in my "ingredients/crafting parts", which will
easily mean a couple dozen new dummy items in 1.13
L77[05:11:43] <masa> unless they would use
NBT and the recipes be NBT-sensitive
L78[05:11:59] <masa> ... which I kinda
assume vanilla might also need to support?
L79[05:12:12] <masa> for tool repairing
things
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L82[05:13:16] <masa> also,
OreDictionary.WILDCARD was handy in recipes to accept any wool
colors for example
L83[05:13:48] <masa> I wonder how that will
be handled in 1.13
L84[05:14:37] <gigaherz> mojang seems to
handle those recipes separately
L85[05:14:55] <gigaherz> if you look at it,
each bed recipe is a separate json, etc
L86[05:15:09] <gigaherz> as for us, we'll
have to move everything to oredict
L87[05:15:17] <gigaherz> if we want to
accept "and of x"
L88[05:15:23] <gigaherz> or create custom
ingredients
L89[05:15:27] <gigaherz> that
auto-enumerate things
L90[05:15:45] <gigaherz> "any of
X"*
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L92[05:17:23] <xaero> btw I finally found a
mention of removing the TE from flower pots, noteblocks, etc
L94[05:17:41] <xaero> see "the
flattening" text file
L95[05:19:01] <gigaherz> so note blocks
will be blockstates now
L96[05:19:09] <gigaherz> seems
reasonable
L97[05:21:03] <gigaherz> they missed an
opportunity though
L98[05:21:12] <gigaherz> to make noteblock
blockstates be actual note names they represent
L99[05:21:40] <gigaherz> placing a
noteblock{note=c4} would be much nicer ;P
L100[05:26:57] <masa> better give feeback
now then, before the first snapshots?
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L103[05:29:26] <barteks2x> They stll could
change it after the first snapshot, nothing says that worlds from
snapshots need to work fine with next snapshots and release
version
L104[05:31:41] <masa> true... but it's
still more unlikely imo to happen later rather than sooner
L105[05:33:01] <barteks2x> Anyone has
1.9.* and 1.8.* dev environment? I want to check if there is
difference in one part of code
L106[05:33:37] <barteks2x> or just 1.8.*
one
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L147[09:05:50] <quadraxis> gf
chestRenderer
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L216[13:37:32] <gigaherz> does anyone know
some mod that lets you change what things drop when
harvested?
L217[13:40:38] <Xilef11> I know one for
grass, not sure about other things though
L219[13:41:17] <gigaherz> nah I'm thinking
a general-purpose one
L220[13:41:21] <gigaherz> basically
L221[13:41:29] <gigaherz> I have
Survivalist, which does a lot of replacements
L222[13:41:32] <gigaherz> and people ask
like
L223[13:41:42] <gigaherz> "can you
make BoP grass drop your fibers?"
L224[13:41:49] <gigaherz> "can you
make this mod's dark stone drop rocks?"
L225[13:41:58] <gigaherz> "can you
make crafted things break down into rocks also?"
L226[13:42:08] <gigaherz> so it would have
been nice to tell them "use this mod"
L227[13:44:00] <Xilef11> I see... the
"plz add support for every mod ever" questions :p
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L231[13:50:20] <Xilef11> nvm, 1.7.10
only
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L233[13:51:06] <gigaherz> this is one of
those cases when I wish we had something like capabilities
L234[13:51:12] <gigaherz> but attached to
the registry object itself
L235[13:51:18] <gigaherz> and not to the
instances
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L237[13:51:44] <gigaherz> like, if I could
do IBlockState.getBlock().getData(MY_DATA)
L238[13:52:01] <gigaherz> then I would
have already coded the mod
L239[13:52:05] <gigaherz> instead of
looking for one XD
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L247[14:02:34] <Xilef11> Why not just
handle HarvestDropsEvent and edit the list based on the config
file?
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L249[14:03:27] <gigaherz> Xilef11: that
means I have to loop through the list of replacements
L250[14:03:39] <gigaherz> or in the best
case, do a Map<Block,DropsInfo> lookup
L251[14:03:49] <gigaherz> it would be
ok
L252[14:03:51] <gigaherz> but not
optimal
L253[14:04:25] <gigaherz> I don't like to
write ugly code, so if someone else already did the dirty work...
:P
L254[14:06:48] <Xilef11> would there be
much of a difference between
IBlockState.getBlock().getData(MY_DATA) and the map lookup?
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L256[14:08:23] <gigaherz> sure
L257[14:08:40] <gigaherz> getData(MY_DATA)
would be a handful of entries at most
L258[14:08:49] <gigaherz> not many mods
would store data in each block object
L259[14:09:04] <gigaherz> while the list
of blocks getting replacement would be a bit larger
L260[14:09:07] <gigaherz> that said
L261[14:09:48] <gigaherz> maps are O(log
n) in the worst case, so it would take maybe one or two more
iterations
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L273[15:52:08] <barteks2x> why Forge
packets always get ByteBuf instead of PacketBuffer? Was there some
reason for it?
L274[15:57:22] <kashike> probably been
around longer than PacketBuffer has, and it just hasn't
changed
L275[15:57:36] <kashike> you can just do
new PacketBuffer(buf) if you want one
L276[15:57:46] <barteks2x> I actually need
one to pass to vanilla code
L277[15:57:53] <barteks2x> and that's what
I'm doing
L278[15:57:57] <kashike> new
PacketBuffer(buf) then
L279[15:58:31] <barteks2x> also any
non-manual way to more efficiently write array of boolean flags to
ByteBuf>
L280[15:58:55] <barteks2x>
(ByteBuf.writeBoolean calls writeByte())
L281[16:00:07] <barteks2x> curiously,
Forge has ByteBufUtils that contains duplicates of nearly all
PacketBuffer methods
L282[16:01:21] <gigaherz> if you want to
pack booleans, you'd have to find or implement a bit buffer
L283[16:01:38] <gigaherz> and remember to
flush the bit buffer after you are done adding bits :P
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L285[16:01:59] <barteks2x> eh,.. not that
important I guess. This packet will be compressed anyway
L286[16:02:24] <quadraxis> can use
BitSet
L287[16:02:32] <gigaherz> you can encode a
bitset to bytes?
L288[16:02:33] <barteks2x> and the bits
are actually just small part of it
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L290[16:03:02] <quadraxis> toByteArray() /
toLongArray()
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L292[16:03:27] <LexMobile> Packets *may*
be compressed and a series of booleans is badly compressed.
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L294[16:03:57] <LexMobile> As for why it
has a ByteBuf vs a PacketBuffer thats because ByteBuf is the
standard netty utilit that you can do whatever you want with
L295[16:04:06] <barteks2x> oh
wait...
L296[16:04:09] <LexMobile> And is easily
upcasted to a packetbuffer if you want
L297[16:04:11] <barteks2x> Im doing it
more evil way
L298[16:04:41] <barteks2x> I need to
actually create byte array with that data before I even have a
ByteBuf
L299[16:04:54] <LexMobile> As for why
ByteBufUtil exists, I would assume its bcause cpw felt like writing
it in a more static fashion
L300[16:07:25] <barteks2x> is toBytes
called asyncronously?
L301[16:07:47] <barteks2x> (ier is it
somewhat save t access chunk data in there)
L302[16:08:13] <LexMobile> Im pretty sure
its called on the network thread
L303[16:15:42] <Abastro> HiIs it possible
to generate MC scene with something other than prelin noise?
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L305[16:18:38] <Abastro> I mean is it
possible to generate Minecraft world with other noise
generator?
L306[16:19:13] <Abastro> Like simplex
noise or spherical noise.
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L308[16:23:25] <barteks2x> you could even
replace vanilla noise generators if you know wyhat you are
doing
L309[16:23:36] <barteks2x> I did it
once
L310[16:24:03] <barteks2x> Back in MC 1.8,
code for how I did it is on github because someone requested that I
push the project there
L311[16:24:11] <barteks2x> Abastro,
^
L312[16:24:41] <Abastro> Oh thank
you!
L313[16:25:12] <Abastro> Now I can keep my
work on spherical world.
L314[16:25:36] <barteks2x> I will be back
in 10-15min and explain
L315[16:43:13] <barteks2x> I'm back
L317[16:44:26] <barteks2x> Modifying world
generation so it loops around, allows any power of 2 size
L318[16:45:27] <barteks2x> the code should
work pretty much as is on 1.12, maybe with some monor changes
L319[16:46:49] <barteks2x> This was
intended to be part of a mod that makes the world kind-of-spherical
but with topology of a torus
L320[16:47:18] <barteks2x> but the other
developer left without a word, without giving me his part of the
code
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L322[16:51:12] <Abastro> Great thanks to
you! Please let me ask one more question: how does this interact
with modded biomes?
L323[16:51:26] <barteks2x> As long as it's
not adding any new GenLayers it will work
L324[16:52:11] <barteks2x> it even goes as
far as properly tiling strctures and caves
L325[16:52:15] <barteks2x> and
populator
L326[16:53:02] <barteks2x> I used a
5-dimensional perlin noise generator to make it tileable
L327[16:54:22] <Abastro> Looks great. It
should be magnificent if it was released..
L328[16:54:32] <Abastro> Anyway, thanks
again!
L329[16:54:47] <barteks2x> feel free to
use any of the code I linked. I only pushed it togitub because
someone asked me to
L330[16:55:29] <barteks2x> MIT license
shouldn't cause any issues
L332[16:58:53] <Abastro> Great, I'll dig
around it. Thanks again, I guess I can now work on spherical
world.
L333[17:00:17] <barteks2x> I hope this one
actually gets finished some time :)
L334[17:03:45] <barteks2x> I hate dropbox
for disabling all public file links...
L335[17:04:06] <barteks2x> Back before I
knew you can upload iages to github I used dropbox links. Now they
don;'t work
L336[17:04:59] <barteks2x> (one of them is
in "issue" comment explaining how it all works)
L337[17:28:19] <barteks2x> do I really
need to know the size in advance to create ButeBuf that I can
convert to array?
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L341[17:55:50] <barteks2x> um... how bad
is it if I wouldn't read all the bytes written to ByteBuf for my
packet and left some unread?
L342[17:56:54] <barteks2x> nevermind, I
was just reserving too big array
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(~killjoy@2606:a000:1118:8164:5c4b:4138:a5a0:ae8b)
L404[22:30:32] <killjoy> Here's a bad joke
I heard at work
L405[22:30:40] <killjoy> At a campground,
you can't run past tents
L406[22:30:48] <killjoy> You ran
L407[22:45:43] ⇦
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(~Lathanael@p54960435.dip0.t-ipconnect.de)
L409[23:00:30] ⇦
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ZNC - http://znc.in)
L410[23:02:08] ⇦
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the connection)
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L415[23:34:00] ⇦
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Snoonet BNC!)
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L419[23:58:05] ⇦
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