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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/
L42[02:14:40] <xaero> ghz|afk: ok, just wondering - I got a lead from https://www.reddit.com/r/minecraftsuggestions/comments/689ktl/an_interface_for_note_blocks/dgzpj78/ maybe he misread though
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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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L71[05:08:59] *** ghz|afk is now known as gigaherz
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
L73[05:09:12] <masa> https://www.reddit.com/user/Dinnerbone/comments/6l6e3d/a_completely_incomplete_super_early_preview_of/
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
L93[05:17:29] <xaero> https://bugs.mojang.com/browse/MC-105922
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?
L101[05:27:01] <masa> +d
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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
L218[13:40:55] <Xilef11> https://minecraft.curseforge.com/projects/seed-drop?gameCategorySlug=mc-mods&projectID=247369
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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L229[13:48:17] <Xilef11> this maybe? https://minecraft.curseforge.com/projects/block-properties
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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
L316[16:43:48] <barteks2x> Abastro, take a look at this https://github.com/Barteks2x/McWorldGenLoop
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
L331[16:56:48] <barteks2x> this is a good starting point for foguring out how biomes are done: https://github.com/Barteks2x/McWorldGenLoop/blob/master/src/main/java/com/github/barteks2x/worldgenloop/biomegenlayer/GenLayerTileableUtil.java#L53
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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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
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