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L1[00:10:23] <KnightMiner_> If I change TE data in handleBlockUpdate, what is the best way to update the client?
L2[00:10:36] <KnightMiner_> With world.notifyBlockUpdate, it oddly delays by one block being updated
L3[00:10:52] <KnightMiner_> (this is for updating getActualState)
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L6[00:39:16] <Mraof> I asked last night, but I'm considering making a tech mod and I'm wondering what other mods are important to add support for
L7[00:39:37] <Mraof> I haven't really modded much since 1.7.10
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L14[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170814 mappings to Forge Maven.
L15[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170814-1.12.zip (mappings = "snapshot_20170814" in build.gradle).
L16[02:00:18] <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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L27[03:48:12] <TechnicianLP> !latest
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L29[04:07:43] <BlueMonster> ++
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L31[04:18:16] * ghz|afk yawns
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L33[04:18:34] <gigaherz> [07:39] (Mraof): I asked last night, but I'm considering making a tech mod and I'm wondering what other mods are important to add support for
L34[04:18:34] <gigaherz> [07:39] (Mraof): I haven't really modded much since 1.7.10
L35[04:19:46] <gigaherz> well the classics still exist: ic2, bc, mekanism, enderio, immersive engineering
L36[04:22:34] <Mraof> I see
L37[04:23:04] <Mraof> I'll need to familiarize myself with those, probably
L38[04:23:27] <gigaherz> sorry had to step away
L39[04:25:06] <gigaherz> I was saying on top of the classic tech mods, there's new things that have appeared after 1.8 was already here
L40[04:25:58] <gigaherz> but generally speaking
L41[04:26:07] <gigaherz> the key is simply to support the forge capabilities
L42[04:26:49] <Mraof> Okay
L43[04:27:10] <gigaherz> IItemHandler, IFluidHandler, IEnergyStorage (forge energy)
L44[04:27:37] <gigaherz> and then look at whatever everyone else is doing for wrench support
L45[04:27:41] <Mraof> Right now my idea is mainly just "Lizard-based tech mod, and you don't kill the lizards"
L46[04:27:55] <Mraof> Oh, is IEnergyStorage new?
L47[04:28:07] <gigaherz> if you consider 1.10.2 new, yes
L48[04:28:39] <Mraof> Yeah
L49[04:29:19] <Mraof> The latest I've messed with is 1.9, but I was sort of burnt out from modding then
L50[04:31:06] <gigaherz> yeah best to step away if you are burned out from something you do for fun :P
L51[04:31:41] <Mraof> Yeah
L52[04:32:20] <gigaherz> I was doing this yesterday: https://www.youtube.com/watch?v=ibrIGLPlZiE
L53[04:32:56] <Mraof> Cool
L54[04:35:15] <Mraof> Actually I haven't touched Java since then either, I've mainly been doing stuff in rust
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L71[06:42:32] <barteks2x> the decompiler had to be *really* confused to make sure it's thr right type 3 times: ((Bootstrap)((Bootstrap)((Bootstrap)(new Bootstrap()).group(CLIENT_LOCAL_EVENTLOOP.getValue())).handler(new ChannelInitializer<Channel>()
L72[06:44:15] <TechnicianLP> where?
L73[06:44:47] <barteks2x> in NetworkManager.provideLocalClient
L74[06:45:45] <barteks2x> (somehow that code managed to not get called for me before the player logged in)
L75[06:47:09] <barteks2x> introducing delays in random places reveals a lot of fun race conditions in the network code
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L77[06:48:13] <TechnicianLP> im mostly ave those when terminating my debug-session with some netty-thread refusing to return
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L79[06:50:19] <barteks2x> I'm (still) trying to find a nicer fix to that netty crash some people get, and it seems like it comes down to setAutoRead(false) being useless most of the time
L80[06:52:36] <barteks2x> I found what seems like a nice solution, but somehow itcrashes before it gets to the part I changed
L81[07:12:02] <barteks2x> I got it working with what I think ismuch less of a hack
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L83[07:12:11] <barteks2x> and I think this is what I will submit
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L93[07:55:11] <TechnicianLP> is there a chance of libraries being updated? (fastutil 7.1 -> 8.? for better java8 support)
L94[07:56:42] <gigaherz> things that mc includes are up to mojang
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L104[08:35:53] <Raycoms> Hey there, I have a problem with drawing gui Icons in custom GUIs. We draw the minecraft heart, hunger, xp icons
L105[08:36:04] <Raycoms> That works well also with texture packs as long as they are x32
L106[08:36:11] <Raycoms> But with x64 packs that stops working
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L108[08:36:14] <abab9579> !latest
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L111[08:42:28] <barteks2x> How does it stop working?
L112[08:44:18] <Raycoms> Uhm it renders incorrectly
L113[08:44:45] <barteks2x> Does it also break with vanilla 16x16>
L114[08:45:19] <Raycoms> How can I change to that?
L115[08:45:34] <barteks2x> I mean if you remove all resource packs leaving just vanilla?
L116[08:45:43] <Raycoms> Ah no, it works in vanilla perfectly
L117[08:45:50] <Raycoms> and in the x32 texture pack it also worked well
L118[08:45:53] <barteks2x> and what is the code?
L119[08:46:23] <Raycoms> its 2x
L120[08:46:24] <Raycoms> 1: https://pastebin.com/t5MHRzk8
L121[08:46:51] <Raycoms> 2: https://pastebin.com/Ps2PyAZS
L122[08:47:01] <Raycoms> The first one is the rendering code, the 2nd one is how I call it
L123[08:50:42] <Raycoms> I noticed that in loadDimensions, the x64 texture pack runs to 1028 (in vanilla its 128), if I put it to 256 it works but I can't have it statically
L124[08:51:23] <barteks2x> hm... why does it even use pixels for texture coords?
L125[08:52:30] <Raycoms> Because our rendering classes will adapt the resolution anyway
L126[08:53:06] <Raycoms> That works well
L127[08:55:31] <barteks2x> all that really matters is ratios of the position to size, so as long as this is right it should work
L128[08:55:41] <barteks2x> so what if you just hardcode vanilla texture positions and sizes?
L129[08:56:03] <gigaherz> you should always assume the basic size
L130[08:56:13] <gigaherz> like, how bug the texture is in the original resource pack
L131[08:56:18] <gigaherz> and use pixel positions from that size
L132[08:56:23] <gigaherz> then when the texture pack puts a bigger one
L133[08:56:27] <gigaherz> the ratios work out
L134[08:56:38] <barteks2x> it's all ranslated to UVs then and the UV stay the same regardless of texture size
L135[08:56:43] <gigaherz> yup
L136[08:56:50] <gigaherz> the actual vertices get UVs in the 0..1 range
L137[08:56:56] <gigaherz> by doing pixelpos/width
L138[08:57:09] <gigaherz> so it will work regardless of the resourcepack size
L139[08:58:50] <barteks2x> irrelevant, but zswap is amazing, I've never had my system work so smoothly after running out pf physical RAM
L140[09:01:43] <gigaherz> ah
L141[09:01:53] <gigaherz> yes, windows 10 got that feature in anniversary update
L142[09:02:35] <gigaherz> it's not THAT useful if you have an M.2 SSD though :P
L143[09:02:48] <gigaherz> but I guess the fact you are running out of ram means you don't have that kind of computer
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L145[09:04:19] <barteks2x> except windows 10 didn't work so smoothly even on myc better hardware
L146[09:04:24] <barteks2x> linux does
L147[09:04:44] <Lord_Ralex> phf, running out of memory
L148[09:05:47] <gigaherz> RAM: Used: 24222/32708MB (74% Load)
L149[09:05:59] <gigaherz> if you run certain games, it's not THAT hard :P
L150[09:06:00] <barteks2x> I don't have that much even including swap
L151[09:06:12] <Lord_Ralex> how many games though gigaherz
L152[09:06:22] <gigaherz> Dark and Light is taking 6.5gb
L153[09:06:32] <gigaherz> firefox 1.6gb, idea 1gb
L154[09:06:39] <barteks2x> gradle could easily comsume that if you let it
L155[09:06:40] <gigaherz> but I have a VM running in the background with 4gb assigned
L156[09:06:46] <barteks2x> (that 6.5GB)
L157[09:07:05] <gigaherz> + the memory used by the kernel and such
L158[09:07:41] <Lord_Ralex> i forget about my own vms
L159[09:07:46] <gigaherz> total: 60gb commited, 23.6gb in active use + 6.6gb compressed
L160[09:08:16] <Lord_Ralex> i should have dropped down to 16, i don't use my own 32
L161[09:08:25] <gigaherz> I had 16 in the previous computer
L162[09:08:31] <Lord_Ralex> i guess some people could, similar to the whole "i got 20 threads!"
L163[09:08:32] <gigaherz> and when I upgraded, I decided to double it
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L165[09:08:46] <gigaherz> it's not that I used the 16gb constantly
L166[09:08:56] <gigaherz> I just wanted the freedom to never worrya bout having to close apps to play games
L167[09:09:04] <Lord_Ralex> yeah, i get that
L168[09:09:48] <Lord_Ralex> i liked having each vm run dedicated hardware, so even now, each vm gets 4 threads, and i'm not worried that i'm forced to share the threads with the OS because of other stuff
L169[09:10:24] <Lord_Ralex> but memory would be same, i just not had been able to hit the 32GB limit on mine
L170[09:10:35] <barteks2x> f... I got assertion error
L171[09:10:50] <Lord_Ralex> assert your dominance
L172[09:10:58] <barteks2x> java.lang.AssertionError: Only one of ymin and ymax is NONE! This is not possible
L173[09:17:14] <barteks2x> I'm going to assume this world is corrupted and ignore it
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L175[09:23:56] <barteks2x> I'm getting a spam of these messages in 1.11 when my big packet is sent, any idea why? WARNING: Failed to mark a promise as success because it is done already: DefaultChannelPromise@371f8db2(success)
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L179[09:34:45] <barteks2x> is this issue back...? https://github.com/MinecraftForge/MinecraftForge/issues/1848
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L181[10:01:26] <barteks2x> Is there any way to make the client *not* time out when I'm in breakpoint on dedicated server?
L182[10:05:54] <TechnicianLP> tell you ide to only pause the thread that hit the point instead of all of them
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L186[10:09:37] <barteks2x> But the breakpoit is in the netty thread...
L187[10:10:55] <barteks2x> I want to pass in a lambda to forEach that executes a method only if the object is not null...
L188[10:11:07] <barteks2x> but I can't figure out a short way to do it
L189[10:12:32] <barteks2x> I started with x != null ? x.somethinf() : and then I realized I can't leave this part empty
L190[10:13:49] <barteks2x> and when I put an if, suddenly one line expression turns into whole 5 lines
L191[10:13:54] <malte0811> Why not "if(x!=null) x.something()"?
L192[10:14:08] <barteks2x> because it requires {} in lambda and IDE reformats it to 5 lines
L193[10:14:19] <barteks2x> what otherwise would be a nice one line
L194[10:14:46] <malte0811> Streams might work, no idea how that would be formatted
L195[10:15:27] <barteks2x> cubes.stream().filter(Objects::nonNull).forEach(Cube::setClientCube)
L196[10:16:15] <malte0811> Something like that, I don't think I ever actually used streams
L197[10:17:27] <barteks2x> ... hotswap is stupid. I change one line inside one method and it says "changes to class modifiers not supported"
L198[10:17:38] <barteks2x> now I need to restart client *and* server
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L200[10:26:14] <KnightMiner> So, I am getting some very odd behavior in neighborChanged. As part of that method, I changed a piece of TE data, but despite the client getting the update and me notifying a block update, it does not update getActualState until the next time I place a block
L201[10:26:34] <KnightMiner> Is there a different method I am supposed to use instead of world::notifyBlockUpdate?
L202[10:27:39] <KnightMiner> (I know its actually updating as the hitbox is updated, so its just really weird behavior)
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L205[10:32:19] MineBot sets mode: +v on mezz
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L208[10:40:48] <barteks2x> either my code is wrong in some spectacular way or forge is still corrupting split packets, but this time only when running dedicated server...
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L211[10:45:18] <barteks2x> this is singleplayer: http://i.imgur.com/BBqL5JF.png this is dedicated server: http://i.imgur.com/sE6ac2q.png
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L213[10:49:16] <TechnicianLP> wheres the difference? xD
L214[10:50:08] <malte0811> Could this happen if the packets arrive in the wrong order?
L215[10:51:25] <barteks2x> they arrive with the wrong positions
L216[10:51:41] <barteks2x> which gives the client the appearance of wrong order. But wrong order would just cause holes
L217[10:51:45] <barteks2x> not this kind of mess
L218[10:52:09] <malte0811> Is the code for this available?
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L221[10:54:06] <barteks2x> I didn't push it yet
L222[10:54:12] <barteks2x> because still broken
L223[10:55:05] <barteks2x> this is the packet that does it https://gist.github.com/c291fa201fa55ed0098bcbdafdf9f20c
L224[10:55:34] <barteks2x> and this is PacketUtils https://gist.github.com/2155e6e545b24a4b1f9c990669234767
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L227[10:57:24] <TechnicianLP> ThreadQuickExitException ?
L228[10:57:37] <barteks2x> I catch it in my AbstractHandler
L229[10:57:45] <barteks2x> it's vanilla one
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L232[10:59:53] <barteks2x> I doubt the issue is in the packet because it works on singleplayer
L233[11:00:05] <barteks2x> But I'm essentially stuck as to where to look for the issue.
L234[11:00:12] <barteks2x> it's literally the same code running on both
L235[11:00:36] <TechnicianLP> probably some discrepancy between memory and tcp connection in netty?
L236[11:01:17] <barteks2x> I'm going back to forge dev environment and testing the packet splitting on dedicated server
L237[11:01:20] <gegy1000> Are you using the vanilla chunk update packets?
L238[11:01:31] <barteks2x> no, I'm using my own
L239[11:01:43] <barteks2x> the PacketCube is the chunk update packet
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L243[11:11:23] <barteks2x> does noone run the test mods on server? they are still crashing
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L249[12:08:25] <barteks2x> I realized after my PR being merged that I left ENABLED = true in test mod...
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L258[12:48:08] <Jaffa> !gm allowUserToConnect
L259[12:55:53] <barteks2x> it was my PacketUtil being broken and just happened to work on singleplayer
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L267[13:30:38] <barteks2x> what is the right way to depend on >= version of forge?
L268[13:31:11] <barteks2x> after:version-range? or required-after?
L269[13:31:31] <TechnicianLP> due to forge alays being present a "after:" is enough
L270[13:31:44] <barteks2x> I just found it in documentation
L271[13:31:52] <barteks2x> it's just that 1.11 version doesn't have that javadoc
L272[13:32:47] <gigaherz> after, with version range
L273[13:33:03] <gigaherz> I mean, in general
L274[13:33:15] <gigaherz> if you want to have an optional dependency but only >= a certain version
L275[13:33:16] <gigaherz> you do
L276[13:33:27] <gigaherz> after:modid@[minver,)
L277[13:34:42] <SatanicSanta> !latest
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L279[13:43:34] <Raycoms> How can I get the most efficient harvest tool for blocks like oak stairs?
L280[13:43:49] <Raycoms> Which return "null" in the method "getHarvestTool"
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L288[13:53:38] <Raycoms> gigaherz do you have any idea?
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L290[14:00:03] <gigaherz> Raycoms: nope sorry, no idea
L291[14:00:45] <Raycoms> Sad, why does mojang do that kind of things...
L292[14:01:42] <barteks2x> isn't ther a method you can override in tool item that lets you specify the harvest speed for a specific block?
L293[14:02:00] <barteks2x> public float getStrVsBlock(ItemStack stack, IBlockState state)
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L295[14:04:45] <Raycoms> The thing is that I want to detect from a block which tool my npc should use
L296[14:05:28] <Raycoms> And interesting things are that: stairs and slabs return null as tool type and even better, hardened clay returns axe
L297[14:05:30] <gigaherz> loop through your tools
L298[14:05:38] <gigaherz> and get the one that returns the biggest getStrVsBlock? ;P
L299[14:05:49] <gigaherz> although
L300[14:05:54] <gigaherz> I guess it's always 1 by default
L301[14:05:58] <gigaherz> and only special tools return > 1
L302[14:05:59] <Raycoms> And when the worker doesn't have the correct tool with him? =D
L303[14:06:04] <Ordinastie> isn't it determined by the material ?
L304[14:06:20] <Raycoms> Hardned clay is material wood
L305[14:06:21] <Raycoms> somehow
L306[14:06:53] <gigaherz> the whole tool<->block harvesting is a mess
L307[14:07:01] <gigaherz> normally you'd say like
L308[14:07:41] <gigaherz> Block#getEffectiveTools() and compare that against Item#getToolClasses() and see if the intersection is at least 1
L309[14:07:55] <gigaherz> but they have a whole lot of hardcoded things in their items
L310[14:08:00] <gigaherz> special cases for things that aren't special
L311[14:08:34] <Raycoms> That shows us again, you don't have to be a good coder to work in a multinational company and gain tons =D
L312[14:08:35] <barteks2x> I see a special case for redstone ore + piclaxe somewhere... why
L313[14:08:59] <barteks2x> that seems to be something that goes back to beta 1.7 and earlier
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L317[14:23:06] <OrionOnline> Hello
L318[14:23:09] <OrionOnline> I have a questoin
L319[14:23:22] <Hubry> yes?
L320[14:23:39] <OrionOnline> Is there a way to prevent an item, that is not ItemArmor, from being rendered on the head
L321[14:23:40] <OrionOnline> ?
L322[14:26:14] <malte0811> Why would you have an item that isn't armor on the head?
L323[14:26:36] <OrionOnline> Well it is armor, it just does not extend ItemArmor, but implement ISpecialArmor
L324[14:28:44] <OrionOnline> I am rendering it my self in 3D
L325[14:32:46] <gigaherz> uhm Item#getArmorModel
L326[14:32:53] <gigaherz> if not null, it should override default rendering?
L327[14:39:55] <OrionOnline> Yeah nope, still rendering
L328[14:41:27] <gigaherz> no idea then
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L330[14:43:55] <Shambling> so... how is 1.12.1 coming along? Is mojang getting ready to release a 1.12.2 as soon as everyone gets 1.12.1 working? :P
L331[14:44:15] <gigaherz> 1.12.1 was released only because of a serious security issue
L332[14:44:20] <Raycoms> Okay even better, the required harvestlevel for slabs, stairs and hardned clay is also -1...
L333[14:44:25] <gigaherz> besides the protocol changes they had to make to fix the issue
L334[14:44:28] <Shambling> was it security? I thought it was a crafting book dupe glitch
L335[14:44:28] <gigaherz> there's nothing else in it
L336[14:44:33] <gigaherz> yes
L337[14:44:37] <gigaherz> that's considered a security issue
L338[14:44:42] <Shambling> ... lol
L339[14:44:54] <Shambling> security issues mean someone steals my account, not I dupe clay
L340[14:44:58] <gigaherz> yeah
L341[14:45:02] <gigaherz> but it was treated like one
L342[14:45:06] <gigaherz> to avoid spreading the exploit more
L343[14:45:08] <gigaherz> ;P
L344[14:45:09] <gigaherz> anyhow
L345[14:45:11] <gigaherz> it's all it changes
L346[14:45:13] <gigaherz> nothing else
L347[14:45:22] <gigaherz> there wouldn't have been a 1.12.1 at all if it wasn't for that
L348[14:45:31] <gigaherz> so expect 1.13 snapshots "soon"
L349[14:45:42] <Shambling> so decemberish
L350[14:45:48] <Shambling> 2018
L351[14:45:49] <Shambling> =P
L352[14:45:50] <gigaherz> and 1.13 is going to be horrible for modders to fix our mods
L353[14:45:51] <gigaherz> ;P
L354[14:45:57] <gigaherz> so yeah
L355[14:46:01] <gigaherz> "winter is coming" ;P
L356[14:46:06] <Shambling> maybe 1.13 will be released to get rid of java completely, problem is... win10
L357[14:46:29] <Shambling> "I hear you like mods... so here's something that isn't a mod but you can pay someone for on the windows store"
L358[14:46:31] <Zidane> Uh what?
L359[14:47:10] <Shambling> well I'm not a fan of the non-java versions of minecraft, as the 'modding' for them is more like... limited scripting and skins
L360[14:47:14] <Raycoms> What will come in 1.13 which will destroy our hopes for the future?
L361[14:47:23] <Shambling> mojangs solution to the ID limit
L362[14:47:35] <gigaherz> mojang is getting rid of meta
L363[14:47:40] <Shambling> reference their version of step assist :P
L364[14:47:42] <gigaherz> blocks won't have an ID anymore
L365[14:47:48] <gigaherz> it will be IBlockStates getting assigned IDs
L366[14:47:52] <gigaherz> and no meta for them
L367[14:48:04] <gigaherz> and itemstacks won't have meta/damage, and that stuff will be in NBT
L368[14:48:11] <barteks2x> and no more manual state-to-meta and meta-to-state?
L369[14:48:17] <gigaherz> yup that's 100% gone
L370[14:48:19] <Shambling> hrmmm... command blocks can do some funky shit with npc's... doesn't that mean if blocks get treated that way, they can be fiddled with extensively too?
L371[14:48:31] <gigaherz> IBlockState -> id -> chunk palette
L372[14:48:37] <barteks2x> so will it just automatically list all possible permitatiopns of all properties?
L373[14:48:38] <Raycoms> Ohh, that sounds like a lot of fun, I hope that happens more later than sooner
L374[14:48:55] <barteks2x> or you will need to register each blockstate?
L375[14:49:06] <gigaherz> barteks2x: the change means it assigns IDs to IBlockStates, rather than to the block object
L376[14:49:06] <Shambling> I hope its not like how minecraft became after the graphics changes in 1.8.9... I don't want to buy 128 gigs of ram
L377[14:49:06] <Zidane> Register each I believe
L378[14:49:17] <gigaherz> doesn't mean you have to register them manually I hope
L379[14:49:27] <gigaherz> it just won't use internal IDs for the block registry
L380[14:49:28] <Zidane> Shambling you've got user issues that are not caused by Java :P
L381[14:49:44] <Shambling> =P
L382[14:49:47] <gigaherz> Shambling: the change shouldn't make save files bigger
L383[14:49:55] <Shambling> I'm not worried about save files...
L384[14:49:57] <gigaherz> since each chunk only need enough bits to represent the blocks used in that one chunk
L385[14:50:02] <Shambling> I said ram, not HDD space lol
L386[14:50:11] <gigaherz> chunk data should still be small
L387[14:50:16] <Shambling> it was sarcasm
L388[14:50:20] <gigaherz> since it indexes the chunk blockstate palette
L389[14:50:20] <Shambling> and pessimism
L390[14:50:31] <gigaherz> the whole point of 1.13 is to make those things better, not worse XD
L391[14:50:49] <gigaherz> they are advertising it as improving performance AND future expansion
L392[14:50:54] <barteks2x> chunk data size has never really increased in MC in memory
L393[14:51:07] <barteks2x> each change I remember optimized chunk memory usage in RAM
L394[14:52:10] <barteks2x> also I really hope they finally make chunks rnder rebuild as fast as it actually can be
L395[14:52:24] <barteks2x> because waiting hour to take a good screenshot is awful
L396[14:52:25] <OrionOnline> What was the command to get the AT line from MCPBot for a field?
L397[14:52:45] <barteks2x> you just do !gm of !gf and it gives you AT as one of these lines
L398[14:52:54] <barteks2x> at least that's what I do
L399[14:53:15] <OrionOnline> !gf RenderLivingBase.layerRenderers
L400[14:53:32] <gigaherz> it doesn't really give you "AT lines"
L401[14:53:44] <barteks2x> it does
L402[14:53:46] <OrionOnline> Well actually it does gigaherz
L403[14:53:48] <OrionOnline> public net.minecraft.client.renderer.entity.RenderLivingBase field_177097_h # layerRenderers
L404[14:53:55] <OrionOnline> Straigt fromt the mcpreply
L405[14:54:36] <gigaherz> hmmm
L406[14:54:45] <gigaherz> I don't recall that line in the reply
L407[14:54:45] <gigaherz> !gf RenderLivingBase.layerRenderers
L408[14:54:56] <gigaherz> oh yeah
L409[14:54:57] <gigaherz> [21:54] -MCPBot_Reborn- AT :
L410[14:55:00] <PaleoCrafter> I'd expect them to still calculate the blockstate as property permutations at runtime
L411[14:55:01] <gigaherz> I guess I have always ignored it
L412[14:55:11] <PaleoCrafter> Mojang (hopefully) isn't *that* stupid
L413[14:55:14] <gigaherz> PaleoCrafter: yeah same
L414[14:55:22] <gigaherz> I expect the block registry to still be the same block registry
L415[14:55:37] <gigaherz> ResourceLocation<->Block
L416[14:55:41] <gigaherz> but just not use those for storage
L417[14:55:43] <PaleoCrafter> although there might be some change to ignore properties from that permutation
L418[14:55:46] <PaleoCrafter> no need to store visual data
L419[14:55:53] <gigaherz> hope so
L420[14:56:19] <barteks2x> if it was so simple it would probably be done already
L421[14:56:32] <gigaherz> barteks2x: why would it not be simple?
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L423[14:56:42] <gigaherz> it already scans all permutations
L424[14:57:01] <barteks2x> yes, but currently not all of those are actually stored probably
L425[14:57:16] <barteks2x> or is it required that all of them map to real metadata?
L426[14:57:23] <gigaherz> nah
L427[14:57:27] <PaleoCrafter> "although there might be some change to ignore properties from that permutation" :P
L428[14:57:30] <gigaherz> you choose that in getMetaFromState
L429[14:57:37] <gigaherz> so each Property* might get a boolean "ignore on save" or something
L430[14:58:06] <gigaherz> and then the enumeration would just assign the same number to all the permutations that only change ignored values
L431[14:58:15] <barteks2x> and what ifyou want a property that is basically "if this is true, than no other property is relevant"?
L432[14:58:30] <gigaherz> I doubt that will be possible
L433[14:58:49] <gigaherz> you will probably have to split that up into separate Block objects
L434[15:00:19] <barteks2x> I'm wondering if there will be any changes that affect me
L435[15:00:34] <barteks2x> so far there was nothing significant since 1.7.10
L436[15:02:14] <barteks2x> 1.9 changed PlayerChunkMap but that was all
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L439[15:05:29] <barteks2x> I need a way to get a value calculated from world generator setting string clientside...
L440[15:05:59] <barteks2x> even when the method I need it for is never actually used clientside. But mods can
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L445[15:29:36] <Raycoms> Send it by message?
L446[15:30:40] <barteks2x> that's what I will do but I hoped it would be a few lines fix
L447[15:31:47] <barteks2x> and now I need some way to set something in WorldClient without making public setter...
L448[15:32:08] <barteks2x> because in the end I want the interface for it to be part of API
L449[15:32:17] <Abastro> Hi. I examined the way of wrapping x/z, and think I found fatal flaw: 'linear' path is not linear on the map.
L450[15:32:28] <Abastro> Oh and you can use World Caps
L451[15:32:58] <Abastro> Or WorldSavedData
L452[15:36:39] <barteks2x> define linear
L453[15:36:43] <barteks2x> in straight line?
L454[15:36:45] <barteks2x> what kind of map?
L455[15:40:37] <Abastro> Line on the sphere is the great circle.
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L458[15:42:05] <Abastro> The bijection only holds when the map is projected from the center of the circle.
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L462[15:44:52] <Abastro> So I should implement curving path separately or choose the projection.
L463[15:45:11] <Abastro> Which maps sphere onto a whole surface..
L464[15:46:00] <barteks2x> there are always going to be some distorions somewhere
L465[15:46:04] <barteks2x> you can't get it all
L466[15:47:22] <Abastro> Right I guess. But I think the projection could work well
L467[15:48:12] <Abastro> If triangle map was something easy...
L468[15:53:13] <Abastro> Is it feasible to give force and torque to an entity to curve its path?
L469[15:54:52] <Abastro> -not torque but angular vel.
L470[15:56:10] <barteks2x> you *could* but that would require some hacks
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L472[15:56:25] <barteks2x> and why would you want to?
L473[15:58:28] <Abastro> For the seamless flights.
L474[16:00:31] <Abastro> Guess angular distortions could be a problem but there's no apparent effects from them.
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L477[16:14:32] <barteks2x> damn you IDEA, why it doesn't rename unused imports when I rename class?
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L484[16:36:43] <Dark> anyone know a work around when IDEA workspace (or forge, not sure the cause) is not loading an asset folder for a mod
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L486[16:39:48] <barteks2x> I clearly remember that issue, but no idea what was the cause.
L487[16:40:47] <Dark> tbh I think this might be due to having the assets in one module and the modloading code in another module
L488[16:40:56] <Dark> but have no way to test the cause
L489[16:41:53] <Dark> I do know it saying it couldn't make a resource loader for the mod domain
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L491[16:54:32] <Dark> yep that was the issue, seems having assets in a different modules causes them to not be found
L492[16:55:09] <Dark> bit odd, anyone know if there is a way I can add folders to a list of resources to be located?
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L500[17:27:05] <barteks2x> I need an event that is fired before any chunks are sent to player but such that I can send packet to the player from there and when the player receives it the client world will be created
L501[17:27:10] <barteks2x> any idea what would that be?
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L507[18:21:27] <apextier> I hope this is not a frowned upon question, but I should be able to get mixins working in my dev environment right?
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L509[18:25:09] <barteks2x> those mixins used by sponge?
L510[18:25:17] <apextier> yeah
L511[18:25:23] <barteks2x> why do you need that?
L512[18:25:41] <apextier> I'm trying to tweak a base class
L513[18:26:03] <barteks2x> that's obvious,, but why? In many cases it can be done without that
L514[18:26:17] <apextier> no forge api for this specific task
L515[18:26:28] <apextier> and AT dont help either
L516[18:27:18] <barteks2x> well, still no explanation what you are trying to do. Just that there is no forge API for it. Maybe it would be a good idea to add that into forge
L517[18:27:58] <barteks2x> I know how to setup mixin in dev becaue I use it, but I have a very good reason fat beyong "no api for it"
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L519[18:29:28] <apextier> This specific thing has already been requested but devs don't have plans to implement it
L520[18:29:44] <apextier> an onBlockRender event
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L523[18:31:20] <barteks2x> ok so do you have the build.gradle part done?
L524[18:31:31] <apextier> I do
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L526[18:32:19] <barteks2x> then all you need is IFMLLoadingPlugin for that where you will just initizlize mixin for dev environment and it should work
L527[18:33:30] <barteks2x> that is if mixin is already in build.gradle, and you use mixingradle plugin
L528[18:33:53] <barteks2x> if you have more issues may be better to ask in #spongedev
L529[18:36:09] <barteks2x> also example PR that adds mixin to existing project https://github.com/Ordinastie/MalisisCore/pull/110/files
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L531[19:14:28] <howtonotwin> Is there a GH repo behind forgegradle.readthedocs.io like there is with mcforge?
L532[19:15:01] <gigaherz> yes
L533[19:15:04] <gigaherz> wait
L534[19:15:09] <gigaherz> yes but dunno which one that is
L535[19:15:09] <gigaherz> ;P
L536[19:15:36] <gigaherz> wait
L537[19:15:37] <howtonotwin> The link on the page itself leads to MinecraftForge/ForgeGradle, but there are no doc pages in there
L538[19:15:38] <gigaherz> at the site
L539[19:15:40] <gigaherz> at the bottom
L540[19:15:52] <gigaherz> there's "On github" on the sliding panel
L541[19:15:57] <gigaherz> if you click "view"
L542[19:15:59] <gigaherz> it pointsto the docs
L543[19:16:16] <gigaherz> but the link is broken ;P
L544[19:18:57] <gigaherz> yeah that's the issue
L545[19:18:57] <gigaherz> https://github.com/MinecraftForge/ForgeGradle/tree/FG_1.2/docs
L546[19:19:02] <gigaherz> FG1.2 had a docs folder
L547[19:19:04] <gigaherz> newer ones do not
L548[19:19:49] <howtonotwin> Ah well
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