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L19[01:34:46]
MineBot sets mode: +v on Tahg
L20[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170815 mappings to Forge Maven.
L21[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170815-1.12.zip
(mappings = "snapshot_20170815" in build.gradle).
L22[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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L46[05:06:39] <Yamakaja> Hey, does anybody
know a good minecraft model creator?
L47[05:06:51] <Yamakaja> MrCrayfishs one is
pretty buggy
L48[05:08:01] <PaleoCrafter> Blockbench
apparently is pretty good
L49[05:08:17] <ghz|afk> I was going to say
I haven't heard of any other
L50[05:08:19] <PaleoCrafter> but for a mod,
you can use pretty much anything that is capable of producing an
OBJ or B3D :P
L51[05:08:30] <ghz|afk> but that sentence
would be wrong now :P
L52[05:08:32] <PaleoCrafter> heh
L53[05:08:46] <ghz|afk> I just use .obj
models
L54[05:08:52] <PaleoCrafter> Cubik Studio
also is nice, but you have to purchase it nowadays
L55[05:09:05] <ghz|afk> I try to use as
many quads as possible to keep the geometry sane
L56[05:09:11] <ghz|afk> I mean quads vs
triangles
L57[05:10:19] <ghz|afk> lol
L59[05:10:28] <ghz|afk> first time I see a
tool like that with a trailer
L60[05:12:16] <Yamakaja> Aaaand there is no
Linux version? .-.
L61[05:12:56] <Yamakaja> I guess the webapp
works
L62[05:13:51] <PaleoCrafter> ugh, why does
Jetbrains have to use the VS icons for Rider >.>
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L64[05:25:35] <darkevilmac> I got excited
for a second, doesn't look like that tool can export JSON.
L65[05:25:36] <darkevilmac> rip
L66[05:26:28] <ghz|afk> yes it does
L67[05:26:37] <ghz|afk> the
"Download" button at least, gives you a json
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L69[05:27:12] <darkevilmac> Ah there,
figured it would be under export.
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L72[05:28:51] <PaleoCrafter> q.q trying to
work on a C# project here and the fucker links to some projects
outside of the solution
L73[05:29:34] <ghz|afk> lol
L74[05:30:12] <PaleoCrafter> you're a C#
person, right? You don't happen to have ever heard of an
"ErpMessageBus"? xD
L75[05:31:55] <ghz|afk> nope
L76[05:32:15] <ghz|afk> but "ERP"
sounds like a business thing
L77[05:32:46] <PaleoCrafter> it does
indeed, yes
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L80[05:41:49] <PaleoCrafter> what about it?
:P
L81[05:42:45] <darkevilmac> setWorldCreate
has no implementation in tile entity, theres one block in the game
that overrides the method and thats the sign. The sign then calls
setWorld.
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L83[05:42:59] <kashike> do keep in mind
that Mojang has different class, method, field, and parameter
names.
L84[05:44:33] <darkevilmac> Still seems
silly considering the only implementation mojang has then just sets
the world. I can't think of a reason you wouldn't want a world
instance on the tile entity when its loading.
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L86[05:49:16] <darkevilmac> Only reason I
can think of is if they need to special case readFromNBT calls made
when a tile is created. Even then though, if they need a special
case on some entities during loading then having a flag for initial
loading would make more sense than not setting a field.
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L92[06:58:49] <Mraof> It's always annoying
when I somehow get sent to the unregistered name channel because I
forget how to rejoin this channel without losing the backlog (my
actual logs are fine, though)
L93[06:59:06] <Mraof> Though that only
happened because I'm on a really bad connection right now
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L98[07:24:35] <ghz|afk> Mraof: mirc reloads
the backlog from file regardless of how you rejoin ;P
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L105[07:59:34] <Mraof> I've got irssi
configured really nicely though, not planning to switch anytime
soon
L106[07:59:45] <Mraof> Even have scripts I
wrote myself for it
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L108[08:02:07] <PitchBright> anybody know
if there's a Carpenter's Blocks IRC channel?
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L112[08:25:17] <Raycoms> Hey there
L113[08:27:15] <Raycoms> I use this to
render some structures ingame
https://pastebin.com/32En7qWx but unfortunately it
doesn't show entities and it also doesn't show walls and similar
blocks
L114[08:27:20] <Raycoms> does anyone have
an idea why?
L116[08:39:13] <McJty> Raycoms, where
exactly?
L117[08:39:48] <Raycoms> In the first
line
L118[08:40:32] <McJty> From where are you
calling this?
L119[08:41:21] <Raycoms>
WorldEvent.save
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L124[08:48:17] <McJty> Raycoms, check
which exactly is null
L125[08:48:19] <McJty> i.e. split the
line
L126[08:48:21] <McJty> Or use a
debugger
L127[08:48:53] <Raycoms> The problem is
that this actually doesn't happen quite that regularly
L128[08:49:15] <Raycoms> Our players are
complaining about that when they close their world
L129[08:49:18] <Raycoms> I never had it
happen to me
L131[08:56:13] <Raycoms> The complete code
is here
L132[08:56:34] <Raycoms> We call the
"renderStructure" at line 498
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L167[10:52:26] <barteks2x> /join
#mcpbot
L168[10:52:27] <barteks2x> oops
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L170[11:00:10] <barteks2x> I have a small
problem now: What I want to do is basically equivalent to attaching
a capablity to world, but only if an option has been selected in my
button I add to GuiCreateWorld. And I really see no way to
repliably pass that information from the gui to the world. Is there
anything I'm missing there?
L171[11:00:29] <barteks2x> It seems like
something forge could provide considering it already makes it
possible to edit those GUIs
L172[11:01:16] <barteks2x> vanilla passes
it through WorldSettings
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L174[11:04:45] <ghz|afk> barteks2x:
hm?
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L176[11:05:03] <ghz|afk> just attach the
capability to the world, and have the capability contain an
optional instance in it?
L177[11:05:38] <ghz|afk> oh wait I
see
L178[11:05:54] <ghz|afk> your issue isn't
the capability but how to get that info into the world
creation
L179[11:06:22] <ghz|afk> how do other
world creation settings get passed?
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L182[11:09:46] <barteks2x> normally it's
world customization settings
L183[11:09:57] <barteks2x> but I want to
do it for arbitrary world type so I don't have access to that
L184[11:10:04] <barteks2x> I can't assume
anything at all about the string
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L186[11:11:11] <barteks2x> I could almost
do it with a static variable or config value but then I would have
the huge problem of distinguishing creating new world from loading
existing vanilla world
L187[11:12:28] <ghz|afk> hmmm can't have
like... Map<WorldSettings, CustomWorldSettings> or
something?
L188[11:13:14] <ghz|afk> there's only 7
places that create a new instance of WorldSettings, 1 is demo world
so can be ignored
L189[11:13:27] <ghz|afk> 2 are
MinecraftServer.loadAllWorlds
L190[11:13:38] <ghz|afk> 2 are
NetHandlerPlayClient receiving server data
L191[11:13:43] <barteks2x> I don't have
access to the world settings from the gui code, once I have access
to it, I can't really determine if I'm loading world or creating
one
L192[11:13:54] <ghz|afk> 1 is the Gui, and
1 is the integrated singleplayer server
L193[11:14:15] <barteks2x> and if I need
to inject with mixin, I can go full on it and do without any forge
events and get it done easier
L194[11:14:19] <ghz|afk> uhm you don't
have to
L195[11:14:40] <ghz|afk> you can have the
info in a static map or similar
L196[11:14:52] <barteks2x> the gui is
creating WorldSettings itself, i can't access it until the server
is starting
L197[11:15:12] <barteks2x> where I will no
longer have real access to mu gui data
L198[11:15:13] <ghz|afk> wait
nevermind
L199[11:15:24] <ghz|afk> you have no way
to know which instance of WorldSettings matcheswhich world, until
it's too late
L200[11:15:38] <ghz|afk> could still be
worked around
L201[11:15:45] <ghz|afk> but seems rather
complex and potentially unreliable
L202[11:16:07] <barteks2x> Seems like the
only reliable ways would be either forge PR or mixin
L203[11:17:13] <ghz|afk> I'd PR to forge
some extra field in WorldServer, with either actual capabilities,
or an NBT compound you can use to store extra data in the
settings
L204[11:17:32] <barteks2x> WorldServer or
WorldSettings?
L205[11:17:56] <ghz|afk> well since you
are passing the data from the world creation gui
L206[11:18:09] <ghz|afk> that info should
be available on the gui, written into the WorldSettings
instance
L207[11:18:16] <ghz|afk> so that the world
creation code can access it
L208[11:18:17] <barteks2x> I'm actually
not even in actual GUI, I'm just using Forge's gui events
L209[11:18:34] <ghz|afk> sure, you'd
possibly need some new event
L210[11:19:08] <ghz|afk> and you'll have
to think of a good way to store that info ;P
L211[11:19:15] <barteks2x> so I guess I
could write a PR to make it possible to add new things to
WorldSettings
L212[11:19:32] <barteks2x> but then I
would probably need a test mod or something
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L214[11:20:18] <ghz|afk> ah, vanilla
stores WorldInfo in the level.dat
L215[11:20:38] <ghz|afk> so you'd have to
also add the info in WorldInfo
L216[11:20:58] <ghz|afk> so you'd have to
touch GuiCreateWorld, WorldSettings, WorldInfo, and a few methods
here and there
L217[11:21:20] <ghz|afk> wait
L218[11:21:30] <ghz|afk> worldInfo has
additionalProperties
L219[11:21:52] <barteks2x> nice
L220[11:21:55] <barteks2x> I didn't see it
there
L221[11:22:13] <barteks2x> now just a way
to put the data here early enough
L222[11:22:45] <ghz|afk> yep you'd need to
sync those additional properties with the WorldSetting, and have
some event to give you the chance to fill them in from the
Gui
L223[11:23:16] <ghz|afk> hmmm
L224[11:23:44] <ghz|afk>
FMLCommonHandler.handleWorldDataLoad assigns that field
L225[11:24:51] <barteks2x> it's
surprisingly hard to do anything with forge events...
L226[11:26:41] <barteks2x> and even if I
make a PR for it, I would need to wait for it to be accepted, hope
it maybe gets accepted for 1.11 before 1.13 is released, and do the
mixin magic anyway on 1.10
L227[11:27:08] <ghz|afk> yes
L228[11:27:23] <barteks2x> when I wanted
to get it done today
L229[11:27:24] <ghz|afk> but it opens the
door to future versions not needing mixins
L230[11:27:43] <ghz|afk> and to other mods
being able to benefit from having extra world creation
options
L231[11:27:51] <ghz|afk> without requiring
special world types
L232[11:28:04] <barteks2x> the problem is,
adding such options requires adding buttons to GUI
L233[11:28:12] <ghz|afk> that is unless
there's already a way to do that and we are jsut failing hard to
find it
L234[11:28:14] <barteks2x> and there is
only so much space in that GUI
L235[11:28:55] <barteks2x> and while it
could be done with mod options GUI, it's extremely unintuitve for
players
L236[11:29:51] <barteks2x> so eve if I
submit PR, I will have hard time convincing anyone it's useful for
mods because the only way to make it work is by compltely replacing
the GUI or adding a button to it which is by default incompatible
with any mod that attempts to do the same
L237[11:30:35] <barteks2x> so to really do
it properly I would nee to also allow non-conflicting way to add
more stuff to world creation GUI
L238[11:31:10] <barteks2x> so it turns
into a big task that may take a year to get reviewed and
merged
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L240[11:34:44] <barteks2x> and if it gets
rejected I'm back to where I am now
L241[11:35:16] <barteks2x> so ideally I
would first want to discuss it with smeone who has more power to
decide about PRs
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L251[12:32:28] <BlueMonster> hey... are
there any good guides/references on hwo the @Config system
works?
L252[12:32:54] <ghz|afk> there's a
debug/demo on the forge repository
L253[12:33:05] <ghz|afk> it makes use of
everything the annotations can handle I believe
L254[12:33:34] <BlueMonster> right... i'll
look at that again then
L255[12:33:40] <barteks2x> Should I first
make issue on github for the feature I need? Or better to wait fo
someone here to reply?
L256[12:34:03] <BlueMonster> issue ->
pr -> wait right?
L257[12:34:06] <ghz|afk> make an issue I'd
say
L258[12:35:39] <PaleoCrafter> If you can
PR it, just go right ahead, I'd say. if your implementation is
insufficient, it can still be improved or just rejected
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L260[12:37:58] <barteks2x> 1. It may be a
lot of code to write if I want to makeit generic enough 2. I would
like to know which way would it be better to do it
L261[12:40:10] <barteks2x> I can make a
PR, but I've never added any bigger forge feature before. The parts
that would be just necessary to do what I want are small, but it
would be hard to convince anyone it's useful because only one mod
at a time coud really reasonably use it, because it involves adding
a button to world crwation GUI
L262[12:40:55] <barteks2x> so if it would
need to be actually useful, as I said before, I would probably need
a whole config system in world creation GUI, with the data stored
in WorldInfo/WorldSettings
L263[12:41:17] <BlueMonster> aha... i
found how i was messing up the config now.... values in
sub-(class/categories) need to be non-static
L264[12:41:27] <PaleoCrafter> ah well, if
it's a larger thing, creating issue first is good for fleshing out
anything people might need
L265[12:41:50] <barteks2x> considering
it's not a thing yet I doubt anyone other than me actually needs
it
L266[12:44:22] <PaleoCrafter> you never
know
L267[12:45:05] <barteks2x> for now I will
figure out some crude way with what I have, but I will make the
issue and then maybe the PR
L268[12:47:28] ***
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L269[13:02:09] <BlueMonster> huzzah... i
has conquered the configs! :D
L270[13:06:17] <barteks2x> I want to kill
whoever invented the piece of code that assigns colors to usernames
in hexchat. you and paleo are both the same color, and similar
length. And the color is extremely hard to read on dark
background
L271[13:06:26] <PaleoCrafter> heh
L272[13:07:20] <PaleoCrafter> I can't say
that any colour is particularly hard to read in my theme, but the
same colour for people with the same name length really is hard
sometimes
L274[13:09:37] <PaleoCrafter> well, adjust
that purple then :P
L275[13:10:35] <barteks2x> I also need to
figureout which grey is text I write
L276[13:11:46] *
barteks2x goes back to writig issue on github
L277[13:12:59] <BlueMonster> how to i get
a translated string?
L278[13:16:35] <barteks2x> I18n.format or
something like that
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L280[13:17:06] <ghz|afk> I18n.format,
client-only
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L282[13:17:13] <BlueMonster> cool
L283[13:17:14] <ghz|afk> don't try to do
server-side translations because they won't work
L284[13:17:17] <ghz|afk> ;P
L285[13:17:26] <BlueMonster> its for the
config gui
L286[13:17:53] <BlueMonster> bah... i cant
do it this way :v
L287[13:18:09] <BlueMonster> nm...
translations dont matter... this wont make it big XD
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L289[13:20:48] *
BlueMonster wonders if there is a way to add a comment to a config
file
L290[13:21:03] <ghz|afk> using the old
system, yes
L291[13:21:06] <ghz|afk> using the
annotation, no idea
L292[13:21:21] <BlueMonster> i wanna say
to the user "hey, use the gui"
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L298[13:23:15] <tterrag> @Config.Comment
??
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L303[13:28:03] <killjoy> The configurate
system is better
L304[13:32:53] <barteks2x> but I don't
think anyone really uses it with forge
L305[13:33:08] <barteks2x> unless
something in forge has changes
L306[13:33:12] <barteks2x> and it's now in
forge
L307[13:34:34] <PaleoCrafter> nah
L308[13:34:45] <PaleoCrafter> I suggested
switching to it, Lex didn't want to
L309[13:34:47] <PaleoCrafter> iirc
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L346[15:48:07] <barteks2x> I found
something called WorldAccessContainer... interesting
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L348[15:50:43] <barteks2x> but it seems to
require ModContainer, and I have no dea what that thing even
is
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L357[16:04:30] <barteks2x> can anyone
explain what the ModContainer stuff is for?
L358[16:10:00] <Ordinastie> isn't it the
base object for mods ?
L359[16:10:32] <Zidane> It is as the name
implies. Your @Mod's class is created as an instance contained in
that container
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L361[16:13:27] <barteks2x> I want to
create a test of what I want ina forge PR but do it in my mod
L362[16:13:35] <barteks2x> and for that I
need a ModContainer that implements WorldAccessContainer
L363[16:13:46] <barteks2x> or something
like that
L364[16:13:49] <barteks2x> or one that
hasit
L365[16:14:16]
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L368[16:16:39] <barteks2x> and I really
don't know how
L369[16:16:41] <Zidane> ...get your Mod's
container then
L370[16:17:35] <barteks2x> but how can I
create one?
L371[16:17:56] <barteks2x> I would need a
ModContainerthat implements WorldAccessContainer
L372[16:18:07] <barteks2x> unless it's
something never intended to be used by mds
L373[16:18:15] <Zidane> You already have
one
L374[16:18:35] <Zidane> Your ModContainer
implements that I believe
L375[16:19:06] <barteks2x> I want to do a
test of a feature I want to PR into forge, and for that I need to
save additional stuff from WorldInfo. Forge does it by using
WorldAccessContainer
L376[16:19:45] <barteks2x> public class
ForgeModContainer extends DummyModContainer implements
WorldAccessContainer < like this
L377[16:20:24] <barteks2x> the only other
implementation is FMLContainer
L378[16:20:29] <Zidane> Ah mod containers
used by, well, mods don't use it
L379[16:20:36] <ghz|afk> all forge mods
get a ForgeModContainer
L380[16:20:45] <ghz|afk> but it's sortof
internal to forge
L381[16:21:20] <Zidane> Oh wait that is
right. ghz|afk what is the annotation to get your ModContainer as a
field in your @Mod?
L382[16:21:33] <ghz|afk> I wasn't aware
there's one
L383[16:21:43] <Zidane> I thought there
was :S
L384[16:22:08] <ghz|afk> there may be,
idon't know everything
L385[16:22:26] <Zidane> You're a modder,
I'm not so I take the word of you peeps :p
L386[16:22:42] <barteks2x> doesn't mayyer,
to make that test work I probably wouldneed to mix into
FMLModContainer
L387[16:23:10] <barteks2x> if I can't
provide my own ModContainer
L388[16:23:59] <barteks2x> or read/write
to/from the NBT tag that goes into WorldInfo
L389[16:24:31] <Zidane> barteks2x,
ModContainer mc =
FMLCommonHandler.instance().findContainerFor(mod);
L390[16:24:38] <Zidane> Pass in this in
your @Mod
L391[16:24:52] <barteks2x> but this just
gives me my mod container
L392[16:24:55] <barteks2x> which is
useless for me
L393[16:25:00] <Zidane> ...which is a
ForgeModContainer
L394[16:25:08] <Zidane> Which implements
the interface
L395[16:25:15] <barteks2x> I said I would
need to *override* that method
L396[16:25:26] <Zidane> Then handle the
container yourself >.<
L397[16:25:43] <Zidane> Sponge does it,
and others do so
L398[16:25:58] <barteks2x> what do you
mean?
L399[16:26:41] <Zidane> You can handle the
mod container created for your mod
L400[16:26:45] <barteks2x> a thing that
was supposed to be 10 minutes jon turned into forge PR and messin
with such forge internals...
L401[16:26:59] <Zidane> instead of getting
the auto-created ForgeModContainer
L402[16:27:10] <barteks2x> but how?
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L404[16:28:48] <Zidane> I'm not sure if
you can specify the mod container class to use outside a coremod.
Someone else would have to comment on that here.
L405[16:29:06] <Zidane> If it is a
coremod, getModContainerClass is a start
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L407[16:29:53] <barteks2x> I have a
coremod anyway, I want to just add one simple feature to cubic
chunks: a GUI button when creating a world that allows to select if
you want cubic chuns world or not
L408[16:30:05] <barteks2x> and you see
where I am now...
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L410[16:31:32] <barteks2x> I have all the
code for it ready except passing that stupid flag from the GUI to
the event where I initialize the world
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L417[16:58:53] <Jaffa> !gm
allowUserToConnect
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L419[17:05:04] <Abastro> barteks2x,Doesn't
usually one use World type for that
L420[17:05:19] <barteks2x> I want to allow
that to be done to arbitrary world types
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L423[17:06:08] <barteks2x> for example
right now I can't enable cubic chunks for RTG generator because
it's world type already
L424[17:06:20] <barteks2x> while there is
literally nthing in the code that prevents it
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L426[17:08:13] <barteks2x> I current;y
have it as world type
L427[17:09:08] <Abastro> So why? If you
installed RTG isn't he going to use RTG features?
L428[17:09:33] <barteks2x> RTG adds world
type. Cubic Chunks adds world type. There is no way to use
both
L429[17:10:03] <barteks2x> RTG as world
type makes sense. Cubic chunks - it can be done to any world. I use
world type just as a flag for now
L430[17:10:56] <Abastro> Afaik bop and rtg
have the issue, so rtg world type overrides it if there's bop
L431[17:11:27] <Abastro> Also if what you
want is changing the world creation gui, you can override it with
GuiOpenEvent.
L432[17:11:40] <barteks2x> but I can't
pass that flag into the world
L433[17:11:47] <barteks2x> and get it
saved globally in the save
L434[17:11:58] <Abastro> Why can't
you?
L435[17:13:03] <barteks2x> I don't see any
place here a mod can actually dd stufff to level.dat tag (may be
wrong here) and if I pass the flag as a field I would need to be
*really* carebul about where I set it and unset it in all the right
places or otherwise some vanilla world may accidentally load as
cubic chunks one, and corrupt it
L436[17:13:36] <barteks2x> passing that
data as a static field is for now the only option that exists, and
it's extremly fragile
L437[17:13:48] <barteks2x> I have no way
to distingish creating new world and loading existing vanilla
one
L438[17:13:52] <Abastro> So that's the
real problem.
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L669[17:20:41] <barteks2x> I already have
all the code to use vanilla-like generators through cubic
chunks
L670[17:20:50] <barteks2x> because I do it
for one of my own world types
L671[17:20:57] <Abastro> Also why cubic
chunk is not providing a world type, where it changes how biome
works?
L672[17:21:08] <barteks2x> it doesn't
touch biomes
L673[17:21:21] <barteks2x> \it leaves
biome generator as is
L674[17:21:53] <barteks2x> it's basically
"use infinite height range for this world" flag
L675[17:22:16] <Abastro> Hmm then a new
gui for creating world could be sufficient.
L676[17:22:32] <Abastro> Or in this case
what's the problem?
L677[17:22:38] <barteks2x> But *there is
no way for me to pass such datafrom gui to world*
L678[17:23:03] <barteks2x> the only way is
through static field, where I can't distinguish between vanilla
world and newly created world
L679[17:23:33] <barteks2x> and even if I
could distinguish newly created vs existing, new dimension in
existing world would be indistinguishable from new world
L680[17:23:47] <Abastro> Only newly
created world is loaded isn't it?
L681[17:23:57] <Abastro> When you press
'create'
L682[17:24:16] <barteks2x> yes, but the
code that initialized the world doesn't know about the gui
L683[17:24:30] <barteks2x> and if I have a
static flag and the user enters the GUI ajnd then cancels and loads
fanilla world
L684[17:24:42] <barteks2x> it will see the
flag from the GUI and possibly crrupt the world
L685[17:24:48] <Abastro> You know if the
player pressed cancel or not.
L686[17:24:56] <Abastro> As you will
override the gui as a whole.
L687[17:25:07] <barteks2x> I still think
it's fragile
L688[17:25:28] <Abastro> Well that's only
way to create a world, isn't it? Through the gui.
L689[17:25:39] <Abastro> And you can
control the gui.
L690[17:25:55] <barteks2x> ok, so cosider
an evil world type creating a cancel buttin that gets you back to
main menu
L691[17:26:04] <barteks2x> in the world
customization gui
L692[17:26:27] <barteks2x> and how do I
distinguish getting into customization from going into some oter
gui?
L693[17:27:01] <barteks2x> and then there
is server
L694[17:27:06] ⇦
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L695[17:27:07] <Abastro> Oh so
customization is optional gui on creating gui, that's the
problem.
L696[17:27:08] <barteks2x> where I also
want to make it possible
L697[17:27:31] <barteks2x> on the server I
want to have "force creating cubic chunks world' config
option
L698[17:27:38] <Abastro> Then replace
world creation guu.
L699[17:27:49] <barteks2x> and on the
server how would I distinguish creating a world from loading
existing one?
L700[17:27:51] <Abastro> In server case,
why can't You?
L701[17:27:56] <barteks2x> there is no gui
on dedicated server
L702[17:27:58] <Abastro> Oh
L703[17:28:11] <Abastro> If there's a
world or not.
L704[17:28:29] <Abastro> Specially, the
incorrupted world folder
L705[17:28:45] <Abastro> *intact
L706[17:28:51] <barteks2x> and still I
need to store the flag in leel.dat
L707[17:28:55] <barteks2x>
*level.dat
L708[17:29:30] <Abastro> Why flag?
L709[17:30:20] <Abastro> Why is a flag
needed
L710[17:30:23] <barteks2x> I need to store
the boolean value in level.dat because when loading a new dimension
I need a way to know whether the main world is cubic chunks or
not
L711[17:30:59] <Abastro> Then store the
flag with WorldSavedData
L712[17:31:07] <barteks2x> worldsaveddata
is per dimension
L713[17:31:15] <Abastro> Well that was the
issue
L714[17:31:21] <Abastro> There's
mapData
L715[17:31:29] <Abastro> Which is applied
globally
L716[17:31:34] ⇦
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L717[17:31:53] <Abastro> If there isn't
one, quite a bit of mods shouldn't be here
L718[17:31:56] ⇦
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L719[17:32:05] <barteks2x> so you are
trying to convince me to do it in a fragile hard to understand and
hard to maintain way
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L721[17:32:22] <Abastro> What is 'the easy
way'?
L722[17:32:42] <barteks2x> that's the
problem - right now there isn't. I want to create PR to make it a
bit easier
L723[17:33:08] <barteks2x> but I alwa
wanted to create a sort of prototype of what I want to do in that
PR in my mod, with mixin
L724[17:33:15] <Abastro> So that means you
need to go for hard way for now.
L725[17:33:31] <Abastro> What's the PR
about?
L726[17:34:27] <barteks2x> there isn't PR
yet, I create dissue for now to get some input as to how it could
be best done
L727[17:34:42] <barteks2x> my idea was to
allow mods to store data in WorldSettings and WorldInfo
L728[17:34:57] <barteks2x> and inject
custom data when the worldSettings is crated for a new world
L729[17:35:36] <barteks2x> but then since
the omnly user-friendly way to make it useful is to modify the GUI
I also thought is may be a good idea to add some way to actually
add more options there
L730[17:35:50] <barteks2x> like a
"mod options"button when creating world
L731[17:36:06] <Abastro> It reminds me of
the save caps idea
L732[17:36:20] <barteks2x> was it
rejected?
L733[17:36:26] <Abastro> No
L734[17:36:42] <barteks2x> so why it
isn';t a thing?
L735[17:36:48] <Abastro> I just didn't try
to make a PR.
L736[17:36:56] <Abastro> Because I don't
need it for now.
L737[17:37:11] <Abastro> World caps is
already a headache for me because it needs me a headache
L738[17:37:26] <Abastro> *headache ->
overhaul
L739[17:38:35] <barteks2x> also since I
still have arbitrary amount of time until release, I can very well
keep the test code that basically implements what the PR will
do
L740[17:38:59] <barteks2x> well, if I
actually ever make that PR
L741[17:39:37] <Abastro> So a way to pass
the var from gui.
L742[17:40:18] <barteks2x> I also could do
it through world customization settings string, btu i can't assume
anything about it's format to modify it
L743[17:41:42] ⇦
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L746[17:43:07] <Abastro> You mean
chunkProviderSettingsJson?
L747[17:44:07] <barteks2x> yes, but I
can't really assume it's json
L748[17:44:31] <barteks2x> and I can't
assume that some mod won't freak out if Imodify it
L749[17:44:40] ⇦
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L750[17:46:49] <Abastro> Right..
L751[17:49:07] <Abastro> So even if save
caps is a thing, this was an issue
L752[17:49:25] <Abastro> As there's no way
to pass variables
L753[17:49:51] <Abastro> Except for static
variables after pushing create
L754[17:53:34] <barteks2x> if save caps
were a thing I would have much less work in my PR to do
L755[17:53:39] <barteks2x> and it would be
already done
L756[17:53:48] <barteks2x> actually, I can
submit a small version of it
L758[17:58:20] <barteks2x> it's not
actually stored anywhere,but I relized it can be stored in
WorldSavedData because the main dimension is always loaded and can
be always accessed when creating other dimension
L759[18:02:41] <Abastro> CustomData? Not
looks so clean for me..
L760[18:04:31] <barteks2x> what do you
think is wrong about it?
L761[18:04:38] ⇦
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L763[18:05:57] <barteks2x> it probably
could be done differently
L764[18:06:07] <Abastro> It just looks
easy to spam
L765[18:06:44] ⇦
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L766[18:07:00] <barteks2x> ?
L767[18:07:10] <barteks2x> I'm confused
what do youmean by that
L768[18:07:35] <Abastro> It's too simple
structure
L769[18:07:54] <Abastro> So I guess
someone could put spam data in it.
L770[18:08:06] <Abastro> Rather than that,
it just looks not right for me.
L771[18:08:52] <barteks2x> I wrote it in a
few minutes, just to test if the idea of actually writing stuff to
WorldSettings would be ok
L772[18:10:28] <Abastro> Maybe
WorldSettings caps would work better isn't it?
L773[18:10:40]
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L774[18:10:49] <barteks2x> maybe, and then
it would be just another attach capabilitis event
L775[18:10:55] <Abastro> Could be spamming
caps but
L776[18:11:03] <Abastro> No need for
additional event
L777[18:11:24] <Abastro> It's generic, so
can be handled
L778[18:11:32] <barteks2x> still I don't
even use world caps, and just use WorldSavedData directly
L779[18:11:53] <barteks2x> because caps
means I have to create a few othe rclasses that in the end will do
the same my WorldSvedData code does
L780[18:12:40] <Abastro> Well it replaced
entity/TileEntity data systen
L781[18:12:46] <Abastro> *system
L782[18:13:10] <barteks2x> it would work
for me, just a lot of boilerplate code for something as simple as I
want
L783[18:13:20] <Abastro> But you're right
about worldcaps, it's only for exposed use and those in need of
World instanxe
L784[18:13:27] <Abastro> *instance
L785[18:14:30] <Abastro> I just like caps
because it's current forge standard of saving data afaik
L786[18:14:49] <barteks2x> I considered
using World caps entirely for storing min/max world height but
since these values are ued in some extremely performance sensitive
code the extra hashmap to go through would be a disaster, so I
would need to cache them in world anyway
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L788[18:16:23] <Shambling> its so weird
when mods that I see as absolutely needed for minecraft are closed
source and stop updating. You realize just how much they feel a
niche. Like no more recipe conflicts
L789[18:18:10] <Shambling> you would think
1.12 would have an default way for handling recipe conflicts built
in with that silly crafting book
L790[18:18:56] <Ordinastie> ffs, I was
playign BlackOps 3, and steam went offline so I can't finish my
game -_-
L791[18:19:07] <Ordinastie> I was
literally starting the ending cinematic...
L792[18:19:17] <Shambling> blackops 3 has
a single player?
L793[18:19:34] <Ordinastie> I assume
that's sarcasm
L794[18:19:42] <Shambling> I didn't think
any fps games had single player parts anymore :| it wasn't
sarcasm
L795[18:19:42] <barteks2x> I was reading
it a "blockpos 3" and was wondering why it makes no
sense...
L796[18:20:10] <Shambling> my opinion of
triple A titles may be a little too low
L797[18:20:25] <Ordinastie> they all have
single player campaign, but they may not be that good
L798[18:24:03] <ghz|afk> not all shooters
are quake 3 arena lol
L799[18:24:15] <Abastro> barteks2x, i
should have made it clear in the PR that the caps is only for those
need world instance on creation
L800[18:24:24] <Abastro> Or plane
capabilities for exposed
L801[18:25:28] <barteks2x> it's relly hard
for me to understand what you are tryingto say here
L802[18:26:08] ⇦
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L803[18:26:24] <Shambling> !gm
func_77594_a
L804[18:26:34]
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L805[18:26:40] <Shambling> !gf
func_77594_a
L806[18:26:41] <barteks2x> anyway, those
save capabilities on WorldSettings/WorldInfo seem like a good idea,
but again - I may still have no way to distinguish creating a world
from loading a word
L807[18:26:56] <ghz|afk> do you need
to?
L808[18:27:07] <ghz|afk> isn't the only
issue getting the info into the WorldSettings?
L809[18:27:25] <barteks2x> bt I can't put
it into WorldSettings of existing world
L810[18:27:31] <barteks2x> only into new
ones
L811[18:27:37] <Shambling> huh, I would
have thought gm or gf func_77594_a would have told me what that
func was renamed into in 1.12
L812[18:27:45] <ghz|afk> for which you
only need some event for when the gui creates the WorldSettings
instance
L813[18:27:46] <ghz|afk> ?
L814[18:27:47] <Shambling> am I missing a
command on mcpbot?
L815[18:28:02] <ghz|afk> Shambling: !mh
gives you renames
L816[18:28:09] <barteks2x> I also need a
place to store it but yes
L817[18:28:19] <ghz|afk> gm/gf only tells
you the newest name, if it exists
L818[18:28:21] <Shambling> does doing the
command spam chat, or private message? I can't remember
L819[18:28:25] <ghz|afk> if the method
changed SRG
L821[18:28:30] <Shambling> !mh
func_77594_a
L822[18:28:37] <ghz|afk> one ! private,
two !! public
L823[18:28:38] <Shambling> huh, its like
func_77594_a doesn't even exist
L824[18:28:44] <ghz|afk> because it
probably doesn't
L825[18:28:48] <Shambling> its something
used in the old recipe handling
L826[18:28:52] <ghz|afk> it may have
changed SRG name due to a change in prototype
L827[18:29:00] <ghz|afk> or it may just
simply be gone
L828[18:29:04] <barteks2x> in
1.11.2?
L829[18:29:11] <barteks2x> you can also
give it version
L830[18:29:14] <Shambling> yeah I grabbed
1.11.2 sources and decompiled
L831[18:29:27] <barteks2x> !gm
func_77594_a 1.11.2
L832[18:29:33] <barteks2x> !gm
func_77594_a 1.11
L833[18:29:37] <Shambling> if they aren't
going to update, I was going to at least give it a try so my game
world didn't suck so much without recipe conflict fixes :P
L834[18:29:38] <barteks2x> it's
there
L835[18:29:46] <Shambling> !gm
func_77594_a 1.11.2
L836[18:29:49] <barteks2x> 1.11
L837[18:29:50] <Shambling> says no results
found
L838[18:29:55] <Shambling> !gm
func_77594_a 1.11
L839[18:29:57] <barteks2x> no 1.11.2
mappings
L840[18:29:59] <Shambling> ah there we go,
thanks
L841[18:30:21] <Shambling> returns static
instance of class... hrmmm... wonder if I could bypass that
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L843[18:30:37] <Shambling> oh its used as
an iterator through a linked list
L844[18:30:42] <Shambling> weird :P
L845[18:30:55] <Shambling> !gm
func_77592_b 1.11
L846[18:31:12] <Shambling> !gm
func_77592_b 1.12
L847[18:31:34] <Shambling> is there
something that returns a List<> of all recipes in 1.12? let
me look at the javadocs :P
L848[18:32:08] <LexMobile> The registry,
also why does it need to be a specific List?
L849[18:32:22] <Shambling> no idea, just
trying to get someone elses old code working on 1.12
L850[18:32:38] <Shambling> I think maybe
1.12 destroyed a few too many things for this to be smooth,
considering its a recipe conflict resolution mod
L851[18:32:42] <LexMobile> ya thats dumb,
understand code before porting
L852[18:32:46] <Shambling> gives you a
button if two recipes exist, and lets you choose one
L853[18:32:59] <LexMobile> ya thats all
gunna be wrong
L854[18:33:11] <Shambling> for the most
part, personal porting of most of these have been simple, but
honestly this was too big of a change
L855[18:33:22] <Shambling> so yeah, I
might as well learn the new recipe system and write it by scratch
if I want it
L856[18:33:36] <Shambling> because reading
someone elses code from 1.11.2 and moving it to 1.12 is going ot be
harder
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L859[18:36:30] <barteks2x> I still need
some way to move a value from world creation gui to world before I
create PR to make it possible/easier :(
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L861[18:39:33] <Shambling> looks like the
1.12 forge code handles the case that this method in 1.11.2
did
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L863[18:54:36] <Abastro> barteks2x, custom
gui and wrapper WorldSettings Maybe?
L864[18:55:02] <barteks2x> WorldSettings
is final, but could do it with AT
L865[18:57:59] <Abastro> So does
WorldInfo-
L866[18:58:01] <Abastro> ?
L867[19:00:18] <barteks2x> also then I
will still need to pass the WorldSettings data into WorldInfo
L868[19:01:13] <barteks2x> anyway I will
continue on that tomorrow because it's late
L869[19:01:26] <barteks2x> as in
"it;s already getting early" kind of late
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L871[19:11:27] *
ghz|afk jumps into bed
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L873[19:29:43] <Abastro> barteks2x, bye,
and what I mean by World caps is that it's for limited use.
L874[19:30:40] <Abastro> It's only for
data which needs World instance on creation
L875[19:30:54] <Abastro> And data which
needs to be exposed foe other mods.
L876[19:30:58] <Abastro> *for
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L886[20:03:51] ***
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L890[20:18:52] <tterrag> what should be
faster, an AABB#contains check for a blockpos, or a Set#contains
check ?
L891[20:19:08] <tterrag> my gut says AABB
would be faster but then again blockpos hash is pretty cheap
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L902[20:59:56] <Jaffa> Is there a way to
signal to forge to stop loading for a fatal error?
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