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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
L58[05:10:19] <ghz|afk> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2824274-blockbench-a-free-modern-block-model-editor
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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L79[05:40:23] <darkevilmac> https://gist.github.com/darkevilmac/11f78db89954dd99ff61f3f505dea0de mojang plz
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?
L115[08:36:57] <Raycoms> And also how it is possible to get an NPE here: https://pastebin.com/tKv0ifDS
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
L130[08:56:09] <Raycoms> About the rendering problem: https://pastebin.com/wWEf0kTT
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
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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
L273[13:08:18] <barteks2x> http://i.imgur.com/vrAC35C.png
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
L349[15:53:39] <killjoy> Oh boy! https://gyazo.com/81b1810764f2f9f9d3a15caa1eeed12e
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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
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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
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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
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L717[17:31:53] <Abastro> If there isn't one, quite a bit of mods shouldn't be here
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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
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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
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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
L757[17:55:58] <barteks2x> this is basically what I have done so far as a test (using mixin, in my mod code) https://gist.github.com/Barteks2x/10241e67a46c6ee866aa5a9a0a773536
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?
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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
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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?
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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
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L803[18:26:24] <Shambling> !gm func_77594_a
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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
L820[18:28:27] <barteks2x> and this is a test of it with mixin I did here: https://gist.github.com/Barteks2x/10241e67a46c6ee866aa5a9a0a773536
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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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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L899[20:50:27] *** Clank[Away] is now known as Clank
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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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