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L5[01:09:12] <Abastro> Hi, I'd like to know
when to use forge registries and when not.
L6[01:10:33] <Abastro> when creating my own
registries
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L9[01:20:09] <mezz> Abastro, registries are
good for a couple purposes that come to mind for me. first is
network serialization, you have an integer that the client and
server can agree on represents something. that's handy. second is
when you have multiple mods making types of things, and you want
some way of making sure there isn't id or naming conflicts
L10[01:20:47] <Abastro> Thanks for detailed
explanation!
L11[01:21:12] <Abastro> I guess I need the
naming conflict. And @ObjectHolder probably
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L16[01:55:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170827 mappings to Forge Maven.
L17[01:55:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170827-1.12.zip
(mappings = "snapshot_20170827" in build.gradle).
L18[01:55:17] <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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L80[11:07:54] <ghz|afk> I just tried to
play SMB1 again after many years... the controls feel WAY worse
than I remembered ;P
L81[11:08:03] <ghz|afk> still much better
than half the indie platformers
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L83[11:13:06] <barteks2x> this is stupid...
I can't run 1.12 MC with my mod wit muted breakpoints or without
edebug mode
L84[11:15:17] <ghz|afk> race
conditions?
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L86[11:22:42] <quadraxis> netty?
L87[11:23:33] <barteks2x> yes, still
L88[11:23:48] <barteks2x> and it's so
annoying that it happens for me every single time
L89[11:24:32] <barteks2x> muted breakpoints
after some testing? You have to restart MC if you attemot to join
the world then
L90[11:24:43] <barteks2x> forgot to run
debug mode? restart
L91[11:25:13] <barteks2x> I also need to
figure out this: WARNING: Failed to mark a promise as success
because it has succeeded already:
DefaultChannelPromise@5fbac7f2(success)
L92[11:25:21] <barteks2x> because it's a
huge console spam
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L96[11:43:30] <barteks2x> the blocks
actually aren't there, it's not just clientside glitch
L97[11:44:10] <barteks2x> I don't even have
an idea for a mechanism that could make it happen...
L98[11:44:35] <heldplayer> Chunk got
regenerated?
L99[11:44:50] <barteks2x> it's generated...
but part of it is missing
L100[11:45:02] <barteks2x> but it clearly
has been generated because the light data is there
L101[11:45:18] <barteks2x> it's literally
as if it has been generated twice
L102[11:45:27] <barteks2x> with the second
one overwriting the first one
L103[11:45:51] <heldplayer> Looks like it
yeah
L104[11:46:08] <barteks2x> and it's the
frst time I see it happen for me
L105[11:46:20] <barteks2x> but multiple
people reported it many times
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L107[11:47:16] <barteks2x> well, I think
for now what I will do is add another "temporary" debug
code
L108[11:48:26] <barteks2x> to look for a
chunk being generated twice. I would have a per dimension
<CubePos, Exception> and <ChunkPos, Exception>
maps
L109[11:48:36] <barteks2x> to store
stacktraces of when it's first generated
L110[11:49:05] <barteks2x> because this is
the only way I can see it can be debugged
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L137[14:25:07] <abab9579> Hello, is mod
size of 256M acceptable?
L138[14:25:26] <abab9579> In general
case.
L139[14:26:13] <Lord_Ralex> why is your
mod that big
L140[14:26:54] <abab9579> Because it's
going to contain large table of data
L141[14:27:13] <TechnicianLP> can you
elaborate on "data"?
L142[14:27:23] <Lord_Ralex> why do you
have *256MB* of data
L143[14:27:30] <Lord_Ralex> in a mod,
that's needing to be downloaded
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L145[14:27:53] <abab9579> Okay, it's kind
of dictionary
L146[14:28:11] <abab9579> Dictionary of
stars.
L147[14:28:17] <ghz|afk> o_O
L148[14:28:18] <abab9579> Which will be
rendered.
L149[14:28:29] <ghz|afk> 256mb worth of
stars is a bit much?
L150[14:28:44] <ghz|afk> how much info is
there about each star?
L151[14:28:54] <abab9579> Yeah, because
telescopes
L152[14:29:15] <Lord_Ralex> users will
hate you for a 200MB mod
L153[14:29:17] <Lord_Ralex> just
saying
L154[14:29:31] <ghz|afk> you should
probably distributre the data separately
L155[14:29:36] <ghz|afk> with different
levels or something
L156[14:29:47] <Lord_Ralex> can you not
compress your data or anything
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L158[14:29:54] <Lord_Ralex> if you
absolutely need it
L159[14:29:57] <abab9579> Well this is
problematic.
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L161[14:30:11] <abab9579> I don't think it
can be compressed more
L162[14:30:12] <ghz|afk> but really
L163[14:30:26] <ghz|afk> those 256mb,
would it be actual star names and locatiosn and such
L164[14:30:32] <ghz|afk> or just textures
of different quality levels?
L165[14:31:05] <abab9579> No not
textures.
L166[14:31:50] <abab9579> Just pos and mag
of 26M stars
L167[14:32:10] <abab9579> To cover the
magnitude till 15
L168[14:32:22] <Lord_Ralex> and can't cut
down the number of stars...?
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L170[14:32:30] <abab9579> Again,
telescope
L171[14:32:38] <ghz|afk> so it's like,
real sky stars?
L172[14:32:39] <Lord_Ralex> that's not a
reaosn
L173[14:32:55] <barteks2x> you could try
to sort them and then try to cpompress
L174[14:32:56] <abab9579> But maybe I can
contain less stars on the main mod
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L176[14:33:15] <Lord_Ralex> but yes, cut
down data, if they want more, add it
L177[14:33:16] <Lord_Ralex> because
yeah....
L178[14:33:20] <ghz|afk> are those stars
real stars from the real sky that you have on a file
L179[14:33:22] <ghz|afk> or something
generated?
L180[14:33:35] <ghz|afk> because Minecraft
being a game and all, sounds like procedural generation would be
WAY better ;p
L181[14:33:45] <abab9579> And provide the
rest for those with better telescopes.
L182[14:33:54] <abab9579> I ofc thought
about PG
L183[14:33:54] <barteks2x> and real world
data could be separate
L184[14:33:59] <barteks2x> with default
being procedural
L185[14:34:04] <abab9579> More than
thousands times.
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L187[14:34:25] <abab9579> But don't know
how to make it work well with TO data for bright ones
L188[14:34:31] <abab9579> * RL
L189[14:34:33] <barteks2x> also many users
will hate 256MB of data being loaded into RAM
L190[14:34:48] <abab9579> No It's going to
be random accessed
L191[14:35:09] <barteks2x> you would
probably want to render it somehow...
L192[14:35:27] <barteks2x> and render more
than once at a time
L193[14:36:02] <abab9579> Yes, going to
fetch some on certain direction
L194[14:36:15] <PaleoCrafter> you could
also host the data elsewhere and then just query that, relying on a
Internet connection shouldn't be too bad :P
L195[14:36:17] <barteks2x> and how are you
going to do that with a random access file?
L196[14:36:28] <barteks2x> it's still
250MB to download anyway
L197[14:36:50] <barteks2x> and at least
for me, I would be even more annoyed if I didn't expect to download
it
L198[14:37:02] <barteks2x> especially if I
wanted to play on lan with someone
L199[14:37:03] <PaleoCrafter> I don't mean
downloading all of that data
L200[14:37:12] <PaleoCrafter> just
querying a database over the net :P
L201[14:37:29] <barteks2x> well, then it
wouldn't work when you are offline
L202[14:37:31] <abab9579> Is it a fine
strategy for this case?
L203[14:38:14] <abab9579> Well I can have
like stars till 12 mag and only have 32MB mod.
L204[14:38:28] <abab9579> Or 16MB if I
compress it better
L205[14:38:39] <abab9579> It gets
problematic on 15mag
L206[14:39:55] <barteks2x> There almost
definitely is a way to store it in less space
L207[14:40:06] <barteks2x> while still
mkeeping easy random access
L208[14:40:50] <NieDzejko> can you give us
more details on how the data looks?
L209[14:41:05] <barteks2x> is it just
angles and intensity
L210[14:41:12] <barteks2x> or actual
position in 3d space?
L211[14:41:24] <abab9579> 26M stars... Not
going to be smaller than 64M
L212[14:41:40] <abab9579> Angles and
intensity right
L213[14:42:21] <abab9579> Maybe I'd only
store the density data and PG the stars
L214[14:42:59] <abab9579> It's going to be
hard way but could be better than 26M stars
L215[14:43:12] <barteks2x> You could store
actual bright stars normally, and the PG the less bright ones that
you can't see without a telescope
L216[14:46:10] <barteks2x> why every time
after I change some stuff with MC or forge version, on the first
refresh gradle project IDEA can't fine GradleStart?
L217[14:46:27] <ghz|afk> no idea that
never happened to me
L218[14:46:34] <barteks2x> I always have
to refresh it again to let it see GradleStart
L219[14:49:28] <barteks2x> now it actually
can't find it after second and third refresh...
L220[14:49:45] <barteks2x> could be
because it doesn't compile yet
L221[14:49:52]
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L222[14:51:04] <barteks2x> something is
seriously wrong...
L223[14:55:11] <barteks2x> now that is
*stupid*
L224[14:56:37] <ghz|afk> stupid youtube,
abusing my boredom to get me to click on random shit, and then
taking that as meaning that I want more of that crappy random
videos
L225[14:56:37] <barteks2x> I can't do
gradle build becausem my code doesn't compile, to make it compile I
need to refresh gradle projecta dn have IDE actually tell me about
these things, but apparently refreshing gradle project is broken...
because it doesn't copmpile
L226[14:57:41] <killjoy1> barteks2x, run
gradle in terminal. It should tell you an error
L227[14:58:30] <barteks2x> package
net.minecraftforge.registries does not exist -> what is 1.11
version of it?
L228[14:58:58] <ghz|afk> package
net.minecraftforge.fml.common.registry;
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L230[15:01:09] <barteks2x> actually, is
there list of all 1.12 package renames?
L231[15:01:24] <ghz|afk> haven't seen
one
L232[15:01:29] <ghz|afk> I just remove the
imports
L233[15:01:32] <ghz|afk> and let it fix
itself
L234[15:01:43] <barteks2x> but I don't
have any IDE stuff to fix it
L235[15:01:51] <barteks2x> because refrsh
gradle project is needed for that
L236[15:02:00] <barteks2x> and refresh
gradke project seems tobe broken because it wont compile
L237[15:02:37] <barteks2x> either that or
something else is borked in my buildscript but it doesn't get that
far be cause it doesnt build
L238[15:04:21] <barteks2x> now you are
probaly windoering how I managed to break IDEA that badly
again
L239[15:04:33] <barteks2x> oh... it worked
this time
L240[15:06:05] ⇦
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L241[15:06:22] <barteks2x> what is the
1.11 version of BufferBuilder...
L242[15:06:41] <malte0811>
VertexBuffer?
L243[15:06:48] <killjoy1> ^
L244[15:07:04] <killjoy1> There's a series
of gists with the mcp name changes
L245[15:08:08] <ghz|afk> mcp, yes, but not
forge ones
L246[15:08:13] <ghz|afk> at least not that
I recall ;p
L247[15:08:23] <killjoy1> VertexBuffer is
a mc class
L248[15:08:29] <ghz|afk> right
L249[15:10:23] <NieDzejko> hey, does MCP
have a public repository?
L250[15:10:47] <PaleoCrafter> the question
is, public repo of *what*? :P
L251[15:11:01] <NieDzejko> I would like to
help with renaming stuff like func_12345 to more sensible
names
L252[15:11:06] <PaleoCrafter> use the
bot
L254[15:11:15] <PaleoCrafter> /msg
MCPBot_Reborn help
L255[15:11:16] <ghz|afk> you can use the
bot for unnamed things
L256[15:11:30] <ghz|afk> and the mcpbot
issue tracker to suggest renaming of things that have a pretty name
already
L257[15:11:44] <ghz|afk> use #mcpbot or PM
messages to avoid spamming here
L258[15:11:59] <ghz|afk> (yes I know
"PM messages" is redundant ;P)
L259[15:12:36] <PaleoCrafter> Why'd you
say it then?
L260[15:12:43] *
PaleoCrafter misses his :reeeee: emote
L261[15:12:57] <NieDzejko> oh, this is
nice
L262[15:13:08] <killjoy1> looks like
mcpbot source is here if you're interested.
L264[15:13:10] <ghz|afk> because it seemed
a good idea at the time ;P
L265[15:13:56] ⇦
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L266[15:14:07] <NieDzejko> so in-function
variable names will remain gibberish?
L267[15:14:22] <NieDzejko> reading the
source code can be useful
L268[15:15:41] <bspkrs> ping ping
ping!
L269[15:23:03] <killjoy1> mcpbot isn't the
best with mapping javadocs
L270[15:30:23] ⇦
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L274[15:33:59] <quadraxis> for
class/package changes
L275[15:34:04] <barteks2x> I already got
all the errors figured out...
L276[15:34:10] <barteks2x> now I'm in
mixin errors
L277[15:37:06] <barteks2x> it should work
now...
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L282[16:01:44] <barteks2x> Dammit... I
somehow broke my unit tests again
L283[16:01:58] <barteks2x> with some
change in build.gradle
L284[16:02:09] ***
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L286[16:05:35] <abab9579> Would 64MB mod
be fine?
L287[16:05:53] <ghz|afk> "fine"
is relative
L288[16:05:56] <abab9579> Or is it still
too big for a mod
L289[16:05:58] <ghz|afk> as far as mods
go, it's still huge
L290[16:06:12] <ghz|afk> and people will
be wondering WTF does a mod have inside that requires so much
space
L291[16:06:21] <ghz|afk> so don't expect
the mod to be included in modpacks
L292[16:06:57] <abab9579> Well I don't
know why but my mod is already 12mb
L293[16:07:06] <barteks2x>
libraries?
L294[16:07:18] <abab9579> No
libraries
L295[16:07:20] <barteks2x> I was able to
get 15MB just with a few libraries
L296[16:07:26] <ghz|afk> big
textures
L297[16:07:30] <ghz|afk> and shaded
libraries
L298[16:07:37] <ghz|afk> are the biggest
reasons for jars being large
L299[16:07:44] <abab9579> I don't have any
libraries
L300[16:07:50] <abab9579> It could be the
texture.
L301[16:07:59] <barteks2x> then it must be
resources
L302[16:08:08] <barteks2x> one
texture?
L303[16:08:13] <ghz|afk> the biggest mods
I have around are Botania at 13mb and Mekanism at 15mb
L304[16:08:52] <barteks2x> cubic chunks
would have been 16+ MB if I didn't remove MapFB
L305[16:08:53] <barteks2x>
&MapDB
L306[16:09:00] <barteks2x>
&->*
L307[16:09:04] <abab9579> Well so 64MB is
still huge is it?
L308[16:09:06] <quadraxis> quite a bit of
botania is the music iirc
L309[16:09:16] <abab9579> Oh so it's
already big..
L311[16:14:23] <quadraxis> netty bug fixes
merged
L312[16:14:25] <quadraxis> nice
L313[16:14:33] <barteks2x> I saw it
already
L314[16:20:48] <LexMobile> *potential
bugfix
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L318[16:25:20] <barteks2x> it's race
condition, I belive I fixed the root cause and it doesn't happen
anymore and all ways I could imagine to make it happen again don't
trigger it. So I have no reason to belive it's nt fixed, but I can
never be sure
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L330[17:17:27] <Smack> Hey guys my server
is experiencing a pretty nasty issue.
L331[17:17:27] <Smack> We run a build
server and a live server. We build our stuff on the build server
and now we're in the process of importing them.
L332[17:17:27] <Smack> We have tried
MCEdit world import, just dragging in the region files (they share
a world seed), using mcedit schematics.
L333[17:17:27] <Smack> The end result is
that all modded blocks get screwed up changing to different blocks.
Pixelmon hidden cubes turn into Frosted Ice, Prismarine Bricks just
turns into air and other stuff along these lines.It would take days
to clean this up. Is there a way to resolve the block mismatches?
Our server is down for the moment while we resolve this so help is
appreciated the sooner the better <3
L334[17:21:18] <mezz> Smack, different
servers instances may have different IDs for the blocks. you need
to find a program or mod that can copy the data using their full
registry names, not just IDs. I think Schematica is one mod that
can do it
L336[17:23:48] <ghz|afk> does schematica
allow you to actually place the things if you are op/creative
mode?
L337[17:24:23] <Smack> I don't think so.
It is just for building outlines I believe
L339[17:24:37] <Smack> Unless mezz refers
solely to the copying stage where it may differ?
L340[17:24:39] <mezz> the printer should
do it
L341[17:25:06] <ghz|afk> ah
L342[17:25:08] <ghz|afk> hmm wait
L343[17:25:11] <ghz|afk> those schematic
files
L344[17:25:24] <ghz|afk> aren't they the
same that mcedit and worldedit support?
L345[17:25:24] <Smack> We're also talking
about an area that totals 16 region files
L346[17:25:36] <ghz|afk> Smack: one
question
L347[17:25:40] <Smack> Yes ghz?
L348[17:25:47] <ghz|afk> the changes are
only one part of the world
L349[17:25:50] <ghz|afk> or the entire
save?
L350[17:25:56] <Smack> One part of the
world
L351[17:26:14] <ghz|afk> so ideally
L352[17:26:16] <Smack> We have a map that
is 10k by 10k. The spawn area is in the middle and is of 2k by
2k
L353[17:26:20] <ghz|afk> you'd want some
conversion tool
L354[17:26:24] <Smack> Exactly
L355[17:26:29] <ghz|afk> that takes the ID
map from one save and converts it to the id map of another
save
L356[17:26:32] <Lunatrius>
mcedit/worldedit schematics aren't compatible between different
saves
L357[17:26:57] <Smack> Once we have fixed
this once we can make our build server the same map save and avoid
this issue in the future
L358[17:26:58] <ghz|afk> I see
L359[17:27:07] <Smack> but a tool to fix
mappings would help a ton
L360[17:27:09] <mezz> you want to avoid
IDs entirely. every block has a string registry name that can be
used across worlds
L361[17:27:33] <mezz> any tool that fixes
IDs would do it based on the registry names anyhow
L362[17:27:34] <Smack> Are there any
schematic formats for that though? I believe sponge has it's own
schematic format but I don't know how that works entirely.
L363[17:28:02] <mezz> that's why I
recommended schematica, I think you should try it out at
least
L364[17:28:30] <Smack> but doesn't it use
the same schematic format as mcedit? I don't see how it makes a
difference. Sorry if I'm being stupid here
L365[17:28:32] <ghz|afk> but copying 16
entire region files....
L366[17:28:33] <ghz|afk> XD
L368[17:29:08] <Lunatrius> What version is
this for?
L369[17:29:18] <Smack> ghz we used to do
this perfectly! We had identical saves so we just had a script that
stopped both servers, copied in the new region files, and bam it
worked
L370[17:29:30] <Smack> I guess I messed up
when we made new worlds with only using the same seed, not the same
saves.
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L372[17:29:39] <Smack> It's 1.10.2 forge
2185
L373[17:30:11] <Lunatrius> Eh, 1.10
L374[17:30:33] <Smack> Judging by the
Sponge schematics it seems to be able to do what I want?
L375[17:30:40] <Lunatrius> Pokechu added
support for the vanilla structure format in 1.12
L376[17:30:44] <Smack> Unfortunately no
good tools to import and export that.
L377[17:31:11] <ghz|afk> vanilla structure
format is 32x32x32 size iirc?
L378[17:31:20] <Lunatrius> Is it?
L379[17:31:24] <ghz|afk> I believe
so
L380[17:31:49] <ghz|afk> at least with the
structure block
L381[17:31:50] <ghz|afk> Structure
Size
L382[17:31:50] <ghz|afk> Enter the X, Y,
and Z values to set the distance from the Relative Position
coordinates. This sets the opposite corner of the structure, and
defines its size.
L383[17:31:50] <ghz|afk> Maximum structure
size is 32x32x32.
L385[17:32:05] <Lunatrius> Oh
L386[17:32:31] <Lunatrius> Need to check
that, might be a rather important detail that I might have
missed
L387[17:33:20] <Lunatrius> And yeah, in
theory you could just add the mapping with
"SchematicaMapping"
L388[17:33:21] <Smack> Would me going and
asking Sponge people for support be better here? It seems their
schematic format can sort this painful issue out
L389[17:33:33] <ghz|afk> so if schematica
doesn't allow ops to place a schematic directly into a world
L390[17:33:41] <Lunatrius> Nope
L391[17:33:43] <ghz|afk> and worldedit
doesn't handle schematica ID conversions
L392[17:33:49] <ghz|afk> I wonder what
would be easier to cobble together
L393[17:33:50] <ghz|afk> ;P
L394[17:34:28] <Lunatrius> Do you happen
to know where the 32x32x32 limit is used?
L395[17:34:39] <ghz|afk> nope, I only know
it from reading about structures
L396[17:34:58] <ghz|afk> for all I know,
it may be a imit in the structure block itself, and not the
structure format
L397[17:35:30] <Lunatrius> That's more
likely, because the format itself should technically allow for
MAX_INT*MAX_INT*MAX_INT
L398[17:35:40] <Smack> Lunatrius: can you
guide me through what you said regarding SchematicaMapping?
L399[17:36:03] <Lunatrius> You'd have to
get a string to ID mapping
L400[17:36:22] <Lunatrius> dirt: 123,
stone: 23 etc
L401[17:36:50] <Smack> SO I'd have to
manually write up all blocks and their IDs between the saves?
Ouch
L402[17:36:57] <Lunatrius> It's just a
`name: id` compound, so it's easy to "inject" it
L403[17:37:08] <Lunatrius> You could
export those form the old save
L404[17:37:20] <Lunatrius> But the problem
is, you can't import the schematic directly
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L406[17:42:30] <Lunatrius> Yeah, looks
like a structure block limitation, not the format itself
L407[17:43:07] <Lunatrius> From
TileEntityStructure: int l =
MathHelper.clamp(compound.getInteger("sizeX"), 0,
32);
L408[17:43:07] <ghz|afk> I can't even find
where it limits to 32
L409[17:43:49] <ghz|afk> I wonder why that
arbitrary number
L410[17:44:25] <Smack> Sorry but I got
completely derailed here I think and not entirely sure what to do.
Are you essentially saying there are no real courses of action
right now?
L411[17:44:42] <Lunatrius> 2 chunks I
guess?
L412[17:44:57] <ghz|afk> Smack: no one
here knows anything that would be a directly working solution
L413[17:45:07] <ghz|afk> everything either
requires expanding existing programs
L414[17:45:11] <ghz|afk> or writing
something from scratch
L415[17:45:58] <Lunatrius> Fastest way is
probably to remap the schematic and load it in with WorldEdit
L416[17:46:26] <Smack> Alright so I would
have to unpack the schematic somehow and then find these id
mappings?
L417[17:47:25] <ghz|afk> if I understand
correctly, the schematic file is NBT?
L418[17:47:29] <Lunatrius> Yeah
L419[17:47:44] <ghz|afk> so like
L420[17:47:48] <ghz|afk> if you know some
programming language
L421[17:47:51] <ghz|afk> find an NBT
library for it
L422[17:48:11] <ghz|afk> that loads the
schematica file, iterates through the original IDs
L423[17:48:15] <ghz|afk> and the new
IDs
L424[17:48:35] <ghz|afk> and builds a
map/dictionary/associative array of old->new
L425[17:48:48] <ghz|afk> and then applies
that remapping
L426[17:48:54] <ghz|afk> and saves the nbt
file
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L428[17:55:16] <Smack> I'm unfortunately
not much of a programmer :/
L429[17:55:59] <Smack> I'd be willing to
pay somebody to resolve this issue for me though
L430[17:56:17] <ghz|afk> I'd probably have
done it for free if it was a few hours ago ;P
L431[17:56:27] <ghz|afk> but it's 1am and
I have to sleep
L432[18:01:46] <LexMobile> :/ Any
structure file format that doesnt use a pallet system is dumb...
IDs can change, we've known this for 5 years.
L433[18:04:12] <Smack> Yeah it really
sucks. It's 1AM, got class at 8 and I have 50 people shouting at me
to get the server back up
L434[18:04:14] <ghz|afk> yeah the old
schematic file didn't
L435[18:04:24] <Smack> I wish I could pay
my way out of this >.>
L436[18:04:27] <ghz|afk> schematica adds
an ID table with number<->registry name mappings
L437[18:04:38] <ghz|afk> but mcedit and
worldedit don't read it
L438[18:04:43] <ghz|afk> apparently
L439[18:04:59] <Smack> What's interesting
is that I can see the blocks just fine when I am viewing the world
in mcedit
L440[18:05:05] <Smack> but not
in-game
L441[18:05:44] <ghz|afk> anyhow, gotta
sleep, night
L442[18:05:53] *
ghz|afk poofs
L443[18:07:16] <mezz> mcedit is mainly
aimed at vanilla afaik
L444[18:08:28] <mezz> Lunatrius, is the
only issue that schematica can't place blocks with an OP command,
or is there some other barrier?
L445[18:11:48] <Lunatrius> There's the
printer, but a 2000x2000 area...
L446[18:11:59] <Lunatrius> Fasted to just
write a mod that imports the world
L447[18:12:18] <mezz> ah, yeah that needs
to happen without the game running for sure. ok
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L466[20:32:19] <Ferrettomato> I'm having
trouble registering a block in 1.12. I'm registering it in
RegistryEvent.Register<Block>, and I've given it a registry
name and a creative tab, but it isn't showing up in-game. Does
anyone know what I could be doing wrong?
L467[20:35:33] <Ordinastie> did you
register the item ?
L468[20:35:57] <Ferrettomato> Oh... no, I
didn't. I'll try that.
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L471[20:45:23] <Ferrettomato> Yep, that
worked. Thanks.
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L477[21:12:43] <Abastro> Guess 20mb should
be fine
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L479[21:18:15] <abab9579> Would threaded
rendering work well with MC?
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L484[21:42:24] ***
Abrar|gone is now known as AbrarSyed
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L494[22:31:54] <LexMobile> 16:14
<ghz|afk> schematica adds an ID table with
number<->registry name mappings
L495[22:32:33] <LexMobile> Thats called a
pallet, thats how it should be done. The IDs in the schmatic is
fine because you want good compression. Its just translating it to
whatever is in the world
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L506[23:32:06] <Ferrettomato> *I'm
L507[23:32:37] <Ordinastie> use your
debugger
L508[23:33:03] <Ferrettomato> Right... I
forgot about that.
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