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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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L95[11:43:25] <barteks2x> anyone has ever seen something like this happen in vanilla? (I want to know if it could be vanilla issue) http://i.imgur.com/eGPtMGI.png
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
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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
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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
L253[15:11:11] <killjoy1> https://github.com/ModCoderPack/MCPBot-Issues/issues
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.
L263[15:13:08] <killjoy1> https://bitbucket.org/ProfMobius/mcpbot/commits/all
L264[15:13:10] <ghz|afk> because it seemed a good idea at the time ;P
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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
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L273[15:33:46] <quadraxis> barteks2x: https://github.com/kashike/migration/wiki/1.11.0-to-1.12.0
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
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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..
L310[16:14:02] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/commit/161b47ee75ad6be159cc34c01e30d6bc434ec5d5
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
L335[17:21:54] <mezz> https://minecraft.curseforge.com/projects/schematica
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
L338[17:24:34] <mezz> there is a wiki here https://github.com/Lunatrius/Schematica/wiki/Controlling-a-loaded-schematic
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
L367[17:28:49] <Smack> https://github.com/SpongePowered/Schematic-Specification
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.
L384[17:31:50] <mezz> https://minecraft.gamepedia.com/Schematic_file_format
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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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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L505[23:32:00] <Ferrettomato> 'm trying to generate a plant, but the game crashes on chunk generation if I make randPosY anything but 8. Does anyone know why? https://pastebin.com/GgSpARun https://pastebin.com/GH5XHzq5
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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