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L1[00:05:23] <Ordinastie> you should read
about generics in java
L2[00:07:27] <mezz> it is basically a
contract saying that if something calls your method with
Capability<T>, you must return T
L3[00:07:40] <mezz> or null
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L5[00:09:16] <ben_mkiv> so the function can
return different types. and the actual return value type is defined
by the first argument in the example above
L6[00:09:29] <ben_mkiv> by the calling
function
L7[00:09:43] <mezz> basically yes
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L10[01:01:41] ***
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L15[01:05:56] <Ordinastie> was that the
right ping?
L16[01:06:10] <PaleoCrafter> feck
L17[01:06:15] <PaleoCrafter> ghz|afk, I
meant
L18[01:06:27] <PaleoCrafter> read mezz'
last message and typed that >.>
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L21[01:44:21] <ben_mkiv>
getDurabilityForDisplay() is this inverted?! Oo
L22[01:44:29] <ben_mkiv> or am i stupid?
XD
L23[01:44:59] <PaleoCrafter> if I remember
that method's purpose correctly, that name is right
L24[01:45:12] <Ordinastie> it's the
durability logic that is reversed
L25[01:45:22] <ben_mkiv> thanks, that
explains a lot xD
L26[01:45:22] <PaleoCrafter> ah, yeah
L28[01:46:25] <ben_mkiv> doesnt help that
this says 1 = 100%
L29[01:46:27] <PaleoCrafter> ugh
L30[01:46:53] <ben_mkiv> but looking at the
link, someone allready might have updated it
L31[01:47:03] <PaleoCrafter> there's no
need to look at compiled JavaDocs when you're in an IDE :P
L32[01:47:52] <ben_mkiv> ctrl + p didnt
found the base declaration, so i've just googled it
L33[01:48:27] <ben_mkiv> ctrl + left mouse,
sorry
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L38[03:02:21] <ghz|afk> PaleoCrafter: haha
yeah, Iguess I shoudln't call that a logo, but rather an advert
image
L39[03:02:40] <ghz|afk> it's the kind of
thing you'd expect in a random page of a magazine, not a logo
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L41[03:29:39] <ben_mkiv> Item foo =
(ItemStack bar).getItem();
L42[03:29:48] <ben_mkiv> wouldnt this just
store the reference as long as i dont use copy()?
L43[03:30:00] <ghz|afk> yes, why
L44[03:30:21] <ben_mkiv> was just curious,
trying to find my bug xD
L45[03:30:36] <PaleoCrafter> it won't keep
foo up-to-date with the item of the stack, just so you know
:P
L46[03:31:04] <ben_mkiv> hmm, that may be
the issue then
L47[03:31:14] <ben_mkiv> guess it wont be
enough to make bar static
L48[03:31:16] <ghz|afk> oh yeah, references
are to object instances
L49[03:31:34] <ben_mkiv> even tho, i guess
i dont want that
L50[03:31:38] <ghz|afk> not to the
variables that contain them ;P
L51[03:32:03] <ben_mkiv> would have to
store a reference to static bar in foo then
L52[03:32:09] <ben_mkiv> and call getItem()
each time i need it
L53[03:32:15] <ghz|afk> what
L54[03:32:22] <ghz|afk> bar being static
has nothing to do with this
L55[03:32:44] <ghz|afk> and wait I just
read again
L56[03:32:54] <ghz|afk> areyou trying to
declare a variable in the middle of an expression?
L57[03:34:05] <ben_mkiv> not sure what
context expression should be :> i'm trying to store an objects
reference into another object
L58[03:35:22] <ghz|afk> try to go one step
higher up in the train of thought
L59[03:36:06] <ghz|afk> you want to store
an object reference
L60[03:36:25] <ghz|afk> that implies you
have the object, either in a variable somewhere, or given to you as
a parameter, or accessible through a getter function
L61[03:36:47] <ben_mkiv> yes
L62[03:36:55] <ghz|afk> and by "into
another object" either means a field in the object, or a
setter method
L63[03:37:07] <ben_mkiv> actually a
field
L64[03:37:14] <ghz|afk> so... a=b;
L65[03:37:18] <ben_mkiv> yep
L66[03:38:21] <ghz|afk> and in programming,
an expression is a thing that acts on other things and returns a
value
L67[03:38:46] <ghz|afk> so like, in a line
"a = b+1;" the line itself is a statement,
"b+1" is an expression
L68[03:39:07] <ghz|afk> and in [10:37]
(ben_mkiv): Item foo = (ItemStack bar).getItem();
L69[03:39:15] <ben_mkiv> ok, but foo =
bar.getItem() wouldn't be an expression, or is it?
L70[03:39:27] <ben_mkiv> should just store
reference to the item in foo?!
L71[03:39:37] <ghz|afk> bar.getItem() is an
expression
L72[03:39:40] <ben_mkiv> oh
L73[03:39:48] <ghz|afk> function call
expression, specifically
L74[03:39:55] <ghz|afk> the syntax tree for
that would be
L75[03:40:18] <ghz|afk>
CALL(METHOD_ACCESS(VARIABLE_REFERENCE(bar),"getItem"))
L76[03:40:56] <ghz|afk> (that's how the
compiler understands the code)
L77[03:41:46] <ghz|afk> anyhow what I was
referring is
L78[03:41:54] <ghz|afk> the
"(ItemStack bar)" part
L79[03:41:58] <ghz|afk> in your original
line
L80[03:42:18] <ben_mkiv> well, actually i'm
calling bar.getItem()
L81[03:42:25] <ben_mkiv> just wrote the
itemstack before so you know whats going on
L82[03:42:30] <ghz|afk> okay good ;P
L83[03:43:18] <ben_mkiv> at least now i
know its important to not make such examples xD
L84[03:43:34] <ghz|afk> be more explicit,
or you make people's brain-compilers cry
L85[03:43:35] <ghz|afk> XD
L86[03:43:43] <ben_mkiv> sorry O:-)
L87[03:44:21] <ben_mkiv> but wait
L88[03:44:24] <ben_mkiv> (OpenGlassesItem)
glassesStack.getItem();
L89[03:44:26] <ben_mkiv> thats the original
code
L90[03:44:36] <ben_mkiv> so the cast may be
the problem, still?
L91[03:45:15] <ben_mkiv> actually...
OpenGlassesItem glasses = (OpenGlassesItem)
glassesStack.getItem();
L92[03:45:17] <ghz|afk> only if the stack
doesn't contain glasses
L93[03:45:34] <ben_mkiv> uhm, it does for
sure contain glasses
L94[03:45:37] <ghz|afk> the issue here is
that you are focusing one one single line of code
L95[03:45:43] <ghz|afk> and we don't know
the context or the purpose
L96[03:46:46] <ben_mkiv> ok, so the item
gets moved to the player armor slot, takes up some power, i put it
back and it suddenly has the powerbuffer from before putting it in
the armorslot
L97[03:46:54] <ben_mkiv> so i guess i'm
working with some copy in my armorslot
L98[03:47:13] <ben_mkiv> which is weired as
it turns back to the old state when i put it back in my
inventory
L99[03:47:19] <ben_mkiv> -e
L100[03:48:41] <ghz|afk> could it be that
you are editing the power fromt he client
L101[03:48:44] <ghz|afk> but not the
server
L102[03:48:51] <ben_mkiv> yes i do
L103[03:49:02] <ghz|afk> well then, when
you move it, the server's version is the one that moves
L104[03:49:16] <ghz|afk> and gets sent to
the client
L105[03:49:28] <ghz|afk> so by changing
the stack only in the client, you are causing a desync
L106[03:49:42] <ghz|afk> you should always
to those things on the server
L107[03:49:51] <ghz|afk> and let the
server synchronize correctly
L108[03:50:13] <ghz|afk> if you want to
reduce the apparent lag, yo ucan predict what the server will do in
the client
L109[03:50:18] <ghz|afk> but that isn't
always a good udea
L110[03:50:20] <ghz|afk> idea*
L111[03:50:51] <ben_mkiv> ah, thought its
better to do it only on the client and dont have the server to mess
with it
L112[03:51:33] <ben_mkiv> so to fix this i
have to use power on the server and send syncs of the
powerstate
L113[03:51:55] <ghz|afk> the server
automatically syncs the itemstacks on the main inventory and armor
slots
L114[03:51:56] <ben_mkiv> thank you very
much, that would have probably taken hours for me to figure out
xD
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L118[04:35:52] <Disconsented> shot in the
dark but any insite on whats intended preformance wise for
1.13?
L119[04:38:57] <PaleoCrafter> uhm... in
what regard?
L120[04:39:38] <PaleoCrafter> world load
times could be *minimally* longer since they have to do a little
more heavy lifting, but apart from that I doubt they've changed
much
L121[04:41:14] <Disconsented> Ive just
seen a generic preformance claim
L122[04:42:14] <PaleoCrafter> I think
they've updated to LWJGL 3, but I don't think that brings any
actual improvement since they're still using GL 2.1
L123[04:42:38] <Disconsented> so dont
expect anything new then
L124[04:43:01] <PaleoCrafter> not as far
as I'm aware, but I might not be completely up-to-date
L125[04:43:12] <Disconsented> eh not a big
deal, thanks
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L127[05:19:37] <Upthorn> sounds like the
answer is "confirmation bias"
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L135[06:35:53] <ghz|afk> so, a
non-modding-related thought:
L136[06:36:20] <ghz|afk> I'm playing on a
pack with tconstruct, and I'm wearing the slimeboots
L137[06:36:25] <ghz|afk> but that got me
thinking
L138[06:36:37] <ghz|afk> about
anythingthat reduces falling damage "magically"
L139[06:36:51] <ghz|afk> like, superheroes
stopping flat without even distrubing the ground
L140[06:37:04] <ghz|afk> and I'm now
wondering
L141[06:37:25] <ghz|afk> if there was some
device that was ableto dissipate as heat, ALL of the kinetic energy
from a person falling at terminal velocity
L142[06:37:41] <ghz|afk> jsut how hot and
how explosion-like the heat blast would be
L143[06:38:25] <PaleoCrafter> calculate it
:P
L144[06:38:29] <ghz|afk> too lazy SE
L145[06:38:31] <ghz|afk> XD*
L146[06:39:05] <ghz|afk> "terminal
velocity, which is around 53 m/s (195 km/h or 122 mph) for a human
skydiver."
L147[06:39:30] <ghz|afk> Kinetic energy is
directly proportional to the mass of the object and to the square
of its velocity: K.E. = 1/2 m v2
L148[06:39:49] <ghz|afk> Average body mass
globally was 62 kg
L149[06:40:24] <ghz|afk> one Joule is
equal to 1 kg m2 / s2.
L150[06:40:26] <ghz|afk> so
L151[06:40:34] <Ordinastie> if we were
able to manufacture enough nano carbon tubes to weave it into some
fabric it would be so efficient in energy absorption that it would
stop a bullet and you would barely feel it
L152[06:40:58] <ghz|afk> !!calc 0.5 * 62 *
(53^2)
L153[06:40:58] <ghz|afk> ghz|afk:
Result(s): 87079
L154[06:41:35] <ghz|afk> The "ton of
TNT" is a unit of energy defined by that convention to be
4.184 gigajoules
L155[06:42:05] <ghz|afk> 87079 /
4184
L156[06:42:07] <ghz|afk> !!calc 87079 /
4184
L157[06:42:08] <ghz|afk> ghz|afk:
Result(s): 20.8123805
L158[06:42:11] <ghz|afk> so... 20 grams of
TNT
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L160[06:42:21] <ghz|afk> to stop an
average human flat
L161[06:42:25] <ghz|afk> from terminal
velocity
L162[06:45:34] <PaleoCrafter> those 53m/s
seem to assume a higher mass of ~90kg :P
L163[06:45:59] <ghz|afk> so even less
;P
L164[06:46:17] <ghz|afk> or maybe a bit
more
L165[06:46:18] <ghz|afk> either way
L166[06:46:23] <ghz|afk> that means the
entire team of the avengers
L167[06:46:27] <ghz|afk> all falling at
once in a single area
L170[06:47:53] <ghz|afk> "as a rough
estimate the kinetic energy of a normal 9mm round is about 570
Joules. "
L171[06:48:06] <ghz|afk> !!calc 87079 /
570
L172[06:48:06] <ghz|afk> ghz|afk:
Result(s): 152.7701754
L173[06:48:19] <ghz|afk> or 152 9mm
bullets being fired all at once
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L178[07:10:00] <TechnicianLP> now to find
out how hot it would get ...
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L188[08:04:21] <ghz|afk> hmm I was
cooking, and Iwas thinking about what it owuld take to make a
"mario" mod
L189[08:04:31] <ghz|afk> probably exists
but regardless:
L190[08:05:57] <ghz|afk> v1: break blocks
by jumping from below, eating a red mushroom recovers health, if
you drop below half heath your player entity becomes 1 block tall
instead of 2, a "star power" potion effect that gives you
invulnerability and one-hit kill any entity that collides with you,
and the ability to hurt entities by jumping on top of them
L191[08:06:03] <ghz|afk> v2: no one cares
about it
L192[08:07:07] <ghz|afk> v3: tanooki armor
that lets you multi-jump temporarily after sprinting continuously
for a number of seconds
L193[08:07:24] <ghz|afk> oh I forgot in
v1: warp pipes and surprise blocks
L195[08:11:45] <ghz|afk> yeah I wouldn't
have done that
L196[08:11:56] <ghz|afk> minecraft already
has brick blocks and such by itself
L197[08:12:08] <ghz|afk> so I wouldn't go
THAT far
L198[08:12:21] <ben_mkiv> dont say
that...
L199[08:12:26] <ben_mkiv> once you got
started... ;)
L200[08:12:37] <ghz|afk> sadly it's the
easy part to do so I guess all the "mario bros" mods
would focus on adding the blocks and entities
L201[08:12:41] <ghz|afk> ;P
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L203[08:47:33] <SquareWheel> Ah, setting
my Forge target to 1.12.2 has apparently locked out 1.12.1 users.
Is there a good way to say "this works on all 1.12 Forge
installs"?
L204[08:48:18] <ghz|afk> yes
L205[08:48:22] <ghz|afk> in your @Mod
annotation
L206[08:48:23] <ghz|afk> add
L207[08:48:37] <ghz|afk>
acceptedMinecraftVersions="[1.12,1.13)"
L208[08:48:46] <ghz|afk> the square
brackets are inclusive, the parens are exclusive
L209[08:48:51] <ghz|afk> so this would
accepta future 1.12.3
L210[08:48:54] <ghz|afk> but not
1.13.0
L211[08:49:04] <ben_mkiv> oO
L212[08:49:07] <SquareWheel> Wonderful,
thank you!
L213[08:49:36] <ghz|afk> alternatively you
can use [1.12]
L214[08:49:46] <ghz|afk> which gets
automatically expanded to include 1.12.2
L215[08:49:48] <ghz|afk> (and .1)
L216[08:50:00] <ghz|afk> since forge has
deemed it safe to load 1.12 mods on 1.12.2
L217[08:50:26] <ghz|afk> however note that
it only expands [1.12] and maybe [1.12,1.12.1]
L218[08:50:38] <ghz|afk> if you have
[1.11,1.12] it won't get auto-expanded to .2
L219[08:51:30] <SquareWheel> So for the
ending version, go up one and mark it exclusive.
L220[08:51:52] <ghz|afk> depends on what
your intention is
L221[08:52:10] <ghz|afk> if you want to
say "anything in the 1.12 major version", yes
L222[08:52:15] <ghz|afk> [1.12,1.13)
L223[08:52:37] <ghz|afk> but there is a
risk they release 1.12.3 and it breaks your mod
L224[08:52:44] <ghz|afk> in which case
users would complain about crashes in 1.12.3 ;p
L225[08:53:15] <ghz|afk> so it's really up
to you to choose which version range you want to include
L226[08:53:27] <SquareWheel> I've avoided
asm and such hacks, so I think it'll be okay in this case.
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L231[09:55:33] <masa> was Vec3d really
added in 1.9?
L232[09:56:28] <ghz|afk> I'm not sure it
was added so much as maybe it wasn't used before
L233[09:56:30] <ghz|afk> so it was
stripped
L234[09:56:40] <masa> hmm
L235[09:57:14] <masa> oh it was called
Vec3 before
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L237[09:59:19] <masa> damn trying to
backport stuff is painful... half of the classes and methods and
events didn't exist yet back then...
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L239[09:59:36] <masa> and half of the
remaining stuff was still unnamed
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L246[10:17:54] <PaleoCrafter> question is,
masa, why would you backport anything to something below 1.9
:P
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L249[10:26:03] <masa> because some person
on reddit was asking for a backport of one of my mods...
L250[10:26:13] <masa> what do you mean
that's not a valid reason? :p
L251[10:27:48] <masa> but actually, I'd
also want this mod when I some day continue my Agrarian Skies 1
play-through... so backporting to 1.7.10 should be a helpful
stop-gap
L252[10:28:40] <PaleoCrafter> ugh
L253[10:28:42] <masa> the big issue is
that some of the methods don't exist yet back then :/
L254[10:28:57] <PaleoCrafter> I thought we
were more or less past the 1.7.10 days
L255[10:29:02] <masa> bleh not methods but
events
L256[10:29:04] <PaleoCrafter> 4 years, m8,
4 years
L257[10:29:14] <masa> sure
L258[10:29:30] <masa> and I dislike even
looking at the 1.7.10 codebase with a burning passion...
L259[10:29:59] <masa> hmm no idea if
that's a saying or made any sense
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L271[11:08:28] <TechnicianLP> backporting
to 1.4.7 is a hassle ...
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L274[11:09:30] <ghz|afk> TechnicianLP: duh
;P question is more: why! ;P
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L279[11:20:00] <blood> report to
quark?
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L281[11:22:53] <ghz|afk> blood: that
"minecraft:air" seems likequark's issue
L282[11:22:56] <ghz|afk> so I would say
so
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L284[11:24:35] <blood> k thanks
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L287[11:30:46] <barteks2x> (it's on
jenkins)
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L289[11:36:25] <halvors1> When rendering
blocks in a TESR, should i disable lighting when rendering? Having
an issue with that causes the block to turn black after a while
until there is a block update nearby, anyone else had this
issue?
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L309[13:16:24] <TechnicianLP> halvors1:
why are you using a tesr in the first place? use a custom model
...
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L318[13:43:28] <ScottehBoeh> Yo
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L320[13:44:08] <ScottehBoeh> I've created
a folder called /libs, inside I have 3 libraries that my mod uses.
However when I compile my mod and run it on a normal forge
instance. I still get "NoClassDefFoundError"
L321[13:44:19] <ScottehBoeh> do I have to
initiate something before I build? Change a setting or
whatnot?
L322[13:47:03] <ScottehBoeh> ok just
noticed that it runs when I put the libraries in the /mods/ folder.
Thats good enough for me lol
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L324[13:48:38] <barteks2x> why ./gradlew
setupCiWorkspace build doesn't work with deobfCompile dependencies,
but ./gradlew setupCiWorkspace; ./gradlew build does?
L325[13:49:29] <TechnicianLP> scotteh: you
can look into shading if you want your mod to ship with the
libraries embedded - otherwise one has to add the libraries to the
classpath manually
L326[13:50:58] <ScottehBoeh> Yeah I just
added my libraries to the mod file and its worked
L327[13:56:51] <halvors1> TechnicianLP:
Everyone asking me that, it's because the model is animated.
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L339[14:42:02] <barteks2x> any idea what
could cause IDEA kotlin plugin to show this error? Cannot load
project:
com.intellij.ide.plugins.PluginManager$StartupAbortedException:
Fatal error initializing plugin org.jetbrains.kotlin
L340[14:42:53] *
TechnicianLP suggest a fasttesr to halvors1 you dont have to handle
(and shouldnt) handle states in there and only need
quads
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L343[15:09:00] <halvors1> TechnicianLP:
That doesn't work when it depends on code in the TE.
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L345[15:09:54] <halvors1> TechnicianLP:
That is not what i am asking about, people have already told me,
and when i show exactly what i'm doing they says FastTESR is not
possible.
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L354[16:22:22] <Hink> any method for
distance formula for BlockPos already included in minecraft?
L355[16:23:36] <kashike> Hink: There are
distance methods inside of BlockPos's parent (Vec3i) which you can
use through BlockPos.
L356[16:24:43] <Hink> ah its all
good
L357[16:24:44] <Hink> thanks
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L389[19:10:35] <millerti> So it looks like
there's a discord server for modding.
L390[19:10:47] <ghz|afk> heh
L391[19:10:52] <ghz|afk> would be
surprised if there wasn't one ;P
L392[19:11:02] <millerti> Well, do you
frequent it/any?
L393[19:11:07] <ghz|afk> nope
L394[19:11:15] <ghz|afk> I have far too
many communication programs around already
L395[19:11:17] <millerti> Would you be
interested? :)
L396[19:11:29] <millerti> Ah.
Understandable.
L397[19:11:37] <ghz|afk> I do have
Discord
L398[19:11:47] <ghz|afk> but I only ever
launch it for doing coop stuff with my flatmate
L399[19:11:55] <millerti> Pokechu22 (one
of the mojira moderators) used an IRC gateway to connect to
Discord.
L400[19:12:05] <millerti> *uses
L401[19:12:10] <ghz|afk> heh
L403[19:13:55] <millerti> It's cool.
Through discord, lots of people who didn't talk before are now
doing so. I talk to ilmango and Gnembon and other SciCraft users,
for instance. And there's a Mojang dev that got a tour of SciCraft
and is on the SciCraft discord. One really cool thing is that more
communication with the devs has gotten some long-standing bugs
fixed in the game.
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L405[19:14:25] <ghz|afk> nice
L406[19:15:48] <millerti> Yeah. There are
two bugs that cause hopper duping. One of them as been fixed.
Ilmango just told me that after 10 hours of testing, he was unable
to get any more hopper duping for a hopper pair inside a single
chunk. The bug that causes duping on chunk boundaries is still
there, although a fix has been offered.
L407[19:16:20] <millerti> There is also a
fix offered for MC-2025, which lets mobs get pushed into walls and
suffocate on chunk reloading.
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L409[19:17:35] <ghz|afk> is it the same
thing that allows my cows and pigs to escape their
enclosures?
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L411[19:19:57] <millerti> ghz|afk: Yes, I
believe it is.
L412[19:20:20] <millerti> It's all about
floating point rounding artifacts. Check out the last few comments
on the bug report.
L413[19:20:53] <millerti> Since
yesterday.
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L436[20:44:41] <ajb> hello
L437[20:44:59] <mezz> hello
L438[20:45:16] <ajb> i was here about a
year ago chatting about shaders and metadata and stuff
L439[20:45:59] <mezz> welcome back
L440[20:46:21] <ajb> i successfully got
the optifine dev to implement what i needed, at least
partially
L443[20:46:50] <kashike> Over a year ago
:)
L444[20:47:00] <ajb> a year and a week-ish
yeah :)
L445[20:47:36] <ajb> the issue boils down
to shaders need numeric arrays, but the new thing is all
strings
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L447[20:47:57] <ajb> so now there's a
block.properties file which transforms it
L448[20:48:23] <ajb> but i'm still as
confused about properties as i was back then
L449[20:49:01] <ajb> is there a channel
for optifine on here?
L450[20:50:27]
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L451[20:50:55] <mezz> not that I know of.
I just communicate with the optifine dev on github issues, since
it's always an issue :D
L452[20:52:01] <ajb> my problem at this
point it that it seems like it should work, but it doesn't
L453[20:52:46] <ajb> specifically the only
thing that differentiates the luminator i'm trying to match against
has "type: luminator_flat_active" in the F3 debug
screen
L454[20:53:05] <ajb> optifine is supposed
to be able to match against that sort of property, but it doesn't
work
L455[20:54:21] <mezz> feel free to open an
issue with a question on there
L456[20:54:49] <ajb> in the original
issue, dev gave an example of matching against the different kinds
of flowers
L457[20:56:03] <ajb> and that actually
works
L458[20:56:12] <ajb> but when i use
identical syntax for the luminator, it does not
L459[20:56:25] <ajb> they are both
displayed the same way in F3, so what is the difference?
L460[20:57:48] <ben_mkiv> maybe
metaindex/damagevalue?
L461[20:58:19] <ajb> yes, for
definite
L462[20:58:29] <ajb> that's what i was so
confused about last year
L463[20:58:46] <ajb> how do you tell if a
property is stored in the damage value or not?
L464[21:00:10] <ajb> in block.properties i
have this: block.89=minecraft:red_flower:type=white_tulip
minecraft:red_flower:type=pink_tulip
ic2:te:type=luminator_flat_active
L466[21:00:36] <ajb> the type=white_tulip
glows like lava
L467[21:00:49] <ajb> the
type=luminator_flat_active does not
L468[21:04:03] <ben_mkiv> your item id
looks weird
L469[21:04:29] <ben_mkiv> type is nbtdata
if im not wrong
L470[21:04:43] <ben_mkiv> while the itemid
is just ic2:te
L471[21:05:00] <ajb> i'm not sure what you
mean
L472[21:05:19] <ajb> the item id is indeed
just "ic2:te"
L473[21:05:45] <ajb> type is
"luminator_flat_active" - it says it right on the
screen
L474[21:05:56] <ben_mkiv> but you wrote
above that you got ic2:te:type=luminator_flat_active in your
config
L475[21:06:01] <ben_mkiv> does optifine
read nbt data?
L476[21:06:05] <ajb> i don't know
L477[21:06:09] <ben_mkiv> i doubt
that
L478[21:06:13] <ajb> i don't even know
what nbt data is
L479[21:06:29] <ajb> block.properties is a
file that i wrote
L480[21:07:09] <ajb> the line in it says
"if the block matches any of these patterns, send ID 89 (lava)
to the shader"
L481[21:08:12] <ajb> this is necessary
because you can't send the new-style properties into the shader,
because they aren't fixed size integers
L482[21:08:25] <ajb> so you need a mapping
from new to old
L483[21:08:39] <ben_mkiv> does it render
correct if you just add ic2:te to your config? without type?
L484[21:08:40] <ajb> otherwise there is no
way for the shader to know how to render blocks
L485[21:08:51] <ajb> if i do that then
every single ic2 block will glow
L486[21:08:54] <ben_mkiv> this may make
every ic2 TE glow, but just to check if the type thing is your
problem
L487[21:08:59] <ajb> because every single
ic2 block has that id
L488[21:09:10] <ajb> and yes i have tried
it and it did make them all glow
L489[21:09:26] <ajb> now heres another
interesting fact
L490[21:09:48] <ajb> if i say
"ic2:te:transparent=true" then *only* transparent blocks
from ic2 will glow
L491[21:09:55] <ajb> for example cables,
but not machines
L492[21:10:06] <ajb> in the screenshot you
can see that the luminator has this property
L493[21:10:16] <ajb> so optifine can pick
that up
L494[21:10:25] <ajb> but not the
"type" field
L495[21:11:03] <ajb> transparent=false
also works as expected
L496[21:12:27] <ben_mkiv> have you tried
this => ic2:te:36
L497[21:12:47] <ben_mkiv> ah wait, that
would make inactives glow, too
L498[21:13:16] <ben_mkiv> maybe
ic2:te:36:type=luminator_flat_active
L499[21:14:30] <ajb> where did you get the
number 36 from?
L500[21:14:38] <ajb> trying it...
L501[21:14:44] <ben_mkiv> hovering over
the item in NEI/JEI
L502[21:14:50] <ben_mkiv> or in your
inventory
L503[21:16:07] <ajb> with the type, that
matches neither
L504[21:16:37] <ben_mkiv> but without type
it'll make also inactives glow. so not what you want
L505[21:16:45] <ajb> without the type it
also matches neither
L506[21:17:00] <ben_mkiv> hu
L507[21:17:30] <ben_mkiv> guess you have
to rely on the dev...
L508[21:17:32] <ajb> a year ago someone
told me that items and blocks in the world are completely
different, so the numbers in inventory are irrelevant
L509[21:17:39] <ben_mkiv> as its closed
source anything else is guessing around xD
L510[21:18:48] <ajb> so best guess, the
reason is because for red_flower, the type: field maps to the
damage value, but for ic2, the type field maps to nbt data?
L511[21:19:04] <ajb> if i say that to
optifine dev, they'll know what that means? because i don't
:)
L512[21:19:16] <ben_mkiv> no, the flower
has a proper name
L513[21:19:28] <ajb> name?
L514[21:19:30] <ben_mkiv> while the ic2
te's are all named the same and store their state in NBT data
L515[21:19:48] <ajb> the flowers all have
the same ID
L516[21:19:54] <ajb>
minecraft:red_flower
L517[21:20:18] <ajb> but only the one with
type:pink_tulip glows, the others do not
L518[21:20:33] <ajb> wel, pink and white
because that's what i specified
L519[21:20:45] <ben_mkiv> oh well, they
have different metaindex
L520[21:21:07] <ajb> and meta index is the
same as damage value?
L521[21:21:16] <ben_mkiv> yes
L522[21:21:42] <ben_mkiv> it helps to
setup some small sponge server with worldedit/fawe to get all data
of a placed block...
L523[21:22:15] <ajb> i dont know what a
sponge server is, but i can load the save file into mcedit or
something?
L524[21:22:23] <ben_mkiv> might work,
too
L525[21:22:32] <ben_mkiv> never used
mcedit O:-)
L526[21:26:01] <ben_mkiv> actually looks
like that F3 Debug allready shows you all metadata
L527[21:27:00] <ajb> yes, it does
L528[21:27:09] <ajb> but not the
meta-metadata
L530[21:27:31] <ajb> there's obviously a
difference between the red_flower "type" field and the
ic2:te "tye" field but F3 isn't showing it
L531[21:33:58] <ben_mkiv> got some
problem, too :>
L532[21:34:28] <ben_mkiv> i have an item
with Forge Energy, which uses energy based on the amount of stuff
it has to render for the client, so i would like to consume energy
clientside
L533[21:34:35] <ben_mkiv> which leads to a
desync of client/server
L534[21:35:07] <ben_mkiv> anyone knows of
a mod with kinda like the same "problem" where i could
look at how they synced the energybuffer
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L536[21:45:03] <ben_mkiv> looking at some
code from enderio rf powered pickaxe, they extract on the
onBlockDestroyed event
L537[21:45:09] <ben_mkiv> guess thats
called server and clientside?!
L538[21:47:35] <ajb> i'm curious what the
in universe explanation for your item is
L539[21:47:52] <ben_mkiv> augment reality
glasses for opencomputers
L540[21:48:03] <ben_mkiv> so basicly a
portable screen which renders programmed stuff
L541[21:48:12] <ajb> hmm. so it can never
be seen by other players
L542[21:48:16] <ajb> that makes a lot of
sense
L543[21:48:21] <ben_mkiv> yes
L544[21:48:51] <ajb> seems cheatable
though
L545[21:48:58] <ajb> if its client
side
L546[21:49:11] <ben_mkiv> with a hacked
client for sure
L547[21:50:15] <ben_mkiv> but we are
talking about few RF, so not sure if its worth to make a hack for
that xD
L548[21:50:44] <ajb> may as well just make
them use energy at a constant rate
L549[21:51:53] <ben_mkiv> yea, probably
better than sending packets around all the time
L550[21:54:36] <ajb> i guess the server
does know where player is looking
L551[21:54:53] <ajb> but not stuff like
fov
L552[21:56:26] <ben_mkiv> actually looking
at code from simplyjetpacks, closest i could think of with a
similiar "problem"
L553[21:57:05] <ben_mkiv> and they sync
each tick if the player is flying + height + stuff. that seems to
be "lot" of data
L554[21:58:20] <ben_mkiv> also looks
cheatable to me with a hacked client xD
L555[22:02:38] <ajb> what if you implement
a side-API that the glasses use to get the data they want to
render, and then "bill" that for energy on the
server?
L556[22:03:35] <ajb> you'd have to request
it every tick i guess, for that to work the way you want
L557[22:04:25] <ben_mkiv> actually i'm
thinking of billing for the next 20 ticks
L558[22:04:34] <ben_mkiv> so i would have
a sync each second instead of 20 syncs/second
L559[22:05:08] <ben_mkiv> but i will
probably go for a fixed rate
L560[22:05:21] <ben_mkiv> to keep it
simple
L561[22:05:47] <ajb> opencomputers
wireless modem uses energy dependent on the amount of data
transmitted and the signal power
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L563[22:06:16] <ben_mkiv> yea but that
runs all serverside
L564[22:06:29] <ajb> presumably your
glasses are communicating wirelessly with some other computer
though?
L565[22:08:28] <ben_mkiv> yes, but they
arent part of OCs own energy network
L566[22:11:09] <ben_mkiv> now to mess with
the scala oc code -.- the tablet basicly is kinda same
L567[22:21:27] <ben_mkiv> kinda like real
life electricy bills xD
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L569[22:21:48] <ben_mkiv> where the
provider bills you for some time on your last usage, as he cant
determine the usage realtime :D
L570[22:22:41] <ben_mkiv> companys could
learn so much from modded hacksafe minecraft :P
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L574[22:41:57] <ajb> okay i got
nbtexplorer and i'm looking in the region files
L575[22:42:04] <ajb> the luminator is a
tile entity
L576[22:42:20] <ajb> it has a bunch of
properties that don't match up with what F3 displays at all
L577[22:50:46] <ajb> hmm... i cant make
minecraft:bed glow at all. maybe it uses a different shader pass
though
L578[22:59:24] <ben_mkiv> actually may be
a TE, too?!
L579[22:59:48] <ben_mkiv> did you ever
succeed to make a TE glow with that kind of config?!
L580[22:59:58] <ajb> yeah, i can make the
luminators glow
L581[23:00:06] <ajb> *everything* in IC2
is a TE
L582[23:00:12] <ben_mkiv> ok
L583[23:00:19] <ajb> i just can't
differentiate the luminators from... everything else
L584[23:00:55] <ajb> i still don't
understand what exactly the debug screen shows
L585[23:01:05] <ajb> it seems to show
completely different things for each item
L586[23:01:27] <ajb> wether or not it
shows a particular property seems completely unrelated to whether
it's block state, block entity, or legacy damage value
L587[23:01:58] <ajb> it won't show the
colour of a bed, which is block entity (which is the new name of
tile entity)
L588[23:02:33] <ajb> it shows the type for
red_flower, which is block state
L589[23:03:11] <ajb> but the type for ic2
stuff obviously isn't block state because optifine can't see it,
but it also isn't block entity, because then it wouldn't show on
F3
L590[23:03:27] <ajb> and it can't be
legacy damage type because that's only 4 bits of data
L591[23:03:43] <ajb> so it must be a
fourth unknown type of data storage
L592[23:03:52] <ajb> either that or MC is
completely bananas, i dunno
L593[23:08:03] <ben_mkiv> hmm, could you
try
L594[23:08:18] <ben_mkiv>
ic2:te|{type:"luminator_flat_active"}
L595[23:08:25] <ben_mkiv> or however the
type is called
L596[23:09:47] <ajb> did not work
L597[23:09:57] <ajb> optifine does not
specify any such syntax
L598[23:10:04] <ben_mkiv> ah well ;/
L599[23:10:13] <ben_mkiv> thats how the
give command specifies nbt data
L600[23:12:04] <ajb> optifine has a way to
specif nbt properties but it isn't defined for the file i'm
editing
L601[23:12:17] <ajb> you say
nbt.foo=bar
L602[23:12:24] <ajb> it does not work
though
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L604[23:12:32] <ajb> and anyway,
"type" isn't a property in the nbt
L605[23:12:47] <ajb> it has a different id
in the nbt, and a totally different set of properties
L606[23:29:31] <ajb> got a nbt editor
mod
L607[23:29:46] <ajb> still doesn't make
any sense
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