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L13[01:50:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170929 mappings to Forge Maven.
L14[01:50:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170929-1.12.zip (mappings = "snapshot_20170929" in build.gradle).
L15[01:50:14] <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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L56[08:03:31] <ajb> it seems like lots of mod authors create utility mods. what kind of stuff is in them, and why can't it be standardized?
L57[08:03:51] <PaleoCrafter> by utility you mean lib/"core" mods?
L58[08:04:15] <ajb> no i mean when you go to a mod download page and it says "this mod needs my utility mod, download it here"
L59[08:04:29] <ghz|afk> random stuff
L60[08:04:37] <ajb> well yeah, but like what?
L61[08:04:48] <ghz|afk> well for example, my mods embed this:
L62[08:04:49] <PaleoCrafter> >random
L63[08:04:59] <ghz|afk> https://github.com/gigaherz/Commons
L64[08:05:38] <ghz|afk> in it I have some helpers for things like block and item registration
L65[08:05:41] <ghz|afk> model registration helpers
L66[08:05:47] <ghz|afk> IBakedModel helpers
L67[08:05:56] <ghz|afk> and an implementation of an item state layer
L68[08:05:57] <PaleoCrafter> people generally find themselves re-implementing the same stuff for different projects and hence decide to put it in a common library
L69[08:06:08] <ghz|afk> which gives items something similar to IBlockState, but for items
L70[08:06:34] <ajb> speaking of IBlockState, i found out how optifine works
L71[08:06:59] <PaleoCrafter> they tend to grow "organically" with the needs of the modder and (unfortunately) might end up being larger than some mod that actually uses it :P
L72[08:08:11] <ajb> when it parses the block matchers, it has a for loop that calls getStateFromMeta() for every possible value, checks the result against your spec, and if it matches it save the meta value into an array
L73[08:08:33] <ajb> then at render time it just checks the meta values against that array directly
L74[08:09:14] <PaleoCrafter> as for the lack of standardization: 1) some people suffer from NIH syndrome 2) not everybody uses the same "style" for their stuff and has their own preferences, standardizing and generalizing over that is hard 3) the only place where standardization effectively can be done is Forge and stuff *really* needs to be generally useful to go into Forge
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L76[08:14:06] <ajb> i think my only option to make this work is to make an ic2 mod that replaces luminators with something identical, but with a different block id
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L116[16:31:49] <ghz|afk> UGH
L117[16:32:11] <ghz|afk> so I have this server, where I used the "Realistic" game mode from Quark or whatever it is that adds it
L118[16:32:18] <ghz|afk> I was trying to find a Mesa, without luck
L119[16:32:23] <ghz|afk> ended up installing NAture's Compass
L120[16:32:34] <ghz|afk> and it points me to -4213, 4469
L121[16:32:35] <ghz|afk> >_<
L122[16:32:44] <ghz|afk> it's gonna get annoying to travel there
L123[16:53:51] <tterrag> I've seen worse :P
L124[16:54:01] <tterrag> with full BoP it can be >10k to get a cactus
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L137[18:11:56] <ghz|afk> oww, you have to submit forms to get money from curse now? pff
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L139[18:16:01] <ghz|afk> ah I see, "who receives payments of $600 (currently 12000 points) or more in any tax year."
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L143[18:29:26] <LexMobile> Now? Thats kinda how its always been, Taxes are fucking annoying
L144[18:31:02] <ghz|afk> yeah but I had never got more than $600 in one year before
L145[18:31:11] <ghz|afk> my mods have been growing
L146[18:36:25] <ghz|afk> meh F it... I'll take another look tomorrow, it's 1:51am over here, I'm too tired to fill in US tax forms XD
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L148[18:43:14] <PaleoCrafter> boi, I've told this Ivorius already, but I sure am happy that I hardly make a point per day :P
L149[18:44:13] <Ordinastie> sure, why would you want free money :p
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L152[19:05:37] <PaleoCrafter> 1) sarcasm 2) I'm still making money, just at a rather low rate :P
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L155[20:11:18] <tterrag> ghz|afk: it's not curse policy, it's US law :P
L156[20:11:36] <tterrag> >$600 of payments must be reported by the company making the payments
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L168[22:07:22] <darkstone> Hey guys
L169[22:07:50] <darkstone> How easy do you think it'd be to make a mod that caused monster spawners to obey the doMobSpawning gamerule the same as normal spawns?
L170[22:09:39] <Corosus> looking, it fires net.minecraftforge.event.ForgeEventFactory.canEntitySpawnSpawner, so stupid easy
L171[22:09:54] <darkstone> excellent
L172[22:10:00] <darkstone> um
L173[22:10:06] <darkstone> How would I go about doing that...?
L174[22:10:08] <Corosus> surprised thats not a default thing
L175[22:10:17] <darkstone> If you ask me it should be.
L176[22:10:42] <darkstone> It's annoying to just want an evening of survival without mobs - and I mean survival, dealing with hunger, not just breaking and placing blocks - and you come across a dungeon and get, well, mobbed.
L177[22:11:23] <Corosus> i get the feeling you are not a modder or java dev so im not sure im prepared to help with the pile of questions from that
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L179[22:11:28] <darkstone> ...I am
L180[22:11:32] <Corosus> oh good :D
L181[22:11:33] <darkstone> I just don't mess with Forge a lot
L182[22:11:34] <darkstone> :)
L183[22:12:04] <darkstone> yeah, I usually just mod the jar directly. My family is the only one I mod for and I've never cared to do anything else.
L184[22:12:23] <darkstone> Decompile, change code, recompile, inject. Simple.
L185[22:12:23] <Corosus> make a mod that subscribes to the LivingSpawnEvent.CheckSpawn event and check the gamerule somehow, set the event cancelled, theres some general guides out there on how to do the event subscribing stuff
L186[22:12:35] <darkstone> Okay
L187[22:12:42] <darkstone> ugh, tutorials. That will be hard
L188[22:12:57] <darkstone> Do you know any opensource mods that do this? I learn by reading code, tutorials just don't stick. I think it's the asperger's
L189[22:14:20] <Corosus> my event handler class: https://github.com/Corosauce/CoroUtil/blob/1.10.x/src/main/java/CoroUtil/forge/EventHandlerForge.java
L190[22:14:23] <Corosus> how i register it https://github.com/Corosauce/CoroUtil/blob/1.10.x/src/main/java/CoroUtil/forge/CoroUtil.java#L68
L191[22:14:31] <Corosus> oops thats 1.10, its the same for 1.12
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L193[22:18:11] <darkstone> Perfect actually, I'm doing 1.10.2
L194[22:18:13] <darkstone> because portals
L195[22:18:30] <darkstone> lol, my mom wondered aloud today how we ever explored caves without portal guns.
L196[22:19:29] * darkstone digs around in links
L197[22:19:53] <Corosus> lol
L198[22:20:14] <darkstone> I'm just happy to see her 'thinking with portals'
L199[22:21:01] <Corosus> c:
L200[22:22:43] <darkstone> I need to start looking at a few Forge mods and see how they handle things. I'd really like to read Forge's source itself, that would really give me a clue.
L201[22:23:20] <Corosus> just dont fall down the rabbithole of code, its got a lot to it
L202[22:23:26] <darkstone> I'll try.
L203[22:23:49] <darkstone> I still haven't read through all of Minecraft's code. I've glimpsed inside most of the systems but have yet to fully understand move code, for instance.
L204[22:24:04] <darkstone> It's annoyingly multi-step and all I really want to do here is get a creeper's top speed... -_-
L205[22:24:27] <Corosus> yeah their physics is crap, theres a static speed, no real max or acceleration
L206[22:29:26] <darkstone> I can't even find this 'static speed'
L207[22:29:33] <darkstone> It's a total mess.
L208[22:29:45] <darkstone> I'm creating a game in a different engine that mixes elements of two games, Minecraft being one
L209[22:30:07] <darkstone> The damage is easy to calculate over and the creeper has identical health, damage etc in relation to the player's max (20=100)
L210[22:30:14] <darkstone> but I can't get the speed right.
L211[22:47:04] <Corosus> by static speed im referring to an entities attribute MOVEMENT_SPEED
L212[22:47:25] <Corosus> which is dampened by something like motion x y z *= 0.98F
L213[22:48:09] <Corosus> for 1.10 i think its all done in Entity.moveEntity, or something
L214[22:48:14] <Corosus> 1.12 its Entity.travel
L215[22:48:23] <darkstone> oh right, that
L216[22:48:30] <darkstone> right
L217[22:48:40] <darkstone> It's used a ridiculous amount of times in the move code
L218[22:48:53] <darkstone> It all seems to come together in moveFlying()
L219[22:48:57] <darkstone> dunno what it's called later on
L220[22:49:09] <darkstone> !gf moveFlying 1.6.4
L221[22:49:17] <darkstone> pff no results
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