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L14[01:50:30] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171020 mappings to Forge Maven.
L15[01:50:33] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171020-1.12.zip
(mappings = "snapshot_20171020" in build.gradle).
L16[01:50:44] <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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L53[05:58:27] <Shawn|i7-Q720M> how much
millibuckets is in a nugget?
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L62[07:50:27] <ghz|afk> hmm wasn't someone
developing a mod similar to tinkers but for armor?
L63[07:50:36] <ghz|afk> was that ever
released?
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L65[08:15:56] <Ordinastie> am I the only
one getting annoyed by the obvious padding of youtubers so their
video reach 10mins ?
L66[08:17:09] <z0ttel> I'm pretty annoyed
by what youtube recommends
L67[08:22:26] <ben_mkiv> thats your
taste
L68[08:22:27] <ben_mkiv> :P
L69[08:22:28] <ghz|afk> I tend not to watch
youtubers that make < 10min videos
L70[08:22:33] <ghz|afk> xcept for like,
sciency stuff
L71[08:22:49] <ghz|afk> and the padding in
those is usually sponsorship stuff
L72[08:22:55] <Ordinastie> yeah, but then
you have your typical 10min vid with only 3min of content
L73[08:23:48] <Ordinastie> once I even
realised the video was artifically slowed down
L74[08:23:56] <ghz|afk> o_O
L75[08:24:12] <Ordinastie> it sounded
normal again when I put 1.25x speed playback
L76[08:24:15] <ghz|afk> no idea what
channels you watch, but that would be a big "nope not watching
this again"
L77[08:24:22] <ghz|afk> for me
L78[08:27:02] <Ordinastie> usually, that's
some midly click baity vid put in my recommended
L79[08:27:11] <Ordinastie> not regular
youtubers I watch
L80[08:27:20] <ghz|afk> ah, I see
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L111[12:05:24] <mikerman50> woohoo,
goodevening /timezone all
L112[12:12:21] <mikerman50> Hi Wuppy o/
how's it going man ltnc
L113[12:12:28] <Wuppy> sup :)
L114[12:12:34] <mikerman50> wooohoo
L115[12:12:40] <Wuppy> doing great,
started working at a game dev studio so busy busy
L116[12:12:52] <mikerman50> oh sweet
congrats
L117[12:12:58] <Wuppy> thanks!
L118[12:13:01] <Wuppy> what about
you?
L119[12:13:05] <mikerman50> is it bad i
thought instantly the game lol
L120[12:13:17] <Wuppy> what?
L121[12:13:52] <mikerman50> the Game Dev
tycoo game
L122[12:14:24] <Wuppy> I can't tell you
what kind of game I'm making, NDA
L123[12:14:34] <Wuppy> what I can tell you
it's a strategy game made by Triumph Studios
L124[12:14:39] <Wuppy> and published by
Paradox Interactive
L125[12:14:53] <mikerman50> but yeah i'm
doing great thanks, little stuck on coding at the mo
L126[12:15:09] <mikerman50> oh i've heard
of paradox before, very cool
L127[12:15:34] <mikerman50> i've recently
changed job too. new dept. which is cool
L128[12:15:48] <Wuppy> they make some
extremely cool games yeah :)
L129[12:15:58] <mikerman50> i've been
doing my personal #Modtober
L130[12:16:00] <Wuppy> and they purchased
Triumph Studios just before I signed my contract
L131[12:16:06] <Wuppy> a mod every
week?
L132[12:16:11] <mikerman50>
ononononnono
L133[12:16:12] <mikerman50> rofl
L134[12:16:17] <mikerman50> i'm not that
crazy
L135[12:17:28] <Wuppy> then what?
L136[12:17:29] <mikerman50> i'm doing
coding each day and updating the sites with progress, it's a case
of each day i'll do about 4 hours of work and commit it just before
i sleep, and the code must be a working state
L137[12:18:17] <Wuppy> how do you have 4
hours a day free for coding after a day of work :O
L138[12:18:30] <mikerman50> are you still
doing mc code?
L139[12:18:32] <Wuppy> I've got 2 or 3
hours of free time a day at all and in that time I have to cook,
clean etc
L140[12:18:37] <Wuppy> not at all
L141[12:19:08] <mikerman50> i hadn't
touched mc code since 1.9 till the 8th or so of this month
L142[12:19:20] <Wuppy> did it get any
better? :P
L143[12:20:12] <mikerman50> well... jsons
are still the bain of my life but that's because they never had a
complete set
L144[12:20:20] <Wuppy> heh
L145[12:20:39] <mikerman50> i mean I never
had a complete set (too many blocks/Items)
L146[12:21:25] <Wuppy> but yeah, I've
moved from Minecraft mods in Java to AAA style C++ game
development
L147[12:21:33] <Wuppy> we recently
released a project on Steam as well
L148[12:22:00] <mikerman50> how you
finding the switch?
L149[12:22:05] <Wuppy> awesome
L150[12:22:28] <Wuppy> although at the
moment I'm not playing with it very much because I got tired of
Zelda & Mario Kart
L151[12:22:36] <Wuppy> and Mario Odyssey
is preordered :D
L152[12:23:10] <mikerman50> oops, sorry I
mean the switch from java - C++
L153[12:23:19] <mikerman50> (stupid name
for a console) :P
L154[12:23:19] <Wuppy> oh lol
L155[12:23:24] <Wuppy> soooooo much
better
L156[12:23:31] <Wuppy> C++ is a thousand
times better than java
L157[12:23:48] <mikerman50> optimisation
wise?
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L159[12:24:22] <Wuppy> it's nicer to
program in and is generally a lot faster yeah
L160[12:27:12] <mikerman50> cool, I was
hoping to rejoin irc and it be a hive activity.. but *tumble weed
blows* mhmmmm
L161[12:31:40] <Wuppy> yeah, it's been
getting somewhat silent
L162[12:32:08] <mikerman50> one hopes its
because people are busy with thier heads in code :P
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L166[12:35:40] <Wuppy> modding is getting
less popular, that's for sure
L167[12:36:04] <ybden> any idea why?
L168[12:36:20] <mikerman50> *nods*
L169[12:36:26] <Wuppy> it's getting old I
guess
L170[12:36:32] <Wuppy> the game is also
getting less popular
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L172[12:39:24] <ben_mkiv> and we reached
some state where theres a mod for almost everything
L173[12:40:03] <mikerman50> I think it's
still a great game without limits. but I do think that the C#
version will be the priority for future updates
L174[12:40:15] <McJty> You mean the C++
version
L175[12:40:18] <McJty> There is no C#
version
L176[12:40:26] <mikerman50> w/e
L177[12:40:33] <McJty> A lot
different
L178[12:40:37] <mikerman50> not the java
version then i'll say that lol
L179[12:40:37] <Wuppy> lol
L180[12:40:41] <McJty> Anyway, the C++
version is a lot harder to mod
L181[12:40:43] <Wuppy> C# is more like
Java
L182[12:40:54] <Wuppy> yeah, mods in C++
is hard
L183[12:41:07] <Wuppy> on the other hand,
if well designed can be really powerful
L184[12:41:31] <McJty> I used to program a
lot in C++. But I'm very happy that I can now program in Java
though
L185[12:42:04] <Wuppy> java is so much
easier than C++ though
L186[12:42:18] <mikerman50> so IF that
does happen i'd hope there would be some user friendly tool that
can convert java mods to C++ unlikley I'd guess
L187[12:42:26] <McJty> mikerman50, VERY
unlikely
L188[12:42:38] <Wuppy> yeah, that's not
gonna happen
L189[12:42:52] <ben_mkiv> the problem with
c++ is that you need a proper api to realize mods
L190[12:43:06] <Wuppy> exactly
L191[12:43:08] <McJty> Even though Java
and C++ look somewhat similar on a syntax level (if you don't look
too closely) they are fundamentally different underneath
L192[12:43:10] <ghz|afk> even if someone
did add java bindings to the C++ versions
L193[12:43:14] <ghz|afk> it would only
expose what the bindings expose
L194[12:43:16] <Wuppy> like I said, it has
to be very well designed to be useful
L195[12:43:21] <ghz|afk> you wouldn't be
able to work directly with the internals
L196[12:43:31] <ghz|afk> so it would be
closer to like, sponge plugins
L197[12:43:32] <ghz|afk> than mods
L198[12:43:36] <Wuppy> McJty, I know, I am
now a full time C++ game dev and modded minecraft for years
L199[12:43:59] <McJty> I once made a C++
3D engine that was designed to be moddable. But it has to be done
from the ground up in the framework. You cannot (at least not
easily) just 'plug mods' in like we're doing with the Java
version
L200[12:44:04] <mikerman50> well they're
already trying advise people not to core mod
L201[12:44:06] <ghz|afk> but I believe
their idea was to use C# for "scripting" plugins
L202[12:44:09] <ghz|afk> rather than
java
L203[12:44:17] <ghz|afk> since .NET is
microsoft's own toy ;P
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L205[12:44:25] <Wuppy> exactly McJty
L206[12:45:02] <ghz|afk> well, you CAN
inject code and such
L207[12:45:09] <ghz|afk> it's jut 10000x
harder
L208[12:45:11] <ben_mkiv> didnt want to
know how much energy was wasted of minecraft compiling bytecode and
such on startup everytime a player started the game xD
L209[12:45:23] <ghz|afk> ben_mkiv: that's
the least of the issues
L210[12:45:28] <ghz|afk> the code isn't
THAT slow
L211[12:45:42] <ghz|afk> the part that
slows java down, are all the native interactions
L212[12:45:42] <ben_mkiv> but its
unnecessary
L213[12:45:48] <ben_mkiv> like some
modpacks take 5mins to load
L214[12:45:54] <ben_mkiv> and they do the
same stuff every start
L215[12:46:01] <ghz|afk> yes, and 4.5 of
those 5 minutes are stitching textures
L216[12:46:05] <ghz|afk> and building
models
L217[12:46:14] <ghz|afk> the code itself
isn't slow ;p
L218[12:46:17] <ben_mkiv> which could be
pregenerated :>
L219[12:46:26] <ghz|afk> yep
L220[12:46:34] <ghz|afk> but that's how mc
works
L221[12:46:37] <ghz|afk> so we have to
deal with it
L222[12:46:47] <ghz|afk> if someone wants
to make an atlas cache mod, feel free ;p
L223[12:47:12] <ben_mkiv> afaik there
is
L225[12:47:40] <ghz|afk> that's a code
cache
L226[12:47:43] <ghz|afk> i'm talking
textures and models
L227[12:47:59] <ben_mkiv> but they could
probably be cached kinda the same way
L228[12:48:34] <ghz|afk> an atlas cache
would be much simpler
L229[12:48:52] <ghz|afk> all you have to
do is serialize the list of textures in the atlas, and when
reloading, compare the list with the computed one
L230[12:48:57] <ghz|afk> and if same, just
load the atlas file
L231[12:50:34] <mikerman50> so i'm
actually looking for a little help with my oregen file for 1.11.2
if anyone can assist?
L232[12:51:02] <mikerman50> the issue is
that my ores are generating EVERYWHERE but I had thought i'd set
the code to be biome specific
L233[12:51:03] <ben_mkiv> yea, just do
some checksums and only do a full start if a file changes
L234[12:51:13] <ben_mkiv> cant believe
that no one did that before
L236[12:51:57] <ben_mkiv> but that would
probably require some custom forge loader or heavy asm
patching
L237[12:53:57] <ghz|afk> mikeprimm: your
isBiome code is weird...
L238[12:54:03] <ghz|afk> first of all, why
do you work with biome IDs?
L239[12:54:18] <mikerman50> * mikerman50
:P
L240[12:54:33] <ghz|afk> oops*
L241[12:55:00] <ghz|afk> I hate
tab-completion in this channel because there's WAY too many people
who share the first 4 letters of their nicknames
L242[12:55:28] <Lord_Ralex> yay for
last-spoke ordering
L243[12:55:37] <mikerman50> ^^
L244[12:56:06] <Lord_Ralex> and i know
that my name is going to make you hate it more
L245[12:56:09] ⇦
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L246[12:56:28] <ghz|afk> actually there's
only one lord* atm so ;p
L247[12:56:30] <mikerman50> yeah the
reason I work with the ideas is because I used the ids when I was
attempting the update for 1.9 and that workee
L248[12:56:32] <Lord_Ralex> huh, damn
it
L249[12:56:46] <mikerman50> *ids's
L250[12:57:04] <ghz|afk> mikerman50:
please try to reference things by string name in the future
L251[12:57:29] <ghz|afk> also
L252[12:57:35] <ghz|afk> the way you loop
in there is inefficient
L253[12:57:36] <mikerman50> i'd liek to
use the forge biomeDictonary
L254[12:57:47] <mikerman50> but i am not
that good at all
L255[12:57:47] <ghz|afk> you are building
a list inside a for
L256[12:57:55] <ghz|afk> just to later
check if it contains something
L257[12:58:12] <ghz|afk> so you can
instead get rid of the list, and compare each biome within the for
loop
L258[12:58:30] <ghz|afk> and exit as soon
as you find a match
L259[12:59:33] *
mikerman50 googles for loops
L260[13:04:34] <c64cosmin> o/ hello
fellas, Still trying to make my mod work with the official client,
I have logs (seem clean from my point of view),I didn't manage to
debug the instance (the game block while "Loading
world")
L261[13:04:57] <c64cosmin> version is
1.12.2 (and fml, latest stable and latest snapshot)
L262[13:13:36] <mikerman50> ghz|afk i'm
sorry i'm not sure I understand. do you have an example of how I
can generate more efficiently?
L263[13:19:26] <billy> return
allowedBiomes.contains(Biome.getIdForBiome(input));
L264[13:20:53] <mikerman50> billy that
looks similar to what I have already? "return
allowedBiomes.contains(input);"
L265[13:21:04] <Ordinastie> yeah, that's
totatlly not what he meant
L266[13:21:34] <billy> yeah, no. get rid
of everything else in that method. thats the only thing you need.
no loop
L267[13:22:13] <Ordinastie> he passed an
array of ids
L268[13:22:42] <billy> yup. and what i
said checks if that array contains the id of the input biome
L269[13:23:43] <Ordinastie> oh right,
misread
L270[13:24:09] <Ordinastie> well, you
didn't use the right var name, that didn't help
L271[13:24:58] <mikerman50> so hy oreGen
file works in the sense the ores all generate
L272[13:25:03] <Ordinastie> and there is
no contains method in arrays
L273[13:25:20] <mikerman50> BUT it seems
to be ignoring the If statement
L275[13:26:58] <Ordinastie> yeah, no
L276[13:27:07] <Ordinastie> that's
basically what he's doing
L277[13:27:12] <billy> beats the hell out
of that loop
L278[13:27:45] <Ordinastie>
ArrayUtils.contains(Biome.getIdForBiome(input),
allowedBiomeIds);
L279[13:28:04] <billy> again with the
semantics
L280[13:28:10] <Ordinastie> no
L281[13:28:47] <Ordinastie> you don't need
to loop to build a list, then loop to check contains
L282[13:29:12] <billy> my point was, get
rid of the loop and check if the array contains the id you want.
doesnt matter how many different ways you want to write it, the
point remains
L283[13:30:03] <Ordinastie> the point
ghz|afk made was to get rid of the unecessary list
L284[13:30:20] <billy> yes, and i added
onto that to get rid of the loop
L285[13:30:42] <Ordinastie> if you do
asList(), you don't get rid of the list, you just hide it
L286[13:31:03] <billy> thats why my
original pseudo code didnt have it
L287[13:31:05] <mikerman50> so it's not
vital that I get the code optimal at this point, just working is
the goal
L288[13:31:11] <billy> ffs with the
semantics
L289[13:31:56] <ben_mkiv> xD
L290[13:32:04] *
billy adds Ordinastie to his list of "elitists to
avoid"
L291[13:32:34] <Ordinastie> I think you
mean "people who are right", but semantics I guess
L292[13:33:15] <ben_mkiv> you better
listen to what he teaches you
L293[13:33:32] <mikerman50> * is watching
intently*
L294[13:38:05] ⇦
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L295[13:39:01] <mikerman50> gonna try what
Ordinastie suggested. anything is worth a shot :) (fingers crossed
for this)
L296[13:40:35] <mikerman50> the last one
method I used I put a System.out but it just spewd that stuff was
generating when i when through a new chunk so that didnt really
help lol
L297[13:41:41] <Ordinastie> use your
debugger
L298[13:45:39] <mikerman50> hhmmmm, this
looks promising already, the world looks alot less cluttered right
now
L299[13:51:18] <c64cosmin> hahaha found
the issue, I was missing a .jar (flowNoise)
L300[13:51:29] <c64cosmin> how do you
include that .jar withing the mod?
L301[13:51:49] <Ordinastie> with gradle
magic
L302[13:53:59] <ghz|afk> c64cosmin: you
will need something like this:
L306[13:54:43] <ghz|afk> the first link
adds a new configuration group, the second adds items to that
group, the third processes the group during jar build
L307[13:55:21] <Ordinastie> you should
make it a separate downloads
L308[13:55:26] <Ordinastie> need moar
points!
L309[13:55:49] <ghz|afk> yeah and modpack
authors complain if you embed it ;P
L310[13:55:59] <ghz|afk> because it gives
them extra work removing the embeds from the zip
L311[13:57:16] <c64cosmin> oh...so I can
put the .jar side by side?
L312[14:01:51] <mikerman50> well. this is
strange. now it seems to only be generating certain blocks and
still not specific to that biome
L313[14:29:42] <Zidane> Ordinastie>
with gradle magic
L314[14:29:48] <Zidane> I didn't even need
to see the username
L315[14:29:52] <Zidane> To know who said
this
L316[14:37:40] <Ordinastie> :p
L317[14:38:00] <Ordinastie> if I knew how
it works, I wouldn't call it magic :p
L318[14:47:48] <mikerman50> hey Ordinastie
reckon this would work? "if
(Biome.EXPLORATION_BIOMES_LIST.contains("Desert"))"
L319[14:48:41] <Ordinastie> I don't know
what that field is
L320[14:48:43] <Ordinastie> I don't have
it
L321[14:49:19] <ghz|afk>
EXPLORATION_BIOMES_LIST was used by the old achievement
L322[14:49:24] <ghz|afk> to detect if you
had visited all the biomes
L323[14:49:34] <ghz|afk> so no, that is
not really a good choice
L324[14:53:16] <mikerman50> oh ok :/
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L329[15:26:25] <mikerman50> test
L330[15:26:59] <ghz|afk> test reply
L331[15:27:15] <mikerman50> :P ty, I was
kicked/timed out
L332[15:27:56] <ghz|afk> [22:29] (i)
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L337[15:32:39] <mikerman50> what about
using "return BiomeDictionary.isBiomeOfType(biome,
type);" for the return, not as much individual control but 27
types seems suficient to work with
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L339[15:33:26] <ghz|afk> mikeprimm: that
seems reasonable
L340[15:33:30] <mikerman50> hehe
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L342[15:33:41] <mikerman50> Sorry Mike
P
L343[15:33:51] <ghz|afk> XD
L344[15:33:53] <ghz|afk> oops!
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L369[18:46:27] <nanoaquila> Hi all, quick
question I can not seen to find an event that is fired when a
portal is created. Is there one and if so what is it called
please.
L370[18:46:49] <c64cosmin> one
second
L371[18:47:35] <c64cosmin> you mean a
nether portal?
L372[18:47:54] <nanoaquila> yeah
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L374[18:50:45] <c64cosmin> seems like
nothing you could hook up to
L375[18:50:52] <c64cosmin> at least from
my point of view :(
L376[18:51:43] <nanoaquila> Yeah that is
what I figured too :(, Thanks for checking for me too.
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L384[20:02:07] <c64cosmin> too bad I
cannot have my script upload to FTP directly :*
L385[20:02:09] <c64cosmin> :(
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