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L19[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171103 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171103-1.12.zip
(mappings = "snapshot_20171103" in build.gradle).
L21[02:00:17] <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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L63[07:04:02] <ghz|afk> anyone knows the
name of that mod that adds levels to tinker tools?
L64[07:04:25] <ghz|afk> or is it integrated
in tinkers now?
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L68[08:21:09] <ghz|afk> ugh....
java.lang.ClassNotFoundException:
net.minecraftforge.client.model.ItemLayerModel$BakedItemModel
L69[08:21:23] <ghz|afk> some mod depends on
that class existing and crashes on forge > 2522 :/
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L93[11:41:03] <Inari> Yaho. Are there any
open source mods about that use Unit Tests a lot? Or examples of
how one migth do that in a nice way. Is there some
"mockup" MC object around?
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L96[11:56:32] <barteks2x> Inari, I've seen
some mod that used special unit test runner that started actual
server and ran them in MC thread
L97[11:56:58] <Inari> Hmm, do you recall
its name?
L99[11:57:34] <barteks2x> I found it
L100[11:57:42] <barteks2x> (well,
initially someone else found it and told me)
L102[11:59:08] <barteks2x> it may require
some changes to build.gradle to include MC and MC dependencies in
test classpath
L103[11:59:47] <barteks2x> I don't really
know anyone who successfully runs tests with MC code. I just try to
isolate all the tested code from MC enough to run the tests
L104[12:00:15] <Inari> Yeah, it can be
hard to do for some things ^^ Unless you just write up proxy
functions for most everything
L105[12:00:16] <barteks2x> But I don't
have a lot of them. Only the parts that would be very hard to
really test manually have unit tests
L106[12:01:41] <Inari> I just feel all
parts should have them, as your mod grows you can't keep testing
everything manually :D
L107[12:01:47] <barteks2x> I tried to run
some some tests that depended on MC and forge code, and without
starting actual server it is a mess, and is generally very fragile.
I have some code that tests mixins... it breaks more frequently
thanm the said mixins
L108[12:02:13] <Inari> Hm
L109[12:02:13] <barteks2x> With my mod, if
some part doesn't work - it usually all exploded by the time you do
something nontrivial ingame
L110[12:03:01] <Inari> Possibly, but that
then still means you need to start it up for every change and do
something nontrivial ^^
L111[12:03:20] <barteks2x> In my mod, if
the world loads and you see terrain - it probably works :D
L112[12:03:50] <barteks2x> but this is
exception, not a rule
L113[12:03:56] <Inari> Is there a way to
skip the menua nd go straight into a world? Then I could just hook
in some code that runs a couple things
L114[12:04:12] <barteks2x> run it on
server?
L115[12:04:29] <Inari> Oh, right, I guess
that woudl work for somet hings
L116[12:04:35] <barteks2x> which I guess
is what the unit test runner does
L117[12:05:38] <barteks2x> you can't
really do automated testing of rendering anyway, so server would
take care of most of the logic
L118[12:07:42] <Inari> Yeah ^^ Will have
to tinker around and see how to do this. Not sure I even need a
Runner like that example has? I don't recall if Forge allows to
just start a server. Will hav eto check once my dev environmnet is
setup
L119[12:08:38] <barteks2x> the only
potential issue is eula.txt
L120[12:08:50] <ben_mkiv> contract with
the devil^^
L121[12:23:19] <Inari> Well I'll try
around, thanks ^^
L122[12:24:01] <barteks2x> good luck. If
you come up witha good approach for testing in MC, please share
it
L123[12:24:21] <barteks2x> because I would
really like to have something that actually works and I know can be
done
L124[12:27:11] <Inari> Well, as we said, I
think the only good way is to start a server so you have a world to
actuall realistically interact with
L125[12:29:00] <barteks2x> you could also
try to mock a server, and create a real world with that but most of
FML won't work, you would have make mod (pre|post)init work
etc...
L126[12:29:24] <barteks2x> While I was
able to do that, it's not exactly useful
L127[12:29:30] <Inari> That sounds like a
bit of a pain :D
L128[12:29:57] <Inari> It would make test
startup quicker, but not sure it would be worth it.
L129[12:30:18] <barteks2x> it's not. I
tried to do that to have JMH benchmark running
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L133[12:47:54] <ghz|afk> hmpf
L134[12:47:58] <ghz|afk> there used to be
some mod
L135[12:48:03] <ghz|afk> that had a book
storage
L136[12:48:07] <ghz|afk> for enchant
books
L137[12:48:12] <ghz|afk> that would fit
way more than a chest
L138[12:48:17] <ghz|afk> can't remember
the name XD
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L143[13:28:47] <ben_mkiv>
bibliocraft?
L144[13:29:34] *
ben_mkiv just puts storage bus on bookshelfs => library with
search function xD
L145[13:29:40] <ben_mkiv> AE2^
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L161[14:58:29] <Mraof> Is there a
recommended way of distributing natives with mods? (I'm guessing
it's rare enough that there isn't)
L162[14:59:10] <Mraof> Relatedly, about
what percentage of people playing modded Minecraft use 32 bit Mac
OSX
L163[14:59:33] <ghz|afk> the rule of thumb
is "don't"
L164[14:59:43] <ghz|afk> but if you have
to, yeah not much of a standard thing to do
L165[14:59:44] <ghz|afk> ;P
L166[15:00:07] <Mraof> Yeah I figured the
rule of thum is "don't"
L167[15:00:11] <Mraof> *thumb
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L169[15:00:47] <Mraof> The main reason I'm
considering it at the moment is for collision detection especially
with large entities
L170[15:01:18] <Mraof> One of my mods
actually has a config option to disable a mob because they're too
big and lag Minecraft
L171[15:01:39] <Mraof> Since Minecraft's
collision detect (and pathfinding) is not at all designed for that
size of entities
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L174[15:03:06] <Mraof> I've figured out
how to compile a native library for 32/64 bit windows, 64 bit mac
osx, and 32/64 bit linux (I'm using 64 bit linux) on my
computer
L175[15:06:39] <Mraof> I guess another
question is how important is it for me to include a good pure java
fallback
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L188[16:15:58] <S3> so funny story, my
bouncer keeps me logged in so long on esper that my nickserv
registration just eventually expires
L189[16:16:05] <S3> after months and
months and months
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L191[16:34:54] <ghz|afk> S3: lol
L192[16:40:00]
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L193[16:48:15] <ghz|afk> anyone knows wtf
this icon is and how do I turn it off?
L195[16:48:50] <Akkarin> NickServ
registrations do not expire when you are logged in though
L196[16:49:05] <Akkarin> otherwise half of
the god damn server would loose their registrations regularly
L197[16:49:14] <Akkarin>
s/server/network
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L201[16:53:46] <ghz|afk> so no one
recognizes this icon? :(
L203[16:54:04] <ben_mkiv> i do, its a
cube
L204[16:54:05] <ben_mkiv> :P
L205[16:54:12] <Lord_Ralex> that's a
crosshair
L206[16:54:16] <ghz|afk> yes but which mod
shows it and how do I turn it off ¬¬
L207[16:56:05] <heldplayer> I think he's
talking about the cursor
L208[16:56:05] <ghz|afk> welp restarting
mc fixed it ;P
L209[16:56:25] <ghz|afk> so a sarcastic
thanks for all your help
L210[16:56:35] <heldplayer> You're welcome
:>
L211[16:56:44] <Lord_Ralex> well, you
didn't clarify the icon ;)
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L222[17:52:52] <Mraof> Huh, I just noticed
that Minestuck still isn't using simpleimpl
L223[17:53:37] <Mraof> I haven't worked on
Minestuck in a while, but I'm surprised no one changed it by
now
L225[17:54:56] <Mraof> I'm not sure how
much it matters, though
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