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L87[00:52:25] <LexMobile> Wonder what’s
pulling in ASM 6 ss maybe?
L88[00:57:47] <kashike> yes
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L105[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171109 mappings to Forge Maven.
L106[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171109-1.12.zip
(mappings = "snapshot_20171109" in build.gradle).
L107[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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L113[02:22:20]
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L114[02:22:27] <PaleoCrafter> So, sitting
in my algorithms class right now. There's a guy in front of me
coding and he just repeatedly opened the edit menu to press 'Undo'
._.
L115[02:23:29] <Ordinastie> maybe is z key
is broken :p
L116[02:23:53] <PaleoCrafter> Looks like
half the keyboard's broken then
L117[02:25:19] <PaleoCrafter> They also
wrote an if with an empty body to then do something in the else
branch xD
L118[02:25:47] <tterrag> if it's stupid
and it works...
L119[02:25:50] <tterrag> nah that's still
stupid
L120[02:25:51] <Ordinastie> maybe he knows
you're watching and he does that just to piss you off :p
L121[02:27:24] <PaleoCrafter> He's
blatantly unaware. He even had to ask somebody if you can get an
array's length somehow :D
L122[02:27:42] <PaleoCrafter> tterrag,
problem is, it doesn't look like it's even working :P
L123[02:29:41] <tterrag> "actually,
getting an array's length is one of a few unsolved problems in
programming. if you can figure it out, you'll be getting a nobel
for sure"
L124[02:30:02] <PaleoCrafter> Even more
important than P=NP
L125[02:31:44] <Ordinastie> you guys good
with nio ?
L126[02:32:09] <Ordinastie> for my ddb
mod, I can read packs from dir or zip
L127[02:32:34] <Ordinastie> currently, I
just have 2 impl with a if type == zip
L128[02:32:41] <tterrag> wait, are you
Leviathan on discord?
L129[02:32:53] <tterrag> someone by that
name was asking an almost identical question earlier
L130[02:32:59] <Ordinastie> nope, not
me
L131[02:33:22] <tterrag> he seemed to be
of the idea that a FileSystem would automatically handle
zips/jars
L132[02:33:25] <Ordinastie> I wonder if
it's possible to have unified impl with nio, and if it's worth
refactoring
L133[02:33:26] <tterrag> idk about that
though
L134[02:33:29] <tterrag> it wasn't
working
L135[02:33:36] <tterrag> I don't see the
harm in 2 cases
L136[02:33:52] <Ordinastie> ideally,
better and simpler code
L137[02:34:05] <rallias> PaleoCrafter, I'm
guilty of abusing else as well...
L138[02:34:17] <Ordinastie> but from my
quick search, code really didn't look simpler
L139[02:35:24] <PaleoCrafter> iirc, it
still distinguished the two, Ordi. Just look at Vanilla, I think
it's employing NIO stuff for the recipes and advancements. They do
handle directories and archives separately
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L141[02:36:05] <PaleoCrafter> rallias,
without doing anything in the if branch?
L142[02:36:08] <Ordinastie> "look at
vanilla" is rarely a good answer for "what's the best
way" ^^
L143[02:36:33] <rallias> PaleoCrafter,
I'll often write the code, then invert it in IntelliJ once I'm
done.
L144[02:36:52] <PaleoCrafter> Can't it do
it on conditions directly?
L145[02:37:00] <Bigcheese> Pretty sure
I've never doen that.
L146[02:37:29] <PaleoCrafter> And
considering that person was using the menus to undo, I doubt they
even know about that capability :P
L147[02:37:50] <PaleoCrafter> Ordi, well,
I think in this case their code is reasonably okay :P
L148[02:39:07]
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L149[02:39:08] <rallias> PaleoCrafter,
Lets be honest for a moment... I don't actually know how to write
Java.
L150[02:39:17] <rallias> I just
convincingly fake it because Intellij facilitates it.
L151[02:39:20] <PaleoCrafter> :D
L152[02:39:34] <Ordinastie> fake it until
you make it
L153[02:39:42] <gigaherz|work> the wonders
of a good IDE
L154[02:39:42] <gigaherz|work> ;P
L155[02:39:53] <rallias> Hence why I spent
8 hours wondering why "Rallias".toLowercase() !=
"rallias"
L156[02:40:24] <PaleoCrafter> Some might
argue that makes it a rather bad one, giga :P
L157[02:40:33] <Ordinastie> rallias, we
all make that mistake
L158[02:40:55] <rallias> It took me even
longer to realize why my network class wasn't functioning.
L159[02:41:19] <gigaherz|work>
PaleoCrafter: indeed
L160[02:41:24] <Ordinastie> what's better
? steam.filter(() -> a && b) or
stream.filter(a).filter(b) ?
L161[02:41:40] <gigaherz|work> rallias: my
personal opinion on the matter is that it's java's biggest
flaw
L162[02:41:41] <gigaherz|work> ;P
L163[02:42:03] <rallias> What's
"stream.filter"?
L164[02:42:20] <Ordinastie> filters a
steam with a predicate :p
L165[02:42:24] <Ordinastie> *stream
L166[02:42:27] <rallias> What's a
predicate?
L167[02:42:40] <gigaherz|work> Ordinastie:
they should end up pretty much the same
L168[02:42:45] <gigaherz|work> when the
actual lazy evaluation runs
L169[02:42:57] <gigaherz|work> I don't
know how java implements combining two filter operations
L170[02:43:08] <MiniDigger> yeah, I doubt
you would notice a difference and the second one is much more
readable
L171[02:43:44] <gigaherz|work> but it
can't be too different from a short-circuit and
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L174[02:47:31] <Ordinastie> wait, there is
another one :p
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L177[02:49:01] <MiniDigger> I would go
with the second or the 3rd
L178[02:49:38] <PaleoCrafter> When you
have a predicate, I'd definitely go with the second
L179[02:50:27] <PaleoCrafter> The
combining methods on those are only really useful when you have a
bunch of predicates and need to fold over them or something
L181[02:53:05] <MiniDigger> whats even
worse than that answer is that 13 ppl upvoted it...
L182[02:55:56] <PaleoCrafter> At least the
first comment on it has more upvotes :P
L183[02:58:35] <Ordinastie> ok, now I need
to manually load those recipe JSON :/
L184[02:59:38] <LexMobile> PaleoCrafter:
Bugging you about site shit again.
L185[03:00:41] <PaleoCrafter> I *really*
hope I can fit it in these weekend xD anything new that needs to be
done?
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L188[03:02:51] <LexMobile> Did Jules get a
hold of you about SEO stuff?
L189[03:03:46] <LexMobile> If not then I
can do that later. But the main thing is getting that auto-collapse
so the footer ad gets above the fold.
L190[03:05:24] <PaleoCrafter> Haven't been
contacted by anyone except one guy on Twitter who didn't help much.
The collapse I should be able to do tomorrow
L191[03:08:56] <LexMobile> Ya Joules was
the one I sent your way last week. I'll follow up on that
later.
L192[03:09:30] <LexMobile> Once the
collapsing has gotten in I can do the basic SEO stuff as that
shouldnt need much style change.
L193[03:10:01] <LexMobile> Also... I was
thinking... a way to get around the inlined stylesheets was to
change the link to the style sheet to style.css?TIMESTAMP
L194[03:10:17] <LexMobile> To get around
the caching shit.
L195[03:11:02] <PaleoCrafter> I guess
that's doable within the python template
L196[03:11:41] <LexMobile> yup, i'd just
add current_timestamp to the metadata or something
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L200[03:23:53] <Ordinastie> what's the
constant.json for ?
L201[03:24:03] <Ordinastie> just not have
to repeat ingredients and conditions ?
L202[03:24:07] <PaleoCrafter> Yep
L203[03:24:54] <Ordinastie> so I don't
really have to care
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L231[04:22:43] <Ordinastie> is there
documentation about recipe JSON ?
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L233[04:23:56] <Ordinastie> one I could
redirect my users to
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L236[04:35:04] <gigaherz|work> Ordinastie:
it's technically a vanilla feature so it would eventually be
described in the official forums, but since it's not yet publicly
available, there has been no need to describe them
L237[04:35:22] <Ordinastie> I found a MCF
post for it
L238[04:35:22] <gigaherz|work> that
said
L240[04:35:30] <Ordinastie> good enough, I
'll redirect them to it
L241[04:37:56] <gigaherz|work> official
wiki*
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L275[11:02:01] <gigaherz> do java streams
have anything similar to C#'s SelectMany?
L276[11:02:37] <gigaherz> flatMap, it
would seem
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L288[12:28:22] <Neon> Any recommendations
for a multi world/dimension mod running on 1.12.2? Even Forge
Essentials seems stuck at 1.10.
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L291[12:30:32] <gigaherz> Neon: RFTools
Dimensions?
L292[12:30:46] <gigaherz> Twilight Forest
also has a custom dimension but only the one
L293[12:30:57] <Neon> gigaherz: I'm
looking for operator-controlled worlds.
L294[12:31:30] <kashike> sponge? :p
L295[12:31:30] <gigaherz> ah no idea
then
L296[12:31:43] <gigaherz> besides using
creative batteries to power RFTools ;P
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L298[12:33:41] <Neon> kashike: Is Sponge
like Spigot?
L299[12:34:32] <Z750> Sponge is like if
the people who made bukkit could retroactively go back in time and
make it again using the knowledge they gained throughout the years,
as well as forge mod support
L300[12:34:44] <Z750> thats not
technically accurate, but it’s a good abstraction
L301[12:34:54] <kashike> Sponge is a Forge
mod (well, coremod), and what Z750 said
L302[12:35:07] <Neon> Ah, ye, I see
there's a version built on Forge.
L303[12:35:17] <gigaherz> "Sponge is
like bukkit, xcept not like bukkit."
L304[12:35:35] <Neon> That's pretty cool.
Way better than merging them somehow into a big pudding of ...
stuff
L305[12:35:59] <Z750> Sponge is like a
taco whereas bukkit is a burrito
L306[12:36:10] <Lord_Ralex> burritos are
good though
L307[12:36:19] <gigaherz> and forge is
actual mexican food that hasn't been americanized?
L308[12:36:21] <Neon> I haven't ever eaten
either.
L309[12:36:55] <illy> these food analogies
are making me hungry
L312[12:37:38] <illy> and after looking at
the last link I am no longer hungry
L313[12:38:05] <Neon> Because that's what
you become when you're too hungry.
L314[12:38:52] <Neon> So I assume there's
a multiworld plugin for Sponge somewhere, if you recommend it to
me.
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L317[12:39:40] <kashike> ProjectWorlds is
popular, I think
L318[12:39:55] <illy> iirc there's a PR
somewhere to allow for server side only worlds in forge
L320[12:50:33] <Neon> Maybe you can tell
me something about world generation. If I have a Vanilla world and
it has some chunks generated already and I add a mod then, which
alters the world generation, e.g. by introducing new ores, adding
plants or the like (or even Biomes O'Plenty), will new chunks in my
world generate with the new options or will I have to start a new
world to get all the new features?
L321[12:51:24] <gigaherz> new chunks will
have the new ores and such
L322[12:51:29] <gigaherz> existing ones
will not
L323[12:52:22] <Neon> So biome changing
mods will cause weird edges between my old and the new chunks,
won't they?
L324[12:52:40] <gigaherz> most
probably
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L326[12:56:17] <Neon> Just went to the
Railcraft page to see retweets of Donald Trump. Errrr...
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L328[12:59:04] <kashike> correction: you
went to CovertJaguar's twitter account, which is a person
L329[12:59:19] <Neon> It's embedded
there.
L330[12:59:25] <gigaherz> I don't see any
trump
L333[12:59:36] <gigaherz> oh I see
L334[12:59:41] <gigaherz> in the sidebar
down there
L335[12:59:42] <kashike> "Tweets by
@CovertJaguar"
L336[12:59:55] <gigaherz> yep
L337[12:59:58] <gigaherz> well
L338[13:00:06] <gigaherz> does it make
Railcraft any worse? ;P
L339[13:00:38] <Neon> I'd really love to
use Railcraft. It has awesome features, but it's always too slow in
updating.
L340[13:00:51] <illy> considering it
doesnt have the steam boiler back yet it was never really better
:P
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L342[13:02:16] <Neon> Maybe you can make
it less wantable for me by explaining why it's so bad. :P
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L344[13:06:31] <gigaherz> so, has anyone
here had a chance to look at the internals of the snapshots?
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L346[13:14:46] <kashike> gigaherz:
yes
L347[13:15:00] <kashike> Lots of changes -
anything specific?
L348[13:16:20] <gigaherz> just wondering
what they did with metadata ;P
L349[13:16:30] <kashike>
net.minecraft.client.Minecraft is smaller, stuff moved into their
own classes; lots of things changed for LWJGL 3 support; network
changes (MC|StopSound channel removed, new packet); brigadier is
in, still WIP
L350[13:16:43] <kashike>
net.minecraft.client.resources is now used on the dedicated server
too, expect a package change
L351[13:16:56] <gigaherz> for DataPacks I
suppose
L352[13:16:59] <kashike> yes
L353[13:17:23] <kashike>
CLIENT_RESOURCES("assets"),
L354[13:17:25] <kashike>
SERVER_DATA("data");
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L356[13:27:06] <barteks2x> Is it possible
to run the client logic without any of the rendering?
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L372[15:06:51] <Coaster3000> So I am going
through some of the source code in forge and the minecraft code,
trying to determine the best course to identify blocks. I am unsure
if all blocks are registered into the forge dictionary, and I had
played with the idea of matching class's but I found flaws with
that. Is there a best practice that is already used to identify
blocks by type?
L373[15:07:36] <Coaster3000> Or would the
dictionary be the best option in this case?
L374[15:08:01] <barteks2x> what do you
mean "matching blocks"?
L375[15:08:10] <barteks2x> what do you
want to know about the block?
L376[15:08:41] <barteks2x>
*matching->identify
L377[15:09:41] <illy> evening o/
L378[15:09:54] <Coaster3000> I am trying
to match blocks of type and if required uniquely. So dirt, stone,
cobblestone. Then to match mods that insert their own blocks. An
example I would have for that is that some mods use one block type
for multiple things like machiens in Industrial craft.
L379[15:10:07] <Coaster3000> From my
understanding, that is all one block but with a specific state to
cover what machine it is
L380[15:10:47] <barteks2x> what...?
Machines in IC are blocks on their own and they have their own
block type
L381[15:10:57] <Ordinastie> a block can
have multiple states, yes, but I still don't understand what you're
trying to do
L382[15:11:45] <barteks2x> I think he may
confuse recipes (what a block is "made of") and block
types
L383[15:12:22] <Coaster3000> I am using
the block list to implement physics.
L384[15:12:32] <Coaster3000> I need to
identify blocks a certain way to determine how they will
behave
L385[15:12:44] <Ordinastie> block list
?
L386[15:12:53] <barteks2x> define
"physics". Minecraft already has some kind of physics...
like gravity
L387[15:13:05] <Coaster3000> I will have
blocks fall if not properly supported
L388[15:13:17] <barteks2x> so you want to
know their m,ass and things like that?
L389[15:13:33] <Coaster3000> Now your
deviating from my question
L390[15:13:50] <Ordinastie> we don't
understand your question
L391[15:14:05] <Coaster3000> Gimme a
moment to phrase it better
L392[15:14:08] <barteks2x> If you want to
know what blocks are "made of" in recipes, your best bet
*may* be to analyze recipes, and fall back to user confuguration of
not possible
L393[15:14:14] <Coaster3000> I don't want
that
L394[15:14:21] <Coaster3000> Gimme one
moment to phrase my question better :)
L395[15:15:19] <barteks2x> uh... looks
like it's time for me to setup forge dev environment...
L396[15:15:28] <barteks2x> or at least a
clean MDK
L397[15:17:34] <Coaster3000> I am looking
for a method to identify blocks by either name or type of material
it is. I do not need recipe information. I am not entirely
concerned about the states of the block. Currently if I were to
just design my mod for vanilla only. I would identify all stone,
all dirt, all wood, and other various blocks by either their ID or
forge dictionary names.
L398[15:17:45] <Coaster3000> I don't think
I phrased the question well still :\
L399[15:18:17] <barteks2x> So you *want*
to know what it's made of. You want to know if it has wood in it.
Or if it has stone in it. And how much of it
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L401[15:18:54] <Ordinastie> no, he wants
the block
L402[15:18:58] <Ordinastie> the actual
block
L403[15:19:08] <barteks2x> whether a
player will consider a block as made of wood depends entirely on
recipe and the texture
L404[15:19:09] <Coaster3000> I don't want
to go through recipes though. So if the information isn't available
through their id's or forge dictionary values. I rather have it use
whatever is unique to that block and create a config value for
it.
L405[15:19:36] <Coaster3000> So, I'm just
looking for a way to identify the block effeciently
L406[15:19:51] <Ordinastie> still not sure
what you mean by "identify"
L407[15:19:54] <barteks2x> for basic stuff
you can use ore dictionary (like checking if it's wood)
L408[15:20:10] <Coaster3000> Is everything
run through the dictionary?
L409[15:20:22] <barteks2x> but consider a
block like something from bits & chisels... made half out of
wood and half out of stone
L410[15:20:27] <barteks2x> how would you
want to identify it?
L411[15:21:03] <Coaster3000> pfft, didn't
think of that mod. That is something I am probably not going to
generate the values for. I might have to look into that
later.
L412[15:21:17] <Ordinastie> maybe the
material is enough
L413[15:21:21] <gigaherz> "Wood
(60%), Stone (40%)"
L414[15:21:22] <gigaherz> ;P
L415[15:21:37] <gigaherz> like the
ingredients on a food product
L416[15:21:40] <Coaster3000> Eventually,
but I don't want to dive into that end of it right now.
L417[15:21:48] <barteks2x> I think to get
it perfect you would just need a special module for each mod
L418[15:22:12] <Coaster3000> Probably, but
for now I'd like to get a basic thing that goes through the
dictionary (if everything gets registered into there)
L419[15:22:20] <barteks2x> not everything
does
L420[15:22:25] <gigaherz> OreDict does not
contain everything
L421[15:22:25] <Coaster3000> That's what I
though
L422[15:22:28] <Coaster3000> That's what I
thought*
L423[15:22:32] <barteks2x> but things like
wood usually do. And it's not supposed to be used that way
L424[15:22:35] <gigaherz> I had an idea
for a mod
L425[15:22:39] <barteks2x> it's supposed
to be used for recipes
L426[15:22:46] <Ordinastie> I think by
dictionary, he meant registry
L427[15:22:53] <gigaherz> that would
categorize EVERYTHING (in the vanilla game, with other mods
supported through an API)
L428[15:22:56] <Coaster3000> Oh sorry, yea
the registry
L429[15:23:00] <gigaherz> into a tree of
things
L430[15:23:03] <barteks2x> registry is
just a "list" of all the blocks in the game. That's
it
L431[15:23:04] <Coaster3000> I am going
through the Registry currently
L432[15:23:15] <gigaherz> like
Items->Consummable->Food->Apple
L433[15:23:15] <barteks2x> and their
IDs/names
L434[15:23:23] <Coaster3000> Now what
happens with multiblocks?
L435[15:23:29] <Coaster3000> Blocks that
are reused in the registry?
L436[15:23:46] <barteks2x> probably
multiple blockstates but the same block. oir tile entity
L437[15:23:53] <gigaherz> the mod decides
how to identify sub-blocks sharing a registry name
L438[15:23:58] <Coaster3000> crap
L439[15:24:03] <barteks2x> that's why I
said to get it perfect you will probably need a special compat
module for each mod
L440[15:24:05] <gigaherz> either meta or
TileEntity
L441[15:24:14] <gigaherz>
s/meta/blockstates
L442[15:24:33] <Coaster3000> So the
registries listing is the best bet for now, then use the special
module for each mod?
L443[15:25:18] <gigaherz> if you need to
identify everything
L444[15:25:23] <gigaherz> I would have
primary identification handlers
L445[15:25:30] <gigaherz> that are decided
based on the registry name
L446[15:25:34] <gigaherz> and then for
special registry names
L447[15:25:40] <gigaherz> secondary
handlers that know how to identify sub-blocks
L448[15:25:46] <Coaster3000> right
L449[15:26:05] <barteks2x> registry will
just tell you what blocks are there in the game. To get their
properties... you can either reply on material (block.getMaterial
iirc) or recipes. if you need everything perfect - some thingc
could be confugurable by users but for tile entities - that has to
be handled in code for many mods, in block by block basis
L450[15:26:11] <gigaherz> you could have
semi-generic handlers for things like "use this blockstate
property"
L451[15:26:29] <gigaherz> and advanced
ones for mods using TileEntities as a way to choose
sub-blocks
L452[15:29:08] <Coaster3000> So the only
other question I have, and I have dug around for this and probably
going to dig some more. Is there currently any api that allows me
to run code on the next tick without listening for every
tick?
L453[15:29:59] <Ordinastie> not
really
L454[15:30:13] <Coaster3000> Dang, was
hoping to avoid that.
L455[15:30:41] <Coaster3000> The potential
for performance problems is rather large if I use that
L456[15:31:15] <Coaster3000> Alright,
thanks for the help ^^ I'll linger in here for now.
L457[15:31:42] <Ordinastie> if you don't
do anything, your tick handler won't really take resources
L458[15:33:09] <Coaster3000> Ya, but there
will be plenty of physics calculations that I would be doing. My
plan is to limit the amount of calculations and split it across
ticks.
L459[15:33:22] <Ordinastie> and ?
L460[15:35:40] <barteks2x> You can still
do that with event handler
L461[15:39:30] ⇦
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L462[15:39:41] <Coaster3000> Ya, I am. I
just have to write some code to queue physics calculations and have
it run chunks of it per tick. During my initial tests to see how I
can make blocks fall, I managed to freeze the game when one block
fall triggered a huge amount of blocks to fall all at once.
L463[15:40:05] <Coaster3000> It was a
funny accident
L464[15:40:43] <barteks2x> Heh. Another
one of those mods that "it probably works when it doesn't
crash after the world loads and you see blocks"
L465[15:41:50] <Coaster3000> I don't think
I plan on having physics done on world load or creation. Only block
updates or nearby interactions with the player.
L466[15:41:58] <Coaster3000> I'm still
planning it out though
L467[15:43:02] <barteks2x> also a little
thing that I think would be nice: iof it didn't rely on hardcoded
height checks and chunk load/unload events and wouldn't use
ExtendedBlockStorage
L468[15:43:17] <barteks2x> it *might* be
compatible with cubic chunks then
L469[15:44:48] ⇦
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L470[15:46:34] <Coaster3000> Wasn't
planning on using chunk load or unload events either. I might want
to do ensure all scheduled calculations are completed before a
chunk unloads though.
L471[15:47:54] <barteks2x> I don't think
it would be a good idea... you would probably need to serialize the
scheduled calculations
L472[15:48:34] <barteks2x> otherwise
someone could create a contraption that keeps chunks loaded
infinidetely or freezes the server as your mod attemots to complete
the calculations
L473[15:49:16] <Coaster3000> I only plan
on calculations to be done if there is a change in the -- I see
what your thinking of
L474[15:50:54] <Coaster3000> I'll have to
think of some solutions for that. Either the serialization of the
scheduled calculation or ignoring it altogether. I will have to see
what would work best.
L475[15:51:33] <barteks2x> vanilla deals
with scheduled block updates by serializing them
L476[15:52:27] <barteks2x> Also this is
evil... OutOfMemoryError when sending a packet will be ignored and
will just kick the player
L477[15:52:58] <Ordinastie> because it
just crashes the netty thread?
L478[15:53:08] <barteks2x> no, this was
still in server thread
L479[15:53:50] <Coaster3000> Heh, then I
might have my work cut out for me for the scheduled block
updates.
L480[15:54:07] <Coaster3000> I am
currently running off of the block update events in my
testing
L481[15:54:16] <barteks2x> except it only
calls a very specifc method in Block (IBlockState?)
L482[15:54:41] <Ordinastie> yeah, can't
really use that if it's not your block
L483[15:54:44] <barteks2x> so to reuse
that you would probably have to modfy the vanilla code
L484[15:55:32] <Coaster3000> It doesn't
fire BlockNeighborCheck?
L485[15:55:46] <barteks2x> hm... maybe it
does
L486[15:56:06] <barteks2x> but that would
be a lot of events for liqiod updates and redstone updates
L487[15:56:53] <Ordinastie> schedules
block updates are just that
L488[15:56:59] <Coaster3000> :3 it's how I
froze the game with too many blocks falling at once. My block fell,
triggered the event and it made a whole mountain collapse on the
same tick
L489[15:57:05] <Ordinastie> and update
that is scheduled in X ticks
L490[15:57:33] <Ordinastie> the handler is
the block itself though, so you don't have control over it
L491[15:57:45] <Coaster3000> That's one of
the reason I am implementing a handler to schedule the checks
across ticks.
L492[15:58:01] <barteks2x> I hate netty...
I can easily reprodyce the memory leak in my mod but when I try to
reproduce it in test environment, my computer runs out of memory
instead of MC
L493[15:58:19] <Coaster3000> ouch
L494[15:58:27] <barteks2x> because I have
to run actual dedicated server
L495[15:58:42] <barteks2x> it only occurs
on dedicated server. Neverr integrated server
L496[16:00:17] <barteks2x> and it's
leaking direct memory buffers, which are also heavily used by
LWJGL. So heap dump is almost useless
L497[16:01:15] <illy> huh fml can still
load zip
L498[16:04:01] <barteks2x> any idea what
can I do to actually figure it out? Heap dump gives me almost no
useful data. Comparing 2 heap dumps is filled with noise from
LWJGL. Netty's builtin mechanism for detecting memory leaks finds
nothing. And so far I can't reproduce it in test environment
L499[16:04:28] <Ordinastie> I thought you
said it was on dedicated server
L500[16:04:42] <barteks2x> only when I'm
on dedicated server but the iccue occurs clientside
L501[16:04:52] <Ordinastie> ah
L502[16:07:15] <barteks2x> the fun of
debugging manual memory management in java... in a library that you
don't understand even 5% of
L503[16:08:37] <quadraxis> anthing in jfr
for native allocations?
L504[16:08:55] <barteks2x> jfr?
L505[16:08:57] <barteks2x> what is
that?
L506[16:09:31] <quadraxis> flight
recorder
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L508[16:10:12] <barteks2x> strangely when
I try to reproduce it in test env, the dedicated server runs out of
java heap
L509[16:10:44] <LexMobile> !gm
func_77518_a
L510[16:12:11] <barteks2x> well, I will
try the flight recorder but I don;t really have any hopes there as
LWJGL also uses a lot of direct memory buffers
L511[16:12:46] <barteks2x> with about the
same sizes as those i expect to be used by netty
L512[16:15:17] <barteks2x> damn... I have
to reinstall the jdk with commercial features enabled
L513[16:18:02] <barteks2x> I also don't
see anything in google about jfr and direct buffers
L514[16:24:08] <barteks2x> and that's
about all the time I have for today...
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L525[16:47:08] <Ivorius> @LexMobile I have
no idea what you're commenting on because the link doesn't
work
L527[16:48:57] <LexMobile> the patches
look like hell. Honestly may be worth making a helper function to
make the patch smaller...
L528[16:49:21] <Ivorius> Hard to do
without imports
L529[16:49:28] <Ivorius> The patches are
scattered over many classes
L530[16:49:42] <LexMobile> Some are some
arnt
L531[16:49:44] <Ivorius> I tried to keep
it as clean as possible by adding 2 or 3 helper methods where I
could
L532[16:50:06] <LexMobile> it may be worth
doing a import static EventType.*
L533[16:50:30] <LexMobile> Usually
frowened upon but jebus thats a fuckton of horizontal width
L534[16:51:01] <Ivorius> I didn't do it
because It was pretty long before as well - and had no
imports
L535[16:51:05] <Ivorius> -+
if(net.minecraftforge.event.terraingen.TerrainGen.decorate(p_150513_2_,
p_150513_3_, field_180294_c,
net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.SAND_PASS2))
L536[16:51:09] <Ivorius> Is a long ass
line as well
L537[16:51:25] <LexMobile> Ya i never
liked it.
L538[16:52:02] <LexMobile> And hoenstly im
not really a fan of this entire concept. as its just asking for
modder to argue with eachotehr :/
L539[16:52:10] <LexMobile> Our current
events are kinda dumb
L540[16:52:34] <Ivorius> I don't see many
mods arguing over this
L541[16:52:48] <LexMobile> Not right
now..
L542[16:52:57] <LexMobile> but what if A
wants 5 tree and B want 12?
L543[16:53:02] <Ivorius> Most are either
complementary or exclusive by nature anyway
L544[16:53:16] <Ivorius> Well if you have
two tree replace mods
L545[16:53:27] <Ivorius> It's on you
L546[16:53:40] <Ivorius> And if both only
replace few trees, like 1/10, you don't notice a difference
L547[16:53:45] <Ivorius> So they're
complementary
L548[16:53:56] <Ivorius> It's a conceptual
problem and thus just represented in the code flow as well
L549[16:54:17] <LexMobile> thats the thing
tho... how does it only replace a few trees?
L550[16:54:42] <LexMobile> still working
my way down the patches but it still seems to me like it'd be a
prone place for argumetns.
L551[16:55:44] <Ivorius> Vanilla says 'I
want to generate 5 trees' -> event goes to tree replace mod
-> generates 3 trees and gives 2 back in the event -> vanilla
generates 2 trees
L552[16:55:53] <LexMobile> ok made it tot
eh event
L553[16:56:14] <LexMobile> thats the
theory
L554[16:56:19] <LexMobile> but what
about:
L555[16:56:44] <LexMobile> Vanilla says 5,
Mod Says Do 7!, ModB say Do 15!, Vanilla does 15
L556[16:57:17] <Ivorius> If you have one
mod that sets it to 7 and one that sets it to 15
L557[16:57:18] <Ivorius> It's on you
L558[16:57:26] ⇦
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L559[16:57:31] <Ivorius> If you have one
mod that multiplies it by 1.3 and one that multiplies it by
2.1
L560[16:57:33] <Ivorius> It's
intended
L561[17:02:59] <LexMobile> Other problem
is this alsoc hanges the meaning of the SHROOM event
L562[17:03:09] <LexMobile> to not be all
encomapssing :/
L563[17:03:49] <LexMobile> But meh, see if
you can cleanup the code a bit to but not as horridle.
L564[17:03:54] <Ivorius> Not sure what you
mean
L565[17:04:02] <Ivorius> So am I allowed
an import in BiomeDecorator?
L566[17:04:06] <Ivorius> Or two
L567[17:04:07] <LexMobile> well you now
fire 5 shroom events
L568[17:04:09] <LexMobile> instead of
1
L569[17:04:24] <Ivorius> Yes, because
there's 5 instances of different shrooms
L570[17:04:30] <Ivorius> That you might
want to react to differently
L571[17:04:35] <Ivorius> It's not all just
1 shroom
L572[17:07:02] <Ivorius> I think it's 4:
red vs brown, underground vs surface
L573[17:07:03] <LexMobile> Actually hum
you do, the events are fired shroomsPerChunk*4 which is
interesting...
L574[17:07:27] <LexMobile> This is going
to cause issdues with mod generators
L575[17:07:43] <LexMobile> Suddently 10x
modded mushrooms!
L576[17:08:02] <Ivorius> I don't think
many mods depend specifically on mushroom generation
L577[17:08:07] <Ivorius> Which gets
triggered always
L578[17:08:14] <Ivorius> So you might as
well use pre or post
L579[17:08:16] <LexMobile> "i don't
think" And thus the problem
L580[17:08:26] <Ivorius> Well yes, it's a
bad excuse
L581[17:08:46] <Ivorius> But you can't
change the nature of the event to be consistent
L582[17:08:50] <Ivorius> If it was
inconsistent earlier
L583[17:08:52] <LexMobile> Its still
firing the decorate event
L584[17:09:02] <LexMobile> which is
designed to be a 'gen your shit and cancel this event'
L585[17:09:03] <Ivorius> Yes, most mods
generate on pre or post
L586[17:09:08] <LexMobile> No they
dont
L587[17:09:12] <Ivorius> It is not
always
L588[17:09:17] <Ivorius> Yes, most of the
times it is
L589[17:09:20] <Ivorius> But sometimes
it's not
L590[17:09:26] <Ivorius> Like the tree
event I think
L591[17:09:29] <LexMobile> So its
compleetly useless to say anything
L592[17:09:30] <Ivorius> And one of the
mushroom events
L593[17:09:56] <Ivorius> I did make sure
to check it was not consistently 'gen your shit and cancel'
L594[17:10:02] <Ivorius> Which it was
definitely not
L595[17:10:21] <LexMobile> except yes
thats exactly wht the event is for
L596[17:10:35] <Ivorius> Then it's
designed badly
L597[17:10:43] <Ivorius> Because there are
a few cases that jump out
L598[17:11:10] <Ivorius> Also, that's
exactly why I designed the revision
L599[17:11:10] <LexMobile> Its designed
just fine.
L600[17:11:21] <LexMobile> Other events do
other things.
L601[17:11:21] <Ivorius> Because just
'cancel' is not nearly enough for good generation
L602[17:11:30] <LexMobile> Except is
is.
L603[17:11:34] <Ivorius> Except it's
not.
L604[17:11:38] <LexMobile> Yes.. it
is.
L605[17:11:39] <Ivorius> Trust me, I make
the world gen mod
L606[17:11:45] <Ivorius> It is not.
L607[17:11:53] <LexMobile> If you take
control over worldgen telling vanila to stfu is all the power you
need.
L608[17:11:56] <Ivorius> Wanna see my
shitty vanilla gen adapter class?
L609[17:12:19] <Ivorius> I don't take it
over
L610[17:12:21] <Ivorius> I complement
it
L611[17:12:23] <Ivorius> Which is the
point.
L612[17:12:27] <LexMobile> No
L613[17:12:29] <LexMobile> No its fucking
not
L614[17:12:33] <Ivorius> Few mods actually
take over everything
L615[17:12:33] <LexMobile> the POINT of
the event
L616[17:12:38] <LexMobile> is to TAKE OVER
the gen
L617[17:12:50] <Ivorius> (which you can
still do with my version thank you very much)
L618[17:12:52] <LexMobile> Hence why it
has cancel
L619[17:13:05] <LexMobile> yes you can but
you're redefining what the event means
L620[17:13:12] <LexMobile> whcih is fine
between mc versions
L621[17:13:16] <LexMobile> but NOT in mc
versions
L622[17:13:59] <Ivorius> Thanks for
accepting my pull in between the 3 changes we had then
L623[17:14:02] <Ivorius> I appreciate
it
L624[17:14:21] <Ivorius> 1.8, 1.11,
1.12
L625[17:14:26] <Ivorius> 1.10 *
L626[17:14:34] <Ivorius> Actually I might
have created it with 1.9
L627[17:14:37] <gigaherz> All this talk
about trees reminded me I should continue my "Natural
Trees" mod someday (it was meant to replace all the vanilla
trees with custom trees based on a custom "branch" block
that can contain both leaves and wood in the same block)
L629[17:14:48] <LexMobile> Again the
problem is simple. A mod is using the event HOW IT SHOULD be used.
Canceling the event and generating its own mushrooms. This is now
telling it to generate 10x what it was before.
L630[17:15:03] <Ivorius> I get that
L631[17:15:12] <Ivorius> I'd accept a pull
for the next update
L632[17:15:14] <LexMobile> Ivorius: Your a
large uugly as shit PR that doesnt really add much beyond the
functionality we have now.
L633[17:15:26] <Ivorius> I did outline 3
strong use-cases
L634[17:15:26] <LexMobile> So i dont deal
with it
L635[17:15:34] <Ivorius> Which many people
agreed on
L636[17:15:39] <LexMobile> Mezz the is PR
guy not me.
L637[17:15:42] <Ivorius> Including some
known world gen guys
L638[17:15:49] <Ivorius> He wasn't when I
first did the pr
L639[17:15:54] <Ivorius> But he has looked
over it now
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L641[17:16:44] <LexMobile> Use one: Again
can be done by taking control of the gen
L642[17:17:14] <Ivorius> Are you even
reading the description
L643[17:17:14] <LexMobile> Use Two: This
may be useful but again the problem, and why we dediced against it,
is because its inside the loop. And causes the event to be fired a
crapload
L644[17:17:22] <Ivorius> It says
specifically parts of the generation
L645[17:17:48] <LexMobile> Use Three:
Again can be acheived by takeover, normal vanilla gen is 1 gen
call, so it shouldnt be an issue.
L646[17:17:57] <LexMobile> Yes im reading
the fucking description
L648[17:18:14] <Ivorius> Aha
L649[17:18:18] <Ivorius> So this doesn't
get fired a crapload?
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L651[17:18:59] <LexMobile> It gets fired a
few times but it has been defined to be fired for each instance of
the mushroom
L652[17:19:33] <LexMobile> Leave a note on
it for Mezz to do it 1.13 but it's not going in 1.12
L653[17:19:38] <LexMobile> as it breaks
the existing event
L654[17:19:44] <Ivorius> That's
alright
L655[17:20:20] <LexMobile> And you can use
import statics, just be sure not to put them in the import
block.
L656[17:21:02] <Ivorius> Okay
L657[17:22:29] <halvors> Anyone knows of a
mod implementing microblocks for 1.12?
L659[17:23:25] <halvors> Tried that, just
keeps crashing all the time.
L660[17:23:30] <halvors> So there is no
other?
L661[17:23:56] <gigaherz> the mod author
may be interested in those crashes
L662[17:24:00] <gigaherz> and no I don't
know anything else
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L664[17:32:01] <halvors> gigaherz: Yeah i
know. But not the type of mod i was looking for, more like Simple
Covers which supports multiplie types of block inside a single
blockspace.
L665[17:32:56] <gigaherz> well,
mcmultipart offersthe API for having multiple things inside one
block space
L666[17:33:03] <gigaherz> but you still
need something that provides the covers
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L668[17:33:17] <gigaherz> and I believe
most mods only have covers for their own pipes/cables
L669[17:33:28] <gigaherz> as I said, I
just don't know any besides C&B
L670[17:33:30] <gigaherz> there MAY
be
L671[17:33:34] <gigaherz> I just don't
know any ;P
L672[17:33:55] <halvors> Yeah, and i
really want one that adds microblocks for the vanilla blocks
:)
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L676[18:41:37] ⇦
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L677[18:51:13]
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L678[18:51:21] ⇦
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the connection)
L679[19:00:54] ***
illy is now known as illy|ffxiv
L680[19:05:26]
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(~ZNC@darkdragon-nln.starlink.ru)
L681[20:07:31] <kashike> sigh
L682[20:07:36] <kashike> can't even launch
new snapshots :/
L683[20:13:57] ⇦
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timeout: 207 seconds)
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(~coaster30@c-73-215-225-185.hsd1.nj.comcast.net) (Quit:
Leaving)
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L695[22:25:54] ***
illy|ffxiv is now known as illy|Zzz
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L700[23:03:26]
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L701[23:18:36] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L702[23:40:24] ⇦
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L703[23:40:57] ⇦
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