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L38[06:41:49] <ghz|out> important question -- https://twitter.com/jeb_/status/946359532682383360
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L53[09:09:00] MineBot sets mode: +o on cpw
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L64[10:10:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171228 mappings to Forge Maven.
L65[10:10:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171228-1.12.zip (mappings = "snapshot_20171228" in build.gradle).
L66[10:10:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~11:10 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L67[10:10:40] <PaleoCrafter> that's not scheduled, is it?
L68[10:10:49] <PaleoCrafter> or has the schedule changed?
L69[10:11:00] <PaleoCrafter> I guess it has
L70[10:11:36] <quadraxis> the "daily" thing is always the current time
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L72[10:12:15] <PaleoCrafter> yeah, didn't look at it at first, considering it used to be some time in the morning for me and it's evening now
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L82[11:32:49] <ghz|out> !gf recipeBookGui
L83[11:32:58] <ghz|out> no bot?
L84[11:33:03] <ghz|out> ah, just lagged
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L89[11:47:37] <williewillus> !dcc
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L93[12:27:10] <ghz|out> so
L94[12:27:17] <ghz|out> I'm going to need opinions
L95[12:27:19] <ghz|out> https://github.com/gigaherz/ToolBelt/tree/extension_slots/src/main/java/gigaherz/toolbelt/customslots
L96[12:27:47] <ghz|out> I was working on a custom belt slot for my toolbelt mod
L97[12:28:00] <ghz|out> and I turned it into a generic API, that I plan on PRing to forge
L98[12:28:42] <ghz|out> examples/RpgInventory contains something very close to baubles (inspired by WoW's equipment slots, excluding cape)
L99[12:30:11] <ghz|out> the API itself was modelled after baubles, but with some relatively big differences, most notably that the equivalent of IBauble receives an IExtensionSlot instead of the player (which can be obtained from the slot)
L100[12:31:24] <ghz|out> I have toolbelt fully working with this API, and the only thing it doesn't replicate from baubles, is the "willAutoSync" method and the auto-sync outside of the GUI
L101[12:32:26] <ghz|out> (implementors would be free to auto-sync, but there isn't currently a way to specify that an item doesn't care if it's not in sync)
L102[12:34:04] <ghz|out> any opinions? :P
L103[12:56:36] <Commoble> Does it A) let people define different inventory slots, and B) not alter the inventory GUI when no mod uses it?
L104[12:56:54] <ghz|out> it never alters the GUI
L105[12:57:04] <Commoble> what does it do
L106[12:57:07] <ghz|out> the API is exclusively for attaching slots and communicating with the items
L107[12:57:12] <Commoble> ooh
L108[12:57:36] <ghz|out> ever used the baubles api?
L109[12:57:38] <Commoble> no
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L111[12:58:17] <ghz|out> with baubles, you implement IBauble, which has some methods called on your item when placing/removing and item from a baubles slot, and for updating (ticking) the item while in the slot
L112[12:58:26] <ghz|out> that's what this API wants to "standarize"
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L114[12:59:12] <Commoble> and different mods would be able to define different slots, but if two mods both defined a "belt" slot, they'd share that slot?
L115[12:59:12] <ghz|out> so that be it baubles or some other mod, the items only have to implement ONE capability, which declares what type of slots they can fit in, and the baubles-like methods for managing the item
L116[12:59:28] <ghz|out> no that's the one thing I can't figure out how to do right
L117[12:59:30] <ghz|out> XD
L118[12:59:40] <ghz|out> like literally my only concern with this API
L119[12:59:50] <ghz|out> is that it doesn't solve that one thing: duplicate slots
L120[13:00:01] <Commoble> If you could do that it would be very powerful
L121[13:00:06] <Commoble> like an ore dictionary for equipment
L122[13:00:10] <ghz|out> yes but probably a lot harder to implement
L123[13:00:14] <ghz|out> and messier
L124[13:00:25] <ghz|out> and would have much lower chances of being accepted into forge due to that
L125[13:00:42] <ghz|out> example: who manages the storage of the slot data?
L126[13:00:59] <Commoble> hmm
L127[13:01:12] <ghz|out> if each mod provides an implementation: who wins?
L128[13:01:13] <Commoble> and who gets to decided what icon to use
L129[13:01:59] <Commoble> I guess it would make more sense to keep the slots separate by mod and then let other mods use those mods' own APIs if they want to share a slot
L130[13:02:18] <ghz|out> yeah that was my "give up" decision: just don't fix that
L131[13:02:25] <ghz|out> let it be the way it is now, for almost everything else
L132[13:02:37] <Commoble> speaking of messes https://puu.sh/yPzH9/ff21e1e23d.webm
L133[13:02:57] <ghz|out> gory :D
L134[13:03:56] <Commoble> ooh, I should see if I can make the gore particles stick to walls
L135[13:05:28] <ghz|out> should be possible
L136[13:05:44] <ghz|out> if it collides, put it in "drip" mode, which means it falls slowly
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L139[13:10:57] <Raycoms> Hey folks, is there a way to get the ingot of a tool/weapon/armourpart?
L140[13:11:13] <ghz|out> "the ingot"?
L141[13:11:17] <ghz|out> you mean the repair material? :P
L142[13:11:28] <Raycoms> Sure =D
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L144[13:13:09] <ghz|out> (that was a clue to waht to search for)
L145[13:26:47] <williewillus> !gm func_186363_a
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L149[13:46:48] <Raycoms> ghz|out only thing I can find is the opposite, I only found "check the material of a material and try to match it on the tool" but not "create an ItemStack of the material for a tool"
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L151[13:52:48] <Raycoms> ohh, I found getRepairItemStack =O
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L158[14:35:16] <Raycoms> Okay the only thing I need now how to get the amount of blocks the armor has
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L160[14:50:38] <ghz|out> Raycoms: yo ucan always analyze the recipes and add up all of the material
L161[14:56:06] <barteks2x> have fun when you get into a loop because of some magic mod
L162[14:56:51] <Raycoms> Oh, that's why I went with a static value per slot
L163[14:56:54] <Raycoms> don't want to risk it =P
L164[14:59:47] <barteks2x> Also amount of blocks... in armor?
L165[14:59:54] <barteks2x> that makes no sense to me
L166[15:00:22] <Raycoms> I mean I have something similar to the tinkerssmeltery which takes your armor and makes ingots out of it
L167[15:00:45] <barteks2x> well look at tinker's smeltery assigns the values?
L168[15:01:21] <barteks2x> I'm pretty sure it assumes constant amount of ingots and then just takes ingots->millibuckets
L169[15:01:42] <Raycoms> Yeah, didn't find that one, they add it for all their items, only for armor they don't, so I guessed they use a constant value as I do
L170[15:02:08] <barteks2x> you could probably try to add a config option for per-item override for advance mpodpack makers
L171[15:02:56] <Raycoms> Sounds reasonable
L172[15:08:09] <HassanS6000> Forge 1.12.2 Is there an easy in-game way to check the ID of an item?
L173[15:08:40] <HassanS6000> nvm
L174[15:08:42] <HassanS6000> F3 + H
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L182[16:34:15] <ghz|out> geh, it's annoying that youtube doesn't remember my watch history from > 5 months ago
L183[16:34:44] <ghz|out> I understand it may be just simply too much data or whatever... but it's annoying that it keeps recommending me things I have already seen :/
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L187[16:42:51] <ghz|out> hm :/
L188[16:42:53] <ghz|out> Error:(89, 16) java: cannot find symbol
L189[16:42:53] <ghz|out> location: variable handler of type net.minecraft.network.play.INetHandlerPlayServer
L190[16:42:53] <ghz|out> symbol: method handleRecipePlacement(net.minecraft.network.play.client.CPacketRecipePlacement)
L191[16:43:01] <ghz|out> (trying to compile forge proper)
L192[16:43:14] <ghz|out> should I clean/wipe the local changes and start over?
L193[16:43:52] <ghz|out> (I guess I'll try doing a normal "clean" first, unless someone tells me it won't be enough)
L194[16:50:48] <ghz|out> seems to have worked
L195[16:50:59] <ghz|out> must have had some stale files from 1.12/1.12.1
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L204[18:27:56] <Raycoms> Hey, anyone has experience with malisis doors on a server?
L205[18:28:04] <Ordinastie> I might
L206[18:28:24] <Raycoms> It seems to eat 36% of our server performance
L207[18:28:38] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/396096174941274122/unknown.png
L208[18:28:52] <Raycoms> at least 36% tbh
L209[18:30:04] <Ordinastie> not sure how I am supposed to read that
L210[18:30:37] <Raycoms> Malisis TrapDoors cost 18.7% of all tick time on the server and the dooors another 18.5%
L211[18:31:23] <Ordinastie> how do you know it's other doors, TrapDoorTileEntity extends DoorTileEntity
L212[18:31:38] <ghz|out> are there A LOT of trapdoors in general?
L213[18:32:20] <Raycoms> there shouldn't be AS many, we never had a problem with that in 1.10
L214[18:32:21] <Ordinastie> also, I would need actual profiler log
L215[18:32:25] <ghz|out> (by a lot I mean 4 digits or more)
L216[18:32:33] <Raycoms> okay no, not that many
L217[18:32:45] <ghz|out> (since even 1000 ticking tileentities wouldn't REALLY use up that much time)
L218[18:33:34] <Ordinastie> also, what version ?
L219[18:33:40] <Raycoms> we're on 1.12
L220[18:40:04] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/396099964096217091/image.png
L221[18:40:11] <Raycoms> that's quite interesting as well
L222[18:42:13] <Ordinastie> do you experience lag ?
L223[18:42:19] <Raycoms> tons
L224[18:43:22] <Ordinastie> and you don't run the server on a potato ?
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L227[18:43:45] <Raycoms> No, we have 30GB RAM and a 2.6ghz xeon cpu
L228[18:43:49] <Raycoms> + ssd
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L231[18:46:20] <Ordinastie> that's weird I definitely don't do much in there
L232[18:46:38] <ghz|out> any debug logs?
L233[18:47:06] <Ordinastie> probably won't see anything in them
L234[18:47:13] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/396094397621600266/WarmRoast.html
L235[18:47:20] <Raycoms> you want the warmroast file?
L236[18:47:31] <ghz|out> I meant if you have any debug logs in the door tileentity
L237[18:48:39] <Raycoms> no, how can I get those?
L238[18:49:52] <Ordinastie> problem of linkin just the html is that there is no CSS :)
L239[18:51:33] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/396096758876340224/WarmRoast_files.zip
L240[18:51:34] <Raycoms> here it is
L241[18:56:06] <ghz|out> [01:48] (Raycoms): no, how can I get those?
L242[18:56:11] <ghz|out> I was askin Ordinastie :P
L243[18:57:06] <Raycoms> ahk =D
L244[18:58:02] <Ordinastie> most of is caused by World.isBlockInderictlyGettingPowered
L245[18:58:15] <Ordinastie> but I don't really see any issues in the log
L246[18:59:19] <ghz|out> you call World.isBlockInderictlyGettingPowered from within the TE update?
L247[18:59:24] <Ordinastie> yes
L248[18:59:29] <ghz|out> why o_O
L249[18:59:43] <Ordinastie> but the problem is I call it for each block of door or double door
L250[19:00:05] <ghz|out> shouldn't that stuff be "reactive" (as in, only run once whenever the redstone state changes, like a vanilla door would)
L251[19:00:40] <Ordinastie> I really didn't think that would matter
L252[19:02:18] <ghz|out> well... malisis doors replaces vanilla doors, right?
L253[19:02:35] <ghz|out> and people enjoy making those crazy iron farms
L254[19:02:39] <ghz|out> with hundreds of doors in them
L255[19:08:17] <Raycoms> and minecolonies has several doors in every colony building and a lot of npcs passing them
L256[19:10:06] <Baughn> Why are they ticking at all?
L257[19:10:36] <Baughn> They should only need to update on events. Sounds like you're doing hundreds to thousands of times more work than is needed.
L258[19:11:06] <ghz|out> Baughn: animation and stuff
L259[19:11:13] <ghz|out> they aren't just dumb doors :P
L260[19:11:23] <Baughn> Animations are client-side, surely?
L261[19:11:58] <Baughn> ... I'm glad I saw this. It explains a few things, but I'll have to make sure not to use them.
L262[19:12:53] <ghz|out> I don't believe you can have a tileentity only client-side?
L263[19:13:06] <Raycoms> Yeah all tileentities tick
L264[19:13:24] <Raycoms> I think the problem here is that they too much work in this tick and don't run through directly
L265[19:13:43] <Ordinastie> I tried to think about how to make it client only but there is really no way
L266[19:13:50] <Baughn> No, not all TEs tick.
L267[19:14:15] <Baughn> There's a method you can override to specify that yours doesn't. I don't recall the name.
L268[19:14:21] <ghz|out> Ordinastie: I remember making the client and server return different TEs for some block of mine
L269[19:14:52] <Baughn> As for animations, it's definitely possible to do them clientside. All of Electrical Age's TESRs do so.
L270[19:15:11] <Baughn> But it uses different proxies for each side.
L271[19:15:33] <Ordinastie> it's not about the actual animation
L272[19:16:44] <Ordinastie> ghz|out, what's the method again for the block change update if I wanted to move it out of update() ?
L273[19:16:54] <ghz|out> neighborChange
L274[19:16:59] <ghz|out> see BlockDoor
L275[19:17:07] <Ordinastie> that's server side only
L276[19:17:07] <ghz|out> neighborChanged **
L277[19:17:14] <ghz|out> yes
L278[19:17:24] <Ordinastie> (although, not for me, almost forgot that)
L279[19:17:35] <ghz|out> the server would update the blockstate from CLOSED to OPEN, and the client would react to it by playing the animation
L280[19:18:01] <ghz|out> if TE.state != blockstate, advance animation; if animation ended, TE.state = blockstate;
L281[19:18:21] <Ordinastie> I used to do that
L282[19:18:45] <Ordinastie> but when you consider you need to have it for both doors
L283[19:18:57] <Ordinastie> and that they can be activated by hand
L284[19:19:07] <Ordinastie> and thy can be activated by player proximity
L285[19:19:14] <ghz|out> well
L286[19:19:34] <ghz|out> if it knows it has a beighbour, it can just defer to the state of the west/south
L287[19:19:44] <ghz|out> and copy it
L288[19:19:46] <Baughn> Strive to use events as much as possible. Twenty ticks per second, if you open the door once per minute then a ticking TE will check for updates 1200 times before the event-driven version does so once.
L289[19:19:58] <Baughn> Most doors are not opened that often.
L290[19:20:03] <ghz|out> if at all
L291[19:20:14] <Raycoms> Yeah, especially trapdoors are often only decoration
L292[19:20:29] <Raycoms> and like I said, 36% of the tick time on our server was malisis the time I ran the profiler
L293[19:20:32] <Raycoms> that's a ton
L294[19:20:43] <Baughn> Static blocks shouldn't be affecting server runtime.
L295[19:21:12] <Baughn> In short, either this gets fixed or else I'll never use the mod again. I can't, I have enough tick issues in my pack as is.
L296[19:21:51] <Baughn> There shouldn't be an update method at all.
L297[19:21:51] <ghz|out> he's already looking into it, no need to threaten
L298[19:21:59] <ghz|out> it just demotivates people
L299[19:22:31] <Baughn> Meh, it's just a private server pack. I'm trying to explain that it matters.
L300[19:23:05] <ghz|out> yeah and you can convey exactly the same feeling by saying "would be nice to see that fixed, I have enough tick issues as it is, and I was planning on adding that mod"
L301[19:23:12] <ghz|out> and you didn't need to threaten anyone in the process :P
L302[19:23:31] <Baughn> How did I threaten anyone..?
L303[19:23:48] <Baughn> It's not like it affects him at all whether I use it or not.
L304[19:24:04] <ghz|out> it's the tone of it
L305[19:24:31] <ghz|out> anyhow it was just a recommendation
L306[19:24:38] <Baughn> So noted.
L307[19:24:55] <Raycoms> @Ordinastie I'm glad you're at it, it's hard to find devs these days who are serious about fixing their things =)
L308[19:25:38] <ghz|out> my flatmate has a tendency to be quite rude when speaking -- doesn't realize that the tone matters in how others understand the words -- and that tends to make me extra-conscious about it
L309[19:25:44] <Ordinastie> no guarantees I fix anything though
L310[19:25:53] <Raycoms> Last week I talked with a guy and told him we would need a config option since his mod allows a lot of griefing and he said "I don't care, there is no config on purpose and the end user is not always right"
L311[19:25:54] <Ordinastie> I know there is a reason I did it that way
L312[19:26:01] <Baughn> ... Right. I'm not trying to be rude, just to be clear.
L313[19:26:22] <Baughn> I *can't* use it if it's going to cause lag, whether I want to or not.
L314[19:27:10] <Raycoms> I had to write a proxy based pathfinder to make sure minecolonies runs on a server
L315[19:27:38] <Baughn> ... because I just know I'm going to have two particular players build giant mansions with hundreds of doors.
L316[19:28:26] * Baughn wonders if minecolonies fixed the permissions and chat spam issues
L317[19:28:32] <Raycoms> I think two players won't be a problem, we have 50 players who are forced to build kinda a lot of doors because of the houses of the buildings of the citizens
L318[19:28:43] <Raycoms> Which permission issue?
L319[19:28:52] <Raycoms> The chat spam of picking up stuff isn't fixed yet though =P
L320[19:29:18] <Baughn> Neither creepers not other players can affect blocks inside a colony radius.
L321[19:29:53] <Baughn> And chat at least used to get sent to every player on the server, not just the colony members.
L322[19:30:18] <Raycoms> Ahh, that spam is fixed
L323[19:30:40] <Raycoms> and it's on purpose that other players can't affect anything in the colony, each player can configure this the way he wants
L324[19:30:50] <Raycoms> creeper is a config option for explosions which is server-wide
L325[19:31:14] <Baughn> IIRC TNT also didn't work?
L326[19:31:25] <Baughn> Guess that's the same option.
L327[19:31:34] <Raycoms> Yes it's "explosions"
L328[19:31:54] <Baughn> Ok, if players just need to opt in to letting others in, it's a non-issue.
L329[19:34:39] <Raycoms> Yes, there is a full GUI to configure any type of permission for specific groups
L330[19:43:36] <Raycoms> Baughn if you want to follow our progress: https://discord.gg/gA7T6ma
L331[19:44:21] <Raycoms> Btw, would you be interested in participating?
L332[19:45:33] <Raycoms> Always searching for good devs =)
L333[19:55:00] <ghz|out> there ... https://github.com/MinecraftForge/MinecraftForge/pull/4633
L334[20:22:23] <ghz|out> gotta sleep
L335[20:22:32] * ghz|out poofs
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