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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
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
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
L143[13:12:43]
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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 :/
L184[16:36:04]
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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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L198[17:58:35] ***
SatanicSanta is now known as Santa|afk
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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
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
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
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 :)
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
L331[19:44:21] <Raycoms> Btw, would you be
interested in participating?
L332[19:45:33] <Raycoms> Always searching
for good devs =)
L334[20:22:23] <ghz|out> gotta sleep
L335[20:22:32] *
ghz|out poofs
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