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L3[00:22:35] <moony> Currently experimenting
with various optimization arguments. This should be fun.
L4[00:23:16] <moony> Game seems to be much
faster with this random bundle i've assembled so far :P
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L11[01:53:01] <gigaherz> Uhm... went to
sleep. Sorry Lex if I gave the impression that I don't like the way
the recipe system works -- that's not the case.
L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180102 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180102-1.12.zip
(mappings = "snapshot_20180102" in build.gradle).
L14[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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L22[03:13:40] <McJty> I'm trying to run a
server command as a player but with elevated permissions:
L24[03:13:44] <McJty> But it is still
giving errors
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L26[03:32:25] <McJty> Hmm problem is that
CommandSenderWrapper still delegates the canUseCommand to the
underlying player even if its own permission level is raised
L27[03:32:29] <McJty> That looks like a bug
isn't it?
L28[03:32:44] <McJty> What's the point of
'withPermissionLevel()' if it is not using that?
L29[03:33:46] <gigaherz|work> probably a
feature that was never fully implemented
L30[03:35:22] <McJty> Hmm. I think I'm
going to make my own CommandSenderWrapper then
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L44[04:47:46] <TechnicianLP> the state of a
block to use for model gets queried after the repsective tile was
loaded i presume?
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L54[05:47:43] ***
PaleOff is now known as PaleoCrafter
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L74[08:50:40] <barteks2x> is there
something that can tell me which packets add up to 150kB/s when I'm
standing still on MC server?
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L77[08:53:14] <barteks2x> a small modded
server use whole 150kB/s on average when standing still, and causes
everyone else on my lan to have 500-1000 ping in other games
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L85[09:25:32] <quadraxis> gm
playMoodSoundAndCheckLight
L86[09:25:39] <quadraxis> !gm
playMoodSoundAndCheckLight
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L93[11:03:35] <SuperCoder79> is there a way
to disable forge automatic bucket creation?
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L95[11:06:24] <PaleoCrafter> for a specific
fluid or globally?
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L97[11:21:13] ⇨
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L98[11:22:05] <Protected> Hi all.
Suggestions on how to identify which mod or mods are responsible
for world leaks?
L99[11:23:17] <Commoble> Generate new
worlds with one mod active at a time until you find it
L100[11:24:30] <gigaherz> or if you like
spreadsheets
L101[11:24:37] <gigaherz> use one to
manage bisection state
L102[11:24:43] <gigaherz> and have half
the mods at a time
L103[11:24:55] <Commoble> ooh
L104[11:25:22] <Protected> I see,
thanks
L105[11:25:31] <Commoble> mind you, there
might be a specific block or contraption that's causing the leak so
you'll have to plop down a bunch of stuff and let it run
L106[11:26:25] <gigaherz> there's also a
small possibility that it's a combination of factors
L107[11:26:38] <gigaherz> like one mod
doing something that causes another mod to change its
behaviour
L108[11:26:56] <gigaherz> so it IS
possible to go one by one, and find nothing
L109[11:27:35] <Commoble> and if you do
binary search it's possible that the conflicting pair are in
separate halves
L110[11:28:00] <gigaherz> yup
L111[11:31:52] <barteks2x> well it's also
possible to attempt to amanyze heap dump
L112[11:31:59] <barteks2x> but I never
succeeded there
L113[11:34:10] <Protected> Another
question; What could be causing all metadata to be stripped from
random chunks (not too often?) Does anyone know of any mod that has
been caught doing this sort of thing?
L114[11:34:26] <Protected> *tile entity
metadata, as far as I know
L115[11:35:23] <Protected> For this one
it's hard to test each mod using individual instances, since I'd
have to get people to play on each one
L116[11:38:04] <barteks2x> I remember
something about dormant chunks causing some issues but I may be
completely off here
L117[11:44:53] <Protected> I do have
dormant chunks enabled, I'll try getting rid of that, thanks
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L123[12:16:29] <tterrag> I just found what
I think is a very obscure vanilla bug
L124[12:16:29] <tterrag>
Particle.interpPosX/Y/Z is updated in renderParticles but
renderLitParticles is called first
L125[12:16:29] <tterrag> so the values in
renderLitParticles will always be one frame behind
L126[12:16:33] <tterrag> worth a forge
patch?
L127[12:16:41] <Commoble> probably
not
L128[12:16:48] <tterrag> why not?
L129[12:17:28] <Ordinastie> probably the
same reason you asked if it was worth a patch in the first place
:p
L130[12:17:52] <PaleoCrafter> wat
L131[12:18:08] <tterrag> paleo go back to
discord
L132[12:18:13] <PaleoCrafter> nuh
L133[12:18:30] <PaleoCrafter> the 'wat'
was directed at Ordi's message
L134[12:18:48] <tterrag> it's a pretty
small bug but I spent about 30 minutes figuring out what the hell
was going on
L135[12:18:53] <tterrag> and it's an easy
patch
L136[12:19:00] <Corosus> should at least
report to mc jira
L137[12:19:11] <tterrag> yeah I'm gonna
check there
L138[12:19:21] <tterrag> what vanilla
particles actually use the lit render?
L139[12:19:27] <Corosus> flame
L140[12:19:37] <tterrag> fxLayer 3 that
is
L141[12:19:39] <tterrag> flame does?
hm
L142[12:19:43] <Corosus> pretty sure it
does
L143[12:20:56] <tterrag> it doesn't
override getFXLayer
L144[12:21:50] <Corosus> oh it cheats by
overriding getBrightnessForRender
L145[12:21:58] <Corosus> hmm lets see what
else
L146[12:22:14] <tterrag> I don't think
anything in vanilla uses it
L147[12:22:18] <tterrag> wait maybe the
blockcrack?
L148[12:22:28] <tterrag> no that's layer
1
L149[12:23:12] <Corosus> mob appearance
uses 3
L150[12:23:29] <Corosus> sweep
attack
L151[12:23:44] <Corosus> item pickup
O_o
L152[12:23:46] <tterrag> mob
appearance?
L153[12:23:54] <Corosus> thats the one
that has the mob in your face
L154[12:23:59] <tterrag> oh
L155[12:24:00] <Corosus> for that potion
effect or whatever
L156[12:24:08] <tterrag> none of those are
going to be easy to show the bug with lol
L157[12:24:13] <Corosus> yeaaaaahhh
L158[12:24:22] <Commoble> elder
guardians?
L159[12:24:28] <tterrag> ^ yes
L160[12:25:34] <tterrag> like I could
report it but I'd basically just have to say "trust me I'm a
modder"
L161[12:25:55] <tterrag> I could ping mr.
f
L162[12:26:27] <PaleoCrafter> fry?
:P
L163[12:26:55] <tterrag> >.>
L164[12:28:04] <PaleoCrafter> it's not
like he's actually around
L165[12:31:39] <Ordinastie> he's too
important to be seen around commoners like us now
L166[12:32:33] <gigaherz> note like he was
around so often before
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L168[12:41:31] <illy> morning o/
L169[12:42:39] <gigaherz> I just noticed I
wrote "note" instead of "not"
L170[12:42:41] *
gigaherz shudders
L171[12:43:02] <PaleoCrafter> still works,
kinda
L172[12:43:16] <gigaherz> the more I get
used to spoken english, the more mistakes I make while
writing
L173[12:54:34] <Ordinastie> that got to me
too
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L183[13:29:18] <rallias> Question that my
Google-Fu is having a hard time answering... is it possible to set
the client-side as not required, but if it exists it must be within
a specific version range?
L184[13:29:49] <PaleoCrafter> yes,
@NetworkCheckHandler
L185[13:30:09] <gigaherz> you'll need a
custom network check, as PaleoCrafter pointed out
L186[13:30:10] <gigaherz> :P
L187[13:30:24] <gigaherz>
acceptableRemoteVersions only has "*" to mean
"optional"
L188[13:30:41] <rallias> Ok, thank
you!
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L190[13:30:54] <Naiten> Oh hi there.
L191[13:31:37] <gigaherz> Ohai here
L192[13:32:46] ⇦
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L193[13:32:52] <Naiten> One quick
question, is there any chance to cache rendering stuff for single
blocks using Forge tools? 1.10.2 / 1.12.2
L194[13:33:08] <gigaherz> elaborate?
:P
L195[13:33:10] <Naiten> Or do i have to
invent the bicycle yet again
L196[13:33:13] <Naiten> Erm
L197[13:33:27] <gigaherz> models are
already cached
L198[13:33:45] <gigaherz> and the block
quads are cached on the rendering meshes of the sub-chunks
L199[13:33:55] <gigaherz> so no idea what
you are referring to ;P
L200[13:34:28] <Naiten> My blocks have
several parameters set up by user, and the geometry is generated
out of pre-made obj models which are combined in a specific way
according to said parameters.
L201[13:34:53] <Naiten> And no, blockstate
won't work, because there are too much combinations for that.
L202[13:35:13] <Naiten> And it's easier to
generate mesh than to make it by hand and put into
blockstates...
L203[13:35:16] <gigaherz> right, so
"is there any chance to cache"? yes
L204[13:35:20] <gigaherz> but you'll have
to cache things yourself
L205[13:35:21] <gigaherz> ;P
L206[13:35:21] <Naiten> Welp
L207[13:35:32]
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L208[13:35:34] <Naiten> Last time i did
modding
L209[13:35:41] <Naiten> (a while ago on
1.10.2)
L211[13:36:27] <Naiten> It ended to a
stance where it tries to regenerate the mesh every time any other
block in a chunk is changed
L212[13:36:34] <Naiten> Thus creating a
lag
L213[13:36:45] <Naiten> Welp
L214[13:37:41]
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L215[13:37:42] <Naiten> If i am to cache,
is it gonna be like a hasmap with my param combo as a key and quads
as the value?
L216[13:38:12] <Naiten> I really have
little idea on how to design the system
L217[13:38:12] <PaleoCrafter> something
like that, yes
L218[13:38:35] <PaleoCrafter> if you want
to be really fancy and automatically discard stuff when not needed
any more etc., you can use one of Guava's cache things
L219[13:38:38] <gigaherz> the
"proper" way in terms of program design
L220[13:38:42] <gigaherz> would be to
build a state object
L221[13:38:55] <gigaherz> with all the
values, that implements equals+hashcode
L222[13:38:59] ⇦
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L223[13:39:07] <gigaherz> (or
Equatable<T> if that's a thing in java)
L224[13:39:27] <gigaherz> since you have
to pass the data to the model
L225[13:39:35] <gigaherz> you SHOULD
already have such an object
L226[13:40:10] <gigaherz> (good practive
dictates that you create an immutable object to carry over the
state from getExtendedState into the IBakedModel)
L227[13:40:23] <gigaherz> so it's a matter
of making it comparable/equatable
L228[13:40:42] <gigaherz> so that it works
within a Map<StateObject, List<Quad>>
L229[13:45:19] ⇦
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L230[13:48:23] <Naiten> Aaaargh, trying to
run my old workspace, nothing is working properly
L231[13:48:28] <gigaherz> XD
L232[13:48:51] <gigaherz> just take the
chance to update to latest forge, and rerun setupDecompWorkspace
and refresh the IDE
L233[13:49:40] <Commoble> and then start
copying all your old classes over
L234[13:50:15] <PaleoCrafter> wat
L235[13:50:54] <gigaherz> no need, worst
case jsut "git clean -dfx" to remove all untracked files,
and start over from a clean workspace ;P
L236[13:51:12] <gigaherz> and even that is
almost never needed
L237[13:54:25] <Naiten> Welp, starting
from a clean workspace yet another time is gonna free me from old
spaghetti code and old bugs
L238[13:54:54] <Naiten> But i'll also have
to damage my brains trying to code everything again...
L239[13:55:13] <Naiten> I've already
forgot how things were done D:
L240[13:55:46]
⇨ Joins: Noppes
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L241[13:58:47] <Naiten> Welp, i have 3
enums, 2 integers and a boolean as params... I guess i should make
that StateObject class with all those fields and to compare
instances i can just && equals on the fields, right?
L242[13:59:29] <gigaherz> yes but a map
will need hashCode
L243[13:59:57] <gigaherz> just grab a
random prime number like 313
L244[13:59:59] <gigaherz> and do
like
L245[14:00:11] <PaleoCrafter> can also use
Objects.hash :P
L246[14:00:20] <gigaherz> oh java has a
tool for that?
L247[14:00:24] <PaleoCrafter> I think that
was it, anyways
L248[14:00:28] <Commoble> Wait, that's 12
different possible states, that'll fit in a blockstate
L249[14:00:28] <PaleoCrafter> it's quite
bad
L250[14:00:50] <gigaherz> Commoble: I
assume that's 3 separate enum fields with a bunch of values
each
L251[14:00:52] <Commoble> nvm I
misread
L252[14:00:53] <gigaherz> not 3 enum
entries ;P
L253[14:01:00] <PaleoCrafter> Commoble,
integers from the -2^31 to 2^31-1 range will fit? :P
L254[14:01:21] <gigaherz> and the same for
integers, I think it's not 2 possible integer values ;P
L255[14:01:50] <gigaherz> lol
L256[14:01:51] <gigaherz> public static
int hash(Object... values) {
L257[14:01:51] <gigaherz> return
Arrays.hashCode(values);
L258[14:01:51] <gigaherz> }
L259[14:02:00] <Naiten> Just like gigah
said, Commo
L260[14:02:12] <gigaherz> ah
L261[14:02:16] <gigaherz> java uses 31 for
the prime
L262[14:02:17] <gigaherz> ;P
L263[14:02:19] <PaleoCrafter> yeh
L264[14:02:26] <gigaherz> result = 31 *
result + (element == null ? 0 : element.hashCode());
L265[14:02:26] <PaleoCrafter> Guava has a
hashing thing as well, iirc
L266[14:02:37] <gigaherz> but yeah
L267[14:02:38] <PaleoCrafter> huh
L268[14:02:47] <PaleoCrafter> what Java
version are you on?
L269[14:02:49] <gigaherz> that's pretty
much waht I suggested, xcept with an array instantiation in the
middle
L270[14:02:54] <gigaherz> 1.8.0_112
L271[14:03:01] <PaleoCrafter> oh, wait, I
looked at the long instance :D
L272[14:03:27] <gigaherz> so y eah
L273[14:03:35] <gigaherz> that's perfectly
usable, jsut not very efficient ;P
L274[14:03:52] <PaleoCrafter> indeed
L275[14:03:56] <gigaherz> so my suggestion
was going to be:
L276[14:04:17] <gigaherz> int hashCode =
boolean_value ? 1 : 0;
L277[14:04:30] <gigaherz> hashCode =
hashCode * PRIME + integer1;
L278[14:04:32] <gigaherz> hashCode =
hashCode * PRIME + integer2;
L279[14:04:39] <gigaherz> hashCode =
hashCode * PRIME + enum1.ordinal();
L280[14:04:41] <gigaherz> ...
L281[14:04:44] <gigaherz> return hashCode;
:P
L282[14:05:12] <PaleoCrafter> I can't
remember, was it good or bad to use different primes? xD
L283[14:05:19] <gigaherz> if the enums are
nullable, then just slap an if (enumvalue != null=
L284[14:05:26] <Naiten> That looks indeed
like an example from wikipedia
L285[14:05:33] <gigaherz> if you chain
them like this, it won't matter
L286[14:05:39] <gigaherz> but you can use
different primes like:
L287[14:05:52] <gigaherz> int hashCode =
value1 + PRIME1 * value2 + PRIME2 * value3 + ... ;
L288[14:05:57] <gigaherz> using
increasingly large primes
L289[14:06:29] <Naiten> wiki has 17, 31,
13 tho
L290[14:06:33] <gigaherz> in that case
it's best to make the primes grow faster, rather than using
consecutive primes
L291[14:06:38] <Naiten> / not
increasing
L292[14:06:46] <gigaherz> yeah but that's
meaningless
L293[14:06:48] <gigaherz> you can sort the
primes
L294[14:06:49] <gigaherz> ;P
L295[14:06:49] <PaleoCrafter> addition is
commutative :P
L296[14:06:57] <gigaherz> and then they
would be increasing
L297[14:07:05] <Naiten> welp
L298[14:07:09] <gigaherz> also large
numbers aren't needed for a hashcode
L299[14:07:21] <gigaherz> but if you
wanted to be slightly more "cryptographically safe"
L300[14:07:29] <Naiten> i'm stupid
sometimes q:
L301[14:07:32] <gigaherz> you'd want the
hash function result to have a chance to touch all bits
L302[14:07:47] <gigaherz> but yeah for
hashCode, no point.
L303[14:07:58] <barteks2x> except when you
know roughtly the pattern of your values and you know using small
primes will result in a lot of hash collisions
L304[14:08:12] <gigaherz> true
L305[14:08:19] <barteks2x> like in case of
BlockPos
L306[14:08:33] <gigaherz> yeah for cases
like that
L307[14:09:04] <gigaherz> it's even better
to use shift
L308[14:09:09] <gigaherz> rather than a
prime
L309[14:09:32] <Naiten> welp
L310[14:09:34] <gigaherz> x +
(y<<10) + (z<<20)
L311[14:09:49] <barteks2x> in case of
BlockPos, yes. And that's what MC is doing there. It attempts to
fit as many bits of coordinates as possible into an int
L312[14:10:21] <PaleoCrafter> works nicely
with the coordinate limit of 30 million
L313[14:10:24] <gigaherz> will generate
fully unique numbers for x,y,z between [-512,511] or [0,1023]
L314[14:10:26] <PaleoCrafter> although
there's some bits left, iirc
L315[14:10:33] <gigaherz> yes
L316[14:10:35] <gigaherz> well
L317[14:10:40] <gigaherz> if you encode
into LONG, it does
L318[14:10:45] <gigaherz> if you hashCode
into INT, then not so much
L319[14:10:46] <PaleoCrafter> oh,
right
L320[14:10:51] <barteks2x> for a single
player, it will pretty much always be unique values
L321[14:10:53] <PaleoCrafter> I was
remembering the BlockPos.toLong one
L322[14:11:04] <gigaherz> yep I almost
fell into that trap too
L323[14:11:06] <barteks2x> BlockPos.toLong
should die
L324[14:11:10] <gigaherz> XD
L325[14:11:12] <PaleoCrafter> tsk
L326[14:11:18] <Naiten> one int is just
something liek x % 100 + 100 * y % 100 + 10000 * z % 100
L327[14:11:21] <gigaherz> only because you
are doing cubic chunks ;P
L328[14:11:28] <gigaherz> it's a perfectly
sensible thing otherwise ;P
L329[14:11:31] <Naiten> And the other is a
radius of a railway curve
L330[14:11:45] <Naiten> Idk if there's
gonna be any pattern in that
L331[14:11:54] <gigaherz> Naiten: doesn't
matter
L332[14:12:05] <gigaherz> hashCode is
really just an optimization
L333[14:12:17] <Naiten> I only guess that
peeps are gonna use smaller radii all the time and leave bigger
alone
L334[14:12:18] <gigaherz> the idea is: if
two hashcodes are different, the objects MUST be different
L335[14:12:24] <gigaherz> it's a
quick-false
L336[14:12:29] <Naiten> welp
L337[14:12:42] <gigaherz> so long as you
don't break that precondition
L338[14:12:53] <gigaherz> a
"bad" hashCode will jsut be less efficient
L339[14:12:53] <barteks2x> techically
'return 0" is a valid implementation :D
L340[14:13:16] <Naiten> oh, you!
L341[14:13:19] <gigaherz> yup
L342[14:13:26] <gigaherz> but "return
rand()" is not!
L343[14:13:39] <gigaherz> since it will
return different values for equal objects
L344[14:13:44] <PaleoCrafter>
welllllll
L346[14:13:57] <Naiten> Welp, that's kinda
clear
L347[14:14:00] ⇦
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L348[14:14:14] <gigaherz> PaleoCrafter:
except in that case XD
L349[14:14:15] <Naiten> now i gonna have a
bath of geometry
L350[14:14:23] <Naiten> dine with some
trigonometry
L351[14:14:46] <Naiten> and write yet
another chunk of code for parametric railway tracks
L352[14:14:48] <gigaherz> wont'
trigonometry be jealous that you bathed with geometry before your
date with her?
L353[14:15:07] <Naiten> erm
L354[14:15:16] <barteks2x> also I think
BlockPos is very unreasonable thing to do, it saves 4 bytes over
the network, when they could encode X, Y and Z as VarInts and save
even more instead
L355[14:15:19] <Naiten> meant 'eat the
trig'
L356[14:15:26] <barteks2x>
*BlockPos.toLong
L357[14:15:28] <Naiten> not 'with'
L358[14:15:38] <Ordinastie> oh,
naughty
L359[14:15:53] <Naiten> How dare
you!
L360[14:15:54] <Naiten> lul
L361[14:16:20] <Naiten> Welp, as for
1.10.2 it was the only big problem i had
L362[14:16:47] <Naiten> Also had issues
with passengers riding trains, but i guess it's fixable
L363[14:16:51]
⇨ Joins: Commoble
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L364[14:17:06] <Naiten> And as for 1.12,
did they change something significant?
L365[14:17:22] <Naiten> Like, when they
removed ISBRH and put IBM instead
L366[14:17:23] <gigaherz> recipes are no
longer in code -- they use json
L367[14:17:35] <Naiten> :/
L368[14:17:37] <Commoble> I still need to
figure out how that works
L369[14:17:37] <gigaherz> achievements are
gone, there's now advancements
L370[14:17:41] <Naiten> D:<
L371[14:17:48] <gigaherz> which are also
json
L372[14:17:54] <Naiten> damn json
L373[14:17:57] <Naiten> is taking
over
L374[14:18:01] <gigaherz> get used to
it
L375[14:18:08] <gigaherz> mc is becoming
data-driven, and it's for the best
L376[14:18:33] <Naiten> Is making a custon
crafting facilities a pain tho?
L377[14:18:36] <gigaherz> Commoble:
nothing special
L379[14:18:47] <Commoble> I know, I just
haven't actually looked at them yet
L380[14:18:55] <barteks2x> just waiting
for when some part of mojangs jsons will become turing complete
:D
L381[14:18:55] <Naiten> Not just benches,
but processing stuff like furnace / brewery
L382[14:18:57] <gigaherz> Naiten: for
custom crafting recipes,
L384[14:19:02] <gigaherz> there's the
_factories.json file
L385[14:19:08] <gigaherz> just like how I
have ingredient and condition there
L386[14:19:14] <gigaherz> you can declare
custom recipe factories
L387[14:19:26] <Naiten> What's recipe
factory?
L388[14:19:30] <gigaherz> then in the
recipe file
L390[14:19:46] <gigaherz> the
"type" becomes the factory entry name, with your modid as
domain
L391[14:19:53] <gigaherz> a recipe factory
is an object
L392[14:20:02] <gigaherz> that receives a
json context
L393[14:20:05] <gigaherz> and outputs an
IRecipe
L394[14:20:18] <barteks2x> basscially a
deserializer for recipes?
L395[14:20:20] <gigaherz> so you have a
chance to parse json values
L396[14:20:26] <gigaherz> yup
L397[14:20:46] <gigaherz> so for a fully
dynamic recipe where no values are needed
L398[14:20:49] <gigaherz> it would end up
just being
L399[14:20:54] <gigaherz>
{"type":"yourmod:yourfactory"}
L400[14:21:06] <gigaherz> but it's
discouraged to do that unless you REALLY need to
L401[14:21:15] <gigaherz> try to shove as
much of the info as you can into the json
L402[14:21:39] <gigaherz> when datapacks
arrive in 1.13
L403[14:21:45] <Naiten> blergh
L404[14:21:46] <Naiten> json
L405[14:21:48] <gigaherz> you'll want
people to be able to customize your recipes as much as
possible
L406[14:21:51] <gigaherz> ;P
L407[14:21:53] <Naiten> nope
L408[14:21:55] <Naiten> i don't
L409[14:21:58] <gigaherz> yes you do
L410[14:22:01] <gigaherz> ;P
L411[14:22:17] <Naiten> and i don't want
people to be able to put some other model in place of my
locomotive
L412[14:22:23] <Commoble> why not
L413[14:22:24] <Naiten> e.g.
L414[14:22:25] <gigaherz> why not
L415[14:22:32] <Commoble> that sounds
amazing
L416[14:22:32] <Naiten> because a) it's a
locomotive
L417[14:22:34] <gigaherz> the whole point
of using mods is that you customize things
L418[14:22:40] <Commoble> no, now it's a
snake
L419[14:22:49] <Commoble> with arms
L420[14:22:52] <gigaherz> so making a mod,
but then preventing others from customizing it... is against the
spirit of modding :D
L421[14:23:03] <Naiten> b) even if they
put a locomotive model there, all the fine settings of animations
will be lost
L422[14:23:16] <Naiten> it just won't work
out
L423[14:23:20] <gigaherz> sure
L424[14:23:24] <gigaherz> hence "as
much as possible"
L425[14:23:29] <gigaherz> if it's not
feasible, just don't do it
L426[14:23:38] <barteks2x> you could still
have all the animated parts as separate models
L427[14:23:45] <barteks2x> and a big model
for the static parts
L428[14:23:58] <barteks2x> and someone
could for example make a more detailed one for a resource
pack
L429[14:24:22] <barteks2x> unless I dopn't
get someting about models and it's not possible
L430[14:24:27] <Naiten> bartek, if it's a
different loco, all the moving part have different dimensions and
different positions
L431[14:24:31] <Commoble> and?
L432[14:24:36] ⇦
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L433[14:24:47] <Commoble> either A) it'll
be ugly enough that nobody will bother changing it, or
L434[14:24:51] <Naiten> and coded
animations won't work with that
L435[14:24:55] <Commoble> B) even if they
did does it really matter
L436[14:25:01] <Naiten> argh
L437[14:25:15] <Naiten> who even wants to
change anything in a mod
L438[14:25:16] <Naiten> it's like
L439[14:25:22] <Naiten> you tune it for
yourself
L440[14:25:25] <Commoble> the guy who made
the mod, for one
L441[14:25:42] <Naiten> then you go to a
sever, and it has completely different settings of the mod
L442[14:25:48] <Naiten> and you have to
adapt
L443[14:26:05] <Naiten> what's the point
of all this 'let users customize things'
L444[14:26:09] <parzivail> do entities not
call readEntityFromNBT on the clientside?
L445[14:26:19] <Commoble> when you are
making a mod you are literally a user customizing things
L446[14:26:31] <barteks2x> clientside
meaning when running the client or client thread?
L447[14:26:41] <parzivail> on the client
thread, rather
L448[14:27:01] <gigaherz> well, think
about it: are the entities loading from disk, in the client
thread?
L449[14:27:13] <barteks2x> deserialization
from packets?
L450[14:27:20] <gigaherz> nope
L451[14:27:24] <parzivail> well i'd assume
the server would send the client what it'd need to know
L452[14:27:25] <gigaherz> that uses the
datamanager stuff
L453[14:27:55] <gigaherz> parzivail: if
you are implementing your own entity
L454[14:27:57] <parzivail> so if i have a
value that the client needs to know about, it's got to be in
DataWatcher?
L455[14:27:57] <barteks2x> The way
serializing stuff works in MC is *weird*.
L456[14:28:03] <gigaherz> look for
EntityDataManager and DataParameter
L457[14:28:06] <gigaherz> as used in
vanilla entities
L458[14:28:17] <gigaherz> that's how
network values are synchronized for entities
L459[14:28:23] <parzivail> got it.
L460[14:28:57] <gigaherz> as an easy to
see example, SLIME_SIZE inside EntitySlime.java
L461[14:28:59] <Naiten> Commoble, nope,
i'm not just customizing things, i'm adding entirely new things
into the game. And i want them to be kinda consistent and working
fine
L462[14:29:12] <Commoble> adding new
things to the game is customizing the game
L463[14:29:12] ***
PaleoCrafter is now known as PaleOff
L464[14:29:22] <Commoble> also if people
want to break things that's their prerogative
L465[14:30:14] <Naiten> whatever
¯\_(ツ)_/¯
L466[14:30:20] <Commoble> now you're
getting it
L467[14:31:38] <Naiten> nope, i just don't
want to start a holywar here :P
L468[14:31:43] <Naiten> i'm still not into
the thing
L469[14:32:05] <gigaherz> it's one thing I
learned with Survivalist
L470[14:32:12] <gigaherz> I released the
thing with the values I thought were "best"
L471[14:32:21] <gigaherz> then I started
getting requests like
L472[14:32:30] <gigaherz> "can you
make it possibleto disable this feature?"
L473[14:32:37] <gigaherz> "can you
make it possible to not require this item forcrafting?"
L474[14:32:39] <gigaherz> etc
L475[14:32:47] <Commoble> yeah, if someone
wants to make a change to your mod it's generally because they want
it to be better, not worse
L476[14:32:49] <gigaherz> everyone has an
opinion.
L477[14:33:03] <Commoble> (for varying
definitions of "better)
L478[14:33:03] <gigaherz> someone thinks
it's fun to require clay to make cobblestone
L479[14:33:14] <gigaherz> others things it
breaks the game and would rather not use your mod than have that as
a feature
L480[14:33:16] <Naiten> You won't get
requests to tweak the crafting if you don't have crafting
L482[14:34:13] <Commoble> like I started
working on a rock overhaul specifically because I played on a
server with Mineralogy installed and it pissed me off in so many
different ways
L483[14:34:41] <Commoble> "hey I got
an idea let's make rock drop smooth stone instead of cobblestone
that won't break anything"
L484[14:35:03] <Commoble> "it's okay
you can make cobblestone if you find some gravel"
L485[14:36:07] <Commoble> "also for
the block textures we're gonna find some HD rock images on google
and scale them down"
L486[14:36:41] <Naiten> Welp
L487[14:36:53] <Naiten> At least it's not
solid color model
L489[14:40:39] <Commoble> then I started
making stairs and stone bricks and all those things and I got lazy
and just palette-swapped the vanilla textures
L490[14:40:40] <gigaherz> ewh rock
textures from google ;P
L492[14:42:10] <Commoble> then something
about metadata that I can't remember started bothering me and I
decided to shelve it until 1.13 happens and metadata gets
nerfed
L493[14:43:19] <Naiten> Okay, thanks for
help, peeps, see ya
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L508[17:14:37] <TechnicianLP> That rocks
mod definitly looks good - any ideas on when 1.13 will drop?
L509[17:15:06] <gigaherz> no date so far
as I know
L510[17:15:16] <gigaherz> Mojang said
they'd resume snapshots in jaunary
L511[17:15:31] <gigaherz> and they
mentioned that nothing new is really planned, just bugfixing and
stabilizing
L512[17:15:41] <gigaherz> so my guess
would be late january early february
L513[17:15:56] <gigaherz> but they could
easily come out next year and be like, "pre1!"
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L519[18:07:32] <primetoxinz> hey, how do I
setup forge-dev tests? I set the intellij run config module to the
test module but they still don't load
L520[18:08:00] <primetoxinz> to clarify
this is actual forge dev not normal mod dev
L521[18:13:27] <gigaherz> yeah I haven't
managed it
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L524[18:14:47] <gigaherz> the closest I
got was to redefine the test sources as normal sources, but then
the real test programs wouldn't work
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L526[18:23:32] <illy> I just open up an
eclipse environment to do tests...
L527[18:23:41] <gigaherz> primetoxinz: I
might have found a way: at in the gradle file for the
projects/Forge
L528[18:23:53] <gigaherz> I added inside
sourceSets, at the end before the closing brace:
L529[18:23:53] <gigaherz>
main.runtimeClasspath += test.output
L530[18:24:41] <gigaherz> this allows
forge to find the test sources at runtime
L532[18:26:11] <primetoxinz> oddly enough
that doesn't work for me
L533[18:26:22] <gigaherz> you have to
synchronize the gradle project
L534[18:26:37] <gigaherz> using the blue
refresh arrow in the gradle panel
L535[18:26:37] <primetoxinz> ah, ofc
L536[18:26:52] <primetoxinz> I usually
have auto-sync on :P
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L538[18:28:34] <moony> Is there a list of
all -Dfml options avaliable?
L539[18:29:34] <gigaherz> search for
System.getProperty("fml.
L540[18:29:38] <gigaherz> in the source
tree
L541[18:33:24] <moony> thanks
L542[18:34:50] <gigaherz> welp gotta
sleep
L543[18:34:52] *
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L573[23:11:07] <Abastro> Hello, I have
something to ask about @API and mod sorting order.
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L576[23:12:52] <Abastro> Anyone?
L577[23:24:30] <McJty> Well you didn't ask
a question yet
L578[23:24:35] <McJty> Only that you have
something to ask
L579[23:34:49] <killjoy> at least
9minecraft links to the credit
L580[23:35:13] <killjoy> and links to the
official links
L581[23:36:41] <killjoy> I mean
minecraft6
L582[23:36:44] <killjoy> *sux
L583[23:36:47] <killjoy> *six
L584[23:36:50] <killjoy> derp
L585[23:48:19] <Abastro> Oh
L586[23:48:34] <Abastro> I had question
with @API
L587[23:48:45] <Abastro> It has some
problem with dependency
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L589[23:49:15] <Abastro> So that I can't
have multiple API mods in one dev environment.
L590[23:54:57] <killjoy> Correct me if I'm
wrong, but doesn't it say how to properly schedule a task in the
network docs?