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L1[01:49:55] ⇨ Joins: Neo (Neo!~Neo@eos.pc-logix.com)
L2[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180107 mappings to Forge Maven.
L3[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180107-1.12.zip (mappings = "snapshot_20180107" in build.gradle).
L4[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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L28[08:44:49] <barteks2x> And I'm finally back at DataFixer, and I would like to ideally register my own walker...
L29[09:11:39] <barteks2x> uh... would be nice if DataFixers could work with something other than NBTTags
L30[09:12:01] <barteks2x> for example I want it to work with String
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L32[09:33:45] <barteks2x> with gson, I have JsonReader and JsonWriter, I just want to copy over some elements from reader to writer without looking at the types
L33[09:33:49] <barteks2x> any way to do that?
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L38[10:26:55] <LexMobile> Element
L39[10:31:10] <barteks2x> I figured it out already
L40[10:31:23] <barteks2x> somehow the way Gson works really tends to confuse me
L41[10:34:08] <barteks2x> every part of it seems to be in the wrong place for me
L42[10:37:19] <LexMobile> To an extent ya but it's easy enough once to dog into it. But then there is shit like netty-.-
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L45[10:48:40] <donington> is there a good reason why PlayerLoggedInEvent fires after EntityJoinWorldEvent instead of before? I was expecting the opposite behaviour since that would allow a listener registry to setup before potentially processing world events
L46[10:55:52] <barteks2x> probably because PlayerLoggedInEvent is supposed to fire after the player is logged in and added to world and successfully connected, while EntityJoinWorldEvent is part of the "logging in"
L47[10:59:14] <barteks2x> there is also FMLNetworkEvent.ServerConnectionFromClientEvent that happens before all of that
L48[11:01:49] <donington> ok that makes sense, since PlayerLoggedInEvent would need a valid EntityPlayer. Thanks!
L49[11:08:44] <barteks2x> note that ServerConnectionFromClientEvent is fired when client attempts to connect, and the connection may not be successful
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L55[11:20:18] <donington> I don't think I can use ServerConnectionFromClientEvent since I need the player object
L56[11:21:00] <donington> I was just surprised PlayerLoggedInEvent is fired after the player enters the world instead of before, since there is a point in PlayerList.playerLoggedIn before worldserver.spawnEntity that both the player and the world are available for use by the event
L57[11:22:19] <donington> it just wouldn't be available in the player itself, but maybe other setup isn't ready either
L58[11:22:29] <barteks2x> it is surprising but there is still logic to it, the event is fored when that action is done, not before it starts
L59[11:23:09] <donington> either way I can work around it :)
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L64[11:56:15] <Raycoms> hey, is there a good way to detect if a player enters a certain area?
L65[12:04:15] <donington> you could use AxisAlignedBB to define the area and then when you need to test pass the player coordinates to contains
L66[12:07:01] <Raycoms> And if I have 200 areas of those which are basically 200*200 blocks and 20 players?
L67[12:07:08] <Raycoms> That'd kill the best xeon cpu =P
L68[12:15:09] <Raycoms> Is it hard to make the custom creativetab scrollable?
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L70[12:19:07] <malte0811> Does anyone know a way to cause those TE-block-mismatches in TESR's?
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L75[12:49:41] <illy> beep o/
L76[12:50:18] <Raycoms> o/
L77[12:50:26] <Raycoms> Is there anything specific I have to do to make my creativetab scrollable?
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L79[13:04:19] <barteks2x> Add all vanilla items and try?
L80[13:04:40] <barteks2x> I would assume it's autopmatic
L81[13:11:08] <Raycoms> Nope, I have more blocks than fit in it without scrolling, and it doesn't scroll
L82[13:20:48] <barteks2x> you are on 1.12, right?
L83[13:21:46] <barteks2x> unless you call setNoScrollbar, it should have one
L84[13:22:43] <Raycoms> weird
L85[13:23:15] <barteks2x> most of vanilla GUI rendering is so confusing that I really can't figure out what is going on
L86[13:23:50] <Raycoms> That's why we wrote our own GUI library on top of it, so we don't have to deal with it in most cases
L87[13:24:23] <barteks2x> well now I'm stuck with malisiscore for gui library
L88[13:24:44] <barteks2x> there is no way I'm rewriting all of that with something else
L89[13:25:05] <Ordinastie> Raycoms, oh, you here
L90[13:25:17] <Raycoms> =D, but I tell you, ours is quite nice, we're defining the guis using jsons or xml =D
L91[13:25:28] <Raycoms> Yep =D Ordinastie
L92[13:25:42] <barteks2x> at least tell me you can choose to not use xml
L93[13:26:03] <Raycoms> you can choose between json, xml and only code
L94[13:26:22] <barteks2x> what I do won't be possible with json or xml
L95[13:26:26] <Ordinastie> Raycoms, tell me if it fixes it : https://puu.sh/yWl3P.jar
L96[13:26:38] <barteks2x> I can record you a gif if you want to see what I have
L97[13:26:47] <Raycoms> Sure =D
L98[13:27:50] <Raycoms> Let me get it on the test server =)
L99[13:28:43] <Raycoms> Btw folks, there are some projects out there which support open source projects (with crypto)
L100[13:28:53] <barteks2x> lol it crashes me at the end of recording
L101[13:30:00] <barteks2x> https://i.imgur.com/FMuo5a2.gifv and all of it resizes with the window
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L103[13:31:06] <Raycoms> okay, that's crazy =D
L104[13:32:09] <gigaherz> Raycoms: "with crypto" you mean the not-really-crypto-related not-really-currencies ?
L105[13:32:47] <Raycoms> I'm talking about real crypto-currencies, similar to bitcoin
L106[13:32:55] <gigaherz> yes, I mean those too
L107[13:33:03] <barteks2x> also in the second GUI I have an option to dynamically add and remove ores but I had issues with positioning the buttons so temporarily removed
L108[13:33:06] <gigaherz> there is no "crypto" involved in them
L109[13:33:12] <Raycoms> Ahh, that's what you mean
L110[13:33:22] <gigaherz> and they aren't currencies. they are closer to pyramid schemes
L111[13:33:43] <Raycoms> I wouldn't go as far, depending on the currency of course
L112[13:33:54] <gigaherz> well, think about it
L113[13:34:09] <Raycoms> I mean, if you call what venecuela has a currency you have to call those as well =D
L114[13:34:25] <gigaherz> the scheme is designed to blow up the value of the "coins" exponentially
L115[13:34:38] <gigaherz> by reducing the amount of reward given for mining
L116[13:34:52] <gigaherz> where mining is the name given to doing the job of validating the transactions added to the blockchain
L117[13:34:54] <gigaherz> so
L118[13:35:07] <gigaherz> there are only two things that can happen to the blockchain
L119[13:35:25] <gigaherz> either it keeps growing in value meaning people acquire less and less coin for the same amount of real money
L120[13:35:39] <gigaherz> or it falls out of favor and flops and dies
L121[13:35:51] <gigaherz> and given that the design has a hardcoded limit
L122[13:35:57] <gigaherz> after which it can't keep giving rewards
L123[13:36:11] <gigaherz> it can be said that it's designed to fail eventually
L124[13:36:21] <gigaherz> since there won't be any incentive to continue "mining" if there's no reward
L125[13:36:30] <gigaherz> meaning new transactions will cost more and more
L126[13:36:54] <gigaherz> since the only remaining miners will be the same people who accept the transaction fees
L127[13:37:18] <Raycoms> Actually, I wouldn't ever think about buying bitcoin, due to that, but, there are a lot of other coins which have very interesting models, which are cheaper, faster and have real "industrial-use-cases"
L128[13:37:18] <gigaherz> it's already like $50 or more to make a bitcoin transaction
L129[13:37:49] <gigaherz> so in a way
L130[13:37:56] <gigaherz> since the cost of each bitcoin transaction is so high
L131[13:38:16] <gigaherz> the only people who will eventually be able to afford using bitcoin, will be effectively equivalent to banks
L132[13:39:11] <gigaherz> meaning, bitcoin will either become increasingly more centralized, or the bubble will burst and people will realize it's not really a true currency
L133[13:39:17] <Raycoms> Yeah, what you says applies definitely to bitcoin, but take a look at, for example, ripple, they're 1000x faster than bitcoin and have extremely low transaction fees, or steem, which has no transaction fees at all
L134[13:39:44] <gigaherz> transaction fees are a consequence, not a design choice
L135[13:40:03] <gigaherz> when blocks grow bigger
L136[13:40:06] <Raycoms> A consequence of matter of implementation
L137[13:40:13] <gigaherz> there will start to be queues for getting into new blocks
L138[13:40:25] <gigaherz> the moment there's queues for getting transactions accepted
L139[13:40:33] <Raycoms> Bitcoin is the biggest coin since its the first and not since its the best
L140[13:40:41] <gigaherz> there will be a market to say "pay more and you get in front of the queue"
L141[13:42:41] <Raycoms> Definitely, but as long as you don't have to invest your own money and can get 50$ each bigger pr you make which you can payout, there shouldn't be a too big issue about that as well =P
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L143[13:48:04] <Raycoms> Like I said, I don't believe in bitcoin since it is not big because it's a good piece of technology but because it's the most well known
L144[13:48:53] <Raycoms> there are quite some "crypto-currencies" out there, which have real world uses cases and are being used by companies for "real-world-stuff"
L145[13:49:11] <Raycoms> So they make "real money" which they use for servers etc
L146[13:52:45] <gigaherz> if the way they "validate" blocks doesn't isn't pointlessly brute-forcing hashes
L147[13:52:58] <gigaherz> then those have an extra point from me -- but still in the negatives ;P
L148[13:53:53] <Raycoms> The one I am talking about you'll gain is not brute forcing anything =D
L149[13:54:05] <Raycoms> It is build on top of a social network
L150[13:56:06] <Raycoms> so the "mining" is basically processing the social network interactions, so mining is basically "keeping the social network alive" and you'll get paid in their currency for that
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L159[14:14:54] <Raycoms> Ordinastie it seems to improve it slightly, but does not solve the problem
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L161[14:15:32] <Raycoms> 27% of the entity time/tick is still door and trapdoor
L162[14:15:59] <Ordinastie> can you redo a profiling ?
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L165[14:22:02] <Raycoms> I did exactly that
L166[14:22:08] <Raycoms> Ahh you mean the warmroast?
L167[14:24:43] <Raycoms> I can get it, but it'll need a bit since I'll have to install the profiler on the server first
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L175[15:20:01] <TechnicianLP> i have a a memory leak in nativecode - jemalloc tells me this: https://i.imgur.com/HUAaaXs.png - can anyone make sense of it?
L176[15:21:02] <barteks2x> What could be a block that noone in any world would ever want as an ore but that wouldnt actually cause performance issues? (want to find a good "default" in place that simply has to be changed by user)
L177[15:23:27] <quadraxis> cobblestone ?
L178[15:25:46] <barteks2x> that is actually something someone may want to generate as different stone type
L179[15:25:59] <barteks2x> I would go with TNT
L180[15:26:17] <barteks2x> noone would ever want it in actual world
L181[15:28:22] <barteks2x> if someone messes up, he can at least destroy the world with big explosions :D
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L183[15:32:30] <Commoble> I don't understand what you're trying to do
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L185[15:33:45] <Commoble> that being said I don't entirely understand what I'm trying to do either https://image.prntscr.com/image/gZOmnv-mQ-uwTrenWSuCVg.png
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L193[16:51:07] <Abastro> Hello, is there a way to get the source mod of an IRenderHandler?
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L197[17:14:05] <Commoble> probably not
L198[17:16:04] <gigaherz> well if you have an object instance, you can get its class, which should mean you can get data about it either from the loader, or by reading the mcmod.info from the jar it was loaded from?
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L212[18:15:27] <Abastro> Oh class, that's brilliant! Thanks!
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L224[18:42:41] <abab9579> @API classes loaded from invalid classloader,
L225[18:43:16] <abab9579> How can I fix it?
L226[18:47:00] <abab9579> Also does it mean that @API not working properly?
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L228[18:48:21] <donington> is there a trick to using capabilities from an ICommand.execute() call, or is that state not available there?
L229[18:49:06] <abab9579> Check if it implements ICapabilityProvider and check the caps.
L230[18:49:32] <abab9579> But it's going to be a player, isn't it?
L231[18:49:57] <donington> in this case it's any EntityLivingBase, but from the command ya player guaranteed
L232[18:50:03] <abab9579> In the case just check and cast to EntityPlayer
L233[18:50:23] <abab9579> There's utility method getting EntityPlayer
L234[18:50:33] <abab9579> In the commandbase clas
L235[18:50:37] <abab9579> *class
L236[18:51:15] <donington> i'll try that, it just seems to be grabbing the default storage currently
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L240[18:53:38] <abab9579> Anyone could answer my question?
L241[18:55:59] <abab9579> Hello?
L242[18:56:10] <AGSPhoenix> What was your question?
L243[18:56:16] <AGSPhoenix> And have patience, IRC is slow
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L245[18:57:08] <AGSPhoenix> To be clear, IRC itself isn't slow, but a lot of the people in this channel are busy doing other things, and you shouldn't expect an answer right away
L246[18:58:24] <abab9579> Sorry. It was about @API warning
L247[18:58:40] <abab9579> It's loaded from invalid classloader
L248[18:58:47] <abab9579> I have no clue wht
L249[18:58:53] <abab9579> *why
L250[18:59:37] <AGSPhoenix> Sorry, not really familiar with classloaders or @API
L251[19:01:54] <gigaherz> abab9579: does it happen when running on a real minecraft with a jar mod?
L252[19:02:00] <gigaherz> or only in a dev environment?
L253[19:02:25] <gigaherz> because I think the warning is shown if you have @API inside a dev workspace
L254[19:02:59] <abab9579> In dev environment
L255[19:03:08] <gigaherz> well try outside dev
L256[19:03:17] <gigaherz> if it doesn't happen outside dev, you should be good
L257[19:03:25] <gigaherz> if it happens outside dev, you have a problem
L258[19:03:32] <abab9579> Thanks
L259[19:03:53] <abab9579> Well I just don't want to see those warnings
L260[19:04:08] <abab9579> Is there a way?
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L263[19:06:28] <gigaherz> I have no idea, sorry
L264[19:08:11] <donington> i'm taking a guess as i'm not sure what the exact warning is, but can the @SuppressWarnings help you?
L265[19:08:33] <gigaherz> nah
L266[19:08:37] <gigaherz> that's something forge prints out
L267[19:08:39] <gigaherz> while starting
L268[19:08:51] <donington> oh in the log
L269[19:08:56] <gigaherz> yeah
L270[19:09:27] <gigaherz> I think forge might want the APIs to be placed in their own JARs separate from the mods that implement them
L271[19:09:52] <gigaherz> but it's just a guess
L272[19:10:00] <gigaherz> so it may or may not be wrong
L273[19:10:11] <gigaherz> either way
L274[19:10:22] <gigaherz> gotta sleep
L275[19:10:27] * gigaherz poofs
L276[19:12:04] <abab9579> Thanks!
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L284[19:42:19] <LexMobile> seperate jars is good
L285[19:42:25] <LexMobile> DEFINITLY stop putting them in coremods
L286[19:42:33] <LexMobile> Which is what the classsloader thing is
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L289[19:51:32] <Commoble> eurgh, I don't remember teleporters for custom dimensions being this complicated
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L291[19:53:22] <Commoble> alright, calling EntityPlayerMP.changeDimension eventually goes to the WorldServer's getDefaultTeleporter method
L292[19:54:03] <Commoble> the vanilla WorldServer just uses the vanilla Teleporter that makes nether portals
L293[19:54:31] <Commoble> so I need to somehow extend the WorldServer and get that involved?
L294[19:55:11] <Commoble> wait no
L295[19:55:49] <Abastro> Lex, it's not a coremod and there's still invalid classloader warning
L296[19:56:17] <Commoble> ahahaha, I think I call PlayerList.transferPlayerToDimension and substitute my own teleporter class, I think that's how I did it last time I farked with this
L297[20:01:07] *** Abastro is now known as abab9579
L298[20:01:46] <LexMobile> are you running it in dev or production?
L299[20:02:55] <abab9579> In dev environment.
L300[20:03:00] <abab9579> So it's normal?
L301[20:03:08] <LexMobile> Ya
L302[20:03:17] <LexMobile> everything classloader wise is fucked in dev
L303[20:04:05] <abab9579> So I have to tolerate the warnings =P
L304[20:04:15] <abab9579> Anyway, thanks!
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L323[23:07:36] <illy> beep o/
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