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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
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
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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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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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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] *
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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
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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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