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L16[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180113 mappings to Forge Maven.
L17[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180113-1.12.zip
(mappings = "snapshot_20180113" in build.gradle).
L18[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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L41[06:17:52] <xnrand> Hi, I'm looking for
a good place to get started reading about ASM / coremods. My goal
is to create a coremod for 1.12.2 that disables the vanilla 'moved
too quickly' check on servers.
L42[06:18:02] <xnrand> Is there any sort of
resource that you would recommend reading beforehand?
L43[06:19:10] <gigaherz> well
"ASMing" implies editing bytecode
L44[06:19:20] <gigaherz> so the first thing
you should do, is learn about the java bytecode format
L45[06:19:24] <gigaherz> and how its
instructions work
L46[06:20:07] <gigaherz> you can then use
javap or some similar tool from your IDE, to pseudo-disassemble the
class file
L47[06:20:15] <gigaherz> and see which
sequence of instructions correspond to that check
L49[06:21:51] <gigaherz> with that
aside
L50[06:24:26] <xnrand> I see, hm.
L51[06:25:28] <xnrand> So far I was working
with the deobfuscated workspace that setupDecompWorkspace gave me.
However it is my understanding that the ASM bytecode modifications
will run against the obfuscated class files at run time. Do I need
to account for that disparity?
L52[06:30:42] <gigaherz> back
L53[06:30:52] <gigaherz> With that aside: I
have in the past just compiled a custom forge jar
L54[06:30:59] <gigaherz> with the check
removed
L55[06:31:11] <gigaherz> specifically for
the dedicated server I was setting up
L56[06:31:20] <gigaherz> it's not ideal,
but it does the job ;P
L57[06:31:39] <gigaherz> yes
L58[06:31:58] <gigaherz> well hmm
L59[06:32:26] <gigaherz> I believe people
often have some check for dev vs non-dev
L60[06:32:31] <gigaherz> so that they can
use the right set of names
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L70[08:44:53] <xnrand> this is interesting.
when writing the coremod, I noticed that it is loaded when started
using the gradle runServer task but it's not loaded when using the
server run configuration generated for eclipse
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L74[09:01:53] <Ordinastie> what's the
proper way to have drops based on TE again ?
L75[09:02:17] <gigaherz> check the
flowerpot iirc
L76[09:02:35] <gigaherz> the forge start
block
L77[09:02:58] <gigaherz> short
version:
L78[09:03:00] <gigaherz> step 1: return
true from removedByPlayer
L79[09:03:04] <Ordinastie> ah will
harvest
L80[09:03:13] <gigaherz> step 2: handle
drops in getDrops, knowing that the TE won't have been removed
yet
L81[09:03:22] <gigaherz> step 3: actually
remove the TE in harvestBlock
L82[09:03:34] <Ordinastie> that's pretty
idiotic way of handling that imo
L83[09:03:58] <gigaherz> if I understand
correctly
L84[09:04:11] <gigaherz> it's a side-effect
of how vanilla does tileentities, as compared to how forge does
them
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L86[09:07:58] <Ordinastie> you're telling
me there was no way to capture drops before breaking it ?
L87[09:08:32] <Ordinastie> I'm doubtful,
but anyway, don't really want to deal with that now
L88[09:08:41] <gigaherz> IIRC, vanilla
deletes the TE manually in breakBlock
L89[09:08:48] <gigaherz> while forge does
that implicitly elsewhere
L90[09:09:01] <gigaherz> or the other way
around
L91[09:09:11] <gigaherz> and one happens
before harvesting, but the other after
L92[09:15:50] <KYPremco> Is there a good
way of placing a door with only the state of the bottom of the door
without calling placeDoor
L93[09:16:12] <gigaherz> what?
L94[09:17:18] <barteks2x> why would you
want to?
L95[09:21:09] <KYPremco> im trying to
create a builder, it saves the states and then places them. But for
multiblocks like: doors, immer engineering watermill. i was
wondereing if there was way to finish the whole structure with just
1 part of it, if i say it right
L96[09:21:57] <Ordinastie> you can set
states directly, but you need to not have block updates
L97[09:23:34] <gigaherz> multiblocks aren't
really "a thing"
L98[09:23:46] <gigaherz> a structure is a
bunch of individual blocks that are programmed to act as one
L99[09:27:01] <KYPremco> but can that
structure be rebuild automaticly when you have 1 of the individual
blocks or you really need them all placed separately (what i have
now)
L100[09:27:32] <gigaherz> no there is no
way to know that it was a structure
L101[09:27:39] <gigaherz> or to rebuild it
with one single of the blocks
L102[09:27:45] <barteks2x> You would
probably need to get the item that places it and let it place the
whole structure
L103[09:27:47] <gigaherz> because MC
doesn't know it's a structure
L104[09:27:52] <gigaherz> it would be on a
case by case basis
L105[09:27:57] <barteks2x> if there is
such item
L106[09:27:58] <gigaherz> maybe SOME mod
can do that
L107[09:28:02] <gigaherz> but the majority
won't be able to
L108[09:28:39] <KYPremco> yeah that is
what i tought as well, thanks for verifying
L109[09:28:51] <barteks2x> multiblocks are
to MC just like portals: made of blocks
L110[09:29:13] <barteks2x> with an
illusion of making one thing when put together
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L114[10:30:15] <MarkModDev> if I wanted to
make a chest like vanilla with the lid opening, is that where I
need to use TileEntitySpecialRenderer?
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L116[10:32:43] <gigaherz> MarkModDev: that
is the usual way, yes
L117[10:33:01] <gigaherz> although it can
also be done with the animation system
L118[10:33:14] <gigaherz> the advantage
would be that while thechest is not animating, it would perform
better with large number of chests
L119[10:33:14] <barteks2x> It might be
possible to use normal model and spawn actual entity when doing
animation
L120[10:33:27] <gigaherz> but if the chest
is animating, it would mean a higher performance hit
L121[10:33:35] <gigaherz> a hybrid
approach is also possible, yes
L122[10:33:42] <gigaherz> where you have
the "closed" state
L123[10:33:45] <gigaherz> as a static
model
L124[10:33:50] <gigaherz> the
"open" state as another static model
L125[10:33:54] <gigaherz> and a version of
the chest without lid
L126[10:34:00] <gigaherz> for
mid-animation
L127[10:34:15] <gigaherz> and then use the
TESR only to draw the lid opening/closing intermediate frames
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L129[10:37:08] <MarkModDev> k, makes
sense
L130[10:37:10] <MarkModDev> thanks
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L133[10:49:25] <z0ttel> I was told that
deleting chunks to have them regenerated is not possible due to how
world-gen works.
L134[10:49:27] <z0ttel> Why is that?
L135[10:50:32] <z0ttel> I expected the
pseudo-random numbers to be the same when doing a second run - and
larger structures such as fortresses and villages to be
persistently stored anyway...
L136[10:51:01] <gigaherz> the village
"metadata" is stored, yes, but not regenerated
L137[10:51:21] <gigaherz> so ifyou wipe
those chunks, the village/fortress won't be there
L138[10:51:31] <gigaherz> well, depending
on how you wipe them
L139[10:52:47] <z0ttel> was just toying
with the idea for now - but trying to set everything to a
"chunk has not been generated" state was my
intention
L140[10:53:12] <barteks2x> z0ttel, it's
because of population. Let be find the reddit post about it
L141[10:53:17] <z0ttel> may be easier to
just back up the chunk when it's been populated
L142[10:53:35] <z0ttel> I have done some
amount of world gen before - mh
L143[10:54:11] <z0ttel> ah - the
surrounding chunks having been populated and one not even having
initial world gen done probably is an invalid state o.o
L144[10:54:20] <gigaherz> hmmm
L145[10:54:24] <gigaherz> thinking about
it
L147[10:54:30] <gigaherz> you can open the
world in mcedit
L148[10:54:41] <gigaherz> and
"prune" all but the selected chunks
L149[10:54:45] <gigaherz> and it works so
far as I know
L150[10:54:50] <barteks2x> it won't crash
but there will be visible border
L151[10:55:12] <z0ttel> yeah the populate
step makes it awkward
L152[10:55:18] <barteks2x> 8 blocks of
unpopulated area on 2 sides and 8 blocks of area populated twice on
the other 2 borders
L153[10:56:03] <z0ttel> I wonder if you
could re-populate the neighbouring chunks - but I think there's
some non-determinism there
L154[10:57:03] <gigaherz> hmmm
L155[10:57:20] <gigaherz> there's gotta be
some way to leave it in a state compatible with how the chunks
would have originally generated
L156[10:57:38] <gigaherz> oh wait
right
L157[10:57:47] <gigaherz> if a structure
generates FROM another chunk into that one
L158[10:57:52] <z0ttel> yeah
L159[10:57:54] <z0ttel> trees
L160[10:58:20] <gigaherz> the bits that
would have fallen into the removed chunk won't be re-placed
L161[10:58:35] <gigaherz> since the tree
won't be re-planted
L162[10:58:59] <z0ttel> yup - if the
populate step is fully deterministic and not dependent on
neighbouring chunks then you could re-populate the surrounding
chunks
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L164[11:00:48] <z0ttel> I wonder if I
could just trash a whole dimension o.o
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L166[11:03:01] <barteks2x> z0ttel, when
you would need to do: create a fake world, populate generate 3x3
chunks, populate 2x2 chunks area and copy the resulting middle
chunk
L167[11:04:40] <barteks2x> the lag when
changing render distance really needs to be fixed... wasn't there a
PR that fixed it?
L168[11:05:35] <barteks2x> trying to set
my render distance to exactly 22 is near impossible
L169[11:06:08] <gigaherz> there was a pr
that fixed the mipmaps slider
L170[11:06:12] <gigaherz> I don't remember
one for render distance
L171[11:06:20] <barteks2x> I remember the
render distance one too
L172[11:06:37] <barteks2x> but some people
questioned "why is it even an issue?" and I don't know
what happened to it
L173[11:06:51] <barteks2x> things like
"it works for me without this PR"
L174[11:07:42] <barteks2x> so now it takes
me 10 minutes just to set render distance...
L176[11:08:57] <barteks2x> if it's 21
instead of 22 now I'm just going to leave it, this is stupid
L177[11:10:43] <z0ttel> Ordinastie: ingame
debugger? :)
L178[11:10:55] <Ordinastie> kinda
L179[11:11:36] <z0ttel> neat. do
want
L180[11:12:22] <Ordinastie> it's still
really basic
L181[11:12:31] <Ordinastie> requires
MalisisCore
L182[11:12:39] <Ordinastie> and not really
intended outside of dev
L183[11:13:03] <Ordinastie> still want?
><
L184[11:15:24] <z0ttel> need to read up on
how to run other mods in dev env^^
L185[11:17:15] <gigaherz> yu jsut dump
them into mods/ unless you need to use the mod classes
L186[11:17:18] <gigaherz> you*
L187[11:17:29] <gigaherz> then you
reference them from the build.gradle file
L188[11:19:14] <barteks2x> *dump them into
mods/ and hope they don't use reflection of ASM on methods and
fields you have different mappings for
L189[11:19:34] <barteks2x> becaue 99% of
mods break if that happens
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L191[11:19:53] <z0ttel> makes sense.
L192[11:20:27] <z0ttel> I read something
about "you need codechickencore or something to remap the
obfuscated mod to dev mapping"
L193[11:20:36] <z0ttel> guess that's an
obsolete step
L194[11:21:14] <xnrand> gigaherz: Just
wanted to say thank you for the help, I got it working! :D
L195[11:21:25] <xnrand> (I ended up making
the check more lenient instead of disabling it entirely)
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L199[11:39:34] <barteks2x> z0ttel,
sometimes in rare cases forge may not deobfuscate a mod correctly,
then you use BON2 to do that
L200[11:40:34] <z0ttel> will try soonish -
working on updating my dev env for 1.12.2...
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L204[11:54:22] <LexMobile> Mods shouldnt
deobf wrong do you have example.of the cases?
L205[11:54:38] <LexMobile> Also fuck
ccc
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L207[11:55:46] <z0ttel> no example. just
some (probably old) tutorial I read...
L208[11:56:50] <LexMobile> Ya modern mods
are in what's called set names. Which is super simple to map to
mapped name s as the structure of objects don't change just the
name of fields and methods.
L209[11:57:25] <LexMobile> And iirc fg
injects a transformer just for that
L210[11:57:47] <ben_mkiv> anyone knows how
to get the viewmode of the player? (1st person / 3rd person)?
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L212[12:00:18] <malte0811> Optifine
doesn't work with deobf, but I'm not sure whether that's just OF
being OF
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L217[12:11:27] <donington> ben_mkiv:
Minecraft.getMinecraft().gameSettings.thirdPersonView == 0 if first
person I believe
L218[12:12:14] <ben_mkiv> donington,
thanks much, thats working :)
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L220[12:16:00] <barteks2x> malte0811,
OptiFine doesn't work because it's a dumb coremod
L221[12:16:42] <barteks2x> it's actually a
tweaker that deals with fully obfuscated names, and patches classes
before forge
L222[12:16:43] <malte0811> Do you mean
it's doing coremod things in dumb ways or it's dumb because it's a
coremod
L223[12:16:53] <malte0811> So the
first?
L224[12:16:56] <barteks2x> yes
L225[12:17:39] <barteks2x> it uses binary
patches that also include forge patches, but mdofied to call forge
with reflection
L226[12:18:03] <malte0811> Is there any
way to make it work? I remember being able to load it in 1.7.10
after a few hours of trying to, using some tool
L227[12:18:11] <barteks2x> There is
L228[12:18:22] <barteks2x> I can spend
like half an hour explaining how or just give you a jar
L229[12:19:16] <barteks2x> half of the job
is done with this command after you compile simpledeobf: java -jar
simpledeobf-0.6.jar --input OptiFine_1.12.2_HD_U_C8.jar --output
OptiFine_1.12.2_HD_U_C8_DEOBF.jar --mapFile
/home/bartosz/.gradle/caches/minecraft/de/oceanlabs/mcp/mcp_snapshot/20170822/1.12.2/srgs/notch-mcp.srg
--ref
/home/bartosz/.gradle/caches/minecraft/net/minecraft/minecraft/1.12.2/minecraft-1.12.2.jar
--xdeltaPrefix="patch/"
L230[12:19:17] <barteks2x>
--xdeltaPostfix=".xdelta"
L231[12:20:21] <barteks2x> then from the
resulting jar you have to delete net/minecraftforge directory, then
modify the MANIFEST.MF to add FMLAT like and in the ATs, add ALL
forge ATs, your ATs and all of your dependency ATs
L232[12:20:37] <barteks2x> and then it
should work in dev
L233[12:20:55] <malte0811> Sounds like
fun... I'll try it
L234[12:22:01] <barteks2x> the readme of
simpledeobf doesn't say half of that but it';s wrong
L235[12:22:41] <malte0811> That's probably
why it took a few hours in 1.7
L236[12:24:02] <barteks2x> in 1.7.10 it
was actually easier
L237[12:24:09] <barteks2x> because
optifine was just overwriting whole classes
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L239[12:24:22] <barteks2x> so
deobfuscating them was enough
L240[12:24:52] <malte0811> Those patches
existed, must have been 1.8+
L241[12:25:07] <malte0811> Or maybe I was
following instruction for 1.8, but using 1.7
L242[12:25:31] <barteks2x> that would
still work so possible
L243[12:26:17] <barteks2x> and because
it's such a messy process, I want to automate it with gradle
plugin
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L249[13:01:57] <malte0811> barteks2x: It's
loading now, but only half of OF seems to be there. It shows OF in
the menu, but not in the graphics options. and the loading screen
is broken/doesn't update. Do you know what I did wrong?
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L251[13:02:14] <barteks2x> malte0811, show
log
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L253[13:02:43] <malte0811> Which one?
fml_client_latest?
L255[13:12:56] <barteks2x> OH
L256[13:12:58] <barteks2x> I forgot
L257[13:13:03] <barteks2x> malte0811, you
need one more thing
L258[13:13:40] <malte0811> It is mixing
EnumFacing.Axis and TextFormating in some weird way, btw
L260[13:17:05] <Commoble> so I'm noodling
around in the chunk generator classes, trying to wrap my head
around them so I can make one for my own stupid dimension, and I
notice something weird
L261[13:17:28] <Commoble> the nether chunk
generator uses two classes for glowstone, WorldGenGlowStone1 and
WorldGenGlowstone2
L262[13:18:14] <Commoble> these classes
have exactly the same text in them, but one of them is used 10
times per chunk and the other is used 1 to 10 times per chunk
L263[13:19:17] <Commoble> brilliant coding
mojang
L264[13:38:10] <malte0811> It's slowly
getting better, it's loading OF properly. Except now all models are
missing, including vanilla's
L265[13:44:03] <malte0811> And EnumFacing
is still messed up,
EnumFacing.net/minecraft/util/text/TextFormatting instead of
EnumFacing.Axis
L266[14:03:55] <donington> Is there a sane
way to use RenderLivingEvent.Pre to call
event.getRenderer().getMainModel().render? It seems there's a lot
more setup involved than just that call
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L268[14:05:27] <barteks2x> malte0811, you
probably used --forcePublicx
L269[14:05:30] <barteks2x> don't
L270[14:06:15] <barteks2x> also you may
have linked it to wrong mappings or jar or something
L271[14:06:24] <malte0811> Right, I did
that when I wasn't sure I'd done the at's right and didn't remove
it. How does it cause this issue (Or is it hard to explain)?
L272[14:06:44] <malte0811> Are you talking
about Axis vs TextFormatting or the model issue?
L273[14:07:19] <barteks2x> the model
issue
L274[14:07:25] <barteks2x> the Axis issue
- not really sure
L275[14:07:35] <malte0811> I think I fixed
that
L276[14:08:04] <barteks2x> it happens
because when you make a private method public, you can suddenly
override it
L277[14:08:09] <barteks2x> and that causes
issues
L278[14:08:15] <malte0811> L101 in
Remapper.kt, change remapper.mapType(innerName) to
remapper.mapType(outerName+"$"+innerName)
L279[14:08:46] <barteks2x> good to
know
L280[14:13:03] <malte0811> Actually, needs
to be slightly more complicated, you only need the part of the
mapping after $
L281[14:19:28] <malte0811> Thanks, it's
working now!
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L285[14:59:03] <ben_mkiv> hey, whats the
math magic behind figuring out x/z motion from my entity
YawRotation
L286[14:59:20] <ben_mkiv> if i just want
linear force
L287[14:59:49] <Commoble> oh god physics
flashbacks
L288[14:59:55] <Commoble> I might need to
draw a picture
L289[15:03:03] <PaleoCrafter> uhm...
vx=cos(yaw) vz=sin(yaw) or some variation thereof :P
L290[15:03:12] <gigaherz> ben_mkiv: either
x=cos,z=sin, or the other way around
L291[15:04:03] <ben_mkiv> thanks :)
L292[15:11:04] <barteks2x> I've seen
someone do it *in a tutorial* by using only the 0-90 degrees
trigonometry and a bunch of if()s to check for values between 90
and 260 degrees
L293[15:11:07] <barteks2x> *360
L294[15:12:07] <barteks2x> if you could
slap someone through the monitor, I definitely would when I saw
that
L295[15:12:29] <Commoble> honestly 260
degrees wouldn't surprise me at this point
L296[15:14:03] <barteks2x> and it was an
otherwise perfectly good opengl tutorial
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L301[15:18:19] <Commoble> aw fuck I'm
inspired
L302[15:18:23] <Commoble> I wanna make
like
L303[15:18:27] <Commoble> a dungeon
dimension
L304[15:19:37] <Commoble> and the D&D
5th Edition dungeon master's guide has a section with a buttload of
tables for randomly generating dungeons
L305[15:20:17] <Commoble> and I THINK I
have some ideas on how I could smush them into the minecraft chunk
generator
L306[15:20:22] <Commoble> this is a really
stupid idea
L307[15:24:30] <gigaherz> something like
runic dungeons but less repetitive?
L308[15:26:21] <Commoble> I'm not familiar
with that one but I'm seeing galaxies of possibility expanding in
all directions of the time cube and yeah probably
L309[15:28:31] <gigaherz> runic dungeons
was a dimension you'd enter using some key on some special portal
structures
L310[15:28:41] <gigaherz> and once inside,
you'd have chunk-sized rooms
L311[15:28:51] <Commoble> ew
L312[15:28:52] <gigaherz> with mobs and/or
loot chests
L313[15:28:58] <gigaherz> and plenty of
traps
L314[15:29:14] <gigaherz> and a chance to
find a key to open one of the adjacent doors
L315[15:29:21] <gigaherz> eh doors to
adjacent rooms*
L316[15:29:42] <Commoble> yeah I've got
portals to there but the thing I thought of just now that started
me on this rant was a way to generate rooms of arbitrary size and
contents
L317[15:29:59] <Commoble> also keys are
stupid, I can throw that concept out
L319[15:30:11] <gigaherz> like this
L320[15:31:16] <gigaherz> skip to like
3min in
L321[15:31:56] <Commoble> I like the art
but yeah I think I can make the rooms more varied than that
L322[15:34:06] <barteks2x> That's
something simiular to what Labyrinth for cubic chunks does
L323[15:34:26] <barteks2x> (the firsst
description by ghz)
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L326[15:40:05] <blackgem> Hey guys, I have
2 questions
L327[15:40:49] <blackgem> 1: How easy is
it to mod for Forge without an IDE of any kind? I never plan to use
one, I prefer to work directly with clean, plain text in Notepad,
and haven't found any Forge instructions except for Eclipse.
L328[15:41:09] <gigaherz> we should have a
thing where people can only ask one question per hour, and if they
say "I have a question" that counts, so they have to wait
one hour ;P
L329[15:41:30] *
blackgem runs flat out of words
L330[15:41:42] <Ordinastie> you'll get
more words in an hour
L331[15:41:45] <gigaherz> blackgem: you
can technically do everything with just a cmd window and an
editor
L332[15:41:50] <blackgem> Excelllent
L333[15:41:53] <blackgem> That's how I do
things anyway
L334[15:41:58] <gigaherz> it's FAR from
ideal
L335[15:42:09] <gigaherz> and you'll be
missing out on MANY MANY great things the IDEs offer
L336[15:42:13] <blackgem> Eh, maybe, but
it's my way
L337[15:42:15] <gigaherz> but you can do
it
L338[15:42:18] <Ordinastie> and by
"far from ideal", he means "you'll never acheive
anything significant that way"
L339[15:42:23] <blackgem> Sure, suer
L340[15:42:27] <Commoble> Some of the
points of using Eclipse over Notepad: Syntax highlighting,
project-wide refactoring, automatic importing, uh
L341[15:42:32] <blackgem> But let's say I
want to do it anyway
L342[15:42:45] <gigaherz> edit the files
in src/main/
L343[15:42:59] <gigaherz> and then use
"gradlew runClient" or "gradlew
runServer"
L344[15:43:10] <gigaherz> and if you want
to generate a jar file, "gradlew build"
L345[15:43:17] *
blackgem nods
L346[15:43:18] <Commoble> highlight a
class name-> go to declaration
L347[15:43:26] <Commoble> ooh, and the
call hierarchy
L348[15:43:30] <gigaherz> but yeah,
realtime syntax highlighting
L349[15:43:38] <blackgem> Tbh I hate
syntax highlighting.
L350[15:43:46] <Commoble> wut
L351[15:43:47] <gigaherz> debugger with
display of the values of the variables
L352[15:43:48] <blackgem> I know I'm weird
in that, but it just hurts my eyes and makes it hard to
focus.
L353[15:43:53] <gigaherz> code
hotswap
L354[15:43:57] <Commoble> You can set up
your own colors in eclipse
L355[15:44:05] <gigaherz> code refactoring
(rename, move, pull up, ...)
L356[15:44:13] *
blackgem sighs
L357[15:44:21] <gigaherz> yeah you could
set up a different theme
L358[15:44:24] <Commoble> but yeah we're
listing all of the things that an IDE does that you won't have
without it
L359[15:44:32] <blackgem> I don't care ;)
but thanks
L360[15:44:45] <gigaherz> because everyone
tends to agree that coloring helps make it easier to read the code
because it makes the brain spend less time firuging out the
words
L361[15:44:46] <gigaherz> ;P
L362[15:44:55] <blackgem> I'm not everyone
;)
L363[15:45:00] <gigaherz> we can
tell
L364[15:45:11] <blackgem> Is that
derogatory or not? I can't tell
L365[15:45:26] <gigaherz> it wasn't
intended to be
L366[15:45:29] <blackgem> Okay,
thanks.
L367[15:45:50] <gigaherz> you are not the
first person here who prefers to avoid IDEs
L368[15:45:50] <blackgem> I've been coding
for about 5 years now. Never used an IDE, just Notepad.
L369[15:45:58] <gigaherz> but you are the
first person I have ever met who chooses notepad.
L370[15:46:02] *
blackgem shrugs
L371[15:46:02] <Commoble> To put it
another way, you asked us how easy it would be to mod using Notepad
instead of Eclipse and we're pointing out all the things Eclipse
does that makes modding easier, so you can decide for yourself the
answer to your question based on this information
L372[15:46:06] <Commoble> ah
L373[15:46:23] <Commoble> so we need to
describe what these features actually are, then
L374[15:46:24] <Ordinastie> blackgem, did
you work on complex softwares ?
L375[15:46:28] <blackgem> Minecraft.
L376[15:46:44] <blackgem> Please tell me
if I sound rude here. I have Asperger's and that makes it hard to
phrase things.
L377[15:47:07] <blackgem> Fact: I do not
intend to use an IDE. People pressuring me to use a different
editor for Doom wads has never changed my mind.
L378[15:47:25] <gigaherz> yeah your
choice
L379[15:47:29] <blackgem> Thanks :)
L380[15:47:40] <Ordinastie> doesn't mean
it's the right choice though ><
L381[15:47:42] <Commoble> so, like, in
eclipse, you can highlight a class name, right-click, and click
"Open Declaration", and it'll open that class file so you
can see what the hell a BiomeProvider does
L382[15:47:46] <blackgem> It's the right
choice for me Ordinastie
L383[15:48:07] <Ordinastie> what mod did
you make and release ?
L384[15:48:15] <blackgem> I haven't
released any. Please stop trying to change my mind.
L385[15:48:22] <gigaherz> if you are ok
with relying exclusively on debug prints for finding bugs
L386[15:48:34] <blackgem> I have been
relying on that for years! I'm happy that way!
L387[15:48:46] <gigaherz> and renaming
things by looking through all the files that use the thing one by
one
L388[15:48:59] <blackgem> Yes, I am okay
with these things. Otherwise I would use an IDE.
L389[15:49:03] <Commoble> no you're
not
L390[15:49:06] <gigaherz> (where I say
renaming, I also mean adding a parameter to a function, and so
on)
L391[15:49:07] <Ordinastie> until you have
a bug that logging can't fix
L392[15:49:17] <blackgem> Do you guys mind
not trying to get me to change my mind?
L393[15:49:24] <Ordinastie> why not
?
L394[15:49:31] <blackgem> Because it's not
going to change?
L395[15:49:38] <Commoble> You asked us how
much easier it is to use notepad than Eclipse
L396[15:49:43] <blackgem> No, I asked if
it was possible to do.
L397[15:49:44] <Commoble> er, the other
way around
L398[15:49:52] <blackgem> Did I phrase it
incorrectly?
L399[15:49:56] <barteks2x> it's about
0.001 times easier
L400[15:50:05] <Ordinastie> lol
L401[15:50:08] <Commoble> "1: How
easy is it to mod for Forge without an IDE of any kind?"
L402[15:50:22] <blackgem> Okay, sorry, I
can see how that phrasing didn't get across my intent. I hate when
I do that >_<
L403[15:50:27] <blackgem> Totally my
fault. Let me try again.
L404[15:50:47] <Commoble> Easiness is a
relative quantity, so we're pointing out the things that IDEs can
do that Notepad can't to give you a sense of the relative
difficulty
L405[15:51:10] <blackgem> "Does
anyone know how to set up cmd and MCP to mod for Forge without an
IDE?"
L406[15:51:12] <barteks2x> well it is
easier to set up the development environment without IDE. That's a
fact
L407[15:51:13] <blackgem> Let me try
that
L408[15:51:30] <gigaherz> blackgem: I did
get the right idea from the question, I guess. So don't worry too
much about it :P
L409[15:51:56] <blackgem> Okay, that's a
relief. :) Thank you.
L410[15:51:57] <Commoble> I'm not sure if
the vanilla files are even visible without an IDE, I haven't been
able to find them yet
L411[15:51:59] <barteks2x> but actually
working without an IDE is way harder for almost everyone
L412[15:52:04] <barteks2x> You can
L413[15:52:07] <blackgem> Maybe it is. But
I do it.
L414[15:52:10] <Commoble> but it's a
really stupid idea
L415[15:52:20] <barteks2x> You need to
just find the forgeSrc jar in gradle caches
L416[15:52:22] <barteks2x> and extract
it
L417[15:52:23] <blackgem> Well, thank you
for calling my idea stupid Commoble.
L418[15:52:23] <gigaherz> the answer is
still the same: You can, it's not hard, we are just concerned about
the amount of time you'll be using up doing things an IDE does for
you
L419[15:52:30] <Commoble> It's objectively
stupid
L420[15:52:48] <blackgem> I've been doing
this for years, I like it, I don't intend to change. Thank you for
your concern, though :) I appreciate it.
L421[15:52:55] <barteks2x> well, I don't
think anyone would argue if you said you prefer vim. But
notepad?
L422[15:53:01] <gigaherz> people,
L423[15:53:02] <gigaherz> [22:46]
(blackgem): Please tell me if I sound rude here. I have Asperger's
and that makes it hard to phrase things.
L424[15:53:12] <gigaherz> Aspergers has
certain... effects
L425[15:53:14] <blackgem> ^
L426[15:53:23] <gigaherz> among them, are
non-standard preferences for doing certain repetitive tasks
L427[15:53:35] <blackgem> I didn't know
that was included in the symptoms.
L428[15:53:41] <blackgem> My mom's done
most of the reading.
L429[15:53:59] <Ordinastie> blackgem,
better be if you skipping on the IDE :p
L430[15:54:04] <gigaherz> "Asperger
syndrome (AS), also known as Asperger's, is a developmental
disorder characterized by significant difficulties in social
interaction and nonverbal communication, along with restricted and
repetitive patterns of behavior and interests."
L431[15:54:10] <gigaherz> dunno I just
looked it up on wikipedia
L432[15:54:12] <gigaherz> could be
wrong
L433[15:54:31] <Commoble> like eclipse
will literally do things in seconds that could take you hours to do
without it
L434[15:54:57] <blackgem> I recognize the
virtues of using Eclipse, acknowledge that most people will prefer
to use an IDE, and respectfully decline to use it myself.
L435[15:55:16] <Commoble> you don't
actually have any reason not to use it though
L436[15:55:16] <gigaherz> ^ my stance with
facebook
L437[15:55:17] <gigaherz> ;P
L438[15:55:27] <barteks2x> ok, so to
access MC source, on windows you need to find .gradle folder in
%appdata%, on linux .gradle in $HOME
L439[15:55:27] <blackgem> I have the
reason that I don't want to use it and why can't that be
enough?
L440[15:55:28] <Commoble> not even
personal preference, you prefer to use eclipse but you're using
notepad anyway
L441[15:55:35] <Commoble> you're cutting
your nose off to spite your face
L442[15:55:42] <barteks2x> then you have
to find the forge source jar in the gradle cache
L443[15:56:07] <barteks2x> unless you use
AccessTransformers, then it's in your project directory
L444[15:56:17]
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L445[15:56:27] <gigaherz> or a dependency
uses ATs
L446[15:56:51] <BlueMonster> so... i am
backporting a mod to 1.10 and i have no idea why, but my block is
invisible in world and otherwise it looks exactly as i'd
expect
L449[15:57:20] <BlueMonster> plz
help
L450[15:57:23] <Commoble> What's it
supposed to look like
L451[15:57:30] <BlueMonster> like the item
in my hand
L452[15:57:43] <Commoble> And it looks
like half a cauldron instead?
L453[15:57:57] <BlueMonster> no... its
invisible above the hopper
L454[15:58:00] <Commoble> ah
L455[15:58:13] <gigaherz> errors in the
log?
L456[15:58:18] <BlueMonster> none
L457[15:58:19] <Commoble> Your item model
is set up properly but the block model isn't
L458[15:58:47] <BlueMonster> i cant
remember how to block model in 1.10
L459[15:58:55] <gigaherz> hmmm
L460[15:58:58] <gigaherz> in the
blockstates json
L461[15:59:04] <BlueMonster> im sure it
was just adding a blockstate with the same name as the block
right?
L462[15:59:06] <gigaherz> can you try
moving the defaults into normal and inventory?
L463[15:59:10] <Commoble> I'm pretty sure
it's the same as 1.12
L464[15:59:13] <Commoble> or at least 90%
the same
L465[15:59:14] <gigaherz> yes that hasn't
changed
L466[15:59:21] <gigaherz> but as a
test
L467[15:59:25] <BlueMonster> so i have no
idea why it wont work then XD
L468[15:59:33] <BlueMonster> ok ill try
that real quick
L469[15:59:33] <gigaherz> try what I
said
L470[15:59:42] <gigaherz> if that doesn't
fix anything, then I have no idea ;P
L471[15:59:49] <Commoble> or try removing
the "normal" variant
L472[15:59:55] <Commoble> then it should
default to the, er, default
L473[16:00:51] <BlueMonster> yup, copy
pasting into normal and inventory didn't work
L474[16:00:56] <BlueMonster> trying the
delete normal now
L475[16:01:32] <BlueMonster> still
bored
L476[16:01:38] <BlueMonster> 1.10 be
confusing me now :/
L477[16:02:13] <BlueMonster> still
invisble
L478[16:02:42] <z0ttel> mh - could it be
that the creativetab displayAllRelevantItems is used and cached
before the registryevent for items fires?
L479[16:02:57] <Commoble> I'm less
confused about why it's invisible so much as why it worked in 1.12,
since the relevant bits shouldn't have changed
L480[16:03:24] <gigaherz> Commoble: hmm
does that work? I could have sworn the variant strings NEED to
exist
L481[16:03:27] <gigaherz> it won't
fallback to default ever
L482[16:03:52] <gigaherz> z0ttel: no, then
none of our mods would work
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L484[16:04:03] <gigaherz>
displayAllRelevantItems fires when the tab is shown
L485[16:04:13] <BlueMonster> so.... it has
particle texture when i break it, its just not appearing
L486[16:04:13] <gigaherz> FAR later than
any of the registry events
L487[16:04:23] <BlueMonster> that is with
it is on github
L488[16:04:43] <z0ttel> gigaherz: k - then
it's probably a derp
L489[16:04:57] <gigaherz> BlueMonster:
that generally means the model was not properly loaded
L490[16:05:11] <gigaherz> I just can't see
anything in the code that points to it
L491[16:05:58] <Commoble> yeah I was wrong
about the normal thing
L492[16:06:09] <Commoble> checked my own
blockstates and I do indeed use normal
L493[16:07:11] <BlueMonster> welp... there
doesn't seem to be anything in the logs screaming at me that i done
goofed
L495[16:09:51] <BlueMonster> ...
L496[16:09:57] <BlueMonster> ok its all
worked itself out now
L497[16:10:07] <Commoble> that's the best
kind of problem
L498[16:10:07] <BlueMonster> i just loaded
the world and the block is here... woot!
L499[16:10:12] <BlueMonster> i did it
right :D
L500[16:11:37] <gigaherz> does it work for
new placed blocks?
L501[16:11:52] <BlueMonster> yes
L502[16:12:06] <BlueMonster> it must have
been something goofy in my memory or something
L503[16:12:22] <gigaherz> welp, good to
know
L504[16:12:51] <BlueMonster> ok so all
that is left is to add locale and i'm ready to ship this 1.10
backport :D
L505[16:13:14] <gigaherz> my foot hurts,
so I'll be going back to bed
L506[16:13:15] <gigaherz> (I kicked the tv
cabinet hard enough to make the tv bounce a bit -- with a naked
foot)
L507[16:13:30] <gigaherz> (If it still
hurts on monday i'll go visit the doctor in case it's broken a toe
;P)
L508[16:13:56] *
gigaherz poofs
L509[16:14:06] <BlueMonster> ouch
L510[16:14:16] <BlueMonster> poofing hurts
too
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L519[17:05:57] <TheUnknownFew> good
evening
L520[17:11:12] <Raycoms> Ordinastie you
there?
L521[17:11:26] <Raycoms> There seem to
have urged some crashes with pressure plates and Malisis
L522[17:11:28] <Ordinastie> yes, and yes,
I'm aware
L523[17:11:36] <Raycoms> okay =D
L524[17:11:39] <Ordinastie> oh, pressure
plate ?
L525[17:11:50] <Raycoms> I'll tell my
people they don't need to get the logs then =D
L526[17:11:56] <Raycoms> Seems like when
they walk over them, next to doors
L527[17:11:56] <Ordinastie> I've just had
reports about animations not working
L528[17:12:04] <Raycoms> It crashes
L529[17:12:21] <Ordinastie> well, make an
issue with logs then :)
L530[17:12:46] <Ordinastie> I've had
someone mention a crash with redstone, but no log or crash report,
and couldn't replicate
L531[17:13:09] <Raycoms> Will do
L532[17:13:13]
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L534[17:14:04] <Raycoms> btw, you should
check out "
https://utopian.io/" it's a way to get paid for
opensource contributions
L535[17:14:16] <Raycoms> You'll get it in
"cryptocurrency" but you can easily trade it for real
money
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L537[17:15:36] <Raycoms> It's around 50$
per Post per Pr you make
L538[17:17:21] <TheUnknownFew> So is it
just not possible to edit the languages in game?
L539[17:18:39] <Raycoms> Trying to get the
log atm, seems to be difficult to get
L540[17:18:54] <Raycoms> Seems to be
restricted to certain players as well
L541[17:19:39] <TheUnknownFew> I know
about I18n, but I need to format keys that are added to the game
during run time
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L544[17:25:34] <Raycoms> Ordinastie it
seems to be related to old forge versions, the players where it
happens use older than 2555, so if people report it to you tell
them that =D
L545[17:25:53] <Raycoms> We told the
players to update and it fixed it for them
L546[17:26:10] <Ordinastie> my dev env is
2494
L547[17:26:22] <Ordinastie> still, I'd
like to see a log if possible
L548[17:29:13] <TheUnknownFew>
https://i.imgur.com/4TEKRp7.png so these buttons are
added to the creative menu by the mod cacti, but with my mod you
can add to this button list while in game. How would I go about
setting the value of the language key?
L549[17:29:25] <TheUnknownFew> I've been
working on this for a while and cannot figure it out
L550[17:29:49] <Ordinastie> added by who ?
the user ?
L551[17:30:44] <TheUnknownFew> the tabs
are added by the user, yes. I'm just trying to make it so my mod
works with the cacti mod because currently my mod breaks when this
mod is installed so I made cacti a soft dependency
L553[17:31:05] <TheUnknownFew> This is how
creative tabs are added to the game
L554[17:31:22] <Ordinastie> I don't know
what cacti is but it doesn't matter
L555[17:31:42] <Ordinastie> if the buttons
are added by the users, do they chose the label too ?
L556[17:32:34] <TheUnknownFew> the buttons
are added by cacti, so no the user does not add the button nor do
they choose the label
L557[17:34:19] <Ordinastie> I'm not sure I
understand the issue then
L558[17:36:31] <TheUnknownFew> alright,
ill re-word this then. With my mod, you create tabpacks (resource
packs) that define a set of creative tabs that you can load into
the game's creative menu. With cacti installed however, those sets
of tabs get separated into their own sections of the creative menu.
Since you can load tabpacks in on the fly, the menu select buttons
are also added in while the game is running.
L559[17:36:53] <BlueMonster> I think maybe
they should add the lang in the resource pack
L561[17:38:25] <BlueMonster> yeah, does
adding a lang file to the tab packs help at all?
L562[17:39:56] <TheUnknownFew> I guess,
but that would require the user to manually edit the lang file in
order to make a tabpack also compatible with cacti
L563[17:40:21] <Ordinastie> where the
label supposed to come from ?
L564[17:41:20] <TheUnknownFew> the labels
are supposed to come from the pack domain name that gets loaded in
from the tabpacks
L565[17:42:02] <Ordinastie> let me
rephrase, who choses the name ?
L566[17:42:12] <Ordinastie> the ones that
make the packs ?
L567[17:43:09] <TheUnknownFew> Well I
wanted my mod to choose the label names, but if you were to do it
manually, the user would choose the name
L568[17:43:31] ***
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L569[17:43:47] <Ordinastie> your mod ? how
?
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L571[17:45:42] <TheUnknownFew> ok look.
resource pack file structure is assets/<domain
name>/tabs/(insert all the tab files here) and the key for the
label is categoryEntry.Artisan's Tabs.<domain name>
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L574[17:46:12] <TheUnknownFew> when I read
in the tab files, I take note of the domain name because that acts
as the name for the pack
L575[17:47:13] <Ordinastie> so the label
is <domain_name>, why would you want to translate that
?
L576[17:47:43] <TheUnknownFew> I dont want
to translate it. I want to set it as the button label.
L577[17:47:52] <Ordinastie> then just use
it
L578[17:48:01] <TheUnknownFew> How?
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L583[17:48:49] <TheUnknownFew> My mod
doesnt make the buttons nor does it have access to the button's
information.
L584[17:49:05] <Ordinastie> ah
L585[17:49:13] <TheUnknownFew> the only
way I can possibly see how to edit the label is to add the key to
the lang file
L586[17:49:34] <TheUnknownFew> I just cant
figure out how to do that while the game is running
L587[17:50:16] <Ordinastie> I'm still not
sure where your mod comes into this
L588[17:50:33] <Ordinastie> if it's not
your mod that adds the buttons, maybe it's that other mod that
should handle it ?
L589[17:51:18] <TheUnknownFew> my mod
comes into play with the fact that im trying to make my mod
compatible with this other mod. I'm not trying to make any features
or change anything. I just want to get my mod to work properly with
it
L590[17:51:32] <TheUnknownFew> so far ive
managed to make it work properly for the most part
L591[17:52:30] <Ordinastie> what's the
name of your mod ?
L592[17:52:37] <TheUnknownFew> Artisan's
tabs
L593[17:55:51] <Ordinastie> so, Cacti adds
some tab like buttons to the creative menu and you want to add
yours as well, did I get this right ?
L594[17:56:01] <TheUnknownFew> yes
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L597[17:57:32] <TheUnknownFew> because
currently adding the tabpacks just jumbles everything into the
regular vanilla creative menu. With cacti support, each tabpack
would get its own section.
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L599[17:59:15] <Ordinastie> I guess that
leaves reflection
L600[17:59:32] <TheUnknownFew> oh
fun
L601[18:01:12] <Ordinastie> or ask for
cacti creator to allow to specify the key entries manually
L602[18:01:30] <Ordinastie> with his
system, it should be pretty straight forward
L603[18:01:39] <Ordinastie> you might even
PR it maybe
L604[18:02:06] <TheUnknownFew> Maybe,
anyways thanks. I'll look into both of those solutions
L605[18:02:40] <Ordinastie> the issue with
adding them via relfection is that you'd have to readd them when
resources reload
L606[18:03:19] <TheUnknownFew> Hold on. .
. wait a moment. I feel REALLY dumb right now because I just found
a method in the cacti API that sets custom labels
L607[18:03:42] <TheUnknownFew> Sorry for
wasting your time <_<
L608[18:04:32] <Ordinastie> I quickly
glanced at the code and didn't see it
L609[18:05:43] <TheUnknownFew> very much
appreciate your help though, thanks
L610[18:05:48] <Ordinastie> everything is
prefixed by the top parent caterogiy
L611[18:05:54] <Ordinastie>
*category
L613[18:07:03] <Commoble> nafty
L614[18:07:27] <Ordinastie> tabs size
should match the widest label
L615[18:07:47] <TheUnknownFew> I
wish
L616[18:08:09] <TheUnknownFew> I guess it
is to make the menu look like a cactus
L617[18:12:06] <TheUnknownFew> alright,
well cool. I think there is just one more issue to fix and then my
mod should be all good to go.
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L620[19:06:26] <Raycoms> Ordinastie we
cant find anything in the logs
L621[19:06:38] <Commoble> have you tried
sawing them open
L622[19:06:55] <Raycoms> =P
L623[19:07:05] <Raycoms> Yes
L624[19:07:07] <Raycoms> I saw them
L625[19:07:10] <Ordinastie> well, no logs,
no problem
L626[19:08:44] <Raycoms> you want to try
it out on our server, seems to be reproduceable
L627[19:10:36] <Ordinastie> you say, you
can reproduce a crash, but have nothing in logs ?
L628[19:11:02] <Commoble> clearly it's a
very sneaky crash
L630[19:11:44] <Raycoms> It's this one it
seems
L631[19:11:44] <Raycoms> =D
L632[19:12:13] <Raycoms> Seem to be smp
only
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L644[21:00:22] <Commoble> World
generation: would it be bad practice to use a WeakHashMap to cache
generated things that span multiple chunks?
L645[21:01:56] <Commoble> like let's say I
break the world up into evenly-spaced regions that don't align to
chunk borders, like 37-tile square areas or whatever, and each
chunk is going to overlap 1 to 4 of these areas
L646[21:03:49] <Commoble> and when a chunk
needs to figure out what's going to generate in itself it looks at
these big zones to figure out what block to spawn and if the zone
hasn't been initialized it initializes it with some data it can
look at to figure out what blocks to use
L647[21:05:32] <Commoble> and then nearby
chunks that also need to use the zone look up the zone map and it's
already been initialized, so they don't have to regenerate it, and
while the world's not actively being generated, the weak hashmap
slowly falls apart to free up memory
L648[21:07:29] <TheUnknownFew> I've
returned! return TheUnknownFew;
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L657[22:55:12] <MarkModDev> is there a
list of models for minecraft vanilla some where? e.g -
"normal": { "model": "hopper_side" }
... so I'm looking values like "hopper_side"
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(Killed (NickServ (GHOST command used by
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