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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
L48[06:20:16] <quadraxis> first recommended reading: https://github.com/MinecraftForge/MinecraftForge/pull/4526
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
L146[10:54:27] <barteks2x> the explanation of this also explains why it's not really possible to regenerate chunks by deleting them https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
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...
L175[11:08:16] <Ordinastie> so I improved my thing a bit with NBT... https://puu.sh/z0KbN.png
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?
L254[13:03:36] <malte0811> https://gist.github.com/malte0811/1e51549682ed49f4649b046f0b19931a Didn't see anything unusual in there
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
L259[13:14:05] <barteks2x> this in your mod: https://github.com/OpenCubicChunks/CubicChunks/tree/MC_1.12/src/main/java/optifine and in optifine's MANIFEST.MF set it to use that tweaker
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
L318[15:30:10] <gigaherz> https://youtu.be/J23cPHCrIbA?t=83
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
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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
L447[15:57:01] <BlueMonster> it looks like this: https://imgur.com/3AuBCfF
L448[15:57:09] <BlueMonster> all code and stuff here: https://github.com/bluemonster122/Simple-Cobble-Generator/tree/feature/1.10.2
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
L494[16:08:55] <BlueMonster> this is loading log: https://gist.github.com/anonymous/849ad18da5410391fd62c7a755b94de2
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
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L534[17:14:04] <Raycoms> btw, you should check out "https://utopian.io/&quot; 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
L552[17:30:55] <TheUnknownFew> https://i.imgur.com/pujFhvc.png
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
L560[17:37:05] <TheUnknownFew> this is my mod w/o cacti https://i.imgur.com/jw8kvPw.png
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
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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
L612[18:06:46] <TheUnknownFew> Yeah, this is what it looks like now https://i.imgur.com/NP6HhKV.png :D
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
L629[19:11:39] <Raycoms> https://github.com/Ordinastie/MalisisDoors/issues/215
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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L659[23:14:18] <MarkModDev> found it... if anyone else needs https://minecraft.gamepedia.com/Resource_pack/Folders
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