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L5[00:22:39] <LexMobile> TechnicianLP: The idea is to load all mods in their own class loader so that if we want we can nuke it and reload the mod's classes directly. As well as it gives us the ability to sideload multiple versions of the same mod. But This has never been fleshed out because modders fuck all the things.
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L17[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180121 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180121-1.12.zip (mappings = "snapshot_20180121" in build.gradle).
L19[02:00:18] <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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L37[04:43:03] <barteks2x> I really need the answer to this question to know if I should blame mods here or not: If I'mn trying to render a TileEntity (NOT TESR) with null woirld, is it supposed to work, or is it allowed to not work?
L38[04:44:03] <barteks2x> so far I found 3 mods breaking in that case: ThermalExpansion, ArchitectureCraft and ImmersiveEngineering
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L56[07:16:52] <TechnicianLP> barteks2x: i dont think you can make assumptions on that ... you should put a try{} block around it anyways ...
L57[07:21:08] <barteks2x> TechnicianLP, vanilla attempts to even render TESR with null world, in it's superflat customization
L58[07:21:15] <barteks2x> then why would I need to worry about it?
L59[07:21:42] <barteks2x> but obviously noone tests that this stuff actually works...
L60[07:22:13] <barteks2x> noone tests that his blocks can be successfully rendered before a world exists
L61[07:22:31] <TechnicianLP> then it should be expected behaviour - but like you said its not guaranteed ... and leaving in a crash you know about is a bad idea generally ...
L62[07:23:23] <barteks2x> except if I workaround it on my side, there wille be zero incentive for anyone to fix it
L63[07:23:38] <barteks2x> I could also make a fake world
L64[07:24:08] <barteks2x> but I remember lex saying many times that mods shouldn't have fake worlds...
L65[07:25:29] <barteks2x> and putting a try...catch around rendering code seems like a bad idea in general because it may corrupt GL state
L66[07:25:35] <TechnicianLP> i never said you should use a fake world ... just replace it with a static model of shame if it errors ...
L67[07:26:35] <barteks2x> the problem is that I may also catch some error from within actual rendering where GL state may be modified
L68[07:27:08] <barteks2x> Ive even seen generating a display list crash
L69[07:28:40] <barteks2x> And I already have some bizzare issues with leaking GL state...
L70[07:28:51] <barteks2x> even leakign them straight into main menu
L71[07:30:35] <barteks2x> Actually, I would like to fix the leaking gl state into main menu issue
L72[07:30:44] <barteks2x> but no idea what GL state it is
L73[07:30:55] <heldplayer> Report it to the mod authors, and don't catch errors thrown when using a null world
L74[07:31:24] <heldplayer> Specifically say that vanilla also uses null worlds
L75[07:31:46] <barteks2x> I will probably add something like -Dcubicchunks.cacthrendercrash=true VM option
L76[07:31:54] <barteks2x> so that desperate users can workaround it
L77[07:32:01] <barteks2x> ort actual config option
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L79[07:59:45] <barteks2x> damn, I can'
L80[07:59:53] <barteks2x> t reproduce the really bad GL state leak
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L87[09:04:06] <barteks2x> Great... sometimes the ads from forge download links decide to just take over and directly redirect to their page, show an annoying message and not let me actually download forge, all withoput me ever touching anything
L88[09:04:36] *** covers1624_ is now known as covers1624
L89[09:05:15] <barteks2x> all the other times, it's adfoc advertising itself
L90[09:05:29] <Arcanitor> barteks2x: go install uBlock Origin
L91[09:05:49] <Arcanitor> if adfoc.us complains install the anti-adblock blocker module too
L92[09:05:50] <barteks2x> I got banned once for accdentally implying I used adblocker
L93[09:06:10] <Arcanitor> are you on windows?
L94[09:06:13] <barteks2x> linux
L95[09:06:47] <Arcanitor> at least if you accidentally something you probably won't get a virus...
L96[09:07:37] <barteks2x> You have to really try to run something downloaded from broser on linux to actually run it. And you have to try even harder to run it as root
L97[09:08:06] <Arcanitor> exactly
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L104[10:15:51] <Arcanitor> what does ISpecialArmor let you do?
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L108[10:30:14] <chridal> Do you recommend using Scala for Minecraft mods?
L109[10:31:40] <ghz|afk> recommend, not per se
L110[10:31:43] <ghz|afk> not over other languages
L111[10:31:45] <ghz|afk> it has some quirks
L112[10:31:55] <ghz|afk> if you can live with those quirks, it's perfectly usable
L113[10:32:09] <chridal> What kind of quirks?
L114[10:32:23] <ghz|afk> I don't know exactly -- I have only heard things around from other modders using scala
L115[10:32:30] <ghz|afk> however, keep in mind, forge will STOP including the scala runtime internally
L116[10:32:42] <ghz|afk> and in future versions you will have to distribute the scala runtime as a dependency
L117[10:32:49] <ghz|afk> or ask people to install it separately
L118[10:32:57] <chridal> Aha. So support is going away then? Not a good sign
L119[10:33:04] <ghz|afk> not going away
L120[10:33:12] <ghz|afk> not per se
L121[10:33:25] <ghz|afk> embedding the scala runtime into forge was a mistake Lex has always regretted
L122[10:33:37] <chridal> Interesting. Why is that?
L123[10:33:43] <ghz|afk> it doubles the jar size
L124[10:33:59] <chridal> I see, and it's mostly not used
L125[10:34:04] <ghz|afk> which affects ALL installations, even with no scala mods
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L127[10:40:22] <BlueMonster> I have opened a PR for the MinecraftForge/Documentation project
L128[10:45:53] <chridal> Anyone been able to set up some way of live running and debugging code?
L129[10:52:55] <barteks2x> modpack or just single mod?
L130[10:53:34] <barteks2x> for single mod it's actually not that hard
L131[10:53:49] <barteks2x> for modpack it may very well be impossible
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L133[11:00:34] <chridal> barteks2x: Just for the mod I am developing
L134[11:00:52] <barteks2x> then you just run it from, your IDE in ebug mode
L135[11:00:55] <barteks2x> *debug mode
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L146[12:10:23] <Raycoms> Hey
L147[12:10:32] <Raycoms> is there a way to detect the scrolling wheel in the minecraft GUI?
L148[12:11:26] <ghz|afk> yup, sec
L149[12:14:06] <chridal> Have you guys considered a Discord->IRC bridge for this channel? :-)
L150[12:14:13] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/browser/GuiBrowser.java#L272
L151[12:14:21] <chridal> Or in this case, rather IRC->Discord would be more accurate
L152[12:14:28] <ghz|afk> chridal: given that forge doesn't have an official discord... ;P
L153[12:14:56] <chridal> Right, and I reckoned that was because people didn't want to leave IRC, so why not have both then :-D
L154[12:15:09] <ghz|afk> because then we'd receive all the discord spam here ;P
L155[12:15:24] <chridal> This is true ^^
L156[12:15:38] <chridal> is there an unofficial discord though?
L157[12:15:50] <Raycoms> Ty =D
L158[12:16:18] <Raycoms> Definitely, the biggest advantage of IRC is, that it already filters out 90% of spam
L159[12:16:43] <chridal> Yea. I mean, I love IRC whenever I'm on a Unix-based system, but on Windows I find it somewhat painful
L160[12:16:45] <ghz|afk> yep in a harsh way
L161[12:16:56] <ghz|afk> if someone can't use IRC, how can they be assumed to be able to code?
L162[12:17:18] <ghz|afk> tried irccloud? it has a discord-ish UI
L163[12:17:27] <chridal> Yea, currently on IRCCloud, actually.
L164[12:17:32] <chridal> I normally use Weechat
L165[12:17:35] <ghz|afk> I prefer my mirc :P
L166[12:17:47] <chridal> Hehe! Did you ever get into NoNameScript back in the day?
L167[12:17:50] <chridal> Or any of those?
L168[12:18:40] <chridal> First thing I ever coded was basically Perform scripts for mIRC in like 2000. Good times.
L169[12:19:11] <ghz|afk> brb
L170[12:20:04] <Raycoms> I use hexChat, just because it comes with manjaro =P I used mIRC back in the days when it had the unlimited free version as winrar
L171[12:20:38] <chridal> Yea, that pop-up you had to wait for :-D
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L173[12:23:23] <chridal> I remember I created this dialog box for signing into QuakeNet's Q, with a username and password, and I was able to put some input boxes, an image, and some buttons. I was so proud. What I'd give to see that shitty code today :-D
L174[12:23:46] <Raycoms> I learned coding for mIRC bots
L175[12:24:14] <chridal> Which lang did you start out in? TCL?
L176[12:24:24] <Raycoms> msl I think was it
L177[12:24:57] <chridal> Kind of a DSL for bots?
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L179[12:26:28] <williewillus> !gm ChunkRenderDispatcher.hasChunkUpdates
L180[12:26:29] <Raycoms> yeah
L181[12:26:37] <Raycoms> extremely ugly, completely whitespace sensetive
L182[12:27:54] <chridal> Btw, I'm just starting out modding for MC now. Can I rely on tutorials for 1.7/1.8, or are there big API changes to 1.12?
L183[12:28:06] <chridal> also, are we talking a big API change 1.10->1.12?
L184[12:29:05] <williewillus> 1.10/11/12 are mostly* compatible, I don't think 1.8 docs will work very well
L185[12:29:40] <williewillus> the only big change in those three versions are itemstacks are now nonnull in 1.11+ (replaced with ItemStack.isEmpty())
L186[12:30:58] <chridal> As for resources, is reading through all the Force documentation my best bet?
L187[12:31:09] <chridal> Tutorials are usually painful
L188[12:32:04] <Raycoms> I'd start with an existing project and start contributing, that way you can learn from the old code
L189[12:32:12] <Raycoms> and already do something productive
L190[12:32:40] <chridal> Had a look at EnderIO, but that might be too big of a place to start
L191[12:32:48] <chridal> What are some good repos to read through?
L192[12:33:36] <williewillus> I consider projecte a pretty nice and clean codebase to read through. the mod isn't too big, and it's your usual "add blocks and items that do stuff" mod
L193[12:33:50] <williewillus> the emc calculation code gets a bit hairy but no one usually touches that :P
L194[12:33:51] <williewillus> https://github.com/sinkillerj/ProjectE/
L195[12:34:07] <williewillus> actually want the 1.12 branch https://github.com/sinkillerj/ProjectE/tree/mc1.12.x/src
L196[12:34:56] <Raycoms> If you want, minecolonies also always searches some serious devs, we have quite a lot of "not general modding purpose code"
L197[12:35:14] <Raycoms> Like general java code for management of colonies, AIs etc
L198[12:36:07] <Raycoms> https://github.com/Minecolonies/minecolonies
L199[12:36:12] <chridal> Cool. Will have a look at those projects.
L200[12:36:42] <Raycoms> We have a bit of everything, blocks, items, entities, pathfinding, AI, GUI etc
L201[12:37:44] <chridal> Btw, can you think of any mods that do some great GUI work? I really want to do a mod that changes the base GUI of MC. Sort of like modal key bindings (like VIm), different "templates" for what you have in your inventory, and some sort of AE for your personal inventory, if that makes any sense.
L202[12:38:14] <williewillus> i can't think of any off the top of my head
L203[12:38:49] <Raycoms> We have a ton of GUIs but we don't change the existing GUIs =D
L204[12:39:27] <chridal> I could probably have a look at JEI for some of it
L205[12:40:34] <chridal> Is the keybinding setup for MC/forge a bit limited though?
L206[12:41:36] <chridal> Say, is it possible to implement some sort of modal keybinds, with prefixes such as pressing 'g' to start, then pressing 'i' and having that bind be part of that? If that makes any sense.
L207[12:42:01] <williewillus> the global keybind system doesn't really support that
L208[12:42:12] <williewillus> but in GUI's global keybinds like wasd and sneak etc don't apply
L209[12:42:51] <chridal> Most of the binds will have to work when you're not inside a GUI, though, so it might not be possible
L210[12:43:34] <chridal> What I'd like, for instance, is that 'g' would be a global key, if I press 'g', then 'i' (for inventory) and then 'p' for some template P, and have that change the hotbar etc.
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L212[12:58:01] <barteks2x> A while ago I doscovered that this is valid java code, and nnot only as a string literal: float f = 0xd.p-1f;
L213[13:03:15] <malte0811> Nice to know there is a "power of 2" shortcut and not just one for "power of 10"
L214[13:04:59] <barteks2x> but good luck actually suing it in real code and not confuging everyone
L215[13:05:57] <malte0811> Still, good to know. And it might be useful for one-time stuff
L216[13:06:04] <barteks2x> 0x1p16 would be more readable I guess
L217[13:06:56] <malte0811> Yes, and without the 0x it would be even more readable. Assuming p works without 0x.
L218[13:07:11] <barteks2x> nope ,it needs 0x
L219[13:07:17] <barteks2x> because it's hexadecimal notation
L220[13:07:27] <malte0811> :(
L221[13:07:55] <barteks2x> I'm not really surprised it breaks syntax highlighting almost everywhere
L222[13:08:17] <barteks2x> only IDEs seem to get it right
L223[13:08:58] <barteks2x> how would I render a missing model directly?
L224[13:09:45] <barteks2x> (the "missing model" with bright pink + black texture)
L225[13:09:47] <malte0811> Don't know, all methods that take the model or quads directly seem to be private IIRC
L226[13:10:04] <malte0811> Maybe make a blockstate with the missing model? And render that?
L227[13:10:17] <barteks2x> I don't want to create a blockstate just for that
L228[13:10:27] <barteks2x> I want to have something to render in case rendering a blockstate crashes
L229[13:10:41] <malte0811> Rendering from where?
L230[13:10:44] <barteks2x> because tileentities apparently break very frequently when you give them null as world
L231[13:10:46] <malte0811> TESR, IBakedModel?
L232[13:10:46] <barteks2x> from GUI
L233[13:10:50] <barteks2x> no TESR
L234[13:10:59] <barteks2x> Minecraft.getMinecraft().getBlockRendererDispatcher().renderBlock(state, BlockPos.ORIGIN, DummyWorld.getInstanceWithBlockState(state), buf);
L235[13:11:24] <barteks2x> DummyWorld creates a tile entity, but with nulkl world because it's actually just IBlockAccess
L236[13:12:52] <barteks2x> and many mods crash even when rendering a non-TESR tile entity in that case
L237[13:16:03] <barteks2x> so any way to render that missing model?
L238[13:16:10] <malte0811> You could try AT'ing ModelBakery#bakedRegistry, it has a baked missing model, and maybe AT and call BlockModelRenderer#renderQuadsFlat with that?
L239[13:16:21] <malte0811> Easiest way I can think of
L240[13:18:41] <barteks2x> or I could just render a brioght pink square...
L241[13:24:19] <nekosune> What sort of things would stop an Object Holder from working? I have two that won't work and I can't find anything that makes it different to the other 7 that do work
L242[13:25:37] <McJty> Make sure you have no typo in the names, all lower case and that it matches the registry names
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L247[13:43:41] <nekosune> Turns out I didn't know they needed to be named right -_-I thought the class of the variable was how it did it, and I was by pure luck, naming the variables right each time I used this pattern until now
L248[13:46:51] <Arcanitor> anyone know what the ratio value for ISpecialArmor.ArmorProperties does
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L250[13:47:40] <ben_mkiv> neko, i just joined but now im curious what uses fixed var name patterns
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L256[14:59:36] <xaero> ben_mkiv: from context, Object Holders
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L288[19:41:54] <ben_mkiv> progress.. \o/ https://i.imgur.com/3BvTtBD.png
L289[19:42:11] <ben_mkiv> my chicken has now a computer attached as capability =)
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L293[20:08:14] <Ordinastie> that'd be nice if Forge did a better work for guessing which mod is "currently active" when not in init phases
L294[20:08:37] <Ordinastie> finding the first one based on stacktrace is not really reliable
L295[20:08:57] <Ordinastie> maybe display possible candidates ?
L296[20:11:37] <mezz> what's the context for what you're talking about Ordinastie ?
L297[20:12:24] <Ordinastie> cascading worldgen
L298[20:12:51] <mezz> ah, yeah. ideally it would be a stack trace but it was waaay too spammy
L299[20:13:20] <Ordinastie> it could either print the stacktrace once per identified mod id
L300[20:13:34] <Ordinastie> or parse the stacktrace completely and prints possible offenders
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L302[20:13:38] <Ordinastie> instead of just the first one
L303[20:13:49] <mezz> I think the former approach sounds better
L304[20:14:17] <Ordinastie> yeah, at least I can point to the proper culprit when reported
L305[20:14:25] <Ordinastie> or fix it if I'm really responsible
L306[20:14:28] <mezz> right
L307[20:15:15] <mezz> I'd let it log 10 of them per mod or so and then go quiet
L308[20:15:51] <Ordinastie> is it possible to detect uniqueness of a stacktrace ?
L309[20:16:09] <mezz> hash it? I dunno you'll have to take a close look at one
L310[20:16:52] <Ordinastie> if it's easy enough and not to expensive, show only different ones
L311[20:17:23] <mezz> that sounds good as well
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L326[22:43:38] <LexMobile> umm Ordinastie there was an attempt to do that however it caused a 5,000% increase in event firing times.
L327[22:43:49] <LexMobile> As well as only working for event handlers and not normal event loops
L328[22:43:55] <LexMobile> or other code paths
L329[22:44:20] <Ordinastie> hum ?
L330[22:44:50] <LexMobile> There is no way to tell what mod owns what section of code that is being run.
L331[22:45:00] <Ordinastie> yes, I get that
L332[22:45:28] <LexMobile> So ya... you expect something better?
L333[22:45:46] <Ordinastie> but the 5000%, you're talking about getting all possible offenders instead of just the first found ?
L334[22:46:16] <LexMobile> for attempting to manage the 'currently executing' mod like we do in the init phases.
L335[22:46:22] <mezz> lex, he wanted an improvement on the "chunks loaded during worldgen" log, since his mod is being blamed incorrectly
L336[22:46:38] <LexMobile> Ya, not much we can do beyond shove a stacktrace in there.
L337[22:46:44] <mezz> yeah
L338[22:46:49] <LexMobile> But people bitched that was to annoying IIRC
L339[22:47:02] <mezz> if he can make a stack trace that just logs once per mod I think it'll be good
L340[22:47:19] <Ordinastie> wait, 'he' ?
L341[22:47:19] <mezz> or something limited like that
L342[22:47:27] <Ordinastie> you mean me ? ><
L343[22:47:34] <mezz> yes?
L344[22:47:52] <LexMobile> Not really worh doing anythingh more.
L345[22:47:52] <Ordinastie> I wasn't planning on making a PR :p
L346[22:48:06] <LexMobile> Unless its hidden behide and 'spam my logs' flag
L347[22:48:19] <mezz> I'm here to organize people to make PRs, lex is here to tell you it's a dumb idea. you get to make the PR :D
L348[22:48:20] <LexMobile> as 99% of the users wont know nore care about it.
L349[22:49:21] <mezz> having one stack trace instead of 1000 error messages is helpful when people report, since you can see the cause and direct them to the right place hopefully
L350[22:49:51] <mezz> I don't think this affects very many mods right now though, so I'm not really jumping at writing the PR myself
L351[22:49:54] <LexMobile> Modders should just... test their mods... but thats asking to much.
L352[22:50:19] <kashike> my "test your mod" sense is tingling
L353[22:50:21] <LexMobile> Beyond that stacks may not actually be useful in determining who is to blame.
L354[22:50:29] <Commoble> "Why the hell do the frogmen in this mod duplicate indefinitely"
L355[22:51:13] <Ordinastie> probably still more useful than just a wild guess on what mod did it
L356[22:51:46] <mezz> I maintain at least one mod that occasionally causes that worldgen message to trigger... it's a lot of work to fix sometimes and I haven't prioritized it since it's not happening a lot
L357[22:52:16] <LexMobile> meh we could jsut remove the mod name.
L358[22:52:32] <LexMobile> but in 90% of cases it will show up as 'Minecraft'
L359[22:52:51] <LexMobile> Blame mezz
L360[22:53:02] <mezz> maybe I'll mess with it tonight. gonna grab a shower and a beer and all you can shush :D
L361[22:53:13] <LexMobile> Honestly its not a fucking issue.
L362[22:53:31] <LexMobile> Blame any modder, as its most likely something related to them.
L363[22:53:44] <Ordinastie> it's definitely one on my github :p
L364[22:53:55] <mezz> it was me all along muahaha
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L366[22:54:25] <mezz> I created the error log just to trigger it and annoy everyone it was my secret plan
L367[22:54:26] <LexMobile> Ord, im sure you have lots of issues.. And not just on github
L368[22:54:45] <Ordinastie> like I said, I want to shrug it off as 'not my problem' as I don't do any worldgen, but there is a possibility it's a side effect of something I did
L369[22:55:05] <LexMobile> Then you should debug it and figure out whats causing it.
L370[22:55:15] <LexMobile> If its you fix it, if its not report it to whoever it is.
L371[22:55:40] <Ordinastie> except I can't replicate the issue locally, it's modpacks user that report it
L372[22:55:56] <LexMobile> then get the modpack and figure it out.
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L375[22:59:46] <mezz> adding a new forge config flag for "debug chunk generation whatever logs" that enables stack traces would be good for a pack issue like this
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L379[23:07:43] <LexMobile> meh, again stack traces may not even be useful.
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L383[23:20:33] <Abastro> Hello, can I make a PR which breaks up sky rendering into parts? Is it just unacceptable?
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