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L10[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180323 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180323-1.12.zip (mappings = "snapshot_20180323" in build.gradle).
L12[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[09:20:37] <ScottehBoeh> Are there any known mods that could prevent chunks from de-rendering?
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L66[13:41:54] <ScottehBoeh> Tell me you've all seen the video on storing data in DNA
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L69[14:06:06] <barteks2x> As in "I have a problem thgat they don't" or "I want to make it happen"? ScottehBoeh
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L71[14:13:22] <ScottehBoeh> barteks2x Nah I'm just curious :D It's on BBC
L72[14:13:43] <barteks2x> I mean this [15:20:36] <ScottehBoeh> Are there any known mods that could prevent chunks from de-rendering?
L73[14:13:54] <ScottehBoeh> Ah!
L74[14:14:14] <ScottehBoeh> I'm wanting to record a large open landscape, and I was wondering if anyone had any idea how to prevent de-rendering of chunks, or at least a mod that does that
L75[14:14:20] <ScottehBoeh> (Basically a very large render distance)
L76[14:15:27] <TechnicianLP> look at what the slider in videsettings does and set that value to something higher
L77[14:15:53] <barteks2x> I don't think there is any way to do that. Ideally you would juust set render distance to something insane and just go around
L78[14:16:36] <barteks2x> If you wanted to actually allow de-rendering them, you would need to modify a lot of very confusing code
L79[14:17:16] <barteks2x> ViewFrustum is magic
L80[14:17:40] <barteks2x> you first look at it, it seems illoigical. Then you maybe understand it, until you trace through the code with debugger and it no longer makes sense
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L88[15:34:47] <anli> I need help to make this question better, or answering it or finding a solution pattern: https://stackoverflow.com/questions/49456519/converting-player-registerextendedproperties
L89[15:43:10] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#migrating-from-iextendedentityproperties
L90[15:44:42] <gigaherz> (read the whole page, though)
L91[15:52:49] <anli> Its a bit abstract, I have to confess
L92[15:55:11] <anli> I wonder how great the chances are that I will get an answer on the posting, is there a better choice of stack exchange forum I could pick?
L93[15:55:33] <gigaherz> I have no idea, I never ask questions there, I just look up the answers :P
L94[15:55:40] <anli> yeah
L95[15:55:55] <gigaherz> but, not for modding
L96[15:56:05] <gigaherz> I don't think I have ever found modding-related answers in there
L97[15:56:06] <gigaherz> :p
L98[15:56:10] <anli> I am trying to find code on github, but my progress is a bit weak
L99[15:56:12] <gigaherz> I just ask here XD
L100[15:56:19] <anli> hehe
L101[15:56:26] <anli> mod support is also a great webpage
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L103[15:59:15] <barteks2x> I think there has been suggestion top make minecrfat modding stackexchange
L104[15:59:29] <barteks2x> not sure if it went anywhere
L105[16:00:15] <anli> But if the forge and minecraft-forge tags are so small, it is probably not a big user base
L106[16:00:36] <barteks2x> apparently I remember it wrong
L107[16:00:45] <barteks2x> there was no such proposal
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L109[16:00:49] <anli> ah
L110[16:01:06] <anli> At least, you tricked me
L111[16:01:19] <anli> :)
L112[16:02:35] <anli> Maybe I should start by getting an understanding what a capability actually is
L113[16:16:38] <gigaherz> anli: how comfortable are you with java the language itself?
L114[16:16:58] <gigaherz> one way to understand capabilities is as follows:
L115[16:17:03] <gigaherz> think of inheritance,
L116[16:17:10] <gigaherz> how you can have a class extend or implement things
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L118[16:17:20] <anli> yes
L119[16:17:23] <gigaherz> how you can check if an object implements/extends a class
L120[16:17:30] <anli> instanceof
L121[16:17:32] <gigaherz> and how you can type-cast from one call to another
L122[16:17:34] <gigaherz> yes so
L123[16:17:44] <gigaherz> capabilities are the same, but for composition, instead of inheritance
L124[16:18:04] <anli> You add a property to every instance of a class, right?
L125[16:18:16] <gigaherz> there's the initial "paperwork" of declaring the class/interface that you will be using
L126[16:18:36] <gigaherz> which returns a "handle" for accessing this class/interface from objects
L127[16:18:37] <gigaherz> then
L128[16:18:55] <gigaherz> on the Attach event, users can attach this class/interface instance to things
L129[16:19:04] <gigaherz> it does NOT need to be all of the instances of one type
L130[16:19:09] <anli> ok
L131[16:19:16] <gigaherz> object.getCapability(handle) can return null
L132[16:19:29] <anli> yeah, but then you have a nullable reference then
L133[16:19:31] <gigaherz> and object.hasCapability(handle) can return false
L134[16:19:38] <anli> ah, ok
L135[16:19:38] <gigaherz> so
L136[16:19:41] <gigaherz> the idea is
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L138[16:19:52] <gigaherz> whereas in inheritance you have "object instanceof X"
L139[16:20:08] <gigaherz> in capabilities you have "object.hasCapability(X_HANDLE)"
L140[16:20:29] <gigaherz> and similarly, where inheritance has typecasts
L141[16:20:36] <anli> I wonder how they could make this more complicated
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L143[16:20:40] <gigaherz> in capabilities, you have "object.getCapability(X_HANDLE)"
L144[16:20:40] <anli> Beats me
L145[16:20:45] <gigaherz> it is NOT complicated
L146[16:20:48] <anli> ok
L147[16:21:04] <gigaherz> it's just easy to get confused about what to do
L148[16:21:05] <anli> There is _maybe_ a member on this object
L149[16:22:05] <gigaherz> everything else in capabilities, is boilerplate code, and implementation details
L150[16:24:10] <gigaherz> I think your biggest issue is that you are trying to port a mod, without any previous experience modding. You have all this code that you don't really understand, and on top of that, you have to juggle two separate versions of forge that are quite far apart
L151[16:25:00] <anli> I have came a bit on my way, however, I cannot be sure all is correct
L152[16:25:14] <anli> There are not a lot of errors left
L153[16:25:29] <gigaherz> yeah that happens even if you do know what you are doing :p
L154[16:25:46] <gigaherz> porting a big mod between two major versions of minecraft is a whole lot of work porting
L155[16:25:52] <gigaherz> and a whole lot of work fixing mistakes afterward
L156[16:27:35] <anli> Its not that big actually
L157[16:31:55] <gigaherz> by the way
L158[16:32:04] <gigaherz> if you want an example of an IEEP that I ported to capabilities:
L159[16:32:04] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellcastEntityData.java
L160[16:32:39] <gigaherz> wait this will be closer:
L161[16:32:40] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/1.9/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L162[16:32:45] <gigaherz> vs
L163[16:32:45] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/1.8.9/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L164[16:36:12] <anli> checking
L165[16:36:30] <anli> lol "Far too many changes to remember them all."
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L167[16:36:35] <anli> A commit message
L168[16:37:26] <anli> I agree there was a lot of changes
L169[16:40:56] <gigaherz> yteah my commit messages are lazy :P
L170[16:41:05] <gigaherz> specially in that mod
L171[16:41:13] <gigaherz> which is more of a toy mod that I use to learn things
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L182[18:52:55] <LexMobile> .... Reading the backlog is just stupid... really...
L183[19:14:06] <barteks2x> I don't get how MC/netty determines that I timed out
L184[19:15:07] <barteks2x> nothing happens for a few seconds after joining, then some chunks load and fractio of a second after I get some chunks, it says "timed out"
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L194[21:15:11] <FluxDZ> I noticed the rule about not asking about the official API, does that include asking how Annotated interfaces work within source when creating mods?
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L200[22:47:52] <LexMobile> Depends on what you mean.
L201[22:48:11] <LexMobile> That rule is to stop people speculating on the vaporware that is the official Mojang modding api.
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