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L10[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180503 mappings to Forge Maven.
 
L11[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180503-1.12.zip
(mappings = "snapshot_20180503" 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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L23[05:11:28] <ForgeDiscord>
<Barteks2x> halvors: you could just use Map<ChunkPos,
Data> as lonmg as it's not accessed as fewquently as all
blocks in MC
 
L24[05:15:58] <ForgeDiscord>
<Leviathan> Alternatively you could also use chunk
capabilities
 
L25[05:23:37] <gigaherz> I was reading up
to see what the context was, and yeah
 
L26[05:23:48] <gigaherz> anywhere you would
use Map<ChunkPos,Data>, use chunk capabilities instead.
 
L27[05:23:51] <gigaherz> assuming you are
in 1.12
 
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L29[05:52:20] <ForgeDiscord> <Alaura>
So im guessing these are Nightly Forge Builds?
 
L30[05:52:39] <ForgeDiscord>
<StrikerRocker> Wdym?
 
L31[05:52:50] <ForgeDiscord> <Alaura>
The MCPBot
 
L32[05:52:59] <ForgeDiscord>
<StrikerRocker> Its mcp not forge
 
L33[05:53:09] <ForgeDiscord>
<StrikerRocker> Mcp = mapping
 
L34[05:54:09] <ben_mkiv> you can use mcp
bot to lookup stuff like obfuscated methods/field names
 
L35[05:54:18] <ben_mkiv> !gf
EntityLivingBase.hurtTime
 
L36[05:54:45] <ben_mkiv> or !gm
EntityLivingBase.onEntityUpdate
 
L37[05:54:51] <ForgeDiscord>
<StrikerRocker> Cmds used on irc doesn't show up in
discord
 
L38[05:55:17] <ForgeDiscord> Command sent
by StrikerRocker
 
L39[05:55:18] <ForgeDiscord> !mcpf
hurtTimr
 
L40[05:55:44] <ForgeDiscord> <Ben>
huh
 
L41[05:55:52] <ForgeDiscord> Command sent
by Ben
 
L42[05:55:53] <ForgeDiscord> !gm
EntityLivingBase.onEntityUpdate
 
L43[05:55:56] <ForgeDiscord> Command sent
by StrikerRocker
 
L44[05:55:57] <ForgeDiscord> !mcpf
hurtTime
 
L45[05:56:12] <ForgeDiscord> <Ben>
well one more reason to stick to IRC ?
 
L46[05:56:19] <ForgeDiscord>
<StrikerRocker> @cpw fix the bot
 
L47[05:56:31] <ForgeDiscord>
<StrikerRocker> U can usr the cmd in #general or dms
ben
 
L48[05:56:48] <ForgeDiscord> <Ben>
nvm then
 
L49[05:57:18] <ForgeDiscord>
<Corosus> i guess it doesnt have the discord based mapping
bot that i think is tterrags, and the bot prob needs an account to
use the irc ones
 
L50[05:57:40] <ForgeDiscord>
<Corosus> oh its here too nm
 
L51[05:57:51] <ForgeDiscord>
<StrikerRocker> Yeah except rebranded
 
L52[05:57:54] <ForgeDiscord>
<StrikerRocker> By cpw
 
L53[05:57:55] <ForgeDiscord>
<Corosus> ahh
 
L54[05:57:57] <ForgeDiscord> <Ben>
the irc uses irc "notice" feature to send the
answer
 
L55[05:58:08] <ForgeDiscord> <Ben>
the discord bridge probably doesnt get that resolved
 
L56[05:58:16] <ForgeDiscord>
<StrikerRocker> Yep
 
L57[05:58:19] <ForgeDiscord>
<Corosus> ah
 
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L59[06:19:58] <ForgeDiscord>
<Thiakil> the bots are isolated, so on discord you use
forge-bot in a non-irc channel, as it uses embeds
 
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L76[09:59:17] <ForgeDiscord>
<halvors> @gigaherz Thanks, so basically do the world.load
world.unload events for 1.11 and below and chunk capabilities for
1.12+?
 
L77[10:00:26] <gigaherz> never done it
myself, so I'm going to say "yes" assuming
world.load/unload is the right one for older versions ;P
 
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L79[10:11:51] <ForgeDiscord>
<Barteks2x> I would assume chunk load/save would be beter, if
it allows loading'saving custom data
 
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L91[10:48:30] ***
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L102[12:26:20] <ForgeDiscord>
<halvors> Yeah mean chunk load, as well as world unload i
think.
 
L103[12:26:26] <ForgeDiscord>
<halvors> chunkdataload i think
 
L104[12:27:23] <ForgeDiscord>
<halvors> How is @EventBusSubscriber supposed to work?
Registering with MinecraftForge.EVENT_BUS.register() methods works,
but not just the annotation of the eventhandler class...
 
L105[12:28:34] <ForgeDiscord>
<JamiesWhiteShirt> see the docs
 
L106[12:29:02] <ForgeDiscord>
<Virtuoel> are your method static?
 
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L108[12:33:30] <ForgeDiscord>
<halvors> Yeah, i'm on 1.10.
 
L109[12:34:02] <ForgeDiscord>
<halvors> What is the preferred method? Static event handler
class or instances?
 
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L111[12:48:31] <ForgeDiscord>
<ichttt> I think static is a very little bit faster, but like
nanoseconds
 
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L114[13:07:48] <ForgeDiscord>
<halvors> thank.
 
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L117[13:20:07] <LexManos> Update to 1.12
if you want to use 1.12 features -.-
 
L118[13:24:21] <ForgeDiscord>
<halvors> @LexManos Think this is a 1.10 feature as well
?
 
L119[13:27:13] <LexManos> It is partially
it was fully fleshed out in 1.12. Because before then we didnt
force its usage and so nobody used it. Beyond that you SHOULD just
be on 1.12 anyways and stop expecting people to help you on o0ld
versions.
 
L120[13:27:30] <ForgeDiscord>
<StrikerRocker> Never ever ping lex.. Have u read the
rules...
 
L121[13:49:10] <ben_mkiv> guess there will
be some kind of temp autoban soon :D
 
L122[13:50:02] <ben_mkiv> but i've
read some github discussions... i couldnt deal a day with that
situation xD
 
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L125[14:32:45] ***
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L136[15:25:22] <xaero> nah, someone's
going to program some sort of irc->discord command relay plugin
so that bans can be sent from IRC ;)
 
L137[15:26:15] <ForgeDiscord>
<StrikerRocker> |:
 
L138[15:30:18] <sham1> It gotta be very
nice to be able to be shielded by Lex's wraft
 
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L141[15:37:06] <ForgeDiscord>
<AAARGHWHATISAUSERNAM> Is that his wrath or his waft?
 
L142[15:38:01] <sham1> Yes
 
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L144[15:40:47] <LexManos> they arnt
sheilded I can ban on that side.
 
L145[15:41:01] <LexManos> but, as always
shutup
 
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L150[15:48:48] <Raycoms> Hey, currently
our mod uses .java models for our animated models, does anyone have
experience in using .obj models?
 
L151[15:56:59] <gigaherz> I do
 
L152[15:59:11] <Raycoms> Is there any good
starting point to this? I'd like to switch our render system
to that
 
L153[16:00:35] <gigaherz> well, first of
all, a question
 
L154[16:00:48] <gigaherz> do you want
those models to include animations?
 
L155[16:00:58] <gigaherz> if so, then
using .b3d would be a better choice than .obj
 
L156[16:01:06] <gigaherz> since .obj
models will have to be animated in code
 
L157[16:01:15] <gigaherz> while .b3d can
be animated in blender
 
L158[16:01:39] <gigaherz> note "have
to" and "can" (you can use b3d with code
animations)
 
L159[16:01:40] <Raycoms> You mean,
animations like walking, moving arms etc?
 
L160[16:01:43] <gigaherz> yes
 
L161[16:02:12] <Raycoms> Yes, it'll
be for npcs
 
L162[16:03:38] <Raycoms> Okay, is there
any advantage of using .b3d models?
 
L163[16:03:44] <Raycoms>
disadvantage*
 
L164[16:04:37] <gigaherz> I have no clue
how to use the animations with b3d, you'll haveto ask someone
sle ;P
 
L165[16:05:10] <Raycoms> I guess people
who know how to do blender animations know how to do that
 
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L168[16:06:49] <gigaherz> I have a butt
infection (sorry if TMI), and you know how laughing makes you
clench your butt? yeah hurts, but I can't not laugh regardless
XD
 
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L170[16:07:48] <Raycoms> I had these days
an inflamed breast muscle, I kinda understand what you mean
=D
 
L171[16:08:44] <Raycoms> Okay, on the Obj
side, I'd have to code these animations, how hard is this if
we're talking about the default minecraft player
animations?
 
L172[16:10:28] <gigaherz> well.....
 
L174[16:10:32] <gigaherz> this hard
;p
 
L175[16:10:56] <gigaherz> you'll
haveto load the parts of the model separately
 
L176[16:11:08] <gigaherz> (separate files
is easiest, but more annoying to generate the .obj files by the
artists)
 
L177[16:12:51] <Raycoms> Okay it looks
kind of annoying, nonetheless, if we use b3d it would mean the
artist would have to redo the animations for each of the default
animations each time
 
L178[16:12:55] <Raycoms> which would be
kind of annoying
 
L179[16:14:44] <Raycoms> Although b3d
would allow us to have custom animations more easily
 
L180[16:15:08] <ForgeDiscord>
</dev/illy> does the b3d renderer still work?
 
L181[16:15:17] <ForgeDiscord>
</dev/illy> err loader
 
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L183[16:19:48] <Raycoms> Is there any good
starting point on how to render and animate the .obj models in
minecraft?
 
L184[16:23:30] <Corosus> blocks are easy
and basically built in to forge, entities required a lot of extra
overhead setup
 
L185[16:23:44] <Corosus> lycanites mobs
render in obj if that helps, has a lot of its own systems for
it
 
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L189[17:05:56] <Raycoms> Thanks Corosus,
do you know if Lycanite has a discord or similar?
 
L190[17:07:34] <Raycoms> oh, found
it
 
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L198[18:03:18] <Muse> wasn't there
some census data somewhere online showing the number of different
kinds of servers in use out there
 
L199[18:03:47] <Muse> different versions,
whether it was vanilla, bukkit, or forge, etc.
 
L200[18:04:20] <ForgeDiscord>
<killjoy> that's old
 
L202[18:08:51] <xaero> yeah it was for
debating when to switch over to java 1.8
 
L203[18:09:09] <Muse> so there's
nothing like that anymore?
 
L204[18:09:16] <xaero> and upgrading
opengl
 
L205[18:09:58] <xaero> they don't
have a business need to collect and share the data I guess
 
L206[18:10:06] <ForgeDiscord>
<killjoy> opengl has nothing to do with the server
 
L207[18:10:24] <ForgeDiscord>
<killjoy> they use snooper for client settings
 
L208[18:10:43] <xaero> oh right I was
talking snooper data in general
 
L209[18:10:54] <xaero> I thought this was
#minecraftforge x)
 
L210[18:11:06] <ForgeDiscord>
<killjoy> yes.
 
L211[18:11:20] <ForgeDiscord>
<killjoy> *checks server
 
L212[18:11:24] <ForgeDiscord>
<killjoy> yeah, it is
 
L213[18:11:42] <xaero> yup yup
 
L214[18:12:58] <xaero> is there a business
need to share this data when they are pushing their own plugin
API?
 
L215[18:14:20] <Muse> i was hoping to see
stats on how many people are still running 1.7.10
 
L216[18:14:37] <Muse> cause I had a WIP
mod that I was working on for 1.7.10 when real life caught up with
me
 
L217[18:15:09] <ForgeDiscord>
<Leviathan> Judging by r/ftb, there are many people still
playing 1.7.10
 
L218[18:15:09] <Muse> and I'm
weighing the cost of finishing it on 1.7.10 and porting, or porting
as-is and finishing it for 1.12
 
L219[18:16:43] <xaero> I think snooper
data would be more accurate than server data... there's a
many-to-one relationship of client to server
 
L220[18:16:52] <xaero> but it's a
moot point
 
L221[18:17:49] <ForgeDiscord>
<Leviathan> There will be people playing 1.7.10 for many
years to come. It was THE modded version for several years, so
it's got a selection of stable, well fleshed out mods that
will probably not be equalled unless another version ends up
sticking around for multiple years. Plus there are a bunch of great
modpacks like Regrowth and Blightfall.
 
L222[18:19:11] <ForgeDiscord>
<Leviathan> However if you're releasing a new mod,
you'll probably have better luck getting users if you release
for the newest version. I suspect people sticking to 1.7.10 are not
looking for new mods as much as those who have moved to 1.12.
 
L223[18:20:28] <Muse> makes sense
 
L224[18:23:25] <ForgeDiscord>
<killjoy> Yes, those who are still on old versions are using
dead modpacks.
 
L225[18:24:41] <Muse> I'm just in a
weird situation because the group I'm playing with is on an
old 1.7.10 pack and they'd probably playtest for me but
it'd be easier to get them to do it if it fit into the pack
they're already playing...
 
L226[18:26:33] <ForgeDiscord>
<killjoy> write for latest version anyway.
 
L227[18:26:38] <ForgeDiscord>
<killjoy> shame them for using an old version
 
L228[18:26:54] <ForgeDiscord>
<killjoy> hold your mod at ransom and say they can only play
it if they update
 
L229[18:31:18] <Muse> lol
 
L230[18:31:35] <Muse> easier said than
abandoned thaumcraft
 
L231[18:32:11] <Muse> oo there's a
1.12 beta now
 
L232[18:32:42] <xaero> yes times, they are
a changin'
 
L233[18:34:34] <xaero> but someone else
will have to speak as to the critical mass when the explosion of
1.7.10 refugees to 1.12 happens
 
L234[18:34:52] <ForgeDiscord>
<killjoy> who ever said thaumcraft was abandoned?
 
L235[18:35:24] <Muse> nobody, i'm
just saying you will never get these players to abandon
thaumcraft
 
L236[18:35:53] <Muse> so any updates are
rate limited by thaumcraft's release schedule :P
 
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L239[18:50:05] <Raycoms> In Minecraft, the
entityId does it change? Can I take that as a good reference?
 
L240[18:50:09] <Raycoms> Or better take
the UUID?
 
L241[18:52:10] <ben_mkiv> entityid can
change on each serverstart afaik
 
L242[18:52:33] <Corosus> yep, use UUID for
persistence
 
L243[18:52:45] <ben_mkiv> Muse, 1.12/1.13
could be said version people stick to
 
L244[18:53:01] <ben_mkiv> most major mods
are ported or being worked on
 
L245[18:53:32] <ForgeDiscord>
<killjoy> but not on client.
 
L246[18:53:51] <ForgeDiscord>
<killjoy> only use uuid on the server. WHen the client
constructs the entity, it uses UUID.randomUUID()
 
L247[18:54:22] <Raycoms> Is there a good
way to get an entity by UUID
 
L248[18:54:27] <ben_mkiv> im just using
uuid for nbt data and such, and entityid for network syncs
 
L249[18:54:45] <ForgeDiscord>
<killjoy> get it from the world.
 
L250[18:54:58] <Raycoms> Yeah, but the
getByUUID method there gets only a player
 
L251[18:55:22] <Raycoms> so only
possibility is using it in the entity predicate?
 
L252[18:56:07] <ForgeDiscord>
<killjoy> use WorldServer
 
L253[18:56:33] <ben_mkiv> and this only
works serverside if the uuid is random for clients
 
L254[18:56:49] <ForgeDiscord>
<killjoy> only serverside since the uuid is random on
client.
 
L255[18:56:50] <ForgeDiscord>
<killjoy> yes
 
L256[18:56:57] <Raycoms> Great,
thanks
 
L257[18:57:09] <ForgeDiscord>
<killjoy> WorldServer.getEntityFromUuid()
 
L258[18:57:14] <ForgeDiscord>
<Leviathan> The entityID does persist across sides
however
 
L259[18:57:23] <ForgeDiscord>
<killjoy> that is what he is doing
 
L260[18:57:30] <ForgeDiscord>
<Sqbika> Do you guys know how to sync Capability?
write/readNBT isn't sync-ed between death / server
 
L261[18:57:31] <ForgeDiscord>
<Leviathan> Entity 72 on the client is the same as entity 72
on the server
 
L262[18:58:02] <ForgeDiscord>
<killjoy> entity xxxx-xxxx-xxxx-xxxxxxxx is not entity
xxxx-xxxx-xxxx-xxxxxxxx on the client
 
L263[18:58:21] <ben_mkiv> sqbika you
defined a storage for the capability?
 
L264[18:59:16] <ForgeDiscord>
<Leviathan> I'm talking about entity IDs, not entity
UUIDs
 
L265[19:03:38] <Raycoms> Those ids, do
they change by chance also during chunk unload/reload?
 
L266[19:04:08] <Raycoms> We never persist
them, we only use them to send it between client and server
 
L267[19:04:14] <Raycoms> but it will stay
saved on the client during play time
 
L268[19:04:53] <ForgeDiscord>
<killjoy> as is the intention
 
L269[19:05:07] <Raycoms> but I get a
mismatch
 
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L271[19:05:16] <ForgeDiscord>
<killjoy> entity loaded on client?
 
L272[19:05:33] <Raycoms> Yeah I can see
the entity
 
L273[19:05:50] <ForgeDiscord>
<killjoy> Add some debug info to display the entity id above
the entity
 
L274[19:12:02] <Raycoms> Okay yeah, it
seems like the issue is with entities which are not loaded at the
moment when I log in
 
L275[19:12:22] <ForgeDiscord>
<AshersLab> hey look, it's ray on irc XD
 
L276[19:12:53] <Raycoms> I'm on irc
quite often here, not a lot in the last 2 months though =D
 
L277[19:15:02] <ForgeDiscord>
<AshersLab> heheh, you can use discord on here now, remember
(i figure you like irc though) ?
 
L278[19:16:23] <Raycoms> Yeah, irc is less
loaded =D
 
L279[19:16:32] <ForgeDiscord>
<AshersLab> ?
 
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L285[20:07:15] <MoxieGrrl> Okay. I am me
again! Yay.
 
L286[20:08:04] <ForgeDiscord>
</dev/illy> But how can you be me if even I am not me?
 
L287[20:15:54] <ForgeDiscord>
<Lethosos> Quantum superimposition.
 
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L290[20:29:03] <Raycoms> Okay, my citizen
has a different id on the client than on the server
 
L291[20:29:08] <Raycoms> a different
entityId
 
L292[20:29:28] <Raycoms> And I don't
set that anywhere, neither do I override it
 
L293[20:36:53] <ForgeDiscord>
<killjoy> well the entityId is what the server uses to move
and update entities
 
L294[20:37:12] <Raycoms> Yeah, but can I
send something from the server to the client
 
L295[20:37:18] <Raycoms> to be able to get
the entity
 
L296[20:37:24] <Raycoms> if the entityId
doesn't work and the UUID neither
 
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L305[22:32:29] <LexManos> entityID should
be synced between server and client.
 
L306[22:32:37] <LexManos> Tho you have to
take care of doing that in your spawn packet.
 
L307[22:32:43] <LexManos> Go look at
vanilla's spawn packet
 
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