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L1[00:12:10] ⇨
Joins: proper
(proper!~proper@cpe-98-122-102-12.sc.res.rr.com)
L2[00:12:25] <proper> hello
L3[00:12:37] <payonel> proper: o/
L4[00:12:55] <proper> sweet just got this
setup glad its working o/
L5[00:14:18] <payonel> first time oc
user?
L6[00:16:11] <proper> ive played with it a
bit, but yeah i'm definitely a beginner
L7[00:17:19] <payonel> this is a good place
to ask questions if you find anything non intuitive or lacking
info
L8[00:17:32] <payonel> i'm the oc dev, and
there are many here with plenty of experience
L9[00:20:08] <proper> sweet man youve done
an amazing job with this mod, i'm going to fumble my way through it
for now
L10[00:21:18] <payonel> well, i'm mostly
the current maintainer :)
L11[00:21:27] <payonel> i'll take all the
credit for openos though
L12[00:21:48] <payonel> everything else i
just try to fix
L13[00:21:52] <payonel> and update
L14[00:23:07] <proper> I got ya, I have
computronics installed, is there a way to use chat box to put irc
chat into ingame chat?
L15[00:23:42] <proper> thats going to be my
first project if it can be done
L16[00:29:18] <payonel> sure
L17[00:29:31] <payonel> we have 2 irc chat
clients already available
L18[00:29:42] <payonel> you could work to
modify those to interact via chatbox
L19[00:30:47] ⇦
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L20[00:42:49] <proper> ls
L21[00:54:05] ⇦
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L22[01:02:05] ⇨
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L24[01:16:50] <payonel> @forecaster got
it
L25[01:16:57]
<Forecaster>
woo
L26[01:17:02] <payonel> the fix, i dont
know
L27[01:17:05] <payonel> but the bug, i got
it
L28[01:17:09]
<Forecaster>
oh
L29[01:17:27]
<Forecaster>
so you've captured the beast but don't know how to kill it :P
L30[01:17:42] <payonel> yeah :)
L31[01:17:49] <payonel> let me explain in a
very simplified form
L32[01:18:02]
<Forecaster>
it's better than it running loose I suppose :P
L33[01:18:07] <payonel> there are many more
details that have taken me much effort to grasp, but , this is the
gist
L34[01:18:16] <payonel> a robot is a player
(minecraft entity), the player gets an inventory and a container on
creation
L35[01:18:33] <payonel> that container,
during creation, wraps the player inventory with refs and callbacks
and magic
L36[01:18:49] <payonel> but, the robot, for
reasons, replaces that inventory with its own
L37[01:18:57] <payonel> throws away the
old, and puts in a new robot inventory
L38[01:19:01] <payonel> this is fine
L39[01:19:07] <payonel> for everything that
talks to the robot, good
L40[01:19:18] <payonel> for everything that
talks to the robot as a container, good
L41[01:19:24] <payonel> err, sorry
L42[01:19:28] <payonel> scratch that last
one
L43[01:19:35] <payonel> for everything that
talks to the robot as an inventory, good
L44[01:19:42] <payonel> but for anything
that wants to talk to the robot as container, bad
L45[01:19:58] <payonel> because, that old
container is referencing the old raw vanilla inventory stuff
L46[01:20:08]
<Forecaster>
ah
L47[01:20:10] <payonel> the container is
outdated, and ic2 does DIRECT manipulation
L48[01:20:52] <payonel> actually, let me
rephrase :)
L49[01:20:58] <payonel> ic2 writes directly
to the inventory
L50[01:21:01] <payonel> to the robot
inventory
L51[01:21:45] <payonel> the issue with that
is that update methods later, vanilla updating methods -- check the
difference between the container and the inventory the container
once knew about
L52[01:22:13] <payonel> anyways, i need to
find a way to relink the container to the new inventory
L53[01:22:19] <payonel> or...find a way to
inject it before it's too late
L54[01:22:23]
<Forecaster>
can you like, watch this old inventory for changes and apply them
to the proper robot inventory instead?
L55[01:22:34] <payonel> sure..but they're
not the same size
L56[01:22:41] <payonel> the robot inventory
is configurable
L57[01:22:54] <payonel> the player
inventory GIVEN to us by minecraft isn't going to be the right
size
L58[01:23:06] <payonel> also, the player
inv given to us has weird mappings that we don't need or want
L59[01:23:19] <payonel> but, ... yeah
L60[01:23:29]
<Forecaster>
tricky
L61[01:23:33] <payonel> the robot is a
player, so if the world tries to treat us like a player...yep,
tricky
L62[01:23:37] <payonel> and that's what ic2
does
L63[01:23:40] <payonel> it treats us like a
player
L64[01:23:49]
<Forecaster>
yeah, I knew that already :P
L65[01:24:23]
<Forecaster>
you could add a special case for handling ic2 cells :P
L66[01:24:30] <payonel> haha, no ...
L67[01:24:34] <payonel> maybe
L68[01:24:35] <payonel> but no
L69[01:24:41] <payonel> i want to remove
this hole
L70[01:25:53]
<Forecaster>
yeah, but as far as we know this is the only thing that goes in the
hole right now :P
L71[01:25:55] <payonel> if i just patch
things up after the fact- -- i feel that's a hack, and future
updates could just expose this again
L72[01:26:19]
<Forecaster>
and it *is* a dupe bug... I'd like it patched asap
L73[01:26:52] <payonel> the stupid
net.minecraft.entity.player.EntityPlayer directly creates the
container. there isn't a clean way to use dependency injection
here
L74[01:27:21] <payonel> :P well i AM
working on it
L75[01:28:10] <payonel> but that's just
what i'll have to do, rebuild the container after the fact
L76[01:28:18] <payonel> it's unfortunate
but i have no other choice
L77[01:28:25] <payonel> just means i'll
have to check this on every mc update
L78[01:28:35] ⇨
Joins: Marlyn (Marlyn!~Marlyn@207.62.170.212)
L79[01:29:01] <payonel> Marlyn: you were
asking about faster script updates
L80[01:30:52] <Marlyn> Yes!
L81[01:31:33] <Marlyn> I am finding that
when I use programs that use the internet card to fetch code
remotely, that caching can make it take a while to update between
changes
L82[01:32:28] <Marlyn> In this particular
case, I am using "OPPM" to get code from a repo of mine,
and pushing updates to that repo when I want to tweak my
scripts
L83[01:33:47] <payonel> yeah, that's mostly
github's fault
L84[01:34:03] <payonel> what components
does your project depend on?
L85[01:34:49] <Marlyn> Nothing yet
L86[01:35:06] <Marlyn> In that case, I
might want to try an alternate site to store and fetch my
code?
L87[01:35:47] <payonel> in that case, you
might want to try an emulator
L88[01:35:53] <payonel> and a real editor
on that
L89[01:35:58]
<Forecaster>
you can just wget the files
L90[01:36:04] <payonel> or that
L91[01:36:19] <payonel> or turn off file
buffering (the oc config) and edit the mc files directly from
outside the game
L92[01:36:41]
<Forecaster>
which works in singleplayer (or if you own the server)
L93[01:38:09] <Marlyn> Ah, right now either
of those are not on the table, since I lack the world save, nor do
I have config access
L94[01:38:56] <Marlyn> Though, what is
meant by "an emulator"? Like, one of those emulation
packages I see in the oppm listings?
L95[01:39:03]
<Forecaster>
then I'd go with wget
L96[01:39:22]
<Forecaster>
Marlyn: he means a program that emulates oc outside of
minecraft
L97[01:39:31] <Marlyn> Oh, those
exist?
L98[01:39:35] <payonel> yep, two
L99[01:39:36]
<Forecaster>
yeah
L100[01:39:43] <payonel> ocemu and
ocvm
L101[01:39:51] ⇦
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L102[01:40:00] <Marlyn> woaaah, that's
really cool! Thank you for informing me of this!
L103[01:40:29] <payonel> ocemu is good for
true font rendering, and beeps, and better internet support
L104[01:40:46] <payonel> but it has some
dependencies and some setup
L105[01:40:49] <payonel> but its cross
platform
L106[01:41:00] <payonel> my ocvm is super
lightweight, runs in the terminal shell
L107[01:41:00]
<Forecaster>
and no components and wont work for robots and such
L108[01:41:10] <payonel> but only works on
flavors of linux
L109[01:41:33] <payonel> yeah, neither of
us have done world emulator and such
L110[01:41:58] <payonel> it's not
something you'd use for building a reactor control system, per
se
L111[01:42:07] <payonel> unless you also
wrote your own reactor proxy and faked it
L112[01:42:08] <payonel> :)
L113[01:42:10] <Marlyn> :P
L114[01:42:35] <Marlyn> I guess I could
just write the programs in a creative world on my own
computer
L116[01:42:48] <Marlyn> And then do the
copying over when everything is said and done
L118[01:43:17]
<Forecaster>
that's what I do when I develop systems
L119[01:43:46]
<Forecaster>
work in a creative world where I have IntelliJ push files directly
to the world save dir
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L122[03:04:54]
<Forecaster>
@Mimiru what are the associations between the folders?
L123[03:05:17]
<Forecaster>
ie which json files belong to the "crafting" images vs
the "hunting" images?
L124[03:05:39]
<Forecaster>
hm, I guess it doesn't matter that much, I can just go over all of
them
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L135[07:30:44] <Arcan> %help
L138[08:53:55]
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L139[09:03:40] <Mimiru> @Forecaster
basically anything with 64px and 20px are crafting
L140[09:03:44] <Mimiru> the rest are
hunting
L141[09:11:33] <Inari> %shell
L142[09:11:33] *
MichiBot loads Pillows into a shell and fires it. It strikes the
ground near Alex_hawks, wolfmitchell and Techokami. They each take
3, 1 and 3 splash damage respectively.
L144[09:19:47] <AmandaC> H-hey! I said not
so share that! D:
L145[09:20:02] <Inari> :p
L146[09:52:02]
<Kodos> I
don't recall AmandaC having that much fur
L147[09:53:36] <payonel> s/.* /Kodos
/g
L148[09:53:36] <MichiBot> <Kodos>
Kodos fur
L149[09:53:44]
<Kodos>
wat
L150[09:54:02] <payonel> haha not quite
what i meant
L151[09:54:11] <payonel> s/[^ ]* /Kodos
/g
L152[09:54:11] <MichiBot> <payonel>
Kodos Kodos Kodos Kodos Kodos meant
L153[09:54:15] <payonel> that's what i
meant :)
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L155[11:27:43] <payonel> @forecaster it's
hack-fixed!
L156[11:27:49]
<Forecaster>
yay
L157[11:28:09] <payonel> what is weird is
that the ray tracing doesn't work for use fluid cells in the
world
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L159[11:28:22] <payonel> so where it
places the fluid, and where it tries to pick it up .. doesn't quite
line up
L160[11:28:24]
<Forecaster>
wut
L161[11:28:27] <payonel> i care LESS about
that
L162[11:28:31] <payonel> no more dup
L163[11:28:37] <payonel> and, if you are
using a tank, it's totally fine
L164[11:28:38]
<Forecaster>
oh right
L165[11:28:57] <payonel> but if you are
trying to place fluid in the world, it might not be the side you
expect
L166[11:29:05] <payonel> but that ray
tracing code is in the ic2 code
L167[11:29:17] <payonel> i'm updating the
robot player's rotation correctly, so, shrug?
L168[11:32:11]
<Forecaster>
that's fine
L169[11:32:17]
<Forecaster>
my use case included tanks
L170[11:41:20] <payonel> buckets work just
fine, i dont know what's up with ic2 ray tracing for item placement
thogh
L171[11:41:22] <payonel> though*
L172[11:41:44]
<Forecaster>
oh
L173[11:41:47] <payonel> but again, no
dup
L174[11:41:53] <payonel> i care a
little
L175[11:41:54]
<Forecaster>
it requires actually targeting a block
L176[11:41:56] <payonel> but not
much
L177[11:42:00]
<Forecaster>
could that have something to do with it?
L178[11:42:02] <payonel> yeah, but the
robot does that
L179[11:42:11]
<Forecaster>
ah, no idea then
L180[11:42:25] <payonel> the robot creates
a temporary fake player, and that fake player has a facing
direction
L181[11:42:33] <payonel> which is used for
things like, placing water from a bucket
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L183[11:59:02] <gamax92> payonel: hull
trace
L184[12:00:47] <gamax92> finding a path
with a hull usually fails because I use too large of a grid
size
L185[12:01:08] <gamax92> but if I use a
smaller grid size then navigation map generation takes too
long
L186[12:05:12] <gamax92> of course, this
point is moot because I can just pregenerate this stuff and then
instantly load the nav map from disk
L187[12:05:19] <payonel> why would map gen
take long with a small grid?
L188[12:06:40] <gamax92> more spaces to
check if a player can stand there
L189[12:18:20] <gamax92> and not only if a
player can stand somewhere but how the player can move from some
other place to that position
L190[13:58:25]
<Bread> is
refined storage integration a thing in 1.10? I can't seem to figure
it out
L191[14:24:07] <payonel> @Bread i'm not
sure about ref. storage
L192[14:25:23] <payonel> im the oc
dev/maintianer now - but still coming up to speed on many of the
integrations
L193[14:25:37] <payonel> place an oc
adapter down, and then test the ref. storage controller next to
it
L194[14:25:41] <payonel> see if it comes
up in the components list
L195[14:26:23] <payonel> ae is definitely
supported, i've been working pretty hard over the last few weeks
fixing up ae integration
L196[14:27:19] <Vexatos> @Bread IIRC only
1.11 and 1.12 have it
L197[14:27:49]
<Bread> ok
thank you
L199[14:54:12]
<Forecaster>
looks like a less nice version of Stardew Valley
L200[14:55:01] <Temia> It looks like a
knockof of the original Harvest Moon
L201[14:55:41] <Temia> ...Like some kind
of retro Rune Factory, almost.
L202[15:10:18]
<ZeekDaGeek>
The speed of an internet card seems to be determined by the
maxReadBuffer setting, however, increasing the setting doesn't make
it download any faster.
L203[15:10:50]
<ZeekDaGeek>
I'm trying to download 162kb worth of data and it's taking 13
seconds every time. D:
L204[15:11:42]
<ZeekDaGeek>
Do these things just have 16k modems in them?
L205[15:16:52] ⇦
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L206[15:22:14] <Vexatos> @ZeekDaGeek The
minecraft world generally has abysmal broadband coverage, a
satellite connection is most you're getting
L207[15:23:35] <Vexatos> and, since the
world is flat, it's all running through a single one due to
financial issues on the side of the Hosencorp AG
L208[15:23:52] <Vexatos> I apologize for
any inconveniences this might be causing
L209[15:24:33] <Vexatos> Temia,
"harvest moon" makes me way too nostalgic
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L214[16:01:40] <Inari> Temia: I think it's
supposed to be reminiscent of the orignil Harvest Moon,y eah. But
with additional stuff
L215[16:03:07]
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L216[16:03:55] <Vexatos> Friends of
Mineral Town was so good >_<
L217[16:04:08] <Vexatos> I was also 10
when I played that :I
L218[16:14:51]
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L222[18:52:42] *
Mimiru wonders if @Forecaster made any headway on that
script
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L225[19:15:04] <cronjob> Hello all
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L229[19:23:17] <CompanionCube> yes?
L230[20:27:01]
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L233[20:37:21] <AmandaC> %choose anime or
return to the salt mine
L234[20:37:21] <MichiBot> AmandaC: return
to the salt mine
L235[20:37:25] <AmandaC> hrm... nah
L236[20:59:56] ⇦
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L239[21:24:43] <PrismaticYT> How do you
print an error (like the "no bootable medium found"
error)
L240[21:24:57] <PrismaticYT> specifically
an error that requires a restart
L241[21:37:10] <payonel> PrismaticYT:
that's the error string in the exception thrown that kills the init
process
L242[21:37:32] <payonel> so, if you write
your own eeprom code and say: error("hello eeprom")
L243[21:37:41] <payonel> then that'll be
your "no bootable medium found"
L244[21:44:10] <PrismaticYT> so
error("text") in the EEPROM?
L245[21:45:38] <PrismaticYT> Is it
possible to use error("text") outside of the
EEPROM?
L246[21:48:59] <Izaya> Think so.
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L251[22:43:43] <payonel> PrismaticYT: what
do you mean, "outside" the eeprom?
L252[22:44:11] <payonel> PrismaticYT: the
global table available to the eeprom is the primitive set of
tables
L253[22:44:21] <payonel>
s/tables/api/
L254[22:44:21] <MichiBot> <payonel>
PrismaticYT: the global table available to the eeprom is the
primitive set of api
L256[23:17:20] <PrismaticYT> As in
L257[23:17:39] <PrismaticYT> Can
error("text") be called from a normal lua file?
L258[23:18:14] <PrismaticYT> Also
L259[23:18:17] <PrismaticYT> imo
L260[23:18:36] <PrismaticYT> OC 1.8 should
include a better head (program)
L261[23:20:29] <PrismaticYT> And possibly
/dev/urandom
L262[23:20:38] <PrismaticYT> to allow
things like
L263[23:20:39] <PrismaticYT> head -c 500
/dev/urandom | tr -dc '0-9' | fold -w 3 | head -n 1
L264[23:37:00] <payonel> 1. error is
normal lua
L265[23:37:07] <payonel> openos supports
normal lua
L266[23:37:11] <payonel> error() just
throws an exception
L267[23:37:37] <payonel> 2. what would you
like added to head?
L268[23:37:54] <payonel> 3. there is
/dev/random
L269[23:38:30] <payonel> there is no point
in having random vs urandom, as there is no entropy engine
L270[23:38:44] <payonel> if you prefer,
you can ln -s /dev/random /dev/urandom
L271[23:38:58] <payonel> + PrismaticYT
^
L272[23:39:34] <payonel> and you can:
`head --bytes=500 /dev/urandom`
L273[23:40:09] <payonel> there is no
/bin/tr, there is no /bin/fold, and you can head --lines=1