00:19
<
pointfree >
carl0s: the main purpose of building with the shell scripts is to also get output files like cyfitter_cfg.cfgdump, p3archdump.txt, *-db1.dtx, and *-db2.dtx
00:19
<
pointfree >
One can clearly see the path along the grid in the *.route file.
00:19
<
pointfree >
They provide a lot of insight into how the PSoC is configured.
00:19
<
pointfree >
4,5 ... at most one from the coordinate pair changes in each row because you are routing along a grid.
00:19
<
pointfree >
The task is to get a function to map the coordinates to registers and bytes in cyfitter_cfg.cfgdump for different tile types (HC, HV_L, HV_R, PI, HS, VS, etc). That information can now be found from files like p3archdump.txt (the switch matrices)
00:19
<
pointfree >
Once the mapping is known, pretty much all you need to now is the min and max bounds of the coordinates, and you're in business.
00:19
<
pointfree >
(Just to be clear, the min and max bounds of the coordinates are already known)
00:19
<
pointfree >
Also, shell scripts make automated reverse engineering easier.
00:29
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00:33
<
rqou >
anyways, i'm currently working on various conflicts
00:33
<
rqou >
e.g. potion id conflicts
00:33
<
rqou >
lots of staring at NEI's "dump" screen
00:33
<
rqou >
i'm also going to have to get mcedit to run some stats to make sure i'm not somehow missing some critical resource
00:33
<
rqou >
like copper :P
00:34
<
rqou >
thank god we no longer have to manually solve block/item id conflicts
00:34
<
lain >
this is why we always just used a pack :P
00:34
<
rqou >
now we just get stupid things like dimension id conflicts :P
00:35
<
lain >
though one time we made our own, by which I mean a friend made one for us and I watched as she spent weeks resolving conflicts :P
00:35
<
rqou >
as far as i can tell there aren't actually too many
00:35
<
rqou >
the biggest problem is that i don't know now biomes o plenty interacts with all of the other mods that want to add biomes
00:35
<
lain >
probably much better these days :D
00:36
<
rqou >
next i'll also have to work on hotkey conflicts :P
00:38
<
rqou >
this should be easier with a real (non-laptop) keyboard :P
00:38
<
lain >
those are fun
00:38
<
rqou >
i already have a hotkey conflict between nei and baubles
00:39
<
rqou >
both want the "O" key
00:40
<
lain >
there are some really obnoxious hotkeys
00:40
<
lain >
like that one that sorts your inventory
00:40
<
rqou >
heh mob ai doesn't seem to understand BoP tiny cacti :P
00:40
<
lain >
but.. hotkeys are client side
00:41
<
rqou >
heh i just flew past a terrain gen "conflict"
00:41
<
rqou >
buildcraft tried to generate an oil well where minefactory reloaded tried to generate a sewage lake
00:41
<
lain >
did it become a sewage well? or an oil lake perhaps
00:41
<
rqou >
no, the flowing oil just overwrote the sewage
00:42
<
rqou >
also, some mod makes deserts have really annoying distance fogging
00:42
<
lain >
which minimap are you going with?
00:43
<
rqou >
aand deserts still generate next to swamps :P
00:43
<
lain >
hm never heard
00:43
<
lain >
does it support cave view underground? if so, is that allowed?
00:43
<
rqou >
i'll look into turning it off
00:43
<
rqou >
i don't like cave view
00:44
<
rqou >
imo mob view is fine though
00:44
<
lain >
see I feel the opposite :P
00:44
<
rqou >
i guess i don't really appriciate combat in minecraft
00:45
<
rqou >
which is funny because i've actually tried playing spellbound caves
00:46
<
rqou >
hmm i just ran into another great cross-mod interaction
00:46
<
rqou >
a witchery guard and a thaumcraft eldrich guardian attaching each other
00:58
<
rqou >
also basically every mod has better ai than vanilla
00:59
<
rqou >
i wonder what happened to mojang's "ai expert" they hired years ago?
00:59
<
lain >
for 1.7 I'm sure
00:59
<
lain >
vanilla ai is pretty good these days
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01:00
<
rqou >
why is video game ai so difficult anyways? performance constraints?
01:02
<
lain >
there was an amusing bug in the zombie ai for ages, actually I wonder if that was 1.7 era?
01:02
<
lain >
it caused huge lag because the zom ai would get stuck in an infinite loop trying to path to an unreachable player
01:02
<
rqou >
there've always been zombie ai bugs :P
01:02
<
rqou >
a* isn't that hard
01:03
<
lain >
a lot of things aren't that hard
01:03
<
lain >
and yet, minecraft :D
01:03
<
lain >
seems it was even present in 1.9
01:04
<
rqou >
oh sh*t i almost forgot about mtvre
01:04
<
rqou >
i need to actually start driving down already
01:04
<
rqou >
thanks silicon valley traffic
01:11
<
rqou >
oh btw lain have you seen the reverse dns for fpgacraft1/2? :P
01:14
<
whitequark >
fpgacraft?
01:14
<
rqou >
a minecraft server
01:14
<
rqou >
azonenberg said it was ok :P
01:14
<
rqou >
fpgacraft is the irc bridge
01:15
<
rqou >
but it's not set up yet
01:15
<
rqou >
the current plan is for one heavily modded (so that it can nerdsnipe) server and one vanilla server
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01:22
<
rqou >
anyways, not sure if minecraft is a worse timesink or mmorpgs are :P
01:23
<
rqou >
also i swear my sd card is copying slower and slower
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01:38
<
lain >
rqou: if you're filling it up, it is
01:39
<
lain >
rqou: and yeah, love the rdns :D
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02:53
<
carl0s >
thanks for the detailed explanation pointfree, i was trying to do project builds faster but it seems not possible.
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04:01
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09:15
<
rqou >
lain: i figured out why the ic2 mod makes dungeon chests suck a lot
09:16
<
rqou >
it apparently decides to add copper/tin with a weight of 100
09:16
<
rqou >
most other weights are <20
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09:17
<
rqou >
fortunately minetweaker can nuke loot entries
09:17
<
rqou >
also, i think i fixed all the potion id conflicts
09:17
<
rqou >
hmm does amidst work on modded minecraft?
09:19
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09:41
<
rqou >
apparently loading
*the entire world* into mcedit takes about 10gb of ram :P
09:45
<
rqou >
it actually loaded
09:45
<
rqou >
and then i tried to launch minecraft again and java complained that it couldn't allocate enough ram
09:46
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09:47
<
rqou >
blargh, more config fixes still needed
09:47
<
rqou >
forgot to turn off forestry's oregen
09:48
<
rqou >
every friggin mod decides to add copper to the world
09:53
<
lain >
some recipes require metal from a specific mod
09:53
<
lain >
which is annoying
09:53
<
rqou >
that's almost entirely fixed now
09:55
<
rqou >
i also kinda like how TE's copper distribution forces you to actually mine higher
09:55
<
rqou >
it goes no lower than y level 40
09:57
<
rqou >
forestry ores are way too common
09:57
<
rqou >
(never mind them being redundant in the first place)
09:58
<
rqou >
i might actually have to bump up TE's ore distribution
09:58
<
rqou >
it seems pretty low
10:06
<
rqou >
ravines are great for subjectively checking ore distributions
10:11
<
rqou >
hmm the distribution subjectively looks "off" but the numbers seem right
10:12
<
rqou >
subjectively i see too much lead and not enough tin
10:12
<
rqou >
but the numbers say that both are the same rarity
10:12
<
rqou >
also tin is less than copper for some reason?
10:13
<
rqou >
lain what's your experience with mod resource consumption?
10:15
<
rqou >
hmm lead distribution might actually be ok
10:15
<
rqou >
i didn't realize how much thermal expansion uses lead
10:15
<
rqou >
ic2 basically doesn't/didn't
10:15
<
lain >
rqou: resource consumption on the server?
10:15
<
rqou >
no, mod resource consumption
10:15
<
lain >
or you mean like how much resources you need to use stuff
10:15
<
rqou >
copper/tin/iron/etc.
10:15
<
rqou >
i'm trying to tweak oregen
10:16
<
lain >
yeah I dunno, it's been too long
10:16
<
rqou >
also i seem to feel ic2 uranium is actually too common
10:17
<
rqou >
eh f*ck it i'll just increase the tin rarity
10:18
<
rqou >
copper has a ridiculously high probability for some reason
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11:35
<
rqou >
lain: alright, i have a server just about ready to run
11:35
<
rqou >
need to just find a less crappy spawn
11:36
<
rqou >
you probably don't want one in a desert right next to a thaumcraft eldrich obelisk :P
11:36
<
lain >
fucking wisps
11:36
<
lain >
pecking at you
11:36
<
lain >
"welcome to the world! *zap*"
11:36
<
rqou >
no, obelisks spawn agressive clerics/guardians
11:37
<
rqou >
this spawn was also right next to a wichery villiage
11:37
<
rqou >
probably too early for that too :P
11:38
<
rqou >
hmm i wonder how possible it is to explicitly compute a desirable seed?
11:38
<
rqou >
also, where is azonenberg? conference?
11:39
<
lain >
yeah I dunno, he's been gone a while
11:40
<
rqou >
hrmmm, a peninsula
11:41
<
rqou >
for a server type environment i actually want spawn to be a forest
11:41
<
rqou >
i would take a peninsula for my personal world
11:41
<
lain >
use the seed "gimme a forest dammit"
11:41
<
lain >
maybe it'll work :<
11:43
<
rqou >
hrrm "Attempted to add a EntityItem to the world with a invalid item"
11:43
<
rqou >
i'm just going to ignore this problem :P
11:46
<
rqou >
right next to a snow biome and a tained biome
11:46
<
rqou >
next seed :P
11:49
<
rqou >
i love the aesthetic of snow biomes but they're a pain to build in
11:52
<
rqou >
hmm i have a candidate seed
11:53
<
rqou >
mostly forest, but still a bit too close to a witchery village
11:53
<
rqou >
also no normal/normal biomes nearby
11:59
<
rqou >
hmm i'm strangely drawn to this world seed but i probably shouldn't do it
11:59
<
rqou >
a bog island with a project red volcano right next to it
11:59
<
rqou >
and a dead forest biome
12:00
<
rqou >
hmm i wonder if mods that failed to deterministically use the world seed got fixed?
12:06
<
rqou >
hmm i have a great seed but it generates a really f*cked up looking village
12:07
<
rqou >
i'll probably take it
12:08
<
rqou >
this seed is pretty boring
12:08
<
rqou >
but it's server-friendly
12:09
<
rqou >
hmm i don't know if i should wait for azonenberg to come back or not
12:10
<
rqou >
anyways, spawn is a beach next to plains
12:10
<
rqou >
about as lame as you can get :P
12:11
<
rqou >
alright, this will probably deploy first thing tomorrow
12:11
<
rqou >
i really should sleep now
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12:38
<
rqou >
anyways, sleep time for real now
12:40
<
pie__ >
so does fpgacraft have fpgas or what
12:41
<
rqou >
it might at some point
12:42
<
rqou >
it's supposed to be April fool's 2018 to have a yosys->redstone flow
14:00
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