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L1[00:04:11] <clienthax> so many errors
L2[00:04:13] <clienthax> ;_;
L3[00:04:24] <clienthax> !gm func_147674_a
L4[00:07:52] <clienthax> !gm field_111189_a
L5[00:08:00] <clienthax> !gm field_111189_a 1.7.10
L6[00:09:24] ⇨ Joins: Kamran (~kamranm12@d66-222-225-164.abhsia.telus.net)
L7[00:10:13] <clienthax> !gm func_180788_c
L8[00:16:33] <clienthax> !gm func_175151_a
L9[00:17:14] <Kamran> !gm func_175151_a
L10[00:17:59] <Kamran> clienthax: Why are you doing these commands, exactly? :D
L11[00:19:03] <Ordinastie> better question, why are you doing them here ?
L12[00:19:10] <clienthax> channel is dead
L13[00:19:11] <clienthax> :P
L14[00:19:19] <Wuppy> o/
L15[00:19:25] <Ordinastie> /msg ? :)
L16[00:19:26] <clienthax> if i keep on commanding someone will awaken
L17[00:19:29] <clienthax> ;D
L18[00:19:36] * clienthax crys into wuppy
L19[00:19:39] <clienthax> so many... errors
L20[00:19:40] <Kamran> clienthax: The channel isn't dead. It's just after 11 PM where I am & most people are asleep :P
L21[00:19:43] <clienthax> god dam 1.8
L22[00:19:53] <Wuppy> good luck clienthax
L23[00:19:57] <clienthax> Wuppy: http://prntscr.com/642u2l
L24[00:19:58] <Wuppy> I updated peacefulpack already :(
L25[00:20:12] <Wuppy> oh that's nothing :P
L26[00:20:23] ⇦ Quits: Doty1154 (~doty1154@50.136.193.35) (Read error: Connection reset by peer)
L27[00:20:50] <clienthax> thats with the whole modelling system excluded
L28[00:20:57] <clienthax> with that it adds another 1200 errors
L29[00:21:28] * Ordinastie is currently watching a playthrough of a Doom II map that lasts 3 hours.
L30[00:22:19] <Wuppy> anyway, today should be epic :D
L31[00:22:33] <Wuppy> going to work on an amazing game idea with a great group of people
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L38[00:52:08] <clienthax> 1855
L39[00:57:53] <Wuppy> clienthax, error count?
L40[00:57:58] <clienthax> yeah
L41[00:58:04] <Wuppy> good luck
L42[00:58:32] <Kamran> clienthax are those errors coming from a mod?
L43[00:58:39] <clienthax> yeah Kamran
L44[00:59:48] <Kamran> Which mod?
L45[01:00:10] <clienthax> pixelmon
L46[01:00:11] <clienthax> !gm func_152115_b
L47[01:00:22] <Wuppy> I've got about 3 mods with error counts like that to go :(
L48[01:00:32] <Kamran> guys, stick with 1.7
L49[01:00:44] <Kamran> 1.8 forge is a buggy mess
L50[01:01:00] <Wuppy> nope, it works perfectly fine
L51[01:01:12] <clienthax> Kamran: pixelmon is going 1.8 in a attempt to get plugin devs to pull their fingers out of their arse's
L52[01:01:15] <Kamran> and anyway, people should stick with developing mods for 1.7 until forge comes out for MC 1.8.1
L53[01:01:19] <Kamran> *1.8.2
L54[01:01:31] <Wuppy> no Kamran youre wrong
L55[01:01:32] <clienthax> no
L56[01:01:44] <Kamran> No, I am not.
L57[01:01:46] <clienthax> people should dev for 1.8, since dev work on 1.7.10 has stopped by forge
L58[01:01:53] <clienthax> and bukkit for that matter
L59[01:01:54] <clienthax> lol
L60[01:01:54] <Kamran> Actually clienthax it hasn't
L61[01:02:03] <clienthax> well, apart from superfuckups
L62[01:02:19] <Kamran> 1.7.10 is still getting bugfixes
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L64[01:02:29] <Wuppy> Kamran, tell me about the mayor mods or well known tutorials you've made
L65[01:02:30] <Kamran> *1.7.10 Forge
L66[01:03:06] <Kamran> mayor mods...dat english doe
L67[01:03:49] <clienthax> i think mytowns counts as a mayor mod
L68[01:03:51] <clienthax> it has mayors
L69[01:04:04] <Wuppy> that may have something to do with the fact that it';s easy to make a spelling mistake
L70[01:04:15] <Kamran> No, MyTowns counts as a town mod
L71[01:04:18] <Wuppy> especially when you just woke up
L72[01:04:30] <clienthax> !gm func_180244_a
L73[01:05:51] <ollieread> Boats and hoes!
L74[01:06:28] <Kamran> um, okay??
L75[01:08:06] <Wuppy> I completely agree ollie :P
L76[01:08:53] <ollieread> See, Wuppy knows whats up!
L77[01:08:55] <clienthax> !gm func_178974_a
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L79[01:09:18] <Wuppy> I know things, sometimes :P
L80[01:09:25] <mallrat208> That reminds me, I've got a mumbo episode to watch in my watch later
L81[01:10:20] <Wuppy> watch in your watch?
L82[01:10:20] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L83[01:10:28] <mallrat208> ... yes
L84[01:10:35] <McJty> Hi
L85[01:10:50] <Wuppy> hey
L86[01:11:23] <DemoXin> o/
L87[01:11:43] <Wuppy> \o
L88[01:11:48] <DemoXin> Wuppy: To watch in his watch later. As in Watch Later playlist
L89[01:12:00] <Wuppy> ah of course, derp
L90[01:12:03] <Wuppy> never use that
L91[01:12:28] <DemoXin> I do if I haven't watched YouTube all day. I'll just queue up all the vids I want to watch, lay back and watch them.
L92[01:12:53] <DemoXin> easiest way to build a temporary playlist
L93[01:13:01] <mallrat208> I realized I could have conveyed the same thought by excluding 'to watch'
L94[01:13:04] <clienthax> +2,355 −2,977
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L96[01:13:07] <clienthax> fun.
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L98[01:14:06] <Wuppy> DemoXin, that, sounds like an amazing idea
L99[01:14:11] <Wuppy> thanks :P
L100[01:14:13] <Ordinastie> what I'm missing from youtube is a way to say "watch after the current video is finished"
L101[01:14:20] <DemoXin> ^^
L102[01:14:22] <DemoXin> yep
L103[01:14:24] <clienthax> ok
L104[01:14:26] <clienthax> ive been uop
L105[01:14:27] <clienthax> like
L106[01:14:29] <clienthax> way too long
L107[01:14:34] <clienthax> ima go like.. collapse for 8 hours or so
L108[01:14:44] <clienthax> maybe longer..
L109[01:14:44] <mallrat208> Most people would call that sleep
L110[01:14:57] <clienthax> yeah, but most people havnt been coding 36 hours or so
L111[01:15:05] <Wuppy> what the....
L112[01:15:07] <clienthax> this is like.. forced sleep
L113[01:15:08] <clienthax> xD
L114[01:15:10] <Wuppy> I just woke up :P
L115[01:15:21] * clienthax tags wuppy
L116[01:15:25] <clienthax> your error slayer now!
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L119[01:17:06] <xaero> I read that as "(I'm) your error slayer now"
L120[01:17:22] <xaero> you just quadrupled your workload, given that wuppy has more errors than hyou :P
L121[01:18:13] <Wuppy> please be my error slayer clienthax
L122[01:18:37] <Ordinastie> Ctrl+A > Del
L123[01:18:43] <Ordinastie> Done, no error left.
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L126[01:21:53] <ollieread> Ordinastie: That's what watch later does
L127[01:22:34] <Ordinastie> I want directly after
L128[01:22:53] <Ordinastie> I don't want to need to go to my watch later list that may be already full of stuff
L129[01:22:55] * Wuppy stares blankly at Ordinastie
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L132[01:23:57] <Ordinastie> I want a Play Next button for the "Suggestions" vids on the right
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L144[01:49:18] <ollieread> I think I'm going to spend the day playing Don't Starve
L145[01:49:42] <ollieread> Or I may buy Evolve actually
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L150[02:02:09] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150212 mappings to Forge Maven.
L151[02:02:12] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150212-1.8.zip (mappings = "snapshot_20150212" in build.gradle).
L152[02:02:23] <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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L156[02:17:59] <Mraof> 1 2 4 8 16 32 64 128 265
L157[02:20:06] <DemoXin> almost.
L158[02:20:38] <Mraof> 1 2 4 8 16 32 61 128 256
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L160[02:25:36] <xaero> so close, yet so far.
L161[02:28:17] *** Cozza38|Away is now known as Cozza38
L162[02:28:48] <Mraof> 1 1 2 3 5 8 13 21 34 55 89 128
L163[02:30:36] <DemoXin> D:
L164[02:30:40] <DemoXin> That just makes me sad.
L165[02:30:43] <OndraSter> 4 8 15 16 23 42?
L166[02:30:44] <DemoXin> So so so close.
L167[02:31:44] <ollieread> 1 2 4 8 16 32 64 128 256
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L169[02:32:57] <McJty> 1 2 3 4 5 6 7 8 9
L170[02:33:23] <Mox[NL]> McJty: don't be rediculous
L171[02:33:49] <ollieread> s/rediculous/ridiculous
L172[02:33:57] <Mox[NL]> thx
L173[02:34:01] <ollieread> That's not even a phonetic spelling lol
L174[02:34:02] <Mox[NL]> I was about to google that
L175[02:34:04] <ollieread> Unless you're Chinese
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L177[02:36:14] <Mox[NL]> or dutch apparently
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L193[03:29:20] <Toofifty> How do you ignore durability in a crafting recipe in 1.8?
L194[03:32:41] <Toofifty> using a new ItemStack(item, 1, -1) doesn't work because of this http://puu.sh/fOt31/9304aa064c.png
L195[03:34:14] <Ivorius> Toofifty: Use OreDictionary.WILDCARD
L196[03:34:27] <Ivorius> In any version, this was the correct way to do this
L197[03:34:42] <Ivorius> Pretty sure in 1.7, this loc was also present
L198[03:35:19] ⇦ Parts: leth (~leth@ks353694.kimsufi.com) (<3))
L199[03:38:24] <Toofifty> Awesome, cheers
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L202[03:45:58] <Mox[NL]> Hey guys, do you think forge is interested in a free filehosting mirror?
L203[03:47:25] *** VictiniX888_ is now known as VictiniX888
L204[03:47:27] <Mox[NL]> not just a dropbox thing or something
L205[03:48:05] <Mox[NL]> we are also official debian and ubuntu mirror
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L208[03:53:01] <Ivorius> I dunno, you should ask Lex
L209[03:53:17] <Ivorius> And Lex might tell you you should ask OvermindDL
L210[03:53:47] <Ivorius> And honestly, I have no idea how to reliably contact that guy these days, but perhaps he has contact info on the website or something
L211[03:54:00] <Mox[NL]> I'll register on the forum and ask there.. that seems a more polite way than a query on irc
L212[03:54:27] <Ivorius> That might work
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L215[04:08:46] <Mox[NL]> It doesn't unfortunately :( He blocked personal messages..
L216[04:08:55] <Mox[NL]> I'll try an e-mail
L217[04:09:06] <Mox[NL]> but that will probably end up on a big pile somewhere
L218[04:13:53] <Ivorius> Lex normally does respond to emails, I think
L219[04:14:07] <Ivorius> At least he talked in here once about a server he joined to disprove a bug
L220[04:14:12] <Ivorius> Because the person was a moron, lol
L221[04:14:24] <Ivorius> No clue about Overmind
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L230[04:55:03] <Mox[NL]> I can't seem to find an e-mail addres of Lex. I did send Overmind a forum message tho
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L236[05:10:25] <ollieread> Mox[NL]: Check github
L237[05:10:37] <LexMobile> Were not really looking for mirriors and the only thing we put on th are the libraries the installer downloads.
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L249[05:33:35] <Mox[NL]> ok, thanks for the answer.
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L251[05:35:26] <Mox[NL]> Let me know if it might help when we mirror the libraries and installer downloads..
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L308[08:00:42] <Kruptein> Hi i'm getting a "Model definition for location fulgora:basicConsumerBlue#inventory not found", this is the relevant code http://dpaste.com/16H5065
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L310[08:02:50] <SirWill> hey, how can I find out the achievment id from mods?
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L312[08:04:44] <Ivorius> 'the achievement id'
L313[08:04:47] <Ivorius> What achievement ID
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L315[08:06:11] <SirWill> for the /achievement command
L316[08:06:18] <Ivorius> Kruptein: https://github.com/Ivorforce/PandorasBox/blob/1.8/src/main/java/ivorius/pandorasbox/client/ClientProxy.java#L41-L55
L317[08:06:21] <Ivorius> Take a look at this
L318[08:06:26] <Ivorius> You're missing some of those calls
L319[08:06:29] <Kruptein> thanks
L320[08:07:48] <Ivorius> SirWill: From code, or as a player
L321[08:07:58] <Ivorius> You can always press tab to list options
L322[08:08:22] <SirWill> as player
L323[08:08:39] <SirWill> seems that the command doesn't work anyways
L324[08:09:09] <SirWill> if I run /achievement give killWither SirWill it tells me "You must specific which player you wish to perform this action on."
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L326[08:17:27] <Kruptein> hm
L327[08:18:30] <Kruptein> Ivorius, the errors are indeed gone but only the base model appears in my inventory, what should I do to show all blockstates ?
L328[08:19:52] *** fry|sleep is now known as fry
L329[08:20:32] <Ivorius> I dunno, ask fry
L330[08:20:37] <Ivorius> Didn't do that yes
L331[08:20:39] <Ivorius> *yet
L332[08:20:52] <Kruptein> ok np thanks
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L334[08:21:39] <fry> Kruptein: change mesher calls to ModelLoader.setCustomMeshDefinition in preinit
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L337[08:26:24] <Kruptein> hmm
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L348[08:45:36] <SirWill> hm, where does minecraft save the achievements
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L350[08:46:39] <SirWill> nvm
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L358[09:01:45] <Kruptein> fry is there something that implements ItemMEshDefinition already ?
L359[09:01:59] <Kruptein> or do I need to create my own class
L360[09:02:19] <fry> Ah, there's setCustomModelResourceLocation too
L361[09:02:20] *** kroeser|away is now known as kroeser
L362[09:02:26] <fry> (for the call you used)
L363[09:03:10] <Kruptein> this is what I have now http://dpaste.com/186WBN3
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L365[09:05:25] <fry> Looks fine, I think
L366[09:05:41] <Kruptein> I only get one my models in the inventory though
L367[09:09:08] <fry> Well, you're only calling setCustomModelResourceLocation for one
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L370[09:10:29] <Kruptein> and I just increase the meta arg for each state right ?
L371[09:12:11] <fry> item metadata = block metadata, for default ItemBlock, iirc
L372[09:13:05] <fry> (Also, make sure you register your block before calling Item.getItemFromBlock)
L373[09:13:37] <Kruptein> oh that will be it
L374[09:13:44] <Kruptein> I think the register is still in init , not in preinit
L375[09:15:31] <Kruptein> oh no it isnt
L376[09:15:39] <Kruptein> its already before the setcustommodel
L377[09:17:29] <Kruptein> ok so I changed it to this http://dpaste.com/2CVW9A0 the block is registered in the BlockBasicLamp constructor
L378[09:19:46] <fry> basicConsumer.getName() won't return different things
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L381[09:20:46] <Kruptein> true
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L383[09:21:10] <fry> (although it does look ok, nevermind :P)
L384[09:21:20] <fry> What doesn't work now?
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L386[09:22:55] <Kruptein> http://imgur.com/TJQsKdj
L387[09:22:59] <Kruptein> I expect two blocks there :/
L388[09:23:56] <McJty> Time to go!
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L390[09:25:36] <Kruptein> on second thought Ill just make it that I pass the "red" or "blue" as a parameter to the constructor, and just create a block for each state
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L392[09:25:47] <fry> did you overrite getSubBlocks?
L393[09:26:04] <fry> (in the block)
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L397[09:29:24] <Kruptein> that fixed it yeah
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L400[09:29:53] <Kruptein> they all still have the same name instead of the blockstate
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L403[09:31:47] <clienthax> fry: what replaced advancedmodelloader in 1.8
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L406[09:33:03] <fry> ModelLoaderRegistry
L407[09:33:37] * clienthax is not looking forward to the 1k+ errors just todo with model loading
L408[09:33:38] <clienthax> :D
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L410[09:34:17] <Ivorius> If you have 1k errors, you're doing something very wrong in your mod :P
L411[09:34:26] <clienthax> Ivorius: its just a big arse mod
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L413[09:34:33] <clienthax> Ivorius: pixelmon porting progress
L414[09:34:33] <clienthax> :P
L415[09:34:43] <Ivorius> I stand by my comment
L416[09:34:45] <Ivorius> x)
L417[09:34:48] <clienthax> nuuu
L418[09:35:02] <clienthax> well atm its mostly overrides not linking up because of missing advancedmodelloader
L419[09:35:08] <clienthax> atleast in the model system
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L421[09:35:12] <fry> A lot of content doesn't imply big codebase :P
L422[09:35:12] <clienthax> the rest is method names changing / disapearing
L423[09:35:28] <Ivorius> And a big codebase doesn't imply a lot of content :P
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L425[09:36:40] <Ivorius> In fact, while heuristics show an approachable covariation, it is only very slight
L426[09:36:44] <Ivorius> Very mysterious!
L427[09:37:18] <clienthax> btw, with tesselator and WorldRender
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L429[09:37:25] <clienthax> for .draw, do you use tesselator.draw
L430[09:37:28] <clienthax> or worldredner.finishdrawing
L431[09:37:44] <Ivorius> worldRenderer.startDrawing; tessellator.finishDrawing
L432[09:37:56] <Ivorius> Yep. Some genius thought this system up I'm sure x)
L433[09:38:39] <clienthax> atm im using worldrender.startDrawing and tess.draw()
L434[09:38:41] <clienthax> at the end
L435[09:39:04] <Ivorius> Correct
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L438[09:40:43] <Kruptein> now that I added the getSubBlocks again, Im getting "model defenition for location ...basicConsumerRed#inventory not found" again
L439[09:41:32] <gigaherz> you have to register each variant separately
L440[09:41:44] <Kruptein> ModelBakery.addVariantName(Item.getItemFromBlock(basicConsumer), Constants.MODID + ":basicConsumerRed");
L441[09:41:52] <Kruptein> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(basicConsumer), 0, new ModelResourceLocation(Constants.MODID + ":basicConsumerRed", "inventory"));
L442[09:43:52] <clienthax> !gm func_152344_a
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L471[10:30:45] <Kruptein> gigaherz, thats what you meant right ?
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L477[10:48:40] <Kruptein> ok I figured it out
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L483[10:53:57] <clienthax> why the fuck.. public Object getNameForObject(Object p_177774_1_)
L484[10:54:00] <clienthax> why is that a object
L485[10:54:15] <Kruptein> because science
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L487[10:54:40] <fry> Erasure :P
L488[10:55:12] * clienthax crys
L489[10:55:53] <fry> Wait for 1.8.2 :P
L490[10:56:12] <fry> It'll at least improve a bit :P
L491[10:56:28] <clienthax> yeah i heard
L492[10:56:54] <Kruptein> ok so now I have 2 items in my inventory both with a correct item texture
L493[10:57:17] <Kruptein> their names are still wrong
L494[10:57:52] <fry> by wrong you mean "SomeBlock.name"?
L495[10:58:20] <Kruptein> that too but I know how to fix that, I mean both variants are called basicConsumer instead of basicConsumerRed or something
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L497[10:58:57] <fry> Will need a lang file for that, from what I know
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L499[10:59:13] <Kruptein> that only fixes the .name right ?
L500[10:59:46] <fry> What else? :P
L501[10:59:50] <Kruptein> they both show as basicConsumer but I want to give them a different name based on their variant
L502[10:59:58] <Kruptein> they are just the same now
L503[11:00:18] <Kruptein> s/variant/blockstate
L504[11:00:21] <fry> Ah, do you set different unlocalized names?
L505[11:00:47] <Kruptein> I remember we did something like that in 1.7 but I cant seem to find where we did it
L506[11:03:08] <Kruptein> aha
L507[11:03:22] <Kruptein> so yeah we had a getUnlocalizedName(ItemStack) method
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L515[11:21:54] <Katelyn> Anyone mind telling me what the damage radius of a worldObj.createxplosion 1.0F would be.
L516[11:27:32] <tterrag> I miss ?tryit :P
L517[11:27:40] <tterrag> Katelyn: try it and find out? ;p
L518[11:28:40] <Zaggy1024> Kruptein, is it a block or an item?
L519[11:28:49] <Kruptein> a block
L520[11:29:02] <Zaggy1024> k
L521[11:29:42] <Kruptein> the texture as a item in inventory etc is correct but when placed is still missing as well, I printed the state.GetProperties() onBlockPlaced and its empty
L522[11:30:09] <Kruptein> which is weird given that I do a setDefaultState.withProperty in my constructor
L523[11:31:28] <Zaggy1024> for the placed texture, did you register an IStateMapper?
L524[11:31:34] <Kruptein> yes
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L527[11:32:04] <Kruptein> http://dpaste.com/338DZP5
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L529[11:34:22] <Zaggy1024> and what does your json look like?
L530[11:35:07] <Kruptein> http://dpaste.com/1VC1DT3
L531[11:35:48] <Zaggy1024> you didn't put in your mod ID
L532[11:35:53] <Zaggy1024> as the resource domain
L533[11:36:01] <Zaggy1024> for blockstate models
L534[11:36:08] <Kruptein> welp
L535[11:36:28] <Zaggy1024> don't worry, I've done that a few times myself :P
L536[11:36:53] <Kruptein> that aside, where would I set the unlocalizednames for each variant ?
L537[11:37:16] <Zaggy1024> For an item, you'll want ItemMultiTexture
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L539[11:37:36] <Kruptein> its for the itemstacks in the inventory for a block
L540[11:37:49] <Zaggy1024> yeh
L541[11:38:03] <gigaherz> jsut override public String getUnlocalizedName(ItemStack stack)
L542[11:38:08] <Zaggy1024> nah
L543[11:38:20] <Zaggy1024> ItemMultiTexture will handle all that crap
L544[11:39:22] <Zaggy1024> Just register it with a Function(){apply(Object obj){return Enum.values().get(((ItemStack) obj).getMetadata());}
L545[11:39:25] <Zaggy1024> or something like that
L546[11:39:26] <gigaherz> although
L547[11:39:32] <gigaherz> he said for a Bock
L548[11:39:34] <gigaherz> Block
L549[11:39:50] <Zaggy1024> ItemMultiTexture extends ItemBlock
L550[11:39:53] <gigaherz> I have never done multi-blocks
L551[11:40:40] <Zaggy1024> http://pastebin.com/sLrcsu7b
L552[11:40:49] <Zaggy1024> basically that
L553[11:41:47] <Kruptein> thats a google function right ?
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L555[11:42:00] <Kruptein> or from where do I import it
L556[11:42:10] <Zaggy1024> it'll concatenate the result onto the default unlocalized name like 'block.getUnlocalizedName() + "." + apply()'
L557[11:42:26] <Zaggy1024> yeah, google.common.base
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L560[11:45:03] <Kruptein> ok thanks!
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L565[11:50:03] <Kruptein> why does it require block twice as parameter ?
L566[11:52:25] <gigaherz> because I wants to be certain! (probably not)
L567[11:52:34] <Kruptein> :D
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L574[11:58:04] <Zaggy1024> Kruptein, Mojang logics
L575[11:58:12] * Zaggy1024 wondered that too :P
L576[11:58:12] <Kruptein> best logics right
L577[11:59:08] <Kruptein> well Im royally screwing over that method it seems, Its http://dpaste.com/2B2DNDB atm, and now the item textures are gone :D
L578[11:59:15] <Kruptein> and the names are still wrong
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L580[12:01:44] <Zaggy1024> Kruptein, apply should only return the variant name
L581[12:01:49] <Kruptein> ah
L582[12:03:06] <Kruptein> hmm still the same result :/
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L585[12:11:09] <Vanhal> Anyone any ideas why my blocks are like this in 1.8? https://pbs.twimg.com/media/B9p6iRtIcAApp1-.png:large
L586[12:11:25] <ollieread> Do enums retain their order with values()?
L587[12:11:34] <Ivorius> Yes ollieread
L588[12:11:46] <ollieread> https://gist.github.com/ollieread/34795524f96908446d9f
L589[12:11:50] <Ivorius> enum == Enum.values()[enum.ordinal()]
L590[12:11:52] <ollieread> So that getPocketSize() would work?
L591[12:11:54] <Lumien> Vanhal check your render type
L592[12:12:07] <Ivorius> Return 3 on getRenderType
L593[12:12:23] <Vanhal> I'll try that now
L594[12:12:29] <ollieread> Providing that I define them smallest to largest?
L595[12:14:05] <Ivorius> Yeah
L596[12:14:10] <Ivorius> I wouldn't do it that way though
L597[12:14:18] <Ivorius> Rather be safe and test for best match :P
L598[12:14:30] <Lumien> There are no custom item renderer in 1.8 anymore right?
L599[12:15:09] <fry> Not in the sense of using GL calls :P
L600[12:18:20] <Lumien> So is there a way i can change the color of the damage bar?
L601[12:18:24] <Lumien> *no way
L602[12:18:36] <fry> Sure you can
L603[12:18:58] <Lumien> how?
L604[12:19:00] <fry> Draw your own one, using the model :P
L605[12:19:05] <Lumien> :P
L606[12:19:05] <Lumien> ok
L607[12:19:14] <Lumien> asm to the rescue
L608[12:19:20] <fry> god damn it
L609[12:19:36] <jk-5> Lumien: There are events for the ingame gui
L610[12:19:47] <jk-5> You can just cancel the health bar event and render a new one
L611[12:19:55] <jk-5> No ASM needed
L612[12:20:01] <Lumien> item damage bar
L613[12:21:04] <fry> Still, using ASM for this is stupid
L614[12:21:32] <Lumien> Yeah but i prefer to handle this in code
L615[12:21:38] <Lumien> and it shouldn't cause conflicts
L616[12:21:53] <fry> -_-
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L618[12:22:10] <fry> ISmartItemModel is exactly for "handling this in code"
L619[12:22:32] <Lumien> It's easier to do it like this
L620[12:22:34] <Zaggy1024> how does one make a block model render with transparency?
L621[12:22:38] <fry> No, it isn't
L622[12:22:55] <fry> You're just too eager to use familliar tools
L623[12:23:14] <fry> Zaggy1024: Block.getRenderLayer
L624[12:24:13] <Lumien> How is it not easier? I'll just have a method in my item base class to change the color
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L626[12:25:53] <Lumien> !testcsv
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L628[12:29:59] <fry> Coremods shouldn't be used for convenience. They should be used when there's literally no other way to do it.
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L632[12:33:16] <clienthax> coremods are hardly convenient
L633[12:33:24] <clienthax> unless your a arm guru
L634[12:33:34] <clienthax> asm*
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L638[12:39:28] <ollieread> Anyone know if Block.onBlockAdded() is called when the block is added via something like WorldGen?
L639[12:39:42] <clienthax> debug it and find out
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L641[12:39:59] <Zaggy1024> or find references :P
L642[12:40:21] <Kruptein> Zaggy1024, the function thingy is still not working :p
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L644[12:41:04] <ollieread> Yes, it is
L645[12:41:17] <Kruptein> Zaggy1024, I have this atm http://dpaste.com/09G0BA5
L646[12:41:39] <ollieread> Providing they use World.setBlock() or the corresponding function in Chunk
L647[12:41:44] <ollieread> Though I don't know how else you'd do it
L648[12:43:13] <Zaggy1024> Kruptein, what are the unloc names showing up as?
L649[12:45:07] <Kruptein> ingame they are just both basicConsumer
L650[12:45:13] <Zaggy1024> hm
L651[12:45:56] <Zaggy1024> wait, where do you register your block?
L652[12:46:06] <Kruptein> in the BlockBasicLamp constructor
L653[12:46:24] <Kruptein> GameRegistry.registerBlock(this, "basicConsumer);
L654[12:47:06] <Zaggy1024> That'll register a new ItemBlock to it
L655[12:47:54] <Zaggy1024> you need to do GameRegistry.registerBlock(this, "basicConsumer", ItemMultiTexture.class, this, new Function(){})
L656[12:48:02] <Zaggy1024> with the apply function in {}, of course
L657[12:48:06] <Kruptein> aha
L658[12:48:25] <Zaggy1024> well...actually
L659[12:48:40] <Zaggy1024> that won't work because this is instanceof BlockBasicLam
L660[12:48:43] <Zaggy1024> *Lamp
L661[12:49:21] <Zaggy1024> And registerBlock tries to find the constructor with the exact classes, so in this case (Block, BlockBasicLamp, Function)
L662[12:49:39] <Zaggy1024> You need to register your ItemMultiTexture instance to the block
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L664[12:50:49] <Zaggy1024> http://pastebin.com/62Gqpg9Q
L665[12:51:32] <Zaggy1024> kind of a pain, but oh well
L666[12:52:28] <Kruptein> and I pass the ItemMultiTexture as the item ?
L667[12:52:32] <Zaggy1024> yeah
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L669[12:54:12] <Zaggy1024> basically, all putting the item in the map will do is make it so that Item.getItemFromBlock works correctly
L670[12:55:55] <Vanhal> getRenderType work for me, cheers!
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L676[13:03:05] <Kruptein> Zaggy1024, it works now! thanks
L677[13:03:25] <Zaggy1024> np
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L687[13:35:04] <minecreatr> how would I do connected textures in 1.8 without ISimpleBlockRenderingHandler>
L688[13:35:41] <fry> With a little creativity
L689[13:36:33] <fry> Connected textures are not much different from fences
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L693[13:38:01] <Brycey92> does anyone know how to make a command on a server call a function on a client?
L694[13:38:21] <minecreatr> IMessage?
L695[13:38:44] <Brycey92> uh
L696[13:38:51] <Brycey92> how would i go about it exactly?
L697[13:39:42] <clienthax> Brycey92: what are you trying to do exactly
L698[13:40:04] <Brycey92> i have a client command /openurl that i intended to use with a radial menu mod
L699[13:40:15] <Brycey92> but the mod sends the command straight to the server instead
L700[13:40:23] <clienthax> register it as a client command then?
L701[13:40:27] <Brycey92> i did
L702[13:40:38] <Brycey92> when used on the server, it says unknown command
L703[13:40:45] <clienthax> mhm strange
L704[13:40:49] <clienthax> you sure its registering?
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L706[13:41:07] <Brycey92> well it works in singleplayer, if that's what you mean
L707[13:41:12] <clienthax> no
L708[13:41:17] <clienthax> singleplayer is a server basically
L709[13:41:26] <clienthax> throw up the code you use to register it ?
L710[13:41:31] <Brycey92> ok 1 sec
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L712[13:41:45] <Brycey92> eclipse is being fickle
L713[13:43:12] <Brycey92> public void registerCommands() {ClientCommandHandler.instance.registerCommand(new OpenURLCommand());}
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L715[13:43:20] <Brycey92> that's in ClientProxy
L716[13:44:07] <clienthax> mhm
L717[13:44:12] <clienthax> is this 1.7 or 1.8 ?
L718[13:44:25] <clienthax> as ive def used that on 1.7 with no issues in past
L719[13:44:25] <Brycey92> 1.7
L720[13:44:33] <clienthax> run a debugger on it
L721[13:44:36] <clienthax> see whats happening
L722[13:44:48] <Brycey92> on client or server?
L723[13:44:52] <Brycey92> and how would i do that
L724[13:45:01] <Brycey92> just the debug option in eclipse?
L725[13:45:27] <clienthax> you don't know how to use a debugger?
L726[13:45:30] <Brycey92> nope
L727[13:45:33] <clienthax> go learn
L728[13:45:39] <clienthax> itl save you days in future
L729[13:45:39] <clienthax> :D
L730[13:45:42] <Brycey92> lol
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L733[13:50:08] <Brycey92> and suddenly, nothing launches at all
L734[13:50:16] <Brycey92> what did chicken bones do?
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L737[13:55:37] <Brycey92> clienthax, http://pastebin.com/Z5WSup9B
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L740[13:57:05] <Brycey92> both client and server crash with that
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L743[14:04:55] <clienthax> wha?
L744[14:05:05] <Brycey92> exactly
L745[14:05:11] <clienthax> your dev env is wierd
L746[14:05:14] <Brycey92> why?
L747[14:05:22] <clienthax> because it crashs when debugging lol
L748[14:05:33] <Brycey92> no it crashes when running normally or debugging
L749[14:05:52] <clienthax> well, undo whatever you just did :D
L750[14:05:52] <Brycey92> the odd thing is, this didnt happen last time i was developing
L751[14:05:59] <Brycey92> i didnt do anything
L752[14:06:22] <clienthax> ಠ_ಠ
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L754[14:09:00] <Brycey92> whatever, i'll just disable my NEI-calling code
L755[14:09:29] <Brycey92> and remove the mods
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L757[14:11:17] <Brycey92> eclipse still wants to launch NEI
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L760[14:12:39] <Brycey92> oh look eclipse itself crashed
L761[14:12:58] <Brycey92> why did this suddenly turn into such a shitty IDE?
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L764[14:15:28] <Kruptein> no idea havent used eclipse in a while
L765[14:16:38] <Brycey92> so eclipse found 2 codechickencores even though there's only one, now?
L766[14:16:59] <Brycey92> no, this is forge messing things up now
L767[14:17:01] <tterrag> it's loading from 2 places
L768[14:17:04] <tterrag> no it's not forge
L769[14:17:09] <tterrag> you have CCC in two places that are on the classpath
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L771[14:17:53] <Brycey92> oi
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L774[14:19:27] <Brycey92> so it acts like there's no CCC installed, even though there is, but when i add it to the build path, it acts like there are 2
L775[14:20:48] <Brycey92> yet everything worked totally fine the way it was 2 days ago
L776[14:20:48] <ollieread> Does this look right, for calculating the radius of a sphere from the volume?
L777[14:20:51] <ollieread> Math.ceil(Math.pow((3.0 * volume / (4.0 * Math.PI)), 1.0 / 3.0))
L778[14:22:17] <Kruptein> I think so yeah
L779[14:22:40] <tterrag> Brycey92: classpath issues are the worst, I can't really help you sicne I don't know your exact setup
L780[14:23:20] <Vanhal> anyone know what CompressedStreamTools.func_152457_a(abyte, new NBTSizeTracker(2097152L)) did in 1.7 and what the equilivent is in 1.8?
L781[14:29:52] <diesieben07> Vanhal: it reads an NBTTagCompound with at most 2097152 bytes from the given byte array. there is no 100% equivalent in 1.8, you can't read directly from a byte array anymore.
L782[14:30:11] <Brycey92> ok i got minecraft to run by moving all the mods into eclipse's build path and out of the mods folder
L783[14:31:15] <Brycey92> but now my server is refusing my client connection
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L785[14:34:25] <Vanhal> Thanks diesie knowing what it does helps think I can just rewrite it
L786[14:35:10] <Brycey92> does anyone know if i can run normal mods in a dev environment?
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L788[14:38:55] <tterrag> Brycey92: with CCC yes
L789[14:38:58] <tterrag> otherwise you need deobf
L790[14:39:10] <Brycey92> damn
L791[14:39:15] <Brycey92> i need to test my mod with another mod
L792[14:39:20] <Brycey92> but there's no source or deobf
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L795[14:40:49] <tterrag> BON2 to the rescue
L796[14:41:00] <tterrag> https://github.com/Parker8283/BON2/releases
L797[14:41:02] <Brycey92> while i'm here, is it possible to make forge run code from your mod before any other mod?
L798[14:41:16] <Brycey92> whazzis
L799[14:41:18] <tterrag> Brycey92: not really no, why woul dyou though?
L800[14:41:23] <tterrag> that's a deobfuscator
L801[14:42:08] <Brycey92> things like voxelmenu and mapwriter break some of my mod's functionality since they've already sunk their fangs into forge before I can do memory checks
L802[14:42:16] <tterrag> uhh
L803[14:42:20] <tterrag> memory checks?
L804[14:42:35] <Brycey92> to see if my users have enough ram allocated and inform them, if not
L805[14:42:50] <Brycey92> that way the game doesnt randomly crash and give them an unrelated error report
L806[14:43:07] <Brycey92> trying to noob-proof it slightly
L807[14:43:28] <clienthax> Brycey92: dependencies before:
L808[14:43:29] <clienthax> maybe
L809[14:43:52] <Brycey92> in mcmod.info right?
L810[14:45:10] <tterrag> yeah but that's not a catch-all
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L812[14:48:41] <Brycey92> and is that by mod id or mod name or what?
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L824[15:06:00] <Brycey92> ok yeah clienthax the server doesnt recognize the command if it's sent from another mod like minemenu
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L827[15:08:01] <clienthax> the server shouldn't
L828[15:08:05] <clienthax> it should be the client
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L830[15:08:54] <Brycey92> i know but minemenu is made in such a way that i cant do client commands in a server
L831[15:09:12] <Brycey92> someone said something about IMessage earlier?
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L833[15:10:07] <Brycey92> so i could have the server send a message to the client to run that command
L834[15:10:16] <Brycey92> would that require custom packets or no?
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L836[15:10:42] <tterrag> it would
L837[15:11:07] <Brycey92> ok
L838[15:11:26] <Brycey92> looks like i found even more convoluted things to add to my mod
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L840[15:13:49] <clienthax> welp, i just got guilt tripped into going to a black veil brides convert
L841[15:13:53] <clienthax> concert*
L842[15:13:54] <clienthax> lol
L843[15:17:17] <Brycey92> lol
L844[15:17:42] <Brycey92> anyone have a code example of custom packets in their mod?
L845[15:17:43] <clienthax> that shall be a amusing day
L846[15:18:25] <fredtargaryen> Yup
L847[15:18:46] <fredtargaryen> Hold on
L848[15:20:16] <fredtargaryen> So you want an example of a server packet being sent to a client?
L849[15:20:32] <Brycey92> yeah
L850[15:20:56] <Brycey92> if you have an example of client to server and server to client that's good too
L851[15:21:20] <fredtargaryen> https://github.com/fredtargaryen/Floocraft/blob/master/src/main/java/com/fredtargaryen/floocraft/network/messages/MessageDoGreenFlash.java
L852[15:21:33] <fredtargaryen> I dunno if this is enough, but
L853[15:22:09] <Brycey92> which class sends that message?
L854[15:22:19] <fredtargaryen> The player sends a message to the server saying they want to tp, so the server sends a message to the client telling it to apply "special effects"
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L857[15:23:05] <Brycey92> oh i gotta go to class but i'll take a look at this when i get back!
L858[15:23:46] <fredtargaryen> Or this: https://github.com/fredtargaryen/Floocraft/blob/master/src/main/java/com/fredtargaryen/floocraft/network/messages/MessageTeleportEntity.java at line 52
L859[15:24:00] <fredtargaryen> ok
L860[15:27:40] <TTFTCUTS> so, off-hand does anyone know what happens if you have a tame horse with a saddle and put a mob on it?
L861[15:27:49] <TTFTCUTS> does it wander around or does the mob control it?
L862[15:28:28] <TTFTCUTS> (the answer of this question determines if I can make skeletal knigths not not)
L863[15:28:38] <TTFTCUTS> *knights
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L868[15:36:12] <fredtargaryen> I think unh0ly_Tigg managed zombies on horses
L869[15:36:25] <Corosus> sweeeeeet, looks like 1.8 forge can run server mods and accept vanilla clients if you configure your mod right
L870[15:36:26] <Corosus> muahahahaha
L871[15:36:33] <fredtargaryen> In EnderZoo, so I suppose he's the one to ask
L872[15:36:54] <fredtargaryen> Those vanilla guys would be so left out :/
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L874[15:37:25] <Corosus> hehe
L875[15:37:26] <Corosus> indeed
L876[15:37:49] <Corosus> i noticed some bukkit plugins could display text right in the center of the screen, i need to figure out how they did that
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L878[15:38:17] <fredtargaryen> Can't help there
L879[15:38:22] <Corosus> only idea i have so far is customizing the texture uses to tint the corners of the screen when using fancy rendering
L880[15:38:29] <Corosus> or overlay when pumpkin is on head
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L886[15:51:57] <CptRageToaster> Corosus: They probably add a UI object, like health, or armor
L887[15:52:22] <CptRageToaster> I don't know much about it myself, but maybe you can find in the minecraft source where it draw's the EXP value
L888[15:52:26] <Corosus> hmmmm theres such a system for that in vanilla client? hmmmm
L889[15:52:33] <CptRageToaster> well there has to be
L890[15:52:48] <CptRageToaster> how else would they print in a nice font at the bottom of the screen :P
L891[15:53:08] <Corosus> i assume thats all hardcoded to some degree
L892[15:53:27] <Corosus> assuming you mean the displaying of current held item on switch
L893[15:53:39] <CptRageToaster> but if a bukket pluggin was doing it... that means that something along those lines has to be happening
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L895[15:53:45] <CptRageToaster> and yes
L896[15:53:53] <CptRageToaster> there's also your current level
L897[15:53:59] <Corosus> ah yeah true
L898[15:54:05] <Corosus> ill check it out :)
L899[15:54:14] <CptRageToaster> not to mention the entire chat bat/window
L900[15:54:19] <CptRageToaster> bar*
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L902[15:55:27] <Corosus> ohhhhhhh yeah theres also the new scoreboard feature that can stay on screen too irc
L903[15:55:30] <Corosus> iirc*
L904[15:55:37] <CptRageToaster> yep
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L908[15:59:01] <EnderL> Does anyone know how I could make a custom World type
L909[16:00:23] *** Xexanos|afk is now known as Xexanos
L910[16:01:20] <fredtargaryen> Do tile entities move when a block is moved?
L911[16:01:53] <fredtargaryen> A user said that they put my tile entity on an Archimedes' Ships ship
L912[16:02:21] <fry> Moving blocks is a major hack
L913[16:02:32] <fry> It never works basically :P
L914[16:02:51] <fredtargaryen> The Archimedes' ships guy seems to do all right
L915[16:03:01] <EnderL> So nobody knows then?
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L917[16:03:22] <fredtargaryen> Although I'd like to know if pistons move tile entities as well
L918[16:03:49] <killjoy> I know slime blocks don't.
L919[16:03:49] <fredtargaryen> EnderL that is way above my level
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L921[16:04:16] <EnderL> shit
L922[16:04:39] <fry> Pistons don't move TEs
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L925[16:05:20] <tterrag> fredtargaryen: depends on the implementation but usually yes
L926[16:05:36] <tterrag> the mover probably saves NBT, edits the x/y/z data, then reads the NBT
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L928[16:05:40] <tterrag> just as the world would do
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L930[16:05:56] <fry> World wouldn't change xyz
L931[16:06:04] <tterrag> I mean the write/read
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L933[16:06:16] <fry> (And this is the most common source of bugs with frame-related mods :P)
L934[16:06:22] <tterrag> yes, I know
L935[16:06:29] <fredtargaryen> Oh right
L936[16:07:22] <fredtargaryen> Moving blocks outside of the usual piston method must be a tough thing to do; doesn't surprise me that people don't quite have the hang of it yet
L937[16:08:23] <fry> They won't, until there's a standard api for that
L938[16:08:38] <fredtargaryen> Do you think it's reasonable for me not to bother with the user's request then?
L939[16:08:50] <fry> (And there won't be one, judging from the state other APIs are in :P)
L940[16:08:59] <fredtargaryen> About me making it work with one of those ship mods
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L942[16:09:25] <fredtargaryen> It's a teleport mod after all, why you'd want to tp onto a ship is beyond me
L943[16:09:31] <fry> Look into what exactly that mod does, maybe you can make it work :P
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L946[16:10:24] <fredtargaryen> Hmm. Well, thanks
L947[16:10:32] <fredtargaryen> +rep
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L955[16:36:56] <killjoy> Is there a way to render text sideways?
L956[16:38:09] <Tombenpotter> Night!
L957[16:38:20] <killjoy> I'll try using glRotate
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L970[16:53:40] <killjoy> Has anyone made a rich text editor for books?
L971[16:53:55] <fry> LaTeX
L972[16:54:01] <killjoy> As in a mod
L973[16:54:23] <killjoy> I want to know so I can make it if there isn't.
L974[16:54:45] <gigaherz> a WYSIWYG text editor inside minecraft?
L975[16:54:51] <killjoy> Yes.
L976[16:55:07] <gigaherz> that'd be interesting, never heard of any
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L978[16:55:47] <killjoy> I'll call it rbes
L979[16:55:56] <fry> Minecraft is slowly becoming Emacs
L980[16:56:16] <killjoy> <- doesn't know how to exit vi
L981[16:56:43] <fry> And yet you want to make an editor :P
L982[16:56:59] <killjoy> Vi has a learning curve
L983[16:58:16] <cmb_> latex in books?! I hope that was a joke
L984[16:58:19] <gigaherz> last time I ahd to exit vi, I rebooted the whole machine XD
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L986[16:58:42] <gigaherz> cmb_: 99% of the scientific books and a big chunk of the non-scientific ones are written in latex
L987[16:58:51] <fry> ^
L988[16:58:59] <cmb_> yeah talking about minecraft books
L989[16:59:12] <gigaherz> but fry asked in the general sense, not mc XD
L990[16:59:14] <tterrag> killjoy: bibliocraft fancy signs are dang close
L991[16:59:17] <gigaherz> eh answered*
L992[16:59:24] <cmb_> ok nvm
L993[16:59:27] <killjoy> I'm talking about a client mod that would work on vanilla servers.
L994[16:59:30] * cmb_ googles anyway
L995[16:59:51] <killjoy> I suppose it would be useful for map makers.
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L1002[17:17:30] <clienthax> killall vi
L1003[17:17:31] <clienthax> =3
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L1005[17:19:24] <LexMobile> Yo fry whats the word?
L1006[17:19:39] <fry> Fever returned :/
L1007[17:19:46] <Zaggy1024> nooo :(
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L1009[17:20:16] <LexMobile> Lame
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L1011[17:20:32] <LexMobile> You need chicken supe and cookies go!
L1012[17:21:53] <Lymia> Cookies without milk? o.o
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L1014[17:22:50] <Zaggy1024> and what about ibuprofen?
L1015[17:22:54] <Zaggy1024> or is it not that kind of fever?
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L1018[17:24:10] <fry> It's a mild fever, but it fucks with my head
L1019[17:24:30] <fry> (Or the general sickness does, idk :P)
L1020[17:25:54] <LexMobile> Ya otmeal cookies in milk is nasty and ya as someome who is sick most of his life ya it sucks
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L1022[17:26:56] <LexMobile> Spending today trying to get my ssd to fucking work
L1023[17:27:17] <fry> Why are you copying mbr?
L1024[17:32:19] <fry> Can you just make a new one and copy all the partitions?
L1025[17:32:19] <Zaggy1024> yay, mbrs
L1026[17:32:19] <Zaggy1024> They're fun
L1027[17:32:19] <LexMobile> Tried that for some reson windows wont install on the ssd gets and error
L1028[17:32:19] <LexMobile> And copying mbr shouldnt be hard
L1029[17:32:19] <LexMobile> Ive done it a thousand times just fucks up here
L1030[17:32:19] <Zaggy1024> what's the error?
L1031[17:32:19] <fry> unlucky mb + ssd combination?
L1032[17:32:19] <fry> Try updating the bios, idk :P
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L1035[17:32:19] * Zaggy1024 had trouble installing Windows on his SSD because the Windows install USB stick was formatted to NTFS instead of FAT32, and I was trying to set up my installation for UEFI
L1036[17:32:19] <LexMobile> Moving my data partition to a secondary drive then gunna delete ot off the first
L1037[17:32:19] <LexMobile> To try a full disk image
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L1041[17:32:19] <LexMobile> However 1.5tb over sata2 is slow
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L1046[17:34:44] <Ordinastie> a kind soul to give me a crash course about 1.8 blockstate ?
L1047[17:35:44] <LexMobile> Block states as an abstraction layer over metadata. Objects and properties instead of magic numbers
L1048[17:35:53] <LexMobile> Look at stairs for an example
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L1050[17:36:28] <fry> (BlockState class is an "enum" of all possible IBlockState instances for particular block)
L1051[17:37:10] <Ordinastie> What I have difficulties with, is the property stuff
L1052[17:37:50] <fry> Do you have a concrete issue you're dealing with? :P
L1053[17:38:22] <Ordinastie> I'm just doing a random rotable block to test and understand it
L1054[17:39:46] <Ordinastie> but stairs seem to be a good example for now
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L1056[17:40:22] <Ordinastie> but then I need to understand what you changed to make it better :p
L1057[17:41:38] <Ordinastie> what's the difference between blockState and defaultBlockState in block ?
L1058[17:42:00] <fry> class
L1059[17:42:33] <fry> Look at my first message about blockstates 6 minutes ago :P
L1060[17:43:03] <Ordinastie> right
L1061[17:43:12] <Ordinastie> I remember it's not really greatly named too
L1062[17:43:38] <Ordinastie> BlockStates would be better maybe
L1063[17:44:02] <fry> Have to live with this name :P
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L1065[17:44:20] <Ordinastie> we shouldn't have to
L1066[17:44:59] <Ordinastie> if a mapping is bad, better change it sooner before more modders get used to it
L1067[17:45:00] <fry> Life is unfair :P
L1068[17:45:20] <Ordinastie> ^ that only applies to events we have no control over :p
L1069[17:45:24] <gigaherz> make a PR to mcp? ;P
L1070[17:45:42] <killjoy> Is this /r/outside now?
L1071[17:45:45] <gigaherz> chances are it will be ignored though ;P
L1072[17:45:49] <LexMobile> ..... pr to mcp...
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L1074[17:46:16] <Ordinastie> my assumption is that mapping is probably locked
L1075[17:46:24] <LexMobile> Which one?
L1076[17:46:29] <Ordinastie> and I would take the responsability to change it anyway if I could
L1077[17:46:33] <Ordinastie> BlockState
L1078[17:47:06] <LexMobile> Whats wrong with the name?
L1079[17:47:24] <Ordinastie> I would say "BlockStates" is less confusing
L1080[17:47:28] <LexMobile> Either way modders shouldnt be touching that so meh
L1081[17:47:34] <LexMobile> Fuck that
L1082[17:48:23] <LexMobile> Its a snapshot of the state. Just cuz it knows the other possible values doesnt mean anything
L1083[17:49:05] <Ordinastie> but there is IBlockState too
L1084[17:49:08] <fry> (You need to use it while overriding createBlockState :P)
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L1086[17:49:23] <tterrag> BlockState isn't a base implementation of BlockState right?
L1087[17:49:30] <Ordinastie> no
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L1089[17:49:37] <tterrag> it's more of a BlockStateFactory
L1090[17:49:58] <LexMobile> Either way stfu its the name leave it be
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L1092[17:50:38] <LexMobile> The only valid rename is updateuserlist to itickable
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L1094[17:51:11] <fry> (A lot of shit in VextexFormat is named absurdly too :P)
L1095[17:51:18] <fry> (But nobody uses that :P)
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L1097[17:51:34] <Ordinastie> (I probably will :p)
L1098[17:52:03] <fry> (You can probaby live with the horrible names :P)
L1099[17:52:44] <LexMobile> Fields/methods or classes?
L1100[17:52:53] <fry> methods mostly :P
L1101[17:53:08] <LexMobile> That has nothing to do with me
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L1103[17:53:15] <Ordinastie> iblockAccess.getBlockState() doesn't return a BlockState
L1104[17:53:23] <LexMobile> You can change them
L1105[17:53:27] <Ordinastie> thats the kind of confusion I meant
L1106[17:53:38] <LexMobile> Idgaf
L1107[17:53:52] <LexMobile> Shit
L1108[17:53:53] <LexMobile> Is
L1109[17:53:56] <LexMobile> Fucked
L1110[17:53:57] <LexMobile> Up
L1111[17:54:06] <LexMobile> This is decompiled code deal with it
L1112[17:54:17] <LexMobile> If you dont like the method names change th em
L1113[17:54:31] <fry> At least we're getting generics back :P
L1114[17:55:14] <clienthax> lexy, why you using such old mappings with 1.8 forge?
L1115[17:55:48] <fry> They were new a couple of months ago :P
L1116[17:56:07] <clienthax> yeah. more like 3-4
L1117[17:56:07] <clienthax> lol
L1118[17:56:13] <clienthax> some stuff in them is downright wrong ;_;
L1119[17:57:01] <fry> (As for class names - ModelResourceLocation is confusing, but idk if there's a much better name for it :P)
L1120[17:57:07] <clienthax> Error Count = 2570
L1121[17:57:16] <clienthax> yay..
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L1123[17:57:45] <LexMobile> Umm no... the forge ones are jan 31st
L1124[17:57:53] <LexMobile> Thats a few months?
L1125[17:58:01] <LexMobile> Either way they work fone for mw
L1126[17:58:28] <LexMobile> That's the beauty you arnt locked to my mappings anymore
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L1129[18:00:38] <tterrag> so why does mojang use ResourceLocation in weird places, like Enchantment?
L1130[18:00:49] <tterrag> is the name of that class just bad or is mojang just dumb? or both?
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L1135[18:03:39] <fry> Maybe they're planning to offload enchantments to json too, idk :P
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L1138[18:04:14] <fry> (ResourceLocation feels like a NamespacedPath :P)
L1139[18:04:27] <fry> (or SimpleURL :P)
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L1141[18:05:35] <fry> (Now that I think about it, it has a lot in common with URL)
L1142[18:06:15] <Ordinastie> question: what happens internally if you give a property with more than 16 possiblities for a BlockState ?
L1143[18:06:26] <fry> Nothing
L1144[18:06:28] <Kobata> ResourceLocation is just going to be another name we have that made sense when it was introduced but isn't really 'correct'
L1145[18:06:32] <fry> Doors have >16 states
L1146[18:06:51] <Ordinastie> doors are 2 blocks
L1147[18:06:54] <Kobata> It only saves up to 16 states, because you do have to translate it to a meta value for saving
L1148[18:06:56] <fry> -_-
L1149[18:07:15] <Kobata> But as long as the game is running it can have however many
L1150[18:07:16] <Ordinastie> I mean two pos
L1151[18:07:37] <fry> Yes, only place introducing 16 state limit is getStateForMeta and getMetaForState
L1152[18:08:55] *** Xexanos|afk is now known as Xexanos
L1153[18:09:43] <fry> That's the good thing about them - one can at some point change the save format, to allow unlimited block ids/states
L1154[18:10:02] <fry> And most of the state code will work without changes :P
L1155[18:10:08] <Ordinastie> ok, so what happens is that you have to deal with it yourself with getStateForMeta() and fall into the limitations here
L1156[18:10:21] <fry> Yup
L1157[18:11:01] <fry> "fall into the limitations" isn't how I'd put it, but yes :P
L1158[18:11:14] <Ordinastie> didn't really know how to say it :p
L1159[18:11:45] <fry> "ever care about the metadata being 4 bits" :P
L1160[18:13:38] <Ordinastie> for the case where a block is drawn using 2 other block textures, I wouldn't need to deal with state about that, I would just get the TE data when rendering ?
L1161[18:16:20] <fry> Rendering hooks are designed to work with blockstate too
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L1163[18:16:48] <Ordinastie> sure but that would be harder I think
L1164[18:17:09] <fry> Look at the example included with forge :P
L1165[18:17:22] <fry> It illustrates correct passing of the state from TE to the renderer
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L1167[18:18:19] <Ordinastie> I think your example show too much things at the same time :p
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L1169[18:19:08] <fry> -_-
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L1171[18:19:30] <fry> It's only like 5 things at once, come on :P
L1172[18:20:05] <fry> (Also, you want to do 5 things at once)
L1173[18:20:16] <Ordinastie> me ?
L1174[18:20:16] <fry> Start with getting familliar with simple blockstate stuff
L1175[18:20:25] <fry> Then look at TE stuff
L1176[18:20:29] <fry> Not all at once :P
L1177[18:21:11] <Ordinastie> simple blockstate stuff mean copy PropertyDirection lines from Minecraft source
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L1179[18:21:45] <fry> understand, not copy
L1180[18:22:16] <Ordinastie> yep, but I think I got that part
L1181[18:22:31] <Ordinastie> next is your ExtendedBlockState and UnlistedProperties
L1182[18:23:02] <Ordinastie> throw new Error("Someone\'s been tampering with the universe!"); haha
L1183[18:23:27] <fry> Couple other things: 1) registry hooks to tie models to the blockstates 2) ModelBakeEvent 3) Only then ExtendedBlockState and UnlistedProperties :P
L1184[18:23:56] <Ordinastie> is that supposed to be in order ?
L1185[18:24:05] <fry> Kinda :P
L1186[18:24:35] <fry> 2 and 3 won't work without 1, and 1 you can use without 2 or 3 :P
L1187[18:26:07] <Ordinastie> all that frustrate me so much :(
L1188[18:27:10] <LexMobile> Useless progress bar is useless! https://i.imgur.com/X4R7l6b.jpg
L1189[18:27:20] <Ordinastie> what I liked about my renderers is that the exact same rendering code would work for any rendering context (almost) as in ISBRH, TESR, ItemRender
L1190[18:27:52] <fry> Ordinastie: now, exact same model class works in all contexts :P
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L1193[18:31:51] <Ordinastie> I admit, the ability to do that is nice : return super.onBlockPlaced().withProperty();
L1194[18:33:44] <fry> A lot of things about blockstates are nice
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L1196[18:34:10] <Geforce> ^
L1197[18:34:16] <gigaherz> I have never really been a fan of chaining methods like that
L1198[18:34:49] <gigaherz> I use the concept in my wip mods, because it fits in with other similar code, but eh :/
L1199[18:34:55] <Ordinastie> depends on context
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L1201[18:35:03] <fry> It's the next best thing if you don't have named arguments :P
L1202[18:35:08] <gigaherz> let me clarify
L1203[18:35:09] <Ordinastie> in that case, it's readable enough and saves a local var
L1204[18:35:16] <gigaherz> I'm not a fan of chaining methods that change the original object
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L1206[18:35:34] <gigaherz> I'm perfectly fine when the object is immutable and the result is not the original object
L1207[18:35:39] <fry> withProperty returns a new one :P
L1208[18:36:00] <Ordinastie> IblockState are immutable?
L1209[18:36:03] <fry> (mutable builders have their place too :P)
L1210[18:36:48] <fry> Ordinastie: normal ones are, extended are not, but encourage you to use them immutably too :P
L1211[18:37:18] <fry> (With rendering being multithreaded and all that :P)
L1212[18:38:42] <Ordinastie> getStateForMeta() are mandatory right ?
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L1214[18:39:11] <fry> What do you mean? :P
L1215[18:39:21] <fry> (There's a default implementatation :P)
L1216[18:39:57] <gigaherz> Ordinastie: no
L1217[18:40:00] <gigaherz> but if you don't implement those
L1218[18:40:03] <gigaherz> that mens you don't use meta
L1219[18:40:16] <gigaherz> if your state is 100% runtime, then go ahead and leave the default
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L1221[18:40:31] <Ordinastie> so basically, yes, they are mandatory :)
L1222[18:40:38] <fry> (getMetaFromState will complain if your state isn't trivial)
L1223[18:41:01] <fry> What did you expect? There's no automagical way to convert state to meta and back again
L1224[18:41:40] <gigaherz> well they could have had something in the constructor to specify the bitmask of the property
L1225[18:41:40] <Ordinastie> IT'S MY RIGHT TO EXPECT MAGIC!
L1226[18:41:50] <gigaherz> and then have the blockstate have a .toMeta() and .fromMeta(x)ç
L1227[18:41:57] <gigaherz> butyeah
L1228[18:42:17] <fry> Not generic enough :P
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L1230[18:42:56] <gigaherz> all the property would need is a .getBits(value), and custom property types would handle their own mapping
L1231[18:42:58] <Ordinastie> all goes down to that 4 bits limit
L1232[18:43:05] <gigaherz> and then shift to the left by a specified amount
L1233[18:43:06] <gigaherz> but
L1234[18:43:09] <gigaherz> meta is 4bits
L1235[18:43:20] <gigaherz> seems overkill to design something like that for just a 4bit value
L1236[18:43:21] <gigaherz> ;P
L1237[18:43:34] <fry> This won't work for 2 3-state properies
L1238[18:43:46] <fry> (Which would otherwise fit into 4 bits)
L1239[18:43:59] <fry> Or for some other non-trivial mapping
L1240[18:44:03] <gigaherz> sure
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L1242[18:44:40] <fry> (Also, there are probably more non-persistent properties than persistent ones :P)
L1243[18:44:46] <Ordinastie> and what I meant is that having to do that each time you use directionnal block is annoying : .withProperty(FACING, EnumFacing.getFront(5 - (meta & 3)));
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L1245[18:45:21] <gigaherz> Ordinastie: ewh
L1246[18:45:23] <gigaherz> wtf is that code
L1247[18:45:28] <Ordinastie> MC code
L1248[18:45:35] <gigaherz> badly decompiled code, that is
L1249[18:45:35] <gigaherz> ;p
L1250[18:45:54] <Ordinastie> hum, not sure how you would do better
L1251[18:46:25] <fry> EnumFacing.HORIZONTALS[meta % 4]
L1252[18:46:27] <gigaherz> well start by removing the "EnumFacing.getFront(5 - (meta & 3))" part from the state
L1253[18:46:37] <gigaherz> put it in a variable
L1254[18:46:46] <gigaherz> that automatically makes the code twice as readable ;P
L1255[18:47:04] <Ordinastie> fry, that works only if the 4th bit is not used
L1256[18:47:16] <gigaherz> no?
L1257[18:47:34] <fry> No :P
L1258[18:47:47] <gigaherz> %4 returns 3 for 3, 7, 11, 15, ...
L1259[18:48:01] <gigaherz> it's just plain old integer division remainder
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L1261[18:48:08] <fry> ^
L1262[18:48:11] <Ordinastie> oh
L1263[18:48:19] <killjoy> *modulo
L1264[18:48:34] <gigaherz> yes "modulo operator" is the technical name for the remainder of an integer division
L1265[18:48:35] <gigaherz> ;P
L1266[18:48:58] <killjoy> vb uses the Mod keyword
L1267[18:49:05] <gigaherz> "In computing, the modulo operation finds the remainder after division of one number by another (sometimes called modulus)."
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L1271[18:50:38] <cmb_> what is the point of obfuscating anyway in minecraft
L1272[18:50:55] <cmb_> apart from making lex' life hard
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L1274[18:51:21] <Ordinastie> fry, EnumFacing.getHorizontal(meta); apparently :)
L1275[18:51:38] <fry> See, even better :P
L1276[18:52:00] <Ordinastie> a bit too good to Mojang to use their own code ><
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L1278[18:52:53] <gigaherz> cmb_: it avoid people from just plain seeing mc code and being able to copy the exact unoptimized algorithms
L1279[18:53:23] <gigaherz> originally I guess it was meant as a pseudo-DRM
L1280[18:53:38] <cmb_> but it's getting decompiled anyway
L1281[18:53:38] <gigaherz> now... well they dont' want to make modding TOO easy
L1282[18:53:42] <cmb_> would be a nice gesture
L1283[18:53:59] <cmb_> why the fuck not, it's such a huge part of their community
L1284[18:54:07] <fry> People still copy even completely obfuscated code :P
L1285[18:54:33] <gigaherz> they probably want people to avoid touching mc itself
L1286[18:54:38] <gigaherz> they won't jsut shut down modding
L1287[18:54:58] <fry> You shouldn't be allowed to use copypaste feature for the first couple of years of programming
L1288[18:55:06] <fry> It's a horrible habit
L1289[18:55:08] <gigaherz> but I imagine they'd hope that once a proper modding API was in place, people wouldn't need to deobfuscate anymore
L1290[18:55:10] <cmb_> heh
L1291[18:55:20] <cmb_> 75 % of my code is copy-paste :P
L1292[18:55:27] <gigaherz> but since it's not happening, and Ican't read their minds
L1293[18:55:31] <gigaherz> it's all guessing ;P
L1294[18:55:33] *** AbrarSyed is now known as Abrar|gone
L1295[18:55:49] <cmb_> I'd rather spend half a hour finding how I did things in the past rather than spend five minutes figuring it out again
L1296[18:55:50] <fry> I almost never use it, and still, like 20% of my bugs are from incorrectly modifying copied code
L1297[18:55:55] <gigaherz> hmmm
L1298[18:56:14] <gigaherz> I vaguely remember one of the mc devs tweeting about excluding some classes from the obfuscator?
L1299[18:56:15] <fry> (And those bugs are hardest to catch)
L1300[18:56:23] <Ordinastie> fry, if you can't even copy-paste correctly, quite programming :p
L1301[18:56:25] <gigaherz> how did that end? expected for 1.9? or just never happened?
L1302[18:56:58] <fry> Ordinastie: I bet I do it better than you do :P
L1303[18:57:05] <Ordinastie> most of my bugs are NPE where I though, "nah, that should never happen"
L1304[18:57:31] <gigaherz> wrong assumptions are a big chunk of programming errors
L1305[18:57:58] <Ordinastie> dunno, I'm quite good at copy pasting, because I usually OCD over the code pasted and reformat/rename vars etc :p
L1306[18:58:24] <gigaherz> I often have more errors from bad refactoring than bad copypastes
L1307[18:58:53] <gigaherz> "this refactoring shouldn't change the essential logic"
L1308[18:59:00] *** big_Xplosion is now known as big_Xplo|Off
L1309[18:59:09] <gigaherz> "this code should never be executed so it isn't necessary to check for errors"
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L1312[18:59:48] <LexMobile> ....
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L1316[19:00:30] <Ordinastie> worst is when you refactor something, and I greatly simplifies 9 of the 10 cases where it's used, but then you have that one edge case where it doesn't work at all and it becomes a bug nest ><
L1317[19:00:55] <gigaherz> "oh so that's why this code was there...."
L1318[19:01:33] <Ordinastie> "why the hell did I do that ?" and when it crashes "oh right..."
L1319[19:03:02] <gigaherz> "no need for comments, I surely will remember"
L1320[19:03:46] * fry has gotten quite good with remembering why stuff is the way it is over the years
L1321[19:04:05] <fry> And leaving comments when I know I'll forget stuff :P
L1322[19:04:12] <Ordinastie> I have a really shitty memory so... :s
L1323[19:04:24] <Ordinastie> on the bright sight, that forces me to comment more
L1324[19:04:30] <Ordinastie> *side ><
L1325[19:04:58] <clienthax> we have a class like that
L1326[19:05:02] <SkySom> I'm pretty sure I've got a couple of comments in my code // I don't know where this is necessary, but it is. Don't remove
L1327[19:05:05] <cmb_> comments are for the weak!
L1328[19:05:06] <SkySom> Why this
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L1330[19:05:20] <killjoy> "Water makes you weak"
L1331[19:05:33] <Illy|WoW> Real men dont breath
L1332[19:05:37] <clienthax> * This is literally just <code>BlockStairs</code> but with the constructor being public instead of protected, because the constructor even being protected in the first place makes a whole lotta sense.
L1333[19:06:14] <cmb_> I usually add comments after a coding streak, so I postpone until a part is finished
L1334[19:06:30] <cmb_> then I realize I have 10 000 lines of uncommented code and say "fuck that"
L1335[19:06:31] <clienthax> pixelmon has like.. no comments
L1336[19:06:34] <clienthax> theres like.. 5
L1337[19:06:36] <clienthax> somewhere
L1338[19:06:37] <clienthax> lol
L1339[19:07:12] <Ordinastie> so I have to set a defaultState for the block ?
L1340[19:07:25] <clienthax> protected BlockStairs(IBlockState modelState)
L1341[19:07:29] <clienthax> why u still protected damit
L1342[19:07:31] * clienthax crys
L1343[19:07:31] <fry> override getDefaultState
L1344[19:07:31] *** Abrar|gone is now known as AbrarSyed
L1345[19:08:13] <Ordinastie> I'd rather call a method in my ctor, instead of overriding a method
L1346[19:08:46] <killjoy> Ordinastie, do you not know how to access transform?
L1347[19:08:57] <Ordinastie> yes
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L1349[19:09:21] <Ordinastie> why?
L1350[19:09:36] <fry> Ordinastie: it's used in the super constructor, which is called before your constructor
L1351[19:09:39] <killjoy> Sorry, I meant clienthax
L1352[19:09:40] <fry> So, override :P
L1353[19:09:57] <clienthax> killjoy: yeah, but for one thing its a bit overkill
L1354[19:10:06] <killjoy> I suppose
L1355[19:10:10] <clienthax> https://www.irccloud.com/pastebin/YYMk8aSu
L1356[19:10:13] <clienthax> best class
L1357[19:10:30] <Ordinastie> blockStairs doesn't
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L1359[19:11:02] <fry> doesn't what?
L1360[19:11:26] <Ordinastie> override is
L1361[19:11:28] <Ordinastie> it
L1362[19:11:35] <fry> line 996
L1363[19:11:40] <fry> seriously
L1364[19:12:01] <fry> (createBlockState, whatever, I have a fever :P)
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L1366[19:12:17] <clienthax> fry: ValveStudioModel implements IModelCustom, equivilent?
L1367[19:12:17] <Ordinastie> yeah, my BlockStairs class has only 870 lines
L1368[19:12:35] <fry> clienthax: IModel
L1369[19:12:59] * fry guesses nodoc mappings
L1370[19:13:09] <clienthax> this is .. going to take some time
L1371[19:13:10] * clienthax crys
L1372[19:13:13] <Ordinastie> not even
L1373[19:13:14] <killjoy> FilmCow keeps creating Llamas with Hats
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L1375[19:13:33] <Ordinastie> or maybe it is
L1376[19:13:57] <Ordinastie> but, createBlockState, yes, I get it :)
L1377[19:17:08] <Ordinastie> fry, I have comments for Block class for example, but nothing inside BlockStairs, that's weird
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L1379[19:18:15] * fry doesn't have any there either :P
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L1381[19:18:41] <Ordinastie> then how you got more than 1000 lines ? :s
L1382[19:18:49] <fry> I have no idea where number 996 came from
L1383[19:18:53] <fry> I have a fever :P
L1384[19:18:58] <Ordinastie> lol
L1385[19:19:20] <fry> (It's the createBlockState in Block.java :P)
L1386[19:19:42] <fry> (761 in BlockStairs :P)
L1387[19:21:30] <Ordinastie> at least, tests work : http://puu.sh/fQjmN.jpg
L1388[19:26:01] <Ordinastie> nwo that model shit
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L1399[19:45:04] <minecreatr> does anyone know of any way to do connected textures in 1.8 without using at least 64 different json files per block....
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L1401[19:45:23] <fry> ISmartBlockModel
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L1406[19:49:49] <minecreatr> fry, there is no ISmartBlockModel class that I can find
L1407[19:50:17] <fry> What forge version are you on?
L1408[19:50:57] <minecreatr> 11.14.0.1239
L1409[19:51:14] <fry> You're 70 builds behind, update :P
L1410[19:51:20] <minecreatr> ok :P
L1411[19:51:55] <fry> (60 behind of even the recommended build :P)
L1412[19:52:15] <minecreatr> whats the best way to update an environment thats already set up?
L1413[19:52:43] <fry> change build number in build.gradle, rerun setup tasks
L1414[19:52:55] <fry> (Also, I highly recommend using the latest mappings too)
L1415[19:52:59] <gigaherz> LOL evil facebook: https://twitter.com/benvanik/status/565929305285206016
L1416[19:53:18] <minecreatr> how do I do that exactly? I'm not the best at gradle
L1417[19:54:05] <gigaherz> if fry's answer is beyond your knowledge, then it's best that you recreate the environment and copy over the sourcefiles
L1418[19:54:10] <fry> I'm not either :P
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L1420[19:54:19] <gigaherz> less hassle ;p
L1421[19:54:35] <fry> (guys in #ForgeGradle should answer any questions you have :P)
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L1425[20:01:21] <fry> (Or they may continue only playing idelrpg :P)
L1426[20:01:47] <gigaherz> idlerpg...
L1427[20:01:51] <gigaherz> I remember hearing about that
L1428[20:02:06] <gigaherz> it's just so... purposefully pointless
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L1432[20:17:57] <minecreatr> fry, now that I have updated, do you know any good documentation on ISmartBlockModel?
L1433[20:18:18] <fry> Example mod included with Forge
L1434[20:18:27] <fry> (Also, me :P)
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L1436[20:18:39] <minecreatr> ?
L1437[20:18:47] <Ordinastie> yes because I wouldn't call the example mod 'good documentation' ^^
L1438[20:19:52] <minecreatr> so is there good documentation, or can I just ask someone here to explain it xD
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L1441[20:23:33] <minecreatr> !gc ISmartBlockModel
L1442[20:24:38] <fry> (It's not a vanilla class :P)
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L1444[20:25:42] <minecreatr> oh
L1445[20:25:52] <minecreatr> so where is there documentation?
L1446[20:29:00] <minecreatr> !gc IBakedModel
L1447[20:29:15] *** bawki is now known as BAWKI
L1448[20:29:40] <minecreatr> well at least what is the IBakedModel
L1449[20:30:06] <minecreatr> !gm func_177551_a
L1450[20:30:11] <fry> Glorified bytebuffer :P
L1451[20:30:20] <fry> (Also known as a list of quads)
L1452[20:30:45] <minecreatr> are there any examples?
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L1454[20:31:08] <fry> Example mod included with Forge
L1455[20:31:15] *** HL3Confirmed is now known as Mitchellbrine
L1456[20:32:36] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelBakeEventDebug.java
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L1460[20:39:05] <Caitlyn> http://www.speedtest.net/my-result/4138823277 \o/
L1461[20:40:01] <Lymia> Do you have sibilings/parents living with you?
L1462[20:40:04] <Lymia> It looks like you do.
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L1464[20:40:41] <Caitlyn> Yeah and facebook uses 20+ Mbps
L1465[20:41:15] <Caitlyn> The only computer I can't see from where I'm sitting is my father-in-laws and his computer is off.
L1466[20:41:36] <Lymia> Looks a lot like someone's downloading something and hogging the downstream, anyway
L1467[20:41:42] <Caitlyn> nope
L1468[20:41:52] <Caitlyn> router's bandwidth monitor shows 30 KB/s max
L1469[20:42:02] <minecreatr> !gc BakedQuad
L1470[20:42:05] <Lymia> Strange.
L1471[20:42:24] <minecreatr> so what exactly is a BakedQuad?
L1472[20:43:02] <fry> Data from 1 quad packed into an in array
L1473[20:43:08] <fry> *int array
L1474[20:43:56] <minecreatr> so lets say I want to have full blocks, but with connected textures, how would I go about that?
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L1476[20:44:20] <minecreatr> this is really confusing xD
L1477[20:44:53] <Lymia> So, uh
L1478[20:45:05] <Lymia> BakedQuads are a glorified double[3*4]?
L1479[20:45:29] <fry> int[7*4]
L1480[20:45:32] <fry> but yes :P
L1481[20:46:05] <Lymia> What else's in there?
L1482[20:46:09] <minecreatr> so how do I use this if I just want the change the texture thats being displayed for a side?
L1483[20:46:13] <Lymia> uv, maybe
L1484[20:46:21] <Lymia> But that only accounts for 5
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L1486[20:46:28] <minecreatr> !gm isBuiltInRenderer
L1487[20:46:59] <Lymia> Doesn't Forge have a javadoc :v
L1488[20:48:08] <cmb_> sure but you have to download it
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L1490[20:48:19] <cmb_> or was that a rhetoric question :P
L1491[20:48:58] <minecreatr> I really dont get how I use ISmartBlockModel to provide different textures depending on the block state
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L1496[20:53:13] <fry> minecreatr: there's a neasy way to replace the whole texture (SimpleBakedModel.Builder), but for what you want you'd need to generate 6 submodels then
L1497[20:54:28] <fry> I'd probably write something to generate a side face with the texture you need (or saw if FaceBakery.makeBakedQuad arguments can be easily created)
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L1506[21:16:24] <Paleh> quick question, would anybody be willing to explain to me how to get existing mods installed onto the dev version of minecraft so you can use them when making your mod? for example, I'd like to get the damage indicator mod working because it would make it much easier to check that stats and damage are working correctly on my mobs
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L1508[21:16:47] <Paleh> It's very hard to search for how to do this on google, so I haven't been able to figure it out
L1509[21:18:09] <Paleh> putting the original mod directly into the forge\eclipse\mod folder crashes minecraft, and decompiling the mod doesn't help either
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L1511[21:19:12] <Cheeseum> iirc putting a codechickencore jar in your dev mods folder with a regular copy of the mod works
L1512[21:19:38] <Cheeseum> via mysterious magics
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L1514[21:20:06] <Cobbleopolis> you could put the src code in src/main/java
L1515[21:20:48] <Cobbleopolis> altough the codechickencore should work
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L1517[21:23:32] <Paleh> the codechickencore worked perfectly, you're a lifesaver
L1518[21:23:34] <Paleh> thank you very much
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L1522[21:30:33] <williewillus> noobie q: I'm just beginning to use openGL and TESR's, and it's rendering next to my head instead of where the te is. What'd I do wrong? :p
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L1526[21:34:32] <williewillus> nvm figured it out missing a translate
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L1529[21:37:43] <Paleh> speaking of opengl translate, does anybody know the math needed to calculate where you need to translate to when shrinking an entity so that it's standing on the ground?
L1530[21:38:22] <Paleh> i've looked through the child mobs, but it hasn't helped me
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L1532[21:42:37] <Genuine> Suggested new GitHub repository name: mustached-tribble
L1533[21:43:38] <Genuine> Silly, silly, GitHub.
L1534[21:44:42] <TTFTCUTS> so silly
L1535[21:44:45] <TTFTCUTS> they're already all hair
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L1537[21:50:35] <Genuine> I bet a mustached tribble would get all the ladies.
L1538[21:50:45] <Genuine> Or rather all the other tribbles.
L1539[21:50:51] <Genuine> I don't believe they have sex.
L1540[21:50:56] <Genuine> a sex*
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L1543[21:54:57] <killjoy> Just because they're genderless doesn't mean they don't get swarmed with chicks.
L1544[21:55:38] <Paleh> -mental image of tribbles being swarmed by baby chickens-
L1545[21:55:50] <killjoy> they get the baes
L1546[21:56:00] <Genuine> They make the babes.
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L1550[22:00:00] <williewillus> I'm just getting into TESR modeling with the AdvancedModelLoader, what OBJ editor do you guys use?
L1551[22:01:25] <Ineentho> Hello, me and a friend have been trying all day to create custom blocks with textures
L1552[22:01:37] <Ineentho> We've had it working before, but today it just seems impossible
L1553[22:01:48] <Ineentho> is there any known problems with the latest 1.8 build?
L1554[22:03:45] <Ineentho> It's probably just we who are doing something stupid, right?
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L1557[22:06:38] <killjoy> Ineentho, do you have your model and blockstate jsons?
L1558[22:07:26] <Ineentho> killjoy: Yea, we are pretty sure we got it right
L1559[22:07:46] <Ineentho> project structure: http://i.imgur.com/ggHh9a9.png
L1560[22:07:56] <killjoy> My usefulness has now been exausted.
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L1562[22:08:43] <Ineentho> okey :D Thanks
L1563[22:08:58] <Ineentho> do you know of a simple example mod that I just could compile and run so I could see it working?
L1564[22:09:15] <Ineentho> the only resource I've been able to find is wuppys tutorials
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L1569[22:29:19] <Ineentho> Does the mcmod.info file work in 1.8?
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L1589[23:08:17] <MinecraftForgeBot> Project FML build #1028: SUCCESS in 2 min 48 sec: http://ci.jenkins.minecraftforge.net/job/fml/1028/
L1590[23:08:17] <MinecraftForgeBot> rainwarrior: Added blaming of coremods and mods not targetting Java 6
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L1592[23:15:21] <williewillus> I'm listening for a PlayerInteractEvent on one of my blocks. However, every time I right click the block it broadcasts the event 6 times 0.0 anyone know what's up?
L1593[23:16:18] <bspkrs> there are more than one type of PlayerInteractEvent?
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L1595[23:19:21] <williewillus> actually got it down to 2 times (ol world.isRemote switcharoo :p) but still need to figure out what's calling it double. There's only one kind of interactevent
L1596[23:20:47] <xaero> perhaps the phase? i.e. pre and post
L1597[23:21:00] <MinecraftForgeBot> Project Forge build #1310:SUCCESS in 2 min 34 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1310/
L1598[23:21:01] <MinecraftForgeBot> rainwarrior: Updated FML
L1599[23:23:21] <bspkrs> williewillus, check the action.
L1600[23:23:38] <bspkrs> and result
L1601[23:23:52] <williewillus> ah yeah that was it
L1602[23:24:03] <williewillus> had to cancel the evt / set the result
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