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L18[01:01:00] <codahq> is there a method to
get an entity by the string id?
L19[01:01:09] <Darkevilmac> Quick question,
is there any way built into minecraft I can use to convert a
blockstate to and from a string?
L20[01:01:17] <codahq> rather... to get the
numeric id from the string id
L21[01:01:28] <Darkevilmac> Just for use in
configs and stuff instead of metadata.
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L34[01:52:40] <Vorquel> Now I see why lex
always seems so salty. It's really freaking annoying when people
repeatedly don't get the point.
L35[01:58:22] <Kaiyouka> heh
L36[02:03:34] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150612 mappings to Forge Maven.
L37[02:03:38] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150612-1.8.zip (mappings
= "snapshot_20150612" in build.gradle).
L38[02:03:48] <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/
L39[02:04:38] <Kaiyouka> codahq: get the
entity class with the string, instantiate it, and get the ID with
the entity? idk, lol
L40[02:05:20] <codahq> there was a method
on EntityList to do everything basically.
L41[02:05:28] <codahq> i just had to find
EntityList.
L42[02:05:34] <Kaiyouka> pretty much,
lol
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L45[02:16:41] <Giraffestock> how would i go
about disabling firespread in a certain dimension? right now i
check if its loaded, then set the game rule, but i feel like theres
a better way
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L48[02:27:34] <Kaiyouka> That is a terrible
methodology
L49[02:27:40] <Kaiyouka> and would make SMP
bonkers
L50[02:29:10] <Giraffestock> ik
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L52[02:29:13] <Giraffestock> that was for
testing
L53[02:29:17] <Giraffestock> but i cant
find a flag or anything
L54[02:32:05] <VikeStep> Is there a way to
iterate over all the MapGenBases?
L55[02:32:13] <VikeStep> they seem to be
spread out among the ChunkProviders
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L58[02:37:00] <VikeStep> and given a
dimension ID, how can I get a list of BiomeGenBases which can be in
that dimension?
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L61[02:44:16] <Kaiyouka> Giraffestock: I'm
not sure what you're trying to do is even possible
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L63[02:46:27] <Giraffestock> damn
L64[02:46:40] <Giraffestock> well second
question: is there an easy way to set a custom sky color?
L65[02:46:42] <Giraffestock> there used to
be
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L67[02:47:22] <Kaiyouka>
WorldProvider#getSkyColor ?
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L70[02:49:51] <Kaiyouka> That's what I use
anyway
L71[02:50:52] <Giraffestock> I can get it,
I cant set it
L72[02:51:00] <Giraffestock> setting it
doesnt change anything
L73[02:51:02] <Giraffestock> have an
example/
L74[02:51:23] <Kaiyouka> wait, is this your
own dimension or an existing one
L75[02:51:42] <Giraffestock> own
L76[02:52:00] <Giraffestock> now in the
process of making a custom SkyRender
L77[02:52:08] <Giraffestock> i flipped the
world, reversed controls, and made it all upside down
L79[02:52:11] <Kaiyouka> Well then in your
WorldProvider class, overriding getSkyColor to return a vec3 of the
color you want SHOULD work???
L80[02:52:15] <Giraffestock> and changed
some rendering
L81[02:52:20] <Giraffestock> then im doing
something wrong
L82[02:52:53] <Kaiyouka> post code?
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L84[02:54:00] <Giraffestock> one sec
L85[02:55:12] <Giraffestock> that
worked
L86[02:55:19] <Giraffestock> returned
Vec3.createVectorHelper
L87[02:56:17] <Kaiyouka> were you using the
wrong values before? :p
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L89[02:58:04] <Giraffestock> yep
L90[02:58:12] <Giraffestock> but im unsure
how i got the above effect to happened :D
L91[02:58:31] <Kaiyouka> It's the Ghost of
Mog Miner's doing :p
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L93[03:01:42] <Giraffestock> Kaiyouka: now
its not working
L95[03:02:09] <Kaiyouka> Um...
L96[03:02:34] <Kaiyouka> is that
java.awt.Color or LWJGL color?
L97[03:02:40] <Giraffestock> java
L98[03:03:28] <Kaiyouka> Maybe instead of
doing that mumbo jumbo you just do double d = 178D/255D; etc?
L99[03:03:53] <Giraffestock> either
way
L100[03:03:55] <Kaiyouka> I don't THINK
that awkward bit of using java.awt.Color should be affecting
anything
L101[03:03:56] <Giraffestock> should
work
L102[03:04:04] <Kaiyouka> nor that awkward
double up-cast :p
L103[03:04:09] <Giraffestock> its old code
i just skimmed it down
L104[03:04:14] <Giraffestock> thats why
its all weird; it had a purpose before
L105[03:04:15] <Kaiyouka> but simplicity
is law :p
L106[03:06:28] <Giraffestock> changed it
to make sense
L107[03:06:30] <Giraffestock> still no
work
L108[03:06:32] <Giraffestock> i give up
moving on
L109[03:06:36] <Giraffestock> been up for
24 hours haha
L110[03:07:10] <Kaiyouka> wow
L111[03:07:22] <Kaiyouka> I've been up for
just a piddly 12 :p
L112[03:07:25] <Giraffestock> now to
finish my entity pathfinding system
L113[03:07:26] <Giraffestock> A*
<3
L114[03:07:48] <Kaiyouka> beyond me
L115[03:08:00] <Kaiyouka> I still don't
know if I passed Algorithms class. Never bothered to check
L116[03:08:07] <Kaiyouka> that's how bad I
am at algorithms
L117[03:08:17] <Kaiyouka> So bad I don't
even want to know how bad
L118[03:09:20] <Giraffestock> A* is simple
enough
L119[03:09:25] <Giraffestock> ah damn i
wiped my js implementation ofit
L120[03:09:39] <Wuppy> JS..... :c
L122[03:09:53] <Giraffestock> you against
js wuppy? :(
L123[03:09:58] <Wuppy> yes
L124[03:10:00] <Wuppy> very much
L125[03:10:05] <Giraffestock> gtfo
L126[03:10:06] <Giraffestock> :P
L127[03:10:10] <Giraffestock> fucking love
it to death
L128[03:10:23] <Giraffestock> i may be
bias though, its what i do for a living
L129[03:10:24] <Wuppy> there are good
programming languages, pretty good programming languages and shitty
ones
L130[03:10:29] <Giraffestock> js is good
now
L131[03:10:30] <Wuppy> C++ is good,
Java/C# is pretty good
L132[03:10:34] <Wuppy> JS is just
shit
L133[03:10:38] <Giraffestock> nah its cool
trust me
L134[03:10:38] <Giraffestock> :
L135[03:10:41] <Giraffestock> :P *
L136[03:10:47] <Giraffestock> ES6 looks
promising
L137[03:10:51] <Giraffestock> (get it,
because promises?)
L138[03:10:58] <Wuppy> Giraffestock, are
you keeping up to date with the steam sales?
L139[03:10:59] <Kaiyouka> Giraffestock:
I'll bookmark this for later if I ever need to code pathfinding
into my game engine
L140[03:11:18] <Giraffestock> and not
right now, no, wuppy
L141[03:11:19] <Giraffestock> why?
L142[03:11:25] <Wuppy> new 12 hour
sales
L143[03:11:31] <Wuppy> with a game from
one of my teahcers :P
L144[03:12:02] <tmtu> ES6 will make it
even more unreadable
L145[03:12:34] <Giraffestock> very
cool
L146[03:12:37] <Giraffestock> you guy say
whatyou want
L147[03:12:41] <Giraffestock> im in love
with angular and node
L148[03:12:42] <Wuppy> if it gets even
more unreadable
L149[03:12:45] <Wuppy> that'd be damn
impressive
L151[03:12:55] <tmtu> Wuppy: non-constant
default arguments
L152[03:13:08] <Wuppy> also, quick
suggestion, sell your steam summer trading cards now
L153[03:13:19] <Wuppy> they are worth 15
cents atm and will go down a lot later :P
L154[03:13:31] <Wuppy> can buy some free
games with it
L155[03:13:45] <Kaiyouka> only 15
cents?
L156[03:13:56] <Wuppy> yep, they drop
quickly
L157[03:14:04] <Giraffestock> sold one of
my csgo skins today
L158[03:14:06] <Wuppy> but I already got 3
on the first day without buying anything
L159[03:14:08] <Giraffestock> RIP awp
asiimov 2015
L160[03:14:12] <Wuppy> the game gives you
a ton of cards
L161[03:14:18] *
Kaiyouka looks at own trading cards
L162[03:14:23] <tmtu> Giraffestock: i sold
mine for 200 yuros
L163[03:14:41] <ThePsionic> !gp
p_i45790_3_
L164[03:14:46] <Kaiyouka> Oh hey, this one
card has a starting price of $1.92 in the market
L165[03:14:48] <Giraffestock> your
Asiimov? O.o
L166[03:14:52] <Wuppy> Kaiyouka, how
L167[03:14:54] <Wuppy> foil?
L168[03:14:56] <Giraffestock> there like
~$70 usually
L169[03:14:56] <tmtu> got it in a case,
yeah
L170[03:15:00] <tmtu> stattrack
factory
L171[03:15:01] <Kaiyouka> yeah
L172[03:15:09] <Wuppy> summer foil or
random game?
L173[03:15:17] <Giraffestock> oh
shit
L174[03:15:19] <Giraffestock> thats
awesome tmtu
L175[03:15:23] <Kaiyouka> I haven't done
anything on steam in forever
L176[03:15:27] <tmtu> this was like 6
months ago
L177[03:15:28] <Kaiyouka> so just a random
foil from playing games
L178[03:15:31] <Giraffestock> my nicest
skin was a stat bayo slaughter
L179[03:15:35] <Giraffestock> traded up t
it
L180[03:15:37] <Wuppy> Kaiyouka, start the
game
L181[03:15:42] <Wuppy> you will literally
get free money for playing it
L182[03:15:43] <Giraffestock> traded it
for betting weaponsm
L183[03:15:55] <Giraffestock> my nicest
equipped skin is a stat awp redline haha
L184[03:15:59] <Kaiyouka> Wuppy: I don't
really care
L185[03:16:07] <Wuppy> you dont want
money?
L186[03:16:16] <ThePsionic> >steam
wallet funds
L187[03:16:20] <ThePsionic>
>money
L188[03:16:21] <ThePsionic> lolno
L189[03:16:25] <Wuppy> = free games
L190[03:16:30] <ThePsionic>
¯\_(ツ)_/¯
L191[03:16:33] <Kaiyouka> Wuppy: I don't
fucking have TIME for games
L192[03:16:36] <Wuppy> I'd rather pay fake
money than real money for games
L193[03:18:11] <VikeStep> Since my
question got lost in comments, is there a way to iterate over all
the MapGenBases?
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L196[03:21:03] <boboch3> Hello guys. WHere
can I found the list of forge mathod name to rename methods like
func_149930_e to an understandable thing? I used a website but it
closed....
L197[03:21:47] <Lex_> you can pick
whatever snapshot you want
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L200[03:22:13] <Lex_>
<MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150612 mappings
to Forge Maven.
L201[03:22:13] <Lex_>
<MCPBot_Reborn> [TEST CSV] Maven upload successful for
mcp_snapshot-20150612-1.8.zip (mappings =
"snapshot_20150612" in build.gradle).
L202[03:22:14] <Lex_>
<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/
L203[03:22:38] <boboch3> thanks
VikeStep
L204[03:23:07] <VikeStep> never mind
boboch3 i misinterpreted what you said
L205[03:23:27] <VikeStep> you should use
the snapshots that was just linked
L206[03:23:45] <boboch3> ok
L207[03:25:11] <Giraffestock> how should i
get the players name/uuid before a world loads? (in main
menu)
L208[03:25:19] <Giraffestock>
getCommandSenderName isnt a thing in that context
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L210[03:28:05] <Wuppy> oh god... this
episode of South park "Jared has aides"
L211[03:28:18] <Kaiyouka> A classic
L212[03:28:27] <Wuppy> yep xD
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L214[03:28:39] <Wuppy> although there are
much better ones
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L216[03:29:51] <Wuppy> the shity wok part
is pretty nice
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Quits: untamemadman
(~untamemad@cpc17-aztw26-2-0-cust533.18-1.cable.virginm.net) (*.net
*.split)
L244[03:48:41] ⇦
Quits: Gigabit101
(~Gigabit10@cpc3-cosh13-2-0-cust73.6-1.cable.virginm.net) (*.net
*.split)
L245[03:48:41] ⇦
Quits: ASB2 (~ASB2@pool-100-2-101-60.nycmny.fios.verizon.net)
(*.net *.split)
L246[03:48:41] ⇦
Quits: aidancbrady (~aidancbra@c-73-43-28-155.hsd1.ga.comcast.net)
(*.net *.split)
L247[03:48:41] ⇦
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*.split)
L248[03:48:41] ⇦
Quits: D3add3d (~D3add3d@92-245-194-57.satronet.sk) (*.net
*.split)
L249[03:48:41] ⇦
Quits: Zaggy1024 (~Zaggy1024@75-161-172-71.mpls.qwest.net) (*.net
*.split)
L250[03:48:41] ⇦
Quits: DemoXin (~DemoXin@adsl-98-84-235-126.gsp.bellsouth.net)
(*.net *.split)
L251[03:48:41] ⇦
Quits: KJ4IPS|Gone (~KJ4IPS@75-131-38-7.static.kgpt.tn.charter.com)
(*.net *.split)
L252[03:48:41] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(*.net *.split)
L253[03:48:41] ⇦
Quits: chbachgone (~chbachman@192.99.145.160) (*.net
*.split)
L254[03:48:41] ⇦
Quits: SuPeRMiNoR2 (~SuPeR@adam.superminor2.net) (*.net
*.split)
L255[03:48:41] ⇦
Quits: kroeser (~kroeser@2001:4801:7817:72:6f7c:4c10:ff10:1b85)
(*.net *.split)
L256[03:48:41] ⇦
Quits: Lepko|off
(Lepko@Better.Get.Some.Maple.Syrup.For.This.Pancake.PanicBNC.ca)
(*.net *.split)
L257[03:48:41] ⇦
Quits: Aaron1011 (~Aaron1011@2604:a880:800:10::25b:9001) (*.net
*.split)
L258[03:48:41] ⇦
Quits: diesieben07 (~diesieben@abrarsyed.com) (*.net
*.split)
L259[03:48:41] ⇦
Quits: xthexder (~xthexder@irc.xthexder.info) (*.net
*.split)
L260[03:48:41] ⇦
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*.split)
L261[03:48:41] ⇦
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*.split)
L262[03:48:41] ⇦
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*.split)
L263[03:48:41] ⇦
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*.split)
L264[03:48:41] ⇦
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*.split)
L265[03:48:41] ⇦
Quits: jamierocks (jamierocks@irc.jamierocks.uk) (*.net
*.split)
L266[03:48:41] ⇦
Quits: robotbrain (~quassel@2604:a880:800:10::94a:d001) (*.net
*.split)
L267[03:48:41] ⇦
Quits: big_Xplosion
(big_Xplosi@lurking.in.your.nightmares.panicbnc.net) (*.net
*.split)
L268[03:48:41] ⇦
Quits: Giraffestock (uid90791@id-90791.ealing.irccloud.com) (*.net
*.split)
L269[03:48:41] ⇦
Quits: SnowDapples (~powered@pD9589064.dip0.t-ipconnect.de) (*.net
*.split)
L270[03:48:41] ⇦
Quits: Lex_ (~Lex@50-76-111-34-static.hfc.comcastbusiness.net)
(*.net *.split)
L271[03:48:41] ⇦
Quits: Wastl2 (~Wastl2@f053032047.adsl.alicedsl.de) (*.net
*.split)
L272[03:48:41] ⇦
Quits: _3lionz_ (~3z@host86-161-56-4.range86-161.btcentralplus.com)
(*.net *.split)
L273[03:48:41] ⇦
Quits: VikeStep
(~VikeStep@CPE-123-211-66-81.lnse4.cha.bigpond.net.au) (*.net
*.split)
L274[03:48:41] ⇦
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(~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (*.net
*.split)
L275[03:48:41] ⇦
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*.split)
L276[03:48:41] ⇦
Quits: Genuine (~GenuineSo@71.85.23.220) (*.net
*.split)
L277[03:48:41] ⇦
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*.split)
L278[03:48:41] ⇦
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*.split)
L279[03:48:41] ⇦
Quits: Zyferus (~Zyferus@c-174-58-160-193.hsd1.mo.comcast.net)
(*.net *.split)
L280[03:48:41] ⇦
Quits: Brycey92 (~Brycey92@ool-4572f1bc.dyn.optonline.net) (*.net
*.split)
L281[03:48:41] ⇦
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(Mysticdrew@24-183-50-233.dhcp.mdsn.wi.charter.com) (*.net
*.split)
L282[03:48:41] ⇦
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(~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net) (*.net
*.split)
L283[03:48:41] ⇦
Quits: modmuss50 (uid42264@id-42264.ealing.irccloud.com) (*.net
*.split)
L284[03:48:41] ⇦
Quits: RichardG (richardg86@187.105.74.237) (*.net
*.split)
L285[03:48:41] ⇦
Quits: zml (~zml@minions.aoeu.xyz) (*.net *.split)
L286[03:48:41] ⇦
Quits: MRX (~MRX@5.175.165.162) (*.net *.split)
L287[03:48:41] ⇦
Quits: alekso56 (~alekso56@2001:464b:c2aa:0:250:56ff:fe31:2812)
(*.net *.split)
L288[03:48:41] ⇦
Quits: Matrixiumn (Matrixiumn@apertron.net) (*.net
*.split)
L289[03:48:41] ⇦
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*.split)
L290[03:48:41] ⇦
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*.split)
L291[03:48:41] ⇦
Quits: Flamegoat (sid89996@id-89996.ealing.irccloud.com) (*.net
*.split)
L292[03:48:41] ⇦
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*.split)
L293[03:48:41] ⇦
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*.split)
L294[03:48:41] ⇦
Quits: MMuse (sid14885@id-14885.brockwell.irccloud.com) (*.net
*.split)
L295[03:48:41] ⇦
Quits: Kirito (~chris@yui.marumaru.ml) (*.net *.split)
L296[03:48:41] ⇦
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*.split)
L297[03:48:41] ⇦
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*.split)
L298[03:48:41] ⇦
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*.split)
L299[03:48:41] ⇦
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*.split)
L300[03:48:41] ⇦
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*.split)
L301[03:48:41] ⇦
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(~mikebald@99-3-168-49.lightspeed.rlghnc.sbcglobal.net) (*.net
*.split)
L302[03:48:41] ⇦
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*.split)
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*.split)
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*.split)
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*.split)
L306[03:48:42] ⇦
Quits: willieaway (williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
(*.net *.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
L315[03:48:42] ⇦
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Quits: simon816|exams (~simon816@aeons.co) (*.net
*.split)
L317[03:48:42] ⇦
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L318[03:48:42] ⇦
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(~Jason@host81-132-89-4.range81-132.btcentralplus.com) (*.net
*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(*.net *.split)
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(*.net *.split)
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(ntzrmtthih@Join.The.DarkSide.We.Have.Coookies.Space) (*.net
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(*.net *.split)
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L350[03:49:11] ⇦
Quits: Raziel
(~Raziel@cpc16-broo8-2-0-cust158.14-2.cable.virginm.net) (Read
error: Connection reset by peer)
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(~SoundLogi@172-8-201-53.lightspeed.mdsnwi.sbcglobal.net) (Ping
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L355[03:51:03] ⇦
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(~maria@BMTNON3746W-LP140-01-1176469732.dsl.bell.ca) (Ping timeout:
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seconds)
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timeout: 378 seconds)
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seconds)
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(Ping timeout: 378 seconds)
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(Ping timeout: 378 seconds)
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seconds)
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Quits: Neshram (~Neshram@cpe-71-79-228-188.columbus.res.rr.com)
(Ping timeout: 378 seconds)
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seconds)
L368[03:53:17] ⇦
Quits: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com) (Read
error: Connection reset by peer)
L369[03:54:21] ⇦
Quits: dmillerw (~dmillerw@dmillerw.me) (Ping timeout: 378
seconds)
L370[03:54:54] ⇦
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timeout: 378 seconds)
L371[03:55:35] ⇦
Quits: Blarghedy (~Blarghedy@75-112-199-250.res.bhn.net) (Ping
timeout: 186 seconds)
L372[03:56:33] ⇦
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seconds)
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seconds)
L376[04:00:24] ⇦
Quits: Lymia (~lymia@magical.girl.lyrical.lymia.moe) (Ping timeout:
378 seconds)
L377[04:02:27]
⇨ Joins: halvors (~hstrandvo@195.254.172.59)
L378[04:02:37] <halvors> Why did all
quit?
L379[04:02:48] <halvors> Is the U.S down
or something? :O
L380[04:03:18] <Mimiru> Gotta love
netsplits.
L381[04:04:05] <halvors> Ah :)
L382[04:05:33] ⇦
Quits: kane_hart
(~Kane_Hart@CPE50455d826d7c-CMbc1401df1010.cpe.net.cable.rogers.com)
()
L383[04:09:11] ⇦
Quits: progwml6 (~progwml6@n2-198-175.resnet.drexel.edu) (Ping
timeout: 186 seconds)
L384[04:19:50] ⇦
Quits: Morphan1 (~Morphan1@mc.mcmonkey.org) (Quit: ZNC - http://znc.in)
L386[04:24:36] ⇦
Quits: Searge|mojang (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
(Ping timeout: 378 seconds)
L387[04:24:53] <Cazzar> etag != file
L388[04:26:02] <Mimiru> It doesn't change
the fact that I can hit that in my browser with no 403...
L390[04:42:41]
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L540[04:42:41] *** insanity.esper.net sets mode:
+o fry
L541[04:44:04] <Wuppy> wasn't there a way
to check when a page was last edited in chrome/
L542[04:45:26] ***
2RRAACWP2 is now known as Lucy
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L545[04:47:32] <Wuppy> thanks
L546[04:47:38] <Wuppy> is there also a way
to figure out when it was created?
L547[04:48:04] <Kaiyouka> seems
unlikely
L548[04:48:08] <Wuppy> dang, too bad
L549[04:48:13] <Kaiyouka> why
L550[04:48:26] <Wuppy> need it for an
essay
L551[04:49:20] <Kaiyouka> O_o
L552[04:49:35] <Kaiyouka> wut
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L555[04:52:28] <Parthon> o/
L556[04:53:28] <Wuppy> \o
L557[04:53:35] <Wuppy> needed some
information from a website
L558[04:53:40] ⇦
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L559[04:53:41] <Wuppy> with APA
referencing
L560[04:53:43] <Wuppy> so I needed the
date
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L562[04:54:53] <Kaiyouka> since when does
APA require the last modified date?
L563[04:55:01] <Kaiyouka> Could have sworn
it only requires the date YOU accessed it
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L565[04:57:58] <Wuppy> hmm I'm not
completely sure
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L585[05:15:12] ***
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L608[05:52:57] <CoolSquid> APA has
required it for a few years afaik
L609[05:55:41] <Kaiyouka> APA a shit
L610[05:55:45] <Kaiyouka> but less a shit
than IEEE
L611[05:55:54] <Kaiyouka> Fuck IEEE
L612[05:55:57] ***
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L613[05:56:04] <Kaiyouka> Fuck it with a
cactus coated in the powder of a ghost pepper
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L629[06:32:56] <ThePsionic> !dcc
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L631[06:51:27] <ThePsionic> Hrm
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L636[07:08:30] <calclavia> In 1.8, are
description packets sent before the block is set on client??
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L640[07:12:03] <diesieben07> shouldn't be,
that would break a lot of shit
L641[07:13:00] <OrionOnline> Hmm i need
example mods and tutorials on 1.8 stuff. anyone know for good
places to look?
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L643[07:14:41] <diesieben07> define
"1.8 stuff"
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L645[07:15:00] <dangranos> all of
it?
L646[07:15:01] <OrionOnline> Generally
Items and Item Rendering
L647[07:15:10] <OrionOnline> Blocks donnot
really matter for me
L648[07:15:46] <calclavia> Heh. I'm trying
to fix some packets issue on NOVA 1.8...
L649[07:15:51] <diesieben07> well, there
can't be a generic tutorial on rendering, really...
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L651[07:16:06] <diesieben07> calclavia,
note that packets are not handled on the main thread by
default.
L652[07:16:09] <diesieben07> (as of
1.8)
L653[07:16:10] <calclavia> diesieben07: It
does seem like tile desc packet gets called before client receives
block?
L654[07:16:12] <calclavia> So it's
async
L655[07:16:35] <diesieben07> no, vanilla
enqueues all packets on the main thread
L656[07:16:38] <calclavia> Huh... so we'll
have to wait for the block to exist, and then put it in
L657[07:16:38] <dangranos> what's
nova?
L658[07:16:41] <diesieben07> except mod
packets
L659[07:16:47] *
dangranos havent checked calclavia's mods for a while
L660[07:16:48] <calclavia> dangranos:
novaapi.net
L661[07:17:00] <diesieben07> put what in?
what exactly are you doing?
L662[07:17:09] <OrionOnline> I know, that
is why i was looking for example mods with items (Those in forge
are for blocks ... which is not really what i need)
L663[07:17:14] <calclavia> diesieben07:
I'm just trying to send a description packet to client side for my
block
L664[07:17:18] <calclavia> Very simple
thing that works in 1.7
L665[07:17:26] <diesieben07> that should
work the same in 1.8
L666[07:17:30] <calclavia> After 1.8
update, it breaks. Client side can't find the block (block isn't
sent yet)
L667[07:17:37] <diesieben07> what do you
use to handle the packet?
L668[07:17:41] <calclavia>
Discriminator
L669[07:17:43] <calclavia> Netty
L670[07:17:47] <diesieben07> :(
L671[07:17:52] <diesieben07> so it's not
the vanilla packet?
L672[07:17:58] <calclavia> No. It's
custom
L673[07:18:16] <calclavia> The packets
work fine during the gameplay, but it fails when world loads
L674[07:18:19] <diesieben07> use
IThreadListener to enqueue a task
L675[07:18:22] <cpw> you using
getDescriptionPacket to send it?
L676[07:18:24] <diesieben07> no they
don#t.
L677[07:18:32] <calclavia> cpw: Yes.
L678[07:18:35] <calclavia> Is that
bad?
L679[07:18:39] *
dangranos hides
L680[07:18:42] <cpw> it shouldn't be
L681[07:18:43] <dangranos> so many
devs
L682[07:18:46] <cpw> sounds like a
bug
L683[07:18:47] <diesieben07> On the client
Minecraft.getMinecraft implements it. On the server it is the
WorldServer
L684[07:18:52] <diesieben07> no, it's not
a bug.
L685[07:18:58] <diesieben07> he is doing
stuff on the netty thread.
L686[07:19:12] <calclavia> cpw: i'm
sending in a custom packet though,
L687[07:19:16] <cpw> err,
TileEntity.getDescriptionPacket was always the way to do it in the
past
L688[07:19:21] <cpw> custom packet doesn't
matter
L689[07:19:32] <diesieben07> custom
packets are still async in 1.8
L690[07:19:33] <calclavia> via
Unpooled.buffer
L691[07:19:39] *
cpw has barely looked at 1.8
L692[07:19:40] <diesieben07> if you don't
account for that shit breaks.
L693[07:19:42] <cpw> huh diesieben07
L694[07:19:46] <cpw> that's nonsense
L695[07:19:50] <diesieben07> no, its
not.
L696[07:19:52] <calclavia> I hope I don't
have to make a Future<> and wait for main thread to
work...
L697[07:20:00] <diesieben07> pretty much
all mods out there that use IMessage are pretty much broken
L698[07:20:01] <cpw> custom packets are
built by the thread that calls them
L699[07:20:03] <diesieben07> a
timebomb
L700[07:20:07] <cpw> the HANDLER is in a
different thread
L701[07:20:15] <diesieben07> try it
out
L702[07:20:27] <cpw> the handler is
probably the problem
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L704[07:20:40] <cpw> calclavia, is your
handler directly inline @ 1.8?
L705[07:20:49] <cpw> for the recieving
side of the packet?
L706[07:21:03] <cpw> diesieben07, it's not
about getDescriptionPacket
L707[07:21:07] <cpw> it's about the
handler on the remote side
L708[07:21:10] <diesieben07> i
know...
L709[07:21:11] <cpw> being in the netty
thread
L710[07:21:15] <diesieben07> thats what i
have been saying the whole time.
L711[07:21:20] <cpw> well you just said
the exact opposite dude ;)
L712[07:21:27] <cpw> but nevermind
L713[07:21:32] <diesieben07> no, i didn't
:)
L714[07:21:35] <calclavia> cpw: What do
you mean inline with @1.8?
L716[07:21:56] <cpw> calclavia, the
handler
L717[07:22:05] <cpw> handling your custom
packet @ client
L718[07:22:07] <calclavia> Hold on, let me
link you to the source
L720[07:22:40] <calclavia> All the netty
stuff, the MCPakcetHandler is there
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L722[07:23:10] <diesieben07> yes, that
code is NOT executed on the main thread
L723[07:23:15] <diesieben07> you cannot
interact with the world.
L724[07:23:40] <diesieben07> if you do
need to, enqueue it on the main thread using IThreadListener
(Minecraft.getMinecraft on the clinet, WorldServer on the
server)
L725[07:23:50] <calclavia> diesieben07: Or
a Forge ticker?
L726[07:23:58] <diesieben07> no need for
that.
L727[07:24:10] <diesieben07> vanilla
already has the stuff in place, use it.
L728[07:24:13] <calclavia> I'll try that.
See if it works.
L729[07:24:43] <Ordinastie> diesieben07,
not really followed, but you mean in 1.8 right?
L730[07:24:47] <diesieben07> yes.
L731[07:25:05] <diesieben07> most mods out
there that updated to 1.8 still have this bug in them and will
randomly blow up.
L732[07:25:07] <Ordinastie> k, I'll worry
when I get then then :pm
L733[07:25:18] <calclavia> diesieben07:
What's the method for enquing to main thread??
L734[07:25:28] <diesieben07>
addScheduledTask
L735[07:26:24] <calclavia> Ok.
Testing
L736[07:26:38] <calclavia> diesieben07:
Will this task be added after MC's internal set block task?
L737[07:26:49] <calclavia> since MC will
need to send the block set packet, or whatever they do
L738[07:27:05] <diesieben07> it
should
L739[07:29:46] <calclavia> diesieben07:
Fixed. Thank you!
L740[07:29:55] <diesieben07> np
L741[07:29:57] <calclavia> cpw: If anyone
asks, that solution resolves the problem
L742[07:30:00] <calclavia> ^
L744[07:31:44] <diesieben07> you should
use the World on the server, if you want to be future proof ;)
Worlds might get their own thread in the future
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L748[07:36:14] <cpw> calclavia, yes, you
need to schedule your response on the main thread
L749[07:36:43] <cpw> i'll look at adding
that for simpleimple
L750[07:36:56] <cpw> so you can make the
handler work on the main thread instead of the netty thread
L751[07:37:00] ***
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L752[07:40:16] <PaleoCrafter> lol, we've
reached level 91 :D
L753[07:40:36] <Ordinastie> 138 :p
L754[07:41:25] <PaleoCrafter> the lag
hasn't improved at all though :/
L755[07:48:44] <Ordinastie> 63 billion of
HP, lasted 48s ><
L756[07:49:28] <Ordinastie> level 140
lasted like 1m40s
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L771[08:22:53] <ThePsionic> Hey guys, did
you hear about the internet breaking
L772[08:23:14] <Parthon> nups, because the
internet broke so I couldn't use it
L773[08:23:25] <ThePsionic> pls
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L775[08:23:57] <Parthon> fo reals?
L776[08:24:46] <ThePsionic> yeh
L777[08:24:50] <ThePsionic> lemme find the
thing
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L784[08:39:52] <Parthon> aah right, the
same thing happened a few years ago with a different country
L785[08:40:11] <Parthon> so they had to
disconnect the entire country from the internet until they fixed
it
L786[08:41:01] <Ivorius> ohh
L787[08:41:16] <Ivorius> Well, that
explains why all our internet has been so shitty the last day
L788[08:42:08] <fry> that explains why I
was so productive the last day :P
L789[08:42:11] <Parthon> lol
L790[08:42:27] <Parthon> but only
international traffic involving the asia-pacific region
L791[08:42:44] <Parthon> the routing
tables inside the US were still stable
L792[08:43:16] <Ivorius> Germany
here
L793[08:43:26] <Parthon> yah, australia
here
L794[08:43:38] <Parthon> I'm just lucky
that our internet goes through sydney and not asia
L795[08:43:38] <dangranos> Hm?
L796[08:43:59] <dangranos> which part of
asia?
L797[08:44:07] <dangranos> it's big, you
know?
L798[08:44:19] <Parthon> O_o
L799[08:44:34] <Parthon> the part of asia
that is served by the Level 3 router, which is most of it
L801[08:45:27] *
dangranos is idiot when it comes to real networking
L802[08:45:46] <dangranos>
*infrastructure
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L804[08:46:13] <Parthon> oh damn, nopes,
I'm wrong
L805[08:46:17] <dangranos> anything you
would recommend to read/learn?
L806[08:46:19] <Parthon> it affected most
international traffic
L807[08:47:44] <Parthon> umm, I
dunno
L808[08:47:55] <Parthon> I picked up what
I know as required while doing network programming :P
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L810[08:52:30] <Wuppy> it's so warm
here...
L811[08:52:32] <Wuppy> it's crazy
L812[08:52:55] <tmtu> i graduated
yday
L813[08:53:00] <Ivorius> Pff, this is
nothing
L814[08:53:03] <tmtu> sweated so much it
was crazy
L815[08:53:09] <Ivorius> Try staying in
rome for 5 days :P
L816[08:53:13] <Wuppy> you graduated today
tmtu?
L817[08:53:19] <tmtu> yesterday
L818[08:53:24] <Wuppy> congrats
dude!
L819[08:53:53] <Ivorius> I drank like 6
liters of water a day without ever peeing
L820[08:54:20] <Wuppy> dang
L821[08:54:28] <Wuppy> it's very humid
here so yeah..
L823[08:55:07] <Wuppy> tell me
aboutit
L824[08:55:10] <ThePsionic> I am right now
starting a project that has to be handed in before monday
L825[08:55:19] <ThePsionic> It is quite a
big project
L826[08:55:33] <Wuppy> Im in such a
situation at least 3 times a week
L827[08:55:59] <ThePsionic> Added bonus: I
have no idea how to do any of this
L828[08:56:11] <Wuppy> tmtu, you finished
high school?
L829[08:56:19] <tmtu> yeah
L830[08:56:41] <Wuppy> when you're a
student, you have that all the time :D
L831[08:57:16] <Ivorius> 'music'
L832[08:57:23] <Ivorius> God damnit
tmtu
L833[08:57:49] <Wuppy> dance music is cool
:)
L834[08:58:01] <tmtu> yeah my phone didn't
catch the music, only the bass
L835[08:58:17] <fry> cool - yes, good - no
:P
L836[08:58:32] <Wuppy> it's pretty
good
L837[08:58:36] <Wuppy> hardstyle is better
though
L838[08:59:03] <tmtu> only reason it was
fun was because of copious amounts of alcohol
L839[08:59:06] <tmtu> anything works
L840[08:59:13] <Ivorius> It really depends
on your viewpoint
L841[08:59:30] <Wuppy> I like hardstyle
even when I wake up :P
L842[08:59:35] <Ivorius> You listen to
different things at different times
L843[08:59:43] <Ivorius> Hardly
comparable
L844[09:00:05] <Ivorius> Now that's
manic
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L869[09:58:09] <killjoy> What's the point
of Entity.getBoundingBox() if it just returns null?
L870[09:58:21] <killjoy> Most of the time,
it just redirects to getEntityBoundingBox()
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L877[10:05:16] <Parthon> killjoy: aren't
you meant to override it when you subclass so you can supply
bounding box?
L878[10:05:46] <killjoy> Boat does that
and redirects to getEntityBoundingBox()
L879[10:05:47] <Parthon> there's a lot of
stuff in forge that falls back to minecraft ways, because it's
meant to be overriden
L880[10:05:58] <killjoy> But most entities
don't override it
L881[10:06:25] <Parthon> are you talking
forge entities or minecraft entities?
L882[10:06:52] <Parthon> because minecraft
entities do things the minecraft way
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L884[10:07:19] <Parthon> I only learnt
this yesterday trying to make a tile entity :P
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L886[10:09:41] <killjoy> I'm talking about
minecraft entities
L887[10:09:58] <Parthon> with forge you
are meant to override hasTileEntity, but minecraft uses
isTileProvider .. so forge's hasTileEntity returns minecraft's
isTileProvider
L888[10:10:22] <Parthon> but when you
extend with your mod, you are meant to use hasTileEntity
L889[10:11:01] <killjoy> I'm not making an
entity. Just dealing with them.
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L891[10:11:27] <killjoy> I was surprised
that getBoundingBox(), supposedly the getter for boundingBox,
returned null.
L892[10:11:53] <PaleoCrafter> actually,
Parthon, hasTileEntity is vanilla :P
L893[10:11:58] <Wuppy> killjoy, not all
entities have a bounding box
L894[10:12:04] <Wuppy> such as
particles
L895[10:12:11] <Wuppy> and thunder
L896[10:12:33] <Parthon> PaleoCrafter: but
.. it just returns isTileProvider
L897[10:12:47] <PaleoCrafter> which is
forge-added :P
L898[10:13:06] <sham1> Because many
tile-entity blocks afaik in vanilla implement the
ITileProvider
L899[10:13:12] <PaleoCrafter> all of them
do
L900[10:13:22] <sham1> afaik
L901[10:13:36] <Wuppy> woop woop, more
sales in 2 hours
L902[10:14:17] <Parthon> PaleoCrafter: but
I was told not to use ITileEntityProvider in my forge mod
L903[10:14:24] <PaleoCrafter> yeah, you
don't need it
L904[10:14:31] <PaleoCrafter> the
ITileEntityProvider is vanilla
L905[10:14:36] <Wuppy> all monster game
discounts have been unlocked by the way
L906[10:14:36] <Ordinastie> you should use
it though, it's cleaner
L907[10:14:44] <PaleoCrafter> nah
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L909[10:15:08] <Parthon> so forge added
it, but we don't need it? :P
L910[10:15:13] <PaleoCrafter> ...
L911[10:15:21] <PaleoCrafter>
ITileEntityProvider is vanilla
L912[10:15:24] <PaleoCrafter> (the
interface)
L913[10:15:27] <Parthon> oh right, oops,
sorry
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L916[10:16:11] <Parthon> I've only been
modding for 2 days, still wrapping my head around everything
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L918[10:17:14] *
Wuppy finds a way to casually link to my tutorials and
book
L919[10:17:15] <Wuppy> :P
L920[10:17:35] <Parthon> pm me! :D
L921[10:17:56] <Parthon> I've been
following the bedrockminer tutorials
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L924[10:18:22] <Parthon> thanks!
L926[10:19:04] ***
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L927[10:19:31] <Parthon> holy crap,
there's an actual book!
L928[10:19:38] <Wuppy> yep
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L930[10:20:13] <williewillus> dediserver
is bombing on one of my client-bound packets for touching client
code even though other packets do as well :/
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L933[10:22:49] <OrionOnline> Huys is there
a way in 1.8 to make Items have multilayered texture so that you
not have to configure your JSON file with every possibility?
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L935[10:23:14] <ThePsionic> OrionOnline:
see spawn egg
L936[10:23:45] <OrionOnline> oke taking a
look at it now
L937[10:24:49] <Parthon> how do I open the
minecraft jsons?
L938[10:25:20] <IoP> how?
L939[10:25:32] <IoP> I usually use
vim.
L940[10:25:39] <Parthon> oh, I get an
error
L941[10:25:48] <williewillus> why does
"TransmutationProps.getDataFor(FMLClientHandler.instance().getClientPlayerEntity()).readPacket(nbt)"
bomb the dedicated server but
"Minecraft.getMinecraft().thePlayer.swingArm()" doesn't
:/
L942[10:26:00] <williewillus> this is in a
client-bound packet's handler
L943[10:26:10] <Parthon> problem opening
editor for egg, system can only open file base resources
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L946[10:28:12] <PaleoCrafter> use your
ide, Parthon
L947[10:28:56] <Parthon> that was my
ide
L948[10:29:03] <Parthon> eclipse is giving
me that error
L949[10:29:14] <OrionOnline> ThePsionic,
looking at the ItemClass and the Egg.json file i donnot see
anything specisl
L950[10:29:36] <ThePsionic> OrionOnline:
Now try *spawn* eggs
L951[10:30:25] <OrionOnline> Ah dang, egg
is the chicken ergg probably right?
L952[10:30:33] <OrionOnline> What am i
stupid .......
L953[10:31:00] <ThePsionic> Yeah
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L955[10:31:03] <ThePsionic> ( ͡° ͜ʖ
͡°)
L956[10:31:05] <ThePsionic> Anyway
L957[10:31:09] <williewillus> anyone have
idea for my prob? :(
L958[10:31:30] <ThePsionic> In the model
.json you can, under textures, define layers
L959[10:31:52] <ThePsionic> layer 0 would
be the base, layer 1 would be drawn on top of it, layer 2 would be
drawn on top of that, etc.
L960[10:32:34] <ThePsionic> Then it's just
a matter of overriding Item.getColorFromItemStack
L961[10:33:41] <Parthon> ThePsionic:
thanks! got it working
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L963[10:34:22] <PaleoCrafter>
williewillus, we need more context
L964[10:34:30] <PaleoCrafter> i.e.
code
L965[10:35:47] <williewillus> on load,
this:
http://pastebin.com/sKkEYmxr crashes the dedicated
server with a noclassdeffounderror for EntityClientPlayerMP. it's a
client bound packet. my other packets, such as one that directly
calls Minecraft.getMinecraft().thePlayer.swingItem(), doesn't
crash
L967[10:36:55] <PaleoCrafter> hm
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L970[10:37:58] <afroraydude> hello
L971[10:39:12] <Parthon> hiiiiiiii
L972[10:39:31] <afroraydude> hi
Parthon
L973[10:40:34] <williewillus> using
FMLClientHandler doesnt seem to help either
L974[10:41:58] <sham1Mobile> Has anyone
here worked with custom baked models
L975[10:42:51] <sham1Mobile> Coz I am
apparently blind for the problems with my custom model code
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L977[10:43:49] <Parthon> le
baguette?
L978[10:44:13] <sham1Mobile> Pardon
L979[10:44:23] <Parthon> non
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L981[10:45:26] <williewillus> splitting
off the handler doesnt work either
L982[10:45:33] <williewillus> just trying
things randomly now lol
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L984[10:46:11] <PaleoCrafter> try passing
null to your method
L985[10:46:23] <williewillus> which
method?
L986[10:46:33] <Lumien> try to split the
client stuff into another method and call that in onMessage
L987[10:46:42] <PaleoCrafter> that
TransmutationProps.getDataFor
L988[10:47:12] <williewillus> i don't
think that's the problem, it's not an NPE because the class can't
even load lol
L989[10:47:22] <PaleoCrafter> try it
:P
L990[10:47:33] <PaleoCrafter> I'm
interested in the edge cases for class loading :P
L991[10:48:32] <williewillus> no crash
when doing that
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L994[10:48:48] <PaleoCrafter> hah, have to
tell that diesieben07
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L997[10:50:55] <williewillus> just very
confused why this specific usage of client classes crashes when
something like Minecraft.getMinecraft().thePlayer.swingItem()
doesn't (directly references Minecraft, a field in it,
EntityClientPlayerMP, a method only in ECPMP, etc.)
L998[10:51:18] <PaleoCrafter> look at the
bytecode
L999[10:51:40] <Parthon> race conditions,
class load order, static vs dynamic variables
L1000[10:51:46] <Parthon> there's a lot
of factors involved
L1001[10:52:16] <williewillus> but I
thought all clientside messagehandlers are safe to use client
classes :p
L1002[10:52:22] <williewillus> thats
kinda their point
L1003[10:52:32]
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L1004[10:52:57] <Parthon> after the
client classes are fully loaded, yes
L1005[10:54:05]
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L1006[10:54:15] <williewillus> but that
non crashing swingItem packet is registered before this one and it
doesnt crash :p
L1007[10:54:31] <Kenai> Question - is
ICraftingHandler called something else in 1.8? Eclipse can't find
it when I try to fix imports.
L1008[10:54:33] <PaleoCrafter> as I said,
look at the bytecode and see what's different
L1009[10:54:35] <PaleoCrafter> I'm
interested
L1010[10:54:42] <PaleoCrafter> Kenai,
doesn't exist anymore
L1011[10:54:54] <PaleoCrafter> what do
you want to do? different outcome based on NBT or something?
L1012[10:55:15] <Kenai> PaleoCrafter -
how do I go about making custom crafting table stuff?
L1013[10:55:27]
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L1014[10:55:27] <PaleoCrafter> implement
IRecipe
L1015[10:55:59] <Kenai> Sweet,
thanks
L1016[10:56:08] <williewillus> same
thing, INVOKESTATIC for getMinecraft(), GETFIELD for thePlayer. the
swing item packet then invokevirtuals the method and stops, while
the crash packet passes it to another static method
L1018[10:56:53] <williewillus> okay so
((TransmutationProps)
Minecraft.getMinecraft().thePlayer.getExtendedProperties("ProjectETransmutation")).readFromPacket(message.nbt);
doesn't crash, so must be my getDataFor method?
L1019[10:56:56] <PaleoCrafter> ^
Kenai
L1020[10:57:12] <PaleoCrafter>
williewillus, oh, that's very interesting
L1021[10:57:44] <williewillus> but my
getDataFor method is static and nonsided, takes EntityPlayer
returns TransmutationProps
L1022[10:57:45] <williewillus> so
weird
L1023[10:57:45] <PaleoCrafter> the JVM
probably tries to inline the call
L1024[10:58:40] <PaleoCrafter> really
have to tell that diesieben
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L1026[10:59:58] <Kenai> Thanks,
PaleoCrafter!
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L1028[11:00:57] <PaleoCrafter> wat
L1029[11:01:40] <williewillus> okay it
seems all static method calls involving ECPMP crash
L1030[11:02:05] <williewillus> another
call to a static (EntityPlayer)V method in another packet is
crashing
L1031[11:03:52] <williewillus> gonna try
making those static methods a singleton instance just to see if it
crashes
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L1033[11:04:05] <williewillus> because
static field access doesnt crash
L1034[11:04:25] <ThePsionic> Hurrah, set
up a noreply e-mail address
L1035[11:04:48] <Parthon> so you can be
like "I HATE YOU! no replies!"
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L1037[11:05:06] <ThePsionic>
Basically
L1038[11:05:16] <ThePsionic> Mainly for
registration on my wiki though
L1039[11:05:29] <Parthon> "I HATE
YOU! please register!"
L1040[11:05:33] <ThePsionic> lol
L1041[11:05:44] <Parthon> "I don't
know why registrations are low"
L1042[11:06:21] <Parthon> I have a
question:
L1043[11:06:50] <ThePsionic> Yes,
Parthon, you can register if you want
L1044[11:06:57] <ThePsionic> And no, it
will not contain unsolicited hate
L1045[11:06:59] <Parthon> lol!
L1046[11:07:36]
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L1047[11:07:55] <Parthon> nah, the
question was, can you add and remove tile entities from a
block
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L1049[11:08:30] <Parthon> I'm making a
multipart block, and I'm thinking on efficiency by only creating
the tile entity when the whole device is completed
L1050[11:08:41] <Parthon> but then
deleting it when the device gets broken
L1051[11:08:59] <Parthon> is this good
practice or bad practice? :D
L1052[11:09:03] <williewillus> looks to
be all static method calls
L1053[11:09:05] <williewillus>
insteresting
L1054[11:09:25] <williewillus> idk why
Minecraft.getMinecraft() doesnt crash then but oh well found a way
that works :p
L1055[11:09:47] <OrionOnline> ThePsionic,
i understand that concept, the problem is that my layers can have
different textures, and i cannot say for sure which texture that
is, unless i examine the NBTTag of it
L1056[11:10:15] <OrionOnline> So the way
the spawnegg works is only half the solution i am looking for
L1057[11:10:23] <ThePsionic> Ah
L1058[11:10:24] <ThePsionic> hm
L1059[11:11:13] <ThePsionic> I've not yet
used NBT so can't really help you out there
L1060[11:11:33] <OrionOnline> oke
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L1062[11:13:48] <williewillus> nevermind
doesnt work lol
L1063[11:14:08] <Parthon> what are you
trying to do?
L1064[11:14:58] <williewillus> me?
L1065[11:15:42] <Parthon> yeah
L1066[11:16:17] <williewillus> figuring
out why some things crash the classloader and some don't
L1067[11:17:01] <williewillus> on
dediserver
L1068[11:17:14] <Parthon> no,I mean what
are you trying to do that ends up with the crash in the first
placE?
L1069[11:18:14] <Parthon> I find that
when I have a bug I can't fix, it's not because there's something
wrong with the system, it's because I'm using the system
wrong
L1070[11:18:15] <williewillus> something
a very normal client packet would do - set clientside data
L1071[11:19:19] <williewillus> doing
TransmutationProps.getDataFor(FMLClientHandler.instance().getClientPlayerEntity()).readFromPacket(message.nbt);
crashes the classloader on this packethandler
L1072[11:19:35] <williewillus> but if I
"inline" it (copy getDataFor's body into the
packethandler) it doesn't
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L1074[11:21:17] <Parthon> and getdatafor
is just that one line?
L1075[11:22:16] <Parthon> can you
pastabin the getDataFor? :D
L1076[11:22:35] <williewillus> return
((TransmutationProps)
player.getExtendedProperties(PROP_NAME));
L1077[11:23:01] <williewillus> if I just
grab the extendedproperties from the clientplayer directly and skip
this static wrapper method then it doesnt crash
L1078[11:23:38] <Parthon> I need the
function header
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L1081[11:24:25] <williewillus> static
(EntityPlayer)TransmutationProps
L1082[11:25:26] <Parthon> the header, the
declaration, the bit that tells the javas what variables and what
types will be passed and returned from the method
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L1084[11:25:57] <williewillus> that tells
you everything you know lol
L1085[11:26:04] <williewillus> static
method, takes a player, returns a transmutation props
L1086[11:26:12] <williewillus> body is
one line sent above
L1087[11:27:05] <PaleoCrafter> Parthon,
that won't tell you much :P As I said, the JVM properly tries to do
some inline style stuff itself and obviously fails
L1088[11:28:43] <Parthon> well, he could
need to use EntityPlayerSP and not EntityPlayer, but I can't see
that without the header
L1089[11:29:08] <PaleoCrafter> it's
nothing wrong with the function he calls+
L1090[11:29:31] <williewillus> I just
gave you the "header"
L1091[11:29:33] <williewillus> lol
L1092[11:29:55] <Parthon> williewillus:
all I got was <williewillus> static
(EntityPlayer)TransmutationProps
L1093[11:30:06] <williewillus> that was a
simplified method signature :p
L1094[11:30:14] <williewillus>
(paramatertypes)returntype
L1095[11:30:22] <williewillus> bc I'm
lazy
L1096[11:30:26] <Parthon> oh right
lol!
L1097[11:30:26] <Parthon> sorry
L1098[11:30:35] <williewillus> np
lol
L1099[11:30:38] <diesieben07> willie,
your issue is FMLClientHanlder. do not use that thing in common
code. period. Use a method in your proxy.
L1100[11:30:43] <Parthon> it looked like
the first half of the header :P
L1101[11:30:57] <PaleoCrafter>
diesieben07, found a case where it doesn't work :D
L1102[11:31:06] <williewillus>
diesieben07: how come Minecraft.getMinecraft() doesnt crash in
another packet then?
L1103[11:31:18] <diesieben07> 100% sure
it does willie ;)
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L1105[11:32:10] <diesieben07> and paleo:
what?
L1106[11:32:14] <Parthon> I'm wondering
if it's because Minecraft.getMinecraft().thePlayer is of type
EntityPlayerSP, and the exception is because you are using
EntityPlayer
L1107[11:32:46] <diesieben07> The
exception is because Minecraft the class does not exist on a
server.
L1109[11:33:07] <Parthon> or it's trying
to do something client specific
L1110[11:33:19] <PaleoCrafter> I told you
once that I've never had problems with calling client side stuff
from common code without actively running it, this seems to be an
edge case of the JVM :P
L1111[11:33:34] <diesieben07> first of
all, do not implement IMessage and IMessageHanlder on the same
class.
L1112[11:33:37] <Parthon> williewillus:
yeah, because you aren't passing thePlayer anywhere, you are
calling from it directly
L1113[11:33:46] <diesieben07> moreover,
yes, that will crash.
L1114[11:34:33] <williewillus> but, it
doesn't :p I've run the dediserver run config probably 50 times the
last hour and that specific one hasn't crashed :p
L1115[11:34:50] <diesieben07>
impossiburu
L1116[11:35:05] <diesieben07> did you run
it on an *actual* dedicated server?
L1117[11:35:42] <PaleoCrafter> the JVM
probably runs over the bytecode without loading any classes and if
it finds nested static stuff, it tries to improve on it, or
something
L1118[11:35:58] <williewillus> well,
assuming its been in production for months, before I even joined
their team, and people's servers can still start means it works
haha
L1119[11:36:16] <williewillus> but, I'll
move things to proxy and see if that works
L1120[11:36:19] <diesieben07> i call
shenanigans
L1121[11:36:34] <diesieben07>
PaleoCrafter, that would violate the spec.
L1122[11:36:53] <PaleoCrafter> well, I
dunno
L1123[11:36:54]
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L1124[11:37:00] <PaleoCrafter> It does
*something* special :P
L1125[11:38:54] <OrionOnline>
PaleoCrafter, you experienced with the Item Model and rendering
system in 1.8
L1126[11:39:03] <PaleoCrafter> not
really
L1127[11:39:03] <Parthon> well, classes
aren't loaded until they are required, so in the case of static
stuff it's on first use
L1128[11:39:20] <Parthon> that's why A
shouldn't reference B static at the same time as B references A
static
L1129[11:39:33] <PaleoCrafter> I know
there's almost no way around verbosity for items (if you want to
allow resource packs to modify things)
L1130[11:39:41] <williewillus> yah just
gonna move stuff to proxy, this is so strange :p
L1131[11:39:48] <diesieben07> Parthon,
that last part is not right... the JVM knows how to deal with
that.
L1132[11:39:58] <Parthon> oh, that's
cool!
L1133[11:40:04] <PaleoCrafter> that'd be
like...
L1134[11:40:09] <Parthon> it didn't used
it, but that was back in 2005 :P
L1135[11:40:16] <OrionOnline> The problem
is that i want to create multilayered items, but the texture of
each layer is different
L1136[11:40:29] <Parthon> it's still
really bad to do in C++
L1137[11:40:51] <diesieben07> it's still
not a good idea in java either
L1138[11:40:54] <OrionOnline> And which
texture is on which layer is determined by the NBT Tag
L1139[11:40:55] <Parthon> OrionOnline:
different how?
L1140[11:40:56] <diesieben07> it works,
but you get weird behavior
L1141[11:41:05] <diesieben07> because one
of the classes will be half-initialized
L1142[11:41:11]
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L1143[11:41:11] <OrionOnline> Not related
at all
L1144[11:41:38] <OrionOnline> Parthon,
they are the armor equivalent of tinkers construct materials
L1145[11:41:42] <PaleoCrafter>
OrionOnline, won't get around creating different JSONs for each
combination and selecting them with a custom
ItemMeshDefiniton
L1146[11:41:54] <diesieben07> thats nto
true Paleo...
L1147[11:41:59] <PaleoCrafter> well,
could do it in code
L1148[11:42:01] <diesieben07> you can use
ISmartItemModel to do a lot of shit
L1149[11:42:11] <PaleoCrafter> but dem
resource packs :P
L1150[11:42:21] <Parthon> OrionOnline:
oh, so like different armour colours based on components?
L1151[11:42:43] <PaleoCrafter> but I
guess you could default to generated shit and load the JSONs if
they exist
L1152[11:43:22] <OrionOnline> I will take
a look at the ISmartItemModel class
L1154[11:44:59] <OrionOnline>
diesieben07, Say i had a JSON file for each layer (not for each
combination, just for each layer) would it be possible load the
models from those file and return a IBakedModel from the combined
one?
L1155[11:45:38] <diesieben07> You would
have to wrap the JSON models using a custom model
L1156[11:46:18] <OrionOnline> a
CustomModel that implements IBakedModel i gues then
L1157[11:47:55] <diesieben07> yes
L1158[11:48:00] <diesieben07> you'd also
need an IModel
L1159[11:48:53]
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L1160[11:49:07] <Parthon> aaah, bad
programmer, no cookie!
L1161[11:49:39] <Parthon> OrionOnline:
umm, so are all the textures the same just with different colours,
or are they different textures?
L1162[11:49:52]
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L1163[11:51:39] <sham1Mobile> Oh
diesieben, you are here. Good. Listen, I have a problem with my
custom baked model in a way that it does not render. I have looked
at my code but I think I am blind coz I cant find anything.
L1164[11:52:29]
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L1165[11:53:11]
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L1166[11:53:20] <diesieben07> You can
show your code, but I am not very good with rendering.
L1167[11:54:09] <sham1Mobile> I will send
links, but because phone technology...
L1168[11:56:11]
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L1170[11:57:33] <sham1Mobile> And if you
need the JSONs, just ask
L1171[11:57:37] <diesieben07> why are you
even using a model loader?
L1172[11:58:14] <diesieben07> and that
last link is a 404
L1173[11:58:46] <sham1Mobile> Huh,
weird
L1174[11:59:11] <sham1Mobile> Works for
me. Also, should I not use modwl loader
L1175[11:59:18] <diesieben07> do you have
a custom model format?
L1176[11:59:30] <sham1Mobile> No
L1177[11:59:45] <diesieben07> then you
don't need a model loader.
L1178[11:59:55] <sham1Mobile> Do I use
the baking events or what
L1179[12:00:11] <diesieben07> Yes, I
would do that.
L1180[12:00:21] <sham1Mobile> Ok
L1181[12:00:39] <PaleoCrafter> I feel
like what you're doing is a lot easier with the new forge
blockstates json, sham1Mobile
L1182[12:00:51] <PaleoCrafter> oh, nvm,
you need to render the fluids
L1183[12:01:12] <sham1Mobile> That and
render the connections
L1184[12:01:30] <PaleoCrafter> the
connections are easy with the new forge stuff :P
L1185[12:01:46] <Parthon> yah!
L1186[12:01:49]
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L1187[12:02:02] <sham1Mobile> I will not
go around defining every possibility by-hand
L1188[12:02:17] <PaleoCrafter> but you
really have to let the functional style flow through you, my
friend
L1189[12:02:39] <PaleoCrafter> the *new*
*forge* stuff changes that
L1190[12:02:50] <sham1Mobile> Wait
L1191[12:02:54] <sham1Mobile> Wot
L1192[12:02:55] <Parthon> I did it all by
hand, until PaleoCrafter showed me the light!
L1193[12:03:04] <PaleoCrafter> :P
L1194[12:03:17] <sham1Mobile> So I dont
need like 36 or some different propert states?
L1195[12:03:20] <PaleoCrafter> you can
display different "submodels" based on variants
L1196[12:04:00] <Parthon> you can be like
"if west connection show west model"
L1197[12:04:06]
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L1199[12:04:16] <sham1Mobile> OMG
YES
L1200[12:04:36] <Parthon> I think you
just made sham1Mobile very happy
L1201[12:04:58] <sham1Mobile> Very
L1202[12:05:19] <Parthon> too bad there's
no such thing as subtextures! :D
L1203[12:05:23] <PaleoCrafter> thank Lex,
Zaggy1024 and fry :P
L1204[12:05:56] <sham1Mobile> I have a
feeling I cant mix vanilla blockstates and these new
fancysmanzy
L1205[12:06:09] <MindWorX> How would I go
about making a slab where the texture on the sides extended beyond
the model of the slab? I'm trying to make a broken tree log top of
sorts.
L1206[12:06:09]
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L1207[12:06:11] <sham1Mobile> Or do they
mix
L1209[12:06:19] <PaleoCrafter> not in one
file
L1210[12:06:22] <ThePsionic> In the
meantime I should work on my custom crafting table thing but
meh
L1211[12:06:38] <MindWorX> You see the
sides or the "bark" continues up beyond the body of the
tree itself
L1212[12:06:43] <Parthon> how heavy are
tile entities? because doing multiblock machines, is one TE for 27
blocks too much?
L1213[12:06:54] <Parthon> I mean one TE
per block
L1214[12:07:03] <PaleoCrafter> if they
don't tick (which they don't by default in 1.8), you should be
fine
L1215[12:07:07] <diesieben07> Parthon,
try generating a world of furnaces. Minecraft even handles that
very well
L1216[12:07:12] <diesieben07> not very.
kindy.
L1217[12:07:14] <diesieben07> kinda
L1218[12:07:17] <ThePsionic> kindy
L1219[12:07:34]
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L1220[12:07:34] <Parthon> yeah, but that
would be like, thousands of TEs :P
L1221[12:07:38] <Parthon> I only want
hundreds :P
L1222[12:07:40] <PaleoCrafter> MindWorX,
just make the model like that :P
L1223[12:07:41] <sham1Mobile> Well, the
reason I need that is so I can have different colored centers on my
pipes when they are insulated pipes
L1224[12:07:50] <Parthon> MindWorX: umm,
no :D
L1225[12:07:58] <sham1Mobile> To
differentiate them
L1226[12:07:58] <MindWorX> "make the
model" :P Like I know how to make a model
L1227[12:08:14] <PaleoCrafter> 1.8?
L1228[12:08:15] <Parthon> what you would
do is have one model for the base, and then a second model on top
of the first that has transparent textures that only cover part of
it
L1229[12:08:16] <ThePsionic> MindWorX:
MrCrayfish model maker for easy and fast JSON models
L1230[12:08:17] <MindWorX> I was thinking
something like how grass were done, two sided planes and then place
them around the edge of the texture slab.
L1231[12:08:35] <Parthon> yeah, that is
what you do
L1232[12:08:45] <Parthon> look up how
grass were done! :D
L1233[12:08:47] <MindWorX> Alright, so
I'm on the right track. I'll give it a try, thanks.
L1234[12:09:02] <Parthon> with json, you
can make cubes
L1235[12:09:07]
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L1236[12:09:09] <Parthon> well,
boxes
L1237[12:09:12] <Parthon> really
easily
L1238[12:09:13] <PaleoCrafter> and faces
:P
L1239[12:09:55] <ThePsionic>
PaleoCrafter: I'll make your face in JSON
L1240[12:09:56]
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L1241[12:10:11] <PaleoCrafter>
ThePsionic, good luck, it's pretty round :P
L1242[12:10:18] <ThePsionic> l
L1243[12:10:19] <Parthon> lol
L1244[12:11:34] ***
Cojo is now known as Cojo|noms
L1245[12:14:06] <Parthon> to sleep or to
keep coding?
L1246[12:14:24]
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L1248[12:16:03] <sham1Mobile> Code while
sleaping
L1249[12:16:10] <Parthon> I do that
:P
L1250[12:16:10] <sham1Mobile>
Dream.in.code
L1251[12:16:21] <Parthon> the problem is,
when I wake up I can't take the dream computer with me
L1252[12:17:34] <ThePsionic> Parthon:
Make a program that makes programs and leave it running while you
sleep
L1253[12:17:56] <sham1Mobile>
Terminator
L1254[12:18:23] <ThePsionic> pls
L1255[12:18:58] <tmtu> what sane person
dreams in code
L1256[12:19:05] <Parthon> if i could do
that, I would be so rich
L1257[12:19:10] <Parthon> what sane
person codes?
L1258[12:19:18] <MindWorX> What sane
person
L1259[12:19:21] <Parthon> where?
L1260[12:19:40] <sham1Mobile> What is
sane person
L1261[12:19:44] <sham1Mobile> Is it
food?
L1262[12:19:56] <Parthon> looking through
the code .. it looks like I can add/remove TEs when block state
changes
L1263[12:20:19] <Parthon> ie: if someone
breaks multipart .. expel the contents and delete the TEs
L1264[12:20:31] <sham1Mobile> Make two
blockstates
L1265[12:20:41] <sham1Mobile> Master and
slave
L1266[12:21:19] <tmtu> django drama,
anyone?
L1267[12:21:45] <Parthon> this one time,
I was making a game for a week solid, like 80 hours .. and I caught
myself wondering how I would instantiate new skills on real
people
L1268[12:21:58] <Parthon> it took a
couple of minutes before I realised that real people aren't class
objects
L1269[12:23:42] <ThePsionic> lol
L1270[12:23:49] <ThePsionic> you need
more sleep
L1271[12:23:50] <Parthon> I took a break
after that
L1272[12:26:20] <Parthon> sham1Mobile:
that's what all the tutorials suggest
L1273[12:27:15]
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L1274[12:31:25] <OrionOnline> Any one
know a good example of an IModel implementation for a Item?
L1275[12:31:37]
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L1278[12:33:41] <McJty> How can one
prevent the player from removing the item from the hotbar when the
player has that item opened.
L1279[12:33:46] <McJty> i.e. let's say it
is a backpack
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L1281[12:33:48] <McJty> And the player
opened it.
L1282[12:33:58] <McJty> I want to prevent
the player putting the backpack in itself :-)
L1283[12:34:08] <diesieben07> McJty,
custom Slot implementation
L1284[12:34:13] <OrionOnline> Would it be
possible for me to create a MultiModel for my armors?
L1285[12:34:31] <sham1Mobile> Backpack
inside itself
L1286[12:34:31] <sham1Mobile> Hmm
L1287[12:34:52] <McJty> diesieben07, ok
so a custom slot implementation for that specific slot where the
backpack is which prevents taking out.
L1288[12:34:58] <diesieben07> Yes
L1289[12:35:09] <McJty> ok, I'll try
that
L1290[12:35:15] <diesieben07> that does
not blokc people from using the number keys though
L1291[12:35:19] <diesieben07> which you
cannot avoid.
L1292[12:35:29] <McJty> hmm
L1293[12:35:38] <McJty> How do backpack
mods solve that problem then?
L1294[12:35:44] <diesieben07> i have no
idea
L1295[12:36:11] <OrionOnline>
diesieben07, Would a MultiModel implementation not be enough to
make it possible for my Item to have mulitple layers with each
their own model?
L1296[12:36:24] <diesieben07> what is a
"MultiModel"?
L1297[12:36:26]
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L1298[12:36:37] <Parthon> it's a
class
L1299[12:37:34] <OrionOnline>
net.minecraftforge.Model.MultiModel
L1300[12:38:07] <diesieben07> i dont
know
L1301[12:40:06]
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L1302[12:40:10] <OrionOnline> Oke lets
try to make an Item that does exactly nothing but Makes the
rendering possible!
L1303[12:42:33] ***
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L1304[12:42:41] <ThePsionic> time to
hax
L1305[12:42:43] <OrionOnline> AnyBody
have a good implementation of ISmartItemModel????
L1306[12:42:50] <Parthon> blah, this is
annoying
L1307[12:43:52] <OrionOnline> Parthon,
what is annoying??
L1308[12:44:11] <Parthon> I had an
infinite loop where neighbor changes would cause loop block
updates
L1309[12:44:26] <Parthon> so I used the
flag to stop it, but now it's not updating state at all
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L1311[12:45:28] <OrionOnline>
Dang.....
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L1313[12:47:17] <OrionOnline>
diesieben07, These other functions from ISmartItemModel, are they
used by anything or does it just call
ISmartItemModel.handleItemState to get the model??
L1314[12:47:29]
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L1316[12:48:02] <diesieben07> I do not
know.
L1317[12:48:07] <diesieben07> i think
so.
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L1319[12:49:26] <McJty> Ok custom slot
works for preventing pickup of the backpack but not with the digit
keys. That's really annoying
L1320[12:49:42] <diesieben07> yeah
L1321[12:49:45] <diesieben07> you need
asm to fix that.
L1322[12:49:50] <diesieben07> or make a
PR
L1323[12:50:33] <OrionOnline> Hmm you
know of someone who uses the ISmartItemModel??
L1324[12:51:45] ***
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L1325[12:52:30] <McJty> Actually
L1326[12:52:38] <McJty> I may be able to
fix it without asm. Let me try something
L1327[12:52:51] <Parthon> argh, this is
pain :(
L1328[12:52:56] <diesieben07> If you do,
let me know
L1329[12:52:56]
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L1330[12:53:53] <McJty> It is just a
hunch. Trying it now to see if it can help
L1331[12:53:58]
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L1333[12:56:20] <McJty> yes I fixed
it!
L1334[12:56:26] <McJty> It is actually
really stupid and simple :-)
L1335[12:56:33] <ThePsionic> just like me
:D
L1336[12:56:40] <McJty> I just override
keyTyped() in my gui
L1337[12:56:47] <McJty> And just ignore
the keypress if it is my protected slot
L1338[12:56:51] <McJty> Nothing happens
:-)
L1339[12:57:02] <diesieben07> yeah, that
works
L1340[12:57:09] <OrionOnline> Is there a
way the get the current IModelState??
L1341[12:57:26] <Parthon> I'm literally
going "Set state to 2; what's the state now?" and getting
15 as a result
L1342[12:57:58] <diesieben07> Parthon,
show your code.
L1343[12:58:37] <Parthon> state =
state.withProperty(STYLE, 2); worldIn.setBlockState(pos, state,
2);
L1344[12:58:52] <diesieben07> show the
whole block class.
L1345[12:59:35] <OrionOnline> What is
IModelState actually used for
L1346[12:59:37] <OrionOnline> ??
L1348[13:00:39] <Parthon> lines
80-90
L1349[13:00:47] <Parthon> 80-94*
L1350[13:01:57] <diesieben07> properties
are not saved unless you store them into metadata using
getMetaFromState and getStateFromMeta
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L1353[13:03:25] <Parthon> well that would
be it
L1354[13:03:33] <Parthon> someone said
that I didn't need to use metadata
L1355[13:03:50] <diesieben07> you don't
need to
L1356[13:04:05] <diesieben07> but if you
don't, your states are only implicitly applied through
getActualState
L1357[13:04:08]
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L1359[13:04:31] <Giraffestock> o/
L1360[13:05:07] <Parthon> aah, but
without being able to say specific block info, getActualState has
to generate the state on the fly yeah?
L1361[13:05:12] <Parthon> save*
L1362[13:05:28] <diesieben07> yes
L1363[13:05:40] <diesieben07> the fence
for example uses it to get the connections into the block
state
L1364[13:06:21] <diesieben07> still
puzzles me why mojang made all fences their own block id instead of
using metadata
L1365[13:07:34] <Ordinastie> are the
metadata used for the connection or are they just unused ?
L1366[13:07:57] <diesieben07>
unused
L1367[13:08:00] <Parthon> unused, it
calculates connections on state checking
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L1369[13:10:56] <Parthon> diesieben07:
thanks, that whole system makes a lot more sense now
L1370[13:11:16] <diesieben07> np :)
L1371[13:11:46] <Parthon> I thought
properties were persistant, I didn't realise they only existed in
blockstate :P
L1372[13:12:04] <diesieben07> its just an
abstraction layer on top of the old metadata, really
L1373[13:12:44] <Parthon> yeah, I'm
finding minecraft's game architecture is not like what I'm used
to
L1374[13:12:57] <Parthon> and then forge
has to try and fix it, so it's another layer on top :P
L1375[13:13:01] <diesieben07> :D
L1376[13:13:02] ***
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L1377[13:13:08] <Parthon> like all the
tutorials still use BlockContainer
L1378[13:14:57] <Parthon> and like you
set properties, but that just passes the blockstate back into the
conversion functions for metadata
L1379[13:15:11] <Parthon> but I didn't
know that, but I do now :D
L1380[13:15:15] <diesieben07> exactly
:)
L1381[13:16:12] <Parthon> time for sleep,
and in the morning, tile entities!
L1382[13:16:29] <MindWorX> "in the
morning" - every procrastinator ever
L1383[13:16:42] <Parthon> haha
L1384[13:16:42]
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L1385[13:16:46] <Parthon> so true
L1386[13:16:57]
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L1387[13:16:59] <Parthon> but this time I
got a lot done tonight, but it's 2am and I'm falling asleep in my
chair
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L1389[13:17:38] <MindWorX> :P
L1390[13:17:44] <MindWorX> I'm always
most productive in the night
L1391[13:18:07] <Parthon> between
midnight and 6am is my sweet spot for production too :D
L1392[13:18:12] <Parthon> problem is, I
work full time :(
L1393[13:18:29] <MindWorX> Full time work
I can deal with. School takes away every ounce of energy I
have.
L1394[13:18:45] <Parthon> if I made money
from making games, I would sleep like 8am to 4pm :P
L1395[13:19:00] <Parthon> go out in the
evening, work all night, sleep all day
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L1397[13:20:37] <Parthon> ciao!
L1398[13:20:39] <Parthon> o/
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L1410[13:49:13] <PaleoCrafter> isn't a
stack overflow refreshing?
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L1425[14:26:49] <mikebald> Looks like the
curse launcher doesn't properly download scala libraries...
L1427[14:28:32]
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L1430[14:35:21] <snowycreeper>
setOrCreateGameRule("commandBlockOutput",
"true");
L1431[14:35:29] <snowycreeper> that would
change the gamerule right
L1432[14:35:38] <diesieben07>
should
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L1434[14:36:07] <snowycreeper> i got it
from mc.theplayer.getEntityWorld().getGamerules()
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L1437[14:42:24] <PaleoCrafter>
snowycreeper, that's on the client
L1438[14:42:27] <PaleoCrafter> the client
doesn't control shit
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L1441[14:52:42] <Galvas> thanks
mikebald
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L1449[15:14:49] <snowycreeper> i dont
need to be on the server
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L1453[15:25:54] <snowycreeper> how do i
change the server gamerule if this isnt working
L1454[15:26:55] <diesieben07> use the
server world.
L1455[15:27:26] <snowycreeper> so instead
of the entityworld
L1456[15:27:49] <diesieben07> what the
heck is "the entityworld"
L1457[15:28:41] <snowycreeper>
getEntityWorld() nvm
L1458[15:28:44] <heldplayer> It's the
world where all entities go to when they die
L1459[15:28:48] <diesieben07> lol
L1460[15:29:33] <snowycreeper> whats the
difference between getEntityWorld() and worldObj
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L1462[15:29:48] <diesieben07> none.
L1463[15:29:58] <snowycreeper> oh
L1464[15:30:01] <diesieben07> assuming
you mean the getEntityWorld in the Entity class
L1465[15:30:18] <PaleoCrafter> well, one
could in theory be overridden by subclasses :P
L1466[15:32:16] <snowycreeper> all i see
is the client world how do i use the server world
L1467[15:32:26] <PaleoCrafter> what
context do you have?
L1468[15:32:28] <diesieben07> What is
your context?
L1469[15:32:34] <diesieben07> like when
do you want the gamerule to change?
L1470[15:33:53] <snowycreeper> yes
L1471[15:33:59]
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L1472[15:34:10] <diesieben07> o.O.o
L1473[15:34:16] <diesieben07> "Where
do you live?" - "Yes."
L1474[15:34:16] <PaleoCrafter> "do
you want your coffee black or with milk" -
"yes"
L1475[15:34:42] <mikebald> PaleoCrafter,
well... logically.... nvm =)
L1476[15:34:52] <snowycreeper> you asked
if it was the gamerule and i said yes
L1477[15:34:57] <snowycreeper> i found
this tho
getIntegratedServer().getServer().getEntityWorld().getGameRules()
L1478[15:35:16] <diesieben07> no, i
asked: "like when do you want the gamerule to
change?"
L1479[15:35:24] <sham1Mobile_> Get
integrated server works on single player afaik
L1480[15:35:24] <diesieben07> what is the
thing that triggers the gamerule change
L1481[15:35:30] <snowycreeper> oh now i
see the "do"
L1482[15:35:49] <snowycreeper> oh its a
guibutton
L1483[15:35:52] <PaleoCrafter> mikebald,
true :D
L1484[15:36:09] <diesieben07>
snowycreeper, you need packets.
L1485[15:36:18] <diesieben07> does the
player have to be OP?
L1486[15:36:48] <snowycreeper> idk its
singleplayer but probably...
L1487[15:36:58] *
mikebald lols.
L1488[15:37:10] <diesieben07>
singleplayer doe snot exist
L1489[15:37:15] <diesieben07>
singleplayer is multiplayer with one player.
L1490[15:37:26] <sham1Mobile_> It's all
lie
L1491[15:37:39] <snowycreeper> true thats
why its called smp
L1492[15:37:40] <diesieben07> so should
it work with only cheats enabled is the question then.
L1493[15:37:46] <snowycreeper> yeah
L1494[15:37:46] <diesieben07> ...
L1495[15:37:58] <diesieben07> then you
can just sent a chat packet with the command.
L1496[15:38:00] <diesieben07> one
second.#
L1497[15:38:05] <sham1Mobile_> So you
should be op
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L1499[15:38:14] <sham1Mobile_> Nvm
L1500[15:38:59] <diesieben07>
snowycreeper,
Minecraft.getMinecraft().getNetHandler().addToSendQueue(new
C01PacketChatMessage("/gamerule ..."));
L1501[15:39:10] <PaleoCrafter>
snowycreeper, it's called SMP because it's Survival Multiplayer,
the alternative is SSP, Survival Singleplayer
L1502[15:39:13] <PaleoCrafter> :P
L1503[15:39:45] <snowycreeper> does the
packet run the command based off the player or
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L1505[15:39:50] <diesieben07> yes.
L1506[15:39:57] <snowycreeper> like
/execute ok thats cool
L1507[15:39:58] <PaleoCrafter> dem mad
hax
L1508[15:40:02] <diesieben07> no, not
like execute
L1509[15:40:07] <diesieben07> liek you
had typed it in chat.
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L1511[15:40:25] <snowycreeper> well basic
principle :P
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L1516[15:56:19] <RawringNymNym> Okay I'm
feeling sort of dumb right now o.0 how do you make a block get
washed away by fluids? cant find it
L1517[15:56:47] <mikebald> RawringNymNym,
you mean like how a torch interacts with water?
L1518[15:56:55] <RawringNymNym> yup
L1519[15:57:03] <diesieben07>
Material.blocksMovement
L1520[15:57:15] <diesieben07> if that is
true, it won't be washed away
L1521[15:58:20] <RawringNymNym> ah,
thanks, I've been looking in Block lol
L1522[16:00:39] <RawringNymNym> yup,
thanks a lot :) probably would have taken me forever to find that
xD
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L1531[16:20:06] <nupaneko> Does anyone
know if Classic Carts is out for 1.7.10?
L1532[16:20:06] <nupaneko> I can't find
it anywhere
L1533[16:20:06] <nupaneko> asie said it
was an immibis mod but it's not on his usual site
L1534[16:20:06] <nupaneko> Does anyone
know if Classic Carts is out for 1.7.10?
L1535[16:20:20] <nupaneko> (apologies for
doublepost)
L1536[16:20:36] <nupaneko> (having wifi
issues)
L1538[16:24:08] <diesieben07> no
informatino whatsoever
L1539[16:25:13] <FluffyCloud> >
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L1547[16:43:02] <williewillus> um
wat
L1548[16:43:16] <williewillus> I just got
back home. and now the mod throws instantionexception
L1549[16:44:29] <williewillus> nvm
intellij was being too smart and marked something abstract
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L1551[16:48:32] <sham1> anyone have a
link to an example of the MC Forge's own blockstate JSON
thingy
L1552[16:48:41] <sham1> That can render
submodules
L1553[16:49:03] <sham1> depending on the
state
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L1568[17:17:56] <snowycreeper> when the
parameters need (Color int) what code is the color in exactly
L1569[17:18:21] <snowycreeper> err sorry
(int Color)
L1570[17:18:28] <diesieben07>
0xRRGGBB
L1571[17:18:42] <diesieben07> with
RR/GG/BB being hexadecimal numbers from 0-FF (0-255)
L1572[17:18:43] <snowycreeper> oh ok its
the rbg thing
L1573[17:18:50] <diesieben07> or could be
0xAARRGGBB
L1574[17:18:53] <diesieben07> then AA is
alpha
L1575[17:19:04] <snowycreeper> why the
0x
L1576[17:19:08] <diesieben07>
hexadecimal
L1577[17:19:57] <sham1> Hexadecimal is
awesome BTW
L1578[17:21:57] <stuntmania> Wait
0xRRGGBB is a thing?
L1579[17:22:32] ***
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L1580[17:22:33] <Unh0ly_Tigg> the Rs, Gs,
and Bs in that format just tell you what bits correspond to what
colors in the format
L1581[17:22:43] <diesieben07>
indeed
L1582[17:22:54] <diesieben07> it's
0xFE076B for example
L1583[17:23:14] <killjoy> It's also
0xAARRGGBB
L1584[17:23:49] <killjoy> fontrenderer
will default AA to ff, but Gui defaults to 00
L1585[17:24:15] <stuntmania> Yeah I
understand, but never heard of that. Is this a format generally
supported in say.. Swing or game libraries?
L1586[17:24:31] <killjoy> html
L1587[17:24:35] <diesieben07> it's a java
feature.
L1588[17:24:40] <diesieben07> 0x in front
of a number means hexadecimal
L1589[17:24:47] <sham1> And AFAIK can be
used with Swing
L1590[17:24:58] <killjoy> prepending just
0 will make it octal
L1591[17:25:10] <killjoy> Or use _ as
commas
L1592[17:25:10] <diesieben07> which is
the stupidest feature btw
L1593[17:25:13] <killjoy> 1_000
L1594[17:25:29] <sham1> 0b0111011
L1595[17:25:47] <sham1> I think that is
how you get binary
L1596[17:25:54] <diesieben07> yeah
L1597[17:26:03] <sham1> Even though I
myself would just use hex
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L1599[17:26:33] <killjoy> I kind of wish
that java 6 had the unsigned arithmetic.
L1600[17:26:37] <diesieben07> sometimes
binary makes more sense
L1601[17:26:59] <sham1> I wish that Java
had the unsigned arithmetic*
L1602[17:27:00] <stuntmania> well the
more you know :o
L1603[17:27:02] <killjoy> binary would be
for flags
L1604[17:27:05] <sham1> Yeah
L1605[17:27:15] <killjoy> java 8 has
unsigned mat
L1606[17:27:16] <killjoy> *math
L1607[17:27:22] <sham1> Very
limited
L1609[17:27:34]
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L1610[17:27:39] <sham1> And it is not
like you cant just do bit-switching
L1611[17:27:58] <diesieben07> killjoy,
guava UnsingedInts class ;)
L1612[17:28:40] <sham1> Guava..
L1613[17:28:55] <diesieben07> nobody
should make a java project wihtout guava
L1614[17:28:55] <sham1> They should have
been in there in the first place
L1615[17:29:10] <killjoy> But it's so
large
L1616[17:29:13] <sham1> I like to torture
myself
L1617[17:29:16] <killjoy> :
L1618[17:29:17] <killjoy> :p
L1619[17:29:18] <sham1> Also that's what
she said
L1620[17:29:20]
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L1621[17:29:33] <diesieben07> i bet you
can make your build process optimize that if you really need
to
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L1623[17:30:31] <killjoy> There's
actually a section on the guava docs about optimizing with
proguard
L1624[17:30:40]
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L1625[17:30:46] <sham1> Thank you based
Lex and fry for the Forge JSON format that allows submodules.
Finally not so verbose code
L1626[17:31:11] ***
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L1628[17:31:59] <sham1> No need to bake
an custom model at least for the connections, only thing is that I
still have to use that for the fluid render in-pipes but
whatever
L1629[17:32:20] <sham1> That propably can
be handeled smoothly
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L1633[17:35:32] <williewillus> sham1:
what documentation did you read for that?
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L1635[17:36:01] <sham1> Used this pull as
an example
L1637[17:36:52] <sham1> There is alot you
can learn just by looking at code
L1638[17:37:48] <sham1> Well
L1639[17:37:58] <sham1> 6 booleans stored
in 4 bits
L1640[17:38:02] <sham1> metadata
L1641[17:38:06] <sham1> I think not
L1642[17:38:47] <sham1> Like I can use
numbers up to 16
L1643[17:38:51] <sham1> But still
L1644[17:38:59] <sham1> Rather use
getActualState for that
L1645[17:39:10] <diesieben07> 6 booleans
dont fit in 4 bits :P
L1646[17:39:15] <sham1> That's why
L1647[17:39:23] <diesieben07> well you
said "rather"
L1648[17:39:28] <diesieben07> its not
like you have a choice
L1649[17:39:32] <sham1> meh
L1650[17:40:06] <sham1> Well I dont think
I need getStateFromMeta and getMetaFromState with this kind of
thing anyway
L1651[17:40:25] <sham1> Like BlockWall
uses it only with the material types
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L1653[17:41:17] <sham1> But my thing is
only one material, transparent
L1654[17:41:30] <sham1> At least without
insulation
L1655[17:42:37] <sham1> Yay, I get to
Boolean.box again
L1656[17:43:12]
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L1657[17:43:28] <sham1> Huzzah for
explicit conversions
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L1665[17:50:12] <killjoy> Isn't it just
called auto boxing?
L1666[17:51:19] <williewillus> he said
explicit, not implicit, so I think he meant more like "manual
boxing" :p
L1667[17:51:25] <sham1> I've tried to
have it implisitly box my Scala Booleans into java.lang.Booleans
but it just isnt happening
L1668[17:51:37] <sham1> it just
complains
L1669[17:52:06] <sham1> Like it matters,
it is not that long anyway
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L1672[17:53:12] <williewillus> i thought
scala handles that seamlessly
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L1676[17:54:26] <sham1> I thought so too
until I got greeted by an error saying that my parameter is not an
child class of Comparable[_]
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L1687[18:13:11] <Ri5ux> I spy with my
little eye... a typo in the topic!
L1688[18:13:48]
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L1689[18:13:59] <Vigaro> Ri5ux: I see
two
L1690[18:14:07] <Ivorius> I see at least
3, so what :P
L1691[18:14:30] *
Ri5ux was just bored.
L1692[18:14:33]
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L1695[18:17:41] <sham1> Is that Windows
10 I spy
L1696[18:17:56] <sham1> Also agrians
skies 2 ^^
L1697[18:18:20]
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L1698[18:18:23] <Ri5ux> It is Windows 10
:P
L1699[18:18:27] <sham1> Noice
L1700[18:18:38] <sham1> Still using Win 7
ultimate
L1701[18:18:47] <sham1> So reliable
L1702[18:19:11] <Ri5ux> When 10 comes out
on July 29th, Im gonna install 7, activate it with one of my
stickers, and then get a free 10 upgrade :P
L1703[18:19:27]
⇨ Joins: MrUnReal
(Unrealdinn@c-73-36-115-152.hsd1.il.comcast.net)
L1704[18:19:30] <MrUnReal> does anyone
know how to change the forge loading screen with the Resource
Loader mod?
L1705[18:20:39] <killjoy> What's
that?
L1706[18:21:30] <sham1> ^
L1708[18:22:11] <MrUnReal> cause i cant
get it to work
L1709[18:22:12] <killjoy> Well, that's
probably a bug that the resource pack can't change the logo
L1710[18:22:52] <MrUnReal> i will try a
normal resource pack then go from there
L1711[18:23:02] <killjoy> It doesn't
work.
L1712[18:23:13] <killjoy> It *is* a
bug
L1713[18:23:44] <Ivorius> Pretty sure
it's a lot easier than having a whole mod to add more
resources
L1714[18:23:58] <killjoy> They're config
based resources
L1715[18:24:23] <sham1> time to see if
the Forge JSONs work
L1716[18:24:25] <killjoy> I think the mod
that changes the menu backgrounds to random blocks uses it.
L1717[18:24:27] ***
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L1718[18:24:34] <jadedcat> MrUnReal in
the config folder in the file spash.properties change
resourcePackPath=resources
L1719[18:24:45] <jadedcat> then set
forgeTexture=fml\:textures/gui/forge.gif
L1720[18:24:45] <jadedcat>
fontTexture=textures/font/ascii.png
L1721[18:25:09] <jadedcat> you just need
to point that file at the right folder
L1722[18:25:19] <MrUnReal> ok
L1723[18:25:24] ***
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L1724[18:25:31] <shadekiller666> if
someone wanted to report some dodgy things with regards to a mod
distributing pornographic images, and code written to download
additional images, where would one do so?
L1725[18:26:00] <killjoy> The host
L1726[18:26:14] <killjoy>
planetminecraft, curse, mcf
L1727[18:26:43] <pig|vacation> I'd...
like to know this mod you speak of..
L1728[18:26:47] <jadedcat> if its on
Curse, let me know
L1729[18:26:48] <pig|vacation> for uh...
reasons.
L1730[18:26:59] <Kodos> I too would like
to know
L1731[18:27:06] <killjoy> I would never
download something like that :/
L1732[18:27:09] <pig|vacation>
shadekiller666
L1733[18:27:11] <Kodos> So I can avoid
the developer
L1734[18:27:11] <sham1> Don't know how to
convert "custom block with states" back into data
L1735[18:27:19] <sham1> Well damn
L1736[18:27:29] <pig|vacation> i want the
mod to uh.... experiment
L1737[18:27:35] <jadedcat> bad pig
L1738[18:27:35] <shadekiller666> jaded,
its on Minecraft Forums
L1739[18:27:36] <sham1> Just because no
getMetaFromState
L1740[18:27:42] <shadekiller666> and
planet minecraft
L1741[18:27:45] <killjoy> There's a
report button.
L1742[18:27:49] <sham1> Bloody hell
booleans
L1743[18:27:50] <pig|vacation>
shadekiller666: link pleeeease
L1744[18:27:56] <shadekiller666>
pig...
L1745[18:27:58] <jadedcat> well for
planet minecraft you'll need to report it to planet minecraft
L1746[18:28:14] <shadekiller666> i
know
L1747[18:28:31] <pig|vacation> jadedcat:
i'm going to spend the rest of my life exploring the human body
like a machine
L1748[18:28:33] <jadedcat> for mcf, pm me
a link, I'll hand it to the moderator types
L1749[18:28:40] <pig|vacation> might as
well enjoy porno while I still can
L1750[18:28:54] <sham1> I cant store 6
booleans into an metadata because 4 bits...
L1751[18:28:56] <sham1> Bloody hell
L1752[18:28:57]
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L1753[18:28:57] <shadekiller666> will
do
L1754[18:29:24] <pig|vacation>
shadekiller666: pls ;~;
L1755[18:29:25] <killjoy> pig, ಠ_ಠ
L1756[18:29:26] <jadedcat> umm pig ,
medical school did not effect my abiliity to enjoy the human
body
L1757[18:29:46] <pig|vacation> jadedcat:
i know it won't. I'm making excuses
L1758[18:29:47] <sham1> pig pls
L1759[18:30:01] <shadekiller666> pig,
there are many ways to get porn, minecraft is not, and will not be
one of them
L1760[18:30:02] <jadedcat> ahh ... got
it
L1761[18:30:06] <jadedcat> nevermind
then
L1762[18:30:27] <pig|vacation> i am
though, legitimately curious about the mod
L1763[18:30:31] <jadedcat> still going to
hand it to moderators for ... whatever the moderators do
L1764[18:30:33] <pig|vacation> so i
actually would like to see it
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L1766[18:35:03] <sham1> I need some
halp
L1767[18:35:16] <pig|vacation> i
dced
L1768[18:35:22] <pig|vacation> any link
posted? >_>
L1769[18:35:38] <sham1> With blockstates
and the fact that they cannot be converted back into metadata
because more than 4 different booleans
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L1771[18:36:11] <stuntmania> no pig
^^'
L1772[18:36:34] <pig|vacation> :(
L1773[18:37:22] <stuntmania> I don't
think such mods exist, you'd have to distribute it on your own
platform, and couldn't advertise on forums or curse :c
L1774[18:39:39] <shadekiller666> jaded, i
sent links to the questionable content
L1775[18:40:05] ***
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L1776[18:40:30] <jadedcat> sent your
report to the people that can investigate it
L1777[18:40:58] <shadekiller666> thank
you
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L1814[20:28:32] <Cazzar> omg, steam
summer sale minigame, level 796
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L1819[20:47:39] <williewillus> my game
has a bunch of op people in it :p
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L1824[20:55:30] <Parthon> did you solve
your problem? :D
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L1831[21:23:33] <Parthon> hmm, tricky
question
L1832[21:23:42] <Parthon> can you move a
TE from one block to another, without deleting it?
L1833[21:23:50] <Parthon> aaaand I just
realised that I can do it another way :P
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L1835[21:25:30] <MindWorX> How are @Mod
dependencies supposed to be formatted?
L1836[21:26:41] <Parthon> says the
google: @Mod(modid="YourMod", name="YourMod",
version="0.0.0",dependencies =
"required-after:ParentMod;required-after:ParentMod2;required-before:ChildMod")
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L1838[21:26:50] <MindWorX>
required-after:AgriCraft
L1839[21:26:58] <MindWorX> Just found the
same Parthon. :P Thanks though!
L1840[21:27:02] <Parthon> haha :D
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L1842[21:27:30] <Parthon> well, I can
only go as fast as the speed of google :P
L1843[21:27:32] <MindWorX> Right now my
potato/carrot seeds aren't dropping. I'm guessing it's because the
items aren't registerred when my mod loads
L1844[21:27:54] <Parthon> I thought that
would throw an error
L1845[21:28:16] <Parthon> aaaah,
seeds
L1846[21:28:28] <Parthon> I was thinking
actually potatoes and carrots, makes sense now
L1847[21:28:38] <MindWorX> It returns
null, but my system handles null as "no drops".
L1848[21:28:40] <MindWorX> Hehe
L1849[21:28:46] <Parthon> nice :D
L1850[21:28:59] <Parthon> you could have
a system for fall backs
L1851[21:29:05] <Parthon> can't drop
seed, drop potato
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L1854[21:31:03] <MindWorX> It
works!
L1855[21:31:15] <MindWorX> I could, but
that would just be silly :P This has to work
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L1857[21:36:47] <williewillus> ew
null
L1858[21:37:33] <williewillus> I'd just
return an empty list or something like that
L1859[21:38:06] <MindWorX> Not really my
decision what GameRegistry.findItem returns :)
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L1869[21:56:16] <calclavia> Does 1.8
vertex to int use RGBA or ARGB?
L1870[21:56:35] <Parthon> should be
RGBA
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L1874[22:10:48] <VikeStep> how do I get
the WorldServer from an entity?
L1875[22:16:14] <williewillus> cast
worldobj? :p
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L1877[22:20:47] <Parthon> noob question:
if I want to access the TileEntity of a block, I call getTileEntity
through the world object yeah?
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L1880[22:24:23] <shadekiller666> ya
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L1882[22:26:49] <Parthon> cool
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L1885[22:30:05] <Parthon> hmm, notify
neighbors uses the old block type .. why's that?
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L1904[23:34:14] <Parthon> null pointer
exception :(
L1905[23:41:28] <williewillus> is there
something that i can listen to to know when the client world
unloads? (player logs out clientside)
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L1912[23:46:44] <stuntmania> williewillus
yeah you could listen to some Eminem
L1913[23:46:50] <stuntmania> omg I'm so
funny
L1914[23:48:22] <Parthon> -_-
L1915[23:49:20] <Parthon> hmm
L1916[23:49:52] <Parthon> on the world
load, my multiblock crashes because there's a TE missing from one
of the blocks .. does update get called during load?
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L1920[23:54:57] <shadekiller666> i think
so
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