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L8[00:26:42] <Parthon> noob question: how do I sent a flag from TE on server to TE on client?
L9[00:27:26] <stuntmania> you mean like synchronizing the flag between the client and the server TE?
L10[00:27:53] <Parthon> yeah
L11[00:28:27] <Parthon> no 1.8 tutes for it yet, but 1.7 would be the same yeah?
L12[00:29:11] <stuntmania> I wouldn't know about 1.8, but look around for NBTTags
L13[00:29:43] <stuntmania> https://github.com/stuntmania/PlaceableItems/blob/master/src/main/java/com/stuntmania/placeableitems/tileentity/TEPlaceableItems.java#L42
L14[00:30:21] <stuntmania> you should have readFromNBT and writeToNBT, which associate a value to a string
L15[00:31:02] <stuntmania> So if you have a flag you'd have something like nbttagcompound.setBoolean("flag", flag);
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L17[00:35:03] <Parthon> aah okay
L18[00:35:06] <Parthon> I thought that was for save files
L19[00:35:22] <Parthon> aah there we go, it's throwing packets around, that's the stuff I was thinking of
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L65[02:03:35] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150613 mappings to Forge Maven.
L66[02:03:39] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150613-1.8.zip (mappings = "snapshot_20150613" in build.gradle).
L67[02:03:49] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L87[02:41:47] <VikeStep> sso, for some reason. the LivingSpawnEvent is only spawned when calling findChunksForSpawning, however there are other occasions when spawning occurs such as performWorldGenSpawning. Should I put this as an issue on github?
L88[02:41:51] <VikeStep> or is it intentional?
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L93[03:04:18] <sham1> Bloody hell this drives me up a wall
L94[03:05:20] <sham1> How can I use getMetaFromState when I have 6 boolean values
L95[03:05:25] <sham1> Propably I cant
L96[03:05:26] <ThePsionic> ohai
L97[03:05:29] <sham1> hi
L98[03:10:26] <sham1> And it pisses me off because I can only use 4 bits
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L104[03:18:13] <OrionOnline> You have 2 to the 6th power of possible combinations
L105[03:18:26] <OrionOnline> Which makes it inpossible to fit it in 4 bits
L106[03:18:54] <OrionOnline> If it is a TE, then i would go for NBT
L107[03:18:54] <fry> unless you can never have some of the combinations
L108[03:19:02] <OrionOnline> fra, agreed
L109[03:19:06] <OrionOnline> fry*
L110[03:19:22] <OrionOnline> Ah now you are here fry, i have a question
L111[03:19:49] <OrionOnline> I was looking at my issues with the multilayered armor items and stuff, and found the MultiModel class in forge
L112[03:20:03] <OrionOnline> Though the constructor required IModelState to be passed in
L113[03:20:11] <OrionOnline> What are those?
L114[03:20:42] <fry> MultiModel is something used for combining multiple models in one
L115[03:21:01] <fry> not sure how easily it'll be applicable for armor though
L116[03:21:08] <fry> didn't look into that yet :P
L117[03:22:06] <OrionOnline> it is not for armor, it is just for the item
L118[03:22:32] <fry> items are tricky too presently :P
L119[03:22:43] <OrionOnline> ... Noted ...
L120[03:23:02] <OrionOnline> (The whole system is tricky right now!)
L121[03:23:44] <OrionOnline> Do you have a general idea what IMOdelStates are used for? Are they combination of IItemStates and IBlockStates?
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L125[03:24:16] <fry> not quite
L126[03:24:26] <fry> there's no such thing as IItemState
L127[03:24:36] <fry> ItemStack is the next best thing
L128[03:25:01] <sham1> To answer your question, it is possible to have all and nothing and anything in-between at any gioven moment
L129[03:25:09] <sham1> so 64 things
L130[03:25:27] <fry> then you either need a TE or 4 block ids :P
L131[03:25:41] <sham1> Well
L132[03:25:58] <sham1> How do I give them to the blockstates so I can render the thinmg
L133[03:26:13] <OrionOnline> Hmm IModelState, seems to be a function which applies transformation to models
L134[03:26:22] <sham1> Because the problem is that it does not know how to turn it back into data because no implementation to getStateFromMeta
L135[03:26:28] <OrionOnline> I have a static model and i am pretty shure i am not needing that
L136[03:26:33] <sham1> And getMetaFromState
L137[03:26:44] <fry> sham1: you need to write those
L138[03:26:49] <sham1> Yes
L139[03:26:50] <sham1> I know
L140[03:26:54] <sham1> But that's the problem
L141[03:27:12] <sham1> I cant fit it into 4 bits
L142[03:27:37] <fry> then either use a TE or 4 blocks
L143[03:28:12] <sham1> The thing about TEs are that I cannot link them into the rendering process
L144[03:28:22] <fry> Or change the design completely; what do those 6 bits represent? :P
L145[03:28:30] <fry> sure you can
L146[03:28:37] <sham1> Connections to different faces
L147[03:28:49] <sham1> up, down, north, south, east and west to be exact
L148[03:28:56] <fry> so, how do you think fences work? :P
L149[03:29:05] <sham1> Wait
L150[03:29:14] <sham1> Is fence BlockWall or what
L151[03:29:33] <fry> maybe, idk :P
L152[03:29:46] <sham1> It is blockFence but it has only 4 booleans
L153[03:29:50] <sham1> Just enough
L154[03:30:29] <fry> metadata isn't used for side connections in fences
L155[03:30:47] <fry> there's a magical method called getActualState
L156[03:30:53] <sham1> I am trying to use it
L157[03:30:57] <fry> (and fence is BlockFence)
L158[03:31:06] <sham1> Oh it returns 0
L159[03:31:13] <sham1> ohb ok
L160[03:31:26] <sham1> Now I can maybe use the submodel thing
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L174[04:10:18] <Parthon> sham1: if you have connections you can have 6 states, then you calculate them with getActualState()
L175[04:10:32] <sham1> Yes
L176[04:10:40] <Parthon> I know I'm late, I was napping :P
L177[04:10:49] <Parthon> I had this exact problem with my multiblock, but now it's working
L178[04:11:15] <sham1> Now I am actually trying to make it so that with the Forge JSONs it does not just say "unable to load definition bla bla"
L179[04:11:32] <Parthon> mmm, jasons
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L181[04:11:45] <ThePsionic> press x to jason
L182[04:11:47] <Parthon> I had a blockstate json with 32 definiteions
L183[04:12:08] <sham1> Jeex
L184[04:12:16] <sham1> I think I will have 64 different kinds
L185[04:12:18] <sham1> SO nope
L186[04:12:25] <sham1> Not gonna write it by hand
L187[04:12:40] <Parthon> also, when I get to doing my pipes, I will be using 4 block ids
L188[04:12:42] <ThePsionic> sham1: make a new Item called "blockstates" and give yourself a stack :p
L189[04:12:52] <sham1> ...
L190[04:13:16] <ThePsionic> :3
L191[04:13:23] <sham1> I need an JSON generator that creates many variants from my variables
L192[04:13:56] <Parthon> haha yeah :P
L193[04:14:32] <sham1> Like I have the "north": { "true": {"stuff"}, "false": {}} thing but apparently that is not enough
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L197[04:15:01] <Parthon> did that work? I found that I couldn't get that to work
L198[04:15:20] <sham1> I think it should
L199[04:16:23] <Parthon> .... I just realised I could write one! but I don't need to yet
L200[04:16:51] <sham1> Having to write it and then the definitions again is just...
L201[04:17:25] <Parthon> hey?
L202[04:18:58] <sham1> hey what
L203[04:19:25] <Parthon> I'm not sure what you mean by writing the definitions again
L204[04:19:35] <sham1> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L205[04:19:47] <sham1> You can see the simplified version and then there is the other one
L206[04:20:08] <sham1> I dunno if I should update my Forge
L207[04:20:40] <sham1> I propapbly have to
L208[04:21:35] <sham1> And might as well update the mappings at the same time
L209[04:23:04] <sham1> Who would have known that updating forge would grant you access to new things
L210[04:23:35] <ThePsionic> amazing
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L217[04:54:47] <sham1> nope, still does not like the simplified blockstates enough that I could just use "connect_down": { "true": {*stuff*}, "false": { }}
L218[04:55:12] <sham1> I have to actually specify 64 different variants
L219[04:55:34] <Parthon> are you using submodels?
L220[04:55:42] <sham1> yes
L221[04:55:53] <Parthon> aah, so it's json errors
L222[04:56:00] <sham1> Yes
L223[04:56:02] <sham1> I know that
L224[04:56:11] <Parthon> can you pasta bin your json?
L225[04:56:43] <sham1> http://pastebin.com/VUs6un9D
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L227[04:59:08] <sham1> I hope there is a solution that does not involve writing 64 different cases
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L229[05:00:53] <Parthon> that looks like it should work :(
L230[05:01:03] <sham1> think so to
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L232[05:02:09] <sham1> But apparently it doesnt
L233[05:02:19] <Parthon> is it giving you a useful error, or the generic json invalid?
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L235[05:02:32] <sham1> Unable to load definition fcraft:fcraft_basic_fluid_pipe_block#connect_down=true,connect_east=false,connect_north=false,connect_south=true,connect_up=true,connect_west=false
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L237[05:04:25] <Parthon> every time you place a block?
L238[05:04:43] <sham1> Just when loading
L239[05:05:39] <sham1> But when placed it shows that familliar missing texture
L240[05:06:27] <sham1> So yeah
L241[05:06:36] <sham1> 64 different variants by hand...
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L243[05:08:12] <heldplayer> !gm func_147282_a 1.7.10
L244[05:10:23] <Parthon> this is weird, it appears I have two tile entities
L245[05:13:06] <Parthon> >_<
L246[05:13:21] <Parthon> if you set the state of a TE block, does it delete the TE?
L247[05:13:28] <Parthon> I mean does it create a new TE?
L248[05:13:33] <diesieben07> Yes, it does
L249[05:13:37] <diesieben07> override shouldRefresh in your TE
L250[05:14:33] <heldplayer> !gc NetHandlerPlayClient 1.7.10
L251[05:15:10] *** kroeser|away is now known as kroeser
L252[05:17:04] <Parthon> thanks!
L253[05:17:38] <diesieben07> make sure to not just always return false though
L254[05:18:13] <sham1> if you do and the block gets destroyed, the TE will just stay there
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L257[05:20:30] <Parthon> aah, so don't use breakBlock?
L258[05:21:53] <diesieben07> no, nothing to do with that...
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L260[05:23:23] <Parthon> aah okay
L261[05:23:29] <Parthon> so many hidden catchas and watchouts :P
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L277[05:49:41] <Parthon> for container blocks, do we still extend BlockContainer?
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L279[05:51:14] <Zaggy1024> you can, and should if it works for what you need
L280[05:53:26] <Parthon> yah, making a pulveriser type item
L281[05:54:41] <Ordinastie> implement ITEP
L282[05:55:17] <Zaggy1024> what's ITEP? :P
L283[05:55:28] <Ordinastie> ITileEntityProvider
L284[05:55:44] <Zaggy1024> ah, right
L285[05:55:52] <Zaggy1024> but what's wrong with BlockContainer?
L286[05:56:14] * Zaggy1024 is curious, I'm not sure if I've been doing something wrong
L287[05:56:33] <fry> render type -1 by default :P
L288[05:56:44] <Zaggy1024> sure, yeah
L289[05:56:48] <Zaggy1024> that's easy to change though :P
L290[05:56:48] <Ordinastie> it's not wrong, but at some point, you may realise you need your block to extend something else
L291[05:56:50] <sham1> Yay
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L293[05:56:56] <Zaggy1024> yeah, true
L294[05:57:27] <sham1> Fry, I have a question to you about the Forge's simplified blockstate JSONs
L295[05:57:33] <Parthon> that's what I'm finding with forge 1.8 at the moment
L296[05:57:44] <Parthon> the tutes and guides I can find do everything the wrong way
L297[05:57:52] <fry> don't ask to ask, just ask :P
L298[05:57:58] <sham1> :P
L299[05:57:59] <Wuppy> heh, check out this email I got about my book http://puu.sh/in8nD/69bfb407e0.png
L300[05:58:10] <Wuppy> y iz furge ser herd
L301[05:58:18] <Parthon> lol
L302[05:58:25] <Parthon> does the book say you actually need to know java?
L303[05:59:00] <sham1> http://pastebin.com/VUs6un9D Here's my blockstate file. The errors say that it'
L304[05:59:15] <sham1> is unable to load definitions for the blockstate variants
L305[05:59:40] <Ordinastie> Wuppy, she's probably hiding from Terminater
L306[05:59:49] <Wuppy> :P
L307[05:59:53] <Wuppy> Parthon, you don't
L308[05:59:54] <sham1> For instance, one error is "Unable to load definition fcraft:fcraft_basic_fluid_pipe_block#connect_down=true,connect_east=false,connect_north=true,connect_south=false,connect_up=false,connect_west=false"
L309[06:00:02] <Wuppy> but the forge setup is hard if you're dumb as hell
L310[06:00:21] <Parthon> true
L311[06:00:22] <sham1> command lines
L312[06:00:32] <Parthon> I'm not dumb as hell and it annoyed me
L313[06:02:39] <sham1> And the thing is that the exception I get is gson exception where it says "missing mode, expected to find a string"
L314[06:04:11] <Zaggy1024> never seen that error, sounds like your file might be malformed or something?
L315[06:04:53] <fry> sham1: any actual stacktrace? with line numbers?
L316[06:05:19] <sham1> There's some
L317[06:06:35] <sham1> http://pastebin.com/PFkmHacV
L318[06:09:28] <fry> sham1: what forge version are you on?
L319[06:09:44] <sham1> 1.8-11.14.3.1449
L320[06:09:50] <sham1> just today updated
L321[06:10:50] <Zaggy1024> huh, yeah, it doesn't look like it's going through the loader hook
L322[06:10:57] <Wuppy> the forge setup isn't portable right?
L323[06:11:24] <Parthon> like, you can't move it somewhere?
L324[06:11:25] <Zaggy1024> you sure you got the right version? check net.minecraftforge.client.model.ForgeBlockStateV1
L325[06:11:33] <Wuppy> I mean like installing on C:/example and then moving it to D:/test
L326[06:11:36] <Wuppy> that doesn't work right?
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L328[06:12:09] <Zaggy1024> I've moved my workspaces a few times and nothing seemed to break usually
L329[06:12:14] <Zaggy1024> but I'm no expert :P
L330[06:12:19] <Wuppy> fry?
L331[06:12:23] <Parthon> seems like it should be able to be moved
L332[06:12:34] <sham1> I cant find it
L333[06:12:48] <sham1> That's odd because the version should be the latest one
L334[06:13:16] <Parthon> net.minecraftforge
L335[06:14:02] <Zaggy1024> well, I guess the only thing I can suggest is downloading and setting it up again...
L336[06:14:40] <Wuppy> fry, can you move an installed forge without problems?
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L338[06:16:35] <sham1> How do I update the forge
L339[06:16:47] <sham1> I tried to do setupDecompWorkspace but it didnt do it
L340[06:17:00] <Parthon> if you didn't have net.minecraftforge.client.model.ForgeBlockStateV1 your code wouldn't work at all
L341[06:17:02] <Ordinastie> you changed the version in build.gradle ?
L342[06:17:11] <sham1> I tried
L343[06:17:19] <sham1> But the class does not show up
L344[06:17:27] <Ordinastie> did you refresh your project ?
L345[06:17:48] <sham1> Bollocks
L346[06:17:52] <sham1> I forgot to
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L348[06:22:01] <sham1> Now it works
L349[06:22:13] <sham1> #JustIntelliJStuff
L350[06:22:26] <Parthon> so your file was fine all along?
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L352[06:22:45] <sham1> yes
L353[06:23:03] <sham1> And my updating was fine. Me not pressing "refresh" was bad
L354[06:23:45] <sham1> It works
L355[06:24:00] <sham1> Now I need to work on making the submodels actually render how they are suposed to
L356[06:24:32] <sham1> because it looks like arse
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L359[06:26:18] <sham1> And after that I need to think about how to adapt this into the submodel accepting state: https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fcraft/blockstates/fcraft_insulated_fluid_pipe_block.json
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L381[07:56:41] <Subaraki> non forge related question : i made a game with day / night cycle loop. night is a darkblue image rendered over the game screen. campfires cut out a circle in that image in guise of lighting effects. when placing multiple though i get a fps drop from 90+ to 14 ... anyone knows any simple ways of implementing lighting ?
L382[07:57:25] <sham1> if youhave your own engine, shaders
L383[07:57:30] <diesieben07> i am no rendering expert
L384[07:57:41] <diesieben07> but lighting and simple sound exclusive to me
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L386[07:57:46] <Ordinastie> ^
L387[07:57:57] <tmtu> Subaraki: are you using swing graphics or something?
L388[07:58:19] <tmtu> transparency/blending can have pretty bad performance with that
L389[07:58:27] <Subaraki> highly likely yes
L390[07:58:31] <Subaraki> i use Graphics2D
L391[07:58:41] <sham1> no wonder
L392[07:58:58] * Subaraki sobs
L393[07:59:31] <Subaraki> so, i should totally use something else for lighting then images
L394[07:59:42] <sham1> At modern times you are better off using opengl even for 2d
L395[07:59:43] <diesieben07> you should not use anything from swing for making a game.
L396[07:59:44] <tmtu> Subaraki: do you actually cut out stuff from the darkblue image
L397[07:59:55] <tmtu> additive blending shouldn't be too bad
L398[08:00:22] <Subaraki> gbi.setComposite(AlphaComposite.DstOut);
L399[08:00:56] <Subaraki> i make an ellipse that renders over the image, in dstout, it will cut out the pixels
L400[08:01:13] <tmtu> sham1: obligatory swing-is-actually-hardware-accellerated-by-opengl
L401[08:01:44] <sham1> But is it immidiade mode
L402[08:01:51] <tmtu> nope
L403[08:02:09] <tmtu> it does its own blending and stuff, if i'm not mistaken
L404[08:02:44] <tmtu> immediate mode isn't exactly slow
L405[08:02:51] <Subaraki> the other problem is : i wouldnt know how to implement any other kind of lighting with the current "engine" i use
L406[08:03:10] <tmtu> drawing images with additive blending isn't that bad
L407[08:03:35] <tmtu> so you could have a cone shaped image for cone lights etc.
L408[08:03:56] <Subaraki> maybe i should make a second tile map with darker tiles ? and render lighter tiles that are close to the fire ?
L409[08:04:04] <Subaraki> i dont need cone lights P:
L410[08:04:11] <Subaraki> ive seen tutorials on those though
L411[08:04:46] <Subaraki> would rendering a transparent blue image over every visible tile be performance demanding ?
L412[08:04:57] <tmtu> probably
L413[08:05:02] <Subaraki> crup :/
L414[08:05:14] *** alekso56_off is now known as alekso56
L415[08:05:57] <tmtu> have you checked out libGDX? they provide a pretty good interface for 2d drawing, doesn't require much (if any) opengl knowledge
L416[08:08:00] <Parthon> Subaraki: are the fires static, or can the player put them down?
L417[08:08:19] <Subaraki> the player puts them down
L418[08:08:30] <Parthon> is it a top down game or platformer?
L419[08:08:40] <Subaraki> side scroller
L420[08:08:42] <Subaraki> platfromer *
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L423[08:10:59] <Parthon> I think the standard way to do that is per-tile lighting, and baking the lighting into the tile graphics
L424[08:11:11] <Parthon> cut outs are really expensive
L425[08:11:35] <Subaraki> sounds like a plan
L426[08:12:01] <Parthon> you don't get the nice circle shape though, because it has to be tile based
L427[08:12:20] <PaleoCrafter> could go with 1px tiles :P
L428[08:12:26] <Subaraki> well, the problem lies there though
L429[08:12:32] <Subaraki> at night you should be able to see a lot
L430[08:12:35] <Parthon> but if there's not many tiles, you can cheat .. tiles in the light get full bright, tiles outside the light are dark
L431[08:12:36] <Subaraki> i'll show a picture
L432[08:12:48] <Parthon> but tiles that are on the border get their own custom edging
L433[08:13:22] <Subaraki> http://i.imgur.com/DD5sslt.png
L434[08:14:14] <Parthon> yeah, that's what I was afraid of :P
L435[08:14:53] <Subaraki> yup :/
L436[08:14:57] <Subaraki> sad story u_u
L437[08:15:06] <Parthon> nah, not that
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L439[08:15:23] <Parthon> it's just that you are right, that graphics style requires cut outs
L440[08:15:24] <tmtu> you could potentially do the lighting at a lower resolution and then scale it afterwards
L441[08:15:57] <Subaraki> or cut it out when a fire is placed, and use that image, instead of cuting it out every frame ?
L442[08:15:59] <Parthon> Subaraki: hmm, are you doing a new cut out each frame?
L443[08:16:03] <Subaraki> ^
L444[08:16:07] <Parthon> yeah, but if the player carries a torch ...
L445[08:16:08] <Subaraki> just said that :P
L446[08:16:13] <Subaraki> well
L447[08:16:17] <Subaraki> the torch is working fine
L448[08:16:23] <Parthon> OR!
L449[08:16:23] <Subaraki> it's the campfire (with the same logic)
L450[08:16:29] <Subaraki> that really get the perf down
L451[08:16:37] <Parthon> prebake the campfire cut outs into an image
L452[08:16:43] <Parthon> then cut out the torch one dynamically
L453[08:16:51] <Subaraki> yeah
L454[08:16:55] <Parthon> that will work
L455[08:16:55] <Subaraki> i thought about that too
L456[08:17:16] <Parthon> I was thinking about some way where you could use alpha blending
L457[08:17:16] <Subaraki> cuting out the fires when placed, and reuse that image, instead of cutting the fires out every frame
L458[08:17:33] <Subaraki> alpha blending on only one spot ?
L459[08:17:36] <Subaraki> sounds tricky
L460[08:17:52] <Parthon> yeah, I wasn't sure about it either
L461[08:18:02] <Orion|Studying> could you not reverse it?
L462[08:18:15] <Orion|Studying> render only what you want to see, and in the background a blue image
L463[08:18:36] <Subaraki> background and tiles are two seperate layers actually
L464[08:18:46] <Subaraki> i could do tile light rendering
L465[08:19:03] <Subaraki> but that wouldn't render my entities darker
L466[08:19:31] <Subaraki> i'll try to cut out the circles before actually drawing them, and then draw the corresponding image
L467[08:19:37] <Subaraki> i'll come back if it fails
L468[08:22:51] <tmtu> if all else fails you can try spend some years learning opengl :D
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L473[08:35:18] <Parthon> tmtu: hehe
L474[08:35:28] <Parthon> that's what I'm thinking, in opengl you wouldn't have the same issue ;)
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L478[08:40:17] <Subaraki> Parthon, as the blue overlay is only as big as the screen, and not map position related, this is very tiedy
L479[08:40:24] <Subaraki> maybe i should make it map related
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L487[09:00:23] <Subaraki> Parthon, i think I just might need something else to code my game in
L488[09:00:32] <Subaraki> because this isnt even fun anymore ...
L489[09:00:37] <Subaraki> the fps varies too much
L490[09:00:55] <Subaraki> and i'm running into more and more performance problems the more i add to the game
L491[09:01:01] <Parthon> yeah, the game design is a bit too heavy for the choice of technology
L492[09:01:08] <Parthon> but have you learnt a lot from making it?
L493[09:01:13] <Subaraki> yes :)
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L495[09:01:24] <Subaraki> i should use the unity 2d engine
L496[09:01:26] <Parthon> because if you use something like opengl or unity3d
L497[09:01:28] <Subaraki> might be helpfull
L498[09:01:32] <Subaraki> should find some tuts on that
L499[09:01:33] <Parthon> you can just throw a light in and it does it for you
L500[09:01:43] <tmtu> -opengl
L501[09:01:45] <Subaraki> nah, unity 2d will do
L502[09:01:50] <Parthon> but it might not look so pixelly
L503[09:02:11] <Parthon> aah, by unity3d I mean the engine, even if you use unity2d :P
L504[09:02:23] <Subaraki> :p
L505[09:02:33] <Subaraki> wish me luck !
L506[09:02:36] <Subaraki> lets dive head into this
L507[09:02:41] <Parthon> tmtu: are you recommending opengl or minusing it? :P
L508[09:02:58] <tmtu> minusing it, opengl doesn't support drag-and-drop lighting :)
L509[09:03:23] <Parthon> nah, you set light position in code
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L568[10:21:22] <Mackan90096> Okay. It's my first time making a mod, how do I make the block drop itself when broken?
L569[10:21:54] <diesieben07> that is the default behavior. therefor you do nothing.
L570[10:21:56] <Parthon> that doesn't happen automatically?
L571[10:22:17] <Mackan90096> It didn't for me, gonna try again..
L572[10:22:40] <diesieben07> are you in creative mode? :D
L573[10:22:43] <Parthon> you gotta be not in creative mode
L574[10:22:52] <Parthon> lol, double ninja!
L575[10:23:43] <Mackan90096> I was..
L576[10:23:44] <diesieben07> you can't beat the bot :P
L577[10:23:51] <Mackan90096> I added some block hardness too..
L578[10:24:03] <Parthon> so hard!
L579[10:24:04] <sham1> You will be assimilated
L580[10:24:09] <sham1> Resistance is futile
L581[10:24:16] <Mackan90096> Anyhow, how do I detect when the player right clicks the block?
L582[10:24:20] <Parthon> I work for government, I'm already a bot :P
L583[10:24:42] <diesieben07> override onBlockActivated
L584[10:24:43] <Ivorius> onBlockActivated
L585[10:24:49] <Ivorius> Override that
L586[10:24:52] <diesieben07> haha
L587[10:24:53] <Mackan90096> Ah, thanks
L588[10:24:54] <Ivorius> > except me
L589[10:25:01] <sham1> diesieben is just ninjaing everyone
L590[10:25:10] <sham1> And yes, ninja is a verb from now on
L591[10:25:39] <Ivorius> It's a well-known term in chat actually
L592[10:25:58] <Mackan90096> Now Eclipse tells me that it must override or implement a supertype method..
L593[10:26:10] <diesieben07> do not override manually.
L594[10:26:11] <Ivorius> Actually, on my end I was 7 seconds earlier than diesie
L595[10:26:21] <diesieben07> in your block class, type "onBlockAct<ctrl-space>"
L596[10:26:27] <diesieben07> select the method, it will override for you.
L597[10:26:35] <Ivorius> But I have a ping of about 8 seconds >.>
L598[10:26:45] <sham1> eclipse <.<
L599[10:26:58] <diesieben07> eclipse does that, too.
L600[10:27:21] <sham1> Ctrl+O is the only way
L601[10:27:24] <diesieben07> no.
L602[10:27:31] <diesieben07> i do the same in intellij...
L603[10:27:35] <diesieben07> type method name is just faster
L604[10:27:36] <sham1> Wait
L605[10:27:41] <sham1> You can do that?
L606[10:27:45] <sham1> What
L607[10:28:01] <diesieben07> of course you can.
L608[10:28:04] <Mackan90096> It gives all of these random parameters http://paste.ee/p/J54fr
L609[10:28:14] <Mackan90096> What the hell are those?
L610[10:28:19] <sham1> Your mappings are all wonky
L611[10:28:49] <Parthon> hmm, anyone got info on how to make an inventory block without BlockContainer?
L612[10:29:02] <diesieben07> why are you on 1.7?
L613[10:29:09] <Mackan90096> Who, me?
L614[10:29:14] <diesieben07> yes.
L615[10:29:16] <sham1> yes
L616[10:29:16] <diesieben07> Parthon, override hasTileEntity and createTileEntity in your Block. done.
L617[10:29:19] <Mackan90096> Because I'm using a 1.7 modpack thing.
L618[10:29:27] <sham1> erm what
L619[10:29:28] <Mackan90096> I don't plan on 1.8 anytime soon
L620[10:29:37] <diesieben07> then you need to live with non-named parameters.
L621[10:29:47] <Mackan90096> ....
L622[10:29:50] <Parthon> diesieben07: yeah, done that, but what about IInventory?
L623[10:29:52] <Ivorius> Because lots of people are on 1.7
L624[10:29:52] <Ivorius> Get over it
L625[10:29:59] <Ivorius> Should does not equal is
L626[10:30:05] <Parthon> and Container :P
L627[10:30:07] <diesieben07> Parthon, IInventory has nothing to do with BlockContainer.
L628[10:30:10] <diesieben07> and neither does COntainer
L629[10:30:10] <Parthon> aah okay
L630[10:30:20] <Parthon> so I can use all those as in the tutorials no problem?
L631[10:30:22] <sham1> But 1.8 > 1.7
L632[10:30:25] <diesieben07> yes
L633[10:30:37] <Parthon> Guicontainer, iguihandler :D
L634[10:30:40] <Mackan90096> Well, can someone atleast tell me what the parameters are? In terms of x,y,z etc
L635[10:30:43] <Parthon> cool, thanks, I'll get to work
L636[10:31:09] <diesieben07> Mackan90096, world, x, y, z, player, side, hitX, hitY, hitZ
L637[10:31:10] <sham1> write into the chat !gm onBlockActivated 1.7
L638[10:31:21] <Mackan90096> thanks
L639[10:31:25] <sham1> And by chat I mean this IRC
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L643[10:37:35] <snowycreeper> when i add a guibuttons to the guiscreen i made, they are all invisible, though they work
L644[10:38:00] <tmtu> render them, perhaps?
L645[10:39:34] <RawringNymNym> did you overwrite drawScreen without calling super.drawScreen?
L646[10:39:37] <diesieben07> https://github.com/MinecraftForge/MinecraftForge/pull/1938
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L649[10:42:16] <snowycreeper> my gui pops up but i just want a menu like say the options menu when you press esc
L650[10:42:40] <Mackan90096> How would I add a GUI that opens when I rightclick the block with a text and two buttons?
L651[10:42:55] <snowycreeper> could i find that example code anywhere in mcforge
L652[10:43:21] <RawringNymNym> you need to make said gui, Mackan (and probably a network packet to send said text to the server when done)
L653[10:43:42] <diesieben07> Mackan90096, call a method in your client proxy which calls Minecraft.getMinecraft().displayGuiScreen
L654[10:43:42] <RawringNymNym> snowy, if you just make a screen and add buttons it should work, the default drawScreen method draws them for you
L655[10:45:10] <Mackan90096> Okay, diesieben07, how do I make the GUI to show?
L656[10:45:21] <diesieben07> exactly how i just said.
L657[10:45:21] <Mackan90096> And, how do I detect when the buttons are clicked?
L658[10:45:35] <diesieben07> when a button is clicked, actionPerformed in your GUiScreen class is called
L659[10:46:10] <sham1> You should send the button press as a packet to the server
L660[10:46:15] <diesieben07> why?
L661[10:46:26] <sham1> Well if needed
L662[10:46:33] <diesieben07> of course.
L663[10:46:40] <diesieben07> you made it sound like you ALWAYS need to do that.
L664[10:46:41] <diesieben07> which is not true
L665[10:46:46] <Mackan90096> Mhm. diesieben07, the displayGuiScreen method takes an argument
L666[10:46:54] <diesieben07> yes a GuiScreen...
L667[10:47:10] <Mackan90096> How do I create said GuiScreen?
L668[10:47:16] <RawringNymNym> you need to code it
L669[10:47:20] <sham1> DO you want the player inventory to show in the gui
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L671[10:49:25] <snowycreeper> but if i take out the ResourceLocation, it gives me the purple and black image for textures
L672[10:49:40] <Mackan90096> This is a sample: http://puu.sh/inmlX/88b76f3f95.png
L673[10:50:18] <Mackan90096> I just want a simple GUI, with the text "Light" at the top, a button with a + in it, another text, and a button with a -.
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L675[10:50:50] <Mackan90096> How do I do that?
L676[10:51:05] <diesieben07> make a class that extends GuiScreen
L677[10:51:13] <diesieben07> override drawScreen. draw whatever you needin there.
L678[10:51:17] <sham1> Bloody hell diesieben, stop writing so fast
L679[10:51:23] <sham1> You nijna
L680[10:51:31] <diesieben07> lol
L681[10:51:40] <Wuppy> haha
L682[10:51:43] <diesieben07> i dont even have my mechanical keyboard set up
L683[10:51:47] <diesieben07> i would be even faster :P
L684[10:51:52] <sham1> o_O
L685[10:52:27] <diesieben07> you type a lot, you type faster ;)
L686[10:54:06] <Mackan90096> Mkay.
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L688[10:56:18] <Mackan90096> !helo
L689[10:56:19] <Mackan90096> !help
L690[10:56:52] <Mackan90096> !help gp
L691[10:57:16] <Mackan90096> Okay, I want to add an achievement. How do I do that?
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L693[10:57:30] <diesieben07> make a new instance of the Achievement class
L694[10:57:33] <diesieben07> store it somewhere
L695[10:57:39] <diesieben07> then call player.triggerAchievemenet with it
L696[10:57:55] <Mackan90096> Mkay. Cool
L697[10:58:30] <Unh0ly_Tigg> just curious, but can ATs be applied to classes, or is it just fields and methods that they can be applied to?
L698[10:58:42] <Ivorius> Mackan90096: https://github.com/Ivorforce/YeGamolChattels/blob/master/src/main/java/ivorius/yegamolchattels/achievements/YGCAchievementList.java
L699[10:58:44] <Ivorius> You'll need a page for it as well
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L701[10:59:08] <snowycreeper> so the buttons arent showing up is there another rendering step i have to do (for gui)
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L703[10:59:13] <cpw> hey diesieben07
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L705[10:59:19] <diesieben07> hey :D
L706[10:59:23] <cpw> sorry, i want to extend with a new handler behaviour
L707[10:59:31] <Ivorius> Unh0ly_Tigg: You can apply it to the whole class
L708[10:59:41] <diesieben07> people wont notice that, i am jsut saying
L709[10:59:46] <Ivorius> But iirc in bytecode, classes don't have visibility modifiers
L710[10:59:46] <cpw> there's legitiamte reasons for a variety of handler threading strategies
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L712[10:59:56] <cpw> yes
L713[10:59:59] <cpw> once i add it
L714[11:00:02] <Ivorius> It only affects constructors etc.
L715[11:00:08] <cpw> i'll probably switch to a world thread default
L716[11:00:12] <cpw> on a version change
L717[11:00:30] <diesieben07> if you so choose. your project...
L718[11:00:36] <cpw> yeah
L719[11:00:38] <cpw> changing it now
L720[11:00:48] <cpw> if someone HAD built their handler to defer to the main thread
L721[11:00:57] <cpw> they would get some pretty weird derpitude right now
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L723[11:01:06] <cpw> with your PR
L724[11:01:14] <diesieben07> not really...
L725[11:01:20] <cpw> it might even cause deadlock
L726[11:01:22] <diesieben07> it would just be a bit of overhead because its shceduled twice
L727[11:01:30] <cpw> cos they'd be deferring and maybe waiting for a response
L728[11:01:58] <cpw> anyway
L729[11:01:59] <cpw> as i say
L730[11:02:09] <cpw> i'm gonna add a handler "threadrouter" thing
L731[11:02:14] <cpw> with a couple of choices
L732[11:02:21] <cpw> since we know worlds are gonna thread in the future
L733[11:02:31] <cpw> being able to route to the right world thread would be handy too
L734[11:02:45] <snowycreeper> what do i put in parameters for drawScreen(mouseX, mouseY, partialTicks); does it matter for mouse x and y
L735[11:02:46] <cpw> and there's still legit reasons to process on the netty thread
L736[11:02:51] <cpw> for non-world interactions
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L738[11:03:21] <diesieben07> thats why i provided a fallback. and my thing routes to the correct world thread.
L739[11:03:34] <diesieben07> wait, no it doesn't.
L740[11:03:36] <diesieben07> i didn't say anything
L741[11:03:38] <cpw> lol
L742[11:03:40] <cpw> it's ok
L743[11:03:49] <cpw> i'll be working on it
L744[11:03:56] <cpw> just as soon as i've finished portal 2
L745[11:03:57] <cpw> ;)
L746[11:04:02] <diesieben07> ... :D
L747[11:04:06] <snowycreeper> love that game
L748[11:04:12] <diesieben07> i still need to play that, too...
L749[11:04:16] <cpw> yeah it's a lot of fun
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L751[11:04:21] <cpw> my first playthrough
L752[11:04:59] <Ivorius> That game was such a pleasure
L753[11:05:52] <Ivorius> 2 player mode was also shockingly nice
L754[11:06:52] <cpw> yeah, only playing single player atm
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L757[11:09:30] <snowycreeper> my buttons are still not rendering :( how do i render them if i need to?
L758[11:09:46] <diesieben07> you call super.drawScreen
L759[11:09:50] <diesieben07> did you add them to the button list?
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L761[11:10:10] <snowycreeper> yes i did what about the paramters for that
L762[11:10:19] <snowycreeper> and yes they work just not rendering
L763[11:10:26] <diesieben07> pastebin your whole gui class
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L765[11:10:45] <snowycreeper> 1 sec
L766[11:10:59] <Ivorius> 'What about the parameters for that'
L767[11:11:08] <snowycreeper> ill show you
L768[11:11:10] <Ivorius> He asks on a super call
L769[11:11:32] <Ivorius> ಠ_ಠ
L770[11:12:28] <snowycreeper> i feel like im doing something stupid which i usallly am
L771[11:12:40] ⇨ Joins: iari (~iari@px1.nbg.srv.sip.vos-systems.net)
L772[11:13:33] <snowycreeper> http://paste.ubuntu.com/11708933/ here
L773[11:13:58] <diesieben07> what in the actual fuck are you doing
L774[11:14:18] <Ivorius> I see no super call
L775[11:14:19] <Ivorius> ... anywhere
L776[11:14:23] <snowycreeper> im sorry i dont know what im doing
L777[11:14:24] <diesieben07> look at the constructor.
L778[11:14:30] <diesieben07> it's ... i dont even.
L779[11:14:31] <Ivorius> Also, lel @ code
L780[11:14:58] <Ivorius> Oh, there
L781[11:15:18] <Ivorius> rofl
L782[11:16:08] *** prasselpikachu is now known as prassel|off
L783[11:17:04] <williewillus> is that intended to only work in singleplayer?
L784[11:17:09] <snowycreeper> ya
L785[11:17:19] <williewillus> ok lol the integratedserver references would crash a server
L786[11:17:22] <williewillus> *dedicated server
L787[11:17:29] <diesieben07> that is STILL a horrible idea by the way
L788[11:17:38] <diesieben07> NEVER EVER access the server from the client thread.
L789[11:17:43] <williewillus> wouldn't MinecraftServer.getServer() work better?
L790[11:17:49] <diesieben07> not from a gui screen
L791[11:17:55] <diesieben07> a gui cannot access the server.
L792[11:18:06] <snowycreeper> see all i need is to get to the gamerules
L793[11:18:18] <williewillus> read or write?
L794[11:18:21] <diesieben07> you cannot get the gamerules on the client.
L795[11:18:24] <diesieben07> neither read nor write.
L796[11:18:24] <snowycreeper> read
L797[11:18:40] <snowycreeper> thats why i accessed the server?
L798[11:18:43] <williewillus> oh i thought they were synced to the client
L799[11:18:47] <diesieben07> you didn't.
L800[11:18:48] <Ivorius> ^
L801[11:18:48] <Ivorius> Packets, boi
L802[11:18:48] <Ivorius> Use them.
L803[11:19:03] <diesieben07> just because you call some method in the server, doesn't mean you are on the server thread.
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L805[11:21:08] <snowycreeper> all i need is a button thats all ive ever wanted
L806[11:21:17] *** sham1|Sauna is now known as sham1
L807[11:21:28] <diesieben07> snowycreeper, there is NOTHING not-broken in that code.
L808[11:21:31] <diesieben07> I suggest you scrap it.
L809[11:22:48] <snowycreeper> ok but then where does that get me
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L811[11:23:21] <diesieben07> you are not tempted to keep it.
L812[11:23:26] <diesieben07> because you might THINK that code works
L813[11:23:28] <diesieben07> it doesn't.
L814[11:23:33] <diesieben07> it will blow up unexpectedly
L815[11:23:36] <diesieben07> at SOME point
L816[11:23:40] <diesieben07> and you will not be able to reproduce it.
L817[11:24:26] <snowycreeper> i dont want to keep it.. but do i at least have the class right geez
L818[11:25:59] <HewloThere> Hi guys. My server is crashing? Here's the log from Multicraft: http://paste.ee/p/7h0fJ
L819[11:27:41] <williewillus> >.<
L820[11:27:52] <HewloThere> Is that regarding me?
L821[11:28:11] <snowycreeper> ok its gone can you at least tell me something i can do to research this stuff
L822[11:28:33] <williewillus> yes because that log is impossible to read, but I can see voxelmap and liteloader and a bunch of client stuff trying to start on the server
L823[11:28:35] <williewillus> so remove those
L824[11:28:51] <Parthon> HewloThere: nopes
L825[11:29:02] <HewloThere> Oh. Right. Sorry about bad log, I can get the server.log if that removing the client side mods doesn't work.
L826[11:29:18] <HewloThere> Is WAILA a purely a client side mod or server too?
L827[11:29:19] <Parthon> oh holy crap .. no breaks!
L828[11:29:23] <williewillus> waila is server
L829[11:29:25] <williewillus> as well
L830[11:29:40] <HewloThere> Okay.
L831[11:29:55] <HewloThere> Yea... I'll get the server.log if removing Liteloader doesn't work.]
L832[11:30:11] <Parthon> no, more like learn how to paste logs please :(
L833[11:30:48] <Parthon> somewhere in there is the reason why it crashed, but without proper formatting, it's unreadable
L834[11:31:09] <HewloThere> Multicraft doesn't insert line breaks. I apologise.
L835[11:31:19] <HewloThere> Give me a moment and I will upload the server.log (WITH BREAKS).
L836[11:31:39] <Parthon> java.lang.ClassNotFoundException: openmods.config.simple.ConfigProcessor 13
L837[11:31:45] <Parthon> somethings wrong with openmods
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L839[11:31:59] <Parthon> what did you open the log file in?
L840[11:32:09] <HewloThere> That is copied from Multicraft...
L841[11:32:14] <HewloThere> It's a server wrapper.
L842[11:32:21] <snowycreeper> diesieben07, is there SOME mod i can use as an example or am i just screwed
L843[11:32:27] <Parthon> I don't know multicraft
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L845[11:32:41] <diesieben07> snowycreeper, you need to learn about packets.
L846[11:32:56] <Parthon> does multicraft have a window that you copied from?
L847[11:33:00] <snowycreeper> thank you! something i can work with
L848[11:34:58] <HewloThere> Parthon: Yes.
L849[11:35:04] <Parthon> aah okay
L850[11:35:47] <Parthon> I searched for the word error, and I got java.lang.ClassNotFoundException: openmods.config.simple.ConfigProcessor
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L852[11:36:01] <Parthon> which means it's probably openmods that's broken .. specifically the config file
L853[11:36:28] ⇨ Joins: HewloThere (~HewloTher@180.200.144.21)
L854[11:36:39] <Parthon> :(
L855[11:36:40] <snowycreeper> so IN the overwritten drawscreen method.. i do super.drawscreen
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L857[11:37:00] <Parthon> HewloThere: I searched for the word error, and I got java.lang.ClassNotFoundException: openmods.config.simple.ConfigProcessor | which means it's probably openmods that's broken .. specifically the config file
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L859[11:37:26] <diesieben07> snowycreeper, yes... what else would you do.
L860[11:37:28] <HewloThere> Hm... Okay. Is OpenEye a client or server mod, again>
L861[11:37:31] <HewloThere> ? *
L862[11:38:11] <Parthon> no idea
L863[11:38:13] <Parthon> I don't use it
L864[11:38:19] <HewloThere> Oh.
L865[11:38:25] <snowycreeper> wait i actually got it :) hold on im still learning... put drawDefaultBackground() in
L866[11:39:16] <HewloThere> Try this: https://paste.ee/p/i6fXp
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L868[11:41:21] <snowycreeper> okkk now i see how messed up that code was omg i feel so dumb now im never following outdated tutorials again
L869[11:41:41] <diesieben07> all that gamerule stuff you need to change, too
L870[11:42:11] <snowycreeper> yeah.... the packet sent to the player for the command is about the only thing that worked
L871[11:43:44] <HewloThere> Does anyone know if OpenEye is a client or server side mod or both?
L872[11:43:59] <snowycreeper> wow that contructor was totally messed up lol
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L875[11:48:48] *** Magik6k is now known as Magik6k|off
L876[11:50:26] <williewillus> looking through open source code and vanilla helps a lot more than tutorials for me :p
L877[11:52:00] ⇨ Joins: TehKittyCat (~TehKittyC@h168.49.117.75.dynamic.ip.windstream.net)
L878[11:52:47] <Parthon> argh!
L879[11:53:09] <Parthon> I'm following a tutorial, and there's logic problems all through the code and no comments
L880[11:54:30] ⇦ Quits: OnyxDarkKnight (~OnyxDarkK@5.151.128.10) (Quit: Leaving)
L881[11:56:02] <williewillus> so ditch it :p
L882[11:56:44] <snowycreeper> i didnt and look where it left me
L883[11:57:06] <Parthon> I would, but it's the best one I've found so far haha
L884[11:57:07] <snowycreeper> its a good idea to find something better :)
L885[11:57:29] <snowycreeper> ik the best one for me is in german :P but its code so ya know
L886[11:57:59] <Parthon> so you can read it, but all the code symbols are the wrong language?
L887[11:58:19] <snowycreeper> no the code is completely english except for when he writes strings
L888[11:58:20] <Parthon> or you can't read it, but it doesn't matter because all the code symbols are the same?
L889[11:58:30] <Parthon> the second one :P
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L891[11:58:40] <snowycreeper> yep
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L893[12:00:54] *** kroeser is now known as kroeser|away
L894[12:02:55] <Parthon> I'm just glad I know enough java to fix the mistakes
L895[12:04:06] <snowycreeper> yeah thats about the level im at... just enough to know syntax and basics
L896[12:04:43] <snowycreeper> all that server/client stuff can be confusing tho
L897[12:04:48] <Parthon> like method calls, one entry per line
L898[12:04:58] <Parthon> so I can't tell where method call ends and function begins :P
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L901[12:06:01] <diesieben07> snowycreeper, its not confusing at all... think of it as 2 computers running at the same time. server and client. they can only communicate via pacekts.
L902[12:06:06] <diesieben07> yes, even in singleplayer.
L903[12:06:47] <snowycreeper> ok makes more sense i guess
L904[12:08:00] *** kroeser|away is now known as kroeser
L905[12:08:23] <Parthon> in 1.4 there was single player, and client, and server
L906[12:08:37] <Parthon> and it's a pain to maintain 3 different ways of doing things
L907[12:08:52] *** kroeser is now known as kroeser|away
L908[12:09:03] <sham1> And now they are unified-ish
L909[12:09:22] <Parthon> yeah, unified, but flagged client server
L910[12:09:29] <Parthon> client/server/both I mean :P
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L913[12:10:06] <Wuppy> dang this steam sale is awesome
L914[12:10:06] <Parthon> so everything is now done the same way, they've just changed when it's done
L915[12:10:13] <Parthon> Wuppy: my wallet hurts :P
L916[12:10:15] <dangranos> Wuppy, it is
L917[12:10:17] <RawringNymNym> oh yeah, havent checked the sale yet today
L918[12:10:23] <Wuppy> I have only purhcased a single 99 cent game
L919[12:10:27] <Wuppy> but there are so many good sales on games
L920[12:10:35] <Wuppy> which I may not personally like, but they're great
L921[12:10:44] <RawringNymNym> most of the good sales are games I either dont want or already have
L922[12:10:58] <Wuppy> same here
L923[12:12:06] <Parthon> I dropped $100 on games in my wishlist that were half price
L924[12:12:26] <Parthon> this year has been a good year for indie games, but I want to pay $10 instead of $20 :P
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L926[12:13:49] <snowycreeper> haha! i made the gui buttons work :)
L927[12:15:15] <sham1> Yay
L928[12:15:21] <RawringNymNym> I really wish middle click worked on linux steam x.x
L929[12:15:23] ⇨ Joins: Szernex (~Szernex@194-118-253-227.adsl.highway.telekom.at)
L930[12:15:37] <sham1> No longer do my insulated blocks connect into differnet colors than their ones
L931[12:16:36] <sham1> I can now transport multiple fluids right next to each other, all within their own pipes
L932[12:16:51] <Parthon> woot woot
L933[12:16:54] <Parthon> how did you do that?
L934[12:17:36] <sham1> I have a code that gets executed with getActualState that checks if a pipe can connect to a pipe in a direction
L935[12:17:49] <Parthon> 2 hours of implementing all the stuff for an inventory block, here's hoping it works
L936[12:18:08] <sham1> or rather if it can connect to the blockpos
L937[12:18:25] <Parthon> using metadatas?
L938[12:18:31] <sham1> Blockstates
L939[12:18:46] <sham1> Every insulated pipe has color assosiated with it
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L941[12:19:15] <sham1> And it can only output to machines next to it, normal colorless pipes or onto pipes that have the same color
L942[12:20:01] <williewillus> i should write a small pipe mod sometime, those seem to be good exercises :p
L943[12:20:22] <sham1> ALso I tried to make my pipe connection models not to have any "#texture" things in them but it went horribly wrong
L944[12:20:27] <sham1> Now the connections are not rendered
L945[12:20:28] <sham1> :(
L946[12:20:41] <sham1> or rather, they are not textures
L947[12:21:22] <williewillus> are yo using the new shiny submodel thingy?
L948[12:21:31] <sham1> yes
L949[12:22:08] <Parthon> how new is that?
L950[12:22:20] <sham1> You better update your forge to be the latest
L951[12:22:26] <Parthon> O_o
L952[12:22:39] <Parthon> I just downloaded it 3 days ago, is there a newer one?
L953[12:22:51] <sham1> what version
L954[12:22:51] <williewillus> i think its in
L955[12:23:10] <sham1> http://imgur.com/NVMWGnC
L956[12:23:11] <Parthon> 1446
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L958[12:23:15] <sham1> There's a screenshot
L959[12:23:23] <Parthon> wow, nice! :D
L960[12:23:36] <Parthon> I have the latest, what I was asking was hold old is submodel support?
L961[12:23:40] <sham1> I think it is there, but I'd just update into 1449. Does not take much effort
L962[12:23:42] <Parthon> because I only started modding on thursday
L963[12:23:58] <sham1> But yeah
L964[12:24:18] <sham1> After I get the connections ready I can maybe finally start working on rendering the fluids inside them things
L965[12:24:34] <RawringNymNym> love those checker pipes sham1
L966[12:24:35] <RawringNymNym> :P
L967[12:24:40] <sham1> Yeah
L968[12:24:51] <sham1> I messed up somewere and now my texture does not load
L969[12:25:02] <sham1> no error message doe
L970[12:25:17] <RawringNymNym> o.0
L971[12:25:28] <shadowfacts> Can the "This is just a prompt for computer specs to be printed." thing in FML be removed?
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L973[12:26:21] <Parthon> damnit
L974[12:26:28] <sham1> But yeah, my pipes work astetically once I fix the problem with the textures and get the fluids to render
L975[12:26:33] <Parthon> my inventory block doesn't work at all, it doesn't even respond to activation events
L976[12:26:37] <sham1> Then I need to make them more intelligent
L977[12:26:54] <sham1> So they actually transfer the fluids somewere in a smart manner
L978[12:27:04] <RawringNymNym> there's a simple tutorial on making containers on the wiki parthon
L979[12:27:13] <RawringNymNym> I used it as a refresher a week or so ago
L980[12:27:34] <Parthon> argh, but people told me not to use that one because it's outdated
L981[12:28:00] <sham1> It's not that outdated
L982[12:28:03] <sham1> It still works
L983[12:28:22] <RawringNymNym> http://www.minecraftforge.net/wiki/Containers_and_GUIs
L984[12:28:24] <RawringNymNym> this one?
L985[12:28:29] <sham1> But if you want something more up-to-date...
L986[12:28:32] <RawringNymNym> this one worked perfectly for me
L987[12:28:48] <sham1> https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe30_inventory_basic
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L990[12:29:51] <sham1> But yeah, gotta love dem submodels
L991[12:30:23] <sham1> If they weren't there I would have had to write like a lot of variants just for one color for instance
L992[12:30:26] <Parthon> yeah, I went to use BlockContainer, and the experts in here were like NOOOOOOO
L993[12:30:42] <sham1> Show us the code pls
L994[12:32:01] <RawringNymNym> BlockContainer is just a block with a tile entity
L995[12:32:16] <RawringNymNym> you could just implement the interface yourself, don't have to use it
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L997[12:33:08] <Parthon> yeah, that's what I did :P
L998[12:34:03] <Parthon> the tile entity part works fine
L999[12:34:22] *** Keridos is now known as Keridos|away
L1000[12:34:31] <Parthon> but the block isn't having onBlockActivated called
L1001[12:34:46] <Wuppy> this sale is so increidbly good :O
L1002[12:34:51] <Wuppy> even citiesw skylines is alredy 33% off
L1003[12:35:40] <williewillus> wait BlockContainer is wrong?
L1004[12:36:48] <Parthon> okay, that's not the problem, because the TileEntity is working
L1005[12:37:23] <sham1> I think I will include an pickaxe into my mod that autosmelts the blocks into their fluid forms
L1006[12:37:37] <sham1> That's some serious autosmelting
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L1008[12:37:59] <Parthon> what's the bet my function definition, copied from this tutorial, is wrong
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L1010[12:39:20] <williewillus> lol what tutorial
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L1012[12:39:37] <Parthon> jabelar: http://jabelarminecraft.blogspot.com.au/p/minecraft-modding-containers.html
L1013[12:39:39] <sham1> But for that I need to wait for certain person to get the fluid render to work again
L1014[12:39:55] <shadekiller666> hey fry
L1015[12:40:11] <Parthon> RawringNymNym: are you 1.7 or 1.8?
L1016[12:40:29] <williewillus> fluid render for what?
L1017[12:40:43] <shadekiller666> instead of trying to fix 405 patches on github, i just decided to make a new branch and put the obj loader and obj model files into it
L1018[12:40:46] <sham1> To render custom fluids while they are in the world
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L1020[12:41:03] <shadekiller666> i need some help getting it working through the new system
L1021[12:42:22] <RawringNymNym> I'm using 1.7 right now, plan to work on 1.8 after getting a bit more done and out
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L1024[12:43:17] <Parthon> aah, I'm on 1.8
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L1026[12:43:59] <sham1> Better to just start working on 1.8 coz porting from 1.7 to 1.8 is painful
L1027[12:44:18] <Wuppy> 2 games purchased, no money spend
L1028[12:44:34] <sham1> Spare my wallet Gaben
L1029[12:44:41] <Wuppy> use your steam wallet :P
L1030[12:45:28] <Wuppy> is Age of Mythology worth it?
L1031[12:45:30] <Wuppy> for 7 euros
L1032[12:45:38] <Wuppy> and borderlands the presequel for 16
L1033[12:46:27] <Parthon> they are both pretty good
L1034[12:46:33] <Parthon> oh wait, age of mythology not sure
L1035[12:46:37] <Parthon> I thought age of wonders 3
L1036[12:46:49] <Wuppy> I worked with someone who worked on that \o/
L1037[12:47:20] <Wuppy> just got boulder of ages and battlefield BC2
L1038[12:47:28] <Wuppy> think I'll have 4 purchases in 1 day xD
L1039[12:47:58] *** willieaway is now known as williewillus
L1040[12:48:10] *** sham1 is now known as sham1|Away
L1041[12:48:19] <sham1|Away> Welp, to mobile I go
L1042[12:49:59] <Parthon> the only thing I can think of
L1043[12:50:09] <Parthon> iis that I couldn't click on the block because there was no graphic
L1044[12:50:45] ⇦ Quits: SoundLogic (~SoundLogi@172-8-201-53.lightspeed.mdsnwi.sbcglobal.net) (Ping timeout: 202 seconds)
L1045[12:51:08] ⇨ Joins: ThePsionic (~Psi@thepsionic.com)
L1046[12:51:22] <ThePsionic> Hm, my bouncer decided to ollie out
L1047[12:51:41] <Parthon> lol
L1048[12:51:50] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L1049[12:52:39] <ThePsionic> why am I so damn lazy
L1050[12:53:30] <Wuppy> so am I today ThePsionic
L1051[12:53:41] <ThePsionic> I have been for the past 2 weeks, Wuppy
L1052[12:53:45] <Wuppy> heh
L1053[12:53:52] <Wuppy> I had a party till 6AM last night
L1054[12:53:53] <ThePsionic> Like I want to mod but I really can't get myself to do it
L1055[12:53:54] <Wuppy> so I'm a bit....
L1056[12:53:55] <Wuppy> dead
L1057[12:54:01] <ThePsionic> lmao
L1058[12:54:17] <ThePsionic> Also that and the fact that I just started an assignment that has to be done at 9PM tomorrow
L1059[12:55:03] <Wuppy> I've now had 2 parties till 6 in a single week
L1060[12:55:09] <Wuppy> slightly extreme
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L1062[12:55:28] *** Cojo is now known as Cojo|noms
L1063[12:56:30] <Szernex> so can someone explain to me why cofh/CoFHCore.cfg and cofh/core/common.cfg have the same options except one is apparently not doing anything?
L1064[12:56:53] <Parthon> grrrrrrrrrrrr
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L1066[13:00:09] <ThePsionic> Parthon: pls
L1067[13:01:06] ⇨ Joins: cmb_ (~chatzilla@193.190.253.144)
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L1070[13:07:41] <Parthon> cool, I made it go from the block not responding to an NPE
L1071[13:08:51] <MattDahEpic> i can not figure this out for the life of me: http://paste.ee/p/MkaEt
L1072[13:09:10] <Parthon> sweet, it all works :D
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L1074[13:09:46] <Parthon> it ended up being a case of me registering the wrong block :(
L1075[13:09:52] ⇨ Joins: sham1Mobile_ (~androirc@85-76-64-30-nat.elisa-mobile.fi)
L1076[13:10:01] <diesieben07> MattDahEpic, did you extend CommandBase or implement ICommand?
L1077[13:10:13] <MattDahEpic> i extended commandbase
L1078[13:10:29] <diesieben07> please show your command
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L1080[13:10:57] <MattDahEpic> diesieben07, https://github.com/MattDahEpic/MDECore1.8/blob/master/src/main/java/com/mattdahepic/mdecore/command/CommandMDE.java
L1081[13:11:01] <Parthon> MattDahEpic: it's trying to call the base classes method
L1082[13:11:46] <diesieben07> that should work
L1083[13:12:17] ⇨ Joins: ElgarL (~ElgarL@cpc6-hawk15-2-0-cust537.18-1.cable.virginm.net)
L1084[13:12:26] <Parthon> MattDahEpic: can you paste the code from mdecore.MDECore.serverStarting
L1085[13:12:39] ⇨ Joins: Subaraki (~Artix@AClermont-Ferrand-552-1-182-7.w86-207.abo.wanadoo.fr)
L1086[13:12:46] <MattDahEpic> @Mod.EventHandler
L1087[13:12:46] <MattDahEpic> public static void serverStarting (FMLServerStartingEvent event) {
L1088[13:12:46] <MattDahEpic> server = event.getServer();
L1089[13:12:46] <MattDahEpic> event.registerServerCommand(new CommandMDE());
L1090[13:12:46] <MattDahEpic> }
L1091[13:13:17] <diesieben07> does this occur in the dev env?
L1092[13:13:33] <MattDahEpic> yes
L1093[13:14:01] <diesieben07> 1.8?
L1094[13:14:06] <MattDahEpic> yep
L1095[13:14:17] <diesieben07> sec
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L1097[13:14:57] *** lxkm|sleep is now known as lxkm
L1098[13:15:13] <Parthon> that should not happen
L1099[13:15:49] <Parthon> it's saying you are calling an abstract method, but it's not abstract at all
L1100[13:16:26] *** Kornagan is now known as Kornagan|away
L1101[13:16:28] <MattDahEpic> i have no idea
L1102[13:16:36] <diesieben07> what is on line 136 of your CommandHandler?
L1103[13:16:41] <diesieben07> it is empty for me...
L1104[13:17:31] *** prassel|off is now known as prasselpikachu
L1105[13:17:47] <bob_twinkles> Am I correct in thinking that there is no clean way to get TESRs to render in the player's inventory?
L1106[13:18:06] <bob_twinkles> from what I'm seeing, there's a *very* hacky/specialized code path just for chests
L1107[13:18:09] *** Kornagan|away is now known as Kornagan
L1108[13:18:11] <diesieben07> well, that doesn't make any sense.
L1109[13:18:17] <diesieben07> TESR = *TileEntity*SpecialRenderer
L1110[13:18:21] <ThePsionic> HMM I MAY OR MAY NOT SPEND E17,50 ON TWO GOOD GAMES
L1111[13:18:22] <diesieben07> TileEntities only exist in the world.
L1112[13:18:23] <bob_twinkles> ... right
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L1114[13:18:53] <ThePsionic> Oh by the way, Watch_Dogs is 12 bucks on Steam atm
L1115[13:18:57] <MattDahEpic> diesieben07, 136 is a trycatch
L1116[13:18:58] <bob_twinkles> I was thinking there might be some mechanism for creating a default state or something
L1117[13:19:10] <bob_twinkles> that I just wasn't seeing
L1118[13:19:15] <Parthon> bob_twinkles: what are you trying to do?
L1119[13:19:20] <bob_twinkles> write documentation =P
L1120[13:19:29] <sham1Mobile_> :-P
L1121[13:19:38] <sham1Mobile_> For what
L1122[13:19:42] <diesieben07> MattDahEpic, what the heck have you done... :D
L1123[13:19:52] <MattDahEpic> idk
L1124[13:20:07] <bob_twinkles> https://github.com/bobtwinkles/Documentation/blob/gfx/rendering/overview.md <- *very* incomplete, and probably has some dumb mistakes in it
L1125[13:22:04] <bob_twinkles> also wow do I need to rework that page
L1126[13:22:07] <sham1Mobile_> For default blockstate, have no IProperties and in blockstate variant block add variant named normal
L1127[13:22:19] <sham1Mobile_> AFAIK
L1128[13:23:13] ⇦ Quits: Gorzoid (webchat@80.111.199.67) (Quit: Web client closed)
L1129[13:23:14] <bob_twinkles> yeah, "normal" is the variant that gets looked up when you don't do anything fancy
L1130[13:23:47] <bob_twinkles> that isn't done yet either, I need to get some more information about the custom stuff that Forge adds to the model/blockstate syntax
L1131[13:23:48] <Parthon> yeah, TESRs aren't for inventory it looks
L1132[13:24:11] <bob_twinkles> also I don't think I talk about the inventory variant at all, and that one is kinda important =P
L1133[13:24:13] <Parthon> but if you register a block model for the block itself, that should work yeah?
L1134[13:24:17] <ThePsionic> http://puu.sh/invEn/6701c7ef56.png I'm gonna do it
L1135[13:24:22] <sham1Mobile_> They can be but in 1.8 you can bake models to reflect the inventories
L1136[13:24:43] <Parthon> ThePsionic: noooooooo
L1137[13:25:15] <ThePsionic> Parthon: Give me one good reason why not
L1138[13:25:16] <sham1Mobile_> That is how I will render the fluids inside my pipes
L1139[13:25:37] <bob_twinkles> yeah... I'm probably going to have to find a way to split up the ModelBlock page. It's going to be way too long if I try and cover everything in one page
L1140[13:25:43] *** Illy[Zzz] is now known as Illyohs
L1141[13:26:03] <sham1Mobile_> Save your money, don't buy whatsdogs
L1142[13:26:05] <Parthon> ThePsionic: it's a lame game :P
L1143[13:26:14] <Parthon> but that's also a lame reason
L1144[13:26:21] <Parthon> personally, I don't think the game is worth $5
L1145[13:26:28] <ThePsionic> sham1Mobile_: >whatsdogs
L1146[13:26:32] <ThePsionic> But yeah I'm gonna do it anyway
L1147[13:26:42] <sham1Mobile_> Bad optimization while in any platform
L1148[13:26:43] <Parthon> I could get takeaway for $10 and it would be more satifying
L1149[13:27:08] <bob_twinkles> sham1Mobile_: since you evidentely know a lot about this, you should help me out here =D
L1150[13:27:18] <ThePsionic> Why must you all be such sourpusses
L1151[13:27:22] <Parthon> lol
L1152[13:27:26] <Parthon> BUY IT! GO GO GO!
L1153[13:27:39] <Parthon> so .. guis
L1154[13:27:50] <sham1Mobile_> Well TBF I have had a lot of experiences with blockstates
L1155[13:27:54] <Parthon> do they all require a picture of the inventory?
L1156[13:28:07] <sham1Mobile_> But I think I can yes
L1157[13:28:25] <bob_twinkles> that's good. Half this stuff I'm learning as I write it which is really not how documentation is supposed to be written
L1158[13:28:36] *** kroeser is now known as kroeser|away
L1159[13:28:37] <sham1Mobile_> :P
L1160[13:28:37] <ThePsionic> Parthon: http://puu.sh/invVP/f82bcea2d9.png
L1161[13:28:49] <sham1Mobile_> What do you need help in
L1162[13:28:52] <Parthon> haha
L1163[13:29:03] <Parthon> bob_twinkles: lack of good documentation?
L1164[13:29:04] <sham1Mobile_> Keep in mind that I am on atm with an phone
L1165[13:29:32] <sham1Mobile_> So my responses may lag behind
L1166[13:30:03] <sham1Mobile_> But let me hear the problem
L1167[13:30:38] <bob_twinkles> heh, just reading and calling me on my bullshit is a good start. If you want to flesh out the ModelBlock stuff that would be great
L1168[13:31:00] <bob_twinkles> I haven't even started looking at entity rendering which seems like a big bowl of spaghetti
L1169[13:31:38] <bob_twinkles> Parthon: hey, you've worked with Forge. Do you think there's good docs out there?
L1170[13:32:16] <bob_twinkles> I think a lot of the knowledge is out there (on the forums/in blogs/whatever) but it would be nice to have a centralized reference, which is what the Documentation project is
L1171[13:32:45] *** KHobbits is now known as Hobbits|away
L1172[13:32:51] <sham1Mobile_> The best in my opinion is just the code itself
L1173[13:33:22] <sham1Mobile_> Most of it is self-explanetory and if it is not there are always people who know about it
L1174[13:33:30] <Parthon> bob_twinkles: only for 3 days so far
L1175[13:33:58] <bob_twinkles> eh, I don't really buy that argument. For a lot of simple things there's no reason to force people to trawl through the entirety of MC's source to find just the right method.
L1176[13:34:27] <Parthon> and yeah, I'm find the documentation is outdated or nonexistent
L1177[13:34:28] <bob_twinkles> Especially given that there's like 4 ways of doing things and usually only one "right" way, hopefully having a centralized resource will mean that fewer modders write code that makes Lex upset
L1178[13:34:41] <Parthon> I think it's just indicative of the tiny niche that is MC modding :P
L1179[13:35:52] *** Firedingo is now known as Firedingo|Lurk
L1180[13:36:16] <Parthon> hmm, how can I get a picture of an inventory to edit for a gui?
L1181[13:36:35] <sham1Mobile_> Vanilla furnace?
L1182[13:36:52] <sham1Mobile_> Just take that from the default assets
L1183[13:37:05] *** MattDahEpic is now known as MattDahEpic|away
L1184[13:37:09] <bob_twinkles> if you want to do clever things, reading the source is necessary to make sure you don't break any assumptions... but if all you want to do is add a new ore, that can be clearly explained in a wiki page
L1185[13:37:12] <sham1Mobile_> Forge programming can be really addictive
L1186[13:37:32] <Parthon> sham1Mobile_: I'm trying, but I can't open it because system blah blah, and I can't copy or open the folder it's in
L1187[13:37:58] <sham1Mobile_> The thing about vanilla code is that it does make many things ineffectivelly
L1188[13:38:38] <sham1Mobile_> What kind of system bla bla it was
L1189[13:38:38] <bob_twinkles> indeed... and with decompiler noise on top, just copy/pasting from vanilla code means you're going to have a bad time
L1190[13:39:15] <tmtu> i feel bad for people who learn programming through mc modding
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L1192[13:39:23] <LexManos> Thats why the documentation repo is about teaching not giving copy pasta code.
L1193[13:39:27] <Parthon> first it was "system editor can only open file base resources"
L1194[13:40:02] <sham1Mobile_> Like as far as I am consirned, blockstates were one of the best thing for modding since Forge replaced ModLoader as the semi-standard
L1195[13:40:04] <Parthon> and when I try to associate it: "problem opening, unable to open external editor"
L1196[13:40:34] <sham1Mobile_> I use forge modding as an way to learn scala actually
L1197[13:42:25] <sham1Mobile_> And that means I pretty much do java with better syntax as I have not gotten the hang of functional programming yet
L1198[13:44:34] <sham1Mobile_> Also bob_twinkles, you forgot to talk about unlisted properties when talking about blockstates
L1199[13:45:05] <LexManos> if it was my choice scala support would not be default with forge to many shipping problems u.u but whatever whats done is done
L1200[13:45:22] <bob_twinkles> like properties that don't get used as part of the variant resolution?
L1201[13:45:56] <bob_twinkles> the "General Statemaps" section talks about how to do that
L1202[13:46:51] <sham1Mobile_> Scala has certain problems when adding the support into build.gradle because it tries to load the libs from library.minecraft.net or whatever it is called
L1203[13:47:19] <LexManos> you need to add the repository correctly just make it happen before mojangs because mojangs is dumb
L1204[13:47:22] <LexManos> anyways im out
L1205[13:47:25] *** LexManos is now known as Lex|Gone
L1206[13:47:27] <tmtu> LexManos: yeah, malbolge support would be much better
L1207[13:47:45] <Parthon> sham1Mobile_: aha! I cheated, I went through the jar file with 7zip :P
L1208[13:48:37] <sham1Mobile_> Groovy...
L1209[13:49:18] <sham1Mobile_> Scala as far as I am consirned might as well be Java++
L1210[13:49:20] <bob_twinkles> Parthon: what OS/platform? All the GUI textures should be available as PNGs in /build/tmp/recompSrc/assets/minecraft/textures/gui
L1211[13:49:36] <diesieben07> sham, scala is much more than java++
L1212[13:49:44] <sham1Mobile_> Well yeh
L1213[13:49:52] <sham1Mobile_> Just sayan
L1214[13:49:58] <dangranos> bob_twinkles, i see linux slash :D
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L1216[13:50:17] <Parthon> bob_twinkles: how the hell would I know that? :D
L1217[13:50:19] <bob_twinkles> indeed you do, there's quite a few linux users here
L1218[13:50:34] <Parthon> also, rofl! that folder chain is empty
L1219[13:50:34] <dangranos> really?
L1220[13:50:46] <dangranos> everybody else is on BSD? :D
L1221[13:50:48] <bob_twinkles> Parthon: *magic*. For future reference, build/tmp/recompSrc/assets/ has all the assets
L1222[13:50:51] <Parthon> oh wait, there it is
L1223[13:50:53] <dangranos> *are
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L1225[13:50:58] <sham1Mobile_> The reason I call it Java++ is because it can do what java can and more. Just like with C++ in relation to C
L1226[13:51:20] <Parthon> bob_twinkles: cool, thanks
L1227[13:51:23] <Parthon> I was using build references
L1228[13:51:37] <Parthon> hey, is the inventory screen size static?
L1229[13:51:44] <diesieben07> sham, you might as well call C++ java++ then.
L1230[13:52:11] <dangranos> ASM++++
L1231[13:52:13] <Parthon> hmm, some complex code back there
L1232[13:52:17] <dangranos> wai..
L1233[13:52:17] <sham1Mobile_> Bleh
L1234[13:52:25] <dangranos> java vm is written in what?
L1235[13:52:26] <Parthon> java++ is like machine language ++++++++++
L1236[13:52:39] <Parthon> dunno
L1237[13:52:44] <Parthon> I know C compiler is written in C
L1238[13:52:46] <sham1Mobile_> The point is that scala is great
L1239[13:52:50] <dangranos> so ASM++++++++ ?
L1240[13:53:25] <tmtu> dangranos: c and c++
L1241[13:53:28] <sham1Mobile_> For instance, no need for ";"s after every statement
L1242[13:53:50] <tmtu> Parthon: it's the opposite
L1243[13:53:55] <bob_twinkles> there is more than one JVM, but my guess would be C/C++
L1244[13:53:56] <tmtu> the higher level you go the less you can do
L1245[13:54:26] <Parthon> tmtu: c is writtin in the C compiler?
L1246[13:54:33] * dangranos slaps Parthon
L1247[13:54:37] <tmtu> what do you mean by c
L1248[13:54:44] <dangranos> you cant write "in compiler"
L1249[13:54:55] <Parthon> well he said backwards, I didn't get what he meant :P
L1250[13:54:58] <tmtu> there is no definitive c compiler
L1251[13:55:06] <dangranos> c is a broad idea
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L1253[13:55:11] <sham1Mobile_> GCC is de facto
L1254[13:55:23] <dangranos> sham1Mobile_, it's one of them
L1255[13:55:30] <Parthon> you can never compile C .. the compiler is just a figment of your imagination
L1256[13:55:39] <tmtu> gcc/clang
L1257[13:55:42] <dangranos> wut
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L1259[13:55:49] <Parthon> lol
L1260[13:55:58] <Parthon> well, can you name a C compiler not written in C? :D
L1261[13:56:01] <flappyy> yes
L1262[13:56:07] <bob_twinkles> gcc, clang and msvc are the big 3
L1263[13:56:07] <flappyy> hell
L1264[13:56:17] <tmtu> bob_twinkles: don't mention the latter
L1265[13:56:24] <flappyy> Parthon: if you couldn't, how was C first compiled?
L1266[13:56:25] <tmtu> still not supporting c99 fully, eh?
L1267[13:56:47] <dangranos> iirc there is C compilers written in ASM
L1268[13:56:58] <dangranos> (first ones too i guess)
L1269[13:57:14] <flappyy> i'd assume not
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L1271[13:57:19] <bob_twinkles> tmtu: I think they got close(r) with MSVC2015, but I'm not sure. I'm not a Windows person either =P
L1272[13:57:20] <Parthon> the first C compiler was written in asm
L1273[13:57:34] <Parthon> but almost all modern ones are written in C
L1274[13:57:44] <tmtu> bob_twinkles: me neither, it's getting harder to hate on microsoft lately though :(
L1275[13:57:49] <tmtu> with all the open source and jazz
L1276[13:58:09] *** willieaway is now known as williewillus
L1277[13:58:16] <Purebe_> I'm anxiously awaiting DX12
L1278[13:58:23] <dangranos> tmtu, just wait until they strike opensource community from INSIDE
L1279[13:58:30] <bob_twinkles> yeah... C99 support would be great though
L1280[13:58:54] <Parthon> open source is awesome
L1281[13:58:54] <flappyy> huh, it actually was
L1282[13:59:00] <bob_twinkles> Purebe_: DX12 is supposed to be Win10 and up only though =(
L1283[13:59:03] <flappyy> in pdp11 assembly
L1284[13:59:12] <tmtu> Purebe_: praise be vulkan
L1285[13:59:13] <Purebe_> And win10 is free for the first year for anyone using windows 7+
L1286[13:59:18] <bob_twinkles> == tmtu
L1287[13:59:27] <Parthon> I like how that everything is open source now and it works perfectly, noone uses anything proprietary any more, just like how all those linux users predicted
L1288[13:59:29] <tmtu> will run on anything the vendor wants to support
L1289[13:59:31] <bob_twinkles> I haven't had a working windows install in years
L1290[13:59:33] <tmtu> so xp potentially
L1291[13:59:39] <flappyy> Purebe_: q4 2022 for first games using it i predict
L1292[13:59:50] <Purebe_> I'm less interested in games using it and more interested in actually using it myself
L1293[14:00:17] <williewillus> I'm one of 5 people with a WP and I'm pretty excited for Windows 10 in the mobile scope
L1294[14:00:17] <tmtu> flappyy: considering unity and co. are already implementing vulkan et. al i doubt it
L1295[14:00:19] <flappyy> Parthon: the year of the linux desktop keeps creeping ever closer
L1296[14:00:32] <flappyy> tmtu: half-joking
L1297[14:00:44] <tmtu> i doubt anyone else will though
L1298[14:00:46] <tmtu> like you said
L1299[14:00:52] <tmtu> fucking hard, yo
L1300[14:01:24] <Purebe_> Do any desktop distros actually not suck?
L1301[14:01:40] <williewillus> Arch
L1302[14:01:45] <williewillus> hehe
L1303[14:01:48] <bob_twinkles> vulkan will definitely see adoption in the mobile space... some of the demos people were running showed like 15-20 percent reductions in driver CPU consumption which is pretty awesome
L1304[14:01:53] <RawringNymNym> pretty much any distro you're going to have to tweak something
L1305[14:02:08] <Parthon> I need 3 things to work on linux before I can use it: blizzard games, unity3d, and all steam games :P
L1306[14:02:17] <Purebe_> I don't mind tweaking but things like fedora and ubuntu are awful
L1307[14:02:18] <bob_twinkles> that'll be awhile I suspect...
L1308[14:02:35] <williewillus> I hate ubuntu
L1309[14:02:39] <williewillus> I don't know why
L1310[14:02:41] <williewillus> I just do
L1311[14:02:46] <Purebe_> because it's bad
L1312[14:02:50] <sham1Mobile_> Fedora? STEAMS?
L1313[14:02:51] <tmtu> Parthon: all should work right now, technically
L1314[14:03:03] <sham1Mobile_> SteamOS*
L1315[14:03:06] <tmtu> not sure why blizzard hasn't adopted it yet
L1316[14:03:13] <williewillus> what even is SteamOS?
L1317[14:03:26] <Parthon> native or using vm stuff?
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L1319[14:03:31] <sham1Mobile_> Debian derived distribution by Valve
L1320[14:03:44] <tmtu> native
L1321[14:03:46] <Parthon> blizzard aim their games at the casual player, they don't think they will pick up enough market by porting to linux
L1322[14:03:51] <Parthon> but like you said, that's changing :P
L1323[14:03:51] <flappyy> williewillus: Probably Unity
L1324[14:03:56] <sham1Mobile_> For SteamMachines and PCS alike
L1325[14:03:59] <tmtu> unity already has a opengl backend
L1326[14:04:04] <tmtu> blizzard too
L1327[14:04:12] <Parthon> unity export support linux
L1328[14:04:16] <Parthon> but the editor doesn't
L1329[14:04:16] <tmtu> so there's nothing massive that would need porting
L1330[14:04:17] <williewillus> blizzard is casual? :p
L1331[14:04:42] <sham1Mobile_> Heartstone and diablo 3 and WoW says hi.
L1332[14:04:48] <Parthon> warcraft, hearthstone, heroes, diablo 3 :P
L1333[14:05:00] <tmtu> hearthstone is actually made in unity, fwiw
L1334[14:05:07] <Parthon> yeah, I know, it's awesome
L1335[14:05:31] <Parthon> I have a lot of arguments with anti-unity3d people who say "name a big popular game made in unity!" .. "uuh, hearthstone!"
L1336[14:05:47] <Purebe_> I would say that's why hearthstone was so buggy and bad but it was probably just that it was the lower tier of devs from blizzard
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L1338[14:05:57] <Parthon> they were just prototyping hearthstone in unity3d at first, but when the prototype was finished, they liked the engine so much they just kept on using it
L1339[14:06:11] <Parthon> and yeah, it was their non-core team
L1340[14:06:17] <tmtu> Parthon: well unity isn't a silver bullet exactly
L1341[14:06:19] <Parthon> it's way less buggy now though
L1342[14:06:35] <tmtu> and HS isn't that demanding in performance
L1343[14:06:46] <Parthon> nah, but some people think think Unreal SDK is a silver bullet
L1344[14:06:57] <sham1Mobile_> Only non-casual blizzard games atm are starcraft 2 and overwatch when that comes out
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L1346[14:07:14] <sham1Mobile_> Maybe Overwatch I dunno
L1347[14:07:17] <Parthon> and I'm not so sure about overwatch not being casual :P
L1348[14:07:20] <Parthon> haha
L1349[14:07:40] <Parthon> they are simplifying it even more than TF2, and doing weird stuff like locking aspect ratio
L1350[14:07:52] <Parthon> I'm wondering if they are also aiming it at console
L1351[14:07:55] <Parthon> like d3
L1352[14:07:57] <sham1Mobile_> No FoV sliders...
L1353[14:08:18] <sham1Mobile_> Line bloody hell
L1354[14:08:40] <williewillus> has anyone ever tried recreating shmups in MC? :p
L1355[14:08:42] <williewillus> just a random thought
L1356[14:08:53] <williewillus> though with the client-serving syncing all weird like it is it'd be pretty hard
L1357[14:08:56] <sham1Mobile_> To create what
L1358[14:08:56] <Parthon> someone did space invaders
L1359[14:09:10] <sham1Mobile_> Oh shootemups
L1360[14:09:34] <flappyy> sham1Mobile_: specifically the R-Type style sidescroller ones yeah
L1361[14:09:37] <sham1Mobile_> Bullethells in MC ^^
L1362[14:09:59] <williewillus> that'd be awesome
L1363[14:10:07] <sham1Mobile_> Touhu mod
L1364[14:10:10] <williewillus> 3 dimensional spellcard/patterns
L1365[14:10:10] <flappyy> williewillus: the "commandblocks are mods guys" discussion got me thinking
L1366[14:10:20] <williewillus> commandblocks are NOT mods >.<
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L1368[14:10:42] <flappyy> and i ended up realizing you could probably implement most if not all WC3 custom maps with commandblocks
L1369[14:10:50] <Parthon> commandblocks are mods in the same way that a scooter is a motorbike
L1370[14:10:57] <dangranos> just puch them to google freaking definition of "mod"
L1371[14:11:13] <flappyy> effectively making them as much of mods as command blocks
L1372[14:11:14] <williewillus> command blocks is just using the scoreboard and then teleporting invisible auxiliary entities everywhere
L1373[14:11:16] <flappyy> i.e., not
L1374[14:11:33] <dangranos> WC3?
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L1376[14:11:42] <flappyy> Warcraft 3
L1377[14:11:46] <williewillus> any mildly cool commandblock contraption has tons of invisible fireballs or armorstands or whatever everywhere -> lagfest
L1378[14:11:52] <Parthon> flappyy: you could remake DOTA in minecraft with command blocks?
L1379[14:12:03] <Parthon> complete with hero selection and skills?
L1380[14:12:08] <flappyy> Parthon: Yeah
L1381[14:12:27] <Parthon> dang, that would be pretty awesome
L1382[14:12:33] <dangranos> well, basically scoreboard is variables and invisible entities are pointers to "physical world"?
L1383[14:12:49] <williewillus> but yeah to make a touhou like thing in Minecraft in post-1.3 versions would be hard - projectiles are all weird now, especially at low speeds
L1384[14:12:49] <flappyy> you'd probably be hella limited in stuff
L1385[14:12:53] <flappyy> but still
L1386[14:12:59] <williewillus> syncing wise
L1387[14:13:17] <williewillus> probably want to make it in 1.2, or like that one guy on the mc reddit, just mod b1.7.3 :p
L1388[14:13:27] <flappyy> ain't there a few TD-style commandblock things?
L1389[14:13:59] * dangranos imagines DoTA2 in MC
L1390[14:14:20] <dangranos> s/2//
L1391[14:14:39] <Parthon> too bad the sc2 map scene is dead
L1392[14:14:51] <Parthon> there were some good arcade maps with lots of potential, but noone plays
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L1394[14:15:20] <Purebe_> blizzards fault
L1395[14:15:23] <dangranos> ^
L1396[14:15:27] <williewillus> I don't even know how to setup anything non-gradle for modding, idk how that guy managed to get everything for beta :p
L1397[14:15:36] <Parthon> yeah, 100%
L1398[14:15:44] <sham1Mobile_> Valve has been doing some serious damage to CS recently
L1399[14:15:47] <Parthon> they killed the map scene with their shocking UI
L1400[14:15:52] <Purebe_> dunno how many times companies are going to try to monetize modding before they give up
L1401[14:16:02] <RawringNymNym> minecraft I think has killed the need for custom maps in games like that, as well. Back with the original and the WC games, there was no game that you could customize so easily
L1402[14:16:04] <Parthon> and they are killing the esports scene by changing the game too much
L1403[14:16:10] <dangranos> williewillus, imagine times when there was no forge.. only modloader
L1404[14:16:19] <flappyy> williewillus: Fyber's been doing alpha and b1.7, hasn't he?
L1405[14:16:23] <sham1Mobile_> Tec-9 buffs to absurdity, AWP nerfs etc.
L1406[14:16:27] <williewillus> no, not him
L1407[14:16:29] <Parthon> RawringNymNym: modding quake 2 is about as hard as modding minecraft
L1408[14:16:29] <flappyy> dangranos: ha, modloader
L1409[14:16:31] <williewillus> he made the 1.2 to 1.7 bridge
L1410[14:16:35] <williewillus> https://www.reddit.com/r/BetaExpansion/
L1411[14:16:38] <dangranos> Damn ID conflicts. Every single time i installed some mod. Every. Single. Time
L1412[14:16:44] <williewillus> this guy is making a content mod for b1.7.3
L1413[14:16:44] <flappyy> williewillus: fycraft
L1414[14:16:49] <flappyy> not intermediary
L1415[14:16:51] <sham1Mobile_> I loved ModLoader back in those days
L1416[14:16:57] <williewillus> i never used it
L1417[14:17:00] <RawringNymNym> lol memories of the early days
L1418[14:17:15] <RawringNymNym> you were limited not by load times or memory, but 256 block ids
L1419[14:17:18] <williewillus> I only started playing modded just as FML started being a thing, and didn't even start modding until 1.6-7
L1420[14:17:19] <sham1Mobile_> Didn't get far because was not that experienced with java at the time
L1421[14:17:20] <dangranos> sham1Mobile_, yeah, because other option is to get trash into your minecraft.jar
L1422[14:17:21] <flappyy> RawringNymNym: *DELETE META-INF
L1423[14:17:25] <dangranos> ^
L1424[14:17:34] <tmtu> patch class files to work with other mods
L1425[14:17:38] <flappyy> ****REMEMBER TO DELETE META-INF
L1426[14:17:39] <Parthon> hahaha. I remember that :P
L1427[14:17:40] <RawringNymNym> buildcraft + IC2 + redpower, and you probably had 1 or 2 blocks left to spare, lol
L1428[14:17:49] <Parthon> if it doesn't work, DELETE META-INF!
L1429[14:17:59] <sham1Mobile_> Always deleted the META-INF. Good times.
L1430[14:18:04] <RawringNymNym> ya thats the other thing, modifying the jar file directly... XD
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L1432[14:18:11] <flappyy> tmtu: "delete ayz.class if you have foo installed"
L1433[14:18:19] <dangranos> ahah
L1434[14:18:27] <dangranos> that was rare but true
L1435[14:18:45] <Parthon> my first experience with mods was buildcraft only .. when pumps were added and quarries ran on redstone alternations
L1436[14:19:09] <dangranos> and i remember when forge was installed by throwing it's classes into minecraft.jar
L1437[14:19:12] <tmtu> flappyy: AAA mods http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1273526
L1438[14:19:14] <dangranos> **DELETE META-INF**
L1439[14:19:25] <sham1Mobile_> Anyone remember the MCPatcher for getting HD textures
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L1441[14:19:33] <Parthon> oh yeah :P
L1442[14:19:42] <dangranos> oooh
L1443[14:19:43] <williewillus> how was SMP modding back then?
L1444[14:19:47] <dangranos> i wanted to say it
L1445[14:19:51] <sham1Mobile_> Bleh
L1446[14:19:51] <dangranos> *about it
L1447[14:19:53] <williewillus> no vanilla packet channels? :p
L1448[14:19:55] <tmtu> williewillus: write separate mods against server
L1449[14:19:55] <dangranos> williewillus, separate
L1450[14:19:57] <dangranos> ^
L1451[14:20:04] <williewillus> ew
L1452[14:20:19] <dangranos> "client" and "server" mods
L1453[14:20:23] <dangranos> both separate
L1454[14:20:28] <williewillus> but how was syncing done, just piggybacking on vanilla custom payload packet?
L1455[14:20:32] <flappyy> williewillus: i think that started moreso in the modern way with modloaderMP
L1456[14:20:35] <tmtu> the aether mod was a pretty big achievement back then
L1457[14:20:36] <dangranos> i dont remember if there was any "universal"
L1458[14:20:40] <williewillus> universal was 1.3
L1459[14:20:49] <dangranos> 1.3 which?
L1460[14:20:52] <dangranos> release?
L1461[14:20:53] <williewillus> release
L1462[14:20:54] <flappyy> release
L1463[14:20:57] <sham1Mobile_> I remember modloaderMP
L1464[14:21:06] <stuntmania> that's what I used
L1465[14:21:07] <dangranos> right, beta would be too crazy for that
L1466[14:21:09] <Parthon> and the number of mods that were single player only
L1467[14:21:15] <sham1Mobile_> Also I remember when Bukkit was relavant
L1468[14:21:18] <dangranos> for me modloader=modloadermp
L1469[14:21:22] <williewillus> 1.3 was mass extinction of SP mods :p
L1470[14:21:26] <stuntmania> modloaderMP was horrible compared to what we have today
L1471[14:21:30] <flappyy> Parthon: and the number of modders that quit due to 1.3
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L1473[14:21:40] <williewillus> who quit from 1.2?
L1474[14:21:42] <williewillus> I don't even remember
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L1476[14:21:53] <flappyy> williewillus: a bunch of lesser known ones
L1477[14:21:56] <dangranos> when forge became dominant over modloader*?
L1478[14:22:00] <sham1Mobile_> I remember doing many bukkit plug ins back in the day
L1479[14:22:01] <Parthon> flappyy: but modding has gotten so much better now :D
L1480[14:22:15] <sham1Mobile_> Certanly
L1481[14:22:25] <flappyy> dangranos: nah, the integrated server change was the reason afaik
L1482[14:22:27] <tmtu> Parthon: i liked it better before :(
L1483[14:22:33] <flappyy> tmtu: same
L1484[14:22:34] <Parthon> whysat?
L1485[14:22:36] <sham1Mobile_> Modding nowadays is kinda easy
L1486[14:22:40] * dangranos remembers how people were bitching about 1.5 (or 1.6?) breaking boats flowing up in water column
L1487[14:22:41] <tmtu> just a simple `void onTick(bool b, float tick) {}`
L1488[14:22:53] <flappyy> less laggy, less buggy SSP was neat
L1489[14:22:59] <tmtu> and of course name your main mod class file as `mod_MyMod.java`
L1490[14:23:05] <williewillus> yeah integrated server was good change technically
L1491[14:23:09] <dangranos> flappyy, or working, that is
L1492[14:23:09] <williewillus> but its not as smooth :(
L1493[14:23:23] <flappyy> williewillus: it was good for modding
L1494[14:23:32] <williewillus> there was a mod for 1.6.4 that ripped out the integrated server and stuck the old simulated SSP back in :p
L1495[14:23:33] <flappyy> but not as much for SP performance
L1496[14:23:38] <sham1Mobile_> ah the good old days of mod_ModName
L1497[14:23:40] <flappyy> williewillus: yeah
L1498[14:23:55] <Wuppy> rock of ages sucks :<
L1499[14:23:57] <Wuppy> fun idea
L1500[14:23:58] <Wuppy> terrible performanced
L1501[14:24:10] <williewillus> the guy was like "so I basically deleted half the codebase and copied it back from 1.2" :p
L1502[14:24:11] <flappyy> sham1Mobile_: some japanese mods still have those names
L1503[14:24:21] <Parthon> haha, I just found my items.png :P
L1504[14:24:27] <dangranos> when better than wolves became forge-incompatible?
L1505[14:24:29] <pixlepix> Is there a version of the canRenderInPass trick (to get the current render pass) to find out if the item is being rendered in an inventory?
L1506[14:25:08] <flappyy> dangranos: that was a good while agot
L1507[14:25:09] <dangranos> i remember trying to get classes from BtW's forge to normal forge so it will work with other mods
L1508[14:25:21] <flappyy> lol
L1509[14:25:38] <dangranos> iirc, that was when there was RP2 alive and Portal mod
L1510[14:25:58] <sham1Mobile_> Is better than wolves discontinued, I liked that mod :(
L1511[14:26:05] *** Cojosan is now known as Cojo
L1512[14:26:14] <RawringNymNym> I remember playing a pack with IC2, RP2 and BTW, that was fun
L1513[14:26:21] <dangranos> sham1Mobile_, is it?
L1514[14:26:24] ⇨ Joins: waterpicker (~waterpick@waterpicker-pc-144-167-110-174.ddns.ualr.edu)
L1515[14:26:26] <tmtu> back when mo' mobs was the biggest
L1516[14:26:31] <pixlepix> I want to return a different icon in getIcon if it’s being rendered in inventory
L1517[14:26:33] <tmtu> and ao was a mod
L1518[14:26:36] <dangranos> ic* didnt changed that much from back then
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L1520[14:26:49] <tmtu> mo' monsters or whatever it was called
L1521[14:26:49] <RawringNymNym> the addon that let you make EU from BTW was OP though lol :P
L1522[14:26:57] <Parthon> city generator I made in alpha, before glass was added: http://postimg.org/image/xmxorphl9/
L1523[14:27:09] <williewillus> BTW kinda got left there, he moved to game dev
L1524[14:27:10] <sham1Mobile_> The old tekkit was awesome
L1525[14:27:28] <flappyy> RawringNymNym: I very faintly recall a way early instance i had with redstone advanced and minefactory
L1526[14:27:29] <williewillus> yeah at the time just the idea of a modpack was insane
L1527[14:27:31] <sham1Mobile_> EE 2 was so broken
L1528[14:27:33] <flappyy> it was like
L1529[14:27:37] <flappyy> beta 1.6?
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L1531[14:27:41] <flappyy> or 1.5?
L1532[14:27:41] ⇨ Joins: progwml6 (~progwml6@n2-198-175.resnet.drexel.edu)
L1533[14:27:43] <williewillus> ProjectE is still so broken :DDD (plug)
L1534[14:27:49] <RawringNymNym> ah the original minefactory lol
L1535[14:27:51] <williewillus> not in the technical way but still ;)
L1536[14:27:58] <RawringNymNym> alternating redstone for auto farming, wheee
L1537[14:27:59] <RawringNymNym> xD
L1538[14:28:11] <flappyy> RawringNymNym: yup
L1539[14:28:14] <sham1Mobile_> At least with equivalent exchange 3 is not as ridiculous as EE2 used to be
L1540[14:28:16] <flappyy> and RA for gates
L1541[14:28:17] <dangranos> RP2 was alive...
L1542[14:28:21] <williewillus> too soon
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L1544[14:28:26] <sham1Mobile_> No more diamonds out of sunlight
L1545[14:28:27] <dangranos> EE3 is ded
L1546[14:28:29] ⇨ Joins: Hgrebnednav_ (~Hgrebnedn@d51a4f637.access.telenet.be)
L1547[14:28:36] <dangranos> it's empty
L1548[14:28:42] <williewillus> not really, pahi
L1549[14:28:45] <williewillus> 's been busy
L1550[14:28:51] <flappyy> sham1Mobile_: Good thing there's IC2 for that now
L1551[14:28:58] <RawringNymNym> sham1Mobile_, but with every other mod adding a cobble generator, it's more broken now then before
L1552[14:29:00] <dangranos> EE2's idea was to be OP
L1553[14:29:05] <sham1Mobile_> Pahimar = too busy when playing agrian skies with direwolf
L1554[14:29:13] <RawringNymNym> you can just make infinite EMC from cobble
L1555[14:29:20] <williewillus> you can make infinite emc from anything
L1556[14:29:28] <flappyy> there's even a two part condenser in IC2
L1557[14:29:35] <flappyy> :P
L1558[14:29:35] <williewillus> hm?
L1559[14:29:38] <sham1Mobile_> Oh bloody
L1560[14:29:44] <flappyy> williewillus: recycler and mass fab
L1561[14:29:45] <flappyy> lol
L1562[14:29:55] <williewillus> i don't like the new liquid UU thing
L1563[14:30:00] <williewillus> items was simpler
L1564[14:30:02] <sham1Mobile_> Liquid UU
L1565[14:30:15] <sham1Mobile_> Gotta love del fluids
L1566[14:30:29] <dangranos> del as in "delete"?
L1567[14:30:41] <williewillus> I don't play ic2 anymore, but I might check out that port of the 1.4.7 pre-experimental version to 1.7.10
L1568[14:30:51] <flappyy> williewillus: when it first got implemented, i realized liquid UU made it hella similar to EE
L1569[14:31:15] <sham1Mobile_> I for some reason tried to use IC2 lately but I am so used to thermal everything...
L1570[14:31:16] <williewillus> some guy decompiled and forward ported the 1.4.7 ic2, then added experimental's addon api on top so current addons would work
L1571[14:31:21] <williewillus> he's not in trouble yet so...
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L1573[14:31:35] <flappyy> take an item, s/* EMC/* mB UU/
L1574[14:31:53] <flappyy> williewillus: that was immibis
L1575[14:32:03] <williewillus> no, his port didn't have addon compat
L1576[14:32:05] <flappyy> and he even made a power api shim
L1577[14:32:05] <williewillus> Spieger's does
L1578[14:32:07] <williewillus> http://forum.industrial-craft.net/index.php?page=Thread&threadID=11201
L1579[14:32:07] <dangranos> >decompiled >not in trouble yet
L1580[14:32:12] <dangranos> awesome
L1581[14:32:18] <sham1Mobile_> :D
L1582[14:32:23] <flappyy> williewillus: immibis had power api shim
L1583[14:32:35] <dangranos> btw, why bukkit-based servers downloads went down?
L1584[14:32:42] <williewillus> but that was a fake bridge and didn't work, spieger's actually worked for me
L1585[14:32:49] <flappyy> also, i think speiger's just continuing immibis' work or such
L1586[14:32:49] <williewillus> bukkit is ded
L1587[14:33:00] <flappyy> dangranos: DMCA
L1588[14:33:02] <sham1Mobile_> ^
L1589[14:33:04] <williewillus> nah they had separate ports, but immibis kinda stopped
L1590[14:33:09] <williewillus> remember bukkitforge
L1591[14:33:11] <flappyy> is the answer in 4 letters
L1592[14:33:18] <williewillus> tekkit was such a big deal bc it had bukkit compat
L1593[14:33:19] *** Kornagan is now known as Kornagan|away
L1594[14:33:32] <dangranos> DMCA is worst thing ever, well, one of them
L1595[14:33:40] <dangranos> though they all are in one pile
L1596[14:33:48] <sham1Mobile_> BTW speaking off EMC and UU, what would be a good name for a fluid-based energy system
L1597[14:33:56] <williewillus> aw the mc port central site is gone :(
L1598[14:34:05] <williewillus> when mods had to be specifically ported to bukkit
L1599[14:34:16] <dangranos> ^ oh god no
L1600[14:34:23] <sham1Mobile_> Oh
L1601[14:34:35] <sham1Mobile_> I can see why that was painful
L1602[14:34:54] <flappyy> williewillus: good ol' bukkit ports
L1603[14:35:02] <williewillus> this is still up: http://minecraft.maeyanie.com/
L1604[14:35:07] <dangranos> sham1Mobile_, >fluid-based energy system
L1605[14:35:11] <williewillus> so much vintage stuff
L1606[14:35:18] <williewillus> with working links
L1607[14:35:20] <dangranos> there is pneumaticraft that uses GAS-based energy
L1608[14:35:23] <sham1Mobile_> Mun yes
L1609[14:35:27] <sham1Mobile_> Umn*
L1610[14:35:41] <dangranos> heh
L1611[14:35:49] <dangranos> times when forge didnt had own site
L1612[14:35:58] <sham1Mobile_> I think I would make it more liquid based but whatever
L1613[14:36:06] <dangranos> and they had "DELETE META-INF" before download
L1614[14:36:29] <dangranos> *near download spoiler/button
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L1616[14:36:47] <Parthon> okies, goodnight everyone! thanks for all the help! :D
L1617[14:36:53] <sham1Mobile_> Coz like for FluidCraft, I'd like to have machines
L1618[14:37:12] <laci200270> anyone knows how to achive my worldtype show in customization menu?
L1619[14:37:29] <stuntmania> Out of pure interest, and I know this might be a bit out of place, but do any of you make a living off of minecraft mods?
L1620[14:37:43] <Parthon> just lex afaik, but even he has a day job
L1621[14:37:55] <sham1Mobile_> That take in some fluid and use it as energy to do stuff
L1622[14:37:57] <sham1Mobile_> This is not steam
L1623[14:38:08] <williewillus> some people get sizeable side money from patreon but not solely that I know of
L1624[14:38:09] <sham1Mobile_> We can't have paid mods
L1625[14:38:20] <williewillus> ^or mojang gets mad
L1626[14:38:21] <dangranos> XD
L1627[14:38:27] <dangranos> ^ and we
L1628[14:38:33] <dangranos> we- players
L1629[14:38:37] <Parthon> donations and adverts are just about it
L1630[14:38:43] <stuntmania> ^^ I know but CurseForge sends a bit of money and adf.ly links also generate small amounts
L1631[14:38:44] <williewillus> original forge forum thread http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1275635-api-minecraft-forge
L1632[14:38:49] <dangranos> gah
L1633[14:38:52] <sham1Mobile_> Seriously though, that was stupid move by valve
L1634[14:38:54] <dangranos> damn adf.ly
L1635[14:39:09] <Parthon> you could just .. not buy mods
L1636[14:39:10] <dangranos> it was then, it is now
L1637[14:39:16] <Parthon> but the way they did it was totally stupid
L1638[14:39:17] * dangranos slaps Parthon
L1639[14:39:34] <stuntmania> Didn't they cancel thaht?
L1640[14:39:36] <Parthon> why should mods be free when games aren't?
L1641[14:39:37] <dangranos> PAID MODS ARE HERESY
L1642[14:39:37] <stuntmania> that*
L1643[14:39:49] <dangranos> because we already paid for the game?
L1644[14:39:57] <laci200270> yes
L1645[14:40:04] <stuntmania> Because mods are maybe not worth the money? :P
L1646[14:40:04] <bob_twinkles> but the modder didn't work on the gaem
L1647[14:40:06] <bob_twinkles> *game
L1648[14:40:12] <bob_twinkles> some mods are damn close
L1649[14:40:12] <Parthon> mods take time, skill and effort to make as well
L1650[14:40:15] <laci200270> and only mojang can get money from the game
L1651[14:40:33] <stuntmania> Even though I would pay around 10$ top for a complete modpack
L1652[14:40:39] <bob_twinkles> well sure, for MC mods. Valve is free to license their own games however they lke
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L1654[14:40:44] <dangranos> ...
L1655[14:40:44] <bob_twinkles> *like
L1656[14:40:48] <dangranos> you know what?
L1657[14:40:50] * williewillus grabs popcorn
L1658[14:40:53] <Parthon> haha
L1659[14:40:56] <dangranos> it's crazy to pay for mod because
L1660[14:41:07] <sham1Mobile_> I'd BTW love for mojang to give us an official modding api
L1661[14:41:17] <dangranos> some idiot could just steal a FREE mod and sell it
L1662[14:41:18] <Parthon> well, you shouldn't have to pay for petrol, because you paid for the car
L1663[14:41:23] <laci200270> offical api is a banned theme here
L1664[14:41:27] <dangranos> for more money than the GAME ITSELF worth
L1665[14:41:29] <laci200270> rad the motd
L1666[14:41:29] <stuntmania> Which is my MCF profile picture sham1Mobile_ :P
L1667[14:41:31] <williewillus> official api will also suck :p
L1668[14:41:34] <sham1Mobile_> Bah
L1669[14:41:40] <williewillus> if it's going in the direction of respacks and command blocks
L1670[14:41:54] <sham1Mobile_> I guess
L1671[14:41:55] <bob_twinkles> that's why you license your mods properly, and build protection from that sort of thing in to the store itself
L1672[14:41:55] <williewillus> I like what we have now :p
L1673[14:41:57] <dangranos> i saw a skyrim paid mod that cost more than game itself
L1674[14:41:59] <flappyy> williewillus: not like it's been in the works since pre-snow
L1675[14:42:01] <flappyy> oh wait
L1676[14:42:03] <flappyy> it has
L1677[14:42:03] <dangranos> a simple character mod
L1678[14:42:05] <williewillus> it has lol
L1679[14:42:05] <stuntmania> I still believe in official apis :'(
L1680[14:42:08] <williewillus> I don't
L1681[14:42:13] <williewillus> not for MC :p
L1682[14:42:26] <dangranos> CHARACTER DAMN MOD, THAT COSTS MORE THAN THE GAME ITSELF
L1683[14:42:31] <sham1Mobile_> At least they should give us some docs for Base blasses
L1684[14:42:31] *** Chimaine|off is now known as Chimaine
L1685[14:42:38] <sham1Mobile_> Classes*
L1686[14:42:41] <stuntmania> The game isn't as expensive anymore
L1687[14:42:44] <Parthon> yeah, there's major problems with selling mods in regards to copyright, pricing and quality of mods and knowing that you are getting what you paid for and that the money is actually going to the developer and not some scammer
L1688[14:42:46] <bob_twinkles> dangranos: so just don't pay for it? The workshop experiment didn't last long enough for economics to work
L1689[14:42:57] <dangranos> bob_twinkles, just dont go overhead with it like bukkit
L1690[14:43:09] <stuntmania> And mods have compatibility issues, they are not forced to update it and things like that
L1691[14:43:18] <bob_twinkles> the initial reaction was so negative it lasted what, a week? That's not long enough for modders and players to figure out how much mods are worth
L1692[14:43:22] <stuntmania> I wouldn't pay for a low-level code like that
L1693[14:43:30] <flappyy> bob_twinkles: four damn days
L1694[14:43:35] <dangranos> bob_twinkles, but it already left impression that "creators/publishers/thiefs of paid mods are idiots"
L1695[14:43:43] <Parthon> but, I'm not against modders earning money from mods if the game makers let them
L1696[14:43:49] <williewillus> lemme research- modding api was first mentioned alpha 1.0.1_0.1, later pushed all the way to b1.8, then promised for release 1.0, promised for release 1.3, promised for release 1.4, promised for release 1.5, then they stopped promising :p
L1697[14:43:51] <flappyy> dangranos: that reminds me
L1698[14:44:04] <bob_twinkles> it takes more than four days for creators of high quality content to get something together
L1699[14:44:13] <flappyy> i saw someone's review of one of the "big" paid mods
L1700[14:44:15] <sham1Mobile_> Anyway, any ideas for a name for an liquid-based energy system
L1701[14:44:16] <flappyy> the fishing one
L1702[14:44:23] <dangranos> and?
L1703[14:44:24] <flappyy> and boy did it suck
L1704[14:44:44] <flappyy> casting the line was a shout
L1705[14:44:49] <dangranos> sham1Mobile_, Fluxed Redstone
L1706[14:44:55] <sham1Mobile_> ...
L1707[14:45:00] <laci200270> the best modding api is the modding api created by community
L1708[14:45:03] <flappyy> and using an actual shout worked better for fishing
L1709[14:45:07] <flappyy> l o l
L1710[14:45:13] <laci200270> because community expand it
L1711[14:45:24] <Parthon> only when there is a community
L1712[14:45:28] <dangranos> ^
L1713[14:45:44] <laci200270> for mc there is a commiunity already
L1714[14:45:45] <williewillus> well we have one :p
L1715[14:45:47] <sham1Mobile_> I'd use redstone flux but it does not suit my needs
L1716[14:45:51] <dangranos> but if there is no community, there is nobody to ask for mods
L1717[14:46:01] <laci200270> yes
L1718[14:46:03] <laci200270> :D
L1719[14:46:04] <stuntmania> that's not necessarely truw
L1720[14:46:06] <stuntmania> true*
L1721[14:46:13] <bob_twinkles> like, I don't see paid mods being worth as much as the game, (unless it's a complete overhaul like DOTA was), but mods are definitely worth more than free99
L1722[14:46:16] <Parthon> I think MC modding would be even better with a proper modding API
L1723[14:46:20] <williewillus> well good thing our community is alive, despite the "MODDED MC IS DEAD" prophets that are everyone every time any drama arises
L1724[14:46:26] <williewillus> *everywhere
L1725[14:46:35] <dangranos> sham1Mobile_, what exactly is "liquit" for you? you could use railcraft's steam as a energy medium
L1726[14:46:38] <sham1Mobile_> What is the drama in modding may I ask
L1727[14:46:46] <williewillus> can't really be described
L1728[14:46:46] <stuntmania> MC modding would be so much better if there was some actual documentation ;(
L1729[14:46:47] <flappyy> williewillus: "* is DEAD" is a hot topic nowadays it seems
L1730[14:46:49] <williewillus> just "drama"
L1731[14:46:51] <Parthon> williewillus: I think there's more people playing mod packs than regular minecraft now
L1732[14:46:55] <bob_twinkles> stuntmania: so help write some!
L1733[14:47:03] <williewillus> nah vnailla still has a huge market
L1734[14:47:04] <bob_twinkles> https://github.com/MinecraftForge/Documentation
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L1736[14:47:10] <williewillus> epecially in younger people
L1737[14:47:14] <dangranos> williewillus, they get out of their bunkers every time forge pauses for 2 versions from latest mc?
L1738[14:47:15] <Parthon> what is it now, gamers are dead, PC is dead, modding is dead? :P
L1739[14:47:15] <stuntmania> I'm far from experiences enough to help in that :/ I'm just a young coder
L1740[14:47:21] ⇨ Joins: nupaneko_ (uid37083@id-37083.ealing.irccloud.com)
L1741[14:47:21] <flappyy> Parthon: modded is like 20%-ish i think
L1742[14:47:36] <bob_twinkles> stuntmania: so write something as a PR and get people to review it.
L1743[14:47:47] <bob_twinkles> Having something to start with is better than nothing
L1744[14:47:50] <Parthon> flappyy: aah, I thought it would be more like 60%! good to know though
L1745[14:48:07] <stuntmania> But I don't know anything that isn't on documentation / tutorials anyways
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L1748[14:48:20] <dangranos> vanila in latest versions became robust compared to earlier mods
L1749[14:49:29] <sham1Mobile_> I <3 blockstates BTW and I'd love to have them for items as well
L1750[14:49:36] <williewillus> ^
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L1752[14:49:49] <PaleoCrafter> just wait for 1.9 :P
L1753[14:50:01] *** sk89q|away is now known as sk89q
L1754[14:50:01] <sham1Mobile_> It's so far away
L1755[14:50:11] <dangranos> for who?
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L1757[14:50:14] <williewillus> vanilla community is getting antsy from lack of snapshots :p
L1758[14:50:17] <williewillus> really really antsy
L1759[14:50:29] <flappyy> sham1Mobile_: I'll take "things you wouldn't hear a 1.7 modder say" for 500
L1760[14:50:33] <dangranos> when snapshots stopped coming?
L1761[14:50:49] *** Firedingo|Lurk is now known as Firedingo
L1762[14:50:55] <Parthon> what's in 1.9?
L1763[14:50:56] <williewillus> they always stop snapshots for some months after a major release but its been a year(?) since 1.8 and nothing yet
L1764[14:51:04] <dangranos> around when MS bought Mojang?
L1765[14:51:10] <williewillus> they want to revamp combat (good luck with that mojang)
L1766[14:51:25] <dangranos> i hope they revamp entities collisions
L1767[14:51:42] <williewillus> no, not a year, just 9 months. And yeah 1.8 came out before the buyout
L1768[14:51:48] <dangranos> so you cant have thousands of cown in a single dot of space
L1769[14:51:53] <sham1Mobile_> 1.7 modders should really have a good reason not to jump into 1.8
L1770[14:52:13] <sham1Mobile_> Otherwise they just don't like change
L1771[14:52:18] <Purebe_> no one likes change
L1772[14:52:44] <williewillus> dangranos: i really didnt like it when they removed things nudging the player in 1.3 :(
L1773[14:53:05] <williewillus> they will jump eventually, it's always a few mods lead the way, then a flood of them
L1774[14:53:39] <dangranos> Purebe_, rly?
L1775[14:53:46] <bob_twinkles> it also helps when ForgeCraft moves to a new MC version =P
L1776[14:54:00] <dangranos> Purebe_, i dont think so, only when it's something major and replaces existant feature
L1777[14:54:02] <williewillus> wow, what: http://minecraft.curseforge.com/mc-mods/231466-extendedmetadata
L1778[14:54:04] <Parthon> haha yeah, everyone wants to play the new mods in the new version :P
L1779[14:54:19] <sham1Mobile_> Well for Forge craft to shift they need stuff like thermal everything and AE and stuff
L1780[14:54:21] <dangranos> uh
L1781[14:54:35] <dangranos> will, it's not beta era anymore
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L1783[14:54:52] <dangranos> why would you need so much ids?
L1784[14:55:24] <dangranos> *few years later* "how could people back then live with only 4k ids?!"
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L1786[14:56:16] <williewillus> im just curious how compatible this is
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L1789[14:57:04] <williewillus> and splitting a single short into two ints has gotta destroy your save file size and network performance
L1790[14:57:17] <bob_twinkles> probably not super well
L1791[14:57:40] <bob_twinkles> it's worth a shot if you need that many IDs though
L1792[14:58:13] <dangranos> bob, because you cant get even more lags with so many mods?
L1793[14:58:24] *** sham1|Away is now known as sham1
L1794[14:58:46] <bob_twinkles> because your up a crick without a paddle if you need more IDs and don't even try that =P
L1795[14:58:48] <dangranos> i think having that much mods will just OOM you or in best case lag and load 30 minutes
L1796[14:59:23] <sham1> Yay, finally at my desk again
L1797[14:59:47] <dangranos> \o/
L1798[14:59:52] <dangranos> #nobodycares
L1799[15:00:01] <williewillus> time to work on the paper i was supposed to be working on all morning later :p
L1800[15:00:14] <sham1> #Icares
L1801[15:00:31] *** williewillus is now known as willieaway
L1802[15:00:39] <dangranos> ._.
L1803[15:00:45] <dangranos> too many sha* users
L1804[15:01:01] <dangranos> *users with nickname starting with "sh"
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L1806[15:01:15] <bob_twinkles> there's only 8 =P
L1807[15:01:17] <dangranos> not sha256 and etc
L1808[15:01:28] <dangranos> bob_twinkles, it's still annoying to type 3 ltters
L1809[15:01:28] <sham1> #!/bin/sh
L1810[15:01:39] <dangranos> zsh is better
L1811[15:01:46] <sham1> blashemy
L1812[15:01:47] * dangranos is a fat oh-my-zsh user
L1813[15:02:06] <dangranos> i guess i am heretic of heretics
L1814[15:02:31] <Illyohs> oh god not a zsh vs bash war the world cant handle it
L1815[15:02:42] <Purebe_> who cares
L1816[15:02:43] <Purebe_> they all suck
L1817[15:02:44] <bob_twinkles> we could do vim vs. emacs instead =P
L1818[15:02:51] <dangranos> vim vs vi
L1819[15:02:58] <dangranos> vim vs nano
L1820[15:02:58] <Purebe_> vim wins, its in the name
L1821[15:03:06] <Purebe_> emacs and vim are both fine choices, next
L1822[15:03:07] <dangranos> ^ lol
L1823[15:03:25] <dangranos> lets get back to shells
L1824[15:03:39] <dangranos> ooh, i know
L1825[15:03:39] ⇨ Joins: shadowfacts (~shadowfac@64.79.143.72)
L1826[15:03:52] <dangranos> screen vs tmux
L1827[15:04:10] <sham1> telnet vs SSH ^^
L1828[15:04:21] <bob_twinkles> ok that one isn't even a contest
L1829[15:04:22] <dangranos> sham1, SSH
L1830[15:04:26] <Illyohs> shh
L1831[15:04:28] <Illyohs> ssh
L1832[15:04:29] <dangranos> and what bob said
L1833[15:04:43] <dangranos> ssh is SECURE, it's in its name
L1834[15:05:00] <dangranos> telnet is plaintext-password-transmission, so duh
L1835[15:05:58] <dangranos> shadowfacts, Thanks for signing up for Cat Facts! You now will receive fun daily facts about CATS!
L1836[15:06:01] <PaleoCrafter> this looks awfully small for what it's supposed to do: https://github.com/AgeCraft/ExtendedMetadata/tree/master/src/main/java/org/agecraft/extendedmetadata
L1837[15:07:25] <dangranos> maybe this unwraps into 1mb monstrosity?
L1838[15:08:47] <killjoy> !gf SoundHandler.sndRegistry
L1839[15:09:15] <shadowfacts> Uh... What?
L1840[15:09:55] <dangranos> shadowfacts, your nickname
L1841[15:09:59] <dangranos> that's what :P
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L1844[15:16:51] <lastrano> "I don't often test my code, but when I do, I do it in production."
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L1858[15:49:38] <ThePsionic> mfw watch_dogs crashes on load
L1859[15:50:21] <killjoy> lastrano, it builds, ship it
L1860[15:50:32] <lastrano> Haha, so true! :p
L1861[15:51:25] <lastrano> killjoy: As long as: errors < linesOfCode, it's ok!
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L1864[15:55:34] <ThePsionic> Put in a request for refund
L1865[15:55:41] <ThePsionic> Fuck watch_dogs
L1866[15:56:07] <pixlepix> In getIcon, is it possible to determine whether the block is in inventory or in world?
L1867[15:56:28] <ThePsionic> for some reason the request is for full price rather than the -66% I paid
L1868[15:56:29] <ThePsionic> sure
L1869[15:56:41] <diesieben07> pixlepix, there are two versions of getIcon
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L1871[15:56:47] <diesieben07> one is for world, one is for inv
L1872[15:56:56] <pixlepix> Ah!
L1873[15:56:58] <pixlepix> Thanks
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L1875[15:57:56] <ThePsionic> http://puu.sh/inG1O/b0a9a9c25f.png
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L1879[16:03:52] <killjoy1> hexchat, plz sign in before trying to join channels
L1880[16:04:01] <sham1> you can set it to do so
L1881[16:04:26] <sham1> Also, time to figure out how to make an custom model of a fluid inside my pipe...
L1882[16:04:45] <sham1> bleh
L1883[16:05:44] <lastrano> killjoy1 / killjoy: add custom login
L1884[16:06:38] <killjoy1> I'm already doing /ns ghost on myself
L1885[16:06:49] <lastrano> Isn't it purge?
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L1887[16:06:51] MineBot sets mode: +o on Lex_
L1888[16:06:54] <stuntmania> Can anyone guide me towards a good / recent guide on random structure generation?
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L1893[16:08:34] <lastrano> You in 1.7 or 1.8, sham1?
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L1895[16:08:52] <sham1> 1.8and that means custom baked models
L1896[16:08:54] <sham1> yack
L1897[16:08:58] <lastrano> Feel for you!
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L1900[16:11:13] <shadekiller666> fry you alive?
L1901[16:11:29] <PaleoCrafter> I might have killed him last night
L1902[16:11:57] <lastrano> Was it pleasent?
L1903[16:12:02] <sham1> PaleoCrafter, do you have any experience with custom baked models
L1904[16:12:13] <PaleoCrafter> don't ask me anything about 1.8 rendering :P
L1905[16:12:20] <sham1> meh
L1906[16:12:48] <diesieben07> baked models sound qutie simple...
L1907[16:12:51] <diesieben07> they are just a collection of quads
L1908[16:13:20] <PaleoCrafter> lastrano, not really, he didn't die of my immediate action (putting a pillow on his face), but rather choked on the pillow after he ate it xD
L1909[16:13:22] <lastrano> If we exclude the fact that JSON can't have comments, I like it
L1910[16:13:31] <lastrano> Haha, ofcourse! ;D
L1911[16:13:36] <PaleoCrafter> you can actually have comments in it, iirc
L1912[16:13:41] <PaleoCrafter> they use the lenient parser
L1913[16:13:42] <lastrano> Not really no
L1914[16:13:45] <lastrano> Oh, cool?
L1915[16:14:08] <sham1> Now if I actually knew how to make use of that baked model in a way that it can have whatever texture, it shall be fine
L1916[16:14:17] <sham1> But then comes the problem of actually rendering it
L1917[16:14:25] <diesieben07> why do you want to render it?
L1918[16:14:27] <diesieben07> :O
L1919[16:14:57] <PaleoCrafter> that's the point of baked models (at least in C), you just feed them to the pipeline
L1920[16:14:57] <sham1> Because
L1921[16:15:06] <PaleoCrafter> *MC
L1922[16:15:19] <sham1> Well then I need to learn how to do that
L1923[16:15:41] <diesieben07> check out the BlockModelRenderer class
L1924[16:15:45] <diesieben07> it is where the block models are rendered
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L1931[16:32:56] <williewillus> killjoy: better yet, just get a bouncer :p
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L1933[16:38:31] <Ordinastie> quick off topic here : in BL:TPS, is that a switch and if it is, how do you activate it ? http://puu.sh/inIW6.jpg
L1934[16:39:16] <stuntmania> Can anyone send me some code example of structure gen? I can't seem to grasp how you would only generate a certain part of the world at a time? Is it using the chunkX and chunkZ?
L1935[16:39:41] <stuntmania> And what are the roles of the two IChunkProvider?
L1936[16:41:03] <diesieben07> about the chunk providers, one is the generator, that always generates new terrain using random and a seed. one is the actual chunk manager that keeps the loaded chunks in memory or loads them from disk or delegates to the generator.
L1937[16:41:12] <diesieben07> then for generating... that's a difficult question ;)
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L1939[16:43:45] <stuntmania> Ok let's start by the basics :s is generate() called every time a chunk is generated?
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L1941[16:44:00] <diesieben07> exactly that.
L1942[16:45:58] ⇦ Quits: alekso56 (~alekso56@2001:464b:c2aa:0:250:56ff:fe31:2812) (Ping timeout: 198 seconds)
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L1944[16:46:24] <stuntmania> ok so let's say we have a chunk generated the first time we create the world, then we just relog. Will generate() be called after the player relogs?
L1945[16:46:33] <stuntmania> Or is it "marked" as already generated?
L1946[16:46:44] <diesieben07> no, it will not be called again
L1947[16:46:52] <diesieben07> otherwise ores would always regenerate ;D
L1948[16:47:36] <stuntmania> Yeah but I was just checking, because maybe it would have been my task to handle that I don't know :p
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L1950[16:49:14] <stuntmania> so let's say I want to generate a stone block at 0,100,0 of every chunk when it's generated, how would I do that?
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L1952[16:50:09] <diesieben07> in your generate method do world.setBlock(x >> 4, 100, y >> 4, Blocks.stone)
L1953[16:50:25] <diesieben07> replace y >> 4 with z >> 4
L1954[16:53:19] <stuntmania> x and y being the chunk coord?
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L1956[16:53:42] <diesieben07> x and z, yes
L1957[16:53:44] <Giraffestock> asked before, people didn't know/what i was doing didnt work; how do i set a dimensions sky color?
L1958[16:53:47] <diesieben07> chunks dont have a y coordinate
L1959[16:53:59] <Giraffestock> overriding getSkyColor() doesn't want to work
L1960[16:54:11] <diesieben07> getSkyColor in your provider should work :D
L1961[16:54:18] <Giraffestock> -should-
L1962[16:54:23] <Giraffestock> I return a Vec3 correct?
L1963[16:54:42] <diesieben07> yes
L1964[16:54:52] <diesieben07> the default implementation should tell you ;D
L1965[16:54:54] <stuntmania> yes diesieben07 sorry I wrote y instead of z
L1966[16:56:21] <Giraffestock> dies: I have isSkyColored() set to true, and getSkyColor returning what it should
L1967[16:56:25] <Giraffestock> do i need to do something else?
L1968[16:56:40] <diesieben07> i dont know, i have never done this before.
L1969[16:57:44] <williewillus> but you know everything! ;p
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L1971[16:58:05] <Giraffestock> oh this makes sense... I guess
L1972[16:58:08] <diesieben07> myth :D
L1973[16:58:12] <Giraffestock> i use createVectorHelper(red, green, blue)
L1974[16:59:10] <ThePsionic> http://puu.sh/inKlL/7df9b079f5.png k
L1975[17:00:16] <stuntmania> How big are chunks? Like 32x32?
L1976[17:00:32] <williewillus> 16
L1977[17:01:19] <williewillus> hence ">>/<< 4" (divide or multiply by 2^4 or 16)
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L1979[17:01:33] <diesieben07> its not actually a real divide/multiply
L1980[17:01:36] <stuntmania> ok ok
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L1982[17:01:41] <diesieben07> if you replace it with * and / it does not work properly
L1983[17:01:49] <stuntmania> Yeah I know a bit about bit ops
L1984[17:01:55] <stuntmania> (get what I did there)
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L1986[17:02:16] <williewillus> huh, really? I didn't know that
L1987[17:02:46] <williewillus> I thought * and / by pwoers of 2 were automatically optimized into bitshifts
L1988[17:02:55] <diesieben07> that only works for positive numbers
L1989[17:03:19] <stuntmania> Well your line doesn't seem to work :/
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L1991[17:03:37] <diesieben07> -17 / 16 = -1 but -17 >> 4 = -2
L1992[17:03:49] <diesieben07> pastebin your code
L1993[17:03:55] <stuntmania> There is no stone block at 0,100,0 of every chunk
L1994[17:04:00] <stuntmania> ok gimme a sec
L1995[17:04:23] <stuntmania> http://pastebin.com/EPkFq2EW
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L1997[17:05:08] <Giraffestock> okay so with my sky color, its good at a certain y-level http://i.imgur.com/8qTmY0H.jpg but if i move upwards it switches to white
L1998[17:05:13] <Giraffestock> (color is temp)
L1999[17:06:26] <diesieben07> and you registered your generator? is it getting called?
L2000[17:06:33] <stuntmania> This is what it looks like: http://i.imgur.com/EOEEk2n.png
L2001[17:06:47] <stuntmania> Just some random blocks at 0,100,0 but nothing else
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L2003[17:06:57] <diesieben07> right
L2004[17:06:59] <diesieben07> i'm stupid
L2005[17:07:02] <stuntmania> I registered GameRegistry.registerWorldGenerator(new OSWorldGenerator(), 10);
L2006[17:07:16] <diesieben07> chunkX are chunk coordinates, so you need to do << 4 do get world coords
L2007[17:07:24] <diesieben07> >> 4 is to get chunk coords from world coords
L2008[17:09:04] <stuntmania> Already tried it out, but it throws me a weird crash when generating the new world: http://pastebin.com/xvtAnCMh
L2009[17:09:33] <stuntmania> Honestly have no idea where this comes from
L2010[17:09:51] <diesieben07> stackoverflow
L2011[17:10:03] <diesieben07> your generator is causing the next chunk to be generated
L2012[17:10:07] <diesieben07> which causes your generator to run
L2013[17:10:12] <diesieben07> which causes the next chunk to generate
L2014[17:10:13] <diesieben07> etc
L2015[17:10:31] <diesieben07> use the no neighbour updates flag for set block
L2016[17:13:57] <stuntmania> Wait there are two ints, which one is the flag I need to change?
L2017[17:14:39] <diesieben07> 2nd to last is metadata, last is flags
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L2019[17:15:03] <diesieben07> you *should* be good wiht just 0 as flags
L2020[17:15:08] <stuntmania> alright so last flag should be just 2?
L2021[17:15:15] <diesieben07> because client updates are irrelevant in chunk generation
L2022[17:15:28] <stuntmania> Ok i'll try both to see
L2023[17:15:38] <diesieben07> if 0 works go for that
L2024[17:15:55] <stuntmania> ok
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L2026[17:16:15] <stuntmania> So if I use the 0 flag, I should be able to generate a structure that is contained by more than 2 chunks?
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L2028[17:16:39] <diesieben07> you could, but don't do it.
L2029[17:16:52] <diesieben07> vanilla does that... but, its a bad habit
L2030[17:17:18] <stuntmania> but if I want a bigger structure than 16x16?
L2031[17:17:35] <diesieben07> then you need to generate it step by step
L2032[17:17:57] <stuntmania> so I'd just throw a few flags around or something like that?
L2033[17:18:13] <diesieben07> few flags?
L2034[17:18:55] <stuntmania> a few boolean that would indicate it that it represents which part should be added at which chunk update?
L2035[17:19:00] <stuntmania> I honestly don't know :/
L2036[17:19:46] <diesieben07> well, how exactly do you want this structure to generate? like at which places?
L2037[17:20:55] <stuntmania> completely randomly
L2038[17:21:10] <stuntmania> I want to generate things like small houses a bit everywhere
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L2040[17:21:20] <diesieben07> hmm
L2041[17:22:04] <diesieben07> you are probably fine just generating across chunk borders
L2042[17:22:20] <diesieben07> but it is a solvable problem :D but its half past midnight here and i dont want to beat my head against it
L2043[17:22:34] <stuntmania> I guess so as well, since it's only like a few blocks crossing over
L2044[17:22:49] <stuntmania> Alright man no worries thanks for the help ^^
L2045[17:23:07] <diesieben07> i mean if you would say generate it every 100 blocks that would be easy
L2046[17:23:23] <diesieben07> but with random you have to take the same approach as vanilla terrain
L2047[17:23:29] <diesieben07> it is generated in chunks but still fits together
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L2049[17:24:51] <stuntmania> if I do world.getBlock() at a position not yet generated, will it return null or will it generate it?
L2050[17:24:58] <diesieben07> it will generate it
L2051[17:24:59] <stuntmania> Or just crash, as it is mc
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L2053[17:26:31] <Kaiyouka[L]> lol
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L2055[17:26:38] <stuntmania> does Forge includes a built-in JSon parser?
L2056[17:26:59] <diesieben07> Minecraft comes with GSON
L2057[17:27:04] <diesieben07> so yes
L2058[17:27:08] <stuntmania> Oh alright great
L2059[17:27:35] <stuntmania> Hey sorry for all the questions, I know it's annoying sometimes ^^ But one day I'll be the one answering
L2060[17:27:43] <Kaiyouka[L]> Dammit, I wish I could do minecraft dev on this laptop
L2061[17:28:09] <diesieben07> np, thats what i'm here for
L2062[17:28:13] <ThePsionic> Kaiyouka[L]: *shia laboeuf voice* JUST DO IT
L2063[17:28:25] <Kaiyouka[L]> I AIN'T GOT MY LATEST SOURCE CODE
L2064[17:28:31] <stuntmania> Wekk thank you very much :D
L2065[17:28:37] <Kaiyouka[L]> forgot to push it to github before I went outta town :c
L2066[17:28:45] <ThePsionic> pls
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L2069[17:30:04] <Kaiyouka[L]> well, I guess I could work on the one thing that doesn't require the latest source
L2070[17:30:22] <Kaiyouka[L]> Making endermen less dumb \o/
L2071[17:30:55] <ThePsionic> Kaiyouka[L]: D:
L2072[17:31:11] <ThePsionic> anyway
L2073[17:31:18] <ThePsionic> ok first of all
L2074[17:31:28] <ThePsionic> it's 0:30am and there's a moth walking over my screen
L2075[17:31:31] <ThePsionic> so there's that
L2076[17:31:34] <ThePsionic> secondly
L2077[17:31:35] <Kaiyouka[L]> lol
L2078[17:31:48] <ThePsionic> time to jump back into the hellhole that is making a crafting interface
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L2081[17:32:53] <ThePsionic> diesieben07: quick unrelated question, do you happen to know how to show all warnings in the current project in some kind of collective interface
L2082[17:32:57] <ThePsionic> in IDEA that is
L2083[17:33:08] <stuntmania> Just a last question, is the generate() method called in other dimensions as well? o.O
L2084[17:33:11] <diesieben07> No
L2085[17:33:15] <diesieben07> yes stuntmania
L2086[17:33:21] <stuntmania> ok thanks
L2087[17:33:50] <ThePsionic> Oh found it
L2088[17:34:07] <diesieben07> where? :D
L2089[17:34:34] * Kaiyouka[L] sets up forge and gradle
L2090[17:34:41] ⇨ Joins: alekso56 (~alekso56@2001:464b:c2aa:0:250:56ff:fe31:2812)
L2091[17:35:00] <ThePsionic> Analyze -> Inspect code...
L2092[17:35:06] <diesieben07> ah
L2093[17:35:12] <ThePsionic> Groups all warnings by type too
L2094[17:35:23] <ThePsionic> so you don't have to manually filter through 1500 typos
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L2097[17:36:14] <ThePsionic> Oh yeah that was a thing I had to figure out
L2098[17:37:26] <stuntmania> Is there a way to get the dimension ID? I know -1 = nehter, 0 = overworld, 1 = end, but I don't remember how to get it from the generate() method :/
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L2100[17:37:46] <gudenau> Hello!
L2101[17:38:08] <diesieben07> world.provider.dimensionID
L2102[17:38:25] <gudenau> Is there a free program that converts obj into mc models?
L2103[17:38:42] <stuntmania> Thanks again ^^
L2104[17:38:42] <ThePsionic> While I was typing out this message I realised how obvious the solution actually is pastebin.com/YpesTQtN
L2105[17:38:58] <stuntmania> gudenau Forge comes with a built-in .obj loader
L2106[17:39:20] <gudenau> I figured that would be deprectaed in 1.8+
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L2108[17:39:27] <diesieben07> 1.8 can load b3d
L2109[17:39:27] <gudenau> I can use that with the blockstates?
L2110[17:39:33] <diesieben07> you can probably convert obj to that
L2111[17:39:36] <stuntmania> I think they are still working on it for the .obj
L2112[17:40:39] <gudenau> Ok, how would I go about doing that with blender?
L2113[17:41:07] <stuntmania> Blender doesn't export to .b3d natively
L2114[17:41:56] <stuntmania> you should be abke to find a plugin to add that option pretty easily
L2115[17:42:16] <gudenau> Once I get a b3d, where do I go?
L2116[17:42:41] <shadekiller666> the obj loader will be in as soon as i get a chance to talk to fry about some things
L2117[17:42:57] <shadekiller666> i need to know what to change to make it work with the latest version of the repo
L2118[17:43:30] <stuntmania> http://www.minecraftforge.net/forum/index.php?topic=27505.0 links to this plugin https://github.com/RainWarrior/B3DExport
L2119[17:43:31] <shadekiller666> gudenau, the forge github has a mod as an example of how to use the b3d system
L2120[17:43:43] <gudenau> Oh, cool.
L2121[17:43:57] <shadekiller666> i would look at the forge github, just in case
L2122[17:44:03] <stuntmania> But shadekiller666 do you think you will do it one day or should I start looking for an alternative?
L2123[17:44:06] <shadekiller666> and for objs, they will work the same way
L2124[17:44:20] <shadekiller666> stunt, as soon as i can talk to fry
L2125[17:44:26] <shadekiller666> i want to finish it asap
L2126[17:45:00] <stuntmania> Alright great! I'll stay tuned to see where this goes
L2127[17:45:08] <shadekiller666> :D
L2128[17:45:09] <gudenau> Now to find the github, I take it it is just http://www.github.com/minecraftForge ?
L2129[17:45:16] <shadekiller666> yep
L2130[17:45:51] <Unh0ly_Tigg> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java in particular is the b3d example mod
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L2132[17:46:08] <shadekiller666> the obj loader will also allow for hiding parts of a model, based on a command that is already in obj format
L2133[17:46:19] <shadekiller666> ^^
L2134[17:46:26] <shadekiller666> what unholy said
L2135[17:46:55] <ThePsionic> Is it possible to instanceof a variable against a list of classes?
L2136[17:47:40] <diesieben07> are you literally meaning a List<Class<?>>?
L2137[17:47:41] <ThePsionic> aka without typing if (item instanceof ClassOne || item instanceof ClassTwo || item instanceof ClassThree ...)
L2138[17:47:46] <shadekiller666> not that i know of
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L2140[17:47:54] <diesieben07> oh
L2141[17:47:56] <diesieben07> yeah then no.
L2142[17:48:00] <ThePsionic> crud
L2143[17:48:03] <Zaggy1024> well
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L2145[17:48:16] <diesieben07> if you need to do that that usually screams design problem
L2146[17:48:18] <Zaggy1024> custom method that takes Class parameters, but then you have to do ClassOne.class, ClassTwo.class
L2147[17:48:25] <Zaggy1024> yeah
L2148[17:48:31] <Zaggy1024> true
L2149[17:48:58] <ThePsionic> diesieben07: Probably, best way to do this is probably make a new class and have all classes I want to check against extend it
L2150[17:49:10] <Zaggy1024> interface if they can't extend the same class
L2151[17:49:12] <ThePsionic> Or an interface even
L2152[17:49:16] <Zaggy1024> lol
L2153[17:49:18] <diesieben07> you could make a List<Class<?>> and then do Iterables.any(list, Predicates.assignableFrom(<myClass>))
L2154[17:49:25] <diesieben07> but yeeh... sounds awful
L2155[17:49:30] <shadekiller666> i wonder if i could write a Maya ASCII loader...
L2156[17:49:33] <ThePsionic> Yeah I'll implement an interface
L2157[17:52:02] <ThePsionic> There
L2158[17:52:17] <ThePsionic> That'll save a lot of headache in the future, I can imagine
L2159[17:52:38] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/17196c78a248ecfcb7bd that could work
L2160[17:53:37] <stuntmania> Unhol0ly, this is what I was thinking about but every one had an epic way of doing it so I was just "meh"
L2161[17:53:50] <stuntmania> Unh0ly* sorry :p
L2162[17:54:13] <ThePsionic> I really have a feeling the interface is the most painless way to go
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L2166[17:59:08] <ThePsionic> http://pastebin.com/kyFEi1De ta dah
L2167[17:59:30] <gudenau> Still a missing texture cube.
L2168[18:02:05] * ThePsionic does jazz hands
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L2175[18:05:28] <gudenau> I might just go with tabula...
L2176[18:05:46] <Kaiyouka[L]> Tabula is nice
L2177[18:05:53] <stuntmania> if you don't need complicated textures
L2178[18:05:58] <stuntmania> or models
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L2180[18:06:05] <Kaiyouka[L]> It's Minecraft
L2181[18:06:09] <Kaiyouka[L]> if you need complicated
L2182[18:06:11] <Kaiyouka[L]> you're doing it wrong
L2183[18:06:14] <gudenau> I don't *need*
L2184[18:06:18] <ThePsionic> tabula????????
L2185[18:06:22] <ThePsionic> wat
L2186[18:06:23] <Boreeas> If I want to break a block, is there an easier way than to set the block to air and spawn an itemstack with the broken block?
L2187[18:06:24] <gudenau> http://ichun.us/mods/tabula-minecraft-modeler/
L2188[18:06:38] <shadekiller666> kai, or you're making a roller coaster mod...
L2189[18:06:39] <Boreeas> apparently, there is no world.breakBlock(...)
L2190[18:06:44] <gudenau> World.harvestBlock I think?
L2191[18:06:53] <Kaiyouka[L]> shadekiller666, why would you even
L2192[18:07:08] <stuntmania> Kaiyouka[L], let me show you why you're wrong http://i.imgur.com/7YEYwhJ.jpg
L2193[18:07:19] <shadekiller666> because i can, and its about time minecraft had a decent roller coaster mod
L2194[18:07:27] <Kaiyouka[L]> stuntmania, that's disgusting
L2195[18:07:40] <gudenau> That is kinda nice.
L2196[18:07:47] <Kaiyouka[L]> the model itself is nice
L2197[18:07:54] <Kaiyouka[L]> putting high poly in a low poly game is disgusting
L2198[18:07:59] <stuntmania> It's super nice! Pixelmon's models are so pretty
L2199[18:08:05] <gudenau> I have to disagree.
L2200[18:08:19] <Kaiyouka[L]> The charm of Minecraft is that it's simple blocks.
L2201[18:08:34] <Kaiyouka[L]> When you start gettin' all super-high-poly-count, it just detracts from that charm
L2202[18:08:38] <ThePsionic> hmm tabula looks useful
L2203[18:08:41] <gudenau> Poly count does not mater that much, if the auther likes it then you can make ugly ones if you want.
L2204[18:09:12] <Kaiyouka[L]> To me, high poly models in Minecraft is about as equally bizarre as guns in a Mario game
L2205[18:09:14] <stuntmania> it has a refreshing breeze to it
L2206[18:09:18] <gudenau> Also, Chrome hides downloaded jars from me. :-/
L2207[18:09:26] <Boreeas> gudenau: doesnt exist
L2208[18:09:45] <gudenau> What do you mean Boreeas?
L2209[18:09:59] <Boreeas> gudenau: World.harvestBlock
L2210[18:10:10] <gudenau> Oh, it is somthing like that.
L2211[18:12:50] <bob_twinkles> Boreeas: World.destroyBlock
L2212[18:13:39] <bob_twinkles> world.destroyBlock(blockpos, true); // second parameter determine whether or not the block drops its items
L2213[18:14:11] <Boreeas> still on 1.7.10
L2214[18:14:13] <bob_twinkles> *determines
L2215[18:14:17] <bob_twinkles> you're a bad person =P
L2216[18:14:20] <Boreeas> sorry, should'Ve mentioned that earlier
L2217[18:14:36] <Boreeas> I want to actually have something working before i get into making models
L2218[18:14:51] <bob_twinkles> you can literally just copy paste from vanilla resources
L2219[18:15:23] <Unh0ly_Tigg> stuntmania, https://gist.github.com/Unh0lyTigg/04a4368a1326811ea58f this also works, but needs java 8 because streams and lambdas. (I also was away from my pc for a bit, so that's why this reply is late)
L2220[18:15:45] <bob_twinkles> { "parent" : "block/cube_all", "textures" : { "all" : "yourmod:blocks/texture_name" } }
L2221[18:15:50] <bob_twinkles> is a complete and valid model =P
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L2223[18:16:38] <stuntmania> Unh0ly_Tigg, I don't understand that :C
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L2226[18:18:56] <Boreeas> bob_twinkles: maybe. it's still one less thing i need to wrap my head around :P
L2227[18:19:07] <Boreeas> it's a small mod, it'll be trivial to port if over later if i want to
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L2231[18:19:30] <Unh0ly_Tigg> stuntmania, .stream() creates a Stream that allows me to iterate over the list in various ways (in one-liners, mainly), and anyMatch runs the contained code over all elements of the list until it returns true, or the end of the list is reached, and the contained code is a lambda that tests the passed in class with the object to test)
L2232[18:20:07] <stuntmania> Wow ok
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L2234[18:20:24] <stuntmania> I never even bothered to look into lambda, it scares me
L2235[18:20:40] <Boreeas> stuntmania: in java 7 terms: for (Class<?> c: listOfClasses) { if (c.isInstanceOf(objToTest) { /* stuff */ }}
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L2237[18:20:52] <Unh0ly_Tigg> and if the c -> c.isInstanceOf(objToTest) portion returns true at any point, the anyMatch returns true immediately, otherwise (if the end of the list is reach and the lambda never returned true) it returns false.
L2238[18:20:53] <Boreeas> lambdas are the best
L2239[18:21:06] <Unh0ly_Tigg> Boreeas, your code won't work properly
L2240[18:21:07] <williewillus> Boreeas: it's breakBlock() in 1.7.10, but if you're on the stable mappings they don't have an mcp name
L2241[18:21:12] <williewillus> the srg name is, lemme see
L2242[18:21:19] <Boreeas> Unh0ly_Tigg: oh, yeah, needs a break at the end
L2243[18:21:22] <williewillus> !gm World.breakBlock 1.7.10
L2244[18:21:33] <Boreeas> or wrap it in a method and return true at that point
L2245[18:21:34] <williewillus> world.func_147480_a()
L2246[18:22:23] <Boreeas> williewillus: awesome, thanks
L2247[18:22:27] <Unh0ly_Tigg> yeah, because currently, that code would run the /* stuff */ code for every class that objToTest can be assigned to
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L2661[18:32:45] <ThePsionic> tfw your browser kicks you out while you're using it
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L2663[18:32:50] <ThePsionic> not browser
L2664[18:32:52] <ThePsionic> bouncer
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L2674[18:39:45] <MattDahEpic> diesieben07, any findings on the abstract method?
L2675[18:40:27] <stuntmania> I want to make a command that saves information when called (position of the player), how should I approach this?
L2676[18:41:46] <ThePsionic> stuntmania: the getting of the position or the saving of the information
L2677[18:42:31] <stuntmania> the saving
L2678[18:42:38] <ThePsionic> then I don't know
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L2680[18:43:22] <stuntmania> Should I create a new object with the information inside? Seems a bit weird to me
L2681[18:43:25] <shadekiller666> NBT?
L2682[18:43:34] <shadekiller666> player NBT
L2683[18:43:54] * Kaiyouka[L] cracks knuckles, gets to work on making Endermen more fun to encounter
L2684[18:45:29] <stuntmania> There is such a thing?
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L2686[18:49:20] <stuntmania> Is it as simple as player.getEntityData().setInteger("foo", 1);
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L2688[18:49:59] <shadekiller666> stunt, how do you think the inventory is stored
L2689[18:50:04] <ThePsionic> Hmhmhmhm this might be more difficult than I thought
L2690[18:50:24] <stuntmania> No idea ^^
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L2692[18:54:56] <Kaiyouka[L]> Hmm... I'm not sure where to start actually
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L2695[18:56:52] <bob_twinkles> to update forge, is changing the version in build.gradle is sufficient?
L2696[18:57:00] <bob_twinkles> or will that not clean up/regen important things
L2697[18:57:59] *** alekso56 is now known as alekso56_off
L2698[18:58:12] <Kaiyouka[L]> Should be sufficient
L2699[18:58:29] <Kaiyouka[L]> (and of course you gotta rerun your gradle task thingamajigs)
L2700[18:59:26] <bob_twinkles> ah, cool. I reran setupDecompWorkspace 'n all that
L2701[18:59:42] <Kaiyouka[L]> You should be good to go then ^^
L2702[19:02:02] <Kaiyouka[L]> Hm, what integer range does World#getMoonPhase return
L2703[19:02:14] <ThePsionic> Er
L2704[19:02:15] <ThePsionic> hm
L2705[19:02:23] <ThePsionic> I'm not sure what just happened
L2706[19:02:31] <Kaiyouka[L]> ??
L2707[19:02:40] <ThePsionic> But I right-clicked my block and the first two slots of my hotbar got emptied
L2708[19:02:50] <ThePsionic> so there's that
L2709[19:02:54] <Kaiyouka[L]> lol
L2710[19:03:22] <Kaiyouka[L]> oh, getCurrentMoonPhaseFactor( ) is what I need
L2711[19:03:23] <ThePsionic> Actually, scratch that
L2712[19:03:29] <Giraffestock> where would the 'laser' render from the Ender dragon be?
L2713[19:03:35] <ThePsionic> It's randomly duplicating stuff in my inventory
L2714[19:03:37] <ThePsionic> Very nice
L2715[19:03:38] <Giraffestock> the ones from the blocks that reach out to the dragon
L2716[19:03:58] <ThePsionic> All of a sudden I am wearing mossy stone bricks on my head
L2717[19:04:14] <stuntmania> there's no 3d int vector?
L2718[19:04:46] <ThePsionic> Kaiyouka[L]: http://puu.sh/inRUo/3159aedf1a.png I certainly fucked up *something*
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L2721[19:11:01] <Giraffestock> anyone here happened to have some laser code laying around? (not a single entity, more like a flashlight)
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L2724[19:14:53] <ThePsionic> Hm, where is GuiCrafting called when operating a workbench
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L2726[19:16:55] <ThePsionic> Oh
L2727[19:16:55] <ThePsionic> hm
L2728[19:17:17] <RawringNymNym> assuming you found it, but onBlockActivated
L2729[19:17:29] <stuntmania> So I successfully added a command that lets the player save two positions (pos1 and pos2). Now I'm kind of stuck, how would I make for loops going through all the blocks inside those positions to save them in some file
L2730[19:17:47] <stuntmania> I'm not really good with for loops so maybe someone would be willing to help :c
L2731[19:18:09] <stuntmania> (I'm not really good at coding in general ^^')
L2732[19:18:22] <RawringNymNym> get the x y and z of both points, use Math.min and Math.max to figure out the starting and ending points
L2733[19:18:23] *** big_Xplo|Off is now known as big_Xplosion
L2734[19:18:50] <RawringNymNym> then do "for (int x=xMin; x<=xMax; x++) " etc
L2735[19:19:17] <stuntmania> Oh nice ! I'll give it a shot
L2736[19:21:05] <stuntmania> So doing it that way eliminates the trouble of having negative for loops, am I getting this right?
L2737[19:21:38] <RawringNymNym> yup, can use a single loop instead of a bunch of if's and multiple loops
L2738[19:22:08] <stuntmania> Great idea thanks :)
L2739[19:22:18] <RawringNymNym> no problem :)
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L2741[19:24:14] <Kaiyouka[L]> gg ThePsionic
L2742[19:25:59] <ThePsionic> http://puu.sh/inT4S/a3ab9d8600.png at least there's that now
L2743[19:26:06] <ThePsionic> With two horribly placed slots
L2744[19:26:14] <Kaiyouka[L]> lol
L2745[19:26:33] <ThePsionic> Now to see if it works
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L2747[19:26:50] <Kaiyouka[L]> good luck :p
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L2749[19:28:08] <Kaiyouka[L]> Hmm...
L2750[19:28:16] <Kaiyouka[L]> So, full moons are gonna make Endermen berserker under my mod
L2751[19:28:25] <Kaiyouka[L]> and I'm thinking new moons should make them docile
L2752[19:28:42] <ThePsionic> Hrm, for some reason items are disappearing from the first 2 slots in my hotbar
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L2754[19:29:44] <shadekiller666> are there any blocks that spiders can't climb on?
L2755[19:29:47] <Kaiyouka[L]> nope
L2756[19:30:33] <RawringNymNym> they can't climb up a wall of half slabs can they? not that I've tried really lol
L2757[19:30:43] <Kaiyouka[L]> They can climb anything
L2758[19:31:04] <Kaiyouka[L]> but the effectiveness of their climbing does rely on the relative continuity of the wall
L2759[19:31:12] <shadekiller666> cuz that really complicates drop traps...
L2760[19:31:23] <Kaiyouka[L]> spider traps are kind of limited to drop traps
L2761[19:31:48] <RawringNymNym> thats why a lot of people place a block every 2 blocks in their farms so spiders dont spawn
L2762[19:32:13] * Kaiyouka[L] meanders off to go buy junk
L2763[19:32:14] <RawringNymNym> honestly though, if you have something else to kill them, like a sword, not a huge deal
L2764[19:32:44] <RawringNymNym> for automated ones using fall damage, make the tower they fall down wider than the hole at the top
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L2768[19:35:28] <stuntmania> Is there a built-in file writing support in Forge?
L2769[19:35:40] <stuntmania> Like in LibGDX
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L2772[19:36:34] <Giraffestock> stuntmania: you mean making/writing to a new file?
L2773[19:36:37] <Giraffestock> thats in java.... d:
L2774[19:36:57] <stuntmania> Yeah I know ^^' but you know how mods create folders and things
L2775[19:37:11] <stuntmania> Is there anything already there for it or do I make it myself?
L2776[19:37:27] <RawringNymNym> the preinit/init/postinit commands give you a suggested config folder path
L2777[19:37:40] <RawringNymNym> for making config's there's the Configuration class
L2778[19:38:10] <Giraffestock> stunt making a folder is pretty easy
L2779[19:38:11] <RawringNymNym> any other kind of file you'll probably have to do yourself unless it's NBT
L2780[19:38:15] <stuntmania> it's not for config, it's for saving schemantics
L2781[19:38:32] <Giraffestock> https://www.irccloud.com/pastebin/cRJZ006m/
L2782[19:38:38] <RawringNymNym> lol schemantics
L2783[19:38:45] <stuntmania> Yeah I know all that is pretty easy I'm just wondering
L2784[19:38:54] <Giraffestock> why would forge have their own way?
L2785[19:39:10] <stuntmania> Because minecraft?
L2786[19:39:27] <stuntmania> schematics* (english's not my native language)
L2787[19:40:11] <RawringNymNym> what are you saving it as stunt? like I said if you're using NBT, you could just save that, not sure there's other formats built into forge or MC itself really
L2788[19:40:24] <ThePsionic> http://gfycat.com/AridBleakAsp ???????? wtf is going on
L2789[19:40:26] <RawringNymNym> even with NBT you're probably just writing the output of toString() though
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L2791[19:40:48] <RawringNymNym> your slot numbers are wrong psionic
L2792[19:41:03] <stuntmania> I'll just save it to a .txt
L2793[19:41:23] <Giraffestock> can i use setAttackTarget/getAttackTarget in my entity file safely?
L2794[19:41:43] <Giraffestock> like, if i want to deal damage to the entity mine is attacking, I can use getAttackTarget?
L2795[19:42:05] <ThePsionic> RawringNymNym: I figured as much, except I'm not doing anything weird slot-wise, I copied the inventory slot code thing from the crafting table and my own slots have as far as I know correct numbers
L2796[19:44:37] <RawringNymNym> hm, I swear I've done the same thing a looong time ago, but I don't remember what caused it x.x
L2797[19:45:12] <RawringNymNym> pastebin it?
L2798[19:45:14] <ThePsionic> RawringNymNym: http://pastebin.com/wE7WFscF if you want to look at the code
L2799[19:45:20] <RawringNymNym> ninja lol
L2800[19:45:22] <ThePsionic> :P
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L2802[19:46:00] <stuntmania> If I do new File("thing").mkdir(), will it create the Thing directory in .Minecraft or .Minecraft/mods?
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L2804[19:46:31] <Giraffestock> uh neither
L2805[19:46:35] <Giraffestock> in the uses home dir iirc
L2806[19:46:42] <Giraffestock> there should be minecraft.mcDir or something
L2807[19:47:30] <stuntmania> I'll try it out
L2808[19:48:22] <killjoy> It uses cd, which is usually .minecraft
L2809[19:48:33] <Giraffestock> https://www.irccloud.com/pastebin/UzpjrfhF/
L2810[19:48:33] <killjoy> Well, it's the game dir
L2811[19:48:41] <Giraffestock> anyone know why thats returning a CannotCastException with EntityItem?
L2812[19:48:51] <Giraffestock> in no way should an Entityitem ever be in that forloop
L2813[19:49:38] <williewillus> whose packet is com.mia.craftstudio?
L2814[19:50:19] <RawringNymNym> ya I'm confused Psionic, that looks right, though I noticed when you picked up the item from the other slot the item disappeared, did you try clicking on where you put the item originally?
L2815[19:50:45] <RawringNymNym> I'm going to guess the left one is just client sided, since they disappeared when you tried picking it up
L2816[19:50:53] <williewillus> Giraffestock: that method returns all entity types
L2817[19:51:01] <williewillus> just use getEntitiesInAABB
L2818[19:51:47] <Giraffestock> so getEntitiesWithinAABB doesn't return all entity types?
L2819[19:51:53] <Giraffestock> if so that's weird
L2820[19:52:45] <ThePsionic> hmm
L2821[19:53:27] <Giraffestock> oh nvm williewillus i see
L2822[19:53:34] <stuntmania> Reporting back: it creates it in .minecraft
L2823[19:53:40] <williewillus> getEntitiesWithinAABB you get to pass a class in to filter
L2824[19:53:55] <williewillus> so just do that and then check if (e == this) continue; in the loop
L2825[19:54:09] <williewillus> also, you proably want to do IMob and not EntityMob
L2826[19:54:32] <williewillus> conventionally, people implement IMob for their hostile mobs, not all modded hostiles will extend EntityMob
L2827[19:54:46] <Giraffestock> til thanks
L2828[19:55:03] <ThePsionic> RawringNymNym: Most of the time the item in the hotbar just disappear when attempting to pick them up
L2829[19:55:08] <ThePsionic> items*
L2830[19:58:02] <williewillus> so I just did a heap dump - http://gyazo.com/9a1858ab9fbcae82327e8f3548106413
L2831[19:58:10] <williewillus> if com.mia.x is a mod I'm scared :p
L2832[19:58:15] <williewillus> this is on the main menu too
L2833[19:59:27] <ThePsionic> RawringNymNym: http://gfycat.com/DefinitiveHopefulDikdik
L2834[19:59:29] <ThePsionic> :\
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L2836[20:00:50] <williewillus> desync
L2837[20:00:59] <williewillus> or server isn't even aware its happening
L2838[20:01:25] <RawringNymNym> ya if you close and open normal inventory are they still there?
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L2840[20:02:31] <ThePsionic> no
L2841[20:02:55] <williewillus> yeah then the server doesnt know it happened and is resyncing
L2842[20:03:14] <ThePsionic> then the question is why does it happen
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L2845[20:03:55] <williewillus> is your container synced up to the gui correctly?
L2846[20:04:27] <ThePsionic> to be fairly honest, I haven't the slightest idea
L2847[20:05:24] <RawringNymNym> how did you open it?
L2848[20:05:54] <williewillus> ^ and have you got the getClientGuiElement and getServerGuiElement methods setup?
L2849[20:05:57] <ThePsionic> When right-clicking the block it creates a new GUI, which makes a new Container in its constructor
L2850[20:06:14] <ThePsionic> Oh wait
L2851[20:06:15] <ThePsionic> One sec
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L2853[20:07:48] <ThePsionic> Nope never mind my hunch was incorrect
L2854[20:07:56] <ThePsionic> I don't, williewillus
L2855[20:08:00] <Giraffestock> https://www.irccloud.com/pastebin/H7EjPJy6/
L2856[20:08:05] <Giraffestock> okay so i have that render code
L2857[20:08:17] <Giraffestock> i know that isFiring is true, but thats not being fired
L2858[20:08:29] <Giraffestock> any ideas?
L2859[20:08:34] <ThePsionic> But not sure if that's needed, seeing the vanilla workbench doesn't use it either
L2860[20:08:40] <williewillus> does the client side know is firing is true?
L2861[20:08:47] <Giraffestock> afaik
L2862[20:08:48] <williewillus> the vanilla workbench has a container
L2863[20:08:59] <Giraffestock> aw fuck, do i need to make this a packet/
L2864[20:09:03] <Giraffestock> i -hate- networking :D
L2865[20:09:11] <williewillus> lol
L2866[20:09:19] <williewillus> yes the client entity needs to have the var set
L2867[20:09:33] <williewillus> idk the proper conventions but maybe use datawatcher for that?
L2868[20:10:23] <Giraffestock> hm
L2869[20:10:33] <Giraffestock> so basically i need a 'boolean' packet yeah?
L2870[20:10:38] <Giraffestock> just fires if its true or false
L2871[20:10:40] <RawringNymNym> ThePsionic are you using player.openGui or trying to open it directly? (and are you doing this on server or client? should only be doing it on the server, it will tell client to open gui)
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L2873[20:10:54] <ThePsionic> lol
L2874[20:11:23] <williewillus> Giraffestock: I'd say use datawatcher for this one, it's synced for you
L2875[20:11:30] <williewillus> and it's for small vars
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L2877[20:11:35] <Giraffestock> so no packet?
L2878[20:11:39] <Giraffestock> i have no idea how to use it but ill find out
L2879[20:11:39] <Giraffestock> thanks
L2880[20:11:49] <williewillus> well datawatcher has packets, but vanilla sends them for you
L2881[20:12:04] <Giraffestock> well ive used it, just never in depth taken a look at it
L2882[20:12:18] <ThePsionic> williewillus: I'm using Minecraft.getMinecraft().displayGuiScreen() since that was the only way for me to figure out how to actually use the GUI class
L2883[20:12:30] <williewillus> yeah that's only client side
L2884[20:12:34] <ThePsionic> Ah
L2885[20:12:39] <williewillus> as far as the server knnows, you don't even have a window open
L2886[20:12:51] <ThePsionic> So I should be using player.openGui() ?
L2887[20:13:10] <williewillus> yes, and implement IGuiHandler and a container too
L2888[20:13:25] <williewillus> the Forge wiki's GUI and Container tutorial should give a rough idea (idk if it's updated)
L2889[20:13:28] <ThePsionic> Mhm I have all that
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L2891[20:14:13] <ThePsionic> Hmm, openGUI needs an Object mod
L2892[20:14:29] <williewillus> just pass your mod's instance
L2893[20:14:35] <ThePsionic> how
L2894[20:14:41] <Giraffestock> MyMod.instance
L2895[20:14:49] <williewillus> the field you have the annotation @Instance on
L2896[20:14:56] <Giraffestock> or that :P
L2897[20:15:06] <ThePsionic> That is not something I seem to have
L2898[20:15:21] <williewillus> its okay just add it to your main mod class
L2899[20:15:26] <Giraffestock> willie: should i put my dataWatcher in the if statement where isFiring is set to true?
L2900[20:15:37] <williewillus> public static <classtype> INSTANCE; and then decorate it with @Instance
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L2902[20:15:55] <williewillus> fml will automatically put the instance of your mod there
L2903[20:16:12] <williewillus> Giraffestock: tbh I haven't ever used the datawatcher :p I'll look around and get a feel for it from vanilla
L2904[20:16:19] <Giraffestock> danke
L2905[20:16:23] <RawringNymNym> stupid computer, randomly crashed
L2906[20:16:28] <Giraffestock> http://www.minecraftforge.net/wiki/Datawatcher <- semi helpful
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L2908[20:17:21] <williewillus> ah that should help
L2909[20:18:01] <williewillus> just a byte that's 0 or 1 should do the trick
L2910[20:20:24] <Giraffestock> brb
L2911[20:20:35] <Giraffestock> yeah im just doing isFiring ? 1 : 0
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L2913[20:25:22] <ThePsionic> williewillus: are the X Y and Z in the IGuiHandler just the position of the block in the world?
L2914[20:25:49] <williewillus> Giraffestock: cast those to bytes or else it's going to make an integer entry for those. it might be premature optimization but int is still bigger than byte :p
L2915[20:26:12] <williewillus> ThePsionic: uhh those aren't really used so people usually either stick the block location or the player location into those
L2916[20:26:24] <ThePsionic> ahk
L2917[20:26:36] <stuntmania> When I call a block.getUnlocalizedName(), it doesn't only returns the name, it also adds tile. before. Is there a way to get only the name? Or should I just split it?
L2918[20:27:10] <ThePsionic> Wait but then how do I determine which GUI I have to open since I want to make more GUI-opening blocks @ williewillus
L2919[20:27:53] <williewillus> ThePsionic: pass in the gui id corresponding to the one you set in the GuiHandler
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L2921[20:28:43] <williewillus> so given this: http://gyazo.com/79009fec1b5f5feb0fd162395bbd225e I'd do player.openGui(PECore.INSTANCE, Constants.ALCH_CHEST_GUI, x, y, z)
L2922[20:28:48] <ThePsionic> Ah yeah like switch (id) case 0: return new GUITypeOne; break; etc.
L2923[20:29:05] <williewillus> stuntmania: what do you need the name for?
L2924[20:29:53] <stuntmania> Writing it down on a file, so I can load it back later using GameRegistry.findBlock(modId, name)
L2925[20:30:27] <williewillus> the localized name of a block and the name it was registered to the GameRegistry are not always the same
L2926[20:30:32] <williewillus> so it's probably unsafe to do that
L2927[20:31:06] <stuntmania> crap
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L2929[20:31:22] <stuntmania> Is there a way I could do that then? :/
L2930[20:31:32] <ThePsionic> williewillus: Is the GuiHandler registered in pre, init, post, or outside of that entirely
L2931[20:31:51] <williewillus> stuntmania: what you want is GameRegistry.findUniqueIdentifierFor(Block or Item here).name
L2932[20:32:07] <williewillus> ThePsionic: pre
L2933[20:32:11] <ThePsionic> kk
L2934[20:32:19] <williewillus> that's what PE does at least, idk :p
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L2936[20:32:38] <stuntmania> Oh alright thanks williewillus
L2937[20:32:41] <williewillus> np
L2938[20:34:09] <ThePsionic> Hmm, can't do NetworkRegistry.instance(), so that most likely changed
L2939[20:35:15] <williewillus> capitalized field INSTANCE
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L2941[20:36:35] <ThePsionic> here is to hoping
L2942[20:36:48] <ThePsionic> imagine me crossing my fingers
L2943[20:37:53] <ThePsionic> Yay
L2944[20:37:55] <Giraffestock> Willie: whats the best way to convert it to a byte? ByteBufUtils?
L2945[20:37:58] <ThePsionic> williewillus is today's hero
L2946[20:38:22] <Giraffestock> ^^^^^
L2947[20:38:36] <ThePsionic> In other news it is 3:38am, I am almost dead, and I need to finish an assignment before 9PM tomorrow
L2948[20:38:44] <ThePsionic> So my bed is very tempting
L2949[20:38:53] <ThePsionic> Also williewillus, you get tonight's diesieben07 award
L2950[20:38:58] <ThePsionic> wear it with pride
L2951[20:38:59] <MattDahEpic> yes
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L2953[20:47:34] <Giraffestock> how does the game handle multiple mods with the same datawatcher ID?
L2954[20:48:32] <gDroid2002> I thought you said dishwasher there
L2955[20:48:37] <gDroid2002> More coffee!
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L2957[20:49:02] <williewillus> :D
L2958[20:49:10] <williewillus> Giraffestock: convert what to a byte?
L2959[20:49:19] <Giraffestock> convert the boolean isFiring
L2960[20:49:27] <Giraffestock> idk how this datawatcher shit works, keep getting duplicated ID -_-
L2961[20:49:37] <williewillus> isFiring ? (byte) 1 : (byte) 0 :p
L2962[20:50:00] <Giraffestock> yeah ik, was thinking i could do it some other way
L2963[20:50:03] <williewillus> Giraffestock: what datawatcher slot are you using?
L2964[20:50:06] <williewillus> *which
L2965[20:50:19] <Giraffestock> ive switched it up
L2966[20:50:21] <Giraffestock> right now 31, which is the max
L2967[20:50:24] <Giraffestock> but ive tried 20's and everything
L2968[20:50:54] <williewillus> can you pastebin the error you get?
L2969[20:51:05] <Giraffestock> yeah one sec
L2970[20:51:21] <Giraffestock> hm, so i guess addObject and updateObject cant use the same ID?
L2971[20:51:24] <Giraffestock> even though theyre supposed to?
L2972[20:51:25] <Giraffestock> wtf game]
L2973[20:51:36] <williewillus> they should
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L2975[20:51:57] <Giraffestock> https://www.irccloud.com/pastebin/JqRfod9W/
L2976[20:52:09] <Giraffestock> (switched to one just to see)
L2977[20:52:14] <Giraffestock> oh fuck me
L2978[20:52:17] <Giraffestock> lol, im adding it onUpdate
L2979[20:52:29] <williewillus> yeah lol
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L2981[20:52:36] <Giraffestock> too tired for this XD
L2982[20:52:45] <williewillus> only addObject in the constructor and the updateObject in onupdate
L2983[20:53:27] <Giraffestock> yeah ik...
L2984[20:53:28] <Giraffestock> sorry lol
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L2987[20:57:07] <Giraffestock> so now im getting duplicate id 1... but im not using 1...
L2988[20:57:11] <Giraffestock> it doesnt crash, the mob just wont spwa
L2989[20:57:14] <Giraffestock> spawn*
L2990[20:58:24] <williewillus> check everywhere to make sure you changed it all back?
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L2992[21:00:53] *** Kolatra|Away is now known as Kolatra
L2993[21:01:41] <williewillus> and since addObject takes an object you probably need to box the byte to a Byte
L2994[21:02:09] <Giraffestock> now i get an issue when the boolean (well, byte i guess) changes -_-
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L2996[21:02:16] <Giraffestock> NPE ticking entity
L2997[21:02:25] <Giraffestock> this.dataWatcher.updateObject(31, isFiringByte);
L2998[21:02:38] <Giraffestock> isFiringByte isnt null though /:
L2999[21:04:10] <bob_twinkles> so awhile ago I remember Lex mentioned a "getEnhancedState" added by Forge but I can't find it... was it removed or am I just making things up in my mind?
L3000[21:04:19] <williewillus> getExtendedState
L3001[21:04:59] <williewillus> Giraffestock: how did you set that?
L3002[21:05:15] <bob_twinkles> yep, that's it. Cool
L3003[21:06:36] <Giraffestock> oh i fixed it
L3004[21:06:39] <Giraffestock> idk how
L3005[21:06:41] <Giraffestock> :D
L3006[21:08:45] <williewillus> lol better test it out more
L3007[21:08:52] <williewillus> i usually get super paranoid when things suddenly work
L3008[21:09:03] <williewillus> because the next time you come back to them all hell has broken
L3009[21:10:17] <Giraffestock> mhm
L3010[21:10:26] <Giraffestock> well now its never true lol
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L3014[21:18:21] <Giraffestock> willie: that render call still isnt working :
L3015[21:18:22] <Giraffestock> :(
L3016[21:18:24] <Giraffestock> lemme get the code
L3017[21:18:50] <williewillus> yeah the whole entity class
L3018[21:19:25] <Giraffestock> http://pastebin.com/ifPKQUr2
L3019[21:19:31] <Giraffestock> well theres the relevant part of the entty class
L3020[21:19:37] <Giraffestock> theres still lots of old shit i need to take out of it
L3021[21:20:07] <Giraffestock> oh and i took out the byte part for testig
L3022[21:21:11] <williewillus> so your system out printlns dont show up?
L3023[21:21:17] <Giraffestock> mhm
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L3025[21:22:15] <Giraffestock> uhh so it worked now?
L3026[21:22:19] <Giraffestock> after a few minutes
L3027[21:22:25] <Giraffestock> i alt tabbed for a sec and bam
L3028[21:22:30] <Giraffestock> thanks!
L3029[21:22:34] <williewillus> lol
L3030[21:22:42] <Giraffestock> forgot how nice this looked
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L3032[21:23:00] <williewillus> maybe because the other half of the if block (attack target) hadnt synced to client yet
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L3034[21:23:06] <williewillus> screenshot? :D
L3035[21:23:24] <Giraffestock> uh so yeah
L3036[21:23:28] <Giraffestock> now its not working
L3037[21:24:17] <Giraffestock> the target is being damaged (which is in the entity file)
L3038[21:24:22] <Giraffestock> do i need to clear the datawatcher or something?
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L3040[21:25:42] <williewillus> why do you need to check attack target in the render?
L3041[21:25:50] <williewillus> i don't know if that syncs to the client
L3042[21:27:05] <Giraffestock> good point
L3043[21:27:14] <Giraffestock> i had that removed before, mustve command-z'd too much
L3044[21:28:49] <Giraffestock> oh, so i use targetEntity (getAttackTarget) for math in the rener
L3045[21:28:51] <Giraffestock> render*
L3046[21:28:58] *** Mumfrey is now known as mumfrey
L3047[21:29:04] <Giraffestock> now thats giving an NPE, so thats why i had the != null
L3048[21:34:39] <Kaiyouka[L]> okay! Back to fixin' endermens
L3049[21:35:07] <Giraffestock> Kaiyouka what does L represent?
L3050[21:35:13] <Kaiyouka[L]> Laptop
L3051[21:35:13] <Giraffestock> laptop?
L3052[21:35:15] <Giraffestock> aha!
L3053[21:35:32] <Kaiyouka[L]> I'm out of town at my parents' place
L3054[21:35:58] <Kaiyouka[L]> Alternatively, you can pretend it stands for 'Lady' and that I'm having an identity crisis :p
L3055[21:36:59] <williewillus> Giraffestock: are you sure targetEntity is even populated on the client?
L3056[21:37:12] <Giraffestock> well it worked for a short time so i assume so
L3057[21:37:20] <Giraffestock> apparently my isFiring is switching back and forth super-fast
L3058[21:37:28] <Giraffestock> so maybe its not rendering in time or something?
L3059[21:37:56] <Giraffestock> nvm the rendering isnt ever called
L3060[21:38:29] <Giraffestock> willie: if its not, how should i get the target entities coords/
L3061[21:38:31] <Kaiyouka[L]> I wonder if I can make endermen hurl blocks
L3062[21:40:36] <Giraffestock> http://pastebin.com/0MMquDTQ <- entire rendering file (the GUI needs to be serverside, ik)
L3063[21:40:46] <Giraffestock> entity file*
L3064[21:42:03] <williewillus> these are kinda off topic but 1) canattackentity will crash the dedicated server 2) scala import at the top :p
L3065[21:43:02] <Giraffestock> yeah that was old
L3066[21:43:04] <Giraffestock> its not being used
L3067[21:43:17] <Giraffestock> and canAttackEntity is part of the old code
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L3069[21:43:28] <Kaiyouka[L]> Hmm... I think I might remove the whole "endermen can pick up and place blocks" bit
L3070[21:43:33] <Kaiyouka[L]> but they'll need a new gimmick
L3071[21:43:51] <williewillus> so the render is just a laser from your entity to the target?
L3072[21:43:51] <Giraffestock> kaiyouka
L3073[21:43:57] <Giraffestock> they grab the player and teleport the fuck away
L3074[21:43:59] <Giraffestock> yeah
L3075[21:44:04] <Giraffestock> which makes it look like the laser is doing the damage
L3076[21:44:26] <williewillus> ok because I don't know how to do that, but thankfully vanilla has a great example we can use
L3077[21:44:38] <Parthon> it does?
L3078[21:44:46] <Giraffestock> the rendering code works
L3079[21:44:52] <Giraffestock> i made sure of that
L3080[21:45:02] <Giraffestock> but my sys outs arent ever being fired
L3081[21:45:21] <Kaiyouka[L]> lol Giraffestock
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L3083[21:45:31] <Giraffestock> lol what?
L3084[21:45:35] <Giraffestock> oh my idea?
L3085[21:45:37] <Kaiyouka[L]> yes
L3086[21:45:41] <Giraffestock> dooo it
L3087[21:45:51] <Giraffestock> but have no sound or anything; try to make it seamless
L3088[21:46:01] <Kaiyouka[L]> I'll save that for a different mob I've had planned for a while
L3089[21:46:03] <Kaiyouka[L]> (also enderkin)
L3090[21:46:12] <Kaiyouka[L]> The enderstalker
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L3092[21:46:38] MineBot sets mode: +o on LexMobile
L3093[21:46:50] <Giraffestock> ew its that lex guy
L3094[21:46:52] <Kaiyouka[L]> The enderstalker cloaks itself when visible (but can't attack) and it tries to sneak up on you and teleport you somewhere random
L3095[21:46:53] <williewillus> Giraffestock: aha so how the vanilla guardian does it
L3096[21:47:02] <Giraffestock> uhh vanilla guardian
L3097[21:47:05] <Giraffestock> wtf is that
L3098[21:47:08] <williewillus> 1.8 thing
L3099[21:47:11] <Kaiyouka[L]> The fish things?
L3100[21:47:12] <williewillus> shoots lasers as an attack
L3101[21:47:17] <williewillus> perfect example for our case
L3102[21:47:18] <Giraffestock> thats awesome
L3103[21:47:23] <Giraffestock> mojang actually added that?!
L3104[21:47:27] <Kaiyouka[L]> ...
L3105[21:47:31] <Kaiyouka[L]> have you NEVER looked at 1.8?
L3106[21:47:34] <williewillus> 1.8 is 9 months old you know :p
L3107[21:47:35] <Giraffestock> not yet
L3108[21:47:37] <Giraffestock> baby steps
L3109[21:47:39] <Giraffestock> im aware
L3110[21:47:47] <Giraffestock> but for initial release idgaf about version
L3111[21:47:49] <williewillus> but anyways, it stores the entity id of its target into datatracker
L3112[21:47:51] <Giraffestock> i just want this mod out there
L3113[21:47:55] <Giraffestock> its been long enough
L3114[21:47:57] <williewillus> and then the renderer uses that to retrieve the target clientside
L3115[21:47:58] <LexMobile> AbrarSyed: around?
L3116[21:48:02] <Kaiyouka[L]> http://minecraft.gamepedia.com/Guardian <- have a looky, Giraffestock
L3117[21:48:05] <williewillus> and to render the laser
L3118[21:48:16] <Giraffestock> aha
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L3120[21:48:47] <Giraffestock> so do I want getEntityID or getUniqueID?
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L3122[21:48:59] <Kaiyouka[L]> for what specifically?
L3123[21:49:11] <Giraffestock> " but anyways, it stores the entity id of its target into datatracker"
L3124[21:49:44] <Parthon> how long have you been modding for Giraffestock? :D
L3125[21:49:53] <Giraffestock> uh 4ish years
L3126[21:50:00] <Giraffestock> well, kinda
L3127[21:50:03] <Giraffestock> my first mod was JD-GUI
L3128[21:50:10] <Giraffestock> made in jd-gui*
L3129[21:50:22] <williewillus> jarmods ye olde dayz
L3130[21:50:22] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
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L3132[21:50:43] <Giraffestock> then i took a break around 1 1/2 years ago
L3133[21:51:02] <williewillus> Giraffestock: getEntityID
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L3135[21:54:31] <Giraffestock> thought so
L3136[21:54:34] <Giraffestock> and now to see if htis works...
L3137[21:54:49] <Giraffestock> to be 100% safe, i can access mc.theWorld in the render yeah?
L3138[21:54:51] <Giraffestock> no mistakes htis time lol
L3139[21:54:55] <Kaiyouka[L]> if it works first try, you're the devil
L3140[21:55:03] <Kaiyouka[L]> :p
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L3143[21:55:30] <Giraffestock> sigh
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L3145[21:55:41] <Giraffestock> so im using getAttackTarget().getEntityId in y entityInit
L3146[21:55:55] <Giraffestock> but the attacktarget is null when it spawns so im getting an NPE
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L3148[21:56:17] <Giraffestock> can i add the datawatcher object in my onUpdate(), just when attackTarget is null?
L3149[21:56:26] <williewillus> no, add 0 in the init
L3150[21:56:31] <williewillus> or some other dummy value
L3151[21:56:46] <williewillus> then check for that dummy value in the renderer and skip
L3152[21:56:51] <Giraffestock> yeah but then im afraid it will shoot something shitty
L3153[21:56:54] <Giraffestock> oh ^
L3154[21:56:59] <williewillus> I'd -1
L3155[21:57:12] <williewillus> and then do if getWatchableint whatever < 0 return
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L3158[21:58:29] <Giraffestock> getting an NPE in my render math now; pretty sure because of targetEntity being null
L3159[21:58:32] <Giraffestock> even though i check it
L3160[21:59:21] <Giraffestock> one sec...
L3161[22:00:13] <Giraffestock> it worked and then crashed but it worked!
L3162[22:00:43] <williewillus> you should have checked the entity id first?
L3163[22:00:56] <williewillus> that way when you get to the render code targetEntity always exists
L3164[22:01:00] <Giraffestock> yeah its a silly problem; forgot to check if attackTarget is null
L3165[22:01:13] <Giraffestock> so it killed the mob
L3166[22:01:15] <Giraffestock> then went boom
L3167[22:01:39] <killjoy> How would I find out if the player is currently in a world? Minecraft.theWorld != null?
L3168[22:01:47] <Giraffestock> http://i.imgur.com/Civ6Nlw.png :D
L3169[22:02:01] <Kaiyouka[L]> why would the player NOT be in a world?
L3170[22:02:09] <killjoy> When they're not
L3171[22:02:16] <Kaiyouka[L]> which is when?
L3172[22:02:24] <Giraffestock> main menu
L3173[22:02:24] <killjoy> Before they join or after they leave
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L3177[22:06:45] <williewillus> killjoy: yeah that's usually how vanilla itself checks
L3178[22:07:25] <Giraffestock> any ideas on how to make the laser.. cooler?
L3179[22:07:33] <Giraffestock> i wish i could do some lensflare mgic
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L3181[22:13:45] <williewillus> some pulses rings maybe? idk I suck at visuals
L3182[22:15:44] <Giraffestock> maybe...
L3183[22:15:56] <Giraffestock> willie: would the canattackentity not work server-side because of minecraft.getmc.theplayer?
L3184[22:16:19] <williewillus> yes
L3185[22:16:20] <Giraffestock> Dear Oracle: please implement !instanceof. Thanks, Giraffe
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L3187[22:16:40] <williewillus> whats the difference between just !(this instanceof that) :p
L3188[22:16:46] <Kaiyouka[L]> is !(obj instanceof class) too much to write? :p
L3189[22:16:49] <Giraffestock> annoying
L3190[22:16:58] <Kaiyouka[L]> you're the only one
L3191[22:17:14] <Giraffestock> when do i use EntityPlayer vs EntityPlayerMP?
L3192[22:17:21] <williewillus> MP is only serverside
L3193[22:17:28] <williewillus> Player is the abstract superclass of all player objects
L3194[22:17:29] <Giraffestock> so in this case id use EntityPlayer?
L3195[22:17:38] <williewillus> for what
L3196[22:17:46] <Giraffestock> canAttackEntity
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L3198[22:18:03] <williewillus> you don't want it to attack any players? then yeah
L3199[22:18:19] <williewillus> you could use MP too, it wouldnt matter
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L3205[22:23:36] <Kaiyouka[L]> I still can't think of a new gimmick for endermen
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L3208[22:24:44] <Giraffestock> kaiyouka: have it steel the block the players looking at
L3209[22:24:54] <Kaiyouka[L]> no, I don't want block stealing
L3210[22:24:55] <Giraffestock> no
L3211[22:24:58] <Giraffestock> the last block that was placed
L3212[22:25:01] <Giraffestock> moved over one
L3213[22:27:11] <Kaiyouka[L]> >_<
L3214[22:27:22] <williewillus> make their AI not broken
L3215[22:27:26] <williewillus> and actually scary
L3216[22:27:29] <bob_twinkles> there's the vanilla-with-too-many-command-blocks Game Mode 4, which makes endermen "support characters" which give potion buffs to nearby mobs
L3217[22:27:48] <Kaiyouka[L]> Working on scary
L3218[22:27:54] <Kaiyouka[L]> they still need some kind of gimmick though
L3219[22:27:58] <bob_twinkles> Vingette effect!
L3220[22:28:10] <bob_twinkles> that would be a pain to work in to the vanilla rendering infrastructure though
L3221[22:28:17] <Kaiyouka[L]> ?
L3222[22:29:21] <bob_twinkles> something like in slenderman where the edges of the screen get darker and you get a creepy noise
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L3224[22:30:15] <DarkElement> Hey guys what do I need to do to make my mod files and textures into an actual "mod"?
L3225[22:30:25] <DarkElement> So that one can easily install it on their machine.
L3226[22:30:30] <killjoy> gradlew build
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L3228[22:30:46] <killjoy> Your built jar will be in build/libs
L3229[22:31:10] <DarkElement> just "gradlew build"? awesome
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L3232[22:34:28] <Giraffestock> how do i make world.playSound loop?
L3233[22:35:23] <DarkElement> do i need to do something special to change the name from modid-1.0 to something else, or can i just rename?
L3234[22:35:54] <williewillus> change it in your build.gradle (or gradle.properties if it exists)
L3235[22:36:50] <Parthon> Kaiyouka: they randomly place enderblocks around the place?
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L3238[22:42:15] <Giraffestock> i havent animated mobs in newer versions yet, is addChild still a thing and does it work properly
L3239[22:42:18] <Giraffestock> i always had issues with it
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L3242[22:44:55] <williewillus> addChild you mean in the model?
L3243[22:45:05] <Giraffestock> yeah
L3244[22:45:20] <williewillus> when was the last time you made a model? :p
L3245[22:45:23] <Giraffestock> i have this laying around, always figured it shouldnt be necessary, http://pastebin.com/pKNxiC49
L3246[22:45:26] <Giraffestock> uh, 1.2.5
L3247[22:45:32] <Giraffestock> animated* a model
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L3249[22:46:45] <Giraffestock> finally got jenkins running, automated builds are cool :D
L3250[22:47:23] <williewillus> well idk what was around back then but now we get visual tools to make our models
L3251[22:47:28] <williewillus> instead of having to build them in come
L3252[22:47:29] <Giraffestock> oh i had techne
L3253[22:47:32] <Giraffestock> kind of... its shit
L3254[22:47:33] <williewillus> Tabula
L3255[22:47:35] <Giraffestock> it was shit*
L3256[22:47:42] <Giraffestock> ik about tabula; does it support animation?
L3257[22:47:52] <Giraffestock> i have a modeler ingame but never implemented animation because i didnt want to :D
L3258[22:48:08] <williewillus> it has feature parity with techne so presumably yes
L3259[22:48:17] <Giraffestock> techne has support for animation? O.o
L3260[22:48:26] <Giraffestock> techne 2.0 was
L3261[22:48:32] <Giraffestock> but i think alex is gone now... havent heard from him lately
L3262[22:48:42] <williewillus> oh idk
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L3264[22:48:47] <williewillus> I've never made animated mobs
L3265[22:49:33] <DarkElement> williewillus, renaming it works fine though, right? I'd like to just leave it at the default in that case.
L3266[22:50:09] <williewillus> well the point is kinda to have gradle name it for you :p
L3267[22:50:55] <DarkElement> yea but i may not make them all part of one mod
L3268[22:51:29] *** Kolatra is now known as Kolatra|Away
L3269[22:52:05] <Kaiyouka[L]> Parthon, I'd rather not have endermen manipulate the terrain at all
L3270[22:53:09] <Giraffestock> Kaiyouka: then just have them make loud obnoxious noises and tp around
L3271[22:53:11] *** Kolatra|Away is now known as Kolatra
L3272[22:53:11] <Giraffestock> OH WAIT
L3273[22:53:15] <Giraffestock> THEY ALREADY DO THAT
L3274[22:53:17] <Giraffestock> LIKE ASSHOLES
L3275[22:54:02] <Kaiyouka[L]> lol
L3276[22:54:16] <Kaiyouka[L]> Had a thought
L3277[22:54:19] <Giraffestock> can someone try downloading this and letting me know if it allows you to? http://yofreke.com:8081/job/DWCM/lastSuccessfulBuild/artifact/build/libs/dwcm-nightly.jar
L3278[22:54:33] <Kaiyouka[L]> maybe Endermen don't really have a "gimmick". rather, maybe they're just obscenely powerful deadly creatures
L3279[22:54:44] <Kaiyouka[L]> attack disregarding armor maybe?
L3280[22:55:00] <Giraffestock> steel items in players inv and holds them?
L3281[22:55:16] <williewillus> Giraffestock: that link 404's
L3282[22:55:20] <Giraffestock> fantastic :D
L3283[22:55:23] <Giraffestock> thanks willie
L3284[22:55:24] <Kaiyouka[L]> I don't like the idea of stealing items but I do have another ender mob that can pick up and carry items
L3285[22:55:42] <Giraffestock> oh, just have weapons not effect it kayouka
L3286[22:55:46] <Giraffestock> enchantments**
L3287[22:56:19] *** big_Xplo|Off is now known as big_Xplosion
L3288[22:56:22] <Kaiyouka[L]> enchantments are sort of not a thing in my mod anyway
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L3290[22:57:10] <williewillus> how would you not have nchantments affect it code wise?
L3291[22:57:19] <Giraffestock> dont ask me :D
L3292[22:57:50] <Kaiyouka[L]> pretty sure there's living hurt events that fire
L3293[22:58:09] <williewillus> yeah but by then the enchantments already been factored in to the damage i thought?
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L3295[22:58:31] <Kaiyouka[L]> Yes, but you can look up the base power of the weapon held by the attacking player
L3296[22:58:50] <williewillus> i guess, but if an item doesnt use attributes then it wouldnt work
L3297[22:59:18] <Kaiyouka[L]> probably, yeah
L3298[22:59:37] <Kaiyouka[L]> hmmm.....
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L3300[23:02:00] <williewillus> DamageSource.setDamageISAbsolute() looks promising
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L3303[23:02:59] <Kaiyouka[L]> Hmm... Maybe I'll make Endermen invincible to anything that isn't light-based (since elemental energy plays into my mod) :p
L3304[23:03:13] <Kaiyouka[L]> So early on, the player pretty much HAS to avoid them
L3305[23:04:58] <Kaiyouka[L]> Or rather than invincible, maybe they just have a high level of armor otherwise (weapons do practically nil against them)
L3306[23:05:21] *** big_Xplosion is now known as big_Xplo|Off
L3307[23:05:23] <Kaiyouka[L]> would make full moons (when endermen become aggressive instead of neutral) THAT much more terrifying
L3308[23:06:06] <Giraffestock> i cant make this damn laser any cooler
L3309[23:06:11] <Giraffestock> oh, i can make it attack multiple mobs
L3310[23:06:21] <Giraffestock> except ill need to redo the attack targets i think /:
L3311[23:06:22] <Kaiyouka[L]> Can you make it any freeza? /bad joke
L3312[23:06:39] <Giraffestock> maybe ill make mobs explode after a few seconds
L3313[23:07:19] <Kaiyouka[L]> lol
L3314[23:09:29] <stuntmania> Does thePlayer.moveEntity(float, float, float) triggers alarms on hack protected servers?
L3315[23:09:37] <williewillus> clientside?
L3316[23:09:52] <stuntmania> No, server-side
L3317[23:10:01] <williewillus> it shouldn't
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L3319[23:10:06] <stuntmania> Plugins that kick players automatically or things like that
L3320[23:11:43] <parzivail> we can get modding help here, correct?
L3321[23:11:49] <Kaiyouka[L]> yes
L3322[23:11:50] <stuntmania> Yeah
L3323[23:12:20] <parzivail> perfect. will remember that, thanks
L3324[23:13:53] <stuntmania> So if I want to do some kind of AI taking over the player, how should I even approach this?
L3325[23:14:48] <williewillus> well player movement is controlled on the client
L3326[23:14:56] <williewillus> so for once you could run something clientside
L3327[23:15:06] <williewillus> as long as it doesnt trip the server move too fast message
L3328[23:17:45] <Cazzar> Kaiyouka[L] I would moreso make it endermen are vulnerable to water element, due to vanilla mechanics :P
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L3330[23:19:09] <williewillus> but mainly fix their AI :p
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L3333[23:20:21] <williewillus> I'd say 1) fix the sound playing when they're not really aggro 2) Water doesn't neutralize them, it makes them angrier 3) Make the "teleport behind player" trick work better
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L3337[23:22:58] <Giraffestock> https://gfycat.com/WarlikeTanFawn :D
L3338[23:23:29] <stuntmania> "Take off head"
L3339[23:23:40] <Giraffestock> well it hops on
L3340[23:23:44] <Giraffestock> and acts like a fucking sentry
L3341[23:24:05] <williewillus> is that the gif or does the laser look like a really fuzzy feather
L3342[23:24:06] <Giraffestock> how can i do "IMob.class"
L3343[23:24:14] <williewillus> ?
L3344[23:24:17] <Giraffestock> like getEntitiesWithinAABB(IMob.class)
L3345[23:24:19] <Giraffestock> (interface)
L3346[23:24:20] <williewillus> yeah
L3347[23:24:26] <williewillus> you can do that :p
L3348[23:24:28] <Giraffestock> oh shit
L3349[23:24:29] <Giraffestock> lol
L3350[23:24:44] <Kaiyouka[L]> Cazzar, but that would be too easy
L3351[23:24:46] <williewillus> everything is a class
L3352[23:24:50] <williewillus> except primitives :p
L3353[23:25:14] <Kaiyouka[L]> but there are classes for the primitives too :p
L3354[23:25:36] <williewillus> tch technicalities :p
L3355[23:25:41] <williewillus> i meant reference type
L3356[23:25:49] <stuntmania> There is AI for mobs to move around the world without too much problem. I was wondering if I could maybe apply that AI to the player. Is that doable?
L3357[23:26:12] <williewillus> i feel like it would be
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L3359[23:26:28] <williewillus> if not, then you can cheat and do what vanilla community does with their silly little commandblocks :p
L3360[23:26:34] <Giraffestock> so i forget what half this code does
L3361[23:26:38] <Giraffestock> wtf is vec3.dotProduct lol
L3362[23:26:41] <Kaiyouka[L]> lol
L3363[23:26:42] <williewillus> which would be spawn an invisible entity that does the AI and make the player ride it
L3364[23:26:48] <Giraffestock> https://www.irccloud.com/pastebin/Kt6lrQ54/
L3365[23:26:54] <Giraffestock> i feel like i pulled those numbers from somewhere lol
L3366[23:26:56] <williewillus> that scales the vector by the specified amt
L3367[23:27:15] <williewillus> the distance ones?
L3368[23:27:19] <williewillus> you probably tweaked them :p
L3369[23:27:19] <Giraffestock> yes
L3370[23:27:33] <Giraffestock> but you can tell in the gif that damage isnt dealt to the target mob if its too close
L3371[23:27:36] <Giraffestock> and i figure its something to do with that
L3372[23:28:18] <stuntmania> Call it a feature
L3373[23:28:27] <Kaiyouka[L]> meh, I think I'll code something else
L3374[23:28:38] <Giraffestock> kaiyouka; want to make my laser cooler? :
L3375[23:28:39] <Giraffestock> kaiyouka; want to make my laser cooler? ::P
L3376[23:28:43] <Giraffestock> wtf irccloud
L3377[23:28:52] <Giraffestock> i hit up arrow like this was skype -_-
L3378[23:29:14] <Kaiyouka[L]> Nah, I'm gonna work on a different coding project altogether
L3379[23:29:31] <williewillus> i still say add pulse rings
L3380[23:29:39] <Giraffestock> idk how but ill figure it out d:
L3381[23:29:44] <Giraffestock> so uh, the mobs explode when they die right
L3382[23:29:49] <Giraffestock> the dog just died from an explosion D:
L3383[23:29:58] <williewillus> you made it actually explode? :p
L3384[23:30:04] <williewillus> you could just spawn the particles
L3385[23:30:09] <Kaiyouka[L]> ah, yes, my flash drive
L3386[23:30:13] <Kaiyouka[L]> good
L3387[23:30:15] <Kaiyouka[L]> I brought it
L3388[23:30:30] <Giraffestock> fuck that
L3389[23:30:32] <Giraffestock> explosions!
L3390[23:31:02] <Kaiyouka[L]> You can fuck that and you can have explosions but for god's sake don't try to fuck an explosion
L3391[23:31:54] <williewillus> lol
L3392[23:32:02] <Kaiyouka[L]> I hope my engine code isn't too out of date
L3393[23:32:13] <Kaiyouka[L]> not that I'm sure why I need any more of the engine than the core
L3394[23:32:20] <williewillus> engine of what?
L3395[23:32:27] <Kaiyouka[L]> game engine I wrote
L3396[23:32:33] <williewillus> ah cool
L3397[23:34:50] *** williewillus is now known as willieaway
L3398[23:34:53] <Giraffestock> so uh, i forgot to reset the explosion timer
L3399[23:34:59] <Giraffestock> everything this laser hit just goes boom
L3400[23:36:19] <Giraffestock> https://gfycat.com/DecisiveAnotherGossamerwingedbutterfly
L3401[23:37:00] <Kaiyouka[L]> beautiful
L3402[23:37:01] <Kaiyouka[L]> 10/10
L3403[23:37:49] * Kaiyouka[L] scratches head at code
L3404[23:38:26] <Giraffestock> how do i make an entity immune to explosions?
L3405[23:39:19] <Kaiyouka[L]> in attackEntityFrom, check for an explosion damage source and do nothing? IF it's a custom entity. Otherwise, you'll need to use forge events for existing ones.
L3406[23:39:23] <Kaiyouka[L]> or something like that
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L3408[23:40:22] <Giraffestock> is no damagesource explosion /:
L3409[23:40:24] <Giraffestock> but there is
L3410[23:40:32] <Giraffestock> setExplosionSource
L3411[23:41:20] <Kaiyouka[L]> ...
L3412[23:41:21] <Kaiyouka[L]> hm
L3413[23:41:24] <stuntmania> Where can I find the full list of events I can subscribe to?
L3414[23:41:32] <Giraffestock> if(damagesource == new DamageSource("explosion")) might work?
L3415[23:41:49] <bob_twinkles> it won't
L3416[23:41:59] <bob_twinkles> == compares references, not the thing referred to
L3417[23:42:02] <stuntmania> nm I found it
L3418[23:42:12] <Giraffestock> oh silly me
L3419[23:42:18] <Giraffestock> damagesource.isExplosion
L3420[23:42:25] <Giraffestock> and yeah ik bob, i just copy+pasted d:
L3421[23:42:34] <Giraffestock> (pasted what eclipse autofilled)
L3422[23:42:47] <bob_twinkles> fair enough lol
L3423[23:43:38] <Giraffestock> http://gyazo.com/a240f74a324cd8e05add616da9e75afb
L3424[23:43:55] <stuntmania> Is there no playerTick or playerUpdate even anymore?
L3425[23:43:58] <bob_twinkles> quality commit messages there
L3426[23:44:02] <Giraffestock> mhm
L3427[23:44:13] <Kaiyouka[L]> Giraffestock: beautiful
L3428[23:44:17] <Kaiyouka[L]> 13/10
L3429[23:44:28] <bob_twinkles> better than some of my hackathons ones: "fix some shit"
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L3433[23:48:44] <Kaiyouka[L]> Hmm... maybe I shouldn't be working with enumerations here....
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L3435[23:50:24] <stuntmania> If I use this http://pastebin.com/HzBHQH3s , does that mean I cannot use the commands if the server doesn't run the mod?
L3436[23:50:40] <Giraffestock> they wont work, yes
L3437[23:51:01] <stuntmania> Is there a way to add commands that will work client-side?
L3438[23:51:36] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 378 seconds)
L3439[23:51:36] <Giraffestock> well if your commands only do clientside things i think they'd work
L3440[23:51:43] <Giraffestock> i havent maed commands with forges system in a while
L3441[23:51:48] <Giraffestock> make your own :D
L3442[23:52:00] <stuntmania> My own what? :o
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L3444[23:52:35] <Giraffestock> command system? idk
L3445[23:52:40] <Giraffestock> more of a joke but you could
L3446[23:53:45] <stuntmania> Don't think I'd re-write it for that xd
L3447[23:54:08] <Giraffestock> id say use mine but its not public :(
L3448[23:54:18] <Giraffestock> google?
L3449[23:55:04] <Giraffestock> just checked, serverStart or whatever is fired client and server
L3450[23:55:07] <Giraffestock> so your commands will work on client
L3451[23:55:11] <Giraffestock> just do a check
L3452[23:55:17] <Giraffestock> isRemote or whatever
L3453[23:56:12] <stuntmania> Oh alright thanks
L3454[23:57:28] <stuntmania> But it would not be registered if the client joins a remote server then
L3455[23:57:42] <Giraffestock> i thought the command was clientisde?
L3456[23:57:45] <stuntmania> Is there a FMLClientStartingEvent or something alike? :P
L3457[23:57:50] <Giraffestock> if you dont have a check it will run on both
L3458[23:57:58] <Giraffestock> if the mod isnt installed server-side the command wont do anything
L3459[23:57:59] <stuntmania> Yeah I want to have it only client-side
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L3463[23:58:17] <Giraffestock> @SideOnly(Side.CLIENT)?
L3464[23:58:46] <stuntmania> But the where would I put the actual registering of the commandY?
L3465[23:59:50] <stuntmania> Because right now I put it inside FMLServerStartingEvent, but that would not be called if the client doesn't run a server
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