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L1[00:01:40] <Kaiyouka> What the hell kind of question is that
L2[00:02:02] <Kaiyouka> an instance getter can return whatever the hell it wants
L3[00:02:12] <Kaiyouka> all it is is a method that returns an object
L4[00:03:00] <killjoy> I was just wondering if Forge would throw it back at me
L5[00:04:49] <Kaiyouka> O_o
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L9[00:31:49] *** fry|sleep is now known as fry
L10[00:35:11] <Wuppy> Lex/fr y http://puu.sh/ipnaY/f44a5fab40.jpg
L11[00:35:37] <killjoy> Wuppy, you're allowed to ping fry
L12[00:35:54] <fry> ^
L13[00:35:54] <Wuppy> dunno if he likes being pingend
L14[00:36:01] <killjoy> fry != lex
L15[00:36:01] <Wuppy> personally I really dont mind at all, but some just rather not
L16[00:36:08] <Wuppy> killjoy, there are many more
L17[00:38:28] <killjoy> The most hilarious thing just happened to all my desktop shortcuts, but I couldn't screencap it in time.
L18[00:38:49] <killjoy> All the checkmarks that indicate that is is a shortcut were replaced by the java icon
L19[00:39:15] <killjoy> Windows 10: Stable, but still buggy
L20[00:39:16] <Wuppy> anyway, back to ranting about someone in my class who is at this point basically trying to kick me and 2 of my friends from college :<
L21[00:39:40] <killjoy> Kick him back
L22[00:39:44] <Wuppy> her
L23[00:39:46] <killjoy> *her
L24[00:39:48] <Wuppy> but yeah... I considered that
L25[00:39:51] <Kaiyouka> Ship her to mars
L26[00:39:59] <Wuppy> I have never been as angry as last gniht :|
L27[00:40:02] <killjoy> Ship her *with* mars
L28[00:41:20] <Kaiyouka> how does that even
L29[00:42:20] *** kroeser|away is now known as kroeser
L30[00:42:38] <Wuppy> but yeah, she's completely insane
L31[00:42:55] <Wuppy> she's a designer who is mad to have done designer work :O
L32[00:43:01] <Kaiyouka> wut
L33[00:43:02] <Wuppy> what a surprise
L34[00:43:38] <Wuppy> she's mad at the programmers for not helping with QA and the script for a fake kickstarter
L35[00:43:57] <killjoy> I used ship not as in mail, but as in date.
L36[00:44:25] <Kaiyouka> killjoy: yeah, I got that. But still.
L37[00:44:40] <Kaiyouka> Wuppy: lobotomize her? :v
L38[00:44:50] <Wuppy> what is that even?
L39[00:45:05] <Kaiyouka> Remove part of her brain
L40[00:45:17] <Wuppy> is there any? :P
L41[00:45:23] *** TehNut|Gone is now known as TehNut
L42[00:45:24] <Kaiyouka> ouch
L43[00:45:26] <Kaiyouka> heh
L44[00:45:35] ⇦ Quits: killjoy (~killjoy@cpe-24-74-204-200.ec.res.rr.com) (Quit: Leaving)
L45[00:45:37] <Kaiyouka> ah, crazy women
L46[00:46:05] <stuntmania> how does one even kick another student out?
L47[00:46:15] <Kaiyouka> Report them for something and get them expelled
L48[00:46:26] <Kaiyouka> frame 'em
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L50[00:46:42] <Kaiyouka> pull out the ol' patriarchy rape culture card and get 'em thrown in jail for eye rape
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L52[00:46:48] <stuntmania> they won't kick you if that's not true
L53[00:46:51] <Wuppy> stuntmania, we didn't do any work for 2 parts of our group project
L54[00:46:55] <Wuppy> QA and kickstarter + trailer
L55[00:46:56] <stuntmania> But yeah I guess rape words
L56[00:47:05] <Wuppy> excpet for making the actual fucking game of course.....
L57[00:47:16] <Wuppy> so she's trying to make us fail those 2 subjects
L58[00:47:20] <Wuppy> which is 5ECTS
L59[00:47:29] <Wuppy> and if you fail 6 or more ECTS on our education, you're out
L60[00:47:30] <Wuppy> for good
L61[00:47:34] <stuntmania> you have a course on kickstarter?
L62[00:47:42] <Wuppy> two even :P
L63[00:47:50] <stuntmania> Wow
L64[00:48:12] <Wuppy> I guess it's mostly just a subject on game video creation
L65[00:48:13] <stuntmania> I don't know what an ECTS is but I guess it's some sort of 'education points'
L66[00:48:22] <Wuppy> yep
L67[00:48:29] <Wuppy> you get 60 in a year, miss 6 and you get kicked off
L68[00:48:42] <Wuppy> theyre also universal for europe?
L69[00:48:47] <Wuppy> at least certainly in NL
L70[00:48:50] <Kaiyouka> weird
L71[00:49:14] <Wuppy> worst part is, I heard this through someone else
L72[00:49:22] <Wuppy> so she's trying to pull this shit behind my back
L73[00:49:25] <stuntmania> I'm from quebec, we have a unique school system
L74[00:49:40] <Wuppy> not gonna let me and 2 of my best friends get kicked off because bitches be crazy
L75[00:49:56] <stuntmania> well at least a girl in IT noticed you xd
L76[00:50:28] <Kaiyouka> Senpai noticed wuppy?
L77[00:50:33] <Wuppy> well... lemme put it this way, she isn't exactly what you call..... attractive
L78[00:51:15] *** olee|off is now known as olee
L79[00:51:37] <stuntmania> Yeah but http://pre02.deviantart.net/5612/th/pre/f/2011/289/b/b/it__s_something_by_rober_raik-d4czhxe.png
L80[00:51:53] <Wuppy> heh
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L82[00:52:07] <Kaiyouka> Not attractive So... on a scale from Ellen DeGeneres to Sarah Jessica Parker, how unattractive we talking?
L83[00:52:27] <Wuppy> errr p?
L84[00:52:32] <Wuppy> that's not really a scale :P
L85[00:52:36] <Kaiyouka> lol
L86[00:52:47] <stuntmania> Errr... which one is the pretty one in those two :c
L87[00:52:56] <Wuppy> I was just gonna ask the same thing :P
L88[00:54:09] <Kaiyouka> It's a joke :p
L89[00:54:15] <Kaiyouka> and uh...
L90[00:54:15] <Kaiyouka> idk
L91[00:54:17] <Kaiyouka> take your pick
L92[00:54:28] <Kaiyouka> I'm incapable of ranking the attractiveness of human females
L93[00:54:42] <stuntmania> #coders
L94[00:54:57] <Wuppy> on a scale of 1 to 10, she's a 4
L95[00:54:58] <Wuppy> prolly
L96[00:55:00] <Kaiyouka> That's mutually exclusive to my being a coder.
L97[00:55:04] <Kaiyouka> and uh
L98[00:55:09] <Kaiyouka> I don't honestly understand the 1-10 scale either :p
L99[00:55:19] <stuntmania> There is only one girl in all of our IT cohort, and she is so pretty. I don't get it, no one hits on her o.O
L100[00:55:35] <Wuppy> 0.4f
L101[00:55:40] <Wuppy> :P
L102[00:55:55] <stuntmania> sounds like a bra size Wuppy
L103[00:56:03] <Wuppy> sounds like a float value to me
L104[00:56:30] <Wuppy> now... how to get her to talk to me about this shit
L105[00:56:46] <Kaiyouka> Drug her, tie her to a chair, and strap on a lie detector?
L106[00:56:56] <Wuppy> :P
L107[00:57:00] <stuntmania> 'ayo ma, whatchu been doin in ma back ma? tha fuk u think u can fuk with me?'
L108[00:57:10] <Kaiyouka> Get David Caruso and Morgan Freeman to interrogate her
L109[00:59:15] <Wuppy> stuntmania, thing is, I can't call her out on in because I technically don't know this
L110[00:59:33] <Wuppy> thankfully a friend told me she was talking this shit behind my backs
L111[00:59:36] <stuntmania> Does it matter?
L112[00:59:46] <stuntmania> Now you know so you need to take action
L113[00:59:49] <Wuppy> don't want to screw over my friend
L114[01:00:10] <stuntmania> tell her you hacked her brain or something?
L115[01:00:23] <Wuppy> thing is also, I'm tech lead so I feel kinda responsible for the 2 programmers working "under me"
L116[01:00:30] <Wuppy> who also happen to be great friends
L117[01:00:32] <Wuppy> so yeh...
L118[01:00:35] <Wuppy> happy days
L119[01:00:53] <stuntmania> Or just don't tell her who told you, and talk like civilized adults? I mean you wrote a fucking book, what did she do :p
L120[01:01:00] <Wuppy> hehe
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L122[01:01:33] <stuntmania> Hey talking about books I was wondering how much time it took you to write this one
L123[01:01:33] <Wuppy> I have to get her to tell it somehow :P
L124[01:01:42] <Wuppy> ehh, I think about 2 months
L125[01:01:58] <stuntmania> Not as long as I imagined :o
L126[01:02:13] <Wuppy> well, I've been writing this stuff for many years now
L127[01:02:28] <Wuppy> I have quite a lot of experience with minecraft modding tutorials
L128[01:02:39] <Kaiyouka> Wuppy is king
L129[01:02:43] <stuntmania> Yeah you don't know it but you've helped me out many times
L130[01:03:05] <Wuppy> I don't think that Kaiyouka, but it's easy for me to write tutotrials by now
L131[01:03:09] <Wuppy> not sure if they're any good :P
L132[01:05:46] <HewloThere> I will pay someone $5 to update XyCraft for 1.7.10.
L133[01:05:56] <Wuppy> lol
L134[01:06:07] <Wuppy> how bout no HewloThere
L135[01:06:15] <HewloThere> =(
L136[01:06:18] <Kaiyouka> I will pay somebody $3.50 to finish my mods
L137[01:06:20] <HewloThere> I love XyCraft.
L138[01:06:20] <Kaiyouka> :p
L139[01:06:24] <HewloThere> It's a nice mod.
L140[01:06:28] <HewloThere> The tanks are pretty.
L141[01:06:44] <Wuppy> there's 2 things wrong with your question
L142[01:06:59] <Wuppy> first of all, the 5 dollars, updating a mod is mcuh more work
L143[01:07:00] <HewloThere> My question? It wasn't a question, it was a statement.
L144[01:07:07] <Wuppy> statement then
L145[01:07:24] <Wuppy> and second of all, we can't really update xycraft, the creator has to do that
L146[01:07:31] <stuntmania> I would pay 100 internet points to understand half the shit other moders are doing in open-source projects
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L148[01:07:52] <HewloThere> I'll pay someone $5 to privately remake XyCraft for 1.7.10 for me.
L149[01:08:06] <stuntmania> I don't think it was a real offer
L150[01:08:12] <stuntmania> or was it HewloThere ?
L151[01:08:21] <HewloThere> It was.
L152[01:08:23] <HewloThere> A real offer.
L153[01:08:33] <Wuppy> lol
L154[01:08:50] <HewloThere> I want the pretty blocks and stuff.
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L157[01:09:08] <Wuppy> ask the creator to updat eit
L158[01:09:16] <HewloThere> Soaryn like abandoned it.
L159[01:09:21] <HewloThere> No updates since 1.7.
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L161[01:09:26] <HewloThere> 1.4 *
L162[01:09:27] <HewloThere> Derp.
L163[01:09:33] <HewloThere> Since FTB Ultimate.
L164[01:09:43] <stuntmania> rip
L165[01:09:49] <Wuppy> and you're offering 5 dollars to update from 1.4 to 1.7?
L166[01:09:58] <HewloThere> Yea.
L167[01:10:03] <HewloThere> I want XyCraft so bad.
L168[01:10:27] <Wuppy> you'd have to up the price by about 10000% (so 500 dollars) for that to be worth anybodies time
L169[01:10:31] <Wuppy> taht's an insane amoutn of work
L170[01:10:33] <HewloThere> No.
L171[01:10:37] <Wuppy> and that's even only if the mod is open source
L172[01:10:40] <Wuppy> is it?
L173[01:10:48] <HewloThere> If it's open source, $5 is enough.
L174[01:11:00] <HewloThere> All it is is ore gen of the blocks, then tanks, then pretty blocks.
L175[01:11:02] <Wuppy> hahahah, no
L176[01:11:03] <Kaiyouka> I don't think you understand how things work
L177[01:11:04] <stuntmania> Can't tell if trolling or serious
L178[01:11:07] <Kaiyouka> ^
L179[01:11:14] <Wuppy> stuntmania, I'm with you there :P
L180[01:11:46] <HewloThere> I'll up it to $6.23 USD;
L181[01:12:06] <stuntmania> And XyCraft is not open source
L182[01:12:11] <Kaiyouka> Well if you think it's so easy enough, you update the fucking thing.
L183[01:12:12] <HewloThere> So?
L184[01:12:16] <HewloThere> Be creative.
L185[01:12:19] <Wuppy> at this point I'm hoping he's going to say: two fiddy
L186[01:12:21] <HewloThere> I can't code though.
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L188[01:12:32] <Kaiyouka> Then don't fucking talk like you think you know how things work
L189[01:12:41] <HewloThere> He coded it.
L190[01:12:58] <HewloThere> It's not like you're recoding Forge from scratch or updating RedPower.
L191[01:13:21] <Wuppy> HewloThere, I'm a writer of a book on mod devleopment and the others in here are also very good with modding
L192[01:13:27] <Wuppy> we're telling you: not gonna happen
L193[01:13:33] <HewloThere> =(
L194[01:13:38] <Wuppy> 5 dollars is the price for about half to 1 hour of work
L195[01:13:45] <stuntmania> I say that but there's this port that has original source code https://github.com/alekso56/XyCraft
L196[01:13:49] <Wuppy> this will take about 50-100 times more
L197[01:14:15] <Wuppy> not done yet though is it?
L198[01:14:22] <stuntmania> it's dead
L199[01:14:34] <stuntmania> everything xycraft related is dead
L200[01:14:48] <stuntmania> there must be a reason for that
L201[01:15:07] <Wuppy> what would that be?
L202[01:15:20] <stuntmania> I don't know, never played it
L203[01:15:32] <Wuppy> it's not the hardest mod to make out there
L204[01:15:33] <Wuppy> I think
L205[01:15:40] <Wuppy> also, I hate all humans: http://puu.sh/ipoMP/5a376405c4.jpg
L206[01:15:53] <Wuppy> this is both the cheapest and the most popular belt in the netherlands
L207[01:16:44] <stuntmania> HewloThere, you might be interested by https://github.com/CelesTek-Team/HexCraft
L208[01:17:14] <stuntmania> I'm from the country that gave birth to Justin Bieber, tell me about hating humans
L209[01:17:41] <Wuppy> actually, I'm not mad at people, but at companies
L210[01:17:46] <Wuppy> I now see why that one was so popular
L211[01:17:48] <Wuppy> there is no alternative
L212[01:18:36] <stuntmania> HewloThere, if you want pretty things: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2433456-wip-forge-1-7-10-hexcraft-alpha-0-5-0-hexorium
L213[01:18:44] <HewloThere> I'm looking at it now.
L214[01:19:05] <Wuppy> those are impressively pretty things :O
L215[01:19:12] <HewloThere> SO FREAKING PRETTY
L216[01:19:16] <HewloThere> This is why I like XyCraft.
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L220[01:20:45] <stuntmania> ColoredLights impresses me way more than other people for some reason
L221[01:23:21] <stuntmania> Maybe I should make redstone colored lights
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L225[01:26:51] *** big_Xplo|Off is now known as big_Xplosion
L226[01:29:04] <HewloThere> What are some cool mods I should have in a mod pack?
L227[01:29:29] <Wuppy> mine :P
L228[01:30:28] <stuntmania> Hey I heard about this cool mod called Placeable Items, you should check it out HewloThere ! http://minecraft.curseforge.com/mc-mods/227951-placeable-items-v1-4-2-1
L229[01:30:45] * stuntmania doesn't know how to change it's IRC registered name to Ferdz
L230[01:30:46] <HewloThere> Wuppy, such as?
L231[01:30:53] <Wuppy> goblins and giants :P
L232[01:30:57] <HewloThere> ./nickname NAME
L233[01:30:58] <HewloThere> Oh
L234[01:31:07] <Wuppy> http://www.minecraftforum.net/topic/1094417-164-172-all-wuppys-mods-updated-13-01-14-peacefulpack-for-172-out/
L235[01:31:38] <HewloThere> Not really my cup of tea, stuntmania.
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L237[01:34:04] <stuntmania> Hey Wuppy don't want to be an asshole or anything but it should be "Use it to find your way to *a* nether fortress", if you want to change that I don't know, it's for you :c
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L247[01:48:37] <stuntmania> Oh and I translated your Frozen mod to French
L248[01:48:54] <Wuppy> cool :)
L249[01:52:21] <Mimiru> Heya... is there a way to get the name of an entity? I'm scanning for entities in an AABB and getting their name would be handy
L250[01:53:08] <Wuppy> getName
L251[01:53:21] <Mimiru> I don't have a getname
L252[01:53:28] <Wuppy> it's gone?
L253[01:53:33] <Mimiru> IDK I'm in 1.7 :P
L254[01:53:59] <Mimiru> I'm using http://paste.pc-logix.com/view/63338283
L255[01:54:04] <Mimiru> which I then iterate through
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L259[01:55:49] <Mimiru> If I cast to Entity, I don't get getName, I can getID, but.. not helpful :P
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L261[01:55:55] <stuntmania> Hey Wuppy (last time I ping you I swear), do you think you'll be working on a randomly generated structure some time soon?
L262[01:56:09] <Wuppy> stuntmania, I'm perfectly fine with pings :D
L263[01:56:19] <Wuppy> and working on that how?
L264[01:56:30] <stuntmania> tutorial*
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L267[01:57:09] <Wuppy> probably not, that's something very complex and specific
L268[01:57:57] <stuntmania> oh
L269[01:58:06] * stuntmania looks very sad
L270[01:58:06] <stuntmania> :P
L271[01:58:11] *** laci200270 is now known as whois
L272[01:58:31] <whois> laci200270
L273[01:58:39] <whois> how can change my nick
L274[01:58:44] <Mimiru> /nick newnick
L275[01:58:45] <Wuppy> ./nick
L276[01:59:00] *** whois is now known as laci200270
L277[01:59:03] <laci200270> Thanks
L278[01:59:06] <Mimiru> Np
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L280[01:59:56] <laci200270> Wuppy, can you make worldtype tutorial?
L281[02:00:06] <Wuppy> what's worldtype?
L282[02:00:15] <laci200270> In world customize menu
L283[02:00:41] <stuntmania> Like BOP makes
L284[02:00:51] <laci200270> yes
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L287[02:01:33] <Wuppy> probably not
L288[02:02:13] <laci200270> why?
L289[02:02:27] <Wuppy> complex and specific
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L291[02:02:37] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L292[02:02:39] <Wuppy> too few people would actually use that for it to be worth a tutorial
L293[02:02:43] <Wuppy> also, I'm crazy busy atm
L294[02:03:37] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150615 mappings to Forge Maven.
L295[02:03:40] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150615-1.8.zip (mappings = "snapshot_20150615" in build.gradle).
L296[02:03:51] <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/
L297[02:08:10] <laci200270> new mc snaphoot released?
L298[02:08:26] <Mimiru> No, just mappings
L299[02:08:38] *** Riking is now known as Riking|away
L300[02:08:51] <laci200270> for a snaphoot or 1.8?
L301[02:09:02] <laci200270> sorry I'm new at IRC.. :D
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L304[02:14:28] <stuntmania> It's for Forge laci200270
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L306[02:14:59] <stuntmania> Automatic updates & crap
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L308[02:16:37] <Lex_> Its the mapping for srg -> human names.
L309[02:16:43] ⇨ Joins: auenf (David@171.72.233.220.static.exetel.com.au)
L310[02:16:45] <Lex_> They are pushed once a day
L311[02:17:52] <stuntmania> Cool! So it changes method names, variable names and things like that?
L312[02:17:55] ⇨ Joins: Techcable (~Techcable@2607:5300:100:200::1290)
L313[02:19:13] <sham1> yes
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L315[02:19:38] <laci200270> func_12345d and similar
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L319[02:24:03] <stuntmania> So if I add the line it says on the site to my build.gradle, do I have commands to run?
L320[02:24:51] <sham1> gradle setupDecompWorkspace
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L328[02:29:39] <laci200270> my minecraft uses 2gb for ram and every 5 mins get crashed with OutOfMeomory this is normal(if I give 2,5 gb same error)
L329[02:30:13] ⇨ Joins: auenf (David@171.72.233.220.static.exetel.com.au)
L330[02:30:21] <Saturn812> depends on the modpack
L331[02:30:30] <laci200270> ~110 mod
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L333[02:30:37] <laci200270> myself made
L334[02:30:55] <Saturn812> again, depends on the mods. But it sure can eat more
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L336[02:32:10] <laci200270> ok
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L338[02:33:20] <laci200270> my motherboard is crazy :D I have 4gb of ram but gives 0,8 GB to my integrated graphics card so I can't give more to MC
L339[02:33:33] <sham1> Integrated
L340[02:33:37] <sham1> Well damn
L341[02:33:43] ⇨ Joins: auenf (David@171.72.233.220.static.exetel.com.au)
L342[02:33:56] <laci200270> n oI using decated card but can't disable integrated
L343[02:34:03] <laci200270> *dedicated
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L345[02:34:20] <Saturn812> afaik, you can disable it most of the times
L346[02:34:40] <laci200270> old asrock lga775 can't disable
L347[02:35:12] *** Kolatra is now known as Kolatra|Away
L348[02:35:12] <laci200270> the bios is made in 2001
L349[02:35:19] <laci200270> its a bit old
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L352[02:36:56] <stuntmania> is there a changelog to the srg?
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L355[02:38:19] <dangranos> does forge supports 1.8.3?
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L358[02:39:33] <laci200270> dangranos: forge only supports 1.8
L359[02:40:23] <laci200270> Lex_
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L364[02:41:28] <laci200270> LexManos
L365[02:41:28] <Lex_> -.-
L366[02:41:34] <Lex_> fuck do you want?
L367[02:41:38] <stuntmania> Don't do that laci200270 ...
L368[02:41:40] <dangranos> laci200270, stop poking lex
L369[02:41:45] <stuntmania> It's in the channel description
L370[02:41:49] <Wuppy> laci200270, 1 step guide to get banned here :P
L371[02:42:06] <Kaiyouka> Do not ping the big L unless you're presenting him with the most well-coded solution to some problem he's aware of.
L372[02:42:09] <laci200270> If I add Unkown to forgedirection it is possible to accept as pull request
L373[02:42:12] <laci200270> sorry
L374[02:42:16] <stuntmania> Someone calm his wrath :c
L375[02:42:17] <Lex_> No
L376[02:42:23] <laci200270> *EnumFacing
L377[02:42:24] ⇨ Joins: auenf (David@171.72.233.220.static.exetel.com.au)
L378[02:42:31] <laci200270> Soory for this
L379[02:42:35] <laci200270> *Sorry
L380[02:42:35] <sham1> I thought that EnumFacing was a Vanilla thing
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L382[02:42:45] *** laci200270 was kicked by Lex_ (stupid))
L383[02:42:54] <stuntmania> aw
L384[02:43:01] <stuntmania> rip laci
L385[02:43:04] <Kaiyouka> Heheheh
L386[02:43:06] ⇨ Joins: laci200270 (~user@31-46-236-222.pool.kapulan.hu)
L387[02:43:09] <sham1> He'll be back
L388[02:43:10] ⇦ Parts: laci200270 (~user@31-46-236-222.pool.kapulan.hu) ())
L389[02:43:10] <stuntmania> ^^'
L390[02:43:15] ⇨ Joins: laci200270 (~user@31-46-236-222.pool.kapulan.hu)
L391[02:44:06] ⇨ Joins: auenf (David@171.72.233.220.static.exetel.com.au)
L392[02:44:27] <stuntmania> why would you even need an unknown face?
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L394[02:44:37] <sham1> ^
L395[02:44:47] <stuntmania> there can't possibly be anything else than all the ones already in
L396[02:44:53] <Wuppy> an inside face? :P
L397[02:45:01] <sham1> Umn
L398[02:45:31] <sham1> How would that even work
L399[02:45:38] <McJty> stuntmania, well perhaps that you don't know the face (for whatever reason)
L400[02:45:38] <stuntmania> Cauldron?
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L402[02:46:11] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d51A4F637.access.telenet.be)
L403[02:46:16] <laci200270> I suggested this because this: https://github.com/CoFH/RedstoneFlux-API/pull/2
L404[02:47:30] <stuntmania> right
L405[02:48:04] <sham1> And they use ForgeDirection.UNKNOWN for what exactly
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L407[02:48:41] <laci200270> I don't know problay somewhere in thermal expansion
L408[02:49:09] <laci200270> or cofhcor
L409[02:49:13] <Kaiyouka> Why should a direction EVER be unknown
L410[02:49:14] <laci200270> *cofhcore
L411[02:49:23] <Kaiyouka> Just fucking default to something
L412[02:49:31] <sham1> NORTH
L413[02:49:36] <Kaiyouka> ^
L414[02:49:46] <sham1> EVeryone loves north
L415[02:49:59] <laci200270> probaly they are using if condouit connects to noithing
L416[02:50:06] <sham1> meh
L417[02:50:07] <laci200270> *nothing
L418[02:50:13] <sham1> They could do that with blockstates
L419[02:50:44] <stuntmania> I can't figure out why they won't update because of that? Is there a UNKNOWN face in 1.7?
L420[02:50:52] <sham1> yes
L421[02:50:57] <laci200270> yes was it
L422[02:51:19] <sham1> In ForgeDirection enum you have 7 directions, the up, down, north etc. and then you had UNKNOWN
L423[02:51:35] <stuntmania> so they removed UNKNOWN in 1.8
L424[02:51:39] <sham1> Yes
L425[02:51:55] <stuntmania> I just don't understand why you would use that
L426[02:52:04] <sham1> Because ForgeDirection was replaced by Vanilla enum EnumFacing
L427[02:52:09] <sham1> Me neither
L428[02:52:13] <McJty> stuntmania, I use it when I don't yet know a direction because it isn't calculated yet.
L429[02:52:27] <sham1> null?
L430[02:52:42] <McJty> I find UNKNOWN clearer to be honest.
L431[02:52:50] <sham1> It i
L432[02:52:51] <McJty> But null would work too
L433[02:53:25] <sham1> But because it would break compatability with Vanilla blockstates forever, you cannot add UNKNOWN into EnumFacing
L434[02:54:10] <stuntmania> but when do you need a direction if it's not calculated?
L435[02:54:20] <fry> Optional<EnumFacing> :P
L436[02:54:36] <McJty> stuntmania, not calculated yet (lazy calculation)
L437[02:54:58] <stuntmania> too complex for me
L438[02:55:05] <stuntmania> ^^'
L439[02:55:11] ⇨ Joins: sww1235 (~sww1235@65-128-109-252.hlrn.qwest.net)
L440[02:56:02] <laci200270> i currently genertating patches
L441[02:56:12] <laci200270> i make a pr
L442[02:56:24] <laci200270> i my computer can generate
L443[02:56:25] <sham1> Welp anyway, now I am doing an temporary solution for rendering fluids inside my pipes because I just cant figure baking models out
L444[02:56:44] <sham1> <sham1> But because it would break compatability with Vanilla blockstates forever, you cannot add UNKNOWN into EnumFacing
L445[02:57:06] <laci200270> yes, the new rendering system is too complex for me
L446[02:57:07] <sham1> Either do your own enum for that
L447[02:57:38] <laci200270> The RF need this,not me
L448[02:57:43] <laci200270> *RF API
L449[02:57:45] <sham1> I know it does
L450[02:57:47] <stuntmania> what's the new rendering system though?
L451[02:57:58] <Lex_> you wanna know aht enum value denotes 'UNKNOWN'?
L452[02:57:59] <stuntmania> Didn't check out 1.8 yet
L453[02:58:00] <Lex_> NULL
L454[02:58:03] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L455[02:58:03] <Lex_> Simple as that
L456[02:58:08] <sham1> Indeed
L457[02:58:24] <laci200270> https://github.com/CoFH/RedstoneFlux-API/pull/2 they soid null is not acceptable
L458[02:58:30] <laci200270> *said
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L460[02:58:45] <sham1> Also RF...
L461[02:58:45] <Lex_> dont care what they said
L462[02:58:47] ⇦ Quits: sww1235 (~sww1235@65-128-109-252.hlrn.qwest.net) (Ping timeout: 186 seconds)
L463[02:58:57] <Lex_> they never gave me a good reason for UNKNOWN in the first place
L464[02:59:06] <Lex_> beyond them just being lazy/bitching.
L465[02:59:12] <sham1> It can be handy yes
L466[02:59:12] <stuntmania> lazyness I guess
L467[02:59:14] <Lex_> Now that ENumFacing is part of vanilla
L468[02:59:18] <Lex_> and intensly used in it
L469[02:59:31] <Lex_> thats what ti is.
L470[02:59:32] <McJty> Type safety could be one. NULL does not have a type
L471[02:59:40] <sham1> Yes it does
L472[02:59:43] <sham1> It has Null
L473[02:59:43] <Lex_> doesnt really matter
L474[02:59:45] <McJty> But that's a minor advantage.
L475[02:59:54] <McJty> sham1, yes but not the type you want it to have in this case.
L476[03:00:43] <Lex_> https://github.com/CoFH/RedstoneFlux-API/pull/2#issuecomment-110163194
L477[03:00:54] <Lex_> "I'm to lazy to add null checks so I will bitch and moan about it'
L478[03:01:15] <Lex_> the fact is
L479[03:01:34] <sham1> They dont like new ways of doing stuff
L480[03:01:39] <Lex_> we cant expand enum facint without borking the shit out of a crapload of blockstates and related things.
L481[03:01:52] <Lex_> And UNKNOWN is NOT A FUCKING DIRECTION
L482[03:02:20] <stuntmania> I'll add that to my quotes list
L483[03:02:21] <ThePsionic> sham1: they're just being silly tbh
L484[03:02:31] <laci200270> now i wroe for the PR
L485[03:02:35] <laci200270> *wrote
L486[03:02:37] <sham1> Great
L487[03:02:40] <sham1> ...
L488[03:02:45] <stuntmania> I didn't know there was drama in the modding community
L489[03:02:52] <sham1> And now you know
L490[03:03:01] <laci200270> if they want forgedirection they'll add to cofhcore
L491[03:03:02] <McJty> stuntmania, there is a big rock on top of you. Push it away :-)
L492[03:03:04] <sham1> And knowing is half the battle
L493[03:03:22] <Lex_> its just another case of skyboy being retarded and lazy.
L494[03:03:39] <ThePsionic> stuntmania: if there is no drama going on your should be alerted
L495[03:03:44] <Lex_> Seriously, whats the issue with using null?
L496[03:04:02] <ThePsionic> None at all
L497[03:04:06] <sham1> ^
L498[03:04:12] *** laci200270 was kicked by Lex_ (https://github.com/CoFH/RedstoneFlux-API/pull/2#issuecomment-111972222 stupid))
L499[03:04:23] <sham1> Or the issue of using null would be null
L500[03:04:25] <stuntmania> :P
L501[03:04:32] <ThePsionic> sham1 pls
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L503[03:04:43] <sham1> In this case anyway
L504[03:04:52] ⇨ Joins: laci200270 (~user@31-46-236-222.pool.kapulan.hu)
L505[03:05:01] <laci200270> beacuse they maybe get nullpointerexception(I think)
L506[03:05:03] <ThePsionic> sham1: I "pls"d about the lame joke :3
L507[03:05:13] <laci200270> sorry i delete the github cooment now
L508[03:05:15] <ThePsionic> Also
L509[03:05:17] <sham1> THEY CAN CHECK FOR NULL
L510[03:05:21] <ThePsionic> ^^^^^
L511[03:05:27] <stuntmania> ^^^^^^
L512[03:05:29] <Lex_> yes yoiu can get a NPE
L513[03:05:39] <Lex_> if you're lazy and dont account for null
L514[03:05:47] <ThePsionic> tbh I've never had an NPE on a self-invoked null
L515[03:05:52] <stuntmania> It's not like an NPE is hard to handle ffs >.<
L516[03:06:10] <sham1> Oh no, the coding convension has to change
L517[03:06:13] <ThePsionic> It's literally if (object != null) {}
L518[03:06:14] ⇦ Quits: Vasher (~Vasher@c-67-182-53-19.hsd1.ca.comcast.net) (Remote host closed the connection)
L519[03:06:16] <Lex_> But noo the entire rest of the engine has to change to support their laziness
L520[03:06:34] <sham1> We need no RF
L521[03:06:51] <ThePsionic> not if they're gonna be like this
L522[03:06:52] <laci200270> i deleted the comment
L523[03:06:57] <McJty> sham1, I do :-)
L524[03:07:02] <ThePsionic> McJty: nah
L525[03:07:05] <sham1> DO something of your own
L526[03:07:08] <ThePsionic> you can figure something else out
L527[03:07:20] <sham1> or that
L528[03:07:30] <McJty> That's an entirely different discussion
L529[03:07:33] <stuntmania> Now is the time we pull out the motivation speech of Shia
L530[03:07:41] <ThePsionic> JUST
L531[03:07:42] <ThePsionic> DO IT
L532[03:07:45] <sham1> And this is why I dont like to depend on too many things on my mod
L533[03:08:08] <ThePsionic> ^ :P
L534[03:08:52] <stuntmania> JUST DO IT.
L535[03:08:57] <stuntmania> JUST CHECK YOUR NULL
L536[03:08:59] <stuntmania> DO IT
L537[03:09:03] <Lex_> but ya
L538[03:09:10] <ThePsionic> </rant>
L539[03:09:50] <Lex_> actually understand basic programming practices, and also understand consequences in the rest of the engine before stating something is bad/defficient.
L540[03:10:25] <sham1> if you have to change 99% to keep your 1% happy, maybe it is the 1% who has to change
L541[03:10:37] <stuntmania> Hey on another subject, I was wondering if you worked full-time on MinecraftForge L, so now that you're checking the chat :3
L542[03:10:50] <Lex_> I do, why?
L543[03:11:13] <stuntmania> Because I was wondering if people actually do this as a full-time job, I think that's really cool
L544[03:11:45] <stuntmania> Like Minecraft modding makes genuine jobs and that's nice :P at least, I think
L545[03:11:53] ⇦ Parts: laci200270 (~user@31-46-236-222.pool.kapulan.hu) ())
L546[03:11:54] <Genuine> What?
L547[03:11:58] <tmtu> what
L548[03:12:02] <Genuine> Nvm, carry on.
L549[03:12:03] <ThePsionic> what.
L550[03:12:07] <Lex_> Minecraft modding/hosting/etc.. is a multi-million doller busniess.
L551[03:12:09] <sham1> what
L552[03:12:24] <Lex_> Modding however is treated as scum and shit by the community
L553[03:12:32] <tmtu> don't forget to add micro transactions
L554[03:12:39] <sham1> PAID MODS!!!
L555[03:12:42] <Lex_> God forbid people actually try to get compensation in the slightest
L556[03:12:51] <Lex_> And by compensation i dont only mean money
L557[03:12:56] <stuntmania> Sorry I pinged you XD
L558[03:12:58] <Lex_> Respect is the main currency of mc modding.
L559[03:13:05] <tmtu> i remember the adfly/yogscast drama
L560[03:13:11] <tmtu> funstuff
L561[03:13:20] <sham1> Well TBH in the case of the Valve's paid mods incident, it could have been handeled better
L562[03:13:24] <stuntmania> Didn't want to start a fight, I was just wondering ^^
L563[03:13:29] <Saturn812> 90% of people use ablock and still bitch about it
L564[03:14:07] <Lex_> A simple thing as little as "If you use my mod, tell people who made it" causes the community to FLIP THEIR SHIT.
L565[03:14:19] <tmtu> wat
L566[03:14:30] <Lex_> God forbid the normal "Please dont re-distribuite my mod"
L567[03:14:45] <stuntmania> I agree with the second one
L568[03:15:16] <sham1> That second one is just stupid. Why would they distribiute it in the first place
L569[03:15:28] <Lex_> Mod packs
L570[03:15:37] <Lex_> #minecraft#.tld
L571[03:15:42] <Lex_> shit like that
L572[03:15:43] <stuntmania> Not only mod packs, but other websites
L573[03:15:43] <dangranos> ew
L574[03:15:50] <sham1> I would put it "Do not re-distribiute my mod without my permission"
L575[03:16:00] <Kaiyouka> they'll still do it anyway
L576[03:16:01] <dangranos> ^ that is just annying
L577[03:16:36] <stuntmania> Yeah they still do it
L578[03:16:50] <sham1> That's just stupid
L579[03:17:03] <stuntmania> When I find a website redistributing my mod, I send a mail and they usually change the link to my download page
L580[03:17:14] <stuntmania> like 80% of the time
L581[03:17:55] <Lex_> On my end its usually "fuck you"
L582[03:17:59] <Lex_> but idgaf
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L584[03:21:25] <McJty> um, does BiomeEvent.GetGrassColor have no reference to the world?
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L587[03:22:49] <stuntmania> 4:22am here, good night
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L590[03:24:41] <McJty> Hmm, I'm struggling with this. How can I change the color of grass in a specific dimension?
L591[03:24:56] <McJty> So far I have only managed to change the color everywhere :-)
L592[03:24:58] <McJty> Or nowhere
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L595[03:32:27] <Lumien> I mean grass color is only dependent on biome
L596[03:33:03] <McJty> Lumien, hmm that's a pity
L597[03:33:20] <laci200270> My computer finished generating the patches should I made a PR or sure is not accepted(EnumFacing)
L598[03:33:36] <McJty> I have my own WorldChunkManager and such so I thought about doing it that way but I couldn't get it working right.
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L603[03:43:06] <laci200270> I repeat because my network gone Should I make a PR for patch EnumFacing?
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L605[03:44:33] <sham1> Just go for it
L606[03:45:34] <Lex_> i said no
L607[03:45:39] <Lex_> becuase it would break a lot of shit
L608[03:45:45] <laci200270> OK
L609[03:46:43] <Lex_> just yell at KL/Skyboy to update. There is no need for UNKNOWN shit.
L610[03:47:00] <Lex_> if you are not a direction then dont send a value
L611[03:49:40] <sham1> We should not mess with Mojang's stuff unless totally nessessary
L612[03:51:13] <Lex_> there is a balance
L613[03:51:59] <Lex_> if they MUST they can make their own UNKNOWN value
L614[03:52:06] <Lex_> and take responsibility for fucking up blocks
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L616[03:54:23] <laci200270> I write a cooment to this https://github.com/CoFH/RedstoneFlux-API/pull/2 I hope it wrote good
L617[03:54:27] <laci200270> *comment
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L620[03:55:30] <Lex_> its gunna cause drama
L621[03:55:37] <Lex_> but meh
L622[03:55:56] <McJty> Can't add more drama then is already present in that ticket :-)
L623[03:56:26] <sham1> That ticket is drama reincarnate
L624[03:56:53] <laci200270> Sorry I'm not good at english
L625[03:56:57] <tmtu> shakespear himself opened it
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L630[04:04:07] <laci200270> my version of changed enumfacing(if some wnats to look in) http://pastebin.com/A0pFpHnR but now I realize don't need tis
L631[04:04:36] <laci200270> *this
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L638[04:27:01] <laci200270> http://tech.pro/blog/6409/top-20-replies-programmers-their-programs-dont-work :D
L639[04:28:00] <McJty> Number 1 is actually pretty common with mods since many mod combinations can cause unexpected results. I encounter that a lot with my mod
L640[04:28:55] <laci200270> Number 1 is for ASM edits and Optifine :D :)
L641[04:29:31] <McJty> Not really. Any kind of mod interaction
L642[04:29:49] <Lex_> 12). "You must have the wrong version."
L643[04:29:50] <McJty> No ASM needed to get inter-mod incompatibilities
L644[04:29:55] <Lex_> number one thing in mc modding
L645[04:29:59] <laci200270> Yes, really
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L647[04:31:45] <laci200270> One version number change might break all other mods that depends it
L648[04:32:02] <Quetzi> yea, wrong version is the thing, had an issue from a guy called 'fixyourmod' reporting an ancient cauldron bug while using a 9 month old version of our mod :)
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L651[04:32:48] <Lex_> Ever wonder why I have the policy for mc updates that I do?
L652[04:33:11] <Quetzi> no, i tend to update my stuff asap, usually
L653[04:33:14] <Lex_> 1.8 has been out for 9 months, and people still ask me to support 1.5.2...
L654[04:33:15] <sham1> What is that policy again?
L655[04:33:49] <laci200270> This is also funny: http://i.imgur.com/qsLx1Ip.jpg
L656[04:34:01] <Lex_> Update as soon as you can, and dont make excuses.
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L658[04:34:37] <sham1> updating as soon as possible is good
L659[04:35:01] <sham1> That is why I am baffeled with people still modding in 1.7.10 even though 1.8 has been there like in a plate
L660[04:35:02] <McJty> I still have to wait. I depend on other mods that are not updated.
L661[04:35:04] <Quetzi> think i updated my personal mods before forge even, at least in a rough state
L662[04:35:08] <ThePsionic> It's never a bug, it's a feature
L663[04:35:12] <sham1> Well that is understandable
L664[04:35:24] <sham1> If you depend on someone else's code...
L665[04:35:36] <McJty> Not really code. Mostly infrastructure :-)
L666[04:35:45] <laci200270> An API?
L667[04:35:45] <Quetzi> and an early rule i set for BluePower was "we won't depend on anything we can't update ourselves"
L668[04:35:47] <McJty> I have a tech mod but I don't have conduits and other stuff.
L669[04:35:58] <McJty> i.e. my mod depends on other mods to supply the power infrastructure
L670[04:36:15] <Lex_> update or replace those other mods
L671[04:36:34] <McJty> Lex_, I have plenty of work with my mod as it is already :-)
L672[04:36:38] <Lex_> dont ping
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L674[04:36:41] <McJty> Sorry
L675[04:36:43] <laci200270> Yes, I'm also waiting for redstone flux API but if doesn't update soon I will make myself a power api
L676[04:36:43] <Lex_> anyways
L677[04:37:00] <Lex_> really need Abrar to sit down and write a list of whats left to do on FG.
L678[04:37:13] <sham1> Why did people depend on RF again?
L679[04:37:30] <McJty> sham1, I don't necessarily need RF. but I do need conduits and power generators and stuff
L680[04:37:35] <ThePsionic> Because it was the promised global power API that anyone would be using
L681[04:37:38] <Lex_> because its the BuildCraft killer!
L682[04:37:41] <ThePsionic> ^
L683[04:37:47] <McJty> Well Buildcraft uses RF too
L684[04:37:52] <ThePsionic> Now it does yeah
L685[04:37:55] <sham1> No love for EU/t :(
L686[04:37:56] <Quetzi> because easy to implement and at one point the noise FTB was making was 'no RF, no place in our packs'
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L688[04:38:13] <Lex_> which ive been bitching at them forever
L689[04:38:18] <Lex_> but like i have any say
L690[04:38:28] <Quetzi> i think it was a mis-step tbh
L691[04:38:37] <sham1> why should I be forced to be using an power API
L692[04:38:39] <Lex_> anyways, RF should be updated. Be it by cofh or unofficial shit.
L693[04:38:52] <sham1> Why cant I do stuff myself without depending on CoFT
L694[04:39:03] <laci200270> an unoffical port is developed
L695[04:39:08] <Lex_> you shouldnt be forced.
L696[04:39:21] <sham1> Indeed
L697[04:39:22] <Lex_> people should use that unofficial port then
L698[04:39:34] <Lex_> its just a API its not actual implementation
L699[04:39:37] <laci200270> https://github.com/Vanhal/RedstoneFlux-API-1.8
L700[04:39:45] <Lex_> There isnt any reason it should take this long to update it.
L701[04:40:14] <McJty> The RF API alone isn't actually really complicated and probably doesn't even need any changes.
L702[04:40:19] <McJty> It is just a way to get/set/modify power
L703[04:40:20] <sham1> I bet that once they have made their own direction enum with UNKNOWN they will update it as fast as possible /s
L704[04:40:45] <Lex_> https://github.com/Vanhal/RedstoneFlux-API-1.8/commit/69b50fdd55eb33ab52bf913e4fb0c6e046ccc075
L705[04:40:50] <Lex_> really thats all they need to do to update?
L706[04:40:54] <ThePsionic> yeah
L707[04:40:57] <McJty> Basically yes
L708[04:40:58] <ThePsionic> they're just little shits
L709[04:40:59] <Lex_> why the fuck is it not done yet?
L710[04:41:08] <laci200270> problay lot of mods waiting for a rendering hooks because lot of generators have complicated models
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L712[04:41:24] <sham1> Forge Blockstates and submodels...
L713[04:41:28] <McJty> The RF API really isn't the issue.
L714[04:41:38] <Lex_> All that shit should be taken care of
L715[04:41:38] <sham1> CoFT core and stuff is
L716[04:41:40] <Lex_> if it isnt
L717[04:41:46] <Lex_> people can you know FUCKING TELL US
L718[04:42:01] <Lex_> As far as I know, there are a few small bugs that arnt that important.
L719[04:42:09] <ThePsionic> lex please think of your blood pressure
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L721[04:42:22] <Lex_> But everything that is needed is taken care of already
L722[04:42:36] <sham1> How can he have blood pressure if he has no blood
L723[04:42:44] <ThePsionic> harsh, sham1
L724[04:42:44] <laci200270> And all power condouits, are using forge multipart which isn't updated yet
L725[04:42:48] <sham1> Yeh
L726[04:42:52] <McJty> laci200270, no, not all
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L728[04:43:02] <McJty> laci200270, Thermal Dynamics and EnderIO conduits do not use FMP
L729[04:43:11] <sham1> Just use the forge'
L730[04:43:16] <sham1> the submodels
L731[04:43:19] <sham1> And model JSONs
L732[04:43:37] <ThePsionic> But the RF API shouldn't care about multipart, they should just get the API up to date and have anyone who uses it figure out what to do next
L733[04:43:50] <Lex_> CBMP
L734[04:44:08] <Lex_> seriously
L735[04:44:22] <Lex_> the API update is simple ForgeDirection -> EnumFacing
L736[04:44:24] <laci200270> Oh, I think EnderIO in 1.7.10 used Multipart
L737[04:44:33] <Lex_> and add @Nullable
L738[04:44:52] <sham1> laci200270, this is what you can do with blockstates and model files http://imgur.com/MUYxkU5
L739[04:44:53] <McJty> laci200270, no they didn't
L740[04:45:00] <sham1> no need for multiparts
L741[04:45:01] <McJty> laci200270, EnderIO has their own facade system
L742[04:45:06] <McJty> laci200270, and so does Thermal Dynamics
L743[04:45:28] <Raga_BM> So does BuildCraft.
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L745[04:45:50] <McJty> AE2 is still a big user of FMP for their conduits and everything
L746[04:45:56] <McJty> But most of the others don't
L747[04:46:12] <laci200270> but EnderIO uses CBMP because multiple tileentity in one block, isn't it?
L748[04:46:25] <McJty> laci200270, nope
L749[04:46:40] <Quetzi> i think latest buildcraft has FMP support via QmunityLib, or at least I saw some indev screenshots of it
L750[04:46:43] <sham1> Technically the multiple conduits in one block thing uses an special block with special TE
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L753[04:47:14] <auenf> its a native enderio thing iirc
L754[04:47:44] <Raga_BM> Quetzi: BuildCraft also has Immibis Microblocks support from within BCCompat. :)
L755[04:47:50] <Lex_> Seriously pretty sure wForge adds FindBugs
L756[04:47:52] <Lex_> @javax.annotation.Nullable
L757[04:47:54] <Lex_> USE IT
L758[04:48:22] <Raga_BM> Ummm btw
L759[04:48:47] <Raga_BM> Recommended 1.7.10 forge is giving me wrong textures for some vanilla items.
L760[04:49:12] <Raga_BM> I wonder why because some dozen previous versions does not.
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L763[04:50:30] <Lex_> be more detailed
L764[04:50:56] <Raga_BM> How detailed?
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L766[04:51:20] <Lex_> well if you use the word "some" thats not detailed
L767[04:51:50] <Raga_BM> Alright
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L770[04:55:38] <Raga_BM> .1374 is the non-buggy version I was talking about.
L771[04:56:34] <laci200270> It is possibly to add an universal power API to the forge itself?(just an idea)
L772[04:56:37] <Raga_BM> .1448 is the buggy one with wrong textures.
L773[04:56:37] <Parthon> heya all! :D
L774[04:56:55] <Raga_BM> aka Recommended Forge.
L775[04:57:00] <Parthon> laci200270: universal power! great idea! that would be like 8 now?
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L777[04:57:20] <McJty> laci200270, that's not what Forge is about
L778[04:57:28] <Parthon> laci200270: this is a funny comic about it: https://xkcd.com/927/
L779[04:57:56] <auenf> and what about more detailed for 'some vanilla items" as well?
L780[04:58:10] <laci200270> Ok, I just think because Forge has universal fluid API
L781[04:58:19] <Raga_BM> I’ll launch Minecraft first.
L782[04:58:21] <Lex_> laci: We tried that, modders could not agree on the value of 1.
L783[04:58:35] <Parthon> haha, really? :D
L784[04:58:42] <Raga_BM> No, wait. I can’t post screenshots right now. :/
L785[04:58:48] <Lex_> Raga: thats a 74 build difference you're gunna have to track it down
L786[04:58:56] <sham1> The universal fluid api has some stuff about it that still is not working...
L787[04:58:56] <Lex_> However if its what it probably is
L788[04:59:04] <Lex_> turn off the splash screen your gfx card is borked
L789[04:59:07] <sham1> At least in this day and age of 1.8
L790[04:59:34] <Parthon> 1 should be the per-tick of smelting
L791[04:59:46] <Lex_> <sham1> The universal fluid api has some stuff about it that still is not working...
L792[04:59:47] <Parthon> ie: 200 energy to smelt one item
L793[04:59:48] <Lex_> should be working fine
L794[04:59:57] <Lex_> except fry needs to finsih up the renderer
L795[05:00:02] <sham1> That's what I meant
L796[05:00:10] <sham1> Like I know everything else works fine
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L798[05:00:24] <fry> It should be finished
L799[05:00:34] <sham1> Good
L800[05:00:39] <Lex_> did you ever pull it in?
L801[05:00:41] <fry> someone besides me should test it though :P
L802[05:00:45] <sham1> Been waiting for monthds
L803[05:01:07] <Lex_> <sham1> Been waiting for monthds
L804[05:01:12] <Lex_> its been ready for ages
L805[05:01:17] <sham1> Hmm
L806[05:01:28] <fry> ready - not really :P
L807[05:01:39] <fry> it's been ready for about a week, I think
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L809[05:02:01] <sham1> If no one else wants to test it...
L810[05:02:05] <fry> half-working version was indeed there for many months
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L812[05:02:15] <sham1> I'd be glad to
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L814[05:03:33] <fry> https://github.com/RainWarrior/MinecraftForge/tree/model-fluid2
L815[05:03:54] <sham1> BRB going to do some cloning
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L818[05:05:28] <Lex_> is that actually in the forge main repo?
L819[05:05:44] <fry> what? no, it's a PR
L820[05:06:35] <fry> https://github.com/MinecraftForge/MinecraftForge/pull/1922
L821[05:06:45] <Parthon> fry: is it for environmental fluids?
L822[05:06:52] <fry> environmental?
L823[05:06:59] <Parthon> like world fluids
L824[05:07:01] <fry> if you mean in-world then yes
L825[05:07:06] <Parthon> as opposed to pipe fluids haha
L826[05:07:16] <Parthon> my pipe system is gravity based :P
L827[05:07:16] <sham1> They're no pipe fluids
L828[05:07:28] <Parthon> so I should be able to just hook into the API no problems yah
L829[05:07:51] <fry> there's no such thing as "universal pipe renderer", so I can't help you with that
L830[05:08:19] <sham1> ^
L831[05:08:27] <Parthon> I know, you can't see into the pipes :P
L832[05:08:31] <sham1> In 1.8 you can use baked models
L833[05:08:51] <sham1> If you want to see the fluids
L834[05:08:55] <Parthon> I know! they are awesome! :D
L835[05:09:14] <Lex_> https://youtu.be/cBJpyW9P_NI?list=PLGnYtw5ezZI-BnVCUhMOcBqi9KggS1fhD makes about as much sense as the original.
L836[05:09:28] <Parthon> my mod is a long way from being ready, I only started serious modding on thursday
L837[05:09:37] <Lex_> anyways what is needed to get it not a pr?
L838[05:10:18] <sham1> Now if I only knew how to make those models outside of JSON so I can for instance give the thing appropriate textures
L839[05:10:31] <sham1> Or how to define vertecies like that
L840[05:11:03] <fry> yup, fluid textures are not easily accessibly in this version of the renderer
L841[05:11:12] <fry> not sure what to do about that
L842[05:11:32] <fry> where did they come from in 1.7? did fluid store them?
L843[05:12:18] <sham1> It is easy to think that because fluids had and still have those methods to access the flowing texture and standing texture
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L845[05:13:49] <fry> that's why I want someone who knows something about fluids to look at it
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L847[05:14:08] <fry> because I know nothing :P
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L850[05:15:44] <fry> sham1: can you tell me what those methods are? :P
L851[05:15:59] <sham1> Let me check
L852[05:16:17] <Hunterz> forge 1.7.10 is still developed or only bugfixing?
L853[05:16:36] <fry> Ah, Fluid.stillIcon
L854[05:16:45] <sham1> getFlowingIcon and getStillIcon
L855[05:16:46] <Parthon> Hunterz: bugfixing
L856[05:16:50] <Lex_> fluids hold iicons which still eixst in 1.8
L857[05:16:52] <Hunterz> thanks
L858[05:16:53] <Parthon> why would it continue to be developed?
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L860[05:16:54] <Lex_> but meh
L861[05:17:02] <sham1> They return TextureAtlasSprites
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L863[05:17:20] <sham1> And setFlowingIcon and setStillIcon can set that TextureAtlasSprite
L864[05:17:22] <fry> should probably switch to ResourceLocation
L865[05:17:38] <sham1> You can get that from TextureStichEvent if you want to replace it
L866[05:17:40] <fry> setters in the Fluid is bonkers
L867[05:17:46] <sham1> ^
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L869[05:19:23] <OrionOnline> Is there a way to render the ToolTip of your items on your own?
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L871[05:19:47] <sham1> java.lang.RuntimeException: No base model or submodel provided for this MultiModel.Baked.
L872[05:19:50] <sham1> Great job
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L876[05:31:59] <masa> what is the BiomGenBase.color field actually used for? I can only see it used for biome mutations, where it gets fed to the sub biome, but I can't see any external references to it?
L877[05:32:07] <masa> or did I just miss it
L878[05:32:24] <ThePsionic> OrionOnline: like addInformation()?
L879[05:32:37] <ThePsionic> Or am I being dumb
L880[05:32:54] <OrionOnline> No like actually rendering it your self, probably not outside your own GUI
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L883[05:34:22] <masa> steal the rendering method from vanilla and get the data via addInformation()?
L884[05:34:23] <fry> Lex: there's a shit ton of stuff in fluids marked as "to be removed in 1.8"; should I remove it? :P
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L895[05:51:44] <Pennyw95> Hi guys, I'm having a problem...I know it's not strictly minecraft related but I wonder if anyone had the same issue...basically today eclipse and hexchat constantly stop responding after a few seconds...I uninstalled hexchat (I'm on androirc now) but then I cannot install it again, nothing happens....is this a known issue?
L896[05:53:25] <Parthon> that sounds like a computer proplem unrelated to eclipse
L897[05:53:32] <Parthon> have you done a checkdisk and virus scan?
L898[05:53:37] <Ivorius> ^
L899[05:53:41] <Saturn812> indeed. hexchat doesn't use java in any way
L900[05:54:10] <Ivorius> Also, what OS? I'm guessing Win 8?
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L902[05:54:41] <Lex_> depends
L903[05:54:57] <Lex_> what all is it? and i marked a crapload of stuff to be reviewed
L904[05:55:10] <Lex_> theres also the shit that KL borked in his re-write that I taged for removal
L905[05:55:12] <Pennyw95> 8.1
L906[05:55:23] <Pennyw95> I had a quick system scan but nothing
L907[05:55:34] <Pennyw95> Maybe tonight i'll have a deep one
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L910[05:57:12] <ThePsionic> Hm, discovered a little bug with my crafting table
L911[05:58:00] <Parthon> lol!
L912[05:58:39] <ThePsionic> basically what happened
L913[05:58:51] <ThePsionic> When you put in a valid recipe the output would appear as normal
L914[05:59:03] <ThePsionic> But when you would devalidate the recipe the output would remain
L915[05:59:49] <Parthon> do you could take the output?
L916[05:59:54] <ThePsionic> Yeah
L917[06:00:09] <Parthon> right now I'm attempting to modularise my machine system so I don't have to have 100 files
L918[06:00:09] <ThePsionic> I forgot to set the itemstack in the output to null if the recipe was invalid
L919[06:00:55] <ThePsionic> Another strange thing, if you put in the recipe to upgrade an item all items in the inventory get the NBT tag
L920[06:01:08] <Parthon> :o
L921[06:01:11] <Parthon> why does that happen?
L922[06:01:49] <McJty> ThePsionic, I want your crafting table :-)
L923[06:02:10] <ThePsionic> Oh yeah I think it is because I'm setting a variable in the actual item class
L924[06:02:23] <ThePsionic> Shouldn't do that
L925[06:02:31] <McJty> I have had several crafting related bugs in rftools too.
L926[06:02:38] <McJty> Including a few that were not so very beneficial for the user :-0
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L929[06:11:08] <ThePsionic> Hmmmmm
L930[06:12:09] <ThePsionic> So I have an NBT String tag "upgrade" which should be "empty" on first creation of the item (eg. through creative inventory), how would I do this
L931[06:12:37] <Ordinastie> don't check for "empty", check if the tag is present
L932[06:13:38] <ThePsionic> I mean the tag should contain "empty", I'm currently checking for "" (my NBTHelper automatically creates the tag with "" if it doesn't exist)
L933[06:14:07] <McJty> ThePsionic, you don't even have to do that. getString() already does that.
L934[06:14:19] <McJty> I mean NBTTagCompound.getString()
L935[06:14:23] <ThePsionic> hm
L936[06:15:56] <ThePsionic> Okay so now I'm actually checking for the tag to be there, and if not, I'm setting it to "empty"
L937[06:16:13] <Ordinastie> why even set it to empty ?
L938[06:16:30] <ThePsionic> Ordinastie: Because each item has upgrade slots which are either empty or filled
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L940[06:16:42] <McJty> ThePsionic, why not consider "" to be empty too?
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L942[06:16:51] <McJty> so you don't have to set that tag. It is implicit.
L943[06:16:57] <Ordinastie> but then you need to check 2 things : no tag, or empty tag
L944[06:17:07] <McJty> Easy to abstract that away in a function
L945[06:17:10] <McJty> Which you should probably do anyway
L946[06:17:24] <McJty> YourItem.isEmpty(ItemStack stack);
L947[06:17:28] <ThePsionic> McJty: "empty" is the String of what is technically an upgrade, except it doesn't impact anything other than to show it has an empty upgrade slot
L948[06:17:30] <Ordinastie> yeah, and you could also also "null", "none", "inexistant" too
L949[06:17:33] <Ordinastie> doesn't mean you should
L950[06:17:47] <ThePsionic> String ID*
L951[06:18:16] <Ordinastie> either the tag is there and your upgrade slot is filled, or the tag isn't there and the slot is empty
L952[06:18:54] <Ordinastie> no need to overcomplicate
L953[06:19:34] <Parthon> how come unlocalised name has tile. on it?
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L959[06:27:42] <ThePsionic> Parthon: Because it is a block?
L960[06:30:06] <Parthon> yeah, but why is it a block! :P .. nah, but does it prepend it to differentiate it from items with the same name?
L961[06:30:13] <Parthon> I was expecting to just get the name by itself
L962[06:30:43] <sham1> How do I set the selection bounding box to match the actual box where if your cursor is inside you get that selectedboundingbox
L963[06:31:35] <Ordinastie> getSelectedBoundingBox() IIRC
L964[06:31:37] <ThePsionic> Oh welp I'm being dumb
L965[06:32:12] <sham1> I have that but the bounding box activates even outside of the one I specified
L966[06:32:15] <ThePsionic> Yeah I fixed it
L967[06:32:29] <sham1> I said it weirdly but
L968[06:32:34] <Ordinastie> getRayTraceBoundingBox()
L969[06:32:47] <Ordinastie> selected is for the drawn outline
L970[06:33:02] <Ordinastie> rayTrace is for ray tracing
L971[06:33:37] <sham1> How can I specify the are a where the selection is activated as I cant find getRayTraceBoundingBox
L972[06:33:45] <Parthon> oops, this is a problem lol
L973[06:34:01] <Ordinastie> look for rayTrace in method names
L974[06:34:10] <Ordinastie> I don't remember the exact name
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L976[06:34:46] <sham1> There is collisionRayTrace but...
L977[06:34:51] <Ordinastie> that's the one
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L980[06:38:53] <sham1> "MovingObjectPosition"
L981[06:39:01] <Parthon> :P
L982[06:39:30] <Ordinastie> yeah, shitty name
L983[06:39:31] <Ordinastie> again
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L987[06:41:04] <sham1> And it is not as easy to use as getSelectedBoundingBox and getCollisionBoundingBox
L988[06:41:09] <sham1> For some reason
L989[06:41:38] <sham1> It could just return AABB but nope
L990[06:41:46] <sham1> Gotta make it as convoluded as possible
L991[06:42:03] <Ordinastie> it uses the current bounds for the block
L992[06:42:20] <Ordinastie> and if you need multiple boxes, you'll need to implement them yourself
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L994[06:43:00] <Ordinastie> that's what I did this : https://github.com/Ordinastie/MalisisCore/blob/master/src/main/java/net/malisis/core/block/MalisisBlock.java
L995[06:44:03] <ThePsionic> Ordinastie: http://gfycat.com/JoyfulBaggyAsiaticwildass :3
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L997[06:44:44] <Ordinastie> yes?
L998[06:44:49] <ThePsionic> It works now
L999[06:45:38] <sham1> I'd snag that RaytraceBlock of yours
L1000[06:45:45] <sham1> But is there any other way
L1001[06:46:51] <Ordinastie> you could hard derp on MalisisCore directly :p
L1002[06:47:17] <Ordinastie> though, if you're 1.8, you can't yet
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L1026[07:23:04] *** PaleOff is now known as PaleoCrafter
L1027[07:24:08] <PaleoCrafter> "hard derp" is spot on :P
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L1030[07:28:07] <Ivorius> Ordinastie: You did that with a class over an interface???
L1031[07:28:07] <Ivorius> I'll never get your code choices, man
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L1035[07:36:46] <fry> sham1: updated, see how it looks now: https://github.com/MinecraftForge/MinecraftForge/pull/1922
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L1037[07:39:02] <sham1> fry, what should I be looking at, the picture looks like the previous one
L1038[07:39:10] <sham1> I check the files
L1039[07:39:20] <fry> files
L1040[07:39:29] <Ordinastie> Ivorius, what ?
L1041[07:39:36] <fry> I get the texture info from the file now
L1042[07:39:36] <ShinigamiPL> Hey guys i need some help im currently struggling to register my pickaxe
L1043[07:39:36] <ShinigamiPL> ive created separate item and tool materials registry file
L1044[07:39:50] <ShinigamiPL> http://pastebin.com/HWdfNu21
L1045[07:40:13] <ShinigamiPL> and ive created FerretiumPickaxe.java
L1046[07:40:28] <ShinigamiPL> im pretty sure its correct
L1047[07:40:37] <sham1> I dont see any difference in this PR
L1048[07:40:39] <PaleoCrafter> well, where do you register the item? :P
L1049[07:40:45] <sham1> to the last one
L1050[07:41:00] <PaleoCrafter> https://github.com/RainWarrior/MinecraftForge/commit/6afbe913284b9691c611b83dc0e9ee6c6d2bf51d#diff-7a61069f628205e9b0e653253f74851bR54 I'm sure that changed, sham1 :P
L1051[07:41:01] <ShinigamiPL> http://pastebin.com/pTvZCg60
L1052[07:41:14] <sham1> ah
L1053[07:41:15] <fry> *fluid, not the file
L1054[07:41:16] <PaleoCrafter> you don't register it anywhere (GameRegistry.registerItem)
L1055[07:41:18] <sham1> I am blind
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L1057[07:42:09] <sham1> Makes it more convinientr
L1058[07:42:31] <sham1> What parts are still missing in a way or is is ready to be merged
L1059[07:43:01] <sham1> That's the big question
L1060[07:43:40] <PaleoCrafter> that you have answer :P
L1061[07:43:45] <sham1> So now you can seperate fluid flowing icons from everywere else so the U and V goes between 0 and 1
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L1063[07:43:52] <sham1> Correct?
L1064[07:44:08] <sham1> Because they come from seperate image files instead of texture atlases
L1065[07:44:18] <sham1> But let me see
L1066[07:44:32] <fry> atlas still
L1067[07:44:49] <sham1> But I guess now I can specify the image file
L1068[07:44:55] <fry> TextureAtlasSprite.getInterpolatedU is still there
L1069[07:45:05] <sham1> Oh good
L1070[07:45:07] <fry> now you can get it from the fluid correctly
L1071[07:45:21] <sham1> Nice
L1072[07:45:53] <PaleoCrafter> wut, when you return a resource location, won't it just be the texture in textures/blocks/ ?
L1073[07:46:00] <fry> Now, go make a test gas and see how badly it's rendering breaks :P
L1074[07:46:12] <fry> PaleoCrafter: "just"? :P
L1075[07:46:16] <sham1> Gas in MC is basically fluids that may or may not float upwards
L1076[07:46:21] <PaleoCrafter> I'd clearly say that isn't on the atlas :P
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L1078[07:46:35] <sham1> ^
L1079[07:47:05] <fry> fluid icons will be on the atlas
L1080[07:47:13] <fry> (cause you have to render them in world)
L1081[07:47:19] <Parthon> gas in real life is fluids that may or may not float upwards :P
L1082[07:47:30] <Parthon> airy fluids
L1083[07:47:35] <PaleoCrafter> sure, but you don't reference the position on the atlas anywhere, just the actual texture :P
L1084[07:47:51] <PaleoCrafter> hence the UVs go from 0 to 1
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L1086[07:48:09] <fry> PaleoCrafter: anywhere where?
L1087[07:48:25] <PaleoCrafter> "<fry> now you can get it from the fluid correctly"
L1088[07:48:31] <fry> PaleoCrafter: I don't care about real life, I only care about what's in forge, and whether it works
L1089[07:48:39] <PaleoCrafter> "<fry> TextureAtlasSprite.getInterpolatedU is still there"
L1090[07:48:40] <sham1> Now you can bindTexture the flowingIcon from getFlowingIcon directly instead of binding TextureMap.loactionBlocksTexture
L1091[07:48:47] <PaleoCrafter> well, not directly
L1092[07:49:06] <sham1> You can use U and V values between 0 and 1
L1093[07:49:09] <PaleoCrafter> you have to turn it into a proper resource location
L1094[07:49:39] <sham1> I think it is
L1095[07:49:43] <fry> Parthon: last message
L1096[07:50:02] <fry> (damn you, having 2 characters in common in your nicks! :P)
L1097[07:50:15] <PaleoCrafter> :P
L1098[07:50:17] <sham1> :P
L1099[07:50:35] <sham1> There are a lot of people who have "sh" in their names
L1100[07:50:49] <sham1> #!/bin/sh
L1101[07:51:12] <PaleoCrafter> like {fluid.getStill().getResourceDomain()}:textures/{fluid.getStill().getResourcePath()}.png is the actual location of the texture
L1102[07:51:36] <sham1> That would be it
L1103[07:51:43] <sham1> at least from what I've seen
L1104[07:51:57] <fry> like the rest of the textures in the gam
L1105[07:51:59] <fry> *game
L1106[07:52:00] <PaleoCrafter> yeah
L1107[07:52:11] <PaleoCrafter> but you said something about the atlas UV still being accessible :P
L1108[07:52:23] <Ivorius> Ordinastie: Even the fact that you have a general MalisisBlock Block subclass disappoints me greatly :P
L1109[07:52:53] <PaleoCrafter> well, he can't have traits, can he? :P
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L1111[07:55:27] <sham1> Because before this change goes through, the way you get yourself that flowing icon or whatever is by using TextureStitchEvent.Pre.map.getAtlasSprite where you put the location string such as "fcraft:fluid/steam" and that would return the TextureAtlasSprite that you can set to be the flowing icon via setFlowingIcon
L1112[07:55:36] <Parthon> fry: haha :D
L1113[07:55:44] <sham1> Now, after this change you dont need that event
L1114[07:55:55] <Parthon> I'm trying to make my game a little more realistic .. but minecraft is really not realistic
L1115[07:55:56] <sham1> You just do it
L1116[07:56:00] <PaleoCrafter> I like that you can actually have a dedicated fluid directory with that now
L1117[07:56:12] <sham1> You could have that before
L1118[07:56:17] <PaleoCrafter> well, not in 1.7 :P
L1119[07:56:21] <sham1> Oh
L1120[07:56:24] <sham1> 1.7 yeah
L1121[07:56:31] <sham1> But now you can
L1122[07:56:34] <PaleoCrafter> I don't know shit about 1.8, so
L1123[07:56:48] <sham1> For me 1.8 nowadays is love and life
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L1125[07:57:58] <PaleoCrafter> well, I'm all for 1.8 too, but just didn't work much with MC latey :P
L1126[07:58:06] <sham1> Hmm
L1127[07:58:23] <Parthon> so does the water system also measure pressure?
L1128[07:58:28] <sham1> Well, back to messing with people's lifes in Sims
L1129[07:59:36] <PaleoCrafter> don't think so, Parthon :P
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L1131[08:02:42] * dangranos wants SS13 style atmos system in minecraft
L1132[08:03:03] <dangranos> closest to that is galacticraft
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L1177[09:06:18] <ThePsionic> Ugh really not looking forward to all this translation
L1178[09:06:24] <ThePsionic> I've been slacking and now I pay the price
L1179[09:08:18] <robotbrain> ok
L1180[09:08:32] <robotbrain> I have a scala Iterable[_] and need an iterable[TileEntity]
L1181[09:08:38] <robotbrain> anyone know how to do that?
L1182[09:08:43] <PaleoCrafter> you could cast
L1183[09:08:48] <robotbrain> thought so
L1184[09:09:07] <PaleoCrafter> I suppose you're dealing with erased Java types?
L1185[09:09:27] <robotbrain> yeah
L1186[09:09:42] <PaleoCrafter> then casting is the only way, I suppose, unless fry knows something else :P
L1187[09:10:00] <robotbrain> more accurately I have a java.util.Map that is actually a Map<ChunkPosition, TileEntity>
L1188[09:10:11] <robotbrain> and I am using JavaConversions
L1189[09:10:14] <sham1> Do you want it to be java iterable or scala iterable
L1190[09:10:33] <robotbrain> I want to process it using scala methods
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L1192[09:10:53] <robotbrain> filter, etc
L1193[09:11:04] <PaleoCrafter> yeah, you'll need to cast that nonetheless
L1194[09:11:38] <sham1> I'd go with JavaConverters
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L1196[09:12:49] <sham1> So you could just do theJavaMap.asScalaIteratorConverter.asInstanceOf[iterable[TileEntity]]
L1197[09:13:24] <sham1> And you replace that "theJavaMap" with the thing you want to make into iteratable
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L1199[09:14:34] <robotbrain> chunk.chunkTileEntityMap.asScala.asInstanceOf[Map[ChunkPosition, TileEntity]]
L1200[09:14:57] <PaleoCrafter> that should work
L1201[09:15:08] <robotbrain> thought so
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L1203[09:16:20] <robotbrain> port.getWorldObj.getChunkFromBlockCoords(port.xCoord, port.zCoord).chunkTileEntityMap.asScala.asInstanceOf[Map[ChunkPosition, TileEntity]].values filter(tile => tile.isInstanceOf[TileRoboPort]) map(tile => tile.asInstanceOf[TileRoboPort]) filter(tile => tile.isMaster) toBuffer
L1204[09:16:35] <ThePsionic> Now THAT's a line of code
L1205[09:16:36] <PaleoCrafter> ugh, use pattern matching for that filter :P
L1206[09:17:11] <robotbrain> PaleoCrafter: elaborate? I am still mostly new at scala
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L1208[09:17:25] <robotbrain> except that line will get worse
L1209[09:17:48] <robotbrain> I need it to get all tiles matching the isMaster condition within 25 blocks of the given port
L1210[09:18:19] <PaleoCrafter> http://pastebin.com/aW3VFkMW
L1211[09:18:59] <PaleoCrafter> and you could add a chunk method to your port thing :P
L1212[09:19:21] <PaleoCrafter> which just returns worldObj.getChunkFromBlockCoords(xCoord, zCoord)
L1213[09:20:09] <robotbrain> PaleoCrafter: that isnt compiling
L1214[09:20:12] <robotbrain> from the pastebin
L1215[09:20:59] <robotbrain> nvm
L1216[09:21:05] <robotbrain> found the typo you made
L1217[09:21:26] <robotbrain> TileRoboPort not TileRoboPart
L1218[09:22:26] <PaleoCrafter> oh hehe
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L1222[09:24:40] <sham1> Sims is such a great game
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L1224[09:26:45] <sham1> Also, pattern matching is weird but useful
L1225[09:34:58] <sham1> And I know this is silly question but does PropertyEnum work with scala's enumerators
L1226[09:35:12] <sham1> I'd guess not
L1227[09:35:16] <PaleoCrafter> nope
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L1229[09:36:15] <sham1> So I either do it via Ints or do the crazy way and override java.lang.Enum manually
L1230[09:36:21] <sham1> Maybe I just do the first one
L1231[09:36:34] <PaleoCrafter> or you create your own Property? Oo
L1232[09:37:00] <PaleoCrafter> or create a regular Java enum
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L1234[09:39:05] <fry> robotbrain: port.getWorldObj.getChunkFromBlockCoords(port.xCoord, port.zCoord).chunkTileEntityMap.asScala.values.collect { case te: TileRoboPort => te }.toBuffer
L1235[09:39:38] <PaleoCrafter> ah
L1236[09:40:31] <PaleoCrafter> can do collect { case te: TileRoboPort if te.isMaster => te } then
L1237[09:40:52] <sham1> Looks reasonable
L1238[09:41:08] <fry> yup yup
L1239[09:41:28] <fry> collect is great
L1240[09:41:55] <PaleoCrafter> definitely, I wonder why I never came across it, lol
L1241[09:43:03] <sham1> And now to redesign my pipe fluid AI that happens to be stupid as a rock
L1242[09:43:07] <fry> because there are hundreds of methods on collections? :P
L1243[09:44:15] <PaleoCrafter> sure, but I can't remember seeing it in the wild either :P
L1244[09:44:59] * fry uses it in his code often
L1245[09:45:23] <ThePsionic> sham1: Artificial Dumb, or AD for short
L1246[09:45:30] <sham1> Yes
L1247[09:46:31] <fry> PaleoCrafter: https://github.com/RainWarrior/TrussMod/blob/1.7/src/trussmod/plugin.scala#L85 https://github.com/RainWarrior/TrussMod/blob/1.7/src/trussmod/framelib.scala#L93
L1248[09:46:45] <PaleoCrafter> hehe
L1249[09:47:17] <sham1> Seems like you have not moved to 1.8 yet ^^
L1250[09:47:37] <fry> I do have 1.8 branch locally :P
L1251[09:47:45] <fry> It's not nearly done though :P
L1252[09:48:08] * fry spends too much time on forge :P
L1253[09:48:24] <sham1> Well sorry
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L1259[10:06:52] <kourbou> No kidding his nick is fry if he's spending his days in a forge. :P
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L1266[10:16:55] <fry> http://static.fjcdn.com/pictures/The_2de74d_2130342.jpg
L1267[10:19:46] <sham1> To be fair, learning to overanalyze is sometimes a good thing
L1268[10:20:02] <sham1> At least you learn how overanalyzis manifests itsself
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L1275[10:28:45] <killjoy> I just hate hidden stack traces
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L1278[10:31:04] <Wuppy> for everybody who wants to start spamming about E3 in an hour, join #E3
L1279[10:31:08] <Wuppy> or is there already a channel for it?
L1280[10:35:41] <tmtu> there's more?
L1281[10:35:48] <tmtu> i'm happy with just dishonored 2
L1282[10:37:34] <Wuppy> that was just a very small part
L1283[10:37:36] <Wuppy> that's the best :D
L1284[10:37:57] <Wuppy> that was just day 0 of e3
L1285[10:37:59] <Wuppy> today is the big day
L1286[10:38:29] <Wuppy> with sony, microsoft and ehhh
L1287[10:39:32] <flappyy> fry: just had a brainwave
L1288[10:39:35] <flappyy> where's bender
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L1290[10:41:04] <fry> indeed
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L1293[10:45:32] <NPException> ?gf isDrawing
L1294[10:46:20] <NPException> um, can someone tell me how I can make MCPBot give me certain obf mappings?
L1295[10:47:26] <Corosus> add version number after that
L1296[10:47:33] <Corosus> !gf isDrawing 1.7.10
L1297[10:47:48] <NPException> ?gf isDrawing 1.7.10
L1298[10:48:02] <NPException> !gf isDrawing 1.7.10
L1299[10:48:07] <NPException> ah
L1300[10:48:10] <NPException> thanks :)
L1301[10:48:13] <Corosus> np
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L1306[10:52:36] <Wuppy> nobody here is interested in E3?
L1307[10:53:07] <Corosus> i just wait to hear announcements later on mostly, hard to get excited for games when all i wanna do is code xD
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L1309[10:53:13] <Corosus> or play tf2
L1310[10:53:18] <Corosus> sweet precious airblasts
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L1313[10:54:54] <Pennyw95> how do i make a recipe ignore metadata? so that it works with all wools
L1314[10:57:17] <Corosus> i noticed a lot of recipes use a wildcard value for metadata, which is Short.MAX_VALUE
L1315[10:57:36] <sham1> Corosus, what class in TF2 do you like the most
L1316[10:57:37] <Corosus> which makes any meta value from that item work for a recipe, there might be a more proper way though.....
L1317[10:57:52] <Corosus> sham1, pyro mostly
L1318[10:58:56] <Corosus> ability to airblast, quickswitch weapons and move almost as fast as a scout is hard to give up, get things done well with the class
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L1321[10:59:35] <robotbrain> ok
L1322[10:59:52] <robotbrain> I need to get all tileentities within 50 blocks of the current tileentity
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L1324[11:00:08] <sham1> Tried AABB?
L1325[11:00:57] <robotbrain> that work for tileentities?
L1326[11:01:16] <sham1> I think it works for every entiry
L1327[11:01:26] <sham1> DO not quote me on that though'
L1328[11:01:28] <robotbrain> tileentity isnt an entity afaik
L1329[11:01:49] <williewillus> make your own method that iterates through the aabb and tries to get them
L1330[11:01:54] <williewillus> something like http://gyazo.com/bbe2b2fe5f72a4f67808fe7b4b557162
L1331[11:02:00] <williewillus> there's probably a better way but :p
L1332[11:02:03] <Wuppy> when I'm downloading something from steam it just kicks me off for some reason
L1333[11:02:04] <Wuppy> anyone got an idea of what could cause that?
L1334[11:02:33] <sham1> do you have origin open
L1335[11:02:35] <Ordinastie> williewillus, bad idea, if he wants to look a 50³ blocks cube
L1336[11:02:50] <Wuppy> sham1 me?
L1337[11:03:03] <williewillus> how else could you do that then
L1338[11:03:14] <sham1> yes you Wuppy
L1339[11:03:18] <Wuppy> nop
L1340[11:03:24] <Wuppy> also, my entire internet stops
L1341[11:03:32] <Wuppy> skype, this, the same wifi on my pohne
L1342[11:03:59] <Ordinastie> iterate through the TE list directly
L1343[11:04:02] <robotbrain> 50x50 in x,z, any Y
L1344[11:04:14] <Ordinastie> well, that's even more blocks
L1345[11:04:18] <robotbrain> yeah
L1346[11:04:28] <robotbrain> iterate through the whole world's tile list?
L1347[11:05:10] <Corosus> i think the most efficient way to do it would be to iterate relevant chunks, and iterate Chunk.chunkTileEntityMap
L1348[11:05:17] <Corosus> similar to how get entity by AABB does
L1349[11:05:25] <Corosus> you just have to make the methods yoursself
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L1352[11:06:04] <williewillus> yeah
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L1354[11:06:10] <sham1> Why not just scan from the radius of 3 chunks
L1355[11:06:22] <williewillus> if you have a big world with lots of chunkloaders then iterating the TE list is gonna get you every single machine and cable
L1356[11:06:29] <Corosus> yeah......
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L1358[11:06:56] <sham1> OK first off, why would you even scan for every TE in a 50 block radius
L1359[11:06:57] <robotbrain> so get chunks then iterate through them
L1360[11:07:08] <sham1> yes
L1361[11:07:11] <robotbrain> well I need every TE of my TE type in the radius
L1362[11:07:43] <williewillus> look at world.getEntitiesWithinAABB for a rough idea of getting the chunks and testing them
L1363[11:07:55] <Corosus> ^
L1364[11:08:25] <sham1> lso I swear that TEs were entities at some point
L1365[11:08:26] <robotbrain> yeah I am now
L1366[11:08:41] <Corosus> wow Chunk.getTileEntity is weird, it will actually force make a tile entity for every BlockPos requested, it doesnt only look one up.....
L1367[11:09:33] <Corosus> oh ok it will return null of that block type doesnt make one
L1368[11:10:43] <Corosus> TIL you can have a different tile entity per metadata now
L1369[11:11:11] <sham1> Yes
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L1376[11:19:38] <robotbrain> I now have a function to get all tileentities within an AABB
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L1382[11:29:07] <killjoy> !gm 174857
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L1427[12:10:41] <estebess> in forge 1.7.10 if i have a custom model with a custom texture how do i do so that whenever a redstone signal is applied the texture changes
L1428[12:11:28] <AbrarSyed> world.markBlockForRenderUpdate()
L1429[12:11:39] <estebess> thanks
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L1431[12:11:40] <AbrarSyed> and implement the getIcon() method that gives you the lcoation and everything
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L1433[12:12:05] <PaleoCrafter> AbrarSyed, Lex wanted a list of what needs to be done on FG :P
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L1436[12:13:03] <AbrarSyed> I alreayd talked ot hime a while back
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L1438[12:13:50] <AbrarSyed> that was like last week IIRC
L1439[12:14:02] <PaleoCrafter> well, he asked some time today :P
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L1442[12:14:53] <AbrarSyed> im trying to get liteloader compiling as a tweaker in the tweaker project.. so I can get to reobf
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L1450[12:26:01] <Dramentiaras> Hello!
L1451[12:26:57] <Dramentiaras> I have a question, and help would really be appreciated
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L1453[12:27:41] <Dramentiaras> I want to set the resource location of the item representation of a block using ModelLoader.setCustomResourceLocation
L1454[12:28:12] <Dramentiaras> I was wondering how I get the Item for the ModelLoader
L1455[12:28:14] <Dramentiaras> Any ideas?
L1456[12:28:33] <PaleoCrafter> Item.getItemFromBlock
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L1458[12:29:12] <Dramentiaras> Cool, thank you, just long time since I modded xD
L1459[12:29:15] <mikebald> I think there's an ItemRegistry you can access as well to get a reference to the Item
L1460[12:29:25] <Dramentiaras> Alright
L1461[12:29:39] <Dramentiaras> But Item.getItemFromBlock seems like a better alternative
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L1467[12:35:40] <Yopu> Should I keep track of players between sessions with UUID or is their name safe to use?
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L1471[12:36:53] <Corosus> should probably use UUID to be totally safe, names can change now
L1472[12:36:54] <mikebald> Well... UUID is unique and will always link to the same player. . .
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L1474[12:38:12] <Yopu> Figured as much
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L1476[12:38:26] <mikebald> The only time you should run into an issue is if a server switches from online to offline mode
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L1482[12:47:37] <MattDahEpic> microsoft confrence, right now
L1483[12:47:51] <MattDahEpic> minecraft for hololens
L1484[12:48:42] <Corosus> lookin pretty neat
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L1486[12:49:39] <KilRoYDK> So... can we haz forge for MC hololense ?
L1487[12:50:25] <Ivorius> Isn't that just, like
L1488[12:50:30] <mikebald> Isn't the hololens AR?
L1489[12:50:32] <Ivorius> A new input method + screen
L1490[12:50:38] <Ivorius> People are exploding with overhype
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L1492[12:50:48] <KilRoYDK> My feed just died
L1493[12:50:59] <Ivorius> Sure, it's cool, but there's an oculus rift mod already...
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L1495[12:51:46] <KilRoYDK> Yah but.... Oculus rift and Hololense is not really the same
L1496[12:51:54] <Corosus> indeed not
L1497[12:52:21] <Corosus> seing the world like how they showed it just now is pretty cool, wish it could have mods though
L1498[12:52:30] <KilRoYDK> Gooood damn it freeze again... where do you guys stream from ? xbox.com is like.. dead
L1499[12:52:34] <Corosus> maybe it could be jimmied in with java version
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L1501[12:52:56] <Corosus> i gave up on youtubes steam, im using igns
L1502[12:52:58] <Wuppy> dat minecraft table do
L1503[12:52:59] <Corosus> its not that HD though
L1504[12:53:02] <Corosus> ikr
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L1506[12:53:40] <Corosus> fry, hololens support for java minecraft forge pls, thx gogogo
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L1508[12:53:53] <PaleoCrafter> https://youtu.be/QRQv74J7oSk?t=1m1s like this?
L1509[12:54:14] <Corosus> ya that, they did a real demo now though
L1510[12:54:26] <Ivorius> Aha?
L1511[12:54:28] <Ivorius> Not watching the stream
L1512[12:54:35] <Ivorius> What's so different
L1513[12:54:45] <PaleoCrafter> so it's oculus rift + a camera? :P
L1514[12:54:59] <KilRoYDK> uhm, no
L1515[12:55:01] <Ivorius> Oh yeah, the camera
L1516[12:55:11] <KilRoYDK> not really i mean.. i dont know
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L1518[12:55:34] <KilRoYDK> with Oculus you cant have a creeper blowing up on your table
L1519[12:55:44] <Wuppy> it's virtual reality minecraft
L1520[12:55:44] <KilRoYDK> that what you can with Hololense
L1521[12:55:50] <Wuppy> like 3d
L1522[12:55:50] <PaleoCrafter> that's what the camera is for :P
L1523[12:55:51] <Wuppy> on your table
L1524[12:55:56] <Wuppy> a minecraft world
L1525[12:55:59] <Corosus> its augmented reality style
L1526[12:56:28] <Ivorius> Wuppy: That's not virtual
L1527[12:56:29] <Ivorius> That's augmented
L1528[12:56:36] <Ivorius> That's literally the difference in this discussion :P
L1529[12:56:39] <mikebald> AR never really seemed to have taken off in the past, I guess we'll see if it does this time
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L1531[12:57:38] <Ivorius> I think the hololens is gimmicky and won't work amazingly well with our current technology
L1532[12:57:57] <Ivorius> I'm betting more on the entire virtual reality approaches for now
L1533[12:58:05] <Corosus> for those who missed it: https://www.youtube.com/watch?v=lEL8XDQFrlI
L1534[12:58:05] <KilRoYDK> well hard to tell as long you only seen it via a external camera
L1535[12:59:03] <tmtu> Ivorius: ditto
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L1539[13:00:51] <shadekiller666> hey fry, i figured out the crashing problem, i was calling the wrong file in the json, and also, i guess because i'm passing the texture to minecraft through the mtl if a texture is defined in the json it would crash
L1540[13:01:52] <shadekiller666> now my problem is that A: the block isn't named for some reason, B: it has the missing model as the item model, and C: the in-world model is just a flat plane thats half-cobble half-light-blue-glass
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L1548[13:18:50] <unascribed> is there a way to hook entityBaseTick?
L1549[13:19:06] <unascribed> I mean for every entity, by the way
L1550[13:20:50] <PaleoCrafter> unascribed, what is entityBaseTick? OO
L1551[13:22:01] <mikebald> unascribed, are you talking about onEntityUpdate() ?
L1552[13:22:49] <unascribed> yes
L1553[13:22:53] <unascribed> PaleoCrafter, that's it's profiler name
L1554[13:23:56] <PaleoCrafter> well, there is no specific hook for that, but you could listen to WorldTickEvent and iterate all entities in the world ;)
L1555[13:24:01] <unascribed> ew
L1556[13:24:07] <unascribed> i guess there's not any better way
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L1558[13:24:23] <PaleoCrafter> not for every entity, no
L1559[13:24:34] <unascribed> the way this will end up turning out is i'll have to iterate every TE and entity in the world and scan it's inventory
L1560[13:24:40] <unascribed> and then scan the items in it's inventory for inventories
L1561[13:24:53] <PaleoCrafter> what are you trying to achieve? :P
L1562[13:25:02] <unascribed> items that tick no matter where they are
L1563[13:25:07] <unascribed> not sure if it's going to be worth it
L1564[13:25:09] <unascribed> might drop it
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L1566[13:26:04] <PaleoCrafter> that probably really isn't worth it, especially because you'll never be able to cover every case :P
L1567[13:26:27] <unascribed> well, this mod is only expected to be run on a vanilla server only with other vanilla-compatible mods
L1568[13:26:31] <unascribed> so I *can* cover every case
L1569[13:26:37] <unascribed> but it may not be worth it
L1570[13:27:04] <PaleoCrafter> what mod isn't vanilla compatible? :P
L1571[13:27:13] <unascribed> as in, it lets vanilla clients connect
L1572[13:27:16] <mikebald> o_O? are you getting TileEntity and Entities mixed up?
L1573[13:27:24] <unascribed> TEs have inventories too
L1574[13:27:29] <unascribed> Entities do sometimes
L1575[13:27:38] <PaleoCrafter> so server side only mods? :P
L1576[13:27:39] <unascribed> I was starting with entities since it includes players
L1577[13:27:50] <unascribed> PaleoCrafter, yes, I'm porting a Bukkit plugin
L1578[13:27:59] <unascribed> the funny part is this worked fine on Bukkit with a few NMS patches
L1579[13:28:18] <unascribed> but if I wanted to do the same patching in Forge, i'd need a ton of ASM, which I am not experienced enough to do
L1580[13:29:12] <mikebald> Personally I would consider it a good thing that it's quite difficult for you to go through and override the behavior of all TileEntities / Entities
L1581[13:29:20] <unascribed> eh, yeah
L1582[13:29:29] <unascribed> I was only intending to read from them though :P
L1583[13:30:35] <PaleoCrafter> but if you're purely server side, you can just as well use LivingUpdateEvent, there's no vanilla entity that has an inventory and is not a mob :P
L1584[13:30:42] <PaleoCrafter> oh, nvm
L1585[13:30:46] <PaleoCrafter> minecarts xD
L1586[13:30:47] <diesieben07> MInecart with chest :D
L1587[13:30:57] <unascribed> LivingUpdate comes pretty close
L1588[13:31:02] <unascribed> is there a VehicleTickEvent
L1589[13:31:04] <unascribed> ?
L1590[13:31:07] <unascribed> I think that's how I did it in Bukkit
L1591[13:31:25] <unascribed> MinecartUpdateEvent! :D
L1592[13:31:29] <PaleoCrafter> lol
L1593[13:31:41] <PaleoCrafter> that's like... super lucky
L1594[13:31:43] <unascribed> this will cover every case except those goddamn item frames
L1595[13:32:53] <diesieben07> you could just replace those with a custom entity using EntityJoinWorldEvent
L1596[13:33:19] <unascribed> I'd prefer not to get into the '// UGLY HAX' until I'm sure there's no event for them :P
L1597[13:33:29] <unascribed> EntityStruckByLightningEvent
L1598[13:33:30] <unascribed> okay
L1599[13:33:56] <unascribed> CanUpdate
L1600[13:33:56] <diesieben07> there IS no event for them.
L1601[13:33:57] <unascribed> wat
L1602[13:34:05] <diesieben07> right, you could use CanUpdate
L1603[13:34:08] <diesieben07> that is called every tick
L1604[13:34:15] <unascribed> :D
L1605[13:34:17] <shadekiller666> fry are you here?
L1606[13:34:17] <diesieben07> its slightly abusing it, but oh well
L1607[13:34:29] <unascribed> It's a magical event that's called every tick for an entity I care about
L1608[13:34:31] <unascribed> It's not abuse
L1609[13:34:37] <unascribed> Overriding item frames in JoinWorld is abuse
L1610[13:34:37] <shadekiller666> i need some help\
L1611[13:34:41] <diesieben07> lol
L1612[13:34:51] <diesieben07> your logic is flawed
L1613[13:34:52] <mikebald> Well, it isn't adhearing to the spirit of the function...
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L1615[13:35:00] <unascribed> I know, I'm kidding :P
L1616[13:35:07] <unascribed> This is Minceraft, overriding entities is commonplace
L1617[13:35:22] <diesieben07> but CanUpdate is betterâ„¢
L1618[13:35:30] <unascribed> less code, same effect
L1619[13:35:36] <PaleoCrafter> I wonder why there isn't a general EntityUpdateEvent then Oo
L1620[13:35:43] <ThePsionic> You know what's even better than CanUpdate
L1621[13:35:47] <ThePsionic> CanOfBeans
L1622[13:35:49] <unascribed> probably because it'd be laggy as all hell
L1623[13:35:55] <unascribed> particles are entities too
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L1625[13:36:13] <PaleoCrafter> particles aren't entities in world though
L1626[13:36:19] <unascribed> they are on the client
L1627[13:36:19] <PaleoCrafter> they're completely separate
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L1629[13:36:34] <ThePsionic> No one laughed at my joke
L1630[13:36:34] <unascribed> they extend Entity
L1631[13:36:38] <diesieben07> well, becuase it'd be duplicate
L1632[13:36:38] * ThePsionic crawls away
L1633[13:36:51] <diesieben07> CanUpdate is already the "entity tick event"
L1634[13:36:54] <diesieben07> its just named stupid
L1635[13:37:04] <diesieben07> ThePsionic, go back into your can
L1636[13:37:06] <unascribed> oh, so it fires for *everything*, not just things that aren't normally updatable?
L1637[13:37:10] <PaleoCrafter> well, you have to replicate all the checks vanilla does for normal ticking though
L1638[13:37:16] <ThePsionic> diesieben07: I'll dance the cancan
L1639[13:37:57] <unascribed> public void onMagicalEntityTick(CanUpdate e) { // This is definitely a tick event. The guys in #minecraftforge told me. They wouldn't lie... right?
L1640[13:38:12] <ThePsionic> Lol
L1641[13:38:31] <diesieben07> actually, no
L1642[13:38:46] <diesieben07> CanUpdate is only fired when MC determines that the Entity should NOT tick
L1643[13:38:50] <diesieben07> and you can then un-cancel it
L1644[13:38:54] <unascribed> thought so
L1645[13:39:04] <unascribed> and it's only called when the entity is unloaded
L1646[13:39:07] <unascribed> :l
L1647[13:39:38] <diesieben07> now, food
L1648[13:39:38] <unascribed> I knew it was too good to be true
L1649[13:39:41] <unascribed> oh well
L1650[13:39:50] <unascribed> I'll just listen to all the events and stab ItemFrame with a spork
L1651[13:40:32] <SoundLogic> I'm having a bit of a synconization problem. I have a block which requires some data from a tile entity to render properly. However, it seems that when I set the block the client gets the block, renders it, and then recieves the tile entity data. Is there a way to avoid this?
L1652[13:40:52] <unascribed> no, because of how TileEntities are transmitted
L1653[13:41:07] <unascribed> either move your important data to the nibble or deal with the delayed data
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L1655[13:41:46] <PaleoCrafter> just trigger a render update in your packet
L1656[13:42:12] <unascribed> doesn't the tileentity update packet do that by default?
L1657[13:42:17] <shadekiller666> fry
L1658[13:42:30] <diesieben07> no it doesnt
L1659[13:42:54] <unascribed> huh
L1660[13:43:13] <unascribed> I have a set of machines that use a TileEntity for facing, and they always sync right, I just use the built-in UpdateTileEntity packet
L1661[13:43:38] <unascribed> of course though, that's 1.7.10, I haven't yet done any client-side 1.8 modding
L1662[13:43:48] <PaleoCrafter> do you strictly set the facing data on the server?
L1663[13:44:08] <SoundLogic> This is 1.7.10
L1664[13:44:17] <SoundLogic> I'm not sure what I'm doing wrong
L1665[13:44:59] <unascribed> gist your TileEntity, or send a link to it on GitHub?
L1666[13:45:10] <unascribed> "You need to agree to the EULA in order to run the server. Go to eula.txt for more info."
L1667[13:45:12] * unascribed implodes
L1668[13:45:21] <mikebald> =)
L1669[13:45:39] <SoundLogic> unascribed: what do you mean by 'nibble'?
L1670[13:45:44] <diesieben07> metadata
L1671[13:45:47] <unascribed> ^
L1672[13:45:57] <diesieben07> nibble = half a byte = 4 bits
L1673[13:46:02] <unascribed> I am not good with words
L1674[13:46:08] <diesieben07> the puns are real
L1675[13:46:16] <PaleoCrafter> btw, unascribed, https://github.com/unascribed/Documentation/blob/master/conventions/identity.md#versions might want to change that initial release thing to 1.0.0, btw, that's the convention :P 0.x.x can be used for in-dev builds
L1676[13:46:33] <unascribed> hm, good point
L1677[13:47:29] <unascribed> but then what happens for the "Remove a block" case?
L1678[13:47:38] <unascribed> do you increment minor because it's a WIP build, and crap happens, or do you go to 1.0?
L1679[13:47:53] <diesieben07> in dev you do whatever the heck you want :D
L1680[13:48:00] <PaleoCrafter> unascribed = Aesen? mind = blown
L1681[13:48:10] <diesieben07> read: http://semver.org/
L1682[13:48:20] <unascribed> yes, I found out unascribed.com was available, and I like the word "unascribed"
L1683[13:48:27] <unascribed> my ident is still "aesen" :P
L1684[13:51:17] <unascribed> changed around
L1685[13:53:27] <ThePsionic> unascribed: Pinned that document
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L1687[13:54:55] <unascribed> FML didn't load my mod :o
L1688[13:54:58] <robotbrain> any good tutorials on making entities? (bonus for scala)
L1689[13:55:06] <unascribed> oh, no mcmod.info
L1690[13:56:34] <unascribed> my events aren't firing...
L1691[13:56:38] <unascribed> oh, I didn't register them
L1692[13:56:41] <unascribed> I'm on a roll today
L1693[13:56:49] <PaleoCrafter> using the correct bus and annotation? :P
L1694[13:56:59] <unascribed> correct annotation, but no bus
L1695[13:57:31] <PaleoCrafter> i.e. lifecycle events?
L1696[13:57:43] <unascribed> there we go, there's the spam of every entity that's loaded
L1697[13:58:05] <unascribed> I greatly underestimated the spamminess
L1698[13:58:29] <unascribed> server is still extremely responsive, despite the massive console spam
L1699[13:58:36] <unascribed> i can use it to triangulate a mineshaft! :D
L1700[13:59:50] <robotbrain> how do I render a line between blocks in world?
L1701[14:00:06] <diesieben07> RenderWorldLastEvent
L1702[14:00:14] <robotbrain> I have tileentities and I want them to draw ender dragon/guardian beams between them
L1703[14:00:32] <diesieben07> oh, you can use a TESR then
L1704[14:00:44] <robotbrain> between the tileentities?
L1705[14:00:58] <robotbrain> I am in 1.7.10 btw
L1706[14:00:59] <diesieben07> well, let one of the TEs draw it
L1707[14:01:16] <PaleoCrafter> you have to make its render bounding box large enough though
L1708[14:01:28] <robotbrain> 50-odd blocks max?
L1709[14:01:35] <robotbrain> bit extreme for a TESR
L1710[14:01:45] <diesieben07> why extreme?
L1711[14:01:50] <diesieben07> the beacon has infinite
L1712[14:01:50] <robotbrain> true
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L1720[14:10:00] <unascribed> the beacon actually only goes up about 100 blocks
L1721[14:10:13] <PaleoCrafter> the bounding box is unlimited though
L1722[14:10:26] <PaleoCrafter> i.e. it will always be rendered, even when out of view
L1723[14:11:54] <unascribed> oh, the draw distance
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L1725[14:12:33] <PaleoCrafter> more like clipping :P
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L1727[14:12:44] <unascribed> I guess
L1728[14:13:17] <pibx10> Hi
L1729[14:13:18] <unascribed> meanwhile, https://gist.github.com/unascribed/c8f4cf06503e2dd41cec
L1730[14:13:33] <PaleoCrafter> lol
L1731[14:13:46] <diesieben07> goodbye server :D
L1732[14:13:53] <unascribed> it's actually still running fine
L1733[14:14:05] <unascribed> as I said, I had similar code under Bukkit and it was fine
L1734[14:14:07] <pibx10> So you guys have any idea how I would render the contents of an inventory above a custom tile entity inventory
L1735[14:14:09] <diesieben07> well, because the jvm is smart :P
L1736[14:14:13] <diesieben07> your code doesnt do anything
L1737[14:14:34] <unascribed> System.out.println(is);
L1738[14:14:35] <unascribed> now it does
L1739[14:14:54] <robotbrain> ok
L1740[14:15:16] <unascribed> still perfectly responsive
L1741[14:15:47] <unascribed> ultimately, i'd prefer to do this in another thread
L1742[14:15:53] <unascribed> but that's even less reasonable
L1743[14:16:01] <diesieben07> yeah tahts not gonna work
L1744[14:16:14] <diesieben07> at least not easily
L1745[14:16:18] <robotbrain> ok
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L1747[14:16:30] <robotbrain> so I need to draw a line of particles between to points
L1748[14:16:41] <robotbrain> in a TESR
L1749[14:16:51] <diesieben07> look at the guardian ;)
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L1751[14:18:07] <Dramentiaras> Hi guys
L1752[14:18:30] ⇨ Joins: ShinigamiPL (~Shinigami@89-74-12-11.dynamic.chello.pl)
L1753[14:18:35] <pibx10> Anyone?
L1754[14:19:09] <Dramentiaras> I really can't fix this issue with my ore block's missing texture in inventory or when held
L1755[14:19:09] <pibx10> I'm basically just trying to create a pedestal like thing
L1756[14:19:21] <Dramentiaras> It's fine when in world, but in inventory or when held it has missing texture
L1757[14:19:39] <Dramentiaras> Here's the blockitem's json model: http://pastebin.com/ksMZMhz8
L1758[14:19:55] <Dramentiaras> Really don't understand what's wrong
L1759[14:19:58] <unascribed> hm, the minecarts aren't properly ticking
L1760[14:20:14] <diesieben07> pibx10, take a look at the EntityItem renderer
L1761[14:21:23] <PaleoCrafter> post your log, Dramentiaras
L1762[14:21:47] <unascribed> now they are :D
L1763[14:22:28] <Dramentiaras> Where can I find the logs?
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L1765[14:23:08] <PaleoCrafter> <run-dir>/logs/fml-client-latest.log
L1766[14:23:57] <pibx10> Where would I find that
L1767[14:24:09] <pibx10> Is it in the entity item class
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L1769[14:24:37] <diesieben07> RenderEntityItem
L1770[14:24:40] <Dramentiaras> Alright, here's the log: http://pastebin.com/wSnmg0jG
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L1773[14:36:50] <unascribed> is there some magical way to get ticks for EntityItems?
L1774[14:37:54] <diesieben07> onEntityItemUpdate in the Item class, but that does not help yoi
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L1777[14:46:10] <unascribed> Whenever I place an ItemFrame, it just disappears :/
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L1779[14:46:16] <unascribed> I'd guess I'm not replacing it correctly
L1780[14:46:19] <unascribed> code and logs: https://gist.github.com/unascribed/7e84372a5847972c2d8a
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L1785[14:49:42] <unascribed> fixed, gist updated
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L1788[14:51:17] <shadekiller666> stupid static
L1789[14:54:21] <unascribed> it doesn't survive a save/load :/
L1790[14:54:40] <diesieben07> you need to register it like any other entity
L1791[14:54:50] <unascribed> yeah, I was about to
L1792[14:56:18] <ShinigamiPL> guys ive made a crop and now i want to make seed
L1793[14:57:01] <ShinigamiPL> im extending ItemSeeds
L1794[14:57:32] <Soni> I had a thought about MC's GUIs
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L1796[14:58:06] <ShinigamiPL> but i have no idea what to put into the constructor
L1797[14:58:22] <Soni> it could use a counter that gets sent to the server every time you open a GUI, and when rightclicking a block the client has to OK it for the rightclick event to be sent to the server, so the server sees the new ID when it's gonna open the GUI
L1798[14:58:23] <killjoy> GUIs you say?
L1799[14:58:41] <Soni> and then the server sends the GUI packets for the GUI number
L1800[14:58:58] <Soni> and if the client attempts to open another GUI it doesn't cause sync issues
L1801[14:59:19] <diesieben07> ShinigamiPL, read the names. "crops" and "soil" are pretty self explanatory, aren't they?
L1802[14:59:22] <Soni> and removes stupid "GUI IDs" we currently have to deal with
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L1804[15:00:07] <Ordinastie> Soni, again with that shit? :x
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L1806[15:00:49] <Soni> Ordinastie, but a proper solution
L1807[15:01:00] <diesieben07> IDs ARE the proper solution to networking
L1808[15:01:00] <Soni> a solution that would actually work
L1809[15:01:07] <diesieben07> you cannot sent anything over the network that is not an ID.
L1810[15:01:17] <Soni> yeah right
L1811[15:01:22] <Soni> IRC messages don't have IDs
L1812[15:01:29] <Soni> they're sent all over the place
L1813[15:01:29] <diesieben07> they do.
L1814[15:01:30] <ShinigamiPL> http://pastebin.com/tS7JFZAE
L1815[15:01:37] <Soni> oh really? no they don't
L1816[15:01:38] <diesieben07> each character has an ID
L1817[15:01:42] <diesieben07> it's a constant stream of IDs
L1818[15:01:47] <Soni> no those aren't IDs
L1819[15:01:53] <diesieben07> yes, that is an id.
L1820[15:01:54] <ShinigamiPL> now i have no fckin idea what to do next :C im total java noob
L1821[15:02:02] <Soni> an `int id` is an ID
L1822[15:02:06] <ShinigamiPL> and my english ain't so good
L1823[15:02:06] <Soni> chars are chars
L1824[15:02:15] <diesieben07> you cannot sent a char over wire
L1825[15:02:20] <Ivorius> > an `int id` is an ID
L1826[15:02:21] <diesieben07> the wire can send bytes. period.
L1827[15:02:31] <Soni> yeah those don't necessarily mean IDs
L1828[15:02:32] <diesieben07> ShinigamiPL, learn java. you cant make mods without knowing it.
L1829[15:02:46] <Soni> an int is a number, which can be an ID
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L1831[15:02:50] <Soni> a string can be an ID
L1832[15:02:56] <Soni> even a boolean can be an ID
L1833[15:03:02] <diesieben07> well, yeah
L1834[15:03:07] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f94.dynamic.kabel-deutschland.de)
L1835[15:03:08] <diesieben07> dont get nitpicky now.
L1836[15:03:09] <Soni> but do they have to?
L1837[15:03:33] <PaleoCrafter> IRC messages pretty much have an ID with their timestamp (maybe not unique) :P
L1838[15:03:35] <Soni> I gave you a solution, show me its flaws and I'll adapt it
L1839[15:03:42] <Soni> PaleoCrafter, what timestamp?
L1840[15:04:00] <Soni> *looks at raw log* I see no timestamps there
L1841[15:04:04] *** olee is now known as olee|off
L1842[15:04:08] <diesieben07> Soni, we already have a solution and everyone but you seems to be fine with it. If you do not like it, feel free to use your own system. Nobody forces you to use IGuiHandler.
L1843[15:04:21] *** Kornagan|away is now known as Kornagan
L1844[15:04:36] <Soni> IGuiHandler is A solution
L1845[15:04:54] <Soni> but I don't think it's the best solution
L1846[15:05:01] <Soni> especially with microblocks and stuff
L1847[15:05:05] <diesieben07> read my message again.
L1848[15:05:36] <Soni> my solution completely removes the need for IGuiHandlers
L1849[15:05:45] <diesieben07> read my message again.
L1850[15:06:00] <Soni> your message has too much bloat
L1851[15:06:04] <Vigaro> Well, the FML guys went through the effort of implementing GuiHandlers so we can easily do our stuff
L1852[15:06:05] <diesieben07> ...
L1853[15:06:07] <Soni> just like Minecraft Forge with its IGuiHandlers
L1854[15:06:15] <Vigaro> But you are free to do it whatever way you want if you don't like it
L1855[15:06:16] <Soni> anyway bbl
L1856[15:06:16] ⇦ Quits: McJty (~jorrit@94-225-250-73.access.telenet.be) (Quit: Ex-Chat)
L1857[15:06:18] <diesieben07> TLDR: If you do not like it, go fuck yourself and make your own stuff
L1858[15:06:29] ⇨ Joins: Daiyousei (Daiyousei@daiyousei.me)
L1859[15:06:45] ⇦ Parts: brandon3055|asleep (~Brandon@122.129.140.1) ())
L1860[15:07:01] <unascribed> people like him are why we can't have nice things
L1861[15:07:25] ⇨ Joins: brandon3055 (~Brandon@122.129.140.1)
L1862[15:07:30] <unascribed> see also: central repository, materials API, potions API, and virtually everything else
L1863[15:07:36] <mikebald> What's the issue with the current GuiHandler that he wants to "fix" ?
L1864[15:07:48] <unascribed> idk
L1865[15:07:50] <diesieben07> it uses IDs
L1866[15:08:10] <unascribed> I fail to see why per-mod IDs are a problem
L1867[15:08:13] <unascribed> but okay
L1868[15:08:18] <mikebald> That seems like a good thing though...
L1869[15:08:20] <diesieben07> and so does everyoine else
L1870[15:08:44] <PaleoCrafter> I wonder, couldn't forge built up on the 1.8 vanilla system?
L1871[15:08:57] <diesieben07> could
L1872[15:09:12] <PaleoCrafter> it's a lot more open to expansion than previously
L1873[15:09:32] <Mimiru> I'm I'm trying to read data out of the "ForgeData" compound of an entity I'd do something like NBTTagCompound ForgeData = entity.getEntityData().getCompoundTag("ForgeData"); right?
L1874[15:09:48] <diesieben07> getEntityData IS "ForgeData"
L1875[15:09:56] <diesieben07> don't use that, use IExtendedEntityProperties
L1876[15:10:22] <Mimiru> I tried skipping that and just checking for my tag in ForgeData but got empty too, I'll try that then
L1877[15:10:40] <unascribed> is there a way to store data on the server-side in an ItemStack that isn't shared without using getShareTag? I want to share some data, but not all of it
L1878[15:11:04] <diesieben07> no, either you share the entire NBT tag or none
L1879[15:11:08] <unascribed> :/
L1880[15:11:40] ⇨ Joins: MajGenRelativity (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net)
L1881[15:11:43] <unascribed> the data doesn't even need to be NBT, just stuff
L1882[15:11:49] <unascribed> even a Map<String, String> is fine
L1883[15:12:09] ⇦ Parts: MajGenRelativity (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net) ())
L1884[15:12:16] <diesieben07> why cant it be shared?
L1885[15:12:17] ⇨ Joins: MGR (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net)
L1886[15:12:19] <MGR> hello!
L1887[15:12:21] <unascribed> it would spam up the network
L1888[15:12:28] <unascribed> the data is stuff like tick counters
L1889[15:12:48] <unascribed> doesn't matter if the client gets them, but it'd save a lot of bandwidth if they didn't
L1890[15:12:51] <diesieben07> nothing you can do then except not store it in the ItemStack
L1891[15:12:52] <alekso56> uh, why would you tick count an item?
L1892[15:13:26] <unascribed> I'm doing weird per-tick logic on a server-side only mod
L1893[15:14:21] <MGR> I have an issue with my mod
L1894[15:14:35] <MGR> It refuses to open the right GUI and I can't figure out how to fix it
L1895[15:14:56] <unascribed> log, explanation of incorrect behavior, explanation of correct behavior, relevant code
L1896[15:15:00] <MGR> I have the GUI enum, and the GUI handler is supposed to open the right class, but it opens a different GUI
L1897[15:15:08] <MGR> https://github.com/MajorGeneralRelativity/Force-Lasers is the repository for my code
L1898[15:15:28] <MGR> Instead of opening the Field Emitter GUI, it opens the Ion Storage Tank GUI
L1899[15:15:50] <MGR> please let me know if you need anything else
L1900[15:16:02] <diesieben07> god those class names
L1901[15:16:07] * diesieben07 shivers
L1902[15:16:15] <MGR> :|
L1903[15:16:28] <MGR> It's my first mod, and I'm really trying
L1904[15:16:53] <unascribed> which block are you trying to open?
L1905[15:16:59] <unascribed> and which gui is opening instead
L1906[15:17:06] <MGR> the Force Field Emitter GUI
L1907[15:17:18] <MGR> ForceLasersFieldEmitterGUI.java
L1908[15:17:29] <MGR> instead, IonTankGUI.java is opening
L1909[15:17:32] <unascribed> your indentation is wat
L1910[15:17:41] * MGR facepalms
L1911[15:17:44] <unascribed> Force_Field_Emitter is creating a ion_Tank_Tile_Entity
L1912[15:17:50] <MGR> wait, what?
L1913[15:17:55] <unascribed> https://github.com/MajorGeneralRelativity/Force-Lasers/blob/master/src/main/java/majgenrelativity/forcelasers/blocks/Force_Field_Emitter.java#L33
L1914[15:18:03] <Lex_> AbrarSyed, yes but i wanted a updated list
L1915[15:18:20] * MGR punches fist through face
L1916[15:18:27] <MGR> me AND my friend couldn't figure that out
L1917[15:18:32] <unascribed> :P
L1918[15:18:36] <unascribed> it's always the simple issues
L1919[15:19:05] <unascribed> I only knew to look for it because I've made that same mistake and spent way too much time trying to fix it too many times
L1920[15:19:15] <MGR> thank you unascribed
L1921[15:19:17] <unascribed> welcome
L1922[15:19:22] <diesieben07> the REAL issue is your gui handler
L1923[15:19:26] <diesieben07> it should not check instanceof
L1924[15:19:30] <diesieben07> it should check the GuiID
L1925[15:19:34] <MGR> ?
L1926[15:19:39] <MGR> My friend told me instanceof
L1927[15:19:42] <diesieben07> then you'd have gotten an exception and you'd know exactly whats the problem.
L1928[15:19:46] <diesieben07> the your friend is a moron
L1929[15:19:49] <MGR> :O
L1930[15:19:58] <unascribed> yeah, gui-id is better
L1931[15:20:09] <MGR> Would you please tell me how to fix it for GUI-ID?
L1932[15:20:09] <unascribed> instanceof *seems* correct, I originally wrote my GuiHandler with it as well
L1933[15:20:33] <diesieben07> IF you use instanceof, using the GuiID *as well* is stupid
L1934[15:20:45] ⇨ Joins: primetoxinz (~primetoxi@ip70-160-109-73.hr.hr.cox.net)
L1935[15:20:51] <unascribed> you already have an enum, which would make using the IDs easy
L1936[15:20:56] <unascribed> just use the enum instead of instanceof
L1937[15:21:18] ⇦ Quits: ShinigamiPL (~Shinigami@89-74-12-11.dynamic.chello.pl) (Read error: Connection reset by peer)
L1938[15:22:03] <MGR> um, before I get into that, my GUI now appears to not open
L1939[15:22:04] <MGR> at all
L1940[15:22:57] <MGR> http://pastebin.com/GHsFrfxQ
L1941[15:23:06] <MGR> that's what happens when I right click on my field emitter
L1942[15:23:37] <MGR> I only replaced return new ion_Tank_Tile_Entity(); with return new Force_Lasers_Field_Emitter_Tile_Entity();
L1943[15:23:52] <diesieben07> getClientGuiElement must return a GuiScreen
L1944[15:23:54] <diesieben07> not a Container
L1945[15:24:36] *** Vigaro is now known as Vigaro|AFK
L1946[15:25:21] <MGR> ah
L1947[15:25:51] <MGR> It works!
L1948[15:26:17] <MGR> alright, NOW I can look into replacing instanceof
L1949[15:26:28] <unascribed> when registering my override entity, should I register it with the same ID and name as the normal ItemFrame, or should I register it as a mod entity?
L1950[15:26:35] <unascribed> again, this is a server-only mod
L1951[15:27:10] <diesieben07> you should register it only as a "save ID", meaining not using registerModEntity
L1952[15:27:13] ⇨ Joins: stuntmania (~stuntmani@modemcable035.208-82-70.mc.videotron.ca)
L1953[15:27:28] *** Cojo is now known as Cojo|AFK
L1954[15:27:34] <unascribed> how would I do that?
L1955[15:27:53] <diesieben07> instead put it directly into EntityList.stringToClassMapping and classToStringMapping
L1956[15:27:57] <diesieben07> that way the same network code is used as for the vanilla frame, but yours is saved to disk
L1957[15:28:20] <unascribed> using "ItemFrame", or a unique name?
L1958[15:28:26] <Soni> it's not per-mod IDs that are a problem, those are a good thing... but there are still better things <unascribed> I fail to see why per-mod IDs are a problem
L1959[15:28:30] <diesieben07> unique name
L1960[15:28:41] <Soni> also please stop calling me a "he" already
L1961[15:28:57] <unascribed> I'm sorry for triggering you
L1962[15:29:10] <unascribed> From now on I'll only call you "xe" or "thon"
L1963[15:29:38] <MGR> Thank you for your help! I can now release version 0.3.5 of my mod, and actually start work on 0.4, which means force fields!
L1964[15:30:12] <Soni> stop calling me that, too >.>
L1965[15:30:18] ⇦ Quits: kourbou (~kourbou@wis38-2-88-180-229-5.fbx.proxad.net) (Quit: Tip about keeping secrets: It's easier if you don't know them.)
L1966[15:30:22] <unascribed> well then what pronoun does thon prefer?
L1967[15:30:26] <Soni> >.>
L1968[15:30:53] <Soni> the /ignore pronoun works well, usually
L1969[15:31:22] <diesieben07> unascribed, there are two genders on this planet, you know? :D
L1970[15:31:51] <unascribed> usually when people get mad for using the wrong pronoun, they don't get offended, they just correct you politely
L1971[15:31:56] <mikebald> o_O? so, you don't like a masculine pronoun or a gender-neutral one... what's a proper generless pronoun?
L1972[15:32:01] <unascribed> for all I know, Soni identifies as a jar of mayonnaise, who am I to judge?
L1973[15:32:21] <mikebald> *genderless
L1974[15:32:22] <Daiyousei> i sexually identify as an attack helicopter
L1975[15:32:22] *** Soni was kicked by Lex_ (stop being a twat its the internet, everyone is a straight fbi agent pretending to be a underage girl until proven otherwise.))
L1976[15:32:32] <unascribed> best kick reason 2015
L1977[15:32:35] <Daiyousei> .. i kinda expected that hehe
L1978[15:32:57] ⇨ Joins: Soni (SoniEx2@201.74.204.58)
L1979[15:33:00] <diesieben07> haha
L1980[15:33:03] ⇨ Joins: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L1981[15:33:07] <Lex_> Aside from that, when a gender is unknown, or just not given a shit about, 'he' is the proper addressing.
L1982[15:33:08] <Soni> and that's why I should be called a "she"...
L1983[15:33:25] ⇦ Quits: killjoy (~killjoy@cpe-24-74-204-200.ec.res.rr.com) (Ping timeout: 198 seconds)
L1984[15:33:27] <MGR> I'm not an FBI agent
L1985[15:33:30] <Lex_> I've read your rants about your sexuality, you're not a she.
L1986[15:33:37] <Lex_> However, this is not the place where anyone gives a shit.
L1987[15:33:43] <Lex_> Drop it or go away
L1988[15:33:53] <MGR> gg Lex
L1989[15:33:56] <MGR> laying down the law
L1990[15:34:02] <Soni> meh at least get it right for once :/
L1991[15:34:14] <unascribed> Nobody can be expected to remember the gender of 300 people
L1992[15:34:25] <Lex_> He never learns
L1993[15:34:33] *** Soni was kicked by MineBot (Banned: I said drop it. (1d)))
L1994[15:34:37] <unascribed> In any case, this is #minecraftforge, not #tumblrsjws
L1995[15:34:39] <unascribed> so let's talk about modding
L1996[15:34:43] <PaleoCrafter> A lot of people usually use "they" as genderless pronoun
L1997[15:35:00] <shadekiller666> oh wow
L1998[15:35:17] <shadekiller666> the model has been loading this entire time... just not for the item
L1999[15:35:18] <unascribed> I forsaw the +b about an hour ago :D
L2000[15:35:24] <shadekiller666> so i couldn't see it :P
L2001[15:35:36] <unascribed> gg, shade
L2002[15:36:00] <unascribed> meanwhile I forgot to add a constructor taking only World as an argument to my entity, so it exploded on load
L2003[15:36:29] ⇨ Joins: patrick_ku (uid91692@id-91692.ealing.irccloud.com)
L2004[15:36:48] <heldplayer> Oh look, Soni got in this room again and got banned again
L2005[15:36:49] <unascribed> yay! it saves now
L2006[15:37:07] <MGR> would somebody like to teach me how to add a button to my mod?
L2007[15:37:09] <unascribed> diesieben is almost too helpful
L2008[15:37:09] <MGR> :)
L2009[15:37:28] <PaleoCrafter> I wonder when he will start talking in #ForgeGradle
L2010[15:37:40] <unascribed> MGR: what do you mean by a button?
L2011[15:37:46] <unascribed> like a stone button, or a GUI button?
L2012[15:37:51] <MGR> Oh, I want to have a GUI button
L2013[15:38:01] <unascribed> this.buttonList.add(new GuiButton(...));
L2014[15:38:01] <MGR> to toggle my machine on and off
L2015[15:38:08] <MGR> um
L2016[15:38:13] <diesieben07> you will need packets.
L2017[15:38:16] <MGR> I'm a bit slow on the uptake
L2018[15:38:17] <MGR> wat?
L2019[15:38:19] ⇦ Quits: sciguyryan (~sciguyrya@80-254-76-209.dynamic.swissvpn.net) ()
L2020[15:38:31] <diesieben07> gui buttons are client side only
L2021[15:38:34] <MGR> ok
L2022[15:38:35] <diesieben07> you cannot turn your machine off on the client
L2023[15:38:43] <MGR> that makes sense
L2024[15:38:50] ⇦ Quits: Genuine (~GenuineSo@71.85.23.220) (Killed (NickServ (GHOST command used by Genuine|Away)))
L2025[15:38:50] <MGR> It would have to tell the server to stop updating its state
L2026[15:38:53] ⇨ Joins: Genuine|Away (~GenuineSo@71.85.23.220)
L2027[15:38:55] <diesieben07> no
L2028[15:39:01] <diesieben07> you would tell the server that the player pressed a button
L2029[15:39:04] <MGR> oh
L2030[15:39:05] <diesieben07> then the server decides what happens
L2031[15:39:09] <MGR> Ok
L2032[15:39:11] ⇨ Joins: killjoy (~killjoy@cpe-24-74-204-200.ec.res.rr.com)
L2033[15:39:15] <Lex_> https://twitter.com/_grum/status/610545598434029568 hehe
L2034[15:39:36] <diesieben07> wait EntityMob = EntityZombie then?
L2035[15:39:57] <MGR> would you mind walking me through adding a button diesieben07?
L2036[15:40:02] <MGR> I would appreciate it
L2037[15:40:16] <diesieben07> in initGui do what unascribe d told you
L2038[15:40:58] <MGR> wait, where?
L2039[15:41:06] <diesieben07> override initGui in yoru GuiScreen
L2040[15:41:10] <diesieben07> do you know how to override a method?
L2041[15:41:28] *** olee|off is now known as olee
L2042[15:41:40] <MGR> um I do, but I'm not exactly clear what my GuiScreen is. Is that the place where I draw the GUI?
L2043[15:41:48] <MGR> I think it is, but I can't just assume
L2044[15:41:56] <diesieben07> it is the thing you return from getClientGuiElement...
L2045[15:42:04] <diesieben07> it extends GuiScreen
L2046[15:42:21] <MGR> ok
L2047[15:42:23] <unascribed> http://unascribed.com/v/cb9abfb5.html now I just need to override EntityItem and do the same
L2048[15:42:56] <jamierocks> unascribed: nice
L2049[15:43:07] <MGR> I don't have anything that extends GuiScreen, just GuiContainer
L2050[15:43:22] <unascribed> GuiContainer has GuiScreen as an ancestor
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L2052[15:45:00] <Ivorius> diesieben07, iirc EntityMob was later introduced
L2053[15:45:19] <Ivorius> And skeletons were just literally zombies with a boolean, of sorts
L2054[15:45:33] <Ivorius> Maybe a subclass
L2055[15:46:22] <snowycreeper> guibuttons... way to tell if player right clicked on the button?
L2056[15:47:01] <Ivorius> If my mind doesn't lie, he just made instanceof checks or something for every enemy type for a while :D
L2057[15:47:12] <MGR> I have public void initGUI() {
L2058[15:47:12] <MGR> super.initGui();
L2059[15:47:12] <MGR> this.buttonList.add(new GuiButton());
L2060[15:47:12] <MGR> }, what do I put in for the arguements?
L2061[15:47:23] <MGR> I takes a 3 or 4 ints and a String
L2062[15:47:37] <MGR> correction, 3 or 5 ints and a String
L2063[15:48:05] <MGR> what are the ints and the string?
L2064[15:48:15] <MGR> I'm guessing the ints would be the position of the button, but idk
L2065[15:48:23] <snowycreeper> x, y, width, height, text
L2066[15:48:42] <MGR> ok
L2067[15:49:16] <MGR> It is angry at initGUI()
L2068[15:49:24] <MGR> The method initGUI() of type ForceLasersFieldEmitterGUI must override or implement a supertype method
L2069[15:49:25] <snowycreeper> is something not working
L2070[15:49:26] <mikebald> it looks like it's id, x, y, width, height, text. . . unless I'm looking at the wrong thing
L2071[15:49:53] <snowycreeper> oh true the first one is the id which would just be like 0 or 1 or 2 etc
L2072[15:49:59] <MGR> um
L2073[15:50:10] <MGR> I'm getting confused
L2074[15:50:32] <snowycreeper> so new GuiButton(id, x, y, width, height, text)
L2075[15:50:38] <MGR> alright
L2076[15:50:47] <MGR> I have this.buttonList.add(new GuiButton(0, 10, 10, 10, 10, "dave!"));
L2077[15:51:11] <Wuppy> welp
L2078[15:51:12] <snowycreeper> default height is 20
L2079[15:51:12] <PaleoCrafter> MGR, it's initGui, not initGUI
L2080[15:51:15] <Wuppy> soccer lpayer on E3
L2081[15:51:15] <mikebald> MGR, if you get confused [and are in Idea] you can click on GuiButton and hit Ctrl-B and see the deobfuscated code..
L2082[15:51:17] <Wuppy> what has life come to
L2083[15:51:18] <PaleoCrafter> use your IDE for overriding
L2084[15:51:25] ⇦ Parts: Cobbleopolis (~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net) (WeeChat 0.3.8))
L2085[15:51:27] *** bilde2910 is now known as bilde2910|away
L2086[15:51:32] <Ordinastie> and learn java
L2087[15:51:58] <MGR> I'm trying my best right now
L2088[15:52:02] <sham1> But learning java takes time out of modding they say
L2089[15:52:07] <MGR> I know some Java
L2090[15:52:09] <snowycreeper> slightly important :)
L2091[15:52:23] <MGR> button!
L2092[15:52:42] <mikebald> Also, learning java doesn't instantly make you an expert on the API. . .
L2093[15:52:44] <snowycreeper> wait for the GuiButton is there a way to see if the player Right-Clicked on it
L2094[15:52:53] <MGR> alright, let me edit the information until I get it in the right position
L2095[15:53:16] <PaleoCrafter> mikebald, it helps you learning the API though :p
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L2098[15:53:35] ⇨ Joins: Kaiyouka (~IdiotNono@2601:1:8602:8c60:ca3a:35ff:fec9:51)
L2099[15:53:35] <mikebald> PaleoCrafter, indeed!
L2100[15:53:41] <MGR> I know quite a lot of VB and some Java
L2101[15:53:44] <Kaiyouka> Goddammit, how long was I disconnected for
L2102[15:53:50] <MGR> I can understand the API, barely
L2103[15:54:54] <MGR> However, I can guarantee you that I'm trying my best to understand and apply everything you say
L2104[15:55:54] <MGR> Ok, I have my button in position
L2105[15:56:05] <MGR> how do I edit my code to have it control things?
L2106[15:56:18] <mikebald> MGR, there's a lot of information available to you, it's just a matter of getting better at parsing it, don't don't be down on yourself or anything... also, reading the API won't exactly teach you antipatterns, so yeah
L2107[15:56:21] <snowycreeper> note that when the player changes screen size your button will also change
L2108[15:56:30] <mikebald> *so don't
L2109[15:56:50] <MGR> makes sense snowycreeper
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L2111[15:57:50] <MGR> Now, how do I have my button control things?
L2112[15:57:58] <snowycreeper> the method actionPerformed will allow you to make buttons do whatever
L2113[15:58:03] <MGR> ok
L2114[15:58:21] <MGR> where is the method actionPerformed? in my GUI container class?
L2115[15:59:20] <snowycreeper> wherever your initGui is and drawScreen and all that stuff is
L2116[15:59:26] <MGR> alright
L2117[15:59:52] <MGR> so I'll have that set a boolean that tells my machine to be online or not
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L2119[16:02:12] <MGR> neither GUIScreen nor GUIContainer has actionPerformed, so I'm flying blind here
L2120[16:03:03] <snowycreeper> first of all you are running on 1.7 or 1.8
L2121[16:03:13] <MGR> 1.8
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L2123[16:03:31] <snowycreeper> GuiScreen has actionPerformed guarenteed
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L2125[16:04:56] <MGR> there's a mouseClick method
L2126[16:05:10] <MGR> which has ActionPerformedEvent.Pre event = new ActionPerformedEvent.Pre(this, guibutton, this.buttonList);
L2127[16:05:43] <snowycreeper> no..
L2128[16:05:57] <snowycreeper> protected void actionPerformed(GuiButton button) throws IOException {} i copied this directly from the GuiScreen class
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L2130[16:06:31] <MGR> ah, found it
L2131[16:06:56] <MGR> so, I should override the method in my own GUI class?
L2132[16:07:11] <snowycreeper> ctrl + f can be useful fyi :P
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L2136[16:07:58] <snowycreeper> override it yes
L2137[16:08:08] <MGR> ok
L2138[16:08:51] <MGR> hm
L2139[16:08:59] <MGR> I have @Override
L2140[16:08:59] <MGR> protected void actionPerformed(GuiButton button) {
L2141[16:08:59] <MGR> super.actionPerformed(button);
L2142[16:08:59] <MGR> }
L2143[16:09:04] <MGR> but that feels wrong
L2144[16:09:15] <snowycreeper> no need for super
L2145[16:09:15] <Ordinastie> don't paste code here -_-
L2146[16:09:20] <snowycreeper> ^^
L2147[16:09:23] <MGR> oh, sorry
L2148[16:09:43] <MGR> still use the (GuiButton button) in the method header?
L2149[16:10:07] <snowycreeper> yes... it is your object
L2150[16:10:14] <MGR> :)
L2151[16:10:36] <MGR> so I want it to manipulate a variable from my tile Entity class
L2152[16:10:41] <MGR> just have it reverse the value?
L2153[16:13:01] <snowycreeper> ok you can do that yes
L2154[16:13:50] <MGR> moment of truth!
L2155[16:14:34] <MGR> :(
L2156[16:15:39] <MGR> http://pastebin.com/F5NKe3n7 is my GUI code, and http://pastebin.com/edZrTvr0 is where I have my update method for the block's tile entity
L2157[16:15:46] <MGR> when I click the button, it fails to do anything
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L2160[16:16:33] <Ordinastie> I remember someone telling you that gui = client, and you need to change your TE on the server
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L2162[16:16:48] <MGR> um ok
L2163[16:16:51] <shadekiller666> is there a way to obtain a block's model with only an IBlockState, an IBlockAccess, and a BlockPos?
L2164[16:16:57] <MGR> How do I change my TE on the server?
L2165[16:17:20] *** PaleOff is now known as PaleoCrafter
L2166[16:18:06] <snowycreeper> youre just changing a variable is that going to do anything
L2167[16:18:25] <MGR> It's supposed to turn the machine off :(
L2168[16:18:32] <MGR> as http://pastebin.com/edZrTvr0 states
L2169[16:18:34] <shadekiller666> MGR, if you're manipulating a TE through a gui, the change only happens on the client, so you need to send an update packet to the server for your TE
L2170[16:18:52] <snowycreeper> packets are much fun :)
L2171[16:19:07] <shadekiller666> to the server, your TE never changes because it has no idea that it is supposed to
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L2173[16:19:23] <mikebald> This was posted some time ago that may assist with the packet fun: https://gist.github.com/CatDany/4a3df7fcb3c8270cf70b
L2174[16:20:09] <MGR> ok, let me try copy-pasting and fiddling with it
L2175[16:20:19] <shadekiller666> is there a way to get the model for a block with only a block state, the world, and a blockpos?
L2176[16:20:50] <shadekiller666> MGR, i would suggest trying to figure out how packets work, as they are usefull for many things
L2177[16:20:54] <Ordinastie> mikebald, that's bad, it implies you should register your message for both sides
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L2179[16:21:39] <mikebald> Ordinastie, wouldn't that be required for bi-directional packet handling?
L2180[16:22:00] <unascribed> it would be, but this is a c->s always
L2181[16:22:02] <Ordinastie> yes, but that case is the exception
L2182[16:22:26] <mikebald> For his GUI to determine whether the TE is on or off, won't it need to get a packet from the server?
L2183[16:22:57] <Ordinastie> you will assume the client TE is already sync, most likely by the description packet
L2184[16:22:59] <unascribed> that'd be from the TE data
L2185[16:23:10] <unascribed> client just needs to send a "I pressed de button" packet
L2186[16:23:26] <Ordinastie> and that too
L2187[16:23:42] <Ordinastie> in that specific scenario, client doesn't even need to know current state
L2188[16:23:53] <mikebald> Ah well... sorry for posting something that has too much info and isn't specifically tailored to MGR's specific issue... ?
L2189[16:23:56] <mikebald> I guess..
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L2191[16:24:03] <unascribed> It's a useful resource
L2192[16:24:07] <unascribed> we're just trying to help clarify it :P
L2193[16:24:11] <mikebald> AH! okay =)
L2194[16:24:42] <Ordinastie> but it gets a bonus point for using separate class for handler and message
L2195[16:24:47] <snowycreeper> is that really it like the client sends that message to the server and the server receives it and does stuff?
L2196[16:24:51] <unascribed> my block of cobble just hit 1 million ticks! :D
L2197[16:24:57] <mikebald> *shrugs* I didn't write it, I just have it bookmarked =)
L2198[16:24:59] <snowycreeper> lol
L2199[16:25:18] <Ordinastie> (and a personal another bonus point for making the packet the inner class and not the other way around)
L2200[16:25:20] <unascribed> snowycreeper: yes, the server recieves the "I pressed de button" packet and then toggles the state on the TE, and re-sends the description packet
L2201[16:25:39] <unascribed> then the client updates it's copy of the TE, and the GUI automatically starts rendering the updated value
L2202[16:26:23] <PaleoCrafter> Ordinastie, don't spend all your bonus points D:
L2203[16:26:50] <Ordinastie> the packet being inner class is definitely where I would spend them :p
L2204[16:29:38] <mikebald> So, the server sends description packets for TEs without any extra effort on the mod author's side?
L2205[16:30:02] <unascribed> it needs one method override
L2206[16:30:07] <unascribed> and a few markDirty calls
L2207[16:30:28] <Ordinastie> *makeBlockForUpdate()
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L2209[16:30:33] <unascribed> yes
L2210[16:30:40] <Ordinastie> markDirty() only saves to disk
L2211[16:31:16] <mikebald> I'm getting around to the point of that it seems odd that packet handling isn't required by the mod author in that case, but to send data to the server to alter the TE it's required...
L2212[16:31:27] * mikebald re-reads that to make sure he's making sense.
L2213[16:31:30] <MGR> the simple packet class from mikebald 's example is complaining about missing methods
L2214[16:32:01] <MGR> I'm also slowly losing track of what it is doing
L2215[16:32:19] <MGR> and where to use the example thing
L2216[16:32:25] <MGR> :(
L2217[16:32:56] <Ordinastie> what missing method ?
L2218[16:33:17] <MGR> um, it's acting weird
L2219[16:33:21] <mikebald> I guess the question is... why not have it so you can alter the TE on the client and do a client-to-server sync similarly to how it's done from server-to-client?
L2220[16:33:24] <MGR> I try to get it to implement them
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L2222[16:33:40] <MGR> it points inside to the static class, which also refuses to import
L2223[16:33:50] <unascribed> I can't eat my steak because it's aging :(
L2224[16:34:47] <MGR> my simple packet class looks like so: http://pastebin.com/u9FcYZYB
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L2226[16:34:59] <PaleoCrafter> mikebald, because you never trust the client
L2227[16:35:03] <MGR> it refuses to import the interior static class, no matter how many times I click it
L2228[16:35:07] <killjoy> How do I enable debug messages?
L2229[16:35:24] <mikebald> PaleoCrafter, but allowing the client to send packets and implementing the packet handler is implying a level of trust already...
L2230[16:35:36] <snowycreeper> is there a way to tell if the player right-clicked on a GuiButton??
L2231[16:35:54] <PaleoCrafter> You only send "stupid" packets from the client though
L2232[16:36:05] <unascribed> snowycreeper: you would need to extend it
L2233[16:36:16] <unascribed> is this for an inventory, or just a general GUiScreen?
L2234[16:36:32] <snowycreeper> yeah like a general guiScreen not a container
L2235[16:36:45] <unascribed> I'm biased, but I would recommend using Glass Pane instead
L2236[16:36:53] <unascribed> makes a lot of this much easier
L2237[16:37:30] <mikebald> PaleoCrafter, I think I see your point...
L2238[16:37:35] <unascribed> https://github.com/unascribed/Glass-Pane if you're interested
L2239[16:37:48] <sham1> 'Ey PaleoCrafter, do you know of any way to empty an mutable scala collection
L2240[16:37:48] <snowycreeper> what exaclty is glass pane
L2241[16:37:57] <unascribed> a replacement for GuiScreen that's 100% less stupid
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L2244[16:38:25] <sham1> Like to clean the list
L2245[16:38:37] <PaleoCrafter> clear()
L2246[16:38:43] <sham1> ok tnx
L2247[16:39:03] <MGR> I have my partially implemented packet code at https://github.com/MajorGeneralRelativity/Force-Lasers/tree/master/src/main/java/majgenrelativity/forcelasers/allthepackets
L2248[16:39:26] <MGR> IonCreatorPacket is errored though
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L2251[16:39:54] <snowycreeper> ok well is there even a way to get right-clicks w/o glass pane
L2252[16:40:25] <unascribed> yes, as I said you need to override GuiButton
L2253[16:40:32] <unascribed> I don't know the exact details as I always use GlassPane
L2254[16:40:37] <unascribed> someone else here may know
L2255[16:40:42] <PaleoCrafter> Wut, you completely circumvent GuiScreen, unascribed?
L2256[16:40:50] <unascribed> mostly
L2257[16:41:00] <unascribed> there's a GlassPaneMirror which is a GuiScreen wrapper around a GlassPane
L2258[16:41:03] <unascribed> and it's how it works
L2259[16:41:42] <PaleoCrafter> Ah, I almost thought you do literally everything yourself
L2260[16:41:46] <unascribed> I also wrote this code a long time ago (in internet time) and am going to rewrite it soon
L2261[16:41:52] <unascribed> It does do literally everything itself
L2262[16:41:58] <unascribed> all rendering is delegated to PaneComponents
L2263[16:42:06] <snowycreeper> well i am overriding guiButton but.. theres not like a booleam thats like isRightClick() that would make things so much easier
L2264[16:42:07] <unascribed> GlassPaneMirror is just a way to plug into the rendering engine
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L2266[16:42:53] <PaleoCrafter> Well, but you do the input event stuff in there too
L2267[16:43:22] <PaleoCrafter> That all rendering happens in the components is obvious :P
L2268[16:43:42] <MGR> I'm going to log off for today :)
L2269[16:43:50] <MGR> Maybe tomorrow I can have a working button :D
L2270[16:43:58] ⇦ Parts: MGR (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net) (I could be back, maybe))
L2271[16:44:05] <PaleoCrafter> Rewriting my own UI system for the third time myself :P
L2272[16:44:17] <unascribed> actually, it does input on it's own as well
L2273[16:44:25] <unascribed> my browser just crashed so give me a minute to give a link
L2274[16:44:31] <Ordinastie> meh, I prefer my GUIs
L2275[16:44:54] <PaleoCrafter> You do use GuiScreen.mouseClicked
L2276[16:44:56] <unascribed> https://github.com/unascribed/Glass-Pane/blob/master/src/main/java/com/gameminers/glasspane/internal/GlassPaneMod.java#L240-L242
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L2278[16:45:17] <unascribed> oh, I guess it does
L2279[16:45:25] <unascribed> but most input events go through the method I linked
L2280[16:45:30] <unascribed> because overlays
L2281[16:45:49] <Ordinastie> what do you call overlay?
L2282[16:46:02] <PaleoCrafter> How does that cope with vanilla?
L2283[16:46:05] <unascribed> a GlassPane that renders on top of another GlassPane or just a GuiScreen
L2284[16:46:08] <unascribed> perfectly, actually
L2285[16:46:11] <unascribed> I've never had any issues with overlays
L2286[16:46:26] <unascribed> even with other mods
L2287[16:46:37] <Ordinastie> my overlays are GUIs that are drawn without a GUI open
L2288[16:46:51] <Ordinastie> like actual overlays
L2289[16:47:01] <unascribed> yeah, you can do that too
L2290[16:47:03] <unascribed> overlay GuiIngame
L2291[16:47:06] <PaleoCrafter> Because you do the while(Mouse.next()) thing
L2292[16:47:20] <unascribed> PaleoCrafter, yes, but it does a mark() and reset() on the LWJGL internal bytebuffer
L2293[16:47:27] <PaleoCrafter> Oh, hehe
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L2295[16:49:35] *** alekso56 is now known as cax
L2296[16:50:21] <PaleoCrafter> I'm aiming to make my rewrite similar to JavaFx, just in scala xD
L2297[16:51:47] <sham1> PaleoCrafter, sorry that I am bothering you with questions about scala that I can get with google, but do I append an element to a map with map :+ "key" -> "value
L2298[16:52:49] <PaleoCrafter> Uhm, mutable or immutable?
L2299[16:52:53] <sham1> mutable
L2300[16:53:06] <Ordinastie> sham1, don't worry, he likes it
L2301[16:53:12] <sham1> Ah good
L2302[16:53:16] <Ordinastie> you're the only other weirdo that uses scala :p
L2303[16:53:20] <PaleoCrafter> += :P
L2304[16:53:25] <sham1> Ok thanks
L2305[16:53:33] <PaleoCrafter> Uhm, fry :P
L2306[16:53:41] <sham1> ^
L2307[16:53:41] <PaleoCrafter> Or isn't he a weirdo?
L2308[16:53:58] <Ordinastie> he is, but for so many more reasons :D
L2309[16:54:43] <sham1> So I do map += "key" -> "value" ok
L2310[16:54:49] <PaleoCrafter> Yeah
L2311[16:55:25] <sham1> Multiple loops in update() just so I can check if my thing is actually connected
L2312[16:56:14] <PaleoCrafter> Or map.$plus$eq(Tuple2("key ", "value")) if you want it desugared :P
L2313[16:57:24] <sham1> I dont want to desugar += because that just looks weird
L2314[16:57:33] <sham1> And little bit of sugar is always good
L2315[16:57:50] <PaleoCrafter> jk anyway :P
L2316[16:58:23] <PaleoCrafter> Just shows the beauty of the language xD
L2317[17:00:23] <unascribed> https://gist.github.com/unascribed/5b7ded6e8ecfc0bad2cc :(
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L2319[17:01:27] <unascribed> I guess I could schedule the entity spawning for next tick
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L2321[17:02:23] <unascribed> MinecraftServer#addScheduledTask, right?
L2322[17:02:52] <unascribed> no, if you're on the main thread it'll call immediately
L2323[17:02:54] <unascribed> ugh
L2324[17:04:19] <unascribed> what does --universe do?
L2325[17:04:53] <Ordinastie> it expands?
L2326[17:05:02] <unascribed> :/
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L2328[17:05:11] <shadekiller666> muhahaha, the OBJ loader now supports group names :D
L2329[17:05:31] <PaleoCrafter> Nah, it creates a new one in the multiverse
L2330[17:05:39] <sham1> yay
L2331[17:05:43] <shadekiller666> and the rendering of specific groups
L2332[17:06:22] <shadekiller666> now i just need to figure out how to fix my texture problem and it will be done
L2333[17:06:31] <Illyohs> because of the muhahaha I know think this is a evil feature :P
L2334[17:07:20] <shadekiller666> no
L2335[17:07:32] <shadekiller666> i actually think its an awesome feature, because the mod i'm working on depends on that functionality
L2336[17:07:45] <heldplayer> !gm func_71016_p 1.7.10
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L2338[17:08:29] <heldplayer> !gf yz.a
L2339[17:08:36] <heldplayer> !gf yz.a 1.7.10
L2340[17:08:44] <shadekiller666> oh and i need to figure out what the problem is with the item model not showing
L2341[17:09:22] <heldplayer> !gc bjb 1.7.10
L2342[17:09:36] <unascribed> PM the bot
L2343[17:09:44] ⇨ Joins: parzivail (~parzivail@c-73-53-160-186.hsd1.fl.comcast.net)
L2344[17:10:00] <stuntmania> Anyone knows the meaning of the last float in createEntityPathTo inside PathFinder.java?
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L2346[17:11:07] ⇨ Joins: Searge_DP (~Searge@c83-250-34-19.bredband.comhem.se)
L2347[17:11:11] <stuntmania> or does the can the bot possibly tell me about an arg name?
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L2350[17:11:36] <unascribed> there, now EntityItems tick
L2351[17:11:57] <unascribed> stuntmania: the bot will probably tell you, if there's a mapping for it
L2352[17:12:07] <unascribed> what's the arg's searge name
L2353[17:12:12] <stuntmania> How can I ask him?
L2354[17:12:23] <unascribed> srg name as it may be
L2355[17:12:31] <stuntmania> It's p_75859_5_
L2356[17:12:36] <unascribed> !gp p_75859_5_
L2357[17:12:42] <stuntmania> !gp p_75859_5_
L2358[17:12:45] <stuntmania> Aw
L2359[17:12:49] <unascribed> 1.7 or 1.8
L2360[17:12:52] <stuntmania> 1.7
L2361[17:12:52] <unascribed> !gp p_75859_5_ 1.7.10
L2362[17:13:00] <stuntmania> !gp p_75859_5_ 1.7.10
L2363[17:13:05] <unascribed> it has no comment and no name
L2364[17:13:16] <unascribed> you'll have to see what it is by looking at the deobfuscated code
L2365[17:13:21] <Ordinastie> then look where and how it's used
L2366[17:13:30] <unascribed> and then help with the mappings by giving it a name
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L2368[17:13:53] <stuntmania> Yeah I'll do check it out, but I believe it has something to do with the maximum lenght of the path
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L2372[17:16:55] <parzivail> is there a way to call a method when any block is broken by the player? would I use @SubscribeEvent?
L2373[17:18:33] <Kaiyouka> Probably look at something in BlockEvent
L2374[17:19:04] <parzivail> i know it's BreakEvent but i want to knw how to subscribe to it
L2375[17:19:25] <Kaiyouka> Yes, @SubscribeEvent
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L2378[17:20:54] <parzivail> perfect thanks
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L2381[17:25:01] <stuntmania> YOu need to register your event handler first though
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L2385[17:42:37] <parzivail> yeah i assumed as much
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L2399[18:18:05] <SoundLogic> I'm setting a block serverside, and it seems to be being rendered clientside before the server even sends the packet describing its tile entity. Why is this and how do I avoid it?
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L2402[18:19:32] <RawringNymNym> are you sure you're only setting it server side? :P if so, it's probably just that the block is being sent before the tile entity, which makes sense tbh (they are separate packets)
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L2407[18:25:47] <SoundLogic> RawringNymNym: Huh. The tile entity is ticking before it recieves its first update packet. This... is problematic. How can I avoid this?
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L2410[18:27:04] <RawringNymNym> make it check that load has been run once on clients
L2411[18:27:30] <RawringNymNym> " if (worldObj.isRemote && packetReceived) { /* stuff here */ } "
L2412[18:27:50] <SoundLogic> I can do that-the problem is that if I haven't recieved that packet I don't know enough to render it properly
L2413[18:28:05] <unascribed> didn't this question already get answered? :/
L2414[18:28:27] <unascribed> you can't make the TE arrive sooner because that's just how they work
L2415[18:28:36] <RawringNymNym> have defaults then, or just make it not render until it gets it
L2416[18:28:41] <unascribed> you need to move your super important render data into the metadata field, or have good defaults
L2417[18:30:17] <SoundLogic> Hm. How would I delay the rendering?
L2418[18:31:53] <RawringNymNym> same idea, throw the " if (tile.packetReceived) {}" or whatever around it
L2419[18:32:07] <parzivail> more importantly, /why/ do you need to delay the rendering? just tell it that it needs to look like [x] until it gets it's packet
L2420[18:33:03] <parzivail> the wait is, what, a few milliseconds?
L2421[18:33:09] <SoundLogic> Because I have multiblock structures where I don't know which texture to use without knowing which structure was created.
L2422[18:33:19] <parzivail> ah
L2423[18:33:42] <parzivail> make them stay at default texture until it gets its packet?
L2424[18:33:42] <SoundLogic> And it doesn't seem to be happening with all the blocks involved
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L2426[18:34:37] <unascribed> My dropped items are being super jittery: http://unascribed.com/v/e3b516bf.html
L2427[18:34:44] <unascribed> I'm replacing them with a custom subclass, but this is a vanilla client
L2428[18:35:49] <unascribed> (and yes, that's a naturally generated 5 block tall cactus)
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L2430[18:38:25] <parzivail> well, to be fair your game looks a little jittery too
L2431[18:39:07] <unascribed> that's just the recorder
L2432[18:39:11] <parzivail> ah ok
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L2434[18:39:34] <unascribed> and the webms are known to be really jittery
L2435[18:39:37] <unascribed> the mp4 is much smoother
L2436[18:40:00] <SoundLogic> Hm. the other blocks of my multiblock structure aren't suffering from this.
L2437[18:40:09] <parzivail> it's probably jittery because it's trying to update it's name every tick
L2438[18:40:36] <parzivail> but i could be wrong
L2439[18:41:26] <unascribed> ...that's a good point
L2440[18:41:32] <unascribed> it probably won't do this when i remove the debug code
L2441[18:41:33] <shadekiller666> i should really finish that multiblock api...
L2442[18:41:59] <unascribed> nope, still jittery
L2443[18:42:06] <parzivail> huh
L2444[18:42:12] <parzivail> post the code?
L2445[18:42:18] <unascribed> wait, what if i return false
L2446[18:42:23] <unascribed> it is the updating
L2447[18:42:29] <unascribed> i forgot to return false to indicate not to update the entity
L2448[18:42:42] <parzivail> well /that's/ the issue
L2449[18:42:54] <unascribed> yeah, the per-tick updating was just a test
L2450[18:42:57] <unascribed> it won't always do that
L2451[18:43:05] <parzivail> what mod will it be?
L2452[18:43:13] <unascribed> server-side
L2453[18:43:20] <unascribed> lets you add custom items without needing client cooperation
L2454[18:43:31] <unascribed> port of a bukkit plugin
L2455[18:44:06] <parzivail> good idea, would be helpful in the future for say server owners who want to add mods to a default pack but not make everyone on it get the mods too
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L2458[18:47:25] <Amelorate> Is this the place for mod dev questions?
L2459[18:47:38] <parzivail> yessir
L2460[18:48:20] <Amelorate> Does anyone know how to set a block's texture to a url not in your mod's assets?
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L2462[18:49:22] <parzivail> well, it'd probably be easier to locally download the picture at runtime to a certian filename and load that file
L2463[18:49:45] <pibx10> I can't find a player.setsaturation
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L2465[18:50:50] <Amelorate> Yeah thats what I meant, the java URL class is misleading.
L2466[18:51:38] <pibx10> Anyone?
L2467[18:52:24] <parzivail> amelorate: try FileUtils.copyURLToFile("url", "filename")
L2468[18:52:46] <parzivail> if you have apache-io
L2469[18:53:22] <parzivail> or take a look here if you want plain java: http://stackoverflow.com/questions/2302233/
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L2472[18:56:04] <Amelorate> Yeah I have the file on the local filesystem already.
L2473[18:56:07] <pibx10> OK lol nobody
L2474[18:56:40] <parzivail> <pibx10> check under getFoodStats() and look at the classes it uses
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L2476[18:57:42] <parzivail> Amelorate, load it like setTextureName(Your.MODID + ":" + textureAssetNameWithoutFileExtension);
L2477[18:57:58] <parzivail> under the item constructor
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L2479[18:58:35] <parzivail> the file should be under src/main/resources/textures/items/[assetName].png
L2480[18:59:12] <parzivail> whoops, its src/main/resources/assets/YourModID/textures/items/[assetName].png
L2481[18:59:15] <parzivail> my bad
L2482[18:59:23] <Amelorate> That is the issue, I don't have it under assets and can't. The file is added during runtime.
L2483[18:59:34] <parzivail> ooh thats right
L2484[18:59:41] <parzivail> hmm
L2485[18:59:52] <Amelorate> It is inside a zip file in /mods/
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L2487[19:00:21] <Amelorate> I then unzip it and move the file to the platform's temp folder.
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L2489[19:00:27] <gDroid2002> Mods can load assets directly from the filesystem though
L2490[19:00:35] <gDroid2002> Just.. Put them in the dir
L2491[19:02:13] <Amelorate> Oh. I'm a derp.
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L2493[19:05:09] <parzivail> is there a way to figure out if im /near/ a mob?
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L2500[19:19:02] <shadekiller666> there, i made a propper PR of the OBJ loader code to the forge repo
L2501[19:19:11] <shadekiller666> this one with no conflicts...
L2502[19:19:22] <parzivail> did you optimize it?
L2503[19:27:28] <shadekiller666> optimize it?
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L2517[19:48:56] <killjoy> What's the manifest entry you're supposed to add if your coremod also has an fml mod?
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L2519[19:55:45] <pibx10> How would I make an item change to another item when thrown in water
L2520[19:56:37] <shadekiller666> spawn a new item in the same place and destroy the one being replaced
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L2527[20:13:05] <stuntmania> Is there a reason why getCurrentEquippedItem() is not called getCurrentEquippedItemStack()?
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L2529[20:17:50] <unascribed> why is it isRemote instead of isClient, why is it spawnEntityInWorld instead of addEntity, why is it getSizeInventory instead of size, ...
L2530[20:18:02] <unascribed> tl;dr mapping are inconsistent and don't always make sense
L2531[20:18:09] <unascribed> and it doesn't matter! :D
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L2539[20:33:45] <shadekiller666> for blocks with models larger than a single block, is it better to just leave it as a single block, or to have all blocks that the model intersects as the block itself?
L2540[20:33:52] <killjoy> Can someone help me with this crash? http://pastebin.com/bNupUNnj
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