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L1[00:00:06] <tterrag> yikes
L2[00:00:11] <tterrag> you know he did a new series on 1.7 right?
L3[00:00:15] <tterrag> not that it's much better...
L4[00:00:34] <tterrag> http://mcforge.readthedocs.org/en/latest/gettingstarted/
L5[00:00:42] <AbrarSyed> IIRC he did
L6[00:00:46] <Cooper> Is there another resource you'd recommend? I know MineMaarten's course builds on Pahimar's
L7[00:00:55] <AbrarSyed> pahi did a letsMod reboot series
L8[00:00:57] <AbrarSyed> shoudl be updated
L9[00:01:18] <AbrarSyed> https://www.youtube.com/watch?v=e6v5egIkThk&list=PLQPiZYWovwmnZlgvbHCbz6TefIgeEiVcj
L10[00:01:21] <AbrarSyed> Cooper, ^
L11[00:01:35] <tterrag> Cooper: I just posted the best resource
L12[00:01:51] <tterrag> pahimar's tuts are not always the best methods
L13[00:02:00] <Cooper> Thanks I just found it. I didn't realize he had a new version.
L14[00:02:00] <AbrarSyed> true I guess
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L16[00:02:54] <Cooper> What do you mean his aren't always the best methods? As in the best environment, Java, modding style?
L17[00:02:57] <infinitefoxes> Is there a way to change a block's texture depending on the graphical setting (fast/fancy quality) in 1.8?
L18[00:03:02] <tterrag> no, as in his code isn't always great
L19[00:03:08] <tterrag> he doesn't teach good practices all the time
L20[00:03:21] <tterrag> infinitefoxes: look at leaves?
L21[00:03:34] <AbrarSyed> infinitefoxes, see leaves
L22[00:03:36] <infinitefoxes> I did, but it seems to be hardcoded.
L23[00:03:41] <infinitefoxes> or I'm incredibly stupid
L24[00:03:44] <AbrarSyed> then hardcode it for you too :)
L25[00:03:46] <tterrag> yes, it is hardcoded
L26[00:03:50] <tterrag> what did you expect? :P
L27[00:04:44] <AbrarSyed> cant you just do a quick if statement for your block models?
L28[00:04:49] <AbrarSyed> err, in the blockState?
L29[00:05:10] <AbrarSyed> IIRC back in the day there was litterally if (tessellator.isFancyGraphics) { .. }
L30[00:05:17] <AbrarSyed> I guess all the model crazynes kiled that though...
L31[00:05:52] <infinitefoxes> As in the .json?
L32[00:06:02] <tterrag> ah right, 1.8
L33[00:06:05] <tterrag> can't help you there
L34[00:08:53] <infinitefoxes> it's fine
L35[00:09:05] <infinitefoxes> the only reason I wanted to change the textures is that the markings get hard to see on the block when it's opaque
L36[00:09:09] <infinitefoxes> it's not major
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L48[00:40:00] <Cobbleopolis> Do all the item/block models work in 1.8?
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L52[00:44:40] <shadekiller666> ?
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L54[00:49:34] <Horfius> No, of course not. Why would they?
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L63[01:08:28] <Devoenix> My friend installed ClaySoldiers on a KCauldron server
L64[01:08:32] <Devoenix> they got this crash: http://pastebin.com/z6cgsbZH
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L66[01:10:56] <tterrag> ASM crash
L67[01:11:01] <Devoenix> ASM?
L68[01:11:04] <tterrag> also, not the right place to report that
L69[01:11:36] <tterrag> report it to whoever made SAPManPack-1.7.10-2.4.0.jar
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L72[01:12:35] <Devoenix> okie
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L75[01:28:27] <laci200270> update missing from tileEntity in 1.8?
L76[01:28:34] <laci200270> *update()
L77[01:29:57] <xaero> sort of, it's hiding behind the IUpdatePlayerListBox interface or however that's called
L78[01:30:06] <laci200270> ohvthanks
L79[01:35:12] <laci200270> anything is wrong with this blockState file?
L80[01:35:14] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/dieselGenerator.json
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L82[01:36:23] <shadekiller666> you're missing "forge_marker": 1, before variants, i think thats needed for custom model loaded models
L83[01:37:24] <shadekiller666> at least for you to be able to change camera transforms it is
L84[01:40:16] <laci200270> what is the camera transform?
L85[01:41:33] <shadekiller666> the values you set in jsons to change the position of a model in third person/first person/guis/on your head
L86[01:42:02] <shadekiller666> if you look in the vanilla models/item jsons, they're the "translate" "rotate" and "scale" values
L87[01:42:48] <laci200270> so i need to resize the models?
L88[01:42:52] <laci200270> and rotate?
L89[01:42:55] <shadekiller666> you might
L90[01:43:19] <shadekiller666> but to do that for the actual block in the world you'll have to change it in your modelling program
L91[01:43:24] <shadekiller666> then re-export
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L93[01:44:23] <laci200270> I can't do it from json?I need to to it from blender?
L94[01:45:52] <shadekiller666> for the in-world block models yes... which is very strange
L95[01:46:53] <laci200270> ok i'll do that
L96[01:48:22] <shadekiller666> i think the new forge blockstates should add support for in-world block model offsets
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L98[01:49:31] <laci200270> i can't understand this: No root mesh in model energymod:models/block/engine.b3d and no mesh name in location, skipping
L99[01:49:56] <shadekiller666> change that "variants" to "defaults"
L100[01:50:01] <shadekiller666> should be fine
L101[01:50:34] <laci200270> i now updating github i done rework
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L103[01:53:18] <laci200270> i'll need two models one for when the engine runs one for not runs(one with animation one without) so t he updated blockstate files here: https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/dieselGenerator.json
L104[01:55:11] <laci200270> now it is correct?
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L106[01:57:54] <shadekiller666> ...
L107[01:58:04] <shadekiller666> b3d supports animation
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L109[01:58:45] <shadekiller666> fry has the loader set up so that you can use an ExtendedBlockState and B3DLoader.B3DProperty.instance to set a frame number
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L112[02:00:35] <shadekiller666> so your "isrunning=false" state can just be a frame in the animation
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L114[02:00:55] <shadekiller666> and no, its not right, you'll still get that error
L115[02:01:23] <laci200270> what is wrong?
L116[02:03:52] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150707 mappings to Forge Maven.
L117[02:03:56] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150707-1.8.zip (mappings = "snapshot_20150707" in build.gradle).
L118[02:04:07] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L120[02:05:33] <laci200270> shadekiller666: what is the wrong with my code? sorry my IRC client log out autmatically
L121[02:05:54] <shadekiller666> you need a "defaults": key above the "variants" key, with "model": "energymod:engine.b3d"
L122[02:07:24] <laci200270> now i get this: java.lang.RuntimeException: Encountered an exception when loading model definition of 'energymod:dieselGenerator#isrunning=true' from: 'energymod:blockstates/dieselGenerator.json' in resourcepack: 'FMLFileResourcePack:energymod'
L123[02:07:52] <laci200270> Caused by: com.google.gson.JsonSyntaxException: Missing variants, expected to find a JsonObject
L124[02:07:53] <shadekiller666> check the forge github for the example that fry included with the model loader
L125[02:08:09] <shadekiller666> ya, cuz you're not defining things properlly
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L127[02:09:26] <laci200270> what can be wrong now?
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L129[02:09:59] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelloaderregistry/blockstates/CustomModelBlock.json
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L131[02:12:03] <shadekiller666> you need "forge_marker", "defaults" { "textures": {}, "model": "<insert modid + model here>"}, and "variants": {"normal": [{}], "inventory": [{"transform": "forge:default-block"}]}
L132[02:13:18] <laci200270> ok
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L137[02:21:11] <laci200270> now I get this log: http://pastebin.com/RB8pwKHE the letst code is on github
L138[02:21:18] <laci200270> *latest
L139[02:21:53] <Wuppy> \o/ job interview today
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L142[02:24:05] <Wuppy> also, I must buy Withcer 3 and play the hell out of it
L143[02:24:07] <shadekiller666> laci, DON'T COPY PASTE SHIT
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L145[02:24:21] <PrinceCat> Wuppy, it's so good!
L146[02:24:35] <Wuppy> I'll have a pc before the end of this week
L147[02:24:36] <shadekiller666> remove the "#texture" and "#chest" lines from "textures"
L148[02:24:41] <PrinceCat> I haven't finished it yet and I've sunk like 60 hours into it.
L149[02:24:46] <Wuppy> problem is, I want to play Withcer 2 first :P
L150[02:25:08] <Wuppy> which I alreyad have
L151[02:25:13] <Wuppy> and will probably hit 50+ hours
L152[02:25:19] <PrinceCat> It helps if you've played the ones previously in the series. There are references in them.
L153[02:25:25] <Wuppy> yeah
L154[02:25:27] <PrinceCat> You'd be a little confused jumping straight in.
L155[02:25:30] <Wuppy> the first 2 are also pretty cool
L156[02:25:37] <shadekiller666> and you don't need "transform": { "rotation" ... } in "normal" most likely
L157[02:25:39] <PrinceCat> I remember playing the first one, good times.
L158[02:25:44] <Wuppy> I mean the gameplay of witcher 1 is terrible
L159[02:25:49] <Wuppy> but the game is just so.....
L160[02:25:51] <Wuppy> amazing
L161[02:25:57] <laci200270> i removed some lines
L162[02:26:15] <laci200270> which begins with #
L163[02:26:32] <shadekiller666> ?
L164[02:26:40] <shadekiller666> oh, ya
L165[02:26:41] <shadekiller666> ok
L166[02:26:47] <laci200270> the #chest and #texture
L167[02:26:49] <Wuppy> :O there will be expansions to The Withcer 3
L168[02:26:52] <PrinceCat> I definitely want to read the book the series is based off.
L169[02:26:57] <PrinceCat> Yeah! They're all free too!
L170[02:26:57] <Wuppy> is that really necessary? :P
L171[02:27:06] <Wuppy> PrinceCat, there are small free DLCS
L172[02:27:09] <shadekiller666> now assuming you have everything in the proper locations, it should work fine
L173[02:27:12] <Wuppy> but there's also actual new paid content packs coming
L174[02:27:13] <Wuppy> big ones
L175[02:27:28] <PrinceCat> It's not necessary... but I think it'd be an interesting read.
L176[02:27:39] <PrinceCat> Oh, neat. I'll definitely have to put some money aside for them.
L177[02:27:58] <Wuppy> I'm not sure
L178[02:28:05] <Wuppy> might get bored of it after 150 hours :P
L179[02:29:16] <PrinceCat> That's very true, haha. :P
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L181[02:30:08] <laci200270> still the same error
L182[02:32:10] <laci200270> latest code is on github
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L184[02:40:21] <PrinceCat> Remember to call the super in onEntityItemUpdate() kids...
L185[02:40:36] <PrinceCat> Goodbye all motion handling, haha.
L186[02:41:52] <shadekiller666> laci, why do you have a forge blockstate json AND an item model json...
L187[02:43:04] <laci200270> oh i ued previously
L188[02:43:13] <laci200270> what should i dlete?
L189[02:43:16] <laci200270> *delete
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L191[02:43:20] <shadekiller666> in the "variants" block in your blockstate json, you can define the "thirdperson" "firstperson" "gui" and "head" values the same way you define the "inventory" tag
L192[02:43:55] <shadekiller666> well, you don't need either of the files you have in models/item
L193[02:44:23] <laci200270> i deleted the item thingy
L194[02:44:27] <laci200270> the json
L195[02:44:32] <shadekiller666> ok
L196[02:45:10] <shadekiller666> and please, remove the "transform" from "normal" in "variants"...
L197[02:45:16] <shadekiller666> that was for demonstration...
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L199[02:47:51] <laci200270> removed
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L201[02:49:33] <shadekiller666> and?
L202[02:49:47] <laci200270> http://pastebin.com/2J37hMXx
L203[02:53:41] <shadekiller666> laci, ClientProxy, replace line 30 with ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(EnergyMod.modid.toLowerCase() + ":engine.b3d", "inventory"));
L204[02:54:31] <shadekiller666> so replace "ModelBakery...." with that line
L205[02:55:01] <laci200270> ok
L206[02:55:51] <shadekiller666> are you following a tutorial or something? or trying to write this as you go along?
L207[02:57:32] <laci200270> i not found a tutorial so i write this to the github .b3d and similar things I tried to find what I need but still not working
L208[02:58:16] <shadekiller666> for the b3d loading stuff you want to look at https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
L209[02:59:06] <shadekiller666> thats the example mod for loading b3d models, all you need to do is there, as well as in https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelloaderregistry
L210[03:00:00] <laci200270> I already took a loot at
L211[03:00:09] <laci200270> I can't understand why not work
L212[03:00:51] <shadekiller666> the majority of your problem is with registering the model and with the formatting of the blockstate json
L213[03:01:19] <shadekiller666> for the animations, thats shown in CustomModelBlock in ModelLoaderRegistryDebug
L214[03:01:29] <shadekiller666> did you replace the line i told you to?
L215[03:01:34] <laci200270> yes
L216[03:02:40] <shadekiller666> and? same error?
L217[03:03:28] <laci200270> http://pastebin.com/DUrqzZaT
L218[03:04:27] <shadekiller666> damn it laci...
L219[03:04:32] <shadekiller666> give me a moment
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L223[03:10:44] <shadekiller666> laci, replace your dieselGenerator.json with this: https://gist.github.com/shadekiller666/aa860736d1367407061e
L224[03:11:16] <Cazzar> Heh // This is clearly obvious... *shrugs*
L225[03:11:40] <shadekiller666> and replace that line in your client proxy with the one i posted earlier
L226[03:12:50] <laci200270> replaced
L227[03:13:18] <shadekiller666> after you've replaced both of them, try running the game again
L228[03:15:13] <covers1624_> soo, let me get this right, pre 1.4 minecraft had individual texturesheets for each mod and 2 for mc itself, and 1.5 to 1.7 all the textures are stiched together in to 2 sheets right?
L229[03:15:31] <shadekiller666> well
L230[03:16:14] <Cazzar> Another: // THIS IS ALWAYS FALSE!
L231[03:16:20] <shadekiller666> all of the block models are stitched together into 1 sheet, the items have their own, then theres other sheets for icons/buttons/other things
L232[03:16:33] <shadekiller666> Cazzar, what are you looking at
L233[03:16:36] <covers1624_> right
L234[03:16:44] <Cazzar> shadekiller666: Private TF2 plugin
L235[03:16:58] <shadekiller666> oh, and the 16 different font sheets...
L236[03:17:23] <covers1624_> so thats what ForgeHooksClient.bindTexture and ForgeHooksClient.unbindTexture were for?
L237[03:17:36] <shadekiller666> thats what they're still for
L238[03:17:39] <laci200270> still not working
L239[03:18:04] <shadekiller666> is the error any different laci?
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L241[03:18:32] <laci200270> i think it's the same but check it: http://pastebin.com/sFgX0wMc
L242[03:20:52] <shadekiller666> cuz you're not doing anything with BlockStates in your block class...
L243[03:21:13] <shadekiller666> take a good look at ModelLoaderRegistryDebug on the MinecraftForge github
L244[03:21:36] <covers1624_> Oh i see now, nvm
L245[03:21:37] <shadekiller666> everything you need to do with your block/main mod class is written in there
L246[03:22:37] <shadekiller666> things are done deliberately laci, do them the same way
L247[03:23:22] <shadekiller666> you don't have to nest your block class inside your main mod class, but do things the same way in those classes for your mod
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L250[03:27:04] <laci200270> ok
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L254[03:34:49] <OrionOnline> hi guys is there a way to detect if my mod is running in a DevEnvironment?
L255[03:35:06] <shadekiller666> gradle?
L256[03:36:12] <Vigaro> OrionOnline: I usually add a system propertie to my run config and check for it in the code
L257[03:36:19] <Vigaro> property*
L258[03:36:27] <OrionOnline> oke
L259[03:37:36] <laci200270> shadekiller666: it is possible to b3dloader trying to parse b3d mdoel as json?
L260[03:37:43] <shadekiller666> nope
L261[03:38:02] <laci200270> acording to this: Caused by: com.google.gson.JsonSyntaxException: Missing model, expected to find a string
L262[03:38:21] <shadekiller666> B3DLoader doesn't touch Json
L263[03:38:44] <laci200270> or minecraft engine
L264[03:38:51] <shadekiller666> that error is a result of vanilla's parser trying to read the forge blockstate json
L265[03:39:09] <laci200270> this is normal?
L266[03:39:16] <shadekiller666> which, if everything is done correctly, won't happen
L267[03:39:25] <shadekiller666> no it isn't
L268[03:39:30] <laci200270> so the problem with the json
L269[03:39:38] <shadekiller666> forge blockstate json overrides vanilla's
L270[03:40:03] <laci200270> now i put breakpoint to that line
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L272[03:42:43] <shadekiller666> you shouldn't worry about what the json parser is doing
L273[03:42:54] <shadekiller666> define things properlly and it will work fine
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L275[03:48:32] <laci200270> i copy-pated everything from he original code and still not working https://github.com/laci200270/Energy-mod
L276[03:48:41] <laci200270> *pasted
L277[03:49:33] <shadekiller666> no... you didn't
L278[03:50:08] <laci200270> what is worong?
L279[03:50:11] <laci200270> *wrong
L280[03:51:58] <laci200270> it is possible to this error caued by b3d animated?
L281[03:53:04] <shadekiller666> this error has to do with what your json says should be output from the B3DLoader, and what your block says should be output from the B3DLoader
L282[03:53:50] <laci200270> i don't understand.. Can you expleain
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L284[03:54:02] <laci200270> ?
L285[03:54:12] <laci200270> *explain
L286[03:54:30] <shadekiller666> the "variants" block defines different versions of the model
L287[03:55:01] <shadekiller666> "inventory" is the version of the model rendered for the gui and item stuff
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L289[03:55:18] <shadekiller666> in your block class
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L291[03:56:07] <shadekiller666> when you do things with states, you're telling the game to grab the version of the model that was defined in the json for that state of the block
L292[03:56:40] <laci200270> so i need another json
L293[03:56:41] <laci200270> ?
L294[03:56:42] <shadekiller666> no
L295[03:57:00] <shadekiller666> it can all be done in a single json now
L296[03:57:28] <shadekiller666> assuming it is formatted correctly, and that you're returning the proper blockstates from the methods in your block class
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L298[03:59:22] <shadekiller666> its too early in the morning where i am to be able to figure out exactly how to fix your problem, (its 2:00 AM), if you are here later today i should be able to help you better
L299[03:59:53] <shadekiller666> but for right now i need to go, so goodnight, and good luck
L300[04:00:01] <laci200270> for me its 11:00 am
L301[04:00:04] <laci200270> good night
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L310[04:34:07] <Lumien> If i want to "add" an ender chest like inventory to the player and also want to modify it even when the player is offline would it be to expensive to load and then save the player again when i want to modify it?
L311[04:34:19] <Lumien> e.g. should i rather "schedule" these changes to happen when the player is actually online?
L312[04:35:35] <minecreatr> Lumien, well it depends on how you store it, you could store it seperately from the player.dat but have it linked to the player uuid
L313[04:35:44] <minecreatr> using custom level storage
L314[04:35:59] <sham1> WorldSaveData
L315[04:36:13] <minecreatr> ^
L316[04:36:30] <minecreatr> even though I think thats per dimension sham1
L317[04:36:37] <minecreatr> one of them is per dimension and one is per save
L318[04:36:43] <minecreatr> forgot which is which
L319[04:36:52] <sham1> The per save one would be the more useful one
L320[04:37:38] <Lumien> I don't think there is a per save one
L321[04:37:43] <Lumien> would have to make my own file for that then
L322[04:39:34] <sham1> Just make that file and make it save NBT data
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L334[05:05:21] <laci200270> anyone can help with blockstate + b3d?
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L338[05:24:57] <PaleoCrafter> Lumien, the storage type depends on the map you use
L339[05:25:21] <PaleoCrafter> perMapStorage or something is per dimension, iirc
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L343[05:29:30] <minecreatr> for some reason when I start mc in my dev environment it stops loading after Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
L344[05:29:47] <minecreatr> nothing happens after, no errors, the program is still running
L345[05:29:51] <minecreatr> just nothing happens
L346[05:29:56] <sham1> 1.8 or 1.7.x?
L347[05:30:20] <laci200270> minecreatr: do you have any codechicken stuff?
L348[05:30:36] <minecreatr> yes and 1.7
L349[05:30:53] <laci200270> you need to select gradle cache directory
L350[05:31:14] <laci200270> if everything is good should pop-up a window to open a folder
L351[05:31:38] <minecreatr> how do I set a gradlew cache directory laci200270 ?
L352[05:32:07] <laci200270> it should pop up a windows
L353[05:32:10] <laci200270> *window
L354[05:32:55] <laci200270> http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571532-1-7-2-nei-in-eclipse
L355[05:33:18] <minecreatr> using intellij
L356[05:33:29] <laci200270> its not relevant
L357[05:33:56] <laci200270> close and reopen you mc
L358[05:34:10] <laci200270> it should pop up a window
L359[05:34:19] <minecreatr> its not popping up
L360[05:34:58] <minecreatr> laci200270,
L361[05:35:10] <laci200270> try minimalize every window
L362[05:35:15] <laci200270> it hsould pop up
L363[05:35:19] <laci200270> *should
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L365[05:37:28] <minecreatr> ok that worked, thanks laci200270
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L369[05:42:10] <laci200270> this what means? No root mesh in model energymod:models/block/engine.b3d and no mesh name in location, skipping my model isn't good?
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L372[05:43:53] <laci200270> there are any b3d verifier?
L373[05:43:56] <sham1> It means there is no root mesh
L374[05:44:24] <Lumien> PaleoCrafter the data is meant to be global, just going to create my own nbt file in the save directory
L375[05:44:30] <laci200270> sham1: what is the root mesh?
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L377[05:46:03] <minecreatr> for some reason referencing a mod as a module causes forge to see duplicates of that mod
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L379[05:46:44] <laci200270> minecreatr how do you refernece
L380[05:46:59] <minecreatr> as a module in intellij
L381[05:47:17] <laci200270> that's not good
L382[05:47:23] <laci200270> add to clashpath
L383[05:47:25] <Vigaro> Did you add it to the mods folder AND to idea's classpath?
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L385[05:47:53] <laci200270> ^ only add in one place
L386[05:47:58] <minecreatr> ok
L387[05:48:33] <Vigaro> I feel so sad, my new games just arrived and I have to go to work =(
L388[05:48:55] <laci200270> Vigaro: what games?
L389[05:49:19] <Vigaro> A bunch of random cheap games, specially the humble borderlands bundle and hack n' slash
L390[05:49:23] <Vigaro> gtg
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L393[05:51:49] <laci200270> sham1: where the problem can come?from the code or from the json, or the model?the mesh thing
L394[05:52:08] <sham1> mesh node
L395[05:52:16] <laci200270> and where it is?
L396[05:52:25] <sham1> You create it...
L397[05:52:39] <laci200270> I haven't created
L398[05:53:04] <sham1> Well, that's why
L399[05:54:41] <laci200270> how I can create it?
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L402[05:59:13] <laci200270> sham1: how I can create it?
L403[05:59:20] <sham1> Google
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L406[06:01:47] <laci200270> i can't find.. what is keyword
L407[06:02:02] <laci200270> ?
L408[06:03:05] <sham1> Why ask me :C
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L410[06:03:51] <laci200270> because i don't know and I thinked you know
L411[06:04:23] <sham1> Never used it
L412[06:04:36] <sham1> But I can still read error messages
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L414[06:14:26] <halvors> When dealing with subblocks, how do i set what block should have what metadata ?
L415[06:18:18] <Lumien> If you mean how you get the item to place the proper block extend ItemBlock
L416[06:19:00] <Lumien> And register the ItemBlock in GameRegistry.registerBlock
L417[06:19:26] <Lumien> ItemBlock.getMetadata
L418[06:19:45] <PrinceCat> If not, you need to Override getSubBlocks()...
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L420[06:25:19] <Lumien> Is there an event that would be ideal to save my custom nbt file? I thought about WorldEvent.Save but that is fired for every single world right?
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L431[06:50:54] <Gliby> wut
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L433[07:01:22] <halvors> Lumien: Thanks, but how do i know that metadata id it would get.
L434[07:01:38] <halvors> Does it start at 0 for the first registered block and count upwards?
L435[07:01:42] <Lumien> ?
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L437[07:01:50] <Lumien> Generally the metadata of the placed block is the damage of the item
L438[07:03:14] <laci200270> i foudn what was the problem proalby
L439[07:03:36] <laci200270> i used a forge that was about uploaded two months ago
L440[07:03:48] <sham1> :P
L441[07:06:19] <laci200270> i'm so stupid
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L455[07:34:20] <Gliby> is constructor.newInstance() bad for perf?
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L457[07:35:21] <tmtu> probably
L458[07:36:04] <Gliby> meh ill still use it for entity init
L459[07:36:15] <Gliby> google says its not bad
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L467[08:05:40] <PaleoCrafter> Lumien, as I said, there's a per save variant :P let me boot up my PC xD
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L469[08:10:24] <PaleoCrafter> Lumien, World.setItemData
L470[08:10:57] <Lumien> That'S world specific though
L471[08:12:16] <PaleoCrafter> it isn't :P
L472[08:12:39] <PaleoCrafter> it is per save, perWorldStorage would be dimension specific
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L474[08:13:55] <Lumien> oh ok
L475[08:13:56] <Lumien> thx
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L484[08:32:33] <sham1> So many twitter posts :C
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L489[08:43:33] <Cooper> I'm trying to set up my development environment and after I build forge source with gradle and setup Idea when I launch minecraft on my Mac the font is messed up every time I launch. http://imgur.com/a/xaf2F When I do the same process on Windows it's working just fine
L490[08:44:32] <PaleoCrafter> Cooper, try turning off the loading screen
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L492[08:45:02] <Cooper> In splash.properties?
L493[08:45:07] <PaleoCrafter> set enabled to false in <rundir>/config/splash.properties
L494[08:45:27] *** olee is now known as olee|off
L495[08:45:33] <PaleoCrafter> yeah
L496[08:47:25] <Cooper> Thanks, that worked! Is there any fix for it to be able to use the launch screen or is that the only solution?
L497[08:48:16] <PaleoCrafter> it's the only solution, some drivers and GPUs have problems with the loading screen
L498[08:49:19] ⇨ Joins: HassanS6000 (~Hassan@pool-71-191-144-97.washdc.fios.verizon.net)
L499[08:49:44] <PaleoCrafter> because it requires some massive hack to make it somewhat decent on Windows, iirc
L500[08:49:56] <Cooper> That's strange, it works just fine on regular forge minecraft when I play but not when I launch it from Idea
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L503[08:50:14] <PaleoCrafter> okay, that is weird
L504[08:50:29] <PaleoCrafter> do you have the same version of forge in both environments?
L505[08:52:22] <Cooper> No, I'm using 1408 for playing and 1481 in the dev enviroment
L506[08:53:00] <PaleoCrafter> 1) ugh, 1.7 2) There was a change to texture stitching recently, that + the loading screen might cause it
L507[08:53:33] <Cooper> No, Minecraft 1.7.10 for both
L508[08:53:52] <PaleoCrafter> I know, but 1.7 is oooold :P
L509[08:53:55] <Cooper> Oh sorry I thought you said 1.7.2 not 1.7 2)
L510[08:54:00] <PaleoCrafter> hehe
L511[08:54:03] ⇦ Quits: RichardG (richardg86@187.105.72.202) (Remote host closed the connection)
L512[08:54:29] <sham1> 1.7.x is old
L513[08:54:33] <sham1> Old I say
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L517[09:04:01] ⇨ Joins: laci200270 (~user@31-46-236-252.pool.kapulan.hu)
L518[09:05:48] <HassanS6000> Anyone know when fry will b back?
L519[09:05:53] ⇦ Quits: SirWill (~SirWill@ipb21b3f02.dynamic.kabel-deutschland.de) (Ping timeout: 204 seconds)
L520[09:06:04] <laci200270> i think he is on minecon
L521[09:06:11] <HassanS6000> Didn't it end 2 days ago :p
L522[09:06:22] <laci200270> Idle for: 4 days, 17 hours, 38 minutes
L523[09:06:26] ⇦ Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a) (Quit: Leaving.)
L524[09:06:55] <HassanS6000> When is breakBlock called?
L525[09:07:06] <HassanS6000> Cuz lol I'm breaking a block and it ain't doin shit
L526[09:08:44] <Lex|Hotel> Cooper, mail me your mac so i can test locally and figure things out, and MAYBE itll be fixe.
L527[09:09:19] <HassanS6000> !gm breakBlock
L528[09:09:23] <Cooper> Okay, what address would I ship that too?
L529[09:09:30] <HassanS6000> !gm breakBlock 1.7.10
L530[09:09:40] <sham1> Dem Macs
L531[09:09:45] <HassanS6000> ^ ikr
L532[09:10:00] <Lex|Hotel> If you're serious i can give you one :P
L533[09:10:17] ⇨ Joins: Emris (~Miranda@chello062178245147.2.12.vie.surfer.at)
L534[09:10:32] <Lex|Hotel> but ya i cant reproduce the isues on mything i have access to so it's not possible for me to debug
L535[09:10:54] <Lex|Hotel> on a side note.. i should probabl get a po box setup..
L536[09:11:25] <Cooper> Nah, but when I play on Minecraft Forge 1408 I use the splash screen and it works fine but in 1481 I had to disable the loading screen.
L537[09:11:28] <lukegb> po boxes are great
L538[09:11:38] <HassanS6000> Lex didn't you say you're feelin really sick or something?
L539[09:12:21] <Lex|Hotel> yes
L540[09:12:50] <Lex|Hotel> oh
L541[09:12:52] <Lex|Hotel> wait
L542[09:13:01] <Lex|Hotel> 1408 vs 1481
L543[09:13:04] <Lex|Hotel> well no shit
L544[09:13:15] <Lex|Hotel> thats a lot of fucking changes things could happen
L545[09:13:21] <Lex|Hotel> try narrowing that down
L546[09:13:32] <laci200270> use multimc
L547[09:13:35] <laci200270> its easy
L548[09:13:46] <sham1> Or just upgrade
L549[09:14:36] <laci200270> if you need to test something with multiple versions of forge the best choice is multimc
L550[09:14:57] <laci200270> isn't it?
L551[09:15:43] <HassanS6000> God damn it why won't breakBlock ACTUALLY GET CALLED
L552[09:15:59] <HassanS6000> http://pastebin.com/k6KZ34DY
L553[09:16:00] <laci200270> HassanS6000: try with events
L554[09:16:31] <sham1> dat semicolon on registerBlockIcons
L555[09:16:36] <HassanS6000> :P
L556[09:16:38] <HassanS6000> lol
L557[09:17:29] <sham1> Try to add if(!world.isRemote) just in case
L558[09:17:37] <sham1> It is always best to check
L559[09:17:56] <tterrag> sham1: a NO-OP represented by a semicolon is actually a decently common practice
L560[09:18:14] <HassanS6000> oh lol nvm it's working
L561[09:18:16] <Lex|Hotel> BURN THE HEATHEN
L562[09:18:16] <sham1> Well I use // NO-OP so
L563[09:18:23] <tterrag> HassanS6000: you should still only do that logic on the server
L564[09:18:25] <sham1> :C
L565[09:18:31] <tterrag> it's bad practice to do logic on both sides
L566[09:18:36] <sham1> yeh
L567[09:18:38] <HassanS6000> tterrag, I didn't mean its working I meant its gettin called
L568[09:18:41] <sham1> Client can do jack shit
L569[09:18:41] <tterrag> (and also a waste of resources)
L570[09:18:45] ⇨ Joins: RawringNymNym (~maria@bas1-brampton37-1176134886.dsl.bell.ca)
L571[09:19:38] <laci200270> only logic that need to to it on client is entity movement because maybe entity move laggy
L572[09:20:25] <HassanS6000> I love CTRL + I so much
L573[09:20:27] <HassanS6000> In Ecliupse
L574[09:20:30] <HassanS6000> *Eclipse
L575[09:20:40] <sham1> Eclipse..
L576[09:20:43] ⇦ Quits: prassel|brok (~prassel@osiris.stary2001.co.uk) (Quit: ZNC - http://znc.in)
L577[09:20:44] <sham1> :P
L578[09:21:23] <HassanS6000> FUCK THE LOGIC OF MY WHOLE FUCKING IDEA IS FLAWED
L579[09:21:33] <sham1> Now now
L580[09:21:35] <laci200270> ctrl shift o is also good
L581[09:21:35] <HassanS6000> :'(
L582[09:21:53] ⇨ Joins: prasselpikachu (prassel@osiris.stary2001.co.uk)
L583[09:22:26] <laci200270> my computer went slow because thermal throlling
L584[09:22:48] <laci200270> 37C°
L585[09:22:58] <sham1> How the hell
L586[09:23:07] <laci200270> nnot the cpu
L587[09:23:19] <HassanS6000> I wish I had water coolin...
L588[09:23:22] <sham1> Also 30C, this aint good
L589[09:23:32] <HassanS6000> Kraken X41 is what I want :P
L590[09:24:53] <laci200270> I don't want to imagine what is the thermal round the CPU
L591[09:25:03] <laci200270> Minimum 100C°
L592[09:25:33] <laci200270> I'll need a Usb ventillator to my desk
L593[09:28:24] ⇨ Joins: Gnasp (Gnasp@host81-149-214-135.in-addr.btopenworld.com)
L594[09:31:25] <Gliby> ctrl shift o is the reason i don't really use the package explorer
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L597[09:33:16] *** tterrag is now known as tterrag|away
L598[09:33:32] ⇨ Joins: flappy (~flappy@y39.ip2.netikka.fi)
L599[09:33:36] <Gliby> so how did clienthax get banned for life?
L600[09:33:46] ⇨ Joins: JamEngulfer221 (~games@host86-134-124-199.range86-134.btcentralplus.com)
L601[09:34:02] <laci200270> what is the root mesh in b3d?my consol says is missing
L602[09:34:17] <PaleoCrafter> Gliby, kinda paid a guy to bug Lex with "How much dedodated wam do I need to run Pixelmon" or something :P
L603[09:34:36] <Gliby> that is pretty funny though
L604[09:36:41] <Gliby> why would clienthax get banned for that, just an innocent joke.
L605[09:37:13] <PaleoCrafter> I didn't actually get to see the actual ban, I only know the story because hax told me beforehand :P
L606[09:38:06] <Gliby> here it is: http://i.imgur.com/tKeArte.png
L607[09:38:24] <PaleoCrafter> well, there you have it
L608[09:38:43] <PaleoCrafter> Lex didn't like that he made fun of the original kid with that :P
L609[09:39:11] <Gliby> the great superkai64
L610[09:40:40] <Lex|Hotel> client has always been a twat
L611[09:40:46] <Lex|Hotel> but that was just fucking retarded
L612[09:41:45] <PaleoCrafter> he might have had more retarded things up his sleeve for your panel :P
L613[09:41:58] <PaleoCrafter> but he went for the meh question
L614[09:42:18] <Lex|Hotel> did he actually aska question? I dont know who client actually is
L615[09:42:20] <Gliby> were the majority of people at minecon kids?
L616[09:42:29] <PaleoCrafter> he was the guy in the yellow shirt
L617[09:42:33] <Lex|Hotel> yes, its almost like minecraft is for kids.
L618[09:42:38] <PaleoCrafter> asked the penultimate quesiton I think
L619[09:42:39] <boni> Gliby: ALL of them were kids
L620[09:42:42] <boni> some just were a bit bigger than others
L621[09:42:51] <Lex|Hotel> dont recall, someone needs to find me a vod of our panel
L622[09:42:52] <Lex|Hotel> i want it
L623[09:43:12] <Gliby> that kind of makes me sad
L624[09:43:37] <Gliby> i remember minecraft was this little bubble, some players were kids, but some weren't.
L625[09:43:45] *** AFK is now known as Vigaro
L626[09:43:52] <Gliby> now it's just children on public servers :(
L627[09:44:18] <Lumien> Is there currently a way to hook into the IInteractionObject 1.8 gui thingy in forge?
L628[09:44:22] <Lumien> hook / use ?
L629[09:44:36] <Gliby> did anyone mention notch in any of the q&a's?
L630[09:44:46] <Lex|Hotel> well the game is for kids its a simplistic one, there are a lot of adults who play so its not that big of a issue.
L631[09:45:21] <boni> Gliby: notch hasn't had anything to do with minecraft in years, why would anybody?
L632[09:45:41] <boni> Lumien: i haven't looked into it, but what keeps you from using it?
L633[09:45:51] ⇨ Joins: sww1235 (~sww1235@129.82.198.9)
L634[09:46:03] <laci200270> lex forge will be ported mcpe?I readed somewhere
L635[09:46:08] <laci200270> *to mcpe
L636[09:46:08] <Lumien> The string gui ids appear to be hardcoded in EntityPlayerSP.displayGui
L637[09:46:08] <Lex|Hotel> no?
L638[09:46:34] <Lex|Hotel> Windows 10 is a port of the PE code base
L639[09:46:46] <laci200270> because I reded mojang guys talked about with you and the offical api
L640[09:46:47] <Lex|Hotel> IF Forge was to be added it would be a re-write from the ground up NOT a port
L641[09:47:02] <Lex|Hotel> because PE is in C++ NOT java
L642[09:47:20] <Gliby> boni because people in minecon 2013 asked notch a bunch of minecraft related questions. he stopped working on mc, and was developing 0x10c.
L643[09:48:09] <PaleoCrafter> hm, Mojang had the videos of each talk up fairly quickly back in 2013 :/
L644[09:48:19] ⇨ Joins: SirWill (~SirWill@ipb21b3f02.dynamic.kabel-deutschland.de)
L645[09:48:21] <auenf> stream archives?
L646[09:48:39] <Gliby> kids still think notch is the god of minecraft. people are still making "What if Notch" minecraft machinimas.
L647[09:49:02] <sham1> they dont know any better
L648[09:49:14] <boni> Lumien: curious. looks like a missing hook, yes. i'd suggest you look into it and open an issue with the needed info so it can be fixed
L649[09:49:32] <boni> i know people have been doing guis in 1.8 though
L650[09:49:53] <PaleoCrafter> auenf, no past broadcasts on twitch, and youtube doesn't have archives anyway (at least not accessible ones)
L651[09:50:04] <Gliby> windows 10 mc is for tablets and stuff
L652[09:50:15] <Gliby> minecraft's home will always be in java, hopefully.
L653[09:50:23] <sham1> I would imagine you can still play the desktop version
L654[09:50:25] <PaleoCrafter> boni, that's because the old IGuiHandler thing was ported straight away :P
L655[09:50:39] <boni> hm
L656[09:50:49] <boni> i suppose it should only be IInteractionObject? what do they do?
L657[09:51:01] <laci200270> im using rainwarrior's b3d export and client says no root mesh
L658[09:51:03] <Lex|Hotel> what ?
L659[09:51:04] <boni> like, what do i do if i want to display a gui that's not connected to an object, trough an event or whatever?
L660[09:51:13] <Lex|Hotel> shit you all bitching about missing hook?
L661[09:51:29] <PaleoCrafter> Lex, they are just wondering whether Forge could use the new vanilla GUI opening stuff
L662[09:51:34] <PaleoCrafter> instead of IGuiHandler
L663[09:51:54] <Lex|Hotel> there was a reason why it wasnt possible
L664[09:51:59] <Lex|Hotel> i cant remember
L665[09:52:02] <PaleoCrafter> heh
L666[09:52:04] <Lex|Hotel> plus ours should be simpler
L667[09:52:04] <laci200270> https://www.reddit.com/r/Minecraft/comments/3c3e5m/announcing_minecraft_windows_10_edition_beta/css1m31 discusion about java
L668[09:52:07] <boni> i just wonder what the advantage would be
L669[09:52:13] <boni> ..or if there is any reason to
L670[09:52:17] <Lex|Hotel> Dont know do researcha nd document me
L671[09:52:19] <Lex|Hotel> get back to me!
L672[09:52:23] <Lumien> I find it easier
L673[09:52:34] <Lumien> At least for block guis
L674[09:52:34] <PaleoCrafter> well, we'd have one interface, boni :P
L675[09:52:49] <boni> i haven't looked into it, but from a glimpse it looks like a simple TE/Block -> gui mapping?
L676[09:53:20] <laci200270> so auto reads the slots an such?
L677[09:53:25] <laci200270> *and
L678[09:53:25] <boni> no
L679[09:53:57] <Gliby> mojang have dug a deep whole. there is console minecraft(xbox 360, ps3, xbox one, ps4), phone minecraft(android, ios, windows phone), java minecraft, windows10 minecraft, minecraft for raspberry pi
L680[09:53:58] <Gliby> oh god
L681[09:54:08] <Lex|Hotel> thats not a dicussion thats redditors being retarded
L682[09:54:49] <boni> there isn't really any discussion to be had, imo
L683[09:54:52] <Lex|Hotel> Lumien, write up the specs and pr it to the documents repo
L684[09:55:13] <Lex|Hotel> i havent sat down and digested it yet
L685[09:55:15] <auenf> http://www.minecraftforge.net/forum/index.php?topic=30892.0
L686[09:55:25] <auenf> "But you cannot use it for your own GUIs, since it is (as you might have guessed) still hardcoded to only work properly with vanilla GUIs (the IDs are hardcoded)."
L687[09:55:43] <Lumien> kk
L688[09:55:46] <boni> the question still is WHY you want to use it though
L689[09:55:55] <sham1> Reddit/10
L690[09:56:15] <sham1> They dont have reading comprehension
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L692[09:56:42] <Gliby> saying that about the whole reddit is stupid
L693[09:56:48] <Gliby> reddit is a hub for communities
L694[09:56:50] <Lex|Hotel> where is it hard coded?
L695[09:56:53] <Lex|Hotel> and can it be expanded
L696[09:56:58] <Lex|Hotel> if it uses ids thats an issue
L697[09:57:03] <PaleoCrafter> it uses string ids
L698[09:57:03] <Lex|Hotel> docs and prs!
L699[09:57:08] <PaleoCrafter> like "minecraft:chest" etc.
L700[09:57:09] <Lex|Hotel> oh well thats less of a issue
L701[09:57:09] <boni> ..i just had it open, bah
L702[09:57:27] <PaleoCrafter> and it should be fairly easy to extend, but I have other matters to attend to :P
L703[09:57:35] <Lumien> I will try to make a pr or something
L704[09:57:36] <Lex|Hotel> so
L705[09:57:42] <auenf> nfi if that thread is completely accurate
L706[09:57:49] <Lex|Hotel> to order room service r put on pants and find somewhere to eat..
L707[09:58:47] <laci200270> lex do you know anything about fry?
L708[09:59:15] <Gliby> lex how was it meeting all the other minecraft modders?
L709[10:00:05] <Lex|Hotel> con was con
L710[10:00:09] <Lex|Hotel> and what about him?
L711[10:00:12] <boni> Lumien: just write a small document that explains how it'd be used and PR it to the documents repository (NOT an actual forge PR) is what lex is saying, if i'm not mistaken
L712[10:00:20] <boni> you shoudl be able to do all of that on the github page directly even
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L714[10:00:39] <PaleoCrafter> oh, actually, that vanilla system might not be really usable, it doesn't send position anywhere which mods might rely on (it just creates a dummy inventory on the client instead)
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L717[10:05:12] <laci200270> who can help with b3d?
L718[10:07:22] <PaleoCrafter> I might be able to, laci200270
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L720[10:08:49] <laci200270> PaleoCrafter: i continously get this error message: No root mesh in model energymod:models/block/engine.b3d and no mesh name in location, skipping
L721[10:09:06] <laci200270> something might be wring with the model?
L722[10:09:08] <PaleoCrafter> uhm, pastebin the whole log please
L723[10:09:16] <PaleoCrafter> and yeah, that's a possibility :P
L724[10:09:30] <Galvas> did anyone get a VOD on the mod dev pannel at Minecon?
L725[10:09:45] <PaleoCrafter> I couldn't find one, Galvas
L726[10:10:08] <Galvas> me neither, I really wanted to see it =/
L727[10:10:13] <PaleoCrafter> probably easiest to wait for Mojang to upload all talks, if they do this time around
L728[10:10:45] <Galvas> I hope they would
L729[10:10:47] <diesieben07> isnt the whole thing on twitch?
L730[10:10:50] <boni> laci200270: debug the loading process and check where it goes wrong?
L731[10:10:54] <PaleoCrafter> no VOD, diesieben07 :P
L732[10:11:00] <PaleoCrafter> at least not of the panels
L733[10:11:17] <Galvas> and I think this one wasnt even on the main stage
L734[10:11:24] <PaleoCrafter> yeah, it wasn't
L735[10:11:47] <diesieben07> meh
L736[10:11:54] <diesieben07> only the main stream is archived apparently
L737[10:12:09] <PaleoCrafter> as I said, only option is to wait for Mojang
L738[10:12:20] <Galvas> oh =(
L739[10:12:42] <laci200270> here is the log:
L740[10:12:43] <laci200270> http://pastebin.com/Y6JjT9jn
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L744[10:15:25] <laci200270> yes something is wrong with the model :/
L745[10:15:44] <PaleoCrafter> yup, looks like it
L746[10:15:54] <laci200270> i replaced the modeldefinition with the forgedebugs and now works
L747[10:16:05] <laci200270> but i used fry's exporter
L748[10:16:05] <PaleoCrafter> could you make a screenshot of the outline in blender?
L749[10:16:24] <laci200270> what is outline? is the wireframe thing?
L750[10:16:35] <PaleoCrafter> the thing where it shows all objects in your scene
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L754[10:19:01] <laci200270> here it is: http://imgur.com/JEIoN6k
L755[10:19:17] <PaleoCrafter> try removing the lamp and the camera
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L757[10:21:52] <laci200270> still bad
L758[10:22:49] <laci200270> PaleoCrafter: same error
L759[10:23:09] <PaleoCrafter> hm, try creating a new blender file with a simple cube and export that
L760[10:25:25] <laci200270> now its good
L761[10:26:07] <laci200270> PaleoCrafter: it renders properly
L762[10:26:15] <PaleoCrafter> now try to add one part of your proper model after the other and see when it fails :P
L763[10:26:51] <laci200270> it is possible the error due to because I added a circle to the model?(MC not likes circles)
L764[10:27:04] <laci200270> and simplied to a hexagon
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L766[10:27:24] <PaleoCrafter> nah
L767[10:27:37] <laci200270> what?
L768[10:28:00] <PaleoCrafter> that isn't the cause :P
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L772[10:31:06] <laci200270> now I exported to obj and imported back and exported b3d still not works
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L774[10:31:16] <laci200270> so something in the model causes
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L776[10:33:39] <PaleoCrafter> we've already established that, haven't we? :P
L777[10:33:42] <laci200270> PaleoCrafter: any ideas?
L778[10:34:05] <PaleoCrafter> do as I told you :P
L779[10:34:18] <laci200270> remodel the whole model?
L780[10:34:44] <PaleoCrafter> sort of
L781[10:35:18] <laci200270> after every piece export, and test..
L782[10:35:33] <laci200270> maybe the animation can cause this?
L783[10:35:40] <PaleoCrafter> I honestly have no idea :P
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L788[10:41:05] <Wuppy> these shirst :D
L789[10:41:05] <Wuppy> http://puu.sh/iQpEd/e9f3a6e579.jpg
L790[10:41:09] <Wuppy> http://puu.sh/iQpEY/5939c5e80a.jpg
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L793[10:45:30] <laci200270> PaleoCrafter: after I added a cylinder the model stopped working
L794[10:45:41] <laci200270> but now without error message
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L796[10:46:31] <Gnasp> Hey folks! I'm planning on trying my hand at some modding. I come from a c# background. I'm not too worried about java etc, but I've decided to use Forge. Any top tutorials out there for getting started with Forge?
L797[10:46:50] <Gnasp> I've installed from source already, and got eclipse workspace set up
L798[10:46:57] <laci200270> wuppy's tutorials for the beginning
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L800[10:47:06] <Wuppy> \o/
L801[10:47:08] <Gnasp> Just a "first mod" tutorial I'm looking for.
L802[10:47:13] <R9000> Hello all :)
L803[10:47:17] <laci200270> yes look at wuppy
L804[10:47:19] <laci200270> s
L805[10:47:20] <Wuppy> Gnasp, if you want a complete guide and dont mind paying, http://www.amazon.com/Minecraft-Development-Hours-Teach-Yourself/dp/0672337193
L806[10:47:21] <Gnasp> wuppy. cool. is that on youtube?
L807[10:47:32] <Wuppy> for the basics, I've got both text and youtube tutorials
L808[10:47:35] <Wuppy> wuppy29.com/minecraft/
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L810[10:47:48] <Gnasp> Wuppy: is that book based on Forge API?
L811[10:47:55] <Wuppy> yep
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L813[10:48:09] <Wuppy> for Minecraft 1.7
L814[10:48:11] <Gnasp> Smashing! Thanks!
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L816[10:49:20] <R9000> I'm having a little trouble updating some entity rendering code from 1.6.4. Could anyone please help?
L817[10:49:21] <Gnasp> Ouch, the Kindle version of that book is actually more expensive than the paperback.
L818[10:49:49] <Lex|Hotel> http://www.currentresults.com/Weather/Texas/Places/san-antonio-temperatures-by-month-average.php -.-texas
L819[10:50:05] <Wuppy> Gnasp, what about here? http://www.informit.com/store/minecraft-mod-development-in-24-hours-sams-teach-yourself-9780133900569
L820[10:50:05] <gigaherz> R9000: we need crash logs and/or code pastes
L821[10:50:08] <Lex|Hotel> http://www.currentresults.com/Weather/Oregon/average-annual-temperatures.php much better
L822[10:50:41] <gigaherz> R9000: also, are you upgrading TO 1.7.10 or 1.8?
L823[10:52:10] <R9000> 1.8
L824[10:52:16] <R9000> Here's the render class
L825[10:52:17] <R9000> http://pastebin.com/tbeaTVeX
L826[10:53:03] <R9000> It's telling me that render() is undefined. has any new abstract method been added since 1.6.4?
L827[10:53:44] <gigaherz> what's "ModelDrillBot"?
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L829[10:54:20] <R9000> It's the entity model I use. Are they not used any more? Or would you like the class?
L830[10:54:41] <gigaherz> I don't really know, since I never used Entities before 1.8
L831[10:54:55] <R9000> I see.
L832[10:54:58] <Gnasp> Wuppy:Thanks for the links.
L833[10:55:07] <R9000> Well I'll give you that too. 1 sec
L834[10:55:08] <gigaherz> but the rendering system changed quite a lot
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L836[10:55:25] <gigaherz> so it wouldn't surprise me if the old entity rendering also changed
L837[10:55:25] <R9000> I didn't think it changed quite as much for entities
L838[10:56:01] <R9000> Model class: http://pastebin.com/RgxVwxdS
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L843[10:57:47] <gigaherz> R9000: look at RenderLivingEntity
L844[10:58:04] <gigaherz> it uses a ModelBase to render
L845[10:58:08] <gigaherz> you may be able to use that directly
L846[10:58:11] <Gnasp> Question about 1.9 modding. Will it be possible to mod minecraft to allow access to the new "Structure" block?
L847[10:58:24] <gigaherz> we haven't seen the code, Gnasp
L848[10:58:27] <gigaherz> so... no idea?
L849[10:58:29] <Gnasp> Theoretical I know...
L850[10:58:40] <gigaherz> te whole point of modding vs "plugins"
L851[10:58:45] <gigaherz> is that we can access anything and everything
L852[10:59:06] <gigaherz> it's a matter of what's worth hooking as a general case, and what's worth making a coremod for
L853[10:59:10] <gigaherz> so we'll see.
L854[10:59:33] <Gnasp> So, in theory, as long as the "structure block" is in code...which it should be, then we should be able to find a way to "turn it on" in the client.... That's what I'm hoping for.
L855[10:59:52] <R9000> thing is, gigaherz, it's not living. I know that's kind of by-the-by, but things like the lasso not entity just extend Render()
L856[11:00:06] <gigaherz> structure block, you mean the structure pattern spawner thingy right?
L857[11:00:33] <Gnasp> the block with "S" mode, "L" mode and so on that they showed at the con
L858[11:00:46] <Gnasp> previously the "mystery block"
L859[11:00:46] <gigaherz> the lasso is drawn by RenderEntity (subclass of RenderEntityLiving)
L860[11:00:58] <gigaherz> I'm just giving you an example of HOW to draw a ModelBase
L861[11:01:24] <R9000> From what I can see, public class RenderEntity extends Render
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L864[11:01:38] <gigaherz> and RenderLivingBase.renderModel calls ModelBase.render(
L865[11:01:51] <gigaherz> eh RenderLivingEntity
L866[11:02:22] <gigaherz> if that code works as an example for you, then good, if not, well I tried ;P
L867[11:02:34] <gigaherz> Gnasp: ah no idea then
L868[11:02:37] <gigaherz> we'll see.
L869[11:02:39] <gigaherz> patience.
L870[11:02:42] <gigaherz> no point speculating.
L871[11:02:53] <R9000> Thanks for the help, I'll try with RenderEntity
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L873[11:03:48] MineBot sets mode: +o on LexManos
L874[11:03:56] <R9000> By the way, I'm not sure how much of the new features panel you guys saw, but from the sounds of it, they will add the 'structure' block soon-ish. Most probably not in 1.9 though.
L875[11:05:00] <LexManos> wtf
L876[11:05:05] <Lex|Hotel> HAX
L877[11:05:13] <LexManos> Who the hell are you
L878[11:05:18] <Lex|Hotel> SHUTUP IMPOSTER
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L880[11:05:39] <diesieben07> lol
L881[11:05:40] <williewillus> lol
L882[11:05:46] <R9000> Well that was interesting.
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L886[11:06:11] <PaleoCrafter> wut
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L889[11:08:43] <Gliby> wuuuuuuut
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L891[11:09:15] <diesieben07> he has finally gone completely insane :D
L892[11:10:19] <Lex|Hotel> finally?
L893[11:10:38] <diesieben07> idk :D
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L895[11:11:00] <AbrarSyed> lol
L896[11:16:20] <R9000> Does anyone know of some example 1.8 mod entity rendering code I could look at?
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L899[11:19:57] <Lex|Hotel> if only minecraft had someentities that you could easily access and see what they did
L900[11:21:23] <williewillus> (and entities really didnt change in 1.8 besides layers)
L901[11:22:06] <R9000> I'm looking at them now, but they all use RenderManager(). That seems to link all entities in vanilla with their renderers, but I have no idea then what to do with my own.
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L905[11:25:44] <R9000> They all use entityRenderMap.put(), which seems like RenderingRegistry.registerEntityRenderingHandler() in my client proxy, but this doesn't solve the fact that my renderer still needs a RenderManager from somewhere.
L906[11:27:16] <williewillus> there's only one
L907[11:27:40] <Gnasp> Is "registerServerCommand" used for single player mods as well as server mods?
L908[11:27:56] <williewillus> and it's right where you expect it :D (Minecraft class)
L909[11:28:08] <williewillus> Gnasp: depends on what you mean by "Singleplayer mod"
L910[11:28:14] <williewillus> you mean truly clientside?
L911[11:28:18] <diesieben07> there is no such thing as singleplayer
L912[11:28:19] <Gliby> http://i.imgur.com/F3f7hCG.png
L913[11:28:23] <diesieben07> singleplayer is a multiplayer server with one player
L914[11:28:28] <Gliby> new in glibys physics mod
L915[11:28:39] <Gnasp> of course... it runs a server behind the scenes too.
L916[11:28:47] <diesieben07> so... what is your question then
L917[11:29:05] <Gnasp> But if I'm running a modded client, connected to a vanilla server, will "registerServerCommand" work?
L918[11:29:22] <Gliby> yes
L919[11:29:25] <diesieben07> of course not, since the *server* is not modded
L920[11:29:29] <diesieben07> well, it will work
L921[11:29:35] <diesieben07> but the command won't be available on a vanilla server
L922[11:30:01] <Gnasp> right... so will it be available only when playing a single player world?
L923[11:30:01] <Gliby> i don't know if tab completion will work though
L924[11:30:20] <Lex|Hotel> what you want is a client commnad
L925[11:30:31] <Gliby> those exist?
L926[11:30:40] <williewillus> they have for a while lol
L927[11:30:46] <diesieben07> ClientCommandHandler
L928[11:30:53] <Gliby> i thought those were a taboo in minecraft
L929[11:30:54] <Gliby> huh
L930[11:31:05] <williewillus> vanilla has half-baked support for them but not really lol
L931[11:31:08] <Lex|Hotel> doing anything ont he client is stupid
L932[11:31:20] <Gliby> my man
L933[11:31:21] <williewillus> yeah you probably just want a server command
L934[11:31:24] <Lex|Hotel> but if you MUST be a client only mod then ya thats where to hook in
L935[11:31:34] <Gnasp> Lex, thanks. I thought that it would make sense to have something like that. I'm just learning my way around.
L936[11:31:42] <Gliby> https://www.youtube.com/watch?v=1JjpHmt7J8g
L937[11:32:52] <R9000> ok willie, I used Minecraft.getMinecraft().getRenderManager() to provide the RenderManager. That's correct, right?
L938[11:33:54] <williewillus> yeah
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L940[11:35:03] <R9000> But I'm still getting a nullPointer at bindEntityTexture(Entity)
L941[11:35:21] <williewillus> can you show the entity renderer class?
L942[11:35:39] <diesieben07> R9000, entity renderers must be registered in init, not preINit
L943[11:35:57] <R9000> http://pastebin.com/73Uq9f8r
L944[11:37:16] <R9000> In the main mod class?
L945[11:37:42] <williewillus> also, you're creating a new model every frame.... :p
L946[11:38:38] <Gliby> R9000 u better start using proper package conventions~!
L947[11:38:52] <Gliby> or im going to complain everytime u post code
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L949[11:40:00] <R9000> Well if I hadn't been out of the loop for a year and just had to re-setup my workspace, maybe they would be proper conventions. What do you mean by that anyway?
L950[11:40:18] <diesieben07> packages are all lowercase, for a start
L951[11:41:01] <R9000> not camelcase?
L952[11:41:04] <Gliby> https://maven.apache.org/guides/mini/guide-naming-conventions.html
L953[11:43:18] <R9000> Well the last time I did modding was in Vswe's lectures in 1.6.4. I was never taught that camelcasing in package names was bad.
L954[11:43:22] <PaleoCrafter> maven naming has nothing to do with this, Gliby :P
L955[11:43:38] <Gliby> yes i know
L956[11:43:46] <PaleoCrafter> https://docs.oracle.com/javase/tutorial/java/package/namingpkgs.html would be a little more useful :P
L957[11:43:54] <Gliby> i was lazy
L958[11:43:57] <Gliby> pls forgiv
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L963[11:47:14] <R9000> Oh hey hey hey! The model renders now! No texture, but it's a start.
L964[11:48:39] <gigaherz> yay ;P
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L966[11:49:13] <R9000> Thanks guys
L967[11:49:44] <gigaherz> np that's why we lurk aroudn here
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L969[11:49:46] <gigaherz> ;P
L970[11:50:00] <R9000> So why am I creating a new model every frame? I didn't realize.
L971[11:50:13] <gigaherz> no idea ;P
L972[11:50:29] <R9000> I mean, what line, if you know.
L973[11:50:36] <R9000> http://pastebin.com/73Uq9f8r
L974[11:50:55] <R9000> I know I'm a noob, and I'm sorry for that.
L975[11:51:37] <diesieben07> line 28
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L977[11:52:39] <R9000> So I should do that outside the method?
L978[11:53:05] <Ordinastie> yes
L979[11:53:33] <R9000> I see. I shall try now.
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L984[12:00:18] <R9000> Ok, problem is, I need to use the entity to specify the features of the model (model renders differently depending on the entity's fields). I can't get the entity from outside the doRender() or renderBot() methods.
L985[12:00:50] <R9000> So I can't create the model outside them.
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L987[12:01:47] <shadekiller666> has anyone here written a power method?
L988[12:03:44] <shadekiller666> power system*
L989[12:04:16] <gigaherz> I didn't feel the need
L990[12:04:19] <gigaherz> RF is nice enough
L991[12:04:23] <gigaherz> why?
L992[12:04:38] <sham1> I had but it is based around Forge fluid api
L993[12:04:58] <shadekiller666> i'm trying to help hassan write one and we're both getting confused
L994[12:05:05] <gigaherz> confused by?
L995[12:05:09] <Cooper> Lex, I was testing more with the launch screen and text. On forge 1456 the text is fine every time. On 1469 the text is messed up. I'd be happy to send you any logs, files, etc. if you'd like or test more since you said you can't reproduce on your end.
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L997[12:05:28] <gigaherz> a power system has providers, cables/relays, and receivers
L998[12:05:50] <gigaherz> and it can work in 3 modes: either the providers push into dables/receivers,
L999[12:06:01] <gigaherz> the cables negotiate (suck from providers and push into receivers)
L1000[12:06:07] <gigaherz> or the receivers pull from the network
L1001[12:06:25] <gigaherz> if it's relays instead of cables, you'll then need a pairing system
L1002[12:06:37] <gigaherz> in order to avoid rescanning the blocks around the relay constantly
L1003[12:06:45] <sham1> I dont like RF personally, it does not fit for me
L1004[12:08:05] <shadekiller666> giga, we're having trouble with getting things to update properlly
L1005[12:08:16] <gigaherz> hm?
L1006[12:08:46] <shadekiller666> so the power system we're working on is based on voltage
L1007[12:09:06] <gigaherz> markBlockForUpdate?
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L1009[12:09:29] <shadekiller666> it has generators, receivers, and "both"-types (cables and transformers), and we're trying to make things update when new blocks are placed or broken
L1010[12:09:45] <shadekiller666> we're currenly trying a parent/child system
L1011[12:10:25] <shadekiller666> where things that output power get parent status, and things receiving power get child status
L1012[12:10:32] <shadekiller666> on a per-block basis
L1013[12:10:36] <gigaherz> hmmmm
L1014[12:10:58] <gigaherz> so that power system is provider-centric
L1015[12:11:04] <gigaherz> as in, providers will push power into the network
L1016[12:11:08] <PaleoCrafter> Cooper, as I said, it's the texture stitch change
L1017[12:11:27] <HassanS6000> gigaherz, exactly..
L1018[12:11:29] <shadekiller666> so if you have a bunch of cables that are un-powered, and you place a generator next to one of them, the generator is meant to be a parent of the cable immediately adjacent to it
L1019[12:11:34] <PaleoCrafter> try adding -Dfml.skipFirstTextureLoad=false to your JVM params, Cooper
L1020[12:11:56] <gigaherz> shadekiller666_: yeah
L1021[12:12:01] <gigaherz> you don't need any "parent" definition
L1022[12:12:13] <shadekiller666> well, you do
L1023[12:12:20] <shadekiller666> for cables/transformers
L1024[12:12:32] <gigaherz> you can do two things
L1025[12:12:41] <gigaherz> one option is to have all the cable network behave as one single entity
L1026[12:12:43] <shadekiller666> to determine if the cable should be powered, one or more parents need to be powered
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L1028[12:12:48] <gigaherz> and keep a list of all connected blocks
L1029[12:12:57] <gigaherz> and then do network-aware management
L1030[12:12:59] <gigaherz> or
L1031[12:13:05] <gigaherz> you can give each cable a certain capacity
L1032[12:13:25] <Cooper> That does fix it but I wasn't sure if he needed information to make an actual fix for it so an argument isn't required.
L1033[12:13:33] <gigaherz> and simply work by spreading the charge to the neighbours
L1034[12:13:44] <PaleoCrafter> just wanted to make 100% sure it's that ^^
L1035[12:13:55] <HassanS6000> what if the one that is supposed to be spreading is broken gigaherz ?
L1036[12:13:57] <shadekiller666> for the first option
L1037[12:14:08] <gigaherz> HassanS6000: then the cables will fill up and stop spreading
L1038[12:14:09] <shadekiller666> where would the large list of blocks be stored?
L1039[12:14:20] <HassanS6000> gigaherz but how will they turn OFF?
L1040[12:15:03] <gigaherz> shadekiller666: you don't need to store it, simply rebuild the connection list dynamically upon loading of the chunk
L1041[12:15:08] <gigaherz> by "discovering" neighbours
L1042[12:15:14] <gigaherz> when each individual block is awakened
L1043[12:15:36] <shadekiller666> ok, and what would be the best way to determine how energy should be transferred?
L1044[12:15:44] <gigaherz> if you want to simulate a more realistic kind of electricity, that's the best method
L1045[12:16:02] <gigaherz> the energy provider looks for each neighbour
L1046[12:16:11] <shadekiller666> if you only have a list it can get complicated if you have a non-linear cable network
L1047[12:16:24] <gigaherz> builds a list of receivers
L1048[12:16:30] <gigaherz> either direct, or through a cable
L1049[12:16:38] <shadekiller666> ok
L1050[12:16:47] <gigaherz> then divides the power among all of them, and gives them a chance to take it
L1051[12:16:59] <gigaherz> and any power that wasn't taken, can be divided again with all the ones that still cantake more
L1052[12:17:41] <HassanS6000> ok
L1053[12:17:42] <gigaherz> if no one can take more, and power still remains, then it's either lost, or saved up in the internal storage
L1054[12:18:09] <gigaherz> this system is instant, doesn't cause delays per block
L1055[12:18:18] <gigaherz> since power is sent directly to receivers
L1056[12:18:20] <shadekiller666> giga, is this how the RF system works?
L1057[12:18:22] <gigaherz> but it's a LOT more complex to manage
L1058[12:18:24] <gigaherz> no
L1059[12:18:34] <shadekiller666> how does that handle things
L1060[12:18:37] <gigaherz> in RF each cable has its own internal storage
L1061[12:18:50] <gigaherz> either the generators, or the cables
L1062[12:18:59] <gigaherz> but generally the cables
L1063[12:19:08] <gigaherz> take power from neighbours to fill themselves up
L1064[12:19:14] <gigaherz> and send power to other neighbours
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L1066[12:19:28] <gigaherz> there may be an internal state
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L1068[12:19:32] <gigaherz> that tells it who's sending to who
L1069[12:19:36] <gigaherz> to avoid loops and such
L1070[12:19:47] <gigaherz> so like, if you receive from the East
L1071[12:19:50] <gigaherz> you won't try to send back to the east
L1072[12:20:01] <gigaherz> this way a "flow" is eventually established
L1073[12:20:01] <shadekiller666> thats kinda what we're trying to do
L1074[12:20:15] <shadekiller666> with the parent/child thing
L1075[12:20:17] <gigaherz> but at the same time, no one needs to know who its neighbours are
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L1077[12:21:14] <gigaherz> only if the neighbours at providers or receivers or both
L1078[12:21:52] <gigaherz> but the ting is
L1079[12:21:54] <R9000> Did ResourceLocations change since 1.6 at all?
L1080[12:22:02] <gigaherz> is it NECESSARY to add a new power system
L1081[12:22:04] <HassanS6000> R9000, to what version..
L1082[12:22:09] <gigaherz> even Ancient Warfare uses RF api
L1083[12:22:12] <R9000> 1.6 to 1.8
L1084[12:22:16] <gigaherz> for its mechanical torque shafts
L1085[12:22:16] <gigaherz> ;P
L1086[12:22:25] <HassanS6000> Yes i think they did R9000
L1087[12:22:37] <gigaherz> itsimply "spins" the axle faster the more power it has
L1088[12:22:39] <shadekiller666> is the RF api distributable with your mod jar?
L1089[12:22:53] <gigaherz> anyone can use the RF api yes
L1090[12:22:57] <R9000> because it looks like it can't find my model texture
L1091[12:23:10] <gigaherz> https://github.com/CoFH/RedstoneFlux-API
L1092[12:23:13] <HassanS6000> R9000, code?
L1093[12:23:25] <R9000> public static final ResourceLocation texture = new ResourceLocation("botCraft", "textures/models/DrillBot.png");
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L1095[12:23:33] <shadekiller666> what i mean is, for people downloading a mod that uses it they don't have to go get the api as well as getting the mod right?
L1096[12:23:42] <R9000> in the renderer^
L1097[12:23:42] <PaleoCrafter> your resource domain should be all lowercase, R9000
L1098[12:23:42] <gigaherz> nono
L1099[12:23:45] <gigaherz> it "just works"
L1100[12:23:45] <gigaherz> ;P
L1101[12:23:53] <R9000> Ah, that might be why
L1102[12:23:54] <gigaherz> as in
L1103[12:24:00] <gigaherz> each mod may contain a copy of the API
L1104[12:24:10] <jotato> o/ all
L1105[12:24:11] <shadekiller666> ok
L1106[12:24:52] <gigaherz> I don't know if java simply ignores duplicates
L1107[12:24:54] <R9000> Yep, that was why. Thanks Paleo and Hassan!
L1108[12:24:58] <gigaherz> or it's something FML does
L1109[12:25:01] <gigaherz> but it works.
L1110[12:25:04] <PaleoCrafter> np
L1111[12:25:54] <HassanS6000> np
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L1114[12:30:39] <shadekiller666> giga, is there anything that needs to be done with gradle to set the api as a dependency?
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L1116[12:31:05] <williewillus> brainfuck interpreter in command blocks because that guy hates himself: https://www.reddit.com/r/Minecraft/comments/3cayqq/brainfuck_interpreter_running_hello_world/
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L1119[12:33:01] <gigaherz> shadekiller666: no idea
L1120[12:33:05] <gigaherz> I just dumped it into src/main/
L1121[12:33:08] <gigaherz> and it works
L1122[12:33:10] <shadekiller666> ok
L1123[12:33:16] <PaleoCrafter> meh, williewillus, was done using JS :P
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L1125[12:34:04] <williewillus> first of all, who makes a JS to command block compiler? :p
L1126[12:34:57] <PaleoCrafter> it's not really that
L1127[12:35:05] <PaleoCrafter> but more of an automation sort of thing
L1128[12:35:11] <PaleoCrafter> but still, not hand written commands, duh
L1129[12:37:35] <shadekiller666> MCEdit has a command block editting plugin
L1130[12:38:17] <gigaherz> williewillus: I don't think the commandblock syntax is turing-complete
L1131[12:38:31] <williewillus> I didn't think so either lol
L1132[12:41:53] <williewillus> where in the code can i test spawn protection?
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L1134[12:42:00] <williewillus> thought it was world.isBlockProtected but apparently not
L1135[12:42:19] <williewillus> ah it's in server, nvm
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L1137[12:51:55] <Wuppy> I must have this thing :D http://www.outoftheboxdrinking.nl/
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L1140[12:54:29] <gigaherz> oh wow the "quit message virus" .. I hadn't seen that since the 90s
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L1142[13:00:14] <sham1> We are doing it mainstream again
L1143[13:00:22] <sham1> making it*
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L1153[13:14:49] <HassanS6000> gigaherz, I would I implement receiveEnergy for my cables?
L1154[13:17:02] <gigaherz> hm?
L1155[13:17:08] <gigaherz> oh from tyhe RF api?
L1156[13:17:12] <HassanS6000> Yea
L1157[13:17:23] <HassanS6000> Like for my cables/power lines would I need to do anything with the direction?
L1158[13:17:30] <gigaherz> look at how Thermal Expansion cables do it
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L1160[13:18:09] <HassanS6000> can you gimme a link pls?
L1161[13:18:28] <gigaherz> ah it's not opensource
L1162[13:18:32] <gigaherz> only cofh core is
L1163[13:18:33] <HassanS6000> o lol xD
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L1165[13:21:01] <gigaherz> mekanism universal cables: https://github.com/aidancbrady/Mekanism/blob/6b765d27e73c30f78e2402b5bbab07d6c8647e33/src/main/java/mekanism/common/multipart/PartUniversalCable.java
L1166[13:21:09] <HassanS6000> ty
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L1180[13:43:45] <HassanS6000> gigaherz, lol just wrote out everything..
L1181[13:43:49] <HassanS6000> Lets see what it does
L1182[13:44:07] <HassanS6000> lol it's totally fucked
L1183[13:46:03] <HassanS6000> xD
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L1186[13:51:20] <minecreatr> how do I use the fontRendererObj during the RenderOverlayEvent to draw a colored string?
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L1188[13:55:44] <tterrag> minecreatr: there is a drawString method which takes a color arg
L1189[13:56:23] <minecreatr> ok, tterrag , whenever I have used that in the past it causes other things to act strange
L1190[13:56:40] <tterrag> uhhh you'll have to show what you mean
L1191[13:56:42] <tterrag> never had an issue
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L1196[14:03:24] <HassanS6000> huh..
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L1198[14:03:55] <HassanS6000> giga, what am I doin wrong? http://pastebin.com/JW1haJGc
L1199[14:04:01] <HassanS6000> None of the methods are even getting called..
L1200[14:04:32] <sham1> Because you dont do anything with them
L1201[14:04:42] <tterrag> what are you expecting to call them? lol
L1202[14:04:50] <HassanS6000> lol idk
L1203[14:05:08] <HassanS6000> How am I supposed to use it lol
L1204[14:05:20] <tterrag> RF is push based
L1205[14:05:29] <tterrag> if your block is supposed to export power, then do it
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L1208[14:05:54] <HassanS6000> so like in the update method just export power?
L1209[14:06:11] <tterrag> if that's what you want it to do
L1210[14:06:18] <sham1> Wow, those methods look a lot like the Forge IFluidHandler ones
L1211[14:07:38] <tterrag> because guess who wrote those
L1212[14:08:02] <sham1> mm
L1213[14:08:25] <sham1> It is just funny because it looks so familliar
L1214[14:10:16] <sham1> SO I do indeed like
L1215[14:10:22] <gigaherz> [21:04] (tterrag): RF is push based
L1216[14:10:24] <gigaherz> it is?
L1217[14:10:29] <tterrag> yes
L1218[14:10:36] <gigaherz> I thought only extrautilities generators pushed on their own
L1219[14:10:45] <gigaherz> I thought the cables did the work otherwise
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L1221[14:11:20] <HassanS6000> AWESOME
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L1223[14:11:24] <HassanS6000> IT WORKED :D
L1224[14:11:27] <tterrag> gigaherz: nope
L1225[14:11:38] <gigaherz> ho well, then i misinformed someone the other day ;p
L1226[14:11:42] <gigaherz> oh*
L1227[14:11:45] <tterrag> most if not all RF cables are reactive
L1228[14:11:50] <HassanS6000> lol it wont turn off
L1229[14:12:02] <sham1> push based transport = best transport IMO
L1230[14:17:41] <killjoy> I just learned that a class only has to be named the same as the file if it's public
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L1232[14:17:50] <sham1> TIL
L1233[14:18:05] <killjoy> so you can put class DifferentName in SameName.java
L1234[14:18:32] <sham1> yeh
L1235[14:18:35] <killjoy> I was wondering why I couldn't find it after refactoring
L1236[14:18:55] <tterrag> weird
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L1238[14:19:08] <sham1> Because othervice multiple classe on same file would be kinda impossible unless it is a inner class
L1239[14:19:09] <Ordinastie> sham1, except it can only be public anyway
L1240[14:19:18] <sham1> :P
L1241[14:19:20] <williewillus> I like learning the weird stuff about the vm and language :p (like how switch on string is implemented)
L1242[14:19:20] <tterrag> Ordinastie: not true
L1243[14:19:30] <tterrag> you can declare a top level class as package-protected (no modifier)
L1244[14:19:53] <sham1> How does string on switch work
L1245[14:20:01] <tterrag> sham1: switch(string) {}
L1246[14:20:02] <tterrag> lol
L1247[14:20:08] <sham1> ...
L1248[14:20:13] <tterrag> it works like a normal switch? what more is there to say
L1249[14:20:14] <williewillus> compiler magics it using the hashcode of the string
L1250[14:20:18] <sham1> How is it implemented...
L1251[14:20:18] <tterrag> ^ also that
L1252[14:20:18] <killjoy> Now I just made 2 top-level classes
L1253[14:20:24] <williewillus> and then switches on an int :p
L1254[14:20:25] <tterrag> which is why you can compile string switches to java 6 bytecode
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L1256[14:20:35] <tterrag> it compiles to switch(string.hashCode())
L1257[14:21:07] <sham1> oh nice
L1258[14:21:10] <killjoy> Everything I knew about inner classes are wrong
L1259[14:21:27] <sham1> https://www.youtube.com/watch?v=KThlYHfIVa8
L1260[14:21:42] <tterrag> killjoy: java is a strange beast
L1261[14:21:44] <tmtu> tterrag: string switch?
L1262[14:22:01] <sham1> Yeah java is strange
L1263[14:22:02] <tterrag> tmtu: in java 7 they added the ability to compile switch statements using strings
L1264[14:22:11] <williewillus> switch on string actual impl http://pastebin.com/VAWT4Ac8
L1265[14:22:13] <tmtu> yeah, it's not just switch(hashcode)
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L1267[14:22:45] <tmtu> it has to handle collisions as well
L1268[14:22:48] <tterrag> it's a tad more compilicated yes
L1269[14:22:51] <tterrag> as williewillus just showed
L1270[14:23:00] <tterrag> but point is it compiles to J6 bytecode
L1271[14:23:05] <tterrag> so you can technically use it with mods :P
L1272[14:23:10] <HassanS6000> Hey so am I supposed to write my own checks to see if it should receive/output power or does the API handle that?
L1273[14:23:11] <tmtu> \o/
L1274[14:23:15] <HassanS6000> I'm guessing I have to handle it right?
L1275[14:23:19] <tmtu> it's basically a glorified hashtable
L1276[14:23:21] <tterrag> HassanS6000: what do you mean
L1277[14:23:29] <killjoy> but sourceCompatibility can't be above targetCompatibility
L1278[14:23:40] <tterrag> killjoy: er, yes it can
L1279[14:23:50] <HassanS6000> tterrag, I have a powerline and a generator. I want the powerline to only receive power if next to a generator
L1280[14:23:50] <williewillus> another thing that's weird is the try-finally return thing
L1281[14:23:51] <killjoy> I must have it reversed
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L1283[14:24:15] <tterrag> HassanS6000: receivePower(...) { if ( // next to generator ) { // impl }}
L1284[14:24:26] <sham1> Make the generator push the power ^^
L1285[14:24:28] <sham1> Or that
L1286[14:24:31] <tmtu> lambdas are also j7 bytecode compatible, iirc
L1287[14:24:34] <tterrag> also yes
L1288[14:24:35] <HassanS6000> tterrag, that's what I wanted to know lol..
L1289[14:24:41] <williewillus> yeah they use invokedynamic
L1290[14:24:43] <tterrag> the generator should be what is pushing the power, maybe the logic should be there, no?
L1291[14:24:44] <HassanS6000> sham1, what you mean?
L1292[14:24:54] <HassanS6000> Also why is it filling up to MAX capacity
L1293[14:25:04] <tterrag> tmtu: need 6 for it to be usable
L1294[14:25:24] <williewillus> I like this article for the scala vs java lambda impl http://pastebin.com/VAWT4Ac8
L1295[14:25:29] <williewillus> oops copy failed
L1296[14:25:32] <williewillus> http://blog.takipi.com/compiling-lambda-expressions-scala-vs-java-8/
L1297[14:25:48] <tmtu> lol java's mascot is so ugly
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L1299[14:26:21] <sham1> Duke's not ugly >:(
L1300[14:27:44] <tterrag> tmtu: also, according to that article lambdas require streams, which is j8 only
L1301[14:27:47] <HassanS6000> sham1, how would I make it push power
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L1303[14:28:27] <sham1> Time to look at the Redstone flux api
L1304[14:28:31] <HassanS6000> lol
L1305[14:28:42] <sham1> Never used i
L1306[14:28:44] <sham1> it*
L1307[14:28:58] <HassanS6000> cuz right now all I'm having it do is receive power if its next to a generator
L1308[14:29:17] <tterrag> HassanS6000: it's really not hard https://github.com/tterrag1098/SuperMassiveTech/blob/master/src/main/java/tterrag/supermassivetech/common/tile/abstracts/TileSMTEnergy.java#L72-L83
L1309[14:29:28] <tterrag> that's old code though
L1310[14:29:34] <tterrag> you would use IEnergyReceiver over IEnergyHandler
L1311[14:29:42] <sham1> receiveEnergy on any TEs next to your generator
L1312[14:29:55] <HassanS6000> ty
L1313[14:30:10] <sham1> And remove the sent energy from your EnergyStorage so you dont get infinite energy
L1314[14:30:51] <sham1> Unless making a generator that creates infinite energy
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L1324[14:47:35] <Steel_Arm> HassanS6000, gave up and went with RF? :)
L1325[14:47:45] <HassanS6000> Steel_Arm, pretty much.. lol
L1326[14:47:56] <tterrag|away> No need for yet another energy
L1327[14:48:11] * Steel_Arm nods
L1328[14:48:19] <sham1> My mod actually can justify it I swear
L1329[14:48:23] <sham1> It is a gimmick
L1330[14:49:09] <flappy> i hear a tree called justification fallin in the woods
L1331[14:49:16] <sham1> My mod transfers the power as fluid. Now I know it has been done before.
L1332[14:50:33] <flappy> RF pretty much is fluid by another name
L1333[14:50:57] <sham1> Plus my mod is 1.8
L1334[14:52:27] <sham1> I could use 1.8 but that would mean I would have to wait for a long time or downgrade
L1335[14:52:35] <sham1> RF I mean
L1336[14:52:38] <sham1> I already use 1.8
L1337[14:52:53] <Steel_Arm> Technically it is fluid, really.... destabilized redstone :P
L1338[14:53:03] <sham1> bleh
L1339[14:53:14] <sham1> That does not explain leadstone conduits
L1340[14:53:22] <shadekiller666> anyone know when fry will be back?
L1341[14:53:27] <sham1> When he is
L1342[14:54:21] <sham1> But from the RF API standpoint, RF is just a number. Now you can argue that FluidStacks are also numbers, and I do agree
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L1344[14:56:18] <sham1> So yeah
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L1346[14:57:54] <HassanS6000> http://pastebin.com/Y0cw1fqS anyone know why this isn't pushing? http://pastebin.com/Y0cw1fqS
L1347[14:57:58] <HassanS6000> Pushing energy that is
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L1349[14:58:09] <sham1> Did you just post the same link twice?
L1350[14:58:19] <HassanS6000> lol I did sham1 :P
L1351[14:58:25] <HassanS6000> wasn't payin much attention
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L1353[15:02:09] <HassanS6000> nvm
L1354[15:03:47] <HassanS6000> it's pushing just weird
L1355[15:04:27] <shadekiller666> sham, if your mod is a fluid power system that utilizes like in-world flowing water and such, thats pretty awesome
L1356[15:04:39] <Ordinastie> anybody would know under which condition tessellator.setColorOpaque_I() would have no effect ?
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L1359[15:06:05] <sham1> In-world flowing water has been implemented
L1360[15:06:10] <sham1> Immersive Engineering
L1361[15:06:44] <sham1> For power-gen I mean
L1362[15:07:21] <sham1> But to be fair, it is kinda hard to be original with modding nowadays
L1363[15:07:40] <sham1> A lot of cool stuff has been already done
L1364[15:10:34] <HassanS6000> Can anyone help with this? It won't push energy..http://pastebin.com/mD4iRThE
L1365[15:11:42] <sham1> Also I already made my pipes a really smart fluid carrying AI
L1366[15:13:18] <HassanS6000> :( tterrag is away
L1367[15:14:09] *** tterrag|away is now known as tterrag
L1368[15:14:17] <HassanS6000> tterrag! :)
L1369[15:15:10] <HassanS6000> Can you help me out tterrag? my wires aren't pushing.. http://pastebin.com/0atpxCJs
L1370[15:15:14] <tterrag> pushing to what?
L1371[15:15:20] <Steel_Arm> why are you setting your powerline energy to 0 if its next to a power source? O.o
L1372[15:15:24] <tterrag> also that code is bad
L1373[15:15:27] <HassanS6000> other wires tterrag
L1374[15:15:33] <tterrag> you are sending power but not checking if the receiver took it all
L1375[15:15:38] <tterrag> also not checking if you HAVE that much power
L1376[15:15:46] <HassanS6000> Steel_Arm, if it's NOT next to a power source
L1377[15:15:53] <tterrag> there is a reason I use storage.extractEnergy(ieh.receiveEnergy(dir, storage.extractEnergy(getOutputSpeed(), true), false), false);
L1378[15:16:05] <Steel_Arm> Oh right, my bad.
L1379[15:16:10] <sham1> I do that with IFLuidHandler.fill and IFluidTank.drain
L1380[15:16:25] <HassanS6000> tterrag, so in my pushEnergy my extract/receive is bad?
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L1382[15:16:45] <sham1> tank.drain(fluidHandler.fill(dir, tank.getFluid(), true)true)
L1383[15:16:46] <tterrag> well, it should still push something
L1384[15:16:54] <tterrag> go through it with the debugger, I'm not magic
L1385[15:17:02] <sham1> yes you are
L1386[15:17:04] <HassanS6000> :p you're magic to me
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L1388[15:19:14] <HassanS6000> Is there an event that is fired when a player changes to a different item in the hotbar?
L1389[15:19:14] <shadekiller666> is there an event that gets fired when the selected slot on the player's hotbar changes?
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L1391[15:20:06] <diesieben07> no
L1392[15:20:14] <shadekiller666> ok
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L1394[15:20:23] <diesieben07> you need a tick handler
L1395[15:20:29] <sham1> Eugh
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L1397[15:20:32] <shadekiller666> thought so
L1398[15:20:38] <forgenick> Hi guys - just wondering if anyone knows how I can send an action bar message to a player clientside? I know it's message ID two but how do I use that?
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L1400[15:20:58] <HassanS6000> wtf this.storage.getEnergyStored() never returns anything but 0..
L1401[15:21:02] <sham1> "Action bar message" What
L1402[15:21:10] <sham1> There's no energy
L1403[15:21:26] <forgenick> It's a message that appears one line above the item name display line in your hotbar, used for locked chests
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L1405[15:21:50] <forgenick> I just need a way of specifying the message type ID
L1406[15:21:58] <diesieben07> forgenick, new S02PacketChat(IChatComponent, 2)
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L1409[15:22:08] <shadekiller666> i'm working on the rendering tool for item camera transforms, and the renderItemModelTransforms method in RenderItem stops being called once the selected slot is empty
L1410[15:23:09] <forgenick> @diesieben07 Thanks - what method do I call to send the packet to a player?
L1411[15:23:40] <Steel_Arm> Does anyone know how to do add-ons or know of a resource that explains such? Trying to work with Tinkers, but I'm not finding any resources, and the source code readme isn't very elaborate.
L1412[15:23:43] <diesieben07> player.playerNetServerHandler.sendPacket(<packet>)
L1413[15:24:20] <forgenick> How do I get the multiplayer player though? Sorry, I've just started modding.
L1414[15:24:28] <tterrag> Steel_Arm: for the most part just find examples
L1415[15:24:31] <tterrag> there are plenty of Tcon addons
L1416[15:24:49] <diesieben07> forgenick, cast to EntityPlayerMP, on the server every player is of tht class
L1417[15:24:49] <sham1> Steel_Arm, It is basically doing the same thing as modding normally, but now youy have TCon to use as well
L1418[15:25:18] <forgenick> I mean, I'm running a clientside mod. I've got the player through Minecraft.getMinecraft().thePlayer - can that just be cast?
L1419[15:25:34] <diesieben07> no
L1420[15:25:42] <diesieben07> on the client you dont need a packet
L1421[15:26:09] <forgenick> How would I send that message on a client then?
L1422[15:26:10] <diesieben07> on the client you just call Minecraft.getMinecraft().ingameGUI.setRecordPlaying
L1423[15:26:21] <Steel_Arm> Good points. Thanks.
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L1427[15:29:29] <shadekiller666> diesie, what event bus do TickEvents get fired on?
L1428[15:30:09] <diesieben07> look at the package of the event
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L1431[15:30:56] <sham1> Am I correct to assume that if the package is FML it will be FML bus and if the package is forge's it would be forge's bus
L1432[15:31:32] <diesieben07> yes
L1433[15:31:43] <diesieben07> except for the outsiders which are the terrain gen bus
L1434[15:32:24] <shadekiller666> oh, they're handled in the fml event bus
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L1437[15:32:50] <shadekiller666> isn't there a third event bus somewhere?
L1438[15:32:59] <diesieben07> terrain gen bus
L1439[15:33:01] <diesieben07> and ore gen bus
L1440[15:34:51] <sham1> Also diesieben, who did that ASM Bytecode Manipulation video that you linked
L1441[15:35:14] <sham1> Is it a shameless plug or something else
L1442[15:35:14] <diesieben07> VikeStep, he was in irc, not sure if he still is sometimes
L1443[15:35:20] <sham1> Ah
L1444[15:35:25] <diesieben07> its the only reasonable one i know of
L1445[15:35:34] <diesieben07> and i cant make one myself until i bought a reasonable new mic
L1446[15:35:50] <diesieben07> speaking of that... anything to recommend? :D
L1447[15:35:53] *** Firedingo is now known as Firedingo|Sleep
L1448[15:35:58] <diesieben07> (besides the usual "blue ***")
L1449[15:36:33] <sham1> Steelseries ^^
L1450[15:36:44] <sham1> They have great mics
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L1453[15:37:24] <HassanS6000> Ugh it still won't push power..
L1454[15:37:38] <diesieben07> i only see headsets :D
L1455[15:37:43] <HassanS6000> http://pastebin.com/XLm76k1r
L1456[15:38:01] <shadekiller666> diesie, where does one get the instance of the fml event bus to register a listener?
L1457[15:38:03] <sham1> You get two flies with one swipe there
L1458[15:38:21] <diesieben07> i already have great headphones though :P
L1459[15:38:27] <shadekiller666> nvm, got it
L1460[15:38:29] <diesieben07> shade, FMLCommonhandler.instace().bus()
L1461[15:38:31] <sham1> No offense Hassan but your indentation is bad
L1462[15:39:37] ⇨ Joins: Lordmau5 (~Lordmau5@2a01:4f8:162:50e3::2)
L1463[15:39:37] <Lordmau5> \o
L1464[15:39:51] <HassanS6000> http://snag.gy/UigDC.jpg
L1465[15:40:21] <sham1> :P
L1466[15:40:30] <Lordmau5> Question to the Tessellation people - http://ss.lordmau5.com/2015-07-07_22-39-31.mp4 - Any way to "cut" the upper part to actually have the same scaling like the lower one?
L1467[15:41:17] <HassanS6000> sham1, http://snag.gy/c5LOR.jpg jk ;)
L1468[15:41:54] <sham1> Look out, he has learned new words
L1469[15:42:18] <Steel_Arm> So, according to this http://www.minecraftforge.net/wiki/Developing_Addons_for_Existing_Mods you decompile the mod (or presumably acquire the source), and place it in "forge/mcp/jars/mods/". However, I don't see a forge/mcp folder. The page doesn't seem that old either. Wasn't 1.7.10 out in Oct 2014?
L1470[15:42:35] <HassanS6000> xD sham1 ;)
L1471[15:42:51] <Lordmau5> Steel_Arm, you take the deobfuscated (deobf) version of the mod and add it as a library to your project
L1472[15:43:02] <shadowfacts> Steel_Arm, go watch https://www.youtube.com/watch?v=8mg44flOZ5w&index=18&list=PL5oCR-MRH-12rXI0USklAz6rQagXr4nl5 and https://www.youtube.com/watch?v=VOSwFfrcOLc&index=19&list=PL5oCR-MRH-12rXI0USklAz6rQagXr4nl5
L1473[15:43:20] <shadowfacts> MineMaarten does a good job of explaining it
L1474[15:43:35] <Steel_Arm> Alright, thanks.
L1475[15:44:42] <minecreatr> is there any event that fires whenever a player breaks a block?
L1476[15:44:56] <Lordmau5> the break block event?
L1477[15:44:58] <shadowfacts> BlockBreakEvent?
L1478[15:45:00] <Lordmau5> that
L1479[15:45:03] <diesieben07> BlockEvent.BreakEvent
L1480[15:45:13] <diesieben07> get your facts s8 m8
L1481[15:45:16] <minecreatr> oh ok
L1482[15:45:18] <diesieben07> *str8
L1483[15:45:24] <minecreatr> didn't see a block break event, thanks diesieben07
L1484[15:45:42] <shadowfacts> I can totally remember names
L1485[15:45:47] <Lordmau5> So I assume no one in here is good with Tessellation... damn :<
L1486[15:46:01] <minecreatr> BlockBreakEvent is bukkit
L1487[15:48:35] <tterrag> Lordmau5: sure, just clip the UVs you are rendering
L1488[15:48:56] <Lordmau5> huh? I thought about scissoring, but that's 2d-only. How would clipping work then? :)
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L1490[15:49:06] <tterrag> calculate how much of the icon you need to render
L1491[15:49:17] <tterrag> then the top u/vs should be that % of the total
L1492[15:49:22] <tterrag> simple math
L1493[15:49:36] <Lordmau5> hmm
L1494[15:50:31] <Lordmau5> so, I got the minU, maxU, minV and maxV
L1495[15:50:41] <Lordmau5> and the renderHeight , which is between 0 and 1.
L1496[15:50:51] <diesieben07> you calculate the delta between minU and maxU
L1497[15:50:58] <diesieben07> then you add a percentage of that delta to minU
L1498[15:51:02] <diesieben07> and you get your new maxU
L1499[15:51:17] <sham1> Maths
L1500[15:51:19] <sham1> My god
L1501[15:52:18] <gigaherz> blaaaah
L1502[15:53:07] <HassanS6000> tterrag, how would I avoid sending power to a cable that's sending power?
L1503[15:53:16] <tterrag> wat
L1504[15:53:17] <gigaherz> normalizing: (X-min)(max-min)
L1505[15:53:25] <HassanS6000> Ex. generator -> wire1 -> wire2
L1506[15:53:38] <HassanS6000> how would wire2 make sure it doesn't power wire2
L1507[15:53:38] <gigaherz> re-ranging? min+X*(max-min)
L1508[15:53:39] <tterrag> why would you want to avoid that?
L1509[15:53:42] <Lordmau5> what
L1510[15:53:44] <tterrag> O.o
L1511[15:53:48] <Lordmau5> I don't understand a wrord, gigaherz xD
L1512[15:53:50] <Lordmau5> word*
L1513[15:54:02] <gigaherz> Lordmau5: sorry random brainfart
L1514[15:54:04] <tterrag> how in the world could the wire power itself
L1515[15:54:08] <Lordmau5> aha xd
L1516[15:54:08] <gigaherz> my mind puked it on IRC
L1517[15:54:09] <gigaherz> XD
L1518[15:54:22] <gigaherz> if you want to take a value on the range A to B
L1519[15:54:24] <gigaherz> and make it 0..1
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L1521[15:54:31] <gigaherz> you simply do (X-A)/(B-A)
L1522[15:54:41] <gigaherz> if you want to take a number 0..1, and make it be A..B
L1523[15:54:51] <gigaherz> you do a lerp: A + X*(B-A)
L1524[15:54:52] <HassanS6000> tterrag, because then if I BREAK THE GENERATOR they wires would stay powered..
L1525[15:54:59] <Lordmau5> what would I have to do in this case though :S?
L1526[15:55:05] <gigaherz> no idea I didn't read up
L1527[15:55:05] <gigaherz> XD
L1528[15:55:22] <Lordmau5> <Lordmau5> Question to the Tessellation people - http://ss.lordmau5.com/2015-07-07_22-39-31.mp4 - Any way to "cut" the upper part to actually have the same scaling like the lower one?
L1529[15:55:39] <gigaherz> oh
L1530[15:55:42] <gigaherz> well you know the %
L1531[15:55:44] <gigaherz> just apply the % ;P
L1532[15:55:53] <Lordmau5> the % is between 0 and 1 xD
L1533[15:55:56] <gigaherz> yeah
L1534[15:55:59] <gigaherz> hence: A + X*(B-A)
L1535[15:56:11] <gigaherz> A is the lowest U/V, B is the highest
L1536[15:56:11] <Lordmau5> where would I have to apply that is the question though
L1537[15:56:16] <gigaherz> no idea XD
L1538[15:56:27] <Lordmau5> I have 4 variables - minU, minV, maxU, maxV :p
L1539[15:56:33] <gigaherz> it's 11pm
L1540[15:56:34] <Lordmau5> lowest U/V should be min then
L1541[15:56:37] <gigaherz> and it's 30C inside
L1542[15:56:43] <Lordmau5> you think it's different over here?
L1543[15:56:46] <gigaherz> my brain isn't quite up to its normal standards
L1544[15:56:46] <Lordmau5> xD
L1545[15:57:03] <gigaherz> in fact, that's whay I said "blaaaah" earlier
L1546[15:57:06] <Lordmau5> ah
L1547[15:57:12] <gigaherz> because I wanted to say words, but they didn't happen
L1548[15:57:18] <gigaherz> why*
L1549[15:57:30] <gigaherz> gah the effort of typing semi-coherent sentences in this heat is tiring
L1550[15:57:33] <Lordmau5> tterrag :( Plz
L1551[15:57:35] <tterrag> HassanS6000: what, is the power coming from nowhere?
L1552[15:57:43] <Lordmau5> I have my AC running, my window open, and it's still hot as fuck, @gigaherz
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L1554[15:57:51] <gigaherz> HassanS6000: the wires remain powered until they run out of "internal charge"
L1555[15:57:54] <tterrag> Lordmau5: wat do you want
L1556[15:57:57] <Lordmau5> you're not getting around the fact that other people are suffering too
L1557[15:57:58] <HassanS6000> tterrag, the wires think each other are power
L1558[15:57:59] <gigaherz> then they don't have anything else to give
L1559[15:58:03] <HassanS6000> gigaherz, they never run out
L1560[15:58:06] <Lordmau5> uhm, how would I apply the variables now? :S
L1561[15:58:10] <diesieben07> Lordmau5, having the window open with AC is counter productive
L1562[15:58:13] <gigaherz> then you aren't subtracting from the internal buffer
L1563[15:58:17] <tterrag> the math is not that complex, the top UV coords need to be clipped to match the percentage of the texture you are rendering
L1564[15:58:21] <minecreatr> tterrag, http://prntscr.com/7q0ch8 thats what happens when I use font Renderer
L1565[15:58:28] <gigaherz> you can't give more than you currently have
L1566[15:58:35] <tterrag> minecreatr: you need to rebind the inventory texture
L1567[15:58:42] <gigaherz> and you need to subtract what you give from what you have
L1568[15:58:42] <tterrag> the fontrenderer binds the font texture
L1569[15:58:54] <gigaherz> simple coin tracking ;P
L1570[15:58:54] <minecreatr> how do I rebind it?
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L1572[15:59:16] <gigaherz> createa new fontrenderer object with a different font?
L1573[15:59:28] <gigaherz> oh wait you mean the hunger bar
L1574[15:59:30] <tterrag> minecreatr: look at GuiINgame
L1575[15:59:41] <gigaherz> you need to restore it to the texture it had before
L1576[15:59:57] <Lordmau5> so maxU and maxV are at around 0.187 and 0.687
L1577[16:00:10] <Lordmau5> applying * (renderHeight - rY) to it makes them... one sec
L1578[16:00:14] <tterrag> *sigh*
L1579[16:00:30] <tterrag> UVs are just a percentage placement on the larger texture sheet
L1580[16:00:45] <tterrag> you first need to find the difference between the mins/maxes
L1581[16:00:46] <Lordmau5> don't I have to apply that percentage to those UV values? ;_;
L1582[16:00:57] <Lordmau5> differences would be (max - min), right?
L1583[16:01:01] <Lordmau5> That should be basic math
L1584[16:01:03] <shadowfacts> tterrag, aren't you having so much fun getting bothered by everyone? :P
L1585[16:01:04] <tterrag> you need to apply that percentage to the DIFFERENCE BETWEEN those UV values
L1586[16:01:19] <tterrag> if you just multiply the straight up UV value by a number, it's going to go all wack, of course it is
L1587[16:01:27] <tterrag> Lordmau5: yes
L1588[16:01:40] *** Upth is now known as Upthorn
L1589[16:01:59] ⇨ Joins: Drullkus (~Drullkus@c-73-162-160-76.hsd1.ca.comcast.net)
L1590[16:02:14] <Lordmau5> flowMaxU = (flowMaxU - flowMinU) * (renderHeight - rY); is wrong too, I assume >_>
L1591[16:02:37] <tterrag> it would be the minU plus that value
L1592[16:02:52] <tterrag> you determined the percentage you need then you add the difference to the min
L1593[16:03:03] <Lordmau5> ooh
L1594[16:03:25] <Lordmau5> well, let's say that fixed the texture for the "renderHeight == 1" rendered-blocks
L1595[16:03:26] <shadekiller666> where are all of the forge commands defined/registered?
L1596[16:03:43] <Lordmau5> but the "renderHeight < 1" blocks are still acting weird ;_;
L1597[16:04:03] <gigaherz> Lordmau5: that's not what I said ;P
L1598[16:04:08] <gigaherz> I said (X-min)(max-min)
L1599[16:04:20] <Steel_Arm> HassanS6000: Quick solution. Make it so your wires consume a small amount of power every tick.
L1600[16:04:20] <gigaherz> (x-min)/(max-min)
L1601[16:04:25] <Lordmau5> what is "X" in this case
L1602[16:04:31] <gigaherz> x is a value 0..1
L1603[16:04:32] <Lordmau5> the renderHeight of mine that is between 0..1?
L1604[16:04:34] <Lordmau5> ah
L1605[16:04:34] <HassanS6000> Steel_Arm, lol that is actually counter productive
L1606[16:04:36] <gigaherz> eh
L1607[16:04:39] <gigaherz> x is a vlaue between min and max
L1608[16:04:40] <HassanS6000> It killed my whole system for some reason
L1609[16:04:43] <gigaherz> that you want to make into 0..1
L1610[16:04:49] <gigaherz> gah
L1611[16:04:52] <gigaherz> I'll just stop talking
L1612[16:05:01] <gigaherz> nevemind anything I say
L1613[16:05:04] <gigaherz> ;P
L1614[16:05:37] <Lordmau5> wtf did you just tell me to code in here XD now it#s even more fucked up haha
L1615[16:05:44] <Lordmau5> or well, what kindof math did you just tell me
L1616[16:05:50] <gigaherz> ignore my math
L1617[16:05:53] <Lordmau5> I am so confused at this rendering + math + everything right now
L1618[16:06:04] <gigaherz> pretend not to have read anything I said
L1619[16:06:07] <Lordmau5> ok
L1620[16:06:12] <HassanS6000> lol WTF it just stopped transferring power ALL together..
L1621[16:06:12] <gigaherz> even if the math is correct, it may not be the math you need for this
L1622[16:06:17] * gigaherz goes watch Teen Wolf
L1623[16:06:19] <Lordmau5> should I just "bug" tterrag again then? ;_;
L1624[16:06:26] <Lordmau5> I don't want to bug one single person though, I feel sorry for doing that
L1625[16:06:32] <gigaherz> okay
L1626[16:06:35] <gigaherz> let's see
L1627[16:06:44] <gigaherz> you have a % value
L1628[16:06:51] <Lordmau5> renderHeight, yes
L1629[16:06:52] <gigaherz> between 0 and max?
L1630[16:06:55] <Lordmau5> 0 and 1
L1631[16:06:57] <gigaherz> 0..1?
L1632[16:06:59] <gigaherz> okay
L1633[16:06:59] <tterrag> HassanS6000: your problem should be a nonissue
L1634[16:07:04] <tterrag> the wires should not be creating power from nothing
L1635[16:07:07] <tterrag> that is a bug in itself
L1636[16:07:10] <gigaherz> and you want it "transformed" into minV..maxV?
L1637[16:07:15] <gigaherz> or well, U
L1638[16:07:22] <HassanS6000> tterrag, the wires are both IEnergyReceivers and IEnergyProviders
L1639[16:07:25] <gigaherz> then it's the OTHER formula
L1640[16:07:27] <tterrag> he already knows the IIcon min/max UVs
L1641[16:07:30] <Lordmau5> I have the minU/V and maxU/V for the fluid icon
L1642[16:07:36] <tterrag> he needs to clip the top UVs to the percentage of the texture he wants to render
L1643[16:07:42] <gigaherz> minU + renderHeight * (maxU-minU)
L1644[16:07:49] <tterrag> which is, simply put, difference * percentage + min
L1645[16:08:03] <gigaherz> which is basically a LERP function
L1646[16:08:14] <gigaherz> lerp(minU, maxU, renderHeight)
L1647[16:08:20] <tterrag> but it probably needs to be inverted since you are rendering bottom-up
L1648[16:08:29] <tterrag> so instead max - (difference * percentage)
L1649[16:08:38] <Drullkus> lol
L1650[16:08:40] <Drullkus> "lerp"
L1651[16:08:42] <Drullkus> xD
L1652[16:08:49] <Lordmau5> that is the max though, right, tterrag ?
L1653[16:08:50] <gigaherz> Drullkus: Linear intERPolation ;P
L1654[16:09:01] <Drullkus> Interesting
L1655[16:09:02] <Lordmau5> like "maxU = [math]"
L1656[16:09:05] <gigaherz> it's the common name in the graphics world XD
L1657[16:09:09] <Drullkus> XD
L1658[16:09:13] <HassanS6000> tterrag, no comment?
L1659[16:09:46] <Lordmau5> I'M DEAD
L1660[16:09:47] <tterrag> HassanS6000: no because you aren't hearing what I'm saying
L1661[16:09:50] <Lordmau5> I LOVE RENDERING BUGS
L1662[16:09:52] <Lordmau5> http://ss.lordmau5.com/2015-07-07_23-09-43.mp4
L1663[16:09:58] <Lordmau5> this looks freakin' amazing
L1664[16:09:59] <HassanS6000> tterrag, what are you saying?
L1665[16:10:07] <HassanS6000> the wires should not be creating power from nothing
L1666[16:10:12] <tterrag> your problem is that when you remove the wires they just keep making power?
L1667[16:10:18] <tterrag> sorry, remove the generator
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L1669[16:10:26] <HassanS6000> Yes the wires power each other
L1670[16:10:32] <HassanS6000> Like the wires should turn off
L1671[16:10:37] <tterrag> is that a problem? should the wires not retain energy?
L1672[16:10:42] <HassanS6000> YES
L1673[16:10:47] <shadekiller666> tterrag, they aren't creating power from nothing, his issue is that they end up powering each other
L1674[16:10:50] <HassanS6000> The wires SHOULD NOT retain energy
L1675[16:10:54] <Lordmau5> and btw tterrag, it is actually bottom to top
L1676[16:11:17] <Lordmau5> first vertex has rY, 2nd has rY + renderHeight (which is between 0 and 1), 3rd has rY + renderHeight, 4th has rY
L1677[16:11:33] <shadekiller666> so when he breaks the generator, the wire closest to the generator remains powered, because other adjacent wires, which are receiving power from it, are also powering it
L1678[16:11:41] <tterrag> HassanS6000: are you trying to create a power network from completely separate entities? it would be in your best interest to creat a network manager probably
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L1680[16:11:51] <tterrag> something which can control and inform multiple wires in the same "network"
L1681[16:12:03] <HassanS6000> tterrag, I have seperate TileEntities
L1682[16:12:03] <tterrag> working with completely separate entities gets complicated and slow
L1683[16:12:13] <Lordmau5> it renders it fine for the full-blocks - http://ss.lordmau5.com/2015-07-07_23-11-56.png but the top one is slightly.. weird
L1684[16:12:29] <tterrag> I mean something like https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/conduit/power/PowerConduitNetwork.java
L1685[16:12:29] ⇦ Parts: hr49_pi (~matthew@108-203-5-240.lightspeed.rlghnc.sbcglobal.net) ())
L1686[16:13:30] <HassanS6000> lol so what does your mod do?
L1687[16:13:40] <HassanS6000> If you don't use multiple entities
L1688[16:13:55] <tterrag> it does use multiple entities, but they delegate their logic to a network
L1689[16:14:03] <HassanS6000> ok
L1690[16:14:15] ⇨ Joins: RawringNymNym (~maria@bas1-brampton37-1176134886.dsl.bell.ca)
L1691[16:14:18] <tterrag> each conduits can know every input/output on the network
L1692[16:14:26] <tterrag> so they are not each passing power between each other
L1693[16:14:30] <tterrag> which would be horrible inefficient
L1694[16:14:56] <gigaherz> HassanS6000: I did say earlier, if you don't want to have "dumb" conduits, you are goign to have to do network-level tracking
L1695[16:15:00] <HassanS6000> So its all managed by the network.
L1696[16:15:03] <Steel_Arm> Um, well, guys, maybe a simple example? If your PNG is 16x16, and you only want to render half, then minU:0, maxU:16, minV:16, maxV:8, no? If your block geometry height is 0..1 (specifically lets just say 0.7), then you simply do maxU = atlasOffset - (0.7f * tileHeight);
L1697[16:15:05] <HassanS6000> giga, you did say that lol
L1698[16:15:20] <tterrag> Steel_Arm: no, UVs are always on a scale of 0-1
L1699[16:15:27] <tterrag> pixel width is irrelevant
L1700[16:16:18] <tterrag> otherwise yeah your math works
L1701[16:16:47] <Lordmau5> fcking hell
L1702[16:16:52] <Lordmau5> I think I fixed it ;_;
L1703[16:17:38] <Lordmau5> or not
L1704[16:17:52] <Lordmau5> the texture is acting real weird now O.o
L1705[16:18:56] <gigaherz> Lordmau5: I think this is a case where you need pen and paper
L1706[16:19:01] <gigaherz> in order to understand what you are doing
L1707[16:19:06] <Lordmau5> http://ss.lordmau5.com/2015-07-07_23-19-00.mp4 wtf...
L1708[16:19:10] <Lordmau5> hmm
L1709[16:19:30] <gigaherz> you arechanging thewrong coord
L1710[16:19:41] <Lordmau5> I am changing maxU and maxV
L1711[16:19:42] <gigaherz> you adjusted the U when you needed V
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L1713[16:19:50] <Lordmau5> flowMaxU = (flowMaxU - flowMinU) * (renderHeight - rY) + flowMinU;
L1714[16:19:53] <gigaherz> but it only grows vertically
L1715[16:20:08] <tterrag> you are adjusting both why?
L1716[16:20:09] <gigaherz> so why change the horizontal coord?
L1717[16:20:11] <tterrag> the V should always be the same...
L1718[16:20:25] <Ordinastie> ^ the U
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L1720[16:20:40] <gigaherz> isn't U=X, V=Y?
L1721[16:20:47] <Ordinastie> iyes
L1722[16:20:49] <Steel_Arm> Fine fine, normalized then, lol. minV = (tileRow*tileSize/imageHeight) and maxV = minV - (blockHeight*tileSize/imageHeight)
L1723[16:21:03] <tterrag> er, yeah
L1724[16:21:24] <sham1> U is U and V is V
L1725[16:21:25] <gigaherz> Steel_Arm: IRC makes it hard to explain such things
L1726[16:21:50] <gigaherz> sham1: well at shader level
L1727[16:21:58] <sham1> The best level
L1728[16:22:13] <gigaherz> vec4.xyzw == vec4.uvwt == vec4.rgba
L1729[16:22:22] <gigaherz> (can't remember the "t"
L1730[16:22:30] <gigaherz> but that's the letter that sounds right)
L1731[16:22:44] <bob_twinkles> isn't it uvrst?
L1732[16:22:47] <bob_twinkles> er, uvst
L1733[16:22:49] <sham1> wurst?
L1734[16:22:51] <gigaherz> maybe
L1735[16:22:56] <gigaherz> doesn't REALLY matter
L1736[16:23:22] <gigaherz> most cases are UV, a few use 3d textures, and only some crazy maths use the 4th one when dealing with texcoords
L1737[16:23:23] <gigaherz> ;P
L1738[16:23:24] <bob_twinkles> well it does, if you're using 3D textures =P
L1739[16:23:28] <tmtu> gigaherz: uvst
L1740[16:23:36] <Lordmau5> yay! <3
L1741[16:23:54] <bob_twinkles> of course, when setting texture parameters is stpq because Reasons (TM)
L1742[16:23:56] <gigaherz> well, never used 3d textures with shaders so I guess I stand corrected ;P
L1743[16:24:16] <gigaherz> anyhow
L1744[16:24:30] <gigaherz> that wasn't even thep oint XD
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L1746[16:24:50] <gigaherz> normally, the U coord represents the horizontal, which is also represented by X in bitmaps
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L1748[16:25:10] <gigaherz> hence why using world-space pos.xy works for doing textures
L1749[16:25:26] <gigaherz> since they were nice enough to map them to the same "conceptual" axis
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L1751[16:26:38] <Kobata> GLSL spec says {x, y, z, w} {r, g, b, a} {s, t, p, q}
L1752[16:26:54] <tmtu> oh right
L1753[16:27:08] <Kobata> Also has note that 'p' is sometimes called 'r', but got renamed so r could be used for the color set
L1754[16:27:36] <gigaherz> I'll keep calling them uvw since that's how the sequence continues ;P
L1755[16:27:49] <gigaherz> cos fuck remembering stpq
L1756[16:27:50] <gigaherz> XD
L1757[16:27:55] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1758[16:28:10] <gigaherz> or more accurately, next time I do shaders on glsl, I'll simply write xy
L1759[16:28:10] <gigaherz> XD
L1760[16:28:20] <gigaherz> which is what I do on Cg/HLSL anyhow
L1761[16:28:21] <Kobata> That's probably what most people do
L1762[16:28:35] <Steel_Arm> do you think Microsoft will make Mojang use DirectX eventually?
L1763[16:28:46] <bob_twinkles> probably not
L1764[16:28:48] <Kobata> Probably not in the java one
L1765[16:28:55] <jamierocks> never
L1766[16:28:57] <gigaherz> Steel_Arm: not for the JAva version of MC
L1767[16:28:59] <bob_twinkles> if GL bindings suck in Java, there isn't anything good in the DX space
L1768[16:29:01] <Kobata> MCPC already has at least two different renders anyway
L1769[16:29:05] <gigaherz> but chances are the Win10 version they announced DOEs use dx
L1770[16:29:14] <Kobata> (GLES for iOS/Android, DX11 for WP/Win10)
L1771[16:29:15] <gigaherz> DOES*
L1772[16:29:20] <jamierocks> doubt it
L1773[16:29:26] <gigaherz> Kobata: and the Win10 version is based on the PE code
L1774[16:29:26] <gigaherz> ;P
L1775[16:29:31] <gigaherz> (I guess)
L1776[16:29:34] <gigaherz> (sincei th as PE features)
L1777[16:29:35] <jamierocks> the win10 version is a port of pocket
L1778[16:29:50] <Kobata> Yeah, the win10 is a port of MCPE winphone pretty much
L1779[16:29:56] <gigaherz> with support for joystick and keyboard gameplay
L1780[16:30:05] <jamierocks> and hololens
L1781[16:30:20] <gigaherz> I can't imagine mc with a gamepad
L1782[16:30:26] <gigaherz> and I know the xbox version works like that
L1783[16:30:29] <gigaherz> but I still can't picture it
L1784[16:30:29] <gigaherz> XD
L1785[16:30:33] <Steel_Arm> I hate it.... I've played the console version.
L1786[16:30:38] <gigaherz> there are certain games that need mouse
L1787[16:30:39] <jamierocks> it's a pain the the arse
L1788[16:30:40] <gigaherz> and mc is one of them
L1789[16:30:57] <bob_twinkles> I tried playing the PC version with a controller 'cause I hate mice... it was pretty meh
L1790[16:31:13] <gigaherz> why hate mice?
L1791[16:31:22] <gigaherz> it's a good way to represent the movement of your arm
L1792[16:31:30] <gigaherz> without full-on powerglove-style input
L1793[16:31:31] <bob_twinkles> yes but that involves moving my arm =P
L1794[16:31:48] <gigaherz> your arm is much more precise than a joystick though
L1795[16:31:55] <Steel_Arm> I grew up on PC FPS games. Give me a mouse and WASD and I'll out perform any console FPS player. :P
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L1797[16:32:03] <bob_twinkles> I would love if someone could build good haptic gloves, then I could switch between typing and controlling a cursor much easier
L1798[16:32:06] <Kobata> You could probably make it work with a UI mod to make inventory snap to slots
L1799[16:32:26] <Kobata> Since UI things are going to be the biggest pain with a controller
L1800[16:32:38] <bob_twinkles> yeah, sticks just aren't precise enough to handle MC's inventory and looking around
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L1802[16:33:17] <gigaherz> mouse is a good 2D relative-movement input device
L1803[16:33:30] <gigaherz> joystick is absolute-positioned instead, which makesit annoying
L1804[16:33:39] <gigaherz> it just doesn't map well to moving a cursor
L1805[16:34:01] <gigaherz> even steam controller's touchpad is a better fit
L1806[16:34:41] <gigaherz> i'm semi-interested in the steam controller, by the way
L1807[16:34:44] <gigaherz> not enough to pre-purchase
L1808[16:34:51] <gigaherz> but enough to keep it in my mind
L1809[16:34:56] <Kobata> DS4Win maps the PS4 controller's pad to mouse by default... it works decently if you're used to those from laptops
L1810[16:35:09] <gigaherz> Kobata: that sounds nice enough
L1811[16:35:13] <gigaherz> although it's a tiny surface
L1812[16:35:25] <gigaherz> and the laptop touchpads already feel limiting... >_<
L1813[16:35:45] <gigaherz> hmmm
L1814[16:35:47] <gigaherz> MC question
L1815[16:35:56] <gigaherz> the dragon egg
L1816[16:35:59] <gigaherz> is a block?
L1817[16:36:04] <Steel_Arm> anyone got an occulus? Minecraft really makes your head spin on that thing the first couple times.
L1818[16:36:07] <gigaherz> I think so but confirming
L1819[16:36:07] <gigaherz> XD
L1820[16:36:20] <gigaherz> wait it must be, it behaves like sand, falling-wise
L1821[16:36:27] <gigaherz> Steel_Arm: nope.
L1822[16:36:41] <gigaherz> almost every single 3D thing I have tried, makes me get headaches
L1823[16:36:43] <Kobata> Yeah it's just a block with a reaction to most interactions of teleporting
L1824[16:37:02] <Kobata> If it was an entity most of the tricks for getting it to drop properly wouldn't work
L1825[16:37:03] <Steel_Arm> And by head spin, I mean literally. It will make you sick until you get used to it.
L1826[16:37:04] <gigaherz> so I'm skipping every single VR system until they do holographic screens
L1827[16:37:15] <gigaherz> and I mean truly holographic
L1828[16:37:36] <gigaherz> not the shit they brand as "holographic" when they mean stereoscopic
L1829[16:37:59] <gigaherz> proper computer-generated holography would let your eyes focus on different depths
L1830[16:38:02] <gigaherz> as if it was real depth
L1831[16:38:18] <gigaherz> it's only a few thousand times more expensive to compute
L1832[16:38:18] <gigaherz> ;P
L1833[16:38:24] <bob_twinkles> turns out that air is a pretty crappy projection medium though =P
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L1835[16:38:39] <gigaherz> bob_twinkles: that's not holography either
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L1837[16:38:56] <gigaherz> holography, from greek "holos" (whole)
L1838[16:39:06] <gigaherz> captures the light interference patterns into a 2d surface
L1839[16:39:36] <gigaherz> in a way that if you emit a laser through the hologram, it emits the same light patterns
L1840[16:39:50] <gigaherz> it looks like if you watched an actual 3d world behind a glass
L1841[16:40:00] <gigaherz> ... xcept it can't reproduce proper color and such
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L1843[16:41:07] <gigaherz> problem is that EVERYONE calls "hologram" when they mean something 3D that "pops out" into thin air
L1844[16:41:16] <gigaherz> and not what was originally called an hologram
L1845[16:41:18] <Steel_Arm> Yeah.
L1846[16:41:23] <gigaherz> which is what you see in the front of a credit card
L1847[16:41:28] <gigaherz> or a legit Windows DVD
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L1849[16:41:38] <sham1> Legit windows
L1850[16:41:42] <sham1> :P
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L1852[16:41:56] <bob_twinkles> huh. That sounds... really hard to engineer
L1853[16:42:21] <gigaherz> if you wanted a 100% accurate hologram
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L1855[16:42:27] <gigaherz> you'd need to compute, for each "pixel"
L1856[16:42:32] <gigaherz> all the possible frequencies of light
L1857[16:42:43] <gigaherz> directions, AND polarization direction
L1858[16:42:50] <gigaherz> which is a rather... infinite number
L1859[16:42:57] <gigaherz> for an approximation
L1860[16:43:05] <Steel_Arm> The scifi holograms would require something tangible that can reflect light. Eg, in Star Trek, they used "force fields".
L1861[16:43:06] <gigaherz> you can limit to 1 polarization direction, which worksfor our eyes
L1862[16:43:16] <gigaherz> you can limit to basically two directions
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L1864[16:43:31] <gigaherz> (a few more since you want focusing to be workable)
L1865[16:43:46] <sham1> All we know Star Wars just uses the Force to project the holograms
L1866[16:44:01] <gigaherz> and then find a way to configure a metamaterial
L1867[16:44:06] <gigaherz> to emit those same patterns
L1868[16:44:11] <gigaherz> that is
L1869[16:44:21] <gigaherz> each "pixel" needs something like 100 sub-elements
L1870[16:44:29] <gigaherz> emitting in different directions and with different frequencies
L1871[16:45:06] <gigaherz> it's rather intensive ;P
L1872[16:45:16] <gigaherz> but the result would feel much rather real life ;P
L1873[16:45:25] <gigaherz> -rather+like
L1874[16:45:48] <gigaherz> I need an AC, but I don't havea job currently so I can't afford one XD
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L1877[16:49:09] <mrkirby153> Why is my item showing up as tile.null.name even though it has an unlocalized name?
L1878[16:49:40] <gigaherz> are you sure it does?
L1879[16:49:43] <Ivorius> Because it's an itemBlock and ignores the item's unlocalized name
L1880[16:49:48] <Ivorius> Using the block's instead
L1881[16:49:52] <gigaherz> tile.*
L1882[16:49:55] <gigaherz> is a block's name
L1883[16:50:03] <mrkirby153> Acutally, I meant item.null.name
L1884[16:50:04] <gigaherz> ... so what Ivorius said
L1885[16:50:05] <mrkirby153> my bad :p
L1886[16:50:20] <Ivorius> Then you're lying
L1887[16:50:23] <gigaherz> well, are you SURE it does have a name?
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L1889[16:50:35] <mrkirby153> I'm returning something for the getUnlocalizedName()
L1890[16:50:43] <gigaherz> uh
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L1892[16:50:46] <gigaherz> don't override that
L1893[16:50:50] <gigaherz> just call setUnlocalizedName()
L1894[16:50:57] <gigaherz> unless you have subitems
L1895[16:51:03] <gigaherz> then override the one that works for subitems
L1896[16:51:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemWand.java
L1897[16:52:01] <gigaherz> check lines 52 and 67
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L1899[16:58:30] <mrkirby153> !gm Item.onItemUse 1.7.10
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L1907[17:20:59] <HassanS6000> tterrag, can you help US use the RF API?
L1908[17:21:05] <HassanS6000> We're having a lot of issues..
L1909[17:21:38] <Lapiman> If I'm implementing a new log type
L1910[17:21:43] <tterrag> Just ask
L1911[17:21:44] <sham1> "Can you help United States use the RF API"
L1912[17:21:46] <HassanS6000> We kinda have no idea what we're doing..
L1913[17:21:47] <Lapiman> Should I extend BlockLog? BlockNewLog?
L1914[17:21:54] <HassanS6000> xD sham1
L1915[17:21:54] <tterrag> if anyone can help they will
L1916[17:22:01] <HassanS6000> Can you? :P
L1917[17:22:13] <gigaherz> tterrag: he's asking for active help, as in "code it for me" ;P
L1918[17:22:20] <shadekiller666> tterrag, we mean like, maybe a skype call or something to walk us through this
L1919[17:22:36] <HassanS6000> gigaherz, that's not what I mean
L1920[17:22:40] <HassanS6000> http://pastebin.com/VJWts1md
L1921[17:22:47] <gigaherz> my experience with RF is limited to receiving
L1922[17:22:51] <gigaherz> so I can't really help
L1923[17:22:56] <HassanS6000> We tried this... it doesn't work.. just the PUSHING of POWER is failing..
L1924[17:23:01] <sham1> Mine is looking at the code in the repo
L1925[17:23:20] <sham1> Never used it
L1926[17:23:42] <tterrag> There's 100 mods out there that do it fine
L1927[17:24:20] <gigaherz> HassanS6000: uhm
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L1929[17:24:51] <gigaherz> isn't pushing just like, ask the neighbour for how much space they have
L1930[17:25:08] <gigaherz> and give min(what you have, what they can receive) to them?
L1931[17:26:04] <tterrag> yes, yes it is
L1932[17:26:06] <sham1> I thought you dont even need to do that
L1933[17:26:14] <sham1> At least with fluid I didnt
L1934[17:26:27] <gigaherz> oh right
L1935[17:26:36] <gigaherz> receiveEnergy'sreturn value is how much you actually consumed
L1936[17:26:37] <gigaherz> so
L1937[17:26:47] <sham1> Yeh
L1938[17:26:54] <sham1> And how much would have if stimulated is true
L1939[17:27:03] <gigaherz> powerContained -= neighbour.receiveEnergy(direction, powerContained);
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L1941[17:27:14] <gigaherz> eh ,false
L1942[17:27:29] <gigaherz> that doesn't seem so complicated to me, but maybe I'm missing something ;P
L1943[17:27:45] <sham1> And this is why I prefer names such as drain and fill
L1944[17:27:55] <sham1> They are not as ambiguous
L1945[17:28:19] <gigaherz> meh
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L1947[17:28:35] <gigaherz> you could still take "fill" as "fill me(target to add energy into)"
L1948[17:28:48] <gigaherz> for receiver-centric designs
L1949[17:29:22] <sham1> Well true
L1950[17:29:42] <sham1> That is how I think of it when it is IFluidHandler
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L1952[17:29:58] <HassanS6000> So how is that different than what we did?
L1953[17:30:24] <gigaherz> HassanS6000: you don't "subtract" that energy from anywhere?
L1954[17:31:00] <HassanS6000> ?
L1955[17:31:01] <HassanS6000> storage.extractEnergy(ier.receiveEnergy(dir, storage.extractEnergy(10, true), false), false);
L1956[17:31:13] <gigaherz> oh right
L1957[17:31:17] <gigaherz> I ignored all the comments
L1958[17:31:17] <gigaherz> ;P
L1959[17:31:36] <HassanS6000> I tried storage.extractEnergy(ier.receiveEnergy(dir, storage.extractEnergy(10, true), false), false); before I tried anything else..
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L1961[17:32:07] <gigaherz> well all I can think of
L1962[17:32:09] <sham1> why are they false
L1963[17:32:11] <sham1> Wait
L1964[17:32:12] <gigaherz> is "isAdjacent returns false.
L1965[17:32:12] <sham1> No
L1966[17:32:22] <sham1> I am thinking about doDrain and doFill
L1967[17:32:24] <sham1> I am derp
L1968[17:32:30] <sham1> Also I am groot
L1969[17:32:39] <gigaherz> hello derp, nice to meet you
L1970[17:32:45] <mrkirby153> How can I make a block that a player can pass through unless they are holding shift?
L1971[17:33:13] <gigaherz> mrkirby153: hmm there's addCollisionBoxesToList, which takes an entity
L1972[17:33:18] <gigaherz> but I don't know if that's called every frame or not
L1973[17:33:27] <sham1> Then instanceof and see if it is player
L1974[17:33:34] <gigaherz> if it is, thenyou can see if it's player
L1975[17:33:39] <gigaherz> and if so, isCrouching()
L1976[17:33:44] <sham1> That
L1977[17:33:55] <gigaherz> ... if it's not called every frame/tick, then... no idea.
L1978[17:33:56] <HassanS6000> mrkirby153, to make a block player's can walk through: https://github.com/Ri5ux/AliensVsPredator/blob/master/src/main/java/com/arisux/avp/block/GhostBlock.java
L1979[17:34:13] <gigaherz> HassanS6000: note the *unless they are holding shift* part
L1980[17:34:13] <gigaherz> ;P
L1981[17:34:27] <sham1> It can be used as the basis for this
L1982[17:34:37] <HassanS6000> gigaherz, then you'd juts have to check if they're holding shift and if they are DON'T return null :p
L1983[17:34:39] <HassanS6000> *just
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L1985[17:36:56] <gigaherz> hmm
L1986[17:37:07] <gigaherz> what was the event to add custom tooltips to non-owned items?
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L1988[17:37:47] <williewillus> ToolTipEvent
L1989[17:38:22] <gigaherz> is that server-side or client-side?
L1990[17:38:49] <williewillus> client ofc :p
L1991[17:39:01] <williewillus> server has no notion of gui's even
L1992[17:39:54] <shadekiller666> i'm working on a rendering tool to help set up camera transform values esier
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L1995[17:42:12] <shadekiller666> currently i have it rendering the tool when the F3 screen is shown, which is rather intrusive if you just want to know your coords and such, and i want to make it so that two presses of F3 would bring up the tool, would it be better to do that, or to add a command or something?
L1996[17:42:30] <Ivorius> Do a f3 + key hotkey
L1997[17:42:36] <Ivorius> Like Mojang does it
L1998[17:42:40] <Ivorius> And make it rebindable
L1999[17:43:24] <shadekiller666> are the vanilla F3 + key combinations rebindable?
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L2001[17:43:31] <shadekiller666> also, where are those checked?
L2002[17:43:43] <sham1> Ahh I love Git
L2003[17:43:47] <sham1> So awesome little tool
L2004[17:44:11] <Ivorius> 1) i don't recall, it doesn't matter, because it's vanilla
L2005[17:44:16] <Ivorius> Mods must be configurable
L2006[17:44:23] <Ivorius> 2) It doesn't matter, you're a mod, not the game
L2007[17:44:39] <Ivorius> Just do it in some event where you can consume / use key presses
L2008[17:44:43] <shadekiller666> well, technically i'm forge atm
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L2010[17:45:10] <Ivorius> I certainly hope you're not, because it will not get pulled
L2011[17:45:11] <shadekiller666> the rebinding would be a bit complicated
L2012[17:45:17] <Ivorius> Forge provides no such features
L2013[17:45:27] <Ivorius> 'complicated'??
L2014[17:45:30] <Ivorius> Holy shit dude
L2015[17:45:39] <Ivorius> It's literally an entry in a config file + field
L2016[17:45:48] <shadekiller666> true
L2017[17:46:07] <shadekiller666> i was thinking about the minecraft key rebind screen thing
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L2020[17:47:54] <shadekiller666> and why would such a feature not be included
L2021[17:47:58] <mrkirby153> !gf func_149636_a
L2022[17:48:03] <mrkirby153> !gm func_149636_a
L2023[17:48:07] <Ivorius> Because Forge is a mod manager
L2024[17:48:14] <Ivorius> Not a convenience toolkit
L2025[17:48:31] <sham1> It does do convenience as well
L2026[17:48:36] <sham1> But it is not the main focus
L2027[17:48:42] <Ivorius> Forge adds nothing to the game.
L2028[17:48:48] <shadekiller666> blockstate json
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L2030[17:48:57] <sham1> ^
L2031[17:49:22] <shadekiller666> thats could be considered a convienience feature
L2032[17:49:23] <Ivorius> what are you babbling about
L2033[17:49:28] <Ordinastie> it's not convenience, it's a fix
L2034[17:49:28] <Ivorius> blockstate jsons are not part of the game
L2035[17:49:43] <HassanS6000> giga, didn't work: http://pastebin.com/8E5miBRs
L2036[17:49:53] <Ordinastie> to make json models somewhat usable
L2037[17:50:09] <sham1> They already were usable
L2038[17:50:10] <Ordinastie> it's like saying FML state events are convenience
L2039[17:50:17] <sham1> They just were very verbose
L2040[17:50:55] <Ivorius> Blockstate jsons are API / modding tools only
L2041[17:51:00] <Ivorius> They cannot be used or edited in the game
L2042[17:51:03] <Ivorius> Case in point
L2043[17:51:19] <sham1> They are still convenient for the modder at the very least
L2044[17:51:26] <Ivorius> > for the modder
L2045[17:51:33] <Ivorius> > Because Forge is a mod manager
L2046[17:51:34] <sham1> >yes
L2047[17:51:46] <sham1> >also you're doing it wrong
L2048[17:51:46] <Ivorius> It's for modders, not end users
L2049[17:51:53] <Ivorius> No, I'm not
L2050[17:51:59] <Ivorius> I'm using '>' for quote
L2051[17:52:09] <Ivorius> Meme arrows
L2052[17:52:32] <sham1> There's a difference?
L2053[17:52:45] <shadekiller666> ivorius, thats why i'm making this tool, for modders to have an easier time with setting the proper values in their json
L2054[17:52:48] <shadekiller666> files
L2055[17:53:13] <shadekiller666> its intended to be a modding tool
L2056[17:53:18] <Ivorius> It's not that it's a feature that would be bad in Forge
L2057[17:53:26] <Ivorius> I just think you'll have a hard time justifying it
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L2059[17:53:38] <Ivorius> Lex doesn't just pull any random feature thrown at him
L2060[17:54:38] <sham1> You need to show the importance and the impact
L2061[17:55:03] <shadekiller666> anyone who has loaded a model through the custom model loader that wasn't your standard block/item/tool transform has had a hard time setting up transform values
L2062[17:56:04] <Steel_Arm> I don't see CodeChickenLib on ChickenBones' maven, but I need it as a dependency according to TiC and MineMaarten's video about adding Waila via gradle dependency. Anyone know what's up with that?
L2063[17:56:12] <shadekiller666> because the transforms are applied as 3D transforms, figuring out how to rotate the model and translate it from its starting point to where you want it can take a matter of hours
L2064[17:56:57] <HassanS6000> Ivorius, shadekiller666's rendering helper thing would save LOTS of developers HOURS of time..
L2065[17:56:59] <williewillus> Steel_Arm: it gets deploaded by CCC whenever it starts up
L2066[17:57:27] <Ivorius> Personally, I wouldn't use it
L2067[17:57:36] <sham1> You dont
L2068[17:57:37] <Ivorius> A tool that lets me edit the values in real time, yes
L2069[17:57:37] <HassanS6000> I did it without it, and it's very frustrating trying to set JSON values WHEN YOU CAN'T SEE what you're modifying..
L2070[17:57:37] <shadekiller666> especially if the origin upon which those transforms operate is not centered on the item
L2071[17:57:40] <Steel_Arm> Ok, thanks williewillus.
L2072[17:57:44] <Ivorius> Merely showing values, no
L2073[17:58:05] <HassanS6000> Ivorius, how are you supposed to set JSON values for things you can't see?
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L2075[17:58:16] <sham1> Trial and error
L2076[17:58:21] <HassanS6000> ^ takes hrs
L2077[17:58:27] <HassanS6000> Which is what I did
L2078[17:58:29] <sham1> I got me plenty of hours
L2079[17:58:41] <HassanS6000> shadekiller666's thing would make it easier.
L2080[17:58:51] <HassanS6000> That's the whole reasoning behind why he's creating it..
L2081[17:58:52] <Ivorius> Which is why I'm saying
L2082[17:59:02] <Ivorius> Even dynamic resource reload is a lot more useful than this
L2083[17:59:13] <Ivorius> I don't recall if it will reload model files, but it might as well
L2084[17:59:29] <shadekiller666> the idea is to show the origin point, with lines oriented along XYZ axis of the camera transform space, with values showing what the current position/rotation/scale values are, to make finding the values you need easier
L2085[17:59:31] <HassanS6000> F3 + S reloads model files...
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L2087[18:00:12] <shadekiller666> models are considered to be resources
L2088[18:00:45] <HassanS6000> Doesn't F3 + S reload all resources shadekiller666 ?
L2089[18:00:46] <sham1> Makes enough sense
L2090[18:01:00] <shadekiller666> it does
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L2093[18:06:06] <ItsANoBrainer> Any other way to drawing strings on a gui because drawString? Like font and/or font size
L2094[18:06:20] <ItsANoBrainer> Methods already there I can utilize
L2095[18:07:01] <williewillus> i thought f3+s reloads sounds engine
L2096[18:07:11] <williewillus> and f3+t was formerly textures but now resources
L2097[18:07:13] <Ordinastie> I use F3+T
L2098[18:08:27] <williewillus> ah yeah both work, f3+s actually reloads all now that sound was combined into resource engine http://i.gyazo.com/ad2c13acf371ba8efd4339dbafbfb4fa.png
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L2100[18:09:50] <shadekiller666> F3+T doesn't reload models i don't think
L2101[18:09:57] <shadekiller666> F3+S does though
L2102[18:10:19] <williewillus> yeah its gotten all scrambled, I remember way back when f3 s was only sounds and t was textures and that was it :p
L2103[18:10:28] <williewillus> with the resource packs and all they kinda do the same thing
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L2107[18:13:46] <shadekiller666> currently A reloads all chunks
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L2109[18:15:00] <tterrag> ItsANoBrainer: what more do you need?
L2110[18:15:20] <ItsANoBrainer> I want to be able to change the font size, really it.
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L2112[18:15:29] <shadekiller666> b is entity hitbox visibility, c is debug crash, d is clear chat history, h is item ids in tooltips, p is toggle auto-pause when minecraft loses focus, t is reload textures + models, s is reload all resources including sound
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L2114[18:22:30] <Steel_Arm> good to know
L2115[18:26:54] <gigaherz> HMF
L2116[18:26:58] <gigaherz> what to do...
L2117[18:27:02] <gigaherz> so in my magic mod
L2118[18:27:15] <gigaherz> I have magic-imbued gems, which contain magic
L2119[18:27:19] <gigaherz> and the wands and staves
L2120[18:27:30] <gigaherz> the primary way to transfer magic is through the Essentializer block
L2121[18:27:50] <gigaherz> but I'd like a means to recharge a wand/staff on the go
L2122[18:28:11] <Commoble> smack enemies with your merlin-stick to refill it
L2123[18:28:24] <gigaherz> nono
L2124[18:28:33] <gigaherz> I mean how to transfer the essences from the gems, into the wands
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L2126[18:28:45] <gigaherz> I considered adding a shift-rightclick GUI to the wands
L2127[18:28:55] <Commoble> throw the gem at a sheep like a pokeball and then whack it with your stick
L2128[18:29:03] <gigaherz> but it's not elegant enough
L2129[18:29:07] <Commoble> mm
L2130[18:29:10] <gigaherz> hmm
L2131[18:29:11] <gigaherz> oh
L2132[18:29:14] <gigaherz> I had an idea
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L2134[18:29:19] <gigaherz> throw the gem into the ground
L2135[18:29:25] <shadekiller666> you could make it a right-click function of the gems, which would recharge any wands on the hotbar
L2136[18:29:30] <gigaherz> and shift-rightclick in its direction
L2137[18:29:37] <ItsANoBrainer> Anyway I can change the font size of a drawn string?
L2138[18:29:52] <gigaherz> ItsANoBrainer: glScale
L2139[18:30:29] <shadekiller666> ItsANo, to change the font "size", you can use GlStateManager.scale before calling into the fontrenderer to print the string
L2140[18:30:37] <shadekiller666> but thats your only option really
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L2142[18:34:18] <gigaherz> shadekiller666: hmm I'm thinking something else instead
L2143[18:34:36] <gigaherz> I'll make the wand "take" essences directly from a gem that's next to it in the hotbar
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L2145[18:34:58] <shadekiller666> does it have to be next to it?
L2146[18:35:05] <shadekiller666> can't it just be on the hotbar
L2147[18:35:14] <gigaherz> thne you wouldn't be able to choose which one to draw from
L2148[18:35:41] <Commoble> what if it's next to two gems
L2149[18:36:26] <gigaherz> it wouldn't care, beyond the immediately next one
L2150[18:36:57] <gigaherz> by next I mean slot to the right
L2151[18:37:00] <gigaherz> not both sides
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L2153[18:37:11] <gigaherz> like how tinker's tools do it
L2154[18:37:25] <gigaherz> Hm.....................
L2155[18:37:41] <gigaherz> I could also make a means to swap the gem
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L2157[18:37:51] <gigaherz> isntead of drawing from it
L2158[18:38:03] <gigaherz> shift-rightclick == swap gem with the one to the right
L2159[18:38:27] <gigaherz> but no that wouldn't work
L2160[18:39:06] <gigaherz> Staves have a 5x multiplier over wands,
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L2162[18:39:57] <gigaherz> so if you swap the gem, I can't just divide the contained magic by 5, it would suck XD
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L2165[18:41:44] <gigaherz> gah can't think of any way that's both elegant and not overly complicated to program XD
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L2167[18:42:24] <gigaherz> I'll end up implementing the "suck from item entities in the ground"
L2168[18:42:45] <gigaherz> but that will require adding some graphical effect/particles
L2169[18:43:09] <Cobbleopolis> I'm having trouble with the 1.8 json files
L2170[18:44:00] <shadekiller666> hmm
L2171[18:44:12] <Commoble> aye, that seems to be a popular subject
L2172[18:44:41] <shadekiller666> i'm thinking of going with a command to toggle the tool on/off, and to switch what transform values its currently showing
L2173[18:45:02] <Cobbleopolis> I really don't understand why the json files are a thing
L2174[18:45:59] <shadekiller666> and i'm wondering if i could also make it serve as a means of editing the values directly... and then write the new values into the corresponding json
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L2177[18:50:00] <gigaherz> Cobbleopolis: that answer is simple: Resource Packs.
L2178[18:50:21] <gigaherz> the json system lets resource pack authors customized the look of any item and many blocks
L2179[18:50:32] <Cobbleopolis> gigaherz: There must be a better system
L2180[18:50:56] <gigaherz> sure, they could have chosen a million other combinations rather than json
L2181[18:51:04] <gigaherz> in which case they'd have had to program specialized parsers and loaders
L2182[18:51:08] <gigaherz> instead of using json serialization
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L2184[18:51:40] <williewillus> lol xml blockstates
L2185[18:51:44] <williewillus> anyone?
L2186[18:51:58] <gigaherz> yaml?
L2187[18:52:02] <gigaherz> ;P
L2188[18:53:09] <unascribed> no clearly they should have been NBT
L2189[18:53:17] <unascribed> or some other similar arbitrary binary format
L2190[18:54:03] <gigaherz> yes! because that's so much easier to edit by resourcep ack makers!
L2191[18:54:31] <gigaherz> andm aybe instead of .zip, they should have used .mpq files
L2192[18:56:03] <ItsANoBrainer> gigaherz GL11.glScalef or GL11.Scaled
L2193[18:56:14] <gigaherz> floats or doubles? ;P
L2194[18:56:29] <Mimiru> ints!
L2195[18:56:33] <Mimiru> :P
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L2197[18:56:44] <ItsANoBrainer> lol so it doesnt matter
L2198[18:57:06] <gigaherz> surei t matters! the "d" version lets you have extra precision! yo ucan scale to 1.00000001!
L2199[18:57:21] <ItsANoBrainer> wow cool wow
L2200[18:57:29] <ItsANoBrainer> dat feature doe
L2201[18:57:37] <tmtu_> floats
L2202[18:57:39] <tmtu_> always floats
L2203[18:59:35] <williewillus> implementation detail question - if I'm mapping players (both potentially offline and online) to data, should I store their UUID in string form or in UUID object form
L2204[18:59:53] <williewillus> because calling UUID.fromString and toString is tedious but there might be some need to use uuid object
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L2206[19:00:34] <gigaherz> williewillus: keep the object form in memory, store the string form when serializing
L2207[19:00:45] <gigaherz> unl3ess UUID is serializable
L2208[19:00:49] <williewillus> it probably is
L2209[19:00:51] <gigaherz> then just work with the object form
L2210[19:00:56] <williewillus> ok
L2211[19:01:43] <Cobbleopolis> Does this look like the correct file setup? | http://i.imgur.com/i1CPT9d.png
L2212[19:01:48] <tterrag> williewillus: converting an object to a string for no good reason is generally a bad idea
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L2214[19:02:09] <williewillus> kk
L2215[19:02:13] <Steel_Arm> I used to write my own file loaders/savers when coding MUDs. Something like this: http://pastebin.com/QTqdNwMJ very easy to read and edit by anyone.
L2216[19:03:40] <ItsANoBrainer> Uhh, I used GL11.glScalef and halfed the size, then used it again to normalize the size, and now everthing is half sized
L2217[19:04:24] <williewillus> Steel_Arm: that seems like reinventing the wheel when things like json exist :p
L2218[19:05:00] <tterrag> ItsANoBrainer: you should always push/pop matrix before doing transformations
L2219[19:05:00] <Steel_Arm> Well, I can assure you that existed long before json :P
L2220[19:05:06] <tterrag> well, push before, pop after
L2221[19:07:41] <ItsANoBrainer> thanks =D
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L2223[19:09:12] <Steel_Arm> I just added Waila, NEI, and CodeChickenCore to my eclipse, and now when I click Run it's popping up with a file selection box asking "Select an mcp conf dir for the deobfuscator". Anyone know what I should do?
L2224[19:09:48] <gigaherz> yeah, point it to ...
L2225[19:09:51] <gigaherz> sec looking up
L2226[19:11:12] <gigaherz> %userprofile%\.gradle\caches\minecraft\net\minecraftforge\forge\<VERSION HERE>\unpacked\conf
L2227[19:11:18] <tterrag> bingo
L2228[19:11:25] <tterrag> or I believe the forge src zip has it as well
L2229[19:11:28] <tterrag> same relative dir
L2230[19:11:36] <tterrag> build/unpacked/conf
L2231[19:13:27] <gigaherz> so I made a little change to my mod, which adds the possibility for a new mechanic
L2232[19:13:32] <gigaherz> I'll record a vid to show it off ;P
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L2234[19:17:01] <ItsANoBrainer> Is there a way to align a drawn string to the right, or do I have to create some formula based on its length
L2235[19:17:27] <Steel_Arm> Nothing can ever just "work". -_- NEI is giving missing class def now.
L2236[19:17:57] <gigaherz> ItsANoBrainer: PosX - getStringWidth(string)
L2237[19:18:47] <williewillus> that's because it's nei
L2238[19:19:40] <gigaherz> https://youtu.be/IvuYIMRUYK0
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L2240[19:19:59] <tterrag> it's not "because it's NEI"
L2241[19:20:02] <tterrag> show the log
L2242[19:20:12] <tterrag> ItsANoBrainer: no built-in way
L2243[19:20:14] <tterrag> but it's not really hard
L2244[19:20:53] <ItsANoBrainer> Yeah I tried making my own formula earlier but wouldnt align correctly
L2245[19:21:01] <ItsANoBrainer> sadboys
L2246[19:21:09] <ItsANoBrainer> Gotta try again
L2247[19:21:16] <tterrag> start at the right edge and subtract the string width for the x position
L2248[19:21:17] <tterrag> that;s it
L2249[19:22:03] <gigaherz> I jsut gave the "formula" ;P
L2250[19:22:23] <gigaherz> rightEdge - font.getStringWidth(string)
L2251[19:22:51] <tterrag> yep, not rocket science :P
L2252[19:22:59] <tterrag> https://github.com/wyldmods/SimpleAchievements/blob/master/src/main/java/org/wyldmods/simpleachievements/client/gui/ButtonElement.java#L65-L88
L2253[19:23:31] <Steel_Arm> error log: http://pastebin.com/h6vqmvi8
L2254[19:24:16] <tterrag> Caused by: java.lang.ClassNotFoundException: codechicken.lib.inventory.ContainerExtended
L2255[19:24:20] <tterrag> seems like you're missing CCL
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L2258[19:24:30] <ItsANoBrainer> Well that explains why my one earlier wasnt working, wasn't working off the right edge I was aligning too lol
L2259[19:25:57] <tterrag> this is going to sound crazy...but is there such a thing as a multitable? like there is a multimap?
L2260[19:26:07] <gigaherz> multi?
L2261[19:26:09] <tterrag> i.e. object -> object -> Collection<object>
L2262[19:26:18] <gigaherz> ah two keys
L2263[19:26:24] <tterrag> er no
L2264[19:26:33] <tterrag> multimap is object -> collection
L2265[19:26:47] <gigaherz> Oh
L2266[19:26:48] <tterrag> i.e. if I specify MultiMap<A, B> it's really <A, Collection<B>>
L2267[19:26:52] <tterrag> but that is handled for you
L2268[19:27:12] <gigaherz> no idea XD
L2269[19:27:16] <gigaherz> I didn't evne know multimap xD
L2270[19:27:18] <Steel_Arm> I didn't include cclib in build.gradle because it's not on maven. I was told cccore just downloaded it. And cclib IS in my referenced libraries of my workspace.
L2271[19:27:39] <gigaherz> cclib should be in the 1.7/1.8 folder inside mods
L2272[19:27:44] <tterrag> Steel_Arm: then it's not being exported to the run config
L2273[19:28:35] <shadekiller666> terrag, you could do a multimap of object -> pair<object, collection>
L2274[19:29:09] <Steel_Arm> Indeed, cclib is not in the mods/1.7.10 folder. Interesting.
L2275[19:29:31] <tterrag> shadekiller666: nah, won't work
L2276[19:29:34] <tterrag> I need table style
L2277[19:29:41] <tterrag> it needs to be object -> object -> collection
L2278[19:29:59] <gigaherz> Map<A, MultiMap<B, C>>?
L2279[19:30:05] <tterrag> ew
L2280[19:30:09] <tterrag> I'll just use a table .-.
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L2284[19:38:17] <tterrag> Steel_Arm: export it to the run config
L2285[19:38:19] <tterrag> that's what I have to do
L2286[19:38:33] <tterrag> http://puu.sh/iQZYj.png
L2287[19:39:59] <HassanS6000> What direction has an offset of 0?
L2288[19:40:04] <HassanS6000> ForgeDirections
L2289[19:40:09] <tterrag> eh?
L2290[19:40:22] <tterrag> offset in what direction?
L2291[19:41:41] <gigaherz> tterrag: he means which value of the enum has ordinal 0
L2292[19:42:03] <tterrag> how about you let him decide that ;)
L2293[19:42:38] <Steel_Arm> That's weird tterrag. My "User Entries" has a folder under it called "Minecraft (Default classpath)" and inside of that are all the libraries. cclib is in there. Should I pull it up to be directly under "User Entries"?
L2294[19:42:56] <tterrag> why do you have a Minecraft project is the real question
L2295[19:43:56] <HassanS6000> It's Unknown :P
L2296[19:45:58] <Steel_Arm> I don't know. I just downloaded the lastest 1.7.10 forge, and did the two commands "gradlew setupDecompWorkspace --refresh-dependencies" and "gradlew eclipse"... Unless gradle's cache is messed up because I have forge for 1.8.
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L2298[19:47:18] <tterrag> you MADE a Minecraft project
L2299[19:47:22] <tterrag> gradle does not do that
L2300[19:47:24] <tterrag> I asked why
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L2302[19:48:45] <williewillus> hmm so vanilla bug where mounted entities receive suffocation damage at twice the rate
L2303[19:48:51] <williewillus> where does it happen?
L2304[19:49:48] <Steel_Arm> No, I did not, honest. With a fresh dev environment, there is a project in eclipse called Minecraft. I didn't make one.
L2305[19:50:55] <Steel_Arm> I didn't bother to rename the project though.
L2306[19:53:37] <tterrag> Steel_Arm: are you sure you didn't set up a FORGE dev environment? even then that wouldn't happen...
L2307[19:53:48] <tterrag> there is a difference between developing FOR forge, and developing AGAINST forge
L2308[19:54:03] <tterrag> look...all you need to do
L2309[19:54:08] <tterrag> create a fresh workspace
L2310[19:54:16] <tterrag> make a new folder (with your mod source)
L2311[19:54:26] <tterrag> copy over the buildscript from the forge download and fill in the name
L2312[19:54:27] <tterrag> then run setup
L2313[19:54:31] <tterrag> and import that folder as a project
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L2316[20:02:20] <Steel_Arm> That makes sense to me, but I haven't seen any tutorials do that as far as I recall. I've just been putting all my code in src/main and all my assets in src/resources
L2317[20:03:39] <tterrag> ech
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L2319[20:03:44] <tterrag> all your mods in one project, who's idea was that?
L2320[20:03:48] <tterrag> it makes no sense
L2321[20:03:59] <tterrag> but yet everyone new seems to do it
L2322[20:04:01] <tterrag> someone is teaching it
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L2324[20:04:57] <Steel_Arm> No, I only have one mod in there at a time. I just been switching out the files as needed.
L2325[20:06:40] <Steel_Arm> Well, I added CodeChickenLib under User Entries. Still same error.
L2326[20:07:20] <Steel_Arm> maybe I just need a different version.
L2327[20:07:26] <tterrag> perhaps
L2328[20:07:32] <tterrag> just go with latest of everything
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L2330[20:08:43] <Steel_Arm> I thought I did, but this is a very old cclib... 1.1.1.106. What the heck? If I'm using the latest codechickencore, shouldn't it be downloading the latest cclib?
L2331[20:09:50] <tterrag> deploader is a plague, who knows why it does what it does
L2332[20:09:53] <tterrag> just download it manually :P
L2333[20:10:00] <tterrag> or require it via maven in your build.gradle
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L2335[20:12:52] <Steel_Arm> but cclib isn't on his maven :\
L2336[20:15:20] <tterrag> no, it's on the forge maven
L2337[20:15:48] <Steel_Arm> ahhh
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L2341[20:22:38] <Cobbleopolis> Apperently IntelliJ isn't seeing the assets folder. Does anyone else have this?
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L2343[20:23:16] <Cobbleopolis> Or at least MC isn't seeing it
L2344[20:25:57] <tterrag> idea { module { inheritOutputDirs = true } }
L2345[20:26:40] <Cobbleopolis> Where Do I put that?
L2346[20:26:49] <bob_twinkles> build.gradle
L2347[20:27:39] <Cobbleopolis> Doesn't matter where?
L2348[20:28:05] <tterrag> I don't use idea
L2349[20:28:10] <tterrag> I just know that line fixes that problem
L2350[20:28:12] <tterrag> and nothing more
L2351[20:28:16] <Cobbleopolis> O
L2352[20:28:18] <Cobbleopolis> K
L2353[20:28:48] <bob_twinkles> IIRC it doesn't
L2354[20:29:04] <Cobbleopolis> Ya...
L2355[20:29:16] <Cobbleopolis> It doesn't seem to fix it
L2356[20:29:50] <williewillus> you have to rerun setupDecompWorkspace
L2357[20:30:03] <williewillus> also you can just reduce that to idea.module.inheritOutputDirs = true
L2358[20:30:06] <williewillus> no need for braces
L2359[20:31:31] <Cobbleopolis> Ok
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L2362[20:34:45] <Steel_Arm> Putting cclib in build.gradle did the trick. Thanks tterrag.
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L2364[20:35:24] <williewillus> eclipse support for highDPI is blegh >.<
L2365[20:35:27] <williewillus> eyes hurt
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L2367[20:36:16] <Cobbleopolis> No luck...
L2368[20:37:09] <williewillus> hm do you have it in src/main/resources/assets?
L2369[20:37:13] <williewillus> marked as a resource folder
L2370[20:37:35] <M4thG33k> Greetings! I was wondering if there was a "built-in" method to check if there is nothing but air between two sets of coordinates in a world.
L2371[20:37:37] <gigaherz> Cobbleopolis: I use IDE and I have no issues at all
L2372[20:37:44] <gigaherz> IDEA*
L2373[20:37:53] <Cobbleopolis> resources is marked as resources
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L2375[20:38:11] <Cobbleopolis> What version of forge are you using?
L2376[20:38:24] <gigaherz> gradle setupDecompWorkspace -> import gradle into IDEA -> gradle genIntellijRuns -> profit
L2377[20:38:33] <gigaherz> both 1.7.10 and 1.8
L2378[20:38:38] <gigaherz> separate mods, of course
L2379[20:38:50] <williewillus> ^
L2380[20:39:35] <HassanS6000> !gm onBlockPlacedBy 1.7.10
L2381[20:41:58] <HassanS6000> I love infinite loops
L2382[20:41:59] <HassanS6000> not.
L2383[20:42:02] <Cobbleopolis> Still nothing
L2384[20:42:11] <Cobbleopolis> Why is this so dificult
L2385[20:42:14] <Cobbleopolis> :/
L2386[20:42:40] <gigaherz> poitn is it's not supposed to be!
L2387[20:42:43] <gigaherz> point*
L2388[20:43:04] <gigaherz> it's just a sequence of 3 steps, that SHOULD work
L2389[20:43:11] <Cobbleopolis> Let's burn it all with fire
L2390[20:43:21] <gigaherz> do you have changes to the gradle file?
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L2392[20:43:27] <Cobbleopolis> and start from scratch
L2393[20:43:35] <gigaherz> keep the src/ folder
L2394[20:43:39] <Cobbleopolis> only the idea.module.inheritOutputDirs = true
L2395[20:44:03] <gigaherz> when you say idea "isn't seeing"
L2396[20:44:08] <gigaherz> you mean it doesn't appear in the IDE
L2397[20:44:13] <gigaherz> or you get errors while running?
L2398[20:44:45] <gigaherz> because if the issue is only when you debug mc
L2399[20:44:57] <Cobbleopolis> No when I run MC it acts as if it doesn't exist
L2400[20:45:01] <gigaherz> then chances are your problem isn't that mc doesn't "see" the folder ,but rather that your resources folder isn't named correctly
L2401[20:45:07] <Cobbleopolis> like it doesn't see the lang file
L2402[20:45:50] <gigaherz> src/assets/resources/<yourmodidinlowercase>/lang/en_US.lang
L2403[20:46:01] <Cobbleopolis> Yup
L2404[20:46:07] <Cobbleopolis> it's there
L2405[20:46:24] <Cobbleopolis> but MC is like nah
L2406[20:46:37] <gigaherz> weird
L2407[20:46:43] <HassanS6000> Cobbleopolis, did you spell everything right?
L2408[20:46:43] <gigaherz> it has never failed me
L2409[20:46:54] <HassanS6000> Same thing happened to me.. I had spelled assets wrong :P
L2410[20:46:54] <gigaherz> at least not after adding the "idea { module { inheritOutputDirs = true } }" line
L2411[20:47:06] <Cobbleopolis> As far as I can tell
L2412[20:47:07] <gigaherz> check for typos
L2413[20:47:13] <gigaherz> check that it's en_US and not en-US
L2414[20:47:32] <Cobbleopolis> Imma try it all in the example mod to make sure it's not a typo
L2415[20:47:38] <gigaherz> check that you are using the right value in
L2416[20:47:39] <gigaherz> @Mod.Instance(value = ElementsOfPower.MODID)
L2417[20:47:48] <gigaherz> well YourModClassName.MODID
L2418[20:47:58] <gigaherz> which should be a static final string
L2419[20:48:07] <Cobbleopolis> Ok
L2420[20:48:57] <tterrag> is your modid all lowercase?
L2421[20:49:02] <Cobbleopolis> actually I didn't have a @Mod.Instance
L2422[20:49:07] <gigaherz> aha
L2423[20:49:10] <Cobbleopolis> but now I have to wait for gradle
L2424[20:49:11] <gigaherz> well that'd explain why
L2425[20:49:17] <gigaherz> wait for gradle?
L2426[20:49:22] <gigaherz> nah just hit debug in IDEA ;P
L2427[20:49:25] <Cobbleopolis> I'm rebuilding it all
L2428[20:49:38] <gigaherz> oh
L2429[20:50:08] <gigaherz> tterrag: none of my MODIDs are lowercase, I only make lowercase the folder name in assets ;P
L2430[20:50:58] <tterrag> then you must also address your resources with MODID.toLowerCase(), yes?
L2431[20:51:19] <gigaherz> nope
L2432[20:51:31] <Cobbleopolis> Now we have to wait for IntelliJ to start
L2433[20:51:32] <gigaherz> forge/mc seems to lowercaseify that for me ;P
L2434[20:52:06] <gigaherz> I don't even use all-lowercase in the json files themselves
L2435[20:52:12] <gigaherz> it... jsut works
L2436[20:52:13] <Lex|Hotel> anyone know basic video editing?
L2437[20:52:19] <Lex|Hotel> need a video rippedand the audio boosted
L2438[20:53:04] <gigaherz> hmm I can manage a few things, but I don't have the tools installed in this pc
L2439[20:53:38] <tterrag> gigaherz: that won't work
L2440[20:53:45] <tterrag> file paths are case sensitive inside jar files
L2441[20:53:46] <gigaherz> tterrag: it does, though xD
L2442[20:53:50] <tterrag> not outside dev
L2443[20:53:56] <gigaherz> hmm
L2444[20:54:03] <gigaherz> that may explain why the matrices are not working
L2445[20:55:25] <williewillus> are we allowed to ASM into net.minecraftforge classes? (not doing anything horribly borken, just need to fix a vanilla GuiIngame bug, but forge overwrites with a subclass)
L2446[20:55:42] <tterrag> williewillus: allowed? yes, you are "allowed" to do anything :P
L2447[20:55:47] <Lex|Hotel> williewillus, no
L2448[20:55:50] <tterrag> if it's a true but, you should PR it
L2449[20:55:52] <tterrag> bug*
L2450[20:56:03] <williewillus> ok lol
L2451[20:56:46] <gigaherz> williewillus: that aside, just because it's replaced with a subclass, doens't mean the original code isn't run
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L2454[20:57:21] <tterrag> regardless, since forge already has a class for it, you should just PR the fix
L2455[20:57:32] <Lex|Hotel> if
L2456[20:57:33] <Lex|Hotel> it
L2457[20:57:34] <Lex|Hotel> is
L2458[20:57:35] <Lex|Hotel> a
L2459[20:57:37] <Lex|Hotel> fucking bug
L2460[20:57:39] <Lex|Hotel> in canilla
L2461[20:57:40] <Lex|Hotel> PR IT
L2462[20:57:43] <Lex|Hotel> END OF STORY
L2463[20:57:46] <Lex|Hotel> DO NOT ASM IT
L2464[20:57:53] <Lex|Hotel> vanilla*
L2465[20:58:02] * williewillus hides :<
L2466[20:58:08] <tterrag> a bug in my faucet?
L2467[20:58:13] <Lex|Hotel> "Should I asm it?" NO
L2468[20:58:25] <Lex|Hotel> That is ALWAYS the answer
L2469[21:00:27] <gigaherz> tterrag: I did change it all to lowercase, but it made no difference. I'll keep it lowercase since it does sound more "correct", but having the ModelResourceLocation()s using the TitleCased MODID wasn't hurting anything
L2470[21:00:44] <Lex|Hotel> that breaks things
L2471[21:00:48] <tterrag> ^
L2472[21:00:57] <Lex|Hotel> mc actually lcases domains in resources
L2473[21:05:01] <Cobbleopolis> I added the @Mod.Instance and no luck
L2474[21:06:03] <M4thG33k> Which API adds IWrenchable?
L2475[21:06:19] <TehNut> I think IC2
L2476[21:06:37] <M4thG33k> cool. I'll look into that.
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L2479[21:09:10] <tterrag> M4thG33k: probably not as well supported as IDismantleable
L2480[21:09:12] <tterrag> (from CoFH)
L2481[21:09:22] <tterrag> dunno though
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L2483[21:09:47] <M4thG33k> That would make more sense, since most of the mods I've played with are cenetered aroudn CoFH.
L2484[21:11:40] <Cobbleopolis> I redid the project, added the @Mod.Instance and still no luck. MC won't even show the examplemod's mcmod.info
L2485[21:13:06] <gigaherz> that REALLY sounds like your modid doesn't match the folder name
L2486[21:13:07] <williewillus> what working directory do you have for the run configuration?
L2487[21:13:27] <williewillus> actually nvm that wouldn't change anythjing
L2488[21:13:28] <gigaherz> unless there's some bizarre environment bar messing it all up
L2489[21:13:44] <gigaherz> or... are you by any chance using a folder with spaces? that has a tendency to mess up Java things
L2490[21:13:45] <gigaherz> ;P
L2491[21:14:20] <gigaherz> I prefer to ahve all my dev-relted things in space-free directories
L2492[21:14:31] <gigaherz> simply because of the convenience to navigate them from commandline
L2493[21:14:57] <Cobbleopolis> All space free and it matches the modid
L2494[21:15:47] <Cobbleopolis> Does the Main mod class require to be in Java (i'm writing it all in scala)
L2495[21:16:42] <gigaherz> yeah somewhere inside src/main/java
L2496[21:16:55] <gigaherz> but if it was the mod class, it wouldn't be working at all
L2497[21:16:56] <tterrag> uh no
L2498[21:16:59] <Cobbleopolis> no like language
L2499[21:17:07] <gigaherz> eh
L2500[21:17:12] <tterrag> you can write in scala, you just need to specify the language adapter as scala
L2501[21:17:16] <gigaherz> well obivously not /java/ if it's scala XD
L2502[21:17:40] <Cobbleopolis> I am
L2503[21:18:22] <Cobbleopolis> Here's my folder layout and main class | http://i.imgur.com/oFrWiMd.png
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L2506[21:24:19] <Cobbleopolis> As far as I can tell that is correct
L2507[21:25:14] <Cobbleopolis> I never had this in 1.7
L2508[21:26:56] <gigaherz> no idea, the moment you mentioned scala, I was out of the game ;P
L2509[21:27:59] <Cobbleopolis> I think it's a project/gradle issue
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L2511[21:31:03] <gigaherz> maybe, but I don't know if using scala require any extra steps that java does not
L2512[21:31:07] <gigaherz> requires*
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L2515[21:33:55] <HassanS6000> 3 is actually an unlucky number
L2516[21:33:57] <HassanS6000> cuz Illuminati
L2517[21:34:11] <killjoy> It's a good thing it's 7/7
L2518[21:38:32] <Cobbleopolis> gigaherz, if it was a scala thing wouldn't the example mod be fine (as it's in Java)?
L2519[21:39:08] <gigaherz> I suppose
L2520[21:39:12] <gigaherz> well actually
L2521[21:39:26] <gigaherz> you'd need to change the resources folder to match the example mod's modid
L2522[21:40:48] <Cobbleopolis> Uh there isn't one...the mcmod.info is just in resources
L2523[21:41:22] <tterrag> the mcmod.info specifies the modid inside it
L2524[21:41:27] <Cobbleopolis> O
L2525[21:41:42] <Cobbleopolis> That'd help
L2526[21:43:13] <Cobbleopolis> Still nothing...
L2527[21:43:55] <Cobbleopolis> it should just be in resources right? not assets or assets/modid
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L2530[21:46:30] <gigaherz_b> ugh if a line came through one minute ago, disregard it, otherwise, nevermind ;P
L2531[21:46:39] <tterrag> Cobbleopolis: just src/main/resources
L2532[21:46:48] <Cobbleopolis> Thanks
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L2535[21:47:38] <Cobbleopolis> ya that's where I have it and MC isn't seeing the mcmod.info or any of the other assets
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L2537[21:50:58] <tterrag> dunno, I use eclipse
L2538[21:51:19] <Cobbleopolis> I blame 1.8
L2539[21:51:33] <tterrag> don't
L2540[21:51:50] <tterrag> resources not being on the classpath is your IDE's problem
L2541[21:54:42] <gigaherz_b> I use 1.8 and mc has no issues finding my resources, so if yo uare certian the paths are right, must be something else in your IDE/system
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L2545[21:58:40] <Cobbleopolis> what Java are you running?
L2546[21:59:18] <gigaherz_b> JDK7, I believe
L2547[21:59:27] <gigaherz_b> yeh
L2548[21:59:31] <Cobbleopolis> Ok
L2549[21:59:35] <Cobbleopolis> I'm running 8
L2550[21:59:35] <gigaherz_b> jdk 1.7.0_71
L2551[21:59:40] <Cobbleopolis> let me try 7
L2552[21:59:42] <gigaherz_b> I didn't update since back in january
L2553[21:59:56] <tterrag> backdating java won't fix it
L2554[22:00:00] <tterrag> and it's a bad idea anyways
L2555[22:00:10] <gigaherz_b> yeah I'll take this chance to upgrade my jre
L2556[22:00:24] <gigaherz_b> eh
L2557[22:00:25] <gigaherz_b> my jdk
L2558[22:00:28] <gigaherz_b> the jre is already 8
L2559[22:01:00] <Cobbleopolis> Hm
L2560[22:01:07] <gigaherz_b> hmm java8 is at u45 already, I'm using u31 XD
L2561[22:01:24] <gigaherz_b> I'll make everything up to date XD
L2562[22:02:05] <Cobbleopolis> ya I'm runnin 8u45
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L2564[22:02:45] <gigaherz_b> well give me a few minutes and I'll confirm that my mods work in jdk8
L2565[22:03:10] <Cobbleopolis> I just re run gradlew setupDecompWorkspace idea and it looks like it's re downloading gradle?
L2566[22:04:23] <Cobbleopolis> Why???
L2567[22:05:18] <Cobbleopolis> Hopefully it fixes what ever was wrong
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L2569[22:14:16] <gigaherz_b> there, updated java, launched IDEA, configured a new JDK folder, and everything is still the same as before
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L2576[22:29:11] <Cobbleopolis> IT WORKS!
L2577[22:29:18] <Cobbleopolis> I DON'T KNOW HOW
L2578[22:29:19] <Cobbleopolis> HA
L2579[22:29:22] <Cobbleopolis> I WIN!
L2580[22:29:45] <Cobbleopolis> INT YOUR FACE MY COMPUTER
L2581[22:31:42] <ItsANoBrainer> Okay, so this is going to sound really dumb and be a really easy fix. I know this because ive had this issue before and had it resolved, I just keep forgetting how.
L2582[22:31:57] <ItsANoBrainer> Why is double test = 1/2; outputting 0.0
L2583[22:32:04] <gigaherz_b> because int/int = int
L2584[22:32:17] <gigaherz_b> both "1" and "2" are integer literals
L2585[22:32:24] <gigaherz_b> they can be implicitly casted to float/double
L2586[22:32:27] <gigaherz_b> but they are still ints
L2587[22:32:39] <gigaherz_b> simply do 1.0/2 to get 0.5
L2588[22:32:49] <ItsANoBrainer> yeaaaap thats it
L2589[22:33:00] <ItsANoBrainer> right when you said the first line im line
L2590[22:33:04] <ItsANoBrainer> wow
L2591[22:33:08] <ItsANoBrainer> like*
L2592[22:33:14] <ItsANoBrainer> thanks
L2593[22:35:50] <Cobbleopolis> Do you know what json file would be causing this? http://i.imgur.com/l5pUIM7.png
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L2595[22:38:48] <Cobbleopolis> It's all good in the hand and inv and as an in entity it's just when it's a block
L2596[22:39:01] <Cobbleopolis> would that be in block state?
L2597[22:41:07] <gigaherz_b> do you have actual blockstates?
L2598[22:41:11] <gigaherz_b> or just the default one?
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L2601[22:42:40] <Cobbleopolis> I named the folder "blockstate" rather than "blockstates"
L2602[22:42:59] <Cobbleopolis> aaand that didn't help
L2603[22:43:10] <Cobbleopolis> but I just have the default ont
L2604[22:43:24] <gigaherz_b> do you register it as "inventory"?
L2605[22:43:36] <gigaherz_b> and have "normal" in the blockstates/<whatever>.json?
L2606[22:43:42] <Cobbleopolis> I do
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L2608[22:44:03] <gigaherz_b> what's the error in the log?
L2609[22:44:53] <Cobbleopolis> There isn't one that I can see
L2610[22:45:33] <gigaherz_b> can you paste the whole log from clicking debug until it reaches the main menu?
L2611[22:45:47] <gigaherz_b> in IDEA you can just right-click -> create GIST
L2612[22:46:38] <Cobbleopolis> https://gist.github.com/Cobbleopolis/9052e2dbd3251535e21c
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L2614[22:47:40] <gigaherz_b> [23:46:05] [Client thread/WARN] [FML]: * Illegal extra prefix swaggg for name swaggg:tutorialBlock, invalid registry invocation/invalid name?
L2615[22:47:43] <gigaherz_b> so this is "nothing"?
L2616[22:48:05] <Cobbleopolis> I didn't see that
L2617[22:48:17] <gigaherz_b> well you shouldn't include the modid in the registration
L2618[22:48:30] <Cobbleopolis> Really?
L2619[22:48:41] <gigaherz_b> for registering the item/block just do
L2620[22:48:41] <gigaherz_b> essentializer = new BlockEssentializer();
L2621[22:48:41] <gigaherz_b> GameRegistry.registerBlock(essentializer, "essentializer");
L2622[22:48:45] <Cobbleopolis> tutorials lie
L2623[22:48:47] <gigaherz_b> with your block's name ;P
L2624[22:49:10] <gigaherz_b> you do need it in the renderer registration, when creating the ModelResourceLocation
L2625[22:49:15] <gigaherz_b> but not in the GameRegistry
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L2628[22:50:56] <Cobbleopolis> unlocalized name?
L2629[22:51:06] <gigaherz_b> yes
L2630[22:51:13] <gigaherz_b> it's used to query the lang file
L2631[22:51:13] <Cobbleopolis> ok
L2632[22:51:21] <gigaherz_b> note that they don't need to match
L2633[22:51:26] <gigaherz_b> but it's good if they do
L2634[22:51:39] <gigaherz_b> helps with not making your brain a mess
L2635[22:51:39] <Cobbleopolis> ok
L2636[22:51:56] <HassanS6000> Can anyone help me out?
L2637[22:51:59] <Cobbleopolis> It's still not rendering correctly in the world
L2638[22:52:06] <gigaherz_b> HassanS6000: no because we don't know what your problem is
L2639[22:52:15] <gigaherz_b> Cobbleopolis: error messages in logs?
L2640[22:52:26] <gigaherz_b> if you can't find it yourself, then paste another gist, or update the existing one
L2641[22:52:31] <HassanS6000> I've got a power system running off of RF API and there's an issue whihch is that if power is incoming from three directions, there's a crash.
L2642[22:52:37] *** KJ4IPS is now known as KJ4IPS|Gone
L2643[22:52:39] <Cobbleopolis> One sec starting MC
L2644[22:52:45] <HassanS6000> It creates an infinite loop as the power is being sent to things trying to send power to it..
L2645[22:53:02] <gigaherz_b> well, never send power back to a side that has just sent power to you
L2646[22:53:18] <gigaherz_b> not sure what's the best way to manage that
L2647[22:53:25] <gigaherz_b> but it may solve your issue
L2648[22:53:30] <HassanS6000> gigaherz_b, that's what we did.. the issue is only for 3's
L2649[22:53:45] *** willieaway is now known as williewillus
L2650[22:54:03] <HassanS6000> It's cuz when it pushes power to this newly placed item
L2651[22:54:06] <HassanS6000> *cable
L2652[22:54:08] <Cobbleopolis> I don't see anything but maybe you can find something | https://gist.github.com/Cobbleopolis/c9b37e3ff3e89d0c592e
L2653[22:54:13] <HassanS6000> It then tries to push to other shit.
L2654[22:54:26] <HassanS6000> http://pastebin.com/Ws28cFCs
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L2657[22:55:28] <gigaherz_b> Cobbleopolis: what doesyour blockstates json look like?
L2658[22:55:31] <gigaherz_b> and your model json?
L2659[22:56:37] <Cobbleopolis> http://pastebin.com/qnyvVGiv
L2660[22:57:02] <Cobbleopolis> all three
L2661[22:57:40] <gigaherz_b> hmm looks ok to me
L2662[22:58:04] <Cobbleopolis> do I need to do something w/ the mesher?
L2663[22:58:33] <HassanS6000> Cobbleopolis, did you try it without block/
L2664[22:58:45] <Cobbleopolis> in the block model?
L2665[22:58:46] <gigaherz_b> well in my mod I do: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L95-98
L2666[22:58:55] <HassanS6000> instead of "swaggg:block/tutorialBlock" do "swaggg:tutorialBlock"
L2667[22:59:00] <gigaherz_b> no that's ok
L2668[22:59:04] <HassanS6000> The loader should know its a block anyway :P
L2669[22:59:04] <gigaherz_b> block/ is needed
L2670[22:59:12] <HassanS6000> no it's not
L2671[22:59:12] <gigaherz_b> it doesn't, it only know it's a model
L2672[22:59:13] <Cobbleopolis> should
L2673[22:59:18] <gigaherz_b> anyhow
L2674[22:59:23] <HassanS6000> http://github.com/hsyyid/HaloMod
L2675[22:59:26] <gigaherz_b> I have block/ in all of mine, and they work
L2676[22:59:31] <HassanS6000> Works with mine without it
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L2678[22:59:41] * gigaherz_b shrugs
L2679[22:59:51] * HassanS6000 shrugs agreeingly
L2680[22:59:56] <Cobbleopolis> Uh it's working w/o it
L2681[23:00:33] <Cobbleopolis> http://pastebin.com/qnyvVGiv
L2682[23:00:37] <Cobbleopolis> http://i.imgur.com/lVo90nl.png
L2683[23:00:38] <gigaherz_b> ah no crap
L2684[23:00:38] <gigaherz_b> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L2685[23:00:39] <Cobbleopolis> there
L2686[23:00:42] <gigaherz_b> not for the blockstates!
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L2688[23:00:50] <gigaherz_b> only for the textures ;P
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L2690[23:01:19] <HassanS6000> Cobbleopolis, :D
L2691[23:01:19] <gigaherz_b> you were right HassanS6000, the blockstates one does NOT use block/
L2692[23:01:20] <gigaherz_b> ;p
L2693[23:01:27] <HassanS6000> gigaherz_b, told ya so
L2694[23:01:51] <gigaherz_b> I was confused by the fact that my dust block, uses the forge blockstates system
L2695[23:01:56] <gigaherz_b> instead of the minecraft one
L2696[23:01:57] <gigaherz_b> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/dust.json
L2697[23:02:29] <gigaherz_b> I'm tired of seeing those numbers in red
L2698[23:02:36] <gigaherz_b> if they work with quotes, I'll add them XD
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L2700[23:02:53] * HassanS6000 can still be kinda dumb
L2701[23:03:10] <gigaherz_b> I have heat issues
L2702[23:03:19] <gigaherz_b> it's 6am here, and even with the windows open all night
L2703[23:03:23] <gigaherz_b> the room temp is still 30.5C
L2704[23:03:47] <gigaherz_b> the cool breeze evens out with the computer heat
L2705[23:06:01] <HassanS6000> gigaherz_b, you need AC :P
L2706[23:06:22] <gigaherz_b> can't afford it
L2707[23:06:35] <HassanS6000> gigaherz_b, lol get a job xD
L2708[23:06:38] <gigaherz_b> I wish my wallet was in a state that allowed me to have an AC
L2709[23:06:50] <HassanS6000> gigaherz_b, at least you have food and internet and a computer
L2710[23:07:00] <gigaherz_b> I'm trying do get into gamedev, I have a demo ready, and I ahve to prepare my "upcoming" kickstarter campaign
L2711[23:07:05] <gigaherz_b> which is one of the most boring tasks ever
L2712[23:07:09] <HassanS6000> xD
L2713[23:07:11] <gigaherz_b> hence why I'm doing minecraft modding
L2714[23:07:20] <HassanS6000> cool
L2715[23:08:34] <HassanS6000> lol.. I did this and it didn't even fix da issue..
L2716[23:08:50] <HassanS6000> http://pastebin.com/g7JnXumc
L2717[23:08:56] <HassanS6000> it just made all voltage
L2718[23:08:58] <HassanS6000> 0
L2719[23:16:06] <Horfius> Oh god your hardcoded TE cases
L2720[23:16:13] <Horfius> So unnecessary
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L2723[23:23:21] <HassanS6000> Lol
L2724[23:23:43] <HassanS6000> I hard coded those cases Horfius to make sure it worked..
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L2732[23:36:17] <DarkEvilMac> Is there a method I can use to render a baked model, I can't find the correct class to use.
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L2737[23:45:41] <HassanS6000> DarkEvilMac, do you already have the IBakedModel?
L2738[23:45:48] <HassanS6000> DarkEvilMac, what Forge/MC version?
L2739[23:45:57] <DarkEvilMac> 1486
L2740[23:46:02] <DarkEvilMac> and I believe so.
L2741[23:47:13] <HassanS6000> DarkEvilMac, what kind of model is this
L2742[23:47:44] <HassanS6000> B3D or .JAVA or other?
L2743[23:47:50] <DarkEvilMac> ....
L2744[23:47:53] <DarkEvilMac> IBakedModel.
L2745[23:48:13] <DarkEvilMac> Using 1.8, trying to render a baked model in world with my TESR
L2746[23:48:20] <HassanS6000> lol I meant the file..
L2747[23:48:24] <HassanS6000> xD doesn't matter anyway
L2748[23:48:32] <HassanS6000> Look at how I rendered my IBakedModel bakedBullet
L2749[23:48:33] <HassanS6000> https://github.com/hsyyid/HaloMod/blob/master/src/main/java/halocraft/render/RenderBulletEntity.java
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L2751[23:51:48] <HassanS6000> DarkEvilMac, you got it?
L2752[23:54:59] <DarkEvilMac> HassanS6000, I think I've got the general idea.
L2753[23:55:15] <HassanS6000> Okay. Lemme know if you need anymore help! :D
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