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L58[02:03:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150714 mappings to Forge Maven.
L59[02:04:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150714-1.8.zip (mappings = "snapshot_20150714" in build.gradle).
L60[02:04:12] <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/
L61[02:04:39] <ThePsionic> allo allo
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L64[02:09:04] <Wuppy> mornin
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L71[02:22:21] <sham1> Good morning
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L74[02:34:59] <Dimitriye98> HAHA!!! My JetBrains student license just got approved. Full license for noncommercial use of IntelliJ IDEA and all their other IDEs. :D
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L76[02:35:29] <Dimitriye98> Admittedly, the community edition is sufficient for MC mod development, but eh.
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L79[02:39:16] <Wuppy> nice Dimitri, I have a student license for Visual Studio and office 365
L80[02:39:23] <Wuppy> oh and cryengine & unreal 4
L81[02:39:41] <Wuppy> you might also want to chekc out this Dimitriye98 https://education.github.com/pack
L82[02:41:12] <Dimitriye98> Does it count as commercial use if you upgrade to a commercial license before deployment? E.g. suppose I start a project which I may or may not finish, and don't even know if I'll sell. If I later upgrade to the commercial version before I actually start selling it, does that work?
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L84[02:42:19] <Dimitriye98> Since I mean, I don't want to buy a commercial license while I'm just experimenting, but some of the things I'm going to experiment with are things I think might be viable business ideas.
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L86[02:44:23] <Dimitriye98> I mean, obviously no one on here is a lawyer, (or maybe someone is) but hmm...
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L88[02:53:40] <laci200270> Dimitriye98, there is a problem with the path finding algorith that you gave
L89[02:53:45] <Dimitriye98> Yes?
L90[02:53:57] <Dimitriye98> What is the issue?
L91[02:54:07] <laci200270> it not founds the tanks thatconnected to pipes
L92[02:54:17] <Dimitriye98> Yeah, that needs to be in isOutput
L93[02:54:27] <Dimitriye98> Like I said, you'll have to fill out isOutput yourself
L94[02:54:43] <Dimitriye98> It should return true if the pipe has a tank to output to and false otherwise
L95[02:55:11] <Dimitriye98> Actually deciding which tank to output to is up to you
L96[02:55:30] <laci200270> what is the problem with this? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L163-L188
L97[02:57:09] <laci200270> but the most interesting: it founds the tank when connected direct to the node
L98[02:57:20] <Dimitriye98> ?
L99[02:57:21] <laci200270> so isOutput good
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L101[02:57:31] <Dimitriye98> Hmm.
L102[02:58:20] <Dimitriye98> Give me a bit to check this out, need to play around with breakpoints to see where the issue is
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L104[02:58:48] <Dimitriye98> BTW, you'll need to clean up your gitignore, some of the files you have in the repo really shouldn't be in there
L105[02:59:06] <laci200270> what files?
L106[02:59:21] <Dimitriye98> Or, better yet, just remove the forge licensing info. You don't need to have it in the repo, since by using forge you're agreeing to the license anyway
L107[02:59:35] <Dimitriye98> If necessary, link to it in the readme
L108[03:00:04] <Dimitriye98> Here, I'll do a quick pull request to get rid of the unnecessary files.
L109[03:02:28] <Dimitriye98> Wish either eclipse or idea had a way to create a temporary workspace for quickly touching up files without adding all sorts of project metadata :/
L110[03:04:13] <Dimitriye98> BTW, you're going to want a gradlew
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L116[03:32:51] <Wuppy> welp.. buying my own (self build) pc was one of the best decisions I've ever made :D
L117[03:33:17] <laci200270> Wuppy, what parts are in your PC?
L118[03:33:40] <Wuppy> GTX 970, i5 4460, 8GB ram, 250GB SSD & 1TB HDD
L119[03:33:49] <Wuppy> msi gaming 4g gtx 970 to be exact :D
L120[03:34:02] <Dimitriye98> NVIDIA POWER :D
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L123[03:34:15] <Dimitriye98> <3 Intel + NVidia
L124[03:34:42] <Dimitriye98> Though personally I'm probably going to go all SSD.
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L127[03:34:56] <Wuppy> I'm a student who goes out frequently
L128[03:35:02] <Wuppy> one does not have money for all SSD
L129[03:35:07] <gabizou|laptop> Wuppy, y u no i7 though
L130[03:35:14] <Wuppy> see above
L131[03:35:17] <laci200270> my motherboard doesn't support sata 3 :/
L132[03:35:30] <gabizou|laptop> but but
L133[03:35:35] <gabizou|laptop> well, i guess
L134[03:35:36] <Dimitriye98> Well, I don't need 1TB storage though. I don't play that many games and most of my important data is stored on my personal server
L135[03:35:39] <Wuppy> I wanted to keep the total price under 1000
L136[03:35:43] <gabizou|laptop> did you get at least a samsung ssd?
L137[03:35:45] <Wuppy> which I did, 950 euros
L138[03:35:48] <Dimitriye98> All hail the linux box.
L139[03:35:49] <Wuppy> hahah, no
L140[03:35:53] <gabizou|laptop> ......
L141[03:35:58] <Wuppy> gabizou|laptop, that Evo is not worth the extra money
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L143[03:36:10] <Dimitriye98> It is. SSDs are a thing where quality matters
L144[03:36:17] <gabizou|laptop> oh yes it most definitely is
L145[03:36:31] <laci200270> evos are the best
L146[03:36:39] <Dimitriye98> Unless you have a raid setup with parity, you need a quality ssd.
L147[03:37:02] <laci200270> imagine: raid0+3 ssd
L148[03:37:07] <gabizou|laptop> mmmm
L149[03:37:09] <laci200270> it would super fast
L150[03:37:19] <gabizou|laptop> insane disk speeds
L151[03:37:26] <gabizou|laptop> read/write speeds
L152[03:37:30] <Dimitriye98> No need for RAID when it comes to speed for SSDs.
L153[03:37:30] <gabizou|laptop> disk no longer applicable
L154[03:37:31] <laci200270> ftb monster-2 sec loading
L155[03:37:38] <gabizou|laptop> laci200270 wat
L156[03:37:47] <laci200270> just a tip
L157[03:37:47] <gabizou|laptop> that's physically impossible
L158[03:37:55] <laci200270> why?
L159[03:37:57] <laci200270> :D
L160[03:37:58] <gabizou|laptop> unless you harness the power of a blackhole
L161[03:37:58] <Wuppy> I have a BX100 Crucial atm
L162[03:38:03] <Wuppy> which is incredibly fast
L163[03:38:14] <Dimitriye98> I wonder how much speed would be necessary to work directly off a disk instead of RAM
L164[03:38:18] <Wuppy> not as fast as the evo, but you won't notice that difference
L165[03:38:28] <Dimitriye98> At some point we'll get there, though I doubt we're there yet.
L166[03:38:32] <sham1> It prolly is 2 secs if your IO bus is not filled with crap at the time
L167[03:38:32] <Wuppy> plus it got better reviews and was much cheaper
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L169[03:39:13] <Wuppy> I'm not paying 25 euros extra for a difference you won't notice
L170[03:39:14] <Dimitriye98> We're not talking about speed. We're talking about failure.
L171[03:39:41] <Dimitriye98> SSDs take a while to fail. But when they do, they fail quickly, spectacularly, and irrecoverably.
L172[03:39:50] <Wuppy> it got better reviews
L173[03:39:51] <laci200270> evos are last longer
L174[03:40:06] <Wuppy> I've got a good backup system with 3 pcs I can save stuff on + an external drive
L175[03:40:07] <Dimitriye98> Unlike magnetic media where it's generally the movable parts that fail, in SSDs the memory medium itself fails
L176[03:40:15] <Dimitriye98> = data loss.
L177[03:40:15] <sham1> "Are last longer"
L178[03:40:22] <Wuppy> dat english
L179[03:40:26] <Dimitriye98> English isn't his native language.
L180[03:40:31] <sham1> I know
L181[03:40:36] <Wuppy> same here Dimitriye98
L182[03:40:45] <sham1> It isn't mine either
L183[03:41:08] <Wuppy> although I did write a book in English \o/
L184[03:41:14] <gabizou|laptop> Dimitriye98, well, it's more of "read only" at that point
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L186[03:41:36] <sham1> Back up your data whenever possible
L187[03:41:43] <Dimitriye98> Gabizou: Until you write and half the cells get written while the other half fail to write.
L188[03:41:49] <Wuppy> speaking of that, it's time to continue on the second edition of my book :D
L189[03:41:52] <gabizou|laptop> sure
L190[03:42:04] <sham1> Did you get your block to work?
L191[03:42:05] <gabizou|laptop> Dimitriye98, you could tab to complete too
L192[03:42:10] <gabizou|laptop> ga<tab>
L193[03:42:18] <gabizou|laptop> at least, your irc client should be able to do that
L194[03:42:20] <Wuppy> sham1, which block?
L195[03:42:34] <sham1> The one you had some trouble with sometimes back
L196[03:42:34] <Dimitriye98> I can. I didn't intend to ping you.
L197[03:42:41] <gabizou|laptop> don't be afraid
L198[03:42:58] <Dimitriye98> I type it faster though. Tab is out of my way.
L199[03:43:00] <sham1> Being afraid is the definition of failure. Wait what?
L200[03:43:03] <gabizou|laptop> oO
L201[03:43:06] <Dimitriye98> The other keys are in muscle memory
L202[03:43:10] <Wuppy> I've had problems with several blocks
L203[03:43:21] <Wuppy> 1.8 sometimes literally breaks your shit
L204[03:43:29] <Dimitriye98> While I'm getting used to it, still haven't had enough shell experience to encode tab completion to muscle memory :P
L205[03:43:31] <gabizou|laptop> i type fully with muscle memory at this point, i love freaking out my friends when I'm just typing away and staring at them in the meantime
L206[03:43:44] <Wuppy> watch out with making classes extending BlockBush, those break rendering on purpose
L207[03:43:46] <Dimitriye98> I can do that too :P
L208[03:44:08] <gabizou|laptop> wasn't there a fix for blockbush at some point a few weeks ago?
L209[03:44:16] <laci200270> http://phys.org/news/2012-12-taiwan-defeat-limits-memory.html
L210[03:44:20] <Dimitriye98> Admittedly, one funny thing that happens is I type too fast, make a mistake, and correct it without even looking to see that I made a mistake since I know my key was off.
L211[03:44:51] <Wuppy> gabizou|laptop, it isn't actually broken
L212[03:45:00] <Wuppy> it's just very annoying, because it sets the renderType to -1
L213[03:45:06] <Wuppy> which means json models no longer work
L214[03:45:16] <Wuppy> you have to overwrite getRenderType
L215[03:45:27] <Dimitriye98> If only I had $2k to spend, I'd get a 128gb RAM kit and set up a ramdisk :P
L216[03:45:32] <Dimitriye98> OVERKILL!!! :D
L217[03:46:03] <laci200270> Dimitriye98, and what you use to copy data to the ramdisk?
L218[03:46:07] <laci200270> :D
L219[03:46:32] <Dimitriye98> There's probably a utility for it. If not, easy to make a script which uses rsync to do it
L220[03:46:54] <sham1> Maybe I should actually start to work on my mod again
L221[03:47:00] <Dimitriye98> Admittedly that would make the RAM disk only really useful for readonly applications.
L222[03:47:24] <laci200270> Dimitriye98, but how you copy the OS to the ramdisk without any OS?
L223[03:47:27] <Dimitriye98> Best would be a buffered map of a portion of the SSD to the RAM disk
L224[03:47:27] <laci200270> :D
L225[03:47:36] <Dimitriye98> Well, you don't. You copy programs
L226[03:47:45] <Wuppy> Dimitriye98, if only I had 2k to spend, I'd have at least a 980Ti in there now
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L228[03:48:27] <Dimitriye98> Wuppy: HOW DARE YOU BE PRACTICAL. ONLY ABSURD BUT AWESOME WASTES OF MONEY ARE ALLOWED IN THIS DISCUSSION!!!
L229[03:48:34] <Dimitriye98> :P
L230[03:48:43] <Wuppy> lel
L231[03:48:46] <sham1> :D
L232[03:48:56] <Wuppy> I do kinda wish I lived in amerika and hadn't just purchased my graphics card
L233[03:49:01] <Wuppy> 980s were sold for 250 dollars
L234[03:49:30] <laci200270> Dimitriye98, why you not make a raid from floppy drives? I think its absurd enought :D
L235[03:49:52] <Dimitriye98> "ABSURD BUT AWESOME" floppy drives are boring
L236[03:49:57] <laci200270> :D
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L238[03:50:11] <Dimitriye98> Hmm, Idea won't import the generated ipr
L239[03:50:35] <laci200270> Imagine: 1 TB raid from 3,4 mb floppy drives
L240[03:50:41] <Wuppy> that'd be massive
L241[03:51:24] <laci200270> and noisy :D
L242[03:51:36] <Dimitriye98> With raid 16
L243[03:51:45] <Dimitriye98> Or better, raid 116
L244[03:52:04] <laci200270> what is raid 116?
L245[03:52:20] <laci200270> i only know about raid0 and 1
L246[03:52:25] <Dimitriye98> Since all the raid numbers are single-digit, you read it 1+1+6
L247[03:52:29] <Dimitriye98> 1 is duplication
L248[03:52:39] <laci200270> and 6?
L249[03:52:57] <Dimitriye98> Same as 5, but with two parity blocks instead of one.
L250[03:53:04] <laci200270> oh
L251[03:53:11] <Dimitriye98> It can handle the failure of two disks instead of just the failure of one
L252[03:53:23] <laci200270> so speed+incrased stability
L253[03:53:28] <Dimitriye98> So quadruple replication of a raid 6 array :P
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L255[03:56:16] <Dimitriye98> Well, IntelliJ did something really weird when opening the forge-generated project
L256[03:56:27] <Dimitriye98> The entire java perspective just went awayt
L257[03:56:35] <Lumien> Does somebody know why this line: https://github.com/lumien231/Bloodmoon/blob/master/src/main/java/lumien/bloodmoon/server/BloodmoonSpawner.java#L174
L258[03:56:45] <Lumien> Would error everybody but the server owner out of a lan game?
L259[03:56:57] <laci200270> Dimitriye98, and what about raid from these ssds? http://www.billyzapata.com/2014/10/autothysis128t-hard-drive-self-destruct.html
L260[03:56:57] <Lumien> When that is first send everybody gets this error: http://pastebin.com/6XY9m5wd
L261[03:57:05] <Lumien> When they try to rejoin this one: http://pastebin.com/PsT2X5GZ
L262[03:57:21] <Dimitriye98> BTW, laci200270, ask around about why the algorithm doesn't work, I'm trying to troubleshoot, but I may not be able to
L263[03:57:23] <Lumien> Could it be that my message is somehow getting mangled together with the entity spawning packet or is that impossible?
L264[03:57:47] <laci200270> Dimitriye98, I already posted to forge forums
L265[03:58:02] <laci200270> before you came to irc
L266[04:03:15] <Dimitriye98> BTW, laci200270, in the future, commit changes one at a time. I want to undo all the logging so I can use breakpoints instead, but since the commit was mixed in with a bunch of other changes I can't do that
L267[04:03:35] <laci200270> oh sorry
L268[04:03:48] <Dimitriye98> The whole point of source control instead of just backups is to make it easy to undo some changes while keeping others
L269[04:03:54] <Dimitriye98> Don't apologize, you didn't know
L270[04:03:56] <Dimitriye98> not your fault
L271[04:04:20] <laci200270> i always forget to commit :D
L272[04:04:21] <Dimitriye98> And arguably, it's your repo, you can do what you want :P, I'm just a meddling outsider
L273[04:04:33] <Dimitriye98> If you do, just don't stage everything
L274[04:04:41] <Dimitriye98> You can stage only certain changes
L275[04:04:48] <Dimitriye98> Commit that
L276[04:04:52] <Dimitriye98> Then stage other changes
L277[04:04:55] <Dimitriye98> Commit those
L278[04:05:12] <Dimitriye98> In fact, I almost never stop coding to commit changes, I just stage them separately
L279[04:08:25] <Dimitriye98> BTW, laci200270, I made a pull request cleaning up the forgegradle setup
L280[04:09:12] <Dimitriye98> Now it keeps the minecraft files in a run directory, so it avoids polluting your project directory, and I got rid of all the forge readme files, since you don't need those in the git repo
L281[04:09:39] <Dimitriye98> Lulwut, started a test world, and lo and behold, spawned next to a jungle temple
L282[04:09:53] <Dimitriye98> Or more accurately, on top of
L283[04:10:36] <laci200270> Dimitriye98, i not found a jungle temple since 1.5
L284[04:10:41] <Dimitriye98> xD
L285[04:10:47] <Dimitriye98> Seed: 9219764238995155340
L286[04:11:00] <laci200270> and I not found a jungle biome since 1.5 :D
L287[04:11:25] <sham1> Not that you need to
L288[04:11:26] <Wuppy> everybody should buy Assasins creed black flag
L289[04:11:29] <Dimitriye98> How do I spawn in a energy pipe for testing
L290[04:11:46] <sham1> Also, tundra biomes are so rare nowadays. Makes me sad
L291[04:12:03] <Dimitriye98> laci200270?
L292[04:12:46] <laci200270> use give
L293[04:12:58] <Dimitriye98> id?
L294[04:13:09] <Dimitriye98> I mean, text id, obv
L295[04:13:37] <laci200270> type energymod: and press tab
L296[04:13:38] <Dimitriye98> Though if I thought it was so obv I wouldn't be clarifying :P
L297[04:13:56] <laci200270> the null thingy is the tank
L298[04:14:01] <laci200270> that called null
L299[04:14:14] <Dimitriye98> node or pipe?
L300[04:14:41] <Dimitriye98> laci200270?
L301[04:15:00] <laci200270> the node that uses the path finder you need to put next the pipe and next to the or top the pipe put the tank
L302[04:15:26] <Dimitriye98> Oh. I know why the search algorithm doesn't work
L303[04:15:33] <laci200270> why?
L304[04:16:34] <Dimitriye98> When I designed it, I thought node was a fancy name for pipe. If you put two nodes next to eachother it'll work. It just won't work with pipes. :P
L305[04:16:38] <Dimitriye98> Let me fix it
L306[04:16:51] <Dimitriye98> Fairly easy to fix hopefully
L307[04:17:28] <Dimitriye98> Now I feel stupid
L308[04:17:39] <laci200270> but the console outpu said it searched around the tank
L309[04:17:41] <sham1> Don't feel
L310[04:18:18] <laci200270> ^
L311[04:18:22] <Dimitriye98> laci: I assumed that all pipes were nodes. The algorithm will only search a chain of nodes. Should be an easy fix
L312[04:18:28] <Dimitriye98> Let me just fix it and pull request
L313[04:18:35] <laci200270> thanks :D
L314[04:18:41] <Dimitriye98> Also, how can I test it, does the tank work?
L315[04:18:51] <Dimitriye98> So, can I dump water into it without problem?
L316[04:19:04] <laci200270> no :D
L317[04:19:05] <Dimitriye98> And how can I tell if it worked?
L318[04:19:11] <Dimitriye98> Then how did you test?
L319[04:19:13] <laci200270> if you right click you see
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L321[04:19:50] <laci200270> right click to the node
L322[04:19:53] <Dimitriye98> So I assume nodes count as "pipe blocks"?
L323[04:20:23] <sham1> Marker interfaces FTW
L324[04:20:52] <Dimitriye98> sham1: I would, but in this particular case what I need are default methods, and those are a Java 8 feature
L325[04:21:08] <Dimitriye98> Also, I don't want to refactor his code-base too much.
L326[04:21:14] <sham1> You could use traits :-P
L327[04:21:23] <Dimitriye98> I would, his code is in scala
L328[04:21:27] <Dimitriye98> java*
L329[04:21:30] <Dimitriye98> I write in scala
L330[04:21:43] <Dimitriye98> But I don't want to do that in his code because y'know...
L331[04:21:51] <sham1> Yeh
L332[04:22:17] <laci200270> Dimitriye98, so the algorith will search for pipes?
L333[04:22:27] <Dimitriye98> I mean, there's a whole lot of things I'd change if it was my mod, or if it was a collaboration (to start with I'd go through git and rewrite history to modularize all the changes :P
L334[04:22:36] <Dimitriye98> As soon as I fix it yes
L335[04:23:01] <Dimitriye98> I need an interface, in what package should I put it?
L336[04:24:16] <laci200270> Dimitriye98, dummypackage
L337[04:24:33] <Dimitriye98> But it's not a dummy?
L338[04:24:37] <laci200270> :D
L339[04:24:38] <Dimitriye98> It's for the production code
L340[04:24:52] <laci200270> put somewhere
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L342[04:26:28] <Dimitriye98> In fact, it's a wonder this code didn't crash when you tried to use it with pipes
L343[04:26:32] <Dimitriye98> IDK how it didn't
L344[04:26:35] <Dimitriye98> It should have
L345[04:26:56] <laci200270> it crashed first :D
L346[04:27:07] <laci200270> but fixed
L347[04:27:12] <Dimitriye98> How?
L348[04:27:48] <laci200270> removed calling isouptut from the cuireent scanning TE to call the node's TE
L349[04:29:49] <Dimitriye98> What idiot keeps going to all the IDEs and setting their default indentation to spaces -.-"
L350[04:30:29] <tmtu> it's the best :)
L351[04:31:01] <sham1> spaces > tabs
L352[04:31:15] <Dimitriye98> Tabs for indentation; spaces for alignment
L353[04:31:20] <sham1> No
L354[04:31:28] <sham1> Spaces for both
L355[04:31:34] <Dimitriye98> Tabs for indentation provides a single character with the semantic meaning of an indent
L356[04:31:49] <Dimitriye98> And everyone can configure their indent width to their desired size
L357[04:32:21] <tmtu> each to their own
L358[04:33:06] <Dimitriye98> Also, that semantic meaning? It makes it much easier for automated analysis. With spaces for indentation, your IDE can get confused as to whether you're indenting or just aligning, but tabs provide clear information that you're indenting, and not just aligning.
L359[04:33:27] <Dimitriye98> I honestly don't understand why people use spaces for alignment.
L360[04:33:40] <sham1> To align what
L361[04:33:40] <Dimitriye98> There's no semantic info encoded, just visual info
L362[04:33:44] <Dimitriye98> not alignment
L363[04:33:48] <Dimitriye98> indentation
L364[04:33:51] <Dimitriye98> sorry misspoke
L365[04:34:02] <Dimitriye98> spaces should always be used for alignment, regardless of what you use for indentation
L366[04:34:12] <sham1> Still, to align what
L367[04:34:27] <Dimitriye98> E.g. aligning a parameter list that stretches multiple lines
L368[04:34:39] <sham1> I just indent those
L369[04:35:00] <Dimitriye98> Meh, I align, looks better IMHO, and it's arguably not a semantic indentation level
L370[04:35:19] <sham1> spaces look nicer with stuff like github than tabs
L371[04:35:53] <Dimitriye98> No offense, that's more of an argument that github needs to fix their software to support half of the programmer community than that spaces are better.
L372[04:36:18] <Dimitriye98> A bit of a non sequiter.
L373[04:36:23] <tmtu> hardly, why should everyone provide variable visual tab size
L374[04:36:27] ⇨ Joins: Termin8or (uid93719@id-93719.charlton.irccloud.com)
L375[04:36:34] <Dimitriye98> Why not?
L376[04:36:42] <tmtu> that's a luxury of IDEs/text editors, not something you should rely on
L377[04:37:23] <Dimitriye98> It's not a luxury of IDEs/text editors, it's a luxury of developer tools. And an important one. The whole point to indentation is code readability.
L378[04:37:33] <Dimitriye98> Different programmers read different indent-widths easier.
L379[04:37:43] <sham1> Emacs still is the best
L380[04:37:47] <Dimitriye98> I for one cannot stand 2-char indentation
L381[04:37:50] <sham1> Indents are two spaces each
L382[04:37:57] <tmtu> hehe
L383[04:38:03] <tmtu> i love 2 space indent
L384[04:38:10] <laci200270> Dimitriye98, every program is fingerprint
L385[04:38:32] <Dimitriye98> Admittedly, I tend to program in a small font-size, so I can fit more code on screen, which probably contributes to that opinion
L386[04:38:47] <laci200270> a programer can be identified from few hundred lines from code
L387[04:39:07] <sham1> I program with big font because I dont need to see the whole picture, I can just focus on few details
L388[04:39:34] <Dimitriye98> sham1: If IDEA could open a outline sidebar, I'd be the same way.
L389[04:39:40] <Szernex> when I create a new thread in a local context (ie only have a reference to it in a method-local variable) it should get cleaned up by GC after it finished, right?
L390[04:39:42] <Dimitriye98> But that's one feature I miss from eclipse
L391[04:40:05] <tmtu> Szernex: some time after, yes
L392[04:40:08] <Szernex> okay
L393[04:40:24] <Szernex> is there a way I can force this specific clean-up?
L394[04:40:25] <sham1> al+7 shows you the structure of a class
L395[04:40:32] <sham1> at+7*
L396[04:40:36] <sham1> alt
L397[04:40:39] <tmtu> what kind of cleanup?
L398[04:40:39] <sham1> God damn it
L399[04:40:47] <Szernex> removing finished threads
L400[04:40:51] <Dimitriye98> Anyway, see, this disagreement only proves my point. You probably press tab to have your editor put in the indentation using soft tabs anyway.
L401[04:41:01] <Dimitriye98> What's wrong with having it be a single character instead of 2?
L402[04:41:11] <tmtu> finished threads that are not referenced anywhere will eventually be cleaned up
L403[04:41:28] <Dimitriye98> Which every programmer on the project can adjust at will for their reading and writing pleasure.
L404[04:41:34] <SnowDapples> I like tabs
L405[04:41:52] <sham1> You can turn intent spaces to tabs with reformat
L406[04:42:05] <Dimitriye98> No, you can't.
L407[04:42:10] <SnowDapples> I always hate it when code uses 4 spaces for indents xD
L408[04:42:12] <sham1> Yes, you can.
L409[04:42:13] <Dimitriye98> Because if the code has alignment
L410[04:42:16] <Dimitriye98> it won't work
L411[04:42:17] <tmtu> you cannot force the gc to cleanup a specific instance
L412[04:42:42] <tmtu> should we drop this discussion now :p?
L413[04:43:06] <sham1> nö
L414[04:43:12] <sham1> Or rather nå
L415[04:43:17] <Dimitriye98> One thing, sham, *why* do you prefer spaces to tabs, other than aesthetics in github and such?
L416[04:43:31] <sham1> I'm more used to it
L417[04:45:43] <tmtu> börka börka
L418[04:45:49] <sham1> :P
L419[04:50:59] <Dimitriye98> laci200270: The pipes will recognize the tank as an output, right?
L420[04:51:12] <laci200270> yes
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L426[04:55:42] <Cazzar> Dimitriye98: You getting into that argument eh?
L427[04:56:51] <Dimitriye98> Yes :P And as far as I see, his main argument is tool limitations when working with tabs, as well as just being used to it.
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L430[04:57:57] <Dimitriye98> laci200270: when I right clicked the node it said something about a dieselengine :/
L431[04:58:49] ⇨ Joins: Away_21 (Wuerfel21@bronyville.me)
L432[04:59:31] <laci200270> thats good
L433[04:59:37] <Dimitriye98> ?
L434[04:59:44] <Dimitriye98> but isn't null supposed to be a tank?
L435[04:59:44] <laci200270> it give the codrdinates?
L436[04:59:47] <Dimitriye98> No
L437[04:59:53] <laci200270> in the chat
L438[04:59:58] <laci200270> yeah
L439[04:59:58] <Dimitriye98> No
L440[05:00:06] <laci200270> dieselengine is a tank
L441[05:00:35] <laci200270> what cordinates it gave?0 0 0?
L442[05:00:53] <Dimitriye98> yeah
L443[05:01:33] <laci200270> so it didn't found
L444[05:02:08] <laci200270> when the engine next to the node it founds?
L445[05:02:33] <Dimitriye98> Yes.
L446[05:02:38] <Dimitriye98> Let me debug a bit more
L447[05:02:42] *** tterrag is now known as tterrag|ZZZzzz
L448[05:03:14] <Dimitriye98> Getting neighbor pipes will get the node, right?
L449[05:03:25] ⇨ Joins: Mraoffle (~mraof@pool-96-253-116-211.rcmdva.fios.verizon.net)
L450[05:03:47] <Dimitriye98> Oh, here's another issue, though this one's your fault, not mine :P; Get neighbor pipes won't get nodes, only pipes
L451[05:03:47] <laci200270> what?
L452[05:03:58] <laci200270> yes
L453[05:04:10] <Dimitriye98> Yeah, the algorithm only works if it also finds nodes
L454[05:04:17] <laci200270> oh
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L456[05:06:23] <laci200270> so node should be an output tank?
L457[05:06:33] <Dimitriye98> Wait, fixing
L458[05:07:08] <Dimitriye98> I'm changing your blockreference into a blockutil btw, since it'll make the fix much cleaner, tell me if you don't want me to do it
L459[05:07:27] <laci200270> not problem :D
L460[05:08:08] <Dimitriye98> Hmm, damn, this would all be much easier in the language that shall not be named
L461[05:09:23] <Dimitriye98> Or well, cleaner, it would require more code, but it would be much better/easier in the long run
L462[05:11:42] <Dimitriye98> Minecraft is written much more like C/C++ code than java code...
L463[05:12:25] <tmtu> good :)
L464[05:12:31] <Dimitriye98> No, bad.
L465[05:12:36] <tmtu> less is more
L466[05:12:41] <Dimitriye98> It would be good if it was in C/C++
L467[05:12:50] <Dimitriye98> But since it's in Java the style is bad
L468[05:13:17] <Dimitriye98> Not saying it should be in C/C++, that's a discussion for a different channel. Banned in here.
L469[05:13:21] <tmtu> well, style doesn't really matter in a game
L470[05:13:32] <tmtu> as long as it runs
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L472[05:14:25] <Dimitriye98> O.o I've never seen such a horrid statement in my life. That's no different than saying style doesn't matter in an application as long as it runs.
L473[05:14:57] <Dimitriye98> Programming styles exist for a reason, and they're not just for use in public-facing APIs
L474[05:15:15] <tmtu> "normal" applications have different requirements than a gmae
L475[05:15:17] <tmtu> game*
L476[05:15:24] <Dimitriye98> ... Not really.
L477[05:15:30] <tmtu> yes really
L478[05:15:42] <Dimitriye98> In any project with more than one developer, style is important
L479[05:16:23] <tmtu> we are talking about code style (idioms etc.) rather than style of code (indentation, naming etc.) right?
L480[05:16:27] <Dimitriye98> Yeah
L481[05:16:39] <Dimitriye98> Was about to corroborate that myself :P
L482[05:16:58] <Dimitriye98> But note what I said.
L483[05:17:06] <Dimitriye98> It applies to both
L484[05:17:14] <Dimitriye98> Not just style of code, but code style too.
L485[05:17:24] <Dimitriye98> Though arguably code style is also important with just one developer.
L486[05:17:35] <tmtu> for me the only thing that matters is that it's consistent
L487[05:17:43] <Dimitriye98> But with just one developer you *can* get by with the "as long as it works" excuse.
L488[05:17:46] <tmtu> there are valid reason for avoiding "good" java patterns & idioms
L489[05:17:58] <Dimitriye98> Such as?
L490[05:18:19] <Dimitriye98> "good" patterns & idioms are considered "good" for a reason
L491[05:18:29] <tmtu> hidden overhead, not as fast as other methods
L492[05:18:54] <Dimitriye98> Note that the JVM is optimized for lots of short-lived tiny objects, not for long-lived giant services.
L493[05:19:05] <Dimitriye98> Minecraft is *entirely* long-lived giant services.
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L495[05:19:37] <tmtu> eh? that's where java excels :p
L496[05:19:48] <tmtu> the jit can actually do some work
L497[05:19:50] <laci200270> Dimitriye98, did you found the problem?
L498[05:19:55] <Dimitriye98> Yeah, testing
L499[05:20:06] <VikeStep> I thought that was what the metaspace was for
L500[05:21:09] <Dimitriye98> tmtu: I'm not joking. The reason javabeans are in Oracle defined specification (though they should really be immutable, a relic of the past that we're stuck with because of Oracle's refusal to break backwards compatibility) is because small data objects work better in java than a giant data transmission service.
L501[05:21:45] <Wuppy> does anyone know at which time greenmangaming puts up new deals?
L502[05:21:49] <tmtu> i think i've lost you
L503[05:22:06] <Dimitriye98> tmtu: ?
L504[05:22:11] ⇨ Joins: Maxetime (~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L505[05:23:03] <Dimitriye98> I'm not arguing JavaBeans are a good thing, just that Oracle has (or has attempted to) optimized java for many small objects rather than large services
L506[05:23:04] <tmtu> my main points: less gc is good (object pooling), some java features have hidden overhead, the jit can't fix everything
L507[05:23:42] <laci200270> I now watching RAM for my PC
L508[05:23:45] <Dimitriye98> Instantiation and Garbage Collection are *extremely* lightweight processes in Java compared to other languages
L509[05:23:48] <laci200270> its a bit expensive
L510[05:24:12] <tmtu> the gc is still stop-the-world, and in current version i get a collection every other second or so
L511[05:24:32] <Dimitriye98> Yeah, that may be fixed in Java 9
L512[05:24:35] <Dimitriye98> They're replacing the GC
L513[05:24:46] <laci200270> 8 gb ram calculated to dollars 355$
L514[05:24:49] <tmtu> it wont benefit mc
L515[05:24:50] <laci200270> ddr2
L516[05:24:56] <Dimitriye98> tmtu: ?
L517[05:25:05] <Dimitriye98> You run mc on java 9 you get the java 9 gc
L518[05:25:19] <laci200270> i maybe need a new ddr3 mothewrboard
L519[05:25:22] <VikeStep> it still has to collect the same garbage doesn't it? or is the actual garbage collection faster?
L520[05:25:37] <Dimitriye98> Just because not everyone will have J9 doesn't mean that those who do won't get the benefits
L521[05:25:42] <Dimitriye98> VikeStep: it's faster
L522[05:25:43] <laci200270> java9 released?
L523[05:25:46] <Dimitriye98> No
L524[05:25:47] <Dimitriye98> Next year
L525[05:25:50] <Dimitriye98> Preview atm
L526[05:25:53] <sham1> :/
L527[05:26:01] <sham1> Waiting for java9
L528[05:26:04] <sham1> Painful man
L529[05:26:15] <Dimitriye98> Modularization of the JVM :D
L530[05:26:17] <boni> what was the roadmap for j9 again
L531[05:26:36] <Dimitriye98> I never thought ORACLE of all companies would break backwards compatibility.
L532[05:26:44] <sham1> lambdas
L533[05:26:45] <tmtu> the j9 gc is available in j7 as well
L534[05:26:49] <sham1> functional interfaces
L535[05:26:57] <sham1> Wait no
L536[05:26:59] <VikeStep> wasnt lambdas part of j8?
L537[05:26:59] <Dimitriye98> ... sham, those are java8
L538[05:27:03] <Dimitriye98> both of them
L539[05:27:05] <sham1> Indeed
L540[05:27:11] <sham1> That's how they have broken backwards comp
L541[05:27:12] <Dimitriye98> I use them regularly in fact
L542[05:27:44] <VikeStep> There are portions of my mod I can't wait to replace with lambdas when people are using j8 :P
L543[05:27:58] <Dimitriye98> VikeStep: do it now, and direct people to install it
L544[05:27:59] <sham1> Advise people to use java8
L545[05:28:22] <VikeStep> I'm gonna do it in my 1.8 version
L546[05:28:23] <Dimitriye98> If I end up making a mod instead of just helping people with their mods piecemeal, that's what I intend to do
L547[05:28:39] <tmtu> lambda mod x)?
L548[05:28:44] <Dimitriye98> FUCKING HELL!!!
L549[05:30:08] <Dimitriye98> OH!!!
L550[05:30:11] <Dimitriye98> I seee
L551[05:30:25] <Dimitriye98> Lol, and that is why most style guides advise against paren-less ifs
L552[05:30:36] <laci200270> Dimitriye98, ?
L553[05:30:39] <Dimitriye98> I personally use them, but if you do, everyone on the project needs to know how they work
L554[05:31:02] <Dimitriye98> laci200270: when an if doesn't use braces around its block, it can only work for the first statement. 2 or more and you need braces
L555[05:31:24] <Dimitriye98> When you put debug messages in, you unknowingly broke the if statements
L556[05:31:36] <VikeStep> I follow Google's code style guides for all the languages I use
L557[05:32:02] <Dimitriye98> VikeStep: Don't. There are a variety of articles on why Google's style guides are horrible
L558[05:32:10] ⇨ Joins: Raga_BM (~K@125.161.82.190)
L559[05:32:24] <VikeStep> link to one? I went through the features of it and found them all pretty reasonable
L560[05:32:25] ⇨ Joins: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L561[05:32:39] <VikeStep> and something thats quick to link to people if they wish to contribute to software I write
L562[05:32:54] <tmtu> i'd follow oracle's own guidelines
L563[05:32:56] <Dimitriye98> They look reasonable to someone who isn't experienced in <insert language here> but they actually cripple powerful language features
L564[05:33:10] <tmtu> Dimitriye98: ?
L565[05:33:30] <Dimitriye98> Not an article, but a discussion on stackoverflow about their C++ style guide: http://chat.stackoverflow.com/rooms/10/conversation/why-google-style-guide-sucks-roughly
L566[05:33:35] *** Gaz492|Away is now known as Gaz492
L567[05:34:03] <Dimitriye98> Let me find the good article I saw
L568[05:34:26] <Dimitriye98> https://www.linkedin.com/pulse/20140503193653-3046051-why-google-style-guide-for-c-is-a-deal-breaker
L569[05:35:22] <laci200270> Dimitriye98, what i broked?
L570[05:35:55] <Dimitriye98> laci200270: Hard to show in irc. Not your fault, just a bad remnant from C-style languages
L571[05:36:35] <Dimitriye98> You saw where I used if statements that didn't use {braces} right?
L572[05:37:23] <laci200270> yes https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L150
L573[05:38:01] <Dimitriye98> Fuck OS X's new notification system. The top right corner of the screen is the most important (run/debug buttons) and they cover it -.-"
L574[05:38:03] <Dimitriye98> Anyway
L575[05:38:08] <Dimitriye98> Those if statements
L576[05:38:20] <Dimitriye98> They only work if the then clause only contains a single statement
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L578[05:39:50] <laci200270> oh and I broked it with the debug stuff
L579[05:39:58] <Dimitriye98> e.g.
L580[05:39:58] <Dimitriye98> if (flag) //works
L581[05:39:59] <Dimitriye98> something();
L582[05:40:00] <Dimitriye98> if (flag) //doesn’t work
L583[05:40:02] <Dimitriye98> something();
L584[05:40:04] <Dimitriye98> somethingElse();
L585[05:40:06] <Dimitriye98> if (flag) { //works
L586[05:40:08] <Dimitriye98> something();
L587[05:40:10] <Dimitriye98> somethingElse();
L588[05:40:12] <Dimitriye98> }
L589[05:40:14] <Dimitriye98> Yeah
L590[05:40:16] ⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L591[05:40:23] <laci200270> Yes, I understand
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L593[05:40:53] <laci200270> but why worked for the case when tank was next to the node?
L594[05:41:11] <Dimitriye98> Because it never got to that
L595[05:41:19] <Dimitriye98> Wait, no
L596[05:41:21] <Dimitriye98> Nevermind
L597[05:41:24] <Cazzar> Protip: pastebin
L598[05:41:51] <VikeStep> I believe braces should be used where optional, in case you ever want to turn that one line method into a two line method the braces are already there
L599[05:42:19] <Dimitriye98> VikeStep: I don't forget when working on my own code. Admittedly, it plays nicer with git though
L600[05:42:57] <VikeStep> it's not a matter of forgetting, it's just nice to have
L601[05:43:16] <Dimitriye98> Hmm, but why is this issue still here
L602[05:43:53] <VikeStep> its indented twice?
L603[05:44:24] <Dimitriye98> No
L604[05:45:03] <Dimitriye98> Oh, I ident my braces-less ifs twice because I consider them oneliners
L605[05:45:09] <Dimitriye98> Not block level indents
L606[05:45:17] <Dimitriye98> But a continuation of the previous line
L607[05:45:36] <Dimitriye98> Just a semantic trick I use mentally to keep track of them
L608[05:45:37] <VikeStep> interesting
L609[05:46:05] <Dimitriye98> Though his autoformatter doesn't like that and corrected some of them
L610[05:46:23] ⇦ Quits: Raga_BM (~K@125.161.82.190) (Quit: Raga_BM)
L611[05:46:57] <Dimitriye98> Wait dafaq?
L612[05:47:05] ⇦ Quits: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Quit: this quit message is 100% guaranteed not to contain obscenity.)
L613[05:47:21] <Dimitriye98> laci200270: the scanning block at message is only in the search thing, right?
L614[05:48:01] <laci200270> the scanninging block is in isOutput
L615[05:48:32] <laci200270> oh and infindoutput
L616[05:48:37] <Dimitriye98> Oh, ok, let me remove that to help me with debugging
L617[05:49:02] <Dimitriye98> Since I'm trying to trace the search path and the duped messages are throwing me off
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L619[05:55:37] <Dimitriye98> xD That message in the gitignore in build
L620[05:56:44] <laci200270> where?
L621[05:56:47] <laci200270> what?
L622[05:56:59] <Dimitriye98> Nothing, just commenting on something forgegradle does
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L624[05:58:24] <laci200270> Stop including this on github?
L625[05:58:25] <laci200270> :D
L626[05:58:32] <Dimitriye98> Yeah
L627[05:58:36] <laci200270> :D
L628[05:59:12] <Dimitriye98> Does IDEA have a git patch tool?
L629[05:59:25] <Dimitriye98> As in "git add --patch"
L630[05:59:34] <Dimitriye98> For committing parts of files?
L631[05:59:53] ⇦ Quits: HewloThere (~HewloTher@ppp-54-31.grapevine.net.au) (Ping timeout: 202 seconds)
L632[06:00:30] <laci200270> i not know
L633[06:00:37] <laci200270> i'm eclipse user :D
L634[06:01:14] <sham1> whyu
L635[06:02:47] <Dimitriye98> sham1: it seems it doesn't. Sucks. A blight on what has otherwise completely eclipsed eclipse, if you'll pardon the pun, for me
L636[06:04:02] <sham1> You can create patches
L637[06:04:17] <Dimitriye98> As in, partial staging of files?
L638[06:04:24] <sham1> yes
L639[06:04:27] <Dimitriye98> How?
L640[06:04:36] <sham1> Google is your friend
L641[06:04:49] <Dimitriye98> -.-" I tried that
L642[06:05:10] <Dimitriye98> People said it isn't supported and use "git add --patch"
L643[06:05:20] <Dimitriye98> Hence the "it seems it doesn't."
L644[06:05:24] <Dimitriye98> I'm not *that* naive.
L645[06:05:52] <Dimitriye98> Anyway, I'm not talking about creating patches.
L646[06:06:06] <Dimitriye98> I'm talking about patched committing
L647[06:06:09] <Dimitriye98> partial staging
L648[06:06:14] <Dimitriye98> whatever you want to call it
L649[06:06:16] <Dimitriye98> not the same thing
L650[06:07:11] <Dimitriye98> Wait, no, I'm stupid
L651[06:07:27] <Dimitriye98> Damn, why is documentation for IDEs always so difficult to read
L652[06:07:37] <Dimitriye98> I can read docs for even the most obscure and undocumented AP
L653[06:07:42] <Dimitriye98> API* with ease
L654[06:07:47] <sham1> :P
L655[06:07:55] <Dimitriye98> But IDEs are always annoying to read about
L656[06:08:14] ⇨ Joins: vsg1990 (~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L657[06:08:48] <Dimitriye98> Wait, no, "Create patch" doesn't do what I need
L658[06:08:55] <Dimitriye98> It still works with whole files
L659[06:10:02] *** Keridos|away is now known as Keridos
L660[06:10:59] <Dimitriye98> Their diff tool looks like it has the feature, but instead what it does is it partially "git reset"s the file. Not the same thing, albeit useful at different times
L661[06:11:43] <sham1> I'd use eclipse if it A) had better scalable language support and B) if it was able to work with git submodules
L662[06:12:30] <Dimitriye98> I use IDEA, in fact I'm using the full version on a student license ATM
L663[06:12:54] <Dimitriye98> But my problem is that this one feature is missing, and it's a feature I make extensive use of.
L664[06:12:57] <gigaherz> ewh git submodules
L665[06:13:10] <Dimitriye98> Now I'm trying to figure out if there's a plugin for it
L666[06:13:22] <gigaherz> I believe it's the worst way I have seen to reference external repositories in version control system
L667[06:13:24] <gigaherz> s
L668[06:14:09] <Keridos> is there someone here who can help me with dynamic bounding boxes for selection?
L669[06:14:10] <Dimitriye98> gigaherz: I don't care about git submodules :P I don't use them.
L670[06:14:14] <gigaherz> (there may be worse, I just haven't had the misfortune to come across them)
L671[06:14:30] <Dimitriye98> Don't actually understand what they do either.
L672[06:14:42] <gigaherz> Dimitriye98: I *may* have used them, if they worked in a sane way ;P
L673[06:14:48] <Dimitriye98> Dependency management is done in build tools, not in VCS
L674[06:15:05] <gigaherz> on the topmost level and in theory
L675[06:15:22] <gigaherz> you link a folder name to an external repository's commit ID
L676[06:15:41] <gigaherz> so that the specific code is downloaded whenever you need it
L677[06:15:58] <Dimitriye98> Ah, just looked it up
L678[06:16:01] <gigaherz> the first problem is that it's not really integrated, updating the content of submodules has to be done manually separately from pulling the code
L679[06:16:09] <Dimitriye98> What's the point of that though?
L680[06:16:17] <gigaherz> well you may be used to Java
L681[06:16:26] <gigaherz> where "getting dependencies" is as simple ad fetching a jar
L682[06:16:31] <gigaherz> as*
L683[06:16:37] <Dimitriye98> If you need to share code between two projects, pull it out into another repo and link it in your build script
L684[06:16:50] <gigaherz> yeah that's even clunkier than submodules ;P
L685[06:17:22] <gigaherz> imagine a project with many subprojects
L686[06:17:41] <gigaherz> where each team works on a subset of the subprojects and has no need to have all of them available all the time
L687[06:17:59] <gigaherz> well that sounds nice, but git submodules can't really do that easily either ;P
L688[06:18:18] <Dimitriye98> Well, but the shared code is arguably now a shared API, not an individual part of each project.
L689[06:19:00] * Dimitriye98 googles
L690[06:19:06] * Dimitriye98 finds submodule alternative
L691[06:19:10] <Dimitriye98> https://developer.atlassian.com/blog/2015/05/the-power-of-git-subtree/
L692[06:19:51] <laci200270> Dimitriye98, do you found the problem?
L693[06:20:03] <Dimitriye98> laci200270: no, sorry, got sidetracked
L694[06:20:05] <Keridos> do I really need to do raytracing for the bounding box stuff?
L695[06:20:18] <laci200270> ok
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L697[06:23:34] ⇨ Joins: calclavia (uid15812@id-15812.highgate.irccloud.com)
L698[06:23:55] <gigaherz> Keridos: what do you need to achieve?
L699[06:24:14] <Dimitriye98> https://youtrack.jetbrains.com/issue/IDEA-63201
L700[06:24:15] <Dimitriye98> Damn
L701[06:24:21] <Dimitriye98> sham1:
L702[06:24:27] <sham1> wat
L703[06:24:31] <Dimitriye98> Above
L704[06:24:35] <Dimitriye98> What I was talking about
L705[06:24:52] <sham1> bleh
L706[06:24:57] <Dimitriye98> Dammit, I really don't want to go back to eclipse, but this is an essential feature for my workflow :/
L707[06:25:13] <sham1> I'd go back to eclipse if Scala worked well with the damn thing
L708[06:25:34] <sham1> plus eclipse has no night mode
L709[06:25:37] <Dimitriye98> Hmm, though I guess switching to an external git manager would be a better alternative
L710[06:25:39] <gigaherz> Dimitriye98: yo uactually stage partial files as an usual thing?
L711[06:25:49] <gigaherz> I have never seen the need to do that XD
L712[06:26:11] <Dimitriye98> gigaherz: I tend to commit at the end of my work session, rather than committing while working
L713[06:26:20] <gigaherz> I see how it may be useful, but I just dump all the changes at once
L714[06:26:21] <gigaherz> ;P
L715[06:26:34] <Dimitriye98> Then you're defeating the purpose of source control
L716[06:26:35] <gigaherz> I don't keep a tidy version history
L717[06:26:39] <gigaherz> no
L718[06:26:47] <gigaherz> I'm just repurposing it
L719[06:27:04] <gigaherz> at this point in time, I'm not using github as a means to have a "tidy" history
L720[06:27:16] <gigaherz> or an easy way to regress-test
L721[06:27:20] <gigaherz> or even collaborative tool
L722[06:27:24] <gigaherz> it's just a backup of my code
L723[06:27:28] <sham1> Fuck this, I'm just gonna have a RF dependency on my mod
L724[06:27:49] <gigaherz> sham1: just dump the rf api into your src/main/
L725[06:27:59] <Dimitriye98> This is actually a deal-breaker for me, now I need to find a good external git tool, or I'm stuck with switching back to eclipse :/
L726[06:28:02] <sham1> I'ma make it submodule
L727[06:28:09] <gigaherz> why, just dump it into the tree as-is
L728[06:28:10] <gigaherz> XD
L729[06:28:11] <sham1> command line
L730[06:28:30] <sham1> Command line is the only way
L731[06:28:38] <gigaherz> Dimitriye98: git cola?
L732[06:28:43] <gigaherz> it's a "commit manager"
L733[06:29:05] <gigaherz> as in, the app consists exclusively of a commit window with partial staging support
L734[06:29:21] <Dimitriye98> sham1 command line git interactive mode is painful, and I say that as someone who likes the command line more than guis generally
L735[06:29:23] <gigaherz> for everything else including looking at commit logs, it uses external tools
L736[06:29:38] <sham1> My mod will still be about fluids, but now with a much more used power thing than whatever I was doing
L737[06:29:39] <gigaherz> http://git-cola.github.io/
L738[06:29:40] <gigaherz> this
L739[06:29:54] <Dimitriye98> I'm surprised there's no plugin to fix the issue yet
L740[06:29:58] <gigaherz> is what I use when I have no other choice than working with git in linux
L741[06:29:58] <gigaherz> XD
L742[06:31:00] <sham1> So gigaherz, should I put the RF API into my src/main or src/api
L743[06:31:30] <gigaherz> well I'd put it in src/api, but it's going to get embedded into the jar regardless so wahtever
L744[06:31:45] <gigaherz> src/api/ is a bit more organized
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L746[06:32:15] <sham1> so the file structure would be : src/api/java/cofh/api and whatever
L747[06:32:23] <gigaherz> yeh
L748[06:32:27] <Dimitriye98> I think the thing that pisses me off more is that they said they're not going to add it because it doesn't fit their idea of how git should work
L749[06:32:38] <Dimitriye98> Have they never heard the phrase "the customer is always right"?
L750[06:32:41] <sham1> And then I put some dependencies on @Mod and stuff propably
L751[06:32:55] <gigaherz> ?
L752[06:33:03] <sham1> Wait no
L753[06:33:06] <sham1> It's only a api
L754[06:33:10] <sham1> Not a mod dependency
L755[06:33:12] <gigaherz> yeah it's just an api XD
L756[06:33:38] <gigaherz> basically all the mods using RF have their own copy of cofh.api.energy
L757[06:33:45] <gigaherz> and the class loader ignores the dupes
L758[06:34:21] <sham1> Ah ok :P
L759[06:34:26] <Dimitriye98> Dammit, furthermore, IDEA's plugin doesn't let me stage without commiting
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L761[06:34:52] <gigaherz> Dimitriye98: really, the whole concept of "staging" only makes sense in commandline
L762[06:34:54] <gigaherz> ;P
L763[06:35:03] <gigaherz> on a GUI
L764[06:35:09] <gigaherz> you just choose waht to commit, and press commit
L765[06:35:15] <gigaherz> no need to "stage" anything for later ;P
L766[06:35:26] <Dimitriye98> gigaherz: I know, but when they're forcing me to go to the commandline to use a feature of my VCS, it pisses me a tad bit off
L767[06:35:44] <sham1> Ah the RF-API port for 1.8 still uses some old shit
L768[06:35:50] <tmtu> commandline masterrace
L769[06:35:57] <sham1> ^
L770[06:35:59] <gigaherz> oh and I recently discovered TortoiseGit
L771[06:36:03] <Dimitriye98> Especially given that I have to go to the command line for the *entire* commit because they won't let me stage
L772[06:36:06] <gigaherz> which I use as my git tool
L773[06:36:10] <Dimitriye98> TortoiseGit sucks IIRC
L774[06:36:11] <gigaherz> DOES allow partial staging
L775[06:36:19] <gigaherz> it's just rather... hidden
L776[06:36:21] <Dimitriye98> Well, better than IDEA :P
L777[06:36:28] <gigaherz> you have to go to each file you want partially
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L779[06:36:39] <gigaherz> right-click and choose "restore after commit"
L780[06:36:43] <Dimitriye98> Most git tools allow partial staging. JetBrains are just apparently inept at VCS
L781[06:36:46] <gigaherz> then you can "revert" the changes you don't want to commit
L782[06:36:54] <Dimitriye98> One thing that bugs me is the lack of plugins for IDEA.
L783[06:37:04] <Dimitriye98> With eclipse you could find 5 different plugins for the same thing
L784[06:37:10] <gigaherz> it's totally backwards from how interactive staging works
L785[06:37:16] <gigaherz> but at least the feature exists
L786[06:37:24] <Keridos> gigaherz: dynamic bounding boxes for a TE for different rotations
L787[06:37:44] <Dimitriye98> With IDEA, this one feature which is requested by tons of people doesn't have a plugin to add it
L788[06:37:49] <diesieben07> bounding box = collision box?
L789[06:37:51] <gigaherz> Keridos: so all you need is to calculate the bounding box based on the current geometry?
L790[06:38:06] <Keridos> gigaherz: currently using this but this does not generate a bounding box in the vicinity of the block https://gist.github.com/Keridos/a5e07df71812523ea78d
L791[06:38:11] <sham1> And now the fact that RF-API is on my API directory unstaged is really bothering me because the names are blue
L792[06:38:13] <sham1> red*
L793[06:38:18] <Keridos> diesieben07: no just selection box, not collision box
L794[06:38:30] <Keridos> like the thing you need to click to interact with the block
L795[06:38:31] <diesieben07> and you sync the getRotationState to the clinet?
L796[06:38:37] <Keridos> yes
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L798[06:39:11] <Keridos> i use them for rendering already
L799[06:39:29] <gigaherz> Keridos: I don't think what you did makes sense
L800[06:39:43] <gigaherz> to calculate the rotated bounding box
L801[06:39:53] <gigaherz> you'd have to rotate each corner of the bounding box separately
L802[06:40:07] <gigaherz> then recalculate min/max for each rotated vertex position
L803[06:40:33] <Keridos> ah I think i see my issue
L804[06:40:42] <Keridos> i need to rotate it around 0.5 0.5 0.5 in the block
L805[06:40:54] <gigaherz> that too
L806[06:41:14] <gigaherz> but the point is that the bounding box is AXIS-ALIGNED
L807[06:41:22] <gigaherz> you can't just "rotate" it
L808[06:41:36] <Keridos> hm How would I do a dynamic bounding box then?
L809[06:41:45] <gigaherz> the box will simply be larger
L810[06:41:46] <Keridos> did find almost 0 info in the internetz
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L812[06:41:59] <gigaherz> you'd do something like this
L813[06:42:11] <gigaherz> assume originalBox with minX maxX etc
L814[06:42:19] <gigaherz> I mean I don't know the actual names of the fields
L815[06:42:24] <gigaherz> then you'd do
L816[06:43:04] <gigaherz> temp = rotate (original.minX,original.minY,original.minZ) around (0.5,0.5,0.5)
L817[06:43:32] <gigaherz> actualMinX = Math.min(temp.posX, actualMinX)
L818[06:43:39] <gigaherz> actualMinY = Math.min(temp.posY, actualMinY)
L819[06:43:52] <gigaherz> ...
L820[06:43:58] <gigaherz> actualMaxZ = Math.max(temp.posY, actualMaxZ)
L821[06:44:16] <gigaherz> then do the same all over for vector (original.minX,original.minY, original.maxZ)
L822[06:44:16] <Keridos> for rotation i can simply translate it, rotate then translate it back
L823[06:44:26] <gigaherz> then do the same all over for vector (original.minX,original.maxY, original.minZ)
L824[06:44:29] <gigaherz> then do the same all over for vector (original.minX,original.maxY, original.maxZ)
L825[06:44:36] <gigaherz> 8 times.
L826[06:45:19] <Keridos> eh why do I need to do that?
L827[06:45:20] <laci200270> Dimitriye98, can you make a PR about changes you made?
L828[06:45:25] <gigaherz> because the bounding box
L829[06:45:34] <gigaherz> has to be large enough to fit ALL of thebox
L830[06:45:34] <Dimitriye98> laci200270: Still trying to fix :/
L831[06:45:50] <gigaherz> Keridos: the bounding box itself CAN'T be rotated
L832[06:45:58] <gigaherz> it will always remain axis-aligned
L833[06:46:15] <gigaherz> you wont' be able to show a bounding box that overlaps exactly your cube, when your cube is rotated
L834[06:46:59] <laci200270> Dimitriye98, if you will done, please make ap PR
L835[06:47:20] <Boreeas> I'm trying to run a gaussian blur on a sphere I'm drawing: http://pastebin.com/nQ5Pw23Z http://pastebin.com/jcHzdYwL
L836[06:47:21] <gigaherz> conceptually: you'll get something like this: http://minddesk.com/wiki/images/f/fe/Rotate.gif
L837[06:47:24] <Keridos> gigaherz: would the bounding box i set not always be axis aligned, I only rotate by 90 °
L838[06:47:25] <Dimitriye98> ?
L839[06:47:32] <gigaherz> Keridos: oh
L840[06:47:39] <gigaherz> well still
L841[06:47:49] <Boreeas> But setting the uniform "direction" throws a 0x501 invalid value
L842[06:47:54] <gigaherz> if you only rotate 90
L843[06:47:55] <laci200270> if you fixed please make a PR
L844[06:47:59] <gigaherz> then why bother?
L845[06:48:02] <gigaherz> just have a switch()
L846[06:48:05] <gigaherz> and define 4 of them
L847[06:48:07] <gigaherz> or 6
L848[06:48:09] <sham1> That feeling when a mod you are trying to use to test your own does not have a deobfuscated version
L849[06:48:12] <gigaherz> it's easier that way XD
L850[06:48:36] <laci200270> Dimitriye98, because after 14:00 I probaly left from the IRC
L851[06:48:52] <laci200270> for me now 13:48
L852[06:48:52] <sham1> So time to just build.gradle myseld CCC
L853[06:48:56] <gigaherz> switch(facing) { case UP: return AABB(blah); case WEST: return AABB(bleh); ... }
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L855[06:51:09] <Keridos> gigaherz: the AABB needs something like this.x + minX, this.y + miny,...)
L856[06:51:11] <Keridos> ?
L857[06:51:20] <Keridos> as the parameters, correct?
L858[06:52:03] <gigaherz> you know, I have no idea
L859[06:52:14] <Keridos> ok now i have bounding boxes
L860[06:52:22] <Keridos> they just are all over the place and randomly formed
L861[06:52:36] <Keridos> by just translating before rotating and then placing it back
L862[06:52:53] <gigaherz> just..... hardcode them XD
L863[06:52:57] <tmtu> Boreeas: invalid value happens if count is <0
L864[06:53:03] <tmtu> sure it's from the uniform call?
L865[06:53:04] <gigaherz> it's only 6 tops, better than worry about rotating things ;P
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L868[06:57:21] <Dimitriye98> Someone needs to make a commandline git gui
L869[06:57:52] <Dimitriye98> Like, using all the cli commands, but with a the visual feedback better
L870[06:57:59] <diesieben07> SourceTree? :D
L871[06:58:14] <Dimitriye98> diesieben07: ?
L872[06:58:20] <Dimitriye98> Isn't that just a regular git gui?
L873[06:58:40] <diesieben07> oh so you want a complete gui-fication of ALL git features?
L874[06:58:43] <diesieben07> glhf.
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L876[06:59:28] <diesieben07> seriously, if you are using git get used to the command line...
L877[06:59:37] <diesieben07> heck, if you are a *programmer* get used to the command line
L878[06:59:50] <tmtu> Boreeas: right, you're trying to set a vec3 with a int value
L879[07:01:01] <Keridos> thanks for the help gigaherz
L880[07:01:14] <Keridos> hardcoding is boring
L881[07:01:23] <Keridos> i have a hardcoded and then rotate it accordingly
L882[07:03:00] <sham1> GG CCC
L883[07:03:20] <tmtu> GCC?
L884[07:03:25] <sham1> No
L885[07:03:31] <sham1> ChickenCodeCore
L886[07:03:45] <diesieben07> i assume mr. chickenbones was "smart" again
L887[07:03:52] <laci200270> and what the GG part means?
L888[07:04:05] <laci200270> if CCC means codechickencore
L889[07:04:07] <laci200270> :D
L890[07:04:10] <sham1> Good Game
L891[07:04:14] <sham1> I used that for irony
L892[07:04:28] <laci200270> what ccc did again?! :D
L893[07:04:47] <sham1> In my case it would deobfuscate mods so I could use them in my dev enbviroment
L894[07:04:53] <laci200270> and?
L895[07:05:05] <laci200270> what is wrong?
L896[07:05:11] <Dimitriye98> How do you link to line numbers in github?
L897[07:05:16] <Dimitriye98> Oh
L898[07:05:18] <diesieben07> click on the number :P
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L900[07:05:22] <laci200270> yes
L901[07:05:40] <sham1> Well first off, it says it cannot find a file named methods.csv on the mcp conf dir
L902[07:05:43] <sham1> There isnt one
L903[07:05:56] <Keridos> gigaherz i think i got it almost
L904[07:05:57] <diesieben07> yeah you need to point it to it
L905[07:06:07] <diesieben07> even though its trivial to find with 2 lines o fcode
L906[07:06:35] <Dimitriye98> Can someone help figure out why this doesn't work? https://github.com/dimitriye98/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L120-L192
L907[07:06:36] <sham1> And then, his maven repo lacks poms so I cannot have his stuff such as CCC and NEI be downloaded using build.gradle maven thingy
L908[07:06:51] <diesieben07> sham, are you 1.7 or 1.8?
L909[07:07:00] <sham1> 1.8
L910[07:07:06] <Keridos> yay, now just needs to switch the two hardcoded sets
L911[07:07:12] <laci200270> sham1: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571532-1-7-2-nei-in-eclipse
L912[07:07:21] <diesieben07> .gradle\caches\minecraft\de\oceanlabs\mcp\mcp_snapshot\<snapshot>
L913[07:07:23] <laci200270> version not necessary
L914[07:07:47] <sham1> Oh come on
L915[07:08:04] <Dimitriye98> Help please? The algorithm as I intended it should work, though obviously my impl was off
L916[07:08:08] <sham1> That reminds me, time to update my mappings
L917[07:08:39] <sham1> It's like, I am trying to have Progressive Automation on my dev enviorment, but there is no deobfs jar for it, so I use CCC
L918[07:08:52] <laci200270> Dimitriye98, i now need to go away
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L920[07:08:54] <sham1> But then CCC does something like that
L921[07:09:03] <Dimitriye98> someone?
L922[07:09:11] <sham1> What is it
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L924[07:09:13] <Dimitriye98> I'm trying to help laci with his/her pathfinding
L925[07:09:19] <Dimitriye98> https://github.com/dimitriye98/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidNode.java#L120-L192
L926[07:09:25] <Dimitriye98> Something here is broken however
L927[07:09:32] <Dimitriye98> It's not finding valid paths
L928[07:10:51] <Dimitriye98> The logic behind it is sound, it expands from the input and grabs the first output it finds, which should be the closest because of the way the queue is implemented, but it doesn't work
L929[07:11:19] <sham1> What kind of pipes are those
L930[07:11:27] <sham1> fluid nodes eh
L931[07:11:31] <Dimitriye98> laci's custom pipes
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L933[07:12:18] <sham1> Never personally understood that kind of fluid pipe network
L934[07:12:43] <Dimitriye98> Neither do I, but laci asked and I delivered
L935[07:12:52] <sham1> Mmmm
L936[07:13:17] <Dimitriye98> The idea is that the node traverses the pipes in order of distance and outputs to the closest available output
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L938[07:14:40] <Dimitriye98> Instead of traversing however, it's traversing the node that gets clicked 3 times, and then giving up
L939[07:15:01] <sham1> And this is why I dont like mods that do not give out deobfuscated jars for mod devs to play with and use in dev enviorment...
L940[07:15:08] <sham1> So tedious
L941[07:15:24] <gigaherz> I'm still tempted to make some sort of universal pipe
L942[07:15:27] <gigaherz> as in
L943[07:15:31] <Dimitriye98> Which it shouldn't even be able to do since it checks for dupes before pushing to the queue
L944[07:15:46] <Dimitriye98> As in item liquid and energy?
L945[07:15:53] <gigaherz> just like how tesseracts can now transfer energy, items, and fluids
L946[07:16:03] <gigaherz> but for pipes
L947[07:16:08] <sham1> And now it is whining about now finding packaged.srg or joined.srg from that foldier where the mappings are
L948[07:16:14] <sham1> CCC *shakes fist*
L949[07:16:15] <Dimitriye98> If you want to trivialize transport even further than enderio has already done, sure
L950[07:16:25] <Dimitriye98> Anyway, gigaherz, can you check it out?
L951[07:17:13] <gigaherz> Dimitriye98: note that the idea also involved AE2 channels, and a multi-colored redstone/computercraft bus
L952[07:17:13] <gigaherz> ;P
L953[07:17:25] <gigaherz> but I have been too lazy to code it XD
L954[07:17:42] <Dimitriye98> My idea when you mentioned it was a system with
L955[07:17:48] <Boreeas> tmtu: Yeah, definitely from the uniform call. Strategic commenting of code and all that. In any case, I'm setting an IntBuffer, not an int. Or does vec3 need a FloatBuffer?
L956[07:17:49] <Dimitriye98> EU style pipes and nodes
L957[07:18:07] <Dimitriye98> Where there's 4 types of nodes
L958[07:18:14] <Dimitriye98> redstone, item, fluid, and power
L959[07:18:20] <Dimitriye98> and 16 colors of each
L960[07:18:34] <tmtu> Boreeas: glUniform1i() sets 1 integer in the shader, glUniform1f() sets 1 float, glUniform3f sets 1 vec3
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L962[07:18:35] <Dimitriye98> 17 if uncolored is also on a unique channel
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L964[07:19:00] <Dimitriye98> Though obviously OP, it's the idea that came to mind when you mentioned it
L965[07:19:08] <Dimitriye98> Anyway, mind checking out the routing logic>
L966[07:20:01] <Boreeas> tmtu: Yeah, but glUniform1ARB takes an Intbuffer or a Floatbuffer. Does it just take the first element of the buffer?
L967[07:20:10] <Dimitriye98> gigaherz?
L968[07:20:13] <tmtu> i'd guess, it's a lwjgl thing
L969[07:20:18] <tmtu> read the docs :p?
L970[07:20:36] <tmtu> there should be identical methods for int/float primitves though
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L972[07:21:56] <Boreeas> tmtu: The thing is, there doesn't seem to be any docs. No javadoc on the method, and online there's just legacy.lwjgl.com with the same missing javadoc
L973[07:22:02] <Boreeas> But yeah, there's primitive methods too
L974[07:22:07] <Boreeas> Guess I'll use those, thanks
L975[07:24:51] <gigaherz> Dimitriye98: sorry no idea
L976[07:25:18] <Dimitriye98> Well, I'm about to run it step by step from a breakpoint, so hopefully that'll give some insight
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L978[07:30:15] <Dimitriye98> God, there are those moments when you wish Java had a nice clean goto. Goto may be evil, but there are times when the code would be much *more* clean and structured with a simple goto
L979[07:30:32] <Lumien> Java does have goto though right?
L980[07:30:37] <Dimitriye98> No
L981[07:30:53] <Dimitriye98> It's a reserved keyword, but not supported
L982[07:32:20] <Lumien> Oh right, thought labels were basically goto
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L984[07:32:25] <Lumien> but they aren't
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L986[07:32:59] <Dimitriye98> It has break to a label and continue to a label for breaking/continuing nested loops, but no goto
L987[07:33:21] <Dimitriye98> I know goto is evil, but I'd argue that code replication is more evil
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L989[07:33:57] <Dimitriye98> E.g. the perfect thing for me here would be to jump into the middle of the loop, since the first half needs to be left out on the first iteration
L990[07:33:58] <Dimitriye98> But nope
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L992[07:34:52] <Lumien> Write the class in bytecode :P, then you can use goto
L993[07:35:07] <Dimitriye98> meh
L994[07:35:11] <Dimitriye98> I'm not that desperate
L995[07:35:32] <sham1> Yay, NEI works now and CCC is no longer a bitch
L996[07:35:37] <Dimitriye98> XD Someone made a compiler plugin that adds goto to the language that shall not be named
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L1001[07:49:32] <Dimitriye98> Hooray for step-by-step debug mode
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L1008[08:24:23] <Keridos> how can I change the localization of a block by metadata?
L1009[08:24:45] <Dimitriye98> Can a TileEntity get its location?
L1010[08:24:52] <gigaherz> override the getUnlocalizedName that has an ItemStack
L1011[08:24:59] <gigaherz> no wait that's for items
L1012[08:25:25] <gigaherz> Keridos: for a GUI, you draw the title, so just choose yourself
L1013[08:26:19] <gigaherz> for a WAILA tooltip... there may be a way
L1014[08:26:37] <sham1> I'd imagine there is
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L1016[08:27:01] <gigaherz> WailaProvider has different methods
L1017[08:27:03] <gigaherz> that can be overriden
L1018[08:27:26] <gigaherz> which methods get called depend on what you register
L1019[08:27:59] <Keridos> gigaherz: that block is a shared block
L1020[08:28:07] <Keridos> like the same tileentity
L1021[08:28:14] <Keridos> but different models on different metadata
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L1025[08:33:45] <Keridos> the unlocalized name is the name of the localization in the lang file?
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L1033[08:41:57] <Keridos> gigaherz: hm, how can i get access to the metadata in the getunlocalized name function?
L1034[08:42:58] <gigaherz> you can't, not on a block
L1035[08:43:08] <diesieben07> you need a custom ItemBlock
L1036[08:43:12] <gigaherz> the block doesn't have subitems per se
L1037[08:43:15] <gigaherz> when it's in block form
L1038[08:43:26] <sham1> Makes sense
L1039[08:43:28] <gigaherz> only has a tooltip in item form
L1040[08:43:45] <diesieben07> and for waila you need to use the waila API
L1041[08:44:04] <gigaherz> yeah,
L1042[08:44:29] <gigaherz> if you want to see a custom name in "item form", you have to override the ItemBlock for your block, so that it has unlocalized names for each meta
L1043[08:44:35] <Keridos> diesieben07: i extend my local block that extends block
L1044[08:44:42] <gigaherz> Keridos: that's not enough
L1045[08:44:50] <Keridos> so i can just add a meta data int in there?
L1046[08:44:55] <diesieben07> no you cannot
L1047[08:44:58] <Keridos> and sync it when the block gets placed?
L1048[08:44:59] <gigaherz> you don't understand
L1049[08:45:08] <gigaherz> when the block is placed, it does NOT have a name
L1050[08:45:10] <diesieben07> as soon as you pick up the block, it is no longer a block
L1051[08:45:17] <diesieben07> it becomes an Item.
L1052[08:45:21] <diesieben07> that item has a name. not your block
L1053[08:45:36] <gigaherz> the getUnlocalizedName function is used by ItemBlock, to show the name in the inventory
L1054[08:45:48] <gigaherz> but ItemBlock does NOT know about sub-blocka
L1055[08:45:49] <Keridos> so for the block I just "hack" that into the waila tooltip?
L1056[08:45:50] <gigaherz> blocks*
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L1058[08:45:54] <gigaherz> no
L1059[08:45:55] <diesieben07> thats not hacking
L1060[08:46:01] <gigaherz> you have to override ItemBlock
L1061[08:46:13] <gigaherz> that is, make your own ItemBlock, that supports your sub-blocks
L1062[08:46:28] <gigaherz> and when you register the block
L1063[08:46:33] <gigaherz> you give it the class to use as the ItemBlock
L1064[08:47:00] <gigaherz> the metadata doesn't carry into the item by default
L1065[08:47:24] <gigaherz> so you'll also have to override getItemDropped
L1066[08:47:33] <gigaherz> to add the metadata into the item, yourself
L1067[08:47:52] <Keridos> ah ok thanks for the info
L1068[08:48:10] <gigaherz> but if you want data that is specific to the block placed
L1069[08:48:15] <gigaherz> and not when you break the block
L1070[08:48:23] <gigaherz> then you will have to override WailaProvider
L1071[08:48:43] <Keridos> I can do that, have my own wailaprovider already
L1072[08:48:51] <Keridos> so i can just change stuff in there, correct?
L1073[08:49:08] <gigaherz> register your block with the Stack provider
L1074[08:49:15] <gigaherz> and return the right item in getWailaStack
L1075[08:49:24] <Keridos> ah ok
L1076[08:49:44] <gigaherz> the name and icon are obtained from the ItemStack
L1077[08:51:45] <Keridos> So i just have to create a custom itemblock for the block and make sure the metadata is passed from and to it correctly when the block is placed/broken?
L1078[08:52:28] <Keridos> And then I can use the itemBlock to do the appropriate stuff for exchanging the relevant strings?
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L1080[08:54:22] <Keridos> hm in the getitemdropped how do I get the metadata in there?
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L1084[09:08:10] <diesieben07> Keridos, use getDrops
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L1090[09:17:43] <Keridos> thx
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L1092[09:23:45] <EeB> Does anybody know if custom model transformations in https://github.com/MinecraftForge/MinecraftForge/commit/20bf76464a61b711c37e7a735e53f5e3d8c1c458 are final, or at least in a working state? I tried to add a forge:default-block transform to generate the proper item model for a block when held in your hand but I don't seem to get it to work.
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L1094[09:28:43] <boni> are you using the forge json?
L1095[09:28:51] <EeB> More specifically: I have a blockstate file that looks like this: https://gist.github.com/immortaleeb/6a1960c8b65c32e4233d and a trivial block model file for "myBlock", but when I look at my block when held in my hand in F5 mode it renders too big
L1096[09:29:10] <Keridos> ah ok I think i understand the metadata based blocks now
L1097[09:29:26] <Keridos> just need to implement the second model and texture and change the renderer in the appropriate way
L1098[09:29:51] <EeB> @boni: look at my last message, I am
L1099[09:31:24] <EeB> And yes: I know the rendering can be fixed by creating a separate item model file, but that's what I'm trying to avoid by using "forge:default-block"
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L1102[09:36:26] <danielhuisman_> @EeB are you using Forge 1487?
L1103[09:36:58] <EeB> danielhuisman_: Yes I am
L1104[09:38:16] <boni> might be you need IPerspectiveAwareModel
L1105[09:38:28] <boni> haven't looked into it
L1106[09:42:37] <gigaherz> EeB: you said forge:default-block, but that first has default-item
L1107[09:42:48] <gigaherz> that gist*
L1108[09:43:19] <EeB> gigaherz: Yeah, sorry thats a typo on my part, I tried all possible combinations just to be sure :p
L1109[09:43:23] <EeB> I'll update the gist
L1110[09:43:44] <gigaherz> by the way if you have something in defaults, you don't need to repeat it in variants
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L1112[09:44:11] <EeB> boni: As far as I can see from the example in the commit it should work on default models (which I presume are IBakedModelS?), so I very much doubt that
L1113[09:45:01] <gigaherz> nah IPerspectiveAwareModel is for when you want to have your own transforms
L1114[09:45:09] <gigaherz> for custom model loaders
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L1116[09:51:13] <EeB> gigaherz: I updated the gist, but I guess you're out of ideas too now?
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L1118[09:51:59] <gigaherz> never had any idea to begin with, I just noticed the discrepancy
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L1120[09:53:04] <EeB> gigaherz: haha, well thanks for pointing that out; it could've been the cause of the problem, but unfortunately that is not the case :p
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L1126[10:07:19] <Dimitriye98> The more I use IntelliJ the more I fall in love with it...
L1127[10:07:32] <Dimitriye98> Though dat damn git integration -.-"
L1128[10:07:48] <Dimitriye98> The one thing that sucks about it just sucks *so* much
L1129[10:08:05] <williewillus> use an external git client
L1130[10:08:08] <williewillus> or cmdline lol
L1131[10:08:13] <williewillus> i use sourcetree
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L1133[10:08:30] <boni> sourcetree is pretty much the best GUI for git out there
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L1135[10:08:46] <Dimitriye98> Meh, command line can be accessed from within intellij :P
L1136[10:08:48] <williewillus> is there a linux version of it yet? :<
L1137[10:09:29] <Dimitriye98> Seriously though, all they need to do is add sectional staging and it'll be awesome.
L1138[10:09:35] <Dimitriye98> IDK why they didn't
L1139[10:09:44] <Dimitriye98> They already have diff tracking
L1140[10:09:58] <Dimitriye98> But for some reason they don't have partial staging
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L1143[10:20:31] <OrionOnline> hello guys
L1144[10:20:37] <sham1> And you cannot interact with submodules which also sucks. And I dont know if IDEA works with subtrees or whatever
L1145[10:20:54] <OrionOnline> is there a way to get the breaking animation on TESR's ?
L1146[10:21:00] <Dimitriye98> Well, submodules suck in the first place :P
L1147[10:21:36] <Dimitriye98> It sucks if subtrees don't work, but it's java anyway, so code linking is not that big an issue
L1148[10:22:02] <sham1> Maybe I want to seperate my API and rest of my mod code
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L1150[10:22:30] <Ordinastie> OrionOnline, not without massive hachink
L1151[10:22:33] <Ordinastie> *hacking
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L1154[10:22:40] <OrionOnline> Hmm sadly then
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L1157[10:23:16] <OrionOnline> Where are those values actaully stored, not on the TE right, but on world level if i remember it correctly?
L1158[10:23:40] <Ordinastie> I do give the possibility to use them with MalisisCore if you're interested :p
L1159[10:23:53] <OrionOnline> Can i see how you did that?
L1160[10:24:27] <Ordinastie> I was implying "interested in using it" :'(
L1161[10:24:57] <sham1> You wanted him to have a dependency
L1162[10:25:01] <sham1> Speaking off
L1163[10:25:10] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/renderer/MalisisRenderer.java#L1213-L1279
L1164[10:25:34] <sham1> Sucks that there really is only one public mod ATM for 1.8 that uses RF for anything
L1165[10:25:54] <sham1> I cant exactly test my stuff
L1166[10:26:32] <williewillus> three at least
L1167[10:26:37] <williewillus> fluxducts and progressive automation
L1168[10:26:43] <williewillus> and one other mod that updated the RF api on their own
L1169[10:26:44] <sham1> Yeh
L1170[10:27:02] <sham1> I have FLuxducts and Progressive automation so I can test my stuff
L1171[10:27:55] <Dimitriye98> sham1: if you want to separate your API put it in a second repo and link via gradle.
L1172[10:28:02] <OrionOnline> Ordinastie, hmm ... that is indeed a lot of hacking to get that going, is there a reason nobody made a PR for that kind of stuf?
L1173[10:28:41] <masa> sham1: isn't there also unofficial versions of BC ports, probably also on the BD issue tracker, maybe those would actually work?
L1174[10:28:48] <masa> *BC
L1175[10:29:02] <sham1> Hmm
L1176[10:29:37] <sham1> Also I don't know if my mod should also include some standalone power gen so if I have no mods that do not generate RF I can still use my stuff with RF
L1177[10:29:40] <HassanS6000> How would I get it so my smelting recipe only works SOMETIMES
L1178[10:29:54] <HassanS6000> Like it takes multiple blocks before outputting something..
L1179[10:29:59] <Dimitriye98> sham1: What's the feel of your mod?
L1180[10:30:04] <HassanS6000> Hopefully random.
L1181[10:30:07] <Dimitriye98> Does a generator fit?
L1182[10:30:20] <Dimitriye98> Like, what are you making?
L1183[10:30:38] <OrionOnline> For some reason A EntityItem of ḿy TE turns white when i pick it up, yet on the floor when no one is near them they just texture fine
L1184[10:30:44] <sham1> Dimitriye98, my mod's "theme" is focusing on fluids and just using and manipulating those for crafting and transport
L1185[10:30:59] <Dimitriye98> So make a lava-based generator
L1186[10:31:01] <sham1> Also you cannot have EntityItems of TEs
L1187[10:31:09] <Dimitriye98> Or a "convection" generator
L1188[10:31:32] <sham1> Looks interesting
L1189[10:31:44] <sham1> Then the only thing would be to figure out how to transfer that RF
L1190[10:31:54] <OrionOnline> sham1, why not? i can have a EntityItem of a Chest
L1191[10:31:55] <masa> HassanS6000: I think the only non-hacky way would be to make you own machine to make the item
L1192[10:32:07] <OrionOnline> But i get what you mean, technically, that is ion that form a block
L1193[10:32:10] <HassanS6000> nvm I figured it out masa
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L1196[10:32:17] <OrionOnline> but the TE and the Block are in that case the same to me
L1197[10:32:22] <masa> why do you want it to be random? can't you make the recipe more expensive if that is the goal?
L1198[10:32:23] <sham1> But they are not
L1199[10:32:28] <Dimitriye98> sham1: Do you have any form of pipes?
L1200[10:32:36] <sham1> I have fluid pipes
L1201[10:32:39] <masa> HassanS6000: oh? please do tell
L1202[10:32:43] <Dimitriye98> Hydraulic pressure? :P
L1203[10:32:51] <sham1> :D
L1204[10:32:56] <sham1> hydraulic pipes
L1205[10:33:08] <HassanS6000> masa, I discarded with the random idea just went with new ItemStack(Items.coal, 32) as the input, that way it takes multiple to make this item
L1206[10:33:25] <masa> yeah, ok
L1207[10:33:25] <sham1> And that to transfer RF between places
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L1217[10:44:38] <sham1> God damn it Lex, your Dropbox links are too popular
L1218[10:44:48] <sham1> Cant see what is on them
L1219[10:45:08] <diesieben07> wet asians
L1220[10:45:18] <sham1> :P
L1221[10:45:32] <sham1> Pls
L1222[10:45:32] <diesieben07> no not what YOU think again
L1223[10:45:35] <diesieben07> fukin pervert
L1224[10:45:43] <sham1> :D
L1225[10:45:55] <sham1> Sorry but that just is in my nature
L1226[10:45:59] <diesieben07> :D
L1227[10:46:06] <diesieben07> anyone would have thought that
L1228[10:46:17] <sham1> :D
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L1236[10:52:52] <Quetzi> this: http://forgedevelop.com/BigAmericanMakesTinyAsianWet.mp4
L1237[10:56:57] <sham1> Also, was that lex's voice there
L1238[10:59:27] <Quetzi> yes
L1239[10:59:39] <sham1> Nicew
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L1243[11:09:01] <Michael_> What would be the best way to do something only once a second or so in a tileentity's updateEntity()?
L1244[11:09:23] <Ordinastie> if(worldObj.getTotalTime() % 20 == 0)
L1245[11:09:51] <Michael_> thx
L1246[11:09:55] <gigaherz> if you want it to be based on real time, you could use actual real time instead
L1247[11:10:26] <gigaherz> but it's generally best to work on ticks because that's what thegame uses for timing purposes
L1248[11:11:01] <gigaherz> hmm do items actually despawn after 6000 ticks, or do they measurereal time?
L1249[11:11:19] <Michael_> Makes more sense to use ticks in a method that runs every tick
L1250[11:11:44] <gigaherz> yes, unless you REALLY need it to work based on real time
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L1252[11:12:44] <ThuGie> Sorry but how do you find what mod is using a lot of cpu and ram ?
L1253[11:13:00] <ThuGie> tried a profiler that comes with java itself, but it pretty much kicks all players :p
L1254[11:13:07] <ThuGie> and was not sure how to properly find the mod itself.
L1255[11:13:08] <diesieben07> gigaherz, they use ticks
L1256[11:13:14] <diesieben07> ThuGie, Opis
L1257[11:13:24] <sham1> "When it is 00:00 in UTC, something happens" That would be the best thing ever'
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L1259[11:13:57] <gigaherz> ThuGie: well a profiler seems like the right tool, which one is the right profiler... I suppose diesieben07's mention will do ;P
L1260[11:13:59] <ThuGie> i did have opis installed, but so far i could see i could only find what block in the world and or entity was causing a high usage
L1261[11:14:14] <diesieben07> yes exactly
L1262[11:14:22] <diesieben07> and from that you can track back to which mod adds that block/entity
L1263[11:14:49] <ThuGie> ah yeah i get that, and for ram ?
L1264[11:15:00] <ThuGie> was hoping i could see directly what mod was using a lot of cpu
L1265[11:15:11] <diesieben07> there is no way to do that.
L1266[11:15:12] <ThuGie> on quad core server directly on start without players is on 30% cpu :p
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L1268[11:15:25] <ThuGie> i guess the other % is for garbage cleaning
L1269[11:15:28] <diesieben07> not sure what you can use for RAM, VisualVM should do fine though
L1270[11:15:48] <ThuGie> visualvm is there perhaps a tutorial you can recommend ?
L1271[11:16:25] <gigaherz> you could update this, maybe: https://github.com/nallar/TickProfiler
L1272[11:16:29] <gigaherz> (for cpu usage)
L1273[11:16:32] <diesieben07> not sure, you just start it up :D
L1274[11:18:40] <ThuGie> will readd opis and perhaps see about using ticketprofiler loved tickthreading that naller developed before :p
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L1303[11:49:42] <Joban> Oy Gevalt!
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L1305[11:53:43] <EeB> Does anyone know if and/or how I can run the Debug mods in net.minecraftforge.debug? Will I need to setup a separate forge dev workspace to do this?
L1306[11:54:08] <diesieben07> yes
L1307[11:54:17] <diesieben07> clone the forge repo, run gradlew setupForge
L1308[11:54:51] <EeB> diesieben07: oh, so is there a separate gradle task to do that?
L1309[11:55:13] <EeB> *to run the debug mods that is
L1310[11:55:30] <diesieben07> no, you get them if you run minecraft in the forge dev mode (=clone the repo, run setupForge)
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L1314[11:59:27] <EeB> diesieben07: So I did that, any idea how I can start a minecraft with these debug mods loaded from the command line? Cause I noticed there's not a lot of support for intelliJ and I don't feel like installing eclipse
L1315[11:59:41] <diesieben07> i dont think you can from the command line
L1316[11:59:58] <diesieben07> but intellij can import eclipse projects, although i never tried it with the forge dev project
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L1329[12:06:16] <danielhuisman_> @EeB can't you just put the debug mods in your src/test/java ?
L1330[12:09:28] <EeB> danielhuisman_: Might try that out, but afaik gradle separates 'test' and 'main' sourceSets so that test classes are not loaded when you're executing the code
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L1332[12:10:44] <danielhuisman_> If you add them as source folder in your IDE you can run them, it's just that they don't get included in the build by gradle
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L1334[12:14:00] <EeB> danielhuisman_: Jep you're right, it actually works. Why do it the hard way if I can do it the simple way :p thx!
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L1339[12:27:16] <Szernex> "warning: [options] bootstrap class path not set in conjunction with -source 1.6" how do I fix this so it's 1.8?
L1340[12:28:28] <danielhuisman_> It's a warning, ignore it ;)
L1341[12:28:47] <Szernex> well, I can't
L1342[12:28:55] <sham1> Why cant you
L1343[12:28:58] <Szernex> error: diamond operator is not supported in -source 1.6
L1344[12:28:58] <Szernex> private Map<String, CommandBase> availableCommands = new HashMap<>()
L1345[12:29:21] <diesieben07> Szernex, https://goo.gl/MvgJuH
L1346[12:29:37] <Szernex> thanks
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L1350[12:34:23] <notapotato> First off: Hello. Second: I'm trying to add a "custom furnace" of sorts but whenever I open up the gui and try to take an item out of the player inventory slots it just rubber bands back in
L1351[12:34:49] <diesieben07> show your code.
L1352[12:35:25] <notapotato> which classes
L1353[12:35:50] <diesieben07> Block, GuiHandler, TE, Gui, Container
L1354[12:36:15] <notapotato> okay. give be a sec
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L1357[12:39:45] <notapotato> http://pastebin.com/UpJzAnQ8 the block class
L1358[12:40:46] <diesieben07> ah there is your issue
L1359[12:40:49] <sham1> Why do you have "if (world.isRemote)"
L1360[12:40:52] <diesieben07> you only open the GUi on the clinet. should be other way around
L1361[12:41:01] <sham1> Ninja'd
L1362[12:41:25] <sham1> I feel so good of myself
L1363[12:42:16] <sham1> Yeah, world.isRemote is true when the logical side is the client
L1364[12:42:45] <sham1> For anything like this that interacts with inventories, you want to check if the logical side is server
L1365[12:42:57] <sham1> So, make it "if (!world.isRemote)"'
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L1367[12:43:31] <notapotato> alright
L1368[12:44:18] <notapotato> as you probably expected it worked. thank you so much
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L1373[12:47:50] <shadekiller666> does anyone have a link to the spec page thing for the forge blockstate jsons?
L1374[12:48:44] <sham1> Spec as in
L1375[12:49:02] <danielhuisman_> https://github.com/MinecraftForge/Documentation/blob/master/blockstates/forgeBlockstates.md
L1376[12:49:06] <shadekiller666> specifying the different ways you can write them
L1377[12:50:03] <shadekiller666> no, theres an updated one that includes the new camera transform support
L1378[12:50:06] <sham1> forge blockstates are wonderful btw and I love Lex and whoever else helped with them
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L1380[12:51:06] <danielhuisman_> There is this: https://github.com/MinecraftForge/MinecraftForge/pull/1978/files
L1381[12:51:11] <danielhuisman_> At the bottom there is an example
L1382[12:52:23] <Mitchellbrine> Is there a simple way to get rid of that pesky white box in projectiles?
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L1384[12:55:01] <sham1> I'd really love to write some documentation, but the only thing I know half-decently about are fluids and that would be silly to write docs about
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L1388[13:01:56] <shadekiller666> aha! found it: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1389[13:09:04] <Szernex> " Could not copy file 'D:\projects\programming\minecraft\YetAnotherBackupMod2\src\main\resources\mcmod.info' to 'D:\projects\programming\minecraft\YetAnotherBackupMod2\build\resources\main\mcmod.info'." wat
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L1394[13:17:10] <Szernex> nevermind, missing properties
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L1397[13:24:56] <minecreatr> is there any way to get the mod a block belongs to by an instance of the block class?
L1398[13:26:35] <diesieben07> GameRegistry.findUniqueIdentifierFor
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L1401[13:35:44] <notapotato> if i had an inventory with tabs how would i make it so certain slots only show on one tab and certain other slots only show on the other tab
L1402[13:36:22] <diesieben07> hide the slots that are invisible by setting their x coordinate to -999
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L1404[13:40:59] <notapotato> well ive run into another problem: if i switch from the first tab to the second tab and back to the first tab my game crashes
L1405[13:41:48] <diesieben07> "it crashes" means nothing
L1406[13:41:54] <diesieben07> stacktrace or gtfo
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L1408[13:44:09] <notapotato> http://pastebin.com/kAUGrp4v
L1409[13:44:30] <diesieben07> ...
L1410[13:44:53] <notapotato> im new to this. sorry
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L1412[13:45:38] <sham1> The whole thing
L1413[13:45:47] <sham1> The exception that causes the crash as well
L1414[13:45:58] <sham1> So we may help you
L1415[13:47:56] <notapotato> http://pastebin.com/JdsLZHu9 better?
L1416[13:48:53] <PaleoCrafter> OBOE :P
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L1419[13:50:12] <sham1> Better
L1420[13:50:26] <sham1> Next up, show us your container code
L1421[13:51:05] <notapotato> http://pastebin.com/Uu8uGW2J
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L1423[13:58:14] <williewillus> geez
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L1425[13:58:38] <sham1> notapotato, mind running your code through a debugger stp-by-step
L1426[14:01:24] <mathew_653> Quick question guys, are entity indexes shared between server and client?
L1427[14:01:34] <notapotato> tell me how and i can
L1428[14:01:54] <diesieben07> mathew_653, what do you mean by entity indizes?
L1429[14:02:23] <sham1> indicies
L1430[14:02:29] <diesieben07> shush, i'm german
L1431[14:02:38] <sham1> Or rather indices
L1432[14:02:48] <sham1> You at least speak indo-european
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L1434[14:03:34] <mathew_653> To my knowledge, minecraft spawns an entity the entity is given an unique number
L1435[14:03:53] <diesieben07> you mean the entity id
L1436[14:03:56] <diesieben07> getEntityId()?
L1437[14:03:58] <mathew_653> Yes
L1438[14:04:27] <diesieben07> those are the same, yes
L1439[14:04:32] <diesieben07> they are used ONLY for that :P
L1440[14:04:44] <diesieben07> so that client/server know which entitiy they are talikina bout
L1441[14:04:49] <mathew_653> Good
L1442[14:04:58] <mathew_653> I can use that to track players in a map
L1443[14:05:11] <mathew_653> A map object not item
L1444[14:05:15] <diesieben07> No
L1445[14:05:21] <diesieben07> they will change when the player unloads
L1446[14:05:28] <sham1> :P
L1447[14:05:38] <mathew_653> Well i will only need it for when the player exists.
L1448[14:05:45] <mathew_653> Not for any offline usage.
L1449[14:05:52] <diesieben07> still, just use the player object
L1450[14:06:04] <diesieben07> and why do you need to track them in a map anyways
L1451[14:06:10] <diesieben07> IEEP sounds much more appropriate
L1452[14:06:39] <mathew_653> I am just used to using maps as a cheap goto dynamic array for number to information.
L1453[14:07:15] <mathew_653> I have the player render stuff i was prior working
L1454[14:07:16] <notapotato> sham1 sorry for the noobiness but how exactly do you run code through a debugger
L1455[14:07:32] <sham1> *sighs* Eclipse or IDEA
L1456[14:07:38] <notapotato> eclipse
L1457[14:07:45] <mathew_653> I just now am going to make it able to know who we are talking about client end.
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L1459[14:07:59] <sham1> This is one of the fundimental things: https://www.youtube.com/watch?v=9gAjIQc4bPU
L1460[14:08:09] <diesieben07> mathew_653, you want to store information abotu a player, right?
L1461[14:08:23] <mathew_653> Yea but only during runtime.
L1462[14:09:02] <mathew_653> Remember my prior thing about the invisable player?
L1463[14:09:20] <williewillus> ieeps still work for that, you just leave the save/load methods blank? :p
L1464[14:09:33] <sham1> :D
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L1466[14:10:14] <mathew_653> or use an isremote check on load/save?
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L1468[14:10:29] <diesieben07> load/save will onyl be called on the server anyways
L1469[14:12:59] <sham1> That makes sense
L1470[14:13:09] <sham1> WHy would you save on the client side
L1471[14:13:12] <mathew_653> So an ieep, maintained via a packet what sends the players entity ID and the servers ieep's NBT?
L1472[14:13:45] <mathew_653> Presumablely you'd wanna save if you where writeing a mod what allowed a blocks settings to saved to the client.
L1473[14:14:11] <mathew_653> e.g a block what ran a simple restricted script setup
L1474[14:14:29] <mathew_653> But other then that I don't see a use
L1475[14:15:08] <mathew_653> And if i need scripting like that computercraft has it covered(complete with url parsing)
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L1477[14:16:49] <mathew_653> Anyhows, gonna rewire the bits.
L1478[14:18:21] <mathew_653> It is great fun playing with this kinda stuff, really shows me some insight into the engine and at that a relatively bare metal view.
L1479[14:18:50] <sham1> The thing about MC is that is is the perfect example of what not to do
L1480[14:18:58] <mathew_653> True
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L1482[14:20:00] <mathew_653> On a saperate project i studyied minecraft, arma3, quake and half-life(quake varriant) for design do and don'ts
L1483[14:25:32] <mathew_653> Kinda fun to see openGL on java vs c++ and such xD
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L1485[14:25:47] <sham1> Pointers ^^
L1486[14:25:58] <mathew_653> Yup c++ has alot of those
L1487[14:26:12] <sham1> Well because C has them
L1488[14:26:20] <mathew_653> true
L1489[14:26:28] <williewillus> I like how c# approaches pointers
L1490[14:26:32] <mathew_653> And C also don't mangle the names to hell
L1491[14:26:37] <williewillus> you get to have them but you have to mark it unsafe
L1492[14:26:48] <sham1> extern "C" makes it so that C++ does not name mangle
L1493[14:26:49] <mathew_653> c# has pointers?
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L1495[14:26:58] <sham1> Wait it does?
L1496[14:27:24] <williewillus> yeah lol
L1497[14:27:26] <williewillus> https://msdn.microsoft.com/en-us/library/y31yhkeb.aspx
L1498[14:27:31] <mathew_653> And yea.. I know with extern "C"
L1499[14:27:41] <mathew_653> C# also has pinvoke.
L1500[14:27:41] <mathew_653> xD
L1501[14:27:54] <sham1> News to me
L1502[14:28:04] <sham1> But I've never Seen Sharp so I dont know
L1503[14:28:24] <williewillus> c# is like java, but fancier with more shiny things
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L1505[14:28:41] <mathew_653> True
L1506[14:28:42] <sham1> And platform-dependant unless you use Mono
L1507[14:29:05] <williewillus> delegates, eventhandlers, partial types, pointers, structs, nullables, null coalescing operators, etc.
L1508[14:29:08] <williewillus> monos improved a lot
L1509[14:29:38] <sham1> Only time I've actually used C# was when I tried XNA
L1510[14:29:38] <mathew_653> in C# you can still do stuff like getting a class name at run time right?
L1511[14:29:44] <williewillus> reified generics too
L1512[14:29:45] <sham1> And then I just said "nope.avi"
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L1514[14:30:12] <mathew_653> I only breifly looked at C# but that was back in the days i still had a very strong c++ bias.
L1515[14:30:13] <mathew_653> XD
L1516[14:30:17] <sham1> And you can get class' name at run time in java as well
L1517[14:30:34] <williewillus> well the java way of getting paramter types is cheating using metadata
L1518[14:30:34] <mathew_653> That was kinda why i was asking.
L1519[14:30:52] <williewillus> the C# param types are truly unerased during runtime
L1520[14:30:59] <sham1> Type erasion is a bitch
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L1522[14:31:14] <mathew_653> Best one is with native code
L1523[14:31:17] <diesieben07> and so is the template approach
L1524[14:31:19] <mathew_653> xD
L1525[14:31:22] <diesieben07> both have their problems
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L1530[14:34:22] MineBot sets mode: +o on LexMobile
L1531[14:35:13] <sham1> Yay, lex is here
L1532[14:35:37] <PaleoCrafter> the one who made the tiny Asian wet d:
L1533[14:36:09] <sham1> :P
L1534[14:36:15] <mathew_653> Hah
L1535[14:38:36] <williewillus> what did Searge's big unicode mess thing mean?
L1536[14:39:14] <sham1> Would that have been UTF-16 or UTF-8?
L1537[14:39:23] <sham1> I'm curious
L1538[14:39:56] <sham1> Anyway Paleo, here cometh a stupid question
L1539[14:40:09] <PaleoCrafter> you shalt ask thy stupid question
L1540[14:40:13] <sham1> Does IDEA debug hotswap work with scala
L1541[14:40:18] <PaleoCrafter> sure
L1542[14:40:23] <sham1> Ok
L1543[14:40:25] <sham1> Good
L1544[14:41:08] <PaleoCrafter> although you might have some issues with lambdas and stuff
L1545[14:41:18] <sham1> That sucks
L1546[14:41:37] <PaleoCrafter> well, they're just syntax sugar for anonymous classes, so changing them incorporates changing that class :P
L1547[14:41:41] <mathew_653> How do i hook the player connection event?
L1548[14:41:51] <williewillus> theres an event for that
L1549[14:42:10] <sham1> Yeah I know lambdas are syntaxic sugar
L1550[14:42:16] <williewillus> ServerConnectionFromPlayerEvent or something like that
L1551[14:42:17] <sham1> It just tastes so good
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L1553[14:43:07] <PaleoCrafter> as long as you're just changing their code without requiring a new local variable in the closure, you're fine
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L1555[14:44:17] <sham1> ok
L1556[14:44:25] <sham1> Will make debugging certainly easier
L1557[14:45:16] <sham1> Also, I noticed that there are not many mods that I can use for 1.8 that use RF
L1558[14:45:21] <sham1> I only have two installed
L1559[14:46:17] <sham1> That might be because there are not many mods for 1.8 period
L1560[14:47:30] <PaleoCrafter> well, the official API isn't updated yet
L1561[14:47:43] <sham1> There is a working port
L1562[14:47:58] <PaleoCrafter> I know, but some people might not be aware of that :P
L1563[14:48:37] <sham1> Like the only mods in my dev enviorment are: CCC (for deobfs and NEI), NEI, progressive automation and flux ducts
L1564[14:48:47] <sham1> Only two of those use RF
L1565[14:49:17] <sham1> And WAILA is still brokeded for 1.8
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L1570[14:57:35] <mathew_653> Although i fixed this bug, this don't feel right..
L1571[14:58:19] <mathew_653> I am sending a packet inside the OnPlayerLoggedIn event and I am wondering if this is the best place to sync along side the starttracking events..
L1572[14:59:00] <Lumien> Does somebody knwo whether / how a lan server acts different in terms of messages / packets in general?
L1573[14:59:13] <diesieben07> pretty much not at all
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L1575[14:59:21] <mathew_653> Yes, there is no difference
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L1577[14:59:43] <mathew_653> Aside the IP is more easly predicted as the DHCP server is local.
L1578[15:00:14] <Lumien> Odd, any idea what could cause these errors then? http://pastebin.com/6XY9m5wd
L1579[15:00:17] <mathew_653> That and the MTU might be slightly different but nothing that should normaly conern someone.
L1580[15:00:17] <Lumien> http://pastebin.com/PsT2X5GZ
L1581[15:00:49] <Lumien> When i send this message: https://github.com/lumien231/Bloodmoon/blob/master/src/main/java/lumien/bloodmoon/server/BloodmoonSpawner.java#L174
L1582[15:00:57] <Lumien> Everybody but the server owner gets kicked with these errors
L1583[15:02:13] <mathew_653> One of them claims your trying to access an array out of range, it all looks like a sync error somewhere.
L1584[15:02:49] <diesieben07> it is most definitely not a good idea to just send the packet to *everyone*
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L1586[15:03:04] <Lumien> Yeah, i guess i should send it to everyone in tracking range^^
L1587[15:03:13] <Lumien> But that shouldn't cause that problem right?
L1588[15:03:35] <diesieben07> not really
L1589[15:04:21] <diesieben07> is this 1.8?
L1590[15:04:25] <Lumien> yeah
L1591[15:04:35] <diesieben07> then your packet handling is broken
L1592[15:04:47] <Lumien> You mean the threading thing?
L1593[15:04:49] <diesieben07> yes
L1594[15:04:56] <PaleoCrafter> that is quite some indentation, Lumien :P
L1595[15:05:00] <diesieben07> that too
L1596[15:05:03] <Lumien> It's vanilla :P
L1597[15:05:13] <PaleoCrafter> you should clean it up :P
L1598[15:05:16] <sham1> Dat indent :O
L1599[15:05:25] <sham1> TABS
L1600[15:06:14] <Lumien> But diesieben the errors are happening during reading in netty right?
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L1602[15:06:26] <diesieben07> yeah i dont know why that is
L1603[15:07:01] <Lumien> Btw. for fixing that is this just fine? https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/network/messages/MessageAnalogEmitter.java#L49-L50
L1604[15:07:23] <diesieben07> on the server, yes
L1605[15:08:23] <ThePsionic> Hrmm, I'll be building a computer soon but I don't exactly feel like docking 100 euros for a copy of Windows
L1606[15:08:58] <sham1> LINUX
L1607[15:09:21] <diesieben07> pay 1000€ and get a mac :D
L1608[15:09:31] <diesieben07> (hint: dont do that)
L1609[15:09:35] <mathew_653> Get windows 10 or linux, if your not famiular with linux try ubuntu if you don't plan on gaming with directX stuff online.
L1610[15:09:46] <sham1> SteamOS
L1611[15:09:53] <sham1> Gaming is no longer an argument against linux
L1612[15:10:06] <mathew_653> Linux based steam has limited support at this time.
L1613[15:10:09] <ThePsionic> mathew_653: Kind of want Windows 10, but isn't that only free if you upgrade
L1614[15:10:18] <sham1> They're working on SteamOS
L1615[15:10:27] <sham1> Because that's what steam machine is gonna be running
L1616[15:10:27] <diesieben07> its free if you have Windows 7
L1617[15:10:38] <sham1> Plus it is a debian so that's always a plus
L1618[15:10:43] <mathew_653> True
L1619[15:10:44] <ThePsionic> Well I have that on this laptop but obviously not on the new one
L1620[15:10:51] <mathew_653> Apt is a great package manager
L1621[15:11:29] <sham1> I use Fedora on my Virtual machine because I like it and it is nice
L1622[15:11:30] <williewillus> pacman >>
L1623[15:11:37] <sham1> Also pacman
L1624[15:11:41] <ThePsionic> Would it be possible to rip the license information from my laptop's Windows and use it to activate it on the new computer
L1625[15:11:51] <williewillus> <- *arch user tells everyone which one is the best* archetype
L1626[15:11:53] <diesieben07> not sure
L1627[15:12:04] <diesieben07> the win 10 you get is a real win 10, that you can re-install from scratch
L1628[15:12:05] <ThePsionic> Can recall doing something similar to re-install Windows on the laptop
L1629[15:12:08] <mathew_653> Mostly because directX has yet to be deregulated only developers using openGL will have an easy time releaseing linux stuff.
L1630[15:12:11] <sham1> I'd love to use Arch, but for some reason whenever I try to install it to a virtualbox, it loses my keymappings
L1631[15:12:14] <diesieben07> so as long as you have it on ONE pc onyl it should be fine
L1632[15:12:23] <sham1> And I cannot write using english keymap
L1633[15:12:29] <ThePsionic> diesieben07: re-install from scratch?
L1634[15:12:34] <sham1> I need the Nordic one to even do anything useful
L1635[15:12:45] <diesieben07> yes, like you get a real win 10 iso
L1636[15:12:54] <diesieben07> not just a "you can upgrade from win 7" key
L1637[15:12:56] <williewillus> how do I get someone else's modcontainer object again?
L1638[15:13:07] <ThePsionic> Oh really
L1639[15:13:20] <diesieben07> yeah they changed that apparently
L1640[15:13:27] <ThePsionic> So in theory I could use that iso and this computer's license information
L1641[15:13:33] <ThePsionic> to install it on the desktop
L1642[15:13:37] <diesieben07> in theory
L1643[15:13:47] <diesieben07> as long as you then no longer use win 7 or win 10 on the laptop
L1644[15:14:00] <sham1> dont you mean win8
L1645[15:14:07] <diesieben07> no
L1646[15:14:15] <diesieben07> win 7 gets free upgrade. not win 8
L1647[15:14:23] <ThePsionic> win 8 gets it too
L1648[15:14:26] <diesieben07> really
L1649[15:14:28] <sham1> I thought that win 8 and win8.1 also gets it
L1650[15:14:28] <ThePsionic> yes
L1651[15:14:39] <diesieben07> ok then
L1652[15:14:41] <ThePsionic> both 7 and 8 as long as it's not Enterprise
L1653[15:15:11] <sham1> My windows 7 on this desktop is Enterprise
L1654[15:15:17] <Lumien> Did not fix it :(. diesieben this is what you meant right? https://github.com/lumien231/Bloodmoon/blob/master/src/main/java/lumien/bloodmoon/network/messages/MessageSpawnParticles.java#L46
L1655[15:15:21] <PaleoCrafter> well then you're fucked, sham1 :P
L1656[15:15:25] <sham1> Lucky that the win8.1 on my laptop is not
L1657[15:15:51] <ThePsionic> But the problem is I want it on both my laptop and my desktop
L1658[15:15:55] <sham1> I have basically two computers. This one and my laptop for school
L1659[15:16:01] <sham1> I think you can
L1660[15:16:04] <ThePsionic> So I guess I'm gonna have to pay 100 bucks :\
L1661[15:16:15] <sham1> I think you can use it twice
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L1663[15:16:25] <ThePsionic> It better be possible
L1664[15:16:39] <sham1> Again, AFAIk
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L1666[15:17:43] <Silja899> Hello
L1667[15:17:51] <sham1> hi
L1668[15:18:29] <Silja899> http://pastebin.com/J8zf8CLR
L1669[15:18:39] <sham1> Okay?
L1670[15:18:41] <Silja899> I have issue ...and that is Grinder gui
L1671[15:18:43] <Silja899> thing is
L1672[15:18:48] <Silja899> it wont show progress bar
L1673[15:18:50] <ThePsionic> Hmm, various sources tell me activation will fail on the new computer if I try
L1674[15:18:52] <sham1> Also, why do you have __OBFID there
L1675[15:19:15] <ThePsionic> sham1: inb4 he copy pasted an entire class
L1676[15:19:16] <Silja899> Cuz i copyied...testing
L1677[15:19:24] <Silja899> yea
L1678[15:19:40] <Silja899> i did that
L1679[15:20:18] <Silja899> That still dose not help me...i did copy a class
L1680[15:20:23] <Silja899> i made furnace to work
L1681[15:20:29] <mathew_653> You might wanna instead of copying that class just extend it though.
L1682[15:20:39] <Silja899> just not texture to be drawned
L1683[15:20:54] <williewillus> is the gui itself showing up?
L1684[15:21:08] <williewillus> or i mean does the gui window have the correvt texture
L1685[15:21:10] <Silja899> Gui is showing up...things are getting smelted
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L1687[15:21:42] <Silja899> but progress bar of how much fuel is left and progress bar till is cooking is done is not shown
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L1689[15:21:58] <Silja899> Gui is working..and it's shown in game
L1690[15:22:05] <Silja899> but progress bar is not shown
L1691[15:22:14] <Silja899> for fuel...when you put coal or plank
L1692[15:22:27] <Silja899> it fills up and slowly(depends on fuel) goes down
L1693[15:22:54] <Silja899> and progress bar how much time is need for something to be smelted into item is not shown
L1694[15:23:05] <Silja899> or not drawn to screen when is cooked
L1695[15:23:19] <Silja899> I do not know where do i make mistake
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L1697[15:24:04] <Silja899> i know that getBurnTimeProgressScaled is removed and getCookTimeRemainingScaled is removed as well from 1.8
L1698[15:24:09] <Silja899> since it dose not exist
L1699[15:24:30] <williewillus> did you sync it to the client?
L1700[15:24:37] <Silja899> sync?
L1701[15:24:42] <williewillus> client doesnt have any lcue what the progress is unless you tell it
L1702[15:24:42] <Silja899> huh
L1703[15:24:45] <sham1> Sync
L1704[15:24:45] <ThePsionic> All right, seems I'll have to pay up to be able to install Windows on my new computer. Ah well
L1705[15:24:58] <Silja899> where is that?
L1706[15:25:23] <Silja899> how do i find sync?
L1707[15:25:36] <sham1> "How do I find syncW
L1708[15:25:39] <sham1> GG
L1709[15:25:44] <williewillus> gg spelling sham
L1710[15:25:53] <sham1> Yeh
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L1712[15:26:12] <Silja899> I can get into spelling but right now i feel kinda lazy
L1713[15:26:21] <Silja899> I can get into spelling,* but right now i feel kinda lazy
L1714[15:26:39] <mathew_653> Spelling thread is running at a low TPS
L1715[15:27:03] <ThePsionic> Adding Windows 8.1 to my build literally adds 105 euros
L1716[15:27:04] <ThePsionic> RIP
L1717[15:27:18] <Silja899> So will you help me?
L1718[15:27:38] <mathew_653> Anyhow, see you all around gonna procastinate for a bit.
L1719[15:27:55] <williewillus> Silja899: with syncing your TE to the client?
L1720[15:28:03] <williewillus> look at how the vanilla furnace does it?
L1721[15:28:06] <Silja899> yes
L1722[15:28:25] <Silja899> i see it...but i do not see "sync" anywhere
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L1724[15:28:39] <williewillus> its not going to be word for word
L1725[15:28:42] <Silja899> not the word...im looking for method
L1726[15:28:49] <Silja899> i know
L1727[15:28:49] <williewillus> look for something that might *mean* syncing or sending info
L1728[15:28:50] <sham1> There is no such a method
L1729[15:28:56] <williewillus> look for meaning, not words
L1730[15:28:59] <Silja899> okie
L1731[15:30:36] <ThePsionic> gpuboss.com/gpus/Radeon-R7-370-vs-Radeon-R7-360 hrm
L1732[15:31:47] <ThePsionic> Probably want to go for the 370 I think
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L1735[15:38:58] <alekso56> how do i set a permission level on a command execution?
L1736[15:41:22] <alekso56> like MinecraftServer.getServer().getCommandManager().executeCommand(customuserhere,"help"); returns "an unknown error occured" because the customuser doesn't have access to help, even tho canCommandSenderUseCommand always returns true....
L1737[15:45:04] <Silja899> Desert = no rain XD
L1738[15:45:13] <Silja899> can't help you there
L1739[15:45:19] <Silja899> Sorry
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L1741[15:48:45] <Silja899> Okie
L1742[15:48:54] <Silja899> Found issue...
L1743[15:49:02] <Silja899> found update and all
L1744[15:49:04] <Silja899> but!
L1745[15:49:19] <Silja899> Arrow is gettting to half as soon it starts cooking
L1746[15:49:34] <Silja899> and fuel remaining is filling ..to end of screen
L1747[15:49:43] <Silja899> and it dose not decrease
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L1749[15:53:18] <Silja899> Help?
L1750[15:57:42] <Ordinastie> Silja899, use your debugger
L1751[15:58:08] <Silja899> I do use that offten
L1752[15:58:13] <Silja899> And it works
L1753[15:58:18] <Silja899> Just bit off
L1754[15:58:21] <Ordinastie> then why do you ask ?
L1755[15:58:34] <Silja899> Cuz progrss bar is drawn to much
L1756[15:58:39] <Silja899> i do not know why
L1757[15:58:52] <Ordinastie> and that's what a debugger is used for
L1758[15:58:53] <Silja899> and cooking progress is drawn half + no decrease
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L1763[16:01:41] <Silja899> Where is getCookTimeRemaningScaled?
L1764[16:01:54] <Silja899> It dose not exist in 1.8
L1765[16:01:54] <Silja899> ?
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L1768[16:06:52] <shadekiller666> !gm getCookTimeRemainingScaled
L1769[16:07:14] <shadekiller666> assuming that was a vanilla function, it doesn't exist
L1770[16:07:14] <Silja899> Shade
L1771[16:07:24] <Silja899> You don't say D
L1772[16:07:25] <Silja899> xD
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L1776[16:18:00] <pibx10> Hey anyone know where I can find a tutorial on nbt and using it with items
L1777[16:18:04] ⇨ Joins: Termin8or (uid93719@id-93719.charlton.irccloud.com)
L1778[16:19:39] <tterrag> pibx10: every mod ever :P
L1779[16:19:41] <tterrag> NBT is not hard
L1780[16:19:44] <tterrag> what are you trying to do?
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L1782[16:21:16] <pibx10> Well just generally I need to know how to use it but specifically I am trying to make an item that holds certain modules that are stored within the item. Need to be able to know what modules are stored within to give the effect change the texture and determine if more modules of the same or different type can be added
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L1784[16:24:10] <tterrag> NBT is just a map of values
L1785[16:24:22] <tterrag> you create a tag which can hold either other tags, or primitive values
L1786[16:24:35] <tterrag> i.e. tag.setString("myKey", "myString")
L1787[16:24:43] <tterrag> which you can retrieve with tag.getString("myKey")
L1788[16:25:35] <Silja899> This dose not make any sence
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L1790[16:25:41] <Silja899> i'm confused
L1791[16:26:12] <pibx10> What methods do I put this in?
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L1793[16:26:16] <tterrag> Silja899: that method never existed
L1794[16:26:24] <Silja899> what is .getField(3)?
L1795[16:26:38] <tterrag> Silja899: reflection
L1796[16:26:45] <Silja899> ok..
L1797[16:26:46] <tterrag> gets the Field object for the index 3 field
L1798[16:26:55] <tterrag> (the 4th field defined in the class)
L1799[16:27:04] <tterrag> pibx10: that's a vague question
L1800[16:27:24] <tterrag> you need to first figure out how you will be implementing these modules, how will the player be adding them?
L1801[16:27:38] <pibx10> Crafting the module with the item
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L1803[16:27:57] <pibx10> I meant where would I put the get and set
L1804[16:28:39] <tterrag> well then in your crafting recipe, I would guess
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L1809[16:45:47] <Silja899> Help
L1810[16:46:12] <pibx10> Alright I have got basic thing to determine the owner straight from forge wiki.
L1811[16:46:37] <Silja899> http://pastebin.com/gerTcYxz
L1812[16:46:50] <Silja899> That is Custom Furnace Gui
L1813[16:47:06] <Silja899> And gui is working
L1814[16:47:21] <Silja899> Great...but why dose animation goes nuts?
L1815[16:47:27] <williewillus> Silja899: 1.7 or 1.8 again?
L1816[16:47:31] <Silja899> 1.8
L1817[16:47:49] <Silja899> I got it to smelt...animation is kinda funky
L1818[16:47:53] <williewillus> yah tterrag he was talking about 1.8 IInventory getField not refletion getfield xD
L1819[16:48:20] <Silja899> well i need help with drawing GUI
L1820[16:48:32] <Silja899> Or parts of rectalge of gui
L1821[16:48:42] <Silja899> *Rectangle
L1822[16:48:57] <Silja899> Like in valina fire and arrow progress bar
L1823[16:48:57] ⇦ Parts: pibx10 (uid86836@id-86836.highgate.irccloud.com) ())
L1824[16:49:08] <Silja899> those 2 are funky..
L1825[16:49:14] <williewillus> drawTexturedModalRect
L1826[16:49:21] <Silja899> look at this http://pastebin.com/gerTcYxz
L1827[16:49:33] <Silja899> i did sent all corectly
L1828[16:49:46] <Silja899> cuz i copied form nealGaming
L1829[16:49:54] <Silja899> hes texture and he makes sence
L1830[16:49:56] <Silja899> for 1.7.10
L1831[16:50:05] <Silja899> but 1.8....im all confused
L1832[16:50:09] <williewillus> don't copy
L1833[16:50:11] <williewillus> understand
L1834[16:50:15] <Silja899> i know
L1835[16:50:18] <Silja899> i do understand
L1836[16:50:23] <williewillus> so what's not working?
L1837[16:50:30] <Silja899> just can't make animation to work
L1838[16:50:40] <Silja899> you know
L1839[16:50:50] <Silja899> arrow bar and fire for fuel
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L1841[16:51:17] <Silja899> using vanila texture to figure out how dose everything works
L1842[16:51:33] <Silja899> at the moment ...animation dose not make ANY sence to me
L1843[16:52:06] <williewillus> so it doesn't show up or shows up incorrectly?
L1844[16:52:11] <Silja899> it gets to max, then it draws like entire width +
L1845[16:52:18] <Silja899> it dose not show correcly
L1846[16:52:40] <Silja899> Arrow is when it's burning half full or partialy full at all times untill it's new cooked
L1847[16:52:47] <tterrag> williewillus: not my fault his question was incredibly vague
L1848[16:52:55] ⇨ Joins: pibx10 (uid86836@id-86836.highgate.irccloud.com)
L1849[16:53:01] <Silja899> and fuel bar is going full...and going All the way to end of left side
L1850[16:53:11] <Silja899> including from left to right
L1851[16:53:20] <pibx10> How can I make a recipe that returns the same item with an nbt tag compound added to it
L1852[16:53:20] <williewillus> well first, do you understand what the params to drawTexturedModalRect mean?
L1853[16:53:22] <Silja899> and that starts at centar of scren
L1854[16:53:41] <williewillus> pibx10: custom IRecipe?
L1855[16:53:52] <Silja899> it drawstexture rectangle, part or texture or entire texture
L1856[16:54:08] <Silja899> depending on paramiters given
L1857[16:54:08] <pibx10> I don't know how to do that sorry can you help me figure out how to lol
L1858[16:54:34] <williewillus> just make a clsas that implements IRecipe and register it with he GameRegistry
L1859[16:54:53] <Silja899> Will
L1860[16:55:00] <Silja899> any tips?
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L1862[16:55:41] <williewillus> Silja899: recheck that your client data is sane (printlns everywhere), then just look over your code again and try to see why its drawing all the way to the edge when the progress is full
L1863[16:56:25] <pibx10> So there's 4 methods which ones do I use to determine what I am trying to do lol
L1864[16:57:05] <Silja899> that is what you have to figure out by yourself >.>
L1865[16:57:19] <pibx10> Lol
L1866[16:57:20] <williewillus> line 58 and 59 of your paste
L1867[16:57:21] <pibx10> Aleight
L1868[16:57:23] <Silja899> And i know how that feels xD
L1869[16:57:34] <williewillus> you subtract the progress from 40
L1870[16:57:39] <williewillus> but then you subtract from 40 again when drawing
L1871[16:59:32] <Silja899> *confused* i did that by saying int j = 40 -k ?
L1872[16:59:36] <pibx10> Ugh lol what am I doing
L1873[17:00:00] <williewillus> Silja899: yes but then you do 40 - j
L1874[17:00:02] <williewillus> you substract twice
L1875[17:00:08] <williewillus> i don't think that's what you want to do
L1876[17:00:45] <Silja899> why would i subtract int j = 40 - j?
L1877[17:00:53] <Silja899> are you trying to do that?
L1878[17:00:59] <Silja899> saying*
L1879[17:01:17] <Silja899> nevermind
L1880[17:01:19] <Silja899> i see that
L1881[17:01:25] <Silja899> I see 40 - j
L1882[17:01:30] <Silja899> What about it?
L1883[17:02:07] <williewillus> well? you're doing 40-(40-scaledprogress)
L1884[17:02:12] <williewillus> does that make sense to you?
L1885[17:02:15] <williewillus> it shouldnt
L1886[17:02:52] <Silja899> it dosen't
L1887[17:04:12] <williewillus> good
L1888[17:04:14] <williewillus> then change it
L1889[17:04:53] <Silja899> second one?
L1890[17:05:00] <williewillus> yes
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L1892[17:05:45] <Silja899> to what?
L1893[17:05:50] <williewillus> >.>
L1894[17:06:01] <Silja899> I know >.<
L1895[17:06:06] <williewillus> I'm not going to walk you through the logic you need to think about it
L1896[17:06:08] <Silja899> I'm confused
L1897[17:06:18] <Silja899> Fine :(
L1898[17:06:33] <williewillus> you learn more when people don't step you through everything
L1899[17:06:51] <williewillus> besides you have a perfectly functioning example (vanilla furnace) to look at
L1900[17:07:05] <Silja899> i'm looking at it
L1901[17:08:02] <williewillus> then all you need to know is there
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L1903[17:10:21] <pibx10> How do I register it? Gameregistry.addrecipe(class of the custom irecipe);?
L1904[17:11:31] <williewillus> yes
L1905[17:14:02] <pibx10> That didn't work. I created an object for it but that had a constructor since I extended shapeless ore recipe so it didn't work
L1906[17:16:27] <williewillus> just implement IRecipe
L1907[17:17:19] <pibx10> I will show you my code lol sorry I don't know what I'm doing
L1908[17:17:29] <Laceh> x8086 vs z80 vs ARM (Might not even attempt to implement it); which assembly language should I implement for my computer mod?
L1909[17:18:04] <pibx10> Pastebin.com/u9ef2vys
L1910[17:18:39] <williewillus> lol x86
L1911[17:18:41] <pibx10> Pastebin.com/zuvczil1
L1912[17:18:41] <williewillus> have fun
L1913[17:18:53] <Laceh> williewillus: Ive got a few instructions working already
L1914[17:19:20] <williewillus> your goal: a working JVM
L1915[17:19:22] <williewillus> ITS BEGINNING
L1916[17:19:39] <Laceh> williewillus: Ive already written a working VM
L1917[17:19:42] <Laceh> from scratch
L1918[17:19:53] <Laceh> right down to the collection library I used
L1919[17:19:56] <williewillus> a VM on top of your x86?
L1920[17:20:03] <Laceh> no
L1921[17:20:08] <Laceh> in C++
L1922[17:20:41] <williewillus> pibx10: of course that recipe doesnt work, matches always returns false lol
L1923[17:21:07] <williewillus> matches is what the workbench calls and it passes you the contents of the crafting matrix and you decide if it fits your recipe or not
L1924[17:21:27] <pibx10> So what do you return true if what
L1925[17:21:59] <williewillus> thats your condition to decide
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L1927[17:22:28] <Laceh> hmmm guess its z80
L1928[17:22:29] <williewillus> so for ProjectE the covalence dust can be crafted with tools to repair them so in that method I'd check the tool type for how much dust is needed, what tier, etc.
L1929[17:22:43] <williewillus> any logic you need to see if the matrix you're passed is eligible
L1930[17:23:17] <williewillus> in your case it would probably be "if all slots except one are empty and the non-empty itemstack is the correct item/nbt/meta
L1931[17:23:23] <williewillus> or something like that
L1932[17:25:07] <pibx10> Ok
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L1934[17:29:33] <shadekiller666> do guis not count as game overlays with regards to a RenderGameOverlayEvent?
L1935[17:30:30] <Silja899> I give up :
L1936[17:30:33] <Silja899> :(
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L1938[17:31:45] <killjoy> shadekiller666, no they don't. An overlay is like your hotbar.
L1939[17:31:54] <killjoy> or a minimap
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L1941[17:33:21] <williewillus> Silja899: pm me in like 15 minutes I'll help you after I eat :p
L1942[17:33:57] <Ordinastie> or you know actually use that damn debugger as you said you were using
L1943[17:35:15] <Silja899> Okie
L1944[17:35:21] <Silja899> Thanks
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L1946[17:40:21] <Dimitriye98> Anyone know what a good cli ftp client is so I don't have to switch between the cli and gui worlds when I need to transfer files to my test server?
L1947[17:40:33] <gigaherz> "ftp"?
L1948[17:40:37] <gigaherz> I mean the app called ftp? ;P
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L1950[17:40:58] <gigaherz> but you may want sftp instead
L1951[17:41:04] <Dimitriye98> Yeah
L1952[17:41:05] <gigaherz> or maybe just use plain scp
L1953[17:41:17] <Dimitriye98> scp is dicking me around -.-"
L1954[17:41:18] <gigaherz> but probably sftp is the best option
L1955[17:41:19] <ThePsionic> just use Filezilla tbh
L1956[17:41:52] <Dimitriye98> So far I've had to ssh into the server and run scp from there to copy files from my laptop. Because for some reason scp can't connect even though ssh can
L1957[17:42:18] <Dimitriye98> ThePsionic: Command line master race :P
L1958[17:42:26] <ThePsionic> pls
L1959[17:42:30] <ThePsionic> I am a man of GUIs
L1960[17:43:05] <gigaherz> same here
L1961[17:43:16] <Silja899> My gui is issue
L1962[17:43:17] <gigaherz> anything I do on cli, counts as as loss
L1963[17:43:36] <gigaherz> I don't have any issue scripting things
L1964[17:43:46] <gigaherz> I'll write a .cmd script whenever I need some automation
L1965[17:43:53] <gigaherz> but otherwise, I prefer to work with GUI apps
L1966[17:44:02] <Silja899> umm
L1967[17:44:13] <Dimitriye98> Eh, depends. Generic file management is faster in a command line
L1968[17:44:15] <Silja899> ThePsionic can you help me?
L1969[17:44:29] <Dimitriye98> Like copying/moving stuff around
L1970[17:44:36] <ThePsionic> I was talking about using GUIs for things like FTP and Git :P
L1971[17:44:41] <ThePsionic> Not actual modding GUIs
L1972[17:44:53] <Silja899> Ow >.>
L1973[17:44:55] <Dimitriye98> ?
L1974[17:44:58] <TTFTCUTS> ok, so, slightly unusual question here... how might I get details of the lighting that would be used at a location for the sake of using them in a shader? :[
L1975[17:44:58] <gigaherz> Dimitriye98: eh, I prefer drag&drop ;P
L1976[17:45:05] <Silja899> <williewillus> you thre?
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L1978[17:45:07] <killjoy> I need a gui for git, too :p
L1979[17:45:12] <Silja899> williewillus you there?
L1980[17:45:13] <gigaherz> TortoiseGit!
L1981[17:45:14] <gigaherz> ;P
L1982[17:45:25] <gigaherz> Silja899: if you have an issue
L1983[17:45:29] <gigaherz> just explain it
L1984[17:45:29] <ThePsionic> I don't like TortoiseGit
L1985[17:45:32] <gigaherz> don't ask random people
L1986[17:45:45] <Silja899> Okie
L1987[17:45:46] <ThePsionic> I expected a TortoiseHG-style interface
L1988[17:45:52] <ThePsionic> Was gravely disappointed
L1989[17:45:57] <Dimitriye98> Oh, I far prefer git GUIs. But I can't use IDEAs because of a lack of partial file staging support
L1990[17:46:01] <ThePsionic> So using SourceTree now
L1991[17:46:05] <gigaherz> hmm isn't TortoiseHG a lot like gitk?
L1992[17:46:15] <gigaherz> I don't like that gui at all
L1993[17:46:28] <gigaherz> I come from the TortoiseSVN world
L1994[17:46:35] <Silja899> Umm i got my fuel bar to be full..and it's not updating once its getting used.Basicly i used sticks to check dose it update...and thig is it goes down before timer is correct
L1995[17:46:38] <gigaherz> and TortoiseGit is the only reason I got to like git
L1996[17:46:44] <gigaherz> without it, I'd still be a git hater
L1997[17:47:01] <Dimitriye98> SVN :O
L1998[17:47:12] <Silja899> So sticks are 200 ticks and timer goes for 125 or so
L1999[17:47:15] <Dimitriye98> Admittedly, I've been looking at Mercurial, and it looks mighty shiny.
L2000[17:47:24] <ThePsionic> gigaherz: http://tortoisehg.bitbucket.org/screenshots.html#history
L2001[17:47:27] <ThePsionic> O
L2002[17:47:27] <Silja899> Cook timer is not on place and it's broken
L2003[17:47:50] <ThePsionic> I like that a lot, it's simple but it tells you everything you need to kno
L2004[17:47:51] <ThePsionic> w
L2005[17:47:54] <gigaherz> The_Lone_Devil: yeah that looks a lot like a gitk dialog embedded into a win32 window ;P
L2006[17:48:05] <ThePsionic> Wrong ping but ok
L2007[17:48:17] <gigaherz> https://c2.staticflickr.com/2/1373/757824665_af40dad4c0.jpg
L2008[17:48:20] <gigaherz> ehh
L2009[17:48:23] <Silja899> sooo guys?
L2010[17:48:24] <gigaherz> right
L2011[17:48:33] <gigaherz> Silja899: sorry never done furnace recipes
L2012[17:48:37] <gigaherz> assuming you speak about furnace
L2013[17:48:52] <Silja899> gigaherz its not furnace recepie its furnace itself
L2014[17:48:56] <gigaherz> or are you speakin about your OWN furnace?
L2015[17:48:59] <Silja899> custom furnace to be exact
L2016[17:49:06] <Silja899> yes my own furnace
L2017[17:49:11] <gigaherz> do you send progressbar updates?
L2018[17:49:16] <gigaherz> (custom packets)
L2019[17:49:16] <Silja899> yes
L2020[17:49:17] <Termin8or> So is the problem with the fuel progress bar?
L2021[17:49:20] <Ordinastie> Silja899, just to be sure, what do you think IS a debugger ?
L2022[17:49:32] <ThePsionic> I wish there was a TortoiseHg-looking interface for Git but I guess SourceTree will have to do gigaherz
L2023[17:49:34] <Silja899> It show nothing
L2024[17:50:00] <Termin8or> Are you using the progress packets when rendering the gui?
L2025[17:50:09] <Silja899> Debug Client = debugger?
L2026[17:50:16] <Silja899> No
L2027[17:50:22] <Ordinastie> no
L2028[17:50:32] <gigaherz> ThePsionic: yeah -- I'll keep using TortoiseGit ;P
L2029[17:50:38] <Ordinastie> Debug client allows the use of a debugger
L2030[17:50:43] <Termin8or> Pastebin the progress bar gui code
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L2032[17:50:55] <Ordinastie> and I strongly suggest you google what is and how to use a debugger
L2033[17:51:04] <Silja899> http://pastebin.com/qzSQhZ6S
L2034[17:51:11] <gigaherz> Silja899: the debugger lets you put breakpoints, and run the code line by line, so that you can see how each line changes the variables
L2035[17:51:28] <Silja899> Oh i used that
L2036[17:51:55] <Silja899> Elipse EE dose not have debugger
L2037[17:51:58] <Termin8or> That's the vanilla furnace container
L2038[17:52:19] <Termin8or> And I'm pretty sure eclipse lets you put break points
L2039[17:52:35] <Termin8or> What's eclipse ee, is that just the normal one?
L2040[17:52:36] <gigaherz> Eclipse EE? why EE?
L2041[17:52:48] <Ordinastie> pretty sure it still has the debugger
L2042[17:52:56] <gigaherz> no EE means it's designed for Java EE
L2043[17:53:24] <gigaherz> really
L2044[17:53:29] <gigaherz> without a debugger
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L2046[17:53:31] <gigaherz> it's not an IDE
L2047[17:53:34] <gigaherz> it's just a code editor
L2048[17:53:34] <Termin8or> Silja899: the code you sent is the vanilla furnace container, I need to see the gui code for your furnace
L2049[17:53:59] <Termin8or> And why are you using eclipse for Java EE to make mods?
L2050[17:54:05] <Sandstone> I was gonna say, I step through code all the time in eclipse, that's how I made it through college lol
L2051[17:54:14] <gigaherz> Sandstone: yes of course
L2052[17:54:27] <gigaherz> an IDE needs at least 3 things: code editing, building, and debugging
L2053[17:54:28] <Silja899> my ba
L2054[17:54:29] <Silja899> bad
L2055[17:54:37] <gigaherz> if it lacks any of those, it's not an IDE ;P
L2056[17:54:59] <Sandstone> And as to the git: I like sourcetree also. Not that I was involved or asked >.> *returns to corner*
L2057[17:55:00] <Silja899> http://pastebin.com/fGsXrwHZ
L2058[17:55:04] <Termin8or> Yeah, just download eclipse mars
L2059[17:55:33] <Silja899> That is GrinderContainer
L2060[17:55:39] <Sandstone> kepler was such a better name
L2061[17:55:57] <gigaherz> hmmm
L2062[17:56:05] <gigaherz> does sendProgressbarUpdate work with non-Minecraft TEs?
L2063[17:56:09] <Termin8or> I can already tell this is just copy and pasted from vanilla :p, variable names aren't the best, can you also send the gui code
L2064[17:56:12] <gigaherz> wasn't it hardcoded to the furnace and such?
L2065[17:56:22] <Termin8or> No send
L2066[17:56:27] <Termin8or> N
L2067[17:56:47] <Termin8or> *no sendProgressBarUpdate works with modes tes
L2068[17:56:56] <gigaherz> ah
L2069[17:57:06] <gigaherz> maybe it has changed since back in 1.4.7 when I started my mod
L2070[17:57:06] <gigaherz> XD
L2071[17:57:16] <Termin8or> Hahaha yeah
L2072[17:57:27] <Termin8or> My bets are the problem is in the GUI code
L2073[17:57:39] <Silja899> Here is Gui Code
L2074[17:58:12] <Silja899> http://pastebin.com/b1Bd1H4n
L2075[17:58:53] <Silja899> this.drawTexturedModalRect(guiLeft + 29, guiTop + 65, 176, 0 , 40 - k, 10);
L2076[17:59:26] <Silja899> when i set 40 ..without -k it just shows full bar ...no movment and when it ends it goes back to no fuel
L2077[17:59:53] <Silja899> when it's - k ...it goes full bar and across screen with entire texutre
L2078[18:00:00] <Silja899> from 0 to max texture size
L2079[18:00:03] <Termin8or> You aren't setting the burn time fields in the container class, go to the update code you're only setting one field the slot
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L2082[18:00:52] <Termin8or> You didn't copy and paste vanilla properly :p
L2083[18:01:03] <Silja899> @SideOnly(Side.CLIENT)
L2084[18:01:03] <Silja899> public void updateProgressBar(int id, int data)
L2085[18:01:03] <Silja899> {
L2086[18:01:03] <Silja899> this.tileFurnace.setField(id, data);
L2087[18:01:03] <Silja899> }
L2088[18:01:08] <tterrag> PASTEBIN
L2089[18:01:09] <Silja899> That is same
L2090[18:01:12] <Silja899> Sorry
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L2093[18:01:33] <Silja899> slot = as vanila ID
L2094[18:01:39] <Silja899> id*
L2095[18:01:56] <Silja899> and it's custom texture
L2096[18:02:02] <Silja899> i mean custom gui
L2097[18:02:16] <stuntmania> Hey guys, I was wondering if there was a way to load a model from MisterCrayfish's model creator into forge 1.7.10
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L2100[18:02:20] <stuntmania> It's a .json
L2101[18:02:40] <gigaherz> no those json are for 1.8
L2102[18:02:43] <Termin8or> Somewhere your not updating the burn time so the guy doesn't change
L2103[18:03:02] <stuntmania> Urgh.. crap :/
L2104[18:03:07] <tterrag> stuntmania: in 1.7 you can use any model maker there is...
L2105[18:03:12] <tterrag> that one was made SPECIFICALLY for 1.8
L2106[18:03:32] <stuntmania> Yeah it's just that someone made a model for me using MistercrayFish's
L2107[18:03:39] <gigaherz> or you can implement 1.8 json loading into 1.7.10 XD
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L2109[18:03:54] <stuntmania> I think I'm gonna pass :P
L2110[18:03:54] <Termin8or> Silja899: follow a tutorial online you'll probs find your problem
L2111[18:03:58] <gigaherz> which would be highly ironic
L2112[18:04:12] <gigaherz> or you know
L2113[18:04:19] <gigaherz> port your mod over to 1.8 and make everyone here happy
L2114[18:04:19] <gigaherz> ;P
L2115[18:04:25] <Termin8or> stuntmania: why not just make a 1.8 mod?
L2116[18:04:26] <Silja899> temin8or i used 1.7 tutorial and i can't find one for 1.8
L2117[18:04:36] <Silja899> there is no 1.8 tutorial for furnace
L2118[18:04:46] <Termin8or> Well the 1.7 way works for 1.8
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L2120[18:05:05] <Silja899> they are not the same
L2121[18:05:07] <Termin8or> You technically don't have to use the set field and get field :p
L2122[18:05:10] <tterrag> stuntmania: well why did they do that
L2123[18:05:11] <tterrag> ._.
L2124[18:05:15] <gigaherz> yeah my machine was made on 1.4.7, and I didn't have to change THAT much to get it to work on 1.8
L2125[18:05:16] <gigaherz> ;P
L2126[18:05:17] <Silja899> realy?
L2127[18:05:20] <stuntmania> Multiple reasons, I'm using tons of .obj models and I'm too lazy to convert them. Even though I know shadekiller was working on it some time ago. Got caught up working on bukkit lately :P
L2128[18:05:34] <gigaherz> he had to start over
L2129[18:05:38] <gigaherz> but he's still working on it
L2130[18:05:59] <stuntmania> The .obj loader giga?
L2131[18:06:03] <gigaherz> Yes
L2132[18:06:06] <gigaherz> or was until recently
L2133[18:06:14] <stuntmania> Eh, I'm in no rush
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L2135[18:06:39] <stuntmania> As I said, I got caught up working on bukkit lately, didn't find time for my mod :/
L2136[18:06:49] <masa> working on bukkit, wat
L2137[18:07:05] <stuntmania> Well not on bukkit
L2138[18:07:11] <stuntmania> On plugins*
L2139[18:07:16] <gigaherz> although, I made my own back in january, which I have been eavily refactoring lately
L2140[18:07:17] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/models
L2141[18:07:20] <masa> for bukkit?
L2142[18:07:29] <masa> why not sponge?
L2143[18:07:32] <gigaherz> masa: bukkit api doesn't mean craftbukkit
L2144[18:07:33] <gigaherz> ;P
L2145[18:07:42] <masa> well
L2146[18:07:50] <masa> is bukkit api still in use somewhere?
L2147[18:07:56] <Termin8or> Yeah
L2148[18:08:09] <gigaherz> yup
L2149[18:08:14] <stuntmania> Spigot, sportbukkit
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L2151[18:08:57] <masa> how is spigot nowadays, is it still in the grey area or have they rewritten stuff or something?
L2152[18:09:01] <gigaherz> stuntmania: my obj loader is designed around items though, it's not meant for block models -- they may work, but it may not do the fancy things you can do with the b3d loader ;P
L2153[18:09:08] <stuntmania> It's still pretty grey
L2154[18:09:36] <Termin8or> stuntmania: why not convert the models to b3d?
L2155[18:09:42] <stuntmania> Well thanks gigaherz I'll consider it
L2156[18:10:08] <gigaherz> yeah it's out there and BSD license, so feel freeto take a look if you want ;P
L2157[18:10:10] <stuntmania> Termin8or, "I'm too lazy to convert them" :P
L2158[18:10:27] <stuntmania> I don't know if people are ready to switch over to 1.8 anyways
L2159[18:10:33] <Termin8or> Hahaha fair play, but blender does it super quick
L2160[18:10:46] <Termin8or> Well we all need to do it eventually
L2161[18:10:50] <gigaherz> does blender have a batch convert system?
L2162[18:11:05] <gigaherz> stuntmania: people won't switch to 1.8, because mods aren't switching to 1.8
L2163[18:11:17] <stuntmania> Which is why I won't switch to 1.8 ^^
L2164[18:11:27] <gigaherz> the sooner modders port their shit over to 1.8, the sooner modpacks will be released using 1.8
L2165[18:11:32] <gigaherz> which will give people more interest in porting
L2166[18:11:33] <Termin8or> Yeah
L2167[18:11:34] <stuntmania> I'm waiting for the mass to go towards 1.8
L2168[18:11:39] <Termin8or> Why?
L2169[18:11:53] <Termin8or> Everyone is doing that, so we're in a stalemate
L2170[18:12:00] <stuntmania> Yep
L2171[18:12:02] <gigaherz> well thaumcraft for 1.8 is being worked on
L2172[18:12:10] <gigaherz> so at least one of the big guys isn't that stupid ;P
L2173[18:12:19] <stuntmania> Everyone has done that since modding has appeared, no big deal
L2174[18:12:20] <Termin8or> Everyone was complaint about the lack of forge for 1.8, it came out and then no one uses it :p
L2175[18:12:34] <gigaherz> people were scared by the json system
L2176[18:12:35] <stuntmania> I guess if 1.9 pops up some day, we'll start working on 1.8 :P
L2177[18:12:42] <Termin8or> Haha yeah
L2178[18:12:54] <gigaherz> I felt sad when I started a 1.7.10 modpack
L2179[18:13:01] <stuntmania> fuck. I'm scared with the json system
L2180[18:13:01] <gigaherz> and I saw granite, diorite and andseite all over the place
L2181[18:13:09] <Termin8or> That's the thing, mojang could release a modding Api. But no one would use it for years
L2182[18:13:19] <stuntmania> You know I'd use it
L2183[18:13:39] <Termin8or> The json system isn't too bad, especially when there's tools to auto make them for you
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L2185[18:13:51] <gigaherz> well it's limited
L2186[18:14:00] <gigaherz> mostly in that you can only define axis-aligned planes
L2187[18:14:04] <Termin8or> Yeah but for simple blocks and items
L2188[18:14:30] <Termin8or> But if you had custom models before than you can still use them
L2189[18:14:36] <shadekiller666> giga, but MY obj loader can do the fancy things that the b3d can
L2190[18:14:44] <shadekiller666> except for animations of course ;P
L2191[18:14:56] <gigaherz> shadekiller666: hence why I only ever advertise mine as an alternative
L2192[18:14:57] <gigaherz> ;P
L2193[18:15:04] <shadekiller666> lol
L2194[18:15:14] <gigaherz> by the way
L2195[18:15:25] <gigaherz> do you know how to use the forge model loading stuff to load ITEM models?
L2196[18:15:54] <gigaherz> because I wanted to switch to it, but I couldn't figure out how to tell it to load a .obj/.b3d for an item
L2197[18:16:20] <shadekiller666> same way you'd use it for block models, minus the block registration
L2198[18:16:21] <stuntmania> https://github.com/Ferdzz/PlaceableItems/tree/master/src/main/java/com/stuntmania/placeableitems/tileentity/renderers <-- the main reason I'm afraid to switch to 1.8
L2199[18:16:42] <gigaherz> xcept in block models you have the blockstates json, and this json just refers to a .b3d resource :/
L2200[18:16:57] <gigaherz> stuntmania: TESRs exist in 1.8
L2201[18:17:03] <gigaherz> only the IItemRenderer stuff does not
L2202[18:17:04] <Termin8or> Ah
L2203[18:17:09] <shadekiller666> so make a "blockstate" json in the forge blockstate format for the item
L2204[18:17:09] <Termin8or> Yea
L2205[18:17:25] <stuntmania> It's just to show the amount of stuff I'd have to port
L2206[18:17:31] <Termin8or> I was gonna say that tesr is in 1.8
L2207[18:17:32] <stuntmania> Nobody got time for that :P
L2208[18:17:51] <gigaherz> yeah it's just that
L2209[18:17:54] <Termin8or> You wouldn't be porting much, it's all the same
L2210[18:17:58] <gigaherz> I think it's not as much work as you think
L2211[18:17:59] <gigaherz> ;P
L2212[18:18:01] <gigaherz> the biggest change
L2213[18:18:05] <shadekiller666> the game will load whatever jsons you put in that folder, and the forge blockstate parser doesn't care if its a block or an item, as long as the format is correct and the name is what it wants you're fine
L2214[18:18:13] <gigaherz> is switching over the Block/TE code to using BlockPos and IBlockState
L2215[18:18:13] <gigaherz> ;P
L2216[18:18:36] <Termin8or> Yeah
L2217[18:19:01] <Termin8or> I like blockpos and block state is alright, just a bit of a pain to add to everything
L2218[18:19:03] <shadekiller666> whatever resourcelocation you point the "model:" tag to in the json will get shoved into the custom model loaders
L2219[18:19:39] <shadekiller666> oh giga, for the time being you'll have to copy OBJLoader.java and OBJModel.java from my PR, as they aren't in forge yet
L2220[18:19:58] <gigaherz> oh sure, I was trying out the b3d file format
L2221[18:19:59] <gigaherz> ;P
L2222[18:20:12] <gigaherz> I got stumped by not finding ANY example of using b3d for an item
L2223[18:20:13] <gigaherz> XD
L2224[18:20:33] <shadekiller666> thats cuz it works exactly the same way as it does for blocks :P
L2225[18:20:40] <gigaherz> well
L2226[18:20:47] <shadekiller666> which can't be said about vanilla's system :P
L2227[18:20:48] <gigaherz> since items don't have "blockstates"
L2228[18:20:49] <gigaherz> ...
L2229[18:20:56] <gigaherz> I couldn't possibly guess ;p
L2230[18:21:00] <shadekiller666> lol
L2231[18:21:21] <shadekiller666> it is strange
L2232[18:21:28] <gigaherz> IMO
L2233[18:21:43] <gigaherz> items should have a "variants" file which automatically maps to subitems
L2234[18:21:52] <gigaherz> but...
L2235[18:21:54] * gigaherz shrugs
L2236[18:21:59] <shadekiller666> subitems?
L2237[18:22:14] <gigaherz> items which use damage numbers as metadata
L2238[18:22:16] <Termin8or> I
L2239[18:22:21] <gigaherz> like dyes
L2240[18:22:23] <gigaherz> XD
L2241[18:22:33] <Termin8or> Yeah dyes should have it
L2242[18:22:39] <shadekiller666> oh, you should be able to do that with the forge blockstate format
L2243[18:22:48] <shadekiller666> aren't dyes hardcoded though?
L2244[18:22:56] <gigaherz> sure
L2245[18:22:57] <Termin8or> They shouldn't be tho
L2246[18:23:01] <gigaherz> but each dye has its own item json
L2247[18:23:18] <gigaherz> and each json is registered separately
L2248[18:23:25] <Termin8or> Wow
L2249[18:23:37] <gigaherz> to replicate what dyes do with other items
L2250[18:23:40] <gigaherz> you basically have to
L2251[18:23:42] <tterrag> I wish just once someone could mention 1.7 without getting hounded by half the channel
L2252[18:23:46] <gigaherz> ModelLoader.setcustomblahblah
L2253[18:23:51] <gigaherz> ModelBakery.addVariant
L2254[18:23:52] <shadekiller666> no
L2255[18:23:54] <gigaherz> for EACH subitem
L2256[18:23:57] <shadekiller666> well
L2257[18:24:00] <shadekiller666> hmm
L2258[18:24:08] <Termin8or> tterrag: what do you mean?
L2259[18:24:49] <tterrag> you cannot mention making/updating a 1.7 mod in here without everyone going "WHY AREN'T YOU DOING 1.8?!?!"
L2260[18:24:52] <tterrag> it's getting annoying
L2261[18:24:58] <tterrag> just let people do what they want, it doesn't matter
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L2263[18:25:06] <shadekiller666> forge blockstate format has "variants", which could combine all of those dye jsons together, but i'm not sure how you would pair a variant to a subitem
L2264[18:25:14] <tterrag> if you like 1.8, great, use it
L2265[18:25:27] <Termin8or> Yeah that's fair enough
L2266[18:25:34] <tterrag> it's as pointless as arguing over what version of windows to use, or what linux distro to use, etc
L2267[18:25:39] <tterrag> just let people do what they want
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L2269[18:26:17] <Termin8or> Tho, it does help if everyone is on the same version
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L2271[18:26:29] <tterrag> sure, in an ideal world, it would be great
L2272[18:26:33] <tterrag> but it's not gonna happen
L2273[18:26:37] <Termin8or> Yeah
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L2275[18:27:40] <gigaherz> tterrag: well I tried to help first, suggested porting to 1.8 afterward ;P
L2276[18:27:54] <Termin8or> :p
L2277[18:28:08] <tterrag> not really
L2278[18:28:21] <gigaherz> ?
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L2280[18:28:55] <tterrag> the first thing you said, that was non-sarcasm
L2281[18:28:56] <tterrag> <gigaherz> or you know
L2282[18:28:56] <tterrag> <gigaherz> port your mod over to 1.8 and make everyone here happy
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L2284[18:29:12] <gigaherz> yeah that was a joke referring to the same thing you are complaining about now
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L2290[18:32:06] <Termin8or> To be fair the initial question was about json models, so the why 1.7 not 1.8 was a valid question
L2291[18:32:17] <tterrag> if lex was here I'd probably be banned by now *sigh*
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L2294[18:32:25] <tterrag> fair point
L2295[18:32:31] <tterrag> it was strange for them to make you a json model :l
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L2298[18:33:15] <Termin8or> I'm not sure people should be banned for voicing opinions, that's seems extreme
L2299[18:33:28] <tterrag> hahahaha, good one
L2300[18:33:53] <Stygander> Termin8or: extreme is lex's middle name
L2301[18:33:54] <gigaherz> nah it's not about the opinions, it's about the drama attached to certain "touchy" subjects, and it would appear that 1.7 vs 1.8 is one of them
L2302[18:34:00] <Termin8or> Lol
L2303[18:34:09] <Termin8or> Yeah I guess
L2304[18:34:39] <tterrag> gigaherz: yeah that's definitely not it
L2305[18:34:43] <Termin8or> Tho there shouldn't be 1.7 vs 1.8, it should be 1.7, 1.8
L2306[18:34:44] <Stygander> i mean, for the most part he bans pretty much at will, but it is his channel and such
L2307[18:34:48] <tterrag> lex just hates opposition to anything he believes
L2308[18:35:03] <Termin8or> Yeah
L2309[18:35:25] <Termin8or> Tho to be fair, if you've got power might aswell use it :p
L2310[18:35:56] <gigaherz> sure you get a nuclear detonator, may as well push the button whenever you see a spider in your room
L2311[18:35:59] <gigaherz> ;P
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L2313[18:36:19] <Termin8or> Ofc, haha that reminds me of a meme i saw
L2314[18:37:34] <tterrag> Termin8or: https://gist.github.com/tterrag1098/3b12681b6a5992d95cc7
L2315[18:37:58] *** TehNut|Gone is now known as TehNut
L2316[18:38:37] <Termin8or> Wow, just wow
L2317[18:38:52] <Termin8or> Why doesn't he go give king lemming a load of shit?
L2318[18:39:28] <Termin8or> Or anyone else who isn't updating
L2319[18:39:33] <tterrag> because KL doesn't hang out in here
L2320[18:39:36] <tterrag> probably because of stuff like that
L2321[18:39:40] <Termin8or> Haha ah
L2322[18:39:54] <tterrag> I like helping people though, so I do so in between bans
L2323[18:41:12] <Termin8or> Yeah
L2324[18:41:42] <Termin8or> It's always good helping people, cause most of the time it's simple things but hard to work out
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L2327[18:46:37] *** williewillus is now known as willieaway
L2328[18:46:56] <tterrag> willieaway: what are you planning?
L2329[18:47:34] <Termin8or> Haha
L2330[18:47:44] <tterrag> <Not-18db> [EnderCore] williewillus forked the repository - http://git.io/vmZd5
L2331[18:47:44] <tterrag> <Not-18db> [EnderIO] williewillus forked the repository - http://git.io/vmZd5
L2332[18:48:01] <gigaherz> lol
L2333[18:48:06] <Lumien> "Update to 1.8"
L2334[18:48:16] <tterrag> lol glhf
L2335[18:48:22] <Termin8or> Hahaha lol
L2336[18:48:46] <gigaherz> someone needs to make a mod called NetherIO and let the games begin
L2337[18:48:47] <gigaherz> ;P
L2338[18:48:51] <Termin8or> He's got to do it 24hours max :p
L2339[18:49:26] <tterrag> actually Termin8or there was a followup to that https://gist.github.com/tterrag1098/16429a37fabfd2ea5621
L2340[18:49:28] <tterrag> so he has a week
L2341[18:49:32] <Termin8or> Hahaha, yeah I'll make NetherIO and Nether Core with the exact same funtionality but orange machines instead of green
L2342[18:49:56] <tterrag> he afterwards extended the ban to a week
L2343[18:50:31] <Termin8or> Ah ok
L2344[18:50:37] <Termin8or> Hahaha wow gg
L2345[18:50:48] <gigaherz> heh I was imagining lava pipes
L2346[18:50:49] <gigaherz> as in
L2347[18:50:56] <gigaherz> intead of ender pipes that transfer instantaneously
L2348[18:51:03] <gigaherz> using lava hwich is rather sluggish
L2349[18:51:03] <gigaherz> ;P
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L2351[18:51:17] <Termin8or> Oh yeah, when I say exact,y the same I mean nether themed
L2352[18:51:32] <Termin8or> Haha, we need to make this a thing
L2353[18:51:37] <tterrag> go right ahead
L2354[18:51:40] <gigaherz> Soul Ghaster
L2355[18:51:42] <tterrag> you could even steal the whole mod and just retexture it
L2356[18:51:46] <tterrag> I don't care
L2357[18:52:10] <Termin8or> Hahaha lol, nah I'll rewrite it for 1.8 won't take too long ;)
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L2359[18:52:18] <gigaherz> glhf ;P
L2360[18:52:59] <Termin8or> Lol
L2361[18:54:00] <pibx10> Alright lol I used some stuff from draconian evolution to do this and I get a stack overflow error
L2362[18:54:04] <pibx10> Code coming
L2363[18:54:29] <Termin8or> Pastebin pls be paste bin :p
L2364[18:54:45] <pibx10> Pastebin.com/c54cgqah
L2365[18:54:46] <TehNut> Nah take screenshots of it
L2366[18:54:53] <pibx10> Line 31 is where it errors
L2367[18:55:00] <pibx10> Will post error
L2368[18:55:02] <TehNut> upload to imageshack, then screenshot that with Gyazo
L2369[18:55:27] <shadekiller666> so apparently the font renderer isn't affected by GlStateManager.translate when rendering inside of GuiScreenEvent.DrawScreenEvent.Post?
L2370[18:55:39] <Termin8or> Hmm stack overflow with an item stack?
L2371[18:55:40] <pibx10> Pastebin.com/t6bsr9fx
L2372[18:55:53] <pibx10> Does that a bunch more times lol
L2373[18:55:59] <pibx10> Show you the recipe registry
L2374[18:56:36] <pibx10> Pastebin.com/jquatfbv
L2375[18:56:43] <Lumien> ehh
L2376[18:56:43] <pibx10> And the item this is for
L2377[18:56:45] <tterrag> O.o
L2378[18:56:49] <tterrag> do you not see the problem here??
L2379[18:56:50] <Lumien> Do you not see your error with that?^^
L2380[18:56:52] <tterrag> ItemStack result = this.getCraftingResult(inventory);
L2381[18:56:56] <tterrag> ._.
L2382[18:57:08] <pibx10> Lol I literally copied code
L2383[18:57:19] <tterrag> well now you know why not to do that
L2384[18:57:19] <Termin8or> I'm not familiar with this code and Its 1am here to be fair
L2385[18:57:26] <tterrag> especially not from draconic evolutoin -.-
L2386[18:57:38] <pibx10> Why lol coded badly or something?
L2387[18:58:01] <Termin8or> Oh lol I've just we
L2388[18:58:04] <Termin8or> Seen it
L2389[18:58:25] <Termin8or> Hahaha, calling the method from within the method, that's a good one
L2390[18:58:43] <pibx10> Well I'm basically trying to return the same item stack used to create it but add a tag to it
L2391[18:58:50] <pibx10> So how would i do that
L2392[18:58:54] <tterrag> from what I've seen, yes
L2393[18:59:06] <tterrag> pibx10: copy the original stack, add the tag, return it
L2394[18:59:09] <tterrag> not hard...
L2395[18:59:12] <pibx10> Lol
L2396[18:59:15] <pibx10> Alright
L2397[18:59:31] <Lumien> Go through the InventoryCrafting and find the stack used to craft it
L2398[18:59:57] <pibx10> Getstackinslot?
L2399[19:00:16] <Termin8or> Lol, the second stack isn't neccasery you could just call the original stack and amend tags to it surely
L2400[19:00:34] <pibx10> I've never done nbt before lol sorry
L2401[19:00:35] <tterrag> Termin8or: if you use the same object you'll corrupt the initial state
L2402[19:00:42] <tterrag> you need to copy the stack first
L2403[19:00:56] <Termin8or> Ohh ok yeah
L2404[19:02:00] <pibx10> What inside inventory crafting is used to get the stack all I see is getstackinslot that could be used
L2405[19:03:13] <Termin8or> I'm sorry I'm not familiar with inventory code
L2406[19:03:24] <pibx10> Alright
L2407[19:04:16] <Termin8or> Perhaps tterrag can help
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L2410[19:06:41] <tterrag> pibx10: does the original recipe not store the initial stack?
L2411[19:11:06] <gigaherz> pibx10: IIRC you need a custom recipe type to be able to handle meta/nbt from crafting, and then you just simply override a method to return the output based on the actual inputs
L2412[19:11:32] <gigaherz> check like, RecipeMapClone
L2413[19:12:15] <gigaherz> sorry RecipesMapCloning
L2414[19:15:12] <tterrag> gigaherz: he's already doing that
L2415[19:15:42] <gigaherz> oh sorry then ;P
L2416[19:16:13] <gigaherz> oh I see
L2417[19:16:49] <gigaherz> -- yeah just getSizeInventory() and getStackInSlot(i) ;P
L2418[19:17:41] <gigaherz> note that the slot WILL be null if it's empty
L2419[19:20:08] <pibx10> Lol I got it to work simply using super.getCraftingResult(inventory)
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L2422[19:24:11] <pibx10> But currently it just adds all of the tags at once I need to make it so it adds certain tags with certain recipes
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L2425[19:27:55] <pibx10> Does anyone know how lol
L2426[19:28:14] <pibx10> What it currently is is one recipe that you can do multiple times to add new tags
L2427[19:28:26] <pibx10> It needs to be different recipes that add different tags
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L2429[19:31:07] <gigaherz> you'll have to either dynamically detect the output based on the inputs, or register different recipes with different effects
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L2431[19:34:21] <pibx10> Yes I intend to do the different recipes the problem is your using the item with all of the tags in each recipe. So if in my recipes every recipe used the item it would add all of the effects regardless of what recipe I use
L2432[19:34:47] <pibx10> Is there a way to add in the constructor like an I'd and say I'd is this and check stuff to add to the nbt
L2433[19:35:53] <gigaherz> nono I mean
L2434[19:35:57] <gigaherz> from your custom recipe
L2435[19:36:07] <gigaherz> you can use getStackInSlot to detect which item you put into the recipe
L2436[19:36:18] <gigaherz> and return the right ItemStack
L2437[19:37:11] <gigaherz> note that you should always return a copy of the ItemStack, not just modify the one from the slot, otherwise the tag would be applied as soon as it "previews" the recipe ;P
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L2439[19:38:34] <gigaherz> hmm or wait, that may just be getRecipeOutput()
L2440[19:38:38] <gigaherz> nevermind if so ;p
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L2443[19:39:31] <pibx10> Km confused lol could you give me an example or something
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L2445[19:40:18] <gigaherz> nah because I don't really know what I'm talking about
L2446[19:40:19] <gigaherz> ;p
L2447[19:40:41] <pibx10> Lol
L2448[19:40:45] <pibx10> Alright
L2449[19:40:47] <gigaherz> but
L2450[19:40:57] <gigaherz> you want to add new NBT data to an input item, based on the recipe
L2451[19:41:01] <gigaherz> ... that's how banners work!
L2452[19:41:02] <gigaherz> ;P
L2453[19:41:09] <gigaherz> just look at the implementation of the banner recipe ;P
L2454[19:41:19] <pibx10> Wait banners was in 1.7? Lol
L2455[19:41:23] <gigaherz> no
L2456[19:41:28] <gigaherz> you can just look at the 1.8 banner recipe
L2457[19:41:36] <gigaherz> and "backport" it ;P
L2458[19:41:42] <shadekiller666> its also how leather armor works isn't it?
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L2460[19:41:47] <gigaherz> hmm
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L2462[19:41:52] <gigaherz> well it changes the color
L2463[19:42:02] <gigaherz> is the color an NBT tag?
L2464[19:42:11] <shadekiller666> also potions, though those are probably hardcoded somewhere...
L2465[19:42:13] <gigaherz> hmm it must be
L2466[19:42:16] <gigaherz> it uses the damage for damage
L2467[19:42:16] <gigaherz> XD
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L2469[19:42:29] <gigaherz> potions don't use the workbench recipe system
L2470[19:46:22] <pibx10> Alright can't find it in armor
L2471[19:47:43] <gigaherz> this paste will expire in 10 minutes: http://pastebin.com/0VHYNUjX
L2472[19:47:51] <shadekiller666> what is the size of each slot in the player's inventory?
L2473[19:48:11] <gigaherz> size?
L2474[19:48:18] <shadekiller666> png dimensions
L2475[19:48:23] <gigaherz> item icons are 16x16
L2476[19:48:27] <MattDahEpic> 16x16
L2477[19:48:31] <MattDahEpic> when making gui textures
L2478[19:48:41] <gigaherz> + 1 pixel border each side = 18px, + 1 px separation between slots = 19px
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L2480[19:48:53] <MattDahEpic> blah blah blah
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L2482[19:49:25] <gigaherz> (not certain onthe 1px separation)
L2483[19:49:40] <gigaherz> ah nope
L2484[19:49:41] <gigaherz> only 18px
L2485[19:49:45] <gigaherz> just checked my gui ;P
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L2487[19:58:29] <Laceh> am I crazy? Im writing an 6502 assembler in java to assemble 6502 assembler code in my computer mod and then Im going to write an 6502 emulator so people can run the compiled objects in game...
L2488[19:59:36] <gigaherz> yes.
L2489[19:59:38] <pibx10> Lol this is to complicated for me
L2490[19:59:48] <masa> nothing wrong with that if you are having fun doing it
L2491[19:59:49] <pibx10> I dont know how to do this
L2492[20:00:27] <pibx10> Pastebin.com/qdmkzkn7
L2493[20:00:33] <pibx10> That's what I have so far
L2494[20:00:38] <gigaherz> note that doesn't mean you shouldn't be doing it, but it still makes you a bit crazy ;P
L2495[20:00:48] <Laceh> gigaherz: lol
L2496[20:00:53] <Laceh> I am still doing it no matter what XD
L2497[20:00:58] <Laceh> this is fricken interestingly fun
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L2499[20:02:29] <gigaherz> by the way
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L2501[20:02:36] <gigaherz> I'd have gone one step further
L2502[20:02:40] <gigaherz> and used MY OWN cpu design
L2503[20:02:41] <gigaherz> ;P
L2504[20:03:46] <gigaherz> I'm trying to imagine an assembler using redstone
L2505[20:03:54] <gigaherz> you'd have one button for each of the basic opcodes
L2506[20:04:32] <gigaherz> a set of levers for the immediates/addresses
L2507[20:04:54] <gigaherz> and then a "program" button that wouldcompute the hex digits needed to encode the requested opcode ;P
L2508[20:05:36] <gigaherz> anyhow, getting late, and my computer is asking me to reboot to install updates, so I'll take this chance to jump into bed ;P
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L2510[20:14:38] <Stygander> debating on restarting work on the mod ive kinda let sit
L2511[20:15:00] <Stygander> but i may just go work on these books ive been neglecting to read/go through
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L2517[20:34:25] <shadekiller666> giga, have you gotten the obj to work for you?
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L2522[20:43:40] <masa> Stygander: but but... so many other people have probably read those books already, but nobody has finished that mod of yours yet!
L2523[20:44:18] <Stygander> masa: they are programming tutorial books
L2524[20:44:34] <Stygander> due to the scale/scope of the mod, i may wanna read them first
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L2526[20:46:09] <masa> ah
L2527[20:46:47] <masa> but does anyone actually learn anything other than some pieces of syntax from reading books?
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L2529[20:49:16] <Stygander> masa: it may help, cause i know jackshit about programming
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L2540[21:14:43] <Keridos> when doing multiple subblocks in one metablock
L2541[21:15:01] <Keridos> when i need different renderers, shall I seperate the classes or can I do that all in one class
L2542[21:15:06] <Keridos> like detecting the metadata
L2543[21:15:25] <Keridos> and then render accordingly or does that lead to bad performance?
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L2545[21:16:50] <shadekiller666> i can't imagine using more than 1 renderer would be faster than reading a 4 bit number and changing what you're doing based on that
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L2548[21:19:29] <Keridos> and I need to figure out how to get my item renderer to reflect the changes
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L2551[21:20:02] <shadekiller666> ?
L2552[21:21:23] <Keridos> I have a custom itemrenderer to render the TE
L2553[21:23:09] <shadekiller666> mhmm
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L2555[21:25:55] <tterrag> Keridos: just...check the damage value on the stack?
L2556[21:26:21] <shadekiller666> uhh
L2557[21:26:41] <shadekiller666> you could get the block from the item stack and check its metadata?
L2558[21:30:39] <tterrag> ....
L2559[21:30:43] <tterrag> what
L2560[21:31:38] <Mimiru> Anyone have any idea why I get Caused by: java.lang.SecurityException: Cannot replace the FML security manager when I try to run GradleStartServer from eclipse?
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L2562[21:32:57] <killjoy> Is something trying to replace the security manager?
L2563[21:33:14] <Mimiru> Not that I know of, it's my mod, which was working moments ago..
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L2566[21:34:50] <simon816> duplicate forge in the classpath?
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L2570[21:37:17] <Mimiru> Ahh, nope --tweakClass cpw.mods.fml.common.launcher.FMLTweaker in the server launch args, I forgot I switched workspaces a few minutes ago ¬_¬
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L2572[21:41:54] <Laceh> 1000+ lines of code for my java assembler already :o
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L2576[21:46:23] <pibx15> https://github.com/CuriousSkeptic/Geomancy/blob/master/src/main/java/com/geomancy/common/Recipe/GeomancyRecipe.java
L2577[21:46:45] <pibx15> i know i am doing this wrong lol but any way i could change it without totally starting over and make it work
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L2583[21:54:13] <Lapiman> Any reason why Item.getItemFromBlock on a slab wouldn't work?
L2584[21:59:42] <tterrag> topslabs don't have an item
L2585[22:00:06] <Lapiman> I'm calling it on a bottom slab
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L2588[22:01:49] <tterrag> Lapiman: then what do you mean "wouldn't work"
L2589[22:02:07] <pibx15> tterrag lol anything i can do with this? my thought was i could just use a value i add to a constructor to define what tag to add then i could have multiple recipes
L2590[22:02:14] <pibx15> that add different tags to the same item
L2591[22:02:21] <pibx15> but it crashes every time i craft it
L2592[22:02:32] <tterrag> log
L2593[22:02:34] <tterrag> and code
L2594[22:02:37] <Lapiman> tterag: I'm trying to register an item model for a custom slab
L2595[22:03:09] <Lapiman> .register(Item.getItemFromBlock(myHalfSlab), 0...
L2596[22:03:21] <Ordinastie> Lapiman, you realise that Item.getItemFromBlock() get you an item already registered ?
L2597[22:03:41] <pibx15> i posted that will do again though
L2598[22:03:47] <Lapiman> Ordinastie: What do you mean?
L2599[22:03:48] <pibx15> https://github.com/CuriousSkeptic/Geomancy/blob/master/src/main/java/com/geomancy/common/Recipe/GeomancyRecipe.java
L2600[22:03:49] <pibx15> code
L2601[22:03:56] <Keridos> when rendering a tesr, shouldnt getting the metadata of the block be always in sync?
L2602[22:04:24] <pibx15> http://pastebin.com/T70jRXvm
L2603[22:04:30] <Ordinastie> getItemFromBlock() query the registry
L2604[22:04:32] <pibx15> log
L2605[22:05:36] <Ordinastie> pibx15, did you even read the crash?
L2606[22:05:36] <tterrag> Keridos: should, yes
L2607[22:05:41] <tterrag> unless someone is doing something bad
L2608[22:05:51] <pibx15> yes?
L2609[22:05:52] <Mitchellbrine> pibx15, why do you query a stackcompound if it doesn't exist?
L2610[22:05:59] <pibx15> it should
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L2612[22:06:06] <pibx15> i thought i created it lol
L2613[22:06:13] <tterrag> if ((this.result.hasTagCompound() || !this.result.hasTagCompound())
L2614[22:06:13] <Mitchellbrine> (this.result.hasTagCompound() || !this.result.hasTagCompound())
L2615[22:06:14] <Ordinastie> (this.result.hasTagCompound() || !this.result.hasTagCompound())
L2616[22:06:15] <tterrag> all of my wat
L2617[22:06:27] <Mitchellbrine> That will ALWAYS be true
L2618[22:06:27] <tterrag> wow is there an echo in here?
L2619[22:06:29] <tterrag> ECHO
L2620[22:06:32] <Mitchellbrine> ECHO
L2621[22:06:37] <Ordinastie> ECHO
L2622[22:06:37] <Keridos> in my TESR I use this: int metadata = te.getWorldObj().getBlockMetadata(truncateDoubleToInt(x), truncateDoubleToInt(y), truncateDoubleToInt(z)); but it seems to always give 0
L2623[22:06:49] <Ordinastie> but that's a whole new level of stupid
L2624[22:07:18] <pibx15> lol yea forgot to remove that that wasent intended to be there
L2625[22:07:18] <Ordinastie> Keridos, te.getBlockMetadata()
L2626[22:07:19] <tterrag> Keridos: you could also use te.getBlockMetadata() :P
L2627[22:07:35] <tterrag> if it always gives 0 then that's what it is
L2628[22:07:38] <pibx15> let me try something quickly
L2629[22:07:42] <tterrag> maybe the problem is in truncateDoubleToInt?
L2630[22:07:44] <Keridos> Ordinastie: tterrag: testing that now
L2631[22:07:46] <tterrag> regardless, use the TEmethod
L2632[22:07:55] <Ordinastie> also, truncateDoubleToInt() what?
L2633[22:08:09] <Mitchellbrine> I assume that floors it?
L2634[22:08:43] <Keridos> that one works
L2635[22:08:45] <tterrag> Ordinastie: int truncateDoubleToInt(double d) { return (int) d; }
L2636[22:08:47] <Keridos> thanks
L2637[22:08:52] <tterrag> if it's named correctly that is :P
L2638[22:08:55] <Ordinastie> tterrag, yeah :x
L2639[22:09:02] <Ordinastie> but that's dumb
L2640[22:09:12] <tterrag> quite
L2641[22:09:13] <Keridos> it is the minecraft/forge mathhelper method just copied because cauldron for some weird reason does not have that in its sourcecode anymore
L2642[22:09:18] <tterrag> I assume it's a floor function
L2643[22:09:22] <tterrag> not just a cast...
L2644[22:09:33] <Mitchellbrine> MathHelper.floor_double
L2645[22:09:40] <tterrag> ^
L2646[22:09:42] <tterrag> screw cauldron
L2647[22:09:43] <pibx15> alright got it to sort of work, fixed the stupid mistake but thats not really what i needed help with. first i need it to not work if it already has the compound, right now i can do the recipe as many times as i want and it will jsut add nothing
L2648[22:09:48] <Keridos> so using that function does not crash the server when using cauldron
L2649[22:09:49] <tterrag> if it's deleting that method it deserves to crash
L2650[22:09:50] <tterrag> but I doubt it is
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L2654[22:10:10] <Mitchellbrine> pibx15, are you shift-clicking?
L2655[22:10:16] <pibx15> no
L2656[22:10:21] <pibx15> just regular clicking
L2657[22:10:21] <Mitchellbrine> okay
L2658[22:10:34] <pibx15> i though the ! check would have fixed that
L2659[22:10:37] <Keridos> i have a weird issue now left, when I place a new TE with a custom bounding box using nbt data, sometimes i need to walk away from it, look away from it to make the bounding box appear
L2660[22:10:37] <pibx15> but i guess it didnt
L2661[22:10:40] <Lapiman> Ordinastie: then how would I get an item from the slab to register the item model?
L2662[22:10:46] <Keridos> sometimes it works fine when placing the TE
L2663[22:11:04] <Mitchellbrine> if compound doesn't exist or the key doesn't exist, then set the compound (if it doesn't exist) and set the key pibx15
L2664[22:11:06] <tterrag> Lapiman: Lapiman getItemFromBlock shoudl work
L2665[22:11:08] <tterrag> when are you calling it?
L2666[22:11:24] <Lapiman> During load()
L2667[22:11:28] <tterrag> Keridos: description packets?
L2668[22:11:32] <Lapiman> (preInit() crashes)
L2669[22:11:34] <tterrag> Lapiman: make sure it's not BEFORE you register teh slab
L2670[22:11:52] <pibx15> http://pastebin.com/P2ApXU5i is that not what i did?
L2671[22:12:09] <Lapiman> tterag: https://github.com/thinkplank/grimcraft/blob/master/java/us/thinkplank/grimcraft/block/GrimcraftBlocks.java
L2672[22:12:18] <Lapiman> (GrimcraftBlocks.register() is called during load())
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L2674[22:13:01] <Lapiman> tterag: so yeah, it's after the slab is registered
L2675[22:13:12] <pig> welp https://twitter.com/LexManos/status/621154973565460480
L2676[22:13:19] <Mitchellbrine> xD
L2677[22:13:20] <Keridos> tterrag: yeah all sent
L2678[22:13:37] <pig> he might have had a tad bit too much to drink
L2679[22:13:42] <pig> partially my fault
L2680[22:13:43] <Keridos> does that happen always when using description packets?
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L2682[22:14:31] <Mitchellbrine> pibx15, looks fine to me, unless setting the tag to the same as the key was not intended
L2683[22:15:08] <pibx15> i want that to happen but the intention was to make it so that if the item already had the key, ie the recipe had already been done before, doing the recipe again would not return anything
L2684[22:15:11] <Lapiman> tterag: I've verified that the blockstates, models, all that jazz are correct, since I can apply the halfslab model to other blocks
L2685[22:15:12] <pibx15> which doesent work
L2686[22:15:21] <Mitchellbrine> the result may be null though
L2687[22:15:26] <Mitchellbrine> looks fine to me though
L2688[22:15:43] <tterrag> Lapiman: where do you register renderers though?
L2689[22:16:01] <tterrag> last 3 lines all end with thoughn
L2690[22:16:08] <Lapiman> Register renderers? What do you mean?
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L2692[22:16:27] <tterrag> isn't that the whole thing you are trying to do?
L2693[22:16:28] <Lapiman> I just use Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register()
L2694[22:17:01] <tterrag> oh this is 1.8
L2695[22:17:14] <Lapiman> Oops, shoulda specified, sorry :P
L2696[22:17:29] <tterrag> well, I dunno, the getItemFroMBlock should work
L2697[22:18:05] <Lapiman> It gives me the pink and black cube
L2698[22:18:58] <tterrag> no idea
L2699[22:19:04] <tterrag> don't do 1.8
L2700[22:19:22] <Mitchellbrine> xD
L2701[22:19:25] <Lapiman> haha
L2702[22:19:27] <Lapiman> i wish
L2703[22:19:39] <tterrag> was a statement
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L2705[22:19:42] <tterrag> *I* don't do 1.8
L2706[22:19:48] <tterrag> do whatever you want, I just can't help :P
L2707[22:19:52] <Lapiman> lol
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L2709[22:20:09] <Lapiman> actually, real talk with the advent of 1.9 near: is modding just going to stay in 1.7?
L2710[22:20:18] <tterrag> for some
L2711[22:20:28] <Mitchellbrine> I might migrate to 1.9
L2712[22:20:45] <Mitchellbrine> see how different rendering is
L2713[22:20:55] <Mitchellbrine> that's the backbone of most people's reasons for not porting to 1.8
L2714[22:20:58] <Lapiman> what are some good example mods on github?
L2715[22:21:37] <pibx15> ugh lol what do you use to return nothing when a recipe is not valid just null?
L2716[22:21:52] <MattDahEpic> Lapiman, my mods are updated to 1.8
L2717[22:21:57] <pibx15> because i now have everything working except for the recipes still work regardless of the nbt
L2718[22:22:19] <Mitchellbrine> if it's null, return null
L2719[22:22:29] <Mitchellbrine> and make sure you do a null check
L2720[22:22:31] <Lapiman> MattDahEpic: oooh cool do you have working slabs? // do you have anything on github?
L2721[22:22:35] <Ordinastie> maybe it shouldn't tryin to get the result in the first place ?
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L2723[22:22:44] <Mitchellbrine> xD
L2724[22:22:45] <pibx15> what do you mean
L2725[22:22:45] <tterrag> <Lapiman> i wish
L2726[22:22:51] <MattDahEpic> Lapiman, https://github.com/MattDahEpic
L2727[22:22:54] <tterrag> if you wish, then why not? :P
L2728[22:23:01] <MattDahEpic> the 1.8 repos end in 1.8
L2729[22:23:45] <Lapiman> tterag, like a dumbass, I didn't put my 1.7 / 1.8 work in separate branches
L2730[22:23:58] <Lapiman> i doubt that i have a copy of my old ass 1.7 code still lying around
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L2732[22:24:11] <tterrag> Lapiman: if you have git history, then you do
L2733[22:24:15] <tterrag> you can just branch off of any point in the history
L2734[22:24:25] <pibx15> yea doesent work lol
L2735[22:24:52] <pibx15> my null check isnt working
L2736[22:25:28] <Mitchellbrine> wat
L2737[22:25:46] <pibx15> shouldnt if(!result.stackTagCompound.hasKey(tag) make is so that if the item already has the tag dont return anything
L2738[22:26:07] <Mitchellbrine> um, no?
L2739[22:26:10] <tterrag> the opposite
L2740[22:26:10] <Lapiman> MattDahEpic: Are there any slabs hanging around in any of the repos?
L2741[22:26:22] <Mitchellbrine> remove the !
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L2743[22:26:29] <MattDahEpic> no i havent done much with slabs
L2744[22:26:51] <pibx15> im try to say only run the code when the item doesent have the compound key
L2745[22:26:52] <Lapiman> drat
L2746[22:26:59] <MattDahEpic> im working on a mod that adds dirt/slabs stairs atm
L2747[22:28:15] <pibx15> yea what you said doesent work
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L2750[22:32:50] <tterrag> Lapiman: make a branch from here if you want to keep your 1.7 stuff https://github.com/thinkplank/grimcraft/tree/1abf3f8c74994d5ced9c89b0d766ff24866f6cc3
L2751[22:33:13] <tterrag> afaict that's the last commit you made before starting 1.8
L2752[22:33:23] <Lapiman> Wow, thank you
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L2754[22:33:37] <Ordinastie> are the bounding boxes supposed to come from the JSON too?
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L2756[22:33:39] <Lapiman> Is releasing mods for 1.7 still a thing?
L2757[22:33:54] <tterrag> lol
L2758[22:33:55] <tterrag> yes
L2759[22:34:03] <Lapiman> ...wow
L2760[22:34:15] <Lapiman> to think i wasted all that time :(
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L2762[22:34:53] <tterrag> CoFH just updated all their mods on 1.7 like...yesterday
L2763[22:34:55] <tterrag> big updates
L2764[22:35:13] <Lapiman> lol, I trust you tterrag
L2765[22:37:30] <Lapiman> MattDahEpic: if you ever get slabs working in 1.8, please give me a ping
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L2775[22:54:49] <Lapiman> now building a fresh new 1.7 workspace...
L2776[22:54:51] <Lapiman> I'm excited. Fresh start.
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L2796[23:50:02] <Darkevilmac> Alright, I'm having quite a bit of an issue that only seems to happen sometimes and only on multiplayer. It's a ConcurrentModification from the World class related to setting tiles. I have the stacktrace here: http://hastebin.com/eqefuliquc.txt And the relevant class here:https://github.com/darkevilmac/MovingWorld/blob/master/src/main/java/darkevilmac/movingworld/common/chunk/assembly/ChunkDisassembler.java
L2797[23:50:20] <Darkevilmac> I'm assuming this is happening because from what I hear networking is threaded now?
L2798[23:50:50] <Darkevilmac> So I guess the question is more or less how to make a packet happen on the main thread instead of the networking thread.
L2799[23:52:22] <tterrag> Darkevilmac: http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/#making-packets
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L2801[23:54:42] <Darkevilmac> tterrag, I'll give that a try thanks.
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L2806[23:57:14] <Darkevilmac> tterrag, I'm assuming I can just cast world to worldserver if it's not remote?
L2807[23:57:25] <tterrag> correct
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