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L42[02:04:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150720 mappings to Forge Maven.
L43[02:04:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150720-1.8.zip (mappings = "snapshot_20150720" in build.gradle).
L44[02:04:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L96[03:00:41] <Szernex> so, probably a stupid question, but is there a way to make my backup mod not totally kill the tps while it's archiving files? or is that just the nature of things and nothing can be done about it
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L98[03:01:36] <tterrag> Szernex: a thread?
L99[03:01:43] <Szernex> that's what I'm running it in
L100[03:02:02] <tterrag> well, then maybe the server is crap :P
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L102[03:02:19] <Szernex> main server thread turns off world saving and then starts the backup thread which gathers all the files and stuff, creates the archive and turns world saving back up
L103[03:02:21] <Szernex> *on
L104[03:02:53] <Szernex> well, I wouldn't say it's crap but it is only running in a VM that gets limited resources
L105[03:02:55] <tterrag> I'm no threading expert, but I know MC barely touches more than one core, so a thread should be able to utilize multicore CPUs
L106[03:03:12] <tterrag> if you only have 1 or maybe 2 cores though, it could still affect the main thread
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L108[03:03:25] <Szernex> well then again, MC has been running really crappy ever since one of the recent updates to the pack
L109[03:03:33] <tterrag> I should be getting to bed
L110[03:03:35] <Szernex> it has 6 or 8 cores iirc
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L112[03:03:39] <Szernex> well, gnight
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L116[03:05:44] <Norgalyn> Hi everyone
L117[03:06:08] <sham1> Hey
L118[03:06:20] <Szernex> hi
L119[03:08:07] <Norgalyn> Could anyone look at my log? I added peripheral to existing mod OpenPeripheralAddons, but when built and used outside of IDEA it crashes. http://pastebin.com/Qa68yb1f
L120[03:08:51] <McJty> I have a question about FluidStack. When I use NBT on a fluid will that be properly preserved in tanks and fluid conduits of various mods?
L121[03:09:05] <sham1> It should
L122[03:09:46] <McJty> And I hope a tank will not accept a liquid if it already contains same liquid but with different NBT tags
L123[03:09:50] <Szernex> Norgalyn I'm no expert, but is OpenPeripheralsAddons installed on that instance you try using it in?
L124[03:10:19] <Norgalyn> It is in the mod folder
L125[03:11:06] <sham1> McJty, usually a IFluidHandler will only accept the same fluid
L126[03:11:24] <Norgalyn> I'll try removing all the other mods and see if that helps
L127[03:11:24] <McJty> I don't like the word 'usually' :-)
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L129[03:11:49] <sham1> It really depends if the creator of the tank was awake or not when he coded the thing
L130[03:12:16] <McJty> Ok, lets hope that every fluid tank mod author had sufficient coffee when coding his or her tank :-)
L131[03:12:30] <sham1> Yeh
L132[03:12:54] <sham1> And AFAIK, the default IFluidTank implementation will not fill if there already is fluid inside
L133[03:13:00] <sham1> I've not looked into it too badly
L134[03:13:44] <sham1> yeah it does not fill
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L137[03:15:16] <McJty> Thanks
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L143[03:31:17] <Norgalyn> Well it didn't help
L144[03:33:02] <sham1> Do you use the same jar as you used in your dev enviorment?
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L146[03:38:26] <Norgalyn> yes
L147[03:39:11] <Norgalyn> well, in dev i use the jar that is made by idea. Outside of dev i used the jar built by gradlew
L148[03:39:38] <sham1> Yeah but for the OpenPeripheralAddons
L149[03:40:01] <sham1> Do you use the obfuscated or deobfuscated version
L150[03:40:33] <Norgalyn> well that actually is the mod i build. I use the obfuscated version, but tried using the deobfuscated
L151[03:40:52] <sham1> Then what version do you use of OpenPeripherals
L152[03:41:34] <Norgalyn> The latest one and same in both cases
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L158[03:58:15] <sham1> !gm func_72690_a 1.8
L159[03:58:51] <DemoXin> Anyone know if it's safe to .copy() a PotionEffect to apply it to an Entity?
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L164[04:06:14] <sham1> OK, I have a reflection question, how do I know if I am in an obfuscated enviorment
L165[04:07:05] <Norgalyn> I believe that codechickencore takes care of runtime deobfuscation
L166[04:07:19] <laci200270> yes, CCCoes
L167[04:07:21] <sham1> But I want to make sure that my mod works even without CCC
L168[04:07:23] <laci200270> *CCC does
L169[04:08:02] <sham1> That would just add unnessessary CodeChickenBoilderplate
L170[04:08:19] <Norgalyn> you can try finding a method by its obfuscated name and when null returns you know you are in deobfuscated environment
L171[04:10:39] <laci200270> or class.forName also an option
L172[04:11:28] <Genuine> There should be a national "Stop just throwing code together and actually profile your shit. You're making my game so slow." day for modders.
L173[04:11:41] <Genuine> Where every year people actually take the time to profile.
L174[04:12:08] <laci200270> isn't use too many resources if you use it when you loading
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L178[04:15:08] <sham1> Meh, seems like sending a partial update packet will be harder than expected
L179[04:15:10] <sham1> Oh well
L180[04:15:12] <Genuine> sham1, Right what laci said, try to load like "aaa" from the class loader.
L181[04:15:21] <sham1> I dont need a class
L182[04:15:22] <tterrag|ZZZzzz> sham1: yeah there's a way
L183[04:15:52] <tterrag|ZZZzzz> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/transform/EnderCorePlugin.java#L39
L184[04:15:56] <tterrag|ZZZzzz> needs a core plugin though
L185[04:15:59] <yueh> hm. is there a way to contact immibis?
L186[04:16:07] <tterrag|ZZZzzz> if you don't have that, I think you can get it from the blackboard data
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L188[04:16:19] <tterrag|ZZZzzz> yueh: he's on IRC from time to time
L189[04:16:20] <tterrag|ZZZzzz> also reddit
L190[04:16:38] <Subaraki> fml is stuck in loading at 3/5 after 5 miniutes. i just added armor items, and it worked before adding these o.o (working = starting up in 2 minutes)
L191[04:16:48] <yueh> tried to ping him on github, but no feedback
L192[04:17:02] <sham1> I myself do not have a coremod so maybe I need to get access to the blackboard somehow
L193[04:17:16] <yueh> and didn't see him lately on IRC
L194[04:17:42] <sham1> Also it seems like PlayerManager.PlayerInstance does not exactly have any way to get a player out of it
L195[04:17:50] <sham1> Which sucks
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L197[04:18:27] <tterrag|ZZZzzz> sham1: Launch.blackboard.put("fml.deobfuscatedEnvironment", deobfuscatedEnvironment);
L198[04:18:29] <tterrag|ZZZzzz> there you go
L199[04:18:34] <sham1> Thanks
L200[04:18:53] <tterrag|ZZZzzz> note that to get that, FML does basically what laci was suggesting
L201[04:19:11] <tterrag|ZZZzzz> http://puu.sh/j5QIa.txt
L202[04:19:16] <Subaraki> what does step 4/5 do ?
L203[04:19:22] <tterrag|ZZZzzz> though imo World was a bad class to choose
L204[04:19:35] <tterrag|ZZZzzz> means any transformer running on world runs SUPER early
L205[04:19:42] <tterrag|ZZZzzz> which is probably a lot
L206[04:19:59] <tterrag|ZZZzzz> Subaraki: run in debug mode and pause the thread while it is stuck
L207[04:20:03] <tterrag|ZZZzzz> then you can see where it is stuck
L208[04:20:23] <Subaraki> thanks for the tip tterag
L209[04:20:38] <Genuine> I'd just try to load the class "if" from the classloader since that's effectively only available in obfuscated environments.
L210[04:20:49] <sham1> Also, isn't Map#put a method that adds values under certain key?
L211[04:20:56] <sham1> Because if so then wat
L212[04:21:50] <sham1> Wouldn't Launch.blackboard.get("fml.deobfuscatedEnvironment") much better for this
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L214[04:26:05] <Subaraki> tterag, does this say anything to you ?
L215[04:26:07] <Subaraki> http://i.imgur.com/9x9z4ks.png
L216[04:30:03] <Subaraki> tterrag * ^
L217[04:30:18] <Subaraki> maybe i should restart my eclipse
L218[04:31:33] <tterrag|ZZZzzz> Subaraki: you suspended ALL THE THREADS
L219[04:31:40] <tterrag|ZZZzzz> next time try just the client thread...
L220[04:31:46] <Subaraki> oh... well, i just pressed the pase button ._.
L221[04:31:56] <Subaraki> pause *
L222[04:32:05] <tterrag|ZZZzzz> it still works...just expand the client thread
L223[04:32:24] <tterrag|ZZZzzz> sham1: yes
L224[04:32:30] <tterrag|ZZZzzz> considering FML has already done the work for you
L225[04:32:35] <sham1> Ok
L226[04:32:38] <tterrag|ZZZzzz> no need to try and classload something else for no reason
L227[04:33:32] <sham1> And because for some reason it returns AnyRef I will cast it...
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L229[04:36:13] <Subaraki> http://i.imgur.com/fsz7pe9.png
L230[04:36:37] <Subaraki> i might have found the problem an unexsting resourcelocation ?
L231[04:38:47] <sham1> Yay for ReflectionHelper
L232[04:40:51] <sham1> There we go
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L234[04:41:47] <sham1> I just have to hope that it works
L235[04:42:50] <yueh> btw. how does 1.8 handle the blockstates in terms of ids? i faintly remember something about 1 state = 1 id
L236[04:43:05] <sham1> ID as in metadata?
L237[04:43:08] *** PaleOff is now known as PaleoCrafter
L238[04:43:12] <tterrag|ZZZzzz> yueh: blockstates are just abstracted metadata
L239[04:43:16] <yueh> as in id + metadata
L240[04:43:19] <tterrag|ZZZzzz> there is nothing new to the ID system
L241[04:43:56] <tterrag|ZZZzzz> Subaraki: eh, try unpausing and pausing again to see if it's stuck in the same place
L242[04:44:07] <tterrag|ZZZzzz> the problem with code is it runs really really fast :P
L243[04:44:15] <tterrag|ZZZzzz> hard to know if you are actually in the problem area
L244[04:44:27] <sham1> unless you step it up
L245[04:44:35] <PaleoCrafter> Every blockstate has its own id internally though (composed of block id + metadata)
L246[04:44:42] <sham1> mm
L247[04:44:55] <PaleoCrafter> In preparation for getting completely rid of metadata
L248[04:44:58] <sham1> But not all states use metadata
L249[04:45:09] <sham1> Like for instance, fence does not use metadata
L250[04:45:33] <yueh> question is, what does it use when not using metadata
L251[04:45:51] <sham1> getActualState
L252[04:46:00] <PaleoCrafter> Well, all persisted state uses metadata :P
L253[04:46:06] <PaleoCrafter> At least in vanilla
L254[04:46:09] <sham1> mm
L255[04:46:43] <yueh> i was mostly thinking about the 1.9 changes and how it would make some stuff really easy
L256[04:46:51] <sham1> ITEMSTATES
L257[04:47:04] <sham1> Also, it is raining outside...
L258[04:47:16] <yueh> the problem is, i'm talking about a couple of sextillions of permutations xD
L259[04:47:28] <tterrag|ZZZzzz> yueh: the block has methods for getting the state based on context
L260[04:47:42] <tterrag|ZZZzzz> yueh: for something with that many permutation syou probaly need to write your own code model
L261[04:47:46] <tterrag|ZZZzzz> ISmartBlockModel that is
L262[04:47:56] <tterrag|ZZZzzz> you won't be able to do it with json (obviously)
L263[04:47:58] <sham1> yueh, look at how my pipe block handles connections: https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/transport/block/FCraftBasicPipeBlock.scala
L264[04:48:11] <yueh> tterrag|ZZZzzz: mostly thinking about 1.9
L265[04:48:21] <tterrag|ZZZzzz> 1.9 doesn't exist yet
L266[04:48:25] <tterrag|ZZZzzz> everything we know is speculation
L267[04:48:45] <sham1> It has many combinations and not every connection can have its own metadata bit because four bits and six sides to connect from
L268[04:49:02] <yueh> with some previews about the conditional models
L269[04:49:49] <yueh> i still won't ever look at the json or write it by hand. but writing a simple "renderToJson" is feasible
L270[04:49:59] <PaleoCrafter> yueh, already a thing in 1.8 forge
L271[04:50:01] <PaleoCrafter> :P
L272[04:50:15] <sham1> Also, JSONs are not that bad: https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fcraft/blockstates/fcraft_basic_pipe_block.json
L273[04:50:18] <tterrag|ZZZzzz> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L274[04:50:21] <tterrag|ZZZzzz> why do I always have to link it
L275[04:50:28] <yueh> i know that
L276[04:50:30] <sham1> Dunno
L277[04:51:07] <tmtu> you should make your own binary format yueh
L278[04:51:14] <tmtu> and write it by hand >:)
L279[04:51:18] <sham1> :C
L280[04:51:22] <sham1> You are evil
L281[04:51:34] <tterrag|ZZZzzz> anyways back to bed
L282[04:51:38] <tmtu> MON – Malbolge Object Notation
L283[04:52:27] <yueh> and also what the ISmartBlockModel can do
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L285[04:53:22] <sham1> Meh, next to accessing a private field on a class with default access
L286[04:53:31] <sham1> This is going to be so much fun
L287[04:53:35] <Subaraki> its trying to load some kind of texture... and its doing ages to do so
L288[04:54:07] <PaleoCrafter> Easy, sham1 :P
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L290[04:57:21] <yueh> hmm. i should looking into the security manager and if i can prevent reflections with it xD
L291[04:58:23] <sham1> It prolly is easy, but...
L292[04:59:48] <sham1> Well, I already have an instance of the class
L293[05:01:12] <sham1> Sadly that instance is AnyRef because again, the class has the default access modifier so I cannot exactly just return that from my wrapper method
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L296[05:02:51] <PaleoCrafter> Well, you could create a public class in that package that acts as proxy :P
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L300[05:04:37] <sham1> I really dont want to add a class into vanilla package
L301[05:05:33] <Subaraki> tterrag|ZZZzzz, so there's no error
L302[05:05:42] <Subaraki> my mc just took 15 minutes to start .. .o.
L303[05:05:44] <PaleoCrafter> Well, why do you want to access a package private class in the first place? :P
L304[05:06:05] <sham1> Partial update packets :P
L305[05:06:18] <PaleoCrafter> And? :P
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L307[05:06:39] <sham1> I want to only send them to people who are tracking the chunk where the packet was sent from
L308[05:06:57] <PaleoCrafter> Well then
L309[05:07:25] <sham1> And to get the EntityPlayerMP instances who are tracking a chunk i need to have a PlayerManager.PlayerInstance instance
L310[05:07:39] <PaleoCrafter> I think unmerged a PR to make that stuff public
L311[05:07:39] <sham1> Because that class has a list of all players tracking that chunk
L312[05:08:06] <PaleoCrafter> *there is, not unmerged
L313[05:08:14] <sham1> I think so
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L315[05:08:26] <sham1> But before it is merged I need to do it this way
L316[05:08:34] <sham1> Gets me to learn some reflection :P
L317[05:10:33] <sham1> And the reason I want to have partial sync packets is because I dont want to send everything to the client when I want to sync the amount of fluid in a tank or whatever
L318[05:11:06] <PaleoCrafter> Obviously :P
L319[05:11:44] <sham1> SO yeah
L320[05:11:50] <sham1> Time to get coding again
L321[05:11:55] <PaleoCrafter> Hm, can't find the PR, maybe somebody just planned to create it
L322[05:14:51] <sham1> And now raises a dilema, should I use Class.forName or ReflectionHelper to access it
L323[05:17:31] <PaleoCrafter> Doesn't matter :P
L324[05:17:37] <sham1> Well yeah
L325[05:17:45] <sham1> ReflectionHandler uses the former
L326[05:18:10] <sham1> Now the real thing is to get the obfuscated and deobfuscated names of that class
L327[05:18:16] <sham1> And the outer class
L328[05:18:17] <PaleoCrafter> Class.forName would express your intent though, as class names are not obfuscated at runtime anyways
L329[05:18:40] <ghz|afk> morning
L330[05:18:43] *** ghz|afk is now known as gigaherz
L331[05:18:55] <sham1> Wait it itsnt?
L332[05:19:26] <PaleoCrafter> Runtime deobfuscation to SRG names :P
L333[05:19:52] <PaleoCrafter> Good afternoon, gigaherz :P
L334[05:19:58] <sham1> Afternoons gigaherz
L335[05:20:00] <gigaherz> sham1: forge minecraft names look like field_1451451_d
L336[05:20:04] <sham1> Yeh
L337[05:20:06] <gigaherz> at runtime
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L339[05:20:19] <gigaherz> you don't have to use "a.a.a" on reflection ;P
L340[05:20:27] <sham1> Mmm
L341[05:20:41] <sham1> I am ATM just trying to access a class to access its private field
L342[05:20:59] <sham1> inner class that is default visibility
L343[05:21:20] <gigaherz> ReflectionHelper.findField(ClassName.class, "field_14514_t", "decompiledName");
L344[05:21:23] <sham1> Because I already have a instance of it
L345[05:21:40] <gigaherz> f.setAccessible(true); f.get(instance);
L346[05:22:00] <sham1> There's the thing though, now that I used my Class.forName I can actually get the class of it
L347[05:22:15] <sham1> And AFAIK this should work for my needs: Class.forName("net.minecraft.server.management.PlayerManager$PlayerInstance")
L348[05:22:28] <gigaherz> ehh why do that at all
L349[05:22:44] <gigaherz> wait you mean the class itself is private?
L350[05:23:00] <sham1> it haas no access modifier so it is only seen inside the package it is in
L351[05:23:10] <gigaherz> ahh
L352[05:24:07] <sham1> But now I can use ReflectionHelper to get the field I am looking for
L353[05:24:42] <gigaherz> yeah you can pass any old Class reference to it
L354[05:25:45] <sham1> !gf playersWatchingChunk 1.8
L355[05:25:53] <sham1> There we go
L356[05:26:36] <sham1> And because I know for a fact what it contains...
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L358[05:27:18] <gigaherz> yeh ReflectionHelper(theClass, "field_73263_b", "playersWatchingChunk")
L359[05:27:35] <sham1> Yeh
L360[05:27:56] <PaleoCrafter> I wish my reflection macros would actually work with private members...
L361[05:29:01] <sham1> And here I go
L362[05:29:16] <sham1> If I am correct, these should work
L363[05:29:21] <PaleoCrafter> Then I'd have access to compile time safe reflection without ever having to touch obfuscated names again q.q
L364[05:29:27] <gigaherz> I remember a feature of VB6
L365[05:29:38] <gigaherz> was to access database fields from a data source object using !
L366[05:29:40] <gigaherz> as in
L367[05:29:51] <gigaherz> var = datasource!field1
L368[05:30:01] <gigaherz> would compile to datasource.Fields("field1")
L369[05:30:10] <gigaherz> I was thinking how that syntax would be so useful for reflection
L370[05:30:11] <gigaherz> XD
L371[05:30:16] <sham1> I have a feeling that this will not work, bur I will try it anyway: https://gist.github.com/sham1/4fc38d4343073ef863b1
L372[05:30:29] <PaleoCrafter> That's what I have, gigaherz
L373[05:30:49] <gigaherz> PaleoCrafter: o_O
L374[05:31:01] <sham1> thanks scala
L375[05:31:21] <PaleoCrafter> typeOf[Class].fieldName[FieldType]
L376[05:31:57] <PaleoCrafter> But as I said, ain't working with private members, rendering it essentially useless
L377[05:32:02] <gigaherz> scala?
L378[05:32:05] <sham1> Scala!
L379[05:32:11] <PaleoCrafter> Of course :P
L380[05:32:19] <gigaherz> sham1: I tried to like scala
L381[05:32:37] <sham1> It dont need no trying
L382[05:32:39] <gigaherz> but every piece of code I see in the language reminds me why I can't
L383[05:32:45] <gigaherz> it's not that I think the language is bad or anything
L384[05:32:55] <gigaherz> it's just not designed to my tastes XD
L385[05:33:20] <PaleoCrafter> https://github.com/MineFormers/MineMacros/blob/master/src/main/scala/de/mineformers/mcreflect/introspection/RefType.scala for instance
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L387[05:34:18] <gigaherz> I can't really read that XD
L388[05:34:26] <PaleoCrafter> And I've just noticed how horrible some of that code is
L389[05:34:30] <gigaherz> I mean I can guess waht some things mean, but not others XD
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L391[05:34:57] <PaleoCrafter> https://github.com/MineFormers/MineMacros/blob/master/src/main/scala/de/mineformers/mcreflect/Macros.scala
L392[05:35:03] <sham1> Also, for some reason I like to be really specific with Scala about types even though I dont need to
L393[05:35:12] <PaleoCrafter> Here's where the magic happens
L394[05:35:23] <PaleoCrafter> You should be for APIs :P
L395[05:35:44] <sham1> :P
L396[05:35:54] <sham1> For my mod's API stuff I do that
L397[05:36:15] <sham1> My problem is just that I do it everywere just so it is not unclear for me what the method returns or what type that value is
L398[05:36:26] <sham1> I overdo it
L399[05:36:28] <PaleoCrafter> Heh
L400[05:36:38] <PaleoCrafter> You'll eventually get used to the inference
L401[05:36:45] <sham1> Mmm
L402[05:36:50] <sham1> I already use it somewhat
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L404[05:37:25] <PaleoCrafter> I tend to specify the types for all my methods unless they're one liners
L405[05:38:01] <PaleoCrafter> But types on fields and locals vals are must clutter :P
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L423[06:43:49] <Norgalyn> /join ftb
L424[06:44:00] <sham1> dat space
L425[06:44:30] <Norgalyn> yep :/
L426[06:44:38] <McJty> /join ftb
L427[06:44:40] <McJty> Doesn't work either :-)
L428[06:44:54] <sham1> ./join #ftb
L429[06:45:05] <Norgalyn> new to my client that doesn't fix missing #
L430[06:45:22] <sham1> I put that number sign there naturally
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L437[06:57:34] <Simulac> Hi
L438[06:58:11] ⇨ Joins: psxlover (psxlover@188.4.42.175.dsl.dyn.forthnet.gr)
L439[06:58:20] <Simulac> I was wondering whether someone could help me with this problem I'm having
L440[06:59:21] <sham1> Dont ask to ask
L441[06:59:22] <sham1> Just ask
L442[06:59:35] ⇨ Joins: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L443[06:59:56] <Simulac> Yeah sorry, I was wondering whether I was muted because I couldn't seem to able to send anything before
L444[07:00:12] <sham1> You may have had too long nic
L445[07:00:13] <sham1> nick*
L446[07:01:01] <Simulac> Anyway, my problem is that I'm using SRG name for a method(shouldSideBeRendered in /block/Block) which is "func_176225_a" for Minecraft 1.8
L447[07:01:09] <sham1> Ok
L448[07:01:33] <Simulac> Basically I'm injecting a hook into that method and it doesn't work when I load up in my actual minecraft
L449[07:01:49] <Simulac> in dev environment I use "shouldSideBeRendered" which works fine
L450[07:02:29] <Simulac> I can't debug it in the actual MC either because I can't / don't know to run it on cmd
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L453[07:06:05] <diesieben07> Simulac, so you are talking about a coremod?
L454[07:06:13] <Simulac> Yes
L455[07:06:26] <diesieben07> you need an entry in your jar manifest
L456[07:06:54] <diesieben07> https://goo.gl/wojZV4
L457[07:07:13] <Simulac> I've written this in gradle http://i.imgur.com/zpA6cLL.png
L458[07:07:13] <diesieben07> actually, just the 1st one, not sure why i linked the whole thing
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L460[07:07:23] <diesieben07> then it will load :D
L461[07:08:15] <Simulac> I know it loads as it shows up on the mod list (I got a container as well) but the problem is, is that it doesn't seem to inject anything shouldSideBeRendered
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L464[07:08:36] <diesieben07> show your code.
L465[07:09:15] <Simulac> http://i.imgur.com/wpEym9n.png
L466[07:09:37] <Simulac> oh wait
L467[07:09:43] <Simulac> you problem want to see my util method
L468[07:09:57] <diesieben07> don't post code as images...
L469[07:10:04] <Simulac> sorry I have shareX
L470[07:10:26] <diesieben07> So do I... that is not an argument :P
L471[07:10:44] <Dimitriye98> If you have a decent IRC client, ctrl+a, ctrl+c, ctrl+v, and it'll offer to pastebin it...
L472[07:10:45] <gigaherz> IDEA lets you create gists from the current selection
L473[07:10:45] <gigaherz> XD
L474[07:11:11] <Dimitriye98> That works too
L475[07:11:23] <gigaherz> Dimitriye98: pff mirc forever ;P
L476[07:11:38] <sham1> pff Hexchat
L477[07:11:40] <Simulac> http://pastie.org/10302348#42
L478[07:11:56] <Simulac> Gists oh yeah
L479[07:12:01] <Simulac> completely forget about that
L480[07:12:03] <diesieben07> and you have set your coremod to run after the deobf transformer?
L481[07:12:42] <Simulac> https://gist.github.com/Simule/3f92e602ca1f30070221
L482[07:12:46] <Simulac> I think so
L483[07:12:54] <diesieben07> no you haven't
L484[07:13:00] <diesieben07> @SortingIndex with at least 1001
L485[07:13:20] <diesieben07> also why is your package net.minecraft :O+
L486[07:13:24] <sham1> Or Integer.MAX_VALUE :P
L487[07:13:41] <gigaherz> lol net.minecraft
L488[07:13:48] <sham1> :C
L489[07:13:52] <sham1> Why would someone even
L490[07:13:57] <Simulac> ye.... I was just messing around with core mod
L491[07:14:00] <gigaherz> Simulac: the package name is "supposed" to be a domain you own
L492[07:14:01] <gigaherz> XD
L493[07:14:02] <Simulac> not an excuse
L494[07:14:46] <sham1> There
L495[07:14:57] <sham1> I think I've created my fluid sync packet
L496[07:16:59] <Simulac> Hmm the problem still persists
L497[07:17:06] <Simulac> Nice, although I don't know what that is
L498[07:17:49] <diesieben07> use debug println statements. is your transformer called? why does it not do anything?
L499[07:18:01] ⇨ Joins: Termin8or (uid93719@id-93719.charlton.irccloud.com)
L500[07:18:24] <Simulac> It works fine in the dev environment so I know it's call and it injects bytecode
L501[07:18:34] <Simulac> i can't debug in actual MC tho
L502[07:18:45] <Simulac> unless I can run it from the console somehow
L503[07:18:54] <diesieben07> <diesieben07> use debug println statements.
L504[07:19:42] <Simulac> when I say actual MC I mean as in MC not in the dev environment
L505[07:20:00] <Simulac> when you load up mc from the launcher
L506[07:20:03] <gigaherz> yeah
L507[07:20:04] <diesieben07> Yes, I am not stupid. :D
L508[07:20:06] <gigaherz> that still has a console
L509[07:20:18] <gigaherz> the launcher profile has a setting to maintain the launcher window open
L510[07:20:26] <Simulac> ye sorry I didn't mean to imply that
L511[07:20:31] <Ordinastie> or you could use the debugger too, that works
L512[07:20:47] <diesieben07> how the heck can you debug the minecraft launched from the launcher? :O
L513[07:20:55] <gigaherz> diesieben07: attach to process?
L514[07:20:56] <sham1> Companion objects...
L515[07:21:01] <Ordinastie> it's called remote debugging :)
L516[07:21:12] <diesieben07> news to me. D:
L517[07:21:34] <diesieben07> oh you just open a port... aha
L518[07:21:50] <Ordinastie> you add some args to the VM so it listen for a debugger to be attached to the port yes
L519[07:21:53] <diesieben07> yeah
L520[07:21:55] <Simulac> keep launcher open I'm guessing is the profile option
L521[07:21:55] <Simulac> OH WOW
L522[07:21:57] <sham1> I am really lost right now
L523[07:22:48] <sham1> I dont know if me not being able to access my class' fields in a inner class inside outer class' companion object is intended or not
L524[07:22:51] <Simulac> You can apply java agents that way can't you?
L525[07:22:57] <gigaherz> sham1: what? XD
L526[07:23:26] <sham1> I have a packet class. It has a handler. I have the handler as a inner class
L527[07:23:32] <gigaherz> yes
L528[07:23:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/network/SpellSequenceUpdate.java
L529[07:23:55] <gigaherz> like that?
L530[07:24:10] <sham1> But because I need to refer to the handler from outside without having message's instance, I need to have the handler inside a companion object
L531[07:24:13] <gigaherz> I just made my fields public
L532[07:24:14] <gigaherz> XD
L533[07:24:34] <diesieben07> inner and nested classes can access private fields
L534[07:24:41] <diesieben07> not directly, but the compiler will gneerate accessors for you
L535[07:24:43] <sham1> But when I moved that handler inside that companion object, I didnt see anything
L536[07:24:47] <sham1> I dont see them
L537[07:25:25] <diesieben07> you are using java right? or scala?
L538[07:25:41] <sham1> scala, I didnt know there are companion objects in java :P
L539[07:25:47] <diesieben07> hmm true
L540[07:25:51] <sham1> Anyway
L541[07:25:52] <diesieben07> scala might be different here
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L544[07:29:02] <sham1> https://gist.github.com/anonymous/122655e4b222aaffa854
L545[07:29:04] <sham1> So yeah
L546[07:29:36] <sham1> The inner class cannot see pos or any other methods. But as far as I know it should because it is inside a companion object
L547[07:29:46] <sham1> s/methods/fields
L548[07:29:47] ⇨ Joins: fuj1n (~fuj1n@101.190.162.174)
L549[07:29:58] <gigaherz> the "companion object" is the equivalent of static members?
L550[07:30:05] <sham1> Basically
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L552[07:30:31] <sham1> Coz in scala you dont have static stuff
L553[07:30:53] <gigaherz> well
L554[07:31:01] <gigaherz> ... you can always add getters
L555[07:31:29] <Cazzar> or
L556[07:31:32] <Cazzar> protected?
L557[07:31:43] <Cazzar> I don't remember if Scala has that access modifier.
L558[07:31:48] <gigaherz> no idea
L559[07:31:49] <sham1> it does
L560[07:32:03] <gigaherz> since I don't know, I can only suggest what I know is an "universal" solution ;P
L561[07:32:22] <sham1> It is just that having no access modifier means that the field is public
L562[07:33:22] <Simul> I have found what seems to the root of my problem. For some example real MC doesn't recognise net.minecraft.block.Block
L563[07:33:42] <sham1> Well, the names are obfuscated
L564[07:33:58] <Simul> Where would I find a list of these obfuscated names?
L565[07:34:03] <Simul> MCPBot only has methods, params and fields
L566[07:34:15] <Simul> well the data exports do
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L568[07:34:29] <diesieben07> Simul, completely missed that. you need to check the transformed name. name is always untransformed
L569[07:35:35] <sham1> Welp, I'll wait for Paleo to come back online so I can ask him help
L570[07:35:39] <Simul> thats... paradoxical
L571[07:35:57] <diesieben07> no it's not. the names on disk are obfuscated
L572[07:36:06] <diesieben07> FML deobfuscates (=transforms) them at runtime
L573[07:36:18] <Simul> yea I thought so
L574[07:36:22] <Simul> let's try it!
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L576[07:37:08] <Simul> YES IT WORKS
L577[07:37:22] <Simul> thx
L578[07:38:35] <sham1> Anyway, I am not sure if this will work for me: https://gist.github.com/sham1/4fc38d4343073ef863b1
L579[07:39:25] <sham1> I think I will work on some reflection while waiting, but because my packet does not work I'd like to know if there is any possibility for this to work
L580[07:39:33] ⇨ Joins: Hea3veN (~Hea3veN@190.244.255.190)
L581[07:39:49] <diesieben07> it will, but it is horribly slow
L582[07:40:06] <sham1> I should propably cache some stuff
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L584[07:41:41] <sham1> Well, how could I optimize this
L585[07:42:24] <diesieben07> you could use MethodHandles
L586[07:43:19] <sham1> okay
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L588[07:43:50] <diesieben07> (that only works if the field is static final, otehrwise you might as well use reflection)
L589[07:44:07] ⇨ Joins: fuj1n (~fuj1n@101.190.162.174)
L590[07:44:33] <sham1> The field I am ultimatelly trying to access is not static, but it is final
L591[07:44:40] <diesieben07> thats not what i mean
L592[07:44:47] <diesieben07> your MethodHandle field must be static final
L593[07:44:55] <diesieben07> otherwise the JVM doesn't optimize them
L594[07:44:58] <sham1> ah
L595[07:45:11] <sham1> I could use it
L596[07:45:11] <diesieben07> if it is, the JVM inlines the whole crap and your code just gets the field directly
L597[07:45:48] <Simul> that's pretty cool
L598[07:45:48] <sham1> Any example how the thing works :P
L599[07:46:09] <Simul> wait so what's the downside to using methodhandles
L600[07:46:23] <tmtu> too much inlining is bad mojo
L601[07:46:40] <sham1> Because the closest I am going to get into having static final MethodHandler is by having val final on that object
L602[07:47:23] <diesieben07> one sefc
L603[07:47:27] ⇨ Joins: Flashfire (~Flashfire@d24-36-192-173.home1.cgocable.net)
L604[07:47:34] <diesieben07> Simul, None :P
L605[07:48:02] <Simul> Awesome
L606[07:48:21] <sham1> Oh, you can access fields with the thing
L607[07:48:34] <Simul> But that kind of makes me wonder why people use reflection instead
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L609[07:49:01] <sham1> On some places it is propably easier
L610[07:49:19] <sham1> Also, MethodHandler from what I've seen is just an extension to reflection
L611[07:50:04] <diesieben07> sham1, https://gist.github.com/diesieben07/38fdc9891ef992037591
L612[07:50:11] <diesieben07> not MethodHandler, whatever the heck that is.
L613[07:52:04] <yueh> inlining static final?
L614[07:52:17] <Simul> Hmm, according to this source, it says Method Handles are more efficient because they access at lookup time
L615[07:52:17] <diesieben07> ?
L616[07:52:30] <diesieben07> MethodHandles are a thing known to the JVM
L617[07:52:33] <yueh> oh. you mean compile time inlining?
L618[07:52:37] <diesieben07> no.
L619[07:52:40] <diesieben07> it knows how to geneate efficient bytecode for them.
L620[07:52:45] <diesieben07> reflection is just native JNI calls
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L622[07:53:56] <Simul> reflection is native JNI calls?
L623[07:54:01] <Simul> huh I didn't know that
L624[07:54:22] <diesieben07> well, after a certain time it generates new classes to make it a little faster
L625[07:54:31] <diesieben07> but it still has to do access checking every time
L626[07:54:35] <diesieben07> which MethodHandles don't do.
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L628[07:57:13] <tmtu> yueh: the jvm can turn static finals into "compile time" constants
L629[07:57:22] <tmtu> which is coolbeans
L630[07:57:29] <Flashfire> I'm having an issue accessing a custom extendedentityproperties on multiplayer, the properties are returning null https://gist.github.com/Flashfyre/3434546a28bff1fdbd22
L631[07:57:55] <yueh> not just static
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L633[07:58:04] <diesieben07> yeah, just static
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L635[07:58:08] <yueh> just final
L636[07:58:15] <diesieben07> the jvm doesn't inline instance fields
L637[07:58:20] *** PaleOff is now known as PaleoCrafter
L638[07:58:33] <diesieben07> one reason being serialization
L639[07:58:39] <diesieben07> you can't assume finals are really final
L640[07:58:55] <yueh> not only talking about fields
L641[07:59:08] <diesieben07> if you are talking abotu methods, the JVM will inline *everything*
L642[07:59:12] <diesieben07> it doesn't care about final
L643[07:59:12] <yueh> final variables can also be inlined at compile time
L644[07:59:24] <diesieben07> the java compiler does not inline at all
L645[07:59:26] <diesieben07> the JVM does.
L646[07:59:38] <PaleoCrafter> eh, the compiler does inline static finals :P
L647[07:59:43] <diesieben07> unless you are talking about constant folding
L648[07:59:50] <diesieben07> thats not really inlining
L649[07:59:56] *** heldplayer|off is now known as heldplayer
L650[08:00:06] <yueh> yeah. i somehow intepreted "inlining" here as constant folding
L651[08:00:09] <gigaherz> well you place the conetns of A into B, that's what we understand as inlining ;P
L652[08:00:15] <gigaherz> contents*
L653[08:00:21] <tmtu> javac's constant folding is really basic
L654[08:00:25] <diesieben07> indeed
L655[08:00:31] <yueh> which is fine
L656[08:00:39] <diesieben07> javac in gneeral is quite basic, the heavy lifting happens in the jvm
L657[08:00:42] <tmtu> left associative, so it doesn't catch string + "foo" + "bar"
L658[08:00:55] <tmtu> string + ("foo" + "bar") gets folded though
L659[08:01:19] <diesieben07> it doesn't even optimize things like "" + someInteger
L660[08:01:22] <Simul> Hey guys I
L661[08:01:24] ⇨ Joins: Ri5ux (~Ri5ux@ip174-74-47-26.om.om.cox.net)
L662[08:01:32] <Simul> I've been looking at faster alternatives to reflection
L663[08:01:42] <sham1> OK PaleoCrafter, I haz a question. I have a inner class inside a companion object of a class, but the inner class cannot see the other class' fields. Is this intended
L664[08:01:46] <Simul> and in java 8 apparently you use the backend of a lambda expression
L665[08:01:51] <Simul> which outperforms methodhandles
L666[08:01:58] <diesieben07> Simul, that ARE MethodHandles.
L667[08:02:12] <diesieben07> java 8 lambdas use invokedynamic, which uses MethodHandles
L668[08:02:18] <diesieben07> but you dont need indy to use MethodHandles
L669[08:02:31] * Ri5ux just finished texturing his solar panels: http://i.imgur.com/ub6K9k1.png
L670[08:02:40] <tmtu> PaleoCrafter: stuff like `static final String woop = System.getProperty("moop");` can get turned into a constant at runtime though
L671[08:02:43] <Simul> http://stackoverflow.com/questions/19557829/faster-alternatives-to-javas-reflection , according to SO response and benchmark it seems to be faster
L672[08:02:48] <tmtu> (real constant)
L673[08:03:01] <PaleoCrafter> that's what I meant :P
L674[08:03:06] <tmtu> \o/
L675[08:03:13] <tmtu> did you also see the talk?
L676[08:03:38] <PaleoCrafter> I've seen a lot of talks :P
L677[08:03:45] <tmtu> :)
L678[08:03:54] <diesieben07> Simul, that was what i have been talking abotu the whole time :P and using the lambda backend is not quite as efficient ;)
L679[08:04:04] <PaleoCrafter> sham1, could you pastebin an example?
L680[08:04:16] ⇨ Joins: Aaron1011 (~Aaron101_@2601:741:8000:ba5:1101:b505:8db5:1e39)
L681[08:04:33] <Simul> oh
L682[08:04:48] <sham1> class PacketHandler extends IMessageHandler[FCraftPartialFluidUpdatePacket, IMessage]{
L683[08:04:48] <sham1> override def onMessage(message: FCraftPartialFluidUpdatePacket, ctx: MessageContext): IMessage = {
L684[08:04:48] <sham1> val mainThread: IThreadListener = Minecraft.getMinecraft
L685[08:04:48] <sham1> mainThread.addScheduledTask( new Runnable {
L686[08:04:49] <sham1> override def run(): Unit = {
L687[08:04:50] <sham1> val theWorld: World = Minecraft.getMinecraft.theWorld
L688[08:04:52] ⇦ Parts: sham1 (~sham1@thepsionic.com) (Leaving))
L689[08:04:56] <tmtu> eh
L690[08:05:07] ⇨ Joins: sham1 (~sham1@thepsionic.com)
L691[08:05:09] <sham1> })
L692[08:05:11] <sham1> null
L693[08:05:13] <sham1> }
L694[08:05:15] <sham1> }
L695[08:05:16] <PaleoCrafter> ...
L696[08:05:19] <sham1> Well that was ackward
L697[08:05:21] <sham1> https://gist.github.com/anonymous/71fb81642e9cbe43d5f3
L698[08:05:21] <Simul> haha
L699[08:05:25] <Flashfire> Does anyone know why I get this error when trying to load extended entity properties in multiplayer? https://gist.github.com/Flashfyre/3434546a28bff1fdbd22
L700[08:05:51] <sham1> anyway, my inner class cannot see pos or any other fields while inside the companion object
L701[08:05:52] <Flashfire> It's when I use a get method for one of the fields
L702[08:06:11] <PaleoCrafter> wut
L703[08:06:18] <sham1> Wut indeed
L704[08:06:26] <Simul> um
L705[08:06:27] <PaleoCrafter> btw, make the primary constructor declare the fields D:
L706[08:06:47] <sham1> But I also need a empty constructor...
L707[08:06:52] <sham1> I could make that one
L708[08:06:59] <PaleoCrafter> def this() = this(null, null, 0, null)
L709[08:07:02] <sham1> I know
L710[08:07:05] <PaleoCrafter> way cleaner
L711[08:07:39] <gigaherz> Flashfire
L712[08:07:39] <gigaherz> Caused by: java.lang.NullPointerException
L713[08:07:39] <gigaherz> at com.samuel.chaosblock.BlockChaosLabyrinthThreshold.func_180634_a(BlockChaosLabyrinthThreshold.java:82) ~[BlockChaosLabyrinthThreshold.class:?]
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L715[08:07:51] <Flashfire> Yeah I know, that code is in the gist
L716[08:08:02] <Flashfire> It's not null on sp so I don't know why it's null in mp
L717[08:08:04] <PaleoCrafter> oh, sham1, you can't access fields in a companion object like *that*
L718[08:08:12] <sham1> Meh
L719[08:08:33] <PaleoCrafter> the inner class belongs to the companion, not the class the companion accompanies :P
L720[08:08:47] <sham1> Okay
L721[08:08:59] <gigaherz> I don't see BlockChaosLabyrinthThreshold in the gist?
L722[08:09:02] <PaleoCrafter> how the fuck should the compiler know which instance of the class you're accessing?
L723[08:09:13] <Flashfire> It is there, refresh the page
L724[08:10:01] <sham1> So, how could I do it so that it can be seen outside while having the class inside the other class
L725[08:10:03] <npe|office> I NEVER WAS IN BlockChaosLabyrinthThreshold!
L726[08:10:23] <npe|office> people accusing me of crashing things again
L727[08:10:27] <Flashfire> ?
L728[08:10:36] <sham1> Wut
L729[08:10:47] <PaleoCrafter> NPE = NullPointerException and their name :P
L730[08:10:50] <Flashfire> xD
L731[08:10:52] <npe|office> nvm, I just get pinged by NullPointerException ^^
L732[08:10:56] <gigaherz> Flashfire: you have BlockChaosLabyrinth and BGMEventHandler
L733[08:11:00] <gigaherz> but not BlockChaosLabyrinthThreshold <<
L734[08:11:31] *** TTFT|Away is now known as TTFTCUTS
L735[08:11:32] <Flashfire> I'm sorry, I forgot to update it
L736[08:11:34] <gigaherz> the exception is INSIDE a BlockChaosLabyrinthThreshold method
L737[08:11:41] <Flashfire> Check now
L738[08:11:53] <Flashfire> Lines 77 AND 82 cause this same issue
L739[08:12:17] <sham1> So paleo, I've moved the handler back into the actual class. Now I have another question. How the hell am I suposed to see that inner class from outside
L740[08:12:30] <PaleoCrafter> you don't...
L741[08:12:39] <PaleoCrafter> just access the fields like you would with any other object, lol
L742[08:12:42] <sham1> Well damn
L743[08:13:02] <gigaherz> Flashfire: hmm the exception points to line 84
L744[08:13:05] <sham1> I cant
L745[08:13:13] <gigaherz> which is ChaosBlock.network
L746[08:13:13] <Flashfire> Is it not line 82?
L747[08:13:22] <gigaherz> [15:07] (gigaherz): at com.samuel.chaosblock.BlockChaosLabyrinthThreshold.func_180634_a(BlockChaosLabyrinthThreshold.java:82)
L748[08:13:32] <PaleoCrafter> of course you can
L749[08:13:33] <gigaherz> oh wait
L750[08:13:35] <gigaherz> it changed
L751[08:13:37] <gigaherz> not just the code
L752[08:13:43] <gigaherz> you pasted a new crash log
L753[08:13:49] <Flashfire> I did?
L754[08:13:54] <PaleoCrafter> message.fluidStack, sham1
L755[08:13:59] <Flashfire> I don't remember doing that but maybe I did
L756[08:14:00] <gigaherz> ehhh
L757[08:14:02] <gigaherz> nope
L758[08:14:03] <gigaherz> sorry
L759[08:14:08] <gigaherz> somehow I was reading 84 all the time
L760[08:14:14] <Flashfire> It happens
L761[08:14:15] <gigaherz> even though it's clearly an 8 followed by a 2
L762[08:14:40] <sham1> I am trying to get the Class of it, but it does not find it
L763[08:15:05] <gigaherz> Flashfire: really, you need to add debug prints all over the place
L764[08:15:11] <gigaherz> we can't steap through the code for you
L765[08:15:18] <Flashfire> I can't find out how to debug multiplayer
L766[08:15:22] <Flashfire> Breakpoints aren't working at all
L767[08:15:30] <gigaherz> uh?
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L769[08:15:49] <gigaherz> from IDEA, choose the Minecraft Server task
L770[08:15:50] <PaleoCrafter> what the hell are you doing, sham1
L771[08:15:56] <Flashfire> I don't use IDEA
L772[08:15:56] <gigaherz> and from a cmd window, run "gradle runClient"
L773[08:16:02] <gigaherz> well Eclipse should be the same
L774[08:16:06] <sham1> register the darn message
L775[08:16:14] <gigaherz> run the "Minecraft Server" debug target
L776[08:16:17] <PaleoCrafter> show me how you're trying to do it
L777[08:16:19] <gigaherz> instead of the "Minecraft Client" one
L778[08:16:30] <gigaherz> and then run the client with gradle
L779[08:16:37] <Flashfire> I do something similar without cmd and both are open and work but it skips breakpoints
L780[08:16:54] <gigaherz> and you started it as debug, not run?
L781[08:16:57] <Flashfire> Yes
L782[08:17:11] <gigaherz> well then no idea
L783[08:17:18] <gigaherz> maybe try using IDEA instead? XD
L784[08:17:21] <Flashfire> Does server need to be opened second?
L785[08:17:37] <gigaherz> I don't know how eclipse debugging works
L786[08:17:41] <Flashfire> Oh ok
L787[08:17:49] <gigaherz> it may be that the least one to launch replaces the previous
L788[08:17:56] <gigaherz> last*
L789[08:18:08] <gigaherz> that's why I suggested launching the client from gradle
L790[08:18:11] <gigaherz> instead of the IDE
L791[08:18:16] <Flashfire> Ah
L792[08:18:18] <gigaherz> it removes variables that I don't know
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L794[08:18:32] <Flashfire> Couldn't I just run it instead of debug?
L795[08:18:47] <gigaherz> you could debug server, run client
L796[08:18:50] <gigaherz> or
L797[08:18:54] <gigaherz> run client, THEN debug server
L798[08:19:02] <Flashfire> Ok yeah it's working now
L799[08:19:27] <Flashfire> I always opened client second and as debug
L800[08:19:40] <gigaherz> yeah taht may disconnect from the server debugger
L801[08:19:43] <sham1> Paleo, I am trying to basically register that packet of mine for my SNW so I can send it somewere, like so: fcraft_network.registerMessage(classOf[FCraftPartialFluidUpdatePacket.], classOf[FCraftPartialFluidUpdatePacket.PacketHandler], 0, Side.CLIENT), but it does not see it because it is not inside the companion object
L802[08:19:43] <gigaherz> and connect to the client instead
L803[08:20:34] <sham1> And the first classOf should have FCraftPartialFluidUpdatePacket.PacketHandler in it
L804[08:20:38] <sham1> But again, it does not see it
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L806[08:22:16] <Flashfire> Ok the problem is my extendedentityproperties get method is returning nul
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L808[08:25:32] <PaleoCrafter> sham1, and you have it in your object rather than the class?
L809[08:25:54] <sham1> I have it in my class
L810[08:26:00] <sham1> Wait wat
L811[08:26:02] <PaleoCrafter> ...
L812[08:26:10] <PaleoCrafter> then it's exclusive to the class :P
L813[08:26:23] <sham1> And I need an instance of that to access my thing
L814[08:26:26] <sham1> Well crap
L815[08:26:41] <PaleoCrafter> that's why you put it in the object and just do message.pos etc
L816[08:26:46] <PaleoCrafter> simple as that :P
L817[08:26:54] <PaleoCrafter> object = static context, class = instance context
L818[08:27:05] <sham1> I feel so stupid now
L819[08:27:21] <sham1> I completely forgot about the message-field I am given
L820[08:27:41] <PaleoCrafter> it ain't a field :P
L821[08:27:47] <sham1> Well parameter
L822[08:28:00] <sham1> I feel so dumb
L823[08:29:14] <Flashfire> If entityplayers' extendedentityproperties table is null, does that mean I registered my custom extendedproperties incorrectly?
L824[08:29:43] <Flashfire> It works fine on sp but errors on mp
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L826[08:30:32] <Subaraki> say, knowledgable people, is there a way to make people sink faster down in water ?
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L829[08:31:50] <Subaraki> i mean, the player. in minecraft. not irl offcourse
L830[08:32:34] <diesieben07> same answer though, really
L831[08:32:38] <diesieben07> push them down.
L832[08:33:02] <sham1> :P
L833[08:33:57] <Subaraki> xD
L834[08:34:07] <Subaraki> player tick event a good place?
L835[08:34:24] <diesieben07> probably and then change motionY
L836[08:34:30] <Subaraki> kay, thanks
L837[08:37:52] <Flashfire> It doesn't look like EntityConstructing if firing in MP
L838[08:38:04] <diesieben07> sure it is
L839[08:38:15] <Flashfire> The breakpoint doesn't get triggered
L840[08:38:21] <Simul> I wonder if anyone has implemented A* in minecraft
L841[08:38:25] <Simul> i'm going to try it
L842[08:38:28] <diesieben07> then you are doing something wrong
L843[08:38:42] <diesieben07> I implemented A* in computercraft turtles. does that count?
L844[08:38:57] <Simul> fair enough
L845[08:39:05] <Simul> that's actually a good idea
L846[08:39:19] <Simul> I spent too long trying to make a virus in CC
L847[08:39:27] <diesieben07> lol
L848[08:39:31] <diesieben07> CC is good fun
L849[08:39:34] <Simul> worm*
L850[08:39:49] <Flashfire> I put a breakpoint on the first line under the method header and it never gets triggered, I don't see what could be causing that since it works fine on SP
L851[08:40:03] <Simul> yeah only problem is, is that it's in lua ;c
L852[08:40:06] <diesieben07> i made a network thingy, kinda like the IP protocol :D
L853[08:40:24] <Simul> haha nice
L854[08:40:26] <diesieben07> it even supported redstone, but man that was slow
L855[08:40:40] <Flashfire> Am I supposed to register event handlers in preinit of server or client proxy?
L856[08:40:48] <diesieben07> preInit of your main method.
L857[08:41:27] <Flashfire> You mean the mod class, right?
L858[08:41:38] <diesieben07> yeah
L859[08:41:43] <Flashfire> Alright, thank could explain it
L860[08:41:58] <diesieben07> proxies distinguish between client & dedicated server
L861[08:42:10] <diesieben07> meaning: the integrated server uses the client proxy
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L863[08:48:04] <Flashfire> When I try to register them there the server crashes with an error saying it can't find EntityPlayerSP but I didn't use that in my handlers directly
L864[08:48:46] <diesieben07> you referenced a client-only class
L865[08:49:02] <Flashfire> Yeah but only with methods that are only client-side
L866[08:49:14] <diesieben07> apparently not ;)
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L868[08:49:38] <Flashfire> I'll look into that then, the error is very vague and doesn't even reference a single line from my own code
L869[08:49:54] <diesieben07> show the event handler
L870[08:50:34] <Flashfire> Here's both https://gist.github.com/Flashfyre/9188fa4fa12cfa619d67
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L872[08:51:31] <diesieben07> and you register them where...?
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L874[08:52:29] <Flashfire> Added the preinit method of my main mod class to the gist
L875[08:53:00] <diesieben07> here is your client only class: https://goo.gl/0dVWsu
L876[08:53:00] <Flashfire> Minecraft.getMinecraft().thePlayer being passed to the one is probably it, right?
L877[08:53:11] <diesieben07> and Minecraft.getMinecraft().thePlayer is null in preInit anyways
L878[08:53:14] <diesieben07> so passing in there is useless
L879[08:53:18] <diesieben07> do nto sure the player, it can change
L880[08:53:22] <Flashfire> Alright
L881[08:55:39] <diesieben07> jesus christ my internet is a pile of shit right now
L882[08:55:46] <diesieben07> cant even watch 1080p@60
L883[08:55:47] <Flashfire> Appears to have worked, thanks again
L884[08:57:59] <Flashfire> Wow that made it all work! I'm glad it was so easy
L885[08:58:48] <auenfx4> diesieben07, start complaining when you drop in and out of here every 5 mins
L886[08:59:10] <diesieben07> :D that happens when i am on a train
L887[08:59:13] <Flashfire> Alright I'm going to start work now
L888[08:59:19] <diesieben07> stupid last gen mobile networks
L889[08:59:26] <auenfx4> that was happening with my adsl
L890[08:59:29] <auenfx4> and only during peak
L891[08:59:32] <diesieben07> oh man
L892[08:59:33] <auenfx4> and only on this ircd
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L901[09:34:23] <Subaraki> anyway to intercept the underwater filter image so i can remove it when diving ?
L902[09:34:35] <diesieben07> 1.7 or 1.8?
L903[09:34:40] <Subaraki> 1.7
L904[09:34:45] <Subaraki> 1.7.10 even
L905[09:34:57] <diesieben07> RenderBlockOverlayEvent
L906[09:35:23] <diesieben07> (same in 1.8 actually, but you have to wait for this PR: https://github.com/MinecraftForge/MinecraftForge/pull/1969)
L907[09:36:44] <sham1> How did they even miss something like that
L908[09:36:57] <diesieben07> "they"
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L911[09:37:09] <sham1> Indeed
L912[09:37:21] <sham1> Or lex rather, or whomever did the updaye
L913[09:37:24] <sham1> Propably lex
L914[09:46:27] <gigaherz> "they" works as a placeholder for an unknown number of people, too ;P
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L924[10:07:11] <ThePsionic> "they" even works for a person with an unknown gender
L925[10:07:15] <ThePsionic> It's an amazing word
L926[10:07:36] <diesieben07> true that.
L927[10:07:44] <diesieben07> but in this case both is known.
L928[10:08:50] <ThePsionic> are*
L929[10:09:52] <diesieben07> go away
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L932[10:20:34] <sham1> Is and are are not the same thing
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L934[10:21:38] <PaleoCrafter> they both are forms of to be, so in that regard, they are the same thing :P
L935[10:21:40] <diesieben07> i am not stupid, i know he was right
L936[10:21:57] <PaleoCrafter> they are not equal, however
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L940[10:29:29] <sham1> so equals() would not return true
L941[10:29:32] <sham1> :P
L942[10:29:48] <PaleoCrafter> instanceof would though :P
L943[10:29:55] <Ri5ux> Bloop: http://i.imgur.com/vdqDZ8O.png
L944[10:29:56] <gigaherz> id.compareTo(are) < 0
L945[10:29:58] <gigaherz> is*
L946[10:30:36] <sham1> Ri5ux, that looks really cool
L947[10:30:41] <Ri5ux> Thanks
L948[10:30:53] <sham1> But what are those
L949[10:30:58] <sham1> Exoskeletons?
L950[10:31:06] <Ri5ux> huh
L951[10:31:07] <gigaherz> uhhh
L952[10:31:12] <PaleoCrafter> you are terible, sham1
L953[10:31:21] <sham1> I am
L954[10:31:22] <Ri5ux> Flat things are solar panels, blue glowish thingies are power cells
L955[10:31:40] <sham1> I was talking about the things in the background
L956[10:31:41] <gigaherz> thethings in the back are obviously xenomorphs from Alien
L957[10:31:47] <Ri5ux> Oh, xenomorphs
L958[10:31:47] <sham1> Oh
L959[10:31:49] <Ri5ux> yeah
L960[10:31:51] <gigaherz> I haven't seen the movies, and I know them
L961[10:31:52] <gigaherz> XD
L962[10:31:56] <Ri5ux> :P
L963[10:31:58] <sham1> Sorry, never seen Alien
L964[10:32:07] <sham1> So I didnt recognize
L965[10:32:07] <Ordinastie> shame on you*
L966[10:32:19] <PaleoCrafter> gigaherz, shame on you for not having seen them :P
L967[10:32:32] <sham1> Shame is in my name
L968[10:32:35] <PaleoCrafter> SHAME *rings bell* SHAME *rings bell* SHAME
L969[10:32:52] <gigaherz> PaleoCrafter: I'm not a fan of horror/suspense movies
L970[10:32:58] <Ordinastie> they probably didn't see that either
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L972[10:33:15] * Ri5ux didnt find any of the alien movies scary
L973[10:33:18] <gigaherz> when I was younger, I was scared of the X files
L974[10:33:32] <gigaherz> and I had nightmares whenever I heard the opening music of V
L975[10:33:54] <PaleoCrafter> Alien is a classic though :P
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L977[10:34:14] <gigaherz> funny thing is, i have seen a playthrough of the Alien Isolation game
L978[10:34:15] <gigaherz> XD
L979[10:34:28] <diesieben07> same here :D
L980[10:34:31] <diesieben07> that is a great game.
L981[10:36:00] <PaleoCrafter> but did my quote from that other show ring a bell (hah), gigaherz?
L982[10:36:35] <gigaherz> nope.
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L984[10:36:40] <PaleoCrafter> D:
L985[10:36:45] <Ri5ux> I swear if its saved by the bell
L986[10:36:48] <Ri5ux> ...........
L987[10:36:58] <Ordinastie> quite more recent than that
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L989[10:37:16] <PaleoCrafter> you, sham1? :P
L990[10:37:34] <sham1> wat
L991[10:37:40] <sham1> Was not paying attention
L992[10:38:18] <PaleoCrafter> what I wrote after "Shame is in my name" :P
L993[10:38:24] <PaleoCrafter> do you know it? :P
L994[10:38:25] <gigaherz> PaleoCrafter: it does bring an image of some medieval town/city where a monk with a bell is walking across a street
L995[10:38:34] <gigaherz> but I have absolutely no idea where that image came from
L996[10:38:34] <gigaherz> XD
L997[10:38:34] <sham1> :D
L998[10:38:43] <PaleoCrafter> kinda right, gigaherz
L999[10:38:55] <Ordinastie> Leave them be, PaleoCrafter, they're not worth of ou attention!
L1000[10:38:58] <sham1> It is a dead ringer
L1001[10:39:00] <PaleoCrafter> yeah
L1002[10:39:05] <gigaherz> my memory sucks.
L1003[10:39:20] <PaleoCrafter> gigaherz, sham1, you two are dead for me now
L1004[10:39:24] <gigaherz> I'm living proof that forgetting is possible
L1005[10:39:30] <Ri5ux> My bell got replaced with a buzzer, and the buzzer burnt out. Sorry.
L1006[10:39:34] <sham1> I was never alive to begin with
L1007[10:40:26] <sham1> Also, I am sad that like the first search result from google with words "dead ringer" is the TF2 weapon
L1008[10:41:49] <PaleoCrafter> I'm sad that you don't follow one of the greatest things humankind has achieved yet
L1009[10:42:07] <sham1> Also, apparently I can get chunk coordinates from block coords by bit shifting to right four times
L1010[10:42:07] <Ri5ux> What is landing on the moon?
L1011[10:42:23] <diesieben07> sham1, because that is equivalent to dividing by 16 ;)
L1012[10:42:29] <sham1> :P
L1013[10:42:34] <sham1> power of two :D
L1014[10:42:36] <gigaherz> PaleoCrafter: I'm still curious what you were referring to
L1015[10:42:37] <gigaherz> XD
L1016[10:42:42] <PaleoCrafter> google it :P
L1017[10:42:55] <williewillus> I thought that it was better to bitshift than to divide by 16
L1018[10:42:59] <williewillus> when doing chunk stuff
L1019[10:43:00] <yueh> you expect the meat loaf album?
L1020[10:43:10] <sham1> I dont think that GoT is that good
L1021[10:43:14] <sham1> SO yeah
L1022[10:43:33] <sham1> For me it feels overrated
L1023[10:43:35] <gigaherz> Ohhh
L1024[10:43:37] <gigaherz> game of thrones
L1025[10:43:41] <gigaherz> that'd explain why I had a mental image
L1026[10:43:44] <gigaherz> I only read the books.
L1027[10:43:52] <gigaherz> I don't read/watch things more than once
L1028[10:43:54] <Ri5ux> wtf is game of thrones
L1029[10:43:58] <gigaherz> so the show was just "eh"
L1030[10:44:24] <sham1> It is critically aclaimed
L1031[10:44:27] <gigaherz> yeah
L1032[10:44:32] <gigaherz> because it has lots of boobs, and blood
L1033[10:44:34] <sham1> But I personally feel it is overrated
L1034[10:44:39] <PaleoCrafter> I always like watching the show/film for the book, allows me to satisfy my need for nitpicking
L1035[10:44:42] <tmtu> kill the infidel!
L1036[10:45:02] <PaleoCrafter> and dragons, don't forget the dragons, gigaherz
L1037[10:45:16] <tmtu> </spoilers>
L1038[10:46:05] <gigaherz> PaleoCrafter: a very limited amount of dragons, due to the money it costs to render them,
L1039[10:46:08] <gigaherz> but yes, dragons.
L1040[10:46:27] <sham1> You know what else has dragons?
L1041[10:46:38] <PaleoCrafter> just as much dragons as the books :P
L1042[10:46:49] <tmtu> 5kg of dragons
L1043[10:46:53] <gigaherz> yeah but WAY more boobs
L1044[10:47:02] <Termin8or> Lol
L1045[10:47:19] <sham1> ( ͡° ͜ʖ ͡°)
L1046[10:47:22] <sham1> I am okay with that
L1047[10:47:30] <Termin8or> How can you tell how many bobs are in the books
L1048[10:47:43] <diesieben07> definitely more than one bob
L1049[10:47:44] <PaleoCrafter> the amount of boobs was quite okay in the 5th season, iirc
L1050[10:47:44] <gigaherz> Termin8or: it describes thigns quite explicitly
L1051[10:47:57] <Termin8or> Ah ok :p
L1052[10:48:03] <gigaherz> specially it described the dwarf's dick quite explicitly
L1053[10:48:13] <sham1> Umn
L1054[10:48:18] <sham1> I dont even want to know
L1055[10:49:04] <gigaherz> in one of the books, they marry sansa to tyrion, andwhen he's getting ready for the wedding night, and sees her face at the sight of his member,
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L1057[10:49:06] <Termin8or> Haha
L1058[10:49:09] <gigaherz> he takes pity and just loses the mood ;P
L1059[10:50:24] <PaleoCrafter> George R. R. Martin was at the Frankfurt Book Fair and a fan asked "Which character would you like to see dead the most?" - "How about you?"
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L1061[10:50:58] <Simulac> sup guys
L1062[10:51:23] <PaleoCrafter> and regarding boobs: I know for sure that it took them 12 minutes to show the first ones in the 5th season :P
L1063[10:51:35] <Quetzi> O_o
L1064[10:51:41] <Quetzi> who times a thing like that?
L1065[10:51:44] <williewillus> lel
L1066[10:52:18] <Termin8or> Haha paleo does
L1067[10:52:19] <PaleoCrafter> well, the player I was using didn't hide the timer at the bottom, and I just remember these unnecessary things :P
L1068[10:53:07] <tmtu> internal boob timer
L1069[10:53:16] <PaleoCrafter> it was also the first murder in that season, iirc
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L1071[10:57:24] <sham1> There
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L1073[10:57:46] <sham1> I think that my partial update mechanism will work
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L1077[11:00:37] <Ri5ux> Strange request. Can you guys stop cluttering up the title screen?
L1078[11:01:02] <gigaherz> there's mods to replace the main menu ;P
L1079[11:01:11] <Ri5ux> :/
L1080[11:01:22] <gigaherz> as in
L1081[11:01:25] <unascribed> as someone who added a button for their mod to the title screen, no
L1082[11:01:30] <gigaherz> I have no say in what gets put in there
L1083[11:01:51] <gigaherz> so chances are your solution is to override the whole start menu with a custom one ;P
L1084[11:01:54] <Ri5ux> I meant forge specifically.
L1085[11:02:03] <Ri5ux> Theres text everywhere
L1086[11:02:07] <Techfoxis> Has anyone else been having trouble with the 1.8 Item models and textures?
L1087[11:02:09] <unascribed> oh, you mean the gigantic text in the corners about the forge version and your first 3 mods
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L1089[11:02:38] <unascribed> I had a mod at one point that replaced the main menu with a lookalike based on my widget library that had a feature to hide that text
L1090[11:03:16] <Techfoxis> Forge finds the item's model on Eclipse, but not Idea
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L1092[11:03:28] <unascribed> don't use IDEA :P
L1093[11:03:34] <MattDahEpic> Techfoxis, theres a fix
L1094[11:03:37] <MattDahEpic> one sec
L1095[11:03:42] <MattDahEpic> let me grab it
L1096[11:03:48] <PaleoCrafter> idea.module.inheritOutputDirs = true
L1097[11:03:48] <Techfoxis> Ok, thanks
L1098[11:03:49] <PaleoCrafter> :P
L1099[11:04:01] <MattDahEpic> COME ON PALEO
L1100[11:04:10] <MattDahEpic> :<
L1101[11:04:22] <Techfoxis> Just discovered it so I haven't dome any research on it yet
L1102[11:05:12] <MattDahEpic> Techfoxis, https://github.com/MattDahEpic/AutoOreDictConvert1.8/blob/master/build.gradle#L83-L88
L1103[11:05:21] <Techfoxis> Thanks
L1104[11:05:24] <MattDahEpic> add that to your build.gradle and refresh the project
L1105[11:05:26] <PaleoCrafter> no need to apply the plugin yourself :P
L1106[11:05:26] <MattDahEpic> then itll work
L1107[11:05:28] <williewillus> you can do that in one line MattDahEpic
L1108[11:05:31] <williewillus> lol
L1109[11:05:34] <PaleoCrafter> also that
L1110[11:05:39] <MattDahEpic> williewillus, thats an older buildgradle
L1111[11:06:01] <MattDahEpic> my newer ones do it in one line
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L1116[11:17:56] <MattDahEpic> im getting my laptop repaired and im moving my code over to the desktop, and i never realized how much stuff a single project holds in terms of vanilla code files
L1117[11:18:36] <PaleoCrafter> a single project doesn't hold any vanilla stuff, only a reference to it :P
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L1119[11:19:12] <MattDahEpic> where is the actual vanilla stuff then?
L1120[11:19:22] <PaleoCrafter> gradle cache
L1121[11:19:26] <shadekiller666> inside the .gradle cache
L1122[11:19:28] <MattDahEpic> users/user/.gradle
L1123[11:19:31] <MattDahEpic> i believe
L1124[11:20:59] * diesieben07 mumbles something abotu git
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L1128[11:25:56] <Simulac> guys is there any way to get the xyz position of a block from a Block object
L1129[11:26:15] <PaleoCrafter> no, there's one Block instance for every block in the world
L1130[11:26:26] <PaleoCrafter> you get passed coordinates in the methods when you need them
L1131[11:26:34] <diesieben07> read that as: there is one Block instance period.
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L1133[11:26:39] <Simulac> ahright makes sense
L1134[11:26:48] <Simulac> don't know what I was thinking
L1135[11:27:32] <diesieben07> don't feel bad, many make this assumption
L1136[11:27:37] <diesieben07> at least you immediately got it :P
L1137[11:27:56] <Simulac> haha, guess so
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L1155[12:02:44] <masa> is there a list of common OreDict names somewhere?
L1156[12:03:05] <shadekiller666> aren't they all listed in the OreDict itself anyway?
L1157[12:04:42] <aaa801> masa, http://www.minecraftforge.net/wiki/Common_Oredict_names
L1158[12:04:58] <masa> ah, right yeah of course vanilla stuff is there... derp
L1159[12:05:30] <masa> aaa801: thanks for that too
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L1163[12:13:58] <nupanick> Hey, does anyone remember what that mod was called that tried to load legacy mods?
L1164[12:14:08] <nupanick> Like, old "modloader" mods but in 1.6.4 or something?
L1165[12:14:43] <sham1> FML?
L1166[12:14:56] <nupanick> no, I mean like
L1167[12:15:09] <sham1> FML has compatibility things
L1168[12:15:14] <nupanick> the *old* modloader
L1169[12:15:21] <nupanick> like from beta 1.7.3
L1170[12:15:27] <sham1> I think it was called just the modloader
L1171[12:15:32] <nupanick> yes I know
L1172[12:15:32] <sham1> Why'd you ask
L1173[12:15:40] <tmtu> good times
L1174[12:15:41] <nupanick> I saw a mod once that took mods designed for the OLD modloader
L1175[12:15:46] <nupanick> and made them work in modern forge
L1176[12:15:54] <williewillus> sounds like fml lol
L1177[12:15:55] <nupanick> buggy at times, but still pretty clever
L1178[12:16:02] <killjoy> You mean the one that loaded 1.2.5 mods on 1.7.10?
L1179[12:16:06] <williewillus> intermediary
L1180[12:16:06] <nupanick> THAT'S THE ONE
L1181[12:16:11] <nupanick> what's it called?
L1182[12:16:15] <williewillus> Intermediary
L1183[12:16:21] <nupanick> okay, I'll give it a shot
L1184[12:16:21] <williewillus> also, Forge existed in 1.2.5 :p
L1185[12:16:31] <killjoy> Forge existed in 1.8
L1186[12:16:34] <nupanick> I couldn't remember for sure
L1187[12:16:37] <killjoy> The question is if FML existed
L1188[12:16:43] <williewillus> FML was new in 1.2
L1189[12:16:44] <killjoy> *beta 1.8
L1190[12:16:59] <williewillus> FML was made so forge could stop depending on ML for everything
L1191[12:17:28] <nupanick> I'm making a pack themed around mixing old and new features
L1192[12:17:38] <williewillus> you might not want to use intermediary then...
L1193[12:17:40] <killjoy> Use ProjectE
L1194[12:17:41] <williewillus> it's experimental
L1195[12:17:42] <williewillus> and unstable
L1196[12:17:46] <nupanick> good!
L1197[12:17:47] <williewillus> ooh projectE /plug
L1198[12:18:00] <nupanick> also I'm considering ProjectE and Project Red and IC2 classic yeah
L1199[12:18:08] <williewillus> why would you want unstable stuff in your pack :|
L1200[12:18:14] <williewillus> you like dealing with whiny players haha
L1201[12:18:29] <nupanick> I just remember having more fun back when stuff wasn't perfectly balanced
L1202[12:18:39] <williewillus> stuff still isnt perfectly balanced
L1203[12:18:45] <williewillus> "perfectly balanced" is an opinion
L1204[12:18:50] <williewillus> examples: Draconic Evolution
L1205[12:18:50] <nupanick> FTB somehow managed to take a wild ride and, through generations of careful tweaking, turn it into something *boring*
L1206[12:18:58] <williewillus> ...not really?
L1207[12:19:04] <williewillus> infinity has barely any config tweaks
L1208[12:19:11] <nupanick> yeah
L1209[12:19:15] <nupanick> modern packs feel grindy though
L1210[12:19:20] <williewillus> thats modern mods
L1211[12:19:25] <nupanick> I'm actually tweaking my configs to try to reduce that feel
L1212[12:19:31] <williewillus> see: BR, DE, GTech, etc.
L1213[12:19:41] <nupanick> DE?
L1214[12:19:45] <williewillus> Draconic Evolution
L1215[12:19:57] <nupanick> haven't tried it yet
L1216[12:20:01] <williewillus> probably the absolute anti-example of "Perfectly balanced"
L1217[12:20:05] <nupanick> ah, okay
L1218[12:20:08] <nupanick> I'll give it a shot then
L1219[12:20:12] <shadekiller666> i think a lot of what made the first FTB map awesome was Equivalent Exchange
L1220[12:20:20] <nupanick> also, do you know of any huge mods made by a single whiny developer who won't release their source?
L1221[12:20:26] <williewillus> err
L1222[12:20:27] <williewillus> what?
L1223[12:20:31] <shadekiller666> yes it was terribly unbalanced, but it was amazing because of it
L1224[12:20:34] <nupanick> because if experience is any indicator, those are inherently lulsy
L1225[12:20:36] <nupanick> and I want to play them
L1226[12:20:57] <williewillus> not sure if you'd call Azanor whiny but Thaumcraft is big and closed source
L1227[12:20:57] <shadekiller666> Better than Wolves...
L1228[12:21:14] <PaleoCrafter> Reika's mods are fairly large
L1229[12:21:15] <williewillus> that doesnt count lol
L1230[12:21:21] <williewillus> Reika is visible source though
L1231[12:21:25] <aaa801> reika..
L1232[12:21:25] <PaleoCrafter> oh, right
L1233[12:21:27] <aaa801> grrrrr
L1234[12:21:30] <nupanick> reika's part of what made me think of it actually
L1235[12:21:38] <williewillus> aaa801: you do know he's here..
L1236[12:21:40] <nupanick> I was on reika's site and I was like "...this guy's trying to be eloraam"
L1237[12:21:48] <nupanick> oh
L1238[12:21:54] <nupanick> reika, if you're listening, this is meant as a compliment
L1239[12:21:56] <aaa801> williewillus, after the dragon api days.. i care not :P
L1240[12:21:58] <nupanick> you sound like the good old devs
L1241[12:22:12] <nupanick> if a little obsessed with permission control
L1242[12:22:13] <williewillus> well good luck getting intermediary to work lol
L1243[12:22:16] <williewillus> in a pakc
L1244[12:22:20] <nupanick> yeah, thanks
L1245[12:22:30] <williewillus> hopefully doesnt nuke your world ;p
L1246[12:22:43] <shadekiller666> elo isn't even making a mod anymore... she is turning RP into its own game...
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L1248[12:25:25] <williewillus> whttps://twitter.com/coolsquid_/status/622811325698285568 blargh
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L1250[12:27:38] <killjoy> If you want a retro modpack, you need a mod that adds tungsten and makes it useless
L1251[12:27:49] <sham1> :P
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L1253[12:27:57] <sham1> It was not useless though
L1254[12:27:59] <killjoy> But it's worth 8000 emc
L1255[12:28:01] <sham1> It had a high EMC
L1256[12:28:19] <ThePsionic> willieaway: Like this? https://twitter.com/PsiMods/status/623182601528942592
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L1258[12:29:18] <williewillus> I don't even care that they don't like 1.8, it's that they tried to force it as a fact on me >.>
L1259[12:29:27] <williewillus> I know what I'm doing and I survived a 1.8 port so it's fine
L1260[12:29:36] <williewillus> we need shirts that say "I survived 1.8"
L1261[12:30:05] <killjoy> I survived 2 1.8 ports, but they were both client mods
L1262[12:30:11] <tmtu> "I survived 1.8 and all I got was 1.9"
L1263[12:30:25] <tmtu> williewillus: i see tweets from that guy all the time
L1264[12:30:26] <ThePsionic> You should definitely be able to survive server ports to 1.8 too
L1265[12:30:30] <tmtu> not good ones >.>
L1266[12:30:38] <killjoy> All I got was an fml package change
L1267[12:31:04] <ThePsionic> Also I opened my IDE for the first time in two weeks
L1268[12:31:06] <williewillus> yeah for me it was a bunch of blockpos conversions and item textures, and that was it. Got a couple big refactors in too
L1269[12:31:07] <shadekiller666> i'm wondering how many versions behind things have to get before people start targetting the latest version...
L1270[12:31:09] <ThePsionic> Read'em and weep
L1271[12:31:49] <shadekiller666> 1.9 is on its way
L1272[12:32:03] <ThePsionic> 1.9 is not a lot of internal changes though
L1273[12:32:08] <ThePsionic> Which is nice
L1274[12:32:10] <williewillus> what I wanna do, is find people complaining about 1.8 whose mods aren't even big, complexity-wise and port it for them :p
L1275[12:32:19] <shadekiller666> and people will eventually have to endure the port from 1.7.10 to 1.8+ at some point
L1276[12:32:21] <ThePsionic> williewillus: So like the RF API
L1277[12:32:25] <shadekiller666> might as well do it now
L1278[12:32:27] <williewillus> eh thats been ported twice
L1279[12:32:38] <ThePsionic> Never by the official people :P
L1280[12:33:06] <williewillus> shadekiller666: yeah I'm of the same opinion, I don't understnad "holding off until 1.9"... you still have to make the Grand Json Jump at some point
L1281[12:33:15] <williewillus> like it or not
L1282[12:33:17] <shadekiller666> mhmm
L1283[12:33:29] <PaleoCrafter> this discussion must come up at least once a week, doesn't it? :P
L1284[12:33:35] <diesieben07> you don't have to make jsons in neither 1.8 or 1.9.
L1285[12:33:37] <shadekiller666> the longer mods target 1.7.10 as a primary, the further behind they get
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L1287[12:33:48] <shadekiller666> well
L1288[12:33:53] <shadekiller666> you don't HAVE to
L1289[12:34:10] <williewillus> I mean, the migration to the new rendering system as a whole, not just jsons
L1290[12:34:17] <diesieben07> i know :P
L1291[12:34:18] <shadekiller666> but with the new blockstate jsons, its easy to make ONE
L1292[12:34:47] <shadekiller666> you mean not having to handle every non-standard model as a TESR any more?
L1293[12:34:59] <shadekiller666> and just having the game handle them for you...
L1294[12:36:00] <williewillus> the 1.9 "itemstate" jsons look pretty meh though :/
L1295[12:36:06] <williewillus> https://gist.github.com/grum/09824435f8895708f7d2
L1296[12:36:16] <williewillus> especially the last one 0.o
L1297[12:36:22] <PaleoCrafter> that thing is 3 months old :P
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L1299[12:36:32] <williewillus> I know lol
L1300[12:36:56] <sham1> So verbosse :(/
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L1302[12:37:20] <diesieben07> the "predicate" thing is awful
L1303[12:37:23] <williewillus> yeah
L1304[12:37:27] <diesieben07> json is not a scripting language
L1305[12:37:30] <williewillus> JSON is object serialization notation not scripting
L1306[12:37:37] <tmtu> how is that scripting
L1307[12:37:40] <diesieben07> (models as json is stupid in the first place...)
L1308[12:37:43] <tmtu> it's just data >_>
L1309[12:37:54] <sham1> Modeling as JSON is not stupid...
L1310[12:38:02] <diesieben07> json is not a model format...
L1311[12:38:12] <diesieben07> i mean you can make it one. but imho you shouldn't.
L1312[12:38:17] <PaleoCrafter> mind you this isn't the final system, Grum has claimed several times that we might not even get that stuff in 1.9 :P
L1313[12:38:22] <williewillus> yeah they wouldve been better off just implementing a loader for existing formats
L1314[12:38:26] <williewillus> but oh well we got this
L1315[12:38:40] <PaleoCrafter> even a proprietary format would've been better :P
L1316[12:38:45] <sham1> What would you do rather, not have the models baked and just call the same OpenGL calls over and over again for models that do not change
L1317[12:39:00] <williewillus> sham1: he doesnt mean that, he means specifically the json format for modeling
L1318[12:39:03] <PaleoCrafter> sham1, this isn't about having baked models
L1319[12:39:10] <williewillus> predefined models is good
L1320[12:39:16] <diesieben07> exactly
L1321[12:39:30] <diesieben07> the json thing is better than nothing, especially with forge making it extensible
L1322[12:39:35] <diesieben07> but it could have been better ;)
L1323[12:39:45] <sham1> Like what
L1324[12:40:00] <williewillus> using a better model format :p
L1325[12:40:06] <sham1> Like?
L1326[12:40:07] <diesieben07> -better
L1327[12:40:10] <diesieben07> using a model format :D
L1328[12:40:16] <diesieben07> like obj, and whatnot that already exists
L1329[12:40:18] <williewillus> or yeah that
L1330[12:40:20] <williewillus> using a real format
L1331[12:40:35] <diesieben07> and you would get all the benefits that brings
L1332[12:40:39] <williewillus> a vanilla b3d/obj statemapper and modelloader would be great
L1333[12:40:44] <diesieben07> as in: loading blender stuff directly into vanilla
L1334[12:40:56] <diesieben07> now we have to have all these half-assed "json modelers" around
L1335[12:41:08] <PaleoCrafter> they'd have to rewrite the whole lighting system first :P
L1336[12:41:23] <PaleoCrafter> or the AO code, rather
L1337[12:41:25] <shadekiller666> aren't they doing that already?
L1338[12:41:34] <williewillus> they've been "doing that" for the last 4 releases
L1339[12:41:35] <shadekiller666> with the switch to "shaders"
L1340[12:41:49] <williewillus> there was that one 1.4 snapshot that had directional lighting
L1341[12:41:51] <PaleoCrafter> I've already told you, the guy working on shaders left the team :P
L1342[12:41:57] <shadekiller666> at some point i think thats a task that forge will have to tackle at some point
L1343[12:42:05] <williewillus> nah too sweeping and core
L1344[12:42:06] <williewillus> for us to do
L1345[12:42:15] <williewillus> mojang has to fix their game :p
L1346[12:42:36] <tmtu> obj sucks
L1347[12:42:48] <shadekiller666> obj is pretty flexible
L1348[12:43:10] <shadekiller666> though the conversion into minecraft models is not so much... :P
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L1351[12:44:23] <nupanick> ...I'm increasingly getting the impression that if I want to play a modpack that feels like older minecraft
L1352[12:44:27] <nupanick> I should just play older minecraft
L1353[12:44:42] <sham1> JSON is good enough for what it tries to do. And what it tries to do is give a simple way to define block models that a layman can change by themselves
L1354[12:44:47] <nupanick> with that in mind, what's so bad about sticking to old versions?
L1355[12:45:06] <nupanick> if you pick one version of minecraft and only ever mod that
L1356[12:45:09] <PaleoCrafter> lack of support, nupanick
L1357[12:45:10] <nupanick> doesn't that improve compatibility?
L1358[12:45:15] <shadekiller666> no
L1359[12:45:25] <shadekiller666> it lags everything behind
L1360[12:45:30] <sham1> Lack of support from forge and community if you happen to mod on forge
L1361[12:45:34] <shadekiller666> updating is the nature of modding...
L1362[12:45:59] <nupanick> this is the only modding community that has to worry about what version of the game they're modding on a regular basis, though
L1363[12:46:04] <nupanick> I'm *pretty* sure
L1364[12:46:05] <williewillus> because no official api
L1365[12:46:07] <williewillus> blame mojang
L1366[12:46:12] <PaleoCrafter> you can settle on one version when the actual game is stable enough and doesn't require a rewrite of nearly everything to make it sustainable :P
L1367[12:46:13] <sham1> And that is why I am pissed by people who want to stick into q.7.x for no reason
L1368[12:46:32] <williewillus> modders will get their peace when Mojang kills MC 1 :p
L1369[12:46:46] <tmtu> someone should make an attempt at a modding api specification
L1370[12:46:54] <nupanick> I'm starting to worry there won't be time...
L1371[12:47:03] <gigaherz> tmtu: ther have been a few attempts
L1372[12:47:03] <williewillus> won't be time for what
L1373[12:47:05] <sham1> Time for what
L1374[12:47:18] <tmtu> gigaherz: link?
L1375[12:47:30] <nupanick> I'm worried that by the time there's a modding API, the only mods still updating will be the super grindy ones
L1376[12:47:37] <nupanick> with the long-term followings
L1377[12:47:40] <williewillus> don't be worried about that lol
L1378[12:47:49] <williewillus> new mods will come up like they always have
L1379[12:47:52] <PaleoCrafter> if there's an official API, you won't require a lot of updating anymore :P
L1380[12:47:55] <nupanick> I suppose
L1381[12:47:59] <sham1> So basically only reika ones. Love that guy
L1382[12:48:03] <nupanick> I'm still gonna play obsolete packs though
L1383[12:48:24] <williewillus> Ultimate <3
L1384[12:48:32] <gigaherz> sham1: I was thinking about spoutcraft client and such things
L1385[12:48:32] <sham1> There really are not that many grind mods
L1386[12:48:42] <shadekiller666> guys, this is assuming the official api allows you to do all of the things that forge allows you to do
L1387[12:48:47] <williewillus> which it won't
L1388[12:48:50] <sham1> Mmm
L1389[12:48:52] <williewillus> by a long shot, guarantee it
L1390[12:48:55] <nupanick> y'know, I used to try to get my friends off of Tekkit and into FTB, since they were more honourable or whatever
L1391[12:48:55] <shadekiller666> ^
L1392[12:49:04] <nupanick> but then recently I went and tried a Tekkit pack and I get it now
L1393[12:49:08] <nupanick> they never CARED about balance
L1394[12:49:19] <williewillus> that "tekkit permission drama" thing was such a long time ago nupanick haha
L1395[12:49:25] <nupanick> yes, I know!
L1396[12:49:28] <nupanick> But that's where I came in!
L1397[12:49:41] <sham1> Drama never dies
L1398[12:49:42] <nupanick> And when, years later, I broke down and played a Tekkit pack
L1399[12:49:53] <nupanick> I was immediately convinced that I'd been on the wrong side of the drama all those years
L1400[12:49:53] <williewillus> so sad asie took down his drama generator :(
L1401[12:49:57] <nupanick> because their "illegal" packs are more FUN
L1402[12:50:09] <tmtu> gigaherz: i'm talking *real* specification, LaTeX and all! :D
L1403[12:50:18] <williewillus> well that has nothing to do with tekkit, that's a good job on the packer's part
L1404[12:50:23] <sham1> Eww latex
L1405[12:50:31] <Mimiru> williewillus, http://pc-logix.com/drama.php
L1406[12:50:32] <Mimiru> same gen
L1407[12:50:49] <williewillus> thank you so much :D
L1408[12:50:58] <Mimiru> It's what I do :P
L1409[12:51:12] <nupanick> yeah, but I think that packs that try to meet all the modders' demands might just be inherently more bogged down than packs made by "unethical" packers who just focus on making a good experience
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L1411[12:51:55] <williewillus> how does pack permissions relate to making a good experience though?
L1412[12:52:03] <sham1> What's so bad about balancing mods
L1413[12:52:16] <PaleoCrafter> I'd argue that people like jaded focus more on bringing a great experience than those who've thrown together Tekkit :P
L1414[12:52:46] <nupanick> sham1: the thrill of using one mod to get an "edge" over another was part of the excitement of early packs... obviously, EE2 was sort of the "nuke" though, since it had an edge over almost everything...
L1415[12:52:55] <nupanick> but removing those "edges" makes new tech less exciting.
L1416[12:53:07] <williewillus> the original tekkit was just a technical feat. 40 mods working together???!! without crashing?!!! and not conflicting overwriting base clsases?!
L1417[12:53:11] <williewillus> with bukkit?!
L1418[12:53:15] <nupanick> heh
L1419[12:53:18] <nupanick> okay, I'll give you that
L1420[12:53:23] <nupanick> and I do think Jaded has the right idea
L1421[12:53:51] <nupanick> heck, I liked BaconDonut's SkyFactory, even if I still can't find anyone to play it with long-term and should probably just finish it in singleplayer
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L1423[12:54:02] <shadekiller666> there are "legal" packs coming out now that are designed to be unbalanced
L1424[12:54:09] <nupanick> I think once again I'm taking many years too long to find out about stuff
L1425[12:54:12] <williewillus> good
L1426[12:54:15] <williewillus> balance is subjective
L1427[12:54:37] <williewillus> I don't play a lot so I prefer mods that are traditionally "OP" so I can progress to cool stuff faster
L1428[12:55:00] <nupanick> I just don't like starting a new world and playing for 2 hours without getting a taste of any of the new stuff
L1429[12:55:01] <shadekiller666> for me the grind is what prevents me from playing vanilla survival
L1430[12:55:24] <masa> I'm kinda the opposite actually
L1431[12:55:26] <nupanick> I'm praising Tekkit as it was 6 years ago
L1432[12:55:33] <nupanick> and complaining about FTB as it was 3 years ago
L1433[12:55:36] <masa> I've lost pretty much all interest in playing modded mc
L1434[12:55:55] <nupanick> so all my criticism of "modern mods" is probably completely outdated by this point
L1435[12:55:56] <PaleoCrafter> I doubt Tekkit already was a thing 6 years ago :P
L1436[12:56:04] <masa> but I've been playing a lot of vanilal lately. And I have HUGE farming projects planned in there :P
L1437[12:56:09] <nupanick> didn't Homestuck recently enter its fifth year?
L1438[12:56:17] <nupanick> and Minecraft's been around long before Homestuck
L1439[12:56:25] <nupanick> my nostalgia calendar is a little off
L1440[12:56:30] <williewillus> I like mixing vanilla quirks and modded things
L1441[12:56:32] <nupanick> but I think Tekkit was around 6 years ago
L1442[12:56:45] <williewillus> like I used ProjectE + vanilla mechanic to get basically 3 buckets of lava a second for free
L1443[12:56:48] <nupanick> williewillus: that's it, that's what I'm looking for
L1444[12:56:49] <PaleoCrafter> Minecraft started in 2009 :P
L1445[12:56:50] <nupanick> quirks!
L1446[12:57:00] <nupanick> I want more funny quirks.
L1447[12:57:17] <masa> I used to play FTB Ultimate and FTB Unleashed a lot, but when it came to 1.6.4 generation, I playd a little bit of DW20, and in 1.7.10 I made my own pack, but didn't play past my first pulverizers
L1448[12:57:22] <sham1> For me vanilla minecraft is just flat-out boring
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L1450[12:57:44] <masa> it just got boring, I'd just do the same grind for resources and automation as I have done in Ultimate and Unleashed already
L1451[12:57:45] <williewillus> nupanick: so the philosophers stone in ProjectE has a obsidian -> lava transmutation, and luckily for me, vanilla regenerates the 5x5 end obsidian platform every time any entity enters the portal
L1452[12:57:47] <williewillus> exploit time
L1453[12:57:48] <sham1> If I want to have a sandbox game without mods I go something like terraria, but MC is kinda boring
L1454[12:57:49] <williewillus> :D
L1455[12:57:59] <LexManos> http://www.minecraftforge.net/forum/index.php/topic,32256.0.html fucking chickenbones -.-
L1456[12:58:09] <sham1> What's up with him
L1457[12:58:15] <nupanick> masa: Tekkit Lite sort of rekindled it for me, if you want to try that
L1458[12:58:18] <sham1> Oh
L1459[12:58:20] <nupanick> otherwise I don't know what to tell you
L1460[12:58:20] <williewillus> oh the whole having "Forge" in the name
L1461[12:58:28] <masa> and since modded takes away all the satisfaction of doing big builds manually (and I suck at building anyway), then tehre is realy nothing for me in modded
L1462[12:58:28] <sham1> Why did he have to name it forge multipart
L1463[12:58:35] <williewillus> he wanted it to be pulled in
L1464[12:58:38] <williewillus> i think?
L1465[12:58:42] <nupanick> oh, I remember that
L1466[12:58:43] <sham1> And...
L1467[12:58:51] <nupanick> ChickenBones has been trying to backseat drive Forge... just like Elo did...
L1468[12:59:28] <nupanick> NEI is pretty much a given in most big packs, so I guess he's trying to swing that influence around
L1469[13:00:09] <PaleoCrafter> I'd say it's pretty much in *any* pack :P
L1470[13:00:28] <williewillus> i want a lightweight NEI :/
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L1472[13:00:34] <sham1> I miss TMI
L1473[13:00:36] * LexManos is half tempted to flat out steal NEI and implement it as a Forge module
L1474[13:00:42] <sham1> :D
L1475[13:00:49] <PaleoCrafter> do eet
L1476[13:00:50] <sham1> At least we would not have to depend on CCC
L1477[13:00:53] <Mimiru> That would be great :P
L1478[13:01:15] <PaleoCrafter> or at least provide some sort of general API for recipe viewers
L1479[13:01:19] <sham1> Also, I'd love if you also went and stole multiparts
L1480[13:01:38] <LexManos> But thats after fucking doing 1.8.7 and the fml/forge merge properly
L1481[13:01:40] <sham1> It already has the proper name, just give it the official forgeing
L1482[13:01:42] <williewillus> it would need to be a group effort for people to be convinced to move over
L1483[13:01:52] <LexManos> I need to get back to work dammet, vacation is over -.-
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L1486[13:02:30] <sham1> So, how did you like it in dublin
L1487[13:02:35] <NPException> hi everyone o/
L1488[13:02:47] <LexManos> Anyone have a villager test mod they can hook me up with?
L1489[13:02:57] <LexManos> Needs to get that fleshed out for 1.8 before i do the 1.8.7 port
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L1491[13:03:04] <sham1> Wait
L1492[13:03:09] <sham1> Port to 1.8.7!?
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L1494[13:03:14] <sham1> OH MY YES
L1495[13:03:16] <williewillus> \o/
L1496[13:03:38] <PaleoCrafter> I want dem generics
L1497[13:03:50] <sham1> GENERICS
L1498[13:04:09] <sham1> We already have them
L1499[13:04:12] <LexManos> yes that'll be in. Not sure how much work that'll be fore me havent tried.
L1500[13:04:14] <LexManos> But ya
L1501[13:04:18] <sham1> But they are erased /
L1502[13:04:31] <williewillus> no top level generics are stored in class metadata
L1503[13:05:10] <LexManos> anyways, the onyl real thing left right now is the villager professions registry if someone wants to help out by writing me a test mod for that so I can sit down and flesh it out that'd be great...
L1504[13:05:39] <sham1> To test adding professions into the registry?
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L1506[13:07:13] <LexManos> yup
L1507[13:07:35] <LexManos> and namely to test that the vanilla ones are still being assigned to the same ids. Because fuck you vaniulla villager registration
L1508[13:07:53] <LexManos> err generation
L1509[13:07:55] <sham1> Where'd be the branch where you are putting the registry code
L1510[13:08:01] <LexManos> it uses a rand(5)
L1511[13:08:06] <LexManos> master
L1512[13:08:17] <sham1> Ok master
L1513[13:09:24] <sham1> Jeez, rand 5 eh
L1514[13:10:34] <sham1> And just to clarify, is that registry code in your fork or the official repo
L1515[13:11:52] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/master/fml/patches/minecraft/net/minecraft/entity/passive/EntityVillager.java.patch
L1516[13:12:11] <sham1> kk
L1517[13:12:47] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/master/fml/src/main/java/net/minecraftforge/fml/common/registry/VillagerRegistry.java#L307
L1518[13:12:56] <sham1> tnx
L1519[13:13:49] <LexManos> Basically what i got stuck on, is that I need the registry to maintain order and allow me to say 'get the random xth item skipping over ids that are empty'
L1520[13:17:22] <LexManos> {Its cpw'
L1521[13:17:36] <LexManos> s registry that isnt quite fully detatched form GameData yet :P}
L1522[13:18:40] <diesieben07> whats wrong with gamedata? it looks liek you were working on integrating it into that to allow the ID syncing between server and client
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L1525[13:20:35] <LexManos> In concept there is nothing wrong with game data, its just that for the item/block registries they are to closely interweaved in those two classes, because they needed to share ID mappings.
L1526[13:21:03] <LexManos> I've been slowly trying to pull out the registry into something that can be used as a generic registry and synced between client and server.
L1527[13:21:30] <LexManos> So that whatever you guys need to use IDs for when networking, could use the normal registry. The protocol already supports it.
L1528[13:22:10] <diesieben07> i see
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L1532[13:26:51] <gigaherz> hmmm
L1533[13:27:26] <gigaherz> oooh 1.8.7 :D
L1534[13:27:36] <gigaherz> ooog generics :D
L1535[13:28:46] <gigaherz> I have never messed with living entities (which includes villagers), so I can't help with that
L1536[13:31:17] <gigaherz> hmm if the list is VERY sparse, then a Map<Integer,Profession> may be better, but otherwise if we assume only a few cellswill really be empty, the task seems a simple for(i=0;(element=list.get(i))!= null);i++){}
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L1538[13:32:57] <NPException> Lex, may I ask you a question about Forge?
L1539[13:33:06] <gigaherz> don't ask to ask
L1540[13:33:14] <laci200270> just ask
L1541[13:33:26] <gigaherz> just ask the question and if lex think it'sworth answering, he will
L1542[13:33:32] <NPException> okay, just wanted to be polite :), so here we go:
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L1544[13:34:13] <tmtu> gigaherz: `new HashMap()` takes up about ~750 bytes >_>
L1545[13:34:27] <gigaherz> does java have something like SparseList?
L1546[13:34:30] <NPException> I would like to get hold of the stacktrace that is currently causing MC to crash, so I can check it if my mod is involved. Is there an easy way to do that?
L1547[13:34:42] <williewillus> it should be in logs
L1548[13:34:43] <NPException> *stacktrace of the exception
L1549[13:34:45] <LexManos> no
L1550[13:34:56] <LexManos> this isnt a forge thing this is basic java
L1551[13:35:07] <LexManos> there is no real way to catch every exception ever
L1552[13:35:21] <williewillus> catch (Throwable t) { // NOOP SWALLOW }
L1553[13:35:28] <diesieben07> gigaherz, in java Map<Integer, X>, in trove TIntObjectHashMap<X>
L1554[13:35:29] <williewillus> ;p
L1555[13:36:02] <LexManos> For MC specifically there is the whole crash report thing. But I dont think out call backs give you the exception
L1556[13:36:06] <tmtu> you mean // nom nom nom
L1557[13:36:08] <gigaherz> diesieben07: yeah I meant something that extends List, behaves like a list, but can save memory by skipping empty areas
L1558[13:36:18] <NPException> hm, too bad
L1559[13:37:03] <diesieben07> i dont think there is giga
L1560[13:37:09] <tmtu> hashmap :))
L1561[13:37:10] <NPException> I try to poke it with a cursed stick in debug mode then, maybe I find a way :)
L1562[13:37:17] <diesieben07> "implements List"
L1563[13:37:26] <diesieben07> NPException, in debug mode you can :P
L1564[13:37:29] <gigaherz> hmm android.util.SparseArray
L1565[13:37:33] <gigaherz> geh ;P
L1566[13:37:36] <NPException> thanks for the answer :)
L1567[13:38:26] <gigaherz> well, it IS part of the opensource side of Android... https://android.googlesource.com/platform/frameworks/base/+/android-4.0.1_r1/core/java/android/util/SparseArray.java
L1568[13:38:38] <diesieben07> and it doesn't implement List
L1569[13:38:42] <diesieben07> might as well use trove then
L1570[13:38:44] <gigaherz> yeah sadly
L1571[13:38:45] <gigaherz> XD
L1572[13:39:58] <LexManos> Anyways sham you working on it?
L1573[13:40:25] <sham1> Uhu
L1574[13:40:36] <sham1> I'ma just set a test mod
L1575[13:41:19] <LexManos> mmkay, let me know, just gunna derp around on other stuff. Totally not procrastinating till you get back to me, totally not <.< >.>
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L1577[13:41:29] <sham1> :P
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L1584[13:47:01] <shadekiller666> has anyone come up with a way to define "structures" (ie, vanilla village buildings) via json... that would be cool
L1585[13:47:28] <williewillus> doesnt recurrent complex do that?
L1586[13:47:33] <williewillus> or was that schematics
L1587[13:47:36] <diesieben07> talk Ivorius about structures :P
L1588[13:48:23] <Ivorius> Yes, I have done something like that shadekiller666 :P
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L1590[13:48:28] <shadekiller666> the ability to add new ones would be cool
L1591[13:48:45] <shadekiller666> ahh
L1592[13:49:17] <Ivorius> Make structure, export, put structure file in assets folder, and if Recurrent Complex is loaded, it will add and generate your structures in the villages
L1593[13:49:29] <Ivorius> Basically.
L1594[13:49:34] <laci200270> shadekiller666, wait a sec
L1595[13:50:02] <shadekiller666> i was just thinking, every time i make a test world i always go with the Redstone Ready superflat preset, and the first thing i do is build a daylight detector to reset the world to day, and if it was a structure i could put it in the preset and not have to build it
L1596[13:50:23] <laci200270> https://bitbucket.org/Erasmus_Crowley/ex-nihilo-2/src/e3a87577c53f97ddd5ebcfea78c4a5750ba52490/src/main/java/exnihilo2/world/generation/templates/io/TemplateWorldExporter.java?at=master
L1597[13:50:34] <Ivorius> There's also schematic files
L1598[13:50:41] <Ivorius> Which are relatively simple to load and save
L1599[13:50:48] <shadekiller666> Ivorius, is that not something that would fit into forge? a way to define them in json for resourcepack makers
L1600[13:50:52] <Ivorius> Many people use schematics, but they don't support modded blocks
L1601[13:50:53] <Ivorius> so...
L1602[13:51:09] <laci200270> shadekiller666, https://bitbucket.org/Erasmus_Crowley/ex-nihilo-2/src/e3a87577c53f97ddd5ebcfea78c4a5750ba52490/src/main/java/exnihilo2/world/generation/templates/io/TemplateWorldExporter.java?at=master
L1603[13:51:14] <shadekiller666> a json system could though
L1604[13:51:19] <shadekiller666> i got it thanks laci
L1605[13:51:41] <laci200270> its ex-nihilo 2 code
L1606[13:51:58] <Ivorius> lol
L1607[13:52:06] <shadekiller666> what does ex-nihilo need templates for...
L1608[13:52:07] <Ivorius> Amazing approach
L1609[13:52:41] <laci200270> shadekiller666, for worldgen
L1610[13:52:49] <Ivorius> shadekiller666, I'd gladly make up the 'industry standard' for structures
L1611[13:52:56] <Ivorius> But Forge has no immediate use for structure files
L1612[13:52:57] <laci200270> you can define the island where you spawn
L1613[13:53:09] <Ivorius> So it would probably be misplaced there
L1614[13:54:03] <Ivorius> laci200270, and he made up a whole new storage method for that one feature?
L1615[13:54:03] <Ivorius> lol
L1616[13:54:08] <shadekiller666> is there currently a way for resourcepack authors to modify structures for vanilla without needing a mod?
L1617[13:54:18] <laci200270> shadekiller666, I also started to devolop a format for it but I stuck https://github.com/laci200270/skyblockgenerator/blob/master/src/main/java/hu/laci200270/mods/skyblockgenerator/DATAFileFormatHelper.java
L1618[13:54:22] <laci200270> you can use
L1619[13:54:34] <diesieben07> that makes no sense
L1620[13:54:39] <diesieben07> resourcepacks are clientside only
L1621[13:54:43] <diesieben07> structures are serverside
L1622[13:54:52] <laci200270> config folder?
L1623[13:55:13] <Ivorius> Besides
L1624[13:55:18] <Ivorius> Vanilla structures are made of code
L1625[13:55:24] <laci200270> yes
L1626[13:55:26] <Ivorius> Nobody can edit those
L1627[13:55:37] <laci200270> Ivorius, asm can edit :D
L1628[13:55:41] <laci200270> or a hook
L1629[13:56:06] <Ivorius> eh.
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L1636[13:59:00] <Techfoxis> Hey, how would one go about making an item render like a map in first person?
L1637[13:59:30] <diesieben07> 1.7 or 1.8?
L1638[13:59:40] <Techfoxis> Its not any setting in the model file(I'm developing for 1.8)
L1639[13:59:57] <diesieben07> no idea about 1.8
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L1642[14:00:25] <Techfoxis> It might be the same, could you point me in the right direction?
L1643[14:00:25] <tterrag> maps are probably hardcoded
L1644[14:00:31] <diesieben07> yeah they are
L1645[14:00:44] <Techfoxis> I've seen other mods do it in 1.7
L1646[14:00:57] <diesieben07> 1.7 has IItemRenderer
L1647[14:01:21] <Techfoxis> Is that not available in 1.8?
L1648[14:01:25] <diesieben07> No
L1649[14:01:34] <tterrag> yes, it is NOT available :P
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L1652[14:03:00] <Techfoxis> Oh, and by the way tterrag thanks for telling me to go learn java, I've been reading through the Java Essestials tutorial series and its helped a great bit so far.
L1653[14:03:14] <sham1> It usually does
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L1655[14:04:00] <shadekiller666> damn it... so in the obj loader i have two maps that relate to "Materials" (texture/render information), one is String->Material, used to find a material by name, and the other is Face->Material, used to find the render information by face when baking the model. the problem i'm having now is applying TRSRTransformations to the vertices inside of the faces to rotate the model without breaking that
L1656[14:04:00] <shadekiller666> Face->Material map...
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L1659[14:06:02] <shadekiller666> its difficult to keep the same references to objects in multiple different places at once
L1660[14:09:02] <williewillus> maybe use a multikeymap?
L1661[14:09:10] <williewillus> so the values are in the same place
L1662[14:09:53] <diesieben07> yeah guava has nice things for these problems
L1663[14:09:59] <diesieben07> Multimap, BiMap, Table
L1664[14:12:36] <shadekiller666> i need to be able to find the material based on a face, and Multimaps are multi-value maps, meaning 1 key to a list of values, which would mean the Material would be the key, and the faces would be values, which doesn't work very well without having to do a bunch of for-loops
L1665[14:13:12] <shadekiller666> bimaps only permit single key-value pairs, and neither keys nor values can be repeated
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L1667[14:17:57] <laci200270> Lex, I made the PR about the Optional<EnumFacing> stuff
L1668[14:18:15] <LexManos> -.-
L1669[14:18:50] <Techfoxis> Has logging changed much in 1.8?
L1670[14:19:11] <tterrag> Techfoxis: not really
L1671[14:19:13] <laci200270> Techfoxis, no
L1672[14:19:16] <LexManos> laci200270, that optional shit wont go in there is going to be nothing but bitching
L1673[14:19:48] <laci200270> so I can close it?
L1674[14:19:50] <diesieben07> it moreover makes no sense
L1675[14:19:59] <diesieben07> what should fill() do when you pass it Optional.absent()?
L1676[14:20:00] <sham1> Oh you are kidding me
L1677[14:20:03] <diesieben07> nothing? throw an exception?
L1678[14:20:15] <gigaherz> shadekiller666: can't you just store a reference to the group, on the face, and the group has the material?
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L1680[14:20:18] <laci200270> select a default side
L1681[14:20:24] <diesieben07> thats awful
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L1683[14:20:47] <tterrag> diesieben07: what should it do when you pass UNKNOWN?
L1684[14:20:50] <tterrag> it's the same concept
L1685[14:20:54] <sham1> I myself do not approve
L1686[14:21:10] <diesieben07> tterrag, you must never pass it unknown because chaos may happen. thats why unknown is stupid
L1687[14:21:29] <tterrag> but unknown exited before
L1688[14:21:36] <tterrag> existed*
L1689[14:21:37] <sham1> Unknown is stupid because it is not a valid direction
L1690[14:21:38] <tterrag> so it was handled
L1691[14:21:42] <diesieben07> if you tell something to do something on a specific side, pass a valid side
L1692[14:21:44] <Unh0ly_Tigg> I think that what the fluid handler does when passing UNKNOWN/Optional.absent() is up to the implementer to decide
L1693[14:21:52] <diesieben07> if you do not have a valid side, YOU decide what you want to happen
L1694[14:21:53] <sham1> You might as well handle null
L1695[14:22:07] <Techfoxis> Thanks tterrag and laci200270.
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L1697[14:22:19] <shadekiller666> giga, faces within a group could have different Materials from each other
L1698[14:22:19] <sham1> Thanks for what
L1699[14:22:31] <sham1> oh
L1700[14:22:42] <laci200270> so I should close it,or keep open for discussion?
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L1702[14:22:58] <shadekiller666> and the first thing i parse is the .mtl file anywa
L1703[14:23:25] <shadekiller666> also, vertices can have a material of their own if the model is using vertex-coloring
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L1705[14:24:59] <shadekiller666> i might be able to store Materials in each face, like i do for vertices, depending on how face parsing is structured...
L1706[14:25:59] <shadekiller666> though i would then have to iterate over every material in the model if something needs to change, like the retexturing feature implemented with the forge blockstates
L1707[14:26:03] <shadekiller666> hmm
L1708[14:26:50] <shadekiller666> damn you java and your lack of actual pointers...
L1709[14:26:57] <yueh> why does this optional look like a bad idea?
L1710[14:27:32] <sham1> Because it makes no sense
L1711[14:27:42] <sham1> You always input fluids from some side
L1712[14:27:54] <sham1> Inputting from a non-existant side is nonsensical
L1713[14:28:36] <sham1> Also it is unnessessary
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L1716[14:29:17] <tterrag> sham1: you are implying fluids are the only use case for directions?
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L1718[14:29:28] <sham1> No
L1719[14:29:32] <sham1> But in this context
L1720[14:29:39] <gigaherz> [21:22] (shadekiller666): giga, faces within a group could have different Materials from each other
L1721[14:29:42] <gigaherz> ehh a material group then
L1722[14:29:55] <sham1> twas a specific change for IFluidHandler in general
L1723[14:30:06] <gigaherz> my obj loader makes a "mesh" with all the faces with the same material
L1724[14:30:08] <sham1> Specifically even
L1725[14:30:32] <shadekiller666> hmmm
L1726[14:30:34] <gigaherz> or really, just point to the material directly?
L1727[14:30:35] <gigaherz> XD
L1728[14:30:48] <shadekiller666> what do you mean?
L1729[14:30:59] <gigaherz> class Face { Material m; }
L1730[14:31:02] <gigaherz> ;P
L1731[14:31:21] <yueh> but null is also stupid
L1732[14:31:21] <shadekiller666> or class Face {String matName}
L1733[14:31:28] <gigaherz> but having meshes per-material is quite a lot more efficient
L1734[14:31:38] <shadekiller666> then i would only have to update the ones in the String->Material map...
L1735[14:32:14] <shadekiller666> giga, did yours also support groups properlly?
L1736[14:32:32] <diesieben07> yueh, Optional<EnumFacing> is fine. Just not *here*, in the fluid stuff.
L1737[14:32:41] <diesieben07> if you in your code need to represent unknown, use Optional
L1738[14:32:48] <diesieben07> (or null, whatever you prefer)
L1739[14:33:03] <yueh> it can be fine for a specific case
L1740[14:33:08] <yueh> but it's not fine for others
L1741[14:33:22] <shadekiller666> be careful with Optionals... they can break things if comparing to entries in a map
L1742[14:33:22] <diesieben07> i have yet to hear a usecase for UNKNOWN at all.
L1743[14:33:36] <diesieben07> be it in form of null, Optional, or an actual UNKNOWN facing enum entry
L1744[14:33:44] <yueh> AE2 uses it quite frequently
L1745[14:33:50] <diesieben07> what for?
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L1747[14:34:03] <yueh> for the center of a block
L1748[14:34:10] <yueh> but it's really abusing it
L1749[14:34:20] <diesieben07> see?:D not a valid usecase.
L1750[14:34:37] <yueh> what we would actually need is a helper for relative block offsets
L1751[14:35:01] <shadekiller666> diesie, logs kind-of use an unknown, they basically copy EnumFacing and add NONE to account for logs that are bark on all sides
L1752[14:35:03] <diesieben07> BlockPos.offset(facing, int) exists
L1753[14:35:26] <diesieben07> no they don't shade
L1754[14:35:31] <diesieben07> they have X, Y, Z, NONE
L1755[14:35:35] <shadekiller666> mhmm
L1756[14:35:52] <shadekiller666> x,y,z map to EnumFacing.Axis
L1757[14:35:57] <shadekiller666> which doesn't have NONE
L1758[14:36:02] <diesieben07> exactly
L1759[14:36:02] <yueh> maybe. but you need to stick your sets together
L1760[14:36:07] <yueh> *stitch
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L1762[14:36:53] <yueh> we basically need a collection of all 6 adjacent blocks/directions and self/center (which UNKNOWN provides)
L1763[14:37:14] <diesieben07> make a new enum then.
L1764[14:37:37] <shadekiller666> or just use a damn boolean
L1765[14:37:47] <laci200270> lex said he not want two enums that do the same thing
L1766[14:37:49] <yueh> so every mod needs their own enum for similar things?
L1767[14:38:02] <shadekiller666> "isConnectedToADirection" false, then don't connect
L1768[14:38:11] <diesieben07> or just use null :P
L1769[14:38:12] <diesieben07> or Optional.
L1770[14:38:29] <yueh> it's not about connecting to stuff
L1771[14:38:47] <shadekiller666> ok, "isFlowing", false, don't flow...
L1772[14:38:52] <yueh> but just say iterating over/check all parts of a block
L1773[14:39:16] <yueh> every solution with null, optional or whatever else is crap
L1774[14:39:22] <shadekiller666> whatever the "not direction specific" state is can be represented by a boolean, a null, or an Optional
L1775[14:39:47] <diesieben07> as i said, there should be two enums, since it is really 2 things
L1776[14:39:56] <shadekiller666> its easier to check for null than for an enum entry
L1777[14:39:58] <diesieben07> EnumFacing is for actual faces/directions
L1778[14:39:59] <yueh> i don't want to write workarounds to handle an inferior solution
L1779[14:40:10] <diesieben07> and UNKNOWN/SELF is NOT a direction
L1780[14:40:22] <yueh> yeah. it really needs a separate Enum/Class
L1781[14:40:25] <diesieben07> if you want SELF, there should be another enum
L1782[14:40:41] <yueh> as it is about relative positions and not facing a direction
L1783[14:40:48] <shadekiller666> you mean like, PropertyBool?
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L1785[14:41:14] <yueh> but i'm pretty sure this is not an extremely rare use case
L1786[14:41:33] <yueh> and having every mod providing their own Enum for it won't make it better
L1787[14:41:34] <laci200270> Lex, should I close the PR?
L1788[14:41:55] <laci200270> or keep open?
L1789[14:42:28] <sham1> close it but have the discussion going
L1790[14:43:03] <Ordinastie> yueh, the question is not if it has uses, the question is whether it's required
L1791[14:43:15] <yueh> because at one point some mods interact with some other and have to write converters from their enum to others with the same semantic
L1792[14:43:18] <Ordinastie> answer is no, there are workaround, (null/optional)
L1793[14:44:46] <yueh> workarounds usually means special handling, resulting in bugs
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L1795[14:47:16] <yueh> and there can still be a different semantic between self/center and null/optional
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L1797[14:48:42] <diesieben07> you just described the entire problem: what people expect from UNKNOWN *differes*
L1798[14:48:47] <diesieben07> there is no universal solution
L1799[14:49:21] <yueh> mostly yes
L1800[14:49:56] <yueh> if there would be 2 different enums (EnumFacing + BlockOffset or so), ae would even use both
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L1803[14:52:38] <yueh> i'm also not really for adding unknown to EnumFacing as it simply does not fit
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L1805[14:53:26] <Unh0ly_Tigg> why not have the fluid tank system work similar to IInventory/ISidedInventory in regards to side handling?
L1806[14:54:37] <yueh> it's more about should the be something for these case provided by forge or needs everyone implement their own solutions
L1807[14:54:50] <sham1> My mod has a special IFLuidHandler-extending trait that allows more sided stuff
L1808[14:54:58] <sham1> Also fill and drain already are sided
L1809[14:55:04] <williewillus> what uses are there for unknown though?
L1810[14:55:14] <williewillus> besides a tricky way of saying self or no value
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L1812[14:56:38] <yueh> this, because you don't want to to something like "for( Side s : Sides) { doStuff(s) }; doStuff(null)" but just "for( Side s : Sides) { doStuff(s) }"
L1813[14:56:38] <Simulac> damn it, can't get my head around A*
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L1815[14:56:52] <yueh> uh. A* isn't that complicated
L1816[14:57:02] <Simulac> yea that's the worst part
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L1818[14:57:15] <Simulac> I'm just stupid
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L1821[14:57:59] <Unh0ly_Tigg> the part of A* that I don't understand is the heuristics and whatever else determines cost for a given location
L1822[14:58:21] <Simulac> the heuristic is the estimated distance from the current node to the end
L1823[14:58:25] <Simulac> it's the h cost
L1824[14:58:41] <Simulac> there is another cost called g, which is the actual distance from the start node to the current node
L1825[14:58:42] <yueh> and that's up to you xD
L1826[14:58:48] <Simulac> f = g + h
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L1828[14:59:42] <Simulac> wait when is the f cost used
L1829[15:00:10] <Simulac> oh right, it's used to order the openset
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L1833[15:03:27] <NPException> Hurray, found a way for my crash stacktrace problem :D
L1834[15:03:33] <NPException> very easy as well
L1835[15:04:09] <NPException> I use FMLCommonHandler.instance().registerCrashCallable(ICrashCallable icc),
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L1837[15:04:48] <NPException> and just call CrashReport.this.getCrashCause() within the ICCs call method :)
L1838[15:08:43] <aaa801> I think i may be slightly bored. http://pastebin.ubuntu.com/11911004/
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L1852[15:29:44] <DemoXin> How difficult would it be to render an animated texture under an entity's feet when they're on the ground?
L1853[15:33:42] <sham1> easy/1+
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L1855[15:34:48] <shadekiller666> does anyone know why i keep getting "Error: Could not find or load main class GradleStart
L1856[15:34:48] <shadekiller666> Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release" in my forge dev env?
L1857[15:35:11] <Unh0ly_Tigg> java 8?
L1858[15:35:20] <shadekiller666> ya
L1859[15:35:54] <shadekiller666> it works 98% of the time, then decides to stop working
L1860[15:36:34] <shadekiller666> and the only way to get it to find GradleStart again is by running gradle setupForge
L1861[15:37:17] <Simulac> "Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release" in my forge dev env" I get this too, but my forge works fine
L1862[15:37:31] <Simulac> plus i have java8
L1863[15:38:06] <shadekiller666> i thought that it was fine to use Java 8 now
L1864[15:38:15] <sham1> it is
L1865[15:38:18] <Unh0ly_Tigg> I know that the vm warning is from the mode of the of the collector. and it's going to be removed later... https://blogs.oracle.com/jonthecollector/entry/really_icms_really
L1866[15:38:26] <tmtu> warning != error
L1867[15:39:12] <shadekiller666> i don't really care about the CMS error, i want to know why it can't find GradleStart all of a sudden
L1868[15:39:53] <Unh0ly_Tigg> is the start directory from the forge installation on the classpath?
L1869[15:40:11] <williewillus> DemoXin: use the render player events in 1.7 or LayerRenderers in 1.8
L1870[15:41:31] <shadekiller666> unholy, the run configurations window in eclipse shows the JRE library and Forge (default classpath)
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L1872[15:47:56] <shadekiller666> anyone know when fry is supposed to be back?
L1873[15:48:01] <shadekiller666> next week?
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L1878[15:51:35] <Simulac> finally implemented the A* algo, now to find a way to convert the world in a graph
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L1880[15:52:30] <yueh> does not sound ideal xD
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L1883[15:56:36] <Simulac> damn this is thing I don't understand about the algorithm
L1884[15:57:12] <Simulac> if my end point is somewhere far away, doesn't that I'm going to a VERY large number nodes in graph
L1885[15:57:28] <yueh> potentially
L1886[15:57:42] <Simulac> I don't think MC will even let me load locations from a large distance away
L1887[15:57:49] <yueh> as it's a BFS
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L1889[15:58:12] <yueh> i just wanted to suggest something like IDA*
L1890[15:58:20] <Simulac> IDA*?
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L1892[15:58:30] <yueh> iterative deepening A*
L1893[15:58:43] <diesieben07> which is why you can slow minecraft down to a grinding halt by having LOTS of zombies try to find LOTS of villagers :D
L1894[15:58:54] <Simulac> sounds fancy
L1895[15:59:16] <diesieben07> someone did that and made a working slowmotion thingy in vanilla
L1896[15:59:22] <diesieben07> but i cant find it right noiw
L1897[16:00:00] <Simulac> haha, that's a nice way to take advantage of problem
L1898[16:00:06] <yueh> but then IDA* is a bit heavy on the computational side
L1899[16:00:25] <Simulac> Hmm, that will problematic
L1900[16:00:27] <Simulac> be*
L1901[16:00:40] <yueh> *more
L1902[16:00:50] <yueh> it will not just trash the performance
L1903[16:00:50] <Simulac> yep ;p
L1904[16:01:01] <yueh> but it saves on memory
L1905[16:02:19] <Simulac> hmm so to make my A* work, I'm going to have to turn every block position into a node
L1906[16:02:28] <Simulac> I'm sure that's not how you do it...
L1907[16:02:52] <Corosus> yeah thats pretty much how its done
L1908[16:03:09] <yueh> you can do it based on the needs
L1909[16:03:26] <Simulac> that's a good idea
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L1911[16:03:44] <Simulac> so if it's.. say within the chunk, it nodifies all the positions in the chunk
L1912[16:03:59] <yueh> so you don't convert that 256x256x256 area immediately into you own graph with 16777216 nodes xD
L1913[16:04:42] <Simulac> haha, that will burn my pc
L1914[16:04:49] <Simulac> I'll just be making 65,536 nodes...
L1915[16:05:28] <yueh> so you just treat the world as your open list
L1916[16:05:29] <Ordinastie> why "make" node ? you already have them
L1917[16:05:58] <Corosus> i would only create a node when its being factored into the calculated path, and determine if the node should be made by querying your world data
L1918[16:06:03] <yueh> oh. and the question is of course 1.7 or 1.8
L1919[16:06:03] <Corosus> more or less how mc does it
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L1921[16:07:02] <yueh> as the BlockPos in 1.8 is basically already our node
L1922[16:07:17] <Simulac> @Ordinastie my graph is empty, I need to populate it with nodes, each a block position
L1923[16:07:24] <Simulac> great! I'm in 1.8
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L1925[16:07:58] <Simulac> I'm not familiar with grabbing block positions from MC, I'll need to google some things
L1926[16:08:55] <Corosus> what are you doing fresh pathinding work in mc for anyways? whats your end goal?
L1927[16:08:59] <Corosus> mc world data in some custom game engine?
L1928[16:09:00] <Ordinastie> Simulac, your graph is already populated : it's the world
L1929[16:09:25] <yueh> let's hope that blockpos has some working equals/hashCode xD
L1930[16:09:33] <diesieben07> it does
L1931[16:09:40] <Simulac> so the blockpos are my nodes
L1932[16:09:41] <unascribed> BlockPos is just a Vector3i
L1933[16:09:46] <unascribed> It's just a way to grab data from the World
L1934[16:09:48] <Simulac> this simplifies things
L1935[16:09:49] <Corosus> i think it does, if not you can extend it and use PathEntitys has generator
L1936[16:09:55] <Corosus> limited to -32000 to 32000 iirc
L1937[16:10:04] <Corosus> hash*
L1938[16:10:55] <yueh> for 1.7 the (x, y, z) are your node, just that you need your custom container for them (or reuse something like Vector3i)
L1939[16:11:41] <Simulac> ye I made a class called WorldBlock
L1940[16:11:59] <yueh> why? you already have BlockPos in 1.8
L1941[16:12:06] <Simulac> ye I didn't know...
L1942[16:12:18] <yueh> then just delete it
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L1944[16:13:32] <yueh> hm nice. i actually still have a 1.8 project open
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L1946[16:14:09] <Simulac> I'm so glad I made my node class generic
L1947[16:14:21] <Simulac> refactor and delete, took less than a second
L1948[16:15:38] <yueh> hm. no method for iterating over the neighbors directly, but you can just use BlockPos.offset(EnumFacing) to traverse the world/grid
L1949[16:16:02] <yueh> and this 1.8 mod is still silly
L1950[16:16:41] <Simulac> what was it?
L1951[16:16:51] <yueh> ingame qr scanner
L1952[16:17:34] <gigaherz> o_O
L1953[16:17:53] <gigaherz> what doesit do with the qr contents?
L1954[16:18:06] <yueh> prints it to the chat?
L1955[16:18:21] <Simulac> haha nice
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L1957[16:18:25] <gigaherz> and where doesit scan from?
L1958[16:18:40] <yueh> from your ingame qr code?
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L1960[16:18:46] <gigaherz> wait
L1961[16:18:54] <gigaherz> you mean there's actual "QR" items?
L1962[16:18:58] <yueh> like build from wool or maybe smaller with chisels & bits?
L1963[16:19:02] <gigaherz> OH
L1964[16:19:03] <Simulac> could it be from wool
L1965[16:19:12] <gigaherz> as in, it scans a game screenshot
L1966[16:19:14] <gigaherz> from within the game
L1967[16:19:34] <gigaherz> that seems more silly than I imagined
L1968[16:19:34] <gigaherz> XD
L1969[16:19:46] <yueh> yeah. it reads the framebuffer and dumps it to the qr detection
L1970[16:20:13] <Simulac> couldn't you get you phone out and scan it...
L1971[16:20:21] <yueh> sadly not perfect as there can still be GUI parts overlaying it
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L1973[16:24:43] <Simulac> are there any methods to move the player?
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L1976[16:37:46] <Simulac> I'm guessing it's not setLocationAndAngles
L1977[16:41:52] <Simulac> moveToBlockPosAndAngles seems to be the method I want
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L1979[16:42:03] <Simulac> although I don't know what I'm going to set the angles
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L1981[16:42:18] <gigaherz> 0,0 works
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L1983[16:43:34] <mathew_653> Hey guys.
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L1985[16:44:11] <Simulac> sorry disconnected
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L1988[16:47:01] <mathew_653> As a test i am trying to draw an enderman at the location of the players model for soem reason it won't show up, i'm guessing i have to do a gltranslatef or simular but here is the code i have tryied sofar(and not working) : http://pastebin.com/CsUQ6zzy
L1989[16:47:30] <mathew_653> *some
L1990[16:47:48] <mathew_653> Well the players world position
L1991[16:48:43] <Laceh> mathew_653: hold on Ill show you how to translate there right
L1992[16:48:53] <mathew_653> Thanks
L1993[16:49:17] <mathew_653> Also do i only need to hook RenderPlayerEvent.Pre for multiplayer or also hook the entity render function for others to see this correctly?
L1994[16:49:50] <mathew_653> I have packets being sent and working just doing flight checks and such.
L1995[16:49:57] <williewillus> this renderplayer event is for all players i think
L1996[16:50:21] <williewillus> but you need to make sure every client has the info needed to render other players correctly
L1997[16:50:24] <minecreatr> how can I get all the ItemStacks in an ore dictionary group from an ItemStack that is in that group?
L1998[16:50:38] <Laceh> williewillus: its a client side event
L1999[16:51:00] <williewillus> I know, I mean it triggers for EntityOtherPlayerMP's as well
L2000[16:51:14] <Laceh> but you have to verify that that player should be rendererd
L2001[16:51:18] <williewillus> or whatever that class is called
L2002[16:51:21] <diesieben07> minecreatr, an ItemStack can be in more than one group. You want getOreIDs(ItemStack) and then getOres(getOreName(id))
L2003[16:52:41] <shadekiller666> seems my issue with GradleStart has something to do with having an asset file open in a non-eclipse program?
L2004[16:53:35] <mathew_653> The RenderPlayerEvent.pre is not just called for local player then?
L2005[16:54:16] <williewillus> well its called on every client for every player that client can see
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L2007[16:54:47] <mathew_653> Good, then i won't need to hook anything else on each user.
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L2010[16:56:05] <mathew_653> Glad about the research on morph mod revealing the render fog event :D
L2011[16:56:11] <Laceh> https://gist.github.com/s0cks/4af54f763c700bc824cb
L2012[16:56:22] <Laceh> something like that mathew_653
L2013[16:56:24] <jackalodian> Hey, does anyone know how to change the color of an item name in the code?
L2014[16:56:26] <williewillus> mathew_653: why do you still have a "UPD_" on everything ;p
L2015[16:56:37] <Laceh> its how I got camos working on players in Exoskeleton
L2016[16:56:47] <diesieben07> jackalodian, your Item?
L2017[16:57:16] <jackalodian> Yes.
L2018[16:57:34] <mathew_653> Wille, I will refactor stuff when it is functional, i do understand that such a suffix is a redunant.
L2019[16:57:50] <diesieben07> override getItemStackDisplayName and return EnumChatFormatting.WHATEVER + super.getItemStackDisplayName
L2020[16:58:15] <mathew_653> And thanks Laceh, I wll integreate that code and report back.
L2021[16:58:18] <jackalodian> Thank you
L2022[16:58:46] <Simulac> wtf have I made
L2023[16:58:57] <Simulac> i really have no idea how graph theory works
L2024[17:01:26] <mathew_653> Sofar so good Laceh, I got all i need just gonna adjust the y by 2 blocks down.
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L2026[17:01:37] <mathew_653> The enderman was floating xD
L2027[17:02:35] <mathew_653> But thanks for that.
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L2029[17:09:08] <yueh> Simulac: ?
L2030[17:09:29] <Simulac> actually it turns out I do know how to make an undirected graph
L2031[17:09:57] <Simulac> I just don't know how i'm going to connect everything up
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L2033[17:10:46] <Simulac> do I just loop through all the nodes and check for nodes that has blockpos adjacent to the current one?
L2034[17:11:14] <Simulac> and then add edge
L2035[17:11:22] <Simulac> okay I'm not making sense
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L2037[17:12:20] <mathew_653> Hmm, noticed my test ender man is at this time static, any way i can give him an animation(how do i set this models framerate?)
L2038[17:13:00] <Lepidus> Hello, is there any way to control player food level in multiplayer? It seems neither the client nor a dedicated server can set the food level, only the internal singleplayer server.
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L2040[17:13:45] <smbarbour> Yes. It's pretty trivial
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L2043[17:14:50] <Lepidus> smarbour, is that directed towards me?
L2044[17:15:08] <smbarbour> https://github.com/ImagineScape/ImagineMod/blob/master/src/main/java/tk/imaginescape/imaginemod/commands/CommandSmack.java#L36-L38
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L2048[17:15:57] <Lepidus> smbarbour, ah, so is the trick to cast it to EntityPlayerMP instead of EntityPlayer?
L2049[17:15:57] <sham1|ZZzZ> Little bit of a nick fail
L2050[17:16:42] <Lepidus> And if so do I only do that when I know the code is running on a dedicated server?
L2051[17:16:57] <diesieben07> there is no differencer between dedicated and integrated server
L2052[17:17:04] <diesieben07> (as far as you should be concerned)
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L2054[17:17:43] <mathew_653> What vars should i look at for making the model animate?
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L2056[17:18:26] <Lepidus> diesieben07, I would think so. However when I put code into ServerTickEvent it runs fine in singleplayer but crashes the dedicated server with "NoSuchMethodError" or sometimes "NoClassDefFound"
L2057[17:18:40] <diesieben07> because the methods you are using are @SideOnly
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L2059[17:18:56] <diesieben07> if you modify the FoodStats you need to access the fields directly with reflection
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L2061[17:20:28] <Lepidus> diesieben07, so in that case there is some difference.
L2062[17:20:39] <diesieben07> this has nothing to do with the server though
L2063[17:20:49] <diesieben07> the server itself behaves exactly the same
L2064[17:22:03] <Lepidus> Alright. Well I will try to implement reflection to get access to FoodStats on the serverside. But smbarbour's code seems to run without it.
L2065[17:22:33] <diesieben07> it will crash a dedicated server.
L2066[17:23:50] <Lepidus> Ok. Should I learn how to use access transformers for this case (hunger is being updated twice/second for every player if it's relevant) or just reflection?
L2067[17:23:59] <diesieben07> no
L2068[17:24:05] <diesieben07> ATs are awful
L2069[17:24:21] <Simulac> hmm can any of you guys suggest a good way to add edges to adjacent nodes in my graph (a node contains a BlockPos obj)
L2070[17:24:35] <diesieben07> and you only need to replace the method that have @SideONly
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L2072[17:25:14] <diesieben07> Simulac, for (EnumFacing face : EnumFacing.values()) { BlockPos b = pos.offset(face); /* do stuff */ }
L2073[17:25:34] <Lepidus> Are there good tutorials for using reflection to accomplish something like this then? All the recent threads on reflection seem to actually reference ATs instead
L2074[17:25:54] <diesieben07> reflection is a general Java thing
L2075[17:26:00] <diesieben07> there are plenty of non-minecraft tutorials
L2076[17:26:07] <Lepidus> Ah ok
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L2078[17:30:06] <smbarbour> It will crash a dedicated server? It didn't during testing
L2079[17:31:00] <diesieben07> impossible, you are using a @SideOnly(Side.CLIENT) method
L2080[17:31:23] <smbarbour> I don't have any SideOnly code
L2081[17:31:52] <diesieben07> this method is @SIdeOnly: https://goo.gl/DCmCVA
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L2084[17:33:23] <Lepidus> diesieben07, http://pastebin.com/U9Lw2dFS does something like this look right?
L2085[17:33:39] <Lepidus> With many catch blocks for possible exceptions
L2086[17:33:47] <diesieben07> why are you using Class.forName?
L2087[17:34:00] <diesieben07> and no, it doesn't.
L2088[17:34:06] <diesieben07> setFoodStats is not @SideOnly, you can use that directly.
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L2090[17:35:14] <Lepidus> Oh you're right, no need for the forName. As for the other thing, it's actually setFoodLevel which I believe is @SideONly
L2091[17:35:26] <diesieben07> setFoodLevel is not @SideOnly
L2092[17:35:36] <Lepidus> Is getFoodLevel() then?
L2093[17:35:39] <diesieben07> actually in 1.7.10 it is
L2094[17:35:42] <Lepidus> Yeah.
L2095[17:35:42] <diesieben07> look at the code.
L2096[17:35:52] <diesieben07> getFoodLevel is not
L2097[17:36:03] <diesieben07> and invoking the method using reflection makes no sense
L2098[17:36:08] <smbarbour> Strange... Why are those SideOnly? They don't access anything that's client-specific
L2099[17:36:08] <diesieben07> you need to access the *field* using reflectino
L2100[17:36:20] <diesieben07> the obfuscator strips anythign that is not used
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L2102[17:36:30] <diesieben07> since they are only used from client code, they don't exist on the server
L2103[17:37:55] <Lepidus> diesieben07, so I want to get the foodLevel variable inside FoodStats and change that via reflection?
L2104[17:38:05] <diesieben07> exactly.
L2105[17:38:09] <Lepidus> Okay, that makes sense.
L2106[17:38:12] <Lepidus> Never used reflection before.
L2107[17:40:08] <Lepidus> diesieben07, so something more like http://pastebin.com/U9Lw2dFS ?
L2108[17:40:23] <diesieben07> you need getDeclaredField for private fields
L2109[17:40:40] <diesieben07> and you need to call setAccessible on the field otherwise it will throw an exception at you
L2110[17:40:59] <diesieben07> and you can initalize the "Field" field *once* in a static initializer
L2111[17:41:07] <diesieben07> but other than that: yes.
L2112[17:43:20] <Simulac> GREAT, concurrency error. My favourite kind.
L2113[17:43:33] <Simulac> got to make undirected graph threadsafe now
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L2115[17:43:49] <yueh> concurrency is not threadsafe
L2116[17:43:53] <Subaraki> http://imgur.com/GP8pNQK,onEdGzs,ol6mgMT#0
L2117[17:43:59] <Subaraki> any way to light up this area ?
L2118[17:44:08] <Subaraki> i'm miking a diving suit, so i'd like to be able to see underwater
L2119[17:44:19] <Subaraki> apart from faking / imitating night vision, is there another way ?
L2120[17:44:54] <mathew_653> Subaraki, i know something that will point you in the right direction for disableing underwater fog.
L2121[17:45:09] <Subaraki> that has already been done
L2122[17:45:13] <Subaraki> doesnt affect the lighting
L2123[17:45:48] <yueh> you can easily umm.. achieve CMEs in a single thread
L2124[17:46:23] <killjoy> iter = list.iterator(); list.add(thing); iter.next();
L2125[17:46:27] <killjoy> throws CME
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L2127[17:48:22] <yueh> not always
L2128[17:48:29] <Lepidus> diesieben07, still having issues running it on a dedicated server. It throws: java.lang.NoSuchFieldException: foodLevel.
L2129[17:48:45] <Lepidus> I did use getDeclaredField and setAccessible(true)
L2130[17:49:45] <smbarbour> It baffles the mind that the methods to modify the food stats only exist on the client. That's the kind of thing that should only occur on the server.
L2131[17:50:08] <diesieben07> Lepidus, minecraft is obfuscated. you need to check for the srg name too
L2132[17:50:15] <diesieben07> !gf foodLevel 1.7.10
L2133[17:50:32] <diesieben07> in this case: field_75127_a
L2134[17:50:54] <Lepidus> Ah, how do I find the srg name for fields?
L2135[17:51:18] <diesieben07> see the message i posted that starts with an !
L2136[17:51:19] <Subaraki> like that > !gf foodLevel 1.7.10
L2137[17:51:23] <diesieben07> it will tell you
L2138[17:51:24] <Lepidus> Oh is there a bot or something?
L2139[17:51:28] <Subaraki> yup
L2140[17:51:33] <yueh> Simulac: i'm not sure, but it sounds more like an implementation issue that an issue with concurrency
L2141[17:51:44] <Simulac> yeah it is
L2142[17:51:52] <Lepidus> !gf foodSaturationLevel 1.7.10
L2143[17:52:01] <Lepidus> MCP <3
L2144[17:52:02] <Simulac> I'm doing something stupid to test it
L2145[17:52:13] <yueh> it don't see any reason currently do even modify your collections in this way
L2146[17:52:43] <smbarbour> Actually... You CAN modify it server side.
L2147[17:52:49] <smbarbour> Without reflection
L2148[17:53:20] <yueh> the most trivial way just needs say a Map<BlockPos, Cost> and a PriorityQueue
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L2150[17:54:13] <Simulac> yeah I've made barebones A* and I'm just add all the blocks around me to test if it works
L2151[17:54:21] <Lepidus> But changing the getDeclaredField() to use this field name throws errors when I build in Eclipse (I presume because the names are not obfuscated when testing), do I need to build the mod with Gradle in order to test it if I'm using reflection?
L2152[17:54:28] <Simulac> don't worry, it's error from own stupidity
L2153[17:54:39] <smbarbour> Lepidus: You can read the food level and saturation level using the methods, calculate a delta for the values, and use the addStats method to apply the delta to those fields
L2154[17:54:59] <Lepidus> Oh, addStats isn't @SideOnly? >.<
L2155[17:55:00] <smbarbour> addStats is not SideOnly
L2156[17:55:11] <diesieben07> Lepidus, you must use *both* field names.
L2157[17:55:12] <Lepidus> That would definitely be easier...
L2158[17:55:16] <diesieben07> check for one, if it fails, use the other
L2159[17:55:58] <yueh> just to make sure, you're using a priority queue?
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L2161[17:56:54] <Simulac> No I'm not
L2162[17:56:56] <Lepidus> smbarbour, does this addStats method support negative values?
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L2164[17:57:16] <diesieben07> it doesnt
L2165[17:57:22] <smbarbour> It does fairly simple math and it should
L2166[17:57:24] <diesieben07> read it's code... it doens't work for all possible things
L2167[17:57:29] <yueh> uh. that would make it way easier
L2168[17:57:44] <Lepidus> Math.min(p_75122_1_ + this.foodLevel, 20); Seems like nothing preventing you from using negative values
L2169[17:57:53] <smbarbour> The saturation level is more complicated, but the food level is straightforward
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L2171[17:57:58] <diesieben07> yeah but the next line is important...
L2172[17:58:12] <Lepidus> I don't need to play with saturation fortunately.
L2173[17:58:15] <Lepidus> Just going to leave that value as 0
L2174[17:58:43] <Simulac> @yueh yeah I know, I think I've messed up a lot of things
L2175[17:59:02] <Simulac> I'm going to try from scratch tomorrow
L2176[17:59:17] <smbarbour> Yeah, if you pass 0 for the saturation, it ends up as Math.min(foodSaturationLevel, foodLevel)
L2177[17:59:39] <Simulac> I've never implemented A* before, so it's been an experience.
L2178[18:00:15] <Lepidus> I'm just ignoring saturation. My mod takes over the hunger bar for its own purposes, I don't really care about saturation
L2179[18:02:51] <Lepidus> It works! Thanks for your help smbarbour and diesieben07, it's greatly appreciated.
L2180[18:03:11] <yueh> hm. isn't A* actually really trivial for this case? just a priorityqueue with the distance as heuristic (simple comparator) and then just loop over it until empty or path found and just keep adding air blocks (or if a height of 2?)
L2181[18:04:09] <yueh> maybe also add the starting point as pivot and limit the range (to not traverse the whole world)
L2182[18:04:33] <Simulac> a priorityqueue with heuristic comparator... huh
L2183[18:04:40] <Simulac> that's interesting
L2184[18:05:17] <Simulac> wait, it would turn into greedy best first search then wouldn't it?
L2185[18:06:12] <yueh> depends on your terminating condition
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L2188[18:07:04] <mathew_653> What are my best bets here
L2189[18:07:23] <mathew_653> I need to access the base of my base class..
L2190[18:08:10] <mathew_653> My class is extending RenderPlayer but needs to access EntityLivingBase what is RenderPlayers extending class.
L2191[18:08:11] <calclavia> Forge 1.8 seems to cause texture glitches in Mac
L2192[18:08:41] <calclavia> Just by installing forge stable with no mods, textures in Minecraft gets messed up. Not sure if this is a known issue
L2193[18:08:49] <calclavia> Only occurs on Mac
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L2196[18:11:05] <Ivorius> It doesn't on mine
L2197[18:11:09] <Ivorius> So you're doing it wrong.
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L2199[18:11:46] <mathew_653> Is there a good way to do super.super?
L2200[18:12:49] <calclavia> Ivorius: you're using a Mac?
L2201[18:12:57] <Ivorius> Yes
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L2203[18:13:14] <calclavia> Ivorius: which build are you on? I'll retry clean install
L2204[18:13:15] <Ivorius> mathew_653: http://stackoverflow.com/questions/586363/why-is-super-super-method-not-allowed-in-java
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L2206[18:13:24] <Ivorius> Google is your friend.
L2207[18:13:31] <Ivorius> calclavia: I tried many builds
L2208[18:13:49] <Ivorius> Worked throughout all including one 2-3 days ago
L2209[18:14:07] <Ivorius> Try updating to latest or stable
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L2211[18:14:25] <mathew_653> So say i need to access a parent of a parent class for the sake of tryign to save time is there a good way?
L2212[18:14:25] <calclavia> Ivorius: thanks, weird issue. Going to nuke my Minecraft and retry
L2213[18:14:57] <Ivorius> <Ivorius> mathew_653: http://stackoverflow.com/questions/586363/why-is-super-super-method-not-allowed-in-java
L2214[18:15:01] <Ivorius> Don't save time
L2215[18:15:06] <Ivorius> Read the answer.
L2216[18:15:08] <mathew_653> ok
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L2218[18:16:02] <mathew_653> I understand the concept of oop.
L2219[18:18:41] <mathew_653> I am trying to draw a reskinned player and i have this thus far, now i am trying to translate line 31 into a usable line http://pastebin.com/qHdy3sme
L2220[18:19:15] <mathew_653> I took a few parts from the base player draw as the events are canceled(for testing reasons)
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L2225[18:27:10] <mathew_653> Alright, its getting late over here!
L2226[18:27:14] <mathew_653> Nighty night.
L2227[18:27:42] <shadekiller666> hmmm
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L2229[18:28:47] <shadekiller666> so now that i have a fix for that ExtendedBlockState bug in place, i seem to have an issue with rotations stacking on the block models through the obj loader for some reason...
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L2231[18:29:31] <jackalodian> so I was able to get the items to change their name color, but how do I do that for blocks?
L2232[18:29:53] <shadekiller666> well, not stacking perse, its more of each new transformation applies a 90 degree rotation on the previous, for other blocks
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L2313[21:30:58] <williewillus> is there another lightweight "recipe shower" mod besides NEI? :|
L2314[21:31:44] <urielsalis> TMI?
L2315[21:32:04] <tterrag> TMI yeah
L2316[21:32:13] <tterrag> there was another one in the works by mezz but it didn't get far
L2317[21:32:32] <tterrag> or maybe it did?
L2318[21:32:33] <tterrag> idk :P
L2319[21:33:01] <Vigaro> CraftingGuide?
L2320[21:33:13] <urielsalis> Naila? (or whatever it was called)
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L2322[21:33:36] <Vigaro> Waila? That is a different thing
L2323[21:34:05] <urielsalis> ah, I always install those two and I mix them :P
L2324[21:34:12] <urielsalis> (NEI and Waila)
L2325[21:36:54] <gigaherz> same happens to me with openblocks + extra utilities
L2326[21:36:59] <gigaherz> I can never remember which one has which things
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L2330[21:47:40] <shadekiller666> so apparently there is some magical secret required to get models to rotate properly, because i can't seem to figure out how the hell to do it...
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L2333[21:55:21] <killjoy> I think my mouse has just become useless (without a restart)
L2334[21:55:36] <killjoy> I think I need to restart my DE
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L2336[22:00:02] <Flashfire> Is it a bad practice to use one movingsound class for 3 separate sounds?
L2337[22:01:20] <tterrag> no?
L2338[22:01:26] <Flashfire> Ok, thanks
L2339[22:01:30] <tterrag> heck I use one class for every machine sound in the mod
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L2348[22:08:09] <JOshua__> im here i made it finally
L2349[22:08:35] <JOshua__> you guys habe no idea how hard a place this is to get to for a noob old man like me
L2350[22:08:53] <JOshua__> http://paste.ubuntu.com/11912267/
L2351[22:09:07] <JOshua__> http://paste.ubuntu.com/11912265/
L2352[22:09:22] <urielsalis> Note: It only crashes in forge
L2353[22:09:25] <JOshua__> okay there is my launch report and crash report help me please
L2354[22:09:37] <JOshua__> yeah works the regular way
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L2356[22:11:10] <shadekiller666> O.o
L2357[22:11:22] <JOshua__> so werid that i can see this converation in my other window but have to type in this one lol
L2358[22:11:29] <shadekiller666> you need to disable the loading bars
L2359[22:11:41] <JOshua__> okay step one ?
L2360[22:12:59] <tterrag> JOshua__: look in splash.properties
L2361[22:13:02] <tterrag> in the config folder
L2362[22:13:05] <tterrag> and disable it
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L2364[22:14:08] <shadekiller666> line 10, set enabled to false
L2365[22:14:25] <JOshua__> okay is that in the minecraft folder
L2366[22:14:49] <shadekiller666> its in the config folder for forge
L2367[22:15:08] <shadekiller666> so .minecraft/config
L2368[22:15:17] <minecreatr> how do I get if the current environment is obfuscated?
L2369[22:16:08] <shadekiller666> what is it that breaks those loading bars anyway?
L2370[22:16:46] <tterrag> minecreatr: Launch.blackboard.get("fml.deobfuscatedEnvironment")
L2371[22:17:11] <tterrag> it returns Boolean
L2372[22:17:22] <tterrag> well, the declared type is Object, but yeah
L2373[22:17:46] <JOshua__> werid i dont have a config
L2374[22:18:00] <shadekiller666> ...
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L2376[22:19:42] <shadekiller666> in your .minecraft folder there should be a config folder
L2377[22:19:52] <JOshua__> ive got nothing in my C:\Users\joshua57350\AppData\Roaming\.minecraft
L2378[22:20:03] <JOshua__> ive got assets
L2379[22:20:05] <tterrag> why are you suggesting .minecraft
L2380[22:20:11] <tterrag> is that where you are launching from? how are you launching?
L2381[22:20:11] <JOshua__> crash reports
L2382[22:20:22] <tterrag> .minecraft isn't necessarily the working directory
L2383[22:20:32] <minecreatr> thanks tterrag
L2384[22:20:41] <shadekiller666> his launch log references .minecraft: http://paste.ubuntu.com/11912267/
L2385[22:20:57] <JOshua__> well it has the launcher executable jar file in it so yeah ? i dont knoww
L2386[22:21:45] <shadekiller666> tterrag, thats the log from the minecraft launcher
L2387[22:22:09] <shadekiller666> "launching in C:\...\Roaming\.minecraft"
L2388[22:22:37] <JOshua__> libraries, logs, mods, resourcepack, saves, server resource pack, versions and thats it for folders
L2389[22:22:47] <shadekiller666> ok
L2390[22:23:05] <shadekiller666> so make a config folder
L2391[22:23:07] <JOshua__> i am using 1.8.7
L2392[22:23:27] <calclavia> is there an event that gets called when all mods finished loading?
L2393[22:23:49] <tterrag> JOshua__: post your fml-client-latest.log
L2394[22:23:55] <JOshua__> okay made the folder
L2395[22:23:59] <tterrag> from the logs folder
L2396[22:24:04] <tterrag> I think this might be an FML bug
L2397[22:24:06] <tterrag> they never do mkdirs()
L2398[22:24:40] <shadekiller666> do what tterrag said whilst i see if i can give you a copy of the file you need
L2399[22:24:53] <JOshua__> shoot whats the website for sharing that called again
L2400[22:25:16] <tterrag> paste...bin?
L2401[22:25:27] <tterrag> ubuntu paste would work as well
L2402[22:25:28] <tterrag> anything
L2403[22:25:28] <AstralSorcerer> there is a FMLLoadComplete event that gets fired after PostInit
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L2405[22:25:54] <tterrag> calclavia: ^ FMLLoadComplete is probably your best bet
L2406[22:26:03] <calclavia> tterrag: thanks
L2407[22:26:42] <JOshua__> http://pastebin.com/2QwK3gX8
L2408[22:26:49] <JOshua__> there she is
L2409[22:26:54] <tterrag> [21:09:00] [Client thread/ERROR] [FML/]: Could not save the splash.properties file
L2410[22:26:56] <tterrag> as I expected
L2411[22:27:14] <JOshua__> gotta say a;; these codes and stuff i feel like sandra bullock in the net lol
L2412[22:27:20] <tterrag> cpw|out: bug!!
L2413[22:28:00] <shadekiller666> what?
L2414[22:28:27] <JOshua__> what?
L2415[22:28:35] <shadekiller666> tterrag, might also be good to note he's on java 1.8.0_25 on 32 bit vista, if that matters
L2416[22:28:42] <shadekiller666> sandra bullock in the net?
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L2418[22:29:18] <shadekiller666> josh, you are using the latest version of forge right?
L2419[22:29:28] <calclavia> tterrag: is that called like, when you get to the Minecraft screen?
L2420[22:29:37] <tterrag> calclavia: dunno exactly
L2421[22:29:42] <tterrag> shadekiller666: the issue is it SHOULD be created
L2422[22:29:56] <tterrag> unless Loader.initializeLoader() is called after SplashProgress.start()
L2423[22:29:57] <JOshua__> i think i have two versions now
L2424[22:30:02] <shadekiller666> cal, its called before the Mojang logo comes up
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L2426[22:30:39] <JOshua__> yeah .1450 and .1491
L2427[22:30:47] <JOshua__> should i delete one ?
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L2429[22:31:06] <tterrag> yes, it is
L2430[22:31:14] <tterrag> JOshua__: just create a "config" folder in there and it'll work
L2431[22:31:19] <tterrag> this is an FML bug and I know exactly where
L2432[22:31:43] <JOshua__> well i did put the empty config folder in want me to try it now?
L2433[22:31:49] <shadekiller666> http://pastebin.com/KG1KmRG0 and if simply creating a config doesn't work, make a new text file called splash.properties and put that in it
L2434[22:31:59] <shadekiller666> ya
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L2436[22:32:57] <shadekiller666> tterrag, so is it basically expecting the game to have been run once before forge launches? that would make a config folder
L2437[22:33:27] <tterrag> https://github.com/MinecraftForge/MinecraftForge/issues/1913#issuecomment-123141168
L2438[22:33:31] <tterrag> I documented the problem there
L2439[22:33:37] <tterrag> shadekiller666: making the folder is all that's needed
L2440[22:33:43] <tterrag> it's the lack of a mkdirs() call that is the problem
L2441[22:33:48] <JOshua__> http://pastebin.com/i1sjfSz5
L2442[22:33:56] <tterrag> File will automatically create a new file, but it won't create superfolders
L2443[22:34:07] <JOshua__> nope didnt work
L2444[22:34:11] <tterrag> JOshua__: it will still crash, but now you should have the splash.properties file
L2445[22:34:27] <JOshua__> holy crap i do
L2446[22:34:30] <JOshua__> lol
L2447[22:34:53] <JOshua__> so now what do i do with that file
L2448[22:35:00] <shadekiller666> open it
L2449[22:35:10] <shadekiller666> find the line that says "enabled"
L2450[22:35:16] <shadekiller666> change true to false
L2451[22:35:19] <JOshua__> it wants to knoiw with what i would like it opened
L2452[22:35:21] <shadekiller666> then save and relaunch
L2453[22:35:23] <tterrag> notepad
L2454[22:35:24] <tterrag> notepad++
L2455[22:35:26] <tterrag> wordpad
L2456[22:35:27] <tterrag> anything
L2457[22:36:03] <shadekiller666> open it with a can openner
L2458[22:36:08] <JOshua__> okay got it change to false and saved now what
L2459[22:36:15] <shadekiller666> relaunch
L2460[22:36:22] <shadekiller666> and you should be fine
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L2462[22:37:20] <JOshua__> not gonna lie shade that was some great computering you did there
L2463[22:37:33] <shadekiller666> its not that hard tbh lol
L2464[22:37:49] <shadekiller666> second line of your stack trace was "SplashProgress"
L2465[22:38:39] <shadekiller666> which means that was the cause of the problem, which is not a surprise as multiple people have had issues with the new splash screen
L2466[22:39:12] <shadekiller666> tterrag, why it also doesn't try to make the config folder when it attempts to make a default one...
L2467[22:39:30] <JOshua__> shade, thats not your last name is it? cause that would be a big creapy coincidence
L2468[22:39:41] <shadekiller666> lol no
L2469[22:40:05] <shadekiller666> just a name my 12 year old brain came up with a long time ago
L2470[22:40:34] <JOshua__> okay lol well thanks guys gotta get that morph mod for my boy and then i will be the hero of the home lol
L2471[22:41:22] <tterrag> shadekiller666: it does
L2472[22:41:29] <tterrag> but that comes AFTER splash progress is started
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L2474[22:41:37] <tterrag> and the logic is not duplicated
L2475[22:42:27] <shadekiller666> so by the time fml has made a new one the game is already in the middle of crashing
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L2477[22:43:37] <tterrag> well the game crashes inside SplashProgress.start() which has no trycatch
L2478[22:43:43] <tterrag> so it never gets to the other part
L2479[22:46:09] <shadekiller666> hmm
L2480[22:46:19] <tterrag> it's called a bug for a reason :P
L2481[22:48:15] <shadekiller666> in one of the crash logs he posted i saw Could not load splash.properties, will create a default one, then Could not save the splash.properties file, then the game crashed :p
L2482[22:48:37] <shadekiller666> oh josh, you could probably re-enable the splash screen
L2483[22:48:48] <shadekiller666> now that everything has been initialized
L2484[22:49:12] <tterrag> no
L2485[22:49:17] <tterrag> it won't work on his GPU
L2486[22:49:17] <tterrag> period
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L2488[22:49:23] <tterrag> not creating the splash.properties doesn't crash
L2489[22:49:48] <shadekiller666> ok
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L2492[22:50:37] <shadekiller666> i'm wondering if i should pull the fix i created for the ExtendedBlockStates into its own PR...
L2493[22:51:13] <shadekiller666> cuz thats a fairly significant issue and its currently waiting on the OBJLoader to be pulled to fix it
L2494[22:52:44] <shadekiller666> specifically this fix: https://github.com/shadekiller666/MinecraftForge/blob/master/src/main/java/net/minecraftforge/common/property/UnlistedPropertyValue.java
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L2496[22:53:29] <tterrag> atomic commits are always best
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L2498[22:53:37] <tterrag> don't make multiple distinct changes in one PR
L2499[22:53:50] <shadekiller666> right
L2500[22:54:14] <shadekiller666> ok, whats the easiest way to pull that and the related changes out into their own PR?
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L2502[22:54:55] <shadekiller666> so i just have to clone again and move the changes over to that?
L2503[22:55:01] <shadekiller666> do*
L2504[22:55:45] <tterrag> did you already squash commits?
L2505[22:56:07] <shadekiller666> for the PR that is currently on yes
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L2507[22:56:15] <tterrag> hmmm
L2508[22:56:24] <shadekiller666> i ammend commit, then rebase to upstream/master and force push
L2509[22:56:25] <tterrag> well the commit you made to fix that might still be in your reflog
L2510[22:56:30] <tterrag> yeah that's a bad idea really
L2511[22:56:35] <tterrag> don't squash until it's push-ready
L2512[22:56:42] <tterrag> that way if you screw up...like you did... ;P
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L2514[22:56:54] <tterrag> but the commit SHOULD still be in your reflog
L2515[22:56:59] <tterrag> run `git reflog`
L2516[22:57:45] <shadekiller666> well, there are a lot of commits in the reflog
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L2518[22:58:47] <tterrag> find the one you need....
L2519[22:59:08] <tterrag> you DID remember to name your commits well...right?
L2520[22:59:32] <shadekiller666> lol, its the latest commit anyway
L2521[22:59:39] <tterrag> ok
L2522[22:59:47] <tterrag> so find the tag for that (probably something like HEAD@{X}
L2523[23:00:01] <shadekiller666> because ive been ammending, they all have almost the same commit message :P
L2524[23:00:04] <tterrag> then you can createa new branch and git cherry-pick [tag]
L2525[23:00:12] <tterrag> yeah that's a really horrible way to do things
L2526[23:00:15] <tterrag> you see why now...
L2527[23:00:40] <shadekiller666> what would the better way to do it be?
L2528[23:00:56] <tterrag> commit normally
L2529[23:00:59] <shadekiller666> if i'm trying to maintain a single commit for the OBJLoader PR
L2530[23:01:01] <tterrag> squash once your PR is ready to be pulled
L2531[23:01:05] <tterrag> and not before
L2532[23:01:31] <Zaggy1024> anybody have any idea where the stars are rendered?
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L2535[23:02:27] <shadekiller666> RenderGlobal
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L2548[23:26:07] <Sollux-Captor> ello
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L2550[23:27:45] <Sollux-Captor> did this chat die?
L2551[23:28:34] <Zaggy1024> no
L2552[23:28:41] <Zaggy1024> but it's not particularly alive either
L2553[23:29:13] <tterrag> it's nearing 1AM eastern
L2554[23:29:19] <tterrag> people getting to bed in murica :P
L2555[23:29:30] <tterrag> it always winds down around this time
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L2557[23:29:41] <Sollux-Captor> xD
L2558[23:29:42] <Sollux-Captor> ye
L2559[23:29:51] <Corosus> winds down / the serious get serious
L2560[23:29:59] <Sollux-Captor> speaking of which :/ i need to fix my computer's time in the BIOS
L2561[23:31:10] <Sollux-Captor> -.- UTC for some reason when im in EST
L2562[23:31:35] <zml> bios is supposed to be utc
L2563[23:31:39] <Sollux-Captor> erm i mean pacific time
L2564[23:31:56] <Sollux-Captor> sry didnt mean UTC xD
L2565[23:32:02] <zml> well, unless you're on windows which handles time in a broken way
L2566[23:32:12] <Sollux-Captor> anyways, my comp clock is 3 hours behind :P
L2567[23:32:21] <Sollux-Captor> im on windows xD
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L2569[23:33:07] <shadekiller666> tterrag, i have a new local branch, how do i make it an actual branch on github
L2570[23:33:27] <tterrag> shadekiller666: git push -u [remote] [branch]
L2571[23:33:34] <tterrag> -u is short for --set-upstream
L2572[23:33:37] <tterrag> don't ask why
L2573[23:33:46] <Sollux-Captor> xD
L2574[23:34:37] <Sollux-Captor> feels great to be back from vaction and back onto a normal "lets gop chat with strangers on IRC" :D schedual
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L2576[23:35:20] <shadekiller666> hmmm what to name the new branch
L2577[23:35:35] <Sollux-Captor> "new branch"
L2578[23:35:39] <tterrag> erm
L2579[23:35:48] <tterrag> if you are already on the branch then you already named it
L2580[23:35:51] <Sollux-Captor> i'd personally name it my name
L2581[23:36:22] <shadekiller666> so would the command be "git push -u UnlistedPropertyValue UnlistedPropertyValue"?
L2582[23:36:54] <Sollux-Captor> is ur branch name UnlistedPropertyValue?
L2583[23:37:00] <shadekiller666> mhmm
L2584[23:37:10] <shadekiller666> and it exists remotely, but not on github
L2585[23:37:25] <tterrag> is that also the remote name?
L2586[23:37:37] <tterrag> (I don't think it is
L2587[23:38:02] <tterrag> do `git remote list` :P
L2588[23:38:33] <tterrag> the remote that points to your fork is LIKELY origin (origin is the original cloned location)
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L2590[23:39:07] <shadekiller666> erm
L2591[23:39:40] <shadekiller666> its origin/master i believe
L2592[23:40:03] <tterrag> Not master though. ...
L2593[23:40:16] <Illy[WoW]> don set your new branch's remote to master >.>
L2594[23:40:28] <shadekiller666> ...
L2595[23:40:42] <Illy[WoW]> origin/foobranchname
L2596[23:42:01] <shadekiller666> this is what i have: http://imgur.com/YyJj1B8
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L2598[23:42:59] <Illy[WoW]> oh i thought you were useing cli
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L2600[23:43:24] <Illy[WoW]> dont know how to use sourcetree
L2601[23:43:37] <shadekiller666> UnlistedPropertyValue exists on my computer, but not on github...
L2602[23:43:47] <shadekiller666> i need to put it on github
L2603[23:44:12] <shadekiller666> and sourcetree has a terminal for things that aren't available in the menus
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L2605[23:45:04] <shadekiller666> now, how do i put that branch on github?
L2606[23:46:52] <tterrag> git push -u origin UnlistedPropertyValue
L2607[23:47:22] <tterrag> CLI ftw
L2608[23:49:35] <shadekiller666> damn it... missed a commit
L2609[23:50:24] <Sollux-Captor> damnit vs damn it?
L2610[23:59:15] <shadekiller666> screw it i'll just clone the forge repo again
L2611[23:59:37] <aaa801> Did anything change from 1336 to latest that would make event.map.registerSprite(new ResourceLocation(s)); return a null texture?
L2612[23:59:59] <aaa801> i have code that works fine in 1336, but in latest the textures don't appear attall when using latest, and the stitch is 0,0 dimensions
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