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L1[00:00:05] <aaa801> no errors =/
L2[00:06:45] <Unh0ly_Tigg> If I have a list of objects that alter a set of data, but need to run in a certain order to work right, and I know what needs to be altered before each object runs, and what should be altered should the object run successfully, is there a way I can use this data to sort the list?
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L4[00:10:04] <shadekiller666> unholy, Collections.sort(List, Comparator)
L5[00:10:30] <xaero> sorting seems to be an orthogonal concern... how are they related to the objects-that-mutate-data?
L6[00:11:24] <xaero> seems you mutate the data first, then sort afterwards ?
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L8[00:11:41] <xaero> seems you can just mutate*
L9[00:12:02] <Unh0ly_Tigg> I'm creating a list of class finders, that given a mapping of String->ClassNode for the original data, and a String->String for class name mapping, I need previous classes to be available for a certain finder to be able to do it's job.
L10[00:12:43] <Unh0ly_Tigg> I need to sort the finders, so that the ones with no prerequisites run first, and then order the ones that do, based on the target of that class finder.
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L16[00:19:53] <xaero> still vague, but I kind of infer that the first map f : String -> ClassNode gets incrementally populated? and that some mappings depend on parent mappings?
L17[00:20:24] <xaero> how is the second g : String -> String related to the first f ?
L18[00:20:56] <Unh0ly_Tigg> the String->ClassNode is loaded before any finders are run. I'm basically trying to make something that can generate at least the class name mappings for a given minecraft version.
L19[00:21:12] <Unh0ly_Tigg> the String->String is that mapping
L20[00:22:16] <Unh0ly_Tigg> figured it out: https://gist.github.com/Unh0lyTigg/34df51afadc4da7e6e3e
L21[00:22:51] <shadekiller666> what exactly are you writing unholy?
L22[00:24:09] <Unh0ly_Tigg> something that can take in a vanilla minecraft jar (currently 1.8.7), and try to figure out as much of the mcp class mapping as possible
L23[00:24:12] <xaero> ok :P I'm guessing it's something related to finding similar MCP names across mc versions
L24[00:24:16] <xaero> yea
L25[00:24:53] <shadekiller666> isn't there a list somewhere
L26[00:24:58] <shadekiller666> or an archive of lists
L27[00:25:20] <Unh0ly_Tigg> I'm trying to get it to work for versions that haven't had an mcp release yet.
L28[00:25:22] <xaero> not for 1.8.7
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L30[00:26:33] <Unh0ly_Tigg> though, I have to base the mapping finders on what's currently known.
L31[00:26:53] <Unh0ly_Tigg> like that the Minecraft class is the last class to be invoked by Main
L32[00:29:28] <Unh0ly_Tigg> now, if I could figure out how to iterate over all classes in a package (on the classpath) at runtime, I wouldn't have to hard code all my ClassFinders onto the queue...
L33[00:29:56] <LexManos> what...
L34[00:30:09] <Unh0ly_Tigg> what about what?
L35[00:30:11] <LexManos> Trying to automate updating of mcp..?
L36[00:30:22] <Unh0ly_Tigg> trying to help lighten the load
L37[00:30:27] <LexManos> also sham1|ZZzZ I guess you didn't get anywhere?
L38[00:30:44] <LexManos> We already have that tool, it isn't worth it.
L39[00:31:07] <Unh0ly_Tigg> I'm also doing this to get more experience with ASM class nodes.
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L44[00:46:49] <Unh0ly_Tigg> well, this library works for searching a package for classes based on it's superclass/interface: https://github.com/ronmamo/reflections
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L46[00:50:55] <Laceh> Unh0ly_Tigg: Ive got a utility class that does the same thing
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L51[01:01:45] <LexManos> FML does the same thing.
L52[01:01:59] <Laceh> true
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L73[02:04:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150721 mappings to Forge Maven.
L74[02:04:08] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150721-1.8.zip (mappings = "snapshot_20150721" in build.gradle).
L75[02:04:19] <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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L97[02:57:32] <Mackan90096> Hi. How do I make a block that one can walk through?
L98[02:59:07] <sham1> Make it so that tphere are no collision boxes for your block
L99[02:59:43] ⇨ Joins: laci200270 (~laci20027@31-46-236-249.pool.kapulan.hu)
L100[02:59:51] <Mackan90096> And how do I do that?
L101[03:01:11] <sham1> Override a method where you define a collision box and return null
L102[03:01:48] <laci200270> 1.9 snapshoot probaly coming in july 29
L103[03:01:53] <laci200270> :D
L104[03:01:57] <sham1> 8 days
L105[03:02:01] <laci200270> yes
L106[03:02:05] <sham1> Yay
L107[03:02:09] <sham1> ITEMSTATES
L108[03:02:23] <Zaggy1024> item states?
L109[03:02:29] <sham1> Item states!
L110[03:02:36] <Zaggy1024> I had heard they wouldn't be making fundamental changes for 1.9
L111[03:02:38] <shadekiller666> keep in mind we won't be seeing much of the innards of 1.9 for a while
L112[03:02:51] <Zaggy1024> I wonder how they'll work
L113[03:03:08] <sham1> Like blockstates propably
L114[03:03:09] <shadekiller666> a wrapper to item damage
L115[03:03:14] <Zaggy1024> well yeah
L116[03:03:17] <Zaggy1024> shut up, I'm sleepy
L117[03:03:21] <Zaggy1024> :P
L118[03:03:58] <Zaggy1024> I hope they manage to separate damage and metadata
L119[03:04:18] <Zaggy1024> subitem tools would be an interesting experiment
L120[03:04:54] <Mackan90096> Mkay
L121[03:05:01] <laci200270> TESR probaly will be removed
L122[03:05:09] <Zaggy1024> mm really?
L123[03:05:14] <Zaggy1024> How?
L124[03:05:14] <laci200270> i think
L125[03:05:14] <shadekiller666> i highly doubt that
L126[03:05:15] <sham1> I hope so
L127[03:05:18] <Zaggy1024> yeah I doubt it
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L129[03:05:30] <sham1> I also doubt it but I still hope for the best
L130[03:05:53] <Zaggy1024> I don't know how a normal block would be a good substitute for it though
L131[03:06:03] <Zaggy1024> even with unlimited metadata
L132[03:06:14] <laci200270> i hope it will be native support for some animated model format
L133[03:06:28] <shadekiller666> TESRs are the only way that chests are able to animate the lid opening
L134[03:06:36] <sham1> Mmm
L135[03:06:52] <laci200270> if json support animation...
L136[03:06:55] <sham1> But at the same time, TESR rendering is so god damn expensive and laggy
L137[03:07:21] <laci200270> https://twitter.com/Dinnerbone/status/623130893671120896
L138[03:07:32] <shadekiller666> jsons definitely do not support animation are you crazy
L139[03:07:59] <sham1> Neither does OBJ ;)
L140[03:08:26] <shadekiller666> obj could support it better than json could
L141[03:08:41] <shadekiller666> json isn't even a model format :P
L142[03:08:52] <sham1> Well now it is
L143[03:08:59] <sham1> It defines vertex data
L144[03:09:07] <sham1> Therefor, it is a model format
L145[03:09:09] <laci200270> this looks good: https://gfycat.com/SameLankyEasteuropeanshepherd
L146[03:09:44] <shadekiller666> wonder what kind of rediuculous hacks they've had to put in to make that work
L147[03:09:46] <sham1> I approve
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L149[03:12:18] <laci200270> also mcp support snapshoots?
L150[03:12:36] <Zaggy1024> The swing animation on that torch looks weird to me
L151[03:13:32] <sham1> Well that is what they get for using Swing for it
L152[03:13:35] * sham1 hides
L153[03:14:25] <sham1> Also, wonder how many people will now jump to 1.8 when 1.9 comes out
L154[03:14:38] <xaero> weekly 15w28a etc snapshots have been too fast-coming in th epast, maybe the update toolchain can support the snapshots better now, but I wouldn't hold my breath for it
L155[03:15:25] <laci200270> sham1, maybe the modding comunity will move
L156[03:15:49] <sham1> The joke was that majority of modders are always one version late
L157[03:15:55] <laci200270> :D
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L159[03:16:12] <laci200270> sham1, not eberyone
L160[03:16:16] <laci200270> *everyone
L161[03:16:23] <sham1> That is why I said majority
L162[03:16:23] <laci200270> Azanor started to port TC
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L164[03:16:41] <laci200270> he maybe pull the modders
L165[03:17:05] <Zaggy1024> well people switching to 1.8 would be better than them just staying on 1.7 forever
L166[03:17:15] <sham1> Indeed
L167[03:17:24] <sham1> But because certain people are too dense
L168[03:17:32] <sham1> Not all mods will be ported over
L169[03:17:53] <laci200270> sham1, redpower :D
L170[03:17:57] <laci200270> thats not ported
L171[03:18:11] <sham1> Well it is also dead
L172[03:18:37] <sham1> I am talking about mods that are still developed but not ported over for some arbitrary reasons
L173[03:19:22] <laci200270> sham1, good mods also take some time to port
L174[03:19:30] <sham1> Obviously
L175[03:19:33] <sham1> I do not deny that
L176[03:20:28] <laci200270> The 90% of blocks in thaumcraft are TESR
L177[03:20:43] <sham1> But if certain people just make a statement that basically says "fuck you, we're not gonna port" then that pisses me off
L178[03:21:02] <sham1> Also TESRs are viable, they are just so much laggier than the baked models
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L180[03:21:28] <Tigg> Heyo
L181[03:21:32] <laci200270> sham1, KingLemming also said they won't move to 1.8
L182[03:21:38] <laci200270> only to 1.9
L183[03:21:48] <Zaggy1024> why?
L184[03:21:59] <laci200270> idk
L185[03:22:01] <sham1> Because he threw a hissyfit for EnumFacing
L186[03:22:10] <Zaggy1024> what about it? lol
L187[03:22:16] <sham1> Even though it is here to stay
L188[03:22:28] <Zaggy1024> I thought it existed before
L189[03:22:46] <Tigg> anyone know how to add blocks to YUNoMakeGoodMap?
L190[03:23:36] <Zaggy1024> "Rendering is only quicker in vanilla because they gutted the system. Modded MC won't see any gains at all." scrub
L191[03:23:50] <Zaggy1024> sounds like he's doing stuff wrong to me :P
L192[03:23:56] <sham1> Mmm
L193[03:24:16] <Zaggy1024> I mean, you can now turn TESR data into a baked model!
L194[03:24:23] <Zaggy1024> so...
L195[03:24:25] <laci200270> how?
L196[03:24:31] <sham1> By defining it in code
L197[03:24:32] <Zaggy1024> getActualState
L198[03:24:36] <sham1> Also that
L199[03:24:39] <sham1> And Extended state
L200[03:24:42] <Tigg> i downloaded the source, but im not sure how to add blocks on the interior of the chunk you spawn in to make a 1 chunk challange map
L201[03:24:44] <sham1> With unlisted properties
L202[03:24:57] <Zaggy1024> unlisted properties aren't necessary unless you have a lot of permutations, I think
L203[03:25:04] <sham1> True
L204[03:25:06] <Zaggy1024> I don't really see the point
L205[03:25:22] <laci200270> normal iproperty not enought?
L206[03:25:29] <shadekiller666> or unless you need to shove data into the custom model loaders
L207[03:25:44] <Zaggy1024> oh yeah
L208[03:25:52] <sham1> But for instance in my mod my pipes need to be able to be baked with every possible fluid imagineable
L209[03:25:54] <Zaggy1024> I suppose for things where you can't enumerate possible values
L210[03:25:58] <Zaggy1024> like block positions and stuff
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L212[03:26:05] <shadekiller666> speaking of unlisted properties, i will have to put that fix in a pr tomorrow
L213[03:26:20] <shadekiller666> no, like frame numbers, or group visibilities
L214[03:26:24] <Zaggy1024> getActualState is really nice, though
L215[03:26:41] <sham1> It is
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L217[03:26:50] <Zaggy1024> as are block states
L218[03:26:56] <sham1> Yeh
L219[03:27:00] <Zaggy1024> I like not having to even think about bitwise operations :)
L220[03:27:32] <sham1> Lets hope that my partial fluid update packet works
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L223[03:30:50] * laci200270 hopes sham1's fluid packet works
L224[03:30:54] <laci200270> :D
L225[03:30:57] <sham1> :P
L226[03:32:27] <laci200270> also 1.2.5 help why still on frge github wiki? https://github.com/MinecraftForge/MinecraftForge/wiki
L227[03:32:45] <Zaggy1024> I remember 1.2.5
L228[03:32:47] <Zaggy1024> it existed
L229[03:32:52] <laci200270> yes
L230[03:32:56] <laci200270> tekkit
L231[03:34:24] <Tigg> is there a way to find chunk boarders?
L232[03:34:39] <laci200270> Tigg, NEI already does
L233[03:35:18] <laci200270> so it is possible
L234[03:35:21] <Tigg> right, i get that in game, but imtruing to add blocks to YUNo
L235[03:35:32] <Tigg> *im trying*
L236[03:37:09] <laci200270> Tigg, https://github.com/Chicken-Bones/NotEnoughItems/blob/master/src/codechicken/nei/WorldOverlayRenderer.java
L237[03:37:31] <laci200270> Tigg, also this line https://github.com/Chicken-Bones/NotEnoughItems/blob/master/src/codechicken/nei/WorldOverlayRenderer.java#L121
L238[03:38:20] <Pennyw95> does someone have an idea why this happens? I mean the item version of the block, in the toolbar, doesn't show the block's front face http://imgur.com/j6gUwCx
L239[03:38:51] <sham1> Oh, an exception
L240[03:39:20] <laci200270> Pennyw95, you are using a TESR?
L241[03:39:36] <Pennyw95> no, those are normal blocks
L242[03:40:12] <laci200270> this happens with other sides of the block?
L243[03:40:24] <sham1> Well this is ackward
L244[03:40:46] <laci200270> i mean if you are watching from other side
L245[03:41:22] <Pennyw95> the weirdest thing is that, you see the holes in the itemblock? they are not next to each other in the real block, they are in the left and right side
L246[03:41:33] <Pennyw95> and the front one is bigger
L247[03:41:53] <Pennyw95> let me check that
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L249[03:42:34] <laci200270> Pennyw95, this is a simple block?without ISBRH or anything?
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L251[03:43:01] <Pennyw95> indeed
L252[03:43:16] <laci200270> show your block file
L253[03:45:02] <Pennyw95> http://pastebin.com/GLLVm5vf
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L255[03:46:49] <laci200270> all the textures located in good place?
L256[03:47:51] <Pennyw95> textures/blocks
L257[03:48:15] <laci200270> idk what can be the problem
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L261[03:55:17] <sham1> :( Have uninstall scala just so I can update it...
L262[03:55:46] <wasliebob> i got a question, can most events be used with only a server sided mod
L263[03:56:29] <sham1> As long as they dont involve the client then sure
L264[03:58:52] <wasliebob> like EntityJoinWorld and EntityInteract event
L265[03:59:01] <wasliebob> would those work
L266[03:59:11] <sham1> sure
L267[03:59:22] <sham1> why would they not
L268[03:59:41] <laci200270> they are fired in both side
L269[03:59:51] <sham1> But if you only have one side...
L270[04:00:35] <sham1> That really does not matter now does it
L271[04:00:57] <wasliebob> All right just wanted to make 100% sure :)
L272[04:01:15] <sham1> How do you make percentages?
L273[04:02:44] <laci200270> sham1, percentage of what?
L274[04:02:48] <Subaraki> any way i can overlay a texture over armor ?
L275[04:02:52] <sham1> Indeed
L276[04:02:59] <Subaraki> ive foudn the renderplayer.setarmormodel event
L277[04:03:11] <Subaraki> but binding a texture in there doesn't seem to do the trick
L278[04:03:14] <laci200270> Subaraki, iarmorender or similar
L279[04:03:30] <Subaraki> for over vanilla armor ?
L280[04:03:53] <Subaraki> laci200270 ^ ?
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L282[04:04:07] <sham1> Time to see if Scala 2.11.7 respects @PolymorphicSignature
L283[04:04:14] <laci200270> Subaraki, not
L284[04:04:39] <Subaraki> not ?
L285[04:05:37] <Subaraki> not what ?
L286[04:05:39] <laci200270> the iarmorrneder is only custom armor
L287[04:05:50] <Subaraki> oh okay
L288[04:06:01] *** heldplayer|off is now known as heldplayer
L289[04:06:08] <sham1> Did you mean to say "The IArmorRender is only for custom armour"
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L291[04:06:50] <sham1> And it apperently doesnt
L292[04:06:55] <laci200270> yes
L293[04:07:10] <sham1> Damn it Scala, why wont you respect my @PolymorphicSignature
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L296[04:17:37] *** big_Xplo|AFK is now known as big_Xplosion
L297[04:19:22] <laci200270> this is the correct of handling fluid pipes? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/mods/energy/tile/TileFluidPipe.java#L76-L89
L298[04:19:38] <sham1> Lets see
L299[04:19:59] <sham1> This should work
L300[04:20:03] <laci200270> ok
L301[04:20:26] <sham1> Also
L302[04:20:41] <sham1> I suggest you rename that pos inside that for loop
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L304[04:20:59] <laci200270> why?
L305[04:21:01] <sham1> Because there might be a name clash with the TE's variable.
L306[04:21:14] <sham1> Like it may work, but I like to have it done like that
L307[04:22:50] <sham1> So yeah, I'd rather have a unique name inside that
L308[04:23:23] <laci200270> ok
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L310[04:28:25] <laci200270> there is no public constructor for FluidStack?
L311[04:29:45] <laci200270> oh i found it
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L317[04:36:36] <Tigg> entity.chunkCoordX get me what?
L318[04:37:11] <Tigg> the left most block of the chunk?
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L321[04:44:08] <Tigg> entity.chunkCoordX? anyone?
L322[04:44:10] ⇨ Joins: laci200270 (~laci20027@31-46-236-249.pool.kapulan.hu)
L323[04:44:24] <sham1> Why dont you look at it
L324[04:49:28] <PrinceCat> It doesn't get you any block.
L325[04:49:49] * laci200270 hopes his mod won't crash MC at first tick only on second
L326[04:51:41] * laci200270 forgot to register blocks
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L337[05:03:44] <Simulac> hey guys
L338[05:04:08] <Simulac> does anyone know a method to make the player actually walk forward/backward/sideways ?
L339[05:08:08] <Termin8or> Look for what gets called when the W key is pressed
L340[05:08:34] *** PaleOff is now known as PaleoCrafter
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L342[05:12:04] <laci200270> can i make pipes with the json thing?
L343[05:12:11] <sham1> Of course you can
L344[05:12:24] <Simulac> I was searching for that but the code is kind of a mess
L345[05:12:35] *** Gaz492|Away is now known as Gaz492
L346[05:12:48] <laci200270> sham1, how?
L347[05:13:02] <laci200270> i need to define all possible states?
L348[05:13:05] <sham1> https://github.com/sham1/FluidCraft
L349[05:13:10] <sham1> Take a gander in my blockstates
L350[05:13:32] <laci200270> ok
L351[05:13:51] <sham1> Paleo, Apparently Scala does not respect @PolymorphicSignature because it obviously targets java 6
L352[05:14:01] <sham1> How can I make it so that it targets java 7 or something
L353[05:16:28] <Simulac> This is nightmare
L354[05:16:47] <Simulac> where the heck does Minecraft do the move forward logic when w is pressed?!
L355[05:16:54] <PaleoCrafter> Let me find my build.gradle
L356[05:17:21] <PrinceCa_> *goes on an adventure to find it*
L357[05:17:42] <PaleoCrafter> https://github.com/MineFormers/MFCore/blob/1.8/build.gradle
L358[05:17:50] <Simulac> updateWalkingPlayer looks promising
L359[05:18:11] <sham1> oh nice
L360[05:18:20] <PaleoCrafter> All the source/targetCompatibility shit
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L362[05:18:26] ⇦ Quits: laci200270 (~laci20027@31-46-236-249.pool.kapulan.hu) (Ping timeout: 202 seconds)
L363[05:19:41] ⇨ Joins: Szernex (~Szernex@178-191-101-4.adsl.highway.telekom.at)
L364[05:20:02] <PaleoCrafter> Amazing, after more than 12h Hermes successfully registered my package
L365[05:20:50] *** Subaraki is now known as Sub|off
L366[05:24:34] <Simulac> tried increasing thePlayer.movementInput.moveForward
L367[05:24:37] <Simulac> nope.
L368[05:29:10] <PrinceCa_> If you just want to move the player all you need to do is edit the player's motionX, motionY and motionZ values.
L369[05:31:12] <PaleoCrafter> And if you want to move them "forward" just use a multiple of the look vector
L370[05:31:30] <Laceh> I dont know if Im crazy or not....
L371[05:32:05] <Laceh> but I made a bet with a friend to see if I can literally write a mod that does everything the current shaders mod does in 24 hours
L372[05:32:53] <sham1> You're crazy man
L373[05:33:26] <Laceh> I think I can do it
L374[05:33:37] <PaleoCrafter> Look at what the shader mod does and replicate it, only a matter of how fast you type then :P
L375[05:33:50] <Laceh> I was dicking around while I was writing KPC and it only took me 3-4 days to write it
L376[05:34:36] <Simulac> I'll be cheering for you man!
L377[05:34:52] <Laceh> also for future reference female not male
L378[05:35:06] <Simulac> learn something new everyday
L379[05:35:23] <Laceh> XD
L380[05:35:39] <tmtu> "shaders mod" is so generic ;_;
L381[05:35:50] <Simulac> thanks Prince, motionX Y Z works
L382[05:36:30] <Laceh> tmtu: I dont have a name for it so Im just calling it what it is XD
L383[05:36:44] <Laceh> and you know it will be optimized all to hell XD
L384[05:37:27] * sham1 sighs
L385[05:37:28] <PrinceCa_> Simulac, just also make sure you take into account what PaleoCrafter said as well... you'll definitely need to use the look vector.
L386[05:37:40] ⇨ Joins: r4wk-work (~r4wk@mtprnf0117w-142167020188.dhcp-dynamic.FibreOp.nl.bellaliant.net)
L387[05:38:15] <sham1> It still does not like me...
L388[05:38:22] <PaleoCrafter> Laceh, how can you dick around if you're female? :P
L389[05:38:27] <Laceh> lol
L390[05:38:31] <Laceh> strapon?
L391[05:38:35] <sham1> I just want to reflect...
L392[05:38:59] <PaleoCrafter> sham1, use a mirror
L393[05:39:05] <Ri5ux> This tool of a mob just sits in one place like an idiot and refuses to attack anything. Any ideas why? https://gist.github.com/Ri5ux/3e58e811b84a0d1879ea
L394[05:39:05] <sham1> Meh
L395[05:39:16] <Ri5ux> I've gone over it several times, and I cant find anything wrong.
L396[05:39:42] <Simulac> I'll keep that in mind Prince
L397[05:40:37] <tmtu> Laceh: only doing screenspace stuff or shadows and shit too?
L398[05:40:49] <Laceh> full support for current shader packs
L399[05:40:56] <tmtu> not sure what that means
L400[05:40:57] <Simulac> "learn something new everyday" when I said this I thought you were saying a female is not a male, which I thought was a joke
L401[05:41:38] <Laceh> tmtu: basically he could swap the current shader mod with mine and everything would still work properly
L402[05:41:44] <sham1> Even though my scala building should be comatible with java 7 byte code it still does not like MethodHandle's invokeExact
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L404[05:41:54] <tmtu> still not sure what that means x_x
L405[05:42:03] * Laceh facepalsm
L406[05:42:08] <Laceh> facepalms*
L407[05:42:15] ⇨ Joins: Szernex (~Szernex@178-191-101-4.adsl.highway.telekom.at)
L408[05:42:47] <Simulac> IntelliJ is such a great IDE
L409[05:42:52] <Laceh> yes yes it is Xd
L410[05:42:55] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d1F0501BA.access.telenet.be)
L411[05:42:57] <Simulac> Ctrl + ALt + V
L412[05:43:00] <Simulac> extracts a variable
L413[05:43:13] <Ri5ux> Can one of you guys take a look at the mob class I posted?
L414[05:43:23] <tmtu> facepsalm
L415[05:44:01] <sham1> I could propably make my reflection code with java because it is not too strict about it
L416[05:45:13] <PaleoCrafter> Do you have to use method handles?
L417[05:45:46] <sham1> No, but they're faster
L418[05:46:06] <sham1> Apparently
L419[05:46:46] <PaleoCrafter> btw, Laceh, does KPC support Scala? :P
L420[05:46:54] <Laceh> I can support scala
L421[05:46:58] <Laceh> Im writing this shader mod in scala :D
L422[05:47:02] ⇦ Quits: Saturn812 (~Saturn812@128-69-6-128.broadband.corbina.ru) (Ping timeout: 378 seconds)
L423[05:47:32] <sham1> But I propably go with regular reflection
L424[05:47:54] ⇨ Joins: Saturn812 (~Saturn812@128-69-62-234.broadband.corbina.ru)
L425[05:48:23] <PaleoCrafter> Then go support scala, it ships a scripting engine thing :P
L426[05:49:02] <tmtu> l-l-lua!
L427[05:49:31] <Ri5ux> Meanwhile Ri5ux still needs assistance.
L428[05:49:38] <Laceh> PaleoCrafter: I know :p
L429[05:50:01] <sham1> 2hat kind of assistance
L430[05:50:26] <PaleoCrafter> sham1, according to this PR I'm looking at, you should be able to use MethodHandles just fine
L431[05:50:53] <sham1> Let me get you the error
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L434[05:56:04] <Ri5ux> Thanks for all your help, guys, was so helpful.
L435[05:56:35] <sham1> if you told us what you needed our help in...
L436[05:56:44] <Ri5ux> I have, two times.
L437[05:56:56] ⇦ Quits: Saturn812 (~Saturn812@128-69-62-234.broadband.corbina.ru) (Ping timeout: 378 seconds)
L438[05:57:36] <PaleoCrafter> And you're not the only person in the world, you know
L439[05:57:58] <sham1> And maybe if we dont answer it might mean we dont know
L440[05:58:00] <DemoXin> Ri5ux: You commented out the EntityAIWander ?
L441[05:58:12] <Simulac> Guys, do you know how I would get the position two opposing corners of chunk
L442[05:58:24] <Simulac> like the bottom left and top right
L443[05:59:53] <PaleoCrafter> chunkX * 16 (+15)
L444[05:59:53] <PaleoCrafter> Same for z
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L446[06:00:04] <Ri5ux> DemoXin , Why is EntityAIWander required for the hammerpedes to attack?
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L448[06:00:09] <Ri5ux> Shouldnt be.
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L450[06:00:26] <Simulac> Which corner does that give me, paleo?
L451[06:00:47] <Simulac> wait sorry
L452[06:00:50] <Simulac> I misread that
L453[06:00:55] <DemoXin> Oh, you're talking about attacking.
L454[06:01:04] <PaleoCrafter> :P
L455[06:01:07] <DemoXin> Pretty sure that you attack manually in onUpdate()
L456[06:01:15] ⇨ Joins: HewwoThere (~HewloTher@180.200.178.145)
L457[06:01:19] <DemoXin> The AI task is only used for targetting.
L458[06:01:20] <PaleoCrafter> The parentheses are there for a reason
L459[06:01:22] <Ri5ux> Also, Paleo, feels like I'm the only person in the world when I come in here.
L460[06:01:34] <sham1> http://gyazo.com/238ce2f7d0d98658e96419ba40d64610 This is the kind of hissy fit my scala compiler is throwing
L461[06:01:50] <Simulac> Yeah thanks
L462[06:01:57] <DemoXin> Ri5ux: net.minecraft.entity.ai.EntityAIAttackOnCollide
L463[06:02:08] <Ri5ux> I've got that DemoXin
L464[06:02:14] <Ri5ux> Its task 2.
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L466[06:03:03] <PaleoCrafter> Well, you have to cast the result of the invoke, sham1
L467[06:03:19] <DemoXin> Hmm.
L468[06:03:32] <sham1> What do you mean
L469[06:03:35] <sham1> The return value?
L470[06:04:09] <PaleoCrafter> Actually, nvm
L471[06:04:09] <PaleoCrafter> But you unfortunately have to box the boolean etc manually
L472[06:04:17] <Simulac> WOW there's a helper method in BlockPos which gets me all the block positions in a box
L473[06:04:20] <sham1> bloody hell
L474[06:04:24] <Simulac> very use
L475[06:04:26] <Ri5ux> Aparently EntityAIAttackOnCollide extends EntityAIBase, so I had to add that to the normal tasks list.
L476[06:04:34] <PaleoCrafter> Boolean.box etc
L477[06:04:50] <DemoXin> Ri5ux: That's what I was about to say. You put it in as a targetTask
L478[06:05:13] <Ri5ux> Well I mean, it seemed like a target task.
L479[06:05:19] <sham1> Lets see if this boxing helps
L480[06:05:24] <DemoXin> Yeah, MC AI is dumb.
L481[06:05:25] <sham1> And now it compiles
L482[06:05:43] <Simulac> wtf why does it return a bunch of objects
L483[06:06:08] <Simulac> surely they should be BlockPos
L484[06:06:12] <sham1> Time to see if I can actually use this without crashing
L485[06:07:36] *** Gaz492 is now known as Gaz492|Away
L486[06:08:10] <sham1> java.lang.invoke.WrongMethodTypeException: expected (PlayerManager,int,int,boolean)Object but found (Object[])Object
L487[06:08:16] <sham1> I passed those
L488[06:08:20] <PaleoCrafter> Simulac, type erasure
L489[06:08:20] <PaleoCrafter> You can safely cast those objects
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L492[06:09:00] <Simulac> yeah I was just wondering why
L493[06:09:54] <PaleoCrafter> Hm... That was exactly the bug that should have been addressed by said PR
L494[06:10:05] <sham1> Let me try something
L495[06:10:49] *** lxkm|afk is now known as lxkm
L496[06:11:09] <PaleoCrafter> Obfuscation, Simulac
L497[06:11:19] <PaleoCrafter> In 1.8.7 we'll actually have generics
L498[06:12:02] <Simulac> nice, something to look forward to
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L500[06:13:26] <PaleoCrafter> And we'll be able to map local variables, iirc
L501[06:14:08] <Simulac> What I'm trying to do seems really.. wrong.
L502[06:14:09] *** Gaz492|Away is now known as Gaz492
L503[06:14:26] <Simulac> I turned all the blockPos in a chunk into nodes for my graph
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L505[06:14:54] <Simulac> now I iterating through it twice, to find adjacent nodes and add them to adjacency list
L506[06:14:59] <Simulac> I'm*
L507[06:16:03] <PaleoCrafter> Do a breadth first search from the first node and build your graph like that?
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L509[06:17:04] <Simulac> that does seem to make a lot of sense
L510[06:17:16] <Simulac> sorry I'm new to using graphs and pathfinding algos
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L517[06:48:17] <sham1> Why was Immibis banned :C
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L519[06:52:31] <Ri5ux> Probably for telling the truth about something.
L520[06:52:43] <sham1> like what
L521[06:52:50] <Ri5ux> Was hypothetical
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L527[07:08:53] <Ri5ux> Trying to register icons for a fluid, am I not doing this right? http://i.imgur.com/COa6CpO.jpg
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L529[07:09:47] <sham1> show code
L530[07:09:53] <sham1> Also, 1.8?
L531[07:10:05] <Ri5ux> 1.7.10. Which code? Fluid or Block
L532[07:10:07] <Ri5ux> Or both
L533[07:10:11] <sham1> both
L534[07:10:17] <sham1> And then the way you register
L535[07:10:21] <Ri5ux> K, sec.
L536[07:11:43] <Ri5ux> https://gist.github.com/Ri5ux/9aba086fb1d6c5cbec1b
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L539[07:15:48] <Ri5ux> Uh, suddenly it works.
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L558[07:43:04] <yueh> Simulac: the world is already your graph and also contains the adjacent list
L559[07:43:23] <Simulac> BlockPos are the nodes yeah
L560[07:43:36] <Simulac> But what's the adjacency list?
L561[07:43:49] <yueh> BlockPos.offset()
L562[07:44:54] <Simulac> hmm EnumFacing has N E S W
L563[07:45:09] <Simulac> How would I get a diagonal face?
L564[07:45:20] <yueh> do you need one?
L565[07:45:21] <CptRageToaster> isn't that two away?
L566[07:45:28] <CptRageToaster> IE: Not adjacent
L567[07:45:55] <yueh> also you cannot use diagonals at all
L568[07:46:21] <Simulac> why is that?
L569[07:46:24] <yueh> just imagine a 1 block diagonal wall
L570[07:46:43] <Simulac> oh
L571[07:46:50] <yueh> using diagonals means your algorithm is ok with moving through it
L572[07:46:56] <Simulac> Yeah I didn't realise
L573[07:47:13] <yueh> you really only need to manage the open/close list
L574[07:47:20] <Simulac> I'm going to reimplement the whole thing with a priority queue and without my graph
L575[07:47:25] <Simulac> a whole level of simpler
L576[07:47:41] <Simulac> shouldn
L577[07:47:49] <Simulac> should have listened to you from the start
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L579[07:48:17] <yueh> also dijkstra should be enough, you don't really need A* for minecraft
L580[07:48:18] <Simulac> i thought my implementation kind of worked yesterday but it's just unmanageable
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L582[07:49:33] <Simulac> wouldn't dijkstra's be slower tho?
L583[07:49:35] <yueh> you are probably using an euclidean distance, which is monotone, so you basically are already using a dijkstra
L584[07:49:37] <diesieben07> yeah now that i think of it, i said i made A* for turtles, but really it was just dijkstra
L585[07:49:59] <yueh> A* star is a more generic dijkstra
L586[07:50:16] <Simulac> I thought A* was a compromise between greedy best first search and dijkstra
L587[07:50:54] <Simulac> ye I was using euclidean distance as a heuristic
L588[07:51:12] <yueh> A* star = dijkstra + heuristic
L589[07:52:15] <yueh> but as you're using an euclidean distance (most likely), so you cannot really find a short distance for the heuristic (as overestimating it is bad)
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L592[07:53:14] <Pennyw95> while modeling with tabula, does it matter that there a cube of space between the model and the ground? does the program ignore that?
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L594[07:54:23] <yueh> A* is actually only needed on a sub block level
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L596[07:54:48] <yueh> say in case you entity is only 0.5 block thick/wide/etc
L597[07:55:41] <yueh> then A* could be better for the cases where hugging the wall will result in a short path
L598[07:55:58] <Simulac> like a maze?
L599[07:56:32] <yueh> just any obstacle
L600[07:57:09] <yueh> just say a 5 block wide wall centered in front of you, but the outer left block is a fence
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L602[07:58:43] <yueh> or even something like there are 2 different fence types inside the wall, so there is a 1 block wide cap between them, but just looking at the block level there is no path
L603[07:58:45] <gigaherz> A* doesn't optimize paths at all
L604[07:58:55] <gigaherz> it relies on the neighbour graph to be precalculated
L605[07:59:08] <gigaherz> all it does is remember which nodes it has already seen, and which nodes MAY be good
L606[07:59:20] <gigaherz> and from that decides which one to try next
L607[08:00:01] <yueh> A* star can even potentially revalute a node
L608[08:00:15] <gigaherz> it will update nodes
L609[08:00:20] <yueh> while dijkstra immediately marks them as closed
L610[08:00:27] <yueh> so it can actually be faster
L611[08:00:28] <gigaherz> but
L612[08:00:40] <gigaherz> theheuristic MUST NEVER overestimate
L613[08:00:47] <yueh> already wrote that
L614[08:00:51] <gigaherz> it can never be that a path throug two nodes is < the heuristic
L615[08:01:13] <gigaherz> anyhow
L616[08:01:15] <gigaherz> what I meant is that
L617[08:01:29] <yueh> choose the right algorithm for the right job?
L618[08:01:47] <gigaherz> there's algorithms that are aware of the shape of the world, and will adjust the exact points as if the path was a rubber band
L619[08:01:55] <Simulac> What if I used a manhattan heuristic
L620[08:02:00] <gigaherz> that won't work
L621[08:02:03] <gigaherz> mc can walk in diagonal
L622[08:02:16] <yueh> nope
L623[08:02:28] <gigaherz> the only good heuristic is eucledian
L624[08:02:39] <yueh> which is equal to the distance itself
L625[08:02:43] <gigaherz> with a height for the number of jumps
L626[08:02:45] <Simulac> and that overestimates right
L627[08:02:48] <gigaherz> nope
L628[08:02:59] <gigaherz> eucledian never overestimates a "normal" 3d world
L629[08:03:11] <gigaherz> the shortest path between two points in eucledian space IS a line
L630[08:03:18] <gigaherz> and the eucledian distance is the length of that line
L631[08:03:39] <yueh> it can only overestimate if we introduce something like space folding
L632[08:03:57] <gigaherz> so XZ-distance
L633[08:04:00] <gigaherz> not XYZ
L634[08:04:04] <gigaherz> is a good base heuristic
L635[08:04:14] <gigaherz> but you need to take into account the jumps
L636[08:04:21] <gigaherz> brb
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L638[08:05:32] <Simulac> okay, I'm quite confused
L639[08:05:46] <Simulac> so is it better to use A* in this scenario
L640[08:05:53] <Simulac> (minecraft)
L641[08:06:15] <Simulac> with euclidean heuristic that somehow factors in jumps?
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L644[08:08:16] <yueh> which is basically factor in the Y coordinate to some degree
L645[08:09:00] <Simulac> hmm I see
L646[08:09:14] <Simulac> btw yueh you know when you said I should use a priorityqueue?
L647[08:09:21] <yueh> dijkstra is a bit simpler to implement compared to A*
L648[08:09:52] <Simulac> does that mean I should have the openset as a priorityqueue which sorts it by the f_scores
L649[08:09:53] <yueh> you can always change it to A* later when actually needed
L650[08:10:15] <yueh> like allowing the entity to jump say over 1 or 2 wide gaps
L651[08:11:00] <yueh> whatever f_scores is
L652[08:11:08] <Simulac> I mean f score
L653[08:12:36] <yueh> just use a comparator to insert the node with the shortest distance to the head
L654[08:15:05] <yueh> most shortest path algorithms aren't that different
L655[08:15:47] <yueh> for example you can basically implement breadth-first search and depth first search identically
L656[08:16:10] <yueh> the only difference is that BFS uses a queue for the openlist and DFS a stack
L657[08:17:11] <Simulac> yeah I'm beginning to notice the similarities
L658[08:17:33] <Simulac> add heuristic to dijkstra, you get A*
L659[08:18:19] <Simulac> using just heuristic, i think you get greedy best first search
L660[08:20:42] <Pennyw95> tabula is not exporting the texture map correctly..has it happened to someoen before?
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L671[08:35:42] <yueh> and with a good design you could even change the behaviour at runtime
L672[08:36:08] <Joban> Note to self: Never drink Everclear. Ever.
L673[08:36:16] <gigaherz> "again"?
L674[08:36:30] <gigaherz> or you decided not to start at all?
L675[08:36:34] <Joban> Again.
L676[08:36:50] <Joban> 95 proof is not something I want to experience again.
L677[08:36:54] <yueh> why does this sound like a cleaning agent?
L678[08:37:04] <Joban> Its the ghost chili of alcohols.
L679[08:37:11] <Joban> Probably worse.
L680[08:37:23] <gigaherz> sounds like a cleaning product, not a drink
L681[08:37:25] <Joban> Its tastes like gasolines from satans asshole.
L682[08:37:29] <gigaherz> oh yueh ninja'd
L683[08:37:29] <gigaherz> XD
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L692[08:47:26] <Joban> Alright time to make another 3D modeller for Minecraft.
L693[08:47:38] <Joban> Will I give up just seting it up, most likely.
L694[08:48:04] <Joban> Will I come back to it afterwards, most likely not.
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L696[08:49:45] <PaleoCrafter> Joban, what's wrong with existing ones?
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L699[08:50:08] <Joban> The one I like is not free.
L700[08:50:13] <Pennyw95> hi, is someone here good with techne?
L701[08:50:33] <Ivorius> Techne has been dead for a while
L702[08:50:36] <Joban> Yep.
L703[08:50:43] <Subaraki> what is this A* everyone is talking about ?
L704[08:50:50] <Ivorius> Tabula is what people are using
L705[08:50:54] <Joban> Also most the others follow the techne way of modelling using block and resizing.
L706[08:50:55] <Ivorius> That or proper models in Blender
L707[08:50:59] <Ivorius> obj, b3d
L708[08:51:00] <Pennyw95> i'm using tabula
L709[08:51:04] <diesieben07> Subaraki, pathfinding algorithm
L710[08:51:09] <Subaraki> thanks dies
L711[08:51:09] <Pennyw95> i thought techne was more common
L712[08:51:18] <Joban> Techne is dead/dying now.
L713[08:51:19] <Subaraki> i use techne all the time
L714[08:51:25] <Joban> Just bury it.
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L716[08:51:31] <Subaraki> no thanks.
L717[08:51:34] <Ri5ux> I still use techne too.
L718[08:51:42] <Pennyw95> anyway my question is...the block space between the model and the base, is it relevant?
L719[08:51:44] <Subaraki> it's the best editor for the best miencraft feel i've ever found
L720[08:51:48] <Subaraki> yes
L721[08:51:56] <Subaraki> yes it is
L722[08:51:58] <Pennyw95> i mean do i have to make the model stick the wooden plank?
L723[08:51:59] <Joban> I believe this one is the best.
L724[08:51:59] <Joban> http://bdcraft.net/cubik
L725[08:52:15] <Joban> But the lite version is pretty stripped.
L726[08:52:19] <Subaraki> Pennyw95, load in ModelBiped for a sample
L727[08:52:20] <PaleoCrafter> Cubik is cool
L728[08:52:21] <Ri5ux> Cubik.. yeah no
L729[08:52:23] <Ri5ux> nothx
L730[08:52:26] <Subaraki> you'll see that the feet are touching the planks
L731[08:52:30] <Subaraki> the planks is the ground
L732[08:52:32] <Pennyw95> ok cool
L733[08:52:40] <PaleoCrafter> And 10 bucks are not too much :P
L734[08:52:40] <Pennyw95> i already brought the model down before
L735[08:52:44] <Joban> I basically want to recreate Cubik but make it free.
L736[08:52:58] <tmtu> why not just shell out $10
L737[08:53:02] <Subaraki> also, in case you want to animate parts of the model, make sure you use good offset and position
L738[08:53:12] <Ri5ux> Yes, lets waste money
L739[08:53:13] <Ri5ux> gg
L740[08:53:14] <Pennyw95> I'm doing a cube right now with void space in the middle (going to render a fluid inside)
L741[08:53:15] <Joban> Cause most people in the Minecraft community and young and have no source of income.
L742[08:53:20] <Pennyw95> not animating atm
L743[08:53:33] <Pennyw95> the top face of course is not 16x1x16
L744[08:53:35] <PaleoCrafter> Cubik still has a few quirks though I don't quite understand xD
L745[08:53:38] * Ri5ux has to agree with Joban
L746[08:53:47] <Pennyw95> it's actually 14x1x14
L747[08:53:51] <tmtu> $10 is not a lot of money, at all
L748[08:53:55] <Pennyw95> because the other sides would collide with it
L749[08:53:56] <PaleoCrafter> Jesus, $10
L750[08:54:01] <Ri5ux> Then you'd like to give us $10?
L751[08:54:04] <Pennyw95> but this makes making the textures more difficult
L752[08:54:05] <tmtu> ...
L753[08:54:09] <Ri5ux> Exactly my point
L754[08:54:15] <Pennyw95> is there an easy way?
L755[08:54:19] <diesieben07> Ri5ux, if you provide a service, yes.
L756[08:54:24] <Joban> Hue.
L757[08:54:27] <diesieben07> i will not just give you 10$.
L758[08:54:44] <Ri5ux> I will not give $10 for something I'm not guaranteed to like or use
L759[08:54:49] <PaleoCrafter> You've paid 10$+ for the game :P
L760[08:54:51] <Joban> Buys $600 device, pirates $0.99 music.
L761[08:55:07] <Ri5ux> I paid $26 for MC after using it cracked for a year.
L762[08:55:11] <Ri5ux> I liked it.
L763[08:55:13] <Ri5ux> Thats why
L764[08:55:13] <tmtu> Ri5ux: good thing there's a lite version so you can try it out?
L765[08:55:25] <PaleoCrafter> ^
L766[08:55:30] <Ri5ux> But it doesnt have all the features
L767[08:55:35] <Ri5ux> So I dont know if I'll like it
L768[08:55:38] <PaleoCrafter> Or crack it and try it out :P
L769[08:55:51] * Ri5ux isn't so sure there's a cracked version available
L770[08:56:06] <diesieben07> also nobody fucking asked you to use it
L771[08:56:47] <Ri5ux> Omg im a 5 year old
L772[08:56:50] <Ri5ux> you used a bad word
L773[08:56:54] <Joban> I am.
L774[08:56:54] <Ri5ux> omgomgomg
L775[08:57:06] * diesieben07 repeatedly shouts fuck
L776[08:57:24] <Subaraki> Pennyw95, pm me
L777[08:57:39] <PaleoCrafter> Ri5ux, lots of toddlers use worse words :P
L778[08:57:53] <Ri5ux> I was just being complicated.
L779[08:57:56] <Subaraki> ive misse dhalf of what you wanted to do
L780[08:58:41] *** alekso56 is now known as alekso56_off
L781[08:58:42] <laci200270> also how many little cubes equals a block in cubik?
L782[08:59:03] <gigaherz> hopefully 16
L783[08:59:05] <PaleoCrafter> Depends :P
L784[08:59:05] <ZeuX> weeeeell.. <Joban> Techne is dead/dying now.
L785[08:59:08] <gigaherz> ;P
L786[08:59:16] <tmtu> the man himself!
L787[08:59:30] <Joban> Hehe.
L788[08:59:31] <ZeuX> there's something coming to the website at least
L789[08:59:32] <gigaherz> meh Techne just needs an "export to json" option
L790[08:59:32] <gigaherz> ;P
L791[08:59:49] <PaleoCrafter> And proper controls :P
L792[08:59:49] <gigaherz> or "export to obj/b3d" ;P
L793[08:59:56] <PaleoCrafter> Like, gizmos
L794[08:59:59] <ZeuX> gigaherz, done
L795[09:00:04] <gigaherz> ^_^
L796[09:00:10] <Joban> and proper <insert feature>
L797[09:00:17] <ZeuX> I did a lot of work on techne actually. it's jsut not online >.>
L798[09:00:23] <gigaherz> heh
L799[09:00:31] <ZeuX> well, the architecture of it.
L800[09:00:50] <laci200270> so techne will support jsons?
L801[09:01:24] <Joban> I am a horribly picky person.
L802[09:01:35] <Joban> I like clean appealing ui.
L803[09:01:36] <ZeuX> laci200270, yes
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L806[09:01:59] <laci200270> and when the update possible?
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L808[09:02:31] <Joban> Anyone familiar with the LGPL?
L809[09:02:35] <ZeuX> good question, idk
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L811[09:02:53] <diesieben07> Joban, depends on what you mean by that :D
L812[09:02:55] <ZeuX> Joban https://tldrlegal.com/
L813[09:03:14] <Joban> So if I dynamically link the library do I have to release my source code?
L814[09:03:19] <ZeuX> I really want to finish one other thing first. and then there is still some work to do on techne.
L815[09:03:21] <Joban> or just provide a copy of the libraries.
L816[09:03:22] <diesieben07> thats GPL
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L818[09:03:32] <diesieben07> LGPL removes that restriction
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L820[09:03:40] <Ri5ux> Eventually I'd like to see some UI updates to techne
L821[09:03:43] <Joban> Thought as much.
L822[09:03:45] <diesieben07> if you use a GPL library, you have to be GPL (or compatible)
L823[09:03:58] <diesieben07> if you use a LGPL library, you can be closed source and proprietary
L824[09:03:59] <ZeuX> Ri5ux, for example?
L825[09:04:00] <Joban> Thats commerically too.
L826[09:04:10] <ZeuX> diesieben07, only if it's not statically linked (for gpl)
L827[09:04:14] <Ri5ux> Just give it a more modern feel. Feels oldish
L828[09:04:24] <yueh> LGPL might be tricky with java xD
L829[09:04:24] <sham1> IT WORKS
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L831[09:04:38] <diesieben07> not sure i understand :D whatever
L832[09:04:45] <Joban> Are you using JOGL + swing?
L833[09:04:51] <yueh> LGPL does not allow inlining functions
L834[09:05:08] <yueh> (with >10 lines)
L835[09:05:17] * laci200270 can't undersatnd how cubik works
L836[09:05:19] <sham1> The MethodHandle can go screw itself
L837[09:05:52] <Joban> Cubik was made by OBeeware
L838[09:06:01] <laci200270> yes i know
L839[09:06:03] <ZeuX> Ri5ux, I guess that's true
L840[09:06:17] <laci200270> but I got a headche from cubik :D
L841[09:06:30] <laci200270> *headache
L842[09:06:36] <Joban> I would assume they use some gui framework.
L843[09:06:46] <Joban> QT, GTK, etc.
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L845[09:06:55] <Joban> Assuming its C++
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L849[09:08:26] <auenfx4> http://www.gnu.org/licenses/lgpl-java.en.html
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L852[09:11:36] <diesieben07> thanks for that.
L853[09:11:52] <yueh> does not say anything about inlining at all
L854[09:12:18] <diesieben07> inlining is something that the JVM does while your applicatino is running
L855[09:12:27] <diesieben07> the user does not notice that and has no control over it.
L856[09:12:48] <diesieben07> and in theory, a CPU might do that to your native c code as well
L857[09:13:13] <tmtu> you mean compiler?
L858[09:13:25] <diesieben07> No, i don't mean compiler
L859[09:13:37] <diesieben07> the compiler is where the linking takes place, you ahve control over that.
L860[09:13:50] <diesieben07> i said in theory
L861[09:13:52] <diesieben07> no CPU does that.
L862[09:13:52] <Ri5ux> Oh! Zeux! I have something that I think would be great for Techne.
L863[09:13:57] <diesieben07> (as far as I am aware)
L864[09:14:17] <yueh> it's possible to disable inlining
L865[09:14:21] <Ri5ux> Texture mapping, dragging the texture mappings around on the map.
L866[09:14:28] <diesieben07> true, it is
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L868[09:14:35] <Ri5ux> Instead of just adjusting texture offset.
L869[09:14:36] <diesieben07> but it makes java horribly slow
L870[09:15:06] <auenfx4> https://en.wikipedia.org/wiki/GPL_linking_exception
L871[09:15:08] <yueh> so if some stupid lawyer thinks he could make money with it xD
L872[09:15:19] <ZeuX> Ri5ux, that's exactly what's breaking the online editor ^^'
L873[09:15:26] <Ri5ux> Oh lol.
L874[09:15:33] <ZeuX> but yes, I agree
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L884[09:45:05] <Simulac> guys does BlockPos's equal() work properly?
L885[09:45:20] <sham1> It should
L886[09:45:21] <diesieben07> yes
L887[09:46:25] <Simulac> huh I'll have to do some testing
L888[09:48:16] * laci200270 restarts computer
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L890[09:48:52] <Simulac> yea it works fine,
L891[09:52:04] <Joban> Simulac, the infact milk.
L892[09:52:16] <Joban> Oh wait thats Similac.
L893[09:52:29] <Simulac> haha
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L900[10:05:27] <Szernex> I wish it was mandatory for mod jars to have a standard version format -.-
L901[10:06:50] <PaleoCrafter> Modders be bitching, Szernex :P
L902[10:07:15] <PaleoCrafter> And you can never rely on a jar name :P
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L905[10:09:14] <Szernex> well I know, it's just a pet peeve
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L910[10:22:39] <williewillus> what's a mod example of a crop that works like melons? Need to see how to check for them (stem + extra block appears randomly)
L911[10:22:49] <williewillus> i'm guessing just instanceof BlockStem but not sure
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L913[10:26:24] <gigaherz> never seen any pumking/melon-like thing done by a mod
L914[10:26:30] <gigaherz> pumpkin*
L915[10:26:58] <gigaherz> turns out pumking is a beer brand
L916[10:27:01] <gigaherz> funny
L917[10:27:04] <gigaherz> because I don't like beer ;P
L918[10:28:25] <yueh> why can't java have tuples
L919[10:28:51] <gigaherz> hm doesn't it?
L920[10:29:09] <PaleoCrafter> It can :P
L921[10:29:15] <gigaherz> C# tuples are implemented the hard way
L922[10:29:18] <PaleoCrafter> No syntactic sugar though
L923[10:29:23] <gigaherz> Tuple<T1,T2>
L924[10:29:26] <gigaherz> Tuple<T1,T2,T3>
L925[10:29:31] <gigaherz> Tuple<T1,T2,T3,4> ... until 15
L926[10:29:56] <diesieben07> java doesn't have tuples because java doesn't have value types
L927[10:29:57] <gigaherz> thne it has Tuple.Create(items) with inference
L928[10:30:05] <gigaherz> but it has Pair
L929[10:30:07] <diesieben07> they want to wait until java 10 with value types
L930[10:30:09] <sham1> Why does java not have value types...
L931[10:30:09] <gigaherz> so why not Triplet ;P
L932[10:30:15] <diesieben07> sham1, it is being worked on ;)
L933[10:30:16] <gigaherz> sham1: design choice.
L934[10:30:24] <sham1> I know it is being worked on
L935[10:30:26] <williewillus> because adding value types to a type erased environment is a whole can of worms
L936[10:30:31] <gigaherz> when java was designed, they hardcoded the basic primitive types
L937[10:30:37] <sham1> Why
L938[10:30:39] <gigaherz> and said "EVERYTHING ELSE SHALL BE AN OBJECT!"
L939[10:30:39] <sham1> Just why
L940[10:30:46] <gigaherz> it was cool back then
L941[10:30:48] <Ordinastie> !gm func_147500_a 1.7.10
L942[10:30:59] <sham1> They could have gone all the way and made the primitives into objects
L943[10:31:02] <yueh> value types are probably the first thing which get cut from java 10
L944[10:31:05] <gigaherz> no they couldn't
L945[10:31:07] <williewillus> performance
L946[10:31:08] <gigaherz> they have different semantics
L947[10:31:11] <sham1> So we would not even need wrapper classes such as integer
L948[10:31:24] <gigaherz> sham1: imagine 1 != 1
L949[10:31:28] <gigaherz> because they are different instances
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L951[10:31:44] <PaleoCrafter> Just get rid of it at a language level :P
L952[10:31:45] <yueh> not necessarily
L953[10:31:51] <Ri5ux> Java 10
L954[10:31:52] <williewillus> yeah at language level
L955[10:31:52] <Ri5ux> What
L956[10:31:56] <Ri5ux> What the hell is going on
L957[10:31:58] <gigaherz> imagine "byte" taking 64bit pointer + 20byte instance info + 1 byte content
L958[10:32:13] <gigaherz> yeah no
L959[10:32:18] <gigaherz> java needs MORE valuetypes
L960[10:32:19] <gigaherz> not less
L961[10:32:19] <gigaherz> XD
L962[10:32:53] <williewillus> the current biggest problem is genericizing over them
L963[10:32:55] <williewillus> since they're not objects
L964[10:33:11] <williewillus> you either fragment the generic system or break stuff :|
L965[10:33:12] <gigaherz> yeah but that has a simple (but annoying) solution
L966[10:33:13] <diesieben07> they are working on generic specialization
L967[10:33:26] <diesieben07> it will have some JVM stuff to make it work
L968[10:33:29] <yueh> i'm for breaking the generic system
L969[10:33:32] <williewillus> ^
L970[10:33:33] <williewillus> lol
L971[10:33:45] <diesieben07> not with java
L972[10:33:45] <williewillus> but people maintaining code written in java 1 aren't
L973[10:33:54] <diesieben07> java will always be backwards compatible
L974[10:33:58] <diesieben07> thats their mantra
L975[10:34:12] <tmtu> gigaherz: 20 byte instance info, wot?
L976[10:34:14] <Ri5ux> Why do I see talk of Java 10 here... we don't even have Java 9 yet.
L977[10:34:15] <PaleoCrafter> Eh, no, yueh
L978[10:34:27] <gigaherz> tmtu: on a 64bit system? well at least ;P
L979[10:34:27] <diesieben07> Ri5ux, because java 10 will be amazing :D
L980[10:34:28] <PaleoCrafter> Then scala will have problems :P
L981[10:34:28] <williewillus> because all java 9 is getting is project jigsaw probably
L982[10:34:35] <tmtu> do you mean bit?
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L984[10:34:40] <williewillus> and maybe some lambda performance tuning
L985[10:34:41] <laci200270> sham1, i can use the pipe models of your mod?
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L987[10:35:02] <gigaherz> tmtu: no I mean that an empty object on a 32bit jvm already takes like 16 bytes, and a bit extra on 64bit jvm I presume
L988[10:35:02] <gigaherz> ;P
L989[10:35:18] <tmtu> 16bytes and 1 bit :)?
L990[10:35:19] <tmtu> jk
L991[10:35:33] <tmtu> empty class takes 16 on 64bit for me
L992[10:35:36] <mage_dragon> does any one know if forge stores the version.json file any where or is it only located inside the forge universal jar?
L993[10:35:37] <tmtu> (12 with padding)
L994[10:35:46] <williewillus> how were they ging to solve the genericizing value type problem?
L995[10:35:47] <yueh> PaleoCrafter: break generics and do it right
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L997[10:35:59] <gigaherz> tmtu well I rounded up to 20, then ;P
L998[10:36:05] <yueh> not with type erasure
L999[10:36:09] <gigaherz> williewillus:
L1000[10:36:10] <diesieben07> mage_dragon, it is generated by the installer
L1001[10:36:15] <halvors> Hi. I'm trying to register a packet in SimpleNetworkWrapper. I'm getting this: http://pastebin.com/1nM3k6P6 error when trying to register this: http://pastebin.com/Qdr21ZCu packet.
L1002[10:36:17] <tmtu> it aligns to multiple of 8, gigaherz
L1003[10:36:19] <tmtu> so 24
L1004[10:36:22] <tmtu> :))
L1005[10:36:23] <halvors> Anyone know how to workaround this?
L1006[10:36:37] <gigaherz> you'd need a special version of the class for valuetypes
L1007[10:36:37] <halvors> The problem seems to be my general type.
L1008[10:36:43] <gigaherz> that "knows" the size of each element
L1009[10:36:52] <gigaherz> and then generate an interface for it ;P
L1010[10:36:56] <PaleoCrafter> I doubt they'd go for definition site variance, even if they were to reimplement it with reification
L1011[10:37:03] <sham1> laci200270, if you credit me correctly
L1012[10:37:07] <laci200270> ok
L1013[10:37:11] <sham1> And of course you should use a different texture
L1014[10:37:11] <gigaherz> C#'s reification works at VM level
L1015[10:37:14] <mage_dragon> ok thanks disesieben07 guess i need to go look how its generated
L1016[10:37:20] <gigaherz> but dynamically specializing a class instance
L1017[10:37:23] <gigaherz> by*
L1018[10:37:56] <gigaherz> you just need to keep the erased interface
L1019[10:38:00] <gigaherz> for backward-compat
L1020[10:38:04] <gigaherz> so you'd end up with like
L1021[10:38:06] <tmtu> like c++?
L1022[10:38:08] <tmtu> templates
L1023[10:38:26] <gigaherz> class ReifiedArrayList<type> implements List, ReifiedList<type>
L1024[10:38:32] <diesieben07> halvors, don't implement IMessage and IMessageHanlder on the same class
L1025[10:38:37] <laci200270> sham1, also i'm not sure i'll use yours i still trying to make my own model
L1026[10:38:45] <williewillus> they might just do that, they've been interested in dynamic stuff lately (the late binding thing for the Lambda Factory)
L1027[10:38:46] <gigaherz> the List interface could simply be wrappers that cast to the internal type
L1028[10:38:52] <sham1> take some inspiration from mine
L1029[10:39:07] <williewillus> that bsaically doubles your generic library size wit hduplicate code though
L1030[10:39:10] <williewillus> I doubt they'd do that
L1031[10:39:18] <laci200270> also what modeler you used?
L1032[10:39:34] <halvors> diesieben07: Why not, then i avoid using multiplie classes :)
L1033[10:39:55] <gigaherz> williewillus: well they have multiple io packages and such, it's not like they seem too concerned about redundant libraries ;P
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L1035[10:40:10] <diesieben07> halvors, then why do you not make your main mod class extned Blcok to re-use it? You could save a class!! :D
L1036[10:40:33] <gigaherz> they just need to add some "java.collections.reified" ;P
L1037[10:40:45] <laci200270> sham1, also what modeler you used?
L1038[10:40:54] <williewillus> halvors: doesnt the IMessageHandler need the type param too?
L1039[10:40:57] <sham1> What do you mean
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L1041[10:41:01] <sham1> I wrote the JSONs
L1042[10:41:06] <laci200270> oh
L1043[10:41:07] <williewillus> ImessageHandler<PacketRequestData<T>, IMessage>
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L1045[10:41:14] <diesieben07> gigaherz, they already have a thing for this planned :D conditional methods that only exists when the type parameter is e.g. value type or reference type
L1046[10:41:15] <laci200270> so notepad :D
L1047[10:41:20] <PaleoCrafter> gigaherz, that's what's annoying me about c# :P
L1048[10:41:26] <sham1> More like IDEA but basically
L1049[10:41:31] <PaleoCrafter> All I want is value types and actual specialisation :3
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L1051[10:41:56] <gigaherz> diesieben07: conditional methods....
L1052[10:41:59] <gigaherz> seem weird
L1053[10:42:05] <diesieben07> how so?
L1054[10:42:16] <gigaherz> but I guess it makes sense
L1055[10:42:27] <diesieben07> a List<boolean> is better represented by a BitSet than a boolean[]
L1056[10:42:34] <diesieben07> conditional methods allow things like that.
L1057[10:42:52] <gigaherz> yeah i guess they'd be useful for generic specialization
L1058[10:44:15] <gigaherz> the closest thing C# has are explicit interface methods, that are only exposed by an interface, but not the main class
L1059[10:44:20] <AbrarSyed> use the trove collections
L1060[10:44:48] * AbrarSyed mutters that sourceforge is offline
L1061[10:44:50] <gigaherz> AbrarSyed: we were talking about the potential implementation of Valuetypes into Java
L1062[10:45:04] <AbrarSyed> uh thats already planned for java 9 right?
L1063[10:45:06] <gigaherz> and how they could possibly be achieved when combined with generic parameters
L1064[10:45:13] <AbrarSyed> btw, project jigsaw looks freaking AWESOME
L1065[10:45:20] <yueh> i hope down forever?
L1066[10:45:23] <gigaherz> no
L1067[10:45:28] <PaleoCrafter> They foot delayed
L1068[10:45:39] <PaleoCrafter> *got
L1069[10:45:40] <AbrarSyed> they delayed AGAIN!?!?!?
L1070[10:45:46] <gigaherz> the datacenter that hosts slashdot, sourceforge and a few other sites of the same owners had massive filesystem corruption
L1071[10:45:47] * AbrarSyed wants native json
L1072[10:46:06] <gigaherz> they prioritized slashdot
L1073[10:46:07] <PaleoCrafter> Jigsaw is about the only thing Java 9 has
L1074[10:46:13] <williewillus> what *is* jigsaw :p
L1075[10:46:15] <Ri5ux> Lawnmower.
L1076[10:46:17] <gigaherz> then started recovering the project data
L1077[10:46:29] * smbarbour mutters something about it not being surprising since SourceForge started injecting crap into downloads.
L1078[10:46:32] <PaleoCrafter> Modularisation of Java libraries
L1079[10:47:13] <gigaherz> smbarbour: the blog post mentioned how they are so "open" and use opensource software for everything and such
L1080[10:47:17] <gigaherz> it sounded like an implicit blame
L1081[10:47:18] <gigaherz> XD
L1082[10:47:24] <PaleoCrafter> Module-private access to stuff (actually hide your implementation)
L1083[10:47:27] <yueh> the issues with it will be hilarious xD
L1084[10:47:55] <gigaherz> hmm does java have "internal" access type?
L1085[10:48:08] <gigaherz> (as in, something that's public within a package and sub-packages only)
L1086[10:48:08] <williewillus> no
L1087[10:48:14] <williewillus> protected?
L1088[10:48:25] <williewillus> or package-private (no modifier)
L1089[10:48:26] <PaleoCrafter> No modifier is package private
L1090[10:48:29] <gigaherz> protected in C# means within the class and subclasses
L1091[10:48:37] <gigaherz> ah
L1092[10:48:46] <gigaherz> C#'s no-modifier means private
L1093[10:48:47] <yueh> like purging awt from a server jre and then having all the crashes because someone abused the Point class
L1094[10:48:48] <PaleoCrafter> And protected is subclass + package
L1095[10:48:59] <gigaherz> o_O
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L1097[10:49:14] <diesieben07> there is no such thing as "sub-packages" in java
L1098[10:49:22] <PaleoCrafter> That too
L1099[10:49:25] <gigaherz> eh?
L1100[10:49:26] <diesieben07> "java" and "java.util" are not at all related
L1101[10:49:29] <Ordinastie> diesieben07, and I find that annoying
L1102[10:49:30] <gigaherz> pff
L1103[10:49:38] <gigaherz> everyhingi n a.b should be able to see a
L1104[10:49:38] <diesieben07> they are just as distinct as "java" and "net.minecraft"
L1105[10:49:41] <PaleoCrafter> Packages are not hierarchical
L1106[10:49:44] <yueh> yeah. i want scala packages
L1107[10:49:45] <gigaherz> that sucks XD
L1108[10:49:59] <gigaherz> what's the point of showing them hierarchically in the IDEs if they aren't? ;P
L1109[10:50:19] <Ordinastie> I often want stuff not to be accessible from outside but at least be accessible from stuff related inside sub packages
L1110[10:50:22] <PaleoCrafter> It makes sense treating them hierarchically :P
L1111[10:50:23] <yueh> because folders are usually shown this way?
L1112[10:50:31] <AbrarSyed> gigaherz, and thats why eclipse shows you them flat by default
L1113[10:50:35] <gigaherz> yueh, yeah but one assumes certain semantics
L1114[10:51:08] <gigaherz> such as a nested class being able to access the private fields of the containing class
L1115[10:51:24] <yueh> not really
L1116[10:51:26] <gigaherz> or a sub-package being able to see the package-only things of the parent package
L1117[10:51:47] <gigaherz> well I do ;P
L1118[10:52:04] <AbrarSyed> then you are simply wrong and mistaken :)
L1119[10:52:12] <AbrarSyed> I wish it was like that.. but alas it is not so
L1120[10:52:45] <gigaherz> nah I can accept that it's otherwise
L1121[10:52:51] <gigaherz> it just annoys me greatly ;p
L1122[10:53:13] <gigaherz> it means I have to do extra work to remember which things are "not as I'd expect them to be"
L1123[10:53:35] <PaleoCrafter> Use scala and everything works as you intuit :P
L1124[10:53:41] <AbrarSyed> I dont know of any language that DOES handle them hirarchically..
L1125[10:53:43] <gigaherz> yeah xcept the syntax
L1126[10:54:04] <halvors> diesieben07: Ok, i'm not using the same class, still throwing errors.
L1127[10:54:06] <gigaherz> every time I see code written in scala I have the feeling someone read my mind and used as ideas everything that I dislike from other languages
L1128[10:54:06] <gigaherz> XD
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L1131[10:54:22] <diesieben07> halvors, updated code please.
L1132[10:56:27] <yueh> scala actually has a real hierarchy
L1133[10:56:38] <diesieben07> well, they fake it :P
L1134[10:57:07] <yueh> ?
L1135[10:57:14] <PaleoCrafter> Shhh, you're runining the illusion
L1136[10:58:11] <yueh> which one? that there are none? or that scala is not hierarchical?
L1137[10:58:40] <diesieben07> that the JVM does not treat packages hierarchical
L1138[10:58:56] <williewillus> it looks like they're going for on-demand specialization of generics for the value types
L1139[10:59:01] <williewillus> http://cr.openjdk.java.net/~mcimadamore/specializationAttrs-v0.3.html
L1140[10:59:08] <diesieben07> yep
L1141[10:59:14] <diesieben07> something like invokedynamic but for classes
L1142[10:59:23] <yueh> in the same way we could say java is just faking OOP as there are no objects at the hardware layer xD
L1143[10:59:23] <diesieben07> which is actually very cool
L1144[10:59:43] <PaleoCrafter> And scala will be able to leverage that feature even further :P
L1145[11:00:17] <williewillus> lol
L1146[11:00:39] <diesieben07> *cough* tuples *cough*
L1147[11:00:47] <diesieben07> *cough* FunctionN *cough*
L1148[11:01:16] <PaleoCrafter> Indeed
L1149[11:01:42] <diesieben07> the almighty Brian has hinted that we might get tuples in java because of this
L1150[11:02:01] <yueh> which will be delayed to java12?
L1151[11:02:06] <diesieben07> lol nah
L1152[11:02:09] <PaleoCrafter> Still no pattern matching :P
L1153[11:02:17] <diesieben07> once they have this, tuples will are trivial to do
L1154[11:02:33] <yueh> hm. pattern matching
L1155[11:02:34] <diesieben07> they pretty much just have to add the syntax to the parser
L1156[11:02:40] <yueh> but the real horror is still xml in scala xD
L1157[11:03:08] <PaleoCrafter> It will get stripped out soon, iirx
L1158[11:03:23] <williewillus> what would value types be useful for in mc?
L1159[11:03:32] <PaleoCrafter> BlockPoy
L1160[11:03:36] <PaleoCrafter> *Pos
L1161[11:03:43] <yueh> on one side it's nice and probably the best xml lib i've used. but the syntax
L1162[11:04:10] <diesieben07> best usecase for value types: ITerators
L1163[11:04:19] <diesieben07> they are useless object garbage
L1164[11:05:31] <PaleoCrafter> Iterators are like the last thing that come to my mind when I think about value types xD
L1165[11:05:44] <diesieben07> i know, right?
L1166[11:05:50] <diesieben07> but they are a great for it.
L1167[11:05:58] <PaleoCrafter> Yeah, sure
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L1173[11:18:30] <Ri5ux> How do I get an opposite of a direction using ForgeDirection?
L1174[11:18:57] <PaleoCrafter> getOpposite...
L1175[11:19:05] <Ri5ux> Not seeing that method..
L1176[11:19:14] <laci200270> I accidently made a mirror :D http://imgur.com/p1LnfdR
L1177[11:19:28] <diesieben07> it does exist though :P
L1178[11:19:45] <Ri5ux> I see OPPOSITES as an int array... but I've got no clue how to use it.
L1179[11:19:55] <diesieben07> you don't. getOpposite does it for you.
L1180[11:19:56] <williewillus> ForgeDirection.YOURDIRECTION.getOpposite
L1181[11:20:13] <PaleoCrafter> laci200270, and you're a vampire?
L1182[11:20:17] <Ri5ux> Ohhh, thanks!
L1183[11:20:38] <laci200270> PaleoCrafter, no
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L1185[11:21:10] <laci200270> MC not want to create x-ray
L1186[11:21:22] <laci200270> so it created mirror :D
L1187[11:21:34] <laci200270> also block definition not found
L1188[11:22:00] <PaleoCrafter> You're not reflected -> either it's not a mirror or you're a vampire
L1189[11:22:28] <Ri5ux> Or both
L1190[11:22:33] <laci200270> its not a mirror
L1191[11:22:38] <laci200270> its a buged blockstate
L1192[11:22:42] <laci200270> *bugged
L1193[11:22:44] <gigaherz> it's a "sky block"
L1194[11:22:44] <gigaherz> ;P
L1195[11:22:51] <laci200270> :D
L1196[11:23:05] <laci200270> i it think should published
L1197[11:23:08] <laci200270> :D
L1198[11:23:23] <gigaherz> either extra utilities or openblocks has that already
L1199[11:23:33] <laci200270> openblocks
L1200[11:23:47] <laci200270> oh it works throught a grass block
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L1202[11:24:36] <laci200270> http://imgur.com/9X09HRS
L1203[11:26:32] <laci200270> any ideas how can i fix it?
L1204[11:27:08] <PaleoCrafter> Look at the brewing stand
L1205[11:29:52] <laci200270> why? also the blockstate file is here: https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/dieselGenerator.json
L1206[11:31:12] <williewillus> why are you referencing a debug texture lol
L1207[11:31:18] <laci200270> yes
L1208[11:31:32] <PaleoCrafter> What's your name? - Yes
L1209[11:31:49] <laci200270> oh i read incorrectly
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L1211[11:32:06] <laci200270> it because i tried to setup it with b3d
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L1213[11:32:12] <laci200270> but i gave up
L1214[11:33:51] <williewillus> maybe parse it in vanilla (remove forge_marker)
L1215[11:34:01] <williewillus> and are capitals allowed in texture vars? don' remember
L1216[11:36:13] <laci200270> forge marker remove not fixed
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L1220[11:40:35] <laci200270> i never loved the rendering :D
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L1224[11:43:11] <williewillus> is the texture missing or model just not present?
L1225[11:43:59] <laci200270> model not presented
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L1229[11:45:41] <skits> If i wanted to see what changes need to be made in a mod to update it to a specific forge version compatibility where would I start?
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L1231[11:46:01] <williewillus> resetup the new forge version, open the project, and fix al lthe errors :p
L1232[11:46:35] <williewillus> laci200270: your texture is in the wrong place
L1233[11:46:50] <laci200270> the texture not matter now
L1234[11:46:56] <skits> I wouldnot jsut compare the two versions of forge doing a dif and then compare the dif changes to the code in the mod?
L1235[11:47:05] <williewillus> skits: that would be more work tbh :p
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L1237[11:47:07] <laci200270> the model definition missing
L1238[11:47:19] <williewillus> laci200270: if the model is wrong then it would show purple and black, not a transparent thing
L1239[11:48:01] <williewillus> also you never assign your #steel texture variable
L1240[11:48:07] <williewillus> nor is your #Material texture variable ever used
L1241[11:48:33] <laci200270> http://pastebin.com/eqW89v8E
L1242[11:48:40] <laci200270> that fixed now
L1243[11:48:52] <laci200270> the steel thing
L1244[11:49:43] <williewillus> oh those errors are because you haven't declared the item model (not block, item)
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L1246[11:50:51] <laci200270> so what should i do?
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L1248[11:51:57] <williewillus> well first of all does the block show up correctly when placed in world?
L1249[11:52:14] <williewillus> oh wait nvm your in world model is also wrong I didn't see the #normal
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L1251[11:57:00] <Norgalyn> Hey, is there any popular mod known to have issues with world leaking? Because i'm experiencing: "World may have leaked: seen 305 times.
L1252[11:57:01] <Norgalyn> "
L1253[11:57:18] <Ri5ux> You're gonna need more tape.
L1254[11:58:46] <gigaherz> Norgalyn: I fail to see how that'd help you
L1255[11:58:48] <gigaherz> XD
L1256[11:59:00] <gigaherz> if the modhas issues, it's doing thingswrong
L1257[11:59:13] <gigaherz> so you'd better look at mods WITHOUT issues ;p
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L1259[12:00:01] <Norgalyn> I guess that mod without issues doesn't exist right? Is there anything i can do with it, because my MC freezes everyrfew seconds for a bit and it's kinda unplayable
L1260[12:00:27] <diesieben07> if your MC freezes you most likely haven't given it enough ram
L1261[12:00:39] <diesieben07> therefor the garbage collector freezes your game
L1262[12:00:43] <Norgalyn> Ok, gonna up that
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L1265[12:05:15] <Norgalyn> Thanks, hope that works
L1266[12:05:47] <Ri5ux> Can someone help me figure out why this is stack overflowing? I thought what I did with direction checking would have prevented it. It's a powerline which is supposed to transfer energy using COFH. https://gist.github.com/Ri5ux/240823d738a0bf6ad835
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L1268[12:06:01] <Ri5ux> Stack overflow is on lines 100 and 63
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L1272[12:07:52] <Ri5ux> COFH's energy api*
L1273[12:08:48] <Ordinastie> Ri5ux, you can loop back to an already visited pos
L1274[12:09:00] <Ordinastie> like : turn left 4 times
L1275[12:09:06] <Ordinastie> you need to keep track of visited nodes
L1276[12:10:13] <Ri5ux> Loop back to an already vistited position... not sure I follow on that part.
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L1278[12:10:52] <Ordinastie> what did you do that for : if (direction != from.getOpposite()) ?
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L1281[12:12:09] <Ri5ux> Thought that would have prevented it from looping back and trying to send power to the powerline that was pushing power into it
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L1283[12:13:58] <Zaggy1024> looks like you're making it go back and forth repeatedly, because the call to receiveEnergy uses from.getOpposite()
L1284[12:14:12] <Zaggy1024> maybe I'm not understanding something you did, though
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L1286[12:14:44] <Ri5ux> I'm passing the direction the power is coming from in receiveEnergy
L1287[12:14:46] <Ordinastie> Ri5ux, yes but what happens when your line loops back to the origin ?
L1288[12:14:51] <Ri5ux> Then in the foor loop checking the direction
L1289[12:15:01] <PaleoCrafter> shouldn't it be direction.getOpposite?
L1290[12:15:15] <Ri5ux> I'm not testing that much yet Ordinastie.
L1291[12:15:23] <PaleoCrafter> because if you're coming from west but send energy up, you don't want to pass east :P
L1292[12:15:28] <Ri5ux> Im simply trying to make a straight line
L1293[12:15:30] <Ordinastie> and that's why you have your StackOverFlow
L1294[12:15:44] <Ordinastie> *ah
L1295[12:15:54] <Ri5ux> But I only have a straight line of powerlines in the world.
L1296[12:16:07] <Ri5ux> And if im trying to push in one direction, not backwards... it shouldnt have problems
L1297[12:16:08] <Ri5ux> Right?
L1298[12:16:09] <PaleoCrafter> https://gist.github.com/Ri5ux/240823d738a0bf6ad835#file-gistfile1-txt-L100 this line, make that direction.getOpposite :P
L1299[12:16:15] <Zaggy1024> well like I said, it looks like it would just go forward and back repeatedly
L1300[12:16:20] <PaleoCrafter> it does, yes
L1301[12:17:21] <Ri5ux> Did that Paleo, testing now.
L1302[12:17:44] <Ri5ux> Same thing
L1303[12:18:39] <Ri5ux> Wait i got it
L1304[12:18:54] <Ri5ux> https://gist.github.com/Ri5ux/506765c5dcfe51c22dce
L1305[12:18:58] <Ri5ux> Thats the working code
L1306[12:19:11] <Ri5ux> Changed line 96
L1307[12:19:39] <PaleoCrafter> and now create a loop :P
L1308[12:19:46] <Ri5ux> I did, now I have to fix that.
L1309[12:20:17] <diesieben07> You probably have to maintain a Set<BlockPos> of "things i have visited"
L1310[12:20:19] <Ri5ux> I could do this though: check if energy exists in the powerline its trying to push to
L1311[12:20:20] <diesieben07> and pass that down the recursion
L1312[12:20:25] <diesieben07> if you are in it, bail out
L1313[12:22:26] <Ri5ux> Wouldnt it be more efficient to just check if the powerline it's trying to give energy to has energy currently and if it does, dont push?
L1314[12:22:52] <Ri5ux> I just tried it and it works for me
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L1317[12:23:48] <Ri5ux> Actually, that might be a bad idea...
L1318[12:31:57] <Ri5ux> I'm just gonna do what you guys suggested. I like that better.
L1319[12:33:38] <Ri5ux> !gcm createNewTileEntity
L1320[12:33:44] <Zaggy1024> you can limit the number of stacks just to be safe
L1321[12:33:45] <Ri5ux> !gm createNewTileEntity
L1322[12:33:53] <Zaggy1024> because it'll probably crash if you make a loop otherwise
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L1324[12:34:20] <diesieben07> why the heck do you care abotu that method Ri5ux
L1325[12:34:31] <Ri5ux> Was checking parameter names.
L1326[12:34:36] <Ri5ux> Mine were messed up
L1327[12:34:38] <diesieben07> questino remains :D
L1328[12:35:00] <Ri5ux> Block class had incorrect parameter names
L1329[12:35:05] <Ri5ux> Lol thats the only actual reason
L1330[12:35:22] <diesieben07> this method is not in the Block class... thats why I ask ;:D
L1331[12:35:37] <Ri5ux> It is for me...
L1332[12:35:46] <Ri5ux> I mean
L1333[12:35:50] <Ri5ux> After implementing ITileEntityProvider it is
L1334[12:35:58] <diesieben07> yeah why the heck do you use that :D
L1335[12:36:03] <diesieben07> createTileEntity + hasTileEntity :D
L1336[12:36:05] <diesieben07> but oh well
L1337[12:36:11] <Ri5ux> Huh
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L1339[12:37:24] <Ri5ux> BlockContainer has it, and I need that for Tile Entities... Right??
L1340[12:37:35] <diesieben07> no
L1341[12:37:38] <diesieben07> BlockContainer is awful
L1342[12:37:44] <Ri5ux> There's a better way?
L1343[12:37:44] <diesieben07> the methods i posted above is all you need
L1344[12:38:00] <Ri5ux> Where are those methods?
L1345[12:38:06] <diesieben07> in Block
L1346[12:38:07] <diesieben07> you override them
L1347[12:38:28] <Ri5ux> Wow...
L1348[12:38:32] <Ri5ux> I did not know about those.
L1349[12:38:35] <Ri5ux> Thanks :P
L1350[12:38:49] ⇦ Quits: alfw| (~alfw@not.alf.network) (Ping timeout: 189 seconds)
L1351[12:41:27] *** MorphFK is now known as Morphan1
L1352[12:43:57] <Ri5ux> !gm onBlockPlaced 1.7.10
L1353[12:44:00] * Unh0ly_Tigg finds it stupid that ITileEntityProvider still uses int based meta, instead of IBlockState
L1354[12:44:39] * diesieben07 therefor does not use ITileEntityProvider
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L1356[12:45:25] * sham1 likes to speak in third person
L1357[12:45:58] * diesieben07 wonders what it is called if a bot speaks in third person
L1358[12:46:05] <diesieben07> third bot?
L1359[12:46:22] <Unh0ly_Tigg> third entity, be generic.
L1360[12:46:25] <sham1> Depends if the bot is sentient enough to be consious
L1361[12:46:27] <PaleoCrafter> We prefer the pluralis majestatis.
L1362[12:46:27] <diesieben07> right.
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L1364[12:46:37] <shadekiller666> hello peoples
L1365[12:46:39] <killjoy> If you write about it, it's still 3rd person
L1366[12:46:57] * diesieben07 finds it funny how people actually took him serious
L1367[12:47:08] <killjoy> The robot in question is made of 30% chromium
L1368[12:47:52] <killjoy> deadly deadly chromium
L1369[12:47:56] <Ri5ux> !gm onBlockActivated 1.7.10
L1370[12:48:11] *** Cojo is now known as Cojo|noms
L1371[12:48:19] <shadekiller666> so these 2 guys have spent the last 3 years with a grant from Darpa figuring out how to wirelessly hack into a Jeep Cherokee, to prove a point that there are vulnaribilities
L1372[12:49:00] <killjoy> I prefer my vehicles offline
L1373[12:49:14] <shadekiller666> good luck finding one in today's market
L1374[12:49:28] <killjoy> I'll have to go to yesterday's market
L1375[12:49:46] <shadekiller666> its a scary thought that 400k cars could be shutdown all over the US with the push of an enter key
L1376[12:49:49] <Ri5ux> Online vehicles, what.
L1377[12:49:57] <shadekiller666> mhmm
L1378[12:50:00] <PaleoCrafter> there's still a lot of cars that don't have all that smart jizz bundled in the basic version :P
L1379[12:50:01] <killjoy> They're smart
L1380[12:50:11] <killjoy> "jizz"
L1381[12:50:12] <Ri5ux> I'll just uh, remove my wireless receiver thing?
L1382[12:50:15] <Ri5ux> <.<
L1383[12:50:18] <shadekiller666> well
L1384[12:50:30] <shadekiller666> you'd have to remove the entire entertainment system
L1385[12:50:30] <killjoy> I think you mean "jazz"
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L1387[12:50:32] MineBot sets mode: +v on CovertJaguar
L1388[12:50:40] ⇨ Joins: Tim020 (~Tim0@cpc25-farn7-2-0-cust147.6-2.cable.virginm.net)
L1389[12:50:49] <Ri5ux> I could bring a laptop with me...
L1390[12:50:51] <PaleoCrafter> yup :P
L1391[12:50:51] <Ri5ux> or something
L1392[12:52:15] <Ri5ux> MineBot, do I have your permission to PM you? :P
L1393[12:52:36] <shadekiller666> inb4 it responds with a "No"
L1394[12:52:41] <Ri5ux> Lol
L1395[12:52:46] <PaleoCrafter> if you like talking to a bot that won't respond you :P
L1396[12:52:49] <shadekiller666> in a PM
L1397[12:53:53] <Ri5ux> TBH my client refuses to open a private messaging tab with Minebot...
L1398[12:54:10] <shadekiller666> so thats the ultimate NO
L1399[12:54:28] <shadekiller666> Minebot itself won't let you open the window :P
L1400[12:54:38] <Ri5ux> I feel violated.
L1401[12:55:09] <Ri5ux> !gm getItemDropped 1.7.10
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L1406[13:08:14] *** Ashlee|off is now known as Ashlee
L1407[13:08:56] <Ri5ux> I see that in 1.7.110 getPickBlock is deprecated, is there a replacement?
L1408[13:09:17] <shadekiller666> isn't there a player-aware version or something
L1409[13:10:29] <PaleoCrafter> tmtu, you had the list of monospace fonts, right? :P
L1410[13:10:48] <williewillus> Ri5ux: the replacement is right above it :p
L1411[13:10:57] <williewillus> getPickBlock(mop, world, x, y, z, player)
L1412[13:11:11] <Ri5ux> Oh
L1413[13:11:26] <Ri5ux> Lol, makes sense. Thanks
L1414[13:11:47] <Zaggy1024> apparently a bug slipped through my radar way back on the blockstates loader :(
L1415[13:11:59] <Zaggy1024> it seems as though it gets an NPE when I remove a submodel
L1416[13:12:28] <tmtu> PaleoCrafter: https://github.com/chrissimpkins/codeface
L1417[13:12:39] <PaleoCrafter> thanks
L1418[13:13:16] <tmtu> i recommend Fira Code :)
L1419[13:13:20] <tmtu> https://github.com/tonsky/FiraCode
L1420[13:13:37] <tmtu> or just Fira Mono
L1421[13:14:37] <yueh> oh. ligatures
L1422[13:14:43] <PaleoCrafter> heh, I'm fine with my font, somebody gave me a picture of a font sample though and wanted to know what it is :P
L1423[13:14:48] <PaleoCrafter> and I knew it was some coding font xD
L1424[13:14:50] <yueh> like sans bullshit sans?
L1425[13:14:54] *** Cojo|noms is now known as Cojo
L1426[13:15:30] <PaleoCrafter> Fira Code looks impressive :O
L1427[13:15:52] <PaleoCrafter> will make my Scala code looks so sexy
L1428[13:16:13] <williewillus> it says it doesnt work in idea though
L1429[13:16:20] <PaleoCrafter> wat
L1430[13:16:21] <PaleoCrafter> nuuuu
L1431[13:16:28] <yueh> scala is already using that utf8 stuff, so no need for ligatures
L1432[13:17:05] <PaleoCrafter> I don't want to enter the special characters though :P
L1433[13:17:40] <williewillus> the feature request for IDEA is assigned though
L1434[13:17:43] <williewillus> so hopefully soon(tm)
L1435[13:17:46] <williewillus> https://youtrack.jetbrains.com/issue/IDEA-127539
L1436[13:18:12] <yueh> uh. that does not look good
L1437[13:19:23] <diesieben07> oh god
L1438[13:19:26] <diesieben07> why did you tell me about this
L1439[13:19:36] <diesieben07> now i will forever hate the way it looks right now
L1440[13:20:13] <yueh> it looks really awful in eclipse
L1441[13:21:12] <PaleoCrafter> eclipse looks really awful in eclipse
L1442[13:21:15] <williewillus> ^
L1443[13:21:17] <williewillus> lol
L1444[13:21:41] <yueh> or any other programm
L1445[13:21:56] <yueh> -m
L1446[13:22:04] <Ri5ux> Isnt Eclipse designed by IBM or something.
L1447[13:22:24] <williewillus> i think they're one of the major members or sponsors of the foundation or something
L1448[13:22:33] <Ri5ux> Ah
L1449[13:22:39] <yueh> it looks fine at like 72px
L1450[13:22:58] <Ri5ux> Because if IBM designed it, I could completely understand why it looks the way it does
L1451[13:23:11] <yueh> but any reasonable size looks like the subpixel rendering is just screwed
L1452[13:23:41] <Ri5ux> IBM and Rational Software founded it in 2001
L1453[13:24:11] <PaleoCrafter> looks fine here, yueh :P
L1454[13:24:32] <yueh> it basically looks like the os x font rendering stuff
L1455[13:24:40] <yueh> with like 120% blur
L1456[13:24:48] <Ri5ux> lmao
L1457[13:24:49] *** tterrag|ZZZzzz is now known as tterrag
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L1459[13:25:17] <williewillus> remember when idea didn't have highDPI support a couple months back
L1460[13:25:19] <yueh> basically black as color looks like a light gray
L1461[13:25:19] <williewillus> bad times
L1462[13:25:28] <Ri5ux> All I have to complain about is the icons and overall theme
L1463[13:27:20] <Ri5ux> I also have hopes that one day the default dark theme wont look like a candy store.
L1464[13:28:06] <Simulac> Wait, is this darcula?
L1465[13:28:40] <yueh> http://i.imgur.com/r1uMQgK.png
L1466[13:29:05] <PaleoCrafter> I think that looks fancy :P
L1467[13:29:30] ⇦ Quits: CovertJaguar (Railcraft@209.34.129.250) (Ping timeout: 202 seconds)
L1468[13:29:32] <Simulac> it looks nice
L1469[13:29:33] ⇨ Joins: CJ-Railcraft (Railcraft@65.183.205.154)
L1470[13:29:33] MineBot sets mode: +v on CJ-Railcraft
L1471[13:29:38] <yueh> i'll probably get a headache after like 10 minutes
L1472[13:29:45] <Simulac> so nice that I can't stand any white themes ever
L1473[13:29:56] <Simulac> Visual Studio white D:
L1474[13:30:09] <yueh> i don't recommend the eclipse dark theme xD
L1475[13:30:19] <PaleoCrafter> "dark"
L1476[13:30:21] <diesieben07> "dark theme"
L1477[13:30:27] <diesieben07> "theme"
L1478[13:30:36] <PaleoCrafter> " "
L1479[13:30:41] ⇦ Quits: SoundLogic (~SoundLogi@natewp.scls.lib.wi.us) (Ping timeout: 378 seconds)
L1480[13:30:44] <diesieben07> "IDE"
L1481[13:30:46] <yueh> hm yeah. the dark code style
L1482[13:30:50] <diesieben07> ok, that was mean :D
L1483[13:31:05] <yueh> it's basically this https://github.com/busyloop/lolcat
L1484[13:31:07] <PaleoCrafter> I must admit that eclipse actually handles Scala better than IDEA :P
L1485[13:31:32] <yueh> or multiproject setups
L1486[13:32:00] <PaleoCrafter> meh, IDEA handles those fine as well if you do it correctly :P
L1487[13:32:17] <Simulac> IntelliJ shortcuts are the best
L1488[13:32:22] <yueh> (or better working sets)
L1489[13:32:32] <PaleoCrafter> i.e. if your build tool is set up for multiple projects, so is IDEA :P
L1490[13:32:50] <yueh> it's more like multiple multprojects
L1491[13:33:30] <yueh> with independent build definitions
L1492[13:34:17] <yueh> and different build tools xD
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L1495[13:41:41] <Zaggy1024> priority is still something I wish we had for blockstates :(
L1496[13:44:20] *** big_Xplosion is now known as big_Xplo|AFK
L1497[13:45:04] <Ri5ux> Where's the background color setting in eclipse?
L1498[13:45:17] <killjoy> apearance?
L1499[13:45:31] <Ri5ux> I looked there.
L1500[13:45:35] <Ri5ux> Not seeing it
L1501[13:46:09] <Ri5ux> Oh wait, think i found it. Its in Editors > Text Editors
L1502[13:46:48] <williewillus> oh man the fastcraft async culling thing is awesome
L1503[13:46:53] <williewillus> i actually get playable fps now
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L1507[13:48:56] <Ri5ux> Of course Eclipse thought it was a good idea to stop responding,
L1508[13:49:12] <sham1> it is eclipse
L1509[13:49:14] <sham1> of couraw
L1510[13:49:37] <Ri5ux> Guess its task manager time
L1511[13:50:31] <yueh> maybe stop using eclipse 3.2?
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L1513[13:51:05] <Ri5ux> ....
L1514[13:51:19] <Ri5ux> Eclipse 4.5
L1515[13:51:47] <yueh> the last crash i can remember was an OOM one, stupid scala compiles needs way too much memory
L1516[13:52:04] <Ivorius> IDEA just stopped responding for 3 scary seconds for me too
L1517[13:52:23] <yueh> and that was because forgetting to set the xms/xmx
L1518[13:52:27] <Ivorius> But then again, I had 250 000 search results open :P
L1519[13:52:52] <Simulac> yueh, I took your advice and implemented greedy best first search
L1520[13:52:53] <Simulac> it worked
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L1522[13:56:02] <Ri5ux> Ugh, eclipse is teasing me to death. Trying to set background color, I click apply, it sets it, I click close or OK, and it sets it back to what it was previously
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L1526[14:11:29] <Simulac> guys is there any way to get the block id at a BlockPos
L1527[14:11:41] <Ri5ux> You shouldnt need block IDs
L1528[14:11:57] <Ordinastie> world.getBlockState(blockPos)
L1529[14:12:11] <Ordinastie> and no, you shouldn't need a block ID
L1530[14:12:35] <Ivorius> I hereby forbid you to henceforth think about int block IDs at all
L1531[14:12:50] <Ivorius> in your mind, int block IDs don't exist
L1532[14:12:56] * Ivorius snaps Ri5ux awake
L1533[14:13:00] <Simulac> "block IDs don't exist"
L1534[14:13:07] <Simulac> What is this block ID you speak of?
L1535[14:13:14] <Ivorius> Eh, Simulac *
L1536[14:13:16] <Ri5ux> What... I just told him he shouldnt need them
L1537[14:13:16] <Ordinastie> wrong snapping target
L1538[14:13:24] <Ri5ux> <.<
L1539[14:13:35] <Ivorius> See, he got it anyway :P
L1540[14:13:50] <Ordinastie> but he's still sleeping
L1541[14:14:03] * Ivorius snaps Simulac awake
L1542[14:14:11] * Ivorius holds some Chloroform to Ri5ux' face
L1543[14:14:13] <Simulac> i am awake
L1544[14:14:15] <Ivorius> See, all fixed
L1545[14:14:19] <Ri5ux> :/
L1546[14:14:22] <Simulac> i had a dream
L1547[14:14:29] ⇦ Quits: KGS (~KGS@nl107-188-189.student.uu.se) (Ping timeout: 206 seconds)
L1548[14:14:48] <Simulac> each block had this thing called a block id
L1549[14:14:57] <Simulac> sorry nightmare*
L1550[14:15:07] <sham1> They have, they just never are exposed :PÅ
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L1553[14:15:52] <Ivorius> Use Block references in code
L1554[14:15:57] <Zaggy1024> sigh
L1555[14:16:01] <Zaggy1024> eclipse screwed up the bin folder
L1556[14:16:03] <Ivorius> And String IDs (e.g. minecraft:stone) for storing
L1557[14:16:12] <sham1> yeh
L1558[14:16:58] <Simulac> So wait, how would I go about correctly checking if a block is stone
L1559[14:17:08] <Ordinastie> block == Blocks.stone
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L1561[14:17:23] <Simulac> ah i see
L1562[14:17:28] <yueh> why even check for stone (for path finding)
L1563[14:18:04] <Ri5ux> Honestly, lawnmower.
L1564[14:18:44] <yueh> ?
L1565[14:18:45] <Simulac> well before I add jumping, I'm going make it walk around single blocks of dirt
L1566[14:21:37] ⇦ Quits: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi) (Remote host closed the connection)
L1567[14:22:56] <Ri5ux> Nobody will ever understand lawnmower.
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L1569[14:23:10] <PaleoCrafter> jigsaw?
L1570[14:23:18] <Ri5ux> wat
L1571[14:23:22] <Pennyw95> are models coded by tabula good to go or do they have to be modified like techne's ones?
L1572[14:23:31] <Ri5ux> blowtorch
L1573[14:23:41] ⇨ Joins: Tigg (~Tigg@c-24-19-42-239.hsd1.wa.comcast.net)
L1574[14:23:58] <Tigg> Hello everyone!
L1575[14:24:09] <Ri5ux> Pennyw95, I'd assume all modeling software is going to export models that need adjustments.
L1576[14:24:23] ⇨ Joins: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi)
L1577[14:24:30] <Pennyw95> Well, that would be in the renderer
L1578[14:25:02] <Pennyw95> But in the very model class, techne requires that the paramter entity is added to a method. I was wondering if Tabula requires that too
L1579[14:25:16] <Ri5ux> Find out?
L1580[14:25:22] <PaleoCrafter> no, it actually has a working exporter :P
L1581[14:25:44] <Pennyw95> ha, cool
L1582[14:26:04] <Pennyw95> I'm cruisin'
L1583[14:26:19] <Pennyw95> (cause I can't see shit)
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L1588[14:33:07] <shadekiller666> if i found a bug in forge and fixed it, should i submit a bug report at the same time i submit the PR with the fix?
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L1590[14:35:33] <Ri5ux> I'd just submit the PR, but don't quote me.
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L1592[14:39:06] <Pennyw95> these tutorials are quite different...how am I supposed to know which one is for which MC version?? http://www.minecraftforge.net/wiki/Custom_Tile_Entity_Renderer http://www.minecraftforge.net/wiki/Rendering_a_Techne_Model_as_a_Block
L1593[14:39:41] <Pennyw95> the last one also has IconRegister instead of IIconRegister so it must be 1.6.4 :|
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L1595[14:41:07] <Ri5ux> Either of them would work really...
L1596[14:41:20] <gigaherz> Pennyw95: the wiki is somewhat abandoned
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L1598[14:41:43] <Pennyw95> oh
L1599[14:41:46] <gigaherz> they started a new documentation system in here: http://mcforge.readthedocs.org/en/latest/
L1600[14:41:51] <gigaherz> but it's in its early stages
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L1602[14:42:14] <Ri5ux> Personally I like the wiki better already :/
L1603[14:42:17] <gigaherz> the files for that site are in the repository
L1604[14:42:26] <gigaherz> so they work using the same PR system as the rest of forge
L1605[14:42:34] <Pennyw95> that's nice
L1606[14:42:38] <gigaherz> yo ucan just fork the forge repo, edit from within Github
L1607[14:42:40] <gigaherz> and make a PR for it
L1608[14:42:52] <Lapiman> I have it so that when you click on a block with an item, the block changes to another block using setBlock() (this is 1.7)
L1609[14:42:54] <Pennyw95> but I can't see anything about tesr there...
L1610[14:43:10] <Lapiman> However, if I use the item to change the block I'm standing on, the time it takes setBlock() to run is enough for the player to fall through the block
L1611[14:43:16] <gigaherz> yeah as I said, it's extremely incomplete
L1612[14:43:17] <Lapiman> How could I fix this?
L1613[14:43:22] <gigaherz> that said
L1614[14:43:23] <Pennyw95> those blockstates look quite an improvement tho
L1615[14:43:30] <gigaherz> IIRC the TESR system hasn't changed THAT much
L1616[14:43:44] <gigaherz> so a 1.6/1.7 TESR example should be relatively easy to adapt to 1.8
L1617[14:43:53] <diesieben07> Lapiman, that should not happen... can you show your code?
L1618[14:44:35] <Lapiman> diesieben07: https://github.com/thinkplank/grimcraft/blob/1.7/java/us/thinkplank/grimcraft/GrimcraftEventHandler.java
L1619[14:44:47] <Lapiman> It is in onUseHoe()
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L1621[14:45:26] <Ordinastie> if it's your blocks, use onBlockActivated
L1622[14:46:06] <Ordinastie> wait, I was looking at wrong method
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L1624[14:47:05] <diesieben07> hmmm no idea why that is
L1625[14:47:18] <Ri5ux> diesieben07, Switching to createTileEntity in Block broke my rendering. Cant see any TileEntities.
L1626[14:47:33] <diesieben07> did you also add hasTileEntity?
L1627[14:47:40] <Ri5ux> No, forgot that.
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L1630[14:48:07] <diesieben07> i did not: diesieben07> createTileEntity + hasTileEntity :D
L1631[14:48:24] <Ordinastie> he meant he forgot it
L1632[14:48:25] <Ri5ux> I mean I forgot to do that.
L1633[14:48:27] <Ri5ux> Yeah
L1634[14:48:35] <diesieben07> Oh wtf is wrong with my brain
L1635[14:48:42] <diesieben07> I totally read that as "No, you forgot that."
L1636[14:48:46] <Ri5ux> lol
L1637[14:49:02] <Ri5ux> Assuming I just have to return true?
L1638[14:49:06] <diesieben07> yeah
L1639[14:49:11] <Ri5ux> Alright, thanks
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L1641[14:49:38] <Flenix> Hey, does anyone know if there's a channel for Opis/ProfMobius?
L1642[14:50:00] <shadekiller666> Lex, i noticed a bug with ExtendedBlockStates and implemented a fix for it, should i post a bug report about the bug at the same time i submit the fix in a PR? or should I just submit the PR?
L1643[14:50:12] <diesieben07> just submit the PR...
L1644[14:50:17] <Ri5ux> ^
L1645[14:50:19] <shadekiller666> k
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L1650[14:56:30] <Pennyw95> so this is a 1.7.10 tutorial? http://www.minecraftforge.net/wiki/Custom_Tile_Entity_Renderer
L1651[14:57:27] <laci200270> Pennyw95, yes
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L1653[14:57:40] <Pennyw95> perfect :) thanks!
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L1655[14:59:37] <sham1> Note, works on 1.8
L1656[15:01:48] <gigaherz> Ididsay
L1657[15:01:48] <gigaherz> [21:43] (gigaherz): IIRC the TESR system hasn't changed THAT much
L1658[15:01:48] <gigaherz> [21:43] (gigaherz): so a 1.6/1.7 TESR example should be relatively easy to adapt to 1.8
L1659[15:01:49] <gigaherz> ;P
L1660[15:02:13] <gigaherz> if it happens that one of the functions has changed names, you have mcpbot here to help
L1661[15:02:14] <gigaherz> ;P
L1662[15:02:26] <Ri5ux> It's hot in topeka.
L1663[15:03:18] <gigaherz> dunno where topeka is, but it's hot here too, but that's why we bought an AC
L1664[15:03:29] <Ri5ux> Lol not literally.
L1665[15:03:40] <Ri5ux> Its a quote from something :P
L1666[15:03:46] <gigaherz> yeah guessed as much
L1667[15:03:52] <diesieben07> https://www.youtube.com/watch?v=L_IlsPypwZs
L1668[15:03:57] <laci200270> gigaherz, not changed much :D
L1669[15:04:02] <diesieben07> not sure what the fuck that is though.
L1670[15:04:03] <gigaherz> but I like to ignore such things and answer regardless ;P
L1671[15:04:22] <laci200270> just the hook for them removed
L1672[15:05:13] <diesieben07> Not true
L1673[15:05:18] <diesieben07> the "add tesr" hook is still there
L1674[15:05:22] <diesieben07> jus t IItemRenderer is gone
L1675[15:05:39] <laci200270> and the render TESR in inventory hook gone also
L1676[15:06:03] <diesieben07> you cannot render a TESR in inventory
L1677[15:06:09] <diesieben07> as a TE does only exist in the world
L1678[15:06:19] <laci200270> the Chest render
L1679[15:06:26] <laci200270> I mean that
L1680[15:06:27] <diesieben07> ?
L1681[15:06:36] <diesieben07> <diesieben07> jus t IItemRenderer is gone
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L1683[15:09:48] <gigaherz> you don't need a TESR for inventory, you can just draw a fixed model
L1684[15:09:55] <laci200270> diesieben07, i talked about this https://goo.gl/a4mS68
L1685[15:10:45] <diesieben07> yes... IItemRenderer
L1686[15:11:27] <sham1> That latest comment laci on your Optional[EnumFacing] PR
L1687[15:11:36] <sham1> Brilliant
L1688[15:12:00] <laci200270> what?
L1689[15:12:23] <sham1> That PR comment you did to PR #2033
L1690[15:12:40] <sham1> I think that everything that could be said has been said
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L1692[15:13:14] <laci200270> ok i remove it :D
L1693[15:13:28] <sham1> No need
L1694[15:13:49] <laci200270> already done
L1695[15:13:56] <sham1> I just dont want that a dead horse will be beaten until it's glue
L1696[15:14:46] <diesieben07> glue is made out of horses? TIL.
L1697[15:15:10] <laci200270> yes
L1698[15:15:19] <laci200270> look at Tinker's Construct :D
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L1700[15:15:29] <sham1> It's actually a real thing
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L1702[15:17:53] <Ri5ux> What are some mods that use the Redstone Flux API?
L1703[15:18:02] <laci200270> in 1.8?
L1704[15:18:05] <Ri5ux> 1.7
L1705[15:18:09] <sham1> A lot
L1706[15:18:20] <Ri5ux> Like what?
L1707[15:18:24] <gigaherz> Extra Utilities, Mekanism, Thermal *
L1708[15:18:27] <sham1> TE
L1709[15:18:35] <Ri5ux> Open source ones I should note.
L1710[15:18:37] <sham1> EFTools :P
L1711[15:18:39] <gigaherz> Simply Jetpacks
L1712[15:18:41] <gigaherz> RFTools
L1713[15:18:50] <laci200270> enderio
L1714[15:18:52] <sham1> Also RF API is not that hard to use
L1715[15:18:57] <gigaherz> Draconic Evolution
L1716[15:18:58] <gigaherz> ....
L1717[15:19:04] <gigaherz> well dunno which ones are opensource
L1718[15:19:05] <gigaherz> XD
L1719[15:19:15] <gigaherz> oh and Big Reactors
L1720[15:19:16] <sham1> I think that EnderIO is
L1721[15:19:17] <gigaherz> that's RT also
L1722[15:19:21] <gigaherz> RF*
L1723[15:19:37] <Ri5ux> Well, I'm trying to keep track of all the IEnergyReceivers and IEnergyProviders that are interacting with each other
L1724[15:19:50] <Ri5ux> And it was suggested to keep them in an arraylist
L1725[15:19:51] <sham1> If you have worked with Fluid API before you know how to use RF API
L1726[15:19:51] <laci200270> all the opensource mods that contains cofh api: https://github.com/search?q=cofh.api&type=Code&utf8=%E2%9C%93
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L1729[15:20:30] <Ri5ux> I worked with Forge's fluid api... that's it.
L1730[15:20:33] <sham1> some poor bastards are using RF API as an submodule
L1731[15:20:40] <flappy> Ri5ux: try https://github.com/search?q=redstoneflux&type=Code
L1732[15:20:42] <sham1> Yeah
L1733[15:20:57] <gigaherz> sham1: ugh
L1734[15:21:00] <gigaherz> I pity them
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L1736[15:21:15] <flappy> also that case is covered, I think, by some rftools block
L1737[15:21:20] <yueh> copying it into the repo is better? xD
L1738[15:21:24] <gigaherz> yes.
L1739[15:21:25] <gigaherz> ;P
L1740[15:21:26] <sham1> Yes
L1741[15:21:35] <sham1> At least it is better than a submodule
L1742[15:21:58] <gigaherz> an svn external would be better also, but well, git doesn't ahve svn externals
L1743[15:21:59] <gigaherz> XD
L1744[15:22:41] <sham1> Subthrees :D
L1745[15:23:06] <sham1> Subtrees are much better than submodules
L1746[15:24:20] <gigaherz> oooooooooooooooooooooooooooooooooh
L1747[15:24:23] <gigaherz> I jsut had an idea!
L1748[15:24:37] <gigaherz> i'll make my magic mod RF-aware
L1749[15:24:49] <gigaherz> cast the thunder spell on a machine, and it gives it RF
L1750[15:24:49] <gigaherz> :D
L1751[15:25:13] <sham1> :D
L1752[15:25:18] <sham1> Great idea
L1753[15:25:26] <sham1> We just have to get mods for 1.8 that use RF
L1754[15:25:31] <gigaherz> sure ;P
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L1756[15:25:40] <sham1> Like mine *goes into corner and cries*
L1757[15:25:48] <gigaherz> the RF api isn't a problem though -- it's version-agnostic ;P
L1758[15:25:50] <flappy> there's a grand total of one i know of
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L1760[15:26:00] <sham1> It is getting the mods
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L1762[15:26:00] <Sollux-Captor> ISP, can some one tell me if this is good http://prntscr.com/7ve2dr ? i know low ping is good but idk what the jotspot for numbers are
L1763[15:26:08] <flappy> and that's progressive automation
L1764[15:26:13] <sham1> Fluxducts
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L1766[15:26:28] <Ri5ux> Yes Sollux-Captor, that's good.
L1767[15:26:29] <Sollux-Captor> *i just got a new ISP
L1768[15:26:33] <sham1> So you can get that RF to your progressive automation machines
L1769[15:26:38] <gigaherz> Sollux-Captor: 34ms is not bad
L1770[15:26:39] <flappy> sham1: "use" was explicitly said :P
L1771[15:26:58] <sham1> You can use fluxducts
L1772[15:27:10] <sham1> There is no RF carrying mechanism in progressive automation
L1773[15:27:19] <flappy> sham1: i know
L1774[15:27:22] <sham1> And that stuff is important
L1775[15:27:29] <flappy> being massively pedantic
L1776[15:27:33] <laci200270> sham1, in my mod will be one :D
L1777[15:27:39] <laci200270> if I can finish it
L1778[15:27:41] <sham1> So will mine
L1779[15:27:57] <gigaherz> Sollux-Captor: I'm on fiber, 100mbps down, 10mbps up
L1780[15:28:09] <gigaherz> but connected through PLC/HomePlug
L1781[15:28:10] <gigaherz> http://www.speedtest.net/my-result/4521659942
L1782[15:28:13] <gigaherz> this is my result
L1783[15:28:28] <gigaherz> 18ms
L1784[15:28:40] <gigaherz> before, when I was on ADSL/VDSL, I had closer to 50
L1785[15:28:50] <yueh> nothing impressive xD
L1786[15:28:56] <gigaherz> yeah
L1787[15:28:58] <gigaherz> that was the point
L1788[15:28:58] <gigaherz> ;P
L1789[15:29:07] <gigaherz> if I connect directly to the router
L1790[15:29:11] <gigaherz> I can do better
L1791[15:29:17] <gigaherz> also I'm watching a livestream
L1792[15:29:17] <gigaherz> XD
L1793[15:29:18] <Sollux-Captor> so do you want high numbers for download speed? and low for upload?
L1794[15:29:26] <gigaherz> what?
L1795[15:29:33] <Ri5ux> No
L1796[15:29:34] <gigaherz> for ping, the lower the better
L1797[15:29:39] <gigaherz> for speed, the higher the better
L1798[15:29:39] <gigaherz> XD
L1799[15:29:42] <Ri5ux> High for upload ,high for download
L1800[15:29:52] <gigaherz> Sollux-Captor: look, what are you PAYING for?
L1801[15:29:54] <Sollux-Captor> oi, so my upload and download isnt that great?
L1802[15:29:56] <laci200270> this is my result: http://www.speedtest.net/my-result/4521663366
L1803[15:30:05] <sham1> I propably will either carry RF via fluids or make something like "Suspended Redstone pipes"
L1804[15:30:07] <gigaherz> if your contract is for 100/10, and you get 30/3, then you should complain ;P
L1805[15:30:10] <Ri5ux> $30/month for this: http://www.speedtest.net/my-result/4521663820
L1806[15:30:13] <gigaherz> sham1: Plasma Flux
L1807[15:30:40] <gigaherz> make an "Energized Plasma" fluid
L1808[15:31:08] <gigaherz> an Matter Exciter for generating it
L1809[15:31:29] <gigaherz> and a Redstone Diffuser for converting back to RF
L1810[15:31:43] <sham1> Sounds like fun
L1811[15:32:09] <sham1> I'd obviously want to have differnet pipes for them
L1812[15:32:16] <sham1> Something like a plasma pipe
L1813[15:32:29] <gigaherz> hmm
L1814[15:32:38] <Ri5ux> Is there anything in RF API for tracking the receivers and providers?
L1815[15:32:40] <sham1> Plasma pipe with a magnetic field
L1816[15:32:43] <sham1> No
L1817[15:32:46] <gigaherz> yeah
L1818[15:32:49] <gigaherz> I was going to say
L1819[15:32:50] <sham1> You need to program that yourself
L1820[15:32:56] <gigaherz> "Electromagnetic Suspension" hmm
L1821[15:33:01] <gigaherz> but MC is Redstone, not electricity
L1822[15:33:07] <laci200270> Ri5ux, you need to discover the whole network
L1823[15:33:39] <sham1> Ferromagnetic Suspension tube
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L1825[15:33:45] <Ri5ux> I can't exaclty figure out how laci200270.
L1826[15:33:48] <gigaherz> that sounds nice
L1827[15:33:48] <gigaherz> :D
L1828[15:34:12] <Sollux-Captor> how do i check what i am paying for?
L1829[15:34:25] <sham1> Umn what do you mean
L1830[15:34:34] <Ri5ux> His internet plan.
L1831[15:34:41] <gigaherz> really?
L1832[15:34:46] <gigaherz> you changed ISPs and you don't know what you got?
L1833[15:34:47] <gigaherz> XD
L1834[15:35:00] <Sollux-Captor> im not the one who is paying xD
L1835[15:35:05] <Sollux-Captor> i am merely a user
L1836[15:35:06] <gigaherz> XD
L1837[15:35:27] <Ri5ux> From the looks of it you just got a low plan.
L1838[15:35:29] <yueh> http://www.speedtest.net/my-result/4521671569 xD
L1839[15:35:54] <Ri5ux> You at a university yueh?
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L1841[15:35:58] <sham1> Jeesus H Christ
L1842[15:36:03] <yueh> just at home
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L1844[15:36:08] <Ri5ux> Not fair.
L1845[15:36:14] <yueh> and this is the slow one xD
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L1847[15:36:44] <gigaherz> me wants gigabit internet :(
L1848[15:37:27] <sham1> http://www.speedtest.net/my-result/4521678548 Meanwhile Finnish teleoperators are being cheap and do not replace the copper cables with optic fiber
L1849[15:37:36] <laci200270> Ri5ux, https://github.com/SleepyTrousers/EnderIO/tree/master/src/main/java/crazypants/enderio/machine/monitor
L1850[15:38:04] <gigaherz> my ISP was supposed to upgrade people to 300/30mbps
L1851[15:38:10] <gigaherz> but they seem to be slow at it
L1852[15:38:14] <gigaherz> so I'll haveto poke them ;P
L1853[15:38:40] <sham1> Damn you Telia for not caring for your Finnish clients...
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L1855[15:39:07] <yueh> i could go for 200/100, but there is a point where it gets ridiculous
L1856[15:39:08] <Sollux-Captor> ps i am using a wifi extender/booster :( so idk
L1857[15:39:33] <Ri5ux> Over wifi, ew
L1858[15:39:34] <diesieben07> oh god, those thigns are awful
L1859[15:39:54] <Sollux-Captor> well i wasnt able to connect my computer w/o it
L1860[15:39:56] <Sollux-Captor> so idk
L1861[15:40:03] <Sollux-Captor> if im doing things wrong or what
L1862[15:40:31] <Ri5ux> From certain people's point of view, you would be, but if it works for you, then it works.
L1863[15:40:42] <yueh> and if the ISP actually would care, upgrading to 1gbit would be easy
L1864[15:41:03] <sham1> ISPs do not care
L1865[15:41:09] <Sollux-Captor> http://prntscr.com/7veapo im pretty sure we went with this plan
L1866[15:41:12] <yueh> in this case actually yes
L1867[15:41:14] <Flenix> Hey, does anyone know if there's a channel for Opis/ProfMobius?
L1868[15:41:43] <Ri5ux> Sollux-Captor, if you went with that plan, then half of your speed isnt even getting utilized because you're using Wifi
L1869[15:41:47] <Girafi> There is. #MobiusStrip
L1870[15:41:52] <sham1> I'd really want to see ProfMobius have his own channel so I could go there and bitch about WAILA 1.8 being broken as hell
L1871[15:41:54] <sham1> Oh
L1872[15:41:55] <sham1> Nice
L1873[15:42:13] <Girafi> Sham1, ProfMobius is gonne ready the Waila port soon
L1874[15:42:18] <Girafi> He know it's broken. No need to complain
L1875[15:42:23] <gigaherz> ISPs do care, supporting 1gigabit would mean replacing 20year old equipment
L1876[15:42:29] <gigaherz> you know how much LESS money they'd pocket?!
L1877[15:42:33] <Sollux-Captor> what do you mean giga?
L1878[15:42:38] <Girafi> ready = redo...
L1879[15:42:57] <gigaherz> Sollux-Captor: wouldn't be too hard for ISPs to setup better networks and give everyone gigabit internet
L1880[15:42:58] <yueh> the equipment here is hm. 2 or 3 years old
L1881[15:42:59] <sham1> They would get more money because they could charge people for faster internetr
L1882[15:43:04] <sham1> Just how they are doing now
L1883[15:43:07] <gigaherz> they don't do it because it costs a lot of money, and they' have less to keep for themselves
L1884[15:43:26] <sham1> At some point you have to think about the customer
L1885[15:43:27] <gigaherz> in Spain we have it relatively nice, because there's a lot of competition
L1886[15:43:33] <gigaherz> so they fight for the customers with better service
L1887[15:43:34] <gigaherz> ;P
L1888[15:43:47] <Sollux-Captor> sp uh... what am i doing wrong though? is it the extender/booster that is making my internet connection shit
L1889[15:43:49] <gigaherz> but we are still 10 years behind other european countries
L1890[15:43:49] <sham1> Here in finlöand we only have two operators that matter...
L1891[15:44:00] <gigaherz> Sollux-Captor: we don't know
L1892[15:44:03] <Ri5ux> Sollux-Captor, WiFi in general is shit.
L1893[15:44:04] <Sollux-Captor> :(
L1894[15:44:09] <gigaherz> you'd have to plug the computer directly through Ethernet
L1895[15:44:16] <gigaherz> that's why I use PLC/HomePlug instead
L1896[15:44:23] <killjoy> HiFi is better
L1897[15:44:25] <yueh> being part of a testproject helps
L1898[15:44:26] <Ri5ux> I use a PLC as well.
L1899[15:44:28] <Sollux-Captor> ye i wanted to do that. i really really wanted to do that but i cant
L1900[15:44:30] <gigaherz> http://www.ftp-sgpartners.net/tdceu/uploads/uploaded/homeplug.jpg
L1901[15:44:32] <gigaherz> this things
L1902[15:44:36] <sham1> Also, it is nice to see forge modding community being so diverse
L1903[15:44:37] <gigaherz> why not?
L1904[15:44:45] <Sollux-Captor> for some stupid reason, the router had to be placed in the family room
L1905[15:44:47] <gigaherz> WIFI sucks in comparison ;P
L1906[15:44:50] <gigaherz> Sollux-Captor:
L1907[15:44:53] <gigaherz> that's what the PLCs are for
L1908[15:44:54] <gigaherz> ;P
L1909[15:44:54] <sham1> I have a thing like that
L1910[15:45:02] <sham1> Works wonders
L1911[15:45:03] <gigaherz> they transfer ethernet over the power cable
L1912[15:45:18] <gigaherz> and you can pair more than two
L1913[15:45:24] <gigaherz> and create a powerline network all over your house
L1914[15:45:25] <Ri5ux> Mine is 320Mbps
L1915[15:45:31] <Sollux-Captor> oi how much do they cost?
L1916[15:45:31] <gigaherz> mine are 200mbps
L1917[15:45:42] <gigaherz> like 30eur the kit (2 of them)
L1918[15:45:43] <Ri5ux> I got mine for $60
L1919[15:45:45] <sham1> They are semi cheap
L1920[15:45:52] <gigaherz> they are cheaper than they used to be
L1921[15:46:03] <yueh> the ISP basically dig through the whole city and lay fiber everywhere
L1922[15:46:05] <gigaherz> $30-50 for a pair
L1923[15:46:23] <yueh> *laid
L1924[15:46:25] <Sollux-Captor> http://prntscr.com/7vedi7 like one of these?
L1925[15:46:30] <sham1> Germania has its internet all well and fine :(
L1926[15:46:42] <yueh> as FTTH
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L1928[15:46:52] <Simulac> guys if anyone has time, can they please tell me what's wrong with this implementation of dijkstra's http://pastie.org/10304880
L1929[15:47:00] <Ri5ux> Sollux-Captor... You using a desktop or a laptop
L1930[15:47:05] <Sollux-Captor> desktop
L1931[15:47:11] <Ri5ux> Because most i've seen already have that plug
L1932[15:47:15] <sham1> The hell is dijkstra
L1933[15:47:19] <Ri5ux> Dont know of any without them in fact
L1934[15:47:37] <Simulac> Node just contains the BlockPos, reference to parent and g score
L1935[15:47:43] <Simulac> Dijkstra's algorithm
L1936[15:47:58] <Sollux-Captor> giga can you link me to what you are talking about?
L1937[15:47:58] <gigaherz> Sollux-Captor: I haven't seen a computer WITHOUT ethernet in like 15 years
L1938[15:48:06] <Sollux-Captor> I have ethernet
L1939[15:48:13] <gigaherz> [22:44] (gigaherz): http://www.ftp-sgpartners.net/tdceu/uploads/uploaded/homeplug.jpg
L1940[15:48:22] <yueh> internet within a city is usually ok. but just a bit farer away and it goes down pretty fast
L1941[15:48:31] <Simulac> isn't that powerline?
L1942[15:48:34] <yueh> and the FTTH stuff is really rare
L1943[15:48:47] <Simulac> I have a pair of powerline plugs
L1944[15:48:53] <gigaherz> https://www.google.com/search?q=HomePlug&ie=utf-8&oe=utf-8#tbm=shop&q=AV500
L1945[15:49:02] <sham1> And our politicans have been saying that they will have everyone in finland have 100Mbps per person, but I've not gotten my OMGWTFBBQ network yet
L1946[15:49:07] <Sollux-Captor> alright giga, and these connect like a standard ethernet cable right? just as if i were to plug the router straight into my comp?
L1947[15:49:16] <gigaherz> yes
L1948[15:49:24] <gigaherz> the kits with 2 of them in a boc
L1949[15:49:25] <gigaherz> box*
L1950[15:49:28] <gigaherz> have them pre-paired
L1951[15:49:31] <Simulac> powerline adapters are quite useful
L1952[15:49:32] <gigaherz> so it's plug&play
L1953[15:49:36] <Simulac> I got one connected to my printer
L1954[15:49:36] <gigaherz> if you get more than 2
L1955[15:49:44] <gigaherz> or get them invididually
L1956[15:49:47] <gigaherz> you'll have to pair manually
L1957[15:49:51] <gigaherz> it's easy though
L1958[15:50:00] <Sollux-Captor> oi :/ i wish i knew these existed -.- i was jsut at bestbuy!! i bought the stupid booster instead ;-;
L1959[15:50:01] <yueh> if i remember correctly, there are currently about 10 cities in germany with access to FTTH (from this ISP) and none of them are large or actually just a small part of the city
L1960[15:50:29] <gigaherz> Sollux-Captor: I used not to know they existed, and I'm a fan ever since I learned about them
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L1962[15:50:32] <yueh> i wouldn't be suprised if it reaches not more than 100k-200k people
L1963[15:50:50] <Sollux-Captor> so will these boost my speed dramatically?
L1964[15:51:22] <Ri5ux> Yes
L1965[15:51:27] <Ri5ux> And theyre more reliable
L1966[15:51:29] <yueh> with some luck
L1967[15:51:52] <Sollux-Captor> cause im pretty sure we are not paying for a stupid 16mbps
L1968[15:51:52] <gigaherz> in here we are 3 friends sharing a flat
L1969[15:51:56] <yueh> depends on the wiring
L1970[15:51:57] <gigaherz> and we have 5 of them
L1971[15:52:00] <gigaherz> in different rooms
L1972[15:52:04] <gigaherz> connecting with the router
L1973[15:52:09] <gigaherz> so far it has worked really well
L1974[15:52:09] <Sollux-Captor> what are your speeds again giga?
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L1976[15:52:18] <gigaherz> my adapters are AV200
L1977[15:52:20] <gigaherz> so they are a bit limited
L1978[15:52:23] <gigaherz> but they manage 80mbps down
L1979[15:52:25] <gigaherz> and 10mbps up
L1980[15:52:35] <gigaherz> connecting directly to the router through gigabit
L1981[15:52:42] <gigaherz> I can do 105mbps down, 12mbps up
L1982[15:52:53] <gigaherz> so it IS a bit slower than direct
L1983[15:52:56] <gigaherz> but it works well regardless
L1984[15:53:12] <Sollux-Captor> as long as it works better than this stupid booster i have
L1985[15:53:16] <gigaherz> yesof course
L1986[15:53:20] <gigaherz> anything is better than a booster
L1987[15:53:21] <gigaherz> XD
L1988[15:53:32] <gigaherz> a long cable running through the floor is better than a booster XD
L1989[15:53:47] <yueh> Simulac: you really don't need the Node class
L1990[15:54:01] <Sollux-Captor> now second question, can i plug these in directly to my surge protector or does it have to be direct wall plug?
L1991[15:54:10] <Simulac> How do I link it all up then?
L1992[15:54:19] <Simulac> and then I'll have to keep a table with g_scores
L1993[15:54:23] <yueh> just a List<BlockPos>
L1994[15:54:46] <Ri5ux> Sollux-Captor, I would put it in a wall plug.
L1995[15:54:56] <Ri5ux> Surge protectors will either slow them down or prevent them from working.
L1996[15:55:05] <Sollux-Captor> oi k
L1997[15:55:05] <Ri5ux> With mine it slowed it down
L1998[15:55:16] <gigaherz> Sollux-Captor: surge protectors often have filters
L1999[15:55:22] <gigaherz> filters will filter out the ethernet
L2000[15:55:22] <gigaherz> XD
L2001[15:55:33] <gigaherz> which defeats the point
L2002[15:55:40] <yueh> and a Map BlockPos -> Integer/Whatever for the distance
L2003[15:55:55] <yueh> so actually no List add all, just the queue + map
L2004[15:56:00] <gigaherz> my setup is
L2005[15:56:09] <Simulac> I see
L2006[15:56:15] <Sollux-Captor> well ima keep this shitty booster untill i get these babies
L2007[15:56:17] <Simulac> well, I first got to fix my problem with dijkstra
L2008[15:56:22] <Simulac> it's trying to walk through walls
L2009[15:56:23] <gigaherz> 5m cable -> PLC -> surge protector -> computer
L2010[15:56:34] <Simulac> I'll have to go guys, brb
L2011[15:56:39] <gigaherz> cya
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L2013[15:57:22] <yueh> hm. queue.remove?
L2014[15:57:56] <Ri5ux> For tracking receivers and providers, should I create a new interface for example ITrackable, and a new method track(ArrayList list), and have each of my receivers and providers implement that?
L2015[15:58:01] <Ri5ux> Or is there a better option?
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L2017[15:58:59] <halvors> diesieben07: You there? Sorry had to go earlier. Here is my updated code:
L2018[15:59:00] <halvors> http://pastebin.com/vT0ncLPS
L2019[15:59:34] <halvors> The problem here is that using general rypes in the packet class causes the error at the bottom of the pastebin.
L2020[15:59:44] <halvors> Anyone know how to fix this?
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L2022[16:00:08] <diesieben07> if oyu are using an inner class, first of all it must be static
L2023[16:00:39] <diesieben07> and why is the message class parameterized? it should not be.
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L2025[16:01:50] <halvors> diesieben07: Why not? I'm, trying to use general types here :)
L2026[16:02:02] <diesieben07> what even are "general types"?
L2027[16:02:11] <halvors> Fixed the inner class. The problem is with the PacketRequestDataMessage class.
L2028[16:02:52] <halvors> Well, you see i'm trying to use this <T extends TileEntity & ITileNetworkable> >so that T is a tilenetity that implements ITileNetworkable.
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L2031[16:03:09] <diesieben07> Yes, that is a hack and abusing generics :D
L2032[16:04:08] <halvors> diesieben07: Do you know why it doesn't work?
L2033[16:04:17] <diesieben07> yes
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L2036[16:05:12] <halvors> How?
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L2038[16:05:30] <diesieben07> You are using a raw type in your IMessageHandler
L2039[16:06:08] <williewillus> halvors: i told you that couple hours ago lol
L2040[16:06:21] <williewillus> your message is parameterized but your handler wasnt properly so
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L2042[16:06:55] <tterrag|phone> just a <?> type should do...
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L2044[16:07:34] <halvors> williewillus: Oh, so how do i add the Type parameter for IMessageHandler?
L2045[16:07:55] <Pennyw95> my TESR isn't working, it's actually crashing the game...can someone see come blatant mistakes here? http://pastebin.com/FRVCpSZU
L2046[16:08:06] <williewillus> what crash do you get?
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L2048[16:08:57] <Pennyw95> http://pastebin.com/m6gKjhtU
L2049[16:09:04] <tterrag> lol
L2050[16:09:06] <tterrag> register your TE
L2051[16:09:21] <Pennyw95> oh crap
L2052[16:09:27] <williewillus> lol
L2053[16:09:30] <Pennyw95> there's always something xD
L2054[16:12:05] <halvors> williewillus: tterrag|phone: Hmm. Still getting that error.,
L2055[16:12:24] <tterrag> halvors: what error
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L2057[16:12:46] <tterrag> oh nvm
L2058[16:13:18] <tterrag> ehhh idk
L2059[16:13:23] <tterrag> reflection+generics always ends in pain
L2060[16:13:24] <halvors> tterrag: This one. http://pastebin.com/1cZvMH6M
L2061[16:13:53] <diesieben07> your message class should not have type parameters
L2062[16:13:57] <diesieben07> that makes no sense
L2063[16:14:09] <Pennyw95> well this solved the crash...but the rendering still doesn't work, there's no itemblock icon and when I place it it's invisible...
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L2065[16:14:48] <halvors> diesieben07: Then i'll not be able to use the <T extends TileEntity & ITileNetworkable> feature :(
L2066[16:14:58] <williewillus> dont be clever with the packets :p
L2067[16:15:04] <diesieben07> "feature"
L2068[16:15:12] <diesieben07> you can't use it anyways
L2069[16:15:24] <diesieben07> since the client cannot possibly know what "T" is
L2070[16:15:26] <williewillus> i kinda get what youre trying to do with the packet thing but it's not gonna work anyway
L2071[16:15:52] <halvors> williewillus: Any suggestions for a workaround?
L2072[16:15:57] <williewillus> don't use generics?
L2073[16:16:09] <Pennyw95> I may know why: in the main mod class I call proxy.registerrenderinfo, and proxy is a CommonProxy object, and that method is empty there, while it has the bindtexture in the ClientProxy. Would having the CommonProxy call the Clientproxy method work?
L2074[16:16:17] <tterrag> no
L2075[16:16:17] <halvors> williewillus: What i need is basically that TileEntity is instance of TileEntity and implements ITileNetworkable :)
L2076[16:16:25] <tterrag> Pennyw95: the code you posted never actually calls the render method
L2077[16:16:32] <tterrag> halvors: you can't
L2078[16:16:35] <diesieben07> halvors, you can't do that in java.
L2079[16:16:37] <tterrag> you've had 3 people now tell you you can't
L2080[16:16:42] <tterrag> so just don't
L2081[16:16:44] <diesieben07> it's called a union type and java doesn't have it.
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L2085[16:17:16] <williewillus> well the type bounds he has in place technically work, but in the context of packets it makes no sense
L2086[16:17:24] <tterrag> williewillus: right
L2087[16:17:26] <Pennyw95> you mean ClientRegistry.bindTileEntitySpecialRenderer? http://pastebin.com/FRVCpSZU
L2088[16:17:29] <tterrag> we aren't saying the generics are invalid...they work
L2089[16:17:31] <tterrag> just not in this context
L2090[16:17:41] <tterrag> no
L2091[16:17:53] <tterrag> I mean you never call renderBlockYour
L2092[16:17:59] <tterrag> (which is a really bad method name...but whatever)
L2093[16:18:20] <williewillus> Pennyw95: line 145 of the paste - missing something? :p
L2094[16:18:32] <halvors> <T extends TileEntity & ITileNetworkable> put in front of the onMessage function could work, but not since this is Overridden.
L2095[16:18:50] <williewillus> just stop trying to do it >.>
L2096[16:18:58] <williewillus> its more complicated than its worth
L2097[16:19:02] <williewillus> and wont work
L2098[16:19:24] <diesieben07> you could do it by making a private method which you call from the onMessage
L2099[16:19:29] <diesieben07> but its an ugly hack
L2100[16:19:46] <Pennyw95> @williewillus: renderBlockRail?
L2101[16:19:58] <williewillus> wat
L2102[16:20:19] <tterrag> Pennyw95: the method that does the rendering IS NEVER CALLED
L2103[16:20:21] <williewillus> you set everything up, push your matrix, translate, get a TE....then you do nothing
L2104[16:20:22] <tterrag> you never call it
L2105[16:20:26] <tterrag> how is this so complicated?
L2106[16:20:42] <tterrag> also what he is saying, if it was even called, it wouldn't even render anything
L2107[16:21:06] <tterrag> mh nvm, you do have a model.render call in there
L2108[16:21:14] <tterrag> but renderBlockYour is called by *nothing*
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L2110[16:22:51] <halvors> williewillus: Well is there a way i could cast this to a type that is both TileEntity and ITileNetworkable?
L2111[16:23:16] <diesieben07> halvors, read my last two messages
L2112[16:23:34] <diesieben07> the real answer is: no. java does not support this kind of thing.
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L2114[16:24:13] <tterrag> it is possible to work around it with generics like you are trying to do, but when working with packets that communicate between 2 completely separate programs, this will not work
L2115[16:24:19] <halvors> diesieben07: Ok, thanks for your help :) Really appriciate it :)
L2116[16:24:25] <tterrag> because the other program has no idea what the original generic was
L2117[16:24:38] <halvors> tterrag: Ah i see.
L2118[16:25:11] <tterrag> I've done the exact workaround youare trying before :P
L2119[16:25:12] <tterrag> https://github.com/tterrag1098/CustomThings/blob/master/src/main/java/tterrag/customthings/common/block/BlockProxy.java
L2120[16:25:22] <Sollux-Captor> i found out that no matter what :/ i am either paying for 75mbps or 150mbps, and i tested it on other computers and even plugged into a laptop to the ethernet and reading near 20/15 :/
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L2122[16:25:53] <Pennyw95> I've never done this stuff before...about line 145, is it renderBlockRail that is missing? I deleted it since it had a parameter that made no sense and I couldn't find it in forge with ctrl.
L2123[16:26:02] <williewillus> Pennyw95: you don't call renderBlockYour()
L2124[16:26:08] <williewillus> thus, nothing is happening
L2125[16:26:21] <Pennyw95> ok
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L2127[16:26:42] <Pennyw95> should I call it inside renderTileEntiyAt?
L2128[16:26:50] <williewillus> of course
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L2130[16:27:09] <williewillus> that's what all that setup is for (the pushmatrix, translation, and casting your te) :p
L2131[16:27:19] <williewillus> what you have in renderTileEntityAt is basically setting everything up then doing nothing
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L2139[16:34:21] <Pennyw95> oh. it renders . with this http://pastebin.com/gDY9Najh
L2140[16:34:49] <williewillus> yes lol
L2141[16:34:53] <williewillus> thats the method that actually does stuff
L2142[16:34:56] <Pennyw95> it's kinda off though, gl11.gltranslate are the methods to mess with for that right?
L2143[16:35:15] <williewillus> wait wait wait don't do new Blocktank()
L2144[16:35:21] <williewillus> that's creating a new block obj every frame lol
L2145[16:35:26] <williewillus> pass in your block instance
L2146[16:35:29] <Pennyw95> and also no itemblock texture...do I have to draw it manually?
L2147[16:35:32] <Pennyw95> oh lol
L2148[16:35:46] <williewillus> for the item form use an IItemRenderer
L2149[16:36:26] <Ivorius> Wuppy: You going to TomorrowLand?
L2150[16:36:43] <Ivorius> I think I remember in the back of my mind that you mentioned it once or something
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L2152[16:37:00] <tterrag> Pennyw95: it's called a TileEntitySpecialRenderer for a reason
L2153[16:37:06] <tterrag> your item does not have a tile entity
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L2156[16:38:43] <Pennyw95> it sure does!
L2157[16:38:51] <Pennyw95> the block has a te
L2158[16:38:52] <williewillus> no it doesnt lol
L2159[16:38:57] <Pennyw95> oh you mean the item
L2160[16:39:05] <williewillus> yeah items dont have te's
L2161[16:39:10] <Pennyw95> i think I know where's you're going at
L2162[16:40:42] <Pennyw95> should I implement this IItemRenderer in the block class?
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L2164[16:40:49] <Pennyw95> to use in getdropped?
L2165[16:40:52] <williewillus> no
L2166[16:40:54] <williewillus> its a renderer :p
L2167[16:41:05] <Pennyw95> oh of course
L2168[16:41:12] <Pennyw95> i'm not lucid today
L2169[16:42:04] <williewillus> MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(block), new YourIItemRenderer())
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L2172[16:42:52] <Pennyw95> okay..does it go in the renderer class?
L2173[16:43:38] <Ordinastie> anyone here proficient enough on the VertexData passed to the WorldRenderer ?
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L2176[16:47:06] <Pennyw95> also wait not using new()...how can I get the block since of course the renderTEat doesn't provide it?
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L2185[17:01:42] <sham1> Pennyw95, it provides the TE, no?
L2186[17:01:52] <sham1> And TEs have positional data
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L2188[17:02:08] <sham1> And they also have world data
L2189[17:02:16] <sham1> So... You can get your block that way
L2190[17:02:21] <Ordinastie> the TE does have the block directly
L2191[17:02:28] <Stygander> is there an easy way to deal with GC overhead limit since it keeps crashing me
L2192[17:02:30] <sham1> Or do that
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L2197[17:04:50] <Pennyw95> thaumtank.getWorldObj().getBlock(thaumtank.xCoord, thaumtank.yCoord, thaumtank.zCoord)
L2198[17:05:29] <Pennyw95> is this good?
L2199[17:06:02] <williewillus> use your singleton block instance :p
L2200[17:06:08] <williewillus> are you talking about your itemrenderer?
L2201[17:06:11] <williewillus> or tesr
L2202[17:06:32] <Ordinastie> Pennyw95, te.getBlock() (or getBlockType() maybe)
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L2204[17:07:45] <tterrag> diesieben07: is this not safe classloading? https://github.com/tterrag1098/SuperMassiveTech/blob/master/src/main/java/tterrag/supermassivetech/common/compat/enderio/EnderIOCompat.java#L23-L40
L2205[17:08:08] <diesieben07> what does that have to do with classloading?
L2206[17:08:30] <tterrag> the supertype of GravityResistUpgrade (AbstractUpgrade) changed between EnderIO versions
L2207[17:08:33] <Pennyw95> this is in the render method
L2208[17:08:40] <tterrag> so I'm trying to just safely ignore if it errors on load
L2209[17:08:47] <Pennyw95> i registered the itemrendering class in the clientproxy
L2210[17:09:02] <diesieben07> you probably have to catch Error
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L2212[17:09:08] <diesieben07> but thats a bad idea :D
L2213[17:09:15] <tterrag> oh derp
L2214[17:09:16] <tterrag> right
L2215[17:09:19] <tterrag> it's not an exception
L2216[17:09:19] <tterrag> -.-
L2217[17:09:36] <williewillus> Pennyw95: rende rmethod of your tesr or your IItemRenderer :p
L2218[17:09:54] <williewillus> either way use your singleton block instance...you should never call a Block's ctor more than once :p
L2219[17:10:48] <tterrag> diesieben07: would reflection on that class still cause an error though?
L2220[17:10:56] <tterrag> because this is the stacktrace http://puu.sh/j7PLp.txt
L2221[17:11:03] <Pennyw95> te.getBlockType() should be good right? since it doesn't let me use getBlock()
L2222[17:11:17] <tterrag> Pennyw95: yes
L2223[17:11:32] <diesieben07> tterrag, reflection on which class? :D
L2224[17:11:37] <tterrag> EnderIOCompat
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L2226[17:12:08] <tterrag> it shouldn't, I thought...
L2227[17:12:24] <diesieben07> idk, reflection makes more stuff initialize than just normal method calls iirc
L2228[17:12:31] <diesieben07> why do you have to remove the class? :D
L2229[17:12:39] <Pennyw95> it is working, it's just a bit offset and the textures are quite dark but I know the methods involved. The item is still not rendering, but I gained a 0 printed on the purple/black checker xD
L2230[17:12:47] <tterrag> diesieben07: huh?
L2231[17:12:50] <tterrag> remove the class?
L2232[17:13:04] <diesieben07> the exception is a NoClassDefFound
L2233[17:13:10] <diesieben07> i assume you removed that class...
L2234[17:13:10] <tterrag> oh, the package changed
L2235[17:13:19] <tterrag> AbstractUpgrade moved
L2236[17:13:26] <diesieben07> cant you leave the old one there as a dummy? :D
L2237[17:13:27] <tterrag> https://github.com/tterrag1098/SuperMassiveTech/blob/master/src/main/java/tterrag/supermassivetech/common/compat/enderio/GravityResistUpgrade.java#L9
L2238[17:13:34] <tterrag> it's not part of my mod...
L2239[17:13:41] <tterrag> also, no
L2240[17:13:47] <diesieben07> uhmm
L2241[17:13:51] <diesieben07> no i am confuzzled
L2242[17:13:59] <diesieben07> *know
L2243[17:14:01] <diesieben07> *no
L2244[17:14:05] <diesieben07> fuck my life.
L2245[17:14:13] <diesieben07> now.
L2246[17:14:15] <tterrag> guys I think I found a bug in diesieben07
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L2249[17:15:13] <diesieben07> So, which mod removed a class? which mod depends on it? and why cant that depending mod update?
L2250[17:15:37] <tterrag> *sigh*
L2251[17:15:41] <tterrag> the EnderIO class changed packages
L2252[17:15:43] <tterrag> ages ago
L2253[17:15:50] <tterrag> the mod I just linked you references it
L2254[17:15:56] <sham1> Yay I haz a f.lux alternative for my android :P
L2255[17:16:03] <tterrag> I am trying to safely ignore the crash if they are using one of the versions in which it has moved
L2256[17:16:17] <diesieben07> so neither of those mods are by you?
L2257[17:16:17] <sham1> No more blinding myself when using the phone at night
L2258[17:16:26] <tterrag> diesieben07: they both are...yes
L2259[17:16:32] <diesieben07> o/ sham1
L2260[17:16:35] <tterrag> but I'm not going back and re-adding a dummy class for this one small case
L2261[17:16:47] <diesieben07> tterrag, both by you. so why not just update the mod that uses the moved class? i dont get it
L2262[17:17:00] <Pennyw95> is this stuff correct? http://pastebin.com/Azg0x8NR
L2263[17:17:00] <tterrag> diesieben07: because currently it's only moved in dev builds...
L2264[17:17:05] <tterrag> and I don't want it to ONLY work with dev builds
L2265[17:17:09] <sham1> It is sad that there is no official f.lux for android but what can you do
L2266[17:17:11] <Ordinastie> ><
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L2268[17:17:39] <diesieben07> that will not work properly tterrag :D you have to only reflectively access the moved class
L2269[17:17:42] <sham1> Wat is it ordi
L2270[17:18:00] <Ordinastie> not to you
L2271[17:18:02] <tterrag> diesieben07: errr what? explain?
L2272[17:18:09] <sham1> Schtill
L2273[17:18:37] <sham1> Anyway, good night
L2274[17:18:38] <diesieben07> never ever reference "teh.class.that.moved.Class" directly. Only via Class.forName with catch blocks.
L2275[17:18:48] <tterrag> um
L2276[17:18:49] <diesieben07> if you use it as a superclass, you need two versions of the extending class
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L2278[17:18:50] <tterrag> it's an extension
L2279[17:18:55] <tterrag> ._.
L2280[17:18:58] <diesieben07> its ugly as shit
L2281[17:19:04] <diesieben07> dont move parts of your API...
L2282[17:19:09] <diesieben07> thats why its caleld an API
L2283[17:19:11] <tterrag> it wasn't part of the API
L2284[17:19:20] <diesieben07> and if you do... dont try to maintain support for two versions
L2285[17:20:59] <diesieben07> tterrag, you *could* make a classtransformer to fix it.
L2286[17:21:02] <diesieben07> hint: don't do that.
L2287[17:28:39] *** Simulac|AFK is now known as Simulac
L2288[17:28:41] * Simulac is back
L2289[17:30:18] <Simulac> diesieben sind Sie hier?
L2290[17:30:27] <Simulac> just kidding, I don't know German
L2291[17:30:36] <diesieben07> yeah i'm here
L2292[17:30:49] <Simulac> yeah I was wondering what you do nowadays
L2293[17:30:59] <diesieben07> nowadays? :D
L2294[17:31:03] <Simulac> are you working on any project currently
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L2296[17:31:30] <diesieben07> SevenCommons and CameraCraft, although the latter is waiting on SevenCommons
L2297[17:31:47] <Simulac> ah right cool
L2298[17:32:02] <diesieben07> SevenCommons is a library, designed to make your mod code look pretty :D
L2299[17:32:24] <Simulac> Ye I saw, the github is a bit outdated I think
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L2301[17:33:00] <diesieben07> you have to check the 1.7 branch
L2302[17:33:08] <diesieben07> master is the 1.6.4 version which is abandoned
L2303[17:33:19] <Simulac> btw what's your obsession with the number 7 :D?
L2304[17:33:35] <diesieben07> i have no idea.
L2305[17:33:55] <diesieben07> i had to make a youtube channel a long time ago and wanted to name it DieSieben. that was taken and it suggested diesieben07
L2306[17:33:57] <diesieben07> it just stuck
L2307[17:34:00] <gigaherz> funny because your nickname almost reads like "die seven"
L2308[17:34:01] <gigaherz> ;P
L2309[17:34:12] <Simulac> the seven
L2310[17:34:21] <Simulac> die is the feminine article in german I think
L2311[17:34:24] <diesieben07> yup
L2312[17:34:32] <diesieben07> and SevenCommons sounds cool and makes sense sorta :D
L2313[17:34:35] <Simulac> I dropped German this year ;[
L2314[17:34:40] <gigaherz> yes but if you read it in english, it reads "die" not "the" ;P
L2315[17:34:51] <gigaherz> I'd call mythings GSomething
L2316[17:35:00] <gigaherz> but Gnome did it first
L2317[17:35:23] <Simulac> your name reminds of me this joke my physics teacher told me giga
L2318[17:35:33] <gigaherz> ?
L2319[17:35:39] <Simulac> I can't remember it but it's something to do with castrating sheep with bricks...
L2320[17:35:48] <williewillus> lol
L2321[17:35:49] <gigaherz> o_O
L2322[17:36:08] <Simulac> Yea he was a bit weird
L2323[17:36:24] <Simulac> he ran in front of my desk once with two rulers pretending to be a samurai
L2324[17:36:58] <Simulac> granted he was very smart, probably the smartest teacher in my school
L2325[17:37:03] <Simulac> worked at CERN for a while
L2326[17:37:12] <gigaherz> heh
L2327[17:37:25] <shadekiller666> wonder why they got rid of him...
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L2329[17:37:39] <Simulac> yeah... haha
L2330[17:38:01] *** big_Xplosion is now known as big_Xplo|AFK
L2331[17:38:37] <Simulac> hmm it seems my dijkstra's works but when my it tries to walk through walks!
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L2333[17:38:44] <ThePsionic> unsafe crastration practices, sha
L2334[17:38:46] <Simulac> omit the when*
L2335[17:38:49] <ThePsionic> shadekiller666*
L2336[17:39:04] <Simulac> wtf my sentence made no sense
L2337[17:39:13] <shadekiller666> castration*
L2338[17:39:24] <ThePsionic> it's 0:40am shit up
L2339[17:39:29] <Simulac> I meant to say my dijkstra's works without obstacles but it tries to walk through the walls I place
L2340[17:39:30] <gigaherz> Simulac: there's a point where it's just
L2341[17:39:37] <gigaherz> ... best to rewrite the whole thing
L2342[17:39:42] <gigaherz> ... why did I press enter THERE?
L2343[17:39:59] <ThePsionic> dramatic effect gigaherz
L2344[17:40:13] <Simulac> somestimes stuff as other stuff
L2345[17:40:20] <Simulac> WTF
L2346[17:40:20] <gigaherz> my fingers decided to add dramatism on their own?
L2347[17:40:28] <shadekiller666> ok for some strange reason this block with a PropertyDirection can place placing every way except NORTH...
L2348[17:40:30] *** Cojo is now known as Cojo|noms
L2349[17:40:31] <Simulac> Sometimes my mind sees stuff as other stuff
L2350[17:40:40] <gigaherz> Simulac: please reboot your language module
L2351[17:40:41] <gigaherz> ;p
L2352[17:40:44] <shadekiller666> thats called dislexia
L2353[17:40:52] <shadekiller666> or insanity
L2354[17:40:56] <shadekiller666> depending on the contex
L2355[17:40:57] <shadekiller666> t
L2356[17:41:05] <Simulac> In my case, it's sleep deprivation
L2357[17:41:15] <gigaherz> then sleep instead of modding?
L2358[17:41:17] <gigaherz> XD
L2359[17:41:27] <Simulac> BUT THE JAVA CALLS TO ME
L2360[17:41:39] <ThePsionic> As a wise man once said, "Sleep is for end users"
L2361[17:41:42] *** bilde2910 is now known as bilde2910|away
L2362[17:41:59] <Simulac> I'm not a thread, so I can't sleep... seriously..
L2363[17:42:20] *** alekso56 is now known as alekso56_off
L2364[17:42:30] <ThePsionic> Simulac++
L2365[17:42:42] <Simulac> ThePsionic#
L2366[17:42:56] <shadekiller666> Simulac.exit()
L2367[17:43:03] <ThePsionic> ( ͡° ͜ʖ ͡°)
L2368[17:43:09] <Simulac> HAHa Le lenny!
L2369[17:43:32] <Simulac> but do u even asm
L2370[17:44:19] <shadekiller666> in java 8 interfaces can have variables right?
L2371[17:44:34] <tmtu> uh why
L2372[17:44:40] *** heldplayer is now known as heldplayer|off
L2373[17:45:09] <tmtu> use abstract classes for that
L2374[17:45:54] <shadekiller666> can't really do that
L2375[17:45:54] <Simulac> "Computer Science is no more about computers than astronomy is about telescopes"
L2376[17:46:04] <Simulac> That was said by DIJKSTRA
L2377[17:46:07] <shadekiller666> the interface in quesiton is IUnlistedProperty
L2378[17:46:31] <tmtu> Simulac: wise words!
L2379[17:47:10] <gigaherz> Simulac: sure
L2380[17:47:20] <gigaherz> that's why I disagree with calling what we do these days "computer science"
L2381[17:47:30] <gigaherz> it's more like computer tinkering / computer engineering
L2382[17:47:31] <gigaherz> ;P
L2383[17:48:28] <Simulac> Dijkstra you were a smart man
L2384[17:48:46] *** Zidane is now known as Zidane|Away
L2385[17:49:15] <Simulac> I especially like how his name is a weid spelling of Dexter
L2386[17:49:33] <Simulac> Well it sounds similiar
L2387[17:49:56] <Simulac> Unless you pronounce the Geralt of Rivia way, in which case it's DEEK STRA
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L2390[17:51:45] <ThePsionic> Dijkstra is Dutch don't you dare tell me otherwise
L2391[17:51:50] <ThePsionic> I will fight you on this
L2392[17:52:38] <Simulac> he is Deutsch
L2393[17:52:43] <Simulac> Dutch, I'm kidding
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L2395[17:53:00] * ThePsionic fights Simulac
L2396[17:53:15] <shadekiller666> gotta love it when fixes for one bug introduce others
L2397[17:53:27] * Simulac pulls out Gewehr
L2398[17:53:44] * ThePsionic pulls out pannenkoek
L2399[17:54:09] * Simulac eats spiegelei
L2400[17:54:35] <ThePsionic> :o
L2401[17:54:41] * ThePsionic eats stroopwafel
L2402[17:54:53] * Simulac throws sauerkraut
L2403[17:55:03] * ThePsionic throws andijviestamppot
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L2405[17:55:18] <Simulac> touché
L2406[17:55:24] * Simulac admits defeat
L2407[17:55:30] <ThePsionic> Good fight
L2408[17:55:39] <Simulac> Indeed
L2409[17:55:39] * ThePsionic claims Simulac's territory
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L2412[17:56:10] <Simulac> f show
L2413[17:56:15] <Simulac> -10/10
L2414[17:57:22] <Simulac> I read that name as viagro
L2415[17:57:43] <Simulac> my eyes are failing me
L2416[17:57:53] <Simulac> I need to buy some new ones
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L2430[18:14:24] <Simulac> wtf
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L2432[18:15:02] <pixlepix> How would I give an item a NBT tag when a stack is first created?
L2433[18:15:06] <pixlepix> Just a blank tag
L2434[18:15:36] <williewillus> onCreated?
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L2436[18:16:29] <pixlepix> Ah, thanks
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L2438[18:17:20] <Mimiru> Does that work when pulled from creative these days?
L2439[18:17:32] <Mimiru> Last time I tried it it wasn't and I'm not able to test ATM
L2440[18:17:39] <Mimiru> wasn't called*
L2441[18:17:41] <williewillus> actually onCreated is only called on crafting pixlepix
L2442[18:18:17] <williewillus> i think maybe just something in onUpdate like if (!hasTagCompound()) { stack.tagCompound = new NBTTagCompound(); }
L2443[18:18:35] <Mimiru> Yeah IIRC that's the workaround I had to go with
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L2448[18:23:03] <Zaggy1024> where's the command list for mcpbot now?
L2449[18:23:23] <xaero> !help
L2450[18:23:46] <xaero> where it's always been
L2451[18:24:25] <Zaggy1024> I mean with actual information :P
L2452[18:24:33] <Zaggy1024> what used to be at http://mcpold.ocean-labs.de/index.php/MCPBot_Reborn
L2453[18:25:01] <bob_twinkles> !about
L2454[18:25:07] <bob_twinkles> Zaggy1024: ^
L2455[18:25:18] <Zaggy1024> yeh, I went there
L2456[18:25:23] <Zaggy1024> that links to what I linked :P
L2457[18:25:45] <xaero> oh, dunno you'll have to ask Searge and/or bspkrs about their website
L2458[18:26:06] <xaero> you can get info about a command with !help <command>
L2459[18:26:07] <Zaggy1024> in the meantime, is there a way to look at the history of a mapping?
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L2461[18:26:28] <xaero> yes, !{f,p,m}h
L2462[18:26:32] <Zaggy1024> ah, thanks
L2463[18:26:48] <bob_twinkles> huh, coulda sworn that worked when I last tried it
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L2466[18:30:42] <Devin_> Um. what? http://puu.sh/j7V4I/c6cd1cc32b.png
L2467[18:32:08] <Vigaro> Devin_: You've got multiple versions of fmp
L2468[18:32:16] <Devin_> Not according to multimc O_o
L2469[18:33:08] <xaero> multimc isn't infallible y'know :P - check that folder directly (with e.g. a file manager )
L2470[18:33:23] <Devin_> Which folder specifically?
L2471[18:34:07] <xaero> erm, the one that's repeated like 6 times in that pic
L2472[18:34:08] <Vigaro> The one it says in the log
L2473[18:34:18] <Vigaro> Can't copy-paste from an image :P
L2474[18:34:33] <Devin_> .. oh.
L2475[18:34:42] <Devin_> I completely missed the '/1.7.10' in the photo
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L2477[18:36:29] <Devin_> Looks like that did it. Thanks guys. No idea how that even got in there, though..
L2478[18:37:12] <Devin_> I'm not in my zone today apparently
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L2489[19:11:23] <shadekiller666> i wish the blockstate id map wasn't an IdentityHashMap...
L2490[19:11:32] <shadekiller666> that would probably make things esier
L2491[19:11:40] <shadekiller666> easier*
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L2494[19:15:53] <shadekiller666> i'm in the process of moving my bugfix for ExtendedBlockStates into its own workspace, and theres one strange thing that i can't seem to get to work right...
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L2496[19:16:56] <shadekiller666> whilst doing the trickery in equals() works for fixing the placement issue, it seems to break the fancy slimeblock thing that ModelBakeEventDebug adds
L2497[19:17:29] <shadekiller666> so i added a boolean to determine when to execute that trickery, and when not to
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L2501[19:20:19] <shadekiller666> which allows that slimeblock to work right, and fixes the placement bug, but doesn't pass the data into the custom model loaders...
L2502[19:20:25] <shadekiller666> urgh....
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L2519[19:49:51] <Purebe_> Well
L2520[19:50:01] <Purebe_> Anyone ever fixed a bug in their sleep?
L2521[19:50:09] <Purebe_> Like, sleep walking but maybe instead sleep coding
L2522[19:50:16] <Purebe_> How feasible of an idea is that
L2523[19:50:46] <gigaherz> I'm not a sleepwalker
L2524[19:50:55] <gigaherz> but I believe the logic/reasoning centers of the brain are offline while dreaming
L2525[19:51:14] <gigaherz> so it's more likely that someone broke into your house, looked at your computer
L2526[19:51:19] <gigaherz> and saw the issue
L2527[19:51:20] <gigaherz> ;P
L2528[19:51:31] <Purebe_> I appear to have fixed a bug we've been trying to figure out for 2+ weeks this morning
L2529[19:51:41] <Purebe_> but I was really tired and kept nodding off and don't recall making any code changes lol
L2530[19:51:44] <Ordinastie> I do believe that for many, those centers are also offline when awake... >>
L2531[19:52:09] <Purebe_> The only real conclusion I can come to is that I must have done something while browsing the code without realizing it
L2532[19:52:15] <Purebe_> but, I like entertaining the idea that I sleep fixed it
L2533[19:52:27] <gigaherz> Ordinastie: that's a separate issue ;P
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L2538[19:56:18] <williewillus> okay so I have a TE that ticks items inside it: https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/gameObjs/tiles/DMPedestalTile.java#L49. Except inside that updateInPedestal method, if the chunk with the TE unloads it crashes. Which confuses me because updateEntity isnt called if the chunk is unloading
L2539[19:56:23] <williewillus> anyone have any idea why?
L2540[19:57:56] <williewillus> example of a ticking item inside the TE: https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/gameObjs/items/rings/MindStone.java#L188
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L2542[19:59:48] <unascribed> post the stacktrace
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L2544[20:01:40] <williewillus> it's an NPE
L2545[20:01:44] <shadekiller666> turns out that purposfully returning true from equals() when things aren't technically equal has weird side-effects...
L2546[20:02:00] <williewillus> on the clientside too, weirdly enough
L2547[20:02:08] <williewillus> how are TE's removed on the client when you move out of range?
L2548[20:02:17] <williewillus> or rather where in the code, so I can go see for myself
L2549[20:02:31] <shadekiller666> i would imagine somewhere in Chunk
L2550[20:05:16] <DemoXin> I don't guess there's any way to tell if the damage in a LivingHurtEvent is already a crit, is there?
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L2552[20:08:57] <williewillus> DemoXin: it's factored into the damage amount before that event is fired sono
L2553[20:09:08] <DemoXin> yeah, figured so.
L2554[20:11:23] <williewillus> this is frustrating, the tileentity is being nulled on the client while a method called by that tileentity is executing? 0.o
L2555[20:12:07] <williewillus> TE is calling IPedestalItem.updateInPedestal(world, x, y, z), whiich subsequently retrieves the te back by world.getTileEntity but it gets a null back when the chunk is unloading on client
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L2560[20:23:45] <shadekiller666> willie, that sounds like a potential desync issue
L2561[20:24:03] <williewillus> its gotta be
L2562[20:24:07] <gigaherz> GAH, I was bored and decided to try Minetest
L2563[20:24:09] <williewillus> but idk why or how to stop it
L2564[20:24:10] <gigaherz> it feels so... wonky
L2565[20:24:30] <williewillus> other than putting null checks in a method that is only supposed to run when said thing is not null
L2566[20:24:37] <shadekiller666> maybe theres a way to detect when the chunk starts unloading, and halt updates
L2567[20:24:49] <williewillus> is there a way to breakpoint vanilla code?
L2568[20:24:57] <gigaherz> williewillus: do you have packets?
L2569[20:25:17] <gigaherz> I mena, is it running from a packet when it crashes?
L2570[20:25:19] <shadekiller666> breakpoint?
L2571[20:25:23] <shadekiller666> like for debugging?
L2572[20:25:24] <williewillus> no giga
L2573[20:25:26] <williewillus> yeah
L2574[20:25:36] <shadekiller666> ya just place a break point
L2575[20:25:43] <shadekiller666> same way you breakpoint your own stuff
L2576[20:26:06] <shadekiller666> assuming you have the mc source decompiled in your workspace
L2577[20:26:34] <gigaherz> williewillus: or you can schedule the update call using the existing facility for it
L2578[20:26:39] <gigaherz> so that it runs within the context of the TE?
L2579[20:26:59] <gigaherz> hmmm
L2580[20:27:06] <gigaherz> but you did say "called from the TE" so....
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L2582[20:27:59] <gigaherz> I can't think of anything else
L2583[20:28:27] <gigaherz> as far as I know, the world won't update while block updates are in progress
L2584[20:28:38] <gigaherz> so it MUST be that your code is running in another thread
L2585[20:28:39] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/network/SpellSequenceUpdate.java#L86-101
L2586[20:28:44] <gigaherz> in which case this would be useful
L2587[20:29:10] <gigaherz> but then again you did say "on the client"
L2588[20:29:20] <gigaherz> so no idea :/
L2589[20:30:04] <gigaherz> williewillus: can't you pass the TileEntity to that function instead of world,x,y,z? ;P
L2590[20:30:18] <williewillus> no because that function is part of external api
L2591[20:30:28] <gigaherz> Ah.
L2592[20:30:38] <williewillus> that addon makers are supposed to be able to override so their item does their own thing in the pedestal
L2593[20:30:46] <gigaherz> I see
L2594[20:30:46] <shadekiller666> so whats happening is, your TE calls into that pedistal update method
L2595[20:31:08] <shadekiller666> then it returns with a null TE after the chunk unloads
L2596[20:31:09] <shadekiller666> ?
L2597[20:31:42] <williewillus> somehow
L2598[20:32:06] <gigaherz> hmm
L2599[20:32:07] <gigaherz> wait
L2600[20:32:17] <gigaherz> I see how it may happen
L2601[20:32:18] <williewillus> DMPedestal.updateEntity() -> IPedestalItem.updateInPedestal(world, x, y, z) -> somehow world.getTileEntity(x, y, z) is null
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L2603[20:32:33] <gigaherz> TEs usually stop updating when the player is outside a certain range
L2604[20:32:43] <williewillus> client or server?
L2605[20:32:50] <gigaherz> no I mean, voluntarily ;P
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L2607[20:32:58] <gigaherz> maybe that's one reason for it
L2608[20:33:27] <williewillus> i don't think thats it
L2609[20:33:37] <shadekiller666> willie, could your TE check the validity of the coords before passing them in?
L2610[20:33:48] <williewillus> they are valid thats the think 0.o
L2611[20:34:02] <williewillus> world.blockExists returns true
L2612[20:34:06] <williewillus> which mean the chunk is loaded
L2613[20:34:10] <williewillus> >.>
L2614[20:34:12] <shadekiller666> have you looked at that method body to see whats happening?
L2615[20:34:21] <Cazzar> The chunk may load to check the pos?
L2616[20:34:32] <shadekiller666> ...
L2617[20:34:39] <shadekiller666> actually ya..
L2618[20:34:41] <gigaherz> doesn't accessing the block cause a block LOAD?
L2619[20:34:47] <gigaherz> chunk load*
L2620[20:34:56] <gigaherz> Ididn't even mean to write that word in caps
L2621[20:34:59] <gigaherz> stupid fingers
L2622[20:35:04] <shadekiller666> but TEs aren't created on chunk load i don't think
L2623[20:35:05] <williewillus> nah it queries te loaded chunk map
L2624[20:35:09] <williewillus> on server
L2625[20:35:13] <williewillus> on client it always returns true??
L2626[20:35:14] <williewillus> wat
L2627[20:35:21] <gigaherz> client doesn't actually have a "world"
L2628[20:35:30] <gigaherz> it only has the cache of blocks sent by the server ...
L2629[20:35:33] <williewillus> yeah it does
L2630[20:35:34] <gigaherz> so maybe that's why
L2631[20:35:35] <williewillus> lol
L2632[20:35:39] <williewillus> its just a very dumb world
L2633[20:35:46] <gigaherz> that's why I put it in quotes
L2634[20:35:47] <gigaherz> XD
L2635[20:36:15] <Mitchellbrine> does ItemCraftedEvent get called on shift-clicking the result of a recipe?
L2636[20:36:42] <shadekiller666> so it turns out purposefully returning true from equals() in specific cases can result in weird side effects
L2637[20:37:30] <Cazzar> Let's ASM String.Equals(Ljava/lang/String;)Z to always, ICONST_1; IRETURN
L2638[20:37:45] <Cazzar> [/sarcasm] that will fuck up EVERYTHING
L2639[20:38:02] <shadekiller666> lol
L2640[20:38:10] <minecreatr> does anyone know why in the new version of forge, during TextureStitchEvent my TextureAtlasSprite's have a width and height of 0
L2641[20:38:12] <Mitchellbrine> Using Reflection to set FALSE in Boolean to true
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L2643[20:38:44] <Cazzar> All the people who know the Java OpCodes and signatures might have a chuckle from what I said :3
L2644[20:38:51] <williewillus> minecreatr: it stitches twice during startup once somewhere in init and the other at the very end of postinit
L2645[20:38:55] <williewillus> people complained about long load times
L2646[20:39:01] <williewillus> so it actually stitches only the second time
L2647[20:39:06] <williewillus> first time's a dummy one for vanilla
L2648[20:39:11] <gigaherz> Cazzar: you can understand that without knowing them ;P
L2649[20:39:37] <williewillus> okay so I breakpointed it when it crashed and it turns out it's looking up the TE in a blank chunk
L2650[20:39:37] <shadekiller666> willie, which isn't actually needed anymore...
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L2652[20:39:59] <shadekiller666> because its unloaded!
L2653[20:40:13] <Cazzar> gigaherz: what does it always return though? :P
L2654[20:40:19] <williewillus> but then how is the TE's update method still called lol
L2655[20:40:34] <williewillus> unless the chunk is unloaded from another thread but this is 1.7, packets are on the main thread
L2656[20:40:35] <gigaherz> Cazzar: well normally I'd asume 1=true, but java has surprised me in the past
L2657[20:40:48] <shadekiller666> packets are on the only thread
L2658[20:40:52] <Cazzar> Yeah, it is, though try VB.NET
L2659[20:41:00] <Cazzar> 1/0 = true -1 = false
L2660[20:41:03] <gigaherz> VB uses -1 for true
L2661[20:41:13] <Cazzar> no
L2662[20:41:14] <gigaherz> at least VB6 did
L2663[20:41:31] <williewillus> only thread? :p
L2664[20:42:02] <gigaherz> I was a vb6 coder before I switched to C#, and in there it was 0=false,-1=true
L2665[20:42:15] <Cazzar> I started with C#
L2666[20:42:33] <Cazzar> Then did some VB.NET because the school PCs had that installed by default.
L2667[20:42:40] <gigaherz> I started with Amstrad BASIC 1.1
L2668[20:42:40] <gigaherz> ;p
L2669[20:42:46] <gigaherz> on a CPC464
L2670[20:43:05] <gigaherz> switchedto QBasic, then VB for Applicatiosn (inside Excel/Access/Word), then I got VB4
L2671[20:43:18] <gigaherz> I skipped VB5 IIRC, and got VB6
L2672[20:43:47] <Cazzar> I started around C# 3.0 or just before it.
L2673[20:43:48] <gigaherz> and I used VB6 for ages, before I decided to try C#2.0
L2674[20:43:48] <williewillus> yeah in 1.7 packets are handled in the main threads, wtf is the chunk unloading in the middle of a method
L2675[20:44:03] <gigaherz> I learned C before C#
L2676[20:44:11] <minecreatr> williewillus, it actually seems that non of my resources are getting loaded
L2677[20:44:13] <minecreatr> including lang
L2678[20:44:23] <minecreatr> but they were in the older version of forge
L2679[20:44:29] <gigaherz> minecreatr: do you use IDEA?
L2680[20:44:34] <minecreatr> yes
L2681[20:44:42] <shadekiller666> giga, that happens in eclipse too
L2682[20:44:45] <gigaherz> idea { module { inheritOutputDirs = true } }
L2683[20:44:49] <williewillus> geez
L2684[20:44:53] <williewillus> idea.module.inheritOutputDirs = true
L2685[20:44:58] <gigaherz> williewillus: true
L2686[20:44:58] <shadekiller666> though not for the same reason
L2687[20:45:00] <gigaherz> let me copypaste that
L2688[20:45:08] <gigaherz> so next time I'll have the smaller version
L2689[20:45:17] <minecreatr> I already have that gigaherz
L2690[20:45:19] <shadekiller666> \
L2691[20:45:25] <williewillus> did you resetup your workspace after you added that?
L2692[20:45:30] <minecreatr> yes
L2693[20:45:37] <williewillus> (setupDecomp + import build.gradle + genIntellijRuns)
L2694[20:45:52] <williewillus> marked as resource root?
L2695[20:45:58] <gigaherz> hmm I'll try to update to latest forge and see if it works for me
L2696[20:46:19] <shadekiller666> minecreatr, are you on Java 8?
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L2698[20:46:30] <minecreatr> I believe so shadekiller666
L2699[20:46:39] <shadekiller666> rerun setupDecompWorkspace
L2700[20:46:47] <shadekiller666> then try launching again
L2701[20:46:58] <aaa801> [02:46:33] [Client thread/INFO] [Chisel 3]: Stitching texture chisel:blocks/fantasy/decor-side 0 0
L2702[20:47:04] <aaa801> sadness.
L2703[20:47:26] <shadekiller666> i think theres something that forge gradle doesn't like about java 8, as ive had that issue in the forge dev env quite a bit
L2704[20:47:40] <shadekiller666> and it only started after i installed java 8
L2705[20:47:45] <Cazzar> Well then http://upload.cazzar.net/images/KZN7CGN
L2706[20:47:46] <aaa801> no issues with j8 here
L2707[20:47:51] <gigaherz> I use the latest JDK just fine
L2708[20:48:20] <gigaherz> I'm in the middle of setupDecompWorkspace for .1493
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L2710[20:48:37] <shadekiller666> its not that the setup is broken
L2711[20:48:48] <shadekiller666> its that ides randomly forget what GradleStart is
L2712[20:48:57] <gigaherz> never had that
L2713[20:49:21] <shadekiller666> for me its been happening in the forge env occasionally after reloading resources
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L2715[20:49:28] <shadekiller666> but not every time
L2716[20:49:35] <gigaherz> oh right forge env, not modding env
L2717[20:49:39] <gigaherz> no idea there
L2718[20:49:39] <gigaherz> ;P
L2719[20:49:42] <Cazzar> <3 having this MSDN account.
L2720[20:49:58] <gigaherz> ?
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L2722[20:50:15] <Lord_Ralex> Cazzar, meh, only real improvement so far that i cared for is the better TFS support
L2723[20:50:26] <Lord_Ralex> otherwise, see no reason to use it over 2013
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L2725[20:50:37] <Cazzar> Lord_Ralex: Edit and continue in C# is a lot better.
L2726[20:50:57] <Cazzar> gigaherz: http://upload.cazzar.net/images/gAS14Je
L2727[20:51:14] <DemoXin> ItemStack! Y U NO have copy constructor?!
L2728[20:51:18] <gigaherz> oh
L2729[20:51:23] <Cazzar> I should reboot this PC...
L2730[20:51:23] <gigaherz> I got VSCommunity 2015 already
L2731[20:51:25] <Flashfire> I have an issue where a custom mob entity is rendering as another custom entity instead of the one it's supposed to
L2732[20:51:28] <gigaherz> no need for MSDN/DreamSpark
L2733[20:51:36] <Flashfire> Does EntityRegistry.findGlobalUniqueEntityId() work correctly or should I use another method?
L2734[20:51:41] <gigaherz> I already got ReactOS compiling with it ;P
L2735[20:51:43] <Cazzar> I am getting Enterprise
L2736[20:51:47] <Lord_Ralex> My company pays for the msdn sub, so running pro myself
L2737[20:51:50] <Cazzar> Because, free for me.
L2738[20:52:03] <gigaherz> yeah i'm ok with Community
L2739[20:52:11] <gigaherz> nothing i need from the other editions ;P
L2740[20:52:11] <Cazzar> Also, ReSharper <3
L2741[20:52:15] <williewillus> DemoXin: itemstack.copy() not good enough?
L2742[20:52:17] <gigaherz> ReSharper :3
L2743[20:52:32] <DemoXin> doesn't deep copy meaning that all the stacks would share the same NBT object.
L2744[20:53:47] <gigaherz> don't itemstacks have their own copy/clone method used by virtually every class in Minecraft
L2745[20:53:48] <gigaherz> ;P
L2746[20:53:51] <DemoXin> ItemStack.copyItemStack(ItemStack) is a thing.
L2747[20:53:55] <DemoXin> So nevermind.
L2748[20:54:09] <Flashfire> Does anyone know if registering a custom entity with EntityRegistry.findGlobalUniqueEntityId() works or not?
L2749[20:54:24] <Flashfire> I have 2 entities and the second is rendering as the first
L2750[20:54:37] <Mitchellbrine> um
L2751[20:54:47] <gigaherz> Flashfire: what?
L2752[20:55:14] <williewillus> i thought global entity ids were bad
L2753[20:55:19] <Mitchellbrine> yeah
L2754[20:55:22] <gigaherz> aren't entity IDs per-mod these days?
L2755[20:55:31] <Flashfire> How do I register them then?
L2756[20:55:48] <gigaherz> int entityId=1;
L2757[20:55:50] <gigaherz> EntityRegistry.registerModEntity(EntityLavaball.class, "Lavaball", entityId++, this, 80, 3, true);
L2758[20:55:57] <williewillus> yup
L2759[20:55:58] <gigaherz> foreach different entity
L2760[20:55:59] <Flashfire> Thanks!
L2761[20:56:02] <williewillus> the entityID is per mod
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L2764[20:57:06] <Flashfire> Ok, good to know
L2765[20:58:13] <williewillus> i don't think we have any more id-conflictable things in 1.8 now that potions and enchants are registry based :D
L2766[20:58:22] <williewillus> maybe biomes are still id-conflictable
L2767[20:58:38] <aaa801> if in doubt, disable ALL THE OPTIMIZATION, ReflectionHelper.setPrivateValue(TextureMap.class, Minecraft.getMinecraft().getTextureMapBlocks(), false, "skipFirst");
L2768[20:59:11] <williewillus> err
L2769[20:59:20] <williewillus> I bet theres a config for that lol
L2770[20:59:25] <williewillus> if forge made a change
L2771[20:59:40] <aaa801> its a system var thats inited before i can change it
L2772[20:59:43] <aaa801> so yeah, thats needed
L2773[20:59:50] <williewillus> gigaherz: ok interesting discovery the chunk was unloaded before updateEntity() is even called
L2774[20:59:52] <williewillus> wtf
L2775[20:59:57] <williewillus> why minecraft
L2776[21:00:11] <gigaherz> yep everything works fine after updating to latest forge ;p
L2777[21:01:45] <williewillus> it looks like TE's are ticked before pending chunks are actually unloaded and unloaded TE's removed 0.o
L2778[21:03:13] <gigaherz> lol
L2779[21:03:30] <gigaherz> wait, BEFORE? wouldn't have an issue then? ;P
L2780[21:03:42] <gigaherz> or you mean in between removing the chunks, and removing the TEs?
L2781[21:03:50] <gigaherz> in which case it woudl be a bug XD
L2782[21:04:02] <williewillus> yeah turns out the clientside chunk the client TE is in is an EmptyChunk (unloaded) before my updateEntity method is even called
L2783[21:04:10] <williewillus> at that moment
L2784[21:05:00] <williewillus> vanilla doesnt seem to run into that problem but that's because vanilla null checks every other line lol
L2785[21:05:17] <gigaherz> XD
L2786[21:05:21] <gigaherz> well, you knwo what to do, then XD
L2787[21:05:33] <gigaherz> if(null) every time you interact with the world ;P
L2788[21:05:54] <williewillus> *sigh*
L2789[21:07:03] <williewillus> more precisely, when World ticks, it checks if the tile has a world, is valid, and that it's positions blockExists() is true. however on the client blockExists() always returns true even for emptychunks/unloaded chunks. so the TE ticks. and then immediately after TE ticking pending chunks are unloaded
L2790[21:07:17] <williewillus> not unloaded, ut rather, removed from the live chunk list
L2791[21:07:45] <williewillus> fine game, I quit, null checks everywhere for you :/
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L2797[21:13:50] <williewillus> actually just one check is enough
L2798[21:14:00] <williewillus> sure enough, the next tick is completely fine because the TE gets removed
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L2802[21:15:42] <gigaherz> oh!
L2803[21:16:01] <gigaherz> I have been watcching the Flux buddies yogscast series
L2804[21:16:22] <gigaherz> and lately Kim has been toying around with aura cascade, and she mentioned pixlepix a bunch of times
L2805[21:16:25] <gigaherz> and the name seemed similar
L2806[21:16:30] <gigaherz> I didn't make the connection until now
L2807[21:16:31] <gigaherz> XD
L2808[21:17:00] <gigaherz> which is funny because I am in THE minecraft modding channel ;P
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L2820[21:48:03] <Devoenix> I have a story to tell
L2821[21:48:28] <Devoenix> Once apon a time, Devoenix removed Thermal Expansion and Thermal Foundation from Devoenix's forge server
L2822[21:48:50] <gigaherz> go on? ;P
L2823[21:48:51] <Devoenix> And now Devoenix's server's world wont' load up because it says missing id's from sed mods
L2824[21:48:58] <gigaherz> of course
L2825[21:49:03] <Devoenix> .... how the hell do i load the world past the misssing/missmatched ID's
L2826[21:49:04] <gigaherz> youcan force it to continue
L2827[21:49:04] <DemoXin> Welp, time for a new world.
L2828[21:49:06] <minecreatr> does anyone know how to find a good texturerer/modeler?
L2829[21:49:13] <Devoenix> How do i force it then
L2830[21:49:20] <gigaherz> I have no idea for a server world
L2831[21:49:26] <gigaherz> you could load it on the client
L2832[21:49:31] <gigaherz> copy the world folder into your saves
L2833[21:49:35] <gigaherz> launch it from single player
L2834[21:49:46] <Devoenix> -.-
L2835[21:49:47] <gigaherz> accept the fact that things MAY break
L2836[21:49:51] <DemoXin> You realize this is going to delete most of your oregen, right?
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L2838[21:49:56] <gigaherz> and then try it out in the server
L2839[21:50:11] <Devoenix> the world was origionally was made "Without" TE or TF
L2840[21:50:14] <gigaherz> keep a backup, just in case
L2841[21:50:16] <Devoenix> so no, oregen's not fucked
L2842[21:50:38] <gigaherz> I think there's a commandline toggle for it
L2843[21:50:40] <gigaherz> but I can't remember
L2844[21:50:43] <gigaherz> doesn't the log say it?
L2845[21:50:52] <gigaherz> something like "start with -somethingsomething to force load theworld"?
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L2848[21:52:15] <Devoenix> Does anyone here know what the full command is to force load a server's world?
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L2854[22:08:26] <tterrag> Devoenix: it says in the log...
L2855[22:08:37] <tterrag> ./fml confirm
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L2868[22:24:10] <mrkirby153> !gm func_152596_g
L2869[22:24:21] <mrkirby153> !gm func_152596_g 1.7.10
L2870[22:24:37] <Kaiyouka> The things I do... https://twitter.com/StarshadesJack/status/623682251184672769
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L2886[23:02:01] <Zaggy1024> would a TE have much overhead if it's not actually storing anything or doing anything?
L2887[23:03:02] <Ordinastie> what's the point of having a TE then ?
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L2894[23:10:34] <Zaggy1024> Ordinastie, I need to store an integer in only some very rare cases
L2895[23:10:41] <Zaggy1024> or at least I want to try to
L2896[23:11:01] <Ordinastie> I assume that int can be more than 15?
L2897[23:12:03] <DemoXin> You can mark your TE as non-ticking.
L2898[23:12:13] <DemoXin> And that reduces the overhead.
L2899[23:13:03] <Ordinastie> but if it's really rare cases, use a specific metadata for those cases
L2900[23:13:08] *** TTFTCUTS is now known as TTFT|Away
L2901[23:13:58] ⇨ Joins: mdttheory (~mdttheory@63.142.161.9)
L2902[23:14:44] <mdttheory> Having a hard time getting my AI entities to walk smoothly. It seems their tick is paired with a delay. Is there a reasonable way to produce smooth ai entity movement?
L2903[23:14:54] <Zaggy1024> metadata's used up though :(
L2904[23:15:12] <Zaggy1024> is there a way to tell it that I need a TE only in this specific case and not create them in others?
L2905[23:15:23] <Ordinastie> yes
L2906[23:15:25] <Ordinastie> with metadata
L2907[23:15:27] <Zaggy1024> basically what I want to do is store the damage of a pebble when the player places it
L2908[23:15:32] <DemoXin> ^^
L2909[23:15:38] <DemoXin> You can pair a TE with a block/meta pair
L2910[23:15:54] <Zaggy1024> does it require the metadata to be different to work?
L2911[23:16:15] <Zaggy1024> I was planning to make it allow pebbles in four corners of a block, which uses up the four bits
L2912[23:18:13] <tterrag> in what case would you NOT need to store anything then?
L2913[23:18:17] <tterrag> to me it seems like you will always need to
L2914[23:18:42] <Zaggy1024> the pebbles generate all over the world, near rivers
L2915[23:18:53] <Zaggy1024> don't want to have TEs wasting resources when the player joins the world :P
L2916[23:19:40] <Zaggy1024> I think I may just make it so that people can't place the damaged pebbles though
L2917[23:19:41] <Zaggy1024> seems easier
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L2920[23:35:37] <killjoy> What happened to IIcon?
L2921[23:37:16] <Zaggy1024> in 1.8?
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L2924[23:44:34] <Stygander> knew i forgot something while setting up
L2925[23:45:54] <Stygander> does anyone have a link for setting gradle home properly?
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L2929[23:59:23] <Cazzar> Stygander: what's the problem
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