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L1[00:00:23] <Stygander> Cazzar: nvm, i meant java home, i already looked it up, trying to resetup since i got a new computer and have been reading up on java and such
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L5[00:16:42] <mdttheory> Any suggestions on using source control for a mod in development? For some reason eclipse shits on me when I try to load the project on another computer.
L6[00:16:48] <mdttheory> Perhaps only sharing certain folders?
L7[00:18:36] <xaero> well, don't sync/version control the workspace files; rather, resetup the workspace on each computer
L8[00:18:56] <xaero> it's only one gradle command to set up the workspace
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L10[00:19:47] <mdttheory> I tried re-running the gradle command in the new workspace. I think you're right but I guess I just have to track down which files to share; the structure is still a bit strange to me.
L11[00:20:09] <mdttheory> Need the java files and texture files
L12[00:20:48] <mdttheory> I guess just forge/src
L13[00:23:02] <bob_twinkles> you want to track build.gradle and src/
L14[00:23:38] <mdttheory> ah okay, thanks12
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L16[00:23:42] <mdttheory> thanks!*
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L19[00:30:27] <killjoy> I wish I had a macro to update usages of Tessellator
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L23[00:50:25] <Cazzar> hmm
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L30[01:20:47] <Zaggy1024> mmm programming
L31[01:20:49] <Zaggy1024> delicious
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L68[02:04:05] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150722 mappings to Forge Maven.
L69[02:04:09] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150722-1.8.zip (mappings = "snapshot_20150722" in build.gradle).
L70[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/
L71[02:05:54] <Zaggy1024> would be cool if we had methods that made damageable and stackable items possible
L72[02:06:42] <tterrag> how would that even work?
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L74[02:09:21] <hipsterpig> well you'd have them if you coded them
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L116[02:19:12] <Zaggy1024> you just have to reset the damage for half of a stack when it's split
L117[02:19:24] <Zaggy1024> and when one of the items is destroyed, reset the damage
L118[02:19:47] <Zaggy1024> I think that makes sense in my brain, but perhaps there would be other problems
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L121[02:24:35] <tterrag> Zaggy1024: so are you saying like factorio style? where when multiple stacked items are damaged its really only damaging the "first" item
L122[02:24:43] <Zaggy1024> yeah
L123[02:24:45] <Zaggy1024> exactly
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L136[02:34:07] <tterrag> Zaggy1024: did you get that?
L137[02:39:16] <ZeuX> <tterrag> Zaggy1024: so are you saying like factorio style? where when multiple stacked items are damaged its really only damaging the "first" item
L138[02:39:16] <ZeuX> <Zaggy1024> yeah
L139[02:39:16] <ZeuX> <Zaggy1024> exactly
L140[02:39:17] <ZeuX> last I saw
L141[02:42:18] <dangranos> there was nothing else after that
L142[02:42:42] <Zaggy1024> er...should there be?
L143[02:42:53] <dangranos> no
L144[02:43:13] <dangranos> envermind
L145[02:43:24] * dangranos goes back to lurking
L146[02:43:39] <ZeuX> well, idk, either tterrag wrote somethign after we didn't see or he didn't see Zaggy1024's response
L147[02:43:48] <Zaggy1024> tterrag, did you?
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L149[02:45:36] <tterrag> I got netsplit or something just after I sent that
L150[02:45:36] <tterrag> ok
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L152[02:47:12] <tterrag> Zaggy1024: what I said just after that
L153[02:47:15] <tterrag> <tterrag> MC just wasn't designed for that though
L154[02:49:24] <Zaggy1024> oh
L155[02:49:31] <Zaggy1024> no I didn't see that
L156[02:49:37] <Zaggy1024> and yeah, I agree
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L158[02:49:58] <Zaggy1024> but I feel like it could be, although it would probably require a lot of work
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L185[03:49:50] <Michael_> anyone know how to get the dimension id in a tile entity? I'm trying to send updates to all players around and cant figure out where to get the dimension id
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L187[03:53:57] <sham1> World provider
L188[03:54:38] <sham1> Or you could send packets only to people tracking the chunk
L189[03:54:42] <ThePsionic> be pro
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L191[03:55:10] <Michael_> thanks
L192[03:55:28] <Michael_> and what do you mean tracking the chunk?
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L194[03:56:54] <sham1> PlayerManager's subclass PlayerInstance has a List of all people who track that specific chunk
L195[03:57:06] <sham1> Get access to it somehow and send it to those people
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L197[03:58:15] <Zaggy1024> isn't there a method to send packets to players in a certain radius?
L198[03:58:17] <Michael_> why cant I just send to people within 10 blocks? whats wrong with that
L199[03:58:59] <sham1> Is of better
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L203[04:04:53] <kroeser> Is anyone else also having issues with block breaking particles for custom block models?
L204[04:05:34] <kroeser> More specifically in cases where an extendedblockstate is required, and the block breaking particle code doesn't seem to be taking that into account.
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L206[04:11:34] <Zaggy1024> is there a way to get a MovingObjectPosition for the block being broken in removedByPlayer without using the player look direction?
L207[04:11:44] <Zaggy1024> player look direction isn't always accurate on the server :(
L208[04:18:34] <Zaggy1024> I guess I just have to make a packet
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L215[04:43:38] <Laceh> http://imgur.com/a/uoMx7 KPC got retextured :D
L216[04:51:00] <yueh> and it still allows to infect the whole server? xD (the real server, not the minecraft one)
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L221[05:09:01] <Laceh> yueh: yeah till i figure out how to sandbox kawa
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L223[05:13:32] <Laceh> although yueh I plan on writing a scheme interepreter for KPC if this problem isnt sovleable with kawa
L224[05:15:21] <tmtu> scheme is super easy to do
L225[05:15:53] <Laceh> tmtu: well because scheme is minimalistic....
L226[05:16:16] <tmtu> :)
L227[05:16:18] <Laceh> but Ive got a job that I have to do for Heph first before I finish KPC
L228[05:16:30] <tmtu> Heph?
L229[05:16:43] <Laceh> http://www.twitch.tv/Heph
L230[05:16:56] <yueh> yeah. i'm not really convinced that kawa is supposed to be sandboxed
L231[05:17:12] <Laceh> well its not
L232[05:17:19] <tmtu> oh, thought you meant real job :p
L233[05:17:28] <Laceh> tmtu: it is a real job I suppose
L234[05:17:42] <Laceh> Im getting paid for rewriting his bot and doing all the infrastructure for his website and stuff
L235[05:18:12] <tmtu> ah
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L239[05:21:31] <yueh> writing a scheme interpreter is easy. the hard part is the standard library (if there is none to be reused)
L240[05:21:51] <Laceh> yueh: your welcome to write it for me :P
L241[05:22:00] <Laceh> totes will credit you :p
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L246[05:28:20] <yueh> writing parsers in java sucks
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L272[06:23:18] <Michael_> sorry for the stupid question, but what method do I override in item to set a left click action?
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L274[06:24:02] <sham1> Events
L275[06:24:11] <sham1> You need to use them
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L277[06:25:15] <Michael_> I need to use an event?! Thats annoying.
L278[06:25:48] <laci200270> Michael_, http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-events/
L279[06:25:51] <sham1> Yes, because the server does not know about you left-clicking with your item
L280[06:26:00] <gigaherz> left-click is presumed attack
L281[06:26:09] <sham1> Send packet to server and tell that "Hey, this client left-clicked - do something"
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L284[06:26:39] <gigaherz> attack/break, that is
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L286[06:27:03] <gigaherz> you CAN define tool caregories IIRC
L287[06:27:08] <gigaherz> categories*
L288[06:27:18] <gigaherz> but they still do the breaking effect
L289[06:27:35] <laci200270> Michael_, for packets this is reallly easy: http://whov.altervista.org/forge-modding-packet-handling/
L290[06:28:34] <gigaherz> official docs on snw: http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L291[06:28:44] <sham1> laci, that tutorial is outdated
L292[06:29:13] <sham1> this also helps explain how simpleimpl works: http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
L293[06:29:32] <laci200270> sham1, i used this on a 1.8 mod
L294[06:30:06] <sham1> And?
L295[06:30:29] <laci200270> it works
L296[06:30:35] <laci200270> the packet stuff
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L298[06:32:04] <laci200270> i used here: https://goo.gl/fQrDhL
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L301[06:32:56] <laci200270> and I send it here: https://goo.gl/NvlIYw
L302[06:32:59] <laci200270> so it works
L303[06:36:02] <laci200270> sham1, and this way of packet handling is much easier
L304[06:36:10] <sham1> How
L305[06:36:16] <laci200270> https://goo.gl/NvlIYw
L306[06:36:24] <laci200270> https://goo.gl/fQrDhL
L307[06:36:40] <gigaherz> Interesting
L308[06:36:43] <laci200270> the only depenxy is CCClib
L309[06:36:48] <laci200270> *depency
L310[06:36:49] <gigaherz> the new OBS Multiplatform
L311[06:36:50] <sham1> Have you even tried to use SNW
L312[06:36:53] <gigaherz> (rewrite of the original OBS)
L313[06:36:59] <gigaherz> seems to support multiple separate audio tracks
L314[06:37:15] <laci200270> i tried but too complicated for me
L315[06:37:38] <laci200270> sending a simple nbt tag is much easier for me
L316[06:37:43] <sham1> How is it too complex!?
L317[06:37:51] <sham1> I dont even
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L319[06:38:07] <gigaherz> laci200270: using SNW, you register each packet handler class separately
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L321[06:38:14] <gigaherz> you create one separate clas for each message
L322[06:38:24] <gigaherz> so that they are all nice&clean
L323[06:38:24] <ollieread> laci200270: You need to learn about tab indenting
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L325[06:38:29] <gigaherz> no need to switch() or anything
L326[06:38:33] <laci200270> yeah
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L328[06:38:47] <laci200270> but with this way you can send a simple nbt tag
L329[06:39:00] <laci200270> that searchable from keys
L330[06:39:30] <sham1> You know that with SimpleNetworkWrapper you can also send NBT right?
L331[06:39:41] <ollieread> ^
L332[06:39:48] <laci200270> oh
L333[06:40:02] <ollieread> https://github.com/ollieread/TechnoMagi/blob/master/src/main/java/com/ollieread/technomagi/network/message/MessageSyncTileEntityTM.java
L334[06:40:48] <ollieread> Though actually, I don't even think I use that anymore
L335[06:41:08] <ollieread> Ahh yes I do
L336[06:41:23] <gigaherz> I just use the lazy description packet for that
L337[06:41:24] <gigaherz> XD
L338[06:41:51] <sham1> I just say screw everything and have loads of partial update packets
L339[06:42:20] <sham1> No need to send a descriptor packet whenever my fluid handle's fluid amount changes or whatever
L340[06:42:55] <gigaherz> yeah that's ideal
L341[06:43:03] <gigaherz> in fact it could be done with NBT
L342[06:43:11] <sham1> Mmm
L343[06:43:13] <gigaherz> instead of a "readFromNBT"
L344[06:43:17] <gigaherz> a "readPartialFromNBT"
L345[06:43:21] <gigaherz> that ignores any missing keys
L346[06:43:29] <sham1> But this was also a good practice for reflection to get list of people tracking a chunk
L347[06:43:32] <gigaherz> and keeps the existing values
L348[06:43:56] <gigaherz> but
L349[06:44:08] <gigaherz> does the client need to know the actual amount at all?
L350[06:44:22] <sham1> If you want to render a GUI or something
L351[06:44:39] <gigaherz> yes but then yo ucan just send packet updates only while there's a gui open
L352[06:44:43] <gigaherz> ;P
L353[06:45:05] <sham1> Also for instance with pipes I want to have variable amout in there depending on how much there is
L354[06:45:18] <sham1> So it can look half-empty or whatever
L355[06:45:25] <gigaherz> yeah I suppose you do want a "for display" value
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L372[07:24:13] <Ri5ux> Just tried simply installing Forge on a 1.8 client using the installer and got this error: https://gist.github.com/Ri5ux/e5a64e63ea4308ba0d41
L373[07:25:29] <diesieben07> you have a 1.7 or older mod installed...
L374[07:25:40] <Ri5ux> Fuck, now I just feel stupid.
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L376[07:28:19] <Ri5ux> Can't believe I forgot about those.......
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L387[07:47:14] <ollieread> Anyone ever encountered an issue where it rains crude oil?
L388[07:47:48] <diesieben07> doesn't sound healthy
L389[07:47:59] <diesieben07> should probably stay inside
L390[07:48:25] <ollieread> :P
L391[07:48:39] <ollieread> On the minecraft server, it's dropping blocks
L392[07:48:50] <ollieread> Crude oil blocks appear, but they're buggy waiting for a notification to flow
L393[07:49:01] <ollieread> CPU jumps right the way up, with ram and then the server crashes lol
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L395[07:49:19] <ollieread> Not my mod at least lol
L396[07:49:42] <ollieread> Galacticraft apparently
L397[07:52:15] <ollieread> God damn
L398[07:52:36] <gigaherz> oil rain
L399[07:52:39] <gigaherz> some peoplewould be VERY happy
L400[07:52:41] <gigaherz> ;P
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L402[07:52:52] <ollieread> Not when it stops everything ticking the second you connect
L403[07:52:55] <ollieread> and uses 100% ram lol
L404[07:53:03] <gigaherz> yeah, that's a downside.
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L407[07:57:25] <sham1> It's raining oil
L408[07:57:35] <sham1> Halleluja it's raining oik
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L417[08:15:36] <Simulac> hey guys
L418[08:18:24] <Simulac> I just started playing some game agar.io and it's so damn addicting!
L419[08:20:15] <Ivorius> You're late, lol
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L422[08:23:20] <Cazzar> It's been out for a while.
L423[08:24:33] <Simulac> Yeah seems so
L424[08:24:41] <Simulac> it's... so colourful!
L425[08:26:39] <Simulac> anyway, now to solve my problem with dijkstra
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L427[08:31:01] <gigaherz> Lol at Sips_ playing "Rad Rad Redemption"
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L437[09:01:25] <Simulac> eh wtf my dijkstra is trying to walk through walls
L438[09:03:06] <gigaherz> well you should only consider a block a neighbour if the block has enough air space to fit the entity, and is no more than the jump height blocks above the current one
L439[09:03:06] <gigaherz> ;P
L440[09:04:07] <Simulac> It
L441[09:04:14] <Simulac> It's much worse than that
L442[09:04:27] <Simulac> I haven't implemented jump because I was just trying to see if it works
L443[09:04:46] <Ivorius> Why dijkstra anyway
L444[09:04:47] <Simulac> my isWalkable() just checks to see if the block is air so it can walk through
L445[09:04:53] <Ivorius> Isn't A* more appropriate since it's a grid system
L446[09:05:08] <Simulac> Easy to implement, A* with euclidean heuristic is basically dijkstra
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L448[09:05:19] <gigaherz> uh no?
L449[09:05:41] <Simulac> well that's what I've been told
L450[09:05:58] <Simulac> A* with euclidean heuristic in MC, is basically dijkstra
L451[09:06:01] <gigaherz> dijkstra doesn't have heuristics
L452[09:06:21] <gigaherz> dijkstra is like A* with heuristic always set to 0
L453[09:06:29] <gigaherz> not eucledian XD
L454[09:06:40] <Simulac> Yeah I know but the what I'm saying is, is that the effect of a euclidean heuristic in A* is negligible in minecraft
L455[09:06:48] <Ivorius> wat
L456[09:06:51] <Ivorius> No?
L457[09:06:55] <gigaherz> why would it be?
L458[09:06:55] <gigaherz> :/
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L460[09:07:14] <gigaherz> from each original position, you have a set of nodes you can walk to
L461[09:07:25] <Simulac> I don't know tbh, yueh told me to make dijkstra and then I can always extend to A*
L462[09:07:27] <gigaherz> and for each node(block), you have an estimation of how far it is from the target
L463[09:07:44] <gigaherz> that estimation(heuristic) is better than nothing at all
L464[09:07:44] <gigaherz> XD
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L466[09:07:57] <gigaherz> it's used to prioritize blocks with better "potential"
L467[09:08:07] <gigaherz> which gives a result faster
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L469[09:08:16] <gigaherz> that's a different matter altogether
L470[09:08:42] <Ivorius> What are you implementing anyway
L471[09:08:42] <gigaherz> but I'm not sure that dijkstra over an infinite grid is a good idea
L472[09:08:43] <gigaherz> XD
L473[09:08:54] <Ivorius> Considering MC has pathfinding already
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L475[09:09:43] <yueh> monotone heuristic
L476[09:10:03] <yueh> and a euclidean distance is one
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L479[09:10:21] <yueh> meh. fuck jenkins
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L482[09:10:37] <sham1> Welp, time to work on my RF carrying method
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L484[09:11:00] <gigaherz> will it be energized plasma? :D
L485[09:11:06] <sham1> Yes ;)
L486[09:11:19] <sham1> Redstonemagnetic containment tube
L487[09:11:34] <gigaherz> lol
L488[09:11:56] <sham1> Or just magnetic containment tube for short
L489[09:12:08] <gigaherz> yeah
L490[09:12:43] <dangranos> how does that even works?
L491[09:13:13] <Simulac> sorry guys i'm back
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L493[09:13:26] <gigaherz> dangranos: a matter exciter turns normal matter into energized plasma
L494[09:13:35] <gigaherz> which is then carried over a magnetic suspension tube
L495[09:13:37] <gigaherz> to theo ther end
L496[09:13:48] <gigaherz> which captures the heat back into RF
L497[09:13:48] <dangranos> how does that carries energy though?
L498[09:13:57] <dangranos> wouldn't that also need constantly be powered?
L499[09:14:11] <gigaherz> through the Thermoredstonic effect, of course
L500[09:14:19] <gigaherz> nah
L501[09:14:26] <gigaherz> you can in real life convert heat directly into electricity
L502[09:14:29] <Simulac> yeah I know it's a bad idea to implement dijkstra but I just wanted to try small mazes before I extend it to A*
L503[09:14:32] <gigaherz> and theother way around
L504[09:14:37] <dangranos> i mean magnetic suspension
L505[09:14:57] <gigaherz> well
L506[09:15:02] <sham1> plasma is like electron soup with protons
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L508[09:15:07] <dangranos> it's redstonemagnetic suspension, right? that would need to be powered
L509[09:15:13] <sham1> They are no longer attracted to each other
L510[09:15:15] <gigaherz> maybethe tubes have some thermoredstoneic coating, that powers the magnetic system?
L511[09:15:20] <gigaherz> that wouldexplain some losses :D
L512[09:15:22] <sham1> :P
L513[09:16:44] <sham1> I propably will make them able to carry 4K RF/t so there would be some reason to use them
L514[09:16:56] <sham1> 4096
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L516[09:18:29] <S3> Hey guys
L517[09:18:36] <sham1> Or maybe I just make it be like "suspended redstone tube" so I would not have to make up so much technobabble about how the plasma is created and what-not
L518[09:19:02] <gigaherz> but that would have been the fun part XD
L519[09:19:13] <sham1> Yeh
L520[09:19:27] <sham1> Maybe I will include multiple tiers of power transfer ;)
L521[09:20:53] <sham1> So the suspended redstone tubes could be low tier and the electromagnetic containment tubes with plasma would be more end-game
L522[09:22:10] <gigaherz> like the Cryo-stabilized Fluxducts
L523[09:22:33] <sham1> Yeh
L524[09:23:29] <sham1> Those things are able to carry basically infinite RF
L525[09:23:34] <sham1> Very high amount
L526[09:23:48] <S3> I have a small project with some others to handle the storage format of worlds differently on disk. The only issue we have is that we're not sure if we can use forge to replace a feature like that. Could somebody give us some insight?
L527[09:24:06] <sham1> couldnt you use a core mod?
L528[09:24:16] <diesieben07> the question is... why? and what exactly do you want to change
L529[09:24:18] <S3> I thought those were gotten rid of.
L530[09:24:25] <diesieben07> that is not true
L531[09:24:35] <gigaherz> coremods exist, but they are stored in the same folder
L532[09:24:40] <S3> aha.
L533[09:24:58] <gigaherz> but still,
L534[09:25:05] <sham1> why
L535[09:25:08] <gigaherz> why woudl you ever do something as crazy as replacing the storage format? XD
L536[09:25:11] <sham1> Why'd you want to do that
L537[09:25:13] <S3> :) O knmew you were asking.
L538[09:25:18] <S3> I knew you would ask I mean
L539[09:25:25] <S3> I know right?
L540[09:25:40] <sham1> So do you have a reason or not
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L542[09:25:51] <S3> Yeah
L543[09:26:00] <gigaherz> yeah it's like going to a surgeon and saying "hey canyou replace my working, beating heart with this other one that I made myself?"
L544[09:26:01] <gigaherz> ;P
L545[09:26:13] <gigaherz> he's inevitably going to say "why the F would you ever want to do that?"
L546[09:26:13] <gigaherz> XD
L547[09:26:20] <S3> XD
L548[09:26:21] <Simulac> spooky scary skeletons sends shivers down your spine
L549[09:26:27] <sham1> okay
L550[09:26:55] *** Ashlee is now known as Ashlee|off
L551[09:27:05] <Simulac> just realised your name is like saying "sham one" as in "someone" xD
L552[09:27:23] <sham1> Oh it took you this long to realize :P
L553[09:27:25] <gigaherz> I just read it as "shami"
L554[09:27:30] <sham1> So do I
L555[09:27:43] <S3> Anyhow, we're going to be experimenting with an algorithm which we didn't quite invent, that can make maps extremely small without any compression. As well as this, it is pretty simple.
L556[09:27:43] <sham1> Or I just say sham
L557[09:28:11] <Simulac> this is hilarious
L558[09:28:18] <Simulac> my player is just moving round in circles
L559[09:28:23] <S3> what
L560[09:28:28] <S3> I wanna see :D
L561[09:28:33] <diesieben07> so what you wnat to replace is the chunk format
L562[09:28:34] <diesieben07> right?
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L567[09:30:11] <Flashfire> Hey, I'm making a custom version of the Wither boss and I have an issue with the armor rendering
L568[09:30:26] <gigaherz> S3: after a quick look
L569[09:30:30] <S3> that's definately going to happen, but only if we're 100% sure it's not how it's already basically stored, apparently the format has changed since the past I just realize, so hmm..
L570[09:30:38] <gigaherz> I think Minecraft has some sort of support for swapping save formats already
L571[09:30:41] <Flashfire> In the RenderWither class's constructor it adds the armor layer and my render class extends RenderWither
L572[09:31:04] <Flashfire> So how can I cancel that layer addition so it doesn't replace/overlap the one I add in my own render class's constructor?
L573[09:31:52] <diesieben07> Flashfire, layerRenderers is just a list. you can remove from it
L574[09:31:59] <diesieben07> it even has a removeLayer method...
L575[09:32:02] <Flashfire> Oh, is that so?
L576[09:32:20] <Flashfire> So after I call super in my renderer's constructor I can just call to remove it?
L577[09:32:31] <diesieben07> yes
L578[09:32:33] <gigaherz> S3: you may be able to replace MinecraftServer.anvilConverterForAnvilFile with your own custom class using reglection
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L580[09:32:48] <sham1> dont you mean reflection
L581[09:32:53] <gigaherz> yes
L582[09:32:55] <S3> yeah
L583[09:32:56] <gigaherz> it seems that "ISaveHandler isavehandler = this.anvilConverterForAnvilFile.getSaveLoader(p_71247_1_, true);"
L584[09:33:00] <gigaherz> chooses which save format to use
L585[09:33:14] <gigaherz> so you could just return your own format whenever
L586[09:33:28] <gigaherz> it wouldn't even need a coremod at all
L587[09:33:29] <S3> so before I really get into it, since the formats have changed and etc etc..
L588[09:33:33] <Flashfire> Wow that's quite simple, thanks again diesieben
L589[09:33:40] <S3> are blocks currently stored in the chunk block by block?
L590[09:33:53] <gigaherz> the chunk stores 16 bits for the block
L591[09:34:03] <gigaherz> 12bit block ID + 4bit meta
L592[09:34:07] <gigaherz> same as before
L593[09:34:10] <S3> and the chunk on file literally stores every block id in that chunk?
L594[09:34:11] <sham1> yay for meta
L595[09:34:16] <S3> one by one
L596[09:34:17] <gigaherz> on top of that, each block has an associated "block light level"
L597[09:34:20] <S3> (not in that order)
L598[09:34:28] <S3> right
L599[09:34:35] <gigaherz> yes the chunk file stores blockid+light for each block
L600[09:34:40] <S3> so our idea is not to store them that way :)
L601[09:34:48] <gigaherz> TileEntity NBT data is stored afterward
L602[09:34:50] <gigaherz> separately
L603[09:35:01] <S3> our idea is to instead store a tree instead.
L604[09:35:17] <S3> the only issue there is lighting
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L606[09:36:59] <gigaherz> S3: well good luck
L607[09:37:04] <gigaherz> no idea if it will be beneficial
L608[09:37:15] <S3> our idea is to store a tree which represents subdivisions of the chunk. Here's a benefit, if the entire chunk was stone, it would only take one entry to create the entire chunk. the file would be only a few bytes, however, the problem there as you mentioned, is if lighting is stored in every block..
L609[09:37:19] <gigaherz> but Mojang has adopted modder-developed save formats in the past so...
L610[09:37:19] <gigaherz> ;P
L611[09:37:44] <gigaherz> Minecraft has two light values
L612[09:37:47] <S3> it's basically the same way cube2 stores its maps.
L613[09:37:50] <gigaherz> that are added together, capped at 15
L614[09:38:08] <gigaherz> block level is calculated based on all the light-emitting blocks around
L615[09:38:10] <gigaherz> and stored in the chunk
L616[09:38:14] <gigaherz> sky level is dynamic
L617[09:38:18] <S3> hmm
L618[09:38:25] <gigaherz> the effective lighting of a block is block+sky
L619[09:38:27] <gigaherz> capped at 15
L620[09:38:31] <sham1> I just love the way I name my classes sometimes...
L621[09:38:44] <gigaherz> orwasi t max(sky,block)?
L622[09:38:47] <gigaherz> I can't remember XD
L623[09:39:45] <S3> yeah that makes it a bit complicated, only because the complexity of the chunk increases the complexity of the file, it will only become as complex as the chunk could possibly be if every block was different, but with lighting levels that would make most of them different now wouldn't they?
L624[09:39:59] <S3> however.. lots of blocks in the chunk share the same lighting?
L625[09:40:02] <S3> I assume
L626[09:40:13] <S3> unless horribly modified
L627[09:41:31] <S3> either way, if this format worked it would be possible to modify entire regions without using a whole lot of memory..
L628[09:41:32] <gigaherz> okay it's max(sky,block) ;P
L629[09:41:45] <S3> it would be extremely fast
L630[09:41:56] <gigaherz> well your save format couldeasily store the block AND light in separate trees
L631[09:42:09] <S3> you're right
L632[09:42:12] <gigaherz> there's only 15 possible light values
L633[09:42:15] <S3> I didn't think of that either
L634[09:42:16] <gigaherz> ;P
L635[09:42:27] <Ordinastie> gigaherz, light is (sky << 16) | block
L636[09:42:33] <gigaherz> Ordinastie: hm?
L637[09:42:37] <S3> so if I had to, I could represent the chunk as blocks in an octotree, and then represent the chunk as lighting in another octotree
L638[09:42:42] <S3> or merge them
L639[09:42:43] <gigaherz> when I loko with F3
L640[09:42:56] <gigaherz> a position with block 3 sky 10, shows light level 10
L641[09:42:59] <gigaherz> look*
L642[09:43:08] <gigaherz> and a position with block 13 sky 4, is 13
L643[09:43:11] <Ordinastie> yes, but the values are still there
L644[09:43:20] <gigaherz> oh you mean in the save format?
L645[09:43:43] <Ordinastie> not sure in the save format, but everywhere else
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L647[09:44:02] <gigaherz> i see
L648[09:44:08] <gigaherz> I assumed it was a global valie
L649[09:44:11] <gigaherz> value
L650[09:44:13] <S3> well imo the save format should be completely seperated from the stuff that uses the data.
L651[09:44:26] <gigaherz> getBlockLight() {return block.light + world.skyLight; }
L652[09:44:30] <gigaherz> or something like that ;P
L653[09:44:35] <S3> mods and such shouldn't care how they are stored
L654[09:44:48] <gigaherz> S3: they aren't supposed to
L655[09:44:56] <gigaherz> almost everything is abstracted
L656[09:45:00] <S3> :)
L657[09:45:07] <gigaherz> the only internal info you get is the meta value
L658[09:45:25] <gigaherz> (and in 1.8, only because you decide how to map IBlockState to/from meta)
L659[09:45:38] <gigaherz> everything else, including block IDs and such, is internal only
L660[09:46:07] <gigaherz> Lex and the contributors have been doing a lot of work removing implementation details from the registries and such
L661[09:46:13] <S3> itl be nice though (especially for sysadmins that run servers) to store maps that are normally several GB in MB or fractions of.
L662[09:46:22] <S3> without compressing
L663[09:46:30] <gigaherz> why without compressing?
L664[09:46:39] <S3> you don't usually need compression with octotrees
L665[09:46:41] <S3> I mean you could
L666[09:46:51] <gigaherz> applying a quick zlib over the resulting byte array would be simple ;P
L667[09:46:56] <S3> it would be
L668[09:47:13] <S3> but the octotree itself sort of incidently compresses itself
L669[09:47:18] <gigaherz> yeah
L670[09:47:21] <S3> I mean its not a compression algorithm, its a side effect
L671[09:47:27] <gigaherz> sparseness vs tree overhead
L672[09:47:39] <S3> but you're right, the worlds will be small enough that using zlib and octotrees would make them super tiny
L673[09:47:54] <gigaherz> the octree woudl be horrible if you created a world that's fully random
L674[09:47:54] <gigaherz> XD
L675[09:48:02] <S3> it would help gigaherz for the complicated chunks people make
L676[09:48:04] <gigaherz> from 0 to 255
L677[09:48:13] <S3> well
L678[09:48:20] <S3> if lightiong is stored seperately yes
L679[09:48:36] <S3> but with octotrees technically itd be no more complex in theory (usually) than the format now
L680[09:48:54] <gigaherz> hmm wouldn't it be a little bigger?
L681[09:48:54] <S3> but yeah the more complex the more hellish
L682[09:48:57] <gigaherz> just from the octree nodes?
L683[09:49:12] <gigaherz> hmm
L684[09:49:13] <gigaherz> although
L685[09:49:24] <gigaherz> if each octree node stores the "default" block ID
L686[09:49:32] <gigaherz> and child nodes only specify differences
L687[09:49:47] <gigaherz> then a full chunk made 100% ofstone would still be sparse enough
L688[09:49:57] <gigaherz> well you have the decompiled source
L689[09:50:04] <S3> right
L690[09:50:13] <gigaherz> and I just gave you a way to provide custom safe formats without a coremod
L691[09:50:31] <gigaherz> you just have to extend AnvilSaveConverter
L692[09:50:38] <S3> huh.
L693[09:50:53] *** helinus|off is now known as helinus
L694[09:51:33] <gigaherz> and use Reflection to write the MinecraftServer.anvilConverterForAnvilFile field from the current server instance
L695[09:51:50] <S3> yep.
L696[09:52:00] <gigaherz> so have fun
L697[09:52:14] <gigaherz> we'll be around if you have a question or make something nice to show off
L698[09:52:14] <gigaherz> ;P
L699[09:52:39] <gigaherz> custom save formats*
L700[09:52:42] <gigaherz> stupid fingers
L701[09:52:52] <S3> Well cool. thanks for your help. I know it's probably really weird to come in here and mention custom save formats :P
L702[09:53:00] <shadekiller666> inb4 hes hiding some key step that breaks everything if not done correctly
L703[09:53:10] <S3> but we all came up with this at our hackerspace last night and was like, OMG
L704[09:54:10] <S3> remembering that's how sauerbraten actually manages to modify entire worlds larger than your camera view in lightning speed on a pentium 4 :P
L705[09:55:52] <OrionOnline> Is there a way to store data about the player?
L706[09:56:02] <gigaherz> ?
L707[09:56:05] <OrionOnline> Like experience of something
L708[09:56:18] <gigaherz> IExtendedEntityProperties
L709[09:56:22] <gigaherz> IEEP for short
L710[09:56:40] <gigaherz> you can attach an IEEP to an Entity, and it will allow you to store information
L711[09:56:57] <gigaherz> it has its own set of readFromNBT/writeToNBT for persistent storage
L712[09:57:06] <gigaherz> that get called for all registered IEEPs
L713[09:57:41] <gigaherz> every mod that adds new equipment slots, player-specific knowledge and such uses those
L714[09:58:35] <OrionOnline> that is exactly what i am looking for
L715[09:59:41] <OrionOnline> hmm ee3 seems todo it differently
L716[10:00:10] * gigaherz shrugs
L717[10:00:15] *** willieaway is now known as williewillus
L718[10:00:15] <Simulac> This is extremely weird
L719[10:00:32] <OrionOnline> gigy, you know of mods who do it that way with the IEEP i mean?
L720[10:01:01] <shadekiller666> well theres Thaumcraft, but thats closed source
L721[10:01:03] <Simulac> I'm using the moveToBlockPosAndAngles method to move to a block position but it's not moving there!
L722[10:01:31] <gigaherz> OrionOnline: no but there's a tutorial here: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and?comment=2
L723[10:01:32] <Simulac> it's moving like diagonally away
L724[10:01:49] <gigaherz> I mean I know a lot of mods that presumably use that
L725[10:01:57] <gigaherz> but I don't know if they are opensource
L726[10:02:01] <gigaherz> so you'd have to look yourself
L727[10:02:01] <gigaherz> XD
L728[10:02:15] <Simulac> guys
L729[10:02:22] ⇨ Joins: laci200270 (~laci20027@31-46-236-198.pool.kapulan.hu)
L730[10:02:29] <Simulac> have any of you used the moveToBlockPosAndAngles method?
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L732[10:02:56] <Ivorius> Hrm
L733[10:02:58] <gigaherz> nope
L734[10:03:06] <williewillus> for entity?
L735[10:03:06] <Ivorius> Someone have some sample code for 1.8 models
L736[10:03:11] <Ivorius> Something simple, just the jsons
L737[10:03:30] <Simulac> I'm calling it on the thePlayer
L738[10:03:54] <gigaherz> Ivorius: https://github.com/gigaherz/NaturalTrees/blob/master/src/main/resources/assets/naturaltrees/models/block/branch_0_d_leaves.json
L739[10:03:55] <williewillus> Ivorius: if youre using the vanilla format, assets/minecraft :p
L740[10:04:10] <gigaherz> but the minecraft fence block is the best example out there
L741[10:04:10] <gigaherz> XD
L742[10:04:18] <williewillus> for the forge json format, the test folder in the MinecraftForge github
L743[10:04:20] <gigaherz> it has a good set of blockstates
L744[10:04:29] <Ivorius> I know of the vanilla jsons
L745[10:04:32] <williewillus> if you need that many states you're better off using the forge format
L746[10:04:33] <Ivorius> I'm talking the code side of things
L747[10:04:37] <gigaherz> Oh
L748[10:05:05] <Ivorius> i.e. how do I set the model of an item
L749[10:05:12] <Ivorius> and how do I set the model of a block
L750[10:05:21] <Ivorius> Done it with b3d, but not with json yet
L751[10:05:31] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L72-115
L752[10:05:34] <Ivorius> (Which is dumb because really it should be the same method >.>)
L753[10:05:40] <gigaherz> well
L754[10:05:45] <williewillus> here's another https://github.com/sinkillerj/ProjectE/blob/MC18/src/main/java/moze_intel/projecte/proxies/ClientProxy.java#L84
L755[10:05:48] <gigaherz> your block registration gives the block a name
L756[10:05:54] <gigaherz> which refers to the blockstates json
L757[10:06:01] <gigaherz> and the blockstates json refers to models
L758[10:06:13] <Ivorius> Ah, that's what I'm looking for, thanks
L759[10:06:22] <laci200270> what can be wrong with this blockstate? https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/dieselGenerator.json
L760[10:06:27] <gigaherz> the code I pasted is only for the ITEM version of the block
L761[10:06:40] <gigaherz> you can create an itemless block without registering it as an item
L762[10:07:12] <gigaherz> but the blockstates json is mandatory
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L765[10:07:48] <laci200270> anyonne can help with this? https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/dieselGenerator.json
L766[10:07:55] <laci200270> i can't get it to work
L767[10:08:17] <gigaherz> laci200270: uhh
L768[10:08:33] <gigaherz> you don't have the forgethingy
L769[10:08:43] <laci200270> what forgethingy?
L770[10:09:01] <gigaherz> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L771[10:09:05] <shadekiller666> "forge_marker": 1, has to be the 1st line if you want to use the forge blockstate format
L772[10:09:06] <gigaherz> "forge_marker": 1
L773[10:09:19] <gigaherz> your json uses the forge blockstates, but it does NOT have the marker
L774[10:09:21] <gigaherz> so it's invalid
L775[10:09:27] <gigaherz> because Minecraft won't recognize that format
L776[10:09:34] <laci200270> i just want to use this json model: https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/models/block/generator.json
L777[10:10:00] <gigaherz> then you don't need all that crap
L778[10:10:07] <williewillus> just use the vanilla format then
L779[10:10:10] <laci200270> what crap?
L780[10:10:16] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L781[10:10:22] <gigaherz> your blockstates file can look like this
L782[10:10:31] <laci200270> oh
L783[10:10:33] <gigaherz> n oneedto have defaults at all
L784[10:10:37] <gigaherz> just... point to the model
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L786[10:11:20] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L787[10:11:28] <gigaherz> then put the textures in the model itself
L788[10:11:33] <gigaherz> instead of the blockstates file
L789[10:11:57] <gigaherz> you'll want a line called "steel" and one called "particles"
L790[10:12:04] <gigaherz> the particles one is the texture used when breaking
L791[10:12:58] <laci200270> i now use normal testing
L792[10:12:59] <gigaherz> sorry "particle"
L793[10:13:00] <gigaherz> singular
L794[10:13:11] * laci200270 hopes it will works now
L795[10:13:28] <gigaherz> laci200270: your model json doesn't have textures
L796[10:13:31] <gigaherz> so it will looks purple
L797[10:13:35] <laci200270> ok
L798[10:13:52] <gigaherz> you need a "textures" block in it
L799[10:14:00] <gigaherz> with "steel" and "particle"
L800[10:14:07] <gigaherz> in the model itself, no need to put it in the blockstates
L801[10:14:55] <Simulac> guys
L802[10:15:02] <laci200270> oh and another question: how can calaculate uv cordinates for models?
L803[10:15:09] <Simulac> do you guys know the right motionX, Y, Z values to move exactly one step
L804[10:15:22] <williewillus> uh whaddya mean calculate uv's :p
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L806[10:15:31] <williewillus> Simulac: one step? you mean one block?
L807[10:15:36] <Simulac> yes
L808[10:15:45] <williewillus> well then it'd just be 1
L809[10:15:45] <gigaherz> motion is speed
L810[10:15:58] <Simulac> No 1 launches the player
L811[10:16:03] <gigaherz> so I'm not sure that there's a "right value"
L812[10:16:03] <williewillus> yeah bc that's 1 every tick
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L815[10:16:13] <Simulac> O
L816[10:16:14] <laci200270> where i need to put the textures in the texture map for json that i write in notepad
L817[10:16:16] <gigaherz> no 1 means 1 block/tick or per second movement speed
L818[10:16:16] <gigaherz> XD
L819[10:16:21] <Simulac> OOOOOOOOOOOOOOOHHHHHHHHHHHH
L820[10:16:22] <gigaherz> really
L821[10:16:29] <Simulac> and it all becomes clear
L822[10:16:31] <Simulac> thanks guys!
L823[10:16:37] <gigaherz> you need to keep adjusting the value based on the speed you WANT
L824[10:16:38] <gigaherz> XD
L825[10:16:43] <williewillus> laci200270: your textures need to be in assets/modid/textures/blocks/name
L826[10:16:43] <Simulac> I was trying out different values
L827[10:16:48] <laci200270> yes
L828[10:16:50] <gigaherz> 0.2ish while moving
L829[10:16:52] <gigaherz> 0 when stopping
L830[10:17:01] <Simulac> yeah values close to that worked well
L831[10:17:19] <gigaherz> laci200270:
L832[10:17:20] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L833[10:17:23] <gigaherz> it looks like that
L834[10:17:23] <williewillus> do the fclient player's UUID match with their serverside EntityPlayerMP?
L835[10:17:28] <gigaherz> put it below the model elements or similar
L836[10:17:38] <Simulac> now I just to find how to make the player look straight ahead (direction he is moving)
L837[10:17:41] <gigaherz> the "textures" part
L838[10:17:43] <gigaherz> not the parent
L839[10:17:43] <gigaherz> ;P
L840[10:17:49] <gigaherz> but I have many textures
L841[10:17:55] <laci200270> oh so textures not longer stored in one file
L842[10:17:55] <gigaherz> you only need "steel" and "particle"
L843[10:17:58] <gigaherz> I already said that TWICE
L844[10:18:21] <gigaherz> laci200270: you need one texture line for each #texture you have in the elements list
L845[10:18:29] <gigaherz> since you just have #steel
L846[10:18:29] <laci200270> ok
L847[10:18:33] <gigaherz> you only need "steel"
L848[10:18:38] <gigaherz> but you ALSO need "particle"
L849[10:18:41] <gigaherz> for when you break your block
L850[10:19:03] <gigaherz> by the way, UV coords are 0..16
L851[10:19:13] <gigaherz> the left/bottom of the texture is 0,0
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L854[10:19:19] <gigaherz> the rop/right is 16,16
L855[10:19:22] <gigaherz> top*
L856[10:19:29] <laci200270> i still getting errors like this: [FML]: Model definition for location energymod:dieselGenerator#normal not found
L857[10:19:29] <williewillus> err I though UVs began at top left
L858[10:19:33] <gigaherz> hmm
L859[10:19:42] <gigaherz> maybe
L860[10:19:44] <williewillus> U goes down, V goes right
L861[10:19:47] <gigaherz> it confuses me
L862[10:19:55] <gigaherz> Direct3D has them top-down left-to-right
L863[10:19:57] <williewillus> also, any questions about vanilla model format are answered by the vanilla wiki lol
L864[10:19:58] <williewillus> http://minecraft.gamepedia.com/Models
L865[10:20:02] <gigaherz> but raw Opengl has them starting at the bottom
L866[10:20:21] <gigaherz> but I guess Minecraft flips them back
L867[10:20:21] <gigaherz> ...
L868[10:20:22] <laci200270> my game still not recognizes the model
L869[10:20:58] <gigaherz> do you have a line "normal" in it?
L870[10:21:00] <shadekiller666> laci, honestly its not that hard, find a vanilla block that applies the model the same way yours does, and copy it
L871[10:22:42] <williewillus> update your repo
L872[10:22:45] <williewillus> so we can see
L873[10:22:46] <laci200270> where i define the name that mc searches for the blockstate?
L874[10:22:50] <williewillus> you can't
L875[10:22:55] <williewillus> it searches using the game registry name
L876[10:22:56] <shadekiller666> its the block name
L877[10:23:00] <laci200270> ok
L878[10:23:02] <williewillus> that you registered the bloock with
L879[10:23:07] <diesieben07> you can override it though
L880[10:23:13] <diesieben07> i think IStateMapper does that
L881[10:23:24] <diesieben07> but i dont see why you would need to
L882[10:23:30] <laci200270> because now modified to use the vanilla wool to test it,but still says no model found
L883[10:23:33] <PaleoCrafter> hm, anybody know a nice IRC client that supports high DPI?
L884[10:23:41] <williewillus> hexchat
L885[10:24:00] <shadekiller666> laci, its the name of your block that it looks for...
L886[10:24:15] <PaleoCrafter> all blurry for me, williewillus :P
L887[10:24:19] <williewillus> really?
L888[10:24:20] <PaleoCrafter> do I have to enable it?
L889[10:24:50] <williewillus> oh i did the little "Disable display scaling on high DPI settings" thing
L890[10:25:03] <williewillus> which makes it look correct :p
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L892[10:25:26] <Tim020> o/
L893[10:25:46] <OrionOnline> Hey tim
L894[10:25:49] <OrionOnline> You TS?
L895[10:25:52] <PaleoCrafter> where's that setting, williewillus? :P
L896[10:25:55] <gigaherz> PaleoCrafter: maybe chatzilla since it's XML-based? ;P
L897[10:25:57] <Tim020> Sure :)
L898[10:26:46] <williewillus> PaleoCrafter: right click one of the shortcuts or the hexchat exe itself -> properties -> compatibility -> check that box and relaunch
L899[10:26:54] <PaleoCrafter> ah
L900[10:27:24] <PaleoCrafter> lovely
L901[10:27:57] <laci200270> i updated the repo
L902[10:28:08] <williewillus> a client player entity and their respective entityplayermp share the same uuid correct?
L903[10:28:22] <laci200270> williewillus, yes
L904[10:28:41] <shadekiller666> isn't that kinda against what a uuid is for?
L905[10:28:52] <williewillus> just checking lol
L906[10:28:55] <shadekiller666> isn't every object in java supposed to have a different uuid?
L907[10:29:06] <williewillus> no, uuid in the scope of MC :p
L908[10:29:16] <shadekiller666> oh
L909[10:29:17] <tmtu> shadekiller666: uuid for what
L910[10:29:38] <williewillus> laci200270: 1. change your blockstate back to say "model": "energymod:generator" 2. go to your generator.json and add textures
L911[10:32:06] <Simulac> I need to learn concurrency
L912[10:33:20] <laci200270> i still see nothing at the block
L913[10:33:30] <williewillus> paste or push your new generator.json
L914[10:34:43] <laci200270> done
L915[10:35:10] <williewillus> wot
L916[10:35:16] <williewillus> where did layer0 come from
L917[10:35:28] <williewillus> you use texture variable steel but you never define it
L918[10:35:36] <laci200270> oh
L919[10:35:38] <williewillus> so define steel
L920[10:36:01] <williewillus> "steel": "energymod:blocks/wherever"
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L922[10:36:20] <laci200270> i still se nothing
L923[10:36:21] <gigaherz> laci200270: did you ignore everything I said?
L924[10:36:22] <gigaherz> XD
L925[10:36:26] <laci200270> bo
L926[10:36:28] <laci200270> *no
L927[10:36:34] <laci200270> just testing it
L928[10:37:09] <laci200270> also no pruple black block only nothing
L929[10:37:30] <williewillus> do you get the missing model message?
L930[10:37:35] <laci200270> yes
L931[10:37:41] <williewillus> does it say normal
L932[10:37:48] <laci200270> yes
L933[10:37:52] <laci200270> and inventory
L934[10:38:06] <shadekiller666> why
L935[10:38:20] <shadekiller666> those are forgeblockstate-only keys...
L936[10:38:40] <williewillus> no he means in the missing mode messages
L937[10:38:43] <williewillus> those are vanilla
L938[10:38:45] <williewillus> anyways
L939[10:38:53] <williewillus> in your block you still have a bunch b3d/extendedstate crap
L940[10:38:58] <williewillus> take it out if you're going to use vanilla models
L941[10:39:03] <laci200270> maybe i need to restart the whole game no just f3+t resource reloaod
L942[10:39:10] <shadekiller666> ...
L943[10:39:13] <williewillus> 0.o
L944[10:39:14] <shadekiller666> f3+s
L945[10:39:23] <gigaherz> laci200270: uhhhh
L946[10:39:23] <shadekiller666> f3+t is only textures
L947[10:39:26] <gigaherz> if you change resources
L948[10:39:30] <gigaherz> you need to hit "build" again
L949[10:39:34] <laci200270> f3+t what does?
L950[10:39:34] <gigaherz> in order for them to get copied
L951[10:39:43] <gigaherz> f3+t == f3+s
L952[10:39:45] <laci200270> i pressed rebould
L953[10:39:51] <gigaherz> they used to be for "textures" and "sounds" separately
L954[10:39:51] <williewillus> well also
L955[10:39:54] <gigaherz> they do the same thing now
L956[10:39:54] <diesieben07> yeah if you change resources relaunch the game
L957[10:40:00] <williewillus> remove the extended blockstate stuff
L958[10:40:06] <gigaherz> but really,
L959[10:40:10] <gigaherz> your blockstate file should look like
L960[10:40:11] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L961[10:40:17] <shadekiller666> if you launch in debug mode you can change them without relaunching
L962[10:40:22] <gigaherz> you don't need ANYTHING else in there
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L964[10:40:37] <laci200270> ok
L965[10:40:47] <gigaherz> shadekiller666: you have to do Build -> Make Project, otherwise the resources aren't copied over
L966[10:40:47] <laci200270> i now need to go away
L967[10:41:09] <shadekiller666> not from my experience
L968[10:41:31] <diesieben07> in eclipse you dont have to
L969[10:41:44] <diesieben07> thats the one thing i still miss in intellij :D
L970[10:41:49] <williewillus> ive never had to do that
L971[10:42:02] <shadekiller666> thats eclipse only? D:
L972[10:42:15] <shadekiller666> #sadface
L973[10:42:18] <diesieben07> intellij uses javac
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L975[10:42:25] <diesieben07> so you have to explicitly tell it to build
L976[10:43:01] <shadekiller666> could one write a script to auto-build on save if the game is running
L977[10:43:24] <diesieben07> yeah i tried that but its not as smooth as in eclipse
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L979[10:43:51] <shadekiller666> but it works with one button though right?
L980[10:44:33] <diesieben07> ?
L981[10:45:19] <shadekiller666> you just hit save and the script rebuilds automatically right?
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L983[10:47:12] <diesieben07> yes, but in eclipse it just all feels instant :D
L984[10:47:23] <shadekiller666> ya well
L985[10:47:51] <shadekiller666> why does no one ever talk about Netbeans
L986[10:48:32] <shadekiller666> thats what i used in java class
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L993[11:05:03] <Ordinastie> anybody know how to reference a vanilla texture for a model in a resourcepack ?
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L995[11:05:42] <gigaherz> Ordinastie: sure, "minecraft:blocks/iron_block"
L996[11:06:20] <Ordinastie> doesn't work :x
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L998[11:06:44] <gigaherz> weird
L999[11:07:04] <Ordinastie> wait, nvm, I was derping
L1000[11:07:09] <gigaherz> ah no minecraft:
L1001[11:07:09] <Ordinastie> thx
L1002[11:07:10] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/item/container_diamond.json
L1003[11:07:18] <gigaherz> just "blocks/iron_block"
L1004[11:07:29] <gigaherz> or "items/diamond"
L1005[11:07:30] <gigaherz> ;p
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L1011[11:26:07] <Simulac> I just ate three packets of raspberries
L1012[11:26:10] <Simulac> they're so good!
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L1014[11:26:57] <gigaherz> we have black ones around here
L1015[11:27:17] <gigaherz> I used to go gather them
L1016[11:28:21] <gigaherz> ah no, the ones around here are blackberries
L1017[11:28:24] <gigaherz> not black raspberries
L1018[11:28:56] <gigaherz> very sweet
L1019[11:28:58] <gigaherz> really nice ;P
L1020[11:29:12] <Simulac> my uncle grows blackcurrants
L1021[11:29:19] <Simulac> they're so sour I love em
L1022[11:29:45] <gigaherz> i hate sour
L1023[11:29:46] <gigaherz> XD
L1024[11:29:49] <gigaherz> not as much as bitter
L1025[11:29:54] <gigaherz> but I still dislike it
L1026[11:30:09] <Simulac> I love sour things but I don't think anyone can stand bitter...
L1027[11:30:34] <Simulac> except my mum, she sometimes likes to eat this weird vegetable which is horribly bitter
L1028[11:30:43] <gigaherz> some people like bitter
L1029[11:31:05] <gigaherz> people drink coffee without sweetening
L1030[11:31:24] <gigaherz> people drink "bitter kas"
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L1032[11:31:32] <Simulac> BITTER GOURD
L1033[11:31:33] <Simulac> that's it
L1034[11:31:44] <Simulac> It's horribly bitter
L1035[11:32:05] <gigaherz> yeah some people actually LIKE the taste of bitter things
L1036[11:32:13] <gigaherz> I dislike it more than usual
L1037[11:32:13] <gigaherz> XD
L1038[11:32:16] <Simulac> I like coffee, but some variants are just too strong
L1039[11:32:22] <gigaherz> I don't
L1040[11:32:26] <Simulac> americano for example
L1041[11:32:37] <gigaherz> in order to drink coffee without hating myself for it
L1042[11:32:48] <gigaherz> I'd need to put moresugar in the cup than coffee
L1043[11:32:54] <Simulac> tbh I just drink it for the boost
L1044[11:33:03] <gigaherz> and even thne the taste of burned is just ugh
L1045[11:33:11] <diesieben07> tea is far superior. go away coffee people :D
L1046[11:33:20] <gigaherz> coffee is much better
L1047[11:33:27] <gigaherz> ehh
L1048[11:33:28] <gigaherz> tea is*
L1049[11:33:33] <gigaherz> wtf fingers?!
L1050[11:33:36] <gigaherz> although I can't really drink green tea
L1051[11:33:40] <Simulac> your fingers like coffee
L1052[11:33:45] <Simulac> but your mind likes tea
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L1054[11:33:50] <gigaherz> Earl Grey :3
L1055[11:33:52] <diesieben07> green tea... come on now
L1056[11:34:02] <gigaherz> diesieben07: green tea tastes funny to me
L1057[11:34:03] <killjoy> hot
L1058[11:34:07] <diesieben07> green tea is drank by people who just brew it for 2 seconds anyways
L1059[11:34:08] <gigaherz> I need a lot more sugar
L1060[11:34:10] <diesieben07> its basically just hot water
L1061[11:34:16] <Simulac> the coffee making community is so pretentious sometimes
L1062[11:34:18] <gigaherz> that's not proper green tea XD
L1063[11:34:22] <diesieben07> i know :P
L1064[11:34:23] <gigaherz> anyhow
L1065[11:34:27] <diesieben07> i drink black tea
L1066[11:34:27] <gigaherz> earl grey.
L1067[11:34:33] <gigaherz> I used to drink black tea
L1068[11:34:37] <gigaherz> but then I tasted earl grey
L1069[11:34:44] <williewillus> does RegistryNamespaced.getNameForObject return domething different in 1.8? 0.o
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L1071[11:34:54] <gigaherz> although most commonly, my preferred source of caffeine is cocacola zero
L1072[11:34:56] <williewillus> it returns String in 1.7 but Object in 1.8
L1073[11:35:06] <diesieben07> probably ResourceLocation willie
L1074[11:35:06] <gigaherz> tea I drink more often in winter
L1075[11:35:14] <gigaherz> when I prefer a hot drink rather than a cool one
L1076[11:35:14] <diesieben07> you can drink cola zero? are you ill?
L1077[11:35:20] <gigaherz> ?
L1078[11:35:26] <gigaherz> I can either drink normal, or zero
L1079[11:35:28] <diesieben07> that stuff tastes fucking awful
L1080[11:35:32] <gigaherz> light tastes like crap
L1081[11:35:38] <gigaherz> cherry cola is horrid
L1082[11:35:43] <Simulac> "In order to truly make ADEQUATE COFFEE, you must collect the best ingredients. No, not from the shop. You must collect coffee beans blindfolded standing on one leg whilst spinning on a summer day."
L1083[11:35:43] <gigaherz> and pepsi is just disgusting
L1084[11:35:44] <diesieben07> the sugar replacement stuff makes me puke
L1085[11:35:53] <dangranos> kvas is best drink
L1086[11:35:57] <dangranos> </topic>
L1087[11:36:12] <gigaherz> diesieben07: I actually like it quite a lot
L1088[11:36:16] <Simulac> THE TOPIC CLOSING TAG OH NO
L1089[11:36:16] <diesieben07> :o
L1090[11:36:21] <diesieben07> <topic>
L1091[11:36:24] <dangranos> pepsi is better than cola though
L1092[11:36:25] <gigaherz> I did find it funny at first
L1093[11:36:29] <gigaherz> but I got used to Zero now
L1094[11:36:34] <gigaherz> andn ow the normal one tastes funny
L1095[11:36:35] <gigaherz> XD
L1096[11:36:37] <dangranos> wut's zero?
L1097[11:36:42] <gigaherz> CocaCola Zero
L1098[11:36:42] <diesieben07> cola without sugar
L1099[11:36:44] <gigaherz> has 0 sugar
L1100[11:36:55] <gigaherz> it uses a different sweetener than cocacola Light
L1101[11:36:59] <Simulac> but lots of terrible chemicals to make up for it!
L1102[11:37:03] <diesieben07> in my opinion if you have to get used to something to like it... you are doing something wrong :D
L1103[11:37:06] <gigaherz> which tastes more like sugar
L1104[11:37:17] <gigaherz> diesieben07: I'm fairly sure I'm a supertaster
L1105[11:37:26] <diesieben07> whatever the fuck that is :D
L1106[11:37:34] <gigaherz> https://en.wikipedia.org/wiki/Supertaster#Specific_food_sensitivities
L1107[11:37:38] <gigaherz> I'm edxtra sensitive to spicy
L1108[11:37:42] <gigaherz> I'm extra sensitive to bitter
L1109[11:37:48] <diesieben07> Ohh ok
L1110[11:37:51] <gigaherz> there's some foods that people like
L1111[11:37:53] <gigaherz> but taste like crap to me
L1112[11:38:10] <gigaherz> I can't drink alcohol
L1113[11:38:13] <diesieben07> i like pretty much everything except seafood
L1114[11:38:22] <Simulac> I'm used to spicy
L1115[11:38:23] <gigaherz> well
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L1117[11:38:25] <gigaherz> look at that list
L1118[11:38:34] <gigaherz> everything mentioned in there, I dislike
L1119[11:38:37] <Simulac> I love spicy
L1120[11:38:38] <gigaherz> because it tastes funny
L1121[11:39:01] <Simulac> I use to eat sister chili to the ghost chili once every week
L1122[11:39:03] <gigaherz> including olives
L1123[11:39:11] <diesieben07> olives are amazing
L1124[11:39:18] <gigaherz> I can only eat them when they are processed and filled
L1125[11:39:19] <Simulac> Olives <3
L1126[11:39:36] <diesieben07> well, you dont just sit down in front of a plate of olives and eat JUST olives...
L1127[11:39:39] <diesieben07> that would be kinda weird indeed
L1128[11:39:53] <gigaherz> well
L1129[11:39:56] <gigaherz> that's how we do it
L1130[11:39:57] <gigaherz> XD
L1131[11:40:00] <diesieben07> wut
L1132[11:40:01] <gigaherz> you go to a restaurant
L1133[11:40:06] <gigaherz> they bring you a plate of olives
L1134[11:40:18] <gigaherz> while waiting for the main dishes
L1135[11:40:26] <diesieben07> ohhh as a side dish, yeah
L1136[11:40:26] <Simulac> Starter olives mhmmm
L1137[11:40:29] <diesieben07> with bread
L1138[11:40:30] <diesieben07> yeah thats nice
L1139[11:40:47] <gigaherz> we also put them in salads
L1140[11:40:48] <Simulac> I like green olives more than black olives
L1141[11:40:55] <gigaherz> oh yeah also
L1142[11:40:59] <gigaherz> only green ones, I can't stand black ones
L1143[11:41:14] <diesieben07> :O
L1144[11:41:17] <diesieben07> i like both
L1145[11:41:28] <gigaherz> and only bone-free and filled with anchovies
L1146[11:41:39] <gigaherz> which cancels out the "ugh" taste that they have when raw ;P
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L1148[11:41:59] <diesieben07> lol
L1149[11:42:22] <gigaherz> I do enjoy olive oil though
L1150[11:42:27] <gigaherz> we use it for cooking everything
L1151[11:42:40] <diesieben07> true dat
L1152[11:42:50] <gigaherz> and for salad dressing ;P
L1153[11:43:14] <diesieben07> ohh yea salad with vinegar and oil... mhmm
L1154[11:43:21] <gigaherz> extra virgin olive oil, vinegar, and optionally some salt
L1155[11:43:35] <gigaherz> although I tendto prefer pink sauce
L1156[11:43:58] <gigaherz> (cocktail sauce)
L1157[11:46:46] <Simulac> now you guys are making me hungry
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L1159[11:48:33] <tmtu> wee, got apartment
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L1163[11:51:13] <shadekiller666> damn power outages...
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L1169[11:54:49] <Simulac> guys can someone check if I'm doing my dijkstra's wrong?
L1170[11:54:50] <Simulac> http://pastie.org/10306480#
L1171[11:55:19] <shadekiller666> does anyone know if there are computer PSUs with built-in batteries?
L1172[11:55:42] <gigaherz> never seen one for desktops
L1173[11:55:49] <gigaherz> you usually want an external UPS
L1174[11:56:09] <FR^2> is there any way to make the server load a specific dimension so that dynmap can render it? Or is there only the way to place some chunkloaders in that dimension or wait until a player enters it?
L1175[11:56:26] <diesieben07> especially since you usually dont want JUST your PC on UPS
L1176[11:56:40] <gigaherz> well, a chunkloader is basically "causing a dimension to load
L1177[11:56:41] <gigaherz> ;p
L1178[11:56:55] <Ordinastie> is there a way to prevent MC to look for model definition, to avoid that : http://puu.sh/j8KKX.png ?
L1179[11:56:56] <gigaherz> so you could do the same that chunkloaders do
L1180[11:57:00] <shadekiller666> true, having the monitors would be nice too :P
L1181[11:57:24] <gigaherz> Ordinastie: use Unlisted properties for those values
L1182[11:57:34] <shadekiller666> well
L1183[11:57:36] <gigaherz> but the #inventory one won't be gone
L1184[11:57:38] <FR^2> gigaherz: Ah, well, I'll place some chunkloader and that's it :/
L1185[11:57:44] <shadekiller666> be carefull with unlisted properties atm
L1186[11:58:07] <shadekiller666> they're broken in a specific case, that i'm implementing a fix for, PR should be up later today
L1187[11:58:11] <PaleoCrafter> Ordinastie, I'd say go for a custom StateMap
L1188[11:58:48] <Ordinastie> PaleoCrafter, develop ?
L1189[11:58:50] <shadekiller666> if you use at least one IProperty AND at least one IUnlistedProperty in the same blockstate the game won't let you place the block
L1190[11:59:06] <PaleoCrafter> wat? :P
L1191[11:59:25] <Ordinastie> you custom StateMap stuff
L1192[11:59:51] <shadekiller666> ordin, check the ModelBakeEvent example on the forge repo, that uses a custom statemap
L1193[11:59:52] <PaleoCrafter> I can't remember it myself :P
L1194[12:00:05] <shadekiller666> (which is actually a pain in the ass for my blockstate fix...)
L1195[12:00:29] <shadekiller666> ModelBakeEventDebug i mean
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L1201[12:16:25] <laci200270> 1000 people starred the Forge Repo :D
L1202[12:18:46] <Zaggy1024> anybody got a good example for making a block that contains multiple separately breakable parts?
L1203[12:19:02] <Zaggy1024> I've apparently forgotten how to do the block breaking part
L1204[12:19:46] <laci200270> Zaggy1024, you are using CBMP?
L1205[12:19:49] <Zaggy1024> more specifically, I'm having problems keeping the client and the server synced up
L1206[12:20:05] <laci200270> use packets
L1207[12:20:11] <Zaggy1024> I tried that
L1208[12:20:15] <laci200270> and?
L1209[12:20:23] <LexManos> sham1, any luck?
L1210[12:20:37] <Zaggy1024> for some reason the server tells the client to set the block to air after I break two subblocks in quick succession
L1211[12:21:09] <Zaggy1024> and what's cbmp?
L1212[12:21:22] <laci200270> Chicken Bone's Multipart
L1213[12:21:33] <shadekiller666> well shit
L1214[12:22:07] <sham1> Umn
L1215[12:22:20] <sham1> I forgot what I was even testing about it :PO
L1216[12:22:24] <sham1> Vanilla professions work
L1217[12:24:15] <LexManos> they do because they are hardcoded
L1218[12:24:20] <Zaggy1024> hm, I'd rather not add a dependency for such a simple block
L1219[12:24:28] <LexManos> i needed a mod that added new professions that i could go through and test
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L1221[12:25:40] <laci200270> Lex, your are working on a hook for professions?
L1222[12:25:51] <shadekiller666> my power went out whilst running graddle setupForge, and now this happens: http://imgur.com/c2Pcoo5 and http://imgur.com/E4KMOeh
L1223[12:25:54] <LexManos> you should be working on it
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L1225[12:26:40] <LexManos> kill the eclipse workspace and setup again
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L1227[12:27:04] <laci200270> or delete the .lock file
L1228[12:27:14] <sham1> Ok
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L1230[12:27:32] <sham1> I'll do that but ATM I am busy
L1231[12:28:15] <Zaggy1024> shade, can't you just make a new workspace?
L1232[12:28:27] <shadekiller666> why the hell would i do that
L1233[12:28:37] <Zaggy1024> because that one is apparently broken?
L1234[12:28:39] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip5653e53d.direct-adsl.nl)
L1235[12:28:39] <shadekiller666> worked now anyway
L1236[12:28:47] <Zaggy1024> kcool
L1237[12:29:41] <shadekiller666> not exactly sure why eclipse keeps forgetting where GradleStart is but whatever
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L1242[12:34:07] <shadekiller666> so my bug fix for the extended block states has a bug
L1243[12:34:34] <shadekiller666> where one of the valid states of the IProperty doesn't actually get loaded somehow...
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L1245[12:36:31] <williewillus> off by ones? :D
L1246[12:37:51] <PaleoCrafter> "fix"
L1247[12:38:04] <LexManos> -.-
L1248[12:38:09] <LexManos> herp derp?
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L1250[12:39:26] <williewillus> hows the 1.8.7 going?
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L1252[12:41:40] <killjoy> anyone know what I'm supposed to use instead of Renderblocks in 1.8?
L1253[12:41:55] <laci200270> killjoy, jsons
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L1255[12:42:18] <killjoy> The method that I need was renderItemIn3d
L1256[12:42:43] *** PaleOff is now known as PaleoCrafter
L1257[12:42:44] <shadekiller666> i'm not 100% sure whats wrong
L1258[12:42:44] <Zaggy1024> do you want to render an existing item model?
L1259[12:42:50] <Zaggy1024> or render a texture in 3D?
L1260[12:42:55] <shadekiller666> i don't think its an off-by-one
L1261[12:43:30] <williewillus> rendering existing item models -> look at how item frames do it
L1262[12:43:41] <killjoy> No. I need to see if an item should render in 3d.
L1263[12:43:45] <Zaggy1024> oh
L1264[12:43:49] <Zaggy1024> well that's a whole other matter
L1265[12:43:52] <laci200270> i found why MC doesn't recognize any model
L1266[12:43:56] <killjoy> I think it's if an item has a block form
L1267[12:44:01] <killjoy> like repeaters
L1268[12:44:05] <Zaggy1024> er, wait
L1269[12:44:14] <Zaggy1024> all items render in 3D, what do you mean by that exactly?
L1270[12:44:19] <Zaggy1024> do you mean the generated item models?
L1271[12:44:35] <killjoy> I'm porting a mod that's not my own. I'm confused by it, too.
L1272[12:44:42] <laci200270> idea not adds it to the classpath
L1273[12:44:54] <shadekiller666> lex, whilst i was testing things for the obj loader i noticed a bug relating to ExtendedBlockStates that prevented the placement of a block if said ExtendedBlockState had at least one IProperty AND one IUnlistedProperty, because the IUnlistedProperties were getting assigned Optional.absent() upon initialization
L1274[12:45:01] <Zaggy1024> killjoy, what do you want to find out, exactly?
L1275[12:45:02] <laci200270> the resource path
L1276[12:45:18] <PaleoCrafter> laci200270, idea.module.inheritOutputDirs = true:P
L1277[12:45:35] <PaleoCrafter> I wonder how you managed to not come across that earlier
L1278[12:45:42] <killjoy> The current call is this.
L1279[12:45:42] <killjoy> if (!(drop.getItem() instanceof ItemBlock) || !RenderBlocks.renderItemIn3d(Block.getBlockFromItem(drop.getItem()).getRenderType())) {
L1280[12:45:42] <killjoy> GL11.glTranslatef(0.02F, -0.06F, -0.02F);
L1281[12:45:42] <killjoy> }
L1282[12:45:45] <laci200270> PaleoCrafter, where should i put this?
L1283[12:45:51] <PaleoCrafter> in your build.gradle
L1284[12:46:07] <Zaggy1024> ewwwwwwwww
L1285[12:46:11] <Zaggy1024> that code is gross :(
L1286[12:46:17] <killjoy> not mine.
L1287[12:46:21] <Zaggy1024> yeah I know
L1288[12:46:25] <killjoy> I'm not judging.
L1289[12:46:26] <laci200270> I need to rebuild or resetup after it?
L1290[12:46:27] <shadekiller666> so in the Block.BLOCK_STATE_IDS map, you would have say 6 different block states, each with a different EnumFacing value for PropertyDirection, and each with Optional.absent() as the IUnlistedProperty value, and when you go to place the block, the blockstate getting passed in has a value for unlisted properties that isn't Optional.absent()
L1291[12:46:29] <LexManos> whats wrong with preventing a block from being placed if it's got a IUnlisted?
L1292[12:46:41] <LexManos> The only things that should be placeable are the low level IProperties
L1293[12:46:50] <PaleoCrafter> hit the blue refresh button in the gradle sidebar, laci200270
L1294[12:47:08] <PaleoCrafter> sort of defeats the purpose of the block, Lex? :P
L1295[12:47:10] <LexManos> so you'd need to sanatize the set?
L1296[12:47:14] <shadekiller666> this bug only occurs when you have one of both typse
L1297[12:47:34] <shadekiller666> having 0 of one type and 1 of the other works fine
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L1299[12:47:35] <LexManos> no it doesnt defeat the purpose of the block
L1300[12:47:44] <LexManos> we yess
L1301[12:47:48] <LexManos> because thats how blockstates work
L1302[12:47:57] <LexManos> they use isntance equivelency
L1303[12:48:00] <shadekiller666> well say you have a directional block with a b3d model
L1304[12:48:06] <LexManos> IUnlisted is just a hack for rendeirng
L1305[12:48:11] <LexManos> not world info AT ALL
L1306[12:48:11] <diesieben07> the problem is still that BlockState.StateImplementation.equals does not work properly.
L1307[12:48:19] <shadekiller666> to change the frame number on that b3d model, you need an unlisted property
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L1309[12:48:32] <shadekiller666> diesie, that has nothing to do with it
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L1311[12:48:50] <diesieben07> yes it does, as i have told you 2000 times
L1312[12:48:58] <LexManos> to change the frame number for a model you DONT need a unlisted property
L1313[12:49:02] <LexManos> you need SOME property
L1314[12:49:04] <diesieben07> i am not argueing with you anymore though
L1315[12:49:09] <shadekiller666> lex, right, but the BLOCK_STATE_IDS map gets an instance of ExtendedBlockState for anything with an unlisted property
L1316[12:49:32] <LexManos> If its a 'in world state' then it needs to be PURELY IProperties
L1317[12:49:37] <shadekiller666> b3dframeproperty is an iunlisted
L1318[12:49:40] <LexManos> and no IUnlisted should be in there
L1319[12:49:57] <LexManos> Why is there a custom frame property?
L1320[12:50:01] <LexManos> that sounds dumb
L1321[12:50:11] <LexManos> It should be EnumState
L1322[12:50:17] <LexManos> For example chests:
L1323[12:50:32] <LexManos> WITH_LID_OPEN, WITH_LID_CLOSED, WITHOUT_LID.
L1324[12:50:36] <LexManos> Thats 3 states
L1325[12:50:49] <LexManos> NONE of which need to be a listed property
L1326[12:50:53] <shadekiller666> because theres no way to pre-determine the total number of frames any particular b3d model would have
L1327[12:50:54] <LexManos> as thats purely rendering
L1328[12:51:13] <LexManos> And why do blocks give a fuck about models?
L1329[12:51:17] <shadekiller666> chests are hardcoded
L1330[12:51:55] <LexManos> Sounds to me like you're doing somehting horribly wrong
L1331[12:52:08] <LexManos> blocks should NEVER NEVER HAVE ANY DETAILS ABOUT ITS RENDERING
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L1333[12:52:16] <PaleoCrafter> I'd argue that getActualState with normal properties serves exactly the same purpose, Lex, purely for rendering :P
L1334[12:52:24] <shadekiller666> they dont, but the extended states are how the model system pairs an IBlockState with an IModleState
L1335[12:52:28] <LexManos> IUnlisted is designed to provide extra details that the render then can use to determine rendering
L1336[12:52:34] <LexManos> NOT TO CARE ABOUT RENDERING AT ALL
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L1338[12:52:44] <shadekiller666> i know
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L1340[12:53:17] <LexManos> when you set a block
L1341[12:53:26] <LexManos> it should set it to a instance with NO IUnlisted at all
L1342[12:53:40] <LexManos> and BlockState should have a .getCleanState() or something
L1343[12:53:58] <LexManos> that links up with the one thats purely IProperties and created in the table
L1344[12:54:03] <LexManos> get what im saying?
L1345[12:54:03] <shadekiller666> but then where would the model system get that information?
L1346[12:54:26] <LexManos> from a new instance of the state with extra data
L1347[12:54:27] <shadekiller666> in that case we would need an entirely different way of passing model information
L1348[12:54:41] <LexManos> the world should never have unlisted properties
L1349[12:55:07] <shadekiller666> when you call state.withProperty(), thats where data is put in to determine what information to use
L1350[12:55:33] <LexManos> yes?
L1351[12:55:52] <shadekiller666> regardless of IProperty/IUnlisted
L1352[12:56:17] <laci200270> lex also possbile my PR #2033 will be included in 1.8.7 forge?
L1353[12:56:22] <LexManos> no
L1354[12:56:28] <LexManos> i dont know what the fuck it is
L1355[12:56:33] <LexManos> but your starting to piss me off
L1356[12:56:40] <laci200270> the optional thing
L1357[12:56:43] <LexManos> no
L1358[12:56:55] <laci200270> ok
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L1362[12:58:38] <Simulac> hmm guys can you see if I'm doing anything wrong in my isWalkable() method
L1363[12:58:39] <Simulac> http://pastie.org/10306553#1,5
L1364[12:58:45] <shadekiller666> hmm
L1365[12:59:02] <williewillus> probably want to use isAirBlock
L1366[12:59:02] <Simulac> because non-air blocks get added to my openset
L1367[12:59:22] <Simulac> What method is that?
L1368[12:59:25] <LexManos> So, what is the 'bug' that you are seeing?
L1369[12:59:41] <LexManos> shade?
L1370[13:00:47] <shadekiller666> if you look at World.setBlockState(), line 330 and 332
L1371[13:00:56] <PaleoCrafter> the entire IUnlisted system is the bug, at least according to your explanation :P
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L1373[13:01:13] <Zaggy1024> ugh, where is this packet coming from?
L1374[13:01:26] <shadekiller666> if you follow 330 through chunk.setBlockState, it eventually tries to grab some id number from Block.BLOCK_STATE_IDS,
L1375[13:01:39] <Zaggy1024> somehow the client is getting a packet telling it to turn my block into air, but the server isn't setting the block itself
L1376[13:02:06] <shadekiller666> if the state passed into setBlockState() has something other than Optional.absent() for IUnlisted properties and a non-empty IProperty array, it fails
L1377[13:02:40] <shadekiller666> because Block.BLOCK_STATE_IDS is an IdentityHashMap, and handles equivalency differently than standard maps
L1378[13:02:54] <shadekiller666> so my solution to this was to make a wrapper class for IUnlisted values
L1379[13:03:21] <shadekiller666> that any value passed to withProperty(IUnlisted, Object) would get put into
L1380[13:04:01] <Simulac> williewillus, there is no method called isAirBlock
L1381[13:04:03] <shadekiller666> and the idea of this wrapper is to purposefully return true from its equals() method if either itself or the thing being compared to has a value of Optional.absent()
L1382[13:04:10] <williewillus> Simulac: world.isAirBlock(pos)
L1383[13:04:26] <Simulac> oh right i was doing World.
L1384[13:04:27] <Simulac> haha
L1385[13:04:28] <Simulac> thanks
L1386[13:04:29] <LexManos> well
L1387[13:04:30] <LexManos> the thing is
L1388[13:04:43] <LexManos> we need to NOT have the same instances for things with unlisted properties
L1389[13:04:43] <shadekiller666> and this fixed the placement problem, and with the addition of a boolean to determine when to do that "tricking" in equals, it works with normal maps
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L1391[13:04:54] <LexManos> what we NEED is a state.getClean()
L1392[13:04:58] <LexManos> that returns a BlockState
L1393[13:05:03] <LexManos> with NO IUNLISTED AT ALL
L1394[13:05:09] <LexManos> not even Optional.absent
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L1396[13:05:19] <LexManos> and use that in anything in the world
L1397[13:05:34] <shadekiller666> so something inside of say, world.setBlockState() to ask for a version of the extendedblockstate with just the IProperty data
L1398[13:05:39] <diesieben07> and whats with the listed, but not-metadata properties?
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L1400[13:05:44] <diesieben07> the world doesn't carea botu those either
L1401[13:05:47] <Neon> Hello, do you know of a mod that could help me finding ores, but in a balanced way? For 1.7.10
L1402[13:05:56] <LexManos> well thats differetn dies
L1403[13:06:09] <shadekiller666> diesie, those can be converted to unlisted properties in Properties.toUnlisted()
L1404[13:06:14] <LexManos> but yes we need a way to convert a blockstate with unlisted
L1405[13:06:18] <diesieben07> are those still present in the state to ID map?
L1406[13:06:22] <diesieben07> if so then ok
L1407[13:06:22] <LexManos> to it's table'd state without unlisted
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L1409[13:06:28] <LexManos> should be simple enough to do
L1410[13:06:30] <shadekiller666> ok
L1411[13:06:43] <shadekiller666> that also means that that has to be handled on block registration as well
L1412[13:06:48] <shadekiller666> i'll take a look
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L1414[13:07:24] <shadekiller666> i can't seem to find exactly where the IBlockState->IModelState conversion happens in the model system though
L1415[13:07:29] <LexManos> i havent looked into it much because i trusted fry
L1416[13:07:37] <LexManos> but ya the world should NEVER see an IUnlisted
L1417[13:07:40] <shadekiller666> that is probably important in this case
L1418[13:07:56] <LexManos> go look at getActulState
L1419[13:08:00] <shadekiller666> whats strange is that this doesn't happen if there are no IProperties in the extended state
L1420[13:08:08] <LexManos> and right after its called is where its moved
L1421[13:08:59] <shadekiller666> ooo
L1422[13:09:09] <shadekiller666> that might be tough to work around
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L1424[13:12:33] <shadekiller666> StateMapperBase.putStateModelLocaitons() iterates over the valid states of the IBlockState and pairs it with a model resource location
L1425[13:12:46] <shadekiller666> but that doesn't seem to care about IUnlisted?
L1426[13:13:18] <diesieben07> it can't care about IUnlisted
L1427[13:13:28] <diesieben07> thats the point of unlisted: they are not enumerated
L1428[13:13:35] <diesieben07> not a fixed set of values
L1429[13:13:52] <Simulac> good news guys, my A* works
L1430[13:13:59] <Simulac> except it's having trouble navigating mazes
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L1432[13:14:04] <shadekiller666> also, if a mod implements their own state mapper they'd have to deal with this IExtended to IBlockstate replacement thing
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L1434[13:15:05] <diesieben07> no they wouldn't, putting IUnlisted stuff there makes no sense
L1435[13:15:19] <diesieben07> as lex said, IUnlisted only makes sense in conjunction with ISmartBlockModel
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L1437[13:25:54] <McJty> How does one make a build.gradle to simply create a jar file. i.e. not a mod?
L1438[13:26:04] <McJty> It is to split of part of my mod into a common library
L1439[13:28:15] <PaleoCrafter> McJty, you use the build task :P
L1440[13:28:44] <PaleoCrafter> or do you want the library to be built out of the project, without making it a separate project?
L1441[13:28:52] <McJty> Hmm... Problem is that I don't know a thing about gradle. I just copy from other build.gradle scripts until it works :-)
L1442[13:29:00] <McJty> No I want it to be separate
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L1444[13:30:30] <PaleoCrafter> I guess you still need access to MC? :P
L1445[13:31:39] <McJty> indeed
L1446[13:32:02] <PaleoCrafter> then you create a usual mod project and have a deobfuscated jar as well
L1447[13:32:04] <PaleoCrafter> https://github.com/MineFormers/MFCore/blob/1.8/build.gradle#L137
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L1449[13:33:02] <McJty> ok thanks
L1450[13:39:07] <iceman11a> I keep tring to login to my server and every time I try it. I keep getting (Failed to Login: The authenttication are currently down for maintenance) Does this mean that no one can log in or ?
L1451[13:40:02] <diesieben07> https://help.mojang.com/
L1452[13:40:07] <diesieben07> yep, multiplayer auth is down
L1453[13:40:09] <diesieben07> be patient
L1454[13:40:39] <iceman11a> Oh Great. Some one needs to do some thing about that
L1455[13:40:52] <diesieben07> someone at mojang, yes
L1456[13:40:52] <iceman11a> ok, Thanks
L1457[13:41:06] <iceman11a> I agree
L1458[13:43:44] <diesieben07> see, already yellow again :)
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L1460[13:45:15] <shadekiller666> damn it fry...
L1461[13:45:42] <shadekiller666> he rewrote half of the vanilla BlockState class to accomodate IUnlistedProperty
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L1465[13:47:36] <Simulac> I wish there was an open source implementation of A* in minecraft
L1466[13:48:08] <Simulac> Because I'm getting really confused why mine is not working
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L1468[13:48:44] <yueh> just to test, a simple BFS/DFS would be really enough
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L1470[13:49:00] <shadekiller666> lex, should i completely prevent instances of ExtendedBlockState from ever being in the map, or just do the conversion that returns a version with Optional.absent() instead of the actual IUnlisted value?
L1471[13:49:10] <Simulac> My a* works in the sense that it can get to a point
L1472[13:49:27] <Simulac> the problem arises with its ability to detect walls
L1473[13:50:00] <Simulac> and it can't traverse mazes
L1474[13:50:10] <Simulac> it bugs out and goes round in circles
L1475[13:51:46] <yueh> as said, BFS/DFS is easy to get it working
L1476[13:51:59] <Simulac> Yeah I'll try that
L1477[13:52:03] <Simulac> thanks for all your help yueh
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L1479[13:52:32] <yueh> basically get it to work right and only after that look if it's actually a performance issue
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L1481[13:53:13] <Simulac> I think it would make more sense to use BFS
L1482[13:53:19] <Simulac> DFS would traverse minecraft forever
L1483[13:53:31] <yueh> the more complexity you add, the harder it is to track the actual bug down. especially when you're not that familiar with it
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L1485[13:53:48] <Simulac> Yeah I should learn to walk first
L1486[13:53:49] <yueh> just limit it
L1487[13:54:19] <yueh> say just cap it at +- 16 blocks around the starting position
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L1489[13:54:51] <Simulac> ye
L1490[13:55:16] <Flenix> Is there any sort of server-side to check if the player is holding a key/mouse press (like LWJGL's Keyboard.isKeyDown)? or do I need to just send a packet when the keys are pressed/released?
L1491[13:55:23] <yueh> which you also need for a BFS
L1492[13:55:26] <diesieben07> you need packets
L1493[13:55:37] <Flenix> Alright, cheers
L1494[13:56:32] <Simulac> I wouldn't necessarily need it for BFS would I
L1495[13:56:41] <yueh> the path finding is actually even just a 2d grid in minecraft
L1496[13:56:52] <Simulac> if I had a goal relatively nearby it shouldn't go traversing infinitely
L1497[13:57:10] <yueh> except with some walls
L1498[14:01:48] <yueh> also your isWalkable is not ideal
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L1501[14:03:16] <yueh> you really want to look if there is a solid block below and air above the actual block (above is based on how height of the entity)
L1502[14:03:40] <yueh> as long as you don't intent to let it fly
L1503[14:06:02] <shadekiller666> lex, should i ensure that all blockstates in the blockstate id map are regular IBlockStates or should i just do the replacement thing with Optional.absent()?
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L1506[14:08:05] <LexManos> you need to make sure that they are in the Basic BlockState's table.
L1507[14:08:35] <LexManos> and the only thing in that table, should be ones with NO unlisted
L1508[14:08:51] <shadekiller666> so no extendedblockstates in the id map then?
L1509[14:09:16] <shadekiller666> or the propertyValueTable in BlockState?
L1510[14:09:24] <LexManos> if thats the one that has the unlisted, then ya dont have those in there
L1511[14:09:36] <LexManos> block states with unlisted shit are transitory
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L1513[14:09:55] <LexManos> used for shuffeling data between the block/te and the renderer
L1514[14:10:00] <LexManos> should NEVER be in the world
L1515[14:10:42] <shadekiller666> at that point it almost doesn't seem like the right way of shuffling said data...
L1516[14:11:23] <LexManos> maybe maybe not
L1517[14:11:35] <LexManos> but thats what is needs to be to not re-write the entire fucking rederning engine
L1518[14:11:55] <shadekiller666> thats part of the reason i wanted to go with a wrapper
L1519[14:12:09] <LexManos> you know what would of been helpful
L1520[14:12:15] <LexManos> bringing this shit up 6 months ago
L1521[14:12:18] <LexManos> when this was designed
L1522[14:12:22] <LexManos> either way IDGAF
L1523[14:12:28] <LexManos> this shouldnt be a hard thing
L1524[14:12:29] <shadekiller666> i only just noticed this a few weeks ago, sorry
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L1543[14:47:59] <mathew_653> Hi guys
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L1546[14:50:16] <mathew_653> Got a small bug with my implmentation thus far where I am drawing a player to the screen, all works aside the animation of the players model being choppy, this is targeting a 1.7.10 client and the relivent code is pastebinned at : http://pastebin.com/w1PAa4ZP
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L1548[14:50:59] <mathew_653> The movement of the player is smooth, so it is not related to the models origin.
L1549[14:51:09] <diesieben07> you probably forgot to pass the partial ticks
L1550[14:51:33] <mathew_653> How do i pass that arg?
L1551[14:51:47] <tterrag> it's part of the render player event
L1552[14:51:48] <tterrag> or should be
L1553[14:51:48] <mathew_653> Kinda having trouble traceing that componant.
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L1555[14:52:06] <tterrag> yes, RenderPlayerEvent.partialRenderTick
L1556[14:52:10] <mathew_653> I found the var, event.partialticks but i am now wondering how i pass this to a normal model.
L1557[14:52:13] <tterrag> that is very important, it's the interpolation between ticks
L1558[14:52:22] <diesieben07> well, first you need to take lastTickPos into ccound from the entity
L1559[14:52:28] <tterrag> atm your animation is running at one step per tick, when the game could be running at 30, 60, etc fps
L1560[14:52:50] <diesieben07> and then the last arg to doRender is partialTicks
L1561[14:52:55] <diesieben07> you are just passing 0
L1562[14:53:07] <mathew_653> Thanks, i will tweak that and report back
L1563[14:53:41] <diesieben07> explanation of how partial ticks work/what they mean: http://www.minecraftforge.net/forum/index.php/topic,12681.msg65852.html#msg65852
L1564[14:54:09] <mathew_653> They a form of delta calculation essentually?
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L1566[14:54:36] <tterrag> yes
L1567[14:54:58] <tterrag> it's just a way of knowing how far towards the next tick you are, so you can interpolate between values
L1568[14:55:14] <mathew_653> I suspected as much as to say my interpolation was broken but i did't know howto pass it through exactly
L1569[14:55:22] <tterrag> so if I wanted to rotate 1 degree per tick, I would rotate ticks+partialTicks degrees to interpolate
L1570[14:55:56] <mathew_653> ok
L1571[14:56:20] <mathew_653> Tweaked one line now it is working but i am concerned about using a dummy var.
L1572[14:56:31] <mathew_653> I now have this
L1573[14:56:33] <mathew_653> playerRender.doRender(event.entityPlayer, player.posX, player.posY, player.posZ, 0.0f, event.partialRenderTick);
L1574[14:56:50] <mathew_653> But what is the second to last var(seems to affect yaw)
L1575[14:57:41] <mathew_653> Btw i also refacted the code elsewhere not to use the upd_ prefix
L1576[14:58:46] <mathew_653> But thanks again
L1577[14:59:10] <tterrag> !gm Render.doRender 1.7.10
L1578[14:59:10] <tterrag> ok mcpbot
L1579[14:59:10] <tterrag> fine
L1580[14:59:35] <mathew_653> If i do that request will that bot pm me?
L1581[14:59:44] <williewillus> it replies directly to you
L1582[14:59:57] <mathew_653> !gm Render.doRender 1.7.10
L1583[14:59:59] <williewillus> but you can also pm it, yes
L1584[15:00:25] <mathew_653> Hmm
L1585[15:00:35] <mathew_653> It did't give a good answer.
L1586[15:01:05] <tterrag> no actual docs on the method args still
L1587[15:01:06] <tterrag> so idk
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L1590[15:02:32] <mathew_653> When i fed that arg the render ticks it caused the model to spin around
L1591[15:02:55] <mathew_653> So i presume it is something to do with rotation(maybe a yaw delta?)
L1592[15:03:39] <mathew_653> Anyhow, I do not see any negitive side effects of giving it a dummy value of 0.0f, just feels incorrect.
L1593[15:07:05] <mathew_653> btw diesieben07, nice mod I could see someone making a super mario 64 adventure map with its help.
L1594[15:07:17] <diesieben07> which one? :D
L1595[15:07:39] <mathew_653> CameraCraft, the one you advertised effectively in your forge forum signature.
L1596[15:07:51] <diesieben07> ohh
L1597[15:07:58] <diesieben07> well, its like... outdated as fuck
L1598[15:08:04] <diesieben07> but thank you
L1599[15:08:39] <Simulac> okay that's weird
L1600[15:08:48] <mathew_653> ?
L1601[15:08:59] <Simulac> I use breadth first search to pathfind (yes its just for testing)
L1602[15:09:10] <Simulac> and I move then shuffle backwards
L1603[15:09:13] <Simulac> and then move again
L1604[15:09:20] <Simulac> and shuffle backwards a bit
L1605[15:09:24] <Simulac> I mean it works but what the hell
L1606[15:11:48] <mathew_653> Alright whats the best place to look if i want to change the name of a player in the death messages he/her has?
L1607[15:12:35] <diesieben07> only there?
L1608[15:12:37] <mathew_653> I am guessing entitylivingdeath.
L1609[15:12:50] <mathew_653> And yea, i don't really need to change their on connect name
L1610[15:13:05] <mathew_653> But it won't matter if that occurs so long as it can be reverted
L1611[15:13:08] <diesieben07> ClientChatReceivedEvent i would say
L1612[15:13:20] <diesieben07> or simpler, PlayerEvent.NameFormat but that changes it everywhere
L1613[15:13:20] <mathew_653> Hmm
L1614[15:13:39] <mathew_653> PLayerEvent.NameFormat?
L1615[15:14:07] <diesieben07> yes
L1616[15:14:18] <mathew_653> That sounds like it will do two birds one stone as the goal of the project is to make a means for a player to disguise them self'ves as an npc for cutscenes.
L1617[15:14:48] <mathew_653> NameFormat is server side correct?
L1618[15:15:59] <diesieben07> whatever side calls player.getDisplayNameString
L1619[15:16:34] <mathew_653> Both ways, nice.
L1620[15:16:45] <mathew_653> I overestimated how hard that'd be :D
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L1623[15:24:06] <mathew_653> Gonna be off for a bit, getting near a finished work for this project, then i can get onto the next componant.
L1624[15:24:40] <mathew_653> Thankfully the worse bug with the chat command side of stuff is that it don't respect command block selectors.
L1625[15:25:12] <mathew_653> Speaking of what
L1626[15:25:28] <mathew_653> How would i make a command parse @p, @a and @r
L1627[15:25:29] <mathew_653> ?
L1628[15:25:42] <tterrag> look at how vanilla does it?
L1629[15:26:12] <mathew_653> I tryied that, but it did not really work how it should, the functions used are not well documented.
L1630[15:26:41] <williewillus> you can still guess at what they do
L1631[15:26:45] <williewillus> just take a simple command
L1632[15:26:46] <williewillus> like gamemode
L1633[15:26:50] <williewillus> that takes selectors
L1634[15:27:06] <mathew_653> Yea i'll give it a second whack
L1635[15:27:45] <mathew_653> Anyhow i'll be around, when i get this all working, I can github the source for both mods if anyones interested?
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L1638[15:31:57] <unascribed> mathew_653, there's utility methods in CommandBase for resolving locations and players that can parse the selector syntax as well as relative locations
L1639[15:32:07] <unascribed> to use them make sure you extend CommandBase instead of directly implementing ICommand
L1640[15:32:48] <mathew_653> Ah i extend CommandBase
L1641[15:33:02] <unascribed> I don't have the source in front of me so I don't know the names of the methods, but iirc their names are pretty obvious
L1642[15:33:10] <unascribed> you may need to update your mappings to the latest snapshot if you don't see them
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L1645[15:35:08] <flappyy> Oh boy, DDOS on session servers time again
L1646[15:35:17] <flappyy> I sure love not being able to play
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L1658[15:53:08] <calclavia> It's possible to have Forge mods that don't require client counterparts right? (e.g: if you're just writing some extra commands)
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L1660[15:53:17] <tterrag> calclavia: of course
L1661[15:53:30] <Ashlee> yep
L1662[15:53:32] <calclavia> tterrag: I remember there's a variable we need to set to get that workign
L1663[15:53:39] <calclavia> so Forge doesn't check it
L1664[15:53:40] <Ashlee> remoteAcceptedVersions?
L1665[15:53:45] <Ashlee> in @Mod
L1666[15:53:45] <unascribed> acceptableRemoteVersions="*"
L1667[15:53:46] <tterrag> acceptableRemoteVersions
L1668[15:53:47] <unascribed> in your @Mod
L1669[15:53:49] <Ashlee> close enough
L1670[15:54:52] <calclavia> Ok thx
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L1672[15:57:59] <mathew_653> Hey got a small question about PlayerEvent.NameFormat
L1673[15:58:28] <mathew_653> I presume if i want to change the name used in chat/death messages there i'll need to change event.username?
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L1675[15:58:55] <calclavia> So I do acceptableRemoteVersions="*" to say that the client doesn't require this mod?
L1676[15:59:00] <calclavia> tterrag: ^
L1677[15:59:15] <calclavia> That seems to mean it'll accept any version of the client version of this omd
L1678[15:59:23] <calclavia> not nessearily the non-existence of the omd
L1679[15:59:26] <tterrag> it means it will accept anything period
L1680[15:59:30] <calclavia> ok
L1681[15:59:30] <unascribed> it does, but it (quite confusingly, honestly) allows no mod as well
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L1683[15:59:35] <tterrag> if you need more complicated behavior you can make a connection handler
L1684[15:59:52] <unascribed> and if you're in 1.7 you need a connection handler, acceptableRemoteVersions is missing
L1685[16:00:01] <tterrag> uh no
L1686[16:00:03] <tterrag> it's in 1.7...
L1687[16:00:12] <unascribed> well, last time I made a 1.7 mod it was missing
L1688[16:00:15] <unascribed> maybe it got merged in
L1689[16:01:14] <tterrag> https://github.com/MinecraftForge/MinecraftForge/commit/bead2dab97b5dc17862c956f9ec3164be2c999d5
L1690[16:01:21] <tterrag> Dec 6 2013
L1691[16:01:23] <tterrag> so...not true :P
L1692[16:03:46] <unascribed> okay, so maybe i'm blind
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L1694[16:04:12] <boboch3> Hello guys. I've created furnacelike TE. I want to play a sound depending of the furnace temperature. I already have all the temperature related stuff. I implemented the sound playing but i'm facing an issue. The sound is never played before I open the TE gui once. After that it is played as expected. When I save and go back to the game, I need to interact with the furnace again before the sound is played. I think there is som
L1695[16:04:12] <boboch3> e client / server thing in this problem but I don't understand what. Thanks in advance for any help
L1696[16:05:02] <tterrag> post code
L1697[16:06:53] <boboch3> http://pastebin.com/xYbJJQrN
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L1699[16:07:06] <boboch3> the interesting part of the update for my problem
L1700[16:07:19] <tterrag> you're doing logic on the clientside, which is bad
L1701[16:07:26] <unascribed> IIRC, playSound doesn't send a packet
L1702[16:07:30] <tterrag> ^
L1703[16:07:35] <unascribed> the reason this works only sometimes is because updateEntity is being called on the client and server
L1704[16:07:38] <tterrag> do logic on the server only
L1705[16:07:48] <unascribed> add if (!world.isRemote) and use the packet version
L1706[16:07:49] <tterrag> send packets for the client
L1707[16:08:35] <boboch3> so I have to stay on serverside and send a packet to the client when I want to play the sound?
L1708[16:08:43] <unascribed> yes
L1709[16:08:51] <boboch3> ok thanks
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L1714[16:23:22] <Flashfire> Is there a way to get the state of a newly added neighbour block?
L1715[16:23:56] <mathew_653> The block class has an event what is onNeighbourChange or simular.
L1716[16:23:58] <Flashfire> Basically I want an onNeighborBlockChanged that triggers after the block is added (or at least where I can access it)
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L1718[16:25:29] <Flashfire> Nvm this seems like it's overcomplicating things, I'll do it another way
L1719[16:26:18] <Simulac> guys my best first search is trying to go through obstacles
L1720[16:26:19] <Simulac> http://pastie.org/10306792
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L1722[16:26:38] <Simulac> (yes I know there some unecessary statements)
L1723[16:27:32] <Simulac> but anyone know why it's trying to walk through non-air blocks?
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L1731[16:41:44] <mathew_653> Any good examples of getting a cirtain players skin texture, for example say I wanted herobrines(cliche example i know)?
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L1733[16:42:33] <mathew_653> oh, player skulls!
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L1736[16:44:04] <mathew_653> :D
L1737[16:51:50] <Flenix> Is there a way to get a tile entity coordinates from an interacting player? Need to edit some data in a TE when player does stuff in the GUI, but not sure I trust the player to send the correct coordinates.
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L1739[16:53:41] <mathew_653> When the player right clicks a block server side an event is fired you could hook that or there(if memory serves) is a function for that in the block class.
L1740[17:03:48] <williewillus> Flenix: your TE?
L1741[17:03:58] <Flenix> Tile Entity
L1742[17:04:11] <williewillus> I mean is said TE from your mod / code you can control?
L1743[17:05:02] <Flenix> Oh, yes
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L1745[17:06:37] <smbarbour> 1) This is the GUI for the TE, right? 2) Do you actually need the coordinates?
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L1749[17:15:26] <tterrag> Flenix: your IGuiHandler gets that data
L1750[17:15:31] <tterrag> pass it to your Container/GUI
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L1752[17:15:55] <Flenix> I actually just figured I can get it from the container server-side, just checking what container the player is interacting with :P
L1753[17:16:32] <tterrag> ew
L1754[17:16:39] <tterrag> IGuiHandler exists for a reason
L1755[17:16:40] <tterrag> thsi is it
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L1758[17:20:27] <mathew_653> is using the GameProfile object the best way to grab a players skin?
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L1760[17:25:51] <williewillus> a currently-online player?
L1761[17:25:56] <williewillus> or an arbitrary player's
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L1763[17:40:10] <Lepidus> Hey all, quick question about Gradle.
L1764[17:40:45] <Lepidus> This page https://github.com/MinecraftForge/ForgeGradle/wiki/Dependencies says that to package dependencies inside my mod's .jar, I should use these lines.
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L1767[17:41:09] <jamierocks> did you not read the topic?
L1768[17:41:17] <Lepidus> Oh shoot, my bad.
L1769[17:41:25] <jamierocks> :P
L1770[17:41:27] <Lepidus> I did yesterday, just forgot it today lol
L1771[17:41:43] <jamierocks> i do this type of stuff all the time xD
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L1773[17:49:14] <mathew_653> @Willie an arbitrary player's
L1774[17:49:52] <shadekiller666> fuck this is working less than the wrapper was...
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L1793[18:52:16] <shadekiller666> ...
L1794[18:53:22] <Lepidus> Anybody have some good documentation for the .schematic file format or else a good alternative for storing small sections of Worlds?
L1795[18:53:31] <shadekiller666> so... turns out that if you return an IExtendedState from any method in your block except getExtendedState... then you get the block placement problem
L1796[18:53:53] <shadekiller666> otherwise using a normal IBlockState works properlly
L1797[18:54:00] <shadekiller666> fuck everything about that
L1798[18:55:17] <shadekiller666> i'm curious where fry got the idea for extended states in the first place...
L1799[18:56:19] <mathew_653> Nighty night guys..
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L1801[18:59:38] <gigaherz> Lepidus: hmm maybe in mcedit, which I believe is opensource
L1802[18:59:59] <gigaherz> oh hey look, http://minecraft.gamepedia.com/Schematic_file_format
L1803[19:00:19] <gigaherz> the official wiki happens to have one such documentation ;p
L1804[19:00:34] <gigaherz> well not official
L1805[19:00:37] <gigaherz> but you know what I mean
L1806[19:01:36] <Lepidus> Yeah, I do worry a bit that it might be outdated or not complete though
L1807[19:02:53] <PrinceCat> Just yolo it and write your own.
L1808[19:03:09] <gigaherz> oh hey PrinceCat, saw the result of my nbt serializer?
L1809[19:03:09] <gigaherz> ;P
L1810[19:03:20] <PrinceCat> No, omg I'll go look now.
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L1812[19:03:50] <Sannholm> !dcc
L1813[19:03:55] <gigaherz> it's not a single file anymore
L1814[19:03:56] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/util/nbt/serialization
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L1816[19:04:48] <PrinceCat> Oh lord, you really did do some work on this.
L1817[19:05:19] <gigaherz> boredom.
L1818[19:06:17] <PrinceCat> Looks really impressive.
L1819[19:07:46] <gigaherz> it has some flaws ;p
L1820[19:08:19] <gigaherz> most notably, I didn't take into account that user-registered mappers would be appended to the end of the list
L1821[19:08:23] <PrinceCat> Oooh, how does it go with the NaN and positive infinity?
L1822[19:08:37] <gigaherz> meaning if someone tries to register something that extends Set/Map/List,
L1823[19:08:40] <gigaherz> it would ignore it
L1824[19:08:40] <gigaherz> XD
L1825[19:08:46] <gigaherz> so I should probably insert at the beginning ;P
L1826[19:08:53] <gigaherz> but that would also have its own issues
L1827[19:09:41] <PrinceCat> Does it also handle like, arrays/lists of different objects?
L1828[19:09:57] <gigaherz> yes
L1829[19:10:07] <PrinceCat> Oh, I didn't scroll down far enough...
L1830[19:10:10] <PrinceCat> I see it now!
L1831[19:10:11] <gigaherz> XD
L1832[19:10:16] <PrinceCat> It's at the bottom..
L1833[19:10:21] <gigaherz> check the list of mappers ;P
L1834[19:10:42] <PrinceCat> Oh yep, there it is.
L1835[19:10:58] <gigaherz> the first thing it checks, is if your class implements ICustomNBTSerializable
L1836[19:11:15] <gigaherz> if so, then it calls writeToNBT/readFromNBT
L1837[19:11:25] <gigaherz> otherwise, it goes through the basic primitives, enums, and such
L1838[19:11:34] <gigaherz> Then handles lists and maps
L1839[19:11:39] <gigaherz> and finally if everything elsefails
L1840[19:11:43] <gigaherz> ittakes it as a gerneric object
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L1842[19:13:34] <PrinceCat> Anything it particularly stumbles on in your testing or is it pretty versatile?
L1843[19:14:24] <tterrag> gigaherz: you should prioritize exact class matches
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L1845[19:14:27] <tterrag> so do 2 passes
L1846[19:14:35] <tterrag> if I register a handler for HashSet, it should use that
L1847[19:14:43] <tterrag> but any OTHER kind of set would use the defautl Set handler
L1848[19:14:48] <gigaherz> yeah
L1849[19:15:10] <gigaherz> but what happens if a class is accepted by a mapper, but also has ICustom?
L1850[19:15:18] <gigaherz> hmm
L1851[19:15:24] <tterrag> obviously the implemented interface would win
L1852[19:15:39] <gigaherz> although I could have a second-tier mapper
L1853[19:15:51] <gigaherz> that's in between interface and the rest
L1854[19:15:56] <gigaherz> that checks user-registered mappers
L1855[19:16:49] <gigaherz> or alternatively a priority system
L1856[19:17:01] <gigaherz> and then enumerate the mappers by priority
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L1861[19:39:28] <PrinceCat> Currency conversion rates will be the death of me...
L1862[19:39:54] <PrinceCat> "Oh, I'm only spending $35... rad... oh wait, USD... it's actually like $50 AUD"
L1863[19:41:22] <gigaherz> ugh is there no multimap that returns the keys ordered but doesn't care about the values? XD
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L1874[20:04:33] <minecreatr> anyone know how to find a good texture artist/modeler?
L1875[20:09:03] <killjoy> You could ask Drullkus nicely.
L1876[20:11:43] <shadowfacts> minecreatr: unless you have a popular/famous mod Drullkus will probably say no
L1877[20:13:29] <Mitchellbrine> Drullkus is doing models for my new mod and my new mod is not famous
L1878[20:13:39] <Mitchellbrine> Well, I do know him
L1879[20:13:55] <minecreatr> whats your mod Mitchellbrine?
L1880[20:14:07] <minecreatr> and I sort of know Drullkus, but he says he is really busy
L1881[20:14:10] <minecreatr> I actually asked him
L1882[20:14:22] <minecreatr> to recommend people who he knows who aren't super busy
L1883[20:14:27] <Mitchellbrine> was this recently?
L1884[20:14:32] <minecreatr> yesterday
L1885[20:14:36] <Mitchellbrine> yeah, he's still working on my models
L1886[20:14:41] <Mitchellbrine> soorry
L1887[20:14:49] <minecreatr> not your fault xD
L1888[20:15:00] <gigaherz> XD
L1889[20:15:00] <minecreatr> Mitchellbrine, I wish you and your mod luck
L1890[20:15:12] <Mitchellbrine> xD
L1891[20:15:16] <minecreatr> I just need someone to make some models and textures for me :P
L1892[20:15:16] <Mitchellbrine> It's working well
L1893[20:15:28] <Mitchellbrine> *shrug* I don't know
L1894[20:15:46] <minecreatr> it seems everyone is busy
L1895[20:15:49] <williewillus> gigaherz: LinkedHashMultimap? :p
L1896[20:15:56] <minecreatr> or too famous to make textures for a nobody
L1897[20:16:05] <minecreatr> :(
L1898[20:16:07] <Mitchellbrine> Lots of people are busy, but that's how a community functions
L1899[20:16:25] <minecreatr> It just feels like if someone with a big mod wanted it, they could get anyone
L1900[20:16:33] <killjoy> go to mcf, make post, artists needed
L1901[20:16:38] <williewillus> ew mcf
L1902[20:16:38] <gigaherz> williewillus: nope, "The collections returned by keySet, keys, and asMap iterate through the keys in the order they were first added to the multimap."
L1903[20:16:43] <minecreatr> the mcmodding community has a very big curve
L1904[20:16:52] <minecreatr> its hard to be succesful unless you are succesful
L1905[20:16:55] <gigaherz> I want the items returned so that higher priority number goes first XD
L1906[20:17:07] <williewillus> gigaherz: so you want some sort of tree multimap?
L1907[20:17:14] <Mitchellbrine> And you want to get the good community minecreatr
L1908[20:17:21] <Mitchellbrine> If not, you end up with the bad community
L1909[20:17:22] <williewillus> yeah guava has TreeMultimap
L1910[20:17:30] <williewillus> guava has everything xP
L1911[20:17:31] <gigaherz> I want something that keeps the Keys sorted, but doesn't care about the values
L1912[20:17:32] <Mitchellbrine> the "y ur mod no werk" community
L1913[20:17:33] <minecreatr> what do you mean by good and bad community?
L1914[20:17:34] <unascribed> Guava *is* Multimap
L1915[20:17:41] <gigaherz> TreeMultimap requires the values to be Comparable
L1916[20:17:45] <gigaherz> because it also sorts them
L1917[20:17:48] <williewillus> how else would you sort the keys?
L1918[20:17:51] <minecreatr> community of users?
L1919[20:17:52] <williewillus> magic?
L1920[20:17:57] <Mitchellbrine> If you get FTB, you get a mix, lean towards good
L1921[20:18:02] <gigaherz> I JUST want the keys sorted, the values don't matter
L1922[20:18:03] <gigaherz> geh
L1923[20:18:05] <Mitchellbrine> If not, you have a chance of the bad community of users
L1924[20:18:06] <gigaherz> you know what
L1925[20:18:10] <gigaherz> I'll just do insertion sort.
L1926[20:18:13] <gigaherz> fuck maps XD
L1927[20:18:22] <unascribed> why do you need a *multi* map
L1928[20:18:26] <gigaherz> I don't
L1929[20:18:30] <gigaherz> it just seemed the best fit
L1930[20:18:35] <unascribed> shouldn't one class have one mapper?
L1931[20:18:39] <unascribed> okay...
L1932[20:18:45] <gigaherz> no
L1933[20:18:45] <unascribed> maybe use just a Map?
L1934[20:18:49] <gigaherz> one mapper can take multiple classes
L1935[20:18:55] <unascribed> oh, it's mapper->class
L1936[20:19:00] <gigaherz> no
L1937[20:19:04] <unascribed> ???
L1938[20:19:04] <gigaherz> it's priority->mappers
L1939[20:19:06] <gigaherz> XD
L1940[20:19:16] <unascribed> ...List<Mapper>
L1941[20:19:27] <gigaherz> but then I don't know which order to insert?
L1942[20:19:28] <gigaherz> XD
L1943[20:19:32] <williewillus> then couldnt you just have a sortedset
L1944[20:19:33] <unascribed> add(idx, mapper)
L1945[20:19:36] <unascribed> better yet
L1946[20:19:38] <unascribed> TreeSet
L1947[20:19:40] <williewillus> ^
L1948[20:19:43] <williewillus> based on priority
L1949[20:20:20] <unascribed> for the comparator, something like (a, b) -> Integer.compare(a.priority(), b.priority())
L1950[20:20:25] <unascribed> then you win all the things
L1951[20:20:44] <gigaherz> nah fuck implementing Comparators and shit, I'll program the insertion sort manually using a Pair<> ;p
L1952[20:20:45] <minecreatr> killjoy, what part of mcf?
L1953[20:20:49] <unascribed> u wot
L1954[20:20:58] <killjoy> mod develeopment
L1955[20:21:38] <unascribed> minecreatr, what kind of textures?
L1956[20:21:48] <killjoy> Or make crappy textures and wait for your mod to get popular enough that someone gets frustrated and redoes them for you.
L1957[20:21:53] <williewillus> gigaherz: that sounds like reinventing the wheel lol
L1958[20:21:55] <williewillus> just use a treeset
L1959[20:21:59] <unascribed> killjoy's solution also works sometimes
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L1961[20:22:08] <gigaherz> williewillus: well all the wheels appear to be different variations of "square" to me
L1962[20:22:13] <minecreatr> unascribed, textures/models for machines
L1963[20:22:17] <williewillus> a TreeSet fits what you need
L1964[20:22:18] <minecreatr> but I want the mod to be good
L1965[20:22:22] <minecreatr> something that takes effort
L1966[20:22:23] <williewillus> if you want your mappers sorted by soething
L1967[20:22:30] <minecreatr> something that people will enjoy
L1968[20:22:33] <unascribed> I could try my hand at some textures and send renders
L1969[20:22:34] <gigaherz> I want the sorting to be a SEPARATE number
L1970[20:22:35] <gigaherz> XD
L1971[20:22:37] <killjoy> Steal from painterly
L1972[20:22:42] <unascribed> painterly is ugly
L1973[20:22:47] <williewillus> why?
L1974[20:22:52] <williewillus> priority is a property of the mapper
L1975[20:22:54] <williewillus> should stay with it
L1976[20:22:55] <gigaherz> no it isn't
L1977[20:22:59] <williewillus> 0.o
L1978[20:23:02] <unascribed> u wot
L1979[20:23:10] <gigaherz> I didn't WANT it to be
L1980[20:23:13] <gigaherz> because the mapper is an interface
L1981[20:23:20] <gigaherz> and I don't want to give each mapper a getter
L1982[20:23:21] <unascribed> yes, so add "int priority()"
L1983[20:23:23] <unascribed> it's that simple
L1984[20:23:26] <gigaherz> so I wanted to just
L1985[20:23:32] <gigaherz> addMapper(priority, IMapper)
L1986[20:23:35] <unascribed> why
L1987[20:23:38] <williewillus> thats so hardcoded
L1988[20:23:43] <gigaherz> because that was supposed to require LESS EFFORT
L1989[20:23:45] <williewillus> if you use a treeset it sorts it FOR YOU
L1990[20:23:53] <gigaherz> which java just proved it was a wrong assumption
L1991[20:23:53] <gigaherz> XD
L1992[20:24:32] <williewillus> you could implement Comparable on the mapper even and just do Integer.compare(this.priority, other.priority)
L1993[20:24:35] <tterrag> unascribed: saying painterly is ugly is saying Chisel is ugly :P
L1994[20:24:36] <williewillus> literally lol
L1995[20:24:42] <gigaherz> yeahthat's exactly what I didn't want to do
L1996[20:24:43] <gigaherz> XD
L1997[20:24:51] <williewillus> whats so wrong with implementing comparable?
L1998[20:24:51] <minecreatr> tterrag, who does the textures for enderio?
L1999[20:24:57] <tterrag> minecreatr: CyanideX
L2000[20:24:57] <williewillus> versus reimplementing a sort
L2001[20:24:59] <gigaherz> so every single thing I have been doing in the last hour has been to avoid that
L2002[20:25:00] <gigaherz> XD
L2003[20:25:10] <unascribed> I love how minecreatr is complaining that "everyone is busy" and then I offer to make textures and he ignores mee
L2004[20:25:11] <tterrag> well, he does the new textures
L2005[20:25:16] <williewillus> you 1. implement comparable 2. use a treeset 3. magic
L2006[20:25:23] <minecreatr> unascribed, im not ignoring you xD
L2007[20:25:30] <minecreatr> just doing multiple things atm
L2008[20:25:36] <williewillus> versus 1. trying to find some niche map form to hold your priorities separately or 2. trying to manually sort
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L2010[20:26:19] <gigaherz> it's just that java doens't agree with me sometimes XD
L2011[20:26:34] <williewillus> its not a java thing lol
L2012[20:26:38] <gigaherz> in C# I'd just have done map.Keys.sorted()
L2013[20:26:39] <gigaherz> XD
L2014[20:26:47] <shadekiller666> so, turns out that if you only return ExtendedBlockStates from createBlockState and getExtendedState, then everything works fine
L2015[20:26:54] <tterrag> you think C# sorts the keys by magic?
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L2017[20:27:07] <gigaherz> although
L2018[20:27:11] <williewillus> that's "the language's libraries are different so it's a problem with the language" :p
L2019[20:27:11] <gigaherz> C# doesn't have a multimap
L2020[20:27:15] <gigaherz> so i'd have had a similar problem
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L2022[20:27:18] <tterrag> neither does java
L2023[20:27:20] <gigaherz> I never said that!
L2024[20:27:30] <gigaherz> java doesn't agree with me != it's a problem with java,
L2025[20:27:32] <tterrag> in fact, java doesn't have any maps, that's not how it works :P
L2026[20:27:34] <gigaherz> the problem are still my assumptions ;P
L2027[20:27:42] <williewillus> just use a treeset omg :p
L2028[20:28:09] <gigaherz> I greatly dislike having to change my design XD
L2029[20:28:24] <gigaherz> I will have to, though
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L2031[20:30:15] <shadekiller666> heres a bit of a design question, if passing an ExtendedBlockState from anything but a few select methods breaks things with regards to block placement/model rendering, would it be best to allow any method returning an IBlockState to return an extended one, then convert it to a normal IBlockState, or would it be better to throw an Exception or just leave a java doc comment?
L2032[20:30:54] <shadekiller666> probably the conversion to IBlockState right?
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L2038[20:37:57] <shadekiller666> anyone have input for that question?
L2039[20:39:08] <gigaherz> converting to IBlockState could have side-effects, so I'd probably throw an exception instead
L2040[20:39:22] <gigaherz> but someone else may disagree ;P
L2041[20:40:05] <shadekiller666> converting is also really hard... because the blockstate id map still won't find the right thing unless they are perfectly equal :P
L2042[20:40:54] <williewillus> whichever breaks the least things
L2043[20:41:44] <gigaherz> if conversion was wanted
L2044[20:42:08] <gigaherz> the best solution would possibly be to make ExtendedBS a wrapper that has an internal instance with one of the actual states
L2045[20:42:20] <gigaherz> and when the actual state is needed, just returns it
L2046[20:42:22] <gigaherz> BUT
L2047[20:42:25] <shadekiller666> thats what i was thinking
L2048[20:42:29] <gigaherz> that'd imply modifying a lot of minecraft code
L2049[20:42:33] <gigaherz> to obtain the actual internal state
L2050[20:42:46] <shadekiller666> ya...
L2051[20:42:47] <gigaherz> so I don't think it's the best solution
L2052[20:43:19] <shadekiller666> a custom exception might be the best option
L2053[20:43:33] <shadekiller666> to at least tell you when you've derped up
L2054[20:43:48] <gigaherz> yup
L2055[20:44:02] <shadekiller666> not necessarily crash, but warn
L2056[20:45:58] <gigaherz> ..........
L2057[20:46:08] <gigaherz> I just realized something about my nbt serializer
L2058[20:46:19] <gigaherz> I didn't think of handling actual NBT fields
L2059[20:46:19] <gigaherz> XD
L2060[20:48:30] <gigaherz> done. XD
L2061[20:51:56] <PrinceCat> Can I handle an int being null, or do I have to give it a default value?
L2062[20:52:09] <gigaherz> ?
L2063[20:52:13] <PrinceCat> I think I asked this before, but I don't remember.
L2064[20:52:23] <gigaherz> you mean my serializer? or in Java?
L2065[20:52:24] <gigaherz> XD
L2066[20:52:31] <PrinceCat> Just in java, haha.
L2067[20:52:39] <gigaherz> int can't be null, but Integer can
L2068[20:53:00] <PrinceCat> I have an int field that is declared but I want to check if it hasn't been given a value yet.
L2069[20:53:12] <gigaherz> then it will be 0
L2070[20:53:19] <tterrag> PrinceCat: instance primitives have default values
L2071[20:53:23] <tterrag> local primitives do not
L2072[20:53:30] <PrinceCat> Ah!
L2073[20:53:43] <tterrag> all numbers default to 0
L2074[20:53:47] <tterrag> boolean defaults to false
L2075[20:53:49] <PrinceCat> I'll set them to -1 then upon declaration.
L2076[20:53:51] <tterrag> char to...whatever the 0 char is
L2077[20:53:55] <gigaherz> 0/false/0.0/null
L2078[20:54:01] <tterrag> ^ basically
L2079[20:54:24] <gigaherz> C# has a default(T) for generics, but java doens't need it because they all are null ;P
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L2081[20:55:36] <gigaherz> GEH, TreeSet.contains() returns true if two items compare == 0
L2082[20:58:36] <killjoy> Has anyone had an issue where your nvidia drivers uninstalled themselves?
L2083[20:58:47] <Flashfire> Does someone know how to get the source entity of an explosion in onBlockDestroyedByExplosion if the entity ISN'T a subclass of EntityLivingBase?
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L2085[20:59:49] <Flashfire> To be more specific, if the explosion is caused by an instance of EntityWitherSkull
L2086[21:00:22] <shadekiller666> is there any particular location where Exception classes are stored?
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L2089[21:01:29] <Horfius> Was wondering why this channel was so quiet on my list. Didn't reconnect after nickserv derp XD
L2090[21:02:59] <killjoy> I'm being turned off from nvidia right now...
L2091[21:03:00] <Horfius> Quick question. If I have a TE that uses a TESR, should I spawn particle effects in the TESR or in the TE?
L2092[21:03:27] <killjoy> I'm having to reinstall this driver for the second time now.
L2093[21:04:03] <Flashfire> I would assume TESR but I'm no expert
L2094[21:04:13] <Horfius> Neither am I :/
L2095[21:04:20] <Horfius> Oh well, I can work on AI until then :P
L2096[21:04:39] <PrinceCat> You could do either, but doing it in the TE if you wanted them to happen after a certain condition.
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L2098[21:04:49] <PrinceCat> Just use a proxy and make sure you send it to all nearby players.
L2099[21:04:52] <Flashfire> I guess nobody knows the answer to my earlier question
L2100[21:04:57] <williewillus> what question?
L2101[21:05:11] <Flashfire> "Does someone know how to get the source entity of an explosion in onBlockDestroyedByExplosion if the entity ISN'T a subclass of EntityLivingBase?"
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L2105[21:06:08] <tterrag> Horfius: I'd say in the TE
L2106[21:06:11] <tterrag> no reason to do logic every frame
L2107[21:06:11] <Flashfire> getExplosivePlacedBy returns null if it's not a subclass of EntityLivingBase so can't use that
L2108[21:06:17] <Horfius> Okay
L2109[21:06:31] <tterrag> renderers are for rendering
L2110[21:06:43] <Horfius> Also, when you call addTask in an entity, what does the first, integer value represent?
L2111[21:06:57] <williewillus> id :p
L2112[21:07:03] <PrinceCat> Flashfire, if you're getting it from the Explosion class there's an exploder field which is just en Entity?
L2113[21:07:09] <Horfius> Id of what? The AI?
L2114[21:07:17] <PrinceCat> EntityWitherSkull is a subclass of Entity
L2115[21:07:26] <williewillus> just a list by ID of which number AI is registered :p
L2116[21:07:44] <williewillus> lower id's have more priority
L2117[21:07:45] <Flashfire> It returns null because it's not part of EntityLivingBase
L2118[21:07:52] <Horfius> So it's priority
L2119[21:07:54] <Horfius> Not ID
L2120[21:08:04] <williewillus> well but you can't have multiple tasks with the same number
L2121[21:08:06] <Flashfire> exploder itself is private
L2122[21:08:19] <Horfius> I'm pretty sure that's false
L2123[21:08:23] <williewillus> reflect it
L2124[21:08:25] <PrinceCat> Oh, I see what you mean.
L2125[21:08:31] <PrinceCat> Yeah, I'd reflect it.
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L2127[21:08:43] <Flashfire> Oh, I can do that?
L2128[21:08:46] <Flashfire> Neat
L2129[21:09:05] <williewillus> ah yeah it's priority Horfius
L2130[21:09:24] <Horfius> That was my guess, was just verifying
L2131[21:09:27] <Horfius> Thanks :P
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L2134[21:12:24] <Flashfire> Where can I find a reference for minebot?
L2135[21:12:36] <williewillus> pm it help
L2136[21:12:40] <Flashfire> Ah
L2137[21:12:43] <Flashfire> I was using /help
L2138[21:12:49] <williewillus> you mean mcpbot right
L2139[21:12:59] <williewillus> minebot is the moderator, mcpbot is the mappings
L2140[21:13:02] <williewillus> :p
L2141[21:13:13] <Flashfire> Oh whoops
L2142[21:13:14] <shadekiller666> hey lex, question about the IUnlisted thing again, I discovered that if an IExtendedBlockState is returned from any of the methods that ask for IBlockState except for createState() and getExtendedState() that the placement problem can happen, basically any method checked when placing blocks in-world. and i was wondering what the best thing to do would be if an extended state gets returned from somewhere it
L2143[21:13:14] <shadekiller666> shouldn't, I tried making a "clean" blockstate, but none of the ways i tried resulted in the blockstate id map being able to find the right state
L2144[21:15:25] <shadekiller666> should there be an Exception for that? or at least FMLLog calls to inform the user about the issue? should IExtendedBlockState be turned into a wrapper?
L2145[21:19:14] <Flashfire> How do I get a value from the Field object?
L2146[21:19:20] <tterrag> Flashfire: .get()
L2147[21:19:22] <tterrag> ._.
L2148[21:19:24] <Flashfire> No argument?
L2149[21:19:35] <tterrag> you pass the instance of the object
L2150[21:19:40] <tterrag> that you are accessing
L2151[21:19:46] <Ordinastie> or you know, you read the docs
L2152[21:20:15] <Flashfire> I would but I don't know where to find them
L2153[21:21:27] <Ordinastie> in you IDE? Ctrl right click the field ?
L2154[21:21:44] <tterrag> hovering should show javadocs
L2155[21:21:55] <Flashfire> I don't have the source for it
L2156[21:22:02] <tterrag> javadoc != source
L2157[21:22:04] <Flashfire> For Field.class
L2158[21:22:07] <tterrag> the JDK comes with javadoc attached
L2159[21:22:15] <tterrag> unless your install is horribly broken
L2160[21:22:17] <Ordinastie> (and source too AFAIK)
L2161[21:22:19] <unascribed> in 1.7, is it possible to render the "base" part of a block with ISBRH and dynamic parts with a TESR?
L2162[21:22:25] <killjoy> If you download the jdk tar, you get the sources
L2163[21:22:26] <tterrag> unascribed: of course
L2164[21:22:39] <tterrag> killjoy: yeah but in my experience they are not automatically attached (eclipse)
L2165[21:22:41] <tterrag> however javadocs are
L2166[21:22:54] <killjoy> Because they're fetched online
L2167[21:23:06] <tterrag> oic
L2168[21:23:08] <tterrag> good point
L2169[21:23:43] <Flashfire> Ordinastie: Anyway, what object's instance did you mean? I'm using reflection to access a private field so how can I pass it?
L2170[21:24:02] <Ordinastie> private field on...?
L2171[21:24:03] <tterrag> you pass the object which you are accessing...
L2172[21:24:04] <killjoy> field.setAccessable(true)
L2173[21:24:08] <tterrag> it's an instance field
L2174[21:24:12] <williewillus> no need even for that
L2175[21:24:15] <williewillus> use ReflectionHelper
L2176[21:24:15] <tterrag> so there must be an instance to acces it...
L2177[21:24:30] <tterrag> also ^
L2178[21:24:33] <tterrag> ReflectionHelper.findField
L2179[21:24:38] <tterrag> since you need to worry about srg/deobf
L2180[21:24:44] <Flashfire> Ah
L2181[21:24:55] <unascribed> the proper way to get a render type ID is to call RenderingRegistry.getNextAvailableRenderId, correct?
L2182[21:25:30] <unascribed> during init, that is
L2183[21:25:37] <unascribed> and then store it in a field and return it in getRenderType
L2184[21:25:56] <tterrag> yes
L2185[21:26:05] <tterrag> and that should match up with your ISBRH's getRenderID
L2186[21:26:11] <unascribed> ofc
L2187[21:26:21] <Flashfire> So, for this instance: ReflectionHelper.findField(Explosion.class, "exploder")?
L2188[21:26:33] <tterrag> you also need to provide the srg name
L2189[21:26:40] <Flashfire> What's that?
L2190[21:26:40] <tterrag> !!gf Explosion.exploder
L2191[21:26:41] <MCPBot_Reborn> === MC 1.8: net/minecraft/world/Explosion.exploder (aqo.h) UNLOCKED ===
L2192[21:26:42] <MCPBot_Reborn> Name : h => field_77283_e => exploder
L2193[21:26:42] <MCPBot_Reborn> Descriptor : Lwv; => Lnet/minecraft/entity/Entity;
L2194[21:26:43] <MCPBot_Reborn> AT : public net.minecraft.world.Explosion field_77283_e # exploder
L2195[21:26:44] <MCPBot_Reborn> Comment : None
L2196[21:26:44] <MCPBot_Reborn> Last Change: 2014-09-25 17:13:59.298250-04:00 (_bot_update_)
L2197[21:26:48] <unascribed> ...there's no metadata-sensitive version of getRenderType
L2198[21:26:56] <unascribed> refactor time
L2199[21:26:56] <tterrag> unascribed: nope! handle that in your ISBRH
L2200[21:27:00] <unascribed> ...good point
L2201[21:27:04] <Flashfire> Ah
L2202[21:27:10] <unascribed> is there an easy way to delegate to vanilla rendering?
L2203[21:27:13] <Flashfire> I did that earlier
L2204[21:27:19] <tterrag> Flashfire: srg names are the "middleman" for deobfuscation
L2205[21:27:29] <Flashfire> Field exploder = findObfuscatedField(Explosion.class, "exploder", "field_77283_e"); is what I did before
L2206[21:27:30] <unascribed> I have a BlockMachine that has mostly regular rendering mode blocks and one that's special
L2207[21:27:32] <tterrag> they are used so that the obfuscation between minor releases doesn't completely screw us over
L2208[21:27:45] <tterrag> all MCP has to do is remap what notch names point to what srg names, and all mods continue to work mostly fine
L2209[21:28:10] <Flashfire> So I want to get the value from that field
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L2211[21:28:26] <tterrag> exploder.get(explosion) (this should not be that hard)
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L2214[21:28:47] <Flashfire> Oh that's the object
L2215[21:28:54] <Flashfire> Don't know why I didn't realize that earlier
L2216[21:29:05] <unascribed> you should also put the MCP name after the SRG name so it does one lookup in an obfuscated environment instead of two
L2217[21:29:10] <Flashfire> This is what I'm doing btw http://i.imgur.com/znpvPUQ.jpg
L2218[21:29:13] <tterrag> ^^ yes
L2219[21:29:28] <tterrag> lolwut
L2220[21:29:46] <Flashfire> The end boss of a huge maze structure that is generated once in a world
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L2222[21:31:57] <unascribed> what does the return value of renderWorldBlock indicate?
L2223[21:32:12] <Ordinastie> if something was drawn or not
L2224[21:32:24] <unascribed> and if it returns false, what happens?
L2225[21:32:32] <unascribed> does it fall back to vanilla behavior?
L2226[21:32:46] <Ordinastie> no
L2227[21:33:23] <Ordinastie> it just tells if the process did draw something in world or not
L2228[21:33:25] <tterrag> if you return false, it does not mark the chunk as having anything rendered in it
L2229[21:33:28] <unascribed> ah
L2230[21:33:33] <unascribed> so it's just an optimization
L2231[21:33:39] <tterrag> yes
L2232[21:33:42] <unascribed> so how would I make it render a normal block in some cases?
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L2235[21:33:53] <tterrag> renderer.renderStandardBlock
L2236[21:33:57] <Ordinastie> if you return false and draw something it will crash in the case where the chunk only has your block in it
L2237[21:34:01] <tterrag> the RenderBlocks instance you are given is the key to most default behavior
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L2239[21:34:08] <unascribed> Ordinastie, fun
L2240[21:34:19] <unascribed> tterrag, yeah that seems only slightly painfully obvious now
L2241[21:34:20] <unascribed> sorry
L2242[21:36:35] <unascribed> all my machines are now invisible
L2243[21:36:37] <unascribed> yay
L2244[21:40:39] <shadekiller666> giga, i think the -correct- option would be to make it a wrapper, but i think the best option would be FMLLog print statements
L2245[21:40:41] <unascribed> oh, I forgot to register my renderer
L2246[21:40:43] * unascribed facepalms
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L2251[21:46:16] <Vorquel> A world gen mod that only uses vanilla blocks can be made to be server only, correct?
L2252[21:47:02] <tterrag> I suppose
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L2254[21:49:00] <Vorquel> You seem conflicted, tterrag. Is there a good reason not to write the mod that way?
L2255[21:49:48] <gigaherz> so I did all the work to make it a TreeSet, and evne a TreeMultiset to fix the issue of the TreeSet NOT liking duplicates,
L2256[21:50:12] <gigaherz> in the end I got rid of Comparable and just wrote my own "orderly insertion" code, and tonight was a waste of time ;p
L2257[21:50:20] <tterrag> Vorquel: nah it would be fine
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L2259[21:50:48] <Vorquel> Thats what I thought. Just making sure I'm not about to do something dumb.
L2260[21:51:36] <gigaherz> it doesn't need to "just" use vanilla blocks
L2261[21:51:40] <gigaherz> just as long as it doesn't add any of its own
L2262[21:51:41] <gigaherz> ;p
L2263[21:51:51] <gigaherz> yo ucan play around with other mods' blocks and items all you want
L2264[21:52:04] <unascribed> why do you need duplicates
L2265[21:52:27] <Vorquel> I'm aware giga. I didn't want to complicate th question.
L2266[21:52:33] <gigaherz> unascribed: all these collections assume the items are equal if compareTo returns 0
L2267[21:52:40] <unascribed> oh
L2268[21:52:47] <gigaherz> collection.contains(item) returns TRUE if another item had the same priority
L2269[21:52:55] <shadekiller666> earlier i was thinking if it would be possible to make a TileEntity that can handle more than 1 block at a time
L2270[21:52:59] <unascribed> I would use a List and just use list.sort(myComparator)
L2271[21:53:04] <gigaherz> shadekiller666: don't ;P
L2272[21:53:12] <unascribed> but if you feel like doing that orderly insertion is better then whatever :P
L2273[21:53:20] <gigaherz> well
L2274[21:53:29] <gigaherz> you could make a TE that is "aware" of a multiblock structure
L2275[21:53:43] <gigaherz> unascribed: that's the second point
L2276[21:53:49] <gigaherz> I really wanted to keep the insertion ordering
L2277[21:53:56] <unascribed> all sorts in java are stable
L2278[21:54:01] <gigaherz> yeah
L2279[21:54:15] <Vorquel> On those lines, how does one make the client side optional while still requring the same version when it's there?
L2280[21:54:21] <shadekiller666> giga, that would be the idea yes
L2281[21:54:22] <unascribed> acceptableRemoteVersions="*"
L2282[21:54:26] <unascribed> I should make a hotkey that sends that :P
L2283[21:54:30] <gigaherz> in the end I just did https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/util/nbt/serialization/NBTSerializer.java#L35-52
L2284[21:54:36] <unascribed> oh, and if it's there then...
L2285[21:54:48] <gigaherz> shadekiller666: the thing is, you must never have the same INSTANCE in multiple blocks
L2286[21:54:58] <unascribed> you'd probably need a @NetworkCheckHandler for that
L2287[21:55:06] <unascribed> it's more complicated than just 'accept all' or 'accept these'
L2288[21:55:15] <gigaherz> either each of the multiblock structure needs its own TE
L2289[21:55:19] <gigaherz> or you have a central controller
L2290[21:55:22] <gigaherz> and the rest are TE-free
L2291[21:55:27] <Vorquel> I just needed a name. Thanks unascribed
L2292[21:55:45] <unascribed> central controller is better as people *will* try to use your extra blocks as decor
L2293[21:55:52] <unascribed> and tile entities as decor is network-spammy
L2294[21:56:05] <gigaherz> Railcraft tanks have a TE each block IIRC
L2295[21:56:12] <gigaherz> but only the bottom-center block has the TE contents
L2296[21:56:24] <unascribed> yes but there's non-TE equivalents of every nice-looking block in Railcraft
L2297[21:56:26] <shadekiller666> well the idea would be to provide a way to detect structure completion without having to check all multiblock structures in the world
L2298[21:56:28] <gigaherz> while the TC Smeltery has an explicit controller
L2299[21:56:52] <unascribed> oh god this is your structure-with-vanilla-blocks thing again isn't it
L2300[21:57:01] <shadekiller666> does TC actively iterate over the structure to detect changes?
L2301[21:57:06] <gigaherz> no
L2302[21:57:09] <gigaherz> well
L2303[21:57:11] <gigaherz> probably not
L2304[21:57:13] <shadekiller666> kinda unascribed
L2305[21:57:30] <unascribed> everyone, including Lex, has told you why that won't work :P
L2306[21:57:33] <gigaherz> it may have a bounding box
L2307[21:57:44] <gigaherz> and detect any block change within the bounding box
L2308[21:57:47] <gigaherz> and refresh then
L2309[21:58:01] <gigaherz> I assume there's a block changed event that would help with that?
L2310[21:58:26] <shadekiller666> unascribed, just brainstorming
L2311[21:58:29] <gigaherz> but htat raises other issues
L2312[21:58:47] <gigaherz> because doing that would imply you have a list of all the TEs that are "looking" for changes
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L2314[21:58:52] <unascribed> okay, there is no reason this code should work
L2315[21:58:58] <unascribed> but let's start the game and test it anyway.
L2316[21:59:25] <gigaherz> ah that moment at the end of a brain-dump
L2317[21:59:29] <gigaherz> where things compile
L2318[21:59:36] <unascribed> YAY THE GAME CRASHED
L2319[21:59:42] <gigaherz> but you are convined it will fail
L2320[21:59:43] <gigaherz> XD
L2321[22:00:00] <gigaherz> I have many of those moments ;P
L2322[22:00:07] <unascribed> IWorldAccess is null
L2323[22:00:14] <unascribed> where the hell is it expecting to get one of those from...
L2324[22:00:25] <unascribed> >this.blockAccess
L2325[22:00:29] <unascribed> RenderBlocks is stateful
L2326[22:00:31] <unascribed> wonderful
L2327[22:00:53] <unascribed> okay, hackjob time
L2328[22:01:06] <unascribed> in renderInventoryBlock, set a boolean field to true, call renderAsItem, then unset the boolean field
L2329[22:01:07] <Ordinastie> unascribed, wth are you doing?
L2330[22:01:17] <unascribed> when the boolean field is set, return renderType 0 instead of the ISBRH
L2331[22:01:26] <unascribed> flawless plan
L2332[22:01:29] <unascribed> 11/10
L2333[22:02:11] <gigaherz> lol
L2334[22:02:20] <unascribed> Ordinastie, I'm making a block that has multiple blocks in it
L2335[22:02:23] <unascribed> some of them are rendered vanilla
L2336[22:02:28] <unascribed> and one of them is rendered specially
L2337[22:02:38] <unascribed> so my ISBRH needs to detect this and call through to vanilla rendering
L2338[22:02:50] <unascribed> except in renderInventoryBlock, calling renderBlockAsItem results in a StackOverflow
L2339[22:03:53] <Ordinastie> don't call renderBlockAsItem for the current item
L2340[22:03:58] <Ordinastie> just draw it
L2341[22:04:13] <unascribed> the vanilla renderStandardBlock expects an IWorldAccess
L2342[22:04:15] <unascribed> which I do not have
L2343[22:04:31] <tterrag> there is no "draw default item block" method
L2344[22:04:34] <tterrag> make your own
L2345[22:04:38] <shadekiller666> do changes to minecraft source files get put onto the forge repo? or do they need to be applied in a patch file or something?
L2346[22:04:58] <tterrag> shadekiller666: patch files
L2347[22:05:01] <tterrag> gradle genPatches
L2348[22:05:20] <shadekiller666> genPatches to apply the patch?
L2349[22:05:33] <tterrag> it generates patches for the current changes to the source...
L2350[22:05:36] <tterrag> then you push those
L2351[22:05:46] <shadekiller666> ahh ok
L2352[22:05:49] <shadekiller666> thats cool
L2353[22:06:44] <gigaherz> night ppl
L2354[22:06:57] <unascribed> flawless plan is flawless
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L2356[22:07:02] <unascribed> they now render
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L2358[22:08:53] <PrinceCat> Oh man, the auth servers are totally destroying my mod right now..
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L2360[22:09:55] <PrinceCat> I guess I need a fallback instead of using the UUID as a lookup..
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L2362[22:11:30] <killjoy> I wonder why everything is down.
L2363[22:11:33] <killjoy> minecraft.net is currently down
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L2365[22:11:53] <killjoy> textures are "quite slow"
L2366[22:11:53] <PrinceCat> DDoS apparently.
L2367[22:12:07] <killjoy> http://xpaw.ru/mcstatus/
L2368[22:12:40] <killjoy> I think someone wants minecon capes
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L2370[22:13:16] <PrinceCat> Brute force for days.
L2371[22:15:37] <PrinceCat> Surely there's a fallback though, I did notice a usernamecache.json file under the saves folder..
L2372[22:15:59] <PrinceCat> Oh no, looks like just a forge thing?
L2373[22:16:03] <killjoy> That's for when names change.
L2374[22:16:15] <killjoy> I thought it was vanilla
L2375[22:16:27] <PrinceCat> Oh, you're quite right it is..
L2376[22:16:39] <PrinceCat> But surely when the auth server is down it'd look to that?
L2377[22:16:58] <PrinceCat> Instead of just crashing me with a NPE when I try to access the player's persistantID
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L2379[22:18:09] <PrinceCat> http://pastebin.com/11pcs8xc
L2380[22:18:39] <PrinceCat> It might not even be the auth servers messing it up, it could just be me..
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L2382[22:19:59] <PrinceCat> The class in question: https://gist.github.com/LiamEarle/d09d50c273a332731b64
L2383[22:21:52] <Horfius> In an entity, what is the difference between tasks and targetTasks?
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L2385[22:23:11] <killjoy> Why don't you just let gson serialize it for you?
L2386[22:23:55] <killjoy> You'd just need to register a UUIDAdapter
L2387[22:24:07] <killjoy> it skips nulls
L2388[22:24:38] <PrinceCat> It shouldn't be null though, that's the thing.
L2389[22:24:51] <PrinceCat> I'm chasing this around in circles trying to find out where it could be getting nullified.
L2390[22:25:12] <Horfius> Try @NotNull?
L2391[22:25:48] <killjoy> Could the player's id be null?
L2392[22:25:53] <killjoy> Because offline?
L2393[22:26:25] <PrinceCat> That's what I thought originally...
L2394[22:26:37] <PrinceCat> But I mean, come on surely they have a fallback to that...
L2395[22:26:44] <PrinceCat> You can't just break EVERYTHING when the servers go down.
L2396[22:26:55] <killjoy> Well, they don't normally call toString() on it
L2397[22:27:23] <killjoy> There's a class in authlib for dealing with it
L2398[22:28:43] <PrinceCat> Does it matter though if I call toString() on it?
L2399[22:28:50] <PrinceCat> That won't change the fact it's null to begin with.
L2400[22:29:29] <killjoy> I think it's UUIDTypeAdapter
L2401[22:32:06] <killjoy> EntityPlayer.getUUID
L2402[22:32:40] <PrinceCat> It looks like some kind of loophole in my code.
L2403[22:33:26] <PrinceCat> I've put a breakpoint there and in the src the uuid is not null... but when it goes to write it it's suddenly becomes null.
L2404[22:34:05] <killjoy> Put your serializer in a separate class
L2405[22:34:19] <killjoy> private static class Serializer ...
L2406[22:34:25] <shadekiller666> Attempting to set block position BlockPos{x=319, y=56, z=-61} to and IExtendedBlockState for block tile.forgedebugmodelloaderregistry:custommodelblock! Block placement and rendering may not work as expected!
L2407[22:34:44] <killjoy> Or in the serizlie method, replace this with src
L2408[22:35:05] <shadekiller666> does that seem like a decent error message to print when an IExtendedState is passed to setBlockState in Chunk?
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L2410[22:37:02] <killjoy> PrinceCat, you got that?
L2411[22:37:09] <PrinceCat> Yeah, kinda.
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L2413[22:38:43] <tterrag> PrinceCat: it's a known fact that UUID implementation sucks
L2414[22:38:45] <tterrag> really really sucks
L2415[22:38:53] <killjoy> This issue isn't about UUID.
L2416[22:39:10] <tterrag> offline mode gives null UUIDs? that's a thing and it sucks
L2417[22:39:27] <Mysticdrew> Yea it is a but frustrating
L2418[22:39:28] <killjoy> It's because he used the same class for his serializer as the object
L2419[22:40:25] <killjoy> class Thing implements JsonSerializer<Thing>
L2420[22:41:11] <PrinceCat> *sigh* now I can't test anything because login's down.
L2421[22:41:41] <killjoy> At least realms is still online
L2422[22:41:53] <PrinceCat> Thank god..
L2423[22:42:00] <PrinceCat> I don't know what I'd do without Realms...
L2424[22:42:10] <PrinceCat> ...
L2425[22:43:05] <killjoy> There it goes
L2426[22:43:14] <killjoy> *going
L2427[22:43:57] <tterrag> you should make sure your mod works in offline mode...
L2428[22:44:01] <tterrag> this is important
L2429[22:44:45] <PrinceCat> I'm just passing my login details as a run argument.
L2430[22:45:08] <tterrag> regardless
L2431[22:45:11] <PrinceCat> But you're right... probably should have a username fallback.
L2432[22:45:14] <tterrag> your mod should function without an online client
L2433[22:45:18] <tterrag> UsernameCache exists
L2434[22:49:20] <PrinceCat> Is it because my type adapter returns a no argument instance of the class?
L2435[22:49:47] <PrinceCat> The player's UUID is set in the constructor...
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L2448[23:21:41] <killjoy> website's back up
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L2455[23:32:53] <PrinceCat> Still no official word on the status though.
L2456[23:33:24] <Bugboy1028> PrinceCat, they're just waking up
L2457[23:33:35] <PrinceCat> I forget that timezones exist.
L2458[23:34:15] <PrinceCat> My favourite thing to do right now is scour the forums and the subreddit for posts about the server being down.
L2459[23:34:35] <PrinceCat> Take special note of spelling, grammar and punctuation in every post.
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L2465[23:53:10] <codahq> frickin authentication servers.
L2466[23:53:28] <xaero> frickin ddos
L2467[23:53:35] <codahq> is that what is happening?
L2468[23:54:00] <xaero> yea according to /r/Minecraft
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L2470[23:59:50] <sham1> God damnit
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