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L8[00:11:46] <PrinceCat> Omg, login servers are alive.
L9[00:18:09] <killjoy> session's still down
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L30[01:09:18] <codahq> there's still down for me
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L56[02:04:06] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150723 mappings to Forge Maven.
L57[02:04:09] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150723-1.8.zip (mappings = "snapshot_20150723" in build.gradle).
L58[02:04:20] <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/
L59[02:04:43] ⇨ Joins: Zaggy2048 (~Zaggy1024@75-168-10-128.mpls.qwest.net)
L60[02:08:26] <codahq> did anybody get to read what this supposed DDOSer tweeted before their account got suspended?
L61[02:09:17] <codahq> for how many users mc has and for how much money it's made i'm surprised they don't have their authentication servers distributed and protected a little better than this.
L62[02:09:45] <codahq> it's kind of been a 10 hour long outtage.
L63[02:10:05] <shadekiller666> hey, they have some of the most reliable auth servers of most games
L64[02:10:06] <codahq> no failover obviously
L65[02:10:08] ⇦ Quits: Zaggy1024 (~Zaggy1024@75-168-10-128.mpls.qwest.net) (Ping timeout: 378 seconds)
L66[02:12:30] <dangranos> well, they can be most reliable
L67[02:12:57] <dangranos> but if they're robust but they're the only servers.. if they fail everything fails
L68[02:13:25] <codahq> i hope he lives in a country where he will be in harms way financially for the trouble he's causing.
L69[02:13:41] <codahq> this supposed hacker.
L70[02:13:50] <codahq> or ddoser
L71[02:14:27] <dangranos> IF found
L72[02:15:00] <codahq> so... apparently some traffic is getting through
L73[02:15:09] <codahq> i jsut got through.
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L76[02:20:30] <Bugboy1028> grrr
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L78[02:23:03] <codahq> lol
L79[02:23:12] <tmtu> grrrumble
L80[02:23:13] <codahq> i guess the structures i builti for my villagers don't count as houses
L81[02:23:32] <Cazzar> DO they have doors?
L82[02:23:36] <codahq> it started to rain and they are freaking out because the ai task for getting inside is running and they can't get in
L83[02:23:45] <codahq> yeah, but the square immediately in front of them is covered
L84[02:23:49] <codahq> sunlight is two away
L85[02:23:54] <codahq> so i think the doors don't count
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L87[02:25:00] <codahq> i haven't looked at the code in a while but i think that is how they count it
L88[02:25:36] <codahq> i wish java supported partial classes
L89[02:25:58] <tmtu> what's a partial class
L90[02:26:46] <shadekiller666> would that be cla
L91[02:26:53] <codahq> you can define a class with the same name as an existing class but as partial
L92[02:26:54] <shadekiller666> instead of class
L93[02:27:06] <codahq> and then add methods to existing classes
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L95[02:27:15] <codahq> it would be handy for adding things to vanilla classes
L96[02:27:33] <codahq> it's a c# thing
L97[02:27:55] <codahq> probably a totally hack and probably against all sound methodology in somebody's book of rights and wrongs
L98[02:27:55] <shadekiller666> but it would also run a high potential for breaking the hell out of compatibility
L99[02:27:57] <codahq> but i love it
L100[02:28:11] <tmtu> that only works if you recompile everything, no?
L101[02:28:48] <codahq> not sure about that actually. i'm not sure i've ever tried to add a partial to a compiled library
L102[02:29:59] <codahq> anyway... i'm out
L103[02:30:05] <codahq> night, folks.
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L114[02:45:29] <killjoy> I found this script online to fix a hardware problem with my mouse, but I have no idea how to run it.
L115[02:45:42] <killjoy> I think it's vbs, but it doesn't run as one.
L116[02:45:54] <shadekiller666> fix a hardware problem?
L117[02:46:04] <killjoy> mouse double clicks
L118[02:46:05] <shadekiller666> wouldn't that be a firmware problem?
L119[02:46:08] <killjoy> It's like a filter
L120[02:46:29] <shadekiller666> ok
L121[02:46:43] <killjoy> I'm starting to think that it's power shell
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L123[02:49:14] <killjoy> Nope. not ps1
L124[02:49:33] <killjoy> Mind identifying the language? http://www.autohotkey.com/board/topic/82509-software-fix-for-double-clicking-mouse/
L125[02:50:35] <xaero> I'd presume a macro for the AutoHotKey language, since it's on the AHK forums
L126[02:51:02] <killjoy> Well this software is news to me
L127[02:51:35] <killjoy> I was hoping it was vbs
L128[02:52:10] <xaero> yea, you'll need that runtime, not sure if it's interpreted or compiled
L129[02:52:57] <killjoy> And I just realized I have 2 instances of hexchat open...
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L131[02:53:13] <killjoy> This is what I'm dealing with.
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L133[02:53:18] <killjoy> I only clicked to open it once.
L134[02:53:48] <shadekiller666> so does killjoy ping you twice?
L135[02:54:05] <killjoy> * killjoy1 has quit (Quit: Leaving)
L136[02:54:10] <shadekiller666> lol
L137[02:54:22] <killjoy> using that logic, shade should ping you
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L139[02:54:33] <shadekiller666> nope
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L141[02:57:09] <killjoy> I should learn the language and see if I can fix dragging.
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L143[02:57:52] <killjoy> basically the opposite effect
L144[02:57:57] <shadekiller666> or just get a new mouse...
L145[02:58:04] <killjoy> But that requires money
L146[02:58:13] <shadekiller666> or update the drivers
L147[02:58:22] <killjoy> Why fix a hardware problem when you can fix it with software?
L148[02:58:43] <shadekiller666> its not a hardware problem if you can fix it with software
L149[02:58:43] <killjoy> You have the mindset of a pc gamer.
L150[02:59:04] <killjoy> Game's running slow? Time for an upgrade!
L151[02:59:34] * shadekiller666 is an animator, needs pc capable of le rendering
L152[02:59:49] <sham1> Did you just say le
L153[02:59:57] <shadekiller666> though the damn thing takes for ever to boot up
L154[03:00:01] <shadekiller666> le maybe...
L155[03:00:08] <sham1> Meh
L156[03:00:44] * shadekiller666 thinks it may be time to defragment the harddrive again
L157[03:00:49] <killjoy> I should do something about my jumpy scroll wheel.
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L159[03:02:09] <killjoy> It's one of those efficiency wheels (weighted, unlockable)
L160[03:02:24] <shadekiller666> efficiency wheels?
L161[03:02:52] <killjoy> It's weighted and you can spin it
L162[03:03:02] <killjoy> flick it and it zooms across the page
L163[03:03:09] <killjoy> think flywheel
L164[03:03:19] <shadekiller666> does it actually keep spinning?
L165[03:03:25] <killjoy> Yes
L166[03:03:32] <shadekiller666> mine too
L167[03:03:37] <killjoy> M705
L168[03:03:42] <shadekiller666> Logitech M325
L169[03:03:57] <killjoy> Mine has a thumb button that I never use.
L170[03:04:06] <shadekiller666> + the smooth scroll software plugin
L171[03:04:14] <killjoy> I was going to use it with the macros mod, but it originally broke it.
L172[03:04:19] <shadekiller666> does your wheel move left and right?
L173[03:04:25] <killjoy> Yes.
L174[03:04:32] <shadekiller666> so nice to have
L175[03:04:45] <killjoy> le side scroll masterrace
L176[03:04:50] <shadekiller666> yesh
L177[03:04:54] <killjoy> Not all programs support it :9
L178[03:05:07] <shadekiller666> or at least having buttons for the same purpose
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L180[03:05:18] <killjoy> ever used it in notepad++?
L181[03:05:36] <shadekiller666> not that i know of, what does it do?
L182[03:05:49] <killjoy> If you do it in intervals, it works.
L183[03:06:09] <shadekiller666> is yours wireless
L184[03:06:15] <killjoy> if you hold it, it just changes the scrollbar to classic and moves that across.
L185[03:06:18] <killjoy> Yes.
L186[03:07:04] <shadekiller666> do you use the "unifying receiver" for more than one device? i have a K360 keyboard and i'm using 2 ports instead of one
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L188[03:07:25] <killjoy> I have the k750
L189[03:07:32] <killjoy> (wireless solar keyboard)
L190[03:07:40] <shadekiller666> as i found that the unifying software resulted in one of the two stopping working periodically
L191[03:07:40] <killjoy> I wish my mouse was solar
L192[03:07:51] <killjoy> Yeah, it's not great
L193[03:07:59] <killjoy> I think it's related to range
L194[03:08:10] <killjoy> My next mouse, I'm going blutooth
L195[03:08:22] <killjoy> unifying just uses 2.4ghz
L196[03:08:23] <shadekiller666> distance-wise they're less than 2 feet from the receivers
L197[03:08:53] <killjoy> low power = low range
L198[03:09:14] <shadekiller666> but theres a few pieces of particle board between the two
L199[03:09:24] <shadekiller666> and the computer is up against a wall
L200[03:09:33] <killjoy> I have an aluminum pc case between mine
L201[03:09:45] <killjoy> Well, not right now.
L202[03:09:59] <killjoy> My keyboard is literally 4 in from the receiver.
L203[03:10:04] <shadekiller666> i'm also running my desktop on wifi
L204[03:10:12] <killjoy> And my mouse is on the other side of it.
L205[03:10:24] <killjoy> mmhm
L206[03:10:49] <shadekiller666> i didn't want to drill a hole through my closet to run ethernet so
L207[03:11:09] <killjoy> My wifi card is ooold
L208[03:11:19] <killjoy> It still uses pci
L209[03:11:40] <shadekiller666> i haven't had much issue with it tbh
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L211[03:12:28] <killjoy> I have a Ralink RT61 Turbo
L212[03:12:59] <killjoy> (2009)
L213[03:13:09] <shadekiller666> ASUS PCI-E N15
L214[03:13:31] <killjoy> Yours has 2 anentai. 2!
L215[03:13:36] <shadekiller666> mhmm
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L217[03:13:45] <killjoy> I wish I had dual band
L218[03:14:09] <killjoy> But nope. I just get a single one that always gets 11Mbps connections.
L219[03:14:23] <shadekiller666> :/
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L221[03:14:31] <killjoy> Max is 52
L222[03:14:39] <shadekiller666> interesting
L223[03:15:03] <Devoenix> When your making a custom model for a set of armour
L224[03:15:12] <shadekiller666> you're*
L225[03:15:23] <Devoenix> do you make four indevidual models, six, or just one
L226[03:16:16] <shadekiller666> uhh one i think
L227[03:17:22] <Devoenix> .-. so it's the names of the indevidual boxes that determines rather if it's a chestplate or a pair of boots or something else like that?
L228[03:17:41] <shadekiller666> i would assume so
L229[03:20:28] <Devoenix> ... kden
L230[03:20:47] <Devoenix> and boxes can overlap eachother, right?
L231[03:21:04] <shadekiller666> uhhh
L232[03:21:06] <shadekiller666> sure?
L233[03:21:16] * shadekiller666 never made a suit of armor
L234[03:21:22] <Devoenix> :I
L235[03:22:11] <shadekiller666> i know, so helpful
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L238[03:25:24] <laci200270> refreshing gradle project how many time can use?
L239[03:25:35] <laci200270> in idea
L240[03:25:38] <shadekiller666> ?
L241[03:26:26] <laci200270> I pressed refresh gradle project
L242[03:26:26] <laci200270> and refreshing since half hour
L243[03:26:26] <laci200270> that is normal?
L244[03:27:14] <shadekiller666> uhhh, not usually, but if its the first time then it makes sense that it would take a bit of time
L245[03:27:34] <laci200270> ok
L246[03:27:49] <laci200270> i 'll close it in task manager
L247[03:28:07] <shadekiller666> uhh, is it making progress?
L248[03:29:37] <laci200270> now i'm wait for idea loading
L249[03:30:55] ⇦ Parts: Devoenix (~Devoenix@cpe-70-119-108-122.tx.res.rr.com) (Leaving))
L250[03:31:20] <laci200270> i might need to switch hdd
L251[03:31:36] <laci200270> the disk is always 100% used
L252[03:31:56] <shadekiller666> ...
L253[03:32:01] <shadekiller666> thats not possible
L254[03:32:10] <laci200270> and free space in c 60mb
L255[03:32:23] <laci200270> thats an old IDE hdd
L256[03:32:25] <shadekiller666> you need to clear some stuff out
L257[03:32:45] <laci200270> the total capacity originnaly 80gb
L258[03:32:45] <shadekiller666> thats why Intellij is taking so long, it doesn't have space
L259[03:33:10] <laci200270> but the PCB replaced so the capacity is 40 gb
L260[03:33:37] <laci200270> and that splitted to 2 parts so 20gb-20gb
L261[03:34:10] <laci200270> my 180GB hdd died when I replaced the PSU
L262[03:34:58] <laci200270> I plugged in wrongly the cable
L263[03:35:06] <laci200270> when the PC running
L264[03:35:14] <laci200270> it is not good idea
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L281[04:33:00] <Tim020> Is there a max size of GUI that minecraft can draw?
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L283[04:37:00] <sham1> why dont you find out ;P
L284[04:38:12] <Tim020> Trying to ;)
L285[04:38:54] <Tim020> Haha, fixed that problem :D
L286[04:39:03] <sham1> how
L287[04:39:07] <sham1> and what was it
L288[04:39:43] <Tim020> Wasn't drawing the full GUI, so I specified the xSize and ySize but that didn't fix however a restart of the debug worked :)
L289[04:39:51] <Tim020> http://i.imgur.com/Fdr6YQ9.png
L290[04:40:10] <sham1> :P I like the name
L291[04:40:14] <sham1> Impossible chest
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L293[04:40:38] <Tim020> Haha, kinda a reference to Doctor Who :P
L294[04:40:43] <Tim020> *it's bigger on the inside* :P
L295[04:40:57] <sham1> So it is TARDIS :
L296[04:41:07] <Tim020> A TARDIS chest yea :D
L297[04:41:53] <sham1> Also I noticed that you mod for 1.7
L298[04:42:04] <Tim020> I do
L299[04:42:15] <sham1> Why?
L300[04:42:41] <Tim020> Because of how much custom rendering and stuff I do, 1.8 scares me :P
L301[04:42:49] <sham1> You can custom render in 1.8
L302[04:42:58] <sham1> You totally can
L303[04:43:09] <Tim020> Are you able to dynamically update the block bound size?
L304[04:43:17] <sham1> Umn
L305[04:43:24] <Tim020> Based on the meta-data of the block?
L306[04:43:33] <sham1> what do you mean
L307[04:43:55] <sham1> Like you can change the hitboxes for blocks if that is what you mean
L308[04:44:11] <Tim020> Yea that :P
L309[04:44:24] <sham1> You can totally do that
L310[04:44:54] <Tim020> Does it all have to be predefined in the JSON file though?
L311[04:45:02] <sham1> No
L312[04:45:14] <sham1> You change the collisions for blocks inside the code
L313[04:45:23] <Tim020> Ah fair enough!
L314[04:45:25] <sham1> Only thing you do with JSON is give your block models
L315[04:45:55] <Tim020> So no longer defining the model within the TESR then?
L316[04:46:14] <sham1> You can use TESRs as well
L317[04:46:30] <sham1> But if your model is certain kind you can do it with JSON as well
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L320[04:48:49] <Tim020> Where is the texture defined for the block, because within my TESRs I set the texture dynamically based on certain conditions
L321[04:49:08] <sham1> In the model file itself
L322[04:49:26] <sham1> You can also do it in the blockstate file thanks to forge blockstate.json
L323[04:50:55] <Tim020> Huh, that might cause me some problems then... :P
L324[04:51:07] <sham1> why
L325[04:52:31] <Tim020> Because I set which texture to use as the model is being rendered, it depends on the NBT of the Tile Entity
L326[04:53:08] <sham1> getActualState lets you set certain blockstates, and you can use your TE to help with thatbecause you get your block's position and a world access object
L327[04:53:25] <sham1> block access even
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L329[04:54:07] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/transport/block/FCraftBasicPipeBlock.scala#L42-L50
L330[04:54:22] <sham1> This method sets values depending on surrounding TEs
L331[04:54:28] <sham1> And it works with your own as well
L332[04:56:02] <Tim020> Hmm fair enough, might have a proper look at updating to 1.8 over summer then :)
L333[04:56:10] <sham1> Okay
L334[04:56:23] <sham1> If you have any questions then just ask ahead
L335[04:56:54] <Tim020> Cheers :)
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L341[05:13:28] <luacs1998> !gc ItemInWorldManager
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L352[05:55:34] <McJty> Question. I'm separating part of my mod in a separate project. So this will generate a jar with utilities and stuff.
L353[05:55:44] <McJty> What's the best way to use this new jar inside my original mod project?
L354[05:55:57] <diesieben07> maven dependencies
L355[05:56:11] <McJty> How will that work? What do I have to do to get something in maven?
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L357[05:56:49] <diesieben07> well, first you need a maven repo, either a local one on your computer or a remote one on some server.
L358[05:57:03] <McJty> Are there any repos that are free to use?
L359[05:57:28] <diesieben07> probably, maven central is free, but some conditions apply
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L361[05:58:02] <sham1> What would those be
L362[05:58:19] <jamierocks> there is this bintray thing i've seen be used
L363[05:58:40] <Termin8or> You can get a webserver for free, even hosting, and then set it up on there
L364[05:59:05] <McJty> hmm
L365[05:59:12] <McJty> All sounds a bit complicated. Isn't there an easier way?
L366[05:59:31] <McJty> What if I don't use maven? How would I do it then?
L367[05:59:45] <diesieben07> copy the jar into the "libs" folder
L368[06:00:05] <McJty> Ok. I'll start with that and later when I feel like it I can look into maven
L369[06:00:29] <McJty> Thanks
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L375[06:14:21] <sham1> The fact that you can host maven artifacts with guthub is kinda interesting
L376[06:14:41] <diesieben07> why would anyone do that...
L377[06:14:49] <sham1> I dont know
L378[06:14:56] <sham1> But it is a possibility regardless
L379[06:15:24] <diesieben07> since maven uses wagons you can host a repo on anything that you can make a wagon for
L380[06:15:49] <sham1> :P
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L383[06:16:35] <sham1> I'd like to know a good and free maven service
L384[06:16:42] <sham1> Would be useful to say the least
L385[06:17:42] <diesieben07> http://central.sonatype.org/
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L395[06:33:04] <Simulac> sup
L396[06:34:55] <Simulac> Hey guys what is isCurrentViewEntity?
L397[06:35:46] <diesieben07> the viewpoint entity can change
L398[06:35:53] <diesieben07> you can spectate other players or even entities
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L400[06:36:53] <sham1> Technically players are entities ;)
L401[06:37:13] <diesieben07> yes yes :D
L402[06:37:38] <gigaherz> so are items on the ground
L403[06:37:45] <gigaherz> although you cna't spectate those, I think
L404[06:37:46] <gigaherz> XD
L405[06:37:51] <sham1> Aww
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L407[06:37:56] <Simulac> I see
L408[06:38:06] <gigaherz> would be fun, though
L409[06:38:16] <diesieben07> only living entities .D
L410[06:38:20] <Simulac> I'm still messing around with the MotionX, Y, Z to make the player move a block forward/sideways what not
L411[06:38:31] <gigaherz> hmmmm
L412[06:38:48] <gigaherz> we need a mod that lets you spectate a minecart
L413[06:38:52] <Simulac> It turns out that was the main problem with pathfinding
L414[06:38:55] <gigaherz> but as seen from the FRONT of the minecart
L415[06:38:59] <gigaherz> not as a riding entity
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L417[06:43:12] <Simulac> WTF, apparently there are two methods calleed moveForward and moveStrafing
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L419[06:44:03] <diesieben07> *fields
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L421[06:45:46] <Simulac> oh sorry yeah
L422[06:46:41] <Simulac> im guessing assigning 1f to it, makes it move 1 block forward every tick?
L423[06:48:01] <diesieben07> something like that
L424[06:50:23] <gigaherz> so it seems there were big issues with MC yesterday night?
L425[06:51:44] <gigaherz> at least based on all the youtubers' tweets about the auth servers being down ;P
L426[06:51:55] <Simulac> oh right
L427[06:52:04] <Simulac> I didn't know
L428[06:52:43] <Simulac> moveForwarding and moveStrafing are used when riding entities D:
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L430[06:57:03] <laci200270> i finally found why the assets not loading :D http://www.minecraftforge.net/forum/index.php?topic=21354.0
L431[06:57:12] <laci200270> this tutorual is good
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L433[06:58:31] <gigaherz> laci200270: and what was it?
L434[06:58:41] <gigaherz> because I believe we went through all the steps here on irc ;P
L435[06:59:01] <laci200270> i not found the gradle refresh button
L436[06:59:17] <laci200270> so i thinked it may works
L437[06:59:21] <laci200270> but not
L438[06:59:46] <laci200270> so the button on the bottom left corner
L439[07:00:00] <gigaherz> ah
L440[07:00:03] <sham1> no
L441[07:00:06] <gigaherz> one of the first things I did in IDEA
L442[07:00:07] <sham1> It shows you the sidebar
L443[07:00:14] <gigaherz> was to change the mode from hiding everything
L444[07:00:18] <gigaherz> to keeping the sidebars showing
L445[07:00:28] <gigaherz> I have the gradle panel always visible
L446[07:01:00] <laci200270> i just searched the gradle panel
L447[07:01:06] <laci200270> but i not found it :D
L448[07:01:15] <sham1> I have it visible whyenever I do any gradle stuff
L449[07:06:40] <laci200270> i switched back to the old idea view... but how can I hide the gradle sidebar?
L450[07:07:13] <sham1> bottom left corner
L451[07:07:26] <laci200270> i clicked that
L452[07:07:33] <laci200270> but sidebar still present
L453[07:07:55] <sham1> showeth me a screenshot of thy IDEA
L454[07:09:22] <laci200270> now that switched to maven project
L455[07:09:35] <sham1> give me a screenshot
L456[07:09:39] <laci200270> oh now good
L457[07:09:44] <sham1> Ok
L458[07:09:52] <laci200270> i clicked thje little arrow
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L460[07:16:15] * laci200270 's mod's assets are WORKING
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L468[07:22:58] <laci200270> where idea puts the classpath files?
L469[07:23:00] <laci200270> i mean the resources
L470[07:23:46] <diesieben07> build/classes
L471[07:23:52] <laci200270> ok
L472[07:24:03] <diesieben07> you should not care
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L491[07:55:39] <Simulac> ughhh how do I get this motion stuff to work!
L492[07:55:47] <sham1> Why do you need it
L493[07:56:09] <Simulac> Need the player to step a block in forwards/backwards/left/right direction
L494[07:56:30] <sham1> Again, why
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L496[07:56:39] <sham1> Cant you let them walk themselves
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L498[07:56:47] <Simulac> It's for my pathfinding
L499[07:57:24] <sham1> For the third time
L500[07:57:26] <sham1> Why
L501[07:57:36] <sham1> What path are you trying to create
L502[07:58:13] <Simulac> The player marks a point, my pathfinding algorithm calculates the path, player walks to point
L503[07:58:29] <Simulac> however, my player can't step properly
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L505[08:00:35] <sham1> For convenience?
L506[08:01:04] <Simulac> Yeah, sort of like an autowalking thing
L507[08:05:08] <Ordinastie> at bspkrs.util.FakeWorld.func_72945_a(FakeWorld.java:367) <= I get a crash because the FakeWorld doesn't give a provider
L508[08:05:33] <Ordinastie> a IChunkProvider
L509[08:05:38] <sham1> "FakeWorld"
L510[08:05:47] <sham1> What a nice name for a class
L511[08:05:51] <Ivorius> Simulac: mc already has a pathfinder
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L513[08:05:56] <Ivorius> Why do you not use that
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L515[08:07:37] <Simulac> Because I want to try my own
L516[08:07:49] <Simulac> Pathfinding isn't the problem
L517[08:08:02] <Simulac> It's getting the player to move
L518[08:08:19] <Ivorius> There's an entity move method
L519[08:08:26] <Ivorius> Which takes forward and strafe values
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L521[08:08:47] <Simulac> moveEntity?
L522[08:08:56] <Ivorius> Possibly, don't have code open
L523[08:09:06] <Ivorius> Vanilla is your friend
L524[08:09:18] <Simulac> that takes x,y,z and is teleports the player
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L526[08:09:33] <Ivorius> ...
L527[08:09:39] <Ivorius> That's set position
L528[08:09:47] <Ivorius> There is a move method
L529[08:09:51] <Ivorius> Just look for yourself
L530[08:09:55] <Simulac> Yeah I'm searching for it
L531[08:09:57] <Ivorius> Don't do it with motion
L532[08:10:06] <Simulac> thanks
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L534[08:12:24] <Ordinastie> wow, I think they fixed some of the MCF bufs! Hallelujah!
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L536[08:14:55] <Sannholm> !dcc
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L540[08:31:58] <Ivorius> Ordinastie: Yeah, for a while now
L541[08:32:03] <Ivorius> It's actually fucking usable again
L542[08:32:09] <Ivorius> Such a weird thought
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L557[09:09:31] * unascribed sets up a piston clock so his block refreshes
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L563[09:17:08] <laci200270> where can I enable hotspaw in idea?
L564[09:17:42] <diesieben07> wut
L565[09:18:23] <laci200270> the thing when you modifiy something's source code ctrl s and replace the class in the jvm
L566[09:18:31] <diesieben07> you just launch in debug mode. done.
L567[09:18:48] <Quetzi> hotswap i guess
L568[09:19:01] <Quetzi> nothing to do with over hot animal feet
L569[09:19:16] <diesieben07> lol
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L571[09:20:03] <Quetzi> laci, in idea you have to hit the shortcut for 'make' to hotswap
L572[09:20:34] <diesieben07> yeah, idea doesn't "auto-make" like eclipse
L573[09:20:37] <laci200270> what shortcut?
L574[09:20:43] <diesieben07> but once you compile, it hotswaps
L575[09:20:51] <diesieben07> ctrl-f9
L576[09:20:57] <laci200270> ok
L577[09:21:02] <sham1> I hink you can have auto-make on
L578[09:21:06] <diesieben07> or the button left of the launch config selection
L579[09:21:06] <sham1> But do not quote me on that
L580[09:21:29] <diesieben07> you can
L581[09:21:35] <diesieben07> but: "only works while not running/debugging"
L582[09:21:40] <diesieben07> which is stupid
L583[09:21:43] <diesieben07> not sure why that is
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L590[09:35:52] <laci200270> now much better
L591[09:36:11] <laci200270> mc not throwing error messages of missing models simple renders nothing
L592[09:37:16] <laci200270> any ideas?
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L602[10:03:23] <killjoy> How can people sit on forks?
L603[10:03:40] <sham1> le wat
L604[10:04:17] <killjoy> on github, they fork a repo and not do anything with it
L605[10:04:29] <tmtu> what do you mean
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L607[10:04:59] <killjoy> they fork a repo, then they don't contribute.
L608[10:05:03] <sham1> I have a fork of MinecraftForge just because
L609[10:05:12] <sham1> When I want to make a PR I can use it
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L611[10:05:25] <killjoy> But you do make PRs
L612[10:05:33] <sham1> no I dont
L613[10:05:39] <sham1> If I had any need to
L614[10:05:41] <killjoy> You could
L615[10:07:05] <williewillus> most people just dont clean out their forks :p
L616[10:07:14] <williewillus> they just fork to poke one or two things or make a pr
L617[10:07:17] <williewillus> and then forget about it
L618[10:07:26] <unascribed> no, he means people who just fork something and do nothing with it
L619[10:07:30] <unascribed> no prs, no branches, no commits
L620[10:07:33] <unascribed> they just fork it and leave it
L621[10:07:36] <unascribed> they don't even sync it
L622[10:07:40] <killjoy> They don't even sync it
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L624[10:07:44] <williewillus> well they probably intended to do something with it
L625[10:07:46] <williewillus> then left it
L626[10:07:49] <unascribed> I've seen it done to my repos a few times and it makes no sense
L627[10:07:51] <williewillus> you don't know :p
L628[10:08:03] <unascribed> it's usually by people with no contributions, so maybe they think it's GitHub terminology for "like"
L629[10:08:28] <killjoy> If I don't have a fork ready, I wait until I'm ready to publish before I fork.
L630[10:09:06] <yueh> and you realize that the forks on github are not the real amount?
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L632[10:09:46] <williewillus> doesn't count forks of forks?
L633[10:10:08] <unascribed> like this: https://unascribed.com/i/16b7a1fb.png
L634[10:10:12] <yueh> just the ones github knows about
L635[10:10:22] <unascribed> someone with very few contributions that seems to just star stuff and make issues
L636[10:10:26] <gigaherz> nah I have forked things in the past just for backup purposes
L637[10:10:29] <unascribed> so i'd assume they see fork as a "super-like"
L638[10:10:33] <tmtu> killjoy: does it matter?
L639[10:10:37] <gigaherz> in case the original repo gets deleted -- which has happened to me in the past
L640[10:10:38] <gigaherz> ;P
L641[10:10:39] <killjoy> Not really.
L642[10:10:54] <tmtu> if i want to mess around with a repo i usually fork it and clone it
L643[10:11:58] *** Vigaro|AFK is now known as Vigaro
L644[10:12:14] <sham1> Time to fork your repo for no reason :P
L645[10:12:56] <gigaherz> like when xamarin published this: https://github.com/xamarin/XobotOS
L646[10:12:58] <gigaherz> I forked ;P
L647[10:13:12] <gigaherz> did I do any work? nope. did I ever plan to? nope.
L648[10:13:19] <gigaherz> but it was too amazing not to get my own copy of it
L649[10:13:20] <gigaherz> ;P
L650[10:13:32] <killjoy> "ported to c#" 48% java
L651[10:13:37] <Simulac> Since I can't get the step to work, I made it draw a path of diamonds
L652[10:13:43] <Simulac> this looks cool
L653[10:13:44] <Simulac> as heck
L654[10:14:04] <gigaherz> killjoy: well it IS an automated conversion XD
L655[10:15:28] <tmtu> don't fork my repos :<
L656[10:15:31] <Simulac> I wish I could show you guys this awesome pathfinding
L657[10:15:45] <Simulac> but recording it would take up too much memory xD
L658[10:15:55] <sham1> Show us the code
L659[10:15:58] <tmtu> 0 forks and proud
L660[10:16:10] <sham1> tmtu, what is your git username
L661[10:16:13] <Simulac> It's just simple best first search
L662[10:16:20] <tmtu> fork this if you want https://github.com/fkaa/Potato
L663[10:16:29] <yueh> like i mirror a couple of repos and could infinitely fork them again
L664[10:16:38] <yueh> without github being able to track it
L665[10:16:42] <Simulac> I said awesome, because I find it's ability to solve mazes awesome
L666[10:16:43] <sham1> The hell even is that
L667[10:16:54] <gigaherz> hmmm
L668[10:16:55] <gigaherz> https://github.com/gigaherz/NotOnMyLawn
L669[10:17:05] <gigaherz> maybe I should port that to server-side forge ;P
L670[10:18:36] <gigaherz> mah why bother we already have the magnum torches ;p
L671[10:20:47] <sham1> The hell is that Potato repo even about
L672[10:22:20] <gigaherz> an obvious joke
L673[10:22:30] <gigaherz> looks like a Java tutorial on inheritance ;p
L674[10:27:09] <williewillus> what's a good emc value for sponges :p
L675[10:27:41] <gigaherz> 2048?
L676[10:28:04] <williewillus> too high
L677[10:28:05] <williewillus> :p
L678[10:28:21] <williewillus> I was thinking 64 or 128
L679[10:28:35] <gigaherz> well are they craftable in your pack?
L680[10:28:45] <williewillus> 1.8
L681[10:28:57] <gigaherz> yeah in 1.8 they aren't craftable
L682[10:28:57] <gigaherz> XD
L683[10:29:02] <tmtu> sham1: not like i have any other significant repos
L684[10:29:06] <gigaherz> they are a rare drop from elder guardians
L685[10:29:11] <gigaherz> and they spawn in those rooms
L686[10:29:19] <gigaherz> but only a few spawn
L687[10:29:27] <gigaherz> so they are a rare item
L688[10:29:31] <gigaherz> so it can't be too cheap
L689[10:30:44] <gigaherz> if you give them a value that's too low, you basically make them "free" once you get the first one
L690[10:31:05] <gigaherz> if it's too high, you'd just go find temples instead of using EMC
L691[10:31:31] <yueh> this applies to any item with an EMC value. regardless of 1 EMC or 2^32 EMC xD
L692[10:32:06] <gigaherz> yeah the question is, how much EMC are you willing to pay to spawn a new sponge?
L693[10:32:23] <gigaherz> at which point you'd go "fuck that" and remove the water with dirt instead?
L694[10:32:37] <unascribed> sand*
L695[10:32:42] <gigaherz> eh sand**
L696[10:32:54] <gigaherz> I was thinking of sand
L697[10:32:57] <gigaherz> but typed dirt
L698[10:32:58] <gigaherz> XD
L699[10:33:45] <yueh> you have infinite EMC, so it's not a question xD
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L702[10:36:02] <gigaherz> yueh: well depends
L703[10:36:32] <gigaherz> I played through a save with Ancient Warface, ProjectE, and Tinker's
L704[10:36:43] <gigaherz> (and a few others, but those were the primary mechanics)
L705[10:37:29] <gigaherz> and I had a big treefarm and such getting burned into EMC directly, and I still neve got around to building the highest tier armor
L706[10:37:29] <gigaherz> ;P
L707[10:38:59] <williewillus> still proud of my vanilla + projectE + ic2 2500 mB lava / sec exploit xP
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L709[10:39:05] <williewillus> free
L710[10:39:05] <yueh> it might work in a pack tuned exactly for any conversion mod, but default stuff will just not work xD
L711[10:39:29] <yueh> no idea about projectE, but i have a 1:16EMC loop with EE3
L712[10:39:48] <williewillus> lol "EE3 balanced" ;P
L713[10:40:01] <williewillus> but yeah took advantage of the end platform regenerating every time
L714[10:40:33] <williewillus> and theres a transmutation to lava, so basically toss an item in every 10 seconds, transmute, then have ic2 pumps suck it up, and boom 25 free buckets of lava
L715[10:41:37] <yueh> EE3 just requires botania
L716[10:41:44] <Quetzi> 1:16, that all?
L717[10:42:19] <gigaherz> lol
L718[10:42:22] <Quetzi> pretty sure you can macerate sand for 256x
L719[10:42:32] <gigaherz> lol
L720[10:42:36] <Quetzi> or pulverise it
L721[10:42:54] <williewillus> what do you get from macerating sand?
L722[10:43:00] <Quetzi> mybe its 128x
L723[10:43:07] <Quetzi> silicon
L724[10:43:14] <williewillus> ooh yeah lol
L725[10:43:41] <gigaherz> lol XD
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L727[10:43:53] <Quetzi> and that is even ae2 yueh :p
L728[10:43:59] <gigaherz> I didn't have those fancy machines in my save ;P
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L732[10:46:34] <yueh> Quetzi: you mean EIO?
L733[10:48:31] <Quetzi> its ae2 silicon
L734[10:48:32] <yueh> as we only have a quartz dust => silicon recipe, so with considering the energy cost it's actually a loss
L735[10:48:52] <Quetzi> i don't know what mod adds the recipe
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L737[10:49:22] <yueh> EIO
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L739[10:49:31] <yueh> it adds sand => silicon
L740[10:49:40] <yueh> but in this case ae2 disables its own silicon
L741[10:50:26] <Simulac> http://imgur.com/M1Dg3mR
L742[10:50:45] <Simulac> i know it's basic, but at least it works :D
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L744[10:51:49] <unascribed> yeah... the fundamental problem with EE is the "equivalent" part
L745[10:51:55] <unascribed> it needs to be "extremely inequivalent" exchange
L746[10:52:12] <williewillus> NOVA has JS bindings now?
L747[10:52:51] <calclavia> http://youtube.com/watch?feature=youtu.be&a=&v=Es21b1fukHM
L748[10:53:00] <calclavia> williewillus: you mean this ^?
L749[10:53:05] <williewillus> yeah
L750[10:53:06] <williewillus> nice
L751[10:53:24] <calclavia> And yes, NOVA JS is a special edition
L752[10:53:33] <gigaherz> unascribed: well it's not EE's fault that there are cheaty recipes ;P
L753[10:54:41] <yueh> if you balance something around a limited supply and EE introduces an infinite amount of it..
L754[10:55:04] <unascribed> ^
L755[10:55:11] <unascribed> you *cannot* balance a mod with the assumption EE will be there
L756[10:55:13] <unascribed> it breaks *everything*
L757[10:55:25] <williewillus> hehe
L758[10:55:39] <williewillus> I (no bias I swear!) enjoy playing with it :p
L759[10:55:54] <unascribed> I don't enjoy playing with EE because I don't like cheaty mods
L760[10:55:55] <yueh> i'm still convinced that no conversion mod will work without an actual loos
L761[10:55:55] <yueh> *loss
L762[10:56:01] <unascribed> if I wanted to cheat, I'd op myself and turn on NEI Cheat Mode
L763[10:56:02] <gigaherz> unascribed: sure
L764[10:56:04] <gigaherz> so you either have EE
L765[10:56:08] <gigaherz> or you have mod balance
L766[10:56:08] <gigaherz> ;P
L767[10:56:21] <williewillus> To some people (me) "perfect balance" is irrelevant
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L769[10:56:26] <williewillus> if the mod is fun I'll play
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L771[10:56:30] <gigaherz> in fact
L772[10:56:34] <gigaherz> I put ProjectE in that pack
L773[10:56:36] <yueh> or have separate input/output EMC values, say cobble costs 1 EMC to craft, but produces 0 (basically anything which can be regenerated)
L774[10:56:45] <gigaherz> BECAUSE "limited supply" was annoying me
L775[10:56:48] <williewillus> we're working on the split in/out emc's
L776[10:56:48] <unascribed> maybe even an "adaptive" EMC system
L777[10:56:55] <unascribed> where if you manage to get tons upon tons of something
L778[10:56:59] <unascribed> it assumes a mod is making it easy
L779[10:57:01] <unascribed> and makes it worthless
L780[10:57:15] <gigaherz> a supply&demand system
L781[10:57:19] <unascribed> better
L782[10:57:24] <gigaherz> if you insert many of a thing into EMC
L783[10:57:27] <gigaherz> the emc value drops
L784[10:57:31] <gigaherz> if you remove many of a thing
L785[10:57:33] <gigaherz> the emc value raises
L786[10:57:38] <unascribed> raise ur emc
L787[10:57:50] <unascribed> \(°∞°)/
L788[10:58:08] <yueh> which than probably has some very strange side effects related to rounding errors
L789[10:58:17] <unascribed> wat
L790[10:58:39] <williewillus> I also don't use PE for blatant "generate infinity things using condenser", I love making big complicated exploit setups like that end platform one
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L792[10:58:47] <unascribed> Pocket Exchange?
L793[10:58:48] <yueh> find some loops were constantly raising/lowering the EMC value will produce an overflow
L794[10:59:33] <gigaherz> hmm you'd still want to "know" the origina value
L795[10:59:42] <gigaherz> and just calculate a insert-to-remove ratio
L796[11:00:04] <gigaherz> it would be complex.
L797[11:00:12] <gigaherz> probably exploitable
L798[11:00:13] <gigaherz> but still
L799[11:00:33] <gigaherz> it's simply the flaw of being able to craft something th at's meant to be uncraftable
L800[11:00:43] <gigaherz> and why EE or at least ProjectE
L801[11:01:12] <gigaherz> doesn't have EMC values for Ores, or items that are only found on chests
L802[11:01:41] <yueh> and without careful calculation it can easily raise the EMC value infinitely or drop it to zero
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L804[11:02:15] <williewillus> we have values for the uncraftable vanilla items (mainly because ee2 had them) but nothing else
L805[11:03:03] <MattDahEpic> how would one do the thing like extra utils does with the chat *replacing* rathar than just spamming with new chat lines
L806[11:03:36] <diesieben07> hack into GuiChat :D
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L810[11:09:38] <MattDahEpic> diesieben07, not seeing anything that could help in there
L811[11:10:43] <diesieben07> well, what exactly are you trying to do?
L812[11:12:19] <MattDahEpic> https://www.youtube.com/watch?v=FLepM_vjKeo
L813[11:12:35] <MattDahEpic> something like the acceleration duct countdown timer in that
L814[11:13:51] <diesieben07> no idea what you mean
L815[11:14:12] <static> I'm trying to implement some tweaks to the vanilla Chicken in a new class, but when i try to override the vanilla chicken in postInit with "EntityList.addMapping(ChickenTweaks.class, "Chicken", 93, 10592673, 16711680);
L816[11:14:12] <static> " I get an illegal exception because the ID is already registered to the vanilla "Chicken". What might I do to fix this?
L817[11:14:14] <MattDahEpic> let me get a timestamp
L818[11:15:32] <diesieben07> static, dont replace the chikcen :p
L819[11:15:54] <static> then how else would I implement my tweaks?
L820[11:16:11] <sham1> The chicken has done nothing to you and you wish to replace it :O
L821[11:16:15] <sham1> You monster
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L823[11:16:25] <static> yes it has. It makes annoying sounds for one
L824[11:16:47] <sham1> They're not annoying :(
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L826[11:17:16] <static> its my opinion, you don't have to agree with it, only acknowledge that it is not the same as yours
L827[11:17:50] <sham1> But your opinion is wrong
L828[11:18:29] <MattDahEpic> diesieben07, https://youtu.be/FLepM_vjKeo?t=8m7s
L829[11:18:31] <static> I'm not going to argue about this. I just want to know how I can do what I want without the game preventing me
L830[11:18:53] <MattDahEpic> asm static
L831[11:18:55] <MattDahEpic> asm
L832[11:19:09] <MattDahEpic> or, just remove te chicken sound and itll stop
L833[11:19:18] <MattDahEpic> because theres no sound to play
L834[11:19:40] <static> Is that really the only way? Because I've seen it done the way I'm trying to do it previously.
L835[11:19:55] <MattDahEpic> key word: previously
L836[11:20:13] <static> And the total cessastion of a particular sound isn't the only thing I'm trying to do.
L837[11:20:17] <killjoy> For some reason, I want to see people named all 50 java keywords
L838[11:20:22] <killjoy> we have static already...
L839[11:20:24] <diesieben07> static, it depends on what you want to do.
L840[11:20:41] <diesieben07> MattDahEpic, RenderGameOverlayEvent
L841[11:20:45] <MattDahEpic> we need someone named int now
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L844[11:20:59] <MattDahEpic> yay
L845[11:21:50] <killjoy> or const
L846[11:22:06] <killjoy> someone take an unused keywrod
L847[11:22:07] <static> well for one, make the chickens with their small hitboxes stop running in circles when they take damage. Even if I'm not trying to kill them, and I'm just throwing eggs to spawn more chickens, its annoying to see them running around like their heads have been cut off
L848[11:22:33] <diesieben07> thats AI, you can change AI wihtout changing the entity class
L849[11:22:47] <MattDahEpic> eggs deal 0 damage though, like snowballs
L850[11:22:52] <MattDahEpic> theres no harm
L851[11:22:57] <static> Could you please elaborate diesel?
L852[11:23:04] <killjoy> Unfortunately they also don't knockback
L853[11:23:05] <diesieben07> lol diesel
L854[11:23:07] <killjoy> *players
L855[11:23:35] <static> ah, font is tiny on my screen, hard to read :/ sorry :P
L856[11:23:42] <diesieben07> static, EntityLiving#tasks is public. you can remove and add AI tasks as you wish
L857[11:24:00] <static> tasks.removeTask(this.aiPanic);
L858[11:24:26] <diesieben07> except you dont want "this"
L859[11:24:34] <diesieben07> you want the instance of hte Entity, use EntityJoinWorlEvent
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L862[11:27:51] <williewillus> so i discovered yesterday that clientside TE's get one extra tick after their chunk has unloaded/become an EmptyChunk 0.o
L863[11:28:07] <williewillus> is that a bug lol
L864[11:28:14] <sham1> Oh those silly clients
L865[11:28:18] <sham1> They have no power here
L866[11:32:26] <tterrag> williewillus: it's not just clientside
L867[11:32:30] <static> I'm afraid I don't quite understand what I'm supposed to do with that diesieben07
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L869[11:32:52] <williewillus> huh
L870[11:32:55] <williewillus> I couldn't reproduce it on server
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L873[11:39:40] <static> could I get you to explain how I am supposed to use EntityJoinWorldEvent to accomplish this?
L874[11:39:57] <MattDahEpic> subscribeevent
L875[11:40:07] <MattDahEpic> its passed in on the event
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L878[11:41:18] <static> okay, that wasnt quite what I meant...
L879[11:43:36] <williewillus> (evt.entity as EntityChicken).tasks.taskEntries.remove(index)
L880[11:43:54] <williewillus> aipanic isnt a field so you cant just do tasks.remove, this is a bit more hardcoded but it should work
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L882[11:47:16] <static> evt.entity?
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L884[11:47:53] <williewillus> when you receive the event
L885[11:47:57] <williewillus> it has the entity as a field
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L887[11:48:22] <MattDahEpic> thats what i said...
L888[11:48:53] <williewillus> @SubscribeEvent public void onChickenJoin(EntityJoinWorldEvent evt) { if (evt.entity instanceof chicken) { <do what I sent above> }
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L893[11:53:57] <static> what did you mean by evt.entity?
L894[11:55:05] <williewillus> ...
L895[11:55:08] <williewillus> evt is the param
L896[11:55:10] <gigaherz> do you even know Java? XD
L897[11:55:12] <williewillus> entity is a field on the event object
L898[11:55:14] <sham1> Do you know how to java
L899[11:55:47] <static> evt throws an error...
L900[11:55:56] <gigaherz> [18:48] (williewillus): @SubscribeEvent public void onChickenJoin(EntityJoinWorldEvent evt) { if (evt.entity instanceof chicken) { <do what I sent above> }
L901[11:56:01] <gigaherz> [18:48] (williewillus): @SubscribeEvent public void onChickenJoin(EntityJoinWorldEvent evt)
L902[11:56:07] <gigaherz> onChickenJoin(EntityJoinWorldEvent evt)
L903[11:56:11] <gigaherz> EntityJoinWorldEvent evt
L904[11:56:11] <williewillus> evt
L905[11:56:13] <gigaherz> oh look here it is!
L906[11:56:20] <sham1> I cannot handle the stupid
L907[11:56:29] <williewillus> that's mean :p
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L909[11:56:38] <sham1> I know
L910[11:56:40] <sham1> But still
L911[11:56:45] <williewillus> but anyways, you subscribe to events and you receive them as parameters to handle
L912[11:56:55] <sham1> How much do you know java static?
L913[11:56:56] <williewillus> an entity event will quite intuitively have the entity attached
L914[11:57:02] <static> why are you being rude to me sham1 ? I'm trying, and I've spent hours trying to figure it out before I came here. this was my last resort.
L915[11:57:50] <sham1> Because not knowing how data is passed around to methods is kinda bad
L916[11:57:52] <static> sham1, I'm not great with java, mostly just enough to have a clue whats going on most of the time when I look at existing code that isn't full of arbitrary variables/constants/etc
L917[11:58:08] <static> I'm very much still learning
L918[11:58:24] <gigaherz> okay you have a class somewhere
L919[11:58:33] <gigaherz> with a method marked with @SubscribeEvent
L920[11:58:42] <gigaherz> with a single parameter of type EntityJoinWorldEvent
L921[11:58:52] <gigaherz> we'll call this one parameter "evt"
L922[11:58:58] <gigaherz> but oyu can call it whatever you want in your code
L923[11:59:13] <gigaherz> the name is unimportant asl ong as you make use of the right name when referencing it
L924[11:59:18] <Laceh> http://i.imgur.com/pnBFFr3.png :D
L925[11:59:40] <gigaherz> then you want to register an instanceo f that class as an event handler
L926[11:59:42] <gigaherz> on the event bus
L927[11:59:57] <Mitchellbrine> Ooh, cool Laceh
L928[11:59:57] <gigaherz> this will internally look for methods which have @SubscribeEvent
L929[12:00:37] <gigaherz> and add them to the appropriate event
L930[12:01:40] <sham1> Nice building Laceh
L931[12:01:48] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L41
L932[12:01:54] <gigaherz> the event registration looks a bit like this
L933[12:02:08] <gigaherz> but instead of "new GuiOverlayMagicContainer()", you'll want an instance of YOUR class
L934[12:02:45] <gigaherz> which given that it handles entity joins, you couldcall "EntityJoinHandler"
L935[12:03:10] <gigaherz> (but that's just a suggestion, the name does not matter, only the @SubscribeEvent, and the single parameter of type EntityJoinWorldEvent)
L936[12:04:05] <williewillus> and that you register it to the bus
L937[12:04:19] <gigaherz> well yeah XD
L938[12:04:43] <gigaherz> otherwise Forgw would have no idea that you want it to get called
L939[12:04:58] <gigaherz> Forge*
L940[12:05:44] <williewillus> how does eventbus even work to invoke subscribed events without reflection, i wonder
L941[12:05:46] <gigaherz> are you following static?
L942[12:06:01] <gigaherz> without reflection? I assumed it DID use reflection
L943[12:06:13] <static> I think so, I'm just trying to catch up. I've only got one screen, so I'm going back and forth between my windows
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L945[12:06:20] <williewillus> oh it does use reflection lol
L946[12:07:25] <williewillus> I wonder how much faster it would get if it used something like MethodHandles
L947[12:07:56] <gigaherz> I'm not sure that really works
L948[12:07:56] <sham1> MethodHandles are a bitch to work with
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L950[12:08:06] <gigaherz> canyo ueven put methodhandles in a List<>?
L951[12:08:56] <williewillus> i wouldn't know, Ive never used them
L952[12:09:09] <Zaggy1024> agghhhh
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L954[12:09:31] <williewillus> but the docs seem to indicate that they're faster in most cases but the flexibility lends more complexity to code
L955[12:09:32] <Zaggy1024> is there a way to find out where a packet is coming from on the client when the packet should be coming from the server?
L956[12:09:32] <williewillus> that uses them
L957[12:09:35] <gigaherz> static: I'd suggest you put a debug print inside the event handler, and tell us when you manage to get the debug print to show up ;p
L958[12:09:38] <sham1> From Class class you can get Method instance and AFAIK from that you can get all the annotations of the method
L959[12:09:50] <Zaggy1024> I tried setting a breakpoint in the packet's constructor and it didn't hit it
L960[12:09:56] <sham1> Yay for meta classes
L961[12:10:04] <gigaherz> Zaggy1024: are you using SNW?
L962[12:10:12] <Zaggy1024> I'm not using anything
L963[12:10:27] <Zaggy1024> what's SNW? :P
L964[12:10:34] <gigaherz> SimpleNetworkWrapper
L965[12:10:34] <williewillus> well right now how the bus works is it wraps everything you pass to bus.register() in an object that finds your annotated fields and generates wrapper objects to reflectively call them
L966[12:10:36] <sham1> SimpleNetworkWrapper
L967[12:10:38] <Zaggy1024> oh
L968[12:10:41] <gigaherz> the thing that manages the IMessages
L969[12:10:47] <Zaggy1024> lol, thought you were talking about a mod or some crap
L970[12:10:51] <Zaggy1024> yeah, I have one of those
L971[12:10:51] <gigaherz> nah
L972[12:10:58] <Zaggy1024> but I'm not dealing with one of my packets
L973[12:11:04] <gigaherz> doesy ou IMEssage have a parameterless constructor?
L974[12:11:06] <williewillus> i was wondering if the wrapper objects instead found your annotated methods and generated MH'es for them
L975[12:11:07] <gigaherz> Oh.
L976[12:11:07] <Zaggy1024> It's the vanilla block change packet
L977[12:11:11] <gigaherz> that was the question XD
L978[12:11:19] <gigaherz> if the packet involves was relatedto SNW or not
L979[12:11:23] <Zaggy1024> ah
L980[12:11:25] <Zaggy1024> sorry
L981[12:11:46] <Zaggy1024> anyway... for some reason my block is being set to air when I overrode removeByPlayer
L982[12:11:51] <Zaggy1024> but only on the client
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L984[12:12:10] <Zaggy1024> and the stack trace from setBlockState says that it's coming from S23PacketBlockChange
L985[12:12:31] <Zaggy1024> but breakpoints on its constructor aren't being called for a block being set to air
L986[12:13:02] <williewillus> breakpoint the actuall processPacket maybe?
L987[12:13:04] <laci200270> Zaggy1024, maybe multiple constructors?
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L989[12:13:22] <static7s> stupid ethernet cable
L990[12:13:30] <laci200270> or that has only one?
L991[12:13:32] <Zaggy1024> I put a breakpoint on its no parameter constructor
L992[12:13:38] <Zaggy1024> and the one that takes the data it will send
L993[12:13:49] <laci200270> put to every constructor
L994[12:13:49] <Zaggy1024> the one with data wasn't hit when sending a change to air
L995[12:14:03] <Zaggy1024> those are the two constructors, man
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L998[12:18:51] <Zaggy1024> huh
L999[12:19:05] <Zaggy1024> it's breaking the block from somewhere else, it seems like
L1000[12:19:13] <Zaggy1024> I made it do nothing in removeByPlayer
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L1002[12:22:09] <williewillus> do b3d model files contain the texture inside them?
L1003[12:22:36] <sinkillerj> Unless it has changed in 1.8 Forge only supports external texture files
L1004[12:22:37] <laci200270> i think no
L1005[12:23:13] <Ivorius> The texture name in the b3d has to be your resource location
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L1007[12:23:33] <Ivorius> Which is kind of annoying because it means you can't properly test it
L1008[12:23:34] <Ivorius> But meh
L1009[12:23:49] <Ivorius> (On windows anyway)
L1010[12:24:55] <PaleoCrafter> wut
L1011[12:25:00] <PaleoCrafter> you can test it just fine :P
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L1013[12:25:06] <shadekiller666> willie, yes
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L1015[12:25:31] <shadekiller666> but you can use forge blockstate jsons to override the texture that is applied
L1016[12:25:36] <PaleoCrafter> it doesn't have to be your resource location, the texture variables exist for a reason
L1017[12:25:59] <Ivorius> It didn't work before
L1018[12:26:00] <williewillus> kk
L1019[12:26:01] <Ivorius> It works now
L1020[12:26:02] <Ivorius> So :P
L1021[12:26:12] <shadekiller666> similar thing for OBJs
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L1023[12:26:54] <williewillus> can I apply a b3d model only to an item form of a block? (block form is a chest tesr)
L1024[12:27:50] <sinkillerj> JSON would still be better IMO, the model is only 2 cubes
L1025[12:28:08] <williewillus> but there's a b3d of the chest already made :p
L1026[12:28:28] <sinkillerj> Just because you can use it doesn't mean you should
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L1032[12:39:20] <Zaggy1024> huh.
L1033[12:39:40] <Zaggy1024> I made the plain Block removeByPlayer not do anything, and it seems as though all the normal blocks stay
L1034[12:39:43] <Zaggy1024> but plants don't
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L1036[12:40:17] <Zaggy1024> they come back when I right click, so the server isn't doing anything
L1037[12:40:24] <Zaggy1024> but apparently the client is setting the blocks to air
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L1044[12:55:21] <laci200270> my block not want to render :/
L1045[12:55:34] <Lex_> -.-
L1046[12:55:36] <Lex_> https://github.com/AgeCraft/Forgery -.-
L1047[12:55:59] <PaleoCrafter> oh dear
L1048[12:56:46] <laci200270> what is this
L1049[12:57:29] <Ivorius> ahaha
L1050[12:57:33] <Ivorius> People never learn
L1051[12:57:44] <sinkillerj> Well at least they picked a good name
L1052[12:58:40] <sham1> The hell is that
L1053[12:59:12] <Zaggy1024> heh, no backwards compatibility
L1054[12:59:16] <laci200270> the joke is based on forge
L1055[12:59:19] <Zaggy1024> sounds like a nightmare for modders
L1056[12:59:27] <gigaherz> but
L1057[12:59:36] <gigaherz> if you put "everything" into that... forgery
L1058[12:59:54] <gigaherz> ah wahtever
L1059[12:59:55] <laci200270> you write a mod once?Ok.REWRITE!
L1060[13:00:08] <gigaherz> not even worth thinking about it
L1061[13:00:09] <gigaherz> Xd
L1062[13:00:37] <Lex_> the part thats dumb is the 'removal of metadata'...
L1063[13:00:48] <Lex_> last i looked he didnt remove it he just added more of it
L1064[13:00:49] <Zaggy1024> I'm curious about that
L1065[13:01:23] <Lex_> https://youtu.be/4oUvg70NA-Y Independance Day 2?
L1066[13:02:13] <danielhuisman_> Wondered when you would notice Forgery
L1067[13:03:01] <Zaggy1024> well, you know, Independence Day needed a little dance in it
L1068[13:03:18] <Lex_> i remember noting it when you did your whole blockstates crap
L1069[13:03:30] <Lex_> but now you're pining all the issues in the forge repo from yours -.-
L1070[13:04:28] <sham1> That forgery thing sounds like a bad april fools joek
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L1074[13:07:32] <Zaggy1024> without backwards compatibility, I can imagine a lot of stupid users downloading the wrong Forgery version and breaking the mods they want to use
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L1077[13:07:52] <Zaggy1024> sounds like fun for the modders to sort through all the idiots saying their mods don't work
L1078[13:08:06] <gabizou|laptop> almost sounds like you'd be taking a step back
L1079[13:08:30] <danielhuisman_> I know users are stupid and most versions will be backwards compat
L1080[13:09:03] <danielhuisman_> There will occasionally be a bit of a breaking release, more often than Forge itself
L1081[13:09:35] <danielhuisman_> And it might be less useful for normal mods, but for our mod AgeCraft, it will be quite useful
L1082[13:09:40] <gigaherz> hmm I was watching an mc video
L1083[13:09:44] <gigaherz> and it got methinking
L1084[13:09:46] <Lex_> What is so special about your mod?
L1085[13:10:00] <gigaherz> has anyone ever made a rollercoaster mod? something with more "flexible" tracks andsuch
L1086[13:10:06] <Lex_> yes
L1087[13:10:12] <gabizou|laptop> undoubtedly yes
L1088[13:10:19] <gabizou|laptop> might not be updated
L1089[13:11:01] <PaleoCrafter> I wonder why people always say ASM and incompatibility in one breath xD
L1090[13:11:23] <Lex_> because most people who write coremods are morons
L1091[13:11:31] <Lex_> which is why I WANT to make it harder to write coremods
L1092[13:11:46] <Lex_> But i'll never be able to because bitches be bitches
L1093[13:11:49] <PaleoCrafter> heh
L1094[13:11:49] <Ivorius> Let's face it
L1095[13:11:52] <Ivorius> You just think most people in general are morons :P
L1096[13:11:59] <Lex_> Let's face it.
L1097[13:12:01] <Lex_> I'm right.
L1098[13:12:01] <Zaggy1024> It seems kind of pointless to (apparently) do away with metadata when it's so easy to make IBlockState -> metadata automated
L1099[13:12:14] <Zaggy1024> if Mojang does it, that's just great
L1100[13:12:19] <PaleoCrafter> Zaggy1024, it will :P
L1101[13:12:21] <Lex_> He didnt do away with metadata.
L1102[13:12:27] <Lex_> He just made block ids and meta both ints
L1103[13:12:29] <Lex_> or some shit
L1104[13:12:31] <PaleoCrafter> the current system is just an intermediary step
L1105[13:12:33] <Zaggy1024> but for now, we just gotta live with what we got, not make fundamental changes to the world format
L1106[13:12:42] <danielhuisman_> That was what ExtendedMetadata did, but not what Forgery will do
L1107[13:12:46] <Zaggy1024> yeah Paleo I know :)
L1108[13:12:49] <Lex_> But yes, the goal on Mojangs end IS to get rid of metadata
L1109[13:12:50] <shadekiller666> giga, i'm a co dev on a roller coaster mod
L1110[13:12:57] <gigaherz> oh?
L1111[13:12:58] <Zaggy1024> but doing it in a modding API just doesn't seem right
L1112[13:13:26] <shadekiller666> google Rollercoaster, you should find the Planet Minecraft page on it, we just released a new build a while ago
L1113[13:13:27] <Lex_> danielhuisman_, Little advice from someone who has been doing this for years. The more you deviate from vanilla the worse off you'll be.
L1114[13:13:30] <Zaggy1024> plus it's duplicate (and harder) effort
L1115[13:13:41] <gabizou|laptop> iirc, it was Mojang's intention to do away with all metadata entirely at some point.
L1116[13:13:50] <Lex_> You'll do maybe one or two mc updates. but as soon as something confusing comes along you'll say fuck it.
L1117[13:14:51] <danielhuisman_> Yeah, I well aware that will happen at some point
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L1119[13:15:06] <PaleoCrafter> uh, writing drupal 7 modules is so ugly
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L1121[13:15:29] <Lex_> And you're marketing Forgery as something that will be updated faster and more reliably?
L1122[13:15:31] <Lex_> really...
L1123[13:16:27] <danielhuisman_> The readme might not be fully accurate at this point :P
L1124[13:16:39] <Lex_> So.. you're lieing....
L1125[13:16:50] <danielhuisman_> Does anybody know how to link issues on GitHub without getting references?
L1126[13:16:53] <gabizou|laptop> word of advice, be as truthful as possible with the start of your project.
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L1128[13:17:13] <danielhuisman_> We're aiming for fast updates
L1129[13:17:22] <gigaherz> shadekiller666: oh, when I see planetminecraft, I ignore thepage usually XD
L1130[13:17:32] <gabizou|laptop> unless you say that you have an update for 1.8.7, don't say you'll have fast updates.
L1131[13:17:40] <gabizou|laptop> (and show it of course)
L1132[13:17:41] <Lex_> You're lieing, simple as that, it may even be to yourself but you're lieing.
L1133[13:18:06] <shadekiller666> Lex, i tried making that "clean blockstate" method, but its very difficult to generate a clean blockstate that the blockstate id map can actually find
L1134[13:18:08] <Zaggy1024> you talking about fast updates to new versions of MC, or between versions, or both?
L1135[13:18:10] <shadekiller666> giga lol
L1136[13:18:26] <Zaggy1024> updates to new MC versions aren't ever going to be fast unless you have a big team working on it
L1137[13:18:31] <Zaggy1024> at the same tiem
L1138[13:18:57] <shadekiller666> we're starting a rewrite, because codebase is getting out of control, and i think we'll start putting it on curse and stuff
L1139[13:19:27] <gabizou|laptop> shadekiller666, clean blockstate method?
L1140[13:19:32] <shadekiller666> ya
L1141[13:19:35] <gabizou|laptop> ellaborate?
L1142[13:20:32] <shadekiller666> currently, if you return an ExtendedBlockState containing at least one IProperty and one IUnlistedProperty from any methods in your block except createState() and getExtendedState(), the block won't be placeable
L1143[13:20:47] <shadekiller666> or if it is placeable, the game won't find its model
L1144[13:21:44] <shadekiller666> this is because ExtendedBlockStates get put into the blockstate id map in Block (well, GameData first, then Block), even though that map shouldn't ever contain them
L1145[13:21:44] <gabizou|laptop> interesting
L1146[13:21:54] <Lex_> shade no its not
L1147[13:21:57] <Lex_> you have a table
L1148[13:21:59] <Lex_> fucking use it
L1149[13:22:25] <Lex_> either way
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L1151[13:22:29] <gabizou|laptop> that's what I was going to bring up, there IS a blockstate table
L1152[13:22:35] <Lex_> bitch at fry when hes back he designed it
L1153[13:22:49] <shadekiller666> the propertyValueTable?
L1154[13:22:54] <Lex_> either way oh god i feel like shit u.i
L1155[13:23:11] <Lex_> i dont fucking know when you make a blockstate it makes a table.
L1156[13:23:21] <Lex_> And then when you do .with(IProperty)
L1157[13:23:25] <Lex_> it reads from that table
L1158[13:23:54] <shadekiller666> ya, i know which table that is, hmm
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L1160[13:24:43] <Lex_> God i wish there were people who actually knew what they were doing on here, I've been meaning to update to 1.8.7 seince I got back in the country, but ive been sick as shit seince then. haven't been able to move -.-
L1161[13:24:48] <Lex_> anyways
L1162[13:25:15] <Lex_> all extended blockstates should have a refernce to the normal state that it's derrived from
L1163[13:25:20] <Lex_> which should be in that table
L1164[13:25:49] <gabizou|laptop> I'm assuming there isn't an entry in the forgewiki on how to make your own blockstates?
L1165[13:25:58] <williewillus> hope you feel better soon lex
L1166[13:26:04] <Lex_> probably not as you dont make them
L1167[13:26:10] <shadekiller666> ok, i'll rewrite the constructor for ExtendedBlockState
L1168[13:26:20] <PaleoCrafter> lol, the forge wiki
L1169[13:26:21] <gabizou|laptop> I'm assuming you had a delayed con flu, lex?
L1170[13:26:45] <Lex_> probably combined with the fucking travelers sickness
L1171[13:26:50] <Lex_> fuck water in any other country
L1172[13:27:04] <sham1> Here we actually have some very good water
L1173[13:27:08] <sham1> No need for bottles here
L1174[13:27:11] <williewillus> where are you sham :p
L1175[13:27:29] <Lex_> here is good water as well, but london and dublin have shit.
L1176[13:27:31] <shadekiller666> that table contains IProperty, Comparable, and IBlockState
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L1178[13:27:37] <Lex_> also sham1 poke villagers
L1179[13:27:42] <sham1> Okay
L1180[13:27:46] <tterrag> gabizou|laptop: http://mcforge.readthedocs.org/en/latest/blockstates/introduction/ ?
L1181[13:27:47] <sham1> williewillus, Finalnd
L1182[13:28:03] <sham1> I shall tickle them
L1183[13:28:19] <gabizou|laptop> ohh, different area of documentation
L1184[13:28:31] <Lex_> i dont care what the fuck you do as long as you either fix the registry
L1185[13:28:34] <Lex_> or write me a test mod
L1186[13:28:45] <Lex_> so that when i CAN think straight i can tackel it
L1187[13:29:04] <shadekiller666> ok
L1188[13:30:06] <Lex_> netflix you need a fucking 'skip intro' option you cunts
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L1190[13:30:40] <shadekiller666> i'll take a look at storing an instance of the normal state, and update fry's b3d example block to reflect the changes, or add another block
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L1192[13:34:37] <iceman11a> I tried to start up a local server. It's been a while sense I loaded or log into this server. I keep getting the server crashed. Here the report. can some one tell me why it's crashing
L1193[13:34:38] <iceman11a> http://pastebin.com/PQqwFR6v
L1194[13:35:17] <shadekiller666> lumien
L1195[13:35:17] <sham1> It cannot find the class Resourceloader
L1196[13:35:19] <PaleoCrafter> iceman11a, you loaded a client-side only mod on a server
L1197[13:35:25] <sham1> :P
L1198[13:35:32] <iceman11a> hmm, Ok
L1199[13:35:57] <tterrag> yep
L1200[13:36:06] <tterrag> resources are clientside...resourceloader has no purpose on the server
L1201[13:36:55] <iceman11a> ok, Thanks
L1202[13:39:25] <williewillus> how do you get a tesr rendered block to have pretty block breaking particles?
L1203[13:39:32] <williewillus> (not the missingno ones)
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L1205[13:40:46] <Lex_> Shade:
L1206[13:41:24] <shadekiller666> yes?
L1207[13:42:15] <PaleoCrafter> williewillus, you either need to spawn them yourself or add a normal JSON for the block :P
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L1209[13:42:41] <williewillus> if i add a normal json, would it even load?
L1210[13:43:39] <PaleoCrafter> sure
L1211[13:44:05] <Lex_> BlockState getClean(){ IProperty prop = Iterables.find(getProperties().keySet()); return super.withProperty(prop, getProperties().get(prop)); }
L1212[13:44:42] <shadekiller666> ok
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L1214[13:44:49] <Lex_> Should work intheory
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L1220[13:48:06] <shadekiller666> that would have to be done for each StateImplementation contained in the block state, but it should work
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L1224[13:49:24] <Lex_> ?
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L1226[13:50:41] <shadekiller666> you have a BlockState, which "contains" StateImplementations, the StateImplementations are the actual mapping between properties and their individual values
L1227[13:51:09] <shadekiller666> its a rather strange setup
L1228[13:51:41] <Lex_> stateimplementation is each entry in the table
L1229[13:51:43] <shadekiller666> but when you call withProperty(), it makes a new instance of StateImplementation, or returns one that already exists
L1230[13:51:55] <Lex_> when you call withProperty
L1231[13:52:18] <Lex_> if it has no unlisted
L1232[13:52:25] <Lex_> or all unlisted are absent
L1233[13:52:35] <Lex_> it looks it up in the table
L1234[13:52:50] <Lex_> and returns the same instance from the table always
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L1236[13:53:00] <Lex_> hence why forcing it to call the super.withProperty
L1237[13:53:06] <Lex_> to return the instance from the table
L1238[13:53:18] <shadekiller666> ok
L1239[13:53:21] <Lex_> would always return the same object
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L1241[13:56:02] <Lex_> but ya looking more into iut
L1242[13:56:17] <shadekiller666> Iterables.find() wants a Predicate, would that be a predicate returning true if the property already has a mapping in the table?
L1243[13:56:39] <Lex_> just a predicate that returns true
L1244[13:56:53] <Lex_> it was just a hacky thing to get a valid property
L1245[13:57:00] <shadekiller666> ahh
L1246[13:57:35] <PaleoCrafter> set.iterator().next() ? :P
L1247[13:57:41] <Lex_> sure
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L1249[13:58:22] <shadekiller666> O.o
L1250[13:59:38] <shadekiller666> "cannot convert from IBlockState to StateImplementation" even though StateImplementation extends a class that implements IBlockState?
L1251[14:00:06] <Lex_> upcasting is an issue
L1252[14:00:43] <shadekiller666> so just return IBlockState instead?
L1253[14:02:45] <Lex_> sure whatever idgaf you should be able to deal with ti
L1254[14:04:07] <Lex_> ya IBlockState would be the valid return
L1255[14:04:21] <Lex_> and add IBlockState getClean() to IExtendedBlockState
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L1257[14:05:04] <Lex_> should also fix BlockState
L1258[14:05:12] <Lex_> to not create ExtendedBlockStates
L1259[14:05:21] <Lex_> if there are no unlisted properties
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L1261[14:07:39] <shadekiller666> it shouldn't create them unless BlockState() is called from ExtendedBlockState, as ExtendedBlockState overrides createState()
L1262[14:09:43] <Lex_> yes
L1263[14:09:51] <Lex_> but probably a good idea to clean that as well
L1264[14:10:07] <Lex_> with a if (unlisted.isEmpty()) return super.createState
L1265[14:10:15] <Lex_> just in case
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L1268[14:10:58] <shadekiller666> upcasting seems to be an issue too...
L1269[14:11:25] <shadekiller666> cannot convert from IBlockState to StateImplementation, wonder if thats because BlockStateBase is abstract
L1270[14:11:55] <shadekiller666> derp
L1271[14:12:01] <shadekiller666> said that already
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L1277[14:17:13] <shadekiller666> is there any reason why BlockStateBase exists?
L1278[14:17:24] <Lex_> blame mojang
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L1282[14:21:01] <AtomicStryker> heya, has anyone messed around with tile entities and their nbt data in 1.8? im upgrading ruins to allow storing tile entity nbt data aswell, and on 1.7 it works grand, but on 1.8 i have trouble getting the nbt data back into the tile entities
L1283[14:21:15] <sham1> NBT works the same
L1284[14:21:19] <AtomicStryker> no errors, i tried adding the te into chunk list world list etc, marking it dirty
L1285[14:21:28] <AtomicStryker> if it DID it would work
L1286[14:21:43] <sham1> Umn
L1287[14:21:44] <shadekiller666> from what i can tell StateImplementation could get away with implementing IBlockState by itself
L1288[14:21:45] <sham1> Code please
L1289[14:22:18] <AtomicStryker> http://pastebin.com/vnb9bye0
L1290[14:22:33] <sham1> The hell is this
L1291[14:23:06] <AtomicStryker> i added a bunch of random calls because the anvil loading is slightly different in 1.8
L1292[14:23:22] <sham1> Still
L1293[14:23:25] <AtomicStryker> and im trying to either get it to work or crash
L1294[14:23:30] <sham1> Just waht the hell are you trying to achieve
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L1296[14:23:50] <Lex_> it could
L1297[14:23:52] <Lex_> however
L1298[14:23:57] <Lex_> cycleproperty is in base
L1299[14:23:58] <AtomicStryker> you know my ruins mod?
L1300[14:24:02] <Lex_> they decided to do it that way
L1301[14:24:03] <Lex_> dont know why
L1302[14:24:06] <sham1> Umn no I actually dont
L1303[14:24:10] <Lex_> dont question it
L1304[14:24:18] <shadekiller666> alright
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L1306[14:24:24] <AtomicStryker> basically you can "parse" mc ingame block structures into a template format
L1307[14:24:34] <AtomicStryker> which saves position meta and such
L1308[14:24:48] <AtomicStryker> and then randomly specks the world with all templates you have, by biome weight n stuff
L1309[14:25:03] <AtomicStryker> its mc structures on steroids
L1310[14:25:37] <AtomicStryker> now consider this valid json/nbt: {x:-205,y:72,z:211,Items:[0:{Slot:12b,id:"minecraft:trapped_chest",Count:1b,Damage:0s,},1:{Slot:13b,id:"minecraft:log",Count:1b,Damage:1s,},2:{Slot:14b,id:"minecraft:stone",Count:1b,Damage:0s,},3:{Slot:21b,id:"minecraft:grass",Count:1b,Damage:0s,},4:{Slot:23b,id:"minecraft:coal_ore",Count:1b,Damage:0s,},],id:"Chest",Lock:"",}
L1311[14:25:54] <AtomicStryker> its for a trapped chest, and should restore its inventory
L1312[14:26:07] <AtomicStryker> in 1.7 similar code works (easier one actually)
L1313[14:26:13] <Lex_> 0.o
L1314[14:26:16] <AtomicStryker> in 1.8 the resulting chest remains empty
L1315[14:26:16] <Lex_> thats valid?
L1316[14:26:23] <AtomicStryker> yeah sure
L1317[14:26:36] <AtomicStryker> not my fault mc uses numbers LOL
L1318[14:26:51] <AtomicStryker> oh wait actually
L1319[14:27:00] <AtomicStryker> i just now see 1.8 uses ids. good. 1.7 didnt
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L1321[14:27:22] <Lex_> names yes
L1322[14:28:01] <AtomicStryker> my substring shit is just because ruins is a very old mod
L1323[14:28:08] <AtomicStryker> with a legacy all the way back to alpha
L1324[14:28:14] <AtomicStryker> and i didnt want to break templates lolololoo
L1325[14:28:24] <sham1> you could rewrite
L1326[14:28:47] <AtomicStryker> sure. or i could do nothing
L1327[14:29:08] <shadekiller666> what are the rules for importing a forge class into vanilla vs calling the class with the full path? ie IExtendedBlockState vs net.minecraftforge.common.property.IExtendedBlockState?
L1328[14:29:20] <Lex_> no imports
L1329[14:29:28] <shadekiller666> ok
L1330[14:29:57] <sham1> Hmm, for some reason in VillagerProfession the name-field is ResourceLocation
L1331[14:30:05] <Lex_> yup
L1332[14:30:26] <sham1> If it is a name then shouldnt it be more like a string than anything
L1333[14:30:31] <Lex_> nope
L1334[14:30:31] <shadekiller666> because the skin changes with profession
L1335[14:30:31] <williewillus> PaleoCrafter: you said I could specify a block breka texture on a tesr block by defining a json model for it? I made a blockstate json and a dummy model that just has the texture variable and it doesnt work :| do I need empty/dummy elemnts too?
L1336[14:30:41] <sham1> ah
L1337[14:30:44] <Lex_> ResourceLocation forces the use of domains
L1338[14:30:54] <Lex_> has nothing to do with skins
L1339[14:31:05] <Lex_> "minecraft:smith"
L1340[14:31:12] <shadekiller666> oh
L1341[14:31:15] <Lex_> or "sexymod:twatface"
L1342[14:31:16] <sham1> the texture-field is for skins I presume
L1343[14:31:21] <PaleoCrafter> I think so williewillus
L1344[14:31:22] <Lex_> yup
L1345[14:31:28] <AtomicStryker> ugh the 1.8 issue is almost certainly caused by async chunk loading
L1346[14:31:30] <shadekiller666> would that tell the game what lang file to look for?
L1347[14:33:07] <PaleoCrafter> that existed in 1.7 already, AtomicStryker :P
L1348[14:33:42] <AtomicStryker> not like this
L1349[14:33:49] <AtomicStryker> tile entity loading was different
L1350[14:34:22] <AtomicStryker> the "old" code is still there but its calling some async methods instead
L1351[14:34:29] <AtomicStryker> in which i cant even find where the te nbt is parsed
L1352[14:34:52] <PaleoCrafter> if that's an issue for you though, you're doing something terribly wrong
L1353[14:35:02] <sham1> Jeez that VanillaTrades trades-array
L1354[14:35:05] <sham1> 4D array :P
L1355[14:35:31] <williewillus> hrm that still dosnt work
L1356[14:36:15] <PaleoCrafter> hm... look at the beacon :P
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L1358[14:38:08] <sham1> Meh
L1359[14:38:09] <williewillus> maybe i need dummy faces too
L1360[14:38:26] <sham1> What do the fields in PriceInfo's constructor mean again?
L1361[14:40:48] <williewillus> i think it's just a range of prices
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L1363[14:41:45] <Lex_> ya that 4d array
L1364[14:41:48] <Lex_> thats vanilla for you
L1365[14:41:58] <sham1> I dont even
L1366[14:42:54] <sham1> And thus I discovered that I need ITradeList[][] for it to work
L1367[14:42:57] <sham1> Yay for vanilla
L1368[14:42:58] <williewillus> aha there we go
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L1370[14:43:03] <williewillus> need dummy faces for it
L1371[14:44:22] <sham1> what do the last cells of the 4d array be
L1372[14:44:44] <sham1> Because with VanillaTrades the first two are the profession and the career I think
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L1374[14:46:25] <williewillus> are you allowed to specify cullface on multiple sides?
L1375[14:46:46] <yueh> ?
L1376[14:46:52] <williewillus> like "cullface": "north,down"
L1377[14:48:17] <sham1> And then I noticed that VillageProfession#register and VillageCareer#init are both private...
L1378[14:48:28] <sham1> Just what the hell
L1379[14:52:11] <sham1> Lex, should I make that a PR or what
L1380[14:54:04] <AtomicStryker> ok wtf is this shit ... i stepped through the entire tile entity addition process, and it still had all its itemstacks in inventory when it was finished adding to the loaded te list
L1381[14:54:14] <AtomicStryker> which means the inventory was dumped somewhere after
L1382[14:55:17] <AtomicStryker> Running 342985ms behind, skipping 6859 tick(s)
L1383[14:55:21] <AtomicStryker> heuheuehu
L1384[14:55:45] <sham1> Maybe run that on a seperate thread
L1385[14:56:13] <williewillus> that would make it worse lol
L1386[14:56:24] <PaleoCrafter> the fuck are you doing
L1387[14:56:47] <AtomicStryker> stepping through te addition all the way, jeez
L1388[14:57:28] <AtomicStryker> now how do i find out when the inv is nulled, there is no obvious line to breakpoint
L1389[14:59:26] <sham1> step into methods and see
L1390[14:59:28] <OrionOnline> Is there a way to get a EntityPlayer from its ID?
L1391[14:59:57] <sham1> World#getPlayerEntityByUUID
L1392[14:59:58] <PaleoCrafter> entity ID (int) or UUID?
L1393[15:00:24] <OrionOnline> UUID, need to basically store the owner of a Item and retrieve it later
L1394[15:00:47] <AtomicStryker> you can always loop the playerlist and look for him
L1395[15:00:48] <iceman11a> This server I have has been more then 6 months sense I loaded it up or even played it. It has some machines setup on it that I need that part and I can't seem to get the server to start up
L1396[15:00:52] <sham1> Welp, while I wait for lex to return to me, I'm ork on my own mod now
L1397[15:01:12] <iceman11a> It starts up and just hangs.
L1398[15:01:25] <sham1> Maybe the server has a hangover
L1399[15:01:53] <iceman11a> if it did, I would give it a sleeping pill
L1400[15:02:13] <killjoy> Is there an easy way to debug models?
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L1402[15:03:13] <PaleoCrafter> debug them in what regard, killjoy? :P
L1403[15:03:53] <killjoy> entities
L1404[15:04:05] ⇨ Joins: r4wk (uid48318@id-48318.tooting.irccloud.com)
L1405[15:04:10] <PaleoCrafter> still too vague
L1406[15:04:30] <AtomicStryker> welp, i rolled it back to the original (working) 1.7 code but it remains stubborn http://pastebin.com/9kHpfD7Z
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L1408[15:06:20] <killjoy> Nevermind.
L1409[15:06:34] <killjoy> The things I'm working on is mod code
L1410[15:09:07] <AtomicStryker> hmm checking te immediatly after setting it and a moment later reveals it was exchanged for another instance
L1411[15:09:19] <gigaherz> do you change the blockstate?
L1412[15:09:29] <gigaherz> you have to override shouldBeReplaced if so
L1413[15:09:39] <AtomicStryker> see code, i set blockstate before setting te
L1414[15:09:46] <gigaherz> yeah I mean after
L1415[15:10:04] <AtomicStryker> no i do not change state after
L1416[15:10:14] <AtomicStryker> (atleast i dont think so)
L1417[15:10:54] <gigaherz> eh shouldRefresh* is the name
L1418[15:10:57] <gigaherz> not shouldBeReplaced XD
L1419[15:11:46] <gigaherz> the default impl is "return !isVanilla || (oldState.getBlock() != newSate.getBlock());", if you have a TE and still use multiple blockstates, you usually want to override it without the "!isVanilla||"
L1420[15:12:41] <gigaherz> (unless the TE you use depends on the blockstate, then it will be more complex than that)
L1421[15:12:51] *** helinus is now known as helinus|off
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L1423[15:13:37] <sham1> You need to check spoecific values
L1424[15:14:48] <AtomicStryker> AHA
L1425[15:14:51] <AtomicStryker> fixed it
L1426[15:14:56] <gigaherz> yay ^_^
L1427[15:15:07] <AtomicStryker> despite the add method checking for prev te and removing it if present
L1428[15:15:12] <AtomicStryker> i HAVE to remove the old one
L1429[15:15:16] <AtomicStryker> else it magically reappears
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L1432[15:18:28] <AtomicStryker> you have all failed me. but i still love you
L1433[15:18:52] <gigaherz> lol
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L1435[15:22:21] <sham1> how did we fail you
L1436[15:23:54] <gigaherz> none of our suggestions were even related to his issue ;P
L1437[15:24:18] <sham1> Vague/10
L1438[15:26:05] *** Vigaro|AFK is now known as Vigaro
L1439[15:26:32] <AtomicStryker> they didn't even believe me theres in fact a 1.8 difference
L1440[15:26:35] <AtomicStryker> i cry every tiem
L1441[15:27:14] <shadekiller666> hmm
L1442[15:27:36] <sham1> I cri everytiem
L1443[15:27:47] <sham1> Liek if you cri everytim
L1444[15:27:56] <AtomicStryker> also, im just waiting for the first guy to prove ruins is now so complex he can sql inject it
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L1446[15:28:10] <AtomicStryker> i will find that person and murder him with a rusty fork
L1447[15:28:25] <sham1> SQL inject a minecraft mod
L1448[15:28:27] <sham1> Wut
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L1450[15:28:40] <shadekiller666> lex, i've encountered a situation where getClean() return super.withProperty() doesn't actually downcast into a normal IBlockState, because StateImplementation.withProperty returns "this" if this.properties.get(property) == value
L1451[15:29:01] <sham1> Downcasting ^^
L1452[15:29:08] <AtomicStryker> its a joke regarding the amazing complexity of the template format
L1453[15:29:41] <AtomicStryker> i already have to edit-out bracketed elements, do my split parsing, then edit the bracket parts back in
L1454[15:29:47] <AtomicStryker> because the syntax breaks all over
L1455[15:30:12] <shadekiller666> complexity of a template format? i wrote a template format that works almost exactly like crafting recipe registration
L1456[15:30:13] <gigaherz> say out loud "Ruins, spawn structure '; DROP TABLE Templates'"
L1457[15:30:23] <sham1> :D
L1458[15:30:27] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip5653e53d.direct-adsl.nl)
L1459[15:30:34] <AtomicStryker> the ';' would in fact break
L1460[15:30:38] <AtomicStryker> jokes on you
L1461[15:30:41] <gigaherz> XD
L1462[15:31:13] <shadekiller666> the key to writing good apis is to write the usage code first
L1463[15:31:28] <shadekiller666> how will the person using the api want to interact with it
L1464[15:31:52] <shadekiller666> after you've done that you have a better understanding of what the api needs to do
L1465[15:32:19] <yueh> or you made a horrible mistake with your usage code
L1466[15:32:51] <shadekiller666> how would you do that?
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L1468[15:34:02] <gigaherz> never underestimate the crazy thingspeople will want to do ;P
L1469[15:34:33] <gigaherz> "why the F would you even want to do that?" is said way to often, here and anywhere else
L1470[15:34:34] <gigaherz> ;P
L1471[15:34:38] <sham1> Never under-estemate the stupidity of the Man
L1472[15:36:34] <sham1> I love marker interfaces/traits
L1473[15:37:00] <yueh> hmm. is there some common value for how much energy a piece of coal should produde?
L1474[15:37:10] <sham1> It burns for 800 ticks
L1475[15:37:12] <sham1> So
L1476[15:37:23] <sham1> What sort of energy
L1477[15:37:33] ⇨ Joins: Lex__ (~Lex@50-76-111-34-static.hfc.comcastbusiness.net)
L1478[15:37:33] MineBot sets mode: +o on Lex__
L1479[15:37:49] <yueh> RF or equivalent
L1480[15:37:57] <shadekiller666> lex, i've encountered a situation where getClean() return super.withProperty() doesn't actually downcast into a normal IBlockState, because StateImplementation.withProperty returns "this" if this.properties.get(property) == value
L1481[15:38:06] <sham1> That's a real hard question
L1482[15:38:21] <AtomicStryker> depending on whom you ask, coal is not even flammable and slowly poisons you while in inventory
L1483[15:38:31] <AtomicStryker> else it would be too op
L1484[15:38:42] <sham1> Certain isotopes should be radioactive yes
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L1486[15:39:23] <yueh> like the player itself?
L1487[15:39:24] <AtomicStryker> of coal? radioactive carbon? wait its called carbon dating
L1488[15:40:28] <yueh> and working with living things xD. so everything living thing is radioactive
L1489[15:40:28] <sham1> Anyway Lex, I hit a dilema with the villager thing. The VillagerProfession's register methbod and VillageCareer's init-methods are both private, making it quite diffcult to register new professions or careers without reflection. Should I change that and make PR or what
L1490[15:40:41] <sham1> Carbon-14 is radioactive
L1491[15:41:09] <Lex_> those methods are intended to be privatre
L1492[15:41:15] <sham1> Okay
L1493[15:41:18] <Lex_> the ones which use the crap arrays from vanilla
L1494[15:41:23] <Lex_> use the ones that arnt crap[
L1495[15:41:27] <Lex_> and shade
L1496[15:41:29] <Lex_> figure it out
L1497[15:41:31] <Lex_> shouldnt be hard
L1498[15:41:38] <shadekiller666> alright
L1499[15:42:40] <yueh> but regarding the power stuff, i simply feel the AE power gen is a bit undertuned
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L1501[15:43:09] <sham1> Well the thing about AE is that most people who get into AE already have energy-systems up
L1502[15:43:25] <yueh> just in case
L1503[15:45:59] <sham1> So lex, I am using the VillageRegistry's register-method, how should I add my custom career into my custom profession
L1504[15:46:17] <Lex_> you have a custom profession
L1505[15:46:21] <sham1> yeh
L1506[15:46:22] <Lex_> register it in that
L1507[15:46:30] <Lex_> dont go through the registry
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L1509[15:47:26] <sham1> I think I am doing this wrong, because I have custom instance for a test profession
L1510[15:47:44] <sham1> But there is nowhere I can put the career into that
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L1512[15:50:03] <Lex_> THEN FIGURE OUT A FUCKINGWAY
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L1515[15:50:22] <sham1> Okay
L1516[15:50:43] <Lex_> vanilla shows you how for the basics, it hasnt been expanded to modders because nobody fucking cares to actually look at it without just bitching that it is broken
L1517[15:50:50] <Ordinastie> yeh, sham1 do the fucking job your paid for!
L1518[15:50:56] <Lex_> try and do what you wnat and keep it without breaking all the shit
L1519[15:50:57] <Ordinastie> *you're ><
L1520[15:51:04] *** Ordinastie was kicked by MineBot (Banned: fuck off (1w)))
L1521[15:51:20] <Lex_> if there is shit lacking then fucking address it
L1522[15:51:32] <Lex_> last i looked everything SHOULD of been fine working on its own
L1523[15:51:37] <progwml6> that ip hehehe
L1524[15:51:47] <Lex_> but its been ages and i am nowhere in the right state of mind to be working on that shit right now
L1525[15:52:04] <sham1> Understood
L1526[15:52:27] <Lex_> This is the 16th time ive been to the toilet today and i started shitting blood 7 trips ago -.-
L1527[15:52:32] <Lex_> fuck you england
L1528[15:53:06] <tmtu> chipotle?
L1529[15:53:42] <Lex_> no just the entire country in general
L1530[15:53:46] <Lex_> probably the water
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L1532[15:55:15] <Ivorius> Eh
L1533[15:55:22] <Ivorius> Shitting blood is not normal
L1534[15:55:28] <Ivorius> Go to a doctor, immediately
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L1536[15:56:22] <Ivorius> It's not unlikely to be a tumor or similar, actually
L1537[15:56:58] <Lex_> that involves moving and fuck that. {also shitloads of money} i just need to wait for my roommates to get home to pump me full of whatever the fuck they can get there hands on at the pharmisy
L1538[15:57:31] <Ivorius> If you want to die, do that
L1539[15:57:39] <Ivorius> Blood from colon is no laughing matter
L1540[15:58:04] <Ivorius> https://www.youtube.com/watch?v=tQIHJmvnzwg if you need motivation, lol
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L1542[15:59:35] <Skuli> probably just burst a hemorrhoid from all the shitting
L1543[16:00:13] <shadekiller666> or could be dehydrated, which is also likely
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L1548[16:02:10] <Lex_> ya wont jump to cancer just yet as it appears im not the only american to have these issues from minecon
L1549[16:02:17] <Lex_> but, ya fucking annoying
L1550[16:03:15] <Skuli> also some dyes
L1551[16:03:22] <Skuli> Like Publix sells rainbow bread
L1552[16:03:31] ⇨ Joins: Flashfire (Flashfire@d24-36-192-173.home1.cgocable.net)
L1553[16:03:33] <Skuli> and what they don't tell you is your shit turns rainbow if you eat it
L1554[16:03:36] <Skuli> from the dyes they use
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L1556[16:04:16] <Flashfire> Hey, does someone know how to preload large movingsounds (up to 4 minutes long) that would otherwise freeze the client for 10 seconds or so?
L1557[16:04:25] <yueh> in the right order?
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L1559[16:04:44] <williewillus> cant you stream movingsounds?
L1560[16:04:55] <Flashfire> Idk I just use playSound
L1561[16:05:16] <diesieben07> set streaming to true in the sounds.json
L1562[16:05:24] <Flashfire> Alright
L1563[16:06:06] <Flashfire> Does true have quotes or no quotes?
L1564[16:06:27] <diesieben07> no quotes of course
L1565[16:06:36] <Flashfire> Alright
L1566[16:07:33] ⇨ Joins: sinkillerj (~sinkiller@nc-71-49-180-149.dhcp.embarqhsd.net)
L1567[16:09:18] <ThePsionic> Hmm, got access to GitHub's First Look programme for the new desktop launcher
L1568[16:10:24] <williewillus> no linux
L1569[16:10:25] <williewillus> ?
L1570[16:10:41] <williewillus> bleh
L1571[16:10:51] <ThePsionic> No, only mac and windows
L1572[16:10:56] <Flashfire> Setting streaming to true didn't change anything
L1573[16:11:06] <tmtu> ThePsionic: gibe gibe
L1574[16:11:12] <Flashfire> Maybe I put it in the wrong place
L1575[16:11:13] <yueh> launcher? to add a splashscreen to your browser?
L1576[16:11:18] <ThePsionic> have to sign up for it tmtu
L1577[16:11:22] <ThePsionic> lemme fetch a link
L1578[16:11:31] <diesieben07> Flashfire, http://minecraft.gamepedia.com/Sounds.json
L1579[16:11:43] <Flashfire> I know I was already trying to load it
L1580[16:11:45] <ThePsionic> tmtu https://desktop.github.com/
L1581[16:11:56] <Flashfire> This irc blocks the proxy I use to speed up my internet
L1582[16:12:07] <tmtu> i signed up a month ago
L1583[16:12:08] <tmtu> :/
L1584[16:12:43] <Flashfire> Oh "stream" not "streaming"
L1585[16:13:39] <Flashfire> Thanks for the help
L1586[16:13:47] ⇨ Joins: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1587[16:14:04] <ThePsionic> They added a timeline overview for branches
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L1589[16:14:07] <ThePsionic> This is fucking amazing
L1590[16:14:11] ⇨ Joins: Tim020 (~Tim0@cpc25-farn7-2-0-cust147.6-2.cable.virginm.net)
L1591[16:14:16] <ThePsionic> Also it's not shit anymore like it used to be
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L1594[16:15:30] <yueh> i haven't seen a usable git gui for now
L1595[16:16:21] <gigaherz> I'm a "fan" of TortoiseGit
L1596[16:16:26] <gigaherz> it makes thecomplexity of git bearable ;P
L1597[16:16:38] * shadekiller666 prefers sourcetree
L1598[16:16:57] <ThePsionic> Yeah same shadekiller666
L1599[16:17:19] <ThePsionic> The update to the GitHub program is okay-ish but sourcetree is still better imo
L1600[16:17:35] * gigaherz shudders at the thought ot GitHub for Windows
L1601[16:17:39] <gigaherz> of*
L1602[16:18:09] <yueh> the github once is just crap and sourcetree kinda meh
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L1604[16:18:46] <ThePsionic> tbh it's slowly becoming better
L1605[16:18:57] <ThePsionic> it's still crap but i guess it's a bit shiny now
L1606[16:18:58] <yueh> fetching origin takes easily a minute or more (if not completely failing)
L1607[16:18:59] <gigaherz> is it?
L1608[16:19:01] <ThePsionic> glistening in the moonlight
L1609[16:19:06] <ThePsionic> it is
L1610[16:19:15] <ThePsionic> fetching origin is rather fast now
L1611[16:19:24] <gigaherz> when I saw that it's styled after "Modern UI" apps, it broke my brain
L1612[16:19:25] <yueh> with sourcetree
L1613[16:19:31] <ThePsionic> oh
L1614[16:19:31] <ThePsionic> yeah
L1615[16:19:47] <ThePsionic> sourcetree works nice but the startup time is deadly
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L1617[16:19:56] <yueh> the time it takes to fetch is enough to do everything with the cli
L1618[16:20:31] <yueh> and rebasing with the guis usually won't work
L1619[16:20:39] <gigaherz> "minimalistic gui with beautiful typography" is not what one expects for one of the essential tools in creating software ;P
L1620[16:21:26] <shadekiller666> especially when you need the jaws of life to get to the things the ui doesn't have buttons for...
L1621[16:21:37] <gigaherz> it works for email
L1622[16:21:45] <gigaherz> but then again, a text UI works foremail too
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L1624[16:21:57] <shadekiller666> email isn't that complicated of a concept :P
L1625[16:22:04] <gigaherz> it works for news, because news have always been just a block of text and some images
L1626[16:22:22] <gigaherz> it works for pictures, because it looks a bit like a physical album
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L1628[16:22:31] <gigaherz> but source control?
L1629[16:23:00] <PaleoCrafter> minimalistic UIs work for everything if done correctly :P
L1630[16:23:16] <gigaherz> I haveto disagree ;P
L1631[16:23:42] <ThePsionic> but yeah so far the only addition to the GitHub for Windows client is a branch tracker
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L1633[16:24:25] <gigaherz> heck I'd even understand a pureposefully minimalistic app
L1634[16:24:33] <gigaherz> with just a button to commit & push
L1635[16:24:34] <gigaherz> ;P
L1636[16:24:47] <gigaherz> but then, you dont' advertise that as the "better" way to use github
L1637[16:25:22] <gigaherz> I guess they do advertise it as "easy" not "good"
L1638[16:25:34] <yueh> and then ban everyone for committing their complete workspace
L1639[16:26:04] <ThePsionic> "Whoops I accidentally pushed my entire C drive"
L1640[16:26:13] <gigaherz> "GitHub for Idiots"
L1641[16:26:33] <gigaherz> although we have to admit the learning curve of plain cli git is quite steep
L1642[16:26:33] <Tim020> Weee having fun implementing my own take on scroll bars :D
L1643[16:26:46] <gigaherz> even if you have previous experience with svn or similar
L1644[16:26:53] <gigaherz> or maybe more so if you do
L1645[16:26:56] <yueh> that makes it actually worse
L1646[16:27:07] <gigaherz> these days the first thing I tell someone who comes from the SVN world
L1647[16:27:27] <gigaherz> is "all the operations you did on svn, are now local -- git has a different set of commands for interacting with the remote side"
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L1649[16:27:41] <gigaherz> this resolves like 90% of the confusion ;P
L1650[16:28:00] <ThePsionic> at least you're having fun Tim020 :P
L1651[16:28:23] <Tim020> I am quite enjoying myself, I must admit :P
L1652[16:28:51] <gigaherz> Tim020: heh, i have implemented a couple GUI managers in the past (not for minecraft, though)
L1653[16:29:07] <gigaherz> and scrollbars have alwyas been the "UGH" moment that makes me think "meh it's good enough as it is"
L1654[16:29:24] <gigaherz> I wrote an entire layout engine
L1655[16:29:48] <gigaherz> with support for "boxes" with margin, padding, separate horizontal & vertical alignment,
L1656[16:29:59] <Tim020> The back end keeps getting more complicated :D Interfacing all the things ;) IGuiWidgets, IWidgetProciver, IGuiScreen :D #interfaceparty :P
L1657[16:30:02] <gigaherz> auto-fit to parent and/or content
L1658[16:30:13] <gigaherz> but I still didn't feel like implementing scrollable panels XD
L1659[16:31:58] <shadekiller666> does extending an abstract class make it so that the child class can't be cast from an instance of the interface that the abstract class implements?
L1660[16:32:35] <Tim020> Haha, I currently have it so that the scroll bar is able to interact with the container of the gui :D
L1661[16:32:41] <Tim020> progress is being made
L1662[16:34:33] <gigaherz> in Win32, the scrollbar is just a separate gui control, and it sends messages to the parent window
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L1664[16:34:46] <gigaherz> the scrolling panel is simply a window inside a window
L1665[16:34:57] <gigaherz> the outer window does the clipping, the inner one scrolls the contents
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L1670[16:36:04] <williewillus> shadekiller666: shouldn't be
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L1672[16:36:28] <gigaherz> in my GUI engine, I guess I'd have implemented it in a conceptually similar way: the scrolled window would change its "inner transform" to apply a translation, while setting up a clipping rectangle to use for the contents
L1673[16:36:38] <williewillus> if you have interface -> abstract -> concrete you should be able to do (concrete) interface
L1674[16:36:46] <williewillus> as long sa its actually an instance of said concrete of course
L1675[16:37:21] <Lex__> Shade no why would it?
L1676[16:37:26] <shadekiller666> i keep getting errors saying that a method written to take IBlockStates can't take StateImplementations
L1677[16:37:27] *** Lex__ is now known as LexLap
L1678[16:37:29] <gigaherz> shadekiller666: yo ucan ALWAYS cast A to B, even if it's not of the same type, but implicit casting only happens upward through the hierarchy
L1679[16:37:42] <gigaherz> shadekiller666: that makes no sense
L1680[16:37:43] <LexLap> teamviewer?
L1681[16:37:48] <Flashfire> Can streaming sounds repeat?
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L1683[16:37:59] <shadekiller666> sure lex
L1684[16:38:33] <shadekiller666> lex, pm?
L1685[16:38:36] <LexLap> yar
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L1687[16:38:56] <Flashfire> My movingsound repeated before I set stream to true, is there a way to get it to repeat while stream is true?
L1688[16:40:42] <Flashfire> I have to go in a couple minutes so if anyone knows I'd appreciate it
L1689[16:41:05] <gigaherz> no idea, sorry
L1690[16:41:33] ⇨ Joins: Giraffestock (uid90791@id-90791.ealing.irccloud.com)
L1691[16:41:33] <Flashfire> Ok
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L1693[16:42:47] <Flashfire> Have to go now, oh wewll
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L1695[16:43:38] <gigaherz> https://twitter.com/CommitStrip/status/624296340084891648
L1696[16:43:38] <gigaherz> XD
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L1698[16:47:29] <williewillus> welp
L1699[16:47:41] <williewillus> I just found you can just manually set the repeat field on the movaingsound
L1700[16:48:43] <gigaherz> heh
L1701[16:50:14] <Simulac> this stepping method is driving me nuts
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L1703[16:50:43] <killjoy> I for one welcome my new angry zues overlord
L1704[16:52:16] <Simulac> Right, if motionX, Y, Z get called every tick
L1705[16:52:30] <Simulac> and I want to move 1 block east (positive X)
L1706[16:52:35] <williewillus> yeah?
L1707[16:52:38] <Simulac> in a natural movement speed
L1708[16:52:43] <Simulac> at a*
L1709[16:53:11] <Simulac> I got to set motionX = 0.2, wait for it to be called 5 times
L1710[16:53:14] <Simulac> so it moves 1 block
L1711[16:53:46] <Tim020> No... You want to set motionX = 0.2 once and wait for 5 ticks to pass
L1712[16:54:12] <Simulac> yeah you're right
L1713[16:54:13] <Tim020> Well technically you could set it each tick, but that seems kinda pointless to me :P
L1714[16:55:02] <Simulac> is there any easy to wait five ticks
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L1716[16:55:21] <williewillus> id just set it each tick
L1717[16:55:28] <Simulac> do I subscribe to a tick event, tell a counter to start, check if its five, move on?
L1718[16:55:36] <williewillus> so you dont have to mess with delaying or doing stuff like that^
L1719[16:56:02] <Tim020> Are you within an entity class?
L1720[16:56:11] <Simulac> No
L1721[16:56:16] <Simulac> I'm doing it for the player
L1722[16:56:27] *** Ashlee|off is now known as Ashlee
L1723[16:56:39] <Tim020> What method are you setting the motion in?
L1724[16:56:51] <Simulac> mc.thePlayer.motionX = 0.2;
L1725[16:57:00] <Simulac> I'm setting the field value
L1726[16:57:18] <Simulac> there are no methods to do what I want, afaik
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L1729[16:58:27] <Tim020> Where do you call that from?
L1730[16:58:29] <gigaherz> Simulac: I think he means where in your code assigns that
L1731[16:58:29] <gigaherz> XD
L1732[16:58:38] *** Ashlee|off is now known as Ashlee
L1733[16:58:40] <Simulac> oh right
L1734[16:58:44] <Tim020> Quite righ gigaherz XD
L1735[16:58:47] <Simulac> didn't read that correctly
L1736[16:58:47] <Tim020> right*
L1737[16:58:55] <Simulac> sorry I'm a bit tired haha
L1738[16:59:13] <Simulac> my own movePlayer(BlockPos target) method
L1739[16:59:28] <gigaherz> who calls that?
L1740[16:59:29] <gigaherz> XD
L1741[16:59:40] <williewillus> if you're doing that to a clientplayer you could use partial ticks to make it even smoother :p
L1742[16:59:48] <williewillus> since clients control their own movement
L1743[16:59:49] <Simulac> partial ticks?
L1744[17:00:00] <gigaherz> rendering code happesn every frame
L1745[17:00:02] <gigaherz> instead of every tick
L1746[17:00:19] <Simulac> I see
L1747[17:00:27] <gigaherz> so rendering functions can update the player position based on the time between ticks
L1748[17:00:31] <gigaherz> (the partial tick)
L1749[17:01:29] <Simulac> Well, all I need is my player to move 1 block in given direction (N E S W) exactly every time
L1750[17:01:36] <Simulac> or my pathfinding is going to mess up horriblyt
L1751[17:02:13] <Simulac> I'm just trying to think of an easy way to do it
L1752[17:03:12] <Simulac> I think counting ticks would work
L1753[17:03:15] <Simulac> I'm going to try it
L1754[17:03:16] <Tim020> If you're within a class that extends entity, you should have access to an updateEntity() method, set the motion in there and then use the lifetime of the entity to wait for 5 ticks :) Should do the job
L1755[17:03:57] <yueh> also sounds like your pathfinding has some issues (it should not depend on the speed at all)
L1756[17:03:59] <williewillus> well the entity lifetime field is public
L1757[17:04:04] <williewillus> doesn't matter if you're in the class or not
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L1759[17:04:19] <Simulac> Yeah, sadly I'm doing this for the player and I don't have access to an entity clas
L1760[17:04:19] <williewillus> public int ticksExisted
L1761[17:04:26] <williewillus> er the player is an entity
L1762[17:04:30] <williewillus> ?
L1763[17:04:58] <Simulac> yueh, it doesn't depend on the speed. It depends on the player moving exactly where it tells it to
L1764[17:05:59] <Simulac> That could work willie
L1765[17:06:18] <Simulac> Yeah I know the player is an entity
L1766[17:06:33] <Simulac> I meant I don't have access to PlayerSP class
L1767[17:06:43] <yueh> hmm. wasting about 2.5mb of duplicate string data
L1768[17:07:02] <diesieben07> use intern() ;)
L1769[17:07:18] <yueh> that's what i considered
L1770[17:07:36] <Simulac> oh yueh, I wanted to show you this http://imgur.com/M1Dg3mR
L1771[17:07:40] <williewillus> Simulac: of course you do :p
L1772[17:07:44] <williewillus> if you're doing it on the client of course
L1773[17:07:48] <yueh> moving them to a static final might also be an idea
L1774[17:07:58] <diesieben07> that automatically interns them ;D
L1775[17:08:21] <yueh> algo was a bit lazy in some stuff
L1776[17:08:31] <yueh> or overly defensive
L1777[17:08:59] <yueh> like pushing the gl state/stack before invoking a method which does the same
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L1783[17:20:30] <Simulac> I just realised
L1784[17:20:42] <Simulac> 5 ticks is 1/4 of a second
L1785[17:20:59] <Simulac> so I'm trying to my player at 4 b/s
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L1787[17:21:41] <Tim020> Yes...
L1788[17:21:49] <Simulac> well I'm stupid
L1789[17:22:39] <Tim020> :P
L1790[17:23:10] <yueh> hmm. static final doesn't change anything xD
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L1794[17:25:25] <boboch3> Hello guys. I have a custom furnace. want he plays a sound when he is active. Someone advised me to use a packet, but I can't get my params (coord) back. Any idea please? Here il my packet calling http://pastebin.com/cbX51KFh and here my message http://pastebin.com/U7YsZVzm . I don't see where i am wrong. Thanks for any help
L1795[17:26:13] <DarkEvilMac> Hi, I'm trying to use RenderGlobal.drawOutlinedBoundingBox but for whatever reason it doesn't seem to be doing anything. I just used the buildcraft implementation because it's just for debugging but I don't see why it wouldn't work... here's the relevant code snipped http://hastebin.com/qasoyinaku.java
L1796[17:26:16] <boboch3> this.x, this.y, this.z and this.sound are always 0 instead of theirs good values
L1797[17:26:21] <diesieben07> boboch3, don't implement IMessageHanlder and IMessage on the same class.
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L1799[17:26:40] <boboch3> diesieben07, why?
L1800[17:26:50] <diesieben07> it hides the problem you are having :P
L1801[17:27:08] <diesieben07> and it makes no sense
L1802[17:27:10] <diesieben07> they are different thigns
L1803[17:27:30] <diesieben07> also... why in the fuck are you sending ints as strings
L1804[17:27:38] <DarkEvilMac> boboch3, also, don't always write as a utf string, it's a waste when it comes to the coords
L1805[17:27:44] <DarkEvilMac> or what he just said
L1806[17:27:57] <DarkEvilMac> buf.writeInt is the correct method I think
L1807[17:28:04] <DarkEvilMac> then buf.readInt
L1808[17:28:11] <boboch3> I did that because the in required the maxsize and I don't know it
L1809[17:28:19] <diesieben07> wut
L1810[17:28:28] <boboch3> i'm in 1.7.10
L1811[17:28:32] <diesieben07> buf.writeInt
L1812[17:28:34] <diesieben07> takes one param
L1813[17:28:38] <DarkEvilMac> ^
L1814[17:28:46] <DarkEvilMac> I think you might have used setInt instead
L1815[17:28:53] <DarkEvilMac> don't bother with setint
L1816[17:29:41] <williewillus> i implement message and messagehandler on the same class .-.
L1817[17:29:41] <boboch3> I've got only writeVarInt and writeVarShort
L1818[17:29:44] <tmtu> diesieben07: i thought it intern()'d every string :o
L1819[17:29:48] <williewillus> not bytebufutils
L1820[17:29:54] <williewillus> just the buffer object
L1821[17:29:58] <boboch3> oh ok
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L1823[17:30:08] <diesieben07> tmtu, every string constant in the class file.
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L1825[17:30:18] <tmtu> oo
L1826[17:30:35] <boboch3> I don't understand why I did this sh*t xD
L1827[17:30:42] <diesieben07> so if two classes have "FooBar" in their constants, they share the *same* String object
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L1829[17:32:57] <boboch3> diesieben07, What do you suggest to me to do to avoid to have IMessageHanlder and IMessage on the same class?
L1830[17:33:18] <boboch3> which one I have to kkep
L1831[17:33:21] <boboch3> keep*
L1832[17:33:30] <diesieben07> make a static inner class as shown here: http://goo.gl/qcpxJT
L1833[17:33:34] <diesieben07> you must have 2 classes
L1834[17:33:42] <yueh> not sure about the string constant suff
L1835[17:33:44] <yueh> *stuff
L1836[17:33:50] <boboch3> I changed it ;)
L1837[17:34:13] <boboch3> thanks diesieben07, i'm looking on it
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L1840[17:37:51] <williewillus> diesieben07: whys it important to have the two classes separate? i currently have mine in the same class and I'll change it, but just wondering :p
L1841[17:38:29] <diesieben07> because it a) makes no sense and b) encourages the problem that boboch is having
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L1844[17:46:56] <boboch3> diesieben07, I modified as you saif but now I can't register my message anymore :s
L1845[17:47:16] <diesieben07> show your cod
L1846[17:47:20] <boboch3> INSTANCE.registerMessage(MessagePlayingSound.class, MessagePlayingSound.class, 3, Side.CLIENT);
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L1848[17:47:28] <tmtu> your cod, not code!
L1849[17:47:31] <diesieben07> ...
L1850[17:47:36] <diesieben07> you need to pass yoru handler class of course
L1851[17:47:39] <diesieben07> not your message
L1852[17:47:47] <boboch3> lol ok xD
L1853[17:47:58] <boboch3> i'm tired sorry but I would like to end this tonight
L1854[17:49:08] <boboch3> still have the same issue
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L1856[17:49:12] <boboch3> argument not applicable
L1857[17:49:18] <boboch3> INSTANCE.registerMessage(MessagePlayingSoundHandler.class, MessagePlayingSoundHandler.class, 3, Side.CLIENT);
L1858[17:49:19] <smbarbour> Having IMessage and IMessageHandler on the same class would be akin to building a new post office every time you wanted to mail a letter.
L1859[17:49:32] <diesieben07> are you really that stupid or are you messing wiht me
L1860[17:49:57] <diesieben07> the arguments have names
L1861[17:49:59] <diesieben07> read them.
L1862[17:50:02] <diesieben07> use brain.
L1863[17:50:08] <Simul> :']
L1864[17:51:49] <boboch3> thanks it works now
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L1869[17:57:40] <Simul> this is really stupid
L1870[17:57:50] <Simul> i'm on a hunt for the magic number
L1871[17:58:26] <diesieben07> 792
L1872[17:58:54] <Simul> I'm down to the 3rd decimal point
L1873[17:59:22] <Simul> in the region of 0.455-0.456
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L1880[18:07:01] <Simul> 0.455 seems really close
L1881[18:07:09] <Simul> anyway, enough hunting for tonight
L1882[18:07:17] <Simul> I'm going to sleep
L1883[18:07:25] <Simul> see you guis
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L1888[18:13:44] <Lepidus> Hi, is there a method similar to drawTexturedModalRect in Gui that does the same thing, but scales the image by a certain amount?
L1889[18:13:57] <Lepidus> I notice there are methods func_146110_a and func_152125_a but I don't know what they do.
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L1909[18:55:33] <shadekiller666> lepidus, !gm <function> will tell you what they're deobf names are if they have any
L1910[18:55:48] <Lepidus> !gm func_146110_a
L1911[18:56:30] <Lepidus> !gm func_152125_a
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L1913[19:02:44] <DarkEvilMac> So would anyone have an idea as to why my bounding boxes aren't rendering with that implementation? I'm pretty much clueles..
L1914[19:02:49] <DarkEvilMac> *clueless.
L1915[19:03:02] <shadekiller666> what implementation
L1916[19:03:10] <DarkEvilMac> http://hastebin.com/qasoyinaku.java
L1917[19:03:48] <shadekiller666> that link is broken
L1918[19:04:22] <DarkEvilMac> oh, one sec.
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L1921[19:05:08] <DarkEvilMac> http://hastebin.com/luyucubida.java
L1922[19:05:18] <DarkEvilMac> http://hastebin.com/luyucubida.avrasm
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L1924[19:06:12] <shadekiller666> what is the -1 you're passing into RenderGlobal.drawOutlinedBoundingBox?
L1925[19:06:19] <DarkEvilMac> color.
L1926[19:06:42] <DarkEvilMac> if it's -1 it doesn't set color.
L1927[19:06:47] <williewillus> what was the method that specified that TE's shouldn't be destroyed in a meta/state change?
L1928[19:06:48] <PrinceCat> Uhm, you shouldn't pass -1..
L1929[19:06:59] <shadekiller666> pass 0xFF000000
L1930[19:08:23] <DarkEvilMac> no change.
L1931[19:09:43] <williewillus> nvm its shouldrefresh
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L1934[19:12:30] <tmtu> DarkEvilMac: pass 0xFFFFFFFF :D
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L1936[19:13:16] <DarkEvilMac> tmtu, plz
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L1941[19:25:17] <minecreatr> what is the point of fields in tile entities?
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L1943[19:26:08] <tterrag> minecreatr: not sure if serious...
L1944[19:26:23] <minecreatr> oh no I dont mean fields like in java xD tterrag
L1945[19:26:30] <minecreatr> I mean the getField method added in 1.8
L1946[19:26:35] <minecreatr> that is funny though xD
L1947[19:26:59] <tterrag> oh uh
L1948[19:27:01] <tterrag> dunno
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L1950[19:27:40] <shadekiller666> i think its similar to the data watcher stuff for normal entities
L1951[19:28:02] <shadekiller666> getField(1) for a furnace returns cookTime or something like that
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L1953[19:29:10] <tterrag> it's mojang's half-baked attempt at some kind of TE API it seems
L1954[19:29:20] <tterrag> "I know what will help, magic numbers!"
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L1956[19:29:38] <DarkEvilMac> tterrag, no more magic numbers please
L1957[19:29:40] <DarkEvilMac> they hurt
L1958[19:29:44] <shadekiller666> but they completely overlooked the fact that no one except them knows wtf "getField(arbitrary value)" means
L1959[19:29:53] <tterrag> shadekiller666: isn't it obvious?
L1960[19:30:01] <tterrag> mojang doesn't *care* about other people using their code
L1961[19:30:16] <shadekiller666> the #1 and #2 rule of api design is write your usage code first
L1962[19:30:30] <tterrag> they aren't designing an API
L1963[19:30:34] <tterrag> they are designing a closed-source game
L1964[19:30:41] <minecreatr> but dont tileentities fields already get synced with the client if you send the tile update packet?
L1965[19:31:15] <gigaherz> it's up to you
L1966[19:31:20] <gigaherz> yousync through getDescriptionPacket
L1967[19:31:26] <gigaherz> which is not implemented by default
L1968[19:31:35] <minecreatr> I do sync through that
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L1970[19:31:41] <minecreatr> so does that mean fields are useless?
L1971[19:31:46] <gigaherz> ?
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L1973[19:31:55] <gigaherz> fields are used by a different system
L1974[19:32:09] <gigaherz> it's for like, the progressbar in the furnace
L1975[19:32:11] <gigaherz> things like that
L1976[19:32:30] <gigaherz> I don't remember which method caused them to sync
L1977[19:32:49] <tterrag> just ignore it, like most idiotic mojang systems
L1978[19:32:53] <tterrag> unless you HAVE to use it
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L1980[19:33:01] <tterrag> which you don't
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L1987[19:59:33] <infinitefoxes_> I can't seem to figure out how to speed up the animation that items with EnumAction.BOW have.
L1988[19:59:39] <infinitefoxes_> getMaxItemUseDuration only adjusts how long I can use the item for
L1989[20:00:00] <infinitefoxes_> ... which is exactly what it's name suggests
L1990[20:00:24] <gigaherz> I'm not sure that it can be adjusted
L1991[20:00:33] <gigaherz> but I have never looked at that so I wouldn't know
L1992[20:00:39] <gigaherz> I use the bow animation for my wands
L1993[20:00:46] <gigaherz> and I just took it as it is ;p
L1994[20:00:50] <shadekiller666> how does one undo a git commit and rebase?
L1995[20:01:08] <infinitefoxes_> git reset --soft?
L1996[20:01:17] <gigaherz> depends on what you want to achieve
L1997[20:01:26] <gigaherz> if you want to undo a commit
L1998[20:01:35] <gigaherz> reset --mixed?
L1999[20:02:04] <shadekiller666> nvm
L2000[20:02:09] <shadekiller666> aborted the rebase...
L2001[20:02:19] <gigaherz> oh I thought you meant
L2002[20:02:30] <gigaherz> "undo the commit" and "rebase" as separate operations
L2003[20:02:31] <gigaherz> XD
L2004[20:02:41] <tterrag> infinitefoxes_: yeah the animation is hardcoded, sadly it does not adjust to usage length
L2005[20:04:15] <infinitefoxes_> hm, I'll just put up with it then
L2006[20:04:57] <tterrag> infinitefoxes_: actually uh, it does seem to interpolate to some degree
L2007[20:05:03] <tterrag> f10 = (float)itemstack.getMaxItemUseDuration() - ((float)entityclientplayermp.getItemInUseCount() - p_78440_1_ + 1.0F);
L2008[20:06:09] <tterrag> ah no, here is the problem...
L2009[20:06:17] <tterrag> http://puu.sh/jaz51.txt
L2010[20:07:36] <tterrag> hardcoded to 3 different icons
L2011[20:07:39] <tterrag> that's mojang for you \o/
L2012[20:08:37] <tterrag> infinitefoxes_: you could probably write your own renderer to get around that limitation
L2013[20:08:45] <gigaherz> the bow ""swing"" movement is hardcoded though
L2014[20:09:30] <tterrag> what swing movement?
L2015[20:09:39] <tterrag> the "bounce" ?
L2016[20:09:50] <gigaherz> wait nevermind
L2017[20:10:01] <gigaherz> my brain was adding non-existing details
L2018[20:10:57] <williewillus> are you talking about the fov change? :p
L2019[20:10:58] <gigaherz> no wait
L2020[20:11:01] <gigaherz> there IS an animation
L2021[20:11:08] <williewillus> yeha its the fov
L2022[20:11:14] <gigaherz> yeah
L2023[20:11:17] <williewillus> the actual item just switches between the three icons
L2024[20:11:19] <gigaherz> well
L2025[20:11:23] <gigaherz> there's no fov for the player
L2026[20:11:23] <williewillus> and the fov gives the illusion of a pullback
L2027[20:11:25] <gigaherz> only for the item
L2028[20:11:26] <gigaherz> XD
L2029[20:11:38] <gigaherz> which I'd like
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L2033[20:17:26] <infinitefoxes_> tterrag: You wouldn't happen to have any resources on writting a custom renderer, would you?
L2034[20:17:29] <infinitefoxes_> or just pointers, really
L2035[20:17:40] <tterrag> depends on what version you are working with
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L2037[20:18:14] <infinitefoxes_> I'm using 1.8
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L2039[20:18:38] <tterrag> then...no :P
L2040[20:18:47] <tterrag> you're pretty much stuck with json models for items...which idk if that's even possible to do with
L2041[20:18:59] <infinitefoxes_> of course
L2042[20:19:12] <infinitefoxes_> 85% of the time I ask questions on here it's because of Mojang's silly json crap
L2043[20:19:25] <williewillus> what are you trying to do?
L2044[20:19:48] <infinitefoxes_> trying to speed up the animation bows use
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L2046[20:23:44] <williewillus> on your own item?
L2047[20:23:49] <williewillus> you can do it
L2048[20:24:09] <infinitefoxes_> how so?
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L2050[20:24:21] <williewillus> item.getModel allows you to return a different model based on how long the item as been in use
L2051[20:24:32] <Giraffestock> o/
L2052[20:24:42] <Giraffestock> is there a wiki page or something on 1.8 differences?
L2053[20:24:51] <Giraffestock> figure its time for me to start a new mod and idk where to begin :D
L2054[20:24:54] <tterrag> williewillus: sure it doesn't just pass a hardcoded value?
L2055[20:25:10] <williewillus> its hardcoded for bows first but forge added a hook
L2056[20:25:15] <infinitefoxes_> williewillus: never even noticed getModel
L2057[20:25:18] <infinitefoxes_> I'll take a look at it
L2058[20:26:56] <infinitefoxes_> hm
L2059[20:27:08] <infinitefoxes_> I want to change the animation duration that items with EnumAction.BOW have, though
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L2061[20:27:11] <infinitefoxes_> not the model
L2062[20:27:22] <williewillus> you can do that with this
L2063[20:27:34] <williewillus> you get the raw number so you get to decide when the icon changes
L2064[20:28:06] <williewillus> by icon i mean model, same symbolic thing in this case
L2065[20:29:01] <infinitefoxes_> when you pull back a bow, the bow gently shifts back a little (not the texture, the actual position on the screen)
L2066[20:29:06] <infinitefoxes_> the texture for my custom item doesn't change when pulled back
L2067[20:30:16] <tterrag> the FOV changes, not the camera position
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L2069[20:30:40] <williewillus> that's because the stationary bow and the bow the moment you start clicking are different models
L2070[20:31:04] <williewillus> (and the drawback model in 1.8 is actually wrong, too far back and to the right)
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L2072[20:32:35] <williewillus> so for changing the icon based on time, use item.getModel. as for the rate the fov narrows, that's based on the max and current item use duration
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L2074[20:38:27] <williewillus> Giraffestock: nothing's really different if you exclude the new texture and rendering systems :p
L2075[20:38:41] <Giraffestock> it uses GLStateManager or something right?
L2076[20:38:55] <williewillus> its basically a helper around GL11.functions
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L2078[20:39:47] <Giraffestock> hm so gradlew eclipse doesnt seem to have worked correctly D:
L2079[20:39:56] <Giraffestock> project and classpath are in the 'main' dir
L2080[20:40:01] <Giraffestock> the eclipse folder just has metadata
L2081[20:40:05] <williewillus> idk i don't use eclipse :D
L2082[20:40:11] <infinitefoxes_> gradlew setupDecompWorkspace eclipse?
L2083[20:40:19] <Giraffestock> thats what i did\
L2084[20:40:21] <williewillus> i thought you werent supposed to use the ide tasks
L2085[20:40:32] <infinitefoxes_> they work fine for IntelliJ
L2086[20:40:33] <williewillus> doesnt eclipse mars support build.gradle files?
L2087[20:40:36] <Giraffestock> since when?
L2088[20:40:38] <williewillus> you're not supposed to
L2089[20:40:39] <Giraffestock> eclipse mars is a thing?
L2090[20:40:40] <Giraffestock> lol
L2091[20:40:46] <williewillus> don't use the idea task
L2092[20:41:17] <Giraffestock> does gradlew clean work?
L2093[20:41:23] <infinitefoxes_> doesn't IntelliJ's gradle stuff call the idea task anyways?
L2094[20:41:24] <williewillus> setupDecompWorkspace -> "import project" build.gradle -> Run task genIntellijRuns for IDEA
L2095[20:41:27] <williewillus> no
L2096[20:41:30] <williewillus> :p
L2097[20:42:09] <Giraffestock> yeah according to wuppy and stuff im supposed to do 'gradlew setupDecompWorkspace eclipse'
L2098[20:42:11] <infinitefoxes_> williewillus: I'm talking about this animation http://gfycat.com/LankyViciousIriomotecat
L2099[20:42:18] <infinitefoxes_> (the FOV doesn't even change for some reason)
L2100[20:42:25] <infinitefoxes_> I want to change how quickly the item gets pulled back when held
L2101[20:42:32] <williewillus> so use the method I told you :p
L2102[20:42:34] <williewillus> you get the time
L2103[20:43:10] <williewillus> the fov is based on max item use duration
L2104[20:43:16] <williewillus> so recheck that i guess
L2105[20:43:24] <infinitefoxes_> It's the same as the bow's
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L2107[20:44:26] <infinitefoxes_> You're talking about int getMaxItemUseDuration(ItemStack stack)
L2108[20:44:26] <infinitefoxes_> when you say 'max item use duration', right?
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L2110[20:44:42] <williewillus> yeah
L2111[20:44:46] <williewillus> hm
L2112[20:44:48] <williewillus> that's weird
L2113[20:45:23] <infinitefoxes_> the number returned by that method only affects how long you can hold the item for before it calls onPlayerStoppedUsing()
L2114[20:45:34] <infinitefoxes_> or it would seem, anyways
L2115[20:48:03] <williewillus> ah wait the part I thought was for fov was for the stretching of the item, hold on
L2116[20:48:08] <williewillus> lemme find the fov part
L2117[20:49:50] <infinitefoxes_> I'm looking to change the stretching thing, though
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L2120[20:52:15] <Flashfire> So now that I'm back, does someone know if there's a way to make seamless loop moving sounds that also stream?
L2121[20:52:28] <williewillus> yeah then you want to change the max item use duration
L2122[20:52:42] <tterrag> Flashfire: streaming is defined by your sounds.json
L2123[20:52:44] <tterrag> not the ISound
L2124[20:52:49] <Flashfire> I know it is
L2125[20:52:55] <tterrag> so, yes
L2126[20:53:01] <Flashfire> But once I added "steam: true" it no longer repeats
L2127[20:53:06] <tterrag> oh?
L2128[20:53:12] <tterrag> well, that's odd
L2129[20:53:18] <williewillus> you can set the repeating field manually
L2130[20:53:34] <Flashfire> Maybe it was a fluke, I should check again
L2131[20:53:43] <williewillus> blah = new YourMovingSound(); blah.repeat = true;
L2132[20:53:45] <williewillus> play sound
L2133[20:53:49] <Flashfire> Alright
L2134[20:55:25] <infinitefoxes_> williewillus: I just tried again to change the max item use duration, but it doesn't affect the stretching animation
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L2136[20:58:04] <williewillus> hm idk then...ItemRenderer.func_178098_a clearly reads the durations...maybe there's some hardcodage somehwere (in typical mojang fashion)
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L2139[21:01:51] <DemoXin> infinitefoxes_: What are you doing?
L2140[21:02:03] <williewillus> he wants to change the rate the "stretch" animation applies
L2141[21:02:08] <williewillus> to items that use enumaction.bow
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L2144[21:03:42] <williewillus> im increasingly thinking that the stretch is hardcoded but I cant find whyit doesnt keep stretching for things like the bow
L2145[21:03:57] <Flashfire> Well I just let a song play and it repeated, I guess that one time was some sort of fluke
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L2147[21:07:28] <infinitefoxes_> hmm
L2148[21:07:30] <infinitefoxes_> I think I figured itout
L2149[21:08:00] <williewillus> what was it?
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L2152[21:08:14] <infinitefoxes_> if I decrement the value passed in player.setItemInUse by about 10, it starts the animation half way through
L2153[21:08:46] <williewillus> mhm
L2154[21:08:57] <williewillus> the item use counter starts at the max duration and decrements to 0
L2155[21:09:00] <williewillus> why idk
L2156[21:10:40] <infinitefoxes_> when I calculate how long it's been held down for though (his.getMaxItemUseDuration(stack) - timeLeft), I have to add back the 10 I removed
L2157[21:10:42] <infinitefoxes_> but that's fine I guess
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L2160[21:32:02] <Flashfire> I just moved my assets folder by accident and eclipse deleted all files and folders
L2161[21:32:13] <Flashfire> With no undo
L2162[21:32:51] <Zaggy1024> well...ok then
L2163[21:33:05] <Zaggy1024> what all files and folders? :P
L2164[21:33:16] <Zaggy1024> assets?
L2165[21:33:26] <Flashfire> Of my mod, yes
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L2168[21:41:41] <Flashfire> Ok so I can access the files by windows search but they seem invisible everywhere else
L2169[21:44:48] <shadekiller666> damn it git...
L2170[21:45:26] <Flashfire> Nvm I found where it actually put it ._.
L2171[21:45:52] <shadekiller666> fuck it, i'm done for today
L2172[21:46:32] <shadekiller666> lex and i got the problem fixed, but now git is fighting me...
L2173[21:46:53] <shadekiller666> why is it that every other time i try to do something with git it fights me
L2174[21:47:00] <tterrag> git is a program
L2175[21:47:10] <tterrag> "fighting you" is typically "not knowing how to use it" :P
L2176[21:47:37] <williewillus> lol
L2177[21:47:51] <Me4502> Is there a way I can make my coremod depend on another coremod?
L2178[21:47:57] <shadekiller666> you could say that too
L2179[21:47:59] <Me4502> Basically I want to make sure it loads afterwards
L2180[21:48:12] <pig> have you tried coremodding the load order?
L2181[21:48:21] <williewillus> Me4502: 1. why you coremodding 2. they load in the order the jars are loaded
L2182[21:48:25] <williewillus> which is system dependent
L2183[21:48:30] <williewillus> unless you hijack the loading order too
L2184[21:48:34] <Me4502> Hmm
L2185[21:48:42] <Me4502> So there isn't a way to ensure I am loaded after Sponge?
L2186[21:48:55] <williewillus> cant you check vs the main sponge container?
L2187[21:49:02] <williewillus> oh nvm derp
L2188[21:49:28] <Me4502> Basically I need Sponge classes to be in the classpath when my coremod loads
L2189[21:49:31] <Me4502> Specifically for Mixins
L2190[21:49:45] <shadekiller666> mixins?
L2191[21:49:50] <williewillus> well theyll be loaded as you need them?
L2192[21:49:53] <shadekiller666> wtf are you doing with sponges?
L2193[21:50:01] <williewillus> shadekiller666: the Sponge
L2194[21:50:06] <williewillus> the nextgen plugin api thing
L2195[21:50:14] <shadekiller666> oh
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L2197[21:50:15] <Me4502> My coremod is loaded before Sponge is put in the classpath
L2198[21:50:30] <Me4502> So the class isn't loaded when necessary
L2199[21:51:00] <williewillus> hm idk how their stuff works, have you tried asking their channel?
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L2201[21:51:17] <Me4502> I'm one of the Sponge developers - this is more of a forge load-order question
L2202[21:51:36] <Me4502> So there is no way to override coremod load order?
L2203[21:51:51] <williewillus> oh lol
L2204[21:51:58] <williewillus> not that I know of, but there might be
L2205[21:52:14] <Me4502> Thanks - I'll chat to Mumfrey when he gets on
L2206[21:52:17] <Me4502> He'll probably know
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L2213[22:01:37] <Zaggy1024> yay
L2214[22:01:52] <Zaggy1024> my pebble was messed up because I'm a derp
L2215[22:02:11] <Zaggy1024> but I still don't understand why I couldn't find where the packet was being created from
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L2221[22:22:16] <minecreatr> for some reason intellij cant find the Minecraft client to run....
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L2223[22:28:24] <Flashfire> How can I get the instance of EntityPlayerMP to send to server from client?
L2224[22:33:39] <Flashfire> Nvm I didn't know to use sendToServer
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L2228[22:42:46] <Flashfire> Is there a way to stop all sounds from only one sound category?
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L2231[22:49:51] <williewillus> minecreatr: GradleStart?
L2232[22:50:00] <minecreatr> oh ok
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