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L1[00:00:16] ⇦
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L2[00:01:17] ⇨
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L3[00:04:32] <osum4est> whats the difference
between extending gui and guiscreen?
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L5[00:06:02] <Ri5ux> pig, Just wanted to let
you know that I've been using tabula recently... and I'm completely
fucking mind-blown. Nice job!
L6[00:06:18] <Ri5ux> Love the auto layout
textures function.
L7[00:06:53] <killjoy> I think I just
realized a bug in google inbox.
L8[00:07:10] <HassanS6000> okay..?
L9[00:07:25] <killjoy> getting new emails
for a topic that is currently being read will be automatically
marked as read.
L10[00:07:38] <killjoy> at least on the
phone.
L11[00:07:59] <killjoy> just a heads up to
any inbox users
L12[00:08:11] <pig> thanks Ri5ux
L13[00:08:19] <pig> someone PRed that auto
layout textures function though heh
L14[00:08:26] <Ri5ux> Oh lol :P
L15[00:08:27] <pig> that one's not my
doing
L16[00:08:33] <Ri5ux> Still amazing
though
L17[00:09:08] <Ri5ux> One thing I cant seem
to find though.... is there a way to adjust the dimensions of the
texturemap?
L18[00:09:32] <pig> what do you mean?
L19[00:09:38] <tterrag> osum4est: I don't
know any reasons to extend GUI
L20[00:09:58] <tterrag> GuiScreen has more
utilities and nothing requires a Gui
L21[00:10:00] <Ri5ux> Like um.... My cubes
don't fit on the texturemap for one model
L22[00:10:08] <Ri5ux> Too many, and they're
too large.
L23[00:10:22] <pig> try edit project
L24[00:10:24] <pig> might be there
L25[00:10:42] <Ri5ux> Oh, yep, it's there.
Thanks
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L28[00:19:09] *
Mitchellbrine got a diamond in .2s. Am I gud @ mindcraf
now?
L29[00:19:12] <Mitchellbrine> :P
L30[00:19:22] <Mitchellbrine> haha
L31[00:19:51] <dangranos> now do that with
nether star, stack of it
L32[00:19:59] <Mitchellbrine> um
L33[00:20:05] <Mitchellbrine> nope
L34[00:20:06] <Mitchellbrine> xD
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L38[00:26:48] <killjoy> Mitchellbrine,
macros onjoin: /give @p diamond
L39[00:27:02] <Mitchellbrine>
glitchless
L40[00:27:23] <killjoy> That's not a
glitch, it's a macro/cheat
L41[00:31:18] <Mitchellbrine> 7. Bonus
Chests and cheats are not allowed.
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L49[00:50:02] <Manusoftar> how should i do
it??
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L53[00:51:56] <osum4est> how can i stop a
gui from catching keyboard input?
L54[00:53:22] <osum4est> so i can
move/utilize my keybindings while the gui is open?
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L57[00:57:34] <tterrag> osum4est: you'd
have to manually pass your key input to your keybinds
L58[00:57:41] <tterrag> MC behavior is to
block keybinds while a GUI is open
L59[00:57:45] <tterrag> probably best not
to override that
L60[00:58:01] <tterrag> Manusoftar: how are
you registering?
L61[00:58:18] <osum4est> alright. then is
there a way to open a guiscreen as a hud, or something along the
lines of that?
L62[01:01:07] <Manusoftar> Never mind, i
was intending to catch it with @EventHandler on the main class, now
i realized it has to be catched with @SubscribeEvent on the class
registered on the MinecraftForge.EVENT_BUS
L63[01:01:11] <Manusoftar> thanks
anyway!
L64[01:03:22] <tterrag> osum4est: just
render a hud with RenderOverlayEvent
L65[01:03:38] <tterrag> a HUD is a HUD, not
a GUI
L66[01:06:30] <tterrag> osum4est: it's
RenderGameOverlayEvent btw, sorry
L67[01:06:33] <tterrag> and there are a few
variants
L68[01:06:37] <tterrag> you probably want
.Post
L69[01:07:53] <osum4est> alright,
thanks
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L74[01:20:09] <osum4est> using the
rendergameoverlay event worked, but it binds my gui texture to the
health/hunger bar and such. can i rebind the previous one? or
should i draw in a different event?
L75[01:20:23] <tterrag> you need to rebind
the previous
L76[01:20:29] <tterrag> just look at what
vanilla binds and do that
L77[01:20:42] <osum4est> ok
L78[01:21:06] <tterrag> it's one of the
flaws with the event, the vanilla code wasn't changed to assure its
texture is bound
L79[01:21:33] <osum4est> ah, yes that
would've been helpful
L80[01:22:14] <tterrag> actually it's even
stranger because forge completely overrides the vanilla HUD
L81[01:23:21] <osum4est> well i rebound the
texture to Gui.icons and i fixed it
L82[01:23:32] <tterrag> mhm
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L88[02:04:14] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150802 mappings to Forge Maven.
L89[02:04:18] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150802-1.8.zip (mappings
= "snapshot_20150802" in build.gradle).
L90[02:04:28] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L98[02:39:01] <Elec0> 'evening.
L99[02:39:10] <Hubok> ´morning.
L100[02:39:24] <Elec0> Ah,
timezones.
L101[02:39:46] <Hubok> There's no place
like America/New_York
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L103[02:40:02] <Elec0> Why are you up at
3:40 in the morning?
L104[02:40:13] <Hubok> Trying to get
Discourse and Docker to work
L105[02:40:21] <Hubok> And deploying
Windows 10 to office PC's
L106[02:40:54] <Elec0> Fair enough.
Sounds..exciting.
L107[02:41:30] <Hubok> More like
infuriating
L108[02:42:01] <Elec0> Glad I'm not the
only one getting annoyed at setting up stuff..
L109[02:42:29] <Hubok> And what're you
doing?
L110[02:43:00] <Elec0> Trying to figure
out how to get the cofhLib to go into /src/api instead of /src/main
and not yell at me about packages
L111[02:44:27] <Hubok> Hah, if only I
programmed at a level where I could ever figure that out
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L113[02:45:00] <Elec0> At this point it's
mainly just me trying to figure out how to work eclipse correctly,
lol.
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L117[03:04:28] <sham1|LOST> good morning
peoples
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L119[03:04:50] <Elec0> Greetings
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L159[04:55:47] <Naiten> Back to 1.8
topic... Even if I convert my .obj models to b3d, I'll have to use
TESR, right? ISBRH is completely gone?...
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L162[05:00:06] <PaleoCrafter> Naiten, you
don't unless you have animations
L163[05:00:28] <PaleoCrafter> the B3D
loader is creating normal baked models (basically like JSON, just
not JSON)
L164[05:04:21] <VikeStep> are there any
classes from minecraft which have the same name but are in
different packages? (renamed via MCP)
L165[05:06:38] <Rallias> Anyone have a
guide on how to setup vim for MCF dev/
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L167[05:08:16] <Ivorius> MineCraftForum
dev?
L168[05:08:21] <Ivorius> Also >
vim
L169[05:08:22] <Ivorius> lel
L170[05:08:27] <Rallias> Minecraft
forge.
L171[05:08:45] <Rallias> Also yeah.
L172[05:08:46] <VikeStep> you can always
use IdeaVim
L173[05:09:03] <VikeStep> It worked nicely
for me when I was trying to learn bim
L174[05:09:03] <Rallias> I tried Idea and
IdeaVim for a few months, I just can't like it.
L175[05:09:10] <VikeStep> vim*
L176[05:10:48] <PaleoCrafter> there's evim
as well :P
L177[05:11:31] <PaleoCrafter> no, it
wasn't evim
L178[05:11:48] <PaleoCrafter> ah,
eclim
L179[05:12:40] <Rallias> I don't like
idea, I don't like eclipse. I'd like to use vim, although I want
the error detection shit to work.
L180[05:14:21] <Rallias> Oh. That's a vim
plugin.
L181[05:16:04] <VikeStep> rallias, which
error detection stuff? what about just gradle setupDecompWorkspace
and run it using gradle runClient
L182[05:17:20] <Rallias> VikeStep: Using
syntastic, it would try to tell me that
Minecraft.whateveroranother() was not valid function.
L183[05:18:13] <VikeStep> does syntastic
not support libraries? or is that what you don't know how to set
up
L184[05:19:35] <Rallias> I suppose it
does, but I can't find the libraries.
L185[05:21:01] <Ivorius> They're in the
gradle caches
L186[05:21:04] <VikeStep> ^
L187[05:22:08] <dangranos> vim ftw
L188[05:22:20] <dangranos> though it's not
IDE
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L192[05:25:19] <Naiten> Okay,
thanks.
L193[05:25:37] <Rallias> dangranos: That's
the beauty.
L194[05:26:11] <VikeStep> Rallias, you
will find them in the modules-2/files-2.1 folder
L195[05:26:30] <VikeStep> however, it
seems that the folder names aren't that consistent
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L200[05:36:12] <sham1> Emacs > vim
*raises flameshield*
L201[05:36:30] *
dangranos nukes sham1
L202[05:37:00] *
Rallias sends oh-my-god particles at sham1
L203[05:37:15] <sham1> But it is better
:(
L204[05:37:21] <Rallias> Lies.
L205[05:37:32] <Ivorius> Wow
L206[05:37:40] <Ivorius> Have I been
transported to fucking 1995
L207[05:37:45] <Rallias> vim > *
L209[05:38:01] <dangranos> Ivorius,
worse
L210[05:38:03] <sham1> You're using IRC,
so make it up yourself Ivorius
L211[05:38:21] <Ivorius> There is no
system sufficiently prominent to replace IRC
L212[05:38:32] <Rallias> Yes there
is.
L213[05:38:34] <Ivorius> So people still
use it
L214[05:38:35] <Rallias> pornhub.com
L215[05:38:42] <Ivorius> u so funny
L216[05:39:36] <dangranos> heh
L217[05:39:45] <sham1> Oh dem
butterflies
L218[05:39:50] <dangranos> in irc, it's
always *insert year with massive flame wars*
L219[05:40:09] <dangranos> hmm
L220[05:40:15] <dangranos> $var or
%var%?
L221[05:40:24] <sham1> $var
L222[05:40:37] <sham1> Because Windows'
enviorment variables are not that good
L223[05:40:45] <Ivorius> $var never
changes
L224[05:40:55] <sham1> Also they are no
case sensitive
L225[05:41:44] <dangranos> Ivorius,
glorious
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L227[05:45:15] <sham1> Real programmers is
kinda like being a real scotsman
L228[05:45:20] <Rallias> Ivorius: my $var
>= $main::var
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L240[06:33:27] <sham1> I think that I
found a way to make my warp pipes work
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L254[07:55:56] <sham1> THEY WORK
L255[07:56:05]
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L260[08:01:26] <Shuetox> Is there any
rescale option for blockmodels?
L261[08:03:40] <sham1> Getting something
to work is so satisfying
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L265[08:14:58] <sham1> Someone please help
me so I do not listen to Günther :C
L266[08:15:35]
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L267[08:16:09] <Shuetox> Listen to
"Kärlekens Alla färjor - detektivbyrån" instead, copy and
paste into youtube if you dont have åäö
L268[08:16:28] <sham1> I do in fact have
öäå
L269[08:16:48] <sham1> But I will still
copy that becayse I am not gonna write that
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L272[08:17:19] <sham1> And this sounds
like Sims OST
L273[08:17:37] <Shuetox> oh so that is
where i recognize it from? O_o
L274[08:17:46] <Shuetox> me and a friend
had a long discussion about where we recognized it from
L275[08:18:04] <sham1> At least it sounds
like it could be in a Sims game
L276[08:18:10] <sham1> On the buy meny
specifically
L277[08:19:01] <sham1> Anyway, my warp
pipes now work
L278[08:19:11] <Shuetox> \o/
L279[08:19:15] <Shuetox> For which
mod?
L280[08:19:22] <sham1> My own
L281[08:19:26] <sham1> FluidCraft will be
the name
L282[08:19:31] <Shuetox> Ah okai
L283[08:19:34] <sham1> At least it is the
working title
L284[08:19:35] <Ivorius> So original
L285[08:19:53] <Ivorius> You need a name
:P
L286[08:19:54] <sham1> I am nåt a creative
person
L287[08:20:25] <Shuetox> ^most of my ideas
dies before i can figure out a name
L288[08:20:55] <Shuetox> i've have several
ideas that could fit into diffrent mods but i dont have something i
could build an entire mod on :(
L289[08:20:58] <diesieben07>
<InserNoun>Craft
L290[08:20:59] <diesieben07> done :)
L291[08:21:20] <sham1> yeh
L292[08:21:24] <Shuetox>
GenericCraft
L293[08:21:39] <sham1> VanillaCraft
L294[08:21:46] <Shuetox> Minecraft
L295[08:21:47] <Shuetox> Oh wait
L296[08:21:56] <sham1> That is a good
point
L297[08:22:18] <sham1> With how many mods
we have in our grips, it is hard to appreachiate vanilla
anymore
L298[08:22:29] <Shuetox> vanilla is
totally ruined for me
L299[08:22:40] <Ivorius> Yeah, let's just
stop modding...??
L300[08:22:49] <Ivorius> Your point is
weird
L301[08:23:06] <Shuetox> never said we
should stop modding?
L302[08:23:17] <sham1> We need a vanilla
appreachiation day™
L303[08:24:37] ⇦
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L304[08:24:46] ***
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L305[08:26:02] <Ivorius> I was talking to
sham
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L307[08:26:21] <sham1> And he replied to
you
L308[08:30:44] <sham1> I think I could
optimize my warp pipes even further, but meh...
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L312[08:34:00] <Shuetox> what do you need
a class finder for?
L313[08:35:13] <Unh0ly_Tigg> I can run it
against future versions of minecraft, and get basic class maps like
what mcp has
L314[08:37:28] <gigaherz> I still love
vanilla
L315[08:37:33] <gigaherz> specially
watching OTHERS play
L316[08:37:33] <gigaherz> XD
L317[08:37:54] <gigaherz> the crazy things
they build without making use of quarries and creative mode flight
in survival ;P
L318[08:38:15] <Unh0ly_Tigg> also, since I
don't know if mojang changes obf mappings between snapshot
versions, it comes in handy for seeing what changed.
L319[08:38:19] <gigaherz> the crazy
automation they come up without machines and power generators
L320[08:39:12] <gigaherz> Unh0ly_Tigg: obf
names change every time they compile mc
L321[08:39:26] <gigaherz> (I think)
L322[08:39:32]
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L323[08:39:50] <gigaherz> I mean not
necessarily randomly selected
L324[08:40:06] <gigaherz> but even if it's
just alphabetically a,b,c...,aa,ab,...
L325[08:40:19]
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L326[08:40:20] <gigaherz> adding one
class, or one method, already shifts everything else
L327[08:40:28] <Unh0ly_Tigg> gigaherz,
1.8.7 and 1.8.8 have the same mapping for the Minecraft class, but
1.8 and 1.8.7 don't.
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L329[08:41:00] <gigaherz> 1.8.1 to 1.8.2
added inner class info, and generics iirc
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L331[08:41:08] <gigaherz> so that may have
shuffled EVERYTHING
L332[08:41:25] <gigaherz> no idea, lex is
the one doing all the hardwork for us
L333[08:41:54] <sham1> And that is much
appreachiated
L334[08:42:03] <Unh0ly_Tigg> what I don't
get though, is that I'm using asm 5.0.4 for this, and the compiled
form doesn't seem to have the generics available for the various
nodes, but the source and javadoc do...
L335[08:42:35] <sham1> Well that is
because they are erased
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L337[08:43:18] <Unh0ly_Tigg> but other
libraries don't have this issue, and I didn't use to have this
issue with asm
L338[08:43:32] <gigaherz> never used asm
so /shrug
L339[08:43:45] <diesieben07> generics are
just additional code attributes, the bytecode is not affected at
all
L340[08:43:56] <sham1> I've used ASM, but
not this kind of ASM so *shrug*
L341[08:43:56] <Unh0ly_Tigg> I wonder if
lex would be interesting in someone like me (who lives nearby),
coming over and helping doing updates (like 1.8 -> 1.8.8) for
forge/fml
L342[08:44:02] <diesieben07> which is why
the code runs exactly the same if you remove the generics
stuff
L343[08:44:54] <Unh0ly_Tigg> though I
really dislike the fact that it's Map<K,V>.get(Object), and
not Map<K,V>.get(K)...
L344[08:45:15] <gigaherz> yeh the bytecode
doesn't care if the object was meant to be List<Integer>, it
still just sees a plain old List.
L345[08:45:43] <sham1> Oh that backwards
compatibility
L346[08:45:59] <Unh0ly_Tigg> or
"public <K1 extends K> V get(K1 key)" even, for
Map...
L347[08:46:26] <sham1> Also, I am hungry
and there is bacon being made outside ;_;
L348[08:46:43] <diesieben07> unh0ly there
is a reason for that
L349[08:46:54] <Unh0ly_Tigg> care to
explain that reason?
L350[08:46:59] <diesieben07> say you have
a Map<?>
L351[08:47:05] <diesieben07> with your
signature you cannot ever call get on that
L352[08:47:56] <Unh0ly_Tigg> well, if it's
just "?" and not "? extends ...", shouldn't it
treat ? as Object?
L353[08:48:03] <diesieben07> nope
L354[08:48:08] <diesieben07> ? is not
Object, ? can be ANYTHING
L355[08:48:13] <diesieben07> it could be
String, it could be Integer
L356[08:48:16] <Kobata> I swear that point
comes up ever 2 months here
L357[08:48:29] <Unh0ly_Tigg> but Object is
the 'root' class
L358[08:48:32] <diesieben07> and since get
in your case takes something that is a subclass of whatever that ?
is...
L359[08:48:34] <sham1> But isnt everything
non-interface a subclass of Object
L360[08:48:37] <Kobata> ? in return
signatures can be treated as Object, but in params it means
'nothing'
L361[08:48:44] <diesieben07> and you don't
know what ? is you dont know what is valid to pass in
L362[08:48:54] <diesieben07> hence you
cannot call it
L363[08:49:01] <diesieben07> since you
dont know what types are valid
L364[08:49:27] <diesieben07> Map<?>
could be a Map<String>
L365[08:49:41] <diesieben07> and if you
allow Object to be passed in the map expects a String still, crash
and burn
L366[08:50:00] <Kobata> It's probably
easier to think about in terms of adding things for a
collection
L367[08:50:24] <diesieben07> not really,
since there you DO have the signature add(V value)
L368[08:50:42] <Kobata>
Map<K,V>.set(K key, V value) ->
Map<?,?>.set(someObject, someOtherObject)
L369[08:51:02] <diesieben07> ahh,
yeah
L370[08:51:05] <Kobata> Since you don't
know what the ?'s really are, you're breaking type safety (granted,
not hard with generics)
L371[08:52:05] <Kobata> But since Object
can be assigned to by anything*, some '? List<?>.getFirst()'
can be assigned to an Object and treated as that without breaking
anything
L372[08:52:33] <diesieben07> and along
come value types and break everything :D
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L374[08:52:52] <sham1> But there are no
value types (yet)
L375[08:53:06] <diesieben07> they are
coming and they are having this exact problem :D
L376[08:53:28] <Unh0ly_Tigg> value
types?
L377[08:53:32] <sham1> Yes
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L379[08:53:43] <diesieben07> "Codes
like a class, works like an int"
L380[08:53:52] <diesieben07> BlockPos for
example
L381[08:54:07] <Unh0ly_Tigg> so along
similar lines of how lamdas work for methods?
L382[08:54:09] <PaleoCrafter> think
structs :P
L383[08:54:10] <diesieben07> it would work
exactly like it does now, but the performance is the same as just
passing 3 ints around
L384[08:54:23] <sham1> It acting like int
does not make sense if you cannot overload stuffs
L385[08:54:35] <sham1> overloading
operators I mean
L386[08:54:49] <Unh0ly_Tigg> I want to be
able to overload operators...
L387[08:54:58] <diesieben07> use a
non-java language then :P
L388[08:55:00] <sham1> Because in a
perfect world you could do blockpos + otherPos
L389[08:55:03] <sham1> Like scala
L390[08:55:10] <sham1> ;)
L391[08:55:22] <Unh0ly_Tigg> so that
"list += e" compiles to the same as
"list.add(e)"
L392[08:55:24] <gigaherz> that could be
done, though
L393[08:55:27] <PaleoCrafter> Scala
doesn't have operator overloarding though :P
L394[08:55:32] <sham1> meh
L395[08:55:34] <gigaherz> wihtout using
crazy syntax
L396[08:55:35] <Ivorius> ahaha
L397[08:55:43] <gigaherz> jsut implement
som INumeric that has .add and such ;P
L398[08:55:44] <sham1> You have method
names that look like operators
L399[08:55:50] <Unh0ly_Tigg> groovy has
operator overloading, iirc.
L400[08:56:09] <gigaherz> the compiler
could simply translate "+" to INumeric<T>.add
L401[08:56:15] <sham1> And because you
dont always need those parenthesis
L402[08:56:35] <sham1> wait no
L403[08:56:38] <PaleoCrafter> gigaherz,
INumeric is a shit name :P
L404[08:56:38] <sham1> Wrong word
L405[08:56:39] <gigaherz> and
ILogic<T>.and/.or
L406[08:56:48] <sham1> Numeric may be
better
L407[08:56:54] <Unh0ly_Tigg>
IAddable?
L408[08:56:55] <PaleoCrafter> strings are
numeric? :P
L409[08:57:04] <Unh0ly_Tigg>
Appendable!
L410[08:57:09] <diesieben07> no interfaces
for this stuff, pleaaase
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L412[08:57:18] <gigaherz> anyhow
L414[08:57:30] <gigaherz> appendable
sounds horrible for actual numbers
L415[08:57:30] <PaleoCrafter> yeah,
encoding everything in a specific interface is shit as well
:P
L416[08:57:31] <gigaherz> XD
L417[08:58:26] <gigaherz> okay option
2
L418[08:59:03] <Unh0ly_Tigg>
@Operator(Operators.PLUS_EQUALS) (or Operators.APPENDING_ADD)
L419[08:59:15] <gigaherz> public BlockPos
operator+(BlockPos other)
L420[08:59:18] <gigaherz> like C#?
;P
L421[08:59:21] <sham1> or just have the +=
be encoded like $plus$eq
L422[08:59:27] ⇦
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L423[08:59:32] <gigaherz> C# doens't allow
overloading +=
L424[08:59:39] <sham1> Well
L425[08:59:39] <gigaherz> it simply
encodes as a = a+b
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L427[08:59:45] <PaleoCrafter> gigaherz,
why the operator keyword though? :P
L428[08:59:49] <PaleoCrafter> it's totally
useless :P
L429[08:59:53] <gigaherz> PaleoCrafter: to
disambiguate
L430[08:59:54]
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L431[09:00:03] <PaleoCrafter> just allow
infix notation and be done with it :P
L432[09:00:06] <gigaherz> also because C++
did it like that first
L433[09:00:07] <gigaherz> XD
L434[09:00:10] <gigaherz> okay then
...
L435[09:00:19] <gigaherz> public infix BP
+(BP other) ?
L436[09:00:28] <PaleoCrafter> get rid of
the fucking keywords
L437[09:00:39] <gigaherz> so you'd allow
ALL methods to be infix?
L438[09:00:42] <PaleoCrafter> sure
L439[09:00:45] <gigaherz> ewh
L440[09:00:51] <sham1> def +(other:
BlockPos)
L441[09:00:53] <sham1> there
L442[09:00:56] <gigaherz> ewh!
L443[09:01:02] <PaleoCrafter> allows for
nice DSLs :P
L444[09:01:16] ⇦
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L445[09:01:20] <gigaherz> sham1: sorry but
I dislike the design choices of scala's syntax
L446[09:01:20] <gigaherz> ;P
L447[09:01:30] *
diesieben07 points to kotlin again
L448[09:01:32] <gigaherz> not that they
are bad, I just don't like them XD
L449[09:01:44] <PaleoCrafter> Kotlin
doesn't go far enough, diesieben07 :P
L450[09:01:46] <sham1> Well "public
BlockPos +(BlockPos other)"
L451[09:01:49] <sham1> there
L452[09:01:56] <diesieben07> yes it
does.
L453[09:02:36] <diesieben07> shit like foo
\/- bar should not exist anywhere but in your crazy
scala/haskell/whateverthefuck :P
L454[09:02:39] <sham1> That is sorta
java'd version of that scala syntax if we ignore the fact that a
method called + in scala gets reduced into $plus in bytecode
L455[09:02:49] <diesieben07> for the
general Java programmer (which is what kotlin is aimed at) this is
way enough
L456[09:03:31] <PaleoCrafter> you at least
should have the option to go hardcore though :P
L457[09:03:45] <sham1> eh
L458[09:03:47]
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L459[09:03:48] <diesieben07> No :)
L460[09:03:51] <sham1> That is not always
a good thing
L461[09:04:04] <diesieben07> the point of
a language is also to guide you to good code
L462[09:04:32] <diesieben07> and if you
want to go hardcode neither kotlin nor java are the language for
you.
L463[09:04:44] <sham1> Even though scala's
coding style is very nice and can produce very good code if you are
good at it
L464[09:04:58] <diesieben07> and the
advantage of Kotlins approach is that you can do myList[3] = hello
on a JAVA list.
L465[09:05:04] <sham1> Like Java also can
have very good code if you do not mind the boilderplate
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L479[09:59:09] <Wuppy> lol, if you ask for
a job, don't do it on facebook
L480[09:59:25] <Wuppy> and especially
don't leave in spelling mistakes or forget capital letters
L481[10:00:38] <Ivorius> In other news,
don't forget to wear pants in public
L482[10:01:11] ***
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L485[10:06:16] <Wuppy> Ivorius, I just
read exactly that
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L490[10:27:32] <Unh0ly_Tigg> so, lets say
you have a Collection<String> in java 8, and you want to find
the max length of a string (for padding purposes), calling
".stream().map(String::length).distinct().reduce(0,
Math::max)" on said collection, will give you the max
length... which I think is really cool.
L491[10:28:22]
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L492[10:28:25] <Unh0ly_Tigg> it doesn't
even create any temp local variables in the code you write...
L493[10:29:30] <williewillus> erm, how do
I get a player's gamemode?
L494[10:29:36] <williewillus> 1.8
L495[10:29:44]
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L496[10:30:45] <williewillus> nvm, got
it
L497[10:30:54] <williewillus>
player.itemInWorldManager.getGameType
L498[10:30:55] <PaleoCrafter> Unh0ly_Tigg,
can't you just do
stream().map(String::length).max(Integer::max)
L499[10:31:11] <Unh0ly_Tigg> meh
L500[10:31:14] <PaleoCrafter> :P
L501[10:31:17]
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L502[10:32:14] <Unh0ly_Tigg> PaleoCrafter,
you do know that Integer.max just calls Math.max...
L503[10:32:33] <Unh0ly_Tigg> also, max
returns an optional, reduce doesn't
L504[10:32:55] <PaleoCrafter> I don't know
the Streams API very well :P
L505[10:33:05] <PaleoCrafter> I'd do
strings.maxBy(_.length).length :P
L506[10:35:01] <Ivorius> Also,
IntStream
L507[10:35:09] <Ivorius> You don't really
want a Stream of Integer, do you?
L508[10:35:23] <Unh0ly_Tigg> going from a
collection of strings...
L509[10:35:52] <Unh0ly_Tigg> didn't feel
like doing the conversion of Stream<Integer> to
IntStream
L510[10:36:01] <Ivorius> toIntStream
L511[10:36:19] <Unh0ly_Tigg> meh
L512[10:36:46] <Ivorius> I just wish
primitives could be generics
L513[10:36:53] <Ivorius>
Soon-erino-ish
L514[10:36:56] <Unh0ly_Tigg>
autoboxing...
L515[10:37:00] <Ivorius> Ew
L516[10:37:06] <Ivorius> And no, it's not
the same
L517[10:37:12] <tterrag|away> That's why
we have trove
L518[10:37:18] <Ivorius> Trove is a
hack
L519[10:37:21] <Unh0ly_Tigg> to each
they're own then...
L520[10:37:26] <Ivorius> A fix for a
problem we shouldn't have
L521[10:37:37] <tterrag|away>
regardless
L522[10:37:48] <tterrag|away> It works as
an interim solution
L523[10:38:04] <Unh0ly_Tigg> you feel like
primitives should be available for generics, tell that to the
people who make/maintain the language...
L524[10:39:29] <PaleoCrafter> Project
Valhalla is a thing :P
L525[10:40:34] <diesieben07> and they
actualy just made a major step forwards
L527[10:40:45] <diesieben07>
List<any> is now a thing
L528[10:41:12] <Unh0ly_Tigg> If I click on
the Generic Specialization link near the top, I get a 404...
L529[10:41:17] <PaleoCrafter> will any
also be accessible outside of generics? :P
L530[10:41:34]
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L531[10:43:02] <diesieben07>
hopefully...
L532[10:43:22] <diesieben07> although that
doesnt make any sense really
L533[10:44:12] <PaleoCrafter> well, you
can't do anything with it
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L535[10:44:52] <PaleoCrafter> but
otherwise you also can't really retrieve anything from a
List<any>, can you?
L536[10:45:18] <tterrag|away> Maybe as a
dynamic variable type
L537[10:45:25] <diesieben07> mhmm
true
L538[10:45:29] <tterrag|away> like
lombok's val
L539[10:45:41] <diesieben07> not sure what
you would do with it though...
L540[10:45:48] <diesieben07> like... you
could get something out, now you have an "any"
L541[10:45:55] <diesieben07> what do you
do with that? you cant pass it to anybody...
L542[10:46:01] <williewillus> i'm not sure
"any" was the right keyword
L543[10:46:08] <williewillus> but that's
still up for change
L544[10:46:13] <PaleoCrafter>
tterrag|away, val is just type inference
L545[10:46:40] <tterrag|away> also, what's
the difference between List <any> and List <?>
L546[10:46:53] <diesieben07> List<?>
is old syntax for List<ref>
L548[10:47:04] <tterrag|away>
...what?
L549[10:47:07] <diesieben07>
List<ref> cannot be List<int>, List<any>
can
L550[10:47:14] <tterrag|away> oh
L551[10:47:18] <tterrag|away> I see
L552[10:47:23] <diesieben07> its for
backwards compat ...
L553[10:47:39] <diesieben07> (because old
code assumes everything is Object)
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L562[11:00:57] <AtomicStryker> hi. is
there a known issue with world.getEntityByID on 1.8 clientside or
something? i get a null result despite using a correct ID with an
entity that definitely is created at that point
L563[11:02:03] <Ivorius> Threading
issue?
L564[11:02:32] <AtomicStryker> threading
how
L566[11:02:58] <diesieben07> (see the
warning section)
L567[11:03:29] <AtomicStryker> ok. what
the hell. thanks
L568[11:05:35]
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L569[11:06:16] <AtomicStryker> so wait i
dont actually have to "get" a thread listener i just have
to use Minecraft.getMinecraft
L570[11:06:56] <diesieben07> yes, on the
client
L571[11:06:59] <diesieben07> or on the
server the WorldServer
L572[11:07:16] <diesieben07> its like a
poor mans ExecutorService
L573[11:07:38] <AtomicStryker> hmm odd my
existing code was using a static reference to
Minecraft.thePlayer
L574[11:07:50] <AtomicStryker> that
*should* have worked
L575[11:08:12]
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L576[11:08:22] <Kobata> I've seen that
threading thing work fine ignoring it for a while, then cause all
sorts of random havoc
L577[11:12:14] <AtomicStryker> im still
getting a null return on the getEntityByID call
L578[11:12:18]
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L579[11:12:22] <diesieben07> show more of
your code then.
L580[11:13:17]
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L582[11:14:44] <AtomicStryker> that print
to console says its the netty thread all right
L583[11:15:13] <diesieben07> where do you
call that method? directly from your packet handler?
L584[11:15:20] <diesieben07> because thats
what it looks like.
L585[11:15:53] <AtomicStryker> aye. so how
do i get it to run on the thread if just referencing
Minecraft.getMinecraft isnt it
L586[11:16:14] <diesieben07>
Minecraft.getMinecraft.addScheduledTask(<myRunnable>)
L587[11:16:19] <tterrag|away> Minecraft is
the ITreadListener
L588[11:16:24] <tterrag|away> ^^
L589[11:16:28] <diesieben07> will execute
the runnable on the main thread
L590[11:17:01] <AtomicStryker> sweet jesus
and this affects all packets? i have made ZERO adjustments to
minions mod
L591[11:17:05] <AtomicStryker> how is that
even working
L592[11:17:23] <AtomicStryker> wait
L593[11:17:28] <AtomicStryker> would using
a proxy fix this
L594[11:17:32] <tterrag|away> You probably
have some lurking race conditions
L595[11:17:33] <AtomicStryker> because all
that is run through a proxy
L596[11:17:39] <diesieben07> a
proxy?
L597[11:17:48] <diesieben07> @SidedProxy?
network proxy?
L598[11:17:52] <AtomicStryker> yeah
L599[11:17:55] <Kobata> If you look at
MC's packets they made the wierdest way of 'fixing' all their
code
L600[11:17:57] <diesieben07> neither of
those matters
L601[11:18:06] <diesieben07> packet
handler is called on netty thread, period.
L602[11:18:20] <Kobata> It calls a
function that checks the thread, if it's not the right one, queue
up calling the same function that called it then throw an
exception
L603[11:18:31] <AtomicStryker> hm so do i
want a runnable or callable
L604[11:18:42] <diesieben07> runnable, you
just want to run something
L605[11:18:49] ***
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L606[11:18:50] <diesieben07> callabe you
want if you need to return a value
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L610[11:23:50] <AtomicStryker> ok, it
works now, thanks
L611[11:23:53] <AtomicStryker> this is
quite horrifying
L612[11:28:59]
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L614[11:34:02] <sham1> why6 does it
horrify you
L615[11:36:37] <AtomicStryker> the fact i
updated all of my mods and didnt know this
L616[11:36:57] <AtomicStryker> some of
which use quite a lot of packets
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L618[11:39:47] <Ivorius> I wish that would
happen to me
L619[11:40:01] ⇦
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L620[11:40:43] ***
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L621[11:40:52] <gigaherz> Ivorius: what?
updating mods?
L622[11:41:16] <Ivorius> Waking up to
realize my mods are already updated
L623[11:41:30] <gigaherz> o_O
L624[11:41:41] ⇦
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(~portablej@59.43.240.220.dynamic.dsl.comindico.com.au) (Quit:
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L625[11:41:47] <gigaherz> I don't think
that's how that sentence was meant to be read XD
L626[11:42:25] <AtomicStryker> are there
any useful vanilla render types to use or do i have to do all of
them myself
L627[11:42:39] <PaleoCrafter> render types
aren't what they used to be :P
L628[11:42:50] <PaleoCrafter> but vanilla
has some useful JSONs you can use as parents :P
L629[11:42:53] <Ivorius> Still, that's how
I read it :P
L630[11:43:56] <gigaherz> AtomicStryker:
as for json model bases, minecraft:block/cube, block/cube_all (one
texture for all faces), and builtin/generated -- the essentials
;P
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L633[11:46:44] <AtomicStryker> does anyone
know the difference between tallgrass and tall_grass
L634[11:46:51] <williewillus> (also pls
use a "standard_item" model for item models and not
respecify all the transforms in every. single. item. model. like
mojang did)
L635[11:47:01] <williewillus> no idea why
they chose not to use their own system 0.o
L636[11:47:22] <gigaherz> one would assume
builtin/generated, which is the basis for the items, to already
include the basic transforms
L637[11:47:23] <gigaherz> XD
L638[11:47:31] <PaleoCrafter> you don't
have to specify any transforms with Forge :P
L639[11:47:40] <MattDahEpic>
AtomicStryker, one is 1block tall tallgrass and the other is 2
block tall tallgrass
L640[11:47:43] <PaleoCrafter> but yeah,
it's weird that they didn't add a default
L641[11:47:58] <williewillus> bleh I wrote
my jsons before i knew forge format existed :p
L642[11:48:17] <gigaherz> so I started a
local game of ARK
L643[11:48:26] <gigaherz> with values
adjusted to remove most of the grindy gameplay
L644[11:48:39] <gigaherz> and it's quite a
lot more enjoyable than playing on a public server
L645[11:48:39] <gigaherz> XD
L646[11:48:41] <PaleoCrafter> default
transforms were one of the first things introduced (unrelated to
the Forge blockstates) :P
L647[11:49:31] <williewillus> oops
:p
L648[11:49:51] <williewillus> so you just
specify nothing and it uses the "default" vanilla
ones?
L649[11:50:00] <PaleoCrafter> yep
L650[11:54:21]
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L651[11:55:35] <williewillus> an item in
my mod places blocks for the player but I want to make it
compatible with protection plugins what exactly should i do or
check for?
L652[11:55:47] <williewillus> the
mechanisms to fire place events don't seem that friendly
L653[11:57:19] <diesieben07> if you do it
inside onItemUse the placement event already fires for you.
L654[11:57:22] <AtomicStryker> use the
forge block break event and tell anyone complaining to suck eggs
and use that
L655[11:57:53] <Wuppy> does anyone know a
great mouse for around 25 euros?
L656[11:58:07] <Wuppy> I'm thinking about
getting the Trust GXT 25 and I'm looking for some
alternatives
L657[11:58:22] <gigaherz> meh
L658[11:58:28] <gigaherz> I'm a fan of the
logitech G500
L659[11:58:32] <gigaherz> but sadly it's
not made anymore
L660[11:58:34] <diesieben07> anything by
logitech
L662[11:59:14] <AtomicStryker> logitech
has REALLY gotten worse
L663[11:59:27] <Wuppy> I'd rather get
something a bit cheaper than that diesieben
L664[11:59:30] <AtomicStryker> i used to
say "any logi" but then i had a couple that really
disappointed
L665[11:59:53] <AtomicStryker> of course,
then i tried a roccat something and that was just as bad
L666[12:00:04] <MattDahEpic> !gm
km.a
L668[12:00:21] <diesieben07> performance
MX by logitech, best mouse evar :P
L669[12:00:28] ***
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L670[12:00:31] ***
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L671[12:00:32] <AtomicStryker> anyone
willing to write some of these forge format jsons for me *bats
eyelashes*
L672[12:00:34] ⇦
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L674[12:00:54] <diesieben07> these
"gaming mice" always feel horrible to me
L675[12:00:57] <Wuppy> what about the
m6900?
L676[12:01:02] <Wuppy> gigabyte
L677[12:01:28] <gigaherz> hmm seems
ok
L679[12:01:30] <MattDahEpic> awwwww yis
scored a 3 letter username
L680[12:01:33] <gigaherz> not bad
price
L682[12:01:50] <gigaherz> thign is, I
really really love unlockable wheels
L683[12:01:53] <gigaherz> that can
free-spin
L684[12:01:55] <gigaherz> and none of
those have one ;P
L685[12:02:16] <diesieben07> paleo, that
thing looks awful
L686[12:02:21] <Wuppy> that one sure does
look... interesting PaleoCrafter
L687[12:02:30] <williewillus> diesieben07:
even if it's for example a power item that does
world.setBlockStates manually? Events are still done for me?
L688[12:02:31] <PaleoCrafter> meh, it does
its job :P
L689[12:02:38] ***
Genji|away is now known as Genji
L690[12:02:43] <PaleoCrafter> and it was
cheap :P
L691[12:02:46] <gigaherz> looks
uncomfortable XD
L692[12:02:51] <gigaherz> it probably
isn't
L693[12:02:53] <gigaherz> but it looks
so
L694[12:02:54] <diesieben07> afaik yes,
willie. all they patch is onItemUse in ItemStack
L695[12:02:59] <PaleoCrafter> it really
isn't :P
L696[12:03:35] <PaleoCrafter> and look, it
even is available in pink :P
L697[12:03:40] <Wuppy> must have
L698[12:06:00] <Kobata> williewillus:
There's patches in most of the low-level state set functions that
capture changes on demand
L699[12:06:21] <MattDahEpic> why does my
world have a backup subfolder?
L700[12:06:25] <Kobata> So when you're in
a function that has the place-capture enabled it will know about
everything you do
L701[12:06:42] <PaleoCrafter> MattDahEpic,
did you open it with missing blocks?
L702[12:07:02] <MattDahEpic> PaleoCrafter,
its a 1.8 world moved to 1.9snap
L703[12:07:16] <PaleoCrafter> oh, hm
L704[12:07:30] <PaleoCrafter> vanilla
1.8?
L705[12:07:52] <MattDahEpic> yup
L706[12:08:00] <PaleoCrafter> then I have
no clue :D
L707[12:08:01] <williewillus> anything in
it? :p
L708[12:08:16] <MattDahEpic> a copy of the
world as it was before the switch
L709[12:08:18] <PaleoCrafter> I only know
that forge creates a backup whenever you open a world with missing
blocks
L710[12:09:39] <Wuppy> is Genesis an
acceptable mouse company?
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L714[12:21:45] <StephJ2Fan> I swear it's
telling me OpenGL is broke
L715[12:23:08] <MattDahEpic> StephJ2Fan, i
see no rendering in there... its packets
L716[12:23:53] <StephJ2Fan> okay so is it
a mod doing it, MattDahEpic?
L717[12:25:12] <MattDahEpic> its not
telling me anything besides java.lang.NullPointerException: Ticking
memory connection
L718[12:25:13] <MattDahEpic> at
cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
L719[12:25:50] <MattDahEpic> StephJ2Fan,
mc version?
L720[12:26:11] <heldplayer> Minecraft
Version: 1.7.10
L721[12:26:16] <MattDahEpic> !gm
func_148833_a 1.7.10
L722[12:26:31] <MattDahEpic> its
processPacket
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L724[12:29:02] <StephJ2Fan> okay thanks
for the help.
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L760[14:16:52] <Manusoftar> Im developing
my mod on Eclipse and when i press play on Eclipse it works fine,
but when i try to actually run it on the game itself it
crashes!
L761[14:17:13] <Manusoftar> !gm
func_71560_a
L762[14:17:44] <williewillus> what's
tico's oredict name for slimeballs?
L763[14:18:14] <gigaherz> if it's not
ballSlime, I'll be disappoint
L764[14:18:39] <gigaherz> (by which I did
mean to imply I have no idea)
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L766[14:19:21] <williewillus> vanilla
registers it as just "slimeball"
L767[14:19:26] <williewillus> vanilla
forge
L768[14:19:38] <Manusoftar> guys
help!
L769[14:20:13] ***
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L770[14:20:31] <diesieben07> Manusoftar,
you MUST use gradlew build to build your mod.
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L772[14:20:46] <Manusoftar> uh?
L773[14:20:50]
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L774[14:20:59] <Manusoftar> i did export
to jar from Eclipse... is that wrong??
L775[14:21:18] <williewillus> yes, it
doesnt get reobfuscated
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L777[14:22:36] <Manusoftar> oh i see
L778[14:23:03] <Manusoftar> would it be
enought to run a gradlew build or should i write any config
files???
L779[14:23:40] <williewillus> it should be
enough
L780[14:23:50] <williewillus> your jar
will be in build/libs/
L781[14:24:08] <Manusoftar> ok im on it,
thanks!
L782[14:24:10]
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L783[14:27:11] <Manusoftar> there should
be a way to configure the gradlew build directly on Eclipse so you
can build your mod withouth having to open a dos command and
manually run the gradlew thing...
L784[14:28:01] <diesieben07> use a proper
IDE and you can ;)
L785[14:28:13] <diesieben07> also cmd is
NOT dos.
L786[14:30:47] <Lex_> you can with the
gradle eclipse plugin {or any IDE with support for gradle}
L787[14:30:51] <Lex_> but either way
L788[14:30:53] <Lex_> this works
L789[14:33:16] <sham1> CMD is not DOS
indeed, it just looks like the old dos' command prompt
L790[14:33:30] <gigaherz> well
L791[14:33:39] <gigaherz> really,
command.com wasn't "dos" either
L792[14:33:49] <gigaherz> it was a dos
program, yes, but it wasn't "dos" in the same sense bash
isn't linux
L793[14:33:50] <gigaherz> XD
L794[14:33:59] <gigaherz> but calling it a
"dos window"
L795[14:34:04] <gigaherz> or "dos
commands" stuck
L796[14:34:24] <heldplayer> Nobody said
command.com is dos either
L797[14:34:31] <gigaherz> yes, I
did.
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L799[14:34:41] <gigaherz> eh
L800[14:34:42] <gigaherz> no wait
L801[14:34:43] <sham1> Well in case of
BASH it is very widely used with Linux so the confusion can be
easilly explained
L802[14:34:48] <PaleoCrafter> command.com
is damage free hanging ;)
L803[14:34:48] <gigaherz> sorry
brainfart
L804[14:35:18] <gigaherz> sham1: just like
calling cmd.exe, which is designed to replicate the functionality
of command.com, "dos"
L805[14:35:27] <gigaherz> that was my
point
L806[14:35:39] <gigaherz> but yeah
L807[14:35:44] <gigaherz> cmd hasn't been
dos, since win9x
L808[14:35:45] <gigaherz> ;P
L809[14:36:00] <gigaherz> and i can't
remember it win9x had a cmd.exe or not
L810[14:36:17] *
gigaherz boots the win98 VM
L811[14:36:37] <williewillus> you can
force it back into immediate DOS mode on boot :p
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L814[14:37:33] <gigaherz> UGH win98 takes
SO LONG to boot
L815[14:37:33] <gigaherz> XD
L816[14:37:54] <sham1> why do you have
win98 VM for
L817[14:38:17] <gigaherz> yup win98 didn't
have a console per se
L818[14:38:28] <gigaherz> it was
command.com running in a MS-DOS window
L819[14:38:33] <gigaherz> sham1: fun
:D
L820[14:38:36] <gigaherz> nostlagia
L821[14:39:09] <gigaherz> I also have some
windows 1.01 in a folder somewhere
L822[14:39:10] <gigaherz> XD
L823[14:39:24] <gigaherz> although that
one is fun alone
L824[14:39:33] <gigaherz> I never used
windows 1 in an actual computer XD
L825[14:39:49] <gigaherz> (I mean running
as the proper main "OS")
L826[14:40:03] <williewillus> did you ever
watch that video where they upgraded a windows 1 install all the
way to 7
L827[14:40:11] <gigaherz> (Windowsd 1
wasn't an OS, it was only a visual frontend to DOS, sorta)
L828[14:40:17] <gigaherz> williewillus:
yes XD
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L830[14:45:34] <Sannholm> !dcc
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L833[14:47:58] <williewillus> is there a
vnailla attribute for jumpboost?
L834[14:48:38] <diesieben07> nope,
hardcoded to the potion
L835[14:48:53] <williewillus> boo,
applying the potion it is
L836[14:48:58] <PaleoCrafter> Mojang
._.
L837[14:49:13] <PaleoCrafter> you could
use LivingJumpEvent :P
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L839[14:50:16] <osum4est> how do i get the
system time and mc time?
L840[14:50:18] <williewillus> another
thing that needs to become an attribute/have attribute
modifiers
L841[14:50:21] <williewillus> step
height
L842[14:50:40] <williewillus> rn mods are
just reading and writing off the player.stepHeight field and that's
gotta cause some conflicts between different items that modify
it
L843[14:50:42] <diesieben07> osum4est,
System.getCurrentTimeMillis() and world.getWorldTime
L844[14:50:50] <osum4est> thx
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L849[14:55:00] <Chompzki> Is there a way
to solve overlaping between a gui object and NEI? having problems
to come up with a good way to solve this...
L850[14:55:27] <Ivorius> Probably NEI
API
L851[14:55:29] <PaleoCrafter>
depends
L852[14:55:35] <PaleoCrafter> items in the
NEI panel?
L853[14:56:11] <PaleoCrafter> (are those
overlapping?)
L854[14:56:14] <Ivorius> I believe it also
automatically wraps around your GUI by their width and height
attributes
L855[14:56:32] <Chompzki> Not overlapping
the items on the right side. Overlapping with the buttons on the
left.
L856[14:56:45] <PaleoCrafter> I don't
think you can do anything about that
L857[14:57:02] <PaleoCrafter> apart from
lowering the general GUI scale temporarily, lol
L858[14:57:08] <Chompzki> That sucks
L859[14:57:15] <Chompzki> xD
L860[14:58:14] <Chompzki> At the moment
the player has to hide NEI if they want to see my gui properly when
looking in a inventory... but if you don't hold a certain item my
gui won't show.
L861[14:58:52] <Chompzki> So if i can't
adapt the two sides... is there a way to hide certain NEI
parts?
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L865[15:01:30] <MattDahEpic> idiot crashed
into fiber routing box at end of street, everyone came out and
yelled at him almost simultaiously
L866[15:01:37] <williewillus> lol
L867[15:01:53] <williewillus> did that
include you ;p
L868[15:02:09] <MattDahEpic> yup
L869[15:02:27] <MattDahEpic> i was the one
who called the isp to get it repaired
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L871[15:07:51] <osum4est> the gui allows
you to draw a horizontal or vertical line, but can it draw a line
between any two points?
L872[15:08:07] <diesieben07> sure
L873[15:08:23] <diesieben07> a line is
just a very thin rectangle, so draw 4 vertices and your good
;)
L874[15:08:36] <PaleoCrafter> or draw a
line :P
L875[15:08:50] <MattDahEpic> 1.9snap is
spamming my server console with [20:08:35] [Server thread/WARN]:
Tried to add entity with duplicate UUID
7470e8ae-b98e-4919-87bf-43d569ffe9bd
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L878[15:10:29] <osum4est> but i can't draw
a really thin tilted rectangle can i?
L879[15:10:34] <osum4est> it only allows
two points
L880[15:10:59] <osum4est> unless i can
then rotate it?
L881[15:11:02] <diesieben07> what
does?
L882[15:11:13] <osum4est>
drawTexturedModelRect
L883[15:11:44] <diesieben07> yeah you need
to use the tesselator directly
L884[15:11:56] <osum4est> oh
L885[15:12:06] <osum4est> got it
L886[15:12:11] <PaleoCrafter> and just use
the line drawing mode :P
L887[15:12:39] <PaleoCrafter>
GL11.GL_LINES
L888[15:12:41] <MattDahEpic> yay
slot.weapon.offhand exists!
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L892[15:24:22] <williewillus> and
apparently it's slot number -106
L893[15:24:24] <williewillus> because
mojang
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L896[15:29:20] <MattDahEpic> well i scored
a 3 letter mc username
L897[15:30:01]
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L900[15:31:07] <Devoenix> crash
report
L901[15:31:44] <diesieben07> itemphysic
mod needs creativecore. Read the installation instructions for the
mods you use.
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L903[15:32:04] <williewillus> MattDahEpic:
what'd you get?
L904[15:32:04] <MattDahEpic> shot
down
L905[15:32:08] <Devoenix> .. could've
sworn i dragged that in >.>
L906[15:32:25] <MattDahEpic> williewillus,
i got qkm
L907[15:32:36] <Devoenix> guess i
didn't
L908[15:32:37] <Devoenix> eh
L909[15:32:41] <MattDahEpic> !gm
qkm.a
L910[15:32:45] <MattDahEpic> dang
L911[15:33:00] <williewillus> lel
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L913[15:34:22] <minecreatr> is
onBlockPlaced called before or after the tile entity is
created?
L914[15:35:17] <diesieben07> it is called
before the Block is placed.
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L920[15:45:17] <osum4est> what is the int
that fontRender.drawString returns?
L921[15:45:48] <tterrag|away> length
perhaps? not sure
L922[15:45:56] <tterrag|away> !gm
FontRenderer.drawString 1.7.10
L923[15:46:02] <killjoy> It returns an
int?
L924[15:46:08] <PaleoCrafter> looks like
the width it has taken
L925[15:46:15] <tterrag|away> nothing in
the javadocs
L926[15:46:18] <tterrag|away> but I'd
assume width yes
L927[15:46:18] <diesieben07> no ti
doesnt
L928[15:46:24] <diesieben07> it returns x
+ width
L929[15:46:28] <PaleoCrafter> ah,
yeah
L930[15:46:36] <PaleoCrafter> so the end
of the string
L931[15:46:39] <diesieben07> yes
L932[15:46:44] <osum4est> alright,
thanks
L933[15:46:51] <PaleoCrafter> darn
mutability
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L935[15:48:13] <tterrag|laptop> ?
L936[15:48:19] <osum4est> its annoying
that theres no drawCenteredStringNoShadow
L937[15:48:46] <PaleoCrafter>
tterrag|laptop, look at the font renderer :P
L938[15:48:53] <tterrag|laptop> can't
atm
L939[15:48:54] <killjoy> Well it's not
hard to work around
L940[15:49:00] <osum4est> yeah i
know
L941[15:49:06] <osum4est> just kinda
annoying
L942[15:49:23] <tterrag|laptop> mojang
only implements what they use
L943[15:49:34] <killjoy> Anything not used
gets stripped
L944[15:49:37] <PaleoCrafter> ^
L945[15:49:40] <tterrag|laptop> that
too
L946[15:49:47] <osum4est> makes
sense
L947[15:49:54] <PaleoCrafter>
tterrag|laptop, let's just say that it has a lot of unnecessary
state :P
L948[15:51:29] <osum4est> wait, can i get
the width of what the text will be without actually drawing
it?
L949[15:51:50] <PaleoCrafter>
getStringWidth
L950[15:52:07] <osum4est> ah
L951[15:52:15] <tterrag|laptop> but that's
the absolute width, of course
L952[15:54:04] <osum4est> meaning the
width of the string not the x coord + width, right?
L953[15:54:18] <tterrag|laptop>
right
L954[15:54:27] <osum4est> good
L955[16:02:39] ⇦
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L956[16:04:25] <williewillus> how do I add
a layerrenderer to a player?
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L960[16:10:31] <Flashfire> I have a custom
skeleton entity and it seems that vanilla mobs are hardcoded to
drop their equipment with a fixed chance
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L963[16:11:31] <Flashfire> So I want to
know how I can prevent mob equipment from being dropped?
L964[16:11:59] <Flashfire> Specifically
the weapon is what I want to prevent
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L969[16:12:59] <diesieben07>
LivingDropsEvent
L970[16:13:23] <Laceh> lmfao my sunday
afternoon project was creating a faster json deserializer :D
L971[16:13:30] <Flashfire> Thank you
diesieben
L972[16:13:43] <PaleoCrafter> faster than
what, Laceh? :P
L973[16:13:51] <Laceh> gson :D
L974[16:13:56] <Laceh> albeit json is
slow
L975[16:14:02] <Laceh> the results will be
in in asecond
L976[16:14:05] <Laceh> Im testing gson and
boon
L977[16:15:19]
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L979[16:16:39] <Laceh> my lib takes
approximately 30+ms
L980[16:16:48] <Laceh> gson takes
approximagely 80+ms
L981[16:16:55] <Laceh> and boon takes
approximately 80+ms
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L984[16:18:45] <tterrag|laptop> Laceh, no
one uses gson for speed
L985[16:18:50] <killjoy> I want to do a PR
for the installer that adds better support for version independent
tweaks.
L986[16:18:57] <Laceh> ofc not but you use
boon for speed
L987[16:19:01] <Laceh> and it still is
faster
L988[16:19:36] <tterrag|laptop> what the
heck is boon
L989[16:20:31] <tterrag|laptop> can your
lib handle generics? does it have type adapters? lenient parsing?
etc?
L990[16:20:41] <tterrag|laptop> these are
things that make gson more useful, albeit slower
L991[16:20:56] <Laceh> tterrag|laptop:
boon is a super fast json parser
L992[16:21:02] <Laceh> and mine handles
generics :D
L993[16:21:09] <Laceh> and it has type
adapters :D
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L997[16:22:44] <tterrag|laptop> the other
thing gson has going for it is that it comes with MC
L998[16:22:48] <tterrag|laptop> which is
really all that I care about :p
L999[16:23:47] <Laceh> XD
L1000[16:25:23]
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L1001[16:25:42] <ELChris414> Hey
yo!
L1002[16:34:00]
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L1003[16:36:54] <williewillus> is there a
way to have java 8 written code compile to 7 or 6 level bytecode /
how do I set that up if so
L1004[16:37:14] <tterrag|laptop>
yes
L1005[16:37:19] <tterrag|laptop>
targetCompatability=1.6
L1006[16:37:21] <tterrag|laptop> in
build.gradle
L1007[16:37:43] <williewillus> awesome
thanks
L1009[16:38:01] <tterrag|laptop> like
that
L1010[16:38:11] <killjoy> in my
experience, only the sourceCompatability can be lower.
L1011[16:38:20] <tterrag|laptop>
soureCompat means it'll throw compile errors if you use j8
code
L1012[16:38:26] <tterrag|laptop>
targetcompat is bytecode level
L1013[16:38:53] <killjoy> It threw an
error: target compat cannot be lower than source compat.
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L1016[16:41:07] <killjoy> javacTask:
target release 1.6 conflicts with default source release 1.8
L1017[16:41:28] <shadekiller666>
apparently the "facing" direction of comparators is
towards the input...
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L1019[16:44:10] <williewillus> lol
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L1032[17:15:50] <PaleoCrafter> killjoy,
you can use retrolambda, but that's about it :P
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L1034[17:18:22] <killjoy> I don't have an
issue with using java 6
L1035[17:19:04] <PaleoCrafter> you should
have though :P
L1036[17:19:12] <killjoy> If I really
wanted to use lambdas, I'd use scala.
L1037[17:19:13] <PaleoCrafter> at least
use 7
L1038[17:20:26] <killjoy> I'll program
it, but I won't actually use it.
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L1042[17:26:16] <killjoy> I'll use 1.7
for non-mods
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L1044[17:26:51] <williewillus> is it okay
to extend fontrenderer and use that extended instance in one
gui?
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L1046[17:27:19] <killjoy> I've seen it
before
L1047[17:27:32] <williewillus> okay just
making sure there's not like hidden state in fontrenderer that
would prevent that
L1048[17:27:44] <killjoy> But the person
who used it is the one everyone hates
L1049[17:27:57] <williewillus> oh
lol
L1050[17:29:48] <PaleoCrafter>
williewillus, there's a lot of unnecessary state in the font
renderer, but fortunately it's not static :P
L1051[17:35:51] <shadekiller666> what is
the easiest way to tell if a player has entered a world for the
first time?
L1052[17:35:58]
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L1053[17:37:26] <williewillus> nbt tags
on them?
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L1055[17:37:47] <shadekiller666> so set a
tag on the player when they enter?
L1056[17:37:59] <williewillus> like a tag
boolean hasJoined and when they join set it to true
L1057[17:38:01] <shadekiller666> then
check it?
L1058[17:38:04] <PaleoCrafter> I've told
you already, IEEP :P
L1059[17:38:05] <shadekiller666> ok
L1060[17:38:13] <williewillus> it will be
false if the tag is not present which means they haven't joined
before
L1061[17:38:25] <williewillus> so check
it before setting it
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L1065[17:52:29] <shadekiller666> anyone
have an example of using an IEEP?
L1066[17:54:31] <Zaggy1024> ugh, I'm
trying to use the MC profiler to find out what effect my code is
having on performance and it's causing a crash in some other code
:|
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L1068[17:57:55] <Zaggy1024> hm
L1069[17:58:04] <Zaggy1024> perhaps it's
some concurrency problem
L1070[17:58:56] <williewillus> wait are
vanilla models limited to 22.5 and 45 degree rotations?
L1071[17:59:01] <williewillus>
only?
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L1073[17:59:43] <shadekiller666> willie,
22.5 and multiples of
L1074[18:00:02] <williewillus> what if I
need more precise rotations?
L1075[18:00:08] <MattDahEpic> shulkers
have cute little spirals on the bottm squeeeee
L1076[18:00:10] <williewillus> do the
forge ones allow for that?
L1077[18:00:10] <shadekiller666> 22.5,
45, 67.5, 90 etc
L1078[18:00:22] <shadekiller666> the
forge blockstate ones?
L1079[18:00:28] <williewillus> yes
L1080[18:00:31] <shadekiller666>
yep
L1081[18:00:37] <shadekiller666> they
should
L1082[18:02:59] <williewillus> is there
an example of the forge model format anywhere? (or do I just
specify it in the forge blockstate?)
L1083[18:03:16] <shadekiller666> one
sec
L1084[18:03:19] <PaleoCrafter> there's no
'forge model format', only the blockstates :P
L1086[18:03:41] <williewillus> but then
how do I specify rotations more precise than what vanilla
allows?
L1087[18:03:51]
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L1088[18:04:36] <shadekiller666> willie,
one sec
L1089[18:04:51] <PaleoCrafter> I just
linked it, lol :P
L1090[18:05:13] <williewillus> is there
an example of that in use .-.
L1091[18:05:47] <PaleoCrafter> it's as
simple as "transform": { "rotation": {
"axis": degrees } } in a variant :P
L1093[18:06:46] <shadekiller666> in the
"inventory" block, in "transform",
"rotation is an array of {}, and each number is in degrees
unrestricted
L1094[18:07:10] <shadekiller666> or
"rotation" can be just 1 axis, like it is in the
"normal" block
L1095[18:07:30] <shadekiller666> for the
array version, the rotations are applied in the order in which they
are defined
L1096[18:07:47] <shadekiller666> so in
that case the "y" would be applied first, then
"x", etc
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L1098[18:08:32] <williewillus> ah i get
it now
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L1100[18:09:10] <shadekiller666> you can
also define "rotation" as a quaternion, but its easier to
do it this way
L1101[18:09:11] <williewillus> can we use
the forge:default-item/tool/block transforms for things that only
have an item form?
L1102[18:09:22] <shadekiller666>
mhmm
L1103[18:09:46] <shadekiller666> just use
them in the "inventory" key, "normal" applies
to the in-world model i think
L1104[18:10:21] <gigaherz> yup
"inventory" is for the ItemBlock, while
"normal" is for non-stateful blocks in the world
L1105[18:10:37] <gigaherz> by default,
"inventory" maps to "normal"
L1106[18:10:51] <gigaherz> but if your
block has states, you have to manually indicate which state
corresponds to the item in hand
L1107[18:10:56] <gigaherz> or well, which
model
L1108[18:11:14] <shadekiller666> for
example, the "normal" in the json i linked rotates the
block's model 45 degrees in the world
L1109[18:11:40] <williewillus> but i mean
like for an item that doesnt even have a block form
L1110[18:12:06] <williewillus> still use
this format?
L1111[18:12:21] <gigaherz> an item only
exists in inventory form
L1112[18:12:26] <gigaherz> you don't have
variants in it
L1113[18:13:00] <gigaherz> I never tried
the default transform things though
L1114[18:13:05] <gigaherz> so no idea how
they are even supposed to work
L1115[18:13:06] <gigaherz> XD
L1116[18:13:07] <shadekiller666> yes
willie
L1117[18:13:12] <gigaherz> but I'd assume
so?
L1118[18:13:21] <shadekiller666>
item-only ones should work pretty much the same
L1119[18:13:45] <Vorquel> What's the
easier way to deal wih angles, shadekiller666?
L1120[18:13:54] <shadekiller666> ?
L1121[18:13:58] <shadekiller666> in the
jsons?
L1122[18:14:26] <Vorquel> I was just
wondering what the question was that I came in halfway
through
L1124[18:15:17] <Vorquel> What is that,
Euler angles?
L1125[18:15:21] <shadekiller666>
mhmm
L1126[18:15:40] <PaleoCrafter> don't
worry, you can use quaternions too :P
L1127[18:15:41] <williewillus> can I
rotate individual cubes in a model more precise than 22.5 or do I
need to use submodels and rotate those
L1128[18:15:41] <shadekiller666>
"rotation" can be defined in a quaternion, but its easier
to use eulers
L1129[18:16:19] <shadekiller666> willie,
if you want to rotate individual pieces they'd have to be separate
submodels
L1130[18:16:33] <shadekiller666> or an
obj but thats not pulled yet
L1131[18:16:44] <PaleoCrafter> uhm... b3d
:P
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L1133[18:17:13] <shadekiller666> that
too, if you bake the rotation in ahead of time
L1134[18:17:19] <shadekiller666> and
iterate through the keyframes
L1135[18:17:33] <PaleoCrafter> well, if
it's an item, you can't do anything else anyway :P
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L1137[18:22:10] <Zaggy1024> how does one
make the chunk not re-render and update light when my block changes
states?
L1138[18:22:35] <PaleoCrafter> don't use
3 as flag for setBlockState :P
L1139[18:22:46] <gigaherz> specify a
flag, but not make it 3 ;PO
L1140[18:23:30] <Zaggy1024> urgh I'm
stupid
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L1142[18:24:07] <Zaggy1024> so I think
what was causing the ridiculous lag in my dimensions was that the
leaves started out with CHECK_DECAY true and when they set it false
it sends a packet to the client to update
L1143[18:24:14] <Zaggy1024> and that
caused tons and tons of chunk updates
L1144[18:24:16] <Zaggy1024>
>.<
L1145[18:29:00] <MattDahEpic> anyone
knows the class name for the 1.9 end city/ship generation
L1146[18:29:05] <MattDahEpic> ?
L1147[18:29:43] <williewillus> okay I'm
being really dumb right now. But I want to use the default
transform for items without recopying the vanilla one over and over
or having a dummy parent json...this is the item *model* json, I
register the normal way, and it doesnt work >.>
L1149[18:29:56] <williewillus> the
"forge:default-item" thing
L1150[18:30:29] <PaleoCrafter> that thing
only works for blockstates :P
L1151[18:30:40] <PaleoCrafter> and afaik,
you don't need to specify any transforms
L1152[18:30:54] <williewillus> i just
asked if I could use it on something that only had an item form and
was told yes lol
L1153[18:31:02] <williewillus> no, the
no-transforms is angled wron
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L1156[18:31:49] <PaleoCrafter>
impossibru
L1158[18:32:07] <williewillus> first is
default
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L1160[18:32:17] <williewillus> second is
whta vanilla respecifies in every json over and over again
L1161[18:32:30] <PaleoCrafter> hm, PR it
then :P
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L1163[18:34:08] <shadekiller666>
willie
L1164[18:34:28] <shadekiller666> for
item-only ones, use a forge blockstate
L1165[18:34:59] <shadekiller666> the
"forge:default-item" key only works in jsons marked with
"forge_marker": 1
L1166[18:35:17] <shadekiller666> which
denotes that forge should load it, instead of passing it to
vanilla's parser
L1167[18:35:24] <williewillus> so like
instead of registering a item model json to
ModelLoader.setCustomModelResourceLocation I give it a forge
blockstate json?
L1168[18:35:34] <shadekiller666>
yep
L1169[18:35:49] <PaleoCrafter> may I tell
you that that is fucking counter-intuitive? :P
L1170[18:36:02] <shadekiller666> just put
the json in blockstate folder, and name it whatever string you pass
to setCustomModelResourceLocation
L1171[18:36:07] <shadekiller666> ya
well
L1172[18:36:13] <shadekiller666> i didn't
write it
L1173[18:36:42] <Sannholm> !dcc
L1174[18:37:03] <shadekiller666>
O.o
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L1176[18:37:18] <shadekiller666> so it
seems like world.getTopSolidOrLiquidBlock is broken?
L1177[18:37:56] <shadekiller666> in a
flat world with the "water world" preset, it returns the
pos of the water block directly above the sand layer
L1178[18:38:07] <shadekiller666> instead
of the pos of the top most water block...
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L1182[18:45:20] <williewillus> probably
just got misnamed?
L1184[18:46:46] <PaleoCrafter> yeah, it
doesn't work that way
L1185[18:46:48] <shadekiller666> move
"model" to the "defaults" block as shown in the
gist i linked earlier
L1186[18:48:16] <shadekiller666> and also
move the "textures" to "defaults" as well
L1187[18:48:25] <shadekiller666> and
leave just the "transform" in "inventory"
L1188[18:48:49] <shadekiller666> also,
you might need the "normal" key with just [{}], after
it
L1189[18:49:10] <shadekiller666> so that
the parser doesn't get angry that something is missing, but i'm not
100% sure about that
L1190[18:49:40] <williewillus> still
crashes trying to find builtin/generated in minecraft:block/....not
sure if this actually works for items or not lol
L1191[18:50:15] <PaleoCrafter> as I said
:P
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L1193[18:51:59] <shadekiller666> i've
done it with an item-only before
L1194[18:54:04]
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L1195[18:55:17] <shadekiller666>
aha!
L1197[18:55:58] <shadekiller666> thats
the "blockstate" json for an item-only forge
blockstate
L1198[18:56:05] <williewillus>
forge:item-layer
L1199[18:56:12] <williewillus> completely
undocumented yay :p
L1200[18:56:12] <shadekiller666>
mhmm
L1201[18:56:15] <shadekiller666>
lol
L1202[18:56:53] <shadekiller666> well you
have to dig through the example mods on the forge github repo to
find it
L1203[18:57:24] <shadekiller666> a good
majority of what the forge blockstates can do is in those
somewhere, you just have to find them :P
L1204[18:58:03] <williewillus> i hope
someone documents it once it stabilizes 0.o
L1205[18:58:58] <shadekiller666>
mhmm
L1206[18:59:23] <shadekiller666> thats
one thing fry needs to do when he gets back, though he kind of
documented the forge blockstates
L1207[18:59:47] <williewillus> wat
L1208[18:59:50] <williewillus> same
crash
L1209[19:00:03] <shadekiller666> ?
L1210[19:00:14] <shadekiller666> can i
see your json again?
L1211[19:00:15] <williewillus> I'll move
it out of the defaults and see
L1212[19:00:36] <shadekiller666> make it
look like the last one i linked
L1213[19:00:48] <shadekiller666> the one
that referenced "forge:item-layer"
L1214[19:02:08] <williewillus> made it
look exact same except for texture name and it crashes
L1215[19:02:11] <williewillus> maybe I'm
registering wrong
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L1219[19:05:19] <shadekiller666> wtf,
skype is now able to auto-play video advertisements?
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L1228[19:29:24] <williewillus>
shadekiller666: yeah i do exactly that :/ this is weird
L1229[19:29:51] <shadekiller666> :/
L1230[19:32:23]
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L1232[19:33:49] <williewillus> the Forge
blockstate deserializer adds block/ in front of everything and I
dont see special handling for item-layer so I'm confused as to how
that test worked
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L1235[19:36:37] <shadekiller666>
O.o
L1236[19:36:46] <shadekiller666> i know
that item actually works... wtf
L1237[19:36:55] <shadekiller666> the one
that that json is for i mean
L1238[19:37:03] <shadekiller666> it works
in my obj loader dev env
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L1241[19:37:38] <williewillus> ah I did
ModelLoader.addVariantName for it. That might be why
L1242[19:38:43] <shadekiller666>
mhmm
L1243[19:39:41] <shadekiller666> and i
found where the game checks for "forge:item-layer" if you
look in "client/model/ItemLayerModel" its at the bottom
of the class
L1244[19:39:46] <shadekiller666> well
bottom of the file
L1245[19:39:53] <killjoy> Have all the
1.7 snapshots dissapeared from the launcher?
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L1247[19:40:24] <williewillus> why does
addVariantName break it? becuase it's a item think?
L1248[19:40:51] <williewillus> okay so it
loads now but texture is gone :p lemme recheck again
L1249[19:41:28] <gigaherz> addVariant is
required for items though?
L1250[19:41:32] <williewillus> mode
definition for ...#inventory not found
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L1252[19:42:51] <shadekiller666>
O.o
L1253[19:42:56] <williewillus> so more
like it took out the model instead of fixing it lol
L1254[19:43:16] <shadekiller666> you are
just not having an easy time with this are you?
L1255[19:43:18] <gigaherz> yeah no
addVariant == mc won't even try to load the item model
L1256[19:43:44] <williewillus> its not a
big deal to not be able to use them for itme-only's but I'm just
curious why it seemingly doesnt work for me
L1257[19:43:56] <williewillus> I'm gonna
clone forge and see if that works
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L1259[19:44:01] <gigaherz> I really
haven't figured out any way to get forge to load a custom item
model aside of using my obj loader's registration process
L1260[19:44:13] <gigaherz> and injecting
the model in the model bake event
L1261[19:46:27] <shadekiller666> willie,
can i see your code and json again?
L1262[19:46:40] <Vorquel> I don't see any
snapshots besides 1.9 ones, killjoy.
L1263[19:46:53] <killjoy> That's what I
thought.
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L1266[19:48:01] <Vorquel> That must be
recent. I remember seeing them just a couple days ago.
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L1268[19:48:49] <williewillus> they only
keep snapshots like 5 weeks back on the launcher
L1270[19:49:18] <shadekiller666> !gm
func_175757_a
L1271[19:49:37] <killjoy> I was testing
things and was expecting more than 3 snapshots to show up.
L1273[19:50:27] <Vorquel> Well, it's not
Lex's fault.
L1274[19:50:59] <shadekiller666> willie,
which item are we talking about?
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L1276[19:51:35] <williewillus>
CraftingComponent, specifically I only tried doing the forge json
for meta 1 (which is backpack_tank)
L1277[19:53:57] <shadekiller666> so
in-game is the backpack_tank just rendered as the missing
texture?
L1278[19:54:17] <williewillus> if I
removed ModelLoader.addVariant model is not found, if i have it, it
crashes
L1279[19:54:28] <williewillus> saying
"forge:block/item-layer not found"
L1280[19:54:41] <shadekiller666>
O.o
L1281[19:55:15]
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L1285[19:57:04] <shadekiller666> in the
console, when you run the game without ModelLoader.addVariant(),
what does it say when it prints the error for the model not being
found? ie. the part before the #inventory
L1286[19:57:23] <williewillus> model
definition not found for
adventurebackpack3:backpack_tank#inventory
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L1288[19:57:43] <Vorquel> Dats some cool
stuff Ri5ux
L1289[19:57:48] <Ri5ux> Thanks
L1290[19:58:05] <Ri5ux> HassanS6000
helped with some of it.
L1291[19:59:34] <Vorquel> I feel like I
just looked at hundreds of hours of work.
L1292[19:59:44] <Ri5ux> 3 years of
work.
L1293[20:00:21] <Vorquel> dang
L1294[20:00:50] <Vorquel> keeping up with
mc alone in that timeframe is daunting
L1295[20:01:01] <Ri5ux> :P
L1296[20:01:10] <williewillus> bleh,
switch projects for now, I'll look at it later
L1297[20:01:49] <Vorquel> Makes me
excited to get started on my next project
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L1299[20:03:20] <shadekiller666> willie,
are all of the CraftingComponent.ComponentTypes supposed to be 1
item/model?
L1300[20:03:34] <shadekiller666> and the
texture would change based on meta?
L1301[20:03:49] <shadekiller666> similar
to vanilla dye?
L1302[20:03:54] <williewillus> yeah
L1303[20:04:46] <shadekiller666>
hmm
L1304[20:04:52] <gigaherz> williewillus:
at this point, I must offer a look at my obj model loader XD
L1305[20:05:00] <Ri5ux> Mine is better
<3
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L1309[20:06:05] <gigaherz> the way I do
it is as follows: 1. in my clientproxy, I "register" with
my loader the items/blocks that I want to have my own models
instead of the normal json processing
L1310[20:06:18] <shadekiller666>
hmm
L1311[20:06:20] <gigaherz> 2. on texture
stitch, I add all texture references needed by them
L1312[20:06:28] <gigaherz> 3. on model
bake, I generate BakedModels for them
L1313[20:07:38] <gigaherz> the
ICustomModelLoader method is supported, but not used
L1314[20:07:44] <gigaherz> because I
haven't been able to use it for items
L1315[20:08:01] <shadekiller666> let me
test something
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L1318[20:11:24] <Ri5ux> Just for the
record, "bake" is a terrible term. This isnt homec.
L1319[20:11:36] <gigaherz> it's still
used in graphics
L1320[20:11:39] <Vorquel> makes me
hungry
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L1322[20:11:59] <Ri5ux> There's gotta be
a better synonym to "bake"
L1323[20:12:05] <gigaherz> "baked
animations" refer to having a model file with one mesh for
each animation frame
L1324[20:12:14] <gigaherz> "baked
lighting" refers to precomputed light information
L1325[20:12:24] <Ri5ux> I know what it
refers to...
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L1327[20:12:28] <Ri5ux> But bake sounds
retarded
L1328[20:12:42] <gigaherz> and well, they
bake electronics too
L1329[20:12:42] <Vorquel> I didn't know
that. TIL
L1330[20:12:42] <gigaherz> XD
L1331[20:12:50] <Cazzar> If you use any
word enough it sounds retarded
L1332[20:13:07] <gigaherz> you bake a
circuit board -- literally -- to melt the tin, and put things in
place
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L1334[20:13:08] <gigaherz> XD
L1335[20:13:17] <Ri5ux> AKA
reflowing
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L1338[20:13:35] <Ri5ux> Honestly
reflowModel sounds better
L1339[20:13:39] <Ri5ux> Liek fuck
L1340[20:13:51] <gigaherz> only the first
time
L1341[20:13:55] <gigaherz> repeat it 5-10
times in your head
L1342[20:13:56] <gigaherz> XD
L1343[20:14:16] <Ri5ux> At least reflow
doesnt refer to the thing I do when i go in the kitchen
L1344[20:14:45] <Ri5ux> I'm just going to
name a method washDishes and have it render a model.
L1345[20:14:50] <Ri5ux> Also
putInMicrowave
L1346[20:14:54] <shadekiller666> willie,
does the sleeping_bag have a model? or is that handled in a
different way?
L1347[20:14:57] <Vorquel> eatCake
L1348[20:14:57] <Cazzar> reflow would
assume that the model wasn't static to begin with
L1349[20:15:29] <williewillus>
shadekiller666: they all have item model jsons, I was just trying
the forge thing out with one particular meta value
L1350[20:16:09] <Ri5ux> Hell,
flushToilet
L1351[20:16:28] <shadekiller666>
hmm
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L1353[20:18:56] <Vorquel> I would use
crystalize or unroll, but bake is sensible enough for me
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L1355[20:19:31] <gigaherz> IMO, of all
the misuses of bake, it makes more sense than most
L1356[20:19:46] <gigaherz> you take the
"ingredients", put them through a process, so that they
are ready to consume
L1357[20:19:49] <gigaherz> isn't that
baking? ;P
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L1359[20:20:45] <Vorquel> In any case,
using an idustry standard term that's a little dumb is better than
having to explain your naming convension every time IMO
L1360[20:21:22] <Ri5ux> updateModel isn't
good enough?
L1361[20:21:31] <gigaherz> no, it's not
updating it
L1362[20:21:38] <Ri5ux> In a way, it
is.
L1363[20:21:47] <gigaherz> the bake
process converts the model info into BakeQuads, which are then
converted into the VBO/displaylist
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L1365[20:25:06] <Ri5ux> Uh, so then
convertModel?
L1366[20:25:51] <gigaherz> but convert
to? ;P
L1367[20:26:07] <gigaherz> "convert
to rendering-ready format" is exatly what "baking"
implies ;P
L1368[20:26:10] <Ri5ux>
convertModelToQuads?
L1369[20:26:31] <Vorquel>
convertModelToBaked or bakeModel for short :P
L1370[20:26:42] <Ri5ux> But then it has
bake in it
L1371[20:26:51] <shadekiller666> willie,
this is interesting
L1372[20:26:55] <Vorquel> joke
L1373[20:27:21] <shadekiller666> i opened
my obj dev env, and added a sub item for the TestItem thats in the
example
L1374[20:27:22] <williewillus> ?
L1375[20:27:30] <williewillus> it
breaks
L1376[20:27:44] <shadekiller666> and i
found a way to get it to load the model for both of them
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L1378[20:28:40] <shadekiller666> but,
(and this may be because i'm pointing them to the same json) both
meta data values use the same texture
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L1380[20:29:01] <shadekiller666> i might
be doing the texture assignment wrong though
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L1383[20:39:12] <Cazzar> Ri5ux: Here's my
answer to your issue, it is what it is, get over it :3
L1384[20:39:27] *
Ri5ux just likes to complain
L1385[20:40:03] <Cazzar> Hence the last
comment :P
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L1387[20:45:28] <shadekiller666> willie,
what is the error message when you have
ModelLoader.addVariantName?
L1388[20:47:20] <williewillus> simple
model definition not found
L1389[20:47:39] <williewillus> Model
definition for adventurebackpack3:backpack_tank#inventory not
found
L1390[20:49:45] <shadekiller666>
hmmm
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L1394[21:03:11] <Flashfire> Is there a
way to add multiple color codes to an itemstack name without it
messing up on build?
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L1396[21:06:32] <tterrag> Flashfire: use
EnumChatFormatting
L1397[21:06:43] <tterrag> class files
aren't UTF8
L1398[21:06:47] <tterrag> so the section
char won't work right
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L1402[21:15:19] <Flashfire> It didn't let
me use that more than once
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L1404[21:16:31] <Flashfire> Nvm I found a
workaround, thanks
L1405[21:16:52] <williewillus>
EnumChatFormatting.GREEN + "Your text here: " +
EnumChatFormatting.YELLOW + " more stuff here" ?
L1406[21:17:39] <Flashfire> I actually
wanted both an effect and a color
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L1408[21:18:04] <Flashfire> So I just did
chatformattingcolor + "" + chatformattingeffect
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L1426[21:54:21] <killjoy1> For some
reason, eclipse didn't error when I used a non-final variable in an
anonymous inner class
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L1428[21:54:48] <killjoy1> Does
effectively final also count for anonymous classes now in java
8?
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L1430[21:56:45] <gigaherz> I guess they
could havechanged the closure semantics for anonymous classes -- my
experience with java8 is extremely limited
L1431[21:58:02] <gigaherz> " This
was all true for Java 7, keep in mind that with Java 8, closures
have been introduced and now it is indeed possible to access a
non-final field of a class from its inner class. – Mathias Bader
Oct 24 '14 at 14:41 "
L1432[21:58:14] <Laceh> welp
rapidjson-java now officially is on par with gson feature wise, and
better performance wise :D
L1433[21:58:15] <gigaherz> I had to get
to a cached copy because the comment was gone from the live
versions
L1434[21:58:35] <gigaherz> it does appear
that it has changed, based on this comment
L1435[21:58:43] <gigaherz> butthe fact
that the comment is gone COULD mean it was wrong?
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L1441[22:07:26] <Mraof> I was trying to
get a block from a different mod in my init/load method
L1442[22:07:32] <Mraof> And it didn't
exist yet at that point
L1443[22:07:49] <Mraof> So I looked at
the decompiled source code and they register it in a static code
block
L1444[22:07:59] <Mraof> Why would you do
that
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L1446[22:08:34] <killjoy1> heh
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L1448[22:08:57] <killjoy1> Tell us who it
was so we can laugh at them :D
L1449[22:09:10] <killjoy1> loljk
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L1451[22:09:21] <shadekiller666> so
apparently world.getTopSolidOrLiquidBlock() doesn't actually
account for liquid...
L1452[22:09:32] <Mraof> Well it was a
block from Nevermine
L1453[22:10:05] <Mraof> (I'm making a
small mod to make some nevermine ores usable as materials for
tinkers construct)
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L1456[22:11:14] <killjoy1>
NeverTinkers'
L1457[22:11:17] <shadekiller666> if you
make a superflat world with the Water World preset, then set a
blockpos to world.getTopSolidOrLiquidBlock(world.getSpawnPoint()),
that blockpos points to the bottom-most water block in the column
of blocks
L1458[22:11:25] <Mraof> That might be a
better name that what I have atm
L1459[22:11:33] <Mraof> Right now it's
just NevermineTiC
L1460[22:12:02] <killjoy1> does aobd
support tic?
L1461[22:12:13] <killjoy1> That's
probably not the same thing, though
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L1463[22:13:16] <Mraof> aobd?
L1464[22:13:25] <killjoy1> another one
bites the dust
L1465[22:13:36] <killjoy1> it adds dusts
for all the ores
L1466[22:13:43] <killjoy1> all of
them
L1467[22:14:00] <Mraof> Well it looks
like it's actually a TIC addon
L1468[22:14:02] <killjoy1> greg would
have a field day with that mod
L1469[22:14:05] <shadekiller666> so to
get the top-most block, i am using a for loop with an empty body,
with the arguments (blockpos.up();
world.getBlockState(blockpos.up()).getBlock().getMaterial().isLiquid();
blockpos = blockpos.up()), and i was wondering if there is another
way to do that
L1470[22:14:11] <shadekiller666> like
with a lambda or something
L1471[22:15:27] <killjoy1> uh..
L1472[22:15:40] <killjoy1> top most block
of what?
L1473[22:15:42] <killjoy1> water?
L1474[22:15:52] <killjoy1> the water's
surface?
L1475[22:16:22] <shadekiller666> well,
the spawnpoint of a world is always at y 4, and i want to get the
top-most block in the world, so the surface of the flat world,
yes
L1476[22:16:55] <killjoy1> Ok, I see what
you're trying to do.
L1477[22:17:09] <killjoy1> Shouldn't the
surface be in the presets?
L1478[22:17:36] <shadekiller666>
probably, but idk where to obtain those
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L1480[22:18:08] <killjoy1> Something
generator
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