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L1[00:00:02] <Ordinastie_> FusionLord, do you know how to use a debugger ?
L2[00:01:14] <Zaggy2048> frickin playerinteractevent
L3[00:02:26] <FusionLord> Ordinastie_, I don't even know where i would start I know almost nothing about the new blockstates
L4[00:02:43] <Zaggy2048> what in your code isn't doing its job?
L5[00:03:04] <Ordinastie_> start from the method in itemBlock that places the block
L6[00:04:02] <Ordinastie_> or from the onBlockPlacedBy of your block
L7[00:05:05] <Zaggy2048> FusionLord, I don't see anything in your code setting TYPE
L8[00:05:18] <FusionLord> first line of the class Zaggy2048
L9[00:05:40] <Zaggy2048> that's not what I meant lol
L10[00:05:45] <Zaggy2048> I mean setting the property value in an IBlockState
L11[00:06:05] <FusionLord> does minecraft not set it by meta by default?
L12[00:06:22] <Zaggy2048> why would it?
L13[00:06:39] <Zaggy2048> it has no idea what your metadata is in its item and block
L14[00:06:45] <FusionLord> cause meta is from MINECRAFT not a mod
L15[00:07:06] <Zaggy2048> block and item metadata aren't always the same
L16[00:07:18] <Zaggy2048> you have to implement onBlockPlaced to make it change the state that gets placed
L17[00:07:29] <Zaggy2048> onBlockPlaced, not onBlockPlacedBy
L18[00:07:57] <Ordinastie_> FusionLord, but MINECRAFT has no way to guess the link between metadata and your properties
L19[00:08:01] <tterrag> or change the default state
L20[00:08:27] <Zaggy2048> changing the default state won't change what's placed according to the itemstack
L21[00:08:34] <tterrag> um?
L22[00:08:40] <Zaggy2048> which I believe is what he wants
L23[00:08:46] <tterrag> the block's default state is the default state...whatever that is is what is placed
L24[00:08:50] <tterrag> at least as I understand it
L25[00:08:53] <Zaggy2048> yes I know
L26[00:09:04] <FusionLord> Ordinastie_, so you think that getStateFromMeta is just in there for fun?....
L27[00:09:04] <Zaggy2048> but he wants to change a property according to the metadata of an item
L28[00:09:08] <Zaggy2048> I told him how to do that
L29[00:09:09] <tterrag> oh I see
L30[00:09:10] <tterrag> , ok
L31[00:09:21] <Ordinastie_> FusionLord, no it's there JUST for disk I/O
L32[00:09:24] <Zaggy2048> FusionLord, that's for serializing your state to the world data danget
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L34[00:09:42] <Zaggy2048> and like I said, that metadata isn't at all guaranteed to be the same as item metadata
L35[00:09:46] <Zaggy2048> nor should it ever be assumed to be
L36[00:09:50] <Zaggy2048> or things will break
L37[00:09:51] <Ordinastie_> ^
L38[00:10:15] *** Zaggy2048 is now known as Zaggy1024
L39[00:10:20] <tterrag> I don't really see why it needs to be there even for serializing
L40[00:10:22] <Ordinastie_> because you could have 30 item meta values, with corresponding properties
L41[00:10:26] <tterrag> it knows all the states, can't it internally map them?
L42[00:10:31] <tterrag> and provide overrides if you need them?
L43[00:10:37] <Ordinastie_> tterrag, map to what ?
L44[00:10:41] <FusionLord> just seems if the item has subtypes it would default to setting the properties with that meta...
L45[00:10:45] <tterrag> map all the states to a meta
L46[00:10:52] <tterrag> if the idea was to abstract meta, they did a horrible job
L47[00:10:55] <tterrag> considering you still have to manually convert
L48[00:11:23] <Ordinastie_> because some states doesn't necessarily need to be stored as meta
L49[00:11:35] <tterrag> and those states could declare themselves as such
L50[00:11:37] <Zaggy1024> FusionLord, you're sure your stacks have the proper metadata?
L51[00:11:41] <tterrag> in fact that's already possible
L52[00:11:47] <Ordinastie_> some states could be deducted from world, some state could be stored as TE
L53[00:11:57] <tterrag> as I said, overrides if you need them
L54[00:11:59] <tterrag> not required
L55[00:12:16] <Ordinastie_> tterrag, yeah, I know what you mean, but I think the way it's done is ok
L56[00:12:22] <tterrag> ALMOST none of the MC blocks use compex states
L57[00:12:27] <tterrag> they use simple meta<->state
L58[00:12:28] <Ordinastie_> the from/toMeta
L59[00:12:40] <tterrag> so from a vanilla POV, it would make sense to make it automatic
L60[00:12:50] <Ordinastie_> maybe
L61[00:12:52] <Zaggy1024> a lot of MC blocks use getActualState to set states
L62[00:12:57] <FusionLord> Zaggy1024, I didn't, so I fixed that and now they do
L63[00:12:58] <Zaggy1024> automatic conversion would be overridden in a lot of places
L64[00:13:01] <tterrag> sure
L65[00:13:10] <tterrag> fence...panes...any others?
L66[00:13:16] <FusionLord> still placing the default state
L67[00:13:19] <Zaggy1024> flower pots
L68[00:13:24] <Ordinastie_> probably doors
L69[00:13:28] <tterrag> ...flower pots?
L70[00:13:29] <Zaggy1024> yep
L71[00:13:31] *** KJ4IPS is now known as KJ4IPS|Gone
L72[00:13:42] <Zaggy1024> still, a utility would be nice
L73[00:13:44] <tterrag> oh I guess
L74[00:13:50] <tterrag> that's NOT the majority of blocks though
L75[00:13:54] <Ordinastie_> but honnestly, I've way dumber stuff in vanilla code that should be fixed before that
L76[00:13:55] <Zaggy1024> true
L77[00:14:10] <Ordinastie_> *seen
L78[00:14:20] <tterrag> also true
L79[00:14:24] <Ordinastie_> still amazed how they handled the rendering
L80[00:14:30] <Zaggy1024> but I think they probably put off doing that stuff because they (I hope) want to make metadata "unlimited"
L81[00:14:41] <Ordinastie_> the baked quad and their usage
L82[00:14:42] <Zaggy1024> that's my guess
L83[00:14:42] <FusionLord> do i even need block states if it is only based on meta, there are only 3 variants...
L84[00:14:59] <Zaggy1024> erm, yes?
L85[00:15:04] <Zaggy1024> block states are non-optional
L86[00:15:08] <FusionLord> and it has a custom renderer
L87[00:15:13] <tterrag> "do I need blockstates" "yes"
L88[00:15:16] <tterrag> period...pretty much
L89[00:15:26] <FusionLord> well looking @ wool it doesn't
L90[00:15:28] <Zaggy1024> unless you wanna do some riculously complicated crap
L91[00:15:37] <tterrag> public static final PropertyEnum COLOR = PropertyEnum.create("color", EnumDyeColor.class);
L92[00:15:38] <tterrag> errr?
L93[00:15:57] <FusionLord> hell wool doesn't even have Block class it uses Block
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L95[00:16:07] <Zaggy1024> uhm
L96[00:16:11] <Zaggy1024> what the heck are you reading
L97[00:16:11] <tterrag> registerBlock(35, "wool", (new BlockColored(Material.cloth)).setHardness(0.8F).setStepSound(soundTypeCloth).setUnlocalizedName("cloth"));
L98[00:16:15] <tterrag> what ARE you reading??
L99[00:16:21] <Zaggy1024> http://i.imgur.com/ELeE69p.png
L100[00:16:40] <Zaggy1024> now anyway
L101[00:16:48] <Zaggy1024> override onBlockPlaced and return what you want to
L102[00:16:51] <Zaggy1024> see if that works
L103[00:16:56] <FusionLord> nevermind, looking in the wrong place
L104[00:18:15] <tterrag> you have two choices
L105[00:18:27] <tterrag> onBlockPlaced and grab the held stack
L106[00:18:33] <tterrag> or a custom itemblock that overrides getMetadata()
L107[00:18:35] <tterrag> that is *it*
L108[00:18:49] <Zaggy1024> don't use custom itemblock please :'(
L109[00:18:50] <Ordinastie_> hum?
L110[00:18:55] <Zaggy1024> it makes me cry when vanilla does that lol
L111[00:18:55] <tterrag> tbh the second way is cleaner
L112[00:19:01] <tterrag> Zaggy1024: wat?
L113[00:19:05] <tterrag> you make custom items all the time
L114[00:19:09] <tterrag> so custom itemblocks is out of the question?
L115[00:19:14] <Zaggy1024> yes
L116[00:19:15] <tterrag> that makes no sense
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L118[00:19:33] <Zaggy1024> because the block is what's important, and custom ItemBlocks will just be shells to do what Blocks already can
L119[00:19:41] <tterrag> lol...that makes no sense
L120[00:19:45] <tterrag> ItemBlocks can have behavior as well
L121[00:19:50] <tterrag> in this case the behavior is what metadata to place
L122[00:20:18] <Zaggy1024> it makes sense when the item does more than place a block
L123[00:20:31] <Zaggy1024> but it's just a waste when all you do is override what state you place
L124[00:20:32] <Ordinastie_> actually...
L125[00:20:38] <Ordinastie_> FusionLord, was right
L126[00:20:44] <Zaggy1024> yeh
L127[00:20:46] <tterrag> Zaggy1024: a "waste" ?
L128[00:20:53] <Zaggy1024> yes
L129[00:21:08] <Zaggy1024> why make a new file when you can just use the one that you actually need?
L130[00:21:21] <tterrag> if you code trying to make the least files, you're doing it wrong
L131[00:21:21] <Ordinastie_> by default, onBlockPlaced return getStateFromMeta(meta);
L132[00:21:22] <Zaggy1024> it just separates the code in a way that's not easy to track with the tools in an IDE
L133[00:21:24] <tterrag> also, inner classes, bam
L134[00:21:40] <tterrag> Ordinastie_: by default, that value is always 0
L135[00:21:45] <tterrag> hence my suggestion of a custom itemblock
L136[00:21:52] <Ordinastie_> no
L137[00:21:54] <Zaggy1024> lol you would make an inner class rather than use a simple onBlockPlaced method?
L138[00:21:57] <Zaggy1024> okay dude
L139[00:22:09] <Zaggy1024> your opinion, whatever floats your boat and all that
L140[00:22:09] <Ordinastie_> by default it's this.getMetadata(stack.getMetadata());
L141[00:22:26] <tterrag> Ordinastie_: this.getMetadata returns 0
L142[00:22:28] <tterrag> check it
L143[00:22:46] <Ordinastie_> wow
L144[00:22:51] <tterrag> yes, stupid
L145[00:22:59] <tterrag> it's why ItemBlockWithMetadata existed in 1.7
L146[00:23:05] <tterrag> but apparently they got rid of that
L147[00:23:21] <Ordinastie_> hum, find where wool make it work then
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L149[00:23:32] <tterrag> ItemCloth
L150[00:23:45] <Ordinastie_> ah
L151[00:23:50] <Ordinastie_> then you're right :)
L152[00:23:58] <tterrag> Zaggy1024: OR you could make a generic ItemBlock class that does this, which you could also use later
L153[00:24:03] <tterrag> as this is a pretty common construct
L154[00:24:25] <Ordinastie_> tterrag 1-0 Zaggy1024 >< sorry
L155[00:24:35] <Zaggy1024> well
L156[00:24:48] <tterrag> o/ \o/
L157[00:24:53] <tterrag> the victor!
L158[00:25:29] <Zaggy1024> it seems strange to me to use a dumb getMetadata(int) method rather than something that's aware of the entire itemstack, world, world position, player, etc
L159[00:25:42] <tterrag> because you don't NEED that context
L160[00:25:44] <tterrag> and it complicates things
L161[00:26:00] <Zaggy1024> it is needed in some cases (like logs)
L162[00:26:24] <FusionLord> tterrag, Thats it thank you. I don't know how I missed the getMetadata(int damage){} which by default ALWAYS returns 0.
L163[00:26:32] <tterrag> np
L164[00:26:38] * tterrag scurries back to 1.7 land
L165[00:26:44] <FusionLord> lol
L166[00:26:52] <FusionLord> Thanks again
L167[00:27:09] <Zaggy1024> actually I lied, I do have a generic ItemBlock subclass lol
L168[00:27:20] <Zaggy1024> but I still use onBlockPlaced a lot
L169[00:27:41] <Ordinastie_> question : what would break if we changed default behavior of itemBlock to return damage instead of 0 ?
L170[00:27:44] <Zaggy1024> mainly because of my system that keeps track of item metadata -> block state variants
L171[00:28:03] <Ordinastie_> so exactly the current case :p
L172[00:28:03] <Zaggy1024> heh, that's a good question
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L174[00:28:19] <Zaggy1024> hm?
L175[00:28:40] <Ordinastie_> item metadata -> block state conversion
L176[00:28:52] <Zaggy1024> doesn't sound to me like tterrag uses a container that keeps track of that
L177[00:29:10] <Zaggy1024> he's just using a item metadata = block metadata
L178[00:29:29] <Zaggy1024> I get the variant enum from item metadata, then set that in block state
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L180[00:30:08] <tterrag> it could definitely be made more in-depth
L181[00:30:18] <tterrag> I was just suggesting the solution I thought the best for the given problem
L182[00:30:25] <Zaggy1024> and since I'm never actually sure what the metadata of my blocks looks like with my metadata helper class doing the work for me, I don't trust it to work properly :P
L183[00:30:38] <Zaggy1024> without setting it to variant enum, that is
L184[00:30:45] <Zaggy1024> yeh
L185[00:30:58] <Zaggy1024> well turns out you were right and I had just forgotten that ItemBlock is metadata stupid
L186[00:31:02] <Zaggy1024> lol
L187[00:31:07] <Ordinastie_> Zaggy1024, the downside of the onBlockPlaced approach of yours, is that you can't really be sure that entity placing the block is a player
L188[00:31:13] <Ordinastie_> so what happens when it's not ?
L189[00:31:30] <Zaggy1024> uh
L190[00:31:32] <Zaggy1024> whut?
L191[00:31:40] <Zaggy1024> so what if it's not?
L192[00:31:59] <Ordinastie_> because you want to fetch the itemStack metadata being held, right ?
L193[00:32:19] <Ordinastie_> ((EntityPlayer) placer).getHeldItem() or something
L194[00:33:40] <FusionLord> is there a special method to update lighting of a block?
L195[00:34:03] <Ordinastie_> I'd look at redstone lamps
L196[00:34:12] <Ordinastie_> or glowstone
L197[00:34:20] <Ordinastie_> depending on your case
L198[00:34:47] <FusionLord> thing is I'm not changing the block, just the light level at that location...
L199[00:35:35] <FusionLord> it works it just ins't instant
L200[00:35:53] <Ordinastie_> you need to override the world sensitive getLightValue and trigger a chunk update
L201[00:35:57] <Zaggy1024> oh erm
L202[00:36:00] <Zaggy1024> that's not what I was doing ordin
L203[00:36:10] <Zaggy1024> I have a generic ItemBlockMulti like I said
L204[00:36:18] <FusionLord> chunk update is what I was just about to try
L205[00:36:35] <Ordinastie_> I don't talk about what you ARE doing, I'm talking about the solution you advocated early in opposition of the custom itemBlock
L206[00:36:50] <Ordinastie_> FusionLord, world.notifyBlockChange() maybe
L207[00:38:12] <Zaggy1024> yeah, I just didn't remember that I had to override getMetadata in ItemBlock
L208[00:38:13] <FusionLord> well notifyLightSet is named conviently
L209[00:38:15] <Zaggy1024> which I still think is stupid lol
L210[00:38:39] <Zaggy1024> wait why are you trying to cause a chunk update?
L211[00:39:16] <Zaggy1024> better question, how are you changing the light leve?
L212[00:39:18] <Zaggy1024> *level
L213[00:39:56] <Ordinastie_> I just assumed he didn't do the dumb thing of just changing the lightValue field ;)
L214[00:40:14] <Zaggy1024> I hope not
L215[00:40:19] <Zaggy1024> but I expect he didn't
L216[00:40:43] <Ordinastie_> but everybody does that mistake at least once :)
L217[00:41:14] <Zaggy1024> yeah, I was once a scrub that didn't realize what it meant for blocks to be singletons :P
L218[00:41:19] <Zaggy1024> long ago
L219[00:41:44] <Ordinastie_> last time I did that, I already knew it
L220[00:41:51] <Ordinastie_> I just forgot when writing the code
L221[00:41:57] <Zaggy1024> lol
L222[00:42:05] <Ordinastie_> and then you see all the block changing and you facepalm
L223[00:42:26] <Ordinastie_> you understand immediately
L224[00:42:40] <Ordinastie_> but it's too late, you're one of them now
L225[00:43:34] <FusionLord> Ordinastie_, nope.... change the return on getLightValue
L226[00:43:46] <Ordinastie_> the world sensitive version?
L227[00:43:59] <FusionLord> yeah
L228[00:44:06] <Ordinastie_> then it's good
L229[00:44:10] <Zaggy1024> what are you changing the light value according to?
L230[00:44:25] <Zaggy1024> only thing that automatically checks for light value change is setBlockState AFAIK
L231[00:44:34] <FusionLord> I know, it already works. it just doesn't apply instantly
L232[00:44:46] <Ordinastie_> notifyLightSet didn't work ?
L233[00:44:58] <FusionLord> the 'skin' block that is in my te
L234[00:45:08] <FusionLord> nope....
L235[00:45:44] <Ordinastie_> you can do either world.markBlockForUpdate(), world.markBlockForRenderUpdate() or world.notifyBlockChange()
L236[00:45:59] <Ordinastie_> one of them should work
L237[00:46:08] <Zaggy1024> danget
L238[00:46:13] <Zaggy1024> I was just going to say markBlockForUpdate
L239[00:46:17] <Ordinastie_> I can never remember which one
L240[00:46:41] <Ordinastie_> but as it's light and it requires a redraw, renderUpdate() should be the one
L241[00:46:41] <Zaggy1024> it's markBlockForUpdate
L242[00:48:08] <Zaggy1024> markBlockForUpdate does the same thing as markBlockRangeForRenderUpdate
L243[00:48:17] <Zaggy1024> but for a single block position
L244[00:49:34] <Ordinastie_> no they're different
L245[00:49:58] *** tterrag is now known as tterrag|ZZZzzz
L246[00:50:49] <Zaggy1024> Ordinastie_, looked at the RenderGlobal code for it, they both do the same thing
L247[00:51:08] <Zaggy1024> markBlockForUpdate calls RenderGlobal's range render update stuff
L248[00:51:09] <Ordinastie_> just reached it :x
L249[00:51:16] <Ordinastie_> but
L250[00:51:17] <Ordinastie_> but
L251[00:51:30] <Ordinastie_> they do the same thing only on the client
L252[00:51:37] <Zaggy1024> mm
L253[00:51:42] <Zaggy1024> does it even do anything anywhere else?
L254[00:52:08] <Ordinastie_> markBlockForUpdate() on the server notifies all the clients
L255[00:52:16] <Ordinastie_> renderUpdate() does nothing on the server
L256[00:52:38] <Zaggy1024> ah
L257[00:52:42] <Zaggy1024> well that's good then :P
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L259[00:54:09] <Zaggy1024> wasn't aware of that, though, that's interesting
L260[00:54:46] <FusionLord> and none of that works ;(
L261[00:55:09] <Ordinastie_> FusionLord, show code
L262[00:56:38] <FusionLord> http://pastebin.com/AZsm0pHS
L263[00:56:51] <Zaggy1024> try checkLight
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L265[00:57:44] <FusionLord> Ding ding Zaggy1024 is the winner!!!
L266[00:57:45] <FusionLord> thanks
L267[00:57:48] <Zaggy1024> np
L268[00:58:05] <Zaggy1024> forgot I had code that forced light update for one of my blocks before I made the PR to fix setBlockState
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L271[00:59:06] <Zaggy1024> FusionLord, so your light value depends on the stacks in your TE?
L272[00:59:16] <FusionLord> yes
L273[00:59:20] <Zaggy1024> just curious
L274[00:59:31] <FusionLord> there is a skin slot if glowstone is in it it lights up
L275[00:59:33] <Zaggy1024> I'm thinking whether there's any way to solve that in general
L276[00:59:34] <Ordinastie_> I guess if wants to light the place if it displays a glowstone
L277[00:59:54] <FusionLord> if there is a crafting table in the skin slot, it acts as a crafting table
L278[01:00:02] <FusionLord> just different things
L279[01:02:11] <FusionLord> Would be nice if entities could give off light... dropped glowstone on the ground and said wtf lol
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L281[01:03:48] <FusionLord> Cabinet with glowstone skin http://puu.sh/jrcHe/c0e311efc4.jpg
L282[01:05:37] <Zaggy1024> would be nice if the MC lighting system wasn't utter crap, you mean :)
L283[01:05:55] <FusionLord> yeah thats what I said right?
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L285[01:07:26] <FusionLord> What do you think about a RPG-Like loot system? ....
L286[01:07:28] <FusionLord> http://puu.sh/jrcGe/db814707d7.png
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L288[01:09:45] <Zaggy1024> hm
L289[01:09:48] <Zaggy1024> could be fun
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L291[01:11:35] <FusionLord> player corpses are kinda suggestive.... http://puu.sh/jrd1H/a1a76c2acc.jpg
L292[01:13:54] <FusionLord> wait puush y u upload as jpg
L293[01:14:31] <Ordinastie_> it automatically detects what format is better
L294[01:14:44] <FusionLord> I fixed it
L295[01:14:56] <FusionLord> only PNG from now on
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L311[01:37:42] <FusionLord> is sit possible to get the texture for a specific side anymore?
L312[01:38:20] <Zaggy1024> not really
L313[01:38:40] <FusionLord> that is not good...
L314[01:38:42] <sham1> Technically in 1.8 by having special blockmodel and stuffs
L315[01:38:43] <Zaggy1024> block models can have multiple textures per side
L316[01:38:58] <killjoy> like the jukebox
L317[01:39:02] <Zaggy1024> and multiple block parts per seide
L318[01:39:04] <Zaggy1024> *side
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L320[01:40:56] <FusionLord> that makes it hard to skin blocks
L321[01:41:50] <FusionLord> make me curious as to how the miltiparts are going to work
L322[01:41:54] <FusionLord> if at all
L323[01:42:48] <FusionLord> or covers/ facades
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L327[01:44:43] <FusionLord> the model system was going to be reworked in 1.9 wasn't it?
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L332[01:51:38] <xaero> yea there was a minecon talk about it
L333[01:52:33] <xaero> nice, someone posted it on the wiki already
L334[01:52:40] <xaero> search http://minecraft.gamepedia.com/Models for "multipart"
L335[01:53:58] <sham1> They still wont be multiparts as in ChikenMultiParts
L336[01:54:04] <sham1> They are more like sub-models
L337[01:54:27] <FusionLord> ^ right which is what I was talking about
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L339[01:55:14] <FusionLord> "texture": "#south" the #south is not required id it?
L340[01:55:17] <sham1> You could propably make FMP to 1.8 if you had custom baked models and stuff
L341[01:57:00] <FusionLord> if it is required for cube.json then we may be in business
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L346[02:04:17] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150806 mappings to Forge Maven.
L347[02:04:21] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150806-1.8.zip (mappings = "snapshot_20150806" in build.gradle).
L348[02:04:32] <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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L362[03:08:17] <shadekiller666> what if endermen carrying slimeblocks could bump into mobs or the player and "stick" them to the slimeblock
L363[03:08:32] <shadekiller666> or stick items to the block or something
L364[03:09:08] <sham1> That'd be funny
L365[03:10:26] <shadekiller666> i finally figured out a way to make nice smoothly curving roller coaster tracks
L366[03:10:40] <xaero> they could just as well bounce them away though, reflecting the entity-moving slimeblock mechanic
L367[03:10:43] <shadekiller666> and i'm starting to feel more confident that this mod is possible
L368[03:11:24] <shadekiller666> haha, sprint full speed at an enderman and get thrown super far away :P
L369[03:13:38] <shadekiller666> although, diagonal tracks are going to be interesting, because in the actual roller coaster tycoon game, the diagonal track pieces are centered on the corner of 4 blocks
L370[03:14:16] <xaero> shade, did you see the command block roller coaster on /r/Minecraft today? Sloped rails would make a nice touch
L371[03:14:26] <shadekiller666> no?
L372[03:14:56] <xaero> http://gfycat.com/RemorsefulTidyHairstreak
L373[03:15:11] <shadekiller666> for the mod i'm writing, slopes are fairly easy :P
L374[03:15:36] <shadekiller666> though aligning some of the block models with actual blocks in-game may get interesting
L375[03:17:59] <shadekiller666> thats interesting, i'm assuming that that works by teleporting the player to different armor stands all at once
L376[03:18:06] <shadekiller666> or in order i mean
L377[03:20:55] <shadekiller666> i still need to figure out how to get more control over the camera
L378[03:21:26] <shadekiller666> in order to be able to properly do loops and such
L379[03:23:46] <dangranos> ooh my
L380[03:23:52] <dangranos> that looks awesome
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L382[03:24:11] <dangranos> ...this is made on command blocks?
L383[03:24:20] <shadekiller666> mhmm
L384[03:24:21] <dangranos> inb4 hardcoded track
L385[03:24:25] <shadekiller666> lol
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L387[03:24:34] <shadekiller666> well
L388[03:24:38] <shadekiller666> not necessarilly
L389[03:24:52] <shadekiller666> he could have command blocks that search for lime wool
L390[03:26:15] <xaero> found the full ride with world download! https://www.youtube.com/watch?v=rQb3fmw40So the ride starts at 2:29
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L393[03:29:15] <xaero> you can see a hitbox on some invisiblocks sometimes
L394[03:34:58] <shadekiller666> i was concerned that my models wouldn't really be too "in proportion" with the minecraft player, as they're about .5-.6 blocks tall, but i think they might work
L395[03:40:17] <xaero> are normal minecarts in proportion by your estimate? how tall are they?
L396[03:42:36] <shadekiller666> well the player fits "inside" of a minecart
L397[03:42:47] <shadekiller666> and i guess ya those would be in proportion
L398[03:43:04] <shadekiller666> minecarts are 0.5 a block?
L399[03:43:24] <shadekiller666> we'll be using custom train models
L400[03:44:05] <shadekiller666> and i hope we can figure out how to make multiple riders ride in the same "row" of seats without too much hackiness
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L405[03:56:08] <xaero> sounds cool, gl :)
L406[03:56:52] <shadekiller666> well, actually getting things to ride each other
L407[03:57:04] <shadekiller666> i suppose riders could be chained
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L415[04:41:42] <MageProtocol> Hello all! I posted a question yesterday about block update ticks, I have this code: https://gist.github.com/anonymous/1e29073bd2223d1b57c5 but when it reaches 300 ticks (15 seconds) afterwards the updateTick method isn't called..
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L421[04:47:54] <MageProtocol> Is there anything else I have to add to the class?
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L441[05:20:15] <Achielleus> hi
L442[05:20:21] <sham1> Hello
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L444[05:21:15] <Vorquel> greetings
L445[05:21:16] <Achielleus> we have a problem on some pcs that the minecraft startup process gets stuck on this screen http://imgur.com/tajYtPC
L446[05:21:46] <sham1> It does not respond it seems
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L448[05:21:48] <Achielleus> it works perfect on some
L449[05:21:55] <Achielleus> but on other pcs it just hangs
L450[05:22:40] <sham1> Mind launching that Minecraft while having the console up so we can see what is the problemo
L451[05:23:15] <Achielleus> yeah I have it up
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L454[05:23:25] <sham1> mind putting it into pastebin
L455[05:23:31] <Achielleus> sure give me a moment
L456[05:24:03] <Achielleus> http://dpaste.com/1TTXEG4
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L458[05:24:32] <Achielleus> if I force close the hanging window and press play again it sometimes does launch properly
L459[05:24:49] <Achielleus> but this process can take some tries
L460[05:25:08] <sham1> Seems like there is a very interesting coremod going on
L461[05:25:13] <Achielleus> I tried using java 1.7 instead of 1.8 as well but same problem
L462[05:25:48] <sham1> using java 7 instead of 8 should not matter
L463[05:26:04] <Achielleus> I know but it was worth the try :D
L464[05:26:17] <Achielleus> whats interesting about the core mod(s) ?
L465[05:26:42] <sham1> this "lumen"-mod seems to disable a lot of stuff
L466[05:26:53] <sham1> Interesting to say the least
L467[05:27:28] <sham1> try to remove that
L468[05:27:32] <Achielleus> that's for a class environment to prevent them from burning everything down
L469[05:27:52] <sham1> pardon?
L470[05:28:29] <Achielleus> I removed lumen still stuck
L471[05:28:43] <Achielleus> http://dpaste.com/3DZDBM3
L472[05:28:56] <sham1> Now the thing may be read easier :P
L473[05:29:04] <Achielleus> haha sorry
L474[05:29:25] <sham1> it's okay
L475[05:29:42] <sham1> It does not seem like anything would be wrong
L476[05:29:56] <sham1> This is very weird indeed
L477[05:30:20] <Achielleus> yeah we have no clue what could cause it
L478[05:30:48] <Achielleus> and these are pcs only used for minecraft and mc dev
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L480[05:31:17] <sham1> I seriously have no idea what would be the cause
L481[05:31:28] <Achielleus> well thanks for the help anyway
L482[05:31:34] <sham1> I'd wait here and wait for someone who might know what is going on
L483[05:32:38] <Vorquel> does vanilla minecraft crash on these pc's, or just modded?
L484[05:33:07] <Achielleus> vanilla works
L485[05:33:23] <Vorquel> Then my suggestion is to disable the splash screen.
L486[05:33:59] <Achielleus> Vorquel, how would I go about that ?
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L488[05:34:08] <Vorquel> There should be a file in your moded configs folder called splash.properties
L489[05:34:13] <Achielleus> ok
L490[05:34:25] <Achielleus> jup
L491[05:34:31] <Achielleus> enabled=false
L492[05:34:32] <Achielleus> I suppose
L493[05:34:45] <Vorquel> that should fix it if thats the problem
L494[05:35:14] <Achielleus> yup that works
L495[05:35:14] <Vorquel> Otherwise, wait for someone who knows more than me
L496[05:35:16] <Vorquel> cool
L497[05:35:19] <Achielleus> ok thanks
L498[05:35:32] <sham1> the splash screen can be quite buggy
L499[05:35:39] <Vorquel> It breaks for me too
L500[05:35:50] <Vorquel> That's why I know what to do about it :P
L501[05:35:56] <Achielleus> ok thanks a lot :D
L502[05:36:01] <Vorquel> np
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L513[05:59:33] <sham1> Please help, laziness struck and I need some intensive to do stuff
L514[06:00:40] <Vorquel> what kind of stuff?
L515[06:01:19] <sham1> I don't know
L516[06:01:24] <sham1> Something
L517[06:01:47] <McJty> Eh what a coincidence. I also have to do something
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L532[06:31:43] <halvors> Is there any way to set a configuration variable on runtime?
L533[06:32:22] <halvors> I have a variable that is loaded from configuration when the mod loads, and it provides a default. But what i want to do is let the user set it from a ingame menu.
L534[06:33:20] <halvors> What i'm doing is that i'm letting the user switch between the different energy systems to display. I can set this variable that is loaded from the configuration at runtime.
L535[06:33:41] <halvors> But it is not saved to the configuration file.
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L544[06:42:37] <boni> halvors: then.. save it as it's set?
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L555[07:22:01] <gigaherz> there was another snapshot yesterday?
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L560[07:35:46] <halvors> boni: And i have to call the configuration.sava() function afterwards=
L561[07:35:48] <halvors> ?
L562[07:35:54] <Szernex> hrm
L563[07:36:21] <gigaherz> halvors: if my memory from the 1.4 days is still right, yes, you do
L564[07:36:22] <Szernex> when I try to reobfuscate my mod I get an error "Unable to parse srg file, unrecognized mapping type in line=PK:org/apache/commons/net org/szernex/yabm2/commons-net"
L565[07:36:50] <gigaherz> o_O
L566[07:37:02] <gigaherz> wtf did you change? XD
L567[07:37:08] <Szernex> lol
L568[07:37:11] <Szernex> it was missing a space...
L569[07:37:16] <Szernex> after "PK:"
L570[07:37:21] * Szernex facepalms
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L585[07:59:05] <halvors> gigaherz: Thanks, works like a charm :)
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L629[09:47:59] <OrionOnline> ClientTickHandlers are registere to the FMLEvent Bus correct?
L630[09:48:26] <pig> Yes
L631[09:49:15] <OrionOnline> OKey
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L634[09:49:51] <OrionOnline> Are client ticks seperated from the server tick time?
L635[09:50:16] <pig> They're both different threads
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L637[09:50:50] <OrionOnline> oke
L638[09:51:06] <OrionOnline> so the server can be like 15 tps, but the client can still be 20 correct?
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L645[09:58:54] <gigaherz> q
L646[09:59:07] <gigaherz> oops
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L655[10:12:10] <Vorquel> Is there any purpose in putting @SideOnly(Side.CLIENT) on the client side methods in your items, or is it unnecessary?
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L660[10:17:38] <williewillus> Vorquel: if it had sideonly in the superclsas, do it
L661[10:17:42] <williewillus> otherwise you usually don't need them
L662[10:18:04] <Vorquel> That's what I thought.
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L666[10:20:47] <Wilhelm> How's it going
L667[10:21:55] <Vorquel> I can't complain.
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L671[10:25:12] <Wilhelm> Good to hear, better than some anyway :) Just had a quick question. I have a Direwolf20 server I want to slap some plugins on my server to help manage things (worldedit would be a nice example). I know Cauldron was DMCA'd a while back, but is there any way to go about this now? If I'm grasping this correctly, I'm pretty sure Forge is how the full on mods (Thaumcraft) are done and not
L672[10:25:12] <Wilhelm> 'plugins', but I figured I'd ask in here since the room for Cauldron is dead and surely someone in here might know
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L677[10:31:26] <smbarbour> There is WorldEdit as a Forge mod
L678[10:31:40] <Wilhelm> Does it require a client side modification?
L679[10:31:53] <williewillus> forgeessentials is a good basic "plugin" mod (there was one other one but I don't remember the name)
L680[10:32:00] <williewillus> and you might want to look at Sponge in the future
L681[10:32:08] <Wilhelm> I've heard about Sponge actually
L682[10:32:11] <smbarbour> I don't believe so, though the WE-CUI should work with it.
L683[10:33:15] <sham1> You can have server-only or client-only forge mods
L684[10:33:25] <Wilhelm> My big fear is that whatever I do is going to require manually updating the client side. My users aren't tech inclined and we had a nightmare once with FTB Ultimate where the portal sounds were bugged. I ended up having to distribute the portal gun SFX manaully to each client because it was bugged in the distribution. This sounds good though
L685[10:34:13] <williewillus> ah ultimate
L686[10:34:19] <williewillus> the unmatched pack
L687[10:34:20] <smbarbour> There's really nothing that Bukkit or Cauldron can do with plugins that Forge can't do with mods. The only thing is that with Bukkit (not Cauldron) you can have plugins without the client needing to install anything at all. With Forge mods, even if they are purely server-side, the client still needs Forge (at least prior to 1.8)
L688[10:34:42] <sham1> Why would you not have forge
L689[10:34:44] <sham1> Just saying
L690[10:34:46] <Wilhelm> Well, we have Forge, since all of our clients are on FTB
L691[10:34:48] <Quetzi> afaik worldedit has a forge release now?
L692[10:35:07] <smbarbour> Yep. It does
L693[10:35:10] <Wilhelm> But I fear running into that damned error screen 'You are missing the following mods' again. That was fun
L694[10:35:11] <Wilhelm> lol
L695[10:35:40] <smbarbour> There are a fairly reasonable number of mods that happily work server-side only
L696[10:35:44] <sham1> If you specify your mod to be server-side only, it will not show that
L697[10:36:00] <Wilhelm> Fantastic, that sounds like what I've been looking for
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L699[10:36:26] <Wilhelm> Heres a question though
L700[10:36:29] <smbarbour> ForgeEssentials, ServerTools, Morpheus, WorldEdit... Those can all happily run server-side only
L701[10:36:39] <Wilhelm> Say we -did- decide to add something extra to our server
L702[10:36:39] <Quetzi> Wilhelm, that likely happened when forge fixed a bug and mods that didn't include the correct notation had to fix themselves
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L704[10:37:00] <Wilhelm> Is there -any- halfways decent way to have clients update without having to manually distribute the files?
L705[10:37:18] <sham1> FTB
L706[10:37:22] <Quetzi> cursevoice
L707[10:37:30] <sham1> ATlauncher
L708[10:37:33] <smbarbour> MCUpdater
L709[10:37:49] <Wilhelm> Ok, FTB actually lets you do that? I wasn't aware
L710[10:37:59] <sham1> Witrh custom packs
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L712[10:38:59] <Wilhelm> We had the worst time with Direwolf20 briefly. The Twilight Forest dungeon .. I think it was the Glacier/Ice Tower. One of the Ice Cores self destructs.. except they didn't include the code for it, so every time one self destructed the server crashed because it couldn't execute the function to handle it
L713[10:39:50] <Wilhelm> But it was fixed almost immediately in the next version of Twilight Forest.. which took DW20 about 5 months to get to
L714[10:40:48] <williewillus> technic solder
L715[10:41:01] <williewillus> it has "deltas" so you don't redownload the pack every time
L716[10:41:06] <williewillus> *entire
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L718[10:41:15] <sham1> WHy not make your own custom pack for your server with all the mods from some famous one like DW20 or something, and keep it updated by yourself
L719[10:42:31] <Wilhelm> Kind of debating that now that you've said that's possible
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L721[10:46:14] <Wilhelm> Ok, so to make sure I understand. It something is a 'Server Utility' it is a server side mod only? I'm on Curse Forge and I'm noticing things that I find hard to believe don't require a client side update, lol
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L734[11:25:15] <NPException> can someone tell me what the boolean return value of Block.onBlockActivated(..) is used for?
L735[11:25:48] <NPException> I don't really understand what the MC source is doing with it
L736[11:25:50] <shadekiller666> its true if the block was activated, meaning skip the item's use if it has one
L737[11:26:02] <NPException> ah
L738[11:26:12] <shadekiller666> ie. press the button instead of block with the sword
L739[11:26:31] <NPException> thank you very much :)
L740[11:27:57] <shadekiller666> np
L741[11:28:02] <williewillus> or "open chest instead of dumping lava on yourself"
L742[11:28:04] <williewillus> I remember that
L743[11:28:11] <shadekiller666> lol
L744[11:28:14] <gigaherz> XD
L745[11:28:20] <shadekiller666> have you had that problem before willie?
L746[11:28:30] <gigaherz> I have
L747[11:28:37] <gigaherz> I was pressing shift without realizing
L748[11:28:38] <gigaherz> XD
L749[11:28:45] <shadekiller666> gg
L750[11:28:57] <gigaherz> that's why I don't like that crouch and "alternate use" are the same key
L751[11:28:57] <shadekiller666> did you also destroy the chest by setting it on fire?
L752[11:29:03] <gigaherz> no
L753[11:29:09] <gigaherz> I shift-clicked again on time
L754[11:29:17] <gigaherz> I died, regardless
L755[11:29:24] <gigaherz> but the chest was safe ;P
L756[11:29:47] <williewillus> it was a bug in beta or something
L757[11:29:54] <shadekiller666> were you at least able to pick the bucket back up to put the lava in it?
L758[11:29:59] <williewillus> where opening a chest also used your right click item
L759[11:30:53] <shadekiller666> strange
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L768[11:55:36] <SonarBeserk> what is the best way to handle scheduling in forge?
L769[11:56:47] <diesieben07> tick events
L770[11:56:53] <diesieben07> well, depends on what exactly you want really
L771[11:57:08] <diesieben07> but with such a generic question, tick events
L772[11:57:15] <SonarBeserk> im running a runnable to update a redis instance
L773[11:57:36] <SonarBeserk> and sadly forge lacks a proper scheduler by what it seems
L774[11:57:46] <diesieben07> "redis instance"?
L775[11:57:55] <SonarBeserk> diesieben07: key value storage
L776[11:58:02] <SonarBeserk> type of db
L777[11:58:17] <diesieben07> and you can't use the standard java scheduling because...?
L778[11:58:18] <SonarBeserk> but in any case i need to insert data every 5-10 secs
L779[11:58:18] <gigaherz> well mc is a game, it doesn't NEED a "proper scheduler"
L780[11:58:29] <gigaherz> you can schedule tick events
L781[11:58:51] <SonarBeserk> gigaherz: server code could benefit from scheduling howerver
L782[11:59:02] <gigaherz> how so?
L783[11:59:17] <gigaherz> it has a tick scheduler
L784[11:59:30] <gigaherz> every block can potentially tell the server to call back after X ticks
L785[12:00:05] <gigaherz> each dimension has its own scheduler
L786[12:00:15] <SonarBeserk> im not making any use of blocks or anything concrete in this case
L787[12:00:15] <gigaherz> and manages its own time passage
L788[12:00:30] <diesieben07> as i said if you just wnat to run something like a DB every 5 seconds
L789[12:00:37] <diesieben07> use the standard java stuff
L790[12:00:44] <diesieben07> ExecutorService and friends
L791[12:01:02] <SonarBeserk> diesieben07: forge hates pooling from what ive seen
L792[12:01:11] <SonarBeserk> makes the security manager freak out
L793[12:01:21] <gigaherz> "pooling"?
L794[12:01:49] <SonarBeserk> part of a way to work with the ExecutorService
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L796[12:02:15] <gigaherz> can you jsut say what your issue is, instead of saying it "hates"?
L797[12:02:25] <gigaherz> does it crash?
L798[12:02:27] <gigaherz> does it corrupt?
L799[12:02:41] <gigaherz> does it just not do anything at all?
L800[12:02:48] <SonarBeserk> i said it makes the security manager freak out. thus causing the code to totally fail
L801[12:02:55] <diesieben07> i am using an ExecutorService just fine
L802[12:03:09] <diesieben07> and again, stacktrace or GTFO.
L803[12:03:12] <gigaherz> yes but that's not helpful, debug logs and crash reports may help us help you
L804[12:03:12] <SonarBeserk> it ends up stopping running the code and spits out a nasty error
L805[12:03:57] <SonarBeserk> well if i attempt it again ill say.
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L817[12:21:18] <MattDahEpic> fallout 4 news: no level cap and game does not end when main storyline is over
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L833[12:45:14] <smbarbour> I guess that's a partial spoiler... The player's character doesn't die at the end of the story.
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L839[12:55:19] <killjoy> !gm aqa.a
L840[12:55:27] <killjoy> !gm aqu.a
L841[12:56:58] <killjoy> Is it possible to do something like !gm aqu.a:1073 for line number?
L842[12:57:36] <diesieben07> what would that do?
L843[12:57:41] <diesieben07> actually, no
L844[12:57:44] <diesieben07> there are no line numbers
L845[12:57:45] <killjoy> There's multiple methods named a.
L846[12:57:52] <killjoy> the line number would narrow it down
L847[12:58:02] <killjoy> stack traces don't give parameters
L848[12:58:06] <diesieben07> as i said, there is no line number
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L850[12:59:32] <williewillus> line number info is inconsistent because stripping and patches and all that
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L852[13:05:46] <killjoy> What was the latest build that doesn't break with optifine?
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L855[13:12:59] <sham1> is there a one
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L864[13:36:01] <Vorquel> I'm getting an inventory syncing issue when I call player.inventory.decrStackSize(slot, 1); What is the best way to update the client in this instance?
L865[13:37:25] <sham1> Send packet to client that tell it that it has been updated
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L867[13:37:47] <sham1> Either descriptor packet or a custom packet
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L869[13:38:18] <Vorquel> I've never used discriptor packets before. How do those work?
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L871[13:38:56] <sham1> worldObj.markBlockForUpdate(pos/x,y,z) sends your NBT data to your client, provided you call on server side
L872[13:39:46] <diesieben07> this has nothing to do wiht NBT data.
L873[13:39:47] <sham1> readFromNBT and writeToNBT alongside getDescriptorPacket and onDataPacket are your friend
L874[13:39:58] <diesieben07> you almost never want to send the WHOLE nbt over.
L875[13:40:03] <sham1> Yeh
L876[13:40:16] <sham1> I'd much rather send a custom packet
L877[13:40:22] <Ordinastie_> and inventories are already synced
L878[13:40:22] <sham1> But this might be easier to explain
L879[13:40:43] <diesieben07> even with the default description packet you do not HAVE to send everything
L880[13:41:01] <diesieben07> also this is not the usecase for descritopin packets
L881[13:41:02] <Vorquel> I know how to do custom packets. I was hoping there was a vanilla way to update player inventories
L882[13:41:04] <sham1> You dont HAVE to do anything
L883[13:41:18] <diesieben07> this syncing issue is fixed by calling player.openContainer.detectAndSendChagnes on the server.
L884[13:41:33] <Vorquel> thanks diesieben07
L885[13:41:46] <sham1> Yes, send those chagnes
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L887[13:42:34] <Vorquel> That seems like a bit much for a known change of a single inventory slot. I think a custom packet is preferable in this case.
L888[13:42:45] <diesieben07> nope.
L889[13:42:49] <diesieben07> it doesn't do "much" at all.
L890[13:43:06] <diesieben07> it just tells MC to get its shit together
L891[13:43:28] <Vorquel> Ok, sounds good.
L892[13:43:29] <diesieben07> normally this method should be called every tick, but for some obscure reason that i have yet to find out it sometimes doesn't work.
L893[13:44:03] <AtomicStryker> Vorque1: just call inventory.markDirty
L894[13:44:40] <diesieben07> AtomicStryker, that does precisely nothing.
L895[13:44:44] <diesieben07> (for InventoryPlayer
L896[13:45:35] <AtomicStryker> interesting. why do i have it in my code and why does it appear to work
L897[13:45:42] <sham1> That is the best functionality
L898[13:45:43] <AtomicStryker> or is the inv synced by some other effect
L899[13:45:50] <sham1> To do precisely nothing
L900[13:46:04] <Ordinastie_> as long as it does it precisely
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L902[13:46:17] <diesieben07> as i said, minecraft calls detectAndSendChagnes every tick for the open container
L903[13:46:28] <diesieben07> and the open container is always your inventory, if you are not looking at something else
L904[13:46:39] <sham1> I'd think it should be detectAndSendChanges
L905[13:46:47] <diesieben07> so, as i said above, this desync bug should never happen
L906[13:47:04] <diesieben07> no, Chagnes, dont correct me if you dont knwo wtf you are talking abotu !!!111eleven
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L908[13:47:35] <Ordinastie_> dat angry bot
L909[13:47:48] * sham1 dies of laughter
L910[13:48:05] <Ordinastie_> dat homicidal bot
L911[13:48:07] <sham1> And snorts
L912[13:48:15] <diesieben07> snorts? :D
L913[13:48:21] <sham1> yes
L914[13:48:25] <sham1> I do that sometimes
L915[13:48:25] <diesieben07> i seel.
L916[13:48:29] <diesieben07> *see
L917[13:51:21] <Vorquel> I didn't have any container open, so I used detect and send changes on inventoryContainer. That fixed it.
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L921[14:08:51] * sham1 reincarnates
L922[14:09:33] <sham1> That was quite horrible actually
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L926[14:13:47] <diesieben07> Vorquel, as i said, if you "don't have any container open" you are looking at your inventory. ALWAYS.
L927[14:13:56] <diesieben07> player.openContainer is never null
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L929[14:25:00] <Vorquel> That last bit was what I was worried about. Since I only ever make the function call when no other container is open, I don't see how my way could fail. Are you suggesting that openContainer is the more correct option?
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L931[14:26:32] <diesieben07> well, your way is completely equivalent to using openContainer
L932[14:26:38] <diesieben07> if you are sure that no cotnainer is open
L933[14:26:41] <diesieben07> i was just clarifying
L934[14:27:45] <Vorquel> I appreciate the clarification. The possibility that some mod could open some container in the background while my code is called makes your way more appealing.
L935[14:29:01] <Vorquel> Unless that container excludes the player's inventory for some reason, preventing the update from reaching it.
L936[14:30:24] <Vorquel> I really only care about updating the player's inventory though. Will calling inventoryContainer.detectAndSendChanges() while another container is open possibly break things?
L937[14:31:05] <diesieben07> that wouldn't break things it would just not update.
L938[14:31:25] <diesieben07> since the windowID (~containerID) doesn't match so the client just ignores any packets regarding the inventory container
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L942[14:34:22] <Vorquel> Ok. Thank you for that clarification. So there's no reason not to use openContainer then.
L943[14:34:56] <diesieben07> i guess so
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L954[14:53:25] <SonarBeserk> is it better to register an entity by making use of the global id or mod entity registering?
L955[14:53:35] <Ordinastie_> never use global
L956[14:54:35] <killjoy> Is it possible to antialias the fontrenderer when scaling?
L957[14:54:56] <SonarBeserk> Ordinastie_: if global isnt meant to be used why is it not deprecated?
L958[14:55:15] <SonarBeserk> or documented for that matter
L959[14:56:01] <diesieben07> for the same reason that almost nothing else is documented: because YOU DIDN'T WRITE IT :D
L960[14:56:26] <SonarBeserk> diesieben07: my not writing it doesnt give it an excuse to not be documented
L961[14:56:42] <diesieben07> i was being sarcastic
L962[14:56:51] <diesieben07> obviously its nto documented, because nobody has
L963[14:56:58] <diesieben07> if you think it should be, go ahead.
L964[14:57:02] <diesieben07> Forge is OpenSource
L965[14:57:16] <SonarBeserk> well that would require knowing what the heck it does
L966[14:57:35] <diesieben07> what now? registerModEntity?
L967[14:58:07] <SonarBeserk> that has documentation more than register global entity id
L968[14:58:24] <diesieben07> true.
L969[14:58:38] <SonarBeserk> and im not really sure which to use as the documentation of what the ints are isnt very descriptive
L970[14:58:46] <SonarBeserk> and old tutorials use the global method
L971[14:59:06] <diesieben07> which waht?
L972[14:59:19] <diesieben07> and yes, tutorials are stupid, thats known and we cant do anything abotu that.
L973[14:59:54] <SonarBeserk> well the thing is we need them when the wiki is out of date
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L975[15:00:03] <SonarBeserk> and i cant find the new docs
L976[15:00:24] <diesieben07> mcforge.readthedocs.org
L977[15:02:06] <SonarBeserk> why is that not in the topic?
L978[15:02:21] <diesieben07> ask lex.
L979[15:02:52] *** Lex_ changes topic to 'Downloads: http://files.minecraftforge.net Documentation: http://mcforge.readthedocs.org No PM's Without invitation, WebChats are muted. Do not say Lex's full nick unless nessasary. Stay on topic. Banned topics: Release ETAs, Official API, 'MC would be better in {insert language here}' #ForgeGradle for gradle questions'
L980[15:03:19] <Ordinastie_> could have fixed the typo
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L983[15:04:53] <SonarBeserk> Ordinastie_: why not use global? just registering the id is it not?
L984[15:05:05] <diesieben07> because there are only 255 global IDs
L985[15:05:16] <diesieben07> and they have NO guarantee whatsoever to be consistent
L986[15:05:23] <Lex_> There is zewro benifit to using a 'global' id.
L987[15:05:24] <diesieben07> but they need to, since they are used for spawn eggs
L988[15:05:32] <Lex_> no you dont
L989[15:05:39] <SonarBeserk> then why not deprecate the method is my question?
L990[15:05:39] <diesieben07> well, now you dont anymore
L991[15:06:00] <Lex_> https://github.com/MinecraftForge/MinecraftForge/commit/c158af902f2a689f612fd20427b5a1590fc2f1ba
L992[15:06:23] <Lex_> Because modloader compatibility and old dead code
L993[15:06:27] <diesieben07> i know lex.
L994[15:06:49] <Lex_> I haven't gone through and cleaned FML yet.
L995[15:06:59] <Lex_> i have other shit to do.. like figure out fernflower.
L996[15:07:20] <Vorquel> I have a question for you Lex. Why do you hate Scala?
L997[15:07:49] <Lex_> because scala is shit and everyone who uses it pushes it like a fucking drug.
L998[15:08:13] <kashike> issues with fernflower?
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L1002[15:08:48] <Lex_> It's local variable parsing is horrid. Slowly working on fixing it so I can restore generics.
L1003[15:08:48] <killjoy> I didn't realize chat scaling had a setting off
L1004[15:09:10] <Ordinastie_> wasn't there a working alternative to FF ?
L1005[15:09:21] <Lex_> None that were as good as FF
L1006[15:09:34] <Lex_> FF is now open source so i'm slowly working on cleaning it up and fixing it up
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L1008[15:09:50] <Lex_> https://github.com/MinecraftForge/FernFlower
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L1010[15:10:17] <williewillus> Ordinastie_: you talking about procyon?
L1011[15:10:34] <Ordinastie_> yep
L1012[15:10:51] <Ordinastie_> I don't know it, but I heard it's way better than FF
L1013[15:11:01] <Lex_> In my tests it was not.
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L1041[15:25:59] <sham1> I heard there was something here about scala
L1042[15:26:08] <williewillus> lol
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L1044[15:27:13] <minecreatr> ar
L1045[15:29:21] <sham1> Like while I agree that sometimes people here get really into the mood to just advertise scala and it becoming obnoxous, it still is not a reason to put the language down
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L1053[15:31:18] <sham1> Just saying
L1054[15:31:29] <sham1> In other news
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L1056[15:33:08] <diesieben07> just saying, "in other news" is usually followed by, well, some news.
L1057[15:33:29] <sham1> yeh
L1058[15:33:53] <minecreatr> does anyone know why a container thinks that the amount of slots is different then its super class
L1059[15:33:54] <sham1> Was trying to gather up something interesting to say but nothing came to mind
L1060[15:34:17] <minecreatr> I am ovveriding slotClick on my container to test, and I can get the slot at the index, but in the super container it throws an index out of bounds exception
L1061[15:34:21] <minecreatr> doing the exact same thing
L1062[15:34:36] <sham1> Also, reading modder support is kinda sad sometimes
L1063[15:34:50] <diesieben07> minecreatr, the subclass adds slots?
L1064[15:35:03] <diesieben07> tell me about it sham
L1065[15:35:05] <minecreatr> well I have a custom container so yes
L1066[15:35:22] <diesieben07> actually yeah that was stupid of me.
L1067[15:35:23] <minecreatr> it uses addSlotTOContainer
L1068[15:35:24] <diesieben07> need your code.
L1069[15:35:59] <minecreatr> https://gist.github.com/minecreatr/096c642872bef47f29da diesieben07
L1070[15:36:31] <diesieben07> and the error is where exactly?
L1071[15:36:44] <diesieben07> also, i see *one* Container, you were talking about two.
L1072[15:37:04] <minecreatr> http://pastebin.com/MLNWvCkY
L1073[15:37:09] <minecreatr> and the error is in the Container.java
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L1075[15:37:11] <Ordinastie_> and are you giving the same index to all your slots ?
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L1077[15:37:33] <diesieben07> show where you open the GUI.
L1078[15:37:34] <sham1> It's not just that people there do not show their code there, but that instead of asking what they want to happen
L1079[15:37:36] <minecreatr> well the odd thing is that the test code does the same exact code as Container.java does
L1080[15:37:38] <minecreatr> but it works
L1081[15:37:47] <sham1> they ask XY questions
L1082[15:37:56] <sham1> or are very vague
L1083[15:38:21] <minecreatr> container.java is erroring when doing inventorySlots.get(slotId)
L1084[15:38:28] <minecreatr> but I do that in a test and it works perfectly
L1085[15:38:28] <diesieben07> <diesieben07> show where you open the GUI.
L1086[15:38:30] <minecreatr> in the same method
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L1088[15:39:27] <minecreatr> https://gist.github.com/minecreatr/5ed6dc41abf87c378a5a diesieben07
L1089[15:39:48] <diesieben07> first, only open on the server.
L1090[15:39:58] <sham1> Was about to say about that
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L1094[15:41:56] <minecreatr> diesieben07, second?
L1095[15:42:12] <diesieben07> well, does the error still occur then?
L1096[15:42:49] <minecreatr> dont I need that open gui code on server and client?
L1097[15:42:51] <minecreatr> why only server?
L1098[15:43:47] <diesieben07> the server will tell the clinet to open it.
L1099[15:43:50] <sham1> Because it opens your container
L1100[15:43:55] <sham1> And then that
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L1102[15:44:11] <minecreatr> oh, I thought that that goes through the IGuiHandler and does it based on which side?
L1103[15:44:33] <diesieben07> it does.
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L1105[15:44:44] <minecreatr> then why dont I do it on both sides?
L1106[15:44:58] <minecreatr> so it does the container on server and gui on client
L1107[15:45:04] <sham1> yes
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L1109[15:45:18] <minecreatr> adding if (!worldIn.isRemote) makes it not even open diesieben07
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L1111[15:45:34] <williewillus> only open on the server
L1112[15:45:36] <diesieben07> there is your problem.
L1113[15:45:36] <sham1> Show your IGluiHandler
L1114[15:45:41] <diesieben07> show your IGuiHandler
L1115[15:45:42] <williewillus> Glui
L1116[15:45:46] <sham1> *IGuiHandler
L1117[15:45:50] <diesieben07> its like glue
L1118[15:45:52] <diesieben07> but better
L1119[15:46:12] <sham1> I atleast chagne'd that
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L1121[15:46:39] <diesieben07> touche.
L1122[15:46:50] <sham1> Indeed
L1123[15:47:42] <sham1> How can you stand being on Modder Support
L1124[15:47:48] <sham1> That just is so weird to me
L1125[15:48:07] <diesieben07> i started it adn well, now i am kinda "the guy" :D
L1126[15:48:42] <Ordinastie_> ^ remind me of some breaking bad quote :p
L1127[15:48:49] <minecreatr> well I fixed it xd diesieben07
L1128[15:49:00] <minecreatr> turns out the server container was returning null....
L1129[15:49:04] <diesieben07> hehe
L1130[15:49:08] <minecreatr> xD
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L1132[15:51:02] <killjoy> Has anyone messed with creating large GuiButtons?
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L1135[15:51:18] <diesieben07> large as in wider or large as in higher?
L1136[15:51:27] <killjoy> taller
L1137[15:51:38] <killjoy> something not 20
L1138[15:51:40] <diesieben07> well, you just have to re-write the rendering to take that into account
L1139[15:51:41] <Ordinastie_> I feel so bad for people having to answer that question :p
L1140[15:51:49] <diesieben07> you have to draw the top and bottom
L1141[15:51:52] <killjoy> I did that, but it doesn't like resource packs
L1142[15:51:55] <diesieben07> and then the middle repeated in between
L1143[15:52:06] <Flenix> Is there a nice and easy way to make my EnumChatFormatted strings wrap to new lines in chat while keeping the formatting? IE preventing this: http://ctrlv.in/616910
L1144[15:52:14] <diesieben07> thats what MC does with the width
L1145[15:53:05] <diesieben07> Flenix, quick fix i can think of, but that is ugly: replace " " with " " + EnumChatFormatting.MY_COLOR
L1146[15:53:37] <Flenix> Yeah suppose that would work. Wasn't sure if there was just another better fancy method I didn't know about. It is only this one chat line that does it right now
L1147[15:53:37] <killjoy> Solution: Don't use that
L1148[15:53:45] <killjoy> Use a chat component
L1149[15:53:50] <Lex_> wtfux?
L1150[15:54:01] <PaleoCrafter> diesieben07, I don't think it actually repeats stuff :P
L1151[15:54:01] <Lex_> pay by card?
L1152[15:54:07] <diesieben07> ?
L1153[15:54:30] <killjoy> If you're sending messages to chat, don't use EnumChatFormatting in your strings
L1154[15:54:44] <diesieben07> yes, of course not
L1155[15:54:53] <diesieben07> but i assumed that the chat componets have this problem too
L1156[15:55:01] <killjoy> Just when sent to chat
L1157[15:55:15] <killjoy> Use ichatcomponent.getChatStyle().setColor(color)
L1158[15:55:23] <diesieben07> yes of course
L1159[15:55:24] <diesieben07> what else
L1160[15:55:25] <Flenix> ^A fancy method I didn't know about ;)
L1161[15:55:31] <Flenix> Thanking you
L1162[15:55:32] <diesieben07> aaaha :D
L1163[15:55:53] <killjoy> EnumChatFormatting should be considered legacy
L1164[15:56:07] <diesieben07> well, setColor takes EnumChatFormatting doesn't it
L1165[15:56:17] <killjoy> EnumChatFormatting.toString() is legacy
L1166[15:56:22] <Flenix> And yeah lex, working on a shop system. My mod already has physical money and a digital storage system (bank account with atm and debit card), so if they don't have money or a card in their inventory it suggests using a card, in case they didn't know they could.
L1167[15:56:22] <diesieben07> yeah
L1168[15:56:40] <sham1> Yay for IEEP
L1169[15:58:21] <PaleoCrafter> diesieben07, the vanilla button just draws two parts of the texture, each taking up half of its width :P
L1170[15:58:45] <diesieben07> so it cant actually be infinite in size?
L1171[15:58:50] <PaleoCrafter> indeed
L1172[15:58:58] <diesieben07> -.-
L1173[15:59:02] <sham1> depends what kind of infinity you mean
L1174[15:59:08] <PaleoCrafter> what did you expect? :P
L1175[15:59:14] <PaleoCrafter> it's flipping Mojang
L1176[15:59:24] <killjoy> This is how I'm doing it right now. https://github.com/killjoy1221/MnM-Utils/blob/master/src/main/java/mnm/mods/util/gui/GuiButton.java#L88-L115
L1177[15:59:41] <PaleoCrafter> and I bet the button code wasn't touch in ages
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L1180[16:14:32] <OrionOnline> Guys any of you having experience in Blender?
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L1182[16:17:54] <OrionOnline> Anyone know why i would have nearly two hundred thousend vertices in my model when in the object mode, yet when i add them all up in the edit mode i hva eonly 64
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L1184[16:21:06] <killjoy> What's that screen that shows up after you hit disconnect, but before the main menu shows up?
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L1186[16:27:18] <williewillus> killjoy: it's the normal Loading Screen
L1187[16:27:36] <williewillus> same as the "Building Terrain" one
L1188[16:27:40] <killjoy> It doesn't matter for me anyway...
L1189[16:27:53] <killjoy> I just discovered that pressing disconnect clears the chat
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L1194[16:31:15] <killjoy> In other news, I figured out I have to use Exposable when serializing chat without srg names
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L1203[16:58:53] <robotbrain> do I still use package-info.java to declare @API for a scala mod?
L1204[16:59:09] <robotbrain> I assume yes
L1205[17:00:20] <gigaherz> meh that was disappointing, I looked at this channel wondering if there was something that I could help with... and the question is about scala :(
L1206[17:00:49] <robotbrain> heh
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L1212[17:08:28] <sham1> Robotbrain, it works so yes
L1213[17:08:56] <sham1> Because at least for me it didn't work with scala 's packet objects
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L1224[17:33:53] <osum4est> has setUnlocalizedName for blocks been replaced by setBlockName?
L1225[17:34:14] <diesieben07> yes
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L1227[17:36:07] <sham1> I think you have setUnlocalizedName in 1.8
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L1230[17:40:22] <PaleoCrafter> osum4est, update your mappings :P
L1231[17:41:01] <osum4est> sorry, what do you mean
L1232[17:41:23] <osum4est> also, should a tile entitys name be different from its block's name?
L1233[17:42:22] <PaleoCrafter> setBlockName is setUnlocalizedName again in the latest 1.7.10 mappings
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L1235[17:43:44] <osum4est> oh. how do i update?? i started this project fairly recently...
L1236[17:44:23] <FusionLord> osum4est, update what?... just joined
L1237[17:44:42] <osum4est> update my mappings to change setBlockName back to setUnlocalizedName
L1238[17:44:54] <PaleoCrafter> add mappings = 'stable_12' to your build.gradle's minecraft section
L1239[17:45:00] <PaleoCrafter> and run setupDecompWorkspace again
L1240[17:45:12] <FusionLord> ^There you go :)
L1241[17:45:32] <osum4est> ah, cool. how do i know which version is the newest?
L1242[17:45:35] <PaleoCrafter> http://export.mcpbot.bspk.rs/
L1243[17:46:00] <osum4est> awesome, thanks
L1244[17:46:28] <diesieben07> osum4est, about the TE name, the TE name should definitely include your ModID, as shoudl your unlocalized name.
L1245[17:47:07] <PaleoCrafter> I thought FML adds the mod id to TE names?
L1246[17:47:11] <diesieben07> nope
L1247[17:47:21] <osum4est> what about items?
L1248[17:47:44] <diesieben07> what about them?
L1249[17:47:59] <osum4est> should i include my modid or noes fml add it?
L1250[17:48:04] <osum4est> does*
L1251[17:48:15] <diesieben07> unlocalized name: include it
L1252[17:48:18] <diesieben07> register name: FML adds it
L1253[17:48:22] <diesieben07> thats both for items and blcoks
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L1255[17:49:13] <gigaherz> hm setUnlocalizedName doesn't need the modid, I never added it and my mods get the localized name just fine XD
L1256[17:49:21] <osum4est> ok, good to know. and when i register my block and te, do i have to register them with different name?
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L1258[17:49:38] <gigaherz> although
L1259[17:49:45] <gigaherz> that's for blocks, I never called setUnlocalized for a TE
L1260[17:49:46] <gigaherz> XD
L1261[17:49:54] <diesieben07> gigaherz, i will now add a block with the same name as yours and bam, clash
L1262[17:51:03] <diesieben07> osum4est, doesn't matter the names are independent
L1263[17:51:28] <osum4est> ok, nice
L1264[17:53:07] <gigaherz> diesieben07: that's a whole different matter ;P
L1265[17:53:15] <diesieben07> no.
L1266[17:53:34] <gigaherz> I mean, the modid is still not technically required, it's just a very good idea to add it
L1267[17:53:34] <gigaherz> XD
L1268[17:53:53] <gigaherz> which may have been your original meaning
L1269[17:53:58] <gigaherz> but not the one I understood ;P
L1270[17:54:04] <diesieben07> that was my original meaning
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L1272[17:57:00] <gigaherz> I guess I'll add modids to the string as soon as I finish taming this stego in ARK
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L1278[18:09:34] <williewillus> no more stupid potion metadata bitfields \o/
L1279[18:09:41] <williewillus> in the snapshots potions are stored in nbt
L1280[18:11:34] <gigaherz> \o/
L1281[18:11:46] <diesieben07> well, they supported that before
L1282[18:11:52] <diesieben07> MC jsut did not *write* that format
L1283[18:11:59] <williewillus> yeah
L1284[18:12:07] <gigaherz> hmmm
L1285[18:12:17] <gigaherz> I'd like a mod that changes recipes to use the cauldron instead
L1286[18:12:18] <gigaherz> XD
L1287[18:12:29] <gigaherz> drop the usual potion ingredients into cauldron
L1288[18:12:35] <gigaherz> the nuse a stick to stirr the mix
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L1290[18:12:49] <gigaherz> maybe heating it up thaumcraft-style
L1291[18:12:50] <gigaherz> XD
L1292[18:13:23] <gigaherz> and no I don't want the original potion system, that one was way too random
L1293[18:13:25] <williewillus> i like how there's so many suggestions, both mod and on minecraftsuggestions to add more stuff to the cauldron, but it's literally just a static block with 3 states, it can't do anything lol
L1294[18:13:40] <gigaherz> oh sure
L1295[18:13:41] <williewillus> water high, water med, water low, no water, 4 states I guess
L1296[18:13:50] <gigaherz> such a modded cauldron would be a TE instead ;P
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L1298[18:14:04] <gigaherz> hmm
L1299[18:14:16] <gigaherz> although that'd lag the heck out of anyone using cauldrons for redstone purposes
L1300[18:14:29] <gigaherz> so maybe it would only make sense for it to be a TE when it has items inside
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L1302[18:15:06] <gigaherz> (which means it would change from "cauldron" to "filled"
L1303[18:15:50] <williewillus> how would you know when items are put inside?
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L1305[18:16:00] <gigaherz> that's the one big issue
L1306[18:16:20] <gigaherz> it would require modifying the stock EntityItem
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L1308[18:16:27] <gigaherz> to know when it's INSIDE a cauldron
L1309[18:16:29] <gigaherz> maybe
L1310[18:16:39] <williewillus> yeah it's meh
L1311[18:16:56] <gigaherz> ormodifying the cauldron to override the method that iscalled when an entity enteres the block
L1312[18:17:06] <gigaherz> regardless, it would require modifying the base cauldron
L1313[18:17:36] <gigaherz> well, overriding BlockCauldron and reflecting the registrations for it...
L1314[18:18:54] <williewillus> are you talking about modding it or vanilla adding new stuff? :p
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L1316[18:19:17] <williewillus> if vanilla wanted to add more they basically have to make a separate block entirely if they didn't want to break saves (which thy dont)
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L1318[18:22:12] <FusionLord> anyone know if it is possible to set prioity for a class in the prediction for IDEA?
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L1320[18:22:32] <williewillus> iirc its just alphabetical order by package
L1321[18:22:36] <diesieben07> oh no
L1322[18:22:41] <diesieben07> it is much smarter than that :D
L1323[18:22:46] <williewillus> idk :p
L1324[18:22:53] <diesieben07> alphabetical order by package is eclipse monkey level
L1325[18:23:21] <FusionLord> so diesieben07 is it possible?
L1326[18:23:49] <diesieben07> what exactly do you want? disallow a class? always suggest class X?
L1327[18:24:05] <FusionLord> change the priority
L1328[18:24:16] <FusionLord> so this class over that class
L1329[18:24:23] <FusionLord> without removing that class
L1330[18:24:31] <gigaherz> williewillus: I'm talking how a mod would approach creating such a potion-brewing system, using the vanilla cauldron instead of a separate one like thaumcraft
L1331[18:24:46] <diesieben07> in which circumstances? idea doesnt always suggeest the same thing?
L1332[18:24:49] <diesieben07> why do you want it?
L1333[18:24:50] <williewillus> oh you would 100% need a separate one
L1334[18:25:06] <gigaherz> nah it would be hacked up, ugly, but should work
L1335[18:25:06] <gigaherz> XD
L1336[18:25:09] <gigaherz> I mean
L1337[18:25:23] <gigaherz> modify the vanilla cauldron, so that if it detects an item, it switches to a separate one WITH TE
L1338[18:25:36] <FusionLord> lets say 99.99% of the time it will be classB not classA and when I want classA I will switch manually
L1339[18:26:03] <diesieben07> "it"? where are you doing the completion? this matters.
L1340[18:27:26] <flappyy> gigaherz: would it not be better to make the item change the cauldrom?
L1341[18:27:53] <flappyy> also
L1342[18:28:22] <flappyy> was using the cauldron for brewing not the previous brewing system
L1343[18:28:36] <flappyy> because i remember such a thing
L1344[18:28:41] <gigaherz> sortof
L1345[18:28:44] <gigaherz> in a very crappy way
L1346[18:28:58] <gigaherz> because as far as I remember, no one was able to figure out how to predict the outcome
L1347[18:29:00] <flappyy> you didn't mention quality
L1348[18:29:03] <gigaherz> and itw as so random it was just stupid to use it
L1349[18:29:21] <flappyy> Actuallllly.
L1350[18:29:21] <williewillus> i think the idea autocompletion is smart enough to learn after a few times you want a specific import
L1351[18:29:25] <gigaherz> my idea would havebeen to use the same usual ingredients, and then stirr
L1352[18:29:27] <flappyy> Your thing
L1353[18:29:43] <flappyy> is pretty much added by Witchery, afaik
L1354[18:29:46] <FusionLord> diesieben07, I figured it out
L1355[18:29:49] <flappyy> you use a thing on a cauldron
L1356[18:29:53] <gigaherz> oooh?
L1357[18:30:01] <flappyy> then there's a whole system of brews
L1358[18:30:11] <flappyy> it's not vanilla, yeah
L1359[18:30:21] <flappyy> but it's extensive to say the least
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L1361[18:31:22] <Gliby> is there a way to determine if an itemstack is on the ground?
L1362[18:32:21] <williewillus> what do you mean? itemstacks only exist in entity form on the ground
L1363[18:32:28] <williewillus> unless you mean from an actual itemstack obj
L1364[18:32:34] <MattDahEpic> Gliby, EntityItem
L1365[18:32:49] <Gliby> I only have access to the ItemStack instance.
L1366[18:32:55] <Gliby> I need to determine if it's on the ground
L1367[18:33:03] <MattDahEpic> you cant
L1368[18:33:15] <MattDahEpic> with only an ItemStack
L1369[18:33:22] <MattDahEpic> thats as if its in the inventory
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L1371[18:33:55] <Gliby> what about this: see if the itemstack is in the inventory
L1372[18:34:41] <diesieben07> you can't.
L1373[18:34:48] <diesieben07> jsut the ItemSTack doesn't tell you shit.
L1374[18:34:51] <MattDahEpic> AND HE SPEAKS TRUTH
L1375[18:35:27] <Gliby> i'm looking for a simple is itemstack in ur inventory thing
L1376[18:35:49] <PaleoCrafter> who is "you"? :P
L1377[18:35:49] <MattDahEpic> if the itemstack EXISTS its in an inventory
L1378[18:35:57] <simon816> you could iterate over all stacks in the inventory and compare to determine if it exists
L1379[18:36:23] <Gliby> that's what i'm thinking simon816
L1380[18:37:10] <diesieben07> thats ugly and hacky
L1381[18:37:20] <diesieben07> actually no
L1382[18:37:25] <diesieben07> i am misunderstanding
L1383[18:37:27] * diesieben07 leaves
L1384[18:37:36] * FusionLord says later :P
L1385[18:38:12] <simon816> if you want to determine if the itemstack exists as an EntityItem you could iterate over all entities in the world and compare
L1386[18:38:14] <robotbrain> https://github.com/MultiMC/MultiMC5/issues/1172
L1387[18:38:17] <robotbrain> oh boy
L1388[18:38:28] <Gliby> i found my solution
L1389[18:38:30] <Gliby> thanks.
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L1391[18:39:53] <xaero> though, not in player inventory does not necessarily mean exists on ground, it could be in a chest or deleted from the world
L1392[18:40:03] <xaero> but you probably know that
L1393[18:40:54] <MattDahEpic> you might go looking for the player dropped item event and use that
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L1401[18:50:34] <SonarBeserk> what could cause an entity to be spawnable from a spawn egg but not work when calling a world's spawn entity method?
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L1404[18:51:01] <SonarBeserk> it is registered fine as a mod entity
L1405[18:53:37] <simon816> maybe you didn't set the location
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L1411[18:58:41] <SonarBeserk> also does a render exist that can handle not having a texture?
L1412[18:58:51] <SonarBeserk> hoping to at least kinda see the entity
L1413[18:59:09] <SonarBeserk> but i dont recall the proper setup to have everything
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L1425[19:33:14] <MattDahEpic> what's the use for modid in SidedProxy?
L1426[19:37:26] <MattDahEpic> !gm Block.onBlockActivated 1.8
L1427[19:39:50] <MattDahEpic> !gm Block.breakBlock 1.8
L1428[19:43:51] *** willieaway is now known as williewillus
L1429[19:44:30] <williewillus> MattDahEpic: to steal some other mod's proxy into your field? no idea :p
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L1432[19:48:48] <MattDahEpic> !gc EntityItem
L1433[19:49:02] <MattDahEpic> !gm EntityItem
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L1438[19:59:50] <MattDahEpic> !gm IInventory.getFieldCount 1.8
L1439[20:00:11] <Zaggy1024> does anyone have a recommendation for internal naming for entities?
L1440[20:00:22] <Zaggy1024> like including the mod ID to keep conflicts to a minimum?
L1441[20:08:44] <Lex_> obviously yes
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L1443[20:08:49] <Lex_> everything should be scoped to your mod
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L1445[20:10:37] <FusionLord> does anyone know where the player head renderer is?
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L1447[20:10:51] <FusionLord> in 1.8 that is
L1448[20:10:52] <williewillus> like the block?
L1449[20:10:59] <FusionLord> yes
L1450[20:11:04] <williewillus> it's tesr'ed iirc
L1451[20:11:22] <FusionLord> yep just found it
L1452[20:13:40] <SonarBeserk> okay so how does one actually add a proper new entity in 1.8?
L1453[20:14:55] <Lex_> same way you did in 1.7
L1454[20:15:09] <SonarBeserk> render managers are now a thing for one
L1455[20:15:18] <MattDahEpic> what is IInventory.getFieldCount supposed to return?
L1456[20:15:22] <SonarBeserk> and 1.7 entities are poorly documented at best anyways
L1457[20:15:43] <Lex_> s/1.7 entities/minecraft/
L1458[20:16:44] <SonarBeserk> ive played with pre forge mc code and not really had issues
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L1460[20:17:25] <SonarBeserk> back in the days of mcp and modloader as a basically incompetent coder and had a nicer time. surely some docs could be written up for something that commonly done
L1461[20:17:40] <Lex_> feel free to write them
L1462[20:17:57] <Lex_> we have a documentation repo for people to submit to and everything
L1463[20:18:07] <SonarBeserk> if i knew how to do it i wouldnt exactly need to now would i?
L1464[20:18:15] <Lex_> as for saying that mcp/modloader were "better" ya no that's just retarded.
L1465[20:18:36] <Lex_> it takes one person who gives a shit to do the research and write the documentation
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L1467[20:18:44] <Lex_> I don't write it. So quit bitching at me to do it.
L1468[20:19:23] <SonarBeserk> which would imply the time to do the research fyi if it is time not needing to be sunk writing code
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L1470[20:20:08] <MattDahEpic> what is IInventory.getFieldCount supposed to return in 1.8?
L1471[20:20:11] <Lex_> What..
L1472[20:20:34] <Lex_> Matt: I would suggest looking at any vanilla inventroy
L1473[20:20:43] <MattDahEpic> ...
L1474[20:21:01] <williewillus> MattDahEpic: it's vanilla's very basic data syncing ystem for containers
L1475[20:21:02] <williewillus> ignore it
L1476[20:21:49] <williewillus> SonarBeserk: adding entities has not changed in years, what are you having problems with??
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L1478[20:22:10] <SonarBeserk> williewillus: its due to having to consult google for each little thing
L1479[20:22:29] <williewillus> google is not a good reference...
L1480[20:22:32] <williewillus> vanilla and other mods
L1481[20:22:34] <SonarBeserk> and the best practices have changed, and things like RenderManagers were not a thing for a long time
L1482[20:22:40] <williewillus> are generally *mucH* better
L1483[20:22:46] <Lex_> If only there were code examples and perhaps comments containing instructions on could look at
L1484[20:22:52] <SonarBeserk> williewillus: actual docs would also be nice
L1485[20:23:07] <williewillus> there are hundreds of open source mods...
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L1487[20:23:16] <SonarBeserk> and most big mods are typically closed source
L1488[20:23:19] <SonarBeserk> advanced ones
L1489[20:23:31] <williewillus> so look at the "less advanced" ones
L1490[20:23:33] <Lex_> RenderManagers existed forever
L1491[20:23:38] <Lex_> and have nothing to do with your custom entity
L1492[20:23:39] <williewillus> what kind of entity you want to make?
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L1494[20:23:53] <SonarBeserk> just a simply basic one that exists really
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L1496[20:24:10] <SonarBeserk> would like it closer to the old human mob if possible
L1497[20:25:22] <Lex_> so you want to create a player entity...
L1498[20:25:35] <SonarBeserk> a npc essentially yes
L1499[20:25:54] <Lex_> If only there was an example entity that existed that looked like a player...
L1500[20:25:59] <SonarBeserk> would settle for even a villager by this point but it tends towards the invisible side as ive been trying to make those
L1501[20:26:21] <williewillus> what problems were you having?
L1502[20:26:45] <SonarBeserk> like said, it would always render as invisible when trying earlier
L1503[20:27:02] <Lex_> doubt it would render as invisible
L1504[20:27:11] <Lex_> probably didnt exist on the client
L1505[20:27:14] <williewillus> have you tried debugging to see if it was spawning?
L1506[20:27:19] <Lex_> because you didnt register it in the registry correctly
L1507[20:27:21] <MattDahEpic> it should be missingtex
L1508[20:27:26] <williewillus> no MattDahEpic
L1509[20:27:38] <SonarBeserk> the name would at times appear above where it was and it could be hurt
L1510[20:27:47] <williewillus> show code?
L1511[20:28:13] <SonarBeserk> a moment
L1512[20:28:36] <williewillus> anyways, did you go through all the standard debugging stuff? breakpointing, printing stuff out, to see a variety of things - is it spawning clientside? where is it? etc. etc.
L1513[20:29:46] <Zaggy1024> I also am curious where we should get a RenderManager to pass to the constructor of Render
L1514[20:29:46] <MattDahEpic> !gm IWorldNameable.getDisplayName 1.8
L1515[20:30:03] <williewillus> Zaggy1024: from minecraft
L1516[20:30:12] <williewillus> Minecraft.getRenderManager
L1517[20:30:18] <SonarBeserk> i tinkered with it until i got frustrated, will have to redo the code a bit and see if i have more luck
L1518[20:30:20] <Zaggy1024> mh
L1519[20:30:28] <Zaggy1024> kind of strange that we have to do that IMO
L1520[20:30:51] <SonarBeserk> also fair question while at it, are registered mod entity ids specific to just that mod?
L1521[20:31:04] <williewillus> yes thats why theyre called mod ids :p
L1522[20:31:06] <SonarBeserk> was registered as entity 0 for my mod
L1523[20:31:34] <MattDahEpic> !gm TileEntity.updateEntity 1.8
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L1525[20:31:51] <williewillus> MattDahEpic: that method doesn't exist :p
L1526[20:32:00] <MattDahEpic> it changed fro 1.7 to 1.8
L1527[20:32:02] <williewillus> IUpdatePlayerListBox/ITickable.update()
L1528[20:32:10] <williewillus> TE's don't tick by default
L1529[20:32:13] <williewillus> you have to tell them to
L1530[20:33:13] <MattDahEpic> williewillus, by...?
L1531[20:33:21] <williewillus> implement IUpdatePlayerListBox
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L1533[20:33:34] <williewillus> (ITickable in the next update, but that's its name rn)
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L1540[20:44:34] <SonarBeserk> okay i got a entity to at least appear as a generic white column looking thing
L1541[20:44:45] <SonarBeserk> how does one a proper renderer?
L1542[20:45:35] <killjoy> So... deadpool.
L1543[20:46:03] <killjoy> https://www.youtube.com/watch?v=FyKWUTwSYAs
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L1546[20:49:18] <williewillus> SonarBeserk: register one
L1547[20:49:32] <SonarBeserk> im aware
L1548[20:49:42] <SonarBeserk> i mean in the sense of making it work right
L1549[20:49:54] <SonarBeserk> each entity has an associated renderer and model
L1550[20:50:13] <williewillus> if it's just a white outline that means it's the default renderer, yours didn't get called (if you made one)
L1551[20:50:51] <williewillus> anyways, RenderingRegistry.registerEntityRenderingHandler(yourentity.class, new YourClassThatExtendsRender())
L1552[20:51:06] <williewillus> in YourClassThatExtendsRender, you have direct GL access so you can do whatever
L1553[20:51:19] <williewillus> render a model or what not. refer to vanilla.
L1554[20:53:39] <MattDahEpic> why am i getting a nullpointer at l14?: https://paste.ee/p/V47rw
L1555[20:54:34] <williewillus> when are you calling that
L1556[20:54:51] <williewillus> make sure it's after you register your items
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L1559[20:56:55] <MattDahEpic> williewillus, it registers (in this order): blocks, recipes, tile entities, textures
L1560[20:57:33] <williewillus> try breakpointing it right before, then use the debugger's "step" buttons to go through it one by one
L1561[20:57:39] <MattDahEpic> k
L1562[20:57:58] <osum4est> what's the difference between guicontainer and guiscreen? or does one extend the other?
L1563[20:58:21] <MattDahEpic> container is on server, screen is on client i believe
L1564[20:58:44] <williewillus> no, guis are all client
L1565[20:58:59] <williewillus> GuiContainer is for, containers like your crafting grid, chests, dispensers, etc.
L1566[20:59:10] <williewillus> guiscreens are for game interfaces - the settings page, the main menu, etc.
L1567[20:59:18] <osum4est> should've looked first. guicontainer does extend guiscreen
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L1570[21:00:34] <osum4est> so if i'm making my own base gui class with some extra methods and things, should i have it extend guicontainer? would it be bad if i then extend that on a non container gui?
L1571[21:01:08] <williewillus> what kind of gui is it?
L1572[21:02:22] <osum4est> well im going to use my own base class on a workbench thing, so i'd use guicontainer normally. but i don't want to make a duplicate base class that just extends guiscreen for a settings screen for example
L1573[21:02:32] <williewillus> yeah use container then
L1574[21:03:21] <osum4est> if only you could somehow extend two classes at once...
L1575[21:03:51] <williewillus> why would you need to do that?
L1576[21:03:54] <williewillus> use the container one?
L1577[21:04:14] <williewillus> also just separate your settings screen into another class
L1578[21:04:21] <williewillus> don't try to have the "one magical superclass"
L1579[21:04:31] <SonarBeserk> sigh.... arg
L1580[21:05:08] <osum4est> alright i know what i'm going to do now...
L1581[21:09:09] <williewillus> SonarBeserk: decided on a renderer to use? :p
L1582[21:09:22] <SonarBeserk> williewillus: the seem to enjoy failing on me
L1583[21:09:36] <SonarBeserk> http://pastebin.com/RpuPmzym was a setup i was trying that failed
L1584[21:10:01] <williewillus> what is that
L1585[21:10:11] <williewillus> nothing is happening
L1586[21:10:30] <SonarBeserk> was using a complex serpent model from a tutorial i was glancing at
L1587[21:10:45] <SonarBeserk> it was actually being registered which shows up at the bottom if you refrehs
L1588[21:10:50] <SonarBeserk> *refresh
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L1590[21:11:24] <williewillus> yeah but you're not drawing the model
L1591[21:11:27] <SonarBeserk> It is registered and spawns fine other than causing the client to have a npe that is caused by but not causing an error in my code it seems
L1592[21:11:40] <SonarBeserk> how am i not drawing it?
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L1594[21:12:49] <Lex_> npe on the client?
L1595[21:13:58] <SonarBeserk> yup
L1596[21:14:24] <williewillus> well first of all there's no texture...
L1597[21:14:47] <SonarBeserk> that should just fall back to the missing texture though shouldnt it?
L1598[21:15:20] <williewillus> I'm not sure if entities do that
L1599[21:15:39] <Lex_> "there is an error but i'm just gunna ignore it because screw debugging"
L1600[21:15:42] <Lex_> And no entities dont ahve a 'missing texture'
L1601[21:16:15] <SonarBeserk> they did for a while i thought
L1602[21:16:20] <Lex_> nope
L1603[21:16:34] <SonarBeserk> hmm then the npe is due to missing texture
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L1605[21:16:44] <williewillus> you really shouldn't be ignoring npes....
L1606[21:16:57] <SonarBeserk> i had no intention of doing so
L1607[21:17:02] <williewillus> and grab the texture from wherever you got the model from and put it in
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L1611[21:25:30] <SonarBeserk> hmm why do entities not have a texture for when the texture is missing?
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L1613[21:27:43] <williewillus> ask mojang lol
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L1617[21:29:56] <SonarBeserk> williewillus: the lack of texture is pissing me off as i get a npe crash when the texture is missing but i dont have a good way to tell if it is in the right place
L1618[21:30:06] <williewillus> ??
L1619[21:30:12] <williewillus> just give it a texture
L1620[21:30:28] <williewillus> idoubt wherever you got the model from doesnt have a texture for it
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L1622[21:30:45] <SonarBeserk> it doesnt, trying to fix something up
L1623[21:31:26] <williewillus> you're better off using tabula to export the UV/texmap for the model so you actually know what goes where lol
L1624[21:32:20] <SonarBeserk> woo i got that to crash my game earlier
L1625[21:32:54] <SonarBeserk> fussing about a statistics method being missing, will have to run it outside a forge dev enviroment
L1626[21:33:22] <williewillus> wat
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L1628[21:35:36] <Zorn_Taov> is it normal for a new install of eclipse to not have the src directory at the top?
L1629[21:35:44] <SonarBeserk> the most recent tabula will crash if you try to run it with my dev setup
L1630[21:35:49] <Kashike> what would be the reasining for a field not being in MCPBot? "field_180221_a" is not found, but: "FD: rs/a net/minecraft/server/network/NetHandlerLoginServer$2/field_180221_a"
L1631[21:35:52] <Zorn_Taov> using forge 1492
L1632[21:37:53] <williewillus> SonarBeserk: works fine for me
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L1634[21:38:12] <williewillus> Kashike: it probably got a real name
L1635[21:38:18] <SonarBeserk> it gives me a method not found exception
L1636[21:38:27] <williewillus> are you using the deobf ones?
L1637[21:38:42] <Zorn_Taov> minecraft version is also important
L1638[21:39:02] <SonarBeserk> i was not no
L1639[21:39:11] <Kashike> williewillus: it is a field in an anonymous class, no entry for it in fields.csv
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L1641[21:41:55] <williewillus> idk, that class doesn't seem to have any fields for me
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L1644[21:42:16] <osum4est> my mod knowledge is failing me... is there an open source mod that uses a guiscrollinglist?
L1645[21:43:03] <williewillus> fml? :p
L1646[21:43:44] <Vorquel> infinite inventory has one iirc
L1647[21:45:17] <Vorquel> and open source https://github.com/Funwayguy/InfiniteInvo
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L1650[21:46:58] <osum4est> it does, but it looks like they built there own scrolling system. I just want to use the built in guiscrollinglist. where is the creative gui located?
L1651[21:49:21] <MattDahEpic> osum4est, net.minecraft.client.gui.GuiContainerCreative
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L1655[21:53:48] <SonarBeserk> williewillus: http://pastebin.com/3SFLRXkC causes still a npe even though i can see the file in the build directory.
L1656[21:54:13] <SonarBeserk> have a main folder in resources that goes assets.test.serpent.serpent.png
L1657[21:54:14] <SonarBeserk> arg
L1658[21:58:30] <williewillus> well of course you're pointing a different path
L1659[21:59:13] <williewillus> if you're giving it test:textures/serpent/serpent.png then your texture should be in assets/test/textures/serpent/serpent.png
L1660[21:59:20] <williewillus> missing the "textures" level
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L1662[22:02:58] <SonarBeserk> it does have that
L1663[22:03:16] <SonarBeserk> wait hmm
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L1665[22:05:46] <williewillus> new ResourceLocation("foo", "bar/baz.png") translates into "assets/foo/bar/baz.png"
L1666[22:06:36] <SonarBeserk> still the crash even with that
L1667[22:06:49] <SonarBeserk> assets.test.textures.serpent.serpent.png exists
L1668[22:06:52] <williewillus> post log
L1669[22:07:30] <Cazzar> also, which ide?
L1670[22:08:18] <williewillus> i don't think the two issues are related though, missing resources should never cause a crash (or else cascading resource packs wouldnt work :P)
L1671[22:10:05] <SonarBeserk> intellij
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L1673[22:11:20] <Cazzar> got idea { module { inheritOutputDirs = true } } in the build.gradle?
L1674[22:11:54] <williewillus> idea.module.inheritOutputDirs = true ;P
L1675[22:12:02] <williewillus> also post the log of the crash, I'm curious
L1676[22:12:13] <gigaherz> idea { module.inheritOutputDirs = true }
L1677[22:12:15] <gigaherz> ;P
L1678[22:12:19] <Cazzar> williewillus it was just a copy paste
L1679[22:12:25] <Cazzar> from #forgegradle
L1680[22:12:32] <williewillus> gigaherz: wat even
L1681[22:12:40] <williewillus> either use the brace or the dot notation lol
L1682[22:12:44] <SonarBeserk> http://pastebin.com/BAtFiby1 woo stacktrace
L1683[22:12:46] <gigaherz> williewillus: nope
L1684[22:12:59] <gigaherz> that way it gives emphasis on the fact that it's idea-specific
L1685[22:13:05] <gigaherz> but saves braces
L1686[22:13:06] <gigaherz> XD
L1687[22:13:17] <gigaherz> also that way I can disagree with everyone
L1688[22:13:17] <gigaherz> XD
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L1691[22:14:25] <Cazzar> okay then
L1692[22:14:50] <Cazzar> idea { module { inheritOutputDirs = (closure)({ return true})() } }
L1693[22:15:07] <gigaherz> no that's purposefully convoluted
L1694[22:15:11] <SonarBeserk> anyone have a clue about that error?
L1695[22:15:12] <gigaherz> mine is concise but with emphasis
L1696[22:15:14] <gigaherz> XD
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L1698[22:16:14] <gigaherz> SonarBeserk: okay go to that file
L1699[22:16:26] <gigaherz> RendererLivingEntity.java line 179
L1700[22:16:30] <gigaherz> what's in there?
L1701[22:16:33] <gigaherz> that should give you a clue
L1702[22:16:34] <gigaherz> ;P
L1703[22:16:41] <williewillus> well try the idea thing
L1704[22:16:54] <Cazzar> SonarBeserk: 13:15 <Cazzar> got idea { module { inheritOutputDirs = true } } in the build.gradle?
L1705[22:16:58] <gigaherz> oops sorry, endererLivingEntity.java line 266
L1706[22:16:59] <williewillus> (note you need to resetup workspace) after you do that
L1707[22:17:15] <williewillus> gigaherz: it's just failing to bind the texture so probably a resource problem
L1708[22:17:46] <gigaherz> no wait
L1709[22:17:47] <gigaherz> Caused by: java.lang.NullPointerException
L1710[22:17:47] <gigaherz> at net.minecraft.client.renderer.entity.RendererLivingEntity.canRenderName(RendererLivingEntity.java:599)
L1711[22:18:00] <Cazzar> Because, we know RenderLivingEntity works in 99.9% of other cases, we can assume it's inputted data
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L1713[22:18:13] <gigaherz> why are there two exceptions in differentp laces?
L1714[22:18:14] <gigaherz> xD
L1715[22:18:27] <SonarBeserk> well the image is there https://i.imgur.com/8XyD4Ek.png
L1716[22:18:47] <gigaherz> SonarBeserk: can you do what they ask
L1717[22:18:58] <SonarBeserk> gigaherz: ?
L1718[22:18:59] <Cazzar> SonarBeserk: are you even listening to what I have said twice? And others have said
L1719[22:19:03] <gigaherz> and paste "idea.module.inheritOutputDirs = true" at the end of your build.gradle?
L1720[22:19:18] <gigaherz> if you don't have it yet
L1721[22:19:20] <SonarBeserk> why would that help?
L1722[22:19:26] <gigaherz> because without that
L1723[22:19:32] <gigaherz> some resources are NOT COPIED to the outout directory
L1724[22:19:37] <gigaherz> so they can't be found on load
L1725[22:19:41] <Cazzar> Idea 13 changed how the resources were layed out
L1726[22:20:10] <Cazzar> FML doesn't compensate for it, and nor do i expect it to EVER so, that there fixes the issue.
L1727[22:20:10] <gigaherz> so if the issue is missing texture
L1728[22:20:12] <gigaherz> that would fix it
L1729[22:20:14] <gigaherz> if that doesn't fix
L1730[22:20:19] <gigaherz> then we can continue looking elsewhere
L1731[22:20:37] <SonarBeserk> welp that did seemingly nothing
L1732[22:21:01] <Cazzar> Did you re-setup your workspace?
L1733[22:21:08] <gigaherz> [05:17] (williewillus): (note you need to resetup workspace) after you do that
L1734[22:21:10] <SonarBeserk> by running what?
L1735[22:21:11] <Cazzar> Since, that is a nessecity.
L1736[22:21:25] <gigaherz> "gradle setupDecompWorkspace" or whichever one you ran originally
L1737[22:21:31] <SonarBeserk> note i am barely experienced with gradle
L1738[22:21:32] <Cazzar> no
L1739[22:21:34] <Cazzar> http://upload.cazzar.net/images/tr2LvuE
L1740[22:21:39] <Cazzar> Click the button in the circle.
L1741[22:21:46] <gigaherz> oh
L1742[22:21:54] <gigaherz> so refresh gradle then
L1743[22:21:55] <gigaherz> XD
L1744[22:21:56] <Cazzar> Well, ellipse.
L1745[22:22:20] <SonarBeserk> hmm i miss my maven meh
L1746[22:22:33] <Cazzar> Maven would do the same thing in this case :P
L1747[22:22:45] <Cazzar> If it is this error.
L1748[22:22:53] <SonarBeserk> well yeah
L1749[22:22:57] <SonarBeserk> but it runs faster imo
L1750[22:23:36] * Cazzar rants about the 100 optimizations you can put through gradle to make it always ready to run, and makes it quick.
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L1752[22:24:23] <gigaherz> hmm is there any mod that adds 2-wide fence gates?
L1753[22:24:48] <Cazzar> And yeah, that screenshot to me points the issue to be EXACTLY what I guessed
L1754[22:25:05] <SonarBeserk> which is?
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L1756[22:25:46] <Cazzar> Since, FML adds the resource pack to be located at [project]\build\classes\main [project]\build\resources\main
L1757[22:26:04] <Cazzar> So, the idea.module... should work.
L1758[22:26:17] <SonarBeserk> except it doesnt
L1759[22:26:27] <SonarBeserk> its at the very bottom of my build.gradle
L1760[22:26:36] <Cazzar> Did you refresh?
L1761[22:27:14] <Cazzar> Because, technically, that line changes how IDEA sets up the projects.
L1762[22:27:20] <SonarBeserk> trying one thing, may have gotten the wrong version of it
L1763[22:28:03] <SonarBeserk> one was module. and the other was module {
L1764[22:28:08] <killjoy> I don't know if this is relevant to you, but I use a multi-project workspace and have to do this in order for my resources to load. https://github.com/killjoy1221/TabbyChat-2/blob/master/TabbyChat-Common/src/main/java/mnm/mods/tabbychat/TabbyChat.java#L228
L1765[22:28:23] <SonarBeserk> and neither seem to do anything
L1766[22:29:13] <SonarBeserk> and yeah i did refresh first
L1767[22:29:37] <Cazzar> SonarBeserk: run clean then retry :P
L1768[22:29:53] <Cazzar> It might be a caching thing.
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L1770[22:31:11] <SonarBeserk> Cazzar: nada
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L1773[22:34:11] <SonarBeserk> sigh
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L1776[22:46:26] <SonarBeserk> Cazzar: https://i.imgur.com/ZoPPxWg.png any other ideas?
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L1778[22:47:28] <Cazzar> Other than the factor, you might be expecting resource packs to be working on the server.
L1779[22:48:10] <SonarBeserk> the only time im calling the render registry is from my client proxy
L1780[22:48:18] <SonarBeserk> else the server would be crashing as well
L1781[22:48:47] <SonarBeserk> only server issue i get is it being mad my connection keeps dropping
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L1783[22:49:40] <Cazzar> I dunno
L1784[22:50:25] ⇨ Joins: Aaronstar (Mibbit@68-204-162-109.res.bhn.net)
L1785[22:50:36] <SonarBeserk> hmm people are officially out of ideas then?
L1786[22:50:57] <SonarBeserk> sad part is im still not even sure it is a texture issue fully
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L1790[22:53:17] <Aaronstar> test?
L1791[22:53:28] <SonarBeserk> ?
L1792[22:53:40] <Aaronstar> can you hear me?
L1793[22:53:43] <SonarBeserk> oh you are testing
L1794[22:53:44] <SonarBeserk> yeah
L1795[22:53:53] <Aaronstar> ok good
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L1797[22:54:33] <Aaronstar> ok, is Havvy here?
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L1800[22:58:28] <tterrag> he's not in the user list
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L1810[23:08:56] <SonarBeserk> hmm i need to figure out who i was fussing with either
L1811[23:09:13] <SonarBeserk> http://pastebin.com/0takzKms is a lovely stack trace
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L1814[23:09:48] <SonarBeserk> that sources from initing a JedisPool
L1815[23:10:12] <Aaronstar> ok so im trying to make my very first mod *i know nothing about coding java, all the places i went to tought javascript and htms
L1816[23:10:42] <Aaronstar> but when i reference the forge stuff it couldent find it
L1817[23:10:55] <tterrag> go learn java
L1818[23:11:24] <kashike> SonarBeserk: that happens with a lot
L1819[23:11:28] <kashike> jedis, mongodb, etc
L1820[23:11:30] <Elec0> While you can learn java while trying to learn modding minecraft, in practice it's way too complicated
L1821[23:11:38] <Aaronstar> i looked everywhare they only tought javascript
L1822[23:12:01] <tterrag> wat
L1823[23:12:04] <illyohs> >.>
L1824[23:12:05] <Elec0> http://www.tutorialspoint.com/java/ appears to be a basic java tutorial set
L1825[23:12:13] <tterrag> javascript is to java as caramel is to car
L1826[23:12:24] <kashike> SonarBeserk: the solution is to disable the security manager, btw
L1827[23:12:43] <SonarBeserk> Elec0: using it for something can help you practice use of it, but forge is not friendly to new people
L1828[23:13:46] <Aaronstar> well, when i load the mod in the editors minecraft it dosent see the mod
L1829[23:13:51] <tterrag> I learned modding alongside college level java courses
L1830[23:13:57] <SonarBeserk> kashike: doesnt that defeat the purpose of the security manager?
L1831[23:14:01] <tterrag> which STILL wasn't optimal, but it's better than going in blind
L1832[23:14:10] <kashike> SonarBeserk: yes :P
L1833[23:14:13] <killjoy> I went in blind
L1834[23:14:29] <killjoy> Now I understand basic asm
L1835[23:14:36] <Elec0> imo, it's way better to learn at least the basics of Java and OOP before you get into modding.
L1836[23:14:46] <SonarBeserk> tterrag: but think how nice modding with something structured like sponge :P
L1837[23:14:47] <Elec0> that way you're only learning one set of thigns at a time
L1838[23:15:01] <SonarBeserk> less constant combing for features
L1839[23:15:13] <killjoy> sponge doesn't have modders. It has plugineers.
L1840[23:15:20] <tterrag> basic knowledge of how to read code helps with most thigns in forge
L1841[23:15:32] <killjoy> gosh, look at me using tvb terms
L1842[23:15:32] <Aaronstar> all i want to do is get the base class runing first
L1843[23:15:49] <SonarBeserk> killjoy: plugins play more friendly
L1844[23:15:58] <killjoy> No, the term Plugineer
L1845[23:16:05] <killjoy> Mix between plugin and engineer
L1846[23:16:11] <SonarBeserk> im aware
L1847[23:16:17] <SonarBeserk> and it isnt what i was referring to
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L1849[23:16:36] <killjoy> Then I don't know what you're saying
L1850[23:16:39] <SonarBeserk> a non obfuscated experience is always nicer
L1851[23:16:44] <killjoy> Well yeah
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L1853[23:16:48] <killjoy> That's a no brainer
L1854[23:17:02] <Aaronstar> im using eclipse
L1855[23:17:25] <Aaronstar> and 1.7.10
L1856[23:17:53] <killjoy> I might port one of my client mods to when when they support what it needs.
L1857[23:18:46] <SonarBeserk> if they supported custom entities forge would likely not even be a thought, too messy imo
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L1859[23:19:12] <killjoy> I'm looking for guis and messing with those
L1860[23:19:32] <Aaronstar> how do i import all the forge files?
L1861[23:19:42] <killjoy> Aaron, use gradle
L1862[23:19:48] <Aaronstar> i am
L1863[23:19:52] <Aaronstar> i think
L1864[23:19:56] <killjoy> gradlew eclipse
L1865[23:20:02] <killjoy> then import the project it creates
L1866[23:20:35] <illyohs> Aaronstar: http://mcforge.readthedocs.org/en/latest/gettingstarted/#getting-started-with-forge
L1867[23:20:41] <killjoy> How many mods do you think still use gradle 1.6?
L1868[23:21:05] <killjoy> Better question: How many modders know how to update gradle?
L1869[23:22:37] <tterrag> killjoy: using any gradle version is fine, as long as it builds the mod
L1870[23:22:41] <tterrag> that's why the wrapper exists
L1871[23:22:49] <Aaronstar> src/main/java is empty
L1872[23:22:50] <tterrag> as future versions of gradle may break the build, so you can guarantee a certain version is used
L1873[23:22:55] <tterrag> Aaronstar: then fill it
L1874[23:22:57] <tterrag> then go learn java
L1875[23:23:53] <Aaronstar> still dosent load the mod
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L1879[23:25:11] <killjoy1> Thanks hexchat for signing me into nickserv after joining #minecraftforge
L1880[23:25:40] <tterrag> use SASL
L1881[23:25:54] <tterrag> that way you can auth during server join
L1882[23:25:55] <tterrag> not after
L1883[23:26:05] <Lex_> Is anyone else getting fucking annoied at Sonar bitching at everything related to minecraft modding as if this hasnt been the way it';s been forever, and it's constantly improving?
L1884[23:26:19] <dangranos> who's sonar?
L1885[23:26:24] <tterrag> a bit, yes
L1886[23:26:24] <Lex_> Yes, An abstraction layer is nice, BUT FORGE AND MCP MODDING IS NOT A FUCKING ABSTRACTION LAYER
L1887[23:26:36] <tterrag> especially since he's saying "just use sponge" sponge is a plugin API
L1888[23:26:40] <tterrag> it's NOT the same...at all
L1889[23:27:02] <dangranos> #moddingdrama
L1890[23:27:03] <Lex_> ya no actually it's really pissing me off
L1891[23:27:04] <dangranos> :D
L1892[23:27:16] <killjoy1> If you want to mod with an abstraction, use fiberoptic's meddle.
L1893[23:27:22] <tterrag> wut
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L1896[23:27:28] <tterrag> that's for 1.9
L1897[23:27:53] <killjoy1> m hm
L1898[23:27:54] <tterrag> the only true abstraction API I know of for forge is NOVA (pls no banerino)
L1899[23:28:12] <killjoy1> Let's just pretend you didn't say anything
L1900[23:28:18] <tterrag> I say nothing about its quality, and I don't use it :P
L1901[23:28:25] <Lex_> Nova is still shit last time I looked at it. Either way Forge isnt a fucking abstraction layer.
L1902[23:28:43] <Cazzar> Yeah, i was about to mention, quality wasn't mentioned, only intention
L1903[23:28:45] <Lex_> If I wanted to write a fucking abstraction layer, and I had the fucking time, I would.
L1904[23:28:55] <Lex_> But ya, not enough fucking time.,
L1905[23:29:06] <Aaronstar> so from what i understand it is trying to load forge files but cant find them
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L1907[23:29:11] <Aaronstar> ex import net.minecraftforge.fml.common.Mod;
L1908[23:29:15] <killjoy1> I remember being asked to help fix their build script.
L1909[23:29:39] <Cazzar> killjoy1: that's because Calclavia doesn't know Gradle all that well
L1910[23:29:41] <Lex_> Aaron whats the issue?
L1911[23:29:43] <tterrag> Aaronstar: you never setup properly
L1912[23:29:51] <tterrag> lex: he refuses to learn java and is trying to mod
L1913[23:29:56] <Cazzar> better than some modders, just not completely.
L1914[23:30:01] <tterrag> and we linked him to the step by step guide to setting up
L1915[23:30:02] <killjoy1> Well if someone ask for gradle help, that means they don't know gradle
L1916[23:30:03] <tterrag> sooo idk
L1917[23:30:04] <Aaronstar> i cant find a teacher
L1918[23:30:14] *** killjoy1 is now known as killjoy
L1919[23:30:15] <Lex_> Ah yes, no thats dumb
L1920[23:30:23] <Lex_> Google has many tutorials and free classes
L1921[23:30:25] <Cazzar> Aaronstar: you don't always need a teacher to actually learn a programming language
L1922[23:30:25] <tterrag> https://www.youtube.com/playlist?list=PL6lD77ZPqAf3KtS0T8LZ-JTdjogDKas8N
L1923[23:30:27] <Aaronstar> and on the first line it was wrong
L1924[23:30:32] <tterrag> vswe's were good and he has exercises
L1925[23:30:34] <Lex_> Fuck MIT and Stanford even have free classes for it!
L1926[23:30:41] <tterrag> it's java from a modder's perspective
L1927[23:30:44] <tterrag> enjoy
L1928[23:30:55] <Zaggy1024> Aaronstar, what kind of experience do you have with programming outside Java?
L1929[23:30:58] <Cazzar> I personally Learnt, Java, C#, Ruby, PHP, JavaScript, Scala from self motivation
L1930[23:31:01] <Cazzar> >:D
L1931[23:31:04] <Zaggy1024> if none, learn or you won't get anywhere
L1932[23:31:11] <Aaronstar> a bit of javascript
L1933[23:31:18] <Zaggy1024> how much is a bit?
L1934[23:31:22] <Cazzar> Yeah, you might have /some/ idea of OO
L1935[23:31:36] <killjoy> My first actual piece of programming was making a chrome plugin to insert player heads beneath someone's minecraft name on MCF.
L1936[23:31:36] <Aaronstar> made looping rock paper scisers
L1937[23:31:41] <tterrag> afaik VSWE is an actual professor
L1938[23:31:48] <killjoy> Then they changed the forums and it broke
L1939[23:31:54] <tterrag> http://courses.vswe.se/ <- all this is still active
L1940[23:32:00] <tterrag> the modding tutorials are for 1.6 however, so not super useful
L1941[23:32:02] <tterrag> but that's another beast
L1942[23:32:27] <Cazzar> tterrag: I will still point out VSWE's bitwise operations thing when people ask about it :P
L1943[23:32:29] <killjoy> Just ignore the @NetworkMod
L1944[23:32:34] <Cazzar> it's an interesting one :P
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L1946[23:32:52] <Aaronstar> all i wanted was to talk to the guy who made the guied i was following
L1947[23:32:52] <tterrag> Cazzar: where's that?
L1948[23:32:57] <Cazzar> http://courses.vswe.se/?course=6
L1949[23:33:00] <Cazzar> Bits and pieces
L1950[23:33:18] <Zaggy1024> It sounds like you're really going to need to learn some OOP language, otherwise you're not going to get anywhere
L1951[23:33:37] <Zaggy1024> why do you want to talk to some specific guy about such a general problem as a broken workspace?
L1952[23:33:39] <Cazzar> Zaggy1024: technically, JS is OO, but OO is barely used in it.
L1953[23:33:44] <Zaggy1024> well yeah
L1954[23:33:57] <Zaggy1024> I don't really think of it as OO, but I guess it is
L1955[23:34:00] <Lex_> The point is
L1956[23:34:04] <Zaggy1024> so few things use that
L1957[23:34:12] <Aaronstar> because i was following his guid when setting up the workspace
L1958[23:34:12] <Zaggy1024> AFAIK, at least
L1959[23:34:13] <Lex_> Sadly it's a hard life for programming.
L1960[23:34:17] ⇨ Joins: Brokkoli (~Brokkoli@f050165072.adsl.alicedsl.de)
L1961[23:34:40] <Zaggy1024> Aaron, just use the official one
L1962[23:34:53] <Lex_> You need to have a mindset of problem solving and being able to dredge through things to do research.
L1963[23:35:10] <Lex_> Once you get eh basic syntax of the language
L1964[23:35:17] <Aaronstar> sorry noob here, official one what?
L1965[23:35:20] <Lex_> Modding is just learning a library
L1966[23:35:20] <tterrag> you know, the one the FORGE DEVS WROTE? ._.
L1967[23:35:21] <killjoy> And knowledge of the libraries
L1968[23:35:27] <tterrag> Aaronstar: http://mcforge.readthedocs.org/en/latest/gettingstarted/#getting-started-with-forge
L1969[23:35:48] <Zaggy1024> start from scratch
L1970[23:35:54] <killjoy> I would say I know the JRE more than java.
L1971[23:35:57] <Aaronstar> fine ill completely reinstall everything
L1972[23:36:00] <killjoy> Well,,, mostly
L1973[23:36:03] <Zaggy1024> if that guide doesn't work for you then tell us everything you did
L1974[23:36:05] <Zaggy1024> good
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L1976[23:38:41] <Cazzar> hmm
L1977[23:38:56] <Zaggy1024> Aaronstar, don't close the command prompt when it's done setting up
L1978[23:39:00] <Cazzar> I should set up an install for Arch/Gentoo on a VM if I have HyperV
L1979[23:39:13] <Aaronstar> um from the first time?
L1980[23:39:19] <Zaggy1024> no this time
L1981[23:39:21] <Aaronstar> cause too late
L1982[23:39:28] <Aaronstar> ok good
L1983[23:39:37] <Cazzar> Hmm
L1984[23:39:42] <Cazzar> Arch linux or Gentoo? :P
L1985[23:39:44] <Aaronstar> i dident close it last time either
L1986[23:39:58] <illyohs> Arch <3
L1987[23:40:12] <Cazzar> illyohs: my ISP has an arch repo mirror :P
L1988[23:40:29] <dangranos> why
L1989[23:40:29] <Cazzar> And they update daily >:D
L1990[23:40:45] <Cazzar> dangranos: who are you asking?
L1991[23:40:53] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Read error: Connection reset by peer)
L1992[23:40:54] <dangranos> why they have mirror?
L1993[23:40:58] <dangranos> your ISP
L1994[23:41:01] <Cazzar> Because I asked them to?
L1995[23:41:03] * illyohs Steals Cazzar's ISP dont ask how he just does
L1996[23:41:15] <Cazzar> Because, in australia we have a thing called limited downloading.
L1997[23:41:32] <Cazzar> Or, well, data caps
L1998[23:41:46] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L1999[23:41:48] <Cazzar> And it's just faster to download off my ISP's mirror than another one's
L2000[23:42:27] <Jezza> Not only that, but we have shitty internet.
L2001[23:42:31] <Cazzar> illyohs: http://upload.cazzar.net/images/VsxKTXK
L2002[23:42:42] <Jezza> Thanks Abbott..
L2003[23:43:03] <Cazzar> Average download speed of about 620 KB/s
L2004[23:43:09] <Jezza> Wow
L2005[23:43:13] <Jezza> You must be in the city.
L2006[23:43:22] <Cazzar> Nope!
L2007[23:43:24] *** Gaz492|Away is now known as Gaz492
L2008[23:43:27] <Jezza> O_O
L2009[23:43:27] <Cazzar> Like, 2 hours from melb
L2010[23:43:45] <Jezza> I was about to ask Seymour, but I think that's closer.
L2011[23:43:56] <Cazzar> oh wairt
L2012[23:44:09] <Jezza> Benalla?
L2013[23:44:10] <Cazzar> wait* http://upload.cazzar.net/images/0kWQfzu Jezza, look at the speed
L2014[23:44:20] <Jezza> ...
L2015[23:44:32] <Jezza> Now... that's just offensive...
L2016[23:44:49] <killjoy> I get that sometimes
L2017[23:44:53] <Cazzar> mind you, that's average speeds.
L2018[23:45:05] *** Gaz492 is now known as Gaz492|Away
L2019[23:45:06] <killjoy> Time Warner? Comcast?
L2020[23:45:10] <Jezza> I've never peaked above 400 KB/s
L2021[23:45:19] <Jezza> Probably Telstra
L2022[23:45:29] <Cazzar> Oh
L2023[23:45:31] <Jezza> We don't have TW or Comcast in Australia
L2024[23:45:33] <Jezza> Thank fuck
L2025[23:45:38] <Zaggy1024> what is up with Australian internet anyway?
L2026[23:45:42] <Jezza> Well
L2027[23:45:44] <Cazzar> I am also listening to music videos in the background on youtube :P
L2028[23:45:57] <Cazzar> Though don't get me to play an online game and upload at the same time.
L2029[23:46:05] <Jezza> It just got out of date
L2030[23:46:08] *** Gaz492|Away is now known as Gaz492
L2031[23:46:40] <Cazzar> Zaggy1024: this: http://images.goodfood.com.au/2013/11/20/4939373/bg_Telstra_copper_1-20131120153953701572-620x414.jpg
L2032[23:46:48] <Jezza> We use copper everywhere, and as you can imagine, Australia isn't a small place, so it costs a lot to upgrade a small area relative to population density
L2033[23:46:56] *** Gaz492 is now known as Gaz492|Away
L2034[23:47:02] <Cazzar> Geographically, we are the same size as the US IIRC
L2035[23:47:12] <Jezza> I think we're bigger.
L2036[23:47:18] <Jezza> By a small amount
L2037[23:47:20] <Zaggy1024> :O
L2038[23:47:25] <Jezza> So, there was a plan a couple of years back to upgrade the network
L2039[23:47:40] <Jezza> Called the National Broadband Network, or NBN as you might know it.
L2040[23:47:59] <Cazzar>
L2041[23:47:59] ⇨ Joins: Hippocrite (~hippomast@101.86.16.90)
L2042[23:48:01] <Cazzar> damnit
L2043[23:48:04] <Cazzar>
L2044[23:48:11] <Cazzar> GJ copy paste.
L2045[23:48:17] <Cazzar> http://www.nbnco.com.au/ THERE
L2046[23:48:31] <Jezza> However, at the same time, social standards were shifting, this was the gay movement
L2047[23:48:37] <Jezza> For gay marriage, etc.
L2048[23:48:49] <Zaggy1024> huh
L2049[23:48:52] <Mimiru> WA says US is bigger http://michi.pc-logix.com/2015-08-06_23-48-34.png
L2050[23:48:58] <Zaggy1024> that interfered with upgrades?
L2051[23:49:05] <Cazzar> About 20%
L2052[23:49:21] <Jezza> Now, Australia, statistically, is a very conservative country
L2053[23:49:30] <Jezza> Not as high as the US, but kinda close
L2054[23:49:57] <Jezza> I think we're 55% while the US is 66% Christians
L2055[23:50:47] <Jezza> And when we had an election, we had 2 main candidates, as is the case with the stupid voting system
L2056[23:51:07] <Jezza> The 2 party system, I'd recommend looking at CGPGrey's video on it
L2057[23:51:39] <Jezza> So, we have the two power clashing in the election, and one side, the Labour side, wanted to support gay marriage, and the NBN
L2058[23:51:59] <Jezza> But the other side was basically the opposite of that
L2059[23:52:04] <Jezza> You can see where this is going
L2060[23:52:13] *** Gaz492|Away is now known as Gaz492
L2061[23:52:14] <Jezza> That side was the Liberal side
L2062[23:52:36] ⇦ Quits: Brokkoli (~Brokkoli@f050165072.adsl.alicedsl.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L2063[23:53:10] <Jezza> And because of the percentage of people who didn't want their failing marriage to represent gays, or some shit, they all basically voted for Liberal, and a couple of months later, the NBN was put a stop too.
L2064[23:53:21] <Jezza> It's a lot more in depth than that, but that's the gist.
L2065[23:53:34] <Zaggy1024> huh, wow
L2066[23:53:43] <Jezza> Sorry for the spam all.
L2067[23:53:57] <tterrag> no problem, it was a good explanation
L2068[23:54:09] <Zaggy1024> seems strange to be opposed to smoething that would help business, but I expect it was more complicated than that
L2069[23:54:10] <tterrag> I knew of the NBN and copper problems, but not the election issues
L2070[23:55:52] <Jezza> Tony Abbott, the head of the liberal party, based most, if not all, of his campaign around both marriage is sacred and the copper is plenty faster enough for everyone's needs.
L2071[23:56:21] <Jezza> He's a fucktard, there's no other word to describe him.
L2072[23:56:24] *** Gaz492 is now known as Gaz492|Away
L2073[23:56:31] <Jezza> He's also sexist, and just a downright cock.
L2074[23:56:54] <Jezza> plenty fast enough*
L2075[23:57:46] <Hippocrite> anyone know why when I render a model with a custom item renderer it screws up the lighting of the other blocks in the inventory?
L2076[23:58:10] <tterrag> Hippocrite: you are leaking a GL flag
L2077[23:58:10] <Cazzar> re enable lighting?
L2078[23:58:12] <Zaggy1024> you probably changed the GL state and didn't reset it
L2079[23:58:18] <tterrag> don't change lighting without undoing your changes
L2080[23:58:23] ⇦ Parts: Aaronstar (Aaronstar@68-204-162-109.res.bhn.net) ())
L2081[23:58:41] <Hippocrite> think is, I haven't changed any GL booleans
L2082[23:58:43] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:7521:76c8:47ec:988e) (Remote host closed the connection)
L2083[23:58:44] <Jezza> http://thesuppositoryofwisdom.com/
L2084[23:58:44] <Hippocrite> thing*
L2085[23:59:08] <tterrag> Hippocrite: then show your code
L2086[23:59:40] <Hippocrite> http://paste.ubuntu.com/12018690/
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