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L1[00:00:06] ⇦
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L2[00:01:25] <osum4est> one last problem
before i go to bed. when my watch renders on the arm, the text
seems to render right on top of the background texture, therefore
making it flash and dissapear. how can i fix that?
L3[00:02:20] <osum4est> do i need to do i
gl11 call to move them up before i draw the text?
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L6[00:06:12] <osum4est> yup that fixed
it
L8[00:07:48] <shadekiller666> np
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L19[00:37:11] <Elec0> It's annoying how
damn interconnected all the code for everything is. Can't rip some
bit of code out because it's dependant on like five different
classes. Bah.
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L28[01:05:37] <Elec0> Where does the
onNeighborBlockChange method come from?
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L30[01:09:33] <Elec0> Ah. It's from the
Block class, or BlockTileEntity.
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L43[01:30:54] <Zaggy1024> Elec0, you need
help with something?
L44[01:31:09] <Elec0> Nope, figured it out.
Thanks, though.
L45[01:31:19] <Zaggy1024> kcool
L46[01:34:05] <shadekiller666> omg
L47[01:34:14] ***
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L48[01:34:16] <shadekiller666> i fucking
hate graphing trig functions...
L49[01:34:20] <shadekiller666> >:(
L50[01:35:07] ⇨
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L51[01:35:17] <Elec0> graphics stuff is
hard
L52[01:35:51] <shadekiller666> anyone know
a good online graphing calculator that will take the midline and
miniumum and spit out g(x)=(a)sin(bx+c)+d?
L53[01:36:06] <shadekiller666> i've been
trying these fucking things for 4 hours
L54[01:36:33] <Zaggy1024> well, I would
always try wolfram alpha for that kind of thing
L55[01:38:44] <xaero> you can't get the
period or shift (b and c) out of those two numbers I think..
L56[01:38:54] <xaero> a and d you can
L57[01:39:23] <shadekiller666> khanacademy
fucking expects you to
L58[01:39:36] <shadekiller666> a and d are
easy
L59[01:39:51] <shadekiller666> its fucking
b and c that are making me rip my hair out...
L60[01:40:21] <shadekiller666> and wolfram
alpha gave me everything but the actual g(x) with the numbers
plugged in...
L61[01:40:42] <shadekiller666> period of a
standard curve is 2pi i think
L62[01:40:56] <shadekiller666> it gives you
the graph too
L63[01:41:36] <xaero> is it the standard
period with no phase shift? b = 1, c = 0
L64[01:42:00] <xaero> otherwise, I'd be
pulling my hair out too; not enough information....
L66[01:44:02] <xaero> oh there's a graph
:P
L67[01:45:39] <shadekiller666> not much
fucking help though...
L68[01:46:36] <xaero> normally sin(0) = 0,
but it's shifted over 3pi/4, th eperiod takes pi instead of 2pi to
repeat itself
L69[01:46:50] <xaero> hrm..
L70[01:47:21] <shadekiller666> see what i
mean?
L71[01:48:05] <xaero> no it's possible from
here, I'm just very rusty
L72[01:48:19] <shadekiller666> i know its
possible
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L74[01:49:14] <shadekiller666> it seems
like every other one of these i do the rule of b=2pi/abs(whatever
the fuck) changes
L75[01:50:22] <xaero> check out the graphs
of sin(2x) vs sin(x/2)
L76[01:51:19] <xaero> I'd worry about the
rules a bit later, get an intuition first
L77[01:52:18] <shadekiller666> so spend 4
more hours trying answers, failing, opening the hints and copying
the answer?
L78[01:52:40] <shadekiller666> which has
seemingly no fucking relation to how the previous one was
solved...
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L81[01:56:19] <xaero> well, you'll
eventually get an idea that b affects the period, making it
squished or elongated
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L83[01:56:27] <xaero> did you figure out b
at least?
L84[01:56:32] <shadekiller666> i know what
it does
L85[01:56:50] <shadekiller666> i just need
the fucking number to put in place of b
L86[01:57:11] <shadekiller666> a is the
amplitude, b is period, c is x offset, d is midline
L87[02:00:12] <xaero> yea, now look at the
graphs of sin(2x) vs sin(x/2)
L88[02:01:59] <xaero> (and how does making
b > 1 or b < 1 affect the period)
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L93[02:04:19] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150808 mappings to Forge Maven.
L94[02:04:22] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150808-1.8.zip (mappings
= "snapshot_20150808" in build.gradle).
L96[02:04:33] <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/
L97[02:04:47] <xaero> a*sin(b(x-c))+d
<-- note the parens
L98[02:05:05] <bob_twinkles> c isn't
*exactly* the x offset, it's the phase shift
L99[02:05:40] <bob_twinkles> ^ is a much
more useful formulation when actually doing things, since you can
express c in the same units as x
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L102[02:15:10] <shadekiller666> of course
khan accademy doesn't fucking mention the B(x-c)...
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L104[02:19:26] <bob_twinkles> if you want
to go really crazy with it, you can express things like f(x) =
amplitude * sin((2pi / period) * (x + x_offset)) + y_offset
L105[02:19:38] <bob_twinkles> that lets
you express, x, x_offset, and period all in the same units =D
L106[02:20:13] <shadekiller666> i just
want the stupid numbers for a,b,c,d to plug into this stupid lesson
so i can move on to something that isn't fucking graphing trig
functions
L107[02:20:57] <bob_twinkles> well, the
good thing is that's it's pretty easy to convert between all these
representations
L108[02:21:22] <bob_twinkles> and it isn't
hard to read the period and x_offset from the formulation I
presented off of graphs
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L111[02:21:49] <bob_twinkles> then you
just gotta do a bit of algebraic massaging to get it in to the form
they want
L112[02:22:59] <shadekiller666> ok, so my
max is (pi, 9), min (3pi/4, 1)
L113[02:23:12] <shadekiller666> a = 3.5, d
= 5.5
L114[02:24:31] <shadekiller666> would it
then be 3.5sin((2pi/pi/4) * (x + C)) + 5.5?
L115[02:25:03] <bob_twinkles> not quite:
the period is going to be from max to max or min to min
L116[02:25:29] <shadekiller666> period is
2x max-min
L117[02:25:40] <shadekiller666> so
16?
L118[02:26:01] <shadekiller666> fuck
L119[02:26:19] <bob_twinkles> period = 2 *
(max - min) = 2 * (pi - (3/4) pi) = 2 * (pi / 4)
L120[02:26:19] <shadekiller666> min x is
3pi/4, max x is pi
L121[02:26:45] <shadekiller666> now why
are you subtracting from pi
L122[02:27:10] <bob_twinkles> 'cause it's
0300 localtime and I can't compare pi and 3pi / 4 >_>
L123[02:27:36] <bob_twinkles> wait
no
L124[02:27:36] <shadekiller666> oh wait pi
is max
L125[02:27:38] <bob_twinkles> I was
right
L126[02:27:38] <shadekiller666> derp
L127[02:27:42] <bob_twinkles> stop
confusing me pls XD
L128[02:27:47] <bob_twinkles> lol
L129[02:28:32] <shadekiller666> so b is
pi/2?
L130[02:29:38] <bob_twinkles> not quite: b
= (2pi / period)
L131[02:29:54] <shadekiller666> so b =
2pi/2pi/4
L132[02:29:58] <shadekiller666> so
pi
L133[02:30:39] <bob_twinkles> parens
better =P
L134[02:30:59] <shadekiller666>
2pi/(2pi/4)
L135[02:31:04] <shadekiller666> is
pi
L136[02:31:14] <shadekiller666> now, what
is C
L137[02:31:26] <bob_twinkles> (2pi / (2pi
/ 4) = (2pi * 4 / 2pi) = 4
L138[02:31:41] <shadekiller666> oh
right
L139[02:31:42] <bob_twinkles> a good
sanity check here is that if you have a pi in the key points, you
probably won't have a pi in b
L140[02:32:05] <shadekiller666> ok
L141[02:32:28] <shadekiller666> so that
explains why half of these fucking things have had pi in b and the
others haven't...
L142[02:32:51] <bob_twinkles> sounds 'bout
right for a problem set =D
L143[02:33:02] <shadekiller666> how do we
find c
L144[02:33:50] <bob_twinkles> the way I
think of it is lining up the functions
L145[02:34:24] ***
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L146[02:34:28] <bob_twinkles> we can shift
any function f(x) to the left by some amount x_offset by saying
g(x) = f(x - x_offset)
L147[02:34:45] <bob_twinkles> and we know
that sin(x) = 1 at x = 0
L148[02:34:50] <shadekiller666>
x+x_offset
L149[02:34:55] <shadekiller666> its
backwards
L150[02:35:09] <bob_twinkles> + is just a
shift to the right
L151[02:35:29] <shadekiller666> not from
what i've been seeing in these stupid problems
L152[02:35:34] <bob_twinkles> heh
L153[02:35:34] <shadekiller666> + has
meant left
L154[02:35:42] <shadekiller666> and - has
meant right
L155[02:35:49] <shadekiller666> because
they're using bx+c
L156[02:36:22] <shadekiller666> so
actually you're right i think, assuming your way of defining it is
the proper way around
L157[02:37:01] <bob_twinkles> sin is a
terrible function to demonstrate this on 'cause it has all kinds of
periodicity
L158[02:37:44] <shadekiller666> without
any offset, this curve looks like a cos
L159[02:38:04] <shadekiller666> would c be
4-pi/2 then?
L160[02:38:27] <shadekiller666> or
1/4-(pi/2)
L161[02:39:18] <bob_twinkles> not
quite
L162[02:39:29] <shadekiller666> :/
L163[02:39:51] <bob_twinkles> you're
usually not going to get weird stuff like that in intro problems
for one thing =P
L164[02:40:00] <shadekiller666> ...
L165[02:40:06] <shadekiller666> tell that
to khanacademy
L166[02:41:09] <bob_twinkles> in this
case, it's going to be some whumpus * pi, because all your critical
points are at nice multiples of pi
L167[02:42:52] <bob_twinkles> we want to
move the first maximum, which occurs at x = 0 in an unmodified
sin(), to the first maximum that you can read off of the graph,
starting at x = 0
L168[02:43:05] <shadekiller666>
........
L169[02:43:11] <shadekiller666>
>:(
L170[02:43:12] <bob_twinkles> since that's
going to be a shift to the right, it's going to be negative
L171[02:43:26] <bob_twinkles> *staring at
x = 0 and looking to the right
L172[02:43:37] <shadekiller666> its
fucking 4cos(4x-4pi)+5
L173[02:43:41] <shadekiller666> fuck this
shit
L174[02:43:45] <bob_twinkles> yis
L175[02:43:51] <bob_twinkles> I
think?
L176[02:43:59] <shadekiller666> the rules
keep fucking changing every fucking problem
L177[02:44:21] <bob_twinkles> they don't
really. If it seems like they do, that just means they're good
problems =D
L178[02:44:58] <shadekiller666> ...
L179[02:45:22] <bob_twinkles> the point is
to force you to look at this crap from as many different angles as
they can
L180[02:45:36] <shadekiller666> i've
already seen every fucking angle
L181[02:45:46] <shadekiller666> haven't
solved a single fucking one of them
L182[02:46:16] <shadekiller666> well, not
without my dad helping me... and even then we couldn't fucking get
5 correct in a row
L183[02:46:23] <shadekiller666> fuck
it
L184[02:46:42] <shadekiller666> i'll watch
the lecture video again tomorrow
L186[02:46:57] <Giraffestock> oh man
L187[02:47:01] <Giraffestock> i totally
remember doing this
L188[02:47:23] <shadekiller666> bob, i saw
that, it doesn't help when you have to fill in a,b,c,d...
L189[02:47:43] <shadekiller666> at least i
couldn't figure out how...
L190[02:47:48] <bob_twinkles> well, it
won't solve it for you. But you can play around with the functions
and hopefully get some intuition for how they behave
L191[02:48:13] <Giraffestock> its center +
amp(C(x+offset)) or something right?
L192[02:48:24] <Giraffestock> and the
period is 2pi/c
L193[02:48:43] <bob_twinkles> that's the
smart way to formulate it =P
L194[02:48:48] <shadekiller666> a sin(b(x
- c))+d
L195[02:48:55] <Giraffestock> lol forgot
the sin
L196[02:49:09] <Giraffestock> but remember
there could be a multiplier before the sin
L197[02:49:19] <Giraffestock> which would
scale it
L198[02:49:26] <shadekiller666> thats what
the a is
L199[02:49:38] <shadekiller666>
(a)sin(...)
L200[02:49:40] <Giraffestock> iirc A is
the center
L201[02:49:44] <shadekiller666> no
L202[02:49:45] <Giraffestock> something +
asin
L203[02:49:48] <Giraffestock> oh nvm
then
L204[02:49:59] <shadekiller666> fuck it
i'm going to be
L205[02:50:01] <shadekiller666> d
L206[02:50:15] <Giraffestock> wait whats
the problem
L207[02:50:16] <Giraffestock> this is
fu
L208[02:50:17] <Giraffestock> fun
L209[02:50:21] <shadekiller666> maybe the
dumbass lecture guy will make sense tomorrow
L210[02:50:22] <shadekiller666> ha
L211[02:50:24] <shadekiller666>
hahahaha
L212[02:50:30] <Giraffestock> no
seriously, PM? d:
L213[02:50:36] <shadekiller666> ok
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L217[02:58:25] <Cazzar> Well
L218[02:58:39] <Cazzar> it also can depend
on order of operations
L219[02:59:02] <Cazzar> given that you do
have 2 * 3 * (pi/4)
L220[02:59:49] ***
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L222[03:03:15] <xaero> but that's a
constant? OOP says to evalulate those left to right
L223[03:04:12] <xaero> (not
object-oriented programming, context folks :P)
L224[03:04:49] <killjoy> I think I'm about
to get in the development of Meddle.
L225[03:05:10] <killjoy> I have plans for
dynamic mappings
L226[03:05:23]
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L227[03:05:49] <xaero> that doesn't
provide an API right? you still have to write your own ASM for
every hook you want?
L228[03:05:56] <killjoy> Yes.
L229[03:06:19] <killjoy> I want to make it
possible to use stubs in your mod.
L230[03:07:02] ⇦
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L231[03:07:29] <xaero> what do you mean
stubs? like wrappers for net.minecraft functions?
L232[03:07:30] <killjoy> You should see
his DynamicMappings class. It's a bunch of methods named
get<ClassName>
L233[03:07:35] <killjoy> Not
wrappers
L234[03:07:44] <killjoy> stubs contain no
code
L235[03:08:08] <killjoy> I'm thinking on
launch, usages of these stubs will get rerouted to their actual
classes.
L236[03:09:45]
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L237[03:09:48]
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(~Szernex@188-23-147-124.adsl.highway.telekom.at)
L238[03:10:03] <killjoy> so
stubs.Minecraft.getMinecraft() will get changed to the something
like bsu.z()
L239[03:13:13] *
ollieread reads up
L240[03:15:38] <xaero> how are you
approving valid stubs? I'm sure there's some 1.8 things that aren't
in the snapshot, so you can't just include all the 1.8 things
wholesale. Manually?
L242[03:15:56] <Giraffestock> WOOPS
L243[03:16:03] <Giraffestock>
@shadekiller666
L244[03:16:19] <Giraffestock> the weird
wonky one is when pi/4, which is definitely not right
L245[03:16:32] <Giraffestock> for some
silly reason khan academy decided to change the fractions into
decimals and rounded
L246[03:17:38] ***
Firedingo5 is now known as Firedingo
L247[03:18:45] <xaero> (and not to mention
things in the snapshot not in 1.8 that have no MCP names yet)
L248[03:21:04] ***
tterrag is now known as tterrag|ZZZzzz
L249[03:21:52] ⇦
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L250[03:23:59] <killjoy> xaero, stubs
would need to be updated every so often.
L251[03:24:40] ⇦
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merely anger without enthusiasm)
L252[03:26:08] <xaero> a manual one-man
job that updates every release? or still manual, but a
collaborative effort a la MCP bot that you can fetch new
mappings?
L253[03:27:17] <killjoy> Things don't
always change
L254[03:27:34] <xaero> someone's gotta
bootstrap those mappings and there better be an automated way to
get an initial set :P
L255[03:28:01] <killjoy> Who says we need
100%?
L256[03:29:05] ⇦
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L257[03:30:37] <xaero> I didn't, but I
think some automation can get you a decent percent with less
error/grind
L258[03:31:32] <killjoy> So far, I just
know of doing it via string constants and known class/method
structures
L259[03:31:45]
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L260[03:32:26] <killjoy> I'll fuss over
the details tomorrow
L261[03:33:05] <xaero> np, it's an
interesting idea to get snapshots moddable nevertheless
L262[03:33:21] <killjoy> Hey, mcpatcher
did it
L263[03:33:38] <killjoy> This is just
taking what that does and doing it at runtime
L264[03:34:22] <killjoy> mcpatcher never
did get out of the 1.5 era
L265[03:35:34] <killjoy> Anyway, I'm
signing off.
L266[03:35:39] ⇦
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L270[03:47:06] <Wuppy_> :( I finished The
withcer 2
L271[03:47:34] ⇦
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L278[04:20:21] <ollieread> Holy shit these
headphones are amazing
L279[04:23:28] ***
heldplayer|off is now known as heldplayer
L280[04:23:52] <capitalthree> ollieread:
how much did they cost?
L281[04:24:06] <ollieread> Erm
L282[04:24:21] <ollieread> £69.99
L283[04:24:29] <ollieread> and the
keyboard was £114.95 apparently
L284[04:24:37] <ollieread> I should have
probably checked the prices before I brought them
L285[04:24:56] <unascribed> what
keyboard?
L286[04:25:10] <ollieread> Blackwidow
ultimate
L287[04:25:18] <unascribed> well, at least
it's mechanical
L288[04:25:31] ⇦
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L289[04:25:41] <ollieread> Yeah
L290[04:25:54] <ollieread> I only really
brought this one because it glows green
L291[04:26:08] <ollieread> I love the
blackwidows and it was a replacement for a blackwidow, but the
lower none glowing one
L292[04:26:24] <ollieread> I figured that
I may aswell upgrade it
L293[04:26:28] <ollieread> It also feels a
hell of a lot nicer
L294[04:26:34] <unascribed> well, I've
heard Razer's build quality has been going way down lately, so
beware
L295[04:26:48]
⇨ Joins: Sirloin (~Sirloin@203.109.175.116)
L296[04:26:48] <ollieread> Well my old one
was full of tobacco from my days of smoking
L297[04:26:58] <ollieread> So the i key
stuck a lot, which made things really fucking annoying
L298[04:27:04] <ollieread> public
voiiiiid
L299[04:27:20] <unascribed> public
voiiiiiidiiiiiiiii*
L300[04:28:02]
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(~frquadrat@2001:41d0:2:842d::cafe)
L301[04:28:23] <ItsANoBrainer> Does anyone
know why my event.entity.getCommandSenderName() result refuses to
equal a string thats the exact same?
L302[04:28:38] ⇦
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L303[04:28:42] <ollieread> Are you doing
.equals() ?
L304[04:28:53] <ollieread> or using ==
?
L305[04:30:05] <ItsANoBrainer> well
then
L306[04:30:10] <ItsANoBrainer> That worked
now
L307[04:30:17] <ItsANoBrainer> Why does it
have to be like that?
L308[04:30:21] <ItsANoBrainer> (using
.equals)
L309[04:30:46] <Ordinastie_> because the
object references are different
L310[04:31:39] <ollieread> Yeah, when
doing == you're comparing objects, therefore references, where as
equals() for String checks the actual value
L311[04:32:18] <unascribed> FindBugs will
produce a warning for that, so if you make that mistake often you
could install it
L312[04:32:19] <Ordinastie_> but I aggre
java should fix that, make a special case for string where
"stuff" == "stuff" holds true :x
L313[04:32:53] <ItsANoBrainer> I've spent
the past hour debugging in console wondering why the hell
"Squid" didn't equal "Squid" lmao
L314[04:33:02] <unascribed> I think we
need a Python 3-esque overhaul for Java
L315[04:33:17] <unascribed> one of which
would be "==" means .equals and "===" means
identity comparison
L316[04:33:19] <ollieread> Noaaahh
L317[04:33:28] <ollieread> nothing needs a
python style to it
L318[04:33:31] <ollieread> Not even
python
L319[04:33:33] <unascribed> I hate
python
L320[04:33:36] <ItsANoBrainer> ^^^^
L321[04:33:39] <unascribed> I just mean
the 2->3 transition
L322[04:33:42] <unascribed> not the
language
L323[04:33:45] <ItsANoBrainer> lol
L324[04:33:52] <unascribed> where they
scrapped 90% of it and went "Let's do this again."
L325[04:34:14] <unascribed> bleh
L326[04:34:18] ⇦
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L327[04:34:21] <unascribed> I've been
meaning to make a minimal JVM language for a long time
L328[04:34:28] <unascribed> minimal as in
very similar to Java with minor differences
L329[04:34:28] ***
Wuppy_ is now known as Wuppy
L330[04:34:43] <unascribed> not an attempt
to make it a scripting language (like Groovy) or an attempt to
CHANGE ALL THE THINGS (like Scala)
L331[04:36:12] <unascribed> Xtend comes
close, but the fact that Java code isn't valid Xtend means they
took it too far
L332[04:36:34] ⇦
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L333[04:37:01] <Cazzar> Or
L334[04:37:23] <Cazzar> we have operator
overloads, and == calls .equals and we have a new Object function,
referenceEquals?
L335[04:37:42] <unascribed> eh, but
identity comparison has always been a first-class language
feature
L336[04:37:45] <unascribed> not that
anyone uses it
L337[04:39:38] <unascribed> I would name
it "Cappuccino" if it wasn't so hard to spell
L338[04:39:58] <unascribed> everything
coffee-related seems to be hard to spell
L339[04:40:16] <Ordinastie_> except for
'coffee'
L340[04:41:00] <unascribed> no, the
double-e in coffee also makes it qualify for "hard to
spell"
L341[04:41:11] <unascribed> maybe more the
double-f
L342[04:41:22] <unascribed> plus everyone
already uses the word coffee.
L343[04:43:16] <unascribed> to my
amazement, "Mocha" isn't in popular use
L344[04:43:50] <Szernex> hrm, DecoCraft
really slows down the loading of the instance...
L345[04:44:17] <Szernex> it alone takes
about as long to load as all other mods together in my pack right
now -.-
L346[04:44:38]
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L347[04:44:43] <unascribed>
HelloWorld.mcha
L348[04:49:32]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L349[04:51:49] <kashike> does
MCPBot_Reborn not support "old" names? trying to find
methods but they aren't found
L350[04:51:58]
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L352[04:52:40] <unascribed> kashike: add
the version as the third param
L353[04:53:06] <kashike> does nothing
unascribed
L354[04:53:19] <unascribed> !gm
Entity.getHeldItem 1.7.10
L355[04:53:27] <unascribed> !gm
EntityLiving.getHeldItem 1.7.10
L356[04:53:35] <unascribed> works
here
L357[04:53:43] <kashike>
ScorePlayerTeam.onSetNamePrefix, ScorePlayerTeam.shouldEcho
L358[04:53:45] <kashike> 1.8
L359[04:53:48] <unascribed> getHeldItem
isn't old, but it's the first thing I thought of
L360[04:53:48] <kashike> nothing
found
L361[04:53:59] <unascribed> !gf
ScorePlayerTeam.onSetNamePrefix
L362[04:54:03] <unascribed> !gf
ScorePlayerTeam.onSetNamePrefix 1.7.10
L363[04:54:18] <unascribed> !gm
ScorePlayerTeam.onSetNamePrefix 1.7.10
L364[04:54:31] <unascribed> let me pull up
my workspace so I can see this method/field/thing
L365[04:54:37] <capitalthree> 04:34:21
< unascribed> I've been meaning to make a minimal JVM
language for a long time
L366[04:54:40] <capitalthree> 04:34:28
< unascribed> minimal as in very similar to Java with minor
differences
L367[04:54:43] <capitalthree> unascribed:
have you looked at kotlin?
L368[04:54:55] <kashike> that's the thing,
there's no such methods in latest MCP unascribed
L369[04:54:57] <kashike> 1.8,
remember
L370[04:55:09] <unascribed> oh, you want
to lookup old *mappings*
L371[04:55:11] <unascribed> not old
versions
L372[04:55:13] <unascribed> you can't do
that
L373[04:55:18] <unascribed> you'll just
have to guess what it's called now
L374[04:55:28] <unascribed> capitalthree:
barely
L375[04:55:55] <capitalthree> unascribed:
it's rather nice. I also have experience with scala, which is nice
but has some bloat issues. kotlin keeps it simple and java-like
while fixing the major rough spots.
L376[04:55:58] <kashike> onSetNamePrefix =
sendTeamUpdate, but it is an empty method
L377[04:56:00] <unascribed> already
repulsed by the first example.
L378[04:56:05] <unascribed> >fun
L379[04:56:10] <unascribed> >backwards
types
L380[04:56:12] <capitalthree> huh?
L381[04:56:15] <unascribed> >optional
semicolons
L382[04:56:25] <capitalthree> heh
L383[04:56:29] <unascribed> this is just
about the *opposite* of minimal
L384[04:56:35] <Ordinastie_> !mh
ScorePlayerTeam.shouldEcho
L385[04:56:44] <unascribed> mh?
L386[04:56:59] <capitalthree> unascribed:
think about if you had to write a parser... if you want to make
type ascriptions optional, it's a lot harder if they still have to
come before the identifier
L387[04:57:11] <unascribed> capitalthree:
I don't want to make type ascriptions optional :P
L388[04:57:15] <capitalthree> I agree
about semicolons though :P
L389[04:57:21] <unascribed> kashike:
apparently you can, !mh
L390[04:57:21] <capitalthree> oh. I see.
well I'm afraid I find that quite silly
L391[04:57:31] <unascribed> well I find
optional types quite silly
L392[04:57:32] <Ordinastie_> !mh
Entity.getHeldItem 1.7.10
L393[04:57:39] <capitalthree> unascribed:
it's not optional types
L394[04:57:42] <Ordinastie_> !mh
getHeldItem
L395[04:57:43] <capitalthree> it's static
typing with type inferrence
L396[04:58:08] <capitalthree> so if I do
"val a = 5" a will be statically assigned as Int by
default, but I could use an ascription to make it Long
instead.
L397[04:58:14] <unascribed> oh god
no
L398[04:58:18] <unascribed> no val
L399[04:58:20] <unascribed>
opsfg;lkgudh
L400[04:58:21] <kashike> mh works,
great
L401[04:58:25] *
unascribed runs as fast as he can
L402[04:58:34] <capitalthree> unascribed:
so in java, do you make things final when you can?
L403[04:58:51] <unascribed> no,
microoptimizations like that are the compiler's business not
mine
L404[04:59:07] <capitalthree> it's not
about performance, it's about keeping yourself from shooting
yourself in the foot
L405[04:59:19] <unascribed> if you mean
fields, yes
L406[04:59:22] <unascribed> local
variables, no
L407[04:59:24] <capitalthree> writing code
with minimal side effects is doing a favor to your future self who
has to reuse or refactor code
L408[04:59:42] <unascribed> writing in an
indecipherable language that is 90% inferred is not a favor to my
future self.
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L411[05:00:05] <capitalthree> except that
if you use an IDE, you can always just mouse over stuff to see what
was inferred :P
L412[05:00:25] <capitalthree> anyways it's
not microoptimization. if you get the hang of it will become second
nature... you always make a variable final, and then come back and
remove it if you find you have to modify it
L413[05:00:37] <capitalthree> seriously,
give it a shot, you'll be surprised
L414[05:01:12] <unascribed> I see our
opinions in the world of programming languages seem to differ. This
is an issue we cannot resolve through civil discourse without
taking an exceptionally long time and I hereby politely suggest we
terminate our discussion, as I do not think any amount of
discussion will make me like Kotlin.
L415[05:01:35] <capitalthree> ok. though I
was just trying to encourage you to use final more in java.
L416[05:01:45] ⇦
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L417[05:01:46] <capitalthree> making a new
language is hard work... if you do undertake it, best of luck
L418[05:01:53] <unascribed> I already made
a new language :P
L419[05:01:57] <unascribed> Xtext is
awesome
L420[05:01:59] <capitalthree> oh?
L421[05:02:12] <unascribed> since I
suggested earlier I would make a new language I already basically
have
L422[05:02:18] <unascribed> and it has an
IDE plugin
L423[05:02:20] <unascribed> all for free
:P
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L426[05:03:49] <capitalthree> I notice you
don't have a problem with def :P
L427[05:03:56] <unascribed> I despise
def.
L428[05:04:01] <unascribed> which is why I
am not using Xtend
L429[05:04:06] <capitalthree> oh
L430[05:04:10] <unascribed> Xtext is a
language *framework*
L431[05:04:11] <unascribed> not a
language
L432[05:05:01] <capitalthree> then why do
you use xtend for the main examples on your site?
L433[05:05:13] <unascribed> not my
site
L434[05:05:13] <Ordinastie_> unascribed,
the voice in the vid, is that you?
L435[05:05:17] <unascribed> no
L436[05:05:26] <unascribed> I was pointing
out how I was making my language
L437[05:05:29] <unascribed> not that Xtext
was my language
L438[05:05:36] <Ordinastie_> ah
L440[05:08:30] <Ordinastie_> it's because
the voice in the vid is very deep
L441[05:08:42] <unascribed> I haven't
watched the video :P
L442[05:08:47] <unascribed> I generally
hate video-based documentation
L443[05:08:49] <unascribed> so I ignore
videos
L444[05:09:08] <capitalthree> you must
hate the minecraft community then xD
L445[05:09:16] <capitalthree> rambling
disorganized video tutorials for everything!
L446[05:09:47] <Ordinastie_> hey, here is
a video that tell you how to install mod X for minecraft
L447[05:10:02] <Ordinastie_> hey, here is
the exact same video that thells you how to install mod Y for
minecraft
L448[05:10:11] <unascribed> don't forget
"Hello, YouTube" or "Hey everybody"
L449[05:10:19] <unascribed> as if YouTube
is some amorphous entity
L450[05:11:58] <capitalthree> I like how
on the Cracked podcast they open with "Hello The
Internet"
L451[05:12:25] <unascribed> where is the
access modifier in Xtext
L452[05:13:13] <unascribed> is everything
public in Xtend1?
L453[05:13:15] <unascribed> !?*
L454[05:14:50] <unascribed> I may make
Mocha a family of languages
L455[05:14:53] <unascribed> instead of
just one
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L461[05:26:47] <Szernex> so how does CoFH
do the ore gen manipulation? do you just put some .json files in
config/cofh/world and it loads them all one after the other or do
you have to specify somehow which one gets used?
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L481[06:32:53] <Szernex> anyone know which
mod adds the command to remove all blocks of a certain time within
a radius?
L482[06:33:15] <sham1|LOST> How do you
have a block of a certain time
L483[06:33:34] ***
sham1|LOST is now known as sham1
L484[06:33:36] <Szernex> why
L485[06:33:40] <Szernex> did I type time
again
L486[06:33:41] <PaleoCrafter> vanilla is
capable of that, Szernex :P
L487[06:33:42] <Szernex> type I mean
L488[06:33:43] <Szernex> god dammit
L489[06:33:47] <Szernex> is it?
L490[06:33:51] <Szernex> what's the
command?
L491[06:33:57] <PaleoCrafter> replace
iirc
L492[06:34:12] <PaleoCrafter> might have
been introduced in 1.8 though :P
L493[06:34:16] <Szernex> ...
L494[06:34:16] <PaleoCrafter> also,
WorldEdit
L495[06:34:23] <Szernex> it wasn't either
of that
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L503[06:56:57] <Lumien> Could somebody
point me to the interfaces / methods chunk loader use?
L504[07:00:50] <PaleoCrafter>
ForgeChunkManager, Lumien
L505[07:00:59] <Lumien> thx
L506[07:10:46] <Szernex> I assume it
wouldn't be too hard to modify the rate at which player health
regenerates naturally, right?
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L526[08:30:51] <laci200270> I forgot...
How can can I bind a texture to a GUI?
L527[08:31:25] <PaleoCrafter>
Minecraft.getMinecraft().getTextureManager().bindTexture,
laci200270
L528[08:31:37] <laci200270> thanks
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L530[08:34:36] <Wuppy> does anyone know a
place where the withcer 3 is on discount?
L532[08:35:35] <gigaherz> Wuppy: if it's
anywhere, it will be on g2a.com ;P
L533[08:35:40] <gigaherz> formerly
go2arena
L534[08:36:03] <gigaherz> Digital key
29,14 €
L535[08:36:05] <gigaherz> in g2a
L536[08:36:10] <gigaherz> and I bought
just fine from them
L537[08:36:26] <gigaherz> ah, GOG.com key
only, not Steam
L538[08:39:16]
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L539[08:45:34] <masa> Szernex: do you mean
the /clearblocks command from cofhcore?
L540[08:45:42] <Szernex> that might be
it
L541[08:45:49] <Szernex> lemme see
L542[08:46:20] <Szernex> unknown
command
L543[08:46:25] <Szernex> and i do have
cofhcore in the pack
L544[08:46:58] <masa> huh
L545[08:47:16] <masa> I doubt they would
have removed it
L546[08:47:20] <Szernex> but I think that
was it yeah
L547[08:47:43] <Szernex> it is still in
the doc
L548[08:48:01] <Szernex> ah, derp
L549[08:48:03] <Szernex> nevermind
L550[08:48:15] <Szernex> yes, that was it,
thanks
L552[08:48:34] <Szernex> forgot it needs
the cofh prefix
L553[08:49:05] <masa> hmm, right, forgot
that too
L554[08:49:23] <masa> haven't really done
much with modded mc lately
L555[08:49:33] <masa> it got boring,
whereas vanilla is fun for me atm
L556[08:49:59] <Szernex> exact opposite to
me
L557[08:50:05] <Szernex> vanilla doesn't
do anything for me anymore
L558[08:50:29] <masa> I have huge farm
projects planned in vanilla, they'll keep me busy for a few months
at least :p
L559[08:50:43] ***
TTFT|Away is now known as TTFTCUTS
L560[08:51:48] <masa> whereas modded is
kind of "what's the point?" you grind for resources, then
you automate everything, and you never have the motivation to do
big projects because everything can be automated and is "too
easy", which comes back to the "what's the point?"
when I don't get the satisfaction of epic sized projects done by
hand
L561[08:52:50] <masa> sure automation is
fun, but it only lasts for a couple of months at most, and that is
even with me having a rally slow play style
L562[08:53:12] <gigaherz> depends on WHAT
you mod
L563[08:53:31] <gigaherz> to me, gathering
materials is boring
L564[08:53:38] <gigaherz> if I want to
build a huge castle
L565[08:53:49] <gigaherz> then I think
"I'll haveto spend 10 hours gathering stone"
L566[08:53:52] <gigaherz> and just lose
interest
L567[08:54:17] <gigaherz> meanwhile, with
a bit of automation
L568[08:55:03] <gigaherz> cobblestone
generator -> solar-powered electric furnace -> ever-full
barrel of stone
L569[08:55:18] <gigaherz> together with
chisel and builders' wand = hugebuilds done quick
L570[08:55:29] <gigaherz> add carpenter's
blocks
L571[08:55:39] <gigaherz> and you have
stairs for everything!
L572[08:55:44] <gigaherz> and btw
L573[08:55:45] <gigaherz> IMO
L574[08:55:57] <Szernex> and
microblocks
L575[08:56:29] <gigaherz> oh yeah
microblocks too
L576[08:56:49] <gigaherz> the downside of
carpenter's blocks is that they are laggy
L577[08:57:04] <Sephiroth> Same can be
said about microblocks too.
L578[08:57:10] <gigaherz> yes
L579[08:57:19] <gigaherz> any decorative
block that requires a TE
L580[08:57:53] <gigaherz> hence why I'll
be very glad when mc gets rid of meta
L581[08:58:01] <gigaherz> and uses
serialized properties in the storage
L582[08:58:25] <gigaherz> that should make
it possible to support a generic "stairs" block
L583[08:58:30] <diesieben07> which will
blow up the save files ;)
L584[08:58:39] <gigaherz> that has a
property "base block" indicating what to draw as
L585[08:58:40] <gigaherz> ;P
L586[08:58:49] <gigaherz> without
requiring a TE
L587[08:59:12] <diesieben07> why? :D
L588[08:59:19] <gigaherz> ?
L589[08:59:20] <diesieben07> you can make
non-laggy TEs
L590[08:59:59] <gigaherz> well atm, if you
make an entire castle's roof out of carpenter blocks, it
lags.
L591[09:00:24] <diesieben07> well, that is
the fault of the mod then.
L592[09:00:37]
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L593[09:02:33] <yueh> is there a way to
actually compress packets transparently?
L594[09:02:58] <gigaherz> usea gzip stream
or something like that?
L595[09:03:07] <gigaherz> why do yo uneed
to compress, though?
L596[09:03:40] <yueh> because sending a
couple of mbs is not ideal?
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L598[09:04:38] <gigaherz> yueh: wtf are
you sending?!
L599[09:04:39] <gigaherz> XD
L600[09:04:39]
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L601[09:04:50] <yueh> AE network
inventory
L602[09:05:04] <gigaherz> ALL OF IT in one
packet?!
L603[09:05:20] <gigaherz> why not just
send only the items currently visible on the interface?
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L605[09:05:37] <gigaherz> that's the only
case the client needs anything
L606[09:05:42] <gigaherz> the rest can
remain server-side only
L607[09:05:53] <laci200270> mcpbot is a
bit annoying
L608[09:06:06] <laci200270> he doesn't
find anything for func_94528_d
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L611[09:06:37] <yueh> not possible to be
done serverside
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L613[09:06:56] <gigaherz> well the SNW
packet system givesyou a ByteBuf
L614[09:07:07] <gigaherz> which you can
use to write an array of bytes
L615[09:07:18] <gigaherz> so you could use
a memory stream
L616[09:07:30] <yueh> not
transparent
L617[09:07:42] <gigaherz> wait
L618[09:07:55] <tterrag|ZZZzzz> gigaherz:
carpenter's blocks does not lag other than loading in
L619[09:08:01] <tterrag|ZZZzzz> yes
sending all that data to your client takes some time
L620[09:08:06] <gigaherz> so if you do
that on a generic "CompressedMessage" superclass
L621[09:08:06] <tterrag|ZZZzzz> but after
that there is minimal impact
L622[09:08:17] <gigaherz> you could have
your own abstract "readCompressedData" and
"writeCompressedData"
L623[09:08:29] <gigaherz> which
essentially makes it transparent for you
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L625[09:08:52] <yueh> compression could be
handle at netty level
L626[09:08:59] <gigaherz> if there's
anything already in place for packet compression, I'm not aware of
it
L627[09:08:59] <yueh> via the channel
pipeline
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L629[09:09:58] <gigaherz> hmm I guess you
could write it into the SimpleNetworkWrapper, and make a PR to
forge
L630[09:10:18] <yueh> not ideal
L631[09:10:28] <gigaherz> yeah
L632[09:10:36] <gigaherz> I'm trying to
think of solutions, and that's all I can come up with
L633[09:10:49] <yueh> we also have enough
other small packets and compression would not achieve any
improvements
L634[09:10:51] <diesieben07> you can use
the netty channel FML gives you directly.
L635[09:10:55] <laci200270> it is possible
to mcpbot doesn't know anything from an SRG name?
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L638[09:12:28] <yueh> i tried to attach an
new channelhandler to the channel pipeline, but even the logging
one seems to refuse to work
L639[09:13:31] <bspkrs> laci200270, what
srg name?
L640[09:13:52]
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L641[09:13:52] <laci200270> bspkrs,
func_94528_d
L642[09:15:20] <PaleoCrafter> laci200270,
1.7.10?
L643[09:15:30] <laci200270> i think
yes
L644[09:15:37] <PaleoCrafter> you must
specify this for the bot :P
L645[09:15:42] <bspkrs> add 1.7.10 to the
end
L646[09:15:42] <PaleoCrafter> gm
func_94528_d 1.7.10
L647[09:16:17] <laci200270> oh
L648[09:16:39] <laci200270> thanks
L650[09:16:55] <bspkrs> yeah, yeah
L651[09:16:59] <bspkrs> I know
L652[09:17:09] <Ordinastie_> figure, you'd
already know, but just in case :p
L653[09:17:21] <bspkrs> I need to just
make a page for it on the mcpbot website
L654[09:17:57] <bspkrs> I wonder if I can
get the text from the way back machine...
L655[09:18:16] <Ordinastie_> you changed
your host ?
L656[09:18:46] <bspkrs> sear.ge changed
his servers around and I don't think he ever set up the old
site
L657[09:21:04] ***
tterrag|ZZZzzz is now known as tterrag|away
L659[09:23:57] <gigaherz> make a markdown
version and put it up on readthedocs? ;P
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L662[09:26:18] <Blubberbub> Hello, is
there a startup event that happens after FMLServerStartingEvent? I
have the problem that when I'm reading the
CraftingManager-RecipeList it appears to be missing some recipes
for some mods in FMLServerStarting
L663[09:26:52] <heldplayer>
FMLServerStarted?
L664[09:26:53] <diesieben07> it is highly
unlikely that mods register recipes after that.
L665[09:27:09] <Blubberbub> diesieben07,
thats what i thought - but iChuns PortalGun is doing that.
L666[09:27:19] <diesieben07> -.- why would
anyone do that
L667[09:27:34] <diesieben07> special case
it then with after:PortalGun or whatever the modid is
L668[09:28:00] <pig> That recipe is config
dependent and is set by the server. That's why.
L669[09:28:52] ***
PaleoCrafter is now known as PaleOff
L670[09:28:57] <diesieben07> still,
meh
L671[09:30:34] <Blubberbub> i will try
ServerStarted... but yea - meh
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L674[09:32:42] <Blubberbub> aren't all the
other mods achieve the same thing by having the config the same on
server&client?
L675[09:33:08] ***
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L676[09:34:28] <pig> That's a fair point
though, but I don't know why I still do my recipes my way
L677[09:34:48] <pig> Felt like it has
something to do with idiot proofing
L678[09:34:52] <gigaherz> IMO, client side
config should only affect singleplayer
L679[09:35:07] <gigaherz> all the recipes,
IDs and such shoudl be server-exclusive
L680[09:35:21] <Ordinastie_> problem
remains, you get that only after connect
L681[09:35:25] <gigaherz> yeah
L682[09:35:51] <diesieben07> make a class
that extends ShapedRecipes then which checks an additional thing in
matches()
L683[09:35:54] <gigaherz> it's just not
currently designed that way
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L685[09:37:10] <Blubberbub>
FMLServerStartedEvent is still to early :(
L686[09:37:38] <Blubberbub> its reasonable
to only configure the recipes on the server, yes.
L687[09:37:53] <diesieben07> you need the
after then
L688[09:38:01] <diesieben07> then your
stuff will run after portalgun
L689[09:38:19] <Blubberbub> yea... i hoped
i could avoid being that specific
L690[09:39:59] <diesieben07> actually
ServerStarted fires after ServerStarting
L691[09:40:11] <diesieben07> so if it
really happens in ServerStarting then SeverStarted would be
fine
L692[09:40:28] <Blubberbub> yea... i was
stupid and forgot @mod.subscribe... -.-
L693[09:40:30] <Blubberbub> trying again
now :D
L694[09:40:49] <Blubberbub> well -
eventhandler
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L696[09:41:59] <PaleoCrafter> remember
that mod that automatically downloads mods from the server? that
probably would be perfect to this :P
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L698[09:42:50] <PaleoCrafter> and in the
meantime it gives you access to the whole server
L699[09:44:45] ***
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L705[09:58:28] <Blubberbub> serverStarted
also did not work for me.
L706[09:59:04] <Blubberbub> diesieben07,
the custom IRecipe you suggested would make it worse, because then
i would have to write more code to interpret the IRecipe and its
ingredients
L707[10:01:37] <diesieben07> I said extend
ShapedRecipes ;)
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L709[10:02:07] <Blubberbub> yea - but then
it would only shift the problem: the ShapedRecipe is there, but
does not know yet which items to represent - i think.
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L714[10:14:39] ***
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L715[10:15:23] ***
willieaway is now known as williewillus
L717[10:15:52] <williewillus> rip
fps
L718[10:16:37] <PaleoCrafter> "Don't
change the config file of this plugin!"
L719[10:17:45] <gigaherz> are those
pseudo-pipes done with glass panes and blaze rods?
L720[10:17:45] <simon816> lol wow
L721[10:18:22] <gigaherz> that's crazy
XD
L722[10:18:23] <williewillus> armor
stands
L724[10:18:30] <williewillus> wearing
class and blaze rods
L725[10:18:46] <williewillus> which means
those are all entity renders, which means your fps gets
destroyed
L726[10:18:52] <Mraof> Hello
L727[10:19:20]
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L730[10:25:54] <Flenix> Any easy way to
compare two itemstacks but ignore the quantity?
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L733[10:28:40] <Flenix> Nvm, figured it
out
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L749[11:21:10] <ItsANoBrainer> How would I
go about adding a message to chat?
L750[11:21:30] <ItsANoBrainer> And what
dictates whether only the player or the entire server sees it
L751[11:22:01] <Ordinastie_> !gf
timer
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L753[11:24:48] <MageProtocol>
ItsANoBrainer: use player.addChatMessage(new
ChatComponentText("Your Text Here"))
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L757[11:27:01] <MageProtocol> That will
send it to the single player
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L759[11:35:04] <ItsANoBrainer> Thankyou,
got it.
L760[11:35:15] <ItsANoBrainer> Is there
anyway to customize the text, color, bold, ect.
L761[11:35:34] <TehNut>
EnumChatFormatting
L762[11:48:11] <Ordinastie_> !gm
renderByItem
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L769[12:01:39] <Vorquel> It's a bad day
when the most robust solution to a problem is to replace
dynamically generated classes with dynamically modified classes.
I.e, I need to turn my main mod into a core mod. D:
L770[12:02:59] <shadekiller666> wtf are
you doing?
L771[12:04:02] <ItsANoBrainer> Im probably
doing something obvious wrong, but does anyone know why the
levelsGained isnt being reset to zero after the method is done?
http://pastebin.com/u2q7UUxS
L772[12:04:25] <Vorquel> I want to make
nether and end generation depend on the world type. Mystcraft is
crashing on my current solution.
L773[12:04:40] <Blubberbub> ItsANoBrainer,
because you are modifying not a class-variable, but the local
variable in the method
L774[12:04:59] <williewillus> Vorquel:
just use a custom biome
L775[12:05:02] <williewillus> ?
L776[12:05:04] ⇦
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L777[12:05:08] <williewillus> none of that
should ever need asm-ing
L778[12:05:34] <ItsANoBrainer>
Correct
L779[12:06:48] <williewillus> also anyone
else bothered by 1.8's creeper flashing? It flashes to opaque
white, like they forgot to enable blend or something
>.<
L780[12:07:36] <Vorquel> My original
solution follows lex's mod YUNoMakeGoodMap. Messing with the
providers rather than the biomes. I want total control of the
dimension, not just add some content.
L781[12:07:51] <williewillus> providers
didnt work?
L782[12:08:17] <ItsANoBrainer> Yeah
Blubberbub I get that, but when I add to levelsGained, and the
method ends, the static variable doesnt get reset when the method
is called again, but setting it to zero doesnt work?
L783[12:08:21] <ItsANoBrainer> Im
confused
L784[12:08:41] <Vorquel> I coded providers
that replace the vanilla ones. Mystcraft doesn't like that.
L785[12:08:54] <shadekiller666> i would
imagine not
L786[12:09:11] <Blubberbub> ItsANoBrainer,
there is not static variable. you are only using the 'levelsGained'
variable, which is local to the method
L787[12:09:11] <williewillus>
ItsANoBrainer: you're assigning to a local variable, which has
higher precedence
L788[12:09:14] <shadekiller666> mystcraft
probably does the most world gen manipulation of any mod
L789[12:09:15] <williewillus> its going
out of scope
L790[12:10:10] <williewillus> paste your
whole class
L791[12:10:46] <ItsANoBrainer> So would I
need to move the variable out of the method?
L792[12:10:51] <williewillus> yes
L793[12:10:58] <williewillus> if you want
state you need a field :p
L794[12:11:12] <williewillus> right now
you're assigning 0 to a variable and immediately after said
variable is getting deleted
L795[12:11:14] <williewillus> bc the
method ended
L796[12:11:26] <ItsANoBrainer> right
L797[12:11:59] <ItsANoBrainer> So if the
variable is getting deleted, it should start on 0 when the method
is called again right?
L798[12:12:09] <williewillus> yes
L799[12:12:13] <ItsANoBrainer> Yeah thats
not happeneing
L800[12:12:22] <ItsANoBrainer> sec
L801[12:12:29] <williewillus> paste whole
class
L802[12:12:54] <ItsANoBrainer> the rest of
the class has nothing to do with that method, its another class
that does that
L803[12:12:55] <ItsANoBrainer> sec
L805[12:13:56] <PaleoCrafter>
ItsANoBrainer, just telling you, but your system won't work well
with more than one player :P
L806[12:14:09] <williewillus> ooh
ouch
L807[12:14:12] <williewillus> accessing
client code
L808[12:14:17] <williewillus> that's not
going to work on a server
L809[12:14:26] <ItsANoBrainer> Yeah I
assumed not
L810[12:14:29] <williewillus> and
comparing string with ==
L811[12:14:32] <ItsANoBrainer> but no way
to test it currently
L812[12:15:05] <williewillus> anyways how
does this relate to the other class
L813[12:15:21] <ItsANoBrainer> Well its
what invokes the method we are talking about
L814[12:15:52] <williewillus> i don't see
a call to checkForLevelUpSpecific :p
L815[12:16:36] <ItsANoBrainer> oh
L816[12:16:44] <Blubberbub> ItsANoBrainer,
if you can't test it, how do you know that it does not start with 0
in that variable?
L817[12:16:52] ⇦
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L818[12:17:01] <williewillus> that var is
always 0 because it's initialized with 0 haha
L819[12:17:11] <Blubberbub> yea.
L820[12:17:14] <ItsANoBrainer> Well I am
testing it ingame, and its not resetting to zero
L821[12:17:18] <ItsANoBrainer> Ill show
you one second
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L823[12:17:30] <williewillus> it's more
likely that your client and server is out of sync since you're
using client code
L824[12:17:37] <williewillus> that death
event handler is completely broken
L826[12:17:56] <ItsANoBrainer> Most of the
things im coding for this mod are probably broken
L827[12:18:05] <ItsANoBrainer> but theres
no way for me to know that yet =p
L828[12:18:18] <Ordinastie_> I suggest you
learn a bit more about programming before attempting to mod
L829[12:18:26] <Blubberbub> just rmeove
line 2 from your very first pastebin
L830[12:18:30] <Blubberbub> and what
Ordinastie_ said
L831[12:18:53] <williewillus> that's not a
good way to go about modding
L832[12:18:59] <williewillus> "Most
of what I'm doing is broken" don't do that
L833[12:18:59] <williewillus> test
L834[12:19:12] <williewillus> unless you
want to rewrite your mod after youre done after finding out that
all of it was wrong
L835[12:19:13] <ItsANoBrainer> well what I
mean is
L836[12:20:12] <ItsANoBrainer> hm
L837[12:20:23] <ItsANoBrainer> I dont mean
im intentionally making things broken lol
L838[12:20:34] <williewillus> but you
shouldn't be like "i don't know yet"
L839[12:20:39] <Blubberbub> even more of
an reason to test :)
L840[12:20:42] <williewillus> because you
should be testing
L841[12:20:46] <ItsANoBrainer> I accept
some things wont work and I will always work towards fixing
it
L842[12:21:03] <ItsANoBrainer> I am
testing lol
L843[12:21:15] <williewillus> i'm telling
you your death event handler is completely broken
L844[12:21:34] <williewillus> 1. uses
client code 2. compares string using == which is completely subject
to the jvm's interning strategies
L845[12:22:49] ⇦
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L847[12:23:36] ***
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L849[12:28:24] <Szernex> can someone point
me in the direction of where I would have to look for manipulating
player health regen?
L850[12:28:40] <ItsANoBrainer> So willie
is my event handler the reason why im having my issue?
L851[12:29:50] <Blubberbub> the problem
is, that you think you work with a static variable - but you
don't...
L852[12:30:35] <ItsANoBrainer> I guess I
didnt understand static methods correctly.
L853[12:30:55] <Blubberbub> and static
variables...
L854[12:31:01] <Szernex> static = doesn't
need an instance of that class to be accessed
L855[12:31:18] <williewillus> Szernex:
natural health regen? that's in FoodStats
L856[12:31:24] <Szernex> okay,
thanks
L857[12:31:47] <Szernex> it should be
possible to manipulate the rate health regenerates naturally
right?
L858[12:31:52] <Blubberbub> ItsANoBrainer,
if you want a static variable its not enough to have a variable in
a static method.
L859[12:32:06] <williewillus> Szernex:
err, I don't think there's hooks for that. you could pr some in
though
L860[12:32:10] <ItsANoBrainer> Well I dont
want a static varibale
L861[12:32:12] <Blubberbub> you need to
actually declare the variable outside of a method with
'static'
L862[12:32:16] <williewillus> or disable
natural regen and do the time tracking yourself
L863[12:32:21] <Szernex> okay
L864[12:32:37] <ItsANoBrainer> I made the
mistake of assuming the variable was static because the method
was.
L865[12:32:45] <williewillus> its a local
variable
L866[12:32:49] <ItsANoBrainer> I realize
that now
L867[12:32:50] <williewillus> those only
last for the life of the method
L868[12:32:52] <ItsANoBrainer> yes
L869[12:33:13] <williewillus> also, I
don't know if it's the eventhandler causing the problem but i'm
undoubtedly sure it will break stuff later on :p
L870[12:33:22] <ItsANoBrainer> I dont
doubt it wont
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L872[12:33:30] <williewillus> because it's
*wrong*
L873[12:33:31] <williewillus> :p
L874[12:33:33] <ItsANoBrainer>
Probably!
L875[12:33:37] <williewillus> so fix
it?
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L877[12:33:52] <ItsANoBrainer> If I knew
the solutions to all the issues in my code, they wouldnt be
issues
L878[12:34:00] <williewillus> i just told
you what was wrong with it
L879[12:34:01] <williewillus> twice
L880[12:34:24] <ItsANoBrainer> I fixed the
second point
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L884[12:40:27] <ItsANoBrainer> So in
general, what should I do so my eventhandler works correctly with a
server.
L885[12:41:21] <williewillus> not use the
Minecraft class
L886[12:41:27] <williewillus> because it
doesn't exist on the server
L887[12:41:43] <ItsANoBrainer> Ah I see
that now
L888[12:41:53] <ItsANoBrainer> Well I knew
that beforehand but didnt realize
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L890[13:13:50] <ItsANoBrainer> TFW you
missplace parens and something crazy happends
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L893[13:35:15] <ntzrmtthihu777> yep
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L899[13:55:12] <Gliby> Is there a way of
stopping blocks from being destroyed while holding my own
item?
L900[13:56:11] <Gliby> I've looked into
canHarvestBlock, and getDigSpeed. They work in survival mode, not
creative though :/
L901[13:57:19] <diesieben07>
onBlockStartBreak in your Item should do it
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L904[13:59:00] <shadekiller666> gliby,
look at what swords do
L905[13:59:34] <diesieben07> they are an
instance of ItemSword
L906[13:59:36]
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L907[13:59:40] <diesieben07> its hardcoded
in typical mojang style
L908[14:00:56] <Gliby> Okay here are the
results of onBlockStartBreak: blocks still break when in creative
on the client, not on the server.
L909[14:02:49] <diesieben07> huh
L910[14:02:58] <diesieben07> if i read the
code correctly it should be called on the client.
L911[14:04:35] <Gliby> it gets called from
PlayerContollerMP, isn't that a server thing?
L912[14:04:37] <shadekiller666> you might
be able to catch a block break event and cancel it
L913[14:04:46] <shadekiller666> MP is
multiplayer
L914[14:04:54] <diesieben07>
PlayerControllerMP is client only
L915[14:05:06] <diesieben07> its called MP
because its a leftover from where SP and MP were different
L916[14:05:07] <Gliby> I'll go with
shadekiller's solution.
L917[14:05:09] <Blubberbub> is it a wise
idea to post 576 BlockBreakEvent to the forge event bus at
once?
L918[14:05:11] <diesieben07> there was
PlayerControlSP and MP
L919[14:05:29] <shadekiller666> probably
not blubber, why?
L920[14:06:28] <diesieben07> Gliby,
shadekiller666 break event sucks, you will see the block for a
split second.
L921[14:06:46] <Gliby> Oh :(
L922[14:07:04] <Blubberbub> well - its
probably better to declare that as an explosion and call
onExplosionDetonate - but its not an explosion... and i hoped that
somebody would say "hey, forge can handle this" ;)
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L924[14:07:22] <shadekiller666> diesie,
not if you cancel on both sides i don't think
L925[14:07:24] <PaleoCrafter> I know for
sure that onBlockStartBreak worked in 1.5 :P
L926[14:08:27] <diesieben07>
shadekiller666, break event is purely serverside
L927[14:08:51] <Gliby> diesieben07 it
worked.
L928[14:08:57] <diesieben07> what?
L929[14:09:05] <Gliby> the
BreakEvent
L930[14:10:03] <diesieben07> dafuq why
does onBlockStartBreak not work...
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L954[15:41:15] <shadekiller666> is there a
way to check if minecraft is being launched from a dev env?
L955[15:41:51] <diesieben07> (Boolean)
Launch.blackboard.get("fml.deobfuscatedEnvironment")
L956[15:41:59] <shadekiller666> i have
blocks that aren't supposed to be placed by hand but it would make
things easier to allow them to be when i'm working on it
L958[15:42:53] <shadekiller666>
thanks
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L960[15:43:45] <Zaggy1024> why would an
entity on the server not have an equivalent entity on the client
with the same entity ID?
L961[15:44:07] <diesieben07> not
registered properly?
L962[15:44:12] <Zaggy1024> no it's
registered
L963[15:44:43] <Zaggy1024> some of the
entities are syncing properly, but when it receives some messages a
warning I made to tell me when an entity didn't exist on the client
prints out
L964[15:45:47] <diesieben07> are you on
1.8? and do you mean IMessage when you say
"messages"?
L965[15:45:56] <Zaggy1024> yes
L966[15:46:06] <Zaggy1024> just making
sure, is it correct to send entity.getEntityId() from server and
then use world.getEntityByID on client?
L967[15:46:10] <diesieben07> yes.
L969[15:46:16] <diesieben07> read the
warning
L970[15:46:44] <Zaggy1024> ah
L971[15:46:45] <Zaggy1024> okay
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L974[15:50:32] <Zaggy1024> does the return
type of the Callable I pass matter?
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L976[15:51:56] <diesieben07> you should
pass a Runnable
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L978[15:54:00] <Zaggy1024> hm, I don't
think that fixed it
L979[15:54:05] <Zaggy1024> I'll try
recreating the world though
L980[15:54:35] <diesieben07> if that
didn't fix it, show your code.
L981[15:54:38] <Zaggy1024> ok
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L983[15:58:04] <Zaggy1024> yeah, it didn't
work
L985[15:58:26] <Zaggy1024> the code that
sends the message is at the bottom
L986[15:59:01] <Zaggy1024> the entity ID
sent and received match
L987[15:59:28] <diesieben07> you are
sending in an arbitrary radius of 256
L988[15:59:33] <diesieben07> only send to
players that actually track the entity
L989[15:59:43] <diesieben07>
worldServer.getEntityTracker().getTrackingPlayers(<entity>)
L990[16:00:04] <Zaggy1024> ah
L991[16:00:45] <Zaggy1024> thanks
L992[16:02:03] <Blubberbub> does somebody
know how i can make my intellij to also search for usages in the
minecraft/forge files?
L993[16:02:22]
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L994[16:02:45] <diesieben07> choose
"Project and Libraries" as the scope.
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L997[16:06:33] <Blubberbub> hmm i'm sure
that didn't work when i tried the last time
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L999[16:07:51] <Zaggy1024> whey it's
working now :)
L1000[16:08:14] <PaleoCrafter> I've not
experienced issues with finding usages in libraries, but text
search weirdly enough isn't working there for me since some
update
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L1003[16:16:51] <Blubberbub> weird...
when i want to search for usages for
net.minecraft.network.play.client.C0EPacketClickWindow it shows me
usages for "Packet" -.-
L1004[16:17:52] <Blubberbub> now it says
there are no usages...
L1005[16:21:31] <Blubberbub> the problem
might be, that i don't have decompiled sources attached, so
intellij keeps decompiling the sources itself...
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L1007[16:22:25] <Ordinastie_> you didn't
setupDecompWorkspace ?
L1008[16:22:34] <Blubberbub> i
did...
L1009[16:23:24] <diesieben07> then you
will have sources attached ;)
L1010[16:23:34] <Blubberbub> well... i
will just do that again...
L1011[16:23:56] <diesieben07> no need
to
L1012[16:24:00] <diesieben07> do choose
sources
L1013[16:24:08] <diesieben07> there
should be a src folder pretty much exactly where it points
you
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L1015[16:27:10] <shadekiller666>
hmmm
L1016[16:27:59] <shadekiller666> so i'm
working on modifying my obj loader to work in 1.7 and i'm trying to
decide what to do to prevent the missing texture from being applied
to blocks that don't override the getIcon methods and such
L1017[16:28:35] <shadekiller666> and
because obj models can have different textures for different
faces... i don't know what to return as "the"
texture
L1018[16:29:39] <Blubberbub> yay. it
worked... apparently i did not used setupDecompWorkspace, when i
did setup this project...
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L1023[16:44:00] <Lunatrius> When was
ctrl/shift clicking a block added (saves NBT)? 1.7.10 or 1.8?
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L1025[16:44:49] <shadekiller666>
1.7
L1026[16:45:45] <Lunatrius> Wonder if I
can (ab)use that for the shit I need.
L1027[16:46:04] <shadekiller666> ?
L1028[16:47:30] <Lunatrius> Meh, doesn't
appear to work
L1029[16:47:38] <Lunatrius> Can't ctrl
click command blocks. Bummer.
L1030[16:47:47] <shadekiller666> yes you
can?
L1031[16:48:12] <Lunatrius> Might be a
Forge bug then
L1032[16:48:36] <Lunatrius> I do get the
+NBT text, but the command is gone after placing down that
block
L1033[16:49:17] <shadekiller666> have you
tried placing whilst sneaking?
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L1035[16:50:33] <Lunatrius> Yeah,
negative.
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L1038[16:52:31] <OrionOnline> Hi
Guys
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L1040[16:54:46] <OrionOnline> I hvae a
question about the loading of the *.lang files into minecraft
L1041[16:55:37] <OrionOnline> can i have
multiple subdirectories inside resources/folder containing (1 per
directory) lang files (to sort stuff basically)??
L1042[16:57:30] <Lunatrius> Interesting,
the entire NBT is saved correctly, it's just not applied
L1043[16:58:28] <diesieben07> Lunatrius,
you can't place signs and commandblocks with NBT anymore unless you
are OP.
L1044[16:59:20] <Lunatrius> So it doesn't
work in SP?
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L1046[17:00:07] <Lunatrius> Meh, can
easily test that
L1047[17:00:11] <diesieben07> sure it
does.
L1048[17:00:18] <diesieben07> cheats
enabled = OP
L1049[17:00:40] <Lunatrius> In which case
it doesn't work. I'll try a fresh forge/vanilla install
later.
L1050[17:01:10] <Lunatrius> Also, I
wouldn't be able to pick the block if I wasn't an OP
<.<
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L1052[17:02:54] <PaleoCrafter> That's
normal creative shit :P
L1053[17:03:58] <Lunatrius> Wait...
what
L1054[17:04:07] <Lunatrius> How do you
enable command blocks on a server?
L1055[17:04:14] <gigaherz>
server.properties
L1056[17:04:19] <gigaherz> it's a boolean
there
L1057[17:04:26] <Lunatrius> mmk
L1058[17:05:30] <Kobata> Hmm
L1059[17:05:38] <Kobata> I think the
logic there might be broken?
L1060[17:05:40] <Lunatrius> Basically I
have 2 way of doing this. The less intrusive way (+NBT on items) OR
manually setting shit
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L1062[17:06:15] <Lunatrius> Works fine on
the server
L1063[17:08:17] <Kobata> I might be
reading this wrong but the check looks suspiciously like it's only
denying it if you can send commands.
L1064[17:08:36] <Kobata>
ItemBlock.setTileEntityNBT
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L1066[17:10:31] <Lunatrius> Uhh...
L1067[17:11:02] <Lunatrius> I believe you
are correct
L1068[17:11:58] <Lunatrius> Yeah... Forge
blacklists those. Yet it still works in MP
L1069[17:12:05] <Blubberbub> is there a
way to listen to/intercept vanilla Packets?
L1070[17:12:12] <diesieben07> yes, but
it's ugly :D
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L1072[17:14:36] <Blubberbub> i have a
GUI, that has some slots filtered by a searchbar. At the moment i
send custom packets, so the server and client both can filter the
slots based on that string. But the C0EPacketClickWindow that is
send actually tells the server which item was clicked by the client
- so i want to only filter the slots in the client
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L1074[17:15:32] <diesieben07> just move
the non-visible slots out the way by setting their y coordinate to
something like -999
L1075[17:16:08] <shadekiller666> in
1.7.10 where do ISBRHs get "registered"?
L1076[17:16:31] <Blubberbub> that would
mean i have a variable number of slots in the gui. and ideally i
want to use a itemfilter method from NEI, which is only present on
the client
L1077[17:16:52] <PaleoCrafter> Always
reminds me of text-indent: -9999px xD
L1078[17:17:27] <diesieben07> what? why
woudl there be a variable number of slots?
L1079[17:17:30] <diesieben07>
shadekiller666, RenderingRegistry
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L1081[17:18:24] <shadekiller666>
thanks
L1082[17:18:36] <Blubberbub> hmm... now
that i think about it - that might actually not as bad as i
thought...
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L1085[17:23:58] <Zaggy1024> yay
netcode
L1086[17:24:20] <shadekiller666> do i
have to return a special number from getRenderType for the game to
call my ISBRH?
L1087[17:24:29] <shadekiller666> it
doesn't seem like its getting called
L1088[17:25:04] <diesieben07> yes you
do
L1089[17:25:17] <shadekiller666> and that
is?
L1090[17:25:21] <diesieben07>
RenderingRegistry.getNextAvailableRenderId
L1091[17:25:29] <diesieben07> store that
somewhere and register your ISBRH with it
L1092[17:25:37] <shadekiller666>
ahh
L1093[17:25:51] <shadekiller666> and
return it from the block's getRenderType?
L1094[17:26:03] <diesieben07> yes
L1095[17:27:53] <Blubberbub> diesieben07,
do you think that 'a slot for every possible item'-aproach is also
usable, when there are A LOT of possible items? Also: do you have a
link for that ugly way to read vanilla packets?
L1096[17:28:28] <diesieben07> i dont know
if that's usable :D
L1097[17:28:48] <diesieben07> the ugly
way is: insert a ChannelHandler into the netty pipeline in the
FMLNetworkEvents
L1098[17:28:55] <diesieben07> (e.g.
ServerConnectionFromClientEvent)
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L1103[17:42:45] <Zaggy1024> hm, does the
server stop sending as many location updates for entities if they
don't move much?
L1104[17:43:03] <Zaggy1024> It would be
nice to lower that limit for my mob because it would make it move
more smoothly
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L1106[17:49:54] <Zaggy1024> yay my bug is
working properly pretty much :)
L1107[17:57:28] <shadekiller666> whats
the resource location that i need to pass to bindTexture() to make
sure that the game doesn't continue to use the one that i'm binding
to it for my custom rendering?
L1108[17:59:49] <diesieben07> ehwat
L1109[18:00:16] <Lunatrius> Gah, the note
block note is not synced to the client :<
L1110[18:00:20] <shadekiller666> in my
ISBRH i'm binding a different texture to the TextureManager
L1111[18:00:39] <shadekiller666> and for
some reason its applying the missing texture to everything
else...
L1112[18:00:56] <shadekiller666> whats
the resourcelocation of the block texture map
L1113[18:01:15] <diesieben07>
TextureMap.locationBlocksTexture
L1114[18:01:22] <Zaggy1024> whoops, I
forgot I wasn't in debug mode
L1115[18:03:21] <Kolatra> Does
FontRenderer.drawString look for hex color codes?
L1116[18:04:46] <diesieben07> yes
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L1122[18:13:19] <shadekiller666> ok
wtf
L1123[18:14:34] <shadekiller666> if i
call Tessellator.instance.startDrawingQuads() right before my call
to the model to render it, then the game throws an error that its
already tessallating, but if i don't then it calls an error saying
that it isn't...
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L1128[18:28:16] <shadekiller666> anyone
have any idea why, this always crashes either because Tessellator
is already tessellating or because it isn't tessellating?
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L1130[18:29:34] <shadekiller666> im on
1.7.10 btw
L1131[18:29:42] <shadekiller666> idk wtf
the issue is
L1132[18:31:38] <capitalthree> aw dang.
someone recommended Ivorius' recurrent complex a couple days ago
for world-independent copy and paste, but it crashes on my large
structure.
L1133[18:31:57] <Ivorius> Lies
L1134[18:32:05] <capitalthree> want a
stacktrace? :P
L1135[18:32:14] <Ivorius> That would be
great
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L1137[18:32:22] <capitalthree> for some
reason it ahs question marks for line numbers but I hope it
helps
L1138[18:32:44] <Ivorius> lol
L1140[18:33:15] <capitalthree> Ivorius:
in your defense, my structure is absurdly enormous. also I think
your mod's copypaste functionality is really neat... I was afraid
it'd be kludgier than worldedit but it's actually nicer
L1141[18:33:17] <Ivorius> Not sure how
big your structure is
L1142[18:33:23] <capitalthree> and the
crash is right as I do #export before the ui comes up
L1143[18:33:33] <Ivorius> But the largest
I ever tries was about 200x200x100 blocks
L1144[18:33:41] <Ivorius> And it froze
for 5 minutes
L1145[18:33:43] <Ivorius> But it worked
:P
L1146[18:33:50] <capitalthree> Ivorius:
the .schematic file is 250K
L1147[18:34:13] <Ivorius>
java.lang.ArrayIndexOutOfBoundsException: 5703753
L1148[18:34:15] <Ivorius>
Ahahahahaha
L1149[18:34:15] <shadekiller666> anyone
have any ideas?
L1150[18:34:16] <Ivorius> O
L1151[18:34:17] <Ivorius> m
L1152[18:34:17] <Ivorius> g
L1153[18:34:30] <Ivorius> You've
literally run out of int
L1154[18:34:31] <Ivorius> wtf
L1155[18:34:39] <capitalthree> what are
those ints used for?
L1156[18:34:59] <shadekiller666> you've
maxed out the maximum number for int
L1157[18:35:04] <Ivorius> I can't make a
fucking byte array big enough
L1158[18:35:06] <shadekiller666> you've
gone past it
L1159[18:35:08] <Ivorius> For your
structure
L1160[18:35:09] <Ivorius> Ahahaha
L1161[18:35:11] <capitalthree> ohh
L1162[18:35:30] <shadekiller666> maybe
you should copy that in pieces
L1163[18:35:36] <capitalthree> that
sounds painful
L1164[18:35:50] <Ivorius> It would take
hours to load, man
L1165[18:36:01] <capitalthree> with
worldedit it only hangs my server for about 15 minutes :P
L1166[18:36:09] <bob_twinkles> 5703753 is
nowhere near INT_MAX
L1167[18:36:09] <Kobata> Eh, 5,703,753 is
'only' 5MB if it's a byte array
L1168[18:36:16] <Ivorius> It's 43 mb raw
data
L1169[18:36:16] <shadekiller666> or
Ivorius, could you add an autoatic partitioning thing that would
divide things up into smaller bits?
L1170[18:36:24] <Ivorius> It's smaller
when zipped obviously
L1171[18:36:58] <Ivorius> I'll have a
look at the error tomorrow
L1172[18:37:03] <capitalthree> anyone
know of any other mods that can do world-independent copy
pasting?
L1173[18:37:03] <Ivorius> And see exactly
where it overflows
L1174[18:37:06] <capitalthree> or should
I go try mcedit
L1175[18:37:11] <Ivorius> But I'm pretty
sure it's an int thing
L1176[18:37:17] <Kobata> INT_MAX is about
4 billion
L1177[18:37:25] <Ivorius> mcedit will be
faster
L1178[18:37:26] <Kobata> (Ok, 2 because
java and signed)
L1179[18:37:35] <capitalthree> Ivorius:
ok. lemme know if you want my world. though probably any absurdly
huge region will do
L1180[18:37:43] <Ivorius> Because it
doesn't do ingame logic
L1181[18:38:09] <Ivorius> It might be the
better choice for something that huge
L1182[18:38:17] <Ivorius> Even if it's
buggier per block
L1183[18:38:41] <capitalthree> well I'll
save recurrent complex files of the smaller structurs I need to
copypaste at least
L1184[18:38:59] <capitalthree> Ivorius:
thanks for making a really cool mod. also I have a question, does
just adding the mod add anything to mapgen by default?
L1185[18:39:26] <Ivorius> Yes, a good
bunch of structures
L1187[18:39:44] <capitalthree> any of
them that would upset balance or break anything on a heavily modded
server?
L1188[18:39:46] <Ivorius> You can turn it
off
L1189[18:39:56] <Ivorius> Nothing that
should break stuff, no
L1190[18:40:00] <capitalthree> I actually
am happy with extra structures as long as none of it's too
breaking
L1191[18:40:03] <capitalthree> ok,
cool
L1192[18:40:07] <capitalthree> the more
variety on my world the better
L1193[18:40:08] <Ivorius> I try to make
absolutely sure it's completely in balance with vanilla
L1194[18:40:26] <capitalthree> Ivorius:
is there a listing on the wiki of the default generated stuff? I
couldn't find any
L1195[18:40:41] <Ivorius> Theoretically,
but no
L1196[18:40:46] <Ivorius> If you do /#gen
tab
L1197[18:40:49] <Ivorius> You get a
list
L1198[18:41:13] <capitalthree> it said no
structure registered by the name of tab
L1199[18:41:18] <Ivorius> lol
L1200[18:41:22] <Ivorius> > Press
tab
L1202[18:41:40] <capitalthree> oh! in the
command box. ok.
L1203[18:42:04] <shadekiller666> log is
at the bottom
L1204[18:42:14]
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L1205[18:42:21] <capitalthree> whoah that
preview when pasting, awesome
L1206[18:42:25] <capitalthree> is there a
way to move it though?
L1207[18:42:32] <gigaherz>
shadekiller666:
L1208[18:42:32] <gigaherz> [16:33:32]
[Client thread/WARN]: Failed to load texture:
minecraft:builtin/white
L1209[18:42:45] <gigaherz> that seems
like a possible reason? ;P
L1210[18:42:52] <shadekiller666> that
wouldn't cause a tessellation crash though?
L1211[18:43:00] <gigaherz> depends
L1212[18:43:08] <gigaherz> if it leaves
the tessellator state broken
L1213[18:43:24] <gigaherz> it does crash
within the tessellator
L1214[18:43:31] <shadekiller666> i'll try
without the bind texture call for that
L1215[18:43:34] <gigaherz> it may leave
the "boolean isTesellating" set to true, wrongly
L1216[18:43:53] <shadekiller666> why
would bindTexture care about isTessellating?
L1217[18:44:43] <shadekiller666> nope
still crashes with the same error minus the
FileNotFoundException
L1218[18:45:12] <shadekiller666> no
matter where i put startDrawingQuads() it always crashes
L1219[18:45:17] <Ivorius> capitalthree:
Re-run the command from the right spot :P
L1220[18:45:27] <shadekiller666> and if i
leave it out, then draw() crashes cuz it isn't tessellating
L1221[18:45:34] <Ivorius> You should know
where it was before
L1222[18:45:38] <shadekiller666> and
leaving both out doesn't do anything
L1223[18:46:45] <shadekiller666> any
ideas?
L1224[18:46:52] <capitalthree> Ivorius: I
guess it's not relative like worldedit?
L1225[18:47:09] <Ivorius> Relative?
L1226[18:47:28] <capitalthree> in
worldedit, if I copy a structure while standing on top of it, and
then paste it while standing on ground, it would bury it
underground
L1227[18:47:56] <shadekiller666> world
edit also has a mode that copy/pastes relative to your selection
region, btw
L1228[18:48:02] <Ivorius> No, it's
relative to the selection
L1229[18:48:08] <Ivorius> It makes no
sense to be relative to the view
L1230[18:48:12] <Ivorius> That's just
dumb imo
L1231[18:48:19] <gigaherz> capitalthree:
command blocks have the "~" to refer to the current
position
L1232[18:48:37] <Ivorius> Works for
player positions as well ^
L1233[18:49:01] <gigaherz> either
"~1" or "~+1" would point to 1 block on that
direction
L1234[18:49:08] <gigaherz> and ~-1 on the
other direction
L1235[18:49:12] <gigaherz> for eahc of
x,y,z
L1236[18:49:19]
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L1238[18:49:24] <osum4est> o/
L1239[18:49:32] <capitalthree> Ivorius:
worldedit isn't relative to view, just position
L1240[18:49:42] <shadekiller666> and ~
refers to relative 0
L1241[18:49:52] <capitalthree> Ivorius:
so I have to dig into the ground and then paste?
L1242[18:50:01] <Ivorius> For me, the
camera is the view :P
L1243[18:50:16] <shadekiller666> giga,
any ideas?
L1244[18:50:18] <capitalthree> what I
mean is worldedit doesn't care which way you are looking, only
where you are
L1245[18:50:20] <gigaherz>
capitalthree:
L1246[18:50:20] <gigaherz> no
L1247[18:50:24] <gigaherz> just use
~-10
L1248[18:50:30] <gigaherz> to put it 10
blocks below you
L1249[18:50:35] <gigaherz> on the Y
param
L1250[18:50:46] <capitalthree> gigaherz:
"use" that where?
L1251[18:50:55] <Ivorius> /#paste takes
position params
L1252[18:51:00] <Ivorius> /#paste
Structure x y z
L1253[18:51:00] <shadekiller666>
"/<command> ~ ~-10 ~ <other arguments>
L1254[18:51:01] <capitalthree> ahh
ok
L1255[18:51:06] <capitalthree> I get it
now
L1256[18:51:08] <capitalthree> cool,
thanks
L1257[18:51:22] <shadekiller666>
"
L1258[18:55:30] <voxelv> how are you
using worldedit with forge?
L1259[18:55:35]
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L1260[18:55:56] <shadekiller666> theres a
forge version of WE
L1261[18:56:12] <shadekiller666> has been
for a while now
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L1263[18:56:23] <capitalthree> voxelv:
kcauldron
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L1266[18:58:45] <shadekiller666> the only
"solution" i've found is not calling startDrawingQuads()
and draw()
L1267[18:58:59] <shadekiller666> but that
doesn't actually render anything...
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L1269[19:01:36] <osum4est> i don't know a
whole lot about this stuff, but what if you do the gl11 calls
inside the tesselator start and end?
L1270[19:01:54] <Ivorius> It will be the
same as if you called them before start
L1271[19:02:03] <Ivorius> Tessellator
does nothing with OGL before draw()
L1272[19:02:49] <osum4est> yes, but maybe
it would fix the problem? somehow...
L1273[19:02:50] <osum4est> idk
L1274[19:03:49] <Ivorius> No
L1275[19:03:58] <Ivorius> He's calling
startDrawing inside startDrawing
L1276[19:04:35] <Ivorius> ISBRH is not
supposed to call startDrawing and draw, shadekiller666
L1277[19:04:39] <Ivorius> It's a display
list
L1278[19:04:43] <Ivorius> You just add
vertices
L1279[19:04:49] <shadekiller666> ok
L1280[19:05:01] <Ivorius> Your GL calls
are invalid too
L1281[19:05:05] <shadekiller666> but
leaving out those two methods doesn't actually draw
anything...
L1282[19:05:08] <Ivorius> You can't use
OGL in ISBRH
L1283[19:05:12] <shadekiller666>
...
L1284[19:05:22] <shadekiller666> then wtf
is the point of an ISBRH?
L1285[19:05:22] <Ivorius> As I said
L1286[19:05:26] <Ivorius> Display
list
L1287[19:05:30] <Ivorius> You just add
vertices
L1288[19:05:33] <Ivorius> To the
tessellator
L1289[19:05:54] <shadekiller666> ok
L1290[19:05:55] <gigaherz>
shadekiller666: imagine something like the bakequads, just
different
L1291[19:06:13] <shadekiller666> but just
adding vertices doesn't actually render these models...
L1292[19:08:05] <shadekiller666> giga,
and incredibly stupid
L1293[19:08:40]
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L1296[19:09:58] <shadekiller666> ok, i
got rid of the GL calls and the startDrawing and draw calls
L1297[19:10:04] <shadekiller666> the
models aren't rendered
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L1301[19:10:38] <shadekiller666> and i'd
rather not use a TESR as this block is dynamically registered
L1302[19:10:57] <shadekiller666> so there
will be quite a bit of them...
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L1304[19:15:00] <shadekiller666> any
other ideas?
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L1309[19:19:53] <shadekiller666> ivorius,
i got rid of the GL calls and the start and draw calls, nothing is
being rendered...
L1310[19:22:06] <shadekiller666> does the
fact that the block doesn't override registerBlockIcons and getIcon
have something to do with it?
L1311[19:22:22] <osum4est> gl11 seems to
be lighting my watch backwards. when its facing away from the sun,
its bright, when its facing the sun, its dark. i tried to rotate it
180, but then it just dissapears...
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L1314[19:25:19] <shadekiller666> is
anyone an expert on ISBRHs?
L1315[19:25:26] <shadekiller666> cuz this
still isn't working...
L1316[19:25:27] <PaleoCrafter>
shadekiller666, try manually drawing some quads
L1317[19:25:41] <shadekiller666> ok
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L1319[19:26:32] <LexManos> why are you
using a isbrh?
L1320[19:28:29] <shadekiller666> because
i want to use obj models for this block, and because the block is
dynamically registered (ie. theres 1 class and the arguments passed
to it determine its properties) and i'd rather avoid having to use
a TESR because there could potentially be 100 or more of
these...
L1321[19:28:41] <shadekiller666> and that
is a lot of tile entities...
L1322[19:29:23] <LexManos> Models should
work fine, not sure what you mean by dynamically registered... that
seems like a bad idea.
L1323[19:29:40] <LexManos> and I thought
you were working on the obj to modle loader.
L1324[19:30:47] <PaleoCrafter> He
backported it to 1.7
L1325[19:31:44] <shadekiller666> i have a
system that reads a json file at launch, it turns that data into a
class, which then reads through a list of names that were in the
file and registers 1 of these blocks per, and stores it in a map so
it can be found later
L1326[19:32:03] <gigaherz> PaleoCrafter:
I thought that was related to the rollercoaster mod
L1327[19:32:03] <shadekiller666> the OBJ
loader is pretty much finished
L1328[19:32:07] <LexManos> thats a
horrible idea
L1329[19:32:08] <shadekiller666> it
is
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L1331[19:32:31] <shadekiller666> thats
the point of this whole thing
L1332[19:32:40] <shadekiller666> i'm
trying to get track models to load...
L1333[19:32:48] <Zaggy1024> osum4est, try
creating your vertices in the opposite rotation direction
L1334[19:32:48] <shadekiller666> and i
refuse to use the 1.7.10 loader
L1335[19:33:23] <PaleoCrafter> It is,
gigaherz :P
L1336[19:34:31] <osum4est> Zaggy1024, i
dont make any verticies, i just call drawTexturedModalRect
L1337[19:35:12] <Zaggy1024> well...
L1338[19:35:18] <Zaggy1024> make your own
method then :P
L1339[19:35:34] <Zaggy1024> I think that
method is only use din GUIs where there is no lighting
L1340[19:35:34] <osum4est> Zaggy1024,
alright, fine :P
L1341[19:35:44] <osum4est> makes
sense
L1342[19:36:08] <PaleoCrafter> You used
that method to do in world drawing? Oo
L1343[19:36:20] <shadekiller666> lex,
what should i be doing then? this block is for roller coaster
tracks, of which there could be several hundred depending on the
type of coaster and the piece that the block represents
L1344[19:36:21] <osum4est> well
originally it was an actual gui
L1345[19:36:33] <osum4est> but i recently
changed it to world drawing
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L1349[19:50:55] <osum4est> does
closeInventory not do what you'd expect?
L1350[19:52:11] <HassanS6000> !gm
closeInventory
L1351[19:52:27] <HassanS6000> uhhh sorry
MCPBot_Reborn cannot help lol
L1352[19:52:35] <osum4est> lol
L1353[19:53:34] <shadekiller666> now i'm
getting instantiation exceptions when i try to register a
RenderWorldEvent handler...
L1354[19:53:36] <shadekiller666>
wtf
L1355[19:55:17] <shadekiller666> well
fuck it then
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L1357[19:55:46] <shadekiller666> guess
i'm not going to fucking render these blocks...
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L1374[20:22:28] <osum4est> ugh these
obfuscated var names makes it really hard to understand whats going
on...
L1375[20:22:59] <killjoy> Use
!g[mf]
L1376[20:23:13] <killjoy> Oh, vars
L1377[20:23:49] <osum4est> yeah. in
specific, the method renderItemIn2D has a bunch of unkown
floats
L1378[20:24:07] <osum4est> trying to
figure out how mc makes 2d items 3d
L1379[20:24:08] <killjoy> probably things
like position and rotation, scale, etc
L1380[20:24:11] <osum4est> yeah
L1381[20:24:24] <shadekiller666> i think
its time Fox gives Fantastic 4 back to Marvel...
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L1391[20:51:56] <Morden> Question: I have
a mod that has several optional dependencies, but at least one must
be there. If none a4e found I halt loading on the client and
display an error using a
"CustomModLoadingErrorDisplayException". The docs say
that this exception should not be used on a dedicated server. Is
there an equivalent for dedicated server that will halt loading and
display a mod specified error message to the log/server
console?
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L1398[21:08:43] <LexManos> just either
throw a normal exception or use FML's exit function
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L1408[21:21:27] <Morden> Thx!
L1409[21:23:40] <minecreatr> is it
possible to render a techne model using an
ISimpleBlockRenderingHandler?
L1410[21:24:08] <shadekiller666> if you
can figure out how to use the stupid ISBRH, maybe
L1411[21:24:28] <Zaggy1024> lol
L1412[21:24:33] <Zaggy1024> sounds like
you're in a bad mood
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L1414[21:25:11] <shadekiller666> just a
little annoyed that everything that ive tried to get models to
render hasn't worked
L1415[21:25:26] <shadekiller666> and i'd
rather not use a TESR...
L1416[21:26:10] <minecreatr> are you
doing it in 1.7, or 1.8 shadekiller666 ?
L1417[21:26:15] <shadekiller666> i tried
an isbrh and that didn't render at all, then i tried a
RenderWorldEvent, and fml kept throwing an IntantiationException
for no apparent reason...
L1418[21:26:18] <shadekiller666>
1.7.10
L1419[21:26:38] <shadekiller666> though
the more i try and tailor to the wishes of my codevs the more i
regret it
L1420[21:26:53] <minecreatr> well ISRBRH
is called only when the block updates
L1421[21:27:46] <minecreatr> does the
tesselator store the vertex's?
L1422[21:28:00] <minecreatr> it seems
thats the only way an ISBRH could work
L1423[21:28:13] <minecreatr> is if it
stored the instructions and used them to render the chunk every
render tick
L1424[21:28:18] <Morden> Lex, would that
be FMLServerHandler.haltGame?
L1425[21:28:18] <shadekiller666> of
course it is...
L1426[21:28:39] <Zaggy1024> Morden, just
throw a runtime exception
L1427[21:29:09] <shadekiller666> again,
the more i try and tailor to the wishes of my codevs and stick to
1.8 the more i regret it
L1428[21:29:13] <Morden> Wans kind of
hoping to avoid a stacktrace.
L1429[21:29:28] <Zaggy1024> why, who
cares about a stack trace? :P
L1430[21:29:44] <Zaggy1024> well I
suppose you want the error to be visible..
L1431[21:29:45] <LexManos> you should
keep the stacktrace
L1432[21:29:45] <Zaggy1024> hm
L1433[21:29:51] <LexManos> 1) it tells
you who did it
L1434[21:29:57] <LexManos> 2) it catches
the eye to your error
L1435[21:30:26] <Morden> Stupid users who
can't read one... so won't know that the error means "hey
idiot, your mossing a mod" LOL
L1436[21:30:45] <LexManos> then make your
error explicitly state that
L1437[21:30:48] <Morden> Damn, can't type
on my phone.
L1438[21:30:54] <LexManos> but people are
dumb and wont read anyways
L1439[21:31:18] <Cazzar> I have had users
asking me how to install one of my mods alongside another
mod.
L1440[21:31:38] <Zaggy1024> nice
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L1442[21:31:55] <Cazzar> (They didn't try
the obvious, because that is how) Just, expect people to complain
when they stuff up
L1443[21:32:06] <Illyohs> I remember a
guy asking me how to install thaumcraft without forge
L1444[21:32:30] <shadekiller666> wait,
you can't do that?! :O
L1445[21:32:45] <Zaggy1024> yeah what the
heck thaumcraft
L1446[21:32:50] <Zaggy1024> y u require a
modding API?
L1447[21:33:22] <Morden> Lol. Step one,
rewrite thaumcraft as a jar patch.
L1448[21:33:23] <Illyohs> well you can
but you need forge2
L1449[21:33:29] <Morden> Step 2???
L1450[21:33:41] <Morden> Step 3:
Profit!
L1451[21:34:12] <gigaherz> Morden:
nonono
L1452[21:34:14] <gigaherz> it's easier
than that
L1453[21:34:19] <gigaherz> you take all
of forge
L1454[21:34:29] <gigaherz> and all of
thaumcraft
L1455[21:34:34] <gigaherz> and compile
them as one single thing
L1456[21:34:39] <Zaggy1024> with super
glue
L1457[21:34:39] <capitalthree> what is
there reason to not want to install forge
L1458[21:34:51] <bob_twinkles> you take a
pretty huge perf hit =P
L1459[21:35:07] <bob_twinkles> all those
damn events or something
L1460[21:35:10] <Cazzar> I've had better
performance with forge than with vanilla
L1461[21:35:11] <shadekiller666> and
isn't that also against the license or something?
L1462[21:35:12] <Morden> Its because of
the superglue
L1463[21:35:14] <LexManos> no.. no you
dont
L1464[21:35:20] <LexManos> bob you're
dumb shutup
L1465[21:35:26] <bob_twinkles> ok
=(
L1466[21:35:26] <capitalthree> then
kcauldron is the answer
L1467[21:35:31] <Zaggy1024> ouch
L1468[21:35:34] <bob_twinkles> I needs
more /s
L1469[21:35:38] <Cazzar> When 1.8 came
out, Vanilla lagged on my PC, with Forge, it didn't
L1470[21:35:58] <Cazzar> This ain't a
weak PC too
L1471[21:36:07] <shadekiller666> because
forge has purposefully worked around the holes that mojang hasn't
cared to
L1472[21:36:11] <LexManos> Anyone who
claims forge is the cause of your performance issues is a fucking
moron
L1473[21:36:36] <capitalthree> forge
cause all my performance issues... by letting me install about 100
mods :D
L1474[21:36:41] <LexManos> I specifically
take care to make fixes as needed and make everything as efficient
as needed
L1475[21:36:42] <bob_twinkles> well when
your only comparison is vanilla versus 150 mods...
L1476[21:36:45] <capitalthree> thanks
forge. totes worth it. (not sarcasm)
L1477[21:36:46] <Morden> In most cases of
lag I find its wither a bug, or something stupid I or someone else
did building a "contraption".
L1478[21:36:50] <LexManos> well
L1479[21:36:51] <LexManos> no
L1480[21:36:56] <LexManos> thats not a
valid comparison
L1481[21:36:59] <Morden> *either
L1482[21:37:00] <gigaherz> capitalthree:
I'm fairly certain if you dumped all those same mods as in-jar mods
somehow
L1483[21:37:03] <gigaherz> you'd have
same or worse issues ;p
L1484[21:37:08] <bob_twinkles> that was
the poorly expressed joke, yes
L1485[21:37:09] <LexManos> thats 150
fucking mods doing 1500x more then vanilla ever does
L1486[21:37:19] <capitalthree> gigaherz:
well you can't have poor performance if it never runs!'
L1487[21:37:32] <shadekiller666> no
L1488[21:37:33] <gigaherz> Morden: sure,
in vanilla,
L1489[21:37:40] <shadekiller666> thats
the poorest of performance
L1490[21:37:41] <gigaherz> take a 48x48
grid of hoppers
L1491[21:37:53] <bob_twinkles> oh
god
L1492[21:37:55] <gigaherz> and put the
mright below the guardian chunks
L1493[21:37:58] <gigaherz> see how that
lags
L1494[21:37:58] <gigaherz> ;p
L1495[21:38:10] <capitalthree> my point
is forge raised the bar of how many mods I can install and have it
all work
L1496[21:38:10] <gigaherz> and people do
it.
L1497[21:38:22] <Zaggy1024> and that's a
good thing :P
L1498[21:38:24] <shadekiller666> you mean
from 0 capital?
L1499[21:38:25] <capitalthree> very
L1500[21:38:31] <Morden> Oh, no... try
setting up an AE export bus into an interface on the same network
with lots of speed upgrades sometime.
L1501[21:38:32] <capitalthree> I love my
super modded minecraft
L1502[21:38:40] <capitalthree>
shadekiller666: there were minecraft mods before forge
L1503[21:38:47] <Morden> Get near that
chunk and enjoy your 5fps.
L1504[21:38:47] <shadekiller666> i
know
L1505[21:38:53] <capitalthree> but
installing multiple multiplayer mods was a recipe for disaster
:P
L1506[21:39:00] <gigaherz> thing thing
with mods,is you don't need a 48x48 grid of hoppers
L1507[21:39:07] <bob_twinkles> Morden:
submit a PR to AE, that sounds like an easy fix =P
L1508[21:39:12] <capitalthree> but I love
hoppers
L1509[21:39:14] <gigaherz> you simply
have a similar number of TEs doing crazy things
L1510[21:39:18] <capitalthree> I got the
hopperduct mod :D
L1511[21:39:49] <bob_twinkles> though
they would be perfectly justified in rejecting that PR with
"closed: don't be a dumbass"
L1512[21:40:24] <Morden> Yup, and they
would be justified.. But I have had users do it.
L1513[21:40:41] <capitalthree> or they
could take a page from ic2 and just make it all explode
L1514[21:41:00] <bob_twinkles> AFAIK they
don't do that anymore
L1515[21:41:10] <capitalthree> ah,
good
L1516[21:41:19] <gigaherz> export bus...
same network... interface... yeah that should refuse to work by
design XD
L1517[21:41:21] <bob_twinkles> I think
it's an opt-in thing now or something
L1518[21:41:23] <Morden> They are
supposed to, they just don't... yet
L1519[21:41:57] <Zaggy1024> hm, what's a
word synonymous with static/immovable that's short?
L1520[21:42:14] <Morden> Fixed?
L1521[21:42:22] <Zaggy1024> hm, I guess
that works
L1522[21:42:26] <Zaggy1024> thanks
:)
L1523[21:45:43] <Morden> Ok, well thanks
for the help. I'm off to bed... night all...
L1524[21:46:08]
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L1525[21:46:41] <gigaherz> Zaggy1024: yo
ucan literally type "synonym static" in google
L1526[21:46:43] <gigaherz> and it tells
you
L1527[21:46:43] <gigaherz> XD
L1528[21:46:50] <Zaggy1024> yeh
L1529[21:48:00] <gigaherz> immovable //
1. not able to be moved. // synonyms: fixed, secure, stable,
moored, anchored, rooted, braced, set firm, set fast; More
L1530[21:48:35] <gigaherz> static //
synonyms: unchanged, fixed, stable, steady, unchanging, changeless,
unvarying, invariable, constant, consistent
L1531[21:48:44] <gigaherz>
"fixed" is the first one in both so....
L1532[21:49:02] <gigaherz> (eh not the
first one in both, but close XD)
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L1536[21:54:33] <Zaggy1024> it's the
shortest one though :)
L1537[21:54:50] <Zaggy1024> and in
common
L1538[21:55:15] <Zaggy1024> Humans are
smarter than Google though :P
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L1540[22:01:31] <Illyohs> you say that
Zag but the day of our robot overlords is comming soon
L1541[22:04:05] <Zaggy1024> I am
ready
L1542[22:04:14] <Zaggy1024> jk I'm so
not
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L1544[22:06:03] <killjoy> But will it be
Google or Bing?
L1545[22:07:28] <Illyohs> it will be ask
jeeves :p
L1546[22:07:44] <Zaggy1024> what if it's
both combined into one superintelligence? :O
L1547[22:07:55] <gigaherz> Skynet?
L1548[22:08:22] <Zaggy1024> well if you
start working on it now
L1549[22:08:35] <Zaggy1024> maybe in 50
years you'll destroy the world
L1550[22:08:42] <Illyohs> no gig it will
be ARPANET
L1551[22:08:53] <Illyohs> :P
L1552[22:09:27] <killjoy> didn't ask get
bought out?
L1553[22:09:50] <gigaherz>
DuckDuckGo!
L1554[22:10:03] <killjoy> duck duck go
doesn't store any of your data
L1555[22:10:08] <killjoy> It can't take
over the world
L1556[22:10:25] <gigaherz> of course it
can
L1557[22:10:33] <gigaherz> what does it
care about your data?
L1558[22:10:39] <killjoy> How can
something take over the world if it doesn't know everything about
everyone?
L1559[22:10:44] <gigaherz> all it needs,
is your trust
L1560[22:11:03] <gigaherz> it doesn't
need you to give it your data, it can just ask google for it
L1561[22:11:04] <gigaherz> ;P
L1562[22:11:07] <Zaggy1024> how do we
know it's not tracking us though?
L1563[22:11:18] <Zaggy1024> perhaps it's
an elaborate lie to learn everyone's worst secrets
L1565[22:13:33] <Zaggy1024> I suddenly
feel the need to talk about skeletons and closets
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L1567[22:17:09] <killjoy> Are you
cleaning out your closet, Zaggy1024?
L1568[22:17:24] <killjoy> Will you talk
about it or rap about it?
L1569[22:17:42] <Zaggy1024> I feel like
Captain America right now
L1570[22:17:53] <Zaggy1024> in other
words, I don't know what that's a reference to :P
L1571[22:20:36]
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L1572[22:20:50] <killjoy> Emimen
L1574[22:21:05] <Zaggy1024> that was my
first guess
L1575[22:21:23] <shadekiller666> what are
we talking about?
L1576[22:21:34] <Zaggy1024> skeletons and
closets and stuff
L1577[22:21:38] <Zaggy1024> and
skynet
L1578[22:21:46] <Zaggy1024> and
eminem
L1579[22:22:29] <shadekiller666>
lol
L1580[22:22:53] <shadekiller666> did you
guys see the rating that Fantastic 4 got on rottentomatoes?
L1581[22:24:31] ***
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L1583[22:27:03] <Zaggy1024> nope, but I
did hear it has bad review
L1584[22:27:07] <Zaggy1024>
*reviews
L1585[22:27:11] <Zaggy1024> I was hoping
it would be good :(
L1586[22:28:11] <shadekiller666> it
currently has a 9%
L1587[22:29:09] <shadekiller666> i think
its about time that Fox give this franchise back to Marvel
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L1589[22:31:46] <Zaggy1024> yeh lol
L1590[22:32:25] <Zaggy1024> It's still
weird to me that Fox owns Spider-Man and Fantastic 4 and then they
have Gotham as well
L1591[22:32:34] <gigaherz> I have seen a
"fixed" cover
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L1593[22:32:45] <killjoy> WB owns
Batman
L1594[22:32:45] <gigaherz>
"Fantastic 4...% in rottentomatoes"
L1595[22:32:58] <shadekiller666> they
also have X-men
L1596[22:33:05] <gigaherz> Sony has
spider-man
L1597[22:33:11] <Zaggy1024> er
right
L1598[22:33:12] <killjoy> Also
Disney
L1599[22:33:13] <Zaggy1024> lol
L1600[22:33:16] <shadekiller666>
well
L1601[22:33:25] <Zaggy1024> but still,
Fox has some Marvel stuff
L1602[22:33:29] <shadekiller666> they
kind of half-have spiderman now
L1603[22:33:31] <gigaherz> Disney/Marvel
now have some sort of contract
L1604[22:33:38] <shadekiller666> sony
actually asked for help
L1605[22:33:42] <gigaherz> that will
allow Spider-man to appear in certain Marvel films
L1606[22:33:49] <gigaherz> in exchange
for stuff that we don't really know about
L1607[22:33:55] <killjoy> Like
Avengers
L1608[22:34:02] <gigaherz> also
L1609[22:34:04] <gigaherz> Fantastic
4
L1610[22:34:09] <gigaherz> was done
exclusively to keep the rights
L1611[22:34:10] <shadekiller666> well,
they're bringing SM into the MCU
L1612[22:34:22] <gigaherz> they needto
make a movie every certain number of years, or they lose the
rights
L1613[22:34:24] <Zaggy1024> oh I didn't
realize that Gotham was just aired by Fox and not actually properly
owned by them
L1614[22:34:27] <Zaggy1024>
interesting
L1615[22:34:36] <shadekiller666> sony
also has to allow higher-ups at Marvel have a say in what they do
with the franchise
L1616[22:34:42] <gigaherz> they had no
intention of making a good movie
L1617[22:34:50] <gigaherz> just release
something
L1618[22:34:55] <shadekiller666> actually
they did
L1619[22:35:30] <shadekiller666> this was
supposed to be the first in a series of a "combine X-men and
Fantastic 4" universe
L1620[22:35:49] <shadekiller666> they got
the x-men reboot right
L1621[22:36:00] <shadekiller666> they
failed horendously with F4
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L1623[22:38:41] <gigaherz> I have seen it
said
L1624[22:38:46] <gigaherz> that Fantastic
4 is not meant to happen
L1625[22:38:50] <gigaherz> they should
just give up
L1626[22:39:00] <gigaherz> it's just not
something that will ever translate well into movies
L1627[22:39:03] <Zaggy1024> I have also
seen it said that cell phones give you cancer
L1628[22:39:05] <Zaggy1024> :)
L1629[22:39:18] <shadekiller666> nothing
"gives" you cancer
L1630[22:39:22] <shadekiller666> thats
not how cancer works
L1631[22:39:32] <gigaherz> well...
L1632[22:39:34] <Zaggy1024> gosh dude I'm
just making a point
L1633[22:39:41] <shadekiller666>
lol
L1634[22:39:46] <shadekiller666> i know
that zaggy :P
L1635[22:39:56] <shadekiller666> didn't
mean for that to come off as anger
L1636[22:40:04] <gigaherz> UV rays, and
certain types of radiation, have the bad habit of destroying your
DNA
L1637[22:40:17] <shadekiller666>
well
L1638[22:40:20] <gigaherz> with the right
kinds of destruction, sometimes the result IS cancer
L1639[22:40:29] <gigaherz> in which case
it's perfectly fine to say that the sun gives you cancer
L1640[22:40:30] <gigaherz> ;P
L1641[22:40:32] <shadekiller666> they
destroy the inhibitors that prevent the destruction of your
DNA
L1642[22:40:33] <gigaherz> but
L1643[22:40:43] <gigaherz> it's the
opposite of microwaves
L1644[22:41:10] <gigaherz> as far as
anyone can tell, there's no reason to believe that microwaves can
give you cancer
L1645[22:41:18] <gigaherz> at least not
in the energy levels seen on a cellphone
L1646[22:41:25] <shadekiller666> they
just cook you from the inside :p
L1647[22:41:38] <gigaherz> sure, given
enough energy
L1648[22:41:41] <gigaherz> it's just
that
L1649[22:41:43] <shadekiller666>
mhmm
L1650[22:41:54] <gigaherz> a microwave
oven has like 4-5 orders of magnitude more energy
L1651[22:41:59] <shadekiller666>
microwaves are inherently low-power
L1652[22:42:01] <gigaherz> or maybe
more
L1653[22:42:07] <gigaherz> and even
then
L1654[22:42:11] <gigaherz> if you take a
microwave oven
L1655[22:42:13] <gigaherz> and remove the
case
L1656[22:42:14] <shadekiller666>
microwaves are also terrible ways to cook things
L1657[22:42:15] <gigaherz> you'd be
fine
L1658[22:42:21] <gigaherz> unless you put
the hand near the focus point
L1659[22:42:29] <gigaherz> or some other
body part
L1660[22:43:05] <gigaherz> IIRC, the
general formula to figure out what amplitude the wave would have
after a certain distance, has /d^2 on it
L1661[22:43:13] <gigaherz> so it gets
small quite fast
L1662[22:43:14] <gigaherz> ;P
L1663[22:43:48] <gigaherz> and even then,
it would cause the water in your body to heat up a little bit
L1664[22:44:35] <gigaherz> to heat up a
chunk of meat the size of a hand in a microwave, takes more than a
few seconds ;P
L1665[22:45:08] <shadekiller666> yes but
its not an even heating
L1666[22:45:10] <gigaherz> so yeah,
there's no reason to believe the microwaves emitted by a cellphone
have any non-negligible effect on your body
L1667[22:45:16] <shadekiller666> thats
the problem with microwave ovens
L1668[22:45:23] <gigaherz> yeah that's
why they spin
L1669[22:45:24] <gigaherz> XD
L1670[22:45:35] <shadekiller666> even
with the spinning
L1671[22:45:42] <shadekiller666> they end
up heating things in rings
L1674[22:48:08] <Zaggy1024> what..?
L1675[22:48:29] <gigaherz>
shadekiller666: I know, the microwave is basically a standing
wave
L1676[22:48:42] <gigaherz> it has points
of high energy followed by points of low energy
L1677[22:48:56] <gigaherz> a good
microwave has more power
L1678[22:49:03] <gigaherz> but not to
cook things faster
L1679[22:49:06] <gigaherz> but because
that way
L1680[22:49:12] <gigaherz> it can heat a
bit
L1681[22:49:16] <gigaherz> then stop and
wait for the heat to spread
L1682[22:49:19] <gigaherz> then heat a
bit more
L1683[22:49:23] <gigaherz> reducing that
effect
L1684[22:49:27]
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L1685[22:49:42] <shadekiller666> by
allowing the heat to spread
L1686[22:50:04] <Zaggy1024> seriously
though, what's up with that code? I gotta know
L1687[22:50:13] <shadekiller666>
Mojang?
L1688[22:50:41] <Zaggy1024> I guess
that's the only possible answer
L1689[22:50:57] <gigaherz> Zaggy1024: the
code may have had sub-methods that may have been inlined?
L1690[22:51:08] <gigaherz> maybe the
outer method did the scale up
L1691[22:51:12] <gigaherz> and then the
inner one scaled down
L1692[22:51:13] <gigaherz> no idea
L1693[22:51:20]
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L1694[22:51:32] <Zaggy1024> yeah I forget
inlining is a thing sometimes
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L1696[22:51:45] <Zaggy1024> still doesn't
make sense to me unless they completely forgot what their methods
do :P
L1697[22:51:59] <shadekiller666> could be
a bad patch
L1698[22:55:00]
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L1700[22:55:42] <Zaggy1024> no patch for
RenderBoat
L1701[22:55:55] <shadekiller666> ok nvm
then
L1702[23:01:42]
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L1705[23:06:51] <Zaggy1024> I'm making a
lot of bugs 0.o
L1706[23:07:23] <Zaggy1024> oops I think
I spawned some client side
L1707[23:08:15]
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L1711[23:23:32] <Zaggy1024> urgh why are
they teleporting
L1712[23:24:44]
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L1716[23:29:25] <Zaggy1024> anybody know
what it is in EntityHanging or its subclasses that keeps it from
moving around after it spawns client side?
L1717[23:30:24] <Zaggy1024> I suppose it
might be moveEntity
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L1720[23:32:43] <Zaggy1024> frak, nope,
it wasn't :(
L1721[23:33:02]
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L1724[23:51:15] <Zaggy1024> ah there we
go
L1725[23:51:33]
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L1726[23:51:35] <Zaggy1024> apparently
the code that receives tracking updates pushes entities up and out
of blocks they're colliding with
L1727[23:51:37] <Zaggy1024> dumb
L1728[23:51:54] <shadekiller666> well
ya...
L1729[23:52:11] <madcrazydrumma> I'm
trying to create a cooldown for a skill i made for my mod. I want
to show this cooldown using text in the ingame overlay event I
have. Whats the best way to use keybinds and create the
cooldown?
L1730[23:55:33] <Zaggy1024> well...I just
feel that the tracking updates shouldn't need to be fixed like that
on the client
L1731[23:55:46] <Zaggy1024> especially
since it sometimes messes up and makes the entity not appear where
it really is
L1732[23:56:25] <Zaggy1024>
madcrazydrumma, there are tutorials on making key bindings
L1733[23:57:01] <Zaggy1024> and there's
some code that allows you to store extra data on players if you
need to
L1734[23:57:07] <madcrazydrumma> No i
know how to make one Zaggy1024, just asking on how I may go about
implementing a cooldown
L1735[23:57:18] <madcrazydrumma> I dont
think I would need to store any extra data
L1736[23:57:24] <Zaggy1024> well...
L1737[23:57:29] <Zaggy1024> where are you
going to store the cooldown?
L1738[23:58:04] <madcrazydrumma> Well i
could create a client tick event and do checks in there?
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L1740[23:58:34] <madcrazydrumma> But how
would I use keybinds and my renderOverlay event in sync? They use
completely different event registers
L1741[23:58:41] <madcrazydrumma> So I
can't handle them in the same class
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L1743[23:59:08] <shadekiller666> you can
register the same class on two different event buses
L1744[23:59:12]
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L1746[23:59:38] <madcrazydrumma>
Really?
L1747[23:59:43] <shadekiller666> the
event buses only care about the parameters of the function directly
below the @SubscribeEvent flag