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L22[00:45:40] <dvntsix> looks like I have to remodel due to steve's huge arms lol :( http://prntscr.com/841vl7
L23[00:46:08] <dvntsix> scaled looks ok http://prntscr.com/841vd3
L24[00:47:05] <shadekiller666> damn you steve and your fat arms!!
L25[00:47:25] <shadekiller666> thats a pretty sick model though
L26[00:48:09] <dvntsix> it's either go to 1.8 and work with the skinnier arms and somehow force usage of the skinny arms, or remodel -_-
L27[00:48:25] <shadekiller666> remodel, sorry
L28[00:48:45] <dvntsix> why's that?
L29[00:49:09] <shadekiller666> because the skinny models are tied to the sam model
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L31[00:50:13] <shadekiller666> and forcing skinny arms could break people's skins, or could even be really hard to do
L32[00:50:41] <dvntsix> well I'd like to force player skins and I heard that's possible in 1.8 rather than 1.7
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L34[00:51:39] <shadekiller666> i recommend not just going for the "easy" option
L35[00:52:39] <dvntsix> but, I mean, how long can you stay on 1.7
L36[00:52:50] <shadekiller666> what?
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L38[00:53:05] <shadekiller666> i don't recommend that either
L39[00:53:13] <dvntsix> true
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L50[01:21:57] <Zaggy1024> hm, is there a simple way to make a quick Collection wrapper for an array? (preferably one that doesn't require me to write a new class :P)
L51[01:22:11] <Zaggy1024> Arrays.asList is rather wasteful in this case
L52[01:22:26] <shadekiller666> Lists.newArrayList()
L53[01:22:30] <Zaggy1024> erm
L54[01:22:33] <Zaggy1024> that's the same as asList
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L56[01:23:39] <Zaggy1024> just want an unmodifiable wrapper for Slot[]
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L59[01:29:36] <Zaggy1024> meh, guess I'll just use asList
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L61[01:31:06] <shadekiller666> or ImmutableList.of()
L62[01:33:25] <Zaggy1024> hm, that clones the array
L63[01:33:30] <Zaggy1024> but i guess it's the best I'll get
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L73[02:04:23] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150813 mappings to Forge Maven.
L74[02:04:26] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150813-1.8.zip (mappings = "snapshot_20150813" in build.gradle).
L75[02:04:37] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L104[02:36:32] <Zaggy1024> whee, network trouble
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L107[02:41:37] <Zaggy1024> hm, does anyone know what exactly the different modes are for slotClick?
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L121[03:16:07] <dvntsix> what would cause 'gradlew eclipse' to not set up the eclipse folder?
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L132[03:39:44] <Zaggy1024> dvntsix, what did you try to set up the workspace from?
L133[03:40:11] <dvntsix> from?
L134[03:40:55] <Zaggy1024> yes, what did you download?
L135[03:41:07] <dvntsix> the latest 1.8 src
L136[03:41:23] <Zaggy1024> hm
L137[03:42:15] <Zaggy1024> I assume you ran setupDecompWorkspace first
L138[03:42:45] <dvntsix> yeah. I've retried it with a fresh dir a few times with different combinations of commands
L139[03:43:43] <Zaggy1024> let me try it
L140[03:44:02] <Zaggy1024> crap
L141[03:44:07] <Zaggy1024> I don't have my java home set up
L142[03:44:24] <dvntsix> afterwards, when I point eclipse to the eclipse folder, then open the 'Minecraft' project, I get http://prntscr.com/8435im
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L144[03:46:31] <Tim020> Woo exam results day for me :D
L145[03:46:46] <Zaggy1024> woo?
L146[03:46:50] <Zaggy1024> I guess woo
L147[03:46:56] <Zaggy1024> if you're confident :P
L148[03:47:17] <Zaggy1024> dvntsix, no errors when setting up I assume?
L149[03:47:33] <Zaggy1024> I just got one but it's probably because I uninstalled and reinstalled java
L150[03:47:49] <Tim020> Well I've already got the results and I have my place at uni! So I'm a happy camper :D
L151[03:48:04] <dvntsix> it's all good, haven't looked thru -debug because I don't know what I'm looking at
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L153[03:48:42] <Zaggy1024> I wouldn't know what I was looking at either, really
L154[03:48:52] <Zaggy1024> I mainly mean if it says BUILD FAILED
L155[03:48:58] <Zaggy1024> because that's bad :P
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L157[03:49:11] <dvntsix> true. nah, it's all good. I'm going to retry with anti-virus disabled
L158[03:49:18] <Zaggy1024> jeez, I'm up late
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L162[03:54:15] <Zaggy1024> I think my dev env Minecraft instance is keeping it from setting up the workspace
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L164[03:55:35] <dvntsix> ugh, I swear this happened last time I set up. can't remember what I did
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L169[04:11:22] <Zaggy1024> for once Mojang saves me a little work on my GUI :P
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L203[05:18:16] <Tim020> Anyone have experience making WAILA interaction that could point me in the right direction? :)
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L208[05:36:09] <trab> Tim020: Ask tterrag when he is around
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L225[06:23:25] <luacs1998> !dcc
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L227[06:24:22] <luacs1998> !gm activateBlockOrUseItem 1.7.10
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L238[06:48:29] <Wuppy> is it possible to only release an alpha build on the google play store
L239[06:48:39] <Wuppy> which you can only see if you know about it (email/link or wahtever)
L240[06:48:55] <Wuppy> and it does not show up if someone looks for apps by the same developer
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L243[06:52:24] <dvntsix> anyone know how to fix this? http://prntscr.com/844s69
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L249[07:00:23] <Wuppy> dvntsix, run the command prompt as an admin
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L258[07:23:59] <dvntsix> Wuppy: that didn't work. it seems to be a file permission problem but I've done all I can to grant full access
L259[07:25:03] <Wuppy> hmm, I dont really know another way :<
L260[07:26:54] <dvntsix> dang
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L270[08:29:08] <tterrag|ZZZzzz> dvntsix: have you tried turning it off and on again?
L271[08:29:56] <dvntsix> yis
L272[08:30:51] <dvntsix> I was just posting in #forgegradle - it might be a permission problem, but I'm admin and I can manually create directories but gradle can't -____-
L273[08:30:57] <diesieben07> that moment when people *try* to be a dick on the forum and fail horribly: http://www.minecraftforge.net/forum/index.php/topic,32933.msg172349.html#msg172349
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L275[08:37:09] <sham1> He is fail
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L282[08:56:22] <diesieben07> lol the things that happen when you join random servers...
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L287[09:13:17] <Vorquel> When rendering in the world from an event is there a better way to render than using the tessellator?
L288[09:14:00] <Ordinastie_> no
L289[09:14:18] <Vorquel> Cool. Thanks Ordinastie_
L290[09:16:20] <tmtu> Vorquel: what do you mean better?
L291[09:16:24] <tmtu> faster, easier?
L292[09:17:27] <Vorquel> easier, more advisable
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L294[09:20:21] <Vorquel> faster would also be nice. I don't have much experience in graphics (read: none)
L295[09:21:08] <Ordinastie_> some mods/libraries exist to help easing rendering
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L297[09:24:26] <Vorquel> such as?
L298[09:24:30] <gigaherz> it also depends on what are you rendering
L299[09:24:36] <Ordinastie_> MalisisCore? :p
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L302[09:28:41] <Vorquel> how so gigaherz?
L303[09:28:59] <gigaherz> well
L304[09:29:14] <gigaherz> it works differently if you are drawing an ISBRH or a TESR,
L305[09:29:25] <gigaherz> it works differently if it's jsut "a bunch of cubes" or an .OBJ model
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L307[09:30:04] <Ordinastie_> and that again, depends on whether you're using a lib :)
L308[09:30:11] <Ordinastie_> or my lib rather :p
L309[09:30:17] <gigaherz> it's different if it's a block, an item, or an entity
L310[09:30:19] <gigaherz> and yes,
L311[09:30:28] <gigaherz> it's different if you use raw minecraft, or Ordinastie_'s lib ;P
L312[09:31:09] <gigaherz> it's also different if you do it in 1.7.10 or 1.8
L313[09:31:31] <Ordinastie_> unless... (ok I'll stop it :p)
L314[09:31:43] <Vorquel> The current mod I'm working on is intentionally small, so adding a library is out of the question, unfortunately. It's also 1.7.10
L315[09:32:04] <Ordinastie_> then,have fun with addVertexWithUV()
L316[09:32:41] <Vorquel> I'm trying to add an overlay to a block when you look at it with a specific item equiped. So I'm using DrawBlockHighlightEvent.
L317[09:36:33] <Vorquel> I don't think I completely understand binding textures either. I know how to use the renderEngine function, but I don't know the limitations or best practices.
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L323[09:58:31] <gigaherz> hmmm
L324[09:58:52] <gigaherz> I jsut realized my TESR is drawing before water
L325[09:58:59] <gigaherz> meaning you can't see water behind it
L326[09:59:20] <gigaherz> is there a way to tell mc my TESR is transparent and needs to be drawn in order?
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L333[10:11:54] <Kobata> gigaherz, tileentity.shouldRenderInPass?
L334[10:12:10] <Kobata> That's not entirely the same I guess
L335[10:12:39] <Kobata> There doesn't appear to be a way to inject it into the middle of the sorted pass because TESRs are rendered with entities, not blocks
L336[10:16:09] <gigaherz> hmm
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L339[10:16:23] <gigaherz> meh
L340[10:18:15] <gigaherz> so as it is (didn't look at shouldRenderInPass yet), I have two choices, it seems
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L342[10:18:30] <gigaherz> #1, my TESR writes depth info, and the water never draws behind it
L343[10:18:45] <gigaherz> #2 I disable depth info, and water draws over the TESR, hiding it
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L345[10:21:35] <gigaherz> ah shouldRenderInPass with pass==1 seems to have worked=
L346[10:21:47] <Kobata> Yeah, pass=1 makes it run after (all) the transparent
L347[10:22:28] <Kobata> Which means it can still me screwy if you're trying to do translucency yourself, just in the other direction
L348[10:22:33] <gigaherz> aha
L349[10:22:34] <gigaherz> yeah
L350[10:22:37] <gigaherz> if I put water in front of it
L351[10:22:43] <gigaherz> the TESR still draws after it
L352[10:22:59] <Kobata> You can't make it correct both ways easily without doing a big renderer rewrite
L353[10:23:00] <gigaherz> bth, I prefer that ;P
L354[10:23:13] <gigaherz> I'd rather have it draw after, th an kill water
L355[10:23:18] <Kobata> Same reason all the particles always seem to draw behind water
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L357[10:26:09] <gigaherz> https://dl.dropboxusercontent.com/u/743491/rift-behind-water.jpg
L358[10:26:17] <gigaherz> better than no water XD
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L361[10:36:47] <gigaherz> hmm is water drawn without depth writes enabled?
L362[10:40:56] <Kobata> probably
L363[10:41:27] <gigaherz> that'd explain why everything is ultimately broken ;P
L364[10:41:40] <gigaherz> if water did write to depth
L365[10:41:48] <gigaherz> I'd draw on pass 0 without depth writing
L366[10:42:07] <gigaherz> and then draw again on pass 1 with depth testing enabled
L367[10:42:38] <gigaherz> the pass 0 would ensure it is always drawn behind water, and pass 1 would ensure anything that's in front of water is also drawn in front of water
L368[10:42:47] <gigaherz> it wouldn't be perfect
L369[10:42:51] <gigaherz> since things owuld be drawn twice
L370[10:42:56] <gigaherz> but it would be much better than it is now ;P
L371[10:43:06] <Kobata> It looks like at least depth masking is turned off
L372[10:43:26] <gigaherz> bb in a bit, need some groceries
L373[10:43:32] <Kobata> Which... is the write, according to the gl docs
L374[10:43:50] <gigaherz> yeah masking enables writes to the specific buffers
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L381[10:52:20] <shadekiller666> my computer has been virus scanning for 8:35 minutes and is like 7/8 of the way done
L382[10:52:34] <shadekiller666> its over 15,000,000 items scanned
L383[11:00:10] <dangranos> meh
L384[11:00:20] * dangranos uses linux and most best antivirus..
L385[11:00:42] <shadekiller666> lol
L386[11:00:44] <dangranos> Common Sense™
L387[11:03:45] <shadekiller666> lol
L388[11:03:52] <shadekiller666> i'm on windows defender
L389[11:03:56] <Vorquel> I think I'm getting the hang of this. /s https://dl.dropboxusercontent.com/u/13739385/2015-08-13-0900-45.flv
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L407[11:45:12] <sickan> For some reason onBlockActivated() being implemented in a block results in onItemUse() not being called in my Item
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L409[11:45:22] <sickan> Why?
L410[11:45:45] <sham1> maybe the onBlockActivated return true
L411[11:47:00] <diesieben07> yeah thats how MC works
L412[11:47:18] <diesieben07> if you open a door with a sword, you don't suddenly start blocking
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L414[11:48:17] <gigaherz> so,
L415[11:48:31] <sickan> Ah, thank you
L416[11:48:55] <gigaherz> anyone feels like helping me figure out why AE2's storage bus doesn't update properly when inserting items into my block from within the ME interface
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L419[11:49:48] <gigaherz> hmmmm
L420[11:49:51] <gigaherz> I just had a funny idea
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L422[11:50:02] <gigaherz> cna I detect when rain is fallin onto my block? :D
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L424[11:50:53] <sickan> Check if it's raining and if it's exposed to the sky?
L425[11:51:00] <gigaherz> true
L426[11:51:01] <gigaherz> XD
L427[11:51:08] <gigaherz> so the idea:
L428[11:51:21] <gigaherz> my block is a rift, so it "opens up" to a special dimension
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L430[11:51:33] <gigaherz> I was thinking, if the feature is enabled
L431[11:51:40] <gigaherz> to randomly convert empty buickets into water buckets
L432[11:51:41] <gigaherz> XD
L433[11:51:44] <gigaherz> buckets*
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L436[11:53:32] <diesieben07> there is a hook for that actually
L437[11:53:34] <diesieben07> cauldrons use it
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L439[11:55:02] <gigaherz> when the contents of an inventory change
L440[11:55:12] <gigaherz> is there something that should be called to notify neighbours that it happened?
L441[11:55:20] <diesieben07> markDirty on a TE
L442[11:55:25] <diesieben07> that updates comparators and the like
L443[11:55:28] <gigaherz> aha
L444[11:56:22] <sickan> So I implemented rotation for blocks
L445[11:56:29] <sickan> Should they rotate clockwise or counterclockwise?
L446[11:57:50] <gigaherz> what do other machines do? XD
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L448[11:58:58] <patrick96> I think it is clockwise for chests, when looked at from above
L449[12:00:08] <Tim020> I tend to go for clockwise because it's familiar to people
L450[12:00:40] <sickan> Ah, thank you :)
L451[12:02:35] <ollieread> If inventory slots are default, input, output, fuel, result etc, what would be a good term for that as a whole?
L452[12:02:38] <ollieread> Purpose?
L453[12:02:48] <patrick96> You could use the rotation matrices in ForgeDirection, if you can make sense of them ;)
L454[12:02:58] <McJty> ollieread, in my mod I call it the 'type' of slot
L455[12:03:11] <ollieread> How did I not think of that..
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L457[12:03:32] <sickan> How do I insert into an ISidedInventory, specifically for canInsertItem? Is there a way to find a free slot without iterating?
L458[12:03:45] <gigaherz> nope
L459[12:03:49] <sham1> blockState.cycleProperty(facing) is my way of having rotateable blocks
L460[12:04:10] <gigaherz> you get the slots for the facing
L461[12:04:13] <gigaherz> iterate over them
L462[12:04:27] <gigaherz> find one that you can insert into and is compatible
L463[12:04:55] <gigaherz> there may be some lib that does it
L464[12:05:04] <gigaherz> but overall, that's how inventories are designed
L465[12:05:11] <gigaherz> (which is rather crappy, imo)
L466[12:08:12] <sickan> Could be better
L467[12:08:25] <gigaherz> yeah that's why I said there may be libs that help with that
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L469[12:14:12] <gigaherz> hmmmm
L470[12:14:31] <gigaherz> is there some method called right before a TE is about to be destroyed?
L471[12:15:15] <gigaherz> (well, or unloaded)
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L473[12:15:46] <diesieben07> breakBlock? :D
L474[12:15:53] <gigaherz> hmm I see onChunkUnload
L475[12:15:55] <diesieben07> and ChunkEvent.Unload
L476[12:15:59] <diesieben07> oh and that
L477[12:16:35] <sickan> Woo, I made my Grinder block :D Can now output into chests and into the world
L478[12:16:37] <gigaherz> unless Java has something existing for event management that can handle weak references and remove an event target when the object is garbage collected
L479[12:16:38] <gigaherz> ....
L480[12:16:43] <gigaherz> thne I wouldn't bother ;P
L481[12:16:54] <sickan> baby steps
L482[12:17:02] <diesieben07> java does have that.
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L484[12:17:13] <gigaherz> then I'll have to read up on it
L485[12:17:24] <diesieben07> WeakReference + ReferenceQueue
L486[12:17:26] <sham1> BTW diesieb, if I for instance use worldObj.getTileEntity with blockpos that points to a unloaded chunk, does it get loaded
L487[12:17:33] <gigaherz> aha
L488[12:17:36] <diesieben07> yes it does.
L489[12:17:42] <sham1> And if so, does it stay loaded when you use the instance you get
L490[12:17:55] <diesieben07> i think it unloads it next tick
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L513[12:47:55] <gigaherz> hmf no that won't work
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L515[12:48:06] <gigaherz> the GC doesn't remove things magically
L516[12:48:12] <diesieben07> that is true.
L517[12:48:20] <diesieben07> well, actually it isn't
L518[12:48:24] <diesieben07> the GC is pretty magical
L519[12:48:26] <gigaherz> so basically I teleported myself to +10000
L520[12:48:32] <gigaherz> but the TileEntity instances still exists
L521[12:48:39] <gigaherz> they didn't disappear just because the block was unloaded
L522[12:48:47] <gigaherz> the GC hasn't run yet.
L523[12:48:50] <diesieben07> true
L524[12:48:54] <diesieben07> they will *eventually*
L525[12:48:55] <gigaherz> so yeah breakBlock + unload
L526[12:49:00] <diesieben07> thats the point of WeakRefs
L527[12:49:03] <gigaherz> otherwise I'll be chunkloading
L528[12:49:11] <diesieben07> wat
L529[12:49:18] <diesieben07> why?
L530[12:49:24] <gigaherz> markDirty calls world.somethingsomething(x,y,z)
L531[12:49:39] <diesieben07> and...?
L532[12:49:48] <gigaherz> doesn't accessing an unloaded part of theworld load it?
L533[12:49:53] <diesieben07> it does.
L534[12:49:59] <diesieben07> but why do you call markDirty on unloaded TEs?
L535[12:50:13] <gigaherz> my rifts can be cloned
L536[12:50:23] <gigaherz> allowing you to access the same contents from different blocks
L537[12:50:36] <gigaherz> a bit like enderstorage ender chests
L538[12:51:07] <diesieben07> so?
L539[12:51:09] <gigaherz> I was trying to get all the active rifts to get themselves marked as dirty
L540[12:51:13] <gigaherz> to see if that fixes AE2
L541[12:51:29] <diesieben07> you can just check isInvalid on the TE
L542[12:51:44] <gigaherz> oh? I didn't know it had such a thing
L543[12:51:55] <diesieben07> well now you do ;D
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L545[12:59:16] <gigaherz> gah!
L546[12:59:19] <gigaherz> stupid AE2!!
L547[13:00:37] <gigaherz> it definitely works better
L548[13:00:44] <gigaherz> but sometimes it doesn't realize there are new slots
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L551[13:06:47] <diesieben07> gigaherz, your inv size changes?
L552[13:06:56] <gigaherz> yes
L553[13:06:59] <diesieben07> heh
L554[13:07:02] <diesieben07> glhf
L555[13:07:16] <gigaherz> it always has exactly one free slot ;P
L556[13:07:28] <diesieben07> there are probably lots of idiots out there who assume "oh of course this will not change"
L557[13:07:40] <gigaherz> yeah I just hoped AE2 wouldn't be one of those
L558[13:07:41] <gigaherz> XD
L559[13:07:46] <gigaherz> but I give up
L560[13:07:56] <diesieben07> is ae2 open source?
L561[13:08:21] <gigaherz> I don't think so
L562[13:08:23] <williewillus> yes https://github.com/AppliedEnergistics/Applied-Energistics-2
L563[13:08:28] <diesieben07> well
L564[13:08:29] <gigaherz> oh?
L565[13:08:31] <diesieben07> make an issue then :D
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L589[13:49:33] <gigaherz> diesieben07: that didn't work: https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/1800
L590[13:49:34] <gigaherz> ;P
L591[13:50:31] <yueh> just send a blockupdate xD. AE2 is probably not the only thing which has issues if you change the inventory without any notification
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L594[13:52:17] <yueh> comparators should also be an issue without blockupdates
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L596[13:53:42] <gigaherz> that's the issue, as far as I can tell, the only thing I'm not doing is world.markBlockForUpdate
L597[13:53:49] <masa> so does changing the contents of chests etc also cause block updates in vanilla?
L598[13:54:13] <gigaherz> but as far as I can tell, all that does is send the changes to the client
L599[13:54:21] <gigaherz> and I see no reason to send anything to clients
L600[13:54:48] <gigaherz> markDirty already does the onNeighborBlockChanged
L601[13:55:07] <gigaherz> I guess I could do markBlockForUpdate, then just do markDirty on the client...
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L604[13:57:15] <yueh> gigaherz: world.notifyBlocksOfNeighborChange?
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L607[13:59:52] <gigaherz> the chest doesn't call that though
L608[14:00:02] <sham1> When there is a block update, do you have to check it on the block code
L609[14:00:03] <gigaherz> it just calls markDirty() which already sends onNbeighborChange
L610[14:01:25] <gigaherz> it does call notifyBlocksOfNeighborChange on openInventory() and closeInventory()
L611[14:01:44] <gigaherz> but not when the items are inserted by a hopper
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L615[14:05:21] <diesieben07> yueh, gigaherz no. block updates are NOT a good idea to use for inventories.
L616[14:05:31] <gigaherz> doesn't matter though
L617[14:05:33] <gigaherz> it still desyncs
L618[14:05:34] <diesieben07> comparators listen to the markDirty thing and so should you.
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L620[14:06:51] <gigaherz> I did say in the issue, "I just checked, markDirty calls world.func_147453_f, which sends onNeighborChange(), it's not just for saving purposes."
L621[14:07:05] <gigaherz> onNeighborChange != onNeighborBlockChange
L622[14:07:18] <diesieben07> yep
L623[14:07:34] <diesieben07> and forge even has a hook for the comparator "through the block" change detection
L624[14:07:48] <gigaherz> heh
L625[14:08:08] <gigaherz> so that's waht it was :D
L626[14:08:16] <diesieben07> what?
L627[14:08:26] <gigaherz> the markDirty() checks x+1, and x+`1+1
L628[14:08:31] <gigaherz> if the +1 is solid
L629[14:08:38] <gigaherz> well, for each ForgeDirection
L630[14:08:40] <gigaherz> ;P
L631[14:09:00] <diesieben07> i meant getWeakChanges in a Block
L632[14:09:07] <diesieben07> if that is true, they get notified "through the wall"
L633[14:09:31] <gigaherz> check func_147453_f
L634[14:09:42] <diesieben07> i did.
L635[14:09:57] <gigaherz> oh yeah
L636[14:10:02] <diesieben07> you can only notify "through" solid blocks
L637[14:10:03] <gigaherz> Isee what you mean
L638[14:10:05] <diesieben07> thats what that is.
L639[14:10:15] <gigaherz> if the block at the other side of a solid returns true for weak changes
L640[14:10:25] <gigaherz> I misread
L641[14:10:32] <gigaherz> I thought getWeakChanges was something else
L642[14:10:33] <gigaherz> ;P
L643[14:11:03] <gigaherz> anyhow, I setup the whole "listener list" to ensure all involved blocks with the shared inventory are marked as dirty
L644[14:11:38] <gigaherz> and even then, the AE2 interface still manages to show items that are not in the block anymore
L645[14:12:19] <diesieben07> still saying its AE2 :D
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L659[14:39:32] <HassanS6000> How would I get the operators in 1.7.10
L660[14:42:41] <HassanS6000> diesieben07, you there?
L661[14:43:14] <gigaherz> what operators?
L662[14:43:14] <diesieben07> yes
L663[14:43:58] <Ivorius> !go * 1.7.10
L664[14:44:02] <Ivorius> !go + 1.7.10
L665[14:44:07] <Ivorius> Pretty sure that's how it works
L666[14:44:51] <HassanS6000> diesieben07, how would I get the list of OPS from a server Forge 1.7.10
L667[14:45:03] <HassanS6000> or set or array or whatever..
L668[14:45:03] <diesieben07> and you ask me specifically because...?
L669[14:45:12] <HassanS6000> becuz u told me how to do it in 1.8 :3
L670[14:45:30] <gigaherz> oh THAT kind of operator
L671[14:45:30] <gigaherz> XD
L672[14:45:36] <gigaherz> (no idea)
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L674[14:46:36] <HassanS6000> xD
L675[14:46:39] <diesieben07> if you want a real list you need reflection
L676[14:46:56] <HassanS6000> how to tell if a player is an op lol
L677[14:47:03] <HassanS6000> that's all I need to know
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L679[14:47:16] <diesieben07> ServerConfigurationManager#canSendCommands
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L685[14:50:09] <HassanS6000> uh that doens't exist
L686[14:50:17] <HassanS6000> !gm canSendCommands 1.7.10
L687[14:50:24] <HassanS6000> oh it apparently does
L688[14:50:31] <diesieben07> update your mappings
L689[14:50:39] <diesieben07> or use the func whatever equivalent
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L698[15:04:59] <OrionOnline> Guys anyone having experience with rendering animations on models?
L699[15:06:55] <Ivorius> Yup
L700[15:06:56] <Ivorius> b3d?
L701[15:06:58] <yueh> diesieben07: not on inventory update in case of some items enters/leaves it, but if the whole inventory itself changes like the amount of slots
L702[15:07:16] <diesieben07> i dont see any reason to issue a block update.
L703[15:07:29] <diesieben07> markDirty calls onNeighborChange on the block
L704[15:07:29] <OrionOnline> Ivorius, no actually OBJ
L705[15:07:42] <diesieben07> which is where comaprators udpate, and any Inventory checker should, too
L706[15:08:01] <Ivorius> You can't animate obj
L707[15:08:08] <Ivorius> Unless you individually refer to vertices
L708[15:08:10] <gigaherz> well you can make it bigger, or spin
L709[15:08:13] <gigaherz> or anything like that
L710[15:08:15] <Ivorius> But that's touching raw data
L711[15:08:25] <OrionOnline> Is it possible to load b3D in 1.7?
L712[15:08:32] <Ivorius> Nope
L713[15:08:32] <gigaherz> or you can render it piece-wise referring to the subparts
L714[15:08:33] <yueh> normal onNeighborChange does invalidate the cache for storagebuses
L715[15:08:45] <Ivorius> What gigaherz said
L716[15:08:48] <gigaherz> the WavefrontModel lets you render each group separately
L717[15:08:51] <Ivorius> fry does that too
L718[15:08:56] <Ivorius> But it's not pretty
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L720[15:09:04] <Ivorius> Models are supposed to be animated on the basis of model data
L721[15:09:12] <Ivorius> Not by hardcoding trs
L722[15:09:34] <diesieben07> yueh, all i'm saying is, imho this is YOUR bug, not gigaherz' ;)
L723[15:09:36] <OrionOnline> That is what i am doing, but it makes it so that i can not rotate the model as one whol
L724[15:10:03] <Ivorius> Sure you can
L725[15:10:11] <Ivorius> push matrix, rotate, render pieces, pop matrix
L726[15:10:43] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java
L727[15:10:45] <gigaherz> it's not rotate
L728[15:10:47] <OrionOnline> Yet that messes up the positions of elements that have their origin set to something else then 0,0,0
L729[15:10:47] <gigaherz> but I do scale and color
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L731[15:10:52] <gigaherz> animated based on current world's time
L732[15:11:08] <gigaherz> OrionOnline: translate to -x,-y,-z, rotate
L733[15:11:12] <gigaherz> then translate back to x,y,z
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L735[15:11:22] <OrionOnline> that whould actually do it........
L736[15:11:25] <OrionOnline> hmm
L737[15:11:28] <gigaherz> yeah ;P
L738[15:11:34] <gigaherz> "rotate around pivot"
L739[15:11:35] <gigaherz> means
L740[15:11:40] <gigaherz> translate pivot, rotate, untranslate
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L742[15:12:32] <OrionOnline> hmm, would that not mean, render static part, move pivot, rotate, render animated part, reset rotation, untranslate, next part....?
L743[15:12:45] <gigaherz> sure
L744[15:13:13] <gigaherz> matrix operations are relatively cheap, don't be afraid to do a few extra ;P
L745[15:13:20] <OrionOnline> hmm i might be able to make that work..... (should actually be fairly easy), one other thing, why do i have todo a scale times 50 to render in the inventory?
L746[15:13:38] <gigaherz> times 50?!
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L748[15:13:46] <gigaherz> wtf is the size of your block/item?
L749[15:14:00] <OrionOnline> yeah, thje model render fine as entity, in hand and in third person
L750[15:14:02] <gigaherz> a block is rendered on a 1x1x1 box
L751[15:14:05] <OrionOnline> but not in the inventory
L752[15:14:13] <gigaherz> hmmm
L753[15:14:20] <OrionOnline> the siye 0.3 for x, 0.7 on the y and 0.15 on the z
L754[15:15:02] <OrionOnline> even a normal vanilla book i have to scale 50 times to see
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L756[15:15:35] <gigaherz> hmmm
L757[15:15:36] <gigaherz> ah
L758[15:15:49] <OrionOnline> ....?
L759[15:15:51] <gigaherz> maybe it's related to the tesellator's "set bound based on whatever"
L760[15:15:58] <gigaherz> can't remember the exact name
L761[15:15:58] <OrionOnline> might be
L762[15:15:58] <gigaherz> XD
L763[15:16:29] <OrionOnline> There is nothing with bounds in the tesselator .......
L764[15:16:37] <gigaherz> n owait
L765[15:16:38] <gigaherz> renderer
L766[15:16:38] <gigaherz> XD
L767[15:16:48] <gigaherz> renderer.setOverrideBlockTexture(block.getIcon(0, 0));
L768[15:16:48] <gigaherz> renderer.setRenderBoundsFromBlock(block);
L769[15:16:49] <gigaherz> renderer.renderStandardBlock(block, x, y, z);
L770[15:16:49] <gigaherz> renderer.clearOverrideBlockTexture();
L771[15:16:49] <OrionOnline> the IItemRenderer?
L772[15:17:01] <gigaherz> although
L773[15:17:04] <gigaherz> that's for my ISBRH
L774[15:17:06] <gigaherz> not TESR
L775[15:17:11] <gigaherz> so it may not apply
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L777[15:17:23] <OrionOnline> I am not even using an TESR, as it is just an Item i am trying to render
L778[15:17:29] <gigaherz> I have never used IItemRenderer
L779[15:17:33] <OrionOnline> so a plain old IItemRender
L780[15:17:36] <gigaherz> since it's gone from 1.8
L781[15:17:36] <OrionOnline> hmm
L782[15:17:38] <gigaherz> I ignore it
L783[15:17:39] <gigaherz> XD
L784[15:17:51] <gigaherz> I wanna keep the mod easy to port
L785[15:17:53] <OrionOnline> How do you render cusom models for items/blocks then in 1.7ß
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L787[15:18:04] <gigaherz> I don't, the block is a cube in inventory form
L788[15:18:06] <sham1> 1.7 beta?
L789[15:18:07] <sham1> Jeez
L790[15:18:14] <OrionOnline> NOT BETA
L791[15:18:21] <gigaherz> you typed a beta character
L792[15:18:22] <gigaherz> XD
L793[15:18:24] <williewillus> lol
L794[15:18:26] <OrionOnline> that is supposed to be a question makr XD
L795[15:18:33] <gigaherz> 1.7ß
L796[15:18:34] <williewillus> for items use iitemrenderer
L797[15:18:36] <gigaherz> well fix your encoding XD
L798[15:18:37] <OrionOnline> stupid german keyboard.... ARGH
L799[15:18:37] <sham1> Well it is etzet instead...
L800[15:18:39] <williewillus> for blocks tesr or isbrh
L801[15:19:07] <sickan> Is there a way to compare two ItemStacks to see if they can stack with each other?
L802[15:19:45] <gigaherz> sure, the game does it
L803[15:19:45] <gigaherz> XD
L804[15:19:50] <yueh> all i know is that it is only happening with a single mod and there is no dev build to debug it
L805[15:20:15] <sickan> Yes but how?
L806[15:20:25] <gigaherz> I have no idea what method it is
L807[15:20:26] <gigaherz> XD
L808[15:20:36] <gigaherz> hmm wait
L809[15:20:38] <diesieben07> sickan, https://goo.gl/epbGYh
L810[15:20:46] <gigaherz> ah nevermind
L811[15:20:50] <sham1> Mh, I'd like not to create a GUI for my filter pipes, but whatever
L812[15:20:53] <sham1> meh*
L813[15:21:08] <sickan> Thank you :)
L814[15:21:13] <gigaherz> sickan: the Container has a "mergeItemStacks"
L815[15:21:14] <gigaherz> method
L816[15:21:18] <gigaherz> you could take a look at it too ;P
L817[15:21:29] <sham1> Or rather, I do not enjoy making GUIs
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L820[15:22:23] <sickan> Would making a tech mod without any GUIs be OK design-wise?
L821[15:22:35] <yueh> why shouldn't it?
L822[15:22:37] <gigaherz> I did
L823[15:22:43] <sham1> It could work
L824[15:22:46] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L825[15:22:46] <gigaherz> XD
L826[15:23:07] <sham1> Well, you also add only one block really
L827[15:23:50] <sham1> Also, I still am not over your tess code you showed us yesterday
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L829[15:30:40] <OrionOnline> Going for the manual move attempt now
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L831[15:32:17] <OrionOnline> Dang the translations in blender do not match the ones MC........
L832[15:32:24] <OrionOnline> That is just stupid
L833[15:35:04] <Ordinastie_> if you export right, they do
L834[15:35:17] <OrionOnline> they do
L835[15:35:24] <OrionOnline> just in a different order.....
L836[15:35:30] <OrionOnline> x,z,y ion minecraft
L837[15:35:37] <OrionOnline> is x,y,z in Blender......
L838[15:35:45] <OrionOnline> which messes it up for me
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L840[15:37:33] <OrionOnline> Slowly getting there
L841[15:39:11] <capitalthree> not just blender but everything ever besides minecraft
L842[15:40:58] <OrionOnline> oke .... Good to know, i know DirectX has even a different origin
L843[15:41:14] <OrionOnline> that i knew, but minecraft is sometimes a mistery to me
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L845[15:43:34] <OrionOnline> Oke entity and first person done,
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L850[15:57:20] <OrionOnline> Finally all mode are rendering now the animation YEAY ...
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L852[16:00:59] <Zaggy1024> yeah, I've probably got Y as vertical so ingrained in me that I won't be able to change my habits easily when I do something else
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L861[16:09:02] <gigaherz> Zaggy1024: almost every computer game uses Y as vertical
L862[16:09:07] <gigaherz> only some CAD programs do otherwise
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L865[16:09:27] <Zaggy1024> hm
L866[16:09:29] <Zaggy1024> ohai gliby
L867[16:09:36] <Gliby> hey
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L871[16:14:39] <Gliby> oh wow when u type my name in google something actually pops up
L872[16:17:17] <diesieben07> when you type my *real* name into google something actually pops up
L873[16:17:20] * diesieben07 be famous
L874[16:17:47] *** Vigaro|AFK is now known as Vigaro
L875[16:18:06] <Zaggy1024> you should tell us your name so we can stalk you >:D
L876[16:18:20] <Gliby> look at these guys, using my mod: https://www.youtube.com/watch?v=EBw-jWXmCZQ
L877[16:18:26] <Gliby> i feel so proud
L878[16:18:40] <diesieben07> its NOT hard to find out my name.
L879[16:18:46] <Gliby> it's not?
L880[16:18:53] <Gliby> if its not just tell us, u know
L881[16:19:20] <gigaherz> I'm #1 when I search my nickname on google
L882[16:19:20] <gigaherz> ;P
L883[16:19:35] <diesieben07> no :P if you care, spend some effort :D
L884[16:19:36] <sham1> Oh god they shout onto their mics in that vid
L885[16:19:37] <sham1> Eww
L886[16:19:37] <Gliby> a measure of frequency equivalent to one thousand million (109) cycles per second.
L887[16:19:50] <diesieben07> (hint... my github is enough)
L888[16:20:19] <Gliby> i too like the number 7
L889[16:20:23] <diesieben07> :D
L890[16:21:37] <Gliby> i need more hints diesieben07
L891[16:21:50] <diesieben07> package names are a thing.
L892[16:22:07] <diesieben07> also the stuff you will find on google is not that interesting
L893[16:22:23] <Gliby> hello take
L894[16:22:38] <diesieben07> this is definitely getting weird.
L895[16:22:40] <sham1> :P
L896[16:22:41] <diesieben07> but hello.
L897[16:22:49] <Gliby> german people using my mod: https://www.youtube.com/watch?v=_mDDO28DhOs
L898[16:22:52] <Gliby> oh god
L899[16:22:56] <Gliby> i'm so proud
L900[16:23:05] <sham1> what is your mod anyway
L901[16:23:11] <Gliby> the voice chat thingy
L902[16:23:20] <sham1> oh
L903[16:23:22] <sham1> nice
L904[16:23:34] <Gliby> i'm 50% proud that isn't not crashing and burning, and 50% proud that someone is actually using it
L905[16:23:38] <diesieben07> so many minecraft videos on youtube that NOBODY watches...
L906[16:24:40] <sham1> You can find something with my real name and stuff...
L907[16:24:59] <Gliby> i doubt anyone could find my real name
L908[16:25:12] <gigaherz> oh hey there's a song with my name on it
L909[16:25:12] <gigaherz> http://www.discogs.com/Nemesis-Gigaherz/release/2107247
L910[16:25:13] <gigaherz> XD
L911[16:26:07] ⇨ Joins: r4wk (uid48318@id-48318.tooting.irccloud.com)
L912[16:26:19] <Gliby> my computer has 3.4 of u
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L914[16:26:35] <gigaherz> no
L915[16:26:50] <gigaherz> your computer has 3.4 only if you add a "t" to my nickname
L916[16:26:50] <gigaherz> ;P
L917[16:27:06] <Gliby> i have
L918[16:27:42] <gigaherz> I'm gigaherz, purposefully without a t, not a misspelling
L919[16:27:48] <gigaherz> ;P
L920[16:28:06] <Gliby> i'm always going to remember you by gigahertz
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L922[16:29:26] <gigaherz> I'd rather you remember me as "gigahertz without a t"
L923[16:29:27] <gigaherz> ;P
L924[16:30:01] <gigaherz> I didn't know originally, but it appears "herz" means heart in german, so think of me a giga-heart ;P
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L926[16:30:19] <diesieben07> can confirm, it does.
L927[16:30:21] <Gliby> that is so sweet
L928[16:30:46] <Gliby> love times 10 to the power of 9
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L931[16:32:41] <sham1> I never even noticed that there was a t missing from your name
L932[16:32:46] <sham1> Huh
L933[16:32:48] <sham1> The more you know
L934[16:33:10] <gigaherz> XD
L935[16:33:46] <sham1> nyway, I do not appreaciate having to write a lot of packets for my GUI to work
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L939[16:34:47] <Lepidus> What's the best way to prevent terrain/structures from generating in the world in neighboring chunks?
L940[16:35:10] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 186 seconds)
L941[16:35:11] <Lepidus> Unfortunately, you can't check if there are nearby generations because sometimes nearby chunks have not yet been generated
L942[16:35:49] <diesieben07> uhmm what exactly?
L943[16:37:22] <Lepidus> like, in my IWorldGenerator class, in my generate method(), I am generating a certain terrain in the world, however I don't want to generate anything if there are nearby generations
L944[16:37:40] <Lepidus> like for example, in vanilla Minecraft a village would not generate right next to a desert temple, I believe
L945[16:38:24] <Lepidus> in my case, I don't want to generate a tower if there's already a tower in a neighboring chunk
L946[16:38:29] <Lepidus> is this possible?
L947[16:38:47] <diesieben07> oh it would
L948[16:38:51] <diesieben07> its just VERY RARE ;)
L949[16:39:16] <Lepidus> oh okay :p
L950[16:39:32] <gigaherz> well if it's YOUR generations, it's easy to do, just make an algorithm that decides what to generate in such a way that it's matematyically impossible for two neighbouring chunks to generate the same
L951[16:39:33] <gigaherz> XD
L952[16:39:41] <Lepidus> I guess that works yeah :p
L953[16:39:42] <gigaherz> mathematically*
L954[16:39:59] <Lepidus> just gotta think of a good algorithm to do that though
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L956[16:40:14] <Lepidus> I guess I could just only do it in chunks that are multiples of 5, or something silly like that
L957[16:40:21] <gigaherz> that's how nether does it
L958[16:40:22] <gigaherz> ;P
L959[16:40:38] <gigaherz> the nether fortresses are in a very neatly regular grid
L960[16:40:38] <gigaherz> ;P
L961[16:40:42] <OrionOnline> If i do a GL11.glPushmatrix, does it reset the direction of the axis after rotating?
L962[16:40:47] <gigaherz> no
L963[16:41:00] <gigaherz> pushmatrix literally just pushes the matrix into the stack
L964[16:41:06] <gigaherz> doesn't change anything about the current matrix
L965[16:41:23] <OrionOnline> oke
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L967[16:41:31] <gigaherz> and popmatrix literally just pops the matrix and restores the previous one
L968[16:41:32] <gigaherz> meaning:
L969[16:41:40] <gigaherz> 1. any changes you make in between are 100% lost
L970[16:42:00] *** Calcium|Ded is now known as Calcium
L971[16:42:03] <gigaherz> 2. you have to apply any successive changes, either by adding things to the existing matrix, or by calling glLoadIdentity()
L972[16:42:39] <gigaherz> keep in mind that opengl internally only stores a 4x4 extended matrix
L973[16:42:46] <gigaherz> it has no concept of the "list" of actions you did to it
L974[16:42:54] <gigaherz> a glRotate call simply applies a rotation to the matrix
L975[16:42:59] <gigaherz> resulting in a modified 4x4 matrix
L976[16:43:08] <gigaherz> a glTranslate simply applies a translation to the matrix
L977[16:43:08] <gigaherz> etc
L978[16:43:38] <gigaherz> the fun part of transformation matrices
L979[16:43:53] <gigaherz> is that the successive transforms simply aggregate more information
L980[16:44:56] <gigaherz> to the matrix, it doesn't matter which sequence of transforms you did, all it cares is about the 4x4 grid of coeficients, that are applied to the input number, to generate an output number
L981[16:45:21] <gigaherz> and when used right, ANY combination of rotations, translations, scalings, and projections, can be applied
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L983[16:49:19] <Gliby> all cool people use Matrix4f and glMultMatrix to transform
L984[16:50:07] <gigaherz> nah cool people send the matrices as uniform buffer objects directly to the shaders
L985[16:50:09] <gigaherz> ;P
L986[16:50:27] <Gliby> nah cool people use vulkan
L987[16:51:01] <Gliby> sending uniforms to shaders is so 2014
L988[16:51:20] <Gliby> writing directly to gpu is the new thing
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L991[16:53:51] <sham1> Opengl 3.2+ Is still plenty viable
L992[16:54:56] <williewillus> people familiar with the RF api: does IEnergyProvider just mean "you can take RF out of this" or does it mean "this gives RF to others that want it"?
L993[16:55:42] <gigaherz> the former
L994[16:55:44] <gigaherz> it means "you can take"
L995[16:55:59] <gigaherz> the providers are responsible of manually pushing to neighbours
L996[16:56:12] <williewillus> ah okay
L997[16:57:13] <sham1> Networks that work by pushing instead of pulling are better IMO
L998[16:57:47] <gigaherz> both work
L999[16:57:49] <gigaherz> in fact
L1000[16:57:55] <gigaherz> it can be done so that it's neither
L1001[16:57:58] <sham1> Pulling wörks
L1002[16:58:01] <gigaherz> you can require cables
L1003[16:58:08] <gigaherz> and have the cables both pull and push
L1004[16:58:16] <gigaherz> and have all the providers and receivers be just passive
L1005[16:58:45] <sham1> But at least for me with pulling is that you have to know where to pull from
L1006[16:59:00] <gigaherz> same for pushing lol
L1007[16:59:00] <sham1> While with push you just push forward
L1008[16:59:14] <gigaherz> the provider has to scan the neighbours
L1009[16:59:15] <sham1> Ideally without pushing backwards
L1010[16:59:20] <gigaherz> see which ones are receivers
L1011[16:59:29] <gigaherz> and provide power
L1012[16:59:34] <gigaherz> ideally calculating how much each will take
L1013[16:59:38] <gigaherz> so they can share fairly
L1014[16:59:59] <sham1> Well with pulling you "have" to know the entire network
L1015[17:00:03] <gigaherz> no
L1016[17:00:10] <gigaherz> it's exactly the same
L1017[17:00:10] <gigaherz> XD
L1018[17:00:14] <gigaherz> scan neighbours
L1019[17:00:17] <gigaherz> ask how much they have available
L1020[17:00:22] <gigaherz> suck fairly
L1021[17:00:31] <sham1> :D
L1022[17:00:31] <gigaherz> what you mean is retrieval-style pulling
L1023[17:00:49] <gigaherz> where there aren't intermediate buffers in each single block
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L1025[17:01:24] <gigaherz> but that's exactly the same for "ender-style" transfer pipes
L1026[17:01:27] <sham1> But you also need to query if you even can pull from the neighbor
L1027[17:01:37] <gigaherz> that scan targets, and shove the power directly
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L1029[17:01:50] <gigaherz> well
L1030[17:02:14] <gigaherz> for(facing) { if provider add to list }
L1031[17:02:28] <sham1> Well, my pipes generally will be push - only usually
L1032[17:02:33] <gigaherz> for(providers) { get available power }
L1033[17:02:39] <gigaherz> calculate "fair sucking"
L1034[17:02:46] <gigaherz> for (providers) { pull }
L1035[17:02:53] <sham1> SUCKLING FOR EVERYONE
L1036[17:02:56] <OrionOnline> Dang my animation seems to flicker ...
L1037[17:03:04] <gigaherz> did oyu take the partial ticks into account?
L1038[17:03:51] <OrionOnline> yeah
L1039[17:04:04] <OrionOnline> wait i will upload an example
L1040[17:07:16] <williewillus> well I'm trying to write a decent emc transport api instead of the one-clsas hackjob that's there, and it seems like the existing system is based on pushing
L1041[17:07:19] <williewillus> so pushing it is :p
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L1043[17:08:25] <OrionOnline> gigaherz, http://gfycat.com/DelayedCookedGoat
L1044[17:08:36] <OrionOnline> when the book is open the flippers
L1045[17:08:45] <gigaherz> ehhhh
L1046[17:08:50] <gigaherz> hwo did you do the animation itself?¿
L1047[17:09:48] <gigaherz> that looks like you aren't stopping the animation after it should be completed?
L1048[17:10:39] <OrionOnline> It a integer in the NBTTag of the stack, it liniearly scales between 0 and 135 degrees
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L1050[17:11:11] <OrionOnline> every tick of the stack in the inventory it adds one, as long as it is less then 6
L1051[17:11:54] <gigaherz> ah
L1052[17:12:08] <gigaherz> then add a 7th, and if 7, use the final angle of 6 without interpolation
L1053[17:12:08] <gigaherz> ;P
L1054[17:12:15] <gigaherz> or the 6th itself
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L1056[17:12:24] <OrionOnline> ah oke
L1057[17:12:29] <gigaherz> I believe your issue is that you still scale after it reaches 6
L1058[17:12:30] <gigaherz> ;p
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L1060[17:14:51] <OrionOnline> Yeah
L1061[17:14:54] <OrionOnline> it is working just fine now
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L1065[17:22:55] <OrionOnline> Okay i am a happy camper and go to bed
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L1067[17:23:04] <OrionOnline> Big thanks to gigaherz for the help on the rendering
L1068[17:23:11] <gigaherz> np
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L1092[18:18:36] <Lepidus> gigaherz - I see what you mean by square :p http://i.imgur.com/D7ENxUS.png
L1093[18:18:46] <Lepidus> should be possible to reduce the obviousness of this a bit though
L1094[18:19:18] <killjoy> You should make that transparent
L1095[18:19:37] <gigaherz> what?
L1096[18:19:44] <killjoy> *transparency
L1097[18:19:53] <gigaherz> Oh the spacing between stuffs
L1098[18:20:28] <gigaherz> Lepidus: that can be fixed, dont' do it only "every 5"
L1099[18:20:30] <gigaherz> do it like
L1100[18:21:52] <gigaherz> ............ random crap: ((x+z)%7 + (x-z)%5)%11 == 0
L1101[18:22:12] <killjoy> That's a lot of mods
L1102[18:22:25] <gigaherz> oh whoops
L1103[18:22:27] <gigaherz> I meant to write
L1104[18:22:32] <gigaherz> ((x+z)*7 + (x-z)*5)%11 == 0
L1105[18:22:40] <killjoy> heh
L1106[18:23:17] <gigaherz> btw
L1107[18:23:32] <gigaherz> plot those things on a bitmap first, so you know how the spacing looks like
L1108[18:23:32] <gigaherz> XD
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L1110[18:25:19] <Zaggy2048> I see that sharex
L1111[18:25:22] <Zaggy2048> :)
L1112[18:26:57] <Lepidus> <3 sharex
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L1118[18:38:06] <ollieread> http://s.ollieread.com/cE8u
L1119[18:38:07] <ollieread> Does that look blue to you guys?
L1120[18:38:44] <gigaherz> yes
L1121[18:38:48] <ollieread> ffs
L1122[18:38:55] <gigaherz> grayish blue, but yes
L1123[18:38:59] <Gliby> ewwww self hosted images
L1124[18:39:03] <ollieread> Fucking photoshop
L1125[18:39:05] <Lepidus> Blueish gray more like :P
L1126[18:39:07] <Drullkus> lol
L1127[18:39:17] <ollieread> Gliby: ew, people who don't know what they're talking about
L1128[18:39:30] <ollieread> That's not self hosted
L1129[18:39:40] <ollieread> http://s.ollieread.com/cESy
L1130[18:39:42] <Lepidus> :o
L1131[18:39:45] <gigaherz> RGB of the background color is 200,212,241
L1132[18:39:50] <ollieread> That's a screenshot of the photoshop canvas
L1133[18:40:06] <gigaherz> disable color profiles
L1134[18:40:20] <gigaherz> or use paint.net ;P
L1135[18:40:34] <Gliby> use gimp
L1136[18:40:38] <Gliby> everyone loves using that
L1137[18:41:02] <Gliby> gimp for programmers, by programmers
L1138[18:41:10] <Lepidus> PDN is more accessible/easy to learn
L1139[18:41:22] <Drullkus> Yeah
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L1141[18:41:25] <Gliby> yeah but gimp gives you street cred
L1142[18:41:28] <Drullkus> I can'tuse .pdn fules
L1143[18:41:34] <gigaherz> not from me, Gliby
L1144[18:41:35] <gigaherz> XD
L1145[18:41:38] <Drullkus> #PhotoshopFirstWorldProblems
L1146[18:41:39] <gigaherz> Iconsider gimp to suck XD
L1147[18:41:54] * Drullkus uses photoshop
L1148[18:41:59] <ollieread> Colour management policies are all off :/
L1149[18:42:07] <killjoy> I use photoshop for photos
L1150[18:42:15] <killjoy> gimp for generated
L1151[18:42:17] <Drullkus> ? ollieread
L1152[18:42:23] <Gliby> gigaherz that's just like, your opinion man
L1153[18:42:27] <Drullkus> killjoy: I do everything in photoshop lol
L1154[18:42:36] <Drullkus> Including the fantastic textures you see in chisel
L1155[18:43:01] <Lepidus> Chisel <3
L1156[18:43:03] <gigaherz> Gliby: sure, but you still get no cred from me ;P
L1157[18:43:17] <Lepidus> the default textures in that mod are so much better than most mods
L1158[18:43:18] <Lepidus> great work
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L1160[18:43:47] <gigaherz> yeah although I often end up using the same small bunch
L1161[18:43:55] <gigaherz> because somehow the rest just never feel right
L1162[18:43:55] <gigaherz> XD
L1163[18:43:59] <ollieread> This was all fine before updating to Windows 10, ffs
L1164[18:44:06] <gigaherz> ollieread: it was?
L1165[18:44:13] <gigaherz> photoshop has always done color management for me
L1166[18:44:29] <gigaherz> red looks orangeish, green is yellowish and blue is cyanish
L1167[18:44:35] <gigaherz> I got used to it XD
L1168[18:44:39] <gigaherz> at least grays are grays
L1169[18:44:42] <gigaherz> that'd be extremely annoying
L1170[18:44:47] <gigaherz> hmmm
L1171[18:44:58] <gigaherz> maybe if you configure color management in windows to use the sRGB profile?
L1172[18:45:02] <ollieread> I recall the first launch "The colour profile is wrong for this monitor"
L1173[18:45:22] <ollieread> Heh, was auto converting exported to sRGB
L1174[18:45:45] <gigaherz> AH
L1175[18:45:50] <gigaherz> photoshop -> edit -> color settings
L1176[18:46:17] <gigaherz> I didn't know about that
L1177[18:46:17] <gigaherz> XD
L1178[18:46:47] <ollieread> I can't lol
L1179[18:46:56] <ollieread> Trying to do anything with Windows colour creates an unknown error
L1180[18:47:05] <ollieread> Google kindly gives me results for Windows 7 and 8
L1181[18:47:24] <Gliby> would you kindly give me all your money
L1182[18:47:28] <gigaherz> o_O
L1183[18:47:32] <Lepidus> gigaherz, I'm so tempted to just do (x%3&&z%3&&random.nextInt(10)<1) or somethin
L1184[18:47:35] <Gliby> now u have too because bioshock
L1185[18:47:46] <Lepidus> I'm lazy :/
L1186[18:47:57] <ollieread> I never got that far in the original bioshock
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L1188[18:48:17] <ollieread> and all my money goes on the monthly cost for cloudapp (s.ollieread.com) :P
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L1190[18:49:06] <Gliby> https://www.youtube.com/watch?v=zdWmMjw0E9A
L1191[18:49:16] <Gliby> "maybe he writes computer programs"
L1192[18:49:28] <Lepidus> wait, why pay for cloudapp when there are similar solutions for free? what are its advantages?
L1193[18:49:28] <gigaherz> Lepidus: heh, then you may as well just do random()<0.2) and fuck if things happen to be together
L1194[18:49:29] <gigaherz> XD
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L1196[18:49:44] <ollieread> Lepidus: of all those that I came across, it's the best
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L1198[18:50:05] <Lepidus> gigaherz, it's a /little/ better then that because they can't directly border each other
L1199[18:50:05] <ollieread> It's also free, I just pay for more space and to be able to point a custom domain at it
L1200[18:50:52] <ollieread> Which is like £49.99 a year, maybe
L1201[18:51:13] <ollieread> No, that's my copy.com account
L1202[18:51:15] <ollieread> Christ knows
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L1206[18:59:59] <nickaa827> Hi
L1207[19:00:09] <nickaa827> Is this where I can get help learning to mod
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L1209[19:01:42] <Gliby> this is where people sometimes help or harass if you dont know something
L1210[19:02:03] <Ivorius> At your service, ready to flame
L1211[19:03:01] <nickaa827> Ok then
L1212[19:03:20] <nickaa827> So where can I find good tutorials on 1.8 modding?
L1213[19:03:25] <Gliby> do you know java?
L1214[19:03:28] <nickaa827> Yea
L1215[19:03:38] <Gliby> here is a good start http://mcforge.readthedocs.org
L1216[19:03:46] <nickaa827> I took AP Comp Sci last year and (not tooting my own horn) and got a 5
L1217[19:04:00] <Gliby> that's nice.
L1218[19:04:07] <Ivorius> 5 is the worst you can get in my country
L1219[19:04:19] <Gliby> 5 is the most average
L1220[19:04:22] <nickaa827> oh
L1221[19:04:30] <nickaa827> Where I live it’s the highest:P
L1222[19:04:33] <nickaa827> It’s 1-5
L1223[19:04:44] <wizjany> AP tests go 1 (lowest) to 5 (highest)
L1224[19:04:50] <nickaa827> Yea
L1225[19:04:59] <wizjany> european systems generally rank by marks though, 1-5/6
L1226[19:05:06] <wizjany> whereas here we usually do A-D/F
L1227[19:05:08] <Ivorius> Anyway
L1228[19:05:12] <Ivorius> Docs, sample code
L1229[19:05:14] <wizjany> ap tests are their own thing
L1230[19:05:19] <nickaa827> k
L1231[19:05:23] <nickaa827> So the docs thing
L1232[19:05:25] <nickaa827> Thanks
L1233[19:05:33] <Ivorius> There are a few tutorials too, but for a skilled programmer that would be too slow
L1234[19:05:49] <wizjany> getting a 5 doesn't mean being a skilled programmer tbh
L1235[19:06:13] <Ivorius> Never said so, but he did say he can program
L1236[19:06:25] <Ivorius> Although I'd doubt it a bit if he needs to ask to find tutorials
L1237[19:06:27] <Ivorius> lol
L1238[19:06:31] <wizjany> never said you said so :P
L1239[19:06:45] <nickaa827> There’s a difference between knowing Java and how to mod :P
L1240[19:06:54] <wizjany> it's basically the same
L1241[19:06:57] <wizjany> you google your problem
L1242[19:07:07] <wizjany> and find the answer buried under 100 useless responses
L1243[19:07:18] <nickaa827> k
L1244[19:07:38] <Gliby> wait i thought being a good programmer is to know how to look on stackoveflow :D
L1245[19:07:38] <Lepidus> the vast majority of problems I've had with modding have been more to do with a terrible self-education in Java than with actual Forge-related stuff >.<
L1246[19:07:52] <Lepidus> if you have good fundamental knowledge then everything you need should be pretty much online
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L1249[19:16:51] <williewillus> is there a function anywhere to map values to every element in a set?
L1250[19:17:04] <williewillus> I'm sure guava has one but i can't find :p
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L1252[19:18:15] <shadekiller666> i thought sets were collections of single objects? not of key:value pairs
L1253[19:19:22] <williewillus> I know, I want something that does, for example, <set>.map(elem -> elem.getSomeAttribute()) and it returns a Map of elem:attribute pairs. in java 7
L1254[19:20:07] <shadekiller666> is there nothing in Maps?
L1255[19:20:31] <shadekiller666> like one of the newWhateverMap()s?
L1256[19:20:50] <shadekiller666> is there a Sets class in guava?
L1257[19:21:13] <williewillus> ah yeah found it
L1258[19:21:23] <williewillus> Maps.asMap(set, function)
L1259[19:21:33] <shadekiller666> there ya go
L1260[19:21:42] <shadekiller666> all you need to do is make the function :P
L1261[19:21:52] <shadekiller666> which is what the lambda is in java 8
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L1263[19:22:30] <gigaherz> shadekiller666: IF you don't capture any variables ;P
L1264[19:22:54] <gigaherz> if you do, then there's some more crazy things ;P
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L1266[19:23:08] <shadekiller666> lol
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L1269[19:25:29] <williewillus> yeah noncapturing lambdas are, what is it, 10x faster than capturing in java 8? something like that, watched a talk about it but I don't remember
L1270[19:26:09] <shadekiller666> capturing meaning?
L1271[19:26:17] <williewillus> capturing variables from the enclosing class
L1272[19:26:49] <williewillus> like if an anonymous class uses variables from its outer class that it isn't explicitly given, that's called capture
L1273[19:27:05] <shadekiller666> ahh
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L1276[19:29:28] <FusionLord> is it possible to make a recipie that transfers nbt data?
L1277[19:30:51] <williewillus> yeah
L1278[19:30:53] <williewillus> custom IRecipe
L1279[19:31:05] <williewillus> you can check whatever you want and give back whatever you want
L1280[19:31:35] <williewillus> things that transfer nbt in vanilla: fireworks, banners, book copying
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L1282[19:31:50] <FusionLord> thanks willie
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L1302[19:54:56] <gigaherz> hahaha
L1303[19:54:57] <gigaherz> Oracle: Google Has "Destroyed" the Market For Java
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L1305[19:55:07] <gigaherz> claiming that 'Android has now irreversibly destroyed Java's fundamental value proposition as a potential mobile device operating system,'
L1306[19:55:31] <gigaherz> really? no one would be using the java language on mobile if it wasn't for android
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L1308[19:55:54] <gigaherz> they are simply butthurt that Google didn't want to pay royalties
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L1314[20:01:00] <killjoy> I made a chat builder a while ago. Today I got around to actually testing it. http://pastebin.com/SQg735qQ
L1315[20:01:28] <gigaherz> ah
L1316[20:01:36] <gigaherz> I wondered wtf "chat builder" was supposed to mean
L1317[20:01:36] <gigaherz> XD
L1318[20:02:06] <killjoy> Let me link you to that class
L1319[20:02:13] <gigaherz> hmm
L1320[20:02:15] <killjoy> https://github.com/killjoy1221/MnM-Utils/blob/master/src/main/java/mnm/mods/util/ChatBuilder.java
L1321[20:02:19] <gigaherz> I'd make methods for colors and formatting stuff
L1322[20:02:58] <killjoy> It's a state based builder
L1323[20:03:02] <gigaherz> yes I mean
L1324[20:03:06] <williewillus> what does Google mean when they say "Don't use something like Predicates.instanceOf(ArrayList.class) because it's not consistent with equals"?
L1325[20:03:08] <gigaherz> cb.red().text("")....
L1326[20:03:32] <killjoy> that would throw an ise
L1327[20:03:45] <gigaherz> ??
L1328[20:03:51] <killjoy> illegal state exception
L1329[20:04:02] <killjoy> you need to create a component before you can color it
L1330[20:04:29] <gigaherz> oh so it works backwards
L1331[20:04:39] <williewillus> not really backwards :p
L1332[20:04:44] <gigaherz> well
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L1334[20:04:46] <williewillus> you want stuff before you can color
L1335[20:04:49] <killjoy> calls to link() or format() refer to the previous
L1336[20:04:51] <gigaherz> backwards from how you'd create a formatted string
L1337[20:04:54] <gigaherz> if oyu did it typing on the chat
L1338[20:05:11] <williewillus> yeah i guess
L1339[20:05:28] <williewillus> I wonder which would be more clear
L1340[20:05:34] <gigaherz> I'd do something like
L1341[20:06:19] <gigaherz> ChatBuilder.new().red("basic red text").bold().text("bold stuff").morestuff.reset();
L1342[20:06:24] <williewillus> cb.text("redfoo").color(RED).text("greenbar").color(GREEN) versus cb.color(RED).text("redfoo").color(GREEN).text("greenbar")
L1343[20:06:53] <gigaherz> missed a .build() at the end ;P
L1344[20:07:05] <killjoy> s/color/format
L1345[20:07:27] <shadowfacts> oooh, very nice
L1346[20:07:27] <gigaherz> yeah imo the formatting codes are basically fixed, so why not make explicit methods for them? ;P
L1347[20:07:45] <gigaherz> anyhow
L1348[20:07:50] <gigaherz> your toy, your rules ;P
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L1355[20:23:24] <Zaggy2048> making a new crafting system can be pretty boring
L1356[20:23:34] <Zaggy2048> although I think part of it is just that I'm sleepy
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L1359[20:26:15] <Gliby> why do u need a new crafting system?
L1360[20:26:44] <gigaherz> why not? ;P
L1361[20:27:59] <Zaggy2048> You know why if you've been paying attention Gliby :P
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L1363[20:28:26] <LexManos> Honestly I would prefer the more macrostyle chat builder
L1364[20:28:50] <gigaherz> Zaggy2048: I sortof have, and I have no idea what you are doing
L1365[20:28:54] <gigaherz> pay attention != remembering ;P
L1366[20:29:04] <Zaggy2048> not you, Gliby
L1367[20:29:10] <Zaggy2048> he's kind of on the team working on this mod
L1368[20:29:15] <Zaggy2048> kind of
L1369[20:29:19] <gigaherz> Oh
L1370[20:29:23] <LexManos> new ChatText(RED, "redfoo", GREEN, "greenbar", BOLD, "greenbold", RESET, "White!")
L1371[20:29:31] <Zaggy2048> he can read the chat we discuss stuf in
L1372[20:29:37] <gigaherz> ah :)
L1373[20:29:57] <Zaggy2048> basically I'm making a crafting table with an extra thing that makes rthe mod's tool heads
L1374[20:30:11] <tterrag|laptop> lex: chat components aren't horrible thought. they allow some neat stuff
L1375[20:30:16] <tterrag|laptop> though*
L1376[20:31:27] <tterrag|laptop> I agree that chat string construction is clunky though
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L1379[20:34:03] <dvntsix> maybe someone on #minecraftforge can help me with my gradle problem: http://hastebin.com/guyawixiqu
L1380[20:35:33] <LexManos> naw was just saying my personal preference to the above two formats. Because ).color( is more verbose then ,
L1381[20:35:52] <tterrag|laptop> ah I missed out on the earlier convo
L1382[20:36:00] <tterrag|laptop> my buffer must have cleared
L1383[20:36:19] <Abs0rbed> any reason a block wouldn’t be rendering in an inventory or the ground, but does when placed in the world? I’m calling the ModelLoader and getItemFromBlock but I still get nothing
L1384[20:36:25] <Abs0rbed> I just get the purple squares
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L1386[20:36:36] <gigaherz> do you register the itemblock?
L1387[20:36:51] <Ri5ux> How do I get a list of server operators in 1.7.10? Cant find it.
L1388[20:36:54] <williewillus> do you have an "inventory" variant specified?
L1389[20:37:00] <gigaherz> Abs0rbed: 1.8?
L1390[20:37:15] <williewillus> obviously gigaherz :p
L1391[20:37:21] <gigaherz> do you do something like this? https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L85
L1392[20:37:24] <williewillus> Ri5ux: ServerConfigurationManager.ops
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L1394[20:37:38] <williewillus> or rather <serverobject>.getConfigurationManager.getOps()
L1395[20:37:39] <Abs0rbed> by “inventory” I assume you mean the way I’m useing ModelLoader, yes I used “inventory”
L1396[20:37:47] <williewillus> no in your json
L1397[20:38:05] <Abs0rbed> oh oh no I don’t think soi
L1398[20:38:13] <Ri5ux> getOps() doesnt exist, but I found it now. Thanks :)
L1399[20:38:27] <williewillus> yeah your blockstate json needs to declare an inventory variant
L1400[20:38:27] <tterrag|laptop> !gm getOps
L1401[20:38:32] <tterrag|laptop> yeah nope :P
L1402[20:39:48] <gigaherz> if you don't have blockstates
L1403[20:39:54] <gigaherz> then "normal" works as inventory
L1404[20:40:01] <gigaherz> but if oyu use blockstates "normal" doesn't exist anymore
L1405[20:42:00] <Abs0rbed> so just add “inventory” to the blockstate under “normal” and use the same model?
L1406[20:42:25] <gigaherz> do you declare properties in the block?
L1407[20:42:40] <gigaherz> do you make use of the blockstates?
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L1410[20:43:06] <gigaherz> it's the same question ;P
L1411[20:43:19] <gigaherz> because if the answer is "no", then "normal" SHOULD work
L1412[20:43:34] <gigaherz> but if the answer is "yes", then change "normal" to "inventory", because normal doesn't exist anymore
L1413[20:44:34] <Abs0rbed> the block doesn’t have different states, just a solid block that doesn’t like being textured in an inventory
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L1416[20:44:41] <gigaherz> okay
L1417[20:44:45] <gigaherz> then "normal" should work
L1418[20:44:48] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L1419[20:44:53] <gigaherz> it works for me just fine
L1420[20:45:03] <gigaherz> and I simply register it like this
L1421[20:45:03] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L85
L1422[20:45:20] <gigaherz> so if it's not working for you
L1423[20:45:23] <gigaherz> show code
L1424[20:45:26] <gigaherz> you must have a typo somewhere
L1425[20:45:27] <gigaherz> ;P
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L1432[20:49:34] <Abs0rbed> https://github.com/drewhoener/PickaxePlus/tree/master/src/main/resources/assets/pickaxeplus
L1433[20:50:18] <Zaggy2048> ugh, dilemmas
L1434[20:50:33] <Abs0rbed> as far as I know, the names are working correctly
L1435[20:53:43] <gigaherz> yeah I can't see anything wrong with the block
L1436[20:53:55] <gigaherz> you seem to be missing an addVariant call for the item
L1437[20:53:58] <gigaherz> but the block seems right?
L1438[20:53:59] <gigaherz> XD
L1439[20:54:38] <Abs0rbed> would I need an addVariant?
L1440[20:54:39] <gigaherz> although ModelBakery.addVariantName may only be needed if you have subitems
L1441[20:55:01] <Abs0rbed> that’s what I assumed, it’s just one type
L1442[20:55:05] <gigaherz> I call ModelBakery.addVariantName(item, ElementsOfPower.MODID + ":" + itemName); for all items anyhow
L1443[20:55:06] <gigaherz> ;P
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L1445[20:55:44] <gigaherz> you have registerModels in preInit, the names seem right,
L1446[20:55:48] <gigaherz> I have no idea what's wrong
L1447[20:56:21] <gigaherz> are there no messages in the log?
L1448[20:56:26] <gigaherz> there should be error messages in the debug log
L1449[20:56:30] <gigaherz> if the loader failed somehow
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L1451[20:59:03] <williewillus> i always thought you had to specify an "inventory"
L1452[20:59:21] <gigaherz> ?
L1453[20:59:23] <Abs0rbed> I’m not specifying a render type in my block, adding it now just in case
L1454[20:59:32] <gigaherz> Abs0rbed: nah that's unnecessary
L1455[20:59:49] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/blocks/BlockEssentializer.java
L1456[20:59:49] <williewillus> I mean I thought "inventory" was not optional based on whether you had "normal" variant or not
L1457[21:00:10] <gigaherz> williewillus: you need to register the model for "inventory", but the blockstates can have only "normal"
L1458[21:00:27] <Abs0rbed> is the blockstate necessary?
L1459[21:00:33] <gigaherz> mc/forge maps "inventory" to "normal" if there are no blockstates
L1460[21:00:36] <gigaherz> no Abs0rbed, they are not
L1461[21:00:48] <gigaherz> look at my block above
L1462[21:01:18] <Abs0rbed> so becuase my block has no subtypes/renders other than the complete cube, do I need to make a blockstate.json?
L1463[21:02:21] <williewillus> yes, blockstate json is always required
L1464[21:02:22] <Zaggy2048> how annoyed would you be if an item that you make one tool head from was non-stackable?
L1465[21:02:32] <Zaggy2048> (and of course one tool head makes one tool)
L1466[21:03:17] <williewillus> wait what is Names.block.bone_block
L1467[21:03:17] <gigaherz> what?
L1468[21:03:22] <williewillus> is that the same as the game registry name?
L1469[21:03:26] <Abs0rbed> yeah
L1470[21:03:29] <williewillus> hm
L1471[21:03:32] <Abs0rbed> just a holder for names
L1472[21:03:42] <gigaherz> Abs0rbed is just over-organized
L1473[21:03:42] <gigaherz> XD
L1474[21:04:08] <gigaherz> Abs0rbed: you could just have made a constant in the block class though ;P
L1475[21:04:18] <gigaherz> like BlockBone.NAME
L1476[21:04:20] <gigaherz> ;P
L1477[21:04:21] <Abs0rbed> It’s not much overhead at all to create the classes and store the variables xD
L1478[21:04:40] <williewillus> try putting the path of the json directly in the setCustomModelResourceLocation and run it once
L1479[21:04:41] <gigaherz> no but it's a lot of overhead to constantly switch files to see what the value is
L1480[21:04:42] <gigaherz> XD
L1481[21:05:08] <Abs0rbed> well from my registry I’d constantly have to switch to BlockBone then, same dif
L1482[21:05:37] <gigaherz> yeah but then everything is self-contained ;P
L1483[21:05:40] <gigaherz> anyhow
L1484[21:05:45] <gigaherz> I just put the values all over the place
L1485[21:05:46] <gigaherz> ;P
L1486[21:05:51] <gigaherz> I'm disorganized in that ;P
L1487[21:05:51] <williewillus> well you don't touch game registry names that often, I think it's alright to use literals in that case
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L1489[21:06:00] <williewillus> or just GameRegistry.findUniqueIdentifierFor(obj).name
L1490[21:07:21] <Abs0rbed> so is Item#getItemFromBlock the same as GameRegistry#findItem?
L1491[21:08:06] <williewillus> well functionally I guess, but they do different things
L1492[21:08:25] <williewillus> one's block -> ItemBlock, the other's names -> Item
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L1495[21:12:31] <Abs0rbed> ugh.
L1496[21:12:35] <Abs0rbed> I found it.
L1497[21:12:54] <Abs0rbed> I put blocks/blockModel instead of block/blockModel in the itemModel.json
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L1501[21:17:02] <Abs0rbed> well I’m dissapointed in myself
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L1504[21:18:31] <williewillus> heh blame mojang for that one
L1505[21:18:42] <williewillus> textures use plural form but the models use singular??
L1506[21:18:46] <williewillus> textures/blocks
L1507[21:18:50] <williewillus> models/block
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L1510[21:23:42] <Kolatra> What is the difference between using @EventHandler and @SubscribeEvent?
L1511[21:24:01] <gigaherz> EventHandler is exclusively for the main Mod things
L1512[21:24:23] <gigaherz> while SubscribeEvent is for thigns you register using an EVENT_BUS
L1513[21:24:23] <gigaherz> ;P
L1514[21:24:30] <Kolatra> Ah okay. Thanks.
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L1516[21:27:58] <williewillus> iirc Only your @Mod annotated obj receives @Mod.EventHandler events (the primary fml loader state events)
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L1518[21:28:48] <tterrag|laptop> williewillus, correct
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L1532[21:55:06] <killjoy> Can someone tell me if this is binary compatible? https://github.com/killjoy1221/MnM-Utils/commit/6b9ea3eec17be8af9055eb7ea5af32162473de05
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L1534[21:55:44] <tterrag|laptop> killjoy, what part specifically?
L1535[21:55:54] <killjoy> in general.
L1536[21:56:12] <killjoy> I moved some methods up, changed some hierarchies
L1537[21:56:22] <tterrag|laptop> not for anyone using the 2-arg GuiSetting constructor
L1538[21:56:35] <tterrag|laptop> or GuiSetting.getInput()
L1539[21:56:44] <killjoy> Hm..
L1540[21:56:46] <killjoy> Ok.
L1541[21:57:18] <killjoy> Right now, the only classes that extend that class directly are internal.
L1542[21:57:28] <tterrag|laptop> otherwise...I thiknk?
L1543[21:57:35] <gigaherz> hmm does java not check the method names while loading classes?
L1544[21:57:37] <tterrag|laptop> not sure how extension changes can affect binaries
L1545[21:57:44] <tterrag|laptop> gigaherz, what?
L1546[21:58:04] <killjoy> jvm doesn't have too many method name restrictions
L1547[21:58:07] <gigaherz> oh wait I see, those methods are internal
L1548[21:58:32] <gigaherz> ah nevermind
L1549[21:58:37] <gigaherz> it's not even renamed, just uses a different one XD
L1550[21:59:08] <killjoy> which line are you looking at?
L1551[21:59:27] <gigaherz> the first change
L1552[21:59:37] <killjoy> In GuiSelectColor?
L1553[21:59:38] <gigaherz> I thought you had renamed getTextField to getInput
L1554[21:59:54] <killjoy> getTextField() has become depreciated
L1555[22:00:06] <gigaherz> deprecated*
L1556[22:00:09] <killjoy> w/e
L1557[22:00:12] <gigaherz> depreciation is something else ;P
L1558[22:00:15] <killjoy> it calls getInput() anyway
L1559[22:00:19] <gigaherz> yeah
L1560[22:00:21] <gigaherz> hmm
L1561[22:00:26] <gigaherz> well you DID remove some methods
L1562[22:00:36] <killjoy> I moved them
L1563[22:00:49] <gigaherz> GetValue/SetValue?
L1564[22:00:57] <killjoy> I moved them down.
L1565[22:01:00] <killjoy> *up
L1566[22:01:10] <killjoy> They are now in GuiSetting.GuiSettingWrapped
L1567[22:01:13] <gigaherz> ah I see
L1568[22:01:40] <gigaherz> yeah the nthe only meaningful change is the removal of that constructor
L1569[22:01:56] <killjoy> Which was also moved.
L1570[22:02:19] <gigaherz> you can't pull up a constructor though
L1571[22:02:44] <killjoy> Again, the only classes that extended that class were part of the utils.
L1572[22:02:54] <gigaherz> yeah in that case it may be safe
L1573[22:03:00] <gigaherz> but it's still a binary-breaking change
L1574[22:03:42] <killjoy> Better safe than sorry then
L1575[22:03:43] <tterrag|laptop> gigaherz, moving the method between classes *might* screw up invokes
L1576[22:03:44] <tterrag|laptop> not sure
L1577[22:03:46] <tterrag|laptop> test ;P
L1578[22:03:59] <gigaherz> hmm
L1579[22:04:11] <gigaherz> well if it's just pulled up, it should still be able to resolve it on the superclass?
L1580[22:04:28] <killjoy> I'm almost positive it's not source compatible
L1581[22:04:32] <gigaherz> although no idea how that works in java
L1582[22:04:59] <tterrag|laptop> this is TIAS territory
L1583[22:05:03] <killjoy> well, it might be.
L1584[22:05:08] <gigaherz> in C++/C#, you have a virtual table, and only methods declared as virtual are resolved on superclasses
L1585[22:05:13] <tterrag|laptop> no one is going to be able to tell you for sure if ALL of those changes MIGHT break something
L1586[22:05:57] <gigaherz> so in C++/C# the answer would be a simple "if it's not virtual, it's a breaking change", in java... no idea.
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L1588[22:10:23] <williewillus> whatd you do, move a method up the class hierarchy?
L1589[22:10:32] <gigaherz> a few
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L1591[22:12:18] <killjoy> I've determined that it doesn't break binary compatibility
L1592[22:12:40] <williewillus> i think it *shouldn't*
L1593[22:12:54] <williewillus> because invokevirtual calls are dynamically bound as they occur
L1594[22:12:59] <williewillus> but not sure
L1595[22:13:01] <killjoy> It doesn't break in the sense that it's an optional update
L1596[22:13:26] <williewillus> http://www.artima.com/underthehood/invocationP.html
L1597[22:13:44] <killjoy> It's just that behavior will change without it
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L1616[22:55:32] <Abs0rbed> is there any good way to register a recipe to be in all spots of a crafting grid without doing each possible positioning?
L1617[22:55:41] <Abs0rbed> and without making it shapeless?
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L1619[22:57:32] <williewillus> it should do that automatically?
L1620[22:57:35] <williewillus> what kind of recipe is it?
L1621[22:57:50] <Abs0rbed> shaped ore. but they only mirror horizontally
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L1623[23:03:21] <HassanS6000> lexmanos
L1624[23:04:02] <HassanS6000> hAI
L1625[23:04:12] <HassanS6000> Sorry that was my friend being a retard
L1626[23:04:23] <LexManos> ..
L1627[23:05:03] <williewillus> lol
L1628[23:05:08] <HassanS6000> :3
L1629[23:05:30] <HassanS6000> Note to self: Don't open your IRC client with a friend on Teamviewer
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L1631[23:06:33] <iPixeli> whys that
L1632[23:06:55] <iPixeli> oh.... didnt read above first.
L1633[23:07:12] <iPixeli> *face palm*
L1634[23:07:34] <Abs0rbed> also how can I easily get the oredict name of an item?
L1635[23:08:12] <FusionLord> I could use some help with this... I think my packet is to big?... is that possible? http://pastebin.com/8JsBk5db Source: https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/packets/CabinetSyncPacket.java
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L1637[23:08:31] <williewillus> Abs0rbed: OreDictionary class has a bunch of methods for that
L1638[23:08:36] <iPixeli> whats the error?
L1639[23:08:54] <FusionLord> paste bin link
L1640[23:09:00] <Abs0rbed> trying to get obsidian, not getting a return value. I’ll try again
L1641[23:09:18] <williewillus> btw, BlockPos has built-in serialization methods
L1642[23:09:24] <williewillus> toLong() and fromLong()
L1643[23:09:52] <iPixeli> your values are too large...
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L1645[23:10:12] <williewillus> is that really possible?
L1646[23:10:22] <williewillus> vanilla TE sync packets are just like this
L1647[23:10:27] <FusionLord> so the packet is too big?
L1648[23:10:29] <williewillus> whats being stored in the te?
L1649[23:10:44] <FusionLord> lots lol
L1650[23:10:57] <iPixeli> Gosh I've had a similar error like this long ago
L1651[23:10:59] <williewillus> then just sync what needs to be seen clientside
L1652[23:11:16] <iPixeli> if only I could remember why I did without digging out my code
L1653[23:12:45] <HassanS6000> http://files.whymacsucks.com/128947664563750650.png
L1654[23:12:45] <iPixeli> hmmm I think it might be loading all the things into one var
L1655[23:12:55] <iPixeli> like putting them together instead of apart.
L1656[23:13:02] <iPixeli> so it does end up being too large
L1657[23:13:21] * iPixeli attempts to find old code
L1658[23:14:17] <iPixeli> 2 year old code....
L1659[23:15:32] <Unh0ly_Tigg> iPixeli, any news on modjam 5?
L1660[23:15:36] * HassanS6000 grabs the old hard drives sitting behind you
L1661[23:16:05] <iPixeli> Keep your eyes on twitter ;) other than that nothing I can share yet
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L1663[23:16:25] <Unh0ly_Tigg> kk
L1664[23:16:45] <FusionLord> this is the tag ... http://puu.sh/jATYm/83450bdce2.png
L1665[23:16:55] <iPixeli> FusionLord I don't even remember if I fixed it or not ^^"
L1666[23:17:05] <iPixeli> I loaded things in a different way...
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L1668[23:18:11] <iPixeli> I've been away from minecraft too long...
L1669[23:18:15] <iPixeli> is this packet250
L1670[23:18:31] <FusionLord> no, my own custom packet
L1671[23:18:42] <FusionLord> netty
L1672[23:19:36] <iPixeli> I wonder if this would be of any use to you then :P
L1673[23:19:53] <iPixeli> I guess its still writing/reading values
L1674[23:20:15] <FusionLord> and this is the PacketHandler Class forgot my util lib isn't on github http://pastebin.com/HcQX8RX6
L1675[23:21:28] <iPixeli> I think the error is due to decodeInto
L1676[23:21:43] <iPixeli> Put breakpoints on line 41
L1677[23:21:49] <iPixeli> and check what the value is...
L1678[23:23:18] <iPixeli> Putting together a paste incase its useful... I'm snipping ugly, 2yr old code :)
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L1680[23:26:04] <FusionLord> Line 41 of what?
L1681[23:27:10] <iPixeli> net.fusionlord.cabinets3.packets.CabinetSyncPacket
L1682[23:27:10] <FusionLord> also should note that it isn't always crashing...
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L1684[23:27:34] <iPixeli> Find out what combination of vars crash it
L1685[23:28:01] <iPixeli> because according to java, its too much
L1686[23:29:09] <FusionLord> seems we aren't reaching decodeInto
L1687[23:29:38] <iPixeli> Also do this below the reads. System.out.println(x+" "+"y"+" "+z);
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L1689[23:29:52] <iPixeli> thats unexpected.
L1690[23:29:57] <FusionLord> indeed
L1691[23:30:17] <iPixeli> wait...
L1692[23:30:41] <iPixeli> changing a int into a byte
L1693[23:31:57] <FusionLord> ?
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L1695[23:33:24] <iPixeli> I don't know anymore :P I'm too tired for this
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L1697[23:37:19] <iPixeli> FusionLord its old... and this might be broken... didn't test. http://pastebin.com/zHqmtWUn
L1698[23:37:48] <williewillus> whoah what's IThrowableEntity in fml.common.registry
L1699[23:37:53] <williewillus> looks extremely ancient
L1700[23:38:12] <iPixeli> the only way you can get your exception is if: your values are being read together rather than separate, the value is too large to begin with
L1701[23:38:23] <williewillus> also, use the BlockPos serialization methods :|
L1702[23:38:26] <williewillus> they're there for a reason
L1703[23:38:30] <iPixeli> at least as far as I can think right now.
L1704[23:38:34] <williewillus> (hint: mojang uses them)
L1705[23:38:46] <williewillus> pos.toLong() and BlockPos.fromLong(long)
L1706[23:38:47] *** TehNut is now known as TehNut|Sleep
L1707[23:38:57] * iPixeli goes away to sleep | willie got dis.
L1708[23:39:06] <iPixeli> ;)
L1709[23:39:41] <williewillus> lol
L1710[23:39:49] <williewillus> most likely it's your cabinet having too much data
L1711[23:40:22] <williewillus> holy moly
L1712[23:40:26] <williewillus> what is that packethandler .-.
L1713[23:40:29] <williewillus> use SimpleNetworkWrapper
L1714[23:40:46] <iPixeli> Ages ago~
L1715[23:40:59] <FusionLord> that was current in 1.7.10
L1716[23:41:00] <FusionLord> xD
L1717[23:41:06] <williewillus> no, FusionLord's
L1718[23:41:11] <williewillus> use SN
L1719[23:41:12] <williewillus> *SNW
L1720[23:41:14] <iPixeli> oh
L1721[23:41:22] <williewillus> almost 3/4 of that class can...not exist
L1722[23:41:27] * iPixeli really goes away now
L1723[23:41:42] <williewillus> http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L1729[23:43:09] <williewillus> all you need is something like this https://github.com/williewillus/ProjectE/blob/MC18/src/main/java/moze_intel/projecte/network/PacketHandler.java
L1730[23:43:26] <williewillus> (ignore the fragmented emc stuff in the middle that's specific to my mod)
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