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L1[00:03:39] ⇦ Quits: psxlover (psxlover@188.4.38.83.dsl.dyn.forthnet.gr) (Ping timeout: 198 seconds)
L2[00:10:50] <Cazzar> Zaggy1024: "I have a problem"
L3[00:11:10] <Cazzar> Obviously the perfect way of saying you want help :P
L4[00:11:10] <Zaggy1024> "Anyone know my problem?"
L5[00:11:21] <Zaggy1024> mhm, I have telepathy
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L8[00:15:13] <Zaggy1024> seemingly it annoys me too much when someone who seems to speak and understand English quite well doesn't know how to communicate a problem in here
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L13[00:26:22] <Zaggy1024> bah I'm lazy so I'm going to make the GUI always send its updates
L14[00:26:42] <Zaggy1024> hmm
L15[00:26:47] <Zaggy1024> or maybe I'm not...
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L17[00:30:27] <Zaggy1024> eh, a compromise, I'll send updates when it changes or every 5 ticks
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L23[00:57:07] <unascribed> anyone happen to know a way to make Konversation transparent?
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L33[01:17:29] <laci200270> any ideas what can cause this: Etag download for http://export.mcpbot.bspk.rs/versions.json failed with code 522
L34[01:18:06] <laci200270> oh the host offline
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L36[01:19:02] <williewillus> Zaggy1024: I never found a solution for that
L37[01:19:10] <williewillus> :p
L38[01:20:25] <Zaggy1024> er, I thought I told you the solution
L39[01:20:34] <williewillus> yeah but it didn't work :p
L40[01:20:43] <williewillus> everything either distorts the model or crashes
L41[01:20:45] <Zaggy1024> turning off ambient occlusion for all the parts didn't work?
L42[01:20:48] <williewillus> nope
L43[01:21:04] <Zaggy1024> it just kept distorting the model?
L44[01:21:07] <williewillus> yeah
L45[01:21:12] <Zaggy1024> danget
L46[01:21:17] <Zaggy1024> I could've sworn that was the solution
L47[01:21:20] <williewillus> I put ambientocclusion: false in both the model jsons and the state file as well
L48[01:21:33] <williewillus> but I haven't lookedat it in a while, maybe some more attempts might fix it
L49[01:22:11] <Zaggy1024> you put quotes around ambientocclusion, right?
L50[01:22:57] <williewillus> yeah
L51[01:23:29] <williewillus> idea red underlines if you don't have valid json in a .json file
L52[01:23:44] <williewillus> anyays I might tackle it again tmrw, sleep now :p
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L54[01:25:08] <laci200270> mcpbot export server is offline :/
L55[01:27:45] <Zaggy1024> willieaway, bug me when you decide to tackle it so I can help :P
L56[01:32:30] <laci200270> oh the server online :D
L57[01:32:49] * laci200270 happy because he can run gradlew setupDevWorkpsace :D
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L72[02:04:25] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150816 mappings to Forge Maven.
L73[02:04:29] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150816-1.8.zip (mappings = "snapshot_20150816" in build.gradle).
L74[02:04:39] <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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L84[02:22:50] <nevercast> Is it still the correct procedure to have Forge src duplicated for every mod?
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L86[02:25:36] <tterrag|ZZZzzz> no
L87[02:26:40] <unascribed> [CSS IS AWES]OME
L88[02:26:49] <nevercast> That doesn't match Documentation. What is the correct procedure, tterrag|ZZZzzz ?
L89[02:27:06] <unascribed> what do you mean "duplicated for every mod"?
L90[02:27:12] <tterrag|ZZZzzz> forge src was never needed period
L91[02:27:23] <tterrag|ZZZzzz> All you need is the buildscript
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L93[02:27:43] <nevercast> Build from Maven using Gradle, yes.
L94[02:28:02] <unascribed> if you mean the "forgeSrc" jar in deps, that's just to let you see the source in your IDE and it's not "duplicated"
L95[02:28:17] <nevercast> Are JavaDocs available for Forge then? Perhaps a docs.jar and src.jar for IntelliSense.
L96[02:28:20] <unascribed> if you've copied the entire Forge sources into your project... then... well...
L97[02:28:38] <nevercast> unascribed, That is the instruction given from the Documentation in the Channel title.
L98[02:28:43] <unascribed> wot
L99[02:28:49] <nevercast> I think it's stupid.
L100[02:29:13] <unascribed> the "source" distribution is just a build.gradle and some other junk
L101[02:29:18] <unascribed> not the entire sources
L102[02:29:23] <tterrag|ZZZzzz> If you think it's stupid then improve it
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L104[02:29:27] <unascribed> the build.gradle is the only required file
L105[02:29:31] <nevercast> > http://mcforge.readthedocs.org/en/latest/gettingstarted/
L106[02:29:35] <tterrag|ZZZzzz> whining doesn't help anyone
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L108[02:30:52] <nevercast> tterrag|ZZZzzz, I'm not whining, please don't miss interpret. I'm only asking to clarify the correct way to develop the mod. The instructions described in the documentation are old, I joined IRC to clarify, that is all. Thanks for your help, I'll take the advice and investigate improving the documentation.
L109[02:30:53] <unascribed> yeah, the "Source distribution" is just a build file and a bunch of readmes and licenses
L110[02:30:57] <unascribed> you only need the build.gradle
L111[02:31:24] <nevercast> s/miss interpret/misinterpret/
L112[02:31:31] <tterrag|ZZZzzz> Not a problem
L113[02:31:56] <tterrag|ZZZzzz> Though do note that the typical "multi project" setup lacks automatically created run configs
L114[02:32:29] <tterrag|ZZZzzz> That's the main reason the docs are how they are
L115[02:32:42] <nevercast> Run configurations are tedious but not difficult. Perhaps there is a space that needs a script to fill it, there.
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L117[02:32:55] <tterrag|ZZZzzz> It begs a separate section on multiproject
L118[02:32:59] <unascribed> if I could've figured out how the hell Eclipse plugins worked, I'd have released a plugin that lets you right-click -> Run As... > Forge Mod (Client)
L119[02:33:12] <tterrag|ZZZzzz> already exists actually
L120[02:33:14] <unascribed> oh?
L121[02:33:19] <tterrag|ZZZzzz> yeah
L122[02:33:20] <unascribed> if you mean immibis's thingy
L123[02:33:23] <unascribed> that's too much
L124[02:33:25] <tterrag|ZZZzzz> yes that
L125[02:33:28] <unascribed> no
L126[02:33:29] <unascribed> :P
L127[02:33:45] <unascribed> I mean a set of stupidly minimal tools to expedite Forge mods
L128[02:33:51] <unascribed> like a project template and some simple launch configs
L129[02:33:52] <unascribed> nothing more
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L131[02:38:17] <tterrag|ZZZzzz> I haven't changed my run configs in ages
L132[02:38:23] <tterrag|ZZZzzz> It's not something that comes up often
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L135[02:51:50] <Cazzar> Nah, when you know how your IDE works, a run config like that is easy
L136[02:52:25] <Cazzar> For example, in IDEA just have a module dependant on all other modules, then set that as the classpath.
L137[02:57:39] <nevercast> Cazzar, In which direction do you have the module dependencies?
L138[02:57:44] <nevercast> Proxy module depends on Mod
L139[02:57:47] <nevercast> or Mod depends on Forge ?
L140[02:58:21] <Cazzar> All of my mods, depend on the same forge version
L141[02:58:50] <Cazzar> I have a "proxy" module which, combines the classpath of all my mods.
L142[02:59:15] <nevercast> Is this so all mods are built during a Run?
L143[02:59:38] <Cazzar> So, therefore Proxy => { ModA => Forge | ModB => Forge } Though, it isn't efficiant
L144[02:59:43] <Cazzar> Yeah.
L145[03:00:14] <Cazzar> There's quite likley a more... efficiant way of running it, if AbrarSyed was around maybe he could help..
L146[03:00:51] <nevercast> Even looking at the build.gradle, it looks like it was designed with the focus of developing one mod at a time.
L147[03:01:04] <nevercast> That is rarely the case with any developer though.
L148[03:03:10] <Cazzar> 1 counter to that, is do you need to test all the mods at once?
L149[03:04:51] <nevercast> No, very rarely. Though sometimes a mod may depend on a 'library' which is a separate mod or coremod, and you may be testing interaction between two mods, both of which may need to be built from source and loaded in to a single client/server instance.
L150[03:05:35] <unascribed> if you add it as a project dep in the IDE, you should just be able to debug it normally
L151[03:05:35] <nevercast> In the past I've made multiple configurations in IntelliJ for these cases. "Standalone ModA", "Standalone ModB", "ModA w/ ModB", "ModB w/ ThirdPartyA" etc
L152[03:05:58] <unascribed> isn't that the point of run configs?
L153[03:06:17] <nevercast> Absolutely
L154[03:06:21] <Cazzar> unascribed: that is still possible
L155[03:06:29] <Cazzar> nevercast*
L156[03:07:20] <nevercast> I should be able to just setup Forge1.8 and Forge1.7 as Gradle root projects, and then sub-project them. This should enable me to share Forge between mods when the same version is required.
L157[03:07:33] <Cazzar> You can do that...
L158[03:08:01] <nevercast> I'm aware Gradle is capable of it. I (currently) am not. Section 59 in Gradle covers it however.
L159[03:08:24] <Cazzar> ForgeGradle doesn't change how you can do your setups, just, it changes how you look at it.
L160[03:15:10] <nevercast> Gradle does caching yes?
L161[03:15:17] <nevercast> No, that is Maven.
L162[03:15:24] <nevercast> I could have a local Maven I guess.
L163[03:16:04] <nevercast> Query, Cazzar, How do I expose Forge Source in IntelliJ for Debugging, without using it for building?
L164[03:16:40] <nevercast> is there a forge.src.jar kicking about? Do I need to generate one?
L165[03:17:10] <Cazzar> gradle(w) setupDecompWorkspace makes one
L166[03:17:24] <Cazzar> And when you set up your IDE, it should be linked.
L167[03:19:30] <nevercast> That task is part of the Forge plugin "ForgeGradle" I'm guessing.
L168[03:19:56] <Cazzar> Yes, it is a task added by ForgeGradle.
L169[03:20:19] <Cazzar> It will decompile, add forge, and download assets.
L170[03:21:00] <nevercast> Assets are not likely needed for ForgeSrc
L171[03:21:08] <Cazzar> They are for testing
L172[03:21:42] <Cazzar> There are 3 setup tasks, Decomp, which depends on Dev, which depends on CI
L173[03:22:55] <Cazzar> CI does the minimum to build essentially, so no source jars, as well as no javadocs, Dev get's the assets (since you are assumed to be testing with at least this) and Decomp decompiles minecraft as well.
L174[03:25:49] <nevercast> ForgeGradle looks a lot bigger than it did last year.
L175[03:29:07] <nevercast> Would the sourceJar task just generate the sourcejar..
L176[03:29:37] <Cazzar> I don't think so
L177[03:29:56] <Cazzar> Since, that might be a build task, because of it's common naming.
L178[03:30:21] <nevercast> Yeah it doesn't seem to be a User task.
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L180[03:35:42] <nevercast> Cazzar, Assets are downloaded to Mojang typical location?
L181[03:36:02] <Cazzar> ~/.gradle somewhere.
L182[03:36:28] <nevercast> Directory doesn't exist.
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L184[03:36:37] <nevercast> ./.gradle does, and is 140kB
L185[03:36:50] <Cazzar> Windows. or linux?
L186[03:37:14] <nevercast> Ehhh.. Both. Tell me in Linux language. I'll find it.
L187[03:37:46] <Cazzar> Oh, I was just going to ask, if you knew that I meant ~ to be %USERPROFILE%
L188[03:38:07] <nevercast> Oh yes, I'm aware ~ is $HOME is %USERPROFILE% :)
L189[03:38:58] <Cazzar> Then, do you have GRADLE_HOME set as a variable?
L190[03:39:25] <nevercast> Though good point. Seems gradle escaped my chroot. GRADLE_HOME might need to go in my .bash_profile
L191[03:39:46] <nevercast> It's in Users\USERNAME\.Gradle, as you expected.
L192[03:39:53] <nevercast> It should be in my Linux chroot though.
L193[03:41:52] <nevercast> Cazzar, GRADLE_HOME="${HOME}/.gradle", That should do it, yes?
L194[03:42:27] <Zaggy1024> hm, sneak+Q doesn't seem to work properly for dropping items while in the inventory GUI
L195[03:42:38] <Zaggy1024> when I open a GUI it resets the stacks I dropped
L196[03:42:44] <Zaggy1024> does anyone else see that happening in 1.8?
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L198[03:43:12] <Cazzar> nevercast: IIRC yes,.
L199[03:43:48] <nevercast> the 'clean' task depends on the Forge plugin, which downloads all the dependencies. #WorldsMostIntensiveCleanTask
L200[03:44:04] <Cazzar> Blame Abrar
L201[03:46:55] <nevercast> Cazzar, In my Linux Environment, USERPROFILE was mapped to Windows, where HOME was mapped to Linux. Gradle.exe naturally preferred the former. USERPROFILE set to HOME has fixed that. Set GRADLE_HOME for good measure too. Thanks for everything! :)
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L203[03:52:45] <FusionLord> I broke the piston ... http://puu.sh/jDp0s/e06cffd419.png http://puu.sh/jDp0K/e4181fe732.png
L204[03:54:01] <nevercast> FusionLord, Is that a shelf?
L205[03:54:07] <FusionLord> cabinet
L206[03:54:47] <unascribed> I was legitimately confused when I clicked onto the second screenshot
L207[03:54:57] <unascribed> then I remembered this is #minecraftforge
L208[03:55:08] <FusionLord> lol
L209[03:55:09] <nevercast> My first reaction was "What the actual shit" and then yes same thing, #minecraftforge
L210[03:55:29] <unascribed> I could tell the lighting was off even on the first screenshot
L211[03:55:32] <unascribed> I play this game too much
L212[03:56:07] <FusionLord> there is no lighting :P
L213[03:56:15] <unascribed> exactly
L214[03:57:17] <nevercast> Cazzar, for reference, $GRADLE_USER_HOME
L215[03:57:32] <Cazzar> nevercast: I previously had it set :P
L216[03:57:36] <Cazzar> I just couldn't remember it
L217[03:58:24] <nevercast> Yeah I set gradle_home and was disappointed it didn't work, so wrote a build.gradle that println gradle.gradleUserHomeDir
L218[03:58:32] <nevercast> Then for lols tried that as the name of the Env
L219[03:59:55] <FusionLord> unascribed, better? http://puu.sh/jDpjF/b9f09e4e5c.png
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L221[04:00:18] <unascribed> the second "piston" still looks off
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L223[04:00:50] <FusionLord> lol i just cannot get lighting right so i had shut it off
L224[04:00:57] <nevercast> Works > GRADLE_USER_HOME=$GRADLE_USER_HOME gradle getHomeDir
L225[04:00:57] <unascribed> yeah, it's not important
L226[04:01:00] <nevercast> Doesn't work > gradle getHomeDir
L227[04:01:13] <unascribed> export GRADLE_USER_HOME
L228[04:01:27] <nevercast> Why is it not already exported!
L229[04:01:31] <nevercast> export | grep GRADLE
L230[04:01:48] <unascribed> GRADLE_USER_HOME=foobar makes a non-exported variable
L231[04:01:58] <unascribed> export GRALDE_USER_FOGHFG=fgjfgd makes an exported one
L232[04:02:00] <unascribed> :P
L233[04:02:00] <nevercast> GRADLE_HOME is there, GRADLE_USER_HOME is not exported. fml
L234[04:02:06] <unascribed> 10/10
L235[04:02:10] <nevercast> it's in bash_profile, I thought they are all exported.
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L237[04:04:07] <Zaggy1024> FusionLord, what version of MC is that in?
L238[04:04:16] <Zaggy1024> er nvm, forgot about the window title :P
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L240[04:04:39] <nevercast> unascribed, result varies if the variable is already exported. GRADLE_HOME was already exported...
L241[04:05:07] <Zaggy1024> FusionLord, why not make it a normal full block model when it's closed and then switch to an open model (without the door) when it's opened?
L242[04:05:32] <Zaggy1024> and use the TE to animate the door when it's showing the model without the door
L243[04:05:45] <nevercast> EUGHH! Thank you unascribed :) :) :) :) fixed now
L244[04:05:52] <unascribed> welcome :P
L245[04:06:15] <unascribed> I'm going to be logging off for the night, so any pings at me will be directed to the bit bucket until I return
L246[04:06:18] <unascribed> cya
L247[04:06:28] <nevercast> Cya
L248[04:06:35] <unascribed> well, more logging off for the morning
L249[04:06:36] <unascribed> but still
L250[04:06:46] <nevercast> Haha who's really counting what time it is
L251[04:06:53] <FusionLord> Zaggy1024, 1.8 and cause transparent textures
L252[04:07:06] <Zaggy1024> transparent textures?
L253[04:07:14] <Zaggy1024> you mean alpha blend? or just alpha clip?
L254[04:07:32] <Zaggy1024> well actually I think block models can do both
L255[04:07:56] <Zaggy1024> see slime block
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L257[04:08:29] <FusionLord> http://puu.sh/jDpDe/31be6e66d0.png
L258[04:08:46] <Zaggy1024> yeah, you can do that with block models
L259[04:08:53] <Zaggy1024> like I said, slime block :P
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L261[04:09:31] <Zaggy1024> and the slime block has AO
L262[04:09:41] <FusionLord> I don't want to :)
L263[04:09:44] <Zaggy1024> ok
L264[04:09:48] <nevercast> HAH
L265[04:09:53] <Zaggy1024> :)
L266[04:11:41] <FusionLord> I wouldn't be able to do all of this... http://puu.sh/jDpJR/44bef88e5c.png
L267[04:12:10] <FusionLord> every face can have a different texture
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L270[04:14:07] <nevercast> Whenever developing in Java I feel like there is constantly a small child demanding a piggyback ride but wont stop kicking me in the ribs or solarplexus
L271[04:14:08] <FusionLord> It's almost ready for release... I just keep getting a crash with packets and I cannot for the life of me figure out why! grrrr
L272[04:14:24] <nevercast> New/Old laptop WiFi = Broken.
L273[04:14:34] <FusionLord> xD
L274[04:16:47] <Zaggy1024> just so you know fusion, that screenshot with lighting didn't look bad to me
L275[04:16:58] <Zaggy1024> except for the slightly too light second piston
L276[04:17:32] <Zaggy1024> oh and you could do all those face textures, it would just be a little complicated
L277[04:17:39] <FusionLord> the rest were pistons :P
L278[04:17:43] <Zaggy1024> mostly a lot of blockstates json stuff
L279[04:17:51] <Zaggy1024> er
L280[04:18:00] <Zaggy1024> well you should show a row of your cabinets then :P
L281[04:18:18] <FusionLord> to texture them all would take for ever...
L282[04:18:23] <Zaggy1024> frak why does MC keep getting stuck on top of my windows
L283[04:18:24] <FusionLord> player defined
L284[04:18:39] <Zaggy1024> hm
L285[04:18:52] <Zaggy1024> okay, yeah, you couldn't do that with the forge blockstates json :P
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L288[04:35:49] <nevercast> When do I need decomp vs dev workspace?
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L290[04:38:02] <FusionLord> decomp is for minecraft source
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L297[04:42:31] <nevercast> Internet PLEASE
L298[04:42:35] <Zaggy1024> what the..
L299[04:42:36] <FusionLord> no...
L300[04:42:43] <Zaggy1024> why did it nick you to Guest?
L301[04:43:00] <nevercast> Because it's a registered nickname, so when I reconnect the dead account is renamed.
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L303[04:43:14] <Zaggy1024> huh
L304[04:43:17] <Zaggy1024> no GHOST?
L305[04:43:20] <FusionLord> it nick'd me FusionLord1 earlier
L306[04:43:40] <nevercast> REGAIN does GHOST & NICK. Well it's meant to
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L310[04:52:13] <Cazzar> regain just changes the nick IIRC
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L318[05:03:06] <wasliebob> is there a way to render a block inside of a custom model (which is opaque with GL11.glEnable(GL11.GL_BLEND);
L319[05:03:06] <wasliebob> GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);)
L320[05:03:49] <wasliebob> The block does not exists, it´s a IIcon not a block (should be rendered as a normal block in the end, 6 sides)
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L322[05:05:53] <PaleoCrafter> Sure, you just have to get the order right ;)
L323[05:07:36] <wasliebob> first i´m rendering the block itself after that the other thing
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L325[05:08:03] <PaleoCrafter> And it isn't working?
L326[05:08:19] <wasliebob> I cannot see what´s inside the block no
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L328[05:14:58] <wasliebob> I´ll pm you all right?
L329[05:18:17] <PaleoCrafter> Nah, just post code here :P
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L331[05:18:35] <PaleoCrafter> (i.e. through pastebin)
L332[05:18:48] <wasliebob> ik, this is what´s going on http://puu.sh/jDs0i/2fe3a2c875.jpg
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L334[05:18:56] <nevercast> Cazzar, Should I be linking modules in IntelliJ or should I let Gradle handle the dependencies? It doesn't seem that they just 'click' together. The mod's build.gradle doesn't look like it's aware that the Forge build.gradle is available in another module.
L335[05:20:22] <PaleoCrafter> We don't know what it's supposed to look like, wasliebob
L336[05:20:40] <wasliebob> You should be able to see it in the block, but you don´t
L337[05:20:44] <PaleoCrafter> nevercast, that sounds like you're doing it wrong :P
L338[05:20:55] <PaleoCrafter> What is "it"?
L339[05:21:04] <nevercast> IntelliJ.
L340[05:21:06] <wasliebob> Core: http://pastebin.com/DJHP8Qyr
L341[05:21:53] <PaleoCrafter> nevercast, do you have a separate forge project you want your mods to use? :P
L342[05:22:16] <wasliebob> You should be able to see the Aspect in the block (the site i am looking at in the picture is one which should be in the block, the other once´s i set to see if it actually renders outside the block)
L343[05:22:31] <nevercast> I don't know if it matters, but if all mods could use the one forge project that would be nice. PaleoCrafter
L344[05:22:33] <PaleoCrafter> That's the wrong order...
L345[05:22:55] <wasliebob> i told you block aspect?
L346[05:23:01] <PaleoCrafter> Yeah, that's not how it works, nevercast :P forge is just a normal dependency
L347[05:23:42] <nevercast> PaleoCrafter, So why is forge-src even a thing?
L348[05:23:50] <nevercast> Who the hell actually needs it.
L349[05:23:58] <wasliebob> Works fine now PaleoCrafter, thanks xD
L350[05:24:37] <PaleoCrafter> It's the library you depend on, nevercast :P
L351[05:24:49] <nevercast> PaleoCrafter, I meant the src zip.
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L354[05:25:27] <PaleoCrafter> Oh, that's an artifact of old times and for noobs :P
L355[05:26:07] <PaleoCrafter> You technically don't need anything but a build.gradle and a working gradle installation of some form
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L357[05:26:54] <nevercast> PaleoCrafter, So this is a waste of time: http://i.imgur.com/LzslaHQ.png
L358[05:27:14] <PaleoCrafter> Yes :P
L359[05:27:23] <nevercast> Fuck sake.
L360[05:27:40] <PaleoCrafter> The src zip is a template for a mod project, basically :P
L361[05:27:48] <nevercast> Eugh. Gross.
L362[05:27:49] <nevercast> Okay
L363[05:27:55] <PaleoCrafter> Wut
L364[05:27:57] <diesieben07> nothing gross about it.
L365[05:28:21] <nevercast> No no, I'm disgusted with the time I spent on trying to smash this thing in to some sort of dependency
L366[05:28:31] <diesieben07> haha
L367[05:28:43] <nevercast> Figured it spat out a forge-deob + forge-src that I was meant to use.
L368[05:29:07] <nevercast> rm -rf ~/MinecraftDeps
L369[05:29:56] <diesieben07> at least you understood it :D
L370[05:30:10] <diesieben07> many people at this point say "but why this is stupid i have always done it this way"
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L373[05:31:43] <nevercast> FFFUUU WiFi Driver.
L374[05:31:50] <nevercast> Maven 9/10 times kills internet.
L375[05:32:25] <nevercast> I have connect commands just to auto-ghost myself because it's so frequent.
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L377[05:38:53] <Zaggy1024> my crafting system is finally close to done, I think
L378[05:38:58] <Zaggy1024> I hope I'm right
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L381[05:51:59] <MalkContent> i need some sage advice. anyone here upgraded to win10?
L382[05:52:28] <MalkContent> i have too little space on c: so i thought "fine, I'll just download the damn iso"
L383[05:52:47] <MalkContent> stupid downloader ofc wants to save the temp file on c:
L384[05:52:51] <MalkContent> woopdeefucking doo
L385[05:53:09] <diesieben07> free up space on C:? :D
L386[05:53:14] <MalkContent> not possible :/
L387[05:53:25] <MalkContent> super small ssd
L388[05:53:57] <Cazzar> you need about 4-10 GB free on C to upgrade anyway
L389[05:53:58] <MalkContent> i mean, i do have space, just not space enough for the upgrade/iso
L390[05:54:07] <Cazzar> Though, you can download the upgrade ISO manually too.
L391[05:54:21] <MalkContent> which is what i am trying to do
L392[05:54:37] <Cazzar> With this? https://www.microsoft.com/en-us/software-download/windows10
L393[05:54:45] <MalkContent> thinking of doing a mklink on the temp folder the stupid tool uses
L394[05:54:48] <MalkContent> yes, that tool
L395[05:55:09] <MalkContent> any idea how to figure out the folder used?
L396[05:55:18] <Cazzar> Resource Monitor?
L397[05:56:06] <MalkContent> that sounds promising
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L401[06:04:20] <MalkContent> pretty sure that's what i want, so thank you in advance. sadly the stupid thing doesn't want to play ball and now i have to furiously restart and kick things until it
L402[06:04:24] <MalkContent> s in order again
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L405[06:13:43] <FusionLord> if you want to check out my cabinets mods... http://www.twitch.tv/fusionlord/
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L414[06:27:46] <nevercast> Does Gradle provide run targets ? If not, what is the entry point and do I need to alter classpath/point fml at tweaks like the good days?
L415[06:28:36] <sham1> Gradle does provide run targets
L416[06:28:43] <sham1> At least if you use IDEA
L417[06:28:46] <nevercast> for debugging?
L418[06:28:56] <nevercast> indeed I use IDEA
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L420[06:31:53] <diesieben07> use GradleStart as your main class
L421[06:32:21] <diesieben07> if you import the build.gradle you will have a task genIntellijRuns that will generate run configs for you
L422[06:32:37] <nevercast> nice.
L423[06:32:52] <nevercast> If I've already an iml. It'll apply them there?
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L428[06:37:24] <diesieben07> how did you get that iml?
L429[06:38:27] <nevercast> diesieben07, Imported build.gradle
L430[06:38:34] <diesieben07> lol
L431[06:38:37] <diesieben07> well, then yes of course.
L432[06:38:41] <diesieben07> thats what i just said.
L433[06:38:56] <nevercast> .. HAH
L434[06:38:58] <nevercast> Hmm.
L435[06:39:16] <nevercast> Yes but it doesn't work because I don't have an ipr
L436[06:39:24] <diesieben07> what
L437[06:39:31] <nevercast> Project is directory format.
L438[06:39:35] <diesieben07> did you have anything before you imported?
L439[06:39:35] <nevercast> .idea/
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L441[06:40:14] <nevercast> An empty project with no modules. I need imported 6 build.gradle's (All mods) in to the same project because it seemed like a great idea at the time
L442[06:40:28] <diesieben07> yeah then the task won't work.
L443[06:40:38] <diesieben07> make a run config that launches GradleStart
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L445[06:41:49] <nevercast> diesieben07, Also vmargs and working directory. But I can get those from generated iws.
L446[06:41:59] <diesieben07> no need for any vmargs
L447[06:42:06] <diesieben07> and working dir does not matter
L448[06:42:09] <nevercast> diesieben07, How do I debug multiple mods together?
L449[06:42:12] <diesieben07> you choose whatever the hell you want
L450[06:42:15] <nevercast> Okay noted.
L451[06:42:17] <diesieben07> in the same instance?
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L453[06:42:22] <nevercast> same instance
L454[06:42:47] <diesieben07> not easily
L455[06:43:25] <nevercast> I think ForgeGradle has made some great improvements.
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L457[06:47:14] <nevercast> diesieben07, GradleStart is not found. Missing dependency?
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L460[06:48:51] <nevercast> Ah. gradle cache is missing *forge/start
L461[06:49:04] <OrionOnline> I hate model rendering in the Inventory
L462[06:49:14] <OrionOnline> For somereason it is textureing the model wrong.....
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L465[06:51:49] <laci200270> anybody knows how can use chickenbones's deploader?
L466[06:51:58] <laci200270> *how can I use
L467[06:52:52] <Ordinastie_> just don't
L468[06:52:57] <Ordinastie_> deploaders are bad
L469[06:53:19] <OrionOnline> what are they?
L470[06:53:40] <nevercast> OrionOnline, deploaders are bad, apparently.
L471[06:53:56] <laci200270> OrionOnline, they are downloading depencies
L472[06:54:08] <OrionOnline> .. that is just plain old stupid.
L473[06:54:20] <nevercast> What happens if two mods download two deps of different versions?
L474[06:54:25] <nevercast> Which API do you use?
L475[06:54:29] <nevercast> Which class is loaded first?
L476[06:54:37] <OrionOnline> Can somebody tell me why the model in the inventory has the outside texture on the inside? http://snag.gy/eF9xY.jpg
L477[06:54:39] <laci200270> i want to use google's reflections api
L478[06:54:44] <nevercast> How long before it explodes?
L479[06:54:52] <laci200270> what?
L480[06:55:18] <nevercast> laci200270, Are you able to package the API ?
L481[06:55:27] <laci200270> i not know
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L483[06:55:33] <laci200270> there is just a jar
L484[06:58:01] <laci200270> nevercast, its also located here: https://code.google.com/p/reflections/
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L486[06:58:51] <diesieben07> why do you want it? :D
L487[06:59:49] <laci200270> diesieben07, i want a system that scanns my classes for an annonation and if found it registers in the gameregistry
L488[07:00:19] <diesieben07> a) FML has that functionality already b) that is a bad idea
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L490[07:00:56] <laci200270> why bad idea?i think something like this @Block(id="blockid")
L491[07:01:26] <boni> why make a class for each block, when you can have one class with many instances for many blocks
L492[07:01:31] <diesieben07> yes, because it is fragile
L493[07:03:00] <nevercast> diesieben07, Pre-Run tasks ? Make fails with missing packages. Either the workspace is not configured correctly or gradle isn't being used. I suspect Gradle isn't being used.
L494[07:03:19] <diesieben07> did you run setupDecompWorkspace? if so, it should work
L495[07:03:34] <nevercast> I did indeed.
L496[07:03:42] <nevercast> Will it need to be run multiple times (For each mod) ?
L497[07:03:48] <nevercast> I thought it just populates the cache
L498[07:03:49] <diesieben07> yes, of course
L499[07:03:57] <nevercast> Eugh wtf why.. okay :)
L500[07:05:31] <ExeTwezz> why I don't have src/main/resources/assets.. is this just a directory, or package?
L501[07:05:45] <nevercast> directory
L502[07:05:50] <nevercast> belongs to the mod
L503[07:05:55] <nevercast> Looks maven'y
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L506[07:07:28] <ExeTwezz> okay, the tutorial says me to create a package by right-clicking on assets
L507[07:07:28] <nevercast> Wait.. decomp workspace eugh
L508[07:07:33] <nevercast> diesieben07, devWorkspace is not enough?
L509[07:07:36] <ExeTwezz> and pressing new -> package
L510[07:07:43] <Ordinastie_> dev won't give your the src
L511[07:07:45] <ExeTwezz> but it isn't available
L512[07:08:02] <nevercast> ExeTwezz, Create a folder
L513[07:08:05] <nevercast> Package is for src folders
L514[07:08:26] <diesieben07> devWorkspace gives you .class files only (you can compile). decomp gives you .java files with javadocs, etc. too
L515[07:08:27] <ExeTwezz> oh, thank you
L516[07:08:57] <nevercast> Right. Was planning just to build, but I guess IntelliJ wants that deob sauce
L517[07:09:53] <nevercast> Hind sight.. probably shouldn't have forked 4 gradle setupDecomps at once
L518[07:09:57] <nevercast> Laptop = Hot.
L519[07:10:02] <diesieben07> yes
L520[07:10:06] <diesieben07> if you did ONE and hten the other
L521[07:10:14] <diesieben07> the 3 last ones would have pretty much done nothing
L522[07:10:19] <nevercast> Yeah
L523[07:10:19] <diesieben07> caches are a good invention
L524[07:10:54] <nevercast> Yes, I've been relying on it so much I made the assumption it would cache things I'd not generated yet. Hence the missing sources.
L525[07:11:40] *** MattOfflineMc is now known as Mata
L526[07:12:14] <nevercast> It would be great to have a server for all my Maven/Gradle needs
L527[07:12:17] <nevercast> LAN cache.
L528[07:12:25] <nevercast> No more compiling on Laptop.
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L531[07:16:34] <nevercast> -.-"
L532[07:18:35] <Wuppy> heh, borderlands the presequel has some incredibly good homour :D
L533[07:18:53] <nevercast> I always loved the Dialog from BL2
L534[07:18:57] <nevercast> How does it compare?
L535[07:19:45] <Shuetox> is it possible to set item name based on whos holding it?
L536[07:22:04] <nevercast> Shuetox, I suspect strongly that the answer is yes
L537[07:22:15] <nevercast> Shuetox, Since the name can be a computed value
L538[07:23:38] <Shuetox> how does one compute it instead of taking it from the language file?
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L541[07:27:47] <nevercast> Shuetox, not entirely sure
L542[07:27:52] <nevercast> You could add it as lore
L543[07:27:55] <nevercast> See ItemBlock.addInformation
L544[07:27:58] <Shuetox> that was my backup plan
L545[07:28:08] <Shuetox> have a generic name and more accurate name in lore
L546[07:28:09] <nevercast> I don't have an environment setup yet
L547[07:28:24] <Wuppy> nevercast, if you ask me, the presequel looks terrible compared to other games released around the same time
L548[07:28:37] <Wuppy> it's also not as good as BL2 if you ask me
L549[07:28:45] <Wuppy> but it's still an incredibly enjoyable game
L550[07:29:56] <nevercast> I enjoyed BL2 a lot. Maybe I'll consider playing it, or get someone else to buy it and I try it on their machine.
L551[07:30:05] <OrionOnline> Finally, got it to render and animate properly! Yeeay
L552[07:30:22] <Wuppy> nevercast, get it on a discount
L553[07:30:28] <Wuppy> it's 100% worth it then
L554[07:30:43] <nevercast> diesieben07, setupDecompWorkspace completed. Deps still missing in IDEA. Ideas?
L555[07:31:25] <gigaherz> nevercast: reimport the gradle
L556[07:31:47] <gigaherz> it may work with just refreshing the gradle itself
L557[07:31:49] <nevercast> Is there a button for that? To reload gradle projects? Or is it a remove module add module oepration
L558[07:31:58] <gigaherz> do you have the gradle panel open?
L559[07:32:51] <gigaherz> in the gradle panel, there's a blue refresh icon on the top left
L560[07:33:25] <nevercast> Gradle Panel, Not open, is it available by Menu?
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L562[07:33:55] <nevercast> Found it
L563[07:33:57] <nevercast> Cheers.
L564[07:34:05] <laci200270> just another question: where is waila API located?
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L566[07:34:37] <gigaherz> inside the WAILA source package
L567[07:34:38] <gigaherz> ;P
L568[07:34:54] <laci200270> oh
L569[07:35:04] <laci200270> so no seperate download?
L570[07:35:34] <nevercast> It has Maven I think
L571[07:35:48] <nevercast> http://www.mobiusstrip.eu/2014/05/04/waila-now-has-a-maven/
L572[07:35:51] <ruifung> So... I've been trying to fix a bug in ExtraCells, but I can't figure out how to check if the part a tileEntity is associated with still exists in the world...
L573[07:36:14] <gigaherz> sec trying to find the repo
L574[07:36:21] <gigaherz> oh wait
L575[07:36:21] <nevercast> Please use: http://www.mobiusstrip.eu/2014/05/04/waila-now-has-a-maven/
L576[07:36:38] <gigaherz> yeah I was looking for that
L577[07:36:38] <gigaherz> XD
L578[07:38:04] <nevercast> http://i.imgur.com/JD3qbsY.png ...
L579[07:38:25] <PaleoCrafter> > not using Darcula
L580[07:38:33] <laci200270> nevercast, good luck for wait for this
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L586[07:42:52] <nevercast> TODO.FixDrivers.Priority++;
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L588[07:44:25] <laci200270> this looks very useful: https://gist.github.com/toddb/2870655
L589[07:47:37] <laci200270> nevercast, what happended with your drivers?
L590[07:47:41] <laci200270> *happened
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L592[07:48:03] <nevercast> New installation. Default intel drivers are crap. Need to get HP drivers for Wireless.
L593[07:48:20] <nevercast> Each time HDD or CPU peaks out, the Wireless Device turns off
L594[07:48:53] <laci200270> for me the drivers caused 90% fps drop
L595[07:49:42] <laci200270> with the new drivers downloaded from NVDIA site instead of the one that was on the VGA's CD much better
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L597[07:50:00] <vedalken254> laci200270: yeah... all those CDs need to never be used
L598[07:50:32] <laci200270> sometimes they needed
L599[07:50:41] <vedalken254> i mean if a card is 2 years old, you COULD technically have 2 year old drivers
L600[07:51:00] <laci200270> when I used XP it wasn't recognized the installer my HDDs
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L602[07:51:14] <vedalken254> laci200270: i'm referring to solely VGA
L603[07:51:17] <gigaherz> the only drivers I ever use from the motherboard disks are the network ones to be ablet o download the rest manually
L604[07:51:24] <Ordinastie_> anybody know if it's possible to have different eclipse preferences per working set
L605[07:51:25] <Ordinastie_> ?
L606[07:51:37] <laci200270> 2 years old VGA card?it wuld be good.I have 6 years old
L607[07:51:39] <laci200270> :P
L608[07:51:44] <laci200270> *would
L609[07:52:26] <vedalken254> laci200270: RAID Drivers are a different story but I prefer downloading the RAID Drivers before I re-install... Plus 8/8.1 and 10 don't even need the Manufacturer Specific Drivers for RAID anymore it seems
L610[07:52:34] <vedalken254> at least if it's fakeRAID
L611[07:52:37] <laci200270> not raid
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L613[07:52:39] <vedalken254> aka mobo raid
L614[07:52:48] <laci200270> for sata
L615[07:52:59] <laci200270> for some reason didn't recognized my hdd
L616[07:52:59] <vedalken254> laci200270: LOL
L617[07:53:04] <vedalken254> i forgot you said XP
L618[07:53:06] <vedalken254> derp
L619[07:53:37] <vedalken254> btw, before I replaced this card I have now, It lasted a good 4 years
L620[07:53:54] <vedalken254> replaced the card i had with the card i have now*
L621[07:53:59] <vedalken254> derp
L622[07:54:11] <laci200270> i killed my old vga card by OC
L623[07:54:29] <laci200270> so I now need to use this
L624[07:54:33] <vedalken254> laci200270: my old GPU didn't die... I just wanted Mantle and better FPS
L625[07:54:55] <vedalken254> but I overwrote the stock BIOS in my old GPU
L626[07:55:40] <laci200270> but the vga was only the beginning
L627[07:55:47] <laci200270> my PSU gie up
L628[07:55:52] <laci200270> so I replaced
L629[07:56:07] <laci200270> but when I replaced i short circuited my HDD
L630[07:56:10] <laci200270> so..
L631[07:56:18] <laci200270> I now use a 40GB hdd
L632[07:56:57] <vedalken254> laci200270: I had certain pieces of my old MSI 890FXA-GD70 fail on me without killing the complete board... specifically, my only PCI slot on the board died shortly after my Warranty expired
L633[07:57:13] <vedalken254> i only managed to replace it this past january
L634[07:57:29] <vedalken254> and I had it the same amount of time I had the GPU
L635[07:57:38] <laci200270> how died?
L636[07:58:19] <laci200270> i have a LGA755 motherboard produced in 2002 and doesn't even any problems :P
L637[07:58:20] <vedalken254> laci200270: i have no idea how exactly the PCI slot died, but it just stopped responding to any device plugged into it
L638[07:58:38] <vedalken254> laci200270: my socket was AM3
L639[07:58:48] <vedalken254> new board is AM3+
L640[07:59:00] <laci200270> the 8 core thing?
L641[07:59:17] <vedalken254> FX-8370 yeah
L642[07:59:29] <laci200270> i was planned to buy one but ended up buying a phone
L643[07:59:30] <vedalken254> but i regret that decision wholeheartedly
L644[07:59:39] <vedalken254> should've gone intel ffs
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L648[08:00:57] <vedalken254> sucky thing was at the time, an Intel build that I wanted was well outside my budget
L649[08:01:10] <laci200270> yeah
L650[08:01:17] <laci200270> the AMD is much cheaper
L651[08:01:29] <vedalken254> course that was early in the LGA2011-3 socket days
L652[08:01:38] ⇨ Joins: Pennyw95 (~Pennyw95@pd-18-117-191.service.infuturo.it)
L653[08:01:46] <vedalken254> now that socket and DDR4 has dropped slightly in price
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L655[08:02:07] <laci200270> ddr4?
L656[08:02:16] <vedalken254> the 5930K however, is still half a grand... yeah RAM
L657[08:02:21] <vedalken254> DDR4 RAM
L658[08:02:29] <laci200270> thats very expensive
L659[08:02:35] <laci200270> for me
L660[08:02:40] <vedalken254> not as much as it was initially
L661[08:02:44] <Pennyw95> I'm getting this error: cannot convert from type Object to type ItemStack, is this something obvious?
L662[08:02:53] <gigaherz> context.
L663[08:02:57] <gigaherz> pastebin.
L664[08:02:59] <laci200270> Pennyw95, where you get this?
L665[08:03:26] <laci200270> vedalken254, I'm still at ddr2
L666[08:03:33] <Pennyw95> http://pastebin.com/YxNA3FJg
L667[08:04:41] <gigaherz> yeah you can't do that
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L669[08:04:55] <gigaherz> try using (List<ItemStack>) in the cast instead
L670[08:05:46] <Pennyw95> oh
L671[08:05:53] <Pennyw95> ArrayList<ItemStack< works
L672[08:06:15] <Pennyw95> it's some error avoiding thing isn't it
L673[08:06:25] <PaleoCrafter> Dat hashing
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L675[08:06:49] <gigaherz> Pennyw95: there's no need to use ArrayList directly, you can just use List
L676[08:07:03] <gigaherz> but either way
L677[08:07:26] <gigaherz> it's just a way to convince the compiler that what it gets are ItemStacks
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L679[08:07:40] <Pennyw95> ok, I got it :)
L680[08:07:52] <gigaherz> works around the issue until we have proper generics information
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L682[08:10:07] <ThePsionic> gosh Steam your item servers are so stable /s
L683[08:11:30] <laci200270> there is any tutorials for the WAILA api?
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L686[08:12:28] <gigaherz> laci200270: no idea, but I have a working example: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/WailaProvider.java
L687[08:12:40] <laci200270> thanks
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L690[08:13:24] <laci200270> gigaherz, it needs to somewhere registered?
L691[08:13:40] <gigaherz> yes
L692[08:13:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L108
L693[08:13:44] <gigaherz> this initiates the process
L694[08:14:01] <laci200270> thamks
L695[08:14:04] <laci200270> *thanks
L696[08:16:27] <Pennyw95> seems like for (Object r : ) {} is not working...how do I do an iteration through all ?
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L699[08:20:09] <PaleoCrafter> Pennyw95, how about familiarising yourself with the language you're using before doing a serious project? I've seen you way too often asking most basic Java questions
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L702[08:23:00] <Pennyw95> I know I'm still learning alot of it...but that is also the reason I'm doing a small mod instead of what I hope to be able to code in a year from now
L703[08:23:15] <Cazzar> https://docs.oracle.com/javase/tutorial/java/nutsandbolts/for.html
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L705[08:26:09] <Blubberbub> Hello, is there a version of getMovingObjectPositionFromPlayer that works with sneaking? (In an onItemRightClick. Can't use onItemUse because i need to target fluids)
L706[08:26:44] <gigaherz> what?
L707[08:26:50] <gigaherz> just do player.isSneaking()?
L708[08:27:06] <Blubberbub> that vanilla method returns the wrong block when sneaking
L709[08:27:27] <gigaherz> ah no idea then
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L712[08:36:18] <Ordinastie_> Blubberbub, if you want your rayTrace to hit liquids, look at lillypad
L713[08:37:08] <Blubberbub> yea - problem is, lilypad uses that buggy method -.-
L714[08:37:42] <Ordinastie_> what's buggy ?
L715[08:38:18] <Blubberbub> it ignores sneaking
L716[08:38:32] <Ordinastie_> and ?
L717[08:38:56] <Blubberbub> it returns the wrong block for some situations
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L719[08:39:03] <Blubberbub> thats annoying
L720[08:39:26] <Ordinastie_> getMovingObjectPositionFromPlayer has nothing to do with sneaking
L721[08:39:53] <Blubberbub> it should return the blockposition the player is looking at
L722[08:39:56] <Blubberbub> right?
L723[08:40:07] <Ordinastie_> yes, if it hits one
L724[08:40:16] <Blubberbub> your viewpoint changes when you sneak.
L725[08:40:49] <Ordinastie_> which is taken in account by the method
L726[08:41:32] <Blubberbub> no
L727[08:42:36] <Ordinastie_> apparently it's bugged in 1.7
L728[08:42:43] <Ordinastie_> looks like it's fixed in 1.8
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L730[08:43:11] <PaleoCrafter> and you should be ashamed for working for 1.7, so everything is fine :P
L731[08:45:42] <Blubberbub> so i now need to look at the 1.8 source, to see the fix, i guess
L732[08:47:03] <sickan> But there are no 1.8 modpacks
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L750[09:33:41] *** Lathanael|Away is now known as Lathanael
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L753[09:43:36] <Szernex> https://github.com/szernex/UltraSoftCore/blob/master/README.md I should become a lore writer or something
L754[09:44:48] ⇨ Joins: MalkContent (MalkConten@p4FDCD8CC.dip0.t-ipconnect.de)
L755[09:45:21] <MalkContent> quick question: do i need to redownload java for win10 (coming from win7)?
L756[09:45:26] <HassanS6000> Szernex, you'd be quite good at it..
L757[09:45:32] <HassanS6000> MalkContent, you shouldn't have to..
L758[09:45:42] <HassanS6000> MalkContent, just do java -version in cmd
L759[09:45:43] <gigaherz> I didn't
L760[09:45:45] <Szernex> I doubt it
L761[09:45:53] <gigaherz> I use win10 and the existing java worked just fine
L762[09:45:54] <Szernex> that I would be
L763[09:46:09] <MalkContent> alright, fine by me ^^
L764[09:46:09] <gigaherz> the only thing I had to reinstall was the nvidia driver
L765[09:46:12] <HassanS6000> Szernex, :P that README.md doe
L766[09:46:17] <Szernex> :P
L767[09:46:21] <HassanS6000> Same gigaherz
L768[09:46:47] <gigaherz> wow that readme is worse than mine
L769[09:46:48] <gigaherz> XD
L770[09:46:56] <Szernex> hey now
L771[09:47:19] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L772[09:47:32] <gigaherz> worse as in, more loreish ;P
L773[09:47:36] ⇨ Joins: Dantox (webchat@ip5f5acba1.dynamic.kabel-deutschland.de)
L774[09:47:48] <Szernex> that's better.
L775[09:48:01] <Szernex> I went even more creative in the description for my pack
L776[09:48:07] <Szernex> http://minecraft.curseforge.com/modpacks/234998-socialgamer-pack
L777[09:49:31] <gigaherz> if I had unlimited money in my bank account, I'd try to make an anti-botania
L778[09:49:44] <gigaherz> a magic mod that works by destroying natural things
L779[09:49:45] <gigaherz> XD
L780[09:49:51] <Szernex> that sounds fun
L781[09:49:56] <gigaherz> well actually
L782[09:50:01] <gigaherz> my WIP magic mod already works a bit like that
L783[09:50:07] <gigaherz> but not specifically natural
L784[09:50:07] <gigaherz> XD
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L786[09:50:25] <gigaherz> https://github.com/gigaherz/ElementsOfPower
L787[09:50:39] <Szernex> but actually doesn't TC kinda work like that?
L788[09:50:44] <Szernex> by breaking stuff down into essentia
L789[09:51:19] <gigaherz> yeah but that's not what I mean
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L791[09:51:28] <Szernex> yeah I know
L792[09:51:32] <gigaherz> I mean like, the more henious the act, the more power you'd get out of it
L793[09:51:33] <Szernex> just from the way you described
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L796[09:55:55] <gigaherz> back
L797[09:55:59] <gigaherz> so like
L798[09:56:20] <gigaherz> a bit in the style of blood magic, you could get power out of damaging enemies
L799[09:56:21] <gigaherz> but
L800[09:56:25] <gigaherz> instead of just killing them
L801[09:56:37] <gigaherz> you'd get EXTRA power the more you damage the same entity
L802[09:57:04] <gigaherz> so by keeping them alive and making their suffering longer, you get more juice than just killing large amounts of them in one blow
L803[09:57:06] <MalkContent> so overkill damage counts
L804[09:57:10] <MalkContent> a.
L805[09:57:48] <gigaherz> anyhow, I have enough WIP mods as it is
L806[09:57:48] <gigaherz> XD
L807[09:57:56] <MalkContent> so you get a bloodgolem-punchingbag :3
L808[09:58:13] <gigaherz> yeah, but I wouldn't make it easy
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L810[09:58:43] <gigaherz> the ritual that damages, would do more damage the longer it acts on an entity, so you'd have to optimize the healing in order to achieve a better power ratio
L811[09:59:11] <MalkContent> i like it. villager torture chamber
L812[09:59:21] <MalkContent> guessing you have some sort of healing magic, too
L813[09:59:53] <gigaherz> nah if I were to write that mod, it would be purely destructive, you'd have to provide the healing by other means
L814[09:59:54] <gigaherz> ;P
L815[10:00:02] <gigaherz> be it a potion launcher
L816[10:00:08] <gigaherz> or some other mods' healing magic
L817[10:00:27] <gigaherz> but as I said, no time/money
L818[10:00:30] <gigaherz> so feel free to steal the idea
L819[10:04:34] <MalkContent> na
L820[10:04:58] <MalkContent> if i'm gonna do anything anytime soon, it's gonna be finishing a thaumcraft addon
L821[10:05:06] <MalkContent> or contributing to project red
L822[10:05:09] <gigaherz> heh
L823[10:05:17] <MalkContent> or maybe
L824[10:05:19] <MalkContent> just maybe
L825[10:05:32] <MalkContent> i get off my ass and finish my ThereAreNoHorses
L826[10:05:43] <MalkContent> replacing horses with boars and other pigs
L827[10:05:56] <gigaherz> lol
L828[10:06:07] <MalkContent> horses are a travesty
L829[10:06:07] <gigaherz> how about rideable rams?
L830[10:06:14] <gigaherz> I miss my wow dwarf
L831[10:06:16] <gigaherz> ;P
L832[10:06:21] <Szernex> stinking dwarf
L833[10:06:25] <MalkContent> yea
L834[10:06:28] <MalkContent> fuck off alliance scum xD
L835[10:06:35] <Szernex> sexy bloodelf females <3
L836[10:06:57] <MalkContent> meh
L837[10:07:04] <MalkContent> long live the forsaken
L838[10:07:15] <Szernex> those are very skinny tho
L839[10:07:26] <Szernex> well, what I miss most is my Tera elin warrior
L840[10:07:29] <MalkContent> (i have no idea what wow is anymore, quit like 3 months after bc came out)
L841[10:07:50] <Szernex> I quit right after cata
L842[10:07:53] <MalkContent> anywho, rams, i don't care
L843[10:08:04] <Szernex> install Twilight Forest then :P
L844[10:08:06] <MalkContent> why the hell not
L845[10:08:15] <FusionLord> raytrace is only avaible on the client right?
L846[10:08:25] <MalkContent> the biggest fun ive had in modding was
L847[10:08:35] <MalkContent> when i animated the boat model
L848[10:08:45] <MalkContent> and i gave it a small piggie tail
L849[10:08:54] <MalkContent> and messed up the parameter
L850[10:09:02] <MalkContent> and it helicoptered instead of waving left and right
L851[10:09:21] <MalkContent> and the faster you went the faster it helicoptered
L852[10:09:23] <gigaherz> MalkContent: BC was almsot as boring as classic
L853[10:09:30] <gigaherz> then Lich King make Wow actually fun to play
L854[10:09:31] <Szernex> boo
L855[10:09:35] <Szernex> I liked Classic wow
L856[10:09:40] <gigaherz> Ididn't
L857[10:09:43] <tmtu> FusionLord: no
L858[10:09:44] <Szernex> things were actually kinda difficult back then
L859[10:09:44] <MalkContent> i liked classic, too
L860[10:09:47] <gigaherz> I consider those 6 months one of the biggest wastes of time
L861[10:09:53] <gigaherz> basically I'm not social enough to play in a guild
L862[10:09:59] <gigaherz> so I was in a guild, but playing alone
L863[10:10:11] <Szernex> where like almost every class had to do their class quests and stuff
L864[10:10:14] <gigaherz> every single time I tried to get people to go on a dungeon
L865[10:10:14] <MalkContent> playing with others was the whole point for me
L866[10:10:18] <Szernex> hunters for their bow and quiver
L867[10:10:25] <MalkContent> then people stopped and i stopped, too
L868[10:10:28] <gigaherz> I'd waste 2 hours LFG, then quit because the party was still incomplete
L869[10:10:38] <MalkContent> was pretty glad i did because i can tell you i dont miss the mindless grind
L870[10:10:39] *** Lathanael|Away is now known as Lathanael
L871[10:10:45] <gigaherz> WOTLK added dongeon finder
L872[10:10:49] <FusionLord> why does onBlocPlace have to be pre TileEntity :(
L873[10:10:50] <MalkContent> at least in minecraft i can build a dirtshak from my dirt grin
L874[10:10:51] <MalkContent> d
L875[10:10:52] <gigaherz> and that's when I was able to actually PLAY
L876[10:11:05] <MalkContent> shack?
L877[10:11:07] <MalkContent> shack
L878[10:11:14] <gigaherz> Cataclysm was ok
L879[10:11:20] <gigaherz> Pandaria was nice
L880[10:11:27] <gigaherz> and Draenor was interseting
L881[10:11:30] <MalkContent> anywho, restart time. win10 demands i update >_>
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L883[10:11:55] <gigaherz> although I stoppedp laying WOD because they didn't make the raids available on the raid finder quickly enough
L884[10:11:57] <gigaherz> ;P
L885[10:12:00] <gigaherz> but
L886[10:12:14] <gigaherz> their announce of the upcoming expansion was really interesting
L887[10:12:16] <gigaherz> they have me sold
L888[10:12:35] <Szernex> well the fact that it's still subscription based drove me off the most
L889[10:12:45] <gigaherz> the day wow becomes f2p, wow will die.
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L891[10:12:51] * Szernex shrugs
L892[10:12:56] <gigaherz> it's sad
L893[10:12:59] <gigaherz> but it's how it will be
L894[10:14:01] <gigaherz> it won't be long, though
L895[10:14:10] <gigaherz> they have already been testing stuff for ingame store and such
L896[10:14:39] <gigaherz> it's just a matter of time until the number of subscribers is low enough the higher ups decide to change the model
L897[10:15:04] <gigaherz> I guess it will depend on how much they sell the Legion expansion
L898[10:15:09] <gigaherz> I know I will buy it
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L900[10:15:25] <gigaherz> and I know a few people who have been demanding to see the Emerald Dream since day 1
L901[10:15:51] <gigaherz> and a lot of people who have been demanding the Demon Hunter playable class since Illidan was anounced as a boss enocounter
L902[10:16:26] <gigaherz> and Legion will have both.
L903[10:16:27] <gigaherz> XD
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L905[10:22:45] <FusionLord> so tmtu you are saying I can call this on the server? Minecraft.getMinecraft().objectMouseOver.sideHit; ?
L906[10:22:53] <tmtu> no
L907[10:24:41] <gigaherz> lol no, but world.raytrace exists in the server
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L909[10:25:00] MineBot sets mode: +v on RichardG
L910[10:25:03] <FusionLord> say what? ...
L911[10:25:41] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/database/spells/SpellResurrection.java#L19
L912[10:25:51] <gigaherz> in fact. I use player.raytrace in my wip mod ;P
L913[10:26:00] <gigaherz> to detect if the player is looking at a dragon egg
L914[10:26:01] <gigaherz> ;P
L915[10:26:20] <gigaherz> player.rayTrace also returns entity hits I believe
L916[10:26:34] <gigaherz> but I only care about blocks XD
L917[10:27:39] <FusionLord> gigaherz, what are the vectors?
L918[10:28:09] <gigaherz> ??
L919[10:28:20] <gigaherz> oh in world.rayTrace? can't remember
L920[10:28:30] <gigaherz> player.rayTrace uses the player look vector automatically
L921[10:28:31] <FusionLord> ok... :P
L922[10:28:52] <gigaherz> check the history of that file, I used world.rayTrace before
L923[10:28:59] <gigaherz> but I switched to player because it's a better fit
L924[10:29:00] <gigaherz> XD
L925[10:29:28] <gigaherz> ah no wait, git is stupid and can't follow renames
L926[10:29:42] <FusionLord> crud I just realized this is impossible :(
L927[10:30:09] <gigaherz> what is?
L928[10:30:20] <gigaherz> let's start over
L929[10:30:24] <gigaherz> what do you want to achieve?
L930[10:31:36] <FusionLord> i need the face the player places the block on... the onBlockPlaced has the side but is before the tileentity is created and on blockplacedby is post and the raytrace will return the block that was just placed
L931[10:32:11] <gigaherz> oh
L932[10:32:11] <gigaherz> well
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L934[10:32:19] <gigaherz> mc creates them in a sequence
L935[10:32:24] <gigaherz> so you could store it for later
L936[10:32:25] <gigaherz> XD
L937[10:32:43] <ollieread> What exactly are you trying to do FusionLord ?
L938[10:33:19] <FusionLord> simalar to block axis but with rotation aswell
L939[10:33:30] <FusionLord> and need to store it in the te
L940[10:34:11] <gigaherz> actually
L941[10:34:16] <ollieread> I don't quite follow
L942[10:34:16] <gigaherz> yo ucan just have a custom ItemBlock
L943[10:34:19] <gigaherz> that manually places
L944[10:34:24] <gigaherz> and THEN assigns the TE afterward
L945[10:34:52] <gigaherz> the ItemBlock's onItemUse should have the hit info also?
L946[10:34:54] <FusionLord> I'll just go about it a different route.
L947[10:35:10] <gigaherz> yeah
L948[10:35:10] <FusionLord> let the player set block facing and rotaion in the gui settings
L949[10:35:13] <FusionLord> :)
L950[10:35:15] <gigaherz> world, x,y,z, side
L951[10:35:20] <ollieread> FusionLord: Am I right in saying that you want a block that faces a particular way (towards the player), when placed, like a furnace, but using the TE instead of metadata?
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L953[10:35:32] <gigaherz> you can do that from the ItemBlock.
L954[10:35:40] <ollieread> or you can do it from onBlockPlacedBy
L955[10:35:48] <FusionLord> no ollieread
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L957[10:36:20] <FusionLord> ollieread, that doesn't have theh face the player placed on
L958[10:36:32] <FusionLord> public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase entity, ItemStack stack)
L959[10:36:50] <ollieread> int l = MathHelper.floor_double(entityLiving.rotationYaw * 4.0F / 360.0F + 0.5D) & 3
L960[10:37:01] <FusionLord> like i said I just put it in the gui
L961[10:37:04] <ollieread> if(l== 0) { ForgeDirection.getOrientation(2)
L962[10:37:05] <ollieread> etc etc
L963[10:37:15] <FusionLord> 1.8
L964[10:37:47] <ollieread> I'm not sure why that wouldn't work in 1.8
L965[10:38:11] <Ordinastie_> he wants the face hit when right clicked, the the facing of the player
L966[10:38:15] <Ordinastie_> *not
L967[10:38:38] <ollieread> Ahh
L968[10:38:44] <FusionLord> its fine, thanks guys
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L971[10:55:22] <gigaherz> hey anyone has a lib that would help me implement a scrollable, searchable gui inventory? ;P
L972[10:55:40] <Ordinastie_> hum
L973[10:58:33] <gigaherz> I wanna give my storage block an optional GUI, but I don't really want to spend too much time writing a custom gui for it, since my idea is that you'd use an external inventory aggregator as an intermediate, so if someone has something that can take an IInventory and do all the work... ;P ;P
L974[10:59:52] <Ordinastie_> I guess you don't want hard dep anyway
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L986[11:28:54] <ExeTwezz> mcmod.info needs to be in src/main/resources, right?
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L988[11:29:56] <diesieben07> jesus christ windows 10 update is annoying as hell
L989[11:30:03] <gigaherz> yes.
L990[11:30:07] <gigaherz> to both.
L991[11:30:30] <diesieben07> i made a bootable usb stick. it downloaded all the win 10 data agian, even though it already had it
L992[11:30:47] <gigaherz> oh you mean the upgrade process?
L993[11:30:50] <gigaherz> I just did it inline
L994[11:30:53] <diesieben07> i then discovered you cant just boot from an usb stick, you need to do an in-place upgrade FIRST and THEN do an clean install
L995[11:30:56] <gigaherz> no usb or anything
L996[11:31:03] <diesieben07> i dont trust in-place updates
L997[11:31:18] <gigaherz> it worked quite well
L998[11:31:33] <diesieben07> well, now i am doing the in-place update, though the same app that created the usb stick
L999[11:31:39] <gigaherz> yeah
L1000[11:31:42] <diesieben07> it is downloading all the gigabytes *again*
L1001[11:31:49] <gigaherz> you don't happen to have USBlyzer do you? ;P
L1002[11:31:50] <diesieben07> and now its stuck at 16% searching for updates
L1003[11:31:57] <diesieben07> oh 17%
L1004[11:31:58] <diesieben07> wow
L1005[11:32:22] <gigaherz> it's automated so, go watch a movie or something ;p
L1006[11:33:12] <diesieben07> how many updates can this thing possibly download
L1007[11:33:15] <diesieben07> its like a month old
L1008[11:33:32] <PaleoCrafter> it's just searching for updates :P
L1009[11:33:45] <PaleoCrafter> and that alone apparently takes ages, lol
L1010[11:33:47] <gigaherz> well win10 isn't like the previous windows
L1011[11:33:48] <diesieben07> it has been searching for 30 minutes
L1012[11:33:52] <gigaherz> uh
L1013[11:33:56] <gigaherz> that's weird
L1014[11:34:02] <gigaherz> shouldn't take more than 5 minutes
L1015[11:34:03] <diesieben07> you cant tell me that searching for updates takes 30 mintues for 18%
L1016[11:34:18] <diesieben07> well, maybe not 30, but at least 15
L1017[11:34:39] <gigaherz> still, win10 has had some updates, but they are cumulative
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L1019[11:34:56] <gigaherz> each update package installs on top of the previous ones
L1020[11:35:02] <diesieben07> now it jumped from 22% to 38%
L1021[11:35:04] <diesieben07> wat the hell
L1022[11:35:35] <KilRoYDK> windows have always been good at estimating things
L1023[11:35:46] <KilRoYDK> in a few minutes you will jump back to 25%
L1024[11:35:52] <diesieben07> dont jinx it
L1025[11:36:04] <gigaherz> lol no it doesn't work that way XD
L1026[11:36:16] <gigaherz> it's the TIME that jumps, not the %
L1027[11:36:23] <KilRoYDK> yesterday my windows 7 used 20 mins installing update 14 of 22... 1-14 was instant... and 15-22 was also instant
L1028[11:36:41] <gigaherz> and in the file dialog, it has always been because it measurestime based on file counts
L1029[11:37:00] <gigaherz> "I have 50 files to copy, the first 3 took 3 seconds... to 50 will take 50 seconds"
L1030[11:37:09] <ExeTwezz> do I need to run setupDecompWorkspace after renaming a mod?
L1031[11:37:10] <diesieben07> yeah whcih is utterly stupid
L1032[11:37:14] <gigaherz> "oh wait, now that I copied the 4th, it took 5 minutes, so the total must be 6 hours!"
L1033[11:37:20] <diesieben07> but you cant just do file size either
L1034[11:37:35] <diesieben07> 20.000 very small files take longer to copy than 1 big file of the same size
L1035[11:37:39] <diesieben07> and *much* longr
L1036[11:37:40] <gigaherz> "oh wait the 5th was only 6 minutes, the total must be 18 minutes!"
L1037[11:37:49] <KilRoYDK> i know it dont work that way diesieben07 - but its kind of the normal joke about windows...
L1038[11:37:59] <diesieben07> i know
L1039[11:38:02] <gigaherz> nah the joke goes like
L1040[11:38:04] <PaleoCrafter> ExeTwezz, no
L1041[11:38:10] <gigaherz> Microsoft developer:
L1042[11:38:23] <gigaherz> "Baby, I'm out of work, I'll be home in 5 minutes, no wait 5 hours, no wait 15 seconds"
L1043[11:38:49] <KilRoYDK> thought it was a more NSFW joke..
L1044[11:38:54] <nevercast> haha
L1045[11:39:01] <gigaherz> I have seen the SFW version, then
L1046[11:39:08] <gigaherz> but any joke that's SFW
L1047[11:39:13] <ExeTwezz> well, I've edited my mcmod.info, then runned "Minecraft Client" in IDEA, and it didn't update in Mods menu
L1048[11:39:15] <gigaherz> will eventually be converted into a NSFW
L1049[11:39:43] <PaleoCrafter> rule 35? xD
L1050[11:39:48] <ExeTwezz> however, I've run "gradlew build" and "gradlew runClient", and everything was fine
L1051[11:39:59] <gigaherz> rule 34 of jokes
L1052[11:40:20] <PaleoCrafter> idea.module.inheritOutputDirs = true do you have this line in your build.gradle, ExeTwezz?
L1053[11:40:33] <gigaherz> ah right, rule 35 applies best
L1054[11:40:33] <PaleoCrafter> if no, add it in there (outside of any { } block)
L1055[11:41:00] <gigaherz> (I personally prefer: idea { module.inheritOutputDirs = true } )
L1056[11:41:29] <PaleoCrafter> wait, there actually is a rule 35? XD
L1057[11:43:30] <gigaherz> yes
L1058[11:43:39] <gigaherz> it states "if there is no porn of it, there will soon be"
L1059[11:43:55] <PaleoCrafter> well then
L1060[11:44:05] <gigaherz> http://rulesoftheinternet.com/index.php?title=Main_Page
L1061[11:44:13] <ExeTwezz> is it normal if it says "Cannot resolve symbol 'idea'"?
L1062[11:44:50] <gigaherz> no?
L1063[11:45:07] <diesieben07> yes thats fine
L1064[11:45:16] <gigaherz> I have never seen that message XD
L1065[11:45:24] <diesieben07> intellij tries to do code-analysis in your build.gradle if you tell it to
L1066[11:45:29] <diesieben07> but its not very good at it
L1067[11:45:32] <gigaherz> oh right
L1068[11:45:41] <gigaherz> that spammy message at the top I always ignore
L1069[11:45:43] <diesieben07> anyways, windows 10 is done now.
L1070[11:45:49] <diesieben07> lets see if this works
L1071[11:45:52] <diesieben07> see you on the other side.
L1072[11:46:04] <gigaherz> have fun waiting ;P
L1073[11:50:21] <ExeTwezz> I'm definitely doing something wrong :\
L1074[11:50:59] <ExeTwezz> now it just says to "contact the author for mcmod.info"
L1075[11:52:16] <FusionLord> ExeTwezz, are you in your dev enviroment?
L1076[11:52:51] <ExeTwezz> what?
L1077[11:53:00] <ExeTwezz> if you mean am I in IDEA, then yes
L1078[11:55:04] <ExeTwezz> > group= "com.yourname.modid"
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L1080[11:55:57] <gigaherz> cna you pastebin your build.gradle AND your modid?
L1081[11:56:00] <ExeTwezz> I have to change that
L1082[11:56:20] <gigaherz> you don't "have" to, but it's good if you do
L1083[11:56:41] <Wuppy> https://www.youtube.com/watch?v=z9Uz1icjwrM
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L1085[11:57:20] <PaleoCrafter> Wuppy, you bastard, I must listen to this now ._.
L1086[11:57:35] <Wuppy> :P
L1087[11:57:59] <Wuppy> I want to say I'm sorry, but that'd be a lie
L1088[11:58:05] <Wuppy> :P
L1089[11:58:11] <ExeTwezz> here it is: http://pastebin.com/5pBj1giz
L1090[11:58:44] <PaleoCrafter> did you hit the refresh button in IDEA's gradle sidebar?
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L1092[12:00:42] <gigaherz> meh
L1093[12:00:45] <gigaherz> https://www.youtube.com/watch?v=rvYZRskNV3w
L1094[12:00:46] <gigaherz> ;p
L1095[12:01:38] <ExeTwezz> PaleoCrafter, didn't change anything in Mods menu
L1096[12:02:04] <PaleoCrafter> make sure the mod id in your mcmod.info and your @Mod annotation application match
L1097[12:02:36] <Wuppy> I have now listened to that song for 6 minutes already :<
L1098[12:02:39] <ExeTwezz> they do
L1099[12:02:40] <Wuppy> I may be going insane
L1100[12:02:57] <PaleoCrafter> 6 minutes?
L1101[12:03:29] <gigaherz> when my flatmate likes a song, he often puts it in loop
L1102[12:03:36] <gigaherz> soemtimes using those 10hour videos
L1103[12:03:57] <gigaherz> at one time
L1104[12:04:03] <gigaherz> he cut a 30second segment of a song
L1105[12:04:13] <gigaherz> and played it in a loop
L1106[12:04:15] <gigaherz> it was horrible
L1107[12:04:16] <gigaherz> XD
L1108[12:05:11] <gigaherz> btw anyone here knows some good place to track tv show episodes?
L1109[12:05:27] <Wuppy> define track
L1110[12:05:36] <gigaherz> get notified when a new ep has aired
L1111[12:05:41] <gigaherz> and I can start searching for it online ;P
L1112[12:06:00] <PaleoCrafter> don't you know the schedule for all your favourite shows? :P
L1113[12:06:06] <gigaherz> nope
L1114[12:06:07] <gigaherz> XD
L1115[12:06:36] <gigaherz> I used to rely on eztv's my shows list
L1116[12:06:51] <gigaherz> but I recently learned that the site was taken over by a group of scammers, and the eztv group disbanded
L1117[12:06:54] <Wuppy> dammit, I shouldn't have clicked this https://www.youtube.com/watch?v=Sagg08DrO5U
L1118[12:07:07] <gigaherz> then I won't click.
L1119[12:07:08] <gigaherz> XD
L1120[12:07:34] <Wuppy> JUST DO IT
L1121[12:07:38] <PaleoCrafter> amazing
L1122[12:08:54] <PaleoCrafter> https://www.youtube.com/watch?v=jfDnhgItsos even more amazing
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L1124[12:09:32] <vsg1990> for the forge universal jars is there a command line option for installing the server? I only have access to a terminal.
L1125[12:10:00] <Wuppy> right Paleo...
L1126[12:10:02] <Vigaro> Download the installer
L1127[12:10:09] <Vigaro> Then run it using the -installServer argument
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L1129[12:10:43] <PaleoCrafter> isn't it great, Wuppy?
L1130[12:11:10] <vsg1990> Vigaro: I'm using "java -jar forge.jar -installServer", but it complains about missing libraries.
L1131[12:11:27] <PaleoCrafter> make sure it's the installer and not the universal jar
L1132[12:11:43] <vsg1990> PaleoCrafter: Ah, I'll check that.
L1133[12:12:56] <vsg1990> That was it, thanks.
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L1135[12:13:18] <ExeTwezz> wait
L1136[12:13:22] <ExeTwezz> mcmod.info needs to be in the root?
L1137[12:13:38] <gigaherz> in your development environment,
L1138[12:13:44] <gigaherz> it's located in src/resources/mcmod.info
L1139[12:13:48] <gigaherz> but after you compile the jar
L1140[12:13:53] <gigaherz> it SHOULD end up in the root of the jar
L1141[12:14:21] <gigaherz> if you used the provided build.gradle, and set up the environment correctly, this should happen automatically
L1142[12:14:22] <ExeTwezz> I have it in src/main/resources by default
L1143[12:14:33] <gigaherz> yeah I meantsrc/main/resources
L1144[12:14:34] <gigaherz> XD
L1145[12:16:17] <ExeTwezz> by the way,
L1146[12:16:32] <ExeTwezz> how should be mod's jar file called?
L1147[12:16:58] <gigaherz> convention is to use a TitleCased version of your modid
L1148[12:17:05] <ExeTwezz> I've modid-1.0.jar
L1149[12:17:08] <ExeTwezz> :\
L1150[12:17:16] <gigaherz> but I have seen many variations
L1151[12:17:35] <gigaherz> some mods have
L1152[12:17:45] <gigaherz> [mcversion]ModId-version.jar
L1153[12:17:46] <PaleoCrafter> there is no convention apart from the regular maven artifact-version-classifier :P
L1154[12:17:47] <gigaherz> others have
L1155[12:17:59] <gigaherz> ModId-version-[mcversion].jar
L1156[12:18:01] <gigaherz> others
L1157[12:18:07] <gigaherz> ModId-mcversion-version.jar
L1158[12:18:20] <ExeTwezz> no, you misunderstood me
L1159[12:18:38] <gigaherz> ?
L1160[12:18:48] <gigaherz> then?
L1161[12:18:59] <ExeTwezz> modid-1.0.jar is strange to me
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L1163[12:19:23] <gigaherz> you can customize the archivesBaseName to use anything
L1164[12:19:38] <ExeTwezz> ok then
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L1166[12:19:42] <gigaherz> the default build.gradle will use "archivesBaseName-version.jar"
L1167[12:19:46] <gigaherz> but you can customize that too
L1168[12:20:16] <gigaherz> oh and if oyu have secondary output tasks
L1169[12:20:25] <gigaherz> the classifier tag will be appended at theend
L1170[12:20:34] <gigaherz> so if you have a sourceJar task with classifier 'src'
L1171[12:20:45] <gigaherz> this task will generate BaseName-version-src.jar
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L1173[12:25:23] <ExeTwezz> ok
L1174[12:25:42] <ExeTwezz> I've refreshed Gradle project
L1175[12:30:51] <ExeTwezz> t/help leave
L1176[12:30:55] <ExeTwezz> sorry :P
L1177[12:31:37] <gigaherz> I remapped the chat key in mc to be enter
L1178[12:31:38] <gigaherz> XD
L1179[12:31:43] <gigaherz> feels more like MMOs
L1180[12:31:43] <gigaherz> ;P
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L1184[12:42:46] <vedalken254> gigaherz: you too? *highfive*
L1185[12:48:33] <gigaherz> heh
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L1187[12:51:24] <nevercast> Ha I think everyone does
L1188[12:51:32] <nevercast> it feels more like Age Of Empires 1 tbh
L1189[12:52:26] <Mraof> I still just use t
L1190[12:52:56] <Mraof> I remember for a while my Minecraft still used i for inventory because it did in earlier versions
L1191[12:53:03] <Mraof> And then I mentioned it and someone thought it was weird
L1192[12:53:06] <gigaherz> yeah
L1193[12:53:09] <gigaherz> I'm considering changing it back
L1194[12:53:18] <gigaherz> because I'm getting used to pressing E to interact, in ARK
L1195[12:53:18] <gigaherz> XD
L1196[12:53:39] <gigaherz> then I go back to MC, and I still try to press i to inventory
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L1198[12:54:10] <SkySom> I still switch back to i for mc
L1199[12:54:15] <SkySom> Never liked it as e
L1200[12:54:21] <SkySom> Also switch q to l
L1201[12:54:57] <Mraof> q and e are in the same area as wasd
L1202[12:55:12] <Mraof> And should be used for keys you need to press without delay
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L1205[13:07:58] <Tim020> Does the server keep a file of all the player's that have ever logged in?
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L1207[13:08:50] <sham1Mobile> Meh... I cannot connect to my bouncer
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L1209[13:09:24] <sham1Mobile> Annoys the hell out of me...
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L1214[13:24:53] <masa> Tim020: each player has their player data file, so yes
L1215[13:25:13] <Tim020> masa, can I access those files?
L1216[13:25:56] <masa> from a mod? yeah, but I don't think you should, maybe at most list the files to se what is there
L1217[13:26:20] <masa> what exactly do you need them for?
L1218[13:26:43] <Tim020> I literally need the list of players, and probably their UUID
L1219[13:27:03] <Tim020> player names^
L1220[13:27:09] <masa> well since about 1.7.5-ish the files are named by the UUID
L1221[13:27:56] <Tim020> Where are they stored?
L1222[13:28:01] <masa> do you need the list of players that has ever logged into a server before your mod was installed, or only the ones that log in while your mod is installed?
L1223[13:28:35] <Tim020> before, every player to have visited the server
L1224[13:28:56] <masa> they are in world/playerdata directory since the UUID change
L1225[13:29:35] <masa> I think it was world/players before, and they were named playername.dat back them, now they are named UUID.dat
L1226[13:30:26] <Tim020> Now the question is, can I access them from client side?
L1227[13:30:38] <masa> like I said, at least don't write anything to those files directly from you mod or you'll probably corrupt them, only list the files to get the UUIDs
L1228[13:30:43] <masa> no
L1229[13:30:49] <masa> they are on the server
L1230[13:31:04] <masa> why wold you need it from a client?
L1231[13:31:40] <Tim020> Because I am trying to implement a 'friends list', and I want to be able to see every player's name from within a GUI
L1232[13:32:30] <masa> well you would need a server side component to the mod which would send the list
L1233[13:33:08] <laci200270> how can I translate a text from language files?
L1234[13:33:33] <masa> from language files?
L1235[13:33:43] <laci200270> I think: supply with text.anything and get Anything
L1236[13:33:49] <laci200270> such as blocks
L1237[13:33:51] <masa> you mean get the translation that is defined in a lang file?
L1238[13:33:55] <laci200270> yes
L1239[13:34:20] <Tim020> masa, what would be the easiest way to get a server side component?
L1240[13:34:27] <tterrag|ZZZzzz> StatCollector.translateToLocal
L1241[13:34:38] <masa> on the server side, StatCollector.translateToLocal() or something liek that, on the client I18n.something()
L1242[13:34:55] <tterrag|ZZZzzz> ^
L1243[13:35:13] <tterrag|ZZZzzz> The former is fine on the client though. but I18n is client only
L1244[13:35:15] <laci200270> thanks
L1245[13:35:21] <laci200270> I need it for waila
L1246[13:35:32] <laci200270> text tooltip
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L1248[13:35:52] <masa> yeah I too use StatCollector almost everywhere, except my GUIs use the I18n one
L1249[13:38:00] <masa> Tim020: well, your mod needs to also be installed on the server, and you would then use custom packets to request and send the player list when necessary
L1250[13:39:05] <tterrag|ZZZzzz> I use my own clads
L1251[13:39:11] <masa> and there might even be methods for getting the player list or something similar already, I don't know...
L1252[13:39:14] <tterrag|ZZZzzz> But it calls StatCollector
L1253[13:40:20] <masa> by which I mean that maybe you don't have to go to such low level as listing the files from the filesystem yourself, that seems a bit hacky
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L1257[13:54:52] <ExeTwezz> why is "${version} (1.0.0)" shown up as my mod's version in Mods menu?
L1258[13:55:19] <ExeTwezz> I guess this is a substitution fail
L1259[13:55:56] <ExeTwezz> but why is it caused
L1260[13:57:27] <PaleoCrafter> that is normal in-dev
L1261[13:57:30] <ExeTwezz> wait, I'm supposed to change it...
L1262[13:57:47] <PaleoCrafter> it will only get filled in once you actually build your mod through grtadle
L1263[13:58:10] <ExeTwezz> actually?
L1264[13:58:38] <ExeTwezz> isn't gradlew build the only way to build?
L1265[13:59:04] <sham1Mobile> Dev environment is different
L1266[13:59:05] <PaleoCrafter> yes, that's what I mean by "actually", not running stuff through gradle runClient or your IDE
L1267[13:59:50] <ExeTwezz> ok then :)
L1268[14:05:43] <Tim020> Is there a way to get the player display name from UUID?
L1269[14:06:07] <unascribed> if you have the full GameProfile, there's a getName method
L1270[14:06:20] <unascribed> otherwise, I think there's a UUIDToNameCache class or similar
L1271[14:09:57] <OrionOnline> What is the games entry point for a dedicated server? Also the Minecraft class?
L1272[14:11:06] <unascribed> Minecraft is for the client
L1273[14:11:12] <unascribed> MinecraftServer is for the dedicated server
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L1277[14:23:29] <shadekiller666> what is the in-code name for spawn eggs?
L1278[14:23:47] <shadekiller666> oh, "spawn_egg"
L1279[14:23:49] <shadekiller666> derp
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L1281[14:26:23] <Mata> Where can i get forge for 1.8?
L1282[14:26:33] <Mata> on the files.minecraftforge.net
L1283[14:26:40] <Mata> 1.8 is not enabled
L1284[14:27:24] <shadekiller666> ?
L1285[14:27:32] <shadekiller666> yes it is?
L1286[14:27:32] <PaleoCrafter> well, because you're already on the 1.8 page :P
L1287[14:27:53] <Mata> That is the 1.7 page right?
L1288[14:28:00] <Mata> lol or am i just thinking wrong
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L1290[14:28:22] <shadekiller666> i'm trying to make an item that adds layers to its texture based on nbt, like how TiC does its tools
L1291[14:29:01] <shadekiller666> the only examples of overlays i can find in vanilla are the spawn eggs and leather armor, which both only use 2 textures per, and just change the color
L1292[14:29:10] <shadekiller666> i want to overlay an actual texture
L1293[14:29:36] <PaleoCrafter> 1.8 or 1.7?
L1294[14:29:52] <shadekiller666> 1.8
L1295[14:30:10] <PaleoCrafter> ISmartItemModel, you should know this :P
L1296[14:30:30] <shadekiller666> thats the only way to do this? theres no vanilla alternative?
L1297[14:30:44] <shadekiller666> or forge alternative
L1298[14:30:45] <shadekiller666> ok
L1299[14:30:57] <PaleoCrafter> depends on how much effort you want to put into it :P
L1300[14:31:44] <PaleoCrafter> you could create a JSON for every possible combination and select it with a custom ItemMeshDefinition thingy
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L1302[14:36:13] <Max_Shen> Do I need to @SideOnly an override of a @SideOnly method?
L1303[14:36:34] <shadekiller666> no
L1304[14:36:42] <shadekiller666> don't ever put @SideOnly in your mod code
L1305[14:36:52] <Max_Shen> It's not mine, it's the IC2 crops API.
L1306[14:37:00] <shadekiller666> that is a tag made by the deobfuscator for vanilla's code
L1307[14:37:14] <shadekiller666> it doesn't do anything to your mod's code
L1308[14:38:01] <PaleoCrafter> if you're overriding a method that has it, yes you should put it on there
L1309[14:38:03] <Lumien> I mean it does :P
L1310[14:38:09] <PaleoCrafter> and yeah, it does :P
L1311[14:38:09] <Lumien> It removes the method on the server
L1312[14:38:15] <tterrag> shadekiller666: lies
L1313[14:38:19] <Max_Shen> ...
L1314[14:38:33] <tterrag> Max_Shen: YES you need to. SideOnly does not search hierarchies
L1315[14:38:43] <Max_Shen> Alright, thanks.
L1316[14:38:46] <shadekiller666> ...
L1317[14:39:02] <shadekiller666> i was told that @SideOnly shouldn't be used...
L1318[14:39:15] <sham1Mobile> It should not
L1319[14:39:20] <Lumien> Overriding methods you just have to
L1320[14:39:22] <Max_Shen> The javadocs discourage use but in this case I don't have control over the API.
L1321[14:39:26] <Lumien> If the parameters contain client only classes
L1322[14:39:31] <tterrag> shadekiller666: shouldn't be used on YOUR OWN
L1323[14:39:38] <tterrag> but if MC or another mod uses it...you kinda have to
L1324[14:39:39] <sham1Mobile> But saying that "it does nothing in your mod" is bullshite
L1325[14:39:50] <tterrag> also ^
L1326[14:40:08] <shadekiller666> ok
L1327[14:40:14] <shadekiller666> i was wrong
L1328[14:40:27] <sham1Mobile> It very much does stuff that you may not want
L1329[14:41:30] <sham1Mobile> Also, still pissed that my bouncer is broken
L1330[14:43:46] <OrionOnline> Why would the load of a MessageHandler that is only used on the client side cause issues server side?
L1331[14:44:36] <Lumien> Define issues
L1332[14:44:42] <sham1Mobile> Hmm, I should propably make my rotatable blocks with configurable faces with ISmartModel and IExtendedBlockState rather than JSON.
L1333[14:46:18] <PaleoCrafter> are you using forge blockstates and submodels atm?
L1334[14:46:49] <sham1Mobile> Was planning so
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L1337[14:47:24] <sham1Mobile> But it would have become very complex really fast
L1338[14:48:08] <PaleoCrafter> if the JSON isn't overwhelmingly complicated, keep it :P
L1339[14:48:17] <PaleoCrafter> don't forget dem resource packs
L1340[14:48:37] <sham1Mobile> They can always modify the textures :D
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L1342[14:49:15] <OrionOnline> How can i get the current PlayerEntity in a IMessageHandler on the client side that makes the Server not crash?
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L1344[14:49:36] <ollieread> FMLClientHandler.instance().getClientPlayerEntity()
L1345[14:49:44] <ollieread> As one method
L1346[14:50:03] <OrionOnline> Hmm oke, caus ei was currently using minecraft.getminecraft.thewPlayer
L1347[14:50:20] <OrionOnline> which is fine for internal servers but dedicated ones donnot start then...
L1348[14:50:41] <ollieread> Well I actually have that code in ClientProxy#getClientPlayer
L1349[14:50:51] <ollieread> CommonProxy#getClientPlayer returns null
L1350[14:50:59] <ollieread> So I just do Technomagi.proxy.getClientPlayer()
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L1352[14:51:14] <ollieread> No need for a null test, as if it's null I want it to break, because that shouldn't be the case
L1353[14:51:19] <ollieread> I'm not into failing gracefully
L1354[14:51:46] <PaleoCrafter> how about getPlayer(MessageContext)? :P
L1355[14:51:53] <PaleoCrafter> then you have client- and server player with one method
L1356[14:52:21] <OrionOnline> PaleoCrafter, what do you mean, with getPlayer(MessageContext)
L1357[14:52:24] <OrionOnline> ?
L1358[14:52:57] <PaleoCrafter> one moment
L1359[14:53:06] <ollieread> MessageContext.side
L1360[14:53:09] <ollieread> But
L1361[14:53:16] <ollieread> How exactly are you going to get the server player?
L1362[14:53:47] <ollieread> Ahh
L1363[14:53:50] <PaleoCrafter> ctx.getServerHandler().playerEntity
L1364[14:53:53] <PaleoCrafter> :P
L1365[14:53:56] <ollieread> Yeah, just saw that
L1366[14:54:12] <OrionOnline> Does that return a Player on the Client side aswell?
L1367[14:54:22] <PaleoCrafter> although on the client you'd have to insert a side check and not just return Minecraft.thePlayer
L1368[14:54:22] <OrionOnline> Cause that is what i am looking for?
L1369[14:54:25] <ollieread> Nope
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L1371[14:54:52] <tterrag> >server handler
L1372[14:54:57] <sham1Mobile> Or ctx.getClientHandler ().playerEntity on client.
L1373[14:55:05] <PaleoCrafter> you'd have if(ctx.side.isClient()) return Minecraft.getMinecraft().thePlayer; else return ctx.getServerHandler().playerEntity;
L1374[14:55:14] <ollieread> if(ctx.side.equals(Side.CLIENT)) { return FMLClientHandler.instance().getClientPlayerEntity(); } else { ctx.getServerHandler().playerEntity)
L1375[14:55:16] <PaleoCrafter> no, sham1Mobile :P
L1376[14:55:19] <ollieread> Or isClient
L1377[14:55:24] <OrionOnline> Ah oke
L1378[14:55:40] <sham1Mobile> Why
L1379[14:55:42] <PaleoCrafter> I'd use referential equality for enums, ollieread :P
L1380[14:55:50] <PaleoCrafter> because that simply doesn't exist :P
L1381[14:56:07] <PaleoCrafter> as there only is one player on the client
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L1383[14:56:19] <sham1Mobile> Not with my IDE ATM as you might guess
L1384[14:56:23] <ollieread> I'll add that to my list of refactors
L1385[14:56:36] <PaleoCrafter> don't claim shit then, sham1Mobile :P
L1386[14:56:53] <PaleoCrafter> YouTube, pls, let me watch just this one video
L1387[14:57:40] <PaleoCrafter> ._.
L1388[14:59:03] <OrionOnline> ollieread, https://gist.github.com/OrionDevelopment/1148d279c3503ad58354 that will not work, as this exception is thrown while loading the dedicated server
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L1391[14:59:40] <Mata> Is there any way to automatise the building of 1.7.10 and 1.8?
L1392[14:59:56] <Mata> I would guess its hard since imports aren't the same
L1393[15:00:01] <Mata> #blamecpw?
L1394[15:00:28] <Lumien> OrionOnline just stick your execute code in a seperate method and call it from your main one
L1395[15:00:29] <ollieread> OrionOnline: You can't have it in the packet
L1396[15:00:39] <ollieread> As Lumien said :P
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L1398[15:01:26] <OrionOnline> He???!!!, Would that not still throw the Error whhile it loads up? As i stil have a reference to that particular class inside my Handler?
L1399[15:01:33] <Lumien> try it
L1400[15:01:36] <Lumien> for me it works fine
L1401[15:01:59] <PaleoCrafter> Mata, uhm... s/cpw.mods.fml/net.minecraftforge.fml/ ?
L1402[15:02:06] <Mata> lol
L1403[15:02:10] <Mata> tru
L1404[15:02:28] <PaleoCrafter> or what exactly are you trying to do, build a mod that compiles for both 1.7 and 1.8?
L1405[15:02:58] <Mata> well.. kinda
L1406[15:03:08] <Mata> i dont feel like asm
L1407[15:03:09] <Mata> :P
L1408[15:03:13] <OrionOnline> Even with a seperate function it sill crashes..........
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L1410[15:03:23] <OrionOnline> #With the same error on the same line
L1411[15:03:30] <LexManos> methods are compiled in completion
L1412[15:03:44] <Mata> Hey Lex
L1413[15:03:56] <LexManos> so you have to make any code that you dont want compiled on one side never accessible from that side
L1414[15:04:02] <LexManos> thats the entire point of the proxy system
L1415[15:04:30] <Mata> umm i kinda didn't use the proxy system, since in preinit it has a event.getSide
L1416[15:04:32] <Lumien> Just putting my client only code in a seperate method in the same class and sticking that behind a worldObj.isRemote seems to work sometimes though
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L1418[15:04:44] <LexManos> well then you're stupid
L1419[15:04:59] <LexManos> if you want something not to run on the dedicated server
L1420[15:05:02] <LexManos> then use the proxy system
L1421[15:05:12] <OrionOnline> LexManos, so how do i get the currently active player in a MessageHandler that handles ghanges to a IEEP coming from the server
L1422[15:05:18] *** OrionOnline was kicked by LexManos (OrionOnline))
L1423[15:05:18] <Lumien> Stupid because it works? :P
L1424[15:05:28] <Mata> But what would be the difference between the oroxy system abd event.getSide()
L1425[15:05:30] <sham1Mobile> Lex, been shouting to AbrayShed today yet?
L1426[15:05:42] <Mata> I can't seem to find a valid reason to go through the pain
L1427[15:05:42] <Mata> lol
L1428[15:05:46] <LexManos> No i havent
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L1430[15:06:05] <LexManos> mata Orion's case is an exact point of why to go through the pain
L1431[15:06:19] <Mata> umm
L1432[15:06:22] <Mata> haven't read up yet
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L1434[15:06:22] <Mata> lol
L1435[15:06:24] <LexManos> Oh you're a different thing
L1436[15:06:30] <PaleoCrafter> Lumien, that can explode horribly :P
L1437[15:06:31] <LexManos> you're trying to build for two versions at once
L1438[15:06:36] <LexManos> no, fuck that
L1439[15:06:37] <Mata> well wanting to do that :P
L1440[15:06:45] <Mata> that's why i originally came here
L1441[15:06:46] <OrionOnline> Did i get kicked for the Ping there (Then i am sorry)
L1442[15:06:51] <LexManos> Do not build for both from the same codebase.
L1443[15:06:51] <Mata> LOL
L1444[15:07:01] <Mata> hmm
L1445[15:07:10] <Mata> because what i do atm just feels repetitive
L1446[15:07:14] <Mata> :P
L1447[15:07:23] <LexManos> i know how to make it not feel repetitive
L1448[15:07:25] <PaleoCrafter> OrionOnline, ollieread and I have pointed out a method?
L1449[15:07:31] <Mata> how?
L1450[15:07:31] <LexManos> STOP FUCKING BUILDING FOR A YEAR OLD FUCKING VERSION
L1451[15:07:37] <PaleoCrafter> you don't want that code inside your message handler, but your proxies :P
L1452[15:07:42] <OrionOnline> Ah oke
L1453[15:07:48] <Mata> Lex a ton of people still use 1.7
L1454[15:07:56] <Mata> just about every modpack
L1455[15:07:58] <PaleoCrafter> guess why? :P
L1456[15:08:02] <LexManos> I know, because twats like you dont update.
L1457[15:08:09] <Mata> i update
L1458[15:08:11] <Mata> to 1.8
L1459[15:08:11] <Mata> :P
L1460[15:08:16] <Mata> i'm one of the good guys
L1461[15:08:20] <Mata> Kappa
L1462[15:08:21] <LexManos> No no you're not
L1463[15:08:22] <PaleoCrafter> OrionOnline, in your server proxy, just return the one from the context, and in the client proxy keep what you have right now
L1464[15:08:27] <OrionOnline> now i understand, create a method in both the client and the common proxy, but let the side only update to 1.8
L1465[15:08:31] <OrionOnline> ehm not to 1.8
L1466[15:08:38] <OrionOnline> update the value of the IEEP
L1467[15:08:49] <OrionOnline> Got it...... Jees sometimes my brain freezes
L1468[15:10:16] <Mata> http://pastebin.com/hKhqCKcx
L1469[15:10:17] <Mata> lol
L1470[15:10:24] <shadekiller666> holy crap... a single .obj file with 5 different track pieces ends up being about 32k lines long...
L1471[15:10:26] <Mata> This just seems so much easyer but meh
L1472[15:10:27] <Mata> lol
L1473[15:10:45] <shadekiller666> maybe having all of the track models in a single file is not a very feasible option...
L1474[15:11:02] <PaleoCrafter> text isn't the most compact format, you know, shadekiller666 :P
L1475[15:11:18] <shadekiller666> ok and?
L1476[15:11:23] <Lumien> Paleo so something like this is not a good idea? https://github.com/lumien231/Random-Things/blob/1d1476f646c4fb91dc4b14276c9f72b85f392b6f/src/main/java/lumien/randomthings/tileentity/cores/TileEntityEnderCore.java#L44-L135
L1477[15:11:26] <PaleoCrafter> just saying :P
L1478[15:11:30] <Lumien> it seems to work pretty reliable
L1479[15:11:40] <shadekiller666> how is that supposed to help? i can't change the fact that .obj is a text-based format
L1480[15:12:10] <PaleoCrafter> I'm saying that you don't have to use obj :P
L1481[15:12:12] <PaleoCrafter> that's by pure luck then, Lumien :P
L1482[15:12:31] <Lumien> Java is luck based? :o
L1483[15:12:35] <Mata> Lol
L1484[15:12:38] <Mata> no
L1485[15:12:43] <Mata> Php is luck based
L1486[15:12:48] <Mata> :P
L1487[15:12:51] <PaleoCrafter> the JVM seems to error fairly randomly :P
L1488[15:13:08] <sham1Mobile> PHP is suck-based
L1489[15:13:08] <LexManos> what the fuck is that shit?
L1490[15:13:11] <PaleoCrafter> like, I've artificially constructed some situations where it would fail
L1491[15:13:23] <PaleoCrafter> and others which look fairly similar but do not fail
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L1493[15:14:40] <Tim020> Does MC have a method to get display name from UUID?
L1494[15:15:05] <sham1> Of course they do
L1495[15:15:31] <sham1> How would they be able to get your display name in the first place if there was no such thing
L1496[15:15:39] <Mata> ^^
L1497[15:15:50] <Mata> I think player should contain it as default
L1498[15:15:53] <Tim020> Where is the function?
L1499[15:16:11] <Mata> since minecraft players are uuid's and usernames are just nicknames
L1500[15:16:31] <Mata> i would think .getName but that could be for the username
L1501[15:17:35] <Mata> !gf func_146094_a
L1502[15:17:38] <Mata> !gm func_146094_a
L1503[15:17:45] <Mata> lol that's it
L1504[15:17:51] <Mata> func_146094_a Tim020
L1505[15:18:09] <Tim020> !gf func_146094_a
L1506[15:18:15] <Tim020> !gm func_146094_a
L1507[15:18:34] <Mata> public static UUID func_146094_a(GameProfile p_146094_0_)
L1508[15:18:39] <Mata> would have no idea what the gameprofile is :P
L1509[15:19:22] <PaleoCrafter> Tim020, UsernameCache.getLastKnownUsername methinks
L1510[15:19:44] <Mata> lol why is EnumChatVisibility even in the entityplayer class, it seems so inlogical
L1511[15:19:46] <Mata> *unlogical
L1512[15:21:44] <Mata> Hmm i am intrested
L1513[15:21:57] <Mata> the class NameFormat contains a username and display name
L1514[15:22:09] <Mata> that means one of those tho would be the uuid
L1515[15:22:10] <Mata> i think :P
L1516[15:23:12] <Mata> getCommandSenderName?
L1517[15:23:13] <PaleoCrafter> that class is an event, you know
L1518[15:23:24] <Mata> ow really
L1519[15:23:25] <Mata> lol
L1520[15:23:31] <Mata> but still, it has 2 different things
L1521[15:23:48] <Mata> username is final and so cant be changed, display name can :P
L1522[15:24:00] <PaleoCrafter> yeah, the username is what the player is actually called
L1523[15:24:13] <PaleoCrafter> and the display name is what will be displayed in chat and as nametag
L1524[15:24:32] <Mata> PaleoCrafter, and the name that the player acctually has is the uuid right?
L1525[15:24:38] <PaleoCrafter> no
L1526[15:24:43] <Mata> what then?
L1527[15:24:45] <Mata> email?
L1528[15:24:45] <Tim020> What do I do to fix the debug starting and saying "select an mcp conf dir for the deobfuscator"?
L1529[15:24:48] <PaleoCrafter> the nick
L1530[15:25:10] <Mata> that only happened to me when trying to install codechichen core
L1531[15:25:40] <PaleoCrafter> "fix" lol
L1532[15:25:47] <TehNut> Tim020: Does a window pop up with your file system?
L1533[15:25:55] <Tim020> Yea
L1534[15:26:08] <Mata> I really have to clean up my code one of these days
L1535[15:26:09] <Mata> http://pastebin.com/vSmapLS7
L1536[15:26:24] <TehNut> You need to navigate to here and select the conf folder
L1537[15:26:42] <TehNut> C:\Users\YOURUSERNAME\.gradle\caches\minecraft\net\minecraftforge\forge\YOURFORGEVERSION\unpacked\conf
L1538[15:27:09] <LexManos> dont use ccc
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L1546[15:36:40] <Mata> Can anyone give me a correct name for this class? http://pastebin.com/LnLfK0Mr
L1547[15:36:45] <Mata> because it isn't a util
L1548[15:36:50] <Mata> but i cant think of any names
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L1552[15:49:08] <shadekiller666> is there syntax in a .gitignore to include a specific file extension?
L1553[15:49:18] <OrionOnline> *.extension?
L1554[15:49:20] <sham1> *.*extention*
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L1556[15:49:27] <OrionOnline> Sombody know a good website developer?
L1557[15:49:30] <shadekiller666> that excludes that extension
L1558[15:49:38] <OrionOnline> I need a website for a project and i am the worst at it.......
L1559[15:49:50] <OrionOnline> Default the extension is included
L1560[15:49:57] <shadekiller666> it seems like sourcetree uses some sort of global .gitignore as well as a repository-specific .gitignore
L1561[15:50:14] <OrionOnline> hmm i have no idea, i am not using sourcetree
L1562[15:50:18] <shadekiller666> and i want to allow .obj files only for this repo, but not globally
L1563[15:50:56] <shadekiller666> so that i don't have to call "git add <path> -f" everytime i make a new .obj file
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L1565[15:51:40] <williewillus> why are people idiots https://github.com/sinkillerj/ProjectE/pull/931/files
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L1567[15:53:14] <shadekiller666> ahh
L1568[15:53:21] <sham1> "Why are people idiots" Human nature
L1569[15:53:47] <shadekiller666> if you put an ! before the standard ignore syntax, it will override the exclusion
L1570[15:53:58] <sham1Mobile> Yush
L1571[15:54:07] <OrionOnline> Is there way to get the OreDic data dump?
L1572[15:54:17] <shadekiller666> so if a .gitignore has *.obj and you want to later include objs, you would put !*.obj
L1573[15:57:04] <Sephiroth> wouldn't you simply just remove *.obj from .gitignore? :P
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L1576[15:58:25] <gigaherz> Sephiroth: different files
L1577[15:58:35] <gigaherz> the global gitignore has the "ignore all .obj files"
L1578[15:58:46] <gigaherz> but the local one has "wait, I need .obj here!"
L1579[15:59:11] <shadekiller666> mhmm
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L1581[15:59:40] <gigaherz> you can also have per-folder .gitignore
L1582[15:59:40] <shadekiller666> so for the repo-specific .gitignore, you have a line with !*.obj, and that will allow all .objs for that repo only
L1583[15:59:41] <gigaherz> so like
L1584[15:59:45] <gigaherz> the root has *.obj ignored
L1585[15:59:52] <gigaherz> but the "models" folder has *.obj allowed
L1586[15:59:56] <shadekiller666> oh thats interesting
L1587[16:00:17] <gigaherz> yeah just put a .gitignore in the resources folder or so
L1588[16:00:19] <shadekiller666> well, in this case the only .objs are in the models folder so it doesn't really matter :P
L1589[16:00:35] <Vigaro> I find it easier to ignore everything and whitelist just what I want
L1590[16:00:43] <Vigaro> That way I can just throw stuff in there when I need to
L1591[16:00:51] <gigaherz> I prefer to have per-repository .gitignores
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L1593[16:01:44] <shadekiller666> wow, i just realized that the proper way to have all of these roller coaster tracks is going to be very complicated when it comes to blockstates...
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L1598[16:02:53] <williewillus> !gm func_145845_h 1.7.10
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L1600[16:05:31] <Mata> Umm if anyone wants to interact with curse in their mod, https://github.com/MattsMc/Java-Curse-Util here you go
L1601[16:05:34] <Mata> its not the cleanest code
L1602[16:05:35] <Mata> :P
L1603[16:05:40] <Mata> but it'll work
L1604[16:06:32] <LexManos> I can do that entire util in one line of code...
L1605[16:06:42] <Mata> lol
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L1607[16:06:52] <LexManos> CurseObject obj = GSON.fromJson(json, CurseObject.class)
L1608[16:07:09] <Mata> umm
L1609[16:07:12] <LexManos> This isnt sarcasem, this is just how json works.
L1610[16:07:20] <Mata> i added objects and all
L1611[16:07:33] <Mata> i *tried* to make it as easy as possible for people to implement :P
L1612[16:07:39] <Mata> and i think i done that
L1613[16:07:40] <williewillus> wait yeah
L1614[16:07:47] <williewillus> you don't need that fancy stuff
L1615[16:07:58] <williewillus> json engines serializes all of it for you :p
L1616[16:08:04] <Mata> ssht :P
L1617[16:08:09] <Mata> it works
L1618[16:08:10] <Mata> :P
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L1620[16:10:03] <OrionOnline> Is the oredictionary ItemStack (better say NBT) specific?
L1621[16:10:20] <LexManos> Seriously dude, i'd suggest taking 10 mins and researching JSON/GSON, it will make things a lot easier for you.
L1622[16:10:25] <LexManos> And no Orion it is not
L1623[16:10:35] <Mata> I know about json
L1624[16:10:41] <Mata> only i have never used it in java
L1625[16:10:42] <Mata> :P
L1626[16:11:00] <LexManos> even in java its the same, it serializes to and from objects. Thats the point.
L1627[16:11:00] <OrionOnline> Hmm that is sad
L1628[16:11:20] <shadekiller666> JavaScript Object Notation
L1629[16:11:24] <OrionOnline> Is JSON not Java Serialized Object Notation
L1630[16:11:32] <OrionOnline> Ah JavaScript it is ... :D
L1631[16:11:37] <shadekiller666> its notation designed to describe objects...
L1632[16:11:53] <LexManos> Orion: The Ore dictionary is a hack to get around the fact that modders are stupind and register multiple items for the same thing. The better option is to Pull from it and dont create things when they already exist
L1633[16:11:55] <sham1> OrionOnline, technically it could be both, but it is Javascript object notation
L1634[16:11:56] <OrionOnline> Then that explains why all my nuggets turn into Obsidian
L1635[16:13:16] <OrionOnline> LEx, the problem is i remove some recipes to make the game a tick harder (in specific the possibility to craft nuggets from ingots through the crafing grid), so i wanted to stay compatible with others and make my nuggets OreDic compatible...
L1636[16:13:27] <OrionOnline> Which is not going to work if i cannot get that to work.....
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L1638[16:14:30] <LexManos> ya, the oredict does not take NBT into account
L1639[16:14:44] <LexManos> as it simply is not designed to its a simple match system
L1640[16:14:58] <LexManos> what nuggets are you adding?
L1641[16:16:16] <OrionOnline> ehmm without addons, only iron and obsidian, but with addons it adds all tinkers metals (including all ExtraTiC)
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L1643[16:16:31] <OrionOnline> Which adds up to roughly 50 to a hunderd depending on the modpacl
L1644[16:16:33] <OrionOnline> pack*
L1645[16:16:39] <LexManos> why would you do that doesnt tinkers construct add its own nuggets?
L1646[16:16:48] <LexManos> also iron nuggets already exist dont they?
L1647[16:17:08] <OrionOnline> Yews but i cannot make them heatable if they are my type of item
L1648[16:17:34] <OrionOnline> To be able to heat the nugget they have to IHeatable (my interface) which they are not (for obvious reasons)
L1649[16:17:55] <LexManos> why do they need to be that?
L1650[16:18:13] <LexManos> Why not just have a registry of vanilla items that can be 'wrapped' in your iheatable
L1651[16:18:31] <LexManos> and make the heated items revert back to vanilla when the heat dissapates
L1652[16:18:31] <OrionOnline> Hmm.... Technically they are...
L1653[16:18:45] <OrionOnline> I just did not make a recipe that results in their nuggets.......
L1654[16:18:52] <LexManos> and then you can simply not allow your items to be oredicted while 'heated'
L1655[16:19:10] <OrionOnline> They are not oredic while heated, they are only when cooled of
L1656[16:19:25] <LexManos> mm
L1657[16:19:28] <LexManos> and when cooled off
L1658[16:19:39] <LexManos> why cant they just be minecraft:nuggestIron
L1659[16:19:42] <LexManos> instead of your item?
L1660[16:20:08] <LexManos> I assume you have a startHeating(ItemStack) function or something like that right?
L1661[16:20:13] <OrionOnline> Actually they should be....
L1662[16:20:32] <OrionOnline> They are not turned back properly on cool down...
L1663[16:20:47] <LexManos> that sounds more like a bug to me, then a issue with Forge/OreDict...
L1664[16:21:38] <OrionOnline> I never sad that it was a issue with the ForgeDic
L1665[16:21:44] <OrionOnline> Just was sad that it could not do that
L1666[16:22:00] <OrionOnline> Hmm i should be able to pull the OreDic Registered Item, and if non exists take mine
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L1668[16:31:14] <shadekiller666> once all of the blockstate jsons have been parsed and models have been assigned to variants, is it possible to change a model for a specific variant?
L1669[16:32:02] <shadekiller666> also, the maximum number of block IDs in 1.8 is 4096 right?
L1670[16:32:03] <OrionOnline> Dang that will not work either, as their are mods that add things like OreBerries (TiC) and the first entry it finds is that dang BERRY Args
L1671[16:32:55] <williewillus> yes maximum id's is 4096
L1672[16:33:02] <williewillus> until mojang changes the world format
L1673[16:33:14] <williewillus> or some modders decide to be dumb and change it themselves and break old worlds
L1674[16:35:41] <Tim020> Ok still stumped, can I get either an EntityPlayer or GameProfile from a UUID? I cannot find it anywhere!
L1675[16:39:55] <Zaggy2048> shadekiller666, you can specify a variant fully in forge blockstates and it will replace the permutations it comes up with
L1676[16:41:17] <masa> Tim020: there is a method in World for getting a player by UUID
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L1678[16:41:54] <Mogul> hey gyus
L1679[16:41:57] <Mogul> eh, guys
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L1681[16:42:36] <shadekiller666> zaggy, thats the problem, there could potentially be 100 or more different "variations" of this block, and i'm trying to decide whether i should eat up 1 block id per "style" of roller coaster track, or figure out a way to only use up a few block ids (like 1 id per "category" ie. steel/wooden/inverted/water)
L1682[16:43:14] <williewillus> Tim020: you want a live entity from a uuid? that's easy: http://pastebin.com/3b2JjAip
L1683[16:43:26] <williewillus> there might be a method somewhere for it but that's the most straightforward
L1684[16:43:27] <shadekiller666> i would like to avoid the former because it means that the mod won't be an id hog and significantly lower the amount of mods that could be installed at once
L1685[16:43:40] <Mogul> Say, can anybody tell me if there is a way to directly return a computed image as a texture for a block - without registering it to the texture atlas as a sprite? Perhaps something about using a custom renderer?
L1686[16:44:05] <williewillus> ServerConfigurationManager.getEntityFromUuid maybe tim
L1687[16:44:06] <shadekiller666> computed image?
L1688[16:44:20] <williewillus> if you have direct gl access you can do whatever you want
L1689[16:44:40] <Tim020> And if the player isn't live?
L1690[16:44:41] <Mogul> @shadekiller666 If possible, yes. That would be an image that I create at runtime.
L1691[16:44:41] <shadekiller666> the missing texture (the pink and black one) is dynamically generated
L1692[16:45:15] <Mogul> Well, as far as I could see it is still treated as a TextureAtlasSprite the more or less usual way.
L1693[16:45:21] <shadekiller666> afaik there isn't an easy way to completely bypass the TextureAtlasSprite, but you can make a dynamic texture that gets created and stitched at runtime
L1694[16:45:51] <williewillus> Tim020: like creating a gameprofile from a uuid?
L1695[16:45:58] <Tim020> Yea
L1696[16:46:05] <Tim020> Basically
L1697[16:46:07] <shadekiller666> the problem with only having those 4 blocks though, is how to determine which of the many many models to use when
L1698[16:46:25] <Mogul> Hm, I would like to avoid stitching as I guess that would still blow up the atlas if I have many different variations of one texture.
L1699[16:46:48] <shadekiller666> tbh i don't think you need to worry about the size of the atlas
L1700[16:46:48] <Mogul> williewillus said something about GL - does this not have those restrictions?
L1701[16:46:57] <williewillus> yes
L1702[16:47:16] <williewillus> if you have direct gl access you can bind whatever resourcelocation you want and render it lol
L1703[16:47:17] <Tim020> williewillus, getting a gameprofile from UUID would be very helpful
L1704[16:47:24] <shadekiller666> zaggy, do you see the problem i'm trying to solve?
L1705[16:47:25] <Mogul> And how complicated would that probably be, are there any decent tutorials on that for Minecraft Forge modding?
L1706[16:47:32] <williewillus> but it only works in tesrs or layers
L1707[16:47:37] <williewillus> what are you needing to render?
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L1709[16:48:15] <williewillus> Tim020: i'm not exactly sure how that works, try poking around authlib or the server authentication/skin downloading mechanisms
L1710[16:48:20] <williewillus> what do you need the GP for?
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L1712[16:48:38] <Mogul> Well, the idea is to modify existing textures by overlaying another texture.
L1713[16:48:41] <Tim020> Getting the display name for a player who may or may not be online at that time
L1714[16:49:07] <jamierocks> sk89q wrote something for that
L1715[16:49:20] <Mogul> As this other texture would basically always be one of three or four variations in rotated versions but I got a lot of base textures that would increase the amount of textures needed exponentially if done the usual way.
L1716[16:49:39] <williewillus> I'm sure you can do that in a different way
L1717[16:49:54] <Mogul> Different from accessing GL you mean?
L1718[16:49:57] <jamierocks> https://github.com/sk89q/SquirrelID
L1719[16:50:06] <williewillus> can't you just generate the sprites when the game loads?
L1720[16:50:27] <Mogul> I guess I could; that would be the missing image sprite way.
L1721[16:50:45] <Mogul> That would still be several hundret textures then though.
L1722[16:50:54] <williewillus> but it's all in memory
L1723[16:51:01] <Mogul> Hm
L1724[16:51:01] <williewillus> if you have all the base textures on disk
L1725[16:51:06] <williewillus> you just rotate them on load
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L1727[16:51:31] <Mogul> Hm, thinking about it, even when using GL those would have to be in memory, right?
L1728[16:51:42] <Mogul> So I guess it would really not make a difference.
L1729[16:51:59] <williewillus> using it with gl will also murder performance unless you use a spritesheet, which is what the atlas is basically :p
L1730[16:52:06] <Mogul> Meh.
L1731[16:52:29] <Mogul> Or perhaps rather "yay", as that means I won't have to mess with GL rendering.
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L1734[16:54:12] <Mogul> Well, thanks guys, guess I will look into dynamically generated sprites once more then.
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L1736[16:59:02] <LexManos> ...?
L1737[16:59:34] <LexManos> what are you trying to do?
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L1744[17:23:12] <ExeTwezz> so, I have assets\genericmod\lang folder shown up as assets.genericmod.lang in IDEA, and I want to create assets\genericmod\textures :D
L1745[17:23:25] <ExeTwezz> how do that?
L1746[17:23:30] <gigaherz> go to assets
L1747[17:23:31] <gigaherz> right-click
L1748[17:23:35] <gigaherz> create package
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L1750[17:23:40] <gigaherz> genericmod.textures
L1751[17:23:43] <gigaherz> or
L1752[17:23:45] <gigaherz> to resources
L1753[17:23:50] <gigaherz> and assets.genericmod.textures
L1754[17:23:56] <ExeTwezz> I've tried the latter one
L1755[17:24:04] <gigaherz> or simpler: show in explorer
L1756[17:24:07] <gigaherz> and create the folder manually.
L1757[17:24:09] <ExeTwezz> and listed directories in console
L1758[17:24:26] <ExeTwezz> and there were assets.genericmod.textures
L1759[17:24:29] <gigaherz> heh
L1760[17:24:34] <gigaherz> maybe doens't work for resource folders
L1761[17:24:41] <gigaherz> use "show in explorer" or equivalent, then
L1762[17:25:13] <ExeTwezz> thank you :D
L1763[17:25:25] <ExeTwezz> although I wanted to do that in the IDE
L1764[17:26:51] <sham1Mobile> Now you can
L1765[17:27:22] <sham1Mobile> As long as you have two subentries on a package , you can add to it
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L1767[17:32:06] <ExeTwezz> eh, is Paint suitable for drawing textures?
L1768[17:32:17] <gigaherz> sure, but you can't do transparency
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L1770[17:32:22] <gigaherz> so I'd suggest Paint.net
L1771[17:32:45] <gigaherz> if it's just opaque, go ahead
L1772[17:33:35] <ExeTwezz> well that's good
L1773[17:33:51] <gigaherz> really anything that can save a .png file works
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L1775[17:33:52] <gigaherz> ;P
L1776[17:34:47] <MalkContent> anyone know if there was a mod made that updates maps when in the players inventory rather than only in active slot?
L1777[17:35:02] <gigaherz> never heard of it
L1778[17:35:07] <MalkContent> hrm
L1779[17:35:13] <gigaherz> doesn't mean it doesn't exist
L1780[17:35:18] <gigaherz> I may just have never heard of it
L1781[17:35:18] <gigaherz> ;P
L1782[17:35:41] <MalkContent> yea. im just having a tough time googling for that
L1783[17:36:03] <MalkContent> cause "map" doesn't bring up results for the map item
L1784[17:36:19] <gigaherz> yeah
L1785[17:36:21] <gigaherz> but maybe
L1786[17:36:22] <gigaherz> http://www.curse.com/mc-mods/minecraft/category/map-information
L1787[17:36:27] <gigaherz> maybe it's somewhere in there, if one exists
L1788[17:36:28] <gigaherz> XD
L1789[17:39:47] <ExeTwezz> http://jackschaedler.github.io/goya/
L1790[17:39:51] <ExeTwezz> perfect
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L1793[17:41:43] <MalkContent> whats that
L1794[17:43:17] <ExeTwezz> texture editor (for me) :p
L1795[17:43:49] <ExeTwezz> I mean it wasn't made for me, but I treat is a texture editor
L1796[17:43:55] <ExeTwezz> it as*
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L1798[17:45:06] <MalkContent> a. okay
L1799[17:45:16] <MalkContent> why not just use gimp
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L1801[17:45:51] <MalkContent> then again it's nice to have the stuff online
L1802[17:46:59] <ExeTwezz> yeah
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L1805[17:50:09] <CapnJackH> How does one implement great than 16x textures by default?
L1806[17:50:22] ⇨ Joins: Orion (~OrionOnli@ip-83-134-233-151.dsl.scarlet.be)
L1807[17:50:36] <gigaherz> CapnJackH: they "just work"
L1808[17:50:46] <gigaherz> I usea 48x48 texture for my multiblock structure
L1809[17:50:50] <gigaherz> two, in fact
L1810[17:51:05] <gigaherz> the stitcher will simply allocate a bigger area for it
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L1812[17:51:51] <Vorquel> I rendered an arbitrarily shaped jpeg in world for a joke. It's not like openGL cares.
L1813[17:52:04] <CapnJackH> is that elements of power? I will have to look at your git. The textures don't show up for a block I added.
L1814[17:52:25] <gigaherz> no
L1815[17:52:26] <gigaherz> ender-rifty
L1816[17:52:28] <gigaherz> ender-rift*
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L1818[17:52:39] <gigaherz> 1.7.10 mod
L1819[17:52:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/
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L1822[17:55:33] <CapnJackH> hmm. looked at the code for the rift, doesn't look much different than mine. I probably just didn't format something correctly. thanks!
L1823[17:56:35] <CapnJackH> has anyone heard of someone trying to generate the shape of continents on world creation and then have chunks generate using that template?
L1824[17:56:41] <gigaherz> note that I render a custom model on the ISBRH
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L1831[18:29:13] <ExeTwezz> how to set a texture for a block?
L1832[18:29:21] <ExeTwezz> seems like .setBlockTexture doesn't exist
L1833[18:29:39] <ExeTwezz> I've tried to use it on GenericBlock that extends Block
L1834[18:30:01] <ExeTwezz> .setBlockTextureName*
L1835[18:30:53] <Zaggy2048> exe, what MC version?
L1836[18:31:03] <ExeTwezz> 1.8
L1837[18:31:12] <Zaggy2048> that's not how it works in 1.8
L1838[18:31:16] <ExeTwezz> I guess :\
L1839[18:31:22] <Zaggy2048> are you basing your code off a tutorial for 1.7?
L1840[18:31:29] <gigaherz> 1.8 doesn't have textures, it has models.
L1841[18:31:34] <Zaggy2048> ^
L1842[18:31:35] <ExeTwezz> lol
L1843[18:31:37] <gigaherz> the models then can reference textures
L1844[18:31:43] <Zaggy2048> look up a tutorial on 1.8 blocks
L1845[18:31:45] <gigaherz> but what you assign to a block/item, is a model
L1846[18:32:09] <gigaherz> there's 3 steps to give a simple block a texture
L1847[18:32:26] <gigaherz> 1. create a blockstates json file for it, that links the "normal" blockstate to a model
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L1849[18:33:00] <gigaherz> 2. create a model json that uses "blocks/cube_all" (single texture) or "blocks/cube" (one texture per face)
L1850[18:33:13] <gigaherz> 3. register the item form of the block with the ModelLoader
L1851[18:33:51] <gigaherz> for step 3: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L59
L1852[18:34:06] <gigaherz> for step 1: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L1853[18:34:15] <gigaherz> for step 2: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L1854[18:34:25] <Zaggy2048> he should probably follow a tutorial if he doesn't know that models exist in 1.8 tho :P
L1855[18:34:39] <ExeTwezz> I've started modding yesterday :D
L1856[18:34:40] <Zaggy2048> there's a lot more to it than just making jsons
L1857[18:34:51] <gigaherz> yeah
L1858[18:34:53] <gigaherz> but that's the basics
L1859[18:35:05] <gigaherz> I still recommend reading tutorials
L1860[18:35:13] <gigaherz> but a working example is also good
L1861[18:35:20] <Zaggy2048> and make sure they're for 1.8 if you're doing this on 1.8
L1862[18:35:27] <Zaggy2048> because otherwise you will get very confused :P
L1863[18:35:31] <gigaherz> yeh
L1864[18:35:53] <ExeTwezz> I'll read http://minecraft.gamepedia.com/Models first :p
L1865[18:36:19] <ExeTwezz> I guess it's for 1.8 :D
L1866[18:36:29] <gigaherz> yeh
L1867[18:36:36] <gigaherz> if it speaks about models and jsons, it's for 1.8
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L1869[18:36:52] <gigaherz> although it's done in the context of resource pack creation
L1870[18:36:58] <gigaherz> so it won't speak about step 3 ;P
L1871[18:37:30] <ExeTwezz> huh, I guess step 3 is the easiest
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L1876[18:54:20] <shadekiller666> what does the Map that is returned from putStateModelLocations supposed to be? <IBlockState, ModelResourceLocation>?
L1877[18:54:41] <gigaherz> context? ;P
L1878[18:54:55] <shadekiller666> a custom state mapper
L1879[18:55:12] <gigaherz> okay. never used them, but I can look
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L1881[18:55:52] <gigaherz> StateMapperBase does
L1882[18:55:52] <gigaherz> Iterator iterator = p_178130_1_.getBlockState().getValidStates().iterator();
L1883[18:56:00] <gigaherz> eh wrong paste
L1884[18:56:07] <gigaherz> this.mapStateModelLocations.put(iblockstate, this.getModelResourceLocation(iblockstate));
L1885[18:56:13] <gigaherz> so yes
L1886[18:56:19] <gigaherz> <IBlockState, ModelResourceLocation>
L1887[18:56:20] <shadekiller666> ok
L1888[18:56:22] <shadekiller666> hmmm
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L1891[18:56:39] <shadekiller666> trying to figure out how to best handle the blockstates for these tracks
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L1893[19:08:22] <Shuetox> is it possible to add something to someone elses tileEntity and find it easily without searching for it?
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L1895[19:08:41] <Shuetox> i kinda wanna mark the block item and whenever they place that specific block i get notified
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L1897[19:11:46] <gigaherz> Shuetox: nope
L1898[19:11:51] <Shuetox> i think it would be a bad idea to hook into the blockevent and check there for a nbttag but i dont think there is any other way
L1899[19:12:04] <gigaherz> unlike an item, which has NBT data, the TileEntity doesn't have anything by iteslf
L1900[19:12:11] <gigaherz> it only converts to NBT during saving
L1901[19:12:33] <gigaherz> so you can't even really attach NBT to it
L1902[19:12:41] <Shuetox> well i only need the coordinates of the block the item marked places
L1903[19:12:55] <Shuetox> the problem will be when they break it tho
L1904[19:13:07] <Shuetox> i need to re-apply the "mark"
L1905[19:13:39] <gigaherz> then you should hook the block events, and keep a separate dictionary of marked things
L1906[19:13:49] <gigaherz> yo ucan use IWorldSaveData to store it
L1907[19:14:09] <gigaherz> eh not I
L1908[19:14:10] <gigaherz> WorldSavedData
L1909[19:14:11] <gigaherz> XD
L1910[19:14:48] <ExeTwezz> um, why are there four variants for grass block's model?
L1911[19:15:11] <gigaherz> hmmm
L1912[19:15:27] <ExeTwezz> http://minecraft.gamepedia.com/Models
L1913[19:15:31] <gigaherz> grass, snow, mycelium, podzol?
L1914[19:15:43] <ExeTwezz> the texture is the same
L1915[19:15:57] <gigaherz> ah
L1916[19:16:00] <gigaherz> no idea then
L1917[19:16:02] <gigaherz> maybe it's just random
L1918[19:16:02] <ExeTwezz> wait, I confused the terms
L1919[19:16:06] <gigaherz> so that it shows rotated
L1920[19:16:10] <gigaherz> ah yeh
L1921[19:16:14] <gigaherz> that's randomizing
L1922[19:16:22] <gigaherz> it has 4 random rotations for the grass block
L1923[19:16:51] <ExeTwezz> I've just tested that and didn't see any difference between the blocks :D
L1924[19:17:00] <ExeTwezz> they all look the same
L1925[19:22:21] <Shuetox> gigaherz do i wanna use setItemData on world to save my custom WorldSaveData?
L1926[19:22:33] <gigaherz> what?
L1927[19:22:53] <Shuetox> u said i should save nbt to worldsavedata
L1928[19:23:05] <Shuetox> or the blocklist rather
L1929[19:23:23] <gigaherz> well
L1930[19:23:33] <gigaherz> first, you create your own class, that inherits from WorldSavedData
L1931[19:23:49] <Shuetox> yea i've done that part
L1932[19:24:04] <gigaherz> then you want a method that obtains the WorldSavedData depending on which dimension you are on
L1933[19:24:05] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java#L30
L1934[19:24:12] <gigaherz> something like this if you want one instance for the whole save
L1935[19:24:25] <Shuetox> oh thanks!
L1936[19:24:41] <gigaherz> or using a different MapStorage I can't remember the name for
L1937[19:24:54] <gigaherz> then
L1938[19:24:57] <gigaherz> you just work with it
L1939[19:25:14] <gigaherz> manging your internal Map<BlockPos, Info> or wahtever
L1940[19:25:24] <gigaherz> make sure to use markDirty()
L1941[19:25:32] <gigaherz> otherwise MC will think nothing changed
L1942[19:25:40] <gigaherz> and won't bother calling writeToNBT
L1943[19:25:51] <gigaherz> on writeToNBT/readToNBT, you do the usual
L1944[19:26:01] <gigaherz> same method you'd use if it was a TileEntity
L1945[19:26:07] <gigaherz> xcept you'll have world-wide data
L1946[19:26:46] <gigaherz> if you plan on have a LOT of data, it may be best to store the data in the chunks somehow
L1947[19:26:47] <Shuetox> Thanks alot
L1948[19:27:03] <Zaggy2048> ExeTwezz, they look nearly the same, but they're rotated to look more random in the world
L1949[19:27:07] <gigaherz> since this is dimension-wide or save-wide, dpeending on which MapStorage you use
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L1951[19:27:34] <gigaherz> ah yes
L1952[19:27:35] <gigaherz> MapStorage storage = world.perWorldStorage;
L1953[19:27:43] <gigaherz> this storage is dimension-specific
L1954[19:27:52] <gigaherz> instead of being common to all saves
L1955[19:28:03] <gigaherz> so use that
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L1957[19:28:18] <gigaherz> because it's best if you doin't keep the data for ALL DIMENSIONS loaded at once ;P
L1958[19:28:41] <nevercast> gigaherz, 5 hours later you still here chatting away :P
L1959[19:28:43] <ExeTwezz> Zaggy2048, I thought there is one texture for each side
L1960[19:28:54] <gigaherz> nevercast: I'm here while i'm awake ;p
L1961[19:29:05] <Shuetox> well if i just keep blockpos in my worlddata it should be a problem if it's save specific
L1962[19:29:14] <Zaggy2048> ExeTwezz, what are you looking at?
L1963[19:29:30] <gigaherz> no but if you plan on storing thousands of blockpos at once, it may be best not to use up more RAM than necessary ;p
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L1965[19:29:40] <ExeTwezz> Zaggy2048, http://minecraft.gamepedia.com/Models
L1966[19:29:42] <gigaherz> if it's just a dozen, then not an issue ;P
L1967[19:29:55] <Shuetox> I dont know what the player plan to do :P
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L1969[19:30:09] <Zaggy1024> ExeTwezz, you mean http://minecraft.gamepedia.com/Models#Example:_Grass_Block ?
L1970[19:30:21] <ExeTwezz> Zaggy1024, yes
L1971[19:30:25] <Shuetox> i think thousands of machines requiring power would rise issues way before my blockpos thing does
L1972[19:30:29] <gigaherz> and I don't know what the system is, so no idea if it's going to have "a few" or "many per chunk" ;P
L1973[19:30:32] <Zaggy1024> those are models, not textures
L1974[19:30:34] <Zaggy1024> like we said
L1975[19:30:39] <Zaggy1024> you need to read a tutorial
L1976[19:30:44] <ExeTwezz> I know it's a model
L1977[19:30:54] <ExeTwezz> And then I thought why there are four of them
L1978[19:30:54] <Zaggy1024> then why did you say you thought it was textuers for each side?
L1979[19:31:14] <Zaggy1024> those locations are models, not textures
L1980[19:31:20] <Zaggy1024> blockstates tells the game where to look for models
L1981[19:31:43] <Zaggy1024> did you read the beginning of the section on block states?
L1982[19:31:50] <ExeTwezz> you misunderstood me
L1983[19:31:51] <Zaggy1024> it clearly states that they link to models, not textures
L1984[19:31:56] <Zaggy1024> er...okay
L1985[19:31:59] <ExeTwezz> :p
L1986[19:32:19] <ExeTwezz> I thought there is the same texture for each side of the grass block
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L1988[19:32:31] <ExeTwezz> so didn't get why there are four models
L1989[19:32:46] <gigaherz> there is, all that does is rotate aroudn the Y axis, so that the top looks less patterned in the world
L1990[19:32:54] <Zaggy1024> those four models are chosen randomly out of the list
L1991[19:32:56] <gigaherz> reduces the aliasing effect when you watch a plains biome
L1992[19:33:14] <ExeTwezz> yes, I know that
L1993[19:33:27] <ExeTwezz> Zaggy1024*
L1994[19:33:39] <CapnJackH> what do you think of my new Banded Iron Ore block? http://imgur.com/v3Pf6jL
L1995[19:34:04] <Zaggy1024> well then what are you confused about? you're confusing me :P
L1996[19:34:26] <Zaggy1024> capn, looks like a bit much
L1997[19:34:35] <ExeTwezz> Zaggy1024, nothing about now :p
L1998[19:34:39] <Zaggy1024> I expect iron doesn't exist in such huge quantities
L1999[19:34:49] <Zaggy1024> okay lol
L2000[19:34:53] <Zaggy1024> sounded like you were
L2001[19:34:57] <Zaggy1024> sorry
L2002[19:35:20] <ExeTwezz> I was but not now
L2003[19:35:32] <ExeTwezz> I got it
L2004[19:35:34] <gigaherz> looks like cork, capitalthree
L2005[19:35:36] <gigaherz> oops
L2006[19:35:39] <gigaherz> CapnJackH**
L2007[19:35:58] <gigaherz> http://cdn.jaysonhome.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/h/g/hg145588.jpg
L2008[19:36:44] <CapnJackH> Zaggy1024, Iron does exist just like that.
L2009[19:37:30] <Zaggy1024> that much?
L2010[19:37:36] <CapnJackH> hmm. maybe I'll shift the color of the tan color a bit. It took way too much time to make the connected texture that way.
L2011[19:37:45] <Zaggy1024> seems a little crazy, but I suppose it tapers off in real life and that's difficult to do in MC
L2012[19:38:18] <CapnJackH> There won't be any vanilla iron ore in the world, so the deposits will be more rich.
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L2014[19:39:09] <gigaherz> iron ore comes in many colors depending on its composition ;P
L2015[19:39:51] <Shuetox> does a TileEntity still exist when getDrops is called in Block?
L2016[19:39:56] <gigaherz> nope
L2017[19:39:57] <gigaherz> sadly.
L2018[19:40:02] <Shuetox> dangit
L2019[19:40:09] <gigaherz> you have to work around that if you want to drop an item with NBT attached
L2020[19:40:14] <gigaherz> I have code for that too ;p
L2021[19:40:25] <Zaggy1024> vanilla does that too
L2022[19:40:32] <Zaggy1024> so you know there's a way :P
L2023[19:40:38] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L260
L2024[19:40:45] <Shuetox> what vanilla converts from block to enchanted i tem?
L2025[19:40:52] <Shuetox> or nbttaged item*
L2026[19:40:55] <gigaherz> 260 to 271
L2027[19:40:58] <Shuetox> Thanks
L2028[19:41:18] <Zaggy1024> er, well, I was thinking of chests dropping contained items
L2029[19:41:21] <gigaherz> getBlocks is called in between those two functions
L2030[19:41:24] <Zaggy1024> it's kind of the same thing in a way
L2031[19:41:38] <gigaherz> so it works around the issue ;P
L2032[19:43:03] <Shuetox> getDrops you mean?
L2033[19:43:16] <gigaherz> yes
L2034[19:43:59] <Shuetox> so you setblocktoair in harvestBlock because your not calling removedByplayer?
L2035[19:44:09] <Shuetox> you are*
L2036[19:44:30] <gigaherz> instyead of letting removedByPlayer set to air
L2037[19:44:32] <gigaherz> you do it manually
L2038[19:44:36] <gigaherz> AFTER getDrops
L2039[19:45:03] <Shuetox> Alright, thats cool
L2040[19:45:28] <Shuetox> i wonder if thats what TE does with strongboxes :P
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L2051[20:02:27] <shadekiller666> willie, was it you that linked that screenshot of the nbt tags for structures in 1.9?
L2052[20:04:05] <shadekiller666> nvm, found it
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L2056[20:13:11] <Zaggy1024> Anybody know what the deal is with grum not wanting texture replacement in the states jsons?
L2057[20:13:55] <Zaggy1024> it's ridiculous that after the number of models they have just for simple things, they still haven't made something that will work for us modders who make even more complex models
L2058[20:14:10] <Zaggy1024> (and yes I know 1.9 has submodels)
L2059[20:14:25] <gigaherz> IMO it's even stupid to have two separate json files
L2060[20:14:31] <Shuetox> does json support nbttags or only blockstates?
L2061[20:14:45] <Zaggy1024> what nbt tags?
L2062[20:14:50] <Shuetox> on the blocks
L2063[20:14:52] <Zaggy1024> there are no NBT tags on blocks or TEs
L2064[20:14:53] <Shuetox> or items
L2065[20:15:03] <gigaherz> json doesn't know about either
L2066[20:15:08] <Shuetox> ok
L2067[20:15:11] <gigaherz> json models for blocks have "variants"
L2068[20:15:18] <Zaggy1024> I'm sure the system for items will be the same as blocks, where you convert special data to an item state
L2069[20:15:18] <gigaherz> which are strings created from the blockstate properties
L2070[20:15:20] <tterrag|away> json is for rendering
L2071[20:15:23] <tterrag|away> period
L2072[20:15:25] <gigaherz> and items don't have support for variants at all
L2073[20:15:33] <gigaherz> you have to manually register the damage values manually
L2074[20:15:41] <tterrag|away> invisible states don't need to be defined
L2075[20:15:47] <tterrag|away> afaik
L2076[20:16:29] <gigaherz> "unlisted states" aren't used to build the state string
L2077[20:16:45] <Zaggy1024> but seriously, why does Grum not want texture replacement in states jsons?
L2078[20:16:48] <gigaherz> in fact, they aren't even stored in the block id map
L2079[20:17:01] <gigaherz> Zaggy1024: they may have a more "purist" view of blockstates vs models
L2080[20:17:08] <Zaggy1024> yeah
L2081[20:17:11] <gigaherz> and want the blockstates to JUST be a map of variant<->model
L2082[20:17:37] <Zaggy1024> I understand that a little, but the sheer amount of jsons it requires is ridiculous
L2083[20:17:49] <Zaggy1024> that distinction is making the assets folder a mess
L2084[20:17:56] <gigaherz> sure but most are just parent: x, textures: y
L2085[20:18:07] <Zaggy1024> yeah
L2086[20:18:17] <Zaggy1024> exactly, and that little data can easily be stored in blockstates :P
L2087[20:18:40] <Zaggy1024> but the way they want it, it has to be separate, which makes creating these files an absolute pain
L2088[20:18:52] <Zaggy1024> and I haven't heard anything about a tool to automate the process from Mojang
L2089[20:19:15] <Zaggy1024> if they're going to push such a convoluted system, they need to at least make it easier for us to use it
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L2091[20:21:02] <LexManos> Its grums choice zaggy
L2092[20:21:15] <LexManos> I understand it, I just dont agree with it.
L2093[20:21:24] <LexManos> Hence Forge, which is there to fix things
L2094[20:21:46] <Zaggy1024> yeah same
L2095[20:22:16] <Zaggy1024> mostly :P
L2096[20:22:29] <Zaggy1024> I get annoyed sometimes, and apparently this is one of those times
L2097[20:22:31] <gigaherz> you are complaining about it, though XD
L2098[20:22:46] <gigaherz> we just go "meh, i'll have to keep customizing it a while longer" ;P
L2099[20:22:46] <LexManos> its not worth complaining about it
L2100[20:22:56] <LexManos> because it doesn't matter.
L2101[20:22:59] <gigaherz> we'll*
L2102[20:23:03] <Zaggy1024> yeah
L2103[20:23:03] <LexManos> Forge will address it.
L2104[20:23:04] <Zaggy1024> I'll stop
L2105[20:23:32] <Zaggy1024> I kind of just wanted to know if anyone knew a good reason other than, as giga said, a "purist" view
L2106[20:24:29] <LexManos> Don't question it.
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L2116[20:33:05] <shadekiller666> what launch phase is best to set a custom state mapper? init?
L2117[20:33:25] <tterrag> I'd guess pre
L2118[20:33:32] <tterrag> that's where most registrations go
L2119[20:33:38] <tterrag> but I don't actually know
L2120[20:34:34] <shadekiller666> sometime after block registration as it requires a block instance
L2121[20:34:40] <gigaherz> pre unless it crashes, then init, I guess XD
L2122[20:34:56] <gigaherz> custom state mapper is client-only?
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L2124[20:35:08] <gigaherz> I call my proxy.preInit AFTER registering all my items & blocks
L2125[20:35:17] <gigaherz> and the proxy.ini before recipes
L2126[20:35:18] <gigaherz> init*
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L2130[20:45:44] <Zaggy1024> shadekiller666, you can create your blocks before registration
L2131[20:45:59] <shadekiller666> true
L2132[20:47:23] <Zaggy1024> I register my state mappers before I've registered the blocks and it seems to work
L2133[20:47:31] <Zaggy1024> perhaps it'll break at some point though :(
L2134[20:47:40] <Zaggy1024> it shouldn't though
L2135[20:49:44] <codahq> is it easy to add new armor with a custom model? like if i wanted to do a brimmed hat?
L2136[20:49:49] <codahq> (1.8)
L2137[20:49:57] <codahq> i've never tried that yet
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L2139[20:50:21] <codahq> i've added armor by adding a ArmorMaterial and that was ridiculously easy
L2140[20:50:30] <codahq> but it just skins the existing model.
L2141[20:50:31] <gigaherz> hmm no idea
L2142[20:50:47] <gigaherz> I havenever seen something explicit for registering armor models
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L2145[20:53:31] <shadekiller666> if you don't register the state mapper before the blocks the game never calls it so you have to do it before registration
L2146[20:55:51] <Zaggy1024> Item states will really make what I'm doing so much easier
L2147[20:55:58] <Zaggy1024> I hate having to mess with bitwise crap
L2148[20:56:20] <Zaggy1024> well, trying to automate it anyway
L2149[21:01:28] <codahq> yikes.
L2150[21:01:44] <codahq> i don't see a way to add a new armor model easily.
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L2152[21:02:40] <codahq> i guess there are two events for pre and post player model that i could do something with
L2153[21:02:41] <gigaherz> if you verify that there is indeed no way to have an item with a custom armor model
L2154[21:02:59] <gigaherz> you could look into having a registry for it, and PR to forge
L2155[21:03:55] <gigaherz> if it's just a matter of having a transparent texture layer, and then drawing a custom model on top, then it may not be worth adding yet another change
L2156[21:04:00] <codahq> i'm way too lazy for that, gigaherz. i'm a worse case scenario hobby modder. i have a wife, kids, family and full-time job. i almost never contribute to forge.
L2157[21:04:16] <codahq> i think i might do that
L2158[21:04:20] <gigaherz> oh sure
L2159[21:04:29] <codahq> just have a transparent texture layer
L2160[21:04:35] <codahq> and then draw something silly on top of it
L2161[21:04:40] <gigaherz> I mean it will be best to do that, if you ever consider writing a coremod that ASMs that hook manually
L2162[21:05:33] <codahq> nah, i won't coremod. depending on what these events do i might be able to do a transparent layer and then render a hat
L2163[21:05:44] <gigaherz> if you have a reasonable use case, and provide a reasonable "API" for it, including a test case (example code that works), forge DOEs accept PRs
L2164[21:05:48] <gigaherz> DOES*
L2165[21:06:06] <gigaherz> but yeah if it's just something trivial that you can do easily with the existing hooks...
L2166[21:06:16] <codahq> i think i can
L2167[21:06:26] <codahq> i'll know soon
L2168[21:06:32] <gigaherz> I mean, I managed to write my own OBJ loader a few weeks before Forge had its own variation of it
L2169[21:06:33] <gigaherz> ;P
L2170[21:06:52] <gigaherz> it wasn't fit for blocks, only items, but hey, it worked ;P
L2171[21:07:01] <codahq> (my soon could be weeks... like right now i'm going afk to put a kid to sleep. :P )
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L2173[21:07:12] <gigaherz> have fun ;P
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L2176[21:20:08] <nevercast> Is there a way to tell FML to ignore mod dependencies during dev?
L2177[21:20:41] <nevercast> I have Jenkins' fillers for version numbers, obviously required-after:Mod@[$VERSION,] doesn't work.
L2178[21:21:35] <nevercast> Alternatively, can I gradle build and output deob'd jar to debug against?
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L2183[21:27:00] <tterrag> nevercast: not that I know of
L2184[21:27:08] <tterrag> I typically do replacements for my deps
L2185[21:28:12] <Zaggy1024> oh frak
L2186[21:28:17] <Zaggy1024> I broke my UI renderer
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L2188[21:28:44] <Zaggy1024> heh, all because of one typo
L2189[21:29:08] <tterrag> https://github.com/tterrag1098/CustomThings/issues/13
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L2191[21:29:09] <tterrag> ;_;
L2192[21:30:16] <nevercast> tterrag, "Replacements" ?
L2193[21:30:28] <HassanS6000> haha tterrag
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L2195[21:30:38] <tterrag> nevercast: it's part of gradle
L2196[21:30:43] <tterrag> you can replace text before compilation
L2197[21:30:52] <nevercast> Oh.
L2198[21:30:54] <killjoy> It's part of fg
L2199[21:31:00] <nevercast> Oh yes yes correct.
L2200[21:31:03] <killjoy> unless you mean the processResources block
L2201[21:31:10] <nevercast> tterrag, The issue is that IntelliJ is not building with gradle.
L2202[21:31:16] <Zaggy1024> I Need Help Mod!
L2203[21:31:16] <tterrag> https://github.com/tterrag1098/CustomThings/blob/master/build.gradle#L23-L24
L2204[21:31:18] <nevercast> Which task do I run?
L2205[21:31:21] <nevercast> Oh thanks
L2206[21:31:29] <tterrag> nevercast: no but what you replace could be just "after"
L2207[21:31:32] <tterrag> instead of "required-after"
L2208[21:31:50] <nevercast> Ohhh
L2209[21:31:56] <nevercast> I see. Make it optional during dev?
L2210[21:32:05] <HassanS6000> lol Zaggy1024
L2211[21:32:34] <tterrag> nevercast: it's not "optional" so much as I just know that mod will exist...it's a controlled environment
L2212[21:32:56] <nevercast> You are still running a gradle task for your IDE build
L2213[21:33:00] <tterrag> killjoy: is it FG?
L2214[21:33:03] <tterrag> nevercast: no, I am not
L2215[21:33:04] <nevercast> Where mine is using Make. I need to obviously change this.
L2216[21:33:11] <killjoy> processResources is base gradle
L2217[21:33:18] <tterrag> you make the SOURCE version of your deps not have any hard requirements
L2218[21:33:23] <nevercast> OH
L2219[21:33:27] <tterrag> then when you ACTUALLY build your mod, you replace it with the real ones
L2220[21:33:28] <nevercast> Yes yes
L2221[21:33:36] <nevercast> Okay that makes all the sense.
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L2224[21:37:32] <nevercast> tterrag, an IDE will debug from a gradle built jar anyway, right? So its still an option?
L2225[21:37:53] <nevercast> There is a build deobf?
L2226[21:37:56] <tterrag> uh
L2227[21:38:03] <tterrag> idk what you're asking tbh
L2228[21:38:24] <nevercast> tterrag, Does ForgeGradle provide a makeDeobfJar task?
L2229[21:38:32] <tterrag> uh not out of the box
L2230[21:38:46] <tterrag> https://github.com/tterrag1098/CustomThings/blob/master/build.gradle#L75-L78
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L2233[21:41:00] <nevercast> Thanks tterrag
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L2237[21:45:31] <a1285done> I am having the weirdest crash when using the mod I made outside of my dev enviroment
L2238[21:45:46] <a1285done> java.lang.NoSuchMethodError: net.minecraft.util.StatCollector.translateToLocal(Ljava/lang/String;)Ljava/lang/String;
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L2240[21:46:12] <killjoy> a1285done, you need to reobfuscate
L2241[21:47:35] <a1285done> Its the reobf task in gradle right?
L2242[21:47:45] <killjoy> yes. Just running build should run it
L2243[21:48:24] <a1285done> Ah, I see why, I was running the wrong task at first
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L2245[21:48:29] <a1285done> Thanks
L2246[21:48:36] <killjoy> Let me guess. jar?
L2247[21:48:36] <tterrag> what task were you running O.o
L2248[21:49:16] <a1285done> I was running jar
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L2250[21:49:44] <tterrag> ah..yeah that'd do it
L2251[21:50:46] <gigaherz> yeah the naming is confusing
L2252[21:51:01] <gigaherz> you'd expect "build" to just compile things, and "jar" to actually do the rest ;p
L2253[21:51:12] <a1285done> Thats exactly what I thought
L2254[21:51:45] <Zaggy1024> wait, what do they do then? :P
L2255[21:51:54] <Zaggy1024> I haven't even built a mod with gradle yet, lol
L2256[21:52:13] <gigaherz> build does everything necessary to get a working jar for release environment
L2257[21:52:32] <gigaherz> jar is a previous step for it
L2258[21:52:46] <gigaherz> not sure exactly what happens after jar ;P
L2259[21:53:09] <killjoy> I think you thought build was compileJava
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L2261[21:53:21] <gigaherz> yes
L2262[21:53:31] <tterrag> reobf works on the jar itself
L2263[21:53:32] <tterrag> iirc
L2264[21:53:34] <gigaherz> probably because in most other development environments
L2265[21:53:40] <gigaherz> "build" means "compile"
L2266[21:53:49] <gigaherz> and packaging is a post-step that you only do when you need to ;p
L2267[21:54:00] <tterrag> so jar -> build <-> reobf
L2268[21:54:20] <gigaherz> but since Java runs off jars, I suppose it makes sense that they do it that way
L2269[21:54:56] <tterrag> well DEOBF of course works on compiled code...of course
L2270[21:55:04] <tterrag> so goign the other way...just...yeah
L2271[21:56:49] <Zaggy1024> what the frak
L2272[21:56:55] <Zaggy1024> java just completely froze
L2273[21:57:22] <tterrag> JAVA froze?
L2274[21:57:36] <tterrag> impressive considering it's a programming language ;D
L2275[21:57:52] <Zaggy1024> lol
L2276[21:57:56] <Zaggy1024> I mean the VM :P
L2277[21:58:08] <killjoy> The process is titled java
L2278[21:58:22] <Zaggy1024> I think eclipse got messed up while trying to refactor and build and inject code into Minecraft at the same time
L2279[21:58:28] <Zaggy1024> and then Minecraft and Eclipse froze
L2280[21:58:51] <tterrag> well
L2281[21:58:56] <tterrag> depending on where you put breakpoints
L2282[21:59:01] <tterrag> they can SERIOUSLY lag the jvm
L2283[21:59:08] <Zaggy1024> I don't leave breakpoints
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L2285[21:59:11] <tterrag> I find that anon/inner classes cause huge issues
L2286[21:59:13] <Zaggy1024> I think it ran out of memory 0.o
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L2288[21:59:35] <Zaggy1024> probably about time I restarted it anyway
L2289[21:59:51] <gigaherz> maybe take the chance to switch to IDEA ;P
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L2291[22:00:31] <tterrag> gigaherz: I swear to god
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L2293[22:00:54] <tterrag> I have not seen the word "eclipse" said in this channel ONE TIME
L2294[22:01:06] <tterrag> without a following "but what about idea???"
L2295[22:01:12] <tterrag> literally zero times
L2296[22:01:32] <tterrag> you guys are as bad as people who don't use facebook
L2297[22:01:35] <tterrag> or vegetarians
L2298[22:01:55] <gigaherz> well in my case, I'd even suggest Netbeans in place of eclipse -- my experience was BAD ;P
L2299[22:02:07] <gigaherz> chances are it's much better now, but hey, the bad taste lingers
L2300[22:02:24] <tterrag> great
L2301[22:02:31] <tterrag> but most likely the person you are telling doesn't care :P
L2302[22:02:42] <Zaggy1024> I don't really care if he says it or not :P
L2303[22:02:43] <tterrag> it's extremely unlikely they don't know idea exists
L2304[22:02:45] <tterrag> so what's the point
L2305[22:02:58] <tterrag> Zaggy1024: in the beginning I didn't either, but it happens literally every time
L2306[22:03:34] <gigaherz> the problem is that I may have made that joke twice, in all the time I have been around, there's just always someone who makes it
L2307[22:03:56] <tterrag> gigaherz: not saying you're the problem, just that it is one
L2308[22:06:41] <gigaherz> ugh only a while longer until I have a Carno saddle in ARK ... the game it WAY too grindy, even with the settings change to like 5x resources, 10x taming speed, 5x experience
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L2316[22:19:22] <codahq> is there a way to get the time a player last logged in if you have their entity id?
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L2319[22:26:23] <ollieread> Yeah, I really didn't get along with IDEA, at all
L2320[22:26:52] <ollieread> I use jetbrains software professionally, on a day to day basis, but I just much prefer eclipse
L2321[22:27:03] <gigaherz> finally... I didn't want to close ARK until I got that stupid saddle, but the amount of resources >_<
L2322[22:27:06] <ollieread> Everyone is so eager to insist that you switch to idea :P
L2323[22:27:26] <gigaherz> well I make the joke only when people complain about eclipse taking a lot of memory or being slow
L2324[22:27:27] <gigaherz> ;P
L2325[22:28:03] <gigaherz> which was basically my first experience with it 10 years ago at uni ;P
L2326[22:28:11] <ollieread> I've not experience eclipse taking lots of memory for a while
L2327[22:28:24] <ollieread> and this eclipse has been open for...whenever the Windows 10 release was
L2328[22:28:42] <gigaherz> I did use eclipse for a while, back in the 1.4.x days, when I started the magic mod originally
L2329[22:28:53] <gigaherz> but I just don't agree with it
L2330[22:29:00] <ollieread> I started using eclipse in 2007, though it was a different version. Was required where I worked
L2331[22:29:19] <ollieread> When I say version, I mean, not designed for Java
L2332[22:29:24] <gigaherz> hmm although I'm wondering
L2333[22:29:29] <ollieread> Edition is probably better
L2334[22:29:31] <gigaherz> if I didn't actually switch to Netbeans back then
L2335[22:29:51] <ollieread> I switched to Neatbeans too aha
L2336[22:29:53] <gigaherz> I may have imported the eclipse project into netbeans
L2337[22:29:59] <gigaherz> or something like that
L2338[22:30:01] <ollieread> But dumped that in 2013
L2339[22:30:02] <tterrag> gigaherz: except he said nothing about eclipse
L2340[22:30:06] <tterrag> the JVM ran out of memory
L2341[22:30:06] <tterrag> not eclipse
L2342[22:30:07] <ollieread> For PhpStorm :P
L2343[22:30:30] <gigaherz> tterrag: I understood it as eclipse's jvm runnig out of memory
L2344[22:30:40] <gigaherz> maybe because of my bias
L2345[22:31:04] <ollieread> Do I fix the 653 errors and 547 items in this project, or watch the dvd screener of the attack on titan movie?
L2346[22:31:07] <codahq> so... looks like i can look in world/stat/PLAYERUUID.json for the timestamp when the file was last changed to see when they last logged in
L2347[22:31:13] <codahq> does anybdoy know of a better way than that?
L2348[22:31:21] <gigaherz> anyhow, it was just a joke
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L2350[22:31:34] <gigaherz> but I'll avoid making it again for a while ;P
L2351[22:31:49] <ollieread> I can't do both because subtitles
L2352[22:32:38] <gigaherz> play the movie without understanding it, while fixign the errors, then go back and restart the movie afterward
L2353[22:32:47] <gigaherz> XD
L2354[22:33:02] <gigaherz> no idea codahq
L2355[22:33:23] <gigaherz> lol: A SteamOS user opened a bug report due to his controllers being unresponsive after a suspend cycle. To this, a Valve engineer bluntly reported that "suspend is no longer supported". He further explained the issue by saying that given the state of hardware and software support throughout the graphics stack on Linux, the team didn't think that they could make the feature work reliably.
L2356[22:33:26] <ollieread> http://s.ollieread.com/cFj6 many errors :(
L2357[22:33:33] <ollieread> gigaherz: I'm refactoring HUGE chunks of code
L2358[22:34:35] <ollieread> I've already got the project down from 39k lines of code to 31k lines of code
L2359[22:34:45] <gigaherz> heh
L2360[22:35:12] <gigaherz> triple screen :3
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L2362[22:35:17] <gigaherz> I only have two
L2363[22:35:22] <ollieread> Yeah, not enough room on my desk for the fourth
L2364[22:35:23] <gigaherz> the main one is 2560x1440 though
L2365[22:35:35] <ollieread> Mine are all 1920 x 1080
L2366[22:35:40] <ollieread> 24", 27", 24"
L2367[22:35:49] <gigaherz> 27" + 24" here
L2368[22:35:50] <ollieread> There's a second 27" on the floor in here somewhere
L2369[22:35:53] <gigaherz> secondry is 1080p
L2370[22:36:19] <gigaherz> I quite like the setup because the 24" has a slightly lower DPI which means all text is slightly easlier to read
L2371[22:36:29] <gigaherz> while the 27" has more pixel space
L2372[22:36:45] <gigaherz> so chat, websites and such go in the 2$" while the IDE is in the 27"
L2373[22:36:53] <ollieread> Oh
L2374[22:37:03] <ollieread> That screenshot was supposed to be just the eclipse window
L2375[22:37:16] <gigaherz> XD
L2376[22:37:17] <ollieread> Does alt + printscreen not work in windows 10 anymore?
L2377[22:37:28] <gigaherz> it should
L2378[22:37:28] <ollieread> Oh it does..
L2379[22:37:29] <ollieread> hmm
L2380[22:37:29] <gigaherz> hmm
L2381[22:37:35] <gigaherz> maybe you didn't push alt hard enough
L2382[22:37:43] <ollieread> Probably pressed space or win or something
L2383[22:37:56] <gigaherz> ewll good thing it was attack on titan and not attack on tit-anus
L2384[22:37:57] <gigaherz> ;P
L2385[22:38:25] <ollieread> aha
L2386[22:39:44] <ollieread> I wonder how they're going to make Mikasa more Japanese than everyone else
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L2388[22:41:43] <ollieread> She looks more western..
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L2393[22:49:02] <Zaggy1024> I only have one 1080p screen :(
L2394[22:49:07] <Zaggy1024> so sad
L2395[22:49:13] <Zaggy1024> jk, I'm fine
L2396[22:50:14] <Zaggy1024> heh, I didn't realize clicking on an exception in the log brought up the exception breakpoint dialogue
L2397[22:50:17] <Zaggy1024> that's handy
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L2400[22:59:59] <Zaggy1024> dang it, why do I keep getting JVM access violations?
L2401[23:00:12] <Zaggy1024> I hope this doesn't mean my RAM is bad
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L2403[23:02:23] <williewillus> like jvm crashes? check the dll in the trace
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L2406[23:03:38] <Zaggy1024> hm too late willie :(
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L2410[23:09:10] <killjoy> There's so many spiders on pastebin
L2411[23:09:24] <nevercast> What's the best way to pipeline builds for developing multiple mods in the same environment?
L2412[23:09:40] <killjoy> subprojects?
L2413[23:10:11] <tterrag> nevercast: what do you mean exactly?
L2414[23:10:32] <killjoy> I think reika does that
L2415[23:10:55] <nevercast> 5 peojects, I'm building each one with deobfJar. IDEA doesn't seem to have outstanding support for taking a built artifact and using it in the classpath
L2416[23:11:10] <nevercast> Nor does it like that I don't want IDEA to compile the source, I want Grunt to do it.
L2417[23:11:14] <tterrag> why would you even do that
L2418[23:11:25] <tterrag> just run all 5 projects from source
L2419[23:11:35] <nevercast> Because the build.gradle files do a bunch of BS and they don't run from source
L2420[23:11:37] <killjoy> Do you have each project in a separate child projects?
L2421[23:11:45] <nevercast> They are in Modules
L2422[23:11:46] <tterrag> that's not what I said
L2423[23:11:48] <nevercast> But not Projects.
L2424[23:11:58] <killjoy> Use your settings.gradle
L2425[23:12:09] <killjoy> include ':projectname'
L2426[23:12:25] <nevercast> killjoy, can that be a relative path?
L2427[23:12:31] <killjoy> don't think so
L2428[23:12:36] <nevercast> Ok.
L2429[23:13:22] <killjoy> https://gist.github.com/AbrarSyed/74565dcf9112f8b8f763
L2430[23:13:53] <killjoy> That will likely need tweaking when fg2 finishes
L2431[23:14:58] <nevercast> killjoy, Thanks!
L2432[23:15:33] <killjoy> In fact, I would remove the check for forge/fml/liteloader plugins entirely
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L2434[23:19:32] <nevercast> killjoy it's looking for modversion
L2435[23:21:41] <nevercast> Ah. The sub-projects use 'root project' excepting to point to themselves
L2436[23:23:56] <nevercast> I'm guessing settings.mod_version should be used, not rootProject.settings
L2437[23:24:02] <nevercast> err.. rootProject.mod_version
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