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L13[01:21:51] <tterrag> ugghhhh why does EnumFacing now have a rotateAroundCCW() ?
L14[01:21:54] <tterrag> not**
L15[01:22:22] <tterrag> rotation is like half there -.-
L16[01:24:16] <Manusoftar> i need to read the text of a sign, how can i do that??
L17[01:24:41] <Manusoftar> someone said that the contents of the sign could be on an nbt
L18[01:25:03] <tterrag> TileEntitySIgn#signText
L19[01:25:13] <tterrag> wow that took 10 seconds .-.
L20[01:25:52] <Manusoftar> so i can cast the IBlockState to a TileEntitySign ???
L21[01:25:57] <tterrag> no...
L22[01:26:02] <tterrag> TEs are a separate thing entirely
L23[01:26:26] <Manusoftar> i have the block of the sign, how can i get the entity for that sign then??
L24[01:27:52] <Manusoftar> perhaps using the getTileEntity() method from the World object using the block pos i have???
L25[01:28:32] <tterrag> yes...
L26[01:29:37] <Manusoftar> by the way, i recently changed my mapping version and rerun gradlew setupDecompWorkspace but i still have the same obfuscated functions, what am i doing wrong?
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L28[01:34:04] <tterrag> OH GOOD
L29[01:34:08] <tterrag> I can't even do it manually
L30[01:34:20] <tterrag> because SwitchPlane isn't even visible!
L31[01:34:22] <tterrag> 1.8 is GREAT
L32[01:34:25] <tterrag> *flip table*
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L35[01:42:35] <tterrag> yet another roadblock, IUnlistedProperty is broken with generics :)
L36[01:42:56] <tterrag> getType() requires a Class<T>
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L38[01:51:36] <Manusoftar> im trying to check if a given block (from the world) is either a wall_sign or a standing_sign, im doing world.getBlockState(pos) == Blocks.wall_sign.getDefaultState() (world is a variable where i stored the actual world, pos is a BlockPos variable of the block im checking, and i am also doing || with the other kind of sign only i didnt put it here for a sake of space) it is returning
L39[01:51:36] <Manusoftar> always false, even though i now the blocks is a sign indeed...
L40[01:52:17] <tterrag> Manusoftar: that doesn't seem right
L41[01:52:30] <Unh0ly_Tigg> world.getBlockState(pos).getBlock() == Blocks.wall_sign, etc
L42[01:52:45] <Unh0ly_Tigg> don't compare states, compare blocks.
L43[01:52:54] <tterrag> yeah they are completely different blocks
L44[01:52:55] <tterrag> huh
L45[01:52:55] <tterrag> TIL
L46[01:53:13] <Unh0ly_Tigg> tterrag, not enough metadata for 1 block
L47[01:53:23] <Unh0ly_Tigg> standing has 16 rotations
L48[01:53:27] <tterrag> eh? the floor sign has waayyy more than 16 states
L49[01:53:32] <tterrag> there's only 16 rotations?
L50[01:53:33] <tterrag> really?
L51[01:53:35] <tterrag> seems like way more
L52[01:53:36] <Unh0ly_Tigg> yep
L53[01:53:51] <tterrag> I just figured it was a TE for all that
L54[01:53:54] <tterrag> I mean it already has a TE...
L55[01:53:57] <Unh0ly_Tigg> why do you think the json block model has certain rotation limits
L56[01:54:20] <Unh0ly_Tigg> the TE is for the text, and just the text
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L58[01:54:29] <Wuppy> has anyone here ever worked with mobile notifications?
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L60[01:54:54] <Unh0ly_Tigg> what are you trying to do?
L61[01:54:58] <Wuppy> I want to send a mobile notification when the app has been inactive for x amount of days
L62[01:55:11] <Unh0ly_Tigg> android or ios?
L63[01:55:19] <Wuppy> both :P
L64[01:55:43] <Wuppy> I'm writing it in Unity, but I should be able to port it to unity once I know how to do it in 1 or both of those
L65[01:55:58] <Unh0ly_Tigg> http://stackoverflow.com/questions/20292180/android-how-to-send-a-push-notification-after-a-certain-time-of-inactivity
L66[01:56:43] <Unh0ly_Tigg> https://developer.apple.com/library/ios/documentation/NetworkingInternet/Conceptual/RemoteNotificationsPG/Chapters/IPhoneOSClientImp.html
L67[01:57:32] <Wuppy> thanks :)
L68[01:57:39] <Wuppy> now to get it in Unity
L69[01:57:50] <Unh0ly_Tigg> you schedule a notification when the app closes (while some how track it), and when the app opens, cancel it if it hasn't happened yet
L70[01:58:05] <Unh0ly_Tigg> rinse and repeat
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L72[01:58:33] <Wuppy> yep, should be possible \o/
L73[01:58:52] <Unh0ly_Tigg> now I just need to figure out why this torrent won't download...
L74[01:59:02] <Wuppy> only downside is that there is no implementation of the android notifications in Unity
L75[01:59:16] <Wuppy> so this is going to be intesting to get working...
L76[02:01:19] <Unh0ly_Tigg> http://forum.unity3d.com/threads/easy-local-android-notifications.188841/ here's one
L77[02:04:32] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150824 mappings to Forge Maven.
L78[02:04:36] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150824-1.8.zip (mappings = "snapshot_20150824" in build.gradle).
L79[02:04:46] <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/
L80[02:08:14] <Wuppy> Unh0ly_Tigg, found that one, but the reviews are terrible
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L84[02:10:42] <Cazzar> Ahh, this is fun...
L85[02:10:59] <Unh0ly_Tigg> I wonder how many IPs are banned becuase of that user...
L86[02:13:45] <tterrag> it's AKICK by nickserv
L87[02:15:02] <Cazzar> That and to check, you can just go /mode #minecraftforge +b
L88[02:16:39] <Cazzar> AHA! I found why my fallout new vegas was crashing
L89[02:18:01] <Cazzar> Just, casually 57 mods in FNV though I was missing one
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L114[04:01:55] <Wuppy> how does one ant?
L115[04:02:43] <xaero> simple: you switch over to gradle ASAP :P
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L117[04:03:21] <Roxox1> Hello.
L118[04:03:22] <Wuppy> I'm writing an android library for unity
L119[04:03:29] <Wuppy> and it's telling me to run ant jar
L120[04:03:31] <Wuppy> but how does one do that
L121[04:03:39] <Roxox1> Wuppy.
L122[04:03:44] <Roxox1> Nice tutorials :)
L123[04:03:47] <Wuppy> thanks :D
L124[04:03:55] <Roxox1> I've read like all of them.
L125[04:04:02] <Roxox1> And constantly go back for reference.
L126[04:04:12] <Wuppy> nice :)
L127[04:04:40] <Roxox1> Would you be able to help me with something, or are you busy atm?
L128[04:05:02] <Wuppy> I'm at work so not really
L129[04:05:07] <Wuppy> and I've got my own problem atm :<
L130[04:05:16] <xaero> do you have ANT installed? http://ant.apache.org/
L131[04:05:19] <Roxox1> Okies, I'll put my issue in the IRC anyway, and maybe someone will pick it up.
L132[04:05:41] <Wuppy> xaero, I kind of expected it to come with android but I dont think so
L133[04:06:10] <Roxox1> I'm trying to replace all the vanilla buttons with my own buttons, I'm trying to use forge events to get the buttonList and then replace it with my own list of buttons.
L134[04:06:26] <xaero> Wuppy: I've got it separately installed by my package manager along with android-sdk-tools
L135[04:06:44] <Roxox1> However, both InitGuiEvent.pre/post return the buttonList, but setting it to my own list does nothing.
L136[04:07:05] <Roxox1> I assume this is because the buttonList is getting cleared after the pre event, and they have already been drawn after the post event.
L137[04:07:06] <Wuppy> xaero, the Android SDK build tools you mean?
L138[04:07:28] <Roxox1> Is there another event I can use to get the buttonList after the buttons have been added, but before they are drawn to the screen?
L139[04:07:42] <Wuppy> because I don't see ant int here
L140[04:08:19] <xaero> Wuppy: yea, ANT wasn't provided by the SDK tools on my system
L141[04:08:27] <Roxox1> http://pastebin.com/PMx9n7Dt
L142[04:09:03] <Wuppy> damn: Unable to locate tools.jar. Expected to find it in C:\Program Files\Java\jre1.8.
L143[04:09:03] <Wuppy> 0_51\lib\tools.jar
L144[04:10:48] <Wuppy> seems like my java isn't even properly installed :<
L145[04:12:19] <Wuppy> actually, nvm, how do I tell it to look in the proper folder (jdk)
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L147[04:13:04] <Roxox1> Is there any way to see where in the Minecraft code events are being called?
L148[04:13:24] <Roxox1> I feel like I'm running my code through the wrong event.
L149[04:15:07] <Lumien> Use your ide to search for usages of the event
L150[04:15:25] <Roxox1> I have done, there doesn't seem to be any.
L151[04:15:40] <Roxox1> So I would assume that the events are being added at runtime or something..
L152[04:16:08] <Roxox1> The events are confusing as hell, it's rather difficult to tell which one I should be hooking into.
L153[04:16:16] <alex_6611_> did you search the minecraft sources for usages? it has to have at least 1 call
L154[04:16:44] <Roxox1> All I found was it's actual class, nothing in the code on it actually ever being used.
L155[04:16:59] *** PaleOff is now known as PaleoCrafter
L156[04:17:03] <Roxox1> Or perhaps I'm just stupid and am looking incorrectly.
L157[04:17:14] <alex_6611_> hmm idk, not that much of an expert either
L158[04:17:53] <Roxox1> There are 6 events, initGuiPre/post, drawScreenPre/Post, ActionPerformedPre/Post
L159[04:18:07] <Roxox1> I want to grab the buttonList out of initGuiPost, replace it with my own buttonlist.
L160[04:18:24] <Roxox1> Then replace the buttonList in drawScreenPre with the new one I just made.
L161[04:18:51] <Wuppy> okay I got ant to work
L162[04:18:54] <Roxox1> Which in theory should work, although in theory the setup I have now should also work.. so IDK.
L163[04:19:03] <Wuppy> now how do I tell it to run in a folder where the ant file does not exist
L164[04:19:15] <Wuppy> aka the anroid project with the build.xml file
L165[04:19:23] <tterrag|ZZZzzz> You definitely want initgui post
L166[04:19:35] <tterrag|ZZZzzz> That should be after all buttons are added
L167[04:20:31] <Roxox1> Yeah, I'm doing event.buttonList = myNewButtonList;
L168[04:20:39] <Roxox1> But that doesn't seem to do anything at all
L169[04:20:45] <xaero> Wuppy: the -f switch to point to the build.xml
L170[04:20:52] <PaleoCrafter> Wuppy, who the fuck still uses ant for android deployment? D:
L171[04:21:23] <Roxox1> Or well, it does. I have a for loop printing out the classes of everything in the event.buttonList once I've replaced it and they all point to the correct classes.
L172[04:21:25] <Wuppy> PaleoCrafter, me :P
L173[04:21:34] <Wuppy> I'm building a jar for unity htough
L174[04:21:54] <Roxox1> Problem I'm having is that they all seem to act like the vanilla buttons, even setting event.buttonList to null, the vanilla ones still appear.
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L176[04:22:49] <Roxox1> * This event fires right after {@code GuiScreen.initGui()}.
L177[04:22:49] <Roxox1> * This is a good place to alter a GuiScreen's component layout if desired.
L178[04:23:30] <tterrag|ZZZzzz> Because you need to modify in place
L179[04:23:32] <Rallias> Is there a web interface for MCPBot_Reborn?
L180[04:23:48] <Rallias> That I can type in a version and an obf name and get back a nice name?
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L182[04:24:03] <tterrag|ZZZzzz> changing the reference in the event of course does nothing
L183[04:24:19] <tterrag|ZZZzzz> rallias not that I know of
L184[04:24:23] <tterrag|ZZZzzz> Why would you need that
L185[04:24:30] <tterrag|ZZZzzz> doesn't sound better
L186[04:24:36] <Rallias> tterrag|ZZZzzz: Because I accidently my source code.
L187[04:25:02] <Roxox1> OOOOOOO Damn.
L188[04:25:31] <Roxox1> tterraz|ZZZzzz Thanks.
L189[04:25:31] <Rallias> And, well, waiting 10 seconds per function is annoyingly slow.
L190[04:25:46] <tterrag|ZZZzzz> 10 seconds???
L191[04:26:17] <tterrag|ZZZzzz> If you're that bothered there is still csv files for mcp
L192[04:26:20] <tterrag|ZZZzzz> somewhere
L193[04:26:42] <Roxox1> But wait, how the hell would I modify a buttonList other than the one given to me by the event handler?
L194[04:26:51] <Roxox1> I can't access it.
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L196[04:27:11] <PaleoCrafter> There's also bspkrs' mapping viewer
L197[04:27:30] <Roxox1> MinecraftForge.EVENT_BUS.post(new InitGuiEvent.Post(this, this.buttonList));
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L199[04:28:09] <Rallias> PaleoCrafter: Where at?
L200[04:28:20] <PaleoCrafter> Google it :P
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L206[04:31:50] <tterrag|ZZZzzz> sigh
L207[04:31:57] <tterrag|ZZZzzz> You modify the list IN PLACE
L208[04:32:06] <tterrag|ZZZzzz> Do not replace the reference
L209[04:32:16] <tterrag|ZZZzzz> Sounds like a case of go learn java >.>
L210[04:32:43] <Roxox1> IN PLACE is a rather abstract term..
L211[04:33:10] <Roxox1> And yeah, it is probably a case of go learn Java.
L212[04:33:13] <PaleoCrafter> Not in this context
L213[04:33:21] <Roxox1> I figured that doing event.buttonList = myNewList;
L214[04:33:33] <Roxox1> Would replace the buttonList with my one.
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L216[04:34:31] <Roxox1> I'm aware that event.buttonList is a new instance of the buttonList contained within the actual GUI.
L217[04:34:41] <Roxox1> But I thought the event handlers were setup to handle that.
L218[04:35:33] <Wuppy> ... wut notif\AndroidNotifications.java:6: error: class AndroidNotificationManager is pu
L219[04:35:33] <Wuppy> blic, should be declared in a file named AndroidNotificationManager.java
L220[04:35:46] <tterrag|ZZZzzz> It's not a new instance
L221[04:35:49] <tterrag|ZZZzzz> That's the point
L222[04:36:04] <tterrag|ZZZzzz> When you replace it you lose the reference to the original list
L223[04:37:08] <Wuppy> nvm, I am derp
L224[04:37:21] <Roxox1> So, I need to do something like buttonList[0] = a new Button.
L225[04:37:32] <Roxox1> Rather than changing the list completely?
L226[04:37:43] <Lumien> It's a list, not an array
L227[04:37:56] <Lumien> List.set
L228[04:37:59] <Lumien> or add
L229[04:38:04] <Roxox1> Ah.
L230[04:38:10] <Roxox1> Because, I'm setting the list to a new list.
L231[04:38:17] <Roxox1> It's no longer the buttonList for the gui.
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L233[04:38:29] <Roxox1> But if I just MODIFY the existing list, rather than completely replacing it..
L234[04:38:32] <Roxox1> Ohhh Ok.
L235[04:38:52] <Roxox1> My face is like. :s
L236[04:41:19] <tterrag|ZZZzzz> Just clear it and then addAll
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L238[04:42:57] <Roxox1> But I most definitely can't do event.buttonList = anotherList?
L239[04:43:10] <Roxox1> Because that would cause me to lose the reference.
L240[04:44:04] <Roxox1> Thanks for all the help fellas :)
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L246[04:56:57] <Wuppy> \o/ I can has Android toasts
L247[04:58:56] <PaleoCrafter> Do they taste good? :P
L248[04:59:43] <Wuppy> PaleoCrafter, I expected you to know what they were
L249[05:00:00] <PaleoCrafter> I do know what they are :P
L250[05:03:01] <Wuppy> getting them to display through unity isn't easy though
L251[05:03:05] <Wuppy> but it works now :)
L252[05:03:45] <Wuppy> now I just have to be able to send notifications
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L255[05:24:25] <Lumien> How exactly do i send a ForgeMessage to a player?
L256[05:25:54] * tmtu toasts Wuppy
L257[05:26:15] <Wuppy> oh noes I have been toasted
L258[05:26:25] <tmtu> how does unity+android work, do you write java code around jni wrapper for the game?
L259[05:27:14] <PaleoCrafter> I assume it works similar to xamarin
L260[05:27:40] <Wuppy> tmtu I have to write anrodid code, make a jar and then run it in utniy using AndroidJavaClass
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L272[06:08:03] <PaleoCrafter> Finally WiFi *.*
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L274[06:08:56] <ollieread> lol
L275[06:10:15] <PaleoCrafter> Used up all my mobile data for this month already xD
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L312[07:30:02] <tmtu> <3333
L313[07:30:04] <tmtu> internet get
L314[07:30:12] <tmtu> mobile tethering byebye
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L323[08:07:30] <Lumien> Can i somehow easily get minecraft to use a custom instance of World for a custom dimension?
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L326[08:17:25] <gigaherz> Lumien: uhh I don't think custom World is the thing you want?
L327[08:17:39] <Lumien> yes it is^^
L328[08:17:53] <gigaherz> why do you believe you need a custom instance?
L329[08:18:20] <gigaherz> what do you want to do that a normal world with a custom worldgen and some hook can't do?
L330[08:19:44] <Lumien> Might not need it
L331[08:20:09] <gigaherz> really looks at mystcraft and rftools
L332[08:20:15] <gigaherz> you can customize practically everything about the dimension
L333[08:20:16] <gigaherz> XD
L334[08:20:40] <gigaherz> https://github.com/McJty/RFTools/tree/master/src/main/java/mcjty/rftools/dimension/world
L335[08:20:51] <gigaherz> rftools happens to have the source available ,P
L336[08:21:50] <Lumien> I want completely vanilla world gen so i don't even need that level of customization
L337[08:23:07] <Lumien> Also does somebody know whether a vanilla client can enter a custom dimension?
L338[08:24:30] <alex_6611_> my guess would be that it can, looking at bukkit etc.
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L340[08:27:56] <gigaherz> it should be ok if it's just custom terrain only
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L342[08:28:33] <gigaherz> but thigns like custom sky rendering and such wouldn't work
L343[08:28:46] <gigaherz> still, I don't really know
L344[08:29:48] <gigaherz> just that the fact that WorldProvider and such are in vanilla MC makes me think it should work
L345[08:30:53] <Lumien> Yeah, but the client won't have a provider for the dimension
L346[08:31:31] <alex_6611_> idk how bukkit does it, but there are plugins that allow a server to have more dimensions
L347[08:31:36] <gigaherz> yeah
L348[08:31:41] <gigaherz> creating new dimensions should work
L349[08:31:59] <gigaherz> as long as those dimensions use the standard providers, just with custom terrain generation assigned to them?
L350[08:32:04] <gigaherz> I think
L351[08:32:05] <gigaherz> dunno
L352[08:32:07] <gigaherz> test it?
L353[08:32:07] <gigaherz> XD
L354[08:32:08] <alex_6611_> what you would need to find out is what you can modify without needing client mods
L355[08:32:27] <gigaherz> what's 100% clear is the custom sky rendering
L356[08:32:33] <gigaherz> and ofc custom blocks/items
L357[08:32:34] <alex_6611_> yea that needs mods :D
L358[08:32:55] <gigaherz> custom mob spawning rules,
L359[08:32:59] <gigaherz> custom terrain generation rules
L360[08:33:04] <gigaherz> and custom structure generation rules
L361[08:33:06] <gigaherz> should all be "ok"
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L363[08:33:13] <gigaherz> ... anything in between, who knows.
L364[08:33:58] <alex_6611_> you can use the end sky if you want, also can disallow water placement :P
L365[08:34:08] <gigaherz> yeah XD
L366[08:34:17] <gigaherz> black starfield
L367[08:34:19] <gigaherz> red fog
L368[08:34:19] <alex_6611_> and disallow beds. :D
L369[08:34:22] <gigaherz> no water?
L370[08:34:24] <gigaherz> exploding beds
L371[08:34:38] <gigaherz> maybe youcan make it spawn ender dragonsall over the place
L372[08:34:43] <gigaherz> ;P
L373[08:35:04] <gigaherz> make the trees generate out of netherrack, with soul sand leaves
L374[08:35:27] <alex_6611_> and lava in the middle :D
L375[08:35:47] <gigaherz> and finally, make it so that the terrain generation is upside down
L376[08:35:48] <gigaherz> so that
L377[08:36:00] <gigaherz> instead of bedrock being at 0, and nothing at 255
L378[08:36:08] <alex_6611_> you instantly fall into the void? :D
L379[08:36:10] <gigaherz> you have bedrock at 255, with mountains growing down
L380[08:36:12] <gigaherz> BUT
L381[08:36:19] <gigaherz> with lava lakes below y=64
L382[08:36:33] <gigaherz> THAT would be true hell.
L383[08:36:45] <alex_6611_> how do you walk there? :D
L384[08:36:54] <gigaherz> hop from tree to tree ;P
L385[08:36:58] <alex_6611_> haha
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L388[08:37:40] <gigaherz> also
L389[08:37:46] <gigaherz> I'd make it use amplified generation type
L390[08:37:58] <gigaherz> so that things do have a chance to extend down
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L392[08:38:17] <gigaherz> with overhangs and such
L393[08:38:21] <alex_6611_> :O i like the thought of falling up amplified mountains
L394[08:38:31] <gigaherz> XD
L395[08:38:59] <gigaherz> you know that movie or game or whateveritwas
L396[08:39:08] <gigaherz> where there were two worlds
L397[08:39:16] <gigaherz> and the people from the world "above" would fall upward
L398[08:39:22] <gigaherz> while the people from the world below would fall downward
L399[08:39:25] <gigaherz> so they couldn't possibly mix?
L400[08:39:35] <gigaherz> xcept two of them fall in love and whatever ;P
L401[08:40:01] <alex_6611_> don't know that movie, sounds like physics make sense there :D
L402[08:40:18] <gigaherz> dunno I could have dreamed it
L403[08:40:26] <gigaherz> my brain is weird sometimes
L404[08:40:28] <gigaherz> ;P
L405[08:41:17] <gigaherz> alex_6611: well imagine gravity was a signed quantity
L406[08:41:23] <gigaherz> some sort of polarity
L407[08:41:28] <PaleoCrafter> I know that movie
L408[08:41:38] <gigaherz> imagine magnetism was the strongest force, instead of gravity
L409[08:42:02] <gigaherz> and netagively charged matter tended to fall toward the negative ground
L410[08:42:04] <alex_6611_> yea yea, you're saying you could make it make sense :D
L411[08:42:16] <gigaherz> anyhow
L412[08:42:25] <gigaherz> that needs to happen in mc
L413[08:42:26] <gigaherz> XD
L414[08:42:51] <gigaherz> a flipped world, with flipped animals and flipped structures
L415[08:42:56] <gigaherz> where everything falls upward xcept you
L416[08:43:06] <alex_6611_> haha you dead
L417[08:43:10] <PaleoCrafter> Wasn't there lik a social difference between the two halves?
L418[08:43:18] <gigaherz> yes
L419[08:43:26] <gigaherz> the top people though themselves better
L420[08:43:35] <gigaherz> they had better technology and such
L421[08:43:50] <gigaherz> IIRC
L422[08:43:56] <gigaherz> I didn't actually see the movie, only the trailer
L423[08:44:14] <gigaherz> it was a literal caste system
L424[08:44:20] <PaleoCrafter> Geez, what was it called
L425[08:44:24] <gigaherz> no idea.
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L430[08:50:50] <PaleoCrafter> Upside down?
L431[08:55:50] <gigaherz> ah yes
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L446[09:49:32] <Shuetox> Hello, anyone know how i would approach rendering any other kind of block that i specify instead of my block?
L447[09:50:03] <gigaherz> 1.7.10 or 1.8?
L448[09:50:34] <Shuetox> 1.8
L449[09:51:26] <gigaherz> you'll need a custom state mapper that returns an ISmartBlockModel, and from the ISmartBlockModel, obtain the IBakedModel corresponding to the block that you want to look like
L450[09:51:42] <gigaherz> the "obtain" part is the one I can't help you with
L451[09:51:43] <gigaherz> ;P
L452[09:51:56] <gigaherz> there's most probably methods for it, I just don't know them
L453[09:52:22] <Shuetox> what method is called to receive the ismartblockmodel for my block that i should intercept?
L454[09:52:41] <gigaherz> you will need a custom state mapper
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L456[09:55:09] <Lumien> BlockModelShapes.getModelForState
L457[09:55:48] <Shuetox> Thanks for pointing me in the right direction
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L460[09:58:35] <boni> i'm using ModelLoader.setCustomModelResourceLocation. for simple blocks without smartblock there's a simpler way iirc
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L463[10:03:23] <bl4ckscor3> what's this new "mdk" thing in the place of the source download for the two latest forge 1.8 downloads?
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L465[10:03:50] <bl4ckscor3> seems like the file contents are the same as the ones from 1502, but why is it called mdk instead of src?
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L467[10:07:13] <PaleoCrafter> bl4ckscor3, mod development kit
L468[10:07:25] <bl4ckscor3> ah, so just a rename i guess?
L469[10:07:30] <PaleoCrafter> Yes
L470[10:07:51] <PaleoCrafter> 'src' doesn't really make sense anymore with gradle
L471[10:08:57] <gigaherz> yeah, given that there are not sources at all in it
L472[10:09:10] <gigaherz> well, xcept the generic skeleton thingy
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L487[10:24:59] <MTCoster> How would I go about putting a hook into the world renderer? RenderWorldEvent.Pre doesn't seem to register, and is possibly deprecated according to Lex here: <http://www.minecraftforge.net/forum/index.php?topic=31141.0>. Neither does TickEvent.RenderTickEvent on the FML event bus for some reason.
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L490[10:27:27] <gigaherz> https://twitter.com/Dinnerbone/status/635835510787833856
L491[10:28:07] <Kruptein> nice'
L492[10:28:11] <Kruptein> memory leaks are the worst
L493[10:29:27] <gigaherz> haha
L494[10:29:27] <gigaherz> Liked the command blocks? That wasn’t even their final form.
L495[10:30:02] <Kruptein> =p
L496[10:31:13] <PaleoCrafter> What? Command block is evolving!
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L502[10:39:35] <dangranos> "Finished the magic trick in which we vanished chunks. They were hiding under the hat this whole time." what ._.
L503[10:40:04] <Yoplitein> the mysteriously disappearing lines of chunks which have plagued the game since alpha?
L504[10:43:18] <alex_6611_> that's an issue with 15w34d, if i understand the post correctly.
L505[10:43:27] <alex_6611_> not those empty chunk lines.
L506[10:43:34] <Yoplitein> aw
L507[10:43:36] <Kruptein> yeah it was a bug in a different snapshot
L508[10:43:57] <gigaherz> https://twitter.com/Dinnerbone/status/635839698481598464
L509[10:44:01] <gigaherz> bugfix for zombies not working
L510[10:44:01] <gigaherz> XD
L511[10:44:14] <Kruptein> lol
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L537[11:41:09] <Pennyw95> Has it ever happened to you that the api you've been working on for like a month becomes unresponsive? I'm doing a thaumcraft addon and suddenly the last recipe I added does not work. It's not recognized by the game, while the others I had made before still do work. The code is absolutely the same, I even tried pasting some from vanilla TC but nothing changes...any idea about the cause?
L538[11:42:36] <gigaherz> if you register them in a different order, does it work then?
L539[11:42:36] <gigaherz> ;P
L540[11:43:23] <Pennyw95> no..I tried top, bottom, replaced one that was working with the new one...
L541[11:43:41] <Pennyw95> I downloaded the api again too but still nothing
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L543[11:44:38] <Pennyw95> it kinda feels like there's something really stupid lying around but for the love of god I can't find it. Even copying a line of code that registers a working recipe and altering it a little makes it now work
L544[11:44:53] <Pennyw95> not work*
L545[11:46:43] <jakimfett> Pennyw95: can you pastebin/gist two or three "known good" recipes alongside the weirdly erroring one and link me to it?
L546[11:47:00] <jakimfett> I'll take a look and see if a fresh pair of eyes helps
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L548[11:48:28] <Pennyw95> sure, thansk
L549[11:49:33] <shadekiller666> what is the square root of onion?
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L551[11:52:43] <Pennyw95> http://pastebin.com/rdi9yFYi
L552[11:52:45] <williewillus> why is my close brace key so much dirtier than my open brace key even though the latter is used so much more often :p
L553[11:53:13] <Yoplitein> possibly because you use it less
L554[11:53:23] <Yoplitein> so you don't touch it as much, thereby removing the dirt
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L566[12:23:11] <Pennyw95> The recipes have got successfully hashed
L567[12:23:19] <Pennyw95> but, they don't work...weird
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L583[12:41:16] <AssassinsMod> Is there any solid documentation about rendering huds?
L584[12:41:39] <tmtu> put some vertices on the screen and you're all set
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L586[12:44:31] <AssassinsMod> through tessellator and worldrenderer?
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L617[13:28:57] <williewillus> i hate when a ton of the callbacks all look the same but do very different things >.> have to use these
L618[13:29:00] <williewillus> lol https://i.gyazo.com/e3f81863a2693cfe31db45959c839cb2.png
L619[13:30:43] <mjhutchinson> Haha, oh that is really annoying
L620[13:30:45] <mjhutchinson> does anyone know how to render techne models at a point in the world without attaching them to an entity or a tileEntity? I.e just using the render method and binding the appropriate texture? I can't figure it out
L621[13:31:37] <mjhutchinson> by hooking in to the RenderWorldLastEvent or something?
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L623[13:34:03] <williewillus> yeah you have full access to GL context there I think you can just setup the GL translations and rotations you need and do model.renderAll
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L632[14:02:33] <Lumien> williewillus you don't have to create all possible models beforehand
L633[14:02:44] <williewillus> oh?
L634[14:03:10] <Lumien> You can create new ones whenever you want
L635[14:03:17] <williewillus> I thought you could bake them in code but they had to be registered during the bakeevent
L636[14:03:21] <williewillus> til
L637[14:03:53] <Cypher121> Does it matter if I use Loader.isModLoaded() during preInit, init, or postInit?
L638[14:04:20] <Lumien> If you "register" a ISmartItemModel you can just return different ones (new ones) based on ItemStack
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L642[14:06:26] <williewillus> !gm World.findingSpawnPoint
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L644[14:07:09] <williewillus> !gf World.findingSpawnPoint
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L649[14:31:45] <AssassinsMod> does anybody know while the WorldRenderer divides texture's height and width by 256?
L650[14:31:51] <AssassinsMod> why*
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L652[14:34:17] <TTFTCUTS> how do you mean, AssassinsMod?
L653[14:35:30] <TTFTCUTS> in what context
L654[14:36:41] <AssassinsMod> it is not the WorldRenderer, but the Gui class (net.minecraft.client.gui.Gui)
L655[14:37:17] <AssassinsMod> each function used to represent textured shapes, multiplies width and height by 0.00390625F ( 1/256 )
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L657[14:38:32] <AssassinsMod> TTFTCUTS, this is one of those functions http://pastebin.com/Zbw6ziCT
L658[14:38:56] <TTFTCUTS> oh lol, because UV coordinates are 0-1
L659[14:39:02] <TTFTCUTS> it's just assuming a 256 sized texture for that
L660[14:39:22] <TTFTCUTS> the graphics card doesn't actually care how large the texture is in that respect
L661[14:39:37] <TTFTCUTS> it works in 0-1 for one end to the other
L662[14:40:07] <TTFTCUTS> so if you know the texture is 256, then one pixel is 1/256 in uv space
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L665[14:42:48] <AssassinsMod> I don't really see the sense in making a function assume you work with 256x textures, but ok.. Thanks for the tip
L666[14:43:06] <TTFTCUTS> well, it allows you to give coordinates in terms of pixels
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L668[14:43:23] <TTFTCUTS> you can't tell what size the texture actually is because it's already in the graphics card
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L670[14:43:44] <TTFTCUTS> all its doing is converting from assumed pixel coordinates to the equivalent uvs
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L672[14:48:24] <Tombenpotter> Anyone knows a better way to get the states of the jump key (hit, pressed) than this horror I wrote almost a year ago? https://github.com/TeamAmeriFrance/Electro-Magic-Tools/blob/master/src/main/java/tombenpotter/emt/common/modules/base/items/armor/ItemFeatherWing.java#L48-L68
L673[14:48:43] <Tombenpotter> I still want to use it in the armor tick, I'm just wondering
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L675[14:49:52] <TTFTCUTS> basically no but remember the keys are only on the client side so the server will do what it wants
L676[14:50:06] <Tombenpotter> Yea, but aren't velocity movements clientside only?
L677[14:50:14] <Tombenpotter> s/movements/changes
L678[14:50:27] <TTFTCUTS> good luck convincing the server of that when you get kicked for flying
L679[14:50:44] <TTFTCUTS> :P
L680[14:50:48] <Tombenpotter> Right
L681[14:50:49] <Tombenpotter> :P
L682[14:50:58] <Tombenpotter> So packets it is? :p
L683[14:51:18] <TTFTCUTS> probably :/
L684[14:51:40] <Tombenpotter> I mean, this stuff never got a single complaint of getting kicked while flying
L685[14:51:59] <TTFTCUTS> yeah, I'm not entirely sure what triggers it
L686[14:52:05] <TTFTCUTS> it can be very fickle
L687[14:52:13] <Tombenpotter> Mind you, it might also mean nobody used these wings :p
L688[14:52:36] ⇨ Joins: hilburn (~hilburn@ip68-4-221-249.oc.oc.cox.net)
L689[14:53:11] <Tombenpotter> Though I tried velocity changes serverside only, and that doesn't work either
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L692[14:54:25] <mjhutchinson> Thanks for the reply, I'm new to all the open GL stff and I'm not quite sure what to do in terms of GL11 calls I should make before and after the render method from the Model's class
L693[14:54:25] *** tterrag|ZZZzzz is now known as tterrag
L694[14:55:09] <mjhutchinson> GL11.pushMatrix() etc
L695[14:55:18] <hilburn> does anyone know a neat way of changing the transparency of text rendered in a gui? ore specifically i'd like to get an alpha gradient going on some text so it varies along it's length to fade out
L696[14:55:33] <mjhutchinson> that and how to bind textures for rendering?
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L699[14:56:53] <hilburn> mjhutchinson: pushMatrix(); to start a thing, then glRotate/glScale/glTranslate to rotate/scale/move the thing, popMatrix(); finishes the thing
L700[14:57:25] <mjhutchinson> ok thanks, what the texture for the model, how do I bring that in?
L701[14:57:49] <hilburn> where it is depends where you saved it in resources :P
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L703[14:58:34] <mjhutchinson> its under resources/assets/[modname]/textures
L704[14:58:43] <mjhutchinson> its a .png if that matters
L705[14:58:56] <diesieben07> push and pop matrix has NOTHING to do with "start/finish"
L706[14:59:28] <mjhutchinson> ah, what do they do, and how do I start/finish
L707[14:59:31] <mjhutchinson> ?
L708[14:59:55] <hilburn> diesieben07 - it does and it doesn't - the way I was talking about it it's true, but perhaps i used the wrong wording
L709[14:59:55] <diesieben07> they push and pop the matrix
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L711[15:00:07] <diesieben07> thats all it does.
L712[15:00:17] <diesieben07> it doesn't start or stop, it just pushes the matrix on the stack and pops it
L713[15:00:24] <mjhutchinson> ok, I'm a bit new to this, not 100% on what that does
L714[15:00:35] <mjhutchinson> or what the matrix is exactly
L715[15:00:44] <hilburn> you generally push a matrix when you start doing stuff though
L716[15:00:48] <diesieben07> no.
L717[15:00:49] <hilburn> and pop it when you are done
L718[15:00:54] <mjhutchinson> other than the giant simulation in which we live :P
L719[15:00:56] <diesieben07> you should read up on GL then.
L720[15:00:57] <diesieben07> both of you
L721[15:00:59] <diesieben07> and me, too.
L722[15:01:26] <hilburn> you do if you are doing anything vaguely interesting
L723[15:01:39] <hilburn> cubes, not so much
L724[15:01:42] <diesieben07> thats like...
L725[15:01:46] <diesieben07> no.
L726[15:01:47] <mjhutchinson> hahaa, I'm not sure anyone compleatly understands it
L727[15:01:48] <diesieben07> just no.
L728[15:01:57] <diesieben07> the description you give is just completely inaccurate.
L729[15:03:45] <hilburn> you push a matrix to allow you to do transformations independently from the rest of the stuff you are rendering
L730[15:04:03] <hilburn> you then pop it when you are done doing that
L731[15:04:05] <diesieben07> no.
L732[15:04:11] <diesieben07> you push it so you can *undo* your changes later.
L733[15:04:15] <diesieben07> that's all.
L734[15:04:23] <diesieben07> and you don't technically need to push for that.
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L736[15:04:41] <hilburn> potato potato
L737[15:04:42] <tterrag> uh
L738[15:04:50] <tterrag> well you also do it so you don't modify the current matrix on the stack
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L740[15:04:59] <tterrag> as further rendering code may rely on its state
L741[15:05:07] <diesieben07> which is what i said.
L742[15:05:16] <diesieben07> you push it so you can undo your changes to the current matrix.,
L743[15:05:20] <tterrag> saying "undo" is a bit misleading though :P
L744[15:05:23] <hilburn> no, that's what i said
L745[15:05:30] <diesieben07> <diesieben07> you push it so you can *undo* your changes later.
L746[15:05:40] <diesieben07> don't claim you said what i said.,
L747[15:05:42] <hilburn> you were arguing for glTranslatef(1,1,1)... gltranslatef(-1,-1,-1)
L748[15:05:51] <diesieben07> No i wasn't.
L749[15:05:56] <diesieben07> i said "technically"
L750[15:05:59] <hilburn> <diesieben07>and you don't technically need to push for that
L751[15:06:13] <diesieben07> you technically don't even need glTranslate
L752[15:06:13] <hilburn> <hilburn>you push a matrix to allow you to do transformations independently
L753[15:06:31] <hilburn> we said the same thing, just different wording
L754[15:06:37] <diesieben07> still think that is very bad wording on your part
L755[15:06:38] <diesieben07> oh well :D
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L757[15:10:18] <diesieben07> argh, youtube. you piss me off.
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L759[15:15:50] <wizjany> you can technically use a butterfly to burn pixels into the players screen
L760[15:15:57] <wizjany> "technically"
L761[15:16:09] <diesieben07> write the bits directly to the gpu memory
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L763[15:23:33] <mjhutchinson> so what I want to do is render an information pane infront of blocks in world, kind of like an augmented reality thing, has anyone got any ideas as to how I could go about that?
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L769[15:35:54] <wizjany> so like WAILA?
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L773[15:40:19] <ollieread> wizjany, I'd imagine not :P
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L775[15:46:24] <williewillus> what is the new param in EnumHelper.addArmorMaterila used for
L776[15:46:32] <williewillus> it's called textureName but not sure what to give it
L777[15:46:37] <williewillus> 1.8
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L788[16:16:48] * LexManos REALLY needs to find a good way to automate that helper, perhaps a pre-decompile transformer...
L789[16:17:36] <tterrag> lex is it intended that IUnlistedProperty doesn't support generic types?
L790[16:17:54] <LexManos> ask fry
L791[16:18:03] <tterrag> mmmh right
L792[16:18:04] <tterrag> also!
L793[16:18:14] <LexManos> I dont see why it wouldnt tho its a interface
L794[16:18:15] <tterrag> EnumFacing *really* needs to have some of the stripped methods put back in by forge
L795[16:18:23] <tterrag> like rotateAroundCCW()
L796[16:18:32] <tterrag> having only the CW version is pretty pointless ._.
L797[16:18:45] <LexManos> we dont add stripped methods
L798[16:19:03] <tterrag> then EnumFacing will continue to be bad
L799[16:19:30] <heldplayer> I don't see why you wouldn't add those
L800[16:20:16] *** tterrag was kicked by MineBot (Banned: Stop being stupid and unhelpful. (5)))
L801[16:21:14] <LexManos> We dont make it a habit to add random things to classes. If its a utility function we may remove SideOnly but a READD ALL THE THINGS is not useful
L802[16:22:56] * LexManos goes back to work
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L804[16:24:17] <heldplayer> Going by the only name tterrag mentioned, it seems like utility functions. And to be fair he didn't say all the methods needed to be added again :P
L805[16:24:46] <diesieben07> lex, what would you want the output format of that enum thingy to be? i might write you something :P
L806[16:24:52] <diesieben07> (maybe be useful for once... :D)
L807[16:24:56] <heldplayer> (But I've not seen the entire log, I might be missing parts where he did)
L808[16:25:15] *** MineBot sets mode: -b *!*@tterrag.com
L809[16:26:49] <LexManos> dies: I was more thinking of adding a: public static EnumName newEntry({Arguments}){ return new EnumName({Arguments}); } to the class itself.
L810[16:27:05] <LexManos> so you'd do EnumToolMaterial.newEntry() instead of going through enum helper
L811[16:27:12] <diesieben07> oh, fancy.
L812[16:27:19] <diesieben07> and pre-decompile so just an asm visitor
L813[16:27:21] <diesieben07> i can do that.
L814[16:27:21] <LexManos> This would be best for a generic solution that doesnt have to be updated manually every mc update
L815[16:27:41] <LexManos> i havent had time to work on it, as ive been digging through other shit
L816[16:27:52] <LexManos> I REALLY wanted to get FF done before Pax, so im grinding away on that
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L819[16:30:06] <heldplayer> Don't stress yourself too much Lex, it's not healthy :)
L820[16:30:12] ⇨ Joins: tterrag (~tterrag@tterrag.com)
L821[16:30:16] <LexManos> Nothing I do is healthy ;)
L822[16:30:38] <tterrag> apologies for the PM lex, I read that as a 5 day ban >.>
L823[16:31:05] <tterrag> regardless I'm not suggesting you add everything, just the missing rotate methods
L824[16:31:07] <heldplayer> Working in the MC community, not healthy indeed :P
L825[16:31:21] <tterrag> which are very clearly missing and make the rotation stuff useless
L826[16:31:38] <tterrag> and if you agree, I'll make a PR
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L829[16:32:22] <Nucleria> Hi.
L830[16:41:22] <williewillus> the name of a blockstate json is the name of the block's gameregistry name right?
L831[16:41:30] <williewillus> mine can't seem to be found, hrm
L832[16:43:31] <Zaggy1024> crap I just made tabula crash
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L834[16:44:24] * Mitchellbrine claps
L835[16:44:52] <williewillus> are there any limitations on what a blockstate json name can have? is it lowercased automatically?
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L840[16:47:55] <Zaggy1024> williewillus, it would probably be best to use lowercase and underscores
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L842[16:48:05] <Zaggy1024> Mojang may change requirements
L843[16:48:09] <Zaggy1024> why?
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L845[16:48:20] <williewillus> I'm porting another mod, and their gameregistry name is "blockMetal"
L846[16:48:29] <williewillus> and somehow either the blockstate or model jsons aren't being found
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L848[16:51:29] <Zaggy1024> yeah...hm
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L850[16:51:35] <Zaggy1024> registry names should be lowercase I believe
L851[16:51:52] <Zaggy1024> just register the resource locations to something else though
L852[16:52:23] <williewillus> can i do that?
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L854[16:52:28] <williewillus> wait of course i can
L855[16:52:34] <williewillus> i need to use a custom statemapper right
L856[16:52:41] <williewillus> or something like that
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L859[16:55:53] <Zaggy1024> of course willie, you could remap the old names to a new lowercase name, also
L860[16:56:01] <Zaggy1024> at least I believe you can, with that one event
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L863[17:02:00] <williewillus> meh idk why it's not working for something so simple, it's working for ProjectE 0.o maybe I seutp my resource dirs wrong
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L866[17:03:06] <williewillus> lemme try an item textures and see if its my resources that are broken or just the blockstate
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L872[17:12:30] <Flashfire> I'm having an issue retaining extendedentityproperties after entitydeath
L873[17:13:03] <williewillus> you need to reapply them after the entity dies because vanilla is silly in how it handles them
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L875[17:13:05] <Flashfire> I read in a tutorial to save them in LivingDeathEvent and load in EntityJoinWorldEvent but EntityJoinWorldEvent is firing before I even press the respawn button, hence the loaded data is overwritten and reset
L876[17:13:28] <williewillus> https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/events/PlayerEvents.java#L36
L877[17:13:36] <williewillus> don't do that just use ^
L878[17:14:27] <Flashfire> So, with that hook I can prevent the data from even being reset?
L879[17:15:51] <williewillus> no that eventhandler i linked just prevents it from being wiped on death
L880[17:16:39] <Flashfire> Alright
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L882[17:17:39] <Flashfire> I can't find getDataFor
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L884[17:17:46] <Flashfire> This is 1.8, right?
L885[17:18:34] <Flashfire> I guess it's just get
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L887[17:20:28] <williewillus> that's my own method
L888[17:20:58] <williewillus> just acquire your ieep from evt.original, save it to a temp nbt, and load it back onto the new player
L889[17:21:14] <williewillus> whatever method you use to acquire your ieep is yours, in my case it was a static getDataFor
L890[17:22:55] <Flashfire> Ok I'm trying it
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L893[17:26:14] <williewillus> hrm my item models work but the blocks don't
L894[17:26:29] <Flashfire> Hmm, didn't work for me
L895[17:26:43] <Flashfire> The data never loaded
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L897[17:27:35] <williewillus> did you reapply / save from the right entities?
L898[17:28:26] <Flashfire> I think I see why
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L901[17:29:28] <gigaherz> o_O
L902[17:29:29] <Flashfire> What is the purpose of syncing? From what I can see only server is used
L903[17:29:32] <gigaherz> someone did that?
L904[17:31:43] <williewillus> ?
L905[17:32:00] <williewillus> my ieeps are synced because the client needs them. if yours don't need to be clientside then don't sync them :p
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L907[17:34:01] <Flashfire> Still can't get it to work
L908[17:34:22] <Flashfire> I'll try to figure out what's happening to overwrite it
L909[17:35:34] <williewillus> show code maybe?
L910[17:35:44] <williewillus> the one eventhandler I linked should be sufficient
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L913[17:39:37] <Zaggy1024> what the heck did clienthax do 0.o
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L915[17:39:56] <Flashfire> Seems like it's a problem with my own code
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L919[17:48:07] <tterrag|away> Zaggy1024: he was banned a long time ago, must have changed IPs but AKICK is nickserv based
L920[17:48:10] *** tterrag|away is now known as tterrag
L921[17:49:21] <Zaggy1024> wow I completely missed the drama
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L923[17:51:34] <williewillus> apparently he told someone to ask dumb or insulting questions to the mod panel at minecon
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L925[17:51:58] <tterrag> not told
L926[17:51:59] <tterrag> paid
L927[17:52:16] <Zaggy1024> -.-
L928[17:52:34] <jamierocks> clienthax is the pixelmon dev, no?
L929[17:52:39] <tterrag> one of
L930[17:52:47] <Zaggy1024> hm I want to watch this panel (not specifically because drama), any idea where it is?
L931[17:52:59] <williewillus> well idk if it was at the actual panel
L932[17:53:05] <williewillus> mojang uploaded it
L933[17:53:08] <williewillus> it's on their youtube
L934[17:53:09] <tterrag> it should be on YT
L935[17:53:20] <jamierocks> probably not a good idea to ban id-14726.highgate.irccloud.com
L936[17:53:26] <Zaggy1024> what was it called?
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L938[17:54:43] <jamierocks> but to be fair should the events of minecon, justify events in here?
L939[17:54:53] <jamierocks> (not saying I like what he did)
L940[17:55:05] <Zaggy1024> if he's harassing Lex, yes
L941[17:55:14] <Ashlee> huh which panel?
L942[17:55:47] <tterrag> jamierocks: you must be new here :p
L943[17:56:18] <jamierocks> not really, just not very active :P
L944[17:56:39] <williewillus> Zaggy1024: whichever one has "mods" in the name lol
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L946[17:57:10] <tterrag> jamierocks: I got banned once for having written bad code
L947[17:57:19] <Zaggy1024> wow why is everyone doomsaying about the new combat mechanics?
L948[17:57:21] <Nucleria> Oh my.
L949[17:57:22] <tterrag> by bad I mean...ugly :P
L950[17:57:28] <tterrag> it wasn't hacky or anything
L951[17:57:28] <Nucleria> :P
L952[17:57:29] <tterrag> just bad :P
L953[17:57:34] <jamierocks> wow xD
L954[17:58:06] <jamierocks> i won't be getting banned anytime soon then :P
L955[17:58:15] <williewillus> i'm only at one kick iirc lol
L956[17:58:37] * jamierocks is at zero
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L959[18:00:13] <Nucleria> I’ve been banned temporarily by my friends on private servers (hosted by me), if that counts...
L960[18:00:28] <Nucleria> private Minecraft servers*
L961[18:00:30] <Zaggy1024> not the same thing :P
L962[18:01:06] <jamierocks> williewillus: what you get kicked for?
L963[18:01:19] <williewillus> it was a long time ago
L964[18:01:35] <Nucleria> I know, but I don’t get banned much… :P
L965[18:02:19] <Zaggy1024> I think bringing up the reasons we got kicked isn't the best idea :P
L966[18:02:36] <Nucleria> :P
L967[18:02:45] <jamierocks> probably not
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L978[18:09:22] <Pennyw95> is it correct that the vanilla door is rendered via ISBRH?
L979[18:09:41] <Zaggy1024> ummm
L980[18:09:53] <Zaggy1024> I don't believe so
L981[18:10:24] <Zaggy1024> I think at least in 1.6 it used the lovely mess that rendered all the blocks back then, not sure about 1.7
L982[18:10:30] <Zaggy1024> and of course in 1.8 it's a model
L983[18:10:55] <williewillus> well isbrh is only for mods
L984[18:11:07] <Zaggy1024> yeah I couldn'
L985[18:11:12] <Zaggy1024> t remember if that was the case :P
L986[18:11:14] <williewillus> vanilla non tesrs in 1.7 and below was a hardcoded mess in the RenderBlocks class
L987[18:11:21] <Pennyw95> well I have no idea what changed in 18 but...i can't find a renderDoor class in net.minecraft.client.renderer.tileentity
L988[18:11:33] <williewillus> RenderBlocks.renderDoor/renderLilypad/renderTrapdoor/render<Whatever>
L989[18:11:35] <Pennyw95> oh ok
L990[18:11:37] <Zaggy1024> it's not a TE, so that would be why
L991[18:11:47] <Zaggy1024> in 1.8, it is not in RenderBlocks
L992[18:11:49] <Zaggy1024> it is in a model
L993[18:11:52] <Pennyw95> I guess I shouldn't mess with the renderblocks then
L994[18:11:57] <Zaggy1024> tell us what you actually want to do :P
L995[18:12:07] <Pennyw95> learn to do isbrh
L996[18:12:12] <williewillus> and in those hardcoded methods it was just a bunch of tessellator calls (basically what an isbrh is)
L997[18:12:17] <Zaggy1024> Pennyw95, what MC version?
L998[18:12:22] <williewillus> um look at some OS mods
L999[18:12:23] <Pennyw95> 1.7.10
L1000[18:12:23] <williewillus> enderio
L1001[18:12:35] <Zaggy1024> oh erm
L1002[18:12:41] <Zaggy1024> you confused me, made me think earlier you were on 1.8
L1003[18:12:53] <Zaggy1024> yeah you gotta look up an ISBRH tutorial
L1004[18:13:02] <williewillus> Pennyw95's making a thaucraft addon so can't really be on 1.8 ;p
L1005[18:13:12] <Zaggy1024> didn't know that :P
L1006[18:13:19] <Zaggy1024> but you should know that the code you write for an ISBRH will be immediately useless when moving to 1.8
L1007[18:13:26] <Pennyw95> I looked on the minecraftforge.net isbrh tutorial but someone, I don't remember who, told me it was shit
L1008[18:13:39] <williewillus> just look up some open source 1.7 mods
L1009[18:13:42] <williewillus> on gh
L1010[18:13:44] <Zaggy1024> yeah that
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L1012[18:13:47] <Pennyw95> yeah I don't plan on doing something big for now
L1013[18:13:52] <Pennyw95> so you confirm it's shit? xD
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L1015[18:14:07] <Zaggy1024> not sure, I haven't looked, myself
L1016[18:14:09] <Zaggy1024> willie?
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L1018[18:15:11] <Pennyw95> now enderio's a big mod :O
L1019[18:15:30] <williewillus> it looks okay, but just old and kinda unclear
L1020[18:15:33] <williewillus> no real example
L1021[18:16:16] <Pennyw95> thaumcraft has some isbrh, but it only uses it for cuboid models
L1022[18:16:25] <Pennyw95> I was just looking for some more
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L1024[18:17:21] <williewillus> ooh the enderio ones have been quite abstracted away lemme see if i can think of another
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L1071[18:51:06] <diesieben07> lex, i hacked something together that works. tell me what you need on it. :D https://github.com/diesieben07/ForgeEnumFactories
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L1077[19:09:45] <Vorquel> Hey diesieben07, what's ForgeEnumFactories for?
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L1079[19:10:17] <diesieben07> lex wants someting to replace the hardcodyness of EnumHelper
L1080[19:10:30] <diesieben07> something that adds factory methods to specified enums instead
L1081[19:10:41] <diesieben07> so you do EnumArmorMaterial.newEntry(...) instead
L1082[19:10:51] <Vorquel> cool
L1083[19:13:11] <tterrag> is EnumHelper hardcoded though?
L1084[19:13:16] <tterrag> isn't there a method that takes any Enum class?
L1085[19:13:16] <Ordinastie> diesieben07, but you still won't be able to do Enum.newEntry directly
L1086[19:13:55] <diesieben07> tterrag, this is for stuff like EnumHelper.addArmorMaterial
L1087[19:13:59] <diesieben07> which constantly needs updating
L1088[19:14:15] <diesieben07> Ordinastie, yes, you will. just like you can directly use Forge's ATs in your sourcecode.
L1089[19:14:34] <williewillus> and all other forge patches :p
L1090[19:14:38] <diesieben07> yeah
L1091[19:15:13] <Ordinastie> oh, nice
L1092[19:15:25] <Ordinastie> so it's handle by FG then
L1093[19:15:30] <tterrag> yeah I guess
L1094[19:15:36] <diesieben07> well, that is the plan
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L1096[19:22:33] <Zaggy1024> yeah, that sounds really cool
L1097[19:24:24] <diesieben07> i will probably do it as a FG thingy tomorrow
L1098[19:25:26] <Zaggy1024> I'm curious though, in what way must EnumHelper be updated? just to adjust to changes in constructor arguments?
L1099[19:26:10] <diesieben07> yes
L1100[19:26:21] <diesieben07> the constructor argument types are all hardcoded there
L1101[19:27:07] <Ordinastie> I assume yours work with any enum in general ?
L1102[19:27:15] <diesieben07> yes
L1103[19:27:27] <Zaggy1024> as does EnumHelper :P
L1104[19:27:29] <diesieben07> you just feed it a list of classes and it adds a factory method for each constructor there
L1105[19:27:42] <diesieben07> yes, it piggybacks off of EnumHelper anyways
L1106[19:27:57] <Zaggy1024> I hope EnumHelper isn't removed though, if these factory methods aren't added to all enums
L1107[19:28:12] <diesieben07> no, it can't be removed, this thing uses it :D
L1108[19:28:15] <williewillus> what happens if someone uses EnumHelper to add a enum value that already exists?
L1109[19:28:21] <williewillus> *same name
L1110[19:29:37] <diesieben07> bad things.
L1111[19:30:10] <Zaggy1024> I used EnumHelper to add a moderately useful particle registration system to my mod
L1112[19:30:25] <diesieben07> wait, you used EnumHelper to add stuff to your own enums?
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L1115[19:33:57] <diesieben07> welp, sleepytime now.
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L1117[19:54:58] <williewillus> where was that fork of the forge readthedocs that had documentation about statemappers, etc.?
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L1130[20:09:25] <gigaherz_m> williewillus: gotta be one of these: https://github.com/MinecraftForge/Documentation/network
L1131[20:09:38] <williewillus> yeah i found it, it's bob_twinkles'
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L1135[20:26:06] <Flashfire> I have a problem with my movingsound that works as bgm where if a player dies, it fades out, but if they click respawn before it's faded out it keeps playing even after I respawn
L1136[20:27:01] <Flashfire> Is there an event I can use that fires right before I respawn and lose that instance of the MovingSound?
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L1141[20:36:05] <williewillus> I have a PropertyInteger that ranges from 0 to 15, what do I do if I want values 0 to 11 to all use one model and 12-15 a second? a custom statemapper seems to be loading but doesn't do anything
L1142[20:37:40] <shadekiller666> uhh
L1143[20:38:06] <shadekiller666> are you overriding getModelLocation() in your state mapper?
L1144[20:39:42] <shadekiller666> if you override that, it will pass you an IBlockState that it wants a model for, at which point you can check if the PropertyInteger has a value in your ranges for the IBlockState and return a different ModelResourceLocation based on that
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L1146[20:41:18] <williewillus> hm I do that but I get messages saying the normal variant isnt found
L1147[20:41:22] <williewillus> and then it doesnt show ingame
L1148[20:41:48] <shadekiller666> can i see the state mapper and the blockstate jsons?
L1149[20:45:48] <williewillus> wait what am I supposed to have in the blockstate json?
L1150[20:46:01] <williewillus> I thought you didn't have one if you use a custom statemapper
L1151[20:46:33] <shadekiller666> hmm
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L1153[20:47:59] <shadekiller666> iirc, getModelLocation() in the blockstate mappers assumes that the returned resource location is a blockstate json
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L1155[20:48:46] <shadekiller666> so the reason you're getting "normal variant not found" is because it either couldn't find a json of the name that you're returning, or the one that it found doesn't have a "normal" key
L1156[20:48:51] <williewillus> oh so you return a blocksate json not a model one?
L1157[20:48:54] <shadekiller666> mhmm
L1158[20:49:12] <williewillus> but then how would that allow me to circumvent respecifying all values for the integer property?
L1159[20:49:38] <williewillus> i.e. prop=1 { model } prop=2 {same old model} prop 3 { same again} etc etc
L1160[20:49:39] <shadekiller666> and to change models, you would just return a ModelResourceLocation with the form: (<name of blockstate json>, <variant that you want to use>)
L1161[20:49:48] <williewillus> oh I see
L1162[20:50:01] <Zaggy1024> you could return "blockstates/blah#thing=state1" or "#thing=state2"
L1163[20:50:33] <shadekiller666> it will take whatever you pass it i think
L1164[20:50:33] <Zaggy1024> although depending on what your integer represents, you may want to think about allowing resource pack artists to override those states with new models
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L1166[20:51:10] <shadekiller666> zaggy, could you just say "blockstates/blah#variant1"
L1167[20:51:17] <Zaggy1024> no
L1168[20:51:19] <Zaggy1024> don't ever do that
L1169[20:51:30] <shadekiller666> or does it have to be "propertyname=value"?
L1170[20:52:04] <Zaggy1024> it's always best to do "propertyname=value" because the forge blockstates format assumes a property string with no "=" to be fully specified
L1171[20:52:25] <Zaggy1024> meaning if you provide "value,property1=valuething", you won't be able to specify that in forge blockstates
L1172[20:52:43] <shadekiller666> lol
L1173[20:52:47] <williewillus> I'm using vanilla state format in this case
L1174[20:53:00] <Zaggy1024> well people might wanna use forge blockstates, you gotta remember
L1175[20:53:07] <Zaggy1024> plus you might break stuff in the future
L1176[20:53:08] <williewillus> so do I just do new ModelResourceLocation("modid:blockstatename", "variantname")?
L1177[20:53:13] <Zaggy1024> just try and use the existing system okay? :P
L1178[20:53:26] <Zaggy1024> do "propertyname=variantname"
L1179[20:54:00] <Zaggy1024> but yeah, those are the arguments
L1180[20:56:42] <williewillus> yeah I'll just specify each value separately, it's not that many anyway (just 16) so others can override them
L1181[20:57:30] <Zaggy1024> I believe Mojang is putting requirements on the format of blockstates properties strings anyway
L1182[20:57:56] <Zaggy1024> yeah that's a good plan :)
L1183[20:58:29] <Zaggy1024> ha-ha typing through VNC on my phone is hard
L1184[20:59:01] <Zaggy1024> bah, didn't ask for that hyphen
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L1188[21:14:01] <williewillus> more mods and vanilla need to use world.destroyBlock instead of world.setBlockToAir
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L1190[21:14:10] <williewillus> it's so satisfying hearing the sounds and seeing the particles :p
L1191[21:14:30] <ZaggyMobile> Ikr
L1192[21:15:16] <williewillus> like that block I was asking about states for, collapses when there's not enough a sufficient strength one under it, so if you make a giant tower and destroy the bottom particles just zip up into the sky
L1193[21:15:24] <williewillus> like the new chorus plants, those use destroyblock too
L1194[21:17:16] <tterrag> williewillus: but that drops items, no?
L1195[21:17:20] <tterrag> and requires a player instnace
L1196[21:18:01] <williewillus> world.destroyBlock, it's new in 1.7.x, it plays the particles and sounds
L1197[21:18:05] <williewillus> you can tell it to drop blocks or not
L1198[21:25:41] <tterrag> !gm destroyBlock
L1199[21:25:48] <tterrag> !gm destroyBlock 1.7.10
L1200[21:25:53] <tterrag> williewillus: you mean 1.8.x...
L1201[21:26:12] <williewillus> oh, sorry, it's called breakBlock in 1.7
L1202[21:26:17] <williewillus> World.breakBlock(x,y,z,bool)
L1203[21:26:54] <williewillus> I think it received a name quite late in 1.7, so it might still be srg name in older forge versions
L1204[21:27:33] <tterrag> !gm breakBlock 1.7.10
L1205[21:27:41] <tterrag> interesting
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L1213[21:41:39] <shortybsd> what's up tterrag :)
L1214[21:42:34] <Manusoftar> is there a way to allow users to have mod items on my server?? i mean, items that came with a mod but provided directly by the server
L1215[21:44:27] <shortybsd> you can on cauldron/bukkit/spigot via a plugin. Seems there isn't a lot of support for forge server exclusive.
L1216[21:45:16] <shortybsd> why not use the permission system and deny access to a specific item ?
L1217[21:45:18] <Manusoftar> which plugin?
L1218[21:45:32] <shortybsd> then allow it for a certain group or person specific
L1219[21:46:03] <Manusoftar> i think i wasn't clear
L1220[21:46:22] <Manusoftar> I'll tell you exactly what im trying to achieve.
L1221[21:46:26] <shortybsd> ok
L1222[21:47:18] <rfctksSparkle> You mean mod items without clients having to install the mod!
L1223[21:47:19] <rfctksSparkle> ?
L1224[21:47:23] <Manusoftar> I would like to have the "Enchanting Plus" enchanting table available on my server so i can put it on the enchantments section for my users to use. But not like, making em install it locally
L1225[21:47:30] <rfctksSparkle> No.
L1226[21:47:36] <shortybsd> impossible
L1227[21:47:38] *** tfox83 was kicked by LexManos (Bye))
L1228[21:47:38] <Hiyori> oh that jerk tfox83 is back in here
L1229[21:47:42] <Hiyori> nevermind
L1230[21:47:43] <shortybsd> server mods has to reside on the client as well.
L1231[21:47:45] <Devin_> rekt.
L1232[21:47:52] <Drullkus> o.o
L1233[21:47:53] <shortybsd> unless it is server specific.
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L1235[21:47:57] <Drullkus> Dang
L1236[21:47:57] <Devin_> i like it better this fay Hiyori
L1237[21:47:58] <Hiyori> oh he is back
L1238[21:47:59] <Devin_> NOOO
L1239[21:47:59] <tfox83> wow
L1240[21:48:04] <Drullkus> That musta hurt
L1241[21:48:09] <tfox83> I take such abuse in this channel
L1242[21:48:13] <Hiyori> yep
L1243[21:48:16] <Hiyori> which is funny
L1244[21:48:16] <rfctksSparkle> This isn't spoutcraft. And even that required the spoutcraft client mod.
L1245[21:48:20] <Devin_> i dont want to hear about abuse
L1246[21:48:23] <Drullkus> lol
L1247[21:48:40] <Manusoftar> but if users have that mod locally installed, will mt server be able to let them use it??
L1248[21:49:00] <rfctksSparkle> ... No.
L1249[21:49:30] <Manusoftar> ok, i guess i'll have to just leave the regular enchanting table...
L1250[21:49:33] <Manusoftar> thanks
L1251[21:50:00] <shortybsd> there are plenty of forge compatible enchanting modification mods
L1252[21:50:12] <rfctksSparkle> Any forge mod that adds blocks or items. Especially functional ones pretty much require a client mod.
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L1254[21:51:30] <shortybsd> Manusoftar: why not leave it on the server and include it within your pack? Then limit the use of it via permissions?
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L1259[21:56:08] <shortybsd> anyone know of a LWC replacement that works on Forge? Needing a chest / block lock mod that will support any type of block also where you can add users for access.
L1260[21:59:51] <rfctksSparkle> That would probably be hard though.
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L1264[22:00:41] <ZaggyMobile> Why is a lock mod hard?
L1265[22:01:04] <rfctksSparkle> That works on every block.
L1266[22:01:31] <ZaggyMobile> All you gotta do is intercept the block right clicks and cancel them if the player doesn't have permission
L1267[22:01:44] <ZaggyMobile> Ez :P
L1268[22:01:57] <rfctksSparkle> Automation?
L1269[22:01:59] <ZaggyMobile> Maybe not all that secure though
L1270[22:02:12] <ZaggyMobile> Yeh there's that
L1271[22:03:20] <ZaggyMobile> But then how do you protect against that even in specific block locking implementations?
L1272[22:03:41] <ZaggyMobile> How's don't know who placed them
L1273[22:03:53] <Manusoftar> is there a way to launch gradlew server with plugins?
L1274[22:03:55] <ZaggyMobile> *hoppers
L1275[22:04:08] <Manusoftar> i mean, launching the server from eclipse with plugins enabled
L1276[22:04:19] <ZaggyMobile> Plugins?
L1277[22:04:23] <rfctksSparkle> Only way would be region based protection lol
L1278[22:04:34] <ZaggyMobile> Yeah that's what i was thinking
L1279[22:05:00] <ZaggyMobile> So that could be generic with block use checks
L1280[22:05:07] <Manusoftar> im writing a server plugin which has to interact with other plugins so to debug i need to run the server with the other plugins enabled
L1281[22:05:08] <rfctksSparkle> And even that isn't completely secure
L1282[22:05:33] <Manusoftar> to be more specific, i need Essentials, Vault, and PlotSquared
L1283[22:05:42] <ZaggyMobile> What kind of plugin? Does Forge have plugins?
L1284[22:05:52] <rfctksSparkle> Bukkit?
L1285[22:06:04] <Manusoftar> yep
L1286[22:07:00] <Manusoftar> i think its bukkit but you know there are some snapshots that claims to be bukkit but they arent so im not 100% sure
L1287[22:08:51] <shortybsd> Zaggy1024: Hidendra made LWC absolutely amazing with all the debugging .. if checks as well as added in custom block support. Far as the hopper support, it would do an if check (if the player was added to the protected block and has permission) which would then let the hopper work or not.
L1288[22:09:29] <shortybsd> by default it blocks creeper/tnt and other things from breaking the chest/block
L1289[22:09:46] <rfctksSparkle> How would it block direct access to the tile entity though =O
L1290[22:10:03] <shortybsd> check to see whom placed it.
L1291[22:10:07] <Manusoftar> i saw a mods folder inside the eclipse folder generated by gradlew, i placed my server plugins there but it doesn't seem to load em
L1292[22:10:26] <rfctksSparkle> I mean, how does it block.
L1293[22:10:28] <TehNut> Bukkit Plugins aren't Forge mods. Why would it load them?
L1294[22:10:39] <TehNut> You need to install Bukkit in your dev environment
L1295[22:10:52] <Manusoftar> uhm..
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L1297[22:11:35] <Manusoftar> is there a way to do that through gradlew??
L1298[22:11:40] <rfctksSparkle> Tile entity access doesnt contain the accessing block or tile. I think?
L1299[22:11:53] <TehNut> Probably, but it won't be easy
L1300[22:11:56] <TehNut> glhf :P
L1301[22:12:30] <rfctksSparkle> I just gave up on bukkit when the drama happened.
L1302[22:12:41] <shortybsd> rfctksSparkle: it checks when you place any block anywhere near the locked block (that touches it) it then logs if it has access to the protected block. So if a trusted user placed a pipe, hopper and so forth it would authenicate it and store it. upon next block update it would re-update that blocks side for permission.
L1303[22:12:57] <Manusoftar> how the heck do the devs create server plugins if there is no way to debug???
L1304[22:13:46] * AbrarSyed wonders what forge has to do with bukkit
L1305[22:13:54] <shortybsd> lol
L1306[22:14:20] <TehNut> Manusoftar: Because they use a Bukkit environment and not a Forge one?
L1307[22:14:39] <shortybsd> correct :)
L1308[22:14:59] <rfctksSparkle> All you said is how it checks permission.
L1309[22:15:36] <rfctksSparkle> Not how it actually enforces said permissions.
L1310[22:16:25] <Manusoftar> there is something i dont get, if you cannot develop server plugins within Forge environment why the heck is there the possibility to run the server, and why are there ServerProxys as if you could create server side mods....
L1311[22:17:11] <TehNut> Plugins != Mods
L1312[22:17:49] <TehNut> You can develope Serverside mods with Forge
L1313[22:17:55] <AbrarSyed> ^
L1314[22:17:59] <TehNut> You develop plugins with Bukkit
L1315[22:18:07] <AbrarSyed> bukkit plugins, and forge mods, are entirely different beasts
L1316[22:18:57] <Ordinastie> next question : why forge mods don't work on unity?
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L1318[22:20:52] <tterrag> Manusoftar: serverside mods are totally possible, but they can't add items or blocks (just like plugins can't)
L1319[22:21:00] <tterrag> items and blocks require client side things, like names, textures, and rendering
L1320[22:21:08] <tterrag> you can't provide those on the server
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L1326[22:32:22] <killjoy> tterrag: yet
L1327[22:35:49] <Zaggy1024> oo, you know, block states would lend to a cool interface for CC turtles
L1328[22:36:19] <Zaggy1024> do turtles have any way of detecting the block that's in front of them currently?
L1329[22:36:22] <Zaggy1024> haven't touched CC in a while
L1330[22:36:26] <dangranos> um
L1331[22:36:32] <dangranos> there is #computercraft
L1332[22:36:41] <Zaggy1024> ah true
L1333[22:36:43] <dangranos> and yes (iirc)
L1334[22:36:47] <Zaggy1024> I'm just lazy, sorry :P
L1335[22:37:02] <dangranos> btw, there is OC
L1336[22:37:30] <Zaggy1024> it was just a random thought, and I doubt dan200 really cares whether you can have a cool interface based on 1.8, he'll still wanna wait for 1.9 :P
L1337[22:37:54] <dangranos> i'm not sure what dan200 even cares about..
L1338[22:37:56] <Zaggy1024> yeah I've heard of OC but I never really learned much about it
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L1340[22:38:21] <Zaggy1024> I don't know what it's capable of, if I did I might actually try doing something cool with it
L1341[22:38:47] <Zaggy1024> (like starting over writing my Minecraft in Minecraft game, which turned out completely broken because I went into it without enough knowledge)
L1342[22:39:05] <dangranos> "learned"? you just have to know difference between lua5.1 and 5.2 (which is nonexistant if you dont go into depths of lua) and know function names
L1343[22:39:15] <dangranos> and lua, duh
L1344[22:39:22] <Zaggy1024> er
L1345[22:39:41] <Zaggy1024> well the only contact I've had with computercraft was in a survival server so I had to obtain all the crap to craft the computers and make them work
L1346[22:39:49] <Zaggy1024> never really got far enough to write any code in it lol
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L1348[22:42:57] <williewillus> oc seems really cool with how low level you're allowed to get
L1349[22:43:03] <Zaggy1024> nice
L1350[22:43:20] <Zaggy1024> I wonder how efficient I could make a 2D MC game in there compared to CC
L1351[22:43:32] <Flashfire> Is anyone able to help me with this error? https://gist.github.com/Flashfyre/ab9aefc804c42e29e74c
L1352[22:43:45] <Zaggy1024> d'you know the refresh rate of computers in OC?
L1353[22:43:46] <williewillus> the whole "choosing computer parts and then having to boot and actually "install" your OS" thing was cool
L1354[22:43:49] <williewillus> not sure
L1355[22:43:54] <dangranos> um
L1356[22:43:56] <williewillus> dpeends on the parts you use to build it I think
L1357[22:44:00] <dangranos> what's up with quotes?
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L1359[22:44:09] <dangranos> it IS OS and you DO install it
L1360[22:44:25] <williewillus> that's what I literally just said
L1361[22:44:34] <dangranos> you said that with quotes
L1362[22:44:36] <Zaggy1024> Flashfire, you're accessing particle effect entity on the server
L1363[22:44:39] <Zaggy1024> don't. :P
L1364[22:44:42] <dangranos> that changes EVERYTHING
L1365[22:44:48] <williewillus> ...no it doesn't
L1366[22:44:51] <Flashfire> But I don't know where
L1367[22:44:58] <Flashfire> The error happens on the vanilla chest
L1368[22:45:01] <williewillus> I just forgot to use single quotes around "install", pedantic :p
L1369[22:45:20] <Zaggy1024> Flashfire, what does your mod contain?
L1370[22:45:39] <Flashfire> A lot of things, but most importantly a custom chest and custom particle effect
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L1372[22:45:51] <Zaggy1024> how are you spawning the particle?
L1373[22:46:32] <Flashfire> I'm spawning it the same way as the ender chest
L1374[22:46:38] <Zaggy1024> erm
L1375[22:46:42] <Flashfire> I just replaced it with my own particle
L1376[22:46:43] <Zaggy1024> just show code danget
L1377[22:46:48] <Zaggy1024> I'm not gonna look up that code in MC source
L1378[22:47:46] <Flashfire> https://gist.github.com/Flashfyre/99dfa94fc54cf71d1107
L1379[22:48:02] <Flashfire> That is in a custom block for the chest
L1380[22:48:52] <Flashfire> Here is the particle class https://gist.github.com/Flashfyre/0fca4a38e0efb57bfa0f
L1381[22:49:08] <Zaggy1024> good lord those arrays
L1382[22:49:19] <Zaggy1024> so long :P
L1383[22:49:36] <Flashfire> Yeah it's every color in a block texture
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L1385[22:50:48] <Zaggy1024> I believe you can load the texture and turn it into an array like you need, see the code that makes biome colors
L1386[22:50:57] <Zaggy1024> but anyway...hm
L1387[22:51:16] <Zaggy1024> from that code I can't see why it would crash, considering your sideonlys
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L1389[22:51:25] <Zaggy1024> do you register the particle or anything?
L1390[22:51:28] <Flashfire> nOPE
L1391[22:51:54] <Zaggy1024> okay I think that's a good thing, but I'm not sure :P
L1392[22:52:01] <Flashfire> It is I believe
L1393[22:52:24] <Flashfire> I have a custom enderman that also uses it but I never saw that class in the error
L1394[22:52:57] <Zaggy1024> hmmmm
L1395[22:53:17] <Zaggy1024> owww my headache
L1396[22:53:23] <Zaggy1024> making it hard to think
L1397[22:54:12] <Zaggy1024> well it certainly shouldn't be trying to load that entity from NBT
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L1399[22:54:40] <Zaggy1024> can you override writeToNBT and find out where it's getting called from?
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L1402[22:56:57] <Flashfire> g2g
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L1412[23:25:56] <tterrag> erg...this is a pretty special case...but does anyone know of a list impl that is basically a wrapped list with a "filter"? I want to only show certain values of a list while keeping the reference to the original and udpating based on changes to the original
L1413[23:27:11] <Ordinastie> FluentIterable
L1414[23:27:30] <Zaggy1024> a list tho? probably not, I would think
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L1416[23:29:38] <tfox83> Hey my mod is broke, what do I do?
L1417[23:29:52] <tterrag> Ordinastie: that sounds nice, and seems right, but how exactly would I use it to do what I want?
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L1421[23:30:36] <tfox83> I am in a 1.2.5 environment and nothing is working
L1422[23:30:52] <Zaggy1024> 1.2.5????
L1423[23:31:00] <tfox83> yea, its the best
L1424[23:31:09] <Zaggy1024> uhhhhhhhhhhhhh no
L1425[23:31:24] * tterrag watches tfox83 reel in the bait
L1426[23:31:42] <tfox83> who makes forge?
L1427[23:31:51] <Zaggy1024> your mom :)
L1428[23:31:54] <tfox83> this is crap
L1429[23:32:03] <tfox83> my mom doesnt know how to code
L1430[23:32:03] <Zaggy1024> your mom? 0.o
L1431[23:32:05] <Zaggy1024> that's not very nice
L1432[23:32:21] <Zaggy1024> don't call your mom crap
L1433[23:32:56] <tfox83> meh
L1434[23:33:44] <Ordinastie> tterrag, https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/util/BlockState.java#L179
L1435[23:33:51] <tterrag> Ordinastie: yeah I think I got it
L1436[23:33:52] <tterrag> but thanks :D
L1437[23:33:59] <tfox83> who here makes 1.2.5 mods?
L1438[23:34:08] <tfox83> I heard that lex person is in charge here?
L1439[23:34:28] <unascribed> 1.2.5 is unsupported and very *very* old
L1440[23:34:31] <unascribed> you're on your own
L1441[23:34:51] * tterrag sighs
L1442[23:35:06] <tfox83> who makes this crap called EnderIO?
L1443[23:35:14] <unascribed> I think I'm missing something because I just got back
L1444[23:35:23] <tterrag> https://twitter.com/tfox83
L1445[23:35:46] <tfox83> damnit you blew my cover... :/
L1446[23:35:53] <tterrag> <- spoilsport
L1447[23:36:05] <Vorquel> Only if you're the real one. :P
L1448[23:37:05] <tfox83> im not tfox...
L1449[23:37:13] <unascribed> obviously you're ftox
L1450[23:37:19] ⇨ Joins: mikebald (~mikebald@99-3-169-16.lightspeed.rlghnc.sbcglobal.net)
L1451[23:37:22] <tfox83> lol
L1452[23:37:36] <tfox83> I blame LexManos for all of this...
L1453[23:37:48] ⇦ Quits: RawringNymNym (~maria@BMTNON3746W-LP130-03-1242450970.dsl.bell.ca) (Ping timeout: 206 seconds)
L1454[23:37:54] <Vorquel> Somehow I read ftox as fee-tlox
L1455[23:38:48] *** tfox83 was kicked by LexManos (Sod off mr "11.7"))
L1456[23:39:01] <unascribed> I'm surprised he doesn't have +b yet
L1457[23:39:03] ⇨ Joins: tfox83 (sid47177@id-47177.charlton.irccloud.com)
L1458[23:39:17] <tterrag> you guys aren't getting this are you :P
L1459[23:39:30] *** TehNut is now known as TehNut|Sleep
L1460[23:39:35] <unascribed> I just got here and missed a lot of it so no
L1461[23:40:29] <unascribed> plot twist: tfox is a sockpuppet of lex
L1462[23:40:37] <unascribed> :P
L1463[23:40:39] <tfox83> maybe
L1464[23:40:49] <tfox83> I am tied up in his basement
L1465[23:40:58] <Vorquel> I donn't get the 11.7 part.
L1466[23:41:09] <tfox83> ah its a long...story
L1467[23:41:21] <unascribed> obviously it's Minecraft 11.7
L1468[23:41:24] <unascribed> he's from the FuTuRe
L1469[23:42:57] <tfox83> no MC 11 yet
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L1472[23:44:29] * dangranos sighs
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L1475[23:51:27] <tterrag> is the MessageContext side the physical side or effective side?
L1476[23:52:11] <tterrag> nvm
L1477[23:53:19] ⇦ Quits: sww1235 (~sww1235@129.82.192.200) (Ping timeout: 198 seconds)
L1478[23:53:57] <Drullkus> Someone replace lex's kick hammer with a inflatable squeaky mallet while he's not looking... Quick!
L1479[23:54:30] <unascribed> /squeak
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L1481[23:58:39] <Zaggy1024> would be cool if there was an easy way to make a constructor take Block or IBlockState parameters
L1482[23:58:57] <Zaggy1024> as well as something for ItemStack/Item/Block parameters
L1483[23:59:19] <Zaggy1024> I hate permutations when it leads to lots of duplicate code :P
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