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L1[00:03:11] <Zaggy1024> haha I can't
believe that after all this time Mojang still hasn't made
BlockOre's item drops less stupidly programmed :)
L2[00:05:58] <shadekiller666> that sentence
includes the word Mojang...
L3[00:06:18] ⇨
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L4[00:06:34] <Zaggy1024> yes it does
L5[00:06:56] <Zaggy1024> by any chance is
your name Sherlock Holmes? :P
L6[00:07:07] <shadekiller666> no
L7[00:07:30] <shadekiller666> though my last
name starts with S
L8[00:07:44] <shadekiller666> and my first
name starts with G, which is 1 letter off of H...
L9[00:09:30] <xaero> are you saying your
levenshtein distance is 1? :P
L10[00:09:52] <shadekiller666> who the hell
is levenshtien
L11[00:09:59] <shadekiller666> who the hell
is levenshtein*
L12[00:11:22] <xaero> a living russian
computer scientist apparently hehe
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L17[00:13:35] <shadekiller666> in other
words, a very complicated way of doing those anagram puzzle things
where you start with one word and turn it into another
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L21[00:14:24] <dangranos> uh..
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L29[00:21:34] <Zaggy1024> yay, I just
finished heavily modifying some code to make it change almost
nothing! :D
L30[00:22:05] <tterrag> same :P
L31[00:23:18] <Ordinastie> beats looking
for something in mojang code and not finding it :x
L33[00:24:24] <tterrag> fixed one tiny bug
:P
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L36[00:30:30] <Zaggy1024> wow that is a big
commit
L37[00:30:53] <Zaggy1024> bigger than mine,
I'd say, I mainly just revamped some util code that isn't used all
that much
L38[00:31:05] <McJty> tterrag, impressive
commit for such a seemingly minor bug :-)
L39[00:31:12] <Zaggy1024> didn't fix any
bugs either :P
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L41[00:32:13] <tterrag> well it started by
turning a Map<ChannelType, List<Channel>> into a
SetMultimap<ChannelType, Channel>
L42[00:32:20] <tterrag> which of course
cascades into a million places :P
L43[00:33:08] <Ordinastie> once I had
massive commit to fix a bug
L44[00:33:26] <Ordinastie> only to realise
that all of it didn't in fact fix anything
L45[00:33:37] <Ordinastie> but instead I
needed to change == into !=
L46[00:34:47] <tterrag> nice
L47[00:35:32] <tterrag> yeah crazypants had
a woeful unknowing of guava :P
L48[00:35:52] <MMuse> for 1.7.10
development, do I want the latest or recommended version of
Forge
L49[00:36:25] <tterrag> MMuse: either or,
but if you compile against latest there's a chance you may use
something that's only present in that version (and force your users
to need that one)
L50[00:36:32] <tterrag> that's really the
only consideration :P
L51[00:37:18] <MMuse> well I know that much
:P I'm just wondering whether e.g. FTB and technic are using
primarily the latest or whatever
L52[00:37:51] <MMuse> or if they're
sticking with recommended so I should try to avoid the issue you
mentioned
L53[00:37:55] <tterrag> probably rec
L54[00:38:13] <tterrag> I mean honestly you
should use the minimum version you need
L55[00:38:22] <tterrag> (EnderIO compiles
against 1291 and even that's newer than we need) :P
L56[00:39:07] <MMuse> b-b-but I'm a feature
creeper <.<
L57[00:40:04] <tterrag> wat does that mean
:P
L58[00:40:45] <MMuse> That'sss some nicsse
backwardssss compatibility you have there...it would be a ssshame
if sssomething were to happen to it
L59[00:41:09] <MMuse> but really I just
like to have the latest fixes for everything
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L61[00:42:40] <tterrag> you can compile
against a different version than you run
L62[00:43:17] <PaleoCrafter> tbh, the
latest 1.7 should be the recommended by now :D
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L66[01:01:44] <MMuse> nope, there are some
fixes back-ported from the 1.8 branch
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L68[01:02:04] <MMuse> reco = 10.13.4.1448;
latest = 10.13.4.1492
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L71[01:03:30] <MMuse> maybe I should
discard all the fixes that other people submitted
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L74[01:08:08] <Zaggy2048> man hexchat's
nickserv login thing is useless
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L76[01:08:24] <alex_6611_> mine works
perfectly fine :D
L77[01:08:39] <Zaggy1024> it apparently
doesn't let you specify your nickserv nick tho, I think
L78[01:08:55] <Cazzar> Just set your
password to be "username password"
L79[01:09:16] <Cazzar> It might be dumb
enough to actually just run the identify command normally?
L80[01:09:27] <Zaggy1024> think I tried
taht
L81[01:09:35] <alex_6611_> well, idk, i
just set my password and it authenticates me through SASL,
nicely
L82[01:10:34] <Zaggy1024> SASL hmm, haven't
tried that
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L84[01:11:37] <Zaggy1024> testing it
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L86[01:11:41] <alex_6611_> yea, login
method: SASL (username + password)
L87[01:11:55] <Cazzar> SASL will do it
too
L88[01:12:07] <Cazzar> I just have this ZNC
instance to log in with a cert.
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L90[01:12:17] <Zaggy1024> whey, it
worked
L91[01:12:20] <Zaggy1024> nice
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L105[02:04:33] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150825 mappings to Forge Maven.
L106[02:04:37] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150825-1.8.zip (mappings
= "snapshot_20150825" in build.gradle).
L107[02:04:47] <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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L117[02:40:35] <unascribed> I should write
a mod using only Java 1.1 syntax just to see what it would be
like
L118[02:41:27] <unascribed> oh, that would
be literally impossible
L119[02:41:32] <unascribed> annotations
appear to be a 1.5 thing
L120[02:41:41] <unascribed> :(
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L122[02:42:02] <unascribed> unless I
reflected into reflection and added the annotation
L123[02:42:17] <tterrag> MC requires java
6
L124[02:42:23] <unascribed> 1.1
*syntax*
L125[02:42:23] <tterrag> you cannot really
do anything less than 6
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L128[02:42:36] <tterrag> right, but the
source is java 6 syntax
L129[02:42:39] <tterrag> so some things
would just not work :P
L130[02:42:41] <unascribed> i.e. set
compile target to 1.6, source level to 1.1, and use the 1.6
runtime
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L132[02:42:57] <tterrag> as you already
found out you'd need to use at least 1.5
L133[02:44:12] <unascribed> internally,
AnnotationData is a mutable LinkedHashMap
L134[02:44:21] <unascribed> I can reflect
using 1.1 syntax (I think)
L135[02:44:46] <unascribed> getClass is
just a method so even if .class isn't valid it should work
L136[02:45:26] <unascribed> of course, if
Forge is looking for annotations with ASM instead of loading, that
wouldn't work
L137[02:49:05] <tterrag> unascribed: it
is
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L139[02:49:09] <unascribed> aww
L140[02:49:33] <unascribed> :L
L141[02:49:39] <unascribed> plan
foiled
L142[02:50:21] *
unascribed goes back to writing Java 8 code
L143[02:51:10] <Ordinastie> I'll ask
again, does anyone know where the models for items
"biultin/generated" are actually created for 3d rendering
?
L144[02:51:29] *
unascribed does an ack on the decompiled source for
"builtin/generated"
L145[02:52:01] ***
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L146[02:53:30] <unascribed> uh
L147[02:53:33] <unascribed> where *is* the
sourcew
L148[02:53:37] <unascribed> I used to have
a folder for it but it's gone
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L150[02:56:10] <unascribed>
net.minecraft.client.resources.model.ModelBakery
L151[02:56:12] <unascribed> line 227
L152[02:56:57] <tterrag> more
specifically
L153[02:56:58] <tterrag> MODEL_GENERATED =
ModelBlock.deserialize("{\"elements\":[{
\"from\": [0, 0, 0], \"to\": [16, 16, 16],
\"faces\": { \"down\": {\"uv\": [0,
0, 16, 16], \"texture\":\"\"}
}}]}");
L154[02:57:25] <Ordinastie> yeah, I
already found that, but that's not what makes it look 3D in 3rd
persone
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L161[03:10:39] <Cypher121> is there any
upper limit on amount of blocks per vein (WorldGenMinable's 3rd
parameter)?
L162[03:11:17] <tterrag> probably not, but
there is likely consequences to using huge values
L163[03:11:33] <Cypher121> 4 veins x 300
blocks - huge?
L164[03:11:47] <tterrag> that's pretty
big
L165[03:11:50] <tterrag> but, try it and
see
L166[03:12:02] <Cypher121> I tried and got
StackOverflow
L167[03:12:11] <tterrag> so...there's your
answer :P
L168[03:12:23] <Cypher121> true :D
L170[03:16:16] <Cypher121> why the hell it
calls populateChunk() o_O
L171[03:17:06] <tterrag> because
generation must happen after population?
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L173[03:17:46] <vedalken254> i so want to
murder a few people at comcast right now
L174[03:19:38] <Cypher121> uhh, any open
source I can reference to see how what I'm doing wrong?
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L186[04:09:19] <iceman11a> here's my
report, It does state a rendering problem. Can some one give me an
idea on what to do
L188[04:11:22] <alex_6611_> "item
type: null" ?!?
L189[04:13:18] <iceman11a> Any idea what
is null
L190[04:17:49] <iceman11a> I don't under
stand these error logs, It states a null vale was rendered. It
doesn't state what it was or what mod. So I'm so confused
L191[04:18:32] <PaleoCrafter> Looks like a
creative tab returns null
L192[04:18:50] <alex_6611_> a creative tab
contains a non-existing item
L193[04:18:55] <alex_6611_> yea
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L195[04:19:19] <iceman11a> When this
happens I click the > at the top of NEI. So could it be a
problems with NEI
L196[04:22:41] <iceman11a> Any one have an
idea on how to fix this
L197[04:23:28] <alex_6611_> that crash log
does not give much info at all, it tells us what happened, but now
what caused it
L198[04:23:38] <alex_6611_> not what
caused it*
L199[04:24:03] <iceman11a> I just wish the
coder could in this crap better.
L200[04:24:10] <iceman11a> Any ideas on
what to do
L201[04:24:27] <alex_6611_> how many
mods?
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L203[04:24:51] <iceman11a> could *could
code
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L205[04:25:04] <iceman11a> Like 50
L206[04:25:08] <alex_6611_> hmm
L207[04:25:44] <iceman11a> I been trying
to find a mod conflict from one mod to railcraft
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L209[04:25:52] <alex_6611_> ofc a way of
finding the source issue would be disabling mods 1 by 1, and seeing
if it fixes that, but that's tedious
L210[04:25:52] <mjhutchinson> Hi, so I
want to render a block overlay type thing in minecraft containing
infomation, a bit like waila, but in world, similar to how
thaumcraft shows the aspects on a block when you hove over it. Has
anyone got any ideas as to how to go about that?
L211[04:27:20] <PaleoCrafter> Binary
search, iceman11a
L212[04:27:37] <iceman11a> alex_6611_: Yes
I know. I don't have a choice.
L213[04:27:52] <iceman11a> and do a binary
serach for what
L214[04:28:06] <PaleoCrafter>
mjhutchinson, depends on the exact way you want it to look
L215[04:28:18] <PaleoCrafter> binary
search for the culprit?
L216[04:28:37] <iceman11a> what's a
culprit
L217[04:28:50] <iceman11a> lol
L218[04:29:00] <PaleoCrafter> I'm not
going to teach you English :P
L219[04:29:12] <iceman11a> LOL
L220[04:29:21] <mjhutchinson> ok, so for
example a furnace, it would show hover just off the front face of
the block an image of input and output, as well as a progress bar
for the smelt
L221[04:29:27] <iceman11a> Just having
some fun for a change
L222[04:30:48] <PaleoCrafter>
mjhutchinson, let me a bit more clear, do you want it to be a fixed
"panel" that floats in mid air or something like name
tags that always face you?
L223[04:31:25] <mjhutchinson> PaleoCrafter
sorry, yes a fixed panel
L224[04:31:41] <alex_6611_> like, fixed in
world or in view?
L225[04:32:05] <alex_6611_> because
thaumcraft aspect thing is fixed in view
L226[04:32:08] <mjhutchinson> PaleoCraft
fixed in world veiw, like an overlay on the front face of the
frunace
L227[04:32:21] <alex_6611_> ah ok
L228[04:32:24] <alex_6611_> :D
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L230[04:32:39] <mjhutchinson> knid of like
an augmented reality thing
L231[04:32:43] <PaleoCrafter> That's what
I classify as "like name tags", alex_6611_ :P
L232[04:33:01] <alex_6611_> you mean
thaumcraft thing?
L233[04:33:01] <PaleoCrafter>
RenderWorldLastEvent, mjhutchinson
L234[04:33:05] <PaleoCrafter> Yes
L235[04:33:21] <alex_6611_> well, thing
is, it's more of a picture taped to the camera
L236[04:33:37] <iceman11a> It's the
project Red mod. That's doing it. Do they have an IRC channel
L237[04:33:46] <alex_6611_> haha
L238[04:34:07] <alex_6611_> uhm
L239[04:34:17] <mjhutchinson> yeah, I'm
hooked into that, but acually doing the rendering I'm finding a
little difficult, like how do I get textures in?
L240[04:34:50] <alex_6611_> #ProjectRed,
iceman11a
L241[04:35:34] <iceman11a> cool.
Thanks
L242[04:37:31] <PaleoCrafter> It's called
billboarding, and the name tags employ exactly the same thing,
alex_6611_ :P
L243[04:37:49] <alex_6611_> yea, i was
thinking of sth different, sorry
L244[04:38:26] ⇦
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L245[04:38:35] <PaleoCrafter> Thaumcraft
might actually draw a GUI though
L246[04:38:56] <PaleoCrafter> As the
aspect list would never be out of centre
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L250[04:40:36] <mjhutchinson> how would it
be a gui? the aspects aren't part of the hud, the float above the
block
L251[04:41:50] <PaleoCrafter> They're
parallel to the camera though, last time I checked
L252[04:42:19] <mjhutchinson> yeah, but I
want it to be parallel to the block face
L253[04:42:26] <PaleoCrafter> I know
:P
L254[04:42:32] <mjhutchinson> ah ok
L255[04:42:49] <mjhutchinson> so how would
you use a gui to do this?
L256[04:42:56] <PaleoCrafter> Just use the
tessellator to draw your thing
L257[04:43:10] <PaleoCrafter> In the
RenderWorldLastEvent
L258[04:43:44] <PaleoCrafter> You can bind
a texture with Minecraft#renderEngine
L259[04:44:57] <mjhutchinson> ok, I have
started to do that, I'm rendering a blue square and it appears, but
it is not quite fixed in the world, it seems to move side to side a
bit, and up and down
L260[04:45:58] <PaleoCrafter> Oh, right,
you have to translate my negative camera position first
L261[04:46:15] <PaleoCrafter> *by
L262[04:46:42] <PaleoCrafter> I'd give you
the code, but I'm on my phone right now :P
L263[04:47:28] ⇦
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L265[04:48:27] <mjhutchinson> ok thanks, I
currently am translating by the negative camera coordinates though.
This is the code that I have if you can see pastebin on a phone
http://pastebin.com/DUs3ihSv
L266[04:48:37] ***
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L267[04:49:38] <PaleoCrafter> Where do
those coordinates come from? :P
L268[04:49:53] <mjhutchinson> px etc being
the cam coord, mx etc the world coord to render the square at
L269[04:50:11] <mjhutchinson> there are 8
vertecies to make it double sided
L270[04:50:31] <PaleoCrafter> I need the
definition of px,y,z :P
L271[04:51:05] <mjhutchinson> ok, 1 min,
I'll get it all into a pastebini
L273[04:53:48] <PaleoCrafter> I suppose
your quad is stuttering around a bit right now?
L274[04:54:12] <mjhutchinson> yes it is
:P
L275[04:54:27] <mjhutchinson> very
confusing
L276[04:54:48] <PaleoCrafter> You need to
take partial ticks into account ;)
L277[04:55:02] <mjhutchinson> ok, how do I
do that?
L278[04:55:27] <PaleoCrafter> The event
should hold the current partial ticks
L279[04:55:34] <mjhutchinson> yes
L280[04:55:43] <mjhutchinson> but what do
I do with it?
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L282[04:56:26] <PaleoCrafter> And then you
do pos + (pos - prevPos) * partialTicks to calculate the
"real" camera position
L283[04:56:59] <mjhutchinson> ah, thanks,
a bit of interpolation!
L284[04:57:11] <PaleoCrafter> You should
also use mc.renderViewEntity rather than the player
L285[04:57:17] <PaleoCrafter> Yeah,
exactly
L286[04:59:00] <mjhutchinson> thanks for
the help!
L287[04:59:10] <mjhutchinson> I may be
back.... :P
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L298[05:25:07] <Wuppy> someone please help
me look up some specs for a facebook machine :P
L301[05:26:21] <McJty> I would avoid
integrated graphics
L302[05:26:42] <McJty> nVidia or AMD are
recommended for any good graphics.
L303[05:27:32] <dangranos> huh
L304[05:27:39] <Wuppy> McJty, I know, I've
got a GTX 970 desktop and a GTX 765M laptop
L305[05:27:47] <Wuppy> but I need to know
if this thing can run Unity :P
L306[05:27:50] <dangranos> next hop after
my home router is in next city
L307[05:27:54] <dangranos> which is ~200
km away
L308[05:28:04] <dangranos> (did few
traceroutes)
L309[05:29:06] <Wuppy> I can't seem to
find anything about DX support for the card though :<
L310[05:29:55] <dangranos> huh
L311[05:30:07] <dangranos>
"bar-bbar3.ncc.sibirtelecom.ru"
L312[05:30:12] <dangranos> it still uses
old domain
L313[05:30:13] <Wuppy> can anyboyd
else?
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L315[05:30:31] <Wuppy> I can't find any
information about the integrated graphics I can find either
L316[05:30:35] <Wuppy> just "Intel
HD"
L317[05:30:35] <PaleoCrafter> Dafuq is
"windows 8 with bing" xD
L318[05:30:55] <alex_6611_> it's horrible
that's what it is :P
L319[05:32:11] <alex_6611_> wuppy, it has
DX11
L320[05:32:29] <Wuppy> link?
L321[05:32:49] <alex_6611_> well, it's
german :P lemme try to find an english one
L322[05:32:58] <Wuppy> one of the
programmers starting here coming monday doesn't have a laptop...
dunce
L323[05:33:00] <Wuppy> german is fine
:)
L324[05:33:03] <PaleoCrafter>
Notebooktest? :P
L326[05:33:13] <PaleoCrafter> Eh,
check
L327[05:33:15] <PaleoCrafter> Haha
L328[05:33:15] <alex_6611_> haha
L329[05:34:00] <PaleoCrafter> I didn't
have a laptop until last month, Wuppy :P
L330[05:34:23] <Wuppy> PaleoCrafter, did
you get one from the company you worked at?
L331[05:34:42] <PaleoCrafter> I still go
to school :P
L332[05:34:45] <Wuppy> and thanks
alex_6611_ :)
L333[05:34:50] <Wuppy> damn, I thought you
were older :P
L334[05:34:50] <alex_6611_> no problem
:P
L335[05:35:35] <PaleoCrafter> Well,
technically I could be working already
L336[05:36:37] <Wuppy> how old are you
again then?
L337[05:36:42] <PaleoCrafter> 16
L338[05:37:13] <Wuppy> o____0
L339[05:37:15] <Wuppy> did not know
that
L340[05:38:11] <PaleoCrafter> Somebody I
skyped with once thought I was a 20+ year old woman ><
L341[05:38:20] <rfctksSparkle> LOL
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L345[05:52:26] <Cazzar> Lolwhat
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L350[06:07:28] <Wuppy> but yeah, I
actually expected you to be about 22 PaleoCrafter
L351[06:08:00] <PaleoCrafter> How so?
:P
L352[06:09:51] <Wuppy> I thought you told
me once
L353[06:10:05] <Wuppy> and you also don't
act like one of those 16 year old xbox cod children :P
L354[06:11:38] <Cazzar> omgsool33t
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L359[06:21:04] <Szernex> now lets see how
hard it is to make an item that can be thrown like a snowball and
spawns something that behaves like sand/gravel when it hits
something and then emits light like glowstone
L360[06:21:29] <alex_6611_> so, throwable
falling light?
L361[06:21:32] <Szernex> yea
L362[06:21:36] <Szernex> basically like
glowsticks
L363[06:21:37] <alex_6611_> should be
doable
L364[06:21:40] <Szernex> yeah I know it
is
L365[06:21:46] <Szernex> just wondering
how hard it will be for someone like me
L366[06:21:58] <Szernex> who's only mostly
done utility stuff so far
L367[06:22:02] <alex_6611_> actually, if
you don't care about light while it's falling, it should super
easy
L368[06:22:08] <Szernex> yeah I
don't
L369[06:22:18] <Szernex> it should just
emit the light once it's settled on the ground
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L371[06:22:28] <alex_6611_> you create a
block that emits light
L372[06:22:49] <alex_6611_> then once the
projectile hits, you spawn a FallingSand entitiy there with the
block's ID tied to it
L373[06:22:55] <ollieread> I always forget
that PaleoCrafter is like 10
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L375[06:23:09] <Szernex> hmm okay
L376[06:23:14] <Szernex> but
L377[06:23:26] <Szernex> I also want that
"block" to not be an actual block but just an entity of
sorts
L378[06:23:32] <Szernex> something you can
pass through basically
L379[06:23:40] <alex_6611_> it can be pass
through
L380[06:23:46] <ollieread> That's
simples
L381[06:23:55] <ollieread> It'd have to be
a block pretending to be glass
L382[06:23:55] <Szernex> it should
basically just be an orb that sits on the ground and emits
light
L383[06:24:01] <alex_6611_> you just need
a block to tie it to a FallingSand entity
L384[06:24:20] <ollieread> When I say
glass, I mean Material.glass
L385[06:24:35] <alex_6611_> that block can
have any property (well it shouldn't have a tile entity, but you
don't need that here)
L386[06:24:39] <PaleoCrafter> Alzheimer's,
grandpa ollieread? :P
L387[06:24:43] <ollieread> If you use air
it's replaceable by everything, and you'll suffocate in anything
else
L388[06:25:00] <Szernex> well
L389[06:25:04] <ollieread> PaleoCrafter,
Sometimes I feel like a grandpa
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L391[06:25:06] <Szernex> it should also
despawn after a certain time
L392[06:25:09] <ollieread> Remembering my
youth fondly
L393[06:25:13] <alex_6611_> no ollieread,
you can set stuff like isReplacable manually
L394[06:25:20] <ollieread> alex_6611_, Not
for air
L395[06:25:25] <Szernex> so I guess it
would still have to be a TE wouldn't it
L396[06:25:27] <alex_6611_> well, it
doesn't have to be air
L397[06:25:31] <alex_6611_> no
L398[06:25:39] <ollieread> It has to be
Material.air or Material.glass
L399[06:25:47] <Szernex> how else do I
make it disappear after X time has passed
L400[06:25:57] <ollieread> It'd need to be
a TE
L401[06:25:59] <alex_6611_> like, how does
ars magica do it, with the mage lights? that is what we need
L402[06:26:19] <ollieread> They are blocks
pretending to be glass with no collide box
L403[06:26:46] <alex_6611_> also TE might
not work because of the falling sand part, but you can try
L404[06:26:51] <ollieread> Pretty sure
that if you stand in a block, even without a collide box, and it's
a material like stone, you'll suffocate
L405[06:27:12] <PaleoCrafter> Tall grass,
anyone?
L406[06:27:39] <PaleoCrafter> Or torches,
lol
L407[06:27:51] <ollieread> Torches!
L408[06:27:58] <ollieread> I switched from
glass to torches lol
L409[06:28:13] <ollieread> either way, it
needs to be a material that you can't suffocate in
L410[06:28:22] <alex_6611_> so, afaik you
don't suffocate in any non-solid block
L411[06:28:37] <alex_6611_> glowstone,
redstone block, ...
L412[06:28:51] <ollieread> So what you're
saying, is that you don't suffocate in non-suffocatable
blocks?
L413[06:28:52] <alex_6611_> you don't
suffocate, it just blocks your vision
L414[06:29:02] <alex_6611_> yea
L415[06:29:16] <alex_6611_> idk if that's
changed or sth, but that was definitely the rule
L416[06:29:25] <ollieread> Well glowstone
is Material.glass
L417[06:29:25] <alex_6611_> non-solid
blocks you can stand in
L418[06:29:48] <alex_6611_> i don't think
it has anything to do with material, would have to check
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L425[06:34:54] <ollieread> It's to do with
the materials translucency
L426[06:36:01] <ollieread> So air, glass,
portal, cactus, snow, ice, tnt
L427[06:36:30] <ollieread> If it's not
transparent, it falls back on whether or not it blocks
movement
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L429[06:36:51] *
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L438[06:58:34] <Wuppy> \o/ one of the
interns who starts here coming monday seems to be a little bitch
:<
L439[06:58:42] <Szernex> hmmm
L440[06:59:19]
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L441[07:00:51] <Szernex> so I got my
ItemGlowingOrb and EntityGlowingOrb, the Item can be thrown like a
snowball, now I just need to know how to make it so gets rendered
while it's in the air...
L442[07:01:04] <Szernex> should I look at
RenderSnowball for reference?
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L444[07:03:40] <Szernex> boo, why is
Thermal Expansion not on github
L445[07:04:06] <boni> because it contains
patented code.
L446[07:04:14] <Szernex> --
L447[07:04:16] <Szernex> -.-
L448[07:04:22] <ollieread>
s/patented/private/
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L451[07:25:47] <sham1> patended as in?
That is seriously a stupid reason by CoFH
L452[07:27:36] <gigaherz> patents have
nothing to do with not being able to show code
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L455[07:29:44] <gigaherz> the only reason
any mod is not opensource, is because their authors are too selfish
to share it
L456[07:32:50] <ollieread> It's not
patented, and what people do with their own code is entirely up to
them
L457[07:34:06] <gigaherz> [14:01]
(Szernex): should I look at RenderSnowball for reference?
L458[07:34:11] <gigaherz> why not actually
USE renderSnowball?
L459[07:34:22] <PaleoCrafter> Open source
!= visible source
L460[07:35:08] <sham1> they could at least
make it visible
L461[07:35:17] <gigaherz> uh yes it is, if
thesources are unavailable, then the license that allows you to use
the sources is 100% useless
L462[07:35:18] <gigaherz> ;P
L463[07:35:22] <gigaherz> well
L464[07:35:44] <gigaherz> opensource
implies visible sources, but not necessarily the other way
around
L465[07:36:02] ***
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L466[07:38:08] <PaleoCrafter> When I want
to see their code, I know how to, so :P
L468[07:45:44]
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(~Zidane@talk.inspirenxe.org)
L469[07:45:48] ***
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L470[07:48:47] ⇦
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L472[07:51:32]
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L473[08:06:23]
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L475[08:07:28] <Mimiru> Caused by:
java.lang.NoClassDefFoundError:
net/minecraft/client/particle/EntityFX That class doesn't exist on
a server
L476[08:07:33] <Flashfire> I know about
the fact that it's the particle class trying to be loaded on the
server side but since the error happens with the vanilla chest tile
entity I can't figure out what's causing it
L477[08:07:51] <MoxieGrrl> [09:00:13]
[Server Watchdog/FATAL]: A single server tick took 60.25 seconds
(should be max 0.05)
L478[08:08:05] <Flashfire> I didn't add a
particle to the vanilla chest so I don't see why it's giving that
error
L479[08:08:30] <Flashfire> I did add a
particle to my own chest but it doesn't extend the vanilla
chest
L480[08:14:03] ⇦
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L481[08:14:03]
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L482[08:15:04] <Flashfire> I tried
commenting out the particle spawn on my custom chest and it seems
to be unrelated
L483[08:15:59] ***
willieaway is now known as williewillus
L484[08:18:32] <alex_6611_> custom chest
being the custom tile entity?
L485[08:18:43] <Flashfire> Yes
L486[08:18:48] <Flashfire> It also has a
block
L487[08:18:53] <wizjany> have you tried
deleting your world
L488[08:19:02] <Flashfire> No I
haven't
L489[08:19:34] <Flashfire> This world was
created with the current version of my mod though so I don't see
why I'd need to
L490[08:20:16] <Flashfire> But it's weird
to me that the error happens on the vanilla chest tile entity
because I didn't use that class in my custom chest
L491[08:20:52] <alex_6611_> you sure it
doens't call the chest tile netity *anywhere*?
L492[08:21:01] ***
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L493[08:21:24] <Flashfire> I've used find
on every related class and nothing
L494[08:21:34] <alex_6611_> hmm
L495[08:21:53] <Flashfire> I do use
ordinary chests in my world gen structure but I never add a
particle to them
L496[08:21:55] <alex_6611_> there clearly
has to be a connection, but the challenge is to find it...
L497[08:22:15] <williewillus> if it shows
as the vanilla chest TE it's probably some method you directly
inherited from it
L498[08:22:17] <Flashfire> I also have a
custom mob that uses the same custom particle my custom chest
does
L499[08:24:36] <Flashfire> Could it have
to do with my custom chest using the same inventory as a normal
chest?
L500[08:24:48] <Flashfire> I never
implement the tile entity directly
L501[08:24:52] <williewillus> unrelated
question, i have a normal cuboid model in 1.8 but the transparent
parts of the texture are rendering solid white, I already overrode
isFullCube to false but it's still happening. Do I need to change
the render layer or something?
L502[08:24:58] <Ordinastie> this has
nothing to do with chests
L503[08:25:11] <Flashfire> You should have
to change render layer yes
L504[08:25:14] <williewillus> well a chest
TE shows up so it obviously does to some degree lol
L505[08:25:30] <Ordinastie> the chest did
just make a chunk generate
L506[08:25:31] <Flashfire> Use
Cutout_Mipped
L507[08:25:40] <Ordinastie> or load
instead
L508[08:25:42] <williewillus> what's the
difference between the three non-solid ones?
L509[08:25:54] <Ordinastie> but an entity
inside the chunk cause the issue
L510[08:25:54] <Flashfire> There's a page
that tells you
L511[08:26:31] <williewillus> you know
where it is? xD
L513[08:27:31] <Flashfire> An entity in
the chunk causes the issue?
L514[08:27:50] <Flashfire> So an ordinary
chest and my custom chest in the same chunk could cause this?
L515[08:28:01] <Ordinastie> at
net.minecraft.entity.EntityList.createEntityFromNBT(EntityList.java:182)
~[EntityList.class:?]
L516[08:28:10] <williewillus> ah
thanks
L517[08:28:15] <Flashfire> My custom chest
uses the exact same method with its particle as the ender
chest
L518[08:28:18] <Flashfire> np
L519[08:28:48] <Flashfire> It's like a
mixture of the vanilla chest and ender chest
L520[08:29:14] <Ordinastie> read the stack
trace
L521[08:29:25] <williewillus> except when
the stack trace doesn't help lol
L522[08:29:28] <Ordinastie> there is
nothing that indicates your chest is the issue
L523[08:29:35] <Ordinastie> it does
help
L524[08:29:40] <Ordinastie> it says it
all
L525[08:29:43] <williewillus> you could
breakpoint that line for an exception
L526[08:29:43] <Flashfire> But the error
is happening on the vanilla chest which is weird
L527[08:30:52] <Ordinastie>
world.updateEntities() -> TileEntityChest.update() ->
TileEntityChest.checkForAdjacentChests() ->
World.getBlockState() -> ChunkProviderServer.provideChunk()
-> AnvilChunkLoader.loadEntities() ->
EntityList.createEntityFromNBT()
L528[08:31:00] <Flashfire> It seems almost
like it's trying to use the vanilla chest tile entity with my
custom chest block that spawns particles but I don't believe I did
this anywhere
L529[08:31:11] <Ordinastie> ffs
L530[08:31:13] <williewillus> does your TE
extend vanilla one?
L531[08:31:16] <Flashfire> No it
doesn't
L532[08:31:23] <Ordinastie> IT HAS NOTHING
TO DO WITH CHESTS
L533[08:31:32] <Flashfire> What is it
then?
L534[08:31:36] <williewillus> it says
TileEntityChest right there
L535[08:31:39] <Ordinastie> -_-
L536[08:32:12] <Ordinastie> it says
loadClass too, maybe the JVM is broken
L537[08:33:01] <Flashfire> Also this
happens when running server from the IDE
L538[08:33:09] <Flashfire> I haven't tried
it outside the IDE yet
L539[08:33:36] <Ordinastie> I might be
your chest, maybe not, there is no indication of that in the stack
trace
L540[08:33:47] <Flashfire> Yeah :/
L541[08:33:52] <Ordinastie> the only thing
it tells, it's that a chest made a chunk load
L542[08:33:57] <Ordinastie> and that chunk
load failed
L543[08:34:06] <Wuppy> what's the link
with all the different code styles again?
L544[08:34:08] <Flashfire> It works fine
in single player
L545[08:34:12] <Wuppy> I can't find the
wikipedia page :<
L546[08:34:12] <williewillus> set a
breakpoint
L547[08:34:19] <Ordinastie> it failed
because it loaded an entity that referenced a client side
class
L548[08:34:43] <Flashfire> So that entity
isn't necessarily the chest?
L549[08:34:50] <Flashfire> Could be my
custom enderman
L550[08:34:55] ⇦
Quits: VikeStep (~VikeStep@101.184.15.75) (Quit:
Leaving)
L551[08:34:57] <Ordinastie> yes
L552[08:35:02] <Ordinastie> could be
anything
L553[08:35:11] <williewillus> set an
exception breakpoint on the createEntityFromNBT
L554[08:35:17] <Ordinastie> so just put a
breakpoint for the exceoption
L555[08:35:21] <williewillus> so you can
at least see what it's trying to make
L556[08:35:29] <Ordinastie> and look the
call stack
L557[08:36:15] <Flashfire> Ok I'll try
that
L558[08:36:53] <Cazzar> That regex didn't
take too long to write.
L559[08:37:38] <Ordinastie> Cazzar, regex
usually work for as long as it took to write them up :p
L560[08:37:54] <Flashfire> Breakpoint
didn't work
L561[08:38:07] <Flashfire> Not on the
stack trace anyway
L563[08:38:44] <Ordinastie> Flashfire,
wut?
L564[08:38:57] <Ordinastie> make a
breakpoint on NoClassDefFoundError exception
L565[08:39:12] <williewillus> that's
probably too late, do it earlier
L566[08:39:15] <Flashfire> Oh ok I was
doing it on a different one
L567[08:40:29]
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L569[08:41:01] <Pennyw95> is it thermal
foundation or tconstruct that adds all the fluid metals like lead,
copper..?
L570[08:43:23] <Flashfire> I have to do it
entity by entity >.>
L571[08:43:42] <Flashfire> I went passed
it and didn't remember which one it was because I was expecting it
to be another
L572[08:45:10] <williewillus> do it in a
superflat with mob spawning off :p
L573[08:45:30] ⇦
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the connection)
L574[08:45:58] <alex_6611_> Pennyw95, it's
tinker's construct
L575[08:46:23] <Pennyw95> cool. and TC
also adds most of TE's metals as well, right?
L576[08:46:46] <Flashfire> Then it won't
happen at all because it seems to be one of my custom entities that
needs a spawner
L577[08:46:46] <gigaherz> copper, tin,
aluminum
L578[08:46:55] <gigaherz> on top of the
existing iron, gold
L579[08:46:59] <alex_6611_> idk which one
adds the alloys in newer versions
L580[08:47:04] <gigaherz> it has support
for Steel, but it doesn't have crafting for it
L581[08:47:21] <gigaherz> tere's a dozen
TiC addon mods
L582[08:47:23] <gigaherz> that add extra
stuff
L583[08:47:25] <alex_6611_> yea
L584[08:47:32] <Pennyw95> perfect
L585[08:47:35] <gigaherz> and I believe
current versions of TC support ExtraUtilities integration
L586[08:47:48] <gigaherz> by allowing
bedrockium and unstable tools
L587[08:47:48] <gigaherz> XD
L588[08:47:51] <Pennyw95> what doesEU
add?
L589[08:47:54] <Pennyw95> oh ok
L590[08:48:04] <Pennyw95> ideal situation
:D
L591[08:48:10] <gigaherz> unless that's
another od the addons
L592[08:48:13] <gigaherz> can never tell
with modpacks
L593[08:48:14] <gigaherz> XD
L594[08:48:25] <gigaherz> be careful,
though
L595[08:48:32] <Pennyw95> ?
L596[08:48:44] <gigaherz> iguana tweak's
experience upgrades break bedrockium tools
L597[08:48:52] <Pennyw95> ah ok
L598[08:49:10] <Pennyw95> I don't plan
using bedrockium though so nvm :P
L599[08:49:13] <gigaherz> trying to add
diamond/emerald upgrades to a bedrockium tool will break it beyond
repair
L600[08:49:18] <Flashfire> It happens on a
custom wither skeleton entity that doesn't even use particles
L601[08:49:26] <Flashfire> I have no idea
how
L602[08:49:35] <Pennyw95> and are unstable
tools with no durability like EU ones?
L603[08:49:44] <gigaherz> yes
L604[08:49:46] <Flashfire> Wait no it's
the one that executes after, it is in fact the enderman
L605[08:49:52] <gigaherz> that's the point
of them ;P
L606[08:49:53] <Pennyw95> nice didn't know
that
L607[08:49:55] ⇦
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L608[08:50:15]
⇨ Joins: Gliby (Gliby@212.93.100.203)
L609[08:50:19] <gigaherz> you have to melt
stabilized unstable ingots in the smeltery
L610[08:50:24] <gigaherz> then put them in
cast
L611[08:50:31] <gigaherz> but the item
will only last 10s
L612[08:50:35] <gigaherz> then become
useless
L613[08:50:46] <gigaherz> so you have to
make use of it in a table very quickly
L614[08:51:00] <Pennyw95> nice
L615[08:51:31] <Pennyw95> btw are nei and
minetweaker hard to integrate?
L616[08:51:44] <Pennyw95> cause extra
work...
L617[08:51:45] ***
Garophel|schl is now known as Garophel|afk
L618[08:52:47] <gigaherz> NEI works with
any default recipes
L619[08:52:50] <Flashfire> Is it possible
to use effectRenderer in onLivingUpdate in an entity class?
L620[08:52:56] <gigaherz> and it supports
adding custom entries
L621[08:53:03] <Pennyw95> yeah I mean
adding a custom machine recipe
L622[08:53:11] <Pennyw95> like the tcon
smeltery
L623[08:53:11] <Flashfire> I used
world.isRemote it still uses the server side somehow and
errors
L624[08:53:19] <gigaherz> just use the API
to provide the GUI for it
L625[08:53:21] <gigaherz> ;P
L626[08:53:35] <Pennyw95> off to learn
guis...to infinity and beyond!
L627[08:53:44] <gigaherz> no idea how it
really works, but that's the point ;P
L628[08:53:51] <Pennyw95> oki, thanks
:D
L629[08:54:00] <williewillus> Flashfire:
hsa renderer in the name soproabbly not
L630[08:54:34] <Gliby> I'm looking for an
old method that was once in entity, it was named something like
canEntityBeSeen(Entity entity). It was using raytracing to check
whether the entity in the arguments is behind a blocks.
L631[08:55:02] <Flashfire> Willie: Then
how do I spawn a custom particle from an entity?
L632[08:55:07] <masa> Flashfire: I believe
the reference is stil lthere if you put the calls
"directly" in the update method (or something... I don't
really know how java compilation and the JVM work). So use a proxy
for it?
L633[08:55:26] <masa> are there no better
events for rendering though?
L634[08:55:41] <Flashfire> Is there a
simpler way to spawn a custom particle?
L636[08:55:55] <Flashfire> I mean
this.worldObj.spawnParticle needs EnumParticleTypes
L637[08:56:11] <masa> I don't know about
custom particles, sorry
L638[08:56:13] <gigaherz> Gliby: what
class was that method on?
L639[08:56:15]
⇨ Joins: Pyker (pyker@pyker.net)
L640[08:56:27] <gigaherz> and what version
had it?
L641[08:56:32] <Gliby> @gigaherz I'm sure
it was in Entity
L642[08:56:52] <masa> but if you need to
call it from onLivingUpdate, at least put it behind a ClientProxy
and you should be fine(?)
L643[08:57:21] <gigaherz>
player.canEntityBeSeen()
L644[08:57:25] <gigaherz> that exists in
1.8 Gliby
L645[08:57:39] <gigaherz> you may need
newer bindings ;P
L646[08:57:56] <gigaherz> eh
mappings*
L647[08:58:00] <Gliby> Oh it's fine.
L648[08:58:06] <Flashfire> masa: Ok I'll
try that
L649[08:58:11] <Gliby> I think it was just
moved from Entity to EntityLivingBase
L650[08:58:16] <Szernex> <gigaherz>
why not actually USE renderSnowball?
L651[08:58:24] <Szernex> I don't know, how
would I tell it to render my item texture?
L652[08:58:32] <Szernex> I have literally
0 experience with rendering stuff
L653[08:58:40] <Flashfire> Actually I'm
not even sure what I would put in the client proxy
L654[08:58:45] <gigaherz> the constructor
of RenderSnowball takes an item
L655[08:58:46] <gigaherz> XD
L656[08:58:50] <Szernex> ah
L657[08:58:51] <Szernex> well
L658[08:59:00] <gigaherz> you simply
register the renderer with new RenderSnowball(youritem)
L659[08:59:00] <gigaherz> XD
L660[08:59:03] <Szernex> that might make
things easier I guess
L661[09:00:34] <Szernex> thought I'm not
sure where I would call that then
L662[09:01:01] <Gliby> Rendering is really
easy actually, but it's just as easy to mess up the games
rendering.
L663[09:01:32] <Szernex> do I have to like
register the Render for my item in RenderManager?
L664[09:01:56] <Gliby> no
L665[09:02:09] <Gliby> items do not use
that stuff anymore
L666[09:02:17] <Gliby> it's all .json
now.
L667[09:02:20] <Gliby> which is better for
newbies\
L668[09:02:23] <Szernex> eh, in 1.7?
L669[09:02:28] <Gliby> ohh
L670[09:02:36] <Gliby> 1.7 should have the
same thing
L671[09:02:42] <Gliby> as entities
L672[09:02:46] <Gliby> well not the same,
but similiar
L673[09:02:49] <masa>
RenderingRegistry.registerEntityRenderingHandler(EntityEnderPearlReusable.class,
new
RenderEntityProjectile(EnderUtilitiesItems.enderPearlReusable));
L674[09:03:14] *
Szernex gets a headache
L675[09:03:15] <masa> where the
RenderEntityProjectile() is basically the snowball rnederer
L676[09:05:03] <Szernex> so
L677[09:05:37] <masa> I just have a custom
class for it so that I can use metadata
L678[09:05:49] <Szernex> in my case it
would be something like
RenderingRegistry.registerEntityRenderingHandler(EntityMySnowball.class,
new SnowballRender(MyItems.mySnowball));?
L679[09:05:59] <masa> the vanilla snoball
renderer doesn't support metadata on the items/entities
L680[09:06:08] <masa> yeah
L681[09:06:11] <gigaherz> ah yeah
L682[09:06:19] <Szernex> hm, guess I'll
try it that way then...
L683[09:06:24] <gigaherz> in my WIP magic
mod, I wrote a version that takes an ItemStack instead of an Item
alone
L684[09:06:25] <gigaherz> ;P
L685[09:06:30] <Szernex> where do I have
to call that? preInit?
L686[09:06:37] <gigaherz> and then wrote
another one that asks the Entity itself for the item
L687[09:06:59] <gigaherz> by using an
interface with a getter ;P
L688[09:07:07] <masa> Szernex:
CLientProxy, preInit is where I have it
L689[09:08:33] <williewillus> someone
write one that takes a textureatlassprite so you dont need dummy
items :p
L690[09:09:09] ***
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L691[09:11:16]
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(~MobMike@host86-167-219-187.range86-167.btcentralplus.com)
L692[09:12:33] <Flashfire> I still can't
figure this out
L693[09:13:23] <Flashfire> I tried putting
the effectRenderer code in a method with Sided.Client but didn't
help
L694[09:13:34] <williewillus> that won't
help
L695[09:13:48] <williewillus> it stil will
try to find the sided method on the server side and since that gets
stripped out
L696[09:13:51] <williewillus> it still
crashes
L697[09:13:53] <williewillus> use a
proxy
L698[09:14:06] <Flashfire> Do I just put
the one line in a method in the client proxy?
L699[09:14:19] <williewillus> yes and have
an empty method in the server proxy
L700[09:14:25] <Flashfire> Ok
L701[09:16:39] <Flashfire> So many
parameters ._.
L702[09:18:29]
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L703[09:18:30] ***
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L705[09:20:46] <PaleoCrafter> I'd
definitely smoke it
L706[09:21:28] <sham1> heh
L707[09:21:45] <Cazzar> so, 1 of 2things
then
L708[09:21:51] <Flashfire> Client proxy
didn't work
L709[09:22:03] <PaleoCrafter> Then you're
doing it wrong
L710[09:22:27] <PaleoCrafter> It mustn't
be a static method
L711[09:22:47] <Flashfire> It isn't
L712[09:23:10] ⇦
Quits: PrinceCat (~PrinceCat@58-7-226-121.dyn.iinet.net.au)
()
L713[09:23:27] <williewillus> what's
"didn't work"
L714[09:23:38] <Flashfire> Does the same
thing as before
L715[09:23:53] <Flashfire> It doesn't help
that the error is extremely indirect
L716[09:24:15] <Pennyw95> If i want to
have my multiblock form with also vanilla blocks, is the best way
of doing: on forming having blocks replaced bu dummy blocks that
spawn either a master or a slave TE? or is there a more obvious
way
L717[09:24:43] <mjhutchinson> dummy blocks
are probably best
L718[09:24:59] <Cazzar> it's safe, xor
PaleoCrafter's insane
L719[09:25:09] <mjhutchinson> just rememer
to put the origional ones back when the multiblock is broken
L720[09:25:16] <Pennyw95> sure
L721[09:25:29] <Pennyw95> I've done a
1x2x1 before but os was quite simple
L722[09:25:56] <Flashfire> in
onLivingUpdate I call the method in my proxy to spawn the particle
and it's empty in the server proxy but still causes a crash
L723[09:25:58] <PaleoCrafter> I didn't
click the link, Cazzar, so that probably answers it
L724[09:25:58] <Pennyw95> I've stuff like
multiblocks without a tesr but now that's too advanced for me
L725[09:27:15] <williewillus> can you
paste the onlivingupdate?
L726[09:27:25] <Flashfire> Yeah
L727[09:28:00]
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L729[09:29:00] <williewillus> hm neither
of those should be cauisng the crash
L730[09:29:03] <williewillus> its probably
something else
L731[09:29:05] <Flashfire> Woooow even
when I comment out the particle method call IT STILL CRASHES
L732[09:29:14] <williewillus> yeah
L733[09:29:14] <Flashfire> I have no idea
what it could be then
L734[09:29:29] <Flashfire> That's the only
particle related code in the entity's class
L735[09:30:31] <Flashfire> I still don't
see what the vanilla chest tile entity has to do with this
L736[09:30:51] <alex_6611_> it's still the
same crash log that you pasted a few hours ago?
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L738[09:31:33] <alex_6611_> the vanilla
chest just loaded that chunk
L739[09:31:58] <Flashfire> Yes the same
crash
L740[09:32:00] <alex_6611_> and then sth
in that chunk happened and crashed
L741[09:32:34] <Flashfire> My custom chest
block uses the same particle in randomDisplayTick so I'll try
commenting that out
L742[09:33:14] <Flashfire> Same crash
.___.
L743[09:33:21] <alex_6611_> it just shows
what happened in order, simplified it's: chest loads chunk ->
chunk load function calls all (tile)entities in that chunk ->
error
L744[09:33:40] <alex_6611_> so the chest
just happens to be the thing that loads the chunk
L745[09:33:55] <alex_6611_> it's nothing
to do with the actual particles etc.
L746[09:34:35] <Flashfire> Idk I'm
stumped, I can't find anything in my own code that could be causing
this
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L748[09:35:15] <alex_6611_> the top level
exception is a "Ticking block entity", if that actually
means anything here
L749[09:35:50] <Flashfire> Doesn't help
since I tried commenting out the particle spawn code in my custom
chest block
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L751[09:36:14] <alex_6611_> thing is
though
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L753[09:36:35] <alex_6611_> nothing
*actually* directly points at your stuff :D
L754[09:36:44] <Flashfire> Yeah
L755[09:36:54] <alex_6611_> the class
that's not found is EntityFX, which is vanilla minecraft
L756[09:37:02] <alex_6611_> so you must be
calling that somewhere
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L758[09:37:28] <Szernex> masa gigaherz, so
I added
RenderingRegistry.registerEntityRenderingHandler(EntityGlowingOrb.class,
new RenderSnowball(ModItems.glowingOrb)); to my ClientProxy, but
it's still not rendering the item when I throw it ;_;
L759[09:37:32] <Flashfire> I've only used
that as the parent class of my custom particle
L760[09:37:44] <alex_6611_> yea
L761[09:37:47] <Flashfire> My custom
particle is client side only
L762[09:37:59] <alex_6611_> hmm
L763[09:38:32] <alex_6611_> wouldn't hurt
to see a bit more code lol
L764[09:38:59] <Flashfire> What code
specifically? The particle effect?
L765[09:39:11] <alex_6611_> hmm that's the
issue about debugging
L766[09:39:18] <alex_6611_> idk what code
i need to see :D
L769[09:39:55] <masa> Szernex: andy ou
entity itself has been registered properly too?
L770[09:39:59] <masa> *your
L771[09:40:07] <Szernex> probably
not
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L773[09:41:32] <alex_6611_> well, those 2
gists show code that's all reserved to client side... that cannot
be the issue
L774[09:41:38] <Szernex> is that in
EntityList.addMapping?
L775[09:42:19] <alex_6611_> have you
searched for all calls of your particle everywhere?
L776[09:42:40] <alex_6611_> though
wait
L777[09:42:59] <Flashfire> I am aware of
the only 2 calls to my particle and I tried commenting both out at
once with no results
L778[09:43:03] <alex_6611_> that
actually.... if i understand correctly, it can't be an issue of
calling your class
L779[09:43:19] <alex_6611_> because if it
did that, it would first noit find YOUR class
L780[09:43:31] <masa> Szernex: no.
EntityRegistry.registerModEntity()
L782[09:44:00] <Flashfire> Yeah it's
weird. Everything points to vanilla
L783[09:44:21] <Szernex> okay
L784[09:44:49] <alex_6611_> basically, if
your server were to call your particle, it would not find that, and
not even start searching for the EntityFX
L785[09:45:15] <Flashfire> Yeah I figured
that's what you meant
L786[09:45:15] <alex_6611_> so it is
definitely getting to EntityFX somewhere, somehow
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L788[09:45:32] <Flashfire> Well I don't
use it anywhere else
L790[09:45:34] <alex_6611_> some way that
is not your particle
L791[09:45:39] <alex_6611_> hmm
L792[09:45:53] <Flashfire> I didn't always
get this error though
L793[09:46:16] <Flashfire> I haven't
tested my mod on a server in a long time so a lot has changed
L794[09:46:44] <Flashfire> It'd be nice if
the errors were actually useful
L795[09:48:18] <Flashfire> I found a
second usage of my custom particle in my custom entity's class so
I'll try commenting that out
L796[09:48:41] <Flashfire> Looks like this
is the cause, actually
L797[09:48:46] <Flashfire> There's no
isRemote check
L798[09:48:58] <Flashfire> Let me just
make sure
L799[09:49:27] <Flashfire> That was it
:)
L800[09:49:36] <alex_6611_> haha
L801[09:49:43] <Szernex> yay, it works,
thanks masa
L802[09:49:59] <alex_6611_> 2 people get
things to work at the same time! woo! :D
L803[09:50:22] <boni> i'd prefer it if i
got 2 things to work at the same time ;P
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L810[10:03:20] <masa> ooh, a new mod,
where you can only use/have one of the items in that mod at any
given time
L811[10:04:11] <masa> it would track when
they are crafted and they would have to be given to a recycler
block to gain back the ability to crat another item
L812[10:04:32] <masa> drop that one item
into lava? tough luck, better start a new world
L813[10:05:45] <mjhutchinson> yeah that
would be possible, just adding player data would do it
L814[10:05:52] <masa> then again, it would
either have to be generalized to include all items, otherwise it
would be pretty pointless
L815[10:06:15] <mjhutchinson> just a tag
on the player which says if they can or cant craft an item
L816[10:06:16] <masa> "oh no you
can't use but one of the useless items in this mod"
L817[10:06:29] <mjhutchinson> haha
L818[10:07:05] <mjhutchinson> the items
themselves could check the inventory they are in for other, and
destroy the more expensive ones
L819[10:07:19] <masa> I mean suppose that
mod added a bag, a pickaxe etc. nobody would care if they can't use
them if they have ender storage, TiC etc installed too
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L827[10:21:27] <mjhutchinson> ?
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L832[10:24:38] <mjhutchinson_> ?
L833[10:25:08] <PaleoCrafter> Wat
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L836[10:25:27] <williewillus> would it be
fitting for the readthedocs if I just made a list of all the
callbacks in Block and what they're iused for?
L837[10:25:30] <williewillus> or would
that be too rigid
L838[10:25:42] <williewillus> some of them
are really similar and it coudl confuse people
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L840[10:25:59] <williewillus>
(isNormalCube, isFullCube, isOpaqueCube, isVisuallyOpaqueCube,
etc)
L841[10:26:15] <PaleoCrafter> That's more
suited for javadocs I think :P
L842[10:26:27] <williewillus> how do I set
doc using the bot :p
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L845[10:27:01] <mjhutchinson> yes, but
there are no javadocs....
L846[10:27:06] <PaleoCrafter> Ask it
nicely and it may tell you :P
L847[10:28:07] <mjhutchinson> what for the
javadocs?
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L850[10:28:50] <PaleoCrafter> Talking to
willie
L851[10:29:13]
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L852[10:29:24] <PaleoCrafter> And you can
generate the javadoc HTML yourself
L853[10:29:25] <williewillus> ah figured
it out just !sm to the same name and add a comment
L854[10:29:35] <williewillus> I think
there's mirrors of the docs online
L855[10:29:50] <PaleoCrafter>
Probably
L856[10:30:11] <PaleoCrafter> The problem
is that they're bound to mappings though
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L860[10:32:25] <PaleoCrafter> Lex wants a
JavaScript powered site that serves the javadocs with the ability
to remap names
L861[10:32:33] <mjhutchinson> well this is
from the link in the welcom to this room,
mcforge.readthedocs.org
L862[10:32:36] <mjhutchinson> "It is
intended to provide detailed documentation of Forge development.
Javadocs will not be hosted here, however. They will be located at
…"
L863[10:32:51] <PaleoCrafter> I've started
working on it myself, but I'm a lazy bastard
L864[10:32:57] <mjhutchinson> so no
official up to date ones atm
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L880[11:09:22] <Flashfire> Is there an
easy way to create a copy of the surface dimension but with blocks
replaced? I mean when you build something in the surface world it
builds the same thing in the new dimension with the blocks
replaced
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L882[11:11:19] <Ordinastie> no easy, but a
problem
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L884[11:11:59] <Ordinastie> unless it's
your own dimension ?
L885[11:12:04] <Flashfire> It would
be
L886[11:12:20] <Ordinastie> nvm about the
problem, I was think about the nether
L887[11:12:26] <Ordinastie> but still, no
easy way
L888[11:12:44] <Flashfire> Do I need to
store placed blocks in an array or something?
L889[11:13:09] <Flashfire> Err hashmap
with blockpos I meant
L890[11:13:51] <gigaherz> Flashfire: can
people be in the two dimensions at once?
L891[11:14:09] <Flashfire> I didn't know
that was possible actually
L892[11:14:16] <gigaherz> uh I mean on a
server
L893[11:14:20] <NPException> hey everyone
o/
L894[11:14:24] <gigaherz> have one person
in one dimension, and another person in the other
L895[11:14:34] <Flashfire> yes
L896[11:14:40] <Flashfire> That's
necessary
L897[11:14:45] <gigaherz> that makes it
more annoying, then
L898[11:14:48] <gigaherz> okay
L899[11:14:53] <NPException> Are any GL
wizards around? I have a rendering question to ask.
L900[11:14:55] <gigaherz> here is the
thing
L901[11:14:59] <gigaherz> when someone
places a block
L902[11:15:10] <gigaherz> the server
updates the grid
L903[11:15:14] <gigaherz> and marks the
chunk as dirty
L904[11:15:22] <gigaherz> then mc sends
the new data to the clients
L905[11:15:28] <gigaherz> basically you'd
have to somehow hook that
L906[11:15:33] <Flashfire> Hmm ok
L907[11:15:35] <gigaherz> detect dirty
chunks,
L908[11:15:42] <gigaherz> and on top of
updating clients for the current dimension
L909[11:15:48] <gigaherz> also apply the
changes to yours
L910[11:15:55] <Flashfire> I'm thinking
about whether I should even bother doing this
L911[11:16:05] <gigaherz> if you couldn't
be in the same place at the same time
L912[11:16:07] <gigaherz> it would be
simpler
L913[11:16:31] <gigaherz> just discard the
chunks that have been modified, and when generating them, copy from
the overworld
L914[11:16:50] <Flashfire> Alright if I
decide to go forward with this I'll try that
L915[11:17:06] <Flashfire> I'm thinking
maybe I should start with a regular dimension since I've never made
one before
L916[11:17:09] <gigaherz> it's not so much
that it's hard to achieve, just very annoying
L917[11:17:17] <Flashfire> I know what you
mean
L918[11:17:43] <gigaherz> so i'd suggest
trying to find an alternative, if possible
L919[11:17:43] <gigaherz> XD
L920[11:17:56] <Flashfire> Alright maybe
I'll just start with a regular custom dimension
L921[11:18:34] <Flashfire> I think it'd be
cool for my mod's giant maze structure to have a portal to a custom
dimension full of the new mobs and blocks I added
L922[11:18:59] <gigaherz> you could make
something like witchery's dream dimension
L923[11:19:08] <gigaherz> which is in
essence, a copy of the overworld
L924[11:19:10] <Flashfire> Got a link or
screenshots?
L925[11:19:18] <gigaherz> same blocks,
same everything
L926[11:19:19] <Flashfire> That sounds
interesting
L927[11:19:25] <gigaherz> xcept mobs are
generated differently
L928[11:19:34] <gigaherz> if it's a good
dream, there's nice things
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L930[11:19:40] <Flashfire> That's a neat
idea
L931[11:19:44] <gigaherz> if it's a
nightmare there's mobs that follow you everywhere and such
L932[11:19:59] <gigaherz> good dreams have
day sky, nightmares are always night
L933[11:20:04] <gigaherz> and if you die,
you wake up
L934[11:20:17] <Flashfire> Huh. Sounds
like it was a lot of work
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L950[11:48:56] <JuniorGenius> Hello
L951[11:49:08]
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L952[11:51:33] <JuniorGenius> I’m having
issues setting up Forge. Mostly I’m spammed with Project
‘Minecraft’ is missing required library: (x)
L953[11:52:03] <JuniorGenius> And “Project
'.org.eclipse.jdt.core.external.folders' is missing required
library: (x)”
L954[11:52:20] <JuniorGenius> (x) being a
very long path
L955[11:52:59] <Pennyw95> what the folder
path? the folder where you extracted forge
L956[11:53:43]
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L957[11:54:04] <JuniorGenius> I’ll paste
an example
L958[11:54:20] <JuniorGenius> Project
'.org.eclipse.jdt.core.external.folders' is missing required
library:
'/private/var/root/.gradle/caches/minecraft/net/minecraftforge/forge/1.8-11.14.3.1450/snapshot/20141130/forgeSrc-1.8-11.14.3.1450.jar'
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L960[11:55:23] <Pennyw95> can you tell me
what did you do until now? have you done
setupdecompworkspace?
L961[11:55:42] <Pennyw95> sorry for bad
english I'm kinda sleepy
L962[11:55:49] <JuniorGenius> I have. I’ve
tried a lot of different gradle commands
L963[11:56:03] <JuniorGenius> No problem,
same here
L964[11:56:04] <Pennyw95> did you set the
variable path?
L965[11:56:13] <JuniorGenius> I’m on Mac,
so I assume that’s not needed
L966[11:56:21] <Pennyw95> oh crap
L967[11:56:23] <JuniorGenius> (Or
possible)
L968[11:56:30] <Pennyw95> I'm not sure I
can help you then
L969[11:56:36] <JuniorGenius> Oh..
okay.
L970[11:56:49] <Pennyw95> well let us
try
L971[11:56:56] <JuniorGenius> I’ve done
this before, but my Eclipse verson was older and I believe my Java
version was too
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L973[11:57:45] <Pennyw95> but now
everything is up to date, right?
L974[11:57:59] <Pennyw95> and you chose a
quite recent build of forge, for 1.8, right?
L975[11:58:03] <JuniorGenius> Java 8,
Eclipse Mars
L976[11:58:06] <JuniorGenius> Yep, the
latest
L977[11:58:16] <Pennyw95> ok
L978[11:58:30] <Pennyw95> the latest
sometimes is buggy though. Remember that :)
L979[11:58:46] <JuniorGenius> Actually I
believe it was the reccomended one, sorry
L980[11:58:50] <JuniorGenius> Either way,
1.8
L981[11:58:51] <Pennyw95> if you open
eclipse, my guess is you can NOT see the project Minecraft
L982[11:58:57] <Pennyw95> can you?
L983[11:59:07] <JuniorGenius> I can, but
there’s a warning symbol
L984[11:59:13] <Pennyw95> that says?
L985[11:59:23] <JuniorGenius> Nothing,
just an exclamation mark
L986[11:59:32] <JuniorGenius> On the
folder icon
L987[11:59:53] <Pennyw95> try /gradlew
setupDecompWorkspace --refresh-dependencies
L988[12:00:07] <JuniorGenius> Okay
L989[12:00:15] <JuniorGenius> And then
restart Eclipse?
L990[12:00:19] <Pennyw95> yes
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L993[12:02:36] <JuniorGenius> Same
errors
L994[12:02:46] <Pennyw95> \gradlew
eclipse?
L995[12:03:33] <Pennyw95> also paste the
content of the file build.gradle
L996[12:03:38] <Pennyw95> pastebin
L997[12:03:42] <JuniorGenius> Okay
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L1000[12:06:31] <Pennyw95> wait just in
case...I assume you chose the forge folder as your workspace
L1001[12:06:37] <JuniorGenius> I
did
L1002[12:06:43] <Pennyw95> ok
L1003[12:06:51] <JuniorGenius> And no
luck with gradlew eclipse
L1004[12:08:25] <Pennyw95> uff
L1005[12:08:33] <Pennyw95> so, minecraft
project lacks a library
L1006[12:08:39] <Pennyw95> can you see
which one in eclipse?
L1007[12:08:45] <Pennyw95> maybe
forgesrc?
L1008[12:09:09] <JuniorGenius> Oh uh..
how would I check?
L1009[12:09:32] <Pennyw95> can you expand
the minecraft project
L1010[12:09:35] <JuniorGenius> Yes
L1011[12:09:49] <Pennyw95> around all
those sub folders there must be one faulty
L1012[12:09:54] <Pennyw95> with an error
icon
L1013[12:10:16] <JuniorGenius> Ah yes
there are error icons next to common, jars, and lib
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L1016[12:19:09] <JuniorGenius> Do you
have any other ideas?
L1017[12:19:59] <Pennyw95> If you hover
the mouse over the big ! on minecraft; does it say something?
L1018[12:20:34] <Pennyw95> btw in my
workspace, common and jars folder don't exist
L1019[12:20:48] <JuniorGenius> Nope,
nothing
L1020[12:20:54] <JuniorGenius> Oh and
that’s weird
L1021[12:20:56] <Pennyw95> and if this is
your first time setting up eclipse, libs won't as well
L1022[12:20:59] <Pennyw95> it's
normal
L1023[12:21:03] <JuniorGenius> Ah
ok
L1024[12:21:04] <Pennyw95> is it a yellow
! ?
L1025[12:21:08] <JuniorGenius> No,
red
L1026[12:21:14] <Pennyw95> wtf
L1027[12:21:20] <Pennyw95> what does it
say?
L1028[12:21:28] <JuniorGenius>
Nothing
L1029[12:21:50] <JuniorGenius> I can’t
get a tool tip
L1030[12:22:32] <Pennyw95> I'm afraid I
don't know what's wrong...apart from trying reinstalling forge I
don't know what to say
L1031[12:22:44] <JuniorGenius> Hm,
okay
L1032[12:22:50] <JuniorGenius> I just
installed it today though
L1034[12:22:55] <gigaherz> what version
of forge are you trying to install?
L1035[12:23:11] <gigaherz> forge just
recently switched to forgegradle2
L1036[12:23:15] <JuniorGenius> Uh..
L1037[12:23:19] <gigaherz> which is very
new and may be broken
L1038[12:23:26] <gigaherz> try with build
1502
L1039[12:23:28] <gigaherz> see if that
works
L1040[12:23:28] <Pennyw95> how much
recently?
L1041[12:23:35] <williewillus> like last
week recently
L1042[12:23:38] <gigaherz> 2 days
ago?
L1043[12:23:38] <Pennyw95> oh
L1044[12:23:42] <JuniorGenius> I’ll
check
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L1048[12:25:50] <JuniorGenius> Oh yeah,
that’s the one I’m already using
L1049[12:26:08] <JuniorGenius> Wait no,
I’m using 1450
L1050[12:26:14] <JuniorGenius> Should I
still try 1502?
L1051[12:26:48] <gigaherz> hmm
L1052[12:26:53] <gigaherz> shouldn't
matter
L1053[12:26:58] <gigaherz> recommended
should have worked
L1054[12:27:25] <gigaherz> if it was 1503
or 04, then we could have blamed it on gradle, but as it is, I have
no idea
L1055[12:27:37] <gigaherz> did you try
asking in #forgegradle?
L1056[12:27:40] <JuniorGenius> If it
helps I have Java 1.8
L1057[12:27:46] <JuniorGenius> No, I
haven’t tried that yet
L1058[12:28:02] <JuniorGenius> And I just
updated to Eclipse Mars
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L1062[16:33:25] <diesieben07> i spent the
last half hour reading /r/TalesFromTechSupport
L1063[16:33:30] <diesieben07> I just felt
like them. :P
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L1066[16:33:46] <Pennyw95> you're
cruel
L1067[16:33:50] <Pennyw95> but quite
right
L1068[16:34:12] <Pennyw95> I mean that
was just embarassing xD
L1069[16:34:32] <diesieben07> nah, it
wasn't too bad :P
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L1072[16:35:22] <Flashfire> Does optifine
work with forge in the IDE?
L1073[16:35:33] <Flashfire> I've never
been able to get it working
L1074[16:36:06] <diesieben07> don't use
Optifine, please
L1075[16:36:12] <diesieben07> and no, it
doesn't work in dev
L1076[16:36:28] <Flashfire> Why wouldn't
I use it when it improves my fps so much?
L1077[16:36:48] <nxsupert> Can't you use
codechickencore to get it to work?
L1078[16:37:14] <gigaherz> nxsupert:
dont' suggest people ways to use that thing more thna people
already do ;p
L1079[16:37:19] <gigaherz> (please
;P)
L1080[16:37:29] <diesieben07> and
no
L1081[16:37:35] <diesieben07> CCC deobfs
from SRG names i would assume
L1082[16:37:35] <Flashfire> What do you
guys have against it, honestly?
L1083[16:37:50] <diesieben07> and
Optifine is a deep coremod that has been hacked to work with
Forge
L1084[16:37:54] <gigaherz> you odn't
realize just how much crap it injects into mc
L1085[16:38:05] <diesieben07> most of
optifine's optimizations don't work with forge
L1086[16:38:10] <Flashfire> Oh I
see
L1087[16:38:21] <diesieben07> so whatever
it does for you is most likely illusion ;)
L1088[16:38:33] <gigaherz> well, before I
got the GTX970
L1089[16:38:38] <gigaherz> I was having
ogl crashes
L1090[16:38:44] <gigaherz> in 1.8 I could
solve them by enabling VBOs
L1091[16:38:45] <nxsupert> How about
fastcraft?
L1092[16:38:49] <gigaherz> in 1.7 I had
to install optifine
L1093[16:38:50] <Flashfire> Is there
another way to use hd textures with forge? Or does it just work
normally
L1094[16:38:57] <gigaherz> nxsupert:
that's on the same category
L1095[16:39:01] <gigaherz> just different
purpose
L1096[16:39:16] <gigaherz> fastcraft
injects crap into mc, but it ALSO works in the server
L1097[16:39:17] <gigaherz> ;P
L1098[16:39:24] <gigaherz> and it doesn't
touch so much rendering as optifine
L1099[16:39:35] <gigaherz> Flashfire: it
has worked normally since 1.5 or 1.6
L1100[16:39:42] <gigaherz> mc just
stitches any texture of any size
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L1102[16:39:46] <diesieben07> HD textures
have worked fine in *vanilla* since forever
L1103[16:39:54] <nxsupert> Well fastcraft
just makes minecraft use different trig functions and stuff like
that as far as I know.
L1104[16:39:55] <gigaherz> and updates
the TextureAtlasSprite accordingly
L1105[16:40:07] <Flashfire> Oh alright,
good to know
L1106[16:40:07] <gigaherz> the only
limitations are in entities and banners
L1107[16:40:23] <gigaherz> and only
because all the images for banners must match
L1108[16:41:14] <gigaherz> but really,
debugging with ANY mc optimizer means you don't know if it's your
bug, or the optimizer's
L1109[16:41:46] <gigaherz> this applies
to any software development
L1110[16:41:49] <diesieben07>
also...
L1111[16:41:51] <diesieben07>
"optimizer"
L1112[16:41:59] <diesieben07> cue: if's
are slow.
L1113[16:42:30] <diesieben07> if you want
to "optimize" java code, you need to know the VM.
*well*.
L1114[16:42:50] <nxsupert> Optifine
sometimes makes the game run better. But most of the time it just
increases the fps.
L1115[16:43:07] <diesieben07> and fps is
a shitty measurement for performance
L1116[16:43:15] <gigaherz> most people
don't use optifine for the fps anyhow
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L1118[16:43:19] <gigaherz> at least that
I know
L1119[16:43:20] <diesieben07> 120fps
*most* of the time is worse tha 60 fps *all* the time
L1120[16:43:28] <gigaherz> people use it
to be able to toggle details independently
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L1122[16:44:40] <nxsupert> Tbh. The
biggest performance boost for me was to use a unix system , use
Java 8 and to use mc 1.8.
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L1136[17:00:39] <Pennyw95> is it possible
to have my TE recognize where it's touched by the player? I mean
imagine I texture 2 buttons on the block, can I make it distinguish
them?
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L1140[17:01:06] <Pennyw95> on the same
side
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L1144[17:08:45] <Pennyw95> my TE's a full
block
L1145[17:09:11] <ZaggyMobile> It lets you
visualize the button's hit box like a normal block bounding
box
L1146[17:09:21] <Pennyw95> oh I see
L1147[17:09:42] <Pennyw95> so with your
method I'd see a separate hitbox for an hypothetical button;
L1148[17:09:47] <ZaggyMobile> Plus it'll
be better for checking the hit I believe
L1149[17:09:56] <ZaggyMobile> Easier to
tell if it works properly
L1150[17:09:56] <Pennyw95> with
onBlockActivated vecs, it would work anyway but no hitbox?
L1151[17:10:01] <Pennyw95> oh ok
L1152[17:10:28] <Pennyw95> Here the
situation: I don't separate hitboxed since they're going to be
arrow textured on the block, so yeah no need for that
L1153[17:10:34] <ZaggyMobile> Yeah
exactly about the onblockactivated
L1154[17:10:50] <ZaggyMobile> What do the
arrows show?
L1155[17:10:51] <Pennyw95> but your
method is more efficient for checking, you say?
L1156[17:11:05] <ZaggyMobile> Not more
efficient, more effective
L1157[17:11:05] <Pennyw95> My plan is to
have a GUIless machine, you'd use arrow to scroll recipes
L1158[17:11:16] <Pennyw95> arrow printed
on the master TE
L1159[17:11:40] <ZaggyMobile> You can
make it show full block bounds when looking at the button as
well
L1160[17:12:22] <ZaggyMobile> But if you
use on block activated you will have to do some stupid epsilon
expanded bounds checks
L1161[17:12:22] <Pennyw95> so raytrace is
a method that returns what you're looking at , correct?
L1162[17:12:29] <ZaggyMobile> Yeah
L1163[17:12:32] <Pennyw95> okay you
convinced me xD
L1164[17:12:49] <Pennyw95> so I would use
it inside onBlockActivated, right?
L1165[17:13:01] <Pennyw95> with a switch
statement
L1166[17:13:40] <ZaggyMobile> Hm, i think
onblockactivated doesn't get subhit tho
L1167[17:13:54] <ZaggyMobile> You may
have to make a packet, not sure
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L1169[17:15:17] <Pennyw95> you're rigth,
I didn't think of that
L1170[17:15:32] <ZaggyMobile> Would be
cool if forge made a new onblockactivated method that took
movingobjectposition
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L1172[17:18:14] <Zaggy1024> Penny, here's
an example where I made a block with four pebbles in one block
space, that can be broken individually
L1173[17:18:28] <Zaggy1024> it has the
IMessage I use to tell the server which pebble to break
L1175[17:19:00] <Zaggy1024> you can adapt
that for use in onBlockActivated, if world.isRemote send a packet
with player.rayTrace or whatever the method is
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L1180[17:20:43] <Zaggy1024> that's
assuming you're on a version that uses Netty (does 1.7 use
netty?)
L1181[17:20:52] <Pennyw95> i think
so
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L1183[17:21:01] <Pennyw95> but there's a
wrapper...simplenetwork something
L1184[17:21:08] <Pennyw95> thanks
:D
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L1186[17:22:02] <ZaggyMobile> Yup I have
a SimpleNetworkWrapper on that repo
L1187[17:22:41] <Pennyw95> oh that's
1.8
L1188[17:22:47] <gigaherz> ?
L1189[17:22:56] <gigaherz> SNW exists in
1.7.10 too
L1190[17:23:12] <Pennyw95> yeah I mean
the whole code is 1.8
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L1192[17:24:25] <ZaggyMobile> The mop
code should work in 1.7
L1193[17:24:52] <Pennyw95> can you
explain the properties in the beginning please?
L1194[17:25:07] <Pennyw95> and the
propertybool
L1195[17:25:38] <ZaggyMobile> That's a
wrapper for metadata
L1196[17:25:47] <Pennyw95> oh so I
shouldn't care right?
L1197[17:25:57] <ZaggyMobile> Yeah
L1198[17:26:20] <Pennyw95> onBlockPlaced
just makes it face you I guess
L1199[17:26:23] <ZaggyMobile> The bools
are just for each quarter part of the block
L1200[17:26:50] <ZaggyMobile> It places
it according to where you right click on the block
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L1202[17:28:02] <Pennyw95> ok
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L1204[17:29:07] <Pennyw95> ookay...I
think I'm starting to get this
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L1206[17:31:09] <Pennyw95> Okay I think I
got the concept...I just need to look at some more source codes.
Thanks :D
L1207[17:32:06] <minecreatr> how do I get
a block from its unique identifier
L1208[17:32:42] <gigaherz> uhhh
L1209[17:32:47] <gigaherz> where do you
get the ID from?
L1210[17:32:54] <gigaherz> you shouldn't
behaving to use IDs at all
L1211[17:33:10] <minecreatr>
GameRegistry.getUniqueName
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L1213[17:33:36] <minecreatr> gigaherz,
^
L1214[17:34:18] <gigaherz> why are you
using that at all?
L1215[17:34:45] <minecreatr> loading an
ItemStack from a json file gigaherz
L1216[17:35:08] <gigaherz> uh, you
shouldstore the items by modid:name
L1217[17:35:21] <minecreatr> that is the
format gigaherz
L1218[17:35:32] <minecreatr> that is what
the unique name is
L1219[17:35:40] <Zaggy1024> wat
L1220[17:35:42] <gigaherz> then it's
GameRegistry.findblock(modid, name)
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L1222[17:35:47] <gigaherz> just use
split(":")
L1223[17:35:48] <gigaherz> ;P
L1224[17:36:13] <minecreatr> I guess, was
just wondering if there was a better way
L1225[17:36:20]
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L1227[17:37:30] <ZaggyMobile> Why should
there be, that way is fine :P
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L1233[17:41:57] <Pennyw95> has any of you
done a version checker?
L1234[17:41:57] <minecreatr> I guess
yeah
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L1245[17:52:03] <Pennyw95> what's the
difference between eclipse and idea?
L1246[17:52:41]
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L1247[17:52:44] <gigaherz> they are
different
L1248[17:52:45] <gigaherz> XD
L1249[17:53:04] <gigaherz> let's just say
that both are IDEs made in Java
L1250[17:53:14] <gigaherz> and that's
where the similarities end.
L1251[17:53:15] <Pennyw95> that's kinda
what I knew already xD
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L1253[17:53:51] <Black_Ace21> If I wanted
to find out if a mob is being spawned by a mob spawner as oppose to
a natural spawn event how would I locate that information?
L1254[17:54:17] <shadekiller666> putting
gas in my dad's motorcycle is a pain in the ass
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L1256[17:56:57] <MoxieGrrl> Is it a
potato?
L1257[18:01:55] <Mitchellbrine> mmmm,
potatoes are delicious
L1258[18:02:42]
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L1262[18:15:49] <vedalken254> MoxieGrrl:
when is it not a potato?
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L1267[18:24:43] <shadekiller666> what
does returning true from onBlockEventReceived do?
L1268[18:26:27] <ZaggyMobile> Find
references and find out ;P
L1269[18:27:09] <Pennyw95> what do you
think of MCAnimator? I mean I just downloaded it and it looks like
tabula but better O_o
L1270[18:28:03] <gigaherz> nevrheard of
it
L1271[18:29:54] <ZaggyMobile> Me
neither
L1272[18:30:03] <ZaggyMobile>
Interesting
L1273[18:31:31] <Pennyw95> looks very
cool. they didn't tell but I assume it exports .obj models
L1274[18:32:56] <ZaggyMobile> It says
it's discontinued though
L1276[18:33:47] <Pennyw95> oh I didn't
see thta
L1277[18:34:06] <gigaherz> :3
L1278[18:34:09] <gigaherz> getting
there
L1279[18:34:18] <gigaherz> I'm playing
ARK (single player)
L1280[18:34:23] <gigaherz> I have a rex
lvl54 down
L1281[18:34:27] <gigaherz> 75%
tamed
L1282[18:34:37] <gigaherz> predicted
lvl79 or maybe 80 once I'm done
L1283[18:34:47] <gigaherz> this is going
to be amazing :D
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L1285[18:35:17] <gigaherz> it will be
worth the 50 tranq arrows and 15 prime meat
L1286[18:35:17] <gigaherz> XD
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L1288[18:37:12] <JuniorGenius> How would
I achieve something similar to sheep/shorn sheep with a different
entity?
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L1290[18:38:34] <Pennyw95> you mean
getting the animal change appearance if reight clicked with a
specific item?
L1291[18:38:38] <Pennyw95> and drop
stuff
L1292[18:38:47] <JuniorGenius>
Correct
L1293[18:38:55] <Pennyw95> btw have you
solved your issue with eclipse?
L1294[18:38:59] <JuniorGenius> Yeah!
^^
L1295[18:39:04] <JuniorGenius> The guys
at ForgeGradle helped a lot
L1296[18:39:08] <Pennyw95> wonderful!
what was it?
L1297[18:39:16] <JuniorGenius> I, like an
idiot, used sudo
L1298[18:39:34] <Pennyw95> lol
L1299[18:39:36] <Pennyw95> ok
L1300[18:39:45] <JuniorGenius> I knew it
had to be something simple
L1301[18:40:05] <Pennyw95> don't worry
shit happens...I made a guy facepalm hard today too xD
L1302[18:40:14] <Pennyw95> anyway, you
should look into the entitysheep code
L1303[18:40:16] <JuniorGenius> haha
L1304[18:40:19] <JuniorGenius> Okay
L1305[18:44:46] <JuniorGenius> Can I just
modify a minecraft class (EntitySheep for example) for a mod?
L1306[18:44:50] <JuniorGenius> Will that
work?
L1307[18:45:20] <Cazzar> No, base class
edits are unsupported.
L1308[18:45:26] <JuniorGenius> Ah,
okay
L1309[18:45:32] <JuniorGenius> So I’d
extend it?
L1310[18:45:47] <Pennyw95> well...it
depends
L1311[18:45:56] <Pennyw95> if you exend
it you get ALL it has inside
L1312[18:46:20] <Pennyw95> if just want
only one trait, you'd be better copying that part in your own
class
L1313[18:46:42] <Cazzar> If you want to
change it on an item click, I would create my own entity, and on
the item right click entity function, then actually grab the params
of the entity, and spawn my own in place. removing the old.
L1314[18:46:49] <JuniorGenius> Well I
want to modify an existing entity with properties from the
sheep
L1315[18:46:54] <JuniorGenius>
(entity)
L1316[18:46:55] <Pennyw95> for example,
if you extend sheep I'm pretty sure your entity will be able to
mate with sheeps
L1317[18:47:04] <JuniorGenius> Oh hm I
see
L1318[18:47:14] <Pennyw95> so extending
could be not the best option
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L1320[18:47:36] <JuniorGenius> How would
I modify the Cow class to add shearing for example?
L1321[18:48:12] <Cazzar> Again, you can't
modify Minecraft classes at all, namely for compatibility
reasons
L1322[18:48:25] <Pennyw95> yeah...make
your own cow instead
L1323[18:48:35] <JuniorGenius> Sorry, I
should have phrased that better
L1324[18:48:38] <Pennyw95> it's better;
you could also give it a clown nose
L1325[18:49:18] <Cazzar> Though, if you
only want to add a property to the Entity, I would suggest looking
into IExtendedEntityProperties, or IEEP for short.
L1326[18:49:28] <JuniorGenius> Huh,
okay
L1327[18:49:41] <JuniorGenius> But if I’m
making my own cow, I’d definitely extend the Cow class,
right?
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L1329[18:50:11] <Pennyw95> It would
work
L1330[18:50:25] <Pennyw95> it would make
your entity a cow and whatever you add
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L1332[18:50:39] <Pennyw95> that means it
will make milkm drop leather and beef, and fuck other cows
L1333[18:50:43] <JuniorGenius> lol
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L1335[18:50:51] <Pennyw95> vanilla cows I
mean
L1336[18:51:03] <JuniorGenius> How would
I make that be the cow class instead of the normal class?
L1337[18:51:09] <securitypedant> i've
built a 1.8-11.14.3.1450 forge server and i've been browsing for
mods. Is it possible to run 1.7.10 mods on a 1.8 server?
L1338[18:51:28] <Pennyw95> no
L1339[18:51:30] <Cazzar> securitypedant:
Generally, no
L1340[18:51:42] <Cazzar> There is the odd
case where you can.
L1341[18:51:44] <Pennyw95> JuniorGenius
wait I don't think I got what you want to say
L1342[18:51:46] <securitypedant> Cazzar:
But not impossible
L1343[18:51:48] <securitypedant> ok
L1344[18:52:07] <securitypedant> trying
to find a good map/waypoint mod (i.e. Rei's Minimap) but there
doesn't seem to be a 1.8 one
L1345[18:52:08] <JuniorGenius> Sorry, if
I make my own cow, how do I make that the default cow?
L1346[18:52:14] <Pennyw95> Oh
L1347[18:52:37] <Pennyw95> I suppose you
could make the vanilla cows spawn rate 0, and then make your custom
ones spawn
L1348[18:52:48] <JuniorGenius> Ah,
okay
L1349[18:52:54] <Cazzar> securitypedant:
I don't think a waypoint map would be one case of that.
L1350[18:52:56] <Pennyw95> but I'm not
experienced with making mobs so maybe someone can advice you
better
L1351[18:53:04] <Pennyw95> that's the
procedure anyway
L1352[18:53:11] <JuniorGenius> Okay,
thanks
L1353[18:53:14] <Pennyw95> np
L1354[18:53:51] <Cazzar> securitypedant:
Apparently both VoxelMap and JournyMap exist for 1.8
L1355[18:54:01] <securitypedant> ah ha,
Zan's Minimap looks like it's 1.8
L1356[18:54:06] <securitypedant> ok,
thanks Calcium
L1357[18:54:09] <securitypedant> umm i
mean Cazzar
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L1361[18:57:50] <ZaggyMobile> There's an
entity spawn event where you can check what's spawning and spawn
your mob instead
L1362[18:58:01] <JuniorGenius> Ah, good
to know
L1363[18:59:08] <ZaggyMobile> Don't use
instances, use getClass() == your class
L1364[18:59:18] <ZaggyMobile> Sorry
instanceof
L1365[19:00:40] <Cazzar> Because, when
you extend, you will still be an instanceof.
L1366[19:00:48] <JuniorGenius> Ah,
ok
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L1369[19:03:19] <Zaggy1024> er, that
should be "getClass() == EntityCow.class"
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L1377[19:16:09] <gigaherz> ARK's flying
mechanics are stupid
L1378[19:16:18] <gigaherz> I'm carrying a
lot of stuff, yes
L1379[19:16:32] <gigaherz> but that
shouldn't prevent me from FLYING DOWN
L1380[19:16:41] <gigaherz> flying up,
sure, that should be near impossible, but DOWN?!
L1381[19:16:45] <securitypedant> i've had
a 1.8 server and found that it's just too unstable with the mods i
want. is it possible to use a 1.8 world with 1.7.10? Apart from
losing blocks that are new to 1.8, anything else? or is it not
possible to go back?
L1382[19:16:59] <gigaherz> nope
L1383[19:17:12] <gigaherz> the real
answer is more complex
L1384[19:17:17] <gigaherz> but for
practical purposes, nope
L1385[19:17:21] <securitypedant> answer
for me?
L1386[19:17:25] <gigaherz> yes
L1387[19:17:27] <securitypedant> ok
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L1389[19:17:38] <securitypedant> I wonder
if I use worldedit to copy and export a schematic
L1390[19:17:40] <gigaherz> yo ucould
manage to import it, but you'd have to fixup things and shit
L1391[19:17:48] <securitypedant> I might
be able to at least copy the areas i've developed
L1392[19:17:56] <gigaherz> if it was a
vanilla world... maybe, but with mods :/
L1393[19:18:04] <securitypedant> it was a
vanilla world
L1394[19:18:17] <gigaherz> it *was*, but
you loaded it with mods in 1.8 already ;P
L1395[19:18:17] <securitypedant> sorry,
it's a 1.8 vanilla world, wanting to move to 1.7.10 forge
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L1397[19:18:22] <gigaherz> Oh
L1398[19:18:28] <securitypedant> no, i've
got backups at several stages
L1399[19:18:32] <gigaherz> yeah that is
less "nope" and more "ugh"
L1400[19:18:36] <securitypedant> hmm
ok
L1401[19:18:43] <securitypedant> well, i
can go try on a test server
L1402[19:19:08] <securitypedant> and if
that doesn't work, I can always try saving schematics from 1.8 and
loading into 1.7.10
L1403[19:19:19] <gigaherz> well chisel2
has diorite and such
L1404[19:19:35] <gigaherz> gany's surface
and something else add prismarine
L1405[19:20:05] <securitypedant> i dont'
care that much for 1.8's new blocks. I just wanted to run on the
latest version of the server, but really 1.7.10 is perfectly
fine
L1406[19:20:10] <gigaherz> but for 1.7.10
to be able to "import" those, the mods would have to
somehow register those blocks as if they were from vanilla, and not
part of a mod
L1407[19:20:13] <securitypedant> so I
might just revert
L1408[19:20:19] <securitypedant> ok
L1409[19:20:34] <securitypedant> i'll
give it a try
L1410[19:20:36] <securitypedant> see what
happens
L1411[19:20:41] <securitypedant> worse
case is, it just don't work
L1412[19:20:42] <securitypedant> ;d
L1413[19:25:05] <securitypedant> how
risky is building on 10.13.4.1492 as opposed to 10.13.4.1448?
L1414[19:25:39] <gigaherz> the only
"risk" is that you may end up relying on bugs being fixed
that 1448 may not have fixed yet
L1415[19:26:17] <gigaherz> but the only
one I hit myself was about .obj models not supporting numbers
without a "." in them, which was easy to fix
L1416[19:26:35] <securitypedant> ok
L1417[19:29:32] <Cazzar> "For an
emotionless metal automaton, I suddenly find myself...
terrified!"
L1418[19:29:33] <Cazzar> :3
L1419[19:30:16] <securitypedant> grr
Windows 10 has made a total sh1t show of my laptop
L1420[19:30:20] <securitypedant> so
annoying
L1421[19:30:46] <JuniorGenius> How do I
get the entity type in the spawn event?
L1422[19:31:01] <JuniorGenius> (The one I
should use I assume is LivingSpawnEvent)
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L1425[19:39:38] <JuniorGenius> I feel
like this should be really simple
L1426[19:39:43] <JuniorGenius> But I
can’t figure it out
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L1429[19:44:35] <JuniorGenius> I can’t
find anything
L1430[19:46:42] <JuniorGenius>
getEntityId maybe?
L1431[19:47:45] <JuniorGenius> Ah,
event.entityLiving instanceof EntityCow
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L1443[20:26:01] <Zaggy1024> JuniorGenius,
dude, I said don't do instanceof :P
L1444[20:26:14] <Zaggy1024> I said
.getClass() == EntityCow.class
L1445[20:26:30] <Zaggy1024> because
instanceof matches subclasses as well
L1446[20:26:44] <Zaggy1024> so if a mod
extends EntityCow you'll replace their entities with yours
L1447[20:27:16]
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L1449[20:34:40] <JuniorGenius> Oh
oops
L1450[20:34:42] <JuniorGenius> I’m
stupid
L1451[20:37:26]
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L1475[21:19:53] <Cypher121> why does
WorldGenMinable.generate() call new chunk creation?
L1476[21:21:12] <LexManos> because you
screwed up your numbers and didnt keep it within the chunk
L1477[21:25:22] <Cypher121> shouldn't all
numbers from (chunkX * 16) to (chunk * 16 + 15) be inside the
chunk? same for chunkZ
L1478[21:26:12] <JuniorGenius> My build
gets consistantly stuck at 93%. No idea why
L1479[21:26:15]
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L1482[21:41:36] <Cypher121> can large
vein size cause this?
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L1486[21:44:12] <gigaherz> Cypher121: I'd
presume if you generate any structure (vein or otherwise) and this
structure tries to generate outside the chunk, it wouldcause the
neighbouring chunk to also generate
L1487[21:45:16] <Cypher121> yeah, but why
does it try to generate outside of chunk? I don't have minecraft
source at hand, so I don't know how it's generate method
works
L1488[21:45:35] <gigaherz> I dn't have my
IDE open atm
L1489[21:45:46] <Cypher121> and initial
block is absolutely inside current chunk
L1490[21:46:15] <Cypher121> I guess I'll
just reduce amount of blocks. 300 is too much anyway
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L1493[21:50:27] <gigaherz> weird, I'm
playing ARK and I thought crop plots needed irrigation pipes and
such to get water, so I was coincerned because a rogue spino
attacked my camp and destroyed the pipes, but it seems to be full
of water regardless
L1494[21:50:52] <JuniorGenius_> Does
anyone know about my issue?
L1495[21:51:32]
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L1497[21:52:19] <gigaherz> hmm funny now
that I'm looking, the water IS dropping?
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L1506[22:15:43] <JuniorGenius> Building
is still stuck at 93%
L1507[22:16:02] <shadekiller666> how long
has it been at 93?
L1508[22:16:10] <JuniorGenius> An hour or
so
L1509[22:16:13] <JuniorGenius> It is
definitely stuck
L1510[22:18:18]
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L1511[22:18:26] <JuniorGenius> I’ve tried
multiple times
L1512[22:19:44] <shadekiller666> and
theres nothing in the console about it?
L1513[22:20:11] <ZaggyMobile> Does build
have a verbose output mode?
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L1515[22:22:54] <ZaggyMobile> Should try
turning that on and see what it says when it stops
progressing
L1516[22:23:06] <JuniorGenius> I could
try debug
L1517[22:25:32]
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L1518[22:29:49] <JuniorGenius> Here’s a
bit of the log
L1519[22:29:54]
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L1521[22:30:01] <JuniorGenius>
20:23:49.005 [INFO] [org.gradle.process.internal.DefaultExecHandle]
Successfully started process 'command
'/Library/Java/JavaVirtualMachines/jdk1.8.0_60.jdk/Contents/Home/bin/java''
L1522[22:30:01] <JuniorGenius>
20:23:49.016 [ERROR] [system.err] Java HotSpot(TM) 64-Bit Server VM
warning: Using incremental CMS is deprecated and will likely be
removed in a future release
L1523[22:30:02] <JuniorGenius>
20:23:49.138 [QUIET] [system.out] Listening for transport dt_socket
at address: 5005
L1524[22:30:03] <JuniorGenius> >
Building 93% > :debugClient
L1525[22:30:09] <JuniorGenius> Oh sorry
that was longer than I thought
L1526[22:30:21] <unascribed> You need to
connect a debugger to it
L1527[22:30:27] <unascribed> It's set to
wait for a debug connection
L1528[22:30:32] <JuniorGenius> Oh
L1529[22:30:50] <JuniorGenius> Er..
how?
L1530[22:30:59] <JuniorGenius> Can I use
Eclipse?
L1531[22:31:01] <unascribed> connect your
IDE's debugger to localhost:5005
L1532[22:31:06] <shadekiller666> the
incremental CMS part doesn't matter, that prints almost all the
time
L1533[22:31:06] <JuniorGenius> Ah
L1534[22:31:22] <unascribed> for Eclipse,
go to Debug Configurations and make a new Remote Java Application
config
L1535[22:31:35] <unascribed> set
Connection Type to Socket Attach and set the port to 5005
L1536[22:31:38] <unascribed> then run
it
L1537[22:32:42] <unascribed> you could
also run your mod from within Eclipse and avoid all of this
L1538[22:32:57] <JuniorGenius> Ah,
okay
L1539[22:33:09] <unascribed> you'll need
to make a special Run Configuration to do that
L1540[22:33:36]
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L1541[22:34:31] <JuniorGenius> Similar to
the debug configuration, right?
L1542[22:34:53] <shadekiller666> also,
why doesn't eclipse already have this set for you?
L1543[22:34:53] <unascribed> not
really
L1544[22:34:55] <unascribed> hold
on
L1545[22:35:07] <shadekiller666> did you
do something weird with your build script or something
L1546[22:35:12] <JuniorGenius> No
L1547[22:37:21] <Zaggy1024> wait, is this
for just the build command, or are you doing some run command as
well?
L1548[22:37:47] <Zaggy1024> I never had
to do any debug crap
L1549[22:37:52] <JuniorGenius> Well the
thing I ran was ./gradlew debug
L1550[22:37:54] <unascribed> he's running
it from Gradle
L1551[22:38:04] <unascribed> I just found
the docs on how to do it from eclipse, here:
L1552[22:38:06] <Zaggy1024> hm, why not
just use Eclipse to run it?
L1553[22:38:06] <JuniorGenius> But I’d
much rather be able to run it from Eclipse
L1554[22:38:12] <JuniorGenius> I don’t
know how
L1555[22:38:24] <Zaggy1024> the buttons
on the top bar
L1557[22:38:34] <unascribed> skip the
"import" step
L1558[22:38:43] <unascribed> since you
already have the project
L1559[22:38:45] <unascribed> just add the
run config
L1560[22:38:51] <JuniorGenius> There are
no configs Zag
L1561[22:38:57] <JuniorGenius> Ok I’ll
try that
L1562[22:39:03] <Zaggy1024> what the
crap?
L1563[22:39:12] <Zaggy1024> you must have
broken setup lol
L1564[22:39:22] <JuniorGenius> I
guess
L1565[22:39:37] <unascribed> he probably
added it to an existing workspace instead of using the eclipse
folder as a workspace
L1566[22:39:43] <Zaggy1024> mmm
L1567[22:39:46] <unascribed> (which is
fine and much better if you maintain a lot of mods)
L1568[22:39:59] <unascribed> switching
workspaces is *slow*
L1569[22:40:08] <Zaggy1024> heh I prefer
to open new IDE windows but I guess if you have more than three
that's a pain
L1570[22:40:14] <JuniorGenius> No I
addded it to the eclipse folder
L1571[22:42:08]
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L1577[22:54:22] <JuniorGenius> Finally
did all that
L1578[22:54:22] <JuniorGenius> [20:54:01]
[main/ERROR] [LaunchWrapper]: Unable to launch
L1579[22:54:23] <JuniorGenius>
java.lang.ClassNotFoundException:
cpw.mods.fml.common.launcher.FMLTweaker
L1580[22:54:30] <JuniorGenius> On
run
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L1584[22:59:23] <Fendirain> Anyone mind
checking out my Minecraft Forum Thread (Mainly to check for
Mistakes / Things I should change)?
L1585[23:00:08] <securitypedant>
sure
L1586[23:00:11] <securitypedant> post the
URL
L1588[23:00:33] <Fendirain> Thanks.
L1589[23:00:42] ***
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L1590[23:01:15] <securitypedant> gimme
time to read, building a new server at the same time
L1591[23:01:40] <securitypedant>
"and may be removing / changed at any time."
L1592[23:01:53] <securitypedant> you
mean, "and may be removed / changed at any time."
L1593[23:02:14]
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L1594[23:02:33] <Fendirain> Sure, and
already noticed I screwed up the IRC info. & Fixed.
L1595[23:03:00] <securitypedant> other
than that, seems ok
L1596[23:03:06] <securitypedant> all
links worked
L1597[23:03:34] <Fendirain> Cool,
Thanks.
L1598[23:06:39] <JuniorGenius> [21:05:43]
[main/ERROR] [LaunchWrapper]: Unable to launch
L1599[23:06:40] <JuniorGenius>
java.lang.ClassNotFoundException:
cpw.mods.fml.common.launcher.FMLTweaker when I follow the tutorial
unascribed
L1600[23:07:02] <unascribed> replace
cpw.mods.fml with net.minecraftforge.fml
L1601[23:07:08] <unascribed> since you're
in 1.8
L1602[23:07:14] <JuniorGenius> Ahhh
ok
L1603[23:08:08] <JuniorGenius> Success,
thanks!
L1604[23:09:09]
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L1606[23:11:24] <Zaggy1024> Fendirain,
you spelled "Fendinain" in the first paragraph
L1607[23:11:45]
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L1608[23:12:00] <JuniorGenius> I spoke
too soon, the launcher opens but there’s no window
L1609[23:12:26] <JuniorGenius> Errors in
the console:
L1610[23:12:26] <JuniorGenius> [21:09:58]
[main/ERROR] [FML]: The binary patch set is missing. Either you are
in a development environment, or things are not going to
work!
L1611[23:12:27] <JuniorGenius> [21:10:01]
[main/ERROR] [FML]: FML appears to be missing any signature data.
This is not a good thing
L1612[23:13:15]
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L1613[23:13:49] <Fendirain> Zaggy1024,
Fendinain is the name of a mob which I was referring too. :)
L1614[23:14:01] <TehNut> JuniorGenius:
Those aren't real errors
L1615[23:14:09] <JuniorGenius> I
see
L1616[23:14:30] <TehNut> I mean, did you
read the first one?
L1617[23:14:45] <JuniorGenius> Wow, I
totally didn't
L1618[23:14:49] <JuniorGenius> I just
read the second one
L1619[23:15:41] <TehNut> Is that all that
shows in your console?
L1620[23:15:52] <JuniorGenius> No, but
that’s all the errors
L1621[23:15:59] <TehNut> What's the last
line
L1622[23:16:10] <JuniorGenius> [21:10:02]
[main/INFO] [LaunchWrapper]: Launching wrapped minecraft
{net.minecraft.client.main.Main}
L1623[23:16:33] <JuniorGenius> It’s open,
but there’s no window
L1624[23:20:27] <Zaggy1024> yeah, I was
wondering if that name was intentional, but I wasn't sure, so I
thought I would mention it :P
L1625[23:21:31]
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L1626[23:21:45] <Fendirain> I mix them up
myself sometimes, Prob shouldn't have named them so similer. But, I
will live with it now.
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L1628[23:25:13] <securitypedant> I'm
working on building a forge 1.7.10 server for my kids. I was doing
some research and was looking at another server someone had built.
It uses cauldron. What is that?
L1629[23:25:47] <JuniorGenius> TehNut:
Ideas?
L1630[23:26:07]
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L1633[23:33:10] <shadekiller666> cauldron
is a server plugin api
L1634[23:37:08]
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L1635[23:37:23] <LexManos> Cauldron is a
basterdization hodgepodge of bukkit, forge, and spigot
L1636[23:37:32] <LexManos> its not a
api
L1637[23:37:43] <LexManos> It is also a
dead project, dont use it
L1638[23:37:50] <JuniorGenius_> Oh
wow
L1639[23:37:54] <JuniorGenius_> Hello
god!
L1640[23:38:02] <Fendirain> Plus it's not
like you really need it for a Home Server.
L1641[23:38:22] <LexManos> Just ehre to
say that you're wrong, i need to go to bed soon
L1642[23:38:25]
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L1644[23:39:37] <JuniorGenius> When I run
debug client in Eclipse, the wrapper launches, but there’s no
window
L1645[23:40:15] <Fendirain> Post the
output into a pastebin.
L1647[23:41:29]
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enough.)
L1652[23:49:05] ***
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L1653[23:49:40] <Fendirain> Strange, It
shouldn't be stopping there.
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L1660[23:52:03] <Fendirain> Are you sure
you did everything the link he provided told you too?
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L1662[23:52:13] <JuniorGenius> Pretty
sure
L1663[23:54:19] <Fendirain> I personally
use Intellij Idea, So I'm not sure what may be missing for
eclipse.
L1664[23:54:25] <JuniorGenius> Hm
L1665[23:54:58] <Fendirain> That thread
he linked is pretty old, Let me see if I can find a newer
one.
L1666[23:55:07] <JuniorGenius> Ah, thanks
that would be good
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