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L1[00:00:44] <Cazzar> https://github.com/webbukkit/dynmap/issues/1469 also, this
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L4[00:05:01] <Drullkus> .
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L24[01:13:56] <Zaggy1024> whey
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L26[01:14:14] <Zaggy1024> I got the name and args of onNeighborBlockChange right without looking it up in Block :)
L27[01:14:29] <Zaggy1024> so amazeballs
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L49[02:04:35] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150827 mappings to Forge Maven.
L50[02:04:38] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150827-1.8.zip (mappings = "snapshot_20150827" in build.gradle).
L51[02:04:49] <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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L55[02:12:37] <Wuppy> has anyone here ever had asset quality issues on iPads?
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L60[02:26:33] <McJty> Hi, I have a question. It seems that LivingSpawnEvent.CheckSpawn is not called for passive mobs. Is that right?
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L64[02:36:31] <alex_6611_> 1.7?
L65[02:40:37] <alex_6611_> McJty, it theoretically should(?)
L66[02:41:15] <alex_6611_> i just followed the usage of that event, and nothing stops it from being called for passive mobs
L67[02:41:42] <alex_6611_> it's actually sorta required, as it needs to get a result from it...
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L70[02:47:43] <McJty> alex_6611_, well it isn't working for me. I put a println there. It works for hostile but not for passive
L71[02:47:51] <alex_6611_> hmm that's weird
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L75[02:48:49] <alex_6611_> SpawnerAnimals calls the ForgeEventFactory function for that event before spawning ANYTHING....
L76[02:50:33] <McJty> I'll check it out a bit more
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L82[03:01:49] <alex_6611_> seems to work for me...
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L84[03:02:20] <alex_6611_> i see all kinds of bats, sqids etc. on my event
L85[03:03:40] <alex_6611_> McJty, doees it show NO passive mobs for you? because it shows passive mobs, but not animals for some reason...
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L87[03:15:49] <alex_6611_> yea, only bats and squids and monsters... weird
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L90[03:25:42] <tterrag> wow...so it looks like ExU uses a fake air block at 0,0,256 in the chunk to store color data
L91[03:25:52] <tterrag> isn't there a way to save data per-chunk with the world?
L92[03:28:32] <alex_6611_> if you can access the main chunk data saver, yes
L93[03:28:41] <alex_6611_> i mean, it's just NBT
L94[03:29:27] <tterrag> that's not really a way :P
L95[03:29:37] <tterrag> "main chunk data saver"
L96[03:29:50] <alex_6611_> idk what it's called :P
L97[03:30:03] <alex_6611_> the thing minecraft uses to save its worlds
L98[03:30:14] <alex_6611_> specifically, chunk by chunk
L99[03:31:28] <alex_6611_> you just need to read/write to the chunk compound on save/load, there might even be events for that :D
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L101[03:33:47] <tterrag> aha, ChunkDataEvent
L102[03:33:58] <tterrag> no javadocs
L103[03:33:59] <tterrag> ncie
L104[03:34:07] <alex_6611_> :D
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L107[03:35:22] <tterrag> seems there is an NBTTagCompound which is assembled just before the Save event, and then loaded back from disk for the Load event
L108[03:35:24] <tterrag> then thrown away
L109[03:35:31] <alex_6611_> exactly that's what it is
L110[03:35:34] <tterrag> so I have to store the data intermediately
L111[03:35:40] <alex_6611_> 0yea
L112[03:36:03] <McJty> alex_6611_, what do you mean? That it doesn't work for things like sheep?
L113[03:36:10] <tterrag> I know that's a typo but you sound like the koolaid man
L114[03:36:10] <alex_6611_> yep
L115[03:36:14] <alex_6611_> haha
L116[03:36:16] <McJty> I have the feeling that it doesn't work for mobs that are spawned at chunk generation time
L117[03:36:27] <McJty> i.e. those passive mobs are created at the same time the chunk is first created.
L118[03:36:33] <tterrag> McJty: probably not, as the spawn doesn't need to be checked
L119[03:36:40] <McJty> That's annoying
L120[03:36:45] <McJty> I need a way to prevent that too
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L122[03:37:02] <alex_6611_> uhm wait
L123[03:37:03] <tterrag> where are the chunk entities created?
L124[03:37:16] <alex_6611_> animals are supposed to go through that event, looking at the code
L125[03:38:51] <alex_6611_> the class that calls the event is even called "SpawnerAnimals"
L126[03:40:05] <alex_6611_> tterrag, idk where they are created, i just know how chunk nbt works :P
L127[03:40:07] <McJty> Hmm I see that calls WorldEvent.PotentialSpawns
L128[03:40:14] <McJty> I might be able to prevent the animals that way
L129[03:40:57] <McJty> Although indeed it seems like it should call the normal event
L130[03:40:58] <McJty> I don't get it
L131[03:41:09] <alex_6611_> forge pls :P
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L142[03:52:57] <tterrag> alex_6611_: hm...I'm guessing this event is server only
L143[03:53:03] <tterrag> probably something different for chunk sending
L144[03:53:19] <alex_6611_> yea, that makes sense, as server only saves :D
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L146[03:53:40] <alex_6611_> i thought you wanted that event for saving the color?
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L148[03:53:49] <alex_6611_> or whatever :D
L149[03:54:48] <tterrag> color is needed clientside
L150[03:54:54] <tterrag> (and it's not color, but it is needed clientside)
L151[03:55:02] <alex_6611_> yea ok, i guess, you still need to send it
L152[03:55:10] <tterrag> I was already working on a packet :P
L153[03:55:32] <alex_6611_> and that should definitely be seperate from load/save, yes
L154[03:55:47] <tterrag> wat?
L155[03:55:53] <tterrag> I'm sending the packet on load
L156[03:55:56] <tterrag> when else would I send it?
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L158[03:56:30] <alex_6611_> yea i mean what you said about "it being something different for sending"
L159[03:56:57] <alex_6611_> but yea, you're doing it right
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L161[03:59:40] <tterrag> alex_6611_: thoughts? :P http://puu.sh/jQdme.txt
L162[03:59:57] <alex_6611_> oooh chisel :3
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L165[04:01:39] <alex_6611_> yea, seems good to me (not a pro)
L166[04:01:50] <tterrag> and the IChunkData could probably store a Map<ChunkCoordIntPair, SomeDataClass>
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L168[04:02:27] <alex_6611_> yes
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L171[04:03:16] <alex_6611_> definitely better than a tile entity at 0,0,255 :D
L172[04:03:23] <alex_6611_> 0,255,0*
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L174[04:16:00] <tterrag> alex_6611_: http://puu.sh/jQdUl.txt
L175[04:16:03] <tterrag> ok I'm done bothering you :p
L176[04:16:20] <alex_6611_> "bothering me" haha
L177[04:16:26] <alex_6611_> iÄm over here to learn forge
L178[04:16:33] <tterrag> in the right place then
L179[04:16:37] <alex_6611_> :D
L180[04:17:34] <alex_6611_> "clazz"? really? lol
L181[04:17:46] <tterrag> it's the standard "get around reserved words" name
L182[04:17:49] <alex_6611_> yea
L183[04:17:58] <alex_6611_> it just sounds very funny
L184[04:20:28] <alex_6611_> so, now i have a question
L185[04:20:41] <alex_6611_> i'm trying to catch RenderWorldEvent#
L186[04:21:07] <alex_6611_> but it gives me an InstantiationException when registering the event handler
L187[04:22:07] <alex_6611_> http://pastebin.com/K2kvHKxg
L188[04:22:36] <alex_6611_> i can register other events fine (like the spawn event for McJty)
L189[04:22:45] <alex_6611_> but this one...
L190[04:24:55] <alex_6611_> anyone here using that event?
L191[04:26:27] <tterrag> alex_6611_: post code?
L192[04:26:43] <alex_6611_> what code exactly? the event handler register?
L193[04:26:49] <tterrag> oh wait duh
L194[04:26:56] <tterrag> you can't subscribe to RenderWorldEvent it's abstract
L195[04:27:07] <tterrag> subscribe to one of the sub events
L196[04:27:08] <alex_6611_> what can i do then?
L197[04:27:18] <tterrag> Pre or Post
L198[04:28:38] <alex_6611_> ok, shouldn't that event get called when a block is rendered?
L199[04:28:54] <alex_6611_> i'm using pre
L200[04:29:33] <tterrag> no
L201[04:29:37] <tterrag> it's called when the world is rendered
L202[04:29:59] <alex_6611_> well, i'm having it print "test" and ther#s no "test" in my console .-.
L203[04:30:12] <tterrag> what bus are you registering to?
L204[04:30:25] <alex_6611_> forge
L205[04:30:31] <tterrag> hmm
L206[04:30:37] <tterrag> it should be called every frame
L207[04:30:45] <tterrag> post handler code and registration code :P
L208[04:30:52] <alex_6611_> so my console should be spammed to death?
L209[04:30:56] <tterrag> yeah
L210[04:30:59] <alex_6611_> haha
L211[04:31:46] <alex_6611_> wait a second
L212[04:32:09] <alex_6611_> i see the event calls in ForgeHooksClient, but they are commented out .-.
L213[04:32:38] <alex_6611_> so are those events non functional? (1.8 here)
L214[04:32:51] <tterrag> oh 1.8
L215[04:32:52] <tterrag> maybe
L216[04:33:05] <alex_6611_> well that's bad
L217[04:33:12] <alex_6611_> argh
L218[04:33:49] <alex_6611_> maybe i'll try forge latest?
L219[04:35:11] <tterrag> probably hasn't changed
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L221[04:41:11] <alex_6611_> ok, so until that exists, my testing plans are halted :D
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L224[04:46:25] <Lumien> alex_6611_ just use RenderWorldLastEvent
L225[04:46:31] <alex_6611_> oh? ok
L226[04:46:33] <Lumien> I assume that is the functionality you want
L227[04:46:49] <alex_6611_> i want to change stuff about how the world renders :D
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L230[04:48:31] <alex_6611_> hmm no this one doesn't give me access to the renderer... guess i'll have to wait
L231[04:48:56] <tterrag> 1.8 you probably never will
L232[04:48:58] <tterrag> since it's threaded now
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L234[04:49:06] <tterrag> any comodification could have bad side-effects
L235[04:49:11] <tterrag> also, I feel slightly dirty http://puu.sh/jQf2j.txt
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L237[04:51:11] <Kaiyouka> tterrag: Chrome thinks your code is German, lol
L238[04:51:20] <tterrag> ikr
L239[04:51:25] <alex_6611_> WHAT
L240[04:51:33] <Kaiyouka> ?
L241[04:51:40] <alex_6611_> i'm greman and none of it looks remotely german :D
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L243[04:51:49] <Kaiyouka> lol
L244[04:51:56] <Kaiyouka> I should probably be productive
L245[04:52:05] <alex_6611_> who needs that anyway
L246[04:52:15] <Kaiyouka> Well, I'd like to make money
L247[04:52:25] <alex_6611_> :P
L248[04:52:31] *** PaleOff is now known as PaleoCrafter
L249[04:52:33] <Kaiyouka> So I can, idk... eat?
L250[04:53:20] <Kaiyouka> :p
L251[04:53:32] <tterrag> does it still think it's german? I cleaned it up http://puu.sh/jQfdc.txt
L252[04:53:41] <tterrag> nope :D
L253[04:53:46] <Kaiyouka> aw darn
L254[04:54:59] <Lumien> alex so you want an event BEFORE the world renders?
L255[04:55:52] <Kaiyouka> wtf, I can't copypaste outta this program....
L256[04:58:02] <alex_6611_> well, yea
L257[04:58:13] <alex_6611_> but i need access to the renderer itself
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L278[06:12:45] <tterrag> da heck java.lang.NullPointerException: Ticking memory connection
L279[06:12:45] <tterrag> at team.chisel.item.ItemOffsetTool$OffsetData.access$0(ItemOffsetTool.java:37)
L280[06:12:54] <tterrag> what is .access$0 O.o
L281[06:13:01] <alex_6611_> offset? :O
L282[06:13:03] <alex_6611_> haha
L283[06:13:10] <alex_6611_> idk
L284[06:13:28] <alex_6611_> code?
L285[06:14:36] <tterrag> well it seems that access$0 is a synthetic method for inner classes
L286[06:14:39] <tterrag> but this class is static
L287[06:15:10] <alex_6611_> it's part of OffsetData apparently, id that the closs you mean?
L288[06:15:17] <tterrag> yes but it's not
L289[06:15:19] <tterrag> it's synthetic
L290[06:15:21] <alex_6611_> hmm
L291[06:15:39] <alex_6611_> well, that's a bit too much for my non-pro brain, sorry :P
L292[06:16:18] <tterrag> ahh I see
L293[06:16:25] <tterrag> it's a synthetic method generated to allow access to private member
L294[06:16:27] <tterrag> s
L295[06:16:31] <tterrag> I'll just make it public
L296[06:16:48] <tterrag> then at least whatevr crash this is might be more clear
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L299[06:18:46] <tterrag> yeah, much more clear now
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L301[06:27:51] <Wuppy> ehhhh
L302[06:27:56] <Wuppy> that's interesting
L303[06:28:03] <Wuppy> unity turns a 180KB file into 10MB
L304[06:28:04] <Wuppy> for no reason
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L309[06:35:10] <Kaiyouka> Wupsipup!
L310[06:37:26] <Wuppy> yo Kaiyouka how're you
L311[06:37:34] <Kaiyouka> tired as frick, lol
L312[06:37:43] <Kaiyouka> how goes the Wupmaster?
L313[06:38:05] <Wuppy> pretty good
L314[06:38:23] <Kaiyouka> sweet
L315[06:38:28] <Wuppy> although I'm having some problems with file size & image quality on ipads :<
L316[06:38:38] <Kaiyouka> Damn Appleware
L317[06:39:03] <Wuppy> damn high resolutions you mean
L318[06:39:15] <Kaiyouka> lol
L319[06:39:39] <Szernex> so, if I wanted to do something like a falling tile entity, do I basically have to make my own version of BlockFalling that saves the TE data before it starts falling and copies them into the new TE once it stopped falling?
L320[06:39:44] <Wuppy> I mean I dislike apple and all, but this is purely a dpi issue
L321[06:40:21] <Kaiyouka> Szernex: most likely
L322[06:40:28] <Kaiyouka> Ah
L323[06:41:01] <gigaherz> Szernex: BlockFalling has a method that's called after creating the EntityFallingBlock
L324[06:41:19] <Szernex> yeah
L325[06:41:24] <Szernex> but
L326[06:41:25] <gigaherz> so you could in theory use that to add data to the entity (nbt stuff)
L327[06:41:45] <Szernex> ehm
L328[06:42:16] <alex_6611_> well, that would require the tile entity of the new block existing at the same time as the falling block, to load the nbt
L329[06:42:36] <alex_6611_> idk if there is a point where that is the case
L330[06:42:47] <Szernex> I'm looking at func_149830_m in BlockFalling
L331[06:42:52] <alex_6611_> yea
L332[06:42:55] <Szernex> if I wrote my own version of that
L333[06:43:03] <Szernex> and have it save the data before the p_149830_1_.setBlockToAir(p_149830_2_, p_149830_3_, p_149830_4_);
L334[06:43:05] <gigaherz> BlockFalling.func_149829_a -> override that to assign the data to the entity before it starts falling
L335[06:43:11] <Szernex> and load them after p_149830_1_.setBlock(p_149830_2_, p_149830_3_, p_149830_4_, this);
L336[06:43:13] <Szernex> wouldn't that work?
L337[06:43:27] <gigaherz> BlockFalling.func_149828_a -> override that to assign data BACK to the block after it stops falling
L338[06:43:57] <gigaherz> no wait that doesn't have the Entity hmm
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L341[06:44:31] <Szernex> screw this connection -.-
L342[06:44:35] <Szernex> <gigaherz> BlockFalling.func_149828_a -> override that to assign data BACK to the block after it stops falling
L343[06:44:38] <Szernex> <Szernex> when does that one get called then
L344[06:44:54] <gigaherz> [13:43] (gigaherz): no wait that doesn't have the Entity hmm
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L346[06:46:04] <gigaherz> aha
L347[06:46:13] <gigaherz> iuf the block has a TE
L348[06:46:53] <gigaherz> it stores and recovers the TE itself? XD
L349[06:47:05] <alex_6611_> yea, noticed just now as well lol
L350[06:47:36] <Szernex> meaning?
L351[06:47:58] <alex_6611_> you don't need to change anything
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L353[06:48:06] <alex_6611_> you can just use BlockFalling
L354[06:48:26] <alex_6611_> it supports TEs
L355[06:48:55] <Szernex> so, how would I add my TE then? make my block also implement ITileEntityProvider and return the TE?
L356[06:49:08] <gigaherz> all yo uahveto do
L357[06:49:12] ⇦ Parts: capitalthree (~alex@capitalthree.pwnz.org) ())
L358[06:49:28] <alex_6611_> the typing is real
L359[06:50:38] <gigaherz> Szernex:
L360[06:50:39] <gigaherz> [13:42] (gigaherz): BlockFalling.func_149829_a -> override that to assign the data to the entity before it starts falling
L361[06:50:48] <alex_6611_> no need
L362[06:50:57] <alex_6611_> it does that itself
L363[06:51:00] <alex_6611_> :D
L364[06:51:03] <gigaherz> it does?
L365[06:51:08] <gigaherz> I see restoring the data, but I don't see saving
L366[06:51:17] <alex_6611_> if i understand the EntityFallingBlock correctly, it does that itsel
L367[06:51:19] <alex_6611_> f
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L369[06:51:54] <gigaherz> field_145810_d is never assigned outside readEntityFromNBT
L370[06:52:11] <gigaherz> and it's public
L371[06:52:18] <gigaherz> this suggests you'd haveto assign that data yourself
L372[06:52:49] <alex_6611_> guess so :P
L373[06:53:08] <gigaherz> it will copy over all the values existing in the TE
L374[06:53:23] <gigaherz> then replace the values you assigned to the EntityFallingBlock
L375[06:53:27] <gigaherz> so what you'd do is
L376[06:53:39] <gigaherz> NBTTagCompoind tag = new NBTTagCompound();
L377[06:53:43] <gigaherz> tag.setwhatever
L378[06:53:53] <gigaherz> entity.field_145810_d = tag;
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L380[06:54:02] <alex_6611_> yeqa
L381[06:54:06] <alex_6611_> yea*
L382[06:54:18] <Szernex> okay, that I would do in my BlockFalling implementation
L383[06:54:21] <gigaherz> and assign ONLY the info you need to persist
L384[06:54:31] <gigaherz> Szernex: I just explained it
L385[06:54:38] <gigaherz> inherit BlockFalling, override that method
L386[06:54:42] <Szernex> yeah, I'm trying to wrap my head around it
L387[06:54:44] <gigaherz> and inside the method
L388[06:54:45] <gigaherz> [13:53] (gigaherz): NBTTagCompoind tag = new NBTTagCompound();
L389[06:54:45] <gigaherz> [13:53] (gigaherz): tag.setwhatever
L390[06:54:45] <gigaherz> [13:53] (gigaherz): entity.field_145810_d = tag;
L391[06:54:47] <gigaherz> do this
L392[06:54:47] <Szernex> sorry, I'm slow...
L393[06:54:56] <gigaherz> all the values you assign there, will be restored afterward, with the same name
L394[06:54:59] <Szernex> yeah, I was just confirming I understood it correctly
L395[06:55:14] <gigaherz> so make sure you use the same names as in writeToNBT
L396[06:55:36] <gigaherz> because it will call readFromNBT afterward to restore the info
L397[06:55:55] <Szernex> so, the tag name would be TileEntityData
L398[06:56:12] <Szernex> no
L399[06:56:13] <Szernex> god dammit
L400[06:58:46] <gigaherz> Szernex: the EntityFallingBlock has posX/Y/Z, you can do (int)(posX-0.5) and the same for y/z to get the block position
L401[06:59:17] <gigaherz> then with those x,y,z yo ucan do entity.worldObj.getTileEntity(x,y,z)
L402[06:59:22] <Szernex> just give me a moment... wouldn't I have to write my TE first?
L403[06:59:57] <Szernex> what I want to achieve is that this TE despawns after a certain amount of time
L404[07:00:08] <Szernex> for that I'd have to save the creation time to it, I think
L405[07:00:11] <gigaherz> uh that's 100% unrelated to falling
L406[07:00:14] <gigaherz> no
L407[07:00:17] <gigaherz> not the creation time
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L409[07:00:22] <gigaherz> you want a "time to live" value
L410[07:00:34] <gigaherz> that you decrement on the TE tick
L411[07:00:38] <gigaherz> but that's 100% uinrelated to falling
L412[07:00:41] <gigaherz> unrelated*
L413[07:01:05] <Szernex> then, what data do I save in func_149829_a
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L415[07:02:04] <alex_6611_> in your case, the remainingf time
L416[07:02:38] <Szernex> I'm so confused...
L417[07:03:04] <alex_6611_> if you want 3 minutes, set your remaining time of the glowstick to 3600
L418[07:03:13] <alex_6611_> every tick the TE exists, it counts down 1
L419[07:03:26] <alex_6611_> when it's 0, it deletes the block and itself
L420[07:03:53] <Ordinastie> you know there is a world.scheduleTick or something ?
L421[07:03:55] <Ordinastie> *for blocks
L422[07:03:57] <Szernex> I guess my biggest problem is that I still don't fully understand what a TileEntity actually is
L423[07:04:07] <alex_6611_> yea, or that
L424[07:04:25] <Szernex> I though it's kinda the same as a Block just with more data
L425[07:04:30] <Szernex> ie NBT
L426[07:04:32] <alex_6611_> who can explain TEs? :D
L427[07:04:42] <Ordinastie> a TileEntity is container for extra data for a block position
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L429[07:04:53] <alex_6611_> AND extra functionality
L430[07:04:54] <Ordinastie> because you only have one instance of block ever
L431[07:05:05] <Szernex> okay, so it doesn't represent a "physical" block
L432[07:05:17] <Szernex> just certain data that are connected to a certain position
L433[07:05:21] <alex_6611_> no, but it's associated with a block
L434[07:05:21] <Ordinastie> yes
L435[07:05:25] <alex_6611_> yea
L436[07:05:30] <Szernex> okay
L437[07:05:40] <Ordinastie> but as it is tied to a position, it is tied the block at that position
L438[07:05:48] <Szernex> okay
L439[07:06:24] <Szernex> so in my case I'd have to first write a TE that saves a timeToLive once it gets created
L440[07:07:02] <tterrag> vanilla itself supports falling TEs
L441[07:07:10] <tterrag> you can have a chest with pre-assigned data as a falling block
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L444[07:09:05] <alex_6611_> tterrag, we found that out a few minutes ago :D
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L446[07:10:58] * Szernex gets a headache
L447[07:11:25] <gigaherz> Szernex: too many concepts at once
L448[07:11:29] <gigaherz> you should do things one by one ;P
L449[07:11:30] <Szernex> yea
L450[07:11:33] <gigaherz> IIRC
L451[07:11:40] <Szernex> that's what I'm trying ;_;
L452[07:11:43] <gigaherz> you said you wanted light + falling + TE data
L453[07:11:51] <Szernex> yeah
L454[07:11:54] <gigaherz> and you don't know anything about modding beforehand
L455[07:11:59] <Szernex> light + falling + despawn after X
L456[07:12:02] <gigaherz> so.... yeah try them separately first ;P
L457[07:12:12] <Szernex> I don't know anything about entities and such, no
L458[07:12:22] <Szernex> so far I've only done utility stuff
L459[07:12:51] <Szernex> okay, so first I need the TE I think..
L460[07:13:23] <gigaherz> yeah look for tutorials, make a block that has a TE
L461[07:13:36] <gigaherz> and make it tick
L462[07:13:49] <gigaherz> and then decrement the TTL value per tick
L463[07:14:15] <gigaherz> but do it step by step
L464[07:14:21] <gigaherz> trying that the previous step works first ;p
L465[07:14:27] <gigaherz> you can use debug prints for that
L466[07:14:32] <gigaherz> do you have a logger yet?
L467[07:14:46] <Szernex> I have a LogHelper
L468[07:14:56] <gigaherz> if not, it doesn't matter, you can just temporarily call System.out.println ;P
L469[07:15:03] <Szernex> yeah I have a logger then
L470[07:18:29] <Ordinastie> it's not like I told your yesterday that you only needed your entity throwing plus a simple block
L471[07:18:49] <Wuppy> why oh why did the artists decide it was a good idea to make game texutres at a resolutino of 293x293
L472[07:23:42] <gigaherz> Wuppy: what XD
L473[07:23:52] <Wuppy> yep
L474[07:23:55] <Wuppy> I cannot even
L475[07:24:09] <Wuppy> now I have to screw around in gimp as a programmer :<
L476[07:24:17] <tterrag> all night work paid off http://gfycat.com/ReadyOccasionalBasilisk
L477[07:24:23] <tterrag> alex_6611_: ^^ yay chunk data :D
L478[07:25:08] <Szernex> https://gist.github.com/anonymous/e31045db8353a22de9f8 does that look right so far?
L479[07:25:23] <alex_6611_> NICE!
L480[07:25:37] <alex_6611_> tterrag, this is what i always wanted in chisel :D
L481[07:25:50] <tterrag> I think it will make lots of people happy
L482[07:26:00] <tterrag> gotta credit RWTema for the inspiration, the way he did his color blocks
L483[07:26:06] <tterrag> no TEs involved
L484[07:26:10] <tterrag> just a tiny bit of injected NBT
L485[07:26:12] <alex_6611_> yay \o/
L486[07:26:22] <alex_6611_> did you check, it saves?
L487[07:26:26] <tterrag> yes :D
L488[07:26:28] <tterrag> http://puu.sh/jQltz.jpg
L489[07:26:38] <alex_6611_> haha
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L491[07:26:47] <alex_6611_> looks... very weird :D
L492[07:26:53] <tterrag> yeah
L493[07:26:57] <tterrag> you have to adjust per-chunk of course
L494[07:27:44] <alex_6611_> yea, some people might want it per-block, nur you know, whatever :D
L495[07:27:51] <alex_6611_> but you know*
L496[07:28:06] <tterrag> eh unfortunately that would be a bit much
L497[07:28:18] <alex_6611_> i wouldn't really feel like doing it per block
L498[07:28:35] <tterrag> would be a lot of NBT data
L499[07:28:46] <tterrag> since I'd have to store 3 bytes for each block inside the chunk
L500[07:28:54] <tterrag> (0-16, 0-255, 0-16)
L501[07:29:08] <tterrag> it could be done though
L502[07:29:38] <tterrag> OffsetData would just need to be a Map<BlockCoord, BlockCoord> basically :P
L503[07:29:47] <tterrag> instead of a single offset
L504[07:31:10] <Ordinastie> I have a whole handler to manage per coord stuff
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L506[07:31:26] <tterrag> might change up the UX a bit
L507[07:31:41] <tterrag> allow you to move it 2 dimensionally from the face you're looking at
L508[07:31:43] <tterrag> would be much easier
L509[07:31:57] <tterrag> Ordinastie: I made a handler for chunk data, all it would take is storing the per-chunk per-block data inside that :P
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L511[07:37:22] <Ordinastie> tterrag, if you're interested : https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/util/chunkblock/ChunkBlockHandler.java
L512[07:43:29] <tterrag> Ordinastie: my take https://gist.github.com/tterrag1098/d94969121382b4afaffb
L513[07:45:38] <Ordinastie> don't you feel you abuse the whole inner class concept a bit? :p
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L515[07:46:23] <tterrag> Ordinastie: mebbe
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L517[07:46:36] <tterrag> I typically separate out what I think needs to be after I'm done
L518[07:46:44] <tterrag> but when working on stuff it's more convenient to all be in one file
L519[07:46:58] <Ordinastie> unless you need to hotswap
L520[07:47:11] <tterrag> huh?
L521[07:48:04] <tterrag> https://www.reddit.com/r/feedthebeast/comments/3ilahq/coming_soon_in_chisel_30/ I posted it of course :P
L522[07:48:09] <Ordinastie> or is it only with anonymous classes ?
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L524[07:49:38] <PaleoCrafter> Only proper inner and anonymous classes
L525[07:49:52] <PaleoCrafter> Static inner classes (i.e. nested) should work just fine
L526[07:50:36] <tterrag> yep ^
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L533[08:09:13] <Szernex> whee, I think I did it
L534[08:09:16] <Szernex> somehow
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L538[08:14:53] <Szernex> now I just have to give the block a texture...
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L542[08:25:07] <williewillus> so to update to fg2 do we just update to the latest 1.8 forge build and resetup workspace?
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L544[08:30:57] <Szernex> so, looking at EntityFallingBlock, I guess there is no way to prevent it from dropping the block item if it lands on a torch or similar, is there?
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L546[08:32:17] <williewillus> you could probably cheat and set the gamerule to false briefly and set it back lol
L547[08:32:20] <williewillus> doTileDrpos
L548[08:32:53] <williewillus> wait no it has a field
L549[08:32:58] <williewillus> shouldDropItem
L550[08:33:41] <Szernex> where
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L552[08:33:46] <heldplayer> Look at how anvils are handled, they destroy the torch when they land on it
L553[08:33:51] <Szernex> ah, right
L554[08:34:16] <Szernex> well I guess that gets handled by the material, doesn't it
L555[08:34:56] <williewillus> in EntityFallingBlock
L556[08:35:00] <williewillus> there's a field shouldDropItem
L557[08:35:06] <williewillus> I'm looking at 1.8 though
L558[08:35:11] <Szernex> yeah, I'm at 1.7
L559[08:35:41] <Szernex> well, guess it's not too much of a problem if it does drop the item...
L560[08:35:45] <Szernex> or block, I guess
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L594[10:04:21] <JuniorGenius> Hello
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L596[10:04:39] <JuniorGenius> @Mod.EventHandlerpublic void init(FMLInitializationEvent event) {
L597[10:04:40] <JuniorGenius> System.out.print("init()");
L598[10:04:41] <JuniorGenius> oops
L599[10:06:15] <JuniorGenius> @Mod.EventHandler
L600[10:06:15] <JuniorGenius> public void init(FMLInitializationEvent event) {
L601[10:06:16] <JuniorGenius> System.out.print("init()");
L602[10:06:17] <JuniorGenius> }
L603[10:06:32] <JuniorGenius> The print never gets called. Anyone have ideas?
L604[10:06:55] <tterrag|away> Where is the method
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L608[10:09:33] <Dockter> >
L609[10:10:08] <Dockter> Junir did you register it?
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L612[10:10:33] <heldplayer> Is the method in your @Mod class?
L613[10:10:57] <heldplayer> As far as I know, those events are only called on classes annotated with @Mod
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L617[10:15:16] <tterrag|away> correct
L618[10:17:33] * heldplayer pokes JuniorGenius
L619[10:17:44] <JuniorGenius> Oops, sorry
L620[10:17:56] <JuniorGenius> It is
L621[10:18:27] <JuniorGenius> Wait, I need to register init to a bus?
L622[10:18:32] <heldplayer> You don't
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L624[10:18:52] <heldplayer> Do you have a @Mod annotation on the class?
L625[10:19:00] <JuniorGenius> Yes
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L627[10:19:08] <JuniorGenius> @Mod(modid=Reference.MOD_ID, name=Reference.MOD_NAME, version=Reference.VERSION)
L628[10:19:34] <heldplayer> Have you tried adding a breakpoint to the method?
L629[10:19:48] <JuniorGenius> Hm no
L630[10:19:48] <heldplayer> Is your class properly added to the classpath?
L631[10:19:53] <Szernex> https://github.com/szernex/YetAnotherBackupMod2/blob/master/src/main/java/org/szernex/yabm2/YABM2.java JuniorGenius, maybe look at this
L632[10:20:00] <Szernex> I'm probably not doing it 100% correct either, but it works
L633[10:20:01] <JuniorGenius> Okay
L634[10:21:17] <heldplayer> Szernex: You probably should register your backup manager once in init or preInit
L635[10:21:32] <heldplayer> People can and will install your mod on the client :P
L636[10:21:53] <JuniorGenius> Hm.. looks the same as mine
L637[10:22:07] <JuniorGenius> I’m assuming preInit should work the same as init
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L639[10:22:18] <Szernex> heldplayer problem with that is
L640[10:22:26] <Szernex> that it's running and needs the world and stuff
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L643[10:23:26] <heldplayer> Simple: register the backup manager to the event bus on (pre)init, and init it on server starting
L644[10:23:32] <Szernex> and even if it's installed on the client and server, it only runs in the server tick
L645[10:23:33] <heldplayer> or started
L646[10:23:46] <heldplayer> Server tick happens on the client as well
L647[10:23:56] <Szernex> yeah but it checks for remote worlds...
L648[10:24:03] <Szernex> it works just fine the way it is
L649[10:24:04] <heldplayer> The only line I see that is bad is FMLCommonHandler.instance().bus().register(backupManager);
L650[10:24:12] <heldplayer> That should preferably be moved
L651[10:24:49] <Szernex> why
L652[10:25:09] <heldplayer> Because you should never register something more than once to an event bus
L653[10:25:34] <Szernex> I still fail to see where it would get registered twice
L654[10:25:53] <JuniorGenius> The breakpoint didn’t trigger
L655[10:26:06] <JuniorGenius> The function’s just not getting called
L656[10:26:20] <heldplayer> preInit and init get called once in the entire lifetime of a client or server instance. serverStarted can get called multiple times on the client, and (should) only gets called once on the server
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L658[10:27:08] <Szernex> yeah, which is why I stop it in serverStopped
L659[10:27:19] <heldplayer> Yeah, but you don't unregister it
L660[10:27:25] <heldplayer> I'm talking about the event bus
L661[10:27:55] <Szernex> okay
L662[10:28:29] <Szernex> so just adding FMLCommonHandler.instance().bus().unregister(backupManager); in the serverStopped event
L663[10:29:21] <heldplayer> That's one of the things you can do, yeah :)
L664[10:29:26] <tterrag|away> or just use FMLLoadComplete
L665[10:29:37] <Szernex> now what does that do
L666[10:29:51] <heldplayer> Why would you use loadComplete?
L667[10:30:28] <tterrag|away> Because he wants to do his stuff at the end of loading right?
L668[10:30:50] <Szernex> I just need it to start once the server is started
L669[10:30:51] <Szernex> that's all
L670[10:30:59] <Szernex> it works just fine the way I have it so...
L671[10:31:18] <JuniorGenius> I have no idea why it’s not getting called :\
L672[10:31:41] <heldplayer> JuniorGenius: What IDE do you use?
L673[10:31:48] <JuniorGenius> Eclipse
L674[10:32:38] <heldplayer> Not too familiar with that one anymore, are you using the provided workspace?
L675[10:32:46] <JuniorGenius> I am
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L677[10:33:17] <heldplayer> And your mod files are in the src directory?
L678[10:33:29] <JuniorGenius> Yes
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L680[10:34:52] <heldplayer> Is FML reporting that it found your mod in the log?
L681[10:35:21] <JuniorGenius> Hm..
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L683[10:36:44] <JuniorGenius> Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:ShearsPlus, FMLFileResourcePack:Example Mod
L684[10:36:51] <JuniorGenius> Shears Plus is it
L685[10:37:24] <JuniorGenius> I don’t know if that counts
L686[10:38:09] <Ordinastie> just look at the mod list inside MC
L687[10:38:17] <JuniorGenius> oh, lol
L688[10:38:31] <heldplayer> Oh right, that exists >.<
L689[10:39:30] <JuniorGenius> Yeah it shows up
L690[10:40:24] <heldplayer> Can you give a link to your @Mod file on github, gist or pastebin?
L691[10:40:34] <JuniorGenius> Sure
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L693[10:42:58] <JuniorGenius> http://pastebin.com/Laqu9vb0
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L696[10:44:36] <heldplayer> Alright, I'm confused why it doesn't work as well now
L697[10:44:43] <JuniorGenius> Me too
L698[10:45:10] <Ordinastie> post the full log
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L700[10:46:35] <JuniorGenius> http://pastebin.com/PSRTYrWK
L701[10:46:48] <JuniorGenius> http://pastebin.com/PSRTYrWK
L702[10:46:53] <JuniorGenius> oops, sorry
L703[10:47:53] <Ordinastie> yeah, not called.... init()[08:38:56] [Client thread/INFO] [STDOUT]: [com.example.examplemod.ExampleMod:init:18]: DIRT BLOCK >> tile.dirt
L704[10:47:56] <tterrag> JuniorGenius: is your mod "sp"
L705[10:48:12] <JuniorGenius> yeah
L706[10:48:13] <tterrag> [08:38:46] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, sp, examplemod] at CLIENT
L707[10:48:14] <tterrag> ok
L708[10:48:16] <tterrag> so it's loading
L709[10:48:18] <JuniorGenius> did I miss it?
L710[10:48:37] <Ordinastie> obviously, it's in the log
L711[10:49:39] <heldplayer> Try removing the example mod
L712[10:50:03] <JuniorGenius> Ok
L713[10:50:09] <Ordinastie> heldplayer, it's already working
L714[10:50:36] <heldplayer> Ordinastie: His mod isn't printing to the console
L715[10:50:40] <Ordinastie> yes it is
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L717[10:50:59] <heldplayer> What line?
L718[10:51:03] <Ordinastie> 78
L719[10:51:08] <heldplayer> Oh, I see
L720[10:51:17] <tterrag> ahahaa
L721[10:51:17] <heldplayer> At the very start
L722[10:51:26] <tterrag> seems like the FML sysout catcher is busted
L723[10:51:36] <Ordinastie> wait, you thought I was writing a random line from the log for no reason?
L724[10:51:38] <heldplayer> It's because he used print instead of println
L725[10:51:45] <tterrag> ^
L726[10:52:03] <tterrag> Ordinastie: hard to tell that was part of the copied text
L727[10:52:06] <Ordinastie> and write init() at the begining myself? ><
L728[10:52:08] <tterrag> it looks so out of place
L729[10:52:08] <JuniorGenius> So I should use printIn then?
L730[10:52:15] <tterrag> JuniorGenius: in the future yes
L731[10:52:18] <JuniorGenius> Okay
L732[10:52:21] <tterrag> but now we know it's working, so you should probably just remove it
L733[10:52:55] <heldplayer> Ordinastie: Sorry, I ignored the start of the line because generally there is nothing important there :P
L734[10:53:05] <JuniorGenius> Okay, cool
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L737[10:56:45] <JuniorGenius> Hm.. my event still isn’t getting called though
L738[10:56:54] <JuniorGenius> Crap, I thought that was part of the same issue
L739[10:57:43] <JuniorGenius> In the class I sent before you can see how I register it
L740[10:58:30] <tterrag> show your eventhandler class?
L741[10:59:29] <JuniorGenius> http://pastebin.com/KCw5kK3E
L742[10:59:52] <Ordinastie> you need to register to the forge bus
L743[10:59:57] <tterrag> ^
L744[11:00:03] <tterrag> y u ninja my idea :P
L745[11:00:22] <JuniorGenius> Is that not what this is?
L746[11:00:22] <JuniorGenius> FMLCommonHandler.instance().bus().register(new com.cc.common.EventHandler());
L747[11:00:30] <Ordinastie> that's the FML bus
L748[11:00:33] <tterrag> JuniorGenius: that's the FML b...
L749[11:00:34] <tterrag> STOP IT
L750[11:00:36] <JuniorGenius> Oh
L751[11:00:38] <JuniorGenius> lol
L752[11:00:49] <tterrag> MinecraftForge.EVENT_BUS
L753[11:00:54] <JuniorGenius> I see
L754[11:01:13] <tterrag> forge should have just made EVENT_BUS a reference to the FML bus and merged them long ago
L755[11:01:23] <tterrag> I don't see why they are separate
L756[11:01:38] <tterrag> but they are, so meh
L757[11:01:53] <JuniorGenius> Okay, I’ll try that
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L760[11:04:34] <JuniorGenius> Now it’s getting called twice.. strange
L761[11:05:19] <Ordinastie> client server ?
L762[11:05:54] <JuniorGenius> Oh
L763[11:06:08] <JuniorGenius> Well I don’t know
L764[11:06:16] <JuniorGenius> Is singleplayer considered a client server?
L765[11:06:39] <Ordinastie> even in SSP you have both server and client thread
L766[11:06:46] <JuniorGenius> I see
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L768[11:07:31] <JuniorGenius> What should I do about it?
L769[11:08:06] <AtomicStryker> ahoy. could i use the forge access transformers to make a method (1.7.10) which the ic2 devs have decided to make final for some reason un-final again
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L771[11:11:08] <Cazzar> Technically, though it could have some unforseen consiquensec
L772[11:12:47] <AtomicStryker> the only alternative i see is using bytecode transforming, which is the same thing. the method has no hooks unfortunately
L773[11:14:27] <AtomicStryker> looking at forge_at.cfg now, what do "public+f" and "-f" mean
L774[11:14:44] <Cazzar> public+f means, make public, and add final
L775[11:14:53] <Cazzar> public-f means make public and remove final
L776[11:15:06] <AtomicStryker> alrighty
L777[11:15:50] <Cazzar> Though, since it's a mod, why not try talking to the devs, before hacking it?
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L780[11:20:28] <JuniorGenius> How can I test to see if the event was called for the client or the server?
L781[11:20:39] <JuniorGenius> For now I just want my mod to be client side
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L784[11:26:51] <Cazzar> JuniorGenius if you have a World object, world.isRemote is a good way to test.
L785[11:27:00] <JuniorGenius> Okay thanks
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L788[11:28:51] <gigaherz> JuniorGenius: note that "isRemote" is FALSE when in the server, and TRUE when in the client
L789[11:28:52] <gigaherz> ;P
L790[11:29:05] <JuniorGenius> Oh, interesting
L791[11:29:08] <gigaherz> the clients are the "remote machines" in the sense of the game data
L792[11:29:08] <gigaherz> ;P
L793[11:29:16] <JuniorGenius> Right
L794[11:29:39] <JuniorGenius> Another question- how would I go about setting a custom property for a vanilla mob?
L795[11:29:46] <JuniorGenius> I want to set isSheared for cows
L796[11:29:52] <JuniorGenius> Possible?
L797[11:30:42] <AtomicStryker> hmmm i should get some output from the at when loading mc right
L798[11:31:19] <Ordinastie> no
L799[11:31:33] <Ordinastie> you should get output from AT when setupDecomp
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L801[11:31:47] <Ordinastie> so, not sure how it would work for other jars
L802[11:31:52] <Ordinastie> other than MC
L803[11:32:04] <AtomicStryker> actually im sure cuz im looking at the logs right now, and the other ATs are in it, but mine isnt
L804[11:32:47] <AtomicStryker> bah but they use fully blown core plugins
L805[11:33:41] <Ordinastie> you don't have a plugin ?
L806[11:34:26] <mikebald> JuniorGenius, EnderIO added funtionality to a wither skeleton, it might be worth looking at how they've accomplished it. It's easy to find from their github, do a search on EntityWitherSkeleton
L807[11:34:38] <JuniorGenius> Okay, thanks!
L808[11:35:57] <AtomicStryker> Ordinastie: i just wanted to use an at.cfg
L809[11:36:04] <AtomicStryker> but that doesnt appear to work
L810[11:37:10] <Ordinastie> no it doesn't
L811[11:37:20] <Ordinastie> in dev, you need to redo setupDecompWorkspace
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L813[11:37:30] <AtomicStryker> im not trying to run it in dev
L814[11:37:40] <AtomicStryker> im trying to run it with my actual mc, with meta inf setup and everything
L815[11:37:43] <Ordinastie> at runtime, you either need a plugin or have an entry in the manifest
L816[11:38:53] <JuniorGenius> This seems to be an extension of EntitySkeleton. Is there any way to do it without extending the vanilla class?
L817[11:43:19] <AtomicStryker> ok maybe you see something that i dont: http://pastebin.com/cJLEzQzV
L818[11:44:34] <JuniorGenius> Maybe registerExtendedProperties?
L819[11:47:47] <AtomicStryker> JuniorGenius: isSheared is just a datawatcher
L820[11:48:01] <JuniorGenius> Right
L821[11:48:19] <JuniorGenius> I just want a bool that I can set per entity
L822[11:49:13] <AtomicStryker> entity.getEntityData()
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L824[11:53:50] <JuniorGenius> Hm
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L836[12:09:12] <Szernex> okay, so how hard would it be to texture a block in such a way that it at least resembles something like an orb
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L838[12:09:47] <JuniorGenius> I assume you mean without a custom model?
L839[12:10:04] <Szernex> I guess
L840[12:10:16] <Szernex> disclaiomer: I've never done any texturing before in my life
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L842[12:10:21] <JuniorGenius> Obviously that would make it harder
L843[12:10:34] <JuniorGenius> But a custom model isn’t that hard to make
L844[12:10:37] <Szernex> it doesn't have to be a super smooth ball
L845[12:10:45] <Szernex> just somewhat round-ish
L846[12:11:21] <JuniorGenius> Yeah I’d reccomend a model then
L847[12:11:29] <Szernex> okay, are there any tutorials to recommend?
L848[12:11:40] <JuniorGenius> Yeah, let me find one that I used
L849[12:11:45] <Szernex> thanks
L850[12:12:03] <JuniorGenius> Oh also for modeling there are some programs that are very useful
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L852[12:12:25] <JuniorGenius> My friend told me Techne is really good, he uses it
L853[12:12:34] <JuniorGenius> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1261123-modeler-techne-new-website-techne2-in-progress
L854[12:12:47] <Szernex> okay
L855[12:13:46] <JuniorGenius> Hm.. can’t find the tutorial.. sorry
L856[12:13:52] <JuniorGenius> But I’m sure you can find one easily
L857[12:14:02] <Szernex> okay
L858[12:14:03] <Pennyw95> doooon't use techne
L859[12:14:09] <JuniorGenius> No?
L860[12:14:22] <Pennyw95> use tabula instead, or blender
L861[12:14:26] <JuniorGenius> Why not? I have no personal experience
L862[12:14:28] <Ordinastie> please no!
L863[12:14:34] <Ordinastie> no techne, no tabula
L864[12:14:39] <Pennyw95> techne hasn't been updated in a long time
L865[12:14:40] <Szernex> for 1.7, mind you
L866[12:14:41] <gigaherz> use .obj models ;P
L867[12:14:43] <Szernex> forgot to mention that
L868[12:14:59] <Pennyw95> why are you turning tabula down?
L869[12:15:02] <JuniorGenius> Oh yes, I forgot you can use those with Forge
L870[12:15:18] <JuniorGenius> I was thinking in the sense of resource packs
L871[12:17:01] <Pennyw95> Ordinastie why you don't like tabula?
L872[12:17:02] <Szernex> if something round-ish is a lot of effort I can also live with it being a small cube then...
L873[12:17:43] <Ordinastie> tabula makes java models right ?
L874[12:18:03] <Pennyw95> well, yes, it saves in .tbl and exports in .java
L875[12:18:09] <Ordinastie> then that's why
L876[12:18:32] <Ordinastie> java models should have never existed in the first place
L877[12:18:47] <JuniorGenius> What’s wrong with them?
L878[12:18:58] <Pennyw95> what are the advantages of using .obj instead?
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L880[12:21:29] <gigaherz> Pennyw95:
L881[12:21:36] <gigaherz> well #1: they are not hardcoded
L882[12:21:42] <gigaherz> #2, can be replaced by resource packs
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L884[12:21:56] <McJty> Java models can be nice if you have procedurally generated stuff.
L885[12:22:03] <McJty> But otherwise obj is way better
L886[12:22:06] <gigaherz> #3, they support non-axis-aligned faces (1.8-specific)
L887[12:23:00] <gigaherz> basically as McJty says, the only case where you'd ever want to make it directly in java, is if you are NOT going to hardcode it, and you will generate the whole model dynamically
L888[12:23:18] <gigaherz> and by whole model, I don't mean "compositing" multiple pieces with separate scale/rotation
L889[12:23:26] <gigaherz> you can do that by loading multiple .obj models and combining them ;p
L890[12:23:45] <Pennyw95> ok I guess you convinced me
L891[12:23:58] <McJty> Also blender is nice and can export to obj
L892[12:24:03] <gigaherz> the ugly part is calling "tessellator.addVertex(......)" using hardcoded values
L893[12:24:06] <McJty> Although you have to be careful with quads/tris and such
L894[12:24:08] <Pennyw95> doesn't really matter since I can't do models anyway...I lack the skill
L895[12:24:15] <McJty> Especially in 1.7 as the obj loader is not very flexible
L896[12:24:20] <gigaherz> yeah, 1.7.10's loader istoo stupid to handle both triangles and quads in the same file
L897[12:24:21] <gigaherz> ;P
L898[12:24:39] <Pennyw95> only quads then? I mean, usually
L899[12:24:47] <gigaherz> only quads is the better choice
L900[12:25:01] <gigaherz> but if you must havetriangles, then do only triangles
L901[12:25:01] <gigaherz> XD
L902[12:25:18] <gigaherz> (if it's just a few, youcan use degenerate quads which are triangles with two vertices in the same place)
L903[12:25:30] <gigaherz> that said,
L904[12:25:34] * gigaherz AFKs for a bit
L905[12:25:36] <Pennyw95> geometry for the win
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L945[13:28:52] <alex_6611_> i forgot that was a thing
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L953[13:41:11] <mprom> Hello guys, is there any chance you could help me solve my problem with my mod? I couldn't get any help on #minecraftforge and my friend has recommended me your channel.. my problem is described here http://www.minecraftforge.net/forum/index.php/topic,32972.msg173247.html#msg173247
L954[13:41:49] <Ordinastie> you are IN #minecraftforge
L955[13:41:52] <Lord_Ralex> unless my channel settings are so broken... you *ARE* in #minecraftforge
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L957[13:41:57] <mprom> Yeah, copy/paste msg :D Sorry about that
L958[13:42:07] <mprom> I was in computercraft
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L960[13:42:49] <heldplayer> Can confirm, was copy pasta :P
L961[13:43:38] <mprom> Hey there heldplayer :D So whats wrong with it?
L962[13:44:06] <heldplayer> Actually looking at your code right now :P
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L964[13:45:04] <mprom> It's mostly taken from the forge Mods GUIScreen.. I couldnt find any good tutorial so I looked into forge's code.. and its not working as it should
L965[13:45:14] <heldplayer> I already see a first problem, FML's Scrolling list doesn't clip elements that aren't visible normally
L966[13:45:45] <mprom> Thats why I can see them outside of the container right?
L967[13:45:59] <heldplayer> Yep
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L969[13:46:21] <heldplayer> But you'll need to do a bit of effort it seems to fix that
L970[13:47:19] <mprom> Yeah I was already thinking about that but couldnt come up with anything :X
L971[13:48:18] <heldplayer> Minecraft's achievements GUI has some similar code to what you need, but I'm trying to locate it
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L977[13:50:24] <heldplayer> Basically what you'll want to do is mess with the depth test function in GL
L978[13:50:51] <mprom> okay.. any pointers? I've got no idea what it is :D
L979[13:51:57] <ZaggyMobile> I believe the enchantment effect on 3D items used depth equal like you would need to
L980[13:52:05] <ZaggyMobile> If you know where that is
L981[13:53:22] <ZaggyMobile> Basically you're using depth equal mode to render the contents of the scroll box, after rendering a box at the same depth, so it acts as a mask
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L983[13:53:43] <heldplayer> Sorry, I'm trying to find a way to explain it to you but I'm having a nasty headache right now :/
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L986[13:54:07] <mprom> So something like the order right?
L987[13:54:14] <ZaggyMobile> Held, is what I said logical?
L988[13:54:22] <ZaggyMobile> Order?
L989[13:54:29] <mprom> layers? :D
L990[13:54:33] <heldplayer> Yep Zaggy
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L993[13:54:42] <PaleoCrafter> GL scissors
L994[13:54:47] <heldplayer> Or scissors
L995[13:55:16] <Pennyw95> I can't find where TConstruct registers its fluids...does someone know?
L996[13:55:23] <ZaggyMobile> Dunno how scissors work :p
L997[13:55:26] <mprom> I am confused now.. I'll try to google something about it and come back
L998[13:55:40] <PaleoCrafter> Well, you grab them with your hand and then cut something :P
L999[13:55:54] <ZaggyMobile> Ha
L1000[13:56:19] <ZaggyMobile> Are GL scissors simpler that depth testing?
L1001[13:56:31] <PaleoCrafter> https://github.com/MineFormers/MFCore/blob/1.8/src/main/scala/de/mineformers/core/client/ui/skin/ScissorRegion.scala mprom
L1002[13:56:31] <heldplayer> What you'd do is render the transparent background first, then render the background of the scroll box closer to the screen, then change the depth test function and render your slots in front of the first background but behind the second one
L1003[13:56:53] <heldplayer> Then you change the depth function back to normal and render the rest of your GUI
L1004[13:56:54] <PaleoCrafter> You define a rectangle and that's about it, Zaggy
L1005[13:56:56] <mprom> oh..so you are telling me to 'cut' the scrolling container so there wont be any items outside of it?
L1006[13:57:38] <PaleoCrafter> Yep
L1007[13:57:50] <Pennyw95> nvm found it...that mod is quite abstracted tho
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L1009[13:58:25] <mprom> sounds pretty simple and effective.. I'll try to use that first and if it wont work I'll look into depth testing
L1010[13:58:53] <PaleoCrafter> You could also use the stencil buffer rather than the depth one
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L1012[13:59:27] <mprom> btw one more thing, why doesnt it work now? I mean, I used forge's code for displaying MODS..
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L1014[14:00:19] <PaleoCrafter> No clue, I've written all my GUI code from scratch :P
L1015[14:01:44] <ZaggyMobile> Huh GL scissors look pretty nice and simple, I should try them sometime
L1016[14:02:43] <PaleoCrafter> The only 'issue' is that they use the lower left corner rather than the upper right
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L1018[14:03:19] <ZaggyMobile> Ooh, okay
L1019[14:03:27] <ZaggyMobile> Well that's not a big deal
L1020[14:03:32] <PaleoCrafter> And you have to scale manually
L1021[14:03:45] <PaleoCrafter> Hence the quotation marks :P
L1022[14:03:47] <ZaggyMobile> Yep saw that
L1023[14:04:04] <ZaggyMobile> And that as well :P
L1024[14:04:14] <PaleoCrafter> And you obviously can't use them for in-world masking
L1025[14:04:47] <Pennyw95> Hmmm guys...you ever worked with NEI api before?
L1026[14:06:24] <PaleoCrafter> 1) #chickenbones 2) Be a *little* more specific
L1027[14:06:44] <Pennyw95> well I just put it in my workspace and some weird shit is happening
L1028[14:06:45] <Pennyw95> http://i.imgur.com/ZBVEtk6.jpg
L1029[14:07:02] <PaleoCrafter> Dat screenshot
L1030[14:07:11] <Pennyw95> phone pic :P
L1031[14:07:27] <Pennyw95> it's the latest 1.7.10 build so idk why this is happening
L1032[14:07:32] <PaleoCrafter> You need to apply NEI's ATs
L1033[14:07:43] <Pennyw95> ?
L1034[14:07:56] <PaleoCrafter> It's accessing a normally private field
L1035[14:08:43] <Pennyw95> so I have to make it accessible?
L1036[14:09:09] <Pennyw95> they are private static maps
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L1038[14:10:01] <PaleoCrafter> Yes, you have to put NEI's ATs inside src/main/resources and then run setupDecompWorkspace again
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L1041[14:11:04] <Pennyw95> what's the AT?
L1042[14:11:43] <PaleoCrafter> Probably nei_at.cfg
L1043[14:11:59] <JuniorGenius> How do I set the model and/or texture of a vanilla mob?
L1044[14:12:36] <Pennyw95> .cfg? in the resouces? why??
L1045[14:13:01] <PaleoCrafter> Because it's an access transformer
L1046[14:13:22] <PaleoCrafter> Thou shalt not question my word
L1047[14:13:43] <Pennyw95> I apologize my guru
L1048[14:13:45] <heldplayer> Hold your horse there Elohim
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L1051[14:14:42] <JuniorGenius> Anyone?
L1052[14:14:51] <heldplayer> JuniorGenius: pig|vacation knows
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L1054[14:15:13] <heldplayer> He replaces the pig renderer for his Trail Mix mod
L1055[14:15:20] <JuniorGenius> Hmmm
L1056[14:17:20] <Pennyw95> PaleoCrafter I don't have the nei_at.cfg ,is it a separate thing or something?
L1057[14:17:42] <PaleoCrafter> It should be in the root of the NEI jar
L1058[14:20:07] <Pennyw95> I'm afraid not
L1059[14:20:34] <Pennyw95> in the root there are 3 folders (codechicken, assets, META-INF) and neimod.info
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L1062[14:21:15] <Pennyw95> shit I found it
L1063[14:21:20] <Pennyw95> it's inside META-INF
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L1074[14:40:11] <Pennyw95> @PaleoCrafter it works! Had to refresh dependencies and run gradlew eclipse as well, but now it works! Thanks :D
L1075[14:40:33] <PaleoCrafter> You're welcome
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L1079[14:53:47] <JuniorGenius> Can’t figure it out
L1080[14:54:55] <JuniorGenius> Is there something like setEntityData()?
L1081[14:55:05] <diesieben07> use IExtendedEntityProperties
L1082[14:55:22] <JuniorGenius> Oh ok
L1083[14:55:42] <pig|vacation> damnit heldplayer
L1084[14:55:48] <pig|vacation> does the |vacation mean nothing to you?
L1085[14:56:04] <heldplayer> No, seeing as you've been talking in here before with that tag
L1086[14:56:17] <heldplayer> I love you too
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L1089[14:56:32] <pig|vacation> also you don't need a new renderer to change the model and textures
L1090[14:56:39] <pig|vacation> which makes me wonder why I'm doing it for Trail mix
L1091[14:56:42] * pig|vacation goes to make a new issue
L1092[14:57:19] <heldplayer> I couldn't even find your repo
L1093[14:58:05] <heldplayer> I tried, didn't get anything and gave a big sigh as I felt completely exhausted
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L1095[15:00:23] <pig|vacation> i need to open source some of them
L1096[15:00:27] <pig|vacation> (some of my mods)
L1097[15:00:42] <heldplayer> Wasn't trail mix for modjam?
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L1100[15:09:12] <JuniorGenius> I can’t use IExtendedEntityProperties
L1101[15:09:21] <JuniorGenius> I’m not extending an entity class
L1102[15:09:57] <diesieben07> wat
L1103[15:11:57] <Pennyw95> codechicken makes MC crash on start... http://pastebin.com/BLyMW9gH
L1104[15:14:21] <Pennyw95> I do have CCC in both /mods and /lib folder though
L1105[15:14:27] <gigaherz> uhhh
L1106[15:14:30] <diesieben07> why both :O
L1107[15:14:30] <gigaherz> why in both?
L1108[15:14:48] <Pennyw95> idk
L1109[15:14:58] <Pennyw95> was just trying to get them to work
L1110[15:15:00] <gigaherz> remove the libs one ;P
L1111[15:15:17] <Pennyw95> I need it for adding nei support
L1112[15:15:36] <diesieben07> but them in libs.
L1113[15:15:37] <diesieben07> nowhere else
L1114[15:16:01] <Pennyw95> you saying I should delete them from /mods?
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L1116[15:18:21] <JuniorGenius> I just want to set a custom NBT tag on a mob
L1117[15:18:59] <Pennyw95> it didn't work...
L1118[15:19:34] <Pennyw95> what's the cause of this?
L1119[15:20:12] <Pennyw95> Is it something with CCC being a coremod and I should do something more to install it?
L1120[15:20:18] <diesieben07> JuniorGenius, that has nothing to do with NBT and yes you use IExtendedEntityproperties for that.
L1121[15:20:48] <JuniorGenius> Hm.. well then I guess I can’t figure out how to use it correctly in my case
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L1123[15:22:01] <diesieben07> what have you tried?
L1124[15:22:48] <JuniorGenius> Well first of all I can’t make an IExtendedEntityProperties variable
L1125[15:23:17] <diesieben07> you make a class that implements it.
L1126[15:23:18] <JuniorGenius> So it’s different from NBTTagCompound
L1127[15:23:23] <JuniorGenius> Ohh
L1128[15:23:33] <diesieben07> NBT is a file format
L1129[15:23:36] <diesieben07> its for saving to disk.
L1130[15:23:41] <JuniorGenius> I know
L1131[15:23:48] <JuniorGenius> I wasn’t really clear on what IExtendedEntityProperties was
L1132[15:23:48] <diesieben07> apparently not...
L1133[15:24:04] <diesieben07> IEEP allows you attach arbitrary data to whatever entity you want.
L1134[15:24:10] <JuniorGenius> Okay
L1135[15:24:26] <diesieben07> you choose a string-identifier, your modID is a good choice
L1136[15:24:41] <diesieben07> then you subscribe to EntityEvent.EntityConstructing and register a new instance of your IEEP class there
L1137[15:24:45] <JuniorGenius> Oh right I see
L1138[15:25:02] <JuniorGenius> Hm
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L1140[15:25:52] <Pennyw95> Forge version = 10.13.4.1448 CCC = 1.0.7.47 NEI = 1.0.5.111. Is there something wrong here? CCC and NEI are the latest builds
L1141[15:26:53] <gigaherz> they may be too new
L1142[15:26:58] <gigaherz> try the latest forge too
L1143[15:27:06] <gigaherz> or the recommended for nei/ccc
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L1145[15:27:18] <Pennyw95> ok I'll the recommended ones
L1146[15:27:44] <Pennyw95> dev versions are ok right?
L1147[15:28:13] <gigaherz> dev versions are NEEDED if you are loadingh them in a development environment
L1148[15:28:17] <gigaherz> -h
L1149[15:30:09] <gigaherz> ^_^ ARK: Survival Evolved free weekend -- if anyone happens to want to try it
L1150[15:30:43] <gigaherz> 3 days to go
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L1152[15:32:39] <Pennyw95> Still same crash, even with recommended versions :(
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L1156[15:33:27] <Pennyw95> should I try updating forge then? I have 10.13.4.1448 right now
L1157[15:34:52] <gigaherz> well nothing lost trying ;p
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L1159[15:36:02] <Pennyw95> i have the recommended build...hope the latest isn't too bitchy xD
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L1162[15:37:21] <Pennyw95> it changing build.gradle was setupDecompWorkspace in order to update, right?
L1163[15:37:24] <Pennyw95> it was
L1164[15:37:48] <Pennyw95> It was changing build.gradle and then setupDecompWorkspace to update, right?
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L1188[16:22:15] <Pennyw95> wait, is CodeChickenLib required as well? maybe that was the problem all along?
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L1197[16:37:24] <Szernex> now lets dive into block modelling and other fun...
L1198[16:39:29] <Szernex> wow, it's been a loooong time since I saw an .application installer
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L1201[16:56:35] <Szernex> jesus the blender ui is unintuitive
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L1203[16:58:19] <Zaggy1024> yup
L1204[16:58:24] <gigaherz> horribly so
L1205[16:58:29] <Assassin> but once you get to know some shortcuts you dont want to use another 3dProgram anymore ;)
L1206[16:58:39] <Zaggy1024> I've become used to it but yeah, it is quite confusing
L1207[16:58:43] <gigaherz> whoever thought opf the selection/dragging system needs to be slapped hard
L1208[16:58:48] <gigaherz> right-drag to START dragging
L1209[16:58:53] <gigaherz> but if you rightclick then, it CANCELS
L1210[16:59:00] <gigaherz> you have to right-drag, THEN leftclick
L1211[16:59:08] <gigaherz> it's the worst possible way of moving an item EVER
L1212[16:59:13] <Zaggy1024> I almost never use right drag to translate
L1213[16:59:16] <Zaggy1024> I just press G
L1214[16:59:18] <Assassin> you can change workflow to maya standard, but i would not recommend that :p
L1215[16:59:41] <gigaherz> i'd behappy if I could change the workflow to Rihnoceros3D
L1216[16:59:41] <gigaherz> ;P
L1217[17:00:30] <Assassin> you can ;) in blender you can change EVERYTHING :D
L1218[17:00:44] <gigaherz> not in a 1-click operation I guess ;P
L1219[17:00:54] <Assassin> probably not :D
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L1222[17:03:44] <Szernex> okay I guess this isn't something I should attempt to learn past midnight...
L1223[17:06:39] <Assassin> if you have enough energy drink its fine ;)
L1224[17:09:01] <Szernex> I don't do energy drinks
L1225[17:09:20] <Szernex> the only thing close would be coca cola or cocoa :P
L1226[17:10:13] <Assassin> yea better dont use energydrink its bad ... :p
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L1242[17:55:39] <olee> Szernex: the others are right - you should use the keyboard shortcuts for stuff like translation, rotation etc. IMHO no one seriously working with blender dares to use the mouse operations xD
L1243[17:57:04] <gigaherz_r> a visual editor that "assumes" the user is going to prefer keyboard shortcuts sounds like a badly broken design
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L1264[18:46:38] <vedalken254> hmmm... now the 16 DS channels makes sense on my modem... apparently comcast was preparing for a speed increase deployment by allocating the extra DS channels early... although a reprovisioning would be required for that as would a reset... seems like too much of a hassle to do early
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L1267[18:52:10] <vedalken254> yay >100 Mbps download speeds! http://speedof.me/show.php?img=150827094423-101732.png
L1268[18:53:39] <williewillus> I love college internet https://i.gyazo.com/63b5367af6743cb2948e453c88c5a7f8.png
L1269[18:53:46] <williewillus> that upload rate is wtf
L1270[18:54:28] <vedalken254> williewillus: oh god
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L1272[18:58:05] <williewillus> and that's on wireless 802.11n 5ghz, I'd probably hit 200 upload if i plugged in lol
L1273[18:59:14] <Lord_Ralex> college internet? http://i.imgur.com/pqQEzjc.png
L1274[19:00:01] <williewillus> u.u
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L1284[19:25:58] <Zaggy1024> what're these phases Lex's tweets talk about?
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L1286[19:30:08] <williewillus> probably of updating mcp/forge? or maybe something about his trip
L1287[19:32:51] <killjoy> Yeah, he's going to PAX
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L1295[19:57:54] <Kris18> Hey guys, if anyone would be willing to help me, it would be much appreciated. I'm new to developing mods and made my first one yesterday. For my second, I want to made an add-on to existing mods (namely, Thermal Expansion and Tinkers' Construct). I've tried looking around but directions for getting started on that are inconsistent and often confusing. Tutorials have told to decompile mods... then told not to decompile them because I'd
L1296[19:57:55] <Kris18> be violating their licenses. Tutorials have also said to put files in my MCP mod directories, yet I don't have one and when I compile in Idea, I have MCP installed. I'm confused. Again, if anyone would be willing to help, I'd greatly appreciate it.
L1297[19:59:05] <williewillus> if you make an addon to a mod they should have a publicly accessible API, no decompiling needed
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L1299[19:59:29] <williewillus> and to include that you just copy it into you src/api/java folder, or use maven in the gradle file
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L1302[20:02:05] <Kris18> I'm looking at Tinkers' Construct's page on the MC forums. I search it and I see no mention of an API. Am I missing something, or do I find it in the .jar or something?
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L1304[20:04:30] <williewillus> TiCon interaction is basically using this: https://github.com/SlimeKnights/TinkersConstruct/tree/master/src/main/java/tconstruct/api
L1305[20:04:31] <williewillus> or
L1306[20:04:33] <williewillus> this
L1307[20:04:34] <williewillus> https://gist.github.com/bonii-xx/e46f9d9e81e29d796b1b
L1308[20:06:01] <Kris18> So copy both these files into my src/api/java folder, and I'm good to go with adding on to TiCon?
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L1310[20:07:37] <williewillus> you probably want to use the second, which you don't copy, it's just examples of sending IMC to tc
L1311[20:11:40] <Kris18> I'm sure I could code blindly and call methods and classes I don't have since I don't have TiCon, and when I put it in a modpack with TiCon, it would work, but I want TiCon to be part of my development environment so that I can look through it (if possible) and not have my IDE telling me it doesn't know these methods and classes. That, and when I compile to test, I have all the mods I want to test my mod alongside right there. Is that
L1312[20:11:40] <Kris18> possible, or did I misunderstand?
L1313[20:13:56] <williewillus> yeah, just download a "dev" or "deobf" build of tc and put it in your debug location's mods folder
L1314[20:20:12] <Zaggy1024> why is my TE null :'(
L1315[20:20:24] <Kris18> Thanks, I'll try working with that, willie.
L1316[20:23:22] <GerbShert> Why in 1.8 do forge fluids need block states?
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L1325[20:55:12] <williewillus> GerbShert: what else would they use, magic? :p
L1326[20:55:20] <williewillus> states are just abstractions of the underlying meta
L1327[20:55:29] <williewillus> the level of the fluid still needs to be saved to disk
L1328[20:56:04] <GerbShert> Minecrafts water and lava don't have block state files.
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L1330[20:56:16] <williewillus> because it's mojang
L1331[20:56:20] <williewillus> and they're hardcoded
L1332[20:56:43] <GerbShert> :/ I cant get a fluid working right.
L1333[20:57:03] <gigaherz_r> GerbShert: why do you think forge has a whole fluid rendering system inside it?
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L1336[20:57:26] <williewillus> look at the fluid renderer commit and it should have samples
L1337[20:57:33] <williewillus> or just the test folder on the forge repo
L1338[20:57:43] <gigaherz_r> if Minecraft's design choices made sense, we wouldn't need half of forge ;p
L1339[20:58:39] <gigaherz_r> heck they could have copied forge's registry design a long time ago, but they chose not to ;p
L1340[21:00:16] <GerbShert> I actually don't know were the fluid renderer commit or test folder would be.
L1341[21:00:54] <gigaherz_r> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
L1342[21:01:18] <gigaherz_r> this file has a basic implementation of a fluid using the fuild registry
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L1344[21:03:09] <GerbShert> Thank You. :3
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L1364[21:37:43] <JuniorGenius> Wait, pig, if you’re still there, how do you change the model and texture without a new renderer??
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L1366[21:38:30] <williewillus> you can return a different texture in the render obj :p
L1367[21:38:54] <williewillus> if the render obj is yours you can do whatever logic you want to choose what models to render and where etc. etc.
L1368[21:38:58] <JuniorGenius> And the render obj is in the Entity class?
L1369[21:39:05] <williewillus> no
L1370[21:39:13] <williewillus> i mean if you have your own renderer
L1371[21:39:19] <JuniorGenius> Well I want to change the model and texture of a vanilla mob
L1372[21:39:34] <williewillus> oh idk then, you have to ovverwrite somethjing somewhere
L1373[21:39:51] <JuniorGenius> Right..
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L1385[22:01:56] <JuniorGenius> Do you know what?
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L1434[23:12:33] <Cypher121> Are there any good tutorials/examples on custom recipe handlers?
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