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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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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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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
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
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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
L242[04:51:41]
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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] ***
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L249[04:52:33] <Kaiyouka> So I can, idk...
eat?
L250[04:53:20] <Kaiyouka> :p
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
L297[06:16:58]
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L299[06:18:46] <tterrag> yeah, much more
clear now
L300[06:27:35]
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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
L305[06:28:39]
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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
L339[06:44:17] ⇦
Quits: Szernex (~Szernex@91-115-13-250.adsl.highway.telekom.at)
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Szernex_!~Szernex@88-117-119-67.adsl.highway.telekom.at)))
L340[06:44:23]
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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
L368[06:51:43] ⇦
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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;
L379[06:54:02]
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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
L414[07:01:25]
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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
L428[07:04:46] ⇦
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seconds)
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
L442[07:07:13] ***
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L444[07:09:05] <alex_6611_> tterrag, we
found that out a few minutes ago :D
L445[07:09:18] ***
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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 :<
L477[07:24:23] <tterrag> alex_6611_: ^^
yay chunk data :D
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
L489[07:26:38] <alex_6611_> haha
L490[07:26:40]
⇨ Joins: FR^2
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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
L505[07:31:12]
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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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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
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?
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
L626[10:19:00]
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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?
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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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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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?
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
L767[11:07:23]
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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?
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
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] *
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L905[12:25:36] <Pennyw95> geometry for the
win
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L944[13:28:36] <alex_6611_> :O pax
L945[13:28:52] <alex_6611_> i forgot that
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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?
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
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
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?
L1115[15:16:34]
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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
L1199[16:50:23]
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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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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
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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L1305[20:04:31] <williewillus> or
L1306[20:04:33] <williewillus> this
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.
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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TTFTCUTS is now known as TTFT|Away
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L1434[23:12:33] <Cypher121> Are there any
good tutorials/examples on custom recipe handlers?
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next hill, wonders unfold before us; all we have to do is want it
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