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L8[00:40:16] <Zaggy1024> you pig where do I
report bugs on Tabula?
L9[00:40:19] <Zaggy1024> *yo
L10[00:40:49] <Zaggy1024> the scroll bar on
the model tree doesn't seem to function past a certain y
position
L11[00:41:13] <Zaggy1024> I mean, it shows
the hover effect, but clicking does nothing
L12[00:41:17] <Zaggy1024> neither does
draggin
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L27[01:26:41] <Zaggy1024> holy cow, my
system process is using 4323 MB
L28[01:26:44] <Zaggy1024> :O
L29[01:27:26] <xaero> need that 16 GB of
DDR4 goodness ASAP eh? ;)
L30[01:28:18] <shadekiller666> my total
memory usage is 5.3 GB
L31[01:29:40] <Zaggy1024> heh, I have 12GB
RAM right now, I don't think it would help *that* much to
upgrade
L32[01:30:01] <Zaggy1024> oh boy
L33[01:30:09] <Zaggy1024> it went down to
800 MB
L34[01:30:30] <Zaggy1024> now I'm confused,
does the "System" process on Windows include pagefile
memory?
L35[01:30:51] <shadekiller666> you really
only need 16+ for video editing/animating/rendering
L36[01:30:56] <gigaherz> "system
process" includes all the kernel I think
L37[01:31:16] <Zaggy1024> 16+ GB?
L38[01:31:20] <gigaherz> no
L39[01:31:23] <gigaherz> around 5mb for
me
L40[01:31:29] <Zaggy1024> erm
L41[01:31:36] <Zaggy1024> I was talking to
shade
L42[01:31:43] <shadekiller666> 16+GB of
ram
L43[01:31:45] <shadekiller666> i mean
L44[01:31:52] <Zaggy1024> you really need
more than 12?
L45[01:32:07] <shadekiller666> i've had my
ram usage up past 12 before
L46[01:32:20] <gigaherz> I have 16gb, the
only time I ever used > 8, was when I triedto run MC with a 512x
resource pack
L47[01:32:20] <gigaherz> ;P
L48[01:32:36] <alex_6611> i only need more
than 12 when playing modded MC and hosting a local server of it at
the same time :P
L49[01:32:53] <gigaherz> but it's not like
it's useless: the rest of the ram is used for caching and
such
L50[01:32:59] <alex_6611> yea
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L52[01:34:13] <gigaherz> feels weird being
up and on IRC this early XD
L53[01:34:21] <gigaherz> (8:30am)
L54[01:34:23] <Zaggy1024> shade what's your
System process's memory usage at?
L55[01:34:39] <alex_6611> \o/ same timezone
:D
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L57[01:34:46] <shadekiller666>
101.8MB
L58[01:34:53] <ZaggyMobile> Wow
L59[01:35:11] <ZaggyMobile> Something
really bad must've happened to my system
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L61[01:35:51] <gigaherz> ZaggyMobile: as I
said, it's bately 5500k for me ;P
L62[01:35:58] <ZaggyMobile> Task host
process or something like that was preventing reboot
L63[01:36:13] <ZaggyMobile> Yeah, second
opinion and all that :P
L64[01:36:36] <gigaherz> although, which
windows do you have? it's win10 here ;P
L65[01:36:43] <ZaggyMobile> Same
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L67[01:36:52] <ZaggyMobile> Upgrade
though
L68[01:36:54] <gigaherz> 10240 or
insider?
L69[01:37:06] <ZaggyMobile> Uh...
L70[01:37:12] <gigaherz> 10240 then
L71[01:37:13] <gigaherz> XD
L72[01:37:14] <ZaggyMobile> No idea,
lol
L73[01:37:38] <gigaherz> the release
version was 1240
L74[01:37:52] <gigaherz> insider preview is
up to 10536 or something like that
L75[01:38:00] <gigaherz> I have release on
my desktop, and IP on my laptop
L76[01:38:03] <ZaggyMobile> Rebooted, now
system is at 0.1 mb
L77[01:38:07] <gigaherz> heh
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L79[01:38:33] <ZaggyMobile> I'm still
curious if it contain page file
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L82[01:38:56] <gigaherz> no idea
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L84[01:39:05] <gigaherz> no idea what the
System process memory usage includes
L85[01:39:13] <gigaherz> but chances are it
was a driver misbehaving
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L87[01:39:51] <Zaggy1024> hm possibly
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L91[01:51:38] <Cazzar> There is also the
thing of the IP having a new... memory based thing
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L94[01:57:59] <Cypher121>
TileEntity.updateEntity() is called each tick, right?
L95[02:00:21] <Jezza> Yep
L96[02:00:36] <Jezza> You can disable it by
override canUpdate() and return false
L97[02:00:45] <Jezza> overriding*
L98[02:01:05] <Cypher121> I just want to
call a visual update each few seconds
L99[02:01:44] <Cypher121> so I added a
counter to tile class and inc it on each call
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L101[02:04:38] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150831 mappings to Forge Maven.
L102[02:04:42] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150831-1.8.zip (mappings
= "snapshot_20150831" in build.gradle).
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L104[02:04:52] <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/
L105[02:05:44] <gigaherz> Cazzar: IP has a
"compressed pool"
L106[02:05:50] <gigaherz> it's used as a
first-tier pagefile
L107[02:05:55] <gigaherz> before it relies
on disk
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L115[02:40:36] <laci200270> fy can you
help me?
L116[02:45:21] <laci200270> how can I make
IModel from IBakedModel?
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L118[02:47:08] <Zaggy1024> you can't
L119[02:47:13] <Zaggy1024> that's why
they're called baked :P
L120[02:48:49] <gigaherz> well you could
have some "rebake wrapper" of sorts
L121[02:48:57] <gigaherz> that implements
IModel and contains a bakedmodel
L122[02:48:58] <gigaherz> XD
L123[02:50:26] <laci200270> so no default
way for that?
L124[02:51:35] <alex_6611> those
interfaces are VERY different, i don't think ther e is
L125[02:52:16] <laci200270> I also want to
use IBakedModel for Multimodel...
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L128[02:56:22] <gigaherz> laci200270:
there are a number of model wrappers, maybe onf othe m already does
it, but thing is
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L130[02:56:46] <gigaherz> the IModel is
just an intermediary used to get the IBakedModel from the resources
so it's kindog pointless to get an IModel when you arleady have
bakedmodels
L131[02:56:50] <gigaherz> kindof*
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L133[03:00:01] <laci200270> but how can I
get IModel from resourcelocation?
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L135[03:00:21] <laci200270> I'm now using
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel(new
ModelResourceLocation("minecraft:oak_log"));
L136[03:00:29] <laci200270> how can I get
IModel
L137[03:00:32] <laci200270> ?
L138[03:00:47] <laci200270> for the
MultiModel constructor
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L141[03:08:03] <laci200270> any ideas?
^
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L143[03:13:30] <xaero> I don't know gfx
well, but you could play type puzzle and find instances of
functions that yield IModel
L144[03:14:15] <laci200270> in idea how
can I do that?
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L147[03:22:26] <laci200270>
MultiModel.baked is that that I'm searching for
L148[03:29:14] <xaero> maybe, maybe not;
look at all the options and eliminate, or it may turn out to be
impossible (again I don't know gfx)
L149[03:29:57] <laci200270> nwo I found
it
L150[03:30:00] <laci200270> *now
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L152[03:35:45] <xaero> what was it? may be
handy for future reference
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L154[03:38:21] <xaero> *dun dun* we may
never know
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L161[04:16:18] <laci200270> how can can
pass TRSRTransformation to MultiModel.Baked's constructor
L162[04:16:19] <laci200270> ?
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L167[04:29:09] <ZaggyMobile> Laci200270,
you don't
L168[04:29:18] <laci200270> ok
L169[04:29:24] <laci200270> how can I
merge two models?
L170[04:29:39] <ZaggyMobile> You have to
bake the model you pass to Baked with the trsr as it's state
L171[04:30:05] <laci200270> and how can I
do that?
L172[04:30:38] <ZaggyMobile> Depends on
where you're trying to create a MultiModel.Baked
L173[04:30:48] <laci200270> in
ISMartModel
L174[04:30:56] <laci200270> I want to
merge two models
L175[04:31:03] <laci200270>
*ISmartBlockModels
L176[04:31:15] <ZaggyMobile> May i ask why
you can't use the forge blockstates json format?
L177[04:31:48] <laci200270> i want to
mainpulate somethings from the code
L178[04:31:52] <ZaggyMobile> K
L179[04:32:04] <laci200270> ?
L180[04:32:42] <ZaggyMobile> You'll want
to get the imodels that you rant to combine and call their bake
methods with the trsr as the state
L181[04:32:51] <ZaggyMobile> *want
L182[04:33:08] <ZaggyMobile> And pass
those to the Baked conductor
L183[04:33:19] <ZaggyMobile>
*constructor
L184[04:33:29] <ZaggyMobile> lol phone
keyboards
L185[04:33:30] <laci200270> and how can I
get IModel from ModelResourceLocation?
L186[04:33:44] <ZaggyMobile> Well the
method i gave you should work
L187[04:34:04] <ZaggyMobile> How exactly
do you want to manipulate the models?
L188[04:34:07] <laci200270>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel?
L189[04:34:16] <ZaggyMobile> Yeah
L190[04:34:19] <laci200270> this returns
an IBakedModel
L191[04:34:23] <ZaggyMobile> Oh
L192[04:34:28] <ZaggyMobile> Danget
L193[04:34:33] <laci200270> and MultiModel
requiers IModel
L194[04:34:40] <laci200270> how can I
convert it?
L195[04:34:57] <ZaggyMobile> Hang on
L196[04:35:16] <ZaggyMobile> You want to
convert it
L197[04:35:23] <ZaggyMobile> *don't
L198[04:35:32] <laci200270> ok.
L199[04:35:40] <laci200270> how can I get
IModel?
L200[04:35:51] <ZaggyMobile> Gotta look at
my workspace over vnc lol
L201[04:36:08] <Zaggy1024> boo
L202[04:36:27] <laci200270> :D
L203[04:38:18] <Zaggy1024>
ModelLoaderRegistry.getModel(loc)
L204[04:38:31] <laci200270> that much
simpler than the first
L205[04:38:39] <laci200270> thanks a lot!
:)
L206[04:38:59] <Zaggy1024> not that that
location is not a model location, so it cannot go through a
blockstates json
L207[04:39:05] <Zaggy1024> *note
L208[04:39:20] <laci200270> yes I
know
L209[04:39:25] <laci200270> that I
wanted
L210[04:39:29] <Zaggy1024> cool
L211[04:39:37] <ZaggyMobile> Just making
sure
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L213[04:43:15] <laci200270> there is a
"default state" for IModelState somewhere?
L214[04:43:55] <laci200270> oh I
found
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L217[04:51:42] <nevercast> Anyone
encountered white icon textures in modpacks? Maybe being OSX has
something to do with it?
L218[04:52:00] <nevercast> Anything in the
logs in particular I should look for regarding textures failing to
load? Graphics memory perhaps?
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L220[04:56:09] <PaleoCrafter> nevercast,
does the pack have the loading screen?
L221[04:56:23] <nevercast> PaleoCrafter,
Good thought I'll check
L222[04:56:59] <nevercast> PaleoCrafter,
Yes the loading screen is present
L223[04:58:17] <PaleoCrafter> Disable it
then :D
L224[04:58:37] <PaleoCrafter> It has
issues with macs/OS X
L225[05:00:16] <nevercast> PaleoCrafter,
How does one disable it? Where would the config for that be?
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L228[05:00:55] <PaleoCrafter> That's just
mods fucking up
L229[05:01:31] <PaleoCrafter>
.minecraft/config/splash.properties iirc
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L238[05:17:24] <nevercast> PaleoCrafter,
no luck there. Still white textures for a lot of items
L239[05:17:36] <PaleoCrafter> Hm
L240[05:18:02] <PaleoCrafter> What version
of forge?
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L242[05:30:09] <Cypher121> is there a way
to make particles created by
Minecraft.getMinecraft().effectRenderer.addEffect(new
EntityBlockDustFX(<coords/motion/block args>)) smaller?
L243[05:36:07] <Cypher121> oh, nvm,
.multipleParticleScaleBy() does that :P
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L292[07:50:37] <Rushmead> Question, is it
possible to render Things like an Entity's camera on an external
window?
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L319[08:51:32] <Skuli> What vanilla blocks
tend to cause lighting update issues server-side? Specifically, I
have some custom worldgen that appears to randomly cause Forge to
hit 700ms tick times, all seemingly tied up in lighting
updates
L320[08:52:14] <Skuli> The world is
pre-generated
L322[08:52:48] <Skuli> I"m assuming
all that glass might be an issue
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L326[09:00:44] <Cazzar> Well, depending on
some things, lighting calculations, can be taxing.
L327[09:01:45] <Skuli> I'm sure
L328[09:02:12] <Skuli> the part that's
confusing me is that I'm at <1ms tick time while wandering
around and then suddenly lighting updates on this pre-generated
terrain hit hundreds of ms
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L332[09:08:06] <Cazzar> unless theres a
bunch of block updates, it shouldn't really do that...
L333[09:08:14] <Skuli> Yeah that's what I
thought
L334[09:08:20] <Skuli> I don't believe
there are any block updates...
L335[09:08:27] <Skuli> I'm not generating
lava or water
L336[09:08:52] <Skuli> All vanilla
blocks
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L340[09:09:52] <Skuli> all tied up in
World.updateLightByType
L341[09:10:00] <Skuli> there aren't even
any light sources generating
L342[09:10:06] <Skuli> no
torches/glowstone
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L345[09:10:18] <Brokkoli> at least 1.8 is
very slow for light updates
L346[09:10:22] <Skuli> this is
1.7.10
L347[09:10:25] <Brokkoli> oh ok
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L349[09:12:59] <Skuli> Aha, I wonder if
this is it
L350[09:13:07] <Skuli> There are some
invisible half-doors in this
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L352[09:13:17] <Skuli> doors are
transparent, i wonder if that's f*cking up the lighting
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L356[09:16:16] <Brokkoli> possibly
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L363[09:33:57] <Aaron1011> Has anyone
managed to setup Forge in intellij since this fg2 merge?
L364[09:35:05] <Cazzar> Aaron1011: it
should be the same...
L365[09:35:15] <Cazzar> aka, just import
the build.gradle
L366[09:37:02] <Aaron1011> That hasn't
worked
L367[09:37:10] <Aaron1011> There's
problems setting up the workspace
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L374[09:41:43] <OrionOnline> Guys, is
there a way to calculate the amount of experience from an given
amount if experience level?
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L377[09:45:34] <OrionOnline> mikebald, it
looks like there is no function, I need to split a given amount of
levels evenly between players.....
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L380[09:48:15] <mikebald> An amount of
experience or a number of level's worth of experience? There's
values for both the experienceLevel and experienceTotal for a
player
L381[09:49:58] <mikebald> Additionaly
there's addExperience and addExperienceLevel so. . .
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L383[09:50:41] <OrionOnline> a number of
levels
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L385[09:51:14] <mikebald> Then yeah, a
player has the addExperienceLevel(int) function available to
you
L386[09:52:03] <FusionLord> any one know
how to add sounds...
L387[09:52:09] <OrionOnline> Yet i might
not have a complete level for each player
L388[09:52:20] <FusionLord> is it
assets/<modid>/sounds?
L389[09:52:35] <OrionOnline> say i have 5
levels in total, but only 3 player
L390[09:52:47] <OrionOnline> i need to
give them 1 2/3 of a level
L391[09:53:10] <OrionOnline> which i
cannot do with addExperienceLevel, cause it takes an int
L392[09:53:14] <mikebald> then you're
talking about an amount of Experience, not experience levels
L393[09:53:50] <mikebald> figure out how
much experience is in 3 levels and add it evenly to the people...
the tough decision for you is figuring out rounding up or down . .
.
L394[09:53:59] <mikebald> *5 levels
L395[09:54:31] <OrionOnline> yeah, i will
round down on the devide
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L402[10:04:33] <Cazzar> Aaron1011: did you
also setupDecompWorkspace or setupDevWorkspace
L403[10:05:46] <Aaron1011> I used the
'setup' command
L404[10:05:54] <Aaron1011> a forge dev
workspace btw - not for developing a mod
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L406[10:06:43] <Cazzar> Generally I'd
mostly do the forge dev in eclipse, though when AbrarSyed is
around, he may be the best to ask
L407[10:06:49] <Cazzar> Since, I am yet to
play with FG2
L408[10:08:40] <Cazzar> Or, maybe someone
else (aka not me) in #forgegradle could help
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L443[11:18:11] <shadekiller666> O.o
Dinnerbone just tweeted a gif of reintroducing player
collision
L444[11:18:19] <gigaherz> yeah
L445[11:18:24] <gigaherz> well not
"just"
L446[11:18:26] <gigaherz> it was some
hours ago
L447[11:18:27] <gigaherz> XD
L448[11:20:20] <shadekiller666> well
excuse me for only just refreshing my twitter feed :P
L449[11:21:08] <gigaherz> sorry
L450[11:21:20] <gigaherz> excuse me for
having too much free time and spamming twitter refresh
L451[11:21:21] <gigaherz> ;P
L452[11:21:24] <shadekiller666> lol...
guess what is included on the retail DVD for the pc version of
MGS5
L453[11:21:34] <shadekiller666> the steam
installer...
L454[11:21:37] <gigaherz> XD
L455[11:22:09] <shadekiller666> i'm glad
Konami is leaving the games industry... there will be less stupid
shit like that
L456[11:22:27] <shadekiller666> though i
do wish pc versions of games came on blu-ray...
L457[11:22:44] <gigaherz> notenoguh % of
the users actually have a blueray drive
L458[11:22:46] <gigaherz> I don't.
L459[11:23:03] <shadekiller666> i
know
L460[11:23:23] <shadekiller666> and it
costs more per disk to make blurays than DVDs
L461[11:23:35] <gigaherz> and a lot of
people prefer download anyhow
L462[11:23:53] <shadekiller666> cuz you
have to pay for the licensing and maintanence of the bluray
association or whatever it is
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L464[11:24:18] <shadekiller666> well,
Titanfall seemed to usher in this new idea of not compressing
audio
L465[11:24:34] <gigaherz> that idea is
BS
L466[11:24:35] <gigaherz> XD
L467[11:24:41] <shadekiller666> so now
we're getting downloads of 10+ GB
L468[11:24:46] <gigaherz> really
L469[11:24:56] <gigaherz> we have really
good audio compression algorithms
L470[11:25:09] <shadekiller666> i bought
Titanfall and Shadow of Mordor in physical form, cuz i don't have
blazing fast internet
L471[11:25:22] <gigaherz> a 160kbps AAC is
virtually indistinguishable from raw pcm
L472[11:25:28] <gigaherz> to the human
ear
L473[11:25:30] <OrionOnline> I hate the
Player XP system in Miencraft
L474[11:25:40] <gigaherz> a 128kbps mp3 is
virtually indistinguishable for voice
L475[11:26:03] <gigaherz> heck 16kbps is
enough for voice codecs
L476[11:26:11] <gigaherz> not
indistinguishable anymore, but enough
L477[11:26:12] <gigaherz> XD
L478[11:26:21] <shadekiller666> the instal
size for shadow of mordor is like 16GB or something
L479[11:26:59] <shadekiller666> with the
new H265 compression coming soon, audio and video will be even
smaller and less distinguishable
L480[11:27:28] <shadekiller666> the
largest game i've downloaded on pc is Arkham Knight
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L483[11:28:32] <shadekiller666> disk usage
for that according to steam is 37354MB
L484[11:29:10] <shadekiller666> Shadow of
Mordor: 43812MB
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L486[11:31:43] <OrionOnline> Anybody
having exprerience with the XP system? in particular substracting
Experience?
L487[11:32:27] <shadekiller666> look at
the anvil code?
L488[11:32:39] <shadekiller666> or the
enchanting table?
L489[11:33:42] <Erik3003> Maybe
Player.addExperience(), with a negative value.
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L491[11:34:34] <OrionOnline> Erik3003,
nope does only work when there is enough experience in the
bar
L492[11:35:28] <OrionOnline>
shadekiller666, is what i did, with one exception, i need to be
able to divide the Levels required for a repair (etc) over all
watching players.
L493[11:36:11] <shadekiller666> so like,
if 2 people have the same anvil open, half of the levels are taken
from one, and half from the other?
L494[11:36:23] <OrionOnline> exatcly
L495[11:36:29] <OrionOnline>
exactly*
L496[11:36:57] <OrionOnline> but what if
the cost is 5 Levels and their are three watching players
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L498[11:37:15] <OrionOnline> i would need
to substract 2/3 of a level from a person
L499[11:37:25] <OrionOnline> How do i
determine what that 2/3 is?
L500[11:38:06] <tmtu> gigaherz: you could
even say it's more.. cinematic
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L502[11:38:11] <shadekiller666>
5*2/3
L503[11:38:32] <OrionOnline> ?
L504[11:38:49] <FusionLord1> anyone know
of a good sound tut?
L505[11:39:03] <shadekiller666> let me
take a look at xp levels, maybe i'll understand your question
better
L506[11:39:24] <OrionOnline> the problem
is that Mojang stores XP levels and the XP in the Bar
seperatly
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L511[11:43:10] <FusionLord1> who is this
imposter FusionLord...
L512[11:43:25] <shadekiller666> ok that is
strange
L513[11:43:52] <FusionLord1> ... >.>
its me, somehow managed to open irc twice :P
L514[11:43:56] <shadekiller666> to remove
levels, the anvil adds a negative amount, but the enchanting table
actually subracts...
L515[11:44:11] <Vorquel> gg
FusionLord1
L516[11:44:45] <shadekiller666> and
they're 2 different methods that are the same in everything except
one adds and the other subtracts, and that the add method plays the
twinkling sound for experience
L517[11:45:53] <shadekiller666> oh ya...
"level"s and "experience" are two different
things...
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L519[11:47:31] <shadekiller666> oh
ok
L520[11:48:11] <Erik3003> My mod Frostfall
is finished \o/
L521[11:48:24] <NPException> link?
L522[11:49:12] <Erik3003> It's for a
modpack, but I could publish a link for testing, if somebody wants
to test it.
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L524[11:49:42] <shadekiller666> Orion, in
EntityPlayer, there are 3 experience variables, experienceLevel is
just the number that says "you have 30 levels to use",
experience is the amount shown in the bar, and experienceTotal is
the actual number representation of how much experience a player
has including experienceLevel
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L531[11:57:13] <OrionOnline>
shadekiller666, yes that is correct, yet the total variable is not
updated....... try using /xp 4L
L532[11:57:20] <OrionOnline>
experienceTotal will say 0
L533[11:57:29] <OrionOnline> but
experienceLevel will say 4
L534[11:58:17] <FusionLord> anyone know
how to get sounds to work?...
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L538[12:02:02] <shadekiller666> Orion, /xp
calls addExperienceLevel() when the number passed in ends with 'l'
or 'L', and that method sets experienceTotal to 0 if
experienceLevel is < 0
L539[12:02:27] <shadekiller666> the only
method that i can see that sets it to something other than 0 is
addExperience()
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L541[12:16:19] <FusionLord> do i need to
register the sound files?...
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L545[12:18:47] <Lumien> FusionLord do you
have a sounds.json?
L546[12:19:04] <FusionLord> nope :P
L547[12:19:33] <FusionLord> do you have
and example file?
L548[12:19:34] <Lumien> Well you need
one
L550[12:19:42] <FusionLord> ahh
thanks
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L552[12:25:40] <FusionLord> what is the
master category?
L553[12:27:41] <Lumien> master
volume
L554[12:27:48] <Lumien> the categories are
the ones that show up in volume control
L555[12:27:53] <FusionLord> oh... that
corrisponds the the slider
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L562[12:35:35] <killjoy> My mod just got
put into the snapshots.
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L566[12:36:18] <Zaggy1024> oh boy
L567[12:36:39] <Zaggy1024> won't that make
it quite difficult to manage a farm again?
L568[12:37:19] <killjoy> woo!
L569[12:37:32] <Zaggy1024> erm
L570[12:37:33] <killjoy> Make better
farms
L571[12:37:42] <Zaggy1024> meh
L572[12:37:49] <killjoy> Don't
update?
L573[12:38:07] <Zaggy1024> well, there's
always the problem of when you're trying to feed the animals, and
they come running toward you
L574[12:38:16] <Zaggy1024> IIRC that made
it nearly impossible to move
L575[12:38:49] <TTFTCUTS> I mean... you
know that players *used to* collide, right killjoy?
L576[12:38:55] <killjoy> I know
L577[12:39:02] <killjoy> it broke in
1.3
L578[12:39:11] <killjoy> I added it
back.
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L580[12:39:33] <killjoy> I considered it a
bug
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L586[12:50:24] <OrionOnline>
shadekiller666, the problem is not that it does not set it to 0 it
symply does not add the experience from the levels to the
experienceTotal value
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L589[12:55:26] <OrionOnline> tterrag|away,
would that work for negative values?
L590[12:55:33] <OrionOnline> like -128
experience?
L591[12:55:45] <tterrag|away> negative
experience is not valid...but I don't see why it wouldn't
L592[12:56:02] <tterrag|away> do you mean
-128xp or -128 levels?
L593[12:56:24] <OrionOnline> no i mean
-128Experience as a delta?
L594[12:56:30] <OrionOnline> not as a
actual end result?
L595[12:56:38] <tterrag|away> oh
L596[12:56:39] <OrionOnline> i jusdt need
the XP as a cost
L598[12:58:18] <OrionOnline> ah
nice:P
L599[12:58:40] <OrionOnline> Would i be
okey if i used that XPUtil (ofcourse with proper credits to you and
open blocks?)
L600[12:59:20] <tterrag|away> EnderIO is
public domain...and we didn't copy openblocks code only the
values
L601[13:00:17] <OrionOnline> ah oke
L602[13:00:36] <OrionOnline> I will still
give credit, because credit is due were credit is due
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L609[13:25:38] <shadekiller666> !gm
func_174846_a
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L612[13:27:53] <shadekiller666> is there a
way, either via json or via methods, to make one block's break
particles use the texture of another block's break texture?
L613[13:30:23] <Pennyw95> maybe you could
use the breakblock event and replace the block with another right
before the breaking event?
L614[13:30:44] <Pennyw95> but then you'd
have to get the right block dropping though
L615[13:31:28] <shadekiller666> these
blocks don't ever drop anyway
L616[13:31:32] <Zaggy1024> there's a
method called for block breaking particles to spawn
L617[13:31:42] <shadekiller666> they
aren't breakable unless in a dev env
L618[13:34:23] <Zaggy1024> so?
L619[13:34:35] <Zaggy1024> why even have
particles then? :P
L620[13:36:16] <shadekiller666> because
having the missing texture as the particle when i break this block
annoys me
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L622[13:37:28] <PaleoCrafter> Then just
set some dummy texture in the JSON?
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L624[13:41:43] <Zaggy1024> you can make it
not have any particles
L625[13:41:51] <Zaggy1024> or you could do
what paleo said
L626[13:42:00] <Zaggy1024> just do
"particle": "minecraft:wood" or some crap
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L632[13:51:54] <OrionOnline> tterrag|away,
that is working wonderfully. Thank you
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L657[14:48:32] <shadekiller666> is there a
way to view what NBTTags are currently on an item in-game?
L658[14:48:37] <shadekiller666> like in a
tool tip
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L661[14:49:54] <GerbShert> shadekiller666
in 1.8 you can make the particle break texture for your blocks a
difrrent texture through json
L662[14:50:51] <shadekiller666> only if
the texture you give it has an actual location
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L664[14:51:02] <shadekiller666> that
doesn't work for dynamically generated textures
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L666[14:52:14] <Ordinastie>
shadekiller666, make your BakedModel.getTexture() return the
generated TextureAtlasSprite
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L668[14:54:15] <Cypher121> what's the best
way to see if one of mods loaded uses RF energy? I thought about
checking for CoFHCore, but it seems BC uses parts of RF API built
into its jar. Maybe check if several classes/interfaces related to
it are present?
L669[14:58:27] <Minty> to what end?
L670[14:59:25] <shadekiller666> ordin, i
do
L671[14:59:30] <shadekiller666> its an obj
model
L672[15:00:11] <Cypher121> To add RF
converters
L673[15:00:14] <shadekiller666> but the
game doesn't understand what "textures/builtin/white.png"
is
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L675[15:00:58] <Ordinastie> that's not
what I said
L676[15:01:25] <Ordinastie> you're still
confusing a ResourceLocation and a TextureAtlasSprite (formerly
know as IIcon)
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L678[15:05:17] <gigaherz> Cypher121: WAILA
enables the RF addon if it can get a Class object for
"cofh.api.energy.IEnergyProvider"
L679[15:05:28] <gigaherz> using
Class.forName()
L680[15:05:34] <gigaherz> it may not be
the BEST way
L681[15:05:38] <gigaherz> but it
works
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L683[15:06:18] <shadekiller666>
ordin
L684[15:06:32] <Ordinastie> (and if you
want to ping me try "Ordi"
L685[15:06:39] <shadekiller666>
OBJBakedModel returns the generated atlas sprite
L686[15:07:05] <shadekiller666> the
problem is not with the BakedModel
L687[15:07:12] <gigaherz> Ordinastie: how
about "nastie" ;P
L688[15:07:24] <Ordinastie> doesn't work
:)
L689[15:07:41] <shadekiller666> the
problem is with the "particle" key in the
"textures" object in blockstate jsons pointing to a
dynamic texture location
L690[15:07:57] <shadekiller666>
builtin/white isn't something that it knows how to find
L691[15:08:48] <Ordinastie>
BakedModel.getTexture() returns the TAS to use for the
particles
L692[15:08:57] <Ordinastie> so make your
model return your generated TAS
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L694[15:10:04] <shadekiller666> this is
for a block that doesn't have a model
L695[15:10:27] <shadekiller666> its a
dummy block intended for nothing more than providing a collision
box
L696[15:10:39] <Ordinastie> well, that's
your issue
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L700[15:12:57] <Ordinastie> and it's
another example, on how lacking is the forge addition to the model
system
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L704[15:28:36] <shadekiller666> i am
trying to update my dev env from forge 1502 to 1506 and i'm getting
this error when i run setupDecompWorkspace:
http://pastebin.com/HAwGXBBc
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L706[15:33:36] <shadekiller666> anyone
know how to fix that?
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L716[15:52:15] <Yoplitein> how does
EntityMinecartContainer sync its inventory with the client?
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L718[15:54:13] <Zaggy1024> waaah I want a
lerp method in the built in math utilities
L719[15:55:44] <boni> just build one
yourself....?
L720[15:55:44] *
Zaggy1024 makes his own
L721[15:55:49] <Zaggy1024> boom :P
L722[15:56:09] <Zaggy1024> I'm just kind
of surprised Minecraft, being a game with much lerping, doesn't
have one itself
L723[15:56:53] <Ordinastie> really?
L724[15:57:00] <Ordinastie> you're
surprised ?
L725[15:57:48] <Yoplitein> there probably
is one, it's just buried in worldgen code
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L727[15:58:36] <Ordinastie> knowing
mojang, they probably just copy pasted where they needed it
L728[15:58:44] <Yoplitein> or that
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L730[15:58:52] <Yoplitein> does sound very
notchian
L731[15:59:19] <gigaherz> it could just
simply have been inlined by the compiler
L732[15:59:25] <gigaherz> resulting in the
method being stripped
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L734[15:59:40] <gigaherz> (I think)
L735[15:59:40] <Yoplitein> java does
static inlining?
L736[15:59:51] <gigaherz> at least with
private methods, I think so
L737[15:59:59] <gigaherz> coudl be wrong
though
L738[16:00:03] <Yoplitein> I thought any
form of optimization was deferred to runtime
L739[16:00:12] <tterrag> I don't think
java inlines methods
L740[16:00:20] <tterrag> in fact I'm
pretty sure it does not
L741[16:00:25] <tterrag> it only inlines
constant variables
L742[16:00:31] <tmtu> if only java had a
preprocessor system /s
L743[16:00:35] <gigaherz> ah
L744[16:00:40] <gigaherz> nevermind
then
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L754[16:11:03] <HassanS6000> xD coded
something funny
L755[16:11:14] <HassanS6000> Basically a
creature that attacks mobs
L756[16:11:19] <HassanS6000> but this
creature is quite funny
L757[16:11:24] <HassanS6000> because of
one reason
L758[16:11:43] <HassanS6000> The mobs I've
added, they have the same health as this creature, so they kill
each other at the same time lol
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L761[16:22:02] <Zaggy1024> ha
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L763[16:24:23] <Szernex> where exactly
does one download the libraries needed to run the server? and how
do you even know which one are needed?
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L766[16:25:21] <Zaggy1024> erm
L767[16:25:35] <Zaggy1024> the forge
installer should install libraries
L768[16:25:45] <Zaggy1024> if you're
talking about in a workspace you're going to need to be more
specific
L769[16:25:55] <Szernex> nah, I mean to
run a normal forge server
L770[16:26:19] <Szernex> ah, okay there's
the separate installer
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L772[16:27:28] <Szernex> does that one
also run in just a console
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L793[17:15:28] <unascribed> Szernex: yes,
add -installServer to the end
L794[17:15:41] <unascribed> e.g. java-jar
forgeInstaller.jar -installServer
L795[17:15:45] <unascribed> java
-jar*
L796[17:15:45] <Szernex> thanks
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L805[17:31:28] <Zaggy1024> has anyone
tried making a sound pitch shift according to the speed of the
entity making the sound relative to the camera?
L806[17:31:49] <Zaggy1024> I've got a very
fast flying bug and pitch shifting would probably sound pretty
cool
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L812[17:51:02] <pyrosshade> Hello?
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L815[17:54:25] <GerbShert> Would it be
possible to have an entity change models when it get's hurt?
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L817[18:01:18] <killjoy> GerbShert, you'll
need to override the renderer
L818[18:01:49] <pyrosshade> Where do i go
for forge crashes?
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L820[18:01:56] <killjoy> Here's good
L821[18:02:20] <pyrosshade> okay, so some
background info first
L822[18:02:41] <pyrosshade> my friend has
a mac, which is a sorta old mac at that
L823[18:02:46] <pyrosshade> sorta
ish
L824[18:03:22] <pyrosshade> but when forge
laods up for them, it crashes when trying to set up the files
L825[18:03:32] <killjoy> present the
crash
L827[18:04:26] <killjoy> One of the mods
is using java 7
L828[18:04:54] <killjoy> Tell your friend
to update java and/or use the jar launcher
L829[18:05:08] <pyrosshade> jar
launcher?
L830[18:05:16] <killjoy> multi-platform
jar
L831[18:05:57] <killjoy> Under the
launcher download, click "show all platforms"
L832[18:05:57] <pyrosshade> so basically
the non-os specific mc launcher?
L833[18:06:03] <killjoy> yes
L834[18:06:09] <pyrosshade> cool
beans
L835[18:06:12] <killjoy> the .app forces
java 6
L836[18:06:34] <killjoy> It's the easiest
way without having to know where java is installed to.
L837[18:07:44] <pyrosshade> yeah we've
been running in circles trying to look at this and fix it, and got
pretty much nowhere
L838[18:07:53] <pyrosshade> thanks!, i'll
let you know if it works out
L839[18:08:20] <killjoy> You can also use
one of the alterantive launchers (multimc, ftb).
L840[18:08:36] <killjoy>
*alternative
L841[18:09:09] <pyrosshade> yeah, the
modpack i'm putting together will be hosted on tachnic platform
eventually, so the jar launcher should be good for now
L842[18:09:17] <pyrosshade> *technic
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L845[18:09:49] <killjoy> Isn't multimc
written in a c derivative?
L846[18:10:42] <pyrosshade> not a
clue
L847[18:10:53] <pyrosshade> it is open
source though so you could prolly check
L848[18:11:22] <killjoy> 75% C++, 13.7% C,
7% CMake, 3.3% Java, 1% Other
L849[18:11:41] <pyrosshade> dat windows
support
L850[18:12:02] <ZaggyMobile> I heard the
mac launcher is getting there
L851[18:12:12] <killjoy> soon(tm)
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L854[18:14:55] <primetoxinz> can someone
help me with asm?
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L859[18:16:44] <pyrosshade> killjoy, big
thanks for the help, it worked!
L860[18:17:08] <killjoy> np
L861[18:17:26] <MattDahEpic> does he get
the diesieben07 of the day award?
L862[18:18:46] <mrkirby153> Is there a
good tutorial on sending packets with netty as opposed to the
SimpleNetworkWrapper?
L863[18:18:51] <killjoy> primetoxinz,
looks like you're grabbing a variable id whos type is List
L864[18:19:08] <primetoxinz> yes
L865[18:19:21] <killjoy> check your ids or
your method signature
L866[18:22:08] <alleluid> hey, I'm new to
modding, is there a good reference for things like
"event.world.createExplosion"? but that do other
things?
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L868[18:22:33] <MattDahEpic> theres
createParticle and others, as well as !gm
L869[18:22:35] <primetoxinz> to be quite
honest killjoy I copy pasted this, I don't know exactly what's
going on
L870[18:22:39] <MattDahEpic> and look at
the source
L871[18:22:55] <killjoy> you copy-pasta'd
asm code? Bad
L872[18:23:09] <killjoy> If you don't
understand your own code, don't expect me to be able to.
L873[18:23:10] <alleluid> but is there a
page with all of them, like there is the event reference page on
the forge wiki?
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L875[18:23:20] <MattDahEpic> alleluid,
no
L876[18:23:22] <primetoxinz> I know the
basic idea of what's going on, I don't get the ALOAD ILOAD stuff.
that's all
L877[18:23:24] <pyrosshade> asm code can
differ from computer to computer if you aren't running
emulators
L878[18:23:29] <MattDahEpic> look at the
source, they're all there
L879[18:23:36] <killjoy> the loads are
different types of loads
L880[18:23:42] <killjoy> find the asm
reference
L881[18:23:53] <killjoy> ILOAD loads an
int
L882[18:25:02] <MattDahEpic> is ILOAD
loads an int what does YOULOAD load?
L883[18:25:14] <MattDahEpic> if*,
damn
L884[18:25:29] <pyrosshade> in backwards
country, asm loads you
L885[18:25:36] <MattDahEpic> dad
jokes/ten
L886[18:25:41] <killjoy> There should be a
channel specifically for coremod help
L887[18:25:56] <killjoy> It also STORE
u
L888[18:26:14] <pyrosshade> of course for
the later reference
L889[18:27:14] <tterrag> killjoy: lex
would ban anyone who joined it :D
L890[18:27:31] <killjoy> I would expect
nothing less.
L891[18:28:10] ⇦
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L892[18:28:57] <pyrosshade> i would almost
say you should point people looking for asm.coremod help to stack
overflow
L893[18:29:56] <mrkirby153> How can I
delete and regenerate a dimension?
L894[18:30:50] ***
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L895[18:34:19] <killjoy> I would say
unload it, then delete the DIMx folder
L896[18:36:45] ⇦
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L897[18:38:03] <Cazzar> ok then mIRC just
auto retry connecting me to Esper not my ZNC when I set you
up...
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L899[18:44:36] <ZaggyMobile> Mirc
bleh
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L904[18:54:01] <primetoxinz> I got it
working, killjoy :D
L905[18:54:10] <killjoy> congrats
L906[18:54:21] <primetoxinz> not /as/
confusing as I thought
L907[18:54:28] <killjoy> Now to stop using
the bad practice of iteration and start using visitors
L908[18:54:42] <killjoy> Trust me, it's
much easier
L909[18:55:35] <primetoxinz> does it
change how well it works?
L910[18:55:50] <killjoy> Perhaps, but I
know it improves readability
L911[18:55:57] <primetoxinz> not really
important to me
L912[18:56:00] <primetoxinz> I just want
it to work
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L914[18:56:21] <killjoy> Then I wish you
luck when you have to edit it in a few months
L915[18:56:24] <williewillus> ^
L916[18:56:31] <williewillus>
maintainability is important too
L917[18:56:58] <williewillus> if you're
just throwing instructions everywhere then you have to do all the
hard work over again when it inevitably shifts the next
update
L918[18:57:12] <primetoxinz> bahahaha
updating
L919[18:57:21] <williewillus> okay,
fine.
L920[18:57:29] <williewillus> forge adds a
patch right in the vanilla class you're editing. oops.
L921[18:57:44] <primetoxinz> then I'll
deal with it
L922[18:57:59] <primetoxinz> I kinda doubt
they'll patch the nether chunk provider
L923[18:58:08] <williewillus> whatre you
making it do? 0.o
L924[18:58:16] <primetoxinz> change how
wither skeles spawn
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L926[18:58:23] <killjoy> How often?
L927[18:58:35] <primetoxinz> instead of
being directly on the fortress they can spawn on any chunk
containing a fortress
L928[18:58:35] <williewillus> that can be
done without hacking stuff around...
L929[18:58:51] <primetoxinz> nope, not
with how fortresses are detected
L930[18:59:24] <primetoxinz> not that I
found at least
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L932[18:59:59] <killjoy> Isn't there a
entity spawn precondition event?
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L934[19:00:44] <primetoxinz>
possibly
L935[19:00:51] <primetoxinz> *shrugs* this
works
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L937[19:02:10] <killjoy> Whenever I have
to write a coremod, I do it as if it would be pulled into forge,
even if I have no intention of doing so.
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L940[19:05:10] <xaero> "Always code
as if the person who ends up maintaining your code is a violent
psychopath who knows where you live." ;)
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L952[19:24:44] <calclavia> How would you
specify more than one coremod?
-Dfml.coreMods.load=className;className2?
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L958[19:41:47] <tterrag> calclavia: no,
just set the arg twice iirc
L959[19:42:05] <calclavia> tterrag: I
checked. Use a comma deliminator. Setting args twice replace the
previous
L960[19:42:27] <tterrag> I use it twice
and it works fine
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L1015[20:40:28] <alleluid> is there
anything special I have to do to install other mods into my Eclipse
environment? I tried adding NEI and it kept wanting me to choose a
file location for something.
L1016[20:40:50] <killjoy> That's ccc's
deobfuscator
L1017[20:41:00] <killjoy> You need to
point it to your mcp conf dir
L1018[20:42:29] <TehNut> alleluid: If
you're on Windows, it's here
L1019[20:42:30] <TehNut>
C:\Users\NAME\.gradle\caches\minecraft\net\minecraftforge\forge\YOURVERSION\unpacked\conf
L1020[20:42:39] <alleluid> I'm on
Linux
L1021[20:42:51] <TehNut> Then wherever
your .gradle cache is on Linux
L1022[20:42:54] <TehNut> Same directory
after that
L1023[20:42:59] <killjoy> Usually
~/.gradle
L1024[20:43:27] <alleluid> ok,
thanks
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L1043[21:51:24] <FusionLord> any one see
the issue here... I checked my registration and nothing should have
a discriminator of -1
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L1047[22:03:43] <tterrag|ZZZzzz>
FusionLord: I believe -1 is when it couldn't find a
descriminator
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
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