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L15[00:31:39] <tterrag> I did solve my
issue above
L16[00:31:44] <tterrag> btw :P
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L30[00:48:01] <Zaggy1024> gg
L31[00:48:11] <Zaggy1024> it is very dead
in here
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L33[00:48:16] <Zaggy1024> like a dead
horse
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L43[01:02:19] <Zaggy1024> I don't even know
how that sentence made sense in my brain
L44[01:02:24] <Zaggy1024> I must be
tired
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L49[01:07:04] <xaero> ♫ Just beat it, /beat
itttt/, beat it, /beat itttt/, just beat it like a dead horse!
♪
L51[01:07:15] <alex_6611> .-.
L52[01:08:47] <xaero> sorry, I'll resume
composure now
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L54[01:08:56] <Zaggy1024> hm, how am I
overloading hte sound system?
L55[01:09:03] <shadekiller666> ehhh, that
doesn't quite work with the song's music
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L57[01:10:01] <xaero> Zaggy1024: directly
interfacing with teh sound system or using the handler, or even
lower level to paulscode?
L58[01:10:08] <xaero> shade: ik, I couldn't
think of anything heh
L59[01:10:13] <Zaggy1024> well
L60[01:10:22] ⇨
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L61[01:10:25] <Zaggy1024> I'm looping some
sounds manually because the sound system is crap
L62[01:10:35] <Zaggy1024> but I think I'm
probably spawning too many sounds at once somehow
L63[01:10:39] <Zaggy1024> just gotta figure
out how
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L65[01:13:04] <Zaggy1024> what's the best
way to force stop a sound outside of an ITickableSound?
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L67[01:14:05] <xaero> do you have reference
to the ITickableSound (extends ISound)? The handler has a stopSound
method
L68[01:14:33] <xaero> but I think if you
specify the repeat in the json, the sound system can do
looping
L69[01:15:54] <Zaggy1024> yes but the
built-in looping doesn't randomly select a sound when looping
L70[01:16:13] <Zaggy1024> so what I'm
trying to do is stop a sound and then start a copy of it
playing
L71[01:16:32] <Zaggy1024> I'm using
SoundManager.stopSound() but it kinda seems like it's not working
properly
L72[01:17:04] <Zaggy1024> is it possible
that some internal code is starting the sound again because I'm
doing it from outside the ITickableSound's update method?
L73[01:20:24] <xaero> ah you want some
randomness. I take it you're bypassing the handler and referencing
the manager directly?
L74[01:21:19] <Zaggy1024> only to check if
the sound is still playing IIRC
L75[01:22:17] <xaero> the handler also
exposes that manager method :P but it should still stop though
hmm
L76[01:22:50] <xaero> you're sure you only
have one of that sound playing at any given time?
L77[01:23:44] <Zaggy1024> well, not now,
because it loops it without removing the existing sound
L78[01:23:50] <Zaggy1024> because stopSound
isn't working
L79[01:24:00] <Zaggy1024> if I manually
remove it from the playingSounds map it works though
L80[01:24:26] <Zaggy1024> I was doing that
before but then I realized I wasn't removing it from the tickable
list
L81[01:24:44] <Zaggy1024> so I decided to
try and make the sound manager do it for me
L82[01:24:47] <Zaggy1024> but it won't work
:|
L83[01:26:08] <Zaggy1024> the sounds do
seem to get cleaned up eventually, but I need them gone
immediately
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L85[01:26:48] <darkrevenent> hiiya
L86[01:27:44] <darkrevenent> byiiya
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L88[01:31:14] <Zaggy1024> no ideas
xaero?
L89[01:32:22] <xaero> hm I see the cleanup
section in update(), but it looks like a repeating sound gets added
to delayedSound
L90[01:33:07] <Zaggy1024> I have it not
repeating through the sound manager
L91[01:33:16] <Zaggy1024> it returns false
from canRepeat
L92[01:34:19] <Zaggy1024> also I tried
returning true from isDonePlaying and it doesn't remove it that way
either
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L94[01:37:27] <xaero> when you stop the
looping sounds, do they stop immediately, or do they stop after
their cycle/time finishes?
L95[01:38:16] <Zaggy1024> they stop
immediately
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L97[01:42:59] <Zaggy1024> bah I need to
sleep on it
L98[01:43:58] <xaero> yea probably
best
L99[01:44:15] <xaero> it seems returning
true from isDonePlaying should stop it, but you already did
that
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L103[01:46:11] <xaero> the game assumes
you want to stop the sound 20 ticks hence - is your sound longer
than that?
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L105[01:47:24] <Zaggy1024> uh
L106[01:47:35] <Zaggy1024> it's somewhere
around a second
L107[01:47:40] <Zaggy1024> so maybe
slightly longer than 20 ticks
L108[01:47:59] <Zaggy1024> what do you
mean it assumes you want to stop it 20 ticks hence? :P
L109[01:48:12] <Zaggy1024> it stops it 20
ticks after you return true from isDonePlaying?
L110[01:48:53] <xaero> I mean after a call
to playSound, it adds the playTime + 20 to playingSOundsStopTime,
then in the update method,
L111[01:50:24] <xaero> the sound gets
considered for removal if stopped and the stop time is <=
playTime
L112[01:50:38] <xaero> so I was wondering
if that messed with anything
L113[01:52:30] <Zaggy1024> oh
L114[01:52:32] <Zaggy1024> could be
L115[01:53:53] <xaero> I don't understand
the theory atm, but you could try a shorter temp sound file (<
20 ticks) and see if it stops properly
L116[01:58:31] <xaero> I think that
sectino of update code is saying: if stopped and stop time is in
the past, consider for renewal and removal
L117[01:59:12] <xaero> consider for
renewal, then remove*
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L120[02:04:40] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150902 mappings to Forge Maven.
L121[02:04:43] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150902-1.8.zip (mappings
= "snapshot_20150902" in build.gradle).
L122[02:04:54] <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/
L123[02:05:46] <xaero> hmm so if you have
a sound stopped at time rs > 20 ticks, the check with the
assumed stop time is ((start + 20) <= rs), which would
definitely trigger
L124[02:06:58] <xaero> if rs < 20, then
it would continue checking until rs = 20, for (start + 20) <= rs
to be true
L125[02:07:19] <xaero> in short, that's
probably not the issue :S
L126[02:12:51] <Zaggy1024> yeah I thought
not :(
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L130[02:18:46] <xaero> maybe you're adding
a new sound (of the same ISound) before it has a chance to removed,
and messing with stop time states? Maps can only have unique keys
after all
L131[02:19:00] <xaero> other than that I
don't have any other ideas
L132[02:23:52] <Zaggy1024> I can't add the
same ISound though, because the sound manager uses a bi map
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L135[02:34:50] <Cazzar> You use unique
identifiers to the bi-map
L136[02:35:12] <Zaggy1024> yeh? I
know?
L137[02:35:22] <Zaggy1024> but because
it's a bi map, you can't add the same value twice
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L141[02:37:02] <Cazzar> True, which means,
the ISound has to implement a unique .equals() and
.hashcode()
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L143[02:39:17] <Zaggy1024> er, why?
L144[02:39:50] <Zaggy1024> I'm not trying
to make it so that my sounds cause an illegal argument exception
when I add two equal sounds
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L156[03:29:44] <Zaggy1024> forgot to say,
xaero, thanks for your help
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L158[03:30:19] <xaero> np, but I didn't
fix anything :P
L159[03:30:27] <Zaggy1024> yeah
L160[03:30:32] <Zaggy1024> but you did
help
L161[03:30:52] <Zaggy1024> didn't know
about the 20 tick thing
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L163[03:34:49] <xaero> yeh, you can think
of it as a regular interval for sound's "garbage
collection"
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L170[03:48:23] <timtower> Hi all, I made a
mod that runs fine in singleplayer but when I join a non-modded
server then it stops working. Events arent running anymore either.
Is there a way to let it always work?
L171[03:49:15] <SkySom> You're gonna have
to be way more specific
L172[03:50:13] <timtower> I am using
ClientTickEvent and ServerChatEvent to control the player around,
both are not firing in mp
L174[03:51:24] <timtower> Code if
interested in it
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L178[03:55:39] <SkySom> Well I mean you're
only calling code on the client side
L179[03:55:48] <SkySom> The server has no
idea you're moving
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L181[03:56:30] <timtower> I dont even get
to moving, the debug messages arent showing either, they are in the
first line of the methods
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L183[03:56:48] <SkySom> Maybe try removing
side only
L184[03:57:05] <SkySom> Dunno really and
I'm not at my computer to assist further
L185[03:57:37] <timtower> Tried with and
without, at least thanks for trying ;)
L186[03:57:56] <cmcintosh> Not sure if
this falls under "official api", but i am looking to be
able to spawn an entity by its String name in a mod. I know how to
spawn one given the Class name, but was wondering if there was a
way to create new entity instances(ie mobs) from a string
L187[03:58:48] <cmcintosh> I have googled,
but most articles coming up are how to create a New entity, but im
looking to just spawn ones that are already created in
minecraft
L188[04:00:24] <cmcintosh> also if this is
the wrong channel and there is one specific for mod development
could someone point me in the right direction
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L192[04:06:25] <xaero> cmcintosh: for
vanilla entities, there are string <-> class maps in
n.m.entity.EntityList
L193[04:06:50] <cmcintosh> awesome, does
that also work for the mineforge mods?
L194[04:07:47] <xaero> not sure
personally, you'll have to dig around the EntityRegistry
L195[04:07:54] <cmcintosh> ok thanks
L196[04:08:11] <xaero> (EntityRegistry
shoudl belong to the net.minecraftforge.* package)
L197[04:08:16] <cmcintosh> yea I was
looking at that first, but didnt see anything to create entities
from it, mostly just registering
L198[04:08:49] <cmcintosh> thanks for the
tip though, ill play around a bit more and see what i can
break
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L259[07:00:03] <ASG_NeoN> Hi there! I'm
here again to talk about flan's mod, so i localized the names as
someone made notice me yesterday but the sounds aren't
working
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L261[07:00:44] <ASG_NeoN> [14:00:31]
[Client thread/WARN]: Unable to play unknown soundEvent:
flansmod:AK47Shoot That's what i get
L262[07:03:09] <Cazzar> Sounds.json might
be wrong.
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L264[07:06:04] <ASG_NeoN> In the pack you
mean? They are separated sounds
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L271[07:12:30] <Lumien> Where is the
.gradlew folder again?
L272[07:13:38] <Lumien> nevermind
L273[07:14:17] <ASG_NeoN> Lol you solved
it ;)
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L281[07:25:33] <gigaherz> what version of
forge?
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L283[07:25:41] <Lumien> latest
L284[07:25:48] <Lumien>
1.8-11.14.3.1509
L285[07:25:56] <gigaherz> aha so
forgegradle2
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L287[07:27:21] <Lumien> yeah
L288[07:28:02] <gigaherz> I'm scared to
update past 1503 ;P
L289[07:28:10] <gigaherz> I'll stick to
1502 for now ;P
L290[07:28:49] <Lumien> I just wanted the
te item renderer :'(
L291[07:29:30] <gigaherz> te item
renderer?
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L293[07:30:13] <Lumien> fry added a hook
to render tile entitys as items
L294[07:30:30] <Lumien> So i can remove
the asm hack i used instead :P
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L296[07:30:59] <gigaherz> ewh
L297[07:31:12] <gigaherz> why not just use
a fixed model like everyone else ;P
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L299[07:31:51] <Lumien> Because
convenience^^
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L301[07:32:08] <Lumien> I don't want to
create an item model for every te i render
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L303[07:32:48] <gigaherz> are you
rendering EVERYTHING using TESR?
L304[07:33:33] <gigaherz> even in 1.7 I
used an ISBRH for the fixed part, and only used the TESR for the
moving parts, which wouldn't be rendering in the item form
anyhow
L305[07:33:55] <gigaherz> and the ISBRH
part is waht I'd just convert into baked models
L306[07:34:29] <Lumien> ?
L307[07:34:37] <Lumien> For my custom
chest i do yeah
L308[07:34:44] <Lumien> Would probably
only have to render the lid
L309[07:34:56] <gigaherz> ah chest
L310[07:35:12] <gigaherz> that's just a
cube with a texture, in item form ;P
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L312[07:35:23] <Lumien> yeah
L313[07:35:30] <gigaherz> easy to make a
base json with the model, and then use texture overrides
L314[07:35:48] <gigaherz> (json fileswith
"parent":"whatever" and "textures":{
whatever })
L315[07:36:13] <gigaherz> I guess as you
said, convenience.
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L331[08:13:50] <FusionLord> is there a
raytrace for finding entities, it seems the world ray trace always
retruns null for entities
L332[08:21:33] <FusionLord> same for
player raytrace
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L334[08:23:44] <williewillus> maybe look
at something like the tnt explosion damage to entities
L335[08:24:23] <PaleoCrafter> that just
uses getEntitiesWithinAABB, I'd assume
L336[08:24:45] <PaleoCrafter> look at what
that one object in Minecraft is coming from (Type is
MovingObjectPosition, I can't remember the name)
L337[08:24:49] <PaleoCrafter> *where
L338[08:25:52] <williewillus> but it
damages entities different based on the rays of the explosion
raytrace i thought, idk
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L341[08:30:38] <PaleoCrafter> if anything,
it gets all entities within the bounding box and then checks if the
distance is within the radius
L342[08:30:50] <FusionLord> williewillus,
explosions use AABB aswell
L343[08:31:05] <FusionLord> yes
paleo
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L345[08:31:17] <williewillus> hm, maybe
see how endermen detect a look?
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L347[08:32:52] <FusionLord> well I ended
up looking at MovingObjectPosition.MovingObjectType.ENTITY and
didn't find much...
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L349[08:34:34] <FusionLord> where is
ProfMobius when you need him. xD
L351[08:35:30] <PaleoCrafter> :P
L352[08:35:44] <PaleoCrafter> And he
probably just uses the field I talked about :P
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L354[08:38:17] <Ivorius> willieaway: Holy
shit, you'd raytrace to find collisions in a sphere? o.0
L355[08:38:23] <Ivorius> Fucking shit
dude
L356[08:38:42] <Ivorius> FusionLord, iirc
the world raytrace takes booleans to accept entities or not
L357[08:38:54] <Ivorius> Either that or
there is another method
L358[08:39:02] <Ivorius> Look at how the
objectMouseOver is determined
L359[08:39:51] <PaleoCrafter> that's the
name xD
L360[08:41:52] <FusionLord> do you know
what class Ivorius?
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L362[08:42:01] <Ivorius> Dude
L363[08:42:03] <Ivorius> Use your
IDE
L364[08:43:12] <PaleoCrafter> And I
already told you, lol
L365[08:43:17] <FusionLord> :) was just
curios
L366[08:43:37] <Ivorius> Curious if I
knew? lol
L367[08:43:39] <FusionLord> curious
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L369[08:46:38] <FusionLord> yeah so
getMouseOver uses Entity.rayTrace which is the same thing as
player.rayTrace
L370[08:46:55] <FusionLord> which isn't
returning entities
L371[08:47:48] <Ivorius> In short, mc
doesn't raytrace entities at all
L372[08:47:56] <Ivorius> And the fact that
you can hit them is a bug
L373[08:47:58] <Ivorius> Case closed,
guys
L374[08:49:45] <PaleoCrafter> Not until
we've found some illuminati reference
L375[08:50:43] <FusionLord> just telling
you like it is...
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L382[09:11:42] <Xilef11> is there a server
side way to get all valid meta values for an item?
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L384[09:12:54] <FusionLord>
Item.getSubTypes... may not be the best way but could work
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L387[09:13:49] <gigaherz> it is, before
rotation ;P
L388[09:14:00] <Xilef11> in 1.8 ... all I
see in Item is getSubItems, which is client only
L389[09:14:07] <FusionLord> ik
L390[09:14:19] <FusionLord> Xilef11, that
is what i meant
L391[09:14:29] <FusionLord> oh right
L392[09:14:33] <FusionLord> ...
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L396[09:16:06] <FusionLord> Xilef11, NEI
does it some how... so it is possible
L397[09:16:53] <PaleoCrafter> NEI is
mostly client side? :P
L398[09:16:59] <FusionLord> this is
true
L399[09:17:23] <FusionLord> which means he
may use getSubItems
L400[09:17:33] <PaleoCrafter> On the
client...
L401[09:18:42] <Xilef11> what I want to do
is basically add item <--> block crafting recipes for all
meta values
L402[09:20:16] <FusionLord> custom IRecipe
and ignore mets
L403[09:20:20] <FusionLord> meta*
L404[09:20:41] <Neon> I've once made
something that just tried out meta values to find all variants of a
block. You can call ItemStack.getDisplayName() and if it's null or
a name you've already had (the base name e.g.) you've reached a
meta that's invalid. Or whoever made the item didn't care about
giving them different names.
L405[09:21:06] <masa> ugh
L406[09:21:22] <PaleoCrafter> Ewwww
L407[09:21:24] <FusionLord> eww xD
messy
L408[09:21:32] <Neon> Actually because
it's only to find out localized names.
L409[09:21:36] <masa> not all meta values
are in use, there may be gaps. So you would have to scan the full
65k values for each item...
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L411[09:21:53] <masa> that is crap to say
the least
L412[09:21:54] <PaleoCrafter> 32767, but
^
L413[09:21:57] <PaleoCrafter> :P
L414[09:22:01] <masa> ah right, well
anyway
L415[09:22:17] <killjoy> How can I tell if
the world is still loading while the main menu is shown?
L416[09:22:23] <Neon> Good to know. I've
not yet found any gaps.
L417[09:22:37] <masa> well my mod has them
at least :p
L418[09:22:57] <masa> to leave space for
possible future items that would best be grouped with the existing
ones
L419[09:23:52] <masa> or something might
be using some bit field magic to differentiate some attribute or
functionality on items I would assume
L420[09:23:56] <Neon> Is getSubItems
1.8+?
L421[09:24:13] <masa> it is in 1.7
L422[09:24:43] <Neon> Hm, should I get
back to my project I'll consider using getSubItems.
L423[09:24:57] <Neon> As I'm clientside
luckily.
L424[09:25:10] <FusionLord> ^^
L425[09:25:44] <gigaherz> getSubItems is
basically only used by the creative GUI to enumerate things
L426[09:25:58] <gigaherz> the server
"trusts" that the provided itemstacks are correct
L427[09:25:59] <gigaherz> ;P
L428[09:26:11] <FusionLord> stupid server
:P
L429[09:26:19] <masa> it doesn't really
care
L430[09:26:23] <FusionLord> trusting
things :P
L431[09:26:26] <masa> and it doesn't have
to
L432[09:26:33] <Neon> Trusting clients is
always a good idea.
L433[09:26:47] <Xilef11> I have no clue
how to implement an IRecipe, so I guess i'll add a getMetaValues()
to my Item class...
L434[09:27:06] <masa> well I mean there is
really nothing on the server side that would need to know which
damage/meta values are valid
L435[09:27:08] <Neon> Especially if it's
Java and there's a decompiled and partly deobfuscated server.
L436[09:27:21] <masa> unless thec ode is
lacking checks when those items are actually used somewhere
L437[09:28:03] <masa> well the client
can't magically change the values on the server...
L438[09:28:22] <gigaherz> Neon: well it
only trusts the client in creative mode
L439[09:28:25] <Neon> Yeah, I'm just
making general jokes.
L440[09:28:27] <gigaherz> when it just
simply doesn't matter ;P
L441[09:29:09]
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L442[09:29:10] <gigaherz> when I said
trust, I meant the server stuff, like mods and such, to provide
valid ItemStacks
L443[09:29:17] <masa> you can use the give
command to give yourself items with arbitrary damage/meta values.
SOmetimes it crashes if the item class doesn't handle the invalid
values properly, mostly while rendering
L444[09:30:01] <gigaherz> yeah the
server-side stuff doesn't generally care about damage values
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L446[09:30:18] <Neon> G2G now, have
fun.
L447[09:30:29] ⇦
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L449[09:31:15] <masa> yep, for the server,
they are only equally valid ItemStacks. Problems only show up when
those items are used by someone/something and if the code assumes
only valid values
L450[09:31:26] <masa> s/are only/are
all/
L451[09:31:38] <cmcintosh> i am building a
mod that needs a external libary, what is the proper way to include
it in the gradlew config as well as the build path in the
source
L452[09:32:03] <cmcintosh> currently my
mod is crashing the client because it cannot find the path to the
class
L453[09:33:57] <cmcintosh>
cpw.mods.fml.common.LoaderException:
java.lang.NoClassDefFoundError:
org/json/simple/parser/JSONParser
L454[09:34:18] <PaleoCrafter> You know
that MC ships Gson?
L455[09:34:27] <cmcintosh> no I
didnt
L456[09:34:36] <cmcintosh> how diff is
it
L457[09:34:38] <PaleoCrafter> Well, now
you do
L458[09:35:10] <cmcintosh> do you know of
a link for docs on that?
L459[09:35:15] <PaleoCrafter> Google
it
L460[09:35:20] <cmcintosh> is it basically
a json parser or some other format
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L462[09:35:50] <PaleoCrafter> It is
centered around JSON, yes
L463[09:36:07] <PaleoCrafter> It is much
more than a simple parser though
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L472[09:51:07] <killjoy> For some reason,
a hoverEvent is being serialized to:
"hoverEvent":{"action":"show_entity","value":{}}
L473[09:51:12] <killjoy> It can't
reserialize it.
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L476[09:51:53] <killjoy>
*deserialize
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L480[10:13:27] <killjoy> I think a vanilla
bug is causing me grief.
L481[10:14:59] <Xilef11> do registering
(shapeless) recipes using an array of ItemStacks not work in
1.8?
L482[10:15:21] <Xilef11> *for the
input
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L484[10:15:27]
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L485[10:16:14] <Xilef11> I get
java.lang.IllegalArgumentException: Invalid shapeless recipe:
unknown type [Lnet.minecraft.item.ItemStack;!
L486[10:17:57]
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L487[10:18:29] <ASG_NeoN> Hi there! I
fixed the "my weapons have no sound" thingy
L488[10:20:28] <ASG_NeoN> But i have a
question which is not a fix now, there is any way possible to put
effects on projectiles with the flan's mods? like poison and
such
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L505[10:50:45] <Neomex> any cool projects
looking for extra coder?
L506[10:53:37] ⇦
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L508[10:54:22] <PaleoCrafter> I'm sure
pixelmon could use some xD
L509[10:54:57] <gigaherz> basically I
discovered a flaw in my design, and I didn't feel like thinking it
all over ;P
L510[10:55:03] ***
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L512[10:55:22] <gigaherz> better
link
L513[10:55:37]
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L516[10:56:39] <ASG_NeoN> Hi, where to put
the models in the flans' mod packages?
L517[10:56:49] <gigaherz> ask flan
;P
L518[10:57:07] <ASG_NeoN> He's not here
though xD
L519[10:57:24] <gigaherz> I didn't even
know "flan's mod" existed until yesterday ;P
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L521[10:57:55] <Ivorius> Flan is rarely
here
L522[10:57:57] <Ivorius> But it's his
mod
L523[10:58:00] <Ivorius> Ask him
wherever
L524[10:58:12]
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L525[10:58:19] ***
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L526[10:58:54] <Ivorius> Neomex: Rate your
coding skills from 0-10
L527[10:59:40] <PaleoCrafter> str8 8/8,
m8
L528[10:59:45] <ASG_NeoN> ^
L529[10:59:50] <Ivorius> Don't bait
L530[11:00:34] <Ordinastie> *don't
b8
L531[11:00:40] <PaleoCrafter> I ain't that
gr8
L532[11:00:56] <heldplayer> Somebody asked
modders to rate their coding skills, you won't believe what
happened next!
L533[11:01:05] <Neomex> Ivorius 7.5
L534[11:01:08]
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L535[11:01:10] <Neomex> been coding since
12
L536[11:01:26] <Ivorius> So a year?
:P
L537[11:01:32] <Neomex> lol
L538[11:01:35] <FusionLord> Neomex, is
that year 0012
L539[11:01:35] <Neomex> 8 years
L540[11:01:36] <heldplayer> Ouch
L541[11:01:49] <Ivorius> Link to GH
L542[11:02:34] <Ivorius> I may be able to
hook you up to some, depending on your quality
L543[11:02:42] <Neomex> dont have gh, im
not opensource fan, lol, i could link to youtube to my random stuff
though
L544[11:03:02]
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L545[11:03:10] <Ivorius> wat
L546[11:03:17] <Ivorius> Who doesn't have
GH
L547[11:03:35] <Ivorius> I can't review
code in Youtube
L548[11:03:35] <PaleoCrafter> Your
mum
L549[11:03:51] <Ivorius> I'll get my mum a
GH account just to spite you mate
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L551[11:04:49] <tmtu> Neomex: what's wrong
with opensource `_`
L552[11:04:56] <Neomex> i thinks its not
fun giving up your work for free
L553[11:05:09] <Neomex> but then again i
dont mind using others people opensource :D
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L555[11:05:36] <PaleoCrafter> You don't
make code public domain by making it uppermost source
L556[11:05:42] <PaleoCrafter> *open
L557[11:05:45] ⇦
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L558[11:05:52] <PaleoCrafter> Darn auto
correct
L559[11:05:59] <FusionLord> xD
L560[11:06:49] ⇦
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L561[11:07:17] <Neomex> meh, i wish we
could sell minecraft mod, imagine mod quality and feature count if
people made it for monies
L562[11:07:36] <Neomex> there are few
pearls out there but thats it
L563[11:07:45] <gigaherz> nah
L564[11:07:48] <gigaherz> people dont' buy
mods
L565[11:07:59] <gigaherz> "I already
paid for the game once, I'm not paying again"
L566[11:08:15] <PaleoCrafter> You can make
money from your mod in different ways :P
L567[11:08:16] <Ivorius> I also wish you
could take money for mods
L568[11:08:23] <Neomex> counter strike
dissagress
L569[11:08:29] <gigaherz> that's why mod
authors use adfly-style sites
L570[11:08:30] <Ivorius> Under the terms
of the game, like in Unreal or whatever
L571[11:08:36] <gigaherz> as
ad-linking
L572[11:08:42] <Ivorius> But yeah
L573[11:09:19] <Ivorius> Like I said, as
long as I don't see good code, I'll shelve you as a beginner
:P
L574[11:09:31] <gigaherz> Neomex: CS is
far from a mod, these days
L575[11:09:38] <gigaherz> it's just
"another game using the same engine"
L576[11:10:32] <gigaherz> i'm not saying
it's impossible to sell a mod, just it has to be VERY special
L577[11:10:35] <Neomex> shelve me as
whatever just let me work on something cool :D
L578[11:10:50]
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L579[11:11:11] <Neomex> ic2 could easily
be sold
L580[11:11:12] <PaleoCrafter> Would you
get a job without a CV, Neomex?
L581[11:11:14] <Ivorius> I'll sure as hell
won't refer you to the nice projects if you're a beginner :P
L582[11:11:19] <Ivorius> Those are more
work than help
L583[11:11:25] <gigaherz> ic2?
L584[11:11:31] <gigaherz> do people
actually like ic2?
L585[11:11:40] ***
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L586[11:11:48] <PaleoCrafter> Definitely
not experimental xD
L587[11:11:59] <gigaherz> I thought it was
only still around for the nostalgia
L588[11:12:22] <Neomex> they could update
to 1.8 but thats effort
L589[11:12:46] <PaleoCrafter> No
shit
L590[11:13:02] ⇦
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L591[11:13:02] <gigaherz> Neomex: prove
yourself making great mods, then people will ask for your help
without you needing to ask
L592[11:13:03] <gigaherz> ;P
L594[11:13:16] <gigaherz> or help with
opensource mods making good PRs
L595[11:13:54] <PaleoCrafter> FusionLord,
a correct repo setup already is a big plus
L596[11:14:22] <FusionLord> there is an
incorrect setup? :P
L597[11:15:59]
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L598[11:16:10] <PaleoCrafter> People often
only commit src/main/
L599[11:16:20] <FusionLord> FacePalm
L600[11:16:32] <PaleoCrafter> Or they
include the forge licences etc
L601[11:17:29] <gigaherz> or the whole
thing
L602[11:17:34] <gigaherz> including .idea
and such
L603[11:17:50] <PaleoCrafter> That as
well
L604[11:18:30] <Ivorius> FusionLord: Looks
pretty okay at first glance
L605[11:18:59] <FusionLord> Thanks
L606[11:19:21] <PaleoCrafter> Actually
wait, you did commit .gradle D:
L607[11:19:25] <gigaherz> FusionLord:
based on conversations seen here, I'd label you something above
"beginner" but noy wuite "pro" yet
L608[11:19:33] <gigaherz> note that I
don't put myself in the "pro" level either
L609[11:19:34] <gigaherz> ;P
L610[11:19:56] <gigaherz> PaleoCrafter:
only because he has custom artifacts
L611[11:20:04] <heldplayer> How would I
save data (like NBT data) with a world? I'm sure there was a way
but I can't find it
L612[11:20:21] <gigaherz> heldplayer:
WorldSavedData
L613[11:20:23] <PaleoCrafter>
WorldSavedData
L614[11:20:27] <PaleoCrafter> Crap
L615[11:20:29] <gigaherz> you can have it
per-dimension, or global
L617[11:20:56] <gigaherz> this is not the
best example, but it works
L618[11:20:56] <gigaherz> ;P
L619[11:21:06] <PaleoCrafter> wat,
giagherz, .gradle contains nothing relevant for the project
:P
L620[11:21:16] <heldplayer> Ah, cheers
:D
L621[11:21:18] ⇦
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L622[11:21:52] <gigaherz> heldplayer: the
important method is the static "get" method
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L624[11:22:01] <gigaherz> whenever you
want to access world-specific data
L625[11:22:07] <heldplayer> Yep, I saw
<3
L626[11:22:09] <gigaherz> you'd use
YourWhatever.get(world)
L627[11:22:19] <gigaherz> world.mapStorage
is the global one
L628[11:22:28] <gigaherz>
world.perWorldStorage is the dimension-specific one
L629[11:22:32] <gigaherz> (or something
like that)
L630[11:22:51] <gigaherz> then you storet
he data and serialize it
L631[11:22:54] <gigaherz> like you would
on a TE
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L633[11:23:01] <FusionLord> PaleoCrafter,
Idk how that got past my gitignore...
L635[11:24:19] <gigaherz> PaleoCrafter: ah
i mistook /.gradle with /gradle
L636[11:24:37] <PaleoCrafter> :P
L637[11:24:44] <shadekiller666> omg
L638[11:24:51] <shadekiller666> 2
snapshots in the same day
L639[11:24:59] <PaleoCrafter> And /gradle
wouldn't contain any artifacts either :P
L640[11:25:04] <gigaherz> shadekiller666:
there have been 3 at times
L641[11:25:04] <gigaherz> ;P
L642[11:25:07] <gigaherz> it's just
bugfixes
L643[11:25:40] <shadekiller666> they're
not good at squashing them in the initial snapshots, but i guess
they're getting them on the subsequent ones :P
L644[11:26:10] <PaleoCrafter> Well, they
sort of are under pressure, you know
L645[11:26:21] <gigaherz> they have no
need to release snapshots
L646[11:26:27] <gigaherz> basically every
time they release a snapshot
L647[11:26:39] <gigaherz> there's a
million people complaining about bugs that often, they already know
about
L648[11:27:02] <gigaherz> they release
them for community feedback and to keep people happy while they
work on the next release
L649[11:27:02] <gigaherz> ;P
L650[11:27:06] <PaleoCrafter> Well, those
million people will also complain if there's no snapshot :p
L651[11:27:17] <gigaherz> also because
people are crazy enough to find things that they missed
L652[11:27:18] <gigaherz> ;P
L653[11:27:35] <gigaherz> yeah so they
redirect the complain-energy into bugfinding
L654[11:27:44] <gigaherz> at least every
now and then something goodcomes out of it
L655[11:27:45] <gigaherz> ;P
L656[11:27:47] ***
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L657[11:28:00] <FusionLord> PaleoCrafter,
any idea why .gradle is getting past my gitignore?
L658[11:28:17] <gigaherz> of course all
those people saying "omfg you killed Minecraft, it will never
be the same!" are generally unhelpful
L659[11:28:18] <gigaherz> ;P
L660[11:28:28] <FusionLord> mine is very
similar to yours
L661[11:28:31] <PaleoCrafter> The
gitignore doesn't work retroactively
L662[11:28:47] <gigaherz> .gitignore only
hides things from the Add dialog
L663[11:28:48] <gigaherz> ;P
L664[11:29:03] <PaleoCrafter> Yeah
L665[11:30:44] <FusionLord> the .gradle
folder was added after my gitignore tho...
L666[11:30:58] <PaleoCrafter> Well,
dunno
L667[11:31:06] <PaleoCrafter> The
gitignore is fine
L668[11:31:27] <FusionLord> ...nevermind
seems it was added before, fixing now
L669[11:34:19]
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L673[11:37:53] <AudaxNovus> If someone
could take a look that'd be lovely. :)
L674[11:38:35] <AudaxNovus> After doing a
Google search for that error in particular, there's very little,
but I did find someone else's pastebin who had the same error as I
did, but who knows if it was solved. It was relatively new as well,
in this past month.
L675[11:40:12] <shadekiller666> omg there
is a month til my birthday, and its going to be so hard avoiding
spoilers for MGS5 and Mad Max
L676[11:41:05] <AudaxNovus>
shadekiller666: can you lend a hand maybe?
L677[11:41:10] ***
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L678[11:41:13] <Ordinastie>
shadekiller666, he dies at the end
L679[11:41:46] <shadekiller666> audax, i
have 0 experience with scala
L680[11:41:55] <AudaxNovus> Ordinastie,
any help here? :(
L681[11:42:11] <Ordinastie> you use scala,
you're on your own
L682[11:42:25] <AudaxNovus> From what it
would appear, I need MrTJP for a lot of the mods that I have
installed, but I also really want to use Project Red.
L683[11:42:37] <AudaxNovus> I didn't
choose anything mate, I'm just trying to run the game. L/
L684[11:42:40] <AudaxNovus> :/*
L685[11:42:43] <Ordinastie> wait, you're
not a moder ?
L686[11:43:28] <AudaxNovus> I have modded
in the past (i.e. 1.6.4 just to see how it is and such) but right
now I'm just trying to play modded MC.
L687[11:43:42] <AudaxNovus> Modder as in
developer of mods or user of them?
L688[11:43:47] <Ordinastie> I'd say look
for ProjectRed author
L689[11:43:50] <AudaxNovus> Like I said I
have developed silly little ones in the past for fun
L690[11:44:08] <ASG_NeoN> Gosh flan make
yourself alive :<
L691[11:44:51] <shadekiller666> yay fry
finally gave me some input on the obj loader
L692[11:44:54] <AudaxNovus> I'm
essentially using all the FTB Infinity mods except for a few of the
magic ones and stuffs like Botania and Blood Magic and other
things.
L693[11:45:25] <shadekiller666> audax, do
you have the latest version of PR
L694[11:45:37] <AudaxNovus> For the
version I do I believe yes
L695[11:45:51] <AudaxNovus> It's the same
one they use in FTB Infinity so why wouldn't it work?
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L702[11:49:24] <AudaxNovus> What mods
require MrTJP anyways?
L703[11:49:34] <AudaxNovus> It feels like
years since I've played
L704[11:49:36] <AudaxNovus> Or just over a
year
L705[11:50:02] <AudaxNovus> Or more than a
year as far as serious modded play goes so I've fallen out of the
loop as far as that kind of thing and dependencies go
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L714[11:59:08] <AudaxNovus> Be back if I
have any more truobles.
L715[11:59:11] <AudaxNovus>
troubles.*
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(~AudaxNovu@bas1-orleans06-1176022744.dsl.bell.ca) ())
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L719[12:03:42] <AtomicStryker_> hullo, had
to reinstall system and am now setting up eclipse again. curious
issue. ive ran setupDecompWorkspace and eclipse scripts, imported
the resulting eclipse project, but my mod projects refuse to import
ANYTHING from it
L720[12:04:02] <AtomicStryker_> forge and
other stuff shows up in referenced libraries, can access classes
just fine
L721[12:04:09] <AtomicStryker_> clean and
refresh arent helping
L722[12:06:09] <AtomicStryker_>
forgegradle project launches debug fine
L723[12:07:40] <Ordinastie> you have
different project for your mods ?
L724[12:07:55] <Ordinastie> and a
forgegradle project without any mod ?
L725[12:08:22] <AtomicStryker_> yes. and i
found the issue - the "export" box wasnt ticked in the
forgegradle project, at the forgesrc jar
L726[12:08:32] <PaleoCrafter> Y u do
dis
L727[12:08:44] <PaleoCrafter> Dis so
counter intuitive
L728[12:08:55] <Ordinastie> I disagree, so
shush you
L729[12:08:57] <AtomicStryker_> i have a
one click solution to build and even upload all my mods
L730[12:09:03] <PaleoCrafter> We ain't in
1.5 anymore
L731[12:09:03] <AtomicStryker_> bow and be
quiet
L732[12:09:39] <PaleoCrafter> I would have
to, had I any mod :P
L733[12:09:46] <PaleoCrafter> *too
L734[12:12:01] <AtomicStryker_> well ive
resolved to actually drop one or two for 1.8
L735[12:12:11] <AtomicStryker_> i just
dont have the time to slog through the porting process
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L740[12:30:27] <AtomicStryker_> uhm is
there a trick to getting the latest 1.8 gradle setups to work
L741[12:30:49] <FusionLord> what seems to
be the issue?...
L742[12:30:53] <AtomicStryker_> they keep
stopping with some message File
'C:\Users\Atomic\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.3.1504\unpacked\conf\packaged.srg'
specified for property 'inSrg' does not exist.
L743[12:31:07] <tterrag|phone> It never
worked for me either
L744[12:31:19] <AtomicStryker_> so what
was the last working build lel
L745[12:33:58] <FusionLord> and that is
the question for the ages :P
L746[12:34:10] <AtomicStryker_> i mean i
was on 1402 or something, thats why i increased
L747[12:35:46] <PaleoCrafter> The last one
that has src instead of mdk
L748[12:36:35] <AtomicStryker_> mdk was
added 1503, but 1502 has the same error
L749[12:36:48] <AtomicStryker_> err
wait
L750[12:36:53] <AtomicStryker_> i actually
ran 1503
L751[12:37:00] <FusionLord> 1491 is
working... that is what I am using
L752[12:37:49] <AtomicStryker_> mhk 1502
seems to be working indeed
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L754[12:46:24] <AtomicStryker_> except the
mojang servers dont seem to provide the assets ._.
L755[12:50:37] <heldplayer> Wasn't there
something added to Worlds to identify them (at least on the
server)? Like a UUID?
L756[12:53:30] <shadekiller666>
omg..
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L758[12:54:21] <shadekiller666> the
Assassin's Creed twitter: "On this date in AC history, Desmond
Miles entered the Animus for the first time & our lives were
forever changed.", ya and then you fucking killed him and
created the plate of shit that was Unity...
L759[12:54:31] <shadekiller666>
>:(
L760[12:55:59] <AtomicStryker_> they wrote
themselves into a corner, desmond was dying from the
"bleed" effect anyway
L761[12:56:13] <shadekiller666> they
should have ended it there!
L762[12:56:19] <Ordinastie> spoilers
assholes -_-
L763[12:56:28] <shadekiller666> ...
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L765[12:56:31] <AtomicStryker_> being mind
blasted by an ancient alien being was so much cooler lel
L766[12:56:40] <shadekiller666> its been 3
years (?) since AC3
L767[12:57:08] <shadekiller666> its not
like they had other characters that they could continue...
L768[12:57:50] <shadekiller666> i would be
more ok with AC if they just removed the out-of-animus stuff all
together now...
L769[12:58:16] <shadekiller666> instead of
the "you're just a game developer, har dee har dee
har"
L770[12:58:22] ***
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L771[12:58:45] <PaleoCrafter> Unity didn't
really have any of that, did it?
L772[12:59:08] <shadekiller666> idk, i
never played it, cuz it was (and still is) a broken piece of
shit
L773[12:59:29] <PaleoCrafter> Oh, it had
those server break downs or something
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L776[13:00:24] <PaleoCrafter> And you know
that they've continued Shay and Rebecca iirc? :P
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L778[13:00:51] <PaleoCrafter> Ehh,
Shaun
L779[13:00:55] <shadekiller666> i have a
boycott on all things Ubisoft until they show that they've wised up
and show some respect for their franchises
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L794[13:45:21] <McJty> How do you get the
hardness of a block? I mean the 'blockHardness' value
L795[13:45:26] <McJty> I know you can do
getBlockHardness
L796[13:45:31] <McJty> And that function
actually returns blockHardness
L797[13:45:42] <McJty> But it actually
needs world,x,y,z and might be overridden by subclasses.
L798[13:45:48] <McJty> And I want to know
for a block that is not in the world
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L800[13:47:04] <shadekiller666> i wish
that the /setblock and /fill commands could take property:value
pairs instead of metadata
L801[13:47:30] <shadekiller666> so like
/setblock ~ ~ ~ minecraft:furnace facing=east
L802[13:47:53] <shadekiller666> instead of
/setblock ~ ~ ~ minecraft:furnace 3 or whatever the metadata value
is
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L804[13:50:31] <heldplayer> Wasn't there
something added to Worlds to identify them (at least on the
server)? Like a UUID?
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L810[13:52:15] <Zaggy1024> heldplayer what
the heck are you talking about
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L812[13:52:50] <heldplayer> Well, didn't
forge add a UUID to worlds that would get saved and loaded so
they'd remain persistent?
L813[13:53:02] <FusionLord> heldplayer,
there is Dimension ID which you can get from
World.provider.dimensionID
L814[13:53:04] <FusionLord> ...
L815[13:53:10] <heldplayer> I know
that
L816[13:53:24] <heldplayer> But that's the
same for every world that has the same dimension id
L817[13:53:29] <heldplayer> A UUID is
unique for each world
L818[13:54:04] <FusionLord> dimension id
is unique to each world...
L819[13:54:16] <heldplayer> It's not
unique between saves
L820[13:54:40] <McJty> Why is
block.blockHardness protected... Do I really have to use reflection
to get that...
L821[13:55:00] <Zaggy1024> why are you
getting hardness outside a world though?
L822[13:55:24] <heldplayer> For something
that doesn't have access to a world instance?
L823[13:55:29] <McJty> Zaggy1024, I want
to compare the hardness of a block in the world with a block in my
inventory
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L825[13:56:30] <FusionLord> heldplayer,
according to the level.dat of the world there is nothing like
that
L826[13:57:05] <heldplayer> FusionLord: I
thought I saw it added somewhere, but it could've been somewhere
else
L827[13:57:56] <Zaggy1024> McJty, there
are some blocks that probably won't even change the hardness
though
L828[13:58:03] <Zaggy1024> and will just
override getHardness
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L831[14:00:38] *
heldplayer sad
L832[14:00:44] <heldplayer> Oh well, guess
I'll have to do that myself :P
L833[14:01:17] <FusionLord> That is always
an option
L834[14:05:19] <Zaggy1024> SoundManager is
stupid :P
L835[14:06:32] <Zaggy1024> I'm just gonna
manually remove my sound from its collections with reflection
:|
L836[14:06:48] <FusionLord> why...
:P
L837[14:07:48] <Zaggy1024> because
otherwise the sound system breaks because it's doing too much at
once or something
L838[14:08:31] <Zaggy1024> I'm not
entirely sure what's going wrong but something is
L839[14:09:18] <FusionLord> sound file
corrupt :P
L840[14:09:30] <Zaggy1024> no
L841[14:09:34] <Zaggy1024> I'm not an
idiot :P
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L843[14:09:48] <Zaggy1024> it plays fine
when I'm not trying to loop it
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L847[14:16:32] <Zaggy1024> oh, crap
L848[14:19:47] <Zaggy1024> gosh, this
system is so convoluted I feel like I should just take it back to
looping the same sound repeatedly
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L854[14:39:43] <Zaggy1024> aha
L855[14:39:48] <Zaggy1024> I found a
somewhat reasonable solution, I think
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L857[14:43:43] <Zaggy1024> nope that
doesn't work either because Minecraft is crap
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L860[14:48:13] <Zaggy1024> I guess I'll
have to live with it having a delay after it finishes playing
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L885[15:42:11] <FusionLord> anyone know
how to get the players watching a chunk?
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L902[16:11:45] <advtech> So what's the
replacement for IIconRegister?
L904[16:13:40] <advtech> oh good lord. so
Let's take simple function and make it longer
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L906[16:14:49] <advtech> And that's for
giving items their texture?
L907[16:15:33] <Unh0ly_Tigg> don't know, I
haven't touched that way of giving items their textures
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L909[16:16:14] <advtech> Because I am used
to IIconRegister for giving items their texture
L910[16:16:29] <minecreatr> advtech, the
whole rendering system changed, now you have to have an item
model
L911[16:16:50] <advtech> Oh god.... So no
more PNGs?
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L913[16:17:24] <minecreatr> no, its still
png's advtech
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L915[16:17:42] <minecreatr> you are using
IIcon for meta, right? advtech
L916[16:17:48] <Nucleria> Hi.
L917[16:18:00] <advtech> I am updating my
old code to 1.8.
L918[16:18:24] <advtech> And my old code
had IIconRegistrer
L919[16:18:28] <minecreatr> well why are
you using IIcon directly in your old code, so items with different
meta can have a different icon? advtech
L920[16:18:47] <advtech> Yes, I guess so.
It's been awhile since I coded
L921[16:19:07] <advtech> And another coder
friend of mine reformatted it
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L923[16:20:16] <minecreatr> well then what
you want to do is have multiple json models, and map them using
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item,
meta, modelResourceLocation)
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L926[16:20:41] <minecreatr> advtech,
^
L927[16:20:52] <advtech> Thanks ^_^
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L929[16:23:39] <MysteriousAges> Is it
possible to use github as a gradle dependency?
L930[16:23:51] <MysteriousAges> And if so,
what is the relevant incantation?
L931[16:24:57] <advtech> Oh damn it. I'll
have to get rid of my ItemCustom Class
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L945[16:57:57] <Unh0ly_Tigg>
MysteriousAges, are you trying to use a github repo as a maven
repo, or something else?
L946[16:58:27] <MysteriousAges> I want to
include Baubles' API in my build; wasn't sure if it had a maven
repo or not.
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L949[17:06:55] <Unh0ly_Tigg> I've been
finding various plugins via googling "gradle use github for
dependency", but I'm not sure which ones would do what you're
trying to do (because they use the github repo in different
ways)
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L952[17:07:48] <TehNut> Along with line
64
L953[17:08:21] <MysteriousAges> Erg, not a
fan of the dropbox thing.
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L956[17:08:47] <TehNut> It's the best you
can do unless you add a subrepo thing on Git
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L958[17:08:50] <TehNut> However you do
that
L959[17:08:58] <tterrag> MysteriousAges:
just copy the baubles API into your src/api/java
L960[17:08:58] <Unh0ly_Tigg> there's a
baubles listing on curse, but there's only 1 1.7.10 version and 2
1.8 versions
L961[17:09:08] <MysteriousAges> Hrm,
submodule might be better in this case.
L962[17:09:26] <TehNut> I've never had
issues with the Dropbox link though
L963[17:09:29] <tterrag> submodules are a
pain imo
L964[17:09:30] <MysteriousAges> I forgot
about those. :U
L965[17:09:33] <tterrag> but it's up to
you :P
L966[17:09:56] <MysteriousAges> I'm mostly
worried about the link suddenly failing for whatever reason, and
then pulling my hair out for hours because I have no clue WTF went
wrong and why builds are failing or something.
L967[17:10:33] <TehNut> sec
L968[17:10:50] <MysteriousAges> I can add
a submodule; I have one for the TC api already.
L969[17:11:13] <tterrag> but then you have
to have the whole baubles source, no?
L970[17:11:19] <tterrag> is it possible to
submodule part of a repo?
L971[17:11:43] <TehNut> If you have to go
with Ivy, here's a Curse download version of the link
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L974[17:12:01] <tterrag> ^ that link won't
ever break :P
L975[17:12:10] <MysteriousAges> Hrm.
Should be able to include/exclude with gradle, no?
L976[17:12:17] <MysteriousAges> Ah,
that'll work.
L977[17:12:22] <MysteriousAges> Thanks,
TehNut
L978[17:12:30] <TehNut> Anytime
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L980[17:13:07] <tterrag> MysteriousAges:
er
L981[17:13:13] <tterrag> well you wouldn't
include the API in your mod anyways
L982[17:13:22] <tterrag> the problem is
you'd have the WHOLE source in your dev environment
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L987[17:15:54] <MysteriousAges> Meh, as
long as it works at the end of the day, it runs in dev, and I don't
have the API bundled, it's fine
L988[17:16:55] <tterrag> problem with
having the whole source is that you won't be able to test without
the mod
L989[17:17:02] <tterrag> since it'll
always be on your classpath
L990[17:17:12] <tterrag> and if it loads
from /mods (deploader) you'll crash with duplicate mods
L991[17:19:20] <MysteriousAges> Which
would fail the "it runs in dev" bit. ;p
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L993[17:20:16] <tterrag> MysteriousAges:
maybe it will initially
L994[17:20:26] <tterrag> *shrug* it's your
choice
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L996[17:21:04] <MysteriousAges> I'll
figure it out.
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L1016[18:44:50] <mrkirby153> Any way to
detect a dedicated server? I want a logfile to be created called
MYMOD-server and MYMOD-client
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L1018[18:47:32] <xaero>
Minecraft.isSinglePlayer, isIntegratedServerRunning, or something
like that
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L1020[18:47:54] <xaero> oh do you want to
detect on the server or client side?
L1021[18:49:38] <xaero> there's
FMLCommonHandler.getSide and getEffectiveSide
L1022[18:49:48] <xaero> not sure on the
differences
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L1026[18:59:41] <mrkirby153> Oh right! I
forgot about the getEffectiveside
L1027[19:01:20] <tterrag> mrkirby153:
log4j tells you the thread
L1028[19:01:25] <tterrag> so what you are
doing is kinda pointless
L1029[19:01:29] <mrkirby153> I was doing
file logging
L1030[19:01:54] <mrkirby153> Like
separate from the main log. (Unless Log4j can do that as well)
tterrag
L1031[19:02:02] <tterrag> it probably
can
L1032[19:02:04] <tterrag> *shrug*
L1033[19:02:52] <mrkirby153> Also, every
thing I was looking at had a log4j.properties file. Where is
that/where do I put it?
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L1042[19:09:57] <killjoy> I'm starting to
think I should've serialized my percent as a int
L1043[19:10:03] <killjoy> 4.9E-324
L1044[19:10:31] <tterrag> or a string
:P
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L1047[19:11:57] <Jasox32> Anyone know if
there's a way to set a block's texture based off of another block's
texture?
L1048[19:12:24] <gigaherz> 1.7 or
1.8?
L1049[19:12:31] <Jasox32> 1.8
L1050[19:12:47] <gigaherz> I assume you
mean dynamically?
L1051[19:13:05] <Jasox32> I guess,
yeah
L1052[19:13:11] <gigaherz> I think the
best approach is like this:
L1053[19:13:21] <gigaherz> 1. custom
state mapper
L1054[19:13:40] <gigaherz> 2. custom
IUnlistedProperty returned from getActualState
L1055[19:14:14] <gigaherz> 3. from the
custom state mapper, you return an implementation of
ISmartBlockModel
L1056[19:14:38] <gigaherz> that
implements the ISmartBlockModel method by returning the other
block's IBakedModel
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L1058[19:15:14] <gigaherz> you'd figure
out which block's model to return based on the IUnlistedProperty,
which would contain the block name or similar
L1059[19:15:49] <Jasox32> Okay. From
looking into this, getActualState is for getting it from
surroundings. I can just switch that if I want to get it from
metadata, right?
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L1061[19:16:02] <gigaherz> oh if it's
JUST metadata
L1062[19:16:21] <gigaherz> when you said
"another block", I assumed you meant something
dynamic
L1063[19:16:28] <gigaherz> such as either
surroundings, or the TileEntity
L1064[19:16:28] <Jasox32> Well, metadata
and a texture
L1065[19:16:56] <gigaherz> hmmm
L1066[19:17:04] <gigaherz> another
question then,
L1067[19:17:23] <gigaherz> when you said
"texture" do you mean actually the texture, or you just
want the block to render as something else?
L1068[19:18:03] <Jasox32> Actually the
texture
L1069[19:18:09] <gigaherz> aha
L1070[19:18:18] <gigaherz> that's a whole
different matter then, sorry to misinterpret ;P
L1071[19:18:34] <gigaherz> this makes it
somewhat more complicated
L1072[19:18:34] <Jasox32> But I'm
modifying the texture a bit through my code
L1073[19:18:43] <gigaherz> uhh
L1074[19:19:13] <gigaherz> thne you
aren't actually using the other texture, but a copy of it?
L1075[19:19:49] <Jasox32> Yeah
L1076[19:19:57] <gigaherz> ahh
L1077[19:20:02] <gigaherz> that makes it
quite a LOT more complicated then
L1078[19:20:03] <gigaherz> XD
L1079[19:20:13] <Jasox32> I don't need
full step-by-step instructions. Just some place to start
looking
L1080[19:20:18] <gigaherz> because
Minecraft bakes the textures atlas once, at load
L1081[19:20:40] <gigaherz> which means
you'd have to generate ALL the textures at load, and keep track of
their TextureAtlasSprite
L1082[19:21:03] <gigaherz> unless you
want to draw the details using a TESR
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L1084[19:21:16] <gigaherz> what kind of
modification are you speaking of?
L1085[19:23:02] <Jasox32> I'll just tell
you my end goal. I'm trying to make a giant block mod. So when you
place a giant block, it places a 4x4 of normal blocks, each with
4x4 pixels of the initial block
L1086[19:23:24] <gigaherz> AHH
L1087[19:23:33] <gigaherz> then you don't
actually need to modify anything :D
L1088[19:23:50] <gigaherz> just specify a
smaller area of the original texture
L1089[19:23:55] <gigaherz> it would
normally be 0..16
L1090[19:24:00] <Jasox32> Yeah
L1091[19:24:05] <gigaherz> so make it
0..4, 4..8, 8..12, 12..16
L1092[19:24:18] <gigaherz> all of the
pieces using the same original texture
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L1094[19:24:36] <gigaherz> you could
easily do that with just json files
L1095[19:24:57] <gigaherz> although
L1096[19:24:57]
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L1097[19:25:04] <gigaherz> how do you
plan on using just metadata for that?
L1098[19:25:15] <gigaherz> meta has 4
bits
L1099[19:25:20] <gigaherz> that gives you
16 values
L1100[19:25:31] <gigaherz> and a 4x4x4
block would need 64 values ;P
L1101[19:25:43] <Jasox32> 32*
L1102[19:25:52] <Jasox32> Wait, no
L1103[19:25:56] <gigaherz> no? 4*4=16,
16*4=64
L1104[19:26:08] <Jasox32> Wait, you're
right XD
L1105[19:26:25]
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L1106[19:26:39] <Jasox32> Well, I guess I
can't use metadata then XD
L1107[19:26:43] <gigaherz> you could use
a TileEntity to store the extra bits
L1108[19:27:08] <Jasox32> I guess I'd
have to
L1109[19:27:17] <gigaherz> as long as you
make it clear that you don't wany any tick updates for your TE, and
you stick to just storing the "extended meta"
L1110[19:27:32] <gigaherz> you could then
use getActualState
L1111[19:27:37] <gigaherz> without any
crazy unlisted properties
L1112[19:27:38] <gigaherz> just
plain
L1113[19:27:45]
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L1114[19:27:53] <gigaherz> subx,suby,subz
numeric properties
L1115[19:28:19] <gigaherz> which
Minecraft itself can easily find in your blockstates json
L1116[19:28:58] <gigaherz> although that
would require 64 json files + a big blockstates json
L1117[19:29:12] <gigaherz> so you may
want to use the state mapper + ISmartBlockModel method
L1118[19:29:47] <Jasox32> Still with
TEs?
L1119[19:29:50] <gigaherz> yes
L1120[19:30:04] <gigaherz> the idea would
be,
L1121[19:30:22] <gigaherz>
getStateFromMeta wouldreturn just the default state
L1122[19:30:48] <tterrag> it might be
possible with meta + context clues
L1123[19:31:01] <gigaherz> then
getActualState would use world.getTileentity(pos), and from that
TE, use something like getX()/getY()/getZ()
L1124[19:31:06] <tterrag> i.e. the block
on the neg X side only needs to care about it's position on the Z
and Y axis
L1125[19:31:10] <tterrag> which only has
16 possible states
L1126[19:31:32] <gigaherz> tterrag: that
only works if it's hollow, though?
L1127[19:31:48] <gigaherz> I did think of
thep ossibility of having 4 actual blocks
L1128[19:32:02] <gigaherz> for
y=0,y=1,y=2,y=3, andeahc one having x,z as meta
L1129[19:32:10] <gigaherz> and each
one*
L1130[19:32:28] <Jasox32> Yeah, that
might be easier
L1131[19:32:46] <gigaherz> but then you
are taking 64 state IDs per block type
L1132[19:32:48] <tterrag> who cares if
it's hollow
L1133[19:32:53] <tterrag> the blocks in
the center won't be rendering anyways
L1134[19:33:09] <gigaherz> Jasox32: would
you be able to break bits of it?
L1135[19:33:16] <gigaherz> or would be
megablocks just behave as one?
L1136[19:33:21] <Jasox32> Yes, so it cant
be hollow
L1137[19:33:31] <gigaherz> aha
L1138[19:33:36] <gigaherz> that has a
side-effect, btw
L1139[19:33:43] <gigaherz> you don't have
textures for the "inside" of the block
L1140[19:33:45] <gigaherz> ;P
L1141[19:33:47] <Jasox32> I already have
mapped out the textures of the inside
L1142[19:33:52] <gigaherz> oh?
L1143[19:34:17] <Jasox32> That's not a
problem. I can generate them from the outside textures
L1144[19:34:38] <gigaherz> well
then,
L1145[19:35:14] <gigaherz> if you want to
avoid TEs, and I wouldn't blame you for it, since TEs are sortof
heavy when in large enough numbers ;P
L1146[19:35:23] <gigaherz> (and you WILL
have large numbers ;P)
L1147[19:35:45] <gigaherz> it seems the
solution is to use multiple block entries
L1148[19:35:46] <Jasox32> 4 blocks is
easier + less laggy
L1149[19:36:08] <gigaherz> you WILL be
using up 64 state IDs for each block, and require 4 entries in the
block registry
L1150[19:36:26] <gigaherz> but as long as
you don't expect ot have ALL The vanilla blocks available in mega
form
L1151[19:36:28] <gigaherz> XD
L1152[19:36:34]
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L1153[19:37:08] <tterrag> non ticking TEs
have minimal impact on the game performance
L1154[19:37:31] <gigaherz> yeah but ifyou
have large number of chunks with large number of TEs, the ram blows
up
L1155[19:37:41] <Jasox32> I kinda wanted
the player to be able to put any block in
L1156[19:37:51] <tterrag> does it
though?
L1157[19:37:57] <tterrag> TEs aren't that
ram heavy necessarily
L1158[19:38:11] <tterrag> it's a few
ints
L1159[19:38:43] <gigaherz> each TE has at
least x,y,z,meta, and the user data, assuming the user data is just
one int, that's 20 bytes per TE + any internal data the JVM keeps
for it, which let's say may be around 32 bytes
L1160[19:39:10] <gigaherz> each chunk has
potentially 65536 cells (16*16*256)
L1161[19:39:38] <gigaherz> that's in the
order of 2mb per chunk
L1162[19:39:54] <tterrag> filling the
entire chunk with TEs is a bit...extreme
L1163[19:40:17] <gigaherz> yeah I'm
considering a worst-case scenario
L1164[19:40:44] <gigaherz> of someone
doing megablock-based worldgen
L1165[19:40:59] <tterrag> ok then
L1166[19:41:01] <tterrag> don't do
that
L1167[19:41:03] <gigaherz> so that you
have huve grass with huge trees
L1168[19:41:09] <gigaherz> huge*
L1169[19:41:23] <gigaherz> Jasox32: woudl
that happen?
L1170[19:41:31] <gigaherz> whole chunks
mostly filled with megablocks? ;P
L1171[19:42:00] <gigaherz> Iguess it
doesn't matter though
L1172[19:42:09] <gigaherz> if you want
the user to potentially convert ANY block into mega
L1173[19:42:14] <Jasox32> No, but I don't
want to worry about it when making large builds
L1174[19:42:16] <gigaherz> which may
include mod blocks
L1175[19:42:24] <gigaherz> thne you would
WANT to use TEs
L1176[19:42:40] <gigaherz> so that you
can store also the Block instance for the block you are
mapping
L1177[19:43:07] <gigaherz> so that you
can get the right data for use in your ISmartBlockModel
L1178[19:43:19]
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L1179[19:43:30] <gigaherz> if you keep it
to just the "top 10 materials"
L1180[19:43:40] <gigaherz> or something
like that, then it's still doable without TEs
L1181[19:44:19] <gigaherz> I just
wouldn't recommend using the 4*16 method if you plan on having more
than 10-20
L1182[19:44:26] <gigaherz> you'd be
taking up a lot of "block id space"
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L1184[19:45:17] <Jasox32> Oh, I would
need 4 block ids per block?
L1185[19:45:22] <gigaherz> yes.
L1186[19:45:28] <gigaherz> you'd need
like
L1187[19:45:28] <Jasox32> Oh
L1188[19:45:32] <gigaherz>
megaCobbleY0
L1189[19:45:34] <gigaherz>
megaCobbleY1
L1190[19:45:36] <gigaherz>
megaCobbleY2
L1191[19:45:36] <gigaherz>
megaCobbleY3
L1192[19:45:46] <gigaherz> megaDirtY0,
...
L1193[19:46:16] <gigaherz> although
"block ids" is misleading in 1.8
L1194[19:46:39] <gigaherz> the ID map
works at blockstate level
L1195[19:47:00] <gigaherz> combines the
12bit block number and 4bit meta into one 16bit index into a
blockstate map
L1196[19:47:04] <gigaherz> table*
L1197[19:48:39] <Jasox32> Okay, well, I
certainly have a lot to think about now XD. Thank you so much for
all your help.
L1198[19:50:29] <gigaherz> actually
that's bullshit
L1199[19:50:31] <gigaherz> XD
L1200[19:50:39] <gigaherz> the 12bit id +
4bit meta are using ONLY on the savefile
L1201[19:50:47] <gigaherz> at runtime, it
only uses the blockstate instances
L1202[19:51:00] <gigaherz> they ARE
pregenerated, so ALL states are computed at load and stored in a
map
L1203[19:51:35] <gigaherz> but the point
was the same, you'd be using up too many IDs
L1204[19:51:35] <gigaherz> XD
L1205[19:51:51] <GraphicH> I remember
when they announced the new block system and people were like
"infinite blocks!!!" nooo they still have to be < 16
bits to store in the save
L1206[19:52:27] <gigaherz> yeah, but you
CAN have infinite blockstates!
L1207[19:52:39] <gigaherz> just so long
as you can encode them into 4bit meta
L1208[19:52:39] <gigaherz> XD
L1209[19:52:44] <gigaherz> that
said
L1210[19:53:13] <gigaherz> it would be
intersting to have a TE-free extra storage system
L1211[19:53:13] <GraphicH> 4bit meta + 12
bit id = 2^16 possible blocksates, no?
L1212[19:53:13] <gigaherz> as in
L1213[19:53:22] <gigaherz> no
L1214[19:53:41] <gigaherz> you can have
as many blockstates as you want
L1215[19:54:09] <gigaherz> the
limitations are:
L1216[19:54:33] <gigaherz> 1. due to the
4bit limit on block IDs on the save system (and possibly network?),
you can only have 4096 actual blocks registered
L1217[19:54:46] <tterrag> honestly they
need to go the last step and fully eliminate metadata
L1219[19:55:04] <tterrag> each block
should be able to reserve a certain amount of IDs
L1220[19:55:17] <tterrag> then instead fo
8bit+4bit you would just have 12 bits of IDs
L1221[19:55:19] <gigaherz> tterrag: nah
fuck that
L1222[19:55:23] <gigaherz> serialize the
blockstate into NBT
L1223[19:55:25] <gigaherz> in place of a
TE
L1224[19:55:32] <tterrag> hahahahah
no
L1225[19:55:32] <gigaherz> te-free
unlimited blockstates
L1226[19:55:33] <gigaherz> ;P
L1227[19:55:42] <tterrag> enjoy your TB
save files
L1228[19:55:43] <tterrag> lol
L1229[19:55:45] <GraphicH> ^
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L1232[19:56:06] <GraphicH> Yeah the
reason we're limited on ids+states is to keep save files not
huge
L1233[19:56:11] <gigaherz> I know
L1234[19:56:14] <gigaherz> and I do
agree
L1235[19:56:34] <tterrag> with my way,
the many many blocks that don't utilize meta at all would stop
wasting their extra 4 bits
L1236[19:56:38] <gigaherz> it would be
nice to get rid of the blockid/block meta split
L1237[19:56:48] <gigaherz> and just have
a 65536-long array of blockstates
L1238[19:56:56] <tterrag> yep
L1239[19:56:56] <gigaherz> and just
assign as many entries as a block needs
L1240[19:57:09] <gigaherz> if you return
50 blockstates, you'll use up 50 entries
L1241[19:57:12] <gigaherz> and everyone's
happy
L1242[19:57:31] <gigaherz> you wouldn't
have "air" taking effectively 16 slots
L1243[19:57:52] <GraphicH> I think the
purpose was for things like, sometimes I don't care if a stair is
stair left or stair right, I just care its a stair
L1244[19:58:04] <GraphicH> so
"class"ing blocks would be trickier: you'd need to
twiddle bits
L1245[19:58:13] <gigaherz> GraphicH: not
really
L1246[19:58:23] <gigaherz> you have a
header of sorts
L1247[19:58:34] <gigaherz> that stores
the block/state info for each slot
L1248[19:58:42] <gigaherz> specified ONCE
per save
L1249[19:58:50] <gigaherz> so that you
always have the same IDs
L1250[19:58:59] <gigaherz> which is
something Forge already does
L1251[19:59:15] <GraphicH> Eh yeah I
guess with the new system your right, I don't ahve the id to
twiddle the bits of
L1252[19:59:17] <gigaherz>
blockState.getBlock() == Blocks.stair
L1253[19:59:19] <gigaherz> would still
apply
L1254[19:59:28] <gigaherz> and is all you
need
L1255[19:59:36] <gigaherz> you have 0
interest in block IDs
L1256[19:59:49] <gigaherz> at runtime,
it's all Block instances and IBlockState instances
L1257[20:00:09] <GraphicH> Yeah, I keep
forgetting that, I hadn't worked on mods for a long long time was
mostly bukkit server side too
L1258[20:00:47] <gigaherz> stil lthat
said, I would LOVE to be able to get the equivalent of a TE's
readFromNBT/writeToNBT
L1259[20:00:54] <gigaherz> but applied
exclusively to "getActualState"
L1260[20:01:08] <GraphicH> I weas going
to ask, ICommandSender passed into ICommand.processCommand() I
assume its a player when the ICommand is registered to the
ClientCommandHandler right?
L1261[20:01:11] <gigaherz> so that you
could store extra data on demand
L1262[20:01:26] <tterrag> GraphicH: could
also be a command block
L1263[20:01:28] <tterrag> or something
else
L1264[20:01:31] <tterrag> that's why the
interface exists
L1265[20:02:08] <GraphicH> Ah but I can
check it, I need to write a basic debug command for a client side
only mod
L1266[20:02:18] <tterrag> why do you need
a player
L1267[20:02:33] <GraphicH> Sends the
output of the command to?
L1268[20:02:46] <tterrag> you send it to
the command sender
L1269[20:02:51] <tterrag> there are
methods in CommandBase for this
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L1273[20:04:12] <GraphicH> Ah wasn't
aware that thing existed. On sender I see addChatMessage but it
takes a IChatComponent
L1274[20:04:17] <tterrag> right
L1275[20:04:21] <tterrag> that's what you
want
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L1277[20:06:45] <GraphicH> Ah shit so
I've got to implement IChatComponent on something? I really just
want to send a string with the output
L1278[20:06:52] <GraphicH> Damn progress
making things complicated
L1279[20:07:11] <tterrag> no
L1280[20:07:15] <tterrag> use your
IDE
L1281[20:07:21] <tterrag> there are many
classes that already implement IChatComponent
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L1284[20:08:41] <TehNut> where
L1285[20:08:58] <TehNut> "No Item
Exists for this Item Damage"?
L1286[20:10:06] <tterrag> he's getting
"Forge Mod Loader detected that backup lever.dat is being
used. This may happen due to a bug or corruption, continuing can
damage your world beyond repair or lose data/progress"
L1287[20:10:18] <tterrag> apparently when
EnderIO is dropped in
L1288[20:10:26] <tterrag> idk what even
causes that or if there's ANYTHING useful in that log
L1289[20:10:44] <TehNut> Only thing that
stands out is the NEI spam
L1290[20:10:50] <TehNut> But that's not
useful
L1291[20:11:32] <tterrag> yeah
L1292[20:11:34] <tterrag> I have no
clue
L1293[20:12:12] <TehNut> i always just
hit go when I get that message :p
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L1295[20:16:50] <blade1981m> I am not the
greatest at picking apart error logs, but Ender IO seems to drop in
right after deconstruction and there is a massive amount of errors
coming from that
L1296[20:17:15] <blade1981m> ending line
16069
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L1299[20:22:32] <tterrag> blade1981m:
thsoe errors are consistent
L1300[20:22:37] <tterrag> that
deconstruction mod seems broken
L1301[20:23:15]
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L1305[20:30:28] <blade1981m> indeed
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L1313[20:44:59] <Nucleria> Hi, my block,
the Mineral Altar is rendering fine in the inventory and third
person view, but when placed, it doesn’t have it’s texture. No
console output, as far as I can tell. I’ve been trying to get this
for like three hours now. Any help? Just tell me what files
youmight need to see and I’ll get’em on pastebin.
L1314[20:47:18] <Nucleria> I thought it
was the blockstate JSON file, but I can’t find anything wrong with
any of the JSONs, or my Java code. And the texture is named
correctly and the /assets/geology/textures/blocks folder. All item
textures are working.
L1315[20:49:34] <Nucleria> It’s just the
plain Minecraft block model.
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L1322[20:57:20] <Nucleria> Hello.
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L1326[21:08:07] <GraphicH|Away> You have
your code up on github?
L1327[21:08:33]
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L1328[21:08:38] <GraphicH|Away> And if I
understand you're just trying to add a block?
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L1331[21:09:51] <Nucleria> I can commit
the latest code to my repo. Yes, I’m trying to add a block. Well,
technically a Tile Entity, but I’m adding the block first and the
texture all around isn’t there when the block is place.
L1332[21:10:35] <GraphicH|Away>
Hmmm
L1334[21:10:41] <fry> there's a reply in
the post, it should help
L1335[21:11:14] <Nucleria> Thanks, I
hadn’t seen that. That forum is quick…
L1336[21:11:58] <Nucleria> Man, if it’s
that simple...
L1337[21:13:05] <GraphicH|Away> Simple
things aren't simple if you just don't know haha can be hard to
learn. wiki's spotty taking apart other peoples mods is usually
helpful
L1338[21:13:28] <Nucleria> :P
Thanks.
L1339[21:14:50] <Nucleria> Well, it works
! :)
L1340[21:15:06] <GraphicH|Away> ya!
L1341[21:15:15] ***
GraphicH|Away is now known as GraphicH
L1342[21:15:26] <iceman11a> Is there a
tutoral on how to make fluid fuels.
L1343[21:15:51] <GraphicH> You mean kind
of like Oil and stuff industrial mods have?
L1344[21:17:18] <iceman11a> I wanted to
make discel fuel.
L1345[21:17:27] <GraphicH> Diseal ?
L1346[21:17:38] <iceman11a> Yes
L1347[21:17:44] <Nucleria> Diesel.
L1348[21:17:45] <GraphicH> Diesel*
however its spelled
L1349[21:17:59] <Nucleria> I’m such a
spelling freak…
L1350[21:18:29] <GraphicH> iceman11a:
have you implemented anything yet?
L1351[21:18:29]
⇨ Joins: trab (~trab@28.np.emoserver.com)
L1352[21:18:49] <iceman11a> Nope
L1353[21:18:57] <GraphicH> You have dev
environment set up?
L1354[21:19:08] <GraphicH> Done like
basic hello world mod first?
L1355[21:19:29] <iceman11a> Yes, all that
all setup and the mod is all ready started.
L1356[21:19:46] <iceman11a> I'm just
looking for a tutoral on making fuels
L1357[21:19:51] <GraphicH> I would then
check out how buildcraft does it
L1358[21:20:00] <GraphicH> I doubt you're
going to find a tutorial
L1359[21:20:11] <GraphicH> Its kind of
too specific
L1360[21:20:12] <iceman11a> I have and
they won't give me the info for it
L1361[21:20:25] <GraphicH> I thought they
were open source
L1362[21:20:51] <Nucleria> Buildcraft is.
I think he means he can’t find it in the repo.
L1363[21:20:51] <iceman11a> They are.
They just don't explain the code.
L1364[21:21:10] <iceman11a> They don't
give details in their code.
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L1366[21:21:37] <GraphicH> I'm gonna say
you need to try a little harder to read their code
L1367[21:21:42] <Nucleria> Concise
commenting is hard…
L1368[21:21:52] <GraphicH> Well even if
its not well commented
L1369[21:22:05] <GraphicH> I've picked
appart code with no comments to figure out how it works
L1370[21:22:09] <Ri5ux> Just saying, but
people are retarded and dont know what the fuck {Mod Rejections:
modid-0.0.0} means
L1371[21:22:20] <Ri5ux> So someone should
put a better message there
L1372[21:22:34] *
GraphicH must be retarded
L1373[21:22:34] <iceman11a> ok
L1374[21:22:51] <Nucleria> GraphicH is
right, though. Tutorials can only get one so far.
L1375[21:23:24] <GraphicH> Yeah and
"liquid fuel" is a little specific for a tutorial, most
tutorials are suuuuuper general
L1377[21:23:35] <Nucleria> Yeah.
L1378[21:23:46] <GraphicH> Pull their
project and start adding in debugging statements to figure out how
it works
L1379[21:24:01] <GraphicH>
System.out.println("In function whatever, doing
whatever"); ect ...
L1380[21:24:26] <Nucleria> I’d better get
to bed. It’s 10:30 and I have school tomorrow...
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L1382[21:24:55] <GraphicH> Hey I know
that guy
L1383[21:25:07] <GraphicH> Mystcraft
dude
L1384[21:25:20] <Nucleria> Bye, everyone.
Thanks for all the help!
L1385[21:25:26] <GraphicH> Well dude on
the forums, hey keybounce
L1386[21:25:39] <keybounce> Hello
L1387[21:25:46]
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L1388[21:26:27] <GraphicH> I'm guessing
MystCraft going to 1.8 is a bit of work for XComp?
L1389[21:26:51] <keybounce> I don't
know
L1390[21:27:05] <keybounce> For all I
know, he's staying on 1710 for a while
L1391[21:27:09] <keybounce> I hope he
is
L1392[21:27:23] <GraphicH> Don't like
1.8?
L1393[21:27:32] <GraphicH> 1.8+*
L1394[21:27:54] <Ri5ux> I respect his
choice.
L1395[21:28:27] <keybounce> Too much work
just to get 1710 mods nice and happy together. Between Et Futurum,
and others, no need or desire to do that again.
L1396[21:28:49] <GraphicH> He worries to
much about his playing nice with others
L1397[21:28:53] <GraphicH> I think
L1398[21:29:01] <GraphicH> I saw that
post about stability calcs
L1399[21:29:15] <keybounce> Which
one?
L1400[21:29:15] <GraphicH> I still lurk
there even if don't post
L1401[21:29:44] <keybounce> Which post
about stability calcs?
L1402[21:29:52] <GraphicH> Let me
see
L1403[21:30:10] <GraphicH> It was really
recent and had to do with how he baselines it
L1404[21:30:15]
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L1408[21:31:50] <GraphicH> So it sounded
like he was basically trying to auto-balance stability by
baselining the overworld to get an idea of "whats rare"
and whats not
L1409[21:32:16] <GraphicH> so if you had
other mods installed you couldn't create stable OP worlds
L1410[21:32:45] <iceman11a> What file
would I download for the source code for a mod. would ir be the dev
file
L1411[21:32:56] <iceman11a> ir *it
L1413[21:33:26] <Ri5ux> Sometimes I'm
embarrassed to be a human.
L1414[21:33:32] <GraphicH> lol
L1416[21:35:34] <GraphicH> sorry took a
second
L1417[21:35:55] <GraphicH> Thought
profiling was related to stability calculation
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L1419[21:38:39] <keybounce> Ahh
L1420[21:38:41] ***
Cazzar is now known as Cazzar|Away
L1421[21:38:51] <keybounce> There are two
related measurements made in mystcraft.
L1422[21:39:11] <keybounce> One, that
happens in every age, is an ongoing measurement of that age, to see
what it's "value" is.
L1423[21:39:39] <keybounce> The second is
a baselining profile, to see what the "default" age is,
based on a overworld-ish age.
L1424[21:39:49] ***
Cazzar|Away is now known as Cazzar
L1425[21:39:55] <keybounce> You are
charged instability if the age you write is richer/greedier than
the overworld.
L1426[21:40:14] <iceman11a> Is there an
IDE that I can use to look threw the code with out loading in
Eclipse
L1427[21:40:16] <keybounce> The newest
versions have an option to use preset constants for the baseline
values.
L1428[21:40:28] <keybounce> So there is
no more "baking a cake" delay.
L1429[21:40:41] <GraphicH> Ah excellent
so he went the config route then?
L1430[21:40:47] <Ri5ux> iceman, What's
with your strange questions? Why not use eclipse?
L1431[21:40:48] <keybounce> yes
L1432[21:41:04] <GraphicH> Good, he
shouldn't be responsible for trying to balance other peoples mods
with his
L1433[21:41:14] <GraphicH> that's a mod
packer/writers job
L1434[21:41:16] <iceman11a> Read what I
just typed.
L1435[21:41:23] <GraphicH> He's a saint
for trying
L1436[21:41:28] <Ri5ux> I did
iceman.
L1437[21:41:32] <iceman11a> I wanted
thing other then eclipse
L1438[21:41:34] <keybounce> Oh -- the
default is to try to measure.
L1439[21:41:41] <Ri5ux> Why
specifically?
L1440[21:41:41] <keybounce> The option to
use a config file is off by default
L1441[21:41:52] <GraphicH> Still though,
gives them the option to fix it
L1442[21:41:56] <Ri5ux> I mean there's
IntelliJ idea...
L1443[21:42:17] <keybounce> For why?
You'd have to ask.
L1444[21:42:25] <keybounce> My guess is
"it just works" most of the time that way
L1445[21:42:52] <GraphicH> Well it might
be a perf issue for some mods, dunno sounded like it was causing
issues
L1446[21:42:58] <GraphicH> from that
post
L1447[21:43:29]
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L1448[21:43:39] <GraphicH> iceman11a: do
you want a different IDE because your mod project is currently open
in Eclipse and you don't want to "mess" it up?
L1449[21:44:03] *
Ri5ux is going with the potato processor problem
L1450[21:44:08] <GraphicH> haha
L1451[21:44:36] <GraphicH> I'm taking
random shots at that kind of crazy question
L1452[21:45:05] <iceman11a> Yes, That's
why
L1453[21:45:21] <GraphicH> Well then you
need to get a new processor, potatos are for eating
L1454[21:45:22] <Ri5ux> Which one, potato
processor or the other
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L1456[21:46:13] <GraphicH> given his
other questions I'm going with mine, not potato processors
L1457[21:46:23] <Ri5ux> lol
L1458[21:48:12] <GraphicH> iceman11a :
You know you can have more than one instance of Eclipse running at
a time right? With each project open in the other. You're probably
going to have to do the gradle boog-a-loo you did for your project
for BuildCraft's project though.
L1459[21:48:27] <Ri5ux> ^
L1460[21:48:42] <GraphicH> each project
open in a different window* rather
L1461[21:48:53] <GraphicH> I'm doing that
write now to look at some horrible old code
L1462[21:49:06] <iceman11a> ok
L1463[21:50:22] <GraphicH> Must
sleep
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L1507[23:26:25] <cmcintosh> I got a
couple questions, first is there a website with the JavaDocs for
Forge that I can get the reference information for api, and
second(quicker i hope) is i have a block that i am running a
onBlockDestroyedByPlayer and was curious how I can go about finding
the player that broke a block
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L1509[23:27:25] <Mitchellbrine> 1. You
can download the javadocs for any version. 2. It should be a
parameter
L1510[23:28:43] <Mitchellbrine> Okay, I
was wrong about 1
L1511[23:28:47] <Mitchellbrine> You used
to be able to
L1512[23:29:38] <cmcintosh> which
parameter for that perticular callback, you get world, x,y,z, and
meta(int) is the meta the ID for the player?
L1513[23:29:47] <Mitchellbrine>
really?
L1514[23:30:07] <cmcintosh> this is
1.7.10
L1515[23:30:09] <Mitchellbrine>
weird
L1516[23:30:11] <Mitchellbrine>
yeah
L1517[23:30:16] <Mitchellbrine> I'm there
too
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L1519[23:30:42] <cmcintosh> i really wish
there were some API docs somewhere, would make this easier,
L1520[23:30:49] <cmcintosh> i have not
really found anything anywhere
L1521[23:31:08] <Mitchellbrine> use
harvestBlock or maybe onBlockHarvested?
L1522[23:31:24] <Mitchellbrine> Both
happen when a player destroys a block (in survival)
L1523[23:32:17] <cmcintosh> which happens
first?
L1524[23:32:32] <Mitchellbrine>
onBlockHarvested happens before harvestBlock
L1525[23:32:46] <cmcintosh> ok ill try
with that one.
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