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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! ♪
L50[01:07:12] <trab> k
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
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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
L173[03:51:19] <timtower> http://pastebin.com/7RFzxuWn
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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L280[07:24:11] <Lumien> Forge Gradlew doesn't seem to be able to recompile the mc it just decompiled :( http://pastebin.com/b2ttUiEU
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
L350[08:35:28] <PaleoCrafter> https://bitbucket.org/ProfMobius/waila/src
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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L386[09:13:23] <FusionLord> seems AABB is not AA :P http://puu.sh/jXphp/2066c43258.png
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
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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.
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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] MineBot sets mode: +o on Lex_
L485[10:16:14] <Xilef11> I get java.lang.IllegalArgumentException: Invalid shapeless recipe: unknown type [Lnet.minecraft.item.ItemStack;!
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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?
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L507[10:54:07] <gigaherz> Neomex: I was coding this mod, but I became demotivated: https://github.com/gigaherz/Ender-Rift/
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
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L511[10:55:19] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L512[10:55:22] <gigaherz> better link
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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
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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
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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
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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
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L558[11:05:52] <PaleoCrafter> Darn auto correct
L559[11:05:59] <FusionLord> xD
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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
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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?
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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
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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
L593[11:13:07] <FusionLord> Ivorius, what would you shelve me as? https://github.com/FusionLord/CabinetsReloaded
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
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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
L616[11:20:51] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java
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
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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...
L634[11:23:33] <PaleoCrafter> Here, have this: https://gist.github.com/PaleoCrafter/634fbc5e5d4a39b0d188
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
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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
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L672[11:37:46] <AudaxNovus> Having a little problem with MrTJP and Project Red: http://pastebin.com/Hens44Qf
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?
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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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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"
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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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L792[13:31:34] MineBot sets mode: +o on Lex_
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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
L829[13:58:12] <FusionLord> heldplayer, there is this, not sure what it is tho... http://puu.sh/jXG43/676be497be.png
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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?
L903[16:12:53] <Unh0ly_Tigg> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelBakeEventDebug.java#L112 this is what you can do now.
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)
L924[16:20:28] <minecreatr> Wuppy has a good tutorial here http://www.wuppy29.com/minecraft/1-8-tutorial/updating-1-7-to-1-8-part-2-basic-items/#sthash.3owx6x3d.kJjAfjIH.dpbs
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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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L951[17:07:42] <TehNut> MysteriousAges: Just use Ivy https://github.com/TehNut/RedstoneArmory/blob/1.7.10/build.gradle#L56-L59
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
L972[17:11:45] <TehNut> http://addons-origin.cursecdn.com/files/2224/857/[module]-1.7.10-[revision].[ext]
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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
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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
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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
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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
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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
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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
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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
L1282[20:08:07] <tterrag> what in the world is going on here? http://paste.ubuntu.com/12258747/
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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
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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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L1325[21:07:14] <Nucleria> Posted a topic about this problem, here: http://www.minecraftforge.net/forum/index.php/topic,33532.0.html
L1326[21:08:07] <GraphicH|Away> You have your code up on github?
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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
L1333[21:10:37] <Nucleria> https://github.com/Nucleria/Geology
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!
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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?
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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
L1376[21:23:31] <GraphicH> https://github.com/BuildCraft/BuildCraft
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
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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
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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
L1412[21:33:20] <GraphicH> iceman11a you probably want to just clone https://github.com/BuildCraft/BuildCraft
L1413[21:33:26] <Ri5ux> Sometimes I'm embarrassed to be a human.
L1414[21:33:32] <GraphicH> lol
L1415[21:35:30] <GraphicH> keybounce: http://xcompwiz.com/forum/viewtopic.php?f=21&t=3209
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
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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.
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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
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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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