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L1[00:00:29] <SkySom> Or just do one and
call it done?
L2[00:00:38] <Manusoftar> ?
L3[00:00:56] <SkySom> Rather than do every
possible layout
L4[00:01:01] <tterrag> how many layouts do
you have?
L5[00:01:01] <tterrag> and why?
L6[00:01:08] <Manusoftar> 4 so far
L7[00:01:41] <Manusoftar> im trying to make
a pestle and mortar from a bowl and a stick place diagonally
L8[00:02:03] <tterrag> just make it
shapeless...
L9[00:02:06] <tterrag> why does it have to
be diagonal
L10[00:02:14] <Manusoftar> you can place
the bowl on the second row and first column, then the stick goes on
the first row and the second column
L11[00:02:25] <TehNut> Then just do "
S", "B "
L12[00:03:05] <SkySom> Yeah so long as you
don't fill the entire thing, I believe recipes can
"float" around.
L14[00:03:57] <tterrag> honestly who
cares...shapeless is easier
L15[00:04:00] <tterrag> shaped would just
cause frustration
L16[00:04:06] <Manusoftar> you also can put
a bowl at (1,1) and a stick at (2,0) // using -> (x,y)
L17[00:04:56] <Manusoftar> i'll try your
idea TehNut, i hope it works
L18[00:05:02] <aaa801> Anyone have any code
to set a map to a custom image?
L19[00:05:09] <TehNut> It will
L20[00:05:16] <Manusoftar> =P
L21[00:06:43] <tterrag> aaa801: extend
ItemMap, then register an IItemRenderer for it and do it
yourself
L22[00:06:45] <tterrag> that's the
gist
L23[00:06:49] <tterrag> from what I can
tell that should work
L24[00:07:05] <tterrag> (assuming
1.7)
L25[00:07:05] <aaa801> tterrag, no, its for
a server side thing
L26[00:07:12] <tterrag> aaa801: oh
L27[00:07:19] <tterrag> in that case just
return a custom MapData
L28[00:07:37] <aaa801> i have the mapdata,
just not sure on how to set it to the stack
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L30[00:07:59] <tterrag> yeah, good
question
L31[00:08:04] <tterrag> probably have to do
it manually
L32[00:08:11] <tterrag> look at getMapData
and reverse engineer it
L33[00:08:30] <tterrag> actually nvm
L34[00:08:32] <tterrag> it's easy
L35[00:08:37] <tterrag>
world.setItemData(stack, mapdata)
L36[00:09:28] <aaa801> thats
worldsavedata.
L37[00:09:58] <tterrag> MapData extends
WorldSaveData
L38[00:10:00] <tterrag> ...
L39[00:10:07] <aaa801> and it doesnt take a
stack
L40[00:10:09] <aaa801> it takes a
string
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L42[00:10:21] <tterrag> eh, right
L43[00:10:32] <tterrag> s =
"map_" + p_77873_1_.getItemDamage();
L44[00:10:39] <tterrag> not hard
L45[00:10:44] <tterrag> you could have done
this yourself
L46[00:10:56] <aaa801> tterrag, im not even
sure how that snippit has any revalace attall
L47[00:11:05] <tterrag> are you reading the
same code as me?
L48[00:11:06] <TehNut> That is the string
it wants
L49[00:11:09] <tterrag> -.-
L50[00:11:12] <aaa801> aha
L51[00:11:20] <TehNut> Go open up
ItemMap.java
L52[00:11:22] <TehNut> And look at it
L53[00:11:46] <tterrag> huh
L54[00:11:49] <tterrag> just discovered a
vanilla "bug"
L55[00:11:53] <aaa801> mhm?
L56[00:12:07] <tterrag> if you walk on the
edge of a block, so that the center of your body is technically off
it
L57[00:12:09] <tterrag> it does not make
sounds
L58[00:12:30] <tterrag> not an easy fix
either
L59[00:12:43] <tterrag> collision detection
is what controls "do I fall off this block"
L60[00:12:54] <tterrag> but what sound
plays is a simple "block at my position - 2"
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L69[00:27:30] <SirWill> hey, is it possible
to delete some chunks before the world is loaded?
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L84[00:35:58] <shadekiller666> have i
mentioned how much i hate trigonometric functions
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L116[01:53:24] <tterrag> commands are
executed on the main thread right?
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L120[02:04:51] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150916 mappings to Forge Maven.
L121[02:04:55] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150916-1.8.zip (mappings
= "snapshot_20150916" in build.gradle).
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L123[02:05:05] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L141[02:58:08] <Vorquel> TIL: how to read
class files without loading the class.
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L153[03:16:00] <LexManos> 0.o
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L180[04:37:27] <Subaraki> any way to get
the name of a dimension by it's ID ?
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L183[04:41:29] <Subaraki>
te.getWorldObj().provider.getProviderForDimension(dimension_counter).getDimensionName()
L184[04:41:31] <Subaraki> seems
legit
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L218[05:54:14] <Zorn_Taov> is there a away
to have a recipe that only points one way so I can have a
"left" and "right" recipe?
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L222[05:59:36] <diesieben07> points one
way? :O
L223[06:00:23] <ghz|afk> Zorn_Taov: shaped
recipes have a fixed shape
L224[06:00:29] <ghz|afk> shapeless recipes
do not
L225[06:00:33] <ghz|afk> so... make it
shaped?
L226[06:00:47] <ghz|afk> also
L227[06:00:51] <ghz|afk> you can register
your own IRecipe
L228[06:01:00] <ghz|afk> which means you
can make it exactly the way you need it
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L231[06:10:27] <Rallias> Zorn_Taov, With
ShapedOreRecipe, setMirrored(false);
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L235[06:23:33] <Zorn_Taov> thank you!
:D
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L241[06:38:09] <Ivorius> Uh
L242[06:38:17] <Ivorius> Can you not remap
a block twice?
L243[06:38:44] <Ivorius> It seems that if
I use FMLMissingMappingsEvent to handle two legacy IDs towards the
same block
L244[06:38:56] <Ivorius> It throws lot of
exceptions
L245[06:39:08] <Ivorius> Or rather,
warnings and lots of stuff break
L246[06:39:12] <Ivorius> +s
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L250[06:44:30] <diesieben07> Ivorius: a
Block can only have ONE ID.
L251[06:44:59] <Ivorius> Eh
L252[06:45:00] <Ivorius> Well yes
L253[06:45:06] <Ivorius> So?
L254[06:45:13] <diesieben07> so if you try
to map TWO IDs to the same block...
L255[06:45:19] <diesieben07> that fails,
since the Block can only have ONE ID.
L256[06:45:32] <Ivorius> No, I remap two
legacy IDs to the same block
L257[06:45:38] <Ivorius> Using the
FMLMissingMappingsEvent
L258[06:45:44] <diesieben07> legacy ID =
text ID?
L259[06:45:45] <Ivorius> I register the
block itself only once
L260[06:46:00] <Ivorius> Yes
L261[06:46:37] <Ivorius> Actually it's
complaining about lots of stoff
L262[06:46:40] <Ivorius> *stuff, lol
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L266[06:47:12] <Ivorius> I'm trying to
merge 3 different block types into one, which is simple in theory
because I just need to check for the old TileEntity nbt and read
accordingly
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L268[06:47:40] <diesieben07> hmm i am not
sure
L269[06:47:45] <Ivorius> So I deleted my
old blocks and use the missing mappings event to point them towards
the new block
L270[06:47:53] <Ivorius> As well as the
old TE IDs
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L272[06:48:23] <diesieben07> that should
work :D
L273[06:48:30] <Ivorius> Yes .-.
L274[06:48:40] <Ivorius> It's complaining
a lot though
L275[06:48:59] <Ivorius> 1) I get
[13:44:50] [Server thread/INFO]: Found a missing id from the world
reccomplex:maze_generator for every legacy ID I try to remap
L276[06:49:03] <diesieben07> although no
that cant work
L277[06:49:09] <diesieben07> because all
the old blocks are still there
L278[06:49:21] <Ivorius> What do you mean
'still there'
L279[06:49:22] <diesieben07> it has to
register the old (int) IDs to a new string name
L280[06:49:37] <diesieben07> there must be
a unique int<>string mapping for IDs
L281[06:49:58] <Ivorius> So remapping
works, but merging doesn't?
L282[06:50:24] <Ivorius> Well, so much for
legacy cleanup
L283[06:50:32] <Ivorius> I guess I'll have
to keep the old blocks but hide them then :|
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L285[07:01:38] <Ivorius> I'll do a cheap
trick where when you right click the legacy block
L286[07:01:43] <Ivorius> It converts into
the new one
L287[07:01:44] <Ivorius> lol
L288[07:04:14] <Ordinastie> what's the
difference between a buffer and directBuffer ? (from netty)
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L291[07:10:20] <diesieben07> Ordinastie:
one is backed by a byte[]. One uses non-heap memory using
sun.misc.Unsafe (or just a nio DirectByteBuffer)
L292[07:10:52] <Ordinastie> not sure which
one I should use
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L294[07:11:09] <Ordinastie> I'm guessing
indirect
L295[07:11:11] <diesieben07> What is your
usecase?
L296[07:11:51] <Ordinastie> I'm still on
my "block data"
L297[07:12:00] <diesieben07> that doesnt
tell me anything :P
L298[07:12:03] <diesieben07> what do you
do with the buffer?
L299[07:12:19] <Ordinastie> it's to write
the chunk data as byte array
L300[07:12:29] <Ordinastie> I need an
empty buffer
L301[07:12:30] <diesieben07> Why do you
use netty at all then?
L302[07:12:34] <diesieben07> Just use
NIO
L303[07:12:39] <Ordinastie> I use
ByteBuff
L304[07:12:46] <diesieben07> yes,
why?
L305[07:12:50] <diesieben07> netty is for
networking
L306[07:13:20] <Ordinastie> Save from
having tools to convert stuff into byte[]
L307[07:13:28] <Ordinastie> that already
exist for ByteBuf
L308[07:14:12] <diesieben07> how do you
write it to disk eventually?
L309[07:14:16] <diesieben07> do you write
it to NBT?
L310[07:15:03] <Ordinastie> as a byte
array yes
L311[07:15:10] <diesieben07> then use the
heap
L312[07:15:29] <diesieben07> direct you
would then need *another* copy to put it into a byte[]
L313[07:15:51] <Ordinastie> ok, thx
L314[07:19:07] <Ordinastie> do I have to
manually increase the buffer size or can I just write stuff in it
and it will grow automatically ?
L315[07:19:35] <diesieben07> read the
javadocs :P
L316[07:20:00] <diesieben07> "If
there's not enough writable bytes left, IndexOutOfBoundsException
is raised.
L317[07:20:22] <diesieben07> you probably
want a DataOutputStream around a ByteArrayOuputStream instead
L318[07:20:42] <diesieben07>
ByteStreams.newDataOutput is great
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L320[07:24:12] <Ordinastie> diesieben07,
yep, but writable bytes left is set by maxCapacity wich, if not set
is Integer.MAX_VALUE by default, so it should be enough
L321[07:25:17] <diesieben07> yes,
*max*Capacity
L322[07:25:22] <diesieben07> but the
actual capacity is lower.
L323[07:25:31] <diesieben07> ByteBuf does
not grow
L324[07:25:46] <Ordinastie> it seems it
does
L325[07:25:46] <diesieben07>
actually
L326[07:25:48] <diesieben07> dont listen
to me
L327[07:25:57] <Ordinastie> / Adjust to
the new capacity. capacity(newCapacity);
L328[07:26:04] <diesieben07> thats NIO
buffers
L329[07:26:08] <diesieben07> they dont
grow
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L345[08:14:16] <Subaraki> diesieben07,
given you're a familiar name and I know you have brains around
here, I'm gonna hit you with another question
L346[08:14:31] <Subaraki> I use a
guiInit() call when a button is clicked to redraw the buttons
L347[08:14:48] <Subaraki> this obviously
leads to sometimes having a double action and my button being
clicked twice
L348[08:15:08] <Subaraki> it's used to
switch pages, and jumps a page from time to time
L349[08:15:58] <Subaraki> only pages with
content it them, oddly
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L351[08:16:15] <Subaraki> now, this
probably is the worst explenation ever. let me copy you some
code
L353[08:16:58] <Subaraki> if anyone else
has a clue ^
L354[08:18:03] <diesieben07> never call
initGui :D
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L356[08:18:30] <diesieben07> i usually
have a method updateState() which i call which updates the
buttons
L357[08:18:42] <diesieben07> i then call
that from initGui and whenever the state changes
L358[08:19:52] <Subaraki> okay :)
L359[08:19:53] <Subaraki> thanks !
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L361[08:26:42] <Subaraki> shit still skips
:/
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L380[08:46:51] <seth1003> Hi. I'm not sure
if I'm allowed to ask for this sort of support here but could
someone help me understand an error log I'm getting while trying to
use some mods. I posted on the forum under the mod that I think is
the culprit but no one else seems to be having the error.
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L383[08:49:07] <Rallias> seth1003, Don't
ask to ask, just ask.
L384[08:49:22] <Rallias> IE: A link to the
log file or forum post would be really helpful.
L386[08:50:35] <seth1003> Its happening a
couple seconds after I attempt to use NEI
L388[08:51:59] <seth1003> I'm used to
getting a more direct error so I'm unsure what to do. =/
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L406[09:45:31] <GigaToni> Hey :)
L408[09:46:17] <ghz|afk> new
snapshot
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L412[10:01:44] <Cazzar> Well, I just
managed to steal a lot of screen real estate
L413[10:01:55] <Cazzar> Nvidia DSR on my
main desktop >:
L414[10:01:59] <Cazzar> >:D*
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L423[10:16:45] <GigaToni> uhm why not set
renderAsNormalBlock to true?
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L426[10:21:28] <GigaToni> anybody know why
public static final MyItem is null when it's used in an enum
type?
L427[10:21:54] <Keridos> GigaToni: that
does not seem to change something
L428[10:23:09] <GigaToni> If you create a
TE then let the TE render instead of the block..
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L430[10:25:37] <Keridos> mh, so I need to
create a block model for that and a TESR?
L431[10:25:50] <Keridos> isnt that far
worse performance wise than just a default block
L432[10:25:57] <Keridos> apparently my
other phantom light renders fine
L433[10:26:05] <Keridos> I think it does
not like the transparent texture
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L435[10:34:42] <GigaToni> You don't need
to if you want a reg block
L436[10:34:54] <GigaToni> But I assumed
you wanted a custom renderer
L437[10:35:13] <shadekiller666> giga,
about the item being null in an enum, it depends on when you first
access an entry in the enum, if you access the entry before items
have been registered then it will be null
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L440[10:38:36] <GigaToni> Yes I derped. I
do myItem = new MyItem(Type.Person); and then in the enum I try to
access the item :D
L441[10:38:53] <GigaToni> so first I init
the enum then the item :D. No wonder it is null :P
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L443[10:40:16] <GigaToni> but still
doesn't work O_O
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L454[10:55:57] <shadekiller666> enums are
weird with multithreading and initialization sometimes
L455[10:57:08] <shadekiller666> i have a
system that registers one of my blocks based on some data parsed
from custom json files
L456[10:57:20] <shadekiller666> and part
of it requires some enums
L457[10:57:39] <shadekiller666> getting
those enums to init properlly was interesting
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L459[11:04:43] <shadekiller666> tterrag,
if i want to write some documentation for the obj loader for
readthedocs, how would i do so?
L460[11:07:10] <shadekiller666> do i just
clone the repo on github and add some .md files and link to them in
the .yml?
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L465[11:17:20] <diesieben07>
shadekiller666: enums should be completely constant and you will
not have any issues.
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L467[11:18:03] <shadekiller666> yes i
know
L468[11:18:32] <diesieben07> if you have
initializatino issues with enums, you are most likely abusing
them
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L470[11:19:51] <shadekiller666> ya
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L472[11:24:57] <shadekiller666> and maybe
you could call what i'm doing with them "abuse", but the
system works nicely so i'm ok with that :P
L473[11:25:48] <shadekiller666> basically
it uses json to store a list of strings that correspond to one of
the enum entries, which is then chosen and passed into the
constructor for the block on registration
L474[11:27:51] <diesieben07> that sounds
fine
L475[11:27:58] <diesieben07> but the Enum
should not have any crazy data in it
L477[11:28:38] ***
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L478[11:29:02] <shadekiller666> oh, and
getting the blockstate to work for the block was also a bit
interesting...
L479[11:29:12] <diesieben07> yeah dont do
that.
L481[11:30:07] <diesieben07> *everything*
in an enum should be final
L482[11:30:14] <shadekiller666> mhmm
L483[11:31:21] <shadekiller666> if you
notice, the TrackPieceProperty instances are stored in
CategoryEnum, because they differ based on what category the block
is registered with
L484[11:32:04] <shadekiller666> so i kind
of had to get creative with the blockstate registering and
stuff
L486[11:32:52] <shadekiller666> the lamda
in getByName()?
L487[11:32:52] <alex_6611> wow much
line
L488[11:33:06] <diesieben07> no that
entire line
L489[11:33:23] <diesieben07> have a
Map<String, Enum>
L490[11:33:26] <shadekiller666> wasn't
intended to be a joke :P
L491[11:33:40] <shadekiller666> that would
probably be faster ya...
L492[11:33:52] <diesieben07> its not just
about being faster
L493[11:34:00] <diesieben07> its about
making clear wtf you are doing
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L495[11:42:13] <GigaToni> diesieben07: I
have an enum type, and try to use it to init some items, but the
enum requires the item to be initialized..
L496[11:42:33] <GigaToni> I tried: new
MyItem(EnumType.TEST) but the enumtype item is null at
runtime..
L497[11:43:56] <diesieben07> yes
L498[11:44:02] <diesieben07> thats why you
only hae constants in enums
L499[11:44:05] <diesieben07> items are not
constants
L500[11:45:00] <GigaToni> something like
this: public enum EnumType { thisIsMyVar(ModItems.Test); }
L501[11:45:27] <diesieben07> i understood
it the first time ;)
L502[11:45:42] <GigaToni> So what I'm
trying to do: I have 1 item that can be placed with ~20 blocks.
When I break the block I need to figure out what Item to give
back..
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L504[11:46:45] <diesieben07> 20 blocks =
different BlockIDs?
L505[11:47:19] <GigaToni> Yeno -> 1
Block class, 20 different registerBlocks
L506[11:47:29] <diesieben07> thats
different BlockIDs
L507[11:47:35] <diesieben07> make a field
in the Block class, pass in the Item
L508[11:47:36] <GigaToni> I don't know
what you mean with blockids because they aren't used anymore?
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L510[11:47:41] <diesieben07> sure they
are
L511[11:47:46] <diesieben07> also
"minecraft:stone" is still an ID
L512[11:47:49] <diesieben07> ID does not
mean "number"
L513[11:47:56] <GigaToni> Ahh kay..
L514[11:48:12] <GigaToni> Uhm..
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L516[11:48:37] <GigaToni> The problem is..
The same applies for the items
L517[11:48:46] <GigaToni> 1 item class
-> 20 different item registers
L518[11:48:55] <diesieben07> why?
L519[11:48:57] <diesieben07> just use
metadata
L520[11:49:02] <diesieben07> IDs are still
limited
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L522[11:49:54] <GigaToni> Because they all
have different tooltips, names, icons, etc.
L523[11:50:11] <diesieben07> and...?
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L525[11:50:37] <GigaToni> I never used
metadata :D
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L527[11:50:59] <diesieben07> it's just a
number you can put in the Itemstack
L528[11:51:11] <diesieben07>
stack.getMetadata() / stack.setMetadata()
L529[11:51:25] <GigaToni> so I just
register 1 item..
L530[11:51:45] <diesieben07> yes
L531[11:52:12] <GigaToni> okay.. I'll try
it.. Thanks!
L532[11:52:34] <GigaToni> Should I just
use a switch case for the Icons / nameS?
L533[11:52:43] <diesieben07> you could do
that
L534[11:52:46] <diesieben07> or a
predefined array
L535[11:52:48] <diesieben07> whatever you
wish.
L536[11:53:40] <GigaToni> 1 last question,
where do I set the custom names?
L537[11:53:47] <GigaToni> In the
constructor?
L538[11:54:00] <diesieben07> set them?
what?
L539[11:54:11] <GigaToni>
setUnlocalizedName <--
L540[11:54:22] <GigaToni> I'm using
pahimars method of getting the textures ;)
L541[11:54:26] <diesieben07> oh god
L542[11:54:29] <diesieben07> stop that
immediately.
L543[11:54:33] <GigaToni> why?
L544[11:54:33] <diesieben07> override
getUnlocalizedName
L545[11:54:40] <diesieben07> it is
horrible and overcomplicated as hell
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L547[11:54:57] <diesieben07> for a simple
Item you need 2 things: setUnloclizedName and settextureName
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L549[11:55:07] <diesieben07> no substring
String.format whatever the shit he does
L550[11:55:24] <GigaToni> But for pahimars
method you just set the unlocalizedname
L551[11:55:38] <diesieben07> yeah, that is
awful
L552[11:55:39] <GigaToni> and the texture
gets set in the background from that unlocalized name :D
L553[11:55:53] <diesieben07> but if you
insist, make a method setBaseName that does both ;)
L554[11:56:01] <diesieben07> one
sec.
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L556[11:56:19] <GigaToni> true that
:P
L557[11:56:28] <GigaToni> guess I'm just
lazy as hell :P
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L561[11:57:28] <GigaToni> But thats for
blocks right?
L562[11:57:53] <GigaToni> I need the
additional items for placement calculations
L563[11:58:18] <diesieben07> you can
override all the methods
L564[11:58:22] <diesieben07> they all have
ItemStack as an argument
L565[11:58:28] <diesieben07> read metadata
from there, act accordingly
L567[11:59:32] <ghz|afk> hah it seems the
new snapshot kills the fence-based item elevator design
L568[12:00:32] <GigaToni> So I have two
other questions that are still unanswered till yesterday:
L569[12:00:47] <GigaToni> Is there any
method or field that handles the particles and underwater texture
of fluids?
L570[12:01:51] <GigaToni> And: I have a
block that adds 3x1 blocks but with water the other tileentities
get washed away, and villagers fall through these
tileentities
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L585[12:45:07] ***
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L586[12:47:14] <Manusoftar> im having some
issues with my mod, first of all i added two blocks but when i have
em on my hand and i open the inventory the show up gigantic! even
though the model json files gives em a scale of .37 on
thirdperson
L587[12:48:24] <Manusoftar> also i have
two items one that is dropped from one of the blocks when mined
with a pickaxe and the otherone is craftable, the thing is that
somehow the second one is taking the texture of the first one even
though its json file points to the propper texture file
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L593[12:56:57] <shadekiller666> what
block/items are we supposed to look at?
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L596[13:00:05] <Manusoftar> one is called
tile.azufre_block.name and the otherone is
tile.salitre_ore.name
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L598[13:00:34] <Manusoftar> also, i made a
lang file but it seems like mc is not recognizing it because it
keeps showing those names
L599[13:01:09] <Manusoftar> the classes of
those blocks are Azufre.java and Salitre.java on the package
com.manusoftar.mortero.bloques
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L602[13:02:02] <shadekiller666> why is
your lang folder "assets.morero.lang"?
L603[13:02:14] <shadekiller666> it should
just be a folder in assets/moretro
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L605[13:03:18] <shadekiller666> to fix the
scaling, you have to define the camera transforms from within the
model.json, like vanilla does
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L608[13:03:43] <shadekiller666> or within
the blockstate.json if using forge blockstates
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L615[13:09:05] <Manusoftar> ups didn't
realize that typo... =P
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L620[13:16:45] <Manusoftar> if you check i
have the folder assets.mortero.models.item and inside that folder i
have salitre_block.json and azufre_block.json which has the
thirdperson and first person configs with scales of .37
L621[13:17:03] <Manusoftar> are you saying
that those files should be on assets.mortero.models.block??
L622[13:18:04] <Mimiru> no .'s just
/
L624[13:19:25] <Mimiru> rename your
assets.morter.lang to lang and move it within your asserts/mortero
directory
L625[13:19:43] <Manusoftar> actually i
added the dispaly section to the azufre_block.json that resides in
assets.mortero.models.block and now it is showing properly on the
players hand...! thanks
L626[13:20:38] <Mimiru> Sorry for typos
had a wisdom tooth pulled, I'm not fully here.
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L632[13:25:52] <masa> oh, nice, vanilla
slotClick() doesn't respect the
getInventoryStackLimit()/getSlotStackLimit() when moving stuff with
the hotbar keys
L633[13:26:40] <masa> nice item
duplication possibility with my modular item, until I make my own
slotClick(), which I need for other reasons anyway
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L638[13:40:00] <Manusoftar> Ok i fixed the
lang thing now its working and also the thing that made the blocks
look too big when on players hand in thirdperson view, but i still
facing the problem that my second item is getting the wrong
texture
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L646[13:47:11] <Manusoftar> disregard my
last question, i was doing something stupid i now realized, using
old code with hardcoded item name... =P
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L659[14:14:18] <ghz|afk> hmmm I
wonder
L660[14:14:45] <ghz|afk> has anyone ever
done some sort of "mario bros" mod? something that lets
you break blocks by jumping into them from below, and damage mobs
by jumping on top of them
L661[14:15:20] <ghz|afk> together with a
thingy that you can wear in your pants slot, that gives oyu jump
boost
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L703[15:14:35] <Stygander> !gf
readGameProfileFromNBT
L704[15:15:03] <Stygander> !gf
NBTUtil.readGameProfileFromNBT
L705[15:15:11] <Stygander> !gm
NBTUtil.readGameProfileFromNBT
L706[15:15:21] <Stygander> !gm
NBTUtil.readGameProfileFromNBT 1.7.10
L707[15:16:41] <Stygander> !gm
NBTUtil.writeGameProfileToNBT 1.7.10
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L715[15:30:18] <Szernex> so what exactly
happens when a player changes dimensions? does it always have to
download the whole terrain of the target dimension even if the
player was there before?
L716[15:35:43] <diesieben07> yes
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L725[16:03:06] <Keridos> how can i get the
display name for an entity id?
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L727[16:06:39] <diesieben07> Keridos:
entity id as in...?
L728[16:06:50] <Keridos> nvm, do not need
it
L729[16:07:07] <Keridos> had some issues
with some of my tile entities not updating for some weird
reason
L730[16:08:29] <Manusoftar> is there a way
to make my custom item to open a gui container on right
click?
L731[16:08:40] <diesieben07> sure
L732[16:08:51] <Manusoftar> how?
L733[16:09:09] <diesieben07> like you
always do
L734[16:09:15] <diesieben07> you make an
IGuiHandler and call player.openGui
L735[16:09:22] <Manusoftar> because for
what i've seen it looks like a gui container needs a tileentity and
a tileentity is applied to a block not to an item
L736[16:09:36] <diesieben07> that is
bullshit
L737[16:09:41] <diesieben07> a Container
needs an inventory
L738[16:09:42] <Manusoftar> ok
L739[16:10:21] <Manusoftar> so i dont need
a class that extends Container
L740[16:10:22] <Manusoftar> ???
L741[16:10:46] <diesieben07> you do.
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L743[16:14:27] <Manusoftar> but the slot
constructor needs a TileEntity as the first param, and as i said a
tileentity is derived from a block... ???
L744[16:15:44] <heldplayer> Look to see if
the tile entity it needs is used for anything, and if you could
possibly give it null
L745[16:16:40] <Manusoftar> by the way,
does somebody know the size of the slots
L746[16:16:48] <Manusoftar> i mean height
and width
L747[16:16:51] <Manusoftar> ?
L748[16:16:55] <diesieben07> it does not
need a TileEntity
L749[16:16:58] <diesieben07> it needs an
IInventory
L750[16:17:04] <diesieben07> which can be
anything you like
L751[16:18:36] <Keridos> ok now my mod has
a funny bug
L752[16:18:47] <Keridos> whenever i place
2 of the same tile entities next to each other, they stop
ticking
L753[16:19:31] <diesieben07> that is
indeed quite strange
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L755[16:20:01] <Keridos> i feel like I
have a deadlock somewhere
L756[16:20:35] <diesieben07> just show
your code
L757[16:21:33] <Manusoftar> are slots
16x16 like textures??
L758[16:21:46] <diesieben07> they are
slightly bigger
L759[16:21:51] <diesieben07> 18x18
iirc
L760[16:22:12] <Manusoftar> ok so i can
make the container texture so the slots would align properly
L761[16:22:26] <diesieben07> the easiest
is to start with a vanilla texture
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L765[16:35:29] <Keridos> diesieben07: can
you check that and the phantomlight to see if I missed anything
obvious there?
L766[16:35:49] <Keridos> apparently it
works when there is no phantomlight or not ticking uvlight next to
a working uv light
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L768[16:36:06] <Keridos> but as soon as
one of the lights touching another stops ticking, all the others
touched stop too
L769[16:36:22] <Keridos> and I have
literaly no idea what is going on there
L770[16:36:47] <Manusoftar> shuld i
override the onItemUse event on my item class to open the
gui???
L771[16:36:52] <Manusoftar> *should
L772[16:37:01] <diesieben07>
onItemRightclick
L773[16:37:52] <Manusoftar> but that would
be an eventlistener that i could make on the clientproxy or even
the main class, so i dont make any overrides on the item class
itself??
L774[16:38:07] <diesieben07> uhhhh
WAT
L775[16:38:12] <diesieben07> Keridos: i
dont see anything wrong there per-se
L776[16:38:23] <diesieben07> except that
those arrays are an awful way to do things
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L778[16:39:21] <masa> Manusoftar: the
slots themselves are 16x16, but inclusing the little border they
are 18x18
L779[16:39:22] <Keridos> they are not long
usually, only 2 or three entries, is there a better way to do
that?
L780[16:39:36] <diesieben07> a class
:)
L781[16:39:43] <diesieben07> in 1.8:
BlockPos
L782[16:39:47] <Keridos> how do you mean
that?
L783[16:39:48] <diesieben07> 1.7.10 has a
few others
L784[16:40:45] <Keridos> ok I think i know
what is going on
L785[16:40:59] <Keridos> for some reason
they do not stop updating, hm that is weird
L786[16:41:16] <Manusoftar> i made a class
that implements IGuiHandler and there are only two methods (one for
the serverside and the other for the clientside) ->
getServerGuiElement and getClientGuiElement, so im not sure if i
should suscribe the item event on that class and register it as an
event handler or what
L788[16:42:49] <diesieben07> you do not
need any event hanlder
L789[16:42:55] <diesieben07> you override
onitemRightClick in your Item
L790[16:43:05] <Manusoftar> mmm...
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L792[16:43:46] <Manusoftar> !gm
onItemRightClick
L793[16:43:52] <Keridos> What does the
block parameter in breakBlock contain?
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L797[16:45:22] <diesieben07> Keridos:
usually "this", but when your block is used as e.g. a
model block for stairs it would be the stairs
L798[16:45:37] <Keridos> ah ok
L799[16:45:46] <Manusoftar> !gm
player.opengui
L800[16:45:47] <Keridos> I think I see
that an update lock locks the tile entities
L801[16:45:55] <Keridos> so they get
removed and readded every tick
L802[16:45:58] <Keridos> basically never
ticking
L803[16:46:05] <diesieben07> update lock?
what?
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L805[16:46:14] <diesieben07> Manusoftar:
that only works for non-forge methods
L806[16:46:34] <Keridos> diesieben07: the
mod contains floodlights placing invisible light blocks
L807[16:46:53] <diesieben07> yes...
and?
L808[16:46:56] <Manusoftar> ups =P
L809[16:47:05] <Keridos> whenever a block
is placed near them or removed near them or they get replaced I
need to tell all their floodlights illuminating them to recalculate
their lights
L810[16:47:22] <diesieben07> true
L811[16:47:28] <diesieben07> still not
sure what you mean by uupdate lock
L812[16:47:33] <Keridos> but currently
when 2 of the same are placed next to each other, for some reason
they update and that triggers an update in their neighbours
L813[16:47:40] <Keridos> and they update
and lock their neighbours
L814[16:47:51] <diesieben07> wait are you
talking about block updates now?
L815[16:47:53] <Keridos> so now I need to
somehow check if the update call is necessary
L816[16:47:58] <Keridos> no, an own
mechanism
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L820[16:49:00] <Keridos> the tile entities
of the actual floodlights just have an update variable that when
set to true, tells them to remove all their lights and readd then
(so it reflects the new obstacles)
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L824[16:52:17] <Keridos> so now I am
checking for block updates near them inthat class and when the
update does NOT happen on another light, i trigger an update
L825[16:55:20] <Keridos> hm i think i see
the issue
L826[16:55:57] <Keridos> can I check
blocks against their blocks classes with instanceof in the
onNiehgborBlockChange ?
L827[16:56:10] <Keridos> I need to check
if the block is not any of my mods blocks
L828[16:56:20] <Keridos> all my blocks
have an abstract superclass
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L830[16:57:46] <Keridos> diesieben07: you
know if I can check the block against my abstract superclass?
L831[16:58:14] <Lex_> -.-
L832[16:58:21] <Lex_> you shouldnt have to
ask.
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L834[16:58:43] <Keridos> I know that works
with tile entities
L835[16:59:00] <Lex_> as class is a class
is a class
L836[16:59:10] <Lex_> java doesnt give a
fuck what the class is.
L837[16:59:19] <Lex_> you can do the same
thing with any class then you can do with another.
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L839[17:03:31] <Keridos> lex, i had a
small derp there, I forgot to check all cases where the update
would be triggered
L840[17:03:39] <Keridos> only had it in
one class, needed in 3 more
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L842[17:06:22] <Keridos> meh this still
bugs
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L844[17:07:04] <Keridos> what the heck, i
check if the block updated is no instance of my blocks, then
trigger the update, but although the updated blocks are all from my
mod it still causes them to update each other
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L849[17:12:16] <Keridos> for some weird
reason this instanceof does not fire at all
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L851[17:13:30] <Keridos> my brain
hurts
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L854[17:18:21] <Keridos> ah the issue is
that apparently air blocks can update, too
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L876[18:12:33] <securitypedant> ola
L877[18:13:45] <securitypedant> I am
building a mod and need to store information about each user
somewhere. I need to save a cell phone for each connected user. Is
there a common practice for this? i.e. do people just create a text
file somewhere. Is there a data format prefered by Forge and/or a
location for the file. /config?
L878[18:16:12] <securitypedant> ah
ha
L879[18:16:13] <securitypedant>
IExtendedEntityProperties
L880[18:16:16] <securitypedant> is what I
think i need
L881[18:16:21] *
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L908[19:24:07] <DarkEvilMac> I haven't
messed with fuels in a while so does forge have a centralized api
for liquid fuels I can use? Or do I need to use something like
Buildcraft?
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L916[19:43:49] <Ferdz> Is there a tool any
of you guys use to generate images of crafting recipes? Or do you
just go ingame and screenshot them?
L917[19:44:47] <TehNut> I don't even
bother with recipe screenshots
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L919[19:46:13] <Ferdz> I used to but I
want to make a few that look somewhat nice, problem with
screenshots is that you have to crop them exactly alike
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L921[19:46:49] <TehNut> Have an image
editing software?
L922[19:47:12] <Ferdz> Apart from paint,
not really
L923[19:47:19] <TehNut> Get Gimp or
Paint.net then
L924[19:47:20] <Ferdz> I have Gimp I
guess
L925[19:47:20] <TehNut> Both free
L926[19:47:26] <TehNut> Anyways
L927[19:47:30] <TehNut> Drop in the
crafting GUI texture
L928[19:47:59] <TehNut> Use NEI
(Integration?) to dump the ingame item texture of each
item/block
L929[19:48:05] <TehNut> Paste in
wherever
L930[19:48:26] <TehNut> The dump will
provide the isometric views of blocks as well
L931[19:49:03] <Ferdz> Nice, didn't think
of the 3D blocks
L932[19:49:59] <Ferdz> I guess I'm just
going to code the recipes and then screenshot them, I was hoping a
tool would exist so that I wouldn't have to code it first
L933[19:50:50] <TehNut> There might be
something for it, but I haven't seen one
L934[19:51:04] <Ferdz> I havent found any
decent one that's the thing
L935[19:52:17] <ghz|afk> Ferdz: I take a
bunch of screenshots,
L936[19:52:21] <ghz|afk> open them in
Paint.Net as layers
L937[19:52:28] <ghz|afk> (if you drag many
images at once it asks to open as layers)
L938[19:52:48] <ghz|afk> then crop the
image, and then toggle the layers on and off to choose which one
I'm saving
L939[19:53:17] <Ferdz> oh alright
L941[19:55:20] <ghz|afk> meh just code
them and show them with NEI
L942[19:55:20] <ghz|afk> ;P
L943[19:56:02] <Ferdz> Yeah I should
really stop being lazy
L945[19:56:13] <ghz|afk> coding recipes is
one of the easier things in modding ;P
L946[19:56:16] <Ferdz> But it's like 30-40
crafting images
L947[19:56:42] <Ferdz> lol I know how long
it takes to create a recipe, it's just the editing :c
L948[19:56:51] <Ferdz> whatever, I'll get
to it it'll be fast
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L981[20:51:44] <Ordinastie> quick poll for
americans here : how much do you pay for your TV + net ?
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L983[20:52:24] <bspkrs> $85 for net, $9
for netflix
L984[20:55:07] <Ordinastie> I have a
friend (idiot ><) claiming it's 10x times more expensive in
the US for TV+Net then where he is (belgium)
L985[20:55:29] <Ordinastie> so, basically,
he says americans pay up to $800 per month
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L987[20:55:54] <Ordinastie> I can't really
make him understand how ridiculous it is :x
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L989[20:57:26] <Ordinastie> "I know
someone who pays almost $1000 per month" "he has NBA and
NFL and a few series channel (like HBO)"
L990[20:57:33] <Ordinastie> I just want to
slap him ><
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L993[20:58:05] <IoP> pay for tv O_o
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L995[20:59:54] <Ordinastie> in france, you
have like 20 free channels, but usually, you pay for
TV+net+phone
L996[21:00:32] <Ordinastie> TV being like
a 100 channels + some paying channel bundles
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L998[21:00:53] <Ordinastie> more or less
expensive base on what channels
L999[21:02:09] <Rallias> Ordinastie, If
you pay your cable company, it'll run you about $260 a month for TV
+ net for that package.
L1000[21:02:42] <Ordinastie> $260 ? that
seems expensive
L1001[21:03:02] <Rallias> If you just get
the basic package, it'll run you about $120-$140
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L1003[21:03:29] <Rallias> If you're a
not-stupid-fuck, net'll run you $65/mo, TV (Amazon, Hulu, Netflix,
CBS) will run you $40
L1004[21:04:39] <Fendirain> I would say
Avg for TV, Phone, and Internet, Is ~$160
L1005[21:04:59] <Ordinastie> when you say
phone, do you mean mobile ?
L1006[21:05:12] <Fendirain> Nope, The
crazy people that still use Land Line. >.>
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L1008[21:05:18] <Ordinastie> k
L1009[21:05:27] <Ferdz> I use a land line
:c
L1010[21:05:35] <Fendirain> Crazy person.
:p
L1011[21:05:47] <Ferdz> Freakin
craaaaazyyyy
L1012[21:06:19] <Fendirain> Nah, There
are still legit uses, and sometimes its actually cheaper to get
land line. lol
L1013[21:06:52] <Ordinastie> Fendirain,
and average mean what speed for net ?
L1014[21:07:19] <Fendirain> Give me a
sec, I will look up the prices for my area.
L1015[21:10:01] <Fendirain> It would be
for 45 Mbps
L1016[21:10:09] <Rallias> Fendirain,
What's the point of a land line anymore?
L1017[21:10:13] <Rallias> Especially a
cable landline.
L1018[21:10:21] <Fendirain> The fastest
you can get in my area.
L1019[21:11:12] <Fendirain> Well, Sadly,
In some areas you STILL can't get cell phone reception. Which is
sad, especially when I live in California.
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L1021[21:12:23] <Fendirain> It would be
understandable out in the middle of nowhere, but not in a really
populated area. :/
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L1023[21:22:05] <tterrag> Wuppy: uh...you
realize the code in the main mod file for 1.7/1.8 will crash on
servers right?
L1024[21:22:10] <tterrag> in your
tutorials
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L1031[21:41:03] <Stygander> tterrag: its
possibly outdated is all
L1032[21:42:46] <tterrag> has nothing to
do with outdated
L1033[21:42:48] <tterrag> it's broken
code
L1034[21:42:49] <tterrag> period
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L1036[21:46:54] <Rallias> Is there a way
to convert NBT to JSON without going too far in depth?
L1037[21:47:13] <bspkrs>
nbt.toString()
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L1053[22:34:54] <Manusoftar> does
somebody have an example of a gui container with slots that dont
use tileentities??
L1054[22:36:36] <Manusoftar> !gm
addSlotToContainer
L1055[22:36:56]
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L1056[22:37:47] <Manusoftar> !gm
Slot
L1057[22:38:59]
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L1058[22:39:05] ***
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L1059[22:39:12] <Wastl2> The workbench
gui, ManusofTar.
L1060[22:41:02] <tterrag> heck, most
vanilla containers
L1061[22:41:14] <tterrag> only the
furnace, chest, and hopper really have TEs backing them
L1062[22:41:34] <tterrag> anvil, crafting
table, enchanting table
L1063[22:41:39] <Manusoftar> i was
looking around the InventoryCrafting
L1064[22:41:40] <tterrag> no TEs on those
(for inventory)
L1065[22:42:00] <Manusoftar> but i mean
for the slots that doesn't belong to the inventory
L1067[22:44:17] <Drullkus> ...
L1068[22:44:47] <tterrag> why is the text
on the image ;_;
L1069[22:44:48] <Manusoftar> actually
that is my gui, what i dont know is which kind of InventoryIn
should i pass to the Slot constructor for the slots that are on the
upper region if my gui
L1070[22:44:52] <tterrag> anyways it's
not hard
L1071[22:45:07] <tterrag> Manusoftar:
your own IInventory class
L1072[22:45:10] <Manusoftar> but this is
the first time im doing it
L1073[22:45:20] <tterrag> something has
to hold the ItemStacks whlie the GUI is open
L1074[22:45:23] <Manusoftar> isnt
IInventory an Interface?
L1075[22:45:26] <tterrag> even if it's
immediately thrown away afterwards
L1076[22:45:28] <tterrag> yes, it
is
L1077[22:46:16] <Manusoftar> so it is
best to create some instances of my own IInventory on the gui
container class to then add em to the gui and have access?
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L1079[22:48:43] <tterrag> the Container
is what deals with slots, not the GUI
L1080[22:48:49] ***
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L1081[22:49:21] <GraphicH> Is there an
easy way to make my mod client side only?
L1082[22:49:33] <tterrag> GraphicH:
acceptableRemoteVersions="*" in your @Mod
L1083[22:49:52] <GraphicH> Oh its that
easy?
L1084[22:50:39] <Manusoftar> can you
recommend me a good straightforward step by step tutorial on gui
container, slots, and all the stuff i need to do what im trying to
do?
L1085[22:54:32]
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L1087[22:59:26] <GraphicH> Meh
L1088[22:59:38] <GraphicH> I still see
[Server Thread] messages
L1089[22:59:52] <GraphicH> in code that
shouldn't run on the damn server
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L1096[23:12:02] <tterrag> GraphicH: like
what?
L1097[23:12:07] <tterrag> Manusoftar:
look at vanilla or any mod ever
L1098[23:12:10] <tterrag> it's not that
complicated
L1099[23:13:14] <GraphicH> So i have a
logger message, am I missing something or when it says [00:09:10]
[Server thread/INFO] ...my mods logger message ...
L1100[23:13:25] <GraphicH> does that not
imply the code ran on the server side?
L1101[23:14:12] <tterrag> it does
L1102[23:14:14] <tterrag> but what
code
L1103[23:14:26] <GraphicH> something that
gets called in a ticket event
L1104[23:14:30] <tterrag> ticket
event?
L1105[23:14:37] <GraphicH> tick*
L1106[23:14:41] <tterrag> which tick
event
L1107[23:15:17] <GraphicH> dunno I have
@SubscribeEvent
L1108[23:15:17] <GraphicH> public void
onTick(TickEvent event) {
L1109[23:15:28] <tterrag> don't subscribe
to TickEvent
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L1111[23:15:30] <tterrag> does that even
work?
L1112[23:15:37] <tterrag> I guess
so
L1113[23:15:39] <tterrag> but you
shouldn't
L1114[23:15:43] <tterrag> use one of the
subclasses
L1115[23:15:56] <GraphicH> ? Eh?
L1116[23:15:56] <tterrag> atm you are
going to be getting 10 calls per tick and 2 calls per frame
L1117[23:16:00] <tterrag> -.-
L1118[23:16:03] <tterrag> go look at
TickEvent.java
L1119[23:16:13] <tterrag> TickEvent
should really be abstract
L1120[23:16:19] <tterrag> there is no
reason to subscribe to it
L1121[23:16:35] <GraphicH> Oh fuck
me
L1122[23:16:37] <GraphicH> Yeah
L1123[23:16:39] <GraphicH> derp
L1124[23:16:42] <GraphicH> I see it
now
L1125[23:16:53] <GraphicH> guess I should
read source more huh, that explains shit getting fucked up
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L1132[23:28:49] <GraphicH> @tterrag you
just fixed a bunch of weird ass problems I was having
L1133[23:28:53] <GraphicH> ty
L1134[23:29:15] <tterrag|away> np
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L1137[23:36:19] <Cazzar> I swear I can be
insane some times....
L1138[23:36:49] <shadekiller666> you mean
you can be sane most of the time
L1139[23:37:05] <SkySom> Sanity is
overrated
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L1141[23:39:04] <Cazzar> Do you guys know
tf2x10 and VSH? :P
L1142[23:39:09] <Cazzar> (both on
TF)
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