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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.
L13[00:03:13] <Manusoftar> because that is how the mortar looks -> http://oi56.tinypic.com/xkp3rt.jpg and i mean to make the recip as similar as the finish product
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
L352[08:16:39] <Subaraki> http://paste.ubuntu.com/12426666/
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.
L385[08:49:39] <seth1003> http://pastebin.com/Y6jEsS5z
L386[08:50:35] <seth1003> Its happening a couple seconds after I attempt to use NEI
L387[08:51:07] <seth1003> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods?comment=22787
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 :)
L407[09:46:13] <ghz|afk> https://twitter.com/Dinnerbone/status/644155139335553024
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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L420[10:12:20] <Keridos> can somebody help me here:: i want to make this block visible so it can render as a normal block. It is a nonopaque block with no collision box. The texture is a simple 16x16 png with a slightly transparent purple. This is the class: https://github.com/Keridos/FloodLights/blob/develop/src/main/java/de/keridos/floodlights/block/BlockUVLightBlock.java
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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
L476[11:28:32] <shadekiller666> https://github.com/RollercoasterTeam/Rollercoaster2/blob/master/src/main/java/rcteam/rc2/rollercoaster/CategoryEnum.java
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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.
L480[11:29:42] <shadekiller666> https://github.com/RollercoasterTeam/Rollercoaster2/blob/master/src/main/java/rcteam/rc2/block/BlockTrack.java
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
L485[11:32:17] <diesieben07> also this is a joke right: https://github.com/RollercoasterTeam/Rollercoaster2/blob/master/src/main/java/rcteam/rc2/rollercoaster/CategoryEnum.java#L95
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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L559[11:56:46] <diesieben07> check this out: https://goo.gl/zm0Dny
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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
L566[11:58:52] <diesieben07> also, same thing for Items: https://goo.gl/HE85XR
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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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
L588[12:49:19] <Manusoftar> this is the github repo for my mod -> https://github.com/manusoftar/Mortero/tree/Fixed/
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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 /
L623[13:18:26] <Mimiru> http://git.io/vZpN6
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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L665[14:21:04] <ghz|afk> I guess the answer was obvious: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1276036-super-mario-mod-v2-8c-ssp-smp-lan
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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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L764[16:34:31] <Keridos> this is the tile entity that stops working if some tile entity next to it stopped working: https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/tileentity/TileEntityUVLightBlock.java
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
L787[16:42:30] <masa> no
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
L817[16:48:22] <Keridos> in the block class for the phantomlight: https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/block/BlockPhantomLight.java#L89
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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] * securitypedant continues to read
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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
L940[19:54:30] <Ferdz> I mean there's this thing http://minecraftrecipedesigner.com/ but it doesn't allow you to set an output item
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
L944[19:56:06] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L89
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
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L1056[22:37:47] <Manusoftar> !gm Slot
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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
L1066[22:43:49] <Manusoftar> mi gui looks like this -> http://puu.sh/ke3G4/466e80748b.png
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
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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?
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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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L1128[23:19:13] *** tterrag is now known as tterrag|away
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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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