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L30[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151015 mappings to Forge Maven.
L31[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151015-1.8.zip (mappings
= "snapshot_20151015" in build.gradle).
L32[02:00:17] <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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L40[02:34:06] <hitech95> Hello! I have
solved the "x-Ray" problem, now I have to update the
bound if the player is near the plate...
L41[02:35:09] <hitech95> And access the
player inventory... but I have no idea how make this.
L42[02:43:22] <Cypher121> hitech95:
EntityPlayer has a field inventory
L43[02:43:46] <Cypher121> !!gf
EntityPlayer.inventory
L44[02:43:47] <MCPBot_Reborn> === MC 1.8:
net/minecraft/entity/player/EntityPlayer.inventory (ahd.bg)
UNLOCKED ===
L45[02:43:47] <MCPBot_Reborn> Name : bg
=> field_71071_by => inventory
L46[02:43:48] <MCPBot_Reborn> Descriptor :
Lahb; => Lnet/minecraft/entity/player/InventoryPlayer;
L47[02:43:49] <MCPBot_Reborn> Comment :
Inventory of the player
L48[02:43:49] <MCPBot_Reborn> Last Change:
2014-09-25 17:13:58.076950-04:00 (_bot_update_)
L49[02:44:25] <tterrag> unnecessary...but
yes, it's pretty easy to modify the player inv
L50[02:44:42] <hitech95> Ok but where is
passed the entity player to my tile? I'm making a
pressureplate.
L51[02:45:58] <sham1> you check for all
players on-top of your tile
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L57[02:50:39] <hitech95> I'm back OOM....
stupid chromebook...
L58[02:53:08] <sham1> Out of Money?
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L61[02:53:38] <hitech95> Money well yes...
also...
L62[02:53:43] <hitech95> I'm trying to
understand what the vanilla does but many method have not been
mapped.
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L68[03:02:50] <hitech95> !gf
World.getEntitiesWithinAABB 1.7.10
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L71[03:05:15] <sham1> !gf
World.getEntitiesWithinAABB 1.8
L72[03:05:19] <sham1> Hmrm
L73[03:05:23] <sham1> That's strannge
L74[03:05:32] <sham1> There is no such
method with that name in 1.8
L75[03:08:32] <xaero> you mean field?
;)
L76[03:08:41] <sham1> Meh
L77[03:08:47] <sham1> !m
World.getEntitiesWithinAABB 1.8
L78[03:08:55] <sham1> It obviously is a
method
L79[03:08:59] <sham1> !gm
World.getEntitiesWithinAABB 1.8
L80[03:09:11] <sham1> But I derp
L81[03:11:54] <hitech95> It is in the wood
pressure plate code but no info about it....
L82[03:12:08] <shadekiller666> AABB is a
bounding box
L83[03:12:16] <shadekiller666>
AxisAlignedBoudingBox
L84[03:12:40] <shadekiller666> give that
method an AABB and it will give you a list of entities contained
within it
L85[03:13:24] <sham1> List/Collection
whatever
L86[03:14:33] <iceman11a> Does any one have
a problem with blocks that just vanish
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L138[04:42:56] <hitech95> What is the
difference between World and IBlockAcces? I have to get the
tileentity...
L139[04:43:10] <sham1> IBlockAccess is an
interface
L140[04:43:15] <sham1> That is implemented
by World
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L144[04:49:48] <hitech95> Oh ok so s the
same. Good!
L145[04:49:53] <hitech95> *is
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L148[04:59:15] <Mossyblog> how does
IntellIj/Eclipse know where net.minecraftforge.fml.common etc is?
..as the MinecraftForge/src/ directory seems to be hidden in
modules settings... just curious
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L151[05:02:26] <xaero> the forgeSrc is
linked as an external/referenced library
L152[05:02:42] <gigaherz_j> Mossyblog:
external references, it's included as a library
L153[05:04:28] <Mossyblog> well, the thing
that caught me by curiousity was how even though in /Projects/Forge
it can't find FML.common it doesn't throw a compile tantrum.. yet
if i duplicate the exact same folder with just some minor name
changes...tantrum city
L154[05:04:32] <Mossyblog> its a neat
trick :)
L155[05:04:55] <gigaherz_j> uh?
L156[05:05:30] <gigaherz_j> what
"minor name changes"?
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L158[05:06:11] <Mossyblog> Directory
rename and file rename on Forge.iml to Foo.iml
L159[05:06:25] <Mossyblog> ie -
/projects/Forge --> /projects/Foo
L160[05:06:37] <Mossyblog> with Forge.iml
to Foo.iml
L161[05:06:41] <Mossyblog> it all should
be relative..
L162[05:06:51] <gigaherz_j> did you also
update the stuff inside .idea?
L163[05:07:03] <Mossyblog> and then i just
nuke the src/main/java/net folder with blank.
L164[05:07:12] <Mossyblog> yeah i edited
the iml within IDEA and restarted it.
L165[05:07:25] <gigaherz_j> you may need
to refresh gradle from idea's side
L166[05:07:46] <gigaherz_j> because it
shouldn't even be complaining in the first place
L167[05:07:59] <gigaherz_j> did you use
"gradle idea" to generate the idea project?
L168[05:08:12] <Mossyblog> no thats int he
MDK tasks
L169[05:08:25] <Mossyblog> i'm talking
about the actual MinecraftForge repo
L170[05:08:29] <gigaherz_j> oh
L171[05:08:32] <gigaherz_j> actual forge
in idea
L172[05:08:37] <gigaherz_j> is not a
supported scenario I believe
L173[05:08:43] <Mossyblog> really..
L174[05:08:47] <Mossyblog> works a treat
though eheh
L175[05:08:48] <gigaherz_j> I mean
L176[05:08:52] <gigaherz_j> it MAY
work
L177[05:09:01] <gigaherz_j> but it could
have as well not have worked
L178[05:09:01] <gigaherz_j> ;P
L179[05:09:22] <Mossyblog> my only
thoughts were to keep Forge/Clean as-is and then side-load modules
for Mods... ie it helps sometimes to look at the MCP decomps to
figure out how stuff works
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L181[05:09:38] <Mossyblog> the MDK route
isn't ideal.
L182[05:09:54] <gigaherz> mdk has the
decompiled sources too
L183[05:10:05] <gigaherz> assuming you do
setupDecompWorkspace
L184[05:11:31] <TomWolf> I updated some
mods and now my server crashes without a crash-report, the part I
can copy seems to indicate that rftools is involved though that
isn't one of those I updated. If someone better than me at reading
these things could take a look I would appreciate it.
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L187[05:13:20] <gigaherz>
java.lang.NoSuchMethodError:
Config.getGameSettings()Lnet/minecraft/client/settings/GameSettings;
L188[05:13:20] <gigaherz> at
net.minecraft.profiler.Profiler.func_76320_a(Profiler.java:64)
~[qi.class:?]
L189[05:13:23] <gigaherz> this sounds
broken :/
L190[05:13:54] <gigaherz> some coremod
must have asmed the wrong thing
L191[05:13:58] <gigaherz> which
means
L192[05:14:02] <gigaherz> your forge may
be too old
L193[05:14:10] <gigaherz> you may want to
update forge to "latest" instead of
"recommended"
L194[05:14:35] <Ordinastie> !gm
func_76320_a
L195[05:15:24] <Ordinastie> yep, looks
like failed ASM attempt
L196[05:15:47] <Ordinastie> pretty sure
"Config" should be fully qualified here
L197[05:16:53] <TomWolf> I'll try updating
forge =)
L198[05:17:30] <Ordinastie> don't think it
has anything to do with forge
L199[05:17:41] <TomWolf> I have the
latest
L200[05:17:46] <Ordinastie> one of the
mods you updated
L201[05:17:47] <gigaherz> aha
L202[05:17:53] <gigaherz> yeah then it's a
big in one of the mods
L203[05:17:57] <gigaherz> bug*
L204[05:20:00] <TomWolf> That's what I
deserve for being lazy and updating to many at once.
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L231[07:06:37] <AtomicStryker> yo, is
there a logfile on android devices or another way to determine when
exactly the last OS/firmware update was installed
L232[07:07:02] <AtomicStryker> like,
updating from android 4.2 to 4.4
L233[07:07:09] <IoP> probably not.
L234[07:07:42] <AtomicStryker> surely
there must be binary files with date stamps
L235[07:07:48] <IoP> You could check if OS
system created some files at first reboot but logcat's buffer is
smallish and reseted at reboot
L236[07:08:28] <AtomicStryker> the date im
looking for is months past, so any buffers are out
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L250[08:05:21] <hitech95> Does anyone know
how to make the side tabs on the GUI?
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L252[08:13:43] <noiro> why is the vanilla
forge server so unoptimized, laggy, and lowtick with modpacks but
run the same pack with cauldron and everything maxes out to no lag
and straight 20tps?
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L255[08:15:25] <hitech95> noiro: Caldron
use some Spigot code... not so sure about that...
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L259[08:23:50] <noiro> it's just so
consistent that I get way better TPS and connects with other
players on my server when using cauldron, and vanilla forge just
feels so slow, it makes me a bit sad that it doesn't implement
similar optimizations and that for servers i run, vanilla forge is
near-inoperable.
L260[08:25:19] <blood|work> Cauldron is
dead, use Sponge
L261[08:25:32] ***
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L262[08:25:41] <blood|work> and no it will
not be supported on 1.7
L263[08:26:29] <sham1> Or even
better
L264[08:26:31] <sham1> Use Forge ;)
L265[08:26:43] <blood|work> uh Sponge is a
coremod
L266[08:26:46] <blood|work> you HAVE to
use Forge
L267[08:27:38] <auenfx4> does cauldron
have lower mob spawns like spigot?
L268[08:28:01] <sham1> What does Sponge
even do
L269[08:28:08] <sham1> Because I've read
some docs
L270[08:28:12] <blood|work> uh a shit
ton
L271[08:28:21] <blood|work> look at our
API and you'll see what it does
L272[08:28:44] <blood|work> the last thing
i added was a tick capture system
L273[08:29:02] <blood|work> mods dont have
to fire change block events, i track it all
L274[08:29:04] <blood|work> same with
spawns
L275[08:29:09] <blood|work> or
deaths
L276[08:29:16] <sham1> I can see some java
8 stuff
L277[08:29:23] <blood|work> we require
Java 8 now
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L279[08:29:45] <auenfx4> minecraft
launcher pretty much forces java 8 anyway ;)
L280[08:30:02] <sham1> yay
L281[08:30:18] <sham1> We might get the
lazy users to actually to use Java 8
L282[08:30:33] <blood|work> the new
launcher forces java 8, old ones do not
L283[08:31:05] <blood|work> they fixed mac
issue?
L284[08:31:07] <auenfx4> the latest
launcher grabs java 8 for you
L285[08:31:21] <auenfx4> the slightl older
launcher uses java 8, or tells you to grab the newer launcher
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L288[08:32:04] <blood|work> this 1 event
alone is a godsend for mods :P
L289[08:32:13] <blood|work> modded servers
i mean
L290[08:32:45] <blood|work> if I spawn a
block that breaks other blocks, others will know the player
attached
L291[08:32:52] <blood|work> or if i spawn
a block that places other blocks, same thing
L292[08:33:11] <blood|work> if i spawn a
wolf that kills a skeleton, my player will be in the cause along
with the wolf
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L294[08:33:17] <blood|work> everythign is
tracked
L295[08:33:50] ***
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L296[08:34:11] <noiro> blood|work, I'm
using kcauldron atm in 1.7
L297[08:35:01] <blood|work> still doesnt
make it "not dead" noiro
L298[08:35:09] <blood|work> as all my
latest changes are in Sponge
L299[08:35:16] <blood|work> cauldron
doesn't even compare to Sponge now :P
L300[08:36:18] <noiro> I don't even see
downloads on the website of sponge
L301[08:36:27] <sham1> So, aside from a
lot of events and being able to track stuff, what other benefits
does it have
L302[08:36:46] <blood|work> uh an
API?
L303[08:37:39] <sham1> Well
L304[08:37:46] <blood|work> not to mention
quite a few plugins
L305[08:38:04] <sham1> Why do I get a
Bukkit vibe from this thing
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L307[08:38:18] <blood|work> it uses
nothing from Bukkit
L308[08:38:22] <sham1> Yeah
L309[08:38:30] <sham1> But it seems
similar
L310[08:38:33] <blood|work> not even
close
L311[08:38:44] <blood|work> Bukkit API was
designed for Vanilla
L312[08:38:51] <blood|work> SpongeAPI was
designed for mods/vanilla
L313[08:39:32] <blood|work> all
registration in SpongeAPI accepts custom
L314[08:40:27] <sham1> Also, I noticed
that the Docs page promotes that there are different languages, yet
at least in the Finnish one it still uses the English text
L315[08:40:36] <sham1> Might wanna fix
that
L316[08:40:42] <sham1> Assuming you have a
translator
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L319[08:42:04] <noiro> blood, sponge still
looks like it's in dev builds which are alpha. kcauldron may be a
dead project to you and 'not to Sponge's standard now' but if
Sponge can't run stable modpacks yet, it's useless until it's
further along. I've known sponge existed for ages but mostly
written it off until it has release versions that are viable
L320[08:42:20] <blood|work> alpha? you can
run it now fine on servers
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L323[08:46:49] <noiro> So the announcement
on forums announcing dev builds talking about likely bugs, backing
up worlds, and WIP is an overexaggeration? i run 30-120 mod packs
and was looking for something that I could throw on the server and
it optimize. It's in that viable of a place now?
L324[08:48:13] <blood|work> you arent
going to have large mod packs in 1.8
L325[08:48:27] <noiro> i'm just running
1.7, and why not in 1.8?
L326[08:48:35] <blood|work> Sponge doesnt
support 1.7
L327[08:48:37] <blood|work> never
will
L328[08:48:42] <blood|work> many mods
havent updated
L329[08:48:43] <noiro> so I'll stick with
kcauldron
L330[08:49:05] <noiro> I'm on 1.7 because
most mods haven't updated and there's nothing to support it
yet
L331[08:49:20] <blood|work> 1.7 will start
to slowly die out the moment Forge releases its next big update
:P
L332[08:49:35] <sham1> Really doubt
that
L333[08:49:35] <blood|work> mods that
stick with 1.7 will just be a ticking time bomb at that point
L334[08:49:46] <blood|work> doubt? its
happened time and time again
L335[08:49:49] *
AbrarSyed senses a FOrge 2.1.0 coming soon with the new FF
changes
L336[08:49:50] <blood|work> look at
RP2
L337[08:49:54] <AbrarSyed> err FG
2.1.0
L338[08:49:56] <blood|work> and all those
mods back during 1.2.5
L339[08:49:56] <noiro> it will, will
likely be a few months till then and I can enjoy the packs I run
and one i've got planned ot make till then till things can worked
out
L340[08:49:58] <blood|work> 1.4.7
etc
L341[08:50:02] <blood|work> that said they
would never update
L342[08:50:06] <blood|work> they either
got replaced entirely or died
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L344[08:50:12] <blood|work> it will
happen, the question is when
L345[08:50:24] <blood|work> Abrar
nice!
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L347[08:52:36] <noiro> stupid question
blood, but if you added a feature for setspawn that actually
persisted to the point that you could player spawn in a world
that's not overworld, that'd be amazing (limited use I realize, but
amazing)
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L350[08:54:03] <boschieman> hi, when I add
a new blockstate to a block and change some methods, using that
blockstate, I cannot start up the game. I get an index out of bound
exception -6.
L351[08:54:14] <boschieman> doe anybody
have an idea what the problem coud be?
L352[08:54:29] <AbrarSyed>
?stacktrace
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L354[08:54:34] <boschieman> sec
L356[08:55:07] <boschieman> there it
is
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L358[08:55:45] <AbrarSyed> at
electa.lumen.blocks.electric.generators.BlockICE.<init>(BlockICE.java:40)
[BlockICE.class:?]
L359[08:55:48] <AbrarSyed> start debugging
there
L360[08:56:22] <boschieman> yeah okay, but
how can i have an index out of bounds there? I just create a
default blockstate ands stuff
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L362[08:56:48] <boschieman> it is in the
GameRegistry that he crashes, I guess
L363[08:58:41] <blood|work> noiro: thats
been done already
L364[08:58:53] <blood|work> plus built-in
multiworld management
L365[08:58:58] <blood|work> well
support
L366[08:59:05] <blood|work> you still need
to write a plugin to do what you want with it
L367[09:00:16] <AbrarSyed> boschieman,
well its getting the -6 somehow, its up to you to find out how. as
I said start debugging in that constructor.. and step through it
till you see where it goes wrong
L368[09:00:43] <AbrarSyed> dont forget,
you can still only have 16 block states.. IIRC...
L369[09:01:53] <noiro> blargh, so it's not
supported by default. Depending on how painful the API is, I may
consider making a plugin for it tbh.
L370[09:02:00] <Caitlyn> Man I forgot how
clunky pre FG forge setup was.
L371[09:02:39] ***
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L372[09:03:54] <AbrarSyed> Once you taste
the sweetness of gradle, you can never go back
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L374[09:05:21] <Caitlyn> Heh, no
doubt.
L375[09:05:38] <Caitlyn> I had to
deobfuscate a 1.4 mod, which meant setting up 1.4 forge
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L382[09:17:02] <blood|work> noiro: there
is already a plugin for it, check our forums
L383[09:17:10] <blood|work> it does pretty
much everything essentials does
L384[09:17:18] <blood|work> plus world
management and starting to do plots
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L427[10:57:39] <Ordinastie> is it just me
or the system to handle missing mappings from the world is a
complete failure in 1.8 ?
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L429[11:01:10] <Ordinastie> and I'm fucked
-_-
L430[11:01:11] <Ordinastie> [18:00:45]
[Server thread/INFO] [STDERR]:
[java.lang.Throwable$WrappedPrintStream:println:748]:
java.lang.IllegalStateException: Registry entry for block
net.malisis.doors.door.block.CustomDoor@4528a871, id 231, name
malisisdoors:customDoor, marked as dangling.
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L435[11:12:36] <Subaraki> so i'm revamping
my Pet Buddy mod, and i used a case to write down every possible
vanilla entity model
L436[11:12:53] <Subaraki> is there a way i
could just give up a class like EntityPig.class and get the texture
and model from that ?
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L438[11:14:31] <Subaraki> and their sound
?
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L441[11:25:30] <Subaraki> if anyone knows
anything, feel welcom to inform me :)
L442[11:36:32] <Subaraki> found out how to
get an instance of the renderer...
L443[11:36:57] <Subaraki> anyone got an
idea how to get the entity texture from the renderer ? it requieres
an entity, is giving in null good ?
L444[11:37:00] <Subaraki> shoudl
work
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L452[11:48:13] <Subaraki> why does the
getTexture method in any entity renderer need an entity as argument
?
L453[11:48:56] <Tombenpotter> Wild guess
would be to check for any NBT
L454[11:49:00] <Tombenpotter> Like the
wither skeleton
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L457[11:50:06] <Subaraki> how do you mean
Tombenpotter ?
L458[11:50:24] <Tombenpotter> Wither
skeleton is a regular skeleton with some special nbt if I recall
correctly
L459[11:50:39] <Tombenpotter> So Mojang
needs to be able to change the model depending on this
L460[11:50:47] <Subaraki> but i need its
texture
L461[11:50:59] <Tombenpotter> Same
difference
L462[11:51:01] <Subaraki> in the renderer
it states if skeleteon.iswither : bind other texture
L463[11:51:07] <Tombenpotter> Think the
villager's random texture
L464[11:51:12] <Tombenpotter> It depends
on their jobs
L465[11:51:19] <Subaraki> i don't want to
write it out manually, i want to get the texture from the
renderer
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L467[11:53:39] <Tombenpotter> What I'm
trying to say
L468[11:53:52] <Tombenpotter> You can't
pass a null, or it will crash
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L470[11:55:00] <Tombenpotter> You need the
actual entity
L471[11:55:16] <Tombenpotter> And all of
this shit is protected
L472[11:55:25] <Tombenpotter> Which
basically means good luck :P
L473[11:55:34] <Subaraki> i should check
the morph mod :/
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L475[11:55:48] <Subaraki> or i should only
make vanilla entities available
L476[11:55:52] <Subaraki> i think i'll do
just that
L477[11:55:56] <Subaraki> just vanilla
shit
L478[11:56:00] <Tombenpotter> I've been
coding for a while, and I'm still trying to understand how morph
works
L479[11:56:38] <smbarbour> Like all things
iChun... voodoo and pixie dust
L480[11:56:40] <Subaraki> i know you
can/could change the player's model
L481[11:56:58] <Subaraki> but then the
bounding boxes, and animations and all the rest ....
L482[11:57:32] <Subaraki> he has a git on
it
L483[11:57:49] <code_> *github
project
L484[11:58:13] <Tombenpotter> He does, but
it doesn't make the code any clearer :P
L485[11:58:16] <Subaraki> ^
L486[11:58:21] <Subaraki> indeed x)
L487[11:58:28] <Subaraki> ichun = magic
really
L488[11:59:34] <Wuppy> woop woop, our Epic
Megajam game became really, relaly cool :D
L489[11:59:56] <code_> Hey, wuppy :D
L490[12:00:06] <Wuppy> hey
L491[12:01:04] <Wuppy> now lets just make
sure I actually submit the game in time :P
L492[12:01:39] <Wuppy> only annoying thing
in the project is that 1 dude didn't do much
L493[12:01:47] <Wuppy> and there's a
spelling mistake in the ui textures he made :|
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L499[12:13:40] <sham1> Regrowth is like
one of the coolest survival mod packs I've played so far :P
L500[12:13:42] <sham1> I like this
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L504[12:23:18] <gigaherz> sham1: yeah I
did regrowth a while ago
L505[12:23:29] <gigaherz> I stopped when
all I had left was botania ans thaumcraft grinding
L506[12:23:33] <gigaherz> and I just
couldn't be arsed
L507[12:23:35] <gigaherz> eh
L508[12:23:40] <gigaherz> witchery and
thaumcraft*
L510[12:23:52] <Tombenpotter> Look at the
changelog :P
L512[12:24:47] <sham1> Well thaumcraft is
also in Regrowth
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L521[13:06:18] <Wuppy> has anyone played
minecraft storymode already?
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L523[13:11:08] <gigaherz> not personally,
but I have seen the start of a playthrough
L524[13:11:58] <Wuppy> hmm, how long is
copying 80GB of small files through USB3 going to take....
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L526[13:12:14] <Wuppy> lets hope not too
long, because I need like 200GB in total
L527[13:13:17] <gigaherz> hmmmm
L528[13:13:33] <gigaherz> well usb3 itself
can do like 400mb/s
L529[13:13:39] <gigaherz> so
L530[13:13:47] <Wuppy> small files go
much, much slower though
L531[13:13:49] <gigaherz> !calc
80000/400/60
L532[13:13:59] <gigaherz> Result(s):
3.333333333
L533[13:14:06] <gigaherz> 3.3 minutes just
to copy the data
L534[13:14:16] <Wuppy> it's going at
bytes/s now :P
L535[13:14:28] <gigaherz> then there's the
overhead from starting each file
L536[13:14:39] <gigaherz> seek times, and
all that crap
L537[13:14:44] <gigaherz> that slow down
the flow of data
L538[13:14:50] <gigaherz> so anywhere
between 5 minutes and 5 hours
L539[13:15:01] <gigaherz> depending on the
target drive performance
L540[13:15:29] <Wuppy> oh well, there's
some incredibly cool stuff on there
L541[13:15:52] <Wuppy> I've got sounds for
boeings, hueys, 160 different sounds for porche carreras etc.
:P{
L542[13:21:52] <MrKickkiller> Wuppy
wouldn't it be easier to zip all those small files into one large
file and then transfer? You might even have saved space xD
L543[13:22:06] <Wuppy> but then making the
zip will take ages
L544[13:22:32] <MrKickkiller> But you
could save space and it would transfer at full 400 mb/s
L545[13:22:48] <Wuppy> but it wouldn't
save time
L546[13:22:55] <Wuppy> and I dont' have to
save space
L547[13:23:02] <Wuppy> plus you can't use
the sounds when it's a zip
L548[13:23:30] <MrKickkiller> That's
actually something one should test. Transferring a ridiculous
amount of tiny files vs Zipping Transferring Unzipping
L550[13:23:39] <hipsterpig> heh TIL I =
magic
L551[13:23:44] <Wuppy> that's actually a
very, very good idea
L552[13:23:50] <Wuppy> but I'm not going
to :P
L553[13:24:22] <MrKickkiller> Nor am I, I
don't have the library of tiny files, and i'm not gonna make a
million of those, just to test xD
L554[13:24:51] <Wuppy> would be easy
enough to make a script which builds an amount of files with a
random string
L555[13:24:56] <Wuppy> that's like 20
minutes of work
L556[13:25:18] <MrKickkiller> Yes, but are
you gonna clutter your HDD with such files?
L557[13:25:31] <Wuppy> again, I'm not
going to :P
L558[13:29:00] <Ivorius> Wuppy
L559[13:29:05] <Wuppy> Ivorius,
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L562[13:29:23] <Wuppy> there are no
tickets for amsterdam dance event
L563[13:29:30] <Ivorius> wut
L564[13:29:34] <Wuppy> you can get tickets
for a specific event there
L565[13:29:39] <Wuppy> of which there are
like 50
L567[13:30:09] <Wuppy> make that 300 or so
:O
L568[13:30:09] <Ivorius> Multipass?
:P
L569[13:30:21] <Wuppy> dont think that
exists
L570[13:30:31] <Wuppy> you can buy tickets
for several events though :P
L572[13:30:45] <Wuppy> this one's
good
L574[13:31:08] <Wuppy> do you think that
event is good?
L575[13:32:11] <Ivorius> I don't really
know many of those artists
L576[13:32:19] <Wuppy> you can get free
tickets for it :D
L577[13:32:30] <Wuppy> I'm hoping to find
someone to go with :P
L578[13:32:53] <Wuppy> friends aren't
replying yet :<
L579[13:33:12] <Ivorius> wut
L580[13:33:20] <Ivorius> It says 49,50,
no?
L581[13:33:25] <Wuppy> free :)
L582[13:33:33] <Wuppy> 0 euros
L583[13:34:10] <Ivorius> 22:00 - 07:00 | €
49,50 / € 99,50 VIP + service fee
L584[13:34:12] <Ivorius> I don't see
it
L585[13:34:19] <Wuppy> if you know where
to look :P
L586[13:34:25] <Ivorius> ... heh
L587[13:34:30] <Wuppy> download the I'm In
app and you can get free tickets
L588[13:34:35] <Wuppy> it's 100% legal and
100% working
L589[13:34:42] <Wuppy> as long as you're
lucky and quick
L590[13:35:52] <Ivorius> Well, for me even
getting there and back is 130€ at this point
L591[13:36:03] <Ivorius> I think I should
have planned this out beforehand if anything x)
L592[13:36:12] <Wuppy> hehe yep
L593[13:36:22] <Wuppy> but download the
app, you can get free parties somewhere
L594[13:36:41] <Wuppy> fre events in NL,
belgium and I gues salos germany
L595[13:36:50] <Ivorius> What app
L596[13:37:05] <Wuppy> I'm In
L597[13:37:47] <Ivorius> Win free tickets,
eh?
L598[13:37:54] <Ivorius> What are you
paying with
L599[13:38:11] <Wuppy> the booze at the
party
L600[13:38:24] <Ivorius> Apparently they
gather background data
L601[13:38:25] <Ivorius> GPS
L602[13:38:26] <Ivorius> Interesting
L603[13:38:30] <Wuppy> fine by me
L604[13:38:36] <Wuppy> the reason why they
do it is to fill up parties
L605[13:38:42] <Ivorius> I'll test it
anyway, thanks
L606[13:38:45] <Wuppy> because paying for
a ticket and going to a festival with just a few people sucks
L607[13:39:04] <Wuppy> and the people
organizing it get more money from the booze
L608[13:40:52] <sham1> meep
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L610[13:43:56] <sham1> LISP
L611[13:44:01] <sham1> It is
interesting
L612[13:47:02] <sham1> At least it looks
interesting
L613[13:47:23] <Ivorius> hrm
L614[13:47:29] <Ivorius> Wuppy, they have
only NL, UK and Ibiza
L615[13:48:07] <Wuppy> there was one in
belgium a while ago as well
L616[13:48:16] <Wuppy> we paid for those
tickets though :c
L617[13:48:17] <Ivorius> No, there's a big
button in the top left
L618[13:48:42] <Ivorius> I'll keep it here
though in case they add Germany though, or if I go to any of those
places :P
L619[13:48:59] <Wuppy> there'll certainly
also be places close to germany
L620[13:49:09] <sham1> They need something
like that for us Nordics :(
L621[13:49:15] <Wuppy> and a free party +
paid trip can be a lot cheaper than a paid party
L622[13:50:06] <Ivorius> True
L623[13:50:12] <Ivorius> Although
currently I live pretty far from the border
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L627[13:54:00] <Wuppy> fuck yeah
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L629[13:54:02] <Wuppy> tickets :D
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L642[14:50:01] <Subaraki> is
blockActivated serverside only or so ?
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L677[16:17:59] <Unh0ly_Tigg> with the
configuration classes that forge provides, can categories contain
child categories?
L678[16:19:02] <gigaherz> I believe it's
possible, but not easily done
L679[16:19:15] <gigaherz> but it's a faint
feeling so don't quote me
L680[16:19:24] <gigaherz> I could be
completely wrong either way ;P
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L682[16:20:20] <Unh0ly_Tigg> well, after
looking into Configuration.getCategory(String), it seems it does
support it, names split up by '.' will nest.
L683[16:21:41] <sham1> Meh
L684[16:21:47] <sham1> I should
sleep
L685[16:21:52] <sham1> But I cant
L686[16:21:54] <Unh0ly_Tigg> so, doing a
category name of "blocks.ores.copper" will generate a
category of "blocks" with a sub child (managed by the
config parent) of "ore", and continuing to
"copper"
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L701[17:13:16] <portablejim> What is the
best way to keep a value per player? I want to have the server be
able to tell when a player's keybind is pressed. I know a packet
must be send, but unsure of the best server-side code.
L702[17:13:23] <portablejim> *sent
L703[17:14:31] <Ivorius> Probably store it
in the player
L704[17:14:41] <Ivorius> As
IExtendedEntityProperties
L705[17:14:41] <gigaherz>
IExtendedEntityProperties
L706[17:15:04] <gigaherz> keep it all
server-side
L707[17:15:19] <gigaherz> wait you said
keybind
L708[17:15:35] <gigaherz> yeah then
L709[17:15:43] <gigaherz> check out the
simple network stuff
L711[17:15:58] <gigaherz> official docs
here
L712[17:16:21] <gigaherz> when the player
presses the key
L713[17:16:25] <gigaherz> you notify the
server that it's down
L714[17:16:32] <gigaherz> when it's
released, you notify that it's back up
L715[17:17:01] <gigaherz> and you can save
the current state in an IEEP or in a map
L716[17:17:21] <gigaherz> the IEEP is
designed for persistent storage
L717[17:17:34] <gigaherz> but it manages
the user list for you
L718[17:17:56] <gigaherz> I mean, it will
automatically destroy IEEPs for entities that are removed from the
world
L719[17:18:05] <gigaherz> (such as players
changing dimensions or disconnecting)
L720[17:18:08] <gigaherz> meanwhile
L721[17:18:20] <gigaherz> using a manually
managed map will require extra event handling to figure out when a
player disconnects
L722[17:18:22] <gigaherz> and remove it
yourself
L724[17:18:49] <gigaherz> but it won't
interact in any way with the save data
L725[17:18:55] <portablejim> So a UUID
based map is'nt too bad?
L726[17:19:12] <gigaherz> nah just so long
as you remember to handle player disconnection events
L727[17:19:15] <gigaherz> and remove
players from the map
L728[17:19:28] <gigaherz> an IEEP is best
if you want persistence
L729[17:19:42] <gigaherz> such as extra
equipment slots, magic levels, stuff like that
L730[17:20:09] <gigaherz> hitech95: what
about?
L731[17:20:26] <hitech95> Textures and
crafting xD
L732[17:20:45] <gigaherz> sure but what
are we looking at?
L733[17:20:47] <gigaherz> ;P
L734[17:20:57] <gigaherz> the top row look
like Termal Expansion machines
L735[17:21:18] <gigaherz> the other two
rows... do not.
L736[17:22:53] <gigaherz> the bottom row
look like charging pads
L737[17:22:55] <hitech95> 1 row TE Frames
(reference for upgrade level) 2 Row Charge Station for CCraft
Turtle 3 Charge Pad for RF tools
L738[17:23:05] <hitech95> :)
L739[17:23:09] <gigaherz> if I saw them
around I'd stand on them to see if my stuff charges
L740[17:23:50] <hitech95> I'm making the 2
and 3 row...
L741[17:24:08] <gigaherz> are the corners
meant to light up when it's charging?
L743[17:24:50] <gigaherz> if so, it looks
too much like salmon color, I'd make them a darker shade while
off
L744[17:25:00] <gigaherz> heh
L745[17:25:07] <gigaherz> just change meta
on the block (assuming 1.7.10)
L746[17:25:28] <gigaherz> then override
and use the getIcon variant that takes a meta value
L747[17:25:29] <hitech95> Metadata is used
for the tier... :(
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L749[17:25:44] <gigaherz> how many tiers
do you have?
L750[17:25:53] <gigaherz> you only need 1
bit for powered ;p
L751[17:25:59] <gigaherz> you can do
like
L752[17:26:03] <gigaherz> int tier =
meta&3
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L754[17:26:19] <gigaherz> boolean powered
= (meta&8) != 0;
L755[17:26:41] <hitech95> Yea... THX for
the input!
L756[17:27:04] <gigaherz> (and then int
meta = tier | (powered?8:0);)
L757[17:29:01] <gigaherz> btw haven't
mentioned the middle row because I have never used that mod
L759[17:32:11] <gigaherz> I meant
computercraft ;P
L760[17:32:15] <gigaherz> I have had it in
packs
L761[17:32:18] <gigaherz> I have lookedat
it
L762[17:32:25] <gigaherz> but never
actually tried to make use of anything in it
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L765[17:33:36] <hitech95> oh ok.
L766[17:33:43] <hitech95> go to sleep
bye!
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L837[20:43:18] <Lunatrius> So... uhh...
what is the "correct" way to compare block states?
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L848[21:04:28] <Zaggy1024> Lunatrius,
normal blockstates work with ==
L849[21:04:47] <Lunatrius> Negative. It's
an instance check.
L850[21:05:06] <Zaggy1024> ^.~
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L852[21:05:14] <Zaggy1024> yes, I know
what == is
L853[21:05:27] <Lunatrius> Wrote a utility
method for the time being, will update it later if I figure out
something better.
L854[21:05:50] <Zaggy1024> block states
are permutated when they're constructed
L855[21:06:00] <Zaggy1024> they're
singletons, if that word applies
L856[21:06:03] <Zaggy1024> so ==
works
L857[21:06:08] <Lunatrius> Are they?
L858[21:06:08] <Zaggy1024> just like block
== otherBlock
L859[21:06:34] <Zaggy1024> that's why
there's a .withProperty method and not a setProperty method
L860[21:06:42] <fry> normal - yes,
extended - not quite :P
L861[21:06:51] <Zaggy1024> I assume
extended uses .equals
L862[21:07:15] <Zaggy1024> am I
correct?
L863[21:07:27] <fry> probably :P
L864[21:07:32] <Lunatrius> public boolean
equals(Object p_equals_1_) { return this == p_equals_1_; }
L865[21:07:36] <Zaggy1024> ...woudln't you
know? :P
L866[21:07:42] <Lunatrius> That's the only
equals implemented.
L867[21:07:50] <Zaggy1024> on which block
state implementation?
L868[21:07:52] ⇦
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L869[21:08:20] <Zaggy1024> vanilla
BlockState.Impl or whatever works with instance equals
L870[21:08:23] <Zaggy1024> like I
said
L871[21:08:27] <Zaggy1024> so of course
that's what they do
L872[21:09:06] <fry> why are you comparing
blockstates anyway? :P
L873[21:09:07] <Lunatrius> If there's a
case where it might not work it's useless to me.
L874[21:09:12] <Zaggy1024> er,
StateImplementation is the name
L875[21:09:19]
⇨ Joins: HitchH1k3r
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L876[21:09:22] <Zaggy1024> then use
.equals
L877[21:09:31] <Lunatrius> public boolean
equals(Object p_equals_1_) { return this == p_equals_1_; }
L878[21:09:33] <Lunatrius> Doh
L879[21:09:40] <Lunatrius> It's not any
better. lol
L880[21:09:58] <Zaggy1024> dude!
L881[21:10:11] <Zaggy1024> if that param
is obfuscated, I assume that's StateImplementation
L882[21:10:18] <Lunatrius> fry: to check
whether a schematic block is the same/different than a real
block.
L883[21:10:20] <Zaggy1024> and like I
said, instance equals works on those!
L884[21:10:20] ⇦
Quits: KGS (~KGS@nl107-188-189.student.uu.se) (Ping timeout: 206
seconds)
L885[21:10:24] <Zaggy1024> gah!
L886[21:10:36] <fry> why do you need to
check that? :P
L888[21:11:47] <fry> (somebody should
probably write a correct .equals for the extended state, and check
all the property values there)
L889[21:11:58] <Zaggy1024> lol you should
have
L890[21:12:00] <fry> that screenshot
doesn't explain anything :P
L891[21:12:04] <Zaggy1024> I assumed that
it woudle exist
L892[21:12:58] <fry> not everything gets
written at once :P
L893[21:13:04] <Lunatrius> All those
blocks are in the area of the schematic. Plank is fine, no tint.
Iron block should be a plank, tinted red. The rest are air blocks
in the "real" world
L894[21:14:05] <Zaggy1024> er...so you
want to check whether it has the correct blocks and display a red
tint for ones that don't match?
L895[21:14:35] ⇦
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L896[21:15:21] <Lunatrius> Well, I already
have two ways of doing it, but at least of of them is stupid as
hell.
L897[21:15:30] <Zaggy1024> fry, is it
allowed for getStateFromMeta ever supposed to return an extended
state?
L898[21:15:44] <fry> of course
L899[21:16:05] <Zaggy1024> wasn't sure,
thought I heard something about a bug with doing that
L900[21:16:06] <Zaggy1024> a while
back
L901[21:16:10] <Zaggy1024> vaguely
:P
L902[21:16:28] <Lunatrius> ^
getMetaFromState is the stupid implementation
L903[21:17:08] <Zaggy1024> if you get the
properties map from an extended state, does it return the extended
properties?
L905[21:17:35] <Zaggy1024> hm, that seems
like strange behavior
L906[21:17:45] <fry> why?
L907[21:17:57] <Lunatrius> Wait. What
exactly falls under extended states?
L908[21:18:17] <Zaggy1024> well, I thought
the point of extended states was to make a state containing an
unlisted number of values for a property
L909[21:18:26] <Zaggy1024> not to hide the
properties from anything that gets the property map
L910[21:18:31] <Lunatrius> Things like
fire states?
L911[21:18:40] <Zaggy1024> doubtful
L912[21:18:53] <Zaggy1024> Forge doesn't
mess with vanilla things it doesn't have to
L913[21:19:04] <fry> the point of extended
states is to allow unlisted properties
L914[21:19:17] <fry> and unlisted property
is not an IProperty
L915[21:19:41] <Zaggy1024> but why
shouldn't they be listed in the properties map?
L916[21:19:51] <Zaggy1024> I can't think
of a use for that
L917[21:19:54] <fry> how?
L918[21:20:12] <fry> again,
IUnlistedProperty is not an IProperty
L919[21:20:19] <Zaggy1024> mmh
L920[21:20:30] <Zaggy1024> yeah, I guess I
forgot that properties have to list their possible values
L921[21:20:48] <Zaggy1024> although that
could just be deprecated by an extending interface
L922[21:21:01] <Zaggy1024> but...never
mind
L923[21:21:10] <fry> that only introduces
more problems
L924[21:21:14] <Zaggy1024> I guess I'm
understanding why it works the way it does now
L925[21:21:34] <fry> things that use
IProperty expect getAllowedValues to work
L926[21:21:34] <Zaggy1024> in that case,
would it even matter if luna was comparing unlisted properties
anyway?
L927[21:22:16] <Zaggy1024> only use I can
think of for them is liquids, and you wouldn't compare liquid
levels like that
L928[21:22:47] <Lunatrius> Let me ask
differently. Could an extended property affect the (internal)
metadata of the save file?
L929[21:22:50] <Zaggy1024> so a simple
state1.getProperties().equals(state2.getProperties()) would
probably work
L930[21:22:57] <Zaggy1024> yes
L931[21:23:07] <fry> there's nothing
preventing that
L932[21:23:26] <Zaggy1024>
getMetaFromState is probably better if you're really worried about
that
L933[21:23:43] <Zaggy1024> although then
properties from getActualState won't be taken into account
L934[21:24:27] <Lunatrius> That doesn't
matter. I'm trying to compare the "saved" states
anyway.
L935[21:24:35] <Zaggy1024> then use
getMetaFromState
L936[21:25:32] <fry> question is - how are
you storing the states
L937[21:26:13] <fry> if simply by storing
the metadata - then you only need to compare the metadata :P
L938[21:26:36] <Zaggy1024> although I
think that getBlockState doesn't use getActualState.
L939[21:27:14] <fry> that shouldn't be
relevant
L940[21:28:42] <Zaggy1024> I mean for
comparing
L941[21:29:10] <Lunatrius> Yeah, states
are metadata until there's something better available.
L942[21:29:22] <Zaggy1024> then compare
metadata
L943[21:29:24] <Zaggy1024> :P
L944[21:30:09] <Zaggy1024> if/when you
ahve properties for your schematics, you can compare the properties
you want to manually
L945[21:36:20]
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L947[21:38:04] <MiningMark48> I recently
got a new computer, in the process of switching my modding stuff
over, when I ry to run my mods' workspaces, i get this error
"Exception in thread "main"
java.lang.NoClassDefFoundError:
com/google/common/collect/Maps"
L948[21:40:26]
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L949[21:40:50] <killjoy> Is guava on your
classpath?
L950[21:42:07] ⇦
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L953[21:45:24] <MiningMark48> No, fairly
sure it isn't
L955[21:49:06] <killjoy> Make it so
L956[21:49:25] <killjoy> You should re-run
eclipse
L957[21:49:31] <killjoy> or whatever you
use
L959[21:50:51]
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L960[21:53:10] <MiningMark48> What do you
mean by "re-run"
L961[21:54:11] <MiningMark48> ?
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L963[21:57:45] <killjoy> gradle
eclipse
L964[21:58:12] <MiningMark48> ok
L965[21:58:35] <killjoy> If you use
intellij, I think it auto refreshes it
L966[21:58:53] <MiningMark48> ok
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L968[22:06:17] <MiningMark48> still
crashes after doing "gradlew eclipse"
L969[22:06:31] <killjoy> Do you get any
build errors?
L970[22:06:44] <MiningMark48> no
L971[22:06:59] <MiningMark48> i did
"gradlew test" and it was fine
L972[22:07:11] <killjoy> Bad
transformer?
L973[22:08:21] <MiningMark48> ?
L974[22:10:41] <killjoy> What about a
build?
L975[22:11:00] <killjoy> And I'm talking
about errors in your ide
L976[22:12:41] <MiningMark48> all it tells
me is in this pastebin:
L978[22:13:08] <killjoy> Is that build or
run?
L979[22:13:14] <MiningMark48> it says
build successful when doing something like "gradlew
elipse"
L980[22:13:23] <killjoy> Because you're
not using eclipse
L981[22:13:25] <MiningMark48> that is when
i try running it
L982[22:13:36] <killjoy> do gradlew
idea
L983[22:13:41] <MiningMark48> i imported
the eclipse project file
L984[22:13:47] <MiningMark48> i have did
that alos
L985[22:13:53] <MiningMark48> *also
L986[22:14:08] <killjoy> I'm still
confused.
L987[22:14:12] ***
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L988[22:14:17] <killjoy> Is that what you
get when building or running?
L989[22:14:37] <MiningMark48> when i am
running it, like hitting the play button on idea
L990[22:14:56] <killjoy> does gradlew
runClient work?
L991[22:14:57] <MiningMark48> when i try
running it to start my dev environmnet
L992[22:15:01] <MiningMark48> one
sec
L993[22:15:32] <MiningMark48> -_-
yes..
L994[22:15:34] <MiningMark48> wtf
L995[22:15:38] <MiningMark48> wtf
idea.
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L997[22:16:14] <MiningMark48> started up
no problem doing it that way, but it throws a fit using IDEA to run
it
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L999[22:16:44] <MiningMark48> now how
could I fix that :P
L1000[22:16:45] <killjoy> try
cleaning
L1001[22:16:48]
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L1002[22:17:04] <MiningMark48> ok
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L1004[22:18:29] <MiningMark48> still does
it
L1005[22:19:29] <killjoy>
cleanIdea?
L1006[22:20:08] <killjoy> Did you import
it as a gradle project?
L1007[22:21:23] <MiningMark48> don't even
have to really import it works when i try opening it
L1008[22:23:24] <Cazzar> killjoy: IDEA
doesn't auto refresh unless you enable it, and even then IDEA says
not to
L1009[22:23:36] *
killjoy uses eclipse
L1010[22:23:44] <killjoy> You help
him
L1011[22:24:21] <Cazzar> I haven't
touched modding for a while.
L1012[22:24:28] <Cazzar> Because, y'know
assignments, and uni
L1013[22:26:03]
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L1015[22:26:24] <MiningMark48> back,
lagged out
L1016[22:30:29] <MiningMark48> gonna try
using an older version of intellij idea, i used IDEA 13 on my old
computer, switched to this one, this has IDEA 14, might be a weird
issue their
L1017[22:34:14] <Rallias> I've used
exclusively Idea 14.
L1018[22:34:27] <Rallias> Never had a
problem except with a mod that refused to sync a while back.
L1019[22:35:17] <MiningMark48> what i am
saying is that i am going from 13 to 14, something in 13 may have
changed in 14
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L1021[22:38:39] <MiningMark48> AhHa! That
fixed it :D
L1022[22:40:17] <MiningMark48> it was
something to do with the transfer from 13 to 14
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L1025[22:43:50] <MiningMark48> Thanks
killjoy for the help anyway though :)
L1026[22:44:07] <MiningMark48> there
aren't to many people out there willing to help
L1027[22:44:23] <killjoy> It was probably
a restart. Have you tried that?
L1028[22:44:51] <MiningMark48> no, fine
with my solution, i dont have to big of a reason to go to 14 anyway
:P
L1029[22:44:54] <MiningMark48> thanks
;)
L1030[22:44:56] <MiningMark48> gtg
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L1065[23:33:02] <killjoy> Huge upgrade
compared to 10/1
L1066[23:37:20] <mikebald> killjoy,
awesome =)... if you're in the raleigh-durham triangle Google Fiber
is incoming =)
L1067[23:37:30] <killjoy> Nope.
L1068[23:37:35] ***
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L1069[23:37:36] <killjoy> I'm in
south-wake
L1070[23:37:40] <killjoy> not
durham
L1071[23:38:09] <killjoy> I could always
switch to Century Link anyway.
L1072[23:38:15] <killjoy> They have
100Mbps internet
L1073[23:38:25]
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L1074[23:38:26] <mikebald> Ah; depending
on how far south it's covering multiple cities
L1075[23:38:35] <killjoy> At at the
southern tip
L1076[23:38:52] <killjoy> By hornet
county
L1077[23:39:03] <killjoy> I think
L1078[23:39:14] <mikebald> Ah, well
that's a pretty good connection then. I'm in the triangle and my
max internet speed is 18mbit because of the lines
L1079[23:39:18] <killjoy> *harnet
L1080[23:39:47]
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L1082[23:40:11] <killjoy> I'm pretty much
at the corner of wake, harnet, and johnson
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L1085[23:41:57] <killjoy> Do you know
where 540 ends?
L1086[23:42:18] <killjoy> I'm about 10
miles south of that
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