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L1[00:00:16] ⇨
Joins: alex_6611
(~alex_6611@p5DE7A17D.dip0.t-ipconnect.de) 
L2[00:00:23] <Zidane> hmmm killjoy you
weren't very far from my hometown
 
L3[00:00:25] <Zidane> Western NC
 
L4[00:00:36] <killjoy> Like cary?
 
L5[00:00:43] <killjoy> No, that's still
central
 
L6[00:00:46] <Zidane> Asheville area
 
L7[00:01:17] ***
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L8[00:03:26] <killjoy> I hate it when I
licence my software with a lax licence, but people still ask for
modpack permissions
 
L9[00:03:51] <killjoy> Specifically,
redistrubution. (apache 2)
 
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L34[01:01:35] <thecodewarrior> Is there any
way to have an item's texture located outside of
textures/items/?
 
L35[01:02:43] <Wuppy> cant wait for
saturday :D
 
L36[01:02:46] <tterrag> register it outside
of the item class
 
L37[01:02:50] <tterrag> using
TextureStitchEvent
 
L38[01:03:21] <fry> or, you know,
don't start the location with "item/" :P
 
L39[01:03:29] <tterrag> what?
 
L40[01:03:31] <fry>
*"items/"
 
L41[01:03:33] <tterrag> that's...not
how it works
 
L42[01:04:03] <fry> well, I'm looking
at the models right now - it is :P
 
L43[01:04:26] ⇨
Joins: VikeStep (~VikeStep@101.184.94.18) 
L44[01:04:48] <tterrag> >implying
1.8
 
L46[01:05:18] <fry> you're implying
<=1.7 :P
 
L47[01:05:27] <thecodewarrior> I'm
using 1.7
 
L48[01:05:46] <fry> why, if I may ask?
:P
 
L49[01:06:26] <thecodewarrior> Most of the
mods I like to use are 1.7.10, no point making a mod if I
can't use it with the mods I enjoy playing with.
 
L50[01:07:39] <tterrag> he said icons
 
L51[01:07:42] <sham1> I'd really would
appreciate not getting into this discussion again
 
L52[01:07:45] <tterrag> that word
doesn't really exist in 1.8
 
L53[01:07:54] <tterrag> so I think my
assumption was warranted, and as it turns out, correct
 
L54[01:08:04] <sham1> I think there is
still IIcon in 1.8
 
L55[01:08:27] <sham1> Somewhere
 
L56[01:08:29] * fry
doesn't see icons being mentioned :P 
L57[01:08:59] <sham1> He only said
item's texture
 
L59[01:09:31] <sham1> Also, my computer
seems to run like molasses right now...
 
L60[01:09:34] <tterrag> but that is
specified with the model in 1.8
 
L61[01:09:39] <tterrag> where it's an
obvious solution...
 
L62[01:09:48] <tterrag> only in 1.7 is
/textures/icons/ automatically appended
 
L63[01:10:19] <fry> lol, icons again
:P
 
L64[01:10:49] <sham1> Well, 1.8 does not
have IICon
 
L65[01:11:03] <sham1> It however has
IIconCreator or something like that
 
L66[01:11:21] ⇨
Joins: McJty (~McJty@bluecoat2.uzleuven.be) 
L67[01:11:38] <sham1> Seems like no one
changed its name
 
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L69[01:19:18] ***
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L70[01:23:34] <code_> What did IIcon do
anyway?
 
L71[01:24:20] <fry> look at
TextureAtlasSprite in 1.8
 
L72[01:24:47] <tterrag> IIcon is just
x/y/u/v data for a part of the sprite sheet
 
L73[01:24:50] <shadekiller666>
codewarrior.... its that mindset that caused all of your favorite
mods to not be in 1.8
 
L74[01:25:09] <shadekiller666> the more new
mods developed for 1.8, the more old ones will be updated
 
L75[01:25:33] <shadekiller666> 1.9
won't be any closer to 1.7 than 1.8 is, in fact it will be
further
 
L76[01:26:05] <tterrag> no, you know I
really don't think that is the case
 
L77[01:26:11] <tterrag> we have plenty of
1.8 mods
 
L78[01:26:22] <tterrag> also, it's a
pointless argument, let him do what he wants
 
L79[01:26:30] <shadekiller666> and with all
of the changes myself, fry, lex, and everyone else in here have
been making to forge, 1.8 development is a lot nicer than it was
initially
 
L80[01:27:45] <shadekiller666> ok, what
will you be saying in a year when minecraft is in version 1.12 and
everyone insists on developing for 1.7 still?
 
L81[01:27:55] <shadekiller666> if this
keeps up thats what will happen
 
L82[01:27:56] <McJty> I'm preparing
for the move to 1.8/1.9 by making smaller mods :-)
 
L83[01:28:06] <McJty> I do NOT want RFTools
to be my first 1.8 porting experience
 
L84[01:28:14] <shadekiller666> lol
 
L85[01:28:34] <shadekiller666> best way to
prepare to port something to 1.8... is to make a mod in 1.8
 
L86[01:28:47] <McJty> Actually I want to do
the actual upgrade
 
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L90[01:31:13] <tterrag> shadekiller666: who
said anything about staing on 1.7 forever?
 
L91[01:31:18] <tterrag> don't put
words in my mouth
 
L92[01:31:52] <fry> who said you said that?
:P
 
L93[01:31:53] <shadekiller666> 1.9 is on
its way
 
L94[01:32:02] <thecodewarrior> From what
I've heard people (didn't say who) are skipping 1.8
because they'll have to rewrite their mods for 1.8 then
rewrite the same parts again for 1.9. It's just what I've
heard.
 
L95[01:32:17] <shadekiller666> what
 
L96[01:33:16] <shadekiller666> 1. i doubt
they would change the blockstate system that much, 2. none of us
actually know exactly what the code looks like outside of
decompiling it ourselves and speculatin
 
L97[01:33:17] <shadekiller666> g
 
L98[01:33:18] <tterrag> I've said it a
hundred times, I don't use 1.8 because I don't like
1.8
 
L99[01:33:23] <tterrag> it's really
that simple
 
L100[01:33:42] <tterrag> why should I do
so much extra work for a version of the game that holds no value to
me?
 
L101[01:33:42] <shadekiller666> ok
 
L102[01:33:45] <tterrag> this isn't a
job
 
L103[01:34:07] <shadekiller666> are you
hoping you'll like 1.9 any more?
 
L104[01:34:26] <tterrag> I already
do
 
L105[01:34:30] <tterrag> by a LARGE
amount
 
L106[01:34:39] <shadekiller666> why
 
L107[01:34:46] <tterrag> because the
changes actually seem fun?
 
L108[01:34:51] <code_> Wings.
 
L109[01:35:04] <tterrag> wings, dual
wielding, new enchants, new boats
 
L110[01:35:11] <tterrag> what did 1.8 add
that was actually fun?
 
L111[01:35:20] <tterrag> slime blocks?
maybe?
 
L112[01:35:21] <code_> Slime blocks?
 
L113[01:35:28] <code_> Yes, bouncy
stuff.
 
L114[01:35:29] <tterrag> they are ok
 
L115[01:35:37] <tterrag> glitchy in a lot
of ways
 
L116[01:35:37] <code_> boingboing.
 
L117[01:35:39] <tterrag> good for
redstone
 
L118[01:35:42] <tterrag> about it
 
L119[01:35:46] <thecodewarrior>
"There's a mod for that"
 
L120[01:35:51] <tterrag> also that
 
L121[01:35:54] <tterrag> NO mod has done
wings that well
 
L122[01:36:00] <tterrag> it's
incredibly well done, and I'm actually impressed
 
L123[01:36:19] <shadekiller666> the
command blocks are pretty badass too
 
L124[01:36:26] <tterrag> for map makers
yeah
 
L125[01:36:27] *
fry would appreciate elbows and knees more :P 
L126[01:36:31] <tterrag> not a part of
that sub community though :P
 
L127[01:36:32] <code_> It's probably
because of the redirect back to adventuring
 
L128[01:36:43] <tterrag> 1.8 was all
technical stuff
 
L129[01:36:47] <tterrag> which
doesn't really get used with mods involved
 
L130[01:36:52] <code_> 1.8 focused on
mechanics and asthertics
 
L131[01:36:57] <tterrag>
"aesthetics"
 
L132[01:36:58] <code_> *asthetics
 
L133[01:36:59] <shadekiller666> 1.8 preped
for 1.9
 
L134[01:37:10] <tterrag> you mean like
glitching out chunk rendering .-.
 
L135[01:37:11] <tterrag> looks great
 
L136[01:37:23] <code_> Oh, yeah that
xD
 
L137[01:37:36] <shadekiller666> the
rendering changes don't get used by mods cuz forge has
overridden them
 
L138[01:37:37] <shadekiller666> lol
 
L139[01:37:47] <code_> horrible stuff that
was
 
L140[01:37:53] <tterrag> so that's my
bit. I get so many people calling me "lazy" or whatever,
that's really not it at all. why should I spend time on a
hobby when I don't enjoy it?
 
L141[01:37:57] <shadekiller666> hence
model loaders that don't require 4 different files
 
L142[01:38:31] <tterrag> I don't go
around yelling at people for using 1.8
 
L143[01:38:34] <tterrag> in fact I try and
help them
 
L144[01:38:39] <tterrag> with my little
experience I do have
 
L145[01:38:43] <TehNut|Gone> tterrag: y r
u so lezy
 
L146[01:38:49] <tterrag> but EVERYONE goes
around yelling at people to stop using 1.7
 
L147[01:38:51]
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L148[01:38:52] <tterrag> I don't get
it
 
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L150[01:39:45] <sham1> Because the
capacity to make the jump has been there for a really long
time
 
L151[01:39:54] <sham1> But I can
agree
 
L152[01:40:14] <sham1> Why should I make a
model definition file for a simple block
 
L153[01:40:38] <tterrag> what?
 
L154[01:40:48] <sham1> Yeh
 
L155[01:40:58] <sham1> I find that thing
annoying
 
L156[01:40:59] <tterrag> 1.8 hasn't
changed since it was released
 
L157[01:41:02] <tterrag> why would I
change my mind?
 
L158[01:41:08] <shadekiller666>
hasn't changed?
 
L159[01:41:09] <tterrag> again, it's
not at all about the code
 
L160[01:41:33] <shadekiller666> what do
you call the forge blockstates? or the model loader registry
 
L161[01:41:33] <sham1> I get that as an
update it is frankly boring
 
L162[01:41:36] <tterrag> sham1: so that
people can edit that model?
 
L163[01:41:36] <fry> sham1: to allow
resource pack makers to change it, it's the main
motivation
 
L164[01:41:42] <tterrag> sham1: >not at
all about the code
 
L165[01:41:52] <tterrag> sorry
 
L166[01:41:57] <tterrag> shadekiller666:
^^
 
L167[01:42:01] <tterrag> stop having
similar names >.<
 
L168[01:42:06] <sham1> never
 
L169[01:42:21] <sham1> We only have 3
initial letters the same
 
L170[01:42:39] <code_> 3 initial letters
is too much even for libraries
 
L171[01:42:43] <shadekiller666> 1.9
won't change much after its initial release
 
L172[01:42:46] <McJty> sham1, but
that's 60% of your name :-)
 
L173[01:42:52] <tterrag> what are you
arguing for exactly shadekiller666?
 
L174[01:43:10] <tterrag> sham1: 3 is all I
type for tab completion
 
L175[01:43:13] <tterrag> it breaks my flow
:(
 
L177[01:43:42] <sham1> Yes fry, it is
there to allow resource pack makers do this, but if your block is
just a simple cube, and you intent for it to be a simple cube, what
is there to change other than the texture anyway
 
L178[01:43:42] <shadekiller666> arguing
for not having half the modding community stuck 2 minecraft
versions behind
 
L179[01:44:15] <fry> sham1: and how would
you change the texture? :P
 
L180[01:44:25] <sham1> By changing the
texture :P
 
L181[01:44:32] <tterrag> who said anything
about two?
 
L182[01:44:44] <tterrag> I definitely said
(or implied) that I'd be updating to 1.9
 
L183[01:45:04] <sham1> You take
gim/photoshp/mspaint/pinta or whatever other tool
 
L184[01:45:11] <sham1> And start doing
your thing
 
L185[01:45:17] <sham1> That is how you
change textures
 
L186[01:45:26] <fry> what if you
don't have 1-1 mapping between blocks and textures? what if 2
blocks were using different textures, and you want them to use the
same texture, do you copy the file twice? seems wasteful :P
 
L187[01:46:26] <thecodewarrior> Storage is
cheap. dirt cheap. duplicating a file a few times? meh.
 
L188[01:46:31] <fry> and what if you had a
block (say, pillar) with a trivial block model, but for an hd
resource pack you want to make the pillar fancy, and change the
model? :P
 
L189[01:46:53] <shadekiller666> tterrag,
fair enough
 
L190[01:46:57] <fry> why should your block
always force the "simple cube" model? :P
 
L191[01:47:08] <sham1> This isnt about
forcing
 
L192[01:47:14] <shadekiller666> i'm
just pointing out that porting isn't going to get any
easier
 
L193[01:47:18] <sham1> This is about
giving a choice
 
L194[01:47:28] <fry> what choice? :P
 
L195[01:48:07] <sham1> The choice between
just having a simple block and having to define it
 
L196[01:48:08] <shadekiller666> and the
"everyone else is still on this version so i will stay with
this version" is the reason that most of the "everyone
else" is still in 1.7
 
L197[01:48:19] <sham1> Even thought the
definition is like 5 lines long
 
L198[01:48:24] <sham1> It still is
tedious
 
L199[01:48:55] <tterrag> I don't
really care what their reason is
 
L200[01:49:02] <fry> by giving that choice
you take away the choice of changing the model :P
 
L201[01:49:06] <tterrag> you don't
pay them, they can work on 1.2.5 if they want, it's not your
concern
 
L202[01:49:09] ⇦
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L203[01:49:11] <tterrag> you can't
force people to use something
 
L204[01:49:24] <shadekiller666> true
 
L205[01:49:31] <sham1> You dont HAVE to
use the changeable block model, you can use it
 
L206[01:49:36] <fry> nobody is forcing
anything :P
 
L207[01:49:53] <shadekiller666> but
forgive me for trying to give the hobby i enjoy more of a chance of
surviving longer
 
L208[01:49:53] <sham1> If someone wants to
change it, turn the simple model off and give it a model
definition
 
L209[01:50:07] <fry> sham1: how would you
"turn the simple model off"? :P
 
L210[01:50:15]
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(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) 
L211[01:50:28] <tterrag> sorry, but how is
pestering someone about doing something they don't want to
going to extend the life of the hobby?
 
L212[01:50:34] <tterrag> if people are
happy on 1.7, it will live in 1.7, so what
 
L213[01:50:53] <sham1> By having a custom
register system that uses ModelBakeEvent to wrap your block into
the simple model or not
 
L214[01:51:04] <sham1> You can choose
through the code
 
L215[01:51:17] <fry> so, resource pack
makers are screwed? :P
 
L216[01:51:24] <sham1> No
 
L217[01:51:31] <sham1> Gad dangit
fry
 
L218[01:51:36] <shadekiller666> sham,
"wrap your block into a simple model" is not that simple
;P
 
L219[01:51:46] <sham1> It's not
 
L220[01:51:58] <sham1> It is easier said
than done
 
L221[01:52:53] <fry> "choose through
the code" and "change in the resource pack"
don't mesh together, or you're not explaining
everything
 
L222[01:53:21] <sham1> You have a way to
turn the thing off
 
L223[01:53:31] <sham1> If nothing else,
then a boolean
 
L224[01:53:36] <shadekiller666> the mod
maker* has a way to turn it off
 
L225[01:53:41] <sham1> Config option
 
L226[01:53:49] <shadekiller666> oh,
briliant
 
L227[01:54:05] <shadekiller666> ANOTHER
file that the model loading system has to worry about
 
L228[01:54:24] <sham1> You register models
in init phase anyway
 
L229[01:54:34] <sham1> And you get your
config file in preinit
 
L230[01:54:43] <fry> that "config
option" is the blockstate json
 
L231[01:54:57] <shadekiller666> to do that
sham
 
L232[01:55:09] <fry> and you should
register your model in preinit, or you'll miss the first
resource loading
 
L233[01:55:19] <shadekiller666> would
require a rewrite of the ENTIRE model loading system in
minecraft
 
L234[01:55:23] <shadekiller666>
AGAIN
 
L235[01:55:40] <shadekiller666> the model
loader registry bypasses half of it
 
L236[01:55:59] <fry> not half, a very
small part
 
L237[01:55:59] <shadekiller666> but not
the part that says "substitute missing model for anything not
found"
 
L238[01:56:34] <shadekiller666> and in
fact, rewriting the model loading system would also break the
blockstate system too
 
L239[01:56:36] <sham1> Or I could have a
JSON generator to bypass the tedious part of having to make
"another model file for a simple model with from: [0,0,0], to:
[16, 16, 16]"
 
L240[01:56:56] <shadekiller666> or just
use forge blockstates :P
 
L241[01:57:00] <sham1> or
"parent": "block/cube"
 
L242[01:57:18] <sham1> That's just a
wrapper around ISmartModel
 
L243[01:57:25] <shadekiller666> so?
 
L244[01:57:27] <sham1> The same way I
thought about my thing
 
L245[01:57:33] ***
TehNut|Gone is now known as TehNut|Sleep 
L246[01:57:34] <sham1> So we are in the
square eins
 
L247[01:57:37] <sham1> Again
 
L248[01:57:54] <shadekiller666> ?
 
L249[01:58:29] <sham1> I was thinking of a
system to allow you to define your blocks to use simple ISmartModel
for themselves
 
L250[01:58:37] <sham1> At least for the
time you dev your thing
 
L251[01:58:45] <shadekiller666> ?
 
L252[01:58:53] <sham1> When you are done,
you can make your model defs like usual
 
L253[01:58:56] <shadekiller666> they
already do?
 
L254[01:59:24] <shadekiller666> and why
would you want to wrestle with ISmartModels in the first place,
over JSON
 
L255[01:59:44] <shadekiller666> the
blockstate jsons are a lot friendlier than making an ISmartModel
behave :P
 
L256[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151016 mappings to Forge Maven.
 
L257[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151016-1.8.zip (mappings
= "snapshot_20151016" in build.gradle).
 
L258[02:00:07] <sham1> Because I dont have
time to make it so that I can inject my own JSON to the render
system without having to write it to the disk
 
L259[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/ 
L260[02:00:38] <sham1> Nor do I have time
to create a simple blockstate JSON with defaults and stuff
 
L261[02:00:39] <shadekiller666> ok, now i
have no idea what you're wanting
 
L262[02:00:52] <sham1> I dont know
 
L263[02:01:01] <fry> it's literally 3
lines, lol
 
L264[02:01:09] <sham1> 3 lines
 
L265[02:01:20] <sham1> For every block
ever
 
L266[02:01:30] <tterrag> yeah
 
L267[02:01:33] <tterrag> and 256
pixels
 
L268[02:01:37] <tterrag> for every block
ever
 
L269[02:01:40] <tterrag> no one complains
about that :P
 
L270[02:01:43] <fry> is it often you
create a new block? :P
 
L271[02:01:52] <sham1> Yes actually
 
L272[02:02:07] <shadekiller666> come to
think of it though, it might be cool to have a hook in forge that
says "ok, use a simple cube for this model, but if a model
json with its name is found, use it instead"
 
L273[02:02:08] <fry> how do you manage
creating all the java boilerplace for it? :P
 
L274[02:02:13] <fry> *boilerplate
 
L275[02:02:27] <sham1> What do you mean
Java
 
L276[02:02:33] <fry> shadekiller666: where
does the texture come from in that case?
 
L277[02:02:49] <fry> sham1: you know, new
file with a class and everything
 
L278[02:03:01] <fry> it's often much
more than 3 lines :P
 
L279[02:03:17] <sham1> Well with the
imports yes
 
L280[02:03:31] <sham1> simplest case
 
L281[02:04:02] <sham1> "object
NewBlock extends Block(Material.iron) with FCraftBlock"
 
L282[02:04:06] <sham1> And now to register
it
 
L283[02:04:43] <sham1> It's
elegant
 
L284[02:04:45] <sham1> It's
simple
 
L285[02:04:51] <sham1> And best of all, it
works
 
L286[02:05:16] <shadekiller666> fry, well
simple cubes only use 1 texture, either the hook would take a
resource location, or require it to be named with the name that the
model json would be if it existed
 
L287[02:05:18] <fry>
./generate_simple_block_jsons.sh NewBlock
 
L288[02:06:06] <fry> if you really spend a
lot of time creating jsons, you can write that script in ~2 minutes
:P
 
L289[02:06:18] <McJty> I have not looked
into 1.8 yet but I'm curious. How would you handle mods like
Forge Microblocks and/or chisel and/or Buildcraft facades?
 
L290[02:06:29] <shadekiller666> damn
it.... have an art history midterm in 11 hours... and its
midnight
 
L291[02:06:30] <sham1> I'd
guess
 
L292[02:06:35] <shadekiller666> and i
meant to study
 
L293[02:06:37] <shadekiller666> fack
 
L294[02:06:42] <shadekiller666> stupid
slide ids...
 
L295[02:07:05] <shadekiller666> mcjty,
with ISmartBlockModel and ISmartItemModel
 
L296[02:07:12]
⇨ Joins: Ordinastie (crystal@bronyville.me) 
L297[02:07:23] <McJty> shadekiller666,
ok
 
L298[02:07:36] <shadekiller666> and a
custom model "loader" (the loader registry doesn't
care where the models actually come from, so you can use a
"loader" as a "generator")
 
L299[02:07:38] <fry> shadekiller666: that
may be worth implementing; with an opt-in from the code - to
distinguish missing model from the intentional generation
triggering
 
L300[02:08:01] <shadekiller666> mhmm
 
L301[02:08:29] <McJty> I'm working on
a mod right now where I dynamically generate any possible triangle
mesh as an ISBRH. Will be interesting to see how to handle that in
1.8 :-)
 
L302[02:08:39] <shadekiller666> and the
hook could probably get away with having a bunch of common block
models
 
L303[02:09:08] <tterrag> McJty:
triangles...in ISBRH?
 
L304[02:09:12] <tterrag> impossibru
 
L305[02:09:23] <shadekiller666> mcjty,
well, the loaders simply shove vertex data into a massive
array
 
L306[02:09:27] <McJty> tterrag, well quads
then. I meant actually any kind of shape
 
L307[02:09:37] <tterrag> so....model
loading?
 
L308[02:09:37] <fry> triangle = quad with
2 vertices at the same place :P
 
L309[02:09:39] <shadekiller666> the game
handles the rest, so it would probably be easier
 
L310[02:09:43] <tterrag> fry: yes
yes...
 
L311[02:09:46] <shadekiller666> yep
 
L312[02:09:47] <McJty> tterrag, no. Model
sculpting real time in MC
 
L313[02:09:58] <Ordinastie> well, I have
that :
 
L314[02:09:58] <tterrag> oh
 
L315[02:09:58] <Ordinastie> [09:09:29]
[Server thread/INFO] [STDERR]:
[java.lang.Throwable$WrappedPrintStream:println:748]:
java.lang.IllegalStateException: Registry entry for block
net.malisis.doors.door.block.CustomDoor@463e0b6a, id 231, name
malisisdoors:customDoor, marked as dangling.
 
L316[02:10:02] <sham1> Or, quad: 2
triangles where 2 vertices are in the same place
 
L317[02:10:05] <Ordinastie> and no way to
by pass
 
L318[02:10:16] <sham1> As in
 
L319[02:10:21] <sham1> Same vertex for
both triangles
 
L320[02:10:38] <sham1> Also
 
L321[02:10:41] <fry> you mean 2 pairs of
vertices? :P
 
L322[02:10:45] <sham1> Yes
 
L323[02:10:48] <sham1> Thank you
 
L324[02:11:02] <sham1> 2 vertices that are
shared
 
L325[02:11:52] <fry> I think how GL splits
quad to 2 triangles is implementation-dependent, so that would only
work reliably for coplanar triangles
 
L326[02:11:57] <Ordinastie> any suggestion
on how to fix my issue ?
 
L327[02:12:24] <sham1> It's
dangling
 
L328[02:13:12] <shadekiller666> fry, how
feasible do you think it would be to override minecraft's face
normal handling?
 
L329[02:13:30] <fry> what do you
mean?
 
L330[02:13:40] <shadekiller666> thats the
one thing that is still wonky with the model loaders
 
L331[02:13:41] <shadekiller666> well
 
L332[02:13:50] <shadekiller666> if you
have a cylindar model
 
L333[02:14:03] <shadekiller666> placed
directly above a block
 
L334[02:14:15] <sham1> Speaking of OBJ
model loader
 
L335[02:14:20] <sham1> Does it only
support quads
 
L336[02:14:21] <shadekiller666> minecraft
applies the shadow gradient thing that it applies to blocks
 
L337[02:14:28] <shadekiller666> sham,
quads and tris
 
L338[02:14:37] <sham1> so triangles are
supported
 
L339[02:14:39] <sham1> Awesome
 
L340[02:14:41] <shadekiller666> yep
 
L341[02:14:45] <sham1> That might actually
work
 
L342[02:14:50] <sham1> Now I should just
learn to model
 
L343[02:14:56] <fry> yes, lighting engine
is broken, I'll fix it some day; it's not a trivial
amount of work though
 
L344[02:14:57] <shadekiller666> one of the
goals was to put the 1.7 loader to shame
 
L345[02:15:48] <shadekiller666> fry, the
main issue is, minecraft applies that gradient assuming that the
vertices are in a specific order, so the sides of the faces get
shaded instead :P
 
L346[02:15:55] <shadekiller666> and i
understand that
 
L347[02:16:15] <shadekiller666> the
lighting system is the one thing that Mojang themselves
haven't managed to figure out yet
 
L348[02:16:21] <fry> main issue is that it
assumes that faces are axis-aligned
 
L349[02:16:43] <fry> proper lighting is a
bit more substantial than changing the order of the faces
 
L350[02:17:04] <fry> (although I did
everything in about 100 lines of scala code in 1.7 :P)
 
L351[02:17:32] <shadekiller666> that and
it uses a DynamicTexture to actually apply the light
 
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L353[02:17:59] <shadekiller666> i'm
not sure that the axis-aligned stuff is really all that
fixable
 
L354[02:18:05] <fry> it is
 
L355[02:18:32] <shadekiller666> it just
takes a fuck ton of matrix math :P
 
L356[02:18:45] <fry> not even that
 
L357[02:18:52] <fry> math is trivial
 
L358[02:20:21] <Ordinastie> do you mean
the ambiant shading or the AO ?
 
L360[02:20:34]
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L361[02:20:51] <sham1> that looks
good-ish
 
L362[02:21:23] <fry> Ordinastie: I'm
not familliat with the term "ambiant shading", and nobody
knows what AO means when it comes to MC, so I avoid that term
:P
 
L364[02:21:36] <sham1> I think AO is
ambient occlusion
 
L365[02:21:44] <fry> well duh
 
L366[02:21:45] <shadekiller666> ya
 
L367[02:21:47] <Ordinastie> lol
 
L368[02:21:57] <shadekiller666> but wtf
does "ambient occlusion" mean in minecraft?
 
L369[02:22:08] <sham1> It means ambient
occlusion
 
L370[02:22:27] <fry> people usually
confuse smooth lighting and AO when it comes to MC :P
 
L371[02:23:42] <Ordinastie> better
question, why the fuck doesn't it use my model for the item ?
:x
 
L372[02:24:12] ***
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L373[02:24:14] <fry> did you register the
mesher/mesh location? :P
 
L374[02:24:37] <Ordinastie> the thing is,
it works only for the first call
 
L375[02:24:44] <Ordinastie> I mean first
item
 
L376[02:25:07] <fry> did you copy-paste
and forgot to change something? :P
 
L377[02:25:34] <Ordinastie> nan, because
if I comment out the first, the only the second works and not the
following ones :x
 
L378[02:26:17] <fry> 1.8 I assume?
:P
 
L379[02:26:39] <Ordinastie> yes
 
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L383[02:29:27] <fry> are you registering
them in preInit?
 
L384[02:29:58] <sham1> God damn it
 
L385[02:30:04] <sham1> These hydranges are
god damn useless
 
L386[02:30:07] <fry> and how are you
making sure the game uses your models?
 
L387[02:31:02] <Ordinastie> yes, in
preInit, and that the issue, it only uses the model for the first
one I register
 
L388[02:31:29] <fry> how do you determine
that? :P
 
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L390[02:33:45] <Ordinastie> are you asking
if I could be mistaken on the type of model I get for the item
?
 
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L395[02:35:11] <fry> I mean, are you sure
the model you get for the item has the correct rendering
info?
 
L396[02:35:27] <Ordinastie> it's not
the right model
 
L397[02:35:29] <Ordinastie> so no
 
L398[02:35:43] <fry> how do you know
it's not the right model?
 
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L402[02:38:18] <fry> what's the
texture in the model you get? missing one?
 
L403[02:39:37] <Ordinastie> I don't
draw the model, but the model defers the infos like isGui3D to the
renderer for the item
 
L404[02:39:56] <Ordinastie> wrong model so
wrong infos
 
L405[02:40:39] <fry> look at the
"particle" field in the model you get in the debugger,
and then in the field iconName
 
L406[02:42:45] <Ordinastie> it the right
texture, but what's the point ?
 
L407[02:44:19] <fry> well, model loader
constructs ItemLayerModel for item models that have
"builtin/generated" as a parent
 
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L413[02:48:14] <hitech95> Yesterday you
have advised me to use the metadata to update the texture of my
block depending on the state. Because tilentity manages the state,
I can not use it get the state?
 
L414[02:49:46] <fry> Ordinastie: do you
have any jsons at all? perhaps leftover from testing?
 
L415[02:50:09] <fry> hitech95: 1.8?
 
L416[02:50:21] <Ordinastie> I may have
found the issue
 
L417[02:50:24] <hitech95> no 1.7.10
 
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L419[02:51:42] <Ordinastie> hitech95, you
have a worl sensitive version of getIcon() in you block
 
L420[02:52:31] <Ordinastie> fry, could you
explain the difference and purpose of
ModelLoader.setCustomModelResourceLocation() and the event ?
 
L421[02:52:39] <Ordinastie>
(ModelBakeEvent)
 
L422[02:53:29] <fry> event is to put the
model in the place the loader/game can find it
 
L423[02:53:48] <fry>
ModelLoader.setCustomModelResourceLocation is to make the
association between the item and the model
 
L424[02:54:02] <Ordinastie> that's
what fail I think
 
L425[02:54:34] <fry> if the texture is the
one you expect than that's working corrrectly, I think
 
L427[02:56:25] <Ordinastie> hitech95,
that's what I meant
 
L428[02:56:28] <Ordinastie> so what's
the issue ?
 
L429[02:56:39] <Ordinastie> fry, I
actually have no idea how it gets the texture at all :x
 
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L431[02:57:21] <fry> well, my only
hypothesis right now is some leftover jsons in the resources
 
L432[02:58:34] <hitech95> Yesterday I was
recommended to use the metadata to differentiate the on / off
status. I wanted to know which is the best method. The block
changes state depending on whether a player is above the
block.
 
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L434[02:58:49] <Ordinastie> ah, nvm, it
gets from the altas, so yes that normal
 
L435[02:59:25] <fry> how does it know what
icon to get?
 
L436[03:00:00] <Ordinastie> it's your
"textureGetter"
 
L437[03:00:02] <Ordinastie> return
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
 
L438[03:01:47] <fry> how does the model
have the correct resource location?
 
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L440[03:01:53] <fry> if it's not the
correct model?
 
L441[03:02:17] <Ordinastie> it's a
vanilla texture
 
L442[03:02:37] <fry> what texture?
 
L443[03:02:53] *
fry is trying to figure out where this model came from 
L444[03:03:03] <Ordinastie> it's the
vanilla model
 
L445[03:03:14] <fry> what model
exactly?
 
L448[03:04:15] <fry> but what is that
model?
 
L449[03:05:03] <Ordinastie> I dunno,
it's your genereted version of vanilla models I think
 
L450[03:05:36] <fry> did you look at the
texture name or not?
 
L451[03:07:31] <Ordinastie> I don't
know why you keep talking about the texture
 
L452[03:12:39]
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L453[03:13:08] <fry> to determine if this
is really a vanilla model, missing model or your model with item
model generation applied to it
 
L454[03:14:48] <Ordinastie> ok, I fixed it
:x
 
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L456[03:15:23] <fry> what was it?
 
L457[03:15:24] <Ordinastie> changed the
name for the ModelResourceLocation to match the vanilla one
 
L458[03:15:41] <Ordinastie> not sure why
that worked though, and tbh I don't really care ><
 
L459[03:15:50] <fry> what vanilla
one?
 
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L461[03:16:12] <Ordinastie> the one
it's supposed to replace
 
L462[03:16:13] <Ordinastie> sortof
 
L463[03:16:30] <Ordinastie> because
it's not even the vanilla item anymore, no I'm not sure
why it conflicted
 
L464[03:16:45] <Ordinastie> and why it
only even conflicted for the first one registered
 
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L466[03:18:10] <fry> are you touching the
field in the net.minecraft.init.Items?
 
L467[03:18:41] <Ordinastie> yes
 
L468[03:19:08] <fry> well, vanilla uses
that to register it's own model bindings
 
L469[03:19:29] <fry>
(RenderItem.registerItems)
 
L470[03:21:08] <Ordinastie> but it's
called before I change the items
 
L471[03:21:46] <Ordinastie> that item
model stuff is so messed up
 
L472[03:22:00] <Ordinastie> and there is
no opt-out available
 
L473[03:22:07] <Ordinastie> please, make a
PR for that
 
L474[03:22:16] <fry> opt-put from what?
:P
 
L475[03:22:21] <fry> *out
 
L476[03:22:24] <Ordinastie> using models
at all
 
L477[03:22:59] <Ordinastie> humpf,
wouldn't even work, isGui3D and transforms are tied to them
anyway :/
 
L478[03:24:09] <fry> not using the models
won't make your life any easier :P
 
L479[03:24:46] <Ordinastie> it already
did
 
L480[03:24:55] <Ordinastie> beside the
fucking part to circumvent it
 
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L482[03:27:04] <fry> and do you actually
do anything that you can't do with models? :P
 
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L484[03:28:49] <Ordinastie> my renderer
gives you way more control that what models have
 
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L486[03:29:03] <fry> example?
 
L487[03:29:06] <Ordinastie>
brightness
 
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L489[03:29:19] <fry> you can control that
in the models :P
 
L490[03:29:41] <fry> anything else?
:P
 
L491[03:29:50] <Ordinastie> not for items
you can't
 
L492[03:44:41] <fry> as far as I can see,
the brightness is put in along with the rest of the
attributes
 
L493[03:55:43] <Ordinastie> the item
vertex format doesn't have the second UV param
 
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L495[03:58:33] <fry> indeed; you would
need to use the model that can have the different vertex format,
and vanilla item renderer doesn't know about those yet
 
L496[03:58:52] <fry> but that's
coming; what else? :P
 
L497[03:58:53] <sham1> Yet ;)
 
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L511[04:55:48] <hitech95> I'm making
a presureplate, now I have 2 problem: 1: Texture is not updateted
unless i place a block near the plate, 2: sometime the plate is
locked on "ON" state, updateTick not called...
Ideas?
 
L512[04:56:46] <gigaherz> for #1, check
your setBlock/setMetadata or whatever, you may be using the wrong
flags
 
L513[04:57:26] <hitech95> the getIcon is
not called...
 
L514[04:58:14] <hitech95> Now I have to go
home... I'll commit my change so you can see the code (If you
need)
 
L515[04:58:20] ⇦
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L516[04:58:20] <gigaherz> that'd be
good
 
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L526[05:37:11] <AtomicStryker> question.
how to asm transform a class defined inside another class - or is
there nothing special about it
 
L527[05:39:12] <fry> nothing special about
it
 
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L531[05:45:45] <AtomicStryker> ok slight
problem, i cant find the interior class in the exterior classes
minecraft vanilla .class
 
L532[05:46:01] <AtomicStryker> im looking
for BlockPortal.Size
 
L533[05:46:09] <AtomicStryker> on 1.7.10,
mcpbot doesnt know it either
 
L534[05:46:52] <fry>
BlockPortal$Size
 
L535[05:46:59] <AtomicStryker> ah, just
had that figured out
 
L536[05:47:01] <AtomicStryker>
thanks
 
L537[05:47:42] <AtomicStryker> do i write
it like that in the mcp transformer too?
 
L538[05:47:52] <AtomicStryker>
net.minecraft.block.BlockPortal.Size or
net.minecraft.block.BlockPortal$Size
 
L539[05:48:23] <AtomicStryker> in the
public byte[] transform method, for the name
 
L540[05:49:14] <fry> $, I think
 
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L544[05:52:03] <hitech95_Main> hi,
i'm home
 
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L547[06:12:17] <sham1> hmrm
 
L548[06:12:46] <sham1> It seems like
gradle cannot download my specified version of NEI from
ChickenBones maven
 
L549[06:12:52] <sham1> Well that is just
erfect
 
L550[06:13:21]
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L551[06:20:45] <xaero> gradle's fault
or CB's fault?
 
L552[06:21:03] <sham1> I think it was my
fault actually
 
L553[06:21:17] <sham1> I think I had a
typo on my dependency
 
L554[06:21:37] <sham1> And it seems like I
did
 
L555[06:21:50] ⇦
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L557[06:22:28] <sham1> Now I just need to
see if it also took down all the codechicken stuff I need
 
L558[06:22:37] <sham1> For NEI
 
L559[06:23:16] <sham1> nöpe
 
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L561[06:27:57] <sham1> And he cannot even
have CodeChickenLib in his maven, because that would be too
easy...
 
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L565[06:34:24] <sham1> But now it works,
so splendid
 
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L578[07:04:10] <sham1> *sigh*
 
L579[07:04:15] ***
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L580[07:06:18] <sham1> MobiusStrip has
still not fixed WAILA for 1.8...
 
L581[07:07:39] <Quetzi> i have a feeling
he has more important things that have taken priority ;)
 
L582[07:08:00] <sham1> Probably
 
L583[07:08:03] <sham1> It still
sucks
 
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L585[07:10:25] <sham1> Seeing as the bug
has been reported ever since the 1.8 version of WAILA was
released
 
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L594[07:31:03] <Poppy> how do I find out
where is my item in the players inventory?
 
L595[07:32:33] <Ordinastie> you loops
through the slots
 
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L597[07:35:08] <gigaherz> Poppy: if
it's on use, you can use the current slot,
 
L598[07:35:12] <gigaherz> otherwise,
you'll haveto loop
 
L599[07:35:21] <gigaherz> there's no
way to identify one specific item among many of the same kind
 
L600[07:36:07] <Poppy> I'm trying to
use the onUpdate function that's used for maps, I was hoping
the int is the slot
 
L601[07:36:26] <gigaherz> look at what the
map does?
 
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()) 
L603[07:37:45] <Poppy> I did, not even
used in the function. The boolean is, so I'm guessing that
checks if it's in the active slot
 
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L608[07:41:31] <Ordinastie> Poppy, you
know there are javadocs for the method, right ?
 
L609[07:41:38] <Poppy> oh, right
 
L610[07:47:43] <Poppy> doesn't say
anything
 
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L612[07:49:03] <Ordinastie> public void
onUpdate(ItemStack stack, World worldIn, Entity entityIn, int
itemSlot, boolean isSelected)
 
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L614[07:52:40] <Poppy> thank you,
where'd you find that
 
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L618[08:04:27] <Ordinastie> it's the
1.8 mappings
 
L619[08:05:49] <Poppy> ah, I
should've mention I'm working on a 1.7.10 mod
 
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L622[08:10:55] <gigaherz> Poppy: that
doesn't mean the info is invalid ;p
 
L623[08:12:35] <Poppy> it could be, which
is why I looked in the 1.7.10 docs and that only has the
uninteligible names
 
L624[08:12:52] <Poppy> xD
 
L625[08:13:22] <Poppy> the issue I've
got now however, is that the method doesn't seem to fire
 
L626[08:14:08] <Subaraki> how does one set
an owner to an enity ?
 
L627[08:14:13] <Subaraki> setOwner doesnt
exist anymore
 
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L629[08:14:57] <Subaraki> Poppy, the
method fires only in inventory
 
L630[08:15:26] <Poppy> I understand that,
which is why I want it, I've got the item in my inventory, to
be more specific, on the hotbar
 
L631[08:15:35] <Subaraki> okay
 
L632[08:15:46] <Poppy> I'm thinking
it might only fire if isMap is true?
 
L633[08:16:00] <Subaraki> no
 
L634[08:16:04] <Subaraki> it works for
every item
 
L635[08:16:26] <hitech95_Main> Hi,
I'm still having trouble with the pad, I don't understand
why sometimes it remain active. It seems that the tickUpdate is not
working as it should. The code is similar to vanilla.
 
L636[08:18:55] <hitech95_Main> Correction,
runs but after so long. (30 seconds)
 
L637[08:21:07] <Subaraki> tickUpdate
?
 
L638[08:21:09] <Subaraki> for blocks
?
 
L639[08:21:21] <Subaraki> they don't
get ticked every 20th' second
 
L640[08:21:33] <Subaraki> or every tikc if
you prefer
 
L641[08:21:40] <Subaraki> you got a tile
entity for that block
 
L642[08:21:41] <Subaraki> ?
 
L643[08:22:12] <hitech95_Main> yes, I have
scheduled an update like the BlockPlessurePlate does but not
working... :(
 
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L645[08:26:49] <hitech95_Main> If I stay
some time over the plate is not more "disabled"
 
L646[08:26:50] <hitech95_Main> (when
leaving)
 
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L650[08:38:09] <Subaraki> why do you only
update the server side ?
 
L651[08:38:46] <hitech95_Main> ... ?
 
L652[08:38:57] <Subaraki>
if(!world.isRemote)
 
L653[08:39:00] <Subaraki> you know what
that does ?
 
L654[08:39:10] <blood|work> if on
serverside
 
L655[08:39:29] <blood|work> isRemote is a
bad name
 
L656[08:39:29] <Subaraki> yeah
 
L657[08:39:33]
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L658[08:39:33] <blood|work> it should of
been isClient
 
L659[08:39:38] <Subaraki> have *
 
L660[08:39:44] <Subaraki> it should have
been
 
L661[08:39:48] <Subaraki> anyway,
yeah
 
L662[08:39:49] <blood|work> but every mod
in creation uses that so
 
L663[08:39:57] <Subaraki> sadly yes
 
L664[08:40:07] <hitech95_Main> oh yes. it
is also used on vanilla code so I tink that is correct. The server
tile is synked ith the client using client event.
 
L665[08:40:19] <Subaraki> client event
?
 
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L668[08:42:45] <Nitrodev> can anyone
suggest me the most up to date tutorial on custom tools
 
L669[08:43:04] <sham1> Vanilla code in
some parts is the best tutorial for that
 
L670[08:43:09] <sham1> If you want to make
vanilla-like tools
 
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L674[08:49:53] <Nitrodev> okay
 
L675[08:53:25] <hitech95_Main> so, no
idea?
 
L676[08:58:35] <hitech95_Main> Also if it
was a problem in client and server synchronization, you should hear
the sound.
 
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L682[09:16:07] <Subaraki> anyone knows how
to get an entity from uuid ?
 
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L686[09:19:14] <Nitrodev> great texture
for my item isnt working
 
L687[09:19:43] <Subaraki>
"modname:textureName"
 
L688[09:19:46] <Subaraki> in
 
L689[09:20:02] <Subaraki>
assets/textures/modname/items/texturename.png
 
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L692[09:23:45] <sham1> Subaraki, wat
 
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L694[09:24:07] <Subaraki> like player from
uuid
 
L695[09:24:16] <Subaraki> i'm working
on my pet buddy mod
 
L696[09:24:19] <Subaraki> it has a
personal pet
 
L697[09:24:45] <Subaraki> so i need to
kill it when the player moves dimension logs out or respawns
 
L698[09:25:02] <Subaraki> i also need to
save it's data to the player i think so it stays
persistant
 
L699[09:25:10] <sham1> It's
assets/modname/textures/items/texturename.png
 
L700[09:25:20] <sham1> Not whatever you
said
 
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L702[09:25:53] <Nitrodev> yeah i know
where it is
 
L703[09:25:57] <Nitrodev> and i have it
there
 
L704[09:26:08] <sham1> Do you use
ide
 
L705[09:26:12] <sham1> Idea*
 
L706[09:26:19] <Nitrodev> yeah
 
L707[09:26:36] <sham1> Show me your
build.gradle
 
L709[09:29:05]
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L710[09:29:38] <sham1> Do you have a git
repo for your thing
 
L711[09:29:58] <Nitrodev> no
 
L712[09:30:47] <Nitrodev> hold on i
modifed the code a bit and trying it now
 
L713[09:31:13] <sham1> You really should
set one up
 
L714[09:32:09] <Nitrodev> yeah i'll
work on it
 
L715[09:32:48] <Nitrodev> The missing
resources for domain minecraft are:
 
L716[09:32:48] <Nitrodev> [17:32:18]
[Client thread/ERROR] [TEXTURE ERRORS]
textures/items/MISSING_ICON_ITEM_4096_null.png
 
L717[09:33:47] <sham1> Show your
code
 
L718[09:33:56] <hitech95_Main> OK, the pad
still locks but less often. (Apparently random)
 
L719[09:33:56] <hitech95_Main> In any
case, I always have the problem of texture that is not
updated.
 
L721[09:37:26] <Nitrodev> and im setting
up the git repo now
 
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L728[09:57:30] <Nitrodev> If i can figure
out how to get the files and folder to tthe repo that is
 
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L730[10:05:44] <Nitrodev> arrghh
 
L731[10:05:51] <Nitrodev> i dont know how
to make this repo
 
L733[10:06:11] <sham1> ...
 
L734[10:07:35] <Nitrodev> i know how to
make a repo
 
L735[10:07:42] <Nitrodev> i meant for the
mod
 
L736[10:07:54] <sham1> What do you mean
"for the mod"
 
L737[10:08:01] <sham1> You set it up like
any other git repo
 
L738[10:08:16] <sham1> You commit the
files that you need for your mod
 
L739[10:09:02] <Nitrodev> nvm everything i
managed to delete my WHOLE code
 
L740[10:09:05] <Nitrodev> like
everything
 
L741[10:09:10] <sham1> How th ehell
 
L742[10:09:13]
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L743[10:09:22] <sham1> Git is not that
hard to use
 
L744[10:09:29] <Nitrodev> i made a git to
the same folder i had the ev setup in
 
L745[10:09:43] <Nitrodev> like using the
program github
 
L746[10:09:48] <sham1> why
 
L747[10:09:57] <sham1> Use the command
line one
 
L748[10:10:01] <sham1> More precise and
better
 
L749[10:10:48] <Nitrodev> i cant get them
back
 
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L752[10:11:20] <Nitrodev> im giving
up
 
L753[10:12:37] ⇦
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L755[10:15:07] <sham1> god damn it
 
L756[10:16:28] <barteks2x> For debugging I
need to access server block data from client thread (to compare
client and server data, I have some weird inconsitiency). Any way
to do that?
 
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L759[10:20:24] <OrionOnline> Does a
glTranslate also infect the ScissorBoxes Position?
 
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L763[10:26:08] <Subaraki> hwo does one
trigger player saving ?
 
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L765[10:27:46] <heldplayer> OrionOnline:
Scissors are not affected by anything except glScissor and
glEnable/glDisable(GL_SCISSOR(_TEST))
 
L766[10:28:04] <OrionOnline> oke i thought
so too
 
L767[10:28:06] <OrionOnline> Thanks
 
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L769[10:31:29] <Cobbleopolis> Hey does
anyone know when MC's button events happen? When the mouse
button goes down or when the button is released?
 
L770[10:32:02] <AtomicStryker> the answer
is yes.
 
L771[10:32:07] <Cobbleopolis> ?
 
L772[10:32:18] <AtomicStryker> when you
start pressing, every tick while pressing, and when releasing
 
L773[10:32:40] <Cobbleopolis> Oh ok
 
L774[10:33:01] <Cobbleopolis> That seems
unnecessary but ok
 
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L788[11:23:32] <barteks2x> How to get
position at which player would place a block?
 
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L821[12:37:41] <Wuppy> lol
 
L822[12:40:04] <sham1> "Linux against
Humanity"
 
L823[12:40:06] <sham1> ^^
 
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L827[12:48:44] <OrionOnline> Is there a
way reset the rendering position set by glTranslate back to 0,0 for
a single matrix?
 
L828[12:49:42] <tterrag> pop the
matrix?
 
L829[12:52:04] <OrionOnline>
Nevermind
 
L830[12:52:10] <OrionOnline> I figured out
what i did wrong
 
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L845[13:52:46] <laci200270> windows 10
update 1%
 
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L847[13:52:58] <sham1> well then
 
L848[13:58:17] <Subaraki> do
IExtendedEntityProperties reset by default on death ??
 
L849[13:58:26] <Subaraki> the data you
save
 
L850[13:58:34] <barteks2x> 4hours of
debugging... 1 line fix
 
L851[13:58:57] <sham1> :ÖP
 
L853[13:59:05] <sham1> God damn it
 
L854[13:59:23] <sham1> This is what I get
from trying to write in dark with a netbook
 
L855[13:59:44] <sham1> In a moving
vechile
 
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L857[14:00:48] <barteks2x> Someone forgot
to actually save data that was read from byte array into variable,
so after saving to disk and reading again - OpacityIndex was
empty
 
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L859[14:02:53] <Wuppy> finally time to
watch Doctor who from last weekend
 
L860[14:04:50] <Wuppy> I love the guitar
thing he's been doing lately
 
L861[14:07:50] <Wuppy> I'm hoping
they go to a different planet next episode though...
 
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L864[14:11:38] <gigaherz> Wuppy: yeah two
two-part episodes in a row so far
 
L865[14:11:43] <gigaherz> hopefully next
one will be standalone
 
L866[14:11:45] <gigaherz> it gets
annoying
 
L867[14:15:22] <Wuppy> welp... got
distracted from doctor who
 
L868[14:15:39] <Wuppy> a dude streamed our
gamejam game today and I managed to find it
 
L869[14:15:42] <Wuppy> now I want to
record it :P
 
L870[14:16:14] <Subaraki> do
IExtendedEntityProperties reset by default on death ??
 
L871[14:16:55] <Subaraki> i have saved
data (an integer) that gets reset to 0 after i die
 
L872[14:17:07] <Subaraki> dont know if its
a server client problem, or the data just getting erased
 
L873[14:20:45] <diesieben07> IEEP?
 
L874[14:20:54] <diesieben07> Subaraki:
^
 
L875[14:21:03] <Subaraki> yes ?
 
L876[14:21:05] <Subaraki> and yes
 
L877[14:21:22] <diesieben07> you need to
copy over any data you want to persist to the new player using
PlayerEvent.Clone
 
L878[14:21:31] <Subaraki> aaaah
 
L879[14:21:33] <diesieben07> both will
have an instance of your IEEP, just copy all persistent
fields
 
L880[14:22:58] <Subaraki> okay, sweet.
thanks 707 :)
 
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L887[14:39:51] <Subaraki> its not
persistant over closing client either
 
L888[14:39:52] <Subaraki> god damnit
 
L889[14:39:59] <Subaraki> i'll check
server/client sync
 
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L902[14:54:03] <Subaraki> nbt that gets
loaded only gets called serverside diesieben07 ?
 
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L904[14:57:58] <laci200270> yes ^
 
L905[14:58:10] <laci200270> but you can
test it with debug prints also
 
L906[14:58:13] <laci200270> Subaraki
 
L907[14:58:25] <Subaraki> yeah, i just
noticed
 
L908[14:58:47] <Subaraki> ive got a gui
that has to show some stuff depending on the player's data
(which i save in my IEEP)
 
L909[14:59:00] <Subaraki> but it's
not set clientside, so it renders default stuff
 
L910[14:59:12] <Subaraki> i'm gonna
have to send a packet to the client i think
 
L911[14:59:21] <Gammel> hi there. will
people lynch me if im a bloody beginner asking very basic
questions?
 
L912[14:59:34] <Wuppy> Gammel, depends on
the question
 
L913[14:59:49] <Gammel> ill just try i
guess
 
L914[15:03:29] <Gammel> so ive tried
making my own furnace. just to understand how it works. i copied
the methods from BlockFurnace into my own one and did the same for
TileEntityFurnace. now im kinda stranded because the decompiled
minecraft only names it's fields like m_12312_p bullshit and
some of those are understandable but most are not. Now the
particular spot im stuck on is in onBlockActivated where it
 
L915[15:03:29] <Gammel> calls
"player.func_146101_a(tileentityfurnace);"
 
L916[15:04:04] <sham1> !gm
func_146101_a
 
L917[15:04:06] <Gammel> i wanna insert my
own tile entity there instead of the casual furnace but the method
only accepts the furnace. and now im stuck because when i look that
method up its just and empty bracket
 
L918[15:05:15] <Subaraki> dont just copy
the vanilla code over gammel
 
L919[15:05:20] <Subaraki> that basicly
almost never works
 
L920[15:05:32] <Subaraki> block extends
blockcontainer
 
L921[15:05:33] <Gammel> my plan was to
copy, change to my vars, troubleshoot
 
L922[15:05:42] <Subaraki> not gonna happen
i think
 
L923[15:05:54] <Subaraki> btw, the furance
logic is mostly handled in the tile entity
 
L924[15:06:06] <Subaraki> so, make a new
block quickly, and extend BlockContainer
 
L925[15:06:20] <sham1> You're better
off just implementing it by yourself instead of copying over
stuff
 
L926[15:06:23] <Subaraki> it'll ask
you to add a specific method (getTileEntity or something like
that)
 
L927[15:06:33] <Subaraki> and that's
the basics of it :)
 
L928[15:06:44] <Subaraki> all the rest
from the block is really just : open gui on right click
 
L929[15:06:58] <Unh0ly_Tigg> Gammel, that
func_146101_a method is the vanilla furnace equivalent to the
openGui method.
 
L930[15:06:59] <Subaraki> and display
particles
 
L931[15:07:31] <Gammel> openGui it
is?
 
L932[15:08:09] <Subaraki> you need a
guiHandler for that
 
L933[15:08:15] <Subaraki> also something
you need to implement yourself
 
L934[15:08:30] <Subaraki> Gammel, is this
the first time you try java and modding minecraft altogether
?
 
L935[15:08:45] <Gammel> well im
experienced with java
 
L936[15:09:00] <Gammel> but modding is the
first real attempt
 
L937[15:09:33] <Unh0ly_Tigg>
EntityPlayer.openGui(Object, int, World, int, int, int). the Object
is the instance of your mod (the object that has @Instance on it),
the first int is a unique id for each gui type (unique to your
mod).
 
L938[15:10:28] <Gammel> well im afraid i
dont have an object with @instance on it xD i went through pahimars
modding tutorial
 
L939[15:10:39] <Gammel> which is pretty
great until it just stops midway
 
L940[15:10:58] <Gammel> oh wait
 
L941[15:11:00] <Gammel> i found the
instance
 
L942[15:11:16] <Subaraki> :)
 
L943[15:14:42] <sham1> Yeah
 
L944[15:15:02] <sham1> Pahimar stopped the
series half-way sadly.
 
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L946[15:16:19] <Gammel> now to find out
how that GUIhandler is supposed to look
 
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L948[15:17:14] <sham1> Google is great for
this
 
L950[15:17:30] <Gammel> that looks right
to me
 
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L956[15:39:33] <Gammel> can somebody
explain to me how this: "public void closeInventory() {}"
does anything at all?
 
L957[15:39:52] <Gammel> because thats what
it says on the tutorial
 
L958[15:40:36] <Caitlyn> You have to
implement the method in your code, but you don't have to do
anything with it
 
L959[15:41:13] <Gammel> in the function
ive asked about earlier it was the same
 
L960[15:41:18] <Gammel>
player.func_146101_a(tileentityfurnace);
 
L961[15:41:25] <Gammel> which i now know
is the vanilla gui call for a furnace
 
L962[15:41:31] <Gammel> but when i look
that up its empty too
 
L963[15:41:45] <Gammel> but if i comment
that EMPTY method out it stops working
 
L964[15:41:53] <Gammel> and i dont
understand why
 
L965[15:42:00] <Caitlyn> Because it *has*
to exist
 
L966[15:42:14] <Gammel> and it has to be
called apparently
 
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L970[15:51:09] <masa> what?
 
L971[15:51:23] <masa> where are you
commenting it out from?
 
L972[15:51:45] <Caitlyn> They left
 
L973[15:51:52] <Subaraki> ah indeed
 
L974[15:52:21] <masa> well of course
 
L975[15:52:24] <masa> ffs
 
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L994[16:36:51] <Kodos> Is there an easy
way to determine which side of a block was rightclicked
 
L995[16:37:04] <Kodos> Just need absolute
directions (N,E,S,W,U,D)
 
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L997[16:39:24] <tterrag|away> You get the
side...right?
 
L998[16:39:29] <tterrag|away> In
onBlockActivated
 
L999[16:39:43] <Mitchellbrine> It's
an int iirc
 
L1000[16:39:50] <Caitlyn>
onBlockActivated is supposedly x y z player meta x y z
 
L1001[16:39:56] <Mitchellbrine> Oh
 
L1002[16:39:59] <Mitchellbrine> XD
 
L1003[16:40:03] <Caitlyn> first x y z is
block 2nd is clicked location
 
L1004[16:40:15] <tterrag|away> !!gm
onBlockActivated
 
L1005[16:40:16] <MCPBot_Reborn> === MC
1.8: net/minecraft/block/Block.onBlockActivated (atr.a) LOCKED
===
 
L1006[16:40:16] <MCPBot_Reborn> Name : a
=> func_180639_a => onBlockActivated
 
L1007[16:40:17] <MCPBot_Reborn>
Descriptor : (Laqu;Ldt;Lbec;Lahd;Lej;FFF)Z =>
(Lnet/minecraft/world/World;Lnet/minecraft/util/BlockPos;Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/util/EnumFacing;FFF)Z
 
L1008[16:40:18] <MCPBot_Reborn> Comment :
None
 
L1009[16:40:18] <MCPBot_Reborn> SRG
Params : World p_180639_1_, BlockPos p_180639_2_, IBlockState
p_180639_3_, EntityPlayer p_180639_4_, EnumFacing p_180639_5_, F
p_180639_6_, F p_180639_7_, F p_180639_8_
 
L1010[16:40:19] <MCPBot_Reborn> MCP
Params : World worldIn, BlockPos pos, IBlockState state,
EntityPlayer playerIn, EnumFacing side, float hitX, float hitY,
float hitZ
 
L1011[16:40:20] <MCPBot_Reborn> Last
Change: 2014-09-25 19:45:52.113040-04:00 (bspkrs)
 
L1012[16:40:23] <tterrag|away> No its
side
 
L1013[16:40:24] <Mitchellbrine>
EnumFacing
 
L1014[16:40:26] <Caitlyn> Ah it is
side.
 
L1015[16:40:38] <Caitlyn> Then why does
it never change for me.
 
L1016[16:40:39] <tterrag|away> In 1.7
it's int
 
L1017[16:40:39] <Caitlyn> ¬_¬
 
L1018[16:40:43] <tterrag|away> But still
side
 
L1019[16:41:37] <Caitlyn> It's been
forever since I messed with it, but I had it tagged meta locally
because it always seemed to be the block meta.
 
L1020[16:43:00] <tterrag|away> !gm
onBlockActivated 1.7.10
 
L1021[16:43:08] <Caitlyn> I'm
testing again
 
L1022[16:43:10] <tterrag|away> was always
side :p
 
L1023[16:43:38] <Caitlyn> I swear, I
spent 3 days trying to figure this out because it always returned
my damn meta.
 
L1024[16:43:57] <Kodos> Sorry if I'm
being a pest Caitlyn :x
 
L1025[16:44:48] <Caitlyn> I was trying to
open a different GUI for the "back" of the block
 
L1026[16:44:59] *
Caitlyn sighs well it's right now so... 
L1027[16:46:01] <Caitlyn> Kodos, I'm
not going to localize it any, so it'll always return just the
raw side
 
L1028[16:52:35] <Kodos> Will I be able to
use the sides API or no
 
L1029[16:53:20] <covers1624> the side int
in 1.7 is the same as ForgeDirection
 
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L1031[16:54:23] <Caitlyn> Kodos, no
 
L1032[16:54:38] <Caitlyn> Well, I mean
you can, but it'll be wrong
 
L1033[16:54:54] <Caitlyn> sides in OC are
local to the machine, eg the left is always the left side of the
machine
 
L1034[16:55:03] <Caitlyn> this will be
raw, north/south/east/west/up/down
 
L1035[16:55:11] <Kodos> sides can do that
too
 
L1036[16:55:15] <Caitlyn> or... 0-5
 
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L1089[18:39:52] <securitypedant>
hola
 
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L1093[18:49:13] <barteks2x> WTF?
ArrayIndexOutOfBoundsException in Throwable.printStackTrace
 
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L1096[18:50:58] <securitypedant>
diesieben07, sham1, shadekiller666 you about?
 
L1097[18:51:22] <securitypedant>
netz..
 
L1098[18:51:26] <shadekiller666>
hmm?
 
L1100[18:52:19] <Zaggy1024> anybody know
which code picks up all matching items when double clicking a
slot?
 
L1101[18:52:20] <securitypedant> Thanks
for helping with my Mod, here is the presentation I gave of it at
GamesBeat this week
 
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L1103[18:59:49] <masa> Zaggy1024:
I'd guess it has to be or go through
Container.slotClick()
 
L1104[19:00:18] <Zaggy1024> yeah,
I'm looking at that but it's rather difficult to
decipher, with all the magic numbers :P
 
L1105[19:00:23] <masa> I haven't
checked the double clicking though, might be something in
GuiCOntainer
 
L1106[19:00:32] <Zaggy1024> and debugging
doesn't really work because hte second click doesn't go
through if I set a breakpoint at the start
 
L1108[19:01:56] <masa> oh right I do
actually have that case too
 
L1109[19:02:05] <masa> line 67
 
L1110[19:02:32] <masa> that should help
you find it in the vanilla method
 
L1111[19:02:52] <Zaggy1024> nice!
 
L1112[19:02:56] <Zaggy1024> thanks
 
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L1114[19:03:53] <masa> and I made my own
"collectItemsFromInventory()" method for similar tasks
:p
 
L1115[19:05:18] <Zaggy1024> ah, so double
right click pulls items from higher index slots first, and left
click does lower index first?
 
L1116[19:06:17] <masa> oh?
 
L1117[19:06:38] <masa> you mean in
vanilla?
 
L1118[19:06:42] <Zaggy1024> yeah
 
L1120[19:06:48] <Zaggy1024> that's
what I gather from those two lines
 
L1121[19:07:11] <Zaggy1024> what version
is your code for?
 
L1122[19:07:26] <masa> oh cool
didn't know that...
 
L1123[19:07:40] <masa> the master branch
is stil lfor 1.7.10
 
L1124[19:08:03] <masa> after I finish my
current release I'll be moving to 1.8-only
 
L1125[19:08:16] <masa> well 1.8+
 
L1126[19:08:41] <Zaggy1024> I'm on
1.8
 
L1127[19:08:45] <Zaggy1024> so maybe they
added it in 1.8
 
L1128[19:09:18] <masa> which method was
that code in?
 
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L1130[19:10:26] <masa> oh found it
 
L1131[19:10:30] <masa> it is in 1.7.10
too
 
L1132[19:11:27] <Zaggy1024> so your code
is from 1.6 or earlier, then? (I assume you pretty much just
deobfuscated the vanilla code and cleaned it up)
 
L1133[19:11:49] <masa> no
 
L1134[19:12:11] <masa> if you mean my
slotClick() method, I just built it from scratch
 
L1135[19:12:49] <masa> becase the vanilla
one doesn't properly handle stacks that are larger than the
max stack size of the item
 
L1136[19:13:01] <masa> thus the
ContainerLargeStacks name
 
L1137[19:13:36] <masa> I still need to
clean up that method too, some of the code can be put into smaller
methods and reused...
 
L1138[19:14:09] <masa> well probably
every different case/type of clicking
 
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L1143[19:29:23] <Zaggy1024> ah,
interesting
 
L1144[19:29:39] <Zaggy1024> why did you
make it take stacks bigger than max size of the item? I'm
curious
 
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L1157[20:21:19] <Zaggy1024> holy
cow
 
L1158[20:23:39] <masa> the
"size" of the memory card is the max stack size
allowed
 
L1159[20:24:37] <masa> as in 2^size
 
L1160[20:30:13] <Cypher121> oh hell
 
L1161[20:30:21] <Cypher121> talk about
power creep
 
L1163[20:30:53] <Cypher121> next thing
you know someone makes a bag that can carry multiblocks
 
L1164[20:32:07] <masa> how is that so
different from something like the portable thing in AE2?
 
L1165[20:32:26] <masa> or just AE
storage/terminals in general
 
L1166[20:32:38] <masa> except those
aren't mobile...
 
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L1168[20:35:07] <masa> personally the
thing I hate the most in minecraft is the small inventory space. Do
some digging and you are constantly full of crap. And the focus of
my mod is on "ender type" stuff anyway, all of which can
be thought op in some sense. So use the usual solution: don't
like it? don't use it!
 
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L1239[23:53:47] <shadekiller666> and of
course Unity 5 is still on .NET 2.0...
 
L1240[23:54:01] <shadekiller666> because
fuck everything about new features and shit
 
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