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L1[00:00:37] <AbrarSyed> tterrag, unascribed : https://github.com/Cazzar/ForgeGradle-Scripts/blob/master/gradle/7.retrolambda.gradle
L2[00:01:08] <Zaggy1024> wow
L3[00:01:09] <unascribed> I find that just adding the Retrolambda plugin works fine
L4[00:01:16] <unascribed> i.e. the "apply plugin" and the classpath entry
L5[00:01:17] <tterrag> uhh what's all the sysenv stuff
L6[00:01:19] <Zaggy1024> my permanent retainer just popped out of my mouth
L7[00:01:20] <tterrag> do compilers need both JDKs?
L8[00:01:26] <tterrag> Zaggy1024: gg
L9[00:01:36] <unascribed> it's best to have both JDKs, but it seems to work fine with just 8
L10[00:01:37] <Zaggy1024> feels weird to be able to feel the inside of my bottom incisors
L11[00:01:53] <tterrag> Zaggy1024: I have one as well, the day it comes off should be fun :p
L12[00:01:59] <tterrag> unascribed: neat, ok
L13[00:02:09] <Zaggy1024> has it broken before for you?
L14[00:02:10] <Cypher121> tterrag: http://i.imgur.com/C09KcXj.png I have no ideas on how to make the solution even MORE obvious.
L15[00:02:14] <unascribed> one thing to beware is to not use any Java 7 or 8 specific APIs
L16[00:02:27] <tterrag> ye
L17[00:02:28] <Zaggy1024> mine broke on the left side before, may have something to do with why ti came out this time
L18[00:02:29] <tterrag> obviously
L19[00:02:34] <unascribed> you'll want to pull in StreamSupport if you plan on using streams or any of the functional extensions to the Collections framework
L20[00:02:36] <tterrag> that's why we have guava/apache :D
L21[00:02:57] <unascribed> and yeah, Guava's functional interfaces work fine with lambdas so it shouldn't be an issue either way
L22[00:03:12] <tterrag> Cypher121: use chylex's shadeable javachecker
L23[00:03:20] <tterrag> we're trying to make it a "standard" between mods
L24[00:03:27] <tterrag> it uses a tweaker to make a swing popup before the game even starts
L25[00:03:54] <Zaggy1024> biting through an apple is so much easier without the stupid retainer
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L27[00:04:23] <tterrag> Cypher121: http://maven.tterrag.com/chylex/javacheck/JavaChecker/v1.2-b1/
L28[00:04:30] <unascribed> huh, that's useful
L29[00:04:37] <tterrag> https://github.com/chylex/Java-Checker#shading-java-checker-into-your-mod
L30[00:04:39] <unascribed> I think Retrolambda is a better solution personally :P
L31[00:04:51] <tterrag> I'm only going to set the req to j8
L32[00:04:53] <tterrag> j7***
L33[00:04:59] <tterrag> some recent stats suggest that j6 users are <1%
L34[00:05:02] <Cypher121> but does it have big CLICK HERE button?
L35[00:05:03] <unascribed> yeah, most people have J7
L36[00:05:07] <tterrag> Cypher121: it has a hyperlink
L37[00:05:24] <Cypher121> mine is prettier :(
L38[00:05:25] <tterrag> looks like this http://i.imgur.com/T7dokbm.png
L39[00:05:32] <unascribed> I only wish you could set the name of the mod
L40[00:05:35] <unascribed> rather than "One of the mods"
L41[00:05:54] <tterrag> there's no way to know really
L42[00:06:01] <tterrag> you could bug chylex about it though
L43[00:06:03] <tterrag> maybe it's possible
L44[00:06:09] <tterrag> Cypher121: it could be made prettier by setting the LaF
L45[00:06:12] <tterrag> I'll make a PR maybe :P
L46[00:06:19] <unascribed> if you make a LaF PR
L47[00:06:28] <unascribed> for the love of Linux, please try the GTK+ LaF first
L48[00:06:36] <unascribed> Java likes to use Metal on Linux
L49[00:06:38] <unascribed> and it's ugly
L50[00:07:02] <tterrag> hmm? I used the system LAF on ubuntu and it works fine
L51[00:07:19] <unascribed> I've tried it on Debian, Kubuntu, and I think Arch and Fedora at varying points
L52[00:07:25] <tterrag> well those all suck then
L53[00:07:26] * tterrag runs
L54[00:07:27] <unascribed> always uses Metal when you ask for the system LaF
L55[00:07:31] *** Kolatra is now known as Kolatra[away]
L56[00:07:49] <tterrag> unascribed: feel free to do it :P
L57[00:07:50] <unascribed> my solution is to try the GTK LaF, catch the exception, try system LaF, and then try the default LaF
L58[00:07:56] <tterrag> edit point is here: https://github.com/chylex/Java-Checker/blob/master/src/main/java/chylex/javacheck/report/JavaCheckerReporter.java#L42
L59[00:09:44] <unascribed> it being a tweaker seems like a bit of a hack
L60[00:09:46] <unascribed> but okay
L61[00:10:17] <tterrag> it's the only way it could be shadeable
L62[00:10:41] <unascribed> couldn't you have an @Mod with before:* that catches a really early event
L63[00:10:48] <unascribed> like constructing
L64[00:11:17] <MattDahEpic> i give up none of the forge hooks are in the foge dev env and i cant compile without them there night
L65[00:11:55] <Cypher121> heh
L66[00:11:59] <Cypher121> throws Throwable
L67[00:12:14] <MattDahEpic> catch Catchable
L68[00:12:18] <Cypher121> that's even better than throws Exception
L69[00:12:34] <unascribed> my laser gun is working :D
L70[00:12:36] <unascribed> https://unascribed.com/v/52eb00a9.html
L71[00:12:51] <unascribed> any ideas as to why the hotbar disappears partially?
L72[00:13:35] <Cazzar> Also, with RetroLambda, the way i have it as is, is that is the reccomended setup for it, as well as I force the compat to be compiling with java 8
L73[00:13:42] <Cypher121> my guess is that scope is being rendered between hotbar background and items
L74[00:13:42] <Cazzar> (and fuck CP1242)
L75[00:13:58] <unascribed> Cypher121: I'm using the RenderGameOverlay.Pre event for Helmet
L76[00:14:03] <tterrag> unascribed: lol no mod classes are loaded farrrr earlier than that'
L77[00:14:03] <unascribed> so it should be identical to how pumpkins work
L78[00:14:09] <unascribed> and pumpkins don't do that
L79[00:14:21] <Cypher121> no idea then
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L81[00:14:44] <tterrag> unascribed: it's the zLevel you are rendering at
L82[00:14:48] <tterrag> items are higher than the background
L83[00:14:52] <unascribed> I'm using a zLevel of 0
L84[00:14:58] <unascribed> I tried negative zLevels too
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L86[00:15:09] <tterrag> try positive....
L87[00:16:42] <Cypher121> does anyone know if List->Stream->List messes up the ordering?
L88[00:17:05] <unascribed> it shouldn't, Lists return ordered Streams
L89[00:17:08] <Cazzar> If you do it right, the data should be identical
L90[00:19:25] <unascribed> tterrag: positive zlevel hides the levels text too
L91[00:19:36] <unascribed> I'm trying to not hide anything by the way
L92[00:19:50] <tterrag> oh
L93[00:19:51] <unascribed> oh, I didn't go far enough on negative Z :/
L94[00:19:52] <tterrag> hm
L95[00:19:52] <unascribed> I just did -300
L96[00:19:54] <unascribed> and it works.
L97[00:19:55] <tterrag> yeah
L98[00:19:59] <tterrag> I think hotbar is -100
L99[00:20:08] <unascribed> I did this yesterday while half asleep and sick, so I'm not surprised
L100[00:20:32] <shadekiller666> fry|sleep, wake up i need to speak to you!
L101[00:21:06] <tterrag> shadekiller666: so say I have a block where I need to use different UVs depending on adjacent blocks, I could use unlisted properties and a custom statemapper?
L102[00:21:45] <shadekiller666> uhh
L103[00:21:55] <shadekiller666> you might not need the statemapper
L104[00:22:39] <tterrag> why? I want to ignore a property and not have duplicated states
L105[00:22:41] <shadekiller666> i might be able to make UV manipulation available through OBJState
L106[00:22:46] <tterrag> not using objs lol
L107[00:22:47] <tterrag> it's just a box
L108[00:22:59] <shadekiller666> oh, idk then
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L110[00:23:14] <shadekiller666> minecraft duplicates the states anyway
L111[00:23:19] <tterrag> pfft
L112[00:23:26] <tterrag> why do I ask you then? :P
L113[00:25:19] <tterrag> btw unascribed
L114[00:25:25] <tterrag> viewfinder should be SQUARE
L115[00:25:27] <tterrag> pls
L116[00:25:31] <tterrag> no circlerino
L117[00:25:48] <tterrag> also those guns totally need models
L118[00:25:49] <unascribed> as an advocate of the round sun
L119[00:25:55] <unascribed> circular viewfinder
L120[00:25:59] <tterrag> DIE HERETIC
L121[00:26:04] <unascribed> I can't be bothered to get 3D models working in 1.7
L122[00:26:13] <unascribed> and I've always preferred unmodelled guns
L123[00:26:16] <tterrag> 1.7?
L124[00:26:19] <tterrag> just...make an OBJ
L125[00:26:20] <shadekiller666> i don't balame you lol
L126[00:26:28] <shadekiller666> blame*
L127[00:26:28] <unascribed> modelling takes effort
L128[00:26:31] <unascribed> effort i'm not willing to expend
L129[00:26:39] <unascribed> I'm happy with my texture and that's enough for me
L130[00:26:50] <tterrag> go play with ichun's gun mods and then say that :p
L131[00:26:58] <unascribed> I have
L132[00:27:06] <unascribed> they always feel out of place and overdone
L133[00:27:07] <tterrag> even the pig cannon?
L134[00:27:09] <unascribed> yes
L135[00:27:11] <unascribed> especially the pig cannon
L136[00:27:14] <shadekiller666> i chun wrote a modeling program as a mod...
L137[00:27:23] <tterrag> yes, he did
L138[00:27:25] <shadekiller666> ichun*
L139[00:27:27] <unascribed> I just don't like modelled guns
L140[00:27:37] <tterrag> he is going to enjoy all these pings
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L142[00:27:44] <unascribed> lol
L143[00:27:49] <unascribed> he's not in here
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L145[00:28:06] <tterrag> yeah he is
L146[00:28:12] <tterrag> he's just undercover
L147[00:28:16] <unascribed> iC*tab* -> nothing
L148[00:28:17] <unascribed> ah, okay
L149[00:28:30] <unascribed> under a different nick with a pingword :P
L150[00:28:31] <shadekiller666> he's always here, he's always watching
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L163[01:11:54] <Cypher121> hopefully this question will get me done with that stupid gui
L164[01:12:07] <Cypher121> when is fontRendererObj initialized?
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L167[01:17:14] <tterrag> Cypher121: MInecraft.startGame()
L168[01:17:19] <Cypher121> strange
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L170[01:18:00] <Cypher121> when I pass it to text field in gui constructor, it's null =\
L171[01:18:22] <tterrag> how are you accessing it?
L172[01:18:39] <Cypher121> fontRendererObj
L173[01:19:13] <tterrag> you mean the instance field of the GUI?
L174[01:19:17] <Cypher121> it's protected so I can simply access it from subclass constructor
L175[01:19:18] <Cypher121> yes
L176[01:19:24] <tterrag> why are you creating a text field in the constructor? :P
L177[01:19:37] <Cypher121> when should I create it?
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L179[01:19:47] <Cypher121> I'm confused :(
L180[01:19:54] <tterrag> ok well
L181[01:19:59] <tterrag> it's obviously not been initialized at that point
L182[01:20:34] <Cypher121> so I can't use it in constructor
L183[01:20:52] <Cypher121> and if I do it in initGui it gets rewritten on each re-scale
L184[01:21:06] <tterrag> no, I guess you can't use it in the constructor
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L186[01:23:14] <tterrag> it just passes Minecraft.fontRendererObj though
L187[01:24:04] <Cypher121> so I guess I'll either have to store it myself elsewhere or just ignore that fact
L188[01:24:18] <tterrag> or...just...use the minecraft reference
L189[01:24:34] <Cypher121> or that
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L201[01:45:12] <shadekiller666> Lex, fry|sleep: https://github.com/MinecraftForge/MinecraftForge/pull/2154
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L204[01:49:42] <tterrag> shadekiller666: uhhh what
L205[01:49:57] <shadekiller666> ?
L206[01:49:58] <tterrag> oh
L207[01:50:03] <tterrag> here I'll leave a comment
L208[01:51:12] <shadekiller666> doesn't java complain if there is a try {} without a catch(){}?
L209[01:51:28] <tterrag> no?
L210[01:51:40] <tterrag> it only cares about checked exceptions
L211[01:51:46] <tterrag> in this case, there are none
L212[01:52:18] <shadekiller666> right, but you can't just have a try {} on its own
L213[01:52:27] <tterrag> https://docs.oracle.com/javase/tutorial/essential/exceptions/finally.html
L214[01:52:36] <shadekiller666> you can have a try{} finally{}
L215[01:52:39] <tterrag> correct
L216[01:52:48] <tterrag> I mean, having a try on its own is the same as not having one at all
L217[01:52:51] <tterrag> so the compiler doesn't allow it
L218[01:55:27] <tterrag> shadekiller666: the heck why do you use Gson to parse true/false
L219[01:55:37] <tterrag> Boolean.valueOf()
L220[01:56:10] <shadekiller666> because the original intention was to use the custom data for more than just 2 booleans
L221[01:56:36] <shadekiller666> but for that, process() would have to move to a different place in the scope
L222[01:56:37] <tterrag> but in the case of booleans...gson is a TON of unnecessary complication
L223[01:56:59] <shadekiller666> or i'd need to figure out a way of piping more data through the IModel and into the other subclasses
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L225[01:57:53] <shadekiller666> this PR is intended to be a quick fix so that Lex can make a new Recommended forge build
L226[01:58:23] <shadekiller666> in the next few days fry and i will be talking about ways to improve it and such
L227[01:59:58] <tterrag> quick fixes are usually the code that stays around the longest -.-
L228[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151029 mappings to Forge Maven.
L229[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151029-1.8.zip (mappings = "snapshot_20151029" in build.gradle).
L230[02:00:09] <tterrag> do it right the first time and you don't have a problem
L231[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/
L232[02:00:30] <tterrag> I left a few more comments
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L236[02:03:31] <Baburek> Is it possible to overwrite WorldProvider's canCoordinateBeSpawn() method for custom WorldType?
L237[02:04:09] <shadekiller666> O.o
L238[02:04:24] <shadekiller666> how did i get an NPE on a method definintion line...
L239[02:04:34] <LexManos> Harp on fry for that pr and for a lighting fix, he knows the one im talking about {and if he doesnt tell him to look at pahicraft} anyways bed time, Just finished a marathon 7 hour debugging session to fix the final Fernflower decomp issue. IT FUCKING WORKS the same on all systems now!
L240[02:04:56] <shadekiller666> yay
L241[02:05:43] <shadekiller666> Lex, he actually broke the missing model with the last MultiModel patch
L242[02:06:10] <Cazzar> Goes to save a text file
L243[02:06:35] <Cazzar> default save location: C:\Windows\System32\drivers\etc
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L246[02:24:44] <LexManos> i dont want to hear about shit you guys broke i just want it to fucking work -.-
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L248[02:34:13] <Cypher121> what method is called when player double-clicks a slot? the one that collects all items of same type
L249[02:34:57] <tterrag> dunno if one is
L250[02:36:56] <Cypher121> because I have multitabbed inventory and it just collect from every tab.
L251[02:38:43] <Cypher121> and from player's inventory
L252[02:39:05] <tterrag> you could just override the slot method for taking a stack
L253[02:40:56] <Cypher121> yeah, already
L254[02:41:07] <tterrag> Cypher121: canTakeStack
L255[02:41:08] <Cypher121> it returned wrong value sometimes
L256[02:41:15] <tterrag> I just checked, there is no special method for doubleclick
L257[02:41:32] <Cypher121> I assumed that if stack is not on screen, there's no reason to lock it for takeStack
L258[02:41:39] <tterrag> heh
L259[02:42:55] <Cypher121> about 2 weeks ago this thing was supposed to be a little side project that is just a fancy addition to the mod
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L262[02:57:44] <unascribed> isn't that always how it works?
L263[02:58:10] <unascribed> "Oh, this would be cool and simple"
L264[02:58:12] <unascribed> *2 months later*
L265[02:58:19] <unascribed> "It's not done, but that will do."
L266[03:17:37] *** fry|sleep is now known as fry
L267[03:18:09] <fry> shadekiller666: MultiModel exception was fixed a few days ago; update your fork
L268[03:18:22] <shadekiller666> i did
L269[03:19:28] <fry> show me an example of the model that trows an exception then
L270[03:21:56] ⇦ Quits: auenfx4 (David@120.155.29.18) (Ping timeout: 194 seconds)
L271[03:22:34] <shadekiller666> with the way that the throwing of UVsOutOfBoundsException is set up, without the ternary operator in the constructor of MultiModel, the game crashes with "RuntimeException: no base model or submodel for this MultiModel.Baked."
L272[03:23:01] <shadekiller666> due to this.base being null, and this.parts being empty
L273[03:23:15] <shadekiller666> the Baked() constructor gets angry
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L275[03:24:00] <tterrag> fry he is referring to this https://github.com/MinecraftForge/MinecraftForge/pull/2154#diff-a266a3906d384f248c053280923217f9R190
L276[03:24:56] <shadekiller666> so if you were to comment out that one line in MultiModel and just make it "this.base = base", then after the obj loader throws the error for the UVs exception, it will crash with that RE, which is a series of method calls that start when ModelLoaderRegistry.getMissingModel() is called
L277[03:25:12] <shadekiller666> the eye model would be the one throwing the UVs exception
L278[03:25:34] <fry> shadekiller666: https://github.com/MinecraftForge/MinecraftForge/pull/2154/files#diff-bd6c5c567979aa9da956c9ec22a86714R76
L279[03:25:50] <fry> ah, ignore that
L280[03:25:55] <shadekiller666> lol
L281[03:26:28] * kashike shakes fist at :extractForgeRangemap
L282[03:26:35] <shadekiller666> oh, and i have another small patch if thats ok
L283[03:26:46] <fry> so, why are you not throwing the exception here: https://github.com/MinecraftForge/MinecraftForge/pull/2154/files#diff-27d940182485292517351d2c79b144acR237 ?
L284[03:27:04] <shadekiller666> its an idea for a better way to pass data from OBJModel into OBJBakedModel, and subsequently to the rest of the classes
L285[03:27:36] <shadekiller666> wouldn't it return to the loop at that point?
L286[03:27:44] <fry> what?
L287[03:28:30] <shadekiller666> thats inside the big for loop that parses the file data, would execution not return to that same place in the loop after throwing the error?
L288[03:28:48] <fry> exceptions do not return
L289[03:29:19] <tterrag> exceptions are thrown up through the call stack until it either hits a catch block that accepts it or crashes the JVM
L290[03:29:24] <shadekiller666> so after throwing the error and printing the stacktrace, the JVM just fucks off?
L291[03:29:37] <tterrag> what did you think happen?
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L293[03:33:37] <Wuppy> o/
L294[03:33:59] <shadekiller666> just wasn't sure how java handles scope with exceptions
L295[03:34:36] *** MrKick|Away is now known as MrKickkiller
L296[03:34:40] <tterrag> that's why there's checked/unchecked
L297[03:34:45] <tterrag> checked must be caught somewhere
L298[03:34:50] <tterrag> you cannot just throw checked exceptions
L299[03:35:00] <tterrag> (unless you are very sneaky)
L300[03:36:02] ⇦ Quits: Zerot (~Zerot@wordtango.net) (Ping timeout: 378 seconds)
L301[03:36:41] <fry> shadekiller666: Lex doesn't like changes in signatures of public methods, you'll need to keep the old one too: https://github.com/MinecraftForge/MinecraftForge/pull/2154/files#diff-27d940182485292517351d2c79b144acR1296
L302[03:37:15] <tterrag> fry: bad link?
L303[03:37:20] <tterrag> you linked to a field
L304[03:37:30] <tterrag> but he did nuke a constructor
L305[03:37:43] <shadekiller666> a default one
L306[03:37:52] <tterrag> no
L307[03:37:57] <tterrag> https://github.com/MinecraftForge/MinecraftForge/pull/2154/files#diff-27d940182485292517351d2c79b144acL1270
L308[03:38:22] <shadekiller666> that was litterally 2 seconds ago :p
L309[03:38:40] <tterrag> different line number link
L310[03:39:03] <shadekiller666> no, that commit
L311[03:39:22] <shadekiller666> was litterally like 30 seconds before you said anything
L312[03:39:26] <tterrag> oh I see
L313[03:39:43] <fry> yup, shade updated
L314[03:39:46] <tterrag> shadekiller666: what the heck did you do to the formatting on those ifs
L315[03:39:52] <tterrag> USE BRACES
L316[03:39:53] <tterrag> ;_;
L317[03:40:36] <shadekiller666> and i nuked it cuz "ambientOcclusion" and "gui3d" are now in their own class inside of the OBJModel
L318[03:40:43] <shadekiller666> so that constructor was pointless
L319[03:40:52] <tterrag> this https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L1426-L1450
L320[03:40:54] <tterrag> all of my wat
L321[03:41:16] <shadekiller666> i despise new line braces for chaining multiple single statement if-else blocks...
L322[03:41:19] <fry> shadekiller666: https://github.com/MinecraftForge/MinecraftForge/pull/2154/files#diff-27d940182485292517351d2c79b144acR70
L323[03:41:29] <tterrag> shadekiller666: too bad, forge convention is otherwise
L324[03:41:39] <tterrag> this is not your project
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L326[03:42:14] <shadekiller666> what about that fry?
L327[03:42:23] <fry> change of the public method
L328[03:42:25] <tterrag> you changed the public constructor.../
L329[03:42:30] <tterrag> now all mods that use the old version break
L330[03:42:30] <shadekiller666> oh
L331[03:42:36] <shadekiller666> :/
L332[03:42:38] <shadekiller666> fine
L333[03:42:52] <tterrag> you pushed it to prod, you live with the consequences now :P
L334[03:43:04] <shadekiller666> all mods written in the last 24 hours?
L335[03:43:30] <Cypher121> more like
L336[03:43:43] <shadekiller666> i don't think there were that many people who were relying on this before yesterday :P
L337[03:43:45] <Cypher121> mods written in last 24 hours with OBJ models
L338[03:43:57] ⇨ Joins: FR^2 (~frquadrat@2001:41d0:1:f924::1)
L339[03:44:04] <fry> I don't make the rules, Lex does :P
L340[03:44:23] <shadekiller666> and now that its in forge, any mod that had made local copies should be using the forge one
L341[03:45:13] <shadekiller666> ok, whatever, if one additional useless constructor is what is wanted, it will be what one gets
L342[03:47:17] <shadekiller666> there
L343[03:49:16] <Cypher121> ugh, this is bad
L344[03:49:39] <shadekiller666> fry, it also turns out that there is a binary version of the .obj format, with .mod as the extention, but its "proprietary and undocummented"
L345[03:49:49] ⇦ Quits: armed_troop (~armedtroo@pool-98-111-142-191.phlapa.fios.verizon.net) (Ping timeout: 202 seconds)
L346[03:49:52] <Cypher121> I have to sync all these slots with server now, otherwise they'll be counted as not locked server-side and will break everything :(
L347[03:50:03] <fry> I wouldn't be surprized if there's more than one
L348[03:50:23] <shadekiller666> theres like 400 variations of the ASCII format
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L351[03:53:37] <shadekiller666> fry, those changes sufficient for a quick patch?
L352[03:53:55] <shadekiller666> for the patch*
L353[03:54:13] * fry is reading them
L354[03:54:55] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L355[03:55:11] <shadekiller666> also, tterrag brought up the idea of having an Exception for CustomModelLoaders in general
L356[03:55:29] <shadekiller666> fry^
L357[03:55:55] <fry> shadekiller666: so, the error you get from the MultiModel indicates that you didn't update, since in the last forge that exception containts the model location at the end
L358[03:57:03] <Lex_> 24 hours is sometimes okay
L359[03:57:13] <Lex_> i wouldnt worry about that to much
L360[03:57:17] <fry> :P
L361[03:57:29] <shadekiller666> lol
L362[03:57:45] <fry> here I am, channeling my inner Lex, and real one comes along and is softer :P
L363[03:57:49] <Lex_> but yes, keep compatibility in mind
L364[03:58:13] <Lex_> I fixed the fucking FF bug
L365[03:58:21] <Lex_> and im watching the libraries, im pretty good right now
L366[03:58:25] <fry> saw that, amazing
L367[03:58:35] ⇦ Quits: Subaraki (~Artix@AClermont-Ferrand-552-1-196-87.w86-207.abo.wanadoo.fr) (Ping timeout: 378 seconds)
L368[03:58:43] <Lex_> Fry: Fix the fucking lighting issues the guy ont eh forums reported. and get obj shit done.
L369[03:58:44] <Lex_> BetteR?
L370[03:58:50] <fry> 1 sec
L371[03:59:10] <shadekiller666> so you're right fry, guess i didn't update
L372[03:59:23] <fry> Lex: http://imgur.com/a/jVsch
L373[03:59:31] <Lex_> I know that internal light values can be weird, but we need to atleast do as good as vanilla
L374[03:59:32] <fry> here's vanilla with that fancy resource paxk
L375[03:59:54] <fry> the difference is that there's a hidden torch to the right of the furnace
L376[04:00:08] <Lex_> Are you.. dense...
L377[04:00:08] <fry> so, this model allows you to peek through walls
L378[04:00:13] <Lex_> you took a picture at night time...
L379[04:00:19] <Lex_> when you're wanting to show off light
L380[04:00:24] <fry> you can still see the difference
L381[04:00:39] <shadekiller666> still pretty funny though :P
L382[04:00:49] <fry> and it's more clear in the dark
L383[04:01:07] <fry> there's a torch in the first screenshot, and no torch in the second
L384[04:01:10] <Lex_> the issue he was having was in a setup with chests on both sides
L385[04:01:19] <Lex_> and a solid block above/below
L386[04:01:25] <Lex_> a well lit front face was black
L387[04:01:44] <fry> didn't see anything about chests, lemme look again
L388[04:02:09] <Lex_> And yes, that'd pretty much what I'd expect all faces with the same direction get the same light be it internal or not.
L389[04:02:22] <fry> nope, no mention of chests, I'm not crazy
L390[04:02:46] <Hunterz> hi, will be possible add tab completion and history to forge server console? like spigot, cauldron etc.
L391[04:02:54] <Lex_> http://i.imgur.com/GMLqapg.png
L392[04:03:02] <fry> I'd expect that too if the block was transparent
L393[04:03:09] <fry> chests have nothing to do with this
L394[04:03:13] <Lex_> dont care
L395[04:03:16] <Lex_> thats his setup
L396[04:03:19] <Lex_> thats what hes getting
L397[04:03:20] <fry> furnace is black if there's nothing around it
L398[04:03:27] <shadekiller666> why
L399[04:03:34] <shadekiller666> thats not how light works
L400[04:03:35] <fry> because it's opaque
L401[04:03:40] <fry> it is, in MC
L402[04:03:50] <shadekiller666> it shouldnt be
L403[04:03:58] <Lex_> so if you stick a furnace down by itself
L404[04:04:03] <Lex_> it should look like a black cube?
L405[04:04:04] <Lex_> no
L406[04:04:07] <fry> I still maintain that opaque blocks having faces inside is a bug
L407[04:04:14] <shadekiller666> it is
L408[04:04:20] <fry> since there are no vanilla models that have that
L409[04:04:26] <Lex_> i understand this
L410[04:04:28] <shadekiller666> unless the model is designed that way
L411[04:04:31] <Lex_> however the point is
L412[04:04:38] <Lex_> you degrade the lighting values
L413[04:04:38] <fry> and there is an option to disable the forge lighting
L414[04:04:49] <Lex_> id rather see this fixed
L415[04:04:51] <fry> I don't degrade them for vanilla
L416[04:04:56] <Lex_> then for you to hand wave that it doesnt matter
L417[04:05:08] <fry> only for resource packs that rely on something that I concider a bug
L418[04:05:10] <Lex_> either that or we rip out your lighting changes
L419[04:05:36] <unascribed> this "bug" is essentially the entire purpose of resource packs
L420[04:05:41] <Lex_> AND THIS ISNT EVEN FUCKING INTERNAL FACES
L421[04:05:46] <shadekiller666> maybe its about time forge rewrote the lighting engine
L422[04:05:47] <Lex_> this is just a inset face
L423[04:05:47] <fry> yes, it is
L424[04:05:49] <Lex_> nothing more
L425[04:05:58] <fry> there's no difference
L426[04:06:15] <Lex_> yes
L427[04:06:16] <Lex_> there is
L428[04:06:31] <fry> it's impossible to tell which is which
L429[04:06:33] <shadekiller666> i'm willing to help in writing those changes, as much as i can'
L430[04:06:51] <Lex_> fine, dont tell which is which
L431[04:06:56] <Lex_> just support lighting of them all correctly
L432[04:07:06] <fry> I am lighting them correctly
L433[04:07:21] <Lex_> {and actually there is a way to tell which is which, involving a lot fo ray tracing but we're not gunna do that}
L434[04:07:30] <fry> since the 2 furnace screens I'm showing you is incorrect
L435[04:07:30] <Lex_> for your definiton of correctly
L436[04:07:48] <Lex_> explain to me why his is fucked up.
L437[04:07:52] <shadekiller666> or, aproximate with face normals and general direction the light is coming from
L438[04:08:08] <Lex_> okay lets go even simpler
L439[04:08:12] <Lex_> the workbench
L440[04:08:17] <Lex_> its lighting is fucked up as well
L441[04:08:24] <Lex_> it has no 'internal' faces
L442[04:09:20] * fry is looking, 1 sec
L443[04:09:28] <Lex_> For some unknown reson, you decide that any face that is not explicitly at the exact edge of the model is light level 0
L444[04:10:58] <fry> exact same issue as the furnace
L445[04:11:07] <fry> you can see if the torch is to the side of it
L446[04:12:04] <shadekiller666> fry, does the tesseract have this same problem?
L447[04:12:28] <Lex_> not the same issue
L448[04:12:38] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L449[04:12:40] <Lex_> or if it is an exmaple of the factthat you're doing ti wrong
L450[04:12:54] <Lex_> you should be able to see with the torch anywhere within 15 blocks
L451[04:12:57] <shadekiller666> my normals are fixed now
L452[04:13:14] <Lex_> anone got a link to the minecraft launcher.. fucking website isnt letting me login
L453[04:13:52] <unascribed> you don't have to log into minecraft.net to download the launcher, but https://s3.amazonaws.com/Minecraft.Download/launcher/Minecraft.jar
L454[04:13:56] <fry> I'm loking at vanilla, with that fancy texture pack
L455[04:14:06] <fry> *looking
L456[04:14:14] <Lex_> You do have to log in for the fucking site to give you that direct link.
L457[04:14:18] <Lex_> Hence why I asked for the link
L458[04:14:24] <unascribed> I got the link without logging in, but whatever
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L460[04:14:49] ⇦ Quits: BubbleTrouble_ (~BubbleTro@188-23-36-153.adsl.highway.telekom.at) (Quit: Leaving)
L461[04:16:36] ⇨ Joins: BubbleTrouble (~BubbleTro@188-23-36-153.adsl.highway.telekom.at)
L462[04:16:36] <shadekiller666> yep, my normal calculations are working fine now
L463[04:17:06] <Cypher121> is there any way to send info between server- and client-side containers other than enchant packets?
L464[04:17:17] <BubbleTrouble> Hey, has someone done stuff on first person render stuff, so for instance that the left hand can also be seen holding the item ?
L465[04:17:40] <unascribed> simpleimpl packets should work too for containers
L466[04:18:00] <unascribed> BubbleTrouble, maybe look at how maps do their rendering?
L467[04:18:22] <BubbleTrouble> Ok, i'll have a look.
L468[04:18:50] <shadekiller666> maps are entirely hardcoded
L469[04:19:02] <shadekiller666> as are item-frames...
L470[04:19:50] <unascribed> well, then I have no idea :P
L471[04:19:55] <unascribed> i've never done any special first-person rendering
L472[04:20:20] <tterrag> BubbleTrouble: 1.7 or 1.8?
L473[04:20:37] <BubbleTrouble> 1.8
L474[04:21:04] <tterrag> you can't then
L475[04:21:05] <tterrag> that I know of
L476[04:21:14] <BubbleTrouble> Oh, that sucks.
L477[04:21:27] <BubbleTrouble> Cause of the .jsons ?
L478[04:21:47] <tterrag> because like any system mojang comes out with, they didn't make it able to encompass all their use cases
L479[04:21:54] <tterrag> so they special case all the weird stuff, like maps
L480[04:22:26] <BubbleTrouble> ah, k
L481[04:23:04] <shadekiller666> though 1.9 is supposedly going to make compasses and clocks non-hard coded
L482[04:23:21] <BubbleTrouble> Well thanks for the hint then, it will just have to look weird when holding the gun then ( Helping out on ArkCraft mod, where we adding the guns )
L483[04:23:31] <shadekiller666> but that also means 64 additional .json files...
L484[04:24:00] <BubbleTrouble> I think updating mods to 1.9 wont be to easy.
L485[04:24:12] <shadekiller666> how so?
L486[04:24:35] <shadekiller666> i can imagine it will be a significant bit easier than 1.7->1.8
L487[04:24:46] <BubbleTrouble> Yea, maybe.
L488[04:24:54] <BubbleTrouble> Well lets wait and see.
L489[04:24:59] <shadekiller666> and 1.7->1.8 is easier today than it was when 1.8 first came out
L490[04:25:23] <shadekiller666> can't imagine*
L491[04:26:03] <tterrag> I enjoyed a few months back when Searge said that they were keeping 1.9 simple and then like 5 mins later DB said he had rewritten some base system
L492[04:26:04] <tterrag> lol
L493[04:26:27] <tterrag> now we know a bit more, they've redone everything to do with "equipping" items
L494[04:26:28] <shadekiller666> and then they released a snapshot with wings...
L495[04:26:38] <tterrag> that's going to be the trickiest part I think
L496[04:26:48] <tterrag> shadekiller666: DON'T YOU DIS THE WINGS
L497[04:26:51] <tterrag> wings are awesome
L498[04:26:56] <shadekiller666> and the animation changes are going to be interesting
L499[04:27:36] * shadekiller666 wasn't dissing da wings
L500[04:28:10] <shadekiller666> fry, anything else stand out to you with those quick fixes?
L501[04:30:34] <shadekiller666> well, if you find something, comment on the PR, i'm going to bed
L502[04:30:42] ⇨ Joins: Lex__ (Lex@172.76.2.58)
L503[04:30:42] MineBot sets mode: +o on Lex__
L504[04:31:36] <BubbleTrouble> https://gyazo.com/7df84d4db180e4cab5dd3b139b8ff589
L505[04:31:50] <BubbleTrouble> What you guys think of the mods custom start menu xD
L506[04:32:10] <shadekiller666> the A needs to not be that
L507[04:32:13] <unascribed> if it's a total conversion, ala TFC: it's fine
L508[04:32:27] <unascribed> if it's a mod that adds a lot but isn't a total conversion, ala Aether: get rid of it
L509[04:32:48] <shadekiller666> ?
L510[04:32:49] <tterrag> or at least allow it to be turned off (or on)
L511[04:32:56] <unascribed> and make it off by default :P
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L513[04:33:16] <BubbleTrouble> Yea, well we just testing around:)
L514[04:33:30] <unascribed> your mod sounds like a totalconversion, since you're basically making a port of ARK to Minecraft
L515[04:33:30] ⇨ Joins: Lex_ (~Lex@172.76.2.58)
L516[04:33:30] MineBot sets mode: +o on Lex_
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L518[04:33:43] <Lex_> Fucking internet drop...
L519[04:33:44] <unascribed> I've never understood the point of recreating other games in Minecraft, but if you enjoy doing it, the more power to you I guess
L520[04:34:36] <BubbleTrouble> Well not sure if you guys played ark survival before, but its like its own island, so we used the heightmap for it, so where u can select the world type you can now select the Island, and its just like in ark, but still little messed up with the biomes.
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L522[04:36:24] <BubbleTrouble> Well, this we not really intending to change the whole of mc, we mainly adding new blocks, tameable dinos, which works already, and then maybe a custom level system and so on. We also got our own crafting systems working, so for instance, u can have a crafting recipe which consumes, 50 iron igots, 30 wood,...
L523[04:36:50] <Lex_> fry, Vanilla: http://puu.sh/l1LAO/ebd8189f3c.jpg Forge: http://puu.sh/l1LJl/0818617d4f.jpg
L524[04:36:56] <unascribed> well, my meaning behind "total conversion" is basically it wouldn't make sense to use it with other mods
L525[04:36:58] <Lex_> Now, lets see if you can spot the problem...
L526[04:36:59] <BubbleTrouble> https://gyazo.com/f9791b5cf21b6d083aed33cf202530ae
L527[04:37:09] <unascribed> unless said mod was designed as an extension to the total conversion
L528[04:38:47] <fry> Lex: yes, I now see there's a separate issue with the furnace, it doesn't light up for some reason even with smooth lighting; but, to see what the guy was having, turn off smooth lighting
L529[04:39:23] <tterrag> whats up with the grass texture
L530[04:41:03] <fry> and to see what I'm talking about - put the totch on the side of the furnace, and surround it with stone
L531[04:41:12] <fry> and compare to the same without the stone
L532[04:41:17] <fry> *without the torch
L533[04:41:43] <Lex_> http://puu.sh/l1LVH/9ee6db2d35.jpg vanilla non-smooth
L534[04:42:57] <Lex_> http://puu.sh/l1LYs/b811527649.jpg Forge exact same settings
L535[04:43:29] <fry> I agree that furnace in forge-smooth is incorrect, and I'll look into why
L536[04:43:51] <Lex_> So is the workbench
L537[04:43:56] <fry> but forge-flat is correct from the point of view of fixing looking through walls
L538[04:44:17] <Lex_> looking through walls?
L539[04:44:38] <fry> workbench in forge-smooth is lit better than in vanilla, since the light of the faces is independent from the blocks on the other side
L540[04:44:45] <fry> try the torch thing
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L543[04:46:41] <tterrag> fry: how in the worl dis that "lit better" ?
L544[04:46:46] <Lex_> i dont see much difference with or without the torch but ya
L545[04:46:57] <fry> look at the furnace at night
L546[04:47:04] <Lex_> with smooth on, orkbench looks fine
L547[04:47:08] <Lex_> funace is shit
L548[04:47:56] <tterrag> tbh the smooth vanilla crafting table looks better to me, the shading on the underside of the lip is more what I would expect
L549[04:48:27] <fry> tterrag: if you remove the furnace from below it it changes
L550[04:48:34] <tterrag> uhhh
L551[04:48:39] <tterrag> oh
L552[04:48:41] <fry> and if you add something on the top the bottom bright one changes too
L553[04:48:54] <fry> and that's what I concider being the bug
L554[04:49:05] <tterrag> yeah no I agree
L555[04:49:09] <tterrag> that's a bug
L556[04:49:15] <fry> it doesn't happen in what I did in forge
L557[04:49:19] <tterrag> because it's calculating the lighting like it's a bottom face
L558[04:49:25] <fry> exactly
L559[04:49:33] <Lex_> Ya.. i dont see any noticable difference between vanilla and forge on the workbench at night
L560[04:50:18] <fry> Lex: look at the furnace, flat vanilla lighting, torch to one side, torch surrounded by stone from other 5 sides
L561[04:50:22] <fry> at night
L562[04:50:35] <fry> then remove the torch, keep everything else the same
L563[04:50:44] <fry> you'll get 2 screenshots I've posted earlier
L564[04:50:58] <Lex_> yes the furnace interior is incorrectly lit
L565[04:51:09] <Lex_> however, the fact that i can see the furnance means it better then forge.
L566[04:51:36] <Lex_> Vanilla: http://puu.sh/l1Mg3/c23fdae29a.jpg
L567[04:51:55] <Lex_> Forge: http://puu.sh/l1MgE/8e7b936972.jpg
L568[04:52:28] <fry> I maintain that that's the problem with the resource pack, and there's no easy fix that would simultaneously fix this bug and make this furnace model be seen
L569[04:53:00] <Lex_> And ya, looking at vanilla
L570[04:53:11] <Lex_> thats how i'd expect a fairly simple lighting system would work.
L571[04:53:37] <Lex_> The face has the light value of whatever block it's pointed at, be it and interior face or not.
L572[04:53:57] <Lex_> And i understand that you consider this a resource pak problem
L573[04:54:24] <Lex_> However, I am DICTATING TO YOU, Just to make it clear this is not a debate, that you are wrong and you need to figure out how to make the furnace not PITCH FUCKING BLACK
L574[04:54:50] <fry> by turning off the config option to use the forge lighting
L575[04:54:56] <fry> is that acceptagble?
L576[04:55:20] <Lex_> no
L577[04:55:37] <Lex_> seriously
L578[04:55:41] <Lex_> how is this confusing...
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L580[04:56:00] <Lex_> the model has a face, light that face.. what in your code is deciding that its zero light?
L581[04:57:00] <fry> alright then, I'll make it look like the bug in vanilla
L582[04:57:09] <Lex_> Also
L583[04:57:14] <fry> gimme a couple of hours :P
L584[04:57:15] <Lex_> how do you decide that the border should be lit
L585[04:57:19] <Lex_> but the interior should not?
L586[04:57:31] <fry> border is on the outside of the block
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L588[04:58:10] <fry> difference between flat lighting in vanilla and forge: vanilla only checks if the face is axis-aligned, forge also checks that it's far enough to the side
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L590[04:58:36] <Cypher122> typical esper
L591[04:58:38] <Lex_> http://puu.sh/l1Mue/7a63085b3f.jpg flower port, which is the same concept
L592[04:58:42] <Lex_> is lit just fine...
L593[04:58:51] <fry> because it's transparent
L594[04:58:59] <fry> the whole issue is with opaque blocks
L595[04:59:06] <Lex_> humm
L596[04:59:07] <Lex_> okay
L597[04:59:11] <fry> which in vanilla don't have holes in their models
L598[04:59:16] <Lex_> well remove the 'far enough to the side' check
L599[04:59:19] <Lex_> and call it good then
L600[04:59:38] <fry> I'll look at why furnace is broken with the smooth lighting too
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L603[04:59:39] <Lex_> 90% of 1.8+ resource packs have holes in their models
L604[04:59:45] <Lex_> its all the rage to make blocks 3d
L605[05:00:04] <Lex_> so you're saying that we should break 90% of all resource packs cuz you have a theoretical issue with it
L606[05:00:13] <fry> not theoretical
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L608[05:00:30] <Lex_> okay actually
L609[05:00:34] <fry> there's a bit of code in mc that specifically fixes this
L610[05:00:41] <Lex_> no the issue is your smooth lighting doesnt proper trace light paths
L611[05:01:04] <fry> it just doesn't consider the possibility of models with holes, and therefore does it buggy
L612[05:01:15] <Lex_> you check if it's 'far enough to the side' you need to check if it's 'not blocked by anything else on that side'
L613[05:01:24] <fry> and "tracing the light paths" is not easy
L614[05:01:32] <Lex_> I know its not
L615[05:01:41] <Lex_> which is why im okay with the 'buggy' experiance vanilla gives.
L616[05:02:02] <fry> I may look into doing that in the future, but for now, bug it is :P
L617[05:02:07] <Lex_> 'black because fry doesnt want to implement anything else' is not a excuse im satified with using
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L620[05:02:42] <fry> I see where you're coming from
L621[05:02:45] <Lex_> This is a really good introduction to you for shit i have to put up with all the time.
L622[05:03:15] <fry> well, I should be putting up with the lighting complaints, shouldn't I? :P
L623[05:03:18] <Lex_> there is A LOT I could do that would be better for both the engine and end users if i could convince end users to change a bit {resource packs being one of them}
L624[05:03:20] <Lex_> but i cant
L625[05:03:23] <Lex_> so we have to deal with it
L626[05:03:56] <fry> "disable the forge lighting in the options" would be the responce I'd give, but whatever :P
L627[05:03:56] <Lex_> You should be yes, however your *handwave*this is not the bug you're looking for* is not a valid answer
L628[05:03:59] <Lex_> so im harping on you
L629[05:04:23] <Lex_> I'd be fine with that if it was like 5% of users
L630[05:04:38] <Lex_> Just like im fine with like 5% of users who have issues with the loader screen
L631[05:04:53] <Lex_> However this isnt 5% of users, this is more like %90
L632[05:05:02] <Lex_> {seriously resourcepacks like this are popular}
L633[05:05:06] <fry> I don't have the stats about resource packs in front of me, so I'm doing it your way :P
L634[05:05:31] <Lex_> i dont have them in front of me either but im going off memory of last time i looked at them which was last week or so.
L635[05:05:40] <fry> good enough :P
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L637[05:06:06] <fry> Hmm, should I add an option for the current forge behaviour, with default one being the vanilla-ish one?
L638[05:06:17] <fry> or is it not worth it? :P
L639[05:06:17] <Lex_> if you want, sure
L640[05:06:24] <Lex_> thats your code, you have to maintain it
L641[05:06:44] <fry> I'll probably wait till I look into proper occlusion
L642[05:07:08] <Lex_> i like how vanilla has 3 levels of smooth lighting
L643[05:07:19] <Lex_> your 'minimal' could be the 'buggy' version
L644[05:07:27] <Lex_> and your 'max' can be proper occlusion
L645[05:07:56] <fry> I don't actually know what's the difference between vanilla "minimal" and "max" smooth lighting :P
L646[05:08:09] <Lex_> neither do i never looked into it
L647[05:08:17] <fry> same :P
L648[05:08:24] <Lex_> however, i wouldnt advise reusing that exact value, but same concept
L649[05:08:30] <Lex_> different levels to emable different features
L650[05:08:33] <fry> I see what you mean
L651[05:08:43] <Cypher121> fry: http://prntscr.com/8wlnwv did you accidentally glue your tongue to your chin?
L652[05:09:21] <fry> Cypher121: :P
L653[05:09:25] <Cypher121> :P
L654[05:09:47] <tterrag> fry has a macro for :P<enter>
L655[05:09:51] <tterrag> and just uses tha to send messages
L656[05:09:59] <fry> I don't need to fancy macro
L657[05:10:05] <fry> *no
L658[05:10:35] <tterrag> :P
L659[05:10:35] <shadekiller666> :d
L660[05:10:40] <tterrag> :b
L661[05:10:42] <fry> ah, I see what's the issue with the furnace and smooth lighting
L662[05:10:55] <fry> it has smooth lighting disabled in the model :P
L663[05:11:00] <fry> anyway, fixed now
L664[05:11:14] <fry> well, "fixed" :P
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L669[05:14:13] MineBot sets mode: +o on LexManos
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L673[05:17:17] <Cypher121> !calc (256^5)^6
L674[05:17:54] <fry> damn it, didn't fix everything :P
L675[05:18:00] <Wuppy> :P
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L677[05:18:21] MineBot sets mode: +o on Lex__
L678[05:18:33] <Lex__> fucking must be doing work on the line
L679[05:18:46] <Wuppy> it seems like Lex is cloning :o
L680[05:19:12] <Lex__> anyways, ya, I specifically added a filter to my hexchat to filter out : P
L681[05:19:13] <fry> lol
L682[05:19:14] <Lex__> it was to much of a habbit
L683[05:19:18] <Lex__> :P
L684[05:19:21] <Wuppy> haha that's what happens when you talk with fry :P
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L686[05:19:25] <Lex__> guess i dont have it on my laptop
L687[05:19:29] <fry> :Đ 
L688[05:19:31] <unascribed> :P
L689[05:19:35] <Azanor> d:
L690[05:19:39] <Wuppy> stahp
L691[05:19:39] <Wuppy> pls
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L693[05:19:40] <Lex__> I prefer this one
L694[05:19:50] <Lex__> (^*.*^)
L695[05:20:02] <Wuppy> that looks chinese or japanese :P
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L697[05:20:35] <Lex__> <(*.*<) (^*.*^) (>*.*)> Kirby dance!
L698[05:21:19] <unascribed> I've always seen it with ' instead of *
L699[05:21:24] <unascribed> <('.'<)
L700[05:21:39] <Wuppy> wouldnt it also be better with an o instead of .
L701[05:21:45] <unascribed> <(o.o<)
L702[05:21:45] <Wuppy> because kirby
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L705[05:21:54] <unascribed> that kirby has seen things kirbys were not meant to see
L706[05:22:04] <Azanor> lol
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L709[05:22:12] <Wuppy> I mean <('o'<)
L710[05:22:14] <unascribed> oh
L711[05:22:21] <Wuppy> kirby has a massive mouth
L712[05:22:27] <unascribed> <('O'<)
L713[05:23:08] <Lex__> Anyways bitching done, i think fry gets my point.
L714[05:23:29] <fry> yup yup :P
L715[05:23:30] <Lex__> Gunna go back to watching the librarians, projector ftw!
L716[05:24:06] <Wuppy> hmm I think there's going to be a conflict with my roommates soon :c
L717[05:24:55] <unascribed> no, sheep, you're going in the wrong direction
L718[05:24:57] <unascribed> tractor means towards me
L719[05:25:00] <unascribed> not into space
L720[05:25:07] <Wuppy> wot
L721[05:25:25] <unascribed> I'm implementing a tractor beam
L722[05:25:34] <unascribed> and I got the positions reversed
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L730[05:31:42] <unascribed> is there an easy way to disable gravity for an entity?
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L732[05:37:01] <fry> Lex__: jenkins issues
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L735[05:40:54] <Ivorius> unascribed: IIRC, no
L736[05:40:57] <Ivorius> Only if you own it
L737[05:41:11] <unascribed> :/
L738[05:41:44] <Wuppy> does anyone know a tutorial for the ai system in Unreal?
L739[05:42:03] <DrD> For serialising an arbitary object into NBT is the prefered way to serialise it into a byte array and then store that?
L740[05:43:17] <Ivorius> No, the preferred way is simply storing it as NBT :P
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L743[05:49:38] <Cypher121> that feel when a question was asked on that channel for two days and on third day I need it, but forgot the answer
L744[05:49:43] <Lex__> fry, Abrar|gone broke shit.
L745[05:50:05] <Lex__> seriously
L746[05:50:14] <Lex__> Why cant people make not broken shit...
L747[05:50:29] <fry> I try my best :P
L748[05:50:42] <fry> Lex, is formatting is https://github.com/MinecraftForge/MinecraftForge/pull/2154 fine?
L749[05:50:52] <fry> functionality looks good
L750[05:51:08] <fry> after pulling it I'd say RB is ok
L751[05:51:26] <fry> (maybe another day or so of testing wouldn't hurt though)
L752[05:52:06] <Lex__> formatting has issues
L753[05:52:25] <Lex__> but honestly idgaf as long as it works im not in the mood to bitch about things people should already know
L754[05:53:45] <fry> merged, I'll go over it at some point and fix all the formatting :P
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L764[06:22:47] <Wuppy> \o/ made myself an amazing lunch :D
L765[06:23:34] <Wuppy> fancy spanish baguette
L766[06:23:41] <Wuppy> I guess you could call it that
L767[06:26:28] <GraphicH> lol ... spanish ... baguette
L768[06:27:41] <Wuppy> I know :P
L769[06:27:59] <Wuppy> it's a combination of baguette with chorizo mozarella etc.
L770[06:28:58] <Cypher121> anyone here has experience with invtweaks support?
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L820[07:54:05] <Cypher121> there's a line between being abstract and being on drugs
L821[07:54:26] <Cypher121> this crosses it https://github.com/Kobata/inventory-tweaks/blob/4d36d00b1b9bad9da0a3e7a9d3184f4b276f5ed2/src/main/java/invtweaks/InvTweaks.java#L400
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L830[08:12:31] <aaa801> how can i move a entity to another world?
L831[08:13:58] <sham1> By changing its co-ordinates :P
L832[08:14:44] <aaa801> thats coords
L833[08:14:45] <aaa801> not world..
L834[08:15:06] <sham1> Oh
L835[08:15:11] <sham1> You need a Teleporter class
L836[08:15:50] <aaa801> im seeing transferEntityToWorld in ServerConfManager
L837[08:16:07] <aaa801> not really refactored tho :D
L838[08:16:55] <sham1> !gm transferEntityToWorld
L839[08:17:07] <sham1> There really is no
L840[08:17:15] <sham1> named stuffs
L841[08:17:29] <sham1> As it probably is not expected to be used
L842[08:19:54] <aaa801> MinecraftServer.getServer().getConfigurationManager().transferEntityToWorld(entity, entity.dimension, (WorldServer)entity.getEntityWorld(), (WorldServer)player.worldObj);
L843[08:19:59] <aaa801> seems to be the layout it wants
L844[08:20:14] <Cypher121> player?
L845[08:20:40] <CrystalMare> Holy shit
L846[08:20:49] <sham1> What is it CrystalMare
L847[08:20:56] <CrystalMare> That column width
L848[08:21:19] <CrystalMare> 170 characters in that string alone :3
L849[08:21:35] <aaa801> CrystalMare, ye im teleporting a entity to the player
L850[08:22:56] <sham1> Programming requires a lot of characters
L851[08:23:20] <Cypher121> that's why java supports line breaks before points
L852[08:24:33] <sham1> Does it not also support them after
L853[08:26:17] <Cypher121> never tried
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L856[08:28:40] <Cypher121> damn, of all songs to be stuck in my head it had to be Fox's Wedding
L857[08:29:04] <sham1> :P
L858[08:29:56] <Cypher121> InvTweaks logic...
L859[08:30:14] <unascribed> you put invtweaks and logic in the same sentence
L860[08:30:43] <Cypher121> if you give it slot mappings for INVENTORY_HOTBAR and INVENTORY_NO_HOTBAR, everything works perfectly
L861[08:31:09] <Cypher121> if you give these two and combined INVENTORY mapping, only clicking on top row works
L862[08:31:15] <Cypher121> ~shrug
L863[08:31:22] <Cypher121> !shrug
L864[08:31:28] <Cypher121> useless bots
L865[08:31:39] <unascribed> i.e. no bots
L866[08:31:49] <Cypher121> MCP
L867[08:31:57] <unascribed> MCPBot_Reborn is only for mapping lookup
L868[08:32:00] <unascribed> it's a utility bot not a fun bot
L869[08:32:01] <Cypher121> yeah
L870[08:32:21] <Cypher121> because modders are not allowed to have fun >:(
L871[08:32:59] <sham1> We are
L872[08:33:09] <sham1> We just have to have fun in code
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L874[08:33:13] <sham1> Never in IR
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L876[08:33:16] <sham1> IRC*
L877[08:34:00] <Cypher121> I'm afraid players will underestimate my refined sense of humor. Maybe because it's too destructive
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L879[08:35:22] <sham1> You can have fun in comments or something like that
L880[08:35:58] <Cypher121> closed-source ;(
L881[08:36:18] <sham1> Why
L882[08:36:36] <Cypher121> I'm not the author
L883[08:36:53] <sham1> Then why the hell are you working on a mod then
L884[08:36:55] <Cypher121> and original author is, well, not really active nowadays
L885[08:37:26] <Cypher121> because I like it?
L886[08:37:31] <sham1> You could ask the original author if he is willing for you to hijack the project
L887[08:37:44] <sham1> But if it is closed source, then how are you doing things in it
L888[08:38:06] <Cypher121> I'm a contributor, just not the owner of whole thing
L889[08:38:17] <sham1> You can still write comments cant you?
L890[08:38:35] <aaa801> theres a lot of swear words in pixelmons comments
L891[08:38:51] <Cypher121> yup, but aside from me only 3 people can read them
L892[08:39:10] <sham1> Ah how I love elegant single-liners in coding
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L898[08:47:36] <OrionOnline> Is there a way to get the ModID of a mod that calls a function in a different mod?
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L900[08:48:10] <Ivorius> Not really
L901[08:48:20] <Cypher121> you can get class/package names
L902[08:48:24] <Cypher121> from stacktrace
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L904[08:48:27] <Ivorius> Ewww
L905[08:48:30] <Ivorius> no
L906[08:48:46] <Ivorius> If you want the mod id
L907[08:48:49] <Ivorius> Make it a param
L908[08:48:51] <Ivorius> Simple as that
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L910[08:49:11] <OrionOnline> Was there not a function in FML, like getActiveModContainer or some like that?
L911[08:49:25] <Ivorius> That doesn't do what you think it does
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L913[08:49:46] <Ivorius> It works only for the EventHandler events, roughly
L914[08:49:50] <Ivorius> Pure convenience
L915[08:49:59] <OrionOnline> Ah oke
L916[08:50:10] <OrionOnline> Good then i will go with parameters
L917[08:50:22] <Ivorius> (y)
L918[08:50:32] <AbrarSyed> Lex_, fixed.
L919[08:51:20] <Cypher121> there's no way to remove annotations based on present mods, right?
L920[08:54:05] <sham1> Everything is possible with a bit of hackery
L921[08:54:47] <sham1> But if it is considered good or not is up for debate
L922[08:55:17] <Ivorius> If you need that, your use of annotations is very questionable
L923[08:55:30] <Cypher121> InvTweaks compat
L924[08:55:43] <Cypher121> I guess I'll just shade api classes
L925[08:55:58] <Cypher121> although I'm 200% sure I'll fuck it up
L926[08:58:11] <AbrarSyed> uh.. @Api?
L927[08:58:31] <AbrarSyed> Cypher121, you DO know that annotations fail silently if they are not found at runtime right?
L928[08:58:56] <AbrarSyed> so why would you need to remove an annotation?
L929[08:59:00] <Cypher121> I do now
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L931[08:59:12] <AbrarSyed> heh, good :)
L932[08:59:12] <Cypher121> really, I don'
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L934[08:59:39] <AbrarSyed> did I scare him away?
L935[09:00:57] <CrystalMare> I mean
L936[09:01:00] <CrystalMare> You are scary
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L938[09:03:00] <AbrarSyed> lol
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L950[09:32:36] <MattDahEpic> anyone have a tutorial for forge PRs from intellij, i cant find ine
L951[09:34:16] <Wuppy> https://www.facebook.com/Smittyisnumberone/videos/10156265277640455/
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L968[10:09:15] <MattDahEpic> i fixed it: https://github.com/MinecraftForge/MinecraftForge/pull/2155
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L977[10:49:44] <Ordinastie> anyone ever tried to manuall parse MC .dat file ?
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L979[10:53:51] <tterrag> aren't those typically just NBT?
L980[10:54:27] <sham1> NBT data saved as binary JSON if it goes like the rest of MC stuff
L981[10:54:45] <Ordinastie> tterrag, yes, but I mean MANUALLY read the files
L982[10:54:52] <Ordinastie> not going through MC
L983[10:54:58] <tterrag> you'd have to recreate NBT
L984[10:55:03] <Ordinastie> yes
L985[10:55:04] <tterrag> in some shape or form
L986[10:55:08] <tterrag> yes some hae done it
L987[10:55:10] <sham1> You can parse it
L988[10:55:12] <tterrag> see NBTEditr
L989[10:55:22] <tterrag> or NBTExplorer
L990[10:55:33] <fry> why would you want to though? :P
L991[10:55:37] <Ordinastie> I tried to look at NBTExplorer code, but's shady
L992[10:55:50] <Ordinastie> fry external application to update a world
L993[10:55:55] <sham1> Maybe Fry because it is interesting
L994[10:56:12] <fry> there's probably a library out there
L995[10:56:21] <fry> was for NBT a long time ago
L996[10:56:34] <MattDahEpic> tterrag, i made that fix for my silkharvest bug https://github.com/MinecraftForge/MinecraftForge/pull/2155
L997[10:56:38] <Ordinastie> the question is, are the specs in the wiki really accurate ?
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L1002[11:04:29] <Cazzar> OrionOnline you want accurate specs, just look at the code!
L1003[11:04:36] <Cazzar> Ordinastie *
L1004[11:04:40] <Cazzar> Damn fat fingers.
L1005[11:05:41] <sham1> they're not fat
L1006[11:05:45] <MattDahEpic> is lex the only one who can merge mcforge PRs?
L1007[11:05:46] <sham1> They're big boned
L1008[11:06:53] <Cazzar> sham1 or high DPI screens :P
L1009[11:07:15] <sham1> your fingers are high DPI screens?
L1010[11:07:19] <sham1> cool
L1011[11:07:45] <Cazzar> OK...
L1012[11:10:49] <cpw> heh
L1013[11:11:02] <cpw> so, who's registering oredict entries in the constructor of items?
L1014[11:11:09] <cpw> and why did you think that was a good idea?
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L1017[11:15:19] <sham1> witch hunt commencing
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L1019[11:17:06] <Ordinastie> !gp p_152455_1_
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L1021[11:22:57] <cpw> lol sham1
L1022[11:23:05] <cpw> man
L1023[11:23:14] <cpw> so many people are doing it wrong. i am disappoint
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L1025[11:23:52] <cpw> what i'm wondering
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L1027[11:24:01] <cpw> is what hackarounds people have in place to work around this?
L1028[11:24:07] * fry is sad people are doing Minecraft.getItemModelMesher().registerItem
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L1030[11:24:22] <sham1> well what should I do then
L1031[11:24:31] <cpw> register it before you do your recipes
L1032[11:24:41] <cpw> and after you do your registrations into GameRegistry
L1033[11:24:45] <tterrag> fry: as opposed to?
L1034[11:24:52] <sham1> I mean with the model mesher
L1035[11:24:53] <cpw> it never worked before is the thing sham1
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L1037[11:25:20] <MattDahEpic> fry, whats better than Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item,meta,new ModelResourceLocation(modid+":"+texture_name,modifier));
L1038[11:26:14] <fry> look at the forge examples
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L1040[11:26:41] <fry> you might find more than the answer to this there :P
L1041[11:27:20] <cpw> yes
L1042[11:27:24] <tterrag> ModelLoader.setCustomModelResourceLocation
L1043[11:27:29] <fry> bingo
L1044[11:27:32] <tterrag> since I'm not as lazy as fry >.>
L1045[11:27:45] <sham1> Thanks tterrag
L1046[11:27:45] <fry> I'm not lazy, I'm motivative
L1047[11:27:46] <cpw> looking at people's usecases, it looks like they were mostly using this to register "single item" ore dictionary entries
L1048[11:27:48] <cpw> fuck knows why
L1049[11:27:50] <Ordinastie> ah, I found my problem :s
L1050[11:28:01] <sham1> Fry is not lazy
L1051[11:28:04] <cpw> we should throw an exception if a single item oredict entry is created ;)
L1052[11:28:08] <sham1> He evaluates everything at once
L1053[11:28:09] <Ordinastie> the read methods I used to read the bytes don't actually move the pointer :s
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L1055[11:29:18] <tterrag> fry: why are the guava classes FQ? https://github.com/MinecraftForge/MinecraftForge/blame/master/src/main/java/net/minecraftforge/client/model/ModelLoader.java#L742-L743
L1056[11:29:48] <fry> no idea
L1057[11:29:48] <Ordinastie> fully qualified ?
L1058[11:29:55] <fry> eclipse derp probably
L1059[11:30:50] <tterrag> also fry instead of using Pair a Table might be nice :P
L1060[11:30:55] <tterrag> I don't really like Pair
L1061[11:31:15] <fry> this is february code
L1062[11:31:21] <tterrag> and?
L1063[11:31:26] <fry> I didn't know about table then probably :P
L1064[11:31:56] <fry> also, it's completely internal, why does it matter? :P
L1065[11:32:22] <tterrag> cpw: looks like that guy on twitter gave you a pretty handy list of well used mods that do it
L1066[11:32:46] <tterrag> fry: Table<R, C, V> and you lookup by table.get(R row, C col) returns V
L1067[11:32:50] <tterrag> basically does the Pair wrapping for you
L1068[11:33:04] <fry> I know
L1069[11:33:13] <fry> I didn't in february
L1070[11:33:20] <tterrag> I expected as much from pam and co, but mezz_? :(
L1071[11:33:34] <cpw> lol
L1072[11:33:40] <cpw> it looks like everyone's doing it tterrag
L1073[11:33:56] <cpw> the amusing thing is if these dicts were supposed to have multiple entries
L1074[11:33:57] <cpw> they never did
L1075[11:34:16] <MattDahEpic> 2 days until n spoopy (n+2) me
L1076[11:34:19] <tterrag> UCE MineFactoryReloaded|CompatChococraft{1.7.10R2.8.0} [MFR Compat: Chococraft] (MineFactoryReloaded-[1.7.10]2.8.0-104.jar)
L1077[11:34:20] <cpw> most likely people didn't really notice because most of the oredicts are single entry only, probably
L1078[11:34:22] <tterrag> even skyboy :(
L1079[11:34:25] <cpw> yup
L1080[11:34:29] <cpw> he has it in vanilla too
L1081[11:34:45] <tterrag> it seems like anything to do with forestry lol
L1082[11:34:59] <tterrag> botany, extrabees, magicbees, gendustry
L1083[11:35:05] <cpw> forestry is definitely one of the major culprits
L1084[11:35:09] <fry> one person writes a mod/tutorial, 150 other people copy it :P
L1085[11:35:14] <cpw> most likely people copied the code
L1086[11:35:28] <cpw> anyway
L1087[11:35:30] <tterrag> cpw: mezz_ is around a lot, typically in #simplymodding
L1088[11:35:32] <tterrag> I'd yell there ;)
L1089[11:35:44] <cpw> i'm gonna make forge put the spammy big warning up
L1090[11:35:57] <cpw> but work anyway, how it used to (broken)
L1091[11:36:13] <tterrag> happy to see my name nowhere on that list :p
L1092[11:36:16] <cpw> heh
L1093[11:36:25] <cpw> if you register first, then create the dictionary entry
L1094[11:36:27] <cpw> you'll be fine
L1095[11:36:33] <tterrag> of course
L1096[11:36:42] <cpw> the problem is people are doing it in constructors
L1097[11:36:44] <cpw> forestry
L1098[11:36:54] <tterrag> I thought it was painfully obvious that you should never do anything with items/blocks prior to registration
L1099[11:36:55] <cpw> https://github.com/ForestryMC/ForestryMC/blob/dev/src/main/java/forestry/core/items/ItemFruit.java#L68
L1100[11:37:01] <cpw> so did I
L1101[11:37:07] <MattDahEpic> so if this is ore dict stuff, whats the best way to do it because i am literally about to ore dict my stuffs
L1102[11:37:10] <cpw> what is happening is that in oredict
L1103[11:37:17] <cpw> it read the ID for the item
L1104[11:37:24] <cpw> if it wasn't registered it'd get -1
L1105[11:37:35] <fry> I was registering the blocks in the constructors onse
L1106[11:37:37] <cpw> so it'd go into this weird "-1" bucket in the oredict lists
L1107[11:37:54] <cpw> if -1 already has the dictionary name
L1108[11:37:54] <fry> not a great java practice, but the code is very nice
L1109[11:38:07] <cpw> then your new entry is not added to the list
L1110[11:38:13] <cpw> so you end up with a lot of size one lists
L1111[11:38:24] <cpw> where there (maybe?) should be lots
L1112[11:38:45] <cpw> MattDahEpic, just register in the oredictionary AFTER you've registered at the gameregistry and you'll be fine
L1113[11:38:55] <tterrag> fry: leaking this is always bad
L1114[11:39:09] <tterrag> what if a subclass needs to do something prior to registration?
L1115[11:39:12] <cpw> registering to the gameregistry fry?
L1116[11:39:17] <fry> yup yup
L1117[11:39:17] <cpw> yeah
L1118[11:39:23] <fry> I'm aware of the downsides :P
L1119[11:39:28] <cpw> there's often things that need to happen between creation and registration
L1120[11:39:32] <fry> not doing that anymore :P
L1121[11:39:37] <cpw> yup
L1122[11:39:43] <fry> factory approach is often better
L1123[11:39:48] <tterrag> EnderIO has a static factory method
L1124[11:39:49] <tterrag> yes
L1125[11:40:00] <tterrag> which calls <init>, then a method .init() which does registrations
L1126[11:40:04] * fry needs to write some mods :P
L1127[11:40:33] <sham1> You really should
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L1129[11:40:41] <tterrag> fry: maybe you could help me out with this
L1130[11:40:41] <Lumien> So what are use cases where registering the block in constructor can cause issues?
L1131[11:40:51] <Lumien> Because i register all my blocks in a super class :P
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L1133[11:41:08] <MattDahEpic> i assume that oredict can be in preinit or init
L1134[11:41:12] <fry> with "this"? :P
L1135[11:41:14] <tterrag> <tterrag> I have a block/TESR combo, which renders a frame and then a TESR image overtop of it, obviously a bit offset to avoid z-fighting
L1136[11:41:14] <tterrag> <tterrag> but I want the breaking animation to be overtop of the TESR part
L1137[11:41:14] <tterrag> <tterrag> any way to make that happen?
L1138[11:41:26] <tterrag> this is 1.8
L1139[11:41:27] <sham1> "this" is annoying
L1140[11:41:35] <Baburek> Is it legal: providers = ReflectionHelper.getPrivateValue(DimensionManager.class, null, "providers"); ?
L1141[11:41:36] <sham1> Also, this is sparta and not 1.8
L1142[11:41:41] <fry> ah, there should be a new option added to the TESR
L1143[11:41:47] <tterrag> Baburek: legal yes
L1144[11:41:49] <fry> it's the breaking progress, I think
L1145[11:41:51] <tterrag> but it won't work in obf environment
L1146[11:41:56] <Baburek> I mean I've never met this code in tutorials
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L1148[11:42:06] <tterrag> fry: aware, but I'd need a lot of code just to recreate the breaking pattern exactly like the block underneath
L1149[11:42:08] <sham1> how do you meet code
L1150[11:42:28] <Baburek> YUNoMakeGood
L1151[11:42:30] <tterrag> nvm, DImensionManager is forge code
L1152[11:42:33] <tterrag> so it'll work
L1153[11:42:34] <fry> if your TESR uses the 1.8 models, there's a bit of code in vanilla that can do that for you
L1154[11:42:44] <tterrag> fry: it does not
L1155[11:42:45] <tterrag> it's just a quad
L1156[11:43:02] <tterrag> https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/client/render/RenderPainting.java
L1157[11:43:49] <fry> well, breaking animation is simply drawing the same quad but with the breaking texture, instead of your one
L1158[11:43:55] <tterrag> and it needs to be a dynamically sized quad so a model won't work right
L1159[11:44:04] <tterrag> fry: the painting spans multiple blocks, so I can't easily do that
L1160[11:44:15] <tterrag> and it doesn't match up with block boundaries
L1161[11:44:29] <tterrag> it would be much easier if the breking anim could just be overtop of the quad...
L1162[11:44:48] <fry> well, you still have the underlying block model, yes?
L1163[11:44:54] <tterrag> I was able to do this http://puu.sh/l1rgi.jpg
L1164[11:44:55] <tterrag> how?
L1165[11:44:59] <tterrag> that image makes no sense to me
L1166[11:45:17] <tterrag> to be clear that is NOT a still of a z-fight
L1167[11:45:35] <sham1> Why would you post a still of a z-fight
L1168[11:45:37] <Lumien> fry did you change anything about color multipliers (tint) in the latest forge?
L1169[11:45:42] <Lumien> They appear to be completely inverted on items
L1170[11:45:47] <tterrag> and yes the model is here https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/resources/assets/ctbmod/models/block/painting.json
L1171[11:45:52] <Lumien> + The enchanting glow is also inverted
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L1173[11:46:37] <Wuppy> :O a song about Pablo Escobar by my favorite djs https://www.youtube.com/watch?v=FGWFNiyXv7g
L1174[11:47:01] <fry> tterrag: look at RenderGlobal.drawBlockDamageTexture - it adds an offset to the WorldRenderer, before drawing the breaking animation
L1175[11:47:26] <fry> Lumien: grass looks fine to me, can you show a screenshot of what you mean?
L1176[11:47:32] <Lumien> only in item form
L1177[11:47:41] <Lumien> one second
L1178[11:47:42] <fry> yup, grass looks fine as an item to me
L1179[11:48:01] <tterrag> fry: it does, how does an offset help though?
L1180[11:48:19] <fry> it's how you get it on top in your screenshot, I think
L1181[11:48:28] <tterrag> but why is it PARTIALLY on top
L1182[11:48:33] <tterrag> how does it clip through? like it's diagonal?
L1183[11:49:15] <Lumien> fry https://imgur.com/a/7yaNp
L1184[11:49:16] <fry> yup, feels like there's more going on
L1185[11:49:22] <Lumien> The leather armor is not dyed
L1186[11:49:29] <Lumien> and the spawn egg is a pig so it's supposed to be pink
L1187[11:49:42] <Lumien> And the enchantment glow is red
L1188[11:49:50] <fry> interesting
L1189[11:49:56] <tterrag> fry: I can't imagine what
L1190[11:49:59] <Ordinastie> well, I don't know why, but when I read a short at the current position, I get 768 instead of the expected 3 :x
L1191[11:50:02] <tterrag> you have all the code there in the repo :p
L1192[11:50:22] <fry> I mean in MC :P
L1193[11:50:39] <tterrag> I know
L1194[11:50:52] <MattDahEpic> when oredicting a block do you oredict the block or the itemblock?
L1195[11:50:53] <tterrag> but I don't have anywhere near the knowledge of the new system to debug this yet...
L1196[11:51:08] <tterrag> MattDahEpic: when you call registerOre with a block it wraps it in an ItemStack
L1197[11:51:09] <fry> tterrag: does it happen in motion, or only when you're static?
L1198[11:51:16] <tterrag> fry: it depends on angle of viewing
L1199[11:51:24] <tterrag> if you look straight on, it's always underneath the image
L1200[11:51:31] <tterrag> if you look up/down, it's overtop
L1201[11:51:38] <tterrag> etc
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L1203[11:54:13] <fry> well, try moving the painting closer to the block
L1204[11:54:25] <fry> may even use the player distance
L1205[11:54:41] <fry> to avoid z-fighting on large distances
L1206[11:55:07] <tterrag> fry: I am putting up a gif of it
L1207[11:55:16] <tterrag> no amount of closeness makes it work 100%
L1208[11:55:37] <fry> https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/client/render/RenderPainting.java#L88
L1209[11:55:53] <fry> change this to .001 or smth :P
L1210[11:55:56] <tterrag> yes right nwo I have that changed to 0.0001
L1211[11:55:59] <tterrag> still doe sit
L1212[11:56:02] <fry> strange
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L1214[11:56:23] <fry> it works correctly if you don't render the painting at all though, does it?
L1215[11:56:41] <tterrag> well it's working "correctly" in the first place, the frame is a normal block
L1216[11:57:03] <fry> might be something weird MC does for TESRs
L1217[11:57:50] <tterrag> fry: I also noticed there is a difference on axes
L1218[11:58:05] <fry> hmm?
L1219[11:58:28] <tterrag> X axis http://puu.sh/l26zi.jpg
L1220[11:59:05] <tterrag> Z axis http://puu.sh/l26BW.jpg
L1221[11:59:10] <tterrag> no "shadow" on Z
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L1225[12:03:47] <tterrag> fry: http://gfycat.com/RightNeglectedHoneyeater <- weirdness in action
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L1227[12:04:31] <fry> what happens if you don't offset at all?
L1228[12:04:42] <fry> do you still get a z fighting?
L1229[12:04:55] <tterrag> completely invisible
L1230[12:05:08] <fry> and from far away?
L1231[12:05:31] <tterrag> hang on, got to launch up again
L1232[12:06:18] <tterrag> ok nevermind, with depth = 1/16d it z-fights
L1233[12:06:28] <tterrag> close, far away, doesn't matter
L1234[12:06:36] <fry> and breaking animation renders fine?
L1235[12:06:54] <tterrag> yes
L1236[12:07:04] <tterrag> is there a way I can get it to z-sort?
L1237[12:07:27] <fry> I have no idea why it behaves the way it does right now
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L1240[12:07:36] <fry> it shouldn't half-show
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L1242[12:07:52] <tterrag> well, it does
L1243[12:07:53] <tterrag> .-.
L1244[12:07:55] <fry> try finding a sweet spot between z-fighting and animation working
L1245[12:08:00] <tterrag> there is not one
L1246[12:08:03] <fry> might be much less than 0.001
L1247[12:08:08] <tterrag> ANY amount of offset causes issues when looking straight on
L1248[12:08:20] <fry> 1e-6? :P
L1249[12:08:21] <tterrag> .00001 is too low
L1250[12:08:25] <tterrag> z-fights immediately
L1251[12:08:40] <fry> can you get the animation to break and z-fighting at the same time?
L1252[12:08:53] <tterrag> ok
L1253[12:08:57] <tterrag> at 0.00005 it works
L1254[12:09:03] <tterrag> but as soon as you're 5 feet away it starts z fighting
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L1256[12:09:20] <fry> try multiplying that by the distance to the player
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L1259[12:12:18] <tterrag> fry: no matter what I do there's alawys a "sweet spot" looking STRAIGHT at the block that causes the breaking anim to be underneath
L1260[12:12:23] <tterrag> it might get very small
L1261[12:12:25] <tterrag> but it's not going away
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L1263[12:12:34] <fry> very strange
L1264[12:12:49] <Cypher121> sigh
L1265[12:13:13] <Cypher121> love when internet connection goes down right after I accidentally press Enter
L1266[12:13:15] <sham1> Stop sighing
L1267[12:13:33] <tterrag> fry: there's nothing I can do to make it z-sort after the block?
L1268[12:13:51] <tterrag> how does the breaking anim not z-fight?
L1269[12:15:19] <fry> as I've said - it's offset
L1270[12:15:21] <Ordinastie> so GL function
L1271[12:15:25] <Ordinastie> that one
L1272[12:15:30] <fry> but idk why it's also rotated
L1273[12:16:05] <tterrag> fry: I don't see that offset
L1274[12:16:14] <tterrag> I see them offset to the player's eye
L1275[12:16:16] <tterrag> but nothing else
L1276[12:16:24] <fry> that would be it
L1277[12:16:32] <tterrag> to avoid z-fighting they'd have to expand the cube by a small amount
L1278[12:16:34] <tterrag> which they do not
L1279[12:16:47] <fry> to the eye also works
L1280[12:17:08] <tterrag> ???
L1281[12:17:18] <fry> think about it
L1282[12:17:52] <tterrag> I am
L1283[12:17:53] <tterrag> not seeing it
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L1286[12:19:39] <fry> what's "z" in "z-fighting"? :P
L1287[12:19:53] <tterrag> the...depth of the face?
L1288[12:20:00] <sham1> Yeah
L1289[12:20:03] <sham1> Depth
L1290[12:20:03] <fry> yup
L1291[12:20:13] <sham1> Why'd you ask
L1292[12:20:22] <fry> and in what coordinate space is the Z also the depth? :P
L1293[12:21:22] <tterrag> R^3 ?
L1294[12:21:25] <tterrag> where are you going with this lol
L1295[12:21:45] <fry> how is said coordinate space called in GL?
L1296[12:22:29] <sham1> Projection space, screen space, model space...
L1297[12:22:31] <fry> nevermind, it's the eye space :P
L1298[12:22:39] <sham1> Again, what are you going on about
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L1300[12:22:53] <fry> and it's called that cause it has the eye in the 0
L1301[12:23:01] <sham1> Or origo
L1302[12:23:05] <fry> and z is the depth
L1303[12:23:31] <fry> so, what effect would have the small offset towards the eye, in any coordinate space? :P
L1304[12:24:39] <sham1> Make it come closer
L1305[12:24:44] <sham1> And have it be larger
L1306[12:25:17] <fry> and would therefore help with z-fighting :P
L1307[12:25:49] <tterrag> that only works for one face though
L1308[12:25:55] <sham1> Lol
L1309[12:25:58] <tterrag> and they don't offset TOWARDS the eye
L1310[12:26:04] <tterrag> they offset TO the block FROM the eye
L1311[12:26:05] <tterrag> I worded wrong
L1312[12:26:11] <fry> where in my logic I used the concept of face? :P
L1313[12:26:50] <tterrag> double d0 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double)partialTicks;
L1314[12:26:54] <tterrag> that's what they are offsetting by
L1315[12:27:27] <tterrag> so it sets the origin of the matrix to the players' eye, then it renders the damage at the block
L1316[12:27:33] <tterrag> essentially the same thing my TESR is doing
L1317[12:28:55] <fry> hmm, so there's no tiny offset there
L1318[12:29:00] <fry> just a normal block one
L1319[12:30:23] <tterrag> exactly...what I've been saying
L1320[12:31:40] <fry> BreakingFour.func_178216_a
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L1323[12:32:18] <fry> hmm, or is it
L1324[12:32:33] <fry> ah, that generates the uvs, nevermind
L1325[12:34:57] <MattDahEpic> anyone have a sample code/tutorial for 1.8 world gen?
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L1328[12:36:45] <fry> Lumien: fixed, thanks for reporting :P
L1329[12:37:35] <Lumien> Great :) Thought it was my fault at first^^
L1330[12:38:04] <MattDahEpic> also for some reason my ores are not dropping items even when i tell them to
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L1333[12:39:36] <fry> tterrag: I want to say that there's no offset at all, and that there's no z-fighting for models because the quads match exactly, but I doubt that's what's happening
L1334[12:40:21] <fry> ah found it
L1335[12:40:31] <fry> tterrag: RenderGlobal.preRenderDamagedBlocks
L1336[12:40:37] <fry> GlStateManager.doPolygonOffset(-3.0F, -3.0F);
L1337[12:40:57] <tterrag> the heck does that mean
L1338[12:41:14] <fry> https://www.opengl.org/archives/resources/faq/technical/polygonoffset.htm
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L1340[12:42:36] <fry> try doing that, but with smaller values
L1341[12:42:41] <fry> (and no manual offset)
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L1343[12:43:44] <fry> I was suspecting polygon offset was used, but couldn't find where :P
L1344[12:43:53] <tterrag> fry: smaller values for what?
L1345[12:44:15] <fry> well, let's see
L1346[12:44:58] <fry> try halving the second argument
L1347[12:45:02] <fry> and keeping the first one the same
L1348[12:47:33] <tterrag> does nothing
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L1350[12:47:45] <tterrag> should I reset it to something after rendering?
L1351[12:48:17] <fry> yup, look at postRenderDamagedBlocks
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L1354[12:51:51] <tterrag> heh
L1355[12:51:53] <tterrag> enabling it would help
L1356[12:52:12] <tterrag> beautiful
L1357[12:52:15] <tterrag> works like a dream
L1358[12:52:17] <fry> \o/
L1359[12:52:48] <sham1> Fry the Render-guy
L1360[12:53:18] <tterrag> all that for https://github.com/creatubbles/ctb-mcmod/commit/664c3a8d3bfa7b8b6343228aae2d42d3fcc054ae
L1361[12:53:20] <tterrag> *sigh*
L1362[12:53:21] <tterrag> oh well, works now
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L1366[13:07:56] <Cypher121> !gm placeBlockAt
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L1368[13:23:19] <MattDahEpic> im not sure why my blocks wont drop items. code is at https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L43-L59
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L1372[13:32:54] <diesieben07> MattDahEpic, you should probably clone the ItemStack before spawning it
L1373[13:34:53] <MattDahEpic> you make a lot of sense diesieben07
L1374[13:35:49] * Cypher121 is too sleepy to recognize sarcasm, but still thinks it sounded like one.
L1375[13:36:55] <MattDahEpic> its not.
L1376[13:37:26] <Cypher121> ok
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L1379[13:50:22] <sham1> Anyone have anything interesting happening
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L1384[13:57:19] <MattDahEpic> im trying to make a world generator
L1385[13:57:35] <sham1> oh
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L1388[14:03:01] <sham1> I'm just looking through the HTTP/1.1 spec
L1389[14:03:23] <fry> I'm fixing obj issues :P
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L1395[14:07:32] <MattDahEpic> i have fixed a forge bug for blockstates but all thats resulted is argument about weather it should have been submitted in a branch https://github.com/MinecraftForge/MinecraftForge/pull/2155
L1396[14:08:00] <fry> wait for lex to look at it
L1397[14:08:42] <tterrag> Who cares about branches that doesn't affect the pr
L1398[14:08:57] <tterrag> Some people will just say anything to be Involved
L1399[14:09:01] <tterrag> or just to he petty
L1400[14:09:11] <fry> you can probably PR an branchless commit, to be honest :P
L1401[14:09:48] <tterrag> eh no, you have to have a head branch
L1402[14:10:25] <fry> yeah, looks like it
L1403[14:10:35] <fry> would be fun though :P
L1404[14:10:37] <MattDahEpic> does BlockHelper.forBlock() work with mod blocks?
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L1406[14:13:12] <MattDahEpic> !gm WorldGenerator.generate
L1407[14:13:30] <MattDahEpic> !gm WorldGeneratorMineable.generate
L1408[14:13:40] <MattDahEpic> !gm WorldGeneratorMinable.generate
L1409[14:13:51] <MattDahEpic> !gm WorldGenMinable.generate
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L1411[14:14:04] <MattDahEpic> that doesnt help
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L1415[14:25:28] <Lumien> ?
L1416[14:25:32] <Lumien> Look at the class
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L1419[14:28:39] <MattDahEpic> i did
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L1426[14:44:42] <minecreatr> for some reason gradlew keeps saying my access transformer is broken, I only have one line which is "public net.minecraft.world.WorldServer mobSpawner", is that valid?
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L1428[14:47:01] <minecreatr> hmm, using field_175742_R instead of mobSpawner seems to have fixed it
L1429[14:47:23] <tterrag> yes, you need to use srg names
L1430[14:47:31] <tterrag> AT is done pre-deobf
L1431[14:48:04] <minecreatr> ok, that makes sense
L1432[14:48:46] <tterrag> just use mcpbot
L1433[14:48:55] <tterrag> !!gm WorldServer.mobSpawner
L1434[14:48:56] <MCPBot_Reborn> No results found.
L1435[14:49:00] <tterrag> well, gf
L1436[14:49:04] <tterrag> but it gives you the AT line
L1437[14:49:08] <sham1> Was just about to say
L1438[14:49:13] <sham1> It is not a method
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L1450[15:32:59] <MattDahEpic> does the logic for my world generator seem good? https://paste.ee/p/0A0Ne
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L1452[15:36:09] <barteks2x> I don't see anything wrong with it. Maybe except that with larger vein sizes you may end up generating something in chunks that don't yet exist.
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L1454[15:39:41] <barteks2x> And rand.nextInt(5) will never actually return 5
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L1456[15:41:40] <MattDahEpic> world.isBlockLoaded(pos) checks for existance right?
L1457[15:42:16] <barteks2x> Right, I sisn't see it
L1458[15:42:29] <barteks2x> wait
L1459[15:42:31] <barteks2x> no
L1460[15:42:40] <barteks2x> you don't have it anywhere
L1461[15:42:46] <MattDahEpic> im puttign it in
L1462[15:44:48] <barteks2x> and rand.nextInt(veinSize) <= i actually sets lower limit to 2 blocks (max value returned by rand.nextInt(n) is n-1)
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L1464[15:47:36] <Ordinastie> MattDahEpic, and you don't prevent going back and forth
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L1468[15:49:14] <barteks2x> What would be wrong with that? Simply less blocks will be generated.
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L1471[15:53:18] <sinkillerj> So I have a fun one, If I attempt to save a file to the world folder I get "The save is being accessed from another location, aborting" and it does not go away. But if I change the dir to be outside the world folder I'm fine.
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L1473[15:54:40] <sinkillerj> My file itself writes fine, but its causing MC to not save chunks
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L1475[15:59:43] <MattDahEpic> current worldgen is at https://github.com/MattDahEpic/MobDropOres1.9/tree/master/src/main/java/com/mattdahepic/mobdropores/world
L1476[16:02:46] <barteks2x> the world.isBlockLoaded(pos) actually may be reduntant unless you are going to replace air. But I'm not 100% sure
L1477[16:03:55] <barteks2x> block.isReplaceableOreGen should return false if block is air. And it is air if the chunk doesn't exist.
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L1481[16:10:15] <MattDahEpic> my ore gen is crashing
L1482[16:11:18] <MattDahEpic> https://paste.ee/p/QSUwS
L1483[16:12:47] <Ordinastie> infinite recursion
L1484[16:13:06] <barteks2x> it looks like getBlockState generates chunks
L1485[16:13:26] <barteks2x> and you need to add 8 to x and z positions in MobOreWorldGen
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L1487[16:14:39] <MattDahEpic> ?
L1488[16:14:55] <barteks2x> when it tells you to populate chunk at [X,Z] it actually wants to populate 16x16 area in chunks from [X,Z] to [X+1,Z+1]
L1489[16:15:33] <barteks2x> And you need to do isBlockLoaded before checking if you can replace the block
L1490[16:16:40] <barteks2x> you have this: int x = chunk_X * 16 + rand.nextInt(16); replace it with int x = chunk_X * 16 + 8 + rand.nextInt(16); and the same for z
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L1492[16:18:14] <barteks2x> It's weird that there is nothing about this on wiki
L1493[16:20:40] <Ordinastie> barteks2x, because it's not
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L1495[16:21:19] <Pennyw95> Is it possible to have the code for metadata in a BasicBlock and then choose upon construction to use it or not to use it? 1.8
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L1498[16:21:42] <barteks2x> Vanilla does it this way. I didn't know forge changes that
L1499[16:21:42] <Ordinastie> Pennyw95, metadata ?
L1500[16:21:53] <Pennyw95> Iproperty
L1501[16:22:05] <Pennyw95> still anchored to 1.7.10...
L1502[16:22:31] <MattDahEpic> yay it works
L1503[16:22:33] <Ordinastie> there is nothing that forces the properties to be in the class
L1504[16:22:43] <Zaggy1024> only way I know of to do it without an AT is to set the property list outside the constructor for the block
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L1506[16:23:05] <MattDahEpic> next step is textures and wait for the forge fix
L1507[16:23:06] <Ordinastie> the only need you need is to make sure you won't try to access a property for a block instance you didn't register them to
L1508[16:23:11] <Zaggy1024> if you're on 1.8...which now I'm confused by what you said
L1509[16:23:26] <Pennyw95> I didn't explain myself well...wait
L1510[16:24:12] <Pennyw95> basically I want to add variants for my block, the new metadata in 1.8...I'd like to have the option in a BasicBlock class, from which I create blocks eithout tile entities
L1511[16:24:18] <Pennyw95> is this possible?
L1512[16:24:39] <Pennyw95> That's a class with normal stuff like unlocalized name and creative tab et cetera
L1513[16:24:40] <Zaggy1024> option?
L1514[16:25:28] <Ordinastie> like I said, your properties can be anywhere
L1515[16:25:38] <Pennyw95> If I put in that class all the properties code, like getsubblocks, damagedropped, createstate...all of it...will it force me to make all my blocks with variants?
L1516[16:25:47] <Ordinastie> what you need is createState()
L1517[16:26:05] <MattDahEpic> migth you look at this Pennyw95 https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block
L1518[16:26:15] <Ordinastie> and that when you do state.getValue() or state.withPropery() to use the right property for the current block instance
L1519[16:26:33] <Zaggy1024> Pennyw95, you have to define a list of values for a property, so if you use PropertyEnum you will have to have an enum
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L1521[16:26:57] <Zaggy1024> so in that sense, yes, if you use a variant property, you will have to have variants defined for blocks with only one variant
L1522[16:27:02] <Pennyw95> am I right if I say a PropertyInteger can be used in a PropertyEnum's place?
L1523[16:27:04] <Ordinastie> Pennyw95, maybe look at that : https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/block/MalisisBlock.java
L1524[16:27:08] <Zaggy1024> unless you make the property optional in some way
L1525[16:27:17] <Zaggy1024> yeah
L1526[16:27:23] <Zaggy1024> but propertyinteger is crap for variants
L1527[16:27:32] <Zaggy1024> remember you reference the value names in the blockstates jsons
L1528[16:27:38] <Zaggy1024> "1" isn't very descriptive
L1529[16:27:52] <Pennyw95> ok
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L1531[16:28:23] <hipsterpig> unascribed tterrag|away: rawr.
L1532[16:28:28] <Zaggy1024> I guess everyone has their way to do optional properties lol
L1533[16:28:29] <unascribed> wot
L1534[16:28:41] <unascribed> what did I do
L1535[16:28:41] <Zaggy1024> no rawr for me? :O
L1536[16:29:11] <barteks2x> Ordinastie: About the 8 blocks offset - it's needed if you don't use vanilla WorldGenMinable
L1537[16:30:03] <Pennyw95> that's alot of code compared to 1.7 :\
L1538[16:30:48] <Ordinastie> what code ?
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L1540[16:31:02] <Pennyw95> all of it lol
L1541[16:31:07] <Ordinastie> you mean mine ?
L1542[16:31:13] <MattDahEpic> which person's "all of it"
L1543[16:31:15] <Pennyw95> no
L1544[16:31:18] <MattDahEpic> yay
L1545[16:31:23] <Pennyw95> right now I'm following this: http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/blockstates-and-metadata/
L1546[16:31:34] <MattDahEpic> dang
L1547[16:31:57] <Pennyw95> is it bad?
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L1549[16:33:41] <fry> it still uses getItemModelMesher, so not perfect
L1550[16:33:41] <Zaggy1024> aw a defualt method can't override toString :(
L1551[16:33:52] <MattDahEpic> no mine is better
L1552[16:33:53] * Zaggy1024 hasn't explored Java 8 much yet
L1553[16:34:34] <Ordinastie> Zaggy1024, a default method can't override any class method
L1554[16:34:52] <Zaggy1024> Pennyw95, constructor for BlockState uses varargs, the new IProperty[] {} in that tutorial is unnecessary
L1555[16:35:10] <Zaggy1024> Yeah, ordin, kinda thought that would be the case, just hoped it wouldn't :P
L1556[16:35:37] <Pennyw95> ugh
L1557[16:35:49] <Zaggy1024> huh?
L1558[16:35:54] <Zaggy1024> what's wrong?
L1559[16:36:37] <Pennyw95> Nothing, it's just that I'm quite confused about this...it's the last thing I need to learn about 1.8
L1560[16:36:45] <Zaggy1024> ah
L1561[16:36:59] <Zaggy1024> sorry, just thought it might be slightly more convenient :P
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L1563[16:37:32] <Pennyw95> I'm all up for learning a better way, for now I just want to understand what's going on xD
L1564[16:37:42] <Ordinastie> the BlockStates are easy to get and use
L1565[16:37:49] <Ordinastie> the models... yeah not really
L1566[16:37:49] <Zaggy1024> okay, tell me what exactly you don't understand right now :)
L1567[16:38:11] <Zaggy1024> for models just use forge blockstates if it's a complicated model :P
L1568[16:38:17] <Ordinastie> that's why I made an alternative to them
L1569[16:38:17] <Pennyw95> is something like this what you meant? https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java
L1570[16:38:17] <Zaggy1024> unless you have to do a custom model
L1571[16:38:36] <Zaggy1024> penny, who?
L1572[16:39:40] <Pennyw95> wait...what I don't know is...So, instead of metadata, we declare a PropertyEnum/Int/bool named with our variable, right?
L1573[16:39:48] <MattDahEpic> yup
L1574[16:40:08] <Pennyw95> My goal is to make a multiblock with dummies, so no custom models are involved since only one block will have his TESR
L1575[16:40:12] <MattDahEpic> you use the metafromproperty and propertyfrommeta to turn it into numbers
L1576[16:40:44] <Zaggy1024> erm
L1577[16:40:50] <Zaggy1024> that's not what the methods are called :P
L1578[16:41:00] <MattDahEpic> blah blah blah
L1579[16:41:20] <Pennyw95> then I override things like setdefaultstate, getstate, getmeta, createstate, getsubblocks
L1580[16:41:22] <MattDahEpic> so maybe EnumMultiblock.CORNER or EnumMultiblock.SIDE or something
L1581[16:41:29] <Pennyw95> all of this, inside the block class
L1582[16:42:01] <Zaggy1024> you mean you call setDefaultState?
L1583[16:42:03] <Zaggy1024> you don't override it
L1584[16:42:12] <MattDahEpic> yup
L1585[16:42:22] <Zaggy1024> but yeah, that's the stuff
L1586[16:42:32] <Pennyw95> no...I just want to have different blocks..so that I can choose to have the master of skave TE..or maybe no TE all for some blocks
L1587[16:42:39] <Zaggy1024> as well as the methods to get dropped item and metadata
L1588[16:42:40] <Pennyw95> master or slave*
L1589[16:43:02] <Zaggy1024> if you want TEs on only some blocks, you can override hasTileEntity(IBlockState)
L1590[16:43:11] <MattDahEpic> ^
L1591[16:43:23] <Zaggy1024> and of course createTileentity
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L1594[16:43:57] <Pennyw95> I also had an idea...since BlockContainer is quite a small class, could I create a subclass of BasicBlock with it's preset functions and then copy BlockContainer's body in that one?
L1595[16:44:11] <Pennyw95> and use it instead
L1596[16:44:36] <Ordinastie> don't use BlockContainer
L1597[16:44:41] <Zaggy1024> ^
L1598[16:44:52] <Zaggy1024> it's pointless, those two methods I mentioned are the only things necessary IIRC
L1599[16:45:07] <Ordinastie> use use hasTileEntity(IBlockState state) and createTileEntity(World world, IBlockState state)
L1600[16:45:19] <Pennyw95> so I'll just implement the ITileEntityProvider and return null where I want a normal block?
L1601[16:45:52] <Zaggy1024> huh, I never noticed it's world and state
L1602[16:45:55] <Zaggy1024> what the frick is up with that
L1603[16:46:09] <Zaggy1024> don't override ITileEntityProvier
L1604[16:48:14] <Ordinastie> yeah, since stupid mojand didn't make their ITEP state sentitive, they're is not much point to use that :x
L1605[16:48:36] <Ordinastie> unless your block always returns a TE and in that case it's ok
L1606[16:48:48] <Zaggy1024> *implement
L1607[16:49:04] <Zaggy1024> accidentally got override and implement confused apparently :P
L1608[16:49:23] <Zaggy1024> well,, if you always return a TE there's still no point
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L1611[16:49:52] <Gil> TTFTCUTS, you don't happen to be online?
L1612[16:49:58] <Ordinastie> one less method to implement
L1613[16:50:00] <TTFTCUTS> yeeees
L1614[16:50:14] <Gil> I'm trying to register biomes with latest ATG
L1615[16:50:15] <Zaggy1024> true, but...I mean, why bother with implementing it though? :P
L1616[16:50:24] <Zaggy1024> it's two very simple Block methods to override
L1617[16:50:35] <TTFTCUTS> ok
L1618[16:50:40] <fry> it was required at some point
L1619[16:50:44] <Pennyw95> you're right
L1620[16:50:44] <Gil> gimme a sec
L1621[16:50:49] <Gil> I've got an issue
L1622[16:50:55] <Gil> let me look for the code in question
L1623[16:51:12] <Zaggy1024> sure, fry, but it's not now :P
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L1625[16:51:22] <Gil> TTFTCUTS, ATGBiomeList.groupDesert.height = 0.22;
L1626[16:51:34] <Gil> I try to do that in postInit and it says groupDesert is null
L1627[16:51:49] <Pennyw95> give I forget about TEs for now....so how about I make my BaseBlock class abstract and have the metadata ones subclass it? The reason is, I can't define specific Properties in the basic one, right?
L1628[16:52:13] <Gil> ATGBiomeList.groupMesa is equally null
L1629[16:52:32] <gigaherz> Pennyw95: the blockstate properties don't matter where they are defined
L1630[16:52:51] <Pennyw95> Oh, so I can define al of them inside the main class?
L1631[16:52:53] <Zaggy1024> I think properties can't be non-static in the block class, right?
L1632[16:53:03] <gigaherz> all that matters is the createBlockState method which does new BlockState(..., PROP1, PROP2, ...)
L1633[16:53:05] <Zaggy1024> because then they're not declared when createBlockState is called?
L1634[16:53:06] <TTFTCUTS> it's entirely possible that those aren't there any more... I can't remember if I handled that or not with the switchover to configs
L1635[16:53:12] <gigaherz> fi you wanted, you could even use other blocks' properties
L1636[16:53:15] <gigaherz> mc doesn't care.
L1637[16:53:26] <Pennyw95> oh ok
L1638[16:53:26] <TTFTCUTS> generator.cfg allows registering stuff in there
L1639[16:53:26] <Gil> hmm, is there another way to change defaults from code like that?
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L1641[16:53:37] <Gil> I'll look into it, thanks
L1642[16:53:43] <TTFTCUTS> it has everything in it
L1643[16:53:56] <Ordinastie> as a matter of fact, my direction properties are here : https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/block/IBlockDirectional.java#L46-L47
L1644[16:53:57] <TTFTCUTS> it's probably that groups are entirely defined in there these days >.>
L1645[16:54:04] <TTFTCUTS> and that I forgot to make them re-accessible from code
L1646[16:54:30] <TTFTCUTS> you can still register stuff with groups via code though
L1647[16:54:44] <Gil> yeah, that seems to work
L1648[16:54:51] <Gil> I just have a few biomes that I tweak by hand like that
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L1650[16:55:50] <fry> there's also vanillas BlockDirectional.FACING :P
L1651[16:56:07] <Zaggy1024> man I should use default methods for more of my stuff
L1652[16:56:16] <fry> (And something like BlockPistonBase.FACING :P)
L1653[16:56:21] <Zaggy1024> could really use it
L1654[16:56:46] <fry> Zaggy1024: beware that far from all users have java8 :P
L1655[16:58:19] <Zaggy1024> how far?
L1656[16:58:24] <Zaggy1024> where do I find the statistics?
L1657[16:58:52] <Gil> ttftcuts, if I add a custom group, can I also tweak minHeight, maxHeight etc in the config?
L1658[16:59:01] <fry> some 1-percent number for j6, and I think more j7 than j8
L1659[16:59:06] <Gil> ATGBiomes.addBiomeGroup(land, "Atlas", 1.6, 0.4, 0.3);
L1660[16:59:07] <Gil> RubedoBiomeManager.getGroupFromName("Atlas").minHeight = 0.5;
L1661[16:59:12] <Gil> that doesn't seem to work anymore either
L1662[16:59:13] <fry> not sure where to find the actual numbers :P
L1663[16:59:19] <Zaggy1024> yikes, more j7?
L1664[16:59:32] <Zaggy1024> how's that happen with the launcher?
L1665[16:59:36] <TTFTCUTS> Gil, yeah, everything is controllable from the config
L1666[16:59:44] <TTFTCUTS> there's a group section in there
L1667[16:59:54] <TTFTCUTS> heck, everything is *defined* there
L1668[16:59:59] <Gil> hehe
L1669[17:00:00] <fry> java8 forcing launcher isn't the default yet
L1670[17:00:13] <Gil> I just wish I could change the defaults somehow
L1671[17:00:16] <TTFTCUTS> the code stuff now just adds default values which get written to the config
L1672[17:00:25] <TTFTCUTS> yeah, sorry about that
L1673[17:00:26] <TTFTCUTS> :p
L1674[17:00:28] <Gil> yeah, I'd love to change those :p
L1675[17:00:33] <Gil> especially for my own biomes
L1676[17:00:55] <Zaggy1024> huh...mine seems to be on j8
L1677[17:00:58] <TTFTCUTS> well, you could with new groups, just not modifying ones already defined
L1678[17:01:04] <TTFTCUTS> I think?
L1679[17:01:09] <Gil> I can't do it with new groups it seems
L1680[17:01:23] <Gil> because stuff like maxHeight is not available for edit
L1681[17:01:33] <TTFTCUTS> aren't there methods for that?
L1682[17:01:36] <TTFTCUTS> I forget >.>
L1683[17:01:45] <Gil> eh, I'll have a thorough look
L1684[17:01:49] <Gil> I'm probably derping it up good
L1685[17:01:51] <Zaggy1024> holy crap, 84% of MC users are on linux?!
L1686[17:02:15] <MattDahEpic> source?
L1687[17:02:17] <TTFTCUTS> servers?
L1688[17:02:25] <Zaggy1024> http://mcstats.org/global/
L1689[17:02:44] <DrD> Thats servers
L1690[17:02:45] <Zaggy1024> wouldn't think there would be more servers than clients
L1691[17:03:00] <Zaggy1024> oh, only for servers on there?
L1692[17:03:07] <Gil> yeah, I call BS on that, no way there would be more clients on linux :p
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L1694[17:03:18] <Zaggy1024> where's it say that's servers/
L1695[17:03:27] <Gil> I expect more like 4% of clients to be linux
L1696[17:03:32] <MattDahEpic> the fact its a plugin website
L1697[17:03:39] <Pennyw95> What about this? I make an interface with the properties final variables, enum class in the same package?
L1698[17:03:45] <fry> yup, only servers that have that plugin
L1699[17:03:51] <Zaggy1024> oh
L1700[17:03:52] <Zaggy1024> grr
L1701[17:04:59] <Gil> yeaaaah, Linux has almost no penetration with regular users
L1702[17:05:14] <Gil> might make stuff a little bit easier if it were I guess
L1703[17:05:26] <fry> big penetration for mod devs though :P
L1704[17:05:44] <Gil> dunno, I don't use Linux
L1705[17:05:46] <MattDahEpic> i have a feeling that the majority of that site's stats are hypixels 1000+ miniservers wunning games
L1706[17:06:15] <Gil> I tried switching to Linux 4 times now, every time I had to crawl back to Windows because most distros are shitty
L1707[17:06:33] <Gil> I had a good stint where I used it at work for a few months
L1708[17:06:38] <Gil> just kept bugging out on me
L1709[17:07:46] <illyohs> I tried going back to windows but driver problems pushed me back to linux :p
L1710[17:08:04] <unascribed> I still don't know why hipsterpig pinged me ;_;
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L1713[17:10:11] <hipsterpig> cause you guys pinged me earlier
L1714[17:10:29] <unascribed> oh
L1715[17:10:38] <unascribed> undercover/10
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L1730[17:58:41] <Cypher121> unascribed: is that with rice or without?
L1731[17:58:55] <unascribed> without
L1732[17:58:59] <unascribed> with rice it's about a 14
L1733[18:06:57] <MattDahEpic> my blocks in my inventory have no texture and in the world have the same texture and im not sure how to fix it: https://github.com/MattDahEpic/MobDropOres1.9
L1734[18:07:47] <unascribed> you're not registering icons or setting your icon
L1735[18:07:48] <unascribed> wait
L1736[18:07:50] <unascribed> 1.8
L1737[18:07:57] <MattDahEpic> yup
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L1739[18:08:22] <unascribed> you don't seem to have a textures folder in resources
L1740[18:08:24] <unascribed> did you forget to commit it?
L1741[18:10:57] <Lex_> diesieben07, you there?
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L1743[18:14:28] <MattDahEpic> unascribed, its there, i dont have all the textures yet so im not gitting it
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L1750[18:34:29] <OrionOnline> Guys how did the priority system for events work again??
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L1754[18:37:08] <Lex_> Higher priorities run first
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L1756[18:37:42] <MattDahEpic> im sure you've seen it lex, but https://github.com/MinecraftForge/MinecraftForge/pull/2155
L1757[18:38:08] <Lex_> yes but i dont feel like looking into it and it seems that this isnt the proper fix
L1758[18:38:50] <Lex_> as we'd want to know the full state, including TEs the better way would be to move shit to before the block is changed if possible.
L1759[18:39:44] <tterrag|away> agreed but the current way is 100% broken
L1760[18:40:00] <tterrag|away> At least this will make it possible to use silk Harvest at all
L1761[18:40:50] <MattDahEpic> ^ i cant mine my blocks even without silktouch with the current state
L1762[18:41:15] <Lex_> umm what...
L1763[18:41:26] <MattDahEpic> they dont drop things
L1764[18:41:33] <Lex_> explain that because that seems like a MAJOR issue that would of been reported by miullions of users.
L1765[18:41:44] <tterrag|away> yeah, no
L1766[18:41:50] <tterrag|away> It only affect silk touch
L1767[18:42:07] <tterrag|away> This specific issue anyways
L1768[18:42:35] <MattDahEpic> if i mine with a silk touch pick, the blocks dont even drop regular drops
L1769[18:42:52] <MattDahEpic> they just get removed
L1770[18:42:58] <Lex_> ill take a look if i can get my fucking forge workspace to work
L1771[18:43:12] <tterrag|away> correct, because you rely on the state
L1772[18:43:16] <tterrag|away> No vanilla block does that
L1773[18:43:24] <tterrag|away> and even in mods it's rare
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L1781[19:00:14] <MattDahEpic> lex/tterrag, im not too good at recording, but: https://dl.dropboxusercontent.com/u/146233520/ShareX/2015/10/2015-10-29_17-57-23.mp4
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L1783[19:02:22] <Cypher121> try adding few breakpoints to see what is called and what isn't
L1784[19:03:04] <Cypher121> (although, I'm most likely 100th person to suggest that)
L1785[19:03:40] <Lex_> Matt: You're missing other cases
L1786[19:04:23] <MattDahEpic> such as?
L1787[19:04:44] <Lex_> Break event
L1788[19:04:46] <Lex_> Ice
L1789[19:04:56] <Lex_> The function is called from 3 places
L1790[19:05:02] <Lex_> all of which do world.getState
L1791[19:06:35] <MattDahEpic> ah, i was only looking at the one which affected my blocks, since the vanilla stuff seems to work fine
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L1794[19:20:38] <Lex_> An example of why prs tend to not get accepted --^
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L1796[19:31:54] <MattDahEpic> -_-
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L1823[20:39:10] <MattDahEpic> if my blocks wont maintain state when placed down from the inventory, is there something wrong with the item block?
L1824[20:42:22] <gigaherz> state?
L1825[20:42:32] <MattDahEpic> the state isnt kept
L1826[20:42:33] <gigaherz> I don't think ItemBlock "keeps" state by default?
L1827[20:42:55] <gigaherz> although
L1828[20:42:56] <gigaherz> hmm
L1829[20:43:10] <MattDahEpic> the items have a meta, but it isnt being changed to a state on place and just has a value of 0 for all placed blocks
L1830[20:43:19] <MattDahEpic> of any meta
L1831[20:43:41] <gigaherz> Block.onBlockPlaced
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L1833[20:43:48] <gigaherz> the second to last param
L1834[20:43:52] <gigaherz> is the meta
L1835[20:44:01] <gigaherz> by default
L1836[20:44:04] <gigaherz> Block implements it as
L1837[20:44:09] <gigaherz> return this.getStateFromMeta(meta);
L1838[20:44:25] <gigaherz> so if you did NOT override that
L1839[20:44:28] <gigaherz> it should be working
L1840[20:45:13] <MattDahEpic> i have a getStateFromMeta that returns this.getDefaultState().withProperty(MOB, ...);
L1841[20:45:43] <gigaherz> yes
L1842[20:45:54] <MattDahEpic> i dont know why it would be not working
L1843[20:46:27] <gigaherz> are you certain the ItemStack has the right meta/dmg value?
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L1845[20:47:53] <MattDahEpic> ther have values that work with the names and those are gotten from the block.getStateFromMeta() call (and my enum has a getName)
L1846[20:49:13] <gigaherz> what?
L1847[20:49:28] <MattDahEpic> code is https://github.com/MattDahEpic/MobDropOres1.9/tree/master/src/main/java/com/mattdahepic/mobdropores/block
L1848[20:50:11] <MattDahEpic> specifically https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/ItemBlockMobOre.java#L17
L1849[20:51:01] <gigaherz> wait what
L1850[20:51:15] <gigaherz> https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L74
L1851[20:51:32] <gigaherz> this line seems fishy
L1852[20:52:25] <MattDahEpic> why fishy?
L1853[20:52:33] <gigaherz> shouldn't it use
L1854[20:52:40] <gigaherz> MobUtils.metaFromMob(enum.values[i])
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L1856[20:53:13] <gigaherz> it may work
L1857[20:53:26] <gigaherz> it just doesn't match the rest of the code
L1858[20:54:30] <MattDahEpic> maybe for (EnumMob mob : EnumMob.values()) {
L1859[20:54:30] <MattDahEpic> list.add(new ItemStack(item,1,MobUtils.metaFromMob(mob)));
L1860[20:54:30] <MattDahEpic> } is better
L1861[20:54:31] <gigaherz> it assumes that the mobs enum starts at 0 and has all the successive numbers included
L1862[20:54:46] <gigaherz> it would be more readable, at the least
L1863[20:54:55] <gigaherz> match better what the other code does
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L1865[20:55:13] <gigaherz> that said, it probably fixes nothing.
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L1867[20:58:07] <MattDahEpic> the problem is https://dl.dropboxusercontent.com/u/146233520/ShareX/2015/10/2015-10-29_19-55-39.mp4
L1868[20:58:29] <MattDahEpic> any block placed is a zombie block even if item meta dictates otherwise
L1869[20:59:15] <unascribed> assuming it's similar to 1.7
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L1872[20:59:22] <unascribed> pass ItemBlockWithMetadata.class to registerBlock
L1873[21:00:05] <MattDahEpic> im doing that already: GameRegistry.registerBlock(MobDropOres.mob_ore,ItemBlockMobOre.class,BlockMobOre.NAME);
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L1875[21:00:52] <unascribed> https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/CommonProxy.java#L16
L1876[21:01:01] <unascribed> you shouldn't do this, as Minecraft manages your ItemBlock instance
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L1878[21:01:06] <unascribed> probably not the issue
L1879[21:01:07] <unascribed> but still
L1880[21:01:19] <unascribed> https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/ItemBlockMobOre.java
L1881[21:01:24] <unascribed> this needs to extend ItemBlockWithMetadata
L1882[21:02:14] <MattDahEpic> ItemBlockWithMetadata isnt a thing
L1883[21:02:47] <MattDahEpic> at least its not in net.minecraft.item
L1884[21:03:10] <unascribed> I guess it's not in 1.8
L1885[21:03:17] <unascribed> override getMetadata to return the int it's passed
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L1887[21:05:26] <gigaherz> uh
L1888[21:05:27] <MattDahEpic> no idea how but that fixed the placing. now inventory items have no texture
L1889[21:05:37] <unascribed> they never had a texture :L
L1890[21:05:44] <MattDahEpic> i know
L1891[21:05:53] <unascribed> getMetadata really should be called getMetadataForBlockPlacement
L1892[21:06:20] <gigaherz> oh I see
L1893[21:06:25] <MattDahEpic> is the inventory items fixable by ModelBakery.addVariant
L1894[21:06:26] <gigaherz> getMetadata in ItemBlock defaults to 0
L1895[21:06:53] <gigaherz> MattaBase: yes, but then you need to implement getUnlocalizedName that has an ItemStack in it
L1896[21:07:07] <unascribed> MattDahEpic* :P
L1897[21:07:11] <gigaherz> yep
L1898[21:07:26] <gigaherz> I tab-complete with 4 letters tops
L1899[21:07:28] <gigaherz> ;P
L1900[21:07:45] <gigaherz> 99% of the time it's enough
L1901[21:07:52] <unascribed> I use shell-style tab complete so if there's multiple solutions it tells me
L1902[21:07:54] <MattDahEpic> i have my tabcomplete set to lasest speaking first
L1903[21:08:09] <gigaherz> I don't think I can tweak that in mirc
L1904[21:08:10] <gigaherz> XD
L1905[21:08:18] <MattaBase> Not with the name Matt it is not :p
L1906[21:08:23] <unascribed> today on stupid mod ideas:
L1907[21:08:25] <unascribed> https://unascribed.com/i/f4617f2f.png
L1908[21:08:29] <unascribed> ironsights on an unmodelled gun
L1909[21:08:42] <MattDahEpic> lel
L1910[21:09:16] <MattaBase> I am used to accidental mentions
L1911[21:10:05] <MattDahEpic> is there another to make the inventory textures show up besides ModelBakery, for ruture refrence?
L1912[21:10:14] <MattDahEpic> scooby doo
L1913[21:10:25] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L96
L1914[21:10:51] <gigaherz> AND
L1915[21:10:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemWand.java#L68
L1916[21:11:21] <gigaherz> you need the latter on the item, and the former for each different valid subitem
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L1920[21:18:12] <MattDahEpic> gigaherz, doesnt work
L1921[21:18:35] <gigaherz> no idea then
L1922[21:18:48] <gigaherz> I'd haveto read code, and I'm way too tired for that ;p
L1923[21:18:57] <MattDahEpic> do you have to have an inventory model defined in the jsons?
L1924[21:19:13] <MattDahEpic> Model definition for location mobdropores:mob_ore#inventory not found
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L1926[21:20:00] <gigaherz> does the json file exist?
L1927[21:20:00] <gigaherz> XD
L1928[21:21:06] <MattDahEpic> if it did itd error out
L1929[21:23:53] <MattDahEpic> java.lang.RuntimeException: Encountered an exception when loading model definition of 'mobdropores:mob_ore#inventory' from: 'mobdropores:blockstates/mob_ore.json' in resourcepack: 'FMLFileResourcePack:Mob Drop Ores'
L1930[21:24:08] <MattDahEpic> im not sure what model to put there
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L1932[21:25:23] <gigaherz> uh?
L1933[21:25:50] <MattDahEpic> if i add an inventory variant that happens
L1934[21:26:03] <gigaherz> is the blockstates json correct?
L1935[21:26:08] <gigaherz> does it reference a model json?
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L1938[21:26:59] <MattDahEpic> i dont have a model jso nfor "inventory" because i dont know what to put there
L1939[21:28:33] <gigaherz> use the same one
L1940[21:28:55] <gigaherz> hmmm actually
L1941[21:29:00] <gigaherz> just put any random one
L1942[21:29:06] <gigaherz> and see if it works
L1943[21:29:15] <gigaherz> it may not depend on meta, though, but it's a first step
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L1945[21:31:39] <gigaherz> thing is, I have no idea how mc handles block models for inventory
L1946[21:32:34] <MattDahEpic> random one deosnt work, still mistex
L1947[21:33:25] <gigaherz> what exactly does it complain about now?
L1948[21:33:39] <gigaherz> "Encountered an exception" is not enough, WHICH exception?
L1949[21:34:29] <MattDahEpic> it just doesnt have a model for the blocks
L1950[21:34:36] <MattDahEpic> mistex = missing texture
L1951[21:34:40] <MattDahEpic> no error
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L1953[21:36:35] <gigaherz> uh
L1954[21:36:37] <gigaherz> in the logs?
L1955[21:36:42] <gigaherz> do you not have ANY error message?
L1956[21:36:50] <gigaherz> not even the exception message above?
L1957[21:37:08] <gigaherz> forge/mc usually complains
L1958[21:37:15] <gigaherz> and the message is generally a good clue ;P
L1959[21:41:46] <MattDahEpic> no errors whatsoever, heres the whole boot log: https://paste.ee/p/38yR7
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L1961[21:42:54] <MattDahEpic> this is with a random texture set as the inventory state
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L1963[22:01:30] <shadekiller666> so fry wants to render stuff with DirectX now?
L1964[22:01:52] <DrD> wait what
L1965[22:02:19] <shadekiller666> latest commit, he mentioned something about switching between OpenGL and DirectX
L1966[22:03:18] <gigaherz> o_O
L1967[22:03:50] <gigaherz> not that I'd mind, dx is harder to get started to, but once you haveit, it's harder to make it run slowly
L1968[22:03:55] <gigaherz> but that sounds weird
L1969[22:03:56] <gigaherz> XD
L1970[22:04:09] <gigaherz> that said
L1971[22:04:19] <gigaherz> I wouldn't mind Minecraft to be compliant with OpenGL ES 2.0/3.0
L1972[22:04:36] <shadekiller666> oh god
L1973[22:04:42] <gigaherz> then we coulduse ANGLE to translate GLES into DirectX
L1974[22:04:45] <gigaherz> and work around buggy drivers
L1975[22:04:47] <shadekiller666> 3.0 is like 20x more complicated than 1.2
L1976[22:04:52] <gigaherz> BUT
L1977[22:04:59] <gigaherz> GLES *requires* shaders
L1978[22:05:02] <gigaherz> has no fixed-function pipeline
L1979[22:05:08] <shadekiller666> damn it fry
L1980[22:05:16] <gigaherz> so MC would need some ovehauling before that happens
L1981[22:05:22] <DrD> RIP forge on linux
L1982[22:05:40] <shadekiller666> quads should not have their face normals calculated as if they're triangles...
L1983[22:05:50] <gigaherz> shadekiller666: why not?
L1984[22:05:57] <gigaherz> the only way that doesn't work, is if the quad is NOT planar
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L1987[22:06:04] <gigaherz> and non-planar quads should NEVER be used
L1988[22:06:05] <shadekiller666> because quads can be non-coplanar
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L1990[22:06:16] <gigaherz> non-planar quads are intrinsically broken
L1991[22:06:20] <gigaherz> they just don't work
L1992[22:06:30] <gigaherz> the gpu will split them in two triangles, and you have no way to know in which direction
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L1994[22:06:57] <gigaherz> if you see a non-planar quad, slap the model creator, hard.
L1995[22:07:13] <gigaherz> meanwhile, assume they are.
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L1997[22:08:07] <yurikoster1> hello all
L1998[22:08:13] <gigaherz> o/
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L2000[22:13:11] <yurikoster1> is there a way to get the temperature of a fluid from the FluidRegistry?
L2001[22:14:39] <gigaherz> I'm not sure that there's such a thing
L2002[22:16:29] <yurikoster1> i know that i can set it when i register a new fluid using .setTemperature(temp) . but i want to get the temperature of fluid from other mods.
L2003[22:16:47] <gigaherz> oh wait there is Fluid.temperature
L2004[22:16:49] <gigaherz> hmmm
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L2006[22:18:20] <gigaherz> yurikoster1: FluidRegistry.getFluid(name).temperature
L2007[22:18:31] <gigaherz> .getTemperature() *
L2008[22:18:51] <yurikoster1> ok tnks :)
L2009[22:18:52] <gigaherz> you just haveto figure out the name.
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L2012[22:33:05] <Zaggy1024> what's everyone's thoughts on using Java 8 in mods?
L2013[22:33:12] <Zaggy1024> I'm still trying to figure out what I should do :|
L2014[22:34:42] <Lex_> Dont do it
L2015[22:34:51] <Zaggy1024> hm
L2016[22:35:17] <Zaggy1024> is there something I can read about the reasoning behind it? I don't want to waste your time having you explain it :P
L2017[22:36:53] <Zaggy1024> just usage stats/
L2018[22:36:54] <Zaggy1024> *?
L2019[22:37:01] <Lymia> Minecraft, last I checked, is still Java 6 minimum, and Forge devs aren't willing to break full compatibility.
L2020[22:37:47] <Lymia> Even though Java 7 is EOL. :/
L2021[22:38:07] <Zaggy1024> well...this isn't about Forge, I'm not making a PR with Java 8 :P
L2022[22:38:23] <unascribed> if you really want to use lambdas and such you can use Retrolambda
L2023[22:38:31] <Zaggy1024> but I suppose if Forge has a min of 6 then it's best to allow use of that for users
L2024[22:38:33] <unascribed> which converts lambdas, default methods, etc into Java 5-compatible bytecode
L2025[22:38:48] <Zaggy1024> ah, I didn't realize it did default methods
L2026[22:38:54] <MattDahEpic> i say dev in 8 but compile for 7
L2027[22:39:09] <Zaggy1024> have you done that yet, matt?
L2028[22:39:30] <MattDahEpic> the only 8 things i use are lambda so retrolambda
L2029[22:39:45] <Zaggy1024> I'll have to look into it
L2030[22:40:58] <Lymia> You could probably also use Scala. Though 2.12.x is going to be Java 8 only, so, I think Forge's gonna be falling behind on Scala versions pretty soon.
L2031[22:41:14] <Lymia> Retrolambda sounds like a huge hack. :/
L2032[22:41:27] <Lymia> Is there a Java compiler somewhere that accepts lambdas/etc and directly outputs Java 6 bytecode?
L2033[22:42:40] <MattDahEpic> retrolambda does exactly that
L2034[22:42:44] <MattDahEpic> but forlambdas
L2035[22:43:22] <Lymia> Retrolambda sounds like it reads and rewrites bytecode.
L2036[22:43:35] <Lymia> Which sounds like a terrible idea for high level features like lambdas.
L2037[22:43:37] <MattDahEpic> it does
L2038[22:43:48] <Lex_> Target 6
L2039[22:43:58] <Lex_> dev in whatever the fuck you want, as long as you target 6
L2040[22:44:04] <Lex_> Mojang dictates 6, use 6
L2041[22:44:06] <Lex_> Simple as that.
L2042[22:44:50] <Lex_> And retrolambda is fine, its simple a function wrapped in a jump.
L2043[22:45:22] <MattDahEpic> if im targeting 6 i need retromulticatch
L2044[22:45:25] <Zaggy1024> oh, I thought Mojang was putting people running the launcher on 8
L2045[22:45:30] <Zaggy1024> ah well
L2046[22:45:32] <MattDahEpic> lel
L2047[22:45:41] <MattDahEpic> Zaggy1024, only on windows
L2048[22:45:51] <MattDahEpic> not mac/linuix yet
L2049[22:45:56] <Lymia> Do Linux distributions even still distribute 6 anymore?
L2050[22:46:05] <Lex_> This isnt a argument
L2051[22:46:07] <MattDahEpic> you can apt-get it
L2052[22:46:12] <Lex_> Minecraft is compiled for J6
L2053[22:46:25] <Lex_> Thats it, launchers dont matter, os's dont matter.
L2054[22:46:36] <Lex_> MC's bytecode matters simple as that.
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L2068[23:05:33] <unascribed> Retrolambda backports multicatch too
L2069[23:06:22] <unascribed> and yeah, mojang says 6 so use 6
L2070[23:06:42] <unascribed> especially since we have all these nice tools and backport libraries to allow you to do everything you like in 7/8 in 6 :P
L2071[23:14:52] <killjoy> So how many people are still using mac osx 10.5?
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L2073[23:15:15] <MattDahEpic> my jenkins build slave does
L2074[23:15:24] <killjoy> Why?
L2075[23:15:43] <MattDahEpic> because its a shitty old thing that literally cant get a newer version
L2076[23:15:56] <MattDahEpic> app store says it cant support it
L2077[23:16:02] <MattDahEpic> doesnt let me upgrade
L2078[23:16:11] <killjoy> Anything keeping you on mac? (assuming you can install something else)
L2079[23:16:51] <MattDahEpic> i use windows for my regular computer, that one is on my server rack just so i can compile my unity games for mac/iOS
L2080[23:16:53] <killjoy> Don't you need 10.6 to update to later versions?
L2081[23:19:33] <MattDahEpic> 10.6 upgrade disk says i cant upgrade
L2082[23:19:44] <killjoy> old 2007?
L2083[23:20:07] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L2084[23:20:09] <killjoy> I'm asking too much into this
L2085[23:20:16] <killjoy> Doesn't matter
L2086[23:20:26] <MattDahEpic> original macbook in black mid 2006
L2087[23:20:40] <MattDahEpic> it is sooo old
L2088[23:27:37] <MattDahEpic> night all
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L2092[23:37:55] <gigaherz> the downside of an os made FOR brand hardware: it's against Apple's interests to keep supporting older hardware
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L2094[23:38:12] <gigaherz> and the hardware being old gives them the perfect excuse
L2095[23:38:46] <gigaherz> meanwhile, Win10 pretty much runs on anything from 2000 onward, so far as the gpu itself is new enough to do dx9? or something like that
L2096[23:39:14] <gigaherz> (xcept for specific missing hardware drivers)
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