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L1[00:00:33] <ZaggyMobile2> I can't remember if I ever actually tested if preInit vs init matters item models, but I think it does
L2[00:00:39] <ZaggyMobile2> Ah
L3[00:00:45] <ZaggyMobile2> There's my answer
L4[00:01:15] <MattDahEpic> ima make a documentation page right now
L5[00:02:50] <ZaggyMobile2> Nice
L6[00:04:35] <MattDahEpic> preinit pre texture loading, init is post but before reload correct?
L7[00:05:11] <ZaggyMobile2> Not sure
L8[00:05:22] <ZaggyMobile2> Having looked into that in a while
L9[00:05:38] <ZaggyMobile2> (Because i haven't needed to, thankfully)
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L11[00:09:47] <ZaggyMobile2> Maybe fry should make it warn you when registering item models to late
L12[00:11:29] <MattDahEpic> fryes pls
L13[00:14:02] <MattDahEpic> how do you do unordered lists in markup?
L14[00:14:23] <TehNut> * Thing
L15[00:15:21] <MattDahEpic> hmmm then the idea plugin doesnt support that
L16[00:15:57] <TehNut> Yeah Idea's plugin is bad
L17[00:16:20] <MattDahEpic> im putting down that common preinit actions are block/item gameregistry reg, oredict,textures and recipes
L18[00:16:35] <MattDahEpic> init: register worldgenerators and dimensions
L19[00:16:52] <MattDahEpic> and postinit: imc and overwriting other peoples stuff
L20[00:17:02] <TehNut> Use this one https://plugins.jetbrains.com/plugin/7896?pr=idea
L21[00:18:31] <TehNut> Oh, what was the solution to your problem?
L22[00:19:00] <MattDahEpic> stupid problem thats why im making a docs page. registered textures in init instead of preinit
L23[00:19:21] <TehNut> Oh, so then I have a different problem
L24[00:19:22] <TehNut> *sigh*
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L27[00:39:52] <MattDahEpic> tomorrow when all the smart people are back ima have to ask when preinit, init and postinit occur in terms of like texture loads and mod loads
L28[00:40:00] <MattDahEpic> night all
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L46[01:48:52] <Zaggy1024> TehNut, you need help with models?
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L48[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151103 mappings to Forge Maven.
L49[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151103-1.8.zip (mappings = "snapshot_20151103" in build.gradle).
L50[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L112[05:02:06] <Wuppy> morning
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L114[05:02:26] <fry> o/
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L116[05:15:29] <Wuppy> oh noes.... there are free tickets to a festival I paid like 40 euros for :c
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L120[05:27:02] <sham1> \o
L121[05:31:15] <sham1> silence goes across the land
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L126[05:55:33] <xaero> all quiet on the western front
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L130[06:08:18] <sham1> Yes
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L142[06:30:08] <Poppy> I'm trying to stick List[classWhichExtendsItem] into List[Item], I know I can do List[classWhichExtendsItem.asInstanceOf[Item]], but can I do it on the other side somehow instead?
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L146[06:47:48] <sham1> I feel awesome
L147[06:52:57] <tterrag> Poppy: upcasts are implicit
L148[06:53:10] <tterrag> Item is wider than ItemSubclass
L149[06:53:25] <tterrag> you coulud even cast List<ItemSubclass> to List<Item>
L150[06:54:25] <fry> java generics are invariant, so List<Item> and List<ItemSubclass> are completely separate types
L151[06:54:55] <Poppy> you're right. I'm a liar, what I'm actually doing is trying to stick List[(subclass,Int)] into List[(superclass, Int)]
L152[06:55:06] <Poppy> that's when it started to complain
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L154[06:55:21] <fry> create List[(superclass, Int)] directly
L155[06:55:23] <McJty> tterrag, you can't
L156[06:55:42] <fry> or use a scala list before going into java land
L157[06:55:51] <McJty> tterrag, List<Item> books = (List<Item>) new ArrayList<ItemBook>();
L158[06:55:51] <McJty> gives an error
L159[06:56:06] <sham1> ItemStack does not cast to item nor does item cast to itemstack
L160[06:56:13] <Poppy> it's a scala list
L161[06:56:21] <McJty> ah scala
L162[06:56:25] <sham1> As neither is polymorpically related to other
L163[06:57:06] <sham1> Therefor: list [item] => list [itemstack] does not work
L164[06:57:10] <kwantakosta> Hi guys first time trying to mod here hoping to get some info or locations to get morge info, atm already created a block witch i can interact with but now i created method checking ig there is a chest next to the block. found that but now trying to figure out how to interact with that chest
L165[06:57:31] <fry> yup, Item and ItemStack are completely separate
L166[06:57:38] <sham1> IInventory for inventory interaction
L167[06:58:03] <kwantakosta> ok thx i'll give it a look
L168[06:58:39] <sham1> As chest's tile entity implements IInventory so you can cast it to that and interract
L169[06:58:52] <sham1> (Assuming you check if it is a chest)
L170[06:59:02] <sham1> Which I presume you d8
L171[06:59:30] <kwantakosta> yeah i'm cheking if it's a chest , probably not the most propper way but yeah learning all from bottom up :)
L172[06:59:49] <kwantakosta> worldIn.getBlockState(blockPose).getBlock().getUnlocalizedName().equals("tile.chest")
L173[06:59:57] <sham1> Do you check the tile entity?
L174[07:00:28] <Poppy> fry, what do you mean create directly. let me explain, my MyBlock class has a var drops: List[(Item, Chance)], in my block registry object I'm doing val myBlock = new MyBlock(Material.rock){drops = List((MyItemRegistry.myItem1, 50), (MyItemRegistry.myItem2, 20)}
L175[07:00:56] <sham1> Do this: worldin.getTileEntity (blockpos) instanceof IInventory
L176[07:01:02] <sham1> There
L177[07:01:08] <sham1> More generalized
L178[07:01:15] <kwantakosta> ok thx sham1
L179[07:01:18] <sham1> For all inventories
L180[07:01:26] <Poppy> *my MyBlock class has a var drops: List[(Item, Chance)] = List()
L181[07:02:00] <fry> what's the erroring part?
L182[07:02:03] <tterrag> McJty: maybe not explicitly
L183[07:02:06] <Poppy> I'm actually initialising it as an empty list, had issues trying to make the class abstract, probably cause I'm an idiot :D
L184[07:02:11] <tterrag> but a List<ItemSubclass> will pass to a method that requires List<item>
L185[07:02:27] <fry> tterrag: not true
L186[07:02:51] <tterrag> no I'm thinking backwards
L187[07:02:53] <fry> List<ItemSubclass> will pass to a method that requires List<? extends Item>
L188[07:03:03] <fry> but nobody writes methods like that :P
L189[07:03:28] <sham1> Don't say that, now someone will write like that to prove you wrong
L190[07:03:29] <tterrag> it's too early to be talking code
L191[07:03:42] <fry> 4pm? :P
L192[07:03:53] <fry> sham1: win-win for me :P
L193[07:03:59] <sham1> :p
L194[07:04:11] <tterrag> 8am here
L195[07:04:14] <sham1> 3 pm :D
L196[07:04:56] <fry> solar system is very inefficient for communicatins across the earth - everybody is sleeping all the time :P
L197[07:05:40] <sham1> Ye
L198[07:05:59] <sham1> I'd use universal greeting time but neh
L199[07:06:12] <Poppy> the erroring part is val myBlock = new MyBlock(Material.rock){drops = List((MyItemRegistry.myItem1, 50), (MyItemRegistry.myItem2, 20)}
L200[07:06:13] <Poppy> ^ Expecting List[(Item, Int)] getting List[(ItemSubClass, Int)]
L201[07:06:19] <Poppy> or at least I was
L202[07:06:26] <Poppy> up until a second ago
L203[07:06:41] <tterrag> upcasts *are* implicit, but not when talking about generic types
L204[07:06:44] <tterrag> that's my mistake
L205[07:06:56] <tterrag> because a List<ItemSubclass> cannot contain OtherItemSubclass
L206[07:07:12] <tterrag> so you cannot cast it up to a List<Item>
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L208[07:08:44] <gigaherz> because java doesn't really know what the real class is meant to be
L209[07:09:09] <Poppy> it's no longer throwing a hissy fit, no idea why
L210[07:09:31] <Poppy> I just deleted the .asInstanceOf[Item] to get the error again
L211[07:09:37] <Poppy> but it's working fine now
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L213[07:09:41] <Poppy> whaat
L214[07:10:27] <sham1> This is some weird shit we are dealing with here
L215[07:22:51] <kwantakosta> another small question i'm able to let the player drop an item but how can i make the block drop the item instead
L216[07:25:18] <kwantakosta> the block needts to interact with the chest (take item out) witch is working i get back the item stack and for now i could use the player to drop it but it would be logical if either the block drops it or puts it into the player inventory
L217[07:27:35] <kwantakosta> think i found it
L218[07:32:16] <Poppy> in for (i <- i to j), can I change j during the cycle?
L219[07:32:43] <Poppy> or more specifically, will changing the field have any bearing on the how the cycle runs?
L220[07:36:07] <kwantakosta> if this is the way to add items to the inventory of the player (playerIn.inventory.addItemStackToInventory(itemStack);) how do i update the inventory because it adds it but i have to open my inventory manualy or open a chest before it shows in the player inventory
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L223[07:38:56] <sham1> Well poppy, i to j creates a Range object, that is just a collection of numbers [i,i+1,i+2...j-2,j-1,j]
L224[07:39:01] <sham1> So
L225[07:39:05] <Poppy> no
L226[07:39:10] <sham1> Umn, yes it does
L227[07:39:36] <sham1> I do not remember if to had it be that the end-point was inclusive
L228[07:39:51] <Poppy> to is inclusive, until is exclusive
L229[07:40:27] <sham1> My point still stands
L230[07:40:44] <Poppy> only if the range object... wait a second of course it does
L231[07:40:47] <Poppy> okay
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L234[07:43:57] <Ordinastie> does anyone have issues when opening a SP world with missing mapping in 1.8 ?
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L242[08:13:12] <RobotSquid> guys what is the parameters for doRender(Entity, double, double, double, float, float) in RendererLivingEntity? I figured the first is the entity to be rendered and then x, y, z positions of something
L243[08:14:48] <Ivorius> First float should be partial ticks
L244[08:15:25] <Ivorius> x, y, z are of the entity in relation to the player - i.e. where you should draw
L245[08:15:33] <tterrag> last float is size likely
L246[08:15:40] <RobotSquid> thanks
L247[08:15:48] <RobotSquid> that makes sense
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L249[08:16:27] <RobotSquid> so if i have an entity, how would i get the xyz to player? also the partial ticks?
L250[08:16:40] <RobotSquid> entity xyz - player xyz?
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L252[08:17:48] <Ivorius> wat
L253[08:17:51] <Ivorius> No, just use the params
L254[08:17:56] <Ivorius> translate(x, y, z)
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L256[08:18:01] <Ivorius> model.draw()
L257[08:18:14] <Ivorius> And push/pop matrix ofc
L258[08:18:32] <RobotSquid> wuuuuuuttt?? nonono i need to call the doRender method, and only have an entity
L259[08:18:51] <RobotSquid> from outside the renderer
L260[08:18:59] <RobotSquid> (clientside mod)
L261[08:19:21] <Ivorius> Then you're fucked
L262[08:19:27] <RobotSquid> why?
L263[08:19:33] <Ivorius> You can't get partial ticks unless they're passed to you
L264[08:19:40] <tterrag> well you can
L265[08:19:43] <Ivorius> x, y, z are where you want it to draw
L266[08:19:43] <tterrag> just gotta be sneaky
L267[08:19:47] <Ivorius> No, you can't
L268[08:19:52] <tterrag> yes, you can :P
L269[08:19:55] <Ivorius> Blah blah
L270[08:19:59] <Ivorius> Hacks don't count
L271[08:20:05] * McJty watches this very interesting yes/no battle :-)
L272[08:20:05] <Ivorius> Don't teach bad code
L273[08:20:07] <RobotSquid> reflection?
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L275[08:20:15] <tterrag> I mean
L276[08:20:18] <tterrag> just reflect the timer
L277[08:20:21] <tterrag> it's not that big of a hack
L278[08:20:25] <tterrag> this is minecraft we're talking about
L279[08:20:31] <Ivorius> It defeats the purpose of a render environment
L280[08:20:39] <Ivorius> If he has just the entity
L281[08:20:42] <Ivorius> His context is bad already
L282[08:20:53] <Ivorius> But a symptom of his larger problem
L283[08:21:30] <RobotSquid> technically i dont care much about actual graphics, so i dont need the interval between the ticks, im only rendering it once to use the renderer to update the model, then grabbing the model eith reflection
L284[08:21:37] <tterrag> I only ever reflect the timer in my GUI
L285[08:21:54] <tterrag> because they don't pass the partial ticks to drawGuiContainerForegroundLayer
L286[08:21:56] <tterrag> even though it's there
L287[08:22:20] <RobotSquid> if theres a better way let me know
L288[08:22:32] <Ivorius> That sounds like a bad idea
L289[08:22:51] <RobotSquid> i need the model of the entity updated with current rotations etc.
L290[08:23:03] <Ivorius> You doing ragdoll physics or what
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L293[08:23:47] * RobotSquid is a noob trying to make a modcompatible version of MobDismemberment
L294[08:23:56] <Ivorius> Ah
L295[08:23:57] <Ivorius> So yes
L296[08:24:26] <Ivorius> I highly discourage mixing rendering and physics, especially in 1.8+
L297[08:24:40] <RobotSquid> why?
L298[08:24:42] <Ivorius> Rarely is the actual model 100% reflective of the represented object
L299[08:25:18] <Ivorius> Normally your physics ragdoll is a separate object that's a lot simpler than the actual rendered entity
L300[08:25:43] <RobotSquid> well where could i get that except the renderer?
L301[08:25:57] <Ivorius> Since none is provided, you'd have to build it up yourself :P
L302[08:26:02] <Ivorius> Eh, I guess that would be a bit much
L303[08:26:22] <Ivorius> Well, then you're in hax environments, congratulations :P
L304[08:26:57] <Ivorius> Then my tip for you would be
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L306[08:27:25] <Ivorius> 1) on entity dismemberment, cache the parts separated
L307[08:27:36] <Ivorius> 2) hook into rendering (e.g. RenderWorldLast)
L308[08:27:49] <RobotSquid> i thought i would run doRender, grab the model with reflection, split it into modelrenderers and then create a seperate entity for each one
L309[08:27:51] <Ivorius> 3) build up a completely new render context, render entity at 0, 0, 0 given the partial ticks
L310[08:28:02] <Ivorius> 4) spawn entities after render cycle
L311[08:28:25] <Ivorius> Oh, and restore render context after 3)
L312[08:28:29] <RobotSquid> i didnt understand most of what you said, but will try :P
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L314[08:28:53] <Ivorius> You might be able to 'just' render your entity once in logic without repercussions
L315[08:29:06] <Ivorius> But technically you should never touch OGL in the logic cycle
L316[08:29:15] <Ivorius> Weird bugs are the least you'll get
L317[08:29:50] <RobotSquid> 1) i need the model for the parts
L318[08:29:53] <RobotSquid> 2) wuuut
L319[08:29:58] <RobotSquid> 3) wuuut
L320[08:30:17] <RobotSquid> 4) i think i know what you mean
L321[08:30:41] <Ivorius> A simpler way to put it
L322[08:30:47] <Ivorius> 1) Make sure you're in a render context
L323[08:31:07] <Ivorius> 2) Render entity, but not in the normal world, but on a blank context
L324[08:31:11] <Ivorius> 3) Make sure you're in a logic context
L325[08:31:18] <Ivorius> 4) Spawn dismembered parts
L326[08:31:33] <Ivorius> But it's not all that simple to be that safe, and I can't really guide you beyond this :P
L327[08:31:34] <Ivorius> Good luck :P
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L330[08:32:52] <RobotSquid> thanks, will try to try
L331[08:35:31] <Poppy> sham1: the range is actually imutable
L332[08:35:42] <sham1> Well makes sense
L333[08:36:32] <Poppy> but it should generate a new one each loop
L334[08:37:08] <Poppy> no, wait, it does a forEach on the range
L335[08:38:27] <Poppy> that should mean it can't change during looping
L336[08:40:05] <Poppy> hmpf, this should actually look better in recursion anyway
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L338[08:54:18] <sham1> yay for recursion
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L358[09:35:57] <Poppy> if I want only certain of my subblocks to appear in the creative menu, I'm supposed to do it in getSubBlocks, right?
L359[09:36:57] <sham1> Indeed
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L363[09:40:40] <Unh0ly_Tigg> So, I decided to enable dsr on my graphics card, and the splash screen is so tiny, when the game thinks my screen is 2K instead of 1080p
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L366[09:41:43] <Unh0ly_Tigg> and the large gui scale is smaller than normal is on 1080p...
L367[09:43:49] <diesieben07> just watched a video on DSR
L368[09:43:54] <diesieben07> that looks stupid as fuck.
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L370[09:44:36] <fry> it's basically MSAA without the app support
L371[09:45:26] <diesieben07> and it sounds like it would take much more beefy hardware...
L372[09:45:50] <Poppy> I'd take much more beefy hardware
L373[09:45:53] <Unh0ly_Tigg> yeah, minecraft seems to freak out, I can't seem to get a world to actually load to the point where it's playable (modded)
L374[09:46:12] <Unh0ly_Tigg> I have an i5, 16GB of ram, and a gtx 750 ti.
L375[09:48:02] <Poppy> i5, 332 gigs, gtx 550 ti :D
L376[09:48:08] <Poppy> *32gigs
L377[09:48:41] <Poppy> ain't an i5 like an i5 though
L378[09:49:27] <diesieben07> that is very true
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L380[09:50:19] <Unh0ly_Tigg> granted, my i5 is a 4430, which is a low end 4th gen i5
L381[09:50:51] <Unh0ly_Tigg> does anyone know why the game thinks my mouse is defaulting to moving slowly down and to the right?
L382[09:51:10] <Unh0ly_Tigg> while in world*
L383[09:51:19] <Unh0ly_Tigg> when I'm in a menu, it's fine.
L384[09:53:37] <Unh0ly_Tigg> also, noclip seems to be enabled, and I can't change gamemode out of creative...
L385[09:53:54] <kwantakosta> any idea why i don't see anything in my inventory ?
L386[09:53:59] <kwantakosta> ItemStack fullItemStack = new ItemStack(new BlockSand(), 64);
L387[09:54:00] <kwantakosta> playerIn.inventory.addItemStackToInventory(fullItemStack);
L388[09:54:32] <Unh0ly_Tigg> kwantakosta, are you doing it on the logical server, or the logical client?
L389[09:55:08] <kwantakosta> good question on't know
L390[09:55:26] <kwantakosta> what schould give me the clue to see that ?
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L392[09:56:02] <kwantakosta> public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) {
L393[09:56:02] <kwantakosta>
L394[09:56:07] <kwantakosta> using this method from BLOCK
L395[09:56:41] <Unh0ly_Tigg> worldIn.isRemote is true when it's the logical client, you need to do it when worldIn.isRemote is false.
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L397[09:57:16] <kwantakosta> ok gonna have a look on that thx
L398[09:57:49] <Unh0ly_Tigg> also, FMLCommonHandler.instance().getEffectiveSide() for when you don't have a World object.
L399[09:58:08] <diesieben07> no, don't use that.
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L401[09:59:40] <Lumien> That returns based on the thread the code is running in right?
L402[09:59:46] <Unh0ly_Tigg> yes
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L404[09:59:54] <diesieben07> yes. but its not reliable, its slow, its ugly
L405[10:00:20] <Unh0ly_Tigg> it gets the thread name, and uses that to determine the return value.
L406[10:00:33] <Lumien> Works great for me :P
L407[10:00:40] <diesieben07> no, it doesn't.
L408[10:00:44] <Unh0ly_Tigg> I can see how that might be slow, but how is it not reliable?
L409[10:00:53] <diesieben07> it had to be patched lately, before that it was not always being correct
L410[10:01:00] <diesieben07> it's brittle
L411[10:01:06] <diesieben07> like anything that's detecting which thread it's running on
L412[10:01:15] <Unh0ly_Tigg> because of the netty io thread?
L413[10:01:20] <diesieben07> yes
L414[10:01:28] <kwantakosta> i placed the following in the method system.out.println(world.isRemote)
L415[10:01:41] <kwantakosta> this is the reply if i right click on the block
L416[10:01:44] <kwantakosta> [17:05:28] [Client thread/INFO] [STDOUT]: [org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:60]: -----------------
L417[10:01:44] <kwantakosta> true
L418[10:01:45] <kwantakosta> [17:05:28] [Client thread/INFO] [STDOUT]: [org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:62]: -----------------
L419[10:01:47] <kwantakosta> [17:05:28] [Server thread/INFO] [STDOUT]: [org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:60]: -----------------
L420[10:01:49] <kwantakosta> false
L421[10:01:51] <kwantakosta> [17:05:28] [Server thread/INFO] [STDOUT]: [org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:62]: -----------------
L422[10:02:56] <kwantakosta> an i run the client directly in intelij
L423[10:03:00] <kwantakosta> not the server
L424[10:03:25] <diesieben07> singleplayer = server with one player
L425[10:03:30] <diesieben07> there is always a server
L426[10:04:14] <kwantakosta> sorry diesieben07 thats what i mean :)
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L428[10:04:58] <diesieben07> so you are doing it on the server, yes?
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L430[10:06:36] <Zaggy1024> kwantakosta, I saw you say how you're checking if the block is a chest, comparing the unlocalized name of the block
L431[10:06:43] <Zaggy1024> that's a bad idea, you should compare the block instance
L432[10:07:11] <kwantakosta> this is the code up till now
L433[10:07:13] <kwantakosta> http://pastebin.com/BWYKwEkV
L434[10:07:43] <Zaggy1024> oh
L435[10:07:51] <kwantakosta> i'm still new to this sorry for my stupid questions probably
L436[10:07:52] <Zaggy1024> IInventory isn't just for chests, so you know
L437[10:07:55] <Zaggy1024> it's fine
L438[10:08:05] <Zaggy1024> IInventory is used for all kinds of blocks that store items
L439[10:08:12] <Zaggy1024> brewing stands, etc
L440[10:08:58] <kwantakosta> thx for the heads up i'll search for better sollution cuzz it would be only far any kind of chest
L441[10:09:26] <kwantakosta> but for now it's not a problem as i'm taking this step by step
L442[10:09:43] <Zaggy1024> you would want to do getBlockState(pos).getBlock() == Blocks.chest
L443[10:10:34] <Zaggy1024> that's usually what people do, unless there's some more general condition that will help with compatibility with other mods
L444[10:10:37] <kwantakosta> thx i'll adjust it right away
L445[10:10:50] <Zaggy1024> no hurry, it's your code :P
L446[10:11:41] <kwantakosta> yeah but only by applying things that are put here i'm able to gain more knowledge about forge modding :)
L447[10:14:32] <TehNut> Zaggy1024: (replying from a while ago) Yeah, trying to not need 3 JSON's for basic blocks
L448[10:14:41] <Poppy> funny story, onBlockDestroyedByPlayer doesn't actually handle you the player
L449[10:15:00] <Zaggy1024> oh
L450[10:15:11] <Zaggy1024> TehNut, what do you have?
L451[10:15:33] <blood|work> Poppy: use Sponge, you can just listen to ChangeBlockEvent.Break :P
L452[10:15:41] <blood|work> and it will cover every single break in the game
L453[10:15:44] <TehNut> https://gist.github.com/TehNut/335c967ba7b5a45b3892
L454[10:15:45] <blood|work> any mod etc
L455[10:15:56] <blood|work> the internal tracking is complete dog shit
L456[10:16:06] <TehNut> It works currently because I register a separate model location for each one
L457[10:16:14] <TehNut> And have the models/block and models/item for each
L458[10:16:16] <Poppy> that is true however I'm hesitant about getting a new lib
L459[10:16:21] <Poppy> just for that one little thing
L460[10:16:23] <TehNut> But there has to be a way to not need that...
L461[10:16:24] <blood|work> it's not a lib, Sponge is a coremod
L462[10:16:31] <blood|work> and adds an entire API
L463[10:16:33] <Poppy> even better
L464[10:16:47] <blood|work> think of bukkit, that is what Sponge provides
L465[10:17:03] <blood|work> Thaumcraft couldnt break a single block with my tracking
L466[10:17:09] <Zaggy1024> TehNut, why are you mapping the properties to an integer?
L467[10:17:36] <Poppy> yeah, thank you, but no thank you, I'll override harvestBlock instead
L468[10:17:37] <TehNut> I thought I had to for meta?
L469[10:17:50] <Poppy> actually
L470[10:17:53] <Zaggy1024> you can use a PropertyEnum or anything else that lets you name it
L471[10:17:58] <Lumien> What about removedByPlayer Poppy?
L472[10:18:05] <blood|work> that wont do a thing Poppy, a block can be destroyed by a player in so many ways
L473[10:18:39] <kwantakosta> Zaggy1024 don't know if you looked further in code to see what i did wrong and why it's not putting the item stack in inventory ? Btw no hurry just a question if you have the time to look into it
L474[10:18:42] <Poppy> Lumien: neat, ty
L475[10:19:23] <Poppy> you're right though, I should probably special case explosions
L476[10:19:27] <Poppy> as well
L477[10:20:16] <Zaggy1024> kwantakosta, does addStackToInventory return boolean?
L478[10:20:25] <Zaggy1024> if so, you should see what it returns
L479[10:20:35] <kwantakosta> i'll have a look
L480[10:20:40] <blood|work> what about redstone ? player uses some item that breaks blocks onItemUse ? some block placed by a player breaks other blocks (BC Quarry) ? etc.
L481[10:20:47] <blood|work> i can go on and on =)
L482[10:20:49] <TehNut> What would the difference be between having names and an int
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L484[10:20:58] <Zaggy1024> just good practice
L485[10:21:01] <TehNut> In the end, the blockstate would work the same...
L486[10:21:16] <Zaggy1024> you don't have to change it now, but it's good to have helpful names for people to work with
L487[10:21:25] <Zaggy1024> think of the poor starving resource pack artists :P
L488[10:21:35] <Zaggy1024> plus it makes the debug screen not useless
L489[10:21:49] <Lumien> blood they will use a fake player and properly break it :P
L490[10:22:03] <blood|work> lol
L491[10:22:07] <Zaggy1024> anyway, nut, what does it actually do in-game?
L492[10:22:08] <blood|work> good luck passing a fakeplayer with redstone
L493[10:22:23] <Lumien> "With redstone" ?
L494[10:22:32] <TehNut> Block renders in world. Missing texture in hand and inventory
L495[10:22:32] <Lumien> oh
L496[10:22:45] <Lumien> Well yeah it would be a fake player
L497[10:22:50] <Lumien> and not the real one
L498[10:23:05] <blood|work> fakeplayer is garbage and it will probably be removed if i get my changes into Forge
L499[10:23:06] <blood|work> completely
L500[10:23:13] <blood|work> mods wont even need to fire a blockbreakevent
L501[10:23:23] <blood|work> just as they dont need to fire a place event
L502[10:23:37] <Zaggy1024> TehNut, what does the log say?
L503[10:23:47] <kwantakosta> it returns a false so it's not allowed ...
L504[10:24:44] <blood|work> I gave up on relying on mods to do the "proper" thing =)
L505[10:24:52] <blood|work> now I handle it all internally
L506[10:25:06] <Zaggy1024> kwantakosta, your inventory is empty when you try to do it, right?
L507[10:25:18] <kwantakosta> don't know why , before i took this step i used the same method to put the stack that i took out of the chest in my inventory and it work (i had to open my inventory or the chest to update)
L508[10:25:32] <TehNut> Unable to resolve texture due to upward reference: #all in minecraft:models/block/cube_all
L509[10:25:39] <Zaggy1024> oh
L510[10:25:40] <Zaggy1024> lol
L511[10:25:49] <TehNut> whaddid i do
L512[10:25:50] <Zaggy1024> you didn't define your texture in your #inventory
L513[10:25:51] <kwantakosta> yeah empty
L514[10:26:04] <TehNut> oic
L515[10:26:10] <TehNut> How do I do that based on state?
L516[10:26:17] <Zaggy1024> can't
L517[10:26:20] <TehNut> ...
L518[10:26:25] <Lumien> blood i'm still not sure how you are going to get the player "causing" something out of for example an entity
L519[10:26:34] <Zaggy1024> you have to remap it to locations using ModelLoader.setCustomblahwhatever
L520[10:26:35] <Lumien> Without the mod implementing it
L521[10:26:49] <blood|work> Lumien: go test Sponge, and see for yourself
L522[10:26:53] <TehNut> Yeah so basically the Forge Blockstate stuff is useless for meta blocks...
L523[10:26:53] <TehNut> gotcha
L524[10:26:55] <blood|work> Entities are tracked
L525[10:27:04] <Zaggy1024> no
L526[10:27:19] <blood|work> if a player causes an entity to spawn, the entity has the player uuid stored in it
L527[10:27:30] <blood|work> so if a player spawned entity causes other entities to spawn, it will always be tracked
L528[10:27:36] <Zaggy1024> you can actually map it to something like #meta=0,inventory=true
L529[10:27:38] <blood|work> like a Ghast shoots a fireball
L530[10:27:59] <blood|work> player caused Ghast to spawn so the fireball gets tagged with the player
L531[10:28:04] <Zaggy1024> although then you have to have that property in your block as well, or you'll have to register a state mapper to make it add inventory=false without the property to go with it
L532[10:28:24] <Lumien> So i call World.spawnEntityInWorld and you go up the stack to try and figure out from where it's coming from?
L533[10:28:29] <Zaggy1024> it's easier to use setCustomblahwhatever to make it point to models/items/something.json
L534[10:28:30] <blood|work> of course not
L535[10:28:41] <blood|work> give me an example and ill tell you what happens
L536[10:28:46] <TehNut> So exactly what I don't want to do...
L537[10:28:47] <TehNut> *sigh*
L538[10:28:56] <Zaggy1024> well then do the other suggestion I gave you
L539[10:29:12] <Zaggy1024> complicated, but it should work
L540[10:29:12] <Lumien> In Blood Magic there are rituals
L541[10:29:17] <Lumien> That can break blocks
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L543[10:29:23] <blood|work> rituals are what exactly?
L544[10:29:23] <Ordinastie> so apparently, there is not tranformType for in world items :s
L545[10:29:24] <blood|work> entities?
L546[10:29:42] <Lumien> They have a "ritual core" which is a block
L547[10:29:47] <Lumien> they are multi blocks
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L549[10:30:06] ⇨ Joins: Pennyw95 (~Dr.Benway@wifi149.unife.it)
L550[10:30:16] <kwantakosta> Zaggy1024 the define texture was that a message for me ?
L551[10:30:41] <Zaggy1024> TehNut, you have to remember that all the property -> values lists in forge blockstates jsons are permutated to "blah=blah,blah2=blah3"
L552[10:30:44] <blood|work> sec
L553[10:31:01] <blood|work> ok so would you place this "ritual core" block ?
L554[10:31:01] <Zaggy1024> so it's not really made for item models with variants
L555[10:31:03] <blood|work> you the player
L556[10:31:15] <Zaggy1024> kwantakosta, no, sorry, was talking to TehNut
L557[10:31:22] <Lumien> yes
L558[10:31:23] <kwantakosta> no prob
L559[10:31:25] <kwantakosta> :)
L560[10:31:37] <blood|work> k well all block positions in any given chunk are tracked
L561[10:31:58] <blood|work> so the moment you place that block, your uuid is generated in our sponge_level.dat file and an index of the uuid is stored in the block position within the chunk
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L563[10:32:10] <blood|work> block pos gets serialized as a short
L564[10:32:42] <Lumien> The player has to right click on the stone with a specific item to activate it
L565[10:32:50] <Lumien> So that determines the "owner" of the ritual
L566[10:33:27] <blood|work> all blocks notified by a player are tracked
L567[10:33:35] <blood|work> seperate from the original owner
L568[10:33:57] <kwantakosta> gonna debug and see why i get a return false
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L570[10:34:23] <Zaggy1024> oh waitt
L571[10:34:25] <Zaggy1024> I'm blind
L572[10:34:27] <Lumien> So when i right click a block i get added to a list of players that "used" that block?
L573[10:34:31] <Zaggy1024> kwantakosta, don't do new BlockSand()
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L575[10:34:35] <Zaggy1024> do Blocks.sand
L576[10:34:36] <blood|work> not list, you become the last notified user
L577[10:34:43] <blood|work> there are 2 things tracked per block pos
L578[10:34:47] <blood|work> owner/notifier
L579[10:34:48] <Zaggy1024> Blocks and items are singletons, you only make them when the game is initializing
L580[10:35:20] <kwantakosta> omg thx Zaggy1024 i just noticed it aswell ... stupid mistake
L581[10:35:23] <kwantakosta> thx
L582[10:35:28] <Zaggy1024> np
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L584[10:36:50] <Mierzen> Hi! How can I get how long an *item* will smelt for in a furnace? It seems TileEntityFurnace.getItemBurnTime() returns the amount of time a fuel item will provide fuel
L585[10:37:39] <Poppy> burn time is always the same
L586[10:37:45] <TehNut> ^
L587[10:37:59] <blood|work> notifier support isnt in sponge yet, it will be when i finish testing redstone
L588[10:38:03] <Poppy> well, smelt time
L589[10:38:08] <blood|work> so atm, it only tracks owner of placed blocks
L590[10:38:09] <Poppy> burn time is different
L591[10:38:46] *** Crystal|AFK is now known as CrystalMare
L592[10:39:04] <Mierzen> Should I just pass the itemstack as is to getItemBurnTime. Say I want how long it will take for a raw chicken to cook, I pass raw chicken's itemstack?
L593[10:39:17] <kwantakosta> that worked
L594[10:39:30] <kwantakosta> on to the next issue to solve
L595[10:39:35] <kwantakosta> :)
L596[10:39:55] <Lumien> Mierzen 200 ticks
L597[10:40:01] <Lumien> Every item takes that long to smelt
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L599[10:40:47] <Mierzen> Oh I haven't realised. But now I'm with you all. Every item takes 200 ticks to smelt, but different fuels can provide different burn times
L600[10:41:21] <Lumien> TileEntityFurnace.getItemBurnTime
L601[10:41:40] <kwantakosta> i get all the items in return but the first stack shows up in my inventory no problem, the other stacks don't until i open the chest than it shows all the stacks that i got instantly
L602[10:42:22] <Pennyw95> I can make "gradlew build" compile mymod instead of Forge's example mod? My mod's project is in a separate folder...I tried to replace Forge's src with mine but that didn't work
L603[10:42:28] <Pennyw95> how can I*
L604[10:42:39] <kwantakosta> and the boolean returned true for each stack so it looks like its a refresh issue or something along those lines
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L606[10:43:14] <Mierzen> Thanks Lumien
L607[10:43:28] <kwantakosta> Pennyw95 i think you have to change it in the build.gradle file
L608[10:43:46] <Zaggy1024> hm, it may not be realizing that the inventory has changed to send a packet about the new stacks
L609[10:44:03] <Lumien> try ServerConfigurationManager.syncPlayerInventory
L610[10:44:17] <kwantakosta> i'l try lumien
L611[10:45:43] <Pennyw95> I can't find anything about the source files to compile inside build.gradle :(
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L613[10:46:26] <kwantakosta> lumien thats not a static method
L614[10:46:34] <Lumien> No it's not
L615[10:46:50] <Lumien> MinecraftServer.getServer.getConfigurationManager()
L616[10:47:29] <kwantakosta> thx
L617[10:48:04] <Mierzen> How can I make a vanilla furnace work with a heat source underneath? Is there a beginner-friendly way of doing it?
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L619[10:49:45] <Zaggy1024> er
L620[10:50:00] <Zaggy1024> you mean make a heat source underneath make the furnace burn?
L621[10:50:17] <TTFTCUTS> https://github.com/Vazkii/Botania/blob/master/src%2Fmain%2Fjava%2Fvazkii%2Fbotania%2Fcommon%2Fblock%2Fsubtile%2Ffunctional%2FSubTileExoflame.java#L56
L622[10:50:22] <TTFTCUTS> there's an example of it being done
L623[10:50:36] <Zaggy1024> can't do that without an AT
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L625[10:51:01] <Zaggy1024> the easiest way would be to register a dummy item that doesn't show up anywhere and give it a very short burn time
L626[10:51:04] <Lumien> Zaggy reflection
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L628[10:51:05] <kwantakosta> Thx O mighty Lumien that solved it :)
L629[10:51:17] <Zaggy1024> well...reflection isn't for beginners, but I guess...
L630[10:51:18] <Zaggy1024> :P
L631[10:51:29] <Mierzen> I'm refering to that piece of code as we speak. I have made a testing item. When I right click the item on a furnace, it makes it smelt. Now I need to make it so that a furnace can burn automatically if it has lava underneath
L632[10:51:56] <Zaggy1024> oh, lava...
L633[10:52:11] <Zaggy1024> that's more difficult, since it's not your own block
L634[10:52:17] <TTFTCUTS> Zaggy1024, that stuff looks public to me...
L635[10:52:24] <Zaggy1024> what stuff?
L636[10:52:30] <TTFTCUTS> the furnace burn time etc
L637[10:52:34] <Zaggy1024> what version?
L638[10:52:43] <TTFTCUTS> oh, that's fair. 1.7.10
L639[10:52:45] <Mierzen> burn time works, ive done it
L640[10:52:51] <Zaggy1024> in 1.8 all TEFurnace fields are private
L641[10:53:13] <Mierzen> Well i guess i should have mentioned that im using 1.7.10
L642[10:53:23] <TTFTCUTS> \o/
L643[10:53:30] <TTFTCUTS> assumption vindicated
L644[10:54:29] <Lumien> Mierzen not sure you can do the lava thing without a custom furnace or some class transformation
L645[10:54:44] <Mierzen> Here is what I've done at this moment. http://pastebin.com/K8ZkLT88 On item right click
L646[10:54:50] <TTFTCUTS> hm
L647[10:54:57] <TTFTCUTS> that's not easy because you don't control either entity
L648[10:55:15] <TTFTCUTS> er, either block, or the furnace TE
L649[10:55:16] <TTFTCUTS> that is
L650[10:55:18] <Mierzen> Ive fiddled around trying the lava thing, but couldnt get it working with the first tries, so i tried an item to first get the main idea working
L651[10:56:23] <Mierzen> Now that the main idea of what im trying to do works, i want to switch it over to using lava. I can google for examples of transformation, I guess that will point me in the right direction?
L652[10:56:45] <Lumien> In theory you could go through World.tickableTileEntities to search for furnaces
L653[10:56:58] <Zaggy1024> the only two ways I can think of are to replace the vanilla lava block and make it tick (which probably wouldn't end well, liquids are weird), or make a tick handler and check the world for lava below a furnace (whihc would be very slow, bad for performance)
L654[10:57:12] <Zaggy1024> oh, that's a good idea, lumien
L655[10:57:14] <Zaggy1024> didn't think of that
L656[10:57:36] <tterrag|away> inefficient though
L657[10:58:00] <Mierzen> Im dont mind looking into transformation. That's how you learn... I've just never done it before
L658[10:58:32] <Zaggy1024> tterrag, how is that inefficient except in the most industrialized of worlds?
L659[10:58:54] <Zaggy1024> it's much better than iterating all block positions, and much cleaner than replacing the lava or furnace blocks
L660[10:59:04] <Lumien> (ASM is always clean)
L661[10:59:12] <Lumien> You could also maybe spawn an entity or something when a player places a furnace
L662[10:59:31] <Zaggy1024> heh, ASM is only clean if you know how to do it properly
L663[11:00:00] <Zaggy1024> stupid people just outright replacing vanilla classes with ASM
L664[11:00:03] <TTFTCUTS> a shame there's no reference to the TE involved for fuel handlers
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L666[11:00:14] <TTFTCUTS> otherwise you could work out if an item has lava under it
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L668[11:00:42] <Zaggy1024> that would only help if the furnace always had something in it
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L670[11:01:01] <Zaggy1024> ...I think
L671[11:01:02] <Mierzen> I planned on adding code to the furnace which checks if there is lava under, then fuel the furnace. But I couldnt get the code "added" to the furnace
L672[11:01:03] <TTFTCUTS> well for that you have an item which you use as fuel, has itself as a container item, and has burn time based on the lava under it
L673[11:01:14] <TTFTCUTS> which would be a workable compromise if that way was viable
L674[11:01:14] <Zaggy1024> haven't looked at a fuel handler for a while
L675[11:01:34] <Zaggy1024> Mierzen, you can't directly add to vanilla classes
L676[11:01:44] <TTFTCUTS> yeah, it just takes the itemstack as input Zaggy1024, nothing else :/
L677[11:02:06] <Zaggy1024> only way is ASM, which is VERY advanced, and not recommended at all :P
L678[11:02:18] <Zaggy1024> (to add to vanilla classes I mean)(
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L680[11:02:22] <Mierzen> Well I guess I can take a short-cut. Make a custom furnacw ith crafting recipe vanilla furn = custom. Then just add that piece of code?
L681[11:02:33] <Zaggy1024> that's one way
L682[11:02:48] <TTFTCUTS> that would be the easiest codewise
L683[11:02:54] <Zaggy1024> yup
L684[11:03:03] <Mierzen> I was typing that right now as well
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L686[11:03:09] <Pennyw95> Inside build.gradle, is it processResources {} that dictates where gradlew should pick the source files to compile?
L687[11:03:41] <Mierzen> Then I extend TileEntityFurnace and override updateEntity?
L688[11:04:10] <alex_6611> pennyw95 you should probably ask that in #ForgeGradle :D
L689[11:04:12] <Zaggy1024> yeh
L690[11:04:31] <Pennyw95> oh, thanks :)
L691[11:05:01] <Zaggy1024> well, or since you have to create a Block to go with that, you could use onNeighborBlockChange to change a field in your TE to make it keep burning
L692[11:05:03] <TTFTCUTS> yup Mierzen
L693[11:05:22] <Zaggy1024> that would be a little more unreliable in edge cases, probably, but it would be much more efficient
L694[11:05:37] <Zaggy1024> but for a TE that isn't going to be very common in the world I guess that doesn't matter
L695[11:05:45] <Zaggy1024> just an option :P
L696[11:05:59] <TTFTCUTS> wouldn't be too bad really, checking down isn't ever going to cause other chunks to load anyway
L697[11:06:09] <TTFTCUTS> which would be the worst part of checking blocks
L698[11:06:21] <Mierzen> So that would be ok?
L699[11:06:26] <TTFTCUTS> yeah
L700[11:06:45] <Mierzen> Ok, thanks. I'm going to try that then
L701[11:07:08] <Zaggy1024> ugh, I should probably go through and clean up any orphaned chunks I may be causing
L702[11:07:15] <Zaggy1024> I wasn't aware that was a big problem until now
L703[11:07:26] <TTFTCUTS> you could also have a value in the TE which counts down until the next check so it isn't looking every single tick if there's no lava there
L704[11:07:53] <TTFTCUTS> but really with the number of these things expected, it's not really necessary
L705[11:09:18] <Mierzen> TTFTCUTS, thank's I will add a timer thing when I get the lava working
L706[11:09:57] <Mierzen> Is it allowed that I use the vanilla furnace as texture of the custome one? Well, actually that might be a little stupid to do, then the player won't know if he's using a vanilla or custom one
L707[11:10:27] <Lumien> Maybe it would be more logical to make a block the player has to place below a furnace?
L708[11:11:37] <Poppy> what is called when a block is destroyed by explosion? I see a function where I can special case it for myself, but it's already dropping its drops as if properly harvest with a fortune 0 tool, so I'm wondering where that happens
L709[11:12:30] <TTFTCUTS> the explosion deals with that stuff Poppy
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L711[11:12:40] <TTFTCUTS> and there's an event that can be listened for to interfere with it
L712[11:12:58] <Mierzen> Lumien, then that block checks if there is a furnace above, if so, set the burnTime. I would like to use lava as-is, but I like your idea actually. It sounds more logical
L713[11:13:01] <Zaggy1024> doesn't Block have a callback for that?
L714[11:13:11] <Lumien> breakBlock still gets called i believe
L715[11:13:13] <TTFTCUTS> maybe actually :x
L716[11:13:24] <Zaggy1024> breakblock doesn't drop anythign
L717[11:13:37] <Lumien> ?
L718[11:13:51] <Lumien> It's used in blocks like chests to drop stuff when broken
L719[11:14:24] <Poppy> yeah, that's exactly what it does
L720[11:14:43] <tterrag|away> There is a destroyed by explosion method is there not?
L721[11:14:46] <Poppy> if (hasTileEntity(p_149749_6_) && !(this instanceof BlockContainer)) p_149749_1_.removeTileEntity(p_149749_2_, p_149749_3_, p_149749_4_);
L722[11:14:56] <Poppy> there is, but it's empty
L723[11:15:04] <tterrag|away> and?
L724[11:15:44] <Poppy> and that is what I'm planing on overriding, but even now, when destroyed by an explosion my block drops its drops
L725[11:15:49] <Poppy> so I'm wondering where that happens
L726[11:15:55] <Lumien> Poppy Explosion.doExplosionB
L727[11:16:22] <Poppy> huh
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L729[11:17:08] <Poppy> you'd think it'd be done on the block side. Okay, what I actually really want to know, if I override that method, will it take over what Explosoin.doExplosionB does?
L730[11:17:28] <tterrag|away> It is done on the block side, with getDrops
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L733[11:18:38] <Poppy> imma take a look at the function, there has to be some flag it checks...
L734[11:18:46] <Lumien> What do you actually want?
L735[11:19:40] <Mierzen> Should I extend BlockFurnace or TileEntityFurnace?
L736[11:19:57] <Lumien> For the block below ?
L737[11:19:59] <Poppy> Lumien: drop stuff on explosion my own way
L738[11:20:05] <Mierzen> Yes Lumien
L739[11:20:09] <Lumien> neither
L740[11:20:17] <Mierzen> BlockContainer?
L741[11:20:19] <Poppy> it checks for canDropFromExplosion, neat
L742[11:20:47] <Lumien> With your block yes
L743[11:21:08] <Poppy> neat, flag that, drop my own shit from onBlockDestroyedByExplosion, done
L744[11:21:09] <Poppy> thank you
L745[11:21:20] <ZaggyMobile2> You need to extend the te definitely
L746[11:21:33] <ZaggyMobile2> Not necessarily the block
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L748[11:21:47] <Mierzen> As is done in this tutorial? http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/tile-entities/
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L750[11:21:53] *** cpw is now known as cpw|poopy
L751[11:22:34] <ZaggyMobile2> Heh lol
L752[11:22:58] <Lumien> Mier override hasTileEntity and createTileEntity in your block
L753[11:23:06] <ZaggyMobile2> Yeah
L754[11:23:35] <Mierzen> As you can see, I haven't really done that before. I will look for examples, using that, thanks
L755[11:23:42] <ZaggyMobile2> ITileEntityProvider is stupid, as is BlockContainer
L756[11:24:06] <ZaggyMobile2> The tutorial is missing the overrides in the normal Block class
L757[11:25:17] <Baburek> Is it possible to get all "name" strings from mod to use them in lang file?
L758[11:25:37] <Lumien> Open the language file of the mod
L759[11:26:02] <Baburek> I don't have one
L760[11:26:06] <ZaggyMobile2> Yeah, in code there's no way to know of all of the names
L761[11:26:09] <Mierzen> Will there be a way for me to "re-use" furnace code, such as the smelting and GUI, and then just add my piece with the lava? Or will I have to code the entire block? If I can't re-use it, then there isn't really a reason for me to add a new furnace instead of just adding a new fuel block underneath, as Lum suggested. The only reason will then be for getting used to doing TEs
L762[11:26:16] <Lumien> Open up the jar file of the mod
L763[11:26:46] <alex_6611> mierzen, i think the block underneath makes more sense
L764[11:26:55] <ZaggyMobile2> Mierzen just override BlockFurnace and TEFurnace
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L766[11:27:07] <Baburek> I mean a method like "Save all strings in en_US file"
L767[11:27:08] <ZaggyMobile2> *extend
L768[11:27:20] <ZaggyMobile2> Override only what you need to
L769[11:27:30] <alex_6611> it's really your choice, if you go for an own furnace or the block underneath
L770[11:27:34] <tterrag|away> What for baburek?
L771[11:27:58] <Baburek> To translate
L772[11:28:00] <ZaggyMobile2> Alex he's doing his own block
L773[11:28:08] <Lumien> Open the mod jar file
L774[11:28:17] <Lumien> assets/modid/lang
L775[11:28:32] <Mierzen> Maybe it would be good for me to try both methods. That way I learn how to create TEs
L776[11:28:38] <alex_6611> yep
L777[11:28:49] <Lumien> Well both of them will require a te
L778[11:28:53] <alex_6611> yea
L779[11:29:09] <Baburek> because all these tile. gui. generator.
L780[11:29:33] <tterrag|away> huh?
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L782[11:30:41] <tterrag|away> You need to keep those
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L785[11:31:02] <Mierzen> ZaggyMobile2, I wanted to extend TEFurnace, but now they said I shouldn't? Can I extend two things; I haven't seen that before? Or will I then have a block extending BlockFurnace and a TE extending TEF?
L786[11:31:13] <Lumien> what you said
L787[11:31:27] <tterrag|away> You can't extend two thingd
L788[11:31:50] <ZaggyMobile2> Yes, both
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L790[11:32:51] <Mierzen> Okay, thanks. Just to make sure I'm with you all, extending furnace's block and TE means I can re-use (and override) its methods, instead of having to create an entirely new block/TE, right?
L791[11:32:54] <Baburek> Lumien, https://imgur.com/a/mCzEM
L792[11:33:48] <Lumien> What mod is that?
L793[11:33:55] <Baburek> SpaceBlock
L794[11:35:04] <Lumien> So
L795[11:35:06] <Lumien> Is that your mod?
L796[11:35:14] <tterrag|away> if it does not have Lang files you cannot translate it
L797[11:35:17] <Baburek> I can type a string manually, but I have to do that after each adding block, guim item etc
L798[11:35:47] <tterrag|away> oh you are asking how to make Lang files?
L799[11:36:08] <Baburek> Yes, with all strings from mod
L800[11:36:13] <Lumien> Is that your mod?
L801[11:36:28] <Baburek> With keys tile.block1.name=
L802[11:36:28] <ZaggyAFK> Have others help you, I'm away now :(
L803[11:37:47] <tterrag|away> Is it a mod you make Baburek?
L804[11:37:54] <Baburek> yes
L805[11:38:35] <tterrag|away> Then you just need to make .lang files in your assets/lang directory
L806[11:38:37] <tterrag|away> https://github.com/Chisel-Team/Chisel/tree/1.7/dev/src/main/resources/assets/chisel/lang
L807[11:38:41] <tterrag|away> Loke thay
L808[11:38:43] <tterrag|away> like that
L809[11:38:47] <tterrag|away> stupid phone
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L811[11:39:21] <Baburek> And type all string manually?
L812[11:39:42] <tterrag|away> yes
L813[11:40:03] <Baburek> all 1728 strings?
L814[11:40:13] <tterrag|away> How else are you going to do it?
L815[11:40:40] <tterrag|away> You could probably write some code to dump the language registry
L816[11:40:45] <fry> and people complain about json models :P
L817[11:40:47] <tterrag|away> I wouldn't know how to do that exactly though
L818[11:40:54] <Baburek> So I'm asking "how?"
L819[11:41:08] <Lumien> Baburek did you like take over a mod or something?
L820[11:41:09] <fry> there's probably all the registrations in the log already
L821[11:41:13] <tterrag|away> the language registry is just a map of strings
L822[11:41:24] <tterrag|away> iterate over it and print everything out, it's not too complicated
L823[11:43:00] <Poppy> now doing that in scala would be fun, single line stuff
L824[11:43:06] <Poppy> with filtering and everything
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L826[11:43:39] <sham1> java8 :P
L827[11:43:53] <tterrag|away> or retro lambda
L828[11:44:15] <Poppy> you and your fancy words
L829[11:44:24] <tterrag|away> that's still Java 8 really though
L830[11:46:15] <sham1> Java 8 lambdas are actually better than scala anon funcs
L831[11:46:20] <sham1> When looking at bytecode
L832[11:46:26] <sham1> Because invokedynamic and all that
L833[11:47:16] <Baburek> The map is private
L834[11:47:36] <fry> sham1: scala is moving to that in 1.12 :P
L835[11:47:48] <sham1> I know
L836[11:47:52] <fry> should interoperate seamlessly with java lambda stuffs
L837[11:49:08] <sham1> Cant wait to write runnable as () => .. instead of new Runnable{ def run() = ... }
L838[11:49:41] <fry> add an implicit conversion :P
L839[11:50:15] <sham1> What? no
L840[11:50:25] <fry> why not? :P
L841[11:50:51] <sham1> Because I would have to import the implicit class and all that and it is just meh
L842[11:51:19] <fry> not class - just a method
L843[11:51:27] <sham1> Well it has to be somewere
L844[11:52:33] <tterrag|away> Baburek: reflect it
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L847[11:55:10] <Pennyw95> what does it mean when a big red ! appears on your minecraft project? Right after moving the source folder?
L848[11:56:42] <Brokkoli> build path errors or something similar
L849[11:57:50] <tterrag> yeah, build error
L850[11:57:58] <tterrag> look in the "problems" tab
L851[11:57:58] <Pennyw95> ok thanks
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L855[12:00:50] <Mierzen> In idea, if I right click something to "Find usages", how do I make it search in the forge directory as well?
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L862[12:15:32] <Baburek> strange
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L864[12:16:20] <Baburek> The map doesn't contain mod's blocks names
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L867[12:19:38] <Mierzen> I've extended BlockFurnace, but I cant get the block to show up in the game http://pastebin.com/qQnBWZVG
L868[12:21:03] <Baburek> Are you calling init()?
L869[12:25:24] <Mierzen> Yip, in the Main class, in public void preInit(FMLPreInitializationEvent e)
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L871[12:26:53] <Ivorius> Mierzen: ctrl shift f7 iirc
L872[12:27:01] <Mierzen> Thanks Ivo
L873[12:27:11] <Ivorius> And select the Project and Libraries thing
L874[12:27:56] <Ivorius> Also make a breakpoint in init
L875[12:28:00] <Ivorius> It's probably not being called
L876[12:28:07] <Mierzen> ctrl shift f7 highlighted it in green.
L877[12:28:12] <Mierzen> Ill try the breakpoint now
L878[12:28:12] <Ivorius> Or it does appear ingame but doesn't have a tab
L879[12:28:48] <Ivorius> Well, search for your keybinding for Advanced Usage Search
L880[12:30:20] <Mierzen> Okay, thank you. I'm trying to run with only extending BlockFurnace atm. That should give me a plain custom furnace BLOCK - incapable of doing anything, right? I'm doing it like that, because I'm having trouble with extending and registering the TileEntityFurnace
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L882[12:30:28] <Mierzen> It stops at the breakpoint
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L884[12:31:04] <Ivorius> > Or it does appear ingame but doesn't have a tab
L885[12:31:53] <Mierzen> Ive searched for "furnace" and "custom" but neither shows up
L886[12:32:04] <Ivorius> Yes
L887[12:32:08] <Mierzen> well, it doesn't show up in either's results
L888[12:32:09] <Ivorius> Because it doesn't have a tab
L889[12:32:24] <Ivorius> Do you see upper door blocks in the creative menu?
L890[12:32:27] <Mierzen> Oh. i didn't know that it has to have a tab to show up
L891[12:32:28] <Ivorius> Even though they exist?
L892[12:32:32] <Mierzen> Good point
L893[12:32:33] <Ivorius> No, because they don't have a tab.
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L896[12:37:36] <Mierzen> I changed the CustomFurnaceBlock to http://pastebin.com/9rhgqBGh. When I loaded the world, it said that those two blocks are now missing. They still don't show up in the search results
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L901[12:41:36] <Mierzen> I changed it back and gave the items using the /give command. When placing the blocks down (without overriding the TE yet), it places down a furnace. I can right click it, though, and it can smelt and work just like a regular vanilla furnace. Breaking it gives a vanilla furnace...
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L903[12:44:32] <SkySom> Yeah you need to over ride whatever drops the block
L904[12:44:55] <SkySom> Can't remember the method name at this point
L905[12:45:06] <SkySom> And I don't have my dev environment open infront of me
L906[12:45:28] <Mierzen> Thanks, will tyr
L907[12:45:31] <Mierzen> *try
L908[12:45:56] <MattDahEpic> i need some help with the documentation page im making about loading stages. my current draft is https://paste.ee/p/GuKme and i need to fill in the ...s with when the events occur
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L911[12:55:45] <Baburek> It seems that there are no map for strings
L912[12:56:08] <Ivorius> wat
L913[12:57:16] <Baburek> Minecraft and forge doesn't store full untranslated strings
L914[12:58:27] <Baburek> tile.modid.blockname.name is "tile." + "modid.blockname" + "name"
L915[12:59:37] <Baburek> if registry contains key "tile.blabla=" with value, it returns the value
L916[13:00:19] <Baburek> if doesn't contain, key is being used as a block name for rendering and other shit
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L918[13:02:30] <Ivorius> Congratulations
L919[13:02:35] <Ivorius> You figured out placeholder translations
L920[13:03:36] <Baburek> I've tried to display all untranslated strings
L921[13:03:53] <Ivorius> lawl
L922[13:04:03] <Ivorius> How the fuck should it know what strings are not translated
L923[13:04:04] <Baburek> To prevent typing all "tile." "item." manually
L924[13:04:11] <Ivorius> I can literally give you an infinite list right now
L925[13:04:46] <Ivorius> You could gather them over the program's lifespan, but that's pretty ineffective
L926[13:05:51] <Baburek> I know, that it's not java channel, but is it possible to change a private method without asm?
L927[13:06:10] <fry> call it with reflection
L928[13:06:29] <fry> also, for your problem simply dumping all the blocks/items might work better
L929[13:07:25] <Mierzen> How can I get a block's hardness without it having to be in the world? Something like Blocks.furnace.getBlockHardness()
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L931[13:09:29] <Ivorius> Not all blocks know their hardness without in-world context
L932[13:09:38] <McJty> Mierzen, in general you can't
L933[13:10:29] <Mierzen> I thought it would be possible somehow
L934[13:10:51] <Lumien> You could just get it out of Block.blockHardness
L935[13:10:55] <Lumien> Just won't be 100% reliable
L936[13:12:05] <Mierzen> 'blockHardness' has protected access" in 'net.minecraft.block.Block'
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L938[13:12:55] <Mierzen> You know what, I think Im just going to make the block that has to be placed underneath the furnace. Its easier. I'm getting tired of this. Perhaps I should take a break
L939[13:13:37] <Lumien> It is easier
L940[13:13:52] <Lumien> And it also doesn't make too much sense to make the player craft a different furnace that smelts exactly the same way
L941[13:14:32] <Mierzen> Its also more intuitive having to place a "fuel" block under the furnace for it to use it
L942[13:20:24] <MattDahEpic> is anyone good at mod load stages? liek preinit, init, and postinit?
L943[13:23:41] <tterrag> "good" at them?
L944[13:23:43] <tterrag> what does that mean?
L945[13:24:39] <MattDahEpic> do you know when the load stages occur? like in terms of texture and mod loading
L946[13:24:58] <tterrag> textures are loaded twice, once before preinit and once after post init
L947[13:25:06] <tterrag> what exactly are you asking?
L948[13:25:09] <tterrag> don't be vague
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L950[13:25:50] <MattDahEpic> im making a docs page abotu load stages and my current draft is https://paste.ee/p/GuKme . i need to fill in the ...s
L951[13:26:18] <tterrag> if you have to ask about something to write docs on it, you probably shouldn't be writing docs on it
L952[13:26:20] <tterrag> sorry to say
L953[13:26:46] <MattDahEpic> im confirming that i have the right idea about when it loads
L954[13:28:43] <tterrag> Minecraft.startGame() has everything in order
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L956[13:34:59] <McJty> tterrag, actually writing a doc on something is a good way to learn
L957[13:35:02] <McJty> tterrag, I have done that in the past
L958[13:35:24] <McJty> It forces you to think things through and examine everything closely
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L962[13:38:34] <tterrag> for the official docs? I'd argue not
L963[13:38:37] <tterrag> it needs to be absolutely correct else we get something like the great packet leak of 1.7.2
L964[13:38:41] <tterrag> which was caused by *one* bad tutorial on the forge wiki
L965[13:40:18] <MattDahEpic> "The Great Packet Leak of 1.7.2" ONE TUTORIAL. PROBABLY LOTS OF PEOPLE. HUGE NETWORK WASTEAGE. coming to theatres soon.
L966[13:40:34] <MattDahEpic> *inception sound*
L967[13:47:00] <Mierzen> May I combine textures from minecraft or is it now allowed?
L968[13:47:54] <tterrag> Mierzen: ?
L969[13:48:56] <Mierzen> Lets say I want to use iron block's sides and use lava as the top texture
L970[13:49:22] <alex_6611> you can use vanilla textures as much as you want as long as they're not distributed with the mod.
L971[13:49:46] <alex_6611> so as long as you actually use the vanilla assets and don't copy them to your assets folder, you're fine
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L973[13:50:18] <Mierzen> Okay, thanks
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L976[13:51:51] <tterrag> it's not like a ton of mods distribute slightly modified vanilla textures
L977[13:51:59] <tterrag> mojang doesn't care as long as you don't sell it
L978[13:52:19] <tterrag> but if you are going to use *exact* vanilla textures, then yes just use them as they already exist in game
L979[13:52:37] <McJty> And you have the advantage that they will adapt if the person uses a different texture pack
L980[13:52:47] <McJty> (which can also be a disadvantage in some cases)
L981[13:53:01] <tterrag> ^
L982[13:54:32] <Mierzen> Thanks for the help
L983[13:54:46] <tterrag> MattDahEpic: for real though, it was bad
L984[13:54:54] <tterrag> pretty much every mod had to rewrite their networking entirely
L985[13:55:04] <kwantakosta> omg how hard can it be applying a texture to the block ... followed tutorial on it but still it doesn't want to load ... anyone have experience in this matter
L986[13:55:31] <MattDahEpic> kwantakosta, 1.8?
L987[13:55:41] <kwantakosta> sorry yeah 1.8
L988[13:55:53] <Zaggy1024> I have much experience
L989[13:55:57] <fry> it's a model, not texture then :P
L990[13:56:00] <Zaggy1024> also, boo
L991[13:56:08] <Zaggy1024> very true
L992[13:56:09] <fry> and show your code :P
L993[13:56:14] <Zaggy1024> matt makes that mistake a lot, it's confusing
L994[13:56:14] <MattDahEpic> i was abotu to help but Zaggy1024 is better than me, have fun
L995[13:56:22] <kwantakosta> yeah a model
L996[13:56:37] <Zaggy1024> so what do you have so far?
L997[13:56:43] <kwantakosta> give me a sec i'll drop in somewhere on github otherwise it's to many files :)
L998[13:56:46] <Zaggy1024> for both your model registration and jsons
L999[13:56:51] <Zaggy1024> yep
L1000[13:57:02] <Zaggy1024> MattDahEpic, fry is even better than me :P
L1001[13:57:25] <tterrag> MattDahEpic: https://github.com/tterrag1098/EnderIO/commit/d16b3ddd6b2cf9bda2dd89ef5c47e29286bfb55f
L1002[13:57:28] <fry> I only dabble
L1003[13:57:34] <Zaggy1024> ha
L1004[13:57:39] <Zaggy1024> if you say so
L1005[13:57:44] <tterrag> and about 3 other commits of the same or greater magnitude
L1006[13:57:49] <MattDahEpic> fry is best but he's only ever here for 1 sentence at a time
L1007[13:57:51] <tterrag> just to fix all the packets
L1008[13:59:56] <Mierzen> I'm using a fuel block underneath a vanilla furnace to fuel it. I made the block, now I'm busy with its TE. Previously people suggested I @Override
L1009[13:59:57] <Mierzen> public void updateEntity() on the fuel TE. How do I get the blocks location from there to check if there is a furnace above?
L1010[14:00:15] <Zaggy1024> pos or getPos()
L1011[14:00:15] <MattDahEpic> do you have a World?
L1012[14:00:17] <Zaggy1024> if on 1.8
L1013[14:00:36] <Zaggy1024> if not...I believe it was xCoord, yCoord, zCoord or some crap
L1014[14:00:51] <Zaggy1024> maybe xPos
L1015[14:02:28] <Mierzen> I have to override the method. The original one has no parameters so how would i get them? That is what I meant. http://pastebin.com/hjYKPCta
L1016[14:02:51] <kwantakosta> ok here is the repo
L1017[14:02:52] <kwantakosta> https://github.com/Kwantakosta/shopmod/tree/master/main
L1018[14:03:10] <Mierzen> or what should i extend now?
L1019[14:03:15] <kwantakosta> just gonna run down for a drink i'll be right back
L1020[14:03:42] <Zaggy1024> Mierzen, tile entities aren't singletons, they store their location and world in their fields
L1021[14:04:12] <Zaggy1024> worldObj.getTileEntity(pos.up())
L1022[14:04:32] <Mierzen> Thank you
L1023[14:05:22] <Mierzen> "cannot resolve symbol 'pos'"
L1024[14:06:35] <Mierzen> I see, i think I need to follow the start of this: http://widux.net/wiki/index.php?n=ModdingTutorials.BasicTileEntity
L1025[14:07:15] <Mierzen> Actually, this.whatever
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L1031[14:14:13] <Mierzen> Maybe I'm just tired but I'm struggling
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L1035[14:18:51] <Mierzen> I think I have it now. I can just use xCoord, yCoord, zCoord
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L1039[14:27:29] <Zaggy1024> aw frick
L1040[14:27:33] <Zaggy1024> come on you piece of crap
L1041[14:27:50] <Mierzen> ?
L1042[14:28:08] <Zaggy1024> can't make a block model json with vertices exceeding the 0-1 bounds of the block
L1043[14:28:10] <Zaggy1024> LIEJILAGNEa
L1044[14:28:27] <fry> wat? :P
L1045[14:28:27] <Mierzen> Unfortunately I cant help you
L1046[14:28:37] <Zaggy1024> fry, what wat?
L1047[14:28:44] <Zaggy1024> thought that was pretty clear :P
L1048[14:29:03] <Lumien> ?
L1049[14:29:04] <Lumien> Mine works
L1050[14:29:08] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/resources/assets/randomthings/models/block/enderMailboxIdle.json
L1051[14:29:17] <Lumien> Unless i'm misunderstanding what you are trying to do
L1052[14:29:41] <kwantakosta> ok guys sorry for the delay i'm back
L1053[14:30:03] <Zaggy1024> Lumien, looks like you're exceeding 16 height maybe...hard to tell
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L1055[14:30:17] <Lumien> Yeah my block model goes out of the bounds of a block
L1056[14:30:18] <Zaggy1024> but I'm trying to make a model that's 4 blocks wide :P
L1057[14:30:34] <kwantakosta> i posted the link to the source in here so if anyone has time for me to help me on the model thing i would be very pleased :)
L1058[14:30:40] <Zaggy1024> fry, can I please abolish that limitation with a patch?
L1059[14:31:23] <Zaggy1024> looks like it allows...one block extra on each side as it is
L1060[14:31:23] <fry> split your model into 4 blocks
L1061[14:31:32] <Zaggy1024> dude
L1062[14:31:33] <fry> othewise it won't be lit up properly
L1063[14:31:35] <Zaggy1024> it's a simple plane
L1064[14:31:38] <Zaggy1024> oh
L1065[14:31:39] <Zaggy1024> true
L1066[14:31:40] <Zaggy1024> danget
L1067[14:31:43] <fry> it's easier then
L1068[14:31:50] <Zaggy1024> but...
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L1070[14:32:05] <Zaggy1024> not really actually
L1071[14:32:13] <Zaggy1024> It's a portal block that will be shadeleess
L1072[14:32:17] <Zaggy1024> so it doesn't need lighting
L1073[14:32:31] <Mierzen> Are TEs also registered in preInit?
L1074[14:32:34] <Zaggy1024> and I only want the center of it to teleport you
L1075[14:32:38] <Zaggy1024> yes
L1076[14:32:45] <Zaggy1024> or they can be
L1077[14:33:06] <Zaggy1024> that's where I do mine in 1.8, not sure if 1.7 is different actually
L1078[14:33:11] <Mierzen> my TE's updateEntity() doesn't get called :|
L1079[14:34:31] <Zaggy1024> do you have @Override on it, and no error?
L1080[14:34:34] <Mierzen> FuelBlock: http://pastebin.com/6AcSU64e FuelTileEntity: http://pastebin.com/DMDRhJRV
L1081[14:34:52] <kwantakosta> it give's me 2 errors in the console
L1082[14:34:56] <kwantakosta> [20:53:23] [Client thread/ERROR] [FML]: Model definition for location shopmod:exchanger#inventory not found
L1083[14:34:56] <kwantakosta> [20:53:23] [Client thread/ERROR] [FML]: Model definition for location shopmod:exchanger#normal not found
L1084[14:35:17] <Zaggy1024> hm, I don't know
L1085[14:35:34] <Zaggy1024> I don't remember a time when tile entities had an update method in the base class
L1086[14:35:39] <Zaggy1024> in 1.8 it's on an interface
L1087[14:35:41] <Mierzen> Should I remove it?
L1088[14:36:06] <Mierzen> How does it know that /that/ TE is linked to /that/ block?
L1089[14:36:09] <Zaggy1024> er...no
L1090[14:36:19] <Zaggy1024> because the world tracks it
L1091[14:36:39] <Zaggy1024> also the TE has its position to keep track of itself as well
L1092[14:37:17] <Mierzen> Should I then not create a block as well?
L1093[14:38:03] <Zaggy1024> oh, you aren't registering your tile entity?
L1094[14:38:12] <Zaggy1024> er
L1095[14:38:19] <Zaggy1024> you didn't override hasTileEntity in your block
L1096[14:38:38] <Zaggy1024> it won't create a te if you don't return true from that
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L1098[14:39:49] <Mierzen> Okay so then I just add hasTileEntity that retursn true?
L1099[14:40:00] <Zaggy1024> yeah
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L1101[14:41:12] <Mierzen> Im starting up now. In idea, hasTileEntity is striketroughed. Hovering over it says that it is deprecated?
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L1103[14:42:23] <Zaggy1024> 0.o
L1104[14:42:31] <Zaggy1024> tterrag, you know 1.7...what's up with that?
L1105[14:42:55] <Zaggy1024> if you're around
L1106[14:43:03] <gigaherz> Mierzen: is it the version that has a meta value as the arg?
L1107[14:43:06] <Zaggy1024> Mierzen, this is 1.7 right?
L1108[14:43:13] <Zaggy1024> ah right
L1109[14:43:19] <Zaggy1024> the overload, I forgot
L1110[14:43:22] <Mierzen> UpdateEntity is still not called. Here is where I register the block and TE: http://pastebin.com/2uchVRiJ, which is called in FMLPreInitializationEvent
L1111[14:43:38] <Mierzen> I'll check the args for you
L1112[14:43:51] <Mierzen> 1.7.10
L1113[14:43:52] <gigaherz> the one you need to override is "public boolean hasTileEntity(int metadata)"
L1114[14:44:36] <Mierzen> @Override
L1115[14:44:36] <Mierzen> public boolean hasTileEntity()
L1116[14:44:36] <Mierzen> {
L1117[14:44:36] <Mierzen> return true;
L1118[14:44:36] <Mierzen> }
L1119[14:44:39] <Mierzen> ?
L1120[14:44:42] <gigaherz> nope
L1121[14:44:47] <gigaherz> the one that has int metadata
L1122[14:44:48] <Mierzen> soz
L1123[14:44:51] <Mierzen> I see new
L1124[14:44:52] <Mierzen> now
L1125[14:45:06] <Mierzen> and there goes the line. Let me test it quickly
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L1127[14:46:59] <Mierzen> I still don't reach the breakpoint which is placed in public void updateEntity()
L1128[14:47:53] <Zaggy1024> check if your TE is being created
L1129[14:49:52] <Mierzen> I misread giga's message: the one you need to override is "public boolean hasTileEntity(int metadata)" I read 'the ONLY one'. I re-added createTE and now it seems to work!
L1130[14:50:03] <Zaggy1024> oh
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L1133[14:51:42] <Mierzen> lol
L1134[14:53:28] <Mierzen> TADA! I'm smelting!! Thanks so much for your help
L1135[14:53:41] <Zaggy1024> np
L1136[14:55:27] <diesieben07> that does not sound healthy
L1137[14:55:29] <diesieben07> just sayin
L1138[14:55:37] <heldplayer> I was about to say
L1139[14:55:53] <heldplayer> But I suppose, whatever floats your boat
L1140[14:56:00] <heldplayer> Or in this case, smelts it
L1141[14:56:34] <Mierzen> Hahaha LOL!
L1142[14:56:53] <Mierzen> Really, thanks everyone! I wouldnt have been able to do it without your help
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L1146[15:00:54] <gigaherz> Mierzen: you are welcome, we are here becauase we like to help. ;P
L1147[15:01:04] <gigaherz> -a
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L1150[15:02:49] <Mierzen> For some reason it only smelts two items :-| I then have to remove the output for it to restart
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L1152[15:03:24] <Mierzen> http://pastebin.com/p4BLjkcW
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L1155[15:04:45] <diesieben07> 1. do NOT compare ItemStacks using unlocalized names. 2. do not compare strings using ==. 3. just because you are telling the furnace "hey you are on now" it's not actually really on.
L1156[15:05:17] <Mierzen> Thanks for the feedback. How should I rather do it?
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L1158[15:08:13] <diesieben07> 1. you need something like this: https://goo.gl/kopCYD 2. use a.equals(b) or Objects.equal(a, b) if you want to be null-safe. 3. i woudl have to look into how the furnace works exactly to tell you if this is even possible.
L1159[15:08:30] <diesieben07> and with 3... i also don't *actualy* know what you are trying to do, I am just assuming from that piece of code you posted.
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L1163[15:09:49] <Cypher121> Mierzen: so you want your TE to power furnace next to it, right?
L1164[15:10:01] <Mierzen> Above it, but yes
L1165[15:10:26] <Mierzen> Sorry, i forgot to restate what i'm trying to do, since you weren't here when I started
L1166[15:12:01] <Mierzen> I want the furnace to be on when the fuel block is underneath. I just added checks for if it should start. If the there is a item to be smelted and it *can* be smelted, then I check if the output slot is either empty or already has the output item (so, will the smelting be successful?) If so, If the current "fuel amount" (burnTime) is basicalyy zero, i add burntime
L1167[15:12:49] <Mierzen> The BlockFurnace.updateFurnaceBlockState(true, worldObj, xCoord, yCoord+1, zCoord); is there to update the furnace texture. It agrees with what Vazkii has done using the exoflame
L1168[15:13:06] <tterrag> diesieben07: accelerating the furnace manually is possible, he wouldn't be the first mod to do it
L1169[15:13:09] <tterrag> see: heating coil from HZ
L1170[15:13:11] <tterrag> FZ*
L1171[15:13:15] <diesieben07> yes, it is possible
L1172[15:13:19] <diesieben07> just not that easily
L1173[15:13:28] <Cypher121> also check here: https://github.com/BluSunrize/ImmersiveEngineering/blob/66397cc86fc73d7fd0e505e411d5a77308028cbf/src/main/java/blusunrize/immersiveengineering/common/blocks/metal/TileEntityFurnaceHeater.java
L1174[15:13:40] <Mierzen> After everything is working, i'm going to add checks to not update (i.e. check everything on each update)
L1175[15:13:51] <Mierzen> Will check, cypher
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L1177[15:13:54] <diesieben07> you have to set furnaceBurnTime to some positive value
L1178[15:14:11] <Mierzen> I set it to 400?
L1179[15:14:49] <Cypher121> just fyi, 400 = (stack burn time) * 2
L1180[15:15:13] <diesieben07> right... it should work then...
L1181[15:15:33] <Mierzen> Yes. And previously I found out that each item burns for 200 ticks
L1182[15:15:47] <Mierzen> It works, but not constantly. It stops after a while
L1183[15:17:04] <Mierzen> (btw, i also plan to add acceleration, but that will come after everything is working as it should)
L1184[15:19:09] <Mierzen> It smelts the items, but stops after a while. Forcing a block update on the fuel block does not start it again. changing the stack size to be smelted or already-smelted doesnt start it either. neither does replacing the fuel block. i have to remove all "results"
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L1186[15:24:27] <Mierzen> diesieben07,from which library does equalsImpl come?
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L1188[15:24:43] <diesieben07> it's in the same class file
L1189[15:24:57] <diesieben07> like 3 lines down
L1190[15:25:01] <Mierzen> Okay, I didn't see it
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L1192[15:26:22] <Mierzen> Does 1.7.10 have ItemStack.getMetadata()?
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L1194[15:26:36] <Cypher121> getItemDamage()
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L1196[15:27:00] <Mierzen> Thank you
L1197[15:31:30] <Mierzen> diesie, it seems implementing your equal() automatically fixed the stopping of the furnace. I see now how using == for strings, along with unlocalized names can cause problems
L1198[15:31:49] <diesieben07> glad you could fix it
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L1200[15:34:13] <Mierzen> Would it be okay with you if I use your equal() and equalsImpl() in this mod? getMetadata() is changed to getItemDamage() and I cannot use the Contract annotation
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L1202[15:34:46] <diesieben07> sure you can
L1203[15:34:54] <diesieben07> it's LGPL
L1204[15:35:17] <Mierzen> I saw, v3, but I wanted to confirm
L1205[15:35:19] <Mierzen> Thank you
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L1207[15:36:03] <fry> copyiong code from LGPL will most likely result in LGPL applying to your code too :P
L1208[15:36:26] <fry> explicit permission from the author is of course enough too though :P
L1209[15:36:29] <diesieben07> well, with that method you can hardly call it "copying" :D
L1210[15:36:37] <diesieben07> its like.. a null check and a method call
L1211[15:37:56] * fry wants to see the link
L1212[15:38:02] <Mierzen> https://github.com/diesieben07/SevenCommons/blob/1.7/src/main/java/de/take_weiland/mods/commons/util/ItemStacks.java#L43-59
L1213[15:38:39] <Mierzen> I copied it and changed two lines, and referenced diesie's file. I'm also using LGPL, but v2. I can change it
L1214[15:38:59] <fry> equal is Objects.equal (either guava or java7 Objects, whichever you prefer)
L1215[15:39:06] <fry> well, almost
L1216[15:39:09] <diesieben07> no its not
L1217[15:39:13] <diesieben07> ItemStack has no equals method
L1218[15:39:20] <fry> yup, it'll call the original equals
L1219[15:39:30] <diesieben07> which is why this method exists :D
L1220[15:40:16] <Mierzen> diesie, have you though of PR'ing it to Forge?
L1221[15:40:28] <heldplayer> "Just ASM an equals method in" *insert troll face*
L1222[15:40:37] <diesieben07> No, not really. Forge is not really a place for utilities like this
L1223[15:40:41] <fry> it was in forge at some point, iirc, it breaks mods
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L1225[15:40:48] <Mierzen> Oh okay
L1226[15:40:49] <fry> (adding the .equals to the ItemStack)
L1227[15:41:17] <fry> Also, it's probably not a bad idea to put this somewhere in forge :P
L1228[15:41:22] <fry> not sure where though
L1229[15:41:29] <diesieben07> anyone have a resource for learning how to implement like a image color-filter? so like... an algorithm to add a blue tint to the image for example
L1230[15:41:50] <fry> multiply all pixels by the blue color
L1231[15:41:55] <fry> simplest way
L1232[15:41:58] <heldplayer> You could use a colour matrix maybe that prioritizes blue?
L1233[15:42:03] <diesieben07> how do I "mulitply pixels"? :D
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L1235[15:42:17] <fry> rNew = rOld * rMask
L1236[15:42:24] <fry> same for others
L1237[15:42:29] <heldplayer> Go over every pixel, take its colours as a vector, have a transformation matrix for colours, multiply, store in pixel
L1238[15:42:42] <fry> matrix realy isn't neccesary here
L1239[15:42:50] <heldplayer> Depends how good you want it to look
L1240[15:43:00] <diesieben07> what is rXXX?
L1241[15:43:04] <diesieben07> rgb as hex?
L1242[15:43:04] <heldplayer> Multiplicative is often not very good looking imo
L1243[15:43:06] <fry> red
L1244[15:43:09] <diesieben07> oh
L1245[15:43:23] * diesieben07 experiments
L1246[15:43:26] <diesieben07> thanks
L1247[15:43:50] <fry> multiplicative colors is how light is applied to the objects, for example
L1248[15:44:45] <heldplayer> Well yeah, but then you have a value that depends on the pixel to multiply with, don't you?
L1249[15:44:48] <fry> diesieben07: https://en.wikipedia.org/wiki/Blend_modes
L1250[15:45:12] <fry> heldplayer: if it doesn't then it's not blending, it's substitution :P
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L1252[15:45:59] <heldplayer> I mean like, the value to multiply the original pixel with depends on the data for said pixel (being depth buffer, for example)
L1253[15:46:25] <fry> what?
L1254[15:46:49] <fry> depth buffer shouldn't be relevant at all here
L1255[15:47:08] <heldplayer> Isn't it relevant to calculating the light to fall upon it?
L1256[15:47:13] <heldplayer> From your example
L1257[15:48:01] <fry> I assume diesie wants simple 2d pixel array blending, without involving any geometry at all
L1258[15:48:10] <diesieben07> yes indeed+
L1259[15:48:26] <diesieben07> it does not need to be very fancy, the image is 256x256 only and will be upscaled minecraft-style
L1260[15:48:28] <diesieben07> :D
L1261[15:48:45] <heldplayer> I know, but I'm talking about your comment "<@fry> multiplicative colors is how light is applied to the objects, for example"
L1262[15:49:02] <heldplayer> /fork the convo
L1263[15:49:41] <fry> well, real life lighting is very complicated, but multiplication is a great approximation :P
L1264[15:50:20] <fry> (it's a perfect approximation for an even ambient light + completely matte material, I think :P)
L1265[15:50:33] <heldplayer> I suppose
L1266[15:51:37] <MattDahEpic> why does git rebase take sooooooooo long
L1267[15:51:59] <fry> because your commits are huge :P
L1268[15:52:05] <MattDahEpic> lies
L1269[15:52:18] <MattDahEpic> 26 lines isnt long
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L1271[15:52:28] <fry> then it should be fast
L1272[15:52:43] <heldplayer> How busy is your disk?
L1273[15:52:49] <heldplayer> And is it an HDD or SSD?
L1274[15:53:23] <MattDahEpic> its been on Rebasing (2/2) for like 20 mins. my disk is a 7200rpm and the only other thing im doing is listening to music
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L1276[15:53:37] <fry> that can't be right
L1277[15:53:46] <fry> something is very wrong
L1278[15:54:03] <heldplayer> Disk RPM doesn't determine how busy it is though
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L1280[15:55:02] <MattDahEpic> the only activity task manager reports is on the music drive, theres no activity on the code drive
L1281[15:55:34] <HassanS6000> Halp! http://pastebin.com/8CQ1vYHy this doesn't change the players location
L1282[15:55:34] <heldplayer> Is the git process doing anything at all?
L1283[15:55:52] <HassanS6000> It gets called and all, even the setLocationAndAngles, but it still won't work
L1284[15:56:18] <MattDahEpic> https://i.imgur.com/r3AeOcz.png S: is the code drive
L1285[15:56:25] <HassanS6000> Same thing with setPosition
L1286[15:56:54] <heldplayer> Does git usually take a long time to do operations?
L1287[15:57:08] <MattDahEpic> only command line git, not idea git
L1288[15:57:26] * HassanS6000 <3 command line git
L1289[15:58:02] <heldplayer> That's... very strange
L1290[16:00:31] <HassanS6000> The transferToDimension call works fine, but the setPosition doesn't do anything..
L1291[16:00:34] <diesieben07> fry, looking at that wiki article. if I just blend with "completely blue", so 0x0000FF, it won't change the blue pixels at all. and neither the other pixels...
L1292[16:00:46] <MattDahEpic> my questing is why 3 git.exes spawn when i use commandline git. they all dissappear afterwards
L1293[16:01:05] <fry> diesieben07: it'll set r and g to 0, and multiply the original blue by 1
L1294[16:01:18] <fry> so, effectively leave only the blue channel of the original image
L1295[16:01:25] <diesieben07> oh.
L1296[16:01:27] <diesieben07> herp derp.
L1297[16:01:34] <fry> which is how it'll look in the blue light :P
L1298[16:01:40] <diesieben07> i only blended the blue channel -.-
L1299[16:01:52] <fry> lol
L1300[16:03:35] <HassanS6000> Fixed it!
L1301[16:03:40] <HassanS6000> lol had to do setPositonAndUpdate
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L1304[16:08:47] <diesieben07> goddamnit. http://i.imgur.com/7mdXcbT.png
L1305[16:09:06] <fry> heh
L1306[16:09:31] <fry> what did you want to do? :P
L1307[16:09:41] <MattDahEpic> diesieben07, i like the blue horse boots
L1308[16:10:01] <diesieben07> its like... if you put one of those blue see-through color filters in front of a camera
L1309[16:10:04] <diesieben07> that effect
L1310[16:10:11] <diesieben07> (replace blue with <color>)
L1311[16:10:27] <fry> heh, you need to draw efter everything then
L1312[16:10:48] <fry> or even fiddling with the framebuffer might be easier
L1313[16:10:51] <diesieben07> draw? no, not draw
L1314[16:10:58] <diesieben07> this is an image stored on disk as a PNG
L1315[16:11:02] <diesieben07> or rather, i have it as a BufferedImage
L1316[16:12:51] * fry got the impression you want it to happen to the whole screen
L1317[16:13:01] <fry> or are you post-processing the screenshot? :P
L1318[16:13:19] <diesieben07> exactly that.
L1319[16:13:48] <Mierzen> Can I use multiple texture files for a block's texture, with one of them being animated using a "long" png file along with a *.png.mcmeta?
L1320[16:13:57] <diesieben07> sure you can.
L1321[16:14:50] <Mierzen> Okay, thanks. I will look for a way
L1322[16:16:36] <HassanS6000> !gm spawnParticle
L1323[16:16:58] <HassanS6000> !gm func_175682_a
L1324[16:17:36] <diesieben07> Mierzen, you don't have to do anything special. animated textures behave just like normal textures.
L1325[16:17:58] <Mierzen> Oh cool. I then just set the sides to using the correct texture files
L1326[16:17:59] <MattDahEpic> excpet they're animated *mind explodes*
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L1328[16:19:47] <diesieben07> there. much better. http://i.imgur.com/AJzpJL7.png
L1329[16:20:10] <MattDahEpic> diesieben07, i like your underwater world
L1330[16:20:16] <diesieben07> :D
L1331[16:20:21] <MattDahEpic> :#
L1332[16:20:24] <MattDahEpic> :3
L1333[16:20:49] <fry> day for night :P
L1334[16:26:26] <heldplayer> diesieben07: What are you doing? :o
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L1336[16:26:42] <diesieben07> (finally) updating CameraCraft.
L1337[16:26:45] <diesieben07> Don't tell anyone.
L1338[16:27:00] <heldplayer> Your secret is safe between you and me
L1339[16:27:10] * heldplayer deletes the secret from everybody's computer
L1340[16:27:11] <diesieben07> lol
L1341[16:27:17] <Cypher121> several years of modding led to this and finally it's happening
L1342[16:27:24] <Cypher121> minecraft took 5 minutes to crash
L1343[16:27:32] <diesieben07> it's not like anyone can jsut see it on github..
L1344[16:27:52] <fry> add instagram instant upload :P
L1345[16:28:19] <diesieben07> you may write an addon for that later ;p
L1346[16:28:22] <diesieben07> there is a good api :D
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L1356[16:48:07] <Mierzen> How do I make a recipe using a bucket return the bucket when done?
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L1358[16:48:22] <MattDahEpic> Mierzen, container items
L1359[16:48:36] <diesieben07> override hasContainerItem and getContainerItem
L1360[16:48:44] <diesieben07> in the full bucket
L1361[16:49:10] <Mierzen> I will take a shot at that
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L1364[16:51:12] <Mierzen> Oh guess what, no need. Using a full bucket in te recipe automatically gives it back
L1365[16:51:47] <diesieben07> yes :D
L1366[16:52:03] <Mierzen> Cool
L1367[16:56:23] <Mierzen> In my lang file I have tile.fuelBlock.name=Furnace Fuel Block, but it still displays the unlocalized name in the game. Any idea why?
L1368[16:58:03] <diesieben07> first, you should include your ModID in your unlocalized name
L1369[16:59:57] <Mierzen> My constructor for the fuelBlock has this: this.setBlockTextureName(Reference.MODID + ":" + unlocalizedName); and where I register it, i use GameRegistry.registerBlock(fuelBlock = new FuelBlock("fuelBlock", Material.iron), "fuelBlock");
L1370[17:01:02] <Mierzen> "fuelBlock" is the unlocalizedName param in the setBlockTextureName
L1371[17:02:30] <HassanS6000> How would I make it so the crafting table will work even for damaged items?
L1372[17:02:43] <HassanS6000> Ex. if I have a damaged sword, and have a recipe to convert it to diamond
L1373[17:02:47] <HassanS6000> Is that possible?
L1374[17:03:33] <Mierzen> I found why it didn't show the name. Silly mistake: didn't put the lang folder inside assets/MODID/. I put in in /assets/
L1375[17:05:19] <diesieben07> HassanS6000, use OreDictionary.WILDCARD_VALUE as the ItemStack metadata when registering the recipe
L1376[17:05:32] <HassanS6000> diesieben07, thanks :)
L1377[17:10:16] <Mierzen> I got a mcmod.info file somewhere containing "version": "${version}",
L1378[17:10:16] <Mierzen> "mcversion": "${mcversion}" I guess those are for automatically getting the correct strings to put there. However, it displays as is, with the $ and all. How do I make it get the values automatically?
L1379[17:11:56] <diesieben07> you build your mod
L1380[17:12:01] <diesieben07> it doesn't work in the development environment
L1381[17:13:40] <HassanS6000> diesieben07, how can I change the color of the item name and lore?
L1382[17:14:08] <diesieben07> prepend one of the EnumChatFormatting constants
L1383[17:14:12] <Mierzen> Oh I see, thanks
L1384[17:15:40] <HassanS6000> diesieben07, how to do that for the item name? That's defined in lang file
L1385[17:16:18] <diesieben07> override getItemStackDisplayName. in there return EnumChatFormatting.XXXX + super.getItemStackDisplayName
L1386[17:16:36] <HassanS6000> kk ty
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L1389[17:34:26] <Zaggy1024> you can put formatting codes in lang files
L1390[17:34:47] <Zaggy1024> I did that for an invalid item metadata name to make red for extra scary factor
L1391[17:34:58] <Zaggy1024> *make it red
L1392[17:35:56] <simon816> just saw a crash report with UCHIJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA could that suggest forge is entering a state multiple times?
L1393[17:36:03] <simon816> https://github.com/BuildCraft/BuildCraft/issues/3111
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L1395[17:43:29] <HassanS6000> Is there an event fired when a portal is created
L1396[17:43:37] *** fry is now known as fry|sleep
L1397[17:44:26] <HassanS6000> Specifically a nether portal
L1398[17:46:13] <Zaggy1024> HassanS6000, look at Teleporter
L1399[17:46:22] <Zaggy1024> that's where portals are found or created
L1400[17:46:26] <HassanS6000> Zaggy1024, okay
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L1404[17:51:53] <Zaggy1024> long lines are fun
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L1412[18:44:30] <MattDahEpic> omg 1 week until fallout4!
L1413[18:45:46] <Cypher121> oh wait
L1414[18:45:50] <Cypher121> the fuck is this
L1415[18:46:06] <Cypher121> SC2: Legacy of the Void and FO4 come out on the same day
L1416[18:46:20] <MattDahEpic> its a conundrum
L1417[18:46:26] <MattDahEpic> but fo4 is clearly better
L1418[18:46:31] <Cypher121> '_'
L1419[18:46:46] <Cypher121> nah, I'll go play SC first
L1420[18:47:25] <MattDahEpic> -_-
L1421[18:47:56] <gigaherz> my flatmate got an xbox elite controller specifically to have it before fallout
L1422[18:47:57] <gigaherz> XD
L1423[18:48:36] <MattDahEpic> i need to make 80 curepoints this week to get fo4 without and out of pocket money
L1424[18:48:49] <MattDahEpic> any out of pocket*
L1425[18:50:05] <Cypher121> YOU MUST CONSTRUCT ADDITIONAL PYLONS
L1426[18:50:21] <MattDahEpic> no i have anough fallout4... i mean pylons
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L1429[18:54:22] <Cypher121> it's funny how my server is too laggy to process /kick, but fine when it comes to handling zombies attacking me...
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L1435[19:23:51] <HassanS6000> This code spawns a firework rocket on right click, however after it spawns it disappears, like the world is taking it out or there was a desync issue. Anybody know why?
L1436[19:23:52] <HassanS6000> http://pastebin.com/3c3vfXWy
L1437[19:24:07] <HassanS6000> Also, how would I change the color of its trail
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L1445[19:53:43] <HassanS6000> How can I change a firework rocket's LIFETIME?
L1446[19:53:59] <HassanS6000> *EntityFireworkRocket
L1447[19:54:26] <Drullkus> Implement at least 5 APIs, and write a few ASMs for 3 mods, and win a brawl again Lex.
L1448[19:54:29] <Drullkus> against*
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L1450[19:54:37] <HassanS6000> nvm
L1451[19:54:43] * Drullkus was joking x3
L1452[19:54:47] * HassanS6000 chuckles
L1453[19:55:01] <Drullkus> I'm right now trying to implement the AE api.
L1454[19:55:13] <Drullkus> This is the second API I have to hook into my mod now.
L1455[19:55:33] <Drullkus> I did the Bee stuff from forestry
L1456[19:55:39] <Drullkus> yesterday xD
L1457[19:56:13] <Drullkus> HassanS6000: Result? http://gfycat.com/LikelyCourageousFawn
L1458[19:56:55] <HassanS6000> Drullkus, that looks cool =3
L1459[19:57:11] <Drullkus> Yep. I have created a bee Species that chisels stuff
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L1461[19:57:56] <mezz> man that reddit thread has so many good suggestions today
L1462[19:58:08] <mezz> chisel creeper!?
L1463[19:58:26] <mezz> I can't wait to see those bees on a cart though
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L1469[20:42:30] <tterrag> Cypher121: classy bug report
L1470[20:44:09] <Cypher121> heh
L1471[20:45:45] <Drullkus> lol
L1472[20:47:30] <Cypher121> well, I mean that's a quite precise description of the situation, isn't it?
L1473[20:47:49] <Drullkus> ...pretty much
L1474[20:49:32] <Drullkus> reminds me of https://twitter.com/Drullkus/status/661601400107892736 , Cypher121
L1475[20:49:46] <Drullkus> mezz: Totally x3
L1476[20:49:58] <Drullkus> I'm wondering if the 4.0 API can work on 4.1
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L1478[20:54:50] <mezz> it should
L1479[20:55:04] <Drullkus> mezz: Excellent
L1480[20:55:08] <Drullkus> I shall test it later
L1481[20:55:08] <mezz> I'm being extra careful not to break the API after 4.0
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L1485[21:03:12] <HassanS6000> Anyone wanna see how I did it?
L1486[21:03:18] <HassanS6000> It was a pain in the arse
L1487[21:03:28] <HassanS6000> But it could come handy to others, so I might post it on the forums
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L1498[21:20:20] <securitypedant> hola
L1499[21:20:47] <securitypedant> I have an external service that I want to use to make remote calls into a running Minecraft server to spawn mobs into a game
L1500[21:21:15] <securitypedant> i.e. send a text to a number hosted by Twilio, that results in a HTTP GET to a webservice that ends up somehow talking to a Minecraft running server
L1501[21:21:26] <securitypedant> Any tips on the right approach?
L1502[21:21:45] <MattDahEpic> you'd need the location, type and properties of the mob to spawn
L1503[21:21:55] <securitypedant> Do I try and embed a HTTPD into a forge mod, or is there another way to get external events into the server?
L1504[21:22:20] <MattDahEpic> you could http get evry tick but that'd be laggy
L1505[21:22:28] <securitypedant> yeah i've figured out the internal logic. The message to the server will have waypoint names that determine at which predetermined location the mobs will spwan
L1506[21:22:35] <securitypedant> s/spwan/spawn
L1507[21:22:55] <MattDahEpic> if its not time sensitive you could put the details in a file and get the file on intervals
L1508[21:23:00] <securitypedant> what I need to get a little start on, is how to have an external process communicate to the server.
L1509[21:23:07] <securitypedant> yeah I thought about a file
L1510[21:23:22] <securitypedant> but if I have one process writing, then minecraft reading... just messsy
L1511[21:23:39] <securitypedant> I might have a lot of incoming requests writing to the file and MInecraft never reading from it
L1512[21:23:46] <securitypedant> i thought maybe use an event queue
L1513[21:23:52] <securitypedant> have minecraft read the events
L1514[21:24:11] <securitypedant> or i have a file per message
L1515[21:24:19] <MattDahEpic> you'd have to have a mod that reads from disk and sends the events or a wrapper on the console that sends messages
L1516[21:24:25] <securitypedant> write the files and then minecraft reads and deletes after reading
L1517[21:25:08] * securitypedant thinks
L1518[21:25:11] <MattDahEpic> i would try something like mcrtoolkit and use it's telnet
L1519[21:25:19] <securitypedant> yeah, the quickest and easiest way is just write a file per message
L1520[21:25:37] <tterrag> securitypedant: Minecraft has a remote console
L1521[21:25:45] <MattDahEpic> its a console wrapper and you'd just send summon commands
L1522[21:25:54] <MattDahEpic> blah blah rcon shwabbledabble
L1523[21:26:10] <MattDahEpic> thats probably the best way, just rcon in sommon commands
L1524[21:26:10] <securitypedant> tterrag: in vanilla or forge?
L1525[21:26:20] <MattDahEpic> no mods needed, could run vanilla server
L1526[21:26:30] <MattDahEpic> vanilla has rcon securitypedant
L1527[21:26:41] <tterrag> vanilla
L1528[21:26:55] <securitypedant> oh, i don't know what rcon is :)
L1529[21:26:56] <securitypedant> lemme go read
L1530[21:27:13] <securitypedant> so basically I write a Minecraft command, and then call it from rcon?
L1531[21:27:23] <securitypedant> and make some simple PHP/Ruby app that can call rcon?
L1532[21:27:23] <tterrag> well /summon is already a command
L1533[21:27:27] <tterrag> but yes
L1534[21:27:31] <securitypedant> duh, yes
L1535[21:27:32] <securitypedant> i see
L1536[21:27:40] <securitypedant> ok, I have some learning to do on rcon
L1537[21:27:44] <securitypedant> thanks fellas
L1538[21:27:51] <killjoy> Using gson, I'm having trouble with deserialization.
L1539[21:27:59] <securitypedant> oh, rcon is in 1.7.10?
L1540[21:28:06] <killjoy> I have class Value<T> {T t;}
L1541[21:28:29] <killjoy> I want to serialize that class to t
L1542[21:28:38] <killjoy> How would I get the type of t?
L1543[21:28:40] <MattDahEpic> securitypedant, yes but /summon isnt
L1544[21:28:42] <tterrag> you wouldn't
L1545[21:28:51] <tterrag> types are erased
L1546[21:29:06] <tterrag> don't be vague killjoy, what do you need to do exactly?
L1547[21:29:06] <securitypedant> MattDahEpic: no worries, I can easily write a mod for the commands I want
L1548[21:29:22] <killjoy> I thought I was being precise
L1549[21:29:32] <tterrag> you said you are having trouble with deserialization
L1550[21:29:37] <tterrag> then asked how to serialize the class to t
L1551[21:29:40] <tterrag> I don't know what that means really
L1552[21:29:41] <killjoy> would normally serialize to {value:5}
L1553[21:29:48] <killjoy> I want it to just be 5, but it's also a generic type.
L1554[21:30:06] <tterrag> serialization doesn't care about generics
L1555[21:30:06] <killjoy> I can serialize it fine. I need to deserialize it.
L1556[21:30:13] <tterrag> then you need to provide the type
L1557[21:30:26] <tterrag> it can't just magically figure out the type
L1558[21:30:40] <killjoy> gson seems to do fine with List<thing>
L1559[21:31:05] <tterrag> yes because the class it's deserializing explicitly defines the type of the variable
L1560[21:31:18] <securitypedant> https://github.com/thedudeguy/PHP-Minecraft-Rcon
L1561[21:31:21] <securitypedant> oh boy, so so simple
L1562[21:31:22] <tterrag> but if the CLASS is generic, that doesn't work
L1563[21:31:44] <killjoy> I just need to fine the list deserializer
L1564[21:32:42] <tterrag> what about list?
L1565[21:32:47] <tterrag> you said your class was Value<T>
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L1567[21:33:04] <killjoy> Defined as fields
L1568[21:33:35] <tterrag> what?
L1569[21:33:56] <tterrag> could you just post the class you are trying to deserialize?
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L1572[21:36:19] <killjoy> I think I need to use a type adapter factory
L1573[21:36:28] <tterrag> not really
L1574[21:36:38] <killjoy> It's what I see gson is doing
L1575[21:37:29] <tterrag> you just need to give it a generic type to use...since it can't be inferred
L1576[21:37:35] <tterrag> again if you posted your code I could help more
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L1579[21:49:52] <killjoy> http://pastebin.com/9Cxtb90f
L1580[21:49:56] <killjoy> That's what I have right now.
L1581[21:49:57] <MrGrouch> Hey shadekiller666 any ideas why http://puu.sh/l8Gen/680aacf150.png looks like http://puu.sh/l8GdH/b17a8726e8.jpg in game?
L1582[21:49:58] <killjoy> About to test
L1583[21:50:22] <MrGrouch> Repo: https://github.com/disconsented/Cristalllum
L1584[21:51:12] <shadekiller666> mrgrouch, the objloader only knows how to handle a maximum of 4 vertices per face, and ignores the rest
L1585[21:51:33] <MrGrouch> So I need to go and simplify my model then?
L1586[21:51:47] <shadekiller666> its a limitation of the way that it shoves the data into minecraft
L1587[21:51:50] <shadekiller666> uhh
L1588[21:52:08] <shadekiller666> at least add more edges so that each face is 4 vertices
L1589[21:52:47] <shadekiller666> the see-throughness of the block underneath is because you aren't overriding isFullCube() or isOpaqueCube() in your block
L1590[21:53:15] <shadekiller666> i can't remember which, theres 4 different boolean-return functions that relate to block rendering...
L1591[21:53:43] <shadekiller666> i will talk to fry about how/if support for >4 vertices would work
L1592[21:54:11] <MrGrouch> Cool, cheers
L1593[21:54:22] <shadekiller666> np
L1594[21:56:52] <gigaherz> MrGrouch: note for the future, always model with quads andd/or triangles
L1595[21:57:07] <gigaherz> larger polygons are not generally "wanted" on games ;P
L1596[21:57:14] <gigaherz> -d
L1597[21:58:22] <gigaherz> specially non-planar ones
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L1602[22:10:25] <tterrag> killjoy: yeah the type adapter stuff is useless
L1603[22:10:31] <tterrag> just give it a type when you deserialize...
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L1605[22:14:25] <killjoy> got it
L1606[22:14:35] <killjoy> I had to cast Type to ParameterizedType
L1607[22:14:49] <killjoy> then getActualTypeArguments()[0];
L1608[22:15:14] <tterrag> god...no
L1609[22:15:16] <tterrag> dude
L1610[22:15:34] <Drullkus> lol
L1611[22:15:37] <tterrag> gson.deserialize(json, new TypeToken<Type<XXX>>(){}.getType())
L1612[22:15:47] <killjoy> I don't know the type
L1613[22:15:54] <tterrag> then you cannot be helped
L1614[22:15:58] <tterrag> the type *MUST* be known
L1615[22:16:01] <tterrag> it cannot be inferred by magic
L1616[22:16:06] <Drullkus> XD
L1617[22:16:22] <killjoy> http://pastebin.com/4eL2zVg1
L1618[22:16:25] <tterrag> if the value is declared as Value<Foo> in another class you are deserializing, then that will work
L1619[22:16:38] <killjoy> Which it is
L1620[22:17:08] <tterrag> then WHY don't you know the type??
L1621[22:17:25] <killjoy> I don't know it as in it's not constant
L1622[22:17:36] <tterrag> you just said it's declared Value<Foo>
L1623[22:17:37] <tterrag> so it's constant
L1624[22:18:10] <killjoy> I do Value<SomeEnum> enumVal; Value<Boolean> someBool;
L1625[22:18:16] <Drullkus> > Line 5
L1626[22:18:18] <Drullkus> "pony"
L1627[22:18:22] <Drullkus> > closes pastebin
L1628[22:18:22] <killjoy> Yes
L1629[22:18:31] <killjoy> Hm..
L1630[22:18:36] <killjoy> that should be named value...
L1631[22:18:46] <mezz> lol.
L1632[22:18:50] <killjoy> Curse you eclipse.
L1633[22:19:04] <Drullkus> Join the IntelliJ side. We have cookies.
L1634[22:19:08] <tterrag> killjoy: still, those are constant
L1635[22:19:17] <tterrag> gson can know the type by reading the class by reflection
L1636[22:19:23] <tterrag> explicit variable types are not erased
L1637[22:19:58] <killjoy> I figured out how to do it by looking at gson's array deserializer
L1638[22:20:31] <tterrag> and what you have works, yes, but it's INCREDIBLY backwards, and from what I know, unnecessary
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L1640[22:22:09] <Drullkus> \o Poppy
L1641[22:22:30] <Poppy> o/ Drullkus
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L1643[22:26:38] <MattDahEpic> Drullkus, intellij is best
L1644[22:26:51] <Drullkus> IntelliJ 10/10 best IDE
L1645[22:27:05] <MattDahEpic> have you upped to 15 yet?
L1646[22:27:12] <MattDahEpic> or still on 14
L1647[22:27:27] <Drullkus> Oh, 15 is out now?...wow
L1648[22:27:28] <Drullkus> XD
L1649[22:27:42] <Drullkus> First time hearing it lol
L1650[22:27:43] <MattDahEpic> ima wait a 15 release or 2
L1651[22:29:32] <tterrag> killjoy: I just verified it myself
L1652[22:29:39] <tterrag> http://puu.sh/l8Iem.txt
L1653[22:29:41] <tterrag> works fine
L1654[22:30:36] <killjoy> What was the output?
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L1656[22:30:43] <tterrag> Test(stringValue=Test.Value(value=Test!), pointValue=Test.Value(value=java.awt.Point[x=1,y=2]))
L1657[22:30:59] <tterrag> (after adding @ToString to the class)
L1658[22:31:29] <killjoy> I mean the json
L1659[22:31:40] <tterrag> the json?
L1660[22:31:42] <tterrag> sec
L1661[22:31:49] <tterrag> {"stringValue":{"value":"Test!"},"pointValue":{"value":{"x":1,"y":2}}}
L1662[22:32:05] <tterrag> do you override toString() in your enum?
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L1664[22:32:08] <tterrag> that will break gson
L1665[22:32:24] <tterrag> because it uses toString() to write the enum then can't look it back up with valueOf
L1666[22:32:45] <killjoy> I want {"stringValue:"Test!","pointValue:{"x":1,"y":2}}
L1667[22:33:18] <tterrag> uhh
L1668[22:33:23] <tterrag> then why are you using a wrapper class
L1669[22:33:31] <killjoy> I want to pass the ref
L1670[22:33:49] <tterrag> ok well
L1671[22:33:52] <tterrag> what you want is possible
L1672[22:34:02] <tterrag> you just need a JsonSerializer/JsonDeserializer for the value
L1673[22:34:18] <tterrag> and just return a JsonPrimitive instead of JsonObject
L1674[22:34:42] <killjoy> Serializing wasn't the issue for me
L1675[22:34:47] <killjoy> It was deserializing
L1676[22:34:57] <tterrag> how did you get it to serialize like you want?
L1677[22:35:09] <killjoy> cast type to ParameterizedType
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L1679[22:35:21] <tterrag> pls...just write a serializer/deserializer
L1680[22:35:26] <tterrag> it solves your problem and doesn't lose the runtime type
L1681[22:36:52] <tterrag> killjoy: but if you want to pass by ref...and you are only using enums/booleans...those are immutable
L1682[22:36:55] <tterrag> so why do you have this class again?
L1683[22:37:30] <killjoy> abstractifying config guis
L1684[22:37:51] <killjoy> This used to be just a property map
L1685[22:38:37] <tterrag> ok, well still, just use the serializer/deserializer
L1686[22:39:25] <killjoy> Well at least it's less lines
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L1688[22:51:08] <tterrag> killjoy: I see what you mean with the parameterized type
L1689[22:51:13] <tterrag> this is all you need http://puu.sh/l8JgG.txt
L1690[22:51:26] <killjoy> That's exactly what I did.
L1691[22:51:34] <tterrag> and then I just use Gson gson = new GsonBuilder().registerTypeAdapter(Value.class, new Serializer()).create();
L1692[22:51:35] <tterrag> ok, good
L1693[22:51:45] <tterrag> *nothing* else special is required, to be clear
L1694[22:51:46] <killjoy> I'm not clueless
L1695[22:51:47] <tterrag> no type adapter magic
L1696[22:52:12] <killjoy> Though I did also add the enumtypeadapter
L1697[22:52:23] <tterrag> why is that needed?
L1698[22:52:33] <killjoy> I don't like uppercase enums in my jsons
L1699[22:52:42] <killjoy> They're just icky
L1700[22:52:48] <tterrag> ah, yeah
L1701[22:53:44] <tterrag> killjoy: actually I made a mistake, though you probably already have it fixed
L1702[22:53:58] <tterrag> not return context.deserialize(...) but return new Value(context.deserialize(...))
L1703[22:54:03] <tterrag> ignore rawtypes :p
L1704[22:54:14] <killjoy> Yeah
L1705[22:54:36] <tterrag> {"stringValue":"Test!","pointValue":{"x":1,"y":2}}
L1706[22:54:36] <tterrag> Test(stringValue=Test.Value(value=Test!), pointValue=Test.Value(value=java.awt.Point[x=1,y=2]))
L1707[22:54:38] <tterrag> gson is magic \o/
L1708[22:54:45] <killjoy> I was just thinking that
L1709[22:54:51] <killjoy> They say computers are made of smoke
L1710[22:55:01] <killjoy> If it escapes, it stops working
L1711[22:55:18] <killjoy> *run on smok
L1712[22:55:18] <tterrag> gson really is magic though
L1713[22:55:23] <tterrag> go do this:
L1714[22:55:39] <tterrag> create a class, give it a non-default constructor, and give it some final fields which are initialized at declaration
L1715[22:55:46] <tterrag> then deserialize to it
L1716[22:55:50] <tterrag> the final fields will be NULL
L1717[22:56:00] <killjoy> I've experienced that
L1718[22:56:10] <tterrag> black magic
L1719[22:56:17] <tterrag> (actually it's just sun.misc.Unsafe)
L1720[22:57:56] <killjoy> https://github.com/killjoy1221/TabbyChat-2/blob/master/src/main/java/mnm/mods/tabbychat/ChatChannel.java#L151
L1721[22:58:02] <killjoy> And my workaround for it
L1722[22:58:11] <killjoy> I had to definalize it
L1723[22:59:11] <tterrag> workaround is to add a default constructor :P
L1724[22:59:36] <killjoy> because it calls the one using null?
L1725[23:00:08] <tterrag> gson needs a default constructor
L1726[23:02:16] <killjoy> https://en.wikipedia.org/wiki/Magic_smoke
L1727[23:02:52] <killjoy> Smokeless CPUs are incompatible with the linux kernel and it is doubted that any work will ever be performed to change this. They are simply too unreliable in even the most standard system configuration. Those with a CPU missing its Magic Smoke should switch to a new CPU.
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L1738[23:24:35] <tterrag> what is paper generally registered to in the oredict?
L1739[23:24:40] <tterrag> itemPaper?
L1740[23:25:30] <killjoy> Is there a usage statistics mod?
L1741[23:26:02] <killjoy> Something that anonymously records what mods are used, items, things that are registered, etc.
L1742[23:26:11] <Cypher121> forge doesn't register paper at all, so no idea how mods do it
L1743[23:26:25] <Cypher121> but probably itemPaper
L1744[23:26:37] <tterrag> that's why I'm asking
L1745[23:26:46] <tterrag> anyone have a heavily modded instance they can load up?
L1746[23:27:07] <killjoy> Found one named paperEmpty
L1747[23:27:12] <killjoy> https://github.com/search?q=paper+oredict&type=Code&utf8=%E2%9C%93
L1748[23:27:13] <tterrag> lol
L1749[23:27:19] <Cypher121> infinity + about 40 other mods
L1750[23:27:27] <Cypher121> no oreDict names at all
L1751[23:27:31] <Cypher121> =\
L1752[23:27:48] <Poppy> itemPaper sounds logical to me, who knows, it might catch on
L1753[23:27:50] <Poppy> :D
L1754[23:28:21] <Poppy> what are the strings for toolClass in setHarvest level?
L1755[23:28:35] <Poppy> axe, pickaxe, shovel, sword?
L1756[23:29:02] <killjoy> This guy just names it paper. https://github.com/TheBlepTeam/Modular-Technology/blob/master/src/main/java/com/blue/modtech/reference/Names.java#L54
L1757[23:29:28] <killjoy> found another "materialPaper"
L1758[23:29:58] <killjoy> I like that one
L1759[23:31:33] <tterrag> just loaded up TPPI2, no oredict name
L1760[23:31:38] <tterrag> there's a lot of mods in that pack...
L1761[23:32:01] <killjoy> I've seen about 3 mods so far that give it an oredict
L1762[23:32:04] <killjoy> All different
L1763[23:32:31] <tterrag> lol
L1764[23:32:41] <tterrag> screw it I'll just check the item
L1765[23:32:47] <tterrag> if it ever becomes a problem I'll fix it
L1766[23:32:52] <killjoy> There should be a standard
L1767[23:32:59] <tterrag> shapeMaterial
L1768[23:33:07] <tterrag> but a lot of times the "shape" can't be agreed on
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