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L4[00:11:24] <tterrag> !gm getCommandName
L5[00:11:53] <tterrag> !mh getCommandName
L6[00:12:45] <Cypher121> is there a good way to edit behavior of vanilla entities?
L7[00:13:03] <Cypher121> as in override a certain method
L8[00:19:20] <tterrag> ok what the heck?
L9[00:19:25] <tterrag> why is it getName() in latest forge?
L10[00:19:30] <tterrag> but MCPBot says getCommandName
L11[00:19:32] <tterrag> bspkrs: explen
L12[00:20:25] <tterrag> is forge *that* behind?
L13[00:20:30] <tterrag> it was changed back in january...
L14[00:22:51] <tterrag> !exports
L15[00:23:58] <tterrag> ignore me, this mod I clonsed uses custom mappings and I failed to notice...now to yell at someone else
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L33[01:20:30] <tterrag> is there any way to know the side from the TEs readFromNBT method?
L34[01:20:35] <tterrag> the worldObj has not been set yet
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L37[01:24:56] <tterrag> nevermind I guess, I'll just use validate
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L41[01:36:56] <McJty> tterrag, otherwise FMLCommonHandler.instance().getEffectiveSide()
L42[01:37:13] <tterrag> ugly thread inspection
L43[01:37:14] <tterrag> no thanks :P
L44[01:37:22] <tterrag> I'd rather have proper context
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L46[01:37:37] <McJty> yes, that's always better
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L52[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151105 mappings to Forge Maven.
L53[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151105-1.8.zip (mappings = "snapshot_20151105" in build.gradle).
L54[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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L105[04:46:29] <illy[Zzz]> !gf field_70121_D
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L113[05:03:30] <Wuppy> ugh I'm so fucking pissed right now
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L116[05:03:54] <sham1> So am I
L117[05:04:00] <Wuppy> why are you?
L118[05:04:02] <sham1> My backpack went RIP
L119[05:04:24] <Wuppy> I'm going into full on warfare with my roommates it seems
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L122[05:10:52] <gigaherz> Wuppy: no room for clear direct peaceful conversation?
L123[05:11:04] <Wuppy> apperantly not anymore :c
L124[05:11:15] <Wuppy> they went to the home owners behind our back
L125[05:11:19] <gigaherz> spent all passive-agressivity
L126[05:11:27] <gigaherz> ?
L127[05:11:27] <gigaherz> XD
L128[05:12:13] <Wuppy> and even though we've had a bunch of parties, we didn't do anything wrong legally
L129[05:12:38] <Wuppy> plus, I'm willing to spend a significant amoutn of money to stay here (location + the fact that this place is rather cheap)
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L131[05:13:13] <gigaherz> "Latest EMET Bypass Targets WoW64 Windows Subsystem"
L132[05:13:13] <gigaherz> lol
L133[05:13:47] <gigaherz> apparently 32bit browsers on a 64bit OS can be used to bypass EMET
L134[05:14:24] <gigaherz> http://it.slashdot.org/story/15/11/04/233259/latest-emet-bypass-targets-wow64-windows-subsystem
L135[05:16:06] <gigaherz> hmm I didn't mean to write this here
L136[05:16:09] * gigaherz shrugs
L137[05:16:20] <Wuppy> hehe
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L169[07:49:35] <Jake_Evans> What the hell have I done this time o-o http://jake-evans.net/ss/ZX3t.png
L170[07:54:51] <Wuppy> o____0
L171[07:54:54] <Wuppy> you broke the thing
L172[07:55:15] <Ordinastie> do we even want to know ?
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L174[08:06:25] <Jake_Evans> lol I haven’t done anything
L175[08:06:32] <Jake_Evans> I just tested my dev environment run configs
L176[08:06:36] <Jake_Evans> and well.. disaster
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L178[08:08:32] <Jake_Evans> The font’s all buggered too lol
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L181[08:32:49] <sham1> How did you even
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L191[08:47:50] <Jake_Evans> Must be my graphics card or something ‘cos I have no idea how to fix it
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L211[10:20:12] <Baburek> Does anyone knows how to remove a shaped recipe from GregTech?
L212[10:20:40] *** TehNut|Sleep is now known as TehNut
L213[10:21:38] <Baburek> Trying with CraftingManager.getInstance().getRecipeList() and remove() but greg's recipes still appears even with "after:gregtech" dependency
L214[10:23:45] <Soni> leak: so this is what mojang code looks like: "Blocks.DIRT.defaultBlockState().getBlockStateDefinition().getValue(String)"
L215[10:24:06] <Soni> apparently the decompiled code uses "Blocks.dirt" :(
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L236[13:04:26] <fry> for full variants [{}] works :P
L237[13:04:27] <Zaggy1024> was trying to quick test to see if something was breaking for no reason when I added another specified variant, and it failed to load on that line
L238[13:05:01] <tterrag> Baburek: 1) removing stuff from the oredict is bad
L239[13:05:01] <tterrag> 2) sounds like you could just do both of those after...why do you need before?
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L241[13:05:14] <Zaggy1024> okay, that bit of code is a bit confusing to me, but don't you think it would be good if it didn't crash due to it being empty?
L242[13:05:22] <McJty> Hmm, how do you get the fluid that is in a bukket? ItemBucket has a private field called 'isFull' that seems to be the fluid block but how to get that?
L243[13:05:29] <Zaggy1024> (every time I look at that code I get very confused :P)
L244[13:05:32] <McJty> I know I can use reflection but is that the only way here?
L245[13:05:36] <Baburek> tterrag, to register OreDict event handler
L246[13:05:47] <fry> should {} denote full variant or the partial variant?
L247[13:06:02] <Zaggy1024> full, it really can't denote anything else
L248[13:06:07] <alex_6611> McJty there is a fluid item registry, called something like FluidContainerRegistry
L249[13:06:11] <alex_6611> that can get it
L250[13:06:17] <fry> property decomposition isn't designed very well
L251[13:06:24] <Zaggy1024> hm?
L252[13:06:38] <McJty> alex_6611, aha thanks
L253[13:06:46] <Zaggy1024> fry, what do you mean?
L254[13:07:13] <fry> this part needed to be fixed, cause initially "normal" variant didn't work at all
L255[13:07:24] <fry> since it didn't have "=" in it
L256[13:07:28] <Zaggy1024> ah yeah
L257[13:07:50] <fry> it wasn't thought through at all
L258[13:08:13] <fry> and I don't want to add more hotfixed to it, and rather fix it for good in the next version :P
L259[13:08:14] <Zaggy1024> yeah...now that I think about it my "normal" tag is confusing for the loader
L260[13:08:29] <Zaggy1024> bah
L261[13:08:42] <Zaggy1024> yeah we really should've spent more time on that part of it :P
L262[13:09:01] <Zaggy1024> but keeping it from crashing it would probably still be good
L263[13:09:22] <fry> I'm almost sure it's not the only part that can crash :P
L264[13:09:40] <Zaggy1024> well lemme find out now :P
L265[13:10:37] <Zaggy1024> although checking only the first mapping in there might not be the best course too
L266[13:10:52] <Zaggy1024> I wish the blockstates loader could be a learning robot :P
L267[13:11:08] <fry> parsing is not a trivial problem
L268[13:11:23] <Soni> Baburek, use 2 mods
L269[13:11:30] <fry> and if you can make that "learning robot" you'll get a nobel prize :P
L270[13:11:35] <Zaggy1024> not when you jam two formats to specify something in one place :P
L271[13:12:12] <Zaggy1024> maybe we should have an "overrides" key
L272[13:12:31] <Baburek> Soni, I'll try thanks
L273[13:12:35] <fry> bug-led design is a very bad idea
L274[13:12:48] <fry> it needs to be thought through from the top
L275[13:12:51] <Baburek> but it will looks like not good
L276[13:13:05] <Zaggy1024> yeah
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L278[13:13:39] <Zaggy1024> but we're kind of stuck with this one for a long time now because modders are stubborn :(
L279[13:13:46] <Soni> (please note that using 2 mods like that is Very Bad™, but it works)
L280[13:14:06] <Soni> I wish we had @Before and @After annotations
L281[13:14:40] <fry> and that's exactly why I don't want to improve it slightly :P
L282[13:14:54] <Zaggy1024> er okay
L283[13:15:01] <Soni> (and deprecate dependencies=)
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L285[13:15:15] <Zaggy1024> but the fix for iterating it isn't going to break anything that works currently
L286[13:15:34] <Zaggy1024> just tried it on my json and it made it load
L287[13:15:46] <Zaggy1024> not that I recommend people format their jsons like that
L288[13:16:25] <fry> it doesn't make anything possible that wasn't possible before, and it increases the set of the inputs that need to be thought of in the future
L289[13:16:54] <fry> if {} is accepted right now - people will expect that {} is accepted in a certain way in the future
L290[13:17:10] <Zaggy1024> not if we make a whole new format
L291[13:17:22] <Zaggy1024> I mean, hopefully it'll be different enough to force them to think
L292[13:17:31] <fry> that'll never happen :P
L293[13:17:41] <Zaggy1024> then we're screwed either way :P
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L295[13:18:00] <Zaggy1024> they'll undoubtedly do things wrong if they think it'll be compatible with the old format
L296[13:18:31] <fry> but we can reduce the number of things that old format accepts :P
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L298[13:20:25] <Zaggy1024> eh, it the error doesn't really matter, I guess...although it would be nice to at least tell people what's happening
L299[13:21:08] <Zaggy1024> and probably also ignore that variant
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L305[13:35:06] <Zaggy1024> fry, is there currently a way to specify TRSRs for different perspectives?
L306[13:35:35] <gigaherz_w> IPerspectiveAwareModel?
L307[13:35:40] <Baburek> Nice, registerOre event is not cancelable, result.deny does nothing
L308[13:35:46] <Zaggy1024> I don't see it on the specs paste you made a while back, but that may be out of date
L309[13:35:52] <Zaggy1024> gigaherz_w, I mean in the blockstates foramt
L310[13:35:55] <fry> "transform": { "thirdperson": {} }
L311[13:36:08] <tterrag> Baburek: because like I said, you cannot "deny" an oredict registration. that would break mods
L312[13:36:59] <Zaggy1024> ah
L313[13:37:00] <Zaggy1024> thanks
L314[13:37:17] <Zaggy1024> I haven't touched item models in blockstates yet
L315[13:37:41] <fry> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L32-L38
L316[13:38:20] <tterrag> fry: if you are going to keep linking that you should probably just add it to http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L317[13:38:59] <fry> tterrag: I'm not sure if it's complete, and it's just a spec with a little comments added
L318[13:39:29] <tterrag> so then it's preferable to have no docs at all?
L319[13:39:45] <fry> I don't know
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L321[13:40:06] <fry> I prefer to look at the source rather than using the incorrect documentation
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L323[13:40:12] <tterrag> you are the only one who properly knows these systems
L324[13:40:18] <tterrag> if you don't help with the docs, no one will
L325[13:40:22] <Baburek> Is it possible to remove crafting recipe with an oreDict name then?
L326[13:40:33] <fry> I didn't do much of this part
L327[13:40:42] <fry> and I don't know all about it
L328[13:40:52] <fry> Zaggy and Lex did most of it
L329[13:41:07] <Baburek> I've tried with getCraftingRecipes() and OreDict.getOres("name") but it works only for vanilla recipes
L330[13:41:11] <fry> I only added transforms
L331[13:41:35] <tterrag> well my point still stands
L332[13:41:48] <tterrag> we have official docs now, that means when you add a system you document it
L333[13:42:03] <tterrag> "let the community do it" is nice in theory, but as we've seen doesn't really happen
L334[13:42:30] <fry> "document it if you add it" doesn't happen either :P
L335[13:42:33] <killjoy> it takes me a while to get motivated to contribute
L336[13:42:48] <tterrag> fry: but it needs to
L337[13:42:52] <fry> I try my best, but it's insanely hard for me
L338[13:42:54] <tterrag> documentation is PART of development
L339[13:43:06] <tterrag> if you add a system no one knows how to use then it's pointless
L340[13:43:55] <killjoy> Unless it's internal
L341[13:43:59] <killjoy> event then, comments
L342[13:45:12] <fry> I guess I'm a shitty developer :P
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L344[13:46:22] <killjoy> I'm sure you'll want to murder yourself in 3 months
L345[13:47:29] <fry> nah, I'm adding comments for most of the obscure parts nowadays
L346[13:47:46] <killjoy> Did you want to murder yourself from a year ago?
L347[13:47:59] <fry> year - nope
L348[13:48:13] <killjoy> Good. suicide is no joke
L349[13:48:19] <gigaherz_w> wuld be nice to be ableto retroactively slap yourself
L350[13:48:29] <fry> I've learned to write the code I can understand later a long time ago
L351[13:48:37] <gigaherz_w> right when you are about to make a bad decision
L352[13:48:41] <gigaherz_w> yo usuddenly feel a stab of pain
L353[13:48:45] <gigaherz_w> XD
L354[13:48:48] <fry> as a side effect I didn't learn to write a lot of comments :P
L355[13:48:51] <killjoy> A scar appears in your side
L356[13:48:57] <killjoy> You stole your kidney
L357[13:49:19] <gigaherz_w> they could makea movie about that
L358[13:49:25] <gigaherz_w> but it would be a comedy
L359[13:49:29] <gigaherz_w> so I wouldn't watch it
L360[13:49:40] <killjoy> You need that kidney because a stranger stole yours a long time ago
L361[13:49:50] <gigaherz_w> I mena being ableto slab yourself retroactively
L362[13:49:53] <gigaherz_w> not stab yourself
L363[13:49:53] <gigaherz_w> XD
L364[13:50:02] <gigaherz_w> or steal kidneys
L365[13:50:12] <killjoy> Referencing charlie the unicorn
L366[13:51:20] <fry> Also, it's pretty much impossible to write obscure code in java - it's the main selling point of the language :P
L367[13:51:37] <killjoy> I'm sure you could find a way
L368[13:51:41] <gigaherz_w> it has lambdas now
L369[13:51:41] <gigaherz_w> ;P
L370[13:51:52] <tterrag> oh it's definitely possible
L371[13:51:57] <gigaherz_w> continuation-based codecan get quite funny
L372[13:51:58] <gigaherz_w> ;P
L373[13:52:23] <Cypher121> isn't that why people make mods in scala?
L374[13:52:34] <Cypher121> so they can write obscure code?
L375[13:52:38] <gigaherz_w> because java is too clean? maybe
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L377[13:52:42] <killjoy> You can make a mod in groovy now
L378[13:52:47] <gigaherz_w> self-obfuscating code
L379[13:52:52] <gigaherz_w> we should support perl as a modding language!
L380[13:53:08] <Cypher121> Brainfuck
L381[13:53:20] <fry> yes, "you can accomplish anything if you put your mind to it", but generally speaking java is as simple as 1+1 :P
L382[13:53:20] <gigaherz_w> nah ath makes sense, unlike perl.
L383[13:53:30] <gigaherz_w> that*
L384[13:53:44] <Cypher121> well, that depends on how you use perl
L385[13:54:00] <gigaherz_w> a programming language modelled after redstone
L386[13:54:02] <gigaherz_w> hmmm
L387[13:54:17] <gigaherz_w> you have variables
L388[13:54:22] <gigaherz_w> but the value decays over 15 instructions
L389[13:54:36] <Cypher121> so redstone is modeled after electric signals
L390[13:54:45] <gigaherz_w> you have inversion-assignation
L391[13:54:51] <Zaggy1024> hm, is there no way to make a block not spawn running particles?
L392[13:55:00] <gigaherz_w> which updates a variable, but inverts the value
L393[13:55:07] <gigaherz_w> you have direct assignation, but on a delay:
L394[13:55:17] <gigaherz_w> that is, the variable gets the value after X instructions (configurable)
L395[13:55:37] <gigaherz_w> you have the comparator, that outputs a value depending on the input, and the previous value of the variable
L396[13:55:43] <Cypher121> just add 50ms sleep timer after each inversion
L397[13:55:56] <gigaherz_w> nono this is pipelined
L398[13:56:06] <gigaherz_w> like MIPS, you have "delay slots"
L399[13:56:21] <fry> https://en.wikipedia.org/wiki/Dataflow_programming
L400[13:57:02] <Cypher121> anyway, I was trying to ask something. what would be the best way to remove knockback from arrows shot by skeletons?
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L402[13:57:59] <Cypher121> so far I have replacing arrows shot by skeletons by my own extension (requires ASM or replacing entities, not sure which one is worse) or doing something on damage event
L403[13:59:52] <Cypher121> *tumbleweeds rolling*
L404[14:00:07] <fry> *western music playing*
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L406[14:00:21] <killjoy> I'd say asm is worse
L407[14:00:27] <killjoy> are you replacing entities in the registry?
L408[14:00:35] <Cypher121> tried that
L409[14:00:41] <Cypher121> for awful results
L410[14:00:50] <killjoy> on tick thing?
L411[14:01:08] <Ivorius> https://en.wikipedia.org/wiki/Dataflow_programming.pdf *
L412[14:01:09] <killjoy> spawn entity event?
L413[14:01:15] <Cypher121> then decided to subscribe to EntityWorldJoinEvent and replace all skeletons with my own
L414[14:01:27] <killjoy> Oh, the skeleton?
L415[14:01:31] <killjoy> Why not the arrow?
L416[14:01:57] <Cypher121> hmm, makes sense
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L418[14:02:52] <Cypher121> problem is that when I get an entity, I need to create my own and give it some parameters of the one event gave me
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L420[14:02:56] <Cypher121> but which ones?
L421[14:03:24] <karlthepagan> new antispam push - using DFA for complex rules logic now: https://github.com/karlthepagan/forge-antispam/blob/master/src/main/java/karl/codes/minecraft/antispam/rules/DefaultRules.java
L422[14:03:50] <karlthepagan> next: runtime editing of rules, gui overlay for some messages (like ClearLag warnings)
L423[14:03:54] <killjoy> So are you talking about knockback from damage or enchantments?
L424[14:04:07] <Cypher121> both
L425[14:04:33] <Cypher121> complete lack of effect on player's movement
L426[14:04:44] <Cypher121> took arrow to forehead, still swimming to skeleton
L427[14:05:13] <killjoy> Is there a damage event?
L428[14:05:52] <Cypher121> LivingAttackEvent is fired when a living Entity is attacked.
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L431[14:07:28] <killjoy> I would subscribe to that, check the soruce for skeleton, cancel, then manually set the health, bypassing knockback
L432[14:07:36] <killjoy> Using lowest priority
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L436[14:21:21] <MattDahEpic> i cannot figure out why my config is only generating one section:https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/config/Config.java
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L440[14:24:23] <killjoy> MattDahEpic, do you mean for all the fields in ConfigSectionMobOre to be static?
L441[14:24:39] <MattDahEpic> hmmmm
L442[14:25:12] <killjoy> Remove all the static modifies
L443[14:26:43] <MattDahEpic> yup, that fixed it
L444[14:26:57] <tterrag> also don't use CONSTANT_CASE for things that aren't constants :P
L445[14:27:15] <killjoy> should probably mark it final if it's not going to change
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L447[14:28:29] <killjoy> You also should've gotten a warning about static access when you did this.*field*
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L456[14:51:49] <shade_phone> stupid nickserv
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L460[14:53:14] <sham1> Get a bouncer :P
L461[14:53:42] <shade_phone> im on one on my phone :P
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L463[14:54:24] <fry> really? we couldn't tell
L464[14:54:28] <Cypher121> public final float ammount;
L465[14:54:28] <Cypher121> that name messes with my head more than it should
L466[14:54:33] <shade_phone> lol
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L468[14:57:35] <gigaherz_w> https://gist.github.com/gigaherz/a242455f913f4044cf78
L469[14:57:38] <gigaherz_w> any ideas? ;P
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L472[15:00:04] <Cypher121> instruction to join lines?
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L474[15:01:31] <shade_phone> fry, do you think it would be possible/worth making the obj loader support > 4 vertices per face?
L475[15:01:46] <Cypher121> killjoy: this turned out hilariously bad. arrows bounce from player and deal 1 heart of armor-piercing damage T_T
L476[15:01:54] <fry> shade_phone: yes
L477[15:03:07] <shade_phone> ok, how would passing the vertex data into the game work at that point?
L478[15:03:16] <fry> same way
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L480[15:04:06] <shade_phone> is there anything special that needs to happen with VertexFormats and such?
L481[15:04:26] <karlthepagan> gigaherz_w, I think you should decide how strong you want your analogy to redstone to be
L482[15:04:36] <fry> nope
L483[15:05:01] <gigaherz_w> karlthepagan: as annoying as possible
L484[15:05:02] <gigaherz_w> XD
L485[15:05:07] <gigaherz_w> but still workable
L486[15:05:09] <karlthepagan> gigaherz_w, if you want it to be closer to redstone, then asm seems to break that a bit?
L487[15:05:11] <karlthepagan> oh lol
L488[15:05:24] <gigaherz_w> hence why I made the registers shift themselves each instruction
L489[15:05:28] <gigaherz_w> ;P
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L491[15:05:59] <karlthepagan> oh lawd... well that's almost as bad as my idea. Just make another world for players to edit miniturized circuits
L492[15:06:08] <gigaherz_w> heh
L493[15:06:16] <karlthepagan> where each chunk in that world is a block in overworld
L494[15:06:26] <karlthepagan> (probably partitioned by bedrock)
L495[15:06:28] <gigaherz_w> I have been hoping with a gui-based redstone IC editor
L496[15:06:39] <gigaherz_w> but using actual redstone blocks
L497[15:06:44] <gigaherz_w> as in
L498[15:06:50] <karlthepagan> does such a thing exist? that would be cool
L499[15:07:05] <gigaherz_w> a grid where you can place a "solid block", a "torch", a "redstone dust"
L500[15:07:12] <gigaherz_w> not that I'm aware of
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L502[15:07:52] <gigaherz_w> the way I'd do it, is by handling clicks with the actual items
L503[15:08:16] <gigaherz_w> but then adding some extra info, like the torch could be rotated to take input from each of the possible 4 sides
L504[15:08:38] <gigaherz_w> like, left click woudl take the item out, right-click would rotate it
L505[15:09:03] <gigaherz_w> advanced tiers could have multiple layers
L506[15:09:09] <gigaherz_w> akin to actual layers on the ground
L507[15:09:25] <gigaherz_w> using a visualization similar to the one in the mc wiki
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L509[15:09:48] <gigaherz_w> (so like you see a semi-transparent red dot when a torch is in the same location of the layer below)
L510[15:10:20] <gigaherz_w> then "commiting" the gui would sortof compile the circuit into a lag-free IC ;P
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L512[15:10:43] <karlthepagan> turn it into a forge gui and make a mod where you do this in-game ;)
L513[15:10:54] <karlthepagan> or just make a webservice to do it and make $ on ads
L514[15:11:13] <karlthepagan> is that in the mojang license? selling access to your software for purposes other than playing the full game?
L515[15:11:15] <karlthepagan> :P
L516[15:11:26] <karlthepagan> brb lunch
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L519[15:13:57] <shade_phone> bbl
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L523[15:23:48] <karlthepagan> gigaherz_w, what do you think of the mini-circuits hack? I haven't looked into the world logic, but I'm guessing passing state across worlds and keeping the circuit world in active are the only challenges
L524[15:24:57] <gigaherz_w> yeah
L525[15:25:04] <gigaherz_w> well
L526[15:25:12] <gigaherz_w> it may be best to like
L527[15:25:22] <gigaherz_w> "cache" the contents
L528[15:25:28] <gigaherz_w> in a sortof preprocessed/compiled way
L529[15:25:44] <gigaherz_w> and have something else that marks the cache as dirty when a block changes
L530[15:26:11] <gigaherz_w> or like, if the world is loaded, use the actua linput/output from the world, if it's unloaded, run the simulation instead
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L532[15:33:17] <HassanS6000> Hey I tried using this
L533[15:33:18] <HassanS6000> http://pastebin.com/qsP1rrJX
L534[15:33:25] <HassanS6000> And I got
L535[15:33:26] <HassanS6000> http://pastebin.com/kwYgUWP5
L536[15:33:28] <HassanS6000> in console
L537[15:33:33] <HassanS6000> and
L538[15:33:33] <HassanS6000> http://imgur.com/rvCNFk2
L539[15:33:36] <HassanS6000> on client
L540[15:34:07] <HassanS6000> Not sure if this is normal or not.. it starts up without crashes, but if I press "No" it crashes, and if I press "Yes" it seems as though my replacement isn't really working
L541[15:34:27] <HassanS6000> To be clear, I'm using a SubstitutionAlias for Snow and Ice
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L543[15:34:59] <killjoy> pressing yes makes a backup
L544[15:35:14] <killjoy> It's unclear of that
L545[15:35:44] <HassanS6000> killjoy, yes I understand, but does that I mean I did something wrong?
L546[15:35:48] <HassanS6000> Why the error in console?
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L549[15:40:08] <killjoy> no idea
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L553[16:07:03] <karlthepagan> brb, blizzcon
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L585[17:49:25] <Unh0ly_Tigg> for anyone here that knows blender well enough, if I have a plane with verts at (-1,1,0)->(1,1,0)->(1,-1,0)->(-1,-1,0) (top left start, clockwise), and I have it mapped to a square texture (the smooth stone texture), I know there was a way to setup the mapping so that instead of the whole plane showing 1 smooth stone block, it would do it based on the grid (so with my coordinates, there would be a 2x2 grid of the
L586[17:49:25] <Unh0ly_Tigg> texture), does anyone know how to set that up?
L587[17:51:45] <Deamon> map your UVs from 0-2 and use GL_REPEAT when binding the texture if I recall correctly
L588[17:51:57] <Unh0ly_Tigg> this is in blender, not in code.
L589[17:52:22] <Deamon> oh no idea then
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L593[18:01:07] <Unh0ly_Tigg> oh, blender 2.76 appears to have a coordinates mapping option, I just need to update and try. heres hoping
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L595[18:02:12] <TTFTCUTS> also you should really make that order counterclockwise Unh0ly_Tigg
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L597[18:02:20] <TTFTCUTS> if it's clockwise you're looking at the rear side
L598[18:02:49] <Unh0ly_Tigg> it's just the coordinates, I just figured it was easier to list them, the normals are setup properly though.
L599[18:03:20] <Unh0ly_Tigg> the normals are set to face towards +z
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L601[18:03:41] <Unh0ly_Tigg> since blender uses x and y for horizontal and z for vertical.
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L604[18:18:47] <Unh0ly_Tigg> found it, Texture > Image Mapping > Repeat > Repeat X/Y
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L608[19:18:47] <MattDahEpic> http://fo4countdown.com/ t-minus 3 days
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L615[20:12:24] <Cypher121> !gm func_145827_c
L616[20:14:08] <MattDahEpic> does everyone who does update checkers do it like https://github.com/MattDahEpic/MDECore1.8/blob/master/src/main/java/com/mattdahepic/mdecore/update/CheckThread.java or am i doing something woefully wrong?
L617[20:14:34] <killjoy> I use gson
L618[20:15:26] <killjoy> https://github.com/killjoy1221/MnM-Utils/blob/master/src/main/java/mnm/mods/util/update/UpdateResponse.java
L619[20:15:53] <killjoy> This actually. https://github.com/killjoy1221/MnM-Utils/blob/master/src/main/java/mnm/mods/util/update/UpdateChecker.java
L620[20:16:17] <gigaherz_w> last update checker I did was in a C# app, and I did an http request to a .txt file, no fancy encodings at all
L621[20:16:25] <MattDahEpic> ^ me too
L622[20:16:25] <gigaherz_w> the .txt file justhad the latest version written in it XD
L623[20:25:27] <Cypher121> anyone knows why this can happen? http://pastebin.com/SGknuKnA
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L625[20:27:08] <gigaherz_w> Cypher121: well most simple answer would be "the class is missing"
L626[20:27:25] <gigaherz_w> so... is it there?
L627[20:29:54] <killjoy> Magneticraft looks to be installed
L628[20:29:57] <killjoy> outdated apiI?
L629[20:30:09] <Cypher121> class is there
L630[20:30:20] <killjoy> bad coremod?
L631[20:30:40] <Cypher121> and while we're at it, DefNotFoundError is not thrown if class is missing
L632[20:30:47] <Cypher121> Exception is thrown
L633[20:31:00] <killjoy> That's what causes it
L634[20:31:54] <killjoy> Isn't ClassNotFoundException just when using Class.forname?
L635[20:32:16] <Cypher121> if class is missing completely, it's thrown by default loader
L636[20:32:46] <killjoy> Well it's thrown at constructor
L637[20:33:33] <killjoy> Could it be calling IHeatConductor.class.newInstance()?
L638[20:33:45] <killjoy> And since that seems like an interface, it wouldn't work
L639[20:33:54] <Cypher121> it is an interface
L640[20:34:34] <Cypher121> yeah, it's quite likely. why it even operates with interfaces is beyond me
L641[20:34:45] <killjoy> *it isn't
L642[20:34:46] <Cypher121> because context seems to be createAndLoadTileEntity
L643[20:35:49] <killjoy> Hm.. no, that would throw an InstantiationException.
L644[20:39:23] <Cypher121> wait, actually it *does* throw an exception
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L646[20:42:54] <MattDahEpic> who what magneticraft thats my job im on devteam for that
L647[20:44:38] <Cypher121> you'd be surprised, but I'm too
L648[20:44:49] <MattDahEpic> woah who would have guessed
L649[20:44:57] <MattDahEpic> cool
L650[20:45:48] <MattDahEpic> i am best at funny log messages: https://github.com/MattDahEpic/MDECore1.8/blob/master/src/main/java/com/mattdahepic/mdecore/redstone/WaterproofRedstone.java#L13-L39
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L653[20:46:37] <unascribed> to answer your comments
L654[20:46:45] <unascribed> net.minecraft.block.Block is fine, class names are fixed at runtime
L655[20:46:50] <unascribed> blockMaterial is NOT
L656[20:46:58] <unascribed> you will need to add the srg name
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L658[20:49:15] <MattDahEpic> !gf Block.blockMaterial
L659[20:49:43] <unascribed> on the net.minecraft.block.Block thing though
L660[20:49:53] <unascribed> it's much better to do (c != Block.class)
L661[20:50:22] <unascribed> and you should probably start your cursor at getClass, not Superclass, so that blocks that are not subclassed work
L662[20:50:37] <unascribed> also keep in mind that if you walk off the edge of the class hierarchy you'll get null
L663[20:56:39] <MattDahEpic> the real question is why Blocks.unpowered_comparator.getLocalizedName() doesnt return a nice name while Blocks.unlit_redstone_torch.getLocalizedName() does
L664[20:58:58] <unascribed> the unlit redstone torch is technical block that is no longer obtainable
L665[20:59:05] <unascribed> is a*
L666[20:59:09] <MattDahEpic> but it has a nice name
L667[20:59:23] <MattDahEpic> albiet the same as the regular torch, but...
L668[20:59:25] <unascribed> it was obtainable once upon a t ime
L669[20:59:26] <unascribed> time*
L670[20:59:43] <gigaherz_w> back when the unlit torch was actually another block id
L671[20:59:48] <unascribed> unpowered comparators were never polished and when they were obtainable I think had a name of "null"
L672[20:59:50] <gigaherz_w> instead of just a separate meta state
L673[20:59:53] <unascribed> gigaherz_w: it still is
L674[20:59:59] <gigaherz_w> is it?
L675[21:00:02] <unascribed> it just has no ItemBlock now
L676[21:00:05] <gigaherz_w> ah
L677[21:00:09] <unascribed> if it wasn't, all unlit torches in old worlds would disappear :P
L678[21:00:42] <MattDahEpic> oh yea servers used them as currency long ago
L679[21:00:58] <gigaherz_w> well I mean I assumed the old id was only there for compat, but torches would stop using them as soon as they switched back to the lit version
L680[21:01:11] * gigaherz_w shrugs
L681[21:01:16] <gigaherz_w> never actually looked though ;P
L682[21:01:29] <unascribed> to my knowledge, even in 1.9, unlit and lit torches are still 75 and 76 respectively
L683[21:01:51] <gigaherz_w> seems counter-productive to me ;P
L684[21:02:10] <unascribed> it's how they've always worked
L685[21:02:13] <gigaherz_w> I'd have had a version field on chunks, and on import, scan the whole thing and get rid of them
L686[21:02:14] <unascribed> there's not much incentive to "fix" them now
L687[21:02:25] <unascribed> and Mojang has never done migration except between map formats
L688[21:02:25] <gigaherz_w> then reuse the id for new stuff ;P
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L690[21:02:38] <MattDahEpic> 1.9 snapshot nbteditsing shows you can get them, btu not easily
L691[21:02:53] <unascribed> except unlit torches have no itemblock
L692[21:02:58] <unascribed> they don't work in the inventory at all
L693[21:03:00] <unascribed> they do not exist
L694[21:03:07] <unascribed> unless they changed that in 1.9
L695[21:03:14] <MattDahEpic> you do crash though
L696[21:03:19] <gigaherz_w> because: if a chunk had the old version, it would be safe because the new stuff using the same id wouldn't have existed yet, and chunks using the new version would already be upgraded, so it would be just fine ;p
L697[21:03:30] <gigaherz_w> anyhow
L698[21:03:34] <gigaherz_w> I guess Mojang.
L699[21:03:41] <unascribed> sure, but what's the incentive to do such a complicated thing such as that
L700[21:03:47] <unascribed> it works how it is
L701[21:03:50] <unascribed> and we have 4096 block ids
L702[21:03:57] <unascribed> Mojang certainly isn't using those any time soon
L703[21:04:01] <gigaherz_w> sure
L704[21:04:12] <gigaherz_w> I'm slightly OCD in that regard
L705[21:04:14] <MattDahEpic> i think mcregion -> anvil had a converter
L706[21:04:19] <unascribed> it did
L707[21:04:21] <unascribed> as did alpha -> mcregion
L708[21:04:25] <unascribed> but those are map formats
L709[21:04:27] <unascribed> not ID remaps
L710[21:04:30] <gigaherz_w> yeah
L711[21:04:47] <gigaherz_w> although they could have done a translation map if they had wanted ;p
L712[21:04:54] <gigaherz_w> they just didn't
L713[21:04:56] <gigaherz_w> which is ok
L714[21:05:00] <gigaherz_w> jsut meh ;P
L715[21:06:00] <gigaherz_w> and yeah in 1.8 it does swap the torch with the unlit version, just checked XD
L716[21:06:07] <gigaherz_w> Ihave no reason to believe they'd change that in 1.9
L717[21:06:11] <gigaherz_w> XD
L718[21:06:29] <MattDahEpic> for the record fallout4 pipboy app is out right now: https://play.google.com/store/apps/details?id=com.bethsoft.falloutcompanionapp
L719[21:06:55] <unascribed> I give it 2 weeks before bootleg pipboys come out and all the pre-orderers feel dumb
L720[21:07:30] <gigaherz_w> heh
L721[21:07:41] <SkySom> I wouldn't feel dumb.
L722[21:07:44] <MattDahEpic> theres already 3dprintable models for it: http://ytec3d.com/pip-boy-3000-mark-iv/
L723[21:07:50] <SkySom> The bootleg things probably wouldn't be as good
L724[21:07:50] <Cypher121> f3+h says unlit torch is 76
L725[21:07:55] <gigaherz_w> I can picture the next conventionm whichever it may be
L726[21:07:55] <unascribed> it's a chunk of plastic
L727[21:07:59] <unascribed> pretty hard to screw that up
L728[21:08:01] <unascribed> but oh well
L729[21:08:07] <gigaherz_w> 10000 people with cardboard pipboys
L730[21:11:49] <Zaggy2048> gah
L731[21:12:00] <Zaggy2048> are tile entities already removed when getDrops is called?
L732[21:12:16] <MattDahEpic> 1.8?
L733[21:13:13] <Zaggy2048> yeh
L734[21:13:55] <gigaherz_w> there's workarounds ;P
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L737[21:18:06] <Zaggy1024> I'm sure there are, but I'm tired and lazy...I'll figure it out tomorrow :P
L738[21:18:14] <Zaggy1024> ugh, I'm so sleepy right now
L739[21:19:49] <Zaggy1024> wait, so what's harvestBlock vs getDrops?
L740[21:20:26] ⇦ Quits: Zaggy2048 (~Zaggy1024@172.56.13.8) (Ping timeout: 190 seconds)
L741[21:20:37] <Cypher121> calculate drops on TE invalidation store them in a static map and access it on getDrops(). shitcode?
L742[21:21:08] <Zaggy1024> very very yes
L743[21:21:18] <Zaggy1024> I think I'd rather die than do that :P
L744[21:21:49] <Zaggy1024> I know there's a way around it anyway
L745[21:21:59] <Zaggy1024> I just need to figure otu the right one, there's a ton of callbacks in this code
L746[21:24:06] <gigaherz_w> nah the common workaround is to save the te info on harvest
L747[21:24:07] <Zaggy1024> what's odd is the info that I store in the block state is there when it's broken, but I don't see how it could get there, as getActualState isn't called on the state AFAIK
L748[21:24:18] <Zaggy1024> u
L749[21:24:20] <gigaherz_w> since the drops will be calculated on harvest, you'll have them available
L750[21:24:21] <Zaggy1024> *uh
L751[21:24:35] <Zaggy1024> wouldn't you just use the callback that chests use to drop their contained items?
L752[21:24:52] <Zaggy1024> if there's nothing better, that is
L753[21:29:18] <MattDahEpic> how woudl one go about making a full glass bottle add one level to a cauldron so you can fill cauldrons for movable 1level redstone comparator outputs?
L754[21:29:32] <MattDahEpic> since buckets are hard coded
L755[21:30:09] <gigaherz_w> hmm isn't cauldron based on metadata?
L756[21:30:26] <MattDahEpic> the water level is an EnumInteger
L757[21:30:33] <gigaherz_w> yeah
L758[21:30:47] <gigaherz_w> getBlockState().getValue(LEVEL) or whatever
L759[21:30:50] <gigaherz_w> then +1
L760[21:31:03] <Cypher121> wait, EnumInteger?
L761[21:31:06] <gigaherz_w> then setBlockState(currenstate.withProperty(LEVEL,prev+1))
L762[21:31:11] <MattDahEpic> Cypher121, yes
L763[21:31:11] <gigaherz_w> PropertyInteger, he means
L764[21:31:50] <MattDahEpic> im good at combining types that dont go together
L765[21:32:17] <gigaherz_w> so yeah read the prev value of LEVEL
L766[21:32:23] <gigaherz_w> add 1 if it's < 3
L767[21:32:34] <gigaherz_w> then set the result if it changed
L768[21:32:52] <gigaherz_w> nothing special.
L769[21:34:43] <MattDahEpic> i want to do it in the vanilla waterbottle so reflection would be good?
L770[21:35:15] <gigaherz_w> hm?
L771[21:35:19] <MattDahEpic> or the vanilla cauldron, but that's require asm to not screw up the defautl behavior
L772[21:35:36] <gigaherz_w> is there any event for rightclicking an arbitrary item on an arbitrary block?
L773[21:36:06] <MattDahEpic> maybe?
L774[21:36:21] <gigaherz_w> if it exists, that'd be best
L775[21:36:22] <unascribed> PlayerInteractEvent
L776[21:36:55] <unascribed> fires on any right click whatsoever
L777[21:36:59] <gigaherz_w> if "water bottle" on "cauldron" and "cauldron is not full" { increment and set bottle to empty }
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L783[22:11:25] <MattDahEpic> gigaherz_w and unascribed, i *think* im on the right track? https://github.com/MattDahEpic/MDECore1.8/blob/master/src/main/java/com/mattdahepic/mdecore/tweaks/WaterBottleCauldron.java
L784[22:12:04] <unascribed> seems right, yeah
L785[22:13:25] <gigaherz_w> MattDahEpic: although potions don't normally stack, it may be good practicet o not assume so
L786[22:13:31] <gigaherz_w> since a mod could make them stackable?
L787[22:13:42] <gigaherz_w> best to do stackSize--, and see if it becomes 0, then clear slot
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L789[22:14:58] <tterrag> so I can set the standard output to write to a file
L790[22:15:07] <tterrag> but how can I make it so that it writes to the console AND a file?
L791[22:15:11] <tterrag> not exactly MC related but still :p
L792[22:15:29] <gigaherz_w> from commandline, on unixes, there's a thingy called "tee"
L793[22:15:37] <gigaherz_w> that will let you duplicate streams
L794[22:15:42] <tterrag> blah blah
L795[22:15:44] <tterrag> I mean from the program
L796[22:16:00] <gigaherz_w> ah no idea ;P
L797[22:16:30] <gigaherz_w> well you could use a pipe
L798[22:16:38] <gigaherz_w> catch the other end, and then write twice
L799[22:16:48] <gigaherz_w> but there may be a better way
L800[22:16:49] <MattDahEpic> i assume the registering the event would just be FMLCommonHandler.instance().bus().register(new WaterBottleCauldron());
L801[22:17:11] <gigaherz_w> nah it's a minecraftforge event, not an fml one
L802[22:17:25] <gigaherz_w> probably goes on the forge bus instead of the fml one
L803[22:20:40] <MattDahEpic> fml isnt even a thing anymore...
L804[22:20:47] <unascribed> yes it is
L805[22:20:51] <unascribed> it's just part of forge now
L806[22:21:00] <gigaherz_w> the only thing that changed
L807[22:21:05] <unascribed> the FML and Forge buses are still separate
L808[22:21:05] <gigaherz_w> is that they are maintained as a single project
L809[22:21:08] <unascribed> ^
L810[22:21:10] <gigaherz_w> instead of being two separate"things"
L811[22:21:21] <gigaherz_w> but al lthe packages and such are identical
L812[22:21:24] <gigaherz_w> it's just a management merger
L813[22:21:56] <gigaherz_w> like Mojang being bought my MS, Mojang still mostly acts independently
L814[22:23:25] <MattDahEpic> ^ we cant be sure of that though...
L815[22:23:35] <MattDahEpic> *xfiles theme*
L816[22:23:36] * unascribed puts on tinfoil hat
L817[22:23:55] * TehNut puts on tinfoil fedora and neckbeard
L818[22:24:43] <MattDahEpic> and final tweak to make is sleeping at day changes to night
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L820[22:25:11] <MattDahEpic> and i have noooo idea how to start that
L821[22:25:56] <MattDahEpic> ooh theres an event PlayerSleepInBedEvent
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L823[22:32:14] <Lunatrius> What's the best alternative for PlayerLoggedInEvent @ client side?
L824[22:32:47] <MattDahEpic> oh god this is gunna have to take asm because the event.player.world.isDaytime is hardcoded
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L826[22:40:04] <gigaherz_w> MattDahEpic: maybe take thechance to make a whole new bed that does like other survival games and lets you choose how many hours to pass?
L827[22:40:05] <gigaherz_w> ;P
L828[22:40:52] <MattDahEpic> im making fancy schmancy tweak stuff in my library mod
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L830[22:41:06] <MattDahEpic> but ill put that on the STICKY NOTE OF IDEAS
L831[22:41:16] <MattDahEpic> *echos*
L832[22:46:36] <LexManos> <MattDahEpic> oh god this is gunna have to take asm because the event.player.world.isDaytime is hardcoded
L833[22:46:36] <LexManos> ....
L834[22:46:57] <MattDahEpic> EntityPlayer.trySleep
L835[22:47:19] <MattDahEpic> if (this.worldObj.isDaytime())
L836[22:47:19] <MattDahEpic> {
L837[22:47:19] <MattDahEpic> return EntityPlayer.EnumStatus.NOT_POSSIBLE_NOW;
L838[22:47:19] <MattDahEpic> }
L839[22:47:30] <LexManos> There is a way to override EnumStatus
L840[22:48:09] <LexManos> EntityPlayer.EnumStatus ret = net.minecraftforge.event.ForgeEventFactory.onPlayerSleepInBed(this, bedLocation);
L841[22:48:22] <LexManos> yup the event is fired way before this if is reached
L842[22:48:41] <LexManos> No asm needed
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L844[23:03:34] <MattDahEpic> well it isnt working and i think ive done it right? https://github.com/MattDahEpic/MDECore1.8/blob/master/src/main/java/com/mattdahepic/mdecore/tweaks/DaySleepToNight.java
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L848[23:21:32] <LexManos> That would allow you to sleep in the bed, not sure about the time set as i dont remember that function
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L850[23:22:45] <LexManos> you however do nee dto do the toehr things that are in the trySleep function inside yours
L851[23:23:32] <LexManos> remove the mount, set sleeping true, move the player and reset sleeping timer
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L857[23:43:15] <MattDahEpic> boolean sleeping is protected in EntityPlayer and int sleepTimer is private, hmmmm
L858[23:44:08] <LexManos> reflection!
L859[23:44:40] <MattDahEpic> yup
L860[23:45:22] <LexManos> As it only happens once when people try to sleep this is a perfect example of where reflection is perfectly fine.
L861[23:45:32] <LexManos> So again, No need for ASM!
L862[23:45:44] <Cypher121> as well as why AT is not perfectly fine
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L865[23:47:59] <MattDahEpic> !gf EntityPlayer.sleeping
L866[23:48:11] <MattDahEpic> !gf EnityPlayer.sleepTimer
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L868[23:48:18] <MattDahEpic> !gf EntityPlayer.sleepTimer
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