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L4[00:05:50] <Cypher121> what would be the best approach to generating an oil pool that is 3 chunks in diameter?
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L15[00:41:51] <williewillus> in 1.7 the sheep class had float arrays for all the colors, where did that go?
L16[00:41:57] <williewillus> or do I just use enumdyecolors' mapcolors
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L40[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151107 mappings to Forge Maven.
L41[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151107-1.8.zip (mappings = "snapshot_20151107" in build.gradle).
L42[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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L58[02:40:17] <securitypedant> Can someone remind me how to run the command on the bot to get params for MC methods?
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L61[02:42:41] <sham1> What method
L62[02:44:14] <sham1> The command is !gm
L63[02:45:14] <securitypedant> thanks
L64[02:45:21] <securitypedant> and it's minebot right?
L65[02:45:50] <securitypedant> !gm setLocationAndAngles
L66[02:45:59] <sham1> You can just use it in the general chat
L67[02:46:03] <securitypedant> !gm 1.7.10 setLocationAndAngles
L68[02:46:06] <securitypedant> thanks Sham
L69[02:46:09] <sham1> Like that
L70[02:46:19] <sham1> No problem
L71[02:46:29] <securitypedant> !gm setLocationAndAngles 1.7.10
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L73[02:50:39] <securitypedant> when running gradlew build, I get an error about needing to use -source 7 due to my use of strings in a switch statement
L74[02:50:46] <securitypedant> where do I configure that?
L75[02:50:57] <securitypedant> doesnt look like I pass it as an arg to gradlew
L76[02:52:55] <securitypedant> ah ha
L77[02:53:00] <Cypher121> securitypedant:
L78[02:53:00] <Cypher121> sourceCompatibility = "1.7"
L79[02:53:00] <Cypher121> targetCompatibility = "1.7"
L80[02:53:10] <securitypedant> ah ha, needs to be in build.gradle right?
L81[02:53:15] <securitypedant> i just found a thread on the forum
L82[02:53:21] <Cypher121> yes
L83[02:53:40] <Cypher121> I have that one and I don't remember any warnings from gradle
L84[02:53:41] <securitypedant> i'm not familiar with build.grade. Those lines go anywhere?
L85[02:53:53] <securitypedant> or need to be in a specific section?
L86[02:54:01] <Cypher121> in root
L87[02:54:33] <securitypedant> so at the very top of file ok?
L88[02:54:40] <Cypher121> probably
L89[02:54:53] <Cypher121> I have them after buildscript
L90[02:55:02] <securitypedant> > No such property: targetCompatibility for class: org.gradle.api.internal.project.DefaultProject_Decorated
L91[02:55:45] <securitypedant> fails again, same error
L92[02:55:50] <securitypedant> with them after the buildscript section
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L94[02:57:54] <securitypedant> hmm yeah not working
L95[02:58:18] <Cypher121> ask at #forgegradle then, I don't know
L96[02:58:55] <securitypedant> bomhttps://docs.gradle.org/current/userguide/java_plugin.html
L97[02:59:06] <securitypedant> strange, docs seem to imply it's correct
L98[03:02:50] <securitypedant> those lines needed to be after the apply plugin line
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L100[03:04:59] <Pennyw95> am I limited to 8 slots of I use propertyEnum instead propertyInteger?
L101[03:06:17] <gabizou> 8?
L102[03:06:40] <gabizou> I'd think you'd be limited to 16 types by default.
L103[03:07:34] <Pennyw95> well it depends on how many bytes the property takes
L104[03:07:47] <Pennyw95> you can have only 4 booleans for a block
L105[03:09:11] <gabizou> now that's interesting, I didn't know that
L106[03:09:42] <securitypedant> to ensure a proper server side only mod, is the only thing I need to do is add acceptableRemoteVersions = "*" to the @mod?
L107[03:24:48] <securitypedant> and if I add acceptableRemoteVersions = "*", does the client still require forge? can it be a vanilla MC 1.7.10?
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L111[03:30:15] <masa> afaik vanilla mc can't connect to a forge server in 1.7, but in 1.8 it can
L112[03:33:18] <securitypedant> ok, thanks
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L133[04:57:29] <MalkContent> Hey. TC for 1.8 got a comment how picking up the mod's wood doesn't trigger the "getting wood" achievement.
L134[04:58:11] <sham1> Okay?
L135[04:58:58] <MalkContent> just got a call -.- sec
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L139[05:07:15] <MalkContent> anyways
L140[05:07:35] <MalkContent> was wondering if forge should catch picking up ordict wood logs
L141[05:07:46] <MalkContent> or if that's done on a per item basis
L142[05:07:54] <sham1> How do you know they are oredict ;)
L143[05:09:34] <MalkContent> dammit youre right. i only know the planks are
L144[05:10:13] <sham1> You should ask azanor about that
L145[05:10:23] <sham1> The only thing is that they are not here ATM
L146[05:11:00] <MalkContent> ill just be taking a looksie maself
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L150[05:20:05] <Pennyw95> is someone here knowledgeable with json modeling?
L151[05:21:31] <Lumien> What is your question?
L152[05:22:31] <Pennyw95> My goal is making a multiblock structure and using multiple json models instead of a TESR...I have made a block with all the json properties but it seems I can only have 8 EnumProperties and, well, no more space for anything else ahah
L153[05:23:31] <Pennyw95> So, is there a tried and true approach for this? I'm thinking about making like 3 blocks with 3 properties for each and then have some more space for other stuff like aestetichs...but then I read about forge models jsons...would they be helpful?
L154[05:24:17] <Lumien> I assume the model you want to render is based on the position of the block in the multiblock right?
L155[05:24:48] <Pennyw95> correct. Also some rotations involved
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L157[05:25:04] <Lumien> You could use IUnlistedProperty & Block.getExtendedState to set "unlimited" states that are solely used for rendering
L158[05:25:59] <Lumien> They don't actually save to the world so you don't have the metadata limit
L159[05:26:46] <Pennyw95> is is this akin to dynamic properties? like getActualState?
L160[05:26:49] <sham1> �ou do not have that with normal properties either
L161[05:26:52] <sham1> Ye
L162[05:27:10] <Lumien> You don't have the metadata limit with normal properties? :P
L163[05:27:15] <Pennyw95> interesting
L164[05:27:16] <sham1> No
L165[05:27:27] <sham1> you can for instance use the getActualProperty thing
L166[05:27:45] <sham1> With scanning neighbour blocks or even use TE to save your shit
L167[05:28:14] <sham1> Because NBT can save more data than just 4 bits
L168[05:28:39] <Pennyw95> yeah let's say for instance, my multiblock is 3x3x3 but I'll need just 2 TEs
L169[05:29:07] <sham1> You decide which TE is the "brain" of the multiblock
L170[05:29:08] <Pennyw95> or maybe 1 if I do some smart things...anyway
L171[05:29:21] <Pennyw95> yeah I did a multiblock back in 1,7
L172[05:29:34] <sham1> It stores values in NBT data
L173[05:29:36] <Pennyw95> so you would advice against using forge marker jsons?
L174[05:29:41] <sham1> No
L175[05:30:02] <sham1> getActualState benefits greatly from using Forge BlockState.JSONs
L176[05:31:19] <Pennyw95> So, I have like 9 json models in models/block and of course 1 blockstates json
L177[05:31:28] <sham1> Okay?
L178[05:31:31] <Pennyw95> could I shrink the models with the forge ones?
L179[05:31:44] <Pennyw95> I mean, diminish the number of models
L180[05:32:13] <sham1> You can
L181[05:32:20] <sham1> But it can get somewhat messy
L182[05:32:54] <Pennyw95> Okay I'll skip that, considering those models were done with a model creator too
L183[05:33:22] <Pennyw95> I didn't expect PropertyEnum to max out at 8 instead of 16 though
L184[05:33:30] <MalkContent> sham1: yep, they're logs alright
L185[05:33:43] <sham1> Well that is weird
L186[05:33:57] <MalkContent> didnt even test it myself yet
L187[05:33:59] <sham1> Both of the things
L188[05:34:00] <MalkContent> sec
L189[05:35:02] <Lumien> Penny how did they "max out" ?
L190[05:37:21] <MalkContent> yep. works with vanilla wood, not tc wood
L191[05:38:05] <Pennyw95> nothing, forget that
L192[05:38:16] <Pennyw95> something stupid...
L193[05:38:31] <sham1> :D
L194[05:39:49] <Pennyw95> basically I registered the new model in the block class in the clientproxy but forgot about adding it in the enum
L195[05:39:56] <sham1> :P
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L199[05:45:04] <Pennyw95> Ok now I have my 9 models as variants of only one block. So I'm taking 9 slots of 16, right? Now I should add a facing enum and some aestetic enum.
L200[05:45:19] <Pennyw95> So in the end is an extendedstate really needed?
L201[05:45:47] <Pennyw95> Or do I need forge blockstates to rotate the models based on a facing property?
L202[05:45:56] <Lumien> If all your enums don't extend 16 elements you don't need one
L203[05:46:02] <Lumien> wait
L204[05:46:13] <Lumien> actually just a facing enum probably won't fit
L205[05:46:36] <Pennyw95> it takes 6 slots, correct?
L206[05:46:53] <Pennyw95> and a boolean takes 4, I think..shit
L207[05:47:58] <Lumien> i think one boolean takes 2
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L209[05:49:36] <Pennyw95> oh ok...but that makes 17 anyway ahah
L210[05:49:51] <Lumien> well one block has 4 bit
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L213[05:51:07] <Pennyw95> so the extended state gives more space for properties without need for a TE? where are those values saved then?
L214[05:51:59] <Lumien> They aren't
L215[05:53:22] <Pennyw95> so if I were to store the facing enum (which should take 6 slots right?) in this extendedstate, how would it be retrieved?
L216[05:56:20] <Lumien> They are just like normal properties
L217[05:56:27] <Lumien> Look at redstone for an example
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L219[05:57:14] <Pennyw95> ok thanks :)
L220[05:57:34] <Pennyw95> brb
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L262[08:34:33] <Wuppy> what do you guys think of this? https://www.facebook.com/video.php?v=1686536371564671
L263[08:36:15] <alex_6611> hah
L264[08:36:22] <alex_6611> never heard of this before :D
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L267[08:46:39] <Wuppy> I'm going there tonight, it was amazing
L268[08:46:45] <Wuppy> is is*
L269[08:46:56] <Wuppy> it was also exactly 365 years ago and that was amazing
L270[08:47:17] <alex_6611> years? lol
L271[08:47:26] <Wuppy> days*
L272[08:47:31] <Wuppy> I'm not that old :P
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L285[09:24:18] <Zaggy1024> fry, you around?
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L288[09:30:30] <HassanS6000> Just got a OnePlus 2 invite
L289[09:30:31] <HassanS6000> Who wants?
L290[09:30:32] <HassanS6000> http://imgur.com/w9mmkCb
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L292[09:31:04] <Wuppy> http://img-9gag-fun.9cache.com/photo/a5KABNE_460s.jpg
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L294[09:36:51] <Zaggy1024> HassanS6000, how much does that thing cost?
L295[09:37:07] <HassanS6000> Zaggy1024, a OnePlus 2? It's one of the best and cheapest phones out there right now.
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L297[09:37:16] <HassanS6000> Think it's like $300 or something and it has really nice specs
L298[09:37:18] <HassanS6000> I have one already
L299[09:39:43] <Zaggy1024> whoa, freaky, it has two physical CPUs?
L300[09:40:26] <Zaggy1024> or is gsmarena just being slightly misleading? it says it has a quad 1.56 and a quad 1.82
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L302[09:44:24] <fry> Zaggy1024: I'm here
L303[09:44:28] <Zaggy1024> ah, cool
L304[09:45:10] <Zaggy1024> I got this error when I try to render a json model with AO
L305[09:45:11] <Zaggy1024> http://pastebin.com/73sMEyFS
L306[09:45:29] <Zaggy1024> (in a TE to be specific)
L307[09:47:14] <fry> can you show the code?
L308[09:48:03] <Zaggy1024> http://pastebin.com/HsyievvM
L309[09:48:25] <Zaggy1024> that's the code that gets the model and renders it, it extends ModelRenderer so I can put it in a model instnace
L310[09:48:51] <Zaggy1024> the retexture part wasn't called when the error occurred, if it matters
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L312[09:51:44] <Zaggy1024> the method that gets the baked model uses a dummy block to force loading of models not referenced by a block's blockstates json
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L314[09:52:43] <Zaggy1024> and then calls getBlockRendererDispatcher().getModelFromBlockState() using the dummy block's fake state corresponding to the model location it needs to load
L315[09:53:35] <fry> what? why do you need a dummy block?
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L317[09:54:57] <Zaggy1024> um...
L318[09:55:15] <Zaggy1024> I made this code back when things were a lot more difficult to do
L319[09:55:29] <fry> fair enough
L320[09:55:41] <Zaggy1024> it's nice having it map to a blockstates json so that I can have random variants for the models that make up my TE
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L322[09:56:02] <Zaggy1024> and back then I couldn't use an item model to map to a blockstates json, although I'm not sure how well that would work anyway
L323[09:56:07] <Symbro|IRC> why no forge for 1.8.8?
L324[09:56:12] <Zaggy1024> because it's not done
L325[09:56:40] <Symbro|IRC> ahh... playing ragecraft 3... and would like to add a few simple mods like NEI...
L326[09:56:48] <fry> Symbro|IRC: a lot of work is being done to work with the generic info that's kept in 1.8.8, and it's almost done
L327[09:57:07] <Zaggy1024> NEI probably won't update for a while anyway
L328[09:57:09] <Symbro|IRC> it is so weird playing vanilla and finding the little things that ARNT in it!!
L329[09:57:36] <fry> "back in my day we had to go read the wiki for the recipes"
L330[09:57:39] <Symbro|IRC> like using your scroll wheel to move stuff in and out of chests...
L331[09:57:49] <Symbro|IRC> back in my day.... tree leaves didnt decay
L332[09:57:54] <Symbro|IRC> ;p
L333[09:57:57] <Zaggy1024> actually I really have no idea how much fixing up I'll have to do to update to 1.8.8 with the generics being in it
L334[09:58:06] <IoP> Symbro|IRC: did you try 1.8 + forge and then copying that save into that instance like i suggested?
L335[09:58:13] <Symbro|IRC> oh and zombies dropped feathers... because that made sense
L336[09:58:24] <Zaggy1024> it's because they ate chickens all day
L337[09:58:28] <Zaggy1024> obviously
L338[09:58:51] <Zaggy1024> but now the players eat all the chickens so the zombies are starving :(
L339[09:59:01] <fry> Zaggy1024: try doing Tessellator.getInstance().getWorldRenderer().setVertexFormat(DefaultVertexFormats.BLOCK)
L340[09:59:07] <Zaggy1024> ooo
L341[09:59:13] <Zaggy1024> sounds promising
L342[09:59:43] <Zaggy1024> lol yeah, it renders now
L343[09:59:58] <Zaggy1024> I mean, it doesn't error
L344[10:00:12] <Zaggy1024> but the model isn't there, so it's likely rendering at a different location than my previous rendering method did
L345[10:00:23] <Symbro|IRC> IoP, actually i only play on the weekends... so I have not... I was thinking of trying that though... but I am wondering why they made the map in 1.8.8 and what might break
L346[10:00:45] <Zaggy1024> thanks fry
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L349[10:05:09] <Zaggy1024> it's really stupid that mojang didn't make the faces decide whether they have ambient occlusion rather than the whole model
L350[10:05:14] <Zaggy1024> unless there's a technical reason for that
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L357[10:39:18] <Zaggy1024> hm
L358[10:39:27] <Zaggy1024> I can't seem to figure out why the model isn't showing up now
L359[10:39:52] <Zaggy1024> I tried translating it by the blockpos's -x, -y, -z
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L364[10:54:08] <Pennyw95> hi
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L370[11:32:00] <killjoy> Has anyone made an entity model with semi-transparency?
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L373[11:33:04] <Zaggy1024> killjoy, yes
L374[11:33:16] <Zaggy1024> enable blending, and if you're paranoid, set the blend mode
L375[11:33:30] <killjoy> alright, I'll do some testing soon.
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L381[12:05:26] <Pennyw95> can you access this thread? http://www.minecraftforge.net/forum/index.php/topic,28714.msg147632.html#msg147632
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L383[12:06:59] <killjoy> Seems to be private
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L385[12:07:27] <Pennyw95> oh ok...sad
L386[12:07:43] <Pennyw95> is there something about ExtendedBlockState to read?
L387[12:08:11] <fry> the source code, at least
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L389[12:12:07] <Pennyw95> Since IExtendedBlockState properties are not saved, I guess they reset every time?
L390[12:13:13] <fry> "every time"?
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L392[12:16:44] <Pennyw95> they are not saved by the block properties...so a TE is the only way to go with them?
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L394[12:17:39] <fry> normal properties aren't saved either, unless you override getStateForMeta and getMetaForState
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L396[12:17:51] <Pennyw95> of course I do override them
L397[12:18:21] <Pennyw95> hence the 16 slots space limit? which is 4 for booleans
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L400[12:19:56] <McJty> Someone reported a crash to me. Is there a way to find out which exact line in the source code it crashes on from this:
L401[12:19:57] <McJty> at net.minecraft.nbt.NBTTagCompound.func_150298_a(NBTTagCompound.java:371) ~[dh.class:?]
L402[12:20:16] <McJty> Because like 371 of my deobfuscated NBTTagCompound.java is another function (1.7.10)
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L405[12:22:06] <Zaggy1024> Pennyw95, I think you're thinking of metadata wrong
L406[12:22:09] <Zaggy1024> are you on Windows?
L407[12:22:21] <Zaggy1024> programmer calculator is handy to understand how this stuff workds
L408[12:22:23] <Zaggy1024> *works
L409[12:22:27] <Pennyw95> w10, yes
L410[12:22:40] <Zaggy1024> open your calculator and switch it to programmer mode
L411[12:22:54] <killjoy> That's been there since xp
L412[12:23:01] <Zaggy1024> programmer mode has?
L413[12:23:05] <Zaggy1024> with bit toggling?
L414[12:23:13] <killjoy> Dunno about bit toggling
L415[12:23:20] <killjoy> but programmer mode has
L416[12:23:29] <Zaggy1024> huh, didn't know that
L417[12:23:47] <Pennyw95> you mean calculator^2^
L418[12:23:49] <Zaggy1024> but I know nothing about other OSes, so I still had to check :P
L419[12:23:49] <Pennyw95> ?
L420[12:23:55] <Zaggy1024> what?
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L422[12:24:28] <Zaggy1024> I don't know what that is
L423[12:24:33] <Pennyw95> just the standard calcualtor?
L424[12:24:41] <killjoy> It's a mode in the calculator app
L425[12:24:47] <Pennyw95> oh ok...I switched to programmer mode
L426[12:24:55] <killjoy> In w10, it's in the hamburger menu
L427[12:25:04] <Pennyw95> nobody loves hamburger menus :P
L428[12:25:09] <Zaggy1024> if you say so
L429[12:25:10] <Pennyw95> anyway, I opened it
L430[12:25:17] <Zaggy1024> depends on the menu
L431[12:25:18] <Zaggy1024> okay
L432[12:25:37] <Zaggy1024> switch to bit toggling mode
L433[12:26:11] <Zaggy1024> the first four bits (starting at the 0 marked in the bottom right, of course) are what you have to work with
L434[12:26:12] <Pennyw95> done
L435[12:26:34] <Zaggy1024> so if you need to store a boolean, you use one bit
L436[12:26:58] <Pennyw95> wait
L437[12:27:05] <Zaggy1024> if you also want to store an integer say from 0-3, that's two bits
L438[12:27:18] <Zaggy1024> that would be the number you need for a horizontal facing value
L439[12:27:41] <Zaggy1024> if you need vertical as well as horizontal, then you have to store 0-5
L440[12:27:45] <Zaggy1024> that takes 3 bits
L441[12:28:08] <killjoy> I wish it had a varint converter
L442[12:28:16] <Zaggy1024> a what?
L443[12:28:22] <Zaggy1024> lol
L444[12:28:24] <killjoy> a varint
L445[12:28:36] <killjoy> https://developers.google.com/protocol-buffers/docs/encoding?hl=en
L446[12:28:49] <killjoy> It's a way of encoding an integer in as small a space as possible
L447[12:29:03] <McJty> killjoy, still with only 4 bits you're not going to get far :-)
L448[12:29:08] <killjoy> Minecraft's packetbuffer uses it
L449[12:29:21] <Zaggy1024> huh..
L450[12:29:33] <Zaggy1024> yeah, 4 bits doesn't allow for much compression
L451[12:29:40] <McJty> I added 8 extra bits of metadata for a mod that I'm making. 4 bits is not enough :-)
L452[12:30:06] <Zaggy1024> um
L453[12:30:11] <Zaggy1024> that sounds dangerous
L454[12:30:22] <McJty> Nah, it is completely separate from the blocks themselves.
L455[12:30:34] <McJty> A different datastructure saved in WorldSaveData
L456[12:30:46] <Zaggy1024> oh boy
L457[12:30:53] <Zaggy1024> I'm not gonna get into this discussion again :P
L458[12:31:08] <McJty> Perhaps good as I have no idea what it is about :-)
L459[12:31:10] <Pennyw95> @Zaggy but you lost me after I switched to bit mode :\ this is where I am now: http://postimg.org/image/gfvwkf5od/
L460[12:31:39] <Zaggy1024> click the bits to toggle them
L461[12:32:26] <Pennyw95> the thing is, english is not my main language...with bits you mean the 0 and 1 right?
L462[12:32:58] <Zaggy1024> yeah
L463[12:33:39] <Pennyw95> so I can compose numbers in binary and see them in decimal
L464[12:33:43] <Zaggy1024> yeah
L465[12:34:10] <Pennyw95> and my value must only have 4 values?
L466[12:34:18] <Pennyw95> I mean, 4 bits => max limit?
L467[12:34:22] <Pennyw95> like 0011?
L468[12:34:29] <McJty> 4 bits means 16 values
L469[12:34:33] <McJty> From 0 to 15
L470[12:34:45] <Pennyw95> oh right
L471[12:34:48] <McJty> But yes it is a hard limit
L472[12:34:56] <Zaggy1024> but if you're trying to store multiple values, you have to do something more complicated
L473[12:35:12] <Zaggy1024> it sounds like that's what you want
L474[12:35:22] <Zaggy1024> you said you have some variants and a facing value?
L475[12:35:29] <Pennyw95> me?
L476[12:35:31] <Zaggy1024> yeah
L477[12:36:30] <Pennyw95> I'm coding a multiblock and want to use jsons instead of a TESR for efficiency...I have 9 different models and so far added an enumproperty for one block to store them all; I'll need to rotate some of them and also to have another enum for variant textures
L478[12:36:43] <Pennyw95> I've been told I need to use IExtendedBlockState
L479[12:36:50] <Pennyw95> Cause there's not enough space
L480[12:37:18] <Lumien> And what is your issue with that?
L481[12:37:59] <Zaggy1024> IExtendedBlockState doesn't let you store more data in metadata
L482[12:38:11] <Pennyw95> that I don't understand how those extra values can be saved if not inside the metadata
L483[12:38:23] <Lumien> You don't save them
L484[12:38:31] <Lumien> Presumably the model you select is based on the surroundings of the block
L485[12:38:34] <Zaggy1024> they can only be stored in a tile entity if you have more than 16 states
L486[12:38:41] <Lumien> (Where it is located in the multiblock)
L487[12:38:46] <Zaggy1024> or you have to split up your variants into multiple block instances
L488[12:39:04] <Lumien> And Block.getExtendedState gives you access to the position of the block & a block access
L489[12:39:18] <Zaggy1024> so in my mod I have 6 tree variants
L490[12:39:49] <Pennyw95> so these extra values are computed based on the block's surroundings?
L491[12:39:51] <Zaggy1024> and of course logs also have to store the axis they're on (which is 3 values if you don't include the all bark version)
L492[12:39:56] <Lumien> Yes
L493[12:40:22] <Zaggy1024> Lumien, you can also do that with getActualState
L494[12:40:36] <Zaggy1024> extended properties are for things you can't permutate within reason
L495[12:40:39] <Zaggy1024> AFAIK
L496[12:40:52] <Zaggy1024> back to my point
L497[12:41:09] <Zaggy1024> with 6 tree variants, that takes up three bits, if I don't split up the variants
L498[12:41:16] <Zaggy1024> and the axis takes up two bits
L499[12:41:30] <Zaggy1024> since I can't store 5 bits of data in 4 bits, I have to split something up
L500[12:41:37] <Zaggy1024> so I split the tree variants into two lists
L501[12:41:55] <Zaggy1024> the first 4 variants in one block, the last 2 variants in another block
L502[12:42:15] <Pennyw95> for example, one model of my multiblock is a vertex that connects two perpendicular sides of the square base...those need to rotate but since the model doesn't need facing, would the forge_marker json help?
L503[12:42:35] <Pennyw95> I see...that might be best. I might store 4 models in one instance and the other 5 in another
L504[12:42:46] <Lumien> But.. why?
L505[12:42:51] <Zaggy1024> wait
L506[12:42:56] <Lumien> You don't have to save the "position of the block in the multiblock"
L507[12:43:06] <Zaggy1024> you don't need the facing for the model?
L508[12:43:11] <Zaggy1024> now I'm very confused
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L510[12:43:27] <Zaggy1024> oh, yeah, and for a multiblock, lumien is right
L511[12:43:50] <Pennyw95> nah the multiblock is the same for all sides
L512[12:43:58] <Zaggy1024> you should use getActualState to change the state to what the blockstates json needs, not save it into metadata
L513[12:44:02] <Pennyw95> I just need to rotate the angles to make them match the sides
L514[12:44:03] <Zaggy1024> only save the bare minimum
L515[12:44:31] <Zaggy1024> gah
L516[12:44:36] <Pennyw95> so I should use getActualState to get the orientation of the adiacent side and calculate the rotation of the angle?
L517[12:44:40] <Zaggy1024> my brain needs pictures or it won't understand what you mean
L518[12:44:49] <Pennyw95> sorry...my english isn't the best
L519[12:44:54] <Lumien> You had like 9 models right?
L520[12:45:15] <Pennyw95> this is what I'm working on: http://imgur.com/7lxMu9j
L521[12:45:18] <Pennyw95> yes
L522[12:45:20] <Lumien> That's not that much but if some of them are just rotated versions of others you COULD use the forge block states to reduce the number of models
L523[12:45:21] <Zaggy1024> if you can calculate the rotation from the surrounding blocks, then do that by all means
L524[12:45:49] <Pennyw95> As you can see there is no "front" face, so no facing required. But sides need to rotate to fit
L525[12:46:14] <Pennyw95> pretty much all of them though...so some must be saved?
L526[12:46:41] <Zaggy1024> I...
L527[12:46:47] <Zaggy1024> well...
L528[12:46:54] <Zaggy1024> that image is very strange
L529[12:47:11] <Pennyw95> why?
L530[12:47:16] <Zaggy1024> I don't see anywhere that makes it look like the surrounding blocks affect others
L531[12:47:28] <McJty> I think the blocks at the corners would have to be rotated
L532[12:47:34] <Zaggy1024> well it's just a bunch of walls in random positions as far as I can tell
L533[12:47:40] <Zaggy1024> ah
L534[12:47:42] <McJty> So the rotation of those blocks can be calculated from the surroundings
L535[12:47:43] <Zaggy1024> I guess that makes sense
L536[12:47:48] <Pennyw95> Yes, the structure is not related to where you place it
L537[12:47:49] <McJty> Also the sides
L538[12:47:49] <Zaggy1024> yes
L539[12:47:54] <Zaggy1024> okay, that makes sense
L540[12:47:54] <Pennyw95> the sides need to be adjusted
L541[12:48:10] <Zaggy1024> so in getActualState you would check which sides aren't your block, then set the state according to that
L542[12:48:38] <Pennyw95> smart
L543[12:49:08] <Zaggy1024> http://i.imgur.com/MmMj9zg.png
L544[12:49:15] <Pennyw95> I mean, I can make the sides near the obsidian block check for a block adiacent to them that is not instance of itself, the the vertex from the former?
L545[12:49:51] <Zaggy1024> well I'm not sure what it's supposed to do for those obsidian bits
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L548[12:51:05] <Pennyw95> The obsidian bits do not rotate. My idea is: the sides near the obsidian parts rotate accordingly to where is the vanilla-block in the horizontal plane; then, the angles rotate accordingly to the sides that previously rotated
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L550[12:51:39] <Pennyw95> or do they have to rotate together?
L551[12:51:43] <Zaggy1024> er
L552[12:52:00] <Zaggy1024> um
L553[12:52:20] <Zaggy1024> I would divide the model into parts that are interchangeable
L554[12:52:29] <Lumien> Just determine how they are supposed to look from the world and then choose the model you want for them :P
L555[12:52:54] <Zaggy1024> so you would have side bits to connect to other side bits, and then side bits to have those walls
L556[12:53:05] <Zaggy1024> hard to explain
L557[12:53:16] <Pennyw95> I mean, I guess the computation must happen all the same time, since it's done only once, when the block is placed down?
L558[12:53:19] <Zaggy1024> making it rotate to fit in there is harder
L559[12:53:37] <Zaggy1024> no, it's done every time you interact with the block's state
L560[12:53:53] <Zaggy1024> if you use getActualState you won't store anything in the world except the variant
L561[12:54:00] <Zaggy1024> if you even have a variant
L562[12:54:16] <Zaggy1024> getActualState is for properties that depend on the world, rather than the metadata of the block
L563[12:54:19] <Pennyw95> since my multiblock will have a Te, if not 2...can I have the TE set the property?
L564[12:54:28] <Zaggy1024> which propery?
L565[12:54:30] <Lumien> You don't set it
L566[12:54:31] <Zaggy1024> *property
L567[12:54:37] <Lumien> Well yeah you set it in getActualState
L568[12:54:40] <Pennyw95> rotation
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L570[12:54:57] <Zaggy1024> um
L571[12:55:07] <Zaggy1024> you don't set the property in the world
L572[12:55:35] <Zaggy1024> you return the state from getActualState, which is called whenever the game needs to know what the block's state is
L573[12:55:51] <Zaggy1024> so with fences, they connect to other fences, ya know?
L574[12:55:57] <Zaggy1024> that's done in getActualState
L575[12:55:59] <Lumien> that's what i mean
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L577[12:56:12] <Lumien> You "set" the property in the state in getActualState
L578[12:56:12] <Zaggy1024> the only thing that fences store in metadata is the variant of wood that it's made of
L579[12:56:31] <Zaggy1024> (lumien, yeah, I got what you meant, I'm just trying to make it clear :P)
L580[12:56:59] <Pennyw95> Oh ok I'll look into the fence code
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L582[12:58:13] <Lumien> Same with redstone, the only thing it saves is the signal strength
L583[12:58:33] <GraphicH> https://github.com/MinecraftForge/MinecraftForge/issues/2172
L584[12:58:43] <GraphicH> Thats the kind of shit that probably drives lex insane
L585[12:58:46] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L586[12:58:51] <GraphicH> can someone close that
L587[12:58:59] ⇨ Joins: AEnterprise (AEnterpris@kiwi.bnc4free.com)
L588[12:59:00] <GraphicH> close+lock
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L590[13:00:11] <Zaggy1024> If I was forced to look through those kind of bug reports for actual issues, I might go insane
L591[13:00:25] ⇨ Joins: alex_6611 (~alex_6611@p54936D63.dip0.t-ipconnect.de)
L592[13:00:30] <GraphicH> Yeah now I know why he can be such a surly ass
L593[13:00:58] <GraphicH> "HOW DO I MINE FOR FISH" kind of shit cluttering up legit stuffs
L594[13:03:03] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Remote host closed the connection)
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L597[13:03:46] <GraphicH> "im so confused i dont know how to irc"
L598[13:03:48] <GraphicH> lawl
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L606[13:18:26] <GraphicH> Jesus that kid keeps spamming the issue
L607[13:18:34] <GraphicH> he diserves a punch in the face
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L612[13:20:10] <Pennyw95> I guess this would work for my multiblock as well, with a few changes? the thing is, 4 booleans take up all the 4 bits don't they
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L614[13:20:27] <Pennyw95> but they also don't occupy the metadata so it's fine?
L615[13:20:33] <Pennyw95> http://pastebin.com/9qj3fp1w
L616[13:21:17] <Pennyw95> I mean, if I replace canConnectTo with a hasVanillaBlockNear method I create
L617[13:23:16] <Lumien> You can give any information to your model
L618[13:23:57] <fry> that line is how fences render
L619[13:24:06] <Pennyw95> yes
L620[13:24:28] <fry> they don't store anything about connections in the metadata
L621[13:25:43] <Pennyw95> yes
L622[13:26:24] <Zaggy1024> yes, 4 booleans means 4 bits (bits are booleans), and yes, you won't make them occupy the metadata, so it's not a problem
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L625[13:27:46] <GraphicH> @securitypedant you spelled pendant wrong
L626[13:27:53] <securitypedant> ;)
L627[13:28:12] <securitypedant> I have a very simple mod that just registers a command. All works fine when I run in Eclipse. I then run gradle build and get what seems to be a valid .jar. It has all the classes fine
L628[13:28:18] <securitypedant> I then put it on the server and it loads
L629[13:28:22] <securitypedant> yet the command doesn't work
L630[13:28:32] <securitypedant> any ideas on how to diagnose what's going on?
L631[13:28:59] <securitypedant> GraphicH: I assume you are being sarcastic? :D
L632[13:29:06] <GraphicH> yes
L633[13:29:09] <securitypedant> phew
L634[13:29:29] <securitypedant> any ideas on what's going on with my mod?
L635[13:29:46] <securitypedant> it all seems fine, just it don't work when complied into a jar
L636[13:29:55] <securitypedant> works fine when launched in Eclipse
L637[13:30:00] <securitypedant> no errors from server when the mod loads
L638[13:30:14] <GraphicH> What's the log say when you try to run the command?
L639[13:30:22] * securitypedant checks
L640[13:31:32] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192 seconds)
L641[13:31:45] <securitypedant> [11:31:32] [Server thread/INFO]: Unknown command. Try /help for a list of commands
L642[13:31:47] <securitypedant> that's it
L643[13:31:58] <Kolatra> Is the mod loading?
L644[13:32:02] <GraphicH> ^
L645[13:32:59] <GraphicH> I assume you're running single player
L646[13:33:12] <securitypedant> no, dedicated server
L647[13:33:17] <securitypedant> hmm actually, it just worked
L648[13:33:18] * securitypedant confused
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L650[13:33:25] <Kolatra> Oh? What did you do different?
L651[13:33:35] <securitypedant> not sure, hold on. debugging config
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L653[13:36:28] <securitypedant> duh, now it works
L654[13:36:33] <securitypedant> strange
L655[13:36:37] <securitypedant> sorry guys, red herring
L656[13:36:37] <GraphicH> herpderp
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L658[13:38:04] <Pennyw95> Am I right if I say that, given a blockPos, pos.north returns the pos (ergo, the block) next to the input Pos in the north direction?
L659[13:38:19] <securitypedant> must be one of those mods that needs me to ask someone else before it works
L660[13:38:21] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Ping timeout: 190 seconds)
L661[13:38:33] <securitypedant> you know... like the PC that doesn't boot unless the IT guy is standing next to you
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L665[13:41:20] <GraphicH> @fry is there a way I can be a contributor to forge where I just have permissions to close/lock stupid issues?
L666[13:41:30] <fry> sadly no
L667[13:41:42] <GraphicH> Boo
L668[13:41:55] <GraphicH> There's no role system for orgs?
L669[13:42:30] <Kolatra> GitHub orgs are not that great.
L670[13:42:32] <fry> there is, but it's not fine enough
L671[13:42:41] <Kolatra> There's no way to manage issues without giving direct commit access IIRC.
L672[13:42:52] <GraphicH> Ah that's kind of stupid
L673[13:43:18] <GraphicH> because for big projects that attract a lot of "stupid issues" I imagine a support like role would be useful
L674[13:45:06] <securitypedant> omfg
L675[13:45:11] <securitypedant> i was spelling the command wrong
L676[13:45:15] * securitypedant blushes and hides
L677[13:45:22] <GraphicH> leave in shame now
L678[13:45:43] <AEnterprise> whell at least he asked here instead of on github :P
L679[13:45:56] <fry> ? ? ?
L680[13:46:00] <Lumien> There should also be somebody how manages pr and stuff
L681[13:46:01] <GraphicH> "HOW I IRC? I CONFUSED!"
L682[13:46:19] <securitypedant> umm, i'm 40. Been on IRC since I was 17
L683[13:46:25] <securitypedant> I got IRC figured out :D
L684[13:46:40] <GraphicH> https://github.com/MinecraftForge/MinecraftForge/issues/2172 @securitypedant
L685[13:46:51] <GraphicH> Making fun of that
L686[13:46:54] <AEnterprise> if someone throws an random term at you on the internet: just google it
L687[13:47:22] <AEnterprise> 99% of the time it'll tell you more about it then you need to know
L688[13:47:27] <securitypedant> ahh yes
L689[13:48:08] <securitypedant> well, everyone needs to start somewhere
L690[13:48:15] <securitypedant> even if that start is learning how to self serve
L691[13:48:33] <GraphicH> quickest path to self serving is being told your retarded repeatedly
L692[13:48:48] <GraphicH> then you shut up and figure it out yourself or you really are retarded
L693[13:49:19] ⇦ Quits: McJty (~jorrit@94-224-120-70.access.telenet.be) (Quit: Leaving)
L694[13:49:21] <securitypedant> imagine if Einstein, today aged 16, asked a question on the internet
L695[13:49:33] <securitypedant> I wonder what that post would look like :D
L696[13:49:46] <Zaggy1024> fry, does the AO renderer translate the model to somewhere other than the BlockPos?
L697[13:49:54] <fry> nope
L698[13:50:04] <Zaggy1024> dang, for some reason it doesn't seem to want to show up
L699[13:50:27] <Zaggy1024> I tried commenting the code that adds the BlockPos to the vertices' location in VertexLighterFlat and it's still not there
L700[13:50:46] <fry> see what's different betwen your renderer and the piston
L701[13:51:46] <Zaggy1024> I think the piston doesn't use AO
L702[13:52:03] <fry> that's irrelevant
L703[13:52:44] <Zaggy1024> oh wow, it does
L704[13:52:52] <Zaggy1024> I was looking at the mine carts
L705[13:52:57] <Zaggy1024> gonna have to look into this
L706[13:55:27] <Pennyw95> hmm..I've added 4 properties (one per direction) and used them in getActualState just like the fence class does. Now I have to implement them in the blockstates json. In that json I already havee 9 variants (9 per model). Is there a way so I don't have to make a giant mess of variants??
L707[13:55:46] <Zaggy1024> well gosh, looks like it does everything I didn't think it did that I need to do
L708[13:55:57] <Zaggy1024> I didn't think the piston used that method of rendering it
L709[13:56:01] <Pennyw95> I mean, have a combination for every possibility with 5 variables...
L710[13:56:50] <Zaggy1024> use the forge blockstate format
L711[13:56:53] <fry> Pennyw95: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L712[13:57:01] <Zaggy1024> yay that's my json
L713[13:57:03] <Zaggy1024> I'm so happy
L714[13:57:14] <Pennyw95> thanks :D
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L716[13:58:21] <Zaggy1024> I think you can ignore the fully specified variants at the bottom
L717[13:58:41] <Zaggy1024> those are to make a wall connected on two opposite sides not have a post, as vanilla does it
L718[13:58:48] <fry> obviously your file will be different in some way :P
L719[13:59:11] <Zaggy1024> definitely :P
L720[13:59:38] <Pennyw95> well I already have variants that switch on a TYPE enum defining the model
L721[14:00:00] <Pennyw95> So...since I only need to rotate them, no submodel needed?
L722[14:01:40] <Pennyw95> and what does "transform" do?
L723[14:02:08] <Zaggy1024> translation, rotation and scaling
L724[14:02:13] <Zaggy1024> and skewing if you're a weirdo
L725[14:02:45] <Pennyw95> ok
L726[14:03:32] <Pennyw95> so now I have this: http://pastebin.com/Q05qMhDd
L727[14:03:53] <Pennyw95> can I nest the direction variants inside the type one?
L728[14:04:03] *** Kolatra is now known as Kolatra[away]
L729[14:05:41] <Pennyw95> it has to be that way, doesn't it?
L730[14:07:21] <Pennyw95> or can have them work with something like an "Any" value for the model?
L731[14:07:39] <fry> show your properties
L732[14:07:47] <Pennyw95> http://pastebin.com/Q05qMhDd
L733[14:07:55] <Pennyw95> oh sorry wait
L734[14:08:18] <Pennyw95> an Enum (type) for the different models, 4 booleans for the directions
L735[14:08:51] <Pennyw95> I need to rotate the models. based on those booleans. Since "model" is a variable that gets reassigned, can I just type model and go?
L736[14:09:39] <fry> do "type": {"center_bottom": ..., "side": ...}, "direction": {"east": { "y": 90}, .... }
L737[14:09:45] <Pennyw95> like north: {true{#model, "y":90}false:{}}
L738[14:10:03] <fry> ah, 4 booleans
L739[14:10:10] <fry> then do it like the fence json
L740[14:10:34] <Pennyw95> I have to use the forge json, I already have 9 variants!
L741[14:11:19] <Pennyw95> can I nest the direction booleans inside every type variant?
L742[14:14:08] <Pennyw95> or would this work? http://pastebin.com/7E9en6cK
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L744[14:18:38] <Zaggy1024> ummmmmm
L745[14:18:57] <Zaggy1024> this is hard to explain
L746[14:19:18] <Zaggy1024> "type=center_bottom" is a fully specified variant
L747[14:19:51] <Zaggy1024> so when Forge is loading it, it'll see that and directly put it in the map of property -> model
L748[14:20:53] <Zaggy1024> whereas when it's not fully specified (like '"property": { "value": {variant data} }') it will become part of a multimap of property -> possible values
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L750[14:21:27] <Zaggy1024> and then that is permutated to the fully specified variants vanilla uses (like "property=value" -> model)
L751[14:22:18] <Zaggy1024> so by fully specifying "type=center_bottom", you're making the state -> model map contain {"type=center_bottom" -> model, "property=value" -> another model}
L752[14:22:29] <Pennyw95> uhm okay...I guess I'lll try to mess with this on my own before aksing again then. Thanks :)
L753[14:22:30] <Zaggy1024> which won't map to your states
L754[14:22:58] <Pennyw95> oh so it's not a variable
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L756[14:24:45] <Zaggy1024> what's not a variable?
L757[14:26:02] <Zaggy1024> the thing near the bottom of the file fry linked is a specified variant
L758[14:26:04] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L759[14:26:14] <Zaggy1024> lines 27 and 28 are fully specified variants
L760[14:30:24] <Pennyw95> hmm so in my case could I define the models with the enum, then have something like: "east=false,north=true,south=true,up=false,west=false": {"y" : 90} or {"model":"y":90}?
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L762[14:35:40] <Pennyw95> uhm sorry but I really have to go now :( I'll try to solve this on my own, thanks for your help!
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L764[14:40:10] <Zaggy1024> whey, got the AO rendered block model working
L765[14:40:12] <Zaggy1024> thanks fry
L766[14:40:24] * fry did nothing :P
L767[14:41:18] <heldplayer> What a coincidence, that's exactly what I've done today
L768[14:41:51] <Zaggy1024> yes you did do something
L769[14:42:01] <fry> well, I fixed 2 bugs today
L770[14:42:08] <Zaggy1024> you told me how to fix the crashing and then pointed me to TEPistonRenderer
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L772[14:46:27] <Zaggy1024> lol I completely forgot about anaglyphs
L773[14:46:31] <Zaggy1024> I wonder if I broke them
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L777[14:59:04] <Zaggy1024> wearing 3d glasses really screws up my vision 0.o
L778[14:59:23] <Zaggy1024> can't imagine watching a 1.5-2 hour movie with those on
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L780[15:09:27] <Zaggy1024> heh, I think the normals on this item are backward
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L782[15:15:55] <Xilef11> is it possible to limit an interface to subclasses of a specific type?
L783[15:16:21] <diesieben07> no
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L785[15:16:59] <fry|sleep> you can get somewhat simular constraints by putting a getter for an object od said class in the interface
L786[15:17:08] <Xilef11> and i'm guessing there isn't a "Block" interface I could extend
L787[15:17:46] <fry|sleep> for block it's be "Block getThis();", or smth like that
L788[15:18:04] <fry|sleep> obviously it doesn't give you access to private/protected stuff
L789[15:18:12] <fry|sleep> but may still work for you
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L796[15:19:02] <Xilef11> could work i guess...
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L801[15:25:24] <Rallias> Is IntelliJ Ultimate worth it?
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L803[15:27:36] <diesieben07> depending on what you want... the only feature I use from it is the JSON plugin
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L805[15:27:43] <diesieben07> and that is by no means essential
L806[15:27:53] <diesieben07> I only have ultimate, because I get it for free as a student
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L819[15:56:42] <Zaggy1024> so...how does one use the ore dictionary to add dyes?
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L821[15:57:40] <securitypedant> anyone around with a US cell phone to help me test a mod?
L822[15:57:53] <securitypedant> if you text "name modtype" to 415 214 9667
L823[15:57:58] <securitypedant> it will spawn mobs in my server.. I hope
L824[15:58:01] <securitypedant> e.g.
L825[15:58:06] <securitypedant> Peter zombie
L826[15:58:14] <securitypedant> will create a zombie with the tag Peter
L827[15:59:08] <Zaggy1024> jas
L828[16:00:18] <Zaggy1024> securitypedant, sent
L829[16:00:42] <securitypedant> ok, I only implemented spider, zombie, creeper and skeleton so far
L830[16:00:59] <MattDahEpic> securitypedant, will this be open source?
L831[16:01:07] <securitypedant> urr sure
L832[16:01:09] <securitypedant> it's easy
L833[16:01:22] <MattDahEpic> was just wondering
L834[16:01:26] <Zaggy1024> er, do you use the registered mob name?
L835[16:01:32] <securitypedant> yes
L836[16:01:36] <MattDahEpic> i just wanted to see how you did it compared to mine
L837[16:01:43] <Zaggy1024> why do you need to "implement" them then?
L838[16:02:05] <securitypedant> oh Zaggy, I have a switch statement which gets the mob type
L839[16:02:26] <Zaggy1024> should use the code that gets the entity class to load it from a save
L840[16:02:45] <securitypedant> MattDahEpic: I have a Twilio number that dumps the SMS to a PHP, then it uses RCon in PHP to call a command on server to spawn mob
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L842[16:03:14] <securitypedant> Zaggy1024: not sure I understand
L843[16:03:24] <securitypedant> I suppose I could get the string for the mob from the text
L844[16:03:30] <securitypedant> lemme pastebin the code
L845[16:04:03] <securitypedant> http://pastebin.com/TbtQuC9j
L846[16:05:07] <Zaggy1024> EntityList.stringToClassMapping
L847[16:05:15] <securitypedant> ooooh
L848[16:05:16] <securitypedant> NICE
L849[16:06:07] <securitypedant> seems my skeletons have no bow
L850[16:06:20] <securitypedant> so I do need to do some mob specific code
L851[16:09:46] <Zaggy1024> hm
L852[16:10:23] <Zaggy1024> actually you should use EntityList.createEntityByName
L853[16:10:26] <Zaggy1024> simpler :P
L854[16:10:31] <Zaggy1024> if you didn't see that already
L855[16:10:57] <securitypedant> heh no
L856[16:10:59] <securitypedant> not seent hat
L857[16:11:02] <securitypedant> will implement tonight
L858[16:11:14] <securitypedant> just wanted to get the basic SMS->PHP->RCon->Forge working
L859[16:11:14] <Zaggy1024> it doesn't do any stuff to set up items for them though
L860[16:11:16] <securitypedant> now can have fun
L861[16:11:38] <securitypedant> I work for Twilio and we have demo nights on Wednesdays
L862[16:11:43] <securitypedant> the CEO joins in
L863[16:12:06] <securitypedant> going to have some thing that detects his phone and when he texts in, it will spawn a mini army of mobs :D
L864[16:12:18] <securitypedant> should be a laugh
L865[16:13:13] <Zaggy1024> looks like func_180482_a/onInitialSpawn is what you want to call to equip the mobs
L866[16:14:29] <Zaggy1024> see ItemMonsterPlacer#206 (that's the line for me anyway)
L867[16:14:38] * securitypedant reads up
L868[16:15:04] <securitypedant> ItemMonsterPlacer is the class that spawns mobs in vanilla?
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L871[16:18:24] <securitypedant> cool, thanks for the help
L872[16:18:32] <securitypedant> time to clean up the house, will code this up tonight
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L875[16:21:23] <MattDahEpic> t minus 2 days until fallout4
L876[16:21:49] <GraphicH> aka the Nuclear Holocost of my Time
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L878[16:22:20] <MattDahEpic> im now 30 cursepoints short of the last steam gift card i need and i think i might make it
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L887[16:46:40] <Zaggy1024> what encoding should a lang file be in?
L888[16:47:52] <MattDahEpic> utf8 i think
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L892[16:58:41] <iceman11a> I was on my server earlier and didn't have any problems. Now when I try and log in. my client crashes http://pastebin.com/kKnmP6Qe
L893[16:59:07] <unascribed> you have a LiquidUnloader on a ForgeRelocation moving thing
L894[16:59:11] <unascribed> and it's very unhappy about that
L895[16:59:48] <iceman11a> ? I don't under stand
L896[17:00:00] <unascribed> someone built a moving railcraft thing on a frame
L897[17:00:02] <unascribed> it had a liquid unloader
L898[17:00:14] <unascribed> it is making you crash because the way forge relocation works is a huge hack
L899[17:00:44] <unascribed> if you delete the block at 91, 80, 399 in a map editor
L900[17:00:46] <unascribed> it should fix the issue
L901[17:02:17] <iceman11a> map editor. ? I don't know if I can log in again with out crashing again. So I don't know how to delete the block
L902[17:03:05] <unascribed> load your world in MCEdit and select that block
L903[17:03:07] <unascribed> then delete it
L904[17:03:28] <unascribed> to prevent this issue in the future, don't put railcraft stuff on frames
L905[17:03:29] <iceman11a> I can't. It too big and it's on line
L906[17:04:19] <unascribed> you could disable liquid unloaders in the railcraft config (assuming it's possible)
L907[17:04:20] <iceman11a> You mean the the provider frames from umaticcraft
L908[17:04:22] <unascribed> restart the server
L909[17:04:29] <unascribed> and then it'll delete all the liquid unloaders in the world
L910[17:04:34] <unascribed> kind of a nuclear solution but it might work
L911[17:04:42] <unascribed> no, I mean the frames from forge relocation
L912[17:04:47] <unascribed> which should not be called forge relocation
L913[17:05:41] <iceman11a> I have no idea what a forge relocation is.
L914[17:05:50] <unascribed> Forge Relocation is a mod that adds frames that move things around
L915[17:05:53] <unascribed> hold on, I'll get a link
L916[17:06:07] <unascribed> http://minecraft.curseforge.com/projects/forge-relocation
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L921[17:08:51] <AtomicStryker> ahoy. someone here probably has coded for bukkit before. i would like to know how the event work in there. from what i can tell a plugin just instances a class implementing "Listener" which in turn registers something like the forge events
L922[17:09:04] <iceman11a> Ok, I have 2 mods that relate to that mod. One is called FMP and the other is not/ and do these 2 mods just go into the mods on the server. Or do I need them on both the client and server
L923[17:09:19] <unascribed> in your JavaPlugin, getServer().register(new MyListener()) IIRC
L924[17:09:23] <unascribed> I haven't touched Bukkit in a while
L925[17:09:26] <unascribed> but it's close to that
L926[17:09:31] <Lord_Ralex> It's that + using an annotation
L927[17:09:33] <unascribed> no, getServer().getPluginManager().registerListener
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L929[17:10:44] <unascribed> registerEvents
L930[17:10:49] <unascribed> and the second arg is your plugin
L931[17:11:05] <iceman11a> ok, never mind. I dount that they are on both the server and client. I still have no idea what to do
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L933[17:11:28] <AtomicStryker> ah i found the official bukkit wiki and its explained fairly well there
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L935[17:11:29] <AtomicStryker> thanks
L936[17:12:02] <unascribed> iceman11a: FMP is ForgeMultiPart, which adds microblocks
L937[17:12:08] <unascribed> you need FMP on the server and client for it to work
L938[17:13:04] <unascribed> one of the people in #ftb or a similar modpack support channel may have better/more ideas on how to fix this
L939[17:13:11] <unascribed> this channel is mostly for devs
L940[17:13:17] <iceman11a> Ok, It's just I don't know what to do. It would take me hours to download this world to edit it and then I would have to upload it again and I still have no idea what a forge relocation is. As far as I know. I never use one. Can you show me what one looks like
L941[17:13:58] <unascribed> someone put a Liquid Unloader from Railcraft
L942[17:14:00] <unascribed> onto one of these http://media-curse.cursecdn.com/attachments/152/374/b8870f5463fd93685d002169607bf9f5.png
L943[17:14:11] <unascribed> and every time your client tries to show that
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L946[17:14:16] <unascribed> it crashes due to the mods being incompatible
L947[17:14:47] <unascribed> I personally have no clue how to fix it without just downloading the world
L948[17:14:50] <unascribed> ask again in #ftb
L949[17:14:52] <iceman11a> ? I don't under stand, sense I'm not using those blocks any way that I know of.
L950[17:14:54] <unascribed> they'll probably have a better idea
L951[17:15:13] <iceman11a> I was on this server a few hours ago. Why is it starting this error how
L952[17:15:23] <unascribed> someone else on your server built it
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L954[17:16:29] <iceman11a> Hope. I'm the only one that's on this server and I built it from the ground up and I never used those blocks. Yet. Your saying that one of these blocks was used on a unloader.
L955[17:16:43] <unascribed> that's exactly what your crash report says
L956[17:16:53] <iceman11a> ok
L957[17:17:09] <unascribed> try asking again in #ftb
L958[17:17:15] <unascribed> they may have a better idea or even recognize this crash
L959[17:17:52] <iceman11a> No thank you. last time I asked for help in that channel. All I got was laugh at and ingored.
L960[17:18:19] <unascribed> weird
L961[17:18:39] <whatthepoop> hmmm, how come when I convert a block to dirt with setBlockState (player.worldObj.setBlockState(aboveHeadBlock, Blocks.dirt.getDefaultState());), it reverts back to its original block when I right-click on it?
L962[17:18:54] <unascribed> it's only being called on the client
L963[17:18:58] <unascribed> you need to call it on the server
L964[17:19:18] <whatthepoop> crap, I was wondering if it was something like that, and actually thought I addressed that with no effect.. thanks, will look again
L965[17:21:19] <unascribed> iceman11a: try editing your ForgeRelocation.cfg and adding a "mod:railcraft -> static" into the "Tile Movers" section
L966[17:21:45] <unascribed> also, if you don't remember installing ForgeRelocation
L967[17:21:51] <unascribed> Project:RED probably installed it automatically
L968[17:23:42] <iceman11a> Can you tell me where that config file is. I don't seem to see in in the config folder
L969[17:23:51] <unascribed> config/ForgeRelocation.cfg
L970[17:25:42] <iceman11a> Ok, trying it now
L971[17:26:54] <unascribed> you may also want to try reporting this to the Railcraft or ForgeRelocation issue trackers
L972[17:27:06] <iceman11a> ok
L973[17:27:33] <unascribed> afk for a moment
L974[17:28:27] <iceman11a> Hope. I can't get into my world to even delete that block. Now what
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L977[17:38:44] <unascribed> back
L978[17:38:49] <iceman11a> ok
L979[17:39:06] <unascribed> could you put your ForgeRelocation.cfg and Railcraft.cfg onto https://gist.github.com/ and give me the link?
L980[17:39:07] <iceman11a> I can't get near that block.
L981[17:39:38] <iceman11a> to bust it. So any more ideas. I wanted to remove the mod. That won't work in project red just download it
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L983[17:39:53] <Railcraft> I've never even heard of ForgeRelocation
L984[17:40:15] <iceman11a> From what I was told. It's a part of project red
L985[17:40:27] <unascribed> yeah
L986[17:40:33] <iceman11a> That mod download it.
L987[17:40:47] <unascribed> it's an implementation of the old RedPower frames
L988[17:40:51] <unascribed> and you can't disable it
L989[17:40:56] <unascribed> which sucks because it's crashy
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L998[17:42:42] <iceman11a> what's this block for. Is it a part of a mod that I can just remove the mod. and have it remove that error. or ?
L999[17:42:49] <unascribed> you can't remove ForgeRelocation
L1000[17:42:53] <unascribed> Project Red will just download it again
L1001[17:43:22] <iceman11a> No, I mean the block that cauing the problem. Or is that the mod that is causing the problem
L1002[17:43:44] <unascribed> ForgeRelocation's MCFrames reference implementation is causing the problem as far as I can tell
L1003[17:43:47] <unascribed> but you say you haven't placed any frames
L1004[17:44:04] <iceman11a> None that I know of.
L1005[17:44:29] <unascribed> what did you do before you logged off and started crashing after you got on later?
L1006[17:44:35] <iceman11a> I know where the problem is. It's at one of my bases that I call My Warehouse.
L1007[17:44:59] <iceman11a> Every time I try and get close to the base. The client crashes
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L1009[17:46:27] <iceman11a> I just wanted to check the base and make sure it was running ok and the trains were running and then I left to do some thing else
L1010[17:46:57] <iceman11a> at another base. and log off. and just log in again about an hour ago when I got this crash
L1011[17:47:39] <iceman11a> As far as I know. I'm not using those blocks. If I am. Then I don't see what they would have to relate to the railcraft unloaders.
L1012[17:48:12] <unascribed> a ForgeRelocation frame is used to move blocks from any mod
L1013[17:48:16] <unascribed> it's kind of like a piston
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L1015[17:48:26] <unascribed> but it can move tile entities, like furnaces and liquid unloaders
L1016[17:48:42] <unascribed> this is generally really buggy since tile entities are not meant to be moved
L1017[17:49:35] <iceman11a> Let me see if I under stand you. You mean to move them from one location to another location. Is that what you mean
L1018[17:50:27] <iceman11a> Oh there is one thing I did do, and that's update my forge.
L1019[17:50:40] <iceman11a> It's the only thing I did
L1020[17:51:11] <unascribed> have you tried updating railcraft and project red, or are they already up to date
L1021[17:51:43] <iceman11a> As far as I know. Railcraft is and let me check project red
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L1023[17:55:31] <iceman11a> Do you have a link for the project red files.
L1024[17:56:08] <unascribed> http://projectredwiki.com/wiki/Version_archive
L1025[17:56:51] <iceman11a> Cool, Thanks. Let me see
L1026[17:59:04] <iceman11a> Nope. The version on here are what I all ready have
L1027[18:00:40] <iceman11a> Let me see if I can get some help from the project red IRC. I don't think so. I don't think I ever has help from there
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L1031[18:05:25] <iceman11a> Does any one have any ideas
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L1035[18:10:34] <MattDahEpic> maybe stop server, remove forgerelocation restart and readd then refund peoples frames?
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L1037[18:11:45] *** Aaron1011|Away is now known as Aaron1011
L1038[18:12:56] <iceman11a> refund peoples frames, What is that. I'll try that. I don't have any other choice
L1039[18:13:09] <unascribed> you can't remove forge relocation
L1040[18:13:16] <unascribed> and he's the only one on the server
L1041[18:13:27] <unascribed> you could remove projectred and forgerelocation
L1042[18:13:32] <unascribed> but then you lose all your projectred blocks
L1043[18:13:57] <MattDahEpic> maybe forges remove erroring tileentities thing?
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L1045[18:14:03] <iceman11a> Yes I know. I can't do that and I'm not getting any help from the project red irv
L1046[18:14:14] <unascribed> MattDahEpic, that won't do anything since this is a client-side error
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L1049[18:19:16] <iceman11a> It will let me log in, If I get too close to that base with the bad block. It crashes.
L1050[18:19:28] <iceman11a> I don't know what else to do
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L1054[18:25:30] <Cypher121> compile projectred with forgerelocation download commented out and see if that works?
L1055[18:25:54] <unascribed> why is this a server if only you play on it?
L1056[18:26:19] <GraphicH> I run a server on a separate system all the time and I'm the only one on it
L1057[18:26:29] <Cypher121> I'm playing on my own dedicated server too
L1058[18:26:39] <Cypher121> it's more versatile to do so
L1059[18:26:42] <GraphicH> I think its fairly common for people to do that actually
L1060[18:27:01] <unascribed> I suppose, but it'd be a lot easier to fix this if the map was local
L1061[18:27:25] <GraphicH> I don't really see how, if it's his server he probably has easy access to the map files
L1062[18:27:26] <Cypher121> 1) I can turn off the client and keep server doing it's thing with minimal resource usage
L1063[18:27:26] <Cypher121> 2) I can invite people if I want to
L1064[18:27:40] <unascribed> yes, but he has to download the map, which he has already said will take a long time
L1065[18:27:51] <iceman11a> I been looking for a way to contact the coder for Project red and there's nothing on him. Just his name
L1066[18:27:57] <GraphicH> He doesn't actually, he can download the effected pieces
L1067[18:28:04] <GraphicH> use nbt editor to remove the block
L1068[18:28:20] <GraphicH> he has to know the chunk and to find the files in forge
L1069[18:28:24] <GraphicH> map*
L1070[18:29:07] <GraphicH> That's what I'd try doing anyway
L1071[18:29:14] <iceman11a> GraphicH, That's too much of a pain in the butt.
L1072[18:29:32] <GraphicH> I'm sorry =P some problems don't have easy fixes
L1073[18:29:43] <GraphicH> If you don't want to wait that seems like the best you can do
L1074[18:30:45] <iceman11a> ok, wait for what
L1075[18:30:57] <GraphicH> Mod dev to fix it
L1076[18:31:02] <GraphicH> if you've submitted a fix
L1077[18:31:08] <GraphicH> / bug report
L1078[18:32:09] <iceman11a> I have no idea where to go or what to say. Sense I don't all way under stand why I'm getting this error tonight when I played 2 or 3 times earlier and never had this problem before.
L1079[18:32:16] <iceman11a> So it has me all so lost
L1080[18:32:30] <GraphicH> I thought you knew which block it was
L1081[18:32:43] *** SnowShock35 is now known as zz_SnowShock35
L1082[18:32:45] <GraphicH> Thats causing shit to break
L1083[18:32:54] <iceman11a> Hope. I haven't been able to get close to it to see it.
L1084[18:33:18] <GraphicH> Well what mods do you have installed?
L1085[18:33:46] <iceman11a> I know wher it it. I just can't get too close to this base. or the client crashes
L1086[18:34:01] <iceman11a> I have a 120 monds installed.
L1087[18:34:13] <iceman11a> Sorry I don't have a list of them right now
L1088[18:34:14] <GraphicH> lol gewd luck with that then
L1089[18:34:51] <unascribed> here's his initial crash report:
L1090[18:34:52] <unascribed> http://pastebin.com/kKnmP6Qe
L1091[18:34:54] <unascribed> contains a mod list
L1092[18:35:38] <iceman11a> The only thing I can do is post on the forum and see if I get a reply.
L1093[18:36:47] <GraphicH> (tile.railcraft.machine.gamma // mods.railcraft.common.blocks.machine.BlockMachine)
L1094[18:36:56] <GraphicH> I'd start with railcraft devs
L1095[18:37:01] <GraphicH> looks like their mod is causing it
L1096[18:37:43] <iceman11a> Hmm, I just updated to 9.8 the other day and had no problems.
L1097[18:38:20] <GraphicH> I don't really understand your point? Things could mostly but there still be bugs in rare cases
L1098[18:38:23] <GraphicH> that's what bugs are
L1099[18:38:40] <GraphicH> The crash report is telling you which TileEntity caused the problem
L1100[18:38:51] <GraphicH> and its a railcraft block
L1101[18:39:35] <iceman11a> I posted the link for the report to CovertJaguar: and so he can see and read the report
L1102[18:39:47] <GraphicH> Good deal
L1103[18:40:04] <GraphicH> I assume hes the dev for that
L1104[18:40:56] ⇦ Quits: PieGuy128 (~PieGuy128@69.157.255.27) (Quit: Leaving)
L1105[18:43:54] <iceman11a> Yes
L1106[18:44:17] <iceman11a> I just have to wait, In the mean time I can't go any where near that base.
L1107[18:44:20] <Zaggy1024> it may also be that mrtjp thing
L1108[18:44:39] <Zaggy1024> seems most likely, relaly
L1109[18:44:45] <CovertJaguar> from what I can tell, ForgeRelocation is creating its own render context and then drawing block, but the render context isn't the same as vanilla rendering
L1110[18:45:08] <CovertJaguar> I can't fix it on my end without doing some reflection into the tesselator
L1111[18:45:11] *** K-4U is now known as K-4U|Off
L1112[18:46:22] <iceman11a> well I can't go any where near that base. Until this is fixed. So I guess my warehouse is on hold.
L1113[18:46:38] <CovertJaguar> techincally I can fix it, but the fix is a ugly hack that will probably slow the renderer down
L1114[18:46:41] <iceman11a> and I have no idea what you mean
L1115[18:47:05] <unascribed> maybe only activate it if ForgeRelocation is loaded
L1116[18:47:32] <iceman11a> is this a fix for you. or does the project red people need to change some thing or ?
L1117[18:48:39] <CovertJaguar> if the render context was correct it wouldn't be a problem (ie, the tesselator wasn't already tesselating when the renderer is called)
L1118[18:49:02] <iceman11a> unascribed I looked up that block, and it's from a mod called MCFrames and I never used these blocks forbore. I don't know any thing about them
L1119[18:49:03] <GraphicH> tesselation, no breathing, don't get a fuck ...
L1120[18:49:06] <CovertJaguar> TileEntitySpecial renderers should not be tessellating when they are called
L1121[18:49:14] <unascribed> iceman11a: yes, MCFrames is ForgeRelocation
L1122[18:49:23] <iceman11a> ok
L1123[18:49:57] <unascribed> hm
L1124[18:50:02] <unascribed> I have an idea for a bad hack
L1125[18:50:02] <CovertJaguar> Block renderers should be tesselating, but TESRs should not be
L1126[18:50:11] <iceman11a> I'll have to see if I can find a mod spotlight on this mod
L1127[18:50:18] <unascribed> that shouldn't cause any terrible issues
L1128[18:50:20] <unascribed> but would fix this one
L1129[18:50:32] <unascribed> and I could chuck it into a standalone mod with a dep on MalisisCore
L1130[18:50:39] <unascribed> do you have Malisis*?
L1131[18:51:08] <CovertJaguar> well I can use reflection to get the Tesselator.isDrawing var and act accordingly, but that's a pain
L1132[18:51:34] <GraphicH> Reflection: can always fix the problem, is always a pita
L1133[18:51:45] <unascribed> my bad idea is to patch the tesselator to not throw an already tesselating error if the requested mode matches the current mode
L1134[18:51:46] <tterrag> CovertJaguar: what do you mean TESRs shouldn't be tessellating? as long as they properly start/stop drawing it should be fine, no?
L1135[18:51:50] <MattDahEpic> mmmm pita bread
L1136[18:52:06] <GraphicH> Damn now I'm hungry Matt
L1137[18:52:10] <unascribed> tterrag, we're having an issue where some MrTJP mod is calling a TESR while the tesselator is tesselating
L1138[18:52:16] <unascribed> which is causing a crash
L1139[18:52:23] <CovertJaguar> tterrag the TESR expects that nothing is already tesselating when it is called
L1140[18:52:30] <tterrag> but that's not necessarily that mod's fault
L1141[18:52:37] <tterrag> why is some other renderer leaking the startDrawing() state?
L1142[18:52:43] <unascribed> iceman11a, do you have any Malisis mods installed?
L1143[18:52:54] <iceman11a> let me check
L1144[18:53:03] <CovertJaguar> it then calls startDrawingQuads(), does its stuff and calls, draw()
L1145[18:53:23] <CovertJaguar> but if something already called startDrawingQuads() it crashes
L1146[18:53:28] <iceman11a> Nope. Not on my server
L1147[18:53:42] <unascribed> well
L1148[18:53:47] <CovertJaguar> tterrag it appears to be special render context for moving frames
L1149[18:54:10] <CovertJaguar> likely seperate from the main render loop
L1150[18:54:14] <unascribed> I'm going to write a quick mod to apply the bad idea I have
L1151[18:54:17] <tterrag> why can't a TESR assume that startDrawing() hasn't been called?
L1152[18:54:30] <unascribed> which should fix your problem enough to allow you to get rid of the block
L1153[18:54:31] <tterrag> I thought that was a pretty safe assumption
L1154[18:54:48] <CovertJaguar> tterrag it is, that's why I say the problem is in ForgeRelocation, not Railcraft
L1155[18:55:06] <tterrag> I see
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L1157[18:55:16] <tterrag> you threw me off with <CovertJaguar> Block renderers should be tesselating, but TESRs should not be
L1158[18:55:18] <tterrag> but I see what you meant now
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L1160[18:57:55] <CovertJaguar> at the very least, ForgeRelocation should be catching exceptions if it can't guarentee that mods will be 100% compatable
L1161[18:58:24] <unascribed> that would make too much sense
L1162[18:58:25] <unascribed> :P
L1163[19:02:32] <Ordinastie> hehe unascribed, did I make you a beleiver ? :p
L1164[19:02:49] <unascribed> sh
L1165[19:04:05] <unascribed> !gm Tessellator.startDrawing 1.7.10
L1166[19:05:42] <HassanS6000> How come ignoring frustum check in Entities doesn't help? It still stops being rendered when the bounding box is not in view.
L1167[19:05:52] <HassanS6000> Minecraft 1.8, latest Forge
L1168[19:06:22] <CovertJaguar> I thought the correct solution was to return the infinite bounding box defined in TileEntity
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L1170[19:06:57] <unascribed> !gf Tessellator.drawMode 1.7.10
L1171[19:07:00] <CovertJaguar> INFINITE_EXTENT_AABB
L1172[19:15:01] <unascribed> iceman11a: if you install MalisisCore and the mod I linked you in PM, your error should stop
L1173[19:15:11] <unascribed> keep in mind
L1174[19:15:14] <unascribed> this mod is a huge hack
L1175[19:15:20] <unascribed> and you should not use it longer than you must
L1176[19:15:26] <unascribed> it's a client-only mod
L1177[19:16:35] <unascribed> MalisisCore is at http://minecraft.curseforge.com/projects/malisiscore
L1178[19:17:44] <iceman11a> does the file you gave me the link for. does it go on both the server and the client.
L1179[19:17:48] <unascribed> just the client
L1180[19:17:53] <unascribed> and again it is a GIGANTIC HACK
L1181[19:17:58] <unascribed> remove it as soon as you fix your issue
L1182[19:18:23] <unascribed> it may eat your lunch, burn your laundry, and create a black hole over your CPU
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L1184[19:22:21] <HassanS6000> CovertJaguar, for an Entity
L1185[19:22:34] <HassanS6000> Not TE
L1186[19:22:40] <CovertJaguar> ah, not sure about that
L1187[19:24:49] <HassanS6000> Yea
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L1189[19:32:07] <iceman11a> unascribed I fount the block. There's nothing wrong. That MCFrame is not on or any where nearn it. So I'm all confused about this
L1190[19:34:57] <iceman11a> any way, Yes it is an unloader from Railcraft. I close that lane down and busted the block. I log out and removed that mod you send me and I'm loading it in again
L1191[19:35:08] <CovertJaguar> its also possible the MCFrame isn't cleaning up after itself and leaving the Tesselator dangling
L1192[19:35:54] <iceman11a> Like I said, I don't know what those frames are for, nor have I ever used them
L1193[19:37:36] <iceman11a> CovertJaguar: CJ, could this have any thing to do with you wire support frames. Sense I am using those for this station
L1194[19:43:13] <iceman11a> unascribed: there has to be some thing else that's wrong. I replaced the block with a new unloader. and went to one of my other bases. Then I turned back and went back to that base. The client crashed on me again
L1195[19:43:23] <unascribed> strange
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L1197[19:43:38] <unascribed> do you use ProjectRed anywhere?
L1198[19:43:39] <CovertJaguar> no, they are just normal blocks
L1199[19:43:57] <iceman11a> So this really has me confused. Why is it only doing this to this one unloader. I have 6 unloaders next to or near it.
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L1201[19:44:11] <unascribed> if you remove ProjectRed Mechanical
L1202[19:44:17] <iceman11a> Yes.
L1203[19:44:18] <unascribed> it should stop downloading Forge Relocation
L1204[19:44:20] <CovertJaguar> there must be something in the chunk leaving the tesselator in an invalid state
L1205[19:44:23] <unascribed> so you can remove those
L1206[19:45:20] <iceman11a> all I have is a project blue panel with 2 switchs that turn on some routing track.
L1207[19:45:47] <iceman11a> So I can change the routing of them
L1208[19:45:51] <unascribed> try removing the Mechanical module of ProjectRed
L1209[19:46:07] <unascribed> mods/ProjectRed-1.7.10-4.7.0pre9.92-Mechanical.jar
L1210[19:46:15] <unascribed> and
L1211[19:46:17] <unascribed> mods/ForgeRelocation-1.7.10-0.0.1.4-universal.jar
L1212[19:46:24] <unascribed> check the 1.7.10 folder too if it exists
L1213[19:46:44] <iceman11a> This is just on the client right
L1214[19:46:54] <unascribed> no, both sides this time
L1215[19:46:59] <iceman11a> ok
L1216[19:49:23] <iceman11a> Ok, I'm restarting the server and client
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L1218[19:50:10] <iceman11a> The client won't load. The forgerelocation : any is not fount
L1219[19:50:59] <iceman11a> server crashed all so
L1220[19:51:20] <iceman11a> Server thread/ERROR Encountered an unexpected exception
L1221[19:51:21] <iceman11a> 07.11 21:00:23 [Server] Server thread/ERROR [FML]: The mod RelocationFMP (RelocationFMP) requires mods [ForgeRelocation] to be available
L1222[19:51:27] <unascribed> remove RelocationFMP as well
L1223[19:51:27] <iceman11a> Thats from the server.
L1224[19:51:35] <iceman11a> ok
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L1226[19:55:19] <iceman11a> Hope. client crashed.
L1227[19:55:29] <iceman11a> When I tried to log into the server.
L1228[19:55:39] <unascribed> crash report?
L1229[19:56:45] <iceman11a> http://pastebin.com/TGAKV9Tv
L1230[19:57:31] *** cpw is now known as cpw|out
L1231[19:57:41] <unascribed> now I think this is some tile entity that isn't calling draw
L1232[19:58:17] <unascribed> I'm going to update TesselHack to print debug info to the log
L1233[19:58:18] <unascribed> hold on
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L1236[20:24:16] <unascribed> !gm Tessellator.draw 1.7.10
L1237[20:25:11] <iceman11a> I have no idea what that means
L1238[20:25:20] <unascribed> I was looking up the SRG name for a method
L1239[20:25:58] <iceman11a> ?, ok
L1240[20:28:42] <unascribed> !gf Tessellator.isDrawing 1.7.10
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L1243[20:38:31] <unascribed> iceman11a: I PM'd you a new version
L1244[20:38:34] <unascribed> this will lag the game like mad
L1245[20:38:51] <unascribed> but it should let me find which tile entity is broken
L1246[20:39:30] <unascribed> load the mod, connect to the server, wait for the game to crash
L1247[20:39:36] <unascribed> then send me logs/fml-client-latest.log
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L1250[20:40:28] <iceman11a> ok
L1251[20:41:35] ⇦ Quits: FireBall1725 (sid36174@id-36174.charlton.irccloud.com) (Remote host closed the connection)
L1252[20:41:35] ⇦ Quits: eyamaz (sid40777@id-40777.charlton.irccloud.com) (Read error: Connection reset by peer)
L1253[20:41:35] ⇦ Quits: MMuse (sid14885@id-14885.charlton.irccloud.com) (Read error: Connection reset by peer)
L1254[20:41:35] ⇦ Quits: tfox (sid47177@id-47177.charlton.irccloud.com) (Read error: Connection reset by peer)
L1255[20:41:35] ⇦ Quits: Jerzerak (sid60746@id-60746.charlton.irccloud.com) (Remote host closed the connection)
L1256[20:41:35] ⇦ Quits: vidplace7 (sid14837@id-14837.charlton.irccloud.com) (Remote host closed the connection)
L1257[20:41:35] ⇦ Quits: jadedcat (sid36485@id-36485.charlton.irccloud.com) (Remote host closed the connection)
L1258[20:41:35] ⇦ Quits: LordSkittles (sid37725@id-37725.charlton.irccloud.com) (Remote host closed the connection)
L1259[20:41:48] <GraphicH> hmm thats interesting
L1260[20:42:02] <GraphicH> ISP just shit the bed for those guys?
L1261[20:42:25] <unascribed> no, looks like irccloud went down
L1262[20:42:55] <unascribed> I don't understand why anyone uses irccloud
L1263[20:43:49] <GraphicH> its got cloud in the name! it must be good /s
L1264[20:44:01] <unascribed> it's got cloud in the name! it must be horrible
L1265[20:44:39] <GraphicH> My favorite cloud nonsense is CloudShark, the cloud version of Wireshark
L1266[20:45:05] <GraphicH> so I upload my pcaps to what is essentially a WebGUI for WireShark
L1267[20:45:28] <GraphicH> What exactly is the point of the extrat step? If I have a pcap to upload, I obviously already have Wireshark
L1268[20:45:36] <GraphicH> or smart enough to know how tcpdump works
L1269[20:45:52] <iceman11a> unascribed: https://www.mediafire.com/?8pagouqn22k25n0
L1270[20:46:02] <unascribed> good, it's massive
L1271[20:46:07] <unascribed> that means it probably worked
L1272[20:46:39] <GraphicH> Still figureing out fucked up tesselation ?
L1273[20:46:41] <iceman11a> well I gave you all the logs that were NOT zipped up. So you could go threw what you wanted
L1274[20:47:18] <iceman11a> Those logs should be for the last 24 hours
L1275[20:47:50] <unascribed> so, it looks like the fluid storage monitor from ExtraCells isn't cleaning up it's tesselator
L1276[20:47:57] <unascribed> try updating ExtraCells
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L1280[20:51:48] <Soni> what counts as "on topic"?
L1281[20:52:26] <Zaggy1024> minecraft
L1282[20:52:29] <Zaggy1024> or forge
L1283[20:52:32] <Zaggy1024> or minecraft forge :P
L1284[20:52:40] <Zaggy1024> I guess
L1285[20:52:51] <Soni> ok, so, should I let users assign instruments to entities?
L1286[20:53:03] <Zaggy1024> musical instruments?
L1287[20:53:04] <Soni> (in addition to blocks and block materials)
L1288[20:53:17] <Soni> yeah
L1289[20:53:20] <Soni> note block instruments
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L1291[20:58:13] <iceman11a> unascribed: I updated extracells and it still crashes, was there any thing else in the logs or did you want to see the new set of logs.
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L1293[20:58:28] <unascribed> hm
L1294[20:58:33] <unascribed> what liquids do you have on display in your ME system?
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L1296[21:00:05] <iceman11a> Fuel, or (Gasoline) and ethanal and oil and so far. last time I looked this morning
L1297[21:00:22] <unascribed> how long ago did you add those?
L1298[21:00:37] <unascribed> also +1 for gasoline power instead of using nether lava
L1299[21:01:00] <iceman11a> about 1 month ago. when I built this base and added the (Station) in.
L1300[21:01:12] <unascribed> so it's been there the entire time
L1301[21:01:13] <unascribed> hm
L1302[21:01:56] <iceman11a> Yes, It has, This is what I just don't under stand why. Every time I turn a round. Some thing goes wrong.
L1303[21:02:11] <iceman11a> This has never happen before.
L1304[21:02:52] <unascribed> this is a really strange issue
L1305[21:03:03] <unascribed> when you had TesselHack 0.1 installed, where there any rendering artifacts?
L1306[21:03:07] <unascribed> were*
L1307[21:03:12] <iceman11a> well from what every one says. I'm a strange person
L1308[21:03:16] <unascribed> heh
L1309[21:03:20] <iceman11a> lol
L1310[21:03:36] <unascribed> what I mean by rendering artifacts
L1311[21:03:38] <unascribed> is like
L1312[21:03:39] <unascribed> floating water
L1313[21:03:41] <unascribed> gasoline in midair
L1314[21:03:47] <unascribed> blocks flying all over the screen
L1315[21:03:52] <Zaggy1024> with the ore dictionary, can I register vanilla items to go into oredict recipes?
L1316[21:03:52] <unascribed> stuff reminiscient of someone messing up the GL state
L1317[21:04:00] <Zaggy1024> so I can substitute them?
L1318[21:04:07] <unascribed> Zaggy1024, yes, you can register any item in the oredict even if you don't own them
L1319[21:04:17] <Zaggy1024> BLARGH WHY DIDN'T I REALIZE THAT BEFORE
L1320[21:04:24] <Zaggy1024> *slaps self*
L1321[21:04:37] <unascribed> ultimately
L1322[21:04:40] <unascribed> I have no clue why this is happening
L1323[21:04:47] <unascribed> and it's no longer even remotely related to Railcraft
L1324[21:05:07] <unascribed> unless ExtraCells in indeed bugged like I think, I may go check the source
L1325[21:05:13] <iceman11a> any idea what it is related too
L1326[21:05:15] <unascribed> for now you could just keep TesselHack 0.1 installed
L1327[21:05:32] <unascribed> it shouldn't cause any major issues and should quell almost all "Already tesselating!" errors
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L1330[21:06:06] <iceman11a> ok, so how can I get to that base. I need to bust that unloader again
L1331[21:06:37] <iceman11a> I don't even know how I got to the base the last time
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L1333[21:07:37] <unascribed> shot in the dark; try removing RemoteIo
L1334[21:07:39] <unascribed> RemoteIO*
L1335[21:07:40] <iceman11a> I'm so far into the base. It crashes before I can make a move
L1336[21:07:42] <unascribed> it uses an old AE API
L1337[21:07:55] <iceman11a> ok
L1338[21:08:00] <unascribed> iceman11a, install TesselHack 0.1 again
L1339[21:08:04] <unascribed> after you test it without RemoteIO
L1340[21:10:58] <Zaggy1024> are oredict recipes baked at some point, so I cna't register my substitutions after that?
L1341[21:12:21] <unascribed> not sure, but to be safe you should register everything in preInit
L1342[21:12:27] <unascribed> ugh
L1343[21:12:35] <unascribed> ExtraCells swallows exceptions in it's fluid renderer
L1344[21:12:54] <iceman11a> unascribed: hope. It crashed again.
L1345[21:13:02] <Zaggy1024> gah, dye substitution isn't working
L1346[21:13:03] <iceman11a> Ok I will
L1347[21:13:08] <unascribed> I'm going to build a patched version of ExtraCells
L1348[21:13:11] <unascribed> I'll send it in a moment
L1349[21:13:25] <iceman11a> oh, ok
L1350[21:14:01] *** AbrarSyed is now known as Abrar|gone
L1351[21:14:40] <unascribed> I'm pretty sure this is caused by a null fluidIcon
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L1353[21:16:44] <iceman11a> So your saying that all this crap was coming from the extracells mod
L1354[21:17:23] <iceman11a> and did you want me to run the hack 01 for a while all so
L1355[21:17:46] ⇨ Joins: ZaggyMobile (~Zaggy1024@174-20-13-82.mpls.qwest.net)
L1356[21:18:42] <unascribed> well
L1357[21:18:49] <unascribed> first I'm going to send you a patched version of ExtraCells
L1358[21:18:55] <unascribed> if that doesn't work
L1359[21:19:03] <unascribed> you can use TesselHack 0.1 as a temporary solution
L1360[21:20:01] <unascribed> well
L1361[21:20:06] <unascribed> this adds a printStackTrace
L1362[21:20:08] <unascribed> it won't fix anything
L1363[21:20:09] <unascribed> but it'll help debug
L1364[21:20:16] <iceman11a> ok, so your saying that the Hack 0.1 was some kind of fix. Then and if this patch doesn't work, I should just run the hack until I fix is fount
L1365[21:20:17] <unascribed> use that with TesselHack 0.2 and send me the logs again
L1366[21:20:20] <unascribed> yes
L1367[21:20:34] <unascribed> TesselHack 0.1 is a quick patch to just remove the Already tesselating error from the code
L1368[21:20:42] <unascribed> 0.2 is a debug helper
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L1370[21:21:10] <unascribed> install the version of extracells I sent along with TesselHack 0.2 and send me the log again
L1371[21:21:14] <iceman11a> ok, witch one did you want me to run with the extracells patch
L1372[21:21:23] <iceman11a> ok
L1373[21:21:31] <unascribed> might need to do it for the client and server
L1374[21:24:21] <iceman11a> Yes I did, I remove the version I downloaded and added your patched version. I'm restarting the server and client now
L1375[21:25:16] *** Abrar|gone is now known as AbrarSyed
L1376[21:25:53] <unascribed> the client will probably crash again
L1377[21:26:01] <unascribed> but it'll confirm if my suspicion is correct
L1378[21:26:12] <iceman11a> ok
L1379[21:26:13] <unascribed> if it is, I'll send a version with a patch to fix ExtraCells and make a PR to them
L1380[21:27:15] <iceman11a> It crashed, did you want the logs
L1381[21:27:26] <unascribed> yes
L1382[21:29:56] <iceman11a> https://www.mediafire.com/?tf6hbqr79n5n5q6
L1383[21:30:15] <iceman11a> there you go
L1384[21:30:35] <unascribed> yeah, the error is precisely what I thought it was
L1385[21:31:05] <iceman11a> extracells
L1386[21:33:16] <CovertJaguar> lol, so ExtraCells fixed improper fluid rendering code by squashing the exception, how nice
L1387[21:33:21] <unascribed> well
L1388[21:33:24] <unascribed> if the fluid icon is null
L1389[21:33:25] <unascribed> it NPEs
L1390[21:33:31] <unascribed> and it swallows the NPE
L1391[21:33:33] <unascribed> and doesn't call draw
L1392[21:33:43] <unascribed> I patched it to move the draw call into a finally block
L1393[21:33:48] <CovertJaguar> ah, thats' not as straight forward
L1394[21:33:55] <unascribed> install the new patched version I sent, and remove TesselHack
L1395[21:34:37] <unascribed> afk for a moment
L1396[21:41:08] <iceman11a> Thank you. I'm in.
L1397[21:41:16] <unascribed> back
L1398[21:41:19] <unascribed> awesome
L1399[21:41:22] <iceman11a> Just sorry for taking up so much of your time.
L1400[21:41:26] <unascribed> it's fine
L1401[21:41:35] <unascribed> if it was a problem, i wouldn't have done it :P
L1402[21:42:05] <iceman11a> Are you still going to report this bug. I didn't want to download another version to find out I'm going to have the same problem
L1403[21:42:06] <TTFTCUTS> is there an easy way to test IMC or am I going to have to use another mod to send it for testing?
L1404[21:42:38] <iceman11a> any way that's one I owe you.
L1405[21:42:41] <unascribed> I'm going to report it, yes
L1406[21:42:49] <iceman11a> ok
L1407[21:42:51] <unascribed> I'll be able to include a lot of technical details to make it easy to fix
L1408[21:43:04] <iceman11a> thats good
L1409[21:44:05] <tterrag> TTFTCUTS: either make a dummy test mod or just send it to yourself :P
L1410[21:44:11] <tterrag> afaik FML doesn't care
L1411[21:44:19] <TTFTCUTS> righto
L1412[21:45:53] <kashike> before I go testing, can two (or more) mods exist in one jar?
L1413[21:45:58] <tterrag> absolutely
L1414[21:46:10] <tterrag> but they need to be represented in the mcmod.info I believe
L1415[21:46:13] <kashike> great
L1416[21:46:18] <kashike> yeah, I figured that
L1417[21:46:33] <tterrag> see: https://github.com/skyboy/MineFactoryReloaded/blob/master/resources/mcmod.info
L1418[21:47:11] <kashike> ._o
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L1420[21:50:03] <unascribed> https://github.com/ExtraCells/ExtraCells2/pull/322
L1421[21:50:04] <unascribed> done
L1422[21:51:48] <tterrag> everyone who says "meh I can use a blank catch block" LOOK AT ^
L1423[21:51:53] <tterrag> it's NEVER A GOOD IDEA
L1424[21:52:38] <unascribed> yeah..
L1425[21:53:25] <tterrag> we have so many libs that help you do something useful with the error
L1426[21:53:31] <tterrag> at the LEAST just print the stacktrace
L1427[21:53:37] <tterrag> but Throwables.propegate() is probably the best
L1428[21:56:18] <Cypher121> I have one place where I ignore an exception
L1429[21:56:56] <tterrag> if the exception can "never happen"
L1430[21:57:01] <tterrag> then why not just crash when it does
L1431[21:57:20] <Cypher121> well, in my case it can happen, I guess
L1432[21:58:47] <Cypher121> but crashing any further at that point makes little sense, I'm on the error screen already
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L1435[22:07:29] <TTFTCUTS> tterrag: it worked: https://twitter.com/TTFTCUTS/status/663206039865675776
L1436[22:07:53] <HassanS6000> Hey, anyone have an idea how to make it so entities always render, even if the bounding box is not in sight? Ignore frustum check not working.
L1437[22:08:06] <HassanS6000> I have this.ignoreFrustumCheck = true in the constructor but that does nothing
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L1439[22:08:51] <tterrag> which constructor?
L1440[22:09:57] <HassanS6000> tterrag, Entity world constructor
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L1443[22:11:03] <HassanS6000> http://pastebin.com/fykQtmHH
L1444[22:11:05] <HassanS6000> tterrag, ^
L1445[22:12:12] <tterrag> well vanilla uses that value for the dragon and fish hook
L1446[22:12:14] <tterrag> so it's not broken
L1447[22:12:19] <tterrag> check in your renderer that it's still true
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L1450[22:18:46] <HassanS6000> tterrag, kk
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L1454[22:20:18] <HassanS6000> tterrag, yep it's still truw
L1455[22:20:20] <HassanS6000> *true
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L1458[22:24:29] <tterrag> no idea then
L1459[22:24:31] <tterrag> should work
L1460[22:24:38] <tterrag> when exactly is your entity not rendering?
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L1463[22:26:59] <HassanS6000> tterrag, the moment the entities bounding box is out of view
L1464[22:27:21] <tterrag> yeah, no idea :(
L1465[22:27:24] <HassanS6000> :(
L1466[22:27:29] <HassanS6000> I wish I could ask fry but he's away
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L1468[22:30:03] <HassanS6000> tterrag, if it helps I don't think it does anything (MC 1.8)
L1469[22:30:20] <HassanS6000> ignoreFrustumCheck
L1470[22:30:42] <HassanS6000> http://www.minecraftforge.net/forum/index.php?topic=30307.0
L1471[22:30:49] <HassanS6000> Somebody else has reported it
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L1473[22:31:03] <tterrag> yeah idk
L1474[22:31:08] <tterrag> might be a 1.8.0 bug (fixed in 1.8.x)
L1475[22:31:39] <HassanS6000> ;( but Forge only 1.8
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L1477[22:36:03] <HassanS6000> Hah! tterrag IT IS A MINECRAFT BUG!
L1478[22:36:10] <HassanS6000> Just tested with the Fishing Rod
L1479[22:36:20] <tterrag> yeah there are a bunch of frustrum bugs in 1.8.0
L1480[22:36:23] <tterrag> nothing you can do for now
L1481[22:36:34] <HassanS6000> Whaa :(
L1482[22:38:10] <Cypher121> is Guide API the best available solution for guide books?
L1483[22:38:47] <Cypher121> I like the concept behind Enchiridion 2, but it doesn't seem to work well
L1484[22:42:43] <TehNut> Well, we like to make it as feature complete as possible
L1485[22:42:58] <TehNut> Currently cleaning up both the frontend and backend
L1486[22:43:27] <TehNut> I also plan to support 2 page display at some point
L1487[22:44:39] <Cypher121> which one are you talking about?
L1488[22:44:55] <Cypher121> Guide API or Ench?
L1489[22:45:15] <TehNut> GuideAPI
L1490[22:45:16] <TehNut> I make it
L1491[22:45:44] <Cypher121> ok
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L1493[22:48:19] <killjoy> Wow....
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L1495[22:48:39] <killjoy> My boot is so fast on my ssd, I don't even see the windows splash
L1496[22:53:27] <Zaggy1024> hm, that's lame
L1497[22:53:49] <killjoy> It might be because of fastboot, though
L1498[22:53:54] <Zaggy1024> when I register my dyes with oredict, it doesn't handle hte leather armor dyeing recipe
L1499[22:54:22] <killjoy> Doesn't that use it's own crafting manager?
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L1501[22:56:26] <Zaggy1024> crafting manager?
L1502[22:56:31] <Zaggy1024> it's probably just a custom recipe
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L1507[23:14:32] <unascribed> yeah, leather armor uses it's own IRecipe class
L1508[23:14:36] <unascribed> which doesn't use the ore dictionary
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L1512[23:29:02] <Zaggy1024> hm, has anyone made a general purpose recipe substitution system?
L1513[23:29:18] <Zaggy1024> I was going to make a wrapper, but then I realized that IRecipe doesn't exactly lend itself to that
L1514[23:33:46] <Zaggy1024> I guess I can do a few small hacks to make it work
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