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L1[00:01:50] <killjoy> Zaggy1024, does
minetweaker do that?
L2[00:06:24] ⇨
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L10[00:43:32] <Cypher121> is there a way to
get a folder by ResourceLocation?
L11[00:44:23] <Cypher121> so for example
"modid:textures" and get a folder with textures?
L12[00:44:36] <fry> why do you need
it?
L13[00:45:47] <Cypher121> not sure I even
do. trying to fix a mod that is hacking everything in it's way to
get a File representation of a folder. Thought there may be a
better way
L14[00:46:19] <fry> most use cases are
covered by using the resource pack apis directly
L15[00:46:22] <fry> try that first :P
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L17[00:49:33] <Cypher121> it's a json
file
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L24[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151108 mappings to Forge Maven.
L25[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151108-1.8.zip (mappings
= "snapshot_20151108" in build.gradle).
L26[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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L29[02:12:38] <tterrag> Cypher121: a
ResourceLocation is not a file
L30[02:12:49] <tterrag> there is no way to
"turn it into" a file because its resource may not exist
on the file system
L31[02:12:52] <Cypher121> I know
L32[02:13:07] <Cypher121> and btw file may
not exist too
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L47[03:01:22] <unascribed> yes, but when a
file doesn't exist you can just call createNewFile
L48[03:01:29] <unascribed> a
ResourceLocation can point to something that does exist
L49[03:01:33] <unascribed> that isn't
representable as a File
L50[03:01:40] <unascribed> i.e. a resource
in a mod jar
L51[03:01:51] <unascribed> e.g.*
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L57[03:44:58] <alex_6611> I have an issue
with TESR rendering. I render a model, some parts are transparent.
If I look at anything transparent (like another one of my blocks or
ice) through the transparent part, the thing behind it is
invisible. Strangely, the rendering works when I look at it from
some directions. I guess that I'm setting some GL flags wrong, what
could it be?
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L61[03:49:15] <heldplayer> fry: I've looked
at that page several times before already and every time I go to
"how to sort" I remember, it doesn't tell you how to sort
at all, it's just a kind of rant
L62[03:49:41] <fry> because it's insanely
diffiult in a general case
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L64[03:50:18] <fry> and that's why you
don't see translucency in games as often as you'd expect
L65[03:51:39] <fry> "If you have
enough translucent surfaces moving around in a sufficiently complex
manner, you will find it very hard to avoid errors with acceptable
realtime algorithms. It's largely a matter of what you are prepared
to tolerate and what you know a priori about your scene
content."
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L67[03:53:02] <alex_6611> so are you saying
that i won't be able to do waht i want without major issues?
L68[03:53:16] <fry> yes :P
L69[03:53:52] <alex_6611> well how do other
mods do it then D:
L70[03:53:58] <fry> thry don't
L71[03:54:00] <fry> *they
L72[03:54:37] <unascribed> this is why
Mojang didn't add stained glass for such a long time
L73[03:54:40] <alex_6611> i remember seeing
quite a few mods that have translucent surfaces that work with
others behind them?
L74[03:54:46] <unascribed> they sort of
fixed sorting in 1.7 but got it a little wrong, particles are still
broken
L75[03:54:51] <unascribed> 1.8 is a little
better
L76[03:55:02] <alex_6611> and ice works?
:D
L77[03:55:08] <unascribed> ice didn't work
for the longest time
L78[03:55:13] <unascribed> water wouldn't
render behind it
L79[03:55:16] <alex_6611> yea
L80[03:55:30] <unascribed> 99% of mods that
add translucent surfaces ignore the sorting issues
L81[03:55:43] <unascribed> because you
can't fix it with like 50,000,000,000 ASM patches and a lot of
extremely complex code
L82[03:55:47] <unascribed> without
like*
L83[03:56:04] <fry> all translucent blocks
are rendered after all normal blocks, so you can look at dirt
through glass
L84[03:56:24] <alex_6611> as well as i can
look at dirt though my thing
L85[03:56:27] <unascribed> yeah, that has
always worked actually
L86[03:56:34] <fry> but something more
complex, like glass through ice, might not always work
correctly
L87[03:56:36] <unascribed> but TESRs and
particles and other translucent blocks especially are just
iffy
L88[03:57:56] <fry> if the far translucent
block renders after the near translucent block, it won't be
visible
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L90[03:59:55] <tterrag> fry: how come I can
see glass behind water and water behind glass? how is it
sorted?
L91[04:00:04] <alex_6611> yea, same for
ice
L92[04:01:11] <tterrag> same thing for
multiple layers of stained glass
L93[04:01:13] <tterrag> it works either
way
L94[04:01:30] <unascribed> they improved
sorting in 1.7 to work for more than just solid behind
translucent
L95[04:01:35] <unascribed> in 1.6, that
didn't work at all
L96[04:01:46] <unascribed> 1.8 fixes
particles and a few edge cases
L97[04:02:02] <tterrag> I'm aware
L98[04:02:05] <tterrag> I'm asking how it
works
L99[04:02:14] <unascribed> sorting :P
L100[04:02:23] <tterrag> that doesn't
answer my question
L101[04:02:25] <unascribed> probably in
RenderBlocks or RenderGlobal
L102[04:02:35] <alex_6611> actually
L103[04:02:49] <unascribed> alex_6611,
maybe try rendering the translucent parts of your TESR in a second
pass
L104[04:03:18] <tterrag> translucent TE
stuff should be done in pass 1
L105[04:03:18] <alex_6611> RenderGlobal
does sort multiple WorldRenderers by some means
L106[04:03:48] <alex_6611> but i have no
idea what i need to do so that it doesn't ignore my block in
this...
L107[04:04:00] <tterrag> block != TE
L108[04:04:12] <alex_6611> yea
L109[04:04:29] <unascribed> I know there's
a method on block for this, but I wouldn't know how to use that for
a TESR
L110[04:04:33] <unascribed> on
Block*
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L112[04:05:15] <tterrag>
TileEntity.shouldRenderInPass
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L114[04:05:52] <fry> tterrag: I think
farther chunks are always rendered after nearer chunks; I'm unaware
how it works inside 1 chunk
L115[04:07:08] <tterrag> what is
"farther" though?
L116[04:07:21] <tterrag> ehh nevermind, I
guess that could be determined
L117[04:07:24] <unascribed> farther from
the camera
L118[04:07:26] <tterrag> but yeah inside
chunks how does that work
L119[04:07:26] <unascribed> :P
L120[04:08:15] <tterrag> a chunk is not a
point
L121[04:08:19] <tterrag> so furthest from
where?
L122[04:08:42] <tterrag> but like I said,
it's possible, just not as simple as it might seem
L123[04:08:48] <fry> what I would do:
while firing a chunk update, sort using player location, if player
is outside the chunk; fire chunk update for the whole plane if
player crosses that plane; and always render the player chunk
dynamically
L124[04:08:58] <alex_6611> furthest from
Minecraft.renderViewEntity
L125[04:09:05] <fry> (chunk =
16x16x16)
L126[04:09:29] <fry> I'm not aware of how
it works in MC
L127[04:10:33] <fry> (can also update the
center chunk when player moves >1 block)
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L130[04:21:51] <unascribed> well this is
annoying
L131[04:22:20] <unascribed> anything for
java 6 support i guess
L132[04:23:41] <tterrag> why are you doing
that?
L133[04:24:17] <unascribed> I'm generating
a Config, and the with* mutators are only in Typesafe Config
1.3.x
L134[04:24:20] <unascribed> and 1.3.x is
Java 8 only
L135[04:24:44] <tterrag> ah
L136[04:24:47] <tterrag> and that code
helps...how?
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L138[04:24:57] <unascribed> I need to
create a ConfigOrigin to set comments
L139[04:25:01] <unascribed> I can already
create a Config from a Map
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L143[04:35:06] <tterrag> and you need to
reflect it...why?
L144[04:35:08] <tterrag> what does that
solve?
L145[04:35:13] <unascribed> the class is
package private
L146[04:35:16] <unascribed> the
constructor is protected
L147[04:35:22] <tterrag> why....why
L148[04:35:27] <unascribed> I have no
idea
L149[04:35:33] <tterrag> sounds like a
dumb lib
L150[04:35:35] <unascribed> there's
mutators in 1.3.0
L151[04:35:36] <tterrag> what's the config
for anyways?
L152[04:35:52] <unascribed> my mod
:P
L153[04:36:00] <tterrag> why not use the
existing config framework?
L154[04:36:11] <unascribed> ...this is the
existing config framework?
L155[04:36:28] <unascribed> it's in
forge
L156[04:36:31] <unascribed> I didn't pull
the lib in
L157[04:36:58] <tterrag> but forge already
wrote an entire base for configs
L158[04:37:02] <tterrag> you know, what
every mod uses
L159[04:37:19] <unascribed> ...oh,
Configuration
L160[04:37:21] <unascribed> how did I miss
that
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L163[04:39:35] <tterrag> not sure
really
L164[04:39:54] <unascribed> my IDE lists
"Config" first because it fits, well "config"
better
L165[04:40:14] *
unascribed deletes his entire config class
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L177[05:48:00] <BubbleTrouble> Hey, has
anyone ever experienced the issue, that the survival mode inventory
crashes the game, but the creative one works completely fine.
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L194[06:52:28] <MalkContent> any big mods
out on 1.8 yet? tc aside
L195[06:52:56] <flappy> MalkContent:
pretty much no
L196[06:53:22] <MalkContent> well then,
I'll just enjoy vanilla gameplay.
L197[06:53:25] <flappy> there's a beta or
close to such buildcraft
L198[06:53:35] <flappy> and a release
projectE
L199[06:53:36] <MalkContent> *sits on a
pig with a carrot on a stick*
L200[06:53:47] <MalkContent> horses are
for suckers
L201[06:54:21] <MalkContent> huh. didnt
know projectE
L202[06:55:05] <flappy> yeah one of the
devs just went and did it
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L207[07:02:04] <kashike> thaumcraft for
1.8 is out flappy / MalkContent
L208[07:02:19] <MalkContent> "tc
aside" <3
L209[07:02:37] <kashike> assumed tc was
tinkers
L210[07:02:38] <kashike> :p
L211[07:02:54] <kashike> never checked
tinkers to see if it's 1.8, though
L212[07:03:06] <MalkContent> tinkers is
tic
L213[07:03:25] <MalkContent> thaumcraft
remained tc cause it would be thc otherwise
L215[07:04:30] <kashike> might help
:P
L216[07:05:51] <MalkContent> ty
L217[07:08:08] <Lumien> Open Computers is
also 1.8
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L220[07:19:35] <MalkContent> uh,
neat
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L225[07:35:41] <Wuppy> good morning
L226[07:35:44] <Wuppy> errrr...
afternoon
L227[07:36:05] <fry> good evening :P
L228[07:36:20] <Wuppy> woke up at 2:30 PM
:P
L229[07:37:55] <Wuppy> might have had to
do with the fact that I went to bed at 10 in the morning though
:c
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L243[08:26:03] <BubbleTrouble> Hey, has
anyone ever experienced the issue, that the survival mode inventory
crashes the game, but the creative one works completely fine.
L244[08:27:37] <diesieben07> "it
crashes" is never valid without a log.
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L247[08:36:14] <BubbleTrouble> It does
have a log, but i dont see anything in there which shows what is
crashing it
L248[08:36:54] <Wuppy> apperantly people
look at you weirdly when you are covered in paint, look like a
rainbow and just kinda stand around at a train station at 8 in the
morning :P
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L250[08:41:24] <alex_6611> should sorta
expect that after going to that party :D
L251[08:41:48] <Wuppy> it was as great as
I expected :D
L252[08:41:59] <Wuppy> cant wait for next
year :P
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L256[08:52:57] <HassanS6000> fry, you
around? I was wondering how to make it so my entities always
render, as ignoreFrustumCheck appears to not work in MC 1.8
L257[08:53:04] <HassanS6000> I can't
really have flickering giant models in my mod xD
L258[08:53:38] <HassanS6000> Plus, I will
not make the bounding box any bigger as it would cause lag in my
experience.
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L265[09:11:35] <MGR> am I allowed to
mention my server here?
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L268[09:20:25] <Wuppy> when you shoot
something from a catapult it an impulse and not a force
right?
L269[09:20:38] <unascribed> MGR, you can,
but I doubt anyone here would care
L270[09:20:39] <unascribed> we're all devs
:P
L271[09:20:52] <MGR> ok, thank you!
L272[09:21:10] <unascribed> ...that
doesn't mean send it anyway
L273[09:21:14] <unascribed> because again
nobody here will care
L274[09:21:20] <unascribed> we develop
mods not play on servers :P
L275[09:21:22] <MGR> I know
L276[09:21:30] <MGR> I decided it wasn't
worth the keystrokes
L277[09:21:34] <unascribed> alright
L278[09:21:45] <unascribed> not trying to
be mean, trying to help even if it doesn't seem like it :P
L279[09:22:18] <MGR> I understand
L280[09:22:23] <MGR> I appreciate a clear
answer
L281[09:26:04] ⇦
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L284[09:36:06] <Wuppy> hrmmm french fries
or pizza?
L285[09:37:13] <fry> pizza
L286[09:37:22] <unascribed> pizza with
french fries on it
L287[09:38:17] <Wuppy> pizza is 10 times
as expensive though
L288[09:38:49] <unascribed> pizza is also
14x the food
L289[09:39:30] <Wuppy> 14x the food?
L290[09:39:40] ***
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L291[09:39:45] <unascribed> a whole pizza
is a lot more food than some french fries
L292[09:39:57] <unascribed> unless you
mean a slice of pizza
L293[09:40:05] <unascribed> which would be
underwhelming
L294[09:40:27] <Wuppy> an entire pizza or
an entire plate of french fries + snacks
L295[09:40:41] <Wuppy> so chicken nuggets,
kroket, and frikandel :P
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L300[10:10:15] <Poppy> I want to replace a
block with another one after a player breaks it, unless he's using
silk touch or in creative, which function should I override?
L301[10:10:43] <Poppy> also, drops should
drop as per normal
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L303[10:14:28] <unascribed> try
onBlockDestroyedByPlayer
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L313[10:32:05] <HassanS6000> Wuppy, pizza
and fries :P
L314[10:32:33] ***
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L315[10:32:44] <Wuppy> HassanS6000, today
pizza, this week fries :D
L316[10:32:46] <jjw123> what's the current
way to have a block render beyond its bounds? like the beacon
renders the beam when you're not looking at the beacon block. it
used to be something in Block, but i cant find it now
L317[10:32:48] <HassanS6000> fry, I just
tried overriding isInRangeToRender3d and shouldRender to return
true, but it doesn't do anything
L318[10:32:51] <HassanS6000> xD
L319[10:33:08]
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L320[10:33:19] <HassanS6000> Much bug, no
fix
L321[10:33:22] <HassanS6000> :'(
L322[10:36:24] <MattDahEpic> anyone have a
tile entity tutorial for 1.8?
L323[10:36:57] <HassanS6000> MattDahEpic,
it's not very different from 1.7.10 and probably even older
versions
L326[10:38:31] ***
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L327[10:39:06] <Soni> can I make the forge
mod loading framework into a general purpose JVM (aka
scala-compatible) plugin framework?
L328[10:39:48] ⇦
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L330[10:40:36] <alex_6611> forge supports
scala mods if that's what you're asking
L331[10:41:15] <Poppy> unascribed:
onBlockDestroyedByPlayer fires even in creative and the function
doesn't pass the player, so I can easilly detect if he's in
creative
L332[10:41:31] <unascribed> harvestBlock,
then?
L333[10:41:47] <Soni> alex_6611, yes but I
wanna port the mod loading stuff into a general-purpose mod loading
framework
L334[10:41:52] <Poppy> the setBlock
function doesn't fire when called in harvestBlock for some
reason
L335[10:41:58] <AbrarSyed> Soni, do your
research. thats exactly what the ASM lib is. Its a general purpose
lib for making a classloader that does bytecode manipulation. I
wouldne be surprised if the scala runtime already uses it like. I
know for a fact groovy does.
L336[10:42:00] <Soni> because currently it
only does Minecraft
L337[10:42:37] <unascribed> FML is far too
complex for a basic plugin loader
L338[10:42:49] <unascribed> it has
LaunchWrapper, tweakers, it's designed for use in an obf and deobf
env...
L339[10:42:53] <unascribed> err,
Relauncher
L340[10:43:09] <unascribed> It's not
complicated to write your own loader based on ClassLoader
L341[10:43:18] <Soni> hmm good point...
what's a good plugin loader then?
L342[10:43:31] <unascribed> URLClassLoader
can be a good starting point :P
L343[10:43:33] <Soni> (ASM-based and with
Scala support)
L344[10:43:49] <Soni> (and with a built-in
event system)
L345[10:44:26] <unascribed> event system:
Guava EventBus
L346[10:44:40] <unascribed> I don't have
suggestions for Scala support or ASM basis
L347[10:44:54] <Soni> well FML is the
closest I can think of :P
L348[10:45:00] <unascribed> do you really
need ASM?
L349[10:45:13] <Soni> I don't know
L350[10:45:22] <unascribed> the answer is
almost certainly no
L351[10:45:32] <Soni> but if I could just
use FML's that'd be great because it'd be less work when making
this thing work inside Minecraft
L352[10:45:38] <unascribed> in a real
application there should NEVER be any use for runtime
patching
L353[10:45:42] <unascribed> it's
evil
L354[10:45:57] <unascribed> but it's a
good way to avoid redistributing minecraft classes
L355[10:45:58] <unascribed> so
L356[10:46:06]
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L357[10:46:10] <AbrarSyed> ^
L358[10:46:14] <unascribed> FML is
extremely tightly tied to Minecraft
L359[10:46:28] <unascribed> you will not
be getting FML to work as a standalone loader without at least 3x
the effort required to write your own loader
L360[10:46:35] <unascribed> use
URLClassLoader as a starting point
L361[10:46:38] <unascribed> move forward
from there
L362[10:47:58] <Soni> hmm ok
L363[10:47:59] <unascribed> oh, I missed
"making this thing work inside Minecraft"
L364[10:48:02] <unascribed> why are you
doing both?
L365[10:48:17] <Soni> see also:
Tabula
L366[10:48:30] <unascribed> eugh not an
app built on minecraft
L367[10:48:35] <unascribed> minecraft is
not a good engine for anything
L368[10:48:46] <unascribed> it was good
for tabula because it's a bug-for-bug implementation
L369[10:48:52] <unascribed> because it
*is* the buggy implementation :P
L370[10:49:05] <Soni> think about Note
Block Studio working both inside and outside Minecraft
L371[10:49:15] <Soni> inside if you put it
in the mods folder, outside if you just run it
L372[10:49:23] <unascribed> either
way
L373[10:49:31] <unascribed> if you don't
allow your plugins to use Minecraft or Forge APIs
L374[10:49:36] <unascribed> URLClassLoader
should work for both cases
L375[10:49:47] <unascribed> since there's
no obfuscation or relauncher or ASM to worry about
L376[10:49:56] <Soni> and if I want /some/
of them to use MC/Forge APIs?
L377[10:50:02] <unascribed> write an
abstraction layer
L378[10:50:06] <Soni> (e.g. integration
with mods)
L379[10:50:10] <unascribed> see: Canary,
Bukkit, Sponge, ...
L380[10:50:22] <Soni> I already looked at
bukkit's plugin loader ;_;
L381[10:50:33] <unascribed> I'm using them
as examples for abstraction and apis
L382[10:50:36] <unascribed> not plugin
loaders
L383[10:50:44] <unascribed> URLClassLoader
and scanning a folder should be plenty for a basic plugin
system
L384[10:51:07] <Soni> what if I want
annotations?
L385[10:51:14] <unascribed> annotations
are not special
L386[10:51:28] <Soni> and what if I want
it to be fast? (this *is* gonna be running inside Minecraft)
L387[10:51:30] <unascribed> URLClassLoader
will load them
L388[10:51:58] <unascribed> the only way
you're going to be able to load a plugin without having something
like a plugin.yml is to scan every class in the jar
L389[10:52:04] <Soni> I know FML's event
system uses ASM for speed
L390[10:52:13] <unascribed> which, for
jars that are only a few classes (90% of cases) is plenty
fast
L391[10:52:19] <unascribed> see: ClassInfo
from Guava
L392[10:52:27] <unascribed> and it's
associated class ClassPath
L393[10:52:45] <unascribed> you can pass
ClassPath your URLClassLoader and ask it for a list of every
ClassInfo in that classloader
L394[10:52:52] <Poppy> unascribed: I don't
know, isn't there a simple way of finding out which player is doing
the harvesting?
L395[10:53:00] <unascribed> Poppy, it's
passed to harvestBlock
L396[10:53:18] ⇦
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L397[10:53:34] <unascribed> and Soni, in
the vast majority of cases the overhead of reflection in an event
system is negligible
L398[10:53:41] <unascribed> unless you're
doing render or tick events
L399[10:53:53] <unascribed> even then,
unless you have hundreds of plugins it's a negligible impact
L400[10:54:05] <Soni> > render or tick
events
L401[10:54:11] <Soni> well that's
precisely what I'm gonna be doing .-.
L402[10:54:39] <Poppy> oh, harvestBlock, I
mixed it up with another function with harvest in there
L403[10:54:52] <unascribed> hold on, I
remember seeing a project at some point that implemented a
Guava-like EventBus by generating synthetic classes using ASM
L404[10:54:54] <Poppy> I wanted to avoid
overriding harvestBlock.... oh well
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L406[10:56:20] <AbrarSyed> forge does
magic like that...
L407[10:56:35] <AbrarSyed> uses asm to add
direct method handles osm ehow..
L408[10:56:46] <AbrarSyed> removes a lot
of the overhead from event handling..
L409[10:56:55] <AbrarSyed> way faster than
the reflection-based guava event bus
L411[10:57:49] <unascribed> this is what I
was thinking of
L412[10:57:51] <unascribed> it's not an
event bus
L413[10:57:55] <unascribed> but you could
build an event bus on top of it
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L420[11:26:14] <alex_6611> haha, i have
bested you broken vanilla code!
L421[11:26:20]
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L422[11:29:04] <Mierzen> Hey! Some of you
might remember me from the other day. I made a furnace fuel block
that makes a furnace "active" when the fuel is placed
underneath. Im now adding some config stuff. I added a
"mode" and "multiplier". Mode says if there is
fuel, will it make the furnace faster or slower. The mult. says by
how much the effect will be applied. By default I want it to be
slower, but I want to user to be able to set it. As is, I
L423[11:29:05] <Mierzen> can get the
furnace to work faster, but when the config is set to
"slower", cook progress stops - it does not go up or down
at all. Here is my code #minecraftforge
L425[11:29:43] <alex_6611> you know what's
awesome
L426[11:29:53]
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L427[11:30:00] <alex_6611> you're doing
EXACTLY what i was trying to do for my first "screw
around" mod
L428[11:30:06] <alex_6611> :D
L429[11:30:12] <alex_6611> although i
never finished it
L430[11:30:43] <Mierzen> Hahah alex, this
is also my screw around mod! Im just trying some general stuff to
get used to modding
L431[11:31:02] <alex_6611> btw i went for
the other approach then, which was making an own furnace
L432[11:31:04] <Mierzen> Just some basic
recipe/TE/config/etc
L433[11:31:11] <Mierzen> Cool
L434[11:32:10]
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L438[11:34:49] <securitypedant>
morning
L439[11:35:00] <securitypedant> Anyone
have some tips on the best way to implement a time based
game?
L440[11:35:26] <securitypedant> i.e. I
want to have a timer, say 60 seconds, that at the end of, all mobs
are removed from an area
L441[11:35:40] <securitypedant> and in the
last 10 seconds, show a count down on screen
L442[11:35:53] <securitypedant> before I
sit down and code the entire thing, anyone know of short
cuts?
L443[11:39:42] ***
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L444[11:40:57] <alex_6611> mierzen, i'm
just gonna tell you that you should maybe watch out with line
63
L445[11:41:16] <alex_6611> this is not
related to your issue, but it's dangerous
L446[11:41:46] <alex_6611> because if
boostfactor is bigger than 2, math.round returns 0 and you have a
mod by 0
L447[11:41:57] <Soni> Mierzen, does it
have to be exactly slower or can it be roughly slower?
L448[11:42:40] <Mierzen> Thanks, alex. I
plan to add "safeties" for preventing problems. Soni, I
dont understand what you mean?
L449[11:42:55] ⇦
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L451[11:46:21] <Soni> Mierzen, does it
have to be exactly 50% slower? (e.g. tick once every 2 ticks)
L452[11:47:09] <Soni> Mierzen, if not, use
a Random
L453[11:48:00] <Mierzen> I want the user
to be able to set that in the config. They can set a value, e.g.
0.5 which will mean that it is slower. But it rounds, so it will
not alway be exactly what the user enters. So far, it seems that no
value allows the progress to "go back", it just gets
stuck
L454[11:55:37] ⇦
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enough.)
L455[11:56:37] <Mierzen> Random can be
fine as well, to introduce some drawback in using the fuel block.
But I cant get the fuel cooking progress going backwards
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L468[12:44:00] <Zaggy1024> Pennyw95, you
can't rotate the model according to the values of multiple
properties, you have to redo the model in a way that works with
your booleans
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L471[12:44:46] <Mierzen> Got disconnected.
Did I miss a reply about my question?
L472[12:44:48] <Zaggy1024> I mean, you
could, but the blockstates file would be a mess
L473[12:45:02] <Pennyw95> that means...a
floor and some submodels based on the booleans?
L474[12:45:06] <Zaggy1024> Mierzen, it
seems not
L475[12:45:13] <Zaggy1024> yep,
exactly
L476[12:45:26] <Zaggy1024> that's the
cleanest and easiest way to do it
L477[12:45:39] <Pennyw95> well I guess I
can have just one submodel and rotate it? maybe?
L478[12:45:45] <Zaggy1024> yeah, you could
do that
L479[12:45:53] <Mierzen> Okay, thanks
Zaggy. I think I'll by off then anyway. I'm quite tired. Then I'll
pop back tomorrow to ask the question again
L480[12:45:56] <Zaggy1024> make sure you
turn on UVLock, though, otherwise the UVs will be ugly
L481[12:46:01] <Zaggy1024> np
L482[12:46:01] <Pennyw95> sure
L483[12:46:37] <Pennyw95> but the submodel
also will have to change accordingly to the enum property
L484[12:46:52] <Pennyw95> in my pastebin,
side and connection
L485[12:47:36] <Mierzen> Bye guys
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L487[12:48:21] <Pennyw95> the
/models/block folder can get huge then...is it possible to make
secondary folders to hold a block's jsons?
L488[12:48:21] <IoP> anyone know good mod
with ASM as an example or tutorial for basic ASM usage?
L489[12:50:00] <Zaggy1024> Pennyw95,
definitely
L490[12:50:09] <Zaggy1024> game doesn't
care where you stick your models, you just have to tell it where to
look
L491[12:50:09] <Pennyw95> phew
L492[12:50:25] <Zaggy1024> well, except if
you do something screwy like putting it in a parent folder to
assets :P
L493[12:50:32] <Zaggy1024> I have no idea
what it would do then
L494[12:50:35] <Pennyw95> ahah of
course
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L497[12:51:32] <Pennyw95> then add them
with or without a rotation based on the direction booleans
L498[12:59:44] <gabizou> Is it possible to
somehow get a mod to receive postinit event dead last?
L499[12:59:50] <gabizou> short of renaming
the modid to zSomething?
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L501[13:02:08] <diesieben07> after:* but
that is a bad idea
L502[13:02:16] <Zaggy1024> sorry, was busy
penny
L503[13:02:51] <Zaggy1024> You can have
one submodel for each different connection type you have
L504[13:03:12] <Zaggy1024> and rotate them
with uv lock on, and it should turn out the same as if you had four
sets, one for each side
L505[13:03:22] <Zaggy1024> that's what the
Forge wall example does
L506[13:03:54] <gabizou> diesieben07
right, but being that I don't know of mods
L507[13:03:58] <gabizou> oh
L508[13:04:02] <Zaggy1024> from what I can
see, you have three connection types: none, floor, and wall
L509[13:04:05] <gabizou> afterL* just
hadnles all mods eh
L510[13:04:14] <Zaggy1024> so you want to
have those three models made, as well as the floor model
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L512[13:04:24] <Jake_Evans>
TileEntity#createAndLoadEntity - I assume that's what I use to set
initial values?
L513[13:04:31] <Zaggy1024> and make a
PropertyEnum for each direction, which those three connection
states
L514[13:04:35] <Zaggy1024> *with
L515[13:06:10] <Pennyw95> @Zaggy Thanks,
I'll try this after dinner :D
L516[13:07:23] <Zaggy1024> :)
L517[13:07:29] <Zaggy1024> heh
dinner
L518[13:07:37] <Zaggy1024> time zones are
funny
L519[13:09:26] <Zaggy1024> YAY
L520[13:09:34] <Zaggy1024> my generic
substitution recipe works
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L525[13:21:51] <gabizou> diesieben07 I
figured it out, I forgot there's the loadcomplete event
L526[13:21:51] <gabizou> :P
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L532[13:41:24] <Pennyw95> @Zaggy I assume
you meant a PropertyBool for every direction, not a
PropertyEnum?
L533[13:41:36] <Pennyw95> and yes, I'm
european :P
L534[13:41:39] <Zaggy1024> well like I
said, it looks like you have three states, not two
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L536[13:42:09] <Pennyw95> why,
yes..floor,wall,angle
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L538[13:42:15] <Zaggy1024> wait
L539[13:42:16] <Pennyw95> with floor being
the base model
L540[13:42:17] <Zaggy1024> no
L541[13:42:19] <Zaggy1024> I was
confused
L543[13:42:31] <Zaggy1024> you have wall
and floor connections only, right?
L544[13:42:59] <Zaggy1024> yeah a simple
boolean should work
L545[13:43:03] <Pennyw95> I don't have a
floor connection, the floor should be there everytime
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L547[13:43:19] <Zaggy1024> no...
L550[13:43:45] <Zaggy1024> this bit
L551[13:44:46] <Pennyw95> what's up with
it?
L552[13:45:11] <Pennyw95> is this
something to do with overlapping?
L553[13:50:04] <Zaggy1024> that's the
floor connection part I was talking about
L554[13:50:43] <Zaggy1024> you have the
center part, which would be a small square, and then the connection
to another block on the side (in other words, a floor
connection)
L555[13:51:15] <Zaggy1024> actually I see
your point now
L556[13:51:29] <Zaggy1024> I bet I'm
confusing you a ton
L557[13:51:33] <Pennyw95> I think this is
overcomplicating it
L558[13:51:45] <Pennyw95> nah don't
worry
L559[13:51:57] <Zaggy1024> I wasn't
thinking about it right, again
L560[13:52:03] <Pennyw95> Let's say I have
one only model for the floor of the fountain: a floor
L561[13:52:21] <Zaggy1024> yeah, and just
a wall submodel which you turn off or on according to a
boolean
L562[13:52:26] <Pennyw95> then I have a
wall submodel for sides and an angular one for the multiblock's
vertexes
L563[13:52:31] <Pennyw95> yes
L564[13:52:46] <Zaggy1024> you don't need
an "angular" one, whatever that means
L565[13:52:58] <Pennyw95> or maybe I can
even just have the wall one and make the vertexes have two of them,
if overlapping models don't get weird
L566[13:53:00] <Zaggy1024> you just need
one wall model, and you can rotate it to fit into whichever side
you want it on
L567[13:53:12] <Zaggy1024> what are these
vertexes you're talking about?
L568[13:53:23] <Pennyw95> i'm probably
using the wrong words
L569[13:53:42] <Pennyw95> corners!
L570[13:53:45] <Zaggy1024> ah
L571[13:53:49] <Pennyw95> there are 4
corners
L572[13:54:01] <Pennyw95> i could have a
corner model or just overlap 2 wall models in one block
L573[13:54:10] <Zaggy1024> if the
overlapping models have the same texture coordinates at the same
locations, there shouldn't be any visible z-fighting
L574[13:54:22] <Zaggy1024> try overlapping
wall models on the corners
L575[13:54:24] <Zaggy1024> see if that
works
L576[13:54:36] <Pennyw95> will do, thanks
:) this should work considering I'll use uvlock
L577[13:54:42] <Zaggy1024> but make sure
you have uv lock on or it will definitely have visible
z-fighting
L578[13:54:45] <Zaggy1024> yeah
L579[13:56:58] <masa> what exactly does uv
lock do?
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L581[13:57:15] <Pennyw95> from what I've
understood, it prevents the textures from rotating with the
model..
L582[13:57:24] <Pennyw95> consider the
nether brick texture
L583[13:57:53] <Pennyw95> a rotation would
swap height and width of the little bricks without uvlock
L584[13:57:59] <fry> or any stair
L585[13:58:04] <masa> oh, ok...
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L587[14:00:53] <Pennyw95> I still need
these submodels variants to apply depending on the value of the
enumproperty that gives the block different main models though...is
it possible?
L588[14:01:36] <Pennyw95> something like
"type=x,north=true" : {...} although I already typed
"type=x": {"model":"..."}
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L594[14:13:34] <Zaggy1024> so if you use
uvlock on a full block and rotate it, it'll look the exact same
(unless uv lock is broken in some way, which wouldn't surprise me
:P)
L595[14:14:23] <Zaggy1024> speaking of
broken uv lock, fry, I'm curious if you've thought/done anything
about making UV lock work better on non-vanilla models
L596[14:15:02] <fry> not happening
:P
L597[14:15:35] <fry> it's impossible to do
uvlock on non-axis-aligned faces smoothly
L598[14:15:42] <fry> I've tried :P
L599[14:17:39] <Pennyw95> or maybe
"type=x,north": {"true":
submodel...},{"false":{}}
L600[14:18:11] <Zaggy1024> heh okay
L601[14:18:33] <Zaggy1024> penny, no, you
can't do it based on two properties, sadly
L602[14:19:09] <Pennyw95> ugh
L603[14:19:11] <Zaggy1024> hm, thinking of
it, it would be cool to make a new blockstates format that has a
list of properties and their values, and then some predicates to
determine different variant overrides
L604[14:19:19] <Zaggy1024> maybe I'll make
that sometime :P
L605[14:19:36] <Pennyw95> but then the
direction boolean would add submodels on the central blocks as
well...not good
L606[14:19:55] <Zaggy1024> that would be
fun to make
L607[14:19:57] <Zaggy1024> I like
challenges
L608[14:20:14] <Unh0ly_Tigg> So, I'm
porting some old code from when item and block ids were numbers,
and I'm looking at some item stack comparing code, it starts with
"if(a.itemID != b.itemID) return a.itemID - b.itemID;"
should I use the int from Item.getIdFromItem, or should I use
resourcelocation/string comparison of the object name
(Item.itemRegistry.getNameForObject)
L609[14:20:48] <Zaggy1024> erm, what are
you comparing them for?
L610[14:21:09] <Zaggy1024> hard to say
what you should do without any more info
L611[14:21:16] <Lumien> Use the registry
names
L612[14:21:41] <Unh0ly_Tigg> sorting a
TreeMap of ItemStacks from the ore dictionary
L613[14:21:55] <Zaggy1024> what are you
sorting them to use them for though?
L614[14:22:33] <Lumien> Actually why would
you even compare the ids / names?
L615[14:22:37] <Lumien> Just check whether
the item is the same
L616[14:22:58] <Zaggy1024> compare, not
check equals
L617[14:23:10] <Zaggy1024> as in
compareTo
L618[14:23:14] <Zaggy1024>
Comparable
L619[14:23:15] <Zaggy1024> that
stuff
L620[14:24:07] <Pennyw95> I assume the
textures set in the blockstates json override those in the model
json?
L621[14:24:11] <Lumien> Ohh ok
L622[14:24:42] <Zaggy1024> I actually
don't rember
L623[14:24:43] <Zaggy1024> *remember
L624[14:25:09] <Zaggy1024> actually, yes,
it does
L625[14:25:36] <Pennyw95> cool, they just
have to have the same names and it's fine
L626[14:26:07] <Pennyw95> So i think I'll
make 2 different blocks, 1 without the submodel variants and 1 with
them
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L628[14:27:29] <Zaggy1024> er...okay
L629[14:27:56] <Zaggy1024> btw, you can
make a IStateMapper to make an IBlockState point to a different
blockstates location
L630[14:28:04] <Zaggy1024> and a different
location *in* your blockstates json
L631[14:28:22] <Pennyw95> this or having
two blocks?
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L633[14:28:34] <Zaggy1024> just do
whatever works :P
L634[14:28:50] <Pennyw95> ahah sure
L635[14:29:13] <Pennyw95> let me browse
this istatemapper
L636[14:29:25] <Zaggy1024> oh gosh,
overriding submodels' locations without changing their other
variant properties...hmm
L637[14:29:39] <Zaggy1024> I have a plan
for a new format forming in my mind :
L638[14:29:40] <Zaggy1024> :)
L639[14:33:35] <Zaggy1024> oh boy
L640[14:33:40] <Zaggy1024> I broke
explorer somehow
L641[14:33:57] <Zaggy1024> gonna have to
log out and back in
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L648[14:42:18] <Pennyw95> So I implement
IStateMapper in my block class, that allows me to override
putStateModelLocation, that returns a Map with a Block argument
(this)?
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L650[14:48:39] <Soni> hmm what happens if
you use generics in a Forge event?
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L652[14:50:02] <LexManos> You use
generics.. the fuck you talking about?
L653[14:51:08] <Soni> guava doesn't like
generics in their events
L654[14:52:53] <Soni> (I mean, it's
reflection-based so it doesn't have generics information available,
but Forge is ASM-based so it does have that information. I'm asking
if Forge uses it)
L655[14:53:17] <Zaggy1024> Pennyw95, you
don't implement it in your block, you register it to ModelLoader
IIRC
L656[14:53:25] <Zaggy1024> or some similar
class
L657[14:53:33] <Zaggy1024> hang on, I
still haven't opened my dev env
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L660[14:55:50] <Zaggy1024> looks like you
forgot to install a shared mod
L661[14:55:53] <Zaggy1024> util mod
L662[14:55:59] <Zaggy1024> whatever you
want to call it
L663[14:56:13] <Cypher121> you mean the
mod with the missing class?
L664[14:56:24] <Zaggy1024> dunno, maybe
that util part is separate
L665[14:56:29] <Cypher121> it isn't
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L667[14:56:47] <Cypher121> all class files
are there, error is somewhere in the class loader
L668[14:56:53] <Zaggy1024> *scrolls down*
ASM...oh.
L669[14:56:59] <Cypher121> and I'm
particularly interested in where exactly it tries to INVOKESTATIC
on an interface
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L671[14:58:40] <Cypher121> seeing that
MgUtils doesn't implement anything and getBurnTime in
SolidFuelHandler is not static
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L673[15:02:36] <Cypher121> probably that's
because I use java8
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L680[15:20:43] <Cypher121> is there a
forge version for 1.7.10 that uses asm5?
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L682[15:27:49] <Unh0ly_Tigg> 1.7.10 should
be using asm 5.0.3
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L686[15:38:14] <LexManos> No asm data is
not avalible. Not sure why you want it to use generics...
L687[15:38:31] <LexManos> Also we use
reflection, we just use ASM to build the bouncer classes so that it
isnt reflecting EVERYTIME.
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L712[16:52:36] <MattDahEpic> what blast
resistance to ic2 personal safes have to be impervious to
explosions?
L713[16:52:44] <WinterGuardian> Z750
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L716[16:54:07] <MattDahEpic> 18 mil and 3
lel
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L718[17:00:30] <MattDahEpic> how do you
cancel a block being broken?
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L725[17:04:53] <Mimiru> MattDahEpic, no
idea if it's the "right way" but I just subscribe to the
block break event, and cancel it if it's the block I want to
stop
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L740[17:20:07] <nox404> I have a quick
question. I would like to control the spawn rate of mods.
L741[17:20:16] <nox404> mobs*
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L746[17:25:12] <MattDahEpic> i cant seem
to find and example code on how to store a block's tile entity as
nbt when breaking it and restore on place. i know thermal expansion
does it
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L748[17:27:10] <Mimiru> MattDahEpic, To do
that I had to make an itemblock, and store the NBT on that when it
was broken then drop it instead of the default drop
L749[17:27:33] <Mimiru> Then restore it
back to the block on place
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L751[17:27:58] <gigaherz> MattDahEpic: hmm
I looked at it once, sec refreshing memory
L754[17:28:14] <Mimiru> Again, no idea if
that's the "right" way
L755[17:28:16] <Mimiru> but it
works..
L756[17:29:14] <gigaherz> aha
L757[17:29:16] <gigaherz> that was
it
L758[17:29:29] <gigaherz> MattDahEpic: if
the ItemStack has a NBT tag named "BlockEntityTag"
L759[17:29:36] <gigaherz> the contents of
that tag are applied to the TE after placing
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L761[17:30:15] <gigaherz> so waht you
should do
L762[17:30:42] <gigaherz> is, on harvest,
save the TE's NBT using writToNBT (filter out anything you don't
want in the ItemBlock, such as XYZ)
L763[17:31:07] <gigaherz> (although xyz is
forced to the right values on placing, so it doesn't hurt
either)
L764[17:31:32] <gigaherz> and the
resulting NBTTagCompound, you assign it to the ItemStack using
setTag("BlockEntityTag", data)
L765[17:31:51] <gigaherz> then use that as
the drop
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L778[17:48:53] <nox404> is there a way to
change the spawn rates for mobs on a forge server?
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L780[17:49:29] <williewillus> there are
events that are fired for spawning iir
L781[17:49:31] <williewillus> c
L782[17:50:09] <nox404> is there a mod or
config i can change?
L783[17:50:11] <gigaherz> nox404: if you
mean as a server admin, there may be mods around for it
L784[17:50:22] <nox404> yes server
admin
L785[17:50:23] <gigaherz> but I don't know
any off the top of my head
L786[17:50:34] <nox404> Thank you
@Gigaherz
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L788[17:53:55] <MrGrouch> JAS and CMS
should do that nox404
L789[17:58:42] <Cypher121> so I'm building
against forge 1448. player runs 1512. Apparently both use asm
5.0.3. How the fuck does this happen?!
http://pastebin.com/Hgb4xrKb
L790[17:59:17] <nox404> MrGrouch, what is
CMS an Abbreviation for?
L791[17:59:26] <MrGrouch> Custom Mob
Spawner IIRC
L792[17:59:35] <MrGrouch> JAS is Just
Another Spawner IIRC
L793[17:59:40] <MrGrouch> just google for
x minecraft mod
L794[18:00:16] <williewillus> Cypher121:
outdated mod API/dependency, ASM has nothing to do with it?
L795[18:00:35] <Cypher121> scroll to the
bottom of the trace
L797[18:01:19] <Cypher121> and that's not
a call to another mod, it can't be outdated.
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L801[18:08:00] <Zaggy1024> anyone made a
dye and figured out the best way to make the custom dyes dye
animals?
L802[18:08:25] <Zaggy1024> like wolves and
sheep
L803[18:08:45] <Zaggy1024> I'd rather not
hardcode it into an item use method if at all possible
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L807[18:11:30] <Zaggy1024> looks like
sheep would be taken care of by extending ItemDye (or overriding
the same method), but wolves are colored in an interaction method
in their class
L808[18:12:48] <Cypher121>
PlayerInteractEvent?
L809[18:13:11] <Zaggy1024> er, no
L810[18:13:34] <MattDahEpic> if you have
an inventory that is larger than Integer.MAX_VALUE what do you
return for IInventory.getInventoryStackLimit ?
L811[18:13:39] <Zaggy1024> I was wondering
if there was a general way to dye any mob (so any other mods that
do that can work), but I don't think that's possible
L812[18:13:44] <Zaggy1024> looks like I
gotta just hardcode it
L813[18:13:57] <Zaggy1024> 0.0
L814[18:14:14] <Zaggy1024>
you...can't?
L815[18:14:27] <MattDahEpic> what about
-1?
L816[18:14:43] <Zaggy1024> you would have
to override the itemstack saving code or something
L817[18:15:02] <Zaggy1024> ItemStack
literally can't contain larger than max value
L818[18:15:07] <Zaggy1024> because it uses
int
L819[18:15:20] <MattDahEpic> how does the
deep storage unit do it?
L820[18:15:39] <Zaggy1024> I don't know
what that is
L822[18:16:16] <Cypher121> it
doesn't
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L824[18:16:28] <Cypher121> !!calc
2^31
L825[18:16:28] <gigaherz> Cypher121:
Result(s): 2147483648
L826[18:17:18] <Zaggy1024> "Because
of int limitations, the maximum number of items a DSU can safely
store is 2,147,483,647"
L827[18:17:33] <Zaggy1024> don't do screwy
things, find a way around it
L828[18:17:45] <MattDahEpic> i filled a
dsu so im making somethign bigger
L829[18:17:46] <Zaggy1024> like creating
multiple slots to store more
L830[18:18:14] <Zaggy1024> make another
DSU :P
L831[18:18:20] <MattDahEpic> too
simple
L832[18:18:21] <gigaherz> MattDahEpic: you
don't have to do that
L833[18:18:26] <gigaherz> at all
L834[18:18:27] <Zaggy1024> making it do
more than MAX_VALUE will break way way way too much stuff
L835[18:18:32] <gigaherz> just have
normal-sized stacks
L836[18:18:45] <gigaherz> and have many
slots stored
L837[18:19:10] <Zaggy1024> how does having
it store that many help at all anyway?
L838[18:19:21] <Cypher121> that's worse
for memory purposes than having 1 big stack
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L840[18:20:41] <Zaggy1024> make something
store your ridiculous stack and then make a UI to interact with it
in a sane way
L841[18:20:50] <Zaggy1024> ItemStack won't
work
L842[18:20:58] <Zaggy1024> and neither
will an IInventory
L843[18:21:10] <Zaggy1024> you're going to
break the matrix
L844[18:21:43] <Cypher121> where does
cn.annoreg.asm.RegistryTransformer.transform(RegistryTransformer.java:67)
come from? idea derps out on that line
L845[18:21:45] <MattDahEpic> atm im just
storing an itemstack with the item and stacksize 1 and keeping
track of the amount seperate
L846[18:21:50] <Cypher121> !gc
RegistryTransformer
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L849[18:22:46] <Zaggy1024> MattDahEpic,
then make something that doesn't go through an IInventory to
interact with it
L850[18:22:58] <Zaggy1024> there's no way
an IInventory can work, it has to return ItemStacks and crap
L851[18:23:13] <Zaggy1024> everything
involved assumes ints
L852[18:23:46] <Zaggy1024> you won't even
be able to make it pick up a stack larger than MAX_VALUE in an
inventory
L853[18:24:06] <Zaggy1024> you'll have to
make something take split stacks out if you want it to work
L855[18:24:26] <Zaggy1024> and good luck
fixing all the bugs that come with that :P
L856[18:24:37] <Zaggy1024> MrGrouch, flip
normals
L857[18:24:40] <LexManos>
cn.annoreg.asm.RegistryTransformer.transform The fuck?
L858[18:25:13] <fry|sleep> MrGrouch: show
normals in blender
L859[18:25:16] <Cypher121> no idea
L860[18:25:29] <Cypher121> that jumps out
of nowhere in the trace
L861[18:26:12] <Mimiru> LambdaLib..?
L862[18:26:18] <Zaggy1024> MrGrouch, if
you switch to texture mode it should stop rendering the faces that
have normals in the opposite direction
L863[18:26:22] <Zaggy1024> IRC
L864[18:26:24] <Zaggy1024> *IIRC
L865[18:27:06] <Zaggy1024> actually maybe
that was in a way older version, nvm :P
L867[18:28:09] <fry|sleep> hmm, maybe
they're all flipped
L868[18:28:16] <MrGrouch> Yeah I just did
that
L869[18:28:23] <MrGrouch> Rather I did
recalculate normals in blender
L870[18:28:33] <Zaggy1024> try re
exporting then
L871[18:28:33] <fry|sleep> ah, you fixed
it?
L872[18:28:37] <Zaggy1024> that should fix
it
L873[18:28:42] <fry|sleep> yup yup
L874[18:28:43] <MrGrouch> Yeah I just
tried it
L875[18:28:47] <MrGrouch> And it
works
L876[18:28:49] <MrGrouch> ty
L877[18:29:05] <Cypher121> oh, found
it
L878[18:29:08] <Cypher121> UCHIJAAAA
AnnoReg{1.0} [LambdaLib|Annotation Registry] (minecraft.jar)
L879[18:29:32] <LexManos> fuck whoever
wrote that
L880[18:29:54] <Cypher121> whoever wrote
what?
L881[18:30:03] <LexManos> Its not part of
forge
L882[18:30:30] <Cypher121> so someone
modifies minecraft.jar directly?
L883[18:30:35] <LexManos> coremods
L884[18:30:36] <Mimiru> Looks like
AcademyCraftuses it..
L885[18:30:39] <LexManos> fucking it
up
L886[18:30:40] <Mimiru>
AcademyCraft*
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L888[18:32:01] <Mimiru> Yeah... it's on
the same Github org that AC is.. so
L890[18:33:20] <fry|sleep> their asm stuff
doesn't look to invasive; however, FML should have all the
annotation info they need already, I think
L892[18:33:43] <Cypher121> ASM4
L893[18:34:07] <Zaggy1024> MrGrouch, the
shininess can't be done with a model AFAIK, but to render it
transparent, there's a Block method that returns the layer that the
block is rendered in
L894[18:34:17] <Zaggy1024> one is for
translucent crap
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L896[18:36:01] <LexManos> * This class
currently does nothing.
L897[18:36:05] <LexManos>
awesome....
L898[18:36:31] <fry|sleep> incorrect, it
causes a crash! :P
L899[18:36:34] <Cypher121> except it does
wreck java 8
L900[18:37:26] <LexManos> ah chinese
derpitude
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L902[18:39:04] <MrGrouch> Zaggy1024:
setLightOpacity I assume?
L903[18:39:13] <Zaggy1024> no
L904[18:39:13] <LexManos> seriously what
does that even do...
L905[18:39:20] <Zaggy1024> that sets how
much light can pass through your block
L906[18:39:33] <Zaggy1024> it's
getRenderLayer or something to that effect
L907[18:39:59] <Zaggy1024> you can just
search layer and it should come up, I think
L908[18:40:25] <Zaggy1024> ah,
getBlockLayer
L909[18:40:44] <Cypher121> no idea but
they claim to use forge 1500-ish, so I see zero reasons to use
asm4
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L917[18:56:51] <MattDahEpic> t minus 24
hours until fallout 4
L918[18:57:39] <gigaherz> lol
L920[18:58:08] <Zaggy1024> ugh, no way to
stop entity interaction
L922[18:58:34] <Zaggy1024>
(Entity.interactFirst, I mean)
L923[19:00:30] <Unh0ly_Tigg> 2:18:59:30
until I'm 22 years old...
L924[19:00:49] <MattDahEpic> *cake*
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L926[19:06:15] <HassanS6000> ^
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L929[19:10:39] <tntristan12> hai all
L930[19:13:07] <tntristan12> so, first
time on here, and I'd hate to have the first thing I do be to ask
for help, but I really have no java experience whatsoever. My
friend, who is the one I usually work with because he seems to know
every language imaginable, does not work with java very much. I'm
not averse to doing the research, but I'd also rather not spend 95%
of my time learning java when I'd rather do the
L931[19:13:07] <tntristan12> more
interesting work of writing the mod itself.
L932[19:13:39] <tntristan12> The bottom
line is that I'd like it if someone could at the very least point
me in the direction of useful, and most importantly, up to date
tutorials to get me started
L933[19:14:09] <tntristan12> At the
moment, I've successfully set up JDK and Eclipse IDE. I have the
base class set up, and I'm ready to get working on content
L934[19:14:27] <tntristan12> and this is
where I'm having trouble finding the best source(s) to get me
started.
L935[19:14:49] <tntristan12> If anyone is
interested in helping or at least curious enough to ask me what I'm
doing, please send me a pm. Thanks!
L937[19:15:17] <illyohs> there you go
thats a great place to get started
L938[19:16:12] ***
williewillus is now known as willieaway
L939[19:17:13] <tntristan12> Thanks
illyohs: I was hoping for more minecraft-specific tutorials. I'm
writing a mod to modify zombie behavior
L940[19:17:43] <AbrarSyed> CPM, copy paste
modify
L941[19:17:43] <tntristan12> I'm hoping it
won't be unmanagably hard, but it'd be great if I could get started
with the base code I need to do something like that
L942[19:17:48] <AbrarSyed> if you learn
the basics, itl all make sense
L943[19:18:27] <tntristan12> @AbrarSyed:
CPM is pretty much how I've gotten this far. I'm just not sure what
source it is useful to CPM from, since they seem to come from a
variety of forge versions
L944[19:19:23] <AbrarSyed> your out to
modify zombies right? go look at the zombie code
L945[19:20:31] <tterrag> tntristan12:
learning java specifically in the context of MC modding won't get
you very far
L946[19:20:45] <tterrag> I'd at least read
through the oracle tutorials to get a feel for the language before
diving in
L947[19:20:50] <illyohs> ^
L948[19:20:59] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout:
378 seconds)
L949[19:21:46] <tntristan12> tterrag,
illyohs: sounds like a good approach. I've done enough coding in
other languages that I hope I can pick it up without wasting too
much time on it. I got inspired to write this mod because I read
World War Z, and now I want to introduce that same sort of herd
behavior to Minecraft
L950[19:22:12] <tntristan12> And yes, I've
played existing zombie mods. They're great but not quite what I'm
looking for.
L951[19:22:15] <tterrag> doesn't something
like that exist?
L953[19:23:07] <tntristan12> ...
L954[19:23:20] <tntristan12> that would be
the thing I spent the last three days looking for
L955[19:23:20] ⇦
Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
(Ping timeout: 192 seconds)
L956[19:23:44] <tntristan12> I'll take a
look at it
L957[19:23:49] ⇦
Quits: cobra
(~cobra@HSI-KBW-078-042-231-115.hsi3.kabel-badenwuerttemberg.de)
(Quit: cobra)
L958[19:23:53] <tntristan12> sad though. I
was kind of bitten by the modding bug :P
L959[19:23:54] <tterrag> no idea how up to
date it is
L960[19:23:58] <tterrag> if it breaks you
can always yell at Corosus
L961[19:24:16] <tntristan12> "Latest
Download for MC v1.7.10"
L962[19:24:27] <tntristan12> isn't the
latest version 1.8.8 or something like that?
L963[19:24:55] <tterrag> good luck finding
any mods on 1.8
L964[19:25:35] <tntristan12> tterrag:
there must be something I'm missing here. how long has 1.8 been
out? (I'm only an occasional minecrafter)
L965[19:25:44] <tterrag> a long time
L966[19:25:55] <tntristan12> why such a
dearth of mods then?
L967[19:26:10] <illyohs> lazyness &
rendering issues
L968[19:26:20] <illyohs> IMO atleast
L969[19:26:30] <tntristan12> how hard /
illegal would it be to update Zombie Awareness to 1.8?
L970[19:26:36] <gigaherz> tntristan12: a
lot of mod authors were like "OMFG I have to REDO my models?!
fuck 1.8 then!"
L971[19:26:40] <tterrag>
lazyness....right
L972[19:26:41] ***
Unh0lyTigg is now known as Unh0ly_Tigg
L973[19:26:43] <gigaherz> tntristan12:
what's the license
L974[19:26:51] <tterrag> or maybe because
1.8 adds virtually nothing of value to gameplay
L975[19:26:53] <tntristan12> gigaherz:
good question
L976[19:26:56] *
tntristan12 actually looks
L977[19:27:51] <illyohs> i disagree but
whatever its been debated to death
L978[19:28:36] <Corosus> if you wanna
update ZA to 1.8 for personal use feel free, id rather you not
release it publicly for 1.8 though, im waiting for 1.8.8 / 1.9
before i update
L979[19:28:39] <tntristan12> Yeah I'm not
looking to spark a debate about the merits of 1.8 :P
L980[19:28:39] <tterrag> what I find is
that the people who think 1.8 holds any value and that everyone is
lazy
L981[19:28:43] <tterrag> are rarely the
ones who have big mods to update
L982[19:28:59] <tntristan12> Corosus: No
worries. I was only planning to use it for myself :P
L983[19:29:04] <Corosus> cool
L984[19:29:21] <Corosus> shouldnt be too
difficult, 1.8 mostly had block based changes and ZA does almost
none of that
L985[19:29:40] <gigaherz> tntristan12:
truth is, updating to 1.8 complex, for not many apparent
benefits
L986[19:29:58] <gigaherz> +is
L987[19:30:03] <tntristan12> Just out of
curiosity, because I don't follow MC news that closely, how far
away is 1.8.8/1.9? I'm not asking for an ETA or release date. :P
I'm just asking if there's been any news about how far into
development it is
L988[19:30:28] <gigaherz> forge for 1.8.8
doesn't have a specified date
L989[19:30:34] <gigaherz> it will be done
when all the blocking issues are resolved
L990[19:30:38] <tntristan12> oh,
forge
L991[19:30:43] <tntristan12> I thought you
were talking about minecraft :P
L992[19:30:44] <tterrag> all that's left
basically is rewriting all the patches
L993[19:30:46] <gigaherz> MC1.9, is
"soon"
L994[19:30:50] <tterrag> which is a HUGE
task
L995[19:31:07] *
tntristan12 shrugs
L996[19:31:15] <tntristan12> sounds like
it'd be easier to use an older version of minecraft
L997[19:31:17] <gigaherz> a few youtubers
I watch are guessing it will be out before the end of the
year
L998[19:31:27] <gigaherz> some say it
could be out as soon as 2 weeks, but they are only guessing
;P
L999[19:31:38] <gigaherz> but FORGE for
mc1.9
L1000[19:31:43] <gigaherz> may take
longer
L1001[19:32:08] <gigaherz> I have heard
it syd they don't really want to have the same happen in 1-9 that
happened on 1.8,
L1002[19:32:11]
⇨ Joins: Cypher121
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L1003[19:32:13] <gigaherz> where they
rushed to have a release ready asap
L1004[19:32:41] <gigaherz> and then 2
versions later Mojang overhauled the binaries and it took this long
to have 1.8.x anywhere close to being possible
L1005[19:32:55] <gigaherz> 2 patches*
later
L1006[19:33:53] <tterrag> forge for 1.9.x
WILL take longer
L1007[19:33:56] <tntristan12> Yeah I'm
totally cool if they don't rush the release. I just wanted to
assess whether or not it'd be a smarter use of my time to play an
older version of minecraft so I can use Corosus' mod, or spend the
time and energy trying to update the mod because A) it will give me
modding experience, B) it will help me learn Java, and C) I get to
play it with the latest version of minecraft.
L1008[19:34:15] <tntristan12> sounds like
using the older version of minecraft makes more sense
L1009[19:36:26] <gigaherz> reading mods
code isn't really the best way to learn hava, lots of bad practices
are necessary here ;P
L1010[19:36:34] <Corosus> hehe yeah
L1011[19:36:41] <Corosus> read fml code,
thats pretty good xD
L1012[19:36:59] <illyohs> fml uses alot
of wierd blackmagick
L1013[19:37:03] <Corosus> best
magic
L1014[19:37:11] <illyohs> heh
L1015[19:37:25] <killjoy> What's this
about magnets?
L1016[19:37:26] <killjoy> lol
L1017[19:37:34] <gigaherz> oooh
L1018[19:37:38] <gigaherz> so FML uses
magnets?
L1019[19:37:46] <killjoy> No, it's
powered by smoke
L1020[19:37:50] <gigaherz> that explains
how it keeps the whole thing together
L1021[19:38:00] <tntristan12> This is
kind of outside the scope of MC modding, but is there any good way
to set up a separate version of Minecraft in 1.7.10 so I can use
that as my dedicated "zombie apocalypse" save?
L1022[19:38:01] <killjoy> If the smoke
escapes from your computer, FML will stop working
L1023[19:38:04] <gigaherz> ah the
legendary magical smoke that also powers ICs?
L1024[19:38:06] <illyohs> yep and once
that baby hits 88
L1025[19:38:21] <tntristan12> I'd rather
not downgrade my main one
L1026[19:38:26] <gigaherz> tntristan12:
the launcher has profiles
L1027[19:38:29] <gigaherz> create a new
profile
L1028[19:38:33] <gigaherz> and set the
versions to 1.7.10
L1029[19:38:36] <killjoy> You can't
downgrade 1.8 worlds anyway
L1030[19:38:36] <tntristan12> can each
profile run on a separate version?
L1031[19:38:38] <tterrag> tntristan12:
for managing multiple profiles nothing beats MultiMC
L1032[19:38:42] <killjoy> any inventory
would be wiped
L1033[19:38:45] <gigaherz> then select a
custom save folder
L1034[19:38:50] <gigaherz> yes
tntristan12, that's the whole purpose for it
L1035[19:38:57] <tntristan12> oh
L1036[19:39:00] <tntristan12> huh
L1037[19:39:02] <tntristan12> thanks
guys
L1038[19:39:07] <gigaherz> lets you keep
different save locatiosn
L1039[19:39:10] <gigaherz> different
versions
L1040[19:39:12] *
tntristan12 prods minecraft
L1041[19:39:12] <gigaherz> different java
args
L1042[19:39:28] <gigaherz> and every time
you do a manual install of Forge, it also adds a
"version" to the list
L1043[19:39:34] <illyohs> tterrag, your
painting in ctb connected textured?
L1044[19:39:36] <gigaherz> so you can
choose exactly which client jar to launch
L1045[19:39:49] <illyohs>
s/painting/paintings/
L1046[19:40:07] <tterrag> illyohs:
wut?
L1047[19:40:24] <gigaherz> I can't think
in any situation in which paintings would benefit from connected
textures
L1048[19:40:25] <gigaherz> XD
L1049[19:40:44] <illyohs> never
mind
L1050[19:40:55] <tterrag> um
L1051[19:40:56] <tterrag> ok
L1052[19:47:10] <tterrag> gigaherz:
dynamic size?
L1053[19:47:55] <tntristan12> Hey
Corosus: Since I've got you on the horn, does ZA keep zombies from
dying in daylight?
L1054[19:48:22] <tntristan12> oh
derp
L1055[19:48:23] <Corosus> ahhhhhh, no it
doesnt iirc
L1056[19:48:26] <tntristan12> just found
the full feature list
L1057[19:48:54] <tntristan12> I'm sure
there are separate mods for stuff like that
L1058[19:48:58] <Corosus> pretty easy to
prevent that if you wanted to yourself, theres a invulnerable to
fire boolean somewhere, pig zombies use it
L1059[19:49:20] <tntristan12> does that
mean I'll have a bunch of flaming zombies running around without
dying or they won't catch fire at all?
L1060[19:49:41] <Corosus> theres a slight
flicker of the fire animation but then it immidiately goes
away
L1061[19:49:47] <tntristan12> While I'm
at it, I also want to disable the spawning of all other hostile
mobs except for zombies
L1062[19:49:54] <Corosus> sun doesnt try
to ignite them too often, every few seconds
L1063[19:50:22] <Corosus> forge has a
living spawn event you could use to filter out things from
spawning
L1064[19:50:33] <tntristan12> cool
L1065[19:51:01] <tntristan12> sweet. This
mod is exactly what I wanted!
L1066[19:51:15] <Corosus> \o/
L1067[19:51:39] <tntristan12> btw
L1068[19:52:17] <tntristan12> here's an
interesting idea I stole from WWZ
L1069[19:52:36] <tntristan12> if enough
zombies group up, eventually they can climb over the top of one
another
L1070[19:52:48] <Corosus> haha, somehow i
knew you were going to mention that
L1071[19:52:56] <Corosus> after i watched
the movie i implemented that into hostile worlds
L1072[19:53:07] <tntristan12> I meant the
book though :P
L1073[19:53:08] <Corosus> but hostile
worlds is kinda a mess of features now..... i dont even recommend
the mod xD
L1074[19:53:13] <Corosus> :3
L1075[19:53:28] <tntristan12> I refuse to
acknowledge fast "zombies" as zombies
L1076[19:53:49] <tntristan12> I'm a
Romero / Kirkman fan to the bitter last
L1077[19:53:54] <Corosus> heheh
L1078[19:54:08] <Corosus> they were slow
in the book?
L1079[19:54:28] <tntristan12> oh
yeah
L1080[19:54:32] <tntristan12> the book is
totally different
L1081[19:54:39] <tntristan12> besides the
title, there's not much they have in common
L1082[19:54:43] <tntristan12> in
fact
L1083[19:54:43] <Corosus> ah cool
L1084[19:54:44] <Corosus> yar
L1085[19:54:46] <Corosus> so ive
heard
L1086[19:54:51] <tntristan12> besides
"zombies" they have like, nothing in common
L1087[19:55:53] <tntristan12> The movie
wasn't bad, but it wasn't World War Z either. The book is more like
an after action report given by a UN desk jockey and all of the
stories are accounts told by survivors of the eponymous war
L1088[19:56:31] <Corosus> lol
L1089[19:56:35] <Corosus> fair enough
:3
L1090[19:58:25] <tntristan12> n00b
question: I have forge installed for 1.8.8. Do I need to install it
again?
L1091[19:58:29] <tntristan12> for
1.7.10?
L1092[19:58:38] <Corosus> there is no
forge for 1.8.8 yet, just 1.8
L1093[19:58:44] <tntristan12> er
L1094[19:58:45] <tntristan12> yeah
L1095[19:58:46] <tntristan12> that
L1096[19:59:00] <Corosus> you have to
install it again for 1.7.10 ya, separate dl and all
L1097[19:59:14] <Corosus> gradlew
setupDecompWorkspace eclipse all the things
L1098[19:59:14] *
tntristan12 grumbles and slinks off to do more
installing
L1099[20:00:22]
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explode goodnight)
L1100[20:04:30] <killjoy> There it
is
L1101[20:04:38] <killjoy> the keyword to
make any kickstarter successful
L1102[20:04:40] <killjoy>
"yet"
L1103[20:06:30]
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(~Everseeki@pool-100-6-80-50.pitbpa.fios.verizon.net)
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L1109[20:27:42] ***
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L1110[20:38:05] <Cypher121> "We yet
again need your money to buy some unrelated stuff, but we promise
you won't be disappointed in results!"
L1111[20:38:18] <Cypher121> killjoy: am I
doing it right?
L1112[20:39:04] <killjoy> ehhh
L1113[20:39:14] <killjoy> Sounds kind of
negative and you're reluctant to take our monehy
L1114[20:39:22] <Cypher121> or "we
want your money to bring a revolution to gaming, but then we'll
sell it to facebook and let them kill it"
L1115[20:39:40] <killjoy> "yet
again"
L1116[20:39:53] <killjoy> that makes it
sound like you've done this before and don't want to do it
again
L1117[20:40:37] <Cypher121> ofc I don't
want to take your money, I want you to feel bad about not giving it
to a developer in need
L1118[20:41:49] <killjoy> I want to
stream games for all of you, but I don't have a machine capable of
such things yet. Give me money so I can afford one.
L1119[20:42:26] <MattDahEpic> *cue
futurama fry "take all my money" gif*
L1120[20:43:55] ***
Vigaro is now known as Vigaro|AFK
L1121[20:46:21]
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L1124[20:54:02] <MattDahEpic> god can
someone put name mappings for the wacky Hopper functions that add
and remove items from inventories? i cant figure out what is being
called on my tileentity when it adds items
L1125[20:56:48] ***
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L1129[20:59:50] <killjoy1> Frickin
outdated textbook!
L1130[20:59:56] <killjoy1> it
bluescreened me
L1131[21:00:25] <killjoy1> It had me
install a discontinued program (threadfire).
L1132[21:00:29] <killjoy1>
*threatfire
L1134[21:02:33] <killjoy1> OFFICIAL
L1135[21:02:55] <killjoy1> That's not
potato knishes
L1136[21:02:57] <killjoy1> that's
scrap
L1137[21:03:04] <MattDahEpic> just
wait
L1138[21:04:37] ***
killjoy1 is now known as killjoy
L1139[21:05:26] <MattDahEpic> killjoy,
how was it?
L1140[21:05:38] <killjoy> Catchy
L1141[21:05:46] <killjoy> It's just the
animation that was creepy'
L1142[21:05:58] <MattDahEpic> po tay to
kanishes
L1143[21:07:59] <MattDahEpic> !gm
TileEntityHopper.func_145891_a
L1144[21:08:21] <MattDahEpic> the mcpbot
has names why doesnt my dev env?
L1145[21:09:25]
⇦ Quits: PieGuy128 (~PieGuy128@69.157.255.27) (Quit:
Leaving)
L1146[21:10:08] <bspkrs> update your
mappings
L1147[21:10:17] <MattDahEpic> whoops a
mapping from the future doesent exist
L1148[21:13:30] <gigaherz> you can use
snapshot_DATE but today's date may not have been built yet, in
which case try yesterday's
L1149[21:14:38] <bspkrs> the daily
snapshots happen at 3AM easter time
L1150[21:14:44] <bspkrs> *eastern
L1151[21:15:08] <bspkrs> so GMT+5
L1152[21:15:13] <bspkrs> er
L1153[21:15:17] <bspkrs> -5
L1154[21:15:42] <bspkrs> 8am GMT
L1155[21:15:56]
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L1156[21:16:19] <gigaherz> heh yeah so in
my case, I'd have to use the previous day's date until 9am, or just
go to the website and look it up ;P
L1157[21:16:42] <bspkrs> !!latest
L1158[21:16:43] <MCPBot_Reborn> ===
Latest Mappings ===
L1159[21:16:44] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1160[21:16:45] <MCPBot_Reborn> 1.8
snapshot_20151108
L1161[21:16:45] <MCPBot_Reborn> 1.8
stable_16
L1162[21:16:46] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1163[21:16:47] <MCPBot_Reborn> 1.7.10
stable_12
L1164[21:16:54] <gigaherz> oh hey I
didn't know that command
L1165[21:16:54] <bspkrs> that works
too
L1166[21:17:02] <MattDahEpic> i already
have the assets gradle you dont need to download them again
L1167[21:17:04] <gigaherz> I was always
linked to a website ;P
L1168[21:17:24] <bspkrs> the bot's help
command has lots of hidden gems ;p
L1169[21:17:27]
⇨ Joins: Upthorn
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L1170[21:17:39] <MattDahEpic> and the
names aren't showing up
L1171[21:18:57] <bspkrs> should be, the
method you looked up was named almost a month ago
L1172[21:19:51] <MattDahEpic> updating
build.gradle#mappings and rerunning gradle setupDecompWorkspace
--refresh-dependencies should work correct?
L1173[21:20:19] <bspkrs> might also have
to run the IDE task
L1174[21:20:34] <bspkrs> eclipse/idea,
then refresh your project
L1176[21:24:07]
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L1177[21:26:23]
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L1178[21:26:42] <tntristan12> Hey guys.
It's me again. Just so I don't waste my time making a mod that
already exists, does anybody know about any 1.7.10-compatible forge
mods that restrict hostile mob spawning to zombies only?
L1179[21:27:01] <tntristan12> (I've been
searching to no avail)
L1180[21:29:22] <MattDahEpic> bspkrs,
still not working
L1181[21:30:06] <gigaherz> so far every
time I have updated my mappings
L1182[21:30:08] <bspkrs> that's because
you did it wrong
L1183[21:30:21] <bspkrs> :p
L1184[21:30:25] <gigaherz> it worked with
just change build.gradle, setupDecompWorkspace, and refresh
project
L1185[21:30:51]
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L1187[21:31:37]
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L1188[21:32:18] <MattDahEpic> !gm
TileEntityHopper.func_174919_a
L1189[21:32:28] <MattDahEpic> that doesnt
have a name
L1190[21:32:56] <MattDahEpic> wait te
majority of functions in here dont even have names
L1191[21:33:12] <bspkrs> that's correct,
that method is unnamed
L1192[21:33:12] <Cypher121> !gc
TileEntityHopper
L1193[21:33:15] <MattDahEpic>
weeeeellllll then
L1194[21:33:34] <bspkrs> !um
TileEntityHopper
L1195[21:33:42] <tntristan12> Okay, so I
can't find anything. Which isn't to say it's not there, but I can't
find it.
L1196[21:33:57] <tntristan12> I want to
disable spawning for any hostile mob except zombies. Is there a way
to do that with configs?
L1197[21:34:00] <killjoy> Dammit,
MattDahEpic. Potato Knishes is in my recommended now!
L1198[21:34:08] <MattDahEpic> well it
worked except nothing i need to have names have names
L1199[21:34:21] <MattDahEpic> killjoy,
lel
L1200[21:34:42] <bspkrs> sort that shit
out and give them *correct* names
L1201[21:35:22] <killjoy> Would it be out
of the question to get a bunch of methods in MathHelper overloaded
for 1.8.8?
L1202[21:36:05] <bspkrs>
overloaded?
L1203[21:36:10]
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L1204[21:36:11] <killjoy> such as
floor_float and floor_double to just flooor
L1205[21:36:24] <MattDahEpic>
flooooooooooooor
L1206[21:36:27] <bspkrs> oh,
renamed?
L1207[21:36:31] <killjoy> I blame my
keyboard
L1208[21:36:35] <bspkrs> not likely
L1209[21:37:00] <bspkrs> those names are
old as shit
L1210[21:37:24] <killjoy> I'm assuming
they're the way they are because of old specialsource/fernflower
not liking it
L1211[21:37:47] <bspkrs> the main rule of
renaming is that if the name is correct it stays
L1212[21:38:33] <bspkrs> if it is a new
name and it doesn't follow convention, it has a chance of being
renamed
L1213[21:38:48] <bspkrs> if the name is
just wrong, it can be renamed
L1214[21:39:04]
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L1215[21:39:39] <bspkrs> if the name is
correct, but lots of people don't like it because it's ugly or too
long, that sucks. too bad
L1216[21:39:54] <killjoy> tough
love
L1217[21:39:56] <Cypher121>
sendEnchantPacket
L1218[21:40:03] <killjoy>
isFlowerPot
L1219[21:40:17] <Cypher121> !gm
isFlowerPot
L1220[21:40:25] <Cypher121> ...
L1221[21:40:27] <Cypher121> really?
L1222[21:40:44] <killjoy> Someone did a
joke PR to sponge with that
L1225[21:42:30] <MattDahEpic> its tagged
major feature lel
L1226[21:43:14]
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L1227[21:43:34]
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L1228[21:43:34]
MineBot sets mode: +v on CovertJaguar
L1229[21:43:56] <Cypher121> +2k
lines
L1230[21:44:16] <Cypher121> how to commit
when you're paid per line
L1231[21:44:25] <killjoy> Also the commit
number
L1232[21:44:39] <killjoy> Someone
commented on how the commit has started with 3 1s
L1233[21:45:45] <MattDahEpic>
HorseColor.isFlowerPot
L1234[21:45:46] <Cypher121> "This
isn't thread-safe" I died
L1235[21:45:56]
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L1238[21:46:13] <killjoy> I'm thinking
DDoS made all his comments via a bot
L1239[21:46:20] <Cypher121> no wait
L1240[21:46:20] <Cypher121> "Just
use the JDK method" NOW I died
L1241[21:46:33] <kashike> I wonder who
will find the easter eggs in that PR
L1242[21:46:35] <kashike> ;)
L1243[21:47:13] <killjoy> "Too
green, needs more red in this diff.
L1244[21:47:31]
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Quit)
L1245[21:47:43] <MattDahEpic> oh my god
thats tooooo good
L1246[21:47:49]
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L1248[21:48:29] <killjoy> 250+
commits
L1249[21:48:36] <killjoy> I love april
fools
L1250[21:49:11] <MattDahEpic> +
@Override
L1251[21:49:11] <MattDahEpic> + public
boolean isFlowerPot() {
L1252[21:49:11] <MattDahEpic> + return
false == true;
L1253[21:49:34] <killjoy> Just use some
reflection to make false = true
L1254[21:51:46]
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L1255[21:51:48] <MattDahEpic> why does my
tileentity require getCommandSenderName from IWorldNameable? after
the mappings update?
L1257[21:52:08] <kashike> easter egg is
there ;)
L1259[21:53:07] <Zaggy1024> wheee
boilerplate! :)
L1260[21:53:48] <Cypher121> this(name,
name)
L1261[21:53:48] <Cypher121> 10/10 will
instantiate again
L1262[21:54:36] <Zaggy1024> I've got that
same code in like 10 or more files now :P
L1263[21:54:56] <Zaggy1024> I wish enums
could extend
L1264[21:55:36]
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L1267[21:57:27] <Zaggy1024> I don't feel
too bad about it, though, because I've got a whole system that
takes those simple enums and turns them into items and blocks with
metadata pretty easily :)
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L1273[22:02:18] <Zaggy1024> now the
boring part: making resources
L1274[22:03:37] <tntristan12> Still can't
find a good mob filter mod. Yes, I've looked up the "mob
filter mod" to no avail. Can't find a functioning download
link
L1275[22:05:27] ***
Morphan1 is now known as MorphFK
L1276[22:06:48] <MattDahEpic> !gm
func_145893_b
L1277[22:07:07] <MattDahEpic> 1 down many
to go
L1278[22:07:31]
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L1280[22:11:15] <Zaggy1024> MattDahEpic,
did you name that?
L1281[22:11:35] <Zaggy1024> perhaps it
shouldn't have the double I that IInventory has
L1282[22:12:34] <Cypher121> it
shouldn't
L1283[22:12:59] <Cypher121> IInventory is
for interface, Inventory for, well, inventory
L1284[22:13:50] <Zaggy1024> is there such
a thing as a plain "Inventory"?
L1285[22:14:22] <Cypher121> don't think
so
L1286[22:14:39] <MattDahEpic> well it
wont let me change it WARNING: The MCP name has already been
specified for this member (func_145893_b =>
getInventoryAtPosition).
L1287[22:14:49] <Cypher121> is IInventory
mojang or mcp name?
L1288[22:14:54] <Zaggy1024> Matt, use the
undo command
L1289[22:15:04] <Zaggy1024> "!undo
name
L1290[22:15:10] <Zaggy1024> or whatever
it is
L1291[22:15:23] <Zaggy1024> I'm sure it's
an MCP name
L1292[22:16:17] <MattDahEpic> undoing it
then replacing the name yields the same message
L1293[22:16:27]
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L1294[22:16:51] <Zaggy1024> I'm guessing
Mojang doesn't do the "I" prefix for interfaces
L1295[22:17:02] <Zaggy1024> looks like
you somehow set it twice, one is undone but the other isn't
L1296[22:17:10] <Zaggy1024> using
"!mh" to check
L1297[22:17:43] <MattDahEpic>
hmmmmm
L1298[22:18:29]
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L1299[22:18:37] <Zaggy1024> isn't it fun
changing default values and breaking everything? :D
L1300[22:19:29] <tterrag> using I for
interfaces is not java spec
L1301[22:19:31] <tterrag> it's C#
spec
L1302[22:19:37] <tterrag> mcp just did it
because...who knows
L1303[22:19:39] <tterrag> but it
stuck
L1304[22:20:14] <MattDahEpic> !gm
func_145884_b
L1305[22:20:18] <MattDahEpic> well this
one works
L1306[22:20:22] <Cypher121> with that
naming "simply Inventory" would rather be
IInventoryImpl
L1307[22:21:58] <gigaherz> Cypher121: so
far as I have been able to tell, only a small handful of symbols
are ever kept without obfuscating,
L1308[22:22:05] <gigaherz> so it's safe
to assume any "name" is forge's
L1309[22:22:09] <gigaherz> well,
mcp's
L1310[22:22:20] <MattDahEpic>
func_145893_b
L1311[22:22:23] <MattDahEpic> !gm
func_145893_b
L1312[22:22:30] <MattDahEpic> and that
one's good
L1313[22:22:35] <gigaherz> the
"IInterface" naming convention is way older than
C#;P
L1314[22:22:49] <Cypher121> is releasing
several games in one day the new meta?
L1315[22:23:10] <gigaherz> at the very
least, COM did it first
L1316[22:24:49] <Cypher121> it's called
hungarian notation, btw
L1317[22:25:28]
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L1318[22:25:55] <gigaherz> Cypher121:
well to be pedantic, the naming convention is to use hungarian
notation
L1319[22:25:55] <gigaherz> XD
L1320[22:26:26] <Cypher121> and really
what the hell
L1321[22:26:26] <Cypher121> 10/08/2015 -
FO4 and SC2:LotV
L1322[22:26:26] <Cypher121> 23/02/2016 -
DX:MD and Mirror's Edge Catalyst
L1323[22:26:35]
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L1324[22:26:50] <gigaherz> oh and I like
the I prefix for one simple reason most sites seem to miss:
L1325[22:26:52]
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L1327[22:27:03] <Cypher121> and while I
couldn't give less fucks about FO4, second is going to be
painful
L1328[22:27:12] <gigaherz> when I see
ISomething, I know not to expect any implementations in the
type
L1329[22:27:28] <gigaherz> but java broke
that when they added the default methods
L1330[22:29:10] <gigaherz> (as in, if I
see a method and it's part of ISomething, I won't try to "go
to definition", I'll know to use "find
implementations" instead)
L1331[22:30:11] <Zaggy1024> I know which
games I'm going to want to play (FO4 and Mirror's Edge) :)
L1332[22:30:36] <gigaherz> I know I wont'
be playing either of them
L1333[22:30:37] <gigaherz> ;P
L1334[22:30:41] <Zaggy1024> aw
L1335[22:30:47] <Cypher121> actually,
I'll go with Deus Ex
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L1337[22:31:05] <Cypher121> because ME is
from EA so it won't work for first couple of weeks anyway
L1338[22:31:06] <gigaherz> well, any of
those 4
L1339[22:31:06] <gigaherz> ;P
L1340[22:31:25] <gigaherz> ME, I don't
care because it's too first-person
L1341[22:31:32] <Zaggy1024> I've never
played SC2 or DX, and I've heard bad things about DX so I'm not
:P
L1342[22:31:40] <Cypher121> man
L1343[22:31:42] <gigaherz> FO4 because I
dislike guns AND most survival themes
L1344[22:31:43] <Cypher121> they're
lying
L1345[22:31:46] <Zaggy1024> well
L1346[22:31:47]
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L1347[22:31:51] <Zaggy1024> about the
last one at least
L1348[22:31:58] <Cypher121> still
lying
L1349[22:32:01] <gigaherz> SC2 because
it's strategy
L1350[22:32:02] <Zaggy1024> or a last one
:P
L1351[22:32:12] <Zaggy1024> I do like me
some AoE
L1352[22:32:23] <gigaherz> and DX because
... well because I'm still butthurt at the first boss in
DX:HR
L1353[22:32:52] <Cypher121> you went full
offensive on skills before barrett didn't you?
L1354[22:33:00] <gigaherz> I specced in
stealth, 100%
L1355[22:33:01]
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L1356[22:33:10] <gigaherz> the boss saw
me through walls
L1357[22:33:11] <gigaherz> I dies.
L1358[22:33:13] <gigaherz> died*
L1359[22:33:18] <gigaherz> put the
franchise in my blacklist.
L1360[22:33:39] <Cypher121> I can kill
the guy with eyes closed with full stealth spec lol
L1361[22:33:47] <gigaherz> they changed
the game later
L1362[22:33:57] <gigaherz> ot make it
more spec-friendly
L1363[22:34:03] <gigaherz> but it was too
late for me
L1364[22:34:18] <gigaherz> I wasn't
liking the theme enough as it was
L1365[22:34:24] <gigaherz> but the game
was fun until that point
L1366[22:34:40] <gigaherz> the boss just
killed it.
L1367[22:35:42] <gigaherz> fallout...
well let's say I don't like post-apocalyptic themes, specially
anything that has undead/mutated monsters in it
L1368[22:35:44] <Cypher121> I dunno, I
like cyberpunk so I can forgive many things for the sake of the
atmosphere
L1369[22:36:02]
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L1370[22:36:07] <gigaherz> I'm more of a
fantasy consumer, when it comes to games and books
L1371[22:36:20] <gigaherz> futuristic
themes just feel meh
L1372[22:36:31] <gigaherz> there's one
big exception to it: Batman Arkham
L1373[22:36:41] <Cypher121>
>batman
L1374[22:36:41] <Cypher121>
>futuristic
L1375[22:36:45] <gigaherz> although it
can't really be called futuristic
L1376[22:36:53] <gigaherz> but it is, in
a way
L1377[22:36:54] <gigaherz> XD
L1378[22:37:16] <Cypher121> it's about as
modern day as you can get
L1379[22:37:29] <gigaherz> let's put it
in another way: if the primary weapon of choice is anything more
advanced than a sword/bow
L1380[22:37:33] <gigaherz> I start to
lose interest
L1381[22:37:44] <Cypher121> Crysis
3?
L1382[22:37:49] <gigaherz> the interest
approaches 0 as the weapons become closer to guns
L1383[22:37:59] <MattDahEpic> crysis
primal
L1384[22:38:10] <MattDahEpic> no wait
thats far cry
L1385[22:38:15] <gigaherz> yeah
L1386[22:38:26] <gigaherz> Far Cry primal
is the one single FC that I am even remotely interested in
L1387[22:38:29]
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L1389[22:39:46] <MattDahEpic> !gm
func_174917_b
L1390[22:39:48] <MattDahEpic> is
good
L1391[22:42:18] <Cypher121> how idea
translates cycles to streams is just amazing
L1392[22:42:22] <Cypher121> especially
this
L1393[22:42:29] <Cypher121> .filter(i
-> r.nextInt(300) == 0)
L1394[22:45:05] <gigaherz> I loved the
equivalent feature in ReSharper ;P
L1395[22:46:12] <Cypher121> although
several times it derped out because there's not ArrayList
collector
L1396[22:46:20] <Cypher121>
s/not/no/
L1397[22:47:19]
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L1398[22:48:12] <Cypher121> so it
tries
L1399[22:48:12] <Cypher121>
ArrayList<Something> someName =
something.collect(Collectors.toList());
L1400[22:48:12] <Cypher121> and
fails
L1401[22:51:05]
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L1402[22:51:13] <Zaggy1024> wow,
apparently Enum.compareTo throws the most unhelpful
ClassCastException on the planet
L1403[22:52:16] ***
tterrag is now known as tterrag|ZZZzzz
L1404[22:58:35] <Drullkus> !gm
GuiButton
L1405[22:58:51] <Drullkus> !gm GuiButton
1.7.10
L1406[22:59:31] <Drullkus> What's... the
ID needed for...
L1407[22:59:38] <Drullkus> for
buttons
L1408[23:00:52]
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L1411[23:05:08] <Cypher121> Drullkus:
vanilla uses them to determine what button was pressed
sometimes
L1412[23:05:20] <Drullkus> uh... hm
L1413[23:05:21] <Drullkus> ok
L1414[23:05:23] <Cypher121> for example
GuiMainMenu.actionPerformed
L1415[23:05:42] <Cypher121> it takes
button as argument and switches on its id
L1416[23:05:42] <Drullkus> I'm still
kinda confused nonetheless but ok
L1417[23:05:46] <Drullkus> ah
L1418[23:06:14] <MattDahEpic> well im
gunna wait for a mappings build to finish up this hopper function
naming because i need the names of the functions ive already named
to finish the rest
L1419[23:06:29] <Cypher121> there's
almost definitely a better design solution, but mojang didn't think
so apparently
L1420[23:07:36] <Drullkus> Cypher121:
notch*
L1421[23:07:50] <Cypher121> same
shit
L1422[23:08:05] <MattDahEpic> notch !=
mojang
L1423[23:08:15] <Cypher121> yes
L1424[23:08:29] <Cypher121> but neither
mojang nor notch ever hired QA apparently
L1426[23:10:37] <Zaggy1024> you don't
*need* deobfuscated names :P
L1427[23:10:54] <Cypher121> while we're
at it, here's the list of IDs Main Menu uses
L1428[23:11:03] <Zaggy1024> oh boy
L1429[23:11:10] <Zaggy1024> sounds
scary
L1430[23:11:28] <Cypher121> 0, 1, 2, 4,
5, 6, 11, 12, 14
L1431[23:11:43] <Drullkus> haha
Cypher121
L1432[23:11:49] <gigaherz> good code is
often like "wtf? ...oh!"
L1433[23:11:50] <Cypher121> I just
realized why Microsoft bought them
L1434[23:12:01] <Drullkus> ?
L1435[23:12:22] <gigaherz> Cypher121:
such a list is easy to achieve
L1436[23:12:32] <gigaherz> you give each
button an ID manually
L1437[23:12:37] <gigaherz> when you
remove it
L1438[23:12:40] <gigaherz> you comment it
out
L1439[23:12:43] <gigaherz> but kee it
"just in case"
L1440[23:12:49] <gigaherz> and assign new
IDs to new items
L1441[23:12:52] <gigaherz> leaving
thosegaps
L1443[23:13:03] <Cypher121> Drullkus:
^
L1444[23:13:24] <killjoy> NT and 2000
don't count
L1445[23:13:24] <Drullkus> lmao
L1446[23:13:32] <Cypher121> gigaherz:
that explains 3 and 13. 7-10 not so much
L1447[23:13:46]
⇦ Quits: Brokkoli (~Brokkoli@f054111136.adsl.alicedsl.de)
(Ping timeout: 190 seconds)
L1448[23:14:00] <gigaherz> Cypher121:
sure, it just means they removed 4 different buttons at some
point
L1449[23:14:00] <gigaherz> XD
L1450[23:14:06] <gigaherz> I wonder which
;P
L1451[23:14:11] <Drullkus> lol
L1452[23:14:17] <Cypher121> oh yeah,
here's another one
L1453[23:14:26] <Cypher121> the order
they are placed in the code
L1454[23:14:45] <Cypher121> 0, 5, 1, 2,
14, 4, 6, 11, 12
L1455[23:15:07] <Zaggy1024> maybe if you
convert them to ASCII it'll spell something
L1456[23:15:09] <gigaherz> probably
inserted near existing ones?
L1457[23:15:21] <gigaherz> Zaggy1024: all
of those are < 32, so control codes
L1458[23:15:24] <gigaherz> they don't
spell out
L1459[23:15:24] <gigaherz> ;P
L1460[23:15:30] <Zaggy1024> aw
L1461[23:15:37] <Zaggy1024> all my hopes
and dreams
L1462[23:15:39] <Zaggy1024> gone in a
second
L1463[23:15:48] <gigaherz> although they
COULD be incides into an alphabet array
L1464[23:15:58] <gigaherz> 'A'
L1465[23:16:04] <gigaherz>
'A'+index
L1466[23:16:27] <gigaherz> (didn't mean
to press enter, the + key is next to it in my layout)
L1467[23:16:34] <Cypher121>
AFBCOEGLM
L1468[23:16:47] <Cypher121> fhtagn
L1469[23:17:09] <Zaggy1024> I think it's
the meaning of life
L1470[23:17:18] <Drullkus> lol
L1471[23:17:35] <gigaherz> Cypher121:
maybe AFBCOEGLM is encrypted ;P
L1472[23:17:53] <Zaggy1024> it probably
decrypts to something vulgar
L1473[23:17:54] <Zaggy1024> :)
L1474[23:18:10] <gigaherz> try all 27
possible rotations first, then move on to vigenere
L1475[23:18:33] <gigaherz> all 26*
L1476[23:18:36] <gigaherz> gah can't even
type
L1477[23:18:43] <gigaherz> I should be
sleeping :/
L1478[23:19:53] <Zaggy1024> "be calm
fog"
L1479[23:19:59] <Zaggy1024> I
believe
L1480[23:20:01]
⇨ Joins: Brokkoli
(~Brokkoli@x55b02bf6.dyn.telefonica.de)
L1481[23:20:05] <Drullkus> Wow
L1482[23:20:11] <Drullkus> You guys are
overreacting :P
L1483[23:20:16] <Zaggy1024> lol
L1484[23:20:22] <Drullkus> You're worse
than the Binding of Issac
L1485[23:20:25] <Drullkus> xD
L1486[23:20:29] <Drullkus>
community-wise
L1487[23:20:44] <Zaggy1024> at least it's
not illuminati...OR IS IT
L1488[23:20:50] *
Drullkus facepalms
L1489[23:20:54] <Zaggy1024> XD
L1490[23:21:05] <Zaggy1024> the A looks
like the evil eye
L1491[23:21:14] <Drullkus> Fuck, I'm
done
L1492[23:21:43] <gigaherz> Drullkus: I'm
just having fun ;P
L1493[23:21:43] <Zaggy1024> dang, did I
kill you?
L1494[23:22:09] <Drullkus> I'm coding the
ME chiseling terminal :p
L1495[23:23:47] <gigaherz> ME chisel
terminal?!
L1496[23:23:50]
⇨ Joins: tambre
(~tambre@0392-e9ed-d296-78c7-4301-8a22-07d0-2001.dyn.estpak.ee)
L1497[23:23:52] <gigaherz> o_O
L1498[23:23:52] <Cypher121> I just made
my own buttons with function parameters and shit
L1499[23:23:59] <MattDahEpic> have you
not heard about this gigaherz
L1500[23:24:08] <gigaherz> no!
L1501[23:24:19] <gigaherz> but it does
sound amazing!
L1502[23:24:20] <MattDahEpic> Drullkus,
link the gui twitter
L1503[23:24:31] <Drullkus> MattDahEpic:
?
L1504[23:24:37] <gigaherz> is there also
an ME oredict converter terminal?
L1505[23:24:38] <gigaherz> XD
L1506[23:24:44] <Drullkus> no
gigaherz
L1507[23:24:57] <Drullkus> Also
L1509[23:25:10] <Drullkus> For your
education, gigaherz ^
L1510[23:25:18] <Drullkus> :3
L1511[23:25:35] <gigaherz> heh
L1512[23:25:53] <Drullkus> Cypher121:
Fuck, I'm making buttons too now o.o
L1513[23:26:03] <Drullkus> lol
L1514[23:26:20] <gigaherz> Applied
Chiselistics?
L1515[23:26:49] <Drullkus> Nope
L1516[23:26:51] <Drullkus> Shizzel
L1517[23:27:08] <Drullkus>
Shiizzzzzzel
L1518[23:27:11] <gigaherz> ChiselME
L1521[23:28:06] <Drullkus> Cypher121:
dat's complicated
L1522[23:28:14] <Cypher121> yeah
L1523[23:28:39]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186
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L1524[23:28:48] <Cypher121> but I can put
into a gui with a bunch of chain methods and it does shitload of
things
L1525[23:28:59] <Zaggy1024> now Drull is
getting excited
L1526[23:29:06] <Zaggy1024> either that
or he's falling asleep 0.o
L1527[23:29:13] <Drullkus> Zaggy1024:
Both
L1528[23:29:19] <Zaggy1024> many
zzzzzs
L1529[23:29:19] <Drullkus> Cypher121:
o.o?
L1530[23:29:37] <Drullkus> Zaggy1024:
This AE crap I'm going through is grueling
L1531[23:30:00] <Drullkus> I'm surprised
the mod even works in the first place.
L1532[23:30:07] <Zaggy1024> you should've
joined in the conspiracy theorizing
L1533[23:30:09] <Cypher121> (´・.・`)
?
L1534[23:30:15] <Drullkus> idk :P
L1535[23:30:37] <MattDahEpic> night all.
tomorrow i shall finish the hopper name mapping
L1536[23:30:39] <Drullkus> Cypher121:
There's lots of interfaces that I have to hook up and lots of GUI
work
L1537[23:30:43] <Drullkus> And
container
L1538[23:30:45] <Drullkus> And
then...
L1539[23:30:49] <Drullkus> Networking.
Both kinds
L1540[23:30:53] <Cypher121> yup
L1541[23:31:03]
⇦ Quits: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or
food)
L1542[23:31:05] <Drullkus> Client-Server
networking AND the AE Grid
L1543[23:31:18] <Zaggy1024> is the
ultimate test of code whether other people say wtf to your code, or
whether you, after not seeing the code for a while, also say
wtf?
L1544[23:31:27] <Drullkus> haha
L1545[23:31:29] ***
AbrarSyed is now known as Abrar|gone
L1546[23:31:43] <Cypher121> I've spent
1.5 weeks on Shelving Unit. Out of it about 8 days went to a
GUI
L1547[23:32:21] <Drullkus> ._.
L1548[23:32:22] <Cypher121> now it's
almost perfect so it was worth it. Still have some strange stuff to
disable
L1549[23:32:24] <Drullkus> Shelving
unit?
L1550[23:32:32] <Cypher121> you haven't
seen this stuff?
L1551[23:32:43] <Drullkus> Cypher121: I
haven't touched the game in like
L1552[23:32:46] <Drullkus> a month
L1553[23:32:58] <Drullkus> besides
bugtesting or checking how chisel blocks look
L1554[23:33:02] <jjw123> sometimes you
write code at silly o'clock after a packet of red bull, and come
back to it the next day and have no idea how it works
L1555[23:33:07] <Cypher121> how the fuck
did you manage to be on #magneticraft and not notice it
L1556[23:33:12] <jjw123> i've done that
many times with ASM injection
L1557[23:33:17] <Zaggy1024> I don't
understand why Minecraft is set up to localize the items as
localize(localize("item." + getUnlocalizedName()) +
".name")
L1558[23:33:20] <Drullkus> Cypher121:
because I'm in like 30 channels and I actually don't monitor
them
L1559[23:33:36] <Drullkus> lmao
L1560[23:33:44] <Cypher121> lel
L1561[23:34:12] <Drullkus> Most of them
are because there's people I usually need to talk to or something
related to a mod or whatever
L1562[23:34:22] <Drullkus> others?... For
the hell of it I guess :P
L1563[23:34:49] <Drullkus> And then
there's openeye
L1564[23:35:08] <Drullkus> Which pings me
whenever because some moron didn't update their Thermal
smeltery
L1565[23:35:59] <Drullkus> which btw is
perfectly bug-free if in a modpack with only Thermal expansion and
Tinker's construct
L1566[23:36:04]
⇦ Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192
seconds)
L1567[23:36:21] <Drullkus> and their
deps
L1568[23:36:23] <Cypher121> I have a
switch
L1569[23:36:35] <Drullkus> Cypher121: GUI
switch?
L1570[23:36:37] <Cypher121> if (!DEBUG)
{
L1571[23:36:37] <Cypher121>
enableBugs()
L1572[23:36:37] <Cypher121> }
L1573[23:36:41] <Drullkus> lol
L1574[23:36:50] <Drullkus> dammit
L1575[23:36:59] <Drullkus> I thought you
had a cool GUI switch or something
L1576[23:37:03] <Cypher121> no
L1577[23:37:14] <Drullkus> Like a lever
xD
L1578[23:37:51] <Cypher121> might make
one
L1579[23:37:56] <Cypher121> don't know
for what
L1580[23:38:20]
⇨ Joins: Delaxarnyazer
(~Delaxarny@ip56572345.direct-adsl.nl)
L1581[23:38:22] <Drullkus> Cypher121: I'm
thinking of adding a super-fancy RF switch actually
L1582[23:38:43]
⇦ Quits: SnowDapples (~powered@pD9589065.dip0.t-ipconnect.de)
(Killed (NickServ (GHOST command used by
SnowDapples_!~powered@p5794D7F7.dip0.t-ipconnect.de)))
L1583[23:38:49]
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L1584[23:39:25] <Cypher121> power switch:
turn off = drop tnt on a wire, turn on = rebuild with a
turtle
L1585[23:39:36] <Drullkus> ...xD
L1588[23:47:29] ***
TTFTCUTS is now known as TTFT|Away
L1589[23:47:36] <Drullkus> wha
L1590[23:47:50] <Drullkus>
niiiiiiiiiice
L1591[23:48:24] <Drullkus> Cypher121:
what happens if I hook an AE Storage bus to it
L1592[23:48:40] <Cypher121> never
tried
L1593[23:48:54] <Cypher121> in public
version you're in for a crash
L1594[23:49:10] <Zaggy1024> colors are
coooomlicated :(
L1595[23:49:13] <Cypher121> because,
well, any extraction from it causes a crash
L1596[23:50:11] <Cypher121> but basically
each blocks is an IInventory of a corresponding shelf, of which
there are 3
L1597[23:50:40] <Cypher121> except the
bottom which is either nothing or a top shelf of a shelving unit
below
L1598[23:51:21] ***
mrkirby153 is now known as kirby|gone
L1599[23:51:44]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L1600[23:51:54] <Drullkus>
...interesting
L1601[23:53:59]
⇦ Quits: DemoXin (~DemoXin@224.sub-70-210-55.myvzw.com)
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