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L1[00:01:50] <killjoy> Zaggy1024, does minetweaker do that?
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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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L60[03:46:52] <fry> alex_6611: https://www.opengl.org/wiki/Transparency_Sorting
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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L129[04:21:49] <unascribed> https://unascribed.com/i/dd61f52e.png
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
L214[07:04:26] <kashike> MalkContent: http://modlist.mcf.li/version/1.8
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
L230[07:37:57] <kashike> http://foxglovesecurity.com/2015/11/06/what-do-weblogic-websphere-jboss-jenkins-opennms-and-your-application-have-in-common-this-vulnerability/#jenkins
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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
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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?
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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
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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
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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
L324[10:37:36] <HassanS6000> http://www.minecraftforge.net/wiki/Basic_Tile_Entity
L325[10:37:43] <HassanS6000> http://www.minecraftforge.net/wiki/Tile_Entities
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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?
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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
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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
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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
L410[10:57:46] <unascribed> https://github.com/EsotericSoftware/reflectasm
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
L414[11:02:02] <Pennyw95> Can you help me (with BlockPos)? http://pastebin.com/ybrQxihA
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L420[11:26:14] <alex_6611> haha, i have bested you broken vanilla code!
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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
L424[11:29:22] <Mierzen> Lol soz, here it is http://paste.ee/p/2l5RS#tDfUtRpBhAVEDtgLAgEU6MKVQDcxhtPQ
L425[11:29:43] <alex_6611> you know what's awesome
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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
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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?
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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?
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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
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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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L464[12:30:38] <Pennyw95> Hi, how can I solve this problem using forge's blockstate json format? http://pastebin.com/W7TPZmXJ
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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
L495[12:51:06] <Pennyw95> so, in my case....given this img, I should make the sides of the multiblock submodels, correct? http://i.imgur.com/MmMj9zg.png
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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
L542[13:42:28] <Pennyw95> http://i.imgur.com/MmMj9zg.png
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...
L548[13:43:19] <Pennyw95> something like this? http://pastebin.com/W7TPZmXJ
L549[13:43:43] <Zaggy1024> http://i.imgur.com/pYwxfXd.png
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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L659[14:55:01] <Cypher121> http://pastebin.com/Hgb4xrKb what the hell?
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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L689[15:44:13] <Soni> oh
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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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L715[16:53:38] <williewillus> MattDahEpic: this should give a good idea what to set it at http://minecraft.gamepedia.com/Blast_resistance#Blast_resistance
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
L726[17:05:14] <Mimiru> http://git.io/v80KU
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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
L752[17:28:02] <Mimiru> http://git.io/v80MG
L753[17:28:07] <Mimiru> http://git.io/v80Mc
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
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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
L821[18:16:01] <MattDahEpic> http://ftbwiki.org/Deep_Storage_Unit
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
L854[18:24:23] <MrGrouch> Does anyone have any ideas about http://puu.sh/leB15/4d805e0776.jpg ?
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
L866[18:27:10] <MrGrouch> fry|sleep: Is this what you mean http://puu.sh/leBaR/417107fb55.png ?
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
L889[18:33:11] <MrGrouch> Since I am here: How would I make part of a model transparent like this http://media.moddb.com/images/articles/1/146/145060/Green_Tiberium_by_taiki676.jpg ?
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
L891[18:33:39] <Cypher121> and apparently here's the culprit: https://github.com/LambdaInnovation/LambdaLib/blob/master/src/main/java/cn/annoreg/asm/RegistryTransformer.java#L57
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
L919[18:58:06] <Unh0ly_Tigg> http://www.falloutcounter.com/
L920[18:58:08] <Zaggy1024> ugh, no way to stop entity interaction
L921[18:58:28] <MattDahEpic> http://fo4countdown.com/
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!
L936[19:15:03] <illyohs> tntristan12, http://docs.oracle.com/javase/tutorial/java/
L937[19:15:17] <illyohs> there you go thats a great place to get started
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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> ^
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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?
L952[19:22:33] <tterrag> http://coros.us/mods/zombieawareness
L953[19:23:07] <tntristan12> ...
L954[19:23:20] <tntristan12> that would be the thing I spent the last three days looking for
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L956[19:23:44] <tntristan12> I'll take a look at it
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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,
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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
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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"
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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*
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L1123[20:50:07] <killjoy> Someone build this. https://www.youtube.com/watch?v=b8HO6hba9ZE
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
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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
L1133[21:02:09] <MattDahEpic> killjoy, thats going on my "wierd corner of the internet" playlist, as is this https://www.youtube.com/watch?v=IFfLCuHSZ-U
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?
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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
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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
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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
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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
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L1186[21:31:20] <MattDahEpic> i dont think https://github.com/MattDahEpic/BulkestStorage/blob/master/build.gradle is wrong
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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?
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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
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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
L1223[21:42:00] <killjoy> https://github.com/SpongePowered/SpongeAPI/pull/526
L1224[21:42:07] <bspkrs> https://github.com/clone1018/Shocky/commit/bbdef2859b2bce381aa776398baa4cd37e477545
L1225[21:42:30] <MattDahEpic> its tagged major feature lel
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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
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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.
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L1245[21:47:43] <MattDahEpic> oh my god thats tooooo good
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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
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L1255[21:51:48] <MattDahEpic> why does my tileentity require getCommandSenderName from IWorldNameable? after the mappings update?
L1256[21:52:05] <kashike> https://github.com/SpongeHistory/SpongeAPI-History/commits/hotfix/instance-checks?page=16
L1257[21:52:08] <kashike> easter egg is there ;)
L1258[21:53:03] <Zaggy1024> http://i.imgur.com/8H1jQFt.png
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
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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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L1272[22:01:25] <Zaggy1024> http://i.imgur.com/8ALEi9E.png :)
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
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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
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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
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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
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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
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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:
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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
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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%
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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
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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
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L1388[22:39:09] <killjoy> javascript http://i.imgur.com/mV9bFz7.gif
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/
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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
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L1402[22:51:13] <Zaggy1024> wow, apparently Enum.compareTo throws the most unhelpful ClassCastException on the planet
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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
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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
L1425[23:09:47] <Cypher121> http://commadot.com/wp-content/uploads/2009/02/wtf.png
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
L1442[23:12:54] <Cypher121> http://trendingcurrentevents.com/wp-content/uploads/2014/10/Bill-Gates-Count-to-10-Windows-Meme.jpg
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
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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
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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?!
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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
L1508[23:24:58] <Drullkus> https://twitter.com/Drullkus/status/662551895362269184
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
L1519[23:27:19] <Cypher121> https://gist.github.com/Cypher121/bd4c547e70b851b54701
L1520[23:27:23] <Drullkus> https://github.com/Drullkus/Shizzel
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 seconds)
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] ⇨ Joins: SnowDapples (~powered@p5794D7F7.dip0.t-ipconnect.de)
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
L1586[23:45:23] ⇦ Quits: Goof (Mibbit@1.124.49.112) (Quit: http://www.mibbit.com ajax IRC Client)
L1587[23:47:09] <Cypher121> Drullkus: http://imgur.com/a/tsbXl
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] ⇦ Quits: Brokkoli (~Brokkoli@x55b02bf6.dyn.telefonica.de) (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) ()
L1602[23:55:27] ⇨ Joins: DemoXin (~DemoXin@224.sub-70-210-55.myvzw.com)
L1603[23:56:19] ⇦ Quits: Mitchellbrine (uid38456@id-38456.tooting.irccloud.com) (Quit: Connection closed for inactivity)
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