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L33[00:58:41] <GeoDoX> Is WorldTickEvent reliable for ticking only 20 times per seconds?
L34[00:59:33] <unascribed> for all intents and purposes, yes
L35[01:00:00] <unascribed> if the game falls behind due to lag it may run a bunch of ticks at once to catch up
L36[01:00:22] <GeoDoX> I'm trying to calculate time passed and using that to increment a variable and convert it to days, hours, mins and seconds and its increment what seems like more than 20 times per second
L37[01:00:56] <unascribed> well, for actual time you should probably use System.currentTimeMillis
L38[01:01:09] <unascribed> the game ticks are just meant to be a regular execution for updating the game state
L39[01:03:30] <gigaherz> GeoDoX: you can't trust WorldTickEven to be clock-accurate, but the whole game presumes that it's running at exactly 20 ticks per second
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L41[01:03:49] <gigaherz> this value CAN be changed, to make the game run faster/slower, but this would also accelerate the ingame time itself
L42[01:04:10] <GeoDoX> I'm basically using it to calculate in game time
L43[01:04:18] <GeoDoX> How long you've been in the game for
L44[01:04:36] <gigaherz> so you may want to remember the time the user logged in
L45[01:04:41] <gigaherz> and compare it with the current time
L46[01:05:36] <gigaherz> the only downside about that is the case where the user could have hibernated the computer and left it runnign for days without actually playing ;P
L47[01:06:09] <unascribed> is there a good way to draw a simple overlay over a block item in the inventory without manually rendering the block in an IItemRenderer?
L48[01:06:44] <unascribed> I have the INVENTORY_BLOCK helper active but it doesn't seem to do anything
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L51[01:08:17] <GeoDoX> Doesn't matter so much about that gigaherz, just if the player is in the game :)
L52[01:08:37] <GeoDoX> So technically I don't need any events whatsoever?
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L55[01:08:58] <gigaherz> probably not
L56[01:08:59] <GeoDoX> What about calculating the TotalWorldTime?
L57[01:08:59] <gigaherz> well
L58[01:09:13] <gigaherz> the event to detect when the player logs into a world
L59[01:09:13] <gigaherz> ;P
L60[01:09:25] <GeoDoX> Well, yeah, I suppose :P
L61[01:09:38] <GeoDoX> If you wanna see current code, just let me know
L62[01:09:44] <GeoDoX> I don't mind sharing
L63[01:09:46] <gigaherz> also keep in mind that switching dimensions == switching worlds, you basically "disconnect" from the other dimension, and a whole new Player is spawned in the new one
L64[01:10:23] <gigaherz> so don't rely on events that trigger when a world changes ;P
L65[01:10:24] <GeoDoX> Isn't the data still stored when using the NBT Tags?
L66[01:10:49] <GeoDoX> I'm saving and loading when the LogIn and LogOut events are fired
L67[01:11:05] <gigaherz> oh
L68[01:11:13] <gigaherz> then yeah, if you accumulate the previous value, that's ok;P
L69[01:11:44] <GeoDoX> Alright, how would you calculate the total world time then using World.getTotalWorldTime?
L70[01:12:22] <GeoDoX> this is my ticks to time method
L71[01:12:23] <GeoDoX> http://hastebin.com/xogixefufe.cpp
L72[01:13:00] <gigaherz> I wouldn't use World.getTotalWorldTime either, that still counts in ticks
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L75[01:14:44] <GeoDoX> I don't mind using ticks, since it averages at about 20 ticks per second and only more if it fell behind
L76[01:15:06] <GeoDoX> Which is good then :P
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L84[01:28:36] <GeoDoX> whats the code to set a specific player in the dev environment?
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L87[01:30:45] <Cypher|Aiur> they killed Zeratul T_T
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L90[01:33:34] <GeoDoX> gigaherz, got the time working :) Don't think theres a problem with using ticks for TotalWorldTime
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L93[01:39:11] <SaxonaIan> Hello. :)
L94[01:41:12] ⇨ Joins: Emris (~Miranda@195.234.58.25)
L95[01:43:54] <SaxonaIan> Anyone willing to answer a total noob question? I'm following the Basic Modding tutorial, and I just finished installing the Forge Development Environment (without any reported errors), and it mentions that I should be seeing the Minecraft source code in the src package folder, but the only thing that's there is the example mod. Is there a common mistake I made, or do I need to install the minecraft files to the development
L96[01:44:13] <SaxonaIan> I'm using Eclipse ^
L97[01:48:42] <GeoDoX> did you use the argument "setupDecompWorkspace" when running gradlew?
L98[01:48:52] <SaxonaIan> Yes.
L99[01:48:59] <killjoy> I've seemed to have programmed myself into a corner
L100[01:49:06] <GeoDoX> Hmm, not sure. I use IntelliJ
L101[01:49:33] <SaxonaIan> Hmmmm.
L102[01:49:58] <killjoy> I somehow reintroduced a bug I just fixed
L103[01:50:11] <killjoy> Among others
L104[01:50:11] <SaxonaIan> I'd prefer to use Eclipse, since that's what I'm using for my Computer Science class lol. Otherwise I would just switch right now
L105[01:52:25] <SaxonaIan> I must have done something wrong.
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L107[01:54:23] <SaxonaIan> GeoDoX do you remember how you set up your development environment? You unzipped the forge src and ran the gradlews for the forge DE and your compiler. Was there anything else you did to set up your development environment?
L108[01:54:46] <GeoDoX> did you run "eclipse" arg?
L109[01:54:50] <SaxonaIan> yes
L110[01:55:07] <GeoDoX> then no, I just imported the project and everything was there
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L112[01:55:29] <GeoDoX> Anyone interested in trying out my mod?
L113[01:56:00] <SaxonaIan> Hmm, maybe I'll try running it again
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L115[01:56:30] <GeoDoX> It's basically the /played from WoW
L116[01:56:56] <GeoDoX> Tells you details about how long you've been in the server
L117[01:57:29] <GeoDoX> and current play session time (the time since you logged out)
L118[01:59:40] <gigaherz> make it calculate the "time this level" and "estimated time for next level" also :D
L119[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151110 mappings to Forge Maven.
L120[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151110-1.8.zip (mappings = "snapshot_20151110" in build.gradle).
L121[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/
L122[02:00:43] <GeoDoX> Should FML Event Bus register calls be done in PreInit or Init?
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L124[02:01:09] <gigaherz> if in doubt, use preInit
L125[02:01:17] <gigaherz> if it crashes, then move to init ,P
L126[02:01:22] <GeoDoX> gigaherz, good idea, not sure about estimating time to next level
L127[02:02:06] <GeoDoX> My mod isn't showing up in the mods list outside of the dev environment?
L128[02:02:21] <GeoDoX> I did build it and copy the jar to the right folder
L129[02:02:26] <gigaherz> (time remaining this level) = (time this level)*(exp remaining this level)/(exp got this level so far)
L130[02:02:40] <GeoDoX> and I setup the build.gradle file for my mod
L131[02:04:57] <GeoDoX> Is it possible that a 1.8 mod wouldnt work in 1.7.10?
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L133[02:05:52] <unascribed> it's not only possible, it's guaranteed!™
L134[02:06:05] <McJty> GeoDoX, they are totally not compatible
L135[02:06:27] <GeoDoX> Hmm, I thought it only wouldn't work if something used in the mod was changed?
L136[02:06:43] <McJty> GeoDoX, which is practically everything
L137[02:06:53] <McJty> GeoDoX, 1.7 -> 1.8 is a big change in Minecraft
L138[02:07:18] <GeoDoX> Alright :) /me is just getting back into modding
L139[02:08:17] <GeoDoX> What websites do you guys prefer for uploading mods?
L140[02:08:23] <unascribed> is there a simple way to make it possible for your item to be enchanted with Unbreaking?
L141[02:08:37] <McJty> GeoDoX, curse.com is popular. That's where I upload mine
L142[02:09:03] <GeoDoX> McJty, do they get noticed easily?
L143[02:09:12] <McJty> GeoDoX, noticed easily? What do you mean?
L144[02:09:36] <GeoDoX> Do many people download them?
L145[02:09:45] <McJty> GeoDoX, that doesn't really depend on where it is hosted
L146[02:09:54] <McJty> More on how good it is and where/how you announce it
L147[02:10:15] <GeoDoX> Depends on the traffic of the site, more traffic, more chance of it getting seen
L148[02:10:54] <McJty> There are many channels where you can publish information on your mod
L149[02:11:01] <GeoDoX> Anyway, does curse host it? or does it link to another site?
L150[02:11:09] <McJty> Curse actually hosts it
L151[02:11:27] <GeoDoX> (can I generate profit using adf.ly or something?)
L152[02:11:48] <MrGrouch> github
L153[02:11:51] <McJty> With curse you can get enrolled in the rewards program
L154[02:11:57] <McJty> So you get points for downloads of your mod
L155[02:12:04] <MrGrouch> Because I don't need to pay a cent or force people to have to deal with ads :)
L156[02:12:15] <McJty> You can trade these points for paypal USD or for amazon gift cards
L157[02:12:20] <McJty> And also steam
L158[02:12:28] <McJty> But don't expect to get rich that way :-)
L159[02:14:40] <GeoDoX> Nawh, just a little something
L160[02:16:27] <GeoDoX> McJty, what license do you usually release under?
L161[02:16:35] <McJty> I use MIT
L162[02:16:48] <GeoDoX> Care for a basic explaination?
L163[02:17:06] <McJty> Actually no idea. I'm not a lawyer and I hate that stuff.
L164[02:17:12] <McJty> But I picked it because it is popular :-)
L165[02:17:38] <unascribed> https://tldrlegal.com/license/mit-license
L166[02:18:06] <GeoDoX> Anyone second that?
L167[02:20:04] <gigaherz> I like MIT/BSD,
L168[02:20:08] <gigaherz> but some people dislike them
L169[02:20:16] <gigaherz> basically, the idea is
L170[02:20:26] <gigaherz> MIT/BSD allow others to use your code in non-opensource software
L171[02:20:28] <gigaherz> GPL does not
L172[02:20:40] <gigaherz> so it's up to personal choice.
L173[02:21:15] <GeoDoX> I'll stick with MIT I guess :P
L174[02:22:23] <gigaherz> both MIT and BSD have quite short texts, you don't need to be a lawyer to understand what they intend
L175[02:22:49] <gigaherz> (you do need to be a lawyer to figure out any side-effects of the wording, but others will have taken care of that over the years)
L176[02:23:16] <GeoDoX> Curse tells you what the license says :)
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L178[02:23:47] <GeoDoX> how do you set a specific player in the dev environment?
L179[02:23:48] <gigaherz> yeah but even if it didn't, they are short and to the point ;P
L180[02:23:58] <unascribed> set the --username and --uuid arguments
L181[02:24:03] <gigaherz> you'd have to edit the commandline arguments
L182[02:24:23] <GeoDoX> awesome, just needed to know what the args were :)
L183[02:24:38] <unascribed> I'm probably missing something obvious, but I'm trying to make my item enchantable with Unbreaking
L184[02:24:44] <unascribed> I've overridden getItemEnchantability and isDamageable
L185[02:24:50] <unascribed> doesn't even make the table light up
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L187[02:25:35] <gigaherz> is it ItemTool?
L188[02:25:38] <unascribed> no
L189[02:25:46] <gigaherz> then I think it won't even TRY to look it up
L190[02:25:49] <unascribed> -.-
L191[02:26:00] <gigaherz> hmm
L192[02:26:00] <unascribed> I should expect no less from Minecraft
L193[02:26:05] <gigaherz> is this enchanting table or anvil?
L194[02:26:08] <unascribed> table
L195[02:26:19] <gigaherz> yeah look at the shears, you can only enchant them in the anvil.
L196[02:27:02] <gigaherz> (by design)
L197[02:27:12] <unascribed> guess these will be book only then
L198[02:28:44] <GeoDoX> Does PlayerLogin and PlayerLogOut get fired when the game opens or closes respectively? or when the player joins the game and quits the game (the world)?
L199[02:29:05] <gigaherz> no idea, check where they are triggered? ;P
L200[02:29:42] <GeoDoX> How do you do that :P
L201[02:29:47] <GeoDoX> In the declaration?
L202[02:29:52] <GeoDoX> There's no comment
L203[02:30:00] <gigaherz> nah events use a certain class as their type argument
L204[02:30:11] <gigaherz> check which method creates an instance of that class
L205[02:30:18] <gigaherz> ;P
L206[02:30:31] <GeoDoX> Ahh okay, sec
L207[02:30:35] <gigaherz> then flollow from there
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L210[02:32:48] <GeoDoX> Waaaay too deep into FML Files
L211[02:33:07] <GeoDoX> Can't find it, something with Handshakes was as far as I got
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L214[02:35:39] <McJty> GeoDoX, you can also put a System.out.println() there and watch your console
L215[02:36:00] <GeoDoX> It's not storing the total play time in the player, is there something other than setting an NBT Tag in the player, like saving, that I need to do?
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L217[02:36:58] <GeoDoX> nvm, I forgot I temporarily changed it to save 0
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L219[02:54:36] <GeoDoX> http://minecraft.curseforge.com/projects/slashplayed as soon as it gets approved.
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L229[03:39:57] <iceman11a> or some strange reason I keep getting a crash on my client. I never had this crash before. It seems to be getting bad, Can some one tell me what a Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
L230[03:41:11] <iceman11a> I did some research and I fount that if I cchange the fboEnable:true to fboEnable:false. This should fix the problem
L231[03:41:18] <iceman11a> How ever it doesn't.
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L239[04:30:13] <Wuppy> does anybody here know Pingu?
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L241[04:34:00] <MrGrouch> yes
L242[04:34:26] <Wuppy> I'm going to a pingu themed party tnoight :P
L243[04:35:47] <MrGrouch> https://www.youtube.com/watch?v=u7CzGAj_gCw :<
L244[04:36:22] <Wuppy> ugh
L245[04:36:28] <MrGrouch> I am not sorry
L246[04:37:46] <Wuppy> tonight pingu will be covered in beer :D
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L348[10:12:08] <karlthepagan> looks like worldtype is the easiest way to instantiate a custom world
L349[10:12:54] <karlthepagan> but since there are only 16 id's available... I will just re-use overworld and customize the world as I teleport into it :P
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L351[10:14:33] <karlthepagan> basically adding another dimension to hold my miniturized circuits, and only allow interactions based on porting into that dim
L352[10:14:43] <karlthepagan> simpler than littleblocks for now
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L386[11:42:50] <karlthepagan> !ideafix
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L425[13:28:12] <danielhuisman_> Just wondering is there any way to get the 1.8.8 mappings (which I guess aren't public yet?)
L426[13:28:29] <danielhuisman_> Or is MCP responsible for those
L427[13:35:38] <Zaggy2048> are there any 1.8.8 mappings yet?
L428[13:35:52] *** Zaggy2048 is now known as Zaggy1024
L429[13:36:08] <danielhuisman_> cpw and fry are working on Forge 1.8.8 on the noci-1.8.8 branch
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L431[13:38:50] <progwml6> there are 1.8.8 mappings and they are not yet public
L432[13:38:51] <gigaherz> Zaggy1024: the work upgrading the mappings to 1.8.8 is massive
L433[13:38:53] <gigaherz> give them time ;p
L434[13:40:26] <Zaggy1024> I am
L435[13:40:33] <Zaggy1024> I assumed there wouldn't be mappings for a while
L436[13:44:57] <gigaherz> oh yeah
L437[13:45:02] <gigaherz> the message was meant for danielhuisman_ ;P
L438[13:45:04] <gigaherz> sorry
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L443[14:09:37] <Poppy> is there an easy way to find out if my block's being generated as opposed to be set or placed in the world?
L444[14:09:50] <diesieben07> no
L445[14:09:55] <Poppy> gosh darn it
L446[14:17:46] <Lumien> I mean IN THEORY you could override onBlockAdded and check the stack trace :P
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L449[14:18:23] <fry> or, you know, have 2 different blocks (or just blockstates :P)
L450[14:20:36] <alex_6611> fry, remember when you told me that i shouldn't bother about transparence sorting for my renders?
L451[14:20:50] <alex_6611> i actually got an acceptable solution in place
L452[14:20:56] <fry> I didn't say you shouldn't bother :P
L453[14:21:09] <fry> I said you need to be careful and think about it :P
L454[14:21:29] <alex_6611> basically i dug into the vanilla code which fixed it for ice and water, and stuff like that
L455[14:21:59] <alex_6611> basically it was sorting the order in which blocks were rendered, but that wasn't applied to TESRs
L456[14:22:12] <alex_6611> and I do exactly that
L457[14:22:53] <fry> strange that TESRs weren't sorted
L458[14:22:53] <alex_6611> just noticed that i said "basically" twice :P
L459[14:24:00] <alex_6611> i haven't done any extensive preformance testing, but the function (called on RenderWorldEvent.Pre) takes ~50-100 microseconds
L460[14:24:21] <alex_6611> might be even faster if i replace the reflection i do with an AT
L461[14:25:51] <Zaggy1024> i want to know if it is :P
L462[14:26:04] <Zaggy1024> I haven't done any testing to see what kind of difference it makes
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L464[14:26:40] <alex_6611> i will test it some time, for now i'm happy that my machines look cool
L465[14:26:51] <fry> alex_6611: can you point me to the code that does sorting for the normal blocks? I wasn't able to find it, only found chunk sorting :P
L466[14:26:52] <Zaggy1024> haha okay
L467[14:27:27] <fry> also, if you have overlapping translucent stuff inside 1 block, you need to sort that too :P
L468[14:27:41] <alex_6611> i'm not sure what *exactly* it is, but i found roughly how it works, maybe i'll finmd the exact thing
L469[14:27:51] <alex_6611> yea, the in-block order is working
L470[14:28:03] <alex_6611> actually, i had to do wome funny business there as well
L471[14:28:29] <alex_6611> because i render particles inside a translucent case
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L475[14:33:59] <alex_6611> well, i'm actually not sure what does the exact block-by-block sorting, mainly because i don't fully understand how the whole division into WorldRenderers works...
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L477[14:34:14] <fry> heh
L478[14:34:20] <alex_6611> but it works somehow
L479[14:34:34] <alex_6611> probably the same way that worldrenderers are sorted
L480[14:34:42] <alex_6611> and that's how i do my sorting
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L482[14:35:00] <cpw> Zaggy1024, gigaherz yes, there are 1.8.8 mappings
L483[14:35:04] <cpw> no they're not very different
L484[14:35:24] <cpw> the slowness has been in fixing fernflower to decompile lvts and generics properly
L485[14:35:46] <fry> worldrenderers are per-chunk, and all in-chunk iterations I've found are simple linear ones, can't find anything actually sorting transparent blocks inside the chunk
L486[14:35:47] <cpw> that's also why it's longer than normal to update forge - the generics are busting all of our patches (in a good way)
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L488[14:36:16] <alex_6611> yea, but something has to do it...
L489[14:36:27] <cpw> fry, there is sorting in the worldrenderer
L490[14:36:34] <cpw> or, at least, there was
L491[14:36:35] <heldplayer> fry: aren't thet also split up in the Y direction?
L492[14:36:52] <fry> they are
L493[14:37:02] <heldplayer> The sorting is done in the Tesselator I think
L494[14:37:03] <fry> "chunk" in the rendering context means 16x16x16 :P
L495[14:38:15] <fry> ah, here we go, WorldRenderer.func_181674_a
L496[14:39:09] <alex_6611> i don't see any deobf names on my side, only actual ones :D
L497[14:39:26] <alex_6611> maybe it's because i'm on 1.7?
L498[14:39:49] <fry> it's Tessellator in 1.7, yes
L499[14:40:00] <heldplayer> I'm not sure it's sorted in 1.7
L500[14:40:09] <heldplayer> Actually, yes it is
L501[14:40:12] <alex_6611> :D
L502[14:42:10] <alex_6611> i guess...
L503[14:42:13] <alex_6611> hmm
L504[14:43:00] <alex_6611> because all i can see in worldrenderer is just a loop for x,y,z going through blocks in coordinate order and rendering them
L505[14:43:12] <alex_6611> but translucent blocks should be rendered differently
L506[14:43:17] <alex_6611> after everything else...
L507[14:45:02] <Zaggy1024> yay generics busting things in a good way :P
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L514[14:51:27] <minecreatr> is there any way for me to manually set a place for the resource manager to look for resources?
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L516[14:54:39] <heldplayer> Reminds me, I vote for keeping the snowmen! :P
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L519[15:03:37] <diesieben07> minecreatr, make a new IResourcePack (you can use one of the predefined ones if you follow the standard layout) and put it into Minecraft#defaultResourcePacks (you will need reflection)
L520[15:04:02] <minecreatr> or, couldn't I implement a custom IResourceMananger diesieben07
L521[15:04:24] <minecreatr> it seems that the main resourcemanager has a list of sub managers
L522[15:06:53] <diesieben07> No not really
L523[15:07:25] <diesieben07> why is an IResourcePack not enough?
L524[15:07:41] <minecreatr> no, just seems like a mananger might be better
L525[15:07:47] <minecreatr> dont know :P
L526[15:08:09] <Lumien> http://pastebin.com/RUSXQEgB
L527[15:08:26] <Lumien> Example for a ResourcePack that makes resources of the folder "resources" in the main minecraft folder available
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L533[15:23:18] <minecreatr> is there an event for when an entity is rendered?
L534[15:23:46] <Lumien> RenderLivingEvent
L535[15:24:18] <minecreatr> what about non living entities rendering, like items?
L536[15:26:28] <Lumien> Don't think so
L537[15:33:38] <heldplayer> Make a PR, or bug fry to add hooks :>
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L539[15:34:17] <MattDahEpic> !latest
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L541[15:38:07] <killjoy> I forget. Should JAVA_HOME point to the jdk or jre?
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L544[15:40:19] <minecreatr> whats RenderLivingEvent.Special for?
L545[15:42:06] <gigaherz> special stuff ;P (no idea)
L546[15:42:12] <Lumien> i think thats the name tag
L547[15:42:19] <Lumien> not sure whether its also fired for other stuff
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L549[15:42:47] <gigaherz> killjoy: mine's set to the jdk
L550[15:43:14] <gigaherz> I use this to setup the froge env ;P https://github.com/gigaherz/ElementsOfPower/blob/master/setup-dependencies.cmd
L551[15:43:18] <killjoy> I ask because I accidentally added a _ in the folder name, so I got to thinking about it.
L552[15:43:25] <killjoy> jdk_1.8.0_60
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L554[15:43:31] <killjoy> instead of jdk1.8.0_60
L555[15:43:35] <gigaherz> lol
L556[15:43:53] <gigaherz> well I dont' knwo what it's SUPPOSED to point to, but setting it to the JDK works here ;P
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L560[15:49:35] <mort_> hi
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L562[15:50:53] <mort_> I'm trying to get started with minecraft modding, but can't find any good resources - anything I find on minecraftforge.net/wiki/ is for old versions of minecraft, and I have trouble getting them to work. Does anyone know of any good resources?
L563[15:52:35] <smbarbour> There are several pretty good tutorials out there. It helps if you have a reasonable grasp of programming in general and Java in particular.
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L565[15:53:25] <mort_> I have programmed a lot in other languages, and a decent amount in java, and have made a couple of bukkit plugins
L566[15:53:37] <mort_> Would you mind sharing some of those good tutorials?
L567[15:53:46] <gigaherz> a lot of the information on the older tutorials for 1.7 still applies
L568[15:53:57] <gigaherz> but other stuff doesn't apply directly
L569[15:54:24] <gigaherz> there is an ongoing effort to provide official documentation for Forge
L570[15:54:24] <gigaherz> http://mcforge.readthedocs.org/en/latest/
L571[15:54:29] <smbarbour> https://www.youtube.com/watch?v=e6v5egIkThk&list=PLQPiZYWovwmnZlgvbHCbz6TefIgeEiVcj is a good place to start as well
L572[15:54:32] <gigaherz> it's still incomplete, but it provides some insights
L573[15:54:34] <mort_> http://www.minecraftforge.net/wiki/Your_first_block I found that and some other similar tutorials, but that's for 1.6
L574[15:54:53] <gigaherz> mort_: keep in mind that we assume modders know Java
L575[15:55:11] <mort_> that's okay, I know java
L576[15:55:23] <gigaherz> okay good
L577[15:55:49] <mort_> smbarbour: I know of that series, and it's pretty good, but I prefer text
L578[15:56:14] <gigaherz> http://www.wuppy29.com/minecraft/modding-tutorials/forge-modding-1-8/
L579[15:56:27] <gigaherz> I haven't seen the tutorials
L580[15:56:35] <gigaherz> but wuppy is a regular here ;P
L581[15:56:55] <mort_> alright, I'll check out both the readthedocs page and then wuppy page then
L582[15:57:01] <mort_> thanks
L583[15:57:02] <smbarbour> I learn best by example myself, so most of my modding knowledge has come from seeing the code of other mods.
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L585[15:58:58] <gigaherz> I looked at some tutorials back when I got started, but I'm used to being self-taught so I spent more time verifying the tutorials than actually copypasting them
L586[15:59:02] <gigaherz> which is how they are meant to be used
L587[15:59:24] <gigaherz> one thing that many tutorials lack
L588[15:59:27] <gigaherz> is explaining the WHY
L589[15:59:55] <gigaherz> HOW is easy: just copypaste and customize, anyone can do that (well, if only that was true...)
L590[16:00:11] <gigaherz> butthe why is what you learn from, or at least what I do
L591[16:00:13] <mort_> I agree; I certainly don't copy/paste tutorial code, but I like seeing examples of how to do things in a simpler context than a complete mod to understand how it works.
L592[16:00:20] <gigaherz> yeah
L593[16:01:12] <smbarbour> Basic concepts: If a block does anything more than look pretty, it'll generally have a TileEntity associated with it.
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L605[16:29:43] <killjoy> It really is true what they say about fixing bugs
L606[16:30:07] <killjoy> Except for me, it wasn't a bug but a change of a feature
L607[16:30:34] <killjoy> I forgot about a special implementation and I deleted it.
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L610[16:35:58] <gabizou> Anyone know of forge mods that are 1.8 that add custom villagers?
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L612[16:36:33] <killjoy> Has TiC been updated?
L613[16:36:57] <gabizou> TiC?
L614[16:37:03] <killjoy> Tinkers' Construct
L615[16:37:19] <gabizou> I don't think it's been released yet.
L616[16:37:58] <gigaherz> nope killjoy, it's being rewritten iirc?
L617[16:38:31] <gabizou> that's what I heard as well
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L619[16:38:53] <Zaggy1024> rewritten to utilize the new model system, or avoid it? >.>
L620[16:39:19] <gabizou> the new rendering system more likely.
L621[16:39:33] <fry> utilize, Zaggy1024 :P
L622[16:39:57] <gigaherz> Zaggy1024: you don't rewrite stuff for 1.8 if you want to AVOID change
L623[16:39:59] <Zaggy1024> I wonder how, though
L624[16:40:01] <gigaherz> you write wrappers and hacks
L625[16:40:04] <gigaherz> in order to avoidrewrites
L626[16:40:04] <gigaherz> ;P
L627[16:40:12] <Zaggy1024> I suppose
L628[16:40:24] <Zaggy1024> yeah
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L630[16:40:28] <gigaherz> so
L631[16:40:34] <gigaherz> the change may simply be the model system
L632[16:40:38] <gigaherz> or it may be a complete reimagining
L633[16:40:41] <gigaherz> regardless
L634[16:40:43] <gigaherz> no 1.8 so far
L635[16:41:19] <gabizou> I know that Thaumcraft 5 hasn't added back villagers yet.
L636[16:41:30] <gabizou> and mystcraft isn't updated yet either :.
L637[16:41:32] <gabizou> :/*
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L640[16:44:18] <gigaherz> gabizou: the ball is rolling
L641[16:44:24] <gigaherz> it's just not quite rolled enough yet
L642[16:44:24] <gigaherz> XD
L643[16:44:30] <gabizou> rolling on what?
L644[16:45:01] <gigaherz> "getting the ball rolling" is a phrase that refers to getting people interested
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L646[16:45:09] <gigaherz> so that those people will attract even more
L647[16:45:19] <gigaherz> what I mean is
L648[16:45:21] <gabizou> in upgrading to 1.8?
L649[16:45:26] <gigaherz> some of the big names are upgrading to 1.8
L650[16:45:30] <gabizou> about time
L651[16:45:32] <gigaherz> it's just a matter of time until most have
L652[16:45:45] <gigaherz> but quite a lot of them are waiting for 1.8.8
L653[16:45:53] <gabizou> yeah, that I can understand
L654[16:45:58] <gigaherz> or at least not releasing the 1.8.0 until 1.8.8 is done
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L660[17:02:54] <gigaherz> http://www.curse.com/mc-mods/minecraft/redstone-paste
L661[17:02:57] <gigaherz> this mod looks interesting
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L663[17:08:22] <Zaggy1024> nice
L664[17:08:25] <Zaggy1024> I like its simplicity
L665[17:09:05] <Zaggy1024> looks like it's got a 32x32 texture for the paste though, which bugs me
L666[17:12:29] <Zaggy1024> curse let someone paste a crash report in the comments with no overflow :|
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L671[17:18:26] <killjoy> I found a mod where the author felt it necessary to say in the description "Does not require iChunUtil"
L672[17:19:05] <gigaherz> XD
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L677[17:26:55] <Zaggy1024> wut
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L681[17:35:57] <Mimiru> A few of iChuns mods say that, because they don't, and lots of people assume they do. :P
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L688[17:42:05] <Bunsan> Anyone had luck downloading 1558? It just keeps sending me to the adfoc.us main site after a delay.
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L692[17:43:19] <Mimiru> Bunsan, http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1558-1.7.10/forge-1.7.10-10.13.4.1558-1.7.10-installer.jar this link seems to work
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L694[17:44:07] <Bunsan> I was needing universal
L695[17:44:20] <MrGrouch> It contains universal
L696[17:44:24] <Mimiru> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1558-1.7.10/forge-1.7.10-10.13.4.1558-1.7.10-universal.jar
L697[17:44:36] <MrGrouch> Open it up with winrar and extract the universal jar :P
L698[17:44:37] <Mimiru> The download page has direct links.. you just have to find them
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L701[17:45:38] <Bunsan> thanks. Still not getting there from forge site, must be something odd on my end
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L705[17:53:58] <KittenTheEpic> Finally
L706[17:54:06] <KittenTheEpic> I had to install hexchat to get on here :(
L707[17:54:30] <KittenTheEpic> How would I give a client a music file to play in a mod?
L708[17:55:27] <KittenTheEpic> or maybe stream it?
L709[17:56:38] <diesieben07> when do you want to play it?
L710[17:56:55] <KittenTheEpic> Just as long as the client says it will play it
L711[17:57:06] <diesieben07> ehm... what.
L712[17:57:33] <KittenTheEpic> Just whenever, as long as the client accepts the music in the first place
L713[17:57:50] <diesieben07> sooo...you want to add an additional music song?
L714[17:58:01] <KittenTheEpic> No
L715[17:58:14] <KittenTheEpic> A 'playlist' the server can send to the client to play
L716[17:58:54] <diesieben07> what does this playlist contain? files that are stored on the server?
L717[17:59:00] <diesieben07> files that are stored anywhere on the internet?
L718[17:59:06] <KittenTheEpic> probably number 1
L719[17:59:33] <diesieben07> that is possible, however probably a security risk
L720[17:59:38] <gigaherz> so wait
L721[17:59:41] <gigaherz> you don't carea bout the music
L722[17:59:44] <gigaherz> or the source
L723[17:59:51] <gigaherz> all you want is for the server to SEND something to a client
L724[17:59:57] <gigaherz> then you want to use a network packet.
L725[17:59:58] <gigaherz> XD
L726[18:00:00] <KittenTheEpic> specfically, a MUSIC file
L727[18:00:22] <gigaherz> but does it have to explicitly send the DATA from the file?
L728[18:00:32] <gigaherz> or can it send just a URL that the client can open?
L729[18:00:50] <gigaherz> the latter would be a much nicer solution
L730[18:01:00] <KittenTheEpic> Hmmm yea
L731[18:01:11] <KittenTheEpic> but what if you had the music on your server
L732[18:01:25] <gigaherz> yoiu can have an HTTP server in the same place as the minecraft server
L733[18:01:59] <gigaherz> or you could use a cloud service
L734[18:02:00] <gigaherz> or anything
L735[18:02:25] <gigaherz> so basically
L736[18:02:35] <gigaherz> http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L737[18:02:46] <gigaherz> this is the documentation on Forge's Simple Network Wrapper
L738[18:02:50] <KittenTheEpic> would it be possible to impliment a simple http serv- oh... i'll read that
L739[18:03:01] <gigaherz> you can declare a message packet
L740[18:03:11] <gigaherz> and send any data you need on it
L741[18:03:20] <gigaherz> a mod is Java
L742[18:03:32] <gigaherz> so you CAN use any httpserver library as you wish
L743[18:03:39] <gigaherz> just keep in mind
L744[18:03:45] <gigaherz> all the potential security risks involved
L745[18:04:35] <KittenTheEpic> without the additional http server w/out library
L746[18:04:42] <KittenTheEpic> would streaming the music be laggy?
L747[18:04:51] <diesieben07> if you do it properly, no.
L748[18:04:57] <gigaherz> no
L749[18:04:59] <gigaherz> well
L750[18:05:02] <diesieben07> but it would not really be streaming
L751[18:05:05] <gigaherz> depends on the number ofusers
L752[18:05:12] <diesieben07> the way that MC networking works is it cannot really stream
L753[18:05:15] <gigaherz> something like
L754[18:05:17] <gigaherz> 128kbps mp3
L755[18:05:21] <diesieben07> it only sends one packet at a time
L756[18:05:22] <gigaherz> as the name says
L757[18:05:27] <gigaherz> uses 128 kiloBITS per second
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L759[18:05:52] <KittenTheEpic> would it be better to, well, just, send the whole freaking music file at once?
L760[18:05:52] <gigaherz> that's a bit over 16KB/s rate used by each client that's receiving data
L761[18:06:10] <gigaherz> not necessarily
L762[18:06:11] <diesieben07> that is what you would do if you were to use the minecraft network packets
L763[18:06:27] <diesieben07> if you want to stream, you pretty much need a 2nd socket open, which is easiest with an HTTP server probably
L764[18:06:29] <gigaherz> the ideal situation would be twofold:
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L766[18:06:43] <gigaherz> 1. you send a few seconds at a time, to avoid initial lag if many players are receiving music
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L768[18:06:57] <gigaherz> 2. you save the data in the client
L769[18:07:06] <gigaherz> as a cache for later replaying
L770[18:07:23] <gigaherz> 3. if the client already has the data, it can load from cache, and avoid receiving it altogether
L771[18:07:39] <gigaherz> it's also the most complex option to implement
L772[18:07:40] <gigaherz> XD
L773[18:07:46] <gigaherz> download-once-and-play is the simplest
L774[18:08:13] <KittenTheEpic> I'll go with 1 or 2
L775[18:08:26] <KittenTheEpic> Maybe i'll add both, use one or the other
L776[18:08:32] <gigaherz> those weren't options
L777[18:08:39] <gigaherz> those were the 3 features that the "perfect" solution would implement
L778[18:08:40] <gigaherz> XD
L779[18:09:36] <KittenTheEpic> whats the simplest way to open up an HTTP server, or should I maybe open up a TCP server and send the file over that?
L780[18:10:02] <cobra> what was the status of cauldron (the server)?
L781[18:10:09] <cobra> wasn't that deprecated?
L782[18:10:25] <KittenTheEpic> use KCauldron
L783[18:10:52] <cobra> I'm not going to use anything, just got a weird bug report from a cauldron user
L784[18:11:12] <KittenTheEpic> tell them to use KCauldron instead :P
L785[18:11:16] <KittenTheEpic> well
L786[18:11:18] <KittenTheEpic> tell them to try it
L787[18:11:27] <KittenTheEpic> it fixes many bugs in the original cauldron
L788[18:12:25] <KittenTheEpic> also... should i use eclipse nano or intellj idea 15?
L789[18:12:45] <diesieben07> i recommend intellij, but in the end it is your decision
L790[18:12:55] <KittenTheEpic> i'll go with intellij
L791[18:13:01] <KittenTheEpic> I already have it installed ^_^
L792[18:13:09] <cobra> I switched to intellij, but do try both
L793[18:13:14] <diesieben07> read the tutorial on it in the forums
L794[18:13:24] <diesieben07> the setup process is not 100% straightforward
L795[18:13:52] <KittenTheEpic> O.0
L796[18:13:53] <cobra> idea is doing a lot of nice things like highlighting potential problems and has a nicer search
L797[18:14:00] <KittenTheEpic> I have repeated the song 'Nekozilla' 41 times
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L799[18:14:14] <cobra> also, configuring libraries is a bit nice in idea imho
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L801[18:14:48] <cobra> but be aware of some bugs, esp. when doing "gradle idea"
L802[18:15:13] <diesieben07> yeah dont do that
L803[18:15:51] <cobra> might miss some resources when debugging, might not correctly configure all source sets (happend to me with enderIO, that didn't compile in idea until manually configuring)
L804[18:16:17] <cobra> also missed build excludes
L805[18:16:33] <KittenTheEpic> this tutorial? http://www.minecraftforge.net/forum/index.php?topic=21354.0
L806[18:16:57] <diesieben07> yes
L807[18:17:21] <KittenTheEpic> l
L808[18:17:23] <KittenTheEpic> k*
L809[18:17:45] <KittenTheEpic> *oops*
L810[18:17:56] <KittenTheEpic> I did decomp thing from the cmd instead of intellj
L811[18:18:06] <diesieben07> thats fine
L812[18:18:57] <KittenTheEpic> who likes my idea of a music streaming mod
L813[18:19:04] <KittenTheEpic> or downloading
L814[18:19:06] <KittenTheEpic> what
L815[18:19:07] <KittenTheEpic> ever
L816[18:19:08] <KittenTheEpic> xD
L817[18:19:43] <cobra> you want to touch that sound system? have fun.
L818[18:19:50] <Bunsan> sounds like openblocks radio
L819[18:19:59] <Mimiru> Theres atleast 2 Shoutcast/Icecast compatible Music streaming mods, mine is one of them. :P
L820[18:20:08] <Mimiru> Bunsan, it was removed from the mod
L821[18:22:25] <Bunsan> yes I know, it was more the fact that it was never popular/worked well on any server I played on.
L822[18:22:42] <Mimiru> The way it was setup was annoying..
L823[18:22:54] <Mimiru> having to find crystals tuned to whatever the server admins set in the config... meh
L824[18:23:16] <Mimiru> OpenFM (My streaming radio mod) Lets you use any shout/icecast server, including Radionomy
L825[18:23:18] <Bunsan> Yes well if a player wants music they play their own. No one saw point of doing so via MC.
L826[18:23:41] <Mimiru> I use it for my in game dance club
L827[18:23:45] <Mimiru> Deep House ftfw.
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L830[18:31:27] <GeoDoX> Anyone know of a hook for playerExperienceChange?
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L832[18:32:50] <KittenTheEpic> back
L833[18:33:30] <GeoDoX> KittenTheEpic, did you get idea setup with forge? I just set my environment up not too long ago
L834[18:34:48] <KittenTheEpic> decompiling
L835[18:35:06] <KittenTheEpic> 65%
L836[18:35:17] <diesieben07> GeoDoX, PlayerPickupXpEvent
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L839[18:36:33] <GeoDoX> Thanks diesieben07
L840[18:38:20] <KittenTheEpic> also
L841[18:38:33] <KittenTheEpic> How would I get a simple 'popup' to appear in the game
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L843[18:38:58] <KittenTheEpic> for example, i'd like a good way of telling the player that the music has change
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L845[18:41:20] <diesieben07> RenderGameOverlayEvent allows you to put additional stuff on the HUD
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L847[18:47:14] <KittenTheEpic> o.o http://puu.sh/lh3S7.jpg
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L862[19:20:45] ⇨ Joins: AtomicStryker (~AtomicStr@ip-109-91-181-57.hsi12.unitymediagroup.de)
L863[19:22:33] <AtomicStryker> sooo ... rather in-depth: on a 1.6.4 cauldron server, is there any way for a forge mod to access bukkit plugins APIs? if i just import both and try i get noclassfound
L864[19:22:58] <KittenTheEpic> Modify cauldron, maybe?
L865[19:23:23] <AtomicStryker> to what end? im assuming they load on seperate classloaders or something but i really have no clue
L866[19:24:11] <KittenTheEpic> Honestly IDK
L867[19:24:24] <KittenTheEpic> Bukkit was DMCA'd anyways
L868[19:24:31] <KittenTheEpic> we'd be better off waiting for sponge
L869[19:24:33] <unascribed> isn't there a bukkitPlugin field on the @Mod?
L870[19:24:53] <unascribed> which would basically let you use a bukkit plugin like a proxy if it was ever implemented
L871[19:25:18] <AtomicStryker> is there an example i could gaze upon
L872[19:25:45] <MrGrouch> I think MyTown bridge or w/ever it was called allowed for interaction between forge and a bukkit plugin
L873[19:26:01] <GeoDoX> diesieben07, is that a Subscribe Event?
L874[19:26:08] <KittenTheEpic> also AtomicStryker, I gotta say, the dynamic lights mod is one of the most amazing mods ever
L875[19:26:16] <diesieben07> GeoDoX, what
L876[19:26:29] <AtomicStryker> thanks, it is pretty sweet :D
L877[19:26:37] <GeoDoX> The PlayerPickupXpEvent?
L878[19:26:52] <GeoDoX> Do you just use the annotation SubscribeEvent?
L879[19:26:53] <KittenTheEpic> and i'm glad you allow modpacks now
L880[19:27:01] <diesieben07> yes, what else would you use...
L881[19:27:30] <GeoDoX> EventHandler? Idk haha I get confused. Just getting back into modding
L882[19:27:37] <AtomicStryker> everyone who wanted to steal em stole em anyway so
L883[19:27:48] <AtomicStryker> it just stopped the hundred mails i got a week
L884[19:28:09] <KittenTheEpic> Back when I made my mxsurvival modpack, sadly, dynamic lights was not avaiable in modpacks
L885[19:28:21] <KittenTheEpic> but now it's avaiable :D
L886[19:28:56] <Corosus> AtomicStryker i might be wrong but i thiiiiiiink cauldron had to provide a wrapper class for them
L887[19:37:50] <AtomicStryker> well, if they did google wont yield it to me
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L893[19:49:00] <KittenTheEpic> hi iChun
L894[19:50:00] <GeoDoX> gigaherz, you around?
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L896[19:53:10] <GeoDoX> Any word on ModJam 5?
L897[19:55:56] <gigaherz> hm?
L898[19:56:06] <GeoDoX> PlayerPickupXpEvent doesn't seem to be firing, does it need to be registered a different way than to the FML Common Handler Event Bus?
L899[19:56:17] <gigaherz> that sounds like a forge event
L900[19:56:20] <GeoDoX> It is
L901[19:56:26] <gigaherz> so you'd use MinecraftForge.EVENT_BUS instead
L902[19:56:41] <GeoDoX> Ahhh, should it be in a separate class then?
L903[19:56:49] <gigaherz> not necessarily
L904[19:57:03] <GeoDoX> Than the ones being registered to the FML bus?
L905[19:58:07] <GeoDoX> Giving it a shot together, hopefully nothing goes horribly wrong :)
L906[19:58:59] <GeoDoX> Got it working :)
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L911[20:04:40] <AtomicStryker> also, it would appear my forgegradle cannot setup a decomp workspace, it fails with a file not found for merged_at.cfg
L912[20:04:49] <AtomicStryker> version 1.8 ... build
L913[20:05:03] <AtomicStryker> 1.8-11.14.1.1412
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L915[20:05:40] <pig> might wanna update AtomicStryker
L916[20:05:50] <pig> you're like, 150 builds behind
L917[20:06:03] <AtomicStryker> well i remember this mak or mac thing
L918[20:06:07] <AtomicStryker> that broke everything
L919[20:06:44] <AtomicStryker> no, mdk
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L921[20:06:58] <AbrarSyed> wrong place, >> #forgegradle
L922[20:07:19] <AtomicStryker> ohh abrar! could you please read my prev question about cauldron
L923[20:07:22] <AbrarSyed> mdk == forge-src package.. just.. the src packages was terribly named.
L924[20:07:24] <AtomicStryker> you would be one of the people to know
L925[20:07:30] <AbrarSyed> cauldron isnt dead?
L926[20:07:37] <AtomicStryker> its about supporting dead code
L927[20:07:38] <AtomicStryker> so
L928[20:07:39] <AtomicStryker> :D
L929[20:07:44] <GeoDoX> easy way to update forge from gradle?
L930[20:08:05] <AbrarSyed> GeoDoX, update version in build.gradle, rerun setup
L931[20:08:09] <Mimiru> change the forge version in the build.gradle and rerun setup
L932[20:08:14] <Mimiru> and missed it by THAT much
L933[20:08:16] <Mimiru> :P
L934[20:08:21] <AbrarSyed> :0
L935[20:08:22] <AbrarSyed> :)
L936[20:08:23] <Ordinastie> this may be a stupid question, but how are you supposed to get older versions of MC server ?
L937[20:08:42] <GeoDoX> Awesome :)
L938[20:08:42] <AbrarSyed> Ordinastie, they are all on the mojang repo, all the way back to 1.0 release IIRC
L939[20:08:46] <Matthew> from mojangs s3
L940[20:09:03] <AbrarSyed> AtomicStryker, if you can find the old BukkitForge project.. that might be what your looking for
L941[20:09:07] <Matthew> Ordinastie, https://mcversions.net/
L942[20:09:14] <AbrarSyed> idk if it lasted past 1.5.2 though
L943[20:09:27] <AtomicStryker> thanks. if in doubt ill just tell the guy nope
L944[20:09:55] <Matthew> ^ That list has back to rd-132211 from '09 :P
L945[20:10:33] <AtomicStryker> holy shit the preset mappings snapshot is over a year old
L946[20:10:33] <AtomicStryker> hue
L947[20:10:42] <GeoDoX> gigaherz, I implemented the estimated time to next level, but the numbers fluctuate so much. I'm trying something and I'll get back to you about how that works out
L948[20:10:57] <gigaherz> I like to use a running average
L949[20:11:00] <Ordinastie> Matthew, thanks, too bad the exe are not available here
L950[20:11:04] <gigaherz> number = number * 0.9 + newdata * 0.1
L951[20:11:15] <gigaherz> for running estimations
L952[20:11:21] <AbrarSyed> lol atomic, blame lex. The one in the MDK is the one forge uses...
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L954[20:11:49] <GeoDoX> where newdata would be?
L955[20:11:57] <gigaherz> that's the number you just calculated
L956[20:12:00] <GeoDoX> okay
L957[20:12:02] <gigaherz> the "estimated time to next level"
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L960[20:12:56] <gigaherz> you may want to know if you had previous data
L961[20:13:00] <gigaherz> so that the first time it runs
L962[20:13:02] <GeoDoX> would you update it constantly (once per tick) or just when the player receives xp? or when the command is called?
L963[20:13:05] <gigaherz> you can just do number=newdata as-is
L964[20:13:22] <gigaherz> well if you use a running average, you'd do it per tick
L965[20:13:41] <gigaherz> so maybe running average isn't the best for you
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L969[20:18:35] <Ordinastie> so, I'm lauchin a vanilal server and I'm like "why doesn't it load my mods?"...
L970[20:20:07] <Ordinastie> and I realise I don't even know how to launch forge server :d
L971[20:20:32] <AtomicStryker> you launch the forge server jar
L972[20:20:37] <AtomicStryker> ... thats all there is to it
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L974[20:22:11] <gigaherz> Ordinastie: "java -jar forge.jar" with the forge jar next to the server jar
L975[20:22:11] <gigaherz> ;p
L976[20:22:50] <gigaherz> or javaw if you want no console
L977[20:23:53] <Ordinastie> yeah, I just forgot the installer had a server option ><
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L981[20:25:40] <gigaherz> wait right,
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L983[20:25:55] <gigaherz> the "one jar next to the other" was the 1.4.x thing, does that still apply thesedays?
L984[20:26:23] <gigaherz> it would appear so
L985[20:26:49] <gigaherz> my ftb server folder has a "minecraft_server" jar separate from the "FTBServer" jar
L986[20:28:49] <killjoy> As it should be
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L990[20:36:49] <GeoDoX> gigaherz, I'm always getting 0 seconds?
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L992[20:38:50] <gabizou> gigaherz, I can see now why about the villager problem.
L993[20:38:54] <KittenTheEpic> How would I detect with a player joins?
L994[20:39:08] <gabizou> the registry itself isn't really making things valid.
L995[20:39:42] <GeoDoX> KittenTheEpic, PlayerEvent.onPlayerLogInEvent
L996[20:40:00] <GeoDoX> KittenTheEpic, PlayerLoggedInEvent*
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L1002[20:56:13] <tntristan12> hai all
L1003[20:56:25] <tntristan12> looks like I'm finally here for some actual modding advice
L1004[20:56:31] <tntristan12> because I have nfi what I'm doing :D
L1005[20:56:47] <tntristan12> but I've managed to get quite far on tutorials and my existing knowledge of coding
L1006[20:57:04] <tntristan12> right now, I'm trying to figure out packet handling
L1007[20:57:32] <tntristan12> I'm in version 1.7.10 and I'm trying to implement the same abstract packet handler outlined in this tutorial http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with
L1008[20:57:55] <tntristan12> However, one thing I'm unclear on is how my specific implementation will affect this method
L1009[20:58:39] <tntristan12> I'm trying to create extended properties for NPC zombies and sync them up with the player
L1010[20:58:53] <tntristan12> zombies, as I understand it, are controlled by the server
L1011[20:58:58] <tntristan12> and the player is controlled by the client
L1012[20:59:37] <tntristan12> it seems like this and every other tutorial I've found references packets being sent from EntityPlayer on the server
L1013[21:00:03] <tntristan12> so... yeah, any insight is appreciated, because aside from the tutorials I've read I don't know a whole lot about what I'm doing, and my questions are specific enough I think IRC is the best way to go.
L1014[21:00:20] <SkySom> http://mcforge.readthedocs.org/en/latest/networking/
L1015[21:00:49] <GeoDoX> I'd help but I'm just getting back into modding and haven't dealt with packet handling yet in new forge versions.
L1016[21:00:51] <SkySom> That's hwere I got everything I needed to do packets
L1017[21:01:03] <SkySom> I just dealt with them yesterday and learning
L1018[21:02:05] <gabizou> So, question, how are you supposed to register a custom villager profession?
L1019[21:05:36] <GeoDoX> Question, do you guys set up a new workspace for each mod? or do you import all your mods into a workspace per version?
L1020[21:06:47] <SkySom> I've got one pre.
L1021[21:07:00] <GeoDoX> per mod?
L1022[21:07:06] <SkySom> Yep.
L1023[21:07:21] <gigaherz> the scenario supported here is one workspace per mod
L1024[21:07:25] <SkySom> It's easy jumping between mods on Intellij
L1025[21:07:31] <gigaherz> it Is possible to have more than one, but it's sortof "on your own" ;P
L1026[21:07:59] <killjoy> If everything uses the same forge version and mappings, it's fairly quick to do.
L1027[21:08:15] <SkySom> Which is good practice for the most part
L1028[21:10:44] <gigaherz> so anyone around who has played Thaumcraft5 yet?
L1029[21:10:47] <gigaherz> i'm stuck
L1030[21:10:48] <gigaherz> XD
L1031[21:10:57] <gabizou> with what?
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L1033[21:11:07] <gigaherz> i'm trying to complete all the non-forbidden things
L1034[21:11:12] <gigaherz> but i have locked stuff
L1035[21:11:13] <gigaherz> XD
L1036[21:11:22] <gabizou> you kinda have to unlock some forbidden things
L1037[21:11:41] <gabizou> either that or discover more things with more atributes
L1038[21:11:45] <gigaherz> like Arcane levitator, and Thaumium fortrass armor
L1039[21:12:08] <tntristan12> SkySom: Just got around to looking at that link you sent me, and I've already combed it top to bottom. If the answer to my question is in there, I either can't find it or don't know enough to comprehend it
L1040[21:12:09] <gabizou> iirc, the fortress armor requires the eldrich dimension
L1041[21:12:17] <gigaherz> oww
L1042[21:12:27] <gabizou> i mean, it's not that bad
L1043[21:12:29] <SkySom> Then I guess you'll have to ask a specific question?
L1044[21:12:35] <gabizou> there's always a good reason to have some warp
L1045[21:12:38] <gigaherz> well it sucks that it's shown right there if it's tied to unlocking the forbidden knowledge
L1046[21:12:38] <gigaherz> XD
L1047[21:12:40] <SkySom> Oh wait Entended stuff
L1048[21:12:42] <SkySom> I missed it.
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L1050[21:12:54] <tntristan12> Yeah. Right now I only have two extended properties
L1051[21:13:09] <tntristan12> hey SkySom, can we move this to PM? Might be more efficient
L1052[21:13:14] <SkySom> Go for it.
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L1056[21:30:11] <Zaggy1024> I can't wait for dem generics
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L1058[21:34:15] <gabizou> Zaggy1024, you and I both :P
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L1072[22:11:58] <Zaggy1024> stupid block breaking particles' color multiplier
L1073[22:12:14] <GeoDoX> Feel free to checkout my mod :) http://minecraft.curseforge.com/projects/slashplayed
L1074[22:13:17] <Zaggy1024> I almost wish there was a handler to change the color multiplier of breaking particles so I didn't have to deal with making my own particles to get around this crap
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L1078[22:32:37] <pig> anyone know how to make an MC server launch with an additional library?
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L1080[22:34:30] <GeoDoX> pig, this may help http://forum.mc-server.org/archive/index.php?thread-1984.html
L1081[22:35:31] <GeoDoX> scratch that, doesnt even look like its for minecraft
L1082[22:42:32] <MrGrouch> pig: What for and what library?
L1083[22:42:54] <diesieben07> pig, just put the jar file in the mods folder, FML will put anything that is in tehre and not a mod on the classpath.
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L1085[22:55:14] <Ordinastie> MalisisDoors for 1.8 released \o/ http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2076338
L1086[23:01:17] <sham1> Yay doors
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L1088[23:07:14] <AbrarSyed> you wouldnt want to update my SecretRoomsMod by any chance would you?
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L1090[23:12:12] <Ordinastie> lol
L1091[23:13:03] <Ordinastie> AbrarSyed, besides hiding doors, what else does your mod do ?
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L1093[23:13:25] <AbrarSyed> basically all the redstone triggers in hidden form
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L1095[23:13:32] <AbrarSyed> levers, buttons, pressure plates
L1096[23:13:59] <AbrarSyed> the doors are probably the most complex.. nothing else has such weird animations
L1097[23:14:24] <Ordinastie> but you stored the player UUID somewhere, what for ?
L1098[23:15:53] <sham1> Didn't hidden rooms also have a pass-through wall kinda deal
L1099[23:18:33] <Ordinastie> I always refrained myself to make totally camoed doors to not steal your mod :p
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L1102[23:27:54] <tntristan12> Hai all
L1103[23:28:14] <tntristan12> quick question: Are proxies only necessary if you are exchanging packets?
L1104[23:28:48] <tntristan12> Or are they kind of like Main in that you always need them handy?
L1105[23:29:04] <AbrarSyed> proxies are if you want to have a common interface, for stuff that may or may not happen
L1106[23:29:10] <Ordinastie> Proxies have nothing to do with packets
L1107[23:29:14] <tntristan12> can you give me an example?
L1108[23:29:22] <AbrarSyed> il give you one..
L1109[23:29:26] <tntristan12> shiny
L1110[23:29:41] <Ordinastie> tntristan12, if you need to have some client side only stuff
L1111[23:29:57] <AbrarSyed> so say I have a keybinding. when you press X, causes the user start flying, like doublt tapping space
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L1113[23:30:10] <tntristan12> I'm writing a new AI for zombies. I'm not sure it applies here
L1114[23:30:20] <tntristan12> but I'd like to do stuff with new sounds
L1115[23:30:20] <AbrarSyed> now, the server controls the players state, so the server has to know about the change to flying mode
L1116[23:30:32] <AbrarSyed> the client does not need to know about lfying,., because the server will tell it.
L1117[23:30:47] <tntristan12> oh okay
L1118[23:30:58] <tntristan12> so it's about creating separate events for server or client side entities?
L1119[23:30:59] <AbrarSyed> this is an example where the server proxy will do something, and the client proxy will not. If I have a onPressXKey() method in my proxy class
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L1121[23:31:24] <tntristan12> k, so in the case of my new Zombie AI, NPCs are controlled by the server, correct?
L1122[23:31:28] <gigaherz> tntristan12: to clarify, because I was confused for years
L1123[23:31:30] <AbrarSyed> the opposite kind of cases also exist, and generally have to do with openning client-side guis that the server need not know about
L1124[23:31:37] <tntristan12> so would all the zombie-related stuff go into the ServerProxy?
L1125[23:31:44] <gigaherz> the server proxy runs EXCLUSIVELY on dedicated servers
L1126[23:31:52] <tntristan12> not in single player?
L1127[23:31:59] <gigaherz> and the client proxy runs exlcusively in the actual client
L1128[23:32:00] <AbrarSyed> why have a proxy at all? if you have no code that may be different if its on the server or client?
L1129[23:32:03] <tntristan12> I thought single player was a case where you are both the client and the server
L1130[23:32:05] <gigaherz> it has NOTHING to do with the sides
L1131[23:32:08] <gigaherz> nope
L1132[23:32:19] <gigaherz> in client, the client proxy isinstantiated
L1133[23:32:27] <gigaherz> in dedicated, the server is
L1134[23:32:29] <tntristan12> @AbrarSyed: That's exactly why I asked the question. Just wanted to make sure proxies were necessary before I went and wrote them :P
L1135[23:32:50] <tntristan12> so everything I need to do happens in Main then?
L1136[23:32:51] <gigaherz> basically, any client-only code (renderers, models, textures) goes on the client proxy
L1137[23:32:58] <gigaherz> and any dedicated server-only code goes in the server proxy
L1138[23:33:01] <AbrarSyed> gigaherz is also correct though. The point of the proxy is to ensure that you dont accidentally use client-side stuff on the server jar, where all the gui and keybinding classes simply dont exist.
L1139[23:33:05] <tntristan12> I've only just started looking into AI Tasks
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L1142[23:33:20] <AbrarSyed> if your only doing UI.. you dont need a proxy at all..
L1143[23:33:22] <AbrarSyed> err, AI
L1144[23:33:27] <tntristan12> @AbrarSyed, gigaherz: great advice guys. thanks!
L1145[23:33:29] <AbrarSyed> UI would probably need a proxy....
L1146[23:33:32] <gigaherz> yeah
L1147[23:33:40] <gigaherz> UI would be registered on the client part
L1148[23:33:40] <gigaherz> XD
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L1150[23:33:57] <tntristan12> the fact that all of this stuff is starting to make sense scares me slightly
L1151[23:34:07] <gigaherz> a bit of history:
L1152[23:34:17] <gigaherz> back in the day, mods needed to be specifically compiled for client use
L1153[23:34:19] <gigaherz> or server use
L1154[23:34:32] <sham1> Why does this scare you
L1155[23:34:37] <gigaherz> you'd have the client classes embedded into the client jar
L1156[23:34:43] <gigaherz> OR the server clases embedded into the server jar
L1157[23:34:48] <AbrarSyed> tntristan12, YES YES! LET THE POWER FLOW THROUGH YOU!
L1158[23:34:50] <gigaherz> and they were intrinsically incompatible
L1159[23:35:04] <gigaherz> then Mojang added the internal server into the client
L1160[23:35:22] <tntristan12> sham1: because this is my first nontrivial coding task in over two years and I've never attempted to write mods for minecraft before :P
L1161[23:35:23] <gigaherz> which allowed sharing the "server side" stuff, which made universal jars useful AND possible
L1162[23:35:35] <tntristan12> @AbrarSyed: :D
L1163[23:35:44] <gigaherz> and that's why the Proxy exists.
L1164[23:36:01] <AbrarSyed> ignorance -> fear _. anger -> hate -> darkside. knowledge -> elgnithnment -> joy
L1165[23:36:05] <tntristan12> gigaherz: how long has Forge been a thing then?
L1166[23:36:13] <AbrarSyed> oh my... 5-6 years now?
L1167[23:36:26] <gigaherz> a long time
L1168[23:36:34] * tntristan12 tries to remember when minecraft came out
L1169[23:36:34] <gigaherz> I started toying with forge mods back in mc 1.2.5 I believe
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L1171[23:36:41] ⇨ Joins: SnowDapples (~powered@p5794CC80.dip0.t-ipconnect.de)
L1172[23:36:41] <gigaherz> before that
L1173[23:36:46] <gigaherz> I had used ModLoader mods
L1174[23:36:46] * AbrarSyed started toying in 1.1 BETA
L1175[23:36:53] <illyohs> AbrarSyed, why did you have to remind me of that movie
L1176[23:36:56] <gigaherz> but I didn't know about forge
L1177[23:36:57] <AbrarSyed> oh yes, Modloader, modlaoder mp... etc
L1178[23:37:13] <tntristan12> so Forge is pretty much a massive collection of APIs to make modding easier, right?
L1179[23:37:21] <gigaherz> sortof yes
L1180[23:37:34] <AbrarSyed> at some point I was shipping 5 zips.. modloader, modloader MP client, modloaderMp Server, and forge client, forge server
L1181[23:37:34] <gigaherz> Forge consists of 3 parts these days
L1182[23:37:44] <gigaherz> MCP provides the deobfuscated names
L1183[23:37:51] <gigaherz> FML provides classloading and patching
L1184[23:38:07] <gigaherz> and Forge itself is the helper that allows registering stuff and such
L1185[23:38:09] * AbrarSyed mentions that FML is dead, and has been canibalized by forge
L1186[23:38:18] <gigaherz> well yeah
L1187[23:38:23] <AbrarSyed> and ForgeGradle that makes it a seemless 1-command setup.
L1188[23:38:26] <AbrarSyed> :P
L1189[23:38:29] <AbrarSyed> mandatory plug
L1190[23:38:31] <gigaherz> XD
L1191[23:38:35] <tntristan12> heh
L1192[23:38:43] <gigaherz> yeah that was the short explanation
L1193[23:38:51] <gigaherz> the long one is that FML+Forge are now fused into one
L1194[23:39:00] <sham1> And forgegradle actually works which is a bonus
L1195[23:39:04] <gigaherz> that there's a whole bunch of underlying tools that help make forge happen
L1196[23:39:11] <gigaherz> and then there's the great ForgeGradle
L1197[23:39:13] <AbrarSyed> the correct term is toolchain :)
L1198[23:39:17] <killjoy> tell me that when there is no fml package
L1199[23:39:19] <gigaherz> which removes a shitton of headaches from the process
L1200[23:39:30] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L1201[23:39:40] <gigaherz> killjoy: why? fml as a package will remain for the foreseeable future
L1202[23:39:44] <illyohs> Heh I remember my old ant setup before gradle
L1203[23:39:50] <AbrarSyed> some argue it adds some headache
L1204[23:39:52] <gigaherz> it is forge's modloading ;P
L1205[23:39:52] <killjoy> That's what I'm talking about
L1206[23:40:12] <killjoy> It's just a single feature (portion) of what is forge
L1207[23:40:18] <gigaherz> but it's minecraftforge.fml now
L1208[23:40:19] <sham1> Fml and forge are just fused now
L1209[23:40:22] <gigaherz> instead of cpw.fml
L1210[23:40:23] <gigaherz> XD
L1211[23:40:27] * AbrarSyed whispers that its actually eff mod loader, but you didnt hear that from me
L1212[23:40:29] <killjoy> at least it's now cpw.mods.fml
L1213[23:40:40] <killjoy> eff?
L1214[23:40:43] <killjoy> it was cpw.mods.fml
L1215[23:40:47] <AbrarSyed> actually killjoy, in 1.8 its net.minecraftforge.fml
L1216[23:40:56] <killjoy> "was"
L1217[23:41:03] <gigaherz> [06:40] (killjoy): at least it's now cpw.mods.fml
L1218[23:41:04] <gigaherz> XD
L1219[23:41:14] <tntristan12> btw I know I've mentioned it a few times, but now that I actually kinda sorta know what I'm doing, I wanna see if my mod is something anyone would play.
L1220[23:41:16] <killjoy> I sent that?
L1221[23:41:17] <killjoy> Oops
L1222[23:41:18] <gigaherz> yes
L1223[23:41:19] <gigaherz> XD
L1224[23:41:24] <killjoy> I meant to Ctrl+A Del
L1225[23:41:38] <gigaherz> tntristan12: what does your mod do?
L1226[23:41:42] <cpw> lol
L1227[23:41:57] <gigaherz> yeah sorry for the ping
L1228[23:41:57] <gigaherz> ;P
L1229[23:41:58] <sham1> Yay
L1230[23:42:02] <killjoy> And I meant to say "at least it's not"
L1231[23:42:35] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:a066:71ca:3a47:bfb:6cfb) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L1232[23:42:45] <sham1> And this is why you do not name your packages after your IRC handle :P
L1233[23:42:54] <tntristan12> I'm going for something similar to Zombie Awareness wherein zombies are attracted to sound, light, and movement, but I want to try to put my own AI into it so that zombies form cohesive hordes which more or less move as a unit. I also want to remove their weakness to sunlight, turn them into one-hit killing machines (like in WWZ, getting bitten is a death sentence), but also slow their
L1234[23:42:54] <tntristan12> movement to about half that of the player at walking speed
L1235[23:43:18] <tntristan12> so the focus gets away from fighting them directly and more towards trying to build defenses to keep them out
L1236[23:43:23] <killjoy> I took after cpw and use my initials as my package
L1237[23:43:40] <sham1> KJ?
L1238[23:43:52] <killjoy> no.
L1239[23:44:00] <killjoy> My name isn't actually killjoy
L1240[23:44:01] <killjoy> mnm
L1241[23:44:02] * AbrarSyed does all things with com.abrarsyed.### now
L1242[23:44:07] <AbrarSyed> used to be com.github.abrarsyed
L1243[23:44:11] <cpw> i don't mind the ping
L1244[23:44:18] <killjoy> He's not lex
L1245[23:44:25] <Ordinastie> my package name is different from my name, that's why I added the package name to the highlight list :p
L1246[23:44:42] <sham1> com.github.*insert thing here* is propably the best one if you cannot afford a fomain
L1247[23:44:51] <tntristan12> I want to despawn all hostile mobs that aren't zombies, redistribute their spawning so that they spawn towards the edge of the loaded chunks (heading towards the player at a slow shamble) and don't despawn until some maximum number of zombies si reached
L1248[23:45:02] <tntristan12> I also want to see if there's a way to prevent zombies from clipping through one another
L1249[23:45:09] <tntristan12> to make the herds larger and more difficult to avoid
L1250[23:45:21] <killjoy> But in the end, package names don't matter in the slightest
L1251[23:45:29] <gigaherz> i just ignore the rule
L1252[23:45:32] <gigaherz> call things gigaherz.whatever
L1253[23:45:41] <killjoy> or thaumcraft.client
L1254[23:46:21] <tntristan12> also of interest: I want to extend door-bashing behavior to fences, gates, glass, and anything else I deem to be sufficiently "fragile"
L1255[23:46:28] <killjoy> Just don't make your package li.cil.oc
L1256[23:46:31] <tntristan12> and give them a limited ability to dig through dirt fortifications
L1257[23:46:34] <sham1> That bothers me when people have their api like that
L1258[23:46:34] <killjoy> that's taken
L1259[23:47:59] <tntristan12> does anything I've described sound like it'd be impossible to do?
L1260[23:48:08] <tntristan12> cause at this point I'm not sure what the limitations are :P
L1261[23:48:13] <killjoy> Nothing's impossible
L1262[23:48:23] <tntristan12> really really difficult then
L1263[23:48:38] <killjoy> A while ago, I made it so players don't "clip" through eachother
L1264[23:48:47] <tntristan12> killjoy: how'd you manage that?
L1265[23:48:47] <killjoy> and by "clip", I mean they can push eachother around
L1266[23:49:05] <AbrarSyed> tntristan12, https://github.com/Ubiquitous-Spice/Modjam-3
L1267[23:49:11] <AbrarSyed> have fun
L1268[23:49:13] <sham1> Check if they are inside each other
L1269[23:49:16] <killjoy> https://github.com/killjoy1221/PushShove
L1270[23:49:17] *** TTFTCUTS is now known as TTFT|Away
L1271[23:49:17] <sham1> Heh
L1272[23:49:56] <killjoy> Last commit message on MobJam: FIXED EVERYTHING
L1273[23:50:01] <killjoy> That's awesome!
L1274[23:50:11] <tntristan12> What's MobJam?
L1275[23:50:19] <killjoy> a class
L1276[23:50:23] <sham1> A typo
L1277[23:50:30] <sham1> Wait no
L1278[23:50:35] <tntristan12> modjam?
L1279[23:50:42] <killjoy> no, the class is called MobJam
L1280[23:51:27] <tntristan12> what's it do though?
L1281[23:51:36] <tntristan12> sounds like some kind of swarming behavior?
L1282[23:51:39] <AbrarSyed> it adds a new hardcore gamemode, which when you start, adds a beacon. Zombies then try to get to the beacon, if they do, game over. if you die, game over.
L1283[23:51:39] <killjoy> hiik
L1284[23:51:47] <tntristan12> ah
L1285[23:51:52] <tntristan12> so it'd be a good reference then
L1286[23:52:03] <AbrarSyed> the zombies, when they die, leave rotten flesh blocks on the ground, so they can literally climb over their dead bretheren.
L1287[23:52:11] <AbrarSyed> the zombies are also supposed to be able to break blocks..
L1288[23:52:21] <tntristan12> @AbrarSyed Sweet! That's a functionality I wanted to play with
L1289[23:52:24] <AbrarSyed> now.. wheterhj it actually works as I described is an entirely other story.. but that was the plan :)
L1290[23:52:39] * AbrarSyed pokes GUIpsp to help this dude
L1291[23:52:40] ⇦ Quits: Brokkoli (~Brokkoli@x55b14ec9.dyn.telefonica.de) (Read error: Connection reset by peer)
L1292[23:52:45] <AbrarSyed> also take note that its MC 1.6.4
L1293[23:53:02] <AbrarSyed> but given the magic of gradle, it should be painless to setup
L1294[23:53:16] <tntristan12> @AbrarSyed I'm going to try to implement a very "stupid" AI, because that's the whole point of my mod - to make zombies mindless and instinctive
L1295[23:53:28] <sham1> Pre-FG2 magic
L1296[23:53:52] <AbrarSyed> instinctive != mindless
L1297[23:53:58] <tntristan12> true
L1298[23:54:03] <sham1> ^
L1299[23:54:06] ⇦ Quits: Slikrick (~slikrick9@2601:19c:4201:c40f:c8b:262:673a:9229) (Read error: Connection reset by peer)
L1300[23:54:11] <killjoy> Will they attack eachother?
L1301[23:54:24] <sham1> Humans have instincts
L1302[23:54:25] <AbrarSyed> id almost go as far as to say its oxy moronic... the real question is whats on their mind? food?
L1303[23:54:27] <tntristan12> nah. I'm going for a strict interpretation of the zombies from the book World War Z
L1304[23:54:52] <tntristan12> they go in one direction until something stimulates them and makes them want to change direction
L1305[23:55:05] <sham1> So it is not a zombie per say but rather an infected from a virus from China?
L1306[23:55:14] <tntristan12> not the movie :P
L1307[23:55:31] <sham1> What I just described was the book
L1308[23:55:34] <tntristan12> ah
L1309[23:55:35] <tntristan12> well
L1310[23:55:36] <tntristan12> yeah
L1311[23:55:45] <AbrarSyed> so.. innertia.. the problem with that is that when they spawn, they do nothing.
L1312[23:55:48] <sham1> The movie was completely different
L1313[23:55:51] <tntristan12> depends on whether you're talking about voodoo zombies or romero/kirkman zombies
L1314[23:56:10] * AbrarSyed is thinking plants-vs-zombies
L1315[23:56:35] <tntristan12> @AbrarSyed: I want to force them to spawn near the outskirts of the map, or at least really far away from the player, but facing in some random direction pointing towards the middle,
L1316[23:56:46] <tntristan12> and then they just walk forward until they see a light, hear a sound, or see movement
L1317[23:56:57] <tntristan12> if they see movement, which includes other zombies, they will turn to follow
L1318[23:57:02] <killjoy> Time for some trig
L1319[23:57:14] <AbrarSyed> well then...
L1320[23:57:17] <AbrarSyed> good luck
L1321[23:57:26] <tntristan12> Sounds like I'm biting off more than I can chew?
L1322[23:57:26] <sham1> Trig and vector maths
L1323[23:57:35] <AbrarSyed> I suggest you make a seperate "stupid zombie" mob instead of trying to edit vanilla zombies.. atleast to start with
L1324[23:57:40] <tntristan12> Trig and vector maths are the easy part for me. I design control systems for a living :P
L1325[23:57:44] <killjoy> Take a crash course via kahn acadamy
L1326[23:57:50] <tntristan12> @AbrarSyed: kind of like crash zombies?
L1327[23:57:52] <Ordinastie> tntristan12, pretty easy to counter though, make bonefires everywhere, they'll kill themselve in the fires :)
L1328[23:57:53] <tntristan12> er
L1329[23:57:55] <tntristan12> cracked zombies
L1330[23:58:03] <AbrarSyed> what we realyl need... is a modjam.. then you can make it, and itl be fun
L1331[23:58:14] <tntristan12> Ordinastie, fire kills zombies slow though. Brain has to get fried
L1332[23:58:20] <sham1> We need a mod that adds headcrabs
L1333[23:58:22] <killjoy> let's have it for 1.8.8 right after forge is released
L1334[23:58:29] <AbrarSyed> oh fun fun
L1335[23:58:34] <AbrarSyed> anyways.. im off
L1336[23:58:35] <sham1> Oh yes
L1337[23:58:35] <AbrarSyed> o/
L1338[23:58:42] <sham1> \o
L1339[23:58:43] * AbrarSyed pokes iPixeli ^
L1340[23:58:44] <tntristan12> Night. Thanks for the help!
L1341[23:58:46] <Ordinastie> tntristan12, yes, but the fires would be away from the player
L1342[23:58:54] <Ordinastie> and would be the first thing the zombies would see
L1343[23:59:00] <tntristan12> Ordinastie: that is a completely legitimate way of distracting zombies :P
L1344[23:59:01] <Ordinastie> so they would never reach the player
L1345[23:59:13] <AbrarSyed> oh yeah.. gotta handle lava dont you.. would be a waaay too easy mob trap just to leave lava somewhere
L1346[23:59:26] ⇨ Joins: Slikrick (~slikrick9@2601:19c:4201:c40f:b425:248f:c245:eeb8)
L1347[23:59:28] <Ordinastie> lava + noteblock + repeater
L1348[23:59:33] <AbrarSyed> anyways.. bye
L1349[23:59:36] <tntristan12> night
L1350[23:59:44] <sham1> Knight
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