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L1[00:00:06] *** AbrarSyed is now known as Abrar|gone
L2[00:00:13] <tntristan12> Problem with that is that the sound will also draw in zombies from the other side
L3[00:00:19] <tntristan12> which will bring them going right by your compound
L4[00:00:44] <tntristan12> so you'd need to completely surround yourself
L5[00:01:02] <Ordinastie> yes, not that hard
L6[00:01:05] <sham1> Well yeah
L7[00:01:40] <tntristan12> which isn't a problem if you can dig under, but I'd like to do a separate mod that makes survival mode a little bit like MP adventure mode. You can still dig, but mostly like, one block at a time, and severely limit your inventory to something resembling realistic weights
L8[00:02:17] <tntristan12> this is all grossly hypothetical, but these are ideas I've got kicking around
L9[00:02:59] <tntristan12> I bet there's already a mod that does something like that
L10[00:03:33] <gigaherz> if you do the digging thing, make it so that throwing a dirt block out of your inventory actually PLACES it when it reaches the ground ;P
L11[00:03:48] <tntristan12> that'd be awesome
L12[00:03:54] ⇨ Joins: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net)
L13[00:04:07] <tntristan12> I wonder if there's a way to make the shovel kick dirt behind you as you dig
L14[00:04:25] <tntristan12> not sure how that'd work
L15[00:04:29] <gigaherz> well you'd have to handle the harvesting
L16[00:04:33] <tntristan12> probably way more trouble than it's worth
L17[00:04:34] <gigaherz> cancel receiving the item
L18[00:04:42] <tntristan12> true
L19[00:04:44] <gigaherz> and instead locate a suitable place for the dirt block
L20[00:04:51] <tntristan12> yeah, not a great idea :P
L21[00:05:18] <sham1> Nothing in modding is impossible
L22[00:05:25] <sham1> You just have to believe
L23[00:05:32] <gigaherz> that owuld work better in a game with a more flexible kind of terrain system
L24[00:05:32] <gigaherz> XD
L25[00:05:40] <gigaherz> minecraft's cubes are rather large ;P
L26[00:05:47] <sham1> Cubic meter
L27[00:05:49] <gigaherz> a cubic meter is BIG ;P
L28[00:06:04] <tntristan12> gigaherz: my dream game would be Minecraft but with realistic fluid dynamics and blocks that actually obey physics :P
L29[00:06:13] <sham1> 1000kg of water is just one bucketful
L30[00:06:13] <gigaherz> being realistic, you'd barely be able to lift a gold ingot
L31[00:06:22] <gigaherz> let alone carry a cubic meter of that
L32[00:06:22] <gigaherz> XD
L33[00:06:30] <gigaherz> and that's assuming real-size ingots
L34[00:06:40] <gigaherz> not the oversized ones from mc that are basically 1/9th of a cubic meter
L35[00:06:42] <gigaherz> XD
L36[00:06:45] <sham1> How the hell does the MC dude even carry 1000kg of water
L37[00:06:52] <gigaherz> sham1: F water
L38[00:07:03] <sham1> Gold
L39[00:07:05] <killjoy> he can carry an empty bucket underwater
L40[00:07:06] <gigaherz> how the fuck does he carry 27*64 BLOCKS OF GOLD
L41[00:07:08] <gigaherz> XD
L42[00:07:32] <gigaherz> gold is the mc object that weights the most in real life
L43[00:07:40] <sham1> A gold block is 1m^3 of pure gold
L44[00:07:44] <gigaherz> yup
L45[00:07:47] <sham1> So
L46[00:07:48] <gigaherz> which is heavy
L47[00:07:53] <gigaherz> and it's not 27
L48[00:07:55] <tntristan12> yeah, so the second mod I talked about, I think the goal is to make the MC character less of a demigod and more like an actual survival person, with believable if not realistic construction abilities
L49[00:07:56] <xaero> btw there's a nice "how strong is steve?" infographic someone did a few years back that breaks it all down
L50[00:07:58] <gigaherz> it's 4*9 = 36 slots
L51[00:08:12] <gigaherz> 36 * 64 cubic meters of gold
L52[00:08:23] <tntristan12> it always bothers me how he can punch trees down with his bare hands. I wonder if there's a more believable way to start off the player
L53[00:08:30] <gigaherz> yes there is
L54[00:08:32] <gigaherz> it's simple
L55[00:08:34] <gigaherz> punch leaves
L56[00:08:39] <sham1> Do what terraria does
L57[00:08:40] <gigaherz> they drop saplings
L58[00:08:45] <gigaherz> make a recipe to do sapling -> stick
L59[00:08:48] <tntristan12> hmmmm
L60[00:08:50] <gigaherz> then get flint
L61[00:08:52] <gigaherz> from gravel
L62[00:08:54] <tntristan12> gigaherz: that's an awesome idea
L63[00:08:57] <gigaherz> then use sticks+gravel
L64[00:09:01] <sham1> "19.32 grams per cubic centimeter" is the density of gold
L65[00:09:04] <gigaherz> to make the first-tier axe
L66[00:09:16] <tntristan12> yeah, but gravel is kind of hard to find. I think what I'd do would be to start the player off with some sticks and flint
L67[00:09:19] <sham1> Also, hi terrafirmacraft
L68[00:09:22] <gigaherz> remove stone tools also, flint pick as baseline
L69[00:09:24] <tntristan12> some basic survival tools, etc
L70[00:09:26] <gigaherz> taking overwood AND stone
L71[00:09:34] <gigaherz> oh and
L72[00:09:38] <gigaherz> if you want it more interesting
L73[00:09:42] <gigaherz> add a requirement for string
L74[00:09:47] <gigaherz> wood+string+flint
L75[00:09:53] <tntristan12> gigaherz: ooh, that'd be cool
L76[00:09:56] <gigaherz> the string could be obtained from sugarcane
L77[00:10:01] <sham1> Wat
L78[00:10:08] <gigaherz> or tree bark
L79[00:10:11] <gigaherz> once you get wood ;P
L80[00:10:23] <gigaherz> sham1: you can make rudimentary string with plants
L81[00:10:27] <gigaherz> ;P
L82[00:10:28] <sham1> How the hell do you get string from sugar cane
L83[00:10:34] <sham1> Ah
L84[00:10:34] <tntristan12> the skin
L85[00:10:53] <unascribed> are we fixing earlygame?
L86[00:10:59] <tntristan12> I think so
L87[00:10:59] <unascribed> if you fix early game please rename sugarcane back to reeds
L88[00:11:10] <sham1> Early game of MC is dull as hell
L89[00:11:14] <gigaherz> tntristan12 wants a more interesting earlygame, yes
L90[00:11:15] <gigaherz> XD
L91[00:11:22] <tntristan12> I'm designing a series of mods to turn survival mode into actual survival mode
L92[00:11:31] <tntristan12> which means you can no longer just dig your way out of a zombie horde
L93[00:11:41] <unascribed> have you played TerraFirmaCraft?
L94[00:11:45] <tntristan12> I have not
L95[00:11:48] <unascribed> you should.
L96[00:11:52] <sham1> Ye
L97[00:11:58] <sham1> If you hate yourself
L98[00:12:02] <unascribed> TFC is basically what you're describing
L99[00:12:13] *** mrkirby153 is now known as kirby|gone
L100[00:12:27] <tntristan12> I'm worried about downloading giant mods that change so much stuff that I can't make smaller changes without breaking something
L101[00:12:37] <sham1> Also, the first thing I think of with TFC is Team Fortress Classic
L102[00:12:38] <unascribed> well
L103[00:12:41] <unascribed> that's a justified fear
L104[00:12:44] <unascribed> because it's completely true
L105[00:12:52] <unascribed> stuff doesn't work with TFC unless it's designed to
L106[00:12:53] <gigaherz> I think of TinFoilChef, the hermitcraft youtuber ;P
L107[00:13:06] <tntristan12> heh
L108[00:13:06] <unascribed> didn't TFC play TFC at some point, therefore confusing everyone?
L109[00:13:11] <gigaherz> XD
L110[00:13:18] <gigaherz> dunno I don't really watch him
L111[00:13:28] <tntristan12> Instead of one giant mod that does all of what I'm talking about, I'd like to make several smaller mods that introduce important chunks of it
L112[00:13:33] <gigaherz> Idid watch some of his livestreams though
L113[00:13:45] <tntristan12> like one mod for the zombies, one mod for the early survival mode, one mod for weapons, etc
L114[00:13:53] ⇨ Joins: alex_6611 (~alex_6611@p5DE785E1.dip0.t-ipconnect.de)
L115[00:14:10] <tntristan12> that way if I release it people can pick and choose which features they want
L116[00:14:33] <tntristan12> cause one of my biggest points of frustration and the reason I started this mod in the first place is because I found a bunch of mods that I do what I want, plus like a million other things :P
L117[00:15:20] <tntristan12> You know what'd also be cool though?
L118[00:15:28] <tntristan12> I'd like to start the player off with a quil and journal
L119[00:15:40] <tntristan12> so the player doesn't have to wait before writing their "survival log"
L120[00:15:55] <tntristan12> I *always* write a survival log, the second I get leather and paper
L121[00:16:03] <tntristan12> it's my favorite minecraft passtime :P
L122[00:17:25] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L123[00:18:00] ⇦ Quits: auenfx4 (David@120.155.97.223) (Ping timeout: 194 seconds)
L124[00:19:11] ⇨ Joins: auenfx4 (David@120.155.97.223)
L125[00:21:59] <gigaherz> tntristan12: there's mods already that customize the starting inventory
L126[00:22:36] <tntristan12> gigaherz: great! I'll look into it eventually
L127[00:23:19] <tntristan12> so, is there a general opinion about this guy's tutorials? http://forgetutorials.weebly.com/
L128[00:23:31] <tntristan12> because I am looking through them, and they seem pretty thorough
L129[00:24:19] <tntristan12> thing is, it looks like I'm going to have to create a brand new mob, and I'm two line's in and already stumped...
L130[00:24:22] <tntristan12> "The first thing you want to do is go into your TutorialMain.class and add this to your code under your @init section:"
L131[00:24:26] <gigaherz> no idea ;P
L132[00:24:31] <gigaherz> gotta sleep a bit
L133[00:24:33] <tntristan12> Sorry for sounding ignorant, but what is an @init section?
L134[00:24:33] * gigaherz jumps into bed
L135[00:24:34] <gigaherz> night
L136[00:24:36] <tntristan12> night
L137[00:24:43] *** gigaherz is now known as ghz|afk
L138[00:24:51] <tntristan12> I assume he's talking about
L139[00:24:52] <tntristan12> @EventHandler
L140[00:24:52] <tntristan12> public void init(FMLInitializationEvent e) {
L141[00:24:52] <tntristan12> }
L142[00:24:54] <tntristan12> that thing
L143[00:25:13] <tntristan12> @init makes it sound like an annotation I'm not familiar with
L144[00:25:53] <killjoy> @Init is super old
L145[00:26:27] <tntristan12> the page says it's for 1.8 though
L146[00:26:54] <tntristan12> oh
L147[00:26:59] <tntristan12> "Updating to 1.8"
L148[00:26:59] <killjoy> There is no @Init annotation there
L149[00:27:05] <killjoy> there's an init method, though
L150[00:27:11] <tntristan12> context: http://forgetutorials.weebly.com/mobs.html
L151[00:27:29] <GeoDoX> im off, back tomorrow
L152[00:27:36] <killjoy> Oh, yeah, itmeans that.
L153[00:27:54] *** GeoDoX is now known as GeoDoX|Zzz
L154[00:27:58] <TehNut> Yeah, your init(FMLInitializationEvent) method in your main class
L155[00:28:25] <killjoy> And of course, the get*Sound() methods will change in 1.9
L156[00:28:45] <tntristan12> okay, so it just looks like it's a typo then
L157[00:29:20] <GeoDoX|Zzz> killjoy, are we not getting support for 1.8.x?
L158[00:29:30] <killjoy> uh...
L159[00:29:32] <killjoy> what?
L160[00:29:51] <GeoDoX|Zzz> Isn't 1561 only 1.8? not 1.8.x?
L161[00:30:05] <killjoy> 1.8.8 is being worked on, but not built. https://github.com/MinecraftForge/MinecraftForge/tree/noci-1.8.8
L162[00:30:12] ⇦ Quits: Everseeking (~Everseeki@pool-100-6-80-50.pitbpa.fios.verizon.net) (Quit: Leaving)
L163[00:30:43] <GeoDoX|Zzz> So we're skipping 1.8.x support and jumping to 1.9?
L164[00:30:48] <TehNut> wat
L165[00:30:54] <TehNut> He just said 1.8.8 is being worked on..
L166[00:31:27] <GeoDoX|Zzz> Scratch that, I need sleep
L167[00:31:29] * tntristan12 names his new mob type KirkmanZombie in honor of Robert Kirkman
L168[00:31:49] * killjoy now wants to make a mob named Red Shirt
L169[00:31:55] <tntristan12> heh
L170[00:32:01] <killjoy> It'll be a ohko
L171[00:32:04] <gabizou> lol
L172[00:32:05] <tntristan12> they distract all danger onto them :P
L173[00:32:20] <tntristan12> especially prone to deadly falls
L174[00:32:23] <killjoy> except players
L175[00:32:34] <tntristan12> small chance of random objects falling out of the sky and crushing them
L176[00:32:56] <killjoy> Then Bones comes up and says "He's dead, Jim."
L177[00:32:59] <tntristan12> :D
L178[00:33:27] * gabizou is curious when we'll see mcp for 1.8.8
L179[00:34:09] <killjoy> I'm thinking about hacking fg2.1 to work for me
L180[00:35:32] <GeoDoX|Zzz> http://curse.com/project/237838
L181[00:35:59] <shadekiller666> why is my disk usage always pegged at 100#
L182[00:36:03] <shadekiller666> 100%
L183[00:36:08] <shadekiller666> stupid keyboard
L184[00:36:18] <killjoy> Because you don't have a ssd
L185[00:36:31] <killjoy> Do you have play music installed?
L186[00:37:17] <shadekiller666> play music?
L187[00:37:26] <killjoy> google
L188[00:37:35] <shadekiller666> no?
L189[00:37:40] <tntristan12> shadekiller666: Are you trying to recreate this? https://www.youtube.com/watch?v=IY0mDRrqcVU
L190[00:38:09] <shadekiller666> no
L191[00:38:15] <tntristan12> that is disappointing.
L192[00:38:17] <shadekiller666> HDDs don't make that noise
L193[00:38:17] <killjoy> If you're running Windows 95+ on 4 FDDs, I feel bad for you.
L194[00:38:29] <shadekiller666> if they do you have more serious problems
L195[00:38:39] <killjoy> clickclickclickclickclick
L196[00:38:42] <tntristan12> ...you guys mean my computer shouldn't be making that noise?
L197[00:38:51] *** cpw is now known as cpw|out
L198[00:39:09] <gabizou> tntristan12 nah... I wanna recreate this: https://www.youtube.com/watch?v=RLXQpJgZklk
L199[00:39:32] <tntristan12> ...
L200[00:39:35] <tntristan12> I approve, gabizou
L201[00:39:47] <gabizou> the guy has so many songs with floppy drives
L202[00:39:49] <gabizou> it's amazing
L203[00:40:04] <tntristan12> I feel bad for those floppy drives though :(
L204[00:40:08] <gabizou> lol
L205[00:40:12] <gabizou> so many writes
L206[00:40:25] <gabizou> those things weren't meant to go at those speeds
L207[00:40:44] <tntristan12> They also weren't meant to hold any more than a few dozen megs or so, if I recall
L208[00:40:51] <tntristan12> it's been a while since I've touched a floppy disk :P
L209[00:40:59] <gabizou> yeah...
L210[00:41:15] <gabizou> I still have a box of "color coded" floppy disks
L211[00:41:47] <shadekiller666> welp, dad bought Fallout 4 on pc
L212[00:41:49] <tntristan12> I'm looking forward to having kids, and about 10 years from now trying to explain to them what a floppy disk is.
L213[00:41:55] <shadekiller666> i guess i might as well try it out...
L214[00:42:04] <gabizou> dude, having to explain to them why we say "hang up the phone."
L215[00:42:07] <killjoy> I remember seeing those videos 3 or 4 years ago and wanting to recreate them.
L216[00:42:14] <tntristan12> and that's how shadekiller666 learned to fend for himself
L217[00:42:15] <gabizou> now THAT is something that will be interesting
L218[00:42:17] <shadekiller666> not a fan of the Fallout/Elder Scrolls games
L219[00:42:19] <killjoy> So I bought 8 fdds on ebay for $5
L220[00:42:37] <shadekiller666> excuse me tnt
L221[00:42:38] <gabizou> hf writing the drive controller
L222[00:42:50] <killjoy> Unfortunately, I couldn't afford the arduino
L223[00:43:07] <shadekiller666> some people still live at home with their parents
L224[00:43:32] <killjoy> And I'm certainly not using their high speed internet connection
L225[00:43:35] <gabizou> tntristan12 tbh the best song with these drives has to be https://www.youtube.com/watch?v=fjXP9Hby0LI
L226[00:43:43] <shadekiller666> and aren't quite as able to "fend for themselves" as you like to put it
L227[00:43:52] <gabizou> just listen to it and think how much those floppy drives are in pain
L228[00:43:56] <tntristan12> Just sayin', if I ever get Fallout 4 I might not have enough time for food or water. Let alone other things :P
L229[00:43:56] <killjoy> Gotta wait until I get a salaried job
L230[00:44:13] <killjoy> working 30hrs@min right now
L231[00:44:43] <tntristan12> gabizou: I can't stop thinking about the floppy drives
L232[00:44:44] <tntristan12> my god
L233[00:44:57] <tntristan12> If my computer made sounds like that, I'd panic
L234[00:45:01] <killjoy> nah, this one's the best. https://www.youtube.com/watch?v=ZFmC7hd1hno
L235[00:45:19] ⇨ Joins: SatanicSanta (~SatanicSa@76.115.19.199)
L236[00:45:56] <tntristan12> killjoy: great. now I'm gonna be humming that all night
L237[00:46:03] <gabizou> tntristan12 yet another good one
L238[00:46:04] <gabizou> https://www.youtube.com/watch?v=lx_vWkv50uk
L239[00:46:37] <killjoy> This one's good, too. https://www.youtube.com/watch?v=e_HK5MZPJcw
L240[00:46:56] ⇦ Quits: alex_6611 (~alex_6611@p5DE785E1.dip0.t-ipconnect.de) (Ping timeout: 378 seconds)
L241[00:47:01] <gabizou> killjoy that's a little too much noise
L242[00:47:11] <killjoy> I can hear the tune just fine
L243[00:47:22] <illyohs> I don't know this brings me back https://www.youtube.com/watch?v=DaVqewZYrNM
L244[00:47:22] <gabizou> the tune sure
L245[00:47:28] <gabizou> but the audio is distorted.
L246[00:48:07] <tntristan12> Reminds me of the time I built a floppy disk in minecraft
L247[00:48:16] <killjoy> This one uses 5 3/4" https://www.youtube.com/watch?v=dmoDLyiQYKw
L248[00:48:24] <tntristan12> I could read and write it, but I never figured out anything interesting to do with it :P
L249[00:48:34] <gabizou> OMG
L250[00:48:38] <gabizou> HAVING TO FLIP THE LOCK
L251[00:49:19] <tntristan12> well, it was more like a hard drive. I'm trying to remember how many bits it had
L252[00:49:32] *** Ashlee is now known as Ash|Work
L253[00:49:37] <tntristan12> I believe I had 5 squares to a side, plus 2 in the corners
L254[00:49:47] <tntristan12> so, 22 bits I believe
L255[00:49:56] <tntristan12> kind of a weird number for a hard drive. lol
L256[00:50:15] <gabizou> just imagine how many bytes that required to store 22 bits
L257[00:50:22] <gabizou> (in terms of storing the chunk/blockstates)
L258[00:50:31] <shadekiller666> tnt, sorry if i came off as a dick or anything :)
L259[00:50:37] <tntristan12> you're alright
L260[00:50:41] <shadekiller666> no hard feelings :P
L261[00:51:05] <tntristan12> I had two rings of blocks, mixed with glass and iron
L262[00:51:12] <tntristan12> since glass doesn't transmit a redstone signal
L263[00:51:26] <tntristan12> I had a mechanism to switch out iron for glass and vice versa
L264[00:51:38] <tntristan12> and I had this MASSIVE building, which did nothing but decide how many bits to turn
L265[00:51:49] <tntristan12> if I pressed 8, it would rotate it by 8 bits
L266[00:51:50] <tntristan12> and so on
L267[00:51:52] <shadekiller666> you built a Hard Drive, nice
L268[00:52:03] <shadekiller666> i've built one of those before :P
L269[00:52:05] <tntristan12> yeah, but I never figured out anything interesting to do with it :P
L270[00:52:19] <tntristan12> I have an entire save that is nothing but a completely flat wasteland of sandstone
L271[00:52:28] <tntristan12> it is filled with prototypes
L272[00:52:37] <tntristan12> I call it my prototype graveyard
L273[00:52:38] <shadekiller666> mhmm
L274[00:53:12] <tntristan12> You really can't do too much with 22 bits of ROM
L275[00:53:14] <shadekiller666> i used to be a member of Open Redstone Engineers, formerlly Redstone Development Foundation
L276[00:53:32] <tntristan12> A friend of mine and I once tried to build a CPU
L277[00:53:41] <shadekiller666> when you see all the redstone logic things on like mc wiki and such, they were likely created on ORE/RDF
L278[00:53:51] <tntristan12> we finished the RAM, and decided it was going to be so big that redstone would act up
L279[00:53:57] <shadekiller666> lol
L280[00:54:07] <tntristan12> I'm trying to remember how much RAM we had
L281[00:54:12] <tntristan12> we had like, 8 towers
L282[00:54:13] <unascribed> not enough
L283[00:54:16] <shadekiller666> the most difficult part of redstone, is making it compact
L284[00:54:18] <tntristan12> each tower had 16 floors
L285[00:54:26] <tntristan12> each floor had four sides with 16 bits each
L286[00:54:37] <tntristan12> 16*16*4*8
L287[00:54:54] <shadekiller666> why in the world would you need THAT much ram?
L288[00:55:05] <tntristan12> no clue!
L289[00:55:10] <tntristan12> but it was fun
L290[00:55:12] <shadekiller666> you'd never be able to build a CPU large enough to use all of that
L291[00:55:13] <shadekiller666> lol
L292[00:55:22] <killjoy> *yet
L293[00:55:36] <tntristan12> that's only like, 8kb
L294[00:55:59] <tntristan12> actually, exactly 8kb
L295[00:56:15] <tntristan12> er
L296[00:56:16] <tntristan12> wait
L297[00:56:27] <unascribed> yes, it's exactly 8k
L298[00:56:33] <tntristan12> dangit, did I get bits and bytes mixed up again?
L299[00:56:44] <tntristan12> I'm still a newb when it comes to CS
L300[00:56:47] <shadekiller666> 1 byte = 4 bits
L301[00:56:53] <unascribed> no
L302[00:56:55] <unascribed> 1 byte = 8 bits
L303[00:56:58] <shadekiller666> ^
L304[00:56:58] <unascribed> 4 bits is a nibble
L305[00:57:12] <shadekiller666> bit is the smallest :P
L306[00:57:18] <tntristan12> yeah. one switch is a bit
L307[00:57:54] <unascribed> I'm still annoyed that there's no use for analog redstone
L308[00:57:56] <unascribed> other than like
L309[00:57:58] <unascribed> comparator clocks
L310[00:58:05] <shadekiller666> "no use"
L311[00:58:07] <shadekiller666> ha
L312[00:58:08] <shadekiller666> hahaha
L313[00:58:11] <shadekiller666> hahahahahaha
L314[00:58:16] <unascribed> did i miss something?
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L316[00:58:19] <tntristan12> I'm always trying to figure out how I can use pistons in place of complex redstone circuits
L317[00:58:36] <shadekiller666> analog redstone is amazing for multiple bits of data on a single line
L318[00:58:45] <shadekiller666> tnt, you can't
L319[00:58:50] <shadekiller666> most of the time
L320[00:58:52] <unascribed> uh, yeah you can
L321[00:58:59] <tntristan12> AND gates, man
L322[00:59:00] <unascribed> timers and flip-flops are two things that work much better as pistons
L323[00:59:02] <tntristan12> so much easier with pistons
L324[00:59:06] <tntristan12> oh, and pulsers
L325[00:59:11] <shadekiller666> well, you CAN, but its often larger for most situations
L326[00:59:19] <unascribed> I think he just means using it where it makes sense
L327[00:59:23] <unascribed> not making circuits OUT OF pistons
L328[00:59:26] <tntristan12> yeah
L329[00:59:28] <unascribed> which you can also do, but why would you ever
L330[00:59:40] <shadekiller666> pistons introduce a lot of instability
L331[00:59:54] <tntristan12> unascribed: don't underestimate my propensity to take on insane projects. A friend of mine and I once hollowed out an entire mountain to build a combination lock :P
L332[01:00:02] <shadekiller666> comparators can often replace a piston for things like pulsars and such
L333[01:00:13] <tntristan12> actually, a permutation lock
L334[01:00:18] <tntristan12> the code was (what else) 1337
L335[01:00:28] <tntristan12> and it worked!
L336[01:00:29] <unascribed> that makes me want to add an item to my mod that makes it easy to hollow stuff out
L337[01:00:48] <shadekiller666> unascribed, my largest project on the ORE server was a massive Sudoku board
L338[01:00:49] <tntristan12> the down side was, the mechanism to open the door took up so much space that there was no room to build anything for the door to lead to :D
L339[01:00:53] <masa> and that for me would take the fun out of it :p
L340[01:01:10] <shadekiller666> it utilized analog redstone for the memory banks
L341[01:01:50] <unascribed> okay, maybe analog redstone is slightly useful
L342[01:01:52] <shadekiller666> you can make a memory unit for 4 bits worth of data using a 1x4x4 space
L343[01:02:07] <unascribed> YXZ or XYZ?
L344[01:02:13] <shadekiller666> XYZ
L345[01:02:27] <shadekiller666> well
L346[01:02:48] <shadekiller666> 2x4x4, you need a repeater on the side of one of the comparators to reset it
L347[01:04:11] <shadekiller666> the idea is that you have two comparators that feed into each other with no more than 1 block of redstone dust between them (to avoid signal loss)
L348[01:04:39] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L349[01:04:58] <shadekiller666> add some extra AND logic on the input/output and you have a super nice compact d-flip-flop/RAM unit
L350[01:06:18] <shadekiller666> and i also found an efficient means by which to make wiring between units in analog
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L353[01:07:41] <shadekiller666> if you have a line of redstone 7 (?) blocks long, feeding into the side of a subtracting comparator, and you repeat that, you can get analog redstone qutie far in a decent amount of time
L354[01:07:56] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L355[01:09:04] <Unh0ly_Tigg> for anyone here with experience dealing with mojangs' authlib, with the Yggdrasil implementation of GameProfileRepository, is findProfilesByName(String[],Agent,ProfileLookupCallback) blocking, or is it async?
L356[01:09:23] <Unh0ly_Tigg> dealing with the authlib directly that is.
L357[01:13:14] <unascribed> pretty sure it's blocking and was just written by someone too used to node.js
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L360[01:18:44] <tntristan12> anyone know any good up-to-date sources on how to add mobs?
L361[01:18:51] <tntristan12> looking for a tutorial
L362[01:19:57] <tntristan12> preferably text - not video
L363[01:24:10] <gabizou> tntristan12 how to add mobs? like dealing with the entity registry and such?
L364[01:24:30] <tntristan12> I want to create a new mob
L365[01:24:41] <tntristan12> The one mod I found seems to be out of date
L366[01:24:56] <tntristan12> I've gotten several errors saying that functions I've used are now deprecated as of 1.8
L367[01:25:10] <tntristan12> s/mod/tutorial/
L368[01:25:15] <gabizou> first, what entity class are you extending?
L369[01:25:41] <tntristan12> Zombie, I guess. But I'm not trying to extend a class. I'm literally trying to create a new type of mob.
L370[01:25:46] <tntristan12> or maybe that's te same thing
L371[01:25:50] <tntristan12> I don't 100% know
L372[01:26:24] <gabizou> Ok, let me make it clear, when someone wants to create a new mob, they have to extend one of the current Entity classes, at the very least, Entity
L373[01:26:31] <tntristan12> K
L374[01:26:35] <tntristan12> then it'd be EntityZombie
L375[01:26:40] <gabizou> ok,
L376[01:26:55] <tntristan12> I'm making a new type of Zombie so I can create new AI for it
L377[01:27:01] <tntristan12> in a nutshell
L378[01:27:37] <gabizou> so, from what I can remember, you need to register your new class with the EntityRegistry
L379[01:27:52] <gabizou> EntityRegistry.registerModEntity(Class<? extends Entity> entityClass, String entityName, int id, Object mod, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates)
L380[01:28:35] <gabizou> once that is done, you're pretty much good to go and spawn that custom entity
L381[01:29:35] <gabizou> though, about setting up custom AI, you'll have to remove all previous ai tasks
L382[01:29:37] <gabizou> and add new ones
L383[01:29:52] <gabizou> or override applyEntityAI
L384[01:29:56] <tntristan12> where does that EntityREgistry thing go?
L385[01:30:01] <tntristan12> under init I assume?
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L387[01:31:41] <tntristan12> https://bukkit.org/threads/tutorial-how-to-customize-the-behaviour-of-a-mob-or-entity.54547/
L388[01:31:47] <tntristan12> is this pretty much doing what you described?
L389[01:31:52] <gabizou> pretty much
L390[01:32:11] <gabizou> but remember, that bukkit had a funky system
L391[01:32:15] <gabizou> a REALLY funky system
L392[01:32:28] <tntristan12> ah
L393[01:32:48] <gabizou> and bukkit isn't really applicable here
L394[01:32:57] <tntristan12> okay, so that source is out
L395[01:33:07] <tntristan12> I really can't find any good up-to-date tutorials :\
L396[01:33:51] ⇦ Parts: Bunsan (~bunsan@S010674440131016b.cg.shawcable.net) ())
L397[01:34:18] <tntristan12> hey gabizou: mind if I pm you?
L398[01:34:40] <gabizou> to be honest, I haven't actually written a custom entity myself, but I know how they work
L399[01:34:40] <gabizou> :p
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L403[01:48:32] <masa> tntristan12: well, I have one mob in my mod atm. As was said already, there isn't anything special, you just extend an Entity class that makes the most sense, might be EntityLiving, EntityMob, or in your case veen EntityZombie. Then you override and add the custom code you need, register the entity, and set up the textures and rendering for it, and then you are pretty much done.
L404[01:48:56] <masa> *even
L405[01:49:55] <masa> if yo uwant, I can PM you the relevant classes of my mod for reference (no not spam this chat)
L406[01:50:09] <masa> *not to
L407[01:52:19] <tntristan12> Sure!
L408[01:52:30] <tntristan12> That would be much appreciated
L409[01:54:12] ⇨ Joins: gravityfox (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L410[01:54:54] <gravityfox> hi, guys, i'm a developer with a question
L411[01:55:09] <shadekiller666> no you can't ask it
L412[01:55:19] <gravityfox> aww okay...
L413[01:55:24] * shadekiller666 is kidding
L414[01:55:27] <gravityfox> lol
L415[01:55:45] <shadekiller666> "can i ask you a question?" "you just did..."
L416[01:56:00] <gravityfox> so how feasible would it be make a dimension that doesn't save its state and is easily discardable?
L417[01:56:16] <gravityfox> no
L418[01:56:22] <gravityfox> i STATED that i had a question
L419[01:56:28] <gravityfox> i didn't ask if i could ask it
L420[01:56:33] <gravityfox> you just answered that for me
L421[01:56:36] <shadekiller666> fair point
L422[01:56:50] <gravityfox> but seriously discardable worlds/dimensions
L423[01:56:55] <shadekiller666> but i have no answer
L424[01:57:03] <gravityfox> damn
L425[01:57:05] <shadekiller666> i am not the person to ask that question to :P
L426[01:57:11] <gravityfox> is there a dev channel?
L427[01:57:22] <shadekiller666> dev channel?
L428[01:57:26] <gravityfox> i know sponge has one
L429[01:57:28] <shadekiller666> this is the dev channel :P
L430[01:57:36] <gravityfox> isn't this the general channel?
L431[01:57:54] <shadekiller666> uhhh
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L433[01:58:07] <gravityfox> ehh whatevs
L434[01:58:08] <shadekiller666> ya? but its also the dev channel
L435[01:58:14] <gravityfox> got it
L436[01:58:23] <Mimiru> It's *THE* Forge channel, it's the General Channel, the Dev Channel, the Off Topic at times channel :P
L437[01:58:28] <shadekiller666> this is often the best place to find answers
L438[01:58:37] <gravityfox> yeah cause i was thinking of making a sponge plugin...
L439[01:58:47] <gravityfox> BUT...
L440[01:59:02] <gravityfox> diuscardable worlds doesn't seem like something that can be done with just sponge
L441[01:59:04] <gabizou> gravityfox, the way I understand worlds is that they do persist unless you do some hackery bits to make them not persist.
L442[01:59:15] <gabizou> you should be able to remove them though.
L443[01:59:23] <gravityfox> right, i learned this in my last failed attempt to make worlds on the fly
L444[01:59:29] <gravityfox> you CAN
L445[01:59:32] <shadekiller666> what do you mean by non-persistant?
L446[01:59:36] <gravityfox> but the files won't delete without a server restart
L447[01:59:47] <gravityfox> and that breaks... everything
L448[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151111 mappings to Forge Maven.
L449[02:00:05] <gravityfox> i need to be able to create a world with just a few chunks
L450[02:00:05] <gabizou> gravityfox, it's a little touchy
L451[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151111-1.8.zip (mappings = "snapshot_20151111" in build.gradle).
L452[02:00:08] <gravityfox> send a player to it
L453[02:00:09] <gabizou> can't really do it well
L454[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/
L455[02:00:18] <gabizou> because you have to regen the chunks every time
L456[02:00:25] <gravityfox> and that's fine
L457[02:00:26] <gabizou> every time a chunk loads, the chunk has to regen
L458[02:00:37] <gravityfox> i'm only genning like 9 chungs
L459[02:00:51] <gravityfox> if not even that
L460[02:00:55] <shadekiller666> its fine if you have a super computer running your minecraft server
L461[02:01:10] <gravityfox> but the chunk gen takes like no time at all
L462[02:01:19] <shadekiller666> get more than 30 mods on that server and that will quickly become a nightmare
L463[02:01:20] <gravityfox> it's a premade map
L464[02:01:31] <shadekiller666> oh
L465[02:01:32] <gravityfox> no generation at all
L466[02:01:35] <shadekiller666> i get it
L467[02:01:36] <gravityfox> it's just loading a map
L468[02:01:39] <gravityfox> breaking it
L469[02:01:42] <gravityfox> and discarding it
L470[02:01:46] <shadekiller666> is this meant to be a minigame kind of thing?
L471[02:01:49] <gravityfox> yep
L472[02:01:59] <shadekiller666> hmm
L473[02:02:03] <gravityfox> the solution people use is to use multiple servers
L474[02:02:08] <gravityfox> and start and stop them as needed
L475[02:02:13] <gravityfox> and the bungeecord fills in
L476[02:02:22] <gravityfox> but i can't afford to do that
L477[02:02:31] <shadekiller666> you *might* be able to swap out map files
L478[02:02:39] <gravityfox> nope... fs locks
L479[02:02:41] <gravityfox> i checked...
L480[02:02:50] <shadekiller666> fs locks?
L481[02:02:56] <gravityfox> mc doesn't relinquish files till after restart
L482[02:03:02] <gravityfox> filesystem'
L483[02:03:26] <shadekiller666> didn't mcedit find a way around this...
L484[02:03:30] <shadekiller666> hmm
L485[02:03:32] *** TehNut is now known as TehNut|Sleep
L486[02:03:51] <gabizou> you could regen chunks on the fly so you don't have to teleport to other worlds
L487[02:04:00] <gabizou> and just send a fake change dim packet to the players
L488[02:04:02] <gravityfox> i've thought about that...
L489[02:04:11] <gravityfox> but then you need a world for each instance
L490[02:04:23] <gravityfox> now if you needed a world for EVERY PLAYER
L491[02:04:23] ⇨ Joins: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com)
L492[02:04:27] <gabizou> but short of adding hooks into the chunkloader, you're kinda sol.
L493[02:04:28] <gravityfox> you run into a problem
L494[02:04:45] <gravityfox> yeah i know
L495[02:05:04] <gravityfox> also before i forget, hi gabi x3
L496[02:05:21] <shadekiller666> i'm gonna head off to bed, goodnight
L497[02:05:26] <gravityfox> goodnight
L498[02:05:41] <gravityfox> so... ASM anybody?
L499[02:05:51] <masa> hmm, couldn't you hook up something to fetch the actual chunks from another location in that world in WorldLoadEvent or something?
L500[02:06:06] <shadekiller666> that might work
L501[02:06:14] <gravityfox> my issue is that i don't want to use a world instance
L502[02:06:20] <gravityfox> if the server stops
L503[02:06:25] <masa> not sure if you would be able to store the actual template chunks outside the usual 30M blocks range...?
L504[02:06:27] <gravityfox> none of this data should be saved at all
L505[02:06:40] <gravityfox> all should be discarded
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L507[02:07:13] <shadekiller666> is the event for world saving cancelable
L508[02:07:14] <gravityfox> honestly everything would be so much faster if MC didn't save like it does
L509[02:07:24] <masa> well my point is, you would let it save the chunks, and let's assume those chunks are near the origin. It wouldn't matter if it saves them, since they would be re-fetched from another location each time that world loads
L510[02:07:26] <gravityfox> i don't think so
L511[02:07:36] *** AEnterpriseAFK is now known as AEnterprise
L512[02:07:36] <gravityfox> yeah but that's icky...
L513[02:07:46] <gravityfox> and a world for every player gets big really fast
L514[02:07:49] <shadekiller666> we're talking about minecraft here
L515[02:07:55] <gravityfox> i REALIZE
L516[02:08:03] <gravityfox> I CAN DREAM OKAY?
L517[02:08:08] <masa> who said anything about a world per player?
L518[02:08:16] <shadekiller666> half the stuff discussed about minecraft modding is icky, as it was never designed for these things in the first place :P
L519[02:08:21] <gravityfox> i need players to have a "home"
L520[02:08:21] <masa> or well, I don't know how this is supposed to work exactly...
L521[02:08:40] <gravityfox> that "home" is mostly template based, but has some customization
L522[02:08:53] <gravityfox> Hypixel just uses a giant world for every player
L523[02:09:04] <gravityfox> *single
L524[02:09:19] <gravityfox> but in this case there's really nothing to save other than a few options
L525[02:09:36] <gravityfox> but i still can't reuse the same place and just hide everyone from everyone else
L526[02:09:44] <gravityfox> like hypixels limbo room
L527[02:09:53] <masa> oh so you want individual "world" for every player?
L528[02:09:58] <gravityfox> yeah
L529[02:10:00] <shadekiller666> well
L530[02:10:21] <Zaggy1024> I can't wait to make all my code prettier when we get generics :D
L531[02:10:52] <shadekiller666> assuming you could manage without more trouble, you might be able to pull off a purposeful client-server desync state
L532[02:10:54] <gravityfox> wait wai?
L533[02:11:09] <gravityfox> that...
L534[02:11:14] <gravityfox> seems good in principle...
L535[02:11:17] <shadekiller666> make each client render the options for that client
L536[02:11:20] <gravityfox> but seems more difficult to manage
L537[02:11:34] <gravityfox> but that's packet manipulation...
L538[02:11:35] <shadekiller666> then save the data serverside if it changes
L539[02:11:40] <gravityfox> and that's kinda eww...
L540[02:11:45] <shadekiller666> you'd have to take over packet handling
L541[02:11:50] <gravityfox> yeah...
L542[02:11:55] <shadekiller666> but its doable i think
L543[02:12:01] <gravityfox> that is very eww though...
L544[02:12:19] <masa> well to me it sounds like any way you are going to do this kind of stuff in the current minecraft codebase is going to be at least somewhat "ewww" :p
L545[02:12:24] <gravityfox> all i can think of is some really extreme ASM
L546[02:12:26] <shadekiller666> what are you hoping to have in terms of compatibility with other mods
L547[02:12:37] <gravityfox> full compatibility
L548[02:12:47] <gravityfox> basically the worlds will behave like nomral worlds
L549[02:12:50] <shadekiller666> ASM is discusting
L550[02:12:55] <gravityfox> but chunk gen is disabled
L551[02:13:01] <gravityfox> and worlds are not saved
L552[02:13:09] <shadekiller666> you know
L553[02:13:12] <gravityfox> otherwise they should be identical
L554[02:13:16] <shadekiller666> theres already a world type that does that
L555[02:13:18] <gravityfox> i REALIZE
L556[02:13:22] <gravityfox> wait wat?
L557[02:13:32] <gravityfox> explain
L558[02:13:33] <shadekiller666> the debug world type
L559[02:13:40] <gravityfox> ...
L560[02:13:52] <gravityfox> wat...
L561[02:13:57] <shadekiller666> 1.8 added what is basically a void world with every block in the game
L562[02:14:10] <gravityfox> right, but do they save...
L563[02:14:12] <shadekiller666> intended as a debugging tool for resourcepacks
L564[02:14:22] <shadekiller666> they don't save
L565[02:14:26] <shadekiller666> but
L566[02:14:26] <gravityfox> ...
L567[02:14:39] <shadekiller666> they also can't be modified by default
L568[02:14:48] <shadekiller666> as the player is locked to spectator
L569[02:14:50] <gravityfox> i shall investigate this
L570[02:14:56] <shadekiller666> and i think chunk updates are disabled
L571[02:15:03] <gravityfox> and...
L572[02:15:09] <Unh0ly_Tigg> well, by date alone, 14 minutes ago marked my 22nd birthday.
L573[02:15:12] <gravityfox> can this world be made on a server?
L574[02:15:20] <gravityfox> happy bday
L575[02:15:22] <gravityfox> ^^
L576[02:15:22] <shadekiller666> i would imagine so
L577[02:15:28] <shadekiller666> haven't looked into it though
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L580[02:15:45] <gravityfox> yay LEx saves the day
L581[02:16:08] <gravityfox> i mean i'll look into it
L582[02:16:09] <shadekiller666> lex has been in here the whole time :P
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L584[02:16:14] <gravityfox> i know xD
L585[02:17:32] <shadekiller666> anyway, goodnight
L586[02:17:39] <gravityfox> night
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L590[02:18:57] <gravityfox> i'll look at it more later
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L593[02:26:27] <Unh0ly_Tigg> alright, I need to head to bed, goodnight all, see you later!
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L618[03:22:35] <GeoDoX> Do you need a Model for basic Blocks and Items now?
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L627[03:46:38] <mort_> You do apparently
L628[03:47:12] <mort_> 3 json files in various places per block
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L630[03:48:40] <ThePsionic> tfw you want to revive an old mod but it's not open source
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L632[03:50:38] <xaero> I did it for an old mod whose author was gone for over a year
L633[03:50:50] <xaero> don't think he came back since
L634[03:50:54] <mort_> Tfw when modders stop updating their mod without open sourcing
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L637[03:51:34] <ThePsionic> ikr
L638[03:51:38] <ThePsionic> rip in pieces
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L640[03:54:02] <Cypher121> and then they came back and imply legal action against clones
L641[03:55:14] <Cypher121> then never do anything and disappear again
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L645[03:58:04] <ThePsionic> I just PM'd them on MCF
L646[03:58:13] <ThePsionic> maybe they have set PMs to appear in their mailbox
L647[03:59:06] <mort_> btw, is there any faster way to try my changes than running gradlew runClient and waiting a minute?
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L652[04:02:56] <ThePsionic> I don't think so? Then again it's been like a year since I last modded so
L653[04:03:31] <Cypher121> mort_: depends on what changes
L654[04:03:51] <Cypher121> for most things IDEA's hotswap works fine
L655[04:04:06] <unascribed> or eclipse's
L656[04:04:13] <unascribed> I'm currently using Eclipse hotswap to write a renderer
L657[04:04:28] <Cypher121> yeah, eclipse is fine too
L658[04:04:48] <mort_> I prefer just using vim and gradlew from the command line though
L659[04:05:08] <unascribed> I don't know of any way to use the JVM's debugger without an IDE
L660[04:05:23] <mort_> alright, fair enough
L661[04:05:45] <mort_> not a big issue anyways
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L663[04:07:44] <xaero> mort_: maybe you can try --offline to skip some network checking
L664[04:07:58] <xaero> dunno if it'll help
L665[04:08:23] <mort_> sounds like it could help a bit at least
L666[04:09:03] <GeoDoX> So I made the renderers and files, but I'm not getting the texture on the block
L667[04:09:18] <mort_> now, I'm trying to make a TileEntity. I know how you do that when extending BlockContainer, but from some comments I've read, that's not the best way to do it, and you can do it with a class extending Block too
L668[04:10:06] <GeoDoX> How'd you setup your proxies mort_ ?
L669[04:10:20] <mort_> http://www.minecraftforge.net/wiki/Basic_Tile_Entity I'm trying to follow that, but it's somewhat confusingly written, and adding a createTileEntity() method doesn't seem to change anything, and according to @Override, there's no such method in any super class either.
L670[04:10:29] <mort_> GeoDoX: I haven't gotten to that
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L672[04:10:48] <GeoDoX> So you don't need Proxies for blocks?
L673[04:11:02] <GeoDoX> What about recipes?
L674[04:11:23] <mort_> I dunno, I started yesterday and haven't gotten to recipes yet either
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L676[04:13:20] <GeoDoX> I also don't know about localization... I setup a lang file, with the unlocalizedName=localizedName but its not loading. I know previously there was something you had to do with LanguageRegistry, is that still a thing?
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L678[04:13:49] <mort_> doesn't seem like it; I encountered a lot of references to that too though, from old tutorials
L679[04:14:46] <mort_> now you have files like src/main/resources/assets/<modname>/lang/en_US.lang, which contain lines like `tile.mytile.name=Some Human Readable Name`
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L681[04:15:06] <GeoDoX> Hmm, odd.. Why isn't things in res directory loading then... seems like the issue
L682[04:15:12] <mort_> where the `mytile` is the name you set in setUnlocalizedName
L683[04:15:17] <ThePsionic> Are you in IDEA, GeoDoX?
L684[04:15:23] <GeoDoX> indeed
L685[04:15:38] <ThePsionic> There was a thing with the resource directory not being detected in IDEA
L686[04:15:54] <ThePsionic> Urgh 1 second finding the one-line fix
L687[04:15:59] <GeoDoX> hmmm, it is marked as a sources root
L688[04:16:03] <GeoDoX> alright :)
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L690[04:18:44] <ThePsionic> Ok found it GeoDoX
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L692[04:18:50] <ThePsionic> Add this to your build.gradle:
L693[04:18:51] <ThePsionic> idea { module { inheritOutputDirs = true } }
L694[04:19:01] <GeoDoX> approx line #?
L695[04:19:03] <ThePsionic> at the end
L696[04:19:12] <GeoDoX> sounds good
L697[04:19:18] <GeoDoX> do I have to build or anything
L698[04:19:40] <ThePsionic> i don't remember, it's been a while since I modded ._.
L699[04:19:50] <ThePsionic> if i recall correctly it should Just Work(tm)
L700[04:20:11] <GeoDoX> haha, I'll find out when I attempt to run it right about now
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L702[04:23:01] <GeoDoX> nope, is it cuz my mod id contains an uppercase letter?
L703[04:23:50] <ThePsionic> i have no idea lol
L704[04:24:23] <GeoDoX> im gunna swap a few things around and see if that was it
L705[04:25:47] <GeoDoX> that was it
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L707[04:27:00] <GeoDoX> Hmmm, alright. So, that somewhat works I guess :P
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L709[04:31:21] <GeoDoX> Possible to ensure only one Block that you own exists in the world and no more
L710[04:31:25] <GeoDoX> ?
L711[04:31:42] <GeoDoX> Or even if I have to use a TileEntity per player?
L712[04:32:03] <GeoDoX> So you can have multiple blocks but the same TileEntity?
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L727[05:19:56] <mort_> Hey, for whatever reason, my blocks have no texture on the ground, though they do in my inventory.
L728[05:20:04] <mort_> Does anyone know what could cause that?
L729[05:20:47] <AtomicStryker> as itemstack in world or placed in the world
L730[05:21:03] <mort_> placed in the world
L731[05:21:13] <AtomicStryker> and which mc version
L732[05:21:28] <mort_> 1.8
L733[05:21:48] <fry> is your block by any chance a tile entity? :P
L734[05:21:52] <mort_> http://pbin.in/T9 is models/block/pipe_dumb.json
L735[05:22:08] <mort_> it is a BlockContainer, and has a TileEntity, yes
L736[05:22:24] <fry> you're extending BlockContainer, which overrides getRenderType
L737[05:22:51] <fry> you need to either frop BlockContainer (since it's not very useful), or override that egain, to the initial value of 3
L738[05:22:52] <mort_> ah, I remember seeing something about getRenderType once
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L740[05:23:47] <mort_> I also saw in a comment somewhere that BlockContainer isn't very useful, but couldn't figure out how to get tile entities to work when extending block
L741[05:24:49] <mort_> http://www.minecraftforge.net/wiki/Basic_Tile_Entity tried following that, but tbh, it's kind of poorly written and I couldn't get it to work
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L745[05:28:17] <mort_> awesome, overrode getRenderType, and now textures are working
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L747[05:32:45] <mort_> fry: is there an enum somewhere with the appropriate render types? Hard coding 3 seems fragile
L748[05:32:57] <fry> nope, everything should be 3 :P
L749[05:33:06] <mort_> according to things on the internet, 0 used to be regular blocks and 3 was fire
L750[05:33:14] <mort_> from some comment from 2012
L751[05:33:20] <fry> in 1.8 all regular blocks are 3
L752[05:33:29] <mort_> alright
L753[05:33:45] <mort_> is there a list somewhere of what the various render types are then?
L754[05:33:51] <mort_> for whenever I need non-regular blocks
L755[05:34:41] <fry> only other type is vanilla fluid renderer, but you should use forge fluid renderer for that
L756[05:34:53] <fry> so, you should only ever need 3 :P
L757[05:35:00] <mort_> alright
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L759[05:37:36] <mort_> fry: what do I do then when I want blocks where the model doesn't take the whole block?
L760[05:38:11] <fry> look at vanilla blocks that match this description, and see what they do
L761[05:38:16] <fry> for example - fence
L762[05:38:26] <mort_> that's a good idea isn't it
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L767[06:10:15] <ThePsionic> Whoops, why is setupDecompWorkspace not working
L768[06:11:06] <ThePsionic> "File 'somefilepath' specified for property 'inSrg' doesn't exist"
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L770[06:25:31] <ThePsionic> Hm, the adfoc.us links to download on files.minecraftforge.net just take me to the adfoc.us homepage
L771[06:28:09] <unascribed> if you click the (i) icon, you'll skip adfoc.us
L772[06:28:45] <unascribed> obviously don't do that all the time
L773[06:28:48] <unascribed> but if it's broken
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L775[06:36:39] <ThePsionic> oh ok
L776[06:38:32] <ThePsionic> Ah, I know what was going wrong
L777[06:38:38] <ThePsionic> I had an ancient build.gradle :P
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L780[06:44:23] <sham1> Hmm, I propaa
L781[06:45:03] <sham1> Hmm, I propably should get back to work on my mod one of thede
L782[06:45:26] <sham1> And my gloves Fuck up my typing
L783[06:46:11] <ThePsionic> lol
L784[06:46:22] <ThePsionic> sham1: this is the first time in like a year I boot up IntelliJ to mod
L785[06:47:14] <sham1> I have just been busy with other stuff
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L787[06:59:38] <ThePsionic> Hmmm
L788[07:00:08] <ThePsionic> Why doesn't Forge want to work
L789[07:02:17] <sham1> You didn't ask it to
L790[07:02:24] <ThePsionic> pls
L791[07:02:33] <ThePsionic> it doesn't show up in my ext libraries in IntelliJ
L792[07:04:30] <alex_6611> try to refresh gradle project?
L793[07:06:34] <ThePsionic> alex_6611 to the rescue
L794[07:06:36] <ThePsionic> thanks :P
L795[07:06:48] <alex_6611> hah this happens once in a while to me as well :D
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L797[07:17:43] <ThePsionic> http://i.imgur.com/EVLFljG.png
L798[07:17:44] <ThePsionic> ayy
L799[07:17:57] <ThePsionic> after so long, the only thing i had to fix was a method name in an inventory
L800[07:18:05] <alex_6611> lol
L801[07:18:10] <alex_6611> that mod looks NICE
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L803[07:20:19] <ThePsionic> alex_6611: even though they're placeholder textures? i can't draw for shit
L804[07:20:29] <alex_6611> :D
L805[07:21:22] <alex_6611> well, the items are ok, but i like how you did the tooltips
L806[07:21:58] <alex_6611> i guess that the items could be more than a... solid shape with an outline, but hey :D
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L808[07:22:10] <alex_6611> it's still cool
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L810[07:22:53] <unascribed> https://unascribed.com/v/153bd812.mp4
L811[07:23:01] <unascribed> goal: to make a completely ridiculous (but fitting) animation
L812[07:23:04] <unascribed> I think I succeeded
L813[07:23:07] <unascribed> :P
L814[07:23:33] <MalkContent> gotta do a fresh setup for modding anyways and since i've heard eclipse getting some flak from some people, any other suggestions, what and why?
L815[07:23:49] <unascribed> suggestion: use the IDE you want to use
L816[07:23:51] <ThePsionic> ^
L817[07:23:58] <unascribed> it all comes down to preference
L818[07:23:58] <MalkContent> i don't know any besides eclipse
L819[07:24:00] <ThePsionic> except n++. don't use n++.
L820[07:24:06] <unascribed> Eclipse users are extremely vocal about using Eclipse and nothing else
L821[07:24:11] <ThePsionic> MalkContent: IDEA is an excellent IDE
L822[07:24:13] <unascribed> IDEA users are extremely vocal about using IDEA and nothing else
L823[07:24:20] <unascribed> etc etdc
L824[07:24:22] <unascribed> etc*
L825[07:24:25] <ThePsionic> well I proved your point there unascribed lmao
L826[07:24:29] <unascribed> yeah.
L827[07:24:48] <unascribed> as an Eclipse user I tend to find IDEA users as the most obnoxious, but I bet there's plenty of similar Eclipse users
L828[07:24:53] <unascribed> so really use what you like and/or are used to.
L829[07:24:58] <MalkContent> so i'll just ask "if you're not using eclipse, but know it, what's the core differences with your ide"
L830[07:25:03] <ThePsionic> Though I'm not sure whether modding is nicely possible on Netbeans
L831[07:25:13] <unascribed> Eclipse tends to be "dumb" for lack of a better term
L832[07:25:15] <MalkContent> also: but i like n++ :c
L833[07:25:21] <unascribed> it tends to do precisely what you ask it without guessing, which can be... bad
L834[07:25:28] <unascribed> IDEA tends to try to do what you intend
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L836[07:25:47] <unascribed> I personally find it insufferably annoying
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L839[07:26:46] <unascribed> the main two IDEs though are IDEA and Eclipse
L840[07:26:47] <ThePsionic> I wouldn't use n++ for Java developing because it's not really "smart" about it as far as I've experienced
L841[07:26:48] <MalkContent> that'd probably be my stance, too, but I'm only gonna take your word as the devil's advocate's against it
L842[07:26:56] <ThePsionic> Same with SublimeText
L843[07:26:59] <unascribed> NetBeans, BlueJ, etc are basically never used in modding as far as I can tell
L844[07:27:04] <MalkContent> i wasn't serious about using n++ to code
L845[07:27:05] <unascribed> ThePsionic: those are text editors, not IDEs.
L846[07:27:10] <ThePsionic> true
L847[07:27:11] <MalkContent> only nice for checking code out
L848[07:27:14] <unascribed> so, basically
L849[07:27:15] <unascribed> try IDEA
L850[07:27:17] <unascribed> if you hate it
L851[07:27:17] <Wuppy> n++ is decent for coding
L852[07:27:18] <unascribed> stick with eclipse
L853[07:27:19] <unascribed> if you like it
L854[07:27:21] <unascribed> use it
L855[07:27:28] <ThePsionic> ohai Wuppy
L856[07:27:35] <Wuppy> yo ThePsionic how're you :)
L857[07:27:48] <ThePsionic> keep on rollin'
L858[07:28:08] <Wuppy> \o/
L859[07:28:22] <ThePsionic> i'm doing a sort of roleplay with a friend on Steam
L860[07:28:23] <ThePsionic> https://gist.github.com/ThePsionic/342a6d7141e86df86ffb
L861[07:28:26] <MalkContent> alright then. just as long as there is nothing inherently wrong with it, imma just do that
L862[07:29:02] <Wuppy> cool, I've been doing lots of partying and game programming :D
L863[07:29:52] <ThePsionic> nice
L864[07:30:16] <ThePsionic> i've had two quarters in school that were mostly documentation, and this quarter we're getting back into Java
L865[07:30:26] <ThePsionic> So my flame to mod has been re-lightened
L866[07:30:43] <ThePsionic> (Also kids, if you can, avoid Oracle APEX and PL/SQL)
L867[07:30:46] <ThePsionic> (eugh)
L868[07:30:52] <Wuppy> our school switched education system
L869[07:30:53] <mort_> so, minecraftforge.net seems to be down atm
L870[07:31:09] <Wuppy> it's much more focussed on making projects/games/actually programming which is amazing
L871[07:31:44] <Wuppy> also, we're only required to go to school on thursday and friday (+ voluntarliy on wednesday) :D
L872[07:32:03] <mort_> Wuppy: hey! I spent a lot of today and yesterday reading, among other things, your tutorials on updating mods from 1.7 to 1.8 to try to get in to modding.
L873[07:32:23] <Wuppy> cool :) were my tutorials still up to date?
L874[07:32:35] <ThePsionic> Wuppy: I have classes mon, tue and thu, but I have to start so early every day ;-;
L875[07:32:44] <mort_> seem to be, after all 1.8 is still 1.8
L876[07:33:00] <Wuppy> the days are 9 to 5 on thursday and firday as well, but I live so close to school I can get up a t 8 :P
L877[07:33:18] <Wuppy> mort_, that's good, I haven't had time to work on tutorials anymore and I probably wont :c
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L879[07:33:28] <mort_> :(
L880[07:33:43] <Wuppy> I've got a ton of game programming projects running atm :P
L881[07:33:57] <mort_> oh, sounds fun
L882[07:33:58] <Wuppy> and I'm learning a lot on the side
L883[07:34:03] <Wuppy> such as Python, HTML & javascript
L884[07:34:09] <Wuppy> which I want to do in a week or so
L885[07:34:22] <mort_> I've done a lot of programming, some of which game programming, in HTML and JS
L886[07:34:51] <Wuppy> game programming in html? :O
L887[07:35:14] <mort_> http://s.mort.coffee/gamejam/ is my latest thing, written during a 48 hour game jam
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L889[07:35:30] <mort_> JS can do a lot these days.
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L892[07:36:41] <Wuppy> not bad although you seem to have the smae design prolbem I had in a gamejam game :P
L893[07:36:55] <Wuppy> there is no reason to ever stop firing
L894[07:37:14] <mort_> true
L895[07:37:28] <mort_> could make the gun overheat eventually
L896[07:37:30] <AresWg> Stupid Question, ive downloaded and ran thouhgt Pahimars tutorial but it wont let me access the cpw.mods.fml files
L897[07:37:42] <AresWg> how can i fix this
L898[07:37:55] <Mimiru> AresWg, 1.8, or 1.7?
L899[07:37:56] <Wuppy> mort_, yeah, something like that or ammo or something
L900[07:38:02] <alex_6611> lol this is fun :D
L901[07:38:07] <Mimiru> if 1.8 it's now net.minecraftforge.fml
L902[07:38:08] <alex_6611> although the sounds are weird
L903[07:38:11] <Wuppy> but yeah, it's a gamejam game so you dont have time for stuff like that generally :P
L904[07:38:25] <AresWg> Okay thank you
L905[07:38:26] <mort_> true
L906[07:39:04] <Wuppy> this is our gamejam game: https://dl.dropboxusercontent.com/u/59067404/Downloads/Epic%20Megajam%20October%202015/BattleMetal.zip
L907[07:39:09] <Wuppy> team of 5, 4 days to work on it
L908[07:39:21] <Wuppy> although there were only 3 of us who actually did stuff :c
L909[07:39:30] <mort_> I was on a team of 1 on that game btw
L910[07:39:39] <Wuppy> damn impressive hten :P
L911[07:39:51] <mort_> thanks!
L912[07:40:05] <Wuppy> although to be fair, I can't access that very well because of my lack of html/js knowledge atm
L913[07:40:09] <Wuppy> ask me again in a week or so :P
L914[07:40:45] <mort_> what do you mean?
L915[07:41:16] <mort_> "access that"
L916[07:41:29] <Wuppy> assess*
L917[07:41:33] <mort_> ah.
L918[07:41:44] <mort_> also, I'm on linux. I'll try to get that game running in wine
L919[07:41:57] <Wuppy> and I'm learning html and JS as we speak so in about a week I'll actually know how much work it is in those languages
L920[07:42:08] <mort_> http://d.mort.coffee/img/scr.png that's not necessarily a good sign
L921[07:42:40] <Wuppy> fatal errors are generally not a good thing, no
L922[07:43:10] <mort_> btw, http://github.com/mortie/gamejam-client and http://github.com/mortie/gamejam-server for source code - both are javascript
L923[07:43:31] <Wuppy> wait I was actually playing against you live?
L924[07:43:35] <mort_> mhm
L925[07:43:46] <Wuppy> holy crap, that's really impressive in 48 hours :O
L926[07:43:55] <mort_> thanks
L927[07:45:43] <Wuppy> ugh it's confusing to work with 2 revisioning systems at the same time....
L928[07:45:53] <ThePsionic> i'm doing some js stuff atm too
L929[07:46:09] <ThePsionic> basically just an extension to make tumblr a well-functioning website
L930[07:46:14] <mort_> lol
L931[07:46:41] <Wuppy> holy crap I managed to crash unity :o
L932[07:46:50] <mort_> o.o
L933[07:46:53] <alex_6611> good job
L934[07:46:53] <Wuppy> unreal crashes every hour or so but unity never does
L935[07:47:20] <mort_> not used unreal at all, used unity a little
L936[07:48:04] <Wuppy> unity is amazing, unreal is pretty, visual scripting is amazing but hte engine is very crashy
L937[07:48:10] <Wuppy> and buggy + unclear
L938[07:48:12] <mort_> I made a shitty minecraft clone in unity - basically a firstpersioncontroller and some scripts to let you place blocks. Unity didn't like a big chunk of blocks where each block is its own actual physics object.
L939[07:48:20] <Wuppy> also the documentationf or untiy is great, hardly existing for unreal
L940[07:48:52] <Mimiru> As someone working on a team of 2 to recreate an entire game in UE4, THe lack of Documentation suuuucks.
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L942[07:49:11] <ThePsionic> rip in pieces
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L947[08:26:48] <MalkContent> unreal crashes?
L948[08:27:10] <MalkContent> i played some of the new ut, guessing some 5-6 hours and it seemed stable
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L950[08:33:31] <mort_> hey Wuppy
L951[08:33:40] <Wuppy> yeah :)
L952[08:34:01] <Wuppy> MalkContent, I'm talking about the programming tool, not games made with them
L953[08:34:07] <Wuppy> rocket league never crashed either
L954[08:34:51] <mort_> what would be the best way to have a block like redstone or pipes, where it changes shape depending on surrounding blocks? I see the vanilla blocks which do that have models like modelname_s, modelname_n, modelname_nw, etc. but that seems kind of annoying
L955[08:35:12] <mort_> and the blockstates file and the elements array in the model seems relevant somehow too
L956[08:36:53] <fry> mort_: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ForgeBlockStatesLoaderDebug.java
L957[08:37:34] <mort_> wow, github's syntax highlighter really doesn't like comments in json.
L958[08:37:39] <mort_> anyways, I'll read through that.
L959[08:37:50] <fry> because there are no comments in json :P
L960[08:37:55] <fry> it's a violation of the spec
L961[08:37:56] <mort_> ik
L962[08:38:06] <unascribed> if you made it json5
L963[08:38:08] <unascribed> it may be happier
L964[08:38:52] <unascribed> pretty sure github has support for json5 highlighting to appease the Node community
L965[08:39:01] <unascribed> which is basically JSON with ECMAScript 5 features and comments
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L972[09:03:38] <ThePsionic> til what a season pass iss
L973[09:03:39] <ThePsionic> is*
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L978[09:12:31] <MalkContent> Wuppy: roger
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L980[09:12:53] <MalkContent> man i got some bad sp lag with the new tc
L981[09:13:12] <MalkContent> is that mc 1.8 being wonky?
L982[09:13:38] <fry> what forge are you on?
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L985[09:14:38] <MalkContent> the latest when i got it
L986[09:14:39] <MalkContent> 1556
L987[09:16:17] <MalkContent> major rubberbanding, feels like a shitty connection. mostly notice it during travel with a horse, but i got it even when im not really moving much
L988[09:16:49] <fry> hmm, server-side lag then
L989[09:17:04] <MalkContent> well it's singleplayer x)
L990[09:17:11] <fry> shouldn't be forges fault, I think
L991[09:17:17] <fry> there's no single player :P
L992[09:17:20] <flappy> MalkContent: there's a good few things fixed by 1.8.8 vanilla side
L993[09:17:35] <MalkContent> don't lie to yourself, yes there is fry :P
L994[09:17:53] <flappy> MalkContent: you're the fool here
L995[09:18:33] <MalkContent> dont know about 1.8 but 1.7 still had sp classes here and there
L996[09:18:52] <MalkContent> also you can't have shitty connection when youre hosting :D
L997[09:19:42] <SirWill> hey, how can I find out what spawns a random nether portal?
L998[09:20:17] <flappy> SirWill: no easy way, usually
L999[09:20:25] <flappy> what version, what mods
L1000[09:20:50] <SirWill> hm, it seems to only happen if I create a world and then login into the world with a different mc account
L1001[09:21:18] <SirWill> flappy https://github.com/MyM-ModpackTeam/GalacticScience/tree/master/src/mods
L1002[09:22:40] <flappy> the only thing that looks weird is Netherless
L1003[09:23:37] <SirWill> I think it only prevents the interaction but I will try to reproduce it without it
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L1006[09:27:15] <SirWill> flappy still happens without it. I think the issue is this: MinecraftServer.getServer().getConfigurationManager().transferPlayerToDimension(player, -28);
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L1009[09:39:18] <ThePsionic> Q: how does a jack-o-lantern do the thing
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L1011[09:42:33] <MalkContent> make light?
L1012[09:42:41] ⇦ Parts: Kappador (webchat@109.130.200.45) ())
L1013[09:42:52] <ThePsionic> no
L1014[09:42:56] <ThePsionic> the texture thing
L1015[09:43:12] <ThePsionic> i can't find it but i'm probably being extremely blind
L1016[09:46:15] <Lumien> GuiIngameForge.renderHelmet
L1017[09:46:21] <ThePsionic> nooooo
L1018[09:46:25] <Wuppy> damn, every single youtuber is doing a fallout series now
L1019[09:46:26] <ThePsionic> in the world / inventory
L1020[09:46:34] <ThePsionic> Wuppy: how are you surprised
L1021[09:46:37] <Lumien> Item.renderHelmetOverlay
L1022[09:46:40] <Lumien> oh ok
L1023[09:46:53] <Lumien> What exactly is special about a jacko lantern then?
L1024[09:47:26] <ThePsionic> Well
L1025[09:47:30] <ThePsionic> It has a side with a face
L1026[09:47:34] <ThePsionic> And a side with a top and a bottom
L1027[09:48:03] <Lumien> Yeah like a furnace
L1028[09:48:15] <ThePsionic> Yes
L1029[09:48:23] <ThePsionic> Jacko is just the first thing I could think of lol
L1030[09:48:32] <Lumien> look at the model? (1.8)
L1031[09:51:06] <ThePsionic> Oh ok got it ty
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L1033[09:57:14] <Wuppy> ThePsionic, not surprised, annoyed somewhat
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L1039[10:21:16] <SirWill> does someone know why getSpawnPoint is always 0 0 0 ?
L1040[10:21:52] <AtomicStryker> are you maybe trying to call it on clientside?
L1041[10:22:43] <SirWill> yes
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L1043[10:23:29] <AtomicStryker> well, don't. client doesnt have that information
L1044[10:23:59] <SirWill> I mean client in singleplayer
L1045[10:24:43] <diesieben07> there is no difference between SP and MP except that in SP the server runs on the same computer
L1046[10:25:50] <AtomicStryker> actually im unsure whether or not client doesnt have the information, i think the compass may be pointing at your spawn/bed
L1047[10:25:58] <SirWill> so I can't get the spawn point only if it is a dedicated server?
L1048[10:25:58] <AtomicStryker> but im not sure and you would have to check how that works
L1049[10:26:28] <AtomicStryker> what is it you are trying to do
L1050[10:26:35] <diesieben07> the compass points at world spawn
L1051[10:26:47] <diesieben07> you need to define which spawn point you actually mean
L1052[10:26:52] <diesieben07> world spawn? player spawn?
L1053[10:26:57] <SirWill> teleport a player to world spawn
L1054[10:27:13] <AtomicStryker> from where? upon what event?
L1055[10:27:18] <SirWill> player spawn would work too
L1056[10:27:30] <SirWill> PlayerChangedDimensionEvent
L1057[10:27:45] <AtomicStryker> that sounds serverside
L1058[10:27:57] <AtomicStryker> you may be simply calling the wrong method
L1059[10:28:09] <ghz|afk> yeah
L1060[10:28:48] <ghz|afk> SirWill: can you paste the event handler where you dothat?
L1061[10:28:52] <ghz|afk> pastebin
L1062[10:28:55] <ghz|afk> not directly here ;P
L1063[10:29:10] <SirWill> that's what I tried: DimensionManager.getWorld(-28).getSpawnPoint()
L1064[10:29:28] <ghz|afk> would be best if you can paste the whole method
L1065[10:29:33] <ghz|afk> or the whole class
L1066[10:29:36] <ghz|afk> so we can see the context
L1067[10:30:10] <SirWill> http://pastebin.com/MX5sN8ZQ
L1068[10:30:28] <SirWill> I don't have the getspawn in the code atm as I couldn't get it to work with it
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L1070[10:32:35] <ghz|afk> uh plese make your names consistent
L1071[10:32:41] <ghz|afk> entityJoinWorldEvent(PlayerEvent.PlayerChangedDimensionEvent
L1072[10:32:50] <ghz|afk> it's not entityJoinWorldEvent anymore is it? XD
L1073[10:33:15] <SirWill> ups..
L1074[10:33:15] <ghz|afk> PlayerEvent.PlayerChangedDimensionEvent may be clientside
L1075[10:33:19] <ghz|afk> I'm not familiar with it
L1076[10:33:26] <diesieben07> its not
L1077[10:34:07] <ghz|afk> yeah not experienced enough to know why getSpawnPoint would return 0
L1078[10:35:05] <ghz|afk> getSpawnPoint calls provider.getSpawnPoint()
L1079[10:35:06] <SirWill> does it need the level.dat in the world to get the spawn point?
L1080[10:35:12] <ghz|afk> and then checks that the point is within the border
L1081[10:35:24] <ghz|afk> no
L1082[10:35:29] <ghz|afk> the spawn point is THE spawn point
L1083[10:35:42] <ghz|afk> where pplayers without a bed go to spawn
L1084[10:35:45] <ghz|afk> -p
L1085[10:35:52] <ghz|afk> for the bed location, you need to ask the player itself
L1086[10:36:21] <SirWill> as the level.dat has SpawnX, SpawnY, SpawnZ but this dimension doesn't have a level.dat
L1087[10:36:25] <AtomicStryker> dimension -28?
L1088[10:36:32] <AtomicStryker> does it even HAVE a spawn point that isnt 000
L1089[10:36:50] <ghz|afk> SirWill: that's the PLAYER's spawn point
L1090[10:36:55] <ghz|afk> which is probably in the overworld.
L1091[10:37:05] <ghz|afk> it's unrelated to the dimension's spawn point
L1092[10:37:10] <diesieben07> not true
L1093[10:37:17] <SirWill> player spawn point is in the player.dat I thought
L1094[10:37:24] <ghz|afk> oh wait nevermind
L1095[10:37:24] <diesieben07> each player has a player spawn point in *each* dimension
L1096[10:37:25] <ghz|afk> sorry
L1097[10:37:30] <ghz|afk> I thought you said player.dat
L1098[10:37:31] <ghz|afk> XD
L1099[10:37:35] <ghz|afk> diesieben07: really?
L1100[10:37:38] <diesieben07> each player has a separate spawnpoint per dimesnion, yes
L1101[10:37:40] <AtomicStryker> what about dimensions yo ucannot respawn in
L1102[10:37:49] <diesieben07> there you cannot respawn :D
L1103[10:37:50] <ghz|afk> well I'll stand aside then
L1104[10:37:51] <AtomicStryker> like nether
L1105[10:37:58] <diesieben07> but you can still set the spawnpoint there via code
L1106[10:37:58] <AtomicStryker> i would expect nether to have spawn coords 000
L1107[10:37:59] <ghz|afk> it appears the few things I thoguht I really knew about this, are not even true
L1108[10:37:59] <ghz|afk> XD
L1109[10:38:01] <diesieben07> it would jsut never be used
L1110[10:38:04] <SirWill> AtomicStryker I change the spawn point with player.worldObj.setSpawnLocation(-19, 64, 190); and player.setSpawnChunk(new ChunkCoordinates(-19, 64, 190), true, -28); which works for the respawn
L1111[10:38:18] <diesieben07> those are two differnet things
L1112[10:38:22] <diesieben07> think abotu what you actually want
L1113[10:39:08] <AtomicStryker> i want about eighty hours spare time to play sc2:lotv, fallout4 and cod3 in peace
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L1115[10:40:20] <ghz|afk> lol
L1116[10:41:07] <SirWill> so no idea why it's 000?
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L1118[10:42:01] <diesieben07> what dimesnion are you calling getSpawn on?
L1119[10:42:29] <SirWill> DIM-28 which is the moon
L1120[10:42:51] <diesieben07> is that a dimesino added by you?
L1121[10:43:05] <SirWill> no galacticraft
L1122[10:43:19] <diesieben07> can you normally spawn on the moon?
L1123[10:43:32] <SirWill> what do you mean?
L1124[10:44:17] <diesieben07> if you die on the moon, do you respawn there
L1125[10:44:42] <SirWill> yes, at the location which I posted above where I change the spawn
L1126[10:45:31] <diesieben07> as i said, which one of the two are you actually talking about?
L1127[10:47:09] <SirWill> player.worldObj.setSpawnLocation
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L1129[10:49:17] <diesieben07> and immediately after player.worldObj.getSpawnPoint returns 0, 0, 0?
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L1133[10:50:34] <Mimiru> does player.worldObj.setSpawnPoint set the worlds spawn, or the players?
L1134[10:50:42] <diesieben07> the players
L1135[10:50:47] <Mimiru> He said he's calling DimensionManager.getWorld(-28).getSpawnPoint()
L1136[10:50:51] <Mimiru> which would get the world spawn..
L1137[10:50:56] <SirWill> I tried both
L1138[10:52:07] <diesieben07> wait no
L1139[10:52:11] <diesieben07> it sets the world spawn of course
L1140[10:53:03] <SirWill> I haven't tried getBedLocation yet as it only gives chunk coords, is there a way to get xyz coordinates?
L1141[10:54:02] <diesieben07> wait wait wait
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L1143[10:55:53] <diesieben07> getSpawnPoint returns ChunkCoordinates...
L1144[10:55:59] <diesieben07> i don't have getBedLocation at all
L1145[10:56:22] <SirWill> it's deprecated so probably no logner in your version
L1146[10:56:37] <diesieben07> we are talkign about methods in World, right?
L1147[10:56:55] <diesieben07> because i *do* have getBedLocation in EntityPlayer..
L1148[10:58:01] <SirWill> I prefer to get teh player respawn location but if that's not possible the world respawn
L1149[10:58:29] <diesieben07> both is possible, they do differnet things
L1150[10:58:43] <diesieben07> player spawn for a dimesnion: player.getBedLocation(<dimensionID>)
L1151[10:58:56] <diesieben07> world spawn for a dimension: DimensionManager.getWorld(<dimensionID>).getSpawnPoint()
L1152[10:59:15] <Zaggy1024> I'm writing up an example json for my idea for the next Forge blockstates version :)
L1153[10:59:53] <SirWill> i'm testing bedlocation right now
L1154[11:02:12] <SirWill> ok, bedlocation doesn't give me 000, I will use this then, thanks for the help
L1155[11:02:45] <diesieben07> i still think you have not understood this properly :D
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L1157[11:04:09] <SirWill> understood what?
L1158[11:04:30] <SirWill> the only thing I still don't understand why player.worldObj.setSpawnLocation doesn't work
L1159[11:05:04] <diesieben07> define "doesn't work".
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L1161[11:05:40] <SirWill> if I do System.out.println("EntityPlayerMP: " + player.worldObj.getSpawnPoint()) direclty after it it shows 0 0 0
L1162[11:06:11] <diesieben07> directly after *what*?
L1163[11:06:41] <SirWill> after player.worldObj.setSpawnLocation(-19, 64, 190);
L1164[11:07:00] <diesieben07> then the dimension does not support setting a spawnpoint
L1165[11:10:10] <SirWill> k
L1166[11:11:09] <diesieben07> is galacticraft open source?
L1167[11:11:39] <SkySom> Yes
L1168[11:11:47] <SkySom> Errr... at least visible source
L1169[11:12:04] <TehNut> SirWill: IIRC you need to do player.setSpawnChunk(new ChunkCoordinates(), boolean, int)
L1170[11:13:01] <diesieben07> again, that is something else than the world spawn
L1171[11:13:02] <SirWill> TehNut I already do this for the player respawn point
L1172[11:13:46] <TehNut> Then what are you using setSpawnLocation for
L1173[11:13:55] <SirWill> for the world spawn
L1174[11:14:09] <TehNut> Ohh
L1175[11:15:29] <diesieben07> i can't see anything in the Galacticraft source that would prevent this
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L1184[12:03:00] <bspkrs> if anyone has mappings they want changed for 1.8.8 at the time of update, please submit a ticket
L1185[12:03:03] <bspkrs> !!issues
L1186[12:03:03] <MCPBot_Reborn> Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-Issues
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L1188[12:08:39] <Wuppy> \o/ our school now has a 3D printer
L1189[12:09:00] <GeoDoX|Zzz> o/ wuppy, more 1.8 tutorials coming soon?
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L1194[12:12:48] <Wuppy> GeoDoX|Work, probably not, too busy with game development
L1195[12:13:46] <SirWill> any idea how I can prevent the player from falling through blocks if he gets teleported into a block?
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L1197[12:14:09] <diesieben07> don't teleport them into a block :P
L1198[12:14:21] <Wuppy> lol I just won tickets to a festival and free beers tonight in 10 minutes xD
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L1200[12:14:44] <fry> "too busy with game development" :P
L1201[12:15:03] <Wuppy> at night you don't work
L1202[12:15:13] <sham1> Nonsense
L1203[12:15:16] <shadekiller666> hola fellow peoples
L1204[12:15:31] <sham1> Life is about work
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L1211[12:43:33] <mort_> Hey, I have a block which is a black square in the middle of the tile, but doesn't take up the entire tile. When I walk into it, it's as if minecraft thinks my head is inside the block and blacks out my screen and hurts me. Does anyone know how I can fix that?
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L1214[12:45:20] <shadekiller666> mort_ one of the "isOpaque" "isFullCube" "isTransparent" or similar is returning false
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L1216[12:46:19] <mort_> I overwrote isOpaqueCube() to return false to make it not render weirdly
L1217[12:46:40] <shadekiller666> well
L1218[12:47:02] <shadekiller666> not necessarily false, but is not returning the proper value
L1219[12:47:16] <shadekiller666> look at the glass block class
L1220[12:47:22] <mort_> also, are you shadekiller from ORE?
L1221[12:47:37] <mort_> or some other shadekiller I don't know
L1222[12:47:49] <shadekiller666> indeed i am
L1223[12:47:53] <shadekiller666> :D
L1224[12:47:55] <mort_> :D
L1225[12:48:02] * shadekiller666 wrote the new OBJ loader
L1226[12:48:19] <mort_> obj as in .obj files as in the 3D object files?
L1227[12:48:24] <shadekiller666> yep
L1228[12:48:29] <mort_> neat.
L1229[12:48:29] <sham1> ANOTHER ONE?
L1230[12:48:36] <shadekiller666> i put the 1.7.10 loader to shame
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L1232[12:49:34] <mort_> now, where can I find the source of minecraft's classes?
L1233[12:49:44] <shadekiller666> well
L1234[12:50:13] <shadekiller666> for those you need a dev env and you need to set it up with "gradlew setupDecompWorkspace"
L1235[12:50:47] <mort_> my dev env is, as usual, a terminal with zsh and vim
L1236[12:50:57] <shadekiller666> ...
L1237[12:50:59] <shadekiller666> why?
L1238[12:51:06] <mort_> because it's neat.
L1239[12:52:28] <shadekiller666> but its harder to develop in :P
L1240[12:52:59] <mort_> eh, not really
L1241[12:53:42] <mort_> it's more challenging than usual in java, because every tutorial assumes you're using an IDE, but it also ensures that I learn how java and gradle and such actually works rather than just learning the IDE
L1242[12:54:24] <shadekiller666> ...
L1243[12:54:32] <mort_> glass apparently has isFullCube() returning false, not siOpaqueCube()
L1244[12:54:46] <shadekiller666> you can learn how java works in an ide
L1245[12:55:39] <AtomicStryker> dont bother ... you cannot convert those fallen to vim
L1246[12:55:45] <mort_> ^
L1247[12:55:59] <AtomicStryker> my personal opinion is that they are secretly ashamed how much effort they put into learning it
L1248[12:56:06] <AtomicStryker> they HAVE to use it for everything now
L1249[12:56:27] <shadekiller666> lol
L1250[12:56:37] <shadekiller666> but mort_ thats your answer :P
L1251[12:57:22] <mort_> lol
L1252[12:57:34] <shadekiller666> isFullCube
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L1254[12:57:41] <shadekiller666> returning false
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L1258[12:59:16] <Thutmose> trying to update a mod from 1.7 to 1.8, and it seems the PlayerInteractEvent no longer includes information about where on the face it was right clicked, Has that been moved to a different event? or do I need to ray trace it myself now to find out?
L1259[13:00:26] <Thutmose> oh wait, nvm that, was looking at wrong thing I think
L1260[13:00:38] <Thutmose> yep, wrong thing
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L1265[13:02:54] <mort_> shadekiller666: I gotta say though, being able to automatically import things as I type seems kind of nice, especially for java where a lot of guides don't even have includes in their code samples
L1266[13:03:14] <mort_> though there's a plugin, eclim, which gives vim some features from eclipse, including that one
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L1269[13:09:03] <shadekiller666> lol
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L1273[13:27:36] <mort_> ..huh.
L1274[13:28:27] <mort_> in the BlockRedstoneWire class, there's a frequently used function called canRestoneConnect.
L1275[13:28:34] <mort_> not canRedstoneConnect, canRestoneConnect.
L1276[13:29:10] <shadekiller666> thats a typo in the mcp mappings
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L1278[13:29:37] <mort_> oh, so it's not a typo from notch/whomever
L1279[13:29:44] <mort_> I suppose that makes sense, considering it's obfuscated
L1280[13:32:11] <ghz|afk> mort_:
L1281[13:32:12] <ghz|afk> [19:02] (+bspkrs): if anyone has mappings they want changed for 1.8.8 at the time of update, please submit a ticket
L1282[13:32:12] <ghz|afk> [19:02] (+bspkrs): !!issues
L1283[13:32:13] <ghz|afk> [19:02] (MCPBot_Reborn): Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-Issues
L1284[13:32:26] <ghz|afk> check if the LATEST mappings still have the issue
L1285[13:32:42] <ghz|afk> and if so, submit an issue
L1286[13:33:09] <shadekiller666> mort, all of the non "f_######_x" names are applied by mcp
L1287[13:34:07] <mort_> alright, will do
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L1292[14:01:14] <mort_> shadekiller666
L1293[14:01:20] <mort_> or anyone else for that matter
L1294[14:01:27] <mort_> "Don't know how to convert mortpipes:pipe_dumb[down=true,east=true,north=true,south=true,up=true,west=true] back into data..."
L1295[14:01:31] <shadekiller666> what?
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L1297[14:01:39] <mort_> I assume that's because that wouldn't fit in 4 bits
L1298[14:02:01] <shadekiller666> no, thats not the problem
L1299[14:02:17] <mort_> what is then?
L1300[14:02:20] <shadekiller666> your block doesn't override getMetaFromState
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L1302[14:02:29] <mort_> oh.
L1303[14:02:44] <mort_> thanks, I'll make that then
L1304[14:02:49] <shadekiller666> nor does it probably override getStateFromMeta
L1305[14:03:17] <mort_> true
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L1309[14:06:25] <HassanS6000> I'm trying to create a GUI for a TileEntity on Minecraft 1.8
L1310[14:06:32] <HassanS6000> However, I keep getting an NPE:
L1311[14:06:32] <HassanS6000> http://pastebin.com/tDE1wAwP
L1312[14:06:35] <HassanS6000> My code:
L1313[14:06:41] <HassanS6000> Container: http://pastebin.com/9R5MrmG5
L1314[14:06:51] <HassanS6000> Gui: http://pastebin.com/YdCg8wtN
L1315[14:06:59] <HassanS6000> Gui Handler: http://pastebin.com/tDwbBj41
L1316[14:07:01] <HassanS6000> Any ideas?
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L1325[14:21:06] <bartman> don't you need to register the tile entity?
L1326[14:21:11] <bartman> or do you do that elsewhere
L1327[14:22:25] <bartman> and I'm just going by what I see I've not yet made a mod myself so take that with a grain of salt :)
L1328[14:23:31] <HassanS6000> bartman, yea registered
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L1330[14:25:19] <Lumien> TileEntity class please
L1331[14:25:24] <shadekiller666> bartman, what kind of salt?
L1332[14:25:30] <shadekiller666> table salt? sea salt?
L1333[14:25:48] <bartman> whatever your pleasure is
L1334[14:25:50] <HassanS6000> Lumien, sending in a sec
L1335[14:26:20] <HassanS6000> TileEntity: http://pastebin.com/Nahuct6d
L1336[14:26:22] <HassanS6000> Lumien, ^
L1337[14:26:27] <HassanS6000> Sup shadekiller666 :D
L1338[14:26:37] <Lumien> You never set inventory
L1339[14:26:39] <Lumien> its null
L1340[14:26:49] <HassanS6000> Lumien, why am I such a fucking retard
L1341[14:28:25] *** kroeser|away is now known as kroeser
L1342[14:28:30] <HassanS6000> Testing..
L1343[14:31:48] <HassanS6000> Lumien, thank you so much!
L1344[14:31:50] <HassanS6000> Works :D
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L1353[15:08:50] <HassanS6000> Hey, how would I open up a book GUI?
L1354[15:09:20] <HassanS6000> Trying to do so in oepn GUI, but it doesn't seem to wrok
L1355[15:09:23] <HassanS6000> *work: http://pastebin.com/uyGpfxgy
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L1357[15:13:43] <HassanS6000> Packet getting fired and all, check via breakpoints
L1358[15:13:48] <HassanS6000> *checked
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L1360[15:14:38] <KittenTheEpic> Well
L1361[15:14:45] <KittenTheEpic> That SimpleNetwork whatever thing...
L1362[15:14:52] <KittenTheEpic> it seems to think your gonna be client > server
L1363[15:14:57] <KittenTheEpic> I want to do server > client
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L1365[15:22:01] <KittenTheEpic> The SimpleImpl thing seems to think your gonna be client > server
L1366[15:22:14] <KittenTheEpic> I want to do server > client
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L1369[15:25:25] <Lumien> What?
L1370[15:25:45] <KittenTheEpic> The simple networking thing
L1371[15:25:53] <Lumien> Not sure i understand what you mean
L1372[15:25:58] <KittenTheEpic> I want to send something from the SERVER to the CLIENT
L1373[15:26:01] <KittenTheEpic> not the other way around
L1374[15:26:13] <Lumien> SimpleNetworkWrapper.sendToServer ?
L1375[15:26:20] <Lumien> ehh wait
L1376[15:26:26] <Lumien> i mean everything except that
L1377[15:26:32] <KittenTheEpic> it seems to think I want to send a message from the client 2 the server
L1378[15:26:40] <KittenTheEpic> I want to send a string from the server 2 the client
L1379[15:27:09] <Lumien> So sendTo(IMessage, EntityPlayerMP)
L1380[15:27:33] <KittenTheEpic> ok i've confused myself now
L1381[15:27:38] <KittenTheEpic> How would I set up something like this
L1382[15:28:30] <Lumien> ?
L1383[15:28:35] <Lumien> You have a SimpleNetworkWrapper right?
L1384[15:28:38] <KittenTheEpic> no
L1385[15:28:46] <KittenTheEpic> I dont have nothing but the proxies and modfile set up
L1386[15:29:17] <Zaggy2048> http://pastebin.com/KyJzmkpk
L1387[15:29:19] <KittenTheEpic> how to set up a simplenetworkwrapper
L1388[15:29:21] <Zaggy2048> tell me your thoughts
L1389[15:30:27] <shadekiller666> fry, whats the status of the lighting system and things?
L1390[15:30:38] <shadekiller666> i've been away from my dev env for about a week
L1391[15:30:42] <Zaggy2048> ...here it is with syntax highlighting
L1392[15:30:43] <Zaggy2048> http://pastebin.com/MMk6rb7J
L1393[15:31:03] <Lumien> Kitten http://www.minecraftforge.net/forum/index.php?topic=20135.0
L1394[15:31:14] <KittenTheEpic> k
L1395[15:31:29] <Zaggy2048> heh, realized I made a mistake on the east=true,west=true variant
L1396[15:31:31] <Zaggy2048> no matter
L1397[15:31:41] <fry> shadekiller666: about the same, been working on 1.8.8
L1398[15:31:47] <shadekiller666> ok
L1399[15:31:52] <Zaggy2048> fry, you taking a look?
L1400[15:32:03] <shadekiller666> just working on updating things?
L1401[15:32:15] <Zaggy2048> I want to get everyone that care's opinion on it before I even think about makign anything
L1402[15:32:36] <KittenTheEpic> with that Side.SERVER/Side.CLIENT thing
L1403[15:32:43] <KittenTheEpic> is Side the side it's coming from or going to?
L1404[15:33:09] <KittenTheEpic> i'm confused
L1405[15:33:17] <KittenTheEpic> I'm just gonna copy/paste xD
L1406[15:33:33] <Lumien> Where it's handled
L1407[15:33:36] <Lumien> So where its going to
L1408[15:33:39] *** Zaggy2048 is now known as Zaggy1024
L1409[15:33:52] <fry> Zaggy1024: you should really tell more than just "take a look:" if youy want people to take a look :P
L1410[15:33:59] <HassanS6000> KittenTheEpic, you mean using packets?
L1411[15:34:03] <KittenTheEpic> Yes
L1412[15:34:04] <Zaggy1024> what else would I say? >.>
L1413[15:34:11] <KittenTheEpic> I want to send a simple string from the server to client
L1414[15:34:22] <fry> "here's a proposal for improvements to the blockstate format: "
L1415[15:34:25] <Zaggy1024> well, I suppose I could say I want comments, critique and insults, anyone's opinions on it
L1416[15:34:28] <HassanS6000> KittenTheEpic, http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L1417[15:34:31] <shadekiller666> how much different is 1.8.8 from the current one?
L1418[15:34:36] <Zaggy1024> for v2 of the blockstates loader, yes
L1419[15:35:13] <KittenTheEpic> actually
L1420[15:35:17] <fry> Zaggy1024: also, I'd probably wait for the 1.9 changes to stabilize, before changing forge blockstates, since it contains simular improvements
L1421[15:35:18] <KittenTheEpic> Is it possible to send an array?
L1422[15:35:33] <Zaggy1024> hm
L1423[15:35:55] <Zaggy1024> well, I was thinking that this new one would support a lot more than Mojang's system...hopefully
L1424[15:36:03] <Zaggy1024> although I know very little about what it'll be like
L1425[15:36:23] <Zaggy1024> but I'm hoping to use some regex for more advanced matching
L1426[15:36:33] <Zaggy1024> and the priority order is definitely very needed
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L1428[15:37:38] <Lumien> Kitten you write stuff to a ByteBuffer
L1429[15:38:58] <Zaggy1024> fry, do you think they improved it in some way as to make permutating to vanilla variant strings unnecessary?
L1430[15:39:08] <fry> don't know
L1431[15:39:14] <fry> that's why I want to wait a bit :P
L1432[15:39:26] <KittenTheEpic> Lumien what would I do if I want to send a String[] instead of a int
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L1434[15:39:30] <Zaggy1024> well, still, what do you think of my idea?
L1435[15:39:44] <fry> making the new forge format be fully backwards-compatible with the new vanilla one would be great :P
L1436[15:39:49] <Lumien> Kitten look at ByteBufUtils
L1437[15:39:54] <Zaggy1024> ughhh
L1438[15:39:56] <Lumien> It contains some convenient methods to write and read certain things
L1439[15:40:09] <Zaggy1024> I doubt they made it in a way that would work well with my idea
L1440[15:40:12] <Zaggy1024> but we'll see
L1441[15:40:25] <KittenTheEpic> ByteBufUtils... what method would I use?
L1442[15:40:29] <Zaggy1024> I suppose I can download the snapshot to see what the jsons look like
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L1444[15:41:09] <shadekiller666> fry, so what would need to be done in order to make the obj loader support faces with more than 4 vertices?
L1445[15:41:11] <Lumien> Kitten look at the methods? :P
L1446[15:41:31] <fry> shadekiller666: split all big faces to little faces :P
L1447[15:41:33] <Zaggy1024> convert them to tris, I would assume
L1448[15:41:39] <fry> or quads :P
L1449[15:41:39] <shadekiller666> lol
L1450[15:41:54] <shadekiller666> so, don't support it :P
L1451[15:42:17] <Zaggy1024> most things with more than 4 convert to tris or quads, don't they?
L1452[15:42:27] <KittenTheEpic> Actually
L1453[15:42:30] <KittenTheEpic> instead of an array
L1454[15:42:36] <KittenTheEpic> I'll just use a seperator
L1455[15:43:09] <shadekiller666> also, i thought that lex wanted to make a new recommended version for forge?
L1456[15:43:21] <Lumien> if i write arrays i just write the length & then all of the elements
L1457[15:43:24] <shadekiller666> zaggy, at some level, yes
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L1459[15:43:42] <Zaggy1024> then converting it for Minecraft is no different than support in any other software, no?
L1460[15:44:10] <shadekiller666> but the obj loader currently only grabs the first 4 vertices that are defined in the .obj file
L1461[15:44:15] <shadekiller666> and prints an error
L1462[15:44:30] <Zaggy1024> then it should be made to take more and turn them into 4 or 3 vertices
L1463[15:44:54] <Zaggy1024> hopefully in a way which is consistent with how the 3D modeler displays them
L1464[15:45:17] <shadekiller666> i just don't know how that should be done in code
L1465[15:45:27] <shadekiller666> its not something i've done before
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L1467[15:47:44] * KittenTheEpic is still facepalming
L1468[15:47:45] <KittenTheEpic> OMG
L1469[15:47:54] <KittenTheEpic> This is so... freaking
L1470[15:47:55] <KittenTheEpic> confusing
L1471[15:48:28] <shadekiller666> fry, do you think inventing a custom binary obj format would be worth the effort?
L1472[15:48:29] <KittenTheEpic> I JUST WANT TO SEND A FREAKING STRING FROM THE SERVER TO CLIENT
L1473[15:48:39] <KittenTheEpic> I don't.... want.... to use stupid network handlerS!
L1474[15:48:55] <fry> shadekiller666: no
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L1477[15:49:37] <shadekiller666> technically one exists (.mod) but its undocumented and proprietary
L1478[15:49:38] <Zaggy1024> hm, I think they must've done something to make their multipart system work without vanilla property strings
L1479[15:49:42] <Zaggy1024> and state mappers
L1480[15:49:47] <KittenTheEpic> anyone know a good api that makes network MUCH easier? like maybe event-based and one-method-sending?
L1481[15:50:03] <Zaggy1024> otherwise their loader wouldn't know what to permutate to
L1482[15:50:13] <Zaggy1024> so..yeah, best to wait for it to be released
L1483[15:50:34] <Lumien> Kitten the SimpleImpl is as simple as it gets
L1484[15:50:39] <unascribed> ^
L1485[15:50:52] <KittenTheEpic> I.. don't want to set up 2 freaking classes to send ONE message!
L1486[15:50:53] <unascribed> seriously, it's just a ByteBufUtils.writeUTF8String and ByteBufUtils.readUTF8String
L1487[15:50:56] <Zaggy1024> their predicated system isn't as pretty as my matching system though :(
L1488[15:50:56] <Zaggy1024> lol
L1489[15:51:01] <unascribed> stop throwing a fit and just do it
L1490[15:51:03] <unascribed> seriously
L1491[15:51:05] <unascribed> it's two classes
L1492[15:51:06] <KittenTheEpic> Still though
L1493[15:51:06] <unascribed> calm down
L1494[15:51:11] <Zaggy1024> I mean, what I envision for it, the example I gave is ugly
L1495[15:51:40] <KittenTheEpic> Someone needs to make a BETTER example
L1496[15:52:06] <Lumien> https://github.com/lumien231/Random-Things/tree/master/src/main/java/lumien/randomthings/network
L1497[15:52:10] <Lex__> fuck yall talking about?
L1498[15:52:23] <Lumien> It's probably not how its supposed to be done but i don't have handler classes in my mod
L1499[15:52:44] <Lumien> So you only need 1 class per message
L1500[15:53:40] <unascribed> if you don't like simpleimpl, you should have seen what it was like before simpleimpl :P
L1501[15:53:46] <Zaggy1024> amen to that
L1502[15:53:54] <Zaggy1024> simpleimpl is what it says it is
L1503[15:53:56] * ghz|afk prefers not remembering
L1504[15:54:04] <mort_> hey
L1505[15:54:07] * ghz|afk goes back to afking
L1506[15:54:19] <KittenTheEpic> also on INSTANCE.registerMessage, is the SIDE.server/client where it goes to or comes from?
L1507[15:54:25] <unascribed> goes to
L1508[15:54:28] <unascribed> it says this in the javadoc
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L1512[15:56:34] <mort_> so, in my blockstates file, I have multiple variants, trying to make something like a pipe, where there's one base model, and one submodel for each adjacent pipe. I set the properties appropriately, and everything works fine, except that apparently, it only applies one variant at a time, meaning one pipe connected to another looks nice, but one connected to
L1513[15:56:34] <mort_> multiple looks bad. Does anyone know how I can fix that?
L1514[15:56:39] <KittenTheEpic> AND COME ON
L1515[15:56:54] <KittenTheEpic> Now intellj idea says INSTANCE.registerMessage is invalid
L1516[15:57:02] <mort_> http://pbin.in/na is my blockstates file,
L1517[15:57:09] <Zaggy1024> oh...wow
L1518[15:57:20] <Zaggy1024> I just realized mojang's format doesn't have a way to remove submodels
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L1520[15:57:41] <Zaggy1024> which is sometimes necessary to make a reasonable json, I'm pretty sure
L1521[15:58:00] <Zaggy1024> egh, we'll see
L1522[15:58:34] <mort_> http://d.mort.coffee/img/scr.png is a screenshot of the issue
L1523[15:58:37] <KittenTheEpic> HOW IS THIS CAUSING AN ERROR?
L1524[15:58:38] <KittenTheEpic> public static SimpleNetworkWrapper netw = NetworkRegistry.INSTANCE.newSimpleChannel("swave");
L1525[15:58:38] <KittenTheEpic> netw.registerMessage(SomeStupidMessageHandler.class, SomeStupidMessage.class, 0, Side.CLIENT );
L1526[15:59:01] <KittenTheEpic> Cannot resolve symbol 'registerMessage' my rear!
L1527[15:59:34] <tterrag|phone> KittenTheEpic: no one wants to help you because you're being hysterical...you have been linked multiple tutorials and examples which clearly lay out the steps you need to do
L1528[15:59:43] <KittenTheEpic> I did do the steps!
L1529[15:59:49] <KittenTheEpic> DO YOU
L1530[15:59:52] <KittenTheEpic> think i'm stupid?
L1531[16:00:42] <mort_> KittenTheEpic: I won't be able to help you as I haven't touched networking, but linking to the full source file, or at least the relevant part of it, and the full stack trace, would probably be necessary to help you
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L1533[16:01:10] <tterrag|phone> the most likely thing I can think of is that your handler does not have the correct type bounds
L1534[16:01:14] <KittenTheEpic> kk
L1535[16:01:24] <KittenTheEpic> I'm using the mcforge.readthedocs
L1536[16:01:28] <tterrag|phone> it needs to be IMessageHandler<MyMessage, IMessage>
L1537[16:01:42] <tterrag|phone> I saw that linked
L1538[16:01:45] <Lex__> mort_, you're setting the same submodel, so you only get one.
L1539[16:01:45] <tterrag|phone> btw, I wrote that page
L1540[16:01:50] *** tterrag|phone is now known as tterrag
L1541[16:01:51] <Lex__> You need to make the submodels different
L1542[16:02:16] <Lex__> So, dont name them all "connector" name them like "conector_east"
L1543[16:02:45] <mort_> oh, I assumed they were scoped to only that json object and weren't related to anything
L1544[16:03:00] <mort_> I did think it was a bit weird that it was an object and not an object. I suppose that explains it.
L1545[16:03:03] <Lex__> all the things are merged together into one 'json object'
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L1547[16:03:12] <Lex__> 1 sec let me show you what you wrote
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L1550[16:03:49] <KittenTheEpic> This is my code
L1551[16:03:50] <KittenTheEpic> http://pastebin.com/GMw3G5bG
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L1554[16:04:36] <mort_> and the error message, including the full stacktrace?
L1555[16:04:42] <KittenTheEpic> nope
L1556[16:04:46] <KittenTheEpic> IntellJ just marks it read
L1557[16:04:48] <KittenTheEpic> red
L1558[16:04:54] <KittenTheEpic> and says it's an invalid symbol or something like that
L1559[16:05:08] <KittenTheEpic> cannot resolve symbol 'registerMessage'
L1560[16:05:16] <diesieben07> post your handler and message class
L1561[16:05:18] <mort_> open a terminal/cmd window, go to the project you extracted forge to, and run `gradlew runClient`
L1562[16:05:27] <diesieben07> also no
L1563[16:05:33] <diesieben07> you put code outside a method
L1564[16:05:35] <mort_> IntelliJ probably has ways to get it in other ways, but that would work at least I assume
L1565[16:05:35] <diesieben07> learn2java
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L1568[16:06:37] <KittenTheEpic> http://hastebin.com/zatucakewa.avrasm
L1569[16:06:42] ⇦ Quits: Ciaran (webchat@host-92-22-4-12.as13285.net) (Client Quit)
L1570[16:07:01] <diesieben07> diesieben07> you put code outside a method
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L1572[16:07:12] <Ordinastie> KittenTheEpic, I suggest your learn more about Java before throwing tantrums
L1573[16:07:18] <KittenTheEpic> oh
L1574[16:07:20] <Lex__> mort_, http://pbin.in/Rd thats essentially what you wrote, plus all the permutations of true/false combinations.
L1575[16:07:23] <KittenTheEpic> I made a really stupid mistake
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L1579[16:07:34] <Lex__> The Forge JSON is basically just shorthand for merging those permutations together.
L1580[16:07:37] <Ordinastie> because considering the state of your current knowledge, you'll probably find everything complicated even the simplest stuff
L1581[16:07:41] <mort_> That makes sense.
L1582[16:08:16] <KittenTheEpic> me stupid! lol
L1583[16:09:04] <Lex__> :/ This si why I dont like people.
L1584[16:09:16] <IoP> ewww people
L1585[16:09:18] <Lex__> Come in here bitching that something is to complicated because copy/paste didnt work...
L1586[16:10:00] <AtomicStryker> ^v
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L1589[16:13:00] <shadekiller666> that point when you are trying to optimize code and can't figure out why you did something to begin with
L1590[16:13:05] <shadekiller666> ...
L1591[16:13:26] <mort_> lol
L1592[16:14:12] <shadekiller666> in the getGeneralQuads() method i have a for loop iterating over the list of groups, then i have some ifs that lead to iterating over the list of groups to update them
L1593[16:14:29] <shadekiller666> inside of the original loop
L1594[16:14:55] <Lumien> Lex btw, anymore comments on this pr? https://github.com/MinecraftForge/MinecraftForge/pull/2117
L1595[16:15:08] <Lex__> Someone needs to stab amazon I want my FO!
L1596[16:15:28] <shadekiller666> and i kind of know what the point of this code was, but no idea why i'm iterating through things within the loop in which i'm iterating through things
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L1598[16:15:41] <mort_> hey shadekiller
L1599[16:16:12] <shadekiller666> hmm?
L1600[16:16:19] <mort_> http://pbin.in/8O from what I can understand, that the up/down variants shouldn't look perfect, but they should at least look different than this: http://d.mort.coffee/img/scr.png
L1601[16:16:40] <Lex__> my comment still stands Lumien
L1602[16:17:11] <KittenTheEpic> I think it works
L1603[16:17:17] <shadekiller666> mort_, for the "down" variant you're rotating on z, not x
L1604[16:17:21] <KittenTheEpic> :) SWave will be (hopefully) awesome!
L1605[16:17:31] <shadekiller666> i z is not an axis in that context
L1606[16:17:50] <mort_> interesting
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L1609[16:18:21] <mort_> I just tried x and z since I didn't know which was appropriate, and figured I'd see which axis was correct in game though
L1610[16:18:46] <Lumien> Ok so DimensionManager.isDimensionRegistered ?
L1611[16:18:52] <mort_> but up isn't rotatde, even though it's using x
L1612[16:19:14] <Lex__> possibly havent looke at dimesnions in a while so I dont have it memorixed
L1613[16:19:31] <tterrag|away> <KittenTheEpic> think i'm stupid? <KittenTheEpic> me stupid! lol
L1614[16:19:44] <KittenTheEpic> ...
L1615[16:19:57] <Lex__> Says the man who spelt his name backwards
L1616[16:21:20] <tterrag|away> :<
L1617[16:21:56] <KittenTheEpic> time to test SWave's packet sending
L1618[16:22:01] <KittenTheEpic> then i'll get to the fun part!
L1619[16:22:53] <shadekiller666> mort_ not sure how to help, i'm trying to figure out my own derpiness :P
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L1622[16:23:21] <mort_> alright, fair enough :P
L1623[16:23:40] <shadekiller666> zaggy might be able to help you
L1624[16:23:42] <shadekiller666> or fry
L1625[16:24:24] <shadekiller666> take a look at the ModelLoaderRegistryDebug resources on the MinecraftForge github
L1626[16:24:31] <shadekiller666> wait no
L1627[16:25:21] <shadekiller666> the ForgeBlockStatesLoader resources
L1628[16:25:32] <mort_> alright
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L1635[16:34:30] <KittenTheEpic> is ForgeModLoader related to Rig's modloader in any way? just wondering...
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L1637[16:36:38] <mort_> I can't find any relevant documentation on the topic after searching for a while; how can I rotate a submodel alond another axis than the Y axis?
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L1641[16:38:08] <mort_> in the blockstates file that is
L1642[16:38:38] <Zaggy1024> mort_, depends on the amount you want to rotate it
L1643[16:38:48] <Zaggy1024> is it a multiple of 90 degrees?
L1644[16:38:52] <mort_> mhm
L1645[16:39:13] <Zaggy1024> well, when you rotate it around y, you provide the axis, don't you?
L1646[16:39:18] <Zaggy1024> tell it a different axis
L1647[16:39:38] <mort_> I did try both x and z, neither seemed to do any difference
L1648[16:40:41] <shadekiller666> fry, at what point in the game does the custom data from the blockstate jsons get passed into the model loaders?
L1649[16:40:55] <shadekiller666> is it as soon as the json is parsed?
L1650[16:41:01] <fry> yes
L1651[16:41:03] <shadekiller666> meaning after the model is parsed?
L1652[16:41:09] <fry> before
L1653[16:41:17] <fry> hmm, no, after
L1654[16:41:23] <fry> since it's passed to the model :P
L1655[16:41:36] <mort_> Zaggy1024: pbin.in/8O is the JSON file, notice how I'm trying with both x and z there, yet it has no effect: http://d.mort.coffee/img/scr.png
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L1657[16:41:48] <shadekiller666> i'm trying to figure out how to make the group visibility handling code less crazy
L1658[16:42:22] <shadekiller666> theres 3 different places where its doing almost the same operation to set group visibilities
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L1660[16:42:50] <killjoy> When using List.iterator(), is it guarenteed to be in the right order?
L1661[16:42:55] <Zaggy1024> http://i.imgur.com/T4CfHVW.png
L1662[16:42:57] <Zaggy1024> ...rly mojang
L1663[16:43:01] <Zaggy1024> plz mojang stahp
L1664[16:43:04] <shadekiller666> killjoy, it should be
L1665[16:43:10] <killjoy> Ok.
L1666[16:43:25] <shadekiller666> whatever the order of the list was at the time of returning the iterator
L1667[16:43:33] <killjoy> But... you can't have a block of lava in your inventory
L1668[16:43:54] <Zaggy1024> mort_, your state is correct in the debug display?
L1669[16:43:56] <killjoy> Thinking I should make it an iterable of an unmodifiable list
L1670[16:44:42] <shadekiller666> killjoy, you could do that, ImmutableList.of(your list).iterator()
L1671[16:45:01] <killjoy> Or Iterables.unmodifiableIterable(list).iterator()
L1672[16:45:06] <mort_> Zaggy1024: debug display?
L1673[16:45:10] <Zaggy1024> F3
L1674[16:45:11] <killjoy> or the equiv Iterators method
L1675[16:45:11] <shadekiller666> either way :P
L1676[16:45:23] <killjoy> or Collections.unmodifiable
L1677[16:46:02] <Lumien> Lex "fixed" the pr
L1678[16:46:35] <mort_> http://d.mort.coffee/img/debugDisplay.png not sure what to look for
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L1680[16:51:06] <Zaggy1024> umm
L1681[16:51:20] <Zaggy1024> try turning off the profiler
L1682[16:51:42] <Zaggy1024> there should be a list of properties and values in the bottom of the text on the right side
L1683[16:53:30] <mort_> nothing there without the profiler either
L1684[16:55:21] <Zaggy1024> well I got no clue then
L1685[16:55:28] <Zaggy1024> it should be showing the block state of the block you're looking at
L1686[16:56:20] <Lex__> hide the graph
L1687[16:56:33] <mort_> ya, I did that
L1688[16:56:48] <mort_> http://d.mort.coffee/img/debug2.png
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L1700[17:27:39] <Wuppy> heh, there is apperantly a masssive fire nearby :P
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L1702[17:29:01] <MalkContent> don't lick that, fire's hot
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L1704[17:32:30] <Wuppy> orly?
L1705[17:33:01] <mort_> I have a bunch of PropertyBool properties in my block. How do I check if they are true or false?
L1706[17:33:09] <Wuppy> first there was an explsion at a car, now shell a shell location is on fire here :o
L1707[17:33:16] <ghz|afk> (Boolean)state.getValue(PROPERTY)
L1708[17:33:34] <mort_> I tried that, got some error. Sec, lemme find out what it was
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L1710[17:35:16] <mort_> oh. Apparently you can cast a Comparable to a Boolean, but not to a boolean.
L1711[17:35:59] <mort_> that kinda makes sense I suppose
L1712[17:36:13] <Wuppy> oh also, it's 11/11 :D
L1713[17:37:48] <mort_> ghz|afk: that always returns true though, even though it really should be false
L1714[17:38:24] <ghz|afk> hmm dunno then
L1715[17:41:25] <killjoy> Wake me when it's 15/15/15
L1716[17:41:42] <Wuppy> killjoy, 11/11 is a special day every year where I live :D
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L1718[17:48:14] <killjoy> Do you also turn the dial up to 11?
L1719[17:48:25] <killjoy> Instead of just making 10 a bit louder
L1720[17:48:43] <Wuppy> nope, 11/11 is the start of carnaval
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L1728[18:14:48] <tterrag|away> mort_: Boolean is an object. boolean is not. You can't cast an object to a primitive.
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L1730[18:16:58] <mort_> ya, that's why I said "that kinda makes sense I suppose"
L1731[18:18:13] <Soni> can I use OSGi in a Forge mod?
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L1733[18:25:52] <ghz|afk> Soni: what's osgi? XD
L1734[18:26:13] <progwml6> looks like enterprise garbage ghz|afk
L1735[18:27:13] <shadekiller666> fry, i have a question about storing things in an IBakedModel instance
L1736[18:27:14] <IoP> I almost wanted to ask what that means in this context
L1737[18:27:15] <Soni> so I have this standalone tool, it has a plugin which also works a standalone tool, and I wanna shove it in MC
L1738[18:27:15] <GeoDoX|Work> Sleep, be back in the morning
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L1740[18:28:46] <shadekiller666> right now, to handle group visibilities, i have a Map<String, Boolean> in OBJState, which is used by getGeneralQuads() to determine which groups are visible and should have their faces baked
L1741[18:30:24] <shadekiller666> because of this, i have to modify the contents of that map from within getGeneralQuads to ensure that it contains keys with the actual group names, instead of my Group.ALL and Group.ALL_EXCEPT wildcards
L1742[18:31:20] <shadekiller666> is there any reason why i could not just store a Map<Group, Boolean> in the OBJBakedModel, and use the OBJState to modify it?
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L1744[18:35:52] <Soni> uhh great I can't resolve any .com addresses right now :/
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L1753[19:03:35] <mort_> Hey, can you have a "parent" in the blockstates file, to have several blocks share the same variants but with different textures and models in the default section?
L1754[19:03:51] <ghz|afk> not that I'm aware of
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L1756[19:04:00] <mort_> :(
L1757[19:04:36] <mort_> I have a pretty long blockstates file which will be the exact same, except for the defaults, for a lot of blocks
L1758[19:04:41] <mort_> I suppose copy/paste will do.
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L1765[19:21:58] <Zaggy1024> mort_, that's what the "textures" key is for
L1766[19:22:12] <tterrag|away> mort_: I think you can do that with the forge blockstates format
L1767[19:22:12] <Zaggy1024> you just set the model to whatever and specify textures to override it with
L1768[19:22:31] <Zaggy1024> oh yeah, you have to use the Forge blockstate format
L1769[19:23:00] <mort_> http://pbin.in/QO that's my blockstates
L1770[19:23:16] <mort_> as you can see, I do use textures, everything else is completely generic
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L1774[19:26:01] <mort_> so it seems like the kind of thing where it'd be relatively easy to extract it into a separate file, if the format allows it
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L1777[19:26:36] <ghz|afk> OMG granite is 513EMC in this version of ProjectE
L1778[19:26:36] <ghz|afk> XD
L1779[19:26:40] <ghz|afk> I wish I had known sooner!
L1780[19:26:43] <ghz|afk> I'd have ALL THE EMC!
L1781[19:27:41] <mort_> Zaggy1024
L1782[19:29:18] <Zaggy1024> err... extract what into a separate file??
L1783[19:30:13] <mort_> all the variants. As it is now, I would have to have one copy of http://pbin.in/QO for each block, even though everything but the two textures in default.textures would be exactly the same
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L1785[19:30:22] <tntristan12> hai
L1786[19:30:36] <Zaggy1024> um
L1787[19:30:43] <mort_> it wouldn't be a big issue, but if there's a better way to do it than that, I'd like to do that instead
L1788[19:30:44] <Zaggy1024> mort_, are you using a variant property?
L1789[19:30:46] <Zaggy1024> and if not, why not?
L1790[19:31:20] <mort_> what do you mean?
L1791[19:31:39] <Zaggy1024> well, you have boolean properties that I assume you set using getActualState in your block
L1792[19:31:50] <Zaggy1024> meaning you have a full 4 bits of metadata free to store the variant of your pipe
L1793[19:31:57] <Zaggy1024> so why not use it?
L1794[19:32:20] <mort_> I do have that, for all the directions, that's how it knows which of the variants in the blockstates file to choose
L1795[19:32:29] <Zaggy1024> you have what?
L1796[19:32:34] <Zaggy1024> getActualState?
L1797[19:32:37] <mort_> mhm
L1798[19:32:45] <ghz|afk> uh
L1799[19:32:54] <ghz|afk> getActualState is NOT created from metadta
L1800[19:32:56] <Zaggy1024> then my point stands, you should be able to use a variant property
L1801[19:33:01] <ghz|afk> it's for rendering only
L1802[19:33:06] <mort_> https://github.com/mortie/mortpipes/blob/master/src/main/java/coffee/mort/mortpipes/Pipe.java
L1803[19:33:32] <Zaggy1024> okay
L1804[19:33:40] <ghz|afk> mort_: you aren't actually using the metadata?
L1805[19:33:42] <Zaggy1024> so..how many of these Pipes do you have?
L1806[19:33:47] <mort_> I do have variants in the blockstates file, but you already saw that in the file I linked earlier, so I don't know what you mean with a variant property
L1807[19:33:58] <mort_> I currently only have one kind of pipe, but plan to make more.
L1808[19:34:05] <Zaggy1024> a PropertyEnum telling the game which type of pipe it is
L1809[19:34:07] <ghz|afk> mort_: he means that you can have sub-blocks for different kinds of pipes
L1810[19:34:15] <ghz|afk> as a property based on metadata
L1811[19:34:28] <ghz|afk> instead of using separate block entries
L1812[19:34:39] <mort_> ah, I see.
L1813[19:34:46] <Zaggy1024> yeah, making separate block instances is a waste if you have 4 bits of metadata to use
L1814[19:35:16] <Zaggy1024> and that way you will have a "variant" property to use in your blockstates json to replace the texture
L1815[19:35:29] <mort_> ya, that sounds like a good solution
L1816[19:35:42] <mort_> I don't think I'll ever have more than 16 different pipes
L1817[19:36:39] <mort_> how would that work for textures for the item though? Do I have access to the variant properties in item/blockname.json?
L1818[19:36:51] <ghz|afk> yes.
L1819[19:36:54] <mort_> k, good
L1820[19:36:59] <ghz|afk> that's the "primary" properties
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L1822[19:37:19] <ghz|afk> the getActualState is a bonus feature ( provided by Forge ? can't remember)
L1823[19:37:51] <Zaggy1024> um
L1824[19:37:52] <Zaggy1024> no
L1825[19:38:02] <mort_> redstone uses getactualstate
L1826[19:38:07] <mort_> redstone wire that is
L1827[19:38:08] <ghz|afk> ah
L1828[19:38:12] <Zaggy1024> items have no properties, you have to manually map the metadata of an item to locations in models/item
L1829[19:38:24] <ghz|afk> OH
L1830[19:38:26] <ghz|afk> the item!
L1831[19:38:28] <ghz|afk> nevermind that
L1832[19:38:29] <ghz|afk> XD
L1833[19:38:31] <Zaggy1024> if vanilla didn't have getActualState I would be shocked :P
L1834[19:38:41] <ghz|afk> items with subblocks are annoying
L1835[19:38:42] <ghz|afk> XD
L1836[19:38:43] <Zaggy1024> I mean, if I didn't already know it did
L1837[19:38:50] <ghz|afk> you need to override stuff from ItemBlock
L1838[19:38:52] <ghz|afk> IIRC
L1839[19:39:03] <Zaggy1024> yeah
L1840[19:39:14] <ghz|afk> otherwise it always uses metadata value 0
L1841[19:39:22] <ghz|afk> but it's not TOO bad
L1842[19:39:22] <Zaggy1024> lol items with subblocks aren't a pain for me, because I've got such a huge framework set up that I don't usually touch that stuff
L1843[19:39:28] <Zaggy1024> I forget the pain of other people :(
L1844[19:39:32] <ghz|afk> just have some MetadataAwareItemBlock
L1845[19:39:36] <ghz|afk> and then use the addVariant stuff
L1846[19:39:42] <ghz|afk> like you would do for subitems
L1847[19:39:42] <ghz|afk> ;P
L1848[19:39:47] <Zaggy1024> or you could just call it ItemBlockMulti like I do :P
L1849[19:39:52] <ghz|afk> heh
L1850[19:40:02] <ghz|afk> or you can steal it from Zaggy1024 if he lets you
L1851[19:40:03] <ghz|afk> ;P
L1852[19:40:09] <Zaggy1024> heh
L1853[19:40:33] <Zaggy1024> my class is tied into a huge utility class to manage variants, so...nah :P
L1854[19:40:43] <Zaggy1024> unless he's feeling particularly adventurous
L1855[19:41:10] <ghz|afk> oops, the axe in my iron chopper broke
L1856[19:41:15] <Zaggy1024> if you want, you can take a look at the gigantic file I'm talking about, I'll get the link :P
L1857[19:41:26] <ghz|afk> and I returned to my base to find a 7x7 solid giant "bush" ;P
L1858[19:41:40] <Zaggy1024> I want to see someone's reaction to it :P
L1859[19:41:47] <Zaggy1024> https://github.com/GenProject/GenProject/blob/master/src/main/java/genesis/metadata/VariantsOfTypesCombo.java
L1860[19:41:49] <Zaggy1024> :D
L1861[19:42:22] <ghz|afk> meh not worse than Block.java ;P
L1862[19:42:40] <Zaggy1024> lol if you say so
L1863[19:42:48] <mort_> it's kind of big isn't it
L1864[19:42:48] <Zaggy1024> but the nice thing is what it lets me do with it
L1865[19:43:07] <Zaggy1024> https://github.com/GenProject/GenProject/blob/master/src/main/java/genesis/metadata/TreeBlocksAndItems.java and https://github.com/GenProject/GenProject/blob/master/src/main/java/genesis/metadata/EnumTree.java
L1866[19:43:19] <ghz|afk> Zaggy1024: open Block.java
L1867[19:43:22] <ghz|afk> it's 2635 loc
L1868[19:43:23] <ghz|afk> ;P
L1869[19:43:27] <ghz|afk> 2632*
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L1871[19:44:06] <mort_> I think I'll have each pipe be a separate block type for now, as that seems to be the simplest, and just have multiple copies of the blockstate thing
L1872[19:44:50] <mort_> or possibly make a script executed by gradle which automatically merges the pipe variants with the pipe blockstates json files, but that sounds like a bad idea.
L1873[19:46:19] <Zaggy1024> it's not simpler
L1874[19:46:22] <ghz|afk> there's always the option of using a custom state mapper and replace the json completely, but meh, it kills customizability for resource pack authors
L1875[19:46:36] <Zaggy1024> it's definitely not simpler to try and keep track of several block instances
L1876[19:46:55] <Zaggy1024> you can take a look at my source for how it does the variants in ItemBlock
L1877[19:48:00] <ghz|afk> mort_: all you have to do is extend ItemBlock, override getMetadata(the variant with ItemStack), and return the metadata value from it
L1878[19:48:11] <ghz|afk> then pass the ItemBlock over on registering the Block instance
L1879[19:48:17] <ghz|afk> and then register the models from your client proxy
L1880[19:48:17] <ghz|afk> ;p
L1881[19:49:24] <mort_> I may do it some time then
L1882[19:49:33] <mort_> but first, I'll try to get moving items between pipes to work.
L1883[19:49:34] <Zaggy1024> you call ModelLoader.setCustomblahblahverylongname
L1884[19:49:56] <Zaggy1024> and ModelBakery.addVariantName
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L1886[19:50:30] <ghz|afk> mort_: keep in mind that if you do it AFTER releasing your mod, you'll break people's worlds if you later switch to subblocks
L1887[19:50:44] <Zaggy1024> addVariantName tells the game to load the model (a plain resource location as a string), and setCustomModelResourceLocation tells the game what model the item shoudl use for a certain metadata value
L1888[19:51:03] <mort_> that's a good point ghz
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L1890[19:54:31] <mort_> now, it's 3 AM. I'll go to bed, night
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L1893[20:13:22] <Hink> Is it me or is the 11.14.3.1450 Source download link on the Forge website not working?
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L1897[20:21:36] <Mimiru> Hink, it works fine here
L1898[20:21:55] <Mimiru> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8-11.14.3.1450/forge-1.8-11.14.3.1450-src.zip
L1899[20:22:02] <Mimiru> it seems adfoc.us is having issues..
L1900[20:22:16] <Hink> The adfoc.us is broken, yeah.
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L1907[20:39:21] <Ordinastie> !gm func_175042_a
L1908[20:42:15] <Mimiru> Hey Ordinastie, I was wondering.. how did you manage the smooth animation on doors? I glanced through your code but got lost quickly
L1909[20:42:42] <Ordinastie> animation is based on tick count + partial ticks
L1910[20:43:03] <Mimiru> Ahh, so not a snowballs chance in hell of me getting it then.. hah
L1911[20:43:10] <Mimiru> Thanks for the point in the right direction though
L1912[20:43:25] <Ordinastie> what are you trying to do ?
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L1914[20:48:03] <Mimiru> Trying to add a nicer animation to the doors in my mod
L1915[20:49:41] <Mimiru> I have computer controlled doors in my security mod, and wanted more than just the snap open/close
L1916[20:51:35] <Ordinastie> you could depend on MalisisCore :p
L1917[20:52:14] <Mimiru> lol, I could.. :P
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L1923[21:22:21] <Zaggy1024> have you thought about animating other things, like redstone pieces? (I assume you ahven't...)
L1924[21:27:17] <Zaggy1024> *haven't done that yet
L1925[21:27:28] <Zaggy1024> I don't know much about your mod
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L1927[21:34:18] <Ordinastie> Zaggy1024, I've though about it, but what would need to be animated ?
L1928[21:34:28] <Ordinastie> buttons don't really matter
L1929[21:34:52] <Ordinastie> levers could, but the amount of work just for it isn't really worth it
L1930[21:40:09] <ghz|afk> trapdoors?
L1931[21:40:10] <Zaggy1024> heh
L1932[21:40:14] <ghz|afk> dunno if you dod that
L1933[21:40:17] <ghz|afk> do that already*
L1934[21:40:32] <Zaggy1024> I actually did a similar thing a while back, with base class edits (which I was planning to turn into something proper, but never did)
L1935[21:40:59] <ghz|afk> I was going to mention pistons, but those already move ;P
L1936[21:41:01] <Ordinastie> ghz|afk, yes I did :)
L1937[21:41:23] <Ordinastie> and pistons are actually badly done
L1938[21:45:35] <Ordinastie> can I ask someone to do a test for me ?
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L1940[21:46:37] <Ordinastie> if you have a 1.8 mod with a block in dev, what happens if you change the name of your block and relaunch the game ? (registry nameà
L1941[21:47:52] <Ordinastie> unascribed, http://puu.sh/lir8t.jpg :)
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L1943[21:51:25] <ghz|afk> I'd presume the existing saves will show the usual "this block is missing" screen?
L1944[21:51:31] <ghz|afk> I never actually tried, though
L1945[21:52:04] <Ordinastie> ghz|afk, that's what I am asking :)
L1946[21:52:05] <Ordinastie> to try
L1947[21:52:19] <ghz|afk> Oh
L1948[21:57:33] <Zaggy1024> yes, it does
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L1950[21:58:05] <Ordinastie> well, not for me :x
L1951[21:58:10] <Ordinastie> it freezes the game
L1952[21:58:12] <Zaggy1024> huh..
L1953[21:58:17] <Zaggy1024> lemme try it
L1954[21:58:17] <Ordinastie> and never shows anything
L1955[21:58:37] <Zaggy1024> what type of block is it?
L1956[21:59:49] <Ordinastie> any
L1957[21:59:51] <Ordinastie> or item
L1958[22:00:05] <Ordinastie> the server waits for an action
L1959[22:00:10] <Ordinastie> and the client waits for the server
L1960[22:00:34] <Zaggy1024> well...I'll just try renaming a plain stone block from my mod
L1961[22:02:40] <Zaggy1024> what forge version?
L1962[22:03:16] <Zaggy1024> http://i.imgur.com/Jx96xHw.png
L1963[22:03:54] <Zaggy1024> it _does_ freeze when I back out of there without loading and then try to quit the game
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L1965[22:09:35] <Ordinastie> currently I'm using version = "1.8-11.14.3.1487"
L1966[22:09:46] <Zaggy1024> oh wow
L1967[22:09:56] <Zaggy1024> I'm on...1532 maybe?
L1968[22:10:09] <Zaggy1024> yeah 1532
L1969[22:10:44] <Ordinastie> meanwhile, I just added : http://puu.sh/lisi7.png
L1970[22:11:23] <Ordinastie> also, do they look good enough ? http://puu.sh/lisk7.jpg
L1971[22:12:28] <Zaggy1024> ...sure?
L1972[22:12:42] <Zaggy1024> I mean, don't they look the same as the have before in your mod?
L1973[22:13:12] <Ordinastie> I meant the trapdoord :p
L1974[22:13:15] <Ordinastie> *trapdoors
L1975[22:13:20] <Ordinastie> the wooden ones
L1976[22:13:30] <Zaggy1024> were they not in your mod before?
L1977[22:13:34] <Ordinastie> they weren't
L1978[22:13:38] <Zaggy1024> sorry, I don't really know the mod :P
L1979[22:13:43] <Ordinastie> np :p
L1980[22:13:52] <Zaggy1024> yeah, they look good
L1981[22:15:22] <Zaggy1024> hmm
L1982[22:15:44] <Zaggy1024> I wonder if the b3d or obj loaders can handle smooth animations via a TESR
L1983[22:15:49] <Zaggy1024> would sure be nice
L1984[22:16:04] <Zaggy1024> especially if you wanted to make redstone things animate
L1985[22:17:05] <Ordinastie> do you think http://puu.sh/lisBo.jpg is JSON? ><
L1986[22:17:25] <Zaggy1024> uh...could be?
L1987[22:17:37] <Zaggy1024> why?
L1988[22:17:37] <Ordinastie> hint, there is 0 JSON in my mod :p
L1989[22:18:01] <Zaggy1024> that's kind of disappointing :P
L1990[22:18:09] <Ordinastie> https://github.com/Ordinastie/MalisisDoors/blob/1.8/source/net/malisis/doors/renderer/RustyHatchRenderer.java
L1991[22:18:38] <Zaggy1024> ah, huh
L1992[22:18:45] <Zaggy1024> not what I meant, though
L1993[22:18:52] <Zaggy1024> I mean keyframes in the obj
L1994[22:19:46] <Zaggy1024> I don't like the polygonal shapes :(
L1995[22:20:01] <Ordinastie> well, there is nothing related to animations in the OBJ specs
L1996[22:20:05] <Ordinastie> so it would be hard
L1997[22:20:07] <Zaggy1024> ah
L1998[22:20:15] <Zaggy1024> and b3d?
L1999[22:20:23] <tterrag|away> b3d was designed for animations iirc
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L2001[22:20:34] <Ordinastie> fry already did something with animations I think
L2002[22:20:42] <Zaggy1024> yeah but it was frickin laggy as heck
L2003[22:21:08] <Zaggy1024> mainly, IIRC, because he was using chunk updates to render each frame >.>
L2004[22:21:12] <Zaggy1024> not exactly practical
L2005[22:21:15] <Ordinastie> IIRC, if you want to export animations with OBJ in blender, you can export each keyframe as a separate OBJ
L2006[22:21:33] <Zaggy1024> wouldn't use obj then :P
L2007[22:22:14] <Ordinastie> I would really like to have a model system with animation support in MalisisCore, but it looks like a pain to implement
L2008[22:22:45] <Zaggy1024> it seems to me that what fry did should be able to be used in a TESR, if it's done right
L2009[22:22:50] <Zaggy1024> hopefully with interpolation
L2010[22:22:55] <Ordinastie> it should yes
L2011[22:22:58] <Ordinastie> that was the point
L2012[22:23:10] <Ordinastie> but it seems like a mess to use
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L2039[23:47:45] <tambre> shadekiller666: Hi, have you happened to come up with a solution or leads to the problem, that I described on the Github?
L2040[23:48:00] <shadekiller666> what problem
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