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L17[00:50:04] <Ordinastie> damn you NEI for
trying to render itemStacks you shouldn't and crashing because of
that :x
L18[00:52:50] <tterrag> NEI only renders
things that it gets from getSubItems
L19[00:54:57] <Ordinastie> it tries to
render blocks as itemStacks
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L21[00:55:09] <GeoDoX|Zzz> o/ tterrag
L22[00:55:10] <Ordinastie> even when it
shouldn't
L23[00:55:22] <unascribed> no, it tries to
render ItemBlocks as ItemBlocks
L24[00:55:36] <unascribed> pass a null
ItemBlock class to registerBlock if your block is technical
L25[00:55:53] <Ordinastie> but that's not
even the real problem
L26[00:56:18] <Ordinastie> the real problem
is that if the rendering crashes, it fallbacks to rendering an
ItemStack of Blocks.fire
L27[00:56:27] <Ordinastie> and that makes
the game crash
L28[00:59:30] <Ordinastie> unascribed,
also, my Custom Doors should always have NBT data in them, but that
can't happen if you just new Itemstack for them
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L30[00:59:57] <unascribed> ...so implement
reasonable fallback behavior for no NBT?
L31[01:01:57] <Ordinastie> I do but
still
L32[01:02:11] <Ordinastie> it's annoying I
get reports because of NEI fucking it up :x
L33[01:02:36] <Ordinastie> oh ffs -_-
L35[01:03:04] <Ordinastie> of course it
freezes there and I can't even go past that :x
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L42[01:45:49] <Ordinastie> !gm
func_145838_q
L43[01:46:56] <Ordinastie> !gm
func_73660_a
L44[01:48:36] <Ordinastie> how is it
possible that a TE worldObj is still null when update() is called
?
L45[01:51:04] <shadekiller666> the worldObj
has to be specifically set
L46[01:51:26] <shadekiller666> either by
you, or at some point when minecraft decides to set it
L47[01:53:06] <sham1> So you can check for
it
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L54[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151113 mappings to Forge Maven.
L55[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151113-1.8.zip (mappings
= "snapshot_20151113" in build.gradle).
L56[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L99[05:04:10] <JamEngulfer221> How do I
easily get whether the mod is on a server or a client?
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L101[05:14:26] <Lumien> Depends on the
context
L102[05:14:32] <Lumien> Do you have a
World obj?
L103[05:14:34] <Lumien>
World.isRemote
L104[05:14:50] <JamEngulfer221> No, if the
mod is running on a server
L105[05:15:06] <Lumien> Yes i know
L106[05:15:17] <JamEngulfer221> Oh right,
no this is during initialization
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L108[05:15:43] <JamEngulfer221> I'm
offloading register events to other classes and I didn't
particularly want to pass the initialization event to them
L109[05:17:28] <Lumien> Use a proxy
maybe?
L110[05:18:07] <Lumien> Or
FMLCommonHandler.instance().getSide()
L111[05:18:44] <JamEngulfer221> Yeah,
that's the kind of thing I was looking for
L112[05:20:54] <JamEngulfer221>
Thanks!
L113[05:21:07] <Wuppy> why oh why did I
think having a mechanic come over between 12 and 2 was a good idea
:c
L114[05:21:25] <JamEngulfer221> That's
like, the worst time XD
L115[05:21:52] <JamEngulfer221> Oh, you
want to have lunch at a reasonable time? NO!
L116[05:22:04] <Wuppy> I set up my alarm
for it because I was probably still going to be asleep
L117[05:22:10] <Wuppy> and considering we
had an after party till 6, I was right
L118[05:22:13] <tterrag> JamEngulfer221:
all events have a side
L119[05:22:18] <tterrag> all lifecycle
events that is
L120[05:22:25] <tterrag> so just
event.getSide()
L121[05:22:39] <sham1> \o
L122[05:23:20] <Lumien> "I didn't
particularly want to pass the initialization event to them" I
thought that excluded that
L123[05:23:30] <Wuppy> o/ sham1
L124[05:23:49] <JamEngulfer221> Yeah, I
was avoiding needing to use event.getSide() because I wanted to
keep my Block registering class isolated
L125[05:24:07] <tterrag> why not pass the
event? seems like an arbitrary restriction
L126[05:25:39] <JamEngulfer221> Because if
I can just get it statically I'd prefer to. I'd like to keep my
classes as independent from each other as possible
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L128[05:26:50] <tterrag> that's bad OO
design. object referencing is generally preferred to static
referencing
L129[05:26:52] <tterrag> you are given
context
L130[05:26:53] <tterrag> use it
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L132[05:28:06] <sham1> Yeah, doing a lot
of stuff statically is usually very bad OOP design
L133[05:28:45] <tterrag> the notion of
"keeping everything separated" is in itself bad design as
well
L134[05:29:13] <tterrag> separation is
good, but you shouldn't just put up arbitrary walls between
different parts of your program
L136[05:32:17] <JamEngulfer221> idk. It
just seems wrong to me to pass the event down through different
classes just to use one variable
L137[05:32:35] <Ordinastie> pass the side
then
L138[05:32:54] <Ordinastie> also, nothing
in block registration is side dependant anyway
L139[05:33:21] <JamEngulfer221> You know,
except the ItemRender registration
L140[05:33:30] <sham1> You can do that in
proxy
L141[05:33:43] <sham1> And you propably
should
L142[05:34:05] <tterrag> definitely
should
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L144[05:34:12] <sham1> Ye
L145[05:34:17] <Ordinastie> except I would
call ItemRender "block Registration"
L146[05:34:20] <Ordinastie>
*wouldn't
L147[05:34:20] <tterrag> you talk about
separation...putting common and client code in the same class is
very BAD separation
L148[05:35:05] <JamEngulfer221> Tell that
to Wuppy, it's his tutorial I'm using
L149[05:35:05] <sham1> There is a reason
why proxies exist
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L151[05:35:18] <sham1> Dont follow
tutorials blindly
L152[05:35:23] <sham1> Also, Wuppu
pls
L153[05:35:30] <JamEngulfer221> I didn't
follow it blidly
L154[05:35:33] <Wuppy> what did I mess up
this time?
L155[05:35:52] <Ordinastie>
EVERYTHING!
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L157[05:35:58] <JamEngulfer221> Just
because I didn't know about something that I can't remember
existing doesn't mean I followed something blindly
L159[05:36:07] *
Wuppy hides in a corner
L160[05:36:07] <sham1> Meep
L161[05:36:24] <sham1> Get over here!
*does the scorpion thing*
L162[05:36:29] <JamEngulfer221> Well, when
you say proxy, I actually have no idea what you mean because
MinecraftForge is the only thing I've ever seen use that and I
haven't done this in years and have no recollection how it
works
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L165[05:37:48] <tterrag> a proxy is just a
set of classes, for different environments
L166[05:38:00] <tterrag> and FML will give
you the "proper" instance of the class for the current
environment
L167[05:38:04] <JamEngulfer221> Anyway, if
I'm differentiating between sides, I don't see why it matters so
much
L168[05:38:06] <tterrag> so you can have a
client proxy, and a server proxy
L169[05:38:18] <tterrag> or common, which
is both
L170[05:38:26] <tterrag> since a very
small amount of things are serverside only
L171[05:39:04] <tterrag> anyways
bedtime
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L173[05:51:05] <sham1> So Wuppy, you
probably want to do some stuff to improve your tuts
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L175[05:54:01] <Ordinastie> and he doesn't
mean a notice "Just buy my books" :p
L176[05:54:03] <JamEngulfer221> I feel bad
bringing that up now
L177[05:55:22] <sham1> Well, fixing
misinformation is a good thing
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L179[05:55:35] <sham1> So others do not
need to go through the same thing
L180[05:55:53] <Ordinastie>
JamEngulfer221, don't worry, Wuppy will show up at your house one
night and cut one of your fingers as retaliation
L181[05:56:09] <JamEngulfer221> Ok, I've
got a slightly more general programming question. What is actually
so bad about just making a variable public instead of using
getters/setters? Surely having an extra method in-between getting a
value is just adding more to the stack trace and adding extra time
to getting it?
L182[05:57:08] <Ordinastie> you have more
control with methods
L183[05:57:34] <JamEngulfer221> In what
way?
L184[05:58:01] <sham1> People cant just
set whatever in your variables
L185[05:58:05] <sham1> You can limit what
is set
L186[06:00:47] <Wuppy> sham1, what's wrong
with my tutorial then?
L187[06:01:08] <sham1> You need to tell
people to use proxies more
L188[06:01:31] <Wuppy> mkay, I don't have
much time for tutorials anymore though :c
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L190[06:02:32] <JamEngulfer221> how
come?
L191[06:02:58] <Wuppy> very busy with game
development and learning programming :)
L192[06:12:27] <ThePsionic> Is there any
clean way of saying "give me the next free dimension ID for
this dimension"?
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L195[06:18:06] <Lumien>
DimensionManager.getNextFreeDimId() ?
L196[06:18:11] <Lumien> ThePsionic
L197[06:19:23] <ThePsionic> Thank
you
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L199[06:20:11] <Wuppy> I'm wondering, how
expensive is it to kinda last minute take the train to france
:P
L200[06:22:04] <Wuppy> jesus that'[s
expensive
L201[06:22:07] <Wuppy> like 100
euros
L202[06:22:40] <JamEngulfer221> Depends
where you at
L203[06:22:51] <Wuppy> south of the
netherands
L204[06:23:00] <JamEngulfer221> If you're
in England it's ok, but somewhere like China or Russia is
harder
L205[06:23:10] <JamEngulfer221> Oh right,
that shouldn't take you long
L206[06:23:18] <Wuppy> it's expensive
though :o
L207[06:23:27] <JamEngulfer221> fair
enough
L208[06:23:59] <Wuppy> we almost kinda
took the train last night :P
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L212[06:31:45] <Moony224> hi, does anyone
know what the getConfigurationManager().getPlayerForUsername() and
LivingDeathEvent.source.getDeathMessage has been replaced with in
1.7?
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L214[06:36:58] <Lumien> I still have a
getPlayerByUsername(String)
L215[06:37:29] <Lumien> And
getDeathMessage as well
L216[06:37:29] <Moony224> oh, I think it
might be func_152612_a for me Lumien
L217[06:37:40] <Moony224> not sure about
deathmessage
L218[06:38:26] <Moony224> oh for some
reason they're obfuscated or something
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L233[07:17:36] <Moony224> what replaces
sendChatToPlayer in 1.7?
L234[07:21:07] <masa>
Player#addChatMessage()? (or whatever). WOuld probably be quicker
if you just look yourself in the player class...
L235[07:25:52] <Moony224> thanks, sorry
was just slightly confused bout the usage but i got itnow
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L244[08:16:40] <JamEngulfer221> I'm
looking through the Item class and I'm wondering why
getUnlocalizedNameInefficiently(ItemStack) even exists
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L246[08:20:46] <sham1> So you can get the
unlocalized name inefficiently
L247[08:21:20] <sham1> You could for
instance change it depending on ItemStack stuff like NBT
L248[08:23:45] <JamEngulfer221> sham1: But
then why woudn't you use "getUnlocalizedName(ItemStack
stack)" then?
L249[08:23:57] <JamEngulfer221> Why would
you ever need it 'inefficiently'?
L250[08:25:17] <Moony224> hi, I'm using
LivingDeathEvent's source.func_151519_b(deadPlayer) when I kick a
player to get the death message, but I get this for some reason:
http://i.imgur.com/Rhah1Xy.png
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L254[08:32:35] <JamEngulfer221> Moony224:
Well, that's technically the death message
L255[08:32:55] <JamEngulfer221> Or at
least, a representation of all of the data that creates a death
message.
L256[08:33:17] <Moony224> JamEngulfer221:
can't I get it in a format that's more readable? like it has
ingame
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L259[08:33:25] <JamEngulfer221> You must
need to put that into another method or something to turn it into
what it says ingame
L260[08:33:45] <JamEngulfer221> I don't
know what that method would be, but I'm sure it's not too
hidden
L261[08:34:09] <Moony224> hm thanks i'll
search around a bit
L262[08:35:29] <JamEngulfer221> You could
try and search through the code for bits of the normal death
messages or variable names from that text you posted
L263[08:36:25] <Moony224> JamEngulfer221:
yeah I just found it! thanks,
StatCollector.translateToLocalFormatted I think
L264[08:37:00] <JamEngulfer221> np. Hope
it works!
L265[08:37:23] <Moony224> maybe not that
one specifically but it looks promising
L266[08:41:07] <diesieben07> Moony224,
it's not that simple actually. you have to look at the ChatGUI on
how to properly display an IChatComponent
L267[08:41:12] <diesieben07> as it can be
multiple things
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L269[08:41:57] <Moony224> damn, just saw
it didnt work
L270[08:42:19] <diesieben07>
getFormattedText should work
L271[08:42:47] <Moony224> diesieben07:
when I used getFormattedText I got a nosuchmethoderror
L272[08:42:56] <diesieben07> waht
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L274[08:42:59] <diesieben07> show your
code.
L275[08:43:17] <Moony224> one sec let me
try it one more time just in case i messed up or something
L276[08:43:34] <diesieben07> oh,yeah its a
client only method
L277[08:43:37] <diesieben07> you cannot
use it on a server
L278[08:43:45] <diesieben07> but since
your screenshot shows a GUI, that should be fine
L279[08:45:14] <Moony224> but i'm using it
as a kick message
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L281[08:46:59] <diesieben07> how?
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L283[08:47:24] <Moony224>
entityplayermp.playerNetServerHandler.kickPlayerFromServer
L284[08:47:31] <diesieben07> that takes a
string
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L286[08:47:52] <diesieben07> you need to
do what that method does manually
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L288[08:50:09] <Moony224> where can I see
exactly what it does
L289[08:50:19] <diesieben07> you... open
the method...
L290[08:51:00] <Moony224> there's nothing
there though o.o
L291[08:52:20] <Moony224> im in
ChatComponentTranslation and there isn't a getFormattedText
L292[08:52:41] <diesieben07>
entityplayermp.playerNetServerHandler.kickPlayerFromServer that
method
L293[08:52:51] <diesieben07> also... don't
tell me you are on 1.7
L294[08:52:56] <Moony224> im on 1.7
L295[08:53:02] <diesieben07> why did you
not say that? :D
L296[08:53:46] <diesieben07> same thing
tough. you have to do what kickPlayerFromServer does
L297[08:53:57] <Moony224> wait is there a
difference I have to know about
L298[08:53:57] <diesieben07> but create
the IChatComponent yourself
L299[08:54:38] <diesieben07> yes... there
is a difference between 1.7 and 1.8 -.-
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L302[08:56:10] <Moony224> sorry I mean
anything different about what you told me
L303[08:56:14] <Moony224> so far
L304[08:58:42] <diesieben07> No
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L317[09:26:36] <Soni> if I introduce a
breaking API change, how do I use ASM to "fix" it?
L318[09:27:03] <Soni> (I mean like, in
Forge)
L319[09:27:20] <diesieben07> if at all
possible, dont. otherwise... depends on the change...
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L322[09:34:27] <Soni> field access into
getter call
L323[09:34:34] <Soni> (or setter
call)
L324[09:35:43] <diesieben07> you have to
transform *every* class and replace any GETFIELD with an
INVOKEVIRTUAL <getter method> and any PUTFIELD with
INVOKEVIRTUAL <setter method>
L325[09:36:04] <diesieben07> thankfully
both getfield and putfied require the args in the same order on the
stack as a getter/setter invoke, so thats all you need to do
L328[09:37:48] <Soni> doable?
L329[09:38:11] <Soni> ... wait maybe not
that 2nd one
L330[09:38:14] <diesieben07> what about
them? you wnat to make them private and into a getter/setter?
L331[09:38:27] <Soni> but I definitely
need the first to be a getter/setter instead of a public
field
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L333[09:39:57] <Soni> so does Forge have
an ASM helper for replacing GETFIELD/PUTFIELD with getter/setter
calls?
L334[09:40:22] <diesieben07> no
L335[09:40:31] <diesieben07> if you need a
helper for that... you should NOT be doing that...
L336[09:40:39] <diesieben07> also, why do
you need this?
L337[09:41:03] <Soni> custom Play
event
L338[09:41:14] <diesieben07> that does not
say anything.
L339[09:41:14] <Soni> with custom
instruments
L340[09:41:32] <Soni> with a fallback
"vanilla" instrument
L341[09:42:05] <diesieben07> and that
fallback cannot just be in the field because...?
L342[09:42:13] <Soni> basically if you set
the field to anything I need to use that instead of my custom
instrument
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L344[09:42:28] <diesieben07> i dont see
how you need a setter for that.
L345[09:42:43] <Soni> if I just check if
it's different, I won't be able to know if you set it without
changing its value
L346[09:43:14] <diesieben07> errr
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L348[09:43:24] <diesieben07> why would you
set it without changing...
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L350[09:44:52] <Curle> Ohaider
L351[09:44:58] <Soni> v.f = v.f; would set
it without changing the value
L352[09:45:19] <diesieben07> yes. but that
is stupid
L353[09:45:32] <diesieben07> my question
was *why*. not how.
L354[09:46:06] <Soni> it's an edge case
and I don't wanna miss any edge cases.
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L356[09:46:51] <diesieben07> ...
L357[09:46:55] <diesieben07> its not an
edge case
L358[09:47:08] <diesieben07> if you assign
the field itsellf to a field, it is EXPECTED that nothing
happens.
L359[09:47:08] <Curle> gg
L360[09:47:15] <Curle> a = a;
L361[09:47:28] <diesieben07> if you change
that, that creates an edge case that confuses everyone
L362[09:47:43] <Curle> a = b; makes
sense
L363[09:47:49] <Curle> a =
a.length();
L364[09:48:22] <Soni> the edge case is you
overriding the instrument without checking if it's already set to
what you want
L365[09:48:33] <Curle> I have no context
to work on here, just trying to add my portion of the Pi to the
conversation :D
L366[09:48:58] <diesieben07> my point
really is, which i have made before, since we have argueed about
this before:
L367[09:49:00] <Soni> I need that to
trigger an instrument change for my events, but because it's
currently a field it'll play the custom instrument instead of the
override
L368[09:49:16] <diesieben07> you should
NOT be firing vanilla noteblock events from your cutom noteblocks
who have a different instrument
L369[09:49:47] <Curle> It depends on the
event, really.
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L371[09:50:00] <Soni> and you shouldn't
have made Instrument.fromId package-private
L372[09:50:02] <Curle> If it extends
NoteBlock (or whatever), then any event should work
L373[09:50:10] <diesieben07> yes i
should
L374[09:50:16] <diesieben07> you shouldnt
need to use it.
L375[09:50:18] <Soni> I know what I'm
doing and I know what I want it to do
L376[09:50:29] <diesieben07> apparently
you dont.
L377[09:50:31] <Soni> diesieben07, what
about Note.fromId and Octave.fromId?
L378[09:50:45] <diesieben07> same...
L379[09:50:48] <diesieben07> you have
proven that many times
L380[09:50:59] <diesieben07> I am not
helping you anymore, its futile.
L382[09:51:29] <Curle> diesie, has Soni
gotten to you more than I have?
L383[09:51:39] <diesieben07> yes, he
has.
L384[09:51:47] <diesieben07> Soni, what
are you trying to tell me?
L385[09:51:53] <Curle> Woo, I'm off the
hook! :D
L386[09:52:12] <Curle> Also, Soni, what on
earth are you trying to do?
L387[09:52:18] <Soni> diesieben07, you
made something I could use so I came up with a lazy hack to use it
instead of reimplementing it
L388[09:52:33] <diesieben07> you are using
it in an unintended way...
L389[09:52:42] <diesieben07> anyways. I'm
done here.
L390[09:53:04] <Curle> I thought the point
of Forge was adaptability, though
L391[09:53:16] <diesieben07> yes
L392[09:53:16] <Curle> If it works, it's
most likely compatible with other things
L393[09:53:27] <diesieben07> but forge
cannot possibly know abotu ALL types of instruments modders coulld
implement
L394[09:53:43] <diesieben07> this event is
desinged purely to interact wiith vanilla style noteblocks
L395[09:53:43] <Soni> diesieben07, and it
shouldn't, that's not the point
L396[09:53:45] <Curle> True, since they
could name it something like "ab34sa8sdk"
L397[09:53:54] <Curle> "this
event"? What event?
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L399[09:54:23] <diesieben07> noteblock
event
L400[09:54:33] <Curle> Specific name
please?
L401[09:54:55] <diesieben07> no
L402[09:54:57] <alex_6611>
NoteBlockEvent??
L403[09:55:05] <alex_6611> lol
L404[09:55:16] <diesieben07> hey dont
laugh
L405[09:55:16] <Curle> That seems a bit
too simple :P
L406[09:55:18] <diesieben07> i made
it.
L407[09:55:23] <Curle> Oh, okay.
L408[09:55:35] <alex_6611> i'm not
laughing about the name
L409[09:55:39] <diesieben07> i know
:D
L410[09:55:44] <Curle> Diesie, how about,
instead of having a go about it, rework it!
L411[09:56:00] <Soni> diesieben07, I want
to add an "event" key to my noteblock config JSON, and it
has the name of a vanilla instrument (from Instrument) or `null` if
it shouldn't trigger a vanilla-compatible note block play
event
L412[09:56:11] <Curle> If it's usable in a
modded environment, why isn't it usable in modded
blocks/items?
L413[09:56:20] <diesieben07> because thats
not what its designed for
L414[09:56:29] <Curle> It seems silly to
just make it access vanilla note blocks
L415[09:56:39] <diesieben07> but you
cannot make it access all noteblocks
L416[09:56:49] <diesieben07> since you
cannot know about ALL instruments that mods add
L417[09:56:50] <Soni> diesieben07, your
original implementation hardcoded Blocks.noteblock
L418[09:56:51] <diesieben07> ...
L419[09:56:59] <Curle> Why not
Class<extends NoteBlock>?
L420[09:57:09] <Curle> If that's
triggered, do the code
L421[09:57:15] <diesieben07> again yes it
did
L422[09:57:21] <diesieben07> because its
designed for interaction with vanilla.
L423[09:57:26] <Soni> diesieben07, I also
modify TileEntityNote directly so why shouldn't I post these
events?
L424[09:57:38] <Curle> In a package
designed for making mods. Why is it even there?
L425[09:57:42] <diesieben07> you
should
L426[09:57:51] <diesieben07> you should
fire it if your instrument is in th vanilla insturment set
L427[09:57:56] <diesieben07> if its not,
do not fire it.
L428[09:58:04] *
diesieben07 leaves
L429[09:58:06] <diesieben07> for sure
now.
L430[09:58:10] <Curle> ^ that answers my
question, good enough.
L431[09:58:15] <Soni> diesieben07, you
don't get what I'm trying to do .-.
L432[09:59:09] <Curle> What ARE you trying
to do?
L433[09:59:35] <Soni> Curle, add an
"event" key to my jsons, which'll indicate what
instrument to use for vanilla noteblock events
L434[10:00:20] <Curle> Okay, I'm with
Diesie, that has too many variables.
L435[10:00:50] <Curle> Vanilla instrument
or custom? If vanilla, use Diesie's thing. If not, I'm not your
guy
L436[10:00:53] <Soni> I also need to be
able to know if anyone overrided(?) that instrument in any
way
L437[10:02:00] <Soni> Curle, well either I
use hacked thaumcraft compat (in the form of: ASM, EnumHelper,
"event" key) or I don't have any thaumcraft compat
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L439[10:02:16] <Soni> "event"
key is the most sane method
L440[10:02:23] <Curle> I'd say
Thaumcraft
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L442[10:02:53] <Soni> altho hmm
L443[10:02:56] <Curle> As it enables the
thing to be enabled/disabled with the click of a button (Disabling
the mod in the Mods list)
L444[10:03:00] <Curle> So yea
L445[10:03:13] <Soni> diesieben07, ASM the
thaumcraft classes, EnumHelper the Instrument class, or add an
"event" key?
L446[10:03:53] <Soni> (do note the first
one has to actually be done for every mod using the events, while
the second one gets me banned from anywhere sane)
L447[10:03:54] <Curle> ASM is the hardest
but better way, EnumHelper doesn't seem like it'd do anything, and
"event" has too many variables
L448[10:06:20] <Curle> also, Diesie, you
may want to change the name of the NoteBlockEvent
L449[10:06:27] <Curle>
OnNoteBlockTriggerEvent perhaps
L450[10:06:36] <Curle> Gives some more
insight of what it does
L451[10:06:54] <Soni> Curle,
NoteBlockEvent.Play and NoteBlockEvent.Change are the fired
events
L452[10:07:16] <Curle> Oh, I'll be
damned.
L453[10:07:23] <Curle> SubEvents?
L454[10:07:24] <Soni> hmm can I ASM the
event...
L455[10:07:30] <Curle> Yes, and no.
L456[10:07:36] <Curle> You can but
shouldn't
L457[10:07:50] <Curle> It removes the
purpose of ASM
L458[10:08:19] <Soni> at least I'd be able
to hide in my little corner instead of having to deal with ppl who
shout at me :/
L459[10:08:35] <diesieben07> again. fire
the event if you have vanilla instrument
L460[10:08:43] <diesieben07> otherwise do
not fire it. period.
L461[10:08:56] <diesieben07> if you wish
to fire an event for custom instruments, make a custom event
L462[10:09:06] <diesieben07> but you
cannot possibly be compatible with other mods then.
L463[10:09:13] <diesieben07> but thats in
the nature of a custom instrument
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L466[10:10:37] <Curle> Ohai Pahi
L467[10:10:58] <Curle> Anyone know how to
make a worldtype for a dimension?
L468[10:11:14] <diesieben07> that is a
contradiction
L469[10:11:19] <diesieben07> worldtype
defines the overworld only
L470[10:11:52] <Curle> As in, change the
overworld's layout to the layout of the dimension (biomes)
L471[10:12:07] <diesieben07> you make a
custom WorldType class
L472[10:12:12] <Curle> In the place where
it gives you the option for Normal, Superflat, Large Biomes,
Etc.
L473[10:12:39] <Curle> Already have, but I
can't get it to do anything with my biome/dimension/generation
code
L474[10:13:36] <diesieben07> you have to
override getChunkGenerator
L475[10:14:58] <Curle> Ah, I have
getChunkManager
L476[10:14:59] <Curle> Ta.
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L480[10:26:01] <Curle> I think I've got
it
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L485[16:09:46] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L486[16:10:30] <tterrag> src hasn't
contained source for a while
L487[16:11:34] <fry> did it ever? :P
L488[16:11:41] <Curle> I'd say not, coming
from you.
L489[16:12:17] <fry> I've only been here
for a couple of years :P
L490[16:12:21] ⇦
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L491[16:12:46] <TehNut> 1.3.2.1 (earliest
on the site) contains some source files
L492[16:12:48] <TehNut> so yes
L493[16:13:27] <fry> well, you did get
forge source files
L494[16:13:51] <fry> and you still do,
they're just in a zip (and may be downloaded later, I think
:P)
L495[16:13:57] <AbrarSyed> yeah whoever
did the js for that should probably update it to take mdk as well
as src and apply the </> icon thing
L496[16:14:14] <AbrarSyed> where is
paleocrafter when you need him
L497[16:14:25] <sham1> away
L498[16:14:36] <sham1> Wait
L499[16:14:43] <sham1> He's not even
connected
L500[16:15:47] <sham1> Which is weird as
his bouncer should not be down as evidenced by the fact that I am
still here
L501[16:19:04] ⇦
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L502[16:19:59] ⇦
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L507[16:24:00] <Curle> Back
L508[16:24:14] <Curle> I'm following some
tutorial on the wiki, is there an updated alternative to
Render.bindTexture?
L509[16:24:27] <tterrag>
"updated" how?
L510[16:24:32] <tterrag> and it's
TextureManager.bindTexture()
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L512[16:26:58] <Lex|Desktop> MalkContent,
thanks for reminding me i forgot to hit da button that updates the
links on that site
L513[16:27:18] ⇦
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L515[16:27:43] <MalkContent> glad my
ignorance could be of help :)
L516[16:31:17] ⇦
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L519[16:52:51] <khumps> What is the best
way to use items from vanilla minecraft for crafting? I cant find
classes for half of the items.
L520[16:53:16] ⇦
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L521[16:53:22] <fry>
Items.item_you_want
L522[16:53:38] <gigaherz_y> khumps: things
with subitems, you do yourself
L523[16:53:46] <gigaherz_y> new
ItemStack(Items.dye, meta)
L524[16:53:53] <khumps> Thats the class i
was looking for (Items) thankyou
L525[16:54:13] <khumps> something that had
them all
L526[16:54:24] <gigaherz_y> otherwise,
Items.main_item
L527[16:54:34] <gigaherz_y> (as already
noted)
L528[16:56:20] ⇦
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L529[16:57:51] <Zaggy1024> khumps, also,
Blocks
L530[16:58:04] <Zaggy1024> items only
contains items that aren't registered to blocks, pretty much
L531[16:58:39] <khumps> cool thanks for
the help :)
L532[16:59:07] <gigaherz_y> oh
L533[16:59:09] <gigaherz_y> there's also
oredict
L534[16:59:09] <gigaherz_y> ;P
L535[16:59:21] <gigaherz_y> if you are
using things that can be made with interchangeable items
L536[16:59:24] <gigaherz_y> such as
logs
L537[16:59:35] <khumps> that is a class?
good to know
L538[16:59:37] <gigaherz_y> you may want
to use oreDict
L539[16:59:46] <khumps> ill read it
now
L540[16:59:58] <gigaherz_y> google for
"registering oredict recipes"
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L542[17:00:13] <khumps> do you by any
chance know what package it is in?
L543[17:00:16] <gigaherz_y> (short fo Ore
Dictionary, which is now basically a item naming system)
L544[17:00:21] <gigaherz_y> it's not a
class per se
L545[17:00:29] <gigaherz_y> it's a way to
register items and recipes
L546[17:00:32] <Zaggy1024> you don't have
to explicitly make a recipe to use the ore dictionary, do
you?
L547[17:00:35] <gigaherz_y> so that the
interchangeability happens "magically"
L548[17:00:36] <gigaherz_y> ;p
L549[17:00:44] <Zaggy1024> like if you
register a recipe that uses an item in the oredict, will it convert
it to an oredict recipe?
L550[17:00:54] <gigaherz_y> will it?
L551[17:00:58] <gigaherz_y> I have seen
people compalin about that
L552[17:01:04] <Zaggy1024> I had assumed
so
L553[17:01:07] <Zaggy1024>
but...dunno
L554[17:01:12] <gigaherz_y> so my
assumption has always been that it doesn't
L555[17:01:17] ***
K-4U|College is now known as K-4U|Mobile
L556[17:02:53] <gigaherz_y> hmm
L558[17:03:04] <khumps> ah found the
class
L559[17:03:11] <khumps>
net.minecraftforge.oredict
L560[17:03:39] <gigaherz_y> check that
page
L561[17:03:39] <gigaherz_y> ;p
L562[17:03:51] <gigaherz_y> seems to
explain both how to register oredict items, and how to register
recipes
L563[17:05:35] <khumps> looks good, thanks
:D
L564[17:08:30] ⇦
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L566[17:11:20] <Lex|Desktop> Using Ore
Dictionary As Recipe Ingredients
L567[17:11:20] <Lex|Desktop> So what if
you want to use something from the ore dictionary as input to a
recipe? The recipe registration methods accept the ore dictionary
name preceeded by a ":". For example:
L568[17:11:22] <Lex|Desktop> ..
what?
L569[17:13:27] <tterrag> Zaggy1024: no it
won't
L570[17:13:33] <tterrag> you have to
specify an oredict recipe
L571[17:14:02] <tterrag> also that site is
totally utterly wrong
L572[17:16:05] <Zaggy1024> I feel like
fry's AO might be messing with the breaking texture blending
L573[17:16:10] <Zaggy1024> I'll have to
check sometime
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L575[17:16:39] <fry> "fell"?
:P
L576[17:16:48] <fry>
*"feel"?
L577[17:19:33] <fry> breaking texture
looks completely fine here
L578[17:21:26]
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L579[17:23:12] <gigaherz_y> tterrag: is
it? oops, didn't mean to paste a bad link XD
L581[17:31:52] <Lex|Desktop> minus the
Object[] and verbosity of the page
L582[17:31:53] <Lex|Desktop> sure
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L585[17:35:22] <Zaggy1024> fry, it
sometimes looks very dark
L586[17:35:45] <Zaggy1024> I'll have to
check if it still does it with your AO turned off first
though
L587[17:36:13] <fry> please don't call it
AO :P
L588[17:36:55] ***
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L590[17:37:44] <Zaggy1024>
er...okay?
L591[17:37:55] <Zaggy1024> that's what
vanilla calls it
L592[17:38:05] <Zaggy1024> what *should* I
call it? plain lighting?
L594[17:38:57] <fry> calling it AO is like
saying you have a pet left eye
L595[17:39:04] <fry> instead of a pet cat
:P
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L597[17:40:56] <Zaggy1024> lol okay
L598[17:41:12] <Zaggy1024> I don't know
all the work you put into it, though, so I didn't know what to call
the whole thing
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L608[18:25:19] <Cypher121> what exactly
does "rainfall" mean in BiomeGenBase?
L609[18:28:43] ***
GeoDoX|Work is now known as GeoDoX
L610[18:29:00] <GeoDoX> Anyone willing to
help me come up with a formula?
L611[18:29:26] <gigaherz_y> oh oh
formulas
L612[18:29:28] <gigaherz_y> what for?
;P
L613[18:29:30] <diesieben07> what should
it do? D
L614[18:29:48] <GeoDoX> I'm keeping my mod
secret for the time being, so pm me?
L615[18:30:09] <diesieben07> uhhh
wat
L616[18:30:57] <GeoDoX> I can't really
explain the what the formula needs to do without giving away what
my mod is
L617[18:31:23] <GeoDoX> I'm willing to
tell in a private conversation though :)
L618[18:31:32] <diesieben07> well, tell it
then...
L619[18:32:48] <GeoDoX> PMed you
L620[18:34:08] <fry> surely there's more
to the mod than just the formula :P
L621[18:34:28] <fry> you need to, you
know, at least actually write the mod :P
L622[18:35:25] <GeoDoX> I am writing the
mod, I need a formula to give me an idea for the rest
L623[18:35:58] <gigaherz_y> not like
anyone's going to ninja your mod idea anyhow ;P
L624[18:36:51] <GeoDoX> Idk, should I just
say it?
L625[18:36:57] <diesieben07> yes
L626[18:37:00] <GeoDoX> Alright haha
L627[18:37:22] <GeoDoX> I'm making a
cookie clicker-esque mod.
L628[18:37:45] <GeoDoX> I need a formula
to increase the cost of upgrades, and the items you purchase.
L629[18:38:26] <fry> exponent :P
L630[18:38:41] ⇦
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not to think not.)
L631[18:38:53] <GeoDoX> Yeah, an
exponential curve.
L632[18:39:13] <GeoDoX> Not super great
with math, so I'm not really sure how to get a proper formula for
it
L633[18:39:26] <fry> cost =
exponent(tier)
L634[18:39:55] <GeoDoX> I have 2^n where n
is the tier value * 5 right now, but that seems extremely wrong to
me :P
L635[18:40:19] <GeoDoX> so, cost =
Math.exp(tier)?
L636[18:40:54] <fry> 2^n = e^(n * log(2,
e)), so it's not that wrong :P
L637[18:41:46] <fry> what you have should
work :P
L638[18:42:31] <fry> basically, if you
want to scale all tiers, multiply the result by something, if you
want to change how each tier is different from the previous - scale
the n
L639[18:43:00] <GeoDoX> Should I use what
you just wrote? Or keep mine as cost = Math.pow(2,
sizeUpgrade.upgradeValue * 5)
L640[18:43:37] <fry> what you have should
work fine :P
L641[18:46:20] <GeoDoX> alright, in your
opinion, which would be better?
L642[18:47:58] <fry> no difference
:P
L643[18:48:23] <GeoDoX> Alright :)
L644[18:48:30] <GeoDoX> Thanks for the
help
L645[18:50:58] <GeoDoX> How should I go
about updating the Block? It is a TE but I'm not sure how often
TE's update, or if they even update when you're not using
them.
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L647[18:51:26] <GeoDoX> I'm assuming it
would need to be a chunk loader as well to keep running even if the
player is too far away?
L648[18:51:58] <Zorn_Taov>
http://pastebin.com/zvRZTt32 apperently this is
happening to a friend's server whenever he logs in. I checked the
code for forge 1448 and it's something to do with light levels
maybe. any idea what's going on?
L649[18:53:16] <Cypher121> how bad does
using mfr sewage for fertilizer sound?
L650[18:55:37] <gigaherz_y>
directly?
L651[18:56:03] <gigaherz_y> sounds fine IF
you also give a random chance per tick to get poison while standing
near the sprinkler
L652[18:56:03] <gigaherz_y> ;P
L653[18:56:38] <Cypher121> no side effect,
but looks like you have shit all over your body
L654[18:56:42] <Cypher121> which you
do
L655[18:56:45] <gigaherz_y> heh
L656[18:57:09] <Cypher121> maybe I'll add
that too :D
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L658[18:59:03] <gigaherz_y> have you ever
been near a field sprinkled with pig shit? it smells BAD
L659[18:59:17] ***
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L660[18:59:37] <Cypher121> it can be
player's too
L661[18:59:48] <Cypher121> place a sewer
and crouch on it
L662[18:59:51] <gigaherz_y> human sewage
smells even worse
L663[19:00:04] <Cypher121> nausea?
L664[19:00:10] <gigaherz_y> bad one
L665[19:00:16] <gigaherz_y> easy to puke
near an open sewer ;P
L666[19:00:38] <gigaherz_y> I'd make it
like very high chance of getting nausea, low chance of getting
poison
L667[19:00:38] <gigaherz_y> XD
L668[19:01:17] <shobu-cloud> nah you
should just have poo all over you like brown particules :P
L669[19:01:25] <gigaherz_y> high chance I
mean like, 1:50 per tick of getting nausea
L670[19:01:30] <gigaherz_y> 1:500
poison
L671[19:06:11] <gigaherz_y> oooh I had an
idea
L672[19:06:19] <gigaherz_y> make a
"Fertilized!" status effect
L673[19:06:23] <gigaherz_y> that lasts X
seconds
L674[19:06:32] <gigaherz_y> gives you
brown "fart clouds"
L675[19:06:44] <gigaherz_y> and has a
chance of giving you nausea/poison
L676[19:06:53] <gigaherz_y> and gets
remove if standing on water
L677[19:07:04] <Cypher121> this is not
going in the right direction >_<
L678[19:07:27] <gigaherz_y> it's your mod,
we are just giving ideas ;P
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L682[19:09:52] <Cypher121> what should I
return from getTankInfo() if I have a tank that
"destroys" all incoming fluids?
L683[19:10:15] <Cypher121> 1 empty tank or
just FluidTankInfo[0]?
L684[19:10:34] <gigaherz_y> you'd need one
tank
L685[19:10:39] <gigaherz_y> pretend to
accept everything
L686[19:10:41] <gigaherz_y> but void
it
L687[19:10:44] <gigaherz_y> I think
L688[19:11:06] <Cypher121> well, it
doesn't accept anything, it has a filter
L689[19:11:17] <Cypher121> like water,
fertilizer, and shit
L690[19:11:33] <Cypher121>
s/anything/everything/
L691[19:13:31] <gigaherz_y> everything in
terms of amounts, not liquids
L692[19:13:31] <gigaherz_y> XD
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L694[19:16:23] <Cypher121> gigaherz_y: so
fluid would be null?
L695[19:16:39] <gigaherz_y> no idea
L696[19:16:40] <gigaherz_y> XD
L697[19:16:46] <gigaherz_y> I haven't
actually done fuild containers
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L703[19:28:44] <GeoDoX> Yay for learning
new stuff!
L704[19:28:59] <GeoDoX> Abstract
implimentations of Interfaces :D
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L711[19:50:57] <JamEngulfer221> You know,
in 4 years of doing Java, I never bothered to understand how
Interfaces work
L712[19:51:35] <diesieben07> interfaces =
abstract classes without fields and with multipe inheritance
L713[19:52:11]
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L714[19:52:33] <JamEngulfer221> fair
enough
L715[19:53:05] <gigaherz_y> diesieben07:
that's a weird explanation for that XD
L716[19:53:17] <gigaherz_y>
JamEngulfer221: interfaces are techincally just a
specification
L717[19:53:20] <gigaherz_y> a pattern of
sorts
L718[19:53:23] <GeoDoX> I've known Java
for about 8-10 years now, and I've only started using them rarely
very recently, withing the last year or so
L719[19:53:31] <gigaherz_y> for class X to
implement Y, it must have all these methods.
L720[19:53:38] <gigaherz_y> (publicly
accessible)
L721[19:53:43] <JamEngulfer221> I should
probably have known this given last year I was paid to work on a
program that used interfaces a lot
L722[19:54:03] <diesieben07> why is that
weird? :D
L723[19:54:26] <JamEngulfer221> I think I
'got' how they worked then, but I've forgotten quite a lot since
then
L724[19:54:31] ⇦
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L725[19:54:57] <gigaherz_y> diesieben07:
well it's like saying a vehicle is a car with an undefined number
of wheels
L726[19:54:58] <gigaherz_y> XD
L727[19:55:06] <diesieben07> uhhh
L728[19:55:10] <diesieben07> thats not
what a vehicle is
L729[19:55:47] <gigaherz_y> neither is an
interface a class
L730[19:55:52] <diesieben07> it sure
is.
L731[19:56:32] <gigaherz_y> conceptually,
all classes have an interface, composed of their public members,
not the other way around
L732[19:56:40] <gigaherz_y> or at least,
that's how I prefer to think of it
L733[19:56:40] <gigaherz_y> XD
L734[19:57:10] <gigaherz_y> to me, the
fact that the interface has methods and fields, is just a concrete
case for the concept of interface applied to a language that uses
classes with methods
L735[19:57:29] <diesieben07> you are
thinking of the word interface as in API
L736[19:57:37] <diesieben07> thats not
necessarily what an interface is in java
L737[19:57:45] <fry> both interfaces and
classes are types :P
L738[19:57:53] <gigaherz_y> yes
L739[19:58:05] <gigaherz_y> well, not
exactly
L740[19:58:11] <fry> neither is a subthing
to the other :P
L741[19:58:14] <gigaherz_y> I think of an
API as a concrete set of interfaces
L742[20:00:52] <gigaherz_y> I do
understand the concrete "thing" that is an interface in a
language like Java or C#
L743[20:01:17] <gigaherz_y> I just
consider that concepr a specialization of the real concept of
interface, that would be the public-facing members of the
objects
L744[20:01:25] <gigaherz_y> concept*
L745[20:02:20] <gigaherz_y> i mean, In C++
there are no interfaces per se, you just declare a class full of
pure virtual methods (C++'s version of abstract)
L746[20:02:31] ⇦
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L747[20:03:54] <gigaherz_y> but yeah I
suppose if someone understands the concept of abstract class before
the concept of interface
L748[20:04:22] <gigaherz_y> saying
"an abstract class that has no fields and supports multiple
inheritance" works
L749[20:05:27] <gigaherz_y> (although it's
more like it has nothing to inherit, rather than multiple
inheritance ;P)
L750[20:05:47] <diesieben07> you can add
code to interfaces ;)
L751[20:05:51] <gigaherz_y> no wait, java
has default methods in interfaces
L752[20:05:52] <gigaherz_y> yeah
L753[20:05:56] <gigaherz_y> I consider
that a really broken feature
L754[20:06:03] <fry> the point of an
interface is abstraction - you separate the implementation from the
usage
L755[20:06:04] <diesieben07> well,
yeah
L756[20:06:05] <gigaherz_y> conceptually,
not in practice
L757[20:06:15] <diesieben07> proper traits
would be needed
L758[20:08:19] <gigaherz_y> speaking about
default methods, how are they handled in case of a conflict?
L759[20:08:38] <gigaherz_y> if I implement
two interfaces that happen to have a method with the same name, and
both have implementations?
L760[20:08:39] <diesieben07> conflict as
in class impleements 2 interfaces with the same method name and it
is defualt in both?
L761[20:08:46] <diesieben07> you need to
override it
L762[20:08:46] <gigaherz_y> yup
L763[20:08:57] <diesieben07> you can then
point ot one of them if you wish but you must override
L764[20:09:02] <gigaherz_y> ah so it
forces you to override.
L765[20:09:09] <diesieben07> you can then
do InterfaceA.super.doStuff(...)
L766[20:09:10] <gigaherz_y> makes
sense
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L768[20:19:18] <Cypher121> it doesn't
force you if it's class vs interface though
L769[20:19:20] <Cypher121> class
wins
L770[20:20:10] <diesieben07> yes
L771[20:20:15] <diesieben07> for backwards
compat...
L772[20:21:40]
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L773[20:21:57] <GeoDoX> I hate my
ISP.
L774[20:22:21] <zrneely> Does anyone know
if any of the CoFH mods plan to support 1.8? I'd like to make my
mod use RF power, but I don't think it's a good time to start
writing a 1.7 mod.
L775[20:22:45] <gigaherz_y> well
L776[20:22:48] <gigaherz_y> RF api is
version-agnostic
L777[20:22:57] <gigaherz_y> so you could
easily make use of it
L778[20:23:33] <zrneely> How could I test
the mod in 1.8 without having CoFH Core/Thermal Foundation/Thermal
Expansion installed?
L779[20:24:09] <gigaherz_y> with other
mods that may be implementing the RF api XD
L780[20:24:13] <GeoDoX> Any decent GUI
tutorials for 1.8?
L781[20:25:28] <gigaherz_y> GeoDoX: GUI is
almost identical to 1.7 ;P
L782[20:25:33] <gigaherz_y> in fact
L783[20:25:36] <gigaherz_y> it's almost
identical to 1.4
L784[20:25:37] <gigaherz_y> ;P
L785[20:25:45] <Cypher121> any decent gui
tutorials for *?
L786[20:25:46] <GeoDoX> Haha alright,
decent 1.7 tutorial? :P
L787[20:25:55] <gigaherz_y> no idea
;P
L788[20:25:58] <zrneely> gigaherz_y, do
you know of any such mod?
L789[20:26:06] <gigaherz_y> zrneely: not
off the top of my head no
L790[20:26:09] <gigaherz_y> although
L791[20:26:10] <gigaherz_y> hmm
L792[20:26:15] <gigaherz_y> progressive
automation has 1.8
L793[20:26:19] <gigaherz_y> and it has
generators
L794[20:26:19] <Cypher121> write one
yourself and test them together
L795[20:26:21] <gigaherz_y> dunno if it
makes use of RF
L796[20:26:26] <gigaherz_y> or it has its
own stuff
L797[20:26:52] <zrneely> Cypher121, the
point of using the RF api is to avoid writing/adding unnecessary
power generation machines :)
L798[20:27:06] <gigaherz_y> well a
"creative power source" never hurts
L799[20:27:06] <gigaherz_y> ;p
L800[20:27:27] <Cypher121> yeah, was about
to say that
L801[20:27:35] ***
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L802[20:27:40] <gigaherz_y> yep
L804[20:27:43] <gigaherz_y> there you
go
L805[20:27:47] <gigaherz_y> progressive
automation in 1.8 form
L806[20:27:49] <gigaherz_y> uses cofh
api
L807[20:27:59] <gigaherz_y> give that a
try ;P
L808[20:28:06] <Zorn_Taov> O.O
L809[20:28:16] <Zorn_Taov> really? there's
a cofh for 1.8 now?
L810[20:28:19] <gigaherz_y> no
L811[20:28:19] <Cypher121> no
L812[20:28:20] <gigaherz_y> it's THE
SAME
L813[20:28:27] <gigaherz_y> it just
happens to be version-agnostic
L814[20:28:32] <gigaherz_y> (the api! not
the lib!)
L815[20:28:50] <gigaherz_y> so you can
just drop it into your 1.8 codebase
L816[20:29:09] <Zorn_Taov> huh
L818[20:29:32] <mort_> hey
L819[20:29:49] <Cypher121> btw,
description of this thing says Progressive Automation "uses
its own modified version"
L820[20:29:54] <gigaherz_y> oh?
L821[20:30:10] <gigaherz_y> AH
L822[20:30:12] <gigaherz_y> well
L823[20:30:18] <gigaherz_y> if that's the
case
L824[20:30:23] <mort_> according to
various things on the internet, a TileEntity should have an
updateEntity method. However, I can't find it in TileEntity.java,
and gradle complains about it. Has that changed in 1.8?
L825[20:30:27] <zrneely> Well I'm very
glad the RF api is version agnostic :)
L826[20:30:42] <gigaherz_y> zrneely: are
you comfortable wit husing the progressive automation variant in
1.8 until cofh releases a better choice? ;P
L827[20:30:57] <gigaherz_y> I assumed it
would be the same code
L828[20:31:01] <gigaherz_y> but it would
appear that it isn't
L830[20:31:15] <gigaherz_y> so it may not
be compatible with the "official" one from cofh if they
ever do 1.8
L831[20:32:13] <zrneely> gigaherz_y,
wouldn't it not matter as long as they don't change the api? I'd
just be using Progressive Automation for power gen/other machines
in the meantime
L832[20:32:15] <gigaherz_y> oh almost all
the changes are just ForgeDirection->EnumFacing
L833[20:32:30] <gigaherz_y> zrneely: they
did change the API though
L834[20:32:38] <Cypher121> GeoDoX: that's
about as basic as it can get
L835[20:32:40] <gigaherz_y> to adapt it to
the changes in Forge/MC
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L837[20:32:53] <GeoDoX> Sweet :)
L838[20:33:05] <gigaherz_y> I looked
through the changes,
L839[20:33:15] <gigaherz_y> it seems it's
basically just ForgeDirection->EnumFacing
L840[20:33:19] <gigaherz_y> and
xyz->blockpos
L841[20:33:40] <Cypher121> although
bedrock's tutorials are usually good, when they are not outdated.
I'd go with what is linked under "Advanced Modding"
L842[20:33:46] <gigaherz_y> so
L843[20:33:50] <gigaherz_y> *I* would use
it
L844[20:33:53] <gigaherz_y> you decide
;P
L845[20:34:09] <zrneely> Well those all
seem like reasonable changes that CoFH will have to make anyway,
no? So I guess we can't assume the RF api is truly version
agnostic
L846[20:34:18] <gigaherz_y> yeah
L847[20:34:18] <zrneely> Since we haven't
seen the 1.8 one yet
L848[20:34:31] <gigaherz_y> and we don't
even know if the cofh people will be doing 1.8 either way
L849[20:34:56] <Cypher121> well, it can't
be really completely agnostic
L850[20:34:58] <gigaherz_y> took them so
long to bring back the ducts
L851[20:35:11] <gigaherz_y> I can imagine
they'd be like "nope we aren't doing that all over
again"
L852[20:35:12] <zrneely> Looks like I'll
have to rethink how I want my items to use power then
L853[20:35:39] <Cypher121> because if next
version of mc/forge will switch to polar coordinates, there's no
way around changing stuff.
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L855[20:35:57] <Cypher121> and there's no
such thing as back-compat with different version of minecraft
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L857[20:36:37] <Cypher121> speaking of
which, is there a summary/reasoning of changes from ForgeDirection
to EnumFacing?
L858[20:37:06] <gigaherz_y> EnumFacing is
vanilla
L859[20:37:09] <gigaherz_y> ForgeDirection
was... forge.
L860[20:37:52] <Cypher121> makes sense,
but meh
L861[20:37:54] <gigaherz_y> before 1.8,
methods would use "int facing"
L862[20:38:00] <gigaherz_y> in 1.,8, they
use "EnumFacing facing"
L863[20:38:19] <gigaherz_y> ofc, the names
are community-provided, not the real ones
L864[20:38:39] <Cypher121> at least it's
not EFacing
L865[20:39:04] <gigaherz_y> yeah but it's
not just Facing either ;P
L866[20:39:15] <gigaherz_y> the
"Enum" bit sounds redundant XD
L867[20:39:41] <Cypher121> all these
prefixes are
L868[20:39:45] <tterrag> yeah I never got
the Enum* naming
L869[20:39:52] <gigaherz_y> although my
guess would be Side, not Facing or Direction
L870[20:40:01] <gigaherz_y> but forge
already has "Side" taken ;P
L871[20:40:03] <tterrag> enums are just
compiler sugar
L872[20:40:04] <Cypher121> but well, we
can't remove all these I's from interfaces already
L873[20:40:19] <tterrag> Cypher121: I
don't mind the I paradigm
L874[20:40:24] <tterrag> it makes
interfaces easy to distinguish
L875[20:40:29] <tterrag> and doesn't add
much length to names
L876[20:40:33] <tterrag> "Enum"
is a bit verbose
L877[20:40:50] <Cypher121> tterrag: enums
are for type-safety, that's their main goal
L878[20:41:00] <gigaherz_y> enums can be
plural though
L879[20:41:03] <gigaherz_y>
Directions.East
L880[20:41:10] <gigaherz_y> makes them
into a "collection of names"
L881[20:41:59] <tterrag> java convention
is singular name though
L882[20:42:03] <Cypher121> also there's
half of internet of people arguing against hungarian notation
L883[20:42:17] <Cypher121> the other half
is porn, so I agree with both
L885[20:42:41] <tterrag> it's not
"Days
L886[20:42:45] <tterrag> it's
"Day"
L887[20:47:22] <mort_> huh, apparently you
now have to implement server.gui.IUpdatePlayerListBox to have an
update method run every tick
L888[20:47:49] <mort_> that seems like a
weird name for something which runs on both the client and the
server and has nothing to do with GUI and nothing to do with
players or lists or boxes
L890[20:48:25] <GeoDoX> All it says is
"Note that this.a and this.b are variables I
created."
L891[20:48:59] <mort_> seems to just be
buttons
L892[20:49:09] <GeoDoX> GuiButtons?
L893[20:49:17] <Thutmose> how would I go
about making this not said in the log while loading? "Model
definition for location <block that shouldn't really be
obtainable as an item>#inventory not found"
L894[20:49:20] <mort_> mhm
L895[20:50:05] <tterrag> mort_: yes the
name has been long complained about
L896[20:50:07] <mort_> I think assignment
also returns the value assigned, which means that foo(this.a = new
Thing()) is the same as foo(new Thing()), except that `this.a` also
is a reference to to things
L897[20:50:09] <gigaherz_y> Thutmose: I
may be wrong, but I believe you'd need a custom state mapper
L898[20:50:12] <tterrag> it will be
changed for the next MC version (1.8.8)
L899[20:50:28] <GeoDoX> and
this.buttonList is just a List<GuiButton>?
L900[20:50:30] <gigaherz_y> well you can
just simply add "inventory" in the blockstates and shut
it up ;P
L901[20:50:37] <mort_> probably
geodox
L902[20:50:40] <GeoDoX> Okay
L903[20:50:51] <mort_> tterrag: alright,
that makes sense
L904[20:51:18] <GeoDoX> Implementing
Scrolling in GUIs?
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L911[21:03:22] <gigaherz_y> GeoDoX:
depends on how fancy you want your scrolling to be ;P
L912[21:03:39] <gigaherz_y> tinker's
construct smeltery just scrolls the contents of the slots
L913[21:03:58] <gigaherz_y> but other mods
use scissor rects or similar to clip the scrolling area to the
"window"
L914[21:04:19] <gigaherz_y> stencil masks
are also an option if you want a non-rectangular clipping
region
L915[21:04:46] <GeoDoX> tcon is probably
good :)
L916[21:05:05] <Ordinastie> you know there
is a framework for Forge with GUIs? :)
L917[21:05:20] <gigaherz_y> you may have
mentioned it in the past ;P
L919[21:06:12] <Ordinastie> meee ? nah,
that's not my style, I would never mention MalisisCore
L920[21:06:33] <gigaherz_y> no ofcourse
you would never mention your loved lib/framework at every
chance!
L921[21:06:36] <gigaherz_y> ;P
L922[21:06:58] <Ordinastie> for what it's
worth, it's not very effective anyway
L923[21:07:15] <Ordinastie> (mentioning
it, not the lib ><)
L924[21:07:29] <gigaherz_y> people are
scared of dependencies ;P
L925[21:07:30] <GeoDoX> Okay, I was gunna
say, so I shouldn't even use it?
L926[21:07:52] <GeoDoX> Wanna give me a
hand with it Ordinastie ?
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L928[21:08:15] <Ordinastie> if you're
willing to use it, sure
L929[21:08:34] <Ordinastie> (damn, it's
almost martial law in paris apparently :x)
L930[21:08:41] <gigaherz_y> yeah
L931[21:08:44] <gigaherz_y> crazy
shit
L932[21:09:35] <GeoDoX> I'll give it a
shot for sure
L933[21:09:55] <GeoDoX> How do I implement
it in my mod?
L934[21:10:32] <gigaherz_y> MalisisCore is
a library, you'd have to add it to your development environment as
a dependency, and then tell everyone to download it along with your
mod ;P
L935[21:11:01] <Ordinastie> ^
L936[21:11:20] *
GeoDoX doesn't know how to add a dependency
L937[21:11:29] <Ordinastie> you add that
in your build.gradle, and rerun setupDecompWorkspace
L939[21:13:11] <GeoDoX> What's the line
for 1.8?
L940[21:13:18] <GeoDoX> the version
code
L941[21:13:36] <GeoDoX> compile
'net.malisis:malisiscore:1.8-1.0.2:dev'?
L942[21:13:42] <Ordinastie> yes
L943[21:13:56] <GeoDoX> Okay :)
L945[21:14:16] <GeoDoX> Where do I stick
the jar in my workspace?
L946[21:14:28] <Ordinastie> and if you
have more question I suggest you head to #malisis :)
L947[21:16:01] <GeoDoX> Is there support
for Gui's that don't have Inventories? or just with?
L948[21:16:51] <Ordinastie> yes
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L955[22:08:49] <gigaherz_y> :3 lvl100
perfect-tamed spinosaurus (ARK)
L956[22:08:57] <gigaherz_y> (max level
using 0.5 difficulty)
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L968[22:57:23] <Thutmose> in the 1.8 mdk,
where do I stick in manual libraries for compiling with? It used to
be in libs
L969[22:59:43] <tterrag> still is
L970[22:59:45] <tterrag> mdk has nothing
to do with it
L971[22:59:52] <tterrag> libs folder is
added to classpath by gradle
L972[23:00:02] <Thutmose> hmm, odd, when I
stuck baubles in there it didn't compile properly
L973[23:01:40] <xaero> logs?
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L975[23:02:46] <Thutmose> i'll get around
to fixing it later (many other things to do first, lots and lots of
blocks to get textures back on), I was just wondering if the method
had changed or something
L976[23:03:02] <Thutmose> if nothing
changed, then I probably didn't do something in the correct
order
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