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L22[00:58:58] <sham1> Anyone have anything interesting going on
L23[00:59:31] <karlthepagan> back from vacay, figurin out my minecraft mod... but taking a wind-down in game
L24[00:59:56] <sham1> Hmrm
L25[01:00:02] <karlthepagan> might need to make a generic proxy block
L26[01:00:02] <sham1> Sounds fun...
L27[01:00:44] <karlthepagan> basically I'm going to use teleporter to generate obsidian bounded rooms with random special blocks to be proxies for blocks in another dim
L28[01:00:50] <karlthepagan> err bedrock bounded
L29[01:01:13] <karlthepagan> goal being functional tinyblocks without the fancy rendering
L30[01:01:17] <sham1> Was about to create a serializable adaptor for BlockPos, but then I remembered that I have to go to school
L31[01:01:29] <karlthepagan> kek
L32[01:02:16] <sham1> Was trying to serialize a javabean I made for my packet when I realized that blockpos does not serialize
L33[01:02:32] <Jon> Getting a crash in IntelliJ with Forge 1.8.8-11.15.0.1601 https://gist.github.com/xJonL/51cb7f6c2fb54ca7f168
L34[01:02:42] <Jon> I can't launch the game at all no matter what I seem to do
L35[01:03:25] <sham1> It can't find a necessary class
L36[01:03:34] <karlthepagan> looks like you need to declare a dependency on apache commons lang
L37[01:03:35] <sham1> Method even
L38[01:03:51] <Jon> should FG not be doing that automatically?
L39[01:04:00] <karlthepagan> probably
L40[01:04:06] <sham1> Yeah
L41[01:04:42] <sham1> Try to run setupDecompWorkspace with --refresh-dependencies
L42[01:04:59] <Jon> I have, cleared caches too
L43[01:05:16] <Jon> The library is also linked as a dependency
L44[01:06:06] <karlthepagan> peraps in your modinfo?
L45[01:06:14] <karlthepagan> i don't know, never seen this issue :/
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L48[01:07:00] <sham1> You should ask the guys in #ForgeGradle, they know more about this stuff, assuming it is related to fg
L49[01:07:23] <Jon> I'll go ask
L50[01:08:50] <Wuppy> o/
L51[01:09:00] <sham1> \o
L52[01:09:39] <Wuppy> \o/ Just cause 3 today
L53[01:10:04] <sham1> Sounds fun
L54[01:10:28] <Wuppy> the options screen alone makes me damn happy
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L60[01:15:41] <sham1> Meanwhile, after this exam, I'll go home and figure out if nulls serialize in a way that works
L61[01:17:55] <sham1> Because if not, I actually have to be smart about what I am doing
L62[01:18:31] <sham1> And that's never fun
L63[01:25:47] <Wuppy> oh I hate being smart :P
L64[01:28:56] <sham1> It's overrated
L65[01:33:22] <karlthepagan> every time i try to be smart i forget what i was doing
L66[01:33:27] <karlthepagan> simple solutions ftw
L67[01:34:22] <fry> "Everyone knows that debugging is twice as hard as writing a program in the first place. So if you're as clever as you can be when you write it, how will you ever debug it?" - Brian Kernighan
L68[01:34:39] <Wuppy> ^ that is actually an excellent point
L69[01:34:40] <karlthepagan> I should figure out how people are implementing non-redstone power
L70[01:34:57] <fry> greenstone! :P
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L72[01:36:24] <karlthepagan> looks like it's defunct ;(
L73[01:37:24] <karlthepagan> nope, found it - http://minecraft.curseforge.com/projects/green-stone-wire-mod
L74[01:37:59] <karlthepagan> er, yeah ded
L75[01:38:04] <karlthepagan> zzzzzz
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L87[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151201 mappings to Forge Maven.
L88[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151201-1.8.8.zip (mappings = "snapshot_20151201" in build.gradle).
L89[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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L111[03:19:01] <OrionOnline> Hello
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L113[03:21:37] <OrionOnline> Do armor models have a JSON file, that declares them, in 1.8, too?
L114[03:22:00] <sham1> Erm
L115[03:22:19] <sham1> By all means they should, not sure though, away from ide
L116[03:23:47] <OrionOnline> Cause i was reading stuff about the 1.9 update stating that they would be introduced then
L117[03:24:19] <sham1> Hmm
L118[03:24:41] <sham1> They propably come the same time as itemstates
L119[03:25:22] <LexManos> Entities do not use json models no.
L120[03:26:11] <OrionOnline> Okey
L121[03:26:16] <OrionOnline> So that is one thing less to port
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L123[03:28:56] <sham1> Yet
L124[03:29:21] <LexManos> Yes, its a yet, things do develop over time.
L125[03:30:10] <OrionOnline> I know, but i have a lot of other things still to port over, i like the GLStateManager and the TextureAtlasSprites though
L126[03:30:24] <OrionOnline> Definetly worth going from 1.7.x to 1.8.x
L127[03:30:41] <OrionOnline> As well as the generics, Lex you are awesome
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L129[03:33:33] <sham1> Yeah, the generics are like the best thing to happen for modding
L130[03:34:19] <tterrag> I almost drooled when I saw IProperty<T extends Comparable<T>>
L131[03:34:27] <tterrag> finally blockstates are usable
L132[03:34:44] <fry> "generics - best thing since sliced sheets" :P
L133[03:35:03] <OrionOnline> fry, exactly
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L135[03:35:32] <OrionOnline> nearly as good as nice for modding as a nice Burger with fries for your Hunger and apatite :D
L136[03:35:37] <sham1> Generics - the best thing since blockstate
L137[03:36:10] <OrionOnline> Yep
L138[03:36:41] <sham1> Blockstates being one of *the* best things in 1.8
L139[03:36:52] <tterrag> I disagree
L140[03:37:02] <tterrag> I find them pretty shallow and pointless
L141[03:37:10] <tterrag> so much work put into them for it to just be a shallow abstraction of 4 bits
L142[03:37:15] <tterrag> kind of disappointing
L143[03:37:40] <fry> they pave a way to removing metadata later
L144[03:37:49] <sham1> Not just 4 bits, because you can get more property values from the world
L145[03:37:52] <OrionOnline> tterrag, yeah, i was hoping they would be more flexible
L146[03:37:57] <fry> just like block names pave a way to remove block ids
L147[03:38:13] <tterrag> sham1: you could do that before
L148[03:38:20] <tterrag> that's still just a very shallow abstraction layer
L149[03:38:29] <tterrag> I was expecting a complete removal of metadata
L150[03:38:31] <tterrag> and it may yet happen
L151[03:38:41] <sham1> If you need more properties than whatever you can store into 16 values, you can use tile entity like always
L152[03:38:51] <tterrag> it's not too crazy...you just need saved properties and contextual properties to be differentiated
L153[03:38:54] <sham1> Ye
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L155[03:39:06] <tterrag> then the block determines how many saved states it has total, and allocates that many "ids" or whatever for itself
L156[03:39:15] <fry> nothing happens overnight
L157[03:39:26] <tterrag> kind of what happens now, except the 4 bit restriction (and conversion) is gone
L158[03:39:26] <sham1> ^
L159[03:39:26] <fry> and blockstates are the logical first step
L160[03:39:28] <tterrag> fry: I understand
L161[03:39:42] <tterrag> I'm hoping for 1.9, but it doesn't look like it's going to happen
L162[03:39:51] <tterrag> at least, mojang hasn't stated any major changes to world format
L163[03:39:55] <sham1> I can see where tterrag is coming from
L164[03:40:04] <fry> all the code doesn't need to know about metadata now, except the actual storage code
L165[03:40:11] <tterrag> sham1: this is not a new idea for me
L166[03:40:15] <tterrag> I've discussed thsi in here a few times
L167[03:40:19] <tterrag> the removal of metadata that is
L168[03:40:28] <tterrag> if you think about it, most blocks don't use metadata
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L170[03:40:33] <fry> what else could you ask for without changing the save format? :P
L171[03:40:34] <tterrag> which is a waste of 15 potential "ids"
L172[03:40:37] <sham1> Blockstates as a wrapper for metadata really does not do that much
L173[03:40:53] <tterrag> if you get rid of metadata...those blocks which never used it stop taking up those IDs
L174[03:41:03] <tterrag> and because of that you get an extra 4 bits worth of ID values to work with
L175[03:41:25] <boboch3> Hello guys. I just notice that when I right click a block and open a Gui, the "onGuiClosed" in my Gui class is called. Why? It that normal? Thanks in advance for any help
L176[03:41:59] <sham1> Hmrm
L177[03:42:15] <sham1> Show your code
L178[03:42:36] <tterrag> about 61 thousand more IDs for blocks, assuming you can use negatives (you can't) so maybe more like 30k
L179[03:42:38] <tterrag> that's a ton :P
L180[03:42:47] <boboch3> wich part? It's a TE with container mixed of crafting table and furnace
L181[03:43:00] <sham1> The gui opening part
L182[03:43:06] <tterrag> boboch3: don't open the GUI on the client and the servewr
L183[03:43:08] <tterrag> just the server
L184[03:43:13] <tterrag> you are effectively opening it twice
L185[03:43:19] <boboch3> yes it's what i'm doing
L186[03:43:19] <fry> tterrag: won't removing the limit altogether be better? :P
L187[03:43:23] <boboch3> server and client
L188[03:43:25] <tterrag> fry: absolutely
L189[03:43:26] <boboch3> I know it's wrong
L190[03:43:33] <sham1> Then why u do this
L191[03:43:34] <tterrag> and we've discussed that in the past as well
L192[03:44:01] <OrionOnline> tterrag, yet that would cause a major rift in the way MC stores its world
L193[03:44:04] <boboch3> but I need to save a boolean on my TE when I open the GUI. If I only open in on the client I can't save my boolean on the client unless with a message. So i'm forced to use a message?
L194[03:44:15] <tterrag> if you cache an ID map per chunk you could use a max of 65,536 IDs (2^16)
L195[03:44:23] <tterrag> which works out fine
L196[03:44:28] <tterrag> since that's the amount of data we save now
L197[03:44:30] <sham1> It should sync the TE automagically
L198[03:44:37] <sham1> Don't quote me on that though
L199[03:44:42] <sham1> Not sure
L200[03:44:44] <tterrag> no
L201[03:44:50] <tterrag> GUIs only ever exist on the client
L202[03:44:53] <tterrag> opening it on both sides changes nothing
L203[03:44:57] <esteth> dumb question: Is there a good reason forge hasn't just forked minecraft instead of doing all this patching nonsense?
L204[03:44:58] <tterrag> *only* do it on the server
L205[03:44:58] <tterrag> period
L206[03:45:05] <fry> there's no reason for 0x10000 limit per chunk either
L207[03:45:06] <tterrag> esteth: ...forked...minecraft?
L208[03:45:09] <tterrag> the game is not open source
L209[03:45:20] <esteth> tterrag: Right, but we have the source code
L210[03:45:20] <OrionOnline> esteth, how do you suggested forking a non open source game?
L211[03:45:21] <tterrag> fry: but...there can only be that many blocks
L212[03:45:23] <boboch3> so I have to use a �essage to store my boolean on the server too?
L213[03:45:27] <sham1> Eteth because MC is closed source and copyright
L214[03:45:30] <OrionOnline> esteth, no we do not
L215[03:45:32] <boboch3> on the client *
L216[03:45:33] <tterrag> esteth: that doesn't cover redistribution
L217[03:45:36] <esteth> Forge already modifies the MC source code.
L218[03:45:36] <tterrag> and forge effectively does fork MC
L219[03:45:37] <tterrag> via patches
L220[03:45:48] <esteth> tterrag: Ah, it's a legal thing. Cool.
L221[03:46:00] <tterrag> of course. forge can't just distribute MC code
L222[03:46:11] <sham1> We just decompile
L223[03:46:14] <OrionOnline> tterrag, did we not do that for a while in the Beta phase?
L224[03:46:16] <tterrag> fry: the reason is that 16x16x256 = 2^16
L225[03:46:23] <tterrag> OrionOnline: forge did for a long time
L226[03:46:25] <fry> I can count :P
L227[03:46:30] <tterrag> then we switched to runtime patching
L228[03:46:35] <OrionOnline> Yeha
L229[03:46:41] <tterrag> fry: so why would you ever need more than that?
L230[03:46:42] <OrionOnline> When FML came around correct?
L231[03:46:48] <tterrag> not sure
L232[03:47:07] <tterrag> are you planning for taller chunks fry?
L233[03:47:23] <tterrag> and the reason you need a limit is so that you don't store unused data...yes?
L234[03:47:52] <fry> that's my point, it's not the limit that matters, it's the data structure you use :P
L235[03:48:17] <fry> and choosing anything with a hard limit doesn't give any good benefits :P
L236[03:48:38] <tterrag> how do you propose dynamically saving 32 bit integers to truncate leading 0s?
L237[03:48:44] <OrionOnline> But would a Change in WorldSave format be the worst if the saves it self increased in FileSize, but would allow a lot more flexibility?
L238[03:48:53] <tterrag> I suppose it's doable but would again drastically change the world format
L239[03:49:13] <tterrag> my way (keeping the 16 bit limit) would allow some of the format to be reused
L240[03:49:24] <fry> no point in keeping "some" of the format :P
L241[03:49:36] <fry> since the change is breaking anyway :P
L242[03:49:45] <OrionOnline> fry, correct just rewrite everything
L243[03:49:46] <tterrag> there is for ease of implementation
L244[03:49:51] <tterrag> as you said, nothing is done overnight
L245[03:50:10] <tterrag> anyways, I'm off to bed
L246[03:50:10] <tterrag> night
L247[03:50:15] <OrionOnline> tterrag, good night:p
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L249[03:52:10] <boboch3> I just verifyed but when I open the GUI (only on server side) and set my TE's boolean it didn't sync on the client : in my TE's onUpdate on server side I got my bool to true and false on client side (it should be true on both side). So I have to use a message or the sync should be happening and I missed something?
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L253[04:03:53] <OrionOnline> boboch3, yes
L254[04:04:20] <OrionOnline> When you only change things on the server side, you are going to need to synchronize it over somehow
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L263[04:41:22] <boboch3> OrionOnline|UNI, thanks :)
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L274[04:50:07] <Xander112> how can i change the log level to debug?
L275[05:04:26] <CrystalMare> Doesn't Minecraft use log4j ?
L276[05:04:55] <sham1> yes
L277[05:05:16] <CrystalMare> Xander112 then you can use log4j to modify it ;)
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L279[05:06:17] <Xander112> CrystalMare: ok how do you conficure log4j to out debug to the console
L280[05:06:43] <Xander112> CrystalMare: i got it to out at debug in the log file
L281[05:06:48] <CrystalMare> https://logging.apache.org/log4j/2.x/manual/configuration.html
L282[05:07:07] <CrystalMare> You can configure it to use a ConsoleAppender
L283[05:07:18] <CrystalMare> But what's wrong with using a file ?
L284[05:07:21] <CrystalMare> You can just tail the file
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L288[05:15:26] <PitchBright> anybody know off the top of their head… how often onLivingUpdate is fired?
L289[05:15:40] <PitchBright> once per tick?
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L294[05:25:37] <Xander112> CrystalMare: https://gist.github.com/76690e8b4644272c3862 do you see any error in this file
L295[05:25:49] <Xander112> Error processing element taam: CLASS_NOT_FOUND
L296[05:25:56] <Xander112> public static final Logger LOGGER = LogManager.getLogger(Taam.MOD_ID);
L297[05:26:14] <Xander112> MOD_ID = "taam";
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L299[05:26:29] <Xander112> i don't get it
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L362[09:45:50] <OrionOnline> Good {Whatever your timeframe is} :D
L363[09:46:58] <OrionOnline> What is the way to get the TextureAtlasSprite for a fluid in 1.8
L364[09:47:09] <OrionOnline> Do i get it from the ModelMesher
L365[09:47:10] <OrionOnline> ?
L366[09:47:54] <sham1> Welp
L367[09:48:50] <sham1> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite() And inside the getAtlasSprite you put the fluid's texture's resourcelocation.toString
L368[09:50:42] <OrionOnline> Cool
L369[09:53:30] <sham1> SO yeah
L370[09:54:13] <gigaherz> OrionOnline: "Good Nowning"
L371[09:54:38] <OrionOnline> gigaherz, lol :D
L372[09:54:41] <sham1> Good Morning (Universal Greeting Time)
L373[09:54:50] <sham1> I just use universal greeting time
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L376[09:56:33] <ThePsionic> sham1: at least make it Universal Greeting Hours so you can say "good morning (ugh)"
L377[09:56:47] <sham1> Nah
L378[09:57:07] <ThePsionic> Pls
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L380[09:59:36] <diesieben07> you should just all become east frisian. there you say "Moin", which basically translates to "good". :D
L381[10:00:26] <ThePsionic> Oat moan
L382[10:00:39] <diesieben07> wat
L383[10:01:08] <ThePsionic> It's Frisian for "till tomorrow"
L384[10:02:47] <diesieben07> looks like it's more like dutch
L385[10:03:08] <ThePsionic> Frisian is a Dutch dialect after all diesieben07
L386[10:03:15] <diesieben07> meh :D
L387[10:03:20] <gigaherz> well in english you can say "Greetings"
L388[10:03:29] <diesieben07> i don't really speak the east frisian dialect much
L389[10:03:38] <diesieben07> i can only just understand it when people speak it
L390[10:03:39] <ThePsionic> (In Dutch it's "tot morgen" btw)
L391[10:03:44] <diesieben07> aha
L392[10:04:21] <gigaherz> morgen freeman ... tomorrow a free man?
L393[10:04:30] <diesieben07> lol
L394[10:04:51] <ThePsionic> Except "free" is meaningless in Dutch
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L396[10:05:12] <gigaherz> I know... well I assumed
L397[10:05:16] <gigaherz> but the joke...
L398[10:05:17] <gigaherz> ;P
L399[10:05:20] <ThePsionic> Free as in freedom is vrij
L400[10:05:30] <ThePsionic> Free as in costless is gratis
L401[10:06:16] <ThePsionic> 8/10 for the joke gigaherz
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L405[10:13:57] <OrionOnline> Under 1.7 i Could bind the whole Blocks or Items TextureMap to render.
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L407[10:14:08] <OrionOnline> Is there a possiblity for that in 1.8
L408[10:14:10] <OrionOnline> ?
L409[10:14:30] <sham1> How can I get all blocks in a circle around my block
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L411[10:15:35] <OrionOnline> Sham: https://github.com/SmithsModding/Tiny-Storage/blob/Dev/src/main/java/com/smithsmodding/tinystorage/util/common/math/CircleHelper.java
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L413[10:16:03] <diesieben07> OrionOnline, there is only one map now: TextureMap.locationBlocksTexture
L414[10:16:04] *** bilde2910|away is now known as bilde2910
L415[10:16:13] <OrionOnline> diesieben07, I know
L416[10:16:21] <OrionOnline> But is there a way to bind it like a texture
L417[10:16:38] <OrionOnline> I need to render a Debug overlay for things like a scissor box and stuff
L418[10:16:57] <diesieben07> you do that like in 1.7
L419[10:16:59] <OrionOnline> Before i just rendered the ItemMap, as that was partialy see through and it worked basically perfectly
L420[10:17:04] <diesieben07> TextureManager#bindTexture
L421[10:17:38] <OrionOnline> Yeah but i cannot do TextureMap.getTextureLocation()
L422[10:18:01] <diesieben07> TextureMap.locationBlocksTexture
L423[10:18:22] <OrionOnline> Owww that is well hidden
L424[10:18:25] <OrionOnline> Missed it completly
L425[10:18:37] <OrionOnline> Well thanks that was the last fix i need for the GUI Hekoer
L426[10:18:39] <OrionOnline> Helper*
L427[10:19:39] <gigaherz> there's only one atlas in 1.8
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L429[10:20:39] <OrionOnline> I know
L430[10:20:48] <OrionOnline> But i could not find the location of its address
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L450[11:27:18] <sham1> !gc NBTTagList
L451[11:27:38] <sham1> !gf tagList
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L461[11:35:53] <Bilbo_Twin> any1 on
L462[11:35:59] <sham1> I am
L463[11:36:00] <Bilbo_Twin> i need help
L464[11:36:08] <sham1> What will it be
L465[11:36:27] <sham1> And let me tell you right now, if it is code related, give both stactrace and code
L466[11:36:28] <Bilbo_Twin> how do i make something breakable by one tool only
L467[11:36:32] <sham1> Oh
L468[11:36:41] <diesieben07> one *type* of tool?
L469[11:36:49] <diesieben07> one specific item?
L470[11:36:55] <diesieben07> one specific *instance* of an item?
L471[11:36:57] <Bilbo_Twin> one spesific
L472[11:36:58] <diesieben07> pick one!
L473[11:37:34] <diesieben07> and when a different tool is used, should it act like bedrock?
L474[11:37:38] <diesieben07> or just not drop itself but still break
L475[11:39:10] <Bilbo_Twin> sos i had to go
L476[11:39:17] <Bilbo_Twin> it will drop itself
L477[11:39:18] <sham1> Umn
L478[11:39:37] <diesieben07> now that answer doesn't make any sense.
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L480[11:39:45] <sham1> ^
L481[11:39:50] <sham1> That really makes no sense
L482[11:39:50] <diesieben07> if it drops itself even with a differnet tool.. what is the point of using the right tool?
L483[11:39:53] <Bilbo_Twin> sorry
L484[11:40:03] <sham1> Maybe the specific tool is faster?
L485[11:40:06] <Bilbo_Twin> it will not break if you are not using tool
L486[11:40:15] <sham1> There you go
L487[11:40:30] <Bilbo_Twin> k
L488[11:40:33] <Bilbo_Twin> thx
L489[11:40:35] <sham1> Now we know what you mean because you are not vague anymore
L490[11:41:01] <Bilbo_Twin> gtg bye
L491[11:41:05] <diesieben07> subscribe to PlayerEvent.BreakSpeed. Check if the block is yours and the tools is *not* correct. if so, set event.newSpeed to -1
L492[11:41:14] <diesieben07> wat
L493[11:41:26] <sham1> I really do not understand him
L494[11:41:28] <diesieben07> "here's a question. kthnxbay"
L495[11:41:41] * diesieben07 goes food
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L499[11:59:22] <sham1> How can someone go food
L500[12:00:05] <ThePsionic> majiks
L501[12:00:23] <sham1> Ah
L502[12:00:56] *** DivineAbsense is now known as DivineAspect
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L505[12:02:01] <sham1> Lambdas, lambdas everywhere: https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/manipulation/tileentity/ManaNodeTileEntity.java#L32-L72
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L507[12:04:56] <ThePsionic> gj sham1
L508[12:15:48] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:b0bc:fcf3:7677:8421) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
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L511[12:18:59] <MattDahEpic> has everyone seen sethbling's new video?: https://www.youtube.com/watch?v=sMH3wLuR9f0
L512[12:23:49] <sham1> wot
L513[12:24:04] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the connection)
L514[12:24:18] <sham1> Command blocks?
L515[12:25:14] ⇨ Joins: RichardG (~richardg8@179.158.214.139)
L516[12:25:14] MineBot sets mode: +v on RichardG
L517[12:25:22] <sham1> that is so amazing
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L520[12:26:59] <Bilbo_Twin> WOW vid INSANE
L521[12:27:04] <MattDahEpic> sham1, its actually a cell network
L522[12:27:11] ⇨ Joins: Mr_Rockers (~wioussaid@host86-133-235-51.range86-133.btcentralplus.com)
L523[12:27:15] <Mr_Rockers> Hello
L524[12:27:24] <MattDahEpic> i testdemoed the code in the description link and called my phone, it works
L525[12:27:25] <sham1> oh yay, ypu
L526[12:27:49] <sham1> So Biblo, did you accept diesieb's answer to your question
L527[12:28:03] <Mr_Rockers> Hold on, I'm going to use Kiwi, I hate mIRC
L528[12:28:18] ⇦ Quits: Mr_Rockers (~wioussaid@host86-133-235-51.range86-133.btcentralplus.com) ()
L529[12:28:33] <ThePsionic> Not sure if you guys already knew you can manage your Docker containers in Minecraft
L530[12:30:16] ⇨ Joins: rockers3000 (rockers300@host86-133-235-51.range86-133.btcentralplus.com)
L531[12:30:16] <sham1> what cant you do in minecraft
L532[12:30:26] <rockers3000> Back
L533[12:37:34] <kashike> sham1: nothing https://github.com/docker/dockercraft
L534[12:38:29] <ThePsionic> That's what I was talking about kashike :P
L535[12:39:10] <kashike> oh I didn't even see that message lmao
L536[12:44:14] ⇨ Joins: Hgrebnednav__ (~Hgrebnedn@d8d872d48.access.telenet.be)
L537[12:45:18] <OrionOnline> The Gui.onGuiClosed method is called only on the server side / only on the client side / on both sides?
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L540[12:46:23] <Furikuri> Good afternoon
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L543[12:50:27] <cpw> question
L544[12:50:39] <cpw> is there a good food API for 1.8.8 forge?
L545[12:51:31] ⇨ Joins: Kolatra (~Kolatra@abrarsyed.com)
L546[12:51:44] <AndersBillLind> How do I create a tunnel of glass under water_
L547[12:54:14] *** TehNut|Sleep is now known as TehNut
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L550[12:57:45] <AndersBillLind> Hm, I think I know how, cant be that hard
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L553[12:59:33] <rockers3000> Hello
L554[12:59:38] <rockers3000> Just had tea
L555[12:59:39] <Bilbo_Twin> hey
L556[12:59:44] <rockers3000> Hey
L557[12:59:44] <Bilbo_Twin> u ok
L558[12:59:52] <rockers3000> maybe
L559[12:59:53] <Bilbo_Twin> what was tea
L560[12:59:58] <rockers3000> Dinner
L561[13:00:12] <rockers3000> *I'm Scottish*
L562[13:00:15] <Bilbo_Twin> what was for dinner
L563[13:00:19] <rockers3000> Oh
L564[13:00:37] <rockers3000> Quiche
L565[13:00:40] <Bilbo_Twin> ?
L566[13:00:48] <Bilbo_Twin> im english
L567[13:00:50] <rockers3000> Quiche....
L568[13:00:56] <rockers3000> Oh
L569[13:01:08] <rockers3000> I thought you mean't "What is tea"
L570[13:01:14] <rockers3000> meant *
L571[13:01:18] <rockers3000> lol
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L574[13:03:25] *** rockers3000 is now known as Rockers
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L576[13:06:20] <Rockers> Would you class this as "valid code"?
L577[13:06:22] <Rockers> HashMap<Entity, double[]> entitiesOldVelocities = new HashMap<Entity, double[]>();
L578[13:06:22] <Rockers> @Override
L579[13:06:22] <Rockers> public void onEntityCollidedWithBlock(World world, int x, int y, int z, Entity entity)
L580[13:06:22] <Rockers> {
L581[13:06:22] <Rockers> if(!entitiesOldVelocities.containsKey(entity))
L582[13:06:22] <Rockers> {
L583[13:06:22] <Rockers> double[] motions = new double[4];
L584[13:06:23] <Rockers> motions[0] = entity.motionX;
L585[13:06:23] <Rockers> motions[1] = entity.motionY;
L586[13:06:24] <Rockers> motions[2] = entity.motionZ;
L587[13:06:24] <Rockers> entitiesOldVelocities.put(entity, motions);
L588[13:06:25] <Rockers> }
L589[13:06:25] <Rockers>
L590[13:06:26] <Rockers> entity.motionX = entitiesOldVelocities.get(entity)[0] / 2;
L591[13:06:26] <Rockers> entity.motionY = entitiesOldVelocities.get(entity)[1] / 2;
L592[13:06:27] <Rockers> entity.motionZ = entitiesOldVelocities.get(entity)[2] / 2;
L593[13:06:45] <Rockers> (This is just a snippet of course)
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L595[13:07:18] <diesieben07> please for the love of god use pastebin.
L596[13:07:18] <blood|work> learn how to use pastebin, my god
L597[13:07:25] <diesieben07> also... valid in what sense?
L598[13:07:27] <blood|work> beat me to it
L599[13:07:32] <diesieben07> syntactically? yeah probably correct
L600[13:07:38] <Rockers> Oh, just meant if it was efficient...
L601[13:07:49] <Rockers> Sorry about the PasteBin thing lol.
L602[13:08:08] <diesieben07> IExtendedEntityProperties is usually more efficient than a Map<Entity, something>
L603[13:08:17] <diesieben07> and far less error prone without any doubt
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L605[13:08:51] <Rockers> I will look into it
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L607[13:10:40] *** willieaway is now known as williewillus
L608[13:11:42] <williewillus> ^also if you did do that wouldnt you want a weak map so those entities don't just stay there and leak memory after they die?
L609[13:11:48] <MattDahEpic> IEEP! IEEP! IEEP!
L610[13:11:57] <Rockers> Ok ok ok!
L611[13:13:17] <diesieben07> no no
L612[13:13:21] <diesieben07> it's Ook!
L613[13:13:30] <diesieben07> we speak programming in here.
L614[13:13:47] <Bilbo_Twin> yup
L615[13:13:59] <Rockers> ?
L616[13:14:29] <Rockers> I've been coding for a good few years (albeit not modding, if that isn't obvious)
L617[13:14:38] <diesieben07> https://en.wikipedia.org/wiki/Brainfuck#Derivatives
L618[13:14:40] <Bilbo_Twin> yeah me too
L619[13:14:43] <Rockers> wtf is Ook
L620[13:14:45] <Rockers> oh no
L621[13:14:51] <Rockers> not brainfuck
L622[13:14:57] <diesieben07> it's not brainfuck
L623[13:15:00] <diesieben07> it's brainfuck++
L624[13:15:08] <Rockers> Pardon me
L625[13:15:12] <diesieben07> :P
L626[13:15:28] <Rockers> OHH
L627[13:15:32] <Rockers> BODYFUCK!!!
L628[13:15:36] <McJty> I like whitespace. A very clean language
L629[13:15:44] <Bilbo_Twin> JAVA OP
L630[13:15:49] <Rockers> *claps*
L631[13:15:54] <Bilbo_Twin> SO IS UNITY
L632[13:15:56] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L633[13:16:06] <Bilbo_Twin> SORRY ABOUT CAPS LOCK
L634[13:16:10] <Rockers> Nononono guys
L635[13:16:20] <Rockers> I've got major Batch programming
L636[13:16:26] <Rockers> It's all cool
L637[13:16:40] <Rockers> VS Basic
L638[13:16:46] <Rockers> emg
L639[13:16:49] <Rockers> anyone remember this?
L640[13:17:03] <Rockers> https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwi5uY2CsLvJAhXIPxoKHfwgB64QyCkIITAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DhkDD03yeLnU&usg=AFQjCNG7p_3Bohnts5fW8pXQKaKFwygmTg&sig2=CjP3STXrUc5stPKrE-ZthA&bvm=bv.108538919,bs.2,d.d24
L641[13:18:20] <Bilbo_Twin> ??????????????
L642[13:18:51] <Rockers> Visual basic is a language of pisstake
L643[13:19:27] <williewillus> has anyone ever thought about python bindings for modding?
L644[13:19:29] <williewillus> JS has been done
L645[13:19:39] <Rockers> Python?
L646[13:19:43] <SatanicSanta> Yes
L647[13:19:49] <Bilbo_Twin> JS is soooo bad
L648[13:19:50] <SatanicSanta> Someone did it, I don't remember who
L649[13:19:50] <Rockers> Hey SatanicSanta
L650[13:19:51] <SatanicSanta> sec
L651[13:20:04] <Rockers> *cringe*
L652[13:20:08] <Rockers> What's next?
L653[13:20:10] <Rockers> Lua?!
L654[13:20:14] <williewillus> ehh
L655[13:20:18] <Bilbo_Twin> yup
L656[13:20:20] <SatanicSanta> I wrote a mod in Kotlin at one point
L657[13:20:23] <Bilbo_Twin> ?
L658[13:20:29] <Bilbo_Twin> !?!?!?!??!
L659[13:20:41] <williewillus> SatanicSanta: how? :p thought you needed forgegradle support for extra languages
L660[13:20:55] <Rockers> Is there one for c++?
L661[13:20:58] <williewillus> lol no
L662[13:21:02] <williewillus> has to be on the JVM
L663[13:21:11] <Rockers> What if somebody made a C++
L664[13:21:15] <Rockers> In a jvm
L665[13:21:24] <williewillus> that would be highly difficult and unlikely
L666[13:21:28] <Rockers> I know
L667[13:21:32] <Rockers> but not impossible
L668[13:21:33] <williewillus> and would undermine much of what makes the JVM good :p
L669[13:21:42] <Rockers> That's true.
L670[13:21:48] <Rockers> Damn headers.
L671[13:21:59] <SatanicSanta> williewillus: You do. However, since Kotlin has interop with Java, it works perfectly in the dev environment
L672[13:22:04] <SatanicSanta> Releasing is a problem, though.
L673[13:22:09] <sham1> Well so does scala
L674[13:22:23] <williewillus> sham1: we're talking about forgegradle support for the language though
L675[13:22:28] <williewillus> fg has explicit scala support
L676[13:22:33] <sham1> Indeed
L677[13:22:35] <SatanicSanta> trajing wrote a mod in Ruby I think
L678[13:22:47] <SatanicSanta> https://github.com/trajing/MCModRB
L679[13:23:02] <sham1> But you can pretty much use any JVM language, as long as it can create classes
L680[13:23:05] <SatanicSanta> There's actually a thread all about this topic with a lot of existing projects linked to it
L681[13:23:10] <SatanicSanta> er, linked in it
L682[13:23:15] <williewillus> ooh link?
L683[13:23:16] <diesieben07> williewillus, that's not really true. a JVM's strength is dynamic optimization. which even C can profit from.
L684[13:23:19] <SatanicSanta> Here we go http://forum.feed-the-beast.com/threads/cross-language-mod-development.112108/
L685[13:23:20] <sham1> Frege if you want to Haskell your way through everything
L686[13:23:29] <williewillus> is kotlin a nice language? I looked at it when it was first announced and it didn't look really exciting
L687[13:23:34] <SatanicSanta> Yes
L688[13:23:35] <Rockers> I would applaud someone if they managed to bind and make a mod in a SOPL.
L689[13:23:44] <diesieben07> kotlin is really nice
L690[13:23:50] <SatanicSanta> williewillus: Null safety
L691[13:23:53] <diesieben07> it is a bit like Java++ :D
L692[13:23:58] <SatanicSanta> ^
L693[13:24:09] <diesieben07> I will beat this "++" scheme to death today, trust me
L694[13:24:30] <SatanicSanta> I believe dmillerw wrote a mod language adapter for it, but it didnt actually work when I tried to use it
L695[13:24:36] <SatanicSanta> I also failed at backporting Forgelin to 1.7
L696[13:24:47] <fry> scala is really nice. it's a bit like kotlin++. on steroids. on a horse :P
L697[13:25:05] <AndersBillLind> Is there a poition that lets me be under water for unlimited time?
L698[13:25:09] <Ivorius> But is the horse on steroids too?
L699[13:25:14] <sham1> Yes
L700[13:25:15] <williewillus> water breathing?
L701[13:25:16] <Rockers> Yes
L702[13:25:17] <diesieben07> fry, no. that is not waht scala is :D
L703[13:25:33] <sham1> But java8 beats scala in the lambda department because invokevirtual
L704[13:25:42] <Ivorius> But that's animal cruelty
L705[13:25:44] <Ivorius> Fuck scala then
L706[13:25:45] <williewillus> scala 2.11 uses invokedynamic
L707[13:25:47] <diesieben07> scala will use that in the future
L708[13:25:49] <fry> sham1: there are so much wrong in that sentence :P
L709[13:25:56] <williewillus> yeah wrong instruction :p
L710[13:26:01] <sham1> But there is also so much right
L711[13:26:10] <Rockers> AndersBillLand, you could just create a custom potion + effect that has identical properties to water breathing but infinite.
L712[13:26:20] <Rockers> *AndersBillLind
L713[13:26:30] <williewillus> Rockers: or, you know, just have an infinite high level wwater breathing potion applied
L714[13:26:33] <sham1> Kotling does not look too interesting
L715[13:26:56] <Rockers> williewillus I like the customisation...
L716[13:26:57] <sham1> Only thing that seems interesting is that methods are "fun"
L717[13:27:18] <williewillus> whats the point of making another effect if it's just gonna be a copy of water breathing with infinite length?
L718[13:27:35] <diesieben07> sham1, just the property stuff alone is enough :D
L719[13:27:36] <williewillus> you already set the duration of a potion, and the power of it
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L722[13:27:59] <Rockers> I don't know. In my mods, I usually have an extra property about my potion effects other than just one thing.
L723[13:28:03] <Rockers> Just preference.
L724[13:28:23] <sham1> So properties are fields?
L725[13:28:25] <sham1> Wat
L726[13:28:30] <Rockers> I don't know.
L727[13:28:42] <williewillus> yeah wat
L728[13:28:44] <Rockers> I'm confusing myself and digging myself into a deeper hole.
L729[13:28:45] <Rockers> Shh
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L731[13:28:56] <Rockers> I find it easier that way.
L732[13:29:25] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c148:646b:e447:a761:acc1)
L733[13:29:26] <diesieben07> sham1, no. properties can be *backed* by a field. but you can also jsut write public String foo by someObject; where someObject has String get() and void set(String). then the syntax for accessing will still be the same
L734[13:29:30] *** williewillus is now known as willieaway
L735[13:29:38] <sham1> Sounds like scala to me
L736[13:29:51] <diesieben07> scala doesn't have that in that form to my knowledge
L737[13:30:03] <sham1> var field
L738[13:30:09] <Rockers> Oh yeah, I forgot about that.
L739[13:30:13] <sham1> def field: Type
L740[13:30:20] <Rockers> You see, I came from c++
L741[13:30:20] <diesieben07> that allows you to do stuff like public Foo field by Delegates.lazy { /* lazy computation */ }
L742[13:30:24] <sham1> def field_$eq
L743[13:30:25] <diesieben07> you can't do that in scala that simple
L744[13:30:40] <Rockers> And C#
L745[13:30:48] <sham1> Why would you C#
L746[13:30:54] <diesieben07> scala has lazy vals, but that is jsut one specialized usecase that is hardcoded in the language
L747[13:31:01] <Rockers> Don't laugh; Unity.
L748[13:31:02] <diesieben07> with this you can do *any* type of val
L749[13:31:20] <Rockers> I hate it personally.
L750[13:31:22] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L751[13:31:22] <sham1> Or just Haskell and have everything be lazy
L752[13:31:37] <sham1> by default
L753[13:32:02] <Rockers> I'm not beating around the bush, I'm learning as I go along.
L754[13:32:12] <Rockers> That's one of the main reasons I joined this IRC
L755[13:32:47] <sham1> Here in #minecraftforge, we talk programming (sometimes)
L756[13:33:16] <AndersBillLind> I try to use new EntityPotion, cannot see how to set its properties
L757[13:33:33] <sham1> Have tried looking at PotionEffect
L758[13:33:37] <AndersBillLind> Ah
L759[13:33:53] <AndersBillLind> Well, I can make a drinkable potion that has that effect, cant I?
L760[13:33:54] <sham1> And my inner grammar nazi cries at how I typed that
L761[13:33:56] <sham1> Oh well
L762[13:34:00] <sham1> Sure
L763[13:34:25] <AndersBillLind> hehe
L764[13:34:29] <sham1> As I like to say: "Everything is possible in modding"
L765[13:34:38] <sham1> "If you are willing to work for it"
L766[13:34:57] <Rockers> That also means that there is an infinite amount of ways to do things?
L767[13:35:03] <AndersBillLind> Hm, the first integer specifies the effect then
L768[13:35:08] <sham1> basically
L769[13:35:16] <sham1> But some ways are better than others
L770[13:35:25] <Rockers> Yeah
L771[13:35:56] <sham1> Oh, by the way diesieb, am I invoking these methodhandles correctly? https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/reflect/ManaCraftReflection.java#L36-L60
L772[13:35:59] <AndersBillLind> So I will need to find a list of potion effect ids then...
L773[13:36:17] <AndersBillLind> oops, potion ids
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L775[13:37:22] <AndersBillLind> Ah, water breathing is 13
L776[13:37:26] <AndersBillLind> http://minecraft-helpandinfo.weebly.com/potion-effects-ids.html
L777[13:37:26] <diesieben07> sham1, these will fail. the Lookup object encapsulates what you can access. https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/reflect/ManaCraftReflection.java#L27-L30
L778[13:37:36] <diesieben07> you need to use reflection and then unreflect if you want private access
L779[13:37:44] <sham1> Well
L780[13:37:49] <diesieben07> other than that, yes.
L781[13:37:54] ⇦ Quits: SatanicSanta (~SatanicSa@76.115.19.199) (Quit: school)
L782[13:37:56] <mikebald> AndersBillLind t
L783[13:37:59] <sham1> Okay
L784[13:38:08] <mikebald> AndersBillLind *those are the effect ids
L785[13:38:11] <sham1> So even for the Field reflection the invokeExact looks fine?
L786[13:38:23] <AndersBillLind> yes, so I have to specify 13
L787[13:38:27] <diesieben07> yes
L788[13:38:31] <sham1> Thanks
L789[13:38:40] <diesieben07> so lookup Field and Method normally. call setAccessible. then MethodHandles.publicLookup().unreflect
L790[13:38:42] <sham1> It is good to have a walking encyclopedia around
L791[13:38:47] <sham1> Yessir
L792[13:39:00] <AndersBillLind> :)
L793[13:39:59] <sham1> And it was getDeclared{Method,Field}?
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L795[13:40:10] <diesieben07> yea
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L798[13:40:57] <sham1> Hmrm
L799[13:41:29] <sham1> Also, will the isDev work at the point the static block runs
L800[13:42:20] <diesieben07> pretty sure, yeah
L801[13:42:25] <sham1> k
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L803[13:47:05] <sham1> Done and done
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L805[13:56:23] <sham1> god damn it mojang
L806[13:56:33] <sham1> Your login servers are down
L807[13:56:40] <Rockers> 1.9?
L808[13:56:45] <sham1> 1.8.8
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L810[13:56:58] <Rockers> I meant that they may be testing 1.9
L811[13:57:06] <Rockers> Or something..
L812[13:57:10] <sham1> How would that effect login servers
L813[13:57:14] <blood|work> definitely not down
L814[13:57:24] <blood|work> unless the status is completely wrong
L815[13:57:24] <blood|work> https://help.mojang.com/
L816[13:57:38] <sham1> Might be me then
L817[13:57:43] <sham1> Fuck my internet
L818[13:57:51] <sham1> Wait no
L819[13:57:58] <sham1> That will not make it less borked
L820[13:58:04] <Rockers> What if they have changed the way login servers work?
L821[13:58:11] <Rockers> I could be talking out my ass.
L822[13:58:12] <sham1> Why though
L823[13:58:19] <Rockers> Oh
L824[13:58:29] <Rockers> Here might be why:
L825[13:59:00] <Rockers> http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2476632-just-how-helpful-is-mojang-is-when-you-get-hacked
L826[13:59:23] <sham1> Let me reset my internet
L827[13:59:28] <Rockers> (It's full of 10 year olds cussing each other out btw just to warn you(
L828[13:59:30] <sham1> As my youtube connection died
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L830[14:02:18] <sham1> Seems like NikolaTheProgrammerNoob got to your nerves diesieb
L831[14:02:46] <diesieben07> just slightly
L832[14:02:52] <diesieben07> i gave him 3 fuckin warnings
L833[14:03:07] <sham1> Reasonable enough I'd say
L834[14:03:23] <sham1> Also his grammar makes some of his posts unreadable
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L836[14:04:47] <sham1> It is sad really
L837[14:05:07] <sham1> People go to modder support and expect code to be handed to them in a platter
L838[14:05:42] <kashike> what are you referring to?
L839[14:07:09] <sham1> They way some new modders treat modder support as a "make my mod for me"-board. Help is a thing that should be given, but only if you have tried yourself first
L840[14:07:50] <sham1> And nikola raided a good point, most people who go there to ask questions don't know java
L841[14:08:03] <sham1> s/raided/made
L842[14:08:17] <sham1> And that makes me sad
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L844[14:09:16] <AndersBillLind> A potion effect of underwating breathing with effectDuration 1000 did was that long lasting
L845[14:09:21] <AndersBillLind> multiplying with 100 :)
L846[14:09:36] <AndersBillLind> oops, wasnt long lasting
L847[14:09:40] <Flenix> Yo, quick question; how do I tell specifically if it's snowing where my block is?
L848[14:10:12] <McJty> Flenix, biome where snow falls, block can see the sky and raining flag is on for the world
L849[14:10:44] <sham1> And our Internet went bork
L850[14:10:53] <sham1> Great, just great
L851[14:11:20] <Flenix> Ah, snow flag was in the biome. Derp, thanks.
L852[14:12:24] <sham1> I have to use my phone to irc
L853[14:12:31] <sham1> And I do not like it
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L855[14:15:24] <Rockers> Is EntityLiving the correct class to check if an entity is a mob/player?
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L857[14:16:15] <killjoy> Rockers, yes
L858[14:16:21] <Rockers> Thanks
L859[14:16:40] <killjoy> EntityLivingBase for non-player
L860[14:16:53] <killjoy> When in doubt, check the hierarchy
L861[14:16:56] <killjoy> Ctrl+T
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L863[14:20:44] <masa> uh isn't it EntityLivingBase for players, EntityLiving for most other mobs
L864[14:20:57] <masa> but yes, ctrll + T
L865[14:21:44] <masa> so basically EntityLivingBase should probably wotk for most cases
L866[14:21:54] <diesieben07> the naming is a bit off, really
L867[14:21:55] <diesieben07> EntityLivingBase => EntityLiving. EntityLiving => EntityWithAI
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L869[14:23:19] <masa> EntityWithAI? is that 1.8 addition?
L870[14:23:30] <diesieben07> thats a made up name by em
L871[14:23:40] <diesieben07> me
L872[14:23:40] <diesieben07> thats what i would call the two
L873[14:23:48] <masa> oh
L874[14:24:03] <masa> right
L875[14:24:22] <masa> I thought you were describing the hierarchy in 1.8 :D
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L877[14:27:25] <Lumien> If i draw something myself, not using the tesselator how would i set back GL_ARRAY_BUFFER to what it was before?
L878[14:28:04] <killjoy> push/pull
L879[14:28:14] <killjoy> push/pop
L880[14:28:39] <Lumien> what?
L881[14:28:50] <killjoy> pushMatrix, do thing, popMatrix
L882[14:29:14] <cpw> so
L883[14:29:16] <Lumien> pretty sure that does not save that
L884[14:29:19] <cpw> noone has a food api?
L885[14:29:30] <cpw> that they've been hoping would become part of forge?
L886[14:30:43] <sham1> No one has made a food api no
L887[14:30:56] <cpw> i thought there were a few proposed a while ago
L888[14:31:02] <cpw> have the proposers all vanished?
L889[14:31:04] <sham1> Or if someone has, it is not as widespread as the liquid API was before it was integrated
L890[14:31:13] <cpw> is the author of applecore not here?
L891[14:32:33] <Horfius> What would you want out of a food api, cpw?
L892[14:32:44] <Horfius> Besides the obvious answer
L893[14:33:02] <sham1> FOOOD
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L895[14:33:28] <cpw> i dunno
L896[14:33:33] <masa> did anything come out of the new inventory API that was submitted as a PR long time ago?
L897[14:33:34] <cpw> i'm asking what others wanted
L898[14:33:35] <mikebald> I vote for Strawberry-Banana smoothies
L899[14:33:43] <sham1> I want FOOOOOOOOOD
L900[14:33:49] <sham1> And easy saturation stuffs
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L911[14:42:08] <Thutmose> so i have gone back to updating my blast code, and now the majority of the lag caused by doing this: http://imgur.com/qYFxEI2 is dispatch render updates, with the majority of the processing time for the blast itself being spent computing cubic roots, does anyone know a quick way to get the approximate cubic root of an integer?
L912[14:42:22] <aaa801> Whats the best way to add a item that can have 2000~ textures
L913[14:42:41] <OrionOnline> aaa801, NBT Data
L914[14:43:08] <aaa801> OrionOnline, how would i get the textures to show up properly from nbt?
L915[14:43:16] <Thutmose> pretty much the only strain it puts on the server thread are the actual block removals, and the block lighting updates
L916[14:43:55] <HassanS6000> aaa801, =3 magic
L917[14:44:20] <OrionOnline> aaa801, 1.8 or 1.7.10?
L918[14:44:25] <aaa801> OrionOnline, 1.8
L919[14:44:41] <OrionOnline> ehm you would need an ISmartModel
L920[14:44:49] <OrionOnline> it is better to ask fry about it though
L921[14:45:05] <OrionOnline> i am currently trying to figure out the same
L922[14:45:18] <diesieben07> Thutmose, the best way would probably be to not do the cubic root in the first place. why do you need it?
L923[14:46:20] <Thutmose> converting a squence of numbers into a radially increasing volume, it seems the Math.pow(num, 1/3d) is faster than what I was using anyway
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L928[14:51:18] <Thutmose> a mostly un-bounded, space filling explosion algorithm can be made by looping radially outwards with the proper method of converthing from index to position.
L929[14:52:16] <Thutmose> now I just need to find out why it seems to leak a few GB of long[]s for a few hundred explosions :D
L930[14:52:39] <Thutmose> running GC removes them all, so it should be something I can fix somewhere
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L936[15:00:23] <diesieben07> when will github finally add the "change target for this PR" option -.-
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L939[15:04:12] <kashike> diesieben07: or "choose targets", note the s
L940[15:04:14] <kashike> would also be nice
L941[15:04:27] <diesieben07> so target multiple branches??
L942[15:04:31] <kashike> yeah
L943[15:04:38] <kashike> one source, multiple targets
L944[15:04:42] <diesieben07> not sure how that would work
L945[15:05:15] <kashike> everything is possible, it's just a matter of how much is involved :P
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L947[15:06:30] <AndersBillLind> Hm, wonder if I should put the ieep stuff in my magic wand or not
L948[15:06:35] <AndersBillLind> Does it add persistance?
L949[15:06:36] <aaa801> how can i get a texture atlas sprite for a resource location?
L950[15:07:09] <gigaherz> AndersBillLind: IEEP is for entities
L951[15:07:16] <AndersBillLind> Yes?
L952[15:07:29] <AndersBillLind> If the server crashes, will those properties still be available?
L953[15:07:29] <gigaherz> how would you "put" it in the magic wand?
L954[15:07:40] <AndersBillLind> put as in "implement"
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L957[15:07:48] <gigaherz> IEEPs are saved when doing a world save
L958[15:07:51] <AndersBillLind> ok
L959[15:07:54] <gigaherz> so at any time that the world state is saved
L960[15:07:56] <AndersBillLind> So yes then
L961[15:08:00] <gigaherz> the IEEP's writeToNBT is called
L962[15:08:13] <AndersBillLind> Thats probably not needed when it comes to my wand
L963[15:08:18] <gigaherz> it's your responsibility to save/load from NBT
L964[15:08:22] <AndersBillLind> So using them actually adds load to the server
L965[15:08:23] <gigaherz> the wand is an item
L966[15:08:30] <gigaherz> so the ItemStack has its own NBT
L967[15:08:43] <gigaherz> saving happens sporadically
L968[15:08:47] <gigaherz> the load is negligible
L969[15:09:02] <gigaherz> unless you have massive amounts of information on each entity
L970[15:09:15] <AndersBillLind> But saying that ieep is faster is probably not true
L971[15:09:20] <AndersBillLind> nope
L972[15:09:24] <diesieben07> yes it is
L973[15:09:33] <diesieben07> because the information is localized on the entity
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L975[15:09:45] <gigaherz> any entity-specific information belongs on an IEEP
L976[15:09:47] <diesieben07> although that is negligable
L977[15:09:55] <gigaherz> any item-specific information belongs on the ItemStack
L978[15:09:57] <Rockers> gigaherz, I created my own system for handling speed through water. Remember last night?
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L980[15:10:06] <gigaherz> Rockers: can't say I do
L981[15:10:07] <gigaherz> or wait
L982[15:10:09] <diesieben07> the most important improvement is that it is much elss error prone becaus eit handles unloading
L983[15:10:14] <gigaherz> you asked to detect if an entity was in water
L984[15:11:10] <Rockers> gigaherz Yeah. I then needed to slow down the entity in the water. I looked at the system you had. I wasn't going to copy you, of course, so I decided to make my own.
L985[15:11:42] <Rockers> Don't want to plagiarise.
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L987[15:11:52] <AndersBillLind> Actually, I want to put properties of every instance of the magic wand, not the player
L988[15:12:07] <diesieben07> that is a job for ItemStack then
L989[15:12:16] <AndersBillLind> yeah
L990[15:12:43] <Rockers> http://pastebin.com/EWyvagMb <<<
L991[15:14:19] <DevinEngland> What is an ETA?
L992[15:14:21] <AndersBillLind> Can I put a custom object in an Item?
L993[15:14:28] <diesieben07> estimated time of arrival
L994[15:14:33] <diesieben07> no you cannot anders
L995[15:14:34] <DevinEngland> Ah, thanks.
L996[15:14:37] <Rockers> Estimated Time of Arrival?
L997[15:14:44] <DevinEngland> I kept seeing it, had no clue what it meant.
L998[15:14:58] * DevinEngland quietly reasserts to go google before asking
L999[15:15:57] <diesieben07> the brits are so cute. https://youtu.be/vWmDHO_0P5Q
L1000[15:16:45] <DevinEngland> I have a few questions, but I'm not sure how to structure them in an order that makes sense, nor do I want to bug people, but they're about a mod idea a friend of mine came to me with. I basically want to know if the idea he's pitched is as simple as I think it is
L1001[15:17:21] <AndersBillLind> The id of an item is reused when new items are created?
L1002[15:17:31] <diesieben07> wat
L1003[15:17:42] <diesieben07> there is only one Item per ID
L1004[15:17:57] <AndersBillLind> yes, but when an item is destroyed and another is created, maybe ids are reused
L1005[15:18:08] <diesieben07> what do you mean by destroying of an Item?
L1006[15:18:15] <AndersBillLind> When it is gced
L1007[15:18:25] <diesieben07> An Item is not GCd
L1008[15:18:27] <DevinEngland> He came to me with "Spellbooks" as an idea, pitching a few simple spell ideas, which we threw a few more around til it was substantial. I figured most of what he wanted to do is already possible, core idea: Craft books, charge with XP in a new block similar to an anvil, books can be used as simple spells from offensive effects, to summoning, to support things
L1009[15:18:40] <diesieben07> what you mean are ItemStacks
L1010[15:18:44] <DevinEngland> I'm thinking it wouldn't be too hard to make.
L1011[15:18:44] <AndersBillLind> diesieben07: hm, correct
L1012[15:18:48] <diesieben07> which merely point to a single Item instance
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L1015[15:25:00] <AndersBillLind> I think about the possibility to have a weak reference map from ItemStack to a class of my choice
L1016[15:25:12] <AndersBillLind> Thats the fastest possible thing to use
L1017[15:25:27] <diesieben07> no
L1018[15:25:39] <diesieben07> the fastest possible thing to use is ItemStack#stackTagCompound
L1019[15:26:13] <AndersBillLind> Cannot find that
L1020[15:26:21] <AndersBillLind> But it seems promising
L1021[15:26:44] <diesieben07> it's behind a getter/setter in 1.8
L1022[15:26:52] <AndersBillLind> Ah, ok
L1023[15:27:29] <AndersBillLind> Ah, yeah, its private
L1024[15:28:00] <AndersBillLind> getTagCompound, hm, ok
L1025[15:28:19] <AndersBillLind> NBTTagCompound is extendable, it seems
L1026[15:28:24] <diesieben07> wat
L1027[15:28:34] <diesieben07> don't do that...
L1028[15:28:39] <AndersBillLind> ok
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L1031[15:29:15] <diesieben07> also you will need a method like this: https://goo.gl/QC1br9
L1032[15:29:28] <diesieben07> since stackTagCompound is initailly null
L1033[15:30:14] <AndersBillLind> But looking up elements using strings as keys cant be faster than accessing properties
L1034[15:30:21] <AndersBillLind> Ah, I see I cannot do that
L1035[15:30:25] <Rockers> How do liquids work in 1.8? Just a question, I don't actually need to know atm....
L1036[15:30:43] <gigaherz> well tehre's a fluid registry
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L1038[15:30:55] <gigaherz> and you give the fluids a model/texture
L1039[15:30:58] <Rockers> But, do they incorporate .json files?
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L1041[15:31:03] <gigaherz> I believe so
L1042[15:31:08] <gigaherz> but I haven't actually used them
L1043[15:31:08] <gigaherz> XD
L1044[15:31:11] <Rockers> xD
L1045[15:31:18] <Rockers> That must be a nightmare.
L1046[15:31:27] <gigaherz> oh but it's not like
L1047[15:31:31] <AndersBillLind> Ah, there is no NBTTagCompound#getObject
L1048[15:31:32] <gigaherz> you don't define all the "states"
L1049[15:31:35] <AndersBillLind> No way to make this easy
L1050[15:31:43] <Rockers> Oh, ok
L1051[15:31:44] <gigaherz> forge does that for you
L1052[15:32:33] <AndersBillLind> Well, I assume the stack compounds adds persistance as well
L1053[15:32:45] <AndersBillLind> Adds as in implements
L1054[15:32:48] <diesieben07> for itemStacks, yes
L1055[15:33:18] <gigaherz> AndersBillLind: anything that has "NBT" in it, has persistence
L1056[15:33:19] <gigaherz> XD
L1057[15:33:23] <AndersBillLind> hehe
L1058[15:33:34] <gigaherz> NBT is the binary format MC uses to save on disk
L1059[15:33:37] <diesieben07> that is not true giga
L1060[15:33:38] <AndersBillLind> ok
L1061[15:33:44] <gigaherz> while the "nbt compounds" are the in-memory representation
L1062[15:33:49] <gigaherz> diesieben07: no?
L1063[15:33:54] <diesieben07> if you just put an NBTTagCompound field somewhere it doesn't magically add persistence
L1064[15:33:59] <gigaherz> oh
L1065[15:34:01] <gigaherz> yeah sure
L1066[15:34:04] <AndersBillLind> haha
L1067[15:34:04] <diesieben07> someone needs to actualyl save it to disk
L1068[15:34:10] <gigaherz> I meant things that already come with an NBT system in place
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L1070[15:34:24] <diesieben07> which happens to be true for ItemStacks
L1071[15:34:28] <Rockers> Is there an event to check if a piston has gone off?
L1072[15:34:30] <gigaherz> like TileEntities have readFromNBT, ItemStacks have the tag, entities have a tag
L1073[15:34:38] <AndersBillLind> But if I have an ItemStack and use getTagCompound on it and then I c.setInt("foo", 23); it will persist, right?
L1074[15:34:41] <diesieben07> no, entities are like TEs here :P
L1075[15:34:48] <AndersBillLind> well, setInteger
L1076[15:34:48] <killjoy> Rockers, pistons are different blocks when extended
L1077[15:34:50] <diesieben07> yes anders
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L1079[15:34:53] <gigaherz> AndersBillLind: yes.
L1080[15:34:54] *** Vigaro|AFK is now known as Vigaro
L1081[15:35:09] <gigaherz> diesieben07: ah, right
L1082[15:35:42] <gigaherz> so TEs, Entities, IEEPs, WorldSavedData, all have their own paid of readFromNBT and writeToNBT
L1083[15:35:47] <AndersBillLind> Btw, can I assume that properties in my MagicWand class is never called simultaneously from different threads?
L1084[15:35:50] <gigaherz> while ItemStacks have the getTagCompound
L1085[15:36:00] <Rockers> Well, the reason I ask is because pistons are pushing my custom fluid. I think there is something in Materials that I can use. Thanks anyway killjoy
L1086[15:36:00] <diesieben07> no you cannot anders
L1087[15:36:19] <AndersBillLind> Oh, so I would need to add monitors for my map that I am currently having then
L1088[15:36:22] <killjoy> Pushing your liquid?
L1089[15:36:25] <killjoy> that shouldn't happen
L1090[15:36:28] <gigaherz> wait, a map?
L1091[15:36:33] <Rockers> I have a custom material
L1092[15:36:34] <gigaherz> why do you have a map in your item?
L1093[15:36:36] <diesieben07> why the hell do you have a Map in your Item class o.O
L1094[15:37:08] <AndersBillLind> Yes, right now I have a HashMap that maps from UUID to MagicWandPlayer
L1095[15:37:14] <gigaherz> why?
L1096[15:37:24] <AndersBillLind> Because that was the first thing I made working
L1097[15:37:40] <Rockers> Would I use .setNoPushMobility()
L1098[15:37:48] <killjoy> Rockers, you're using the fluids api, right?
L1099[15:37:52] <Rockers> No
L1100[15:37:53] <gigaherz> but you made an IEEP did you not? you should just soter player-specific data there?
L1101[15:37:55] <Rockers> Wait
L1102[15:37:56] <gigaherz> store*
L1103[15:38:00] <AndersBillLind> Only tried
L1104[15:38:03] <Rockers> The fluids API that comes with forge
L1105[15:38:08] <killjoy> yes
L1106[15:38:10] <AndersBillLind> Then I gave up
L1107[15:38:12] <Rockers> FluidBlocks and the such.
L1108[15:38:20] <gigaherz> what part didn't work?
L1109[15:38:28] <Rockers> "BlockFluidClassic"
L1110[15:38:29] <AndersBillLind> The "work" part of work ;)
L1111[15:38:35] <gigaherz> I mean how far did you get?
L1112[15:38:48] <AndersBillLind> Thats very hard to say, could be all from 10 chars to 4096 chars away
L1113[15:39:01] <AndersBillLind> Probably something between those values
L1114[15:39:04] <killjoy> I wouldn't call myself an expert on fluids.
L1115[15:39:09] <killjoy> I can only point you in the right direction
L1116[15:39:23] * gigaherz facepalms
L1117[15:39:43] <gigaherz> AndersBillLind: did you create your IEEP-extending class? didyou create an event handler for entityconstructing event?
L1118[15:39:55] <gigaherz> did you register the event with the forge bus?
L1119[15:39:59] <gigaherz> did you put a debug print on the event to see if it was firing?
L1120[15:40:06] <Rockers> Hold on, I'm trying the .setNoMobility()
L1121[15:40:16] <gigaherz> did you implement a "get" method to obtain the IEEP from the player holding your item?
L1122[15:40:28] <Rockers> Didn't work
L1123[15:43:46] <Rockers> I was trying to stop particles from Material.water from getting generated, so I created the whole liquid again. I've just finished custom splash particles and changing the player's velocity in the liquid. Still got to fix jumping, the piston-problem and underwater fog...
L1124[15:44:47] <Rockers> The piston is part of the block itself, not the material.
L1125[15:44:48] <Rockers> Whoops
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L1127[15:46:05] <Rockers> oh wait nvm
L1128[15:47:03] <aaa801> =/ getTexture isnt called in my model
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L1130[15:53:29] <Rockers> I had to create a custom Material class
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L1132[16:02:50] <aaa801> any idea why ISmartItemModel.getTexture isnt being called?
L1133[16:03:22] <AndersBillLind> gigaherz: I had a class implementing IExtendedEntityProperties, I created an inner class in that one with the metadata [SubscribeEvent] in it, if I remember it correctly
L1134[16:03:55] <AndersBillLind> That method was never called and I began looking for alternatives, especially when I saw methods that I had to implement that did not make me any happier
L1135[16:04:06] <AndersBillLind> All empty methods btw
L1136[16:05:17] <gigaherz> the method wouldn't be called if you never did
L1137[16:05:33] <gigaherz> MinecraftForge.EVENT_BUS.register(new Whatever.Handler())
L1138[16:05:45] <AndersBillLind> Where am I supposed to do that?
L1139[16:05:53] <gigaherz> in your preInit or init
L1140[16:05:55] <AndersBillLind> Ah
L1141[16:06:03] <AndersBillLind> Well, the I could rework this
L1142[16:06:05] <AndersBillLind> then
L1143[16:06:19] <AndersBillLind> But those methods still scares me, do I have to put something in them?
L1144[16:06:26] <gigaherz> of course
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L1146[16:06:33] <gigaherz> what? it depends
L1147[16:06:57] <Ivorius> It won't work for IEEP
L1148[16:07:02] <Ivorius> Because those are instance based
L1149[16:07:11] <gigaherz> ?
L1150[16:07:13] <Ivorius> And event handlers are (supposed to be) singletons
L1151[16:07:17] <gigaherz> yeah
L1152[16:07:23] <gigaherz> that's why I suggested an inner class
L1153[16:07:39] <gigaherz> like we do for IMessages
L1154[16:07:48] <Ivorius> Either way you need to search for the IEEP instances some way
L1155[16:08:09] <gigaherz> I wasn't done explaining yet ;P
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L1157[16:08:32] <Ivorius> Type faster then you shit :P
L1158[16:09:14] <gigaherz> Iwas verifying something
L1159[16:09:14] <gigaherz> XD
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L1161[16:09:48] <gigaherz> well, I am
L1162[16:10:05] <AndersBillLind> Will the properties I add to the class implementing IExtendedEntityProperties also be persistant?
L1163[16:10:27] <gigaherz> no
L1164[16:10:36] <gigaherz> you have to save and load them manually
L1165[16:10:46] <Rockers> What is the best way to get a player's max reach?
L1166[16:10:47] <gigaherz> using the load/save methods
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L1168[16:11:46] <AndersBillLind> Seems it would be better using getTagCompound on the ItemStack instead
L1169[16:11:53] <AndersBillLind> The same stuff anyway
L1170[16:12:11] <AndersBillLind> Hm, maybe not
L1171[16:12:38] <AndersBillLind> In loadNBTData I use the compound to populate my class members?
L1172[16:12:48] <gigaherz> this is an extremely basic IEEP
L1173[16:12:49] <gigaherz> https://gist.github.com/gigaherz/c9687c6d7c3809d03bba
L1174[16:12:51] <AndersBillLind> And in saveNBTData I do the reverse?
L1175[16:12:54] <gigaherz> thatI wrote as a test just now
L1176[16:13:15] <AndersBillLind> I will try it then
L1177[16:13:26] <gigaherz> learn from it, though, don't just copy
L1178[16:13:52] <aaa801> urgha, fucking item rendering
L1179[16:13:53] <AndersBillLind> Thanks
L1180[16:14:12] <gigaherz> actually I think I made a mistake
L1181[16:14:16] <AndersBillLind> It makes sense to me now
L1182[16:14:20] <AndersBillLind> ok?
L1183[16:14:34] <gigaherz> the compound given in the load/save methods seems to be global for the entity
L1184[16:14:37] <Rockers> What are partial ticks?
L1185[16:14:42] <gigaherz> so it would be best to store the values in a custom sub-tag
L1186[16:15:07] <Rockers> Just curious,
L1187[16:16:38] <MattDahEpic> IEEP
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L1189[16:17:40] <ThePsionic> MattDahEpic: That's the sound you make while working with one, yes
L1190[16:19:07] <AndersBillLind> Hm, cannot have a static method since that class is an inner class of MagicWand...
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L1192[16:19:16] <AndersBillLind> So I have to do it a bit different
L1193[16:19:25] <diesieben07> make it a static inner class then
L1194[16:19:27] <gigaherz> AndersBillLind: static
L1195[16:19:30] <gigaherz> the inner class hasto be static
L1196[16:19:31] <diesieben07> (yes i know thatss not how they are called. meh)
L1197[16:19:36] <AndersBillLind> Still it has properties
L1198[16:19:51] <gigaherz> static inner class means it doesn't have an implicit reference to the parent
L1199[16:19:58] <gigaherz> doesn't mean it's only-static-methods like in C#
L1200[16:20:46] <AndersBillLind> I put the static method in the MagicWand class instead
L1201[16:21:02] <gigaherz> you still want the inner class to be static.
L1202[16:21:05] <aaa801> has method to get texture.. is never called
L1203[16:21:08] <aaa801> fucking amazing
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L1205[16:21:46] <gigaherz> what's wrong aaa801?
L1206[16:21:50] <AndersBillLind> gigaherz: We are talking about two inner classes now
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L1208[16:22:05] <AndersBillLind> your Handler class is the innermost
L1209[16:22:06] <aaa801> gigaherz, in ISmartItemModel
L1210[16:22:17] <aaa801> getTexture is never called, so i cant change the texture of my item
L1211[16:22:22] <gigaherz> that's not how it works
L1212[16:22:27] <gigaherz> the texture is fixed per-quad
L1213[16:22:35] <gigaherz> getTexture is actually getParticleTexture
L1214[16:22:41] <gigaherz> it's only used when doing the breaking particles
L1215[16:22:42] * aaa801 slaps fry|sleep
L1216[16:22:48] <gigaherz> not fry's fault
L1217[16:22:54] <gigaherz> in 1.8.8 it has the better name
L1218[16:23:03] <aaa801> frys fault for not javadocing it
L1219[16:23:04] <aaa801> ;P
L1220[16:23:24] <aaa801> ok so, how do i go about changing the texture then?
L1221[16:23:41] <gigaherz> hm not sure
L1222[16:23:57] <gigaherz> the short answer is "recreate the quads"
L1223[16:24:11] <aaa801> fun
L1224[16:25:21] <gigaherz> yep
L1225[16:25:24] <gigaherz> you have to recreate the quads
L1226[16:25:30] <gigaherz> ISmartItemModel works at bake level
L1227[16:25:34] <gigaherz> that means it doesn't know abouttextures
L1228[16:25:39] <gigaherz> you have to manually change the UV coords
L1229[16:25:44] <aaa801> right
L1230[16:25:45] <gigaherz> to match the new TextureAtlasSprite values
L1231[16:25:55] <gigaherz> since everything is stitched into one massive atlsas
L1232[16:25:57] <gigaherz> -s
L1233[16:26:15] <gigaherz> if you have a finite set of textures
L1234[16:26:24] <gigaherz> you may want to pre-allocate the models at the beginning
L1235[16:26:50] <gigaherz> get the "3difier" to make the full item models for you
L1236[16:27:09] <gigaherz> (in 1.8+, all items are 3D items like in the hand/ground, there's no flat icon anymore)
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L1238[16:27:54] <gigaherz> AndersBillLind: skeleton IEEP version 2: https://gist.github.com/gigaherz/c9687c6d7c3809d03bba
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L1240[16:28:25] <aaa801> gigaherz, 3difier?
L1241[16:28:41] <gigaherz> no ide what the real name is
L1242[16:28:53] <gigaherz> the model processor that takes a flat texture and gives it the edge
L1243[16:28:58] <gigaherz> for 3D display
L1244[16:29:33] <heldplayer> Normal? Bump map?
L1245[16:29:42] <gigaherz> nono
L1246[16:29:51] <heldplayer> Oooh
L1247[16:29:52] <gigaherz> you know how minecraft has the in-hand items
L1248[16:29:53] <heldplayer> Like that
L1249[16:30:00] <heldplayer> Yeah, dunno, sorry :p
L1250[16:30:06] <gigaherz> with an edge and all
L1251[16:30:09] <gigaherz> that's two flat textures
L1252[16:30:19] <gigaherz> with a generated edge in between
L1253[16:30:21] <gigaherz> for "depth"
L1254[16:30:34] <gigaherz> there's a class that does that generation
L1255[16:30:37] <gigaherz> just no idea what the name was
L1256[16:30:38] <gigaherz> XD
L1257[16:32:10] <ThePsionic> gigaherz: that's edgy
L1258[16:32:37] <gigaherz> very
L1259[16:32:38] <Rockers> He lives life on the edge.
L1260[16:32:47] <gigaherz> specially when you consider that the edgyness is still present on inventory slots
L1261[16:32:50] <gigaherz> when it seemsto be flat
L1262[16:32:55] <gigaherz> it's just pretending.
L1263[16:33:06] <gigaherz> it's really edgy still.
L1264[16:33:14] <Rockers> How would I drain a fluid from getting a block?
L1265[16:33:31] <gigaherz> what?
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L1267[16:34:00] <Rockers> I'm trying to drain a fluid from co-ordinates and I'm not sure of how to do so...
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L1269[16:34:38] <gigaherz> what do you mean by "drain"?
L1270[16:35:09] <gigaherz> do you want to remove a source block from a specific position?
L1271[16:35:18] <gigaherz> make the blocks disappear automatically?
L1272[16:35:23] <gigaherz> are you ingame and you want to remove a block?
L1273[16:35:30] <Rockers> BlockFluidClassic.drain(World, int, int, int, boolean)
L1274[16:35:42] <gigaherz> oh so an actual drain method
L1275[16:35:49] <gigaherz> no idea what that does
L1276[16:36:07] <Rockers> If you remove a source-block by intercepting events on a custom fluid, the fluid doesn't update.
L1277[16:36:34] <Rockers> Maybe I could update all blocks around the fluid that has been broken...
L1278[16:36:38] <Rockers> **removed.
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L1280[16:37:42] <AndersBillLind> gigaherz: how was it, could getExtendedProperties give me null?
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L1282[16:38:04] <gigaherz> it shouldn't
L1283[16:38:10] <gigaherz> unless you never added it to an entity
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L1285[16:38:30] <AndersBillLind> Testing this now :)
L1286[16:38:46] <aaa801> ;_; now its invisible
L1287[16:39:12] <AndersBillLind> npe
L1288[16:40:06] <AndersBillLind> I added entityConstructing, removing the word get
L1289[16:40:12] <AndersBillLind> if (!(event.entity instanceof EntityPlayer) || (EntityPlayer)event.entity != null) return
L1290[16:40:16] <AndersBillLind> ;
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L1292[16:40:25] <AndersBillLind> oh, I see an error
L1293[16:41:06] <gigaherz> uh the get was meant to be there.
L1294[16:41:09] <AndersBillLind> oh
L1295[16:41:19] <gigaherz> the "get" is TestEntityData.get(entity) which returns the IEEP, if it exists
L1296[16:41:31] <gigaherz> I made that method so you don't have to call entity.getExtendedProperties manually
L1297[16:41:50] <AndersBillLind> Doh
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L1300[16:44:13] <AndersBillLind> gigaherz: Now the wand did its job again, using ieep
L1301[16:44:15] <AndersBillLind> Thanks
L1302[16:44:22] <gigaherz> np
L1303[16:44:40] <AndersBillLind> You talked about a problem with global entity stuff
L1304[16:45:24] <AndersBillLind> global for the entity, I never decoded that
L1305[16:45:37] <gigaherz> the save/load methods
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L1307[16:45:46] <AndersBillLind> The same player will get the same data that is?
L1308[16:45:55] <gigaherz> nothing to do with that
L1309[16:45:58] <AndersBillLind> ok
L1310[16:46:07] <gigaherz> do you understand how the NBT tags work?
L1311[16:46:18] <AndersBillLind> I think so yes
L1312[16:46:36] <gigaherz> well the compound param in the load/save methods seems to be the root of the entity data
L1313[16:46:52] <gigaherz> whcih means it would be easy for two magic mods to store a value called "MP" in it
L1314[16:46:58] <AndersBillLind> ah, ok
L1315[16:47:08] <gigaherz> so to avoid that, I think it's best if you store all your values inside a key with the name of the IEEP
L1316[16:47:11] <AndersBillLind> Thats a drawback of course
L1317[16:47:49] <gigaherz> https://gist.github.com/gigaherz/c9687c6d7c3809d03bba/revisions#diff-562b0709972617a533020ca7b13c41f4L28
L1318[16:48:03] <gigaherz> that's why in the version 2 of the code I added this
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L1321[16:48:38] <AndersBillLind> Ah, ok, so I will use those tags and also have a long id when getting them then
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L1325[16:50:06] <AndersBillLind> Yeah, I add a tag for completion
L1326[16:50:31] <AndersBillLind> Because I use properties named x, y and z, which could cause confusion with other mods then
L1327[16:51:10] <gigaherz> xyz? O_O
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L1330[16:53:17] <AndersBillLind> Well, those are arrays
L1331[16:53:27] <AndersBillLind> I must use parallel arrays then
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L1333[16:53:44] <AndersBillLind> Could be called xs, ys and zs :)
L1334[16:54:00] <AndersBillLind> public static final String THEVAR could be uppercase?
L1335[16:54:11] <williewillus> if I want to load a model on demand I should register the textures it uses to the atlas correct?
L1336[16:54:23] <gigaherz> williewillus: yes
L1337[16:54:24] <williewillus> (this model has no associated block or item)
L1338[16:54:52] <gigaherz> texture stitch event and add them there ;P
L1339[16:54:57] <williewillus> and I can just load models at any time with ModelLoaderRegistry.getModel?
L1340[16:55:13] <gigaherz> no idea about that
L1341[16:55:31] <williewillus> or i probably need to do it during the model bake event
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L1343[16:56:26] <AndersBillLind> My magic wand: https://gist.github.com/AndersBillLinden/bc88a20e3c911a89660f
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L1345[16:56:51] <AndersBillLind> If anyone is partly interested
L1346[16:56:52] <AndersBillLind> Oh, Jesus such wide indentation
L1347[16:57:39] <AndersBillLind> Wow, does not matter how I paste the code
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L1350[16:58:02] <gigaherz> did you use tabs instead of spaces for indentation?
L1351[16:58:02] <gigaherz> xD
L1352[16:58:11] <kashike> yes.
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L1354[17:00:33] <williewillus> wait the modelbake event is fired after item models are loaded which means I cna't bake mine with the rest? idk how this works
L1355[17:01:28] <AndersBillLind> gigaherz: Apparently, sucks
L1356[17:01:38] <AndersBillLind> I actually imported the formatter from your site
L1357[17:02:08] <AndersBillLind> Maybe the wrong eclipse :)
L1358[17:02:31] <williewillus> ugh so many differen things and no docs :p
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L1360[17:06:37] <Rockers> I would pay real money if someone made a Chav mod.
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L1365[17:21:57] <williewillus> i still don't know what I should call if I just want to render an arbitrary model
L1366[17:21:59] <williewillus> >.<
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L1368[17:23:38] <SatanicSanta> I use an extended entity property to store and change player step height and x/y positions. Currently, due to the current state of the event handler that changes these values, we use null checks to check whether the extended properties have been initialized. This seems wrong to me. I read some JavaDocs, and it appears to me that we should do this in the IEEP#init method.
L1369[17:23:41] <TehNut> williewillus: I was trying to figure that out earlier, as well
L1370[17:23:59] <TehNut> Didn't have any luck, either
L1371[17:24:18] <SatanicSanta> However, when I made that change, it seems as though the values never change, thus completely breaking the features that utilize and change these values.
L1372[17:24:35] <SatanicSanta> Am I supposed to use the init method for this, or not? The JavaDoc is unclear
L1373[17:25:05] <SatanicSanta> (IEEP: https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/ieep/src/main/java/flaxbeard/steamcraft/entity/ExtendedPropertiesPlayer.java, Event Handler: https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/ieep/src/main/java/flaxbeard/steamcraft/handler/SteamcraftEventHandler.java)
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L1375[17:26:07] <williewillus> I think one of the calls in RenderItem
L1376[17:26:17] <williewillus> but I shouldn't be really concerned with that it doesnt even compile yet lol
L1377[17:28:52] <tterrag> The real question is why you use objects instead of primitives SatanicSanta
L1378[17:29:00] <SatanicSanta> tterrag: null checks
L1379[17:29:04] <tterrag> ...
L1380[17:29:19] <SatanicSanta> tterrag: I didn't want to have to check 0.0 for some of the things, because that's a valid value in some cases.
L1381[17:29:43] <tterrag> The nbt load is called immediately after registration
L1382[17:29:52] <SatanicSanta> as the default double and float values are 0.0, but you can easily go to the x or z coor d 0
L1383[17:30:01] <SatanicSanta> and your step height could be 0 as well
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L1386[17:31:28] <tterrag> If you are null checking
L1387[17:31:33] <tterrag> You must have a default value
L1388[17:32:16] <SatanicSanta> For step height, when null, it gets set to the entity's step height
L1389[17:32:19] <SatanicSanta> er, prevStep
L1390[17:32:31] <SatanicSanta> prevStep is set to entity.stepHeight when prevStep is null.
L1391[17:32:54] <SatanicSanta> https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/ieep/src/main/java/flaxbeard/steamcraft/handler/SteamcraftEventHandler.java#L1325 as seen here
L1392[17:34:30] <tterrag> So why not do that in init
L1393[17:35:50] <SatanicSanta> Because we only care about it if the player is wearing a full suit of armor and that armor has power. Having that much logic in the init method would be dumb.
L1394[17:37:20] <SatanicSanta> Basically, if the player meets those conditions, we check if the prevStep has been set. If not, we set it to their current step height, then we increase it.
L1395[17:37:47] <SatanicSanta> And then if the player no longer meets those conditions, we set the step height to the previous step height, then reset prevStep to null.
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L1399[17:41:50] <SatanicSanta> tterrag: fwiw, I'm currently refactoring the code to use IEEPs instead of saving a bunch of hashes containing Entity IDs as keys, and, for example, previous step height as value.
L1400[17:43:43] <williewillus> why do entity renderers in 1.8 no longer have renderpasses?
L1401[17:44:13] <SatanicSanta> I'll be back in about 15m
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L1405[17:48:03] <Rockers> How do I set a fluids source-block to null?
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L1407[17:54:50] <williewillus> wat
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L1413[18:05:29] <masa> you mean to Air?
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L1415[18:05:52] <masa> williewillus: is that what got replaced by the RenderLayers or whatever?
L1416[18:06:08] <williewillus> oh yeah, probably
L1417[18:06:10] <williewillus> LayerRenderers
L1418[18:11:10] <SatanicSanta> tterrag: I think I know how I could deal with it, at least for prevStep. not 100% sure for lastMotions since it's a mutable pair.
L1419[18:11:15] <SatanicSanta> I'll figure something out, though.
L1420[18:11:57] <SatanicSanta> What I'm considered is if the prevStep is actually the modified step height
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L1424[18:21:46] <SatanicSanta> Well, no more NPE. Now to see if it actually works.
L1425[18:21:59] <SatanicSanta> No wait, NPE still there with a default value in init
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L1427[18:25:32] <SatanicSanta> Oh, it might help for me to load the floats from the right NBT compound...
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L1437[18:54:56] <Keridos> how can I prevent mobs from spawning on one of my blocks?
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L1440[18:57:17] <Girafi> Keridos, look at the method canCreatureSpawn in the Block class. You should be able to figure out how to do it from there :)
L1441[18:57:26] <Keridos> Girafi: thanks :D
L1442[18:57:31] <Girafi> No problem ^^
L1443[18:58:25] <Keridos> so i just set this to false and I am good, correct?
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L1445[19:01:31] <Keridos> derp yes
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L1448[19:12:44] <SatanicSanta> Keridos: I just thought of possibly the worst way to do that. Subscribe to the entity spawn event, check if the block underneath them is your block, then exponentially check the next block in every x and z direction until it no longer reaches one of your blocks.
L1449[19:14:07] <Keridos> lol
L1450[19:14:23] <SatanicSanta> On the bright side, the mob still spawns :P
L1451[19:15:08] <williewillus> still anyone know how to render an arbitrary baked model not tied to a block or item? :/
L1452[19:15:15] <williewillus> or do I have to tessellate the quads myself
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L1472[20:18:25] <gigaherz> best thing of uploading mods to curse: "permanent" premium status
L1473[20:18:26] <gigaherz> XD
L1474[20:19:18] <shadowfacts> hehe, it's pretty nice
L1475[20:19:27] <gigaherz> although I'm no playing WoW these days
L1476[20:19:30] <gigaherz> not*
L1477[20:19:51] <gigaherz> but I got like 2 years' worth of premium after I released a bukkit plugin back in the 1.2.5 days
L1478[20:20:21] <gigaherz> itw as nice for updating the addons in batch
L1479[20:23:42] <netz> heh, same. I never used curse, ever, except as a place to stick my mods and get a bit of amazon cash on the side :P
L1480[20:23:58] <netz> shadowfacts: where's gandalf?
L1481[20:25:12] <shadowfacts> In Fangorn forest
L1482[20:25:47] <netz> you, I like you :)
L1483[20:28:44] <shadowfacts> hehe
L1484[20:30:51] <gigaherz> oh hey journeymap is on 1.8 now?
L1485[20:31:35] <gigaherz> oh hey it's on 1.8.8
L1486[20:31:36] <gigaherz> XD
L1487[20:31:42] <gigaherz> since 2 hour sago lol
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L1521[22:30:06] <LordSkittles> Any suggestions for a closed source project license?
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L1524[22:32:31] <TehNut> All rights reserved?
L1525[22:32:38] <TehNut> Aka: Don't list one
L1526[22:33:16] <gigaherz> LordSkittles: what rights you want to give people?
L1527[22:33:38] <LordSkittles> No rights at all. All rights go to myself and my team
L1528[22:33:49] <TehNut> Then All rights reserved
L1529[22:33:55] <unascribed> © 2015 LordSkittles and Contributors, all rights reserved
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L1531[22:34:01] <TehNut> Which is automatic if you don't list one
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L1533[22:34:50] <gigaherz> yeah
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L1541[22:45:59] <gabizou|laptop> though it's better to list the license than not
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L1548[23:02:21] <sham1> So basically in the license file you have some stuff that then says All right reserved
L1549[23:02:36] <sham1> But why closed source
L1550[23:04:24] <MattDahEpic> ^ askin' the reeeeeeal questions
L1551[23:06:39] ⇨ Joins: tambre (~tambre@2a4d-c8d6-5034-ed37-4301-8a22-07d0-2001.dyn.estpak.ee)
L1552[23:07:45] <sham1> I propably will make up a simple license where the code can be seen by everyone and you can use it to learn and contribute but you cannot blatantly copy it
L1553[23:08:30] <sham1> And the compiled version can be distributed with my permission if it goes far like to FTB 8r something
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L1558[23:12:53] <tterrag> making up a license
L1559[23:12:54] <tterrag> not even once
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L1561[23:13:23] <MattDahEpic> the matt liscence: its mine you cant have it
L1562[23:13:32] <MattDahEpic> \n
L1563[23:13:54] <TehNut> newline?
L1564[23:14:09] <sham1> Yes
L1565[23:14:12] <MattDahEpic> yes. as opposed to a period
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L1567[23:14:55] <sham1> The only reason you would ever make your own license is because you want it to be flexible for your pirpose
L1568[23:16:29] ⇨ Joins: Brokkoli (~Brokkoli@x55b0349b.dyn.telefonica.de)
L1569[23:16:33] <sham1> But if seriously thinking about licensing the mod, I'd propably just get a modified MIT with a thing for the mod specific stuff
L1570[23:17:04] <sham1> Because with MIT license you have the copyright
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L1572[23:18:28] <tterrag> what does that mean?
L1573[23:18:32] <tterrag> you always have the copyright
L1574[23:18:49] <tterrag> in fact, you *can't* give up your copyright, not in the US anyways
L1575[23:19:10] ⇨ Joins: securitypedant (~securityp@c-76-103-49-113.hsd1.ca.comcast.net)
L1576[23:19:26] <sham1> Well I am glad I have copyright in the place I am not even physically at
L1577[23:19:33] <securitypedant> what's the command for the minebot again
L1578[23:19:40] <securitypedant> to return info on methods?
L1579[23:19:52] <sham1> help gives you all the commands
L1580[23:19:55] <securitypedant> ahh thanks
L1581[23:20:16] <tterrag> sham1: but that's how copyright works
L1582[23:20:19] <sham1> Remember the !
L1583[23:20:19] <tterrag> you can't give it up
L1584[23:20:21] <tterrag> that's not what licenses do
L1585[23:20:40] <sham1> They allow distribution among other things depending on license
L1586[23:20:40] <securitypedant> sham1: doing a help via privmsg, no response
L1587[23:20:42] <securitypedant> !help
L1588[23:20:45] <securitypedant> ah ha!
L1589[23:21:19] <securitypedant> !!gm
L1590[23:21:19] <MCPBot_Reborn> Wrong syntax : [<class>.]<name> [<version>]
L1591[23:21:29] <securitypedant> !!gm setCustomNameVisible 1..7.10
L1592[23:21:29] <MCPBot_Reborn> No results found.
L1593[23:21:33] <securitypedant> !!gm setCustomNameVisible 1.7.10
L1594[23:21:34] <MCPBot_Reborn> No results found.
L1595[23:21:43] <MattDahEpic> 2 exclimation marks writes to everyone in the room
L1596[23:21:48] <sham1> Don't double bang
L1597[23:21:53] * securitypedant blushes
L1598[23:21:54] <securitypedant> sorry
L1599[23:22:22] <securitypedant> !gm setCustomNameVisible 1.7.10
L1600[23:22:27] <sham1> Bang bang can be heard by everyone
L1601[23:22:32] <tterrag> yes, but no license REMOVES your copyright, it just gives others the rights to do things with your copywritten work
L1602[23:22:34] <securitypedant> !findm setCustomNameVisible
L1603[23:22:44] <sham1> What about public domain
L1604[23:22:46] <securitypedant> !findm setCustomNameVisible 1.7.10
L1605[23:22:49] <securitypedant> hmm odd
L1606[23:22:55] <tterrag> still no
L1607[23:23:02] <tterrag> you own the copyright should you ever decide to change the license
L1608[23:23:02] <MattDahEpic> its gm
L1609[23:23:12] <securitypedant> anyone know of a method that increases the visibility of custom name tags on mobs?
L1610[23:23:13] <tterrag> obviously past versions that have the license applied to it cannot be retroactively relicesnsed
L1611[23:23:27] <securitypedant> Found a reference to setCustomNameVisible, but can't seem to find it on the EntityLiving class
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L1613[23:24:29] <sham1> Well I propably want something permissive with the ability to restrict the distribution of the compiled product slightly
L1614[23:26:49] <tterrag> that doesn't really exist
L1615[23:26:58] <tterrag> the definition of open source is free distribution
L1616[23:27:56] <securitypedant> duh, it's a Spigot method :(
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L1620[23:30:04] <sham1> Well I guess I have to modify one open source license so they have to ask my permission to but my mod into bigger distribution
L1621[23:30:49] <fry> that makes it not open source
L1622[23:30:52] <tterrag> ^
L1623[23:31:28] <fry> https://opensource.org/osd
L1624[23:31:38] <sham1> So open source means you can distribute the compiled products as well
L1625[23:31:51] <sham1> Right...
L1626[23:32:39] <tterrag> "The license shall not restrict any party from selling or giving away the software as a component of an aggregate software distribution containing programs from several different sources. The license shall not require a royalty or other fee for such sale."
L1627[23:32:40] <sham1> You'd think that with a name "open source" it would only have to do with source code
L1628[23:33:03] <tterrag> what would be the point of distributable source code if you could not distribute binaries
L1629[23:33:10] <tterrag> "oh yay, I have this code now"
L1630[23:33:55] <securitypedant> Being an Englishman, and being old enough to be around when IRC was sub 10k users. I often wonder if sarcasm was invented on IRC
L1631[23:33:59] <Mraof> Open source does not necessarily mean you can distribute the compiled products
L1632[23:34:07] <tterrag> except it does Mraof
L1633[23:34:12] <Mraof> Does it?
L1634[23:34:14] <tterrag> read the sentence I just posted, quoted directly from that site
L1635[23:34:16] <MattDahEpic> whoever was doing undercraft, do this: https://www.youtube.com/watch?v=KRPkoCg_84w
L1636[23:34:18] <sham1> Well I propably will go all gnu gpl v3 and allow every cancer distribution site distribute old, buggy versions because "open source"
L1637[23:34:48] <sham1> Oh I am sorry
L1638[23:34:57] <sham1> "Free software"
L1639[23:35:01] <Mraof> Does that website give an undisputable definition of "Open source"?
L1640[23:35:58] <Mraof> Because if open source means you can distribute the compiled products, what is it called when the source is openly accessible but distributing it is not allowed
L1641[23:36:17] <MattDahEpic> the source is open
L1642[23:36:27] <fry> it's called proprietary software, Mraof :P
L1643[23:36:37] <killjoy> open source != foss
L1644[23:36:59] <killjoy> free as in beer
L1645[23:37:12] <Mraof> What does foss stand for?
L1646[23:37:18] <killjoy> free open source software
L1647[23:37:19] <Mraof> (I can't look it up, I can't connect to websites right now)
L1648[23:37:25] <Mraof> Okay, that was what I guessed
L1649[23:39:19] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L1650[23:40:03] <xaero> maybe there's two axes - open <-> close, and free <-> proprietary ?
L1651[23:40:21] <tterrag> you are correct, open source does not mean free
L1652[23:40:31] <tterrag> you may charge for distribution of open source software if you so choose
L1653[23:40:43] <tterrag> in fact, that is also part of the definition of open source
L1654[23:41:00] <sham1> Don't you mean free software
L1655[23:41:41] <karlthepagan> "free" as in GPL is libertarian style "free" - which is how Bukkit fell to the demands of one person's copyright
L1656[23:41:46] <killjoy> no, you don't charge for free software
L1657[23:41:58] <sham1> Yes you do
L1658[23:42:04] <killjoy> at least not for money
L1659[23:42:06] <sham1> It is called Red Hat
L1660[23:42:08] <karlthepagan> you may, if you also provide the source
L1661[23:42:16] <killjoy> that's chargingn for support
L1662[23:42:36] <sham1> You still have to buy red hat before you can use it
L1663[23:42:46] <killjoy> Or use CentOS
L1664[23:43:04] <sham1> Free as in freedom of speech, not as in free beer
L1665[23:43:09] <killjoy> You can literally install a single package to convert centos to red hat
L1666[23:43:31] <sham1> Well that's what free software does
L1667[23:44:35] <karlthepagan> charging for GPL software vs charging for "support" is a little absurdly reductive
L1668[23:45:05] <karlthepagan> because you can't prevent someone from redistributing the GPL code the only thing of value sold is the... support - the updates and service to fix the software
L1669[23:45:07] <sham1> Because the source is there where you can use it, you can use that to make your own, zero money requiring version
L1670[23:45:25] <karlthepagan> yup
L1671[23:45:51] ⇨ Joins: mikeprimm (~mikeprimm@d5.00.39a9.ip4.static.sl-reverse.com)
L1672[23:46:23] <sham1> "“Free software” means software that respects users' freedom and community. Roughly, it means that the users have the freedom to run, copy, distribute, study, change and improve the software. Thus, “free software” is a matter of liberty, not price. To understand the concept, you should think of “free” as in “free speech,” not as in “free beer”. We sometimes call it “libre software” to show we do not mean it is gratis."
L1673[23:46:29] <sham1> Thank you FSF
L1674[23:47:47] <karlthepagan> now I'm curious, has forge converted to copyright assignment to avoid future DMCA sillyness?
L1675[23:48:02] <karlthepagan> or do contributors retain their rights?
L1676[23:48:04] <killjoy> free nachos
L1677[23:48:39] <sham1> The problem with the word "free" is that it is broken
L1678[23:48:51] <karlthepagan> overloaded
L1679[23:49:05] <killjoy> free(null)
L1680[23:49:12] <killjoy> method is ambiguous
L1681[23:49:12] <sham1> Put you put the same parameters in
L1682[23:49:49] <karlthepagan> segfault license v1.0 - the recipient may not read this license.
L1683[23:49:50] <sham1> Libre.free
L1684[23:50:02] <karlthepagan> how is everyone
L1685[23:50:38] <karlthepagan> I think I'm going to take a stab at my dimension / teleporter rooms
L1686[23:51:04] <sham1> Don't stab a room
L1687[23:51:05] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote host closed the connection)
L1688[23:51:10] <sham1> It will get hurt
L1689[23:52:04] <karlthepagan> considering starting with one of the default world providers and just overwriting the dimension terrain as part of the teleporter code ;)
L1690[23:52:12] <karlthepagan> since i'm only making 16x cube rooms
L1691[23:52:18] ⇦ Quits: RichardG (~richardg8@179.158.214.139) (Ping timeout: 186 seconds)
L1692[23:53:45] <sham1> Or if you stab, don't use that knife you have
L1693[23:58:47] *** mrkirby153 is now known as kirby|gone
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