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L1[00:00:00] <gigaherz> okay done
L2[00:00:02] <Temportalist> it wasnt being done in PreInit phase
L3[00:00:08] <gigaherz> had to submit a bugfix
L4[00:00:09] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L5[00:00:11] <Temportalist> it was done during init
L6[00:00:14] <Soni> (mostly a consistency issue and I'm being pedantic)
L7[00:01:02] <gigaherz> if someone happens to be doing pipes or some other sort of automation-related mod and wants to check the API I made for my mod,
L8[00:01:03] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/api/automation
L9[00:01:13] <gigaherz> it's general-purpose ;P
L10[00:01:33] <gigaherz> I'd welcome any suggestions or ideas ;P
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L12[00:01:55] <williewillus> how do you load arbitrary OBJ models using the OBj loader? :p
L13[00:02:11] <gigaherz> williewillus: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java
L14[00:02:12] <gigaherz> like that
L15[00:02:47] <gigaherz> although if the model has separate textures you'll haveto take care of getting them loaded
L16[00:02:51] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L37
L17[00:02:58] <gigaherz> night ppl
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L19[00:04:09] <ghz|afk> (ignore the custom format at the top, unless you need normals in your model)
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L33[00:55:52] <Soni> so I made a mod
L34[00:56:04] <Soni> it adds a simple test to TileEntityNote.triggerNote
L35[00:56:15] <Soni> and somehow this happens: https://www.youtube.com/watch?v=Kur4Zi4eZDI&feature=youtu.be
L36[00:57:23] <Soni> it runs the test, yeah, then it goes back to vanilla code (because no early-return condition was true), and that bug happens
L37[00:58:12] <Soni> no event handlers were used, my mod touches *only* that method (and GUIs but they're not fully implemented)
L38[00:58:27] <Soni> and somehow it doesn't behave as in vanilla...
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L40[01:03:57] <williewillus> what did you use to add the test?
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L68[01:33:59] <Dark> did the commands change on MCP bot or is it not working?
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L70[01:37:59] <tterrag|away> !help
L71[01:38:03] <tterrag|away> working fine
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L73[01:38:14] <Dark> hmm might just be private chat not working
L74[01:38:16] <Dark> !help
L75[01:38:42] <Dark> ah I see what it is doing
L76[01:38:54] <Dark> forgot hexchat has a notices and snotices
L77[01:40:29] <shadekiller666> what does setting "uvlock": true in a blockstate json do
L78[01:40:48] <shadekiller666> whats the difference between uvlocked and not uvlocked?
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L83[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160103 mappings to Forge Maven.
L84[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160103-1.8.9.zip (mappings = "snapshot_20160103" in build.gradle).
L85[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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L88[02:03:37] <masa> shadekiller666: not entirely sure, but I think it had something to do with rotated blocks having the textures on the "same sides" or some such? I think stairs at least require it, as an example
L89[02:04:15] <shadekiller666> redstone has a bunch of its variants with uvlock
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L91[02:13:38] <tterrag> who made me this creator texture
L92[02:13:46] <tterrag> was it ghz|afk?
L93[02:14:07] <tterrag> oh, nvm
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L102[03:05:57] <Overreacted> i think I screwed up just a little bit
L103[03:06:13] <Overreacted> I have an itemstack that writes the entity nbt to a tag when right-clicking that entity
L104[03:06:57] <Overreacted> that works fine, but then when i try to write the tag from the first itemstack to a different itemstack, all values get reset to 0, but the tag gets written nonetheless
L105[03:07:54] <masa> code?
L106[03:19:46] <Wuppy> :( the steam sale detectives are stuck :V
L107[03:21:26] <ThePsionic> Wuppy: you mean there is no ARG where they thought there was one
L108[03:22:08] <Wuppy> there most certainly is one
L109[03:22:29] <Wuppy> otherwise I'd not have the red herring badge
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L112[03:25:58] <ThePsionic> Wuppy: mind if i pm you about something
L113[03:26:12] <Wuppy> go ahead
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L123[03:40:53] <DarkEvilMac> I'm having a bit of a weird bug that I don't really understand with a blockstate file, would anyone be able to help me out?
L124[03:41:20] <DarkEvilMac> Not even really a bug as much as a weird issue that I can't find the cause for.
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L131[03:57:22] <tterrag> DarkEvilMac: don't ask to ask
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L142[04:36:45] <FourFire> Hello, I need some help with setting up my development environment with forge
L143[04:37:09] <tterrag> http://mcforge.readthedocs.org/en/latest/gettingstarted/#from-zero-to-modding
L144[04:39:00] <FourFire> I have eclipse open, and a project path: \MDK\src\main\java but all the lines in the mod program itself have the following error
L145[04:39:33] <FourFire> "The import of xxx cannot be resolved"
L146[04:39:58] <FourFire> XXX varies, but the first four are "net.minecraft.init"
L147[04:40:27] <tterrag> I don't think you followed that guide
L148[04:40:29] <tterrag> you should
L149[04:40:46] <FourFire> do I need to have a working minecraft installation, or just a .jarfile in the directory?
L150[04:41:00] <FourFire> I attempted to, the other day
L151[04:41:26] <FourFire> > Move the files listed above to a new folder, this will be your mod project folder. confused me
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L153[04:41:43] <FourFire> why do asll that comamndline stuff first and then move things tio the second folder?
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L155[04:41:59] <tterrag> you don't do any command line stuff first...
L156[04:42:19] <tterrag> that step is step 3...commands are step 4
L157[04:42:27] <FourFire> ok, I shall start again
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L163[05:05:35] <FourFire> I am slightly less confused now \o/
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L168[05:25:00] <Overreacted> masa I'm sorry it took so long i was busy, http://pastebin.com/mRddyFgt Here is my code. As I said the problem is that the NBt gets written, but all the values are 0.
L169[05:33:33] <Overreacted> http://pastebin.com/EneiBrwY And this is where the Entity NBT gets written to the subcompound of the first stack. http://pastebin.com/EneiBrwY As I said there is no problem with this one, only when i try to write this subcompound's NBT to the other stack's subcompound, the values get reset.
L170[05:33:43] <Overreacted> oops double link
L171[05:35:43] <Wuppy> lol this team name for a competition we're in "What is your wifi code?"
L172[05:37:31] <Wuppy> LOL so there's this barcode on the steam front page
L173[05:37:32] <Wuppy> https://www.barcodelookup.com/640509040147
L174[05:37:38] <Wuppy> not kidding
L175[05:37:38] <masa> Overreacted: aha, you are writing the ItemStack, not the compound that from the stack
L176[05:37:47] <masa> s/that/tag/
L177[05:38:16] <masa> this.ItemStacks[2].writeToNBT(tag); is how you would store the ItemStack to NBT in an inventory
L178[05:38:38] <Overreacted> umm I'm not really understanding this
L179[05:39:00] <Overreacted> So what would be a better way to do it?
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L181[05:40:18] <masa> it's not "betetr", you are just doing it wrong atm :p you are not only writing the compound tag, but the entire ItemStack, so basically you are storing the stack inside the other satck's nbt :p
L182[05:40:29] <Overreacted> ohh
L183[05:40:34] <SirWill> hey, is there any way to trigger an blockbreak event?
L184[05:41:04] <Overreacted> but I can't do this.ItemStacks[2].getTagCompound.getCompoundTag("Information").writeToNBT(tag)
L185[05:42:06] <masa> Overreacted: so on line 5 of that paste, you would want something like: itemstack.getTagCompound().setTag("Information", this.ItemStacks[2].getSubCompound("Information", true));
L186[05:42:24] <masa> whoops sorry, add a sopy to that still
L187[05:42:31] <Overreacted> oh ok
L188[05:42:49] <masa> so itemstack.getTagCompound().setTag("Information", this.ItemStacks[2].getSubCompound("Information", true).copy());
L189[05:43:00] <Overreacted> Ah I get it now
L190[05:43:02] <Overreacted> Thanks!
L191[05:43:05] <masa> np
L192[05:45:30] <masa> Overreacted: oh btw, if you are interested, I have a small debug type mod that is a great help when debuggng NBT related problems *shamelessplug*
L193[05:45:42] <masa> http://minecraft.curseforge.com/projects/tellme
L194[05:46:15] <Overreacted> wait, does this allow you to see whether the NBt has been written without making it tell you yourself?
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L196[05:46:43] <Overreacted> Like I had to add some values to my infolist to ensure that the tag was written
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L198[05:46:58] <OrionOnline> Hey guys
L199[05:47:04] <masa> yes, you can dump the NBT from mobs, items or tile entities to the console or a file (it is server side)
L200[05:47:38] <OrionOnline> How is a BlockStates property synced?
L201[05:47:47] <masa> for entities and TEs it uses the writeToNBT() method, so it prints what would normally get saved to disk
L202[05:47:49] <PaleoCrafter> metadata, OrionOnline
L203[05:47:50] <Overreacted> nice! I'll definitely make use of it.
L204[05:48:16] <OrionOnline> PaleoCrafter, for some reason i cannot get the values i set on the server side to the client
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L206[05:48:50] <PaleoCrafter> do they all get accounted for in getMetaFromState and getStateFromMeta?
L207[05:48:59] <masa> Overreacted: so to debug item NBT for example, place your item on the hotbar to the right of a blaze rod and right click with the blaze rod, and you get somehting like this: http://pastebin.com/TnDYLHdN
L208[05:49:22] <Overreacted> wow that's exactly what i need
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L210[05:49:54] <OrionOnline> Yeah i have two properties in the BlockState, Burning and Master, at least master should always be true, when i debug on the server side i see it being set
L211[05:50:08] <masa> it is pretty handy at times when new items are not behaving :p
L212[05:50:21] <OrionOnline> Yet in the F3 screen master is false...
L213[05:50:24] <Overreacted> yup masa it works now :D that was the last bug concerning the custom processing machine :D
L214[05:50:32] <masa> ok, nice :)
L215[05:50:34] <Overreacted> couldn't be happier
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L217[05:50:45] <Overreacted> Now to face my next challenge XP
L218[05:51:02] <Overreacted> shouldn't be too hard tho cuz other mods have done it already
L219[05:52:29] <PaleoCrafter> OrionOnline, you didn't really answer my question :P
L220[05:52:46] <OrionOnline> And yes they do
L221[05:53:36] <PaleoCrafter> hm... pastebin those two methods
L222[05:53:44] <PaleoCrafter> and how do you change the master state?
L223[05:54:09] <PaleoCrafter> i.e. do you use the right flag for syncing to the client? :D
L224[05:54:58] <OrionOnline> flag is set to 3
L225[05:55:56] <OrionOnline> Methods for meta to state conversion and back: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Block/BlockFirePit.java#L276-L295
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L228[05:56:14] <OrionOnline> Methods for setting the property values: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Block/BlockFirePit.java#L59-L79
L229[05:58:14] <OrionOnline> It loads it properly from disk on the server side
L230[05:58:20] <OrionOnline> Just the syncing goes awall
L231[05:58:35] <PaleoCrafter> oh, I think your default state has to include all properties
L232[05:58:44] <PaleoCrafter> you only set BURNING in your constructor
L233[06:00:52] <OrionOnline> I have the method createBlockState, which adds both to the State
L234[06:00:54] <OrionOnline> But i will try
L235[06:01:36] <PaleoCrafter> I might be terribly wrong, I'm just taking guesses, lol
L236[06:01:47] <PaleoCrafter> because as far as I can see, it should work just fine
L237[06:02:25] <OrionOnline> Hey it is now syncing the state properly..... Funny enough now the rest is messed up :P
L238[06:02:44] <PaleoCrafter> :D
L239[06:03:07] <OrionOnline> And it is not syncing the burning state
L240[06:03:13] <OrionOnline> Are you kidding me.......
L241[06:03:53] <OrionOnline> This mechanism is just a nightmare....
L242[06:04:18] <PaleoCrafter> check if the meta you're passed is correct in getStateFromMeta
L243[06:04:19] <VikeStep> So I mentioned yesterday but I was going to add an event at the start of Entity.travelToDimension for the purpose of being able to cancel travelling to other dimensions. Should I just add the following line at the start? "if (!net.minecraftforge.common.ForgeHooks.onTravelToDimension(this, dimension)) return;"
L244[06:04:34] <OrionOnline> It is
L245[06:04:50] <OrionOnline> I think i might be doing something wrong when syncing the rest of the TE data
L246[06:04:57] <PaleoCrafter> possibly :D
L247[06:05:12] <OrionOnline> But that worked before i introduced the states...
L248[06:05:23] <OrionOnline> So i am bit in a hole a right now
L249[06:05:41] <OrionOnline> Oh lol
L250[06:05:52] <OrionOnline> I commented the sync calls out.....
L251[06:05:56] <OrionOnline> I feel dump now
L252[06:07:22] <VikeStep> Acutally, I just realised that there are entities which override that method
L253[06:07:26] <VikeStep> and so it won't be called for them
L254[06:07:39] <VikeStep> do I put the line in every override of that method?
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L256[06:08:09] <OrionOnline> Weird
L257[06:08:16] <OrionOnline> When i use a fuel in the block
L258[06:08:19] <OrionOnline> It resets the TE
L259[06:08:20] <PaleoCrafter> VikeStep, most optimally you'd put it in the calling method ;)
L260[06:08:42] <VikeStep> it's called in 5 places
L261[06:09:02] <VikeStep> and has an implementation in 5 places
L262[06:09:10] <diesieben07> the only type that overrides it that does NOT call super is the player
L263[06:09:18] <diesieben07> which is a legitimate special case
L264[06:09:31] <VikeStep> I noticed that was with EntityPlayerMP only
L265[06:09:38] <diesieben07> ys
L266[06:09:46] <diesieben07> on the cleint the method probably does nothing or crashes
L267[06:09:46] <VikeStep> if I cancelled that on there but not EntityPlayer, would that cause client-server desync?
L268[06:09:55] <diesieben07> does nothing actually
L269[06:10:00] <VikeStep> ninja'd hah
L270[06:10:20] <diesieben07> the client gets told via packets
L271[06:11:28] <VikeStep> this would mean it sends the event twice though right?
L272[06:11:42] <diesieben07> what would mean that?
L273[06:11:52] <VikeStep> if we implemented it on EntityPlayerMP and Entity
L274[06:12:00] <diesieben07> ehm...
L275[06:12:03] <diesieben07> no
L276[06:12:09] <diesieben07> since EPM does not call super
L277[06:12:16] <VikeStep> oh doh, i'm stupid
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L279[06:13:34] <diesieben07> although at least for EntityMInecartContainer you need some special logic
L280[06:13:43] <diesieben07> because otherwise dropContentsWhenDead stays false
L281[06:15:06] <VikeStep> I'd handle that inside ForgeHooks though wouldn't I?
L282[06:15:20] <VikeStep> seems like the least intrusive place
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L284[06:16:30] <diesieben07> hmm yeah
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L290[06:29:59] <VikeStep> ahh, it's a private variable diesieben07
L291[06:30:12] <diesieben07> uhh... and? :D
L292[06:32:08] <VikeStep> So I should add the code into Entity I guess
L293[06:33:21] <diesieben07> you are making a forge PR... make an AT :P or use reflection. whatever
L294[06:33:28] <OrionOnline> Hmm i am getting closer to a working firepit
L295[06:33:44] <VikeStep> wasn't sure if I should use AT or not
L296[06:33:45] <VikeStep> got it
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L304[06:54:20] <OrionOnline> PaleoCrafter, so the master is not working properly but all the slaves are....
L305[06:54:22] <OrionOnline> I am confused
L306[06:54:31] ⇨ Joins: Rushmead (uid136212@id-136212.ealing.irccloud.com)
L307[06:54:40] <OrionOnline> And the states are not set properly yet
L308[06:54:46] <OrionOnline> But we will get to it eventually
L309[06:54:47] <PaleoCrafter> hm...
L310[06:55:07] <technomancer21> Ohai! does anyone know of a way to view the dimension load order of a server? the error i'm getting on console isnt kind enough to tell me which dimension ID is miffed.
L311[06:55:28] <diesieben07> there isn't a specific order afaik
L312[06:55:50] <VikeStep> should I run setupForge again to reload the AT?
L313[06:55:58] <diesieben07> yes
L314[06:58:53] <technomancer21> so your telling me, that theres no way to know which dimension is tossing a spanner in the works, because theres no specific load order to identify it with. right, does anyone here speak the language of console error code?
L315[06:59:27] <diesieben07> it would help if you actually posted the log. :D
L316[07:00:04] <technomancer21> most IRC channels ive been in tend to crack the shits with a log paste. any preferred means? pastebin? screenshot?
L317[07:00:56] <diesieben07> whatever works for you that is not a screenshot not a paste directly into the chat
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L319[07:01:17] <diesieben07> why would you think pasting a multi-hundred line documented into a chatroom would be a good idea o.O
L320[07:01:53] <technomancer21> a multi hundred line would indeed be bad. but mine isnt that long.
L321[07:01:55] <technomancer21> http://pastebin.com/njyP4Kta
L322[07:02:10] <diesieben07> that is not the fml log.
L323[07:02:34] <technomancer21> no thats the console log. wheres the FML log located?
L324[07:03:08] <diesieben07> /logs/fml-{server/client}-latest.log
L325[07:06:19] <technomancer21> okay pastebin didnt like that. can i dropbox the file directly? too big for pastebin apparently.
L326[07:07:09] <diesieben07> https://gist.github.com/ works well
L327[07:07:35] <technomancer21> dont i need an account for that?
L328[07:08:04] <diesieben07> no
L329[07:08:15] <technomancer21> aight. give me a sec
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L331[07:09:20] <technomancer21> https://gist.github.com/anonymous/92348e86889777221ae0
L332[07:10:34] <diesieben07> seems to be dim ID -100
L333[07:11:07] <technomancer21> ...of course it would have to be extra utilities.
L334[07:11:37] <technomancer21> doesnt say what in it is causing issues does it?
L335[07:12:18] <PaleoCrafter> looks like corrupted NBT data
L336[07:12:23] <diesieben07> the chunk data is just corrupt, yeah
L337[07:12:40] <technomancer21> alright, delete and regenerate dimension, would that work?
L338[07:12:43] <diesieben07> yes
L339[07:12:44] <diesieben07> probably
L340[07:12:51] <diesieben07> although i wouldn't blame it extra utilities
L341[07:13:11] <technomancer21> we actually had some issues getting extra utilities to function a while back.
L342[07:13:59] <diesieben07> ah
L343[07:15:00] <technomancer21> so if i just delete dim-100 folder, and use a deep dark portal, it should regenerate the files?
L344[07:15:40] <diesieben07> theoretically yes
L345[07:15:45] <diesieben07> keep a backup though, as always ;)
L346[07:15:49] <technomancer21> i'm thinking rename instead. aye
L347[07:16:49] <technomancer21> now all i have to do is figure out how to rename something in mcmyadmin. many thanks to you all though, certainly wouldnt have figured that out on my own.
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L349[07:37:37] <Rushmead> Ok Clever people heres my quesiton, Could i render the view of a Entity to a External Java GUI?
L350[07:38:05] <FourFire> premtively, ban <bsukfh>, spammer
L351[07:38:34] <FourFire> they seem ot be targeting every large channel on this network
L352[07:38:39] <PaleoCrafter> Rushmead, short answer: yes :P
L353[07:38:45] <Rushmead> How?
L354[07:38:56] <LatvianModder> Thats where long answer comes in
L355[07:39:03] <Rushmead> :)
L356[07:39:31] <LatvianModder> Ill guess OpenGL magic? No idea. I couldnt even make mirrors :D
L357[07:39:39] <diesieben07> render the view to a texture, then somehow transfer that texture to that java GUI
L358[07:40:41] <LatvianModder> Thats what my idea was
L359[07:41:17] <LatvianModder> Just the problem is a) new texture ID for every view and b) native java doesnt like UV textures :/
L360[07:41:36] <PaleoCrafter> for the former, there was that thing iChun and xcomp have been working on
L361[07:41:39] <LatvianModder> Unless, the created window isnt another LWJGL app...
L362[07:41:46] <LatvianModder> PiP?
L363[07:41:59] <Wuppy> o/
L364[07:41:59] <PaleoCrafter> that's using it
L365[07:42:00] <LatvianModder> And Dimension viewer thibng?
L366[07:42:03] <LatvianModder> o/
L367[07:42:05] <PaleoCrafter> it was a general purpose API
L368[07:42:09] <Wuppy> how's peeps
L369[07:42:13] <diesieben07> LookingGlass
L370[07:42:20] <LatvianModder> Thats right
L371[07:42:22] <PaleoCrafter> ah, right
L372[07:43:00] <LatvianModder> Doesnt the other side have to be chubkloaded though?
L373[07:43:29] <PaleoCrafter> well, yes, but that sort of is a given with an entity, isn't it? :P
L374[07:43:40] <Rushmead> I want it clientside only though :P
L375[07:44:01] <LatvianModder> Then you could probably look at PiP's code, Rushmead
L376[07:44:15] <diesieben07> LookingGlass handles all that for you
L377[07:44:43] <LatvianModder> If you can setup 'camera' in pip, that'd be great
L378[07:44:49] <LatvianModder> Oi
L379[07:44:54] <LatvianModder> In looking glass*
L380[07:44:57] <VikeStep> is there an easy way to test my added event inside forge? Or do I need to create a new project and deal with all the dependencies to make it use the one that I cloned
L381[07:45:15] <diesieben07> you can make a test mod inside forge
L382[07:45:19] <diesieben07> there are several already
L383[07:46:15] <pig> PaleoCrafter: mostly xcomp tho
L384[07:46:21] <PaleoCrafter> hehe
L385[07:47:12] <Rushmead> Unfortunatly PIP isnt open source :(
L386[07:52:42] <diesieben07> hehe. https://www.dropbox.com/s/hyk521yudsp9rrv/2016-01-03_14-48-42.mp4?dl=0
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L389[07:55:28] <PaleoCrafter> breathtaking, diesieben07 xD
L390[07:55:40] <diesieben07> it's a custom packet :D
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L392[07:55:55] <LatvianModder> Rushmead: nothing is closed source if you are a modder :P
L393[07:55:56] <diesieben07> it will support chunks outside of the render range
L394[07:56:07] <Rushmead> Very troo
L395[07:56:11] <Rushmead> True*
L396[07:56:12] <Rushmead> wow
L397[07:56:16] <Rushmead> gr8 spelling
L398[07:57:43] <VikeStep> Hmm, it seems that as a result of my event, if the user sits inside a portal it spams the server with packets an AuthenticationException for "The client has sent too many requests within a certain amount of time"
L399[07:58:11] <VikeStep> with an*
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L401[07:59:46] <VikeStep> ah, I am stupid again -.-
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L407[08:34:53] <VikeStep> and there we go, made the PR
L408[08:37:10] <Rushmead> Question, is FastCraft Required on the client if its on the server?
L409[08:38:01] <ThePsionic> no
L410[08:38:13] <ThePsionic> "The mod is optional on both server and client, meaning that it can be installed on both server and client, just the client or just the server. Even mismatched versions between server and client are fine. It is recommended to always use the latest version on both sides however."
L411[08:39:09] <Rushmead> Thanks
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L414[08:40:59] <madcrazydrumma> Is there a way to store data on the server? Like an itemstack that everyone can interact with?
L415[08:41:36] <PaleoCrafter> uhm, wat
L416[08:42:09] <Temportalist> Um, nbt?
L417[08:42:17] <madcrazydrumma> NBT on the server?
L418[08:42:43] ⇨ Joins: MMuse (sid14885@id-14885.charlton.irccloud.com)
L419[08:42:48] <ThePsionic> diesieben07: That looks like a great mod for map makers
L420[08:43:05] <MMuse> test
L421[08:43:09] <ThePsionic> Complete
L422[08:43:29] <MMuse> ok. does anyone know if accesstransformers can be used on forge classes or are they only for vanilla classes
L423[08:43:46] <Temportalist> What do you mean by store data on the server? Elaborate.
L424[08:44:03] <madcrazydrumma> Like I want an array of data that can be accessed and modified by every player
L425[08:44:13] <PaleoCrafter> I think forge adds itself to the exclusion list, MMuse, so no
L426[08:44:16] <madcrazydrumma> I have a command setup to interact with it
L427[08:44:19] <Temportalist> MMuse don't transform forge. Create a PR
L428[08:44:20] <MMuse> ok, thanks PaleoCrafter
L429[08:44:25] <PaleoCrafter> why would you need to AT forge? D:
L430[08:44:31] <Temportalist> ^^
L431[08:44:58] <MMuse> because treecapitator uses an event wrong. I'll just make an issue on their tracker and hope it is being maintained
L432[08:44:58] <Temportalist> madcrazydrumma im not understanding what you are trying to say
L433[08:45:22] <ThePsionic> I do
L434[08:45:26] <Temportalist> MMuse or just clone and release yourself of the former modded is ok with it
L435[08:45:34] <ThePsionic> You're looking for a global variable, basically
L436[08:45:37] <MMuse> i don't know if they are
L437[08:45:37] <madcrazydrumma> I have a list [item id, quantity, etc..] - when a player sends a certain command it can update the quantity of this list
L438[08:45:43] <Temportalist> Ohp there they are. Nvm.
L439[08:46:14] <VikeStep> madcrazydrumma, did you want this list to persist after minecraft closes?
L440[08:46:32] <Temportalist> madcrazydrumma so you want something akin to a config file
L441[08:46:33] <madcrazydrumma> Yeah for every player on the server
L442[08:46:45] <madcrazydrumma> if the server stops then it will not persist
L443[08:46:49] <PaleoCrafter> madcrazydrumma, what is that list unique to? world (i.e. dimension) or server?
L444[08:46:56] <madcrazydrumma> server
L445[08:47:04] <Temportalist> So a config would work
L446[08:47:18] <Temportalist> Or just read/write to a file
L447[08:47:20] <PaleoCrafter> you could use WorldSavedData and just not write to NBT
L448[08:47:23] <VikeStep> Temportalist, but he said "if the server stops then it will not persist", no need to store on file
L449[08:47:34] <madcrazydrumma> ^
L450[08:47:37] <Temportalist> Mhm
L451[08:47:54] <Temportalist> Well then just use a variable that is server side only
L452[08:48:05] <Temportalist> (Or common depending on needs)
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L454[08:48:09] <PaleoCrafter> World.set/loadItemData
L455[08:48:10] <VikeStep> and you can use Packets to retrieve that data
L456[08:49:04] <madcrazydrumma> So a variable that is server side = @Side.SERVER ontop of it? haha
L457[08:49:43] <Temportalist> You could do that drumma. Or just put it in the main mod file and only access it server side.
L458[08:50:33] <PaleoCrafter> do *not* put SideOnly on it
L459[08:50:33] <VikeStep> don't use @Side.SERVER any more
L460[08:50:37] <VikeStep> use world.isRemote
L461[08:51:00] <PaleoCrafter> if you make it SideOnly it won't exist on the "physical" client which runs a server internally
L462[08:51:11] <VikeStep> or load it on server proxy if need be
L463[08:51:19] <Temportalist> ^^
L464[08:51:23] <madcrazydrumma> Ah
L465[08:51:29] <Temportalist> Good point PaleoCrafter
L466[08:51:37] <madcrazydrumma> I think its probably best using the main mod file hey
L467[08:51:48] <madcrazydrumma> And then use a packet sent to the server by client to modify it?
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L469[08:52:38] <Temportalist> If you are modifying in a command, then no need to use a packet
L470[08:52:49] <madcrazydrumma> Explain?
L471[08:52:49] <Temportalist> The command executes server side only
L472[08:53:12] <madcrazydrumma> Okay, so would I just create a static reference/get+set methods for it?
L473[08:53:20] <Temportalist> Not a bad ideas
L474[08:53:23] <Temportalist> Idea*
L475[08:53:39] <MMuse> thx guys <3
L476[08:53:39] <Temportalist> What is the purpose of this?
L477[08:53:52] <madcrazydrumma> Just trying out an idea for a mod
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L480[09:06:11] <Flenix> In 1.7.10 we have a method in GuiButton (button.func_146115_a()) which tells us the mouse is hovering over the button (to display a tooltip etc) - is there something similar for GuiTextField? I assume it has a name, just I can't think of what it would be.
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L484[09:07:17] *** rockers3000 is now known as Rockers
L485[09:08:03] <Rockers> \o/ Caused by: java.lang.ArrayIndexOutOfBoundsException: -1 \o/
L486[09:12:28] ⇦ Quits: madcrazydrumma (~madcrazyd@197.234.0.50) (Quit: Leaving)
L487[09:13:40] <Rushmead> How can i find out what mod is causing an issue with my mod??
L488[09:15:58] *** MrKickkiller is now known as MrKick|Away
L489[09:16:24] <PaleoCrafter> depends on the issue, I guess :P
L490[09:16:27] <Rockers> You could go through each mod that you need to check and do it through process of elimination. That could be one way...
L491[09:16:32] ⇨ Joins: madcrazydrumma (~madcrazyd@197.234.0.50)
L492[09:16:36] <Rockers> Not very efficient though.
L493[09:16:45] <PaleoCrafter> generally you could do a binary search for the culprit
L494[09:16:54] <madcrazydrumma> Is there a way to get an item from its ID? or does that not exist anymore?
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L497[09:17:08] <PaleoCrafter> you can get it from the registry name
L498[09:17:12] <PaleoCrafter> but you shouldn't mess with IDs
L499[09:17:28] <madcrazydrumma> So how would I go about doing it?
L500[09:17:39] <PaleoCrafter> given the string name?
L501[09:17:43] <madcrazydrumma> Mhm
L502[09:17:51] <Rushmead> Whenever i try to swap the renderViewEntity, the chat goes grey and it doesnt change the renderViewEntity
L503[09:17:55] <PaleoCrafter> look at what the give command does :P
L504[09:17:56] <Rushmead> So theres a mod
L505[09:18:03] <Rushmead> that is breaking it :P
L506[09:18:12] <PaleoCrafter> yeah, do a binary search then :D
L507[09:18:25] <Rushmead> WHats that?
L508[09:18:30] <Rushmead> and how do i do it?
L509[09:18:56] <PaleoCrafter> split the mods in your instance (other than your own one) in half and check whether the issue occurs with either half
L510[09:19:27] <PaleoCrafter> continue that process with the half that has the issue until you have only one (or maybe multiple) mods left
L511[09:19:49] <madcrazydrumma> Simple binary search
L512[09:20:37] *** DRedAway is now known as DRedhorse
L513[09:20:55] <Rockers> Would anyone happen to know what causes this error. My code *seems* fine. I'm checking my other blocks and there is nothing different about this one that's giving me there error...
L514[09:21:14] <Rockers> net.minecraftforge.fml.common.LoaderException: java.lang.ArrayIndexOutOfBoundsException: -1
L515[09:21:14] <Rockers> at net.minecraftforge.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:235)
L516[09:21:38] <PaleoCrafter> what version of Forge?
L517[09:21:47] <ghz|afk> Rockers: is there a "Caused by below?
L518[09:22:14] <ghz|afk> that looks like a nested exception and the actual exception line would be below that
L519[09:22:33] <OrionOnline> Why is it recreating my TileEntity when i set a BlockState?
L520[09:22:51] <diesieben07> ThePsionic, how so?
L521[09:22:54] <ghz|afk> OrionOnline: override shouldRefresh to return oldState.getBlock() != newState.getBlock()
L522[09:23:02] <ThePsionic> ?
L523[09:23:21] <OrionOnline> ghz|afk, Where should i override that?
L524[09:23:23] <OrionOnline> In the block
L525[09:23:25] <diesieben07> you said something about map makers, i was out for a walk :D
L526[09:23:26] <OrionOnline> Or in the TE?
L527[09:23:30] <ThePsionic> oh that
L528[09:23:38] <ghz|afk> OrionOnline: check the overrides list? ;P
L529[09:23:48] <ghz|afk> ctrl-shift-o in IDEA ;P
L530[09:23:56] <ThePsionic> well like you can just hide chunks in areas that are locked and keep it a surprise what's behind the gate :P
L531[09:23:58] <OrionOnline> found it
L532[09:23:59] <OrionOnline> TE
L533[09:24:16] <diesieben07> oh
L534[09:24:21] <diesieben07> well, that is not the purpose really :D
L535[09:24:24] <diesieben07> that's just for debuggin
L536[09:24:32] <ThePsionic> True, but still :P
L537[09:24:35] <diesieben07> the "hide all chunks" is achieved with two breakpoint hacks :D
L538[09:24:37] <diesieben07> not actual code
L539[09:24:40] <ThePsionic> Oh
L540[09:24:41] <ThePsionic> Aw
L541[09:24:51] <diesieben07> it's all cleintside
L542[09:24:57] <diesieben07> this is basically clientside chunk loaders
L543[09:24:57] <ThePsionic> RIP
L544[09:24:59] <Rockers> PaleoCrafter - 1.8.8-11.15.0.1635-1.8.8. ghz|afk http://pastebin.com/gT35sLKW
L545[09:25:50] <Rockers> Oh, it's to do with my block state...
L546[09:25:55] <Rockers> I'll post that.
L547[09:27:20] <Rockers> http://pastebin.com/MpG1rD60
L548[09:27:32] <Rockers> That should be all relevent classes.
L549[09:28:14] <Rockers> It's obviously not finished :p
L550[09:28:22] ⇦ Quits: madcrazydrumma (~madcrazyd@197.234.0.50) (Quit: Leaving)
L551[09:28:30] <ghz|afk> your getMetaFromState is returning -1
L552[09:28:39] <ghz|afk> put a breakpoint in there
L553[09:28:44] <ghz|afk> check each return value
L554[09:29:22] *** MrKickkiller is now known as MrKick|Away
L555[09:30:25] <Rockers> Aha!
L556[09:30:40] <Rockers> My PropertyFacing is giving me -1
L557[09:31:47] <Rockers> I forgot to add EnumFacing.Plane.HORIZONTAL
L558[09:34:06] <OrionOnline> fry, is there a way i can return additional IProperties from the ExtendedState while using the OBJState?
L559[09:34:13] <Rushmead> COME ON PEOPLE please do Dependencys correctly instead of just crashing the game
L560[09:34:14] <Rushmead> ;P
L561[09:34:22] ⇨ Joins: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
L562[09:34:25] <Rushmead> Real Pain in the ass
L563[09:36:07] ⇦ Quits: MikrySoft|2 (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Ping timeout: 195 seconds)
L564[09:36:35] <ghz|afk> Rushmead: don't tell us, tell the modders who don't bother joining here and asking ;P
L565[09:36:41] *** ghz|afk is now known as gigaherz
L566[09:36:45] <Rockers> Did you find the mod that's clashing Rushmead?
L567[09:37:13] <Rushmead> Nearly
L568[09:37:16] <Rushmead> It works now
L569[09:37:26] <Rushmead> SOO
L570[09:37:26] <Rushmead> its one of the mods
L571[09:37:34] <Rushmead> Gonna slowly add them 1 by one
L572[09:38:07] <OrionOnline> fry?
L573[09:39:00] <gigaherz> Rushmead: add thme "half" at a time
L574[09:39:12] <gigaherz> if it works, add half of the remaining half
L575[09:39:15] <gigaherz> otherwise, remove half
L576[09:39:23] <gigaherz> (of the ones you just added
L577[09:39:48] <gigaherz> the solution should converge much faster that way ;P
L578[09:39:57] <OrionOnline> gigaherz do you have experience with the OBJ Model and Blockstates?
L579[09:40:48] <gigaherz> yes.
L580[09:40:49] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L581[09:40:56] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L582[09:40:57] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockInterface.json
L583[09:41:06] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockEnderRift.json
L584[09:41:07] <OrionOnline> I not mean in that way
L585[09:41:11] <OrionOnline> I hvae that working
L586[09:41:28] <gigaherz> well then it's not just OBJ models and blockstates
L587[09:41:31] <gigaherz> what's your special needs?
L588[09:41:48] <OrionOnline> I mean do you know if it is possible to display a TE Based property in the F3 screen?
L589[09:41:49] ⇨ Joins: Brokkoli (~Brokkoli@x55b03bf8.dyn.telefonica.de)
L590[09:42:14] <gigaherz> uh then your question is about the F3 screen
L591[09:42:18] <gigaherz> nothing to do with OBJ models
L592[09:42:19] <gigaherz> ;P
L593[09:42:34] <gigaherz> and then the answer would have been: no I have no idea how the debug screen works.
L594[09:42:40] <OrionOnline> Yeah but would i not have to add that to the Blockstate returned by the getExtendedState method?
L595[09:43:24] <gigaherz> no not getExtendedState
L596[09:43:30] <gigaherz> that one is only used for rendering purposes
L597[09:43:35] <ThePsionic> @Mojang short meta on blocks when
L598[09:44:07] <gigaherz> GuiOverlayDebug#guiDebugInfoRight
L599[09:44:12] <gigaherz> calls getActualState
L600[09:44:23] <OrionOnline> Ah oke so i should be able to ad it there
L601[09:44:27] <gigaherz> so Ordinastie, you have to return the TE-based state from getActualState
L602[09:44:43] <gigaherz> oops
L603[09:44:45] <gigaherz> OrionOnline*
L604[09:46:10] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:8947:e1a8:3fb2:738:9e18)
L605[09:47:53] <gigaherz> I wonder if someone called themselves Lexsomething, how many times I'd miss-tab Lex instead of them
L606[09:48:05] <gigaherz> or you know what, I'd rather not know.
L607[09:51:45] <PaleoCrafter> well, that looks funny: http://s.mineformers.de/Minecraft_1.8.9_2016-01-03_16-51-35.png :D
L608[09:52:23] <gigaherz> o_O
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L610[09:52:36] <gigaherz> why's the lighting so... weird?
L611[09:52:52] <PaleoCrafter> the white stuff is supposed to be transparent
L612[09:53:02] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 195 seconds)
L613[09:53:10] <LatvianModder> forgot to enable blend? :P
L614[09:53:15] <PaleoCrafter> 1.8 :P
L615[09:53:19] *** MrKick|Away is now known as MrKickkiller
L616[09:53:30] <LatvianModder> GlStateManager.enableBlend()
L617[09:53:47] <PaleoCrafter> that's a JSON model :P
L618[09:54:03] <PaleoCrafter> I start to doubt that what I want to do is doable with just JSONs though xD
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L621[09:57:01] <gigaherz> PaleoCrafter: did you overreide getBlockLayer and return CUTOUT or TRANSLUCENT from it?
L622[09:57:14] <PaleoCrafter> oh, right, that was a thing .D
L623[09:59:23] <ThePsionic> PaleoCrafter: http://mineformers.de/ beautiful
L624[09:59:34] <PaleoCrafter> lol
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L626[10:00:53] <PaleoCrafter> reload, ThePsionic :P
L627[10:01:14] <ThePsionic> lol
L628[10:02:03] <PaleoCrafter> well, that certainly looks better http://s.mineformers.de/Minecraft_1.8.9_2016-01-03_17-01-54.png
L629[10:03:08] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781)
L630[10:03:22] <gigaherz> PaleoCrafter: ah you used layered textures?
L631[10:03:26] <PaleoCrafter> yep
L632[10:04:34] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L633[10:08:55] <Rushmead> OOh im getting somewhere
L634[10:09:15] <Rushmead> Its either, Factorization, Factum Opus, or Flat Signs
L635[10:09:18] <Rushmead> TAKE YOUR BETS
L636[10:09:21] <Rushmead> TAKE YOUR BETS
L637[10:09:43] <PaleoCrafter> or all three of them :P
L638[10:09:55] <Rushmead> Well...
L639[10:09:56] <Rushmead> :P
L640[10:10:15] <OrionOnline> Why is the PropertyInteger so broken..............
L641[10:10:21] <Rushmead> Just Removed Factum Opus... Time to see
L642[10:10:21] <Rushmead> :P
L643[10:10:24] <gigaherz> what's wrong with it?
L644[10:10:55] <Rushmead> Ok. Its not Factum Opus....
L645[10:10:59] <gigaherz> OrionOnline?
L646[10:11:16] <OrionOnline> I have a property with range 0, to 21000
L647[10:11:18] <Rockers> flat signs? sounds nooby
L648[10:11:20] <gigaherz> o_O
L649[10:11:23] <gigaherz> what
L650[10:11:24] <OrionOnline> And it jsut takes ages to create
L651[10:11:28] <gigaherz> of course!
L652[10:11:30] <gigaherz> it's not broken
L653[10:11:41] <gigaherz> Minecraft pre-calculates ALL BLOCKSTATE PERMUTATIONS
L654[10:11:42] <OrionOnline> Why of course
L655[10:11:48] <OrionOnline> SERIOUSLY!!!!!!!!!!!!!!!!
L656[10:11:55] <OrionOnline> That is just bullcrap
L657[10:12:02] <gigaherz> and your blockstates json
L658[10:12:06] <gigaherz> must have EVERYONE SINGLE ONE OF THEM
L659[10:12:17] <gigaherz> EVERY*
L660[10:12:20] <OrionOnline> Does it do that aswell when i add it in getActualState
L661[10:12:27] <gigaherz> yes.
L662[10:12:35] <OrionOnline> OH got dammit
L663[10:12:40] <OrionOnline> that is just ***
L664[10:12:47] <gigaherz> the only workaround is to use getExtendedState with IUnlistedPropertys
L665[10:12:56] <gigaherz> but you won't see those in the F3 screen
L666[10:13:01] <Rockers> Wait, you're blockstates needs every int value with PropertyInteger?
L667[10:13:06] <OrionOnline> Hmmm
L668[10:13:09] <Rockers> *your
L669[10:13:14] <OrionOnline> That is just shitty.....
L670[10:13:17] <gigaherz> Rockers: PropertyInt takes a min and a max
L671[10:13:22] <Rockers> Oh
L672[10:13:23] <gigaherz> the usual PropertyInteger looks like
L673[10:13:26] <gigaherz> ("name", 0, 7)
L674[10:13:42] <Rockers> Oh ok, :3
L675[10:13:58] <OrionOnline> Why would it precalculate the blockstates
L676[10:14:14] <gigaherz> ask Mojang
L677[10:14:14] <gigaherz> ;P
L678[10:14:20] <Ordinastie> because Mojang
L679[10:14:29] <Rushmead> ITS FACTORIZATION!
L680[10:14:30] <Rushmead> THAT
L681[10:14:32] <Rushmead> ....
L682[10:14:33] <Rushmead> ok.
L683[10:14:35] <gigaherz> XD
L684[10:14:36] <Rushmead> Time to figure out why.
L685[10:14:59] <OrionOnline> I hate some of mojangs programming tactics
L686[10:15:08] <Ordinastie> "tactics" lol
L687[10:15:09] <gigaherz> we all do. we all do.
L688[10:15:17] <gigaherz> "questionable habits" ;P
L689[10:15:22] <gigaherz> and "questionable design choices"
L690[10:15:23] <OrionOnline> Ordinastie, what would you call them? :P
L691[10:15:35] <Ordinastie> "throw some code, we'll see what it does" is their tactics
L692[10:15:42] <OrionOnline> Exaclty :D
L693[10:16:10] <gigaherz> when Mojang hires someone, I always imagine their first day as
L694[10:16:16] <gigaherz> "oooh I wonderwhat the real code looks like!"
L695[10:16:26] <gigaherz> and then a while later "gah it'sworse than I thought!"
L696[10:16:41] <OrionOnline> :D
L697[10:16:50] <Jared> Can anyone help me scale an obj please, this is my current blockstate, but it doens't seem to have any effect http://www.blamejared.com/content/2016-01-03_18-16-21.txt
L698[10:16:51] <OrionOnline> Time to add a hook for the F3 screen text
L699[10:16:57] <Ordinastie> I use to be forgiving about minecraft code when it could be blamed on notch
L700[10:17:14] <Ordinastie> but then I realised that new code written after is left isn't even better
L701[10:17:58] <OrionOnline> yep yep
L702[10:18:00] <PaleoCrafter> actually, precalculating the states is rather clever :P
L703[10:18:20] <PaleoCrafter> it's one step towards completely getting rid of IDs and a nibble for metadata
L704[10:19:16] <OrionOnline> So if i want to use the BlockState for a actual state of a block which primary function it is to heat up items, they are completly useless except for indicating the burning state
L705[10:19:28] <PaleoCrafter> Jared, the transform goes in the defaults section, not outside of it ;)
L706[10:19:43] <Jared> PaleoCrafter, even with it there, it didn't work :/ just no effect
L707[10:19:43] <gigaherz> OrionOnline: or you can have 16 levels of heat
L708[10:19:44] <gigaherz> ;P
L709[10:19:57] <gigaherz> you know how Minecraft likes to have only 16 levels of anything
L710[10:20:04] <gigaherz> light? 0..15, redstone? 0..15
L711[10:20:19] <OrionOnline> I know
L712[10:20:30] <OrionOnline> Is there even a property for floats?
L713[10:20:40] <gigaherz> floats are impossible to enumerate
L714[10:20:48] <OrionOnline> So that is a no
L715[10:20:53] <PaleoCrafter> you can of course create one
L716[10:21:05] <PaleoCrafter> and Mojang probably even has one built, it just got stripped away by the obfuscator
L717[10:21:05] <gigaherz> you could make one, but you'd need to enumerate manually
L718[10:21:07] ⇨ Joins: Kobata_ (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L719[10:21:07] <gigaherz> based on your needs
L720[10:21:09] <Jared> PaleoCrafter, here is the updated json, just tested it, same result: http://www.blamejared.com/content/2016-01-03_18-20-50.txt
L721[10:21:29] <OrionOnline> gigaherz, so i would not enumerate at all.
L722[10:21:38] <gigaherz> then you wouldn't be able to SET it
L723[10:21:43] <gigaherz> because
L724[10:21:49] <PaleoCrafter> hm, maybe you're not allowed to mix the vanilla x/y for rotation with the transform variant
L725[10:21:50] <gigaherz> state.withProperty(X,value)
L726[10:21:56] <gigaherz> looks for the value in the enumeration
L727[10:22:01] <gigaherz> and returns the precalculated state
L728[10:22:12] <OrionOnline> Then i am stuck
L729[10:22:37] <gigaherz> pretty much: you won't be able to use blockstates for what you want
L730[10:22:50] <gigaherz> just use numbers 0..15 or so to indicate the heat "level"
L731[10:23:07] <gigaherz> and keep the actual number hidden in the TE
L732[10:23:43] <PaleoCrafter> or just don't have the heat be part of the blockstate at all
L733[10:23:46] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190 seconds)
L734[10:23:57] *** Kobata_ is now known as Kobata
L735[10:24:00] <gigaherz> "rotation": [ { "y": -45}, {"x": 10}, {"z": 170} ],
L736[10:24:01] <gigaherz> o_O
L737[10:24:03] <gigaherz> isn't it just
L738[10:24:12] <gigaherz> "rotation" : [ -45, 10, 170 ]
L739[10:24:28] <Unh0ly_Tigg> the latter is fine
L740[10:24:33] <Unh0ly_Tigg> it's what I use
L741[10:24:42] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L742[10:24:55] <Unh0ly_Tigg> and I based my jsons on blocks from vanilla, so.
L743[10:25:24] <OrionOnline> Hmm time to add a hook to that iteration that adds the BlockState values to the F3
L744[10:25:30] <PaleoCrafter> then you wouldn't have that option at all, Unh0ly_Tigg :P
L745[10:26:03] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L746[10:26:18] <Rushmead> Ok.. dont know how i want to get around this.
L747[10:26:33] <gigaherz> what's your issue Rushmead?
L748[10:26:38] <Rushmead> Factorization are overwriting the renderViewEntity aswell :P
L749[10:26:46] <Unh0ly_Tigg> wait, I though we were talking about the camera transforms... guess not.
L750[10:27:51] <gigaherz> Rushmead: ah
L751[10:28:04] <Rushmead> Might have to hack round them :P
L752[10:28:24] <gigaherz> if Factorization, makeyour replacement include theirs
L753[10:28:40] <Rushmead> I cant. They replace it with the player
L754[10:30:26] <PaleoCrafter> gigaherz, you cannot use the [x, y, z] notation in a TRSRTransformation, I just checked :P
L755[10:31:10] <gigaherz> ewh.
L756[10:31:48] <PaleoCrafter> blame fry, I guess :P
L757[10:34:04] <Rushmead> Probably a buggy Workaround gigherz but, every tick if is in camera, set renderViewEntity = entity;
L758[10:34:18] <gigaherz> o_O
L759[10:37:02] *** Vigaro|AFK is now known as Vigaro
L760[10:38:00] <OrionOnline> !gm func_180453_a
L761[10:38:17] ⇦ Quits: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com) (Read error: Connection reset by peer)
L762[10:38:19] <Rockers> Why aren't block models able to enter the block underneath them without doing rotations?
L763[10:38:36] <PaleoCrafter> wat
L764[10:38:36] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L765[10:38:38] <OrionOnline> !gm getDebugInfoRight
L766[10:38:45] <gigaherz> o_O
L767[10:39:19] <PaleoCrafter> OrionOnline, RenderGameOverlayEvent.Text
L768[10:39:21] <Rockers> I'm uploading a screenshot. My internet's still slow though.
L769[10:39:43] <OrionOnline> PaleoCrafter, There is an event for that?
L770[10:39:47] <PaleoCrafter> yes :P
L771[10:40:06] <OrionOnline> Ah nice
L772[10:40:38] <OrionOnline> PaleoCrafter, does it know at which block i am looking=
L773[10:41:11] <PaleoCrafter> not really, but you can get that from Minecraft.objectMouseOver
L774[10:41:31] <OrionOnline> Ah:P
L775[10:44:06] <Rockers> I shouldn't have to struggle to upload a 30kb file.
L776[10:44:35] <Rockers> Ok
L777[10:44:41] <gigaherz> so, anyonehappens to know some released 1.8.8/1.8.9 mod with an RF generator in it? otherwise I may have to add my own XD
L778[10:45:30] <Rockers> Nope, not a clue...
L779[10:45:53] <gigaherz> meh I'll go and make one
L780[10:46:36] <Rockers> Ok, this uploaded. This image has been compressed to a 30k jpg so bear with it.
L781[10:46:37] <Rockers> http://puu.sh/micq6/a51dcdce4d.jpg
L782[10:46:52] <Rockers> Why is my model doing that?
L783[10:47:04] <LatvianModder> what is it supposed to do?
L784[10:47:45] <Rockers> It's not supposed to be floating, the cubes should be touching the ground. I have the model json..
L785[10:48:11] <Rockers> http://puu.sh/micDB/dfe6d84fa7.json
L786[10:48:50] <Rockers> Oh wait, hold on...
L787[10:52:19] <Rockers> To put a long story short- My UV's were mapped for an old texture that was 64x16. You must have square textures for the atlas to work properly so I changed its size to 64x64 without rescaling it. (Basically made the texture "bigger"). I just rescaled the image properly.
L788[10:53:44] <LatvianModder> you probably better use 4x 16x16 textures, not one 64x16
L789[10:54:52] <Rockers> yeah, maybe.
L790[10:55:34] <Temportalist> Can blockstate json's have rotation inside of the transform property?
L791[10:55:42] <Temportalist> https://www.irccloud.com/pastebin/2yHNNmg8/
L792[10:56:00] <Temportalist> i.e. in variants.inventory.transform
L793[10:59:47] <Rockers> I don't know about a full xyz rotation but I know you can edit one axis....
L794[11:00:10] <Temportalist> Its just that my model is rotated funny in the inventory
L795[11:00:34] <Rockers> I did a dirty workaround for that.. :p
L796[11:01:08] <Rockers> I changed the rotation of the textures in the model and changed the rotations in my blockstate to follow suit.
L797[11:02:24] <Rockers> The north face is the face that furnaces use to show their front texture, fyi.
L798[11:05:19] <Temportalist> Rockers: my block is an OBJ :P
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L800[11:05:45] <Rockers> Oh, I have no clue then. :| Sorry about that.
L801[11:05:50] <Temportalist> its okay
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L803[11:13:17] <Temportalist> Okay, got that somewhat working
L804[11:13:28] <Temportalist> time to work on pillars and rotation via meta state
L805[11:14:02] ⇨ Joins: AnnaMayBelle (~Sayoko@c-73-224-90-206.hsd1.fl.comcast.net)
L806[11:18:45] <Temportalist> fry: you around?
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L809[11:22:01] <Temportalist> MoxieGrrl: o/
L810[11:22:09] <MattDahEpic> is EntityCreeper.setPowered(boolean) not a thing?
L811[11:24:14] <Temportalist> MattDahEpic: no, but it IS in the entity NBT
L812[11:25:50] <williewillus> yes they can
L813[11:26:03] <williewillus> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L814[11:26:13] <williewillus> line 58
L815[11:29:19] <Temportalist> williewillus: is that to me?
L816[11:29:48] <williewillus> yeah
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L819[11:30:20] <williewillus> the translation values in a forge json are / 16 from what they would be in vanilla jsons, but otherwise you can do scaling and rotation
L820[11:31:09] <gigaherz> hmmm was there something in place in mc/forge for easy placing of blocks that have a facing such as furnaces?
L821[11:31:14] <Temportalist> williewillus: this is what I have so far: https://gyazo.com/3d6ddfe65466f9fca43366ff59bb46ab
L822[11:31:23] <gigaherz> I mean aside of a new ItemBlock
L823[11:31:24] <Temportalist> the pillar is in the NE corner
L824[11:31:42] <Temportalist> And I need to figure out how to rotate the model so that it reflects that corner in each of the others
L825[11:32:00] <williewillus> gigaherz: I just do in that one method that lets you return a blockstate i do state = state.withProperty(FACING, player.getHorizontalFacing().getOpposite())
L826[11:32:11] <gigaherz> ?
L827[11:32:29] <williewillus> in Block
L828[11:32:29] <Temportalist> Disclaimer: I havent made any states yet
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L831[11:38:02] <bspkrs> MMuse, what is treecapitator doing wrong?
L832[11:40:03] <MMuse> bspkrs: I made a crappy untested pull request
L833[11:40:42] <MMuse> it's not 'wrong' per se it's just using the BreakSpeed event in such a way that other mods can't interact with it (by using the final field instead of the modifiable one)
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L835[11:45:25] <Temportalist> williewillus: these are the states i have so far
L836[11:45:26] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/common/block/BlockNexusPillar.scala#L13
L837[11:45:44] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/common/block/StateProperties.scala
L838[11:45:56] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/common/init/ModBlocks.scala#L29
L839[11:46:03] <Temportalist> That should help paint a picture
L840[11:46:16] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/resources/assets/esotericraft/blockstates/BlockNexusPillar.json
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L842[11:48:39] <bspkrs> MMuse, I don't know if I'll pull it for 1.8 or wait until I update for 1.8.9, but I just have to make sure it still works
L843[11:48:52] ⇨ Joins: QuadIngi (~FourFire@185.22.183.197)
L844[11:49:06] <QuadIngi> have there been connection issues lately with espernet
L845[11:49:27] <QuadIngi> I've been having issues with my ZNC this past hour or so
L846[11:49:45] <ThePsionic> I have had no issues
L847[11:50:19] <williewillus> no issues here
L848[11:50:38] <Rushmead> I'm having connection issues to a MC server but thats it :P
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L853[12:00:41] ⇨ Joins: MiningMark48 (~MiningMar@h228.58.187.173.dynamic.ip.windstream.net)
L854[12:00:55] <MiningMark48> How can I detect what block a player is looking at?
L855[12:01:22] <Unh0ly_Tigg> client or server?
L856[12:01:36] <MattDahEpic> will 1.8.8 mods run on 1.8.9 without rebuilding?
L857[12:01:56] <Unh0ly_Tigg> MattDahEpic, theoretically, yes.
L858[12:02:10] <gigaherz> yes
L859[12:02:19] <gigaherz> well
L860[12:02:29] <gigaherz> I think forge has a sortof hack specifically to allow 1.8.8 mods to load on 1.8.9
L861[12:02:51] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/commit/3665d7bf735dafa09f239fa642e961f9ca590751
L862[12:02:52] <gigaherz> yeh
L863[12:02:54] *** Vigaro is now known as Vigaro|AFK
L864[12:02:58] <MiningMark48> client, on 1.7.10
L865[12:03:12] <gigaherz> MiningMark48: Minecraft.getMinecraft().objectsomething
L866[12:03:22] <gigaherz> check the completion list, you'll find it
L867[12:03:26] <MiningMark48> ok
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L869[12:03:43] <bspkrs> mc.getMouseOver...()
L870[12:03:54] <bspkrs> or similar
L871[12:04:13] <shade_phone> Hello? Am I actually connected now?
L872[12:04:19] <gigaherz> you appear to be shade_phone
L873[12:04:24] <bspkrs> if you want to look further than blocks that can be highlighted it gets more complicated
L874[12:04:26] <MiningMark48> yeah I found it thanks
L875[12:04:32] <Unh0ly_Tigg> objectMouseOver
L876[12:04:44] *** Vigaro|AFK is now known as Vigaro
L877[12:04:47] <shade_phone> Ya Im shadekiller666 on mah phone lol
L878[12:04:54] <gigaherz> guessed so ;p
L879[12:04:55] <ThePsionic> #JustBlameShade
L880[12:05:16] <shade_phone> Hope i didnt break hexchat by registering this name
L881[12:05:36] <gigaherz> ?
L882[12:05:41] <gigaherz> why would it break?
L883[12:06:01] <gigaherz> also did you register it separately? you can add nicknames to the same account using /ns group
L884[12:06:22] <gigaherz> (shorthand for /msg nickserv group)
L885[12:07:23] <OrionOnline> Why is there no orange in EnumChatFormatting........
L886[12:07:27] <shade_phone> Anyway, I was trying to make a block that displays the highest strength it is receiving and I cant seem to figure out how to get that value, nor how to even detect when the block is powered
L887[12:08:01] <shade_phone> I think my regular nick is registered on my gmail
L888[12:08:31] <shade_phone> This is on my primary email
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L891[12:12:09] <MiningMark48> got it working, thanks
L892[12:12:27] <shade_phone> Are there any good examples/tutorials about the redstone system?
L893[12:12:51] ⇨ Joins: McJty (~jorrit@d8D87216D.access.telenet.be)
L894[12:12:57] *** PaleoCrafter is now known as PaleOff
L895[12:13:55] <shade_phone> ThePsionic: what did i do to deserve that hashtag?
L896[12:13:58] <gigaherz> shade_phone: you could check the redstone comparator, that one makes use of redstone levels
L897[12:14:12] <ThePsionic> idk
L898[12:14:16] <ThePsionic> someone came up with it
L899[12:14:18] <ThePsionic> idr
L900[12:14:25] <shade_phone> I was looking at that, its very strange
L901[12:14:26] *** PaleOff is now known as PaleoCrafter
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L903[12:15:29] <shade_phone> It has a property for direction, mode, and powered
L904[12:16:08] <gigaherz> si there a "standard" texture for use in RF displays?
L905[12:16:12] <gigaherz> is*
L906[12:18:12] <gigaherz> aha cofh assets are CC-BY-SA 4.0
L907[12:18:17] <shade_phone> Comparators and Repeaters have two different blocks depending on if they are powered, kinda like the furnace, not 100% sure what the purpose for that is
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L909[12:19:26] <Xilef11> Block#onBlockActivated has hitx hity hitz parameters, but not Block#onBlockClicked. How can I get that info?
L910[12:20:33] <shade_phone> Are there any open source mods that do stuff with redstone?
L911[12:20:51] <shade_phone> Im sure there are, but does anyone know of any
L912[12:21:03] <Xilef11> what kind of "stuff"
L913[12:21:11] <McJty> shade_phone, plenty. RFTools has some redstone stuff in it
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L918[12:26:56] <PaleoCrafter> could somebody who has at least Forge 1669 try something for me?
L919[12:27:00] <McJty> fry, hi. Do you have an estimate on when you think you'll have time to fix the problem with rotation for multi-layer models? If it is long enough I might go for a different solution as it is currently blocking me
L920[12:27:02] ⇦ Quits: QuadIngi (~FourFire@185.22.183.197) (Ping timeout: 195 seconds)
L921[12:27:20] <fry> hard to tell
L922[12:33:40] ⇨ Joins: Gaskin (~Gaskin@agag160.neoplus.adsl.tpnet.pl)
L923[12:36:29] <Gaskin> Hello, does anyone know a mod that would let me enable rain in Mesa biome or other dry biomes? I cant find anything up to date that would do that.
L924[12:37:38] <shade_phone> Fry, do submodels get shared between variants or are they unique?
L925[12:40:04] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:647f:4ebd:2cc4:1eae)
L926[12:40:24] <shade_phone> I gtg, be back in 20 mins or so
L927[12:42:32] <Temportalist> fry: is there a way to not render anything via a blockstate json variant?
L928[12:42:46] <Temportalist> https://www.irccloud.com/pastebin/KdGcWqdb/
L929[12:42:59] <Temportalist> i.e. pillar_height 1-3 should not render anything
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L932[12:47:37] <Temportalist> williewillus: any ideas?
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L934[12:48:41] ⇨ Joins: MiningMark48 (~MiningMar@h228.58.187.173.dynamic.ip.windstream.net)
L935[12:49:03] <MiningMark48> One more question, how can I change an item texture when it is right clicked?
L936[12:51:43] *** Kobata_ is now known as Kobata
L937[12:51:54] <williewillus> smartmodel
L938[12:51:57] <williewillus> or getModel
L939[12:52:01] <gigaherz> MiningMark48: depends
L940[12:52:01] <williewillus> depending on what you need
L941[12:52:07] <MiningMark48> 1.7.10
L942[12:52:25] <gigaherz> what would indicate which texture to use?
L943[12:52:30] <gigaherz> metadata? stack NBT?
L944[12:52:54] <MiningMark48> i want to change the texture based on a conditional, probably using nbt
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L948[12:58:39] <Rushmead> Whats the latest mappings snapshot?
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L950[13:00:36] ⇨ Joins: ROOT_ (~ROOT@195.174.169.208)
L951[13:00:41] <gigaherz> !!latest snapshot
L952[13:00:42] <MCPBot_Reborn> === Latest Mappings ===
L953[13:00:42] <MCPBot_Reborn> MC Version Forge Gradle Channel
L954[13:00:43] <MCPBot_Reborn> 1.8.9 snapshot_20160103
L955[13:00:44] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L956[13:00:45] <MCPBot_Reborn> 1.8 snapshot_20151128
L957[13:00:45] <ROOT_> can somebody help me
L958[13:00:45] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L959[13:00:59] <gigaherz> note that for 1.8 and 1.7, snapshot == latest stable
L960[13:01:06] <ROOT_> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2590594-my-plant-is-not-rendering
L961[13:01:09] <gigaherz> ROOT_: not unless you describe your issue
L962[13:01:47] <Xilef11> Block#onBlockActivated has hitx hity hitz parameters, but not Block#onBlockClicked. How can I get that info?
L963[13:02:12] <gigaherz> ROOT_: even though it should still work, that itemmodelmesher line is outdated. the preferred way is to use ModelLoader.setCustomModelResourceLocation
L964[13:02:28] <gigaherz> note that the preferred method needs to be called during pre-init
L965[13:02:56] <gigaherz> ROOT_: do you not have a blockstates json file?
L966[13:03:03] <gigaherz> wait nevermind
L967[13:03:28] <ROOT_> i do have one
L968[13:03:39] <ROOT_> iwill try to change line
L969[13:05:38] <gigaherz> I have never done plants so I don't knowif there's anything else to suggest
L970[13:08:43] <Wuppy> o/
L971[13:08:43] <PaleoCrafter> so, anybody ever got a NoSuchElementException from creating a BlockState object?
L972[13:10:45] *** DRedAway is now known as DRedhorse
L973[13:11:14] <Mraof> Time to build configurable region based world protection into a mod
L974[13:11:28] <Mraof> This'll be interesting
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L976[13:13:13] <Xilef11> Any clue on how I can get hitX/hitY/hitZ in block#onBlockClicked
L977[13:13:52] <Mraof> If they aren't provided in that method, perhaps you want a different method
L978[13:14:05] <Mraof> Alternatively, calculate it based on the position of the one clicking it or whatever
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L980[13:14:47] <Xilef11> well, I tried player.getLookVec, but I can't get it to be accurate enough
L981[13:15:03] <Xilef11> and what other method handles left-clicking a block?
L982[13:15:31] <MattDahEpic> !sm p_i1730_2_ posX
L983[13:15:52] <Rushmead> in 1.7.10 there was AbstractClientPlayer.locationStevePng is there a replacement in 1.8?
L984[13:15:56] <MattDahEpic> !sp p_i1730_2_ posX
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L986[13:17:02] <ROOT_> [21:13:46] [Client thread/ERROR] [FML]: Model definition for location glitch_byte_auramod:AuramPlant#age=1 not found
L987[13:17:02] <ROOT_> [21:13:46] [Client thread/ERROR] [FML]: Model definition for location glitch_byte_auramod:AuramPlant#inventory not found
L988[13:17:02] <ROOT_> [21:13:46] [Client thread/ERROR] [FML]: Model definition for location glitch_byte_auramod:AuramPlant#age=2 not found
L989[13:17:02] <ROOT_> [21:13:46] [Client thread/ERROR] [FML]: Model definition for location glitch_byte_auramod:AuramPlant#age=0 not found
L990[13:17:08] <gigaherz> so what do you ppl think is a good limit on the RF generation for a simple furnace-like generator?
L991[13:17:17] <ROOT_> still throwing errors
L992[13:18:03] <heldplayer> gigaherz: 20 RF/tick
L993[13:18:13] <MattDahEpic> gigaherz, based on the rf power creep: infinite rf/tick
L994[13:18:46] ⇦ Quits: MiningMark48 (~MiningMar@h228.58.187.173.dynamic.ip.windstream.net) (Ping timeout: 190 seconds)
L995[13:18:58] <gigaherz> I was thinking to let it generate more the longer you have it running
L996[13:19:25] <gigaherz> for testing I made the limit 800, but that's WAY too much ;P
L997[13:24:22] <Temportalist> can you have an empty model for blockstates?
L998[13:24:40] <gigaherz> you can use "builtin/generated"
L999[13:24:44] <gigaherz> with no texture
L1000[13:26:36] <gigaherz> yeah I like how this works now
L1001[13:26:42] <gigaherz> 200RF/t max
L1002[13:26:45] <gigaherz> 20RT/t min
L1003[13:26:51] <gigaherz> generation depends on temperature
L1004[13:27:00] <gigaherz> starts generating after it reaches 100 degrees
L1005[13:27:06] <gigaherz> (C)
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L1007[13:27:14] <gigaherz> and goes up to 1000, before it reaches max generation
L1008[13:27:22] <gigaherz> and it heats up 1C/t
L1009[13:27:28] <gigaherz> so it would take 1000 seconds to reach max
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L1011[13:28:01] <gigaherz> all the while using up fuel
L1012[13:28:18] <gigaherz> now I wonder, should I make it use up the fuel faster the higher the temperature?
L1013[13:28:24] <Temportalist> gigaherz: So this is my json:
L1014[13:28:27] <Temportalist> https://www.irccloud.com/pastebin/ju6naAom/
L1015[13:28:34] <Temportalist> But I am getting the error:
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L1017[13:28:45] <Temportalist> java.lang.RuntimeException: java.lang.RuntimeException: Attempted to add custom data to a model that doesn't need it: net.minecraftforge.client.model.ItemLayerModel@561e0f94
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L1019[13:29:53] <Rushmead> whats FMLCommonHandler.instance().bus() been replaced by?
L1020[13:30:14] <gamemanj> well, the How Awesome Relatively Recent Forge Features Are Panel has ended
L1021[13:30:37] <shadekiller666> rushmead, everything is on the MinecraftForge bus now
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L1023[13:30:42] <LexManos> ...
L1024[13:30:48] <gamemanj> so: how do you load an .obj that contains triangles?
L1025[13:30:54] <Temportalist> Rushmead: MinecraftForge.EVENT_BUS
L1026[13:30:59] <Temportalist> it is all one now
L1027[13:31:03] <shadekiller666> gamemanj, what do you mean?
L1028[13:31:10] <gamemanj> if BakedQuad is the rendering unit
L1029[13:31:11] <LexManos> Same way you load a obj that doesnt contain triagles.
L1030[13:31:14] <gamemanj> and you support obj
L1031[13:31:15] <shadekiller666> you load it the same way as you would with quads :P
L1032[13:31:17] <gigaherz> gamemanj: you duplicate the last vertex
L1033[13:31:21] <gamemanj> ah
L1034[13:31:29] <gigaherz> it's wasteful
L1035[13:31:31] <shadekiller666> the obj loader duplicates the last vertex if it finds a triangle
L1036[13:31:32] <gigaherz> but blame Mojang for that
L1037[13:31:48] <shadekiller666> the LOADER duplicates the last vertex
L1038[13:31:59] <gigaherz> yes yes
L1039[13:31:59] <shadekiller666> the model maker need not worry about it
L1040[13:32:13] <gigaherz> gamemanj: of course this means the less triangles you have, the better ;P
L1041[13:32:27] <shadekiller666> you do have to make sure that none of your faces have >4 vertices, as the faces that do will not render correctly
L1042[13:32:41] <gamemanj> got it, avoid triangles like the plague
L1043[13:32:41] <gigaherz> so if your 3d program has support for trying to find adjacent co-planar triangles
L1044[13:32:44] <gigaherz> and merge them into quads
L1045[13:32:45] <gigaherz> use it
L1046[13:32:54] <shadekiller666> i'll look into support for higher vertex counts
L1047[13:32:54] <gamemanj> gigaherz: or just do it the manual way
L1048[13:32:58] <gigaherz> ofc
L1049[13:33:02] <shadekiller666> gamemanj, they are fine
L1050[13:33:03] <Temportalist> gigaherz: the builtin/generated isnt working because MC doesnt like a blockstate that has two different models it seems like
L1051[13:33:08] <gigaherz> it's not THAT bad anyhow
L1052[13:33:11] <shadekiller666> ultimately it doesn't really matter
L1053[13:33:19] <gigaherz> Temportalist: one model replaces the other
L1054[13:33:29] <Temportalist> mc doesnt agree however
L1055[13:33:34] <gigaherz> yoi ucan't have two models without using the "submodel" system
L1056[13:33:36] <gigaherz> oh and
L1057[13:33:42] <gigaherz> you need to use "forge_marker":1,
L1058[13:33:47] <gigaherz> for it to allow the fancy features
L1059[13:33:55] <Temportalist> forge marker IS there, look at the top
L1060[13:34:07] <gigaherz> then mc doesn't care, and it'sforge's thing ;P
L1061[13:34:15] <Temportalist> as far as submodels, list builtin as normal, then do obj as submodel?
L1062[13:34:29] <shadekiller666> what
L1063[13:34:33] <gigaherz> sorry I'm too busy atm to look at your code
L1064[13:34:36] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L1065[13:34:40] <gigaherz> but I know it works for me
L1066[13:34:53] <shadekiller666> temportalist show me your blockstate json
L1067[13:35:06] <Temportalist> https://www.irccloud.com/pastebin/ju6naAom/
L1068[13:35:56] <PaleoCrafter> I wonder, https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/network/simpleimpl/SimpleNetworkWrapper.java#L96 is this line supposed not to have "static" before that initialisier block?
L1069[13:36:43] <diesieben07> probably
L1070[13:37:21] <shadekiller666> oh gosh
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L1072[13:37:27] <diesieben07> also what the fuck, thermal expansion has no spent 3 minutes in LoadComplete
L1073[13:37:30] <Rushmead> Is there a way i can get the resourcelocation of the steve skin in 1.8.9?
L1074[13:37:58] <Temportalist> shadekiller666: presently:
L1075[13:38:01] <Temportalist> https://www.irccloud.com/pastebin/hKCYVgqY/
L1076[13:38:24] <shadekiller666> Temportalist, put "esotericraft:BlockNexusPillar.obj" as the "model" in "defaults"
L1077[13:38:54] <Temportalist> But then the pillar_heights of 1-3 will be rendered (I dont want them to be)
L1078[13:39:03] <shadekiller666> what type of IProperty are the facing_axis_x and facing_axis_z?
L1079[13:39:08] <Temportalist> EnumFacing
L1080[13:39:13] <Temportalist> pillar_height is an int
L1081[13:39:28] <Xilef11> is there a way for a TileEntity on the client to "forcefully" refresh itself from the server?
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L1083[13:39:29] <Rushmead> is there a javadoc?
L1084[13:39:31] <Temportalist> only heights of 0 should be rendered (not 1-3)
L1085[13:40:08] <diesieben07> Xilef11, no, only the server decides what the client gets
L1086[13:40:46] <shadekiller666> and because of how you have the variants listed, ie. "facing_axis_x=west,...", you should have their block start with [{}], like the "normal": [{}] and "inventory": [{}] ones do
L1087[13:41:03] <Temportalist> is there another way to list variants?
L1088[13:41:08] <shadekiller666> there is
L1089[13:41:13] <Temportalist> 0_0
L1090[13:41:25] <Temportalist> (its been a while since Ive tried modding 1.8.x)
L1091[13:41:35] <Xilef11> ? so is there a way to say "refresh this TE now" to fix a desync?
L1092[13:41:58] <shadekiller666> you could have "facing_axis_x": {"east": {<set model transforms or whatever>}, "west": {...}}
L1093[13:42:35] <shadekiller666> the forge blockstate json system is a shorthand for writing blockstates the vanilla way
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L1095[13:43:22] <shadekiller666> the individual property pairs ie. "propertyName": {} get combined together to produce fully defined variants, just like the ones vanilla hard-codes
L1096[13:44:02] <shadekiller666> also, in your "transform" block, if you just want the block to be the same as a standard block, just do "transform": "forge:default-block"
L1097[13:44:36] <Temportalist> well, the pillar_heights of 1-3 are effectively air, but solid
L1098[13:44:41] <Temportalist> they are placeholders
L1099[13:45:21] <shadekiller666> ok?
L1100[13:45:39] <Temportalist> is that similar to forge:default-block?
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L1102[13:47:54] <Xilef11> diesieben07, ? so is there a way to say "refresh this TE now" to fix a desync?
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L1104[13:48:12] <diesieben07> on the server? yes. world.markBlockForUpdate sends the description pacet
L1105[13:48:41] <Temportalist> shadekiller666: considering the format the facing is in, I think I should go with the class vanilla syntax for this model
L1106[13:48:50] <Xilef11> that should do it
L1107[13:50:35] <Temportalist> shadekiller666: This is what I have thus far:
L1108[13:50:40] <Temportalist> https://www.irccloud.com/pastebin/5azJA3f2/
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L1110[13:51:02] <Temportalist> It works, except that the pillar_heights of 1-3 render missing texture standard blocks
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L1112[13:54:50] <gigaherz> okay this is how my generator works:
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L1114[13:55:04] <gigaherz> while cold, it generates no power, but uses up items at 1x rate of a furnace
L1115[13:55:15] <gigaherz> after reaching 100C, it starts togenerate 20RF/t
L1116[13:55:20] <gigaherz> but the temperature keeps growing
L1117[13:55:23] <gigaherz> up to 1000C
L1118[13:55:39] <gigaherz> at which point it generates 200RF/f but burns items at 10x the furnace rate
L1119[13:56:09] <gigaherz> so power-to-fuel ratio is still 20RF/fueltick
L1120[13:59:36] <Rushmead> Ok i have this entity that renders as a head of a player, but i want the steve skin head to render on it
L1121[14:01:28] <Rushmead> I bind this DefaultPlayerSkin.getDefaultSkinLegacy()
L1122[14:01:36] <Rushmead> but i get http://puu.sh/mio7U/9e25bc50a7.png
L1123[14:02:50] <shadekiller666> Temportalist, does your BlockNexusPillar.obj model have a .mtl file that it references?
L1124[14:02:58] <Temportalist> yes
L1125[14:03:01] <shadekiller666> actually, can you link me to that please
L1126[14:03:04] <shadekiller666> both of them
L1127[14:03:25] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/tree/1.8.8/src/main/resources/assets/esotericraft/models/block
L1128[14:06:20] <shadekiller666> temportalist, in your BlockNexusPillar.mtl, remove the lines starting with "Ns","illum", "Ka", and "Ks"
L1129[14:06:33] <shadekiller666> and the "d" line too
L1130[14:06:55] <shadekiller666> the "d", "Ka", and "Ks" lines are supported, but i don't think you need them atm
L1131[14:08:07] <Temportalist> so everything under newline except Kd
L1132[14:08:38] <shadekiller666> then, add this line: "map_Kd <modid>:blocks/<texture name>" somewhere below the "newmtl" line
L1133[14:09:00] <Temportalist> I dont have a texture yet
L1134[14:09:10] <Temportalist> but that shouldnt affect the pillar_height states of 1-3
L1135[14:09:13] <shadekiller666> ya, Kd, Ks, and Ka are all supported for setting the color of the material, but the loader will favor Kd over the others
L1136[14:09:35] <shadekiller666> you can even remove the Kd line, as you're using a texture, or you could keep it around
L1137[14:09:59] <Temportalist> the mtl shouldnt matter that much right now
L1138[14:10:03] <shadekiller666> also, i'm not 100% sure why it didn't sub out the white texture
L1139[14:10:17] <Temportalist> because Blender
L1140[14:10:20] <shadekiller666> the obj loader prefers loading textures from the .mtl
L1141[14:10:51] <shadekiller666> and no, the obj loader substitutes in a dynamic white texture if it determines that you're trying to use vertex coloring
L1142[14:10:54] <Temportalist> But this shouldnt matter. The pillar_height states after height 0 shouldnt even touch the obj
L1143[14:12:02] <shadekiller666> what should they be doing?
L1144[14:12:07] <shadekiller666> and what are they doing atm
L1145[14:12:44] <Temportalist> Issue: pillar_height=0 renders fine, but heights of 1-3 render the missing texture block
L1146[14:12:44] <Temportalist> Desired outcome: pillar_height=1, 2, & 3 should not render anything
L1147[14:12:55] <shadekiller666> ok
L1148[14:13:18] <shadekiller666> uhh
L1149[14:13:20] <Temportalist> state: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/resources/assets/esotericraft/blockstates/BlockNexusPillar.json
L1150[14:14:09] <shadekiller666> try leaving all of the ones with "model": "builtin/generated" empty
L1151[14:14:13] <shadekiller666> [{}]
L1152[14:14:56] <Temportalist> current json:
L1153[14:14:58] <Temportalist> https://www.irccloud.com/pastebin/lci9oQXq/
L1154[14:15:03] <Temportalist> Result:
L1155[14:15:34] <Temportalist> pillar_height of 1-3 all render the pillar (they should not)
L1156[14:15:38] <shadekiller666> you can use gist.github.com to do quick code sharing, its similar to pastebin but better
L1157[14:15:43] <Temportalist> ok
L1158[14:15:52] <shadekiller666> ok, but now you're getting somewhere
L1159[14:15:59] <shadekiller666> its rendering not the missing model
L1160[14:16:19] <Temportalist> Correct, but it is rendering a model
L1161[14:16:40] <Xilef11> Anyone can guess why my TE's inventory dosen't get updated on the client in this method? http://pastebin.com/2YMArXSw
L1162[14:16:45] * Temportalist thinks this would be easier if getRenderType passed the IBlockState
L1163[14:16:51] <shadekiller666> does anyone know if the Block.getRenderType() or whatever it is that returns an int for how the game should render is state sensitive?
L1164[14:17:05] <Temportalist> It is not
L1165[14:17:08] <Temportalist> I checked
L1166[14:17:08] <shadekiller666> thats lame
L1167[14:17:11] <Temportalist> Ya
L1168[14:17:13] <shadekiller666> hmmm
L1169[14:17:15] <diesieben07> Xilef11, show the TE code
L1170[14:17:38] <shadekiller666> fry, anyway to get the blockstate loader to not substitute in the missing model for a variant?
L1171[14:17:45] <Xilef11> https://github.com/Xilef11/Runes-of-Wizardry/blob/leftRemove/src/main/java/com/zpig333/runesofwizardry/tileentity/TileEntityDustPlaced.java
L1172[14:17:49] <shadekiller666> like a way to tell it to just not render
L1173[14:18:46] <diesieben07> hm. that *should* work
L1174[14:18:53] <Xilef11> ...
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L1178[14:21:19] <Xilef11> everything gets called properly, but it dosen't update
L1179[14:21:36] <sham1> how do you update it :P
L1180[14:21:48] <diesieben07> check what the NBT tag contains in onDataPacket
L1181[14:22:13] <sham1> also in here you do not need a null check as instanceof fails on null anyway
L1182[14:22:14] <sham1> https://github.com/Xilef11/Runes-of-Wizardry/blob/leftRemove/src/main/java/com/zpig333/runesofwizardry/tileentity/TileEntityDustPlaced.java#L315
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L1184[14:22:44] <Xilef11> good to know
L1185[14:23:05] <sham1> yeah
L1186[14:23:16] <sham1> That trick does shorten the code quite a bit
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L1188[14:24:51] <Xilef11> diesieben07, it seems to have the right contents
L1189[14:25:15] <sham1> Weird indeed
L1190[14:25:27] <diesieben07> ok. what exact symptom makes you think there si a problem?
L1191[14:26:27] <Xilef11> Rendering dosen't update to match the inventory contents
L1192[14:26:45] <Xilef11> also, the inventory contents dosen't change
L1193[14:27:03] <diesieben07> then your onDataPacket is doing something wrong
L1194[14:29:17] <Xilef11> but what? all it does is readFromNBT, which works since loading to/from disk works
L1195[14:29:34] <diesieben07> i don't know why
L1196[14:29:38] <diesieben07> you are the one with the debugger
L1197[14:32:23] <sham1> Hmm
L1198[14:32:34] <sham1> Apparently drone does not skip builds with [ci skip]
L1199[14:32:51] <diesieben07> yeah drone is very basic :D
L1200[14:32:54] <diesieben07> if you want more, travis
L1201[14:32:58] <sham1> mmm
L1202[14:33:02] <sham1> propably should
L1203[14:34:34] <sham1> it would still make sense for them to at least allow you to commit without the webhook telling drone to build this one as it has a thing in it that tells it not to build it
L1204[14:36:04] <ThePsionic> I should host a Jenkins instance but I don't mod enough anymore to justify one
L1205[14:36:23] <Rushmead> How do i get the location of the eyes?
L1206[14:36:30] <Rushmead> of a player
L1207[14:36:48] <sham1> I got my father to set up some server space for me to host artifacts on
L1208[14:37:01] <sham1> The problem now is that I cannot actually upload them to the server
L1209[14:38:12] <Xilef11> it looks like null itemStacks don't get sent over (kinda makes sense) so a removed item is not cleared on the client
L1210[14:38:50] <Rushmead> Ok how can i get the location of the head of a player
L1211[14:38:52] <diesieben07> aha yeah
L1212[14:39:04] <diesieben07> Xilef11, just clear the stacks before reading
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L1214[14:41:59] <Xilef11> that works, makes things a bit slower though
L1215[14:42:07] <sham1> Rushmead, what are you trying to do
L1216[14:42:33] <Rushmead> im trying to get the location of the players eyes/gead
L1217[14:42:41] <sham1> Rushmead, what are you trying to do
L1218[14:42:43] <Rushmead> s/gead/head
L1219[14:42:47] <Rushmead> Oh come on.
L1220[14:42:48] <Rushmead> oh well
L1221[14:43:04] <Rushmead> player.posY + player.getEyeHeight()
L1222[14:43:05] <Rushmead> Doesnt work
L1223[14:43:11] <diesieben07> Xilef11, or, iterate the stacks and clear everything that#s not present in the NBT
L1224[14:44:54] <Xilef11> that wouldn't change much I think
L1225[14:45:06] <diesieben07> it overall does not matter really :D
L1226[14:45:14] <Rushmead> sham1, if i stand on the two blocks and then run the command it puts the head tthere. http://puu.sh/miqXy/34bb9c23c5.jpg
L1227[14:45:25] <Rushmead> using - player.posY + player.getEyeHeight()
L1228[14:45:36] <sham1> why not just get the look vector....
L1229[14:46:07] <Rushmead> ??
L1230[14:46:18] <Rushmead> oh
L1231[14:46:19] <Rushmead> i see
L1232[14:47:03] <Rushmead> Hmm
L1233[14:47:08] <Temportalist> shadekiller666: when doing forge notation for an integer property, how do you structure it?
L1234[14:48:04] <Temportalist> shadekiller666: Would this be valid?
L1235[14:48:09] <Temportalist> https://www.irccloud.com/pastebin/DgIZ8cGW/
L1236[14:48:31] <shadekiller666> uhh, i think so
L1237[14:48:32] <Rushmead> doesnt work sham1
L1238[14:48:40] <shadekiller666> never used PropertyInteger
L1239[14:48:45] <masa> Rushmead: what is the head you are placing?
L1240[14:49:07] <Rushmead> Its not placing. its an entity
L1241[14:49:27] <masa> ok
L1242[14:49:51] <masa> and what is its y position when placed, compared to the player's y position?
L1243[14:50:50] <LexManos> Temportalist, that'd probably work, it all gets converted to a string at the end of the day.
L1244[14:50:55] <masa> also that image is not that super clear on the placement, a back wall with clearly distinguishable blocks would be nice for this type of demonstration :p
L1245[14:51:03] <LexManos> Personally tho: I'd name them
L1246[14:51:08] <Temportalist> so the integers could be strings
L1247[14:51:17] <Temportalist> (that way IDEA likes the json formatting)
L1248[14:51:29] <LexManos> mm
L1249[14:51:40] <Rushmead> masa, player.getLookVec().yCoord is returning: -0.146066591143608
L1250[14:51:48] <LexManos> Those look like directions.
L1251[14:51:57] <Temportalist> ya
L1252[14:52:01] <LexManos> I'd call then NORTH/SOUTH/EAST/WEST.
L1253[14:52:04] <LexManos> Instead of 1/2/3/4
L1254[14:52:12] <LexManos> Enum property ftw
L1255[14:52:22] <Temportalist> But they are between directions
L1256[14:52:36] <Temportalist> I would use EnumFAcing (I was actually)
L1257[14:52:48] <Temportalist> But it is literally the corners of a square
L1258[14:53:09] <LexManos> ah yes there is no 8 directional enum
L1259[14:53:09] <masa> Rushmead: what is the lookVec(9, is it where the player's crosshair vetor ray traces against?
L1260[14:53:21] <Rushmead> IDK
L1261[14:53:36] <Temportalist> LexManos: https://gyazo.com/1b09dca6736a800341958d7ddaedf678
L1262[14:53:42] <masa> you are trying to place the head exactly where the player's head is at?
L1263[14:53:49] <Rushmead> Yeah
L1264[14:54:14] <masa> hm, player.posY + player.getEyeHeight() should work, assuming you are in 1.8
L1265[14:54:26] <LexManos> humm
L1266[14:55:09] <LexManos> could laways make your own enum
L1267[14:55:59] <Temportalist> I COULD. But I wont.
L1268[14:56:16] <Temportalist> While your here, why doesnt Block.getRenderType() pass IBlockState?
L1269[14:56:34] <LexManos> probably because it doesnt need to.
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L1271[14:57:02] <Temportalist> But what if you have a block that has a sub-block which isnt supposed to render?
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L1273[14:57:21] <Temportalist> (Hence my entire dilemma today)
L1274[14:57:53] <LexManos> then render an empty model
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L1276[14:58:31] <LexManos> RenderType is called in a lot of places and mostly its a hack to use some of MC's legacy built in renderers
L1277[14:58:38] <Temportalist> However, when doing so with an OBJ model, it was rendering a missing texture block
L1278[14:58:55] <LexManos> I said empty not missing
L1279[14:59:00] <Temportalist> This was the json file for said block: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/resources/assets/esotericraft/blockstates/BlockNexusPillar.json
L1280[14:59:23] <Temportalist> whats the empty model? or is it that I must create a json model with no faces?
L1281[14:59:37] <LexManos> either with no faces of a 0 sized face
L1282[15:00:04] <LexManos> poke fry about it hes the rendering guy
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L1284[15:00:28] <Temportalist> Mr fry hasnt been around haha
L1285[15:02:02] <diesieben07> yeah maybe there should be a constant model added by forge that's empty
L1286[15:03:40] <Temportalist> ^^
L1287[15:03:43] <LexManos> Maybe, would have to talk to fry
L1288[15:03:57] <fry> builtin/generated should work
L1289[15:05:36] <Temportalist> fry: builtin/generated renders a missing texture block
L1290[15:05:43] <Temportalist> not an empty air-like block
L1291[15:08:16] <fry> with no errors in the log?
L1292[15:09:03] <Wuppy> "if my mother had wheels, she would be a bike" xD
L1293[15:09:07] <Wuppy> damn italians :P
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L1295[15:09:39] <Temportalist> Well yeah there are errors
L1296[15:09:46] <Temportalist> gimme a sec
L1297[15:11:37] <gigaherz> okay generator modelled and textured
L1298[15:11:40] <gigaherz> now i just need a recipe ;P
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L1300[15:12:33] <gigaherz> done.
L1301[15:13:51] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-03_22.13.30.png
L1302[15:13:59] <gigaherz> gonna cook dinner, and I'll publish an update later
L1303[15:14:36] <ThePsionic> looks nice gigaherz
L1304[15:14:43] <Thutmose> which mod is this gigaherz?
L1305[15:17:15] <Thutmose> btw, I seem to have a strange issue with placing certain mod-added blocks, it appears one of the registries got messed up somehow, here is the case I noticed so far: http://prntscr.com/9lqb4t
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L1307[15:18:27] <Temportalist> fry: Here is my json
L1308[15:18:31] <Temportalist> https://www.irccloud.com/pastebin/r6vLSFJ4/
L1309[15:18:40] <Temportalist> Current status: https://gyazo.com/52240e5b884d2fd12d669252e2cd6f92
L1310[15:18:44] <Temportalist> And log:
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L1312[15:19:27] <Temportalist> http://pastebin.com/za3yEHXM
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L1314[15:20:10] <Temportalist> fry: It is complaining about something along the lines of the builtin/generated model not needing the data
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L1316[15:21:20] <Thutmose> any ideas as to what I did to make it so that trying to place OC tier 2 screen instead places a crop?
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L1320[15:24:32] <Thutmose> oddly enough, If I break that nanab crop, and then place a tier 3 screen there, it turns into a tier2 screen.
L1321[15:25:09] <Thutmose> or at least appears to, as soon as block gets updated it goes back to tier 3 screen
L1322[15:28:04] <fry> Thutmose: you'll need to move "custom": { "flip-v": true } from the defaults to all height=0 variants
L1323[15:28:24] <Thutmose> I think you mean Temportalist
L1324[15:28:38] <fry> Temportalist: yes
L1325[15:29:39] <ThePsionic> lol
L1326[15:30:30] <Temportalist> That worked - sorta. The empty blocks are now empty, but the height=0 blocks are missing texture blocks
L1327[15:30:43] <fry> errors?
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L1329[15:30:55] <Temportalist> oh wait
L1330[15:31:22] <Temportalist> default model got changed, fixing...
L1331[15:31:50] <Temportalist> Eureka!
L1332[15:31:54] <Temportalist> Thanks fry!
L1333[15:32:53] <Thutmose> any ideas on why itemblocks and blocks are not linked properly for me? placing opencomputers tier2 screen results in nanab berry, and keyboard results in leppa berry, if I use the /setblock command, it sets the correct thing. I assume something has changed in item/block registration to make this occur?
L1334[15:33:22] <MattDahEpic> Good News everyone! fry got thanked
L1335[15:34:17] <ThePsionic> Oh professor Farnsworth I didn't realise you were here
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L1337[15:35:13] <Temportalist> hahaha
L1338[15:40:49] <Temportalist> fry: rotations dont seem to be applying now. Can you please point out to me how my json is wrong?
L1339[15:40:52] <Temportalist> https://www.irccloud.com/pastebin/m1HMq8LA/
L1340[15:42:18] <fry> "transform": "forge:default-block" and "y": 0 don't work together
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L1342[15:42:51] <fry> you can move "transform": "forge:default-block" inside "inventory"
L1343[15:43:03] <fry> and you don't need "normal" if you don't use it
L1344[15:43:36] <ThePsionic> Forge blockstates 101 with fry
L1345[15:45:09] <Temportalist> https://www.irccloud.com/pastebin/IkEspOMS/
L1346[15:45:18] <Temportalist> And it still doesnt seem to be rotated correctly
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L1348[15:45:40] <Temportalist> no pertinent errors
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L1354[15:52:47] <Temportalist> fry: yes, I have checked the state of the blocks, but I dont know why the corner isnt applying
L1355[15:53:31] <fry> I don't either.
L1356[15:58:40] <gigaherz> [22:14] (Thutmose): which mod is this gigaherz?
L1357[15:58:42] <gigaherz> Ender-Rift
L1358[15:58:58] <gigaherz> I released a 1.8.9 port yesterday, and I needed a generator for it ;P
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L1360[15:59:21] <Thutmose> is there an official RF API out yet?
L1361[15:59:47] <gigaherz> not by cofh, but the de-facto standard is the port used in Progressive Automation
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L1363[16:00:03] <gigaherz> https://github.com/Vanhal/ProgressiveAutomation/tree/1.8/src/main/java/cofh/api
L1364[16:00:11] <Mraof> Oh, I finally figured out how to make gradle use lwjgl 2.9.3
L1365[16:00:15] <Thutmose> ok, i'll make sure mine works with that then.
L1366[16:00:44] <Mraof> 2.9.1 has a bug on linux where it'll set the refresh rate to 60 when you close Minecraft
L1367[16:02:02] <Mraof> I edited unpacked/dev.json in the directory of the gradle cache for the forge version I'm using
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L1369[16:09:11] <shadekiller666> !gm func_174866_q
L1370[16:09:22] <shadekiller666> thats usefull...
L1371[16:09:51] <shadekiller666> love it when theres no actual name for a method, but theres all the other info :P
L1372[16:10:04] <williewillus> is there a limit to the numer of layers an item model can have?
L1373[16:10:19] <williewillus> the builtin/generated generator chooses to only parse 5 layers....but theoretically could it do more?
L1374[16:10:47] <fry> williewillus: should be unlimited
L1375[16:10:53] <fry> you're looking at the vanilla code
L1376[16:11:03] <fry> forge code doesn't limit it, I think
L1377[16:11:35] <williewillus> but doesn't doing builtin/generated automatically call vanilla code? how does forge hook into it? :p
L1378[16:11:43] <williewillus> unless you do that in a forge json or something I guess
L1379[16:12:06] <fry> magic
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L1385[16:20:48] <gigaherz> is there some thing special I have to do to tell mc that the new texture has a different size than usual?
L1386[16:20:57] <Temportalist> fry|sleep: I figured it out. Bad getMetaFromState and getStateFromMeta
L1387[16:21:15] <gigaherz> I was trying to use "mc.renderEngine.bindTexture(energyTextureLocation);"
L1388[16:21:26] <gigaherz> but the coords are still in units of 256 or whatever the gui uses ;P
L1389[16:22:31] <gigaherz> ah
L1390[16:22:31] <gigaherz> drawModalRectWithCustomSizedTexture
L1391[16:24:17] <gigaherz> YAY worked
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L1393[16:32:30] <gigaherz> okay one last thing: the tooltip XD
L1394[16:36:51] <williewillus> threw up a google doc with basic 1.8 rendering stuff, any suggestions for now?
L1395[16:36:56] <williewillus> https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#
L1396[16:37:07] <williewillus> before anyone asks... it's not on RTD because I don't feel like it's an appropriate format
L1397[16:40:47] <fry|sleep> pastebin examples without syntax highlighting are no good :P
L1398[16:42:39] <wizjany> !gf func_152699_b
L1399[16:42:45] <wizjany> the hell
L1400[16:42:49] <wizjany> how do i use this thing
L1401[16:45:03] <wizjany> oh
L1402[16:45:05] <wizjany> duh
L1403[16:45:23] <wizjany> !gm UserListOps.func_152699_b
L1404[16:45:24] <fry|sleep> williewillus: setCustomModelResourceLocation will automatically call registerItemVaraints
L1405[16:45:28] <wizjany> fuck you bot
L1406[16:45:31] <williewillus> wat
L1407[16:45:33] <williewillus> TIL
L1408[16:45:34] <wizjany> !gm func_152699_b
L1409[16:45:34] <williewillus> :p
L1410[16:45:43] * wizjany marks issue as invalid
L1411[16:45:45] <williewillus> is that new?
L1412[16:45:51] <gigaherz> ?
L1413[16:46:04] <fry|sleep> yes
L1414[16:46:21] <fry|sleep> also, number of layers will always be unlimited, if you have forge installed
L1415[16:46:37] <gigaherz> I still have to call addVariantName manually though, because 1.8.8 and older 1.8.9 doesn't know about that ;P
L1416[16:46:46] <fry|sleep> gigaherz: update forge
L1417[16:46:54] <fry|sleep> addVariantName is deprecated
L1418[16:46:58] <gigaherz> I know
L1419[16:46:58] <OrionOnline> What is the way to see is the F3 Debug screen is up?
L1420[16:47:03] <williewillus> kk
L1421[16:47:08] <gigaherz> I didn't want to force people to use a newer forge when using my mod ;P
L1422[16:47:23] <williewillus> also, is the state object you're passed in getExtendedState already enhancted with getActualState or no?
L1423[16:47:58] <gigaherz> williewillus: given that the default getExtendedState calls getActualState
L1424[16:48:01] <gigaherz> the answer is probably "nope"
L1425[16:48:11] <ThePsionic> fry|sleep: wait what
L1426[16:48:14] <OrionOnline> found it
L1427[16:48:23] <ThePsionic> when did addVariantName get deprecated and what is it replaced with
L1428[16:48:31] <gigaherz> yesterday
L1429[16:48:36] <ThePsionic> :o
L1430[16:48:41] <gigaherz> and it's replaced by nothing because setcustomModelResourceLocation does it for you
L1431[16:48:47] <ThePsionic> Amazing
L1432[16:49:37] <gigaherz> hmf how does one draw a tooltip in a gui? XD
L1433[16:49:48] <fry|sleep> williewillus: skimmed through, everything else seems mostly correct
L1434[16:50:17] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-03_23.50.03.png
L1435[16:50:18] <williewillus> gigaherz: vanilla? :D
L1436[16:50:24] <gigaherz> generator is done otherwise
L1437[16:50:32] <gigaherz> the only missing detail is a tooltip on the energy bar
L1438[16:50:32] <gigaherz> ;P
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L1440[16:50:53] <gigaherz> OH COME ON STUPID MS
L1441[16:51:02] <gigaherz> it assigned the metro photo viewer back on the images ¬¬
L1442[16:51:17] <gigaherz> I don't even LIKE the app, stop insisting!
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L1444[16:52:07] <gigaherz> I should make a tool that removes ANY file association it can find in the registry that links to a metro app, but has a desktop alternative available
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L1446[16:52:40] <gigaherz> oh it's WORSE than that!
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L1448[16:52:48] <gigaherz> they got rid of the desktop image viewer app!
L1449[16:52:51] <gigaherz> without eventelling me!
L1450[16:53:03] <williewillus> wat
L1451[16:53:06] <williewillus> it's still there
L1452[16:53:12] <williewillus> for me at least on windows 10
L1453[16:53:13] <gigaherz> not in my installation, after I upgraded to 1155
L1454[16:53:23] <gigaherz> it's gone from the file associations and all
L1455[16:53:26] <williewillus> but I use linux :p I actually enjoy Windows 10 Mobile but Windows 10 Desktop is meeehhh
L1456[16:53:34] <williewillus> only use windows for steam
L1457[16:53:38] <gigaherz> I'd LIKE windows 10
L1458[16:53:41] <gigaherz> I'd RECOMMEND windows 10
L1459[16:53:45] <gigaherz> if Microsoft didn't do this shit
L1460[16:53:53] <gigaherz> every time there's an update, it resets the metro applications
L1461[16:53:57] <gigaherz> reinstalls the ones I removed, etc
L1462[16:54:31] <gigaherz> I don't like that photo viewer, I don't like the calendar app, I'd rather NOT have an association at all, than have the Main program open
L1463[16:54:40] <gigaherz> but noo, even if I take the time to configure things my way
L1464[16:54:44] <gigaherz> they have to reset it
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L1466[16:55:53] <gigaherz> it's just silly
L1467[16:55:55] <gigaherz> the exe IS THERE
L1468[16:56:04] <gigaherz> they just don't enable it unless you upgraded from windows 7/8
L1469[16:56:18] <gigaherz> and even if you actively choose to change a file association
L1470[16:57:02] <gigaherz> the "open with" dialog shows a special area with "this is the recommended app! use it!! please!!!!"
L1471[16:57:05] <gigaherz> NO THANKS
L1472[16:57:28] <ThePsionic> FUCK OFF MICROSOFT
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L1483[17:13:13] <gigaherz> so... no hints about the tooltip? XD
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L1485[17:13:54] <diesieben07> what are you trying to do with it?
L1486[17:14:07] <williewillus> have you looked at vanilla? :p
L1487[17:14:12] <gigaherz> nope XD
L1488[17:14:25] <gigaherz> diesieben07: show a tooltip on my RF meter
L1489[17:14:31] <diesieben07> which is an item?
L1490[17:14:38] <gigaherz> no, my generator machine
L1491[17:14:39] <diesieben07> or an in world thing?
L1492[17:14:45] <diesieben07> ah
L1493[17:14:46] <gigaherz> if it was an item I'd just use addInformation ;P
L1494[17:14:47] <diesieben07> TESR then :D
L1495[17:14:50] <gigaherz> nono
L1496[17:14:51] <gigaherz> the GUI ;P
L1497[17:15:02] <gigaherz> I want the tooltip to show up on hover ;P
L1498[17:15:03] <diesieben07> so ... just like an item tooltip
L1499[17:15:05] <diesieben07> but not on an item
L1500[17:15:11] <gigaherz> ....yes
L1501[17:16:12] <diesieben07> in drawScreen check if mouseX and mouseY are within the hover area. if so call drawHoveringText(<list of text>, x, y)
L1502[17:16:21] <diesieben07> with x and y being the mouse coords
L1503[17:16:34] <gigaherz> oh just that? easier than I expected
L1504[17:16:46] <gigaherz> the one single example I managed to find was drawing the whole tooltip manually bit by bit
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L1506[17:17:38] <Temportalist> how do you add new biomes in 1.8.x?
L1507[17:17:46] <diesieben07> just like you do in previous versions
L1508[17:18:21] <Temportalist> GameRegistry.addBiome doesnt exist
L1509[17:18:29] <Temportalist> Plus I havent done it before
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L1512[17:19:05] <diesieben07> BiomeManager.addBiome
L1513[17:20:58] <williewillus> so botania's mana pool can be easily made into a static model, but it needs to be able to be colored dynamically. I was thinking about grabbing the baked model, glcoloring, then rendering the baked model
L1514[17:21:09] <williewillus> but that doesn't work since rendering the bakedmodel doesn't retain color info
L1515[17:21:23] <williewillus> how do I dynamically recolor the baked model using ColoredBakedQuad?
L1516[17:21:34] ⇦ Quits: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com) (Ping timeout: 192 seconds)
L1517[17:21:44] <Temportalist> diesieben07: how important is the biome ID?
L1518[17:22:07] <diesieben07> it is pretty important
L1519[17:22:46] <Temportalist> Okay, what is the safest way to get a new one, and what if I dont want my biome to generate (I want to manually decide where it goes)
L1520[17:22:56] <Temportalist> (like the Thaumcraft eerie biome)
L1521[17:24:35] <diesieben07> you make a config file. if the id is not specified there (-1 for example) find a free spot in BiomeGenBase.getBiomeGenArray and save that in the config so you choose the same one next time
L1522[17:24:52] <diesieben07> and if you don't want it to generate, don't add it to the BiomeManager
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L1524[17:26:26] <Temportalist> are the objects in getBiomeGenArray always a biome, or can they be null, and are the indicies their specified biome ID?
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L1526[17:27:04] <diesieben07> the indices are the biomeID and the entry will be null if that ID is not taken yet
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L1528[17:28:27] <Temportalist> diesieben07: Valid?
L1529[17:28:29] <Temportalist> https://www.irccloud.com/pastebin/itL7wefW/
L1530[17:28:47] <diesieben07> uhhh yes
L1531[17:28:52] <diesieben07> if my scala is not betraying me
L1532[17:29:21] <diesieben07> but yeah only do that if there is nothing defined in the config
L1533[17:29:48] <PaleoCrafter> move that if inside the loop, Temportalist :P
L1534[17:29:54] <Temportalist> it is
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L1536[17:30:00] <Temportalist> because scala
L1537[17:30:03] <PaleoCrafter> I mean inside the for
L1538[17:30:21] <PaleoCrafter> like for(i <- biomes.indices if biomes(i) == null) return i
L1539[17:30:22] <Temportalist> thats not how scala works :P
L1540[17:30:30] <Temportalist> maybe it is, i dunno :P
L1541[17:30:41] <diesieben07> lol don't say that to paleo
L1542[17:31:00] <diesieben07> and even I am pretty sure that is how scala works
L1543[17:31:05] <Temportalist> okay haa
L1544[17:31:06] <Temportalist> haha
L1545[17:31:13] <Temportalist> learning every day :)
L1546[17:31:18] <Rushmead> I dont even scala.
L1547[17:31:27] <Temportalist> https://www.irccloud.com/pastebin/nehgi2YI/
L1548[17:31:44] <Rushmead> I like java just the way it is... with performance maybe :P
L1549[17:31:50] <gigaherz> my brain can't processes that scala code ;P
L1550[17:32:18] <PaleoCrafter> actually, you should probably do biomes.indices.find(biomes(_) == null)
L1551[17:32:27] <PaleoCrafter> dem options are gud
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L1553[17:34:19] <Temportalist> PaleoCrafter: so this?
L1554[17:34:22] <Temportalist> https://www.irccloud.com/pastebin/e2rxVFxk/
L1555[17:34:47] <PaleoCrafter> well, most optimally you wouldn't do that getOrElse :P
L1556[17:35:23] <Temportalist> haha right, but if the biome id doesnt exist, is there anything better than this?
L1557[17:35:38] <williewillus> I prefer lisp syntax to scala syntax tbh :p
L1558[17:35:41] <diesieben07> crash because out of biomes :D
L1559[17:35:47] <Temportalist> diesieben07: right haha
L1560[17:35:58] <diesieben07> that was not a joke btw :D
L1561[17:36:04] <Temportalist> I know
L1562[17:36:07] <PaleoCrafter> hm... you could do [...].getOrElse(throw new Exception)
L1563[17:36:08] <williewillus> does 1.9 move to that dynamic id reassignment thing like we have with item/block models?
L1564[17:36:20] <williewillus> for biomes
L1565[17:36:23] <diesieben07> probably not
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L1567[17:36:38] <PaleoCrafter> throw returns Nothing, if I'm not mistaken
L1568[17:36:38] <williewillus> and I hate that stupid vanilla assumption about M biomes and +128 ID
L1569[17:36:41] <diesieben07> someone did it for potions, shouldn't be too hard for biomes
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L1571[17:37:03] <Temportalist> https://www.irccloud.com/pastebin/ZxSL1pg5/
L1572[17:37:25] <shadekiller666> why must getExtendedState() be passed an IBlockAccess instead of World... >:( making this very difficult
L1573[17:37:40] <diesieben07> because it may be calle din the render thread
L1574[17:37:47] * Temportalist casts iblockaccess via a match :P
L1575[17:37:54] <diesieben07> which doesn't have a world, but only a captured cache
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L1578[17:38:30] <killjoy1> dumb wifi
L1579[17:38:43] <killjoy1> it connects, then decides it likes a different network better
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L1581[17:40:58] <shadekiller666> only being able to send an IModelState into the custom model loaders in getExtendedState is a pain in the ass...
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L1584[17:41:49] <shadekiller666> trying to change group visibilities based on adjacent redstone strength, and the only place to get redstone strength information is from World...
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L1586[17:42:37] <shadekiller666> if i could pass the OBJState to the OBJLoader by other means it would make this easier
L1587[17:43:17] <gigaherz> hmmm how did I cause a TE to drop the contents when it's destroyed?
L1588[17:43:49] <diesieben07> pretty much every TE does that in breakBlock...
L1589[17:44:07] <gigaherz> vanilla ones do while in creative mode, mine just disappear
L1590[17:44:18] <diesieben07> where do you spill the contents?
L1591[17:44:23] <gigaherz> I don't
L1592[17:44:25] <gigaherz> that was the question
L1593[17:44:27] <diesieben07> oh
L1594[17:44:30] <diesieben07> you do it in breakBlock :P
L1595[17:44:36] <gigaherz> so you have to do it manually
L1596[17:44:47] <gigaherz> I was thinking there was something that would do it for you
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L1598[17:45:18] <diesieben07> this does: https://goo.gl/pSiQOc :P
L1599[17:45:41] <gigaherz> C&P'd the dispenser's breakBlock code ;P
L1600[17:46:03] <diesieben07> also works :D
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L1602[17:48:34] <Temportalist> PaleoCrafter: you would probably hate my scala code (im sure I have a lot yet to learn :P)
L1603[17:48:58] <PaleoCrafter> eh, you probably are better than sham1 xD
L1604[17:49:33] <Temportalist> https://github.com/TheTemportalist/Origin/tree/dev
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L1609[17:59:24] <Temportalist> PaleoCrafter: is there an easier way to do "val tuple = (5, 3) ; val tuple2 = (tuple._1 + 2, tuple._2 + 2)"
L1610[17:59:40] <PaleoCrafter> don't think so
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L1612[18:00:26] <gigaherz> okay, release ready
L1613[18:00:27] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases/tag/v0.65-Try2
L1614[18:00:33] <gigaherz> waiting fro curseforge review
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L1617[18:01:47] <PaleoCrafter> goes right into my dev environment's mods folder :P
L1618[18:02:53] <gigaherz> XD
L1619[18:05:17] <williewillus> man I really need to catch up on sleep before school starts :p
L1620[18:05:22] <gigaherz> lol
L1621[18:05:29] <williewillus> haven't gotten a good full night of sleep since I started going full steam on Botania :p
L1622[18:05:34] <gigaherz> when does it start?
L1623[18:05:39] <williewillus> the 17th
L1624[18:05:43] <gigaherz> ahh still a bit, then
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L1626[18:05:55] <PaleoCrafter> that rudimentary generator looks pretty snazzy for being rudimentary xD
L1627[18:06:00] <gigaherz> yeh
L1628[18:06:09] <gigaherz> it's just not a Big Reactor
L1629[18:06:09] <gigaherz> ;P
L1630[18:06:29] <gigaherz> does 200RF/t, with up to 800RF/t output from the buffer
L1631[18:07:33] <PaleoCrafter> why ain't that orb 3d?
L1632[18:07:54] <shadekiller666> seems like getExtendedState only ever receives a RegionRenderCache as the IBlockAccess variable...
L1633[18:08:06] <gigaherz> I never considered it XD
L1634[18:08:35] <gigaherz> shadekiller666: that's because it's only used from the client's BlockRenderDispatcher
L1635[18:08:41] <williewillus> ^
L1636[18:08:49] <gigaherz> it only has the information needed by the client's rendering
L1637[18:08:53] <shadekiller666> mhmm
L1638[18:08:55] <williewillus> its abstracted to a blockaccess for that reason :p
L1639[18:08:56] <PaleoCrafter> gigaherz, how does one build that multiblock again?
L1640[18:09:09] <gigaherz> https://github.com/gigaherz/Ender-Rift/wiki
L1641[18:09:17] <PaleoCrafter> ah :D
L1642[18:09:21] <gigaherz> scroll down for pics, or click on video ;P
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L1644[18:10:20] <killjoy> Jackie Chan is an 8. https://www.youtube.com/watch?v=V90vdClMs3U
L1645[18:10:38] <shadekiller666> how the hell am i going to pass in the proper string to OBJState based on redstone strength if i can't call the methods i have to get the redstone strength from within getExtendedState...
L1646[18:11:20] <shadekiller666> this separation between the custom model loaders and the blockstate json data is stupid
L1647[18:13:08] <PaleoCrafter> might want to return null in getPickBlock for your structure blocks, gigaherz ;)
L1648[18:13:10] <gigaherz> killjoy: LOL
L1649[18:13:21] <gigaherz> PaleoCrafter: /facepalm
L1650[18:13:24] <gigaherz> I knew I was forgetting something
L1651[18:14:23] <PaleoCrafter> can you do anything more than building that structure yet? :P
L1652[18:15:19] <shadekiller666> seriously... RegionRenderCache stores an instance of World but its protected...
L1653[18:15:28] <shadekiller666> stupid mojang
L1654[18:15:40] <PaleoCrafter> you can access protected fields :P
L1655[18:18:31] <gigaherz> hmmm instead of returning null, I could return redstone/iron blocks XD
L1656[18:18:59] <gigaherz> PaleoCrafter: build structure, power it with generator, build Interface, place it on rift, and use hoppers to pipe in/out ;P
L1657[18:19:11] <shadekiller666> paleo, not according to eclipse...
L1658[18:19:40] <williewillus> why do you need the world?
L1659[18:19:55] <williewillus> if it's a render cache wouldn't it be bad to access the non-cache world?
L1660[18:20:41] <shadekiller666> i'm trying to change visibilities of groups in my block's model based on the strength of redstone input
L1661[18:21:12] <shadekiller666> the only place i can pass an OBJState with the visibility information into the loader is inside of getExtendedState()
L1662[18:21:39] <shadekiller666> but in order for me to get the strength of redstone input, i need the World
L1663[18:21:43] <gigaherz> can't you access the neighbours at least?
L1664[18:21:58] <williewillus> don't you have access to redstone in IBlockAccess?
L1665[18:22:03] <williewillus> "getStrongPower"
L1666[18:22:09] <shadekiller666> i can detect whether or not the block is on/off
L1667[18:24:12] <Temportalist> is there an easier way than trace down the Y height to get the top block of the world at an XZ pos?
L1668[18:24:40] <PaleoCrafter> World.getTopSolidOrLiquidBlock
L1669[18:25:49] <Dankhax> Hello, I am trying to set up forge in dev mode (working on a new PR). When I set it up, the forge code doesn't seem to be generated for the Forge project, which leaves me with a bunch of reference errors. Anyone have an idea on what I did wrong? I followed the steps on the GitHub contributing file. https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge#conventions-for-coding-patches-for-a-minecraft-class-javapatch
L1670[18:26:11] <PaleoCrafter> you're keeping that name now? :D
L1671[18:26:20] <Dankhax> Lol, I guess so ;p
L1672[18:26:54] <Dankhax> It's only until I shut off my client.
L1673[18:27:10] <Temportalist> PaleoCrafter: can this be better? for (x <- startXZ._1 to startXZ._1 + size) for (x <- startXZ._2 to startXZ._2 + size)
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L1675[18:28:41] <PaleoCrafter> for { x <- startXZ._1 to startXZ._1 + size \n z <- startXZ._2 to startXZ._" + size }
L1676[18:28:58] <PaleoCrafter> and I'd suggest using a blockpos or something instead of a tuple :P
L1677[18:30:59] <williewillus> is it true that sometimes packethandler code will actually get called on the main thread in 1.8?
L1678[18:31:03] <williewillus> and sometimes on the network thread
L1679[18:31:07] <williewillus> depending on how it feels
L1680[18:31:25] <PaleoCrafter> lol, williewillus, you just helped me figure out a bug
L1681[18:31:32] <williewillus> ?
L1682[18:31:59] <PaleoCrafter> I forgot about the "1.8 = separate network thread" thing and wondered why I sometimes get weird exceptions in my packet code
L1683[18:32:26] <williewillus> I heard asie mention that it may or may not be on the main thread during the 1.8 panel at BTM, was under the impression it was always in the net thread 0.o
L1684[18:32:36] <williewillus> but now, looking at vanilla, it has checks everywhere to check for main thread
L1685[18:32:37] <PaleoCrafter> it should be
L1686[18:32:38] <williewillus> why 0.o
L1687[18:32:42] <Temportalist> PaleoCrafter: valid?
L1688[18:32:45] <Temportalist> https://www.irccloud.com/pastebin/De2IAyHN/
L1689[18:32:58] <PaleoCrafter> ugh, mutability :P
L1690[18:33:39] <williewillus> yeah, indeed there's main thread checks everywhere. Why is it so...unpredictable?
L1691[18:33:47] <PaleoCrafter> val highest = for { ... } yield world.getTopSolidOrLiquidBlock(new BlockPos(x, 0, z)); highest.max
L1692[18:34:14] <PaleoCrafter> where would be such a check, williewillus?
L1693[18:34:39] <williewillus> in all the vanilla packet handlers there is a call to PacketThreadUtils.checkThreadAndEnqueue. if not on the main thread, schedules it
L1694[18:35:24] <PaleoCrafter> well, you might manually call the handle method ;)
L1695[18:35:59] <williewillus> otherwise, it throws an exception that is caught and swallowed by Networkmanager
L1696[18:36:14] <PaleoCrafter> hm...
L1697[18:37:14] <Temportalist> PaleoCrafter: si?
L1698[18:37:16] <Temportalist> https://www.irccloud.com/pastebin/5jj6mgqE/
L1699[18:37:33] <PaleoCrafter> williewillus, looks like it actually *does* get called from the main thread
L1700[18:37:48] <PaleoCrafter> that is, in most (if not all instances)
L1701[18:37:55] <williewillus> the packet handlers?
L1702[18:37:56] <PaleoCrafter> unless I'm debugging terribly wrong xD
L1703[18:37:57] <PaleoCrafter> yes
L1704[18:38:07] <williewillus> what happened to the "everything's on the network thread now" thing :p
L1705[18:38:22] <PaleoCrafter> yep, Temportalist
L1706[18:38:26] <Temportalist> cool, thanks
L1707[18:38:42] <PaleoCrafter> well, I just trusted what other people told me, williewillus :P
L1708[18:38:53] <PaleoCrafter> I'M sure diesieben07 would know more
L1709[18:39:10] <williewillus> and that wouldn't explain why vanilla has checks everywhere for the main thread either 0.o
L1710[18:39:56] <PaleoCrafter> of course it does
L1711[18:40:32] <PaleoCrafter> oh, wait, I'm stupid ._.
L1712[18:43:11] <killjoy> So I've been wanting to see this since I saw what minecraft story mode was like. https://www.youtube.com/watch?v=NCv32pJm6pM
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L1714[18:44:49] <killjoy> :( Jessie still talks
L1715[18:44:58] <Mraof> Okay now I actually managed to use lwjgl 2.9.3 with gradle instead of 2.9.1
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L1717[18:51:19] <Temportalist> PaleoCrafter: want some more? :P
L1718[18:51:25] <PaleoCrafter> not right now :D
L1719[18:51:51] <Temportalist> haha alright
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L1722[18:54:22] <PaleoCrafter> so, williewillus, I take my previous statement back, I can't seem to find a single instance where the packet handlers would be called directly from the main thread without going through the scheduler
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L1726[19:02:05] <captainshadows> abrar
L1727[19:03:24] <PaleoCrafter> cadabra
L1728[19:03:30] <PaleoCrafter> *cadabrar
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L1807[19:08:22] <gigaherz> so... it seems a server died? ;P
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L1815[19:09:17] <PaleoCrafter> gigaherz, could you test just creating a world for me, maybe?
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L1817[19:09:28] <gigaherz> PaleoCrafter: hm?
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L1820[19:09:52] <PaleoCrafter> world generation appears to be horribly slow for me, even with nothing but Forge installed
L1821[19:10:04] <gigaherz> what version of forge?
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L1823[19:10:10] <gigaherz> I'm on 1671
L1824[19:10:16] <PaleoCrafter> that should "work"
L1825[19:10:27] <gigaherz> dev or production
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L1827[19:10:49] <PaleoCrafter> for me both were slow, so doesn't really matter
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L1829[19:11:01] <PaleoCrafter> and it can't be due to hardware for me as vanilla 1.8.9 works jsut fine
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L1832[19:12:22] <gigaherz> it's as fast/slow as usual
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L1834[19:12:24] <gigaherz> took like 10-15s
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L1970[19:18:21] <killjoy1> holy netsplit batman
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L1974[19:18:26] <gigaherz> yup
L1975[19:18:32] <PaleoCrafter> gigaherz, hm... could you try it with vanilla as well?
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L1978[19:18:49] <gigaherz> sure
L1979[19:18:59] <PaleoCrafter> for me it takes about twice as long with forge as it does with vanilla
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L1983[19:19:34] <PaleoCrafter> maybe I've just never noticed how long this takes until I put my own oregen in xD
L1984[19:19:34] <gigaherz> 10s from clicking create to the world popping in
L1985[19:19:37] <gigaherz> same as Forge
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L1988[19:19:52] <gigaherz> +-1s
L1989[19:19:56] <PaleoCrafter> hm... I get about 5s with vanilla and 10s with forge
L1990[19:20:21] <gigaherz> now it took 7s
L1991[19:20:23] <gigaherz> let me choose a seed
L1992[19:20:25] <gigaherz> and compare same-seed
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L1995[19:22:35] <gigaherz> yeah Forge takes a bit longer
L1996[19:22:51] <gigaherz> same seed takes some 2-4s extra
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L1999[19:23:05] <gigaherz> so like 20-60% more time
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L2001[19:24:22] <gigaherz> hmm weird
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L2003[19:24:28] <gigaherz> even though the world is generally identical
L2004[19:24:53] <gigaherz> the Forge-generated one has a lot less dead bushes in it
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L2006[19:25:03] <PaleoCrafter> lol
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L2008[19:26:35] <gigaherz> grass generated the same, although the world random offsets are different
L2009[19:26:42] <gigaherz> but the dead bushes, those change
L2010[19:26:44] <williewillus> um
L2011[19:26:47] <williewillus> anyone know why https://t.co/q8RFjBSakg
L2012[19:26:49] <gigaherz> and they are the same between multiple runs of the worldgen
L2013[19:26:55] <gigaherz> just different between mc and forge
L2014[19:27:16] <williewillus> it's supposed to smoothly fade between colors, and I copied the code from the old TESR
L2015[19:27:26] <gigaherz> williewillus: what's your code like?
L2016[19:28:12] <PaleoCrafter> well, I might just have been imagining this performance drop after all :D
L2017[19:29:27] <williewillus> gigaherz: item https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/item/block/ItemBlockPool.java#L43
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L2019[19:29:51] <williewillus> TESR (which works): https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTilePool.java#L72
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L2021[19:30:16] <PaleoCrafter> uhm... you add a totally random value
L2022[19:30:27] <PaleoCrafter> of course that's going to spaz out
L2023[19:30:32] <gigaherz> williewillus: that code will generate random numbers
L2024[19:30:38] <gigaherz> so it makes sense that each frame is different color
L2025[19:30:39] <williewillus> it was like that in the TESR as well...
L2026[19:30:47] <PaleoCrafter> in the TE the seed is the block position, so you always get the same value ;)
L2027[19:30:59] <PaleoCrafter> producing unique yet random results for every TE
L2028[19:31:31] <PaleoCrafter> just remove that randomness from the item and you're good
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L2032[19:34:16] <williewillus> also, the pool needs to do that in world. however rendering the baked model in a tesr doesn't let me do that kinda glcolor stuff before I render
L2033[19:34:25] <williewillus> I assume I need to unpack the quads and color them manually?
L2034[19:34:46] <PaleoCrafter> well, you could use a shader :P
L2035[19:35:04] <PaleoCrafter> if you're already having access to those anyway :D
L2036[19:35:26] <williewillus> I have no idea how to write, use, or maintain one of those so meh
L2037[19:35:44] <PaleoCrafter> I could write you one very quickly :P
L2038[19:38:02] <williewillus> sure :p
L2039[19:38:15] <williewillus> looking at them, I kinda get how they work but don't know GLSL
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L2041[19:40:01] <PaleoCrafter> the fragment shader
L2042[19:42:30] <williewillus> well the question actually is is it worth the effort to render the baked model in TESR or should I just leave it at modelbase :p
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L2044[19:43:33] <PaleoCrafter> whoops, here's the fragment shader: http://pastebin.com/Cs3ZBwUw and here's the callback: http://pastebin.com/qRRJshF2
L2045[19:43:46] <PaleoCrafter> I think you can figure out the rest yourself :P
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L2047[19:44:21] <PaleoCrafter> the color components have to range from 0 to 1
L2048[19:48:34] <williewillus> and the shaders will bypass all glcoloring that the bakedmodel renderer does?
L2049[19:49:24] <PaleoCrafter> yep
L2050[19:50:03] <gigaherz> you cna have a specific shader in one specific item?
L2051[19:50:31] <PaleoCrafter> it's a TESR :P
L2052[19:51:18] <PaleoCrafter> but tbh, williewillus, you could probably make the pool a normal block model apart from the liquid part xD
L2053[19:51:32] * Temportalist really hates testing world generators
L2054[19:51:39] <williewillus> how would I have the fabulous pool fade through all colors like that then?
L2055[19:51:52] <PaleoCrafter> right, herp derp
L2056[19:55:21] <PaleoCrafter> anyways, I'm off for today, night guys
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L2059[19:56:34] <Temportalist> by PaleOff
L2060[19:56:40] <Temportalist> bye*
L2061[19:58:11] <williewillus> wait I think simply changing to rendering a bakedmodel broke the mana water shader wat
L2062[19:59:31] <gigaherz> so far as I know, blocks in the world are batched together into big calls
L2063[19:59:38] <gigaherz> setting textures or shaders or such will do nothing
L2064[19:59:45] <williewillus> no but I render the bakedmodel in a TESR
L2065[19:59:55] <gigaherz> using LightUtility?
L2066[19:59:58] <williewillus> no
L2067[20:00:09] <williewillus> using default vanilla stuff which I'm sure calls it somewhere
L2068[20:00:27] <williewillus> or maybe not idk
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L2097[20:23:54] <williewillus> !gm func_77952_i
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L2111[20:49:03] <Temportalist> Is WorldSavedData re-loaded when a world is created?
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L2114[21:05:20] <gigaherz> Temportalist: what?
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L2116[21:05:32] <Temportalist> nvm, i think i got that part working
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L2118[21:05:51] <Temportalist> I am working on world generating Nexi
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L2763[22:39:49] <killjoy> Anyone know what optifine does the the fontrenderer with hd fonts?
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L2869[22:43:13] portlane.esper.net sets mode: +o on cpw
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L2880[22:44:05] <williewillus> wat is happening
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L2883[22:44:45] <gigaherz> espernet's server network seems to be... flimsy
L2884[22:44:46] <gigaherz> tonight
L2885[22:44:53] <progwml6> its always flimsy
L2886[22:44:55] <progwml6> unfortunately
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L2895[22:45:27] <gigaherz> well yeah but it's not falling apart like this normally
L2896[22:45:27] <gigaherz> XD
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L2899[22:46:43] <killjoy> !gc FontRenderer 1.8
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L2902[22:47:50] <killjoy> Why does optifine still have support for hd fonts?
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L2906[22:52:28] <williewillus> does vanilla not hav eit?
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L3023[22:59:30] <killjoy> http://www.twitch.tv/spongepowered/v/33221463
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L3097[23:24:10] <securitypedant> hola
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L3099[23:24:14] <gigaherz> gah
L3100[23:24:20] <securitypedant> i'm getting a server crash, http://pastebin.com/5VYVYyks
L3101[23:24:30] <gigaherz> Iwas wondering why my mod, which is one of the few on curse for 1.8.9, doesn't show up in the list
L3102[23:24:39] <gigaherz> now I realized only mods with "release" downloads show up
L3103[23:24:51] <securitypedant> yet it seems to be related to a vanilla Zombie tick. I just upgraded about 5-6 forge mods on my server, so that might be the cause
L3104[23:25:12] <securitypedant> But from the crash report, I can't seem to find any indication of what mod might be affected. Any ideas on how I might be able to diagnose?
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L3108[23:25:44] * gigaherz changed the latest build to release
L3109[23:25:51] <williewillus> probably start with mods that modify zombie ai
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L3111[23:26:24] <gigaherz> \o/
L3112[23:26:25] <gigaherz> http://www.curse.com/mc-mods/minecraft?filter-project-game-version=&filter-project-sort=3
L3113[23:26:27] <gigaherz> I show up now!
L3114[23:27:15] <gigaherz> it's weird, other mods are in beta and show up
L3115[23:27:16] <gigaherz> :/
L3116[23:27:17] <securitypedant> williewillus: gotcha. i'll search through the list and see what might impact Zombies
L3117[23:27:58] <securitypedant> I assume i'm looking for something that Extends EntityZombie
L3118[23:28:01] <securitypedant> ?
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L3121[23:28:41] <gigaherz> securitypedant: you don't need to extend zombie for that
L3122[23:28:59] <gigaherz> you can just handle the EntityConstructingEvent, detect it's a zombie, and then modify the AI from there
L3123[23:29:08] <securitypedant> ahh right
L3124[23:29:09] <gigaherz> so searching for stuff that extends zombie may not be enough
L3125[23:29:13] <securitypedant> ok
L3126[23:29:17] <killjoy> Is there a way to mass convert package private to public?\
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L3131[23:30:17] <securitypedant> http://www.minecraftforum.net/forums/support/modded-client-support/2563431-ticking-title-entity
L3132[23:30:28] <securitypedant> looks like someone else has a very similar crash
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L3134[23:30:35] <securitypedant> with Minecraft Comes Alive as a common mod
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L3137[23:31:25] <gigaherz> "ticking entity" is a generic exception that wraps the real exception when this exception happened in the entity's update method
L3138[23:31:49] <gigaherz> (which I assume is called tick() in the original source code)
L3139[23:33:07] <gigaherz> problem is in this case the exception happens in the AI
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L3141[23:33:14] <gigaherz> so you can't tell who made the changed ;P
L3142[23:33:16] <gigaherz> changes*
L3143[23:33:52] <securitypedant> well I upgraded a bunch of mods
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L3146[23:34:13] <securitypedant> I need to go through them and figure out what mod might be affecting the Zombie AI and then work through their code to see what might be going on
L3147[23:35:05] <securitypedant> is there more verbose logging I could turn on? server seems to crash pretty much every day
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L3149[23:35:53] <gigaherz> depends on the mods
L3150[23:36:02] <gigaherz> forge works with log4j
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L3152[23:36:39] <gigaherz> you could set up a log4j configuration file that activates more verbose logging for individual mods
L3153[23:36:58] <gigaherz> I have never used log4j at that level so I have no idea how those work ;P
L3154[23:37:06] <gigaherz> gotta sleep, night
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L3157[23:39:07] <securitypedant> night
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