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L93[01:02:48] <killjoy> Oh my.... I just found some code...
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L95[01:02:56] <killjoy> if (connection.isClosed() || connection == null)
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L111[01:41:18] <masa> esper pls...
L112[01:42:12] <Upthorn> esper be like "nah"
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L114[01:42:34] <Drullkus> killjoy: Holy snap. Codes!
L115[01:42:39] <Zaggy1024> fricken heck
L116[01:42:45] <Drullkus> Frackin hack
L117[01:42:53] <Zaggy1024> fry still hasn't properly fixed XZ block offsets in his pipeline
L118[01:42:59] <killjoy> frucking hick
L119[01:43:41] <Zaggy1024> his offsets still always take into account Y position for XZ offsets
L120[01:43:49] <Zaggy1024> soo...http://i.imgur.com/Dv8PXB7.png
L121[01:44:11] <Zaggy1024> thought I told him that was the problem
L122[01:44:54] <Zaggy1024> *a problem
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L124[01:45:19] <Zaggy1024> there was actually a bigger issue at the time, but I think I also told him that it was taking Y into account when it shouldn't
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L126[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160104 mappings to Forge Maven.
L127[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160104-1.8.9.zip (mappings = "snapshot_20160104" in build.gradle).
L128[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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L147[02:42:56] <solidDoWant1> if I say this.nbt = (nbt == null ? null : (NBTTagCompound) nbt.copy());, this.nbt is gaurenteed to be a new copy, no way related to the origonal nbt, right?
L148[02:43:14] <tterrag|ZZZzzz> yes
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L157[03:09:52] <VikeStep> I learnt something new about Java today https://docs.oracle.com/javase/tutorial/essential/exceptions/tryResourceClose.html
L158[03:09:59] <VikeStep> I've been manually closing things all this time
L159[03:10:17] <killjoy> Well I think I just helped my friend port his plugin to sponge
L160[03:10:31] <killjoy> I abstracted away all the bukkit so now it's easy to do sponge
L161[03:10:53] <killjoy> "damn. This is much easier with abstract methods"
L162[03:11:06] <ThePsionic> Oh nice VikeStep, TIL
L163[03:11:22] <killjoy> java 7
L164[03:12:04] <VikeStep> I've been using C# at work for a while and realised a lot of things I like with C# that I thought weren't in Java
L165[03:12:04] <ThePsionic> I code with java 8 compat so idgaf
L166[03:12:06] <VikeStep> this was one of them
L167[03:12:11] <killjoy> closeQuietly(c) > try {if (c != null) c.close();}catch(IOException e){}
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L210[04:34:19] <ThePsionic> eugh
L211[04:34:29] <ThePsionic> jumper in front of my train, missed my test
L212[04:34:34] <ThePsionic> great start of the year
L213[04:37:19] <luacs1998> ThePsionic, heh
L214[04:37:34] <ThePsionic> don't heh me :c
L215[04:37:38] <luacs1998> the rube goldberg machine my school used to take attendance crashed today
L216[04:37:51] <luacs1998> it didn't like 2016 :(
L217[04:37:54] <ThePsionic> lmao
L218[04:38:25] <ThePsionic> So everyone wasn't at school today
L219[04:39:42] <luacs1998> to the system
L220[04:39:52] <luacs1998> classes went on as per normal :(
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L222[04:40:13] <ThePsionic> that's too bad :P
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L232[05:11:31] <Wuppy> o/
L233[05:11:36] <Drullkus> \o
L234[05:11:51] <Wuppy> how's peeps today
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L240[05:36:14] <Wuppy> ugh such a busy day :V
L241[05:36:19] <Wuppy> and that without any programming
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L246[06:00:54] <PaleoCrafter> welp, wouldn't have thought I'd see snow this winter
L247[06:05:20] <Wuppy> :O
L248[06:05:22] <Wuppy> where
L249[06:06:28] <PaleoCrafter> northern Bavaria :P
L250[06:09:41] <Wuppy> eww bavaria
L251[06:09:44] <Wuppy> my least favorite beer
L252[06:09:56] <Wuppy> and that's coming from someone who has had Maes :P
L253[06:10:30] <PaleoCrafter> you wot mate
L254[06:10:41] <Wuppy> they dont sell bavaria beer in bavaria?
L255[06:10:52] <PaleoCrafter> of course they do
L256[06:11:13] <PaleoCrafter> oh, Bavaria as in the Bavaria brand
L257[06:11:25] <PaleoCrafter> no, never seen that around here :P
L258[06:11:54] <Wuppy> ah... they sell it here, it's the worst beer out there
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L272[07:15:15] <OrionOnline> Guys are TE only ticked on the Server side in 1.8.9?
L273[07:16:41] <OrionOnline> And is there a way to make them tick on the Client side?
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L279[07:28:55] <Lumien> Orion they still tick client side
L280[07:29:27] <OrionOnline> He
L281[07:29:39] ⇨ Joins: madcrazydrumma (~madcrazyd@197.234.0.50)
L282[07:29:42] <OrionOnline> When i put a break point at the first line of my update method and check for world.isRemote
L283[07:29:46] <OrionOnline> it is always false....
L284[07:30:14] <ghz|afk> maybe the breakpoint is only active on that thread?
L285[07:30:21] <OrionOnline> Let me check
L286[07:30:23] <madcrazydrumma> Does the ServerTickEvent work exactly the same as the ClientTickEvent? I've registered it and all but my code does not run
L287[07:30:46] *** ghz|afk is now known as gigaherz
L288[07:30:55] <OrionOnline> Nope it suspends on all threas
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L290[07:33:17] <OrionOnline> I will be back, need to get my brother from school, will debug this then.
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L293[07:36:21] <madcrazydrumma> gigaherz, you there pal?
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L296[07:43:36] <gigaherz> madcrazydrumma: I happen to be here, yes
L297[07:45:16] <madcrazydrumma> Can you see whats up with my code? I explained the problem above ^ http://pastebin.com/ChkQ94h8
L298[07:46:02] <gigaherz> @EventHandler is for the lifecycle stuff in your @Mod
L299[07:46:19] <gigaherz> you want @SubscribeEvent for the stuff you register using MinecraftForge.EVENT_BUS
L300[07:46:55] <madcrazydrumma> Ahh okay
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L302[07:47:50] <sham1> @EventHandler and @SubscribeEvent
L303[07:47:58] <sham1> Totally not names that are easy to mix up...
L304[07:48:04] <sham1> in their intent
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L306[07:48:19] <gigaherz> blame Java for allowing you to import inner classes by name
L307[07:48:20] <gigaherz> ;P
L308[07:48:25] <gigaherz> it's really @Mod.Eventhandler
L309[07:48:39] <madcrazydrumma> gigaherz, okay its still not decrementing anything :P
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L311[07:48:44] <sham1> But why 2 annotations for something so similar
L312[07:49:00] <gigaherz> that I don't know
L313[07:50:41] <madcrazydrumma> ;_;
L314[07:50:49] <gigaherz> in my ender-rift mod I chose not to import EventHandler directly
L315[07:50:50] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java
L316[07:50:56] <gigaherz> so I have @Mod.EventHandler clearly visible
L317[07:50:56] <gigaherz> ;P
L318[07:51:04] <madcrazydrumma> Ahh okay :P
L319[07:51:16] <sham1> I use @Mod.EventHandler as well thanks to IDEA
L320[07:51:20] <madcrazydrumma> But i have no idea why it doesnt decrement
L321[07:51:25] <gigaherz> madcrazydrumma: really it couldbe many things
L322[07:51:33] <gigaherz> do you call EVENT_BUS.register for it?
L323[07:51:47] <gigaherz> is Mod.PUBLIC_FIELD actually not null?
L324[07:51:53] <madcrazydrumma> EVENT_BUS
L325[07:51:56] <madcrazydrumma> yeah its not null
L326[07:53:14] <gigaherz> and it's on 1.8.9?
L327[07:54:01] <gigaherz> because ServerTickEvent is an fml event so in 1.8 or 1.7.10, it would belong on the fml event bus
L328[07:54:43] <gigaherz> the buses were merged in 1.8.8
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L330[08:00:34] <madcrazydrumma> Yeah
L331[08:01:16] <panda_2134> Is there any mod that backports the json model system to 1.7.10?
L332[08:01:29] <madcrazydrumma> Well im using forge version 1.8-11.14.4.1563.mdk
L333[08:01:33] <fry> -_-
L334[08:01:45] <sham1> fry's not amused
L335[08:03:04] <gigaherz> madcrazydrumma: then use the fml bus
L336[08:03:10] <dangranos> hm
L337[08:03:20] <dangranos> i freeze at "Texture creation - stitching"
L338[08:03:24] <gigaherz> panda_2134: not that I know of, but if you want to do it ;P
L339[08:03:45] <panda_2134> Haha
L340[08:03:55] <panda_2134> But i dont have time
L341[08:04:14] <panda_2134> You know, there is tons of homework...
L342[08:04:37] <gigaherz> then you'll have to convert the json models to ISBRH classes if you want to backport ;P
L343[08:05:09] <madcrazydrumma> gigaherz, I have a counter that decrements once per tick, but how do i make it so it would act in seconds? Would i have to use a separate counter and count 20 then decrement?
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L345[08:05:35] <gigaherz> madcrazydrumma: yes, or use maths
L346[08:05:53] <panda_2134> Just %20 and see whether it equals to 0 or not...
L347[08:06:03] <panda_2134> I think that works
L348[08:06:09] <gigaherz> just do... seconds = (counter+19)/20;
L349[08:06:16] <gigaherz> and oyu'll have a seconds counter rounded upward
L350[08:06:40] <gigaherz> or just "seconds = counter/20" if you want to round downward
L351[08:07:02] <madcrazydrumma> well I have a variable duration which i decrement once per tick through a mutator method
L352[08:07:08] <panda_2134> You can simply use mod...
L353[08:07:20] <Quetzi> you also want to check which tick phase you're in
L354[08:07:23] <gigaherz> panda_2134: then you still need two variables
L355[08:07:37] <madcrazydrumma> What do you mean Quetzi?
L356[08:07:42] <gigaherz> I was just suggesting to /20 when reading the value
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L359[08:08:08] <Hea3veN> fry: https://gfycat.com/AptLateAnemone
L360[08:08:16] <Hea3veN> that's animating the bones from code
L361[08:08:40] <fry> nice
L362[08:09:16] <panda_2134> My idea... will it work? https://www.irccloud.com/pastebin/ixXKWSKI
L363[08:09:26] <madcrazydrumma> Should i register my tick handler in pre-init? Its still not being called
L364[08:09:38] <panda_2134> @gigaherz
L365[08:10:11] <gigaherz> panda_2134: yeah, I assumed that the counter was used elsewhere
L366[08:10:17] <gigaherz> to display seconds
L367[08:10:39] <gigaherz> but I see your point too
L368[08:10:43] <panda_2134> gigaherz: use t/20 instead
L369[08:10:46] <panda_2134> I think
L370[08:11:00] <gigaherz> if(t%20 == 0) { seconds = t/20; }
L371[08:11:05] <gigaherz> well
L372[08:11:08] <gigaherz> if(t%20 == 0) { seconds = t/20; do stuff }
L373[08:11:34] <fry> Hea3veN: take a look at this at some point: https://github.com/MinecraftForge/MinecraftForge/pull/2331 :P
L374[08:11:50] <panda_2134> Ok You are right ,too XD
L375[08:11:58] <panda_2134> I misunderstood you
L376[08:12:29] <Soni> how do I delay some code until the end of the current tick?
L377[08:12:42] <Hea3veN> fry: yeah, it's on my todo list
L378[08:12:59] <madcrazydrumma> http://pastebin.com/KSjPtFS2
L379[08:13:04] <madcrazydrumma> So like this giga?
L380[08:13:33] <HassanS6000> Halp: I'm getting a crash when trying to show a player his inv + enderchest inv
L381[08:13:39] <HassanS6000> https://gist.github.com/hsyyid/3aca9e36728c8d1aae98
L382[08:13:45] <HassanS6000> https://gist.github.com/hsyyid/d4c8af821931d99234b5
L383[08:14:08] <HassanS6000> I'm opening a GUI chest and showing it. Works fine, until I try and move something or even press a slot
L384[08:14:43] <madcrazydrumma> IndexOutOfBoundsException: Index: 50, Size: 45
L385[08:16:17] <HassanS6000> ye
L386[08:17:06] <HassanS6000> Also, I wanna make this server-side only
L387[08:17:23] <madcrazydrumma> Isnt the GUI client side though?
L388[08:18:30] <HassanS6000> madcrazydrumma, I think there's a way to display the GUI on client, but the container and such is all server side. Then I'd like to save this inventory via NBT - the enderchest is just a test, I'd rather make a new inventory which I read and wrtie
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L390[08:20:44] <madcrazydrumma> Hmm
L391[08:20:58] <madcrazydrumma> Maybe its better to create you're own inventory
L392[08:21:19] <madcrazydrumma> That way you can handle the NBT better yourself
L393[08:22:11] <HassanS6000> madcrazydrumma, ye I will
L394[08:22:16] <madcrazydrumma> ^^
L395[08:22:32] <madcrazydrumma> gigaherz, http://pastebin.com/KSjPtFS2
L396[08:22:41] <HassanS6000> madcrazydrumma, lol I fixed it
L397[08:22:47] <madcrazydrumma> How HassanS6000? xD
L398[08:22:50] <HassanS6000> all I need to do is player.displayGUIChest(player.getInventoryEnderChest());
L399[08:22:53] * HassanS6000 facepalms
L400[08:23:00] <madcrazydrumma> oh goddamn xD
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L402[08:23:48] <gigaherz> madcrazydrumma: dude I told you it's NOT @EventHandler! it's @SubscribeEvent!
L403[08:24:39] <madcrazydrumma> AHHH ;_;
L404[08:24:47] <madcrazydrumma> I changed it and neither worked rip my life
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L406[08:28:04] <madcrazydrumma> alright gigaherz it runs but it doesn't count in seconds xD it goes down so fast
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L412[08:37:59] <Soni> fry, can your animated model system be used for particle effects?
L413[08:38:26] <fry> no idea
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L418[08:42:59] <madcrazydrumma> Why does my counter go down so fast in my tick event even though i do % 20 for checking once every 20 ticks?
L419[08:43:46] <Rockers> Depends on the type of tick event...
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L421[08:44:36] <madcrazydrumma> server
L422[08:44:43] <Rockers> I could be wrong, so don't hold me on it, but I think certain event ticks don't get called every 20th of a second.
L423[08:44:56] <madcrazydrumma> Oh hm
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L425[08:45:25] <diesieben07> mad, you also have to check event.phase, every tick event is fired twice, once before vanilla logic (PRE) and once after (POST)
L426[08:45:55] <madcrazydrumma> so how would i go about checking the phase
L427[08:46:21] <diesieben07> do you knw how2java? :D
L428[08:46:26] <madcrazydrumma> ya man
L429[08:46:28] <diesieben07> because that's home.
L430[08:46:30] <diesieben07> *how
L431[08:46:36] <madcrazydrumma> lysm
L432[08:46:53] <diesieben07> read the damn event class man
L433[08:46:58] <diesieben07> it's not hard to figure this shit out
L434[08:47:35] <Rockers> EventPriority ~~
L435[08:47:44] <diesieben07> you guys...
L436[08:47:58] <Rockers> What?
L437[08:48:10] <diesieben07> the heck are you talking about?:D
L438[08:48:41] <Rockers> e.getPhase() == EventPriority.EVENTPRIORITYHERE
L439[08:48:55] <madcrazydrumma> Yeah I just did that
L440[08:49:12] <diesieben07> the fuck Rockers
L441[08:49:17] <diesieben07> this has nothing to do with EventPriority
L442[08:49:41] <madcrazydrumma> getPhase() returns an event priority
L443[08:50:04] <diesieben07> yes, that is not what you want though.
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L445[08:50:20] <diesieben07> why would this have to do anything with priorities?
L446[08:50:28] <madcrazydrumma> Do i want Phase#END
L447[08:50:28] <madcrazydrumma> ?
L448[08:50:29] <diesieben07> TickEvent has a field called "phase"
L449[08:51:01] <diesieben07> you have to choose if you want END or START
L450[08:51:29] <madcrazydrumma> if(event.getPhase().equals(Phase.START)) { ?
L451[08:51:48] <diesieben07> that will never be true, since event.getPhase() returns an EventPriority
L452[08:51:49] <madcrazydrumma> or this if(event.phase == Phase.START) {
L453[08:51:51] <madcrazydrumma> ^
L454[08:51:55] <diesieben07> diesieben07> TickEvent has a field called "phase"
L455[08:52:11] <Rockers> Oh, I'm looking at a totally different event xd
L456[08:52:27] <Rockers> Ignore me.
L457[08:52:38] <madcrazydrumma> I did Rockers <3
L458[08:52:48] <Rockers> ~~{@
L459[08:53:58] <Rockers> How difficult would it be to implement a custom shader for a block, if it's even possible diesieben07?
L460[08:54:09] <sham1> ask fry
L461[08:54:17] <sham1> He knows more about rendering
L462[08:54:25] <Rockers> Alright.
L463[08:54:41] <diesieben07> ...
L464[08:55:05] <Rockers> Unless diesieben07 knows of course.
L465[08:55:28] <sham1> :P
L466[08:55:32] <sham1> All this pinging
L467[08:55:39] <Rockers> I was intending on doing something like this. http://motel-magazine.com/room/wp-content/uploads/2014/01/page14.moonstone.jpg
L468[08:55:39] <diesieben07> why would I? seriously, what is it with people being a chat room and asking specific people?
L469[08:55:51] <diesieben07> instead of just ... asking and waiting for *anyone* to answer.
L470[08:55:54] <Rockers> Because you went "..."
L471[08:56:03] <madcrazydrumma> Even with the event phase its still not going every second D:
L472[08:56:06] <diesieben07> no, that was AFTER you pinged me :P
L473[08:56:10] <madcrazydrumma> ^
L474[08:56:13] <diesieben07> anyways, i am just salty because its fucking freezing here
L475[08:56:16] <diesieben07> madcrazydrumma, show your code.
L476[08:56:22] <Rockers> I'm not used to IRCs lol
L477[08:56:29] <sham1> How freezy is it die
L478[08:56:30] <Rockers> Anyway, brb
L479[08:56:30] ⇦ Parts: Rockers (rockers300@host86-131-138-242.range86-131.btcentralplus.com) ())
L480[08:56:35] <diesieben07> -5°
L481[08:56:37] <madcrazydrumma> http://pastebin.com/32DQsi8E
L482[08:56:41] <diesieben07> and the stupid trains break down
L483[08:56:44] <diesieben07> i dont mind the cold
L484[08:56:46] <madcrazydrumma> Its 31 degrees here in the seychelles diesieben07
L485[08:56:50] <sham1> I just endured -16C today
L486[08:56:53] <diesieben07> i mind the incompetent german trains
L487[08:57:18] <diesieben07> sitting in a train that is already a replacement train and should have departed 20 minutes ago
L488[08:57:57] <sham1> and getting maglevs to Europe would be so awesome but...
L489[08:58:15] <madcrazydrumma> Hahaha xD
L490[08:58:33] <diesieben07> madcrazydrumma, you have to increment counter *always*, even when counter % 20 is 0
L491[08:58:40] <madcrazydrumma> really?
L492[08:58:41] <diesieben07> just do if (counter++ % 20 == 0)
L493[08:58:46] <diesieben07> yes of course
L494[08:58:48] <madcrazydrumma> ohh ye
L495[08:58:50] <madcrazydrumma> fml
L496[08:58:57] <sham1> Forge ModLoader
L497[08:59:25] <sham1> Also god damn it Ubisoft
L498[08:59:40] <madcrazydrumma> What did ubisoft do to you?
L499[08:59:53] <sham1> Tetris Ultimate
L500[09:00:14] <madcrazydrumma> lmao
L501[09:00:26] <sham1> Why cant we get good, official Tetris games to PCs
L502[09:00:29] <madcrazydrumma> diesieben07, okay now lets see - it decrements once and then stops xD
L503[09:00:40] <madcrazydrumma> Could it be the phase?
L504[09:01:18] <diesieben07> no, shouldn't be
L505[09:01:29] <diesieben07> where the heck is this counter field located at even?
L506[09:01:38] <diesieben07> are you sure you don't modify it anywhere else?
L507[09:01:43] <madcrazydrumma> Nope
L508[09:01:46] <madcrazydrumma> Its in my mod file
L509[09:02:15] <madcrazydrumma> wait woops the duration field is in the mod file
L510[09:02:18] <madcrazydrumma> the counter is nowhere else
L511[09:02:24] <diesieben07> what
L512[09:02:43] *** TTFT|Away is now known as TTFTCUTS
L513[09:02:44] <diesieben07> just post *all* the code related to it not just some snippet
L514[09:02:44] <madcrazydrumma> I just declare 'int counter = 0' at the top
L515[09:03:33] <madcrazydrumma> http://pastebin.com/DJiLM5R6
L516[09:04:18] <madcrazydrumma> http://pastebin.com/BLHMF4mA
L517[09:04:35] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L518[09:05:24] <diesieben07> no idea man
L519[09:05:26] <diesieben07> that looks alright
L520[09:06:10] <madcrazydrumma> ahh fuck
L521[09:06:33] *** willieaway is now known as williewillus
L522[09:06:42] <diesieben07> use the debugger and see whats happening
L523[09:07:16] <madcrazydrumma> Yeah ill give it a go and see what i can scrap
L524[09:07:34] <madcrazydrumma> couldn't i also set counter to equal 0 in the loop at %20 so it doesnt take up space?
L525[09:08:06] <diesieben07> an int always takes up 4 bytes no matter the value
L526[09:08:27] <madcrazydrumma> that the same for every paradigm?
L527[09:08:38] <diesieben07> paradigm?!
L528[09:08:40] <sham1> in java
L529[09:08:44] <sham1> yes
L530[09:08:58] <madcrazydrumma> just a thought xD
L531[09:09:15] <gigaherz> hey any of you used JEI in a dev env?
L532[09:09:16] <sham1> In C and C++ (the languages that heavily inspired java and gave it a lot of syntax)
L533[09:09:17] <sham1> depends
L534[09:09:20] <madcrazydrumma> that's not the same necessarily for a functional language though hey?
L535[09:09:27] ⇨ Joins: Jezza (~Jezza@2a00:c1a0:c091:5700:8b0:b5a6:b1ce:ca94)
L536[09:09:27] <madcrazydrumma> Ahh okay
L537[09:09:45] <sham1> Java is a mixed paradigm with a heavy emphesis on OOP
L538[09:10:04] <madcrazydrumma> Yeah i know that ^
L539[09:10:22] <sham1> And being functional has nothing to do with it
L540[09:10:28] <sham1> Haskell has a 32-bit integer type
L541[09:10:34] <madcrazydrumma> Is it just the way the language is written?
L542[09:10:40] <sham1> Yes
L543[09:10:41] <sham1> ish
L544[09:10:47] <madcrazydrumma> ^ alright then :p
L545[09:10:51] <gigaherz> everything in a language is "how it was chosen"
L546[09:10:51] <gigaherz> ;P
L547[09:11:19] <sham1> that
L548[09:11:22] <gigaherz> eitehr because it made sense at the time, because of backward compatibility
L549[09:11:28] <gigaherz> or because the creator liked it that way
L550[09:11:36] <sham1> === makes no sense to me
L551[09:11:40] <madcrazydrumma> Ahh fair enough ^^ xD
L552[09:11:45] <madcrazydrumma> This stupid counter fuck me man
L553[09:11:53] <gigaherz> === is a way to write equivalence
L554[09:12:01] <gigaherz> in maths, it's 3 lines one above the other
L555[09:12:06] <sham1> Ye
L556[09:12:08] <madcrazydrumma> YAS
L557[09:12:10] <madcrazydrumma> ficed it
L558[09:12:12] <madcrazydrumma> fixed*
L559[09:12:13] <gigaherz> but when representing that symbol in programming
L560[09:12:15] <gigaherz> you often use ===
L561[09:12:18] <sham1> But in usual languages you represent it with ==
L562[09:12:45] <gigaherz> it's different
L563[09:12:46] <gigaherz> semantically
L564[09:12:51] <williewillus> gigaherz: yes, I started adding JEI integration to Botania yesterday
L565[09:12:53] <gigaherz> like in java == means reference equality
L566[09:13:02] <gigaherz> but it could have a === that calls a.equals(b) for you
L567[09:13:10] <madcrazydrumma> How can i send a message to all players in server? MinecraftServer.getServer.addChatMessage doesnt work
L568[09:13:11] <gigaherz> williewillus: is there a dev jar, or some maven?
L569[09:13:30] <williewillus> there's a maven https://github.com/mezz/JustEnoughItems
L570[09:13:48] <gigaherz> oh hey
L571[09:13:51] <gigaherz> I didn't notice that bit
L572[09:15:32] <sham1> Aww
L573[09:15:36] <sham1> So no cheating items in
L574[09:15:46] <gigaherz> ?
L575[09:15:51] <madcrazydrumma> Anyone? :3
L576[09:16:02] <sham1> "nothing but items and recipes"
L577[09:16:08] <gigaherz> sham1: cheating is part of "items" ;P
L578[09:16:19] <williewillus> madcrazydrumma: ServerConfigurationManager.sendChatMsg (get a SCM from MinecraftServer)
L579[09:16:36] <sham1> inb4 how
L580[09:16:45] <gigaherz> I don't know
L581[09:16:51] <gigaherz> I can't even make the item list show up
L582[09:16:51] <gigaherz> XD
L583[09:16:52] <OrionOnline> Is there a way to make my TE tick on the client side?
L584[09:17:03] <williewillus> there's item cheating
L585[09:17:04] <sham1> it does
L586[09:17:06] <williewillus> it's off by default
L587[09:17:06] <gigaherz> OrionOnline: they do
L588[09:17:13] <OrionOnline> mine does not gigaherz
L589[09:17:15] <sham1> TEs tick on both sides
L590[09:17:17] <williewillus> hit the settings button in the lower right and enable item cheating
L591[09:17:19] <sham1> Show your code then
L592[09:17:20] <gigaherz> you have to manually use if(!isRemote) to avoid it
L593[09:17:20] <gigaherz> XD
L594[09:17:27] <OrionOnline> nope
L595[09:17:31] <gigaherz> well I do
L596[09:17:32] <gigaherz> XD
L597[09:17:33] <williewillus> they do for me :p
L598[09:17:38] <williewillus> anyways show code
L599[09:18:25] <gigaherz> hmmm it worked in a new world
L600[09:18:32] <gigaherz> I wonder if it's because it was created before JEI was installed
L601[09:18:37] <gigaherz> or because it's a creative mode world
L602[09:18:38] ⇦ Quits: madcrazydrumma (~madcrazyd@197.234.0.50) (Quit: Leaving)
L603[09:19:11] <gigaherz> yep works in creative
L604[09:19:23] <OrionOnline> Wait now it starts working again...
L605[09:19:27] <gigaherz> mezz: could it be that JEI doesn't show up in a save created without JEI?
L606[09:19:52] <gigaherz> wait what
L607[09:19:53] <gigaherz> now it works
L608[09:19:54] <gigaherz> wtf
L609[09:20:01] <OrionOnline> Yes now it works
L610[09:20:06] <OrionOnline> I restarted the client
L611[09:20:11] <gigaherz> I did not...
L612[09:20:13] <gigaherz> I just switched saves
L613[09:20:20] <OrionOnline> And whopa now the TE ticks on the client side......
L614[09:20:47] <sham1> :P
L615[09:20:56] <gigaherz> hmmmm
L616[09:20:58] <sham1> I dont want to say I told you so but...
L617[09:21:04] <gigaherz> how do I make an item NOT show up in JEI?
L618[09:21:05] <sham1> I told you so
L619[09:21:09] <gigaherz> XD
L620[09:21:15] <gigaherz> structure blocks are internal ;P
L621[09:21:20] <OrionOnline> sham1, i know that they tick on both side
L622[09:21:34] <OrionOnline> But i did not get the line "Ticking Client Side" in the log
L623[09:21:38] <OrionOnline> Yet now i do.
L624[09:22:56] <sham1> :P
L625[09:23:10] <sham1> Technical blocks
L626[09:27:15] ⇦ Quits: Otho (~Otho@189-50-103-231-wlan.lpnet.com.br) (Read error: Connection reset by peer)
L627[09:28:45] <williewillus> anyone have access to the latest 1.8.9 thaumcraft 5 beta?
L628[09:28:57] <williewillus> I need you to check the registry name of an item
L629[09:29:44] <williewillus> specifically, the inkwell
L630[09:29:58] <fry> inkwell?
L631[09:30:36] <williewillus> botania has an integration for thaumcraft 4's "thaumcraft:ItemInkwell" which apparently doesn't exist in tc5? :p
L632[09:30:52] <fry> what did that item do? :P
L633[09:31:27] <gigaherz> google doesn't have anything by that name
L634[09:31:31] <williewillus> idk :p haven't played with tc4 or 5. Last I played thaumcraft was 3 back in ultimate xP
L635[09:31:40] <gigaherz> hmm xcept
L636[09:31:45] <gigaherz> maybe it's the scribling tools?
L637[09:32:15] *** glass is now known as glasspelican
L638[09:32:33] <sham1> would make sense
L639[09:32:34] <gigaherz> yep
L640[09:32:46] <gigaherz> they speak about the inkwell when thalking about the ink pot with the feather
L641[09:33:11] ⇨ Joins: Glitch_Byte (~ROOT@195.174.169.208)
L642[09:35:22] *** K-4U|College is now known as K-4U
L643[09:36:48] <sham1> so the scribling tools
L644[09:37:18] <gigaherz> that would be my guess
L645[09:37:52] ⇨ Joins: Xverion (webchat@dhcp-089-098-111-168.chello.nl)
L646[09:38:46] <williewillus> woohoo playable fps in a modpakc for once because 1.8 :p
L647[09:39:01] ⇨ Joins: SNightmareWork (webchat@190.104.208.34)
L648[09:39:58] <sham1> I get 300+ on 1.7.x FTB
L649[09:40:02] <sham1> Heh
L650[09:41:16] <williewillus> try pioneers' beta and see how many you get
L651[09:41:33] <williewillus> https://github.com/BBoldt/ThePioneers
L652[09:42:11] <sham1> multimc
L653[09:43:11] <Rallias> Which forgegradle version should I be using with MCF for 1.8.8?
L654[09:43:40] ⇨ Joins: Flashfire (Flashfire@d24-36-192-173.home1.cgocable.net)
L655[09:43:50] <williewillus> sham1: what about MMC? :p
L656[09:43:56] <sham1> meh
L657[09:44:12] <williewillus> what do you use, the vanilla launcher?!
L658[09:44:13] <williewillus> :p
L659[09:44:43] <sham1> curse
L660[09:44:48] ⇦ Quits: Xverion (webchat@dhcp-089-098-111-168.chello.nl) (Ping timeout: 204 seconds)
L661[09:45:01] <williewillus> gross
L662[09:45:17] <Flashfire> Does anyone know how to set the biome id of a predetermined area in the surface dimension at generation?
L663[09:45:20] <sham1> it gives people points for downloads
L664[09:46:18] ⇨ Joins: Xverion (~xverion@dhcp-089-098-111-168.chello.nl)
L665[09:46:35] <williewillus> yup it was scribing tools
L666[09:46:37] <williewillus> thanks guys
L667[09:47:11] <gigaherz> [16:43] (Rallias): Which forgegradle version should I be using with MCF for 1.8.8?
L668[09:47:14] <gigaherz> 2.1 snapshot
L669[09:47:47] <gigaherz> see -> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle
L670[09:48:20] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L671[09:48:37] <Rallias> Thanks.
L672[09:48:46] <Rallias> Now... to figure out forge 1.8.9.
L673[09:48:59] <gigaherz> it's very similar to 1.8
L674[09:49:14] <gigaherz> the only two biggest changes are ITickable (new name for IUpdatePlayerListBox)
L675[09:49:15] <Rallias> gigaherz, Now... to figure out forge 1.8
L676[09:49:23] <gigaherz> and the tesellator
L677[09:49:27] <gigaherz> ah that's a whole other story ;P
L678[09:49:39] <Flashfire> And then there's some method name changes
L679[09:49:55] <williewillus> 1.8 is fun :p
L680[09:50:29] ⇨ Joins: Fridtjof (prassel@fridtjof.xyz)
L681[09:50:40] <Flashfire> If anyone knows of any mods that do the same thing (set surface biome id) that are at least 1.7, that would help too
L682[09:51:24] *** MineBot sets mode: -b *!*@dcx0f0yylj3wf6rqjs6fy-3.rev.dnainternet.fi
L683[09:52:46] <Elec332> 1.8.8 -> 1.8.9 doesnt really have changes, only new mappings
L684[09:52:48] <Rallias> So... is there a means to have forgegradle just use the latest mappings?
L685[09:52:58] <Rallias> Rather than have to specify a mappings?
L686[09:53:05] <Elec332> Not one that I know of
L687[09:53:22] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L688[09:53:29] <Rallias> (getting "Error: MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL", assuming a lack of a mappings= line in minceraft{} is the cause)
L689[09:53:58] <Elec332> I aslways use snapshots
L690[09:54:14] <williewillus> yeah just choose a fairly recent one
L691[09:54:17] <Elec332> and whenever I feel like it, I update it to the current date
L692[09:54:18] <williewillus> I'm on Dec 29
L693[09:54:34] <Elec332> dafuq
L694[09:54:42] <Elec332> why am I on stable_20?
L695[09:54:51] <Elec332> -_-
L696[09:54:58] <Elec332> let me get today's snapshot :P
L697[09:55:22] <williewillus> that's 1.8.0 mappings.... :p
L698[09:56:38] <Rallias> Ok... is there a non-ganky 1.8.9 tutorial site?
L699[09:56:51] <Rallias> (that doesn't involve videos)
L700[09:57:41] <Elec332> try a 1.8.8 tutorial
L701[09:57:48] <Elec332> its that same as 1.8.9
L702[09:57:52] <Elec332> the*
L703[09:57:53] <williewillus> not 1.8.9 but TheGreyGHost's Minecraft by Example is pretty great from 1.8.x
L704[09:57:58] <williewillus> otherwise just read other 1.8 mods
L705[09:58:08] <williewillus> <plug> Botania and Aura Cascade and ProjectE </plug>
L706[09:58:31] <Rallias> ProjectE has a ganky license.
L707[09:58:33] <gigaherz> Wuppy has a 1.7 to 1.8 porting tutorial
L708[09:58:44] <gigaherz> http://www.wuppy29.com/minecraft/modding-tutorials/forge-modding-1-8/
L709[09:58:56] <gigaherz> and 1.8 knowledge carries over to 1.8.9
L710[09:59:03] <williewillus> how does our license relate to learning to port? :p
L711[09:59:06] <williewillus> and blame sin for that
L712[09:59:08] <williewillus> :D
L713[09:59:13] <Rallias> I'm not touching code I can't use.
L714[09:59:29] <gigaherz> use != learn from ;P
L715[09:59:36] <williewillus> seeing as all you'll be able to make use of is vanilla lines... :p
L716[09:59:48] *** MineBot sets mode: -b *!*@asie.pl
L717[10:00:27] <Rallias> gigaherz, Considering how the whole world is basically analfucky about copyright, that's not a distinction I'm particularily fond of making.
L718[10:00:42] <gigaherz> I know
L719[10:02:14] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yylj3wf6rqjs6fy-3.rev.dnainternet.fi)
L720[10:03:13] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L721[10:03:27] <Nitrodev> Hi
L722[10:04:00] <sham1> so
L723[10:04:10] <williewillus> so
L724[10:04:31] <Nitrodev> so what
L725[10:04:52] <OrionOnline> Why are breakpoints in Runnables not hit?
L726[10:05:16] <sham1> is the runnable ever ran
L727[10:05:24] <OrionOnline> I think it should be
L728[10:05:28] <OrionOnline> ONe sec will try
L729[10:06:03] <sham1> You gone to the library yet
L730[10:06:13] <OrionOnline> Yes why?
L731[10:06:19] <sham1> not you
L732[10:06:20] <sham1> Nitro
L733[10:06:23] <sham1> But nice to hear :P
L734[10:06:26] <OrionOnline> :P
L735[10:06:30] <Nitrodev> they aren't open till the 7th
L736[10:06:44] <Nitrodev> so not yet but i will
L737[10:07:13] <sham1> Hmm
L738[10:07:31] <sham1> Been eyeballin' a java book to get
L739[10:07:35] <sham1> I presume
L740[10:07:40] <sham1> And propably some other stuff
L741[10:07:43] ⇨ Joins: madcrazydrumma (~madcrazyd@197.234.0.50)
L742[10:07:47] <sham1> Reading is always fun
L743[10:07:53] <Nitrodev> yeah
L744[10:08:04] <madcrazydrumma> How could I check if the player has say 65 of an item in his/her inventory?
L745[10:08:10] * sham1 proseeds to continue reading Les Misérables
L746[10:08:10] <madcrazydrumma> So 1 stack + 1 item
L747[10:08:18] <Rallias> How do I set the heap size when running setupDecompWorkspace from Idea?
L748[10:08:40] <madcrazydrumma> Rallias, can't you set it after the workspace is created?
L749[10:08:54] <sham1> you scan all the itemstack inside your player's inventory and if that itemstack contains that one item, add its stacksize to your counter
L750[10:09:11] <Rallias> madcrazydrumma, I honestly have no clue.
L751[10:09:21] <sham1> yes you can
L752[10:09:31] <sham1> When IDEAing
L753[10:09:41] <sham1> You import the gradle file as your project
L754[10:09:58] <sham1> Then after it has set itself up you run setupDecompWorkspace
L755[10:10:03] <sham1> And then you are happy
L756[10:10:18] <Rallias> I'm happy with exceeding my max heap size.
L757[10:10:28] <sham1> run from your CMD...
L758[10:10:30] <Quetzi> i add org.gradle.jvmargs=-Xmx1200M to a gradle.properties file
L759[10:10:53] <Rallias> Thank you.
L760[10:12:25] <Rallias> Mmm, needed quotes, but that seems to have worked.
L761[10:14:56] <madcrazydrumma> sham1, how do i get the stacksize from the item?
L762[10:15:09] <sham1> itemstack has a field
L763[10:15:19] <sham1> and before you say anythinbg
L764[10:15:28] <sham1> All items in your inventory are itemstacks
L765[10:15:31] <madcrazydrumma> Oh i was looking for an accessor method xD
L766[10:15:33] <madcrazydrumma> Yeah i know that ^
L767[10:15:47] <madcrazydrumma> thePlayer#getInventory() returns an array of itemstacks
L768[10:16:22] <sham1> yeah
L769[10:16:35] <sham1> MC does not really show that great java idioms
L770[10:16:57] <madcrazydrumma> ^^ i hate the mc code
L771[10:17:25] <madcrazydrumma> its not even just java idioms its OOP in general
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L773[10:17:51] <sham1> True enopugh
L774[10:17:54] <sham1> But OOP is so large
L775[10:17:59] <sham1> as a general thing
L776[10:18:20] <madcrazydrumma> Let me rephrase.. "as an imperative idiom"
L777[10:20:01] ⇨ Joins: Overreacted (~Overreact@2a02:1811:2d21:7000:19e9:120c:a31d:edfc)
L778[10:20:02] <madcrazydrumma> sham1, http://pastebin.com/8sSqcvgh - getting a null pointer on this: if(i.getItem().equals(item)) {
L779[10:20:27] <Overreacted> Hey again, what is the use of IRecipe#getRecipeSize()?
L780[10:21:00] <madcrazydrumma> Overreacted, returns the size of the recipe area
L781[10:21:02] *** Jared is now known as Jared|Away
L782[10:21:20] <Overreacted> what size? Say if I return 10, what difference does it make?
L783[10:21:43] <madcrazydrumma> what extends IRecipe?
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L785[10:22:10] <Nitrodev> you can return any number between 1 and 9
L786[10:22:17] <Nitrodev> if i remember coorectly
L787[10:22:41] <Nitrodev> but it literally returns the size of your recipe
L788[10:22:49] <madcrazydrumma> ^^
L789[10:22:58] <Overreacted> Yet RecipesArmorDyes returns 10
L790[10:23:05] <sham1> Hmm
L791[10:23:09] <sham1> Quite curious
L792[10:23:11] <Nitrodev> i haven't seen that
L793[10:23:16] <madcrazydrumma> Me neither
L794[10:23:22] ⇨ Joins: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be)
L795[10:23:33] <Nitrodev> i'm pulling up my project
L796[10:23:44] <Overreacted> I don't know what you exactly mean with 'size', I've read somewhere that it is only used for sorting recipes
L797[10:24:02] <Overreacted> http://www.minecraftforge.net/forum/index.php?topic=22542.0 right here
L798[10:24:10] <madcrazydrumma> any idea sham?
L799[10:24:37] <Nitrodev> the size the recipe takes
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L801[10:24:57] <Overreacted> So if it takes up more size, it will...?
L802[10:25:18] <Nitrodev> more the size of the craftin table? It would probably crash
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L804[10:25:55] <Overreacted> but it doesn't really define how many items you can put in the grid
L805[10:26:52] <Nitrodev> how many items in a single grid?
L806[10:27:57] <Overreacted> yup if I for instance return 3 in my recipe, I can still fill all the crafting grid slots
L807[10:28:27] <madcrazydrumma> Anyone help with my issue? xD
L808[10:29:07] <Overreacted> As soon as I understand what you are trying to do with that ItemStack i : inv
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L810[10:29:35] <madcrazydrumma> Iterate through the player's inventory
L811[10:29:55] <madcrazydrumma> Simple java isnt it?
L812[10:30:06] <Overreacted> Probably, I'm really not that good
L813[10:30:26] <Nitrodev> time to pull the files from the git repo
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L815[10:30:33] <madcrazydrumma> lmao
L816[10:31:25] <Overreacted> but I would do for(int i = 0; i < player.inventory.length; ++i)
L817[10:31:39] <Nitrodev> Overreacted, many have said this to me aswell so learn atlest the basics of java before starting to make mods
L818[10:31:44] <Overreacted> and then get the current Itemstack as in ItemStack i = player.inventory[i]
L819[10:32:14] <Overreacted> I know the basics of Java
L820[10:32:18] <Nitrodev> okay
L821[10:32:40] <Overreacted> It's just that I never saw a for loop like that
L822[10:33:06] <Overreacted> and that's not necessarily bad
L823[10:34:06] <madcrazydrumma> Hahaha
L824[10:34:16] <madcrazydrumma> For loops are done like this when dealing with objects
L825[10:34:24] <Overreacted> oh and madcrazydrumma before you try to check if an ItemStack.getItem() equals an item, don't you nee d a != null check first?
L826[10:35:02] <gigaherz> ItemStack.areItemsEqual(a,b)
L827[10:35:05] <gigaherz> does null-check for you
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L829[10:35:08] <madcrazydrumma> Would i need the != null check even when i check the length of the inventory? Why would you have an empty itemstack?
L830[10:35:24] <Overreacted> Okay okay
L831[10:35:45] <Overreacted> I'll stop trying to give advice then :P
L832[10:35:58] <ZaggyMobile2> for (Blah blah : blahs) compiles to blah=blahs[i]
L833[10:36:17] <sham1> or iterator
L834[10:36:20] * Overreacted takes notes
L835[10:36:25] <gigaherz> also you probably shouldn't rely on using .length and [i], you should be using the IInventory interface
L836[10:36:28] <sham1> depending on if your thing is implementing iterable
L837[10:36:28] <ZaggyMobile2> Well, i mean for arrays
L838[10:36:33] <sham1> yeah :P
L839[10:36:34] <gigaherz> player.inventory.getSizeInventory(), player.inventory.getStackInSlot(i)
L840[10:36:55] <madcrazydrumma> Example gigaherz?
L841[10:36:58] <ZaggyMobile2> Indeed
L842[10:37:03] <gigaherz> I just said it
L843[10:37:03] <gigaherz> ;P
L844[10:37:08] <Overreacted> yeah I just quickly whipped that up out of my head just now tbh
L845[10:37:26] <gigaherz> which btw are quite poorly named
L846[10:37:32] <madcrazydrumma> So a for loop like Overreacted wrote using getSizeInventory
L847[10:37:41] <gigaherz> those really are just .size() and .get(i) from the common list access style
L848[10:37:42] <gigaherz> ;P
L849[10:37:43] <madcrazydrumma> Ohwait let me take a look at what they return
L850[10:37:48] <madcrazydrumma> oh ffs mojang
L851[10:37:52] <madcrazydrumma> microsoft*
L852[10:38:02] <gigaherz> ?
L853[10:38:03] <ZaggyMobile2> They return int and ItemStack
L854[10:38:13] <sham1> microsoft had nothing to do with IInventory
L855[10:38:17] <sham1> That was mojang
L856[10:38:18] <gigaherz> getSizeInventory and getStackInSlot are mcp names
L857[10:38:26] <madcrazydrumma> Oh ignore me and sham
L858[10:38:34] <gigaherz> we don't really know the original names
L859[10:38:39] <gigaherz> my guess is .size() and .get(i)
L860[10:38:40] <gigaherz> XD
L861[10:38:40] <madcrazydrumma> ^^
L862[10:38:52] <ZaggyMobile2> For an interface?
L863[10:38:57] <sham1> would make sense
L864[10:39:00] <madcrazydrumma> But in theory shouldn't my code work giga?
L865[10:39:11] <gigaherz> no idea I didn't look
L866[10:39:11] <ZaggyMobile2> I would think they'd be a little more specific no?
L867[10:39:15] <madcrazydrumma> lmao
L868[10:39:16] <gigaherz> ZaggyMobile2: why?
L869[10:39:38] <gigaherz> the closest you make it to List<T> the easier it is to use
L870[10:39:43] <ZaggyMobile2> In case something is implementing two interfaces with similar functions
L871[10:39:50] <OrionOnline> Dang i need to redo my whole multiblock system in 1.8
L872[10:40:01] <gigaherz> OrionOnline: I feel your pain ;p
L873[10:40:08] <OrionOnline> Thanks
L874[10:40:09] <gigaherz> I just ported a multiblock to 1.8.9
L875[10:40:26] <OrionOnline> For some reason my multiblocks are not staying connected anymore on world load....
L876[10:40:47] <OrionOnline> Or other, they stay connected, but the client somehow messes up.
L877[10:40:57] <gigaherz> ZaggyMobile2: if you have two list-style interfaces in the same object, you are probably doing it wrong ;P
L878[10:41:09] <ZaggyMobile2> Maybe
L879[10:41:17] <madcrazydrumma> gigaherz, http://pastebin.com/8sSqcvgh - getting a null pointer on this: if(i.getItem().equals(item)) {
L880[10:41:18] <madcrazydrumma> my old code ^
L881[10:41:23] <OrionOnline> I would probably better change the way structure are written to disk
L882[10:41:28] <gigaherz> madcrazydrumma: don't do that
L883[10:41:31] <ZaggyMobile2> Don't use equals
L884[10:41:33] <gigaherz> use ItemStacks.areItemsEqual
L885[10:41:38] <gigaherz> use ItemStack.areItemsEqual *
L886[10:41:46] <OrionOnline> And then send that over
L887[10:41:47] <ZaggyMobile2> Nah just use ==:P
L888[10:42:02] <gigaherz> areItemsEqual checks for null
L889[10:42:05] <gigaherz> and compares metadata
L890[10:42:16] <ZaggyMobile2> Mm, metadata, yeah
L891[10:42:24] <madcrazydrumma> Oh
L892[10:42:31] <gigaherz> it even checks the wildcard value
L893[10:42:33] <ZaggyMobile2> I guess I was reading his code at face value
L894[10:42:41] <madcrazydrumma> I didn't know the mc code had that :P
L895[10:42:45] <gigaherz> and if you need to compare nbt
L896[10:42:58] <gigaherz> there's also ItemStack.areItemStackNBTEqual or something along those lines
L897[10:43:09] <gigaherz> which again
L898[10:43:12] <gigaherz> it poorly named
L899[10:43:17] <gigaherz> and the original from mojang probably has
L900[10:43:18] <madcrazydrumma> xD
L901[10:43:20] <gigaherz> ItemStack.compare
L902[10:43:25] <gigaherz> and ItemStack.compareNbt
L903[10:43:38] <madcrazydrumma> So this: if(ItemStack.areItemsEqual(i, new ItemStack(item))) { ?
L904[10:43:41] <ZaggyMobile2> Crowdsourcing problems!
L905[10:43:58] <gigaherz> madcrazydrumma: hmf
L906[10:44:07] <gigaherz> is the comparison really only with an item?
L907[10:44:08] <gigaherz> if so
L908[10:44:08] <ZaggyMobile2> Compare is a different thing giga :P
L909[10:44:27] <gigaherz> if(i != null && i.getItem() == item)
L910[10:44:34] <gigaherz> if you aren't going to compare metadata
L911[10:44:43] <gigaherz> madcrazydrumma: what is "item"?
L912[10:44:44] <ZaggyMobile2> Which you really should
L913[10:44:54] <gigaherz> you probably want a specific item
L914[10:44:58] <madcrazydrumma> Well if my code encounters leaves which can have metadata then what should i do?
L915[10:44:59] <gigaherz> including subitems with metadata values
L916[10:45:01] <madcrazydrumma> ^
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L918[10:45:28] <gigaherz> new ItemStack(Items.leaves, 1, OreDictionary.WILDCARD_VALUE)
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L920[10:45:33] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-80-76-81.dsl.lsan03.sbcglobal.net)
L921[10:45:37] <gigaherz> or was it the other way around?
L922[10:45:52] <shadekiller666> preorders for the Oculus Rift start in 48 hours: https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-to-open-on-jan-6/
L923[10:45:53] <shadekiller666> :D
L924[10:45:59] <gigaherz> shadekiller666: nice
L925[10:46:02] <gigaherz> I don't want one, though ;p
L926[10:46:03] <ZaggyMobile2> Make your method take an item stack
L927[10:46:16] <shadekiller666> why not giga?
L928[10:46:35] <gigaherz> well mostly because I believe it a gimmick
L929[10:47:08] <shadekiller666> i guess we'll see where it is in 6 months
L930[10:47:13] *** Abrar|gone is now known as AbrarSyed
L931[10:47:17] <gigaherz> but also because the last thing I want
L932[10:47:20] <gigaherz> is more immersion
L933[10:47:24] <Overreacted> I personally hope it'll be a success
L934[10:47:33] <shadekiller666> i don't believe VR will fail this time around
L935[10:47:36] <gigaherz> losing myself scares me
L936[10:47:37] <ZaggyMobile2> To me it just seems a little less advanced than I'd like
L937[10:47:50] <shadekiller666> theres a shit ton of support already
L938[10:47:53] <gigaherz> so anything that threatens to remove my link with reality, is something I'd rather avoid
L939[10:48:03] <madcrazydrumma> gigaherz, so no idea? XD
L940[10:48:09] <gigaherz> heck I feel wrong just by using earplug-style headphones
L941[10:48:11] <gigaherz> madcrazydrumma: what?
L942[10:48:16] <Overreacted> How would it remove your link with reality? If it gets too much you just put it off
L943[10:48:17] <ZaggyMobile2> He told you madcrazy
L944[10:48:18] <gigaherz> you didn't REALLY explain yourself
L945[10:48:28] <gigaherz> I replied with the best i can do with the limited information
L946[10:48:35] <gigaherz> [17:45] (gigaherz): new ItemStack(Items.leaves, 1, OreDictionary.WILDCARD_VALUE)
L947[10:48:35] <Overreacted> As long as you have enough self-awareness tho
L948[10:48:44] <Overreacted> Wouldn't recommend it to lucid people
L949[10:48:44] <gigaherz> that's how you make an itemstack that allows any metadata value
L950[10:49:16] <ZaggyMobile2> Madcrazy, your method should take item stacks, not items
L951[10:49:18] <shadekiller666> seems Oculus Touch won't ship until the second half of this year... GG Oculus
L952[10:49:22] ⇨ Joins: [NK]Ghost (~GFt@static-72-64-90-31.dllstx.fios.verizon.net)
L953[10:49:27] <gigaherz> what's Oculus Touch?
L954[10:49:57] <madcrazydrumma> So new ItemStack(item, 1, OreDictionary.WILDCARD_VALUE) is all i need?
L955[10:50:01] <madcrazydrumma> for the comparison*?
L956[10:50:03] <Overreacted> probably like a movement remote or something
L957[10:50:08] <Overreacted> idk lemme research it
L958[10:50:33] <shadekiller666> https://www.oculus.com/en-us/touch/
L959[10:50:41] <gigaherz> madcrazydrumma: .....
L960[10:50:45] <Overreacted> yup, basically some kind of joysticks
L961[10:50:48] <gigaherz> no it's not ALL you need
L962[10:50:52] <Overreacted> to control in-game actions
L963[10:50:56] <gigaherz> I never give copypaste code
L964[10:50:59] <gigaherz> I make an effort to avoid it
L965[10:51:02] <madcrazydrumma> I dont copy paste code
L966[10:51:04] <gigaherz> I give you hints
L967[10:51:14] <gigaherz> and leave it to people to figure out how to make use of them ;P
L968[10:51:18] <Overreacted> oh and it's also a movements detection remote
L969[10:51:20] <madcrazydrumma> Would i have to create different cases?
L970[10:51:23] <shadekiller666> "We think Touch will set the bar for VR input"... uhh, not if HTC gets the Vive out before Touch... :P
L971[10:51:48] <gigaherz> madcrazydrumma: if you want to detect "any leaf", you probably want to use ore dictionary though
L972[10:51:52] <gigaherz> since that would include mod leaves
L973[10:52:00] <madcrazydrumma> What about any other item meta?
L974[10:52:01] <shadekiller666> overreacted, from what i've heard the tracking on them is good enough you can reach out and grab them with the headset on
L975[10:52:11] <Overreacted> I like the design, but seriously, whats up with the armband?
L976[10:52:14] <gigaherz> well I don't know what you want!
L977[10:52:15] <ZaggyMobile2> Madcrazy, make your method take an ItemStack as a parameter rather than an Item if you care about metadata!!
L978[10:52:23] <gigaherz> explain EXACTLY what you need
L979[10:52:27] <gigaherz> and I'll be able to give you a better answer
L980[10:52:28] <Overreacted> Won't people think they need to put them around their wrists?
L981[10:52:29] <shadekiller666> overreacted, ever thrown a Wii remote?
L982[10:52:30] <Overreacted> lmao
L983[10:52:37] <Overreacted> uhm no why would I
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L985[10:52:48] <shadekiller666> oh, the big circle things?
L986[10:52:52] <Overreacted> ye
L987[10:53:01] <Elec332> Hmmm, I've got an issue. Whenever this block is placed, it writes the player (owner) data to the tile, however, the next tick, that data (UUID) is always null, after a lot of debugging I niticed that when the tile is placed, it is "another " object than on the tick (looking at the hashcode)
L988[10:53:07] <shadekiller666> thats where the tracking LEDs are
L989[10:53:15] <Overreacted> ok
L990[10:53:17] <Elec332> http://prntscr.com/9lzw4k
L991[10:53:24] <gigaherz> Elec332: are you by any chance setting the data on the client?
L992[10:53:28] <shadekiller666> oh, and the inside of them have some sensors to detect when you're pointing
L993[10:53:28] <Elec332> No
L994[10:53:32] <gigaherz> or reading the data from the client when it's only set on the server?
L995[10:53:35] <Elec332> no
L996[10:53:42] <Elec332> I always skip the client
L997[10:53:42] <Overreacted> I guess they represent the digital "wrists"
L998[10:53:43] <Nitrodev> okay so why shouldn't i use static?
L999[10:53:45] <madcrazydrumma> gigaherz, The player sends a command: /command <itemname> - i get the item and i want to check the stack size total for all the same items
L1000[10:53:57] <gigaherz> Elec332: do you change the block meta/state?
L1001[10:54:00] <shadekiller666> and they're not large enough to fit around anyones arm
L1002[10:54:02] <Elec332> with: if (world.isremote) return;
L1003[10:54:09] <Elec332> No
L1004[10:54:28] <Elec332> The block has no meta/state, everything happens in the tile
L1005[10:54:30] <gigaherz> so all you do is assign data to the TileEntity after placing?
L1006[10:54:33] <Overreacted> Hmmm now that you say detectors it kinda makes sense
L1007[10:54:33] <Elec332> yes
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L1009[10:54:39] <gigaherz> well that doesn't make sense then
L1010[10:54:42] <Elec332> no
L1011[10:54:47] <Elec332> thats my problem :P
L1012[10:54:52] <gigaherz> the TE is only recreated when the blockstate changes
L1013[10:54:57] <Elec332> hmmm
L1014[10:55:15] <shadekiller666> tbh, i'm a little bit more excited for HTC Vive/Steam VR than i am for Oculus
L1015[10:55:30] <Overreacted> me too for Steam VR
L1016[10:55:59] <gigaherz> Elec332: if that were the case, all you'd have to do is override shouldRefresh
L1017[10:56:10] ⇦ Parts: Xverion (~xverion@dhcp-089-098-111-168.chello.nl) ())
L1018[10:56:12] <gigaherz> and return oldState.getBlock() != newState.getBlock()
L1019[10:56:21] <shadekiller666> i mean, they'll all work on every VR app, because it would be hilariously stupid if they didn't...
L1020[10:56:22] <Elec332> Ill try that
L1021[10:56:26] <gigaherz> instead of the default implementation that returns "true" always for mod-defined blocks
L1022[10:56:31] <Overreacted> So much game titles could design innovative new gameplay experiences with VR tho
L1023[10:56:32] <ZaggyMobile2> How do you set the te elec?
L1024[10:56:35] <shadekiller666> but i like Vive's tracking method more
L1025[10:56:41] <Elec332> Thats extremely annoying :P
L1026[10:56:43] <ZaggyMobile2> Err, change the data I mean
L1027[10:56:50] <Overreacted> imagine the market if you release a long-awaited game sequel or whatever on this platform
L1028[10:57:16] <Overreacted> as long as you dont screw up the key gameplay, you're good to go
L1029[10:57:16] <Elec332> ZaggyMobile2 The block doesnt have a state/meta (other than default/0)
L1030[10:57:29] <ZaggyMobile2> shouldUpdate shouldn't ever be called of the block state didn't change
L1031[10:57:35] <madcrazydrumma> gigaherz, my turn my turn xox
L1032[10:57:38] <gigaherz> Elec332: it was done that way because many big mods used to implement sub-blocks where each subblock would require a different TileEntity
L1033[10:57:44] <ZaggyMobile2> I didn't say metadata did I?
L1034[10:57:52] <shadekiller666> overreacted, they've scienced the shit out of how all this is going to work lol
L1035[10:57:58] <Elec332> Aha, I get that :)
L1036[10:58:08] <gigaherz> madcrazydrumma: aha so the player says the item
L1037[10:58:15] <Elec332> ZaggyMobile2 Its on a tile
L1038[10:58:15] <gigaherz> as a string?
L1039[10:58:22] <Overreacted> Haha, ok well
L1040[10:58:29] <ZaggyMobile2> Yes but how do you change the data?
L1041[10:58:29] <Overreacted> I'm going to eat now so cya for a while
L1042[10:58:33] ⇦ Quits: Overreacted (~Overreact@2a02:1811:2d21:7000:19e9:120c:a31d:edfc) (Quit: Leaving)
L1043[10:58:38] <ZaggyMobile2> On the te?
L1044[10:59:05] <Nitrodev> i was told i shouldn't use static in my code i want a reason for it
L1045[10:59:11] <madcrazydrumma> yeah gigaherz
L1046[10:59:16] ⇨ Joins: agowa338 (~Thunderbi@p5491901A.dip0.t-ipconnect.de)
L1047[10:59:24] <gigaherz> madcrazydrumma: so like /countof minecraft:dirt ?
L1048[10:59:34] <madcrazydrumma> yeah
L1049[10:59:37] <gigaherz> Isee
L1050[10:59:39] <gigaherz> well
L1051[10:59:43] <ZaggyMobile2> IIRC there was/is a problem where setTileEntity invalidates both the old and the new TEs
L1052[10:59:45] <gigaherz> you probably want a version of the command
L1053[10:59:49] <gigaherz> that has also the metadata value
L1054[10:59:50] <gigaherz> ;P
L1055[11:00:01] <gigaherz> like /countof minecraft:dye 7
L1056[11:00:04] <shadekiller666> Vive is scheduled to release in April
L1057[11:00:13] <gigaherz> in that case
L1058[11:00:15] <madcrazydrumma> xD
L1059[11:00:16] <gigaherz> what I would do is
L1060[11:00:19] <ZaggyMobile2> Elec, you see that?
L1061[11:00:26] <IoP> Nitrodev: statics are bad. always bad, avoid if possible.
L1062[11:00:38] <gigaherz> ItemStack what = new ItemStack(item,1, WILDCARD_VALUE); if no meta is provided
L1063[11:00:40] <gigaherz> and
L1064[11:00:44] <Nitrodev> okay so they are just bad what a reason
L1065[11:00:49] <Nitrodev> more please
L1066[11:00:53] <gigaherz> ItemStack what = new ItemStack(item, 1, number); if the number is provided
L1067[11:01:18] <ZaggyMobile2> He should look at the give command for its item parsing
L1068[11:01:24] <madcrazydrumma> Okay ill give it a go :3
L1069[11:01:25] <gigaherz> Nitrodev: there is one and only one reason why singletons are preferred over statics
L1070[11:01:35] <ZaggyMobile2> It probably parses NBT as well
L1071[11:01:48] <gigaherz> if you have a singleton, you can replace the singleton with a proxy, and switch between implementations on the fly
L1072[11:01:53] <gigaherz> while static methods don't allow it.
L1073[11:01:58] <OrionOnline> Is there a way to see the Log Markers in the actual Log??
L1074[11:02:09] <Nitrodev> and i didn't understand a word
L1075[11:02:10] <madcrazydrumma> As a string i can do 'str.contains(":");' right?
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L1077[11:02:19] <madcrazydrumma> my java brain isnt working today
L1078[11:02:29] <Nitrodev> mine either madcrazydrumma
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L1080[11:02:51] <madcrazydrumma> rip
L1081[11:03:10] <OrionOnline> Is there some form of a ConcurrentList in java?
L1082[11:03:14] <ZaggyMobile2> That should work if you're using it the way it's meant to be used
L1083[11:03:24] <gigaherz> Nitrodev: you know how forge has the client proxy and server proxy thing?
L1084[11:03:32] <Nitrodev> yes
L1085[11:03:38] <gigaherz> that's why.
L1086[11:03:45] <gigaherz> if you called things directly
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L1088[11:03:54] <gigaherz> you wouldn't be able to load the right code depending on the situation
L1089[11:04:03] <gigaherz> the proxy allows making that switch seamlessly
L1090[11:04:11] <ZaggyMobile2> Those proxies are singletons, in case you didn't know
L1091[11:04:14] <IoP> damn Nitrodev already knows more about modding than i do
L1092[11:04:17] <gigaherz> a singleton
L1093[11:04:23] <gigaherz> is a concept of a class that only ever has one instance
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L1095[11:04:28] <gigaherz> hence the "single" part of the name
L1096[11:04:56] <Nitrodev> IoP, quit the sarcasm
L1097[11:05:04] <ZaggyMobile2> What would you call blocks sharing classes though? :P
L1098[11:05:25] <shadekiller666> holy crap... Oculus has boasted that they've wanted to be the most affordable VR headset on the market... but its rumored that the price point will be around $500 usd, or "at least $300"
L1099[11:05:27] <williewillus> OrionOnline: synchronize with a wrapper, synchronize yourself, or use CopyOnWriteArrayList
L1100[11:05:32] <ZaggyMobile2> Wow nitro, loosen up maybe?
L1101[11:05:37] <shadekiller666> where the fuck does that put Vive?
L1102[11:05:42] <OrionOnline> williewillus, okey
L1103[11:05:42] <gigaherz> ZaggyMobile2: in that case, the class is a template, but the instances are still singletons ;P
L1104[11:05:51] <shadekiller666> and why the fuck is it $500?
L1105[11:05:53] <gigaherz> sorta
L1106[11:05:54] <ZaggyMobile2> Ah I suppose
L1107[11:05:59] <Nitrodev> ZaggyMobile2, i thought this was a hostile chatroom
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L1109[11:06:09] <gigaherz> Nitrodev: only if you make it so
L1110[11:06:10] <ZaggyMobile2> Only sometimes
L1111[11:06:20] <Nitrodev> suuuuure
L1112[11:06:24] <gigaherz> Lex dislikes drama, so he'll slap the heck out of anyone being unnecessarily hostile ;P
L1113[11:06:38] <ZaggyMobile2> You're helping make it become one
L1114[11:06:42] <ZaggyMobile2> :P
L1115[11:06:42] <IoP> Nitrodev: that was truth. i've skipped that thing(too lazy to find good examples) and my 'mods' do not have any special code for client/server
L1116[11:06:43] *** Jared|Away is now known as Jared
L1117[11:06:44] <Nitrodev> but i'm just going to stay with static and if i got issues with it i'll remove it
L1118[11:07:01] <Nitrodev> IoP, Oh sorry then :P
L1119[11:07:09] <gigaherz> IoP: soi you don't register items or blocks?
L1120[11:07:11] <gigaherz> so*
L1121[11:07:22] <gigaherz> or wait, are you on 1.7.10?
L1122[11:07:24] <williewillus> don't be hostile have a tiny potato https://imgur.com/fjGtz36
L1123[11:07:26] <Nitrodev> you can register iwth static
L1124[11:07:28] <williewillus> or 30
L1125[11:07:33] <madcrazydrumma> williewillus, lmao
L1126[11:07:35] <gigaherz> in 1.7.10 and older, you could get away with not using a proxy
L1127[11:07:41] <gigaherz> if you didn't have a TESR or ISBRH
L1128[11:07:47] <madcrazydrumma> Im not using a proxy xD
L1129[11:07:48] <Nitrodev> what are those
L1130[11:07:57] <ZaggyMobile2> Those are potatoes?
L1131[11:07:58] <madcrazydrumma> TileEntitySpecialRenderer or something
L1132[11:08:00] <gigaherz> TESR = Tile Entity Special Renderer
L1133[11:08:05] <IoP> "mods" i have only wrote mods which break the game or can be used to debug shit
L1134[11:08:06] <gigaherz> the thing that draws the book in an enchanting table
L1135[11:08:08] <williewillus> ZaggyMobile2: Botania's tiny potato :p
L1136[11:08:09] <gigaherz> or the beam in the beacons
L1137[11:08:11] <williewillus> it's a joke block
L1138[11:08:20] <gigaherz> ISBRH = the system in 1.7.10 and older
L1139[11:08:25] <williewillus> but he has tons of easter eggs depending on what you name the potato
L1140[11:08:26] <gigaherz> that was used to generate models for blocks
L1141[11:08:36] <williewillus> "generate models" heh
L1142[11:08:36] <ZaggyMobile2> Lol nice
L1143[11:08:38] <ThePsionic> williewillus: wat
L1144[11:08:52] <ThePsionic> i like it but wat
L1145[11:08:58] <gigaherz> williewillus: well pretty much, the ISBRH replaced the IBakedModel ;P
L1146[11:08:58] <ZaggyMobile2> Well it was kind of generating models
L1147[11:09:05] <gigaherz> was replaced by*
L1148[11:09:07] <williewillus> ThePsionic: have you guys seriously not played botania :p
L1149[11:09:11] <ThePsionic> nope
L1150[11:09:22] <ZaggyMobile2> Model's on the form of raw arrays on the gpu or something
L1151[11:09:35] <gigaherz> nah
L1152[11:09:37] <IoP> gigaherz: also aww block/items... that requires artwork
L1153[11:09:42] <ZaggyMobile2> *models in
L1154[11:09:44] <gigaherz> ISBRH would use the Tesellator
L1155[11:09:45] <PaleoCrafter> did the shader work, williewillus? :P
L1156[11:09:54] <gigaherz> to add items to the display lists
L1157[11:10:11] <gigaherz> IoP: wow you limitedyourself a lot :O
L1158[11:10:13] <williewillus> the pool? I'm gonna come back to that, got the item models working, and then I got distracted by JEI integration :p
L1159[11:10:24] <PaleoCrafter> lol
L1160[11:11:02] <gigaherz> oh yeah speaking about JEI
L1161[11:11:09] <gigaherz> I asked earlier but I don't know if anyone answered
L1162[11:11:16] <gigaherz> is there a way to skip an item int he NEI/JEI list?
L1163[11:11:19] <gigaherz> the*
L1164[11:11:31] <williewillus> ask mezz
L1165[11:11:40] <gigaherz> the block doesn't have a creative tab assigned, but it still shows up in the panel
L1166[11:11:51] <ThePsionic> JEI being a toned-down NEI?
L1167[11:11:58] <gigaherz> sortof yes
L1168[11:12:00] <Nitrodev> williewillus, you use static in your 1.8 port mods right?
L1169[11:12:01] <williewillus> faster, leaner, no coremodding :p
L1170[11:12:10] <ThePsionic> Neat
L1171[11:12:11] <williewillus> what do you mean I "use static"?
L1172[11:12:17] <gigaherz> it's an item/recipe browser
L1173[11:12:23] <gigaherz> a-la TMI/NEI
L1174[11:12:30] <Nitrodev> well i can see many static keywords in your coed
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L1176[11:12:35] <gigaherz> but skipping all the stuff on the left side of the inventory
L1177[11:12:35] <gigaherz> ;P
L1178[11:12:36] <Nitrodev> in git repos
L1179[11:12:42] <ThePsionic> goood
L1180[11:12:44] <ThePsionic> just lookup
L1181[11:12:45] <gigaherz> no day/night buttons, no creative mode shit
L1182[11:12:51] <ThePsionic> v good
L1183[11:12:59] <gigaherz> just the items and recipes
L1184[11:13:05] <ThePsionic> v v good
L1185[11:13:11] <ThePsionic> mezz++
L1186[11:13:28] <madcrazydrumma> gigaherz, getting an issue - it keeps saying there are no items in the inventory :s
L1187[11:13:33] <williewillus> Nitrodev: uhhh "using static" doesn't mean much, every programmer needs to use both static and instance members
L1188[11:13:37] <williewillus> so not sure waht you're asking
L1189[11:13:46] <Nitrodev> okay
L1190[11:13:48] <Nitrodev> nvm then
L1191[11:14:20] <gigaherz> Nitrodev: the beauty of programming is to juggle all the features and know when it's worth making use of them ;P
L1192[11:14:34] <williewillus> the fact that you asked that is worrying though, read up on static members and how they're used :p
L1193[11:14:39] <ZaggyMobile2> Static is good when you have code that is not local to a class and won't be overridden
L1194[11:14:47] <Drullkus> lol
L1195[11:14:52] <ZaggyMobile2> Such as math Functions
L1196[11:14:56] <gigaherz> there isn't really "bad" things in a language
L1197[11:14:59] <PaleoCrafter> actually, you want to reduce the amount of static stuff as much as possible, generally
L1198[11:15:04] <williewillus> ^
L1199[11:15:10] <williewillus> unless its stuff like utils
L1200[11:15:26] <gigaherz> but making a ton of singletons that you don't need, is also bad
L1201[11:15:30] <ZaggyMobile2> Utils is what I was talking about
L1202[11:15:42] <IoP> also static imports... grepping a keyword is not good
L1203[11:15:43] <ZaggyMobile2> So the code can be inlined
L1204[11:15:53] <shadekiller666> launching a gopro out of a cannon: https://www.youtube.com/watch?v=ZLuU1MwI8GY
L1205[11:15:54] <gigaherz> coding is a balancing act between kludges and overengineering
L1206[11:15:54] <gigaherz> ;P
L1207[11:16:17] <gigaherz> and IDE refactoring buttons are the safety net
L1208[11:16:26] <Drullkus> lol shadekiller666
L1209[11:17:34] <ZaggyMobile2> I've probably done what you would call overengineering :P
L1210[11:17:45] <madcrazydrumma> gigaherz, says the items not found: http://pastebin.com/zAh8d23Z
L1211[11:19:14] <Nitrodev> https://github.com/Nitrodev/Warehouse-Storage
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L1213[11:19:24] <Nitrodev> there have a look and say if i'm using too many statics
L1214[11:19:54] <gigaherz> madcrazydrumma: just a note
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L1216[11:20:01] <gigaherz> if you use ":" to separate the meta number
L1217[11:20:08] <gigaherz> what will happen if the user says like
L1218[11:20:22] <gigaherz> ... /check modname:itemname ?
L1219[11:20:27] <gigaherz> ;P
L1220[11:20:29] <madcrazydrumma> yeah i realised x_x
L1221[11:20:42] <PaleoCrafter> just use vanilla's give syntax? :P
L1222[11:20:44] <gigaherz> you should probably make the number a second argument
L1223[11:21:04] <gigaherz> so that it becmes /check mod:item meta
L1224[11:21:07] <gigaherz> with a space
L1225[11:21:18] <madcrazydrumma> yeah but the thing is i already have other args afterwards and the command would look silly
L1226[11:21:34] <gigaherz> hmm then @n
L1227[11:21:39] <madcrazydrumma> yeah
L1228[11:21:42] <gigaherz> minecraft:dye@4
L1229[11:21:56] <gigaherz> which is how ItemStack.toString prints it
L1230[11:21:56] <madcrazydrumma> But what else is the issue?
L1231[11:22:21] <gigaherz> I don't know
L1232[11:22:43] <gigaherz> how do you get the item from the string?
L1233[11:23:02] <madcrazydrumma> Item item = getItemByText(sender, itemID); - a method provided by CommandBase
L1234[11:23:08] <madcrazydrumma> Got told to use it by someone here
L1235[11:23:13] <gigaherz> aha
L1236[11:23:19] <OrionOnline> what was the type id of a NBTTagList with NBTTagCompounds? 10 Right?
L1237[11:23:30] <gigaherz> OrionOnline: Constants.NBT.*
L1238[11:23:42] <gigaherz> don't use the numbers directly ;P
L1239[11:23:52] <OrionOnline> Which package?
L1240[11:24:03] <gigaherz> dunno, I write Constants.NBT and let IDEA tell me
L1241[11:24:05] <gigaherz> ;P
L1242[11:24:09] <OrionOnline> Found it:P
L1243[11:24:14] *** zz_SnowShock35 is now known as SnowShock35
L1244[11:24:19] <OrionOnline> There were to many when i did Constants.
L1245[11:25:31] <ZaggyMobile2> Wow, didn't realize this constants actually existed in fields somewhere
L1246[11:25:56] <OrionOnline> ZaggyMobile2, me neither :P
L1247[11:25:58] <ZaggyMobile2> *those
L1248[11:26:10] <gigaherz> it's in forge
L1249[11:26:21] <gigaherz> the constants don't exist in the MC jar
L1250[11:26:33] <ZaggyMobile2> Inlining sucks sometimes
L1251[11:26:35] <gigaherz> they were most probably inlined and excluded from the class
L1252[11:26:36] <PaleoCrafter> It's only existed since 1.7, so :D
L1253[11:26:37] <madcrazydrumma> screw this code ;_;
L1254[11:27:26] <williewillus> madcrazydrumma: what :p
L1255[11:27:29] <ZaggyMobile2> Are there any functions that have been unlined, or does that happen JIT?
L1256[11:27:36] <williewillus> inlining is all JIT
L1257[11:27:39] <ZaggyMobile2> *inlined
L1258[11:27:45] <madcrazydrumma> williewillus, says the items not found: http://pastebin.com/zAh8d23Z
L1259[11:27:46] <ZaggyMobile2> Obviously it's not
L1260[11:27:51] <ZaggyMobile2> Not for constants
L1261[11:28:06] <gigaherz> ZaggyMobile2: dunno about inlining functions,
L1262[11:28:13] <gigaherz> but we do know some functions are excluded on build
L1263[11:28:21] <gigaherz> because the server jar lacks them
L1264[11:28:25] <gigaherz> ;P
L1265[11:28:36] <gigaherz> so inlined or not
L1266[11:28:44] <ZaggyMobile2> That's fine by Mojang isn't it? Not the compiler?
L1267[11:28:54] <ZaggyMobile2> *done
L1268[11:28:59] <gigaherz> well the obfuscator may remove them not the compiler
L1269[11:29:01] <williewillus> madcrazydrumma: have you stepped through with a debugger to see if anything is being picked up?
L1270[11:29:13] <gigaherz> I include obfuscation in the build process
L1271[11:29:13] <gigaherz> ;P
L1272[11:29:25] <ZaggyMobile2> Yeah
L1273[11:29:29] <ZaggyMobile2> So do I
L1274[11:30:00] <williewillus> also I'm rendering a baked model using the blockmodelrenderer, and mymodel isnt being colored for some reason...
L1275[11:30:01] <gigaherz> madcrazydrumma: you really should put debug prints or breakpoints in there
L1276[11:30:02] <madcrazydrumma> I cant think about debugging right now ;_; haha
L1277[11:30:05] <williewillus> anyone have ideas why?
L1278[11:30:09] <gigaherz> and see if the item you receive is the one you wanted
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L1280[11:30:13] <ZaggyMobile2> But I wouldn't think that would be a function of an obfuscator
L1281[11:30:30] <gigaherz> williewillus: how do you color it?
L1282[11:30:32] <williewillus> item model is fine, rendering baked model in tesr gives a grayscale one (which is one of my variants, but the blockstate does not have that property set)
L1283[11:30:39] <ZaggyMobile2> Willie, using what function
L1284[11:30:58] <gigaherz> the internal functions used to render a model take a color param
L1285[11:31:10] <gigaherz> so using gl.color before drawing is usually ignored
L1286[11:31:11] <gigaherz> ;P
L1287[11:31:16] <williewillus> not glcoloring
L1288[11:31:19] <williewillus> the model itself is not colored
L1289[11:31:26] <ZaggyMobile2> No colors are done by tint index
L1290[11:31:32] <williewillus> i grab the bakedmodel from modelshapes myself then do mc.getBlockRendererDispathcer()..getBlockModelRenderer().renderModelBrightness(model, potato.getWorld().getBlockState(potato.getPos()), 1.0F, false);
L1291[11:31:33] <gigaherz> oh you mean items that need tints
L1292[11:31:57] <gigaherz> you'll have to replicate the tinting system, I guess
L1293[11:32:06] <ZaggyMobile2> No.....
L1294[11:32:16] <gigaherz> whatever function mc uses to set up the tint indices before drawing
L1295[11:32:20] <ZaggyMobile2> It does the tinting internally
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L1297[11:32:40] <ZaggyMobile2> There are no "tint indices"
L1298[11:32:43] <gigaherz> no idea, really ;P
L1299[11:32:49] <ZaggyMobile2> It uses vertex colors
L1300[11:32:52] <gigaherz> ah
L1301[11:33:38] <ZaggyMobile2> Willie you should use the world aware block renderer
L1302[11:34:01] <williewillus> where is that?
L1303[11:34:07] <williewillus> and would it work properly since i
L1304[11:34:07] <Nitrodev> Does the GameRegistry.addRecipe method care about if the letters are lower cased or capital
L1305[11:34:08] <ZaggyMobile2> The one you use probably doesn't call the block's getColorMultiplier
L1306[11:34:10] <williewillus> 'm doing it in a tesr?
L1307[11:34:12] <ZaggyMobile2> In the same class
L1308[11:34:15] <Nitrodev> when making the recipe itself
L1309[11:34:16] <PaleoCrafter> it does, Nitrodev
L1310[11:34:18] <madcrazydrumma> giga, im getting a nullpointer at this line 2 in this snippet: http://pastebin.com/jf1rvZAf
L1311[11:34:21] <williewillus> but the potato doesn't have a color multiplier
L1312[11:34:24] <williewillus> the texture itself is colored
L1313[11:34:27] <Nitrodev> PaleoCrafter, okay good to know
L1314[11:34:39] <ZaggyMobile2> Yes it would work properly, I use it
L1315[11:34:49] <williewillus> actually nvm it's being colored properly
L1316[11:34:51] <ZaggyMobile2> Oh hm
L1317[11:34:53] <williewillus> it's just selecting the wrong baked model 0.o
L1318[11:35:11] <ZaggyMobile2> And you're getting the correct baked model for the current state?
L1319[11:35:18] <williewillus> yeah
L1320[11:35:22] <williewillus> lemme pastebin blockstate json
L1321[11:35:28] <madcrazydrumma> gigaherz, im getting a nullpointer at this line 2 in this snippet: http://pastebin.com/jf1rvZAf***
L1322[11:35:41] <madcrazydrumma> ignore the *'s
L1323[11:35:49] <williewillus> http://pastebin.com/EYa46Y09
L1324[11:35:50] <gigaherz> madcrazydrumma: inventory slots can be null
L1325[11:35:54] <shadekiller666> Die Hard is STILL the best Christmas movie
L1326[11:35:55] <gigaherz> you can't just use i.something
L1327[11:35:57] <williewillus> somehow it was choosing the "grayscale" texture
L1328[11:36:01] <gigaherz> without checking if "i" is null
L1329[11:36:03] <ZaggyMobile2> Yes but you're paying the correct block state?
L1330[11:36:04] <madcrazydrumma> so inventory is a list of empty itemstacks also?
L1331[11:36:07] <ZaggyMobile2> Passing
L1332[11:36:13] <gigaherz> yes it contains ALL slots
L1333[11:36:14] <gigaherz> including empty
L1334[11:36:14] <williewillus> i just get the blockstate from the world
L1335[11:36:25] <gigaherz> empty ones are null
L1336[11:36:26] <williewillus> oh wait shoot
L1337[11:36:28] <gigaherz> non-empty ones are not null
L1338[11:36:29] <madcrazydrumma> oh lmao
L1339[11:36:31] <williewillus> I don't call getactualState
L1340[11:36:33] <williewillus> thanks
L1341[11:36:34] <madcrazydrumma> i didnt know that %
L1342[11:36:35] <madcrazydrumma> ^
L1343[11:36:37] <ZaggyMobile2> Hm
L1344[11:37:15] <Nitrodev> how can i make a recipe use a specific stained glass
L1345[11:37:26] <Nitrodev> wait nvm i don't need to know
L1346[11:38:06] <madcrazydrumma> Okay now even with the check gigaherz, it still doesnt print anything even with items in the inventory
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L1349[11:38:56] <glasspelican> Nitrodev: you get the item stack for stained glass then set the damage ammount for the colour you wnat
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L1354[11:41:29] <williewillus> you cant hotswap public static fields? 0.o
L1355[11:41:56] <PaleoCrafter> what do you mean, exactly? :P
L1356[11:42:06] <PaleoCrafter> you can't add or remove any kind of field
L1357[11:42:18] <williewillus> I just tried to hotswap the value of a public static boolean field
L1358[11:42:19] <williewillus> and it failed :p
L1359[11:42:29] <PaleoCrafter> well, it wouldn't have any effect anyway :P
L1360[11:42:41] <PaleoCrafter> the static initialiser is run exactly once
L1361[11:42:57] <PaleoCrafter> you could, however, change the value directly with your debugger
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L1364[11:43:32] <Overreacted> Hey uhm how do I give an item a standard tagcompound?
L1365[11:43:35] <williewillus> if I wanted the TextureAtlasSprite of one side of a bakedmodel how would I get that?
L1366[11:43:46] <williewillus> itemstack.setTagCopmound(new NBTTagCompound()) ?
L1367[11:43:55] <Nitrodev> okay there is a weird problem with my block
L1368[11:43:55] <shadekiller666> uhhh
L1369[11:44:08] <Overreacted> yeah but is there a specific method?
L1370[11:44:32] <Overreacted> as in, is there a method that detects when an itemstack of that particular item is put into the world?
L1371[11:44:38] <Overreacted> or is that an event
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L1373[11:45:30] <Nitrodev> whenever the upper half of my player is right next to the block all i see is black
L1374[11:45:45] <williewillus> next to your block or inside your block?
L1375[11:45:47] <PaleoCrafter> Overreacted, normally you control the creation of your items
L1376[11:45:51] <Nitrodev> next to
L1377[11:46:08] <Nitrodev> i'm pretty usre it's next to
L1378[11:46:12] <PaleoCrafter> and if people use the give command, it's their responsibility to set the data correctly :P
L1379[11:46:14] <shadekiller666> williewillus, not sure that you can, because the TAS is the location of the entire block's texture, and that location is used in conjunction with the uv coordinates to find the proper location on the texture map
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L1381[11:47:00] <Nitrodev> i'm guessing it ahs something to do with the collision box
L1382[11:47:22] <Overreacted> yeah but basically itemstack.getTagCompound().getInteger("amount") returns null in my method, and since getInteger() returns 0 if not initialized and there is indeed an itemstack, the only thing that could be null is the tagCompound
L1383[11:47:34] <Overreacted> when I try to craft it, it needs to get this integer
L1384[11:47:44] <Overreacted> craft it with another item
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L1386[11:47:58] <PaleoCrafter> just never call itemStack.getTagCompound directly but wrap it in a check
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L1388[11:48:17] <Overreacted> Okay i get what you mean
L1389[11:48:19] <Nitrodev> Oh yeah i can't do anything about the bug
L1390[11:48:27] <PaleoCrafter> like getCompound(ItemStack stack) { if(stack.getTagCompound() == null) { // set default compound here } return stack.getTagCompound(); }
L1391[11:48:37] <Nitrodev> Because otherwise the mechanism won't work
L1392[11:48:52] <Nitrodev> the destroying of entities thrown into it that is
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L1396[11:56:44] <Nitrodev> okay i need to find a good example for multiblocks in 1.8.9
L1397[11:57:27] <Nitrodev> any ideas?
L1398[11:57:47] <OrionOnline> Nitrodev, depents on what you mean with multiblock
L1399[11:57:48] <williewillus> anyone familiar with the gl state of TESRs and rendering baked models pls halp: http://pastebin.com/WBt9UJq7 produces this (rotation and offset are wrong): https://i.imgur.com/yGVLsfQ.png
L1400[11:58:05] <williewillus> Nitrodev: gigaherz's ender rift :p
L1401[11:58:43] <gigaherz> well I'm not sure if my mod is a GOOD example
L1402[11:58:44] <gigaherz> ;P
L1403[11:59:07] <Nitrodev> "your" mod?
L1404[11:59:22] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L1405[11:59:23] <gigaherz> yes.
L1406[11:59:25] <gigaherz> MY mod.
L1407[11:59:40] <Nitrodev> oh i thought willie said that sorry
L1408[12:00:05] <gigaherz> I did my multiblock in a sortof brute-force way
L1409[12:00:05] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L129
L1410[12:00:10] <williewillus> gah I hate openGL >.>
L1411[12:00:12] <gigaherz> I scan each and every neighbour explicitly
L1412[12:00:18] <williewillus> the baked model isn't even right without rotation
L1413[12:00:29] <gigaherz> it owuld be much nicer to have a "pattern"
L1414[12:00:33] <PaleoCrafter> btw, williewillus, you can parameterise TileEntity from 1.8.8 onwards :P
L1415[12:00:36] <gigaherz> that you can follow in an iterative
L1416[12:00:38] <gigaherz> way
L1417[12:00:38] <PaleoCrafter> no need for that ugly cast anymore
L1418[12:01:11] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java#L12
L1419[12:01:14] <gigaherz> yeah much nicer this way
L1420[12:01:14] <gigaherz> XD
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L1422[12:02:33] <williewillus> with onyl a translate to x, y, z the baked model renders offset by one block in the z direction 0.o
L1423[12:03:05] <gigaherz> how do you export the baked model?
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L1425[12:03:21] <gigaherz> I mean is it json? obj?
L1426[12:03:26] <gigaherz> because for .obj models
L1427[12:03:37] <gigaherz> I have to put them on -1..0
L1428[12:03:41] <gigaherz> for them to export in the 0..1 range
L1429[12:03:49] <gigaherz> Z-wise
L1430[12:03:52] <MattDahEpic> how would one change the size of a magmaslimecube?
L1431[12:04:02] <williewillus> it's a normal json model
L1432[12:04:13] <gigaherz> MattDahEpic: I believe there's a tag for it in the entity
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L1435[12:07:02] <Rockers> Has anyone tried to register armour materials in 1.8.8 yet?
L1436[12:07:35] <williewillus> ugh this is so irritating
L1437[12:07:46] <williewillus> why is this more annoying than rewriting a whole model loader for special flowers
L1438[12:07:51] <williewillus> Rockers: yes
L1439[12:08:15] <Girafi> It's the same as in 1.7.10 ? :p If there is any changes they are very minor.
L1440[12:08:15] <Rockers> It keeps spitting this at me:
L1441[12:08:19] <Rockers> Failed to load texture: textures/models/armor/satanicofferings:enduirium_layer_1.png
L1442[12:08:43] <Nitrodev> it doesn't find the texture
L1443[12:08:45] <Rockers> It should be satanicofferings:textures/models/armor/enduirium_layer_1.png
L1444[12:09:03] <Rockers> In the texture name, I put: ReferenceVariables.MODID + ":enduirium"
L1445[12:09:40] <Nitrodev> can you pastebin the model file
L1446[12:09:53] <williewillus> I just did public static ArmorMaterial manasteelArmorMaterial = EnumHelper.addArmorMaterial("MANASTEEL", "manasteel", 16, new int[] { 2, 6, 5, 2 }, 18);
L1447[12:09:59] <williewillus> and it worked
L1448[12:10:07] <williewillus> no modid or anything
L1449[12:10:15] <Rockers> The model file?
L1450[12:10:25] <Rockers> I thought that was just for the item...
L1451[12:10:27] <williewillus> Nitrodev: this is armor stuff
L1452[12:10:31] <williewillus> there are no models for those
L1453[12:10:36] <Nitrodev> oh nvm then
L1454[12:12:01] <Rockers> If I do it your way, it spits this out:
L1455[12:12:02] <Rockers> Failed to load texture: minecraft:textures/models/armor/enduirium_layer_1.png
L1456[12:12:55] <McJty> Is there some handy function in MC/forge to convert the colors in ItemDye.dyeColors to separate RGB values?
L1457[12:13:15] <McJty> Or do I just do <<16 & 255 for red, <<8 & 255 for green and &255 for blue?
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L1461[12:14:51] <williewillus> not really, I just do EnumDyeColor.getMapColor().colorValue and extract it out of the hex
L1462[12:15:17] <McJty> ok
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L1466[12:20:25] <Rockers> I wonder if I have an outdated version of forge. It might have been a bug?
L1467[12:20:52] <williewillus> did you try with no modid or paths or anything?
L1468[12:21:18] <williewillus> oh actually... botania handles its armor rendering on its own
L1469[12:21:21] <williewillus> so no idea
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L1472[12:21:31] <williewillus> lemme look at PE
L1473[12:22:18] <williewillus> oh we override Item.getArmorTexture
L1474[12:22:35] <williewillus> and return "projecte:textures/armor/<whatever>.png"
L1475[12:22:46] <Rockers> Sorry, I would go and look aswell, if they still weren't doing maintenance work on my internet.
L1476[12:23:00] <Rockers> So, if I override that, it might work...
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L1478[12:26:30] <Wuppy> ugh what a day...
L1479[12:26:34] <Wuppy> I need a beer :PO
L1480[12:27:49] <Rockers> o/
L1481[12:27:50] <Rockers> What ya been busy with?
L1482[12:29:19] <Wuppy> buying stuff and bringing other stuff away
L1483[12:31:54] <Rockers> Welp, I have an outdated version of forge and my internet's too slow to update it atm...
L1484[12:31:58] <Rockers> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8.8-11.15.0.1655/forge-1.8.8-11.15.0.1655-changelog.txt
L1485[12:32:21] <Rockers> There's nothing wrong with my code after all...
L1486[12:33:06] <Rockers> Is lwjgl a good library?
L1487[12:33:31] <gigaherz> hmf
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L1489[12:33:59] <gigaherz> there is no IBlockState-sensitive get(Un)LocalizedName, is there?
L1490[12:34:10] <Wuppy> woop woop Ima get some of the best beer out there tonight :D
L1491[12:34:16] <Wuppy> Texels beer = best beer :D
L1492[12:35:16] <gigaherz> meh it wouldn't even make sense
L1493[12:35:16] <Rockers> I wouldn't imagine there would be gigaherz, but then again, I'm usually wrong.
L1494[12:35:20] <gigaherz> the name is onlyused for the item form
L1495[12:35:36] <gigaherz> so basically I'd need an ItemBlock that has itemstack-sensitive names
L1496[12:35:45] <gigaherz> and I can't be bothered to do that
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L1498[12:35:59] <Rockers> I just found that I'm 20 versions behind the latest forge for 1.8.8. :D
L1499[12:36:34] <Rockers> Time to stop forge modding until my internet comes back.
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L1501[12:37:23] <Rockers> Why do you need itemstack-sensitive names?
L1502[12:37:33] <gigaherz> well
L1503[12:37:42] <gigaherz> I was improving the WAILA tooltips for my multiblock
L1504[12:38:06] <gigaherz> and I wanted to differentiate the display name for the corners and edges
L1505[12:38:19] <gigaherz> but meh
L1506[12:38:22] <gigaherz> it's ok as it is.
L1507[12:38:26] <Rockers> Sounds like some special block :p
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L1509[12:39:33] <AnnaMayBelle> So not sure if this is a forge issue or something else, but I'm running a forge server, and on respawn after death, all of the chunks around my character seem to vanish. This remains as such until I disconnect and reconnect to the server. Any clues what might be my problem?
L1510[12:39:53] <gigaherz> is there any errors in the logs?
L1511[12:40:03] <gigaherz> client OR server
L1512[12:40:32] <williewillus> both forge server and client right? is one part vanilla?
L1513[12:40:34] <AnnaMayBelle> Not seeing any on the server, lemme check client
L1514[12:40:36] <williewillus> also what forge version
L1515[12:40:52] <AnnaMayBelle> Nope, both are Forge, 1490
L1516[12:41:41] <AnnaMayBelle> And no errors in client either
L1517[12:41:58] <gigaherz> well with no mods, I have no idea what it may be
L1518[12:42:02] <gigaherz> no logs*
L1519[12:42:07] <gigaherz> coudl be any of the mods
L1520[12:42:24] <gigaherz> maybe updating to a more recent forge helps, but I doubt that
L1521[12:42:41] <shadekiller666> gigaherz, does your TESREssentializer not exist on github anymore or did you move it? the bookmark i had for it 404s now
L1522[12:42:53] <gigaherz> hmm
L1523[12:42:57] <AnnaMayBelle> Hrm, it seems to be server only, works fine in single player..
L1524[12:42:58] <gigaherz> shoudl be in the same place
L1525[12:43:02] <gigaherz> maybe I renamed
L1526[12:43:18] <shadekiller666> either way can you link to it plz
L1527[12:43:19] <Rockers> Have you tried doing a binary search?
L1528[12:43:23] <gigaherz> ah no
L1529[12:43:24] <gigaherz> moved
L1530[12:43:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/renders
L1531[12:43:27] <gigaherz> it's in there
L1532[12:43:55] <gigaherz> AnnaMayBelle: do you have any mods that mess with chunkloading?
L1533[12:44:02] <gigaherz> stuff like optifine or such
L1534[12:44:13] <shadekiller666> you did move it
L1535[12:44:18] <gigaherz> yep
L1536[12:44:29] <shadekiller666> used to be in /elementsofpower/client/
L1537[12:44:31] <gigaherz> when I unified the model rendering tools
L1538[12:44:41] <gigaherz> I put all of the renderers into their own package
L1539[12:45:10] <gigaherz> you probably want the RenderStuffs class ;P
L1540[12:45:17] <gigaherz> Rendering*
L1541[12:45:23] <shadekiller666> i want to make a digital clock
L1542[12:45:24] <AnnaMayBelle> None I'm aware of, I'm not running ChickenChunks. I am running ForgeEssentials which includes WorldEdit, so maybe that?
L1543[12:45:35] <shadekiller666> and i'm trying to decide how best to do so
L1544[12:45:40] <gigaherz> hmm
L1545[12:45:47] <gigaherz> I need to switch the TESR to using GlStateManager
L1546[12:46:07] <shadekiller666> to test the new group config stuff, and see if i can discover any feature for group configs that i don't currently have
L1547[12:46:13] <gigaherz> AnnaMayBelle: dunno, WE shouldn't break chunk loading :/
L1548[12:46:35] <gigaherz> maybe someone else can help better, I have no idea how to help without something concrete in the logs
L1549[12:46:45] <Rockers> Have you got a total mod list AnnaMayBelle?
L1550[12:46:48] <gigaherz> barring a binary search as someone mentioned
L1551[12:47:09] <AnnaMayBelle> Yeah, that's what I was thinking... It's actually very strange, I can use the /kill command right next to my respawn location, so all the chunks are visibly loaded... But when I respawn, I can literally watch all the chunks around me UNLOAD, starting with the ones closest and moving outward.
L1552[12:47:22] <AnnaMayBelle> Sure! It'll take me a minute to type up my modlist. I can also grab logs of things.
L1553[12:47:51] <shadekiller666> gigaherz, i do approve of the name "RenderingStuffs"
L1554[12:47:51] <gigaherz> usea console window ;P
L1555[12:47:55] <gigaherz> cd to the folder
L1556[12:48:04] <gigaherz> and dir /b *.jar
L1557[12:48:15] <gigaherz> or the equ9ivalent ls command in unixes
L1558[12:48:17] <gigaherz> -9
L1559[12:49:22] <gigaherz> shadekiller666: heh
L1560[12:49:27] <AnnaMayBelle> Okay! Never actually tried that before XD
L1561[12:51:33] <gigaherz> yo ucan also get a modlist from the logs, forge lists them during init ;p
L1562[12:52:23] <AnnaMayBelle> Gonna go that route, I'm literally pasting the address of the directory and my command prompt is saying it doesn't exist XD
L1563[12:53:28] <williewillus> near the point of paying someone to figure out openGL crap
L1564[12:53:31] <williewillus> ugh
L1565[12:53:34] <williewillus> (not really but)
L1566[12:53:38] <AnnaMayBelle> adventurebackpack-1.7.10-0.8c AppleMilkTea2-1.7.10_2.8o AppleCore-mc1.7.10-1.1.0 Aroma1997Core-1.7.10-1.0.2.16 Aroma1997s-Dimensional-World-1.7.10-1.1.0.1 AromaBackup-1.7.10-0.0.0.6 BigDoors-1.7.10-1.1.0 BiomesOPlenty-1.7.10-2.1.0.1067-universal Carpenter's Blocks v3.3.7 - MC 1.7.10 Chisel2-2.5.1.44 ChocoCraft-4.1.5 CodeChickenCore-1.7.10-1.0.7.47-universal CustomNPCs_1.7.10
L1567[12:53:38] <AnnaMayBelle> d EnderCore-1.7.10-0.2.0.31_beta FastLeafDecay-1.7.10-1.3 forgeessentials-1.7.10-1.4.3.1095-client fpsplus GardenStuff-1.7.10-1.7.0 GraveStones 1.7.10 -3 Hats-4.0.1 HungerOverhaul-1.7.10-1.0.0 iChunUtil-4.2.2 IguanaTinkerTweaks-1.7.10-2.1.5 ironchest-1.7.10-6.0.60.741-universal journeymap-1.7.10-5.1.0-unlimited malisisdoors-1.7.10-1.13.0 malisisadvert-1.7.10-0.4.3
L1568[12:53:38] <AnnaMayBelle> malisiscore-1.7.10-0.14.0 Mantle-1.7.10-0.3.2b morematerials-0.9.20150615.0-MC1.7-20150621 NEIIntegration-MC1.7.10-1.0.13 NotEnoughItems-1.7.10-1.0.5.118-universal Pam's HarvestCraft 1.7.10k Railcraft_1.7.10-9.8.0.0 SpiceOfLife-mc1.7.10-1.3.0 TiCTooltips-mc1.7.10-1.2.5 TConstruct-1.7.10-1.8.8 TMechworks-1.7.10-0.2.14.100 Waila-1.5.10_1.7.10 WailaHarvestability-mc1.7.10-1.1.
L1569[12:53:38] <AnnaMayBelle> 5 WAILAPlugins-MC1.7.10-0.2.0-23 Wawla-1.3.3-1.7.10
L1570[12:53:41] <McJty> How easy/hard is it to use the ModelBase system for an item renderer in MC 1.8.9?
L1571[12:53:53] <williewillus> hard
L1572[12:54:29] <McJty> Because it was really easy to use it for a TESR?
L1573[12:54:40] <williewillus> well you could use a fake tesr
L1574[12:54:58] <McJty> A TESR for an item?
L1575[12:55:04] <McJty> I mean for rendering in the inventory
L1576[12:55:13] <gigaherz> AnnaMayBelle: pastebin! always pastebin (or gist, or whatever) ;P
L1577[12:55:15] <McJty> The block renders fine in the world with my TESR + ModelBase
L1578[12:55:18] <AnnaMayBelle> Sorry XD
L1579[12:55:26] <williewillus> oh theen just use the temporary TEISR hook
L1580[12:55:28] <williewillus> in ForgeHooksClient
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L1583[12:55:43] <AnnaMayBelle> In fact, here's my launch log: http://paste.ee/p/iybJV
L1584[12:55:47] <williewillus> pass it item + meta + TE class and it'll use the TESR
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L1586[12:55:54] <McJty> williewillus, TEISR?
L1587[12:56:24] <williewillus> ForgeHooksClient.registerTESRItemStack, hooks into vanilla TEISR (TE ItemStack Renderer)
L1588[12:56:25] <McJty> How can a TESR be used without a tile entity being present?
L1589[12:56:38] <williewillus> it passes null :p, up to your tesr to handle it
L1590[12:56:50] <McJty> hmm ok
L1591[12:56:55] <McJty> That's doable of course
L1592[12:57:28] <williewillus> I'm surprised no one has attempted to write a Modelbase to model system loader
L1593[12:57:33] <williewillus> probably bc it's super hard to
L1594[12:58:17] <McJty> I was actually surprised my 1.7.10 TESR that used ModelBase worked out of the box in 1.8.9 :-)
L1595[12:58:22] <williewillus> ugh why is this stupid potato's axis of rotation wrong
L1596[12:58:27] <McJty> One of the few rendering related things that hasn't changed apparently
L1597[12:58:32] <AnnaMayBelle> I'm going to restart my server, connect, use /kill, then post logs of both client and server.
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L1599[12:58:57] <williewillus> seriously anyone good at immediate mode gl? T-T
L1600[13:00:46] <williewillus> oh shit it worked
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L1602[13:01:58] <McJty> ForgeHooksClient.registerTESRItemStack(Item.getItemFromBlock(this), 0, ScreenTileEntity.class);
L1603[13:02:04] <williewillus> yup
L1604[13:02:05] <McJty> Still shows checkerboard for my block in the inventory
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L1606[13:02:10] <McJty> So I'm probably missing something
L1607[13:02:33] <McJty> I'm also getting warnings like:
L1608[13:02:38] <McJty> [20:00:02] [Client thread/ERROR]: Model definition for location rftools:screen#facing=up not found
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L1611[13:02:54] <williewillus> uhhh I think you still need to do the whole standard item registration fare (setCustomMRL)
L1612[13:03:05] <williewillus> I do that then do the tesr thing and it works
L1613[13:03:13] <McJty> ok let me try that
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L1617[13:05:13] <McJty> Ok, the warnings are gone but still checkerboard
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L1619[13:05:50] <McJty> hmm hold on
L1620[13:06:12] <AnnaMayBelle> Okay, so I restarted the server, used the /kill command, got the same results... Chunks unload around myself, I'd fall through the world if I didn't fly. Here's the client log: http://paste.ee/p/R1gll ...and here's the server log: http://paste.ee/p/DCU5x
L1621[13:06:40] <Nitrodev> is there a tutorial on multiblocks for 1.8.9
L1622[13:07:24] <McJty> williewillus, can't get it to work for some reason
L1623[13:07:25] <gigaherz> multiblocks you mean using the same "id" for multiple things?
L1624[13:07:40] <gigaherz> or multiblock structures?
L1625[13:07:41] <McJty> oh wait
L1626[13:07:46] <Nitrodev> structures
L1627[13:08:09] <gigaherz> structures are the same thing, just using blockstates instead of metadata
L1628[13:08:17] <gigaherz> you still build them yourself, and manage them yourself
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L1630[13:09:12] <Nitrodev> that doesn't answer my question
L1631[13:09:38] <McJty> Nitrodev, well it basically means it is the same in older versions of MC. So any tutorial will do
L1632[13:09:41] <McJty> Mostly
L1633[13:09:55] <Nitrodev> okay
L1634[13:10:05] <gigaherz> you combine the tutorial with knowledge about 1.8 blockstates
L1635[13:10:13] <gigaherz> and 1.8 rendering
L1636[13:10:14] <gigaherz> that's all
L1637[13:10:25] <PaleoCrafter> huh, how new is IDEA's feature to disable "unused" warnings for methods with specific annotations? :O
L1638[13:10:31] <Nitrodev> okay thanks
L1639[13:10:37] <gigaherz> PaleoCrafter: no idea, I started using it in idea 15
L1640[13:10:45] <gigaherz> I dind't notice it before that
L1641[13:10:51] <PaleoCrafter> I didn't either
L1642[13:10:52] <McJty> williewillus, do you have some example code I can look at to see what I'm doing wrong?
L1643[13:10:52] <shadekiller666> Nitrodev, this is a Multiblock management system I wrote for 1.8.0 a few months back: https://github.com/RollercoasterTeam/Rollercoaster2/tree/master/src/main/java/rcteam/rc2/multiblock
L1644[13:13:40] <Rushmead> Anyone know how i can refresh my External Swing GUI? https://gyazo.com/537afd8b78f1540e955a8ae547011105 It does this wierd thing.
L1645[13:13:45] <shadekiller666> Nitrodev, it uses a crafting recipe-style registration system to define a "template" for a multiblock structure
L1646[13:14:04] <AnnaMayBelle> Well, I seem to have fixed it, somewhat! The "/p global spawn here" from ForgeEssentials gives me headaches, but /setworldspawn doesn't force all my chunks to unload. No inkling why.
L1647[13:14:14] <shadekiller666> where each layer on the y axis would be a single crafting recipe registration basically
L1648[13:15:12] <shadekiller666> once registered and created, a MutliBlockStructure can use its MultiBlockTemplate to check structure completeness, and even build/destroy the structure all at once
L1649[13:15:20] <Nitrodev> shadekiller666, that is alot of code i would need to understand
L1650[13:15:46] <McJty> Anyone here know if there is some special rule about when registerTESRItemStack has to be called?
L1651[13:15:48] <shadekiller666> most of it is stuff for handling structure rotation and such
L1652[13:15:53] <McJty> Because it seems to be ignored for me.
L1653[13:16:22] <McJty> I'm now calling it in preInit
L1654[13:16:56] <Nitrodev> shadekiller666, maybe so but i've learned to understand the code examples have
L1655[13:17:25] <Nitrodev> but that code is pretty hard to understand
L1656[13:17:25] <shadekiller666> ?
L1657[13:17:32] <shadekiller666> oh
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L1659[13:17:46] <shadekiller666> the checking is handled in MultiBlockStructure
L1660[13:18:09] <shadekiller666> https://github.com/RollercoasterTeam/Rollercoaster2/blob/master/src/main/java/rcteam/rc2/multiblock/MultiBlockStructure.java#L76
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L1662[13:19:53] <shadekiller666> MultiBlockTemplate is basically just a 3D array of BlockStates that gets rearanged for rotated structures and such, to check completeness, the structure itself (the blocks in the world) and the template are both iterated over in the same order checking if they match
L1663[13:20:20] <shadekiller666> if any is found to not match, the method returns false and iteration ends
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L1665[13:20:57] <Nitrodev> okay
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L1667[13:23:30] <McJty> https://github.com/McJty/RFTools/blob/1.8.8/src/main/java/mcjty/rftools/blocks/screens/ScreenBlock.java
L1668[13:23:41] <McJty> That's the code containing my attempt to get my item to render in the inventory
L1669[13:23:46] <McJty> The TESR works fine in the world
L1670[13:23:54] <McJty> So I'm trying to use ForgeHooksClient.registerTESRItemStack
L1671[13:23:59] <McJty> But it doesn't appear to do anything
L1672[13:24:29] <gigaherz> o_O you implement Block, TESR, and IWailaProvider in the same class?
L1673[13:24:45] <McJty> What?
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L1675[13:24:53] <McJty> The TESR is not implemented there
L1676[13:25:13] <gigaherz> ah right
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L1678[13:25:42] <McJty> In the inventory this block renders as a checkerboard
L1679[13:26:32] <VapourDrive> blocks are the worst to get to render :P, are you registering the inventory model in init?
L1680[13:26:56] <McJty> All the registration code for my block is in that code
L1681[13:26:59] <McJty> So probably not...
L1682[13:27:05] <McJty> But what exactly do I need then?
L1683[13:27:11] <gigaherz> VapourDrive: keep in mind this is a special block with TESR ;P
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L1685[13:27:57] <VapourDrive> yeah, I would think that the registration for the inventory model would still need to be done in init, but I'm just learning how to work with the system
L1686[13:27:57] <diesieben07> mc you do have it set as a builtin model, yes?
L1687[13:28:02] <diesieben07> see the vanilla tesr blocks
L1688[13:28:46] <McJty> I never found where the vanilla blocks register their models
L1689[13:28:52] <diesieben07> they don't
L1690[13:28:54] <diesieben07> they are hardcoded
L1691[13:28:56] <Nitrodev> okay since multiblock structures seem a bit too advanced for me i'll do this the other way
L1692[13:29:19] <McJty> But what do you mean by 'have it set as a builtin model'?
L1693[13:29:24] <gigaherz> McJty: "inventory": [{ "model": "builtin/generated" }]
L1694[13:29:34] <diesieben07> and the chest json model for example is just: {
L1695[13:29:34] <diesieben07> "parent": "builtin/entity"}
L1696[13:29:55] <McJty> hmm
L1697[13:30:02] <gigaherz> ah /entity
L1698[13:30:15] <Rockers> Whoop! Whoop! 4Kb per sec!
L1699[13:30:17] <McJty> Let me try that
L1700[13:30:50] <McJty> Hmm no
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L1702[13:31:20] <McJty> But should that go in models/block or models/item?
L1703[13:31:32] <diesieben07> item
L1704[13:31:43] <gigaherz> item, but if you use forge blockstates
L1705[13:31:44] <McJty> I'm a bit confused about when to use what
L1706[13:31:49] <McJty> Because after all this is a block
L1707[13:31:49] <gigaherz> you cna do "inventory": [{ "model": "builtin/entity" }]
L1708[13:32:00] <diesieben07> no it is not :D
L1709[13:32:04] <diesieben07> blocks never ever exist in inventory
L1710[13:32:08] <gigaherz> not when it's in the inventory
L1711[13:32:12] <gigaherz> in the inventory, it's an ItemBlock
L1712[13:32:13] <gigaherz> ;P
L1713[13:32:22] <McJty> But for my other blocks I only have a model in the block directory
L1714[13:32:26] <gigaherz> yes
L1715[13:32:26] <McJty> Not in the item dir
L1716[13:32:34] <gigaherz> but you have a blockstate "inventory" right?
L1717[13:32:44] <McJty> Ok, I get this error now:
L1718[13:32:45] <McJty> [20:32:04] [Client thread/ERROR]: MultiModel rftools:block/screen is empty (no base model or parts were provided/resolved)
L1719[13:33:07] <McJty> gigaherz, yes
L1720[13:33:07] <gigaherz> hmmm when I got that
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L1722[13:33:12] <gigaherz> fry told meto use builtin/generated
L1723[13:33:55] <McJty> Same error
L1724[13:34:06] <McJty> It is trying to go to block/screen and not item/screen
L1725[13:34:16] <gigaherz> weird
L1726[13:34:47] <McJty> I also don't understand why I actually need this json when I do ForgeHooksClient.registerTESRItemStack anyway?
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L1728[13:34:58] <gigaherz> because one does not preclude the other
L1729[13:35:16] <McJty> So I have a screen.json blockstate like this:
L1730[13:35:34] <McJty> https://bpaste.net/show/662b829452b1
L1731[13:35:51] <gigaherz> try to use
L1732[13:35:52] <gigaherz> "inventory": [{ "model": "builtin/entity" }]
L1733[13:35:56] <gigaherz> in the blockstates json
L1734[13:35:56] ⇦ Parts: Rockers (rockers300@host86-131-138-242.range86-131.btcentralplus.com) ())
L1735[13:35:59] <McJty> ok
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L1737[13:36:16] <Rushmead> Can i do the reverse of this " this.entityRenderer.loadEntityShader(viewingEntity);"??
L1738[13:36:27] <gigaherz> reverse??
L1739[13:36:59] <McJty> gigaherz, all makes no difference
L1740[13:37:00] <Rushmead> So i like remove it :P
L1741[13:37:02] <McJty> No matter what I do
L1742[13:37:17] <gigaherz> McJty: sorry then, no idea. never used the TEISR thing :/
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L1744[13:37:31] <Elec332> Whats the problem?
L1745[13:37:39] <Rushmead> Because when i do setRenderViewEntity it doesnt actually render the player...
L1746[13:37:47] <McJty> Elec332, https://github.com/McJty/RFTools/blob/1.8.8/src/main/java/mcjty/rftools/blocks/screens/ScreenBlock.java
L1747[13:37:59] <McJty> Elec332, trying to use my TESR directly for an inventory model for my block
L1748[13:38:04] <McJty> Elec332, but it gives checkerboard
L1749[13:38:10] <McJty> And I get:
L1750[13:38:15] <McJty> [20:36:29] [Client thread/ERROR]: MultiModel rftools:block/screen is empty (no base model or parts were provided/resolved)
L1751[13:38:37] <McJty> In world it renders fine. The TESR works
L1752[13:38:41] <Elec332> There is something for that
L1753[13:38:44] <Elec332> sec
L1754[13:40:09] <Elec332> yep
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L1756[13:40:17] <Elec332> ForgeHooksClient.registerTESRItemStack(Item item, int metadata, Class<? extends TileEntity> TileClass)
L1757[13:40:25] <McJty> Elec332, look at the code I pasted. I do that :-)
L1758[13:40:29] <shadekiller666> fry, whilst testing stuff for the obj loader ive found multiple situations where the fact that IModelStates can only be passed into the custom model loaders via ExtendedBlockStates in Block.getExtendedState() makes it really hard to do the required logic operations needed to determine exactly what to pass into the custom model loader
L1759[13:40:33] <McJty> It is what I'm trying to get to work
L1760[13:40:35] <Rushmead> gigaherz, so basically where the shadow is, is where the player is. https://gyazo.com/16c092ec2c95900666baa3bd526998a5
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L1763[13:41:31] <shadekiller666> for example, yesterday i was trying to make a block that displayed the strength of its redstone input
L1764[13:41:39] <VapourDrive> I already admitted to not really knowing how it works, but my suggestion would be to try to get that line run from init McJty, if you're open to suggestions
L1765[13:41:54] <McJty> VapourDrive, sure. Let me try that
L1766[13:42:18] <shadekiller666> i took a look at the vanilla comparator code to figure out how to obtain the strength value, which is done via World.getRedstonePower() generally
L1767[13:43:07] <shadekiller666> the problem i came across was that getExtendedState doesn't get passed a World instance, but instead gets passed an instance of RegionRenderCache, which makes sense
L1768[13:43:22] <Rushmead> !gm p_181560_1_
L1769[13:43:31] <Rushmead> !gf p_181560_1_
L1770[13:44:13] <McJty> VapourDrive, no difference I'm afraid
L1771[13:44:41] <shadekiller666> but due to the fact that returning an IExtendedBlockState from getExtendedState() that contains an OBJState is the only way to pass information into the OBJLoader from within a block, i didn't have a way of changing the group visibility settings
L1772[13:45:37] <shadekiller666> it might have been possible to do via a TESR and manual baking of the IModel, but i don't feel like "make a TESR" is a good answer for this situation
L1773[13:46:23] <Elec332> McJty, VapourDrive: Did you remember to return true on "isBuildInmodel" in the model?
L1774[13:46:45] <williewillus> McJty: oh I also remembered
L1775[13:46:48] <williewillus> for the tesr thing
L1776[13:46:52] <Elec332> otherwise it indeed doesnt work
L1777[13:47:11] <williewillus> you have to call the hook, call setCustomMRL, and in your json need to do "builtin/entity" as parent (like vanilla TESRS)
L1778[13:47:21] <Elec332> Like I said -_-\
L1779[13:47:39] <williewillus> well, that is in code
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L1781[13:47:48] <williewillus> you can just specify builtin/entity in your json
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L1784[13:48:27] <shadekiller666> fry, there needs to be a more flexible way to send data to the custom model loaders
L1785[13:48:31] <Elec332> It means the same thing
L1786[13:49:00] <McJty> setCustomMRL?
L1787[13:49:15] <gigaherz> setCustomModelResourceLocation
L1788[13:49:17] <gigaherz> for the block
L1789[13:49:32] <McJty> Where does that method live?
L1790[13:49:43] <Elec332> in the block
L1791[13:49:43] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java#L583
L1792[13:49:55] <gigaherz> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(...));
L1793[13:49:56] <Elec332> But im not sure about that
L1794[13:50:03] <gigaherz> you haveto call it for any block that you want visible in the inventory
L1795[13:50:24] <williewillus> registerItemModel is down at line 1022 :p
L1796[13:50:37] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java
L1797[13:50:40] <McJty> Ah I actually know that and do that for my other blocks...
L1798[13:50:43] * McJty hits me
L1799[13:50:44] <gigaherz> I have it directly in the clientproxy
L1800[13:50:52] <williewillus> and in models/item/<whatever>.json just have { "parent": "builtin/entity" }
L1801[13:50:55] <McJty> Yes it works!
L1802[13:51:04] <williewillus> what was it missing?
L1803[13:51:10] <McJty> setCustomMRL
L1804[13:51:15] <McJty> Note that I still get this error:
L1805[13:51:17] <McJty> [20:50:40] [Client thread/ERROR]: MultiModel rftools:block/screen is empty (no base model or parts were provided/resolved)
L1806[13:51:22] <McJty> Even though all renders fine
L1807[13:51:36] <williewillus> do you have an empty blockstate json for screen?
L1808[13:51:40] <McJty> no
L1809[13:51:46] <McJty> https://bpaste.net/show/662b829452b1
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L1811[13:52:08] <shadekiller666> fry, or some way of tying "custom" data to blockstate variants
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L1813[13:53:28] <williewillus> also, you don't need to have separate model files for everything
L1814[13:53:40] <williewillus> you can just declare the model in blockstate json and then fill all the textures in right there
L1815[13:54:42] <McJty> Anyway, I'll ignore the error for now. In game it looks ok
L1816[13:54:44] <UnReal> Can someone help me with geting the textures to load in Minecraft 1.8.8, i can get the textures to load in the world but i cant get the textures to load in my inventory
L1817[13:55:01] <VapourDrive> The issue of the hour :P
L1818[13:56:48] <VapourDrive> UnReal http://pastebin.com/5GtSH2ti is what I have that works for getting a block to render in both the world and one's inventory
L1819[13:57:06] <VapourDrive> That's called from preInit in my client proxy
L1820[13:57:09] <gigaherz> UnReal: didyou call ModelLoader.setCustomModelResourceLocation for each block/item?
L1821[13:57:29] <gigaherz> in older versions of forge you also need ModelBakery.addVariantName
L1822[13:57:40] <gigaherz> but newer 1.8.9 versions do that for you internally
L1823[13:59:08] <UnReal> gigaherz, i did it throw this http://pastebin.com/KhkxQiBv
L1824[14:00:14] <VapourDrive> if you do it that way I think it only works if you call it from init, for some stupid reason...
L1825[14:01:10] <UnReal> -_- i will try the outher way
L1826[14:02:36] <VapourDrive> ModelLoader.setCustomModelResourceLocation is the "correct" way
L1827[14:02:36] <VapourDrive> The qualms of having a half a dozen different ways to do the same thing :/
L1828[14:03:35] <UnReal> ok VapourDrive i will try that
L1829[14:04:13] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java
L1830[14:04:16] <gigaherz> that's how I call them
L1831[14:04:16] <gigaherz> ;P
L1832[14:04:30] <gigaherz> I keep using addVariantName because I want the mod to work on older 1.8.8
L1833[14:08:39] <Rushmead> Can someone help me, When i set the renderViewEntity in 1.8.9 it doesnt render the player... code here: https://github.com/Rushmead/MineCamera/tree/MC1.8
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L1835[14:09:10] <Flashfire> Does anyone know a way of making Wither Skeletons spawn in the surface with mob spawners?
L1836[14:09:29] <Flashfire> I tried using a LivingSpawnEvent and setting the type but it seems to set it back to normal after that
L1837[14:09:58] <williewillus> how do you set the type?
L1838[14:10:03] <williewillus> and how does it go back to normal?
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L1840[14:10:38] <Flashfire> I set it use setSkeletonType(1)
L1841[14:10:55] <Flashfire> Not sure what's setting it back but maybe it's the check for WorldProviderHell
L1842[14:11:23] <Flashfire> That's vanilla code though so I need something that happens after that if that's the case
L1843[14:12:36] <Flashfire> I think it's the onInitialSpawn method that sets it back to normal
L1844[14:13:32] <williewillus> I don't think so, it doesn't touch setSkeletonType?
L1845[14:13:45] <Flashfire> It does
L1846[14:14:00] <diesieben07> only if spawned in the nether
L1847[14:14:01] <Flashfire> At least in 1.8 and 1.8.8
L1848[14:14:08] <Flashfire> Yeah that's what I want to override
L1849[14:14:19] <Flashfire> But I want to avoid creating a new entity class
L1850[14:14:25] <diesieben07> you wnat to spawn non-wither skeletons in the nether?
L1851[14:14:37] <Flashfire> I want to spawn wither skeletons outside of the nether
L1852[14:14:48] <gigaherz> the spawner calls onInitialSpawn
L1853[14:14:54] <gigaherz> AFTER creating the entity
L1854[14:14:58] <gigaherz> which calls setSkeletonType
L1855[14:15:07] <diesieben07> outside the nether... you can just call setSkeletonType
L1856[14:15:15] <diesieben07> the skeleton only calls that IN the nether
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L1858[14:15:31] <Flashfire> I did do that but the only event I know to use for spawn is LivingSpawnEvent and it happens before onInitialSpawn
L1859[14:15:42] <diesieben07> ... and?
L1860[14:15:55] <diesieben07> onInitialSpawn only sets the type IN THE NETHER.
L1861[14:16:05] <Flashfire> Oh, you're right
L1862[14:16:07] <gigaherz> and only if random
L1863[14:16:10] <gigaherz> otherwise defaults to 0
L1864[14:16:23] <Flashfire> But when debugging I see my setSkeletonType code executes but I'm seeing normal skeletons
L1865[14:16:44] <williewillus> did you accidentally do it clientside?
L1866[14:16:50] <gigaherz> are you doing it on the server? ;P
L1867[14:16:53] <Flashfire> I did it on both I think
L1868[14:16:53] <diesieben07> show your code.
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L1870[14:16:59] <Flashfire> Should I do it just on server?
L1871[14:17:10] <diesieben07> only spawn stuff on the server
L1872[14:17:26] <Flashfire> Alright, good to know, I will try that
L1873[14:17:43] <Rushmead> Anyone??
L1874[14:17:48] <williewillus> well dealing with the datawatcher trying to update it clientside will just discard (I think), you want to updateWatchableObject on server
L1875[14:17:54] <williewillus> Rushmead: ?
L1876[14:18:11] <Rushmead> Can someone help me, When i set the renderViewEntity in 1.8.9 it doesnt render the player... code here: https://github.com/Rushmead/MineCamera/tree/MC1.8
L1877[14:18:43] <williewillus> weren't there new hooks to change the viewpoint in 1.8? idk diesieben07 might know :p
L1878[14:18:52] <diesieben07> idk :D
L1879[14:18:57] <Rushmead> yeah
L1880[14:19:03] <Rushmead> setRenderViewEntity
L1881[14:19:07] <Rushmead> BUt that might have broken it
L1882[14:19:28] <Rushmead> As of course it works lovely in 1.7.10
L1883[14:19:35] <williewillus> ah
L1884[14:19:47] <williewillus> the player is not rendered if the renderviewentity is not that player
L1885[14:19:54] <Rushmead> And that would be it.
L1886[14:20:01] <Rushmead> Any ideas on how to fix?
L1887[14:20:16] <williewillus> use the new camera events
L1888[14:20:27] <williewillus> EntityViewRenderEvent
L1889[14:20:28] <Rushmead> Ooh
L1890[14:20:30] <Rushmead> ok.
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L1892[14:20:59] <Flashfire> Still getting normal skeletons
L1893[14:21:07] <williewillus> specifically CamerSetup subclass of it
L1894[14:21:08] <Flashfire> Here is the relevant code: https://gist.github.com/Samuel-Harbord/e62ce17f5f79e685b827
L1895[14:21:23] <Flashfire> It executes as expected
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L1900[14:32:20] <Rushmead> williewillus, not sure what to put in the event
L1901[14:32:58] <Flashfire> He's away at the moment
L1902[14:33:20] <Rushmead> oh
L1903[14:33:23] <Rushmead> didnt see
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L1905[14:33:44] <Flashfire> He comes here a lot though so I'm sure he'll be back sometime soon
L1906[14:35:42] <shadekiller666> :O how long has CameraSetup been a thing?
L1907[14:36:15] <Rushmead> TBH i dont even know.
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L1909[14:37:04] <shadekiller666> a few months ago i was tinkering with camera rotations, specifically for riding rollercoasters
L1910[14:37:16] <shadekiller666> third person is the most difficult
L1911[14:38:41] <shadekiller666> because the camera's origin point isn't locked to the player's head, it just positioned in the correct location with the assumption that the player is standing up
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L1913[14:39:11] <williewillus> I;m not sure how to use the Camera event :p
L1914[14:39:56] <williewillus> flan got it pulled a while back so maybe look at Flan's Mod? https://github.com/FlansMods/FlansMod
L1915[14:41:31] <Flashfire> Still trying to figure out the skeleton thing in case anyone can help (code is above)
L1916[14:42:36] <williewillus> huh wonder why EBXL isn't updated to 1.8
L1917[14:42:51] <williewillus> biome mods should be relatively easy since it's all simple blocks
L1918[14:43:06] <williewillus> actually they didn't even update to 1.7 without asie helping them so I'm not surprised
L1919[14:44:08] <Flashfire> I'm surprised nobody else has done it yet
L1920[14:44:39] <williewillus> I would but my hands are full ;p
L1921[14:45:10] <williewillus> why is TE closed source, anyone remember?
L1922[14:45:40] <PaleoCrafter> reasons
L1923[14:45:49] <williewillus> like? :p
L1924[14:46:06] <PaleoCrafter> probably horrible code :P
L1925[14:46:27] <Flashfire> Has anyone here ever successfully created a custom piston?
L1926[14:47:17] <PaleoCrafter> considering pistons were added by a mod before vanilla added them, sure :P
L1927[14:47:30] <Flashfire> I made one and made it almost identical to vanilla except where I wanted it different but it skips the piston animation and the base turns invisible for a split second when retracting
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L1929[14:47:59] <Flashfire> I think it might be related to the models
L1930[14:47:59] <williewillus> that might be a vanilla issue
L1931[14:48:04] <Flashfire> Or that
L1932[14:48:09] <Flashfire> Hardcoding maybe?
L1933[14:48:20] <williewillus> in 1.8.x thrashing pistons super fast with 1 tick pulses make them disappear sometimes
L1934[14:48:39] <diesieben07> Flashfire, i don't knwo WTF you are doing, but i just subscribed to LivingEvent.SpecialSpawn and did setSkeletonType(1). booya, all wither skeletons in the overworld.
L1935[14:48:52] <Flashfire> Oh, I see
L1936[14:49:01] <Flashfire> Thank you for that, at least I know that code works
L1937[14:50:14] <williewillus> PaleoCrafter: I just use BCV on ThermalExpansion and it just looks like any other mod's code tbh :p
L1938[14:50:28] <williewillus> there aren't even many ForgeDirection.UNKNOWNs in there, contrary to their bitching about it
L1939[14:50:35] <PaleoCrafter> haha
L1940[14:50:55] <PaleoCrafter> well, I can't come up with any other reason to make the mod closed source
L1941[14:51:18] <gigaherz> my guess is they don't want others to be able to profit from their efforts
L1942[14:51:20] <PaleoCrafter> it doesn't have any extraordinary feature other mods don't
L1943[14:51:26] <gigaherz> it's the usual reason for closing the source
L1944[14:51:35] <gigaherz> "I put the hours, it's all mine and no one else's"
L1945[14:51:46] <williewillus> well seeing as I basically saw all of it by a few clicks in BCV...
L1946[14:51:52] <williewillus> and all their other mods are open
L1947[14:51:55] <PaleoCrafter> could at least make it visible source, gigaherz :P
L1948[14:52:03] <gigaherz> yeah
L1949[14:52:12] <gigaherz> but hey... their paranoia, their choice.
L1950[14:52:15] <williewillus> I feel like it's only a problem when they refuse to update ;)
L1951[14:52:28] <williewillus> no one cares that thaumcraft is closed because its polished, high quality, and stays updated
L1952[14:52:30] <gigaherz> yeah Thaumcraft at least updated to 1.8
L1953[14:52:30] <gigaherz> ;P
L1954[14:53:12] <PaleoCrafter> I actually do care that it's closed because of those reasons :P
L1955[14:53:23] <PaleoCrafter> it would sure be great reference material :D
L1956[14:53:31] <williewillus> fry: are you every gonna update your frame mod to 1.8.x? :P
L1957[14:53:37] <VapourDrive> last time I heard Lemming comment on it, it was more of a "why make it open source?" because so much of their other stuff is open, so they already contribute to the whole "Global Resource of Mod Reference Code", but they don't have people just copying TE functionality
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L1959[14:53:39] <williewillus> I actulaly liked it
L1960[14:53:44] <Flashfire> I tried removing the biome code but I still get normal skeletons. D
L1961[14:54:04] <williewillus> that and RIM, I might port RIM to 1.8.x next if they haven't already
L1962[14:54:18] <diesieben07> Flashfire, show the whole event hanlder and where you registrer it.
L1963[14:54:33] <Flashfire> I put it in the main mod class actually
L1964[14:54:46] <Flashfire> I should probably make it its own handler
L1965[14:55:11] <fry> williewillus: maybe
L1966[14:55:19] <fry> if I ever get time :P
L1967[14:56:03] <Rushmead> 1.8.9 setRenderViewEntity WHATEVER breaks everything :(. Sad
L1968[14:58:00] <williewillus> how does it break everything? :p
L1969[14:58:04] <williewillus> it just doesn't render the player
L1970[14:58:12] <williewillus> which makes sense because in vanilla they use it for spectator mode
L1971[14:59:31] <Rushmead> Rawr.
L1972[14:59:51] <diesieben07> Rushmead, is it *your* entity that is set as the view entity?
L1973[14:59:57] <Rushmead> Yeah
L1974[15:00:19] <diesieben07> you can try overriding isPlayerSleeping (yes... stupid name) and returning true. i am not sure what side effects that will haev though
L1975[15:00:32] <diesieben07> but it should make the player render
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L1978[15:03:13] <williewillus> where is that method? 0.o
L1979[15:03:15] <Flashfire> Here is my code https://gist.github.com/Samuel-Harbord/e62ce17f5f79e685b827
L1980[15:03:28] <williewillus> oh ELB
L1981[15:04:09] <diesieben07> i don't see any spawn handlers there Flashfire
L1982[15:04:17] <diesieben07> williewillus, ctrl-alt-shift-n in IntelliJ :P
L1983[15:04:20] <diesieben07> for the future
L1984[15:04:27] <Flashfire> Whoops I pasted the wrong handler
L1985[15:04:43] <williewillus> TIL
L1986[15:04:55] <Flashfire> Updated https://gist.github.com/Samuel-Harbord/e62ce17f5f79e685b827
L1987[15:05:34] <diesieben07> and you get normal skeletons?!
L1988[15:05:47] <diesieben07> also wtf is that instanceof check
L1989[15:06:15] <Flashfire> I fixed that, that was from when I was allowing all handlers so I could find which one was best without restarting the client
L1990[15:06:30] <Flashfire> And yes I get normal skeletons
L1991[15:06:52] <diesieben07> are you sure? you should get withers holding bows with this
L1992[15:07:21] <Flashfire> They seem bright like normal but I will set them to have stone swords to see if I get wither in survivial
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L1994[15:07:44] <diesieben07> that's just... impossible man :D
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L1996[15:11:05] <Flashfire> Since I put the sword code in it's acting weird and allowing all entities through "e.entityLiving instanceof EntitySkeleton"
L1997[15:11:25] <diesieben07> o.O
L1998[15:12:01] <Flashfire> Not sure how but it crashed twice because of that
L1999[15:12:30] <Flashfire> Oh, duh, I accidentally used a hanging indent
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L2004[15:16:43] <Flashfire> Alright, the sword code isn't working either
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L2008[15:22:49] <Flashfire> It doesn't seem like it's applying any changes to event.entityLiving to the actual entity being spawned
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L2011[15:26:48] <gigaherz> hmf
L2012[15:26:53] <gigaherz> what do I add to my mod?
L2013[15:27:02] <gigaherz> I want to add some more features, but I have no idea what to do :/
L2014[15:27:47] <Flashfire> That rift mod you linked yesterday?
L2015[15:27:51] <gigaherz> yes http://www.curse.com/mc-mods/minecraft/233780-ender-rift
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L2017[15:28:26] <gigaherz> well I also have this
L2018[15:28:26] <gigaherz> http://www.curse.com/mc-mods/minecraft/238659-packing-tape
L2019[15:28:26] <Flashfire> I'll tell you if I think of anything, I'm good with ideas
L2020[15:29:00] <gigaherz> hmm I'll port the packing tape mod to 1.8.9 meanwhile
L2021[15:29:42] <Flashfire> Great modelling job
L2022[15:30:02] <gigaherz> thanks
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L2024[15:32:26] <Flashfire> I have an idea for your packing tape mod
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L2026[15:32:46] <Flashfire> Labels for packages, possibly text that shows above it like a player name
L2027[15:32:56] <gigaherz> hmmm
L2028[15:33:00] <gigaherz> that could be done
L2029[15:33:03] <Flashfire> So you can keep track of what is in what package
L2030[15:33:04] <gigaherz> just a TESR that draws the text
L2031[15:33:17] <gigaherz> the item form already shows it in the tooltip
L2032[15:33:21] <Flashfire> Ah it does
L2033[15:33:28] <Flashfire> Probably not necessary then
L2034[15:33:30] <gigaherz> although I haven't got around to showing a "pretty name"
L2035[15:33:50] <Flashfire> If you're looking for something to do though it would be cool to have a "pretty name"
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L2037[15:34:21] <Flashfire> ie "tools", "redstone stuff", "food"
L2038[15:34:25] <gigaherz> hmmm question!
L2039[15:34:35] <gigaherz> my packing tape mod doesn't make use of any name that changed between 1.8 and 1.8.9
L2040[15:34:51] <gigaherz> think I can make it accept "1.8,1.8.9"? ;P
L2041[15:35:09] <gigaherz> I'll do that, built with the 1.8.9 mdk, and see if it still works in 1.8
L2042[15:35:18] <Flashfire> Can forge mods work with multiple versions?
L2043[15:35:28] <gigaherz> yes, if they don't use changed mappings
L2044[15:35:35] <Flashfire> Oh I see
L2045[15:35:39] <gigaherz> if the low-level srg names changed, it won't work anymore
L2046[15:35:46] <gigaherz> but they try very hard to avoid that
L2047[15:35:49] <Flashfire> Good to know
L2048[15:37:13] <gigaherz> one issue I have with this mod
L2049[15:37:17] <gigaherz> (packing tape)
L2050[15:37:28] <gigaherz> is that I make use of the FACING blockstate property
L2051[15:37:36] <gigaherz> to place the block facing the player
L2052[15:37:45] <Flashfire> Why does it need to face the player?
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L2054[15:37:46] <gigaherz> but I know of multiple mods that use a TileEntity to store the facing
L2055[15:37:53] <gigaherz> it doesn't need to
L2056[15:37:55] <gigaherz> it's for convenience
L2057[15:37:58] <Flashfire> Ah
L2058[15:38:01] <gigaherz> but because mods store the rotation in the TE
L2059[15:38:10] <gigaherz> and use getActualState to return the real facing
L2060[15:38:12] <gigaherz> it doesn't work well
L2061[15:38:20] <gigaherz> hmmm
L2062[15:38:22] <gigaherz> oh I know
L2063[15:38:22] <Flashfire> I didn't know that, I always just use facing
L2064[15:38:39] <gigaherz> I'll use getActualState() multiple times, while using rotateBlock to change the direction
L2065[15:38:47] <gigaherz> until it works ;P
L2066[15:38:56] <gigaherz> hmmm did rotateBlock exist in 1.8?
L2067[15:39:06] <Flashfire> What's the disadvantage of using metadata?
L2068[15:39:19] <gigaherz> they can't have 16 sub-blocks in the same id
L2069[15:39:20] <Thutmose> fairly certain rotate block has been around for a while now
L2070[15:39:31] <gigaherz> Thutmose: I didn't learn of it until a few weeks ago ;P
L2071[15:39:38] <Flashfire> Ah I see, didn't know you had others
L2072[15:39:45] <gigaherz> I do not
L2073[15:39:49] <gigaherz> the contained blocks may
L2074[15:40:06] <gigaherz> I don't have a facing, but the contained block may have one
L2075[15:40:12] <Flashfire> Oh you're storing the properties of contained blocks inside the block?
L2076[15:40:17] <gigaherz> of course!
L2077[15:40:29] <gigaherz> well, the metadata number, use getStateFromMeta ;P
L2078[15:40:33] <gigaherz> I use*
L2079[15:40:42] <Flashfire> I would think to use nbt on the te
L2080[15:42:16] <Flashfire> You obviously know what you're doing though so there's probably a disadvantage to that
L2081[15:45:07] <ThePsionic> http://www.azlyrics.com/lyrics/caravanpalace/bambous.html
L2082[15:45:09] <ThePsionic> fantastic
L2083[15:46:17] <gigaherz> meh that won't work
L2084[15:46:39] <gigaherz> rotateBlock doesn't just return a blockstate, it changes the world, and that seems wrong
L2085[15:47:04] <gigaherz> if there was some "setBlockFacing()" along with it :/
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L2090[15:57:34] <gigaherz> Flashfire: there
L2091[15:57:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-04_22.57.04.png
L2092[15:57:40] <gigaherz> detailed contents ;P
L2093[15:58:31] <gigaherz> I literally made it query the tooltip for the contents as if they were an ItemStack, and then added some spaces for indentation ;p
L2094[15:59:03] <Flashfire> Awesome
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L2104[16:05:24] <gigaherz_d> okay... time to test
L2105[16:05:37] <gigaherz_d> loading the 1.8 profile with the mod in it
L2106[16:05:41] <Rushmead> diesieben07: btw that didnt seem to work...
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L2154[16:05:53] <gigaherz_d> yay boots
L2155[16:05:58] <gigaherz_d> let's see if it works...
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L2158[16:06:35] <gigaherz_d> okay the item is there...
L2159[16:06:54] <gigaherz_d> :3
L2160[16:06:59] <gigaherz_d> Contains: Warded Jar
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L2176[16:10:36] <SatanicSanta> So is Item#getIcon(ItemStack, int, EntityPlayer, ItemStack, int) only called for the in-hand version? It doesn't seem to be effecting the item on the hotbar.
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L2196[16:18:58] <ThePsionic> http://i.imgur.com/vx3d0GY.png
L2197[16:19:02] <ThePsionic> current mood
L2198[16:20:03] <LexManos> SatanicSanta, Considering the last int is 'usage' its ONLY for when the item is actually being used
L2199[16:20:14] <SatanicSanta> alright then.
L2200[16:21:31] <SatanicSanta> If only there was Item#getIcon(ItemStack, int, EntityPlayer)
L2201[16:21:49] <SatanicSanta> Although I guess I could just get the player through Minecraft.getMinecraft().thePlayer
L2202[16:22:01] <SatanicSanta> since getIcon logically would only be on the client, yes?
L2203[16:22:12] <LexManos> in all honesty
L2204[16:22:17] <LexManos> those method sshould probably be removed
L2205[16:22:23] <LexManos> in favor of the model system
L2206[16:22:28] <LexManos> fry, poke about dat
L2207[16:23:08] <diesieben07> there is actually just one left: getModel(ItemStack stack, EntityPlayer player, int useRemaining)
L2208[16:24:17] <fry> yup, and I thought about using a smart model for that too
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L2210[16:24:51] <diesieben07> would need a new type though, for the player param
L2211[16:24:58] <fry> yup
L2212[16:25:20] <LexManos> Ah then yes that works.
L2213[16:25:41] <LexManos> Smart model wouldnt mimic the vanilal functionlaity to well and require people to do extra work.
L2214[16:25:43] <LexManos> SO meh
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L2216[16:26:13] <SatanicSanta> I don't really know much about 1.8: Why would you replace icons with models entirely? I thought MC only did that for actual modeled/3d rendered blocks and items. So things like clocks and compasses wouldnt have models, right?
L2217[16:26:33] <fry> no, every item is a model
L2218[16:26:43] <SatanicSanta> huh.
L2219[16:26:45] <gigaherz_d> SatanicSanta: 1.8 items are all 3d models
L2220[16:26:48] <gigaherz_d> even when seen "flat"
L2221[16:26:54] <fry> so is every block (except a couple of TESR exceptions)
L2222[16:26:56] <gigaherz_d> they still have the edge and backface
L2223[16:27:07] <LatvianModder> Yeah, "fast graphics" item is still 3d
L2224[16:27:09] <gigaherz_d> like when you hold them in the hand
L2225[16:27:21] <LexManos> about that, did you ever do anything about culling faces in inventory?
L2226[16:27:31] <gigaherz_d> they just don't make a difference between world and inventory anymore
L2227[16:27:46] <LexManos> Yup, EVERYTHING is a model
L2228[16:27:57] *** gigaherz_d is now known as gigaherz
L2229[16:28:00] <fry> issue is still open, so no :P
L2230[16:28:29] <SatanicSanta> Yep, getIcon(ItemStack, int) and calling getMinecraft.thePlayer worked perfectly :D
L2231[16:28:32] <LexManos> im not reading issues until you and cpw tell me I can do a RB./
L2232[16:28:38] <SatanicSanta> Now I just gotta figure out why this icon overlay is rendering behind the main icon...
L2233[16:29:57] <LatvianModder> Because its shy and is hiding, duuh
L2234[16:30:35] <SatanicSanta> LatvianModder: It's not very good at hiding given the fact that it's entire being is based around being bigger... http://puu.sh/mjJKQ/394f22854f.png
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L2237[16:31:55] <LatvianModder> What is that? A drill or smth?
L2238[16:31:59] <SatanicSanta> Yes
L2239[16:32:17] <SatanicSanta> Steam Drill. Currently making them upgradable, and the upgrade behind it is the big drill
L2240[16:32:30] <LatvianModder> You know you did good textures when someone guesses with first time from large closeup :D
L2241[16:32:51] <SatanicSanta> Oh, that was flaxbeard I believe.
L2242[16:32:57] <LatvianModder> Er.. From closeup? That doesnt sound right...
L2243[16:33:10] <gigaherz> "from close up"
L2244[16:33:16] <gigaherz> with a space, two words ;P
L2245[16:33:27] <gigaherz> well
L2246[16:33:29] <SatanicSanta> could also say "from a closeup"
L2247[16:33:29] <PaleoCrafter> why are you even still modding for 1.7, SatanicSanta?
L2248[16:33:29] <gigaherz> hmm
L2249[16:33:35] <gigaherz> yeah
L2250[16:33:50] <SatanicSanta> Many reasons
L2251[16:34:20] <ThePsionic> Lemme hear them
L2252[16:34:22] <gigaherz> PaleoCrafter: isn't the reason always the same? "I want my mod to useit on a 1.7.10 modpack" ;P
L2253[16:34:26] <ThePsionic> I want to know this
L2254[16:34:36] <PaleoCrafter> that ain't a reason, gigaherz, and you know it
L2255[16:34:43] <gigaherz> no but it's what people say ;P
L2256[16:34:44] <SatanicSanta> 1. I don't have the time to port all of this code to 1.8. 2. There's a lot of mods that we want to have compat with that still use 1.7. 3. It's very incomplete, and porting to 1.8 would take away dev time for things that I think actually matter.
L2257[16:35:26] <SatanicSanta> Oh, also the villager registry doesn't exist in 1.8 yet iirc.
L2258[16:35:27] <LatvianModder> And, how many of the big mods are in 1.8?
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L2260[16:35:35] <LatvianModder> Are CoFH mods there yet?
L2261[16:35:39] <SatanicSanta> nope
L2262[16:35:41] <gigaherz> LatvianModder: cofh doesn't plan on updating
L2263[16:35:47] <gigaherz> Thaumcraft 5 is there
L2264[16:35:49] <ThePsionic> Because they're poops
L2265[16:35:50] <LatvianModder> Shame
L2266[16:35:50] <gigaherz> ProjectE is there
L2267[16:35:59] <gigaherz> Botania is being ported by willieaway
L2268[16:36:01] <LatvianModder> Can I take over CoFH? :P
L2269[16:36:02] <SatanicSanta> blood magic is not it appears
L2270[16:36:08] <ThePsionic> @/all get your shit together
L2271[16:36:10] <SatanicSanta> botania is only through a port
L2272[16:36:23] <gigaherz> Tinker's is being rewritten for 1.8
L2273[16:36:30] <LatvianModder> By ProjectE dev
L2274[16:36:36] <SatanicSanta> twilight forest is not.
L2275[16:36:41] <smbarbour> SatanicSanta: https://twitter.com/WayofTime/status/683422969335537664
L2276[16:36:42] <gigaherz> everyone's tired of TF though
L2277[16:36:47] <gigaherz> ;P
L2278[16:36:48] <ThePsionic> I'm rewriting WildyCraft for 1.8
L2279[16:36:53] <ThePsionic> So that's something
L2280[16:37:07] <gigaherz> WAILA is on 1.8
L2281[16:37:08] <gabizou> gigaherz i'm not tired of Twilightforest
L2282[16:37:15] <SatanicSanta> ^
L2283[16:37:18] <SatanicSanta> I <3 TF
L2284[16:37:23] <gigaherz> JEI and NEI are on 1.8
L2285[16:37:27] <SatanicSanta> and FSP adds a bunch of support for it.
L2286[16:37:30] <gigaherz> there's a couple minimaps
L2287[16:37:33] <gabizou> though, that isn't to say that there could be more content/biomes stuff in the dimension
L2288[16:37:39] <gigaherz> so really the biggest "hole"
L2289[16:37:41] <gigaherz> are tech mods
L2290[16:37:47] <LatvianModder> I dont really need ThermalExpansion. But I need ThermalFondation
L2291[16:37:48] <gigaherz> cofh, mekanism, IC2, BC
L2292[16:38:05] <gigaherz> there's alternatives in progress
L2293[16:38:27] <SatanicSanta> I don't really plan on updating Flaxbeard's Steam Power to 1.8 at any point in the near future.
L2294[16:38:30] <LatvianModder> We should stop making alternatives... #SaysFTBUDev
L2295[16:38:43] <gigaherz> LatvianModder: it's going to happen
L2296[16:38:51] <LatvianModder> :/
L2297[16:38:52] <gigaherz> ifa closed-source mod author doesn't want to update
L2298[16:38:53] <smbarbour> None of my mods are updated to 1.8 because they all use RF. There's an unofficial update via ProgressiveAutomation, but I have other CoFHLib dependent functions (that apparently are going to be replaced by Forge methods, but I haven't checked if they're in yet)
L2299[16:38:55] <gigaherz> they'll be left behind.
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L2301[16:39:00] <SatanicSanta> GregTech is also not on 1.8, obviously.
L2302[16:39:29] <SatanicSanta> gigaherz: Many of the mods you listed are not closed source.
L2303[16:39:32] <LatvianModder> smbarbour: your mods can use RF in 1.8 too... The api doesnt change much, does it?
L2304[16:39:48] <gigaherz> there's an unofficial port
L2305[16:39:52] <gigaherz> by the author of Progressive Automation
L2306[16:40:01] <gigaherz> everyone I know who has 1.8+ mods with RF use that
L2307[16:40:03] <gigaherz> me included.
L2308[16:40:18] <LatvianModder> Whats the new system name?
L2309[16:40:21] <smbarbour> Yeah, it's really just the other functions (for inventory stuff) that I'm mainly relying on from CoFHLib.
L2310[16:40:25] <gigaherz> unless cofh appears with an official implementation
L2311[16:40:26] <gigaherz> https://github.com/Vanhal/ProgressiveAutomation/tree/1.8/src/main/java/cofh/api
L2312[16:40:30] <gigaherz> this is the de-facto standard in 1.8
L2313[16:41:14] <gigaherz> smbarbour: if it's anything like the RF api
L2314[16:41:24] <gigaherz> it's just a matter of going around replacing all ForgeDirection with EnumFacing
L2315[16:41:31] <gigaherz> and all int x,y,z triplets with BlockPos
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L2317[16:41:45] <LatvianModder> Thr biggest change probably was ForgeDirection > EnumFacing in APIs
L2318[16:41:58] <gigaherz> nah the biggest change would be any api that uses metadata values
L2319[16:42:08] <gigaherz> updating "Block, int" to IBlockState
L2320[16:42:10] <LatvianModder> Booo to those apis
L2321[16:42:35] <LatvianModder> I like BlockPos though
L2322[16:42:43] <gigaherz> I'd like it more if Java did valuetypes ;P
L2323[16:42:59] <gigaherz> as it is now, there's like 3 million BlockPos created per second, or was it per frame?
L2324[16:42:59] <LatvianModder> Like Pos3I or smth?
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L2326[16:43:13] <LatvianModder> Probably second
L2327[16:43:19] <gigaherz> no I mean, classes that don't get stored in the heap, but are passed arron by value in the stack
L2328[16:43:30] <gigaherz> around*
L2329[16:43:32] <smbarbour> The main thing is that the inventory functions are so commonly needed, I'm willing to wait for Forge to have them rather than invent a new wheel for myself.
L2330[16:43:43] <gigaherz> smbarbour: what are the inventory functions?
L2331[16:43:46] <diesieben07> basically BlockPos would be CODED liek it is today but behave internally like int, int, int
L2332[16:44:02] <gigaherz> I never looked at that part of the cofh api
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L2334[16:44:19] <smbarbour> Basic things like checking to see if items can be inserted and adding them to existing stacks where appropriate.
L2335[16:44:25] <gigaherz> oh
L2336[16:44:27] <gigaherz> I have that on my mod
L2337[16:44:30] <gigaherz> my own api for it
L2338[16:44:46] <gigaherz> well, sorta
L2339[16:44:55] <LatvianModder> I have a ton of util/api classes in my FTBLib
L2340[16:44:56] <smbarbour> Things so stupidly common that there should be a common set of functions to do it.
L2341[16:45:35] <gigaherz> my api replaces IInventory with a new interface that has pushStack, pullStack, and extractStack, removing the need for pipes to care about slots
L2342[16:45:48] <gigaherz> it's not meant for managing the internal inventory
L2343[16:46:05] <gigaherz> I do have a wrapper, but it's not full-featured since I didn't use it yet
L2344[16:46:34] <gigaherz> --> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/api/automation
L2345[16:50:12] <smbarbour> This is what I'm waiting on: https://github.com/MinecraftForge/MinecraftForge/pull/2241
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L2347[16:52:19] <gigaherz> heh
L2348[16:52:26] <gigaherz> that proposal seems unfit for my needs ;P
L2349[16:52:58] <gigaherz> since the my main interest was to remove the concept of slots from the automation interface
L2350[16:53:19] <gigaherz> still better than the vanilla interfaces
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L2353[16:55:48] <gigaherz> that's why the interface I designed looks like this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/api/automation/IInventoryAutomation.java
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L2356[16:56:45] <Temportalist> MoxieGrrl: !
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L2367[17:02:38] <LexManos> fry just sety your default compielr to J6 u.u https://github.com/MinecraftForge/MinecraftForge/commit/4732acc1c4f2e8a21c33ed8a677017473f907554
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L2370[17:07:49] <fry> I did
L2371[17:08:15] <fry> but every time I run setupForge it sets the project-specific one, and defaults it to 8
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L2378[17:20:04] <SatanicSanta> Alright, I'm officially stuck on this. I cannot figure out how to get an icon to render OVER another icon, rather than behind it. https://beta.paste.ee/p/KYKlv I've looked at like a million different examples of this type of functionality, and it should work.
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L2380[17:22:33] <SatanicSanta> I suspect it's line 33
L2381[17:22:52] <SatanicSanta> But I honestly have no idea. I guess I'll add a println before that line.
L2382[17:23:19] <LexManos> well then delete java 8')
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L2392[17:36:11] <SatanicSanta> Well, rendering a transparent icon as the fallback seemed to do the trick :)
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L2395[17:38:39] <killjoy> I found this test. http://git.io/vuWOe
L2396[17:39:12] <Matthew> 10/10
L2397[17:39:30] <killjoy> 1+1=fish
L2398[17:41:07] <Temportalist> killjoy: wtf? haha XD
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L2400[17:45:34] <LexManos> Reminds me of a old thing I did In school.
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L2402[17:46:29] <LexManos> Got bored, so started doing math replacing all numbers and functions with random names. Had the key on the back of the sheet. Was funny.
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L2408[17:57:17] <shadekiller666> wait... so DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL breaks the obj loader, but if you swap the order in which the UV and COLOR elements are added it works fine?
L2409[17:57:32] <shadekiller666> wonder if thats also a problem with the b3d loader...
L2410[17:58:15] <shadekiller666> gigaherz, what happens if you try and use the vertex format from DefaultVertexFormats instead of your custom one?
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L2415[18:11:21] <gigaherz> shadekiller666: colors/normals come out wrong
L2416[18:11:42] <gigaherz> or well they did when I tried ;P
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L2418[18:12:49] <gigaherz> this linke shadekiller666: https://dl.dropboxusercontent.com/u/743491/MC/2015-12-23-0613-12.mp4
L2419[18:12:56] <shadekiller666> thats very strange
L2420[18:12:58] <gigaherz> thisi s how it was supposed to look: https://dl.dropboxusercontent.com/u/743491/MC/2015-12-23-0614-04.mp4
L2421[18:13:23] <gigaherz> the custom format in the file is exactly the same as the default one
L2422[18:13:29] <gigaherz> xcept wit hthe order changed
L2423[18:13:37] <shadekiller666> except that you swapped UV and COLOR
L2424[18:13:39] <shadekiller666> ya
L2425[18:14:45] <shadekiller666> ...
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L2429[18:32:30] <shadekiller666> !gm func_181720_d
L2430[18:32:55] <shadekiller666> !gm func_181719_f
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L2436[18:58:13] <gigaherz> hmf, curse is taking a while to review my upload
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L2446[19:10:51] <gudenau> Hello!
L2447[19:11:19] <gudenau> I am attempting to make an OBJ a block now, I managed to make the item render it; but the block is the missing object cube thing.
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L2450[19:12:23] <gudenau> 1.8.9 BTW
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L2452[19:12:42] <gigaherz> what does your blockstates file look like?
L2453[19:12:45] <gigaherz> (pastebin)
L2454[19:13:14] <gudenau> http://pastebin.com/NSxw9UVV
L2455[19:13:32] <gigaherz> errors in the log?
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L2457[19:14:43] <gudenau> The normal stack trace thing, the System.exit thing, missing variant: FNF .../base_machine.obj.json
L2458[19:14:55] <gudenau> [19:13:16] [Client thread/WARN] [FML]: Unable to load block model: 'gud_machines:block/base_machine.obj' for variant: 'gud_machine:base_machine#normal': java.io.FileNotFoundException: gud_machines:models/block/base_machine.obj.json
L2459[19:15:34] <gudenau> Oh, I broke the item rednerer. Yay.
L2460[19:17:04] <gigaherz> hmmm the obj loader isn't accepting that block
L2461[19:17:13] <gigaherz> but you said it worked for an item?
L2462[19:17:18] <gigaherz> or the item form of the same block?
L2463[19:18:01] <gudenau> It was working for the block as an item, until I broke it.
L2464[19:18:10] <gigaherz> is the filename still the same?
L2465[19:18:11] <gigaherz> if so
L2466[19:18:24] <gigaherz> did you change or remove the OBJLoader.instance.addDomain(modid) ?
L2467[19:18:37] <gudenau> Nah, the domain did not change.
L2468[19:18:50] <gigaherz> and if not, did you change the modid to have any non-lowercase character?
L2469[19:18:55] <gudenau> Nope.
L2470[19:19:07] <gudenau> gud_machine
L2471[19:19:37] <gudenau> assets\gud_machine\models\block\base_machine.obj is a thing aswell.
L2472[19:20:46] <gigaherz> uhh
L2473[19:20:51] <gigaherz> 'gud_machines:block/base_machine.obj'
L2474[19:20:55] <gigaherz> 'gud_machine:base_machine#normal'
L2475[19:20:59] <gigaherz> canyou see the typo? ;P
L2476[19:21:01] <gudenau> Oops.
L2477[19:22:15] <gudenau> Yah, that did it.
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L2479[19:25:47] <gudenau> Thanks.
L2480[19:26:05] <gigaherz> np
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L2485[19:46:35] <kashike> is there a way to determine if Forge/FML is running in a dev environment?
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L2487[19:48:38] <Lomeli12> Check if a method/field is using it's MCP name as opposed to it's SRG name.
L2488[19:49:26] <Kithio> Question for anyone willing to answer: What do you use to document/note any ideas or things you'd like to make for a mod / modpack. I'm mostly looking for a software or website I can use to write out things I need added over time.
L2489[19:49:29] <gigaherz> there's a thing somewhre that you can query
L2490[19:49:34] <gigaherz> but I have no idea which one it was XD
L2491[19:50:07] <gigaherz> Kithio: I generally go by memory ;P
L2492[19:50:18] <gigaherz> but just a random google docs document works fine
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L2494[19:50:46] <Kithio> I used to do that but well... After my memory took a very VERY massive hit with my latest ... "mishap" I decided to not go by memory anymore
L2495[19:50:47] <gigaherz> if you want some "task system" you can use the issue tracker at github to document feature requests and TODOs
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L2497[19:51:24] <gigaherz> (or bitbucket if you want a free private repo ;P)
L2498[19:51:41] <Kithio> I'd much rather not make a github or bitbucket project right now since I can't exactly remember my login information >~<... still working on getting my email back
L2499[19:52:02] <shadekiller666> gigaherz, what does the __ in this lambda end up doing? ((IReloadableResourceManager) rm).registerReloadListener(__ -> loadedModels.clear())
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L2503[19:54:10] <gigaherz> does nothing, it's just a dummy varname
L2504[19:54:25] <gigaherz> the method takes an input
L2505[19:54:31] <killjoy> Is there an easy way to convert a 1D list to a 2d array?
L2506[19:54:31] <gigaherz> so I had to give it an input param
L2507[19:54:40] <gigaherz> killjoy: Y*width + X
L2508[19:54:48] <shadekiller666> so it efectively just returns null?
L2509[19:54:55] <shadekiller666> passes null*
L2510[19:55:03] <gigaherz> shadekiller666: no
L2511[19:55:06] <gigaherz> I just ignore the contents
L2512[19:55:37] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L48
L2513[19:55:39] <shadekiller666> i'm trying to write this for forge :P needs to be java 6 compilable :P
L2514[19:55:40] <williewillus> ugh just finished a session of crypt of the necrodancer and I can't not use any of my WM keyboard shortcuts without feeling the constant need to tap them more times
L2515[19:55:41] <williewillus> in time
L2516[19:55:44] <gigaherz> this is the non-lambda version shadekiller666
L2517[19:55:48] <gigaherz> I backported ;P
L2518[19:57:40] <gigaherz> ah!
L2519[19:57:40] <gigaherz> http://www.curse.com/mc-mods/minecraft/238659-packing-tape
L2520[19:57:46] <gigaherz> it was reviewed :)
L2521[19:58:01] <shadekiller666> thanks
L2522[20:00:04] <williewillus> your 1.8.9 mod works on 1.8.0?
L2523[20:00:57] <gigaherz> yes
L2524[20:01:06] <gigaherz> it's simple enough that I didn't even need ITickable
L2525[20:01:33] <killjoy> Would this work? http://pastebin.com/LFhEW7Gp
L2526[20:03:12] <gigaherz> killjoy: I guess? but wouldn't it be easier to use a double-for?
L2527[20:03:32] <killjoy> I'm populating the array, not the list
L2528[20:03:46] <killjoy> also the array isn't set yet
L2529[20:03:56] <killjoy> and its size might change
L2530[20:06:13] <gigaherz> https://gist.github.com/gigaherz/98266ba0396674c95ff8
L2531[20:06:19] <gigaherz> I meant like this
L2532[20:07:17] <williewillus> where in the code are mcmeta files parsed?
L2533[20:07:30] <gigaherz> somewhere in fml XD
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L2535[20:09:17] <williewillus> well in vanilla probably
L2536[20:09:27] <gigaherz> wait mcmeta
L2537[20:09:32] <gigaherz> are the ones for texture animation?
L2538[20:10:33] <williewillus> yeah
L2539[20:10:39] <gigaherz> FallbackResourceManager.java line 103
L2540[20:10:45] <williewillus> also, why can't I search inside the vanilla source jar in IDEA?
L2541[20:10:49] <gigaherz> you can
L2542[20:10:52] <williewillus> every query gives me 0 results
L2543[20:11:04] <williewillus> and yes I included libraries
L2544[20:11:05] <gigaherz> Edit -> find -> find in path -> options -> custom -> Projects and Libraries
L2545[20:11:47] <killjoy> williewillus, did you decomp or dev?
L2546[20:11:52] <williewillus> i got it
L2547[20:11:56] <williewillus> I was searching the directory
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L2550[20:16:52] <shadekiller666> gigaherz, does the ReportedException thats thrown in RenderingStuffs.loadModel() crash the game?
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L2553[20:18:49] <gigaherz> shadekiller666: reported exceptions stop the game with the crash screen
L2554[20:19:02] <shadekiller666> ok
L2555[20:19:47] <gigaherz> (so yeah you may want to handle that more gracefully ;P)
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L2557[20:21:49] <shadekiller666> ya lol
L2558[20:22:49] <shadekiller666> why doesn't Attributes.DEFAULT_BAKED_FORMAT have a NORMAL element?
L2559[20:23:34] * gigaherz shrugs
L2560[20:23:39] <Kithio> Can you use spaces in Github Repo names?
L2561[20:23:49] <gigaherz> Kithio: I don't believe so
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L2563[20:24:13] <gigaherz> if you type "A B"
L2564[20:24:21] <Kithio> Hmm... Do you substitute it for anything? or do you just push it all into one word?
L2565[20:24:23] <gigaherz> it says "Your new repository will be created as A-B"
L2566[20:24:38] <Kithio> yeah I hate dashes I'd prefer it being a single piece of text then
L2567[20:24:42] <gigaherz> I just use TitleCase
L2568[20:24:46] <Kithio> but how would I handle the word "of" since it looks weird
L2569[20:24:48] <Kithio> like
L2570[20:24:54] <gigaherz> just capitalize
L2571[20:25:01] <gigaherz> https://github.com/gigaherz/ElementsOfPower
L2572[20:25:04] <gigaherz> I did.
L2573[20:25:15] <Kithio> Alright... I'll just do that instead
L2574[20:25:58] <shadekiller666> gigaherz, you know whats funny, DefaultVertexFormats.ITEM actually has all 5 elements in the correct order :P
L2575[20:26:10] <gigaherz> although I also used dashes
L2576[20:26:10] <gigaherz> https://github.com/gigaherz/Ender-Rift
L2577[20:26:14] <Kithio> and now comes the primary question... What License should I put it at? It's going to be open source
L2578[20:26:24] <Kithio> GNU?
L2579[20:26:38] <gigaherz> depends on how much you care
L2580[20:26:53] <Kithio> Hmm...
L2581[20:26:56] <gigaherz> I mean
L2582[20:27:05] <Kithio> I have read all the licenses available once
L2583[20:27:06] <gigaherz> so you want others to be able to use your code in closed-source projects?
L2584[20:27:12] <gigaherz> do*
L2585[20:27:23] <Lomeli12> Anyone know a nice way of hiding layers in an item model? I have a model with 3 layers and only want the 3 layer's quads to be shown if the item has a certain NBT tag.
L2586[20:27:28] <gigaherz> or do you prefer them to use the same license as you?
L2587[20:27:32] <Kithio> Yeah no I'd rather making sure the mod is always open source. but I don't want people making complete copies of it
L2588[20:27:43] <gigaherz> okay so you want a copyleft
L2589[20:28:35] <gigaherz> GPL is one choice for that
L2590[20:28:42] <gigaherz> however, it won't prevent others from making full copies
L2591[20:29:01] <gigaherz> this is considered an unnecessary limitation and rejected by the FSF
L2592[20:29:05] <Kithio> what was the biggest different between v2 and v3 again? I read them like months ago... can't remember the changes though
L2593[20:29:16] <gigaherz> never managed to figure that out
L2594[20:29:29] <gigaherz> it has better protection in some areas
L2595[20:29:35] <gigaherz> while being a bit less draconian in others
L2596[20:29:38] <gigaherz> or something like that
L2597[20:30:00] <gigaherz> my suggestion would be
L2598[20:30:09] <gigaherz> make code GPLv3, and assets CC BY-SA 4.0
L2599[20:31:01] <Kithio> Alright thanks
L2600[20:36:45] <killjoy> 2d arrays are array[row][col] right?
L2601[20:36:59] <gigaherz> I never managed to figure that out
L2602[20:37:13] <gigaherz> well actually
L2603[20:37:20] <gigaherz> those are just arrays of arrays
L2604[20:37:25] <gigaherz> so technically it doesn't matter
L2605[20:37:57] <gigaherz> what I never figured out is C# multidimensional arrays, which are standalone objects accessed like [x,y]
L2606[20:38:24] <gigaherz> however I do like to picture memory the way I write text
L2607[20:38:38] <gigaherz> where the line index is more significant than the column index
L2608[20:38:51] <gigaherz> so I use array[y][x]
L2609[20:39:22] <killjoy> so array[vert][horz]?
L2610[20:39:45] <gigaherz> dependso n how you allocated it.
L2611[20:40:34] <gigaherz> new X[HEIGHT][] -> array[vertical][]
L2612[20:41:02] <killjoy> I'm trying to get a grid with 6 columns and variable rows
L2613[20:41:26] <killjoy> Bah, I'll just use a Table
L2614[20:42:25] <killjoy> Hm...
L2615[20:43:29] <gigaherz> ah then use a List<Object[]>? ;P
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L2618[20:44:23] <madcrazydrumma> How do i get a player on the server from a username?
L2619[20:44:38] <killjoy> Is the player online?
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L2621[20:45:48] <Lomeli12> look at the getPlayer method in CommandBase
L2622[20:46:22] <killjoy> MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(username)
L2623[20:47:46] <madcrazydrumma> Cheers killjoy
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L2629[21:08:30] <Ri5ux> The custom model resource location registered on line 47 refuses to load its texture. It's all white. Can someone help me figure out why? https://github.com/Ri5ux/MinecraftTesting/blob/master/src/main/java/com/example/examplemod/ExampleMod.java#L47
L2630[21:09:21] <Ri5ux> The startup log says nothing significant, for the record.
L2631[21:09:43] <HassanS6000> shadekiller666, fry ^
L2632[21:09:56] <williewillus> show jsons
L2633[21:10:09] <Ri5ux> I mean that's a link to the repo...
L2634[21:10:45] <Ri5ux> But here's the blockstate json: https://github.com/Ri5ux/MinecraftTesting/blob/master/src/main/resources/assets/examplemod/blockstates/m41a.json
L2635[21:11:23] <HassanS6000> Ri5ux, this is an OBJ model? Does the mtl load the correct texture? Insure this by opening the obj in the resources with a 3d modeling program and see if the texture loads. If not, fix the MTL reference
L2636[21:11:56] <williewillus> yeah you can only do the "inventory in blockstate json" trick if you use the forge json
L2637[21:12:17] <Ri5ux> Forge json?
L2638[21:12:21] <Kithio> Question: Would you recommend modding for 1.8 or 1.7? If memory serves, a few big modders said they would skip 1.8 and wait for 1.9?
L2639[21:12:32] <Kithio> thus their mods stays for 1.7
L2640[21:12:36] <williewillus> 1.8
L2641[21:12:44] <williewillus> nearly all claims of 1.8 being too hard are moot
L2642[21:12:59] <williewillus> and the gradual flow of mods is ever increasing in rate
L2643[21:13:02] <Ri5ux> 1.7 if you want things to be easy, 1.8 if you want an easy update to 1.9
L2644[21:13:06] <shadekiller666> Ri5ux, cuz your .obj file doesn't have any "usemtl" lines in it... so the obj loader assumed you wanted to use vertex coloring
L2645[21:13:18] <williewillus> Ri5ux: forge blockstate json format? haven't seen it before? 0.o
L2646[21:13:31] <williewillus> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L2647[21:13:31] <shadekiller666> so it substituted a dynamic white texture instead
L2648[21:13:47] <williewillus> you want something like http://pastebin.com/kHHpx2iD
L2649[21:13:51] <Ri5ux> williewillus, I just started on 1.8.
L2650[21:13:52] <shadekiller666> ri5ux, theres only one texture for this item right?
L2651[21:14:00] <Ri5ux> shadekiller666 , yeah
L2652[21:14:14] <williewillus> yeah use the forge blockstate format, it will save you a LOT of pain, don't use the vanilla blockstate format
L2653[21:14:44] <Ri5ux> williewillus, Thanks, I'll look into that.
L2654[21:14:49] <williewillus> also, you may find this helpful: https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L2655[21:15:06] <shadekiller666> ok, then between lines 24 and 25 of m41a.obj (right above the first line starting with "f"), add "usemtl Main"
L2656[21:15:41] <shadekiller666> after you've done that you should be fine
L2657[21:16:04] <Kithio> I couldn't care less about difficulty of making /{insert thing here}/ for the mod. I care more about the learning experience then anything else.
L2658[21:16:17] <shadekiller666> the obj loader will read the mtl and grab the texture and have it stitched into the TextureMap
L2659[21:17:26] <Ri5ux> Kithio, Then go with 1.8, you'd rather learn about something that is currently mainstream than something dead like 1.7
L2660[21:17:38] <Kithio> Also - About 1.9... Has anyone actually looked at the snapshots? I kind of feel they're adding a fair amount of really weird things I'd prefer not be there
L2661[21:17:42] <Ri5ux> Thanks shadekiller.
L2662[21:18:03] <williewillus> Kithio: without a doubt this Botania 1.8 port has taught me a TON about the internals of the rendering system
L2663[21:18:17] <williewillus> ehh the 1.9 new stuff can easily be disabled or removed
L2664[21:18:29] <williewillus> like the draw time is just an NBT tag, just listen to all crafting events and set the tag :p
L2665[21:19:30] <Kithio> Two things I don't like :
L2666[21:19:37] <Kithio> - Dual Wielding
L2667[21:19:40] <Kithio> - New Boats
L2668[21:20:33] <Ri5ux> For the record I hate the new entity physics.
L2669[21:23:17] <Kithio> I've played minecraft since... well very short time after the initial public release... Minecraft has changed a fair amount over time but 1.8 to 1.9 just adds some things that makes it feel a bit stranger then when they added the hunger bar initially :P
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L2671[21:32:36] <DrDisconsented> How up to date is the potion tutorial on the wiki?
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L2673[21:37:51] <williewillus> probably not very :p
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L2675[21:42:27] <killjoy> !gf GuiContainer.xSize 1.8
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L2677[21:43:18] <williewillus> but potions should not be difficult, if anything they might've gotten easier with hte potion registry
L2678[21:43:58] <DrDisconsented> I assume you'll create it as a static instance and feed that to the game registry
L2679[21:47:52] <Temportalist> Is there a way to get the current load phase, without being inside the fml event? (i.e. pre-init, init, post-init, running)
L2680[21:47:56] <Temportalist> (MC 1.8.8)
L2681[21:48:11] <DrDisconsented> Or not do that because the constructor already does >_>
L2682[21:49:36] <williewillus> DrDisconsented: you just construct it and it registers :p
L2683[21:49:58] <Lomeli12> Loader.instance().hasReachedState()
L2684[21:50:01] <williewillus> in 1.8+ don't give it an ID, it'll magically find and free potion ID's for you like it does with blocks/items
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L2687[21:51:13] <Lomeli12> or getLoaderState()
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L2691[21:52:09] <Lomeli12> example: if (Loader.instance().hasReachedState(LoaderState.PREINITIALIZATION)) { // do stuff}
L2692[21:52:38] <Lomeli12> also that's a dodgy comment placement on my part.
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L2699[21:57:15] <DrDisconsented> Yep I saw that williewillus
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L2701[22:00:48] <McRafty> new to Forge work, working on a 1.8.8-mod and see method/field/variable names I'd like to give 'real' names to (as opposed to the decompiler generated names). I don't see a mapping file in the (github) source - how do I submit method/field/variable name updates (...for the various versoins)?
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L2703[22:02:18] <tterrag> McRafty: MCPBot_Reborn
L2704[22:02:28] <tterrag> though if you are going to run a lot of commands use #mcpbot
L2705[22:02:31] <tterrag> and !help
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L2707[22:04:32] <bspkrs> McRafty, just fyi, you can only submit mappings for the current version (1.8.9)
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L2709[22:05:29] <McRafty> cool, thanks
L2710[22:08:40] <shadekiller666> dang it...
L2711[22:09:25] <shadekiller666> wanted to use a switch on a string then i realized forge wants to maintain java 6 compile... :/
L2712[22:10:10] <williewillus> off to if else land!
L2713[22:10:10] <bspkrs> just because forge only requires j6 doesn't mean you can't use j7+ features... it just means that your mod won't work for some people
L2714[22:10:27] <tterrag> he's not coding a mod, methinks
L2715[22:10:37] <tterrag> but also, there's no reason string switches can't compile to j6 bytecode
L2716[22:10:40] <tterrag> it's only syntax
L2717[22:11:40] <williewillus> yeah BTS it just generates some fancy int switch lookup table based on the hashcode of each string
L2718[22:13:06] <tterrag> yes
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L2720[22:15:09] <shadekiller666> string switches compile to 1.6?
L2721[22:15:30] <shadekiller666> bspkrs, i'm workin on the obj loader for forge atm :P
L2722[22:17:57] <tterrag> yes, why wouldn't they
L2723[22:20:51] <Temportalist> How does one use ITickable for a tile entity in 1.8.8?
L2724[22:21:02] <williewillus> implement it
L2725[22:21:06] <williewillus> and then implement update()
L2726[22:21:11] <williewillus> done :p
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L2728[22:21:49] <Temportalist> Does it auto register?
L2729[22:21:56] <williewillus> it doesn't register anything
L2730[22:22:10] <Temportalist> But it registers to the MC server.
L2731[22:22:13] <williewillus> when the game ticks it looks at every te, checks instanceof ITickable, and if so calls tick
L2732[22:22:17] <williewillus> ??
L2733[22:22:17] <Temportalist> okay, whatever. Ill just implement haha
L2734[22:22:27] <Temportalist> just making sure there is nothing extra
L2735[22:22:40] <gigaherz> Temportalist: it just works, don't worry how ;P
L2736[22:22:53] <gigaherz> ITickables get ticked, the rest do not.
L2737[22:22:57] <Temportalist> :P
L2738[22:24:02] <gigaherz> if mc/forge is smart, it will add ITickables and non-tickables in separate lists, and loop only through the tickable one ;P
L2739[22:24:18] <gigaherz> but yeah that's beside the point
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L2741[22:25:20] <williewillus> anyone ahve a forge dev env open rn?
L2742[22:25:23] <williewillus> on 1.8.9
L2743[22:25:25] <williewillus> might've found a bug
L2744[22:26:06] <williewillus> place a steve head down, is the texture...fucked :p
L2745[22:27:18] <shadekiller666> gigaherz, i was just thinking about that lol
L2746[22:27:44] <shadekiller666> williewillus, give me a second
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L2748[22:28:23] ⇦ Parts: CoolerExtreme (~CoolerExt@117.204.122.132) ())
L2749[22:28:40] <gigaherz> williewillus: did you try without mods?
L2750[22:28:42] <gigaherz> it works here
L2751[22:29:07] <williewillus> uh oh then, botania dev env, it doesn't touch the skulls at all... build 1656
L2752[22:29:34] <gigaherz> 1677 here
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L2754[22:36:08] <williewillus> can someone look at here to the end of the calss and tell me what's wrong? Screenshot of incorrect case coming up https://github.com/williewillus/Botania/blob/jei/src/main/java/vazkii/botania/client/integration/jei/petalapothecary/PetalApothecaryRecipeCategory.java#L76
L2755[22:36:14] <williewillus> this is JEI integration btw
L2756[22:38:39] <williewillus> with four it works as expected, with five: https://i.gyazo.com/1193782b3f021f1f2ee3258cc77c07ce.png
L2757[22:38:45] <mezz> williewillus, https://github.com/mezz/JEIAddons/blob/1.8/src/main/java/mezz/jeiaddons/plugins/thaumcraft/infusion/InfusionRecipeCategory.java#L74-L103
L2758[22:40:08] <mezz> to get this http://i.imgur.com/kqg55ez.png
L2759[22:42:03] <williewillus> ah, my newY forgot to flip the - to +
L2760[22:42:13] <Temportalist> Whats JEI?
L2761[22:42:31] <mezz> Just Enough Items for 1.8+ http://minecraft.curseforge.com/projects/just-enough-items-jei
L2762[22:43:04] <Temportalist> What are plans in relation to NEI?
L2763[22:43:10] <williewillus> it's better than NEI :p
L2764[22:43:14] <Temportalist> haha
L2765[22:43:30] <Cazzar> [/opinion]
L2766[22:43:46] <williewillus> faster, simpler to integrate with, doesn't coremod hack to work
L2767[22:45:30] <tterrag> Cazzar: considering there *is* no NEI for 1.8.8, it is better objectively :P
L2768[22:46:42] <DrDisconsented> Looks like Potion.affectEntity and Potion.preformEffect are not actually used... So I need to make use of the onEntityUpdate event for the effect /?
L2769[22:47:39] <mezz> pretty sure they are used
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L2771[22:49:11] <williewillus> affectEntity is called in vanilla from splash potions only
L2772[22:49:39] <tterrag> probably named badly
L2773[22:49:42] <williewillus> performEffect is called every tick by PotionEffect.onUpdate(Entity)
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L2775[22:50:26] <DrDisconsented> Hmm okay, well neither of them are triggering breakpoints
L2776[22:52:29] <williewillus> woohoo the next BTM is going to be 1.8.9
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L2778[22:52:42] <tterrag> that was determined a while ago :p
L2779[22:53:08] <williewillus> just saw the tweet :p
L2780[22:53:27] <williewillus> but good that means I can run above 20 fps modded
L2781[22:55:11] <DrDisconsented> https://gist.github.com/disconsented/8ba0f0cb963e47c04c9a neither ln 38 or 43 are called. Ideas? (Applied via https://gist.github.com/disconsented/f24821de0071301516de#file-tilecrystal-java-L77)
L2782[22:58:04] <tterrag> 1.7 or 1.8?
L2783[22:58:13] <DrDisconsented> 1.8.9
L2784[22:58:51] <tterrag> diesieben07: return true from isReady
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L2786[22:59:03] <tterrag> default is false
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L2788[22:59:14] <tterrag> reading the code helps :P
L2789[22:59:27] <DrDisconsented> I missed that bit :P
L2790[23:00:19] <DrDisconsented> Yep that got it
L2791[23:00:20] <DrDisconsented> cheers
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L2801[23:04:32] <killjoy> So where is the equiv of mc.thePlayer on the server side? (integrated server)
L2802[23:04:35] <gigaherz> [05:52] (williewillus): woohoo the next BTM is going to be 1.8.9
L2803[23:04:35] <gigaherz> BTM?
L2804[23:04:43] <williewillus> BetterThanMinecon
L2805[23:04:58] <williewillus> killjoy: well it's multiplayer...you have many EntityPlayerMP instances
L2806[23:05:01] <gigaherz> killjoy: there's no "thePlayer" on the server
L2807[23:05:03] <gigaherz> XD
L2808[23:05:06] <killjoy> sigh
L2809[23:05:13] <killjoy> gotta get my name now
L2810[23:05:34] <williewillus> you can cast to integratedServer and acquire the host player, but having such a case is a very 1.2 thing to do :p
L2811[23:05:56] <gigaherz> MinecraftServer.getServer().worldServerForDimension(<dim>).playerEntities
L2812[23:06:13] <gigaherz> there can be multiple players in the integrated server: LAN mode
L2813[23:06:47] <gigaherz> not sure how the server does the tab list, though
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L2815[23:07:57] <killjoy> I'm just using mc.getIntegratedServer()
L2816[23:08:11] <killjoy> It's a client mod, so it shouldn't matter
L2817[23:08:59] <mezz> if it's a client mod then you can use Minecraft.getMinecraft().thePlayer
L2818[23:09:15] <gigaherz> that gives the lient entity though
L2819[23:09:17] <gigaherz> not the server copy
L2820[23:09:20] <gigaherz> client*
L2821[23:09:34] <mezz> so? I don't understand
L2822[23:10:04] <mezz> either it's a client mod or it's not, sounds like it's not if you care about the server
L2823[23:10:35] <gigaherz> oh I see your point
L2824[23:10:58] <mezz> killjoy, what are you doing? heh
L2825[23:11:13] <williewillus> you sound like you have logical and physical client mixed up :p which makes me want to finish my RTD on sides
L2826[23:11:17] <killjoy> interacting with the world/player in singleplayer
L2827[23:11:19] <williewillus> but meh too focused on botania :p
L2828[23:11:34] <killjoy> Just the inventory
L2829[23:11:51] <killjoy> If multiplayer, send packet or chat command
L2830[23:12:07] <williewillus> just do the MP integration for all cases
L2831[23:12:09] <mezz> you should send packets always, treat the server as if it's far away
L2832[23:12:14] <Drullkus> lol
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L2834[23:12:26] <williewillus> special casing the integrated server is EXACTLY how things were done...... in 1.2
L2835[23:12:59] <williewillus> sending a packet to the integrated server just sends it through a memory pipe anyway, not like you have that great of an overhead
L2836[23:13:06] <killjoy> But that would require the client to be configured correctly (enabling cheats)
L2837[23:13:17] <Drullkus> Uh
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L2839[23:13:18] <gigaherz> killjoy: I can't think of a better way than: MinecraftServer.getServer().worldServerForDimension(dim).getPlayerEntityByUUID(Minecraft.getMinecraft().thePlayer.getUniqueID())
L2840[23:13:18] <gigaherz> XD
L2841[23:13:19] <williewillus> you have control of that since it's an SP game
L2842[23:13:20] <Drullkus> LEt's not forget LAN
L2843[23:13:28] <tterrag> gigaherz: jesus christ no
L2844[23:13:29] <killjoy> I'm using the configuration manager
L2845[23:13:37] <gigaherz> tterrag: I know it's fugly
L2846[23:13:38] <tterrag> you're mixing threads doing that
L2847[23:13:41] <tterrag> DON'T do that
L2848[23:13:43] <williewillus> yup
L2849[23:13:54] <williewillus> use packets ALWAYS if you're going across threads
L2850[23:14:12] <gigaherz> well, yo ucan bypass the packet, and directly call world.addScheduledTask
L2851[23:14:18] <williewillus> it's still bad
L2852[23:14:19] <gigaherz> but it's still pointlessly ugly
L2853[23:14:37] <tterrag> how about just code mods like they will always be on both sides
L2854[23:14:43] <tterrag> unless you have a POINT to being one-sided
L2855[23:14:48] <gigaherz> actually, you'd still have to do "MinecraftServer.getServer().worldServerForDimension(dim)" from the client thread, which is unsafe on its own
L2856[23:15:01] <gigaherz> just... packet.
L2857[23:15:02] <williewillus> ????
L2858[23:15:12] <williewillus> why do you even need that again? :p
L2859[23:15:29] <gigaherz> williewillus: how else would you get the world object to add a scheduled task?
L2860[23:15:36] <williewillus> why even UUID anyway, why not just use the entity ID....
L2861[23:15:57] <gigaherz> true
L2862[23:16:11] <gigaherz> still though, it's just wrong ;p
L2863[23:16:14] <ollieread> Shit
L2864[23:16:33] <ollieread> Don't you hate estimating time for coding?
L2865[23:16:34] <williewillus> anyways, the point is: code your mods like you aren't in 1.2, pls
L2866[23:16:45] <gigaherz> ollieread: yes. I know I'm useless at it.
L2867[23:17:05] <ollieread> We've estimated to our end client that it will take 3 days for us to build this particular part of it
L2868[23:17:23] <ollieread> I couldn't sleep (5:17am here) so I just built it in the last 4 hours :/
L2869[23:17:52] <mezz> estimate to boss = double it and add 2 hours. estimate to client = triple boss estimate
L2870[23:18:20] <ollieread> We're like 2 months into this project, so I let my client (not the end client) come up with estimates and then I agree to
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L2873[23:19:04] <ollieread> It's why I charge by the day, so I give estimates, stressing the HUGE emphasis on 'estimate' and then they just pay for days actually worked
L2874[23:19:49] <ollieread> I've learnt that if I say "It'll take an hour or two, don't worry, I won't charge for this", it'll take 2 weeks
L2875[23:20:01] <mezz> heh
L2876[23:20:37] <ollieread> and now I'm going through PaleOff code
L2877[23:20:46] <ollieread> You can tell he prefers Scala :P
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L2879[23:24:06] <williewillus> mezz: is there any plan to be able to search tooltips (or at least registry name)? or was that on purpose for perforance
L2880[23:24:12] <williewillus> *excluded
L2881[23:24:45] <mezz> williewillus, yes I will include a "basic" tooltip search that caches the tooltips for performance
L2882[23:25:03] <mezz> some tooltips will be missing because they require player or time-specific information
L2883[23:25:15] <mezz> and I don't have a player to use when the game is starting up
L2884[23:25:27] <williewillus> cool, i just wanted the ability to search registry name which is useful when developing
L2885[23:25:37] <mezz> ah
L2886[23:25:43] <williewillus> though
L2887[23:25:45] <gigaherz> can't cache on demand? or scan the list asynchronously?
L2888[23:25:46] <williewillus> that only shows on f3+h
L2889[23:25:53] <williewillus> so idk if that's possible if you cache on startup
L2890[23:26:14] <mezz> I may just add a different search modifier for registry like #registryname
L2891[23:26:18] <gigaherz> hmm actually wouldn't you be able to just query as many items as fit in one page
L2892[23:26:34] <gigaherz> and save the data needed to continue scanning if the user presses the page buttons at the top?
L2893[23:26:50] <mezz> gigaherz, I need to search 1 million items. I don't want to do it more than once
L2894[23:27:06] <mezz> async means it is not ready when the player opens the gui to search
L2895[23:27:08] <gigaherz> there aren't 1 million items visible at once on screen though ;P
L2896[23:27:16] <williewillus> ?
L2897[23:27:17] <mezz> not visible, but you are searching all the items
L2898[23:27:22] <williewillus> yeah :p
L2899[23:27:22] <gigaherz> yes but what I mean is
L2900[23:27:25] <gigaherz> when the user types
L2901[23:27:49] <mezz> what you're describing is more like NEI which slows down dramatically on big packs
L2902[23:27:54] <gigaherz> start searching then, but stop searching as soon as you have a page's worth of data, or more than X ms have passed
L2903[23:28:04] <williewillus> that's what NEI does to an extent
L2904[23:28:09] <mezz> I show the number of pages of items
L2905[23:28:12] <williewillus> which makes it slow as shit :D
L2906[23:28:18] <gigaherz> hmm right
L2907[23:28:20] <gigaherz> the page count
L2908[23:28:24] <gigaherz> yea that kills that
L2909[23:28:41] <mezz> every tooltip except like.. the primal charm should be cacheable
L2910[23:29:51] <gigaherz> by the way I was asking earlier, is there some specific method to have an item/block not show up in the list at all?
L2911[23:30:31] <mezz> there's a blacklist from the api, and Item List Edit Mode which lets you hide things in-game and saves it to the config
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L2914[23:35:12] <gigaherz> I guess it was wishful thinking that there would be something that made thinks not show up without requiring use of any API or explicit interactions ;P
L2915[23:35:28] <gigaherz> things*
L2916[23:35:36] <mezz> give item list edit mode a try, you can hide all the facades in a couple clicks
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L2919[23:37:23] <gigaherz> I just want to have my multiblock structure block not be obtainable ;P
L2920[23:37:36] <williewillus> also mezz when hovering over an oredict recipe is it intended that the stack you hover over doesn't cycle like the others?
L2921[23:37:45] <mezz> yes
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L2923[23:38:13] <williewillus> kk
L2924[23:39:03] <mezz> gigaherz, blacklisting is just like this https://github.com/mezz/FlatColoredBlocks/blob/1.8.8/src/main/java/mod/flatcoloredblocks/integration/PluginJEI.java
L2925[23:39:16] <mezz> that's the only file you need
L2926[23:41:08] <gigaherz> I'll keep that open and look at it tomorrow
L2927[23:41:09] <gigaherz> ;P
L2928[23:42:13] <Temportalist> gigaherz: williewillus moxiegrrl__ (& anyone else interested in EsoTeriCraft): we now have chunks which spawn sun resistant mobs
L2929[23:42:26] <williewillus> EsoTeriCraft?
L2930[23:42:35] <Temportalist> 1.8.8 magic mod
L2931[23:42:49] <Temportalist> First module will focus on enhancing (new enchanting)
L2932[23:42:50] <Drullkus> oh hey Temportalist lol
L2933[23:42:56] <Temportalist> o/
L2934[23:43:08] <Temportalist> Leaving soon for sleeeeeppppzzzzz
L2935[23:43:16] <williewillus> cool
L2936[23:43:32] <Temportalist> williewillus: The Nexus: https://gyazo.com/1b09dca6736a800341958d7ddaedf678
L2937[23:43:47] <Temportalist> just need to get it textured now
L2938[23:43:47] <williewillus> is that a static model or tesr?
L2939[23:43:52] <Temportalist> static obj
L2940[23:43:54] <williewillus> nice
L2941[23:43:58] <Temportalist> loaded via blockstate
L2942[23:44:02] <williewillus> all the performances!
L2943[23:44:06] <Temportalist> si
L2944[23:44:25] <Temportalist> and it is *unbreakable* and is a world gen structure
L2945[23:44:38] <Temportalist> one will gen every about 5000 blocks
L2946[23:44:43] <Temportalist> for now
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