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L14[00:35:45] <killjoy> I feel like Stu Pickles
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L16[00:36:24] <killjoy> "I used paper clips and rubber bands for a reason!"
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L21[00:44:49] <Ri5ux> Do any of you know how to change the "render distance" of particles...
L22[00:45:01] <Ri5ux> Cant get particles to show that are further than 16 blocks
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L27[00:51:45] <Ri5ux> Never mind, figured out that you cant really do that...
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L35[01:03:08] <Ri5ux> Minecraft keeps "crashing" every time I spawn the fireworksSpark particle and it comes to the end of its life, but it does not leave any crash logs or errors anywhere.
L36[01:03:12] <Ri5ux> It literally just stops.
L37[01:03:18] ⇨ Joins: solidDoWant1 (solidDoWan@ppp-70-254-195-30.dsl.tpkaks.swbell.net)
L38[01:03:23] <Ri5ux> Ideas?
L39[01:03:40] <solidDoWant1> Can I create an itemstack from a block before th block is registered with the game registry?
L40[01:04:10] <Ri5ux> solidDoWant1, Yes, but why would you want to do that?
L41[01:04:39] <solidDoWant1> making a public static field in my block/item register class
L42[01:05:05] <Ri5ux> Ah, I see... Interesting.
L43[01:05:55] <solidDoWant1> is there a reason I shouldn't be dong that?
L44[01:06:17] <Ri5ux> I just find it odd, thats all
L45[01:06:25] <solidDoWant1> alright
L46[01:07:27] <Ri5ux> Makes me curious as to what you're creating
L47[01:09:50] <tterrag> solidDoWant1: can? yes. should? no
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L49[01:09:57] <tterrag> don't do *anything* with unregistered items and blocks
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L51[01:10:24] <Ri5ux> Depends what he's doing...
L52[01:10:30] <tterrag> not really
L53[01:10:35] <tterrag> you create blocks/items then you register them
L54[01:10:38] <tterrag> THEN do other stuff
L55[01:10:50] ⇦ Parts: Cooler (~CoolerExt@117.201.142.229) ())
L56[01:10:50] <solidDoWant1> Not making anything special, just thought it'd be nice to be able to access an itemstack reference without creating a new one every time unless it needs to be copied
L57[01:10:51] <Ri5ux> Well yeah, it makes sense to do it that way
L58[01:11:11] <Ri5ux> @ tterag
L59[01:11:32] <Ri5ux> solidDoWant1, take his advice.
L60[01:11:48] <solidDoWant1> alright
L61[01:12:20] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L62[01:12:21] <Zaggy2048> just use new ItemStack(block)
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L64[01:12:26] <solidDoWant1> do mods still need to give an id for a block in 1.7 or is it take care of by forge?
L65[01:12:33] <Zaggy1024> that constructor is there for a reason :P
L66[01:13:03] <shadekiller666> solidDoWant1, needs to have a name, but ids are handled internally
L67[01:13:59] <solidDoWant1> great, thanks
L68[01:14:14] <solidDoWant1> and ids are assigned when registered I'm guessing?
L69[01:14:14] <Ri5ux> Anyone got a solution to my problem? Particles being limited to a 16 block render distance.
L70[01:14:27] <Ri5ux> Yes solidDoWant1
L71[01:14:34] <solidDoWant1> ah, theres my problem
L72[01:14:36] <solidDoWant1> thanks guys
L73[01:15:47] <ZaggyMobile2> IDs are assigned when a world loads actually
L74[01:16:24] <shadekiller666> each world's ids can be completely different from those of another
L75[01:19:21] <Ri5ux> Because a simple "yes" wasnt good enough
L76[01:19:44] <shadekiller666> nope
L77[01:19:45] <shadekiller666> never is
L78[01:19:51] <shadekiller666> :D
L79[01:19:57] <Ri5ux> .-.
L80[01:20:15] <ZaggyMobile2> It's not, when you're saying it's on game load
L81[01:20:48] <ZaggyMobile2> Mods shouldn't reference integer block IDs though
L82[01:21:09] <ZaggyMobile2> Not in almost all cases anyway
L83[01:21:23] <Ri5ux> You want a cookie?
L84[01:21:28] <Ri5ux> Oops, ran out
L85[01:21:33] <shadekiller666> depends on the cookie
L86[01:21:55] <shadekiller666> oreos? hell yeah, rasins? fuck no
L87[01:22:03] <Ri5ux> rasin cookies are good...
L88[01:22:25] <Ri5ux> Im literally eating one right now
L89[01:23:04] <shadekiller666> thats your problem
L90[01:23:46] *** kroeser|away is now known as kroeser
L91[01:24:03] <Ri5ux> What did a dried up grape ever do to you?
L92[01:25:22] <shadekiller666> it dried up
L93[01:25:27] <shadekiller666> lol
L94[01:25:34] <Ri5ux> :o
L95[01:26:03] <solidDoWant1> mmmm
L96[01:26:55] <solidDoWant1> you forge devs sure have made modding a ton easier than 1.2.5
L97[01:27:55] <shadekiller666> ive only been here since 1.8, but you're welcome :P
L98[01:28:10] <Ri5ux> In my opinion it went backward from 1.7 to 1.8
L99[01:28:17] <solidDoWant1> lol
L100[01:28:38] <Ri5ux> Except a few things
L101[01:28:53] <solidDoWant1> well im on 1.7 and its so much easier, I enjoy not having to specify what position block textures are in a hand stiched sprite sheet
L102[01:29:46] <Ri5ux> Wait, shade, you've only been around here since 1.8?
L103[01:31:21] <Ri5ux> Thought you were around longer than that
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L107[01:37:11] <shadekiller666> might have been here slightly before, but it hasn't been very long
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L111[01:38:55] <Nitrodev> Hi all
L112[01:40:40] <Ri5ux> Every time I spawn this particle, right upon the particles death, the client freezes up. No errors, doesnt fully crash, nothing useful. It only happens with THIS particle, and I cant figure out why. https://gist.github.com/Ri5ux/5418803e6e25d119cd0f#file-gistfile1-txt-L14
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L115[01:44:52] <masa> does anyone notice anything wrong with this new event? https://github.com/maruohon/MinecraftForge/commit/7f92acdc677446223b4dace2b6b891bc5797b00b
L116[01:45:44] <McJty> Hmm, how does the new @SidedProxy feature work where you don't have to specify the proxy but can use inner classes?
L117[01:46:41] <McJty> Ah the inner classes have to be static
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L119[01:53:22] <tterrag> McJty: why would you make a new site instead of just contributing to the official docs
L120[01:53:23] <tterrag> *sigh*
L121[01:53:42] <McJty> Because I really don't like it that the official docs are not a wiki format
L122[01:53:46] <McJty> I think it is the wrong way to go with docs
L123[01:53:54] <killjoy> Do you really need a test for this?
L124[01:54:11] <tterrag> and mediawiki is the solution...ok
L125[01:54:59] <tterrag> official docs are a wiki, you just contribute with PRs
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L127[01:55:17] <tterrag> making yet another source taht will inevitably become outdated and fragmented is definitely NOT the solution to the problem
L128[01:55:40] <McJty> tterrag, I don't want to work with PR's. For docs that's IMHO not the right approach
L129[01:55:52] <McJty> And I have no intention of letting this go outdated
L130[01:56:01] <tterrag> ok, well enjoy your spambots and greifers
L131[01:56:04] <tterrag> no one ever does
L132[01:56:06] <tterrag> but it always happens
L133[01:56:23] <McJty> Well you cannot even create accounts on this wiki
L134[01:56:27] <McJty> You have to ask us
L135[01:56:33] <McJty> that makes spambots pretty unlikely
L136[01:57:19] <tterrag> http://modwiki.temporal-reality.com/mw/index.php/BasicMod
L137[01:57:22] <tterrag> you sure?
L138[01:58:01] <McJty> The Create Account is not working (well haven't tested it but that's what the wiki owners told me)
L139[01:58:07] <tterrag> read the page
L140[01:58:09] <tterrag> first line
L141[01:58:13] <Ri5ux> loololololol
L142[01:58:27] <McJty> ah ok. Well then we have to close that
L143[01:58:51] <McJty> It is the second day of this wiki. Give us some slack :-)
L144[01:58:51] <tterrag> I've worked with mediawiki before. it's what the EnderIO wiki is on. and it wouldn't work for official docs
L145[01:58:58] <tterrag> too much maintenance required
L146[01:59:12] <tterrag> adding people permanently still opens up security holes
L147[01:59:25] <Ri5ux> y u not just use notepad
L148[01:59:37] <Ri5ux> ahahahaha
L149[01:59:55] <masa> wait what? a new unofficial documentation wiki? where you can't contribute via any official channels, but have to ask some third party?
L150[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160107 mappings to Forge Maven.
L151[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160107-1.8.9.zip (mappings = "snapshot_20160107" in build.gradle).
L152[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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L156[02:05:14] <Ri5ux> !gm renderParticle 1.7.10
L157[02:05:29] <Ri5ux> !gm renderParticle 1.8.8
L158[02:05:42] <Ri5ux> !gm renderParticle
L159[02:05:50] <Ri5ux> -___-
L160[02:06:00] <kashike> what?
L161[02:06:03] <McJty> tterrag, the way I edit docs you wouldn't want me to submit PR's for the official docs. I work too chaotic for that. A typo here, another typo there. Moving stuff around things like that.
L162[02:06:06] <Ri5ux> Thats gonna need a mapping.
L163[02:06:18] <tterrag> McJty: you can work on a PR incrementally
L164[02:06:19] <McJty> The delay of PR's would get in my way VERY quickly. Even if they are approved within 10 minutes
L165[02:06:26] <McJty> yes but then it is not online
L166[02:06:30] <tterrag> and?
L167[02:06:31] <McJty> And others can't help with it
L168[02:06:36] <tterrag> sure they can
L169[02:06:40] <McJty> ?
L170[02:06:40] <Ri5ux> fork that mofo
L171[02:06:44] <tterrag> fork to an org
L172[02:06:49] <tterrag> add people to org
L173[02:06:50] <tterrag> ???
L174[02:06:51] <tterrag> profit
L175[02:07:00] <McJty> Well I don't have anywhere that I can host a fork
L176[02:07:05] <tterrag> ...
L177[02:07:06] <tterrag> github?
L178[02:07:08] <Matthew> don't even need an org for that
L179[02:07:08] <shadekiller666> not enough ?? marks
L180[02:07:09] <VapourDrive> Idea: it would be nice to have a method in Item for tools that returned boolean and was used in the place of stack.damageItem calls so that there would be a uniform way of seeing if items could be used. If your item consumes rf, then it returns true, and inside that method could handle applying the effect of the damage request. For something like bedrock tools from RoC reika would just return true and not call any item damages.
L181[02:07:10] <Ri5ux> Ask wiz khalifa to help yu smoke that shit up
L182[02:07:19] <McJty> Anyway it is not the way that I want to work
L183[02:07:38] <tterrag> so you'd rather push unfinished stuff to a live site?
L184[02:07:51] <McJty> yes, work in progress stuff
L185[02:08:01] <VapourDrive> better than nothing ever making to a live site
L186[02:08:33] <tterrag> that makes no sense
L187[02:08:41] <tterrag> with readthedocs you can host your fork so that you can see your changes live
L188[02:08:49] <tterrag> that's what I do
L189[02:08:53] <tterrag> it's literally the same thing
L190[02:08:54] <VapourDrive> I know, just stirring
L191[02:08:57] <Matthew> don't even need to do that tterrag
L192[02:08:59] <tterrag> except you don't push unfinished crap to a live site
L193[02:08:59] <Matthew> it's markdown
L194[02:09:03] <tterrag> Matthew: not quite
L195[02:09:17] <tterrag> we have a few special things, like admonitions and sane lists
L196[02:09:24] <tterrag> also, a lot of MD readers like to use GH enhanced
L197[02:09:24] <Matthew> 0_o
L198[02:09:34] <tterrag> which breaks on mkdocs
L199[02:09:49] <Matthew> *shrug* I usually write markdown in atom
L200[02:09:53] <tterrag> it's best to have your staging environment be identical to prod, right?
L201[02:09:55] <tterrag> as do I
L202[02:09:59] <tterrag> atom uses GH enhanced
L203[02:10:03] <tterrag> it's close, but not identical
L204[02:10:22] <solidDoWant1> got a really dumb question for you guys, but it's bugging the hell out of me
L205[02:10:44] <solidDoWant1> im setting the creative tabs on tiered blocks, in the order 4, 5, 6, checked with debug
L206[02:10:52] <solidDoWant1> but they show up in the order 4, 6, 5
L207[02:10:55] <solidDoWant1> any idea why?
L208[02:11:18] <tterrag> McJty: your way could never work for an official docs page. it's shortsighted. unfinished projects should never be pushed to prod. using RTD and github we effectively have a staging environment and produdction environment set up for us, and we review changes and then push them to prod. thsi is how you develop things
L209[02:11:44] <VapourDrive> you call list.add for all of them and then Creative tabs orders the list entries as it pleases somehow solidDoWant1
L210[02:11:46] <masa> solidDoWant1: what exactly does "set the creative tabs" mean?
L211[02:12:14] <solidDoWant1> blockobject.setCreativeTab(mytab)
L212[02:12:20] <tterrag> yeah that doesn't control order
L213[02:12:22] <shadekiller666> solidDoWant1, theres a way to create your own creative tab list orderer thing
L214[02:12:25] <tterrag> order will be by ID
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L216[02:12:36] <shadekiller666> i don't remember what its called
L217[02:12:54] <McJty> tterrag, well I don't really intend for this to be an official docs page.
L218[02:12:56] <solidDoWant1> yea, noticed that tterrag, the id is in wrong order too despite registering them in order 4, 5, 6
L219[02:13:07] <McJty> This is intended more as a user contributed documentation area
L220[02:13:08] <tterrag> because ID order is not guaranteed
L221[02:13:24] <masa> you can only control the metadata order really
L222[02:13:30] <solidDoWant1> gaaaa
L223[02:13:34] <solidDoWant1> that bugs me
L224[02:13:44] <masa> why does that matter? :D
L225[02:13:52] <masa> how many blocks do you have?
L226[02:13:54] <shadekiller666> solidDoWant1, there is a way to define your own orderer i believe
L227[02:13:57] <solidDoWant1> idk, guess it doesnt, ocd a little I guess
L228[02:14:02] <solidDoWant1> 3 masa
L229[02:14:09] <VapourDrive> it's nice to have things organized, I get that
L230[02:14:12] <masa> can they not be the same block, just different meta?
L231[02:14:16] <solidDoWant1> shade I'm googleing "creative tab ordering" now
L232[02:14:28] <tterrag> solidDoWant1: override displayAllRelevantItems in your creative tab
L233[02:14:30] <solidDoWant1> masa maybe, haven't tried that yet
L234[02:14:31] <shadekiller666> i suggest looking through the code first
L235[02:14:34] <masa> why not read the frickin code to see how it orders them...
L236[02:14:35] <tterrag> call super then sort the list how you want
L237[02:14:35] <shadekiller666> there you go
L238[02:14:39] <shadekiller666> what tterrag said
L239[02:14:54] <tterrag> McJty: so is the official docs
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L241[02:14:57] <solidDoWant1> awesome, thanks guys, you're really helpful
L242[02:15:05] <tterrag> but it's never going to get traction if there's a million other people competing
L243[02:16:02] <masa> McJty: https://xkcd.com/927/
L244[02:16:02] <shadekiller666> thats what we're here for
L245[02:16:18] <McJty> masa, yes I know that one
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L247[02:19:15] <killjoy> what are the dims of a usual gui image?
L248[02:19:18] <killjoy> 256 or 512?
L249[02:19:44] <tterrag> 256x256
L250[02:20:11] <VapourDrive> it's not meant to be a standard, it's meant to be a place for a lot of sample code to get thrown up fast, so that it can be useful for those who can use some discretion while browsing sample code I I'm getting the purpose of that Knowledge Base idea...
L251[02:20:31] <Ri5ux> How do I submit mappings? Never done it before.
L252[02:21:01] <killjoy> use mcpbot
L253[02:21:05] <McJty> Anyway, it is not meant to replace the official forge docs. It is just another tutorial site like there are so many already. You're not complaining against all those are you? I do intend to keep this one active and up-to-date though
L254[02:21:05] <killjoy> !!help
L255[02:21:15] <Ri5ux> !help
L256[02:21:28] <killjoy> join #mcpbot if you have lots
L257[02:21:34] <killjoy> or use !dcc
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L259[02:21:44] <Ri5ux> !!help
L260[02:22:01] <solidDoWant1> If I use meta for blocks of different tiers, should I use nbt for the direction the block's facing (for textures and whatnot)
L261[02:22:13] <shadekiller666> why is the double !! not working anymore?
L262[02:22:18] <McJty> solidDoWant1, I would do it the opposite way around
L263[02:22:29] <McJty> solidDoWant1, meta for direction is standard and easy to handle
L264[02:22:34] <McJty> solidDoWant1, use NBT for the tiers
L265[02:22:47] <solidDoWant1> okay, cool
L266[02:25:11] <Ri5ux> So.. "!sp p_70539_2_ partialTickTime" would map the parameter p_70539_2_ to the parameter name partialTickTime?
L267[02:26:00] <Matthew> Ri5ux, yes. You should add a comment too :)
L268[02:26:06] <Ri5ux> Aight
L269[02:26:08] <Ri5ux> Thanks
L270[02:26:15] <Matthew> it will become the @param javadoc line
L271[02:26:35] <tterrag> McJty: I'm not complaining about them because they existed before the docs
L272[02:26:43] <Ri5ux> Things can only be mapped on the latest version then?
L273[02:26:50] <Matthew> yeah
L274[02:26:50] <Ri5ux> So 1.8.9...?
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L276[02:29:04] <xaero> yes, do !version to see them all
L277[02:29:11] <Ri5ux> !version
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L280[02:30:18] <Ri5ux> Just curious, does it show who maps a mapping? In other words, do I get credit for it? :P
L281[02:30:49] <xaero> yes, and on the flip side, you can get blamed for it ;)
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L283[02:31:22] <Matthew> see: !gf World.isRemote
L284[02:31:26] <tterrag> !gp 70539_2
L285[02:31:30] <tterrag> y
L286[02:31:31] <masa> McJty: meta for direction is standard, really? Most machines I've seen see mto use meta for machine type
L287[02:31:33] <tterrag> !gp 70539_2_
L288[02:31:37] <tterrag> !gp p_70539_2_
L289[02:31:42] <tterrag> welp
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L291[02:31:53] <Ri5ux> Lol
L292[02:31:59] <solidDoWant1> !gp wutsthisdo
L293[02:32:02] <McJty> masa, I have never seen a machine or block not use meta for direction IMHO
L294[02:32:11] <Ri5ux> Mapping might be a new thing I start doing then.
L295[02:32:13] <tterrag> masa: it really depends
L296[02:32:18] <tterrag> pretty sure mekanism does type by meta
L297[02:32:19] <solidDoWant1> !gp 70539_2_
L298[02:32:21] <tterrag> but it doesn't matter
L299[02:32:24] <tterrag> it's whatever you want to code
L300[02:32:29] <masa> yeah..
L301[02:32:30] <tterrag> you could do a hybrid of both if you wanted :P
L302[02:32:33] <solidDoWant1> !gp p_70539_2_
L303[02:32:38] <tterrag> rotation is only 2 bits so you have 2 more to add types with
L304[02:32:43] <tterrag> 4 types per ID, everything in meta
L305[02:32:44] <McJty> Well I need 3
L306[02:32:51] <tterrag> you can fit 3 types in 2 bits
L307[02:32:54] <McJty> Most of the rftools machines can be oriented in 6 directions
L308[02:32:57] <tterrag> 00 01 10
L309[02:33:02] <tterrag> ah, then that's different
L310[02:33:57] <masa> would be nice to have 8-bit meta, or more :p
L311[02:34:19] <masa> you often seem to need at least 6 bits
L312[02:35:10] <masa> but did someone mention that mojang are trying to get rid of meta completely so that everything would be just block ids?
L313[02:35:18] <tterrag> that's the hope, but we don't really know
L314[02:35:26] <tterrag> the idea being that meta would just be "merged" into normal ids
L315[02:35:36] <tterrag> you simply declare how many IDs your block requires
L316[02:35:39] <tterrag> and that's your "meta" space
L317[02:35:45] <masa> hmm, how would that work with things that are essentially the same block but just like a rotation difference...
L318[02:35:51] <tterrag> they would all be IDs
L319[02:35:53] <McJty> That would be nice!
L320[02:35:54] <masa> oh
L321[02:35:56] <tterrag> I mean, they basically are IDs now
L322[02:36:02] <tterrag> it's just that most blocks waste 15 IDs
L323[02:36:05] <masa> yeah pretty much
L324[02:36:18] <tterrag> it's the natural extension of the blockstate system
L325[02:36:23] <tterrag> they already have state count calculation
L326[02:36:24] <masa> I was just thinking how it would look in code, so that you can handle them in the same class
L327[02:36:31] <tterrag> exactly as it does now
L328[02:36:33] <tterrag> with blockstates
L329[02:36:38] <McJty> It should be possible to handle that totally abstractly using states
L330[02:36:39] <masa> hmm, right
L331[02:37:31] <masa> yep that would be soo ice, to not have to use a TE every time yoy need like 6 bits of stuff per block :p
L332[02:37:35] <masa> *nice
L333[02:37:39] <tterrag> hopefully we can get rid of getMetaFromState etc
L334[02:37:44] <tterrag> but we'll see
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L336[02:38:37] <shadekiller666> still no word on when 1.9 will be released
L337[02:38:52] <masa> hopefully hat system would bend to stuff like storing different block ids in the state, so that you could have like two different types of slabs in the same block, or storing a "camo" block in a block etc
L338[02:39:20] <masa> without a TE, although that probably wouldn't work...?
L339[02:39:48] <tterrag> anything with an indefinite amount of states still wouldn't work
L340[02:39:48] <shadekiller666> well
L341[02:39:49] <masa> since that would be two pieces of the same type of data stored in the same type of data
L342[02:39:57] <tterrag> it'd work the same as it does now, the states need to be predetermined and finite
L343[02:40:28] <shadekiller666> you'd have to know how many different slabs there were
L344[02:40:37] <masa> well long is still a finite, just somewhat big ;D
L345[02:40:49] <tterrag> finite maybe but not predetermined
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L347[02:42:10] <Ri5ux> I don't have to register particles or anything, do I? I can just create the class and spawn it using Minecraft.getMinecraft().effectRenderer.addEffect right?
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L351[02:50:41] <Ri5ux> Man you guys must really not know anything about particles. Cant get a single word out of any of you about them
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L354[02:58:11] <shadekiller666> uhh
L355[02:58:28] <shadekiller666> i thought that the world has to spawn particles
L356[02:58:44] <shadekiller666> because the server says where to spawn
L357[02:59:15] <shadekiller666> i'm off to bed, goodnight, sorry i couldn't be of much help
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L367[03:27:40] <solidDoWant1> is there any way to unregister an acheivement page? I'd like to register an acheivement on another mod's acheivement page.
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L376[03:52:37] <Zaggy1024> Ri5ux, don't expect answers at all hours on this channel
L377[03:52:42] <Zaggy1024> people sleep, you know
L378[03:52:57] <Ri5ux> And there's also people from all over the world here
L379[03:53:06] <Ri5ux> So some arent sleeping.
L380[03:54:39] <Zaggy1024> well not everyone knows about particles either
L381[03:54:46] <Zaggy1024> just be patient.
L382[03:55:13] <Zaggy1024> 10 minutes isn't even that long in the quiet hours of the channel
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L384[03:56:41] <solidDoWant1> Why would an achievement not be announced? It shows it on the page but not in the chat.
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L387[03:59:31] <Ri5ux> Zaggy, I'm well aware how the channel works. People are either A) not here, B) not watching, or C) don't care
L388[04:00:38] <tterrag> D) don't know
L389[04:00:43] <Ri5ux> That too
L390[04:01:06] <Ri5ux> I dont mind though, I found an alternate solution
L391[04:02:12] <Lumien> Ri5ux you can just spawn them using the effect renderer yes
L392[04:02:15] <Lumien> Without any registering
L393[04:03:26] <Lumien> You would only have to put them in to the EnumParticleTypes enum if you want to spawn them using the vanilla particle packets
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L395[04:04:46] <Ri5ux> Thanks
L396[04:05:28] <solidDoWant1> Why would an achievement not be announced? It shows it on the page but not in the chat.
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L398[04:05:48] <VikeStep> I thought it only announced it on servers
L399[04:05:51] <VikeStep> maybe that is why
L400[04:05:56] <solidDoWant1> others show up
L401[04:06:33] <solidDoWant1> like the inventory one for example
L402[04:07:35] <Lumien> Again if anyone has any idea why this: https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/tileentity/TileEntityShieldRod.java#L39
L403[04:07:39] <Lumien> Causes this crash: http://pastebin.com/112enJXs
L404[04:08:02] <Lumien> It looks like the tile entity is set on the client before the block is but that can't really happen right?
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L406[04:10:26] <Lumien> That crash happens on chunk load / respawn btw
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L408[04:14:59] <VikeStep> how does one go about utilising the requiresWorldRestart property of config properties?
L409[04:16:21] <Lumien> What do you mean with "utilising" ?
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L411[04:16:52] <VikeStep> I want to enable letting the user change the config without restarting the world
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L414[04:18:18] <Lumien> Isn't requiresWorldRestart false by default anyway?
L415[04:18:30] <VikeStep> yes
L416[04:18:47] <VikeStep> I just looked into it and it turns out it is used with the config guis
L417[04:18:51] <VikeStep> gonna look into that
L418[04:19:03] <VikeStep> thought it was something which reloaded the config from the config file or something like that
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L473[06:35:51] <Cazzar> Time to actually set up my dev env again :3
L474[06:36:35] <Wuppy> Cazzar, how long have you been out of business?
L475[06:37:13] <Cazzar> 9 months
L476[06:37:44] <Wuppy> were you pregnant? :P
L477[06:37:49] <Cazzar> No
L478[06:38:07] <Cazzar> Just CBA modding. Probably won't update one of my mods.
L479[06:38:33] <Wuppy> I haven't done any modding in ages either
L480[06:38:37] <Wuppy> and probably wont :V
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L483[06:46:01] <Nitrodev> 2 hours and 45 min before i'm home :(
L484[06:46:09] <Cazzar> *waits for all the deps to download*
L485[06:47:45] <Nitrodev> What would be the next step in my 5x5 crafting table
L486[06:47:56] <Nitrodev> I just got the gui working
L487[06:51:10] <Waterpicker> Hello
L488[06:51:28] <Nitrodev> Hi waterpicker
L489[06:51:56] <Waterpicker> Look at how the crafting bench is implmented Nitro
L490[06:52:22] <Waterpicker> I"m about 70% certain how crafting is done for it can be be expanded to 5x5
L491[06:53:57] <Nitrodev> Okay, i just need to find it online since i'm not at my pc yet
L492[06:55:50] <Wuppy> I keep reading Watercolor instead of Waterpicker
L493[06:55:56] <Wuppy> from ShittyWaterColor
L494[06:57:00] <Waterpicker> ..
L495[06:57:08] <Wuppy> you dont know shittywatercolor?
L496[06:57:52] <Waterpicker> nope
L497[06:58:10] <Wuppy> do you even reddit?
L498[06:59:08] <Nitrodev> I don't eithet
L499[06:59:21] <Wuppy> o___0
L500[06:59:25] <Wuppy> do you guys even internet
L501[07:00:08] <Nitrodev> I don't use reddit that often
L502[07:00:46] <Nitrodev> Now where in the internet would i find the forge/mc classes
L503[07:01:05] <Wuppy> shitty watercolour and awildsketchappeared are awesome :)
L504[07:02:02] <VikeStep> shitty watercolour actually does sketches for BBC now because of his reddit stuff iirc
L505[07:02:21] <Wuppy> wow, not bad :P
L506[07:03:55] <Nitrodev> Well?
L507[07:04:30] <VikeStep> you can find forge and its patches here nitrodev https://github.com/MinecraftForge/MinecraftForge
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L509[07:04:42] <Nitrodev> Okay thanks
L510[07:05:00] <VikeStep> it doesn't have mc code in it though
L511[07:05:46] <Nitrodev> Okay then
L512[07:09:02] <Nitrodev> I wonder where that would be at then...
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L514[07:10:01] <VikeStep> not online
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L516[07:10:49] <VikeStep> it's not legal to share the deobfuscated code online, thats why we run the MCP deobfuscation stuff to view it in our dev environment
L517[07:11:15] <Nitrodev> Oh
L518[07:11:23] <Nitrodev> Okay then
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L520[07:11:44] <VikeStep> if you download that repo and run "gradlew setupForge" inside the folder
L521[07:11:49] <VikeStep> it will set up all that stuff for you
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L523[07:12:05] <VikeStep> ok
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L527[07:15:25] <Pennyw95> hey, markDirty() should be the method to use when the client needs to update the variables I change inside !world.isRemote, right?
L528[07:16:59] <McJty> Not exactly
L529[07:17:12] <McJty> markDirty() should be called when your TE changes so that it is actually saved when the world saves
L530[07:17:19] <McJty> Otherwise there is no guarantee your data will be persisted
L531[07:17:28] <McJty> Sync to client is only indirectly related to that
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L533[07:17:51] <Pennyw95> I'm asking because I have a TESR that renders different colored tessellator quads based on a variable that changes inside the TE's update()
L534[07:18:36] <Pennyw95> it used to work, but after I put the changes to variable inside !world.isRemote (should be the correct procedure, right?), the client gets left behind and markDirty isn't helping
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L537[07:19:23] <McJty> markDirty() doesn't automatically cause the client to be synced
L538[07:19:26] <McJty> You still have to do that part
L539[07:20:10] <McJty> I usually put something like this in my Tile entities: https://bpaste.net/show/916c05ba48df
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L541[07:20:24] <McJty> Then if readFromNBT/writeFromNBT are ok then you can just call markDirtyClient() to update to client
L542[07:20:48] <Pennyw95> I have the same thing in my baseTE class
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L544[07:21:13] <Pennyw95> but worldObj.markBlockForUpdate(getPos()) is inside !world.isRemote for me...is that the mistake?
L545[07:21:33] <McJty> No that's where it should be
L546[07:22:05] <Pennyw95> I mean, I override markDirty to be {super.markDirty; if(!isRemote) worldObj.markBlock..}
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L548[07:22:52] <McJty> Don't do that in markDirty()
L549[07:23:00] <McJty> Or do you really need EVERY change on the TE to be synced to the client?
L550[07:23:05] <McJty> That's not very efficient if that happens a lot
L551[07:23:29] <Pennyw95> I have a custom NBT method for client stuff...I guess I could use that?
L552[07:24:38] <Pennyw95> Still, my markDirty() should work, no?
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L554[07:26:12] <McJty> It should yes
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L557[07:27:33] <Pennyw95> but for some reason the client is still out of sync...hm
L558[07:28:00] <Pennyw95> and onDataPacket and getDescriptionPacket are the methods syncing it, right?
L559[07:28:14] <McJty> if you do it right yes :-)
L560[07:29:15] <Pennyw95> well, my variable isn't saved to nbt yet...might it be that? although if I remove !world.isRemote from update() everything works..
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L562[07:36:17] <Nitrodev> Is the slot index param of the Slot method the one used for finding a spcifec item in a slot
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L565[07:36:34] <Nitrodev> Specific*
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L568[07:37:17] <gigaherz> Nitrodev: what "slot method" are you talking about?
L569[07:37:34] <Nitrodev> The one used in addslot
L570[07:37:40] <Nitrodev> Container
L571[07:37:45] <gigaherz> that's not a method
L572[07:37:51] <gigaherz> that's a constructor
L573[07:37:56] <Nitrodev> Fuck java
L574[07:38:02] <Nitrodev> My*
L575[07:38:07] <gigaherz> "new Slot"
L576[07:38:16] <gigaherz> the "new" keyword kinda gives it away ;P
L577[07:38:16] <Nitrodev> Ah
L578[07:38:29] <Pennyw95> @gigaherz: does getDescriptionPacket get called on markDirty?
L579[07:38:34] <Nitrodev> I gotta remember these things
L580[07:38:47] <gigaherz> Pennyw95: no, it gets called on the block update method
L581[07:38:55] <gigaherz> can't remember which one it was
L582[07:38:56] <gigaherz> XD
L583[07:39:26] <Nitrodev> Onblockupdate?
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L585[07:39:32] <gigaherz> no
L586[07:39:35] <gigaherz> those are *events*
L587[07:39:40] <gigaherz> they are called when things happen
L588[07:39:48] <Nitrodev> Ah
L589[07:39:51] <gigaherz> you don't call them yourself
L590[07:40:15] <Nitrodev> Okay
L591[07:40:29] <Pennyw95> activated?
L592[07:40:35] <gigaherz> I can't remember if it was world.markBlockForUpdate();
L593[07:41:13] <Pennyw95> Anyway my problem is, my client gets out of sync when I surround the important stuff in my TE's update() inside if(!worldObj.isRemote)
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L595[07:41:24] <McJty> Pennyw95, perhaps show us your code
L596[07:41:27] <McJty> Hard to debug blindly
L597[07:41:34] <Pennyw95> here is my baseTE: http://pastebin.com/vqzns8wt
L598[07:41:42] <Nitrodev> Now is the slotindex param used in finding if a slot has a specific item
L599[07:41:54] <gravityfox> hey
L600[07:42:01] <gravityfox> i have an issue
L601[07:42:09] <gravityfox> when i use gradle to build a jar
L602[07:42:12] <McJty> Nitrodev, the slot index just refers to a specific slot
L603[07:42:14] <gigaherz> yep
L604[07:42:15] <gravityfox> the source is correctly remapped
L605[07:42:16] <gigaherz> markBlockForUpdate
L606[07:42:22] <gravityfox> but when i build a shadowjar
L607[07:42:22] <gigaherz> will cause mc to send the contents of the chunk
L608[07:42:23] <gravityfox> it isn't
L609[07:42:27] <McJty> Pennyw95, more code
L610[07:42:30] <Nitrodev> Okay
L611[07:42:32] <Pennyw95> coming
L612[07:42:33] <gigaherz> which makes mc send the tileentities
L613[07:42:41] <gigaherz> which makes mc call getDescriptionPacket
L614[07:42:49] <Pennyw95> well my overridden markDirty calls it...
L615[07:43:12] <gigaherz> that seems excessive
L616[07:43:16] <boboch3> Hello guys. I have to know if a player is moving from the server side. I tryed player.motionX and Z, player.moveForward and move Straf but these value sare always 0. Any idea to know if a player is moving from the server side? Any help will be appreciate. Thanks in advance :)
L617[07:43:23] <gigaherz> markBlockForUpdate can cause lag ifit's called too often
L618[07:43:28] <gigaherz> can't you use your own packet?
L619[07:43:29] <Nitrodev> Well i gotta get more into this once i get home :/
L620[07:43:33] <gigaherz> a minimal one with just the necessary numbers
L621[07:43:46] <gigaherz> or do you need to sync inventory contents and such?
L622[07:43:54] <gigaherz> those usually only matter on the server
L623[07:44:03] <gigaherz> and get synced by the Gui
L624[07:44:18] <Pennyw95> I have custom nbt only with client vars for the descriptionpacket though
L625[07:44:34] <McJty> Pennyw95, it is likely the bug is elsewhere so it would be nice to see the rest of the code
L626[07:44:36] <Pennyw95> it's just a fluid that the TESR needs to tessellate
L627[07:44:44] <Pennyw95> http://pastebin.com/ZrV6y9C2
L628[07:45:00] <gigaherz> Pennyw95: yes but it will send *ALL* tileentities in the chunk
L629[07:45:18] <McJty> Pennyw95, and the rest of the TE?
L630[07:45:22] <McJty> Pennyw95, don't cut away code please
L631[07:45:45] <Nitrodev> Yeah that's not useful
L632[07:45:55] <gigaherz> no wait
L633[07:46:03] <gigaherz> it has a list of blocks that chanced within the chunk
L634[07:46:06] <gigaherz> nevermind the last line
L635[07:46:11] <Pennyw95> there's not much else... a method called getTankFluid() that returns a fluid and the nbt
L636[07:46:19] <Pennyw95> holy shit wait
L637[07:46:22] <McJty> Pennyw95, readFromNBT and so on
L638[07:46:25] <Pennyw95> my variable is not saved to nbt
L639[07:46:26] <McJty> Pennyw95, there should be a lot more code
L640[07:46:30] <McJty> Exactly...
L641[07:46:41] <Pennyw95> without !world.isRemote it worked though...
L642[07:46:56] <McJty> Because then you would do the calculation on the client too most likely
L643[07:47:02] <Pennyw95> sure
L644[07:47:05] <gigaherz> waht does your getDescriptionPacket look like? and your onDataPacket?
L645[07:47:25] <Pennyw95> it's here http://pastebin.com/vqzns8wt
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L647[07:47:38] <Pennyw95> I'll save the var to nbt and that should fix it
L648[07:47:45] <gigaherz> so you use writeToNBT to sync
L649[07:47:50] <gigaherz> but you dont' write the var to NBT
L650[07:47:53] <gigaherz> and you wonder why it's not synced ;P
L651[07:48:00] <Pennyw95> silly me
L652[07:48:12] <masa> aww crap... why do I have to do stupid decisions while implementing stuff...
L653[07:48:39] <Nitrodev> What kind of decisions?
L654[07:49:11] <Pennyw95> how would you save a Fluid to nbt? fluid, not fluidstack
L655[07:49:21] <masa> a year ago when I changed my items to be modular, for some reason I decided to do the module selection with an indext hat does not point to the actual module slot positions, but instead it searches for the n-th matching module of that type ;_;
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L657[07:49:45] <Nitrodev> Ok
L658[07:49:52] <masa> and now I have new items I'm working on that instead use the actual positions and can thus point to empty slots
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L661[07:50:48] <masa> I guess I'll change all the old stuff so that when cycling the module selection it will search for the next matching module and store the actual position
L662[07:51:15] <Pennyw95> I mean, I can save the fluidstack but fluid would be better since I only need that for rendering
L663[07:51:30] <masa> hmm although, then if the user moves the modules then it will point to empty spots, which is not exactly what I want with the old items..
L664[07:52:06] <masa> Pennyw95: isn't fluid basically just a string ie. the name?
L665[07:52:30] <masa> and then you can get the fluid from the FluidRegistry based on that name
L666[07:52:41] <Nitrodev> Any kind of programmin=90% bugfixing 10% actual features
L667[07:52:57] <Nitrodev> Atleast that's what i've heard
L668[07:54:15] <Pennyw95> sure
L669[07:55:45] <Pennyw95> actually I might need the fluidstack...I should override writeToNBT in my custom recipe class and use that inside the TE
L670[07:56:34] <Nitrodev> Im guessing fluidstack is like itemstack but with fluids instead of items
L671[07:56:43] <Pennyw95> yes, saves fluid and quantity
L672[07:57:00] <Nitrodev> Okay just checking
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L674[07:58:09] <masa> yay the new item is working
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L676[07:59:52] <masa> ffs the inverted armor slot numbering strikes again ;_;
L677[08:00:12] <masa> that is some serious bullshit
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L684[08:04:05] <Pennyw95> is this the correct way to save a string to nbt? http://pastebin.com/Z7FBLdWW
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L686[08:04:48] <masa> uh what
L687[08:05:02] <McJty> Pennyw95, setString. Not setTag
L688[08:05:12] <masa> why not just nbt.setString("TagName", "whateverstring");
L689[08:05:14] <McJty> nbt.setString("research", "xxx")
L690[08:05:37] <Pennyw95> with xxx being my variable? okay then, I'm always overcompicating
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L699[08:16:42] <Nitrodev> Hi willie
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L701[08:17:02] <williewillus> hey
L702[08:18:19] <Nitrodev> Well i will see you in about 30min
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L704[08:19:32] <Pennyw95> so it's m
L705[08:19:46] <Pennyw95> world.markBlockForUpdate that can cause lag? reloading the whole chunk?
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L707[08:21:36] <gigaherz> Pennyw95: no I read the code better
L708[08:21:42] <gigaherz> it remembers which blocks were marked
L709[08:21:48] <gigaherz> doesn't send the whole chunk's data
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L711[08:21:53] <Pennyw95> oh nice
L712[08:22:07] <gigaherz> it's still heavier than using a custom packet without NBT
L713[08:22:11] <McJty> But it will cause the entire chunk to be rerendered though
L714[08:22:16] <McJty> At least I think
L715[08:22:18] <gigaherz> yes that it will
L716[08:22:29] <gigaherz> well not entire chunk
L717[08:22:38] <gigaherz> I think there's sub-chunk meshes
L718[08:22:44] <McJty> Is there?
L719[08:22:59] <gigaherz> the memory is too faint to say for certain
L720[08:23:23] <gigaherz> but I recall something about 1.8 doing sub-chunk meshes
L721[08:23:27] <gigaherz> that's why unlike older versions
L722[08:23:33] <McJty> Would be nice
L723[08:23:37] <gigaherz> if you trick 1.8 to show you behinda block
L724[08:23:41] <gigaherz> you don't see every single cave
L725[08:23:57] <gigaherz> but I could be mistaken
L726[08:24:02] <gigaherz> or I could have dreamed it
L727[08:24:38] <williewillus> depends on if one of the million isFullBlock/isNormalCube/whatever methods returns true
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L730[08:29:29] <masa> bleh why didn't mojang add the validity checks for armor into the isItemValidForSlot() inside the InventoryPlayer, instead they have it in the Slots in the container ;_;
L731[08:32:15] <gigaherz> masa: if they did, there wouldn't be those mods that allow you to place torches on your head slot! ;P
L732[08:33:01] <geratheon> That does not sound that bad at all ..
L733[08:33:27] <masa> gigaherz: well nothing is stopping you from doing the setInventorySlotContents() enyway :p
L734[08:33:30] <masa> *any
L735[08:34:48] <Pennyw95> @gigaherz: so, after I save my data to NBT, will I need markBlockForUpdate or will markDirty suffice?
L736[08:35:58] <McJty> Pennyw95, markDirty() does not sync to client
L737[08:36:13] <gigaherz> markDirty just tells the save system that the block needs to be saved to disk
L738[08:36:21] <Pennyw95> yes! using markBlockForUpdate solves it :D
L739[08:36:28] <gigaherz> and notifies neighbouring blocks that there was a change
L740[08:36:43] <gigaherz> meanwhile, markBlockForUpdate notifies the clients that the block has changed
L741[08:36:49] <gigaherz> different purposes ;P
L742[08:36:54] <Pennyw95> okay I get it
L743[08:37:06] <Pennyw95> so markDirty is more for saving data on nbt
L744[08:37:29] <gigaherz> yes but it doesn't cause data to be saved
L745[08:37:35] <gigaherz> it only marks the tileentity
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L747[08:37:41] <gigaherz> so that next time the save runs
L748[08:37:44] <gigaherz> it will be included
L749[08:37:59] <Pennyw95> oh, so even if I override the nbt methods but don't markDirty anywhere inside update() data won't be saved?
L750[08:38:20] <gigaherz> basically
L751[08:38:50] <Pennyw95> cool
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L753[08:39:12] <Pennyw95> I guess calling markBlockForUpdate every 30 or 40 ticks will mild its peformance demands
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L763[08:59:36] <Nitrodev> alright i'm back
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L767[09:03:38] <Pennyw95> Something's wrong...those nbt override the variables changed inside update() and persist even if I break and replace the TE...
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L769[09:06:03] <Nitrodev> in 1.8 what is the preface i need to use of events
L770[09:06:11] <Nitrodev> in a enventhandler class
L771[09:09:41] <Nitrodev> nvm i got it
L772[09:09:57] <Nitrodev> i just need to find the event types
L773[09:10:08] <Nitrodev> or methods
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L781[09:22:08] <masa> what would be good options for uploading short video clips, or should I just go with youtube?
L782[09:22:13] <Pennyw95> is order important while writing/reading nbt?
L783[09:22:19] <masa> gfycat quality seems like complete crap
L784[09:22:44] <masa> Pennyw95: no, only inside a TagList or the byte or array types obviously
L785[09:22:52] <Pennyw95> phew, thanks
L786[09:22:52] <PaleoCrafter> ShareX works pretty well
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L789[09:24:05] <masa> uh, that seems to be a recording software?
L790[09:24:23] <masa> I'm asking for a site/service where to upload a clip
L791[09:24:38] <PaleoCrafter> Oh, no clue then xD
L792[09:24:51] <masa> well I'll just upload to youtube then I guess
L793[09:25:49] <Nitrodev> does mc use java 8?
L794[09:30:47] <williewillus> mojang compiles for 6, their launcher bundles 8
L795[09:30:54] <williewillus> most modders use 7
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L797[09:35:08] <Nitrodev> aslright
L798[09:35:26] <Nitrodev> i was just looking at the java books available at the librarys near me
L799[09:35:44] <Nitrodev> and realized every single one that is useful is already borrowed
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L802[09:36:00] <Nitrodev> that or they are so long ways away it won't be good
L803[09:38:58] <Nitrodev> okay the slot that the crafting result will appear in is done
L804[09:39:10] <Nitrodev> now i think i need a custom craftingmanager don't i?
L805[09:41:26] <masa> do you?
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L807[09:41:37] <masa> is it going to be a normal recipe?
L808[09:42:37] <Nitrodev> what do you mean by that?
L809[09:43:11] <masa> well is it a normal minecraft recipe that you register to the gameregistry?
L810[09:43:25] <masa> or is it only usable in your block
L811[09:43:34] <Nitrodev> only in my block
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L813[09:47:49] <AEnterprise> i'm updating my workspace to 1.8.9 but gradle sais that the mcp mappings are for 1.8.8, is that normal or did i mess something up?
L814[09:48:39] <Nitrodev> just use 1.8.8
L815[09:48:50] <Nitrodev> if you can't fix it that is
L816[09:49:06] <masa> did you change the mappings?
L817[09:49:27] <williewillus> 1.8.8/9 mappings should be interchangeable
L818[09:49:33] <williewillus> if you want to feel safe look for a 1.8.9 one here http://export.mcpbot.bspk.rs/
L819[09:50:00] <AEnterprise> updated mappings to "stable_20"
L820[09:50:11] <AEnterprise> as that's what's in the build.gradle file when i download the mdk for 1.8.9
L821[09:50:15] <williewillus> those should be fine
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L823[09:51:18] <AEnterprise> alright, just wanted to make sure i didn't mess something up
L824[09:51:20] <masa> I seem to be using 20151230
L825[09:51:46] <Halonium> Quick opionionative question: should I return a boolean true on methods that can't fail? Just for consistency?
L826[09:52:10] <Halonium> Wow I botched opinionative
L827[09:52:37] <masa> well is the value used anywhere? if it can't fail then I don't really see the point
L828[09:53:08] <AEnterprise> on to porting my mod then thanks
L829[09:53:21] <Halonium> Just for consistency, if the user of the class expects it to return a boolean to ensure it successfully completed it's function
L830[09:53:50] <gigaherz> I use snapshots for mappings
L831[09:54:00] <williewillus> gigaherz: there's a stable for 1.8.8 now
L832[09:54:01] <gigaherz> whenever I update forge, I put today's date in the mappings
L833[09:54:02] <masa> hmm, is returning boolean on success a java thing? I'm more used to C where 0 is success and anything else is usually an error
L834[09:54:02] <gigaherz> XD
L835[09:54:05] <williewillus> Halonium: what kind of situation?
L836[09:54:17] <gigaherz> williewillus: only because mcp switched to 1.8.9
L837[09:54:27] <gigaherz> so the latest for 1.8.8 became the "stable" for it
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L839[09:54:33] <gigaherz> the one that's unlikely to change
L840[09:55:00] <AEnterprise> so what's the best to use then? 1.8.8 mappings or the latest 1.8.9 mappings snapshot?
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L842[09:55:14] <gigaherz> masa: no, many languages do that
L843[09:55:18] <Halonium> williewillus, like, if I was creating a method for an object that changes an instance variable with some other logic thrown in. It can't fail, so should I return a boolean true? Or just not return anything.
L844[09:55:43] <gigaherz> masa: there's a set of languages that use "status codes" as return values
L845[09:55:48] <gigaherz> and status codes are often 0=ok
L846[09:55:54] <gigaherz> and often < 0 = error
L847[09:56:00] <gigaherz> > 0 = success with a specific value
L848[09:56:02] <AEnterprise> if it can't fail there is no point in returning anythin i'd think
L849[09:56:11] <AEnterprise> if it can't fail nobody will ever be testing for it
L850[09:56:12] <gigaherz> but there's another set that use exceptions to signal errors
L851[09:56:23] <gigaherz> in which case they don't use error returns at all ;P
L852[09:56:42] <Halonium> AEnterprise, fair enough :)
L853[09:56:48] <gigaherz> and then in between, there's specific functions, like C#'s "TryGetValue" or "TryParse"
L854[09:56:53] <gigaherz> that return the value as an "out" param
L855[09:56:59] <gigaherz> and return a boolean to indicate success
L856[09:57:45] <gigaherz> AEnterprise: if you use 1.8.8 forge, use latest 1.8.8 mappings
L857[09:57:57] <gigaherz> if you use 1.8.9 forge, and you should, use latest 1.8.9 snapshot
L858[09:58:07] <AEnterprise> ok, 1.8.9 mappings it is then
L859[09:58:35] <gigaherz> forge now generates an srg-named source jar
L860[09:59:11] <gigaherz> which allows people to include the source jar regardless of mappings
L861[09:59:15] <gigaherz> although no idea how you achieve that ;P
L862[09:59:30] <Wuppy> ugh I'm broke now :V
L863[09:59:38] <Wuppy> why are clothes so expensive
L864[09:59:41] <gigaherz> I have been brokw a while
L865[09:59:43] <gigaherz> still no job
L866[09:59:50] <gigaherz> so I'm not becoming un-broke any time soon
L867[10:00:06] <Wuppy> I'm a studnet so yeha... no income for me either
L868[10:00:18] <gigaherz> I'm not a student though
L869[10:00:21] <gigaherz> I have bills to pay
L870[10:00:22] <gigaherz> and rent
L871[10:00:23] <gigaherz> XD
L872[10:00:27] <Wuppy> so do I
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L877[10:03:49] <Pennyw95> now this is really weird...if I break my TE and spawn another one the nbt data the previous one saved are still loaded...wtf
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L879[10:04:57] <williewillus> it might not be getting destroyed properly
L880[10:04:58] <williewillus> maybe
L881[10:05:44] <Pennyw95> but there are println()s inside update() and they stop when I break it so I think it got killed
L882[10:05:50] <williewillus> lol trying to figure out why model is missing, open up json, bottom line is filled with wwwwwwaaaaaaa's
L883[10:05:54] <Pennyw95> and thye new one spawns with the former's nbt
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L886[10:08:11] <Lapiman> so I have a Ruby on Rails app that generates .java mod files. What's the bare minimum forge setup i need server-side to get the java compiled?
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L889[10:08:51] <diesieben07> Lapiman, build.gradle and a gradle installation or the gradle wrapper.
L890[10:09:10] <diesieben07> then you put the java files in src/main/java and run gradlew build. it will do all it needs to do provided it has internet access
L891[10:09:25] <diesieben07> (or gradle build if you are not using the wrapper of course)
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L893[10:11:11] <Lapiman> woo... that's hard
L894[10:11:16] <diesieben07> hard? :D
L895[10:12:14] <Lapiman> lol...
L896[10:12:23] <diesieben07> what is hard?
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L898[10:12:30] <Lapiman> i'm trying to mull over how i'd do that in the context of Rails
L899[10:12:54] <diesieben07> you just have to spawn a process
L900[10:15:00] <gigaherz> Lapiman: just being able to run "gradlew setupCIWorkspace build" should be enough
L901[10:15:12] <gigaherz> it's just running a process with some args
L902[10:15:38] <gigaherz> (CI Workspace is the bare mimimum needed for automated compilation)
L903[10:15:56] <diesieben07> you don't need setupCIWorkspace anymore
L904[10:16:00] <gigaherz> no?
L905[10:16:08] <diesieben07> no
L906[10:16:19] <gigaherz> so you use somethign else instead? or just "gradlew build"?
L907[10:16:24] <diesieben07> just build
L908[10:16:28] <gigaherz> hmm interesting
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L910[10:17:55] <masa> when did you then need setup ci before a build? I don't remember ever doing that
L911[10:17:58] <Kobata> It's done setupCI automatically for a while, it just occasionally breaks so it's still a bit useful to do it
L912[10:18:34] <gigaherz> dunno when I was taught how to setup travis
L913[10:18:39] <gigaherz> I was told to use setupCIWorkspace
L914[10:18:41] <PaleoCrafter> masa, you never really needed it
L915[10:18:45] <gigaherz> maybe the tutorial or example I copied from
L916[10:18:54] <Kobata> I've had travis doing it in the install step, but that's mostly just because
L917[10:18:56] <PaleoCrafter> you just might have had your CI do a lot of unnecessary work :D
L918[10:19:17] <Kobata> (And the one time that ci was entirely broken so I needed to have it on setupDecomp even on travis for a week)
L919[10:19:20] <Lapiman> gigaherz: so the process is just...
L920[10:19:24] <diesieben07> on travis you can enable the cache so yeah
L921[10:19:27] <Lapiman> create empty folder, dump the goodies in,
L922[10:19:33] <gigaherz> Lapiman: "gradlew" is a shell script that installs gradle if not present
L923[10:19:35] <diesieben07> you could even decomp on travis and it would be fast
L924[10:19:38] <Lapiman> run gradelew setupCIWorkspace build?
L925[10:19:41] <gigaherz> and then runs gradle with the provided args
L926[10:19:42] <Lapiman> three steps?
L927[10:19:43] <gigaherz> no just
L928[10:19:48] <gigaherz> "gradlew build"
L929[10:20:01] <gigaherz> one step.
L930[10:20:10] <gigaherz> gradlew script with the "build" cmdline param
L931[10:20:15] <diesieben07> well you have to have the build.gradle and the gradle wrapper
L932[10:20:22] <gigaherz> well yes
L933[10:20:34] <gigaherz> that's assuming the gradle wrapper and a valid build.gradle are present
L934[10:20:36] <Lapiman> so just create a directory with all the java goodies + gradle wrapper and build file
L935[10:20:46] <diesieben07> yes
L936[10:20:48] <gigaherz> then launch the buildscript
L937[10:20:50] <MattDahEpic> where does the game spawn lightning?
L938[10:20:52] <Lapiman> then gradlew build and it'll put a jar in the directory?
L939[10:21:04] <gigaherz> it will output a jar into build/libs/
L940[10:21:15] <Lapiman> nice!
L941[10:21:17] <gigaherz> with the name and version number specified in the build.gradle
L942[10:21:26] <gigaherz> although
L943[10:21:36] <diesieben07> MattDahEpic, WorldServer.updateBlocks
L944[10:21:36] <gigaherz> you should look at the folder structure for a common mod environment
L945[10:21:44] <gigaherz> since the sources are meant to be in src/main/java
L946[10:22:04] <Lapiman> yeah, I already have the structure down
L947[10:22:16] <gigaherz> ok then
L948[10:22:17] <gigaherz> yeah
L949[10:22:18] <gigaherz> https://github.com/gigaherz/PackingTape
L950[10:22:30] <gigaherz> basically this is a simple "standalone" setup
L951[10:22:40] <gigaherz> the repo contains everything needed for an automated build, if I were to enable it
L952[10:22:48] <gigaherz> no wait not this one
L953[10:22:53] <gigaherz> I didn't upload the gradle wrapper there
L954[10:22:54] <gigaherz> XD
L955[10:23:05] <gigaherz> https://github.com/gigaherz/Ender-Rift/
L956[10:23:06] <gigaherz> this one is
L957[10:23:11] <MattDahEpic> i am severely dissappointed that dire's new 1.8 server lp doesnt have any of my mods
L958[10:23:17] <gigaherz> build.gradle, gradle/wrapper, and the src/* folders
L959[10:23:39] <williewillus> MattDahEpic: is there a mod list anywhere?
L960[10:23:57] <MattDahEpic> williewillus, i dont see my debug screen stuff
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L962[10:25:29] <Lapiman> gigaherz: that's super useful, tyvm
L963[10:25:47] <Lapiman> actually while I'm here I should ask - does what I'm making sound like something people would use?
L964[10:26:07] <diesieben07> what is it? :D
L965[10:26:09] <Lapiman> a webapp where you specify blocks and items through forms and then it spits out a usable .jar
L966[10:26:30] <Lapiman> and recipes, etc etc
L967[10:26:31] <diesieben07> ohgodpleaseno.
L968[10:26:43] <Lapiman> uh oh
L969[10:26:49] <diesieben07> mcreator 2.0?! :D
L970[10:27:04] <williewillus> mcreator? 0.o
L971[10:27:10] <williewillus> is that the crappy mod generator program thing
L972[10:27:13] <diesieben07> yes
L973[10:27:14] <MattDahEpic> yes
L974[10:27:27] <gigaherz> well, i'd see an use for something that generates boilerplate code for recipes and blocks and items
L975[10:27:33] <gigaherz> but outputting compiled jars...
L976[10:27:40] <gigaherz> I can't see anything good coming out of that ;P
L977[10:27:48] <Lapiman> well, right now it outputs a .zip with boilerplate code
L978[10:28:02] <gigaherz> Imean the point of mods
L979[10:28:07] <gigaherz> is that they add new mechanics and stuff
L980[10:28:12] <MattDahEpic> also he lists the mods in the episode
L981[10:28:22] <MattDahEpic> https://www.youtube.com/watch?v=Fbn6j7rB4vc
L982[10:28:31] <MattDahEpic> around 4min
L983[10:28:54] <gigaherz> so unless you also have a means to write code snippets for handling events suchas item use
L984[10:28:59] <gigaherz> ... but :/
L985[10:29:18] <gigaherz> that'd open the doors to modding ot people without the necessary knowledge to have a working common sense
L986[10:29:36] <gigaherz> it's probably not a good choice to let those people have direct access to the mc internals ;P
L987[10:29:49] <Lapiman> yeah, all it'd be capable of spitting out would be crappy little here's a new ore and associated toolset :(
L988[10:30:23] <Lapiman> but as a boilerplate generator, me as a modder I definitely see the use for that
L989[10:30:34] <gigaherz> yeah
L990[10:30:52] <gigaherz> assuming your poilerplate code follows good practices ;P
L991[10:31:26] <diesieben07> not like mcreator with literally just imports EVERY SINGLE CLASS. EVERYWHERE.
L992[10:31:31] <williewillus> import *
L993[10:32:06] <Lapiman> oh God.
L994[10:32:22] <Lapiman> so it doesn't know how to import mypackage.blocks.*
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L996[10:32:41] <diesieben07> it just lists all net.minecraft packages and does a * import on them
L997[10:32:51] <Lapiman> T_T
L998[10:33:35] <Lapiman> i have some complex code that organizes all the import lists through ruby and it comes out looking proper
L999[10:33:50] <williewillus> what happens when, you know, name clashes? :p
L1000[10:33:58] <diesieben07> it probaly just explodes
L1001[10:34:04] <diesieben07> mcreator code explodes all the time
L1002[10:34:09] <Wuppy> what's mcreator?
L1003[10:34:15] <Wuppy> because that sounds horrible
L1004[10:34:22] <MattDahEpic> it makes shit mods
L1005[10:34:25] <diesieben07> it's a program that lets you create mods with a gui
L1006[10:34:29] <Lapiman> Wuppy: Minecraft mod .jar generator program made by some Russian fellas
L1007[10:34:40] <Wuppy> ugh those are shit even if the generated code is perfect :|
L1008[10:34:45] <diesieben07> it is basically just a collection of templates
L1009[10:34:53] <diesieben07> and you input your names and it spits out code
L1010[10:35:04] <Lapiman> sigh... that's my app too, basically just a collection of templates :|
L1011[10:36:11] <Wuppy> oh wow, except for the import part, that looks surprisingly impressive
L1012[10:36:32] <MattDahEpic> its not
L1013[10:36:33] <diesieben07> it can't do as much as you would think, really
L1014[10:36:41] <diesieben07> it can spit out generic ores with tool sets
L1015[10:36:52] <diesieben07> and then maybe an entity which behaves like a zombiew
L1016[10:36:54] <diesieben07> great! :D
L1017[10:37:15] <Wuppy> the options I saw on block creation looked rather extensive though
L1018[10:37:33] <diesieben07> idk
L1019[10:37:35] <diesieben07> i never used it
L1020[10:37:53] <Lapiman> http://pastie.org/10676297 here's an example of the java my app spits out
L1021[10:37:56] <Wuppy> but even if it's the most impressive mod generator it's still pure shit :V
L1022[10:38:10] <Wuppy> to make mods you need to learn how to program, simple as that
L1023[10:38:15] <Pennyw95> is it that important to use !world.isRemote inside a TEs update() method :\
L1024[10:38:18] <Lapiman> neat and proper, hopefully
L1025[10:38:27] <williewillus> Pennyw95: depends what you want to do
L1026[10:38:32] <MattDahEpic> Lapiman, the config is not the mod instance
L1027[10:38:37] <williewillus> lol
L1028[10:38:49] <diesieben07> yeah adn there is a type missing on the instance field
L1029[10:39:04] <diesieben07> and instnace is a static field, so don't prefix accesses with this
L1030[10:39:11] <Pennyw95> well my TE controls a multiblocks that produces fluids based on inputs...it has variables like the current recipe, the costs...etc
L1031[10:39:19] <diesieben07> and the class names in @SidedProxy are missing the package name
L1032[10:39:23] <Lapiman> shit, this is an old file...
L1033[10:39:34] <Lapiman> shit shit shit. this needs work
L1034[10:39:36] <williewillus> Pennyw95: I think only the server should do that
L1035[10:39:50] <gigaherz> Pennyw95: it's good practice to leave the logic to the server, and just do the minimal work on the client
L1036[10:39:56] <gigaherz> it is possible to update both
L1037[10:40:03] <Pennyw95> the client needs to be aware of the currentrecipe because it needs some of its variables to tessellate different things. The thing is, when I put all of it inside !world.isRemote I need to sync the TE and my head is exploding
L1038[10:40:12] <gigaherz> but it can desync
L1039[10:40:12] <williewillus> ah
L1040[10:40:18] <gigaherz> and then you'd have erratic behaviour
L1041[10:40:19] <williewillus> keep it all serverside
L1042[10:40:20] <gigaherz> look at the item frames
L1043[10:40:23] <gigaherz> when the item pops off
L1044[10:40:25] <williewillus> and sync only the stuff it needs to render differently
L1045[10:40:29] <gigaherz> the client chooses a random number
L1046[10:40:32] <gigaherz> and the server a different one
L1047[10:40:42] <gigaherz> so the server appears to jump in one direction
L1048[10:40:44] <gigaherz> but it's elsewhere
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L1050[10:40:59] <williewillus> for that record, I wonder why XP orbs don't have that problem
L1051[10:41:02] <gigaherz> that's the kind of stuff that happens when you allow the client to choose for itself
L1052[10:41:05] <williewillus> they also choose random velocities
L1053[10:41:50] <Pennyw95> doesn't sound good
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L1055[10:42:23] <Lapiman> so this is for a class, i have to finish this because it's for a grade and all but
L1056[10:42:27] <Lapiman> real talk: should i ever release this
L1057[10:42:35] <Lapiman> or should i graduate and let it die in a hole
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L1059[10:44:30] <Pennyw95> so what I need to do is have the logic handled by the server, then at then end of update(), put worldObj.markBlockForUpdate and MarkDirty(), to sync the client and save data. This means I have to save to NBT every variable. Correct?
L1060[10:45:07] <williewillus> only tell the client what it needs to render
L1061[10:45:44] <Pennyw95> onDataPacket and getDescription packet only receive data from readCustomNBT, in which I write client variables. The other in the standard readFromNBT
L1062[10:46:06] <Pennyw95> the other variables the client doesn't need
L1063[10:47:26] <Pennyw95> not that I plan on doing it, but wouldn't using this.writeToNBT solve the proiblem alltogether? like, automated syncing with descritpion packets?
L1064[10:47:52] <gigaherz> thing is, do you need all the data in the client? ALL of it?
L1065[10:48:08] <Pennyw95> definitely not, but it's so complicated lol
L1066[10:48:12] <gigaherz> vanilla blocks don't normally send the contents
L1067[10:48:27] <gigaherz> they just send a minimal state that lets them draw correctly
L1068[10:49:40] <Pennyw95> the most important variable in my TE is the recipe object, which contains all the other variables for crafting...how about I write NBT saving and reading methods in the recipe class and then call it in TE's class?
L1069[10:49:49] <williewillus> that could work
L1070[10:50:02] <MattDahEpic> dang i cant figure out how to make patch files for the forge dev env
L1071[10:50:38] <williewillus> gradle genPatches?
L1072[10:50:55] <Pennyw95> but then I'd have to send the client all the recipe object's vars...not efficient
L1073[10:51:01] <MattDahEpic> no, how to actually write the changes so that they'll be genPatchesd
L1074[10:51:14] <williewillus> change the vanilla code inside the "Forge" project
L1075[10:51:53] <MattDahEpic> i dont have vanilla code to chage
L1076[10:51:58] <MattDahEpic> im using idea
L1077[10:52:10] <williewillus> well the idea is borked
L1078[10:52:17] <williewillus> i use eclipse for forge PR's :p
L1079[10:52:26] <williewillus> you should have vanilla code under specifically projects/Forge/src/main/java/net/minecraft
L1080[10:52:45] <MattDahEpic> Abrar|gone, y idea forge project borked?
L1081[10:52:45] <williewillus> and you change that and genPatches compares it to the vanilla code in projects/Clean and generates patches for you
L1082[10:52:57] <williewillus> that's what diesieben said at least ;p
L1083[10:53:16] <williewillus> I couldn't figure out what to import in idea so I just used eclipse
L1084[10:54:40] <AEnterprise> yeah the idea setup part is broken atm
L1085[10:54:58] <AEnterprise> they still need to fix it
L1086[10:55:14] <williewillus> I spend little enough time in there anyway I just use eclipse and it's all easy
L1087[10:57:01] <Nitrodev> i'm guess that for the recipes of my 5x5 crafting table i need to make a custom craftingmanager
L1088[10:57:19] <MattDahEpic> using the forge project gives me minecraft but not forge
L1089[10:58:20] <williewillus> just bite the bullet and use eclipse for a bit ;p
L1090[10:58:30] <MattDahEpic> i dislike eclipse
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L1092[10:59:05] <gigaherz> me too, but atm it's the less painful choice when it comes to modifying forge
L1093[10:59:37] <MattDahEpic> everyone yell at abrar to fix it then
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L1095[11:00:57] <williewillus> well in my case of PR I was in and out of there within 10 minutes so :p
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L1099[11:04:18] <Nitrodev> oh gawd i have no diea how to make a custom craftingmanager
L1100[11:06:10] <Nitrodev> nvm i got it
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L1102[11:07:43] <LatvianModder> well that was quick
L1103[11:08:09] <williewillus> lol
L1104[11:16:13] <Pennyw95> I assume markBlockForUpdate and MarkDirty should be used only inside !world.isRemote, right?
L1105[11:16:36] <diesieben07> markDirty yes, markBlockForUpdate can also make sense on the client
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L1107[11:16:54] <Pennyw95> so if I call them both only the server, no problems should arise
L1108[11:16:59] <Pennyw95> from the server*
L1109[11:17:11] <diesieben07> it depends on what you are trying to do.
L1110[11:17:36] <Pennyw95> sync TE data with the client
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L1112[11:18:00] <diesieben07> how often does the data change?
L1113[11:18:15] <williewillus> can't you just send a vanilla packet with your own NBT?
L1114[11:18:36] <diesieben07> yes, but don't do that if the data like... changes a lot.
L1115[11:18:43] <diesieben07> because it re-renderes the whole chunk on the client.
L1116[11:18:50] <diesieben07> afaik
L1117[11:19:19] <Pennyw95> tick % 5 == 0 when the TE's isn't activated, no more when it's operating
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L1119[11:19:36] <diesieben07> uh ... why do you need to send data that often? :O
L1120[11:20:26] <Pennyw95> basically my TE has to determine the right recipe based on the itemstack and fluidstack that the player gives it...until the player locks the recipe, it keeps refreshing the recipe
L1121[11:20:52] <Pennyw95> I mean, check if the item and fluid give a matching one
L1122[11:20:53] <diesieben07> and the client needs to know about that? always?
L1123[11:21:28] <Pennyw95> the client only needs one variable from the recipe for using the tessellator, I have a custom nbt method for client data that gets sent to getDescritpionPacket
L1124[11:21:42] <Pennyw95> and the item variable for animating it
L1125[11:21:58] <diesieben07> so... just refresh the client when the recipe actually changes?
L1126[11:22:27] <Pennyw95> hm
L1127[11:22:33] <Pennyw95> wait let me think a little
L1128[11:23:01] <Pennyw95> it's the first time I do a big thing like this so I'm still fumbling around
L1129[11:24:28] <Pennyw95> basically my TE has a default recipe to avoid NPEs, then inactive (the player right clicks a block to activate the crafting) it checks if the item (input) and fluid (output) are still in place so that when he locks it so that the recipe will become static, it will be the right one
L1130[11:24:39] <Pennyw95> when inactive*
L1131[11:25:05] <diesieben07> and when exactly does the appearance of your block change in this process?
L1132[11:25:12] <Pennyw95> basically if(tick%5==0) recipe = findMatchingRecipe
L1133[11:25:35] <Pennyw95> it displays the floating item and tessellates the fluid
L1134[11:25:47] <diesieben07> still nto sure why you check every few ticks instead of when the player actually puts something in...
L1135[11:25:50] <Pennyw95> so they change with every recipe
L1136[11:26:01] <diesieben07> just re-check whenever the inputs change
L1137[11:26:09] <diesieben07> and then when you determined a new output, sync to the client
L1138[11:26:23] <Pennyw95> Good idea...I can make a refresh method and put inside the onBlockActivated?
L1139[11:26:29] <heldplayer> Pennyw95: Do you mean you want to allow players to craft stuff that has conflicting recipes?
L1140[11:26:38] <Pennyw95> no no
L1141[11:26:50] <Pennyw95> just a crafting device, like the tech mods do
L1142[11:26:55] <heldplayer> Ok, I misunderstood that then, sorry :P
L1143[11:26:59] <Pennyw95> np :)
L1144[11:27:23] <Pennyw95> @diesieben07: then, if the recipe has changes -> markBlockForUpdate?
L1145[11:27:33] <Nitrodev> ughh this is way too advanced for me
L1146[11:27:40] <diesieben07> yes
L1147[11:27:44] <Pennyw95> and only the client relevant variables are sent to the getDescriptionPacket
L1148[11:27:44] <Nitrodev> this custom craftingManager stuff
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L1150[11:29:47] <Nitrodev> but i'm gonna copy the code from the vanilla manager and then just tweak the code until it does what i want it to
L1151[11:30:01] <Nitrodev> that way i learned to use the last advanced piece of code
L1152[11:33:03] <MattDahEpic> im not finding a way to get the World instance from WorldInfo
L1153[11:33:07] <MattDahEpic> any help?
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L1155[11:36:26] <williewillus> that's because a worldinfo is just info, it can be hooked onto any world, what do you need a world for and where are you getting worldinfo?
L1156[11:36:43] <Nitrodev> darn i have no idea what part of this code refers to the size of the recipe
L1157[11:36:55] <Nitrodev> or does craftingmanager not do that?
L1158[11:38:12] <MattDahEpic> williewillus, im making an event that is called when weather changes, and world info is where weather changes
L1159[11:39:04] <williewillus> you probably want that event to fire above worldinfo
L1160[11:39:10] <williewillus> i.e. whatever calls worldInf
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L1163[11:41:30] <Nitrodev> alright the recipe made now to figure out how i get the custom craftingmanager to be called in the correct TE
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L1166[11:43:28] <MattDahEpic> well williewillus the worldinfo functions are called from a lot of places and i know my PR wont get accepted if i put the event in evey place worldinfo is called
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L1169[11:44:40] <williewillus> a lot of events get called from 3-4+ places
L1170[11:44:50] <williewillus> just put a common call in ForgeEventFactory and call that
L1171[11:45:00] <williewillus> and put all the places it's called from in the javadoc
L1172[11:45:22] <PaleoCrafter> what the heck, I get an NPE on a line where everything is not null ._.
L1173[11:45:34] <AEnterprise> lol, forge is complaining in the log that a 'mod' has a direct reference to System.exit()
L1174[11:45:50] <AEnterprise> offendor is com/sun/jna/Native.main([Ljava/lang/String;)V
L1175[11:45:50] <MattDahEpic> loopdeloop: MinecraftServer.getServer().worldServerForDimension(dimension).theChunkProviderServer.worldObj
L1176[11:46:56] <williewillus> why the loop?
L1177[11:47:36] <MattDahEpic> no... im going around the problem by getting the world elsewhere
L1178[11:47:53] <Nitrodev> alright the moment of truth is upon me
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L1180[11:48:08] <Nitrodev> but i have a dubot that this won't work
L1181[11:48:14] <Nitrodev> doubt*
L1182[11:48:23] <MattDahEpic> i have a bu bot too
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L1184[11:48:29] <MattDahEpic> du bot*
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L1186[11:49:13] <Nitrodev> yeah doesn't work
L1187[11:49:36] <Nitrodev> now i need to find out why
L1188[11:49:37] <williewillus> why is worldServerForDimension(dim) not give you a good world object to use?
L1189[11:50:06] <Nitrodev> and i'm not going to give you guys my code because i know you will judge my way of doing this
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L1191[11:50:43] <williewillus> welp
L1192[11:51:33] <PaleoCrafter> yay, shade's OBJ loader is borked ._.
L1193[11:52:55] <Nitrodev> i really shouldn't have done that
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L1196[11:54:38] <williewillus> PaleoCrafter: group vis problems? :p
L1197[11:54:44] <PaleoCrafter> yep
L1198[11:55:32] <PaleoCrafter> the loader is far from graceful
L1199[11:55:46] <Nitrodev> welp i fond a serious bug in my code
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L1201[11:56:12] <williewillus> PaleoCrafter: yeah the pylons in botnaia are all screwy
L1202[11:56:19] <williewillus> because the groups aren't applying correctly
L1203[11:56:34] <PaleoCrafter> well, it kinda all works for me
L1204[11:56:48] <PaleoCrafter> but you basically can't use the ALL_EXCEPT special thing
L1205[11:56:50] <williewillus> mine are just....wrong :p
L1206[11:56:56] <williewillus> I declare all of my group vis manually
L1207[11:56:57] <PaleoCrafter> because you'd still have to list every group
L1208[11:57:00] <williewillus> and they're still wrong
L1209[11:57:05] <williewillus> so *shrug*
L1210[11:57:25] <PaleoCrafter> I'll take a quick look, now that I got mine working :D
L1211[11:57:38] <Xilef11> Is there a way to access a file in another mod's jar (by modid) ?
L1212[11:57:40] <williewillus> RenderTilePylon and ModelPylon
L1213[11:57:45] <williewillus> Xilef11: why would you need that? 0.o
L1214[11:58:05] <williewillus> if anyone wants anything accessible they should use the resource system (assets/<modid>)
L1215[11:58:38] <Xilef11> and how do I access that (server side)?
L1216[11:59:00] <williewillus> oh no idea
L1217[11:59:04] <williewillus> but why do you need that?
L1218[12:01:02] <Xilef11> making an api, I want to import stuff from a json file defined in the other mod
L1219[12:01:22] <williewillus> probably would work better if you asked the author to make it accessible :p
L1220[12:01:25] <MattDahEpic> aaaaaand done: https://github.com/MinecraftForge/MinecraftForge/pull/2343
L1221[12:01:54] <PaleoCrafter> well, that was easy to fix, williewillus :P
L1222[12:02:01] <williewillus> MattDahEpic: that's getting rejected
L1223[12:02:08] <williewillus> you're adding imports to vanilla classes
L1224[12:02:09] <MattDahEpic> why?
L1225[12:02:29] <MattDahEpic> -_
L1226[12:02:30] <MattDahEpic> -
L1227[12:02:31] <williewillus> which bloats the patchset and increases conflicts in the future, use the fully qualified name
L1228[12:02:37] <williewillus> changes to vanilla need to be as small as possible
L1229[12:02:39] <Xilef11> that will be the case, but I still need to get that file from the jar server side...
L1230[12:02:41] <williewillus> PaleoCrafter: where did I derp :p
L1231[12:02:52] <PaleoCrafter> one moment, now I derped somewhere :D
L1232[12:03:06] <MattDahEpic> well i have to go so ill do that later
L1233[12:03:46] <PaleoCrafter> well, you didn't really derp, it's still shade's fault
L1234[12:03:52] <PaleoCrafter> but you could have used an easier approach
L1235[12:04:08] <PaleoCrafter> instead of turning off everything but what you want to draw, only specify what you want to draw :P
L1236[12:04:52] <PaleoCrafter> so do new OBJState(ImmutableList.of("Crystal"), true) etc. instead of your current approach
L1237[12:05:14] <Pennyw95> christ...my client still doesn't get the new information even after markBlockforUpdate (inside onBlockActivated) :(
L1238[12:05:48] <williewillus> MattDahEpic: also, that patch can be one line: http://pastebin.com/Vz7NK92y. formatting goes out the window when talking about vanilla, we just want tiny patches.
L1239[12:06:00] <williewillus> PaleoCrafter: I thought everything was on by default?
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L1241[12:06:20] <PaleoCrafter> nope, that's the derp on shade's part xD
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L1243[12:09:23] <williewillus> -.-
L1244[12:09:53] <Nitrodev> what is the ShapedOreRecipe
L1245[12:10:05] <Nitrodev> i've heard of the shapedrecipe but not of that
L1246[12:10:31] <williewillus> ore dictionary recipe
L1247[12:11:00] <Nitrodev> okay
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L1249[12:12:06] <williewillus> PaleoCrafter: yeah, it worked...so just invert everything for now? :p Or maybe I should leave it broken so I remember to fix it for real when he updates
L1250[12:12:24] <PaleoCrafter> just invert forever :P
L1251[12:12:30] <PaleoCrafter> actually reduces the amount of code :P
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L1258[12:18:32] <williewillus> yup that did it
L1259[12:18:37] <williewillus> the rings are a little darkened/screwy lighting
L1260[12:18:44] <williewillus> but otherwise it works
L1261[12:22:40] <Nitrodev> there is not suppsoed to be a semicolon after the for loop right?
L1262[12:22:51] <Nitrodev> kinda obvious question but still
L1263[12:23:08] <gigaherz> for(...);
L1264[12:23:12] <gigaherz> would create an empty for
L1265[12:23:16] <gigaherz> using ";" as the body of the for
L1266[12:23:16] <gigaherz> and
L1267[12:23:20] <gigaherz> for(...) {};
L1268[12:23:22] <williewillus> yeah that's the same as for() { }
L1269[12:23:24] <gigaherz> would just be a redundant ;
L1270[12:23:34] <gigaherz> in that position it does nothing to the for
L1271[12:23:51] <Nitrodev> okay i figured it out
L1272[12:23:54] <williewillus> whenever people end their inner classes with ; it's always like uhh this isn't C ;p
L1273[12:24:00] <gigaherz> I'm of the opinion that C-like languages should explicitly forbid ";" as the body of a loop
L1274[12:24:09] <Nitrodev> my IDE was just saying that there should be a ; there so
L1275[12:24:17] <gigaherz> "for(...);" should be a compile-time error ;P
L1276[12:24:29] <gigaherz> (or at the very least a slap in the face)
L1277[12:25:48] <gigaherz> brb
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L1279[12:26:48] <williewillus> fry|afk: if I want to recolor a bakedmodel on the fly using UnpackedBakedQuad, how would I do it? Same as the translating you taught me last time, I presume, but how do I change color in the put() method?
L1280[12:26:59] <williewillus> context: trying to render a bakedmodel in TESR that fades between the rainbow colors
L1281[12:27:20] <williewillus> and glcoloring obviously doesn't work
L1282[12:27:46] <tterrag|ZZZzzz> PaleoCrafter: I noticed that multiline code blocks still look bad inside admonitions
L1283[12:27:57] <tterrag|ZZZzzz> Think you could take a look? :)
L1284[12:28:01] <PaleoCrafter> ah, so you're not asleep after all :P
L1285[12:28:07] <PaleoCrafter> I already looked into it
L1286[12:28:09] <tterrag|ZZZzzz> Just waking up
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L1288[12:30:29] <Pennyw95> Uhm...I don't know why, but my Te's fluid isn't in sync with client about the kind of fluid it has inside but it syncs the amount...although I call both markBlockForUpdate and te.markDirty inside onBlockActivated (for the manual filling with a bucket)...any ideas why?
L1289[12:31:03] <PaleoCrafter> hm... put display: inline-block; overflow-x: visible inside div.admonition code
L1290[12:31:18] <Pennyw95> I mean, if before is water (default fluid instead of null even for an empty tank) and 0, after a bucket of lava the server says "lava 1000", the client says "water 1000"
L1291[12:31:24] <PaleoCrafter> wait, I can PR it :D
L1292[12:33:03] <tterrag> yes please :D
L1293[12:33:45] <Nitrodev> okay the custom craftingmanager stuff is so hard i'll just pass
L1294[12:35:50] <Xilef11> How should I deal with obfuscation when using reflection? (currently using ReflectionHelper.getPrivateValue(NBTTagCompound.class,src,"tagMap") but I doubt it will work outside eclipse)
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L1297[12:39:39] <tterrag> Xilef11: ReflectionHelper methods take varargs for names
L1298[12:39:45] <tterrag> just add the srg names to the passed in names
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L1300[12:40:12] <Xilef11> how do I find the srg names?
L1301[12:40:25] <tterrag> mcpbot
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L1304[12:40:37] <tterrag> !!gf NBTTagCompound.tagMap
L1305[12:40:37] <MCPBot_Reborn> === MC 1.8.9: net/minecraft/nbt/NBTTagCompound.tagMap (dn.b) UNLOCKED ===
L1306[12:40:38] <MCPBot_Reborn> Name : b => field_74784_a => tagMap
L1307[12:40:39] <MCPBot_Reborn> Descriptor : Ljava/util/Map;
L1308[12:40:39] <MCPBot_Reborn> AT : public net.minecraft.nbt.NBTTagCompound field_74784_a # tagMap
L1309[12:40:40] <shadekiller666> what does srg stand for?
L1310[12:40:40] <MCPBot_Reborn> Comment : The key-value pairs for the tag. Each key is a UTF string, each value is a tag.
L1311[12:40:41] <MCPBot_Reborn> Last Change: 2015-12-29 16:15:11.537170-05:00 (_bot_update_)
L1312[12:40:49] <tterrag> don't use !! though, just ! :P
L1313[12:40:59] <PaleoCrafter> Searge, shadekiller666
L1314[12:41:05] <shadekiller666> oh lol
L1315[12:41:23] <PaleoCrafter> btw, shadekiller666, your visbility stuff is borked :P
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L1317[12:42:17] <tterrag> PaleoCrafter: screenshot of new look?
L1318[12:42:58] <PaleoCrafter> http://s.mineformers.de/2016-01-07_19-42-55.png
L1319[12:43:17] <PaleoCrafter> I can make the multiline block take up the full width, in theory
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L1321[12:43:42] <tterrag> egh...what's with the huge padding on the single line blocks
L1322[12:43:50] <shadekiller666> PaleoCrafter, i know, i'm working on it
L1323[12:43:52] <PaleoCrafter> "huge"
L1324[12:44:08] <tterrag> huge compared to what it was O.o
L1325[12:44:14] <tterrag> also, was that text always justified?
L1326[12:44:21] <PaleoCrafter> it was
L1327[12:44:26] <tterrag> hm
L1328[12:44:34] <PaleoCrafter> and there wasn't any padding at all beforehand :P
L1329[12:44:35] <diesieben07> also i think what you mean is margin
L1330[12:44:42] <diesieben07> the padding is the thing INSIDE the border
L1331[12:44:55] <tterrag> I know what padding is and that's what I mean :P
L1332[12:45:02] <williewillus> where are the standard Client Thread/Server Thread loggers?
L1333[12:45:10] <PaleoCrafter> if you mean the vertical padding, that doesn't actually change the size of the entire thing
L1334[12:45:23] <PaleoCrafter> an inline-block just fills the line
L1335[12:45:34] <diesieben07> i think the inline code things have too much left and right margin
L1336[12:45:42] <tterrag> diesieben07: this is what it used to look like http://puu.sh/mn6hF.png
L1337[12:45:44] <PaleoCrafter> they don't have any margin at all
L1338[12:45:50] <PaleoCrafter> it's the justified formatting
L1339[12:46:01] <diesieben07> oh
L1340[12:46:02] <diesieben07> right
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L1342[12:46:41] <tterrag> and one more thing, why is the second line of the code block indented?
L1343[12:46:45] <tterrag> they have the same indentation in the source
L1344[12:46:52] <diesieben07> tterrag, i think the new one is better
L1345[12:46:53] <Huene> is there something different with 1.8 forge over 1.7 that would cause certifications to fail for half a dozen libraries?
L1346[12:47:04] <tterrag> diesieben07: it's definitely better
L1347[12:47:07] <tterrag> but I think it's not perfect :P
L1348[12:47:15] <diesieben07> of course not :D
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L1350[12:47:19] <PaleoCrafter> that indentation was there beforehand :P
L1351[12:47:25] <tterrag> so while we're here, why not improve it as best we can
L1352[12:47:31] <tterrag> PaleoCrafter: yeah I know, I'm asking why :P
L1353[12:47:35] <PaleoCrafter> no clue
L1354[12:47:37] <tterrag> it's not indented on GH
L1355[12:48:03] <BobDaRedDino> Is there a way to set the texture for an item in the json file based on damage value? Or do I have to register a different model for each damage value.
L1356[12:48:13] <PaleoCrafter> probably because it's indented in the markdown
L1357[12:48:20] <tterrag> PaleoCrafter: it's not
L1358[12:48:23] <tterrag> not any more than the first line
L1359[12:48:37] <tterrag> https://github.com/MinecraftForge/Documentation/pull/31/files#diff-2f1cbf017a8b135322ddf705f55c96afR29
L1360[12:48:40] <PaleoCrafter> well, I guess RTD's compiler strips the indentaiton on the first line
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L1362[12:48:59] <tterrag> probably mkdocs, not RTD
L1363[12:49:02] <PaleoCrafter> well yeah
L1364[12:49:02] <tterrag> I'll bug someone
L1365[12:49:18] <PaleoCrafter> bringing both lines on the level where the ''' starts should fix it
L1366[12:49:52] <tterrag> let me try
L1367[12:50:29] <PaleoCrafter> but I really can't do anything about the vertical padding, I think
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L1370[12:53:24] <tterrag> PaleoCrafter: yeah that just inverts the problem :/
L1371[12:53:31] <PaleoCrafter> hm...
L1372[12:53:41] <PaleoCrafter> what if you remove all indentation?
L1373[12:53:46] <tterrag> http://documentation-tterrag.readthedocs.org/en/latest/gettingstarted/
L1374[12:53:49] <Huene> is there any checklist for failed server installation I have a pastebin http://pastebin.com/xiAvh88F and I'm mostly sure it's something on my machine specifically, but I am at a loss for how to correct it, everything I see involving the truststore involves coding, and I'm more adminstation than coding oriented
L1375[12:53:50] <tterrag> I'll try
L1376[12:54:03] <tterrag> that'll probably break the admonition
L1377[12:54:10] <PaleoCrafter> we'll see :D
L1378[12:54:23] <Huene> I should mention that I also attempted build 1688 originally with the same results
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L1380[12:55:01] <tterrag> PaleoCrafter: it very much broke it, yes
L1381[12:55:08] <tterrag> admonitions require all following lines to be 4-space indented
L1382[12:55:15] <PaleoCrafter> then you'll have to bug the mkdocs people :D
L1383[12:55:19] <tterrag> already have
L1384[12:55:44] <tterrag> anyways, could we unjustify admonition text?
L1385[12:55:50] <tterrag> none of the rest of the text is justified
L1386[12:55:53] <tterrag> looks weird
L1387[12:56:34] <PaleoCrafter> all paragraphs are justified :P
L1388[12:57:39] <tterrag> huh...I guess so
L1389[12:57:43] <tterrag> I was looking at a page with a lot of lists
L1390[12:58:01] <PaleoCrafter> yeah, they aren't justified, might change that
L1391[12:58:02] <PaleoCrafter> http://s.mineformers.de/2016-01-07_19-57-22.png
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L1393[12:58:21] <PaleoCrafter> managed to reduce the vertical padding
L1394[12:58:29] <PaleoCrafter> looks chit on the multiline one though, I think
L1395[12:58:40] <tterrag> oh hey, the indentation is fixed O.o
L1396[12:58:49] <PaleoCrafter> I did that in the HTML :P
L1397[12:58:53] <tterrag> it doesn't look THAT bad
L1398[12:59:08] <tterrag> also, if the rest of the page is justified, may as well leave the admonitions that way
L1399[12:59:27] <PaleoCrafter> yeah, maybe change the text around a bit such that it looks better :D
L1400[13:00:28] <shadekiller666> Disney plans to release 5 more Star Wars movies in 5 years: http://moviepilot.com/posts/3713121?utm_source=fb-channel-superheroes&utm_medium=facebook&utm_campaign=these-5-upcoming-star-wars-movies-make-a-galaxy-far-far-away-seem-pretty-damn-close
L1401[13:00:29] <PaleoCrafter> it's not possible to have a class on multiline code blocks, is it?
L1402[13:00:38] <tterrag> a what?
L1403[13:00:41] <tterrag> oh
L1404[13:00:45] <tterrag> yeah I wish there was
L1405[13:00:46] <PaleoCrafter> that's pretty old news, shadekiller666 :P
L1406[13:00:48] <tterrag> but I don't think so
L1407[13:00:52] <PaleoCrafter> because then I could easily fix it
L1408[13:01:16] <gigaherz> a what?
L1409[13:01:16] <tterrag> yeah
L1410[13:01:19] <gigaherz> XD
L1411[13:01:22] <tterrag> tbh your last screenshot isn't that bad
L1412[13:01:32] <tterrag> gigaherz: <div class="codeblock">
L1413[13:01:35] <PaleoCrafter> thought :only-child might do it, but that doesn't account for text without tag around it :/
L1414[13:01:57] <gigaherz> isn't that <pre>?
L1415[13:02:37] <gigaherz> well it still doesn't do syntax highlihgting and coloring, but it will maintain the spaces and linebreaks of the content
L1416[13:02:58] <PaleoCrafter> doesn't matter if it's pre or div, it's about the class :P
L1417[13:03:44] <gigaherz> why would "class" not be supported there?
L1418[13:03:54] <gigaherz> http://www.w3schools.com/tags/tag_pre.asp
L1419[13:04:00] <PaleoCrafter> ...
L1420[13:04:11] <PaleoCrafter> the HTML is generated
L1421[13:04:16] <diesieben07> whooo w3schools
L1422[13:04:35] <Huene> can anyone make any recomendation for any troubleshooting reading regarding minecraft forge server installations?
L1423[13:04:47] <gigaherz> PaleoCrafter: the w3schools link shows how to configure an arbitrary div to behave like a <pre>
L1424[13:04:56] <PaleoCrafter> geez
L1425[13:05:00] <PaleoCrafter> that's not the problem
L1426[13:05:16] <tterrag> PaleoCrafter: yeah :only-child hits on the first code block in that admonition as well
L1427[13:05:20] <gigaherz> wait you mean that something else generates the html
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L1429[13:05:24] <gigaherz> and you have no way to edit it
L1430[13:05:24] <gigaherz> Xd
L1431[13:05:27] <PaleoCrafter> exactly
L1432[13:05:29] <tterrag> since it's just <div> [text] <code> [text] </div>
L1433[13:05:30] <tterrag> darn
L1434[13:05:32] <PaleoCrafter> yeah
L1435[13:05:37] <diesieben07> Huene, i looked at your crash and it just looks like your computer for some reason does not accept some certtificate... but there shouldn't be any https downloading, so i don't knwo WHY that is.
L1436[13:06:02] <shadekiller666> now someone in IN tried logging into my Steam
L1437[13:06:08] <shadekiller666> stupid phishin
L1438[13:06:12] <shadekiller666> phishing
L1439[13:06:13] <tterrag> PaleoCrafter: commit what you have, it's better than the current look
L1440[13:06:21] <PaleoCrafter> http://s.mineformers.de/2016-01-07_20-06-02.png I think that's a good compromise
L1441[13:06:37] <tterrag> yeah that's fine :P
L1442[13:07:04] <Huene> diesieben07, I found that out already, but I'm not quite sure where to begin, I've already downloaded both oracle java 8 and openjdk 8, and switched forge versions, by any chance can you confirm that at least it's not related to forge directly? if so I can take it to java
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L1444[13:08:09] <diesieben07> one second
L1445[13:08:15] <Huene> thank you
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L1447[13:09:04] <tterrag> PaleoCrafter: so you are justifying lists?
L1448[13:09:07] <tterrag> that could be ugly...
L1449[13:09:28] <PaleoCrafter> actually seems to look fine
L1450[13:09:41] <tterrag> pic?
L1451[13:09:47] <PaleoCrafter> http://s.mineformers.de/2016-01-07_20-09-44.png
L1452[13:09:53] <PaleoCrafter> I'll look through a few of the pages
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L1455[13:10:20] <tterrag> check the versioning page
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L1457[13:10:52] <diesieben07> Huene, ok, the only thing (as far as I can see) being https here is https://libraries.minecraft.net/. can you verify that their certificate is accepted on your machine?
L1458[13:10:54] <PaleoCrafter> it doesn't look any different there
L1459[13:11:02] <PaleoCrafter> the last line in a justified text will always be left aligned
L1460[13:11:34] <Huene> diesieben07, I have to research how, but I'll check, one moment
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L1466[13:23:12] <Xilef11> is it possible to get an InputStream from a ResourceLocation on the server?
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L1468[13:24:08] <Huene> diesieben07, I'm having a bit of trouble finding how to list it with my limited vocabulary related to certificates, and everything that I'm finding regarding certificates is unfortunately a coding guide assuming that the problem is the code which as we were discussing I'm pretty sure is not the case
L1469[13:24:09] <gigaherz> Xilef11: keep in mind the server jardoes not have the resources
L1470[13:24:46] <diesieben07> Huene, then unfortunately i also do not know how to further help you
L1471[13:24:53] <Xilef11> isn't it the same jar?
L1472[13:25:03] <diesieben07> the server doesn't have a resource syste
L1473[13:25:07] <diesieben07> and no it's not the same jar
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L1475[13:25:21] <diesieben07> if you want to load resources on the server: MyMod.class.getResource / getResourceAsStream
L1476[13:25:56] <gigaherz> Xilef11: foryour mod, it is, but it's not the same files for Minecraft
L1477[13:25:57] <Huene> diesieben07, that's alright, would your understanding of it indicate that it'd be more appropriate to reach out to the OS or java developers
L1478[13:26:16] <gigaherz> Xilef11: the whole reason we have the proxy system is that the code inside the jars is slightly different
L1479[13:26:17] <tterrag> Xilef11: no it's not the same jar
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L1481[13:26:23] <tterrag> and most resource related classes are client only
L1482[13:26:25] <gigaherz> the compiler/obfuscator removes unused methods and classes
L1483[13:26:28] <tterrag> there is no resource manager on the serverside
L1484[13:26:32] <diesieben07> i am not sure how java manages ssl certificates. it depends :D
L1485[13:26:42] <gigaherz> Java has a certificate program
L1486[13:26:46] <gigaherz> which generates signing stores
L1487[13:26:49] <gigaherz> which you can move around
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L1489[13:26:59] <gigaherz> I had to mess with that when doing android compilations
L1490[13:27:07] <diesieben07> this is abotu an HTTPS connection
L1491[13:27:10] <Xilef11> diesieben07, its not in *my* mod's jar...
L1492[13:27:17] <diesieben07> what jar then?
L1493[13:27:21] <gigaherz> ah https certs are a different matter
L1494[13:27:32] <Huene> ok thank you all for the nudge in the right direction then
L1495[13:27:56] <Xilef11> the jar of a mod that's using my mod's api
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L1521[13:31:44] <gigaherz> JRE stores certificates inside keystore named as "cacerts" in folder <jre>/lib/security
L1522[13:31:44] <gigaherz> it's a keystore file that you can manage with keytool
L1523[13:31:44] <gigaherz> "Common password of keystore is "Changeit""
L1524[13:31:44] <diesieben07> Xilef11, Loader.instance().getModClassLoader().getResource[AsStream]()
L1525[13:31:44] <gigaherz> https://docs.oracle.com/cd/E19830-01/819-4712/ablqw/index.html
L1526[13:31:44] <gigaherz> the location can apparently be changed through cmdline args
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L1530[13:31:44] <Xilef11> the name of the resource should be in what format?
L1531[13:31:44] <gigaherz> "path/inside/jar.wahtever" I guess
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L1533[13:31:44] <diesieben07> it's the path, starting at the classpath root
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L1535[13:31:44] <diesieben07> with the classpath being every mod jar
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L1554[13:44:41] <williewillus> anyone know why the lighting is off for the item form of the model? https://i.gyazo.com/12cbaf3160ff117e190ab1e717cdb66b.png
L1555[13:44:42] <williewillus> OBJ
L1556[13:45:11] <williewillus> It's not a straight-from-blockstate-json obj, I pass it through a smartmodel to turn some groups on/off, if that matters
L1557[13:46:47] <williewillus> shadekiller666/fry ^
L1558[13:47:20] <fry> that shouldn't matter, no
L1559[13:48:47] <shadekiller666> williewillus, you have a very strange test world...
L1560[13:49:03] <shadekiller666> whats with the pigs and obsidian
L1561[13:49:19] <williewillus> botania multiblock, pigs are from a spawner :p
L1562[13:49:28] <williewillus> (incomplete multiblock) :p
L1563[13:49:36] <gigaherz> that's a botania enchanter shadekiller666 XD
L1564[13:49:44] <Pennyw95> botania 1.8?
L1565[13:49:48] <gigaherz> yup he's porting
L1566[13:49:49] <williewillus> yeppers
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L1568[13:49:54] <Pennyw95> cool
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L1570[13:50:20] <shadekiller666> is that all of it?
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L1572[13:50:26] <shadekiller666> or is there a portion missing
L1573[13:50:36] <shadekiller666> cuz it looks like a random assortment of blcoks
L1574[13:50:39] <williewillus> I broke it :p
L1575[13:50:41] <shadekiller666> blocks*
L1576[13:50:44] <shadekiller666> ok
L1577[13:50:45] <williewillus> there's usually flowers around and pylons
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L1579[13:50:58] <shadekiller666> ok
L1580[13:50:59] <williewillus> anyways, any idea on the lighting issue? not sure where to poke
L1581[13:51:19] <shadekiller666> fry, thats on you, i don't know much about the lighting
L1582[13:51:45] <williewillus> I got the TESR to render properly though, your group configs in OBJState are inverted :p
L1583[13:51:55] <shadekiller666> O.o
L1584[13:51:56] <williewillus> https://i.gyazo.com/c8c9c93767a0a9affda3333406157bc0.png
L1585[13:52:05] <shadekiller666> group configs aren't released yet...
L1586[13:52:09] <williewillus> *group vis
L1587[13:52:28] <shadekiller666> good to know whats wrong with them
L1588[13:52:29] <shadekiller666> lol
L1589[13:52:31] <williewillus> I treated everything like it was off, then passed the groups I wanted to turn on to OBJState, with "false" as a param :p
L1590[13:52:41] <williewillus> and it worked
L1591[13:52:47] <shadekiller666> O.O
L1592[13:52:50] <shadekiller666> huh
L1593[13:52:58] <williewillus> PaleoCrafter found out for me :p
L1594[13:53:01] <shadekiller666> that will work as intended when i get this out :P
L1595[13:53:09] <shadekiller666> lol
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L1597[13:53:42] <fry> no idea what could be wrong.
L1598[13:54:16] <masa> stuff. stuff is wrong. probably...
L1599[13:54:27] <shadekiller666> nooooo
L1600[13:54:33] <shadekiller666> you dont say!
L1601[13:54:42] <masa> nooooo not the stuff!
L1602[13:54:50] <Xilef11> I always get a null InputStream... https://gist.github.com/Xilef11/16906341c7bac7ff6dbd
L1603[13:55:07] <Wuppy> wow Creeper World 3 is a great game :O
L1604[13:55:21] <Wuppy> anyone here who likes strategy should realy play it :)
L1605[13:56:17] <Huene> diesieben07, is there a certificate that I can simply import into java for the installer to work? I am either missing something completely. or I just don't have the certificate, but I don't know where it's supposed to get the cert from, I figured the installer would get it is this not the case?
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L1607[13:57:00] <diesieben07> well, this is just the mojang server. if your java for reasons I do not know does not accept it there is *something* wrong on your sytem. i do not know if it's java or the OS though.
L1608[13:57:05] <williewillus> disabling the pipeline does nothing, just thought I'd give that a shot
L1609[13:58:07] <Huene> I thought as much which is why before I asked the question I tried to open firefox on the server and load up the old /play website but it appears it's not on minecraft.net anymore
L1610[13:58:21] <Huene> so unforutnately I don't know where to get the actual cert
L1611[13:58:25] <williewillus> the old web MC hasn't been there in ages :p
L1612[13:58:35] <Huene> yup yup, which shows how often I use it
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L1615[13:59:23] <Huene> however it was the only thing I could think of that might trigger the cert download
L1616[13:59:45] <diesieben07> https://libraries.mojang.com
L1617[13:59:52] <diesieben07> wait no
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L1619[13:59:55] <diesieben07> https://libraries.minecraft.net/
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L1622[14:00:43] <Huene> yup tried that too, when I attempt to acces that I get some XML that basically says access denied
L1623[14:00:59] <diesieben07> yes, that's fine
L1624[14:01:04] <diesieben07> it is about the certificate only
L1625[14:01:11] <Pennyw95> @diesienben07 world.markBlockForUpdate should always go before markDirty?
L1626[14:01:30] <diesieben07> the both have nothing to do with each other
L1627[14:01:47] <diesieben07> markBlockForUdpate to resent the description packet. markDirty to say "the data (serverside!) of this TileEntity has changed"
L1628[14:01:49] <Huene> ok then I'm confused, no cert attempts installation when I do that, and I'm not sure what a cert file looks like so I don't know what path to enter to get it
L1629[14:02:02] <Pennyw95> I hoped that was the cause of my troubles lol
L1630[14:02:07] <diesieben07> this sounds like a problem with your java installation honestly
L1631[14:02:14] <diesieben07> have you tried a fresh java installation=?
L1632[14:02:21] <Huene> I agree, except I've installed two versions both fail
L1633[14:02:39] <Huene> ubuntu, and update-alternatives was performed
L1634[14:02:55] <Huene> so it should be looking in all the right places
L1635[14:03:43] <Huene> I'm using java 8 by oracle currently, and alternatively have openjdk installed
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L1637[14:03:45] <Mathe172> I have a question concerning a specific line of code (https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/discovery/JarDiscoverer.java#L45) in FML: Why does it call getMainAttributes() instead of getAttributes()? This check doesn't seem to ever apply. (I have no idea where to ask this, so I'm asking here)
L1638[14:04:32] <Huene> I'll purge and reinstall and try again though maybe it's just something wierd
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L1640[14:07:25] <diesieben07> Mathe172, read the manifest spec (https://docs.oracle.com/javase/7/docs/technotes/guides/jar/jar.html). getMainAttributes is correct. getAttributes(String) gives you the attributes for a sub-category
L1641[14:09:07] <Mathe172> diesieben07: Are you sure? I'm trying to debug a mod that definitely has the 'FMLCorePlugin'-Attribute set, but the check fails for some reason
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L1643[14:09:48] <diesieben07> well, then your manifest is invalid, because if this would fail i am sure you'd not be the first one to complain. do you for example have a newline at the end of hte manifest (you should really not be generating it by hand)?
L1644[14:10:11] <tterrag> Mathe172: are you using gradle to generate your manifest?
L1645[14:10:21] <tterrag> if not, you likely made a syntax error (do you have two newlines at the end?)
L1646[14:10:44] <Huene> unbelievable, purge worked
L1647[14:11:03] <Huene> (unbelievable that I didn't try it first, rather than spend hours trying to fix it -- not that it actually fixed it)
L1648[14:11:10] <Mathe172> diesieben07, tterrag: I'm using gradle to generate it, so it should be fine
L1649[14:11:46] <Pennyw95> Something is puzzling me...I put both markBLockForUpdate and MarkDirty inside onBlockActivated when I place a fluid in my TE's tank with a bucket. If I turn OFF the writing and reading of nbt data for the recipe (which contains the fluid's data) it all works. However, as I re-add the recipe's data to the nbt the fluid changes for a brief moment (I can see it from the TESR that changes the tessellated quad's
L1650[14:11:46] <Pennyw95> texture) and then reverses back. COuld it be that there's something that makes it read nbt again and thye didn't save properly?
L1651[14:12:27] <Pennyw95> Only the client data reverses to the default fluid, the serverf knows of the change
L1652[14:12:46] <shadekiller666> sounds like a desync
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L1654[14:13:18] <Pennyw95> how can I trace it?
L1655[14:14:44] <Xilef11> I can't figure out why the InputStream is always null https://gist.github.com/Xilef11/16906341c7bac7ff6dbd
L1656[14:15:56] <tterrag> Xilef11: I don't think that construction of path is valid
L1657[14:16:10] <tterrag> print out the path before you use it
L1658[14:16:14] <tterrag> make sure it's valid
L1659[14:16:37] <Xilef11> what is "valid" ?
L1660[14:16:53] <Mathe172> diesieben07: Ok, you were right, getMainAttributes() seems to be correct. get("FMLCorePlugin") however returns null, even though Eclipse claims there is an Entry with Key "FMLCorePlugin"
L1661[14:17:17] <diesieben07> eclipse?
L1662[14:17:27] <diesieben07> this does not matter in-dev
L1663[14:17:30] <Xilef11> it ends up being /assets/modid/patterns/file.json
L1664[14:17:48] <tterrag> does that actually point to a file?
L1665[14:17:53] <tterrag> check the jar, make sure it matches
L1666[14:17:58] <LexManos> https://github.com/MinecraftForge/MinecraftForge/issues/1703#issuecomment-169789378 >.<
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L1669[14:19:27] <Xilef11> it matches (there is a path assets/modid/patterns/file.json at its root)
L1670[14:20:01] <Mathe172> What do you mean by 'does not matter in-dev'? The next line never gets reached (confirmed by the logs) for some reason
L1671[14:20:37] <ThePsionic> Lex: Now That's What I Call Necro™
L1672[14:21:05] <williewillus> In a perspective model for the GUI transform do I have to do TRSRTransformation.blockCenterToCorner or anything like that?
L1673[14:21:20] <diesieben07> Mathe172, in-dev coremods are loaded using a command line argument
L1674[14:21:56] <Xilef11> thing is, not sure what the root is for the ModClassLoader
L1675[14:22:20] <Mathe172> diesieben07, I've attached the debugger to an instance started by the launcher, so this should not be an issue
L1676[14:22:40] <diesieben07> So you are not actually launching from eclipse. you should have said that :P
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L1678[14:23:10] <Mathe172> True, I should have specified :D
L1679[14:23:18] <williewillus> lol also the bug ticket that was like "OBJMODELPLS"
L1680[14:24:10] <LexManos> ya people who dont do research are retarded
L1681[14:24:27] <sham1> you dont say
L1682[14:24:30] <LexManos> 'OMFG DO DIS CUZ I LAZY' ... we added what you want 3 years ago..
L1683[14:24:52] <shadekiller666> lol
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L1686[14:25:38] <shadekiller666> did some one actually file a bug report to request adding obj models?
L1687[14:26:46] <LexManos> https://github.com/MinecraftForge/MinecraftForge/issues/2344
L1688[14:28:34] <smbarbour> "servers are not supposed to change the mod list for existing worlds" That's news to me... the servers I play on as well as run update mods at least twice per month.
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L1690[14:29:37] <gigaherz> not update, that means add and remove mods to existing worlds
L1691[14:29:47] <smbarbour> We do that too.
L1692[14:29:56] <gigaherz> yeah that can have bad results
L1693[14:29:59] <gigaherz> depending on the mod
L1694[14:30:12] <gigaherz> but can doesn't mean will
L1695[14:30:16] <smbarbour> We try not to remove anything with worldgen.
L1696[14:30:26] <shadekiller666> wow lol
L1697[14:30:47] <shadekiller666> 'you're welcome for the loader, btw...' :P
L1698[14:31:20] <tterrag> it shouldn't
L1699[14:31:27] <tterrag> mod removals should be handled just fine
L1700[14:31:42] <tterrag> if removing a mod ruins the world then there's either a bug in forge or the mod is doing something horrible
L1701[14:31:51] <tterrag> (likely the latter)
L1702[14:32:22] <gigaherz> well it may not ruin the world per se
L1703[14:32:39] <smbarbour> Nothing should break if you remove mods (unless you're removing Reika's stuff... then all hell breaks loose), but if those mods have things like ores, you get air pockets underground, and mobs can and do spawn in them.
L1704[14:32:54] <gigaherz> but like, all the blocks that were created by that mod would ge deleted from loaded chunks, no?
L1705[14:33:02] <gigaherz> get*
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L1707[14:33:13] <tterrag> of course
L1708[14:33:20] <tterrag> yeah it can get messy, but it shouldn't /crash/
L1709[14:33:29] <tterrag> and you can use MIDAS or something to replace the blocks before hand
L1710[14:33:35] <gigaherz> yeah
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L1712[14:34:00] <williewillus> MIDAS still exists? wow almost forgot about that
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L1715[14:35:40] <tterrag> Pretty sure
L1716[14:35:53] <tterrag> It may be a forked forked fork
L1717[14:35:59] <tterrag> But its around :p
L1718[14:36:11] <Mathe172> Ok, I seem to have found the error, I created an Issue-report (https://github.com/MinecraftForge/MinecraftForge/issues/2346) for it
L1719[14:37:12] <LexManos> Mathe172, Why are you making a coremod?
L1720[14:38:12] <Mathe172> Because we're rewriting the command-system of minecraft, and are trying to make the mod forge-compatible :) (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2452523-commands-v1-2-newcommands-better-faster-more)
L1721[14:38:27] <Mathe172> I don't think that's possible without coremods ;)
L1722[14:38:39] <tterrag> should be possible with events, if a bit tricky
L1723[14:38:54] <LexManos> whats wrong with the current command syste,?
L1724[14:39:07] <LexManos> And yes, it's compleetly possible with out a coremod
L1725[14:39:29] <Mathe172> tterrag: To specify: What we're doing doesn't seem possible
L1726[14:39:43] <LexManos> even without events
L1727[14:39:46] <tterrag> can do anything with the command event, including completely overriding the system
L1728[14:39:49] <LexManos> its compleetly possible
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L1730[14:39:55] <Mathe172> We have to change lots of Baseclasses to get precompilation and other stuff working
L1731[14:40:10] <LexManos> no you dont
L1732[14:40:20] <LexManos> you're doing the entire system wrong.
L1733[14:40:55] <Mathe172> As for the reason: The current system doesn't allow for variables or reading out scores or NBTs and using them
L1734[14:41:48] <smbarbour> Sure it can
L1735[14:41:56] <shadekiller666> vanilla's commands allow NBT
L1736[14:42:05] <shadekiller666> for blocks items and entities
L1737[14:42:14] <Mathe172> smbarbour, shadekiller666: But you can't use the result in a command ;)
L1738[14:42:25] <shadekiller666> what?
L1739[14:42:31] <shadekiller666> NBT as a command?
L1740[14:42:39] <Mathe172> How would you for example store the compiled command for each command-block and only compile it again if necessary?
L1741[14:42:55] <shadekiller666> what
L1742[14:43:10] <LexManos> Side note: OH DEAR FUCKING GOD THE FRAMES AHHHHHHHHHHHHHHHHHHHHHHHHH
L1743[14:43:14] <shadekiller666> command blocks store their command in the TileEntity NBT
L1744[14:43:18] <Mathe172> shadekiller666: For example /say @n[Mathe172,Motion] would print out my motion vector
L1745[14:43:45] <shadekiller666> that doesn't require a coremod
L1746[14:43:53] <shadekiller666> just override the /say command...
L1747[14:44:07] <smbarbour> Or just make a custom command
L1748[14:44:29] <shadekiller666> can't you unregister a command too
L1749[14:45:03] <LexManos> ya the fact that you cant read a simple function and understand what its doing when its NOT decompiled code {the descoverer} makes me feel you arnt smart enough to be trusted editing base classes.
L1750[14:45:15] <LexManos> Beyond that everything you are doing so far can be done without editing
L1751[14:45:20] <Mathe172> shadekiller666 We want to store the compiled command for each command block separately, so it doesn't have to be parsed each time the commandblock is triggered
L1752[14:45:26] <LexManos> Worst case by just compleetly replacing the command managers
L1753[14:45:52] <shadekiller666> Mathe172, parsing takes like 1/10 of a second
L1754[14:46:02] <LexManos> you can already do that without base edits
L1755[14:46:02] <Mathe172> Lex: The function cited is in fact wrong...
L1756[14:46:16] <LexManos> we allow arbitrary data to be stored with tes
L1757[14:46:27] <LexManos> and the function is in fact, not wrong
L1758[14:46:42] <LexManos> the code you're citing is actually old code that no longer should be there
L1759[14:46:58] <LexManos> the rest of the function is fine
L1760[14:47:22] <Mathe172> shadekiller666: 1/10 would be to much, also the new system takes a bit longer since the syntax is a lot more flexible
L1761[14:47:46] <Mathe172> Lex: I didn't claim the function was wrong, just the line (sorry for not being clear enough)
L1762[14:48:01] <williewillus> mmm 1.8 modpack delicious non-shitty modded fps
L1763[14:48:11] <LexManos> <Mathe172> Lex: The function cited is in fact wrong...
L1764[14:48:19] <LexManos> claiming the function is wrong
L1765[14:48:20] <LexManos> anyways
L1766[14:48:42] <Mathe172> Hmm, in that case, fail :P
L1767[14:48:43] <shadekiller666> Mathe172, the point: it takes an insignificant amount of time to parse
L1768[14:48:46] <LexManos> we've told you everything you want to do in your mod is possible without a coremod
L1769[14:49:09] <smbarbour> But seriously... you don't need a coremod. Just make your own command and use that in a command block instead of trying to rewrite the /say command
L1770[14:49:09] <LexManos> your PROPER coruse of action when told this by people who know a lot more about minecraf thten you do, is to go rethink your project and attempt to do it without a coremod
L1771[14:49:23] <williewillus> why did mojang combine the block/item texturesheet in 1.8?
L1772[14:49:28] <LexManos> And to help you on your way with this I will allocate you an allotment of time to go do it.
L1773[14:49:39] *** Mathe172 was kicked by MineBot (Banned: 1 Day should do. (1d)))
L1774[14:49:44] <smbarbour> LOL
L1775[14:49:48] *** Kobata_ is now known as Kobata
L1776[14:50:21] <smbarbour> "Now go, and be free of the distraction of this channel for a day."
L1777[14:50:27] <shadekiller666> what exactly is a coremod actually required for?
L1778[14:50:31] <Drullkus> *gasp*
L1779[14:50:32] <williewillus> nearly nothing
L1780[14:50:34] <LexManos> almost nothing
L1781[14:50:44] <LexManos> what it SHOULD be used for
L1782[14:50:46] <shadekiller666> whats the "almost"
L1783[14:50:49] <LexManos> is prototyping PRs to Forge
L1784[14:50:55] <Lumien> Core Vanilla Stuff
L1785[14:50:57] <williewillus> if you need a hook in a very, very precise place maybe, but generally other events or making PR's is better
L1786[14:51:14] <LexManos> if you think that vanilla should change to help modding, then you should be putting it into Forge, not your coremod
L1787[14:51:48] <smbarbour> My best guess is... make coremods when you need something really special in an old version of Minecraft that Forge won't be updated for.
L1788[14:51:57] <Lumien> Well some places in rendering and stuff aren't really great for firing events
L1789[14:52:01] <LexManos> the problem is people fail to have the balls to stand up to one simple question so they hide behind a coremod.
L1790[14:52:09] <LexManos> It's a really simple question: Why?
L1791[14:52:17] <LexManos> Not many coremodders can answer it
L1792[14:52:36] <Drullkus> The world may never know
L1793[14:52:43] <shadekiller666> so, its useful for forge development, but the wrong option for everything else...
L1794[14:53:08] <LexManos> essentially? yes
L1795[14:53:33] <LexManos> There are a FEW legit uses, like adding shader support, {nobody has done a PR for that yet} or oculus suppoty
L1796[14:53:53] <LexManos> But 99% of people do it wrong.
L1797[14:54:00] <williewillus> can't 1.8 load shaders natively?
L1798[14:54:20] <LexManos> yes but as with most mojang things
L1799[14:54:25] <williewillus> half baked?
L1800[14:54:25] <williewillus> :p
L1801[14:54:26] <LexManos> its 1/2 assed
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L1803[14:54:54] <shadekiller666> isn't official oculus support coming?
L1804[14:55:02] <LexManos> Doubt it
L1805[14:55:05] <Drullkus> shadekiller666: Not soon enough
L1806[14:55:15] <LexManos> the microsoft holo lense is being supported
L1807[14:55:19] <LexManos> by the windows 10 version
L1808[14:55:23] <williewillus> also probably not for java
L1809[14:55:26] <LexManos> which means we dont get any use
L1810[14:55:30] <Drullkus> Unfortunately, that's windows 10, yes
L1811[14:55:32] <shadekiller666> i know Notch said no when Facebook baught Oculus, but he's no longer in charge... and MS is in Oculus' pants
L1812[14:55:40] <Drullkus> heh
L1813[14:55:48] <LexManos> holo lense isnt oculus
L1814[14:55:55] <LexManos> its a propriatry competitor
L1815[14:55:55] <shadekiller666> i know
L1816[14:56:19] <shadekiller666> an xbone controller is being shipped with every Oculus headset
L1817[14:56:38] <shadekiller666> and the minecraft logo is on the page with the list of games for oculus
L1818[14:56:43] <LexManos> thats jsut cuz the xbox is closely tied to pcs
L1819[14:56:49] <LexManos> and is easy to hook in
L1820[14:56:50] <Drullkus> So far we don't even know how the hololens tech is gonna work behind the scenes, only what is does
L1821[14:56:52] <LexManos> unlike the ps3/4
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L1823[14:57:06] <shadekiller666> PS4 controllers are super easy to use on pc
L1824[14:57:06] <Drullkus> it*
L1825[14:57:08] <masa> hm, VR stuff... I have hard enough time keeping my mouse clean, I don't need a freakin monitor helmet sitting on my head 12h a day :p
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L1827[14:57:35] <shadekiller666> they're XInput compatible
L1828[14:57:37] <Drullkus> masa: inb4 neck strains
L1829[14:57:56] <shadekiller666> masa, you don't have to wear it the entire time
L1830[14:58:33] <masa> i don't have to wear it at all. period. :p
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L1833[14:59:44] <LexManos> side note anyone happen to have a old ps4?
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L1835[15:00:03] <Xilef11> does someone have an idea of what I'm doing wrong? https://gist.github.com/Xilef11/16906341c7bac7ff6dbd
L1836[15:00:34] <killjoy> ResourceLocation isn't a resource on the classpat
L1837[15:01:50] <Lumien> IResourceManager.getResource & IResource.getInputStream() gives you an input stream btw
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L1839[15:02:11] <Xilef11> I need it server side
L1840[15:02:16] <Lumien> oh nevermind just saw it^^
L1841[15:02:34] <PaleoCrafter> Xilef11, put a slash at the beginning of the path :P
L1842[15:02:39] <LexManos> why?
L1843[15:02:42] <tterrag> Old ps4? Isn't that an oxymoron?
L1844[15:02:42] <Xilef11> tried that
L1845[15:02:42] <killjoy> if you need it server-side, don't use a resourcelocation
L1846[15:02:49] <killjoy> use a config
L1847[15:03:03] <williewillus> he wants to retrieve files from another mod's jar :p
L1848[15:03:25] <PhiPro> To clarify, I'm not Mathe172 using a second account, but a coauthor of the mod
L1849[15:03:27] <PhiPro> The actual reason we're using a coremod (we know we shouldn't...) is that we developed the mod to be used with Vanilla (without Forge) and want to use the same code for this version and the new forge-compatible version
L1850[15:03:53] <killjoy> so this is the common impl
L1851[15:04:31] <Xilef11> ?
L1852[15:04:39] <LexManos> PhiPro, Again even wtihtout forge you dont need a coremod, you just need a loader.
L1853[15:04:55] <LexManos> Also, you should make 'vanila' mods. Thats a horrible thing to do.
L1854[15:05:03] <LexManos> There is no legitimate reason to NOT use Forge when modding.
L1855[15:05:20] <LexManos> But, thats another argument.
L1856[15:06:28] <killjoy> coremod is a forge term anyway
L1857[15:06:35] <killjoy> you're thinking of a itweaker
L1858[15:06:59] <LexManos> {Which technically is a Forge term ;)}
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L1860[15:08:26] <killjoy> i guess since cpw made that interface, it belongs to forge. /
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L1863[15:13:52] <Xilef11> does someone have an example for Loader.instance().getModClassLoader().getResourceAsStream() ?
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L1866[15:15:39] <LexManos> OH
L1867[15:15:41] <LexManos> OH GOD
L1868[15:15:41] <LexManos> https://github.com/Mathe172/NewCommands/blob/master/Server/src/net/minecraft/block/Block.java
L1869[15:16:01] <LexManos> THEY HAVE ALL THE MOJANG CODE ON GITHUB
L1870[15:16:23] <AbsentThirdEye> Great, now we can do some mass production
L1871[15:16:34] <AbsentThirdEye> I'm kidding, of course
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L1873[15:17:16] <shadekiller666> thats more than illegal isn't it
L1874[15:18:03] <LexManos> yup
L1875[15:18:07] <Matthew> https://github.com/infinitec0der/Sink-MC/tree/master/net/minecraft
L1876[15:18:19] <PhiPro> actually only the classes we modified (let's not talk about if those changes are necessary or not...) and we stated that in the README
L1877[15:18:23] <LexManos> There are a lot of repos with raw MC code in it
L1878[15:18:38] <LexManos> There is a reason we force FG to ignore the build folder explicitly
L1879[15:18:43] <Matthew> yeah searched github for __OBFID
L1880[15:19:11] <shadekiller666> seriously
L1881[15:19:14] <gigaherz> Matthew: you could have found some of my old old code with that, I copypasted some of those at the beginning
L1882[15:19:15] <gigaherz> XD
L1883[15:19:17] <shadekiller666> wow
L1884[15:19:26] <LexManos> I know PhiPro and what im saying is you're doing it wrong,
L1885[15:20:09] <LexManos> Also protip: Working with patch files makes it easier to update then using full classes
L1886[15:21:25] <killjoy> that guy also has the binaries
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L1889[15:23:35] <LexManos> Seriously it's kids like this who give coremods a bad name.
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L1891[15:25:03] <killjoy> well that's just bad practice even without a coremod
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L1894[15:27:21] <killjoy> https://twitter.com/sp614x/status/685200658035798016
L1895[15:30:43] <LexManos> fry, -^
L1896[15:30:47] <LexManos> Hes the render guy
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L1898[15:31:04] <PhiPro> Just as an example: How would you go about adding some data to the CommandBlock-TE? The only thing I found was to derive the class and change all references. But I don't see how a coremod can be less compatible than that
L1899[15:31:23] <LexManos> grep ForgeData
L1900[15:31:42] <LexManos> also we're working on a cool new system
L1901[15:31:49] <killjoy> do tell
L1902[15:31:50] <LexManos> much fun in the works
L1903[15:32:03] <LexManos> https://github.com/MinecraftForge/MinecraftForge/compare/master...LexManos:Capabilities?expand=1
L1904[15:32:22] <Drullkus> o.O?
L1905[15:32:33] <LexManos> https://github.com/MinecraftForge/MinecraftForge/compare/master...cpw:capabilities cpw's version I didnt like the complexity.
L1906[15:33:15] <Drullkus> Wait, what exactly is capibilities?
L1907[15:33:24] <LexManos> Go look at my example mod
L1908[15:33:29] <LexManos> and the Furnace patch
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L1910[15:35:07] <killjoy> tile entity per side?
L1911[15:35:40] <killjoy> oh, different actions per side clicked on?
L1912[15:36:09] <LexManos> No more needed for ISidedInventory, you just use Inventory!
L1913[15:36:30] <LexManos> No more need for 'canFillFrom(Side)' you just use get(TANK, SIDE)
L1914[15:37:05] <LexManos> There are a lot of things you can do with this considering Forge goes the whole 9 yards witht he 'sides of blocks can be different interfaces'
L1915[15:37:48] <killjoy> I can see TE and TC having fun with that
L1916[15:37:49] <LexManos> It also lets you have things like multiblocks without stupid stupid hacks like CBMP does {on top of all the stupid things that thing does u.u}
L1917[15:37:52] <Drullkus> Interesting :D
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L1919[15:38:53] <shadekiller666> lex, multiparts you mean? the "multiple pieces of a block in one block space" etc.?
L1920[15:39:09] <killjoy> yes, that is what a multipart is
L1921[15:39:16] <LexManos> ama is working on a not-shit Multipart API.
L1922[15:39:43] <LexManos> Which *MIGHT* get into Forge considering 1) its not scala 2) Hes doing a lot fo things right 3) ITS NOT FUCKING SCALA 4) This will help it a lot
L1923[15:40:08] <LexManos> He hasnt sent me a draft to review yet so that is FAR ion the future
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L1925[15:40:20] <ThePsionic> 5) tbh who even uses scala
L1926[15:40:55] <PaleoCrafter> what if it was Kotlin, or, beware, Clojure? :P
L1927[15:41:02] <shadekiller666> 6) ITS NOT FUCKING WRITTEN IN SCALA!
L1928[15:41:28] <PaleoCrafter> huh, I thought ama already had you take a look Oo
L1929[15:41:32] <ThePsionic> PaleoCrafter: https://en.wikipedia.org/wiki/Whitespace_(programming_language)
L1930[15:41:35] <shadekiller666> do both of those run on the JVM PaleoCrafter?
L1931[15:41:45] <PaleoCrafter> I wouldn't mention them otherwise :P
L1932[15:44:07] <LexManos> {Also side note: Ama has a 75% better chance to get his api into Forge because he DIDNT call it 'Forge*', seriously the only reason CBMP is popular is because he started it by saying 'THIS IS THE OFFICIAL FORGE API ITS OFFICIAL USE IT CUZ ITS OFFICIAL' seriously I hate that peice of shit}
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L1935[15:46:36] <PhiPro> how would you change the way selectors for the CommandResultStats or ChatComponentProcessor are parsed? (e.g. using @s to select the entity itself, which is not equivalent to @e[c=1])
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L1937[15:47:05] <LexManos> You control the entire command
L1938[15:47:11] <LexManos> You can select whatever you want
L1939[15:48:52] <Drullkus> Lex: From what I've seen, it would be a lot easier to get the specialized chisel block renders onto Ama's MCMP as well :D
L1940[15:49:11] <LexManos> possibly
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L1942[15:49:29] <LexManos> I dont know your renderes so meh
L1943[15:49:30] <PaleoCrafter> MCMP won't go anywhere until Ama's found the source of the bug I've discovered, though
L1944[15:49:53] <LexManos> hes still got some issues to work out and features to fix up
L1945[15:49:56] <PaleoCrafter> every multipart goes invisible when more than 60 blocks are changed in the chunk, for some totally weird reason
L1946[15:50:03] <LexManos> 0.o
L1947[15:50:10] <LexManos> threading issue probably
L1948[15:50:31] <LexManos> 60/tick?
L1949[15:50:40] <PaleoCrafter> nah, 60 at all
L1950[15:50:42] <shadekiller666> PaleoCrafter, how did you manage to discover that
L1951[15:50:46] <LexManos> what?
L1952[15:50:47] <williewillus> fill command probably
L1953[15:50:52] <PaleoCrafter> multiblock structure :D
L1954[15:51:01] <LexManos> link me to report
L1955[15:51:18] <PaleoCrafter> I've only discussed it with Ama in the channel
L1956[15:51:29] <LexManos> 60 IIRC is the chunk caching/batching number for network updates
L1957[15:51:42] <PaleoCrafter> it didn't *always* happen
L1958[15:52:02] <PaleoCrafter> but it's easy to reproduce, put down a multipart and enter /fill ~1 ~ ~1 ~1 ~64 ~1 minecraft:stone
L1959[15:53:30] <Xilef11> I did some experiments, and I still have no clue what is going on :( https://gist.github.com/Xilef11/16906341c7bac7ff6dbd
L1960[15:53:36] <shadekiller666> the thing i like the most about the HTC Vive is that they're going more towards the Holodeck level of interaction
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L1962[15:53:57] <PaleoCrafter> how about using SomeClass.class.getResourceAsStream? :P
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L1964[15:54:12] <PaleoCrafter> oh, lol
L1965[15:54:27] <PaleoCrafter> it works without initial slash only? Oo
L1966[15:54:31] <Matthew> wow.... http://www.twitch.tv/gamesdonequick
L1967[15:54:49] <PhiPro> Im not talking about selectors in commands but the one that's used for CommandResultStats. I don't see any possibility to influence the parsing of that
L1968[15:54:55] <Xilef11> would it work if it wasen't in the same jar?
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L1970[15:55:26] <PaleoCrafter> not sure, but it should work with the leading slash
L1971[15:55:27] <shadekiller666> is there any way that i could get my changes to the OBJLoader tested before making a PR
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L1973[15:57:22] <Xilef11> well it dosen't
L1974[15:57:57] <LexManos> Parsing what?
L1975[15:58:00] <LexManos> Be more specific
L1976[15:58:10] <LexManos> the class looks like you can add all the values you want from it
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L1978[16:01:55] <PhiPro> If for example I set the AffectedEntities-stat to @e[c=1], how would I change the way that (the '@e[c=1]') is interpreted? As far as I can tell, it goes directly to CommandResultStats.func_179672_a, then CommandBase.getEntityName and then to PlayerSelector - I see no way to intercept that
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L1981[16:07:29] <LexManos> Well you have control over CommandResultStats as that function isnt static, so that shortcuts right there.
L1982[16:08:44] <shadekiller666> williewillus, how many .obj models are you using/plan to use in botania?
L1983[16:08:52] <williewillus> one
L1984[16:08:54] <williewillus> pylon :p
L1985[16:08:55] <Xilef11> Actually, it looks like PatternUtils.class.getClassLoader().getResourceAsStream(path) does work for files in another jar
L1986[16:08:59] <shadekiller666> ok
L1987[16:09:06] <williewillus> the techne's might become OBJ's further down the line
L1988[16:09:08] <williewillus> but that's later
L1989[16:09:29] <shadekiller666> is there a spec for techne's model format?
L1990[16:09:44] <williewillus> minecraft :p
L1991[16:09:46] <shadekiller666> i'm sure there is... but do you know how to find it
L1992[16:09:52] <williewillus> they're all java defined boxes
L1993[16:09:56] <williewillus> and rotations
L1994[16:10:05] <shadekiller666> even the .tcns?
L1995[16:10:27] <williewillus> idk how those are formatted, tabula can open them though
L1996[16:10:33] <gigaherz> tcn is the same info but in a xml in a zip
L1997[16:10:37] <PhiPro> Btw, is there any way one can find all those fancy features of forge without knowing about them? Google for example yields no useful results for INBTSerializable, or any combination of terms describing ForgeData I could come up with
L1998[16:10:50] <williewillus> reading the forge code
L1999[16:10:55] <williewillus> / vanilla
L2000[16:11:03] <LexManos> INBTSerializeable isnt in yet and thats also not ForgeData
L2001[16:11:05] <PaleoCrafter> they aren't in mainstream forge yet, of course you won't find documentation on them
L2002[16:11:12] <LexManos> As I said, grep ForgeData it'll show you
L2003[16:11:28] <shadekiller666> ahh ok
L2004[16:11:32] <LexManos> Also our github has EVERYTHING in it so just look around and you'll find the features you want
L2005[16:11:48] <LexManos> Also learn to read code and understand it thats your best option for working with Minecraft
L2006[16:11:54] <shadekiller666> in that case looking at Tabula's code might be helpful
L2007[16:12:16] <shadekiller666> i'm thinking about making a loader for x3d and/or COLLADA models
L2008[16:12:40] <shadekiller666> they're both xml based and support texture application natively
L2009[16:12:56] <shadekiller666> though x3d seems like a nicer format imo
L2010[16:13:38] <PaleoCrafter> will people actually use it though? :P
L2011[16:13:54] <PaleoCrafter> I've never even heard of it
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L2013[16:17:23] <shadekiller666> i wonder what it is about reloading minecraft's resources (F3+S) and eclipse's hotswap that makes eclipse forget how to build the proejct
L2014[16:17:26] <shadekiller666> project*
L2015[16:17:35] <shadekiller666> PaleoCrafter, i don't know
L2016[16:17:42] <shadekiller666> and i'm not sure how/where to ask
L2017[16:17:50] <shadekiller666> for requests of loaders
L2018[16:18:20] <PaleoCrafter> I don't think we need another loader for a general purpose model format unless it has some special features
L2019[16:18:25] <masa> how does it forget? I don't think I've ever seen that
L2020[16:20:48] <shadekiller666> masa basically, if running in debug mode, and you change a resource-related thing, like blockstate jsons or model files, save the changes, and then F3+S in-game, after about 4-5 times of doing that (sometimes more) during the same debug session (ie. not quiting the game and restarting), eventually, when you press F3+S to reload resources the minecraft screen will flash a grid of the missing texture and then crash
L2021[16:21:05] <shadekiller666> after that happens, eclipse won't know how to start the game again
L2022[16:21:14] <shadekiller666> it forgets what GradleStart is
L2023[16:21:31] <shadekiller666> and the way to fix it is to run Build->Clean in eclipse
L2024[16:21:51] <shadekiller666> i've run across this like 10 times now
L2025[16:22:19] <shadekiller666> sometimes it happens with more consecutive hotswap+reloads, other times it happens with fewer
L2026[16:22:23] <PhiPro> What's the benefit of the function being non static? I don't really see how that can help without replacing every instance with a custom one (which infact needs reflection or something else since the member is private) which IMHO is even less compatible then a coremod. Am I missing something?
L2027[16:23:54] <LexManos> reflection is a standard java mechanics, not asm hackery.
L2028[16:24:11] <LexManos> also your 'replace everything in the class' approach to the coremod is just dumb and not compatible at all.
L2029[16:24:20] <shadekiller666> PaleoCrafter, thats the thing... the OBJLoader itself ignores half of the actual features that .obj/.mtl files support because of minecraft's rendering system
L2030[16:24:29] <shadekiller666> hmmm
L2031[16:24:34] <LexManos> and yes, replacing instances is the way you override non-static methods.
L2032[16:24:47] <shadekiller666> wonder if i could actually add support for .mtl shader definitions...
L2033[16:25:26] <shadekiller666> i'd really like to add support for NURBS curve geometry from the .objs, but curves don't exactly mesh well with a system expecting vertices
L2034[16:25:59] <PaleoCrafter> well... rasterise the curve or whatever the term is? :P
L2035[16:26:32] <LexManos> Anwyays what you shoudl really do is go forth and make your changes actual patches. See what you're ACTUALLY changing then you should go through and see what can be replaced with reflection/normal registries.
L2036[16:26:57] <LexManos> Better to actually go through and document each of your changes {protip your commit messages are important and you should be doing smaller commits}
L2037[16:27:34] <PhiPro> First, I only patch the methods I need. So another person can still change something (with ASM). Changing instances breaks completely if two people access the same class...
L2038[16:27:55] <PhiPro> We are using a local Git repo with more frequent commits
L2039[16:28:26] <PhiPro> Actually only the "Vanilla" part is uploaded on Github atm
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L2041[16:29:07] <shadekiller666> does anyone have a link to Ama's multipart thingy?
L2042[16:29:12] <PhiPro> We are currently working on the forge part with finer patches
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L2044[16:29:24] <LexManos> so you're uploading the exact opposite of what you're legally suposed/allowed to do.
L2045[16:29:35] <LexManos> I'd suggest you push to both repos or github as the master
L2046[16:29:47] <LexManos> not hard to have mutliple remotes
L2047[16:29:47] <LuigiHutch> shadekiller666: https://github.com/amadornes/MCMultiPart
L2048[16:29:50] <PaleoCrafter> shadekiller666, join #MCMultiPart there are links in the topic :P
L2049[16:30:48] <shadekiller666> i haven't managed to figure out how to join a new channel in hexchat after having gone through the initial server window thing
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L2051[16:32:35] <PaleoCrafter> /join #channel
L2052[16:32:36] <PaleoCrafter> xD
L2053[16:32:48] <ThePsionic> standard IRC protocol
L2054[16:32:53] <PaleoCrafter> or Menu -> Server -> Join a channel
L2055[16:32:58] <PaleoCrafter> if you're more of a GUI guy
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L2060[16:44:39] <LexManos> Anyways side note, honestly, the command system is.. bad.. very bad.. the 'lets run these thousand commands every tick' is nothing but lag. Allowing for server side scripts is probably the best way to go if you want to mimic this style of feautre without the uber lag.
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L2063[16:47:28] <PhiPro> that's one of the things we are trying to do ;-) Instead of having 360 command blocks for every possible rotation angle things can now be done with one. You're right scripts would be better but we wanted to stay with the old syntax (for backwards compatibility)
L2064[16:48:21] <gigaherz> you could make a mcscript system where commandblock syntax can be mixed with shell-script-style conditional expressions
L2065[16:48:50] <gigaherz> something like bash but where the lines that would run programs actually execute minecraft commands ;P
L2066[16:49:12] <gigaherz> of course that wouldn't actually fix the issue of running commands over and over XD
L2067[16:49:28] <gigaherz> it would just centralize it and allow a more optimized system
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L2071[16:51:08] <PhiPro> you can actually do that for the most part with our mod (even if it's terrible to do with the command block GUI ;-))
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L2073[16:51:21] <gigaherz> yeah that's what I meant ;P
L2074[16:51:40] <gigaherz> the only downside of server-side scripting would be that you remove the "collaborative" part of editing commandblocks ;P
L2075[16:51:54] <PhiPro> To rephrase my question above: is there any way to accomplish compatibility between two mods patching with reflection?
L2076[16:52:22] <LexManos> Depends on what you do with the reflection there are no magic one word answers for every question.
L2077[16:52:39] <MattDahEpic> dang why wont git let me push my stuff
L2078[16:52:51] <LexManos> Either way, go with scripts its better and with J8's JS JITer it's super fast.
L2079[16:54:33] <PhiPro> If I understood you correctly, one would patch a single method by extending the class and changing all references to it via reflection. How can this be compatible with another mod changing another method of the same class?
L2080[16:55:07] <gigaherz> PhiPro: what you do is wrap the original class
L2081[16:55:10] <gigaherz> so that you forward all calls
L2082[16:55:14] <gigaherz> xcept the onesyou need to replace
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L2084[16:55:26] <gigaherz> another mod doing the same then would also wrap the existing (yours)
L2085[16:55:32] <gigaherz> and override its own thing
L2086[16:55:40] <williewillus> yay composition!
L2087[16:55:45] <gigaherz> or the opposite, the one you override may be one that's already wrapped
L2088[16:56:06] <gigaherz> this system does not allow for two mods replacing the behaviour of the SAME method though
L2089[16:56:10] <LexManos> PhiPro, http://lmgtfy.com/?q=java+wrap+objects
L2090[16:56:16] <PhiPro> okay, that should work
L2091[16:56:24] <williewillus> meh that bar at the top
L2092[16:56:27] <williewillus> breaks muh immersion
L2093[16:56:28] <LexManos> Im not here to hold your hand
L2094[16:56:40] <LexManos> you've taken it upon yourself to say that you know best and create a coremod
L2095[16:56:52] <LexManos> you SHOULD know what you're talking about and be able to do your own research
L2096[16:57:42] <LexManos> either way what you COULD do if ytou wanted to compleetly circument the system
L2097[16:58:02] <LexManos> subscribe to the CommandEvent ALWAYS cancel it and implement your own shit.
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L2100[17:01:09] <gigaherz> [23:56] (williewillus): meh that bar at the top
L2101[17:01:09] <gigaherz> ?
L2102[17:03:34] <williewillus> at the top of lmgtfy
L2103[17:03:39] <williewillus> that bar totally breaks immersion
L2104[17:03:54] <gigaherz> oh
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L2107[17:05:54] <LexManos> ah ya when did theyt add that shiut/.
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L2109[17:07:21] <LexManos> "As of now, MCP contains two bugs preventing direct use of the reobfuscated code (described here and here ) - direct execution using the startclient.bat files is still possible"
L2110[17:07:25] <LexManos> No... no it doesnt
L2111[17:08:39] <williewillus> what's that from?
L2112[17:08:50] <LexManos> reading their fucking readme
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L2114[17:09:09] <LexManos> seriously the stupidity and lack of understanding of how the MC coding world works :/
L2115[17:09:24] *** K-4U is now known as K-4U|Off
L2116[17:09:34] <LexManos> {I should ignore this project but they brought it to my attention fucking coremods doing stupid shit}
L2117[17:09:38] <williewillus> MCP??
L2118[17:09:42] <williewillus> or some wannabe deriv?
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L2120[17:10:18] <LexManos> https://github.com/Mathe172/NewCommands#mcp-and-minecraft-version
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L2122[17:12:10] * VapourDrive shudders
L2123[17:12:24] <williewillus> Ive only used MCP directly back when I was making my shitty vanilla bugfix coremod
L2124[17:12:27] <williewillus> lol
L2125[17:12:41] <williewillus> haven't touched that in forever and don't wanna
L2126[17:13:11] <PhiPro> Well, MCP moves the inner classes of MinecraftServer (let's not talk about modyfing that class or not) out of the net/minecraft/server package and leaving the main class there without adjusting the access modifiers
L2127[17:17:24] <LexManos> Humm it might last I test it fixed them fine.
L2128[17:17:27] <LexManos> But what you should do
L2129[17:17:43] <LexManos> is just fucking update to 1.8.9 which 1) would bring you with cuyrrent and 2) doesnt ahve those issues
L2130[17:18:18] <smbarbour> I think a Mojang employee should take a note of that repo, since it has fully compiled versions of client and server in it.
L2131[17:18:51] <PhiPro> No, it doesn't. Only the classes that we changed are in there
L2132[17:19:19] <LexManos> ORLY? https://github.com/Mathe172/NewCommands/tree/master/bin
L2133[17:19:49] <MattDahEpic> LexManos, i fixed the imports on my PR
L2134[17:20:15] <LexManos> anyways, point is you really need to re-work your flow.
L2135[17:20:19] <smbarbour> And it's still against the EULA to distribute modified classes
L2136[17:21:58] <smbarbour> There's a reason nothing gets put into the jar anymore.
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L2138[17:22:53] <shadekiller666> and a reason that forge does all of the patching and stuff to avoid doing so
L2139[17:23:32] <williewillus> dae overwrite axz.class? mod conflict if we do! :p
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L2141[17:24:38] <PhiPro> If you believe it or not, initially we wanted to make a standalone mod
L2142[17:24:41] <smbarbour> But it doesn't matter... they won't listen to us. We say "you don't need a coremod" so *obviously* we have no clue what we are talking about having been involved in modding for years.
L2143[17:25:04] <PhiPro> we did never say that
L2144[17:26:16] <PhiPro> we just pointed out a (very minor) error in the code which (if I understood right) turned out to be true
L2145[17:27:39] <smbarbour> A possible very minor error in something that you shouldn't need to worry about since you DON'T NEED A COREMOD.
L2146[17:28:05] <PhiPro> how does that matter
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L2148[17:28:09] <williewillus> eclipse y u take forever to Import external project
L2149[17:28:09] <Drullkus> lol
L2150[17:28:26] <williewillus> because coremods are hacky and everyone doing it is not good
L2151[17:28:52] <smbarbour> The very minor error is in the JarDiscoverer relating to the mcmod.info when making a coremod. You don't need a coremod, the error doesn't apply.
L2152[17:29:17] <shadekiller666> is there a way that a few of the people in here could test the changes i've made to the obj loader without it having to be pulled into the main branch?
L2153[17:29:43] <smbarbour> You can replace existing commands without coremods and you can add new commands without coremods. So why do you think you need a coremod?
L2154[17:29:50] <LexManos> Build the jar and give it to someone to test
L2155[17:29:56] <shadekiller666> ok
L2156[17:29:56] <PhiPro> How are you supposed to find something like ForgeData if not looking at such code (which reqires you to know about it in order to find it)
L2157[17:30:07] <shadekiller666> do i do that with "gradlew build"?
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L2159[17:30:35] <Matthew> shadekiller666, yeah
L2160[17:30:59] <LexManos> PhiPro, 'Humm I want to add extra stuff to tile entities, i wonder where they save their data... *looks* sees a 'ForgeData' nbt... humm wonder if I can edit that Oh look there is a getter for it yaya!'
L2161[17:31:14] <LexManos> Or read the docs, which should have a tutorial on that
L2162[17:32:16] <Matthew> I forget. do the forge javadocs get published anywhere?
L2163[17:32:22] <LexManos> no
L2164[17:32:33] <PhiPro> williewillus How are reflection patches less hacky (and less cumbersome)?
L2165[17:33:04] <Matthew> hmm. would be nice to have those somewhere
L2166[17:33:09] <williewillus> Matthew: used to be, but pointless if you have a dev env
L2167[17:33:53] <Matthew> williewillus, ehh not really. I find it easier to look through a javadoc page than browsing through sources
L2168[17:34:04] <LexManos> the thing is
L2169[17:34:29] <LexManos> javadocs 1) were 90% of our file server data size and 2) change because they are crowdosurced from mcpbot
L2170[17:34:43] <LexManos> We want to make a 'dynamic javadocs' page but thats a PITA
L2171[17:34:59] <Matthew> well I was just talking about the net.minecraftforge.* javadocs
L2172[17:35:26] <Matthew> also, don't need to store them for every build. could do what FG does and only keep the latest for each version
L2173[17:35:28] <LexManos> Wouldnt cover 1/2 the shit Forge does
L2174[17:36:04] <Matthew> but yeah, a dynamic page would be cool
L2175[17:36:07] <LexManos> The RTD is the way to go, let other people fill it in.
L2176[17:36:34] <PhiPro> But you'll only find ForgeData if you're looking at NBT - which are NOT applicable for us, since deserializing is not what we want (too expensive)
L2177[17:37:47] <LexManos> mm which is where aubstitutions come into place but meh.
L2178[17:38:21] <LexManos> Point is you can do what you want, but we do not support nore care for coremods.
L2179[17:38:39] <LexManos> 99.99999% of the time they do nothing but cause issues and can be done using forge or vanilla mechanics
L2180[17:39:05] <LexManos> The 'issue' your friend pointed out ISNT a issue, its old code that doesnt matter anymore, i'll poke cpw about it but whatever.
L2181[17:40:23] <PhiPro> I get that coremods can be terrible for compatibility, but I don't see any advantage of forwarding everything instead of simply adding one bytecode instruction - what am I missing? IMHO patching via reflection is way more cumbersome than with ASM
L2182[17:40:23] <LexManos> Do commands need to be re-writen to be less crappy? Yes. Is vanilla's implementation really shitty/combersome? Yes. It'd be better to spec it out and move forward with a PR, especially if its vanilla compatible and adds extra functionality.
L2183[17:40:40] <LexManos> it may be comversome
L2184[17:40:44] <LexManos> But its less hacky
L2185[17:41:24] <LexManos> If you're like me and are used to manipulating the Byte/Machinecode world then you may be able to do it right.
L2186[17:41:29] <LexManos> But Most people arnty
L2187[17:41:30] <shadekiller666> i'm excited to take a look at the new structure handling code in 1.9, with each structure being defined by nbt data and the new Structure block
L2188[17:41:43] <Matthew> I do agree with him that a small callback injection would be more compatible with other mods than replacing the entire instance of the class
L2189[17:41:46] <LexManos> 1.9 does have interesting things.
L2190[17:41:54] <gigaherz> knowing mojang, they'll do a half-assed thning that will only support their own structures
L2191[17:42:03] <shadekiller666> and to see how the "itemstates" are set up
L2192[17:42:11] <gigaherz> and forge will haveto replace that with a custom nbt reader that adds mod-aware stuff
L2193[17:42:12] <gigaherz> XD
L2194[17:42:28] <LexManos> Matthew, actually it can be exactly the same, got a hook you wanna inject at the beginning of a function, Cool make a bouncer class and call bounce on everything!
L2195[17:42:33] <shadekiller666> gigaherz, looks like they're making them modifyable by resourcepacks
L2196[17:42:47] <williewillus> the 1.9 item jsons look terrible
L2197[17:42:48] <LexManos> structures modifyable by resource packs?
L2198[17:42:49] <shadekiller666> they're stored in /assets/resources/structures i believe
L2199[17:42:52] <LexManos> eww
L2200[17:42:54] <gigaherz> nbt data in resourcepacks? o_O
L2201[17:42:54] <williewillus> there's so much "fluff" in the format
L2202[17:43:08] <williewillus> I don't think they'll be overrideable
L2203[17:43:17] <williewillus> there's things in assets/ you can't override
L2204[17:43:18] <LexManos> i dont know maybe when cpw/fry tells me I can do a fucking RB I may go through and update MCP to a snapshot.
L2205[17:43:37] <gigaherz> that'd be nice
L2206[17:43:59] <gigaherz> too early to actually make modes for 1.9, but at least we'd start to know what to expect
L2207[17:44:02] <gigaherz> mods*
L2208[17:44:10] <shadekiller666> scroll down about half way to "Structure data": http://minecraft.gamepedia.com/1.9#World_generation
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L2210[17:45:14] <PhiPro> so you're suggesting to fix the mod (in however many places this is necessary) and then create a PR for forge?
L2211[17:45:29] <shadekiller666> and the /clone command can rotate and mirror stuff, theres a new structure block that i guess is used to determine where parts of the structure are located, like corners and things
L2212[17:45:40] <gigaherz> PhiPro: do the changes to the Forge-minecraft environment
L2213[17:45:50] <gigaherz> then use genPatches to update the patchset with your changes
L2214[17:46:03] <gigaherz> and commit that to a branch/fork that you can PR
L2215[17:47:14] <LexManos> Fixup your stuff
L2216[17:47:17] <LexManos> document it
L2217[17:47:19] <PaleoCrafter> the structure block won't be in the release, shadekiller666
L2218[17:47:30] <LexManos> then make it a PR for review and comments from the community
L2219[17:47:37] <shadekiller666> PaleoCrafter, ok
L2220[17:47:46] <LexManos> we probably wouldn't add all the extra features but we'd add hooks to ALLOW you to make the extra features
L2221[17:47:50] <shadekiller666> i suggest also looking at the changes to Models
L2222[17:47:51] <LexManos> like extra selectors and shit
L2223[17:48:07] <shadekiller666> "Different models/textures can be used for each different damage value, item states, and whether the item is held in a different hand"
L2224[17:48:45] <shadekiller666> "can be put together based on block state attributes" --- which is what forge blockstates do
L2225[17:49:14] <LexManos> interesting it even has 'loot tables'
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L2227[17:49:42] <gigaherz> yeah that was one of the last things dinnerbone did before stepping away from core mc development right?
L2228[17:50:00] <shadekiller666> when did he step away?
L2229[17:50:11] <PhiPro> Would it matter if there were dozens of classes for keeping it as general as possible?
L2230[17:50:19] <gigaherz> 2 months ago? 3?
L2231[17:50:23] <shadekiller666> wow
L2232[17:50:30] <gigaherz> but I don't know if he meant for the 1.9 cycle
L2233[17:50:32] <gigaherz> or what
L2234[17:51:06] <shadekiller666> i hope he sticks around, he's made good things
L2235[17:51:37] <LexManos> If its good and documented/clean then it doesnt matter how many classes there are
L2236[17:51:55] <gigaherz> https://twitter.com/Dinnerbone/status/654680133660311553
L2237[17:52:00] <gigaherz> ah "for a few months"
L2238[17:52:25] <LexManos> Still working on MC just other stuff for it
L2239[17:52:35] <gigaherz> yeah that's why I said "core mc"
L2240[17:52:40] <LexManos> Cant wait till they get the damn native launchers working correctly
L2241[17:53:37] <shadekiller666> ahh
L2242[17:53:41] <williewillus> shadekiller666: what do you think aobut the item jsons in 1.9?
L2243[17:53:54] <williewillus> I hope forge comes up with a more elegant solution, because they're ugly
L2244[17:53:55] <shadekiller666> williewillus, haven't taken a look at them yet
L2245[17:54:01] <gigaherz> I'd like mc to have a native executable whateveryoucallit so that it doesn't show up as "java.exe" in task manager
L2246[17:55:15] <PaleoCrafter> Why?
L2247[17:55:26] <williewillus> lol
L2248[17:55:28] <LexManos> where is the item jsons?
L2249[17:55:37] <shadekiller666> ^
L2250[17:55:41] <PaleoCrafter> You can identify the task by the massive memory usage xD
L2251[17:56:02] <williewillus> the format just got updated, see models/item/fishing_rod.json, or the clock or compass
L2252[17:56:08] <williewillus> in the snapshot assets
L2253[17:56:19] <shadekiller666> well
L2254[17:56:21] <shadekiller666> first of all
L2255[17:56:30] <LexManos> wow 64 clock jsons
L2256[17:56:34] <LexManos> ya we're gunna fix that
L2257[17:56:35] <shadekiller666> find a way to combine the 32 jsons for the compass
L2258[17:56:50] <PhiPro> For a PR, should everything be documented or just the interface-like stuff?
L2259[17:56:53] <ThePsionic> mojang what are you even doing
L2260[17:57:02] <gigaherz> how about the 20something fire ones?
L2261[17:57:06] <LexManos> everything that isnt obvious
L2262[17:57:17] <shadekiller666> gigaherz, used to be 512...
L2263[17:57:23] <gigaherz> really?
L2264[17:57:24] <gigaherz> XD
L2265[17:57:35] <williewillus> yeah there's a zillion fire ones in 1.8
L2266[17:57:45] <shadekiller666> ya, one of the changes on that 1.9 page mentions changes to fire's blockstate properties
L2267[17:58:02] <LexManos> oh ya
L2268[17:58:03] <PhiPro> will take some time but we'll try ;-) thanks
L2269[17:58:06] <LexManos> fucking predicates crap
L2270[17:58:08] <shadekiller666> and mentioned that they reduced it from some rediculously high number down to 20
L2271[17:58:14] <williewillus> yeah the predicate stuff is stupid
L2272[17:58:17] <LexManos> that is annoying and will be a PITA to udpate/fuck with
L2273[17:58:32] <shadekiller666> how do the predicate flags work for items
L2274[17:58:38] <williewillus> you probably define the flags in code
L2275[17:58:45] <williewillus> and then get to use a single on
L2276[17:58:46] <LexManos> we'll see
L2277[17:59:31] <shadekiller666> sounds like "if 'cast' evaluates to true when checked, use this model"
L2278[17:59:41] <shadekiller666> forge is definitely going to make this better
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L2280[18:00:17] <williewillus> don't think we'll have true itemstates in 1.9, yay meta
L2281[18:00:23] <williewillus> we'll see
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L2283[18:01:17] <LexManos> igloo?
L2284[18:01:33] <LexManos> anyways, interesting stuff need to poke SeargeDP to give me info!
L2285[18:02:11] <shadekiller666> fry, if "transform" is defined in the "defaults" block, and is set to "forge:default-block", and then you later do something like "y": 180 in "inventory", it seems to completely override the settings made by "forge:default-block", shouldn't they be merged?
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L2287[18:03:12] <williewillus> brackets around it?
L2288[18:03:58] <williewillus> I was gonna ask how to dump a debug texture atlas in forge but now I see in TextureMap "FIXME TextureUtil.saveGlTexture is gone"
L2289[18:04:02] <williewillus> there's my answer :p
L2290[18:05:33] *** Jared is now known as Jared|Away
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L2292[18:06:44] <shadekiller666> i feel like any "transform" data that is defined in the "defaults" block should be applied to any "transform" data applied by the variants if not defined by the variants
L2293[18:07:05] <shadekiller666> ?
L2294[18:07:51] <LexManos> hehe
L2295[18:08:19] <LexManos> I wrote a mod a while ago to dump the textures.. dont remember where I put it.
L2296[18:08:46] <shadekiller666> for example, the translation data from the "transform" in "defaults" is not applied to the "inventory" varianthttps://gist.github.com/shadekiller666/b08a735401530d663e2c
L2297[18:09:02] <shadekiller666> https://gist.github.com/shadekiller666/b08a735401530d663e2c
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L2299[18:09:49] <williewillus> I could just copy the method from an old MC and paste it into a mod :p
L2300[18:11:36] <LexManos> wes about your pr, talking to mezz there are better things that need to be done for this, hes working on it, speak to him
L2301[18:13:07] <williewillus> yeah talked to him too, his issue is essentially the same result, different cause than mine :p his fix is more complicated, though, so I might ask him to roll my fix into his pr
L2302[18:13:49] <LexManos> yarp
L2303[18:13:53] <mezz> might as well
L2304[18:14:27] <williewillus> stupid vanilla :p
L2305[18:14:49] <williewillus> I always thought that item entity was real too
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L2377[18:15:13] <illy> Woah
L2378[18:15:38] <williewillus> rip
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L2452[18:15:50] <williewillus> wheee
L2453[18:15:56] <illy> welcome back
L2454[18:16:33] <kashike> how was your trip
L2455[18:17:00] <mezz> wow
L2456[18:18:29] <MattDahEpic> and thus my chat log is essentially cleared
L2457[18:18:31] <ThePsionic> That was quite something
L2458[18:18:59] <ThePsionic> MattDahEpic: And thus my chat log has a block of names that takes up approximately half of the screen because I use IRCCloud
L2459[18:19:41] <ThePsionic> http://i.imgur.com/4c8Piio.png
L2460[18:20:32] <MattDahEpic> https://i.imgur.com/y17W0BI.png
L2461[18:20:43] <PaleoCrafter> "nipped out", lol
L2462[18:21:03] <ThePsionic> nipping out = leaving and coming back in rapid succession
L2463[18:21:16] <ThePsionic> there's also nipping in which is the other way 'round
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L2465[18:22:11] <williewillus> every time I play on the server that playtests my botania port, shed a tear of joy, never thought I'd see the day of a 1.8 modpack xP
L2466[18:22:37] <MattDahEpic> and now to wait to either get more feedback on my pr or until a forge build exists with my events
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L2468[18:23:04] <solidDoWant1> why might my gui not be showing up on a block's right click? I have a feeling I didn't register something somewhere, but not sure what
L2469[18:23:14] <gigaherz> do you have a GuiHandler?
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L2471[18:23:23] <solidDoWant1> yep
L2472[18:23:35] <gigaherz> is your gui handler handling the gui ID on both sides?
L2473[18:23:53] <solidDoWant1> yep, through getClientGuiElement and getServerGuiElement
L2474[18:24:11] <gigaherz> do you call the openGui method?
L2475[18:24:11] <gigaherz> XD
L2476[18:24:27] <solidDoWant1> ummm
L2477[18:24:33] <solidDoWant1> let me check lol
L2478[18:24:42] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockGenerator.java#L73,L84
L2479[18:25:47] <solidDoWant1> yep, but I had my switch statement screwed up there. Thanks!
L2480[18:26:21] <gigaherz> np
L2481[18:29:29] <LexManos> humm how does one add trusted SSL cerificates to git?
L2482[18:29:35] <LexManos> also chrome.
L2483[18:31:03] <solidDoWant1> on chrome, settings>show advanced settings>Manage certificates
L2484[18:31:10] <shadekiller666> williewillus, willing to test the changes i've been making to the obj loader, i should be ready to make a test build shortly
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L2488[18:46:09] <shadekiller666> i wish you could make changes to item transform data from within the game and have them saved to the blockstate json...
L2489[18:47:33] <LexManos> write a mod for it
L2490[18:48:20] <shadekiller666> would that have the potential to be part of forge?
L2491[18:49:31] <PaleoCrafter> It's beyond the scope of Forge, I'd say
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L2501[19:09:01] <DrDisconsented> Whats the best method to destory armour after its damaged? Remove it myself? (Use setCurrentItemOrArmor with a null stack)
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L2507[19:16:23] <williewillus> shadekiller666: what changes are there?
L2508[19:16:49] <shadekiller666> changes to the way group visibilities are handled and interfaced with
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L2510[19:17:08] <gudenau> My block that has custom collition makes items derp up quite a lot.
L2511[19:17:09] <shadekiller666> a bunch of internal stuff
L2512[19:19:05] <williewillus> so do I declare group vis the same way?
L2513[19:19:19] <williewillus> also, how would I setup a develop space with this :p
L2514[19:19:42] <shadekiller666> you should be able to set it up the same way
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L2516[19:20:28] <williewillus> unzip the zip, gradle setupDecompWorkspace?
L2517[19:20:32] <shadekiller666> uhh
L2518[19:20:39] <shadekiller666> can try that i suppose
L2519[19:20:53] <shadekiller666> zip up my dev folder
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L2521[19:24:30] <LexManos> humm I need to write a script that will mass decompile minecraft...
L2522[19:25:46] <solidDoWant1> what does eclipse consider the "root" folder? trying to figure out where to shove my mcmod.info file. Is it the project or the src folder or something else?
L2523[19:28:25] <williewillus> why does mc sometimes call the update() method of TE's clientside when their chunk has already unloaded? >.>
L2524[19:29:00] <shadekiller666> lex, if i wanted to give williewillus the changes i have been working on so that he can setup a mod dev env with it, do i just zip up the folder and then he could run setupDecompWorkspace after unzipping it?
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L2527[19:31:09] <williewillus> yeah, MC unloads all queued TE's at the end of every TE tick instead of at the beginning
L2528[19:31:26] <williewillus> so every TE gets an extra tick after their chunk unloads and if they access blockstates boom
L2529[19:32:13] <LexManos> dealing with it in dev is a bit of a pain
L2530[19:32:17] <LexManos> because of gradle
L2531[19:33:01] <LexManos> you';d have to publish the artifacts to a local repo so give him your forge workspace and have him run setup/push with the localmaven as a target
L2532[19:33:44] <williewillus> shadekiller666: wouldn't iit be easier if you cloned my botania and tried the OBJ stuff to see if it works? ;p
L2533[19:33:58] <shadekiller666> ok...
L2534[19:34:19] <williewillus> all the important stuff is in botania.client.model.ModelPylon
L2535[19:36:12] <shadekiller666> link?
L2536[19:37:06] <shadekiller666> williewillus, it would probably be easier for you to clone my fork of the forge repo and shove your mod into it
L2537[19:38:20] <shadekiller666> how do the downloads from the minecraftforge website get built from the github?
L2538[19:38:35] <shadekiller666> i know it auto-builds every time a change is made to the main repo
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L2540[19:40:33] <shadekiller666> williewillus, can i get a link to botania's repo?
L2541[19:40:53] <williewillus> http://github.com/williewillus/Botania/tree/MC18
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L2543[19:44:48] <shadekiller666> anyone know how to get Git Bash to recognize "gradlew" as a command?
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L2546[19:48:54] <williewillus> "./gradlew"?
L2547[19:49:46] <shadekiller666> oh ya, that worked, awesome
L2548[19:50:13] <shadekiller666> though without the coloring for the tasks and such but oh well
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L2559[20:23:17] <shadekiller666> lex, how does one "push with the local maven as target"?
L2560[20:24:56] <LexManos> same way you push to a remote maven just with local as the target
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L2562[20:25:17] <shadekiller666> i don't even know how to push to a remote maven :P
L2563[20:26:19] <LexManos> lmgtfy.com?q=how+to+not+be+a+noob
L2564[20:26:57] <shadekiller666> lol
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L2566[20:27:28] <Drullkus> I just ask someone else to use their jenkins :P
L2567[20:27:43] <Drullkus> with a maven
L2568[20:29:09] <Matthew> shadekiller666, just run gradle uploadArchives and ittl push to a folder called 'repo' in the root of the project
L2569[20:29:35] <MattDahEpic> lex, is my PR for the weather events any good?
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L2575[20:32:53] <williewillus> Kolatra: how do I get +v in NotEnoughMods?
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L2581[20:41:57] <gudenau> My block that has custom collition makes items derp up quite a lot.
L2582[20:42:01] <gudenau> Any help?
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L2584[20:47:04] <williewillus> I had a few collision troubles from 1.7->1.8
L2585[20:47:08] <williewillus> whats your problem?
L2586[20:47:48] <gudenau> I overrode addCollisionBoxesToList with a few bounds and when I toss an item on top of the block it jumps around.
L2587[20:49:03] <williewillus> hm
L2588[20:49:10] <williewillus> yeah something changed for me too and I'm not sure what
L2589[20:49:28] <williewillus> botania's petal apothecary broke, I had to get around it by returning smaller boxes in addCollisionBoxesToList for items
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L2591[20:50:15] <gudenau> I already have 12 boxes. :-P
L2592[20:50:24] <gudenau> Bleh, goodbye.
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L2594[20:51:59] <DrDisconsented> whats the vararg for world.spawnParticle for ?
L2595[20:53:23] <williewillus> auxiliary parameters the particle type might need
L2596[20:53:45] <williewillus> for example if you need block break particles you pass the stateID of the block you want in as an extra param
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L2600[20:59:30] <VikeStep> MattDahEpic, you need to open braces on a new line as well https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
L2601[21:00:16] <VikeStep> oh wait, it was only for the patches you did that
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L2603[21:00:42] <VikeStep> I think it still holds though for the patches unless I am mistaken
L2604[21:01:20] <VikeStep> but if you can avoid that altogether and use it all on one line it is optimal
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L2609[21:15:34] <shadekiller666> damn it
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L2611[21:18:09] <shadekiller666> Matthew, didn't work, failed with a bunch of errors compiling java...
L2612[21:18:25] <Matthew> then you have compile errors :P
L2613[21:18:44] <shadekiller666> they don't show up in eclipse
L2614[21:19:02] <Matthew> what are the errors?
L2615[21:21:12] <shadekiller666> https://gist.github.com/shadekiller666/d5e7f79f8f035af55c11
L2616[21:22:28] <shadekiller666> oh son of a
L2617[21:22:38] <shadekiller666> guess they do appear in eclipse...
L2618[21:22:49] <Matthew> heh
L2619[21:22:52] <shadekiller666> stupid java
L2620[21:23:07] <shadekiller666> !gm func_181662_b
L2621[21:23:40] <shadekiller666> seems the mappings changed?
L2622[21:23:51] <Matthew> hmm?
L2623[21:24:19] <Matthew> oh yeah I think fry updated the mappings when he updated it to 1.8.9
L2624[21:25:01] <DrDisconsented> cheers williewillus
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L2627[21:29:51] <shadekiller666> !help
L2628[21:31:13] <shadekiller666> !latest
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L2637[21:46:45] <shadekiller666> !gm func_181720_d
L2638[21:50:02] <shadekiller666> gradlew setupForge should re-apply the mappings right?
L2639[21:51:50] <shadekiller666> is it normal to not have the forge classes update their method calls when the mappings are changed?
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L2643[22:05:43] <IoP> ohhh. Finally I found something for that stupid long loadtime bug. Version: '4.2.0 - Build 10.18.10.3540' Works fine and Version: '4.3.0 - Build 10.18.15.4235' & newer are sLOW
L2644[22:06:22] <shadekiller666> do the forge source files have to be updated by hand every time the mcp mappings change?
L2645[22:06:44] <shadekiller666> or is gradlew supposed to do that?
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L2647[22:09:05] <williewillus> man the new dynbucket model is so cool
L2648[22:09:24] <williewillus> the liquid is animated 0~0
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L2657[22:21:28] <shadekiller666> fry, your latest commit doesn't seem to like 'stable_20' mappings...
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L2659[22:22:20] <shadekiller666> ForgeHooksClient, GuiIngameForge, LightUtil, and GuiScrollingList all got angry... for some reason
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L2684[23:34:35] <SatanicSanta> Is it possible to easily get the output of a very specific crafting recipe? I'm looking in all the net.minceraft.items.crafting classes and I don't see any easy way of doing it.
L2685[23:36:02] <SatanicSanta> I say "easy" speaking relatively, obviously.
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L2687[23:40:46] <SatanicSanta> Actually, I don't know if I'll actually need to do that. I could just assume the recipe is a certain thing based on whether it has certain items and has a certain height and width. With this given recipe, chances are it will be.
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L2691[23:52:49] <killjoy> Has anyone implemented the konami code?
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L2693[23:53:23] <shadekiller666> #fuckonami
L2694[23:53:37] <shadekiller666> thought id say that
L2695[23:53:44] <shadekiller666> and probably
L2696[23:54:14] <killjoy> I want to make a rainbow fly across the screen when someone does it.
L2697[23:54:24] <shadekiller666> no no no
L2698[23:54:42] <shadekiller666> flash the PULL THE LEVER!!! screen and play the audio
L2699[23:55:18] <illy> all that we're missing is a pachinko mod... nevermind
L2700[23:55:42] <shadekiller666> or an MGS mod... oh wai
L2701[23:55:43] <shadekiller666> wait
L2702[23:57:07] <killjoy> So far I have this.
L2703[23:57:08] <killjoy> private static final int[] CODE = { KEY_UP, KEY_UP, KEY_DOWN, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_LEFT, KEY_RIGHT, KEY_B, KEY_A, KEY_RETURN };
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