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L1[00:04:18] ⇨
Joins: Brokkoli
(~Brokkoli@f054115103.adsl.alicedsl.de)
L3[00:07:05] <killjoy1> It's lupus
L4[00:07:22] <gigaherz> so I implemented the
essence entities
L5[00:07:23] <gigaherz> they spawn
L6[00:07:29] <gigaherz> they giveyou
essences when you get close enough
L7[00:07:37] <TehNut> not mean enough
L8[00:07:37] <gigaherz> but it's too slow,
too random
L9[00:07:54] <gigaherz> it's too
passive
L10[00:08:41] <gigaherz> a player actively
seeking the living essences would just aimlessly walk around hoping
to find them
L11[00:09:48] <killjoy1> I don't usually
respond to posts like that. Someone else usually does it
L12[00:10:12] <gigaherz> so I'm wondering
what other methods can I add :/
L13[00:10:31] <gigaherz> I'm considereding
some sort of block that generates around
L14[00:11:00] <gigaherz> that, when you
break it, it released a few of those entities
L15[00:11:06] <gigaherz> releases*
L16[00:12:36] <masa> well my threads aren't
really active so I doubt anyone else would have
L17[00:14:14] <gigaherz> ah whatever I'll
think on it tomorrow
L18[00:14:15] <gigaherz> night
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L48[01:57:54] <Rushmead> How do i register
tiles again?
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L51[01:59:53]
MineBot sets mode: +o on LexLap2
L52[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160110 mappings to Forge Maven.
L53[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160110-1.8.9.zip
(mappings = "snapshot_20160110" in build.gradle).
L54[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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L58[02:11:22] <DrDisconsented> Rushmead>
GameRegistry.registerTileEntity(instance, name)
L59[02:11:33] <Rushmead> yeah got it
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L66[02:24:14] <Rushmead> Hah thats so
wierd. With my TESR it follows me around
L67[02:29:46] <Rushmead> Anyone got some
1.8.9 TESR Example?
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L71[02:47:17] <Rushmead> is there not a
built in rotatable thing?
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L97[03:48:55] <AEnterprise> can you print
the coords in the second method? maybe the pos parsed is not the
block or so?
L98[03:51:33] <DrDisconsented> Thats a good
idea, will try
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L102[03:53:56] <DrDisconsented> Yep same
cords
L103[03:54:53] <AEnterprise> trace the
calls to the first method
L104[03:55:03] <DrDisconsented> I think i
know why... The TE is being destoryed before the the method is
called
L105[03:55:11] <AEnterprise> i suspect the
TE gets removed before calling getdrops
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L107[03:55:46] <AEnterprise> yep checked
in my code, getDrops is called to late
L108[03:56:01] <AEnterprise> i faked it
using onBlockHarvested
L109[03:56:15] <AEnterprise> returning
empty on getDrops and spawning in the drops manually when
harvested
L110[03:56:45] <DrDisconsented> Sounds
good, will give that a go
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L118[04:19:26] <DrDisconsented> Hmm looks
like onBlockHarvested is posted afterwards as well :<
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L120[04:21:26] <DrDisconsented> Hmm okay
apparntly I need to override breakBlock then spawn the entity
myself
L121[04:21:30] <AEnterprise>
DrDisconsented: it works for me with harvested
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L123[04:21:46] <DrDisconsented> o-o
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L126[04:24:21] <DrDisconsented> Oh wrong
event
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L132[04:33:20] <DrDisconsented> Awesome
that got it cheers AEnterprise
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L134[04:33:41] <AEnterprise> no
problem
L135[04:34:03] <AEnterprise> for your
blocks i sugest making a base container block like i did
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L137[04:34:55] <DrDisconsented> How would
that be better than what I have now /?
L138[04:35:07] <AEnterprise> make a base
TE class that all your te's extend (and all there blocks the
container) and give that a method to return additional drops
L139[04:35:17] <AEnterprise> it's a set
and forget kind of thing
L140[04:35:39] <AEnterprise> any future TE
you make you can just return it's inventory in that method then to
make it drop
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L144[04:43:05] <AEnterprise> is there a
way to determine an texture to renderat runtime for an item (not
using a blockstate)
L145[04:44:21] <AEnterprise> it's for
rendering fluid in a canister, so i wana render the texture from
the fluid in layer0 and then the canister over it in layer1
L146[04:45:21] <Nitrodev> morning
all
L147[04:45:45] <fry> AEnterprise: use the
forge bucket model for the canister
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L149[04:46:07] <fry> you can tell it to
use custom base and overlay textures
L150[04:46:24] <fry> and it should take
care of the fluid
L151[04:46:40] <AEnterprise> alright, as
long as it doesn't act as a bucket that should be perfect
then
L152[04:46:58] <fry> it's just a
model
L153[04:47:10] <AEnterprise> alright
L154[04:51:44] <AEnterprise> seems simple
enough
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L160[05:09:29] <Nitrodev> alrighty time
for some modding
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L166[05:31:30] <Nitrodev> When talking
about metadata what does this mean? 32767
L167[05:33:04] <Nitrodev> nvm i got
it
L168[05:33:40] <AEnterprise> fry; i do see
1 small issue with the dynbucket stuff
L169[05:33:49] <AEnterprise> there are
mods that don't register fluids in pre-init
L170[05:34:39] <fry> those mods won't be
able to render their fluids at all then
L171[05:35:03] <AEnterprise> ah alright,
so they will be moving to pre-init on there own then
L172[05:37:35] <AEnterprise> hmm but mods
after me also can also register fluids so i need to catch those as
well somehow
L173[05:37:55] <AEnterprise> oh nvm,
there's a fluid registry event i can listen to
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L175[05:45:58] <AEnterprise> is it
possible to register items as fluid containers BEFORE the item is
registered in the gameregistry?
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L177[05:48:06] <AEnterprise> and is it
possible to register something in the event bus BEFORE
pre-init?
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L186[06:22:04] <Zaggy1024> is it really
intended in vanilla that XZ offset models with AO be offset
according to Y?
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L188[06:22:39] <Zaggy1024> I don't believe
there are any *vanilla* models that use AO and XZ together, so
that's probably something they just never realized was wrong in
their code
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L193[07:11:16] <wlhlm> Hi, noob here. I
have a patch for GameSettings.java (minecraft) I'd like to
integrate into a private forge build. Forge already has a patch for
that, so I think I have to combine them. Where is the source .java
located to which I can apply my patch?
L194[07:11:56] <wlhlm> I have cloned the
forge repo and run `gradle setupForge`. This is for 1.7.10, if it
matters.
L195[07:12:01] <AEnterprise> why do you
want a private forge build?
L196[07:13:27] <AEnterprise> also i don't
think it's intended people start making there own forge builds and
using them
L197[07:14:33] <wlhlm> AEnterprise: With
private I mean for myself.
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L199[07:15:01] <AEnterprise> still, why
would you need one?
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L201[07:20:58] <wlhlm> AEnterprise: The
patch I have adds additional gui scale options to minecraft and is
only available as source patch. I'd like to use it in combination
with a forge mod. I thought I add it to the forge minecraft patches
and build my own version.
L202[07:21:37] <AEnterprise> o.0
L203[07:24:33] <ZaggyMobile2> Is there not
a mood for more scale options?
L204[07:24:39] <ZaggyMobile2> *mod
L205[07:26:30] <wlhlm> I have no
idea.
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L208[07:37:23] <Wuppy> lol, this product
searching website lost some of my search refinements when going to
the next page, because I know some html I managed to add my
preferences in the url manually :P
L209[07:45:00] ***
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L210[07:46:57] <wlhlm> AEnterprise: I
managed to integrate the patch with `gradle genPatches`. Sorry for
bothering.
L211[07:47:46]
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L216[08:01:50] <Wuppy> oh god dammit...
there are 2 incredible festivals I want to go to this year
L217[08:01:53] <Wuppy> the first one I
couldn't go to
L218[08:02:02]
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L219[08:02:06] <Wuppy> they announced the
date for the second one.... same as the first one FFS
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L221[08:04:43] <ThePsionic> lmao
L222[08:04:45] <ThePsionic> rip
L223[08:05:06] <Wuppy> do you know Defqon
1?
L224[08:05:36] <ThePsionic> no
L225[08:05:49] <Wuppy> it's one of the
biggest festivals on the netherlands :O
L226[08:11:54]
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L227[08:27:22] <shadowfacts> Is there
anything special I need to do to be able to post my own event to
the Forge event bus?
L228[08:27:39] <shadowfacts> It appears
get posted fine, but none of the handlers are executed
L229[08:29:03] ⇦
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L230[08:32:41]
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L231[08:37:41] <masa> wtf my IRC logs atm
take 1.9 GB O_o
L232[08:38:25] <ghz|afk> 650mb here
L233[08:38:40] <masa> 110 MB of that is
from this channel
L234[08:38:53] <ghz|afk> 40mb here
L235[08:39:04] <ghz|afk> you win ;P
L236[08:39:12] ***
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L237[08:40:11] <masa> maybe I should clean
up that and compress and move most of it to my storage disk
L238[08:40:27] <masa> so many old channels
and stuff
L239[08:40:27] <diesieben07> shadowfacts,
not really. you just need to have your event class not abstract and
not on the transformer exclusions
L240[08:41:21] <shadowfacts> alrighty,
thanks
L241[08:41:59] <gigaherz> masa: I had to
archive the logs a while ago
L242[08:42:06] <gigaherz> literally just
renamed the folder logs-old
L243[08:42:10] ⇦
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L244[08:42:11] <gigaherz> and let mirc
create a new one
L245[08:42:21] <gigaherz> cos it was
taking a LONG time to load the backlog when opening mirc
L246[08:42:21] <gigaherz> XD
L247[08:43:18]
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L248[08:43:20] <masa> it loads it all?
:o
L249[08:43:51] ⇦
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L250[08:43:52] <gigaherz> my guess is, it
pases the whole file
L251[08:43:59] <gigaherz> but only keeps
the last N lines
L252[08:44:08] <gigaherz> parses*
L253[08:44:09] <masa> I have it on daily
rotation too, so that I can have a web page for viewing the logs, a
couple of my friends use that page to see what has been happening
on our channel while they were offline
L254[08:44:22] <gigaherz> I enabled daily
logs once
L255[08:44:30] <gigaherz> but I got way
too annoyed
L256[08:44:39]
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L257[08:44:50] <masa> why?
L258[08:44:52]
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L260[08:44:59] <gigaherz> then instead of
searching for stuff in one file, I had to search in
#channel*.log
L261[08:45:17]
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L262[08:45:19] <gigaherz> and it wasn't
named by date
L263[08:45:21] <masa> well that way you
also see easily when the stuff happened
L264[08:45:21] <gigaherz> it was just .1
.2 .3
L265[08:45:25] <masa> ugh
L266[08:45:31] <masa> yeah then it sucks
moneky balls :D
L267[08:45:35] <masa> *monkey
L268[08:45:53] <gigaherz> but
L269[08:46:01] <gigaherz> I see that it
now has "date filenames": "by day"
L270[08:46:12] <gigaherz> I think I'll
enable, if I can do it "by month" ;P
L271[08:46:27] <gigaherz> yep :D
L272[08:46:41] <masa> I have it as
#channel_2016-01-10.log etc. so when I do grep -ni "foo"
path/to/logs/* I see from the filename what date it was
L273[08:46:41] ⇦
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L274[08:46:59] <gigaherz> new
filename
L275[08:46:59] <gigaherz>
#minecraftforge.EsperNet.20160101.log
L276[08:47:16] <gigaherz> contains the old
41mb ;P
L277[08:48:07] <gigaherz> I have logs
since 2007, that's a lot of days if I had everything ;P
L278[08:48:10] <AEnterprise> what's the
getField, setField, ... stuff for in IInventory?
L279[08:48:12] <masa> it seems that I have
about 6 years worth of logs in single file before I enabled the
rotation
L280[08:48:21] <gigaherz> AEnterprise:
it's a "feature"
L281[08:48:24] ⇦
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L282[08:48:30] <gigaherz> that can be used
to synchronize data for gui container purposes
L283[08:48:42] <AEnterprise> well that new
"feature" could have javadoc then explaining it :P
L284[08:48:55] <gigaherz> it's not worth
using
L285[08:49:16] <AEnterprise> the javadoc
could atleast say that you can not use it then :P
L286[08:49:17] <gigaherz> you can, I did,
but it's silly
L287[08:49:42] <AEnterprise> i mean that
you can not implement anything on those functions, now it's
confusing
L288[08:49:49] <AEnterprise> as it seems
they are "required"
L289[08:49:52] <gigaherz> you CAN use the
feature
L290[08:49:57] <gigaherz> that's a
downside of java
L291[08:49:58] ***
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L292[08:50:02] <gigaherz> just put a
comment in them
L293[08:50:08] <gigaherz> "// not
used, left blank intentionally"
L294[08:50:11] <gigaherz> if it bothers
you
L295[08:50:32] <AEnterprise> why didn't
they put it in a new interface that extends IInventory then?
L296[08:50:47] <gigaherz> ask
mojang.
L297[08:50:59] ***
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L298[08:51:08] <gigaherz> but if you
REALLY wanted to use the feature
L299[08:51:11] <gigaherz> you can do
something like this
L301[08:51:12] <AEnterprise> blank methods
don't bother me realy, just that it's confusing now as other
mods/stuff might expect me to do something there
L302[08:51:14] <gigaherz> in your
Container class
L303[08:51:22] <gigaherz> no they
won't
L304[08:51:40] <gigaherz> if anyone uses
getFieldCount/getField/setField besides you, they are doing it
wrong
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L306[08:52:10] <gigaherz> so far as other
mods are concerned, those methods do not exist.
L307[08:52:17] <AEnterprise> alright, so
basicly it's to sync progress or somehing, not needed in this case
then
L308[08:52:47] <gigaherz> yes, its only
purpose is send "extra data" for gui display
purposes
L309[08:52:47] <AEnterprise> just making a
inventory class to store itemstacks so i don't need to have
duplicate code in all my TE's for it
L310[08:53:19] <AEnterprise> kinda silly
as not all invenories have progress
L311[08:53:29] <gigaherz> yup in vanilla
mc it's only used by the furnace
L312[08:53:40] <gigaherz> or maybe the
brewing stand also
L313[08:53:52] <AEnterprise> and now
IInventory also extends IWorldNamable o.0
L314[08:53:54] <gigaherz> worst of all,
they don't even do it in a loop like I did
L315[08:54:06] <AEnterprise> requiring a
chatcomponents, wut?
L316[08:54:06] <gigaherz> they have each
field in a separate var
L317[08:54:09] <gigaherz> and check one by
one
L318[08:54:16] <gigaherz> getDisplayName()
:3
L319[08:54:21] <AEnterprise> that's
silly
L320[08:54:23] <gigaherz> stupid
feature
L321[08:54:23] <gigaherz> XD
L322[08:54:30] <gigaherz> you know where
it's used?
L323[08:54:37] <gigaherz> in chests' Gui
classess
L324[08:54:43] <AEnterprise> -.-
L325[08:54:46] <gigaherz>
chest/dispenser/etc
L326[08:54:58] <gigaherz> to show the
"custom name" as you set it in an anvil
L327[08:55:14]
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L328[08:55:15] <AEnterprise> usefull for
vanilla, junk for most mods
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L330[08:56:52] <AEnterprise> so that
chatcomponent is safe to assume nobody will be ever asking for it
right?
L331[09:00:25] <gigaherz> yeah
L332[09:03:19]
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L334[09:03:54]
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L336[09:06:15] <nekosune> Does anyone know
why
setDefaultState(this.getBlockState.getBaseState.withProperty(JAR,false))
would be failing with Error:(29, 51) inferred type arguments
[Any,Boolean] do not conform to method withProperty's type
parameter bounds [T <: Comparable[T],V <: T]
L337[09:06:24] <nekosune> 1.8.9
L338[09:06:35]
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L339[09:08:00] <diesieben07> nekosune,
what tye is "JAR" declared as?
L340[09:08:15] <nekosune>
PropertyBool
L341[09:08:21] <nekosune> val
JAR:PropertyBool=PropertyBool.create("jar")
L342[09:09:51] ***
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L343[09:10:24] <diesieben07> hm, what
happens if you explictly declare the parameters (in java you would
do getBaseState().<Boolean, Boolean>withProperty(...)
L344[09:11:20] <nekosune>
setDefaultState(this.getBlockState.getBaseState.withProperty[java.lang.Boolean,Boolean](JAR,false))
seems to get rid of that error
L345[09:11:33] <nekosune> have to specify
java's Boolean NOT scalas
L346[09:11:42] <gigaherz> scala boolean !=
java boolean? o_O
L347[09:11:50] <nekosune> \or not
L348[09:12:04] <diesieben07>
false.asInstanceOf[java.lang.Boolean] does not work wither?
L349[09:12:05] <nekosune> stupid scala
compiler seems to have moved it back to scala
L350[09:12:07] <diesieben07> *eiter
L351[09:12:30] <gigaherz> that seems even
worse
L352[09:12:36] <gigaherz> if you have to
manually cast it
L353[09:12:42] <gigaherz> may as well
create a PropertyScalaBool
L354[09:12:44] <nekosune> Error:(29, 63)
type arguments [Boolean,Boolean] do not conform to method
withProperty's type parameter bounds [T <: Comparable[T],V <:
T]
L355[09:12:44] <nekosune>
setDefaultState(this.getBlockState.getBaseState.withProperty[java.lang.Boolean,Boolean](JAR,false.asInstanceOf[java.lang.Boolean]))
L356[09:12:56] <gigaherz> that works
exactly like the normal one
L357[09:12:59] <gigaherz> but accepts
scala types
L358[09:13:18] <nekosune> Scala's boolean
does not implement Comparable
L359[09:13:24] <diesieben07> there is your
issue :D
L360[09:13:27] <nekosune> HA got one of
them
L361[09:13:28] <gigaherz> ewh
L362[09:13:34] <nekosune> I have to cast
both to java's
L363[09:13:37] <diesieben07> yea
L364[09:13:49] <diesieben07> that type
signature is a bit weird, but correct
L365[09:14:01] <gigaherz> horribly ugly
though ;P
L366[09:14:14] <diesieben07> thats what
you get for using scala :D :D
L367[09:15:25] <nekosune> Seems to be
fixed by casting both
L368[09:15:31] <nekosune> and in 1.8 didnt
have this problem
L369[09:15:42] <diesieben07> because 1.8
doesn't have generics
L370[09:16:08] ***
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L371[09:20:40] <fry> that's what you get
for mixing generics and raw types
L372[09:21:10] <nekosune> hard coded
potion ids -_-
L373[09:21:35] <diesieben07> there is a
registry now
L374[09:23:32]
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L375[09:25:10] <nekosune> seems isnt being
used here though, at least not yet , Oh well, will concentrate on
getting this running first
L376[09:26:35] ⇦
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L377[09:27:04] <diesieben07> what is
"here"? :D
L378[09:27:18] <LatvianModder> There
L379[09:27:35] <LatvianModder> *points
with finger*
L380[09:28:55] ***
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L381[09:29:11] <nekosune> Thaumcraft
L382[09:31:41] ⇦
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L383[09:33:57] <masa> didn't the 5.1.1
update changelog mention moving from hardcoded ids to the
registry?
L384[09:35:34] <gigaherz> oooh 5.1.0 was
released yesterday
L385[09:35:37] <gigaherz> and 5.1.1
today
L386[09:38:35]
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L391[09:52:15] <nekosune> woo Thaumic
Tinkerer works for 1.8.9 now
L392[09:52:31]
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L396[10:08:27] <Nitrodev> woo an update to
regrowth :D
L397[10:08:42] ⇦
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L398[10:09:10] <gigaherz> Nitrodev:
oooh
L399[10:09:15] <gigaherz> still 1.7.10
though, I suppose ;P
L400[10:09:15] <Nitrodev> 0.9.0
L401[10:09:19] <Nitrodev> yeah
L402[10:09:23] <gigaherz> what's new?
;P
L403[10:09:32] <gigaherz> my regrowth
playthrough got stale after some point
L404[10:09:48]
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L406[10:09:55] <gigaherz> started doing
thaumcraft on my own because I sortof ran out of quests
L407[10:09:55] <gigaherz> XD
L408[10:10:14] <Nitrodev> wow
L409[10:10:17] <gigaherz> last thing I
remember doing on HQM in the pack was opening the botania portal
and doing some transfers
L410[10:10:27] <gigaherz> exchanges*
L411[10:10:49] <gigaherz> nekosune
\o/
L412[10:12:56] <gigaherz> nice :D
L414[10:13:01] <gigaherz> "FTL"
streaming
L415[10:13:08] <gigaherz> sub-second
delay
L417[10:13:16]
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L418[10:13:20] <PitchBright> that's
diff'rnt
L419[10:14:04] ***
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L421[10:16:04] ***
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L423[10:17:19] <LatvianModder> lol
L424[10:17:28] <gigaherz> diesieben07:
heh
L425[10:17:41] <gigaherz> I had to reload
the page after that because I couldn't close the panel
L426[10:17:41] <gigaherz> XD
L427[10:17:54] *
diesieben07 just closed the stream
L428[10:21:22] <gigaherz> this FTL thing
is nice enough network-wise. I see resaonably constant data rate
~400kbps, as opposite to a more "spiky" transfer shape of
other services
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L430[10:28:31] <Nitrodev> how do i breed
the nature seeds in regrowth
L431[10:28:35] <Nitrodev> NEI isnt
helping
L432[10:29:30]
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L433[10:30:50] <gigaherz>
"breed"?
L434[10:30:57] <TechDG> hey I once again
need help... xD this time with apis and mavin
L435[10:31:06] <gigaherz> IIRC
L436[10:31:11] <gigaherz> they are a
botania recipe
L437[10:31:18] <Nitrodev> oh
L438[10:31:41] <gigaherz> hmm
L439[10:31:49] <gigaherz> or not
L440[10:31:51] <gigaherz> can't
remember
L441[10:31:53] <gigaherz> too many
months
L442[10:31:53] <gigaherz> XD
L444[10:32:17] <Nitrodev> if it is i have
no idea what i need for it
L445[10:32:27] <TechDG> it should download
waila, NEI and CCC but it isnt
L446[10:32:55] <TechDG> wait nvm theres a
gradle channel srry
L447[10:33:04] <gigaherz> I don't really
know much about gradle ;P
L448[10:33:15] <gigaherz> but shouldn't
you have a repository url for the dependencies
L449[10:33:20] <gigaherz> and you only
have a dependency for waila
L450[10:33:24] <gigaherz> not nei/ccc
;p
L451[10:33:49]
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L452[10:34:09] <TechDG> well according to
the website for waila, as long as you put both urls in the
repositorys area, you only need to set waila as a dependencie
L453[10:34:14] <TechDG> but il try adding
NEI and cc
L454[10:34:20] <gigaherz> ah
L455[10:34:34] <gigaherz> I didn't know
waila had nei and ccc as dependencies itself
L456[10:35:18]
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L457[10:35:25] <TechDG> yeah i didnt
either till the video
L458[10:36:01] <TechDG> its working now
that I set those as their own dependencies xD
L459[10:36:14] <gigaherz> tbh my use of
WAILA was to download a zip from the repo
L460[10:36:21] <gigaherz> rip out the api
packages
L461[10:36:27] <gigaherz> and dump them
into my dev environment
L462[10:36:28] <gigaherz> XD
L463[10:36:39] <TechDG> that is probably
what im gonna have to do xD unless you have on for 1.7.10 already
setup you can send me
L464[10:36:39] <gigaherz> while at the
same time placing a dev jar in the mods folder
L465[10:36:48] <gigaherz> hmmm
L466[10:36:53] <TechDG> so NEI and CCC
work
L467[10:36:55] <gigaherz> the old version
of ender-rift had waila going
L468[10:36:57] <TechDG> waila just is set
up wrong :P
L469[10:37:22] <TechDG> no point in having
a mavin if you arent gonna make it work right xD
L471[10:37:56] <gigaherz> thisi s the last
commit before 1.8.9
L472[10:38:05] <shadowfacts> Uhm, the
sources jar that's built automatically by FG doesn't actually have
any of my mod sources in it
L473[10:38:05] <TechDG> ty :D
L474[10:38:20] <gigaherz> shadowfacts:
o_O
L475[10:39:07] <shadowfacts> Wait,
retromappedReplacedMain.jar in the sources jar has all of my mod
sources in it, but either it's not getting used or IDEA doesn't
recognize it
L476[10:39:26] <TechDG> so just basically
copy all your files into a manually created structure to match what
the API would do
L477[10:39:30] <TechDG> like copy your
waila api files
L479[10:40:16] <gigaherz> aded a branch
for it
L480[10:40:21] <TechDG> WOW wtf waila I
copied the tutorial waila mavis and now it worked
L481[10:40:22] <gigaherz> so I don't have
to look it up by commit hash
L482[10:40:22] <gigaherz> XD
L483[10:40:25] <TechDG> ont he last try
before I used yours xD
L484[10:40:28] <gigaherz> lol
L485[10:40:29] <gigaherz> XD
L486[10:40:31] <TechDG> WOW
L487[10:40:36] <TechDG> sorry to make u do
that then all a sudden it works
L488[10:40:40] <gigaherz> np
L489[10:40:42] <gigaherz> it's better this
way
L490[10:40:46] <gigaherz> ;P
L491[10:40:50] <TechDG> I swear to god th
ey are identical lines
L492[10:40:52] <TechDG> my old and my
new
L493[10:40:56] <gigaherz> XD
L494[10:41:10] <gigaherz> and btw
L495[10:41:12] <TechDG> bullshit
gradle
L496[10:41:13] <TechDG> yeah?
L497[10:41:13] <gigaherz> if you had to
use my files
L498[10:41:20] <gigaherz> you'd just need
the src/api/ folder
L499[10:41:21] <gigaherz> as-is
L500[10:41:25] <TechDG> ok
L501[10:41:37] <gigaherz> the src/api/
packages are not included in the jar
L502[10:41:53] <TechDG> yeah ik
L503[10:42:04] <TechDG> it skips that in
compiling
L504[10:42:51] <TechDG> welp il be back
probably, chances are im gonna ave some other stupid issue
L505[10:42:53] <TechDG> xD
L506[10:43:00] <TechDG> cya
L507[10:43:09] ⇦
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L516[11:05:34] <Wuppy> lol the amount of
customization on characters for XCOM 2 makes me think that there
might very well have been 1 person working full-time on making
character hats :P
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L518[11:12:10] <gigaherz> lol
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L522[11:17:31] <Simeon> I have a question.
Do the new versions of forge (MC 1.8) have the .obj model
loader?
L523[11:17:41] <gigaherz> yes
L524[11:17:51]
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L525[11:17:52] <gigaherz> it's not exactly
like the old one
L526[11:17:56] <gigaherz> but there's an
OBJ loader
L527[11:17:59] <gigaherz> in many ways a
better one
L528[11:18:05] <Simeon> oh good
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L530[11:18:23] <gigaherz> its primary
purpose is to tie into the json-based blockstates files
L532[11:18:55] <gigaherz> which look like
this
L533[11:19:10] <gigaherz> or this
L535[11:19:25] <gigaherz> but they can
also be used form a TESR or with entities
L536[11:19:48] <gigaherz> from*
L537[11:19:50] <Simeon> so you can
transform parts form the blockstate files
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L539[11:20:15] <gigaherz> well the
transforms are applied to the whole model
L540[11:20:27] <gigaherz> but you can
compose a model from multiple obj files, and give each obj file its
own transform
L541[11:20:38] <Simeon> ah I see
L542[11:21:31] <Simeon> but you can still
render the models in custom rendering code
L543[11:21:37] <gigaherz> yes
L544[11:21:56] <gigaherz> although 1.8
requires much less custom rendering code
L545[11:22:26] <gigaherz> the blockstates
system allows doing a lot of stuff that would have previously
required code to achieve
L546[11:23:04] <Simeon> that's good I
guess :D
L548[11:23:15] <gigaherz> like this
multiblock structure
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L550[11:23:21] <TechDG> hey
L551[11:23:22] <gigaherz> I have 4 models
total
L552[11:23:30] <gigaherz> the straight
redstone-textured piece
L553[11:23:37] <gigaherz> the corner
octa-something-hedron
L554[11:23:45] <gigaherz> and the dark
base slabs
L555[11:23:58] <gigaherz> and then the
center orb which is a TESR
L556[11:24:13] <gigaherz> TechDG: wb
L557[11:24:18] <gigaherz> btw you can stay
around and idle
L558[11:24:25] <TechDG> so for once my
question isnt an error xD. I have apis working (currently waila and
thaum, gonna do ee3 next probs) but its going to get VERY annoying
if I have a ton of methods in my main class doing api things with
@Optional.Method
L559[11:24:27] <gigaherz> leave irc open
in the background if you want ;P
L560[11:24:31] <TechDG> ty and yeah IK I
can
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L562[11:25:08] <gigaherz> TechDG: you
don't need to make anything optional for WAILA
L563[11:25:31] <TechDG> rlly? ok
L564[11:25:33] <gigaherz> yo ucan use IMC
(inter-mod communications) and have a separate class that's only
ever used if WAILA is present
L565[11:25:35] <TechDG> well thats one
less line of code
L566[11:25:41] <TechDG> yeaht hats what I
was about to get to
L567[11:26:09] <TechDG> could I have my
main class call another class with a method in it that in turns
calls more methods in a special class that are all the API
methods
L568[11:26:13] <TechDG> so like an
APIHandler
L569[11:26:14] <TechDG> would that
work?
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L571[11:26:27] <gigaherz> if you do it
right, yes
L572[11:26:29] <gigaherz> BUT
L573[11:26:37] <gigaherz> because indirect
references are a thing
L574[11:26:54] <gigaherz> that only really
works if you use reflection (Class.fromName) to load the
instance
L575[11:27:03] <TechDG> how would you
suggest I do it
L576[11:27:07] <gigaherz> for WAILA,
that's done for you
L578[11:27:23] <gigaherz> you send this
IMC message
L580[11:27:46] <gigaherz> and thne have a
public static method with the same name
L581[11:27:51] <gigaherz> in a separate
class
L582[11:28:02] <gigaherz> and WAILA takes
care of reflecting things for you
L583[11:28:12] <gigaherz> sorry for the
mess
L584[11:28:16] <gigaherz> I made it nicer
in the 1.8.9 port
L585[11:28:18] <TechDG> ok
L586[11:28:21] <gigaherz> ;P
L587[11:28:23] <TechDG> how would I do
that with other mods though
L588[11:28:27] <TechDG> that dont take
care of it like WAILA
L589[11:28:33] <TechDG> say thaumcraft
which is hte other mod im using as an API atm
L590[11:28:40] <gigaherz> yep
L591[11:28:49] <TechDG> would the same
method work?
L592[11:28:56] <TechDG> as for
waila?
L593[11:29:06] <gigaherz> no, you have to
do it yourself
L594[11:29:13] <gigaherz> you can make
yourself something like
L595[11:29:52] <gigaherz> void
loadModApiBinding(String fullyQualifiedName)
L596[11:29:59] <gigaherz> that does
something like
L597[11:30:16] <gigaherz>
Class.fromName(fullyQualifiedName).getConstructor(types).newInstance(args)
L598[11:30:38] <TechDG> ok
L599[11:30:58] <gigaherz> ofc you may want
to store the reference somewhere, so it doesn't get GCd
L600[11:31:01] <TechDG> yeah
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L602[11:31:10] <gigaherz> then you can
do
L603[11:31:11] <TechDG> just a class in
the Reference file
L604[11:31:19] <TechDG> shoot I gtg
):
L605[11:31:25] <TechDG> I copied that into
a notepad so I can do it later
L606[11:31:35] <gigaherz>
if(Loader.isModLoaded("modid"))
loadModApiBinding("fully.qualified.class.Name");
L607[11:31:45] <TechDG> yeah
L608[11:32:10] <TechDG> ok cya, ty
L609[11:32:14] <TechDG> i think I can get
that t work
L610[11:32:18] ⇦
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L612[11:33:50] <gigaherz> so apparently
SW:TFA is now #3 movie of all time (if not accounting for
inflation)
L613[11:36:05] ⇦
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L615[11:39:58] <MoxieGrrl> Bah. Count for
inflation. :P
L616[11:40:20] <gigaherz> then it doesn't
make it into the top 10
L617[11:40:20] <gigaherz> ;p
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L625[11:48:28] <Nitrodev> hi McJty
L626[11:49:10] <McJty> Hi Nitrodev
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L633[12:05:52] <gigaherz> okay time to get
into worldgen stuff
L634[12:06:39] <gigaherz> if I want to
generate stuff around a bitl ike how forestry generates hives,
would that be oregen, or something else XD
L635[12:06:51] <williewillus> decoration
propbably
L636[12:06:53] <williewillus> like
flowers
L637[12:07:03] <williewillus> or i guess
ores
L638[12:07:04] <williewillus> idk :p
L639[12:07:08] <mezz> forestry's open
source :P
L640[12:07:38] <gigaherz> yes but it's
nicer if someone has a definite answer instead of me having to
spend how knows how long trying to understand someone else's code
;p
L641[12:07:43] <masa> speaking of
forestry, is it being ported to 1.8?
L642[12:07:56] <mezz> working on it, JEI
has been higher priority though
L644[12:08:43] <masa> I haven't played
modded in about a year other than testing stuff in dev
L645[12:09:16] <masa> I might want to put
together a small 1.8 pack at some point, and forestry is definately
one of my favorite mods
L646[12:09:22] <masa> love them bees &
trees :p
L647[12:09:38]
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L648[12:10:13] <williewillus> 1.8 modded
is great
L649[12:10:15]
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L650[12:10:16] <williewillus> all the fps
improvements
L651[12:11:04] <williewillus> I manage to
hold 45+ on this moderetely light pack, with a resource pack that
fancifies vanilla block models
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L653[12:11:23] <gigaherz> heh
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L655[12:12:39] <PaleoCrafter> has anybody
considered that we might get (slightly) better FPS on previous
versions as well if people actually had to think about hwo they're
going to render something :P
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L657[12:12:54] <williewillus> :p
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L659[12:13:11] <williewillus> except now
they're forced to
L660[12:13:25] <gigaherz> not forced
enough
L661[12:13:44] <PaleoCrafter> that's my
point, williewillus :P
L662[12:13:54] <williewillus> gigaherz:
how so :p
L663[12:13:55] <gigaherz> people still
insist on adding back ways to work around the system and generate
polygons on thefly
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L666[12:14:10] <gigaherz> like using
IBakedModel and generating polygons on the getFaceQuads()
L667[12:14:16] <williewillus> because they
don't know any better
L668[12:14:23] <williewillus>
documentation :p
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L670[12:14:56] <LatvianModder> What is
IBakedModel? Is it something like ISBRH in 1.7.10?
L671[12:15:05] <gigaherz> slightly
L672[12:15:13] <gigaherz> the way 1.8
models work
L673[12:15:16] <LatvianModder> (I dont
have a 1.8 MCP yet)
L674[12:15:24] *
PaleoCrafter slaps LatvianModder
L675[12:15:29] <PaleoCrafter> y u no
update
L676[12:15:33] <LatvianModder> Ive made
one mod for 1.8 but it was ages ago
L677[12:15:34] <gigaherz> is that the
model definitions exist in json files
L678[12:15:39] <gigaherz> then minecraft
loads those json files
L679[12:15:43] <gigaherz> into internal
models
L680[12:15:51] <gigaherz> which then
"bakes" into IBakedModels
L681[12:16:03] <gigaherz> the IBakedModel
contains just a list of pre-generated quads
L682[12:16:20] <gigaherz> so that the
tesellator can just dump the quads into the VBO/displaylist
L684[12:16:22] <LatvianModder> Because I
dont want to leave FTBU hanging on clifdside in 1.7.10. Few more
thibgs and I can move, mostly bugfixes and performance
improvements
L685[12:16:25] <gigaherz> without doing
any extra work
L686[12:16:45] <gigaherz> LatvianModder:
branch 1.7.10, continue on master
L687[12:16:54] <gigaherz> then if you find
a bug, you can checkout branch, and fix
L688[12:16:54] <gigaherz> ;P
L689[12:17:45] <LatvianModder> Im in a
middle of complete rewrite :D
L690[12:17:54] <LatvianModder> After that,
yes, only bugfixes
L691[12:17:57] <PaleoCrafter> it's kind of
disappointing that Thaumcraft 5 reduced some of its look, I really
don't like the spell effects coming from your feet xD
L692[12:18:03] ⇦
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L693[12:18:04] <gigaherz> welñl you said
only bugfixes so... XD
L694[12:18:29] <gigaherz> PaleoCrafter:
wit so my spell effects work better than T5's? :O
L695[12:18:38] <LatvianModder> Depends on
what your bugs are.. If they are like mine, I like to change things
a lot :D
L696[12:18:47] <PaleoCrafter> I don't know
how your effects work :P
L697[12:18:49] <gigaherz> although dunno
if coming from the mouth is better
L698[12:18:49] <gigaherz> XD
L700[12:19:01] <OrionOnline> Hey Guys. I
am looking for a Webdesigner, anyone know a good one? (Does not
need to be free)
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L702[12:19:19] <PaleoCrafter> that just
looks ridiculous, gigaherz :D
L703[12:19:26] <gigaherz> yeah
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L705[12:19:35] <gigaherz> but it looks
better than coming from the feet
L706[12:19:37] <gigaherz> I tried.
L707[12:19:38] <gigaherz> XD
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L710[12:20:09] <gigaherz> XD
L711[12:20:12] <Pennyw95> my workspace
isn't looking for mods inside /mods...how do I make it do it?
L712[12:20:18] <gigaherz> at some point
I'll compute the location ofthe wand
L713[12:20:21] <gigaherz> and draw the
beam from there
L714[12:20:50] <PaleoCrafter> yeah, that's
what I wondered about in Thaumcraft, it's not like Azanor wouldn't
be capable of it
L715[12:22:01] <PaleoCrafter> he also
seems to have gone to a JSON model for the arcane alembic, but that
might have been a deliberate decision
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L717[12:22:40] <McRafty>
`EntityLiving#getInventory` seems misleading, as it should only
return equipped (and held) items
L718[12:22:48] <McRafty> getInventory is
used when calculating enchantments to apply to hits, armor value,
modifying exp drops, etc, etc...
L719[12:22:55] <McRafty> in cases like a
horse-with-chest it would be misleading, as you wouldn't want the
whole inventory, only equipped
L720[12:23:02] <McRafty> so... Forge
maintenance question:
L721[12:23:09] <McRafty> when methods
names are misleading, one 'fix' that doesn't break existing mods is
rename the method, but add a deprecated method with the old (poorly
named) signature, which proxies to the new.
L722[12:23:16] <McRafty> is this
encoraged/discouraged, or undecided/undiscussed in forge?
L723[12:23:24] <PaleoCrafter>
"getInventory" implies the whole inventory, doesn't
it?
L724[12:23:38] <gigaherz> yeh, but the
"inventory" of the horse
L725[12:23:40] <gigaherz> has 2
slots
L726[12:23:45] <gigaherz> the saddle, and
the armor
L727[12:23:54] <Pennyw95> my workspace
isn't looking for mods inside /mods...how do I make it do it?
L728[12:23:54] <gigaherz> dunno how the
chest works in there
L729[12:24:15] <McRafty> right - horse is
actually a bad example, as it doesn't work that way. not sure
anything does really
L730[12:24:45] <McRafty> player might be
the only valid existing example, but it doesn't extend
EntityLiving, and has a very customized Inventory class
L731[12:24:49] <gigaherz> it's funny that
player.getInventory returns ItemStack[], but player.inventory is an
InventoryPlayer
L732[12:24:50] <gigaherz> XD
L733[12:25:23] <McRafty> really the
question is about renaming methods in forge - getInventory is just
an example
L735[12:26:17] <gigaherz> McRafty: if the
community agrees that the proposed name is better
L736[12:26:19] <gigaherz> we switch.
L737[12:26:29] ***
DRedAway is now known as DRedhorse
L738[12:26:33] <McRafty> PaleoCrafter
thanks - is the 'deprecated proxy method' trick used, or are
renames always breaking changes?
L739[12:26:37] <LatvianModder> Pennyw95:
add them to classpath :P
L740[12:26:40] <gigaherz> look at
IInventory.getName / entity.getName
L741[12:26:46] <gigaherz> it has changed
names like a dozen times in the past year
L742[12:26:46] <gigaherz> XD
L743[12:26:53] <McRafty> heh
L744[12:27:15] ***
Abrar|gone is now known as AbrarSyed
L745[12:27:32] <PaleoCrafter> the proxy
method thing only gets used when there's a Forge alternative
(things in Item taking an ItemStack argument whereas the vanilla
variant has none)
L746[12:27:54] <gigaherz> hmmm was there a
vanilla command to tp a player back to their home/spawn?
L747[12:28:01] <Pennyw95> @LatvianModder:
the xml file inside /eclipse?
L748[12:28:08] <PaleoCrafter> I somewhat
doubt it, gigaherz :D
L749[12:28:11] <williewillus> gigaherz: in
like infdev
L750[12:28:13] <williewillus> so yes
L751[12:28:14] ***
AEnterprise is now known as AEnterpriseAFK
L752[12:28:14] <williewillus> ;p
L753[12:28:20] <williewillus> not
anymore
L754[12:28:27] <gigaherz> meh
L755[12:28:32] <gigaherz> ... /kill
then
L756[12:28:35] <PaleoCrafter> Pennyw95, do
the mods not load at all or do you get an error?
L757[12:28:38] <LatvianModder> There is a
gui for that... Wow ive forgotten how to eclipse, but i switched to
idea only 2 weeks ago...
L758[12:28:45] <Pennyw95> I can't find any
reference to /mods in my previous workspace though..and it found
them
L759[12:29:03] <Pennyw95> it just says I
must install a mod that I set as a prerequisite for mine
(baubles)
L760[12:29:04] <gigaherz> I just place
stuff into run/mods now
L761[12:29:05] <PaleoCrafter> Guess that
proves how bad eclipse is :D
L762[12:29:08] <gigaherz> was eclipse/mods
before
L763[12:29:08] <Nitrodev> man i hjate
this
L764[12:29:13] <williewillus> lol
L765[12:29:17] <williewillus> Nitrodev:
what are you working on?
L766[12:29:19] <Pennyw95> run/mods
L767[12:29:20] <Pennyw95> ?
L768[12:29:36] <Nitrodev> i'm trying to
understand the code from the vanilla ShapedRecipes class but i just
can't
L769[12:29:36] <gigaherz> it may not have
changedfor existing environments
L770[12:29:46] <gigaherz> but a new
1.8/1.8.9 environment now has a "run" folder
L771[12:29:52] <Nitrodev> and the weird
thing is it's not my java learning that's blocking this time
L772[12:29:53] <gigaherz> for the
minecraft instance
L773[12:30:00] <gigaherz> it's
configurable in build.gradle
L774[12:30:04] <PaleoCrafter> it's been
"run" for quite some time now, I think
L775[12:30:06] <williewillus> Nitrodev:
what part is confusing?
L776[12:30:12] <williewillus> it's been
run since 1.8.0 i think
L777[12:30:12] <gigaherz>
runDir="run"
L778[12:30:14] <LatvianModder> Nitrodev:
is it that bad?
L779[12:30:19] <gigaherz> it has been
"run" since fg2.0
L780[12:30:21] <williewillus>
probably
L781[12:30:21] <PaleoCrafter> probably
FG2.0?
L782[12:30:25] <gigaherz> back when
"src" was renamed to "mdk"
L783[12:30:26] <PaleoCrafter> hah
L784[12:30:31] <Nitrodev> it is
L785[12:30:43] <williewillus> well what
lines are confusing?
L786[12:30:47] <Pennyw95> I think it's
from 1.8.8...my prev workspace was 1.8 and my /mods folder wasn't
inside /run
L787[12:30:47] <Nitrodev> no wait the
CraftingManager class is the one
L788[12:30:53] <LatvianModder> Just open
ShapedOreRecipe or smth like that
L789[12:30:54] <PaleoCrafter> are you
through the two books already, Nitrodev?
L790[12:30:55] <Nitrodev> not the
shapedrecipes that ig ot
L791[12:31:04] <Nitrodev> yup
L792[12:31:35] <williewillus> you just
said you didn't get vanilla ShapedRecipes :p
L793[12:31:39] <williewillus> and now you
say you do
L794[12:31:52] <Nitrodev> i didn't have
the IDE open at that time
L795[12:32:07] <Nitrodev> so i couldn't
remember which one it was
L796[12:33:36] <Pennyw95> and now it's
baubles causing a crash... ffs
L797[12:33:52] ⇦
Quits: Cooler (~CoolerExt@117.204.121.156) (Quit:
Leaving)
L798[12:34:07] <PaleoCrafter> make sure
you have the deobfuscated version
L799[12:34:26] <Pennyw95> oh right that's
it
L800[12:34:35] <Pennyw95> I haven't
CCC
L801[12:34:58] <williewillus> who is good
at immediate mode gl :p
L802[12:35:05] <williewillus> I can't get
my floating flowers to spin right
L804[12:35:11]
⇨ Joins: Rushmead
(uid136212@id-136212.ealing.irccloud.com)
L805[12:35:16] <tterrag|phone>
williewillus, what is happening, what do you want to happen
:P
L806[12:35:18] <PaleoCrafter> I'm certain
Azanor provides a deobfuscated version
L807[12:35:26] <williewillus> supposed to
bob up and down and rotate in place
L808[12:35:39] <Pennyw95> yes he
does
L809[12:35:39] <williewillus> instead with
the indicated line uncommented, it bobs up and down and orbits the
blockspace
L810[12:35:53] <PaleoCrafter> so the
rotation axis is off
L811[12:36:06] <tterrag|phone> ^
L812[12:36:21] <PaleoCrafter> play with
the translation around the rotation
L813[12:36:30] <tterrag|phone> translate
prior to rotating
L814[12:36:50] <PaleoCrafter> he is, but
using the wrong values
L815[12:37:14] <PaleoCrafter> might not
even need to translate with the vanilla baked model stuff
L816[12:40:00] <Pennyw95> how do I remove
a .jar from the project's build path?
L817[12:40:24]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.15)
L818[12:40:37] <tterrag|phone> right click
-> remove from buildpath
L819[12:40:39] <tterrag|phone> .-.
L820[12:40:44] <Nitrodev> lol
L821[12:41:36] <Pennyw95> wow that was
silly
L822[12:41:42] ⇦
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L823[12:42:06] <Pennyw95> thanks
L824[12:42:35] <williewillus> well it
seems to get the bakedmodel to render in the block space I have to
translate to a corner, so when I rotate it's wrong, but if I
translate the axis of rotation to the middle of the blockspace the
model is off, since it's from the corner
L825[12:43:03]
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L826[12:46:16]
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L828[12:49:41] <dmf444> Any specific way
to load a texture onto a OBJ model, from TESR? The model loads for
me, however all textures on it are missingo
L829[12:50:30] <williewillus> how do you
stitch it?
L830[12:50:46] <tterrag|phone>
williewillus, translate back before rotating perhaps
L831[12:50:59] <tterrag|phone> wat
L832[12:51:02] <tterrag|phone> oh not for
me, lol
L833[12:51:30] <williewillus> eh I tried
translating back,nothing really happens
L834[12:52:29] <OrionOnline> Anyone know a
good webdesigner?
L835[12:53:25] <OrionOnline> dmf444, which
mc version?
L836[12:53:33] <williewillus> which makes
no sense sinec internet says tahts exactly how you change axis of
rotation
L838[12:54:32] <tterrag|phone> if not, idk
lol
L839[12:54:39] <tterrag|phone> also, use
partial tick in rotating pls
L840[12:54:47] <tterrag|phone> (and
translating)
L841[12:55:04] ***
Vazkii is now known as Vazkii|a
L842[12:55:19] <dmf444> 1.8.8
L843[12:55:22] <williewillus> its factored
into worldTime
L844[12:55:40] <tterrag|phone> ah,
right
L845[12:57:38] <OrionOnline> dmf444, did
you set the materials?
L846[12:58:10] <dmf444> yes, material is
set in .mlt file as well as a retexture prior to bake
L847[12:59:48] <OrionOnline> did you
modify the mtl file so that it points to the files in the resource
pack?
L848[12:59:54] <OrionOnline> like
modid:file?
L849[13:00:01] ⇦
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(~Dr.Benway@host178-137-dynamic.5-87-r.retail.telecomitalia.it)
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L850[13:01:03] ⇦
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L851[13:01:07] ⇦
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L853[13:03:23] <gigaherz> hwo does that
look for a ring for my magic mod? ;P
L854[13:03:46] <mikebald> Gigantic!
=)
L855[13:03:55] <gigaherz> lol
L856[13:04:04] <PaleoCrafter> wanna see it
in MC, because I doubt you're gonna get that shading :P
L857[13:04:12] <gigaherz> oh sure ;P
L858[13:04:33] <gigaherz> specially
because I'll be using the standard item model system
L859[13:04:34] <gigaherz> ;P
L860[13:04:38] <gigaherz> so no specular
highlights
L861[13:04:48] *
mikebald thinks it looks good.
L862[13:05:01] <dmf444> @OrionOnline: yes,
if i convert the block to a block with a json, it works fine.
Trying to load it via TESR doesn't load the texture
L863[13:06:11] <PaleoCrafter> show your
code, dmf444
L864[13:06:21] <PaleoCrafter> and the mtl
file
L865[13:06:49]
⇨ Joins: Lunatrius
(~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
L868[13:08:33] <PaleoCrafter> you don't
use the texture anywhere else?
L869[13:09:41] <williewillus> oh
L870[13:09:43] <williewillus> I see
it
L871[13:09:53] <williewillus> when you
retexture you don't add "textures/" in front of the
path
L872[13:10:00] <williewillus> it's how you
would declare it in the blockstate json
L873[13:10:04] <McJty> Hmm. I have an AT
for rftools 1.8.9 which has the single line: public
net.minecraft.client.gui.inventory.GuiContainer
func_146975_c(II)Lnet/minecraft/inventory/Slot; #
getSlotAtPosition
L874[13:10:10] <McJty> It works in dev
env.
L875[13:10:17] <PaleoCrafter> and you
don't add the .png at the end
L876[13:10:20] <McJty> But it seems not to
work in a server environment
L877[13:10:27] <McJty> But I see no errors
or anything
L878[13:10:31] <PaleoCrafter> but it might
still not work, unless your stitch the texture manually
already
L879[13:10:31] <McJty> I basically
override that method in my gui
L880[13:10:38] <tterrag|phone>
>gui
L881[13:10:39] <PaleoCrafter> (or use it
in your item)
L882[13:10:39] <McJty> Is there anything
else I should do to make this work?
L883[13:10:40] <tterrag|phone>
>server
L884[13:11:02] <tterrag|phone> you have
the manifest entry right?
L885[13:11:17] <McJty> tterrag|phone,
?
L886[13:11:25] <McJty> My first venture
into AT's
L887[13:11:30] <McJty> So I most likely
forgot something
L888[13:11:34] <tterrag|phone> ATs aren't
picked up by magic
L889[13:11:38] <tterrag|phone> they need
an entry in the manifst
L890[13:11:43] <McJty> Well they
apparently are in the dev env :-)
L891[13:11:47] <McJty> What
manifest?
L892[13:11:54] <williewillus> meta-inf
:p
L893[13:11:56] <PaleoCrafter> because FG
detects them in your resources folder
L894[13:12:09] <McJty> Where does that
meta-inf go? How does it look like?
L895[13:12:19] <tterrag|phone> use
gradle
L896[13:12:20] <williewillus> need to add
a bit to your build.gradle
L897[13:12:40]
⇨ Joins: useless2764
(useless@meerkat.danmackay.com)
L898[13:12:41] <tterrag|phone> jar {
manifest { }}
L899[13:12:44] <tterrag|phone> add key
FMLAT or something
L900[13:12:45] <williewillus> dmf444: does
removing textures/ and .png from your texture path work?
L901[13:12:50] <McJty> Any example?
L902[13:12:52] <tterrag|phone> can't
remember exactly, look at any mod that has an AT
L905[13:13:43]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
L906[13:13:45] <TechDG> hey
L907[13:13:46] <williewillus> and then
aura_at.cfg is located inside resources/META-INF/
L908[13:14:07] <TechDG> so this is more
opinion based, but whats the best way to learn to make a machine
that runs on RF?
L909[13:14:11] <dmf444> what file
willie?
L910[13:14:22] <TechDG> because that is
something I need in my mod plus something I wanna learn how to
do
L911[13:14:32] <McJty> What about the
rftools_at.cfg file that I already have in resources and that is
now picked up by gradle?
L912[13:14:42] <McJty> Do I keep that or
move it to inside META-INF?
L913[13:14:57] <williewillus> dmf444: when
you call retexture(), the second argument to it, remove
"textures/" from the front and ".png" from the
back
L914[13:15:03] <TechDG> I already got the
RFAPI installed
L915[13:15:19] <williewillus> in
juicemixermodel line 50
L916[13:15:37] <dmf444> nope, still loads
missingo
L917[13:15:47] <tterrag|phone> McJty, move
it
L918[13:15:47] <tterrag|phone> AT file
should always be inside META-INF
L919[13:16:16] <McJty> ok
L920[13:16:25] <williewillus> then it's
probably not stitching correctly
L921[13:16:27] <williewillus> where do you
do that?
L922[13:16:42] <gigaherz> hwo do you call
that thing they do to fix a gemstone to a ring or similar?
L923[13:17:11] <mikebald> you mean how a
jewler sets the gem?
L925[13:17:16] <gigaherz> yes
L926[13:17:29] <gigaherz> the thing where
they use a tiny bit of metal to prevent the gem from moving
L927[13:17:29] <TechDG> hello? xD
L928[13:17:42] <PaleoCrafter> dmf444, you
need TextureStitchEvent.Pre
L929[13:17:58] ***
AEnterpriseAFK is now known as AEnterprise
L930[13:18:12] <williewillus> and did you
register that object to the bus?
L931[13:18:19] <williewillus> that
method's kinda just..there :p
L932[13:18:44] <dmf444> trying that now,
Paleo. Registered in the main class to Forge's event bus
L933[13:18:50] <mikebald> I think they
just use prongs to hold the gemstone in place; there's no welding
or anything. Putting a gemstone in the setting is just called
setting the stone.
L934[13:19:19] <gigaherz> yeah but that
method had a name, I'll have to re-watch the last "man at
arms" ;P
L935[13:19:31] <dmf444> that didn't
work
L936[13:20:14]
⇨ Joins: Lordmau5
(~Lordmau5@2a01:4f8:162:50e3::2)
L937[13:20:19] <Lordmau5> this works...
\o
L938[13:20:21] <williewillus> when you
print the textures after bake what does it say
L939[13:20:40] <TechDG> 0-0
L940[13:21:18] <gigaherz> mikebald: ah
"bead setting". doesn't sound as cool as I hoped ;P
L941[13:21:30] <dmf444> JuiceMixerModel
line 40?
L942[13:21:49] <mikebald> gigaherz yeah,
that sounds incredibly boring.
L943[13:22:02] <TechDG> anyone?
L944[13:22:24] <williewillus> well not
line 40, that's always gonna print missing :P
L945[13:22:27] <williewillus> the one
under
L946[13:22:46] <williewillus> oh nvm I'm
derp
L947[13:22:47] <TechDG> I cant tell if u
cant hear me or im just being ignored xD
L948[13:22:49] <williewillus> either
L949[13:22:56] <williewillus> TechDG:
what
L950[13:23:05] <TechDG> ok good it aint
broken
L951[13:23:10] <PaleoCrafter> TechDG,
you're not the only one in the channel, you know
L952[13:23:10] <mikebald> gigaherz for a
magic mod you think of transmuting things, or whatnot =).
L953[13:23:15] <TechDG> ik
L954[13:23:29] <TechDG> whats the best way
to learn to do machines
L955[13:23:35] <PaleoCrafter> your first
message hasn't even reached the top of my log, so be patient
L956[13:23:42] <williewillus> look at
other mods
L957[13:23:54] <TechDG> ok
L958[13:24:08] <williewillus> Progressive
Automation is pretty good basic example
L959[13:24:13] <tterrag|phone> EnderIO, PA
yeah
L960[13:24:13] <TechDG> ok ty
L961[13:24:15] <tterrag|phone> others I'm
sure
L962[13:25:40] <Lordmau5> Uhm
L963[13:25:48] ⇦
Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
(Quit: Leaving)
L964[13:25:57] <Lordmau5> is there any
tutorial out there from the community that shows how to get a
1.7.10 mod to 1.8.X?
L965[13:26:09] <williewillus> in what
regard?
L966[13:26:16] <williewillus> just overall
or specific aspects
L967[13:26:23] <Lordmau5> e.g.
setBlockName isn't there anymore - neither are things like
registerBlockIcons
L968[13:26:25] <Lordmau5> as well as the
rendering
L969[13:26:29] <Lordmau5> so overall, I'd
say
L970[13:26:33] <Simeon> so IIcon is now
TextureAtlasSprite :D
L971[13:26:35] <williewillus> setBlockName
-> setUnlocalizedName :p
L972[13:26:41] <williewillus> Simeon: it
was always TextureAtlasSprite ;)
L973[13:26:44] <williewillus> the
interface just got removed
L974[13:26:49] <Simeon> ah
L975[13:27:02] <PaleoCrafter>
williewillus, it wasn't *always* TAS :P
L977[13:27:23] <Lordmau5> TAS Tool
Assisted Speedrun \o/
L978[13:27:24] <Lordmau5> wait,
what...
L979[13:27:43] <Lordmau5> thanks for the
rendering already! :)
L980[13:28:00] <Lordmau5> you might wanna
disable editing though, perhaps
L981[13:28:51] *
tterrag|phone brutally murders williewillus
L982[13:28:54] <Lordmau5> still having
questions regarding the block textures
L983[13:28:57] ***
tterrag|phone is now known as tterrag|laptop
L984[13:29:04] <Lordmau5> since
setBlockTextureName is gone as wellm for example
L985[13:29:07] <Lordmau5> well, for
example*
L986[13:29:14] <tterrag|laptop> all
textures are done in the models
L987[13:29:32]
⇨ Joins: vsg1990
(~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L988[13:29:33] <Lordmau5> so I can't do
camouflaging, very nice
L989[13:29:43] <PaleoCrafter> you can,
it's just different from 1.7.10 :P
L991[13:29:52] <Lordmau5> is it more
difficult?
L992[13:29:53] <tterrag|laptop> you can't
do it in the same way, no
L993[13:30:00] <Lordmau5> ye, I got
that
L994[13:30:02] <tterrag|laptop> there's
already a ton of blocks that do it though
L995[13:30:02] <Simeon> anyone know how to
draw triangles with the new Tessellator ?
L996[13:30:03] <williewillus> there is
literally a section in that article that says "Case study:
Camoflage blocks" ;)
L997[13:30:05] <tterrag|laptop>
s/blocks/mods
L998[13:30:05] ⇦
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L999[13:30:08] <PaleoCrafter> it's not
more difficult per se
L1000[13:30:10] <Lordmau5> alright, I'll
just read up on that
L1001[13:30:19] <tterrag|laptop> Simeon,
begin(GL_TRIS, ...)
L1002[13:30:22] <tterrag|laptop> same as
always...
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L1004[13:30:26] <Lordmau5> so this
tutorial also includes the basic texture stuff, right williewillus
?
L1005[13:30:27]
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L1007[13:31:13] <PaleoCrafter>
williewillus, aren't all list elements supposed to be links?
L1008[13:31:16]
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L1012[13:34:04] <MalkContent> might be
gone already but 1690 has itemstacks of items on the ground without
offset
L1013[13:34:12] <MalkContent> block
itemstacks are fine though
L1014[13:34:12]
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L1015[13:34:14] <dmf444> willie it prints
out the correct name but does not find the texture
L1016[13:35:01] <gigaherz> welp
L1018[13:35:04] <gigaherz> need to fix
the transforms
L1019[13:35:06] <MalkContent> like, when
you have a large stack, it displays the item multiple times and
they are all neatly in singlefile atm
L1020[13:35:07] <gigaherz> but the model
looks niceenough
L1021[13:35:08] <gigaherz> XD
L1022[13:35:15]
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L1023[13:35:30] <MalkContent> it's round
D:
L1024[13:35:43] <gigaherz> what?
L1025[13:35:52] <MalkContent> your
model
L1026[13:36:03] <gigaherz> all my models
are "round"
L1027[13:36:03] <gigaherz> ;P
L1028[13:36:07] <gigaherz> xcept not
round
L1029[13:36:11] <gigaherz> I use sharp
angles
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L1031[13:36:21] <MalkContent> low poly
round
L1032[13:36:52] <PaleoCrafter> gigaherz,
you could easily make it all square :P
L1033[13:36:55] <gigaherz> yes the whole
mod is styled like that
L1034[13:37:54] <MalkContent> a whole mod
of WITCHCRAFT and HERESY, I say :P
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L1036[13:38:42] <gigaherz> it's
MAGIC!
L1037[13:38:56] <Lordmau5> the JSON
format actually sounds way cooler than the old one
L1038[13:38:58] <Lordmau5> not gonna
lie
L1039[13:39:04] <Lordmau5> at least the
Forge-JSON one :3
L1040[13:39:08] <gigaherz> sounds cooler
than it is
L1041[13:39:08] <gigaherz> ;P
L1042[13:39:12] <gigaherz> Forge made it
somewhat nicer
L1043[13:39:12] <gigaherz> ;P
L1044[13:39:57]
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L1045[13:40:08] <Lordmau5> I still didn't
get how to do the folder structure yet though
L1046[13:40:18] <Lordmau5> neither where
I have to put the texture files
L1047[13:41:06] <gigaherz> textures go
like in 1.7.10
L1048[13:41:22] <gigaherz> in
assets/modid/textures/(item|model)/
L1049[13:41:31] <gigaherz> the difference
is that now you also have
L1050[13:41:38] <gigaherz> eh
L1051[13:41:43] <gigaherz> in
assets/modid/textures/(items|blocks)/
L1052[13:41:47] <gigaherz> the difference
is that now you also have
L1053[13:42:02] <gigaherz>
models/(item|block)/<name>.json for vanilla models
L1054[13:42:08] <gigaherz> and for stuff
like .obj files
L1055[13:42:13] <gigaherz> and then
L1056[13:42:23] <gigaherz>
blockstates/<block or item registry name>.json
L1057[13:42:35] <gigaherz> (vnailla only
supports blocks, forge allows blockstates files for items)
L1058[13:42:57] <Lordmau5> I don't get it
completely
L1059[13:43:10] <Lordmau5> so is it in
assets/modid/models/ or just in models/
L1060[13:43:17] <TehNut> > forge
allows blockstates files for items
L1061[13:43:19] <TehNut> wait what
L1062[13:44:27]
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L1063[13:44:58] <Lordmau5> wouldn'T one
global sub-folder "models/" cause for a lot of
issues
L1064[13:45:19] <Lordmau5> since you
potentially have duplicates
L1065[13:45:49] <TehNut>
assets/modid/models/[item|block]
L1066[13:48:21] <gigaherz> TehNut:
yup
L1067[13:48:34] <gigaherz> if you have a
file in blockstates/itemName.json
L1068[13:48:41] <gigaherz> it will be
used for items
L1069[13:48:43] <gigaherz> instead of
just blocks
L1070[13:48:55] <gigaherz> and with the
added feature of being able to specify a variant string
L1071[13:48:59] <gigaherz> you can
do
L1072[13:49:09] <gigaherz>
registerItemModel(ElementsOfPower.magicRing, 3,
"magicRing", "gem=creative");
L1073[13:49:21] <gigaherz> I mean
L1074[13:49:22] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(ElementsOfPower.MODID + ":" +
itemName, variantName));
L1075[13:49:34] <gigaherz> and it will
look up
L1076[13:49:50] <gigaherz>
"variants": { "variantName": [{ data }] }
L1077[13:50:03] <TehNut> :O
L1078[13:50:13] <gigaherz> so you can
avoid having separate json files for items
L1079[13:50:16] <TehNut> Does it still
need the item model?
L1080[13:50:21] <gigaherz> nope
L1081[13:50:30] <gigaherz> I'm doing the
rings that way
L1082[13:50:39] <gigaherz> and I plan on
porting my staff/wand models to that system
L1083[13:50:43] <gigaherz> which I did
before it existed
L1084[13:50:54] <TehNut> Is this the
"nope" like when you said blocks only needed the one
JSON?
L1085[13:50:59] <TehNut> Or is this an
actual "nope"
L1086[13:51:03] <gigaherz> actual
nope
L1087[13:51:05] <gigaherz> just used it
;P
L1088[13:51:07] <TehNut> awesome
L1089[13:51:17] <gigaherz> no item jsons
for the rings
L1090[13:51:19] <gigaherz> and
actually
L1091[13:51:25] <gigaherz> blocks don't
need extra jsons if oyu use the same method
L1092[13:51:25] <gigaherz> XD
L1093[13:52:06] <gigaherz>
"forge_marker":1, unlocks a bunch of things ;P
L1094[13:52:44] <McJty> tterrag|laptop,
the AT works now. Thanks
L1095[13:54:11] <williewillus>
PaleoCrafter: someone else added the links :p
L1096[13:54:16] <PaleoCrafter> ah
L1097[13:54:20] <PaleoCrafter> they did a
bad job, then :D
L1098[13:54:33] <williewillus> Lordmau5:
yes, it has basically eveyrthing on the basics
L1099[13:57:29] <gigaherz> hmf
L1100[13:57:36] <gigaherz> I can't get
the items to look right
L1101[13:57:42] <gigaherz> they seem to
be transformed as if they were blocks
L1102[13:57:47] <gigaherz> and I can't
seem to tell it otherwise
L1103[13:57:47] <gigaherz> XD
L1104[13:57:57] <williewillus> someone
make me models for all the magic flowers in botania to advertise
the fact that you can now do that :p
L1105[14:03:06]
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L1110[14:09:38] <Lordmau5> RIP
L1111[14:09:49] <Lordmau5> MFW
"fluid.getFlowingIcon()" is not a method anymore :(
L1112[14:10:27] <diesieben07> yeah you
have to get the ResourceLocation and then get the
TextureAtlasSprite from the TextureMap
L1113[14:15:44]
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L1114[14:18:45] <Lordmau5> nice :/
L1115[14:19:04] <Lordmau5> there's no way
to return "getBlock" in a IBlockAccess handler, is
there?
L1116[14:19:23] <diesieben07> wat
L1117[14:19:44] <TehNut> There's no
getBlock() in world anymore
L1118[14:19:55] <TehNut>
getBlockState(BlockPos).getBlock()
L1119[14:20:03] <Lordmau5> ooh
L1120[14:20:15] <TehNut> Everything is
grabbing the state at the location
L1121[14:21:13] <Lordmau5> rewriting my
ISBRH will be the biggest difficulty I assume
L1122[14:21:41] <diesieben07> well, you
just have to turn manual quad rendering into BakedQuad
generation
L1123[14:21:55]
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L1124[14:21:56] <diesieben07> and if you
require state, using an ISmartBlockModel
L1125[14:22:03] <Lordmau5> hmm
L1126[14:22:13] <Pennyw95> Does Forge
prevent a mod from being loaded if it has compile errors?
L1127[14:22:23] <Lordmau5> also
side-question: is there CC for 1.8.9 yet?
L1128[14:22:30] <Lordmau5> I see a 1.8
version, no idea if it will work on 1.8.9
L1129[14:22:33] <TehNut>
ComputerCraft?
L1130[14:22:38] <TehNut> Not for
1.8.9
L1131[14:22:46] <Lordmau5> ok
L1132[14:24:31] <Lordmau5> what about
waila for 1.8.9? I was pretty sure I had that in my dev
env...
L1133[14:24:38] <Lordmau5> yup nvm, have
it
L1134[14:25:14] <Pennyw95> is there
CodeChickenCore for 1.8.9?
L1135[14:25:31] <Lordmau5> haven't found
it
L1136[14:25:32] <TehNut> No
L1137[14:25:45] <Pennyw95> so all mods
inside run/mods/ must be deobf?
L1138[14:26:05] <TehNut> Yes
L1139[14:26:13] <Pennyw95> ok
L1140[14:27:45] <Pennyw95> ugh, can't
find a deobf JEI
L1141[14:28:04] <TehNut> Use BON2
L1142[14:28:20] <TehNut> Most mods don't
provide a deobf copy anymore because we have deobfCompile in
gradle
L1143[14:29:03] <Pennyw95> oh, cool
L1144[14:29:14] <Lordmau5> my
"network" package is the only one that is completely
error-free so far
L1145[14:29:16] <Lordmau5> progress
\o/
L1146[14:29:26] <Pennyw95> how does it
work?
L1147[14:29:36] <TehNut> How does what
work
L1148[14:29:57] <Pennyw95> is it
built-in? I just stick an obfuscated .jar and it's okaay?
L1149[14:30:21] <TehNut> no it
deobfuscates libs provided in build.gradle
L1151[14:31:22] <williewillus> is there
any decent editor like Paint.NET for linux?
L1152[14:31:34] <TehNut> is Gimp for
linux?
L1153[14:31:45] <williewillus> yes, but i
can't figure out how to use it xP+)
L1154[14:31:49] <TehNut> hehe
L1155[14:32:00] <williewillus> if I can't
figure out how to draw a circle, don't wanna use it
L1156[14:32:11] <williewillus> paint.net:
hit c, click and drag mouse, done
L1157[14:32:22]
⇨ Joins: shadekiller666
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L1158[14:32:42] *
mikebald goes to paint.net and hits C and nothing happens, am I on
the wrong site? =D
L1159[14:32:43]
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L1160[14:32:55] <williewillus> remembered
wrong then :p
L1161[14:33:07] <TehNut> no he went to
the website
L1162[14:33:08] <TehNut> pls
L1163[14:33:28]
⇨ Joins: shadekiller666
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L1164[14:35:24] <williewillus> screw this
I'm going to windows to use it >.<
L1165[14:35:49] ***
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L1172[14:45:53] <Lordmau5> what is the
best EnumFacing for tanks to fill in?
L1173[14:45:59] <Lordmau5> I used to use
ForgeDirection.UNKNOWN
L1174[14:46:03] <Lordmau5> should I go
for EnumFacing.UP from now on?
L1175[14:46:32] <LexManos> depends on the
tank
L1176[14:46:45] <LexManos> what direction
are you accessing it from?
L1177[14:46:45] <Lordmau5> It used to
work with UNKNOWN all the time back in 1.7.10
L1178[14:47:01] <Lordmau5>
FluidContainer
L1179[14:47:04] <Lordmau5> as in, trying
to fill an item
L1180[14:47:12] <LexManos> on item
use?
L1181[14:47:18] <Lordmau5> yea
L1182[14:47:22] <mezz> can't you use
null?
L1183[14:47:24] <diesieben07> the player
is clickingon a side of the block ;)
L1184[14:47:24] <LexManos> you have a
side parameter
L1185[14:47:24] <Lordmau5> well, I have a
function to fill the fluid containers
L1186[14:47:26] <diesieben07> and no you
cannot
L1187[14:47:39] <Lordmau5> that's
true...
L1188[14:47:39]
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L1189[14:48:05] <LexManos> Using a side
for this is what you're supose dto do
L1190[14:48:15] <LexManos> unknown is
FUCKING RETARDED AN UNNEEDED
L1191[14:48:21] <Lordmau5> It's
okay
L1192[14:48:23] <diesieben07> and
personally my tanks would have thrown an exception at you if you
tried to feed them UNKNOWN
L1193[14:48:26] <LexManos> if you want o
represent 'self' null is fine.
L1194[14:48:42] <Lordmau5> I found out
that I call the method in onBlockActivated, so I have the side
supplied :)
L1195[14:49:01] <LexManos> when
interacting with the world, you always have a direction.
L1196[14:49:21] <LexManos> U/D/N/S/E/W or
'self' self == null.
L1197[14:49:25] <LexManos> Anything else
is stupid.
L1198[14:49:30] <williewillus> the
question is who added unknown ;)
L1199[14:49:40] <LexManos> King because
of skyboy bitching
L1200[14:49:44] <Lordmau5> btw, at
"onBlockActivated"
L1201[14:49:56] <williewillus> huh
really, I didn't know unknown was that new
L1202[14:49:58] <Lordmau5> is it the side
I'm facing or the side of the block I'm clicked?
L1203[14:50:04] <williewillus> side of
block
L1204[14:50:08] <Lordmau5> alright,
thanks :D
L1205[14:50:37] <LexManos> its not new
its been in for ages, but they are responsible. It never had a good
argument in the first place it was just there because Forge owned
the enum and it didnt break anyhting else and it made the bitching
stop.
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L1207[14:55:04] <Lordmau5> uhm
L1208[14:55:05]
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L1209[14:55:09] <Lordmau5> okay, this is
something that really confuses me
L1210[14:55:14] <Lordmau5> updateEntity
in TileEntity is gone?
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L1212[14:56:01] <PaleoCrafter> implement
ITickable
L1213[14:56:02] <Pennyw95> update() is
the new updateEntity()
L1214[14:56:09] <PaleoCrafter> TEs don't
tick by default anymore
L1215[14:56:22] <Lordmau5> update() or
tick() ?
L1216[14:56:36] <diesieben07> implement
ITickable.
L1217[14:57:04] <Lordmau5> ye, got
it
L1218[14:57:05] <Lordmau5> thanks
L1219[14:57:33] <Lordmau5> implemented
the wrong ITickable, hehe
L1220[14:59:33] <Lordmau5> how would I go
for setting a block on a location?
L1221[15:00:17] <TehNut>
world.setBlockState(BlockPos, IBlockState)
L1222[15:01:25] <Lordmau5> ye, how would
I "implement" Blocks.fire into that?
L1223[15:02:47] <TehNut>
Blocks.fire.getDefaultState() I'd assume
L1224[15:04:15] <Lordmau5> thanks
L1225[15:04:28] <LexManos> Yes, vanilla
took our concept of non-ticking TEs ;)
L1226[15:04:35] <Lordmau5> well, it's
good though
L1227[15:04:51] <Lordmau5> are there any
news on the MC modding api, btw, or is that a dead meme
again?
L1228[15:05:00] <LexManos> the
what?
L1229[15:05:13] <Lordmau5> didn't they
want to make an official modding API?
L1230[15:05:31] <shadekiller666> they've
"wanted" to do a lot of things for a long time
L1231[15:05:43] <LexManos> the
what?
L1232[15:05:55] <Lordmau5> nevermind,
dead meme :P
L1233[15:06:18] <diesieben07> it was
called plugins btw
L1234[15:06:23] <diesieben07> which i
think is intentional
L1235[15:06:24] <shadekiller666> (the
point lex is trying to get across is that we don't talk about that
:P)
L1236[15:06:38] <Lordmau5> alright, I'm
sorry
L1237[15:06:41] <Lordmau5> what did I
talk about again?
L1238[15:06:42] <Lordmau5> :p
L1239[15:07:24] <MalkContent> entities of
large itemstacks of items don't get rendered corretly
L1240[15:07:30] <shadekiller666> even if
a plugin api does get created, forge will likely still be the
better option
L1241[15:07:51] <Lordmau5> it WILL be the
better option
L1242[15:07:54] <MalkContent> the
displayed items aren't offset but in single file :| should i write
a ticket for that?
L1244[15:09:03] <LexManos> I need someone
who is good at writing docs to document that for me
L1245[15:09:11]
⇨ Joins: GeoDoX (~GeoDoX@64.228.131.180)
L1246[15:11:42] <GeoDoX> So I have a
class that needs to track a someone who created a new instance of
it. Right now I'm using player's UUID's but I want the server to be
able to be the owner. What would be the best way of accomplishing
that?
L1247[15:11:52] <LexManos> MalkContent,
if you have rendering issue poke fry
L1248[15:12:09] <LexManos> use the
Minecraft uuid.
L1249[15:12:16] <LexManos> Like
dispensors do for it's fake player
L1250[15:12:18] <MalkContent> far as i am
concerned everybody should have this
L1251[15:12:38] <Lordmau5>
Minecraft.fontRenderer is gone too, huh, okay...
L1252[15:12:58] <Lordmau5> nvm it's
fontRendererObj ...
L1253[15:13:04] <MalkContent> guess fry
should consider himself poked then
L1255[15:13:48] <Lordmau5> why does
GuiTextField have a componentId now?
L1256[15:13:59] <GeoDoX> diesieben07, not
really, just need something simple. The Minecraft UUID would work
if I could find it.
L1257[15:15:07] <diesieben07>
FakePlayerFactory
L1258[15:15:20] <diesieben07> although i
really dislike FakePlayers where they are not really needed
L1259[15:15:23] <diesieben07> but do what
you wish
L1260[15:15:36] <Simeon> How do you make
custom item renderers in 1.8 what is the IItemRenderer equivalent
?
L1261[15:15:56] <diesieben07> you would
make a model, check out the subtypes of IBakedModel
L1262[15:16:37] *
diesieben07 leaves
L1263[15:17:39] <Temportalist> For some
reason, my assets stopped loading into the game. they were working
before, and Im not sure why they are no longer loading. (IDEA, was
using iml files, now importing build.gradle)
L1264[15:18:02] <ThePsionic> Ah, ye olde
IDEA resource fix
L1265[15:18:05] <ThePsionic> Lemme check
it
L1266[15:18:16] <fry> MalkContent: noted,
ty
L1267[15:19:02] <ThePsionic>
Temportalist: Put this at the end of build.gradle:
L1268[15:19:04] <ThePsionic> idea {
module { inheritOutputDirs = true } }
L1269[15:19:07] <ThePsionic> Then
re-import
L1270[15:21:49] <gigaherz> I prefer
"idea { module.inheritOutputDirs = true }", it gives
emphasis to the right bit ;P
L1271[15:22:09] <ThePsionic> It's
whatever, really
L1272[15:22:17] <Lordmau5>
ChunkProvider.loadChunk -> provideChunk?
L1273[15:22:53] <PaleoCrafter> we all
know that "idea.module.inheritOutputDirs = true" is the
only truly good notation
L1274[15:23:56]
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L1275[15:26:30]
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L1276[15:26:50] <Temportalist> Thanks
ThePsionic. it was a step in the right direction, now i just have
some wonky errors to fix because it didnt like the import
L1277[15:27:07] <Temportalist> aka - mc
doesnt like some of the obj files in the resources assets
directory
L1278[15:27:22]
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L1279[15:27:31] <Simeon> can you do
dynamic item rendering with animation and custom rendering code in
1.8 ?
L1280[15:28:17]
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L1282[15:30:40] <LexManos> Yes, Should
you? No
L1283[15:30:42]
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L1285[15:31:06] <Simeon> But how can you
do it with the backed models :X
L1286[15:31:45] <LexManos> As this falls
into the category if shit you shouldnt be doing without REALLY
REALLY REALLY good reasons. The answer to that question is 'If you
dont know how you shouldnt be doing it'
L1287[15:32:06] <gigaherz> Simeon: what's
the purpose?
L1288[15:32:17] ***
kroeser is now known as kroeser|away
L1289[15:32:20] <PaleoCrafter> just wait
for fry's animation stuff :D
L1290[15:32:24] <Simeon> rendering
weapons
L1291[15:32:24] <gigaherz> I mean what
kind of thing do you need to render that needs it?
L1292[15:32:32] <Simeon> advanced
weapons
L1293[15:32:40] <LexManos> Stop being
vague.
L1294[15:32:42]
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L1295[15:32:51] <gigaherz> but what part
of the weapon requires realtime rendering?
L1296[15:32:58] <LexManos> Give EXACT
specifications, EXACT images, EXACT details.
L1297[15:33:02]
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L1298[15:33:04] <Simeon> 0o
L1299[15:33:06] <Simeon> ok
L1300[15:33:07]
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L1302[15:33:15] <gigaherz> depending on
what kind of detail you need, there may be existing
workarounds
L1304[15:33:56] <gigaherz> like some days
ago there was someone who wanted to draw an ammo display on guns,
and that can be done without animation
L1305[15:34:05] <Simeon> weapons with
recoil
L1306[15:34:20] <Simeon> with
modules
L1307[15:34:28] <Simeon> and scopes
L1308[15:34:41] <LexManos> Take a look at
how bows are rendered
L1309[15:34:43] <Simeon> with
particles
L1310[15:34:45] <gigaherz> aha so it's
not actually the gun itself being animated like some sci-fi
gun
L1311[15:34:45] <LexManos> this is
essentially the same thing
L1312[15:34:52] <gigaherz> it's just the
recoil/shoot/aim poses
L1313[15:34:57] <Simeon> yes
L1314[15:35:06] <fry> yup, should be
simple enough
L1315[15:35:16]
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L1316[15:35:23] <gigaherz> see this is
why we ask about context and details
L1317[15:35:38] <PaleoCrafter> damn, that
video is fancy
L1318[15:36:12] <fry> it is :P
L1319[15:37:05] <LexManos> Its fancy, but
im not seeing anything that cant be done in 1.8 with normal
mechanics we have in place.
L1320[15:37:15] <Simeon> I saw a
IPerspectiveAwareModel
L1321[15:37:22] <PaleoCrafter> yeah,
wasn't implying that :P
L1322[15:37:28] <gigaherz> that's just so
that the model in inventory and the model in hand are
different
L1323[15:37:38] <LexManos> Im not sure
HOW to do it as I dont do rendering but I know its possible.
L1324[15:38:06] <gigaherz> I just used
the "BOW" animation in my wands, since it serves my
purpose ;P
L1325[15:38:07] <Simeon> I mainly need to
animate it
L1326[15:38:44] <LexManos> ya the
'animations' are just rotation paths.
L1327[15:38:57] <Pennyw95>
Uhm.....getSubBlocks gives me an error after I updated to 1.8.9,
has it been changed?
L1328[15:39:20] <gigaherz> "an
error" is too generic ;P
L1329[15:39:27] <gigaherz> which
error?
L1330[15:39:42] <Pennyw95> so it's still
there...I'll try to solve it first
L1331[15:39:52] <gigaherz> I don't know
if it's still there or not
L1332[15:39:57] <gigaherz> but you didnt'
specify
L1333[15:40:01] <gigaherz> does it
compile?
L1334[15:40:13] <gigaherz> if so, is it a
crash or just some log message?
L1335[15:40:24] <gigaherz> if not, does
the name exist? or does it just not accept some of the
arguments?
L1336[15:40:34] <Pennyw95> compilation
error
L1337[15:40:36] <gigaherz> all of those
situations are "an error"
L1338[15:40:41] <PaleoCrafter> oh,
another thing I don't like about TC5: the wands don't have fancy
swinging anymore :<
L1339[15:40:56] <Pennyw95> but it's an
error from my mod
L1340[15:41:03] <PaleoCrafter> it might
be because of generics?
L1341[15:41:10] <gigaherz> Pennyw95:
WHICH error
L1342[15:41:14] <gigaherz> what's the
line that the compiler spits
L1343[15:41:19] <Pennyw95> wait, I want
to try to solve it alone first xD
L1344[15:41:21]
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L1345[15:41:31] <gigaherz> yes but READ
the message
L1346[15:41:31] <gigaherz> XD
L1347[15:41:35]
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L1349[15:42:02] <gigaherz> there must be
an error message when you hover over the wavy line that marks the
error or whatever eclipse has
L1350[15:42:26] <Pennyw95> the error in
getSubBlocks was because the last argument was List<Object>
and apparently 1.8.9 only wants List<ItemStack>
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L1352[15:42:35] <Pennyw95> yes I
know
L1353[15:42:48] <PaleoCrafter> hah,
called it
L1354[15:43:18] <Pennyw95> yeah I've been
told so many times generics are bad
L1355[15:43:23] <PaleoCrafter> wut
L1356[15:43:27] <gigaherz> lol whoever
told you that is an idiot
L1357[15:43:31] <PaleoCrafter> Generics
are da best
L1358[15:43:40] <PaleoCrafter> maybe not
their *implementation*, but the concept is great :P
L1359[15:43:58] <gigaherz> the
implementation isn't great, but it's not *bad*
L1360[15:43:59] <gigaherz> ;P?
L1361[15:44:01] <gigaherz> -?
L1362[15:44:25] <PaleoCrafter> tell me
how it could have been any worse? :P
L1363[15:44:40]
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L1364[15:45:07] <Pennyw95> I mustyped
it
L1365[15:45:28] <Pennyw95> that guy told
me to always use the <type>
L1366[15:45:32] <Pennyw95>
mistyped*
L1367[15:45:50] <Pennyw95> the exact
opposite
L1368[15:48:31] <Pennyw95> what about get
getStackInSlotOnClosing(int index)?
L1369[15:48:46]
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L1370[15:48:51] <PaleoCrafter>
removeStack or something
L1371[15:48:55] <Pennyw95> that one seems
like it's gone even if I have no idae what it did
L1372[15:48:58] <Pennyw95> new
name?
L1373[15:49:03] <gigaherz> yeah
L1374[15:49:18] <Pennyw95>
removeStackFromSlot?
L1375[15:49:40] <PaleoCrafter> you know,
just look at the interfaces you're implementing, or even better,
let your IDE implement methods for you
L1376[15:50:43] <Pennyw95> let your IDE
do it for you? that's only for new classes, isn't it?
L1377[15:50:47]
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L1378[15:51:22] <PaleoCrafter> usually
not
L1379[15:51:31] <PaleoCrafter> I don't
know how capable your IDE is :O
L1380[15:51:34] <PaleoCrafter> * :P
L1381[15:51:49] <Pennyw95> I find it very
slow, that's all ahah
L1382[15:52:11] <Pennyw95> and I finally
finished updating to 1.8.9 :D
L1383[15:52:28]
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L1384[15:52:30] <gigaherz> :)
L1385[15:53:13] <Pennyw95> are the new
worldrenderer methods in the same class as 1.8?
L1386[15:53:46] <PaleoCrafter> >
WorldRenderer methods > same class
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L1388[15:56:15] <Pennyw95> ok
L1389[15:56:24]
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L1390[15:56:24] <Lordmau5> Gotta say:
Merging over to BlockPos makes things nicer! :)
L1391[15:56:32] <gigaherz> yeah
L1392[15:56:50] <tterrag|laptop> not when
you already had your own similar object that had more methods
>.>
L1393[15:56:53] <gigaherz> but at the
same time Minecraft now allocates like some 9 million BlockPos
instances per second (or some such big number)
L1394[15:56:55] ***
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L1395[15:57:04] <PaleoCrafter> haha,
yeah, that's shit, tterrag
L1396[15:57:19] <gigaherz> tterrag:
YourObject extends BlockPos ;P
L1397[15:57:29] <tterrag> sure, but that
doesn't fix all the passing into methods
L1398[15:57:32] <tterrag> which I would
then have to wrap
L1399[15:57:35] <gigaherz> true
L1400[15:57:39] <tterrag> further
exacerbating the instnatiation issue
L1401[15:57:39] <Lordmau5>
EnumFacing.getFront == getOrientation, no?
L1402[15:57:50] <PaleoCrafter> that's
where Scala's implicit classes come in handy :P
L1403[15:58:19] <PaleoCrafter> +
extending AnyVal and you get virtually no overhead
L1404[15:58:30] <tterrag> suuure...I
don't even want to know what kind of nasty hacks that uses
L1405[15:58:36] <gigaherz> that's also
where C#'s extension methods would be handy
L1406[15:59:02] <Pennyw95> it aint over,
Modelbakery.addVariantname is deprecated now
L1407[15:59:04] <gigaherz> extension
methods are just syntactic sugar for static methods that take the
object as their first arg
L1408[15:59:27] <PaleoCrafter> implicit
class extending AnyVal is scala's equivalent of extension methods,
it's just more general :P
L1409[15:59:32] <gigaherz> static class X
{ public static void DoSomething(this BlockPos pos) { ... }}
L1410[15:59:44] <gigaherz> and thne you
can do
L1411[15:59:50] <gigaherz>
bp.DoSomething()
L1412[16:00:06] <Pennyw95> PaleoCrafter:
you write mods in scala?
L1413[16:00:24] <PaleoCrafter> if I was
writing any mods, I woulde use it, yes :P
L1414[16:00:30] <gigaherz> heh
L1415[16:00:42] <PaleoCrafter> actually
working on one now, but that's Java because it's a collaboration
q.q
L1416[16:00:55] <PaleoCrafter> btw,
tterrag, it isn't even *that* hacky xD
L1417[16:01:15] <PaleoCrafter> it's a
very simplified version of Valhalla's value types
L1418[16:02:13] <ThePsionic> The fuck is
Valhalla
L1419[16:02:24] <ThePsionic> The
afterlife for Scala values?
L1420[16:02:25] <gigaherz> fry: still
around? I was doing a blockstates file for an item, and I was
wondering if there's some way to "reset" the transforms
to how they would be for an item, and then apply another transform
on top of that
L1421[16:02:38]
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L1422[16:02:43] <tterrag> and I'm
supposed to know how that works...?
L1423[16:03:06] <PaleoCrafter>
ThePsionic, a project working on value types and generic
specialisation for (most likely) Java 10
L1424[16:03:21] <ThePsionic> Mmm still a
ways away then
L1425[16:03:56] <PaleoCrafter> tterrag,
well, no, my point just is that it isn't any more hacky than the
stuff the Java core team will do :P
L1426[16:05:10] <PaleoCrafter> Java 10
might be far away, but you can technically play with Valhalla today
:P
L1427[16:05:16] <tterrag> except they
have JVM commit access....bit different...
L1428[16:05:33] <PaleoCrafter> yeah,
that's why it's simplified
L1429[16:05:51]
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L1430[16:06:19] <PaleoCrafter> it only
works with one value and you still get actual wrapping at a few
places (arrays, for instance)
L1431[16:06:29] <PaleoCrafter> but it's
the best possible without JVM support
L1432[16:07:35]
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L1433[16:07:52] <diesieben07> actually
it's not, but it's the best possible without JVM support and
absolute crazy brittle hackery :D
L1434[16:08:07] <PaleoCrafter> lol,
yeah
L1435[16:08:42]
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L1436[16:09:20] <Lordmau5> go damn it, I
ran into something I didn't want to touch :(
L1437[16:09:23] <Lordmau5>
IBlockStates...
L1438[16:09:39] <PaleoCrafter> you
expected to mod 1.8 without touching blockstates? oO
L1439[16:09:42] <Lordmau5> na
L1440[16:09:47] <Lordmau5> I knew I had
to touch it anyway
L1441[16:10:00] <Lordmau5> but like, I
have a small class, "ExtendedBlock", which had Block and
Metadata before
L1442[16:10:04] <TehNut> They're not that
bad once you get used to them
L1443[16:10:15] <gigaherz> Lordmau5:
takes only a little bit of effort to learn
L1444[16:10:16] <diesieben07> blockstates
are just key->value maps
L1445[16:10:18] <gigaherz> it's nice once
you learn it
L1446[16:10:19] <gigaherz> Xd
L1447[16:10:21] <diesieben07> with the
key being IProperty
L1448[16:10:37] <gigaherz> the one think
I want to get out of the way before you form any
misconceptions:
L1449[16:10:45] <gigaherz> blockstates
are PRECOMPUTED
L1450[16:10:50] <PaleoCrafter> and your
mother stinks
L1451[16:10:51] <gigaherz> every single
permutation will be generated on init
L1452[16:10:57] <ThePsionic>
PaleoCrafter: pls
L1453[16:11:28] <PaleoCrafter> :P
L1454[16:11:36] <gigaherz> the only
exception are IUnlistedProperties added through extended states
returned from getExtendedState
L1455[16:11:50] <gigaherz> anything else
will have all the values added to the permutations
L1456[16:12:09] <gigaherz> so yes if you
try to add a PropertyInteger with range 0,int_max
L1457[16:12:17] <diesieben07> lol
L1458[16:12:20] <gigaherz> you will
generate 2^31 permutations AND will crash the jvm
L1459[16:12:27] <PaleoCrafter>
*2^31-1
L1460[16:12:29] <PaleoCrafter> :P
L1461[16:12:35] <gigaherz> 0 is a number
;P
L1462[16:12:38] <PaleoCrafter> meh
L1463[16:12:42] <diesieben07> lol
L1464[16:12:48] <diesieben07> let's
redefine math!
L1465[16:12:49] <diesieben07> 0 is a
lie
L1466[16:13:03] <ThePsionic> diesieben07:
And that's how Lua was born
L1467[16:13:14] <PaleoCrafter> people
used to be fine without 0
L1468[16:13:21] <diesieben07> also...
isnt it 2³² - 1?
L1469[16:13:25] <PaleoCrafter> it wasn't
a thing until the late middle ages, I think
L1470[16:13:33] <gigaherz> no that'd be
min_int to max_int
L1471[16:13:47] <gigaherz> if oyu do only
non-negatives, you get 2^31
L1472[16:14:07] <gigaherz> int has 2^31
negatives, and 2^31 non-negatives (includes zero)
L1473[16:14:17] <gigaherz> zero is an
integer, but not a natural number
L1474[16:14:28] <gigaherz> up to aroudn
the middle ages, maths were done with only natural numbers
L1475[16:14:44] <gigaherz> negatives and
zero weren't used or even a concept known to people on the
streets
L1476[16:15:29] <PaleoCrafter> can you
count zero as non-negative? :P
L1477[16:15:43] <gigaherz> yes
L1478[16:15:51] <gigaherz> because two's
complement defines it as such
L1479[16:15:52] <Lordmau5> how would I go
for checking if 2 Block states are equal?
L1480[16:15:57] <gigaherz> Lordmau5:
==
L1481[16:16:00] <gigaherz> as I
said
L1482[16:16:05] <Lordmau5> I didn't catch
that, sorry!
L1483[16:16:05] <gigaherz> blockstates
are all precomputed
L1484[16:16:12] <gigaherz> there's
exactly one instance for each
L1485[16:16:14] <diesieben07> in fact the
definition for non-negative is: positive or 0
L1486[16:16:16] <PaleoCrafter> and there
was more to the zero thing, can't remember it though
L1487[16:16:20] <Lordmau5> I'm watching a
stream in the background, being in Discord, Twitter, ...
L1488[16:16:32] <gigaherz> the concept of
"nothing" existed before
L1489[16:16:36] <gigaherz> what didn't
exist
L1490[16:16:41] <PaleoCrafter> like, they
used to leave space where we would use zero or something
L1491[16:16:42] <gigaherz> was the
concept of an infinitely extending line
L1492[16:16:45] <gigaherz> with the 0 at
the middle
L1493[16:16:56] <gigaherz> and an unified
way to calculate things that extended below 0/1
L1494[16:17:10] <gigaherz> some languages
would "presume" the magnitude from context
L1495[16:17:21] <gigaherz> and just write
the significant digits
L1496[16:17:32] <gigaherz> like you'd see
"123" written while talking about dozens
L1497[16:17:40] <gigaherz> but you'd have
to know the context implied dozens
L1498[16:17:54] <gigaherz> or hundreds,
or thousands, or whatever
L1499[16:18:04] <gigaherz> other
languages had a delimiter
L1500[16:18:06] <gigaherz> like you'd
have
L1501[16:18:08] <gigaherz> 123'''
L1502[16:18:14] <Lordmau5> gigaherz, any
idea for this btw? - public String toString() {
L1503[16:18:15] <Lordmau5> return
getBlockState().getBlock().getUnlocalizedName() + ":" +
getMetadata();
L1504[16:18:15] <Lordmau5> }
L1505[16:18:22] <Lordmau5> damn,
shouldn't have posted code, I remember...
L1506[16:18:29] <gigaherz> and there have
been many methods
L1507[16:18:35] <Lordmau5> basically,
what could I use for "getMetadata" instead, since that's
not a real thing anymore
L1508[16:18:52] <diesieben07> print out
the block state's keys and values
L1509[16:18:53] <gigaherz> before the
world insisted on unifying things into decimal system built around
arabic numerals
L1510[16:19:03] <diesieben07> e.g.
{burning=true,time=4} or whatever
L1511[16:19:14] <Lordmau5> oh, that works
ye, thansk
L1512[16:19:15] <Lordmau5> thanks*
L1513[16:19:21] <gigaherz> Lordmau5:
blockstate.toString() may be enough for that
L1514[16:19:35] <gigaherz> I can't
remember what it returns
L1515[16:19:36] <diesieben07> it is
:D
L1516[16:19:37] <Pennyw95>
.ordinal?
L1517[16:19:56] <Pennyw95> nvm I thought
he was talking about getMeta
L1518[16:19:57] <gigaherz> Pennyw95: no
blockstates aren't an enum
L1520[16:20:29] <diesieben07> wat
L1521[16:20:41] <Lordmau5> the first
"getBlock" is for getting my ExtendedBlock element int
here
L1522[16:20:43] <Lordmau5> in
there*
L1523[16:20:54] <diesieben07> what does
ExtendedBlock contain?
L1524[16:20:59] <Lordmau5> ... I can
ditch that now
L1525[16:21:02] <ThePsionic> Lordmau5:
interesting way to do image pages btw
L1526[16:21:03] <Lordmau5> it only
contains the block state haha
L1527[16:21:07] <diesieben07> haha
L1528[16:21:10] <Lordmau5> thanks, got
the idea from amadornes :p
L1529[16:21:14] <Lordmau5> basically my
image host
L1530[16:21:45]
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L1531[16:21:51] <Lordmau5> can I get the
BlockState from a tile entity?
L1532[16:21:59] <gigaherz> sorta
L1533[16:22:06] <gigaherz>
te.worldObj.getBlockState(te.getPos())
L1534[16:22:08] <Lordmau5> so probably
worldObject.getBlockState ...?
L1535[16:22:10] <Lordmau5> ye, guessed
that, damn
L1536[16:22:12] <Temportalist> is there a
way to have multiple resource folders?
L1537[16:22:27] <gigaherz> Temportalist:
one resource path per jar/zip, why?
L1538[16:23:00] <gigaherz> waht were you
hoping to do?
L1539[16:23:00] ***
willieaway is now known as williewillus
L1540[16:23:03] <Temportalist> gigaherz:
working on a mod which has modules to it which i will eventually
separate into different mods, but for now is in the same
project
L1541[16:23:05] <GeoDoX> Any tutorials
for formatting Chat Messages?
L1542[16:23:18] <gigaherz> Temportalist:
if you have multiple @Mod classes
L1543[16:23:22] <gigaherz> you can have
multiple modids
L1544[16:23:22] <Temportalist> I do
L1545[16:23:27] <PaleoCrafter> You can
claim multiple resource domains without that
L1546[16:23:27] <gigaherz> which result
in multiple assets/modid/
L1547[16:23:28] <gigaherz> folders
L1548[16:23:33] <williewillus> GeoDoX:
Look at the stuff revolving around IChatcomponent
L1549[16:23:35] <diesieben07> GeoDoX,
basically you alter IChatComponent.getChatStyle
L1550[16:23:38] <Temportalist> but the
assets/blockstates of my second @Mod arent loading
L1551[16:23:39] <williewillus> ^
L1552[16:23:45] <gigaherz> PaleoCrafter:
you can?
L1553[16:23:52] <PaleoCrafter> Sure
L1554[16:23:54] <gigaherz> Temportalist:
really?
L1555[16:23:59] <gigaherz> is the name
correct?
L1556[16:24:01] <PaleoCrafter> I do it in
my mod :P
L1557[16:24:16] <gigaherz> remember mc
likes the domain string in lowercase
L1558[16:24:20] <unascribed> considering
you don't "claim" resource domains
L1559[16:24:23] <Lordmau5> ItemStack
still has "item, int, int"
L1560[16:24:25] <gigaherz> well
yeah
L1561[16:24:25] <unascribed> you can make
a resloc with any arbitrary domain
L1562[16:24:26] <Lordmau5> and at the end
it's meta?
L1563[16:24:27] <gigaherz> if you just do
like
L1564[16:24:29] <unascribed> and it's
your problem if it collides
L1565[16:24:32] <gigaherz>
"otherdomain:stuff"
L1566[16:24:43] <Temportalist> gigaherz:
ya, not sure why. it was working before I imported build.gradle,
but since then assets for a second modid (even though marked as
sources in IDEA) arent loading
L1567[16:24:43] <Lordmau5> so I can't use
BlockStates in "new ItemStack()", can I?
L1568[16:24:44] <gigaherz> I guess that
works
L1569[16:24:50] <williewillus> Lordmau5:
of course you can :p
L1570[16:24:56] <VapourDrive> I've heard
a lot about blockstates, but never actually looked into why they're
better than metadata... anyone want to clue me in?
L1571[16:24:57] <williewillus> change it
back to meta
L1572[16:24:59] <Lordmau5> how
L1573[16:25:00]
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L1574[16:25:04] <williewillus>
VapourDrive: abstracted away from meta
L1575[16:25:04] <gigaherz> Temportalist:
do you have the idea "fix" in your build.gradle?
L1576[16:25:07] <williewillus> it's not
complete yet
L1577[16:25:10] <Temportalist> gigaherz:
yes
L1578[16:25:11] <williewillus> but it's a
step in the process
L1579[16:25:13] <unascribed> yeah
L1580[16:25:16] <gigaherz> no idea
then
L1581[16:25:18] <williewillus> so instead
of doing getMetadata == 2
L1582[16:25:21] <unascribed> ultimately,
all metadata boils down into properties anyway
L1583[16:25:23] <williewillus> you do
getValue(FACING) == NORTH
L1584[16:25:26] <williewillus> which is
more readable
L1585[16:25:28] <unascribed> so it's just
more logical to address them that way
L1586[16:25:29] <gigaherz> VapourDrive:
you have properties
L1587[16:25:32] <gigaherz> each property
has a set of values
L1588[16:25:37] <Lordmau5> how would I go
for the metadata then from an IBlockState
L1589[16:25:48] <williewillus>
block.getMetaFromState()
L1590[16:25:50] <unascribed> eventually
meta will be 410 Gone™
L1591[16:25:52] <diesieben07> Lordmau5,
best way is to use getPickBlock on the block tghough
L1592[16:25:54] <gigaherz>
state.getValue(FACING)
L1593[16:25:55] <diesieben07> that will
be more accurate
L1594[16:25:59] <gigaherz> is nicer than
"meta&7"
L1595[16:26:04] <williewillus> is
pickblock serverside?
L1596[16:26:07] <Lordmau5> will *that*
meta persist?
L1597[16:26:07] <diesieben07> ItemStack
metadata is not necessarily the same as the block metadata
L1598[16:26:12] <diesieben07> and yes it
is willie
L1599[16:26:18] <GeoDoX> Is there a way
to change colors of different parts of the Chat Message?
L1600[16:26:27] <williewillus> append
multiple chatcomponents together
L1601[16:26:29] <williewillus> :p
L1602[16:26:30] <gigaherz> Lordmau5: a
block has getStateFromMeta and getMetaFromState
L1603[16:26:34] <gigaherz> which are used
for storage purposes
L1604[16:26:38] <GeoDoX> Thanks
williewillus
L1605[16:26:45] <Lordmau5> oh nice
L1606[16:26:45] <williewillus> yeah in
that case
L1607[16:26:48] <williewillus> using pick
block is better
L1608[16:26:53] <gigaherz> Lordmau5: you
implement those yourself, btw
L1609[16:26:53] <williewillus> instead of
the state-meta converters
L1610[16:27:01] <Lordmau5> what what
what
L1611[16:27:02] <Lordmau5> halp
L1612[16:27:07] <gigaherz> you have to
override getStateFromMeta
L1613[16:27:12] <Lordmau5> aaah got
it
L1614[16:27:13] <williewillus> gigaherz:
not what he's asking for
L1615[16:27:13] <gigaherz> and
getMetaFromState
L1616[16:27:14] <williewillus> :p
L1617[16:27:15] <diesieben07> you need to
tell MC how to save your block state
L1618[16:27:31] <Lordmau5> I am not
overriding it so far, but ye, I get what you mean
L1619[16:27:35] <gigaherz> Lordmau5: so,
if it's your own item
L1620[16:27:39] <gigaherz> and you KNOW
you want the same metadata
L1621[16:27:41] <gigaherz> you can
do
L1622[16:27:59] <gigaherz> new
ItemStack(Item.getItemFromBlock(this), 1,
getMetaFromState(state))
L1623[16:28:06] <gigaherz> but ONLY if
it's your own block and you accept the limitations of doing
that
L1624[16:28:09] <williewillus> fucking
fuck TE's and blockstates
L1626[16:28:36] <williewillus> is it
because TE's do that stupid extra tick after their chunk
unloads?
L1627[16:28:43] <gigaherz> williewillus:
sometimes the TE ticks before/after the stuff is in place
L1628[16:28:49] <gigaherz> always
do
L1629[16:29:02] <gigaherz>
state.getblock() == blockInstance
L1630[16:29:04] <diesieben07> the fuck is
that bullshit?
L1631[16:29:10] <gigaherz> before working
with a blockstate that way
L1632[16:29:11] <diesieben07> why is that
the case? that sounds like abug
L1633[16:29:26] <gigaherz> I got used to
having it in ALL events
L1634[16:29:29] <williewillus> well given
that TE's always get an extra tick after chunk unload
L1635[16:29:35] <gigaherz> everything
that calls world.getBlockstate
L1636[16:29:41] <gigaherz> checks if the
returned state matches my block
L1637[16:29:41] <diesieben07> why?! this
seems such bullshit!
L1638[16:29:49] <gigaherz> because I got
burned with it
L1639[16:29:51] <gigaherz> so I am
paranoid
L1640[16:29:52] <williewillus>
diesieben07: it's just exposed now, the bug probably used to be
hidden because meta
L1641[16:29:52] <gigaherz> XD
L1642[16:30:03] <williewillus> meta would
just be 0 or something
L1643[16:30:05] <gigaherz> yeah chances
are the issue existed for a long time
L1644[16:30:06] <Temportalist> gigaherz:
PaleoCrafter: putting my file in the main resources folder worked,
but not when it is in its sub directory...
L1645[16:30:15] <gigaherz> Temportalist:
wait SUB directory?
L1646[16:30:16] <williewillus> no idea if
it's intended but whatever
L1647[16:30:28] <gigaherz> Temportalist:
resource domains look like
L1648[16:30:35] <gigaherz>
resources/assets/<domain name>/contents
L1649[16:30:41] <gigaherz> they are all
meant to be in the same level
L1651[16:30:52] <Temportalist> they are,
see the src folder
L1652[16:30:56] <Temportalist> main is
the main mod
L1653[16:31:05] <Temportalist> enhancing
is the one not loading its resources
L1654[16:31:15] <PaleoCrafter> Ah
L1655[16:31:20] <PaleoCrafter> That
doesn't work
L1656[16:31:24] <Temportalist> why
not?
L1657[16:31:36] <gigaherz> resoruces are
in main/ if you need more resources, you'll have to customize the
gradle
L1658[16:31:43] <PaleoCrafter> You'd need
to add an extra source set to your build.gradle
L1659[16:31:47] <Temportalist> oh
L1660[16:31:54] <Temportalist> okay, ill
just move them for now
L1661[16:31:56] <gigaherz> see your
processResources
L1662[16:32:06] <Temportalist> in the
end, they will all be separate mods anyway
L1663[16:32:07] <gigaherz> it adds
sourceSets.main.resources.srcDirs
L1664[16:32:10]
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L1665[16:32:11] <gigaherz> you'd have to
replicate the same
L1666[16:32:18] <gigaherz> but for
sourceSets.othername.*
L1667[16:32:20] <williewillus>
diesieben07: in World.updateEntities() TE's pending removal are
removed AFTER the main ticking. so removed TE's always get a single
extra tick before unloading
L1668[16:32:25] <williewillus> no clue
why
L1669[16:32:29]
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L1670[16:32:34] <unascribed> probably
just an oversight
L1671[16:32:37] <unascribed> the game is
full of them :P
L1672[16:33:01] <diesieben07> ok i need
to change my standard response to these bug reports then. :D
L1673[16:33:02] <Temportalist> gigaherz:
if i did that, is there a way to generate multiple jars from
different source folders (a mod for each main, enhancing, and
galvanization)?
L1674[16:33:17] <gigaherz> short answer:
yes
L1675[16:33:20] <gigaherz> long answer: I
have no idea how
L1676[16:33:29] <diesieben07> "Bug
in some mod, talk to the author." => "bug in some mod
or maybe minecraft is just broken. How to fix? ???"
L1677[16:33:34] <Temportalist> gigaherz:
okay
L1678[16:33:50] <williewillus> but it's
probably been like this for years, how come mojang didn't run into
that issue in 1.8?
L1679[16:33:50] <VapourDrive> lol
diesieben07 :P
L1680[16:33:51] <PaleoCrafter>
unascribed, maybe they are Easter eggs left by Mojang for us to
find
L1681[16:33:56] <unascribed> sure
>.>
L1682[16:34:03] <PaleoCrafter> :P
L1683[16:34:10] <williewillus> or maybe
they just went fuckit and threw if (blockstate.getBlock() == block)
everywhere
L1684[16:34:19] <gigaherz> I did
L1685[16:34:35] <gigaherz> my mods have
blockstate.getBlock()==block) in ALL methods that call
world.getBlockState
L1686[16:34:35] <gigaherz> XD
L1687[16:34:47] <VapourDrive> lol
L1688[16:34:48] <gigaherz> anything that
doesn't get the state given to me, I assume it may be wrong
L1689[16:34:56] <williewillus> that's
retarded >.<
L1690[16:35:02] <diesieben07> it is
L1691[16:35:12] <gigaherz> yeah but if I
can't trust mojang, I can't trust mojang
L1692[16:35:17] <gigaherz> I assume all
the methods are retarded.
L1693[16:35:42] <gigaherz> (actually it's
not all, it depends on how paranoid I feel ;P)
L1694[16:35:44] <Lordmau5> can I
potentially save a BlockState into NBT?
L1695[16:35:47] <williewillus> I'm just
gonna report it to forge and if there was a rationale at some point
in the last five years maybe someone can tell me
L1696[16:35:57] <Lordmau5> I assume I
can't reproduce it from there then, god damn it...
L1697[16:36:00] <williewillus> save the
registry name + meta
L1698[16:36:03] <gigaherz> Lordmau5:
sortof
L1699[16:36:13] <gigaherz> let's say it
the other way around
L1700[16:36:21] <gigaherz> the state you
use from getMetaFromState/getStateFromMeta
L1701[16:36:25] <gigaherz> can't be saved
to NBT
L1702[16:36:30] <gigaherz> but if your
block has a TileEntity
L1703[16:36:37] <gigaherz> you can have
the state data duplicated into the TE
L1704[16:36:51] <gigaherz> then when
miencraft calls getActualState
L1705[16:36:58] <gigaherz> you expand the
state infromation with the data stored in the TE
L1706[16:37:09] <gigaherz> sorry I can't
type
L1707[16:38:00] <gigaherz> indirectly,
your state info will be stored in the TE, but not because the state
info is stored in the TE, just because your keep them in sync
L1708[16:38:13] <gigaherz> that does
mean, if someone were to call setBlockState
L1709[16:38:26] <gigaherz> without your
knowledge, you may get them out of sync
L1710[16:38:30] <Lordmau5> ok...
L1711[16:38:36] <gigaherz> such as what
happens with Iron Chests in mc1.8
L1712[16:38:43] <diesieben07> i think you
are misunderstanding him gigaherz
L1713[16:38:57] <gigaherz> hmmm
maybe
L1714[16:38:59] <Lordmau5> I'll just
leave it at this though
L1715[16:39:05] <Lordmau5> almost
midnight and I have work tomorrow
L1716[16:39:05] <gigaherz> if he was
talking about saving the states on an ItemStack.........
L1717[16:39:13] <Lordmau5> no I
wasn't
L1718[16:39:22] <gigaherz> ok then I
didn't misunderstand ;P
L1719[16:39:37] <Lordmau5> also
L1720[16:39:57] <Lordmau5> how can I go
for dropping an ItemStack in the world?
L1721[16:40:06] <Lordmau5> or well, a
bunch of items, if I were to call "block.getDrops" for
example
L1722[16:40:11] <gigaherz> depends on if
you require information from the TE
L1724[16:40:36] <Lordmau5> probably
not
L1725[16:40:54] <Lordmau5> hmm?
L1726[16:40:56] <gigaherz> then you can
make do with just returning the item on getDrops
L1727[16:41:18] <diesieben07> that method
is what you want pretty much. drop a bunch of items on the
ground
L1729[16:41:32] <gigaherz> wait if you
wantto drop someone else's drops
L1730[16:41:34] <gigaherz> that's
different
L1731[16:41:40] <Lordmau5> *But
everything changed when the Fire Nation attacked ...*
L1732[16:41:51] <Lordmau5> as in, there
is no "ItemStack" parameter in
"dropBlockAsItem" anymore
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L1735[16:42:50] <diesieben07> Lordmau5,
sounds like you want spawnAsEntity
L1736[16:43:06] ***
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L1737[16:43:18] <Lordmau5> hmm
L1738[16:43:41] <Lordmau5> is
"spawnAsEntity" a default method or...?
L1739[16:43:47] ***
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L1740[16:44:11] <diesieben07>
static
L1741[16:44:17] <Lordmau5> in which
class
L1742[16:44:20] <Lordmau5> it's not in
ItemStack
L1743[16:44:24] <diesieben07> Block
L1744[16:44:27] <Lordmau5> oh, OOOH
right
L1745[16:44:28] <Lordmau5> thanks
L1746[16:44:54] <Lordmau5> I guess that's
enough coding for now
L1747[16:45:12] <Lordmau5> I wanna get
everything fixed before I start on the rendering stuff
L1748[16:45:16] <Lordmau5> which will
probably be a pain to do...
L1749[16:45:27] <williewillus> actually
no this reminds me
L1750[16:45:38] <williewillus> I got bit
my this TE tick after chunk unload issue in ProjectE 1.7
L1751[16:46:02]
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())
L1752[16:46:08] <williewillus> so it's an
issue there and probably every version of mc since TE's or the last
big refactor :p
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L1756[16:50:02] <williewillus> which
reminds me, why is the tile entity list not a map of blockpos?
:p
L1757[16:50:13] <diesieben07> it is, in
Chunk
L1758[16:50:39] <williewillus> just
looked at setTileEntity in world and it iterates through the entire
TE list to find the one in the same blockpos to invalidate and
remove
L1759[16:51:10] <williewillus> oh
nvm
L1760[16:51:14] <williewillus> just the
queued to load ones
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L1765[16:54:30] <GeoDoX> If a player
calls a command, you can add a message to their chat, but what if
the command was called from the server? Yeah, you can add a message
to the server, but how do you only show it on the console so no one
else sees it?
L1766[16:55:28] <williewillus> i think
you can send messages to the console as well
L1767[16:55:38] <GeoDoX> Do you recall
how to?
L1768[16:56:14] <williewillus> ah
yes
L1769[16:56:28] <williewillus> the server
itself is an ICommandSender
L1770[16:56:52] <williewillus> so
<serverobject>.addChatMessage(Chatcomponent)
L1771[16:57:02] <diesieben07> you don't
even need to special case it
L1772[16:57:49] <GeoDoX> So you wouldn't
even need to check if its a player or server then? Just do it once
for both?
L1773[16:58:00] <williewillus> yeah
through ICommandSender
L1774[16:58:26] <williewillus> just
sender.addChatMessage(response)
L1775[16:58:32] ***
PaleoCrafter is now known as PaleOff
L1776[16:58:36] <williewillus> woo
polymorphism!
L1777[16:58:40] <diesieben07> :D
L1778[16:58:44] <diesieben07> was about
to say that
L1779[16:59:24] <gigaherz> there was no
way in 1.8 to apply the enchanting effect to only part of an item,
right?
L1780[16:59:59] <williewillus> no
L1781[17:00:01] <williewillus> they
removed that
L1782[17:00:10] <williewillus> which is
incredibly annoying
L1783[17:00:23] <williewillus> fry: is it
possible to readd that or nah :p
L1785[17:00:41] <gigaherz>
ISmartItemModel could get its own getModelForEnchantEffect
L1786[17:00:42] <gigaherz> ;P
L1787[17:01:05] <williewillus> e.g. in
1.7, only the..you know...potion part of potions glimmered, and in
1.8 the whole freaking bottle just has this glossy glimmery
look
L1788[17:01:07] <gigaherz> but if they
used a shader and just apply it to the whole thing...
L1789[17:01:08] <williewillus> it looks
terrible :p
L1790[17:01:12] <williewillus> it's not a
shader
L1792[17:01:13] <fry> what?
L1793[17:01:16] <williewillus> it's just
the way it's always been
L1794[17:01:24] <gigaherz> they draw
twice?
L1795[17:01:32] <gigaherz> once with
normaltexture and once with the overlay one?
L1796[17:01:41]
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L1797[17:01:51] <williewillus> fry: it
seems they removed the ability to only overlay parts of an item
with the enchantment glimmer. in 1.7 only the liquid part of
potions glows, while in 1.8 the whole bottle does
L1798[17:02:18] <fry> heh, didn't know
about that
L1799[17:02:21] <gigaherz> fry: like in
my screenshot, I'd love if I was able to only draw the shiny
overlay on the gem, and leave the ring itself untouched
L1800[17:02:57]
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L1801[17:03:07] <williewillus> it appears
there was a render pass sensitive version of hasEffect that is no
longer there in 1.8
L1802[17:03:28] <gigaherz> that wouldn't
work for me, though
L1803[17:03:28] <fry> there's only 1 item
render pass now
L1804[17:03:55] <williewillus> boo
>.< maybe somehow bake the enchant glimmer onto the
layer?
L1805[17:03:57] <williewillus> idk
L1806[17:04:27]
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L1810[17:06:17] <MattDahEpic> is there an
event for when a splash potion splashes?
L1811[17:06:56] <williewillus> nope, I
have a PR open for throwables calling onImpact though
L1812[17:06:58] <williewillus> which is
what you need
L1813[17:07:02] <williewillus> so go bump
that :D
L1814[17:07:28] <MattDahEpic> im gunna
make witches throw baby zombie potions
L1815[17:07:41] <unascribed> no pls
L1816[17:08:31] ***
Vazkii|a is now known as Vazkii
L1817[17:09:49] <MattDahEpic> yes
pls
L1818[17:10:22] <gigaherz> wat
L1819[17:10:29] <gigaherz> what's a
"baby zombie potion"?
L1820[17:10:42] <unascribed> I think he
means a potion that spawns a baby zombie when it lands
L1821[17:10:43] <unascribed> which is
terrifying
L1822[17:10:53] <williewillus> in
addition to the usual potion effect :p
L1823[17:10:57] <MattDahEpic> its a
potion that spawns baby zombies targeted at the witch's aggro
player
L1824[17:10:58] <gigaherz> or does he
mean "throw potions at baby zombies"?
L1825[17:10:59] <williewillus> which is
usually OP as fuck poison
L1826[17:11:15] <gigaherz> MattDahEpic:
hopefully not ALL witches?
L1827[17:11:20] <gigaherz> and why baby
zombies
L1828[17:11:21] <williewillus> I wish
poison in MC was more like in pokemon :p
L1829[17:11:26] <williewillus> more long
term, but not every second
L1830[17:11:30] <gigaherz> make them
throw rats or cats
L1831[17:11:39] <gigaherz> or owls
L1832[17:11:47] <gigaherz> oooh
L1833[17:11:53]
⇨ Joins: sciguyryan (~sciguyrya@95.211.188.14)
L1834[17:11:53] <gigaherz> make them
spawn silverfish
L1835[17:11:58] <gigaherz> THAT would be
terrifying
L1836[17:12:02] <MattDahEpic> baby
zombies are fast so they're more of a nuisence, and RNGesus will
besotw upon some potions baby zombies
L1837[17:12:17] <williewillus> silverfish
are nothing :p
L1838[17:12:36] <williewillus> if they
don't have stone to hide in/call for reinforcements silverfish are
easy to deal with
L1839[17:12:39] <williewillus> just run
:p
L1840[17:12:41] <gigaherz> MattDahEpic:
make them throw curses
L1841[17:12:43] <gigaherz> that follow
you
L1842[17:12:48] <gigaherz> just a tiny
bit faster than you can run
L1843[17:13:09] <gigaherz> or
better
L1844[17:13:14] <gigaherz> make the curse
stay around you
L1845[17:13:19] <gigaherz> and get closer
slowly
L1846[17:13:27] <gigaherz> no mtter if
you run or stay idle
L1847[17:13:34] <gigaherz> hmmm
L1848[17:13:38] <gigaherz> witches with
"death curses"
L1849[17:13:40] <gigaherz> that'd be
fun
L1850[17:14:17] <gigaherz> or a potion of
mirror image
L1851[17:14:30] <gigaherz> makes the
entity invisible, and spawns a dummy entity with AI but no
attacks
L1852[17:14:37] <gigaherz> while the real
entity can move behind you
L1853[17:14:50] <unascribed> I wonder if
you could do that with a client-sided phantom entity
L1854[17:14:52]
⇨ Joins: Xilef11 (~xilef11@209.195.101.19)
L1855[17:14:54] <unascribed> like the old
mooshroom shearing glitch
L1856[17:15:01] <williewillus> or it
applies the invert shader
L1857[17:15:03] <unascribed> that'd be a
really easy way to do it
L1858[17:15:14] <williewillus> reminds of
that one boss spell card in touhou 14 that mirros your screen
horiz/vert
L1859[17:15:23] <gigaherz> lol
L1860[17:15:26] <GeoDoX> Mod Idea: Modify
potions to spawn a Mob that when they "attack" you, the
effect of the potion gets applied to you. They get despawned after
they hit you.
L1861[17:15:27] <williewillus> and then
starts rotating it every 10 secs
L1862[17:15:41] <gigaherz> a scroll of
shadow cloning
L1863[17:15:48] <gigaherz> spawns
player-like entities with AI
L1864[17:15:51] <unascribed> GeoDoX,
isn't there an item in Witchery that does that?
L1865[17:15:52] <williewillus> GeoDoX: so
lingering potions ;p
L1866[17:15:52] <gigaherz> and when they
despawn
L1867[17:15:57] <gigaherz> you gain al
lthe experience they gathered
L1868[17:16:19] <GeoDoX> Hmm, not overly
familiar with Witchery :P
L1869[17:16:35] <Xilef11> is there an
existing method to merge (and hopefully sort) a collection of
ItemStacks?
L1870[17:16:36] <gigaherz> potion of
double vision
L1871[17:16:40] <gigaherz> it spawns a
clone of you
L1872[17:16:54] <gigaherz> that moves in
the opposite direction when seen in respect to the position of the
target
L1873[17:17:03] <dmf444> so i finally got
the texture to render on OBJ model, however the texture is horribly
mis-positioned. Any idea how to fix it?
L1874[17:17:15] <gigaherz> dmf444: did it
works before?
L1875[17:17:18] <gigaherz> work*
L1876[17:17:21] <GeoDoX> UVs dmf
L1877[17:17:23] <gigaherz> if so
L1878[17:17:30] <dmf444> it worked in
1.7.10
L1879[17:17:31] <ThePsionic> ye olde
flip-v
L1880[17:17:32] <gigaherz> add
"custom": { "flip-v": true }
L1881[17:18:39] <dmf444> that didn't do
any better
L1882[17:20:24] <dmf444> still is
completly messed up
L1883[17:20:26]
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L1884[17:21:27]
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L1885[17:22:32] <williewillus> you load
and bake it yourself right?
L1886[17:22:50] <williewillus> did you do
process(ImmutableMap.of("flip-v", "true"))
before baking?
L1887[17:22:50] <dmf444> yes
L1888[17:23:07] <williewillus> maybe try
without that if you did, and vice versa
L1889[17:23:11] <williewillus> *or vice
versa
L1890[17:23:19] <gigaherz> hmmm
would
L1891[17:23:21] ***
kroeser|away is now known as kroeser
L1892[17:23:24] <gigaherz>
"Emerald-set Ring" sound wrong in english?
L1893[17:23:30] <gigaherz> I don't knwo
how to name them XD
L1894[17:23:45] <ThePsionic> Can't you
just call it an emerald ring and be done with it
L1895[17:23:51] <gigaherz> yes
L1896[17:23:56] <ThePsionic> well
then
L1897[17:24:03] <williewillus> lol
L1898[17:24:03] <gigaherz> but the ring
is made of gold, not emerald
L1899[17:24:09] <gigaherz> and minecraft
is quite literal in that respect
L1900[17:24:15] <gigaherz> "diamond
armor" means it's MADE with diamonds
L1901[17:24:17] <williewillus> Gold Ring
With Emerald
L1902[17:24:18] <gigaherz> not that it
has a diamond in it
L1903[17:24:18] <gigaherz> XD
L1904[17:24:40] <ThePsionic> Ring Made Of
Gold With An Emerald Inserted In A Slot On The Top
L1905[17:25:03]
⇦ Parts: XDjackieXD
(~XDjackieX@2a03:f80:ed15:151:236:12:222:1) ())
L1906[17:25:15] <ThePsionic> but ye
w/e
L1907[17:25:22] <ThePsionic> i'd just
call it an emerald ring
L1908[17:25:24] <ThePsionic> you do
you
L1909[17:26:48] <unascribed> Gold Ring
(Emerald)
L1910[17:26:49]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.15)
L1911[17:27:23] <ThePsionic> ^ For
example
L1912[17:27:28] <GeoDoX> Why does it say
my mod is missing the required element 'name'?
L1913[17:27:31] <ThePsionic> That's
actually a good idea
L1914[17:27:41] <unascribed> because it's
missing the required element "name"
L1915[17:27:43] <ThePsionic> GeoDoX:
What's in your @Mod annotation
L1916[17:27:44] <unascribed> in your
@Mod
L1917[17:28:01] <GeoDoX> @Mod(modid =
ModInfo.MOD_ID, version = ModInfo.MOD_VERSION,
acceptableRemoteVersions = "*")
L1918[17:28:07] <unascribed> yeah,
there's no name
L1919[17:28:11] <GeoDoX> ah
L1920[17:28:16] <ThePsionic> u dum
L1921[17:28:19] <ThePsionic> ;P
L1922[17:28:34] <unascribed> he's trying
new routes for an any% Forge mod speedrun
L1923[17:28:38] <unascribed> gotta save
those chars
L1924[17:28:41] <ThePsionic> lel
L1925[17:29:03] <ThePsionic> remove the
whitespaces around the = signs
L1926[17:29:05] <GeoDoX> I didn't knwo it
was required now..
L1927[17:29:13] <ThePsionic> and the
spaces after the commas ;)
L1928[17:29:14] <unascribed> whitespace
is personal preference
L1929[17:29:20] <unascribed> oh, you mean
for char reduction
L1930[17:29:22] <unascribed> yes
L1931[17:29:28] <unascribed> I missed a
joke I started >.>
L1932[17:29:38] <ThePsionic> lmao
L1933[17:29:43] <ThePsionic> gg wp no
re
L1934[17:29:43] <gigaherz> LOL
L1935[17:29:57] <gigaherz> and pff
L1936[17:30:02] <gigaherz>
@Mod(useMetadata=true)
L1937[17:30:04] <gigaherz> quicker
;P
L1938[17:30:14] <unascribed> but that
requires writing the mcmod.info
L1939[17:30:15] <gigaherz> if you want
speedrun, that is
L1940[17:30:17] <unascribed> which is
even more verbose
L1941[17:30:22] <gigaherz> true
L1942[17:30:37] <gigaherz> right that'd
be out of scope for any%
L1943[17:30:42] <unascribed> I wonder
just how minimal an mcmod.info can be
L1944[17:30:46] <gigaherz> but it would
be a tactic for 100%
L1945[17:30:52] <unascribed> how would
you 100% a mod?
L1946[17:31:05] <gigaherz> you'd have to
use all features at least once
L1947[17:31:10] <unascribed> lol
L1948[17:31:17] <unascribed> even
deprecated and discouraged ones?
L1949[17:31:19] <gigaherz> directly or
indirectly
L1950[17:31:36] <gigaherz> or maybe,
let's say
L1951[17:31:41] <williewillus> lol
L1952[17:31:44] <unascribed> maybe using
deprecated and discouraged features would be 104%
L1953[17:31:47] <gigaherz> the mod can't
be missing any user-facing thing
L1954[17:31:52] <gigaherz> all
items/blocks must have models
L1955[17:32:02] <gigaherz> all the info
shown on the mod list must be present
L1956[17:32:05] <gigaherz> all
items/blocks must be named
L1957[17:32:08] <williewillus> must use
all kinds of models provided (multi, sub, multilayer, etc.)
L1958[17:32:08] <gigaherz> (lang
file)
L1959[17:32:11] <williewillus> obj,
b3d
L1960[17:32:11] <unascribed> so just
don't add items and blocks?
L1961[17:32:12] <unascribed> :P
L1962[17:32:36] <williewillus> must use
all types of blockstate properties, and have at least one kind of
unlisted
L1963[17:32:37] <gigaherz> msut have at
least one item, one block, one entity
L1964[17:32:42] <williewillus> one
TE
L1965[17:32:47] ***
kroeser is now known as kroeser|away
L1966[17:32:49] <williewillus> one
dimension
L1967[17:32:50] <gigaherz> one Gui
L1968[17:32:53] <gigaherz> one world
provider
L1969[17:33:27] <gigaherz> one network
packet, one event handler that actually changes some
behaviour
L1970[17:33:41] <unascribed> lol
L1971[17:33:42] <williewillus> how many
big mods are requiring Java 8 in 1.8?
L1972[17:34:03] <gigaherz> no idea
L1973[17:34:06] <unascribed> the only one
that comes to mind for me is Sponge
L1974[17:34:07] <unascribed> but that's
server
L1975[17:34:14] <unascribed> just use
Retrolambda and StreamSupport
L1976[17:34:27] <williewillus> I'm not
adding extra deps to botania :p
L1977[17:34:28] <williewillus> just
wondering
L1978[17:34:31] <unascribed> oh
L1979[17:34:32] <unascribed> right
L1980[17:34:38] <unascribed> Retrolambda
isn't runtime
L1981[17:34:41] <unascribed> but
StreamSupport is
L1982[17:34:52] <gigaherz> I just used
IDEA to turn lambads to anonymous functions
L1983[17:34:58] <gigaherz> and I maunally
foreach-ified streams
L1984[17:35:00] <unascribed> that's less
efficient
L1985[17:35:00] <williewillus> how do you
do that? :p
L1986[17:35:02] <unascribed> and
uglier
L1987[17:35:20] <williewillus> write in 8
level and turn it down to 7 and alt enter everything? ;P
L1988[17:35:25] <gigaherz> williewillus:
click on the ->, wait for the thingy to pop up, and
"convert to anonymous class"
L1989[17:35:26] <gigaherz> ;P
L1990[17:35:30] <williewillus> lol
L1991[17:35:31] <williewillus> k
L1992[17:35:32] <gigaherz> but yes
L1993[17:35:36] <gigaherz> I make my mods
in java8
L1994[17:35:38] <gigaherz> then
backport
L1995[17:35:39] <gigaherz> XD
L1996[17:35:39]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c13e:f1a9:cb8d:2ead:63ec)
L1997[17:35:41] <unascribed> ew
L1998[17:35:50] <unascribed> I make my
mods in java8 and let Retrolambda backport them for me :P
L1999[17:35:54] <gigaherz> I'm not a
heavy j8-er
L2000[17:36:03] <unascribed> I can't live
without lambdas
L2001[17:36:09] <unascribed> so I'd
probably count as a heavy j8er :P
L2002[17:36:17] <gigaherz> in Ender-Rift,
I had 2 lambdas, and 2 stream usages, both of being were
.stream().forEach(method)
L2003[17:36:32] <diesieben07> you can
omit the stream there :P
L2004[17:36:34] <unascribed> yeah
L2005[17:36:36] <diesieben07> Iterable
has forEach
L2006[17:36:54] <killjoy> I made my
latest mod in 1.8
L2007[17:36:55] <gigaherz> too late
;P
L2008[17:36:57] <killjoy> *java 8
L2009[17:37:05] <unascribed> java 8 and
1.8
L2010[17:37:06] <killjoy> I don't regret
it
L2011[17:37:11] <unascribed> it's a
pairing that just Makes Sense
L2012[17:37:17] <gigaherz>
elementsofpower only has one lambda, I didn't know about streams
yet ;P
L2013[17:37:18] <unascribed> switch to j8
today!
L2014[17:37:19] <killjoy> next up, java 9
and 1.98
L2015[17:37:31] <gigaherz> then
java10
L2016[17:37:37] <gigaherz> and minecraft
2.0 made in C++ and without modding support
L2017[17:37:40] <killjoy> I just wish
that guava's functions were compatible with vanilla
L2018[17:37:42] <gigaherz> just to annoy
us ;P
L2019[17:37:42] <unascribed> I kind of
want to do a Forge speedrun now
L2020[17:38:15] <williewillus> gigaherz:
well you will have modding support
L2021[17:38:20] <williewillus> except
it's gonna be in the form of
L2022[17:38:27] <gigaherz>
javascript/lua? ;P
L2023[17:38:37] <unascribed> nooo not
more JS
L2024[17:38:49] <williewillus> oh lol
no
L2025[17:38:51] <williewillus>
worse
L2026[17:38:52] <williewillus> {
"itemname": "mydirttodiamondconverter",
"edible": false, "damage": 10, ... }
L2027[17:38:56] <killjoy> modding support
will be in json!
L2028[17:38:56] <unascribed> NO
L2029[17:39:02] <killjoy> that's what lex
wants to do
L2030[17:39:04] <gigaherz> maybe like
ARK, they'll remake minecraft in Unreal, and require mods to use
the visual editing shit
L2031[17:39:04] <williewillus> ^PE
developer actually tweeted that
L2032[17:39:04] <gigaherz> XD
L2033[17:39:09] <williewillus> it's where
things are going
L2034[17:39:13] <Temportalist> So the
vanilla enchanting table uses a custom model for its item. is is
just as simple as putting the model json in models/item? (if so, it
isnt working for me)
L2036[17:39:21] <unascribed>
hfdslkdgyfh;dfg
L2038[17:39:29] <williewillus>
Temportalist: it doesn't?
L2039[17:39:33] <Temportalist> no
L2040[17:39:40] <williewillus> I'm saying
it doesn't :p
L2041[17:39:44] <gigaherz> Temportalist:
ifyou want to have an item for a block
L2042[17:39:49] <unascribed> wait
L2043[17:39:51] <unascribed> what
L2044[17:39:52] <unascribed> they deleted
the article
L2045[17:39:53] <gigaherz> add an
"inventory": [{ ... }] to the blockstates
L2046[17:39:54] <unascribed> wtf
L2047[17:40:02] <williewillus> and the
setCustomMRL
L2048[17:40:06] <williewillus>
*then
L2049[17:40:14] <unascribed> well the
hero image for the article gets the point across
L2050[17:40:22] <gigaherz> if you want
the inventory variants to match the block variants
L2051[17:40:29] <gigaherz> you can use
setCustomModelResourceLocation
L2052[17:40:30] <williewillus> gigaherz:
I don't see an option ot expand lambda :p
L2053[17:40:33] <gigaherz> with
alternative variants
L2054[17:40:36] <gigaherz> like
L2055[17:40:57] <gigaherz>
setcustomMRL(new ModelResourceLocation(path,
"variant=value,something=somethingelse");
L2057[17:41:38]
⇦ Quits: Xilef11 (~xilef11@209.195.101.19) (Ping timeout: 198
seconds)
L2058[17:42:05] <williewillus> wat is
"it"
L2059[17:42:15] <killjoy> a
variable
L2060[17:42:18] <williewillus> better var
names yo
L2061[17:42:19] <gigaherz> killjoy:
weird, the quick actions thingy that pops up, doesn't have a
"convert to anonymous" option?
L2062[17:42:19] <killjoy> it's a
setting
L2063[17:42:28] <williewillus> no but
what *is* it :p
L2064[17:42:45] <killjoy> it is a setting
value to set or get
L2065[17:42:48] <gigaherz> williewillus:
an input arg of the lambda
L2066[17:42:53] <gigaherz> ;p
L2067[17:43:03] <gigaherz> really
"it" "the thing" ;P
L2068[17:43:15] <killjoy> I like it
because groovy uses it by default
L2069[17:43:22] <gigaherz> I used it in
C++
L2070[17:43:24] <gigaherz> for
iterators
L2071[17:43:29] <gigaherz> for(value it :
list)
L2072[17:43:32] <williewillus> meh,
looking at the ctor I can tell nothing about what the lambdas are
supposed to do or mean
L2073[17:43:36] <gigaherz> whic his an
habit from when I wrote
L2074[17:43:40] <williewillus> and that
state modifying lambda is blurgh :p
L2075[17:43:51] <gigaherz> for(auto it =
list.begin();it != list.end();it++)
L2076[17:44:22] <williewillus> anyways, I
only want j8 so I don't have to make a million anon classes for my
meshers and IRenderFactories
L2077[17:45:05] <killjoy> with this, I
don't have to have a separate Value class for my settings.
L2079[17:45:32] <killjoy> yup.
L2080[17:45:57] <gigaherz> wait that was
williewillus who asked
L2081[17:46:01] <gigaherz> I got confused
at some point
L2083[17:46:32] <williewillus> yeah I
dont have that for some reason
L2084[17:46:37] <gigaherz> weird
L2085[17:46:39] <williewillus> but no
worries vaz just said I can use j8 \o/
L2086[17:46:44] <gigaherz> heh
L2087[17:51:35] <williewillus>
sourceCompatibility = 1.8 and targetCompatibility = 1.8 are all i
need in gradle right
L2088[17:51:41] <killjoy> yes
L2089[17:52:55]
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L2091[17:53:45] <SonarBeserk> anyone know
why a client could receive a packet from the server but cant reply
with a packet to the server?
L2092[17:54:07] <killjoy> bad upload
speed
L2093[17:54:28] <SonarBeserk> it is on my
local machine though
L2094[17:54:30]
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L2095[17:54:30] <killjoy> like really
bad
L2096[17:54:46] <killjoy> could the
client get hung up?
L2097[17:55:01] <killjoy> maybe you're
just not sending it right
L2098[17:55:08] <SonarBeserk> it is in my
dev enviroment. im trying to send a packet on connection
L2099[17:55:18] <killjoy> what
event?
L2100[17:55:41] <SonarBeserk>
PlayerLoggedInEvent
L2101[17:56:04] <SonarBeserk> originally
tried to send it from the clientside as well and the server seems
to not want to receive it
L2102[17:56:06] <killjoy> And now someone
else has the info to help
L2103[17:56:54] <unascribed>
PlayerLoggedInEvent is not fired on the client-side
L2104[17:57:56] <unascribed>
ClientConnectedToServerEvent is
L2105[17:58:00] <SonarBeserk> unascribed:
im aware. sorry, meant to mention im waiting for the player to
connect, sending a packet to the client and then the client replies
back with other info
L2107[17:58:14] <SonarBeserk> no one has
even commented on that
L2108[17:58:56] <unascribed> is the code
for this on GitHub?
L2109[17:59:01] <Xilef11> is there an
existing method to merge (and hopefully sort) a collection of
ItemStacks?
L2110[17:59:02] <diesieben07> abotu the
issue, mod packets don't work in those events
L2111[17:59:13] <SonarBeserk>
diesieben07: what do you mean?
L2112[17:59:28] <williewillus> Xilef11:
not really, nothing in vanilla really sorts stacks :p
L2113[17:59:30] <diesieben07> in
ClientConnectedToServerEvent mod packets cannot be sent yet
iirc
L2114[17:59:32] <williewillus> make your
own comparator?
L2115[17:59:34] <SonarBeserk> unascribed:
for which thing? the issue i linked is a similar issue
L2116[17:59:54] <SonarBeserk>
diesieben07: how does one send packets based on when a player
connects then?
L2117[18:00:06] <diesieben07>
PlayerLoggedInEvent
L2118[18:00:18]
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L2119[18:00:30] <SonarBeserk> that doesnt
fire clientside
L2120[18:00:54] <williewillus> listen on
the server then tell the client to send? idk
L2121[18:01:03] <SonarBeserk> that is
literally what im doing
L2122[18:01:05] <SonarBeserk> it still
fails
L2123[18:01:17] <diesieben07> why do you
need to send something from the client?
L2124[18:01:18] <SonarBeserk> if i debug
it and it gets delayed a little it sometimes works
L2125[18:01:24] <williewillus> what's
"it fails"?
L2126[18:01:30] <SonarBeserk>
diesieben07: clientside selection
L2127[18:01:34] <diesieben07> wat
L2128[18:01:54] <diesieben07> also what
you could do is
L2129[18:02:03] <Xilef11> williewillus,
but shift-clicking merges them...
L2130[18:02:03] <diesieben07> listen for
the ClientConnection event and then just wait a tick
L2131[18:02:04] <SonarBeserk> why it does
it is irrevent anyways.
L2132[18:02:08] <SonarBeserk> hmm
L2133[18:02:12] <williewillus> oh that
kinda merge
L2134[18:02:20] <williewillus> I thought
you mean like data structure operations on them :p
L2135[18:02:21] <SonarBeserk> forge lacks
any real scheduler to use to wait a tick
L2136[18:02:26] <williewillus> look at
shift clicking code then
L2137[18:02:36] <Xilef11> can't find
it...
L2139[18:04:22] <Temportalist> has anyone
worked with IExtendedEntityProperties?
L2140[18:04:37] <diesieben07> yes.
L2141[18:04:48] <Temportalist> So my data
is loading server side, but not client side
L2142[18:05:02] <Temportalist>
IExtendedEntityProps.loadNBTData
L2143[18:05:05] <diesieben07> of
course
L2144[18:05:11] <diesieben07> data
loading is always only serverside
L2145[18:05:20] <Temportalist> Do I need
to send a packet to server so it has access to this stuff?
L2146[18:05:21] <diesieben07> if you need
it on the client, you need to send packets
L2147[18:05:25] <Temportalist> okay
L2148[18:05:26] <diesieben07> packet to
the client.
L2149[18:05:34] <diesieben07> where to
send depends:
L2150[18:05:50] <Temportalist> shouldnt
do this in the loadNBTData method right? :P
L2151[18:05:58] <diesieben07> no :D
L2152[18:06:11] <diesieben07> is your
IEEP on a player and only THAT players client needs to know OR is
it on any entity (including players) and EVERY player seeingthat
entity must know
L2153[18:06:24] <Temportalist> on a
player, only that player
L2154[18:06:50] <Temportalist> I need to
have a gui open when player clicks a custom block ,but only if
conditions are right in the IEEP
L2155[18:06:51] <diesieben07> send data
in PlayerLoggedInEvent and whenver the data changs
L2156[18:06:58] <Temportalist> okay
L2157[18:07:04] <diesieben07> that
doesn't need the data on the client
L2158[18:07:18] <Temportalist> well it
sorta does
L2159[18:07:22] <Temportalist> because of
how it is setup
L2160[18:07:36] <Temportalist>
diesieben07:
L2162[18:08:03] <diesieben07> that must
happen clientside?
L2163[18:08:24] <SonarBeserk> hmm it
still doesnt seem like the client is able to respond when it comes
to PlayerLoggedInEvent
L2164[18:08:37] <SonarBeserk> Server
-> Client is fine but Client -> fails
L2165[18:08:45] <SonarBeserk> *Client
-> Server
L2166[18:09:04] <diesieben07> show the
code
L2167[18:12:01]
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L2170[18:13:19] <killjoy> Isn't that
event only run on the server?
L2171[18:13:29] <SonarBeserk> yeah, that
code is fired serverside
L2172[18:13:34] <SonarBeserk> the top
event
L2173[18:13:54] <SonarBeserk> which
triggers a clientside event when the first packet is recieved
L2174[18:14:08] <SonarBeserk> the client
takes that event and should send back a random uuid
L2175[18:14:38] <diesieben07> what is
that packet code? :O
L2176[18:15:06] <SonarBeserk> basically
just takes the uuid and encodes it, then spits it back out
L2177[18:15:16] <diesieben07> it looks
ike a custom packet system
L2178[18:15:18] <SonarBeserk> has a
system of codecs and such. it works fine ad isnt the issue
L2179[18:15:28] <diesieben07> how do you
know
L2180[18:15:31] <SonarBeserk> *and. it is
actually more a wrapper for forge
L2181[18:15:40] <unascribed> mfw people
wrap simpleimpl
L2182[18:15:41] <SonarBeserk> cause i
work with the person who wrote it ?:P
L2183[18:15:41] <diesieben07> ok
then
L2184[18:15:55] <diesieben07> that is not
an adequate answer but whatevs
L2185[18:15:57] <SonarBeserk> unascribed:
it is meant to make changing systems easy
L2186[18:16:05] <unascribed> for fun,
rewrite the code to use SimpleImpl directly
L2187[18:16:12] <unascribed> it's not a
lot of code
L2188[18:16:15] <unascribed> so just test
it
L2189[18:16:38] <SonarBeserk> it is more
code than you think. hmm
L2190[18:16:51] <unascribed> the
server->client and back handshake isn't a lot of code
L2191[18:16:57] <unascribed> and you can
do it with a return value in the handler..
L2192[18:17:17] <SonarBeserk> server
-> client has no issues
L2193[18:17:26] <unascribed> note I said
"and back"
L2194[18:18:24] <SonarBeserk> sigh
L2195[18:22:05]
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L2198[18:26:58] <xaviergmail_> Hey, a
while back I used this mod that acted as some sort of tick / frame
profiler. I can't remember what it was now though. Any ideas on
mods that could help find the source of regular .2-.5 second
freezing (clientside)?
L2199[18:27:14]
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L2200[18:27:35] ***
xaviergmail_ is now known as xaviergmail
L2201[18:27:48] <tterrag> normal f3
menu?
L2202[18:28:20] <xaviergmail> That
doesn't give me much info about what's actually causing it
though
L2203[18:28:44]
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L2205[18:29:19] <SonarBeserk>
xaviergmail: looking for opis?
L2206[18:30:21] <xaviergmail>
SonarBeserk:That's exactly what I used! Thanks
L2207[18:30:39] <xaviergmail> Although
now I realize it's only server side
L2208[18:35:23] <masa> so I take it this
is 1.7.10? it tends to have pretty bad word gen lag at least
L2209[18:35:40] <unascribed> xaviergmail,
it can profile client-side stuff as well
L2210[18:35:40] <masa> and something
related to that client side I think
L2211[18:36:13] <xaviergmail> ah, thank
you
L2212[18:36:28] <masa> I think I saw the
"client side chunk ticking took xxx" message in the code
related to client side lighting calculations(?)
L2213[18:37:09] <masa> fastcraft might be
able to help with the freezing, assuming it doesn't break things
:p
L2214[18:37:14] <Temportalist> for some
reason my packets were trying to add "void" to a
bytebuf....
L2215[18:37:22] *
Temportalist facepalm
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L2217[18:40:20] *
gigaherz facedesks
L2218[18:40:33] <gigaherz> I spent like
an hour trying to debug why the F my values change
L2219[18:40:42] <gigaherz> forgot java
doens't have Valuetypes yet and I was modifying the same instance
XD
L2220[18:41:04] <unascribed>
>.>
L2221[18:41:09]
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L2223[18:42:20] <williewillus>
Temportalist: how does that even happen? :p
L2224[18:42:35] <williewillus> void isn't
a value of anything
L2225[18:42:48] <Temportalist>
williewillus: when you try to write the return of a function
(because scala)
L2226[18:42:54] <williewillus> oh
lol
L2227[18:42:55] <williewillus>
scala
L2228[18:42:58] <Temportalist> in Scala,
everything is an object!
L2229[18:43:08] <Temportalist>
scala.runtime.BoxedUnit
L2230[18:43:09] <Temportalist> fun
-_-
L2231[18:43:12] <williewillus> scala
syntax is awful
L2232[18:43:21] <williewillus> I'm eyeing
clojure really closely
L2234[18:43:35] <williewillus> the only
drawbacks people say so far is that the stacktraces are ugly
L2235[18:43:55] <Temportalist> i like
scala syntax
L2236[18:43:59] <SonarBeserk> no problems
on the servers side but the client gets mad about lacking the
public constructor, which it actually has
L2237[18:44:16] <Temportalist>
williewillus: what is clojure?
L2238[18:44:24] <williewillus> arent you
supposed to return the IMessage you want to reply?
L2239[18:44:27] <williewillus> not send
it yourself
L2240[18:44:32] <xaviergmail> What's the
latest version of fastcraft?
L2241[18:44:37] <williewillus> 1.22
iirc
L2242[18:44:43] <williewillus>
Temportalist: a LISP for the JVM
L2243[18:44:56] <xaviergmail> ah ty
L2245[18:45:31] <williewillus> at first I
was put off by the prefix notation but after reading some of the
docs and tutorials it's flexible and intuitive
L2246[18:45:46] <Temportalist> that looks
horrible
L2247[18:46:02] <williewillus> lol
L2248[18:46:11] <williewillus> says
everyone that first sees prefix/postfix notation
L2249[18:46:26] <wlhlm> lisp is
fun!
L2250[18:46:31] <diesieben07>
SonarBeserk, inner classes have an implicit constructor argument.
make them static
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L2252[18:50:00] <SonarBeserk>
diesieben07: how would i actually fix that?
L2253[18:50:09] <SonarBeserk> making the
inner class static fails
L2254[18:50:21] <diesieben07> define
"fails"
L2255[18:50:36] <SonarBeserk> crashes
horribly with an exception?
L2256[18:50:55] <SonarBeserk> an illegal
access exception
L2257[18:51:03] <diesieben07> the class
must be public
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L2259[18:51:30] <SonarBeserk> ah, i
see
L2260[18:51:35] <williewillus> still, I
thought you're supposed to return the IMessage you want to reply
with?
L2261[18:51:40] <williewillus> or is that
not the case anymore?
L2262[18:51:45] <SonarBeserk>
williewillus: you should
L2263[18:52:09] <williewillus> but your
snippet doesn't, it directly sends it separately
L2264[18:52:28] <SonarBeserk> technically
speaking, either ought to work
L2266[18:53:57] <williewillus> you showed
me that yesterday haha
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L2268[18:55:08] <gigaherz> \o/ my recipe
scanner seems to work now
L2269[18:55:12] <Temportalist>
williewillus: oh haha
L2270[18:55:16] <Temportalist> well its
better
L2271[18:55:21] <Temportalist> gigaherz:
YAY
L2272[18:55:25] <VikeStep> SonarBeserk,
if your intent of sending a message to all players who joined is
the version of your mod, then there is a handler for that
already
L2273[18:55:27] <Temportalist> gigaherz:
what for?
L2274[18:55:30] <VikeStep> I'm using the
same thing to sync configs
L2275[18:55:41] <VikeStep> sorry
L2276[18:55:48] <VikeStep> I'm using the
thing you have now for it
L2277[18:55:55] <SonarBeserk> VikeStep:
that isnt the issue
L2279[18:56:05] <gigaherz> the high-tier
source of elemental essences
L2280[18:56:12] <gigaherz> works by
breaking apart blocks
L2281[18:56:15]
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L2282[18:56:21] <SonarBeserk> I need a
uuid from the client to be sent to the server
L2283[18:56:27] <gigaherz> so I have a
recipe scanner that assigns elements based on the recipe
L2284[18:56:34] <gigaherz> if the item
doesn't have an explicit value
L2285[18:56:59] <williewillus> arent all
uuids serverside?
L2286[18:57:09] <SonarBeserk> it isnt a
serverside uuid
L2287[18:57:21] <SonarBeserk> it is a
uuid connected to external data the server needs to load
L2288[18:57:42] <williewillus> 0.o and
why can't the server do that itself?
L2289[18:58:09] <Temportalist> gigaherz:
interesting. I too am working on a magic mod for 1.8 :P
L2290[18:58:26] <VikeStep> The way that
MessageHandler works is that you return the response
L2291[18:58:28] <gigaherz> I have been
working on this mod since 1.4.7
L2292[18:58:30] <SonarBeserk>
williewillus: cause the server doesnt know?
L2293[18:58:37] <VikeStep> so you want
return new TestMessage(1)
L2294[18:58:38] <gigaherz> not it's
starting to take shape
L2295[18:58:38] <gigaherz> ;P
L2296[18:58:55] <Temportalist> gigaherz:
nice. Ive been working on mine since 1.7
L2297[18:59:28] <gigaherz> now*
L2298[18:59:36] <VikeStep> also you need
to register it twice I believe
L2299[18:59:42] <VikeStep> once for
client and once for server
L2300[18:59:45] <williewillus> ^
L2301[18:59:46] <VikeStep> unless I am
mistaken
L2302[18:59:51] <Temportalist> VikeStep:
you are correct
L2303[18:59:56] <SonarBeserk> returning
the new message works
L2304[19:00:01] <VikeStep> but that may
only be the case if you are sending a new message
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L2306[19:00:04] <SonarBeserk> why doesnt
the send to server method work?
L2307[19:00:05] <williewillus> have to
register for each side it should be handled on
L2308[19:00:07] <VikeStep> rather than
returning from inside message handler
L2309[19:00:15] <VikeStep> sonar beserk
because it wasn't registered
L2310[19:00:31] <SonarBeserk> it is
however
L2311[19:00:48] <VikeStep> you only have
it registered once on line 9
L2312[19:00:52] <williewillus> only to
one channel per side :p
L2313[19:01:01] <williewillus> wait
L2314[19:01:11] <williewillus> ah
yeah
L2315[19:01:12] <SonarBeserk> it is
designed to be inited based on the side
L2316[19:01:18] <VikeStep> i just
realised it was in the constructor
L2317[19:01:21] <SonarBeserk> meaning the
client inits the correc side
L2318[19:01:25] <SonarBeserk>
*correct
L2319[19:01:32] <SonarBeserk> and server
does the same
L2320[19:01:35] <williewillus> wait
should the discriminator be different for different sides?
L2321[19:01:50] <williewillus> I feel
like it's yes
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L2323[19:02:05] <VikeStep> I would
suggest not sending the message again anyways
L2324[19:02:06] <FF_Fire> any1 good with
coding for rituals?
L2325[19:02:06] <SonarBeserk> they are on
different sides though
L2326[19:02:12] <VikeStep> just return
the new message since that is what it is there for
L2327[19:02:23] <williewillus> FF_Fire:
what is "coding for rituals"
L2328[19:02:26] <SonarBeserk> that isnt
feasible though really
L2329[19:02:37] <williewillus> what is
"not feasible"?
L2330[19:02:39] <SonarBeserk> 99% of the
time there wont be a replt
L2331[19:02:40] <VikeStep> how so?
L2332[19:02:41] <SonarBeserk>
*reply
L2333[19:02:50] <williewillus> so just
return null when you don't need a reply....
L2334[19:02:53] <williewillus> and return
a packet when you do...
L2335[19:02:56] <VikeStep> ^
L2336[19:03:03] <SonarBeserk> sigh
L2337[19:03:14] <FF_Fire> @williewillus i
want the game to detect a structure, then detect drooped items,
consume them, and drop an item
L2338[19:03:20] <williewillus> literally
replace channel.sendToServer with "return"
L2340[19:03:34] <VikeStep> This is how I
do it SonarBeserk ^
L2341[19:03:42] <VikeStep> oh wait, I
don't return I forgot
L2342[19:03:46] <VikeStep> don't mind
me
L2343[19:04:18] <VikeStep> I thought I
returned a message but that was in an older version and then I
realised it wasn't necessary
L2344[19:04:21] <williewillus> FF_Fire:
look at how BM or Botania setup their multiblocks
L2345[19:04:27] <FF_Fire> k
L2346[19:04:53] <williewillus> also, I'm
increasingly convinced that you need a differnt discriminator for a
bidirectional packet
L2347[19:05:08] <gigaherz> yes you need
to register the packet twice
L2348[19:05:20] <williewillus> yes
L2349[19:05:23] <williewillus> just
checked rtd
L2350[19:05:30] <SonarBeserk> it is
registered twice
L2351[19:05:33] <williewillus> you need
to register both sides, on both sides, with different IDs
L2352[19:05:35] <VikeStep> I'd just
register it twice in FMLInitializationEvent
L2353[19:05:37] <SonarBeserk> once on
each side depending on the side
L2354[19:05:44] <williewillus> it needs
to be twice per side
L2355[19:05:46] <gigaherz> with different
numbers
L2356[19:05:47] <SonarBeserk> why?
L2357[19:05:48] <williewillus> once per
side, on each side
L2358[19:05:50] <williewillus> with
different numbers
L2359[19:05:53] <williewillus> because
that's how it works
L2360[19:05:55] <gigaherz> uh
L2361[19:06:01] <SonarBeserk> client and
server are literally not the same
L2362[19:06:04] <gigaherz> just call
channel.registerMessage twice in the mod
L2363[19:06:10] <FF_Fire> is there a free
program to decomp jar files in classes?
L2364[19:06:20] <killjoy>
fernflower
L2365[19:06:20] <gigaherz> with different
numbers and different Side.
L2366[19:06:20] <SonarBeserk> it is two
distinctly id'd mods using shared channels
L2368[19:06:37] <gigaherz> then you
haveto do it twice in each mod
L2369[19:06:42] <gigaherz> I think
L2370[19:06:45] <FF_Fire> thanks killjoy
and diesieben07
L2371[19:06:47] <killjoy> FF_Fire,
fernflower, jd-gui, procyon, luyten
L2372[19:06:48] <SonarBeserk> meaning the
client will literally never get server side packets
L2374[19:07:03] <williewillus> you need
to register both sides, *ON BOTH SIDES*
L2375[19:07:03] <SonarBeserk> yeah? I
have
L2376[19:07:13] <diesieben07> killjoy, my
thing encompasses almost all those :P
L2377[19:07:14] <SonarBeserk> that is
thinking you have one mod
L2378[19:07:23] <williewillus> that
doesn't matter
L2379[19:07:40] <williewillus> you're not
registering the right things is the point :p so of course the
channel's gonna freak out and crash
L2380[19:07:59] <killjoy> can any of them
automatically apply specialsource?
L2381[19:08:10] <diesieben07> lol
no
L2382[19:08:11] <gigaherz> SonarBeserk:
does it hurt you so much to try? ;P
L2383[19:08:20] <SonarBeserk> "If
you are planning to send the packet to both sides, it must be
registered twice with a different discriminator."
L2384[19:08:26] <SonarBeserk> the issue
is im not
L2385[19:08:37] <williewillus> you appear
to be
L2386[19:08:37] <SonarBeserk> gigaherz:
seeing as i already dealt with this issue, yes
L2387[19:08:43] <gigaherz> okay.
L2388[19:08:49] <williewillus> since
you're receiving a Testmessage and attempting to send one
back
L2389[19:09:30] <williewillus> so it
seems like you're "planning to send the packet to both
sides"
L2390[19:09:56] <gigaherz> SonarBeserk:
thing is, the message wrapper needs to exist in both sides, for all
messages
L2391[19:10:07] <williewillus> also, make
your handler class static
L2392[19:10:11] <gigaherz> yo uneed it
registered to SEND and to RECEIVE
L2393[19:10:29] <gigaherz> if you skip
the sending, the channel won't know that the message belongs to it,
and how to encode it
L2394[19:10:38] <gigaherz> if you skip
the receiving, the channel won't know how to handle it when it
arrives
L2395[19:10:41] <gigaherz> either way, it
won't work
L2396[19:10:47] <SonarBeserk> arg im
altering it to try
L2397[19:10:52] <SonarBeserk> it seems
like a weird issue though
L2398[19:11:11] <gigaherz> so if you use
the same message on both directions, even as a test, that still
counts as two separate messages, that happen to share a
handler.
L2399[19:11:15] <williewillus> ^
L2400[19:11:33] <williewillus> it doesn't
care that they have the same class, the direction of travel matters
too
L2401[19:11:37] <SonarBeserk> it is two
different mods though
L2402[19:11:42] <williewillus> that
doesn't matter
L2403[19:11:59] <williewillus> actually
the discriminators and classes on each end have to match
L2404[19:12:02] <williewillus> but I
presume that's the case
L2405[19:12:18] <SonarBeserk> in any
case, even registered on both sides with the discriminators, the
sendToServer method still fails
L2406[19:12:26] <williewillus> show new
code
L2408[19:13:34] <masa> what the... why
doesn't c&b allow chiseling for example dirt, grass, sand,
gravel, ores etc.
L2409[19:13:51] <williewillus> go to #JEI
and yell at Algo :p
L2410[19:14:14] <tterrag> masa: they
probably override a method he can't spoof
L2411[19:14:19] <tterrag> i.e. anything
with world context
L2412[19:14:42] <masa> hmm
L2413[19:14:42] <killjoy> have you tried
chiseling sand irl?
L2414[19:15:05] <masa> have you tried
chiseling glowstone irl?
L2415[19:15:24] <gigaherz> SonarBeserk:
and the other side, is the same?
L2416[19:15:27] <gigaherz> because if so,
that's the issue
L2417[19:15:33] <gigaherz> wait no
L2418[19:15:34] <gigaherz> hmm
L2419[19:15:38] <williewillus> lol
L2420[19:15:39] <gigaherz> noi it MUST be
the same
L2421[19:15:40] <MoxieGrrl> ...Algo is
nice. It sucks to yell at Algo. :P
L2422[19:15:40] <gigaherz> XD
L2423[19:15:46] <gigaherz> my brain just
had a little fard
L2424[19:16:11] <williewillus> try doing
the return this time
L2425[19:16:22] <SonarBeserk> gigaherz:
both are injected the same way, though the side is being ignored
mostly atm. the server is registered with the eventbus fine
L2426[19:16:43] <SonarBeserk> client gets
message 0, and attempts to send message 1 it seems but it never
makes it
L2427[19:17:08] <MoxieGrrl> Also, which
mod is it that's making my world generate with dirt slabs in some
places? Because that's *awesome*.
L2428[19:17:16] <williewillus> so the
handler gets the 0 message fine?
L2429[19:17:48] <gigaherz> MoxieGrrl:
oooh dirt slabs
L2430[19:17:51] <gigaherz> that'd be
awesome
L2431[19:17:57] <gigaherz> I considered
doing "dirt layers"
L2432[19:18:04] <gigaherz> "gravel
layers" and "sand layers" once
L2433[19:18:08] <gigaherz> andmaking the
world generate them
L2434[19:18:09] <gigaherz> ;P
L2436[19:19:05] <SonarBeserk>
williewillus: yeah client gets message 0
L2437[19:19:08] <gigaherz> :3
L2438[19:19:11] <gigaherz> that's
cool
L2439[19:19:36] <williewillus> does
server just not get message 1 or does a crash or exception
occur
L2440[19:19:53] <SonarBeserk> it doesnt
get it, no crashes or exceptions
L2441[19:20:05] <tterrag> how do you send
message 1
L2442[19:20:20] <SonarBeserk>
sendToServer() on the channel
L2443[19:20:23] <williewillus> he
manually calls simplimpl from the handler of message 0
L2445[19:20:28] <tterrag> why not just
reply it from the handler
L2446[19:20:50] <tterrag> that's what the
return val is for
L2447[19:20:56] <SonarBeserk> cause the
way i wrap things means I cant make a good reply packet
L2448[19:21:19] <gigaherz> I presume you
verified that it does get sent, right?
L2449[19:21:30] <tterrag> then your way
of wrapping is bad and should feel bad
L2450[19:21:31] <SonarBeserk> im trying
to find a good way to
L2451[19:21:39] <williewillus> isnt there
a way to enable low level netty/fml logging?
L2452[19:21:44] <gigaherz>
System.out.println() and watch the debug log
L2453[19:21:45] <gigaherz> ;P
L2454[19:21:46] <tterrag> use the system
as it's designed :(
L2455[19:21:56] <SonarBeserk> but nicer
handlers :P
L2456[19:22:07] <SonarBeserk> it works
most of the time without any issues
L2457[19:22:19] <SonarBeserk> server
-> client works 100% and usually dont need any replies
L2458[19:22:35] <SonarBeserk> wouldnt
even be messing with this if the client had a good event for being
fully connected
L2459[19:22:57] <williewillus> if you
replaced that manual send with a return does it work?
L2460[19:23:04] <SonarBeserk> yeah
L2461[19:23:19] <williewillus>
so...problem solved? :p
L2462[19:23:25] <SonarBeserk> not
really
L2463[19:23:29] <williewillus> why
not?
L2464[19:23:39] <SonarBeserk> that would
require ripping out how things are working
L2465[19:23:49] <tterrag> the problem may
be that the client doesn't yet have the descriminator info
L2466[19:23:54] <williewillus> "I'm
not using the system how it's inteded to be used and it's
breaking" :p
L2467[19:23:55] <SonarBeserk> figuring
out why the send method doesnt actually send would be nice
L2468[19:24:00] <williewillus> "I do
and it works"
L2469[19:24:11] <SonarBeserk>
williewillus: a method that should work isnt working
L2470[19:24:16] <tterrag> but it could
also be that you are calling network code from a thread it was not
designed to receive calls from
L2471[19:24:21] <williewillus> you're in
a network message handler
L2472[19:24:25] <williewillus> it might
not be able to send again
L2473[19:24:33] <williewillus> there's a
reaosn why that reply return value is there
L2474[19:24:58] <SonarBeserk> why would
it not be able to send again?
L2475[19:25:08] <williewillus> idk, go
read netty source.
L2476[19:25:09] <williewillus> :p
L2477[19:25:31] <williewillus> i'm just
wondering why ou can't return
L2478[19:25:35] <williewillus> *use
return
L2479[19:25:40] <williewillus> aka the
system as it was intended
L2480[19:25:46] <williewillus> which as
you say, works
L2481[19:26:06] <SonarBeserk> because
there is no way to know what message should be used with how im
wrapping it
L2482[19:26:12] <unascribed> then
L2483[19:26:13] <williewillus> wtf
L2484[19:26:14] <unascribed> stop
L2485[19:26:15] <unascribed>
wrapping
L2486[19:26:17] <unascribed> it
L2487[19:26:18] <unascribed> you're doing
it wrong
L2488[19:26:20] <unascribed> it's not
working
L2489[19:26:21] <williewillus> make your
system better
L2490[19:26:21] <unascribed> it's that
simple
L2491[19:27:03] <williewillus> if you
don't know what to reply with then change your packets or systems
so you do :p
L2492[19:27:03] <tterrag> "I can't
do what I want" "why" "because my system
doesn't work with it" "then fix it" "no"
"k"
L2493[19:27:08] <unascribed> ^
L2494[19:27:35] <unascribed> as you have
proven, this works perfectly fine with built-in Forge systems
L2495[19:27:40] <SonarBeserk> sigh,
regardless of how that is meant to work when you are "using it
correctly" that should still work
L2496[19:27:43] <unascribed> we cannot
support your homebrew packet wrapper
L2497[19:27:46] <williewillus> 0.o
L2498[19:28:04] <williewillus> There's a
reason why you get to return an IMEssage !!
L2499[19:28:20] <FF_Fire> what material
is a diamond block?
L2500[19:28:25] <williewillus> rock
probably
L2501[19:28:31] <FF_Fire> k
L2502[19:28:38] <williewillus> someone
(the person who wrote it) probably knew you can't invoke the send
methods on a handler
L2503[19:28:45] <williewillus> so they
provided you the ability to return your reply
L2504[19:29:03] <williewillus> I don't
understand what the difference is between channel.sendToServer(X)
and return X
L2505[19:29:04] <SonarBeserk>
williewillus: you can though
L2506[19:29:09] <williewillus> apparently
not
L2507[19:29:12] <williewillus> according
to your test
L2508[19:29:16] <SonarBeserk> if i shift
it past that very moment it works
L2509[19:29:27] <SonarBeserk> i changed
the event to xp pickup and it works fine
L2510[19:29:28] <gigaherz> whic means it
does not work THERE
L2511[19:29:41] <gigaherz> which is what
williewillus is saying
L2512[19:29:49] <williewillus> well
answer the question of why you can't just replace all occurences of
"channel.sendToServer(" with "return"
L2513[19:29:53] <williewillus> because I
really don't get it :p
L2514[19:29:58] <SonarBeserk> which means
there needs to a better event for that
L2515[19:30:23] <williewillus>
no...you;re using the system wrong
L2516[19:30:28] <williewillus> also,
answer the question :p
L2517[19:30:32] <SonarBeserk> or im using
the wrong event?
L2518[19:30:32]
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L2519[19:30:38] <gigaherz> SonarBeserk:
wait
L2520[19:30:49] <gigaherz> you are using
sendtoServer WITHIN the handler's method?
L2521[19:30:57] <williewillus> gigaherz:
lol you just realized? haha
L2522[19:31:03] <williewillus> i doubt
that works
L2523[19:31:05] <SonarBeserk> gigaherz:
it works fine under normal circumstances
L2524[19:31:12] <gigaherz> that's
unrelated
L2525[19:31:17] <gigaherz> why cna't you
do
L2526[19:31:19] <gigaherz> IMessage
reply
L2527[19:31:22] <gigaherz> do stuff
L2528[19:31:23] <williewillus> return
reply?
L2529[19:31:24] <gigaherz> reply =
x;
L2530[19:31:26] <gigaherz> do stuff
L2531[19:31:28] <gigaherz> return
reply
L2532[19:31:46] <williewillus> that's the
question I've been trying to get an answer to the last 5m ;p
L2533[19:31:48] <gigaherz> just assign
null on the initializer
L2534[19:31:54] <gigaherz> and if you
didn't need a reply
L2535[19:31:55] <SonarBeserk> because I
use extra handlers to do things
L2536[19:31:57] <gigaherz> it will be
null when it's over
L2537[19:32:02] <williewillus> that's
irrelevant
L2538[19:32:16] <gigaherz> if your task
is complex enough
L2539[19:32:16] <williewillus> you can
literally replace everywhere you want to say channel.sendToServer
with a variable assignment
L2540[19:32:19] <williewillus> and then
return that var
L2541[19:32:19] <gigaherz> then don't run
it in the handler
L2542[19:32:23] <gigaherz> schedule an
update to the client
L2543[19:32:32] <gigaherz> and let it run
during the normal update cycle in the right thread
L2544[19:32:55] <gigaherz> the handler
should be a quick task, not a complex process
L2545[19:33:30] ***
fry is now known as fry|sleep
L2546[19:33:43] <SonarBeserk> it isnt
usually complex, it is designed to make forge an implementation not
the whole system
L2547[19:33:50] <williewillus> wat
L2548[19:34:35] <SonarBeserk> essentially
i am using multiple forge channels, I choose the one i want, send a
packet to it with the identifier for the message and any extra
objects i need and go from there
L2549[19:35:20] <williewillus> that's
sounds overcomplicated but ok :p
L2550[19:35:23] <williewillus>
*that
L2551[19:35:26] <SonarBeserk> it works
fine :P
L2552[19:35:42]
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L2553[19:35:45] <williewillus> what do
you even use diferent channels for?
L2554[19:35:49]
⇨ Joins: c233 (~c233@164.40.204.139)
L2555[19:35:51] <SonarBeserk> my issue is
ultimately i need an event called serverside when a player is fully
inited and their channels can be accessed
L2556[19:36:40] <SonarBeserk> does any
event succeed PlayerLoggedInEvent that doesnt require world
intereact?
L2557[19:36:44] <SonarBeserk>
*interaction
L2558[19:36:55] <killjoy> Join?
L2559[19:37:11] <killjoy> that's the only
other one
L2560[19:37:15] <SonarBeserk>
EntityJoinWorldEvent?
L2561[19:37:22] <killjoy> meh
L2562[19:39:10] ***
Darkhax is now known as Darkhax_AFK
L2563[19:39:20] <FF_Fire> ..
L2564[19:40:39]
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L2565[19:41:10] <SonarBeserk> arg, when
the heck does a client's channels become available to send to? just
sigh
L2566[19:41:42] <tterrag> it doesn't
matter and you shouldn't care...don't send packets to clients
before they join the server
L2567[19:41:43] <killjoy> c-s or
s-c?
L2568[19:42:01] <SonarBeserk> tterrag: im
trying to send it to them just after they join thanks
L2569[19:42:07]
⇨ Joins: Delaxarnyazer
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L2570[19:42:28] <tterrag> why? what is
it?
L2571[19:42:51] <SonarBeserk> letting
them make clientside selections that correspond to a set of data on
the server
L2572[19:43:07] <SonarBeserk> they get to
choose but they need to tell the server
L2573[19:43:10] <killjoy>
PlayerLoggedInEvent works for me
L2574[19:43:42] <SonarBeserk> killjoy: if
you are doing the unliked thing of using sendToServer() vs
returning a packet, it fails
L2575[19:43:51] <williewillus> not
"unliked"
L2577[19:44:01] <tterrag> god dang...you
don't get it at all
L2578[19:44:02] <williewillus> more like
"not how the system was designed"
L2579[19:44:11] <tterrag> you are out of
sync with the ident sync becuase you are USING IT WRONG
L2581[19:44:19] <tterrag> use it
correctly...and it works
L2582[19:44:20] <tterrag> GO FIGURE
L2583[19:44:47] <williewillus> FF_Fire:
becaause it isn't a type
L2584[19:44:49] <SonarBeserk> killjoy: im
sending to the server too early and in the wrong way it
seems.
L2585[19:45:50] <FF_Fire> everything
looks right thoug
L2586[19:45:53] <FF_Fire> h
L2587[19:46:03] <tterrag> FF_Fire: show
the code that is actually generating that error
L2588[19:46:15] <tterrag> nvm, there's 2
links there
L2589[19:46:20] <FF_Fire> ya
L2590[19:47:59]
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(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L2591[19:47:59] <FF_Fire> any idea?
L2592[19:47:59]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L2593[19:48:09] <VikeStep>
"<SonarBeserk> letting them make clientside selections
that correspond to a set of data on the server" What do you
mean by selections?
L2594[19:48:14] <VikeStep> you mean like
a GUI?
L2595[19:48:21]
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L2596[19:48:22] <SonarBeserk> like a
character
L2597[19:48:24] <VikeStep> so you have to
wait until they fill in the blanks
L2598[19:48:32]
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L2599[19:49:21] <VikeStep> send packet
from server to client, fire up gui, then wait until they do the GUI
stuff and then send a new packet outside of the message handler
back then
L2600[19:49:27] <VikeStep> maybe even a
different type of packet
L2601[19:49:33] <VikeStep> for different
types of data
L2602[19:49:55] <VikeStep> assuming I
have got the situation correct
L2603[19:50:05] <killjoy> FF_Fire, might
help if you use proper naming convention
L2604[19:50:14] <killjoy> maybe it thinks
sapphireOre is a field
L2605[19:51:31] <DrDisconsented> Possible
to be able to make a TE tick conditionally if so how?
L2606[19:52:25] <tterrag> DrDisconsented:
no not really
L2607[19:52:30] <tterrag> that's not how
it works
L2608[19:52:37] <tterrag> on creation any
ITickable is added to a list of TEs to tick
L2609[19:52:38] <DrDisconsented> Cool,
time for an if statement then
L2610[19:52:41] <tterrag> no condition is
checked
L2611[19:53:44] <SonarBeserk> VikeStep:
it is intended for you to select the character all serverside
L2612[19:53:53] <SonarBeserk> no server
strain then, no hubs
L2613[19:54:08] <SonarBeserk> simple have
to have the client send the uuid they desire to use
L2614[19:54:08] <VikeStep> how is the
client creating the character serverside
L2615[19:54:28] <VikeStep> you'd think
character creation would be client side
L2616[19:54:31] <SonarBeserk> there is a
character creation gui, that does the initial creation
L2617[19:54:33] <VikeStep> and then you'd
send the character to the server
L2618[19:54:37] <VikeStep> that is
clientside then
L2619[19:54:57] *
gigaherz facepalms
L2620[19:55:00] <SonarBeserk> like said,
the server just needs the uuid for the premade character
L2621[19:55:12] <gigaherz> I was
wondering why my wand seemed to get charged more than my ring was
giving it
L2622[19:55:21] <gigaherz> turns out I
had another ring in the inventory
L2623[19:55:21] <gigaherz> XD
L2624[19:56:26] <shadekiller666> you seem
to have a problem playing with your own mod a lot gigaherz
L2625[19:56:36] <gigaherz> it's not
"my mod"
L2626[19:56:37] <gigaherz> XD
L2627[19:56:43] <shadekiller666>
lol
L2628[19:56:44] <gigaherz> I am quite
absent-minded
L2629[19:57:41] <VikeStep> SonarBeserk,
by premade character do you mean a UUID for a character's
skin?
L2630[19:58:38] <gigaherz> meh is there
some way to avoid this
L2632[19:58:46] <VikeStep> or is the
issue that you want to send the UUID back and then start the GUI,
but if you return in the configpacket, then you have returned too
early to fire up the GUI
L2633[19:59:06] <killjoy> gigaherz, it's
filled with unlimited cosmic poewrs
L2634[19:59:14] <gigaherz> no it's being
charged
L2635[19:59:15] <gigaherz> XD
L2636[19:59:20] <SonarBeserk> VikeStep:
who said i needed a gui?
L2637[19:59:26] <killjoy> It's being
filled with unlimited cosmic power
L2638[19:59:31] <gigaherz> yes.
L2639[19:59:40] <VikeStep>
<SonarBeserk> there is a character creation gui, that does
the initial creation
L2640[19:59:47] <SonarBeserk> VikeStep:
and?
L2641[19:59:47] <gigaherz> specially
because I have a Creative Ring in the inventory that never runs out
;P
L2642[19:59:50]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L2643[19:59:52] <VikeStep> ...
L2644[19:59:53] <SonarBeserk> im not
talking initial creation
L2645[20:00:05] <SonarBeserk> im saying
when they join after creation of the character
L2646[20:00:13]
⇨ Joins: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2647[20:00:36] <killjoy> itty bitty
living space
L2648[20:00:45] <VikeStep> If I were you,
I'd do it all clientside and when you join a server send it to the
server
L2649[20:00:52] <VikeStep> that way you
can fire it before they join clientside
L2650[20:00:57] <gigaherz> so.... no
ideas? not even a definite "nope"?
L2651[20:01:16] <VikeStep> by fire it, I
mean show the GUI
L2652[20:01:50]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: Nii-san is watching you.)
L2653[20:02:01] <unascribed> gigaherz,
I've tried removing the item reset myself for NBT-based items and
I'm 90% sure it's impossible without a custom IItemRenderer which
pops matrixes it's not supposed to to override the transforms
L2654[20:02:04] <VikeStep> Assuming
everyone joining has the mod, there is no need to make the server
request the data, just make the client always send the data if the
mod is on the server
L2655[20:02:14]
⇨ Joins: CovertJaguar (~you@65.183.205.6)
L2656[20:02:14]
MineBot sets mode: +v on CovertJaguar
L2657[20:02:24] <gigaherz> ugh
L2658[20:02:44] <unascribed> hey, at
least it doesn't count stack size anymore
L2659[20:03:00] <unascribed> back when
they added that if you were to break a block while holding an
incomplete stack of that block
L2660[20:03:02] <unascribed> and then
picked up the drop
L2661[20:03:05] <unascribed> it'd reset
your break timer
L2662[20:03:14] <gigaherz> o_O
L2663[20:03:26] <VikeStep> which you can
check with a NetworkCheckHandler
L2664[20:03:39] <unascribed> why check if
the server has the mod?
L2665[20:03:40] <unascribed> just send
it
L2666[20:03:44] <VikeStep> true
L2667[20:03:51] <unascribed> plugin
messages that are not understood just get piped to /dev/null
L2668[20:04:12] <VikeStep> well, it may
mean the player does the character creation GUI for it not to be
used
L2669[20:04:32] <VikeStep> when you could
check it is on the server and then send open gui if it is on the
server
L2670[20:05:00] <gigaherz> unascribed:
/facepalm
L2671[20:05:07] <unascribed> ?
L2672[20:05:09] <gigaherz> I forgot
"if(world.isRemote)return;"
L2673[20:05:11] <unascribed> lol
L2674[20:05:12] <gigaherz> doesn't
happenanymore
L2675[20:05:13] <gigaherz> XD
L2676[20:05:22] <unascribed> wait
L2677[20:05:25] <unascribed> ...
L2678[20:05:37] <unascribed> is that
caused by the client and server trying to set the nbt
L2679[20:05:41] <gigaherz> the animation
only plays if the client changes the stack
L2680[20:05:42] <unascribed> and then the
server overwriting it
L2681[20:05:43] <unascribed> -.-
L2682[20:05:46] <gigaherz> yup
L2683[20:05:54] <unascribed> brb
rewriting half of my mod
L2684[20:05:58] <gigaherz> XD
L2685[20:06:11] <unascribed> I'll keep
that in mind...
L2686[20:06:24] <gigaherz> it still
"shakes" every now and then
L2687[20:06:27] <gigaherz> but not every
tick
L2688[20:08:34] <SonarBeserk> VikeStep:
the issue was originally that the client couldnt send late enough
in logging in
L2689[20:08:37]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2690[20:09:18] ***
TehNut is now known as TehNut|Gone
L2691[20:09:21] <unascribed> as someone
who sends packets in ClientConnectedToServer (that work fine, I may
add)
L2692[20:09:21] <Unh0ly_Tigg> is there a
way to define textures for json models via the blockstate json
without using the forge marker?
L2693[20:09:26] <unascribed> you're doing
it wrong
L2694[20:09:27] <williewillus> no
L2695[20:09:32]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca) (Quit:
Leaving)
L2696[20:09:40] <williewillus>
Unh0ly_Tigg: the vanilla format forces separate jsons for
textures
L2697[20:09:41] <gigaherz> nope
Unh0ly_Tigg, but you can do everything a vanilla json would do with
the marker
L2698[20:09:50] <Unh0ly_Tigg> ok, was
just curious.
L2699[20:10:23] <gigaherz> vanilla json
is "model", "x", "y", I don't think
it has anything else in it
L2700[20:10:50] <gigaherz> ugh
L2701[20:10:51] <gigaherz> crap
L2702[20:10:57] <gigaherz> can't use the
item while it's charging
L2703[20:11:02] <SonarBeserk> unascribed:
how can you send packets to the server there?
L2704[20:11:06] <gigaherz> it resets the
onItemUse
L2705[20:11:26] <unascribed> using your
SimpleChannel...? (or whatever it's called, don't have the code in
front of me atm)
L2708[20:13:14] <unascribed> does it work
with public static inner classes?
L2709[20:13:33] <unascribed> FF_Fire, you
can put multiple files in one gist
L2710[20:13:57] <unascribed> is the
sapphire ore really "sapphireOre" and not
"SapphireOre"?
L2711[20:14:10] <unascribed> same with
the chest
L2712[20:14:17] <FF_Fire> yes it is
sapphireOre
L2713[20:15:15] <unascribed> I have no
idea how the system responds if you have a field with the same name
as a class in the package
L2714[20:15:24] ***
Cojo is now known as Cojo|AFK
L2715[20:15:25] <unascribed> so try
renaming the class to proper conventions, that is, PascalCase
L2716[20:15:40] <gigaherz> unascribed:
oooh I just realized
L2717[20:15:42] <gigaherz> the issue
isn't gone
L2718[20:15:53] <gigaherz> it shows the
item always in the first freme of the animation
L2719[20:15:59] <unascribed> freme
confirmed
L2720[20:16:01] <gigaherz> at the
bottom
L2721[20:16:34]
⇨ Joins: manmaed|AFK
(~Ender@97e64c79.skybroadband.com)
L2723[20:16:59] <gigaherz> it just
doesn't shake ;P
L2724[20:17:04] <gigaherz> frame*
L2725[20:17:23] ***
manmaed|AFK is now known as manmaed
L2726[20:17:23] <williewillus> wait
what's wrong in that vid?
L2727[20:17:40] <unascribed> every time
an item's NBT changes, it resets the "holding up"
animation
L2728[20:17:40] <gigaherz> williewillus:
compare before I picked up the ring
L2729[20:17:41] <gigaherz> and
after
L2730[20:17:44] <unascribed> yeah
L2731[20:18:18] <williewillus> you can
control when the holding up animation occurs
L2732[20:18:18] <williewillus> btw
L2733[20:18:23] <gigaherz> how?
L2734[20:18:24] <williewillus> lex added
a hook for that
L2735[20:18:29] <gigaherz> where :O
L2736[20:18:31] <williewillus> override
Item.shouldCauseReequipAnimation
L2737[20:18:35] <williewillus> or
something like that
L2738[20:18:36] <shadekiller666> ^
L2739[20:18:41] <williewillus> it has the
word "reequip" in it
L2740[20:18:42] <williewillus> :p
L2741[20:18:45] <gigaherz> oooh that's
what I wanted :3
L2742[20:19:31] <shadekiller666> its
fired whenever the itemstack being held is changed, either with nbt
or when you change the selected hotbar slot
L2743[20:20:19] <gigaherz> yep and I want
it to ignore NBT ;P
L2744[20:20:41] <gigaherz> crap
L2745[20:20:42] <gigaherz> almost
L2746[20:20:47] <gigaherz> it still
cancels onItemUse
L2747[20:21:05] <gigaherz> well
L2749[20:25:37] <williewillus> FF_Fire:
what is your error?
L2750[20:25:42] <williewillus> oh
L2751[20:25:46] <williewillus> well, your
thing is null
L2752[20:25:46] <gigaherz> FF_Fire: you
have to call new BlockWhatever() before calling registerBlock
L2753[20:25:50] <gigaherz> XD
L2754[20:26:03] <williewillus>
instantiate your block
L2755[20:26:04] <FF_Fire> lol i switched
the two. oops. xD
L2756[20:26:09] <williewillus> and use
1.8
L2757[20:26:20] <FF_Fire> no.
L2758[20:26:26] <FF_Fire> im
stubborn
L2759[20:26:26] <williewillus>
reason?
L2760[20:26:28] <SonarBeserk> unascribed:
could you do me a favor and check how you managed to send packets
right in ClientConnectedToServerEvent?
L2761[20:26:30] <williewillus> lol
L2762[20:26:36] <williewillus> have fun
having no one play it then
L2763[20:26:47] <FF_Fire> to go into a
1.7.10 modpack
L2764[20:26:52] <williewillus>
*shrugs*
L2765[20:29:08] <Unh0ly_Tigg> If I've
created a Block and registered it already, and I create an Item
afterwards, is there a way to register that Item as being the
ItemBlock for the Block already registered, via GameRegistry?
L2766[20:29:16] <Unh0ly_Tigg> in
1.8.9*
L2767[20:30:09] <TehNut|Gone> you don't
register your itemblock in the standard way.
GameRegistry.registerBlock(yourBlock, YourItemBlock.class,
"Name")
L2768[20:30:30] <williewillus> they have
to be together
L2769[20:30:41] <williewillus> unless you
hack around the registry but don't do that that's going to screw
saves
L2770[20:30:51] <Unh0ly_Tigg> but vanilla
does it separately...
L2771[20:30:58] <TehNut|Gone> We aren't
vanilla, though
L2772[20:31:19] <williewillus> vanilla
registers items with number id's, so ... :p
L2773[20:31:29] <williewillus> we
shoudn't really take after them
L2774[20:31:32] <Unh0ly_Tigg> not when it
registers itemblocks...
L2775[20:31:45] <Unh0ly_Tigg>
technically, since the block already exists.
L2776[20:32:07] <Unh0ly_Tigg>
Item.registerItemBlock
L2777[20:32:08] <williewillus> wait,
anyone using IRenderFactory way of registering entity renderers in
1.8.9?
L2778[20:32:16] <williewillus> I get
white boxes for all my entities after doing that
L2779[20:32:18] <williewillus> in
preinit
L2780[20:32:42] <Unh0ly_Tigg>
IRenderFactory doesn't exist in my workspace.
L2781[20:33:08] <unascribed> time for a
gradle clean? :P
L2782[20:33:16] <TehNut|Gone> Is your
Forge version more than 10 days old?
L2783[20:33:31] <Unh0ly_Tigg> 1663
L2784[20:33:37] <Unh0ly_Tigg> is that too
old?
L2785[20:34:06] <williewillus> yeah my
entity renderers are screwed
L2786[20:34:22] <FF_Fire> is
world.getBlockId not valid in 1.7.10?
L2787[20:34:23] <TehNut|Gone>
IRenderFactory was added in 1668
L2788[20:34:23] <williewillus> oh i do it
in init instead of preinit
L2789[20:34:25] <williewillus> nvm
L2790[20:34:31] <williewillus> FF_Fire:
don't use number ids
L2791[20:34:42] <williewillus> and no,
that doesn't exist
L2792[20:35:02] <FF_Fire> what would be
the equivilent?
L2793[20:35:04] ***
cpw is now known as cpw|out
L2794[20:35:10] <Unh0ly_Tigg> oh, 1668 is
what added that interface...
L2795[20:35:13] <Unh0ly_Tigg> hmm
L2796[20:35:29] <Unh0ly_Tigg> welp, time
to update.
L2797[20:35:29] <TehNut|Gone>
world.getBlock()?
L2798[20:35:47] <williewillus> what are
you doing, porting a 1.6 mod? :p
L2799[20:36:10] <FF_Fire> yes
L2800[20:36:13] <FF_Fire> :p
L2801[20:36:40] <FF_Fire>
world.getBlockMetadata?
L2802[20:36:43] <williewillus> same
L2803[20:36:46] <williewillus> what are
you porting?
L2804[20:36:54] <FF_Fire> a
multiblock
L2805[20:36:56] <tterrag> FF_Fire: just
use getBlock
L2806[20:36:59] <tterrag> numeric IDs are
no more
L2807[20:36:59] <TehNut|Gone> Anyways,
Unh0ly_Tigg, you do not register your ItemBlock separate. You use
the registerBlock() variant with the class param
L2808[20:37:08] <williewillus> like what
mod :p
L2809[20:37:19] <FF_Fire> a sample
mod/tutorial
L2810[20:37:27] <FF_Fire> for
multiblocks
L2811[20:37:33] <williewillus> you could
find a more up to date example :p
L2812[20:37:43] <williewillus> BM/Botania
1.7
L2813[20:37:49] <williewillus>
forestry
L2814[20:38:14] <TehNut|Gone> BM 1.7
isn't the best to look at for multiblocks
L2815[20:38:20] <TehNut|Gone> The whole
system was a mess
L2816[20:38:32] <TehNut|Gone> It's still
a mess, but it has a bow on it now
L2817[20:38:33] <Unh0ly_Tigg> BM?
L2818[20:38:39] <TehNut|Gone>
BloodMagic
L2819[20:38:43] <Unh0ly_Tigg> ahh,
figures.
L2821[20:40:50] <FF_Fire> i cant find the
multiblock classes themselves in botania
L2822[20:41:13] <williewillus> look in
the TE classes
L2823[20:41:22] <williewillus>
TileEnchanter
L2824[20:42:10] <Unh0ly_Tigg> heh,
updated my forge version, forgot to update my mapping version...
well there goes a combo that's installed, but never going to be
used...
L2825[20:42:22] <MoxieGrrl> Hrm. I wonder
if 1/2 milk and 1/2 sour cream would do in this cake...
L2826[20:42:33] <MoxieGrrl> Er, whoops,
wrong channel.
L2827[20:42:50] <williewillus> hey mod
idea, cake baking mod
L2828[20:43:33] <SonarBeserk>
williewillus: need a mod dev mod :P
L2829[20:43:39]
⇦ Quits: heliophobicdud (~alexf_@12.208.0.66) (Ping timeout:
198 seconds)
L2830[20:43:43] <williewillus> meta
L2831[20:43:46] <killjoy> those make bad
mods
L2832[20:44:02] <SonarBeserk> game dev
was an okay game hmm
L2833[20:44:21] <williewillus> killjoy:
he means a mod where you roleplay a mod dev
L2834[20:44:25] <williewillus> aka drama
llama every day
L2835[20:44:44] <killjoy> like the
game
L2836[20:45:08]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
L2837[20:45:37] <williewillus> yeah
L2838[20:46:03] <SonarBeserk> I do half
wonder why no one seems to try to make the more overhaul style mods
past the obvious amount of work
L2839[20:46:58] <sinkillerj> Overhaul
mods are inheritlingly problematic in a game where users WILL be
using other mods and alot of them
L2840[20:47:28] <SonarBeserk> well using
a lot of mods is just as problematic if not more problematic
L2841[20:47:44]
⇦ Quits: FF_Fire (~TheBeast@174.34.197.140) (Quit:
Leaving)
L2842[20:48:02] <gigaherz> nah there's a
lot of mods that play well together in massive packs
L2843[20:48:08] <SonarBeserk> im
aware
L2844[20:48:13] <gigaherz> but the moment
you add one that changes just a tiny bit too much, everything
implodes
L2845[20:48:17] <SonarBeserk> but after a
while you get tired of them
L2846[20:48:55] <SonarBeserk> it doesnt
help that some mods take a heck of a lot less items than
others
L2847[20:49:46] <SonarBeserk> I want a
mod that feels like it was made to actually feel like actual mc, IE
and the one mod that is like banished from mention are the only two
that come to mind
L2848[20:50:04] <williewillus> Botania is
pretty vanilla-y
L2849[20:50:09] <williewillus> you have
to use redstone to do anything
L2850[20:50:22] <williewillus> I like
Railcraft too
L2851[20:50:23] <sinkillerj> Vanilla with
sprinkles and the like?
L2852[20:50:36] <williewillus> carts have
always been and will always be underappreciated and underused
L2853[20:50:57] <gigaherz> I tried to
setup a pack a while ago
L2854[20:50:59] <sinkillerj> I love my
carts, but only when I dont have trains lol
L2855[20:51:00] <gigaherz> something that
felt "rustic"
L2856[20:51:02] <gigaherz> as in
L2857[20:51:04] <gigaherz> no high
tech
L2858[20:51:07] <gigaherz> no high
magic
L2859[20:51:16] <gigaherz> i didn't
manage it
L2860[20:51:16] <gigaherz> XD
L2861[20:51:50] <williewillus> My pack
would be TiCon + BC + RC + Botania + PE + JEI + invtweaks, that's
it :p
L2862[20:51:50] <sinkillerj> I wish RTM
would become more survival mode friendly
L2863[20:51:55] <williewillus> RTM?
L2864[20:51:58] <sinkillerj> RTM is love,
RTM is life
L2865[20:51:58] <gigaherz> the most
rustic thing I had was Ancient Warfare 2
L2866[20:52:10] <gigaherz> and the design
doesn't really fit with vanilla feel
L2868[20:52:27] <gigaherz> TiCon was
there ofc
L2869[20:52:28] <williewillus> japanese
traincraft? :p
L2870[20:52:40] <sinkillerj> Fuck
traincraft compared to this
L2871[20:52:41] <SonarBeserk> gigaherz:
something about TiCon doesnt feel right to me
L2872[20:52:52] <gigaherz> SonarBeserk:
how so?
L2873[20:53:23] <SonarBeserk> idk, it
isnt really the fault of the mod. it just feels like minecraft has
no real structure to it
L2874[20:53:28] <SonarBeserk> which i
guess is the point
L2875[20:53:38] <sinkillerj> RTM has
multiple block wide track, and somehow the trains actually function
right
L2876[20:53:51] <SonarBeserk> it lacks
any trees or progression and is all a resource gathering game
L2877[20:54:08] <williewillus>
sinkillerj: is it, you know, on 1.8? ;D
L2878[20:54:10] <sinkillerj> There are
addons that add leveling etc
L2879[20:54:20] <SonarBeserk> yeah but
they arent really good :P
L2880[20:54:21] <williewillus> actually
trying to read non english source might make me kill myself so no
thanks
L2881[20:54:24] <sinkillerj> Willie, you
have 1.8 obsession issues
L2882[20:54:24] <gigaherz> SonarBeserk:
even with iguana tweaks?
L2883[20:54:33] <sinkillerj> 1.8 is not
that bloody fantastic
L2884[20:54:34] <williewillus> because
1.8 has the frames
L2885[20:54:47] <williewillus> when my
1.7 botania test instance runs slower than 55 mod 1.8 pack...
L2886[20:54:51] <gigaherz> I personally
love that sort of mod
L2887[20:54:55] <gigaherz> tinkering and
customization
L2888[20:54:57] <williewillus> well,
botania + nei :p
L2889[20:55:20] <sinkillerj> You are also
running intel graphics, dont blame us normal people with
GPU's
L2890[20:55:23] <SonarBeserk> hmm i think
the issue is more that iguana feels like more of a burden then a
new mechanic
L2891[20:55:33] <gigaherz> but
really
L2892[20:55:37] <gigaherz> tinker's to me
is a tool
L2893[20:55:40] <gigaherz> something
that's always there
L2894[20:55:41] <sinkillerj> Or... those
who used to have GPU's #FixSinsComputerIssues #Patreon
#Hashtag
L2895[20:55:47] <gigaherz> and mc feels
like it lacks something when it's missing
L2896[20:56:02] <gigaherz> i don't think
of tinker's as a progression mod
L2897[20:56:08] ***
Cojo|AFK is now known as Cojo
L2898[20:56:09] <gigaherz> it's just
something that I use to progress in other mods
L2899[20:56:12] <williewillus> I have one
patron @ $5 rn :p
L2900[20:56:17] <williewillus> thx random
guy
L2901[20:56:20] <gigaherz> lol
L2902[20:56:20] <williewillus>
<3
L2903[20:56:28] <sinkillerj> It should
get better once Botania is ported
L2904[20:56:38] <williewillus> we're in
testing phase rn
L2905[20:57:07] <williewillus> still
havea ways to go :p
L2907[20:57:08] <SonarBeserk> hmm i guess
im just at the point ive played too many mods, not really wanting
to find out the ins and outs of mods much anymore
L2908[20:57:33] <sinkillerj> My patreon
is weird, I have 3, two of which sometimes go through and sometimes
dont, every time I think they are gone it goes through
L2909[20:57:50] <williewillus> !gm
func_73660_a
L2910[20:58:33] <sinkillerj> At some
point you have to look at the bigger picture, there is more than
minecraft, if you want progression in a sandbox go play skyrim or
something
L2911[20:58:54] <williewillus> just take
a break from the game :p
L2912[20:58:58] <sinkillerj> Minecraft is
iheritingly unstructured
L2913[20:59:19] <gigaherz> that's the
point of HQM ;P
L2914[20:59:19] <williewillus> though I'm
not one to speak, my last long term world was modded ultimate, and
my current vanilla world which is my first
L2915[20:59:26] <gigaherz> adds
structure
L2916[20:59:26] <SonarBeserk> which
either is a pain or an opportunity depending
L2917[20:59:44] <williewillus> I don't
like HQM really, it kinda forces you (maybe more like pushes you)
into one way of doing things
L2918[20:59:57] <sinkillerj> I really
only play with my GF, I dont have time to play games lol
L2919[21:00:17] <SonarBeserk> that is why
i dislike some packs, they force you to play several different mods
to progeess
L2920[21:00:20] <sinkillerj> Its amazing
how many skylanders i have when I can only use them about twice a
month for a few hours lol
L2921[21:00:22] <SonarBeserk>
*progress
L2922[21:00:46] <gigaherz> yeah but some
are well made
L2923[21:00:48] <gigaherz> like
Regrowth
L2924[21:00:51] <gigaherz> it felt like
it fit
L2925[21:01:02] <SonarBeserk> eh, that
one got annoying quick really
L2926[21:01:07] <gigaherz> it didn't feel
like a grind to me
L2927[21:01:15] <sinkillerj> You should
play MadPack 3, because gooderness
L2928[21:01:17] <SonarBeserk> I played on
expert for a while, still have it
L2929[21:01:25] <sinkillerj> And
certainly not because I have 3 mods in it
L2930[21:01:45] <williewillus> bleh, MOP
should have -1 -1 -1 Blockpos in it, not null
L2931[21:01:46] <gigaherz> madpack was
that one built around orespawn?
L2932[21:01:50] <williewillus> for hit
types that aren't block
L2933[21:01:51] <SonarBeserk> is FTB
still considered a taboo topic?
L2934[21:02:08] <SonarBeserk> orespawn
isnt bad, just the health is excessively high feeling, hmm
L2935[21:02:21] <sinkillerj> MadPack 3
isint, not sure about the prior 2
L2936[21:02:25] <gigaherz> orespawn seems
too random to me
L2937[21:02:49] <SonarBeserk> idk, it
isnt really difficult. it just has mobs with super high health to
provide a challenge
L2938[21:02:51] <sinkillerj> MadPack 3 is
about progressing through dimensions mostly, you start in the
aether, move to nether, candycraft, etc
L2939[21:02:56] <gigaherz> not
difficult
L2940[21:03:08] <gigaherz> just... like
it's a bunch of stuff put together
L2941[21:03:10] <SonarBeserk> ah, ive
thought about that type of progression
L2942[21:03:19] <GeoDoX> When should
Subscribe Events be registered?
L2943[21:03:23] <GeoDoX> Does it
matter?
L2944[21:03:26] <williewillus> I havent
played any ftb packs lately, infinity during the summer a bit
L2945[21:03:31] <gigaherz> sinkillerj: ah
not the one I was thinking of then
L2946[21:03:34] <williewillus> GeoDoX:
before the event you need is called :p
L2947[21:03:39] <williewillus> otherwise,
no it doesn't matter
L2948[21:03:47] <sinkillerj> Never really
messed with orespawn much, I may get PTSD from back when I worked
in modded server support, my god that mod
L2949[21:04:00] <GeoDoX> Should
serverAboutToStart suffice?
L2950[21:04:08] <sinkillerj> I always
like divinerpg even if the devs are stupid at times, but it was
IMPOSSIBLE to progress without a wiki
L2951[21:04:09] <williewillus> what
event?
L2952[21:04:17] <GeoDoX>
onPlayerLoggedOut
L2953[21:04:22] <williewillus> yeah
thatll do :p
L2954[21:04:24] <unascribed>
ServerAboutToStart may end up making you get the event multiple
times in singleplayer
L2955[21:04:32] <williewillus> doesn't
matter
L2956[21:04:34] <unascribed> if they join
a map, leave, and come back
L2957[21:04:40] <unascribed> you may get
the event multiple times
L2958[21:04:44] <SonarBeserk> sinkillerj:
yeah the issue is a lot of mods dont keep proper vanilla feel, they
are less intuitive
L2959[21:04:46] <williewillus> doesn't
matter, duplicate eventhandlers are ignored
L2960[21:04:49] <unascribed> oh,
okay
L2961[21:04:51] <GeoDoX> Awesome
L2962[21:05:02] <sinkillerj> If anything
DivineRPG followed Vanilla too well
L2963[21:05:06] <williewillus> anyways, I
heard infinity is allowing survival players to get creative
equipment
L2964[21:05:09] <williewillus> which is a
huge no no for me
L2965[21:05:14] <sinkillerj> We all know
how to get to the nether, but it was not always like that
L2966[21:05:19] <williewillus> there's a
reason why things say "Creative" on them
L2967[21:05:23] <GeoDoX> It is
"MinecraftForge.EVENT_BUS.register" this method
right?
L2968[21:05:30] <williewillus> the object
your method is in
L2969[21:05:32] <SonarBeserk>
williewillus: you realize it will take you like 6 months straight
right?
L2970[21:05:36] <williewillus> i do
L2971[21:05:39] <williewillus> but it's
creative
L2972[21:05:40] <sinkillerj> We all
needed wikis or word of mouth, the problem is divinerpg never had
clear complete wikis or much word of mouth
L2973[21:05:48] <williewillus> which are
not meant for survival usage
L2974[21:06:08] <SonarBeserk> it is meant
for you to get it at the point you basically have nothing else to
do
L2975[21:06:14] <williewillus> lot's of
modders intend their creative blocks and items to only be for
server admin use, or debugging
L2976[21:06:15] <gigaherz> [04:05]
(williewillus): anyways, I heard infinity is allowing survival
players to get creative equipment
L2977[21:06:16] <williewillus>
*lots
L2978[21:06:20] <gigaherz> it uses the
extreme crafting system
L2979[21:06:26] <gigaherz> it's a table
with like 7x7 or 9x9 grid
L2980[21:06:31] <gigaherz> with bullshit
items in it
L2981[21:06:40] <gigaherz>
basically
L2982[21:06:43] <williewillus> my point
is, regardless of cost, creative mode items stay in creative
mode
L2983[21:06:46] <gigaherz> if you created
those items
L2984[21:06:50] <gigaherz> you already
have infinite power
L2985[21:06:52] <gigaherz> so who
cares
L2986[21:07:00] <sinkillerj> I still
stand that if you need a crafting grid that big you need to rethink
your design plan
L2987[21:07:05] <williewillus> ^ :p
L2988[21:07:18] <williewillus> when I
first saw it I thought "so....who's going to actually make
good use of this?"
L2989[21:07:30] <williewillus> what's the
point? drawing pretty patterns?
L2990[21:07:46] <sinkillerj> If I wanted
to draw pretty patterns computercraft has a paint app
L2991[21:08:12] <williewillus> speaking
of CC, I actually prefer OC
L2992[21:08:14] <williewillus> it has a
cooler feel
L2993[21:08:21] <williewillus> but dan
hates OC for some reason :p
L2994[21:08:37] <sinkillerj> I'm still
ehhh on OC
L2995[21:08:43] <sinkillerj> But I'm
mostly stuck in my ways
L2996[21:09:19] <sinkillerj> Dan can hate
it all he wants though, computercraft being closed source for so
long is detrimental in the long run
L2997[21:09:21] <SonarBeserk> OC
technically speaking uses lua better
L2998[21:09:55] <unascribed> my problem
with OC is that they put a memory cap on a gc-based language
L2999[21:09:56] <SonarBeserk> actually
persists computer programs as well
L3000[21:09:58] <sinkillerj> Ill be more
impressed when someone makes one with a actual assembler and not
LUA bs
L3001[21:10:01] <unascribed> ^
L3002[21:10:07] <williewillus> so
redpower 2? :p
L3003[21:10:15] <unascribed> putting a
memory cap on Lua is a Bad Idea
L3004[21:10:19] <SonarBeserk> time to
make a computer mod that you program in brainfuck
L3005[21:10:27] <unascribed> you simply
cannot boot a computer off of a tier 1 ram chip in OC
L3006[21:11:00] <sinkillerj> $50 to
whoever makes me a 68k asm computer mod
L3007[21:11:27] <SonarBeserk> sinkillerj:
does it have to work?
L3008[21:11:32] <GeoDoX> lol
L3009[21:11:34] <sinkillerj> That is
implied
L3010[21:11:39] <SonarBeserk> is it
though?
L3011[21:11:48] <SonarBeserk> you make
make a mod without it "working"
L3012[21:11:48] <unascribed> maybe for
500$
L3013[21:12:22] <sinkillerj> No computer
mod is complete until I can port the sonic 1 engine to it
L3014[21:13:09] <sinkillerj> Thats what
made notchs weird misguided space game so cool
L3015[21:14:19] <SonarBeserk> is there an
easy way to make a liquid flow in every direction regardless of
where it is replaced?
L3016[21:14:37] <SonarBeserk> cement
needs to be a thing, im sick of no one recreating it
L3017[21:14:57] <sinkillerj> So...
IC2?
L3018[21:15:03] <gigaherz> cement?
L3019[21:15:10] <SonarBeserk> i want it
without IC2
L3020[21:15:11] <sinkillerj> And I swear
another mod has IC2's cement, cant remember which
L3021[21:15:19] <gigaherz> waht did
cement do? ;P
L3022[21:15:24] <SonarBeserk> sinkillerj:
BTW predated the cement im fairly sure
L3023[21:15:37] <williewillus> are you
talking about cement or construction foam?
L3024[21:15:44] <williewillus> btw didn't
have CF iirc
L3025[21:15:47] <sinkillerj> Yea but BTW
is just a mod made so other people can clone its good ideas because
the creator is a wank
L3026[21:15:50] <SonarBeserk> gigaherz:
flows out into an area and dries into stone
L3027[21:15:58] <gigaherz> ah nice
L3028[21:16:13] <SonarBeserk> sinkillerj:
im half intent on taking the good parts and making a new mod at
some point
L3029[21:16:14] <sinkillerj> Thats not a
terribly hard thing to do, willie, go make him a cement mod
L3030[21:16:17] <unascribed> I generally
find liquid harder to manage than just placing blocks
L3031[21:17:08] <williewillus> well the
point of the cement was just "make a mold, pour cement over
it, done"
L3032[21:17:18] ***
Vigaro is now known as Vigaro|AFK
L3033[21:17:33] <SonarBeserk>
williewillus: the practical use was filling things like quarry
holes
L3034[21:17:45] <SonarBeserk> very very
slowly, but still
L3035[21:17:55] <unascribed> maybe a
finite fluid would work well for that
L3037[21:18:09] <gigaherz> i miss finite
liquids
L3038[21:18:14] <SonarBeserk> aww, poor
finite fluids :(
L3039[21:18:20] <sinkillerj> I thinking
following water logic, but every water block it creates turns into
a block would be fine
L3040[21:18:34] <SonarBeserk> can see the
vid for how it worked in BTW
L3041[21:19:02] <shadekiller666> sin,
that sounds like a prime griefing tool
L3042[21:19:14] <unascribed> sinkillerj,
but then if you have a large empty plane, the fluid won't flow out
far enough
L3043[21:19:22] <sinkillerj> So ban it on
your server and suck it
L3044[21:19:41] <sinkillerj> You can
always increase the range of the flow
L3045[21:19:50] <SonarBeserk> i think the
interesting challenge is the fact it kept a liquid so long as you
powered the source block
L3046[21:20:02] <shadekiller666> because
thats a great way to get people to use your fancy cement block
shit
L3047[21:20:04] <SonarBeserk> im not sure
how to go about doing that efficiently
L3048[21:20:22] <gigaherz> SonarBeserk:
basically whenever the block would have to reduce its own level
value
L3049[21:20:25] <SonarBeserk>
shadekiller666: the idea is old, not exactly his idea so quit
fussing
L3050[21:20:25] <gigaherz> it turns into
stone instead
L3051[21:20:32] <gigaherz> or at least
I'd do it that way
L3052[21:20:33] <gigaherz> ;P
L3053[21:20:35] <sinkillerj> Id make this
cement mod in like, a few hours. But I have a game to work on
L3054[21:21:01] <SonarBeserk> it appears
that the original version used like 3 blocks for the stages
L3055[21:21:02] <shadekiller666> doesnt
mean its a flawless idea and imune to criticism
L3056[21:21:31] <SonarBeserk>
shadekiller666: know what you do when you dont like an idea? you
dont get the mod
L3057[21:21:45] <sinkillerj> Aka ProjectE
lol
L3058[21:21:46] <SonarBeserk> im meaning
it as a standalone mod not part of any other mod
L3059[21:21:48]
⇨ Joins: KindOne (kindone@107.170.17.75)
L3060[21:21:53] <sinkillerj> The number
one optional mod that people bitch to no end about
L3061[21:21:53] <shadekiller666> i didn't
say that i don't like the idea
L3062[21:22:13] <SonarBeserk>
shadekiller666: then how would your propose making it not so
griefy?
L3063[21:22:34] <SonarBeserk> cause
actual cement is somewhat destructive by nature
L3064[21:22:35] <GeoDoX> Does
getCommandSenderAsPlayer(sender) check if the sender is a
Player?
L3065[21:22:35] <sinkillerj> Banning
people that use it for grief? lol
L3066[21:22:43] <shadekiller666> i don't
know, i'd have to think about it
L3067[21:22:49] <sinkillerj> Sounds like
you want a mod to not exist because you are too lazy to mod your
server
L3068[21:22:56]
⇦ Quits: Kobata_
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190
seconds)
L3069[21:22:57] <shadekiller666>
ummm
L3070[21:22:59] <shadekiller666> fuck
you
L3071[21:23:12] <SonarBeserk> sinkillerj:
making those friends and connections
L3072[21:23:35] <shadekiller666> i spent
more time writing the obj loader for 1.8 than your fancy cement mod
would take
L3073[21:23:35] <sinkillerj> Check log,
user placed cement fluid on house, rollback, temp ban, done
L3074[21:24:15] <SonarBeserk> it is
interesting no one has replicated it in this amount of time
L3075[21:24:21] <sinkillerj> Yea
L3076[21:24:29] <SonarBeserk> is at least
what 3-4 years old?
L3077[21:24:44] <GeoDoX> Anyone?
L3078[21:24:45]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping
timeout: 189 seconds)
L3079[21:25:09] <williewillus> GeoDoX:
you can check the source of it :p
L3080[21:25:15] <shadekiller666> ^
L3081[21:26:00] <sinkillerj> Anyway afk
time before I piss off shadekiller more lol
L3082[21:26:37] <LexManos> Who is Sonar
and why does his name look familiar?
L3083[21:26:54] <shadekiller666> for the
record, i think its actually a pretty cool idea
L3084[21:26:59] <LexManos> Also, whats
going on guys?
L3085[21:27:19] <SonarBeserk> LexManos:
im someone you banned for a bit for annoying you and never unbanned
my primary ip
L3086[21:27:25] <SonarBeserk> yay
irccloud :(
L3087[21:27:43] <SonarBeserk> the ban
went to both ips. didnt evade
L3088[21:27:55] <shadekiller666> what do
you call this
L3089[21:27:58] <SkySom> I think if
anything... Using his full nick will grant you another ban :/
L3090[21:28:03] <williewillus> heh
L3091[21:28:07] <shadekiller666> also,
don't use his full name
L3092[21:28:25] <SonarBeserk> im aware,
ive dealt with him before, likely still has me on ignore
anyways
L3093[21:28:41] <unascribed> >is
aware
L3094[21:28:44] <unascribed> >uses
full nick anyways
L3095[21:28:44] <gigaherz> if he hed you
in ignore he wouldn't have known you were speaking
L3096[21:28:48] <gigaherz> had*
L3097[21:28:55] <MoxieGrrl> Logic is not
strong with this one.
L3098[21:29:04] <williewillus> also lex:
would switching the two loops really break everything in that one
TE tick thing? I'm fine with putting checks back in, but just
wondering if that's really intended behavior, to remove after
ticking
L3099[21:29:05] <LexManos> humm yes, if
you're still banned, and you're in here. Then by technicality you
are indeed ban evading.
L3100[21:29:12] <SonarBeserk> im not
though
L3101[21:29:14] <LexManos> yes yes it
would
L3102[21:29:19] <SonarBeserk> the ban was
removed
L3103[21:29:19] <williewillus> he said
his ban expired
L3104[21:29:21] ***
SonarBeserk was kicked by MineBot (Banned: Dont argue with me.
(1h)))
L3105[21:29:50] <LexManos> Anyways, yes,
willie, say the main thread is in the first loop, the update
loop.
L3106[21:29:53] <Unh0ly_Tigg> I think the
issue with pinging lex is don't do it when he hasn't spoken for a
while. I may be wrong about that, so lex, you are free to correct
me on that.
L3107[21:29:55] <LexManos> And then a
chunk gets unloaded
L3108[21:30:01] <LexManos> and unload is
called
L3109[21:30:08] <LexManos> it STILL
running the main loop
L3110[21:30:15] <MoxieGrrl> But if he's
speaking, you probably don't really need to ping him. :P
L3111[21:30:17] <LexManos> so your TE
will STILL get that tick
L3112[21:30:20] <LexManos> nothign we can
do about it
L3113[21:30:25] <williewillus> ah
okay
L3114[21:30:29] <killjoy> I just got a
UAC dialog. Program name: This VMware product requires
administrator privilege. If you click Cancel, the application will
have limited functionality.
L3115[21:30:32] <killjoy> That's quite a
long name
L3116[21:30:38] <killjoy> They should
consider shortening it
L3117[21:30:49] <gigaherz> XD
L3118[21:30:56] <LexManos> Tigg: Its the
opposite, If you need me and im afk ping me, but if im here,
Dont
L3119[21:31:24] <Unh0ly_Tigg> ahh, ok,
good to know.
L3120[21:31:27] <unascribed> where the
definition of need is liks actually really need
L3121[21:31:37] <unascribed> like*
L3122[21:31:51] <unascribed> 90% of
issues don't neccessitate Lex's attention :P
L3123[21:31:53] <williewillus> world is
on fire
L3124[21:32:19] <shadekiller666> forge
website exploded... that kind of thing :P
L3125[21:32:45] <shadekiller666> though
i'm sure if the website went down he'd know about it fairly
quickly
L3126[21:32:51] <unascribed> example of
when NOT to ping lex: "lex I just made a PR about adding
chocolate cake pls look at it"
L3127[21:33:03] <LexManos> Exactly
L3128[21:33:19] <unascribed> maybe it'd
be okay to ask to review an important PR that contains a fix that
has been waited for
L3129[21:33:23] <unascribed> but only
maybe
L3130[21:33:23] <MoxieGrrl> ...dammit,
quit making me want cake. :|
L3131[21:33:54] <Unh0ly_Tigg> I kind of
wish that forgegradle didn't force java 6 by default...
L3132[21:34:05] <williewillus>
Unh0ly_Tigg: you can override that with two lines :p
L3133[21:34:09] <williewillus> it's bc
mojang uses 6
L3134[21:34:13] <Unh0ly_Tigg> I
know
L3135[21:34:25] <LexManos> Go bitch at
them not us
L3136[21:34:43] <williewillus> but seeing
as most mods going to 1.8.9 are taking the chance to start
requiring 8 :p
L3137[21:34:43] <Matthew> the hold up is
their mac client right?
L3138[21:34:49] <Matthew> with the
bundled jre
L3139[21:35:10] <shadekiller666> spoiler:
mac has had java 8 for a while now :P
L3140[21:35:11] <williewillus> the
windows one has bundled java 8, so idk why the mac one would be
held back
L3141[21:35:41] <Unh0ly_Tigg> considering
that 6 and I think 7 are both at the stage of only getting critical
security fixes...
L3142[21:36:15] <shadekiller666> yep, 7
is no longer fully supported
L3143[21:36:38] <Unh0ly_Tigg> and we're
getting close to 2 years of java 8 being out (march 18), and 9 is
getting closer and closer.
L3145[21:38:22] <Unh0ly_Tigg> and that
was april of last year
L3146[21:38:49] <LexManos> Ya we're just
waiting for mojang to force it.
L3147[21:38:57] <LexManos> Once they get
a functional osx launcher im sure they will
L3148[21:39:34] <LexManos> anyways willie
seince pastebin is down, what is the issue you're having in your
TE?
L3150[21:40:33] <LexManos> Yes, it is
advised because things are old and will most likely have security
issues that dont get patches
L3151[21:40:42] <Unh0ly_Tigg> also,
pastebin is up for me.
L3152[21:40:44] <LexManos> This is the
same system as Forge takes when it goes with MC versions.
L3153[21:41:00] <LexManos> Except ours is
slightly more speed up because MC releases more often.
L3154[21:41:40] <kashike> wonder how the
Forge FF fork will handle MC with java 8, hehe
L3155[21:41:52] <LexManos> Should work
just fine
L3156[21:41:56] <LexManos> If not.. we
can fix it
L3157[21:42:13] <shadekiller666> forge FF
fork?
L3158[21:42:21] <Matthew>
FernFlower
L3160[21:42:28] <shadekiller666> oh
L3161[21:42:45] <kashike> works much
better than any other FF distribution imo
L3162[21:42:49] <Unh0ly_Tigg> as in
running with a java 8 runtime? if so, it's been working fine for me
for the past ~1 year or so, maybe longer.
L3163[21:43:04] <kashike> no, decompiling
java 8
L3164[21:43:08] <kashike> it runs
fine
L3165[21:43:12] <killjoy> as in
lambdas
L3166[21:43:21] <kashike> yup
L3167[21:43:30] <LexManos> Someone with
strong git-foo needs to go in our fork
L3168[21:43:41] <LexManos> and update it
to the master intellij changes
L3169[21:43:41] <killjoy> it runs fine
because oracle is backwards compatible to a fault
L3170[21:43:55] <LexManos> not
nessasarily ;)
L3171[21:43:57] <killjoy> a program
written in 1.1 could still work in 8
L3172[21:44:04] <Matthew> isn't cpw the
resident git expert
L3173[21:44:07] <LexManos> there are
backwards compatibility issues and runtime differences ;)
L3174[21:45:09] <killjoy> But for the
mostpart, they'll still compile
L3175[21:45:41] <LexManos> Compiled code
still runs
L3176[21:45:48] <LexManos> But it may not
run exactly the same
L3177[21:46:06] <LexManos> Which we've
ran into with FF and the changes to HashMap
L3180[21:47:34] <LexManos> i know those
articles, but my gitfoo is no goo
L3181[21:47:34] <kashike> yup, subtree
split is what you more than likely want
L3182[21:47:41] <LexManos> thats what we
did
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L3185[21:53:11] <_habnabit> i can't find
a lot of up-to-date articles on setting up a minecraft mod
development environment with eclipse. if i have a couple of
different mods that integrate with each other that i want to hack
on, do i want one workspace with a project for each mod? not sure
how to build the jars and have them all usable if i do runClient
that way. relatedly, if i have some mods that are only available as
ja
L3186[21:53:11] <_habnabit> rs without
source, how can i add those in as well when doing runClient?
L3187[21:53:22] <killjoy> read the
readme
L3188[21:53:38] <_habnabit> which
readme
L3189[21:53:45] <killjoy> the forge
readme
L3191[21:54:27] <_habnabit> i haven't
seen that document before
L3192[21:54:29] <killjoy> I was refering
to the one on the github, but that works too
L3193[21:55:09] <_habnabit> and, sure,
i've already seen 'run `gradle eclipse`', but that doesn't answer
any of my questions
L3194[21:55:25] <killjoy> you have gradle
installed?
L3195[21:55:28] <_habnabit> yep
L3196[21:55:35] <_habnabit> it generated
a project and workspace and all
L3197[21:55:39] <killjoy> gradle
setupDecompWorkspace
L3198[21:55:44] <_habnabit> yep, did that
too
L3199[21:55:55] <LexManos> if you have
mod deps
L3200[21:55:59] <killjoy> and you've
imported the project? It doesn't generate the workspace
L3201[21:56:02] <LexManos> you need to
add them as deps on your build.gradle
L3202[21:56:04] <LexManos> simple as
that
L3203[21:56:37] <killjoy> oh, running
multiple mods at once in dev? Yeah, make a main project and depend
on the subprojects
L3204[21:56:39] <_habnabit> LexManos, can
that reference another local directory on disk?
L3205[21:57:32] <killjoy> make a
symlink
L3206[21:58:57] <_habnabit> hm ok
L3208[21:59:40] <_habnabit> and so if i
make a main project with mod dependencies, can those dependencies
be mods without source available?
L3209[21:59:44] <killjoy> may need
tweaking for fg2
L3210[21:59:46] <Unh0ly_Tigg> eclipse has
support for remote folders Window > Preferences > General
> Workspace > Linked Resources
L3211[21:59:48] <AbrarSyed> those
hasPlugin() clauses are out of date...
L3212[22:00:55] <LexManos> -.-
L3213[22:02:47] <_habnabit> (fwiw this is
my first foray into java dev at all)
L3214[22:03:05] <killjoy> you could also
just create a project in eclipse and depend on everything
else
L3215[22:06:31]
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L3216[22:06:48] <_habnabit> but, just to
be sure, that can build multiple source checkouts of mods as
dependencies?
L3217[22:07:11] <killjoy> what I
linked?
L3218[22:07:25] <_habnabit> this, i mean:
04:03:05 < killjoy> you could also just create a project in
eclipse and depend on everything else
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L3220[22:07:47] <killjoy> um
L3221[22:07:56] <killjoy> can you
rephrase your question?
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L3223[22:08:46] <_habnabit> there's two
existing mods that i want to modify independently, build, and then
run in a server
L3224[22:09:14] <killjoy> yeah, create
new eclipse project, add other 2 projects to it, then run that
project
L3225[22:09:20] <_habnabit> okay
L3226[22:09:27] <killjoy> it just adds
the other 2 projects to the classpath
L3227[22:10:36] <_habnabit> but what
about if i have non-source mod dependencies? where do i put those
for the runServer gradle task to put them up?
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L3231[22:19:11] <killjoy> you can either
put them in /libs/ or add it in the build script
L3232[22:19:15] <_habnabit> ah ok
L3233[22:27:50]
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L3238[22:33:04] <LexManos> !gm
func_145747_a
L3239[22:33:29] <LexManos> !gf
field_155771_h
L3240[22:33:41] <LexManos> !gm
func_150254_d
L3241[22:40:50] ***
TehNut|Gone is now known as TehNut
L3243[22:45:53] <gigaherz> sortof,
why?
L3244[22:46:02] <gigaherz> something not
matching?
L3245[22:46:20] <McJty> Well I can't find
information about the overlay keyword
L3246[22:46:30] <McJty> Inside a
texture
L3247[22:46:33] <gigaherz> ah not aware
of that one ,sorry
L3248[22:46:41]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
L3249[22:46:41] <McJty> Ah oops. That's
actually mine
L3250[22:47:07] <McJty> What I mean is
that there was a way to change 'uv' coordinates of the texture you
apply on a model
L3251[22:47:39] <gigaherz> there's
"custom": {"flip-v": true}
L3252[22:47:45] <McJty> No, even more
control
L3253[22:47:46] <gigaherz> no idea if
there's anything else that changes uvs
L3254[22:47:58] <shadekiller666> theres
"uvlock"
L3255[22:48:17] <McJty> Basically I have
a face where I want to apply a subset of a texture to that
face
L3256[22:48:21] <McJty> Can I do that
with uvlock?
L3257[22:48:31] <shadekiller666> no
idea
L3258[22:48:36] <shadekiller666> uvlock
is T/F
L3259[22:48:38] <gigaherz> never heard of
that being a thing
L3260[22:48:39] <gigaherz> XD
L3261[22:48:48] <McJty> I think fry told
me about it
L3262[22:49:30] <williewillus> maybe look
at how the 1.8 chisel is doing it?
L3263[22:50:07]
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L3264[22:50:20] <MoxieGrrl> For anyone
who was following the "moxie wants cake" thing, I finally
made a nice eggless molten chocolate mug cake. It's not
horrible.
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L3266[22:50:41] <gigaherz> there's egless
cakes?
L3268[22:51:58] <gigaherz> ah that
stuff
L3269[22:52:35] <gigaherz> not that I
really know much about baking
L3270[22:52:39] <gigaherz> my sister can,
I never tried
L3271[22:52:52] <MoxieGrrl> It's not a
horribly hard thing to start out with.
L3272[22:53:17] <gigaherz> I know, I just
don't really like cakes that much
L3273[22:53:30] <MoxieGrrl> I'm not big
on frosting. xD
L3274[22:54:17] <shadekiller666> does
anyone else prefer the thicker sugar-based frosting as opposed to
the whipped-cream based frosting
L3275[22:54:52] <MoxieGrrl> I prefer
Swiss buttercream, which isn't as sweet.
L3276[22:55:12] <MoxieGrrl> but i'm not
doing that tonight.
L3277[22:56:02] <shadekiller666> the
thick stuff right?
L3278[22:56:33] <gigaherz> hate whipped
cream
L3279[22:56:40] <shadekiller666> thank
you! lol
L3280[22:56:41] <MoxieGrrl> It's a
meringue-based frosting.
L3281[22:56:41] <gigaherz> so yeah I
prefer any other kind of frosting over that
L3282[22:56:43] <shadekiller666> me too
:P
L3283[22:57:07] *
shadekiller666 doesn't know many food terms :/
L3284[22:57:16] <gigaherz> me
neither
L3285[22:57:21] <MoxieGrrl> Heat sugar
and egg whites, whip, slowly whip in butter. xD
L3286[22:57:24] <gigaherz> or more
accurately
L3287[22:57:28] <gigaherz> I know few in
spanish
L3288[22:57:31] <gigaherz> fewer in
english
L3289[22:57:41] <shadekiller666>
lol
L3290[22:57:43] <gigaherz> MoxieGrrl:
yeah hate that stuff ,p
L3291[22:57:54] <williewillus> wait if i
chhange java level in build.gradle
L3292[22:57:59] <williewillus> do i have
to resetup workspace?
L3293[22:58:35] <shadekiller666> uhh, its
a good idea to do so, i think gradle will set the project level in
the ide to that
L3294[22:58:51] <williewillus> hrm it
still errors
L3295[22:59:01] <williewillus>
sourceCompatibility = 1.8 and targetCompatibility = 1.8
right?
L3296[22:59:07] <gigaherz> yeh
L3297[22:59:07] <shadekiller666>
yep
L3298[22:59:09] <williewillus> does it
matter where in build.gradle I put that?
L3299[22:59:20] <gigaherz> wait
L3301[22:59:25] <gigaherz> has to be in
compileJava block
L3302[22:59:41] <gigaherz> +the
L3303[23:00:59]
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L3304[23:01:01] <williewillus> awesome
thanks
L3305[23:02:53] <Unh0ly_Tigg> umm, when I
updated from 1663 to 1693 it seemed to work fine, but 1663 is still
able to be referenced (via Open Type), and when I run the client
configuration from the install, it launches with 1663, not 1693.
and the .classpath file doesn't show anything for 1663
still...
L3306[23:03:27]
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L3308[23:03:58] <gigaherz> Unh0ly_Tigg:
did you run setupDecompWorkspace? did it succeed?
L3309[23:04:22] <Unh0ly_Tigg> yeah,
otherwise I wouldn't have been able to Open Type on
IRenderFactory...
L3310[23:04:49] <Unh0ly_Tigg> I'm
restarting eclipse, see if that fixes it, they might have a library
reference bug.
L3311[23:06:04] <Unh0ly_Tigg> yep,
eclipse mars.1 has a library reference bug, it's not clearing out
old references...
L3312[23:08:11] <Unh0ly_Tigg> and now I
need to figure out why my blocks look right in my inventory, but
not in world...
L3313[23:10:42] <shadekiller666> The
Martian won a Golden Globe Award for Best Comedy...
L3314[23:11:43] <gigaherz> nono,
"Musical or Comedy" -- was there singing? ;P
L3315[23:11:56] <gigaherz> or to say it
differently
L3316[23:12:00] <shadekiller666> no
L3317[23:12:03] <gigaherz> jsut how BAD
were the actual musicals and comedies?
L3318[23:12:17] <shadekiller666> theres
portions where he was listening to music
L3319[23:12:28] <shadekiller666> and he
cracked some pretty good jokes, like in the book
L3320[23:12:34] <shadekiller666> but its
neither of those things
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L3322[23:13:18] <gigaherz>
shadekiller666: the award name is BS
L3323[23:13:40] <gigaherz> 2013 one was
to Les Misérables
L3324[23:14:09] <gigaherz> "Les
Misérables is a 2012 British epic romantic musical period drama
film"
L3325[23:14:15] <gigaherz> oh wait it IS
a musical
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L3332[23:23:20] <McJty> shadekiller666,
I'm using the forge:multi-layer model. Do you know anything about
that?
L3333[23:24:53] <Unh0ly_Tigg> what
location is "Model definition for location
orangepower:marble_brick#normal not found" referring to?
L3334[23:25:57] <Unh0ly_Tigg> as in what
fully qualified resource location*
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L3392[23:40:48] *** nova.esper.net sets mode:
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L3399[23:41:00] <Unh0ly_Tigg> dat
netsplit...
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L3401[23:41:15] ***
SoniEx2 is now known as Soni
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L3413[23:46:49] ***
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L3446[23:53:40] *** nova.esper.net sets mode:
+o pahimar
L3447[23:54:01] <Unh0ly_Tigg> seems the
aperature server's having some issues...
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