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L1[00:04:18] ⇨ Joins: Brokkoli (~Brokkoli@f054115103.adsl.alicedsl.de)
L2[00:06:31] <masa> hmm, is this mean or not mean enough? :p http://masa.dy.fi/temp/mcf_support_request_information_2016-01-10_08.03.18.png
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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L46[01:50:34] <DrDisconsented> https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate/StartupClientOnly.java#L40 is still correct in 1.8.9-11.15.0.1691 right?
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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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L92[03:45:06] <DrDisconsented> Any ideas why https://gist.github.com/disconsented/45d5fe4ef53650059899#file-blockcrystal-java-L104 will not return the TE at those cords but https://gist.github.com/disconsented/45d5fe4ef53650059899#file-blockcrystal-java-L111 will ?
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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
L124[04:22:19] <AEnterprise> https://github.com/AEnterprise/ChunkLoaderZ/blob/master/src/main/java/info/aenterprise/chunkloaderz/blocks/BlockAnhoredPearl.java#L74-L85
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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.
L206[07:26:39] <wlhlm> Here is what I'm looking at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2380717-extra-large-gui-scale-option
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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
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L210[07:46:57] <wlhlm> AEnterprise: I managed to integrate the patch with `gradle genPatches`. Sorry for bothering.
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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] ⇨ Joins: Tombenpotter (~Tombenpot@candicejoy.com)
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] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
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
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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] *** ghz|afk is now known as gigaherz
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
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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
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L248[08:43:20] <masa> it loads it all? :o
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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] ⇨ Joins: martijnwoudstra (martijnwou@178-071-158-163.dynamic.caiway.nl)
L257[08:44:50] <masa> why?
L258[08:44:52] ⇨ Joins: LexLap2 (~LexManos@172.76.2.58)
L259[08:44:52] MineBot sets mode: +o on LexLap2
L260[08:44:59] <gigaherz> then instead of searching for stuff in one file, I had to search in #channel*.log
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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
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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"
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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] *** PaleOff is now known as PaleoCrafter
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] *** PaleoCrafter is now known as PaleOff
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
L300[08:51:11] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerGenerator.java#L51,L66
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] ⇨ Joins: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu)
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
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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] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
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] *** SleepyFlenix is now known as Flenix
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] *** kroeser|away is now known as kroeser
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] ⇨ Joins: ProcyonRo (ProcyonRo@5-13-165-60.residential.rdsnet.ro)
L375[09:25:10] <nekosune> seems isnt being used here though, at least not yet , Oh well, will concentrate on getting this running first
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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] *** ProcyonRo is now known as DjSams
L381[09:29:11] <nekosune> Thaumcraft
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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] ⇨ Joins: kroeser (~kroeser@2001:4801:7817:72:6f7c:4c10:ff10:1b85)
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L391[09:52:15] <nekosune> woo Thaumic Tinkerer works for 1.8.9 now
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L396[10:08:27] <Nitrodev> woo an update to regrowth :D
L397[10:08:42] ⇦ Quits: bilde2910|away (bilde2910@51.174.170.178) (Ping timeout: 198 seconds)
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
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L405[10:09:48] MineBot sets mode: +v on iPixeli
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
L413[10:12:56] <gigaherz> https://beam.pro/impulseSV
L414[10:13:01] <gigaherz> "FTL" streaming
L415[10:13:08] <gigaherz> sub-second delay
L416[10:13:15] <PitchBright> http://imgur.com/5CVJ6D3
L417[10:13:16] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L418[10:13:20] <PitchBright> that's diff'rnt
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L421[10:16:04] *** mumfrey is now known as Mumfrey
L422[10:16:11] <diesieben07> gigaherz, beta service is beta http://i.imgur.com/PJTHjB6.png
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] ⇨ Joins: TechDG (~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
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
L443[10:32:10] <TechDG> does anyone know why this isnt working? Heres the Build.gradle file: http://pastebin.com/uvpYTxq8
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] ⇨ Joins: Meow-J (uid69628@id-69628.highgate.irccloud.com)
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
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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
L470[10:37:50] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/7e8e2d09f14fa58f1d6d46a4b3d509d53ef39c03
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
L478[10:40:12] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/old-1.7.10
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
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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
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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
L531[11:18:51] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L532[11:18:55] <gigaherz> which look like this
L533[11:19:10] <gigaherz> or this
L534[11:19:10] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
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
L547[11:23:11] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-31-1541-06.mp4
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
L577[11:27:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L108
L578[11:27:23] <gigaherz> you send this IMC message
L579[11:27:41] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/WailaProvider.java#L66
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
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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)
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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
L618[11:40:37] <gigaherz> https://en.wikipedia.org/wiki/List_of_highest-grossing_films#Highest-grossing_films_adjusted_for_inflation
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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
L643[12:08:02] <masa> ok
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
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L648[12:10:13] <williewillus> 1.8 modded is great
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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
L683[12:16:21] <williewillus> LatvianModder: I think i already showed you this but read the thing https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
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
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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
L699[12:18:56] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-12-24-0307-50.mp4
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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L709[12:19:54] <PaleoCrafter> https://www.youtube.com/watch?v=UzKJWWPsqv0
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
L734[12:25:47] <PaleoCrafter> McRafty, normally you suggest a name change here https://github.com/ModCoderPack/MCPBot-Issues and it will be fixed in the next major MCP release
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
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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
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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
L803[12:35:11] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTileFloatingFlower.java
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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
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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
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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
L837[12:54:30] <tterrag|phone> williewillus, switching these lines should do it https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTileFloatingFlower.java#L56-L57
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?
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L852[13:03:14] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Ring.png
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
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L866[13:07:23] <dmf444> https://github.com/TeamDmfMM/Extra-Food/blob/master1.8/src/main/resources/assets/extrafood/models/block/juiceMixer.mtl
L867[13:07:48] <dmf444> https://github.com/TeamDmfMM/Extra-Food/blob/master1.8/src/main/java/dmf444/ExtraFood/Client/renderer/JuiceMixerModel.java
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
L903[13:13:00] <mikebald> like from here: http://www.minecraftforge.net/wiki/Using_Access_Transformers ?
L904[13:13:17] <williewillus> McJty: https://github.com/williewillus/Aura-Cascade/blob/MC188/build.gradle#L75
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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?
L924[13:17:13] <dmf444> https://github.com/TeamDmfMM/Extra-Food/blob/master1.8/src/main/java/dmf444/ExtraFood/Core/init/ExceptionTextureRegistry.java#L90
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
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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
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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
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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
L976[13:27:18] <williewillus> anyways for rendering read this (which I WILL try to get on RTD soon don't kill me tterag) https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
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
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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
L990[13:29:49] <fry> ^
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
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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 ?
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L1007[13:31:13] <PaleoCrafter> williewillus, aren't all list elements supposed to be links?
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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
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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
L1017[13:35:01] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-10_20.34.45.png
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
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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
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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
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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
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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
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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
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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
L1150[14:30:23] <TehNut> https://github.com/mezz/JustEnoughItems#developing-addons
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
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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
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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
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L1164[14:35:24] <williewillus> screw this I'm going to windows to use it >.<
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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...
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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
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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?
L1243[15:08:48] <LexManos> https://github.com/MinecraftForge/MinecraftForge/compare/master...LexManos:Capabilities?expand=1 more work done.
L1244[15:09:03] <LexManos> I need someone who is good at writing docs to document that for me
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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
L1254[15:13:21] <diesieben07> GeoDoX, wanna be fancy? https://goo.gl/a28z63
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
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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
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L1279[15:27:31] <Simeon> can you do dynamic item rendering with animation and custom rendering code in 1.8 ?
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L1282[15:30:40] <LexManos> Yes, Should you? No
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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?
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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.
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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.
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L1298[15:33:04] <Simeon> 0o
L1299[15:33:06] <Simeon> ok
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L1302[15:33:15] <gigaherz> depending on what kind of detail you need, there may be existing workarounds
L1303[15:33:54] <Simeon> https://youtu.be/qB2KxgG6YvM?t=18
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
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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
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L1345[15:41:31] <gigaherz> yes but READ the message
L1346[15:41:31] <gigaherz> XD
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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
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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)?
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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?
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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
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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
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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)
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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
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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
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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
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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
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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
L1519[16:20:06] <Lordmau5> https://i.lordmau5.com/1452464402-536 ... yes...
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
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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?
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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
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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
L1625[16:28:14] <williewillus> why do I always get these?? http://pastebin.com/MEnBgF4y
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
L1650[16:30:47] <Temportalist> gigaherz: https://github.com/TheTemportalist/EsoTeriCraft/tree/1.8.8/src
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
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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
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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
L1723[16:40:34] <diesieben07> Lordmau5, https://goo.gl/cCVzhm
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
L1728[16:41:24] <Lordmau5> it used to be like this https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/blocks/BlockTankFrame.java#L90-L94
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
L1733[16:42:06] <williewillus> reported the madness https://github.com/MinecraftForge/MinecraftForge/issues/2363
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L1735[16:42:50] <diesieben07> Lordmau5, sounds like you want spawnAsEntity
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L1737[16:43:18] <Lordmau5> hmm
L1738[16:43:41] <Lordmau5> is "spawnAsEntity" a default method or...?
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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
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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
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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
L1791[17:01:13] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-10_23.59.59.png
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?
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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
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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
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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
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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
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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
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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
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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
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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)
L2035[17:39:19] <unascribed> it'll probably wind up like this: http://twitch.tv/gamesdonequick/v/34028952?t=39h05m20s
L2036[17:39:21] <unascribed> hfdslkdgyfh;dfg
L2037[17:39:27] <unascribed> I meant this https://medium.com/@wircho/rel-chapter-1-907ff616bf80#.fq93rfpjl
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");
L2056[17:41:33] <killjoy> This is what I'm doing with java 8. http://pastebin.com/j4mCjgQJ
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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.
L2078[17:45:21] <gigaherz> killjoy: https://dl.dropboxusercontent.com/u/743491/Lambda.png
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
L2082[17:46:19] <gigaherz> williewillus: https://dl.dropboxusercontent.com/u/743491/Lambda.png
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
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L2090[17:52:56] ⇨ Joins: SonarBeserk (uid112330@id-112330.brockwell.irccloud.com)
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
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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
L2106[17:58:06] <SonarBeserk> plus that is another issue https://github.com/MinecraftForge/MinecraftForge/issues/2130
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
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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...
L2138[18:02:43] <diesieben07> SonarBeserk, feel free to use this: https://goo.gl/VMK2c3
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:
L2161[18:07:38] <Temportalist> https://www.irccloud.com/pastebin/CsrrP166/
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
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L2168[18:12:51] <SonarBeserk> http://pastebin.com/aHfNkqUZ is the stripped down code
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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
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L2197[18:26:42] ⇨ Joins: xaviergmail_ (xaviergmai@74-210-164-41.da.cgocable.ca)
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] ⇦ Quits: xaviergmail (webchat@74-210-164-41.da.cgocable.ca) (Ping timeout: 204 seconds)
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
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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> >.>
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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
L2233[18:43:33] <SonarBeserk> figuring out why http://pastebin.com/U0s9kBwW is not working right is fun. sigh
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
L2244[18:45:11] <williewillus> Temportalist: http://clojure.org/
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
L2265[18:53:41] <Temportalist> williewillus: https://gyazo.com/b1483e85a780e39e055ca0deab99f332
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
L2278[18:55:58] <gigaherz> Temportalist: https://github.com/gigaherz/ElementsOfPower
L2279[18:56:05] <gigaherz> the high-tier source of elemental essences
L2280[18:56:12] <gigaherz> works by breaking apart blocks
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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"
L2339[19:03:30] <VikeStep> https://github.com/VikeStep/sprinkles_for_vanilla/blob/1.8.9/src/main/java/io/github/vikestep/sprinklesforvanilla/common/network/ConfigPacket.java
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
L2367[19:06:33] <diesieben07> FF_Fire, http://bytecodeviewer.com/
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
L2373[19:06:51] <williewillus> read the "register" part of this https://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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
L2407[19:13:12] <SonarBeserk> http://pastebin.com/U0s9kBwW
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
L2435[19:18:49] <MoxieGrrl> https://www.dropbox.com/s/y733afbnfjdi2h7/2016-01-10_19.18.23.png?dl=0 Nighttime screenshot, but eh.
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
L2444[19:20:26] <williewillus> http://pastebin.com/U0s9kBwW
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] ⇦ Quits: manmaed (~Ender@5ec22371.skybroadband.com) (Ping timeout: 195 seconds)
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] ⇦ Quits: c233 (~c233@164.40.205.229) (Ping timeout: 198 seconds)
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] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 198 seconds)
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 (~Delaxarny@ip56572345.direct-adsl.nl)
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"
L2576[19:43:58] <killjoy> https://git.io/vup7U
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
L2580[19:44:17] <FF_Fire> https://gist.github.com/creepymooy/14b3ea3c0d41b91f359a https://gist.github.com/creepymooy/706c623a8f9558ed89c3 help im getting a error "sapphireOre cannot be resolved to a type"!
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
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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?
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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] ⇦ Quits: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping timeout: 198 seconds)
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
L2631[19:58:39] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-11-0258-12.mp4
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)
L2706[20:12:46] <SonarBeserk> the code from https://github.com/MinecraftForge/MinecraftForge/issues/2130 doesnt appear to work though
L2707[20:13:03] <FF_Fire> https://gist.github.com/creepymooy/14b3ea3c0d41b91f359a https://gist.github.com/creepymooy/706c623a8f9558ed89c3 still cant figure out y i get a cannot be resolved to type error under initblocks
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)
L2722[20:16:54] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-11-0316-16.mp4
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
L2748[20:25:06] <FF_Fire> why?!?!? https://gist.github.com/creepymooy/d16e65c3f092dca6e229
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.
L2820[20:39:21] ⇦ Quits: xaviergmail (xaviergmai@74-210-164-41.da.cgocable.ca) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
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
L2867[20:52:14] <sinkillerj> http://forum.minecraftuser.jp/viewtopic.php?t=13633
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
L2906[20:57:08] <williewillus> https://i.gyazo.com/04791699217f8688b0abcbafa31287c7.png
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
L3036[21:18:06] <SonarBeserk> https://www.youtube.com/watch?v=fa5Z1TLU_KU
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.
L3144[21:37:40] <Unh0ly_Tigg> according to https://www.java.com/en/download/faq/release_dates.xml 7u79 cpu is the last public 7 release on java.com.
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?
L3149[21:40:04] <Unh0ly_Tigg> also https://www.java.com/en/download/faq/remove_olderversions.xml "Should I uninstall older versions of Java?" "We highly recommend that you uninstall all older versions of Java from your system."
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
L3159[21:42:26] <kashike> https://github.com/MinecraftForge/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
L3178[21:46:28] <Unh0ly_Tigg> lex, http://bneijt.nl/blog/post/merge-a-subdirectory-of-another-repository-with-git/ this might work, not sure though.
L3179[21:47:01] <Unh0ly_Tigg> or https://help.github.com/articles/about-git-subtree-merges/
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
L3183[21:49:15] ⇨ Joins: _habnabit (~habnabit@i.love.my.jatc.at)
L3184[21:51:46] *** Mumfrey is now known as mumfrey
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
L3190[21:54:08] <Unh0ly_Tigg> https://mcforge.readthedocs.org/en/latest/gettingstarted/ this one?
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
L3207[21:59:12] <killjoy> https://gist.github.com/AbrarSyed/74565dcf9112f8b8f763
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
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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
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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
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L3242[22:44:26] <McJty> I don't suppose this is up-to-date? https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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
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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?
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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?
L3267[22:51:15] <MoxieGrrl> http://www.tablefortwoblog.com/the-moistest-chocolate-mug-cake/ Cooked in the oven though since it's freezing here and it's better anyway.
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
L3300[22:59:21] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle#L48
L3301[22:59:25] <gigaherz> has to be in compileJava block
L3302[22:59:41] <gigaherz> +the
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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...
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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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L3399[23:41:00] <Unh0ly_Tigg> dat netsplit...
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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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L3449[23:54:15] MineBot sets mode: +o on fry|sleep
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