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L5[00:10:06] <Sandra> everyone who says "Nulls are bad!" should take a shot in the foot imo.
L6[00:10:34] <Sandra> NULLS. ARE. NOT. BAD.
L7[00:10:37] <williewillus> eh
L8[00:10:42] <williewillus> they have their uses
L9[00:10:45] <Sandra> exactly.
L10[00:10:48] <williewillus> but I tend to avoid them
L11[00:10:52] <williewillus> without spamming optional everywhere
L12[00:11:23] <Sandra> the existance of Optional annoys the crap out of me, as it's literally null with an extra object.
L13[00:11:33] <williewillus> if a type has a defined value for "meaningless" or "absent" it's preferable to use that
L14[00:11:59] <williewillus> well those have uses too (streams api)
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L16[00:13:35] <Sandra> the only real reason I can think of for complaining about nulls in EnumFacing, is if you use offsets of it.
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L18[00:14:31] <williewillus> lol yeah the whole bs around EnumFacing is moot
L19[00:15:31] <williewillus> you had all the things in 1.8 to complain about, and you choose enumfacing and blockpos :p
L20[00:16:00] <Sandra> BlockPos is....
L21[00:16:11] <Sandra> not something to complain about.
L22[00:16:24] <Sandra> it replaces the billion other Block Position classes that everyone used.
L23[00:16:40] <Sandra> does BlockPos's offset thing handle nulls?
L24[00:16:40] <Drullkus> lol
L25[00:16:47] <Sandra> if not, I'd suggest adding that.
L26[00:17:36] <LatvianModder> Its vanilla though.. So a forge pr?
L27[00:17:46] <williewillus> yeah forreal, in all of my 1.8 ports so far there's at least one chunk of super ugly direction code with x'es, y'es, z'es, and random numbers thrown everywhere
L28[00:18:15] <williewillus> and I collapse it all into a single for(EnumFacing e : EnumFacing.VALUES) { BlockPos pos_ = pos.offset(e); <do stuff> }
L29[00:20:20] <Sandra> LatvianModder, yeah.
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L31[00:22:13] <Sandra> i don't think they removed the worldgen loop though: for (int x = 0;x<maxX;x++) {for (int y=0;y<maxY;y++) {for (int z=0;z<maxZ;z++) {/* DO STUFF */}}}
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L33[00:27:09] <Wastl2> Isn't that what BlockBos.getAllInBox and BlockPos.getAllInBoxMutable are for?
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L38[00:33:56] <Sandra> Wastl2, there's things for it?
L39[00:33:58] <Sandra> nicccce.
L40[00:34:03] <Sandra> i take that back.
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L58[01:15:31] <Cazzar> What the fuck is with this time left: http://upload.cazzar.net/u/1452755680
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L61[01:17:30] <ThePsionic> See you in like 800 years Cazzar
L62[01:17:37] <Cazzar> 500
L63[01:17:54] <ThePsionic> W/e
L64[01:20:03] <ThePsionic> Cazzar: Actually WolframAlpha says just over 635 years
L65[01:20:30] <Cazzar> Well, the number I checked was significantly lower.
L66[01:20:35] <Cazzar> Now it's only 90k days
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L68[01:21:14] <ThePsionic> Lol
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L74[01:36:12] <sham1> *only 90k*
L75[01:37:34] <sham1> Also, the amount of RF you can store in an int is depressing on how little it is
L76[01:38:02] <McJty> KL has always been against excessive amounts of RF in anything
L77[01:38:15] <sham1> Sad
L78[01:38:55] <sham1> Means I cannot use log2(x)=40 amounts of RF/t for my machine
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L80[01:39:38] <sham1> So no 2^40 energy used for 2 operations per tick
L81[01:41:11] <sham1> Would make for some interesting balance things
L82[01:41:58] <Sandra> you should not need more than an int RF.
L83[01:42:20] <sham1> Why
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L85[01:42:30] <sham1> Because more would be too much?
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L87[01:43:10] <Sandra> yes.
L88[01:43:52] <sham1> Well having more than 2^31 would indicate dedication in the system
L89[01:44:11] <sham1> And being able to build such infrastructure
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L93[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160114 mappings to Forge Maven.
L94[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160114-1.8.9.zip (mappings = "snapshot_20160114" in build.gradle).
L95[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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L97[02:00:36] <solidDoWant1> what RF api is everybody using?
L98[02:00:41] <solidDoWant1> for 1.7.10
L99[02:01:00] <sham1> the official CoFH one
L100[02:01:12] <solidDoWant1> is that apart of CofHCore?
L101[02:01:18] <sham1> It is a part yes
L102[02:01:35] <sham1> Or the CoFHLib or whatever it is
L103[02:01:54] <sham1> Yeah, it is the CoFHLib
L104[02:02:39] <solidDoWant1> great, thanks
L105[02:03:16] <sham1> For 1.7.x there is nothing but THE RF ai
L106[02:03:18] <sham1> API*
L107[02:03:22] <sham1> But why 1.7
L108[02:03:42] <solidDoWant1> im working on an addon mod for a mod that hasn't been release for 1.8
L109[02:03:57] <sham1> what is this mod and whose it is
L110[02:04:03] <sham1> So I may go yell at them
L111[02:04:03] <solidDoWant1> projecte
L112[02:04:07] <sham1> Ah
L113[02:04:10] <sham1> NVM
L114[02:04:11] <solidDoWant1> well its updated I think but not released
L115[02:04:54] <sham1> http://minecraft.curseforge.com/projects/projecte/files/2244927
L116[02:05:07] <sham1> That is ProjectE for 1.8.0
L117[02:05:19] <solidDoWant1> ah, didn't know that
L118[02:05:25] <solidDoWant1> but also 1.8.0 not 1.8.
L119[02:05:26] <solidDoWant1> 9
L120[02:05:27] <solidDoWant1> are there any docs on the RF api?
L121[02:08:00] <sham1> The source of RF API has one
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L123[02:10:18] <TehNut> Just look through here https://github.com/CoFH/CoFHLib/tree/master/src/main/java/cofh/api/energy
L124[02:10:21] <TehNut> It's all documented
L125[02:11:17] <solidDoWant1> so if I wanted to make a new machine I'd extend this? https://github.com/CoFH/RedstoneFlux-API/blob/master/src/main/java/cofh/api/energy/TileEnergyHandler.java
L126[02:11:28] <sham1> if you want
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L131[02:29:54] <masa> welp, released a new mini-mod that I just randomly thought of/remembered that I wanted to make
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L143[03:02:12] <tterrag> is there a way to rotate quads? like 90/180/270 degrees?
L144[03:02:21] <tterrag> i.e. what was possible with RenderBlocks.uvRotateXXX in 1.7
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L146[03:03:28] <sham1> Yes
L147[03:03:33] <sham1> But I at least dont know how :D
L148[03:03:37] <tterrag> -_-
L149[03:03:39] <sham1> Better ask fry
L150[03:04:22] <tterrag> he's not here
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L152[03:07:28] <sham1> He is asleep yes
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L158[03:16:51] <Zaggy1024> what does this uvRotateXXX do?
L159[03:17:25] <sham1> it rotates the UV stuff
L160[03:20:41] <tterrag> ...yep
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L177[04:37:57] <AEnterprise> hello, i have a little issue with the forge dynbucket, it works fine but it uses meta to diferenciate for rendering, is there any way it could use nbt instead?
L178[04:38:31] <AEnterprise> currently gona have to add some hacky protection so fluids don't 'morph' into other fluids
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L180[04:44:57] <sham1> you could set the meta based on the NBT
L181[04:46:11] <AEnterprise> yeah but my problem is that i'm adding them in the order they are registered in the fluidregistery
L182[04:46:56] <AEnterprise> so if for some reason that changes between launches (adding/removing mods or mods adding fluids in an update) when the world load it will look like the wrong fluid
L183[04:48:47] <sham1> Well in 1.8.x you could use ISmartModel to render the fluid's main colour into the item model itself
L184[04:49:45] <AEnterprise> yeah but forge already has the dynbucket for that exact reason
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L187[04:58:24] <Wuppy> hmm I don't feel very dutch anymore.... my bike broke :C
L188[04:58:51] <solidDoWant1> why would I be getting an exepction thrown when I break a tile entity? Says "<my tile entity class> cannot be cast to net.minecraft.inventory.IInventory"
L189[05:01:15] <Cazzar> solidDoWant1: you're trying to cast the TE into an IInventory but it doesn't implement it.
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L191[05:02:47] <sham1> Or it does but it does not exist anymore
L192[05:02:53] <ThePsionic> lol Wuppy
L193[05:03:20] <Wuppy> it'll not be easy to go to school, buy food etc. today :V
L194[05:03:46] <sham1> how do you break a bike
L195[05:04:12] <solidDoWant1> Cazzar: oh.. yea I musta overlooked that, thanks
L196[05:04:20] <Wuppy> sham1, it's a 20 year old bike
L197[05:04:43] <Wuppy> and the chain is so long it can't really stay on anymore
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L199[05:05:00] <Cazzar> It's not too hard to remove links from chains
L200[05:05:10] <Wuppy> it is without the tools for it
L201[05:05:28] <ThePsionic> go to the bike shop
L202[05:05:31] <ThePsionic> get it fixed
L203[05:05:42] <Wuppy> do you have too much money?
L204[05:05:58] <ThePsionic> i have generous parents
L205[05:06:03] <Cazzar> Time to have fun: http://upload.cazzar.net/u/1452769548
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L207[05:06:14] <Wuppy> my parents may come over soon to fix it for me at least
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L209[05:06:24] <Cazzar> Wuppy: what happened to the bike?
L210[05:06:43] <sham1> Well if you didn't do all this "fun" stuff then you could actually have money to things...
L211[05:06:52] <Wuppy> Cazzar, using it for a time stretches your cable
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L213[05:07:11] <Wuppy> sham1, I do have money for it, but if I can wait a few days to save a lot of money that'd be fine
L214[05:07:16] <Cazzar> Chain or brakes? :P
L215[05:07:24] <Wuppy> bike chain
L216[05:07:28] <ThePsionic> Cazzar: What fun are you going to have
L217[05:07:34] <Wuppy> although my brakes are having a problem atm as well
L218[05:07:37] <Cazzar> ThePsionic: reinstall windows 10
L219[05:07:43] <ThePsionic> glhf
L220[05:08:12] <Cazzar> ThePsionic: https://twitter.com/Cazzar99/status/687207850062417920
L221[05:08:14] <Cazzar> and
L222[05:08:21] <Cazzar> https://twitter.com/Cazzar99/status/687207998834384896
L223[05:08:28] <Cazzar> Don't ask how
L224[05:08:30] <ThePsionic> lmao
L225[05:08:33] <sham1> Why do you want Cortana
L226[05:08:42] <Cazzar> I WANT MY START MENU TO WORK
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L228[05:09:07] <sham1> It works for me without cortana so I dont see your problem
L229[05:09:09] <Cazzar> Literally every time I attempt to open my start menu, that cortana crash occurs.
L230[05:09:22] <ThePsionic> gg wp no re
L231[05:09:28] <Cazzar> As well as the other issues I am having, I am content with a re-install.
L232[05:10:00] <ThePsionic> >linux
L233[05:10:14] <Cazzar> ThePsionic: >bios freezes on boot of linux
L234[05:10:22] <ThePsionic> >new computer
L235[05:10:25] <Cazzar> >moneyy
L236[05:10:30] <ThePsionic> >git gud
L237[05:10:50] <Cazzar> >git: 'gud' is not a git command. See 'git --help'.
L238[05:10:50] <sham1> One does not simply use git gud
L239[05:11:04] <Wuppy> sham1, the main reason why I dont really want to go to a bike shop is because they ask too much IMO
L240[05:11:09] <AEnterprise> found a problem with the dynbucket though, even if it's emtpy it renders as if it has water in it
L241[05:11:12] <Cazzar> git config alias.gud '!echo too bad'
L242[05:11:24] <ThePsionic> Hmm am I even following you on Twitter Cazzar
L243[05:11:29] <solidDoWant1> on tile entities, whats the difference between update and updateEntity?
L244[05:11:41] <Cazzar> But my 69 follwers
L245[05:11:55] <ThePsionic> i'm gonna see if i can ruin that
L246[05:12:03] <ThePsionic> yes I can
L247[05:12:03] <Cazzar> You can :P
L248[05:12:06] <Cazzar> I don't care :P
L249[05:12:19] <ThePsionic> ;P
L250[05:12:32] <ThePsionic> If only train internet would be fast
L251[05:13:03] <sham1> >updateEntity
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L254[05:13:48] <solidDoWant1> ?
L255[05:14:12] ⇨ Joins: OrionOnline (~OrionOnli@144-059.eduroam.rwth-aachen.de)
L256[05:14:24] <ThePsionic> train internet is rip
L257[05:14:36] ⇦ Quits: OrionOnline (~OrionOnli@144-059.eduroam.rwth-aachen.de) (Client Quit)
L258[05:14:38] <Cazzar> That time you are contemplating getting $200USD headphones
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L261[05:15:22] <sham1> As I feared
L262[05:15:38] <sham1> I cannot enter 2^40 into 32 bits (not surprised but still annoying)
L263[05:16:34] <ThePsionic> Long it
L264[05:16:59] <sham1> Cant
L265[05:17:11] <Cazzar> 2^40 in 2^31-1
L266[05:17:15] <sham1> Yeah
L267[05:17:17] <sham1> I know
L268[05:17:36] <Cazzar> I would say it's a bit of a fool move to even try
L269[05:18:45] <sham1> True
L270[05:19:10] <sham1> But because RF stuff stores and transfers stuff as int for some reason...
L271[05:20:05] <Cazzar> Well design wise, do you expect to go over 3.2Billion rf/t?
L272[05:20:34] <sham1> Logarithmic energy consumption
L273[05:20:42] <sham1> The more energy you put in the faster it goees
L274[05:20:57] <sham1> the 2^40 in my vision would mean 2 actions/tick
L275[05:21:08] <sham1> Balance
L276[05:21:32] <sham1> So yeah
L277[05:21:36] <sham1> I may be insane
L278[05:22:29] <sham1> 1099511627776 RF/tick may be excessive
L279[05:22:36] <sham1> But still very accessible with some mods
L280[05:22:40] <solidDoWant1> This (http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/tile-entities/) says that I need to implement IUpdatePlayerListBox to make my tile entity updatable. Why can't I just override updateEntity if I extend the tile entity class?
L281[05:22:59] <sham1> 1.8 has no updateEntity on tileentity
L282[05:23:14] <solidDoWant1> on 1.7.10
L283[05:23:36] <TehNut> That tutorial is for 1.8
L284[05:23:40] <sham1> Well IUpdatePlayerListBox was not a thing then
L285[05:23:40] <TehNut> It tells you that at the top
L286[05:24:07] <solidDoWant1> oops, sorry guys, I should have read that
L287[05:24:08] <sham1> so why 1.8
L288[05:24:13] <sham1> er
L289[05:24:18] <sham1> Wait
L290[05:24:39] <sham1> Were you making that addon for ProjectE
L291[05:24:42] <solidDoWant1> yea
L292[05:24:53] <Lordmau5> this.isBlockContainer = true; ? - don't you use "hasTileEntity" for that...
L293[05:25:25] <solidDoWant1> Lordmau5 are you reading that from the tutorial I linked?
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L295[05:25:44] <Lordmau5> yup
L296[05:25:51] <madcrazydrumma> Given a player's username as a string, how would I get the EntityPlayer/EntityPlayerMP object from it?
L297[05:25:55] <solidDoWant1> thats if you extend an interface
L298[05:26:00] <madcrazydrumma> If that player is online*
L299[05:26:08] <solidDoWant1> if you extend ITileEntityProvider
L300[05:26:15] <Lordmau5> oh
L301[05:26:24] <Lordmau5> still stupid imo :pü
L302[05:26:30] <solidDoWant1> implement* if you extend TileEntity then you override that method
L303[05:26:43] <sham1> madcrazydrumma, use the player's UUID instead, because the username can change
L304[05:26:52] <madcrazydrumma> sham1, example?
L305[05:26:53] <TehNut> madcrazydrumma: MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(name)
L306[05:27:17] <TehNut> Only works serverside (obviously)
L307[05:27:19] <solidDoWant1> Thats a mouthful
L308[05:27:21] <gigaherz> madcrazydrumma: if you are given the username, do what TehNut said, but if you are STORING data about the player
L309[05:27:29] <gigaherz> then store it based on uuid
L310[05:27:34] <gigaherz> never by username
L311[05:28:17] <Ordinastie> spending 5 minutes trying to figure out why I can't see my changes in the code...
L312[05:28:23] <Ordinastie> launched the wrong game version :x
L313[05:28:23] <madcrazydrumma> Yeah im going to be using IEEP for both players i interact with (sender of a command and the person in the command)
L314[05:28:33] <gigaherz> Ordinastie: lol happens
L315[05:28:53] <gigaherz> madcrazydrumma: ah then you don't need to care about uuid either
L316[05:28:59] <madcrazydrumma> lmao? xD
L317[05:29:10] <gigaherz> suppose you want to bind an item to a player
L318[05:29:17] <gigaherz> then you'd store the uuid of the player in the item's NBT
L319[05:29:30] <gigaherz> but if you store data INTO the player, that's what the IEEP is for
L320[05:29:35] <gigaherz> you don't need to reference the player at all
L321[05:30:08] <gigaherz> but if the command somehow "links" one player to another
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L323[05:30:13] <gigaherz> such as some minecraft "marriage" mod
L324[05:30:21] <madcrazydrumma> its not that but alright ;)
L325[05:30:25] <gigaherz> then you'd store the uuid of the opposite player
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L328[05:30:32] <gigaherz> the point is
L329[05:30:48] <gigaherz> if the user enters an username in a command, that's ok, use the getPlayerByUsername
L330[05:31:06] <gigaherz> if the code works with a player's data independently, then just use the IEEP
L331[05:31:07] <madcrazydrumma> In my case, say the player has gold - he wants to take some from another player via command /take <name> <amount>
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L333[05:31:19] <madcrazydrumma> so it would update gold on both sides
L334[05:31:21] <gigaherz> but if you need to reference another player in the future, you'll need the other player's UUID
L335[05:31:27] <Lordmau5> I still have the issue that stuff isn't properly synced between server and client
L336[05:31:32] <Lordmau5> and it bugs me to an infinite extend
L337[05:31:49] <gigaherz> madcrazydrumma: do you need to remember who took the gold?
L338[05:32:12] <madcrazydrumma> well no, once its taken its taken
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L340[05:32:15] <gigaherz> Lordmau5: cna you explain more? I just got home
L341[05:32:28] <madcrazydrumma> I need to update the player who gained gold from taking and the one who lost gold
L342[05:32:30] <Lordmau5> Give me... 5 minutes, so you can arrive properly
L343[05:32:32] <Lordmau5> in a RL match
L344[05:32:41] <gigaherz> madcrazydrumma: yes but once that happens, you don't care anymore, right?
L345[05:33:01] <gigaherz> Lordmau5: ok np
L346[05:33:08] <madcrazydrumma> Nope gigaherz
L347[05:33:13] *** Ashway is now known as Ash|Work
L348[05:33:27] <gigaherz> madcrazydrumma: if so, then you can just get the the player that sent the command, get the player they are referring to
L349[05:33:31] <gigaherz> get their respective IEEPs
L350[05:33:36] <gigaherz> and do the work
L351[05:33:53] <madcrazydrumma> So i would just do getPlayerByUsername in this case?
L352[05:34:15] <gigaherz> for the "other" player, yes
L353[05:34:18] <madcrazydrumma> And for the IEEP i can use MyIEEPClass(playerWhoWasTakenFrom)?
L354[05:34:30] <gigaherz> YourIEEPClass.get(player)
L355[05:34:33] <madcrazydrumma> yeah ^
L356[05:34:36] <gigaherz> if you followed a pattern like mine
L357[05:34:46] <madcrazydrumma> I am on my phone so i was just typing shite haha
L358[05:36:55] *** kroeser|away is now known as kroeser
L359[05:40:52] <gigaherz> and btw if anyone cares: this is a nice template for an IEEP: https://gist.github.com/gigaherz/3faeb8498530c92bf954
L360[05:41:25] <gigaherz> all you do is call the static register() during init (or pre-init, works just the same), anmd then use get(player) to obtain :3
L361[05:41:31] <madcrazydrumma> Oh thats neat
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L363[05:45:04] <gigaherz> https://gist.github.com/gigaherz/fd9d3a9ad619e2f4b08e
L364[05:45:15] <gigaherz> and this is an exmple that makes use of the player tick event to update itself ;P
L365[05:46:04] <madcrazydrumma> show off ;P
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L367[05:46:32] <gigaherz> madcrazydrumma: I just took he one from my mod and downgraded it to example ;p
L368[05:46:35] *** kirby|gone is now known as mrkirby153
L369[05:46:43] <gigaherz> the*
L370[05:46:51] <madcrazydrumma> your git picture is vile btw xo
L371[05:47:09] <gigaherz> what's wrong with it?
L372[05:47:18] <gigaherz> I just recreated myself in minecraft form
L373[05:47:46] <gigaherz> I use the same pic in twitter: https://twitter.com/therealgigaherz
L374[05:47:46] <Mowmaster> Has anyone used ISmartItemMidel for 3d obj item models yet? Looking for code examples myself
L375[05:47:47] <madcrazydrumma> you going bald buddeh?
L376[05:48:01] <gigaherz> "going bald" would be an understatement
L377[05:48:05] <Mowmaster> ISmartItemModel*
L378[05:48:21] <madcrazydrumma> so bald then? ;)
L379[05:48:25] <gigaherz> let's say I made that pic a couple years ago
L380[05:48:25] <Lordmau5> alright, now, gigaherz
L381[05:48:30] <madcrazydrumma> hahaha
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L384[05:49:59] <Lordmau5> what the actual fudge happened just now
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L386[05:50:06] <gigaherz> ?
L387[05:50:14] <Lordmau5> my pc just semi-restarted haha
L388[05:50:20] <gigaherz> o_O
L389[05:50:35] <Lordmau5> like, displays went off, music stopped, pc went off for like 5 sec
L390[05:50:45] <Lordmau5> then booted up again and music stated playing again
L391[05:50:47] <Lordmau5> wtf xD
L392[05:51:03] <Lordmau5> perhaps it went in standby and immediately exited it again
L393[05:51:41] <madcrazydrumma> Is there a config for each mod? If so, how would I use this?
L394[05:51:51] <gigaherz> in your preinit
L395[05:52:08] <gigaherz> Configuration config = new Configuration(event.getSuggestedConfigurationFile());
L396[05:52:11] <Lordmau5> so once again - tile entity not syncing properly over to the client
L397[05:52:29] <gigaherz> Lordmau5: are yo udoing anything to attempt to sync
L398[05:52:32] <Lordmau5> it seems to work on the server, since I'm able to put fluid into my multitank
L399[05:52:42] <Lordmau5> yes, I call a block update
L400[05:52:53] <gigaherz> markBlockforUpdate?
L401[05:53:01] <Lordmau5> worldObj.markBlockForUpdate yup
L402[05:53:13] <gigaherz> do you implement getDescriptionPacket and onDataPacket?
L403[05:53:16] <Lordmau5> yes
L404[05:53:21] <madcrazydrumma> gigaherz, what would the structure be for the config? is it YAML?
L405[05:53:33] <gigaherz> madcrazydrumma: no it's some other format
L406[05:53:41] <gigaherz> just look at the Configuration class methods
L407[05:53:59] <madcrazydrumma> yeah i see how to use them, but how would i write the config and where would i put it?
L408[05:54:16] <gigaherz> [12:52] (gigaherz): Configuration config = new Configuration(event.getSuggestedConfigurationFile());
L409[05:54:29] <gigaherz> config.load() config.save()
L410[05:54:31] <gigaherz> just make use of that
L411[05:54:37] <gigaherz> forge takes care of where and how
L412[05:55:16] <madcrazydrumma> alrighty
L413[05:55:20] <gigaherz> I don't have much in terms of examples for this
L414[05:55:20] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/ConfigValues.java
L415[05:55:55] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L53,L59
L416[05:56:31] <Sandra> yeah, just config.load(), get/set any config values you want, and config.save();
L417[05:56:36] <gigaherz> yup
L418[05:56:48] <Sandra> with the methods on Configuration.
L419[05:56:59] <gigaherz> get() returns a property instance though
L420[05:57:12] <gigaherz> you can use that to assign a comment to the property and other fancier stuff
L421[05:58:09] <madcrazydrumma> Okay ill see what i can do ;3
L422[06:01:11] <madcrazydrumma> the default value in the config, is that overriden if the config is something else?
L423[06:02:03] <gigaherz> ?
L424[06:02:19] <gigaherz> the value is only returned if the config key didn't exist
L425[06:02:26] <gigaherz> get(...) always returns
L426[06:02:52] <gigaherz> the actual value is obtained whe nyou use prop.getWhatever()
L427[06:02:57] <madcrazydrumma> ooh okay fair enough ^
L428[06:03:11] <madcrazydrumma> So if theres no config it will return default value otherwise itll return whatevr is there?
L429[06:03:13] <gigaherz> I haven't confirmed this
L430[06:03:21] <gigaherz> but I believe the idea is that you can use get(...)
L431[06:03:26] <gigaherz> store the Property instances somewhere
L432[06:03:35] <gigaherz> and then get/set the contents whenever you need to
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L434[06:03:51] <Sandra> yes.
L435[06:04:32] <gigaherz> I just never got around to using a proper config system in any of my mods, yet
L436[06:04:32] <gigaherz> XD
L437[06:04:41] <madcrazydrumma> yeah thats why im trying haha
L438[06:05:08] <madcrazydrumma> aight im off, ciao
L439[06:09:56] <Sandra> i wonder if my computer can handle a debugger on minecraft.
L440[06:09:59] <Sandra> probably not.
L441[06:10:09] <Sandra> it can hardly handle minecraf.
L442[06:10:12] <Sandra> t
L443[06:10:13] <Sandra> .
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L447[06:19:18] <gigaherz> Sandra: a debugger shouldn't increase the load per se
L448[06:19:51] <AEnterprise> anyone here has experience with using the dynbucket model? not sure if i found a bug or if i'm derping something up
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L450[06:22:26] <gigaherz> no idea what the dynbucket is
L451[06:23:20] <AEnterprise> it's for making dynamic buckets
L452[06:23:42] <AEnterprise> dynamic as in it renders the fluid for you
L453[06:26:08] <AEnterprise> it's realy neat and usefull for my canisters, BUT the empty one (meta 0) somehow renders like the water one
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L456[06:34:02] <Sandra> AEnterprise, is meta 0 actually the water one?
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L459[06:35:03] <AEnterprise> i have 2 ones that render with water, 1 has no tags and meta 0 so is the empty one, the other one has meta 1 and the tag
L460[06:35:29] <IoP> wtf should be done for these porblems http://paste.feed-the-beast.com/view/087c8312 ? notice timestamps in lines 6311 and 6322
L461[06:40:19] <AEnterprise> ok this gets weirder and weirder
L462[06:41:10] <AEnterprise> if i change the getModelLocation thing to return the model from the json "canisterT1Empty" when the meta is 0 nothing heapens
L463[06:41:29] <AEnterprise> BUT if i change it to return that when the meta ISN'T 0 all the other capsules change to that model
L464[06:42:44] <AEnterprise> anyone has any idea what i might be doing wrong?
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L469[07:12:48] <gigaherz> IoP: what's wrong with it?
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L473[07:15:03] <Mimiru> gigaherz, I'm thinking it's the 20 minutes between 6311 and 6312 :P
L474[07:15:42] <Mimiru> 6311 [11:26:05] 6312 [11:48:57] 6322 is only like 6 seconds after that though.. so IDK why 22 is bad
L475[07:16:25] <Quetzi> you didn't see 6323?
L476[07:16:49] <Mimiru> Ahh right, I didn't even look at 23
L477[07:16:57] <Mimiru> So another 20 minutes there.
L478[07:19:04] <solidDoWant1> is there an IRC specifically for CoFHCore, or is it alright to ask those questions here?
L479[07:20:09] <gigaherz> Ah
L480[07:20:12] <gigaherz> EXACTLY 20 minutes
L481[07:20:30] <gigaherz> actually no 11-12 is 22 minutes
L482[07:20:51] <gigaherz> that looks like either an HDD issue, or network issue
L483[07:21:01] <gigaherz> although network would time out in a minute or 2, not 20
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L486[07:27:11] <Ordinastie> Server downloads img from url, Client downloads img from server, what would be the best way to have the client cache that img (to disk) to he doesn't have to redownloaded every time he joins the server
L487[07:27:51] <Ordinastie> I need to handle the possiblity that the server changed the image
L488[07:28:01] <ThePsionic> Well, they're dropping one after the other
L489[07:28:06] <ThePsionic> Alan Rickman died at 69
L490[07:28:13] <Ordinastie> damn, he died? :(
L491[07:30:17] <gigaherz> yup, cancer
L492[07:31:10] <gigaherz> Ordinastie: keep last modified time and maybe hash of the file, then send the info to the server and let it decide?
L493[07:31:50] <Ordinastie> well, the hash would be enough then wouldn't it ?
L494[07:32:00] <gigaherz> no
L495[07:32:12] <gigaherz> a hash lets you know if it's definitively different
L496[07:32:16] <gigaherz> but not definitively equal
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L498[07:33:32] <Ordinastie> hum
L499[07:34:16] <Ordinastie> what are the odds that the image changes and the hash stays the same ?
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L501[07:35:52] <McJty> 1/4 billion
L502[07:36:03] <McJty> If the hash is a 32-bit integer that is
L503[07:38:37] <solidDoWant1> wow man wouldn't take those chances if I were you
L504[07:39:16] <solidDoWant1> I created a new generator tile entity using the CoFH RF api, but nothing is calling the extractEnergy method. Any idea why this would be?
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L509[07:43:55] <MalkContent> with forge including some mod api stuff now
L510[07:44:20] <MalkContent> how does an api for barrels sound
L511[07:44:36] <solidDoWant1> itd be nice not to have 20 different barrel mods
L512[07:45:08] <MalkContent> well mostly talking about the way you add and retrieve items from barrels
L513[07:46:34] <masa> would the new IItemHandler API handle that too?
L514[07:46:35] <MalkContent> would lead to a lot less problems with other mods interacting with the thing if they can check for instanceof IBarrel
L515[07:47:02] <masa> well, sin't IDeepStorageUnit kind of equal to an IBarrel anyway? :p
L516[07:47:06] <masa> *isn't
L517[07:47:32] <MalkContent> that a thing? if so i better keep my mouth shut again :D
L518[07:47:41] <McJty> It is a mod specific thing
L519[07:47:49] <McJty> Which doesn't even exist in 1.8.9 as far as I know
L520[07:47:54] <McJty> So not an option
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L522[07:53:46] <Sandra> IItemHandler would do it.
L523[07:54:18] <Sandra> as barrels basically work like that anyway.
L524[07:54:44] <McJty> What is IItemHandler?
L525[07:55:28] <Sandra> the WIP wrapper of IInventory to be not dumb.
L526[07:55:52] <McJty> ok
L527[07:56:00] <MalkContent> man i gotta set up again... googleing this is painful
L528[07:57:01] <MalkContent> looking at it, I'm not sure it works
L529[07:57:27] <MalkContent> problem with barrels is if they get inspected by other mods for amounts of the item
L530[08:01:36] <MalkContent> hm. I guess you could return a stack with the size of the total amount stored
L531[08:02:05] <MalkContent> idk. it'd still be helpful to know that you are dealing with something barrellike
L532[08:03:07] <MalkContent> if forge had an interface or a flag for that, it'd be not only easier to check for it, it'd also be more compelling to handle that special case
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L540[08:12:08] <Wuppy> damn... unreal even manages to make my desktop slow down to a crawl :O
L541[08:13:07] <MalkContent> I'm like 50% certain you are not talking about unreal the game
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L543[08:13:15] <Wuppy> unreal the engine
L544[08:13:16] <gigaherz> probably the engine
L545[08:13:35] <MalkContent> then it depends on what you are doing with it, no? :P
L546[08:13:38] <Wuppy> to be fair, building mesh distance fields, compiling shaders and compiling all the c++ code at the same time is bound to be heavy
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L548[08:20:39] <MalkContent> maybe call it "IStackedInventory"
L549[08:20:58] <ThePsionic> Did you though?
L550[08:21:08] <MalkContent> cause, yknow. you can only take stuff off the top
L551[08:21:33] <MalkContent> psi: wah?
L552[08:26:36] <gigaherz> I made an API for interacting with containers in an automation-oriented way
L553[08:26:47] <ThePsionic> 15:20:40 <MalkContent> maybe call it "IStackedInventory"
L554[08:26:51] <ThePsionic> Did you stack inventory?
L555[08:26:59] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/api/automation
L556[08:27:08] <gigaherz> IStackedInventory sounds like there's a stack of inventories
L557[08:27:08] <gigaherz> XD
L558[08:27:19] <gigaherz> push(IInventory)
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L560[08:28:56] <MalkContent> well not the inventory, the items
L561[08:29:07] <MalkContent> but IStackedItemsInventory sounds a little bloated
L562[08:29:18] <gigaherz> yeah
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L564[08:30:35] <MalkContent> and i guess "stacked" is a bit of a big word for what it is
L565[08:30:55] <sham1> IItemStackInventory
L566[08:31:04] <ThePsionic> V: now that's a nickname
L567[08:31:05] <masa> isn't that what they all are? :D
L568[08:31:09] <MalkContent> :D
L569[08:31:19] <sham1> *whispers* That's the joke
L570[08:31:25] <masa> mmkay
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L572[08:32:18] <masa> my head hurts when trying to test all the combinations of operation for my Suckage Manager
L573[08:33:31] <sham1> the WHAT manager
L574[08:33:54] <masa> nick name for Item Pickup Manager
L575[08:34:00] <Nitrodev> for (map = Maps.<Character, ItemStack>newHashMap(); i < recipeComponents.length; i += 2)
L576[08:34:26] <Nitrodev> does that lines end represent the amount of components in a line
L577[08:34:34] <Nitrodev> in a line of slots that is
L578[08:35:03] <masa> "end"?
L579[08:35:24] <Nitrodev> i += 2 that part
L580[08:35:39] <masa> it means increment i by 2 at the end of each iteration
L581[08:35:41] <sham1> it just increments the counter i by two...
L582[08:35:48] <Nitrodev> i know that
L583[08:36:06] <sham1> if you want to know what it does, look at the code
L584[08:36:14] <Nitrodev> that is the maening of it in JAVA but in the CraftingManager class
L585[08:36:25] <masa> I'm assuming that is because there are characters and itemsatcks in pairs.. that one line is a bit ambiguous
L586[08:36:54] <masa> that is from the vanilla CraftingManager?
L587[08:36:57] <Nitrodev> yup
L588[08:37:05] <masa> which method?
L589[08:37:18] <Nitrodev> ShapedRecipes addRecipe
L590[08:37:26] <Nitrodev> line 232
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L593[08:39:35] <masa> yep, it is beacuse it is reading a character and an item/itemstack for each slot
L594[08:40:06] <Nitrodev> oh yeah know i got it
L595[08:40:18] <masa> so it uses two objects from the recipeComponents vararg each iteration of the loop
L596[08:40:53] <Nitrodev> that part of the code shows when declaring the characters for the recipe
L597[08:41:21] <Nitrodev> like "'s', Items.stick" etc
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L599[08:50:09] <solidDoWant1> can anybody link me to an example of a tile entity that implements IEnergyProvider?
L600[08:50:28] <sham1> you really need an example for it?
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L602[08:51:01] <solidDoWant1> I have a mistake in my code and can't figure out where it is, so I thought I'd look through an example to find the error
L603[08:51:17] <solidDoWant1> Do I need to put some annotation on a class or method somewhere?
L604[08:51:27] <sham1> No
L605[08:51:29] <sham1> Show your code
L606[08:51:34] <solidDoWant1> sure, one sec
L607[08:52:53] <masa> solidDoWant1: you sure you have your API in the same package? otherwise other mods won't recognize it
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L609[08:53:12] <masa> same package as in the correct package that it is supposed to be in
L610[08:53:22] <masa> cofh.whatever
L611[08:53:28] <solidDoWant1> https://github.com/solidDoWant/ExtraE/blob/master/src/main/java/com/solidDoWant/ExtraE/gameObjects/tiles/EngineEMCTile.java here's my tile entity
L612[08:53:52] <sham1> so what is the problem
L613[08:54:03] <Nitrodev> do i make the isOpaqueCube methd return true even if the block is SLIGHTLY see through?
L614[08:54:23] <solidDoWant1> masa: no, you mean I have to include the cohf source files in my source, not just libs?
L615[08:54:29] <sham1> If you want to see through it you have false
L616[08:54:45] <Nitrodev> okay
L617[08:54:46] <solidDoWant1> sham1: extractEnergy isn't ever called
L618[08:55:09] <sham1> What should be calling it
L619[08:55:25] <solidDoWant1> anything that wants to take energy from my block
L620[08:55:26] <sham1> Where do you want your energy to go
L621[08:55:31] <Lumien> If i want to generate something on biome decoration (Mushroom Trees in mushroom biomes) where would i do that?
L622[08:55:44] <Lumien> DecorateBiomeEvent?
L623[08:55:45] <sham1> You propably want to give it to them instead of having your thing be receiving
L624[08:55:46] <McJty> You generally have to provide energy yourselves to adjacent blocks
L625[08:55:49] <sham1> ^
L626[08:55:52] <solidDoWant1> if I'm reading the api right anything that wants energy from my block should call that method
L627[08:56:02] <McJty> Machines are not going to extract it on their own. You give power
L628[08:56:18] <solidDoWant1> alright, I'll try that. Thanks
L629[08:56:38] <sham1> Also
L630[08:56:47] <sham1> Just how the hell does EMC turn into RF
L631[08:56:59] <sham1> This is a logic question
L632[08:57:06] <solidDoWant1> had a request for it, thought I'd try it just for the hell of it
L633[08:57:17] <sham1> The code is correct
L634[08:57:20] <solidDoWant1> well be configurable including completely disabling it in the config
L635[08:57:38] <solidDoWant1> will*
L636[08:57:54] <sham1> Because isnt EMC supposed to be all the energy condenced to that matter
L637[08:57:56] <IoP> gigaherz: load times
L638[08:58:15] <sham1> Oh
L639[08:58:16] <sham1> Hah
L640[08:58:19] <sham1> The name
L641[08:58:25] <sham1> EMC^2
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L643[08:58:41] <IoP> gigaherz: more info, including some stack traces, here: http://forum.feed-the-beast.com/threads/none-of-the-modpacks-launch-stop-at-mojang-screen.137823/#post-1542408
L644[08:58:52] <solidDoWant1> sham1: I agree, its kinda bs but I wanted to try it anyway
L645[08:59:01] <solidDoWant1> haha that'd be a great name for it
L646[08:59:23] <sham1> I dont know if it is a pun, but god damn it I want it to be one
L647[09:00:12] <solidDoWant1> maybe ill make it so energy output = emc^2 * some constant
L648[09:00:24] <solidDoWant1> but thatd be even more op
L649[09:01:13] <Nitrodev> okay the block is see through in my hand but not in the world
L650[09:01:30] <sham1> Do you return true on isOpaque
L651[09:01:40] <Nitrodev> nope
L652[09:01:44] <sham1> good
L653[09:01:53] <sham1> What is your render pass
L654[09:01:55] <Nitrodev> i'm guessing it's the jsons
L655[09:02:04] <Nitrodev> my what?
L656[09:02:23] <Nitrodev> no i'll look it up
L657[09:02:31] <sham1> good
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L659[09:07:48] <Nitrodev> is it the EnumWOrldBlockLayer?
L660[09:08:39] <sham1> indeed it is
L661[09:09:27] <Nitrodev> woo
L662[09:09:52] <Nitrodev> do i need client side only
L663[09:10:25] <Nitrodev> nvm
L664[09:10:55] <Nitrodev> alright time to test this
L665[09:12:36] <Nitrodev> okay looks pretty good
L666[09:12:51] <Nitrodev> i just need to use layers to make it be like i want it to
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L668[09:20:08] <gigaherz> [15:55] (solidDoWant1): if I'm reading the api right anything that wants energy from my block should call that method
L669[09:20:53] <gigaherz> the API allows others to extract, but the provider is expected to be the active block
L670[09:21:02] <gigaherz> extraction is for special circumstances
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L676[09:33:24] <sham1> I seriously am concidering dumping RF because of their limitation on energy am8unts
L677[09:33:42] <gigaherz> there's a limitation?
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L679[09:33:55] <sham1> That limitation is called int
L680[09:33:59] <SkySom> Integer.MAX_INT is the only one afaik
L681[09:34:06] <gigaherz> if you need mroe than an int of transfer speed
L682[09:34:08] <gigaherz> you have a problem XD
L683[09:34:16] <SkySom> Probably just storage
L684[09:34:17] <sham1> And the fact that the max energy you can take in is 2^31-1
L685[09:34:27] <gigaherz> no yo ucan keep a long as storage
L686[09:34:38] <Quetzi> sounds like you're doing it wrong
L687[09:34:40] <gigaherz> you'll just have to pretend you have 2^31-1
L688[09:34:40] <gigaherz> ;P
L689[09:34:44] <SkySom> NOt as easy
L690[09:34:47] <SkySom> Exactly
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L692[09:35:00] <SkySom> getting max storage will do odd shit for other mods.
L693[09:35:11] <SkySom> But still why is MAX_INT not enough?
L694[09:35:17] <SkySom> Because that just sounds like madness
L695[09:35:22] <gigaherz> Draconic Evolution.
L696[09:35:30] <SkySom> Which is madness
L697[09:35:46] <gigaherz> they opened the gates of hell
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L699[09:35:49] <gigaherz> there's no going back
L700[09:35:56] <sham1> Because I want to balance my mod's energy concumption around logs of 2
L701[09:36:14] <gigaherz> that gives you 30 levels? ;P
L702[09:36:26] <sham1> But not 40
L703[09:36:34] <SkySom> Why 40?
L704[09:36:36] <sham1> So no 2 operations per tick for me
L705[09:36:37] <masa> uh, so if 32 bits is not enough, I'd say you have NOT balanced your mod properly :p
L706[09:36:53] <Quetzi> s/properly/at all
L707[09:37:09] <masa> or that :p
L708[09:37:37] <gigaherz> sham1: that's unrelated
L709[09:37:44] <gigaherz> you can still transfer 2^31-1 per tick ;P
L710[09:38:07] * heldplayer mumbles something about power creep getting out of hand
L711[09:38:10] <gigaherz> heck you can make unlimited storage and use a BigInt for the number
L712[09:38:15] <masa> ugh ffs, I've been fiddling around with modding stuff almost 12h today already, and Ive barely even started on what I was supposed to do today...
L713[09:38:19] <sham1> Yeah, BigInteger
L714[09:38:38] <heldplayer> We need an intervention
L715[09:38:40] <SkySom> But still that doesn't why we must let this madness continue.
L716[09:38:42] <SkySom> Yes
L717[09:39:17] <sham1> Power creep it is not if the sufficient amount of effort you have put in it is more than the effort needed to achieve that stuff
L718[09:39:34] <masa> I have never played with draconic, and from what I've seen, it seems completely pointless and absurd to me and I have no interest in playing modded like that
L719[09:39:53] <gigaherz> masa: it's tiered
L720[09:40:09] <masa> I actually prefer vanilla these days, mods are just boring :p
L721[09:40:18] <gigaherz> tier 1 requeres just the energy thing
L722[09:40:22] <masa> I just make mods, I don't play with them
L723[09:40:24] <gigaherz> well tier 0
L724[09:40:35] <gigaherz> tier 1 is the energy thing surrouneded by draconic blocks
L725[09:40:48] <gigaherz> tier 2 is the thing surrounded by redstone blocks, and then draconic blocks on the second layer
L726[09:40:59] <gigaherz> tier 3 makes 2 layers of redstone, and third layer of draconic
L727[09:41:00] <gigaherz> etc
L728[09:41:19] <gigaherz> tier 6, the biggest, allows 2.1 trillion RF of storage
L729[09:41:25] <sham1> Draconic is fun in skyblock
L730[09:41:33] <gigaherz> but to reach that, you need a massive energy farm
L731[09:41:51] <gigaherz> you just can't do tier6 earlygame
L732[09:42:11] <gigaherz> if anything, the draconic armor is way more OP than the energy storage
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L734[09:42:34] <TechDG> hey
L735[09:42:36] <flappy> the energy storage is more damaging overall, imo
L736[09:42:50] <gigaherz> I'm inclined to disagree
L737[09:42:51] <sham1> How so
L738[09:42:56] <masa> well most armor that is better than diamond turns any mobs harmless
L739[09:42:58] <gigaherz> it's just storage
L740[09:43:02] <sham1> You need to work for it so much
L741[09:43:07] <gigaherz> you can do the same with a whole bunch of EnderIO capacitor banks
L742[09:43:10] <masa> unless they deal stupid amounts of damage and thus are not balanced against vanilla
L743[09:43:12] <TechDG> are there any good tutorials on machines for 1.8? Or should I just do what I tried doing in 1.7 where I just use the enderio github to work it out xD
L744[09:43:23] <flappy> sham1: single-input-time costs are meaningless imo
L745[09:43:25] <gigaherz> TechDG: what kind of machines?
L746[09:43:30] <TechDG> RF based or a custom furnace
L747[09:43:36] <TechDG> either will work but I would prefer rf
L748[09:43:36] <gigaherz> I have that
L749[09:43:44] <gigaherz> RF generator ;P
L750[09:43:52] <sham1> What a consequence
L751[09:44:02] <TechDG> wow lucky me :P im forgetting, whats your mod name?
L752[09:44:04] <sham1> We were just talking about my insanity and RF
L753[09:44:08] <TechDG> xD wow
L754[09:44:10] <gigaherz> TechDG: https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/blocks
L755[09:44:12] <TechDG> ty
L756[09:44:22] <gigaherz> sham1: coincidence*^
L757[09:44:37] <gigaherz> consequence is the result of an action
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L759[09:44:52] <Sandra> RF..... there's NO official api for 1.8, it's very likely to be rewritten for capabilities soon...
L760[09:44:57] <sham1> Yes
L761[09:45:00] <TechDG> also i did what everyone told me to do and updated to 1.8 :P
L762[09:45:06] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L763[09:45:10] <sham1> Good
L764[09:45:13] <TechDG> wait if theres no rf api how do we do rf based things 0-0
L765[09:45:16] <flappy> gigaherz: also, the fact DE has no consumer of such an amount of energy is questionable as well to me
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L767[09:45:24] <gigaherz> Sandra: meanwhile, we have the Progressive Automation unofficial port
L768[09:45:34] <sham1> TechDG there is the unofficial RF api ports
L769[09:45:40] <TechDG> whats the best one?
L770[09:45:42] <SkySom> Several of them afaik
L771[09:45:45] <Sandra> well yeah.
L772[09:45:49] <TechDG> progress automation's?
L773[09:45:51] <gigaherz> SkySom: several?
L774[09:45:56] <sham1> Yes
L775[09:45:57] <TechDG> ok
L776[09:45:59] <Sandra> I, myself, retrieved the API from RFTools.
L777[09:46:00] <flappy> yet moreso is the fact that DE had no generator of such a tier until lately
L778[09:46:04] <sham1> Me too
L779[09:46:15] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/cofh/api
L780[09:46:16] <SkySom> Yep think RFTools and BC both did a version
L781[09:46:19] <gigaherz> it's just the 1.7.10 api
L782[09:46:21] <Sandra> but I'm just warning you that it's unofficial.
L783[09:46:22] <flappy> the whole thing seems to be designed backwards
L784[09:46:24] <TechDG> oh the 1.7.10 api works?
L785[09:46:26] <TechDG> ok then :P
L786[09:46:26] <gigaherz> with xyz changed to BlockPos
L787[09:46:29] <SkySom> That just happens to be compatible
L788[09:46:37] <gigaherz> and ForgeDirection changed to EnumFacing
L789[09:46:41] <SkySom> Yeah
L790[09:46:42] <gigaherz> TechDG: not as-is
L791[09:46:45] <sham1> Well isn't small OPness fun every once in a while
L792[09:46:46] <gigaherz> it needs a few changes
L793[09:46:48] <TechDG> ok
L794[09:46:52] <TechDG> so just use your copy?
L795[09:46:55] <SkySom> "small"
L796[09:47:00] <gigaherz> I'm using the same as Progressive Automation
L797[09:47:02] <gigaherz> so yeah ;P
L798[09:47:05] <TechDG> ok ty
L799[09:47:24] <gigaherz> if oyu use the one I used, you'll be compatible with all the mods I know of ;P
L800[09:47:24] <sham1> Yeah, the amount of OPness is small
L801[09:47:30] <TechDG> alright
L802[09:47:36] <gigaherz> really the DE storage is just storage
L803[09:47:37] <flappy> sham1: DE's inflation of RF storage is all but small
L804[09:47:42] <gigaherz> it doesn't "break" anything
L805[09:47:43] <TechDG> in that case downloading a zip of your repository now xD
L806[09:47:49] <gigaherz> IMO at least
L807[09:48:01] <gigaherz> being able to store that much energy means nothing to progression
L808[09:48:17] <sham1> Because it is at the end of the tech tree
L809[09:48:17] <gigaherz> you still need to generate it
L810[09:48:19] <gigaherz> and consume it
L811[09:48:26] <TechDG> tbh im good with vibrant capacitors for energy storage. dont need anything bigger
L812[09:48:27] <sham1> And that too
L813[09:48:30] <gigaherz> and that's where progression happens
L814[09:48:35] <TechDG> its the generation rate that matters
L815[09:48:40] <gigaherz> TechDG: that's the thing
L816[09:48:47] <gigaherz> each vibrant bank is like 25 million?
L817[09:48:50] <TechDG> yes
L818[09:49:19] <TechDG> why waste effort on more
L819[09:49:20] <gigaherz> so a 5x5x5 multiblock of banks, would be 3 billion, that's similar to the draconic evolution tier 4
L820[09:49:21] <TechDG> you dont really need it
L821[09:49:29] <TechDG> exactly
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L823[09:49:49] <TechDG> i always just use 4 of em :P
L824[09:49:57] <TechDG> 100 million is pleanty if u got an automated reactor of some sort
L825[09:50:00] <sham1> Have ALL THE energy
L826[09:50:10] <gigaherz> TechDG: well in my FTB Infinity playthrough
L827[09:50:15] <gigaherz> I had a big reactor
L828[09:50:18] <gigaherz> with 4 turbines
L829[09:50:22] <gigaherz> generating 21k each
L830[09:50:38] <gigaherz> filled up the max-tier draconic thing in a week or so
L831[09:50:39] <gigaherz> XD
L832[09:50:46] <gigaherz> then shut it down
L833[09:50:46] <TechDG> on my server I have one that is a standalone thats automated to turn on and off
L834[09:50:53] <TechDG> gens like 11.7k rf per tick
L835[09:50:56] <gigaherz> and considered the tech tree "done"
L836[09:50:58] <TechDG> and its only ever on like 5% of the time xD
L837[09:51:17] <gigaherz> and switched to Thaumcraft and blood magic
L838[09:51:32] <TechDG> yeah I generally do thaum 4 and BM as post-game for fun
L839[09:51:43] <gigaherz> but I eventually got bored becuase they feel a bit too much like a chore
L840[09:51:43] <TechDG> after I got virtually infinite pow and an op ae
L841[09:51:54] <TechDG> yeah. Thaum 4 is a bit grindy, have u seen thaum 5?
L842[09:51:58] <gigaherz> yup
L843[09:52:03] <TechDG> so happy
L844[09:52:11] <gigaherz> did a playthrough of T5 some weeks ago
L845[09:52:21] <gigaherz> I didn't touch the "dark side" though
L846[09:52:23] <TechDG> the fun of like infusion and golems with the ease of thaum 3's scanning and wand recharge mechanics
L847[09:52:29] *** kroeser|away is now known as kroeser
L848[09:52:36] <Nitrodev> T5?
L849[09:52:41] <gigaherz> Thaumcraft5, for minecraft 1.8+
L850[09:52:46] <TechDG> yeah
L851[09:52:46] <Nitrodev> ah TC5
L852[09:52:54] <sham1> T5
L853[09:52:58] <gigaherz> TC for me is tinker's ;P
L854[09:53:00] <TechDG> I always think of TC as tinkers construct
L855[09:53:07] <TechDG> and T as thaum
L856[09:53:10] <SkySom> TC is TrainCraft to me
L857[09:53:12] <SkySom> Always
L858[09:53:14] <sham1> TiC's Tinker's
L859[09:53:16] <SkySom> TCon is Tinkers
L860[09:53:20] <gigaherz> traincraft doesn't exist in my dictionary ;P
L861[09:53:28] <Nitrodev> me neither
L862[09:53:29] <TechDG> yeah traincraft is cool but gets boring fast
L863[09:53:34] <Nitrodev> it's not well known so
L864[09:53:36] <SkySom> ThC is Thaumcraft to me.
L865[09:53:38] <sham1> TheWhatCraft
L866[09:53:42] <TechDG> cuz its just driving trains around
L867[09:53:45] <sham1> Trains
L868[09:53:53] <TechDG> I like trainzzzzz
L869[09:53:54] * SkySom <3 trains
L870[09:53:57] <Nitrodev> oh like steve's carts and railcraft
L871[09:54:00] <gigaherz> do they have multi-block curves?
L872[09:54:11] <SkySom> The last version of 1.6.4 did
L873[09:54:26] <SkySom> Nitrodev, think bigger
L874[09:54:26] <gigaherz> that's what I always miss in minecart rails
L875[09:54:32] <TechDG> yeah
L876[09:54:41] <TechDG> I hate the minecraft redstone switch mechanic
L877[09:54:46] <TechDG> its retarded
L878[09:54:52] <gigaherz> yeh
L879[09:55:08] <sham1> I hate vanilla redstone
L880[09:55:12] <sham1> So useless
L881[09:55:16] <gigaherz> it's not useless
L882[09:55:21] <gigaherz> it just takes a lot of space
L883[09:55:22] <gigaherz> XD
L884[09:55:26] <TechDG> yea
L885[09:55:29] <sham1> Yeh
L886[09:55:32] <TechDG> project red does a god job of fixing that
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L888[09:55:39] <gigaherz> what I'd have liked is
L889[09:55:57] <gigaherz> some machine with a selection system
L890[09:56:02] <gigaherz> that takes a cuboid of space
L891[09:56:06] <gigaherz> scans the redstone in it
L892[09:56:11] <gigaherz> and creates a single-block machine
L893[09:56:14] <gigaherz> that does the same work
L894[09:56:17] <TechDG> that would be cool
L895[09:56:21] <Wuppy> ugh I *really* need a new chair
L896[09:56:36] <Wuppy> my back hurts if I sit on it for more than an hour :V
L897[09:56:37] <TechDG> but really hard because of how dinamic that is gig
L898[09:56:42] <gigaherz> yeah
L899[09:56:47] <TechDG> xD my old one was like that. got a new one for christmas
L900[09:56:56] <gigaherz> all the piston-based and comparator-cauldron-based mechanics would be lost
L901[09:56:57] <sham1> Sitting makes you die quicker
L902[09:57:00] <flappy> gigaherz: that's a thing in immibis' redlogic
L903[09:57:10] <TechDG> sham who told you that xD
L904[09:57:14] <sham1> So stop sitting
L905[09:57:22] <Wuppy> TechDG, I was going to buy a new one today, but then my bike broke :V
L906[09:57:27] <gigaherz> Wuppy: you need a chair with back rest
L907[09:57:27] <Wuppy> sham1, why?
L908[09:57:30] <TechDG> wow xD
L909[09:57:31] <gigaherz> proper tall back rest
L910[09:57:35] <flappy> you do have to use RL wires and gates, and have to make a special cleanroom, but still
L911[09:57:36] <TechDG> talk about bad luck
L912[09:57:38] <gigaherz> with the thing that holdsyour kidneys ;P
L913[09:57:41] <Wuppy> gigaherz, it has a back rest, but it's bad
L914[09:57:56] <TechDG> there cofh API installed
L915[09:58:14] <gigaherz> http://www.simply-ergonomic.co.uk/images/ergonomic-chair/ergohuman-office-chair-LG.jpg
L916[09:58:17] <gigaherz> something in that style
L917[09:58:17] <gigaherz> XD
L918[09:58:34] <Wuppy> that looks extremely expensive
L919[09:58:53] <TechDG> my chair was like 40 bucks or something on sale
L920[09:58:58] <TechDG> got it at a good price
L921[09:59:08] <gigaherz> Wuppy: $150 for a low-end decent chair
L922[09:59:17] <gigaherz> $500 for the proper good ones ;P
L923[09:59:25] <gigaherz> anything < $100 is probably crap ;P
L924[09:59:31] <TechDG> I dont need some super-chair since im probably the youngest person here right now :P
L925[09:59:45] <TechDG> mine was on sale though, normally like $120 or somethign I think
L926[09:59:48] <gigaherz> it's also good to keep changing your posture
L927[09:59:52] <Wuppy> TechDG, everybody needs a proper chair
L928[09:59:55] <gigaherz> as in
L929[09:59:58] <Wuppy> what age though?
L930[10:00:04] <TechDG> 13 xD
L931[10:00:09] <gigaherz> switch between having more weight on your left side and moreweight on your right side
L932[10:00:52] <TechDG> wait since no thermal expansion, whats the best mod to use for testing rf. all that I KNOW is ported to 1.8 is buildcraft and I think progressive automation
L933[10:01:00] <Nitrodev> yup
L934[10:01:08] <Nitrodev> ticon is too
L935[10:01:15] <Nitrodev> but only from jenkins
L936[10:01:15] <gigaherz> well
L937[10:01:18] <gigaherz> my mod has a generator ;P
L938[10:01:26] <gigaherz> and a consumer
L939[10:01:29] <Wuppy> gigaherz, I was thinking more along the lines of: http://i.imgur.com/26e0wEV.png
L940[10:01:29] <TechDG> it have power cables?
L941[10:01:33] <gigaherz> no
L942[10:01:35] <TechDG> oh
L943[10:01:37] <gigaherz> there's a ducts one
L944[10:01:39] <TechDG> well either way your mod it is! xD
L945[10:01:56] <gigaherz> http://www.curse.com/mc-mods/minecraft/228654-flux-ducts
L946[10:01:58] <gigaherz> 1.8.0 only though
L947[10:02:06] <TechDG> oh
L948[10:02:07] <TechDG> w/e
L949[10:02:13] <TechDG> il just use direct transfer
L950[10:02:21] <TechDG> I would imagine if it goes directly from machine to machine conduits work
L951[10:02:28] <gigaherz> yeah
L952[10:02:38] <TechDG> since its the conduit code to move it not the machines
L953[10:02:48] <gigaherz> conduits just take what providers give
L954[10:02:52] <gigaherz> and relay it to the receivers
L955[10:03:07] <TechDG> figured as much
L956[10:03:52] <TechDG> Im gonna make a compressor where you can craft mob essences then compress them into mob heads
L957[10:04:08] <TechDG> at least that will be the inital use
L958[10:04:35] <gigaherz> ah PA got a 1.8.9 port :)
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L960[10:04:47] <TechDG> kewl
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L963[10:05:00] <TechDG> gig how ar eu so good at textures xD
L964[10:06:02] <Nitrodev> sarcasm?
L965[10:06:04] <TechDG> btw if anyone is looking for a bad texture for some item called "BadTexturedItem" ask me :P
L966[10:06:04] <gigaherz> I'm not THAT good ;P
L967[10:06:13] <TechDG> no nit its REALLY good
L968[10:06:19] <TechDG> gig yes u are
L969[10:06:40] <TechDG> did u do the generator?
L970[10:06:48] <TechDG> the textures i mean
L971[10:06:56] <gigaherz> Nitrodev: http://minecraft.curseforge.com/projects/ender-rift/images
L972[10:07:20] <Nitrodev> eh
L973[10:07:22] <gigaherz> I did the whole thing
L974[10:07:22] <TechDG> it beats buildcraft thats for sure
L975[10:07:25] <TechDG> and thermal
L976[10:07:33] <gigaherz> 3d model + textures
L977[10:07:43] <TechDG> I can model decently in techne
L978[10:07:47] <Nitrodev> it's meh
L979[10:07:48] <gigaherz> I do make use of minecraft textures as a source
L980[10:07:49] <TechDG> but I cant texture for my life
L981[10:07:54] <Nitrodev> me too
L982[10:08:19] <TechDG> https://github.com/TechDweebGaming/MystTech/blob/master/src/main/resources/assets/mysttech/textures/items/CreeperEssence.png
L983[10:08:23] <Nitrodev> for my voider block i made the outline be the one from a gold block
L984[10:08:39] <TechDG> thats the best I can do xD
L985[10:08:40] <Nitrodev> so good
L986[10:08:48] <TechDG> and the creeper head was copied from vinilla :P
L987[10:08:58] <solidDoWant1> if I call WorldHelper.getAdjacentTileEntitiesMapped(worldObj, this), it returns a Map<ForgeDirection, TileEntity> object. is the ForgeDirection the relative direction, or the absolute direction?
L988[10:08:59] <TechDG> my issue is making the grey not one solid color
L989[10:09:00] <Nitrodev> no kidding
L990[10:09:04] <Nitrodev> hold on
L991[10:09:24] <gigaherz> TechDG: if you have something like photoshop, you can use pattern overlays to give it a little bit of "noise"
L992[10:09:33] <Nitrodev> anyone know how i can set the default dir for git shell
L993[10:09:35] <TechDG> sadly just have paint xD
L994[10:09:35] <gigaherz> and stroke/inner shadow to give it an edge
L995[10:09:43] <gigaherz> sortof fake ambient occlusion
L996[10:10:08] <gigaherz> Paint.net has a few blending styles but no real effects
L997[10:10:15] <TechDG> yeah i also got paint.net
L998[10:10:23] <Nitrodev> me too
L999[10:10:27] <Nitrodev> and gimp
L1000[10:10:29] <gigaherz> you can simulate some of the effects in paint.net
L1001[10:10:41] <gigaherz> but it takes more effort
L1002[10:10:41] <gigaherz> XD
L1003[10:10:45] <TechDG> I know someone whos taking photoshop and he made my logo, but sadly I don't think he wants to be the full texture person
L1004[10:10:53] <gigaherz> heh
L1005[10:11:15] <TechDG> he probably just did the logo cuz hes admin on ym server :P
L1006[10:11:23] <TechDG> and he wanted me to like him more :P
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L1008[10:13:25] <TechDG> yup im using this to learn to make my machines 100% xD
L1009[10:13:28] <TechDG> its rlly easy to read
L1010[10:14:21] <Nitrodev> i was going to link my block texture but... https://github.com/Nitrodev/ConstructIO/blob/master/src/main/resources/assets/constructio/textures/blocks/blockVoider.png
L1011[10:14:22] <gigaherz> ^_^
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L1013[10:14:48] <TechDG> not bad nitro
L1014[10:14:57] <Nitrodev> you can see it?
L1015[10:14:58] <TechDG> better then me for sure :P
L1016[10:15:02] <TechDG> I opened it in new tab
L1017[10:15:04] <TechDG> and zoomed
L1018[10:15:08] <TechDG> cuz im on google chrome
L1019[10:15:13] <gigaherz> same, but I'm in firefox ;P
L1020[10:15:14] <Nitrodev> ah right
L1021[10:15:48] <TechDG> wait so gig for making a gen, are there any handlers u use I need to be aware of besides a GuiHandler?
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L1024[10:18:34] <gigaherz> TechDG: hmm
L1025[10:18:54] <TechDG> I guess I could just write it out and see what errors it throughs
L1026[10:18:57] <TechDG> throws*
L1027[10:19:01] <gigaherz> so far as I remember, it's all self-contained in: BlockGenerator, TileGenerator, ContainerGenerator, GuiGenerator, GuiHandler
L1028[10:19:05] <TechDG> ok
L1029[10:19:09] <TechDG> so if I use all of those it should work
L1030[10:19:19] <TechDG> then just modify them so its not a copy
L1031[10:19:21] <gigaherz> "steal" them, and see if anything is missing
L1032[10:19:22] <gigaherz> XD
L1033[10:19:25] <TechDG> ok
L1034[10:20:10] <Nitrodev> just remember to copy type em
L1035[10:20:16] <Nitrodev> not copy paste
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L1038[10:21:21] <shadekiller666> Did you hear about the guy that fell asleep during Force Awakens?
L1039[10:21:36] <Nitrodev> nope
L1040[10:21:55] <shadekiller666> Ya... the theater was too Darth...
L1041[10:22:07] <SkySom> .......
L1042[10:22:12] <TechDG> ...
L1043[10:22:15] <diesieben07> jesus fucking christ
L1044[10:22:20] <diesieben07> !votekick
L1045[10:22:25] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L1046[10:22:28] <TechDG> :P
L1047[10:22:28] <shadekiller666> hahahaha
L1048[10:22:31] <flappy> in bad jokes
L1049[10:22:34] <flappy> "Snape? Snape?! Snaaaaaape!"
L1050[10:22:40] <SkySom> Let's not
L1051[10:22:51] <MalkContent> that's just bad
L1052[10:22:51] <TechDG> the guy who played snape died
L1053[10:22:52] <TechDG> :P
L1054[10:23:00] <MalkContent> how are people not already sith of you
L1055[10:23:00] <shadekiller666> he did?
L1056[10:23:05] <TechDG> yes
L1057[10:23:10] <TechDG> thats what I heard
L1058[10:23:10] <flappy> MalkContent: yes, it's downright awful due to that
L1059[10:23:11] <solidDoWant1> hey thanks to the guys who helped me earlier with my rf generator problem
L1060[10:23:19] <SkySom> Yeah Alan Rickman is dead... :/
L1061[10:23:30] <SkySom> 14 days in... and well
L1062[10:23:33] <flappy> and that's the whole point of the joke
L1063[10:23:38] <SkySom> Yeah rest of the year starting to look questionable
L1064[10:23:48] <MalkContent> actually was directed at shade :D
L1065[10:24:22] <MalkContent> how does one set up modding environment nowadays?
L1066[10:24:29] <Nitrodev> easily
L1067[10:24:38] <Nitrodev> not going to tell you how though
L1068[10:24:46] <gigaherz> MalkContent: download mdk zip, extract, run "gradlew setupDecompWorkspace"
L1069[10:24:50] <shadekiller666> oh Alan Rickman did die
L1070[10:24:52] <shadekiller666> wow
L1071[10:25:00] <Nitrodev> you needed to check that?
L1072[10:25:00] <shadekiller666> just saw that on facebook
L1073[10:25:09] <SkySom> I did.
L1074[10:25:09] <gigaherz> if eclipse, run "gradlew eclipse", if idea, import into idea then run "gradlew genIntellijRuns"
L1075[10:25:11] <MalkContent> alright then
L1076[10:25:13] <diesieben07> why does nobody abbreviate setupDecompWorkspace?
L1077[10:25:15] <SkySom> I don't trust the internet any more
L1078[10:25:23] <gigaherz> diesieben07: it can be abbreviated?!
L1079[10:25:28] <MalkContent> ty
L1080[10:25:28] <diesieben07> sDecW
L1081[10:25:29] <TechDG> dont think
L1082[10:25:32] <diesieben07> every gradle task can
L1083[10:25:33] <diesieben07> gIR
L1084[10:25:38] <diesieben07> for genIntellijRuns
L1085[10:25:38] <gigaherz> diesieben07: probably because we don't know about it
L1086[10:25:39] <gigaherz> XD
L1087[10:25:43] <TechDG> just type it out xD
L1088[10:25:46] <TechDG> dont be laazy
L1089[10:25:51] <shadekiller666> what is with the famous people dieing at 69 because of cancer?
L1090[10:26:03] <TechDG> fame is cancerous
L1091[10:26:05] <TechDG> thats why xD
L1092[10:26:09] <MalkContent> well lemmy oneupped them at least
L1093[10:26:10] <TechDG> hehe badpuns...
L1094[10:26:49] <MalkContent> srsly though
L1095[10:27:00] <MalkContent> not even a month and 3 great brits ded
L1096[10:28:58] <shadekiller666> You can't run through a campground, you can only ran, because its past tents.
L1097[10:29:38] <diesieben07> please stop
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L1099[10:30:13] <MalkContent> did you recently have unprotected sex or something? you might be a dad and not know it yet
L1100[10:30:15] <TechDG> well gtg cya
L1101[10:30:17] <TechDG> and ty so much gig
L1102[10:30:20] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:40ce:cfc7:2291:d57f) (Quit: Leaving)
L1103[10:30:40] <diesieben07> haha
L1104[10:30:40] <shadekiller666> no MalkContent
L1105[10:31:39] <gigaherz> lol
L1106[10:32:34] <shadekiller666> have you guys seen the new Deadpool trailer?
L1107[10:33:07] * MalkContent braces for deadpun
L1108[10:33:29] * shadekiller666 le puns have stopped
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L1110[10:33:49] <diesieben07> did you mean a DEAD JOKE?
L1111[10:33:54] <diesieben07> I'll show myself out.
L1112[10:33:57] <shadekiller666> dahhhh
L1113[10:34:04] <shadekiller666> i see what you did there!
L1114[10:34:16] <MalkContent> heh
L1115[10:34:16] <Wuppy> join this game! http://www.twitch.tv/scooterobsessed
L1116[10:34:38] <Wuppy> fill in the room name here and you can join for freeL http://jackbox.tv/
L1117[10:34:51] <Wuppy> joining time is now
L1118[10:34:59] <shadekiller666> is that you wuppy?
L1119[10:35:04] <Wuppy> Wuppy is me
L1120[10:35:14] <shadekiller666> the streamer
L1121[10:35:20] <Wuppy> no I'm not the streamer
L1122[10:35:25] <Wuppy> but people, join this game :D
L1123[10:35:26] ⇦ Quits: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com) (Quit: brb)
L1124[10:37:07] ⇨ Joins: alex_6611 (~alex_6611@p5493695F.dip0.t-ipconnect.de)
L1125[10:37:39] <shadekiller666> its always funny hearing streamers try and pronounce my twitch username
L1126[10:38:06] <Wuppy> yours is ezio?
L1127[10:38:24] <shadekiller666> yep
L1128[10:38:39] <Wuppy> hey Nitro :)
L1129[10:38:43] <Nitrodev> hi
L1130[10:38:55] <shadekiller666> i also have shadekiller666 as a twitch name, but i can't log into it for some reason
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L1132[10:39:22] <shadekiller666> i forgot its password, and i can't recover it, even though its tied to the same email as the ezioauditorerevs one
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L1134[10:40:19] <shadekiller666> i'm hoping this isn't a PG stream...
L1135[10:40:26] <Wuppy> yeah it's mature only
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L1139[10:41:09] <shadekiller666> though, he's playing quiplash so its his fault if he wanted to keep it PG :P
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L1141[10:41:31] <sham1> My twitch name is the same as my Internet alias in general. The streamers just do not understand that they should just say "sham". The '1' is silent
L1142[10:41:49] <Nitrodev> the dev is silent in my anmae
L1143[10:41:53] <Nitrodev> sometimes
L1144[10:43:40] <gigaherz> sham1: I assumed it was meant to be read as "someone"
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L1146[10:44:53] <sham1> That works but I also like it be pronounced like sham
L1147[10:44:54] <sham1> As in the German word
L1148[10:44:54] <sham1> That was completely unintentional btw
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L1150[10:45:23] <madcrazydrumma> Is there a way to test a mod on minecraft server in eclipse? like with two players?
L1151[10:45:45] <diesieben07> launch the server, launch two clients.
L1152[10:45:50] <gigaherz> no idea if that works in eclipse but in idea I can just choose server, press "debug"
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L1154[10:45:55] <gigaherz> choose client, press debug twice
L1155[10:46:00] <gigaherz> and it happily debugs 3 instances at once
L1156[10:46:23] <diesieben07> yup
L1157[10:46:48] <madcrazydrumma> so basically just pressing that play button 3 times once for the server
L1158[10:46:54] <gigaherz> yup
L1159[10:46:57] <madcrazydrumma> sweet
L1160[10:47:07] <madcrazydrumma> eu lcs 15 mins ;_;
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L1163[10:49:36] <shadekiller666> i am surprisingly good at Quiplash :P
L1164[10:50:00] <madcrazydrumma> quiplash?
L1165[10:50:26] <madcrazydrumma> How do i connect to the eclipse server?
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L1167[10:51:08] <diesieben07> 127.0.0.1 or localhost
L1168[10:51:30] <Wuppy> so am I :P
L1169[10:51:44] <madcrazydrumma> it says connection refused
L1170[10:51:50] * gigaherz FACEPALMS
L1171[10:51:55] <diesieben07> hmm wat
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L1173[10:52:00] <diesieben07> is the server actually started?
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L1175[10:52:04] <diesieben07> did you agree to the eula?
L1176[10:52:10] <Wuppy> shadekiller666, join in a few seconds http://www.twitch.tv/scooterobsessed
L1177[10:52:12] <madcrazydrumma> agree to the eula what
L1178[10:52:26] <gigaherz> I have a packet that I send when a player is casting a spell
L1179[10:52:27] <madcrazydrumma> server has started yea
L1180[10:52:31] <shadekiller666> wuppy, i still see the quiplash game
L1181[10:52:32] <gigaherz> but nowhere in the packet I say WHICH player
L1182[10:52:39] <gigaherz> so it doesn't really work XD
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L1184[10:52:44] <diesieben07> servers dont start unless "eula=true" is in eula.txt
L1185[10:53:19] <Wuppy> shadekiller666, this is the last round, another one should start in a few seconds
L1186[10:53:30] <shadekiller666> mhmm
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L1189[10:55:25] <madcrazydrumma> anyone watching the lcs?
L1190[10:55:33] <Wuppy> there it is
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L1193[11:02:16] <gigaherz> :/
L1194[11:02:20] <gigaherz> this makes no sense
L1195[11:02:27] <Wuppy> it's not easy
L1196[11:02:27] <gigaherz> Caused by: java.lang.ArrayIndexOutOfBoundsException: 2568714
L1197[11:02:41] <gigaherz> hwo thefuck does "2568714" get into the packet?
L1198[11:02:42] <madcrazydrumma> What's this?
L1199[11:03:10] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/network/SpellSequenceUpdate.java#L52
L1200[11:03:18] <gigaherz> when I run my mod in local LAN multiplayer
L1201[11:03:21] <gigaherz> it crashes in that line
L1202[11:04:00] <madcrazydrumma> values[]
L1203[11:04:05] <madcrazydrumma> why the [] on the variable?
L1204[11:04:13] <madcrazydrumma> or is it the same?
L1205[11:04:16] <gigaherz> scroll up
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L1207[11:04:23] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/network/SpellSequenceUpdate.java#L24
L1208[11:04:26] <madcrazydrumma> lmao
L1209[11:04:48] <gigaherz> I'm always paranoid that values() will take longer ;P
L1210[11:05:05] <madcrazydrumma> does it work with .values()?
L1211[11:05:13] <gigaherz> the problem isn't the values
L1212[11:05:22] <gigaherz> the problem is "buf.readInt()" returns 2568714
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L1214[11:05:53] <madcrazydrumma> but why
L1215[11:05:54] <madcrazydrumma> awks
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L1219[11:13:24] <gigaherz> it was 3815178 this time
L1220[11:13:28] <gigaherz> the number appears to change
L1221[11:13:29] <gigaherz> :/
L1222[11:13:31] <williewillus> oh LAN is fucked
L1223[11:13:39] <williewillus> packets get sent as the discriminator 0 packet
L1224[11:13:40] <gigaherz> in dev?
L1225[11:13:47] <williewillus> I think just in general
L1226[11:13:49] <gigaherz> or generally?
L1227[11:13:51] <gigaherz> ewh
L1228[11:13:57] <gigaherz> well then it's not my fault
L1229[11:14:08] <williewillus> i tried to find the cause but couldn't
L1230[11:14:53] <madcrazydrumma> lmao
L1231[11:15:10] <gigaherz> did you at least make an issue in the tracker? ;P
L1232[11:15:59] <gigaherz> doesn't seem so
L1233[11:16:01] <gigaherz> I'll make one
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L1236[11:18:13] <gigaherz> there
L1237[11:18:13] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/issues/2373
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L1242[11:21:02] <williewillus> extending the potion array and other hacky stuff like that is no longer needed in 1.8.x right?
L1243[11:21:19] <gigaherz> didn't they add a potion registry?
L1244[11:22:02] <williewillus> yeah, but ID's are still heavily used :/
L1245[11:22:06] <williewillus> so not sure
L1246[11:22:22] <williewillus> for one, PotionEffect doesn't have any reference to Potion objects at all, jus number id's
L1247[11:22:27] <williewillus> unlike Item/FluidStacks
L1248[11:22:42] <williewillus> I'll just comment it out for now
L1249[11:24:27] <TehNut|Sleep> I think we still extend it in BM. Not sure if it's needed
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L1251[11:25:20] <williewillus> I mean the fact that we have a managed registry means we theoretically *shouldn't* touch all the internal vanilla stuff, but it's all still wide exposed
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L1255[11:31:59] <williewillus> TehNut: ah its unneeded now, boni patched it to be default sized 256 instead of 32
L1256[11:32:18] <TehNut> oh awesome
L1257[11:32:21] <TehNut> wait 32?
L1258[11:32:28] <TehNut> i thought it was 129 o.o
L1259[11:32:32] <TehNut> 128*
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L1263[11:34:03] <mcNETDev> Hey guys i can't download this library http://files.minecraftforge.net/maven/com/typesafe/akka/akka-actor_2.11/2.3.3/akka-actor_2.11-2.3.3.jar is this normal?
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L1266[11:35:23] <TehNut> Alright. Extending check removed
L1267[11:35:29] <TehNut> The less hacks the better :p
L1268[11:35:42] <williewillus> issue opened for PotionEffect not using registry delegates like ItemStack and FluidStack :p https://github.com/MinecraftForge/MinecraftForge/issues/2374
L1269[11:36:01] <diesieben07> mcNETDev, define "can#
L1270[11:36:05] <diesieben07> *can't download"
L1271[11:36:15] <IoP> diesieben07: 404 for me from that url
L1272[11:36:22] <diesieben07> I know. hence my question.
L1273[11:36:25] <mcNETDev> 404 for me the same
L1274[11:36:34] <diesieben07> the question is WHY are you trying to download it?
L1275[11:36:51] <mcNETDev> forge installer will download it
L1276[11:37:45] <diesieben07> which forge version?
L1277[11:37:56] <mcNETDev> forge-1.8.9-11.15.0.1696-installer.jar
L1278[11:39:03] <diesieben07> uh, works fine for me.
L1279[11:39:20] <mcNETDev> hmmm
L1280[11:39:29] <shadekiller666> fry
L1281[11:39:34] <shadekiller666> you around?
L1282[11:39:40] <fry> yes
L1283[11:39:44] *** AEnterpriseAFK is now known as AEnterprise
L1284[11:41:37] <shadekiller666> i've been working on the custom data stuff for the obj loader and every time i try and write either the json-parsing code or the actual data processing code (normalizing, flipping, unitizing, etc.), the fact that there are two json keys for "flip texture coordinates vertically" gets in the way
L1285[11:41:52] <shadekiller666> your "flip-v" key was added before i started doing this
L1286[11:41:54] <AEnterprise> found something minor in the fluidregistry: the FluidRegisterEvent still uses the fluidID
L1287[11:42:39] <shadekiller666> but as i got into implementing this stuff, i found a json hierarchy that i felt worked better for both clarity and for parsing/storing of the actual data
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L1289[11:42:56] <Ashlee> hey, where was hidden in Forge launcher whether you are in deobf/dev env or normal game?
L1290[11:43:41] <Ashlee> well there is injectData in the coremod part
L1291[11:43:47] <shadekiller666> dropping the flip-v key would make things so much easier, and as far as i can tell there is no point in having two keys that do the same thing
L1292[11:43:48] <diesieben07> (Boolean)Launch.blackboard.get("fml.deobfuscatedEnvironment"
L1293[11:44:22] <Ashlee> thanks
L1294[11:44:26] <Ashlee> good ol' blackboard heh
L1295[11:45:01] <shadekiller666> the "flip-v" key is in "custom": {"flip-v": true}, and the syntax that i think will work better is "custom": {"processUVs": {"flip": "v"}}
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L1297[11:45:52] <shadekiller666> where the value for "flip" is either a string ("u" for flipping horizontally, "v" for flipping vertically) or a boolean (for flipping both directions)
L1298[11:46:18] <shadekiller666> the reason the latter syntax is better is because its the same for all uv processing operations
L1299[11:46:39] <shadekiller666> like "custom": {"processUVs": {"normalize": true}}
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L1301[11:47:02] <williewillus> well dropping the first breaks compat for everyone who's already used it :p. I'd just make the old one apply the new as well
L1302[11:47:15] <shadekiller666> thats the problem though
L1303[11:47:47] <shadekiller666> what happens if they're both present?
L1304[11:47:52] <williewillus> idk preciesely how json works but why can't you just do "if thee's a key flip-v in custom, put a key flip with value v in processUVs"
L1305[11:48:25] <shadekiller666> the way that the custom data is passed to the custom model loaders is via an ImmutableMap<String,String>
L1306[11:48:41] <shadekiller666> where the keys of the map are the highest-level keys in "custom"
L1307[11:49:04] <shadekiller666> so if "flip-v" was present, the map would be <"flip-v", "true">
L1308[11:49:38] <shadekiller666> whereas if "processUVs": {...} is present the map would be <"processUVs", "{...}">
L1309[11:50:51] <shadekiller666> fry, any ideas/input on the subject? I'm getting more and more tempted to just drop the "flip-v" key all together and go with my syntax
L1310[11:50:51] <williewillus> no idea
L1311[11:51:42] <fry> "custom": { "normalizeUVs": true } }
L1312[11:51:45] <fry> e.t.c.
L1313[11:52:02] <shadekiller666> :/
L1314[11:52:19] <shadekiller666> that makes less sense visually in the json though...
L1315[11:52:59] <shadekiller666> hmm
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L1317[11:53:34] <williewillus> easier to parse in code though :p
L1318[11:54:25] <shadekiller666> hmm
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L1320[11:55:03] <shadekiller666> well, if i keep the idea of String for applying the operation to a single axis, or boolean for applying to both axes, thats not too bad
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L1335[12:21:15] <Nitrodev> so quiet
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L1337[12:21:30] <Nitrodev> where did all tha peeps go
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L1339[12:24:47] <Wuppy> hai
L1340[12:25:01] <Wuppy> just preparing for the wedding party tonight :)
L1341[12:25:16] <williewillus> Nitrodev: working :p
L1342[12:25:29] <williewillus> upstream botania just merged a pr that'll probably break half the things ;D
L1343[12:25:37] <Nitrodev> lol
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L1345[12:27:49] <Wuppy> jesus, 1700 shaders and 17 mesh distance fields to compile
L1346[12:27:55] <Wuppy> this'll take ages
L1347[12:28:08] <williewillus> why is github search so terrible
L1348[12:28:14] <Nitrodev> how so?
L1349[12:28:21] <williewillus> every other search what I want is at the very end of the last page of results
L1350[12:28:46] <williewillus> I search a class name and it should bring up that class first, not every other file that imports it, and then the class at the end
L1351[12:30:52] <Nitrodev> okay
L1352[12:30:59] <shadekiller666> fry, another thing
L1353[12:33:04] <shadekiller666> i've had mulitple conversations with people asking how to use the custom loaders for entities, and i think that it would be good to give the custom loaders some sort of knowledge as to what a model is meant to be used for, like if its being loaded for standard rendering purposes or for a TESR or an Item or an Entity
L1354[12:33:44] <shadekiller666> and also, why isn't "bakedTextureGetter" actually stored anywhere?
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L1364[12:58:23] <Nitrodev> Wuppy, did you quit making the modding tutorials?
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L1370[13:11:47] <Wuppy> Nitrodev, I didn't quit, I just dont have time for it anymore :c
L1371[13:11:55] <Nitrodev> ah
L1372[13:13:05] <Wuppy> too many game programming things to do
L1373[13:13:14] <Wuppy> as well as parties :P
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L1375[13:15:02] <McJty> I seem to remember there was some bot command to ask how to make an AT for a specific field. Anyone knows what that is?
L1376[13:16:51] <Nitrodev> no idea
L1377[13:17:01] <Wuppy> AT?
L1378[13:17:27] <McJty> Access Transformer
L1379[13:17:35] <McJty> I think tterrag|away did that command to help me some time ago
L1380[13:18:53] <tterrag|away> Just use mcpbot
L1381[13:19:06] <mikebald> http://mcpbot.bspk.rs/help has the help docs
L1382[13:19:10] <McJty> Yes that I gathered
L1383[13:19:13] <McJty> But I can't find the command
L1384[13:19:17] <McJty> Was looking through that help already
L1385[13:20:06] <tterrag|away> !g[cmfp] [name]
L1386[13:20:34] <Nitrodev> oh so that
L1387[13:20:44] <Nitrodev> are the commands peeps use here
L1388[13:21:00] <diesieben07> really, the best way would be to not use an AT.
L1389[13:21:02] <tterrag|away> yep
L1390[13:21:07] <tterrag|away> Also yep
L1391[13:21:12] <McJty> diesieben07, of course
L1392[13:21:27] <McJty> But fields that were public in 1.7.10 turned private now
L1393[13:21:29] <McJty> Without accessor
L1394[13:21:46] <tterrag|away> So reflect them
L1395[13:21:58] <McJty> Is that better then an AT?
L1396[13:22:07] <diesieben07> yes :D
L1397[13:22:09] <McJty> Why?
L1398[13:22:20] <diesieben07> ATs are cumbersome and ugly
L1399[13:22:23] <McJty> Also not sure how to do that with reflection
L1400[13:22:27] <McJty> I need to override a private method
L1401[13:22:28] <Nitrodev> are those commands same as using javadocs?
L1402[13:22:29] <bspkrs> it depends on how you need to use them
L1403[13:22:31] <diesieben07> oh
L1404[13:22:34] <tterrag|away> You said field
L1405[13:22:39] <McJty> Yes, now it is a field
L1406[13:22:39] <diesieben07> yes, that is the one valid usecase for an AT
L1407[13:22:44] <McJty> For that I could use reflection
L1408[13:22:48] <McJty> But I have the at also for that other thing
L1409[13:22:51] <diesieben07> you cannot override fields in java
L1410[13:22:56] <McJty> I know that :-)
L1411[13:23:14] <McJty> I have a) a method that I want to override for which I already have an AT. b) a field for which I *could* use reflection
L1412[13:23:26] <McJty> But since I already have an AT anyway it seems to be the best solution to stay with that
L1413[13:23:32] <diesieben07> meh
L1414[13:23:36] <diesieben07> i find them ugly as shit:D
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L1417[13:24:58] <Nitrodev> hmm maybe i should try using those
L1418[13:25:23] <diesieben07> *definitely* don't use them "just because"...
L1419[13:25:49] <Nitrodev> okay
L1420[13:26:15] <McJty> I also don't like to use them anyway
L1421[13:26:40] <tterrag|away> They make setting up your mod a pita for others
L1422[13:27:20] <Nitrodev> pita?
L1423[13:27:48] <diesieben07> pain in the ass.
L1424[13:27:55] <Nitrodev> ah
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L1428[13:31:06] <Nitrodev> is the first part of the vanilla addRecipe method needed for the recipe itself
L1429[13:31:20] <Nitrodev> first part being from line 26 to47
L1430[13:31:34] <Nitrodev> wait sorry
L1431[13:31:36] <Nitrodev> wrong lines
L1432[13:31:47] <Nitrodev> 201 to 228
L1433[13:33:12] <diesieben07> it concats any arrays in the recipe list
L1434[13:34:37] <Nitrodev> so the arrays being the new Object [] {insert recipe}
L1435[13:35:04] <diesieben07> well, it checks if there are any String[] in that array and if so it concats them
L1436[13:35:53] <Nitrodev> okay
L1437[13:37:05] <tterrag|away> Don't use array literals for varargs
L1438[13:37:08] <Nitrodev> so there are things i would need to modify there for a custom method right
L1439[13:37:12] <tterrag|away> It's pointless
L1440[13:37:26] <Nitrodev> oh?
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L1442[13:37:45] <diesieben07> tt it checks if there String arrays as elements INSIDE the varargs array
L1443[13:37:49] <diesieben07> it is kinda crazy
L1444[13:39:34] <Nitrodev> if i got this right inside the array astring there should be TWO other arrays?
L1445[13:39:39] <Nitrodev> no wait
L1446[13:40:09] <Nitrodev> agh whatever
L1447[13:40:16] <diesieben07> why do you need to know this? D:
L1448[13:40:52] <Nitrodev> becuase i need to understand what i'm copy typing...?
L1449[13:41:16] <diesieben07> if i were you i wouldn't start from the vanilla recipe implementation
L1450[13:41:30] <Nitrodev> oh?
L1451[13:43:12] <diesieben07> Yes.
L1452[13:43:19] <Nitrodev> huh
L1453[13:43:24] <diesieben07> It's neither the fastest nor the greatest overall.
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L1455[13:44:09] <Nitrodev> alright so i should go and look for modded examples then?
L1456[13:44:56] <tterrag|away> SHapedOreRecipe
L1457[13:44:59] <tterrag|away> bonus of supporting oredict :P
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L1459[13:45:02] <diesieben07> Yea
L1460[13:45:24] <diesieben07> actually ShapedOreRecipe also does that weird array thing
L1461[13:45:29] <diesieben07> i have no idea what that's for
L1462[13:45:44] <tterrag> compat with vanilla
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L1464[13:45:57] <diesieben07> no, i mean what it's for in general :D
L1465[13:46:03] <Nitrodev> yeah i don't even use the arrays in my mod recipes
L1466[13:46:07] <Nitrodev> for the vanilla table
L1467[13:46:36] <Nitrodev> becuase that's how i rememberred it to be like
L1468[13:46:40] <diesieben07> ohhh
L1469[13:46:59] <diesieben07> you can specify the recipe either as "XXX", "YYY", "ZZZ" or as a separate array of those 3
L1470[13:47:07] <diesieben07> why i do not know
L1471[13:47:17] <Nitrodev> oh
L1472[13:47:30] <tterrag> probably some weird backwards compat that mojang added but doesn't use anymore
L1473[13:47:42] <Nitrodev> so i should try to figure out how i can remove that part of the code somehow
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L1485[14:19:00] <Temportalist> MalkContent: I can send you picks when I get home (and get texture integrated).
L1486[14:19:19] <MalkContent> kk :)
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L1491[14:25:08] <williewillus> If I want to force a ModelResourceLocation to get loaded and baked during preinit how do I do that?
L1492[14:27:48] <fry> item/block/something else?
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L1495[14:29:04] <LexManos> gigaherz, you there?
L1496[14:30:46] <LexManos> or williewillus
L1497[14:30:54] <williewillus> yes?
L1498[14:31:20] <LexManos> your packet issue
L1499[14:31:24] <LexManos> can you reliably reproduce it?
L1500[14:32:20] <gigaherz> yes
L1501[14:32:28] <williewillus> I haven't tried in a while now, but when I did it was pretty reliably broken. I'm gonna update my forge for that workspace to latest and try again
L1502[14:32:28] <gigaherz> start lan world -> cast spell in my mod
L1503[14:32:44] <LexManos> send me your workspace
L1504[14:33:49] <williewillus> gigaherz: does yours crash the host or just lan clients?
L1505[14:33:51] <gigaherz> zipping, although if a dev build would help, the latest is here https://github.com/gigaherz/ElementsOfPower/releases/tag/v0.3.1
L1506[14:33:58] <gigaherz> williewillus: depends
L1507[14:33:59] <LexManos> I have a theoretical fix
L1508[14:34:00] <gigaherz> can be either
L1509[14:34:15] <williewillus> hm okay, mine always leaves the host fine, client gets kicked off/crashes
L1510[14:35:23] <gigaherz> first time it happened, I was casting a spell from the guest, and the host also disconnected from its own server
L1511[14:35:47] <LexManos> 1.8.9?
L1512[14:36:11] <williewillus> first noticed mine in 1.8.8
L1513[14:36:15] <gigaherz> yup, .1697
L1514[14:36:43] <LexManos> talking about the download
L1515[14:36:47] <LexManos> seems it isnt loading in dev
L1516[14:37:07] <gigaherz> hmm weird, I used the same deobf code as before
L1517[14:37:14] <gigaherz> maybe it doesn't work that way anymore
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L1519[14:39:00] <gigaherz> hmm could it be due to mappings = "snapshot_20160113"
L1520[14:39:01] <gigaherz> ?
L1521[14:39:17] <gigaherz> although I don't recall any changed name on my side
L1522[14:39:52] <LexManos> humm nvm something in dev is fucking up
L1523[14:39:55] <LexManos> god dammet abrar!
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L1527[14:45:05] <LexManos> Something is fucking up ItemStack... WTF!?!
L1528[14:45:33] <gigaherz> O_o
L1529[14:46:01] <Ivorius> I blame gigaherz
L1530[14:47:18] <williewillus> okay yeah mine is reliable too. Host-> open to LAN -> place a DM pedestal. Client-> join LAN -> attempt to interact with pedestal with right click (turn it on/off) or shift right click (open its inventory) and client will get booted
L1531[14:47:54] <williewillus> exception in the packethandler of the disc 0 packet, instead of the pedestal packet (disc 17)
L1532[14:49:00] <williewillus> it seems it doesnt happen imeddiately though, sometimes it only kicks the client after four or five interactions
L1533[14:50:11] <gigaherz> mine is,
L1534[14:50:14] <gigaherz> start one, open lan
L1535[14:50:19] <gigaherz> start another, connect
L1536[14:50:33] <gigaherz> from either of them, get a creative wand/staff from the creative menu,
L1537[14:50:44] <gigaherz> hold rightclick -> press "1" -> release
L1538[14:50:47] <gigaherz> poof, crash
L1539[14:51:04] <williewillus> does it have the packethandler of your disc 0 packet in the trace?
L1540[14:51:30] <gigaherz> yes
L1541[14:51:53] <gigaherz> the other person who replied there said it drops the first byte
L1542[14:52:09] <gigaherz> the first byte in my packet would be the dimension id
L1543[14:52:25] <gigaherz> let me check if it's "-1" in the nether
L1544[14:53:02] <williewillus> mine would be a BlockPos in long form, a boolean, then an itemstack
L1545[14:53:08] <williewillus> I think I got something like that
L1546[14:53:29] <gigaherz> nah still was 0
L1547[14:54:47] <williewillus> lemme see if I can make a small test mod that isolates it
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L1549[14:55:07] <gigaherz> extend exmaplemod with two packets? ;P
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L1555[15:08:14] <LexManos> question
L1556[15:08:21] <LexManos> is the entire packet being sent?
L1557[15:09:20] <Temportalist> Question about OBJ models
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L1559[15:09:50] <LexManos> cpw/abrar have somehow furbared the forge dev workspace.. i cant launch mc
L1560[15:09:53] <LexManos> but meh
L1561[15:09:56] <Temportalist> How do I associate a texture in modid:textures/blocks/tex.png with an obj model?
L1562[15:10:51] <gigaherz> hmm I have no idea but I could test that
L1563[15:11:03] <gigaherz> for my it crashes tryingto get an invalid value from an enum
L1564[15:11:12] <LexManos> Fuck it, i'll ship it!
L1565[15:11:33] <gigaherz> Temportalist: edit the model's .mtl file
L1566[15:11:56] <gigaherz> and for the material, you add/edit "map_Kd" so that it looks like "map_Kd modid:textures/blocks/tex"
L1567[15:12:04] <Temportalist> cool, thanks
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L1570[15:16:51] <heldplayer> "Fuck it, ship it" You just put a smile on my face Lex :')
L1571[15:18:12] <Temportalist> gigaherz: it doesnt appear to be applying the texture.
L1572[15:19:04] <Temportalist> ohp, found the issue
L1573[15:21:04] <williewillus> gigaherz: in your network thing do you use sendToAllAround?
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L1578[15:26:37] <williewillus> yup seems to be a problem with sendToAllAround
L1579[15:26:45] <LexManos> ugh i cant ship this
L1580[15:26:48] <LexManos> but i cant fucking test it
L1581[15:26:54] <LexManos> god fucking dammet cpw!
L1582[15:27:11] <williewillus> I just threw together a test mod lemme upload it
L1583[15:30:11] <williewillus> http://pastebin.com/twibZHPd
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L1586[15:32:10] <LexManos> push
L1587[15:32:14] <LexManos> let me know what happens
L1588[15:33:22] * MalkContent peed a little
L1589[15:35:38] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/7b92a2790878c9d12c0532aba07dfe1e912dadff
L1590[15:36:43] <LexManos> Only thing i can think is because its sharing objects across networks we're running into a threading issue where one thread starts reading the packet, and the other gets in in the middle before the index is reset.
L1591[15:37:19] <LexManos> duplicate() fixes this by copying the indexes, but not the actual data. Should be safe, and not a memory hog.
L1592[15:38:03] <Temportalist> MalkContent: [Client thread/INFO]: Max texture size: 16384
L1593[15:39:03] <MalkContent> uh..
L1594[15:39:11] <MalkContent> don't look at me
L1595[15:39:14] <Temportalist> MC doesnt load the pillar texture
L1596[15:39:28] <MalkContent> i never implemented a blender model in mc
L1597[15:39:32] <MalkContent> still have to learn that
L1598[15:39:43] <Temportalist> its just an OBJ file
L1599[15:39:48] <Temportalist> with a mtl and texture
L1600[15:40:12] <MalkContent> ask f_ry maybe
L1601[15:40:17] <Temportalist> gigaherz: might there be a reason why a 32x104 png isnt loading in MC?
L1602[15:40:30] <MalkContent> something something stitching i think
L1603[15:41:00] <Temportalist> even though the path is written into the mtl (also, IDEA doesnt seem to copy it to the output direcctory)
L1604[15:41:05] <williewillus> is this OBJ for a block or entity?
L1605[15:41:08] <Temportalist> so it ends up as a missing texture
L1606[15:41:09] <Temportalist> block
L1607[15:44:14] <fry> texture needs to be square power-of-two
L1608[15:44:21] <Temportalist> MalkContent: ^
L1609[15:44:35] <LexManos> rectangle power of 2
L1610[15:45:07] <Temportalist> so 32x128 would be best in this scanario
L1611[15:45:12] <LexManos> yes
L1612[15:45:17] <fry> rectangles are only for animated textures, afaik
L1613[15:45:23] <williewillus> ^
L1614[15:45:28] <LexManos> wrong
L1615[15:45:31] <williewillus> really?
L1616[15:45:44] <williewillus> I've tried loading rectangle power of 2 and it complains no mcmeta
L1617[15:45:50] <LexManos> it tries to make them animated but there are qays to load it without being animated
L1618[15:46:22] <tterrag> really? TextureMap supports non square textures?
L1619[15:46:25] <tterrag> I didn't think it did
L1620[15:46:30] <LexManos> yup
L1621[15:46:33] <LexManos> iut always has
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L1623[15:46:43] <tterrag> it always crashed for me with invalid size
L1624[15:46:51] <williewillus> how do you force it to not animate?
L1625[15:46:51] <LexManos> then you're doing something wrong
L1626[15:46:57] <tterrag> *shrug*
L1627[15:47:05] <LexManos> Dont know off the top of my head, but there are ways to do it
L1628[15:47:16] <LexManos> Ive seen it used quite aptly for shit like pipes and stuff
L1629[15:47:30] <LatvianModder> I can confirm, that if an invalid texture (not ^2) is loaded, it just streches it, and works fine. I remember back in like 1.4.7 it crashed the whole PC for me
L1630[15:47:42] <tterrag> wat
L1631[15:47:44] <williewillus> lol
L1632[15:47:45] <tterrag> we are talking about sprites, not textures
L1633[15:47:50] <tterrag> sprites have to be PoT
L1634[15:48:01] <LatvianModder> you mean like block / item textures?
L1635[15:48:08] <LexManos> well actually no
L1636[15:48:09] <tterrag> yes
L1637[15:48:11] <tterrag> stitched textures
L1638[15:48:14] <LexManos> sprites dont have to be power of t
L1639[15:48:18] <LexManos> two*
L1640[15:48:26] <LexManos> its jsut mipmapping issues that happen otherwise
L1641[15:48:35] <fry> if (MathHelper.roundUpToPowerOfTwo(l) != l || MathHelper.roundUpToPowerOfTwo(i1) != i1) throw new RuntimeException("Unable to load extra miplevels, source-texture is not power of two");
L1642[15:48:44] <LatvianModder> well, there isnt an easier way to find out than just test it rn
L1643[15:49:42] <Temportalist> fry: it still didnt load, even though its a 32x128
L1644[15:49:54] <fry> error?
L1645[15:49:57] <Temportalist> could it be that IDEA just isnt "compiling" the texture?
L1646[15:50:03] <Temportalist> (moving to output dir)
L1647[15:50:07] <LatvianModder> did you add filename.mcmeta?
L1648[15:50:08] <williewillus> you have to remake
L1649[15:50:14] <williewillus> and run in debug mode
L1650[15:50:17] <williewillus> if you want to swap resources
L1651[15:50:20] <Temportalist> https://www.irccloud.com/pastebin/7ip4Vv0P/
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L1653[15:50:29] <Temportalist> LatvianModder: no
L1654[15:50:31] <LatvianModder> Temportalist: I just mark my folders as Resource Root and it works fine
L1655[15:50:32] <Temportalist> williewillus: it is
L1656[15:50:45] <LatvianModder> in Idea, in Eclipse as Source folder
L1657[15:51:24] <LatvianModder> when you have my_animation.png, you must have my_animation.png.mcmeta next to it.. am I right?
L1658[15:51:29] <williewillus> yes
L1659[15:51:36] <Temportalist> Event when marked as resource (was sources) it didnt move it
L1660[15:51:44] <Temportalist> its not an animation
L1661[15:51:48] <Temportalist> its just a texture
L1662[15:52:17] <williewillus> lex: your commit fixed it
L1663[15:52:42] <williewillus> actually
L1664[15:52:42] <williewillus> nvm
L1665[15:53:13] <williewillus> "undefined message for discriminator 10 in channel test" only disc 0 and 1 are registered. log incoming
L1666[15:54:00] <Temportalist> LatvianModder: adding an mcmeta didnt help (Even though its not a animation)
L1667[15:54:06] <Temportalist> this is an obj texture
L1668[15:54:22] <LatvianModder> oh. lol, all obj textures should be AxA
L1669[15:54:22] <Temportalist> williewillus: it remakes and i am in debug mode
L1670[15:54:24] <LatvianModder> not AxB
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L1672[15:54:34] <MalkContent> hrm
L1673[15:54:35] <MalkContent> dammit
L1674[15:54:40] <MalkContent> gonna do that then
L1675[15:55:12] <williewillus> log http://pastebin.com/tEepT82e
L1676[15:55:18] <LatvianModder> no matter how weird it looks or how empty the rest is, I always make my obj textures squares
L1677[15:55:25] <Temportalist> MalkContent: just hold up for a sec
L1678[15:56:19] <LexManos> willie, you should work on it and have it hump the entire packet data not just the descriminator error
L1679[15:56:34] <LexManos> see if you can figure it out if its just not printing everythting or if its really setting that to 0
L1680[15:57:27] <Temportalist> MalkContent: can you hop on TS?
L1681[15:58:00] <Temportalist> LatvianModder: IDEA still didnt update the resources
L1682[15:58:15] <LatvianModder> welp, no idea
L1683[15:58:18] <LatvianModder> hu ha!
L1684[15:59:32] <gigaherz> back
L1685[16:00:54] <MalkContent> nop sorry ^^
L1686[16:00:56] <Temportalist> well i manually moved the texture, now the mapping is just off...
L1687[16:00:58] <MalkContent> am almost off
L1688[16:01:11] <MalkContent> ik
L1689[16:01:29] <MalkContent> happens when you change imaage res
L1690[16:01:54] <Temportalist> MalkContent: no i fixed the mapping in Beldner, it just didnt carry over to MC
L1691[16:02:52] <MalkContent> *shrugs*
L1692[16:03:21] <MalkContent> im gonna redo it tomorrow on 128x128 anyways
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L1694[16:04:10] <MalkContent> and as i said. no practical expertise on my end regarding blender to mc
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L1696[16:06:20] <Temportalist> MalkContent: I got something, although it looks kinda funny
L1697[16:06:47] <Temportalist> MalkContent:
L1698[16:06:48] <Temportalist> https://gyazo.com/cf189fb66ff75448b49b8dcae8037f76
L1699[16:07:03] <Temportalist> MalkContent: also, maybe something less ender-like for the crystal?
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L1703[16:09:11] <MalkContent> heh
L1704[16:09:23] <MalkContent> and i guess i'll give it a bit of a blueshift then
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L1707[16:13:10] <williewillus> fry: never finished my answer to you earlier regarding forcing a MRL variant to load and bake. It's for the botania floating flowers, upstream decided to make the island types dynamic/API-exposed to addon makers as well, so I need to accept models for those dynamically as well :p Things is that the model is a smartmodel that just combines an item model and the island model, there's no custom model loader that I can use
L1708[16:13:10] <williewillus> to throw the models into getDependencies
L1709[16:13:51] <williewillus> right now I have the island models specified as dependencies in the totally unrelated special flower custom loader :p
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L1711[16:14:08] <fry> gather up dependencies in some way before your mod preInit is finished
L1712[16:14:30] <fry> or offload the responsibility to the addons
L1713[16:17:40] <gigaherz> williewillus: make your own sub-registry?
L1714[16:17:58] <gigaherz> that addons can call to add new variants to your smartmodel?
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L1716[16:18:10] <williewillus> yeah but I'm accepting MRL's for registration right now
L1717[16:18:30] <williewillus> i guess I could load and bake them myself
L1718[16:18:49] <gigaherz> well you can have a custom model loader that returns an IModel with all the registered MRLs in getDependencies?
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L1722[16:19:45] <williewillus> implementing a hwole custom loader just to do that is a bit much :p
L1723[16:20:11] <fry> "implementing a whole custom loader" is ~10 lines of code
L1724[16:20:59] <diesieben07> why would you even do that... :D
L1725[16:21:03] <williewillus> 0.o the loader, the custom IModel, the custom IBakedModel, and then all the registration code on top of that
L1726[16:21:14] <diesieben07> i mean loading sounds like something for an API that can load formats
L1727[16:21:19] <diesieben07> *loader
L1728[16:21:25] <Temportalist> fry: what about a model loader for .blend?
L1729[16:21:27] <diesieben07> if you just need a model yourself, why not ModelBakeEvent?
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L1731[16:21:54] <fry> Temportalist: why?
L1732[16:22:01] <Temportalist> fry: curiosity
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L1734[16:22:06] <williewillus> theres a blender to b3d exporter :p
L1735[16:22:15] <diesieben07> or obj? :D
L1736[16:22:16] <Temportalist> williewillus: i usually use obj
L1737[16:22:19] <fry> diesieben07: because of the dependency management, which is exactly the issue here
L1738[16:22:25] <Temportalist> ah
L1739[16:22:36] <diesieben07> aha
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L1741[16:23:56] <gigaherz> [23:21] (williewillus): 0.o the loader, the custom IModel, the custom IBakedModel, and then all the registration code on top of that
L1742[16:23:57] <gigaherz> ok 15 lines ;P
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L1744[16:24:26] <fry> I assume you already have an IBakedModel for your flower
L1745[16:24:51] <gigaherz> ICustomModelLoader is 2 methods: accept() {return rl.equals("modid:internal/floating-flower") } + loadModel() {return new FlowerModel(); }
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L1747[16:25:14] <gigaherz> FlowerModel would be like 10 lines? most of it boilerplate code generated by the IDE ;P
L1748[16:25:33] <williewillus> it's not a flower model, it's the island that the flower sits on, it's not an actual block model :p
L1749[16:25:47] <williewillus> anyways let me think about it
L1750[16:25:55] <gigaherz> it's a block though? or an entity?
L1751[16:26:32] <LexManos> why does this need to be a custom model?
L1752[16:26:37] <williewillus> a floating flower is a smart model that takes the island model and mashes this with an arbitrary item model (irrelevant)
L1753[16:26:46] <williewillus> upstream decided to make island types dynamic
L1754[16:26:49] <LexManos> We have a MultiModel system
L1755[16:26:57] <williewillus> as in any addon can add an island type
L1756[16:27:28] <gigaherz> boania magical flowers get auto-registered into the floating base system
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L1758[16:28:02] <williewillus> I'm just gonna specify all the MRL's in the Special flower smartmodel like i've been doing :p
L1759[16:28:24] <gigaherz> williewillus: but really, you just have to have a hashset with the base model + any flower models you have been given, and from the bake() method, return the right smartblockmodel
L1760[16:30:41] <gigaherz> the model loader system should make sure that all dependant models are there for you to use later
L1761[16:31:57] <williewillus> yeah I just did what I had already :p
L1762[16:35:18] <gigaherz> so I made it not crash from the enum lookup
L1763[16:35:33] <gigaherz> and instead of that it just runs out ofdata in the packet, since it isn't the data it's looking for
L1764[16:35:33] <gigaherz> ;P
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L1766[16:38:36] <Dagarath> I forget, can I ask modding questions here? been a while
L1767[16:38:49] <gigaherz> yes this is about modding
L1768[16:39:05] <gigaherz> specifically modding with forge
L1769[16:39:40] <Dagarath> Ok. I have a custom rendered block and after some debugging I can see direction IS being saved to NBT but is not available to the TESR so the block is always facing south when I load a world.
L1770[16:40:17] <Dagarath> in 1.7.10 to clarify
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L1772[16:40:42] <williewillus> sync your nbt to client
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L1774[16:40:49] <diesieben07> or store the direction in metadata
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L1776[16:41:53] <Dagarath> Using metadata for other things so that is not an option, sync nbt in my proxy? Can you give me an example or a finger pointed in the right direction?
L1777[16:42:18] <gigaherz> not "in your proxy"
L1778[16:42:19] <Dagarath> I thought it was, however I may be mistaken
L1779[16:42:29] <gigaherz> even if you run singleplayer
L1780[16:42:35] <gigaherz> there's two separate threads working in parallel
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L1782[16:42:41] <gigaherz> the client thread doing the client work
L1783[16:42:47] <gigaherz> and the server thread running the integrated server
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L1785[16:42:58] <Dagarath> I understand that
L1786[16:43:06] <gigaherz> so therre's two instances of your tileentity in the world
L1787[16:43:10] <gigaherz> the client one, and the server one
L1788[16:43:30] <gigaherz> if you don't keep them synchronized, the client won't know what changed
L1789[16:43:56] <gigaherz> the easiest way to program the synchronization is to implement getDescriptionPacket() and onDataPacket
L1790[16:44:04] <gigaherz> and when something changes, do a markBlockForUpdate()
L1791[16:44:13] <solidDoWant1> whats the annotation I use to only let a method be called if a certain mod is installed?
L1792[16:44:30] <gigaherz> a more efficient way is to use packets
L1793[16:44:57] <gigaherz> you can request your own SimpleImpl channel, implement your IMessage, register it into your channel
L1794[16:45:06] <gigaherz> and then use the channel to send and receive messages
L1795[16:45:26] <Dagarath> From what I understood (was told) using GameRegistry.registerTileEntity() was all I needed for a synch, but I need to use a packet handler as well correct?
L1796[16:45:28] <diesieben07> solidDoWant1, there is no annotation to do that. you can use an if statement using Loader.isModLoaded
L1797[16:45:47] <gigaherz> no, registerTileEntity is required for the TE to exist in the world
L1798[16:45:52] <gigaherz> but that doesn't ensure sync
L1799[16:45:58] <gigaherz> as I said
L1800[16:46:00] <Dagarath> Ok thank you for the clarification, I know what to do at least
L1801[16:46:04] <diesieben07> you can completely *remove* a method (which does not remove any references to it) using @Optional.Method
L1802[16:46:04] <gigaherz> the easiest way is to implement getDescriptionPacket
L1803[16:46:07] <gigaherz> and onDataPacket
L1804[16:46:14] <gigaherz> in your TileEntity
L1805[16:46:25] <gigaherz> and then when something changes, call world.markBlockForUpdate
L1806[16:46:34] <Dagarath> I already do use markBlockForUpdate
L1807[16:46:44] <gigaherz> but do you implement the methods?
L1808[16:46:46] <Dagarath> Thank you, I can take it from here.
L1809[16:46:49] <solidDoWant1> thanks diesieben07
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L1813[16:58:59] <williewillus> anyone have an issue in 1.8 where their particles sometimes just drop all transparency? https://i.imgur.com/RhjbL2D.png
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L1815[17:00:20] <gigaherz> lol.
L1816[17:00:30] <gigaherz> williewillus: did a different test.
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L1818[17:00:45] <gigaherz> I made a counter that I increment per packet (global)
L1819[17:00:50] <gigaherz> and put as the first int in the message
L1820[17:01:14] <gigaherz> 10, 11, 12, 13, 3840
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L1822[17:02:38] <gigaherz> wait what
L1823[17:02:46] <gigaherz> the underlying array contains the right data wtf
L1824[17:03:08] <gigaherz> 0 0 0 17
L1825[17:03:11] <gigaherz> that looks like the packet ID
L1826[17:03:19] <gigaherz> the one I sent from the other minecraft instance
L1827[17:03:24] <williewillus> lol
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L1829[17:06:28] <gigaherz> adjustment=1, index=4
L1830[17:06:30] <gigaherz> looks right
L1831[17:07:24] <gigaherz> this makes no sense XD
L1832[17:07:32] <gigaherz> either it's a race condition,
L1833[17:07:41] <gigaherz> or a bug in the JVM's debug engine
L1834[17:08:24] <gigaherz> by the time I can read the data from the IDE, the contents of buf.buffer.array are as expected
L1835[17:08:44] <gigaherz> no wait!
L1836[17:08:47] <gigaherz> it's MISSING the discriminator
L1837[17:08:50] <gigaherz> ahhh
L1838[17:08:59] <williewillus> wait I thought we already established that
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L1840[17:09:00] <williewillus> :p
L1841[17:09:06] <gigaherz> there should be a 01 byte at position 0
L1842[17:09:11] <gigaherz> yes but I forgot XD
L1843[17:09:14] <williewillus> everything is fine, it's just dropping the disc which is making the client end give it to disc 0
L1844[17:09:18] <gigaherz> so it's reading the first byte as 00
L1845[17:09:20] <gigaherz> and then doing
L1846[17:09:28] <gigaherz> 00 00 17 00 which is not "17"
L1847[17:09:31] <gigaherz> ;P
L1848[17:09:50] <gigaherz> yeah so if I were to send packet | 0x01000000
L1849[17:10:07] <gigaherz> it would send thep acket to the right distriminator, but still miss one byte ;p
L1850[17:11:14] <gigaherz> williewillus: somehow I was thinking it wasn't settingthe right one, not just failing to send one byte ;P
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L1852[17:14:27] <williewillus> why are there different renderlayers/passes for particles
L1853[17:14:32] <williewillus> and which should be used when :p
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L1860[17:26:29] <Temportalist> Hey, gonna make a new chunk-loading mod and working on naming
L1861[17:26:39] <Temportalist> Im thinking Chunk____
L1862[17:26:50] <Temportalist> where I dont know what to fill in the blank with
L1863[17:27:18] <IoP> Bananas
L1864[17:27:23] <Temportalist> It will be similar to ChickenChunks, but I am going to try to make it not have a block (completely command controled)
L1865[17:27:48] <gigaherz> ChunkCommander
L1866[17:28:58] <williewillus> ehh I vote for a block
L1867[17:29:05] <williewillus> chunkloading shouldn't be free :p
L1868[17:29:05] <Temportalist> williewillus: why?
L1869[17:29:11] <Temportalist> why not?
L1870[17:29:24] <gigaherz> williewillus: depends on the purpose
L1871[17:29:32] <williewillus> I guess
L1872[17:29:44] <Temportalist> (suspend reality to game comparison), but the real world, an area doesnt have to be loaded to exist
L1873[17:30:18] <williewillus> name ServerMurdererReloaded ;p
L1874[17:30:31] <Temportalist> williewillus: wtf? haha
L1875[17:30:51] <Temportalist> Obviously it would be up to the user to manage which chunks are loaded and not loading too many :P
L1876[17:30:53] <gigaherz> a few chunkloaders can actually improve server performance
L1877[17:30:54] <gigaherz> XD
L1878[17:31:04] <williewillus> in most cases...not really
L1879[17:31:14] <williewillus> you're usually loading chunks bc you want stuff inside to tick
L1880[17:31:25] <gigaherz> if you have a world with people teleporting aroudn all the time
L1881[17:31:33] <gigaherz> keeping the areas around the teleport points loaded can be good
L1882[17:31:34] <Darva> See Agrarian skies one for places where chunkloading could improve server performace massivly.
L1883[17:31:48] <williewillus> *shrugs*
L1884[17:32:25] <Darva> Offline chunkloading for free is bad... heh, Online chunkloading... Well, you're not going to stop a determined player anyway.
L1885[17:32:57] <Temportalist> Darva: why is offline for free bad? (aside from a player being gone too long)
L1886[17:33:05] <williewillus> exactly that :p
L1887[17:33:09] <williewillus> their sysetm fails/overflows
L1888[17:33:17] <Darva> Yup.
L1889[17:33:22] <williewillus> and shit goes down :p
L1890[17:33:44] <Temportalist> so what would you recommend the longest an area be chunkloaded without a player online to be?
L1891[17:34:24] <Darva> It also tends to encourage absentee players. Heh, i know if i can get access to cheap/free offline chunkloading, i'll set up a slow but rewarding system in a massivly parralel way, and then log off for a week or two.
L1892[17:34:54] <gigaherz> I'd make it 30 hours
L1893[17:34:57] <gigaherz> maybe 60
L1894[17:35:06] <Temportalist> Configurable perhaps?
L1895[17:35:10] <gigaherz> let someone be gone for a weekend
L1896[17:35:17] <gigaherz> but not a whole week
L1897[17:35:29] <gigaherz> yeah if "configurable" is an option, configruable is best
L1898[17:35:29] <gigaherz> ;p
L1899[17:36:43] <Temportalist> best way to store player would be by UUID, right?
L1900[17:36:46] <williewillus> yeah
L1901[17:36:49] <Darva> Heh, always. Gah, and that makes me feel guilty for never getting around to fixing the configuration system on the last thing i was working on. *sigh*
L1902[17:37:04] <Temportalist> and then just reset a timer when a valid player gets online
L1903[17:37:58] <Temportalist> how often should i update the times? every hour?
L1904[17:40:46] <Temportalist> how's this look?
L1905[17:40:48] <Temportalist> https://www.irccloud.com/pastebin/XjosOIUJ/
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L1907[17:43:58] <Dagarath> Thank you so much gigaherz after a cpl derps it finally works =)
L1908[17:44:08] <gigaherz> np, yw
L1909[17:44:17] <gigaherz> glad to hear ;P
L1910[17:44:32] <M4thG33k> This is very off-topic, but this is the best place I could think to ask: any suggestions as to where/how to promote a mod for alpha testing?
L1911[17:45:42] <gigaherz> make a public server built around your mod ;P
L1912[17:46:12] <williewillus> if its for 1.8 there's plenty of servers in /r/feedthebeast that are basically playing all the 1.8 mods they can find
L1913[17:46:17] <wlhlm> M4thG33k: why not ask on Reddit? /r/feedthebeast
L1914[17:46:19] <gigaherz> heh
L1915[17:46:34] <M4thG33k> Haha. This mod is nowhere near large enough to be built around. And unfortunately, it's 1.7.10 because I'm behind the times...
L1916[17:46:43] <M4thG33k> I forgot reddit is a thing...
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L1918[17:47:27] <williewillus> if it's a new mod it should be on 1.8 :p
L1919[17:47:32] <williewillus> and you'd get larger exposure there anyway
L1920[17:47:39] <williewillus> since big mods are only starting to port
L1921[17:48:01] <gigaherz> M4thG33k: most of the big mods are already being ported, you may want to make the switch now ;P
L1922[17:48:21] <gigaherz> if you want to be part of "the ball" ;P
L1923[17:48:52] <shadekiller666> lol
L1924[17:48:54] <M4thG33k> I know...I started making this last year and then got distracted with school. How difficult would it be to switch keeping in mind that I rely on the AdvancedModelLoader for some of my TE's?
L1925[17:49:04] <williewillus> there's an OBJLoader for 1.8
L1926[17:49:08] <williewillus> so not very difficult
L1927[17:49:12] <gigaherz> shadekiller666 here madea really nice model loader for OBJ files
L1928[17:49:24] <shadekiller666> its so much better than 1.7.10s
L1929[17:49:33] <gigaherz> and I have a little class that proves just how easy it is to use it for a TESR ;P
L1930[17:50:10] <M4thG33k> Cool! I'll have to look into it. Are there any "big" differences I should know before I attempt to port it over?
L1931[17:50:19] <gigaherz> the model system.
L1932[17:50:33] <gigaherz> the way tou assign "textures" to things
L1933[17:50:38] <gigaherz> now has a model system in between
L1934[17:50:47] <gigaherz> blocks use blockstates instead of raw metadata
L1935[17:51:25] <M4thG33k> I'm assuming these things are "easier" to use than 1.7.10 (once you convert everything)?
L1936[17:51:37] <gigaherz> in many cases, yes
L1937[17:51:42] <gigaherz> there's a few exceptions
L1938[17:51:50] <gigaherz> most notably, IItemRenderer is gone
L1939[17:52:08] <gigaherz> so mods that used it to render fancy models with fancy animations and stuff, have to work around that
L1940[17:52:21] <M4thG33k> Oh...that could pose a problem for me...
L1941[17:52:36] <gigaherz> if it's just a normal item with a 3d model, that's supported justfine
L1942[17:52:39] <gigaherz> but like
L1943[17:53:05] <gigaherz> someone was asking at some point, how to draw an ammo counter on a gun item
L1944[17:53:38] <gigaherz> stuff like that take a bit extra effort
L1945[17:54:06] <M4thG33k> All right, but as long as the items are just an .obj I shouldn't have an issue?
L1946[17:54:15] <shadekiller666> well
L1947[17:54:15] <gigaherz> yes that's supported out of the box no issues
L1948[17:54:36] <gigaherz> it's non-standard animations, dynamic overlays, and things like that
L1949[17:54:58] <shadekiller666> the new model stuff is "easier" in the sense that there is less to worry about when rendering a standard block
L1950[17:55:15] <M4thG33k> All right. I'll attempt to get started on that later this evening. Thanks for your help! Y'all are lifesavers here!
L1951[17:55:21] <gigaherz> like
L1952[17:55:23] <gigaherz> this ring
L1953[17:55:24] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-10_23.59.59.png
L1954[17:55:27] <gigaherz> is a .obj model
L1955[17:55:45] <shadekiller666> and to a similar degree TESRs, but it creates a crap ton more work for things like entities, which we haven't figured out a good way of doing yet
L1956[17:56:47] <shadekiller666> are the minU/V and maxU/V fields in TextureAtlasSprite the min/max of the entire texture map? or just the TAS itself?
L1957[17:56:54] <gigaherz> my magic mod currently makes use of .obj models for almost everything it has XD
L1958[17:56:58] <M4thG33k> Perfect! It's a good thing I haven't attempted working on entities yet (nor do I really plan on it). Anyway, I must leave, but thanks again for the help!
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L1960[17:57:33] <gigaherz> shadekiller666: ? they are the min/max of the sprite, of course
L1961[17:58:01] <gigaherz> well to be exact
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L1963[17:58:20] <gigaherz> they are the min/max of the sprite, in pixel coordinates, assuming each texture is 16x16
L1964[17:58:20] <gigaherz> ;P
L1965[17:58:22] <Dagarath> Sorry for jumping on your convo, but what does non-standard animation mean in that context? (I am clueless) I mean what is a standard animation? lol
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L1967[17:58:35] <gigaherz> Dagarath: the bow one
L1968[17:58:42] <gigaherz> and the item switch one
L1969[17:59:00] <gigaherz> and the swing on attack/use
L1970[17:59:05] <Dagarath> oh so replacing the actual animation that exists, got it!
L1971[17:59:18] <gigaherz> yeah that's not supported anymore, not easily at least
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L1974[17:59:39] <Dagarath> in 1.8.8? but isnt there animation through json now?
L1975[17:59:41] <gigaherz> (or at least I couldn't find any hook for it)
L1976[17:59:48] <gigaherz> that's different
L1977[17:59:53] <Dagarath> or you cannot actually..replace the standard animations, only with new content?
L1978[18:00:07] <gigaherz> like suppose my wands
L1979[18:00:21] <gigaherz> ideally, I'd have wanted the wands to swing differently than bows
L1980[18:00:39] <gigaherz> and swing differently depending on if the player is casting a ball spell
L1981[18:00:40] <gigaherz> a beam
L1982[18:00:43] <gigaherz> or something else
L1983[18:01:05] <Dagarath> Ah so.. if one wanted to make a customized combat system it would either be very difficult or impossible currently?
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L1985[18:01:14] <gigaherz> but so far as I can tell, I'm limited to one of the standard
L1986[18:01:24] <gigaherz> not impsosible, just annoying ;P
L1987[18:01:29] <Dagarath> darn so no Daggerfall style fighting lol
L1988[18:02:04] <Dagarath> Yea well, I am JUST touching animation now so for me it is impossible haha
L1989[18:03:04] <Dagarath> One day maybe.
L1990[18:03:39] <gigaherz> yeah the current code has some cardcoded stuff in ItemRenderer
L1991[18:03:42] *** kroeser|away is now known as kroeser
L1992[18:03:51] <gigaherz> if item instanceof Map, shows the map
L1993[18:04:10] <gigaherz> otherwise checks the getItemUseAction, and does a switch() on the returned values
L1994[18:04:34] <gigaherz> and if that also fails, it just does the standard item swing
L1995[18:04:38] <gigaherz> there's no "CUSTOM" in it
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L1997[18:08:56] <Dagarath> so you could still override showing the map for said item and use the map holding animation for something (no idea what that would be good for) right?
L1998[18:09:13] <gigaherz> only if your item extends ItemMap
L1999[18:09:19] <gigaherz> which is probably not what you want
L2000[18:09:25] <gigaherz> because that will render the Map model
L2001[18:09:28] <gigaherz> but
L2002[18:09:29] <Dagarath> huh, interesting to know at least.
L2003[18:09:33] <gigaherz> I was looking into it
L2004[18:09:46] <gigaherz> there may be some workarounds that I didn't consider before
L2005[18:10:09] <gigaherz> if you have getItemUseAction() return "NONE", it doesn't do any ofthe default transforms
L2006[18:10:10] <Dagarath> oooh sounds very intriguing
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L2008[18:10:45] <Dagarath> so essentially making no animation happen you could then add your own?
L2009[18:11:32] <Dagarath> sounds like an intense uphill battle lol I am definitely interested in hearing how that works out
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L2013[18:15:36] <Darva> I'm going a bit crazy, I've done everything i can to remove a small subset of biomes, and i feel like minecraft is ignoring me. Heh.
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L2015[18:16:21] <Darva> I've created my own world type, chunk manager, etc, and in the chunkmanager, i've overridden getBiomesForGeneration, and set it to replace every occurance of the biomes i don't want with plains. Yet the biomes still generate in the world.
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L2019[18:20:21] <Darva> Anyone have any suggestions?
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L2021[18:26:27] <shadekiller666> 0f is not perfect 0 right? isn't it like 0.0013 something?
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L2025[18:32:44] <williewillus> i think the fp types represent powers of two precisely
L2026[18:32:53] <williewillus> since the hardware does. i think :p
L2027[18:32:56] <unascribed> I'd assume 0 is perfect unless it's derived with math
L2028[18:33:03] <unascribed> so "0f" as a constant is correct
L2029[18:33:32] <unascribed> but something like (4f*5f*10f*3028f)-605600f wouldn't be a perfect zero
L2030[18:33:54] <unascribed> considering zero in floating is a "special" value, being... all zeroes
L2031[18:34:41] <williewillus> aw damn just realized
L2032[18:34:50] <williewillus> in 1.8.9 you can't break the bedriock ceiling
L2033[18:34:59] <williewillus> have to teleport up with enderpearls or minecarts
L2034[18:35:00] <unascribed> did they finally fix that?
L2035[18:35:03] <williewillus> yeah
L2036[18:35:05] <williewillus> in 1.8.2?
L2037[18:35:13] <unascribed> oh, you can still get there
L2038[18:35:13] <unascribed> nvm
L2039[18:35:31] <unascribed> I'm waiting for them to make all bedrock blocks at 128 not break at all and make being on the ceiling teleport you back down
L2040[18:35:35] <williewillus> dismounting a minecart one under the roof pops you up and then you can ender pearl or use another minecart
L2041[18:35:44] <williewillus> someone's going to immediately mod that out :p
L2042[18:35:48] <unascribed> if they're not going to fix it, why not just remove the ceiling
L2043[18:35:59] <unascribed> add some terrain on the top
L2044[18:36:05] <unascribed> and make it a feature
L2045[18:36:09] <williewillus> the obvious solution is to just extend the nether's worldgen up to 256
L2046[18:36:09] <unascribed> that'd make too much sense for Mojang
L2047[18:36:11] <williewillus> but...
L2048[18:36:12] <williewillus> yeah
L2049[18:36:32] <unascribed> considering the vanilla generation stuff is basically hardcoded for 128 height limit
L2050[18:36:37] <unascribed> that'd require a restructure of all the things
L2051[18:36:50] <williewillus> then how come they converted the normal worldgen just fine :p
L2052[18:36:52] <williewillus> to 256
L2053[18:36:57] <unascribed> <shrug emote>
L2054[18:40:07] <Temportalist> Anyone have experience chunkloading?
L2055[18:40:17] ⇦ Parts: CombatFrogs (~Christoph@ool-18e436ac.dyn.optonline.net) ())
L2056[18:42:22] <masa> a little, but I'm not exactly sure if my chunk laoding code is still broken in some corner cases
L2057[18:42:58] <masa> I've gotten a couple of open eye crash reports for a version where the stuff was supposed to be working...
L2058[18:43:27] <masa> but in my testing it has worked fine and I've never crashed myself while testing so...
L2059[18:43:54] <Temportalist> do you have any sample code?
L2060[18:44:29] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/ChunkLoading.java
L2061[18:44:53] <masa> lots of custom stuff in there that you don't need though...
L2062[18:45:09] <tterrag> !gf field_111210_e
L2063[18:45:10] <masa> might want to check like MFR or railcraft instead
L2064[18:46:10] <shadekiller666> i'm just trying to figure out what (float) (0.009999999776482582D / (double) <int value>) does
L2065[18:46:32] <williewillus> double division then truncate stuffs it into a float
L2066[18:47:17] <shadekiller666> so is 0.009999999776482582D just a magic number then?
L2067[18:47:45] <shadekiller666> or does it have something to do with float and double conversion?
L2068[18:47:57] <williewillus> where is that?
L2069[18:47:58] <unascribed> 0.01
L2070[18:48:05] <unascribed> when the code is compiled the original constant is lost
L2071[18:48:12] <unascribed> and floating can't perfectly represent 0.01
L2072[18:48:12] <shadekiller666> line 65 and 66 of TextureAtlasSprite
L2073[18:48:19] <williewillus> unascribed: really? 0.o
L2074[18:48:52] <unascribed> very likely
L2075[18:48:54] <unascribed> let me check
L2076[18:49:19] <diesieben07> williewillus, https://www.youtube.com/watch?v=PZRI1IfStY0
L2077[18:51:09] <unascribed> Double.toString prints a rounded value so I can't easily confirm that 0.01 is 0.009999999776482582
L2078[18:51:12] <unascribed> but it seems painfully likely
L2079[18:52:03] <williewillus> i mean, I know floating point has imprecision, but it feels weird that simply compiling the code changes the constant :p
L2080[18:52:07] *** MrKickkiller is now known as MrKick|Away
L2081[18:52:15] <diesieben07> it doesnt.
L2082[18:52:21] <unascribed> well, to save space, the bytecode stores the actual floating point constant rather than it's original string
L2083[18:52:28] <diesieben07> that.
L2084[18:52:32] <unascribed> because 0.01 is an impossible value in floating point
L2085[18:52:39] <unascribed> it gets converted to 0.0099blahblah
L2086[18:52:45] <unascribed> and the decompiler only has that number to go off of
L2087[18:52:59] <unascribed> Forge used to have rounding enabled, but they disabled it because it broke vanilla behavior in subtle ways
L2088[18:53:00] <shadekiller666> i think you're right, the equation that its doing on that line is "(float) (0.009999999776482582D / (double)inX)", and when inX is 16 that evaluates to 6.25E-4
L2089[18:53:02] <Temportalist> masa: railcraft has a chunkloader?
L2090[18:53:28] <diesieben07> yes
L2091[18:53:31] <diesieben07> it does :D
L2092[18:53:37] <unascribed> yeah, Personal/World Anchors
L2093[18:53:41] <unascribed> and Anchor Sentinels
L2094[18:54:08] <tterrag> williewillus: do the calculations to convert 0.01 to binary and you'll see quickly why there is an innaccuracy
L2095[18:54:10] <Temportalist> ah
L2096[18:54:29] <tterrag> (hint, it's an infinitely repeating sequence)
L2097[18:54:46] <tterrag> so it doesn't get "converted" to anything
L2098[18:54:51] <tterrag> it just runs out of bits
L2099[18:55:01] <tterrag> and 32 bits of that repeating pattern gives you 0.009999999776482582
L2100[18:55:22] <unascribed> I mean it's essentially converted from the string in the source code into the floating point in the bytecode
L2101[18:55:33] <unascribed> strings have infinite precision, floating does not
L2102[18:56:27] <tterrag> well, strings don't have any precision, because they aren't numbers :P
L2103[18:56:42] <unascribed> ....you get my point
L2104[18:56:48] <unascribed> 0.01 is representable as a string
L2105[18:56:51] <unascribed> but not as a floating point
L2106[18:56:57] <unascribed> so it aliases to the closest value
L2107[18:57:27] <Temportalist> is chunk loading just requesting tickets, forcing chunks, selecting tickets to persist, and unforcing chunks?
L2108[18:57:33] <tterrag> it's representable as a decimal number (base 10)
L2109[18:57:38] <tterrag> and a string is a representation of that :D
L2110[18:57:47] <unascribed> -.-
L2111[18:58:26] <masa> Temportalist: more or less yeah
L2112[18:58:31] <Temportalist> cool
L2113[18:58:53] <masa> the thing is that you need to handle the tickets you want to keep on world load, which is where my code _might_ be broken still...
L2114[18:59:26] <Temportalist> where does that come in?
L2115[18:59:31] <masa> in the early versions I had that completely broken and the result was that I had all my old tickets still hanging around that I didn't know about
L2116[18:59:41] <solidDoWant1> any time I change a variable on a client entity on client do I have to send a packet telling the server what I've done?
L2117[18:59:46] <williewillus> ugh nether lag is worse in 1.8
L2118[18:59:49] <williewillus> at least in this pack
L2119[18:59:51] <Temportalist> is that apart of LoadingCallBack.ticketsLoaded masa ?
L2120[18:59:55] <masa> Temportalist: it's the overridden/implemented method in that class
L2121[19:00:00] <masa> yeah
L2122[19:00:00] <williewillus> 30+ fps but every block i pleace there's a stutter
L2123[19:00:09] <Temportalist> okay, then i've got it handled haha
L2124[19:00:13] <masa> *methods
L2125[19:00:17] <Temportalist> yup
L2126[19:00:59] <masa> williewillus: what kind of an area? light updates are the thing that kills it usually
L2127[19:01:11] <williewillus> fortress
L2128[19:01:21] <williewillus> all chunks generated and loaded for quite a while now
L2129[19:01:31] <williewillus> nothing much happening, ram isnt hitting the cap
L2130[19:01:55] <masa> you can try that in the overworld, have a massive platform that has lots of empty space below it, poke a hole in the middle of it and then fill it back -> massive freeze/lag spike
L2131[19:02:14] <tterrag> fry: what would cause this with an ISIM? http://puu.sh/mw34e.jpg
L2132[19:02:36] <williewillus> the default transforms aren't applied
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L2134[19:03:23] <williewillus> ah found out why masa, I have a 3d resource pack that gives every nether brick raised textures
L2135[19:03:33] <williewillus> rebuidling all the vertices probably is enough to stutter
L2136[19:03:34] <williewillus> on my potato
L2137[19:03:38] <tterrag> and...I fix that how...
L2138[19:03:58] <masa> oh ok
L2139[19:04:38] <tterrag> williewillus: ?
L2140[19:04:40] <williewillus> i just wrapped the result of the smartmodel into a perspective model that applied the TRSR :p not sure if a more concise way exists. Though if it doesn't it would be cool to have a wrapper that does it for you
L2141[19:04:40] <Sandra> yeah, that would definitely not cause extra problems.....
L2142[19:04:42] <masa> Temportalist: and just an example of how I use my chunk loading code in the end: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemEnderBucket.java#L801
L2143[19:05:14] <Temportalist> masa: mine is going to be command controlled
L2144[19:05:55] <tterrag> williewillus: example?
L2145[19:05:56] <masa> ok..
L2146[19:06:21] <Temportalist> masa: aka, thank for the help, but that last link i have got covered haha
L2147[19:07:47] <williewillus> tterrag: https://github.com/williewillus/Botania/blob/84204db5873b9afe2bf1180414cde5f17b11a076/src/main/java/vazkii/botania/client/model/PylonItemModel.java#L106-L134
L2148[19:08:05] <williewillus> the TRSR's there are custom, but you can just find "forge:default-block"'s TRSR and apply that
L2149[19:08:15] <williewillus> fry: is there a better way of this or nah? :p
L2150[19:08:19] * tterrag throws up
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L2153[19:10:41] <williewillus> rip
L2154[19:11:37] <unascribed> shouldn't this perspective information be going into your block model file
L2155[19:11:50] <unascribed> or is this one of those insane models you generate using code at runtime
L2156[19:12:13] <masa> how often do forge PRs get handled? do they do them in batches or just whenever?
L2157[19:12:23] <unascribed> it's a secret to everyone
L2158[19:12:28] <williewillus> unascribed: its a smartmodel
L2159[19:13:16] <williewillus> just whenever usually, if its been suitable for pull but just somehow forgotten poke one of the devs
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L2162[19:22:10] <shadekiller666> fry, do you know what "uvlock" is used for in the blockstate jsons?
L2163[19:22:54] <unascribed> " uvlock: Can be true or false (default). Locks the rotation of the texture of a block, if set to true. This way the texture will not rotate with the block when using the x and y tags"
L2164[19:22:58] <unascribed> from mcwiki
L2165[19:23:17] <unascribed> http://minecraft.gamepedia.com/Model#Block_states
L2166[19:23:21] <unascribed> there's example pictures on the page
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L2169[19:27:53] <TechDG> hey
L2170[19:28:05] <TechDG> gigaherz u here?
L2171[19:28:21] <TechDG> cuz im about to resume woring on ym achine
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L2173[19:29:37] <TechDG> ok ):
L2174[19:30:24] <shadekiller666> thanks unascribed
L2175[19:30:29] <unascribed> welcome
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L2180[19:39:34] <Sollux-Captor> can some one help me with my server crash? ima send a log
L2181[19:39:56] <williewillus> sure
L2182[19:40:06] <Sollux-Captor> http://paste.ee/p/wqem1
L2183[19:40:24] <williewillus> the whole thing
L2184[19:40:33] <Sollux-Captor> ive tried multiple things to fix my server (new server) but nothing is working or is causing problems that i dont know how to fix
L2185[19:40:47] <williewillus> put the entire log there
L2186[19:40:58] <williewillus> not just the least important part :P
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L2188[19:41:22] <Sollux-Captor> this is all my server log is letting me scroll up to
L2189[19:41:31] <unascribed> send logs/latest.log
L2190[19:41:35] <Sollux-Captor> ok
L2191[19:41:36] <unascribed> or logs/fml-server-latest.log
L2192[19:41:40] <diesieben07> no, fml-server-latest
L2193[19:41:47] <diesieben07> fmls log is better :D
L2194[19:41:48] <unascribed> why are there even two log files
L2195[19:41:51] <williewillus> one's mc
L2196[19:41:52] <diesieben07> fml and vanilla
L2197[19:41:54] <williewillus> one's fml :p
L2198[19:41:54] <unascribed> yes, I know
L2199[19:41:58] <unascribed> but why doesn't FML just modify the vanilla log
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L2201[19:42:25] <diesieben07> no idea
L2202[19:42:30] <williewillus> ask cpw :p
L2203[19:43:12] <Sollux-Captor> making the paste.ee now
L2204[19:43:45] <TechDG> back
L2205[19:43:46] <Sollux-Captor> http://paste.ee/p/cbFgr this should be all
L2206[19:43:52] <TechDG> willie I did what u said and updated to 1.8 :P
L2207[19:43:56] <TechDG> just restaring in 1.8 xD
L2208[19:44:22] <diesieben07> you installed CustomMainMenu on a server
L2209[19:44:24] <diesieben07> thats a client only mod
L2210[19:44:37] <williewillus> TechDG: good
L2211[19:44:40] <Sollux-Captor> what is the mod name?
L2212[19:44:45] <unascribed> ...CustomMainMenu
L2213[19:44:57] <Sollux-Captor> oh xD didnt think you were literal
L2214[19:45:14] <diesieben07> why do you not know this? :D it is YOUR server :D
L2215[19:45:18] <diesieben07> dont you knwo the mods you are using?!
L2216[19:45:56] <unascribed> probably not
L2217[19:46:07] <unascribed> most people just blindly load up modpacks
L2218[19:46:08] <Sollux-Captor> it is FTB Horizons: daybreaker plus a few i added. i skimmed the list but i should have known better since i launched it in single player xD just being stupid
L2219[19:46:10] <unascribed> which is fine
L2220[19:46:14] <unascribed> I guess
L2221[19:46:44] <Sollux-Captor> well i know the mods. i specifically picked out mods but you know. . . there are a lot of mods. A lot to remember
L2222[19:47:05] <Sollux-Captor> my fault :P
L2223[19:47:06] <TechDG> so williewillus: for 1.8 is the best way to learn to do machines just github?
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L2225[19:48:20] <Sollux-Captor> should have known better but im running arround all over the place a bit xD gets confusing at times
L2226[19:49:16] <Sollux-Captor> well thankyou xD easy fix. it is up now
L2227[19:49:33] <williewillus> yeah
L2228[19:49:36] <williewillus> logic should be mostly same
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L2230[19:50:08] <TechDG> k
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L2232[19:55:50] <tterrag> diesieben07: you wouldn't perhaps know a better solution to this item model issue
L2233[19:55:58] <diesieben07> no
L2234[19:56:08] <diesieben07> i know my way around the model system a *bit*
L2235[19:56:16] <diesieben07> but i have never used it :D
L2236[19:56:24] <diesieben07> and transformations are way over my head
L2237[20:02:22] <shadekiller666> item model issue
L2238[20:02:24] <shadekiller666> ?
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L2240[20:04:18] <williewillus> i wouldn't really call it an issue, it's just very clunky to apply a transformation in code right now
L2241[20:04:23] <williewillus> and needs improvment
L2242[20:05:13] <williewillus> anyways, any notice the enchantment glimmer in 1.8 forge looks different from vanilla?
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L2256[20:19:03] <Temportalist> how do you turn a player's username to a uuid, even if they are offline?
L2257[20:19:20] <BlayTheNinth> tterrag: https://github.com/blay09/RefinedRelocation2/blob/master/src/main/java/net/blay09/mods/refinedrelocation2/client/render/ItemModelToolbox.java this is how I got item transforms working without having to define them in code
L2258[20:19:40] <BlayTheNinth> very bottom specifically
L2259[20:20:08] <BlayTheNinth> and they're defined in the display {} of the item model
L2260[20:20:40] <diesieben07> Temportalist, you can use UsernameCache.getLastKnownUsername which will give you the last username they logged onto this server with. or use this if you need up-to-date information and data on players who were never ont eh server: https://goo.gl/CnRezq
L2261[20:21:20] <Temportalist> other way round diesieben07. Need to go from username to uuid
L2262[20:21:25] <Temportalist> it is coming from a command
L2263[20:21:29] <diesieben07> oh oh...
L2264[20:22:28] <diesieben07> Temportalist, http://wiki.vg/Mojang_API#Username_-.3E_UUID_at_time
L2265[20:22:39] <diesieben07> not sure if there is something in vanilla for that
L2266[20:22:48] <TehNut> player.getGameProfile().getId()?
L2267[20:22:55] <diesieben07> they can be offline
L2268[20:23:00] <Temportalist> Even if not, I know how to thread a get request
L2269[20:23:01] <TehNut> riight
L2270[20:23:10] <diesieben07> yeah but you wanna cache it
L2271[20:23:21] <Temportalist> cache what?
L2272[20:23:35] <diesieben07> the results of querying the API
L2273[20:23:35] <Temportalist> once I have the uuid, I can just pass it to a function
L2274[20:23:48] <Temportalist> its not hard to do a thread thing
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L2276[20:23:48] <diesieben07> you dont want to make the request every.single.time you need the name
L2277[20:23:54] <Temportalist> ah, true
L2278[20:24:06] <Temportalist> well I can do that through Origin
L2279[20:24:11] <diesieben07> wat
L2280[20:24:20] <Temportalist> my lib mod
L2281[20:24:22] <diesieben07> aha :D
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L2285[20:25:35] <diesieben07> guava loading cache is your frined
L2286[20:25:54] <BlayTheNinth> Temportalist, check out PlayerProfileCache
L2287[20:26:33] <BlayTheNinth> that'll have the UUID as long as the player logged on at least once
L2288[20:27:16] <Temportalist> so primarily use PlayerProfileCache.getGameProfileForUsername, and if not cached, then do the API request?
L2289[20:27:23] <Temportalist> actually no
L2290[20:27:25] <Temportalist> https://www.irccloud.com/pastebin/Ho4xA3pK/
L2291[20:27:27] <gr8pefish> Does anyone know of a good code example of storing and initializing a lot of different data with an item that has subtypes?
L2292[20:27:53] <diesieben07> actually Temportalist, that DOES make an API request
L2293[20:27:58] <diesieben07> so that is a vanilla solution to your problem.
L2294[20:28:02] <Temportalist> yeah, i saw that
L2295[20:28:03] <Temportalist> yay
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L2298[20:36:47] <Temportalist> what would the conversion be from System.currentTimeMillis to hours?
L2299[20:37:33] <diesieben07> TimeUnit.MILLISECONDS.toHours(<value>)
L2300[20:37:39] <diesieben07> actually nvm me
L2301[20:37:41] <diesieben07> i am tired
L2302[20:37:52] <diesieben07> you mean hours of the day?
L2303[20:38:20] <Temportalist> let me rephrase
L2304[20:38:27] <Temportalist> if I have a Long time
L2305[20:38:37] <Temportalist> and it is set to the Long time since X
L2306[20:38:54] <Temportalist> so it would be: time = System.currentTimeMillis
L2307[20:39:08] <Temportalist> and then then: timer = System.currentTimeMillis - timer
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L2309[20:39:17] <Temportalist> so the difference is what i need in hours
L2310[20:39:29] <diesieben07> yes then what i said in te first place :D
L2311[20:39:30] <Temportalist> something along those lines
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L2313[20:39:33] <Temportalist> haha okay
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L2317[20:46:08] <M4thG33k> I was going to try porting my mod into 1.8, but there is no CoFH lib/core for 1.8 yet, is there?
L2318[20:46:18] <TehNut> No
L2319[20:47:30] <M4thG33k> So I'm going to have to recreate that API on my own? Or is there another, similar, API already in existance? (Or is it embedded within Forge now?)
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L2321[20:56:56] <TehNut> Wait for them or write everything yourself
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L2323[20:57:40] <M4thG33k> Alrighty...it's gonna be a long night...haha
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L2330[21:18:42] <Dark> anyone know how to add a local var to a method with asm
L2331[21:19:06] <williewillus> uh that's not how it works
L2332[21:19:14] <williewillus> what do you need to do with ASM, etc. etc.
L2333[21:19:15] <williewillus> ?
L2334[21:19:21] <Dark> working on a tick profilier
L2335[21:19:41] <Dark> already inserted method calls into several places, but want to add a local var to track nano time
L2336[21:20:43] <williewillus> also, google has the solution in the first result :p
L2337[21:20:50] <williewillus> https://stackoverflow.com/questions/13589924/how-to-create-a-local-variable-with-asm
L2338[21:21:07] <Dark> odd how that works, been googling the question for 20mins now
L2339[21:21:31] <Darva> google's results order is user dependant....
L2340[21:21:37] <Dark> ^
L2341[21:21:41] <Dark> most likely is the case
L2342[21:22:32] <williewillus> I searched "java local variable ASM" :p don't even use google that much either, mainly Bing (for the free shit) or DDG (when I actually want good results)
L2343[21:22:41] <Temportalist> diesieben07: how about checking if a uuid or username is online
L2344[21:22:56] <diesieben07> online on the server your mod is running on?
L2345[21:23:00] <diesieben07> or just online anywhere?
L2346[21:23:01] <williewillus> there's a method to get EntityPlayerMP from UUID
L2347[21:23:05] <Temportalist> current server
L2348[21:24:10] <diesieben07> ServerConfigurationManager#getPlayerByUUID(uuid) != null
L2349[21:24:15] <Darva> I'd be rather impressed if there was a reasonable way to check if a player was on another server.
L2350[21:24:17] <Temportalist> cool, thanks
L2351[21:25:09] <Temportalist> Are tickets which dont persist past playerTicketsLoaded released?
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L2354[21:29:12] <Temportalist> diesieben07: Also, what would be the best way to check every hour? A tick handler?
L2355[21:29:25] <diesieben07> yeah
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L2357[21:30:27] <Temportalist> What would be the modulus op for that?
L2358[21:30:32] <Temportalist> similar to TimeUnit.MILLISECONDS.toHours(<value>)?
L2359[21:30:59] <Temportalist> or system.currentTimeMillis % (_)
L2360[21:31:11] <diesieben07> 1 second = 20 ticks, so 1 hour = 60x60x20 ticks
L2361[21:31:38] <Temportalist> but i am working in milliseconds
L2362[21:31:47] <diesieben07> how so?
L2363[21:32:02] <Temportalist> startTime is set to currentTimeMillis
L2364[21:32:10] <Temportalist> wait
L2365[21:32:19] <Temportalist> does the tick event have a current tick variable?
L2366[21:32:19] <diesieben07> what is this for exactly?
L2367[21:32:24] <diesieben07> no it doesn't
L2368[21:32:25] <Temportalist> man im tired
L2369[21:32:43] <Temportalist> It is for releasing tickets if the active player's are offline too long
L2370[21:33:13] <diesieben07> hmmmm
L2371[21:33:23] <Temportalist> I dont want to check it every tick (lag)
L2372[21:33:29] <Temportalist> so every hour seems good
L2373[21:33:38] <Temportalist> but I need to figure out when that hour is
L2374[21:33:38] <Darva> If you have a lastTime variable, with the millisecond when you last did it, just set a next variable with lastTime+((60*1000)*60) and check which is larger.
L2375[21:33:40] <diesieben07> uhm i guess so
L2376[21:34:07] <Temportalist> Darva: what?
L2377[21:34:08] * diesieben07 goes to bed
L2378[21:34:13] <Temportalist> bye diesieben07
L2379[21:34:21] <Temportalist> thanks for the help
L2380[21:34:47] <Temportalist> Darva: i dont want to check the time each tick because it requires iterating through a (potentially large) map
L2381[21:34:56] <Darva> ...
L2382[21:35:57] *** kirby|gone is now known as mrkirby153
L2383[21:36:06] <Darva> static int nextCheck = System.currentTimeMillis+ ((60*1000)*60) Then, each tick do: if (System.currentTimeMillis > nextCheck) {doCheck()}
L2384[21:36:16] <Temportalist> ah
L2385[21:36:20] <Temportalist> gotcha
L2386[21:36:25] <Temportalist> sorry. tired me is tired.
L2387[21:36:31] <Darva> err... {doCheck(); nextCheck = System.currentTimeMillis+ ((60*1000)*60); }
L2388[21:37:17] ⇨ Joins: Darkevilmac (Darkevilma@d154-5-210-6.bchsia.telus.net)
L2389[21:37:34] <Temportalist> currentTimeMillis always returns > 0 right?
L2390[21:37:57] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c065:fcda:1582:16f3:5270)
L2391[21:38:45] <Darva> as long as you don't go back in time to before 1970
L2392[21:39:14] <Temportalist> Darva: https://gist.github.com/TheTemportalist/d77c98509dabe6099542
L2393[21:39:17] <Temportalist> hahaha
L2394[21:39:39] ⇨ Joins: TechDweebGaming_ (~TechDweeb@2601:1c0:5100:35f6:546a:b917:3c39:9f60)
L2395[21:40:04] ⇦ Parts: TechDweebGaming_ (~TechDweeb@2601:1c0:5100:35f6:546a:b917:3c39:9f60) ())
L2396[21:40:23] <Darva> Agg! Scala... my eyes.
L2397[21:40:44] * Darva had a very very bad experience with scala at work, over the course of a year.
L2398[21:40:52] <Temportalist> aw sorry haha
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L2400[21:40:57] <TechDG> hey
L2401[21:41:01] <Temportalist> hi
L2402[21:41:20] <Darva> The kind of code you see when you tell a multi-million dollar contract that they're only developing a prototype, that will never see production. *shudders*
L2403[21:41:48] <Temportalist> oh gosh....
L2404[21:41:49] <Darva> Looks right tho.
L2405[21:41:51] <TechDG> gigaherz: You there?
L2406[21:42:15] <TechDG> k guess not
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L2408[21:43:37] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L2409[21:44:17] *** Darkhax_AFK is now known as Darkhax
L2410[21:48:26] <Temportalist> Darva: https://gist.github.com/TheTemportalist/55298c71076c5d303e09
L2411[21:48:49] <Dark> is it normal for setBlock to be fired a lot client side
L2412[21:48:55] <Dark> with nothing happening in the world
L2413[21:48:59] ⇨ Joins: Wastl2 (~Wastl2@f053041135.adsl.alicedsl.de)
L2414[21:49:22] <williewillus> how can I trigger a render update from the server?
L2415[21:49:25] ⇨ Joins: GildedGames (~GildedGam@ec2-54-90-125-215.compute-1.amazonaws.com)
L2416[21:49:39] <Temportalist> williewillus: PACKETS \o/
L2417[21:49:43] <Dark> ^
L2418[21:49:48] <williewillus> without doing that
L2419[21:50:06] <Dark> its going to need a packet reguardless but there should be a mark dirty method
L2420[21:50:56] <Dark> !gm func_147492_c
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L2422[21:51:59] <M4thG33k> This may be a dumb question, but is it possible to add other mods to your dev environment in 1.8? (I'm using IntelliJ; I've dropped the mod into the eclipse/mods folder as I had done in 1.7.10, but it isn't loading...)
L2423[21:52:27] <Dark> by adding you mean? for code usage or for runtime usage
L2424[21:52:28] <williewillus> yes
L2425[21:52:37] <M4thG33k> for runtime usage
L2426[21:52:40] <williewillus> in the latest buidls of forge you can just dump them in mods/ and they should load
L2427[21:52:42] <williewillus> automagically
L2428[21:52:45] <Dark> should work in the mods folder
L2429[21:53:02] <Dark> check the log in case it failed to load but MC still keep going
L2430[21:53:05] <Dark> seen a few mods do that
L2431[21:53:14] <Temportalist> You put the mod in the eclipse/mods folder man
L2432[21:53:14] <Darva> Looks reasonable to me Temportalist
L2433[21:53:20] <Temportalist> you are using IDEA
L2434[21:53:29] <Darva> There's also the option of including it as a gradle dependancy, if the mod in question has a maven repo.
L2435[21:53:39] <Temportalist> unless you have IDEA run dir mapped to eclipse/mods
L2436[21:53:43] <Temportalist> err eclipse/
L2437[21:53:58] <Darva> I think... i think since 1.7.10, there is also a defined libs directory you can dump it into... I think you just have to create it at the top level of your project.
L2438[21:54:50] <Temportalist> Darva: you are correct, there is
L2439[21:54:59] <M4thG33k> Checking on that; also, should I develop in 1.8.8 or 1.8.9? I'm assuming 1.8.9...
L2440[21:55:05] <Darva> 1.8.9
L2441[21:55:06] <Temportalist> Dark: What does your run config look like in IDEA?
L2442[21:55:13] <Dark> tbh if all fails just add a deobf.jar to your module
L2443[21:55:21] * Darva is still developing in 1.7.10. Heh.
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L2445[21:55:28] <Dark> -Xincgc -Xmx1024M -Xms1024M -XX:MaxPermSize=128m -XX:+CMSClassUnloadingEnabled -Ddevelopment=true -Dfml.coreMods.load=com.builtbroken.mc.core.EngineCoreMod,com.builtbroken.profiler.ProfilierCoreMod
L2446[21:55:30] <Temportalist> More specifically, what is the Working Directory field
L2447[21:55:36] *** Darva was kicked by LexManos (Darva))
L2448[21:55:43] <Temportalist> well then...
L2449[21:56:14] <williewillus> if you're on very recent builds of forge it should just work (tm)
L2450[21:56:16] ⇨ Joins: Darva (Darva@97-85-183-91.static.stls.mo.charter.com)
L2451[21:56:18] <williewillus> if you drop into mods/
L2452[21:56:21] * Darva was expecting that...
L2453[21:56:25] <Temportalist> ah haha
L2454[21:56:34] <Temportalist> what is your working directory field?
L2455[21:56:53] <Darva> I actually do have one mod i'm about to update to 1.8.9. It's just a motivation question.
L2456[21:57:00] <M4thG33k> I realized the mod I was attempting to use was 1.8.9 and I was in 1.8.8...attempting to remedy the situation...
L2457[21:57:08] <Darva> I aughta hurry up, since it'd be the only mod in its class, and might actually get some attention.
L2458[21:57:14] <williewillus> what is it?
L2459[21:57:36] <Darva> Parachronology. A Skyblock resources mod... In the vein of ex nihilo, but completely different mechanics.
L2460[21:58:01] <Temportalist> Darva: what would the delay be for minutes?
L2461[21:58:04] <tterrag|away> exn is being updated now :P
L2462[21:58:05] <tterrag|away> so hurry :D
L2463[21:58:09] <Temportalist> 60*1000 instead of 60*60*1000?
L2464[21:58:40] <Darva> That'd produce one minute.
L2465[21:58:48] <Dark> really suggest if your going to use nums like that use static final vars
L2466[21:58:50] <Temportalist> good
L2467[21:58:53] <Temportalist> okay
L2468[21:58:54] <Dark> that way you know what those numbers are for
L2469[21:59:03] <Temportalist> well they are sorta static, but i will move them later
L2470[21:59:13] <Dark> eg static final int MIN = 60 * SECONDS;
L2471[21:59:36] <Darva> tterrag|away parachonology is much much smaller than exn tho... Updating would probably take less than a day, counting re-writing the config system to be sane.
L2472[21:59:45] <williewillus> so do it
L2473[21:59:47] <williewillus> :D
L2474[21:59:52] <williewillus> <insert tiny potato just do it>
L2475[21:59:55] <Temportalist> Darva: DO IT NOW
L2476[21:59:57] <Darva> I may, i have a 4 day weekend.
L2477[21:59:59] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L2478[22:00:17] <Darva> I'm just in the middle of trying to update a pack from 1.6.4 to 1.7.10, and had to sit down and write a mod to get the world gen i want.
L2479[22:00:29] <williewillus> wow thats old :p
L2480[22:00:38] <Darva> Heh.
L2481[22:00:38] <williewillus> why the 2 year wait?
L2482[22:00:45] <Darva> Sudden inspiration?
L2483[22:01:06] <Darva> Wanted to play the modpack again, and didn't feel like dealing with the 1.6.4 mechanics.
L2484[22:01:32] <williewillus> :p if I miss a pack I just go play that pack
L2485[22:01:42] <williewillus> the intricacies of vanilla don't really matter
L2486[22:01:46] <Darva> I actually have a 100% done identical port, but the author told me he wouldn't authorize release of a straight port.
L2487[22:01:55] <Darva> I meant the mechanics of 1.6.4 modded. :P
L2488[22:01:58] <Dark> most authors wont
L2489[22:02:16] <Darva> See, i'd expect the exact opposite.
L2490[22:02:29] <williewillus> depends
L2491[22:02:42] <Dark> not a lot of authors like the idea of people cloning thier concepts
L2492[22:02:49] <Dark> especially if a lot of work went into it
L2493[22:02:57] <williewillus> if they're really defensive of their like me I wouldn't want someone porting if it meant I would have to read back over every line and see if they fucked up
L2494[22:03:06] <Darva> I know, if i devleoped a popular modpack, and then moved on, if someone wanted to update it, i'd actually prefer a straight port. At least, as the first rlelease.
L2495[22:03:19] <williewillus> but someo people welcome others doing it because hey OSS
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L2497[22:03:54] <Darva> Everything i release for MC is open source, when your project depends on decompiled code, doing anything else is pure arrogance.
L2498[22:04:11] <Dark> not really
L2499[22:05:06] <Dark> most people do not understand making your code OSS means it free to use by anyone
L2500[22:05:15] <Dark> including reproducing clones without permission
L2501[22:05:42] <williewillus> depends on the license
L2502[22:05:46] <williewillus> it can be "OSS"
L2503[22:05:48] * Darva has used the MIT license on literaly everything he's released, if he remembers.
L2504[22:06:03] <Dark> that is true license does matter
L2505[22:06:19] <williewillus> like MFR happens to be on github, but there's not set license so by default it's ARR
L2506[22:06:20] <Dark> in the case of MIT though
L2507[22:06:23] <williewillus> and the cofh website says so
L2508[22:06:26] <Dark> it litteraly says free
L2509[22:06:27] <Darva> Oh, wait. *laughs* There was one exception, when i released PipeGobbler, which was an addon to Thermal Expansion to fix the backstuffing issue. That got a unique license.
L2510[22:07:01] <Temportalist> I usually use Apache v2
L2511[22:07:05] <Temportalist> no reason though
L2512[22:07:10] <Dark> I have a custom license
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L2514[22:07:30] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/license.md
L2515[22:07:30] <Darva> Hehe. I suspect the majority of people use the first license they've encountered.
L2516[22:08:08] <Temportalist> Dark: did you get IDEA working?
L2517[22:08:18] <Darva> Visible source license basically.
L2518[22:08:27] <Temportalist> oh and I just realized Dark is DarkGuardian haha
L2519[22:08:29] <Dark> my IDEA works but I didn't ask for help with it
L2520[22:08:42] <Dark> DarkGuardsman but ya
L2521[22:08:48] <Dark> aka DarkCow
L2522[22:08:50] <Temportalist> oh that was Darva
L2523[22:09:15] <Darva> No, my IDE works fine.
L2524[22:09:19] <Temportalist> no M4thG33k
L2525[22:09:27] * Temportalist is really tired
L2526[22:09:29] <Darva> Heh, you are tired.
L2527[22:09:34] <M4thG33k> Still working on it...
L2528[22:09:46] <M4thG33k> GOT IT!
L2529[22:09:48] <Temportalist> M4thG33k: what is your working directory field in your run config?
L2530[22:09:50] <Temportalist> haha
L2531[22:10:13] <M4thG33k> I updated to 1.8.9, remembered to run gradlew idea, and then dropped the mod in the ./libs folder
L2532[22:10:22] <Dark> if your tired I recommend a break or coffee
L2533[22:10:36] <Temportalist> that works if you are needing it as a library
L2534[22:10:41] <Darva> why use gradlew idea? Just open the build.gradle file, and import it as a gradle project directly.
L2535[22:10:45] <Temportalist> if you just want it to run, there are other ways
L2536[22:10:56] <M4thG33k> it wasn't working any other way...
L2537[22:10:59] <Temportalist> Darva: I used to hate doing that cause it never worked... and now it works for me...
L2538[22:10:59] <Dark> Darva that doesn't always work correctly
L2539[22:11:08] <Darva> I've... never done it any other way.
L2540[22:11:13] <Temportalist> M4thG33k: thats because you were putting mods in the eclipse folder
L2541[22:11:21] <Dark> plus the way I do my workspaces that would never work
L2542[22:11:30] <Temportalist> M4thG33k: thats why I was asking about the working dir in your run config
L2543[22:11:33] <Darva> Multi-project workspace?
L2544[22:11:42] <Temportalist> Darva: always <3
L2545[22:11:51] <M4thG33k> should it just be in a ./mods folder (on the same level as ./libs)?
L2546[22:11:53] <Dark> https://www.dropbox.com/s/m89wt9th2l15uhd/Screenshot%202016-01-14%2023.11.27.png?dl=0
L2547[22:11:56] * Darva just opens mutliple intellijs.
L2548[22:12:10] <Dark> that a lot of wasted ram
L2549[22:12:14] <Temportalist> Dark: holy crap
L2550[22:12:23] <Darva> I'm used to it from work, usually have 5-7 open simultainiously.
L2551[22:12:24] <Dark> plus I work on 127 mods
L2552[22:12:30] <Temportalist> M4thG33k: Open your freaking run configs
L2553[22:12:36] <Darva> Pacman? Nice.
L2554[22:12:46] <Dark> oh yes, that was for a job interview
L2555[22:13:14] <Darva> I usually hand over the candy crush type game i wrote for android, and watch the interview get totally distracted. heh.
L2556[22:13:16] <Dark> was really fun, did the entire project with only java and no libs
L2557[22:13:18] <M4thG33k> Working directory: F:\Projects\Minecraft\1.8.8\M4thThings\run
L2558[22:13:25] <Darva> Nice.
L2559[22:13:34] <M4thG33k> there we go...that makes sense now...
L2560[22:13:36] <Dark> I had to create it from scratch and document the process
L2561[22:13:38] <Temportalist> yeah.....
L2562[22:13:52] <Darva> That's a heck of an interview.
L2563[22:13:54] <Temportalist> M4thG33k: make sure it is a deobf jar mod, otherwise it wont run
L2564[22:14:01] <Dark> was for a hospital job
L2565[22:14:18] <Dark> which is odd to do pacman but meh
L2566[22:14:19] <Temportalist> M4thG33k: you will also have to re-run setup because you had it in the libs folder
L2567[22:14:33] <M4thG33k> It's working now. Thanks! :)
L2568[22:14:39] <Dark> also had to do several other applications
L2569[22:14:41] <Temportalist> Dark: I dont do coffee, and if I move, Ill go to bed haha
L2570[22:14:44] <Dark> including data processors
L2571[22:15:36] <Darva> I'm guessing a Senior position?
L2572[22:15:41] <Dark> yes
L2573[22:15:45] *** fry is now known as fry|sleep
L2574[22:16:25] <Darva> i'm literally only waiting on his secret clearance to come back to get a promotion, i've already seen the paperwork. heh.
L2575[22:16:31] <Dark> almost got the job but I don't know how to do ASM
L2576[22:16:35] <Dark> hince why I'm learning it now
L2577[22:16:40] *** Darkhax is now known as Darkhax_AFK
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L2579[22:17:05] <Darva> That's a disturbing requirement, to need to do java asm on a daily basis.
L2580[22:17:13] <Dark> debug code
L2581[22:17:17] <yurikoster1> hello all
L2582[22:17:27] <Dark> they gave me an example of how to test for failed code
L2583[22:17:30] <Temportalist> Darva: that IS quite disturbing
L2584[22:17:46] <Dark> using ASM to inject event calls to check on data flow
L2585[22:18:10] <Dark> without firing the appliction into debug mode
L2586[22:18:26] <Temportalist> Dark: eeewwwwwwwwww
L2587[22:18:33] <Dark> meh
L2588[22:18:38] <Darva> I wouldn't have got the job, because i would have left. Heh.
L2589[22:18:47] <Dark> doesn't seem that bad
L2590[22:18:55] <Dark> event call asm is easy now that I know it
L2591[22:19:08] <Temportalist> Dark: heh. heh. heh. heh heh heh heh he heh hehehehehehe
L2592[22:19:27] <Temportalist> Darva* ^
L2593[22:19:37] <Dark> i've actually seen a lot of references to it being used in jobs like this
L2594[22:19:42] <Dark> where you have a library but not the src
L2595[22:19:46] <Darva> Sure, but it's like being told you can only use a hammer to repair a car, when you've got a fully stocked automotive garage sitting nearby.
L2596[22:19:49] <Dark> but need to know what it is doing with your data
L2597[22:19:59] <Temportalist> Darva: yas
L2598[22:20:13] <Dark> I assume it is edge case Darva
L2599[22:20:26] <Darva> Ah. Every time i've been told to go find out what a library does inside, i've just decompiled it.
L2600[22:20:27] <Dark> something I would only do if no other option worked
L2601[22:20:42] * Darva nods.
L2602[22:20:55] <Dark> what if you do not have access to the lib
L2603[22:21:01] <Dark> but the runtime machine does?
L2604[22:21:11] <killjoy> So I found this. http://www.eclipse.org/xtend/
L2605[22:21:14] <Darva> ... Then your environment sucks?
L2606[22:21:18] <CombatFrogs> Trying to add some subitems. When they exist in the inventory, they behave correctly. When picked up from the world, they go into the first stack, regardless of the damage value. why am I dumb?
L2607[22:21:31] <Dark> Darva most likely but I have actually seen that when freelancing
L2608[22:21:45] <Dark> where I only had access to java docs to base my reflection calls off of
L2609[22:21:57] <Temportalist> Dark: ack no
L2610[22:22:07] <Dark> but not that actual code or libs
L2611[22:22:49] <Darva> Conceptually, i'd just treat that the same as a web service I only have the wsdl for.
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L2620[22:42:31] <Temportalist> okay
L2621[22:42:33] <Temportalist> time for bed
L2622[22:42:38] * Temportalist goes to sleepz
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L2629[23:13:21] <M4thG33k> Are there any good tutorials/documentation for the OBJ loader in 1.8?
L2630[23:18:15] <Sandra> M4thG33k, just reference the OBJ as your block model in your blockstate.json.
L2631[23:18:18] <TehNut> Add your domain to the OBJLoader, put .obj and .mtl in the models folder, reference from blockstate file
L2632[23:18:27] <Sandra> oh yeah, you have to do that too.
L2633[23:18:51] <TehNut> If texture looks wonky, add ""custom": { "flip-v": true }" to the defaults section of your blockstate
L2634[23:18:59] <M4thG33k> During which part of initilization to I register my domain with OBJLoader?
L2635[23:19:06] <TehNut> I do it in pre
L2636[23:19:09] <Sandra> preinit never harms nothing.
L2637[23:19:25] <TehNut> Only on the client (obviously)
L2638[23:19:26] <M4thG33k> Thanks! I'll see if I can get things working from here. :-)
L2639[23:19:32] <Sandra> yeah.
L2640[23:19:54] <Sandra> btw, how do you do a bounding box?
L2641[23:20:02] <Sandra> that's not full?
L2642[23:20:15] <TehNut> like for a block?
L2643[23:20:47] <Sandra> yeah,]
L2644[23:21:15] <TehNut> override setBlockBoundsBasedOnState
L2645[23:21:27] <TehNut> And return a smaller box
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L2648[23:23:06] <Sandra> oh ok cool.
L2649[23:23:28] <Sandra> can I return more than one box?
L2650[23:23:39] <Sandra> and does that handle collision?
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L2658[23:46:53] <shadekiller666> think i may need to squash some commits soon...
L2659[23:47:13] <shadekiller666> obj loader branch is 33 commits ahead :P
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L2661[23:47:40] <tterrag|away> Sandra: no, if you need multi-box bounds, use getCollisionBoundingBox and getSelectedBoundingBox then do custom raytracing
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