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L8[00:16:34] <masa> so that task scheduler that I wrote yesterday, it worked on the first try without any issues. I don't trust it now, it must be rigged...
L9[00:16:45] <masa> only the actual task had some issues
L10[00:17:59] <xaero> maybe it's a heisenbug?
L11[00:19:31] <masa> meaning that it blows up immeadiately after release, when it works perfectly in testing? :D
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L13[00:21:20] <xaero> ah nope, you've identified a coorelation wrt production/dev
L14[00:21:38] <xaero> heisenbugs have no seemingly coorelation to anything :P
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L18[00:25:05] <masa> well I encountered a bug in another item of mine yesterday too, which then suddenly worked as it was supposed to on the second try
L19[00:25:22] <masa> but something is broken with it
L20[00:25:53] <masa> and yet another item is competely busted too, it dupes items... fun bug fixing ahead
L21[00:30:18] <masa> or more precisely, the auto-refill feature of it seems to fail to actually consume the items from its inventory
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L33[01:10:23] <codahq> how do i ask MCPBot for previous versions again? i tried adding 1.7.10 at the end but it doesn't seem to be working
L34[01:10:30] <codahq> unless isSneaking wasn't a method back then
L35[01:11:18] <xaero> adding the version to the end is the right syntax; maybe it wasn't one..
L36[01:11:21] <xaero> !mh isSneaking
L37[01:11:45] <xaero> !gm isSneaking 1.7.10
L38[01:12:00] <xaero> I get results, what did you type?
L39[01:12:06] <codahq> gm isSneaking 1.7.10
L40[01:12:07] <codahq> that
L41[01:12:20] <codahq> oh, sure.
L42[01:12:33] <codahq> now it works
L43[01:12:43] <xaero> x)
L44[01:16:42] <codahq> thx btw
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L51[01:32:55] <codahq> so... weird thing.
L52[01:33:11] <codahq> check the render method here: http://pastebin.com/k8M3LbpY
L53[01:33:36] <codahq> looking at the vanilla code i see them translate the head down 0.2F when the player sneaks
L54[01:34:02] <codahq> when i translate the hat down 0.2F it's not enough when standing straight up but as he starts looking down until he's looking straight down it is enough
L55[01:34:07] <codahq> what's going on there?
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L57[01:36:57] <codahq> looked at all the references of isSneaking and i don't see them doing an addition translate on the yaw. (i didn't find one anyway)
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L60[01:39:36] <killjoy> have you tried not translating it?
L61[01:39:48] <codahq> yeah, lol... it's way off his head.
L62[01:39:52] <codahq> it's awesome
L63[01:40:14] <killjoy> screenshot?
L64[01:43:22] <codahq> not sneaking
L65[01:43:23] <codahq> http://postimg.org/image/bwt364zsx/d86ca3dc/
L66[01:43:48] <codahq> sneaking
L67[01:43:49] <codahq> http://postimg.org/image/bxzftj2gl/fcefeb7e/
L68[01:44:06] <killjoy> looks like you're using 0.2
L69[01:44:09] <killjoy> try -0.2
L70[01:44:32] <codahq> farther away
L71[01:44:34] <killjoy> positive is up. negative is down
L72[01:44:37] <codahq> opposite direction
L73[01:44:39] <killjoy> supposedly
L74[01:45:08] <codahq> i'm looking at the vanilla code where they do it. they translate .2. and it's almost enough
L75[01:45:17] <killjoy> hm
L76[01:45:33] <killjoy> tried looking at the skulls?
L77[01:45:34] <codahq> but for some reason it's not quite enough when he's sneaking and looking straight forward
L78[01:45:41] <codahq> no, i guess i could do that.
L79[01:47:42] <killjoy> I assume you've added a layer renderer?
L80[01:48:27] <codahq> nope. i just did what they were doing.
L81[01:48:36] <codahq> do i need to add a layer renderer?
L82[01:48:43] <killjoy> are you on 1.8 or 1.7?
L83[01:48:45] <codahq> 1.8
L84[01:48:55] <killjoy> I recommend using a layer
L85[01:49:15] <killjoy> How are you doing it currently? An event?
L86[01:49:54] <codahq> since it's an item i override getArmorTexture and getArmorModel on the Item implementation
L87[01:50:08] <codahq> was super easy
L88[01:50:10] <killjoy> Oh, it's an armor
L89[01:50:16] <codahq> yeah, sort of.
L90[01:50:28] <killjoy> not technically an armor slot?
L91[01:50:32] <codahq> i treat it like one because you can take it on and off on your head
L92[01:50:44] <codahq> but it doesn't damage or protect like armor
L93[01:50:48] <codahq> it just goes on the hat slot
L94[01:51:00] <killjoy> It's rendered like armor
L95[01:51:04] <codahq> yes
L96[01:51:06] <killjoy> ok
L97[01:53:30] ⇨ Joins: Nitrodev (~Nitrodev@nat3.panoulu.net)
L98[01:55:05] <killjoy> you should set modellocationangles
L99[01:55:24] <codahq> if i attach them to the head it doesn't take those as the locationangles?
L100[01:55:36] <killjoy> *rotationangles
L101[01:56:01] <killjoy> it doesn't set location
L102[01:56:09] <killjoy> ModelBiped does this.
L103[01:56:42] <killjoy> also override that method
L104[01:57:14] ⇨ Joins: CombatFrogs (~Christoph@ool-18e436ac.dyn.optonline.net)
L105[01:57:15] <codahq> wouldn't i want their exact behavior though?
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L107[01:58:39] <codahq> everythign i see them doing with rotationangles seems to be for swinging of arms and legs
L108[01:58:57] <codahq> first two lines of setRotationAngles do head
L109[01:59:00] <killjoy> it's also for where you're looking
L110[01:59:00] <codahq> but if you look
L111[01:59:00] <CombatFrogs> Still a little (ok, a lot) unclear on the JSON stuff. Is there a way for me to re-use blocks models from Vanilla minecraft blocks? Specifically, I'm trying to extend Block(New|Old)Log, and would rather not replicate all the models, textures, facing properties, etc.
L112[01:59:03] <codahq> i do that.
L113[01:59:14] <codahq> yeah, i'm doing that.
L114[01:59:19] <codahq> hat follows where i look
L115[01:59:27] <codahq> because i set Y and X like they do
L116[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160118 mappings to Forge Maven.
L117[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160118-1.8.9.zip (mappings = "snapshot_20160118" in build.gradle).
L118[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/
L119[02:00:19] <killjoy> but you're only doing that during init
L120[02:00:29] <codahq> oh, snap. this.isSneak
L121[02:00:47] <codahq> there's a boolean that's public
L122[02:00:54] <codahq> i've been looking at all references of the getter
L123[02:01:04] <codahq> i didn't realize it was stored onto the model and then checked there too
L124[02:01:05] <codahq> dag.
L125[02:01:07] <codahq> no wonder.
L126[02:01:10] <codahq> okay, good call.
L127[02:01:16] <codahq> i see them doing more in that method
L128[02:01:19] <codahq> thanks
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L130[02:03:04] <killjoy> I'm glad i could be your rubber duck today
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L132[02:03:49] <codahq> i don't know what that means but thank you anyways
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L134[02:04:50] <codahq> CombatFrogs, yes, you can. look at the way the json is setup on classes that use inheritance in vanilla. there are some jsons that have parents that are other blocks
L135[02:05:06] <codahq> i think you still have to define the blockstates though
L136[02:05:15] <codahq> (all of them)
L137[02:06:26] <CombatFrogs> Alright, good to know. Thanks
L138[02:11:54] <killjoy> codahq, https://en.wikipedia.org/wiki/Rubber_duck_debugging
L139[02:12:25] <codahq> hey, killjoy. what the heck are those parameters really anyway? they're named wrong like... 12 months ago. scale i think might be the only that is right. looking at vanilla i can't quite figure it out but i think they are probably previousYaw, and two something elses...
L140[02:12:56] <codahq> ah, yes, thank you for being my duck.
L141[02:13:04] <killjoy> they're things like movement, swing, and look
L142[02:13:25] <killjoy> it's move, swing, time, rot, pit
L143[02:13:36] <killjoy> s/rot/yaw
L144[02:14:26] <codahq> k, that looks much better.
L145[02:14:29] <codahq> ty again
L146[02:16:23] <McJty> How can I avoid this error?
L147[02:16:24] <McJty> [09:14:24] [Client thread/ERROR]: MultiModel rftools:block/screen_hitblock is empty (no base model or parts were provided/resolved)
L148[02:16:32] <McJty> This is a block that renders with a TESR
L149[02:16:42] <McJty> So my model json just contains the particle texture
L150[02:18:30] <killjoy> Don't you need to set the custom model resource location?
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L153[02:18:58] <McJty> Well it is reading my model file correctly. So why would I need to set a location?
L154[02:19:54] ⇦ Parts: CombatFrogs (~Christoph@ool-18e436ac.dyn.optonline.net) ())
L155[02:20:47] <McJty> The issue is that I want to be able to define an empty json model but can't seem to find out how
L156[02:22:27] <Sandra> McJty, can't you just ignore that error, because it's obvious?
L157[02:22:50] <McJty> Sandra, it is a lot of log spam. i.e. stack traces
L158[02:23:01] <Sandra> or alternatively: you can just render the bits that actually require a TESR with a TESR.
L159[02:23:03] <McJty> Sandra, not nice to avoid that error. It is also why with recent forge MC start up is so long
L160[02:23:08] <McJty> Lots of mods having that kind of spam
L161[02:23:14] <McJty> Sandra, in this particular case that's everything
L162[02:23:34] <Sandra> this is your RFTools screen no?
L163[02:23:50] <Sandra> doesn't it still render a quad?
L164[02:24:05] <McJty> This is just an example. I actually have it for other objects too where I don't have anything static
L165[02:24:11] <McJty> For the screen I could indeed make the screen itself static
L166[02:24:15] <McJty> And I will
L167[02:24:19] <McJty> But I still need a solution for this
L168[02:24:21] <Sandra> and you should.
L169[02:24:49] <Sandra> what blocks do you have that have no solid portion?
L170[02:24:51] <McJty> My son's mod for example has a block that only has a TESR and nothing else
L171[02:24:59] <McJty> It is a light source which renders a single quad that faces the camera
L172[02:25:06] <McJty> There is nothing static
L173[02:25:33] <Sandra> I mean, you could always make a model with a completely transparent texture that still draws a quad.
L174[02:25:42] <McJty> Well...
L175[02:25:49] <McJty> I really do prefer the proper way to do things :-)
L176[02:25:52] <Sandra> to avoid said error.
L177[02:25:56] <Sandra> that's just a thought.
L178[02:25:59] <McJty> And not add unneeded (even though small) overhead.
L179[02:26:15] <Sandra> or wait, I think you can set the render type to something with no TESR thing?
L180[02:26:28] <Sandra> maybe?
L181[02:26:36] <McJty> I already return -1 for this
L182[02:26:37] <Sandra> or sorry, just TESR.
L183[02:26:40] <codahq> killjoy, no change after setting rotation angles
L184[02:26:42] <Sandra> ah right.
L185[02:26:53] <McJty> Even with -1 it still seems to want to load a model
L186[02:26:57] <McJty> Which is actually a bit weird IMHO
L187[02:27:14] <Sandra> well in that case, I'm sure rendering a 1 quad model wouldn't add much if any overhead.
L188[02:27:27] <McJty> Sandra, even if it was 0 overhead, that's not a good solution
L189[02:27:58] <McJty> That's just working around a problem
L190[02:29:53] <Sandra> i'm not sure why a simple error is particularly harmful that it needs a solution.
L191[02:30:16] <McJty> Because it produces a lot of output in the log
L192[02:30:28] <McJty> Stacktraces and stuff
L193[02:30:48] <McJty> It confuses people when reporting bugs to find the real issues
L194[02:30:57] <McJty> And it slows down startup
L195[02:31:12] <Sandra> startup speed isn't a gigantic priority.
L196[02:31:15] <McJty> Especially since recent forge added a lot more of these checks
L197[02:32:01] <McJty> Sandra, you haven't tried to start up an 1.8.9 modpack yet with recent forge (> 1700)
L198[02:32:02] <McJty> ?
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L200[02:32:14] <McJty> It is a HUGE deal slower now.
L201[02:32:15] <Sandra> and, i mean, 1.8 is slow because it has 10,000 models to load 4 times.
L202[02:32:28] <Sandra> ~10,000
L203[02:32:31] <McJty> Sandra, yes but we don't want it to be even more slow like it is now
L204[02:32:43] <McJty> It really went from about 1 minute to close to 5-6 minutes (estimate)
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L206[02:33:04] <McJty> Or maybe 40 seconds -> 3-4 minutes. Not exactly sure but it was a big difference
L207[02:33:36] <McJty> And the confusing stacktraces in the log are pretty annoying
L208[02:34:04] <Sandra> McJty, what does your log look like btw, I'm interested, care to pastebin it for me?
L209[02:34:22] <McJty> https://bpaste.net/show/5f0d8b11f6ce
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L211[02:36:00] <McJty> Adding an empty "elements" section doesn't help
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L215[02:54:18] <Wuppy> mornin
L216[02:54:45] <Cazzar> \o
L217[02:55:00] <Cazzar> That time your grandparents have a SSD as their main drive for their PC
L218[02:55:27] <ThePsionic> Good or bad idk
L219[02:55:45] <Cazzar> It's more... unexpected.
L220[02:56:38] <Wuppy> ThePsionic, in what way would an SSD be bad?
L221[02:56:45] <ThePsionic> idfk
L222[02:57:01] <Cazzar> >flash.ocx
L223[02:57:02] <Cazzar> why
L224[02:57:22] <Wuppy> \o/ they announced the dj who made the anthem for a festival I'm going to
L225[02:57:26] <Wuppy> and it's my favorite :D
L226[02:58:46] <McJty> Sandra, fixed it
L227[02:58:56] <Cazzar> Wuppy: who? :P
L228[02:59:00] <Wuppy> Frontliner!
L229[02:59:01] <McJty> Sandra, a model with parent "parent": "builtin/entity" does the trick
L230[02:59:04] <Cazzar> ooh~
L231[02:59:18] <Wuppy> the best djs: frontliner, gunz for hire and Minus Militia
L232[02:59:49] <Sandra> McJty, mmmkay.
L233[03:00:15] <Cazzar> Wuppy: Headhunterz knows his stuff too :P
L234[03:00:40] <Wuppy> a few years ago, yes, but not anymore, now all his music is crap IMO
L235[03:01:02] <Wuppy> like, his old songs are still some of my favorite songs, but the new ones are just terrible
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L246[03:31:46] <killjoy> Does anyone know how to set a local variable with mixins?
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L256[04:09:12] <LexManos> https://www.youtube.com/watch?v=u9Dg-g7t2l4 Listen to that, you're welcome.
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L261[04:17:57] <VikeStep> I was just fixing a merge conflict with my PR to forge, is the commit on my fork supposed to include all the changes that were made in between?
L262[04:18:27] <ThePsionic> no
L263[04:18:52] <VikeStep> :/ here is the result of me merging https://github.com/VikeStep/MinecraftForge/commit/52fe1d2a27b1115476cb81487c28ab801599fcb9
L264[04:19:30] <ThePsionic> Oh like that, yes
L265[04:19:52] <ThePsionic> That's fine
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L267[04:20:26] <diesieben07> really you shouldn't be merging inside PRs
L268[04:20:28] <diesieben07> rebase
L269[04:20:42] <VikeStep> hmm, the only conflict was in a patch file
L270[04:20:48] <VikeStep> I just ran genPatches again
L271[04:20:58] <VikeStep> actually, I don't trust that I did it right, rebase time
L272[04:22:49] <VikeStep> ok, I was right, it seems that I didn't merge it properly
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L278[04:33:53] <VikeStep> let's say I have made a rebase and there is one conflict, how do I say that I want to ignore my local changes and just use the upstream version of the file?
L279[04:36:23] <diesieben07> good question. are you using just command line git?
L280[04:36:27] <VikeStep> yes
L281[04:36:39] <diesieben07> then i don't know :D
L282[04:37:11] <diesieben07> conflicts are a pita to handle on command line
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L285[04:46:44] <VikeStep> at this point, I might just use git reset
L286[04:47:07] <VikeStep> and reapply my changes
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L290[04:51:29] <ThePsionic> git gud
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L300[05:07:10] <sham1> One does not simply "git gud"
L301[05:07:27] <VikeStep> did anyone here git gud?
L302[05:07:49] <VikeStep> I don't even know how to proceed
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L305[05:10:17] <VikeStep> maybe a more general question, my PR here: https://github.com/VikeStep/MinecraftForge/commit/6ddb55b915563d7e1e7ef95f79e5cdcdcde5da06 makes a couple changes, the change which has a merge conflict is Entity.java.patch. How should I go about making it so that I can have both patches from upstream and on my fork included
L306[05:10:32] <VikeStep> My thought was to ignore my changes to the patch file and then reapply it
L307[05:10:44] <VikeStep> but, not sure how to do that cleanly with a git rebase
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L313[05:32:56] <Wuppy> hai
L314[05:33:37] ⇨ Joins: LexLap2 (~LexManos@172.76.2.58)
L315[05:33:38] MineBot sets mode: +o on LexLap2
L316[05:33:41] <Nitrodev> Hai
L317[05:33:59] <Wuppy> I hate dutch weather
L318[05:34:35] <Nitrodev> it's 23 degrees C ehre
L319[05:34:40] <Nitrodev> here*
L320[05:34:42] <Wuppy> it's -2C here
L321[05:35:01] <Wuppy> and that's day temperatures
L322[05:35:31] <Nitrodev> so is 23
L323[05:35:36] <Nitrodev> so yeah
L324[05:35:51] <Ordinastie> jadedcat, are you around by any chance ?
L325[05:35:55] * Wuppy moves to Nitrodev
L326[05:36:38] <diesieben07> it's -5 here, stop being a wuss :D
L327[05:36:50] <Wuppy> wuss my ass
L328[05:36:53] <diesieben07> haha
L329[05:36:54] <Wuppy> I just don't like it
L330[05:37:03] <diesieben07> i am just mocking you, i 100% agree
L331[05:37:19] <heldplayer> I just came back from being outside, my fingers are numb
L332[05:37:21] <Ordinastie> it's 22° here because I can afford heating my place
L333[05:37:25] <McJty> Hmm, how do you handle having a block with three different metavalues being listed in NEI/creative tab?
L334[05:37:31] <McJty> I mean a single block with three types
L335[05:37:34] <McJty> I know how to do it for items
L336[05:37:51] <diesieben07> getSubBlocks in your Block
L337[05:38:19] <McJty> aha thanks
L338[05:40:44] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L339[05:40:46] <sham1> hello again
L340[05:40:56] <Elec332> o/
L341[05:41:01] <Wuppy> \o
L342[05:41:29] <McJty> But it seems there is no equivalent setter like setHasSubtypes like for items?
L343[05:41:34] <McJty> Hi Elec332
L344[05:41:47] <Elec332> o/
L345[05:41:48] <diesieben07> yeah you need a custom ItemBlock
L346[05:42:11] <McJty> Ah? getSubBlocks() is not sufficient?
L347[05:42:25] <diesieben07> no, because ItemBlcoks by default always place metadata 0 for example
L348[05:42:34] <McJty> ok
L349[05:42:40] <Elec332> Blocks with meta/states need an custom ItemBlock indeed
L350[05:42:49] <sham1> I thought it depends on the metadata of the ItemBlock
L351[05:42:54] <diesieben07> nope
L352[05:43:19] <diesieben07> that si because Item.getMetadata is 0 by default
L353[05:43:49] * diesieben07 goes to eat lunch at subway.
L354[05:44:03] <sham1> That's expensive though
L355[05:44:13] <diesieben07> shuuu
L356[05:44:17] <diesieben07> we don't talk about that.
L357[05:45:43] <sham1> May we talk about the absence of CompletableFuture in the JDK and the fact that lambdas suck at exceptions?
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L359[05:46:58] <ThePsionic> sure
L360[05:47:00] <ThePsionic> go ahead
L361[05:47:05] <diesieben07> * checked exceptions
L362[05:47:22] <diesieben07> Which explains the problem, they suck
L363[05:47:28] <sham1> Yeah
L364[05:47:32] <sham1> It's like
L365[05:47:53] <sham1> I cannot have a lambda that does IO while having it be concise
L366[05:48:08] <diesieben07> The fact that UncheckedIOException exists. . It's sad
L367[05:48:35] <sham1> It actually is a thing...
L368[05:48:38] <sham1> Oh my word
L369[05:49:03] <sham1> Well I could always wrap that shit with RuntimeException
L370[05:49:16] <VikeStep> does anyone have the project for Forge for the latest version on github open on eclipse?
L371[05:49:24] <VikeStep> I'm trying to run Forge Client and I get this http://pastebin.com/u8WVSHFN
L372[05:49:30] <VikeStep> keep in mind, I don
L373[05:49:35] <VikeStep> don't touch the ItemStack class
L374[05:49:55] <VikeStep> or StatList...
L375[05:50:45] <sham1> seems like You done Goof'd
L376[05:50:50] <VikeStep> :(
L377[05:51:43] <sham1> But seriously
L378[05:51:59] <sham1> Why is Oracle clinging on the idea of "Checked Exception"
L379[05:52:58] <sham1> And not allowing us to use them in stream for instance
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L382[05:53:46] <sham1> Because having every exception be subclass of RuntimeException would make sense
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L384[05:53:55] <diesieben07> Not even that
L385[05:54:06] <diesieben07> Just make it a warning instead of an error
L386[05:54:18] <sham1> that would work too
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L388[05:56:03] <diesieben07> Like,the concept makes sense, but there needs to be an escape hatch
L389[05:59:50] <McJty> Ok I have a block with a property to represent the three states. It works great if the block is placed in the world but the inventory is checkerboard.
L390[06:00:00] <McJty> What exaclty do I have to do to also get the support for the three states for the inventory model?
L391[06:00:11] <McJty> I get no errors or warnings in the log
L392[06:00:16] <McJty> Even though it shows checkerboard
L393[06:01:20] <sham1> Hmm
L394[06:01:26] <sham1> Again looking at rust...
L395[06:02:30] <McJty> rust?
L396[06:02:41] <sham1> Yes
L397[06:02:45] <McJty> What is rust?
L398[06:03:25] <sham1> https://en.wikipedia.org/wiki/Rust_%28programming_language%29
L399[06:03:38] <McJty> ah. That was not an anser to my question. That's why I was confused :-)
L400[06:03:40] <sham1> Made by Motzilla
L401[06:03:49] <sham1> :P
L402[06:04:03] <sham1> Sorry for confusing ye
L403[06:04:05] <ThePsionic> mfw
L404[06:04:10] <ThePsionic> Influenced by Alef,[5] C#,[5] C++,[5] Cyclone,[5][6] Erlang,[5] Haskell,[5] Hermes,[5] Limbo,[5] Newsqueak,[5] NIL,[5] OCaml,[5] Ruby,[5] Scheme,[5] Standard ML,[5] Swift[5][7]
L405[06:04:53] <sham1> Being influenced by Haskell is always a good thing
L406[06:04:59] <sham1> But no java
L407[06:05:00] <sham1> Hmm
L408[06:05:03] <VikeStep> it has C# thogh
L409[06:05:06] <VikeStep> it has C# though
L410[06:05:07] <sham1> Ye
L411[06:05:10] <sham1> For some reason
L412[06:05:23] <sham1> They might be the same language as far as I am concerned
L413[06:05:30] <sham1> (java and C# that is)
L414[06:05:42] <VikeStep> use C# at work and Java at home, can confirm they are pretty much the same language
L415[06:06:09] <VikeStep> apparently the part from C# they used were attributes
L416[06:06:18] <VikeStep> so, like java annotations
L417[06:06:28] <VikeStep> but instead of @Annotation it is [Attribute]
L418[06:09:14] <sham1> Never understood why in C# you name methods in CapitalCase
L419[06:10:31] <sham1> Like in C# you have Equals
L420[06:10:40] <sham1> when in java you have equals
L421[06:11:08] <Sandra> sham1, because that's how microsoft has always done it in C++.
L422[06:11:17] <Sandra> so they made that the standard in C#.
L423[06:11:21] <sham1> God damn it microsoft
L424[06:11:21] <Sandra> for a dumb reason.
L425[06:12:00] <VikeStep> also java does namespaces in reverse
L426[06:12:06] <VikeStep> of C# does it in reverse, depending on your angle
L427[06:12:26] <Wuppy> does anyone know a good guide/tutorial on how to do scrum for games?
L428[06:12:57] <VikeStep> you mean the methodology?
L429[06:13:03] <Wuppy> yeah
L430[06:13:09] <Sandra> VikeStep, what's a package name in C#?
L431[06:13:17] <sham1> The hell is scrum
L432[06:13:24] <VikeStep> sham1, it's part of agile
L433[06:13:26] <Wuppy> sham1, do you even do software development?
L434[06:13:38] <sham1> It's a hobby
L435[06:13:43] <VikeStep> Sandra, packages are called namespaces
L436[06:13:44] <Sandra> (idk what that is either.)
L437[06:13:50] <VikeStep> you won't find them referred to as packages
L438[06:13:56] <VikeStep> in C# that is
L439[06:14:12] <Sandra> VikeStep, ah yeah. like C++.
L440[06:14:22] <Sandra> what do they call them though?
L441[06:14:29] <VikeStep> what do you mean?
L442[06:14:58] <Wuppy> sham1, yeah, then you don't really need it
L443[06:15:04] <Wuppy> as a job though, it's rather important
L444[06:15:12] <sham1> I google'd it
L445[06:15:29] <sham1> And it looks like a way you organize your software developement
L446[06:15:31] <Sandra> VikeStep, i mean what's an example namespace name in C#?
L447[06:15:35] <Wuppy> yep, that's it
L448[06:15:55] <Wuppy> it's a nice way to effectively develop a software product
L449[06:16:06] <VikeStep> in java where you type "package com.example.project", you would write "namespace Project"
L450[06:16:15] <Sandra> right.
L451[06:16:36] <Sandra> I thought you said they were reverse though.
L452[06:16:44] <Sandra> so?
L453[06:16:45] <VikeStep> ah
L454[06:17:19] <VikeStep> yeah, the standard librarys might have "Microsoft.Net.Class"
L455[06:17:25] *** Darkhax is now known as Darkhoax
L456[06:17:27] <VikeStep> for example
L457[06:17:34] <VikeStep> where the Net is the domain name
L458[06:17:36] ⇨ Joins: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net)
L459[06:17:41] <Sandra> um....
L460[06:17:43] <VikeStep> but in Java it would be "net.microsoft.class" equivalently
L461[06:17:50] ⇨ Joins: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net)
L462[06:17:50] <Sandra> not actually.
L463[06:18:12] <Sandra> that in java would be com.microsoft.net.class
L464[06:18:20] <sham1> ^
L465[06:18:27] <Sandra> since net is the name of the library.
L466[06:18:43] <VikeStep> It's not a network library though if that is what you are thinking
L467[06:18:49] <Sandra> or more accurately .net
L468[06:19:01] <Sandra> VikeStep, i know it's not but the CLR framework is called .net
L469[06:19:17] <VikeStep> hmm, true
L470[06:19:36] ⇨ Joins: CoolerExtreme (~CoolerExt@117.201.140.24)
L471[06:19:42] <sham1> "com.microsoft" could be groupID
L472[06:19:52] <Sandra> also wow, McJty, 1700+ really /is/ slow.
L473[06:19:54] <sham1> And "net" would be the artifactID
L474[06:20:06] <Sandra> yeah, exactly.
L475[06:20:12] <sham1> if we were talking in terms of how Maven talks about java package naming
L476[06:20:17] <McJty> Sandra, yes, and most of it is (as as I have been told) caused by the extra error reporting that is done now
L477[06:20:29] <McJty> Sandra, which is why at least wanted my mod to be 'clean' in that aspect :-)
L478[06:20:51] <Sandra> that's REALLY slow.
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L480[06:29:57] ⇨ Joins: Temportalist (uid37180@2604:8300:100:200b:6667:3:0:913c)
L481[06:30:29] <Temportalist> VikeStep: is here!
L482[06:30:33] <VikeStep> hey!
L483[06:31:23] <GrygrFlzr> man I haven't paid attention in here for a while
L484[06:31:38] <Wuppy> :O
L485[06:31:42] <Wuppy> you're still alive :P
L486[06:31:49] <ThePsionic> :o
L487[06:31:53] <GrygrFlzr> ヽ(゚∀゚)ノ
L488[06:32:20] <Wuppy> yes, all the boxes Grygr
L489[06:32:22] <Wuppy> all of them
L490[06:32:32] <GrygrFlzr> > boxes
L491[06:32:38] <GrygrFlzr> pls fix your client font stack
L492[06:32:40] <ThePsionic> git gu
L493[06:32:41] <ThePsionic> d
L494[06:32:48] <ThePsionic> <| ͡° ͜ʖ ͡°|>
L495[06:33:01] <Wuppy> that one does work
L496[06:33:08] <ThePsionic> ᕕ( ᐛ )ᕗ
L497[06:33:08] <Wuppy> but yeah, I only have this problem in HexChat
L498[06:33:17] <GrygrFlzr> I'm on hexchat tho
L499[06:33:18] <GrygrFlzr> :v
L500[06:33:22] <gigaherz_j> morning ppl
L501[06:33:24] <gigaherz_j> o/
L502[06:33:24] <ThePsionic> UniFont best font
L503[06:33:24] <Wuppy> o___0
L504[06:33:27] *** gigaherz_j is now known as gigaherz
L505[06:33:27] <Wuppy> \o
L506[06:33:31] <LatvianModder> IRCCloud ftw
L507[06:33:32] <VikeStep> Wuppy, you are not alone
L508[06:33:33] <LatvianModder> o/
L509[06:33:36] <ThePsionic> ^^^^
L510[06:33:42] <ThePsionic> IRCCloud is fantastic
L511[06:33:46] <LatvianModder> its the best
L512[06:33:50] <VikeStep> i too am too bothered to fix my encoding
L513[06:33:51] <Wuppy> \o
L514[06:33:57] <ThePsionic> Defo worth € 4,- a month
L515[06:33:58] <gigaherz> leaving your pc on all day is fantastic too
L516[06:34:06] <Wuppy> why?
L517[06:34:10] <LatvianModder> ThePsionic: I setup my own '24/7 online server'
L518[06:34:15] <Sandra> only the last thing by ThePsionic was boxes for me.
L519[06:34:19] <Sandra> so git gud.
L520[06:34:24] <ThePsionic> ┐('~`)┌
L521[06:34:29] <GrygrFlzr> ┐(´~`;)┌
L522[06:34:34] <ThePsionic> nice
L523[06:34:42] <LatvianModder> I have a RaspberryPI with opened IRCCloud archived page behind my desk :P
L524[06:34:45] <Temportalist> VikeStep: still interested in helping with matrices?
L525[06:34:48] <VikeStep> sure
L526[06:35:18] <Sandra> none of those things are boxes dudes.
L527[06:35:22] <ThePsionic> HTTP 418 I'm a teapot best HTTP code
L528[06:38:47] <gigaherz> phh should have been 407 or at least 487
L529[06:39:07] <gigaherz> the 4 would bethe handle, the 7 would be the tip where the liquid comes out from (whatever that's called)
L530[06:39:43] <gigaherz> pff*
L531[06:39:44] <Wuppy> hmmm learning how to properly do scrum is a surprisingly large amount of work
L532[06:39:52] <ThePsionic> gigaherz: tout
L533[06:40:21] <gigaherz> Wuppy: methodologies are bullshit
L534[06:40:23] <gigaherz> all of them
L535[06:40:30] <gigaherz> XD
L536[06:41:23] <VikeStep> I prefer rapid prototyping methodology
L537[06:41:44] <ThePsionic> wait
L538[06:41:46] <ThePsionic> shit
L539[06:41:48] <ThePsionic> gigaherz: spot
L540[06:41:50] <ThePsionic> spout*
L541[06:41:57] <VikeStep> I don't actually plan anything, it just falls into place
L542[06:42:14] <VikeStep> work on one feature at a time until it works, make sure everything else still works
L543[06:42:17] <VikeStep> write a unit test here and there
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L545[06:43:11] <Temportalist> VikeStep: code https://gist.github.com/anonymous/952c38b05dde256146db
L546[06:43:18] <Temportalist> and output
L547[06:43:34] <Temportalist> https://www.irccloud.com/pastebin/64xYDzVc/
L548[06:43:48] <Temportalist> I dont thing the coefficients are right... haha
L549[06:44:29] <VikeStep> you've got the coefficient size the wrong way around
L550[06:44:42] <Temportalist> oh
L551[06:44:46] <VikeStep> it would be number of columns of first matrix by number of rows of second matrix
L552[06:45:06] <gigaherz> VikeStep: that's the best for small teams
L553[06:45:11] <gigaherz> just sit down and get the fuck to work
L554[06:45:22] <Temportalist> i mean, it didnt crash, so changing that shouldnt affect anything
L555[06:45:28] <VikeStep> I work at a startup, so really right now all we care about is making something that works
L556[06:45:37] <VikeStep> however that does bite us in the back a lot
L557[06:45:41] <gigaherz> large teams are harder to manage but still
L558[06:45:49] <gigaherz> methodologies are just management porn.
L559[06:45:51] <VikeStep> we have a software team of 9 people
L560[06:46:03] <Temportalist> VikeStep: changing that made it crash.... mhmmm
L561[06:46:07] <VikeStep> interesting
L562[06:46:12] <Temportalist> https://www.irccloud.com/pastebin/BcWvEU9Q/
L563[06:47:25] <Temportalist> VikeStep: this https://gist.github.com/anonymous/734393bc00f34e413751 got me to 11, 0, 110
L564[06:47:35] <Temportalist> so more reasonable, but not quite right
L565[06:48:17] <Temportalist> VikeStep: what were you saying about coefficients bing the wrong order?
L566[06:48:41] <VikeStep> Temportalist, hold on, I'm gonna find the actual values for you
L567[06:48:51] <VikeStep> to see how close they are
L568[06:49:09] <Temportalist> VikeStep: https://www.desmos.com/calculator/cmmvxjwxn6
L569[06:49:14] <Temportalist> a = 0.034
L570[06:49:19] <Temportalist> c = -0.167
L571[06:49:22] <Temportalist> b = 0
L572[06:50:16] <Temportalist> VikeStep: so not close relatively
L573[06:50:28] <VikeStep> yeah, I'm just typing it up in matlab
L574[06:50:31] <VikeStep> checking the result of each step
L575[06:50:35] <VikeStep> to see where it is calculated incorrectly
L576[06:52:03] *** Jared|Away is now known as Jared
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L578[06:52:59] <VikeStep> the issue is because you are inverting the wrong matrix on line 41 Temportalist
L579[06:53:05] <VikeStep> at least for the wrong values
L580[06:53:07] <gigaherz> what are you computing?
L581[06:53:15] <VikeStep> least squares regression
L582[06:53:24] <Temportalist> closer
L583[06:53:31] <Temportalist> https://www.irccloud.com/pastebin/FeBsV6S6/
L584[06:53:45] <VikeStep> can you show me the print of all the others again?
L585[06:53:49] <VikeStep> with the fix
L586[06:53:54] <Temportalist> https://gist.github.com/anonymous/26bf419bf72384fb2e3c
L587[06:54:02] <Temportalist> https://www.irccloud.com/pastebin/w4XqeCD1/
L588[06:54:46] *** kroeser|away is now known as kroeser
L589[06:55:18] <VikeStep> ok so the print on line 52 is printing the correct value
L590[06:55:59] <VikeStep> can you print coeff, imtX_m_tX, and matrix_Y before doing coeff.mul?
L591[06:56:45] <Temportalist> https://www.irccloud.com/pastebin/ooyfwFSq/
L592[06:56:52] <Temportalist> https://gist.github.com/anonymous/b86f4147cd907455a2e7
L593[06:57:11] <VikeStep> look at matrix_Y
L594[06:57:17] <VikeStep> its not the same as on the website
L595[06:57:21] <Temportalist> oh hahahaha
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L597[06:58:18] <VikeStep> I think you forgot a yData(i) or something like taht on line 31
L598[06:58:29] <VikeStep> I'm not too sure on Scala syntax to be sure though
L599[06:59:29] <Temportalist> there we go!
L600[06:59:33] <Temportalist> matrix_Y.setColumn(0, yData)
L601[06:59:35] <VikeStep> :D
L602[07:00:04] <Temportalist> so coeff(0) = c and 1 = b and 2 = a?
L603[07:00:11] <LatvianModder> what. the hell. this is faaar to complicated for my brain :D
L604[07:00:13] <VikeStep> yeah
L605[07:00:22] <Temportalist> LatvianModder: quadratic regression
L606[07:00:38] <Temportalist> in java for minecraft nonethelesss
L607[07:00:43] <LatvianModder> yeah, that probably is some high school math
L608[07:01:18] * Temportalist is in college and needed VikeStep's help
L609[07:01:42] <VikeStep> I've actually learnt this form of regression 3 times lol
L610[07:01:43] * Temportalist luckily I also have a matrix, 3D math, and vector's course monday mornings
L611[07:02:06] <VikeStep> once in final year of high school maths, then again in calculus at uni, and again in machine learning course at uni
L612[07:02:36] <LatvianModder> I "can't wait" for high school! |:I
L613[07:03:05] <Temportalist> my HS touched on matrices, but no where closet o regression
L614[07:05:53] <sham1> Why is it that in programming when you have integer rng, random functions generate numbers in range [a, b [ instead of [a, b]
L615[07:06:25] <sham1> Also, "high schools" are really not that bad
L616[07:06:34] <sham1> If you like science that is
L617[07:06:37] <VikeStep> do you mean [a, b)?
L618[07:06:38] <Temportalist> sham1: I never said they were haha
L619[07:06:52] <McJty> sham1, it is custom to do that since those ranges can be combined without overlap more easily
L620[07:07:08] <Temportalist> VikeStep: think range notation for domain and ranges
L621[07:07:29] <McJty> VikeStep, I'm also used to the [a,b[ notation
L622[07:07:31] <sham1> I did my set notation all maths like
L623[07:07:33] <VikeStep> hmm
L624[07:07:33] <Temportalist> sham1 is saying that the random funcs, a is included but b is excluded
L625[07:07:41] <VikeStep> I've never seen that notation
L626[07:07:50] <gigaherz> [14:05] (sham1): Why is it that in programming when you have integer rng, random functions generate numbers in range [a, b [ instead of [a, b]
L627[07:07:53] <VikeStep> we use ) to mean non-inclusive
L628[07:07:58] <gigaherz> generally becasue of the convention that arrays start at 0
L629[07:08:13] <sham1> Arrays...
L630[07:08:13] <VikeStep> so (1, 2] is 1 < x <= 2
L631[07:08:15] <gigaherz> random(10) returns 0..9
L632[07:08:23] <sham1> THAT'S THE REASON
L633[07:08:35] <sham1> Really now
L634[07:08:59] <LatvianModder> min(random(11), 10)
L635[07:09:01] <VikeStep> also because let's say you want to have a 10% chance, you would want it to return 10 values
L636[07:09:11] <VikeStep> so random(10) == 0 is not 1/11
L637[07:09:24] <VikeStep> if you have 10 inclusive
L638[07:09:24] <gigaherz> random(10) could return 1..10 instead
L639[07:09:32] <gigaherz> but since the convention is to be 0-based
L640[07:09:33] <VikeStep> that's what Matlab does
L641[07:09:34] <sham1> But if I have for instance random (5, 63)
L642[07:09:34] <gigaherz> it's 0..9 instead
L643[07:09:49] <gigaherz> that's then up to the language
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L645[07:09:54] <sham1> I expect it to return values on range 5...63
L646[07:10:01] <gigaherz> yes
L647[07:10:02] <gigaherz> but
L648[07:10:14] <gigaherz> that really depends on the case ;P
L649[07:10:21] <sham1> Ye
L650[07:10:24] <gigaherz> you could take it to mean the same as random(10)
L651[07:10:31] <gigaherz> but start at 5 instead
L652[07:10:35] <gigaherz> then it must be ..9
L653[07:10:45] <sham1> ] -inf, 10]
L654[07:10:45] <Temportalist> VikeStep: can you cast AnyVal to a Double?
L655[07:10:45] <gigaherz> or it could be
L656[07:10:50] <gigaherz> starting at 5, with range 10
L657[07:10:55] <gigaherz> in which case it would be 5..14
L658[07:11:00] <VikeStep> what library is AnyVal from?
L659[07:11:03] <sham1> AnyVal can be Double
L660[07:11:08] <sham1> Scala
L661[07:11:16] <VikeStep> Temportalist, I don't know scala :D
L662[07:11:35] <Temportalist> sham1: but there is no toDouble function or similar
L663[07:11:38] <sham1> Because AnyVal represents the primitive types in java
L664[07:11:46] <sham1> Check and cast
L665[07:11:50] <sham1> Pattern match
L666[07:12:18] <sham1> That's what it is there for
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L669[07:14:36] <sham1> As pattern matching allows you to cast the object
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L672[07:18:26] <Temportalist> https://gist.github.com/anonymous/f1e037923ef51af7efd8
L673[07:18:28] <Temportalist> tada
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L675[07:19:02] <VikeStep> scala seems very verbose
L676[07:19:07] <VikeStep> at least in comparison to java
L677[07:19:13] <Temportalist> VikeStep: haha how so?
L678[07:19:18] <McJty> VikeStep, exactly the opposite.
L679[07:19:29] <McJty> Scala is extremely non-verbose
L680[07:19:33] <VikeStep> hmm
L681[07:19:40] <McJty> Up to the point that it is hard to guess what it is doing IMHO
L682[07:19:48] <McJty> As the compiler infers a lot of things for you
L683[07:19:50] <VikeStep> I don't like how it uses the out parameters
L684[07:19:51] <gigaherz> from waht I have seen with scala
L685[07:19:54] <VikeStep> or if that is just this
L686[07:19:57] <gigaherz> it's very implicit if you do scala things
L687[07:19:59] <Temportalist> McJty: it can be, but with good docs it can look vverbose
L688[07:20:03] <gigaherz> but if you start interfacing a lot with java
L689[07:20:03] <VikeStep> I know you can do out parameters in Java, but I never use them
L690[07:20:14] <gigaherz> you end up with lots of glue-casts
L691[07:20:24] <McJty> VikeStep, out parameters in java?
L692[07:20:28] <VikeStep> like, looking at that code, between lines 29 and 38 its hard to tell what variables are being assigned and which ones are being used
L693[07:20:42] <gigaherz> I don't think Java has out params?
L694[07:20:45] <VikeStep> ah, was thinking of C#
L695[07:20:47] <VikeStep> my bad
L696[07:20:51] <gigaherz> yeah C# has ref/out
L697[07:20:54] <gigaherz> and it's nice ;P
L698[07:22:17] <Temportalist> VikeStep: that's just my messy demo code
L699[07:22:18] <Temportalist> haha
L700[07:22:26] ⇨ Joins: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be)
L701[07:23:35] <VikeStep> alright haha
L702[07:23:47] <Temportalist> VikeStep: Im about to make it a lot neater
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L704[07:24:16] <McJty> Ok. I'm still struggling with a block that has three different textures (done with meta and property that maps to that). The block in world works fine. But I cannot get the inventory model to work
L705[07:24:24] <McJty> Any example code on how to do that?
L706[07:24:56] <gigaherz> you mean porting to 1.8?
L707[07:25:03] <McJty> Well it is a new block in this case
L708[07:25:06] <McJty> But yes for 1.8.9
L709[07:25:23] <gigaherz> you know how you register item variants?
L710[07:25:34] <gigaherz> you can specify a full variant string to use from blockstates
L711[07:25:37] <gigaherz> instead of "inventory"
L712[07:25:58] *** V is now known as Vigaro
L713[07:26:13] <McJty> hmm. not sure I fully understand
L714[07:26:14] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L118
L715[07:26:16] <gigaherz> even for items
L716[07:26:30] <McJty> Ok, I know how to do it for items
L717[07:26:38] <McJty> But I don't know how for blocks (and not mess up the block itself)
L718[07:26:52] <gigaherz> okay let's start from the beginning
L719[07:27:03] <gigaherz> you need a block that has metadata in item form
L720[07:27:13] <gigaherz> for that, you'll need to extend ItemBlock
L721[07:27:17] <McJty> Yes I have that
L722[07:27:31] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemPackaged.java#L25
L723[07:27:42] <gigaherz> okay then you have the block itself
L724[07:27:47] <gigaherz> that has blockstate-based variants
L725[07:28:57] <gigaherz> then you can build a variant string and register the variant for the item form
L726[07:29:05] <gigaherz> so that you map the metadata value to a blockstate variant
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L728[07:29:09] <McJty> hold on
L729[07:29:13] <McJty> You missed me there :-)
L730[07:29:20] <McJty> 'build a variant string'?
L731[07:29:40] <gigaherz> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), meta, new ModelResourceLocation(ElementsOfPower.MODID + ":" + blockName, "property1=value1"));
L732[07:29:51] <McJty> btw, here is my blockstate: https://bpaste.net/show/66bc0791f72b
L733[07:29:56] <McJty> Which works fine for the block in the world
L734[07:30:14] <gigaherz> your variant string would look like: "oretype=overworld"
L735[07:30:24] <gigaherz> so assuming you have a function called
L736[07:30:38] <gigaherz> registerModelForBlockInItemForm(Block, int, String)
L737[07:30:40] <gigaherz> you could do
L738[07:30:55] <gigaherz> registerModelForBlockInItemForm(ore, 0, "oretype=overworld")
L739[07:31:01] <gigaherz> registerModelForBlockInItemForm(ore, 1, "oretype=nether")
L740[07:31:10] <gigaherz> registerModelForBlockInItemForm(ore, 2, "oretype=end")
L741[07:31:31] <McJty> Ok, let me try that
L742[07:32:26] <McJty> What kind of model jsons do I need? I have the blockstate which I pasted above and then the three models for the ores.
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L744[07:32:31] <McJty> Do I need models for the items too?
L745[07:32:36] <McJty> And if so how would they look?
L746[07:32:36] <Temportalist> VikeStep: condensed!
L747[07:32:38] <Temportalist> https://www.irccloud.com/pastebin/jVUQYwbB/
L748[07:32:57] <gigaherz> no the whole point of forge blockstates
L749[07:33:05] <gigaherz> is that you can keep it all self-contained in the one blockstates json
L750[07:33:21] <VikeStep> now its condensed too much imo
L751[07:33:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicContainer.json
L752[07:33:34] <gigaherz> this is a json for an item with subitems
L753[07:33:57] <gigaherz> I just used "builtin/generated" and gave it layer0 as I would have on an item json
L754[07:34:07] <gigaherz> xcept there's no model json involved, just the blockstates file
L755[07:34:19] <McJty> gigaherz, it works! Thanks a lot :-)
L756[07:34:21] <gigaherz> the clever thing here is that
L757[07:34:28] <gigaherz> the json file gets parsed independently
L758[07:34:36] <gigaherz> all the variant permutations are built FROM the file
L759[07:34:45] <gigaherz> independently of the blockstates present in the code
L760[07:34:50] <McJty> ok
L761[07:34:56] <gigaherz> and then each blockstate is automatically matched based on the string
L762[07:35:04] <gigaherz> and btw: properties are sorted alphabetically
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L764[07:35:16] <gigaherz> so if you had more than one
L765[07:35:19] <McJty> Ok good to know
L766[07:35:29] <gigaherz> remember to put them in the alphabetical order, not the one you specified in the blockstate constructor
L767[07:36:38] <Temportalist> VikeStep: https://gist.github.com/anonymous/ff66da45486c039708b1
L768[07:37:21] <Temportalist> VikeStep: what was this method called (some sort of block step)?
L769[07:37:36] <VikeStep> least squares regression
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L771[07:39:07] <Nitrodev> man i still have no idea how to make the multiblock structures
L772[07:40:58] <McJty> What is the recommended way to setup recipes that depend on an item from another mod? I usually do my crafting recipes in 'init' but I guess for these I better move them to postInit?
L773[07:41:59] <gigaherz> in your @Mod
L774[07:42:08] <gigaherz> specify "after:modid" for theo ther mod
L775[07:42:19] <gigaherz> then expect the items to be registered at pre-init
L776[07:42:31] <gigaherz> and slap the heck out of the other modder if they don't register all their items in pre
L777[07:42:56] <McJty> Well the other modder is me :-)
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L779[07:43:02] <McJty> Because it is my own mod that I'm depending on
L780[07:43:04] <gigaherz> well then
L781[07:43:06] <McJty> But yes, they are registered in pre
L782[07:43:20] <gigaherz> then you don't even need after:modid
L783[07:43:29] <gigaherz> since all pres are run before all inits
L784[07:43:42] <LatvianModder> still, better to add it
L785[07:43:49] <Temportalist> VikeStep: now I can actually make the mod :D
L786[07:43:50] <gigaherz> yeah
L787[07:43:56] <gigaherz> you can also do
L788[07:43:57] <VikeStep> awesome :D
L789[07:44:01] <gigaherz> required-after
L790[07:44:08] <gigaherz> to specify the dependency explicitly
L791[07:44:14] <LatvianModder> depends on if its a hard dep or soft dep
L792[07:44:20] <McJty> hard in this case
L793[07:44:41] <LatvianModder> then required-after:modid
L794[07:45:03] <Nitrodev> any help for me
L795[07:45:10] <LatvianModder> ask
L796[07:45:12] <McJty> I already have that anyway
L797[07:45:38] <Nitrodev> how to make multiblock structures?
L798[07:45:38] <LatvianModder> 15:39:07 <Nitrodev> man i still have no idea how to make the multiblock structures
L799[07:45:43] <Nitrodev> an example is enough
L800[07:45:50] <LatvianModder> depends on what you mean
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L802[07:45:57] <LatvianModder> if like a 3x3x3 oven then its easy
L803[07:46:04] <Nitrodev> 2x2 storage block
L804[07:46:09] <Nitrodev> 2x2x2*
L805[07:46:18] <LatvianModder> sounds easy enough
L806[07:46:31] <LatvianModder> I would do it the hard way, but... anyone has a good example?
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L812[07:53:36] <LatvianModder> asie: you here? im too lazy to submit a bug properly, so here it is:
L813[07:53:36] <LatvianModder> java.lang.Error at java.io.WinNTFileSystem.canonicalize0(Native Method)
L814[07:53:36] <LatvianModder> at buildcraft.BuildCraftRobotics.serverLoad(BuildCraftRobotics.java:321)
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L816[07:55:21] <gigaherz> Nitrodev: it has been days, no one has a "good" example
L817[07:55:25] <gigaherz> just come up with your own solution
L818[07:55:46] <Nitrodev> i'll try
L819[07:55:50] <gigaherz> all you need is to have TileEntities and chooseone as master
L820[07:55:54] <gigaherz> while the others become slaves
L821[07:56:37] <gigaherz> you'll want to check if the multiblock is "complete" either when placing one of the blocks
L822[07:57:01] <gigaherz> (think like, the wither does the check when placing the wither skeleton head, not the soul sand)
L823[07:57:32] <gigaherz> or when using a specific item (some wrench or hammer, like immersive engineering does)
L824[07:57:59] <gigaherz> then the slaves would want to know their relative position related to the master
L825[07:58:12] <gigaherz> so that they can forward the requests to the master
L826[07:58:22] <gigaherz> do NOT try to use the same TileEntity instance in multiple blocks
L827[07:58:24] <gigaherz> it's not supported.
L828[07:59:25] <gigaherz> (you can however keep a reference t othe master from the slaves)
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L830[08:00:41] <Commodore64> ello everyone
L831[08:01:21] <Commodore64> Is techne still standard for model creation?
L832[08:01:42] <McJty> I use Blender but techne should work too
L833[08:03:03] <Nitrodev> okay gigaherz i have everything you just said on a txt file
L834[08:03:58] <asie> LatvianModder: that
L835[08:04:01] <asie> what
L836[08:04:05] <asie> it's erroring in Java's own NT hooks!?
L837[08:04:09] <asie> can I have more complete crashlogs?
L838[08:04:12] <LatvianModder> I have no idea
L839[08:04:19] <LatvianModder> it might be because of my mod crashing, no idea
L840[08:04:20] <Commodore64> ok I don't know if anyone here would be willing to help me in this: I am planning on making a Let's Play series with the LotR Mod and created a model in Techne of Gandalf
L841[08:04:29] <asie> Commodore64: You probably would rather use Tabula, or Blendere
L842[08:04:44] <asie> Techne is unstable, hard to get working on certain confugrations and I think the format it exports in is no longer supported on 1.8+ (?)
L843[08:04:58] <LatvianModder> Also its slow
L844[08:05:17] <LatvianModder> IChun's mod is great for making models
L845[08:05:23] <LatvianModder> I made whole 1
L846[08:05:24] <LatvianModder> :P
L847[08:06:15] <ThePsionic> For within-one-block models I just use MrCrayfish's modeler
L848[08:06:40] <ThePsionic> Sadly it only works for exactly that, blocks
L849[08:07:02] <Commodore64> well anyway I made this model of Gandalf in Techne and the code isn't giving me any direct errors
L850[08:07:32] <Commodore64> what I want to use it for is to create a custom npc with Noppes' mod
L851[08:07:38] <Commodore64> that only uses that model
L852[08:07:51] <Commodore64> it's in 1.7.10
L853[08:08:35] <Commodore64> so I know custom npc recognizes models from other mods, but do they have to actually be linked to a mob as well?
L854[08:08:50] ⇨ Joins: Roxox1 (webchat@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net)
L855[08:09:02] <Nitrodev> gigaherz, if i'm seeing your code/classes right i need to make a block class for the multiblock right?
L856[08:10:21] ⇨ Joins: MalkContent (MalkConten@p4FDCF8E7.dip0.t-ipconnect.de)
L857[08:11:59] <asie> Commodore64: wait no, entities are fine in 1.8 with techne
L858[08:12:01] <asie> also not sure
L859[08:14:18] ⇨ Joins: reece (~reece@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net)
L860[08:14:35] <reece> Hi?
L861[08:14:44] <Nitrodev> hey?
L862[08:14:44] <Commodore64> https://imgur.com/Bh0kTct
L863[08:14:51] ⇦ Quits: reece (~reece@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net) (Client Quit)
L864[08:14:55] <Commodore64> guys have a look at the model
L865[08:15:46] <LatvianModder> thats pretty awesome
L866[08:16:01] <Commodore64> http://imgur.com/Hc3x2CH
L867[08:16:10] <Commodore64> so I created this
L868[08:16:16] ⇨ Joins: roxox12 (~roxox1@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net)
L869[08:16:20] <roxox12> Hello?
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L871[08:16:28] <Commodore64> all by myself for a LP series with the lotr mod
L872[08:16:41] <roxox12> Oh hell yeah, finally got hexchat working
L873[08:16:59] <Commodore64> and I need some help using it with Noppes' custom npcs mod
L874[08:17:12] <Commodore64> would anyone be willing to help me out?
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L876[08:17:21] <roxox12> What are you trying to do?
L877[08:17:46] <Commodore64> http://imgur.com/Hc3x2CH
L878[08:18:02] <Commodore64> https://imgur.com/Bh0kTct
L879[08:18:10] <Commodore64> I created this model in Techne
L880[08:18:22] <Commodore64> I want to create a custom npc with this model
L881[08:18:40] ⇦ Quits: Szernex (~Szernex@188-23-213-11.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L882[08:18:49] <Commodore64> I want to know what I need to do to get Noppes' custom npc mod to work with it
L883[08:19:32] <roxox12> Have you tried contacting Noppe?
L884[08:19:58] <Commodore64> he just replied
L885[08:20:12] <Commodore64> I'll be asking him about it
L886[08:20:35] <roxox12> Cool.
L887[08:21:44] <roxox12> Anyway, I'm trying to do some stuff with dyes/wool. I need to get a printout of different dye types (preferably some that return an Item object of each kind of dye which I can use getter methods on).
L888[08:22:29] <roxox12> I've found the Item.getSubItems(item, creativetabs, list) method
L889[08:22:37] <roxox12> But the arguments (and it's output) confuses me
L890[08:23:12] <roxox12> It says it returns a list of items with the same ID, but it's a void method.
L891[08:23:23] <McJty> roxox12, you have to fill the list
L892[08:23:51] <Wuppy> man I really can't wait for carnaval...
L893[08:24:05] <ThePsionic> I have the week off next week Wuppy
L894[08:24:11] <roxox12> So, (for dyes) create a 16 size list, pass it into the method as an argument, and it will directly change the list?
L895[08:24:15] <Nitrodev> do i have to make a block class for my multiblock structure
L896[08:24:19] <Wuppy> vacation ThePsionic?
L897[08:24:25] <ThePsionic> Sort of
L898[08:24:29] <McJty> roxox12, *you* have to implement that method and in that method you fill the list
L899[08:24:33] <ThePsionic> We just have a week of nothing between quarters
L900[08:24:35] <roxox12> @Wuppy thanks for the tutorials.
L901[08:24:36] <ThePsionic> For some reason
L902[08:24:36] <McJty> roxox12, i.e. in your item
L903[08:24:39] <Wuppy> I've got finalisation week next week
L904[08:24:45] <Wuppy> and open evening
L905[08:24:50] <Wuppy> and I'm joining the Global Game Jam :D
L906[08:24:54] <Wuppy> roxox12, no problem :)
L907[08:25:09] <McJty> roxox12, or do you want to get the list for another item that is not one of your own?
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L910[08:25:33] <roxox12> I'm trying to get a list of all dyes, so that I can implement them into a shapeless crafting recipe.
L911[08:25:38] <Commodore64> hello ThePsionic
L912[08:25:44] <McJty> ok, then you make an empty list and pass that to this function
L913[08:25:55] <Commodore64> remember me? I made you a cake texture once
L914[08:25:56] <ThePsionic> hi Commodore64
L915[08:25:59] <ThePsionic> Yeah :D
L916[08:26:16] <roxox12> What about the first two arguments, I assume they are the item (dye), and the tab that dye is stored in?
L917[08:27:06] <McJty> yes, but ItemDye ignores those
L918[08:27:14] <McJty> roxox12, btw, in case of doubt just browse to the vanilla code
L919[08:27:20] <McJty> You can see there what the function does for ItemDye
L920[08:27:31] <McJty> roxox12, also note that this function is client side only.
L921[08:27:36] <McJty> roxox12, so you can't use it server side.
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L923[08:28:33] <McJty> roxox12, so you actually cannot use that for making a shapeless recipe as that has to be done server side
L924[08:28:50] <McJty> roxox12, however you can just do exaclty the same as what the implementation of ItemDye is doing already
L925[08:29:02] <roxox12> Damn. If I explain exactly what I'm trying to do could you give me some hints on how I might go about it?
L926[08:29:22] <McJty> Perhaps
L927[08:30:35] <roxox12> I'm trying to create a multi-coloured wool block. 1 piece of wool, and 8 dyes. The wool block would then be colored using the dyes provided. So, my assumption is that I need to add a shapeless recipe for each possible combination, and then save the colors the block was crafted with into some kind of metadata
L928[08:31:14] <SkySom> Probably better to just add a custom recipe.
L929[08:31:20] <roxox12> I figured, if I could get a list of every dye, I could iterate over it and create a recipe for each combination
L930[08:31:22] <Nitrodev> yeah using IRecipe
L931[08:31:38] <McJty> Yes, a custom recipe would work better here
L932[08:31:43] <roxox12> Ok, I'm going to go learn how to use IRecipe :)
L933[08:32:43] <roxox12> My java is not too bad, I've just never done anything 'too' complicated in forge before
L934[08:32:53] <Nitrodev> same for me
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L937[08:39:09] <Nitrodev> Do i have to make a block class for my multiblock structure?
L938[08:39:15] <Nitrodev> i'm guesssing yes
L939[08:39:39] <McJty> You make a block class for the individual blocks
L940[08:39:42] <McJty> Not for the entire thing
L941[08:40:07] <Nitrodev> for the blocks the structure is made of?
L942[08:40:16] <McJty> The individual blocks yes
L943[08:40:23] <McJty> There is no 'multiblock' concept in MC
L944[08:40:36] <McJty> You just represent the individual blocks and the 'slaves' communicate to whatever parent there is
L945[08:40:43] <McJty> i.e. one of the blocks could be a 'controller' or something like that
L946[08:40:57] <McJty> And when any of the individual blocks is placed down you check if you have a complete structure
L947[08:41:08] <McJty> And if so every 'slave' block needs to remember the location of the controller
L948[08:43:30] <Nitrodev> so what are the classes i would need then?
L949[08:43:42] <Nitrodev> i have a TE for it
L950[08:45:22] <McJty> You need a TE in any class since you need somewhere to store the relative location of the controller
L951[08:45:33] <McJty> Unless your actual structure implies a logical structure
L952[08:45:41] <gigaherz> [15:09] (Nitrodev): gigaherz, if i'm seeing your code/classes right i need to make a block class for the multiblock right?
L953[08:45:42] <McJty> i.e. some kind of block is always on top of the controller
L954[08:45:48] <gigaherz> my ender-rift multiblock is NOT a good example.
L955[08:45:49] <gigaherz> XD
L956[08:45:51] <McJty> In that case you don't have to store that information and you don't need a TE then
L957[08:46:20] <gigaherz> you can use metadata for that, but that only works if you aren't implementing interfaces
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L959[08:46:29] <gigaherz> like, if you want all the blocks inthe multiblock to expose IInventory
L960[08:46:33] <gigaherz> or IEnergyReceiver
L961[08:46:37] <gigaherz> then you need a TE in each
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L963[08:47:14] <Nitrodev> well my structure will be composed of the same block (like railcrafts coke oven)
L964[08:47:33] <Nitrodev> so it's accesible from any block within the structure
L965[08:47:41] <gigaherz> well you have 8 blocks total?
L966[08:47:48] <gigaherz> 2x2x2 you said?
L967[08:48:06] <Nitrodev> yeah
L968[08:48:09] <gigaherz> you can use a blockstate for it, with 8 values
L969[08:48:25] <gigaherz> like
L970[08:48:52] <gigaherz> 1 bit for each axis
L971[08:49:07] <gigaherz> east-west, north-south, up-down
L972[08:49:14] <gigaherz> then you can say
L973[08:49:23] <gigaherz> "west,north,down" is the master
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L976[08:49:29] <gigaherz> and anyone else knows their relative position
L977[08:49:40] <gigaherz> so in createTileEntity
L978[08:49:42] <gigaherz> you can do
L979[08:50:04] ⇨ Joins: thor12022 (thor12022@205.175.226.97)
L980[08:50:26] <gigaherz> if (state != west-north-down) return new TileEntityMaster(); else return new TileEntitySlave();
L981[08:50:30] <gigaherz> that's pseudocode, of course
L982[08:50:40] <gigaherz> eh
L983[08:50:42] <gigaherz> if state ==
L984[08:50:47] <gigaherz> anyhow
L985[08:51:14] <gigaherz> on top of that, you'd also need to know if the structure has been assembled or not
L986[08:51:21] <gigaherz> you could use the 4th bit for that
L987[08:51:26] <gigaherz> or store that in the TE
L988[08:51:30] *** fry|sleep is now known as fry
L989[08:51:38] <gigaherz> and use the 4th bit for a "powered" state
L990[08:51:46] <gigaherz> that's up to you
L991[08:54:39] <Nitrodev> so i need atleast the TEmaster and -slave classes?
L992[08:54:59] <gigaherz> no you could do it with just one TE class, but it's nicer with two
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L994[08:55:11] <gigaherz> in fact you could even have 3
L995[08:55:22] <gigaherz> one for when the structure is disassembled
L996[08:55:26] <gigaherz> that doesn't implement any interface
L997[08:55:38] <gigaherz> and then the master TE and the slaves
L998[08:56:06] <gigaherz> there just isn't one good way to make a multiblock
L999[08:56:09] <gigaherz> it's fully up to you
L1000[08:57:12] <Nitrodev> okay so i want the master and the slave TEs extend TE and implement IIventory
L1001[08:57:19] <MalkContent> is there a frame mod for 1.8?
L1002[08:57:24] <Nitrodev> and the struture itself
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L1004[09:02:32] <Nitrodev> gigaherz?
L1005[09:02:55] <McJty> Nitrodev, you don't need it
L1006[09:03:03] <McJty> Nitrodev, your main controller TE can be your structure
L1007[09:03:14] <McJty> It will do all the work and manage the entire block
L1008[09:03:30] <Nitrodev> the TEmaster?
L1009[09:03:58] <McJty> Whatever you call it
L1010[09:04:50] <Nitrodev> the one that the slaves will ref on?
L1011[09:05:13] <McJty> yes
L1012[09:05:31] <Nitrodev> okay great
L1013[09:05:59] <roxox12> I feel there is going to be some funky way to do this
L1014[09:06:06] <Nitrodev> do what?
L1015[09:06:31] <roxox12> So, I assume that using .equals(Items.dye) or == Items.dye isn't going to work for figuring out if the item in crafting grid is dye
L1016[09:06:51] <roxox12> Because metadata and such
L1017[09:07:01] ⇨ Joins: Lapiman (~Lapiman@pool-108-31-94-45.washdc.fios.verizon.net)
L1018[09:07:04] <roxox12> Is there like an item comparison which doesn't check metadata?
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L1020[09:09:14] <diesieben07> compare the Item instance using ==
L1021[09:09:32] <diesieben07> the Item class is like an Item *type*. Metadata is only stored in the ItemStack
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L1025[09:10:51] <roxox12> Oh, thank you :)
L1026[09:10:59] ⇦ Parts: Lapiman (~Lapiman@pool-108-31-94-45.washdc.fios.verizon.net) ())
L1027[09:11:02] <gigaherz> same for Block, by the way
L1028[09:11:18] <gigaherz> Block is a "block manager" for all the world cells that contain the block
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L1030[09:11:44] <gigaherz> i think that's the best way to consider it
L1031[09:11:49] <gigaherz> the Item and Block classes are managers
L1032[09:11:55] <gigaherz> not instances
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L1034[09:12:09] <williewillus> wat :p
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L1037[09:12:27] <williewillus> they are instances. Theere's just only one of each
L1038[09:12:31] <gigaherz> williewillus: the Item class manages the behaviour of all the instances of an ItemStack of that type
L1039[09:12:43] <williewillus> yeah but it's still an object that gets instantiated :p
L1040[09:12:44] <gigaherz> I didn't mean instance in the JVM sense
L1041[09:12:49] <williewillus> particularities ;p
L1042[09:12:58] <gigaherz> I meant instance in the context of the Minecraft world
L1043[09:13:09] <gigaherz> each block in the world, is one instance of the block
L1044[09:13:17] <gigaherz> but it isn't an instance of the Block class
L1045[09:13:18] <gigaherz> ;P
L1046[09:13:24] <Nitrodev> okay the master TE is now a replica of my other blocks TE
L1047[09:13:47] <gigaherz> but of course saying it that way is confusing
L1048[09:13:47] <gigaherz> XD
L1049[09:13:53] <Nitrodev> because the master TE should be the one with tthe size of the inv right?
L1050[09:14:04] <gigaherz> Nitrodev: yes
L1051[09:14:14] <Nitrodev> okay
L1052[09:14:17] <gigaherz> the slave will probably be implemented like
L1053[09:14:26] <gigaherz> getSizeInventory() {return getMaster().getSizeInventory(); }
L1054[09:14:50] <gigaherz> (with null checks ;P)
L1055[09:15:44] <Nitrodev> ah so i need to add a method to the master TE so it is a master right?
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L1058[09:17:24] <gigaherz> well no
L1059[09:17:31] <gigaherz> getMaster would be in the slaves
L1060[09:17:36] <Nitrodev> ah
L1061[09:17:36] <gigaherz> it would do something like
L1062[09:17:56] <Pennyw95> talking about multiblock? :P
L1063[09:17:58] <roxox12> I'm probably being ridiculous stupid here, but could someone explain what I did wrong here? http://pastebin.com/vfY9mEYW
L1064[09:18:17] <Nitrodev> Pennyw95, take a wild guess :P
L1065[09:18:18] <gigaherz> if blockstate.getValue(WHATEVER) return world.getTileEntity(pos.down().west());
L1066[09:18:57] <Pennyw95> Nitrodev: do your tile entity classes extend directly TileEntity or do you have a common custom TE class?
L1067[09:19:18] <Nitrodev> atm ethey extend the vanilla TE
L1068[09:19:30] <gigaherz> roxox12: why do you check the inventory name?=
L1069[09:19:45] <Nitrodev> i'm still trying to wrap my head around the other stuff so
L1070[09:19:57] <roxox12> Because I got a ticking entity and a NPE on loading world if I didn't.
L1071[09:20:08] <Pennyw95> I'd suggest you make a baseTE class with some util....for example a isMaster() boolean that is set to false and only the TEs you want to be master override to true. Then, the slaves can check if the TE they find is master
L1072[09:20:21] <diesieben07> "i got a ticking entity" is such a cringeworthy bugreport...
L1073[09:20:29] <roxox12> That wasn't a bug report.
L1074[09:20:36] <diesieben07> error description then,
L1075[09:21:00] <Nitrodev> Pennyw95, if that isn't needed i might aswell pass
L1076[09:21:40] <Pennyw95> ok then, you'll have to use instanceof during the slave's search
L1077[09:22:26] <Nitrodev> in the slaves class right?
L1078[09:22:35] <roxox12> Sorry, it was not a ticking entity. It was a ticking connection.
L1079[09:22:39] <Pennyw95> yes
L1080[09:22:50] <roxox12> java.lang.NullPointerException: Ticking memory connection at RainbowWoolRecipe.matches(RainbowWoolRecipe.java:17)
L1081[09:23:09] <roxox12> On the if(topLeft.getItem()) line.
L1082[09:23:19] <diesieben07> its not a "ticking connection" -.- anyways.
L1083[09:23:30] <roxox12> It's a NPE.
L1084[09:23:46] <sham1> cant you just give us the stackstrace...
L1085[09:23:49] <Nitrodev> gigaherz, in what class do i make the method createTileEntity?
L1086[09:23:51] <diesieben07> you can't call methods (in this case getItem) on null
L1087[09:24:00] <sham1> Why do you have to hold the error messages hostage
L1088[09:24:02] <diesieben07> and slots without stacks in them will give you null
L1089[09:24:28] <roxox12> I know. I figured that the InventoryCrafting arg was null, so I did a check to make sure I was in a crafting table
L1090[09:24:39] <roxox12> @sham1 Sorry, I didn't want to spam chat. I'll pastebin it now
L1091[09:24:48] <sham1> thank you
L1092[09:25:19] <sham1> And it is not chat spam unless you paste it into the chat which will get you kicked, so dont do it, post it to pastebin or gist like you are doing
L1093[09:25:33] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L1094[09:25:35] <roxox12> http://pastebin.com/K3vZc5ZL
L1095[09:25:56] <williewillus> http://devpost.com/software/trumpscript lol
L1096[09:25:58] *** Ashway is now known as Ashlee
L1097[09:26:10] <sham1> oh god yes
L1098[09:26:16] <sham1> WHERE HAS THIS BEEN ALL MY LIFE
L1099[09:27:07] <roxox12> That is beautiful
L1100[09:27:07] <Wuppy> There are no import statements allowed. All code has to be home-grown and Amerian made. Xd
L1101[09:27:26] <roxox12> All numbers must be strictly greater than 1 million. The small stuff is inconsequential to us.
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L1103[09:28:20] <roxox12> I thought that I had to check I was in a crafting table, which was why I added the first if statement.
L1104[09:28:35] <diesieben07> why would you?
L1105[09:28:44] <diesieben07> you want your recipe to work anywhere, don't you?
L1106[09:29:18] <roxox12> Yes. But if the InventoryCrafting recipe was null, it would make sense to me that that would be because I'm not in a crafting area.
L1107[09:29:45] <roxox12> So I figured the best solution was to make sure that I was in a crafting area. That's obviously not the way to do it, but twas my train of thought at the time.
L1108[09:30:02] <roxox12> Never used IRecipe before.
L1109[09:30:20] <sham1> so you never added recipes I take it
L1110[09:30:26] <diesieben07> "the InventoryCrafting recipe was null" - wat.
L1111[09:30:34] *** kroeser|away is now known as kroeser
L1112[09:30:40] <sham1> How do people craft things in your mod if you have never used IRecipe before
L1113[09:31:11] <diesieben07> stop being mean now :P
L1114[09:31:28] <sham1> okay D:
L1115[09:31:36] <roxox12> @sham1 I've added recipe's, but I've never directly had to make a recipe like this. Always used .addShaped/ShaplessRecipe
L1116[09:31:40] ⇨ Joins: Jezza (~Jezza@185.44.151.103)
L1117[09:31:45] <Wuppy> wait, today is blue monday?
L1118[09:31:50] <sham1> the WHAT'
L1119[09:32:13] <roxox12> ?
L1120[09:32:38] <roxox12> My recipe now is a little bit more complicated, since I need to add metadata to the block depending on the specific dyes used to craft it
L1121[09:32:46] <roxox12> So I was advised to take a look at IRecipe
L1122[09:32:54] <Pennyw95> Uhm guys....I'm getting an build faild during 'setupDecompWorkspace'....in particular, a "java heap space" error during :decompileMc. I assume this is a memory issue but I already allocated 3GBs to gradle.properties. I'd try adding memory to gradlew.bat too, but I don't remember how it's done, can you tell me?
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L1125[09:34:19] <roxox12> Should I perhaps null check the InventoryCrafting variable, instead of checking if it .equals("Crafting")
L1126[09:35:41] <diesieben07> no
L1127[09:35:42] <roxox12> It would actually appear that InventoryCrafting is not null.
L1128[09:35:47] <diesieben07> you do not need to check it at all
L1129[09:36:07] <diesieben07> as i already said, what is null is the SLOTS in the inventory
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L1131[09:36:13] <diesieben07> because they are empty
L1132[09:36:16] <diesieben07> so you cannot call getItem on them
L1133[09:36:21] <sham1> check if the slots are null
L1134[09:36:23] <sham1> if so, skip
L1135[09:36:39] <roxox12> Oh, I figured they would return something signifying that they are empty, rather than null.
L1136[09:36:56] <sham1> They ARE returning something signifying they are empty
L1137[09:36:58] <sham1> Null
L1138[09:37:08] <Nitrodev> null means nothing
L1139[09:37:10] <roxox12> Ik ik, I just thought that returning null to something was bad practice.
L1140[09:37:18] <roxox12> I'm stupid, thanks :)
L1141[09:37:23] <gigaherz> not if you have it in the design
L1142[09:37:29] <sham1> ...And I just found my math book
L1143[09:37:30] <Nitrodev> yeah
L1144[09:37:52] <gigaherz> it's perfectly fine to have a function that returns a value
L1145[09:37:56] <gigaherz> or null if no value could be obtained
L1146[09:38:04] <gigaherz> some teachers may try to tell you otherwise
L1147[09:38:19] <gigaherz> there are purists everywhere
L1148[09:38:23] <gigaherz> who think everything should be a value
L1149[09:38:29] <gigaherz> and null is an abomination
L1150[09:39:01] <gigaherz> butwell, extremism is bad, of any kind
L1151[09:39:01] <roxox12> Thanks for the info
L1152[09:39:27] <roxox12> Ahah! It works!
L1153[09:39:37] <Pennyw95> how can I allocate more memory to gradlew in gradlew.bat?
L1154[09:39:50] <diesieben07> you don't do it in the gradlew.bat.
L1155[09:39:55] <gigaherz> Pennyw95: set JVM_OPTS="-Xmx3g"
L1156[09:40:01] <diesieben07> https://docs.gradle.org/current/userguide/build_environment.html
L1157[09:40:08] <roxox12> Out of curiosity, do any MC and/or forge methods pass null into arguments? Or do they only do that for return values?
L1158[09:40:30] <gigaherz> hmmm I can't recall any off the top of my head
L1159[09:41:06] <Pennyw95> gigaherz: and I put that after set DEFAULT_JVM_OPTS= ?
L1160[09:41:32] <gigaherz> nono I meant to modify that one
L1161[09:41:39] <sham1> I would have liked that MC returned an Optional of ItemStack for slots as it has guava
L1162[09:41:39] <gigaherz> also you don't need the ""
L1163[09:41:39] <gigaherz> ;P
L1164[09:41:40] <sham1> But meh
L1165[09:42:01] <gigaherz> it's the crappy method, but you can do
L1166[09:42:05] <gigaherz> set DEFAULT_JVM_OPTS=-Xmx3G
L1167[09:42:07] <sham1> It would be better to signify that "this may not be present"
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L1169[09:42:46] <gigaherz> I don't really like Optional as a concept
L1170[09:42:48] <gigaherz> it's too verbose
L1171[09:43:10] <Pennyw95> so I should just put the 3G value after the DEFAULT= ?
L1172[09:43:22] <diesieben07> gigaherz, you probably like kotlin a lot :P
L1173[09:43:30] <gigaherz> no idea what that is, diesieben07
L1174[09:43:30] <gigaherz> XD
L1175[09:43:37] <williewillus> jetbrains' new jvm language
L1176[09:43:41] <diesieben07> http://kotlinlang.org/
L1177[09:43:50] <williewillus> *kinda* like "scala lite"
L1178[09:43:54] <gigaherz> no I don't like it.
L1179[09:43:55] <sham1> In kotlin a nullable value could be like
L1180[09:44:03] <gigaherz> I cna tell you that just afte 5 seconds
L1181[09:44:07] <sham1> nullableString: String? = "HEH"
L1182[09:44:09] <diesieben07> in kotlin everything is not nullable by default
L1183[09:44:10] <gigaherz> (the time it took me to scrol ldown to the first example
L1184[09:44:18] <gigaherz> I dislike "name: type" ordering
L1185[09:44:20] <diesieben07> if you want it to be nullable, you need to specify
L1186[09:44:22] <sham1> You have to be explisit
L1187[09:44:37] <williewillus> gigaherz: that's how it works in most of the functional language sthough :p
L1188[09:44:49] <gigaherz> williewillus: so?
L1189[09:44:49] <gigaherz> ;p
L1190[09:44:56] <sham1> name :: *type info*
L1191[09:44:57] <gigaherz> I disliked it in pascal
L1192[09:45:06] <gigaherz> and it wasn't functional
L1193[09:45:06] <gigaherz> XD
L1194[09:45:21] <sham1> name :: (Num a) => a -> a -> a
L1195[09:45:52] <shadekiller666> yo mamas so fat, when i pictured her in my head, she broke my neck
L1196[09:46:11] <sham1> What did you say about me mama
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L1198[09:47:15] <williewillus> sham1: why are there three single arrows?
L1199[09:47:27] <williewillus> *two
L1200[09:47:37] <sham1> because the function takes a two params and returns another
L1201[09:47:53] <sham1> Because currying
L1202[09:48:06] <sham1> Like you could make a function in haskell that says like this
L1203[09:48:13] <gigaherz> reminds me a bit of lambda calculus
L1204[09:48:17] <sham1> nameThree x => name x 3
L1205[09:48:19] <williewillus> so it's a function that takes (Num a) => a and returns a -> a
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L1207[09:48:24] <sham1> No
L1208[09:48:27] <gigaherz> \a.\b. a+b
L1209[09:48:29] <TechDG> hey
L1210[09:48:30] <sham1> Num a is kinda like generic
L1211[09:48:40] <gigaherz> where \ is the lambda symbol
L1212[09:48:40] <gigaherz> ;P
L1213[09:48:45] <TechDG> whats the best program for modeling? (No notepad++ doesnt count :P)
L1214[09:48:50] <williewillus> json?
L1215[09:48:56] <williewillus> I use mrcrayfish's
L1216[09:48:59] <sham1> it tells you that any a in this type thing is an instance of the typeclass Num
L1217[09:48:59] <TechDG> ok
L1218[09:49:02] <sham1> Blender
L1219[09:49:05] <williewillus> ew
L1220[09:49:07] <sham1> Or Maya
L1221[09:49:11] <sham1> Or 3dx max
L1222[09:49:12] <williewillus> only if you want obj/b3d
L1223[09:49:16] <gigaherz> TechDG: Blender, Maya, 3dsmax
L1224[09:49:18] <gigaherz> ;P
L1225[09:49:21] <williewillus> i doubt they support mojangjson :p
L1226[09:49:27] <gigaherz> my choice is Rhinoceros 3D
L1227[09:49:29] <TechDG> do those export into a a correctly formatted json?
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L1229[09:49:32] <williewillus> nope
L1230[09:49:36] <sham1> Nope
L1231[09:49:39] <gigaherz> nope
L1232[09:49:41] <sham1> But forge can use OBJ models
L1233[09:49:45] <gigaherz> I just use .obj
L1234[09:49:49] <gigaherz> I don't even try to use json models
L1235[09:49:56] <TechDG> hm
L1236[09:50:05] <TechDG> are the .obj models easy tot exture?
L1237[09:50:16] <gigaherz> depends on the program you use to create them
L1238[09:50:21] <gigaherz> but
L1239[09:50:22] <williewillus> gigaherz: not even for ridiculously simple things like a smaller cube? :p
L1240[09:50:24] <sham1> so what this tells: "name :: (Num a) => a -> a -> a", you have a function "name" that takes any kind of 2 numbers as parameters and returns another number
L1241[09:50:26] <gigaherz> assuming the UV map is correct
L1242[09:50:32] <gigaherz> re-texturing them is just a matter of opening the .mtl file
L1243[09:50:35] <gigaherz> (ascii text)
L1244[09:50:40] <gigaherz> and editing the "map_Kd" lines
L1245[09:50:56] <roxox12> Hmm, so now I need to render my block based on the dyes used when crafting it. So, creating a custom texture for each combination isn't going to be possible.. Is there any way I can override the render method for blocks and do my own stuff?
L1246[09:50:56] <TechDG> my goal is not having to do much typing in a notepad for models
L1247[09:51:08] <williewillus> roxox12: 1.7 or 8?
L1248[09:51:15] <roxox12> MC Forge 1.7.10
L1249[09:51:20] <gigaherz> TechDG: a mtl looks a bit like: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/block/generator.mtl
L1250[09:51:23] <williewillus> just use a isbrh :p
L1251[09:51:23] <sham1> Cue the question
L1252[09:51:24] <TechDG> I would like to just be able to do it as I would in one of those programs, hit export and done
L1253[09:51:31] <roxox12> isbrh.. wut?
L1254[09:51:35] <williewillus> sham1: that syntax is unintuitive
L1255[09:51:37] <TechDG> oh ok so its just linking
L1256[09:51:37] <williewillus> :p
L1257[09:51:40] <gigaherz> ISimpleBlockRenderingHandler
L1258[09:51:42] <sham1> It's math
L1259[09:51:53] <sham1> The haskell syntax is math, especially lambda calculus
L1260[09:52:01] <williewillus> meh
L1261[09:52:03] <roxox12> So, I should implement ISimpleBlockRenderingHandler in my blocks class?
L1262[09:52:09] <gigaherz> TechDG: sadly you can't just "export" the minecraft-style resourcelocations
L1263[09:52:20] <TechDG> IK u can in mrcrayfish xD
L1264[09:52:22] <gigaherz> you'd need a minecraft-aware program for that
L1265[09:52:36] <TechDG> if I make one in blender (or the others) could u help me export it to my mod?
L1266[09:52:48] <TechDG> cuz if not my only choice is crayfish rlly
L1267[09:52:56] <sham1> We can help
L1268[09:52:58] <gigaherz> just make the model as you would
L1269[09:53:03] <gigaherz> set the textures and such in blender
L1270[09:53:11] <gigaherz> referencing the actual files
L1271[09:53:17] <gigaherz> we'll help you edit the mtl file to fit minecraft
L1272[09:53:17] <TechDG> ok then should I use blender, maya, 3dsmax or rhinoceros 3D
L1273[09:53:20] <TechDG> ok ty
L1274[09:53:37] <sham1> Anything that exports OBJ files
L1275[09:53:41] <gigaherz> yeah
L1276[09:53:45] <sham1> Which is basically anything
L1277[09:54:12] <TechDG> k then il use beldner since its the only one I have heard of outside of this
L1278[09:54:20] <gigaherz> Blender is opensource, free to use
L1279[09:54:22] <gigaherz> the rest are paidware
L1280[09:54:24] <gigaherz> and not cheap
L1281[09:54:24] <TechDG> ok then yeah def
L1282[09:54:33] <williewillus> (defn name [x y] #(+ %1 %2))
L1283[09:54:43] <williewillus> replace "+" with appropriate op
L1284[09:55:04] <TechDG> im assuming I should keep it in a 16x16x16 space for it to fit in 1 block?
L1285[09:55:04] * sham1 mumbles something about lisp
L1286[09:55:04] <gigaherz> and that's what I call needlessly complicated syntax ;P
L1287[09:55:16] <gigaherz> TechDG: no, 1x1x1
L1288[09:55:16] <williewillus> there is no syntax there lol
L1289[09:55:28] <gigaherz> just design it as you will, and then scale down
L1290[09:55:30] <williewillus> well, like 3 constructs
L1291[09:55:30] <sham1> defn?
L1292[09:55:32] <TechDG> ok
L1293[09:55:34] <williewillus> defn is a function
L1294[09:55:40] <williewillus> that defines a function and binds it to "name"
L1295[09:55:46] <williewillus> [x y] is the param list
L1296[09:55:55] <williewillus> #() is an anonyous func
L1297[09:55:58] <sham1> Everything's a bloody list
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L1299[09:56:01] <williewillus> yup
L1300[09:56:11] <williewillus> defn takes a list lol
L1301[09:56:27] <sham1> Tail-recursion
L1302[09:56:31] <sham1> Sounds very LISP
L1303[09:57:02] <sham1> Although in Haskell I can also have list of operations ;)
L1304[09:57:06] <gigaherz> williewillus: in lambda calculus, that would be just simply... "\x.\y. (+ x y)", but using name aliases isn't part of lambda calculus, so technically instead of "+", you'd write in the actual body of the "+" operation
L1305[09:57:20] <Sollux-Captor> can some one help me with this modpack crash?
L1306[09:57:20] <Sollux-Captor> http://paste.ee/p/gO9PP
L1307[09:57:37] <sham1> How does one define addition in lambda calculus
L1308[09:57:43] <gigaherz> well
L1309[09:57:51] <gigaherz> the way lambda calculus defines a number
L1310[09:57:58] <williewillus> Sollux-Captor: CCC's ASM is broken
L1311[09:58:03] <gigaherz> means that applying a function to a number
L1312[09:58:08] <gigaherz> repeats the function N times
L1313[09:58:10] <Sollux-Captor> remove it then?
L1314[09:58:27] <TechDG> wow thats one complicated gui xD
L1315[09:58:29] <gigaherz> so you apply "successor of Y" to the X number
L1316[09:58:30] <TechDG> tutorial time :P
L1317[09:58:36] <gigaherz> an you get Y incremented X times
L1318[09:58:38] <gigaherz> which is X+y
L1319[09:58:42] <williewillus> so "4" is "increment" applied to 0 4 times?
L1320[09:58:55] <gigaherz> yes
L1321[09:59:26] <williewillus> I love recursive defs :p
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L1323[09:59:38] <williewillus> everything builds off 0 or [] or {}
L1324[09:59:45] <gigaherz> in case of lambda calculus
L1325[09:59:48] <gigaherz> 0 is \x.x
L1326[09:59:52] <gigaherz> which means "return the input
L1327[10:00:24] <ThePsionic> x.x;
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L1329[10:00:29] <gigaherz> eh \y.\x.x
L1330[10:00:34] <gigaherz> it has two inputs
L1331[10:00:36] <gigaherz> all numbers have two
L1332[10:00:39] <gigaherz> but it returns the second one
L1333[10:00:50] <gigaherz> 0: \y.\x.x
L1334[10:00:55] <gigaherz> 1: \y.\x.(y x)
L1335[10:01:07] <gigaherz> 2: \y.\x.(y (y x))
L1336[10:01:13] <gigaherz> etc
L1337[10:01:36] <gigaherz> interestingly
L1338[10:01:41] <gigaherz> they define booleans similarly
L1339[10:01:48] <gigaherz> false: \y.\x. x
L1340[10:01:53] <gigaherz> true: \y.\x. y
L1341[10:02:09] <gigaherz> so false === 0
L1342[10:02:19] <gigaherz> the fun thing about booleans, is that "if" is implicit
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L1344[10:02:31] <gigaherz> <boolean> something1 something2
L1345[10:02:37] <gigaherz> returns something1 if it was true
L1346[10:02:39] <gigaherz> and something2 if it was false
L1347[10:02:58] <gigaherz> so you can just apply two inputs to a boolean and the right output will be returned
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L1350[10:03:37] <Nitrodev> i feel like an idiot
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L1354[10:04:29] <Nitrodev> all this time i was silent i was wondering where i need to make the method createTileEntity
L1355[10:04:43] <roxox12> This.. Is complicated.
L1356[10:04:51] <williewillus> Nitrodev: it's in Block
L1357[10:04:54] <Nitrodev> yeah
L1358[10:04:58] <Nitrodev> i figured
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L1361[10:05:52] <Nitrodev> gigaherz, i'm guessing that i need to declare the block states in the block class
L1362[10:06:16] <Sollux-Captor> @williwillus i tried new versions of the codechicken lib and core but i still cant seem to fix it
L1363[10:06:26] <gigaherz> Nitrodev: of course
L1364[10:06:28] <gigaherz> that's no different
L1365[10:06:32] <Nitrodev> okay
L1366[10:06:34] <gigaherz> really a multiblock
L1367[10:06:38] <roxox12> Ima go ahead and assume that I need to make a class which extends ISBRH then implement that into my block class.
L1368[10:06:39] <gigaherz> don't think of it as a different thing
L1369[10:06:44] <Sollux-Captor> anymore details to why it is broken or how?
L1370[10:06:45] <gigaherz> it's just a bunch of separate blocks
L1371[10:06:48] <gigaherz> that cooperate between eachother
L1372[10:06:51] <gigaherz> to act as one
L1373[10:07:29] <gigaherz> roxox12: you make a SEPARATE class that implements ISBRH, and then register it with your block class, in your client proxy
L1374[10:08:03] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L13
L1375[10:08:18] <gigaherz> do NOT use this as a reference: https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/client/SBRHEnderRift.java
L1376[10:08:21] <gigaherz> or at least
L1377[10:08:24] <gigaherz> use it as a BAD example
L1378[10:08:24] <gigaherz> ;P
L1379[10:08:58] <shadekiller666> a "do not do this" example, if you will
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L1381[10:09:10] <Sollux-Captor> willewillus: is it a problem specifically with ASM?
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L1383[10:09:29] <Sollux-Captor> williewillus*
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L1385[10:09:48] <Nitrodev> now what variable type do i use for the bl.ockstates?
L1386[10:10:03] <Nitrodev> i know they are directions
L1387[10:10:09] <williewillus> EnumFacing?
L1388[10:10:18] <williewillus> Sollux-Captor: yeah the log is throwing asm errors everywhere
L1389[10:10:32] <Sollux-Captor> ye but specifically, what is broke with it?
L1390[10:10:44] <williewillus> no idea
L1391[10:10:53] <Sollux-Captor> hmmm...\
L1392[10:10:58] <Nitrodev> ah i see thanks
L1393[10:11:18] <Sollux-Captor> ive already tried to change the versions of the mod(s) but that didnt seem to work
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L1395[10:12:04] <sham1> Anyone have any idea why I dont have java for firefox even though I have the JDK
L1396[10:12:04] <Sollux-Captor> i think i may have found my problem
L1397[10:12:15] <Ordinastie> yeah, new mod! \o/ http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2599581-malisisswitches-1-8-0-3-0
L1398[10:12:22] <Sollux-Captor> it seems to be that i have more than one of the same mod installed
L1399[10:12:27] <sham1> Dot they really want me to explicitly install JRE for my browser
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L1401[10:12:48] <williewillus> Sollux-Captor: i think you accidentally installed the deobf version
L1402[10:12:51] <gigaherz> Ordinastie: you really like the Malisis name don't you? XD
L1403[10:12:51] <williewillus> of either CCL or CCC
L1404[10:12:59] <williewillus> sham1: precisely opposite
L1405[10:13:00] <williewillus> they don't
L1406[10:13:01] <williewillus> :p
L1407[10:13:15] <williewillus> they want to get rid of that thing
L1408[10:13:16] <sham1> well I dont know what it is because FF does not find it
L1409[10:13:26] <sham1> Well, I need it
L1410[10:13:28] <Ordinastie> gigaherz, meh, at least you know it's mine :p
L1411[10:13:36] <gigaherz> XD
L1412[10:13:58] <Ordinastie> I have a mod that doesn't have Malisis in it
L1413[10:14:04] <Ordinastie> didn't work really well ><
L1414[10:14:10] <gigaherz> heh
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L1416[10:14:45] <PaleoCrafter> DIY something something, Ordinastie?
L1417[10:14:48] <Ordinastie> (it requires the users to make their own blocks... like that's gonna ever happen ><)
L1418[10:15:00] <Ordinastie> DDB : DitYourSelf Decorative Block
L1419[10:15:07] <Nitrodev> i have no idea what i need to do
L1420[10:15:08] <Ordinastie> *DoIt ><
L1421[10:15:26] <Ordinastie> imma update it to 1.8 too, some one asked for it
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L1423[10:15:47] <Nitrodev> okay i'm pasting this
L1424[10:16:19] <williewillus> Nitrodev: what do you need?
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L1426[10:16:41] <Nitrodev> i need to know how to call the right thing from EnumFAcing
L1427[10:16:49] <Nitrodev> http://pastebin.com/kV0ctcjG
L1428[10:16:52] <Nitrodev> line 13
L1429[10:17:05] <Nitrodev> no idea how to countinue after the =
L1430[10:17:23] <williewillus> i have no idea what a west_norith_down is :p
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L1432[10:17:33] <williewillus> an EnumFacing simply represents one of the six directions
L1433[10:17:37] <williewillus> like ForgeDirection used to
L1434[10:17:45] <Nitrodev> oh it's one
L1435[10:17:51] <Pennyw95> now this is weird...I've successfully run 'gradlew setupDecompWorkspace in my new folder' but when I open the workspace with Eclipse I see the MDKExample Project but I can't open it...wtf?? I tried 'gradlew eclipse' and 'gradlew setupDecompWorkspace --refresh-dependencies' already...
L1436[10:18:05] <Nitrodev> i need to make it so one of the corners of my 2x2x2 structure is the amster
L1437[10:19:04] <TechDG> so I got a question
L1438[10:19:12] <Ordinastie> Nitrodev, my advice would be for you to try to do some less complex stuff before
L1439[10:19:14] <TechDG> why use something this complicated for cube models
L1440[10:19:35] <Nitrodev> Ordinastie, why may i ask?
L1441[10:19:36] <TechDG> most of the features wouldnt even work in forge anyway
L1442[10:19:44] <Nitrodev> i still need to come to this at some point
L1443[10:20:20] <TechDG> I feel like mrcreyfish is gonna be so much easier xD
L1444[10:20:21] <Ordinastie> there seem to be a gap between what you need to know to make it happen and your actual knowledge
L1445[10:20:36] <Nitrodev> he5re we go again
L1446[10:20:39] <williewillus> TechDG: it is :p
L1447[10:20:42] <gigaherz> TechDG: the keyword is "cube" -- my models aren't cubes ;P
L1448[10:20:54] <TechDG> true
L1449[10:21:01] <williewillus> all the techne models I've remade are in json :p
L1450[10:21:05] <williewillus> because they're all cubes
L1451[10:21:09] <williewillus> and cubes are super easy in json
L1452[10:21:25] <TechDG> I think what im gonna do is for now just use crayfish then at osme point if I can find someone who can texture I will put hte effort into a good model
L1453[10:21:31] <Ordinastie> williewillus, and you probably draw quads you could cull too :)
L1454[10:21:35] <TechDG> cuz a model of that quality will be wasted anyway since I cant texture for my life :P
L1455[10:21:38] <williewillus> yup
L1456[10:21:45] <williewillus> OBJ's can't use cullface iirc
L1457[10:21:55] <Pennyw95> why can't I open the MDKExample project in eclipse?
L1458[10:22:13] <Nitrodev> okay i'm pausing modding again.
L1459[10:22:17] <gigaherz> williewillus: no, although it could be done
L1460[10:22:29] <gigaherz> testing if a quad/triangle is fully in a "face" would be simple and automatic
L1461[10:22:32] <PaleoCrafter> Nitrodev, we're not asking you to pause, we're asking you to try something simple
L1462[10:22:36] <PaleoCrafter> multiblock structures are far from simple
L1463[10:23:07] <Nitrodev> i have decided that my mods main feature will be multiblock storage
L1464[10:23:11] <TechDG> see THIS is a gui I can use
L1465[10:23:18] <shadekiller666> obj loader never returns a non-empty list from getFaceQuads() so the game never tries to cull them
L1466[10:23:24] <Nitrodev> so even if i try to move away of them they will be coming
L1467[10:23:36] <gigaherz> shadekiller666: that's waht I meant
L1468[10:23:40] <Nitrodev> and i know they are not simple
L1469[10:23:46] <PaleoCrafter> and when you need to do them, you'll be ready
L1470[10:23:51] <Ordinastie> Nitrodev, I could decide to make cold fusion, doesn't really mean it will really happen
L1471[10:23:51] <gigaherz> you could be checking if all the vertices in a face have x==0, and their winding is outward
L1472[10:23:54] <Nitrodev> but coding is supposed to be a challenge
L1473[10:23:54] <williewillus> problem is
L1474[10:23:54] <gigaherz> and put them on the face list
L1475[10:23:59] <williewillus> crayfish is broken in linux :p
L1476[10:24:00] <gigaherz> instead of the general one
L1477[10:24:07] <gigaherz> but meh
L1478[10:24:07] <williewillus> so I use it to make the general shape, then uv map by hand
L1479[10:24:08] <gigaherz> not worth it
L1480[10:24:11] <williewillus> :p
L1481[10:24:16] <PaleoCrafter> as a starting point, make it a single block, Nitrodev
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L1484[10:24:39] <PaleoCrafter> once you've got all of that functionality down moving to a multiblock should be much easier
L1485[10:24:40] <Ordinastie> and then expand on it
L1486[10:25:41] <TechDG> when blocks are placed, which side is facing towards u?
L1487[10:25:58] <Ordinastie> TechDG, the side you're looking at
L1488[10:26:03] <PaleoCrafter> usually the opposite of the player's orientation
L1489[10:26:34] <TechDG> then in the model north should be the front right?
L1490[10:26:39] <TechDG> facing north?
L1491[10:26:47] <PaleoCrafter> if you use the vanilla rotations for the facings, yes
L1492[10:26:48] <PaleoCrafter> iirc
L1493[10:27:02] <TechDG> ok
L1494[10:27:03] <PaleoCrafter> north always is north though
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L1498[10:28:27] <roxox12> I'm coming to the conclusion
L1499[10:28:37] <roxox12> That I've aimed wayy too high for my first mod
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L1501[10:29:03] <SkySom> It's possible
L1502[10:29:20] <SkySom> Sometimes you gotta work up to the thing you really want
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L1504[10:29:36] <roxox12> I'm not even sure what I'm trying to do is realistically possible
L1505[10:29:38] <Pennyw95> now this is weird...I've successfully run 'gradlew setupDecompWorkspace in my new folder' but when I open the workspace with Eclipse I see the MDKExample Project but I can't open it...wtf?? I tried 'gradlew eclipse' and 'gradlew setupDecompWorkspace --refresh-dependencies' already...what could it be?
L1506[10:29:57] <roxox12> do ./gradlew setupDecompWorkspace and then gradlew eclipse
L1507[10:30:09] <roxox12> not the other way around
L1508[10:32:22] <Pennyw95> roxox12: still nothing...
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L1513[10:35:14] <roxox12> Idk then. Sorry :(. I'm fairly new to this
L1514[10:35:28] <roxox12> Did you start from scratch when you run those commands?
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L1517[10:37:35] <Pennyw95> yes, I'm making a whole new workspace
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L1519[10:40:28] <gr8pefish> it could be an issue with your ide as well, possibly try restarting it, or re-running gradlew eclipse (I don't use eclipse so I'm not certain, but it's possible)
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L1522[10:41:08] <williewillus> when sending world coords is float precise enough for the entire world?
L1523[10:41:22] <williewillus> i presume so
L1524[10:41:35] <sham1> bah
L1525[10:41:50] <sham1> I cannot apply side effects to iterators in Rust
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L1527[10:44:32] <gigaherz> williewillus: nope
L1528[10:44:39] <williewillus> why?
L1529[10:44:45] <williewillus> also, vanlla's particle packet uses floats
L1530[10:44:45] <gigaherz> or well, more accurately
L1531[10:44:49] <williewillus> that's why I'm asking :p
L1532[10:44:57] <gigaherz> float has 6 digits of precision
L1533[10:45:02] <williewillus> making a packet and don't feel like sending six doubles when floats can do
L1534[10:45:05] <gigaherz> yo ucan get 7 but only in some cases
L1535[10:45:15] <gigaherz> the world limit is 60 million
L1536[10:45:18] <gigaherz> that's
L1537[10:45:23] <gigaherz> 60 000 000
L1538[10:45:30] <williewillus> 60 mil across
L1539[10:45:37] <gigaherz> you'd need 8 digits of precision just to represent all the block coords
L1540[10:45:42] <williewillus> +/-29 999 984
L1541[10:45:45] <gigaherz> yup
L1542[10:45:55] <williewillus> why does the particle packet do floats then?
L1543[10:46:11] <gigaherz> I presume particles behave poorly if you spawn them near the edges of the world
L1544[10:46:48] <gigaherz> you can use floats for anything that's relative to the player position
L1545[10:46:50] <gigaherz> but not for entities
L1546[10:46:55] <Sollux-Captor> can anyone guide me (or link me to a tutorial or example of how to. . .) on how to code in a multi block structure and all of the intracacies of direction and position
L1547[10:47:20] <gigaherz> Sollux-Captor: nope, there isn't one answer
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L1549[10:47:30] <gigaherz> same thing we told Nitrodev
L1550[10:47:34] <Sollux-Captor> well, is there a rough basis?
L1551[10:47:41] <gigaherz> there's many ways of doing a multiblock structure
L1552[10:47:45] <gigaherz> in the end
L1553[10:47:47] <Nitrodev> ?
L1554[10:47:50] <gigaherz> they all have one thing in common
L1555[10:48:00] <gigaherz> it's a bunch of blocks cooperating to act as one
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L1557[10:48:06] <gigaherz> you'll probably have a master TE with the data
L1558[10:48:12] <TechDG> k so I need help with several things
L1559[10:48:14] <gigaherz> and some slave TEs which know their relative location to the master
L1560[10:48:26] <TechDG> I have a block with a gui and working slots and stuff
L1561[10:48:28] <gigaherz> you'll probably have some way to distinguish "assembled" structures from partial ones
L1562[10:48:51] <gigaherz> you'll need a way to verify the shape of the structure and make it assembled/unassembled
L1563[10:48:57] <gigaherz> HOW you do those things, that's up to you
L1564[10:49:15] <TechDG> now I want to 1. add RF storage with a RF bar inside (already have the RF bar in a seperate texture file thanks to gigaherz) and 2. make it actually do something (turn a item from slot 1 into an item from slot 2 over time)
L1565[10:49:27] <TechDG> consuming RF in the process
L1566[10:49:56] <TechDG> I already got hte Cofh API (again, thanks to gigaherz)
L1567[10:50:03] <Sollux-Captor> is there any sort of integrity i should follow??
L1568[10:50:16] <TechDG> anyone willing to help with either of those tasks?
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L1571[10:51:32] <gigaherz> TechDG: check my generator
L1572[10:51:41] <gigaherz> all you want to do is instead of just "burn" the item
L1573[10:51:48] <gigaherz> you want to have a progress meter instead
L1574[10:51:51] <TechDG> ok
L1575[10:51:54] <gigaherz> and when thep rogress meter reaches the max
L1576[10:52:02] <gigaherz> you place the output item in the output slot
L1577[10:52:19] <TechDG> ok ty
L1578[10:52:22] <gigaherz> make the output slot take-only (check the furnace slots for reference)
L1579[10:52:40] <gigaherz> and verify that the output slot isn't full or contains a different item before you start counting
L1580[10:52:51] <TechDG> ok
L1581[10:52:56] <TechDG> ty
L1582[10:53:07] <TechDG> once again your super helpfuull
L1583[10:53:12] <gigaherz> if you do it like the furnace, you don't destroy the item until the bar reaches the end
L1584[10:53:17] <TechDG> ok
L1585[10:53:20] <gigaherz> if you do it like enderio, you'll consume the item first
L1586[10:53:30] <TechDG> I would like to do it like the furnace
L1587[10:53:32] <gigaherz> your choice
L1588[10:53:36] <TechDG> but either work really
L1589[10:53:43] <gigaherz> then look at the furnace ;P
L1590[10:53:54] <gigaherz> TileEntityFurnace
L1591[10:54:17] <TechDG> k
L1592[10:55:12] <roxox12> I'm using a PlayerUseItemEvent, is there any way to get the block that the player is using the item on (if any)?
L1593[10:55:23] <roxox12> I have access to the entityPlayer.
L1594[10:55:51] <diesieben07> the event gives you world and position
L1595[10:55:56] <Sollux-Captor> what class allows blocks interact with blocks? or do i need to make my own class that says "hey, this block is here and that block is there"
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L1597[10:56:10] <roxox12> No, it doesn't.
L1598[10:56:15] <roxox12> At least, not the .start
L1599[10:56:21] <diesieben07> oh wait
L1600[10:56:28] <diesieben07> PlayerUseItemEvnet... that's not what you think it is
L1601[10:56:34] <LatvianModder> raytrace it
L1602[10:56:38] <diesieben07> that is for sword blocking, food eating, etc.
L1603[10:56:39] <roxox12> UseHoeEvent does, but I'm not worried about what the player decides to do with his hoes.
L1604[10:56:40] <diesieben07> you want PlayerInteractEvent
L1605[10:56:45] <LatvianModder> yeah
L1606[10:56:49] <roxox12> Ah
L1607[10:56:51] <LatvianModder> that other one is just for items like bows
L1608[10:56:52] <roxox12> Thanks :)
L1609[10:57:10] <roxox12> Will PlayerInteractEvent give me what the player is currently holding?
L1610[10:57:16] <LatvianModder> yes
L1611[10:57:19] <diesieben07> player.getHeldItem
L1612[10:57:23] <LatvianModder> entityPlayer.getHeldItem()
L1613[10:57:44] <roxox12> Thank you
L1614[10:58:04] <LatvianModder> make sure to check if its not null
L1615[10:58:08] <LatvianModder> if you need to .getItem() etc
L1616[10:58:26] <TechDG> so gig, looking at yours, I know I need to implement Implement IEnergyProvider, do I need to implement ITickable?
L1617[10:58:40] <LatvianModder> Implement Implement Implement
L1618[10:58:57] <roxox12> x,y,z I assume would be the block that's being right clicked?
L1619[10:59:07] <LatvianModder> yep
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L1621[10:59:13] <LatvianModder> TechDG: you want to make a RF machine?
L1622[10:59:18] <diesieben07> if the action is RIGHT_CLICK_BLOCK
L1623[10:59:24] <TechDG> yes lat
L1624[10:59:37] <LatvianModder> then I think just IEnergySomething
L1625[10:59:39] <TechDG> and Im using gigaherz's generator as a reference
L1626[11:00:13] <gigaherz> although TechDG: yours is a RF consumer right? not a generator
L1627[11:00:24] <LatvianModder> IEnergyReceiver
L1628[11:00:30] <TechDG> ok I see now
L1629[11:00:33] <TechDG> yeah
L1630[11:00:47] <gigaherz> yeah you won't want provider for that ;P
L1631[11:00:49] <TechDG> so its IEnergyHandler
L1632[11:00:52] <gigaherz> no
L1633[11:00:55] <gigaherz> IEnergyReceiver
L1634[11:01:00] <gigaherz> IEnergyHandler is for pipes
L1635[11:01:00] <TechDG> rlly?
L1636[11:01:02] <TechDG> ah ok
L1637[11:01:04] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.7.10/src/main/java/latmod/silicio/tile/cb/TileCBController.java#L31
L1638[11:01:04] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.7.10/src/main/java/latmod/silicio/tile/cb/TileCBController.java#L254-L284
L1639[11:01:40] <LatvianModder> also, write / read your EnergyStorage toNBT
L1640[11:01:48] <TechDG> ok
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L1642[11:03:05] <Sollux-Captor> what is more effieicent. if else if or switch statments ?
L1643[11:03:08] <TechDG> god I never htink about how much RF a machine can store
L1644[11:03:14] <roxox12> They both do the same thing afaik
L1645[11:03:14] <TechDG> hmmm
L1646[11:03:34] <LatvianModder> Sollux-Captor: the difference is lilterally nanoseconds. and not the important onse
L1647[11:03:51] <LatvianModder> code looks better with ifs imo
L1648[11:03:55] <diesieben07> Sollux-Captor, switch can be more efficent. but you shoudln't care about that. switches are better sometimes because they are easier to read :P
L1649[11:04:15] <Sollux-Captor> i see'
L1650[11:04:27] <Sollux-Captor> it is a matter of readability and not actually functionality
L1651[11:04:30] <roxox12> I prefer switches for large stuff with small segments of code in them, and if/else for small amount of options and large amount of code in them
L1652[11:04:39] <roxox12> But that's just aesthetic.
L1653[11:04:42] <LatvianModder> Is is time to cry if Windows Task Manager crashed? xD
L1654[11:04:48] <diesieben07> well, long if-else chains are just ugly and a pain to maintian
L1655[11:05:08] <roxox12> long anything is ugly.
L1656[11:05:29] <LatvianModder> thats what she said
L1657[11:06:50] <roxox12> indeed.
L1658[11:08:17] <LatvianModder> is it possible that morpheus' % character is messing with my guis? http://pastebin.com/bf1bziQ1
L1659[11:08:38] <LatvianModder> I made it not to crash, but it throws like 100 lines of error when formatting
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L1661[11:09:39] <TechDG> god im confused xD
L1662[11:09:43] <Sollux-Captor> (working on my first mod) what defines a millibucket? im trying to make a poly bucket that can hold more than one liquid but im not to sure on the implementations of the measurment system
L1663[11:09:43] <TechDG> can anyone help with this
L1664[11:10:06] <LatvianModder> 1mb = 1b / 1000
L1665[11:10:13] <Sollux-Captor> well yeh i know that
L1666[11:10:21] <Sollux-Captor> but i mean like what defines it in code?
L1667[11:10:30] <TechDG> :/
L1668[11:10:31] <LatvianModder> new FluidStack maybe
L1669[11:10:33] <Sollux-Captor> is it a forge thing
L1670[11:10:53] <LatvianModder> yeah, there is nothing in vanilla about buckets
L1671[11:11:04] <LatvianModder> since the only usage of them is to place / pick up block liquids
L1672[11:11:10] <Sollux-Captor> just making sure because every mod uses mB
L1673[11:11:20] <gigaherz> mB simply means milli-bucket
L1674[11:11:20] <LatvianModder> you know what? vanilla minecraft needs Buildcraft-style tanks
L1675[11:11:23] <gigaherz> 1000 = one bucket
L1676[11:11:29] <Sollux-Captor> ye i know that gigaherz
L1677[11:11:31] <roxox12> Anyone have any idea how I could get which type of dye something is from it's ItemStack?
L1678[11:11:40] <Sollux-Captor> im just confused on the implementation of mB
L1679[11:11:47] <LatvianModder> roxox12: mc 1.8.9?
L1680[11:11:52] <roxox12> 1.7.10
L1681[11:11:55] <LatvianModder> hmm
L1682[11:11:57] <TechDG> how do I go about storing the energy because TBH im confused xD. Once I figure it out it will be easy but untill then...
L1683[11:11:59] <roxox12> MC Forge 1.7.10
L1684[11:12:01] <LatvianModder> well, check ItemDye arrays
L1685[11:12:05] <gr8pefish> damageValue, right?
L1686[11:12:18] <roxox12> Afaik ItemDye no longer uses damage values
L1687[11:12:27] <diesieben07> of course it does.
L1688[11:12:44] <roxox12> Really, I wasn't able to get anything from it's damage value
L1689[11:12:46] <LatvianModder> everything uses damage values, why wouldnt it? :P
L1690[11:12:48] <roxox12> I'll try again
L1691[11:12:59] <gr8pefish> I don't have a 1.7 workspace up so I can't check
L1692[11:13:10] <LatvianModder> what exactly you want?
L1693[11:13:18] <LatvianModder> name? ore name?
L1694[11:13:29] <gigaherz> TechDG: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/TileEnderRift.java#L127
L1695[11:13:38] <TechDG> I was looking at that
L1696[11:13:39] <Sollux-Captor> what is a good mod that i could look at on github that heavily implements liquids?
L1697[11:13:42] <Sollux-Captor> and mB
L1698[11:13:43] <LatvianModder> 0 is ink sack, 15 is bone meal, 1 is red etc
L1699[11:13:59] <gigaherz> TechDG: note that I have a special thing
L1700[11:14:04] <gigaherz> where the block itself can't connect energy
L1701[11:14:05] <gigaherz> but
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L1703[11:14:11] <gigaherz> the outer corners from the multiblock structure, can
L1704[11:14:18] <roxox12> My apologies, it does indeed use damage values
L1705[11:14:19] <roxox12> Sorry
L1706[11:14:20] <gigaherz> but other than that
L1707[11:14:29] <gigaherz> these methods should be hte same for you: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/TileEnderRift.java#L126,L150
L1708[11:14:45] <TechDG> ok ty
L1709[11:14:50] <gigaherz> energyLimit being a value that you define for your sitaution
L1710[11:15:19] <gigaherz> (the value can be fixed, or change depending on upgrades)
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L1712[11:15:56] <gr8pefish> Sollux-Captor, No idea how good it is, but here is a liquid using mod's github: https://github.com/michael-3-141/LiquiPacks
L1713[11:16:34] <Katrix> Question, why is it that adding motion to an entity is MUCH MORE effective when it's in the air, than when it's not?
L1714[11:16:56] <williewillus> there's a huge drag constant applied whe something is touching the ground
L1715[11:17:09] <gigaherz> Katrix: most entities have code to simulate drag with the ground
L1716[11:17:24] <gigaherz> if they are on the ground, and not on ice, they multiply the speed by 0.65
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L1718[11:18:35] <Katrix> Ok makes sense, just that it seems a bit wierd that if I apply 2 to the Y motion when it's on the ground, I barely see it, but if it's on the air it goes then blocks up
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L1721[11:21:23] <TechDG> srry comp glitched out and I had ot restart
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L1724[11:24:27] <TechDG> damn glitchy day
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L1727[11:25:27] <Katrix> Is that drag removed right after the entity has taken damage? From my testing is seems like it is, while the entity is still registered as being on the ground.
L1728[11:25:32] <Pennyw95> God...I cant' compile my mod...what does "Execution failed for task ':compileJava'." mean??
L1729[11:25:45] <roxox12> PSA; BlockColored.func_150032_b(ItemStackDye.getDamage()) will return a color code you can use elswhere
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L1731[11:25:55] <roxox12> Such as for sheep, wool..etc
L1732[11:26:17] <roxox12> Took me a while to find it
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L1734[11:27:09] <shadekiller666> fry, has the issue from yesterday been fixed?
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L1736[11:29:09] <TechDG> gigaherz: is the setDirty() neccesarry or is it something special for your machine
L1737[11:29:36] <Pennyw95> is this (apply plugin: 'net.minecraftforge.gradle.forge') the new (apply plugin: 'forge') there was in 1.7.10?
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L1740[11:30:21] <TechDG> also gig how do I draw the RF bar?
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L1742[11:30:35] <TechDG> srry for so many questions
L1743[11:30:44] <gigaherz> setDirty is a thing I have
L1744[11:30:55] <gigaherz> markDirty() is the real one
L1745[11:30:56] <TechDG> ok
L1746[11:31:02] <TechDG> so I do want to mark it dirty?
L1747[11:31:04] <gigaherz> markDirty() is used to notify neighbours that something change
L1748[11:31:15] <TechDG> k ty
L1749[11:31:22] <gigaherz> as for the energy bar
L1750[11:31:25] <gigaherz> check my GuiGenerator
L1751[11:31:32] <TechDG> k ty
L1752[11:31:34] <gigaherz> I have a function there that draws it
L1753[11:32:20] <TechDG> does waila come with functionality to see how much RF is in a machine or do I have to add htat?
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L1755[11:35:13] <williewillus> you have to add support
L1756[11:35:42] <gigaherz> in 1.7.10, it did
L1757[11:35:53] <gigaherz> althoug hit was weird and required more packages than just the energy api
L1758[11:35:55] <TechDG> damn ok
L1759[11:35:58] <gigaherz> that's why I also have .block and .tileentity
L1760[11:36:03] <TechDG> then il deal with that later xD
L1761[11:36:05] <gigaherz> but in 1.8+, it doesn't do RF
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L1766[11:46:43] <TechDG> so gig for hwen you do getPowerLevel can I just have it return EnergyBuffer
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L1768[11:46:59] <TechDG> or is there a difference between the two that applys for receivers
L1769[11:48:06] <Nitrodev> i'm almost done with th e one block version of my storage block
L1770[11:50:03] <Nitrodev> except when i open the inv it deletes the items in my inv...
L1771[11:51:40] <TechDG> oops xD
L1772[11:53:03] <Nitrodev> yeah
L1773[11:53:21] <Nitrodev> probably because i didnt register the TE
L1774[11:54:05] <TechDG> xD
L1775[11:55:26] <Nitrodev> but now it's throwing this IndexOutOfBoundsException
L1776[11:55:36] <Nitrodev> no indication where in my code it's
L1777[11:55:40] <Nitrodev> i know what it is
L1778[11:57:13] <Nitrodev> wait a sec
L1779[11:58:51] <Nitrodev> i might have found it
L1780[11:59:27] <TechDG> gigaherz: ok so I got the method for makig the label, when do you call it?
L1781[11:59:28] <Nitrodev> DMAN IT
L1782[11:59:49] <TechDG> xD
L1783[12:00:15] <Nitrodev> the error is in either the Container class or the TE class
L1784[12:01:58] <TechDG> whats that mod called with the cool wires nad the watermills and windmills
L1785[12:01:59] <Nitrodev> the crazy part is that i've done this before
L1786[12:02:03] <TechDG> and the complicated biofuel
L1787[12:02:19] <williewillus> lolwat
L1788[12:02:27] <Nitrodev> fuck this
L1789[12:02:40] <williewillus> got a crash report in my botania port, because I just decided to repeat the same block of code twice while porting it
L1790[12:02:42] <williewillus> good job, self
L1791[12:03:27] <TechDG> immersive engineering, thats it
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L1793[12:05:23] <TechDG> any 1.8.9 mods out there with some sort of power storage and conduit?
L1794[12:05:53] <PaleoCrafter> if it's RF, it shouldn't be that different from 1.7
L1795[12:06:22] <williewillus> PA
L1796[12:06:24] <williewillus> fluxducts
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L1800[12:07:03] <TechDG> paleo they wont be abale tor un on 1.8
L1801[12:07:10] <TechDG> progressive automation is 1.8
L1802[12:07:14] <TechDG> not 1.8.9
L1803[12:07:17] <TechDG> already tried it
L1804[12:07:29] <PaleoCrafter> oh, I thought you want to look at the code :D
L1805[12:07:46] <TechDG> na
L1806[12:07:56] <TechDG> thought I would like tpo know why my bar isnt updating in my machine
L1807[12:08:13] <TechDG> and gigaherz who helped me do it is afk
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L1810[12:08:32] <smbarbour> TechDG: Are you sure about that? http://minecraft.curseforge.com/projects/progressive-automation-early-miner/files/2275010
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L1812[12:08:55] <Wuppy> shit
L1813[12:08:59] <Wuppy> my steam started playing music
L1814[12:09:04] <Wuppy> I don't know how I turned it on
L1815[12:09:07] <Wuppy> but how do I turn it off
L1816[12:09:24] <TechDG> ok then ty sm xD
L1817[12:09:36] <williewillus> how do I look at static fields using IDEA debugger?
L1818[12:09:57] <smbarbour> And Fluxed Redstone is the name of a mod with conduits for the power (also 1.8.9)
L1819[12:10:22] <smbarbour> Pretty sure the Buildcraft for 1.8.9 can do it too
L1820[12:10:48] <tterrag> williewillus: is there no hover context?
L1821[12:10:52] <tterrag> that's how it works in eclipse :P
L1822[12:10:56] <Wuppy> halp
L1823[12:10:57] <Wuppy> anyone?
L1824[12:11:28] <smbarbour> Go to the music section of your Steam Library?
L1825[12:11:30] <TechDG> wuppy what u need
L1826[12:11:39] <TechDG> oh steam. I dont use steam music xD
L1827[12:11:41] <Wuppy> steam randomly started playing music
L1828[12:11:44] <Wuppy> neither do I
L1829[12:11:47] <Wuppy> but I want it to stop :V
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L1831[12:13:04] <TechDG> gigaherz: are u there?
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L1833[12:13:37] <williewillus> ah it does show up in variables
L1834[12:13:39] <williewillus> idk how i didnt see it
L1835[12:14:20] <TechDG> yay found it
L1836[12:15:22] <tterrag> anyone got experience with interdimensional teleporting?
L1837[12:15:28] <tterrag> everything is fine except for when coming from the end
L1838[12:15:49] <tterrag> chunks fail to load in the new area until you relog
L1839[12:16:48] <TechDG> srry no
L1840[12:17:01] <TechDG> i can barely make this machine work none the less do that
L1841[12:17:35] <TechDG> hm ok so it draws the bar and tooltip but it doesnt update it
L1842[12:18:22] <williewillus> mojang does a shitton of special casing around the end :p
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L1844[12:18:56] <TechDG> ok so even when I reopen the GUI it doesnt rerender the energy bar
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L1846[12:19:33] <TechDG> but it is filling up because the generator doesnt start filling its own buffer for a bit
L1847[12:19:53] <TechDG> how owuld I go about refreshing a tooltip and energy bar every tick?
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L1849[12:22:12] <williewillus> tterrag: EntityPlayerMP.travelToDimension has special casing for end -> overworld. instead of directly respawning it sends a packet to display the credits, then the client has to request a respawn
L1850[12:22:26] <williewillus> idk how that would cause issues though
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L1858[12:31:41] <williewillus> tterrag: where is the new chisel 1.8 maven?
L1859[12:31:49] <tterrag> it hasn't moved?
L1860[12:31:58] <williewillus> where was it :p
L1861[12:32:03] <tterrag> maven.tterrag.com
L1862[12:32:05] <williewillus> PE has been building on cricket chisel
L1863[12:32:06] <williewillus> :p
L1864[12:32:25] <tterrag> I don't see how you could have been building on any chisel since it didn't exist on 1.8 prior to last week
L1865[12:32:46] <tterrag> williewillus: I use server.getConfigurationManager().transferEntityToWorld(entity, 0, server.worldServerForDimension(currentDim), toDim, new TeleporterEIO(toDim));
L1866[12:35:57] <tterrag> wait no
L1867[12:36:04] <tterrag> server.getConfigurationManager().transferPlayerToDimension(player, targetDim, new TeleporterEIO(server.worldServerForDimension(targetDim)));
L1868[12:36:10] <tterrag> above was for nonplayers
L1869[12:36:43] <masa> tterrag: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/teleport/TeleportEntity.java#L203
L1870[12:37:00] <masa> the code needs clean-up, but at least it works between any dimension
L1871[12:37:13] <masa> although I just today noticed that it doesn't sync player XP
L1872[12:38:41] <tterrag> I only need to fix players
L1873[12:38:44] <tterrag> entities seem to work fine
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L1875[12:39:55] <williewillus> do you call recreatePlayerEntity?
L1876[12:40:04] <williewillus> that appears to be the call that sets the new position etc.
L1877[12:40:05] <tterrag> uhh no?
L1878[12:40:25] <tterrag> again this works for everything except end->anywhere
L1879[12:41:18] <tterrag> oh I see it
L1880[12:41:24] <williewillus> because the flow for end -> overworld is like this s->c display credits c->s request respawn s: call recreatePlayerEntity to copy all old data
L1881[12:41:26] <tterrag> yeah there's special casing in transferEntityToWorld
L1882[12:41:28] <tterrag> why wouldn't there be
L1883[12:42:03] <williewillus> :p
L1884[12:42:07] <tterrag> obviously the method name should be transferEntityToWorldUnlessTheEntityIsInTheEndThenScrewEverythingUp
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L1886[12:42:33] <tterrag> this is the code, verbatim http://puu.sh/mAvSK.txt
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L1888[12:43:02] <williewillus> it probably has to do with the fact that while the client is reading credits their player entity doesn't exist in any world on the server, and has to stay like that for 10 minutes :p
L1889[12:43:42] <heldplayer> Oh, so vanilla has something that does that
L1890[12:43:44] * heldplayer writes that down
L1891[12:44:05] <tterrag> I could probably hack it by changing the player's dimension flag to the target dim before calling the method
L1892[12:44:11] <tterrag> but that would break the PlayerChangedDimensionEvent
L1893[12:44:24] <tterrag> and idk what mods rely on that
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L1896[12:53:32] <Wuppy> oh cool, visual scripting is coming to Unity
L1897[12:53:34] <Wuppy> eventaully
L1898[12:54:28] <tterrag> masa: this seems to be all I need http://puu.sh/mAwLN.txt
L1899[12:54:34] <tterrag> hacky? yes. worse than vanilla? no
L1900[12:54:37] <tterrag> and that's all I need :P
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L1902[12:55:44] <Zaggy1024> could call the event yourself once it's transferred the player, no?
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L1904[12:56:58] <tterrag> Zaggy1024: then there'd be two event fires
L1905[12:57:01] <tterrag> that's even more broken
L1906[12:57:02] <tterrag> so, no
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L1908[12:57:05] <Zaggy1024> mm
L1909[12:57:15] <Zaggy1024> I figured it wouldn't send the event if the dims were the same
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L1911[13:11:09] <williewillus> where was it that you could force enable the vanilla debug camera?
L1912[13:12:38] <Wuppy> wow getting a new version of unity installed takes one long damn time
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L1914[13:15:06] <Wuppy> I just want to get to game dev again :P
L1915[13:16:35] <tterrag> williewillus: hm...seems that sometimes it leaves behind a "ghost" entity in the end, but the teleport still worked
L1916[13:16:37] <Commodore64> hello everyone I'm back. I just reinstalled forge and eclipse following bedrockminer's advanced setup. I think if I follow one specific set of tutorials I'll be better off, and bedrockminer seems to have pretty comprehensive and up-to-date tutorials
L1917[13:16:42] <tterrag> and when I leave the end I get a death message (for named entities)
L1918[13:16:49] <williewillus> huh
L1919[13:17:17] <tterrag> is there some kind of packet I need to send for an entity leaving a world?
L1920[13:17:22] <tterrag> world.removeEntity kills it
L1921[13:18:00] <diesieben07> thats not how you kill entities
L1922[13:18:03] <diesieben07> entity.setDead
L1923[13:18:08] <tterrag> I don't /want/ to kill it
L1924[13:18:10] <tterrag> I'm trying to teleport it
L1925[13:18:17] <Commodore64> is bedrockminer ever on this irc?
L1926[13:18:21] <diesieben07> oh
L1927[13:18:25] * diesieben07 hides
L1928[13:19:20] <tterrag> I swear, dimension teleports is some of the worst code in the game
L1929[13:19:27] <tterrag> full of hardcoded crap within ordinary methods
L1930[13:19:35] <tterrag> worse than usual -.-
L1931[13:19:44] <Ivorius> haha 'entity leaving a world'
L1932[13:19:49] <McJty> tterrag, I had some trouble with that with the rftools builder which can also tp entities accross dimensions
L1933[13:19:54] <McJty> tterrag, but I get it to work. Let me check how
L1934[13:19:57] <McJty> s/get/got
L1935[13:20:02] <tterrag> McJty: the problems specifically surround the end
L1936[13:20:10] <McJty> yes I know
L1937[13:20:11] <tterrag> my idea: remove the end completely
L1938[13:20:13] <McJty> The end is special cased
L1939[13:20:14] <tterrag> problem solved
L1940[13:20:27] <SkySom> I'd be okay with removing the end. :D
L1941[13:20:39] <SkySom> Never was particular a fan of it.
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L1943[13:20:45] <SkySom> And it's ... story :/
L1944[13:20:51] <SkySom> (End credits)
L1945[13:21:00] <McJty> tterrag, this is the code in rftools (1.7.10 only) which managed to get this stable: https://bpaste.net/show/de89fcc072be
L1946[13:21:27] <tterrag> so you clone the entity completely
L1947[13:21:31] <McJty> yep
L1948[13:21:34] <McJty> I tried other ways
L1949[13:21:41] <McJty> But always ended up with instability issues
L1950[13:21:45] <McJty> This worked best
L1951[13:25:21] <tterrag> yeah that seems like it works
L1952[13:25:28] <tterrag> I was considering doing that
L1953[13:26:26] <tterrag> hmm maybe not
L1954[13:26:30] <tterrag> he's still not showing up in the end
L1955[13:26:33] <tterrag> FROM the end it works
L1956[13:26:34] <tterrag> but not to
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L1958[13:28:26] <tterrag> oh I see the bug
L1959[13:28:31] <tterrag> McJty: do you set entity.forceSpawn at any point?
L1960[13:28:39] <tterrag> because if that's not set, it fails to spawn in an unloaded chunk
L1961[13:28:44] <tterrag> which is bad, for me
L1962[13:29:49] <tterrag> yep, that fixes it
L1963[13:30:29] <McJty> Ah good tip
L1964[13:30:36] <McJty> Not really an issue in my case but good to know in any case
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L1968[13:43:41] <Pennyw95> diesieben07: I successfully abandoned ship :D
L1969[13:44:19] <diesieben07> haha
L1970[13:44:22] <diesieben07> good :P
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L1992[14:17:20] <shadekiller666> !latest
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L2006[14:33:25] <TechDG> hey
L2007[14:33:37] <TechDG> how do I do the *(thoughts or actions) things
L2008[14:33:48] <TechDG> srry this is the only time i use IRCs
L2009[14:34:14] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L2010[14:34:37] <Giraffestock> ./me techbrew
L2011[14:34:41] <Giraffestock> TechDG *
L2012[14:34:42] <TechDG> ty
L2013[14:34:46] <masa> wtf
L2014[14:34:48] <techbrew> ... ?
L2015[14:34:51] * TechDG Crosses fingers Gigaherz is on
L2016[14:34:52] <Giraffestock> tab broke
L2017[14:34:55] <techbrew> heh
L2018[14:34:57] <Giraffestock> well, wasnt very smart
L2019[14:35:03] <masa> can you not change the NBT data on an item while in creative mode? O_o
L2020[14:35:12] * sham1 cannot understand why IRC is not so popular anymore as it used to be
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L2022[14:35:18] <masa> I was bashing me head against the wall for like an hour
L2023[14:35:37] <TechDG> xD mesa
L2024[14:35:38] <masa> *my
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L2026[14:35:50] <TechDG> should I put a pirate talk localization in my mod? :P
L2027[14:35:58] <LexManos> you can change nbt
L2028[14:36:04] <LexManos> depending on when its changed
L2029[14:36:09] <masa> I couldn't figure out why my item doesn't store the data when al lthe debug prints show that the data i sthere
L2030[14:36:21] <LexManos> when are you changing it?
L2031[14:36:26] <TechDG> im tempted to put a pirate talk localization and make every word "Arg!!!"
L2032[14:36:29] <masa> after I canheg to survival it works just fine
L2033[14:36:34] <LexManos> when are you changing it?
L2034[14:36:45] ⇨ Joins: Corosus (~Corosus@135-23-126-120.cpe.pppoe.ca)
L2035[14:36:48] <masa> in a itemInteractionForEntity() method
L2036[14:37:01] <LexManos> thars your problem
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L2038[14:37:14] <masa> well, I guess I'll move it to an event
L2039[14:37:24] <LexManos> any intereaction event is replaced by a original copy in creative
L2040[14:37:29] <LexManos> this is how swords dont use durability
L2041[14:37:32] <masa> nice...
L2042[14:37:35] <TechDG> ok so how would I update a tooltip and a RF bar every tick
L2043[14:37:36] <LexManos> buckets dont loose their fluids
L2044[14:37:37] <LexManos> etc..
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L2046[14:37:59] <masa> well at least my item sin't broken in other ways then :p
L2047[14:38:15] <LexManos> So if it works in survival then it works you cant do shit about creative
L2048[14:38:36] <LexManos> And the point of creative is that you SHOULDNT change it.
L2049[14:38:50] <Giraffestock> oh boy, found my old 1.8.1 mod
L2050[14:38:55] <LexManos> It'd be dumb to fly around and have to refill your bucket with water when you wanna make an ocean in crative.
L2051[14:39:03] <masa> hm, well... then all my items would become useless in creative :D
L2052[14:39:14] <LexManos> Probably
L2053[14:39:32] <LexManos> Thats why there is a getSubItems which fills the creative inventory.
L2054[14:40:05] <Giraffestock> so modifying commandblock gui, should I use reflection or an AT?
L2055[14:40:07] <masa> this isn't a new variant, it is dynamic data I'm storing in the item when it is used
L2056[14:40:19] <masa> but yeah anyway...
L2057[14:41:27] <williewillus> where is the boolean to enable debug camera in mc?
L2058[14:41:47] <williewillus> this player layerrenderer stuff would be easier to debug with it :p
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L2060[14:42:31] <masa> debug camera?
L2061[14:43:02] <masa> Giraffestock: why do you want to modify it?
L2062[14:43:11] <Giraffestock> masa improving it
L2063[14:43:18] <tterrag> masa: what exactly are you storing?
L2064[14:43:19] <Giraffestock> more IDE-like
L2065[14:43:35] <tterrag> Giraffestock: use neither, there are plenty of Gui events to do whatever you want
L2066[14:43:49] <williewillus> eh actually looks like they removed it
L2067[14:43:50] <Giraffestock> tterrag I was told to use events and reflection by PaleoCrafter
L2068[14:44:01] <williewillus> debug camera allows you to move the camera with certain keys
L2069[14:44:10] <tterrag> right
L2070[14:44:10] <Giraffestock> I was going to just replace with my own GUI, but this way I dont need to handle packets or anything
L2071[14:44:11] <PaleoCrafter> Wut
L2072[14:44:13] <Giraffestock> I want this to be client-side
L2073[14:44:13] <tterrag> and I agree with him
L2074[14:44:22] <PaleoCrafter> Oh
L2075[14:44:25] <Giraffestock> so I need reflection, answered my own question
L2076[14:46:26] <masa> tterrag: basically capturing a mob into the item
L2077[14:47:00] <tterrag> hm
L2078[14:47:04] <tterrag> well soul vials work in creative I think
L2079[14:47:06] <tterrag> let me check
L2080[14:47:29] <tterrag> oh right, it creates a completely new item
L2081[14:47:33] <tterrag> that's what you should do, probably
L2082[14:47:56] <masa> well not in my case
L2083[14:48:48] <tterrag> why not?
L2084[14:48:49] <masa> or well... Ireally can't see a downside of just changing the NBT on the item, even if in creative mode at least in my item's case.
L2085[14:49:06] <TechDG> so guys how would I go about updating a tooltip and rf bar every tick
L2086[14:49:08] <masa> I eman why would you try to use the item if you don't want it to work? :p
L2087[14:49:12] <TechDG> because ATM it jsut stays empty and at 0 forever
L2088[14:49:27] <tterrag> masa: it can work, but it should create a copy of the item so that you can continue to use the old version
L2089[14:49:41] <masa> tterrag: you mean just replace the item in the selected slot with basically the same item with the new data?
L2090[14:49:46] <tterrag> no
L2091[14:49:50] <tterrag> add a new stack to the inventory
L2092[14:49:58] <masa> uh
L2093[14:50:48] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/item/ItemSoulVessel.java#L220-L225
L2094[14:52:37] <masa> hm
L2095[14:53:47] <masa> does that mean that in survival the item ends up in a different inventory slot, and in creative you are not consuming it at all?
L2096[14:53:57] <TechDG> anyone?
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L2098[14:54:23] <tterrag> masa: no
L2099[14:54:26] <tterrag> in survial it replaces
L2100[14:54:43] <masa> TechDG: in a gi or where?
L2101[14:54:47] <masa> *gui
L2102[14:54:48] <TechDG> gui
L2103[14:55:00] <TechDG> I can push the code to my dev branch if u wanna look at it
L2104[14:55:08] <masa> so you sync the data via the container?
L2105[14:55:21] <TechDG> no
L2106[14:55:26] <tterrag> actually heh
L2107[14:55:28] <TechDG> the issue is I have a RF bar and a Tooltip
L2108[14:55:29] <tterrag> masa: you're right
L2109[14:55:34] <tterrag> that's technically a bug, it should replace the item :P
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L2111[14:55:40] <TechDG> but it stays at 0 even when RF is inside
L2112[14:55:50] <TechDG> and I THINK the issue is that it isn't resyncing
L2113[14:55:55] <tterrag> TehNut: post code
L2114[14:55:56] <TechDG> every tick
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L2116[14:56:01] <masa> then HOw are you syncing the data?
L2117[14:56:14] <TehNut> what did i do
L2118[14:56:18] <TechDG> drawGuiContianer_____Layer
L2119[14:56:29] <TechDG> in this case the bar is background and the tooltip is foreground
L2120[14:56:32] <masa> if you only need it in the GUI, then sync via the container, if the block also render differently, then sync via the TE
L2121[14:56:45] <TechDG> how do I sync it though
L2122[14:57:03] <TechDG> the storing of RF is working
L2123[14:57:04] <masa> sendProgressBarUpdate()
L2124[14:57:13] <TechDG> ok
L2125[14:57:21] <TechDG> the thing is im not rendering it as a progress bar
L2126[14:57:36] <TechDG> im using Gigaherz's method which renders it as a rectangle with a custom texture
L2127[14:57:56] <TechDG> and its 2 different cropped sections of textures for a full and empty bar
L2128[14:57:59] <TechDG> that together make an energy bar
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L2130[14:58:12] <masa> whoops sorry, detectAndSendChanges and then updateProgressBar() on the client to receive it
L2131[14:58:29] <tterrag> detectAndSendChanges is called each tick
L2132[14:58:32] <tterrag> you do not need to call that
L2133[14:58:49] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerEnderFurnace.java#L41-L121
L2134[14:58:52] <tterrag> I have a simple progress update example
L2135[14:59:06] *** V is now known as Vigaro
L2136[14:59:14] <masa> TechDG: well the pont is that you can send integer (or short in multiplayer!) values via those methods to the client
L2137[14:59:33] <tterrag> https://github.com/wyldmods/KitchenCraft/blob/master/Machines/src/main/java/org/wyldmods/kitchencraft/machines/common/container/ContainerOven.java#L196-L201
L2138[14:59:41] <tterrag> yeah only ever send short values
L2139[14:59:46] <tterrag> made that mistake once
L2140[15:00:03] <tterrag> you should probably send the SCALED power amount, unless it's guaranteed to only ever be a short value
L2141[15:00:30] <masa> yep
L2142[15:01:11] <TechDG> http://pastebin.com/Qk1BHjZd
L2143[15:01:18] <TechDG> http://pastebin.com/2kR5NTWL
L2144[15:01:26] <TechDG> thats the gui class and tile entity class
L2145[15:01:33] <TechDG> how do I modify those to work is basically the question
L2146[15:01:57] <tterrag> the container
L2147[15:02:04] <tterrag> use detectAndSendChanges (see my link)
L2148[15:02:42] <TechDG> so I use that method to draw the tooltip and the bars?
L2149[15:02:50] <tterrag> no
L2150[15:02:52] <tterrag> please read my link
L2151[15:02:55] <tterrag> don't guess
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L2153[15:03:31] <TechDG> IK but for sendProgressBarUpdate to work dont I have to be making the energy bar via progressBar methods?
L2154[15:03:42] <masa> no
L2155[15:03:56] <masa> it's just the name of the method they have chosen in MCP
L2156[15:04:10] <masa> all it does is sync integer/short values to the client
L2157[15:04:11] <TechDG> ok
L2158[15:04:32] <tterrag> on the other end you use updateProgressBar
L2159[15:04:38] <tterrag> and use the values you sent to update the client's info
L2160[15:04:39] <masa> so that you can actually have your stored whatever value on the client and then use it for whatever you want in the GUI
L2161[15:04:44] <tterrag> then you can do what you have already
L2162[15:05:15] <TechDG> ok
L2163[15:05:42] <tterrag> read the method just above what I Linked you
L2164[15:06:54] <TechDG> is the icrafting ur own custom class?
L2165[15:07:07] <tterrag> no
L2166[15:07:11] <tterrag> that's all vanilla
L2167[15:07:22] <tterrag> half copied from the furnace
L2168[15:07:24] <TechDG> nvm foudn the line
L2169[15:08:03] <TechDG> the if (rfcompat) thing, is that important
L2170[15:08:18] <tterrag> not really, I built my mod to be runnable without RF API present
L2171[15:08:27] <tterrag> you probably don't need to worry about that, if you ship the API
L2172[15:08:47] <TechDG> ok
L2173[15:08:49] <TechDG> yeah I do
L2174[15:10:58] <TechDG> brb
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L2181[15:26:38] <Giraffestock> where do I find the srg field names?
L2182[15:28:31] <masa> the bot
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L2184[15:30:41] <Giraffestock> masa link to how to use bot?
L2185[15:30:51] <Lordmau5> I have some weird issues again with my blocks and tiles /o/
L2186[15:30:56] <Lordmau5> first off though: hey people
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L2191[15:32:51] <shishire> Ok, getting started with forge, trying to wrap my head around the whole thing. How do I get from the git repo to the -src.zip contents? I'm aware I can just download it, but I'd like to understand how they're connected. I tried gradle build, but it didn't produce a -src.zip
L2192[15:33:00] <TechDG> back
L2193[15:33:14] <Lordmau5> So my tank is not updating it's light value properly... https://i.lordmau5.com/1453152545-567
L2194[15:33:16] <shishire> Or do I need to go to ForgeGradle for that?
L2195[15:33:18] <Lordmau5> this is a video showing the issue
L2196[15:33:35] <tterrag> shishire: what?
L2197[15:33:40] <tterrag> what exactly are you trying to do?
L2198[15:34:03] <tterrag> Giraffestock: !help
L2199[15:34:11] <tterrag> #mcpbot for spam
L2200[15:34:57] <TechDG> tterrag: in detectAndSendChanges, what is the second thing you send hte method, the "varToUpdate"
L2201[15:35:05] <TechDG> your example sent a 3, so it just seems kind of rnaodm
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L2203[15:36:47] <shishire> tterrag, I'm trying to build forge from scratch so that I can learn how the whole thing is put together. I've made an inconsequential change, and want to see said change propegate all the way down, so that I know what affects what. My ultimate goal is to debug some issues I'm having trouble with in the vanilla/forge/mod interface, but I need to be able to see where code is going in the first place.
L2204[15:37:50] <TechDG> and then after do I need to read the change in my gui class or does it automatically do it?
L2205[15:38:02] <tterrag> TechDG: it's an ID for your data
L2206[15:38:07] <tterrag> shishire: I have no idea what forge does to build out its jars/zips, but it generates launch configs so that you can test things
L2207[15:38:08] <TechDG> ok so 3 works just fine
L2208[15:38:09] <tterrag> there should be no need to build
L2209[15:38:36] <TechDG> I added that method in the container and suprise, no work xD
L2210[15:38:44] <shishire> In the git repo, there doesn't seem to be a way to get gradle to run setupDecompWorkspace.
L2211[15:39:00] <shishire> I can run it from the -src.zip contents, but not from the git repo.
L2212[15:39:01] <tterrag> TechDG: you need to use the info
L2213[15:39:05] <tterrag> to update your clientside TE
L2214[15:39:08] <TechDG> how do I do that
L2215[15:39:09] <tterrag> or whatever you read the information from
L2216[15:39:21] <TechDG> I looked in your gui class but it wanst here
L2217[15:39:26] <tterrag> what do you mean "how"
L2218[15:39:28] <tterrag> it is there
L2219[15:39:32] <diesieben07> shishire, just run GradleStart.main like a normal java application
L2220[15:39:35] <diesieben07> from inside eclipse
L2221[15:39:36] <TechDG> gui class or tileentity class?
L2222[15:39:40] <tterrag> https://github.com/wyldmods/KitchenCraft/blob/master/Machines/src/main/java/org/wyldmods/kitchencraft/machines/common/container/ContainerOven.java#L177
L2223[15:39:56] <tterrag> shishire: for a forge workspace you run setupForge
L2224[15:39:58] <TechDG> ok I see
L2225[15:40:26] <shishire> will setupForge run the various things like decompiling the minecraft code? And if so, where would it put it?
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L2229[15:42:16] <tterrag> shishire: what?
L2230[15:42:19] <diesieben07> yes it does decompile and deobfuscate minecraft & apply the forge patches
L2231[15:42:20] <TechDG> tterrag: thank you sooooooo much
L2232[15:42:23] <tterrag> it's a normal gradle task...just run it from the commandline
L2233[15:42:26] <diesieben07> then it puts it in src/main/java or main/java
L2234[15:42:29] <diesieben07> not quite sure which
L2235[15:42:32] <TechDG> it worked :)
L2236[15:42:54] <shishire> diesieben07, gotcha. Thanks. New to gradle, and not terribly used to java in terms of folder setup.
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L2238[15:45:25] <TechDG> how big is the screen when you open a gui? so I can place it in the correct spot
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L2240[15:45:35] <tterrag> you shouldn't need to worry about that
L2241[15:45:40] <tterrag> but GuiScreen has fields for that
L2242[15:45:45] <TechDG> well 0, 0 is the top left hand corner
L2243[15:45:53] <tterrag> yes, but you are given the guiLeft and guiTop
L2244[15:45:57] <tterrag> use those
L2245[15:46:16] <TechDG> ok noob question, what feild is that? xD sorry
L2246[15:46:26] <TechDG> is it literally just guiLeft?
L2247[15:46:33] <tterrag> yes
L2248[15:46:42] <TechDG> k onc eagain ty
L2249[15:47:02] <shadekiller666> i have to get used to using Intellij again
L2250[15:47:10] <shadekiller666> been using Eclipse for so long
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L2253[15:47:50] <diesieben07> the jetbrains family will always have a loving open door for you even if you cheat them for a long time :D
L2254[15:48:15] <williewillus> lol
L2255[15:49:12] <shadekiller666> not my fault its taken them until now to implement the one thing that forge dev envs needed to work in it...
L2256[15:49:27] <diesieben07> oh so that is fixed now?
L2257[15:50:12] <TechDG> is it actually working :)
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L2259[15:50:29] <TechDG> wow I actually got something to work properly, not on my own OFC but with a LOT of help
L2260[15:50:48] <TechDG> now for the part thats gonna mess up fast xD recipes
L2261[15:51:00] <TechDG> how would I go about doing furnace like recipes that consume RF instead of coal xD
L2262[15:51:09] <shadekiller666> diesieben07, you need the EAP of IDEA 16
L2263[15:51:23] <diesieben07> oh aha
L2264[15:51:31] <diesieben07> the fuck is that feature? :D
L2265[15:51:45] <shadekiller666> you then import the build.gradle in projects/ and set GradleStart as the main class
L2266[15:51:54] <shadekiller666> EAP=Early Access Program
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L2268[15:52:04] <diesieben07> i know.
L2269[15:52:41] <TechDG> whats a good mod to reference for recipes that consume RF
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L2271[15:53:06] <tterrag> TechDG: it's a pretty simple concept. keep a list (or map, if you want to be fancy) of objects that represent recipes
L2272[15:53:13] <TechDG> ok
L2273[15:53:15] <tterrag> then lookup if the current contents of the inventory match any of those recipes
L2274[15:53:57] <Giraffestock> where should I place my reflection code? preinit?
L2275[15:54:04] <TechDG> so every tick look up?
L2276[15:54:36] <tterrag> probably, unless it's empty of course
L2277[15:55:18] <TechDG> so could I have another class with one method that just runs through if statements that checks for recipes
L2278[15:55:25] <tterrag> nooo
L2279[15:55:30] <tterrag> I don't think you read what I said...
L2280[15:55:32] <TechDG> I did
L2281[15:55:41] <TechDG> make a list that represents recipes
L2282[15:55:44] <tterrag> nowhere did I mention a bunch of if statements
L2283[15:55:46] <TechDG> or a map if im fancy which im not
L2284[15:55:58] <TechDG> I just thought of if statements
L2285[15:56:00] <tterrag> you know what list is, right
L2286[15:56:10] <TechDG> yes
L2287[15:56:26] <tterrag> it is NOT a bunch of if statements
L2288[15:56:38] <Xilef11> I can't get particles to spawn FSR... https://github.com/Xilef11/Runes-of-Wizardry/blob/runes/src/main/java/com/zpig333/runesofwizardry/core/rune/RunesUtil.java#L127
L2289[15:58:11] <TechDG> im better with examples, whats a good example of a machine?
L2290[15:58:23] <TechDG> all I can think of is enderio
L2291[15:59:12] <TechDG> and it uses config files
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L2293[16:01:10] <tterrag> TechDG: it's the same basic concept
L2294[16:01:55] <TechDG> k what class do i do it in, container or tile entity?
L2295[16:03:05] <tterrag> well containers only exist while a GUI is open
L2296[16:03:15] <TechDG> k so TE
L2297[16:04:24] <TechDG> ug cant find a good example :/
L2298[16:04:26] <TechDG> not one
L2299[16:06:09] <TechDG> nvm found one
L2300[16:06:14] <AndersBillLind> I am not totally clear about this code: http://pastebin.com/v2aBE19H
L2301[16:06:22] <AndersBillLind> Why is the radii added to each other?
L2302[16:06:51] <AndersBillLind> Seems like a village with small radius is honored by the algo
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L2307[16:13:05] <Giraffestock> anyone know of a mod with an improved guiTextField?
L2308[16:13:15] <killjoy> How improved?
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L2310[16:13:37] <Giraffestock> killjoy newline support
L2311[16:13:43] <killjoy> I've done that
L2312[16:13:46] <Giraffestock> would rather not write my own, although i did at some point so I could probably find it
L2313[16:13:55] <Giraffestock> opensource?
L2314[16:14:04] <killjoy> https://github.com/killjoy1221/TabbyChat-2/blob/master/src/main/java/mnm/mods/tabbychat/gui/TextBox.java
L2315[16:14:04] <Giraffestock> (wouldnt use without following license and all)
L2316[16:14:19] <killjoy> It's using apache, so you can relicence
L2317[16:14:35] <Giraffestock> awesome thanks
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L2319[16:15:48] <Giraffestock> MnMUtils killjoy?
L2320[16:16:02] <killjoy> It's my util library. Mostly contains gui things.
L2321[16:16:13] <Giraffestock> ah k
L2322[16:16:17] <TechDG> hey how do I make an itemstack of a head
L2323[16:16:23] <TechDG> a creeper head in preticular
L2324[16:16:27] <killjoy> meta 4
L2325[16:16:35] <TechDG> for creeper head?
L2326[16:16:36] <TechDG> ty
L2327[16:18:03] <TechDG> wait so how do I apply that to an itemstack?
L2328[16:18:24] <killjoy> new ItemStack(Items.skull, 1, 4)
L2329[16:18:50] <TechDG> ty
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L2331[16:21:14] <shadowfacts> uhm, PlayerInteractEvent is being fired somewhere with a null BlockPos
L2332[16:21:57] <diesieben07> it will be, when you right click air
L2333[16:22:00] <diesieben07> you have to check the action
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L2337[16:27:17] <Giraffestock> turns out thats not super helpful killjoy, as its for a chat
L2338[16:27:26] <killjoy> It's the concept
L2339[16:27:34] <Giraffestock> yeah but I think itll be easier to just make my own
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L2342[16:34:02] <Giraffestock> with all the gui libraries that exist has no one made a multi-line textfield?
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L2347[16:39:13] <TechDG> whats the new name for what was at one pont update()
L2348[16:39:36] <killjoy> in what?
L2349[16:39:58] <TechDG> fml
L2350[16:40:12] <killjoy> what class?
L2351[16:40:20] <TechDG> nvm
L2352[16:41:05] <TechDG> ok os this tutorial implements IUpdatePlayerListBox
L2353[16:41:07] <TechDG> is htat not a thing?
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L2356[16:42:34] <diesieben07> ITickable
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L2358[16:43:07] <TechDG> ty
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L2362[16:50:05] <TechDG> yeah i dont think this tutorial will work xD
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L2364[16:51:30] <shishire> What's the difference between branch 1.8 and 1.8.8? Is 1.8 defunct or something?
L2365[16:51:37] <killjoy> they're old
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L2367[16:51:49] <killjoy> use master
L2368[16:52:03] <killjoy> lex and the like don't like deleting branches
L2369[16:52:32] <shishire> What should I track for stable? Is there a tag or something? Is master considered stable?
L2370[16:52:40] <killjoy> no.
L2371[16:53:05] <shishire> Er... to which?
L2372[16:53:13] <killjoy> stable is recommended
L2373[16:54:08] <TechDG> can someone help me give my machine customr ecipes
L2374[16:55:26] <TechDG> I already a machine with RF storage and slots and a gui
L2375[16:55:34] <TechDG> just need it to funciton
L2376[16:55:59] <shishire> I don't see any tags or branches labeled "stable" or "recommended". And I don't see any way to find what commit a given spun release is from.
L2377[16:56:08] <killjoy> files.minecraftforge.net
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L2379[16:56:19] <killjoy> why do you need it?
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L2381[16:56:32] <ThePsionic> Latest is 1.8.9
L2382[16:56:39] <ThePsionic> Which for some reason is not default
L2383[16:56:46] <shishire> I'm interested in building from scratch and comparing code across versions.
L2384[16:56:53] <ThePsionic> Probably because no stable
L2385[16:57:24] <ThePsionic> shishire: Commit messages match up with the changelogs
L2386[16:57:24] <TechDG> noone? ):
L2387[16:58:30] <shishire> I'm tracking a couple of vanilla/forge/mod interaction bugs, including the 1.7.10 emerald ore generation issue that was solved somewhere in 1.8. I'm interested in seeing if it's possible to backport the fix to the 1.7.10 branch. I've got a couple more like that.
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L2389[16:59:08] <ThePsionic> The answer is no since 1.7.10 has reached EOL
L2390[16:59:23] <killjoy> It's Soooo old
L2391[16:59:55] <shishire> I'm willing to spin my own builds for my players, but my server's modpack isn't able to update to 1.8 yet (waiting on the last few mods)
L2392[17:00:08] <killjoy> then just use the 1.7.10 branch
L2393[17:00:30] <shishire> So, I figured I'd see if I could track down the couple of bugs that have been bugging me and fix them myself for now as we wait for mod support.
L2394[17:00:47] <killjoy> Or you could use a coremod
L2395[17:00:57] <killjoy> (don't tell lex I said that)
L2396[17:01:20] <shishire> lol. That's actually a good idea. I hadn't considered using a coremod.
L2397[17:01:38] <killjoy> It's how lex fixed the java 8 issues for old forge builds
L2398[17:01:41] <shishire> Obviously I'd prefer to run straight forge, but when dealing with EOL, it might be cleaner.
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L2405[17:09:17] <TechDG> can anyone help me add recipes to my machine?
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L2407[17:10:51] <diesieben07> how many input and output slots do you have?+
L2408[17:11:08] <TechDG> 1 each
L2409[17:11:25] <TechDG> and I want it ot consume RF in the process (already got RF storage and such set up)
L2410[17:11:35] <diesieben07> Ok
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L2412[17:11:47] <diesieben07> make a class Recipe that has a matches method that takes an ItemStack
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L2414[17:11:56] <diesieben07> then add a method getRF and getOutput
L2415[17:12:07] <diesieben07> then iterate all recipes when checking and if one matches...apply it.
L2416[17:12:14] <TechDG> example? xD
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L2418[17:12:27] <diesieben07> for what
L2419[17:12:38] <TechDG> all that
L2420[17:13:03] <tterrag> it's pretty basic
L2421[17:13:05] <diesieben07> ...
L2422[17:13:50] <TechDG> just realized gtg naywa
L2423[17:13:52] <TechDG> anyway*
L2424[17:13:55] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:3cce:f007:7fe7:203a) (Quit: Leaving)
L2425[17:17:35] *** williewillus is now known as willieaway
L2426[17:19:26] <Xilef11> is there a nice way to spawn particles from the server?
L2427[17:19:27] <Giraffestock> whoa what happened to tesselator
L2428[17:20:10] <Giraffestock> I see, cool
L2429[17:20:31] <killjoy> Xilef11, world.spawnParticle
L2430[17:20:34] <diesieben07> Xilef11, WorldServer.spawnParticle (you need the versions in WorldServer)
L2431[17:20:43] <diesieben07> the ones in World dont do anything on a server
L2432[17:20:51] <killjoy> mp sends packet to client
L2433[17:20:58] <killjoy> client actually spawns the particle
L2434[17:21:05] <diesieben07> only in the WorldServer methods :)
L2435[17:21:11] <diesieben07> and no they are not overrides
L2436[17:21:35] <shadekiller666> hmmm
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L2438[17:22:04] <shadekiller666> can't seem to figure out how to get intellij to run the game with the test mods installed...
L2439[17:22:11] <Giraffestock> whats the new equivalent to tesselator.startDrawingQuads?
L2440[17:22:30] <shadekiller666> it only wants to run with only MCP, FML, and Forge
L2441[17:22:40] <shadekiller666> Giraffestock, WorldRenderer.begin()
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L2443[17:22:54] <shadekiller666> pass GL11.GL_QUADS as the first parameter
L2444[17:23:08] <Giraffestock> VertexFormat hm
L2445[17:23:21] <Xilef11> diesieben07, WorldServer dosen't have a (static) spawnParticle method...
L2446[17:23:38] <Giraffestock> DefaultVertexFormats
L2447[17:23:42] <shadekiller666> usually you can use Attributes.DEFAULT_BAKED_FORMAT or whatever
L2448[17:23:42] <tterrag> DefaultVertexFormats, yes
L2449[17:23:44] <diesieben07> i did nto say anything about static.
L2450[17:23:47] <shadekiller666> well
L2451[17:24:29] <shadekiller666> for obj models (and b3d models as well i think), the one from Attributes has to be used, as it has a different element order than the ones in DefaultVertexFormats
L2452[17:24:30] <Xilef11> well, where do I get the instance from?
L2453[17:24:52] <diesieben07> you usually have a world available...
L2454[17:24:53] <Giraffestock> shadekiller666 im just drawing a rectangle
L2455[17:25:02] <shadekiller666> oh, ok
L2456[17:25:16] <Giraffestock> https://sr.ht/i_H1.txt
L2457[17:25:28] <Giraffestock> but which vertex format do I use
L2458[17:25:38] <tterrag> Giraffestock: whichever one you need
L2459[17:25:46] <tterrag> POSITION for the code you have there
L2460[17:25:56] <Xilef11> oh, I see... I have to cast it?
L2461[17:25:59] <tterrag> if you need UVs (texturing) use POSITION_TEXTURE
L2462[17:26:03] <diesieben07> yes
L2463[17:26:06] <Giraffestock> ohhhh I see how this works
L2464[17:26:07] <Giraffestock> cool
L2465[17:26:17] <tterrag> sorry, it's POSITION_TEX
L2466[17:26:50] <Giraffestock> addVertex = putPosition?
L2467[17:27:00] <tterrag> what? no
L2468[17:27:02] <tterrag> .pos()
L2469[17:27:08] <tterrag> or
L2470[17:27:16] <tterrag> wait what is putPosition?
L2471[17:27:42] <Giraffestock> not too sure
L2472[17:27:56] <tterrag> don't use the put stuff
L2473[17:28:07] <tterrag> that's raw buffer manipulation
L2474[17:29:14] <ThePsionic> i read raw butter manipulation
L2475[17:30:53] <Xilef11> err "The method spawnParticle(EnumParticleTypes, boolean, double, double, double, int, double, double, double, double, int[]) is ambiguous for the type WorldServer"
L2476[17:31:53] <diesieben07> how did you call it exactly
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L2478[17:32:34] <Xilef11> ((WorldServer)world).spawnParticle(EnumParticleTypes.LAVA, false, e.posX, e.posY, e.posZ, 1, 0, 0, 0, 0,40); (not sure what the last param is)
L2479[17:32:47] <FusionLord> Minecraft 1.8.9, does anyone have an example of rendering seperate groups of an obj in a TESR?
L2480[17:33:19] <diesieben07> the last param is parameters to the particle factory
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L2483[17:38:40] <Lumien> If i want my block to chunkload, would Block.breakBlock be the correct place to discard the ticket?
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L2487[17:49:31] <FusionLord> is it even possible to render a specific group of an obj vs the whole thing?
L2488[17:50:58] <gigaherz> yes, but you'll need to use the OBJState visibility stuff
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L2490[17:51:23] *** cpw|out is now known as cpw
L2491[17:52:08] <FusionLord> gigaherz, what if I say I want to have the whole thing rendered but a "group" to rotate
L2492[17:52:17] <FusionLord> so animations
L2493[17:52:21] <Giraffestock> whats the new equivalent to GL11.glColor4f?
L2494[17:53:00] <FusionLord> Giraffestock, GlStateManager.color();
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L2496[17:53:22] <tterrag> also, GL11.glColor4f didn't go anywhere
L2497[17:53:29] <FusionLord> ^that too :P
L2498[17:53:44] <shishire> Quick question: Obviously it's not out yet, but as far as anyone knows is forge _intending_ to support 1.9.x?
L2499[17:54:07] <tterrag> of course
L2500[17:54:10] <FusionLord> shishire, why would forge not?
L2501[17:54:31] <gigaherz> FusionLord: TESR?
L2502[17:54:35] <FusionLord> yes
L2503[17:54:50] <gigaherz> then you can bake the model twice, with different OBJStates
L2504[17:54:53] <gigaherz> and render the parts separately
L2505[17:55:10] <gigaherz> shishire: of course they are indenting to do 1.9
L2506[17:55:14] <gigaherz> it just won't be ready at launch
L2507[17:55:21] <FusionLord> wow I am so out of my league all of a sudden :|
L2508[17:55:34] <shishire> Because very few of the big name mods ported to 1.8.x. I just want to make sure that we'll have a good modloader and api so that people _can_.
L2509[17:55:42] <gigaherz> shishire: more than you think
L2510[17:55:57] <gigaherz> RFTools is being ported
L2511[17:56:00] <tterrag> gigaherz: forge hasn't indented in the past?
L2512[17:56:00] <gigaherz> Builcraft is being ported
L2513[17:56:07] <Xilef11> can the SMOKE_LARGE particle change color?
L2514[17:56:10] <gigaherz> Botania is being ported
L2515[17:56:15] <gigaherz> Blood Magic is being ported
L2516[17:56:30] <tterrag> all of those *are* ported
L2517[17:56:34] <tterrag> not 100% complete, but released
L2518[17:56:37] <shishire> ah, see, there's the problem. None of those are mods I'm interested in.
L2519[17:56:39] <gigaherz> yeah
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L2521[17:56:57] <shishire> Which explains why I'm not seeing much progress on 1.8.x in mods
L2522[17:57:13] <shishire> Cool. Thanks for the info.
L2523[17:57:23] <FusionLord> shishire, in time all will be well getting to know the changes isn't an over night process :)
L2524[17:57:26] <gigaherz> well poke your favorite modders then
L2525[17:57:26] <gigaherz> ;p
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L2527[17:57:45] <shishire> gigaherz, that's exactly what I intend to do.
L2528[17:57:53] <LexManos> .... fuck are you bitching about?
L2529[17:58:01] <LexManos> "Will forge still be forge?" Yes.....
L2530[17:58:27] <FusionLord> gigaherz, do you have a OBJModels-1.8.9 for dummies book lying around? :P
L2531[17:59:13] <LexManos> "Reference obj model in blockstate, ... done"
L2532[17:59:25] <FusionLord> <3 thanks lex
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L2534[18:00:29] <M4thG33k> when dealing with items with different metadata, is a json model required for each value or is there a better way to do it?
L2535[18:01:03] *** TehNut|Gone is now known as TehNut
L2536[18:02:04] <LexManos> ItemStates are not existant yet, but there is a ItemStack->Model mapper you can use.
L2537[18:02:43] <gigaherz> M4thG33k: when you register the item models with setCustomModelResourceLocation
L2538[18:02:46] <gigaherz> you can use any variant string
L2539[18:02:57] <gigaherz> so long as the variant string exists in the blockstates file
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L2541[18:03:16] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L117
L2542[18:03:34] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicWand.json#L4
L2543[18:04:09] <M4thG33k> awesome. thanks! I'll study those and see if I can understand them. :)
L2544[18:04:31] <gigaherz> just one note: the variants are built in alphabetical order
L2545[18:04:35] <gigaherz> so if you have
L2546[18:04:52] <gigaherz> "b=choice,a=something", it won't work well
L2547[18:04:57] <gigaherz> you have to put a first
L2548[18:05:28] <M4thG33k> this is specifically during registration, correct?
L2549[18:05:40] <gigaherz> ?
L2550[18:05:55] <gigaherz> that's for item models, which are assigned in pre-init, yes
L2551[18:06:06] <M4thG33k> the order only matters when you register the models - not the json file itself?
L2552[18:06:31] <gigaherz> the order matters in the variant string
L2553[18:06:39] <M4thG33k> got it
L2554[18:06:39] <gigaherz> the one that looks like "blah=bleh,foo=bar"
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L2557[18:07:20] <LexManos> It matters in the json not in registration because reg sorts them
L2558[18:09:07] <gigaherz> well when you specify the variant for an item like that, it doesn't go through the usual registration process, and the string is used directly,
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L2560[18:09:16] <gigaherz> and it won't match the one built by forge blockstates
L2561[18:09:35] <gigaherz> I had to swap them around myself when I tried
L2562[18:09:40] <gigaherz> because gem must go before type
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L2565[18:21:07] <Giraffestock> https://sr.ht/SnF_.png :)
L2566[18:21:20] <shishire> Ew... the Entity code for dealing with nether portals is fugly. End Portals are much more sane.
L2567[18:21:44] <gigaherz> shishire: they were created later ;p
L2568[18:21:49] <gigaherz> the nether portals are earlier code ;P
L2569[18:21:56] <shishire> Yeah, you can tell.
L2570[18:21:57] <gigaherz> they didn't have dinnerbone back then, I think
L2571[18:22:13] <shishire> Yup. I believe the nether portal code is notch's iirc.
L2572[18:24:03] <shishire> I might end up building proper dimension handling into nether and end portals for forge if I get the time. Make it extensible so that you don't need to reimplement nether portals just to link to a different dimenion. Can just specify nbt tags or something.
L2573[18:26:37] <shadekiller666> damn it
L2574[18:27:26] <shadekiller666> trying to use Intellij EAP 16 to work on the obj loader, and i can't seem to get it to run the game with the test mods included
L2575[18:28:02] <shadekiller666> it runs the game, but only with MCP, FML, and Forge, and doesn't even seem to know about the test mods...
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L2577[18:37:14] ⇨ Joins: LexLap2 (~LexManos@172.76.2.58)
L2578[18:37:14] MineBot sets mode: +o on LexLap2
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L2580[18:38:54] <TechDG> hey
L2581[18:39:58] <TechDG> so the method that is called every tick is update() correct?
L2582[18:40:06] <TechDG> and hte class that calls it has to extend ITickable?
L2583[18:43:17] <TechDG> wait how do I read what itemstack is in a slot
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L2585[18:44:29] <TehNut> IInventory?
L2586[18:44:39] <TehNut> getStackInSlot()
L2587[18:44:42] <TechDG> ok ty
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L2589[18:51:17] <TechDG> how do I add an itemstack to a slot and take one out
L2590[18:51:18] <TechDG> sorry :/
L2591[18:51:25] <TechDG> and how do I detect if a slot is empty (im new at this)
L2592[18:53:29] <TehNut> null stack in slot = empty slot
L2593[18:53:37] <TechDG> ok ty
L2594[18:53:49] <TehNut> setStackInSlot() to set a stack in a slot
L2595[18:54:00] <TehNut> I mean come on. The names are pretty straightforward :P
L2596[18:54:16] <TechDG> ok ty
L2597[18:54:19] <TechDG> i figured they would be
L2598[18:54:58] <gigaherz> I'm still convinced the internal names for IInventory are akin to a list
L2599[18:55:05] <gigaherz> .size() .get() .set()
L2600[18:55:07] <TechDG> wait so to say only do this if a itemstack is empty do if (itemstack = null) { }
L2601[18:55:07] <TechDG> ?
L2602[18:55:21] <TechDG> cuz thats erroring
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L2604[18:55:22] <gigaherz> (internal == mojang's real name, instead of ours)
L2605[18:55:36] <gigaherz> TechDG: = is not the same as ==
L2606[18:55:39] <TechDG> derp wow
L2607[18:55:45] <TechDG> idk why I was doing = xD srry
L2608[18:55:56] <TehNut> if (getStackInSlot(slot) == null) // do thing
L2609[18:56:14] <TechDG> im making my own pleb version of custom recipes
L2610[18:56:16] <TechDG> xD
L2611[18:56:18] <TechDG> ty
L2612[18:56:37] <luacs1998> lex, you there?
L2613[18:57:04] <luacs1998> want to ask you about a SlotChangeEvent
L2614[19:01:43] <TechDG> how do I create an itemstack with metadata again? sorry...
L2615[19:01:59] <TehNut> new ItemStack()..?
L2616[19:02:08] <TehNut> Use your IDE.
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L2620[19:05:05] <TechDG> it just asks for a itemstack
L2621[19:05:09] <TechDG> not an int to be a metadata
L2622[19:05:46] <TehNut> what
L2623[19:05:58] <TechDG> i figured it out
L2624[19:06:11] <Xilef11> anyone can guess the cause of this: http://prntscr.com/9rwnj4 (custom IBakedModels turn out too dark after updating Forge)
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L2626[19:06:29] <TechDG> wait no I didnt
L2627[19:06:35] <TechDG> once i imported it messed up
L2628[19:06:54] <TechDG> how would I set an itemstack with metadata
L2629[19:07:00] <TehNut> Look at ItemStack in your IDE.
L2630[19:07:09] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L2631[19:07:17] <TehNut> There are 7 constructors for you to use
L2632[19:07:20] <TechDG> ok i get it
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L2635[19:10:05] <TechDG> I followed one but it is still erroring
L2636[19:10:23] <TechDG> asking me to change setItem to setItemDamage or setItemFrame
L2637[19:10:32] <TehNut> what
L2638[19:10:52] <TehNut> new ItemStack(Item/Block, stackSize, meta)
L2639[19:10:55] <TehNut> the hell are you doing
L2640[19:11:01] <TechDG> thats what I did
L2641[19:11:11] <TehNut> Post your code
L2642[19:11:20] <TechDG> parItemStackInput.setItem(new ItemStack(Items.skull, 1, metadata));
L2643[19:11:27] <TechDG> and metadata is a variable it gets passed
L2644[19:11:43] <tterrag> ...
L2645[19:11:44] <TehNut> ...
L2646[19:11:51] <TechDG> let e guess, stupid error
L2647[19:11:56] <TechDG> that I should see
L2648[19:11:59] <TehNut> yes
L2649[19:12:03] <tterrag> <TechDG> how do I create an itemstack with metadata again? sorry...
L2650[19:12:06] <tterrag> you asked to CREATE
L2651[19:12:09] <tterrag> but you already have a stack
L2652[19:12:21] <TechDG> oh
L2653[19:12:31] <TehNut> You are trying to set a stack in a specific slot right?
L2654[19:12:34] <TechDG> yes
L2655[19:12:42] <TehNut> Then use setStackInSlot()...
L2656[19:12:56] <TechDG> wow ok derp ty
L2657[19:13:15] <TehNut> I told you that 20 minutes ago :I
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L2660[19:16:27] <TechDG> this.getStackInSlot works but not this.setStackInSlot
L2661[19:16:34] <TechDG> and yes IK im doing something stupid but I cant tell what
L2662[19:17:01] <TehNut> post your code
L2663[19:18:30] <TechDG> http://pastebin.com/3vLFvMY7
L2664[19:18:38] <TechDG> i type in this.setStack and nothing comes up
L2665[19:18:45] <TechDG> and it igves me no syntax
L2666[19:18:47] <Giraffestock> hm, anyone know how to go about making a textbox scroll after a certain amount of lines?
L2667[19:18:51] <Giraffestock> having an issue with the logic
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L2670[19:19:26] <TehNut> setInventorySlotContents
L2671[19:19:31] <TehNut> Mappings changed
L2672[19:19:40] <TehNut> !gm setInventorySlotContents
L2673[19:19:43] <TechDG> ok ty
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L2676[19:22:17] <TechDG> lets try this out
L2677[19:22:21] <TechDG> hopfully my crude system doesnt fail
L2678[19:23:15] <TechDG> ehrm nope
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L2680[19:27:28] <Xilef11> anyone can guess the cause of this: http://prntscr.com/9rwnj4 (custom IBakedModels turn out too dark after updating Forge)
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L2682[19:29:51] <TechDG> ug my comp spasses out when i hit f2 with mc open and idk why
L2683[19:30:10] <gigaherz> f2 in mc means take screenshot
L2684[19:30:15] <TechDG> ik
L2685[19:30:23] <TechDG> but it just started happening one day
L2686[19:30:27] <gigaherz> if the whole computer has issues
L2687[19:30:29] <TechDG> it didnt used to cause spas
L2688[19:30:31] <gigaherz> that may be your HDD
L2689[19:31:07] <gigaherz> you could use a program that reads SMART data from the HDD to detect issues
L2690[19:31:14] <gigaherz> I have HD Sentinel around, but it's non-free
L2691[19:31:35] <TechDG> only happens when f2 is hit and it makes all icons flicker and 9/10 times u hit a key it doesnt do shit (same with click) because the text box/icon is to busy flickering
L2692[19:31:38] <TechDG> anyway
L2693[19:31:46] <TechDG> il look into it later
L2694[19:31:55] <TechDG> for now I REALLY wanna get this fucking compressor working
L2695[19:32:32] <TechDG> cuz once I have 1 machine I have my ownr eference I understand for others
L2696[19:33:42] <Cypher121> anyone good with java streams?
L2697[19:34:38] <TechDG> i shouldnt need to call update progress bar for itemstacks changing
L2698[19:34:54] <TechDG> but I feel like its a desync issue
L2699[19:35:22] <TechDG> wait no cuz relogging doesnt fix it
L2700[19:36:03] <TechDG> is this how u would do an if based on an itemstack? if (parItemStackInput == new ItemStack(ModItems.CreeperEssence))
L2701[19:36:20] <TechDG> then this for null? if (parItemStackOutput == null)
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L2703[19:38:02] <TechDG> maybe marking dirty will help
L2704[19:38:02] <TehNut> initialStack.isItemStackEqual(otherStack)
L2705[19:38:09] <TechDG> ok
L2706[19:38:14] <TechDG> that is probably my issue
L2707[19:39:12] <M4thG33k> so, the texture on my block (whose model depends on an OBJ) isn't fitting the block as it's supposed to - is there an "easy" fix to this?
L2708[19:39:30] <gigaherz> try
L2709[19:39:37] <gigaherz> "custom": {"flip-v": true }
L2710[19:39:38] <TechDG> so you do boolean b = initialStack.isItemStackEqual(otherStack) then if (b == true) {? or would it be if (initalStack.isItemStackEqual(othherstack) == true) {
L2711[19:40:07] <TehNut> just if(initialStack.isItemStackEqual(otherStack)) {}
L2712[19:40:13] <TechDG> k ty
L2713[19:40:22] <TehNut> You don't have to compare a boolean to true or false
L2714[19:40:59] <M4thG33k> gigaherz: in which section of the json do I enter that?
L2715[19:41:12] <gigaherz> at the same level you have "model"
L2716[19:41:16] <M4thG33k> kk. thanks
L2717[19:41:26] <TehNut> https://github.com/WayofTime/BloodMagic/blob/1.8-Rewrite/src/main/resources/assets/bloodmagic/blockstates/BlockAltar.json#L6
L2718[19:41:55] <TechDG> then i do the same thing to detect if an itemstack is null but hte null stack would be new ItemStack(null)?
L2719[19:42:09] <TehNut> what
L2720[19:42:10] <TehNut> no
L2721[19:42:17] <TehNut> if (stack == null)
L2722[19:42:19] <TechDG> ok
L2723[19:42:28] <TechDG> thats what I was doing
L2724[19:42:35] <TechDG> dear god I hope this works
L2725[19:43:18] <TechDG> well crashing on world startup isnt good
L2726[19:43:20] <M4thG33k> that fixed things. Thanks for the help!
L2727[19:44:02] <TechDG> http://pastebin.com/xZyLe9dU
L2728[19:44:18] <TechDG> nullpointerexception
L2729[19:45:55] <TechDG> theres the recipes class (registerCompressorRecipes is being called in update() in the tileentity class) http://pastebin.com/up87XpB8
L2730[19:46:03] <TechDG> the paste before that was the crash log
L2731[19:46:10] <TechDG> any ideas?
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L2733[19:49:36] <M4thG33k> TechDG, I'm assuming that parItemStackInput is null when this code is called - that is, you're attempting to call a method on an ItemStack that doesn't really exist
L2734[19:49:52] <TechDG> it calls it every tick
L2735[19:50:00] <TechDG> oh I should test and only call if its not null?
L2736[19:51:15] <TechDG> fixed it
L2737[19:51:47] <M4thG33k> probably; you can't call the method of a null-object, so one solution would be to test if the ItemStack you're passing in is null before attempting to call this registration recipe. Of course (unless I'm interpreting your code incorrectly), recipes should be registered at start-up and not every tick...
L2738[19:52:20] <TechDG> its not really a register
L2739[19:52:27] <TechDG> because its custom for a machine
L2740[19:52:36] <TechDG> its just a bunch of if statments
L2741[19:53:00] <M4thG33k> Alright; method names are a tad misleading there...you may want to adjust those if you expect other people to look at your code ;)
L2742[19:53:04] <TechDG> that run every tick and if the correct item is in the input slot and there is enough rf it processes it
L2743[19:53:11] <TechDG> what would you suggest?
L2744[19:53:30] <TechDG> checkCompressorRecipes?
L2745[19:54:11] <M4thG33k> I normally name my methods after what they do; since that method does seem to check if the recipe is valid, then checkInput or checkRecipe could be a good name. Of course, this is all very subjective...
L2746[19:54:22] <TechDG> ok
L2747[19:54:33] <TechDG> well new issue, now puting an item in the input corrupts the sav
L2748[19:54:34] <TechDG> save*
L2749[19:54:57] <TechDG> il push this all to my dev branch so u can see the whole thing
L2750[19:56:19] <TechDG> https://github.com/TechDweebGaming/MystTech/tree/dev/src/main/java/com/TechDweebGaming/MystTech
L2751[19:57:38] <M4thG33k> when you say "corrupts the save", do you mean that you can't restart the world or that things disappear?
L2752[19:57:55] <TechDG> when I try loading the world it crashes then every time i try again it crashes
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L2754[19:58:08] <M4thG33k> what's the crash report say?
L2755[19:58:13] <TechDG> generating a new one for ya now
L2756[19:58:51] <M4thG33k> Question for anyone listening: can you control the order that your blocks/items appear in the creative menu/NEI/JEI?
L2757[19:59:11] <TechDG> http://pastebin.com/cDBAaEvp
L2758[19:59:19] <TechDG> I belvie so but how I forget
L2759[20:01:27] <TechDG> tell me if u figure it out
L2760[20:01:42] <M4thG33k> Again, TechDG, your te == null at this point (you've defined it but never initialized it) I would suggest passing the TE into your haveEnoughEnergy() method (making sure it isn't null when you pass it in)
L2761[20:02:30] <TechDG> so private static CompressorTileEntity te; in the haveEnoughEnergy() method instead of the whole class?
L2762[20:03:01] <TechDG> but at that point no private or static
L2763[20:03:16] <TechDG> which then errors
L2764[20:03:39] <M4thG33k> you would have it as an input arguement haveEnoughEnergy(CompressorTileEntity te, int energyUsage)
L2765[20:03:47] <TechDG> ah ok
L2766[20:04:21] <M4thG33k> then when you have the TE call this method, you can pass itself into the argument. Of course, it might be easier just to have this method be in the TE to begin with, but I'm no expert at this either...just trying to help
L2767[20:04:34] <TechDG> ik
L2768[20:04:44] <TechDG> so this would be the if that calls it then? if (haveEnoughEnergy(te, 2500) == true) {
L2769[20:05:09] <TechDG> where checkCOmpressorRecipes is using the general te from the class as a whole then have enough energy has its own passed?
L2770[20:05:51] <TechDG> fudge it im putting htem in the te xD
L2771[20:06:10] <Temportalist> is there a way to apply rotation to a block through a blockstate? (not via a TESR)
L2772[20:06:27] <M4thG33k> Yeah, i think that would make the most sense considering you want these methods to work for *every* instance of the TE and not just one specific one
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L2774[20:06:41] <TechDG> then rather then te.(method) its this.(method) right?
L2775[20:07:10] <TechDG> and the methods would no longer be static
L2776[20:07:47] <M4thG33k> if you've moved the methods to the te's class they shouldn't be static and could just be called with their method name: method() (you don't need this.method really since "this" can see all of its own methods)
L2777[20:07:55] <TechDG> ok
L2778[20:08:18] <TechDG> can I still use the other method to call these with te.(these) so that allthe if statemnets dont make a already long class longer
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L2780[20:09:16] <TechDG> or no
L2781[20:09:19] <M4thG33k> if all of the methods are in the same class, the can call each other all you want - a class can see every method in it (and its parents)
L2782[20:09:28] <TechDG> ok
L2783[20:09:36] <M4thG33k> (unless it is a private method of course)
L2784[20:10:49] <TechDG> gtg ty for the help
L2785[20:10:57] <M4thG33k> np good luck coding! :)
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L2792[20:24:47] <Temportalist> How do I implement ISmartBlockModel?
L2793[20:25:13] <Temportalist> Assuming I need to rotate a blockstate json model via IUnlistedProperty
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L2795[20:26:28] <Sollux-Captor> My friend is having a crash and i cant figure it out http://paste.ee/p/ht3b1
L2796[20:26:47] <Temportalist> cc fry (ismartblockmodel)?
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L2801[20:32:52] <TehNut> Sollux-Captor: try updating Chisel
L2802[20:33:51] <Sollux-Captor> TehNut: problem is that the modpack is working for me and another friend
L2803[20:34:02] <Sollux-Captor> so i dont see why it wouldnt work for him
L2804[20:34:09] <Sollux-Captor> same exact mods
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L2807[20:35:45] <tterrag> Sollux-Captor: his GPU is out of space for the texture map
L2808[20:35:48] <tterrag> how big is this modpack?
L2809[20:36:35] <Sollux-Captor> 109MB i think
L2810[20:36:48] <tterrag> not what I meant
L2811[20:36:49] <tterrag> how many mods?
L2812[20:37:00] <tterrag> the texture map is exceeding his GPU's max texture size
L2813[20:37:18] <tterrag> it just happens to hit the max on a chisel texture (but chisel does have a lot of textures)
L2814[20:37:45] <tterrag> there's not a lot of mods there...he must have a really old/cheap GPU
L2815[20:37:52] <Sollux-Captor> 51 mods
L2816[20:38:01] <tterrag> or a lot of mods that add a lot of textures
L2817[20:38:20] <tterrag> is he using a texture pack?
L2818[20:38:26] <Sollux-Captor> he shouldnt be
L2819[20:38:31] <tterrag> ask
L2820[20:38:34] <Sollux-Captor> it is multimc fresh instance
L2821[20:38:44] <unascribed> Resource Packs: []
L2822[20:38:45] <unascribed> he's not
L2823[20:38:49] <Sollux-Captor> he hasnt added a RS
L2824[20:39:43] <tterrag> then idk
L2825[20:39:52] <unascribed> there's nothing you can really do about this
L2826[20:40:03] <unascribed> his GPU doesn't have enough vram for the modpack :P
L2827[20:40:23] <Sollux-Captor> weird. he is able to run a modpack i made that had 100+ mods
L2828[20:40:24] <tterrag> it's not VRAM
L2829[20:40:28] <tterrag> it's texture size
L2830[20:40:30] <unascribed> yeah
L2831[20:40:32] <tterrag> as in, dimensions
L2832[20:40:33] <unascribed> but you get my point
L2833[20:40:35] <tterrag> nothing to do with VRAM :P
L2834[20:41:11] <unascribed> if Minecraft didn't chuck every single texture into a giant atlas this wouldn't happen >.>
L2835[20:41:21] <unascribed> not sure if a texture array would be much better
L2836[20:41:23] <unascribed> but still
L2837[20:41:58] <Sollux-Captor> why not just seperate png files that work independantly?
L2838[20:42:11] <unascribed> that'd incur a *massive* switching cost
L2839[20:42:18] <unascribed> the game would constantly be telling the GPU to change textures
L2840[20:42:27] <unascribed> the reason Minecraft uses an atlas in the first place is changing textures is *expensive*
L2841[20:43:23] <thecodewarrior> Is it really expensive or just kinda expensive and doing it thousands of times is very expensive
L2842[20:43:33] <unascribed> more the latter
L2843[20:43:41] <unascribed> Minecraft still does binds
L2844[20:43:42] <unascribed> see: GUI
L2845[20:43:45] <unascribed> but not a lot of them
L2846[20:43:46] <shadekiller666> either way, it ends up being expensive
L2847[20:43:54] <unascribed> and requiring a rebind for each different block texture would be ridiculous
L2848[20:44:14] <shadekiller666> rebinding for GUIs is fine, as you're staring at a stationary plane
L2849[20:44:33] <unascribed> well, even the GUI is only 1-4 binds
L2850[20:44:38] <unascribed> the widgets are an atlas too
L2851[20:44:40] <unascribed> just pre-baked
L2852[20:45:01] <unascribed> well, considering fonts and items
L2853[20:45:04] <unascribed> a lot more than that
L2854[20:45:10] <unascribed> but it's not rebinding for every different element
L2855[20:45:49] <shadekiller666> items are all on the same sheet as the block textures aren't they?
L2856[20:45:53] <unascribed> no
L2857[20:45:56] <unascribed> items and blocks are separate sheets
L2858[20:46:07] <unascribed> wait, was it 1.8 or 1.9 when they combined them?
L2859[20:46:12] <shadekiller666> ah
L2860[20:46:22] <unascribed> in one of those two they are the same sheet
L2861[20:46:26] <unascribed> but in 1.7 they're separate
L2862[20:46:30] <unascribed> and this crash is about 1.7
L2863[20:46:57] <unascribed> Sollux-Captor, try getting them to remove one of the Pam's mods
L2864[20:47:06] <unascribed> from my experience with them they're extremely sloppy in many ways
L2865[20:47:14] <Sollux-Captor> i will try
L2866[20:47:15] <unascribed> I wouldn't be surprised if textures is one of those
L2867[20:47:33] <Sollux-Captor> he is using multi mc and apperently it wont allow him to allocate more than 1GB
L2868[20:47:35] <unascribed> HarvestCraft for example allocates like 200 item ids when 1 would do :P
L2869[20:47:40] <unascribed> heap won't help
L2870[20:47:48] <unascribed> this is a GPU/driver limitation
L2871[20:49:19] <thecodewarrior> question unrelated to current conversation: (1.8.9) Is it possible to have both a pre-baked, in-world block model and a TESR? I'm rendering the model in the TESR, but that appears to be tanking my FPS.
L2872[20:49:53] <thecodewarrior> *in-world = in-chunk-vertex-cache
L2873[20:50:54] <unascribed> I haven't done any block rendering in 1.8 myself
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L2875[20:51:00] <unascribed> but I see people talking about model/tesr combinations a lot
L2876[20:51:02] <unascribed> so probably
L2877[20:52:43] <thecodewarrior> Hmmm. If the renderType is 3, its a normal block, if it's 2, it's a TESR. So I'm thinking not, but there may be a way around that... maybe.
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L2880[20:53:25] <unascribed> 1.8 still has render types?
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L2883[20:54:10] <thecodewarrior> Yep. it appears so
L2884[20:54:27] <williewillus> render type 3 is static with optional tesr
L2885[20:54:29] <williewillus> 2 is force tersr
L2886[20:54:35] <williewillus> 1 is fluid, -1 skip all
L2887[20:54:47] <thecodewarrior> But my TESR wasn't being rendered with it as 3.
L2888[20:54:52] <thecodewarrior> I'll try again.
L2889[20:55:09] <williewillus> example of static + tesr: vanilla enchanting table
L2890[20:55:13] <williewillus> base is static, book is tesr
L2891[20:55:40] <thecodewarrior> Well I'll be darned.
L2892[20:55:46] <thecodewarrior> It worked.
L2893[20:56:10] <thecodewarrior> Also, can you nest in the forge blockstates?
L2894[20:57:03] <thecodewarrior> Because I have a block that can be attached to any face of a block, and also face any direction, I need to have multiple rotations nested or just do a lot of repeating
L2895[20:57:37] <williewillus> no, the rationale is if you need that complexity it's probably smartmodel time
L2896[20:57:51] <thecodewarrior> Ok. time to learn smartmodels.
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L2899[21:05:35] <M4thG33k> if I've registered a texture (via the texture stitching event), how do I call the location of the texture from the texture atlas sprite?
L2900[21:06:04] <Sollux-Captor> test
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L2902[21:06:47] <Sandra> M4thG33k, it doesn't return the UV of it?
L2903[21:07:23] <williewillus> i think he wants TAS -> ResourceLocation
L2904[21:07:28] <williewillus> which afaik is impossible
L2905[21:07:33] <williewillus> the texturemap is only a forward map
L2906[21:07:53] <unascribed> yeah, a TextureAtlasSprite is a pointer to a location on the texture atlas
L2907[21:08:02] <unascribed> the resource location would be a virtual pointer to locationBlocksTexture
L2908[21:08:13] <williewillus> wat
L2909[21:08:20] <williewillus> he means the unstitched path
L2910[21:08:23] <unascribed> oh
L2911[21:08:35] <M4thG33k> So does the TextureMap#registerSprite() method return the TAS of the loaded texture?
L2912[21:08:41] <williewillus> yeah
L2913[21:08:42] <unascribed> I thought this was "get a resloc from an arbitrary tas"
L2914[21:08:45] <unascribed> nevermind
L2915[21:08:48] <williewillus> unascribed: it is
L2916[21:08:52] <unascribed> ...okay
L2917[21:08:59] <M4thG33k> Ok, that should make this easier...
L2918[21:09:03] <williewillus> your explanation was wrong though :p
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L2920[21:09:40] <unascribed> but you can't get a resloc from an arbitrary sprite
L2921[21:09:46] <williewillus> yeah
L2922[21:09:49] <unascribed> unless you know where it was pre-stitch
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L2924[21:09:59] <williewillus> I meant the "resource location would be a virtual pointer to lBT" part ;p
L2925[21:10:08] <unascribed> if you could get one
L2926[21:10:10] <unascribed> it'd have to be
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L2928[21:10:17] <unascribed> there are virtual reslocs
L2929[21:10:18] <unascribed> see: skins
L2930[21:10:51] <Sollux-Captor> soo
L2931[21:11:10] <williewillus> so
L2932[21:11:18] <Sollux-Captor> i forgot my question :T
L2933[21:11:41] <williewillus> ugh linux support for multimonitor is so bad
L2934[21:11:48] <williewillus> i probably need to go back to windows :/
L2935[21:11:59] <Sollux-Captor> oh right.. what is the best way to learn mod compatability?
L2936[21:12:07] <williewillus> well particularly the problem is that my two displays have different DPI's
L2937[21:12:13] <williewillus> "mod compatibility" what do you mean by that?
L2938[21:12:42] <Sollux-Captor> well i guess the most simple example would be like utilizing rf since rf is a part of thermal expansion
L2939[21:12:54] <Sollux-Captor> or originated from CoFH?
L2940[21:13:02] <williewillus> it's not part of TE, it's a separate API on its own
L2941[21:13:33] <unascribed> yeah, RF is in CoFHCore
L2942[21:13:53] <Sollux-Captor> so say i wanted to make a thaumcraft mod that is about making magical Tinker's construct tools... i would have to utilize both APIs?
L2943[21:14:01] <unascribed> yes
L2944[21:14:06] <unascribed> unless you wanted one of the integrations to be optional
L2945[21:14:11] <Sollux-Captor> install the API and add them into my workspacE?
L2946[21:14:42] <Sollux-Captor> optional how so?
L2947[21:14:53] <unascribed> like a mod that does something on it's own
L2948[21:15:00] <unascribed> but if TConstruct and Thaumcraft are present it does a thing
L2949[21:15:12] <unascribed> but a mod that only does a tconstruct/thaumcraft bridge would be hard-depend
L2950[21:15:20] <unascribed> because a soft-depend would make no sense :P
L2951[21:15:44] <Sollux-Captor> how would i check to make sure the mods are present or if they arent present?
L2952[21:15:50] <williewillus> Loader.isModLoaded
L2953[21:16:00] <unascribed> well
L2954[21:16:02] <unascribed> for a hard dependency
L2955[21:16:06] <unascribed> you should just use dependencies in the @Mod
L2956[21:16:13] <M4thG33k> So, I'm using the WorldRenderer to draw quads with a uv map, but the entire texture is black (but the correct shape) - what could the problem be? The wrong vertex format?
L2957[21:16:29] <williewillus> did you bind the atlas?
L2958[21:17:04] <M4thG33k> yes - the texture is rendering with the correct shape but not the right colors - the shape is completely black
L2959[21:17:14] <Sollux-Captor> and for soft dependent, how exactly does that work? would CoFHcore need to be present if i made my own machines mod
L2960[21:17:25] <unascribed> are you adding the attributes in the right order?
L2961[21:17:25] <williewillus> what vertex format did you use?
L2962[21:17:32] <williewillus> and yes you must go in order
L2963[21:17:37] <williewillus> and use every single attribute
L2964[21:17:43] <M4thG33k> DefaultVertexFormats.POSITION_TEX
L2965[21:17:54] <unascribed> Sollux-Captor, you detect if X mod is present using Loader, and if it's not, you just don't load the parts of your mod that take advantage of it
L2966[21:17:57] <williewillus> and every line is pos() tex() endVertex() ?
L2967[21:18:03] <M4thG33k> affirmative
L2968[21:18:06] <williewillus> if so just recheck your UV;s and positions
L2969[21:18:19] <Sollux-Captor> i see
L2970[21:18:36] <TechDG> hi
L2971[21:19:00] <TechDG> m4 ur still here :)
L2972[21:19:02] <Sollux-Captor> like say i just had a stand alone mod that utilizes rf, does the CoFHcore need to be loaded as well?
L2973[21:19:24] *** gravityfox_ is now known as gravityfox
L2974[21:19:44] <Sandra> Sollux-Captor, no.
L2975[21:20:11] <Sollux-Captor> ok
L2976[21:20:16] <Sandra> you can either depend on "CoFHAPI|energy", or bundle the RF api with your mod.
L2977[21:20:23] <unascribed> to use RF you would need CoFHCore to be loaded
L2978[21:20:26] <unascribed> otherwise it'd just be stubs
L2979[21:20:28] <Sandra> unascribed, wrong.
L2980[21:20:28] <williewillus> ew bundling?
L2981[21:20:38] <unascribed> bundling an API is a recipe for disaster
L2982[21:20:40] <Sandra> that's what they suggest.
L2983[21:20:42] <unascribed> see: every mod ever that has done it
L2984[21:20:45] <TechDG> so M4thG33k can u help me with the errors still?
L2985[21:20:57] <williewillus> just either use maven
L2986[21:21:05] <williewillus> or src/api/java and gradle ignores it during build
L2987[21:21:10] <M4thG33k> possibly - I'm currently working on porting my mod so my focus may be split
L2988[21:21:14] <Sandra> nononononononono
L2989[21:21:15] <TechDG> ok
L2990[21:21:23] <williewillus> bundling is terrible
L2991[21:21:26] <Sandra> if you're depending on the RF API, bundle it with your mod.
L2992[21:21:32] <Sandra> that's the way to do it.
L2993[21:21:36] <TechDG> yeah I bundle the ported 1.8.9 RF api
L2994[21:21:41] <williewillus> ...
L2995[21:21:57] <Sandra> williewillus, it's not.
L2996[21:22:08] <Sandra> not for an API that has no provider.
L2997[21:22:09] <Sollux-Captor> . . .
L2998[21:22:17] <williewillus> there have been more than a few disasters from bundling api's
L2999[21:22:24] <williewillus> unascribed can attest to that :p
L3000[21:22:31] <Sandra> the RF api is STANDALONE.
L3001[21:22:35] <TechDG> yeah
L3002[21:22:38] <Sandra> it's not a mod api.
L3003[21:22:40] <unascribed> well, if the api is designed for it
L3004[21:22:40] <unascribed> then sure
L3005[21:22:49] <Sandra> as such, it is designed to be bundled.
L3006[21:22:49] <unascribed> I haven't ever used the RF api so I'm just using general rules
L3007[21:22:51] <TechDG> the RFApi is designed to be bundled
L3008[21:23:19] <Sandra> if you're bundling say the Buildcraft api, or the Thaumcraft API or whatever.
L3009[21:23:27] <Sandra> those are APIs that are tied to a mod.
L3010[21:23:40] <Sandra> there's no reason to use said apis without the mod present.
L3011[21:23:43] <Sandra> so don't bundle it.
L3012[21:23:54] <Sollux-Captor> that makes sense
L3013[21:24:17] <TechDG> yeah I consider RFAPI an exception to the normal rule
L3014[21:24:30] <TechDG> because your mod wont functionw ithout it
L3015[21:24:30] <Sandra> with RF, you don't NEED TE, or CoFHLib, or any of that.
L3016[21:24:41] <Sandra> it's standalone.
L3017[21:24:49] <Sandra> it doesn't build on anything except forge.
L3018[21:24:49] <TechDG> yeah
L3019[21:24:56] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3020[21:24:58] <TechDG> OMG my machine is working
L3021[21:25:03] <TechDG> its actually working bug free
L3022[21:25:12] <TechDG> well like big bug free
L3023[21:25:13] <Sandra> make sure you bundle the WHOLE api though.
L3024[21:25:16] <Sandra> not just parts of it.
L3025[21:25:28] <Sandra> else it won't work correctly.
L3026[21:25:35] <TechDG> yeah
L3027[21:25:40] <Sollux-Captor> alright
L3028[21:26:07] <Sandra> you need to take everything in cofh.api.energy and pop that in.
L3029[21:26:29] <Sollux-Captor> ok
L3030[21:26:36] <TechDG> are u teaching sollux how to use it?
L3031[21:26:38] <williewillus> i see now :p that's silly, but I get it
L3032[21:26:47] <TechDG> how is it silly willie?
L3033[21:26:55] <TechDG> no rhyme intended
L3034[21:27:10] <williewillus> why does partial undling mess up?
L3035[21:27:23] <Sandra> williewillus, because of the weirdness of how FML handles it.
L3036[21:28:04] <Sandra> if a mod bundles part of the api, FML will think "hey, these classes are the API", and will only sort things out for those classes.
L3037[21:28:24] <Sandra> (if that mod is the first time the RF api is loaded that is.)
L3038[21:28:47] <Sandra> it can cause problems, basically.
L3039[21:29:01] <Sandra> so if you include an API, include the entire API.
L3040[21:29:06] <TechDG> I actually did something right :D :D
L3041[21:29:26] <Sandra> oh btw you also need to bundle the package-info.java file in cofh.api
L3042[21:29:34] <Sandra> that too.
L3043[21:29:39] <Sandra> iirc.
L3044[21:29:41] <Sollux-Captor> ok
L3045[21:29:51] <TechDG> and CoFHAPIPRops.java
L3046[21:29:56] <Sandra> yeah.
L3047[21:30:27] <TechDG> I would just keep the cofh.api.energy package and the classes in cofh.api themselves
L3048[21:30:32] <williewillus> I hope mods (at least big ones with API's) get in the habit of exposing their blockstate properties in their API
L3049[21:30:33] <Sandra> mmm.
L3050[21:30:34] <TechDG> delete block and tileentity
L3051[21:30:43] <Sandra> yeah.
L3052[21:30:56] <Sandra> williewillus, that does sound like a good idea actually.
L3053[21:30:59] <williewillus> because if not we're just back to meta hell :p
L3054[21:31:11] <williewillus> I saw buildcraft do it so I went ahead and did it for botania too
L3055[21:31:21] <Sandra> yeah.
L3056[21:31:30] <Sandra> I can see that as being useful.
L3057[21:31:40] <TechDG> willie are u replacing vaskii? or just helping
L3058[21:31:45] <Sandra> oh yeah, you're the botania maintainer.
L3059[21:31:47] <Sollux-Captor> well im working on my first mod. i dont really have a theme for it but im just derping arround with it seeing how much i can implement in it to learn things
L3060[21:31:57] <williewillus> I'm helping
L3061[21:31:58] <TechDG> sollux tbht hats what im doing right now
L3062[21:32:00] <Sandra> Sollux-Captor, :P
L3063[21:32:01] <TechDG> and I finally got a machine
L3064[21:32:04] <Sollux-Captor> i have ideas for themed mods but i dont think im ready for that yet xD
L3065[21:32:04] <TechDG> ok willie
L3066[21:32:20] <williewillus> we're testing right now, it'll probably be given back in a couple months max depending on my time
L3067[21:32:21] <Sollux-Captor> im calling mine ZTools
L3068[21:32:23] <TechDG> as I learn im also trying to make a functional mod with a collection of stuff
L3069[21:32:40] <williewillus> soonest would be a couple weeks, or whenever he wants it back
L3070[21:32:52] <TechDG> k
L3071[21:33:03] <TechDG> kewl
L3072[21:33:04] <williewillus> it's on FTB Unstable though so yay :p
L3073[21:33:14] <williewillus> not on forgecraft though ;-;
L3074[21:33:16] <Sollux-Captor> i have an idea for a multiblock structure that i want to add into my mod. kinda dumb but a multiblock crafting bench
L3075[21:33:26] <TechDG> do u have access to forgecraft?
L3076[21:33:33] <TechDG> sollux that would be cool
L3077[21:33:41] <Sollux-Captor> basically you can drop entities onto the grid and craft like that :P
L3078[21:33:41] <TechDG> a multiblock bench that u can put idfferent moduals on
L3079[21:33:44] <TechDG> ig
L3080[21:33:45] <TechDG> oh*
L3081[21:33:56] <Sollux-Captor> moduals sounds good too
L3082[21:33:57] <williewillus> no i don't
L3083[21:33:58] <TechDG> i was gonna say a modular bench that u add diff stuff to
L3084[21:34:02] <TechDG> ok
L3085[21:34:13] <Sollux-Captor> i may figure out a way to make it modular
L3086[21:34:15] <williewillus> I'm on the botania patron server though, though I don't play much there because I'm busy porting :p
L3087[21:34:19] <Sollux-Captor> didnt think of that
L3088[21:34:20] <TechDG> xD
L3089[21:34:24] <Sollux-Captor> but i think ill try that now
L3090[21:34:25] <Sandra> I once came up with an idea for a mod that involved adding 1 item.
L3091[21:34:26] <williewillus> I play more on Girafi's 1.8.9 server to test it
L3092[21:34:27] <Sandra> and that was it.
L3093[21:34:40] <williewillus> I still want to make a mod that makes fun of the modding community
L3094[21:34:45] <TechDG> Im admin of a server network so as far as servers go im set xD
L3095[21:34:51] <williewillus> what network?
L3096[21:34:54] <TechDG> yeah make it have statues of famous people doing weird shit
L3097[21:34:59] <TechDG> oh its a small one, chances are u never heard of it
L3098[21:35:04] <TechDG> not like mineplex. but still
L3099[21:35:13] <TechDG> got people who will test for me and stuff
L3100[21:35:30] <TechDG> am I allowed to link u on here?
L3101[21:35:48] <Sollux-Captor> i came up with an idea of a metaphysical wiring system :( i dont how the crap i would ever make this or how to go about making it but basically place wire on a metaphysical grid (a second grid opposed to the normal grid in which you place blocks in)
L3102[21:36:01] <TechDG> that sounds... hard
L3103[21:36:05] <Sollux-Captor> mhm
L3104[21:36:09] <williewillus> TechDG: this isnt /r/minecraft, go ahead :p
L3105[21:36:13] <Sollux-Captor> thaumcraft 5 did it
L3106[21:36:18] <williewillus> they're extremely anal about "advertising"
L3107[21:36:26] <TechDG> ok http://nordicempires.enjin.com/
L3108[21:36:35] <TechDG> sollux no offense, but azanor and u are at diff levels xD
L3109[21:36:41] <Sollux-Captor> thaumcraft 5 some how managed to make a metaphysical grid so i hope to learn something from that
L3110[21:36:47] <TechDG> not many people on now cuz we just had a derp with a pack update but yeah
L3111[21:36:54] <Sollux-Captor> non taken xD
L3112[21:37:00] <Sollux-Captor> learn from your peers though
L3113[21:37:01] <TechDG> yeah I wish I could do thaumcraft like stuff
L3114[21:37:07] <TechDG> yeah.
L3115[21:37:17] <TechDG> I would love something like infusions :P
L3116[21:37:29] <Sollux-Captor> one day, become as good as those who have made unbelieveable stuff
L3117[21:37:37] <TechDG> hopfully
L3118[21:37:58] <TechDG> but then again I had a rough time with 1 tiny machine
L3119[21:38:06] <Sollux-Captor> considering gamedevelopment(software engineer) is the field i want to go in
L3120[21:38:08] <TechDG> none the less mutliblocks with particals and essentia
L3121[21:38:24] <Sollux-Captor> hehehe
L3122[21:39:13] <TechDG> I wanna come up with somethign in my mod to reward people who help with it but I have no clue how
L3123[21:39:18] <TechDG> since capes are against the EULA
L3124[21:39:30] <Sollux-Captor> help in what way?
L3125[21:39:47] <TechDG> anyone who does a lot of helping, from localizing to texturing to helping me a ton on here
L3126[21:40:08] <Sollux-Captor> easter eggs or items that are direct to the helper?
L3127[21:40:12] <Sandra> TechDG, custom particle effects are always fun.
L3128[21:40:17] <TechDG> thats a good idea
L3129[21:40:22] <TechDG> items that are direct
L3130[21:40:23] <Sollux-Captor> to whom?
L3131[21:40:26] <Sollux-Captor> oh
L3132[21:40:27] <Sollux-Captor> ye
L3133[21:40:34] <M4thG33k> Particles are fun - both to make and have :)
L3134[21:40:45] <TechDG> if someone teaches me how to do that il give them particles :P
L3135[21:40:57] <Sandra> you can't give any gameplay affecting items behind a paywall.
L3136[21:41:02] <Sollux-Captor> if i were making a weapons mod, id allow helpers to decide a weapon they would like to have implemented
L3137[21:41:03] <Sandra> dems the rules.
L3138[21:41:15] <Sandra> that's valid.
L3139[21:41:20] <TechDG> ik sand
L3140[21:41:27] <Sandra> mmm.
L3141[21:41:37] <TechDG> I dont even need people to help, if they have a good idea and I like it it goes in
L3142[21:41:39] <TechDG> if I can do it
L3143[21:41:42] <Sollux-Captor> i havnt worked on my mod in a while :( i really need to get back to it
L3144[21:41:50] *** williewillus is now known as willieaway
L3145[21:42:28] <Sollux-Captor> im working on trying to make a poly bucket
L3146[21:42:39] <Sollux-Captor> a bucket that can hold multiple ammounts of liquid
L3147[21:42:40] <TechDG> how would I go about making particles for people?
L3148[21:42:50] <Sollux-Captor> with multiple types of liquid
L3149[21:43:05] <Sollux-Captor> trying to figure out how to implement mB
L3150[21:43:26] <Sollux-Captor> i need to study the liquid stuff in forge
L3151[21:43:29] <TechDG> yikes
L3152[21:43:32] <TechDG> gl
L3153[21:43:38] <TechDG> trying to think of a good reference for u
L3154[21:43:45] <TechDG> 1.8.9?
L3155[21:43:51] <Sandra> liquids are simple enough.
L3156[21:43:53] <Sollux-Captor> i think just 1.8
L3157[21:43:58] <TechDG> oh
L3158[21:44:02] <Sandra> don't do that.
L3159[21:44:03] <M4thG33k> forge has a lot of built-in tools to help you out - classes you can extend
L3160[21:44:09] <Sandra> don't do 1.8, do 1.8.9.
L3161[21:44:11] <Sollux-Captor> once i figure out mB, the rest sounds fairly easy
L3162[21:44:12] <Sandra> way better.
L3163[21:44:13] <TechDG> is pneumaticcraft opensource?
L3164[21:44:22] <Sandra> TechDG, I think so.
L3165[21:44:32] <TechDG> that has oil
L3166[21:44:41] <Sandra> TechDG, so is buildcraft.
L3167[21:44:42] <Sollux-Captor> i guess i must update to 1.8.9
L3168[21:44:52] <Sollux-Captor> i started this mod right once the 1.8 forge came out
L3169[21:44:53] <TechDG> dont forget to update ur mappings
L3170[21:45:00] <Sollux-Captor> havnt really updated it since
L3171[21:45:08] <Sandra> don't use 1.8, it's... very bad.
L3172[21:45:24] <Sandra> 1.8.9 is where it's at!
L3173[21:45:30] <TechDG> the issue with particals is there arent any examples I know of xD
L3174[21:45:56] <Sollux-Captor> ill probably get to updating to 1.8.9 tomorrow. kinda late and just on here brain storming, gathering knowledge
L3175[21:46:19] <TechDG> ok
L3176[21:46:34] ⇦ Quits: PrinceCat (~PrinceCat@124-170-179-128.dyn.iinet.net.au) (Quit: My Mac has gone to sleep. ZZZzzz…)
L3177[21:46:35] <Sollux-Captor> particles seem hard to implement
L3178[21:46:56] <TechDG> wut about like horns
L3179[21:46:56] <Sollux-Captor> considering you must add direction, location, speed, and everything else
L3180[21:47:01] <TechDG> or hats
L3181[21:47:10] <TechDG> something on the player model
L3182[21:47:41] <Sollux-Captor> shirts
L3183[21:47:47] <TechDG> yes
L3184[21:47:50] <TechDG> tht kind of thing
L3185[21:48:02] <Sandra> Sollux-Captor, 0,0,0,0,0,0,0,0,0,0,0
L3186[21:48:13] <Sollux-Captor> ?
L3187[21:48:22] <Sandra> <Sollux-Captor> considering you must add direction, location, speed, and everything else
L3188[21:48:29] <Sandra> :P
L3189[21:48:33] <Sollux-Captor> i see :P
L3190[21:48:54] <Sollux-Captor> ye, particles seem hard xD
L3191[21:48:55] <TechDG> i would rather do stuff like horns
L3192[21:48:56] <M4thG33k> TechDG, it's not really a tutorial, but if you want to study some particles you can look at my stuff. Here's my particle (nothing too fancy - just a solid color): https://goo.gl/cxqIzO and you can poke around my repository to see where it's called and how it's implemented
L3193[21:49:04] <Sollux-Captor> i have no clue what those 0s mean xD
L3194[21:49:04] <TechDG> ok ty
L3195[21:49:17] <Sandra> Sollux-Captor, neither do I!.
L3196[21:49:19] <TechDG> at some point this mod on my server is getting ohrns somehow
L3197[21:49:26] <TechDG> cuz he wont stop bugging me tog et on when im trying to mod
L3198[21:49:27] <Sandra> anything I don't understand I put a 0.
L3199[21:49:39] <Sandra> :P
L3200[21:50:38] <Sollux-Captor> all i've really messed with is player teleportation
L3201[21:51:28] <Sandra> my mod does that.
L3202[21:51:39] ⇨ Joins: LexLap2 (~LexManos@172.76.2.58)
L3203[21:51:39] MineBot sets mode: +o on LexLap2
L3204[21:51:50] <Sandra> as it's current ONE feature in the 1.8.9 version.
L3205[21:51:53] <Sandra> :P
L3206[21:52:04] <Sandra> rest is yet to be updated/rewritten.
L3207[21:52:13] <TechDG> ok so how do I make it so if a certian UUID joins it says something in chat
L3208[21:52:24] <TechDG> cuz i wnat it ot say "Oh look... The guy who doesn't like new stuff in mods..."
L3209[21:52:25] <TechDG> xD
L3210[21:52:35] <Sandra> TechDG, PlayerJoinEvent is a thing iirc.
L3211[21:52:45] <TechDG> YES
L3212[21:52:45] <Sollux-Captor> i also need to figure out how to properly code with guis due to a mod that isnt finised made by a friend of mine that he stopped but i want to finish
L3213[21:52:55] <TechDG> I can help soll i just learned
L3214[21:53:09] <Sollux-Captor> hmm
L3215[21:53:15] <Sollux-Captor> like menus?
L3216[21:53:19] <TechDG> yes
L3217[21:53:30] <TechDG> like RF machines?
L3218[21:53:33] <Sollux-Captor> the mod deals with changing the singleplayer and multiplayer menues
L3219[21:53:42] <TechDG> oh not liek that
L3220[21:54:00] <TechDG> sandra what class is that in?
L3221[21:54:30] <Sandra> TechDG, it's not under net.minecraftforge.event.entity.player?
L3222[21:54:40] <Sandra> then I have no idea.
L3223[21:54:43] <Sollux-Captor> my friend basically dropped the project for me to finish but im noob tier as of right now xD
L3224[21:54:43] <TechDG> I was asking for that location
L3225[21:54:45] <TechDG> xD
L3226[21:54:46] <Sandra> I just recall it being a thing.
L3227[21:54:47] <TechDG> ty
L3228[21:54:49] <Sandra> :P
L3229[21:56:35] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L3230[21:56:45] <Sollux-Captor> hard thing for me is trying to find time to work on modding :(
L3231[21:57:05] <Sollux-Captor> gots me a job that i must uphold :T
L3232[21:57:09] <Sollux-Captor> and school
L3233[21:57:12] <Sollux-Captor> pfft
L3234[21:57:23] <Sollux-Captor> *shrugs*
L3235[21:59:02] <Sollux-Captor> dafuq github!! why you no commit
L3236[22:00:26] <TechDG> yeah I dont see it sandra
L3237[22:01:05] <Sandra> it may be in one of the classes in that package.
L3238[22:01:07] <Sandra> but idk.
L3239[22:02:33] <Sollux-Captor> so where should i start with implementing mB?
L3240[22:02:55] <TechDG> huh how do I search all classes for a method again in eclipse? xD
L3241[22:03:10] <Sollux-Captor> refactor
L3242[22:03:18] <Sandra> just expand all the classes in the package view.
L3243[22:03:25] <Sollux-Captor> or navigate..
L3244[22:03:26] <TechDG> foudn it, PlayerLoggedInEvent
L3245[22:03:46] <TechDG> now how do I say something in chat with fml
L3246[22:05:01] <M4thG33k> https://goo.gl/s1WUhl
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L3248[22:05:29] <Sollux-Captor> so where should i start with mB?
L3249[22:05:38] <Sollux-Captor> what classes specifically should i be looking at?
L3250[22:05:50] *** willieaway is now known as williewillus
L3251[22:05:51] <M4thG33k> are you talking about an item that can store it? A tile entity?
L3252[22:06:01] <Sollux-Captor> item that can store liquids
L3253[22:06:12] <Sollux-Captor> store and place
L3254[22:06:12] <M4thG33k> check out the ItemFluidContainer class
L3255[22:06:16] <Sollux-Captor> ok
L3256[22:06:24] <Sandra> Sollux-Captor, net.minecraftforge.fluid has all of them iirc.
L3257[22:06:32] <Sollux-Captor> actually maybe i should update my forge first
L3258[22:06:34] <Sandra> or something with that sorta name.
L3259[22:06:38] <Sandra> Sollux-Captor, yes, do.
L3260[22:06:46] <Sollux-Captor> damn.. havnt done this in a while xD need to remember how
L3261[22:07:49] <Sollux-Captor> eh, i think ima stall till tomorrow. im tired and it is late. ye ill just do this tomorrow
L3262[22:07:52] <Sollux-Captor> talk to you later
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L3267[22:10:47] <TechDG> stupid bug
L3268[22:11:07] <TechDG> k so m4 does that display it ofr all players or just the player u say
L3269[22:12:50] <TechDG> can u hear me or did it bug
L3270[22:13:43] <M4thG33k> that will only put into the chat of the specific player
L3271[22:13:51] <TechDG> k how do I do it for all?
L3272[22:14:18] <M4thG33k> There may be an easier way, but you could just iterate over all players in the world/on the server
L3273[22:14:48] <TechDG> ok
L3274[22:14:56] <TechDG> how would I do that
L3275[22:15:15] <M4thG33k> the World class has a method to get a list of all the players World#getPlayers()
L3276[22:15:24] <M4thG33k> I haven't used this myself, so I'm only speculating at this point
L3277[22:15:36] <TechDG> ok
L3278[22:18:31] <TechDG> so if I wanna use a method do I extend or implement, IK derpy question
L3279[22:18:34] <TechDG> like if I want ot override
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L3283[22:20:15] <M4thG33k> each class you create can extend at most one other class but can implement any number of interfaces. That is, if you extend a class you can access all of the parent's non-private methods and if you implement an interface you *must* define every method of that interface
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L3285[22:20:46] <TechDG> ok
L3286[22:21:34] <TechDG> so would I want to do a seperate class for the msgs?
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L3288[22:22:42] <TechDG> because I want to override the method PlayerLoggedInEvent in the class PlayerLoggedInEvent
L3289[22:22:45] <M4thG33k> What I've done for messages is create a "Helper" class whos job it is to perform all message-related tasks for me. Anytime any item/block/entity wants to send a message, it just calls one of my static methods of the ChatHelper class
L3290[22:23:11] <TechDG> ik but for the method that calls that
L3291[22:23:16] <TechDG> if the UUID matches for the player
L3292[22:23:37] <TechDG> how would go i about overriding the PlayerLoggedInEvent in the class PlayerLoggedInEvent
L3293[22:23:48] <TechDG> just a new class that has that in it
L3294[22:23:50] <M4thG33k> If you're doing something with an event, you're going to want to create an event handler and subscribe to that specific event; that is, you will be telling forge that "when this event happens, call this method"
L3295[22:23:57] <TechDG> ok
L3296[22:24:14] <TechDG> does the class need to extend it?
L3297[22:24:16] <TechDG> the class that calls it
L3298[22:24:52] <M4thG33k> Here's a tutorial on event handlers (you may have to do a bit of reading, but this is how I learned) http://goo.gl/pz0hKs
L3299[22:24:56] <gr8pefish> No. Example: https://github.com/gr8pefish/IronBackpacks/blob/master-1.8.9/src/main/java/gr8pefish/ironbackpacks/events/ClientEventHandler.java
L3300[22:25:40] <gr8pefish> Basically register the event handler in your main class, then just use the event with your custom code.
L3301[22:25:41] <TechDG> k ty
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L3304[22:28:51] <TechDG> so when I do PlayerLoggedInEvent event inside the params for hte method it errors on PlayerLoggedInEvent
L3305[22:28:54] <TechDG> even though it is a class
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L3307[22:29:42] <VikeStep> what is the error? (put it on pastebin)
L3308[22:29:42] <TechDG> wow never made a more stupid mistake then forgetting to hit ctrl o xD
L3309[22:29:47] <VikeStep> haha
L3310[22:31:31] <TechDG> http://pastebin.com/zKjNfjxm
L3311[22:31:37] <TechDG> it never logs the message (isnt working)
L3312[22:32:51] <M4thG33k> have you registered to the event_bus?
L3313[22:33:19] <TechDG> no
L3314[22:33:21] <TechDG> how do I do that
L3315[22:33:42] <M4thG33k> then no subscribed events will trigger; did you even look at the tutorial I sent you? It walks you thorugh it
L3316[22:34:02] <TechDG> i looked at the one gr8 sent
L3317[22:34:10] <TechDG> il look at urs
L3318[22:34:44] <FusionLord> how does one get a vanilla launcher these days? lol
L3319[22:34:51] <M4thG33k> gr8pe's isn't so much a tutorial but an example; a valid learning tool if you know how to read code ;)
L3320[22:35:05] <M4thG33k> Why do you want a vanilla launcher?
L3321[22:35:41] <TechDG> m4 how do I know which bus to use
L3322[22:35:48] <FusionLord> why does one have to expalain why?
L3323[22:35:49] <TechDG> nvm thats next step
L3324[22:36:10] <unascribed> have you tried minecraft.net? :P
L3325[22:36:21] <M4thG33k> TechDG, There's only one in 1.8: MinecraftForge.EVENT_BUS
L3326[22:36:29] <M4thG33k> FusionLord, I'm just curious...haha
L3327[22:36:34] <unascribed> https://minecraft.net/download'
L3328[22:36:36] <unascribed> launcher
L3329[22:36:48] <FusionLord> unascribed, turns out you have to login to get it, they have it locked down like fort knox
L3330[22:36:53] <TechDG> ok
L3331[22:36:57] <FusionLord> :P
L3332[22:36:58] <unascribed> https://unascribed.com/i/e62e110b.png
L3333[22:37:04] <unascribed> my browser disagrees
L3334[22:37:05] <TechDG> m4th is the load in this example their init method?
L3335[22:37:37] <FusionLord> seems I just missed the link my bad :P
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L3337[22:38:46] <Darva> there are two event busses still aren't there? terrain_gen_bus
L3338[22:39:02] <unascribed> 90% of the events you care about are on event_bus now
L3339[22:39:08] <unascribed> FML and Forge's event buses got merged
L3340[22:39:35] <Darva> I get that, it's just the statement that there's only one in 1.8 isn't accurate.
L3341[22:39:38] <williewillus> i actually think some of the worldgen events are on the main bus
L3342[22:39:44] <williewillus> people kinda forget about the other two
L3343[22:39:49] <M4thG33k> TechDG, the load() method is their class's init() method, yes (you can tell since it takes in the FMLInitialization event)
L3344[22:39:51] <unascribed> yeah, you basically never need the other two
L3345[22:40:00] <unascribed> I don't know why they're even separate
L3346[22:40:22] <TechDG> ok
L3347[22:40:56] <TechDG> so the event im using isnt void but it also doesnt tell u what to return
L3348[22:40:59] <TechDG> or what return type
L3349[22:41:24] <TechDG> sooo what type do I make it
L3350[22:41:53] <M4thG33k> the event itself should contain most(all?) of the information you'll need in order to react to the event.
L3351[22:42:02] <M4thG33k> if I'm understanding the issue
L3352[22:42:10] <unascribed> return type?
L3353[22:42:11] <unascribed> what?
L3354[22:42:21] <unascribed> event handling methods don't return anything
L3355[22:42:31] <TechDG> then why is it asking for a return statement
L3356[22:42:35] <TechDG> il just make it void
L3357[22:42:38] <unascribed> because you wrote your method signature wrong
L3358[22:42:42] <TechDG> also all it contains is super(player);
L3359[22:42:53] <TechDG> im trying to use the PlayerLoggedInEvent
L3360[22:42:56] <unascribed> public void onThingHappened(ThingHappenedEvent e) { /* do something */ }
L3361[22:43:22] <TechDG> ilt ry with void
L3362[22:43:25] <unascribed> it has to be void
L3363[22:43:32] <unascribed> well
L3364[22:43:34] <unascribed> it could return something
L3365[22:43:38] <unascribed> but it'll be ignored
L3366[22:43:48] <TechDG> anyone know if player returns the name or UUID?
L3367[22:43:56] <unascribed> ?
L3368[22:44:02] <TechDG> ok the event works
L3369[22:44:17] <unascribed> assuming your handle to PlayerLoggedInEvent is named "e"
L3370[22:44:23] <TechDG> yes
L3371[22:44:29] <unascribed> e.player.getGameProfile().getId
L3372[22:44:35] <unascribed> to get the UUID
L3373[22:44:38] <TechDG> ok ty
L3374[22:44:47] <thecodewarrior> Ok. I am officially in love with eclipse's new code suggestions. I mean, if I do an instanceof check, it'll automatically suggest methods from the class I checked, and cast when it autocompletes. :O
L3375[22:44:58] <unascribed> yep, that's been in for a while I think
L3376[22:45:00] <williewillus> *cough*idea*cough*
L3377[22:45:02] <unascribed> it's really useful
L3378[22:45:03] <williewillus> ;)
L3379[22:45:08] <unascribed> /ignore williewillus
L3380[22:45:10] <thecodewarrior> Yeah. I just haven't updated in a while.
L3381[22:45:17] <tterrag> >mention idea
L3382[22:45:25] <thecodewarrior> I just don't want to deal with the learning curve.
L3383[22:45:25] <tterrag> err, I meant eclipse
L3384[22:45:40] <tterrag> anyways, I really wish the word "eclipse" wasn't a trigger for someone suggesting IDEA
L3385[22:45:42] <unascribed> new versions of eclipse have a learning curve compared to earliers?
L3386[22:45:45] <tterrag> literally 100% of the time
L3387[22:45:46] <williewillus> heh
L3388[22:45:48] <unascribed> tterrag, yeah
L3389[22:45:50] <unascribed> it's obnoxious
L3390[22:45:51] <tterrag> I'm not joking
L3391[22:45:53] <tterrag> pls stop
L3392[22:45:58] <thecodewarrior> No. I don't want to switch to IDEA.
L3393[22:45:59] <williewillus> I meant it as a joke
L3394[22:46:00] <williewillus> lol
L3395[22:46:01] <Darva> The more i use IDE's, the more i wanna go back to just using nano. When that was all i used as an IDE, i knew the language better, had to.
L3396[22:46:05] <unascribed> lol
L3397[22:46:06] <thecodewarrior> Because of the learning curve.
L3398[22:46:10] <unascribed> obviously you should be writing mods in ed
L3399[22:46:33] <Darva> 'course, that was C. Heh.
L3400[22:46:36] <unascribed> I think a good place to be, is if you can write the language without assistance fine
L3401[22:46:44] <unascribed> but you use the IDE to help you automate the repetitive tasks
L3402[22:46:58] <tterrag> that's why I never suggest anyone learn java with eclipse/idea
L3403[22:47:00] <unascribed> like, I have typed 'package com.unascribed.blah; public class TheClassOfDoom {}' enough times
L3404[22:47:01] <unascribed> do it for me
L3405[22:48:39] <TechDG> how do I send a UUID to a string?
L3406[22:48:45] <unascribed> uuid.toString()
L3407[22:48:48] <TechDG> ty
L3408[22:48:58] <unascribed> btw, literally every object in Java has a toString method
L3409[22:49:07] <unascribed> not all of them can be converted back into the object they represent
L3410[22:49:09] <unascribed> but all objects have it
L3411[22:49:19] <TechDG> k
L3412[22:50:53] <TechDG> now I know how to send a message to one player but how do I send a message to all players?
L3413[22:51:11] <unascribed> this is a question I *should* know the answer to
L3414[22:51:12] <unascribed> but I don't
L3415[22:51:28] <TechDG> xD
L3416[22:51:38] <unascribed> !findm MinecraftServer.*
L3417[22:51:46] <williewillus> there's a method in serverconfigurationmanager
L3418[22:51:46] <TechDG> ??
L3419[22:51:50] <williewillus> I don't remember it right now
L3420[22:51:50] <TechDG> ok
L3421[22:51:54] <unascribed> oh, ServerConfigurationManager
L3422[22:51:55] <thecodewarrior> You could try yelling it really loud. They may be able to hear it
L3423[22:52:00] <unascribed> that's still the worst deobfuscated name I've ever heard
L3424[22:52:11] <williewillus> no that goes to IUpdatePlayerListBox
L3425[22:52:18] <unascribed> ehh
L3426[22:52:19] <unascribed> yeah
L3427[22:52:49] <thecodewarrior> Wait, why is that an interface? It appears to be what updates the tab menu.
L3428[22:52:53] <unascribed> no
L3429[22:53:01] <unascribed> it marks something as tickable
L3430[22:53:10] <TechDG> public void sendMessageToTeamOrEvryPlayer(EntityPlayer player, IChatComponent message)?
L3431[22:53:12] <unascribed> it's the worst deobf ever :P
L3432[22:53:17] <unascribed> okay nevermind
L3433[22:53:17] <williewillus> nah not that method
L3434[22:53:17] <thecodewarrior> WHAT?!?!
L3435[22:53:23] <unascribed> the method tech just sent is literally the worst deobf ever
L3436[22:53:37] <unascribed> way too long
L3437[22:53:40] <thecodewarrior> It's descriptive... ish.
L3438[22:53:45] <williewillus> but speaking of iupdateplayerlistbox it just got remapped really weirdly
L3439[22:53:50] <TechDG> ah found one
L3440[22:53:54] <TechDG> sendChatMsg
L3441[22:53:55] <unascribed> !gc IUpdatePlayerListBox
L3442[22:53:58] <unascribed> huh, yeah
L3443[22:53:59] <unascribed> it's gone
L3444[22:54:02] <unascribed> !gc IUpdatePlayerListBox 1.7.10
L3445[22:54:06] <tterrag> !ch IUpdatePlayerListBox
L3446[22:54:07] <williewillus> IUpdatePlayerListBox used to be for updating the server gui list box for the longest time
L3447[22:54:09] <tterrag> there is no ch :P
L3448[22:54:11] <unascribed> yeah
L3449[22:54:17] <unascribed> classes don't have a SRG name
L3450[22:54:21] <unascribed> because the deobf name is the srg name
L3451[22:54:22] <unascribed> so no history
L3452[22:54:29] <williewillus> but somehow in 1.8 it got remapped to the TE ticking interface
L3453[22:54:29] <unascribed> !gc ITickableSound
L3454[22:54:34] <williewillus> :p
L3455[22:54:40] <unascribed> oh, it's ITickable now
L3456[22:54:47] <unascribed> judging by what ITickableSound extends now
L3457[22:54:48] <TechDG> really stupid question
L3458[22:54:54] <Darva> I dunno, margeItemStack always bothered me, because it'll happily merge an itemstack into a non-existance itemstack, in a slot that doesn't allow the item in question to be there.
L3459[22:54:55] <williewillus> yeah
L3460[22:54:57] <TechDG> how do I call the method xD
L3461[22:54:59] <unascribed> >margeItemStack
L3462[22:55:07] <TechDG> do I make my class implement ServerConfigurationManager?
L3463[22:55:10] <williewillus> no
L3464[22:55:11] <Darva> merge. Sheesh.
L3465[22:55:13] <williewillus> you get a SCM
L3466[22:55:18] <unascribed> MinecraftServer.getServer().getServerConfigurationManager()
L3467[22:55:18] <williewillus> from the server object
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L3470[22:55:53] <tterrag> williewillus: it was probably always ITickable or some sort in their source
L3471[22:55:57] <tterrag> fact is we don't know the real name
L3472[22:56:05] <unascribed> which is still dumb
L3473[22:56:06] <tterrag> so when they used that class for TEs, it made sense
L3474[22:56:09] <TechDG> ounascribed u lie it no work :P
L3475[22:56:17] <williewillus> also
L3476[22:56:19] <unascribed> I maintain that if Mojang cared about modders they would offer a deobfuscated jar download
L3477[22:56:22] <unascribed> or even the source
L3478[22:56:23] <williewillus> TechDG, there's a better method
L3479[22:56:25] <tterrag> tbh it could just be Runnable >.>
L3480[22:56:29] <TechDG> for chat to all users?
L3481[22:56:32] <TechDG> What is it
L3482[22:56:33] <williewillus> sendChatMsg
L3483[22:56:38] <williewillus> in ServerConfigurationManager
L3484[22:56:40] <TechDG> thats what im using xD
L3485[22:56:41] <Darva> There's legal concerns to offering those things tho unascribed
L3486[22:56:42] <DrDisconsented> unascribed> Lawyers made it like that
L3487[22:56:51] <williewillus> "Sends the given string to every player as chat message."
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L3489[22:57:01] <unascribed> suddenly two pings
L3490[22:57:08] <thecodewarrior> Same here, at least then we A: wouldn't have to deal with obfuscation in ASM. B: would have sane variable names so we could understand what was going on.
L3491[22:57:17] <thecodewarrior> *unascribed
L3492[22:57:19] <TechDG> quote 10 seconds ago xD
L3493[22:57:24] <TechDG> thats what im using
L3494[22:57:34] <williewillus> anyways bleh school tomorrow, later
L3495[22:57:39] <unascribed> cya
L3496[22:57:41] <TechDG> cya
L3497[22:57:48] *** thecodewarrior was kicked by LexManos (You shouldnt be using ASM anyways))
L3498[22:57:57] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3499[22:58:07] *** williewillus is now known as willieaway
L3500[22:58:09] <unascribed> suddenly Lex out of nowhere
L3501[22:58:12] <M4thG33k> haha
L3502[22:58:17] <unascribed> dishing out cold hard justice to those who dare use ASM
L3503[22:58:30] <thecodewarrior> I need it. Do you want hooks for every item click?
L3504[22:58:32] <TechDG> best way to show your there: kick some kid :P
L3505[22:58:42] <thecodewarrior> Hi. I'm kid.
L3506[22:58:51] *** thecodewarrior was kicked by LexManos (There ARE hooks for every item click.))
L3507[22:58:55] <TechDG> xD
L3508[22:58:58] <TechDG> even I know that
L3509[22:59:00] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3510[22:59:13] <TechDG> thecodewarrior: if I know that then its kinda obvious
L3511[22:59:14] <Darva> Heh, i updated a mod to 1.8.9, just cause Lex kicked me for saying i was working on a 1.7.10 mod. So at least i have some defense now.
L3512[22:59:29] <TechDG> xD
L3513[22:59:32] *** thecodewarrior was kicked by LexManos (And even if there wasnt YES PRs are thousand times better then ASM.))
L3514[22:59:44] <M4thG33k> this is better than television...
L3515[22:59:49] <TechDG> ikr
L3516[22:59:58] <TechDG> lex how much would it cost to hire you for a tv show...
L3517[23:00:00] <DrDisconsented> Well thats one way to have a conversation XD
L3518[23:00:04] <TechDG> where you just kick someone over and over
L3519[23:00:04] <LexManos> I dont know why im having fun with this but i am
L3520[23:00:32] <Sandra> abusing power = fun
L3521[23:00:36] <Sandra> duh.
L3522[23:00:37] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3523[23:00:46] <M4thG33k> I think the power is finally going to lex's head...
L3524[23:00:56] *** Sandra was kicked by LexManos (Who says it's abuse, I'm the one who defined the power I define whats within it ;)))
L3525[23:01:01] <TechDG> :P
L3526[23:01:04] <unascribed> if this is your definition of that, that happened a long time ago :P
L3527[23:01:09] <Darva> I dunno, i laughed pretty hard when i got kicked the other day, it was so deeply appropriate.
L3528[23:01:13] <LexManos> I may or may not be bored
L3529[23:01:16] ⇨ Joins: Sandra (Sandra@2001:19f0:6800:8161:a:1ce:c01d:babe)
L3530[23:01:37] <unascribed> also you strictly didn't define the power
L3531[23:01:41] <Sandra> yeah.
L3532[23:01:43] <unascribed> the rights in +o were defined by Esper :P
L3533[23:02:18] <thecodewarrior> Is there a performance penalty to hooks? I would think, even if it's less stable, that ASM would end up faster. In the cases where it REALLY matters.
L3534[23:02:29] <Darva> I'd imagine the rights ascrbied to +o predate the existance of Esper.
L3535[23:02:31] <LexManos> The ability yes, the descression is all me ;)
L3536[23:02:32] <Sandra> yeah.
L3537[23:02:42] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 198 seconds)
L3538[23:02:43] <unascribed> thecodewarrior, if there's already events being fired
L3539[23:02:45] <unascribed> it doesn't matter
L3540[23:02:46] <LexManos> Nope
L3541[23:02:47] <Sandra> yeah.
L3542[23:02:48] <unascribed> the performance is identical
L3543[23:02:56] <LexManos> 99% of the time hooks are more performant then hacky asm
L3544[23:03:01] <thecodewarrior> Ok. I stand corrected.
L3545[23:03:09] <unascribed> and if it's something you "need" ASM for
L3546[23:03:11] <unascribed> PR it to Forge
L3547[23:03:28] ⇦ Quits: Temportalist (uid37180@2604:8300:100:200b:6667:3:0:913c) (Quit: Connection closed for inactivity)
L3548[23:03:32] <Darva> Generally, the compiler writes better ASM than you do. Unless you've been doing it for a very long time.
L3549[23:03:35] <LexManos> And seince they actually go through scrutiny, they are usually more powerful, more user friendly, and more efficient
L3550[23:03:52] <unascribed> Darva, ASM in this case is the ASM library, not assembly
L3551[23:03:57] <unascribed> (yes, it's confusing)
L3552[23:04:02] <LexManos> The ONLY reason to use a coremod: Protoyping and testing PRs to Forge.
L3553[23:04:15] <LexManos> ASM is assembly
L3554[23:04:16] <thecodewarrior> Although, would there be a good way to determine a player clicking vs a bot clicking? I want to allow the player to move items, just not InventoryTweaks or other client-side item movement mods.
L3555[23:04:34] <LexManos> You're working with the machine code for the JVM
L3556[23:04:36] <unascribed> the entire point of bot clicking is for it to be indistinguishable from player clicking
L3557[23:04:40] <DrDisconsented> ^
L3558[23:04:42] <LexManos> Just like you work with machine code in normal computers
L3559[23:04:52] <TechDG> stupid question: how do I put a message int o a chat component
L3560[23:05:13] <unascribed> for nontranslatables: new ChatComponentText(myMessageString)
L3561[23:05:18] <thecodewarrior> I guess I would just have to PR InventoryTweaks with compat.
L3562[23:05:20] <TechDG> ok ty
L3563[23:05:24] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L3564[23:05:26] <Darva> LexManos: I almost agree about the coremod bit... Except cases where you explicitly want to do something in a mod that wouldn't fit/work in forge itself.
L3565[23:05:29] <unascribed> or you could use the pre-existing compat that no doubt exists
L3566[23:05:52] *** Darva was kicked by LexManos (Dont ping me, and that is literally 0.000000000000000000000000000000000000000000000000001% of the use cases.))
L3567[23:06:12] <LexManos> Are you the one who makes inv tweaks?
L3568[23:06:12] ⇨ Joins: Darva (Darva@97-85-183-91.static.stls.mo.charter.com)
L3569[23:06:19] <Darva> apologies, used tab complete.
L3570[23:06:31] <unascribed> yeah, I think the main issue with ASM isn't it's existence, but the fact people use it for dumb things
L3571[23:06:38] <Darva> Agreed it's pretty rare tho.
L3572[23:06:40] <LexManos> yes, thats my issue.
L3573[23:06:49] <LexManos> If people were RESPONSIBLE with it its fine.
L3574[23:06:52] <thecodewarrior> Ok, you all have successfully destroyed every argument for my use of ASM... It's still pretty darn cool though.
L3575[23:06:57] <unascribed> \o/
L3576[23:07:02] <LexManos> But people arnt and they make a hell of a lot more work for me because I have to support them.
L3577[23:07:07] <McJty> Lex, what is your opinion on using ASM for mods that are intended to be total conversions and have no real changes that would be useful in Forge in general?
L3578[23:07:17] <McJty> Just curious. Not making such a mod
L3579[23:07:33] <unascribed> my personal opinion would be "make your own game" :P
L3580[23:07:36] <LexManos> You should go through EVERY POSSIBLE OPTION before using ASM, including PRing into forge
L3581[23:07:39] ⇨ Joins: tambre (~tambre@71ec-01af-de82-6d6b-4301-8a22-07d0-2001.dyn.estpak.ee)
L3582[23:07:48] <unascribed> even if it's basically certain the PR will be rejected?
L3583[23:07:59] <McJty> You can always try at least
L3584[23:08:08] <McJty> And maybe there is a way to make it generally useful after all
L3585[23:08:10] ⇦ Quits: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L3586[23:08:11] <McJty> With a bit of work on the PR
L3587[23:08:13] <TechDG> very stupid question: ServerConfigurationManager scm = new ServerConfigurationManager();
L3588[23:08:13] <unascribed> true
L3589[23:08:15] <TechDG> why is that erroring
L3590[23:08:22] <Sandra> if I could, I'd like to request to be able to adjust things in vanilla materials.
L3591[23:08:23] <unascribed> TechDG, because you're not supposed to create scm
L3592[23:08:28] <unascribed> it's a state tracker object in the server
L3593[23:08:32] <unascribed> it's useless if you make a new instance of it
L3594[23:08:34] <TechDG> but I need to call a method from it
L3595[23:08:34] <McJty> TechDG, because you forgot a parameter
L3596[23:08:39] <unascribed> SHHH
L3597[23:08:43] <unascribed> TechDG, yes
L3598[23:08:44] <TechDG> mcjty what did i forget
L3599[23:08:47] <unascribed> so you need to find the existing one
L3600[23:08:49] <McJty> TechDG, but yes. Don't make that
L3601[23:08:49] <unascribed> mcjty is wrong
L3602[23:08:54] <unascribed> mcjty is now right
L3603[23:08:55] <TechDG> how do I do it then
L3604[23:09:01] <unascribed> MinecraftServer
L3605[23:09:02] <unascribed> .getServer()
L3606[23:09:06] <unascribed> .getConfigurationManager()
L3607[23:09:18] <unascribed> or some method like that
L3608[23:09:47] <TechDG> ty
L3609[23:09:59] <unascribed> is this your first time writing java code?
L3610[23:10:02] <unascribed> because it shouldn't be
L3611[23:10:05] <TechDG> no
L3612[23:10:06] <unascribed> this is *not* a good introduction to programming
L3613[23:10:07] <unascribed> okay good
L3614[23:10:25] <TechDG> did the newbostin videos
L3615[23:10:26] <unascribed> is this your first time using an api, then?
L3616[23:10:34] <TechDG> as in something like FML, yes
L3617[23:10:56] ⇨ Joins: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L3618[23:12:58] ⇦ Quits: H1N1theI (~h1n1thei@2601:5c2:8100:5898::4d96) (Ping timeout: 186 seconds)
L3619[23:13:12] <LexManos> yes even if the pr will be rejected
L3620[23:13:17] <LexManos> because it will be scrutinized
L3621[23:13:30] ⇦ Quits: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L3622[23:13:44] <LexManos> and you will get the benifit of my experiance over it because you all know damn well that I know more then you ;)
L3623[23:14:36] <TechDG> its tru
L3624[23:14:56] *** Darva is now known as darvaSleep
L3625[23:15:21] <darvaSleep> ... Did... did i just camelCase my user name. Gah, too much java today.
L3626[23:15:27] * unascribed claps
L3627[23:16:34] <TechDG> it does the searching msg so IK i did the event right, but it doesnt do the msg ingame or int he logs that it found it was me
L3628[23:16:35] <TechDG> http://pastebin.com/VaqmDhff
L3629[23:16:41] <TechDG> help?
L3630[23:16:53] <unascribed> that's not how you compare strings
L3631[23:17:08] <TechDG> let me guess, another stupid mistake
L3632[23:17:12] <unascribed> and you should be comparing the UUIDs and not the strings
L3633[23:17:19] <unascribed> yes, == doesn't do what you think it does
L3634[23:17:24] <unascribed> == does a literal identity compare
L3635[23:17:27] <M4thG33k> is there a built-in method to tell how long a TE has been in the world? or should I implement a simple timer?
L3636[23:17:36] <unascribed> new String("hello") == new String("hello")
L3637[23:17:37] <unascribed> is false
L3638[23:17:41] <unascribed> because they're different strings
L3639[23:17:48] <unascribed> new String("hello").equals(new String("hello"))
L3640[23:17:48] <unascribed> is true
L3641[23:17:51] <unascribed> because they contain the same data
L3642[23:18:05] <unascribed> so
L3643[23:18:06] <McJty> unascribed, to be exact, the first will (depending on VM) also return true
L3644[23:18:12] <McJty> unascribed, because strings are typically interned
L3645[23:18:13] <LexManos> (new String("hello")).intern() == (new String("hello")).intern() ;)
L3646[23:18:15] <McJty> But you cannot depend on that
L3647[23:18:32] <unascribed> you just took my simple example and made it extremely complicated ;_;
L3648[23:18:42] <unascribed> either way
L3649[23:18:43] <TechDG> how do I fix it then xD
L3650[23:18:54] <unascribed> ...by using equals instead of ==
L3651[23:18:59] <unascribed> you also shouldn't be comparing strings
L3652[23:18:59] <thecodewarrior> str1.equals(str2)
L3653[23:19:04] <unascribed> compare the uuids
L3654[23:19:12] <DrDisconsented> For a multiblock (rather is a large model): Is it better to tweak the bounding box or fill the space with dummy blocks?
L3655[23:19:16] <unascribed> so use fromString for the hardcoded UUID
L3656[23:19:21] <unascribed> (UUID.fromString)
L3657[23:19:31] <LexManos> fill the blocks you use
L3658[23:19:32] <unascribed> and call equals on playerUUID
L3659[23:19:52] <TechDG> did it :) ty
L3660[23:20:10] <unascribed> "TechDweebGaming" should also be public static final
L3661[23:20:12] <unascribed> as it's a constant
L3662[23:20:24] <TechDG> ok
L3663[23:20:30] <unascribed> (or at least it's likely you intended it to be one)
L3664[23:20:38] <unascribed> and your method should start with a lowercase letter
L3665[23:20:40] <TechDG> yeah I did
L3666[23:20:41] <unascribed> e.g. onPlayerLoggedIn
L3667[23:21:00] <TechDG> i did the same name as the method in the ServerConfigurationManager
L3668[23:21:04] <unascribed> wat
L3669[23:21:11] <TechDG> it starts with cap
L3670[23:21:16] <unascribed> I think you were looking at a constructor
L3671[23:21:33] <TechDG> srry not serverconfigurationamnager the player event class
L3672[23:21:38] <TechDG> wait yep I was xD ok
L3673[23:21:43] ⇦ Quits: Brokkoli (~Brokkoli@x55b03f25.dyn.telefonica.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L3674[23:21:45] <thecodewarrior> I made a laser, it can render up to 32 blocks long, and it's cool. But when I turn away the TESR stops rendering, even though the render bounds are infinite. How me fix? :P
L3675[23:21:56] <TechDG> gtg, night guys
L3676[23:21:59] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:70a8:9f22:e4de:d969) (Quit: Leaving)
L3677[23:22:01] <thecodewarrior> night
L3678[23:22:02] <unascribed> cya
L3679[23:23:06] <McJty> thecodewarrior, how did you make the render bounds infinite? Show code?
L3680[23:23:08] <masa> it should render with infinite bounds
L3681[23:23:37] <thecodewarrior> public AxisAlignedBB getRenderBoundingBox() { return INFINITE_EXTENT_AABB; }
L3682[23:23:59] <McJty> That's not the way
L3683[23:24:13] <McJty> Oh right wait
L3684[23:24:29] <McJty> That's in the TE right?
L3685[23:24:33] <thecodewarrior> Yep.
L3686[23:24:48] <McJty> What if you give a real bounding box instead of an infinite one?
L3687[23:24:52] <McJty> i.e. one that actually matches the shape
L3688[23:24:57] <McJty> Is more efficient in any case
L3689[23:25:09] <thecodewarrior> I haven't tried.
L3690[23:25:15] <thecodewarrior> Just a sec.
L3691[23:27:12] <M4thG33k> So...I have a block that's not rendering in my inventory. I thought I set it up exactly like my previous blocks, but I must be missing something...any suggestions on what to check? (I have all of my JSON files)
L3692[23:27:32] <M4thG33k> "not rendering" ==> purple/black textured block
L3693[23:27:52] <M4thG33k> the block renders fine in-world
L3694[23:29:30] <thecodewarrior> I set the render to a cube centered on the block, and it disapears if I am facing away and go more than 6 blocks away.
L3695[23:30:01] <McJty> thecodewarrior, show full code perhaps. Hard to say without more code.
L3696[23:30:06] <McJty> This kind of things works for me. Using it myself
L3697[23:31:01] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L3698[23:32:07] <thecodewarrior> TE: http://pastebin.com/7LQnppKW
L3699[23:32:24] <thecodewarrior> With lots of unrelated stuff stripped out.
L3700[23:33:05] <McJty> What is the value of RANGE?
L3701[23:33:08] <thecodewarrior> http://pastebin.com/N4LjswJ2
L3702[23:33:12] <thecodewarrior> 32
L3703[23:33:19] <thecodewarrior> ^ that was the renderer
L3704[23:33:45] ⇦ Parts: LexManos (~LexManos@172.76.2.58) (Leaving))
L3705[23:33:52] ⇨ Joins: LexManos (~LexManos@172.76.2.58)
L3706[23:33:52] MineBot sets mode: +o on LexManos
L3707[23:34:59] <McJty> Hmm, can't immediatelly see the error
L3708[23:35:44] <thecodewarrior> It only seems to cull if it's right behind the player. maybe ±25º or something
L3709[23:36:38] *** AbrarSyed is now known as Abrar|gone
L3710[23:38:35] <McJty> I have to go
L3711[23:38:41] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L3712[23:39:29] <M4thG33k> Still have no idea why this block won't render correctly as an item...
L3713[23:43:28] <masa> thecodewarrior: hmm, does it do it anywhere or only in some specific locations in the world?
L3714[23:43:29] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:2123:f83:57e8:e99) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L3715[23:43:52] <thecodewarrior> Nope. Everywhere.
L3716[23:43:54] <masa> because 1.8 vanilla has some chunk culling bugs where at certain positions it culls visible chunks
L3717[23:44:12] <masa> usually when you are near the corner of a chunk
L3718[23:45:15] <masa> so maybe it somehow culls your TE when it actually shouldn't... messed of frustum or something? I have no idea about rendering stuff anyway :D
L3719[23:45:34] <LexManos> Someone here who can do me a quick photoshop?
L3720[23:46:30] <M4thG33k> depends on whether it's in the range of my skill...
L3721[23:46:44] <masa> no photoshop... but maybe really bad gimping :p
L3722[23:46:53] <LexManos> I need this https://pbs.twimg.com/profile_images/684017827012055040/KF6zxiXp_400x400.png put on this http://animatedviews.com/wp-content/uploads/2010/03/Kiki8.jpg
L3723[23:47:10] *** Ashlee is now known as Ash|Work
L3724[23:51:07] <masa> http://masa.dy.fi/temp/pahimar_on_a_stick.jpg
L3725[23:51:10] <M4thG33k> http://imgur.com/Rfyn2bK
L3726[23:51:13] <M4thG33k> dang...ninja'd
L3727[23:51:21] <masa> :D
L3728[23:51:35] <masa> well it's a different version :p
L3729[23:51:46] <shadekiller666> what did pahimar do to deserve such a thing? :P
L3730[23:51:51] <M4thG33k> options
L3731[23:51:59] <LexManos> jesus I cant tell which i like better
L3732[23:52:07] <LexManos> the big head is hilarious the other is more subtile
L3733[23:52:11] <sham1> But I like options :(
L3734[23:52:53] <LexManos> Thanks ;) https://twitter.com/LexManos/status/689324566997434368
L3735[23:53:31] <masa> :D
L3736[23:53:36] <sham1> :P
L3737[23:53:55] <M4thG33k> 2nd place...I'll take it.
L3738[23:54:10] <sham1> That actually fits very well
L3739[23:56:54] <thecodewarrior> Here're the lasers, for those interested... https://gyazo.com/bfffa4cc9470b4747f4d70eba3c496a1
L3740[23:57:15] <DrDisconsented> For a multiblock (rather its a large model): Is it better to tweak the bounding box or fill the space with dummy blocks?
L3741[23:57:30] <LexManos> fill it
L3742[23:57:35] <LexManos> as i said before -.-
L3743[23:57:45] <sham1> lazers
L3744[23:57:49] <sham1> Looks nice
L3745[23:57:53] <thecodewarrior> It's an s
L3746[23:58:05] <sham1> I like to say LASER with z
L3747[23:58:28] <sham1> Technically it is L.A.S.E.R.
L3748[23:58:32] <thecodewarrior> It sounds and feels like it should be a Z, but it's an S. I say it lazers. Spell it lasers.
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