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L6[00:12:29] <williewillus> fry: also, under "joints" in armatures I can specify multiply elements right?
L7[00:12:39] <williewillus> what are the values in the json array for
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L9[00:14:18] <fry> yup, should be able to specify multiple
L10[00:14:21] <fry> values are weights
L11[00:14:28] <fry> not sure if I implemented those correctly :P
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L13[00:16:26] <williewillus> can we not specify submodels in defaults?
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L15[00:17:03] <fry> in the blockstate? no idea :P
L16[00:17:07] <williewillus> botania pump has modelblocks pump and pump_head (animating part), pasting the submodel into every facing variant is booo
L17[00:17:19] <williewillus> it complains "Attempted to use a simple submodel declaration outside a valid variant"
L18[00:18:12] <fry> guess not then
L19[00:20:41] <williewillus> can you check me? model is loading properly but animating part doesn't move https://github.com/williewillus/Botania/commit/89e00c7ae888cb429ac8c7aeb7a1cf0b51a92f14
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L21[00:23:27] <williewillus> innerRingPos is old code leftover, I just stuck several of its poetntial values into armatures to see if I could get anything to change
L22[00:23:43] <fry> well, verify that you're acually in the "moving" state and that innerRingPos changes
L23[00:24:02] <williewillus> everything else looks fine though?
L24[00:26:28] <fry> yup
L25[00:26:42] <fry> it would've crashed if it wasn't fine :P
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L28[00:34:01] <fry> williewillus: well, try making the moving clip work on its own first, without custom parameters
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L30[00:42:21] <williewillus> hm just passing a constnat into "apply" still does nothing
L31[00:42:40] <fry> pass nothing
L32[00:42:46] <fry> just use the clip directly
L33[00:42:50] <fry> like you do with the default one
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L35[00:44:07] <williewillus> no change (it refreshes if I f3+t right)
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L37[00:44:18] <fry> no, you need to replace the block
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L39[00:44:38] <williewillus> oh
L40[00:44:41] <williewillus> well still no change xP
L41[00:47:13] <williewillus> also, no idea why the item form is just nothing :p that's a smaller problem though
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L45[00:52:20] <fry> no idea :/
L46[00:53:23] <williewillus> wait hm
L47[00:53:52] <williewillus> my asm object is showing missingno in clips, but no errors when reloading resources
L48[00:54:16] <williewillus> wait everything is missing wat, lemme restart the game
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L50[00:56:27] <williewillus> oops crashed it
L51[00:59:22] <williewillus> hm I'll play around with it tomorrow, getting late
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L54[01:04:20] <Cypher121> alright, this should be more sane
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L65[01:47:52] <McJty> How can I get the modid where a certain class is implemented?
L66[01:52:10] <Cypher121> McJty: https://bitbucket.org/ProfMobius/waila/src/72aa774fa0acacf4b4328559c9b5a1b5d25e958c/src/main/java/mcp/mobius/waila/utils/ModIdentification.java?at=forge_1618&fileviewer=file-view-default
L67[01:52:49] <McJty> Thanks
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L69[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160125 mappings to Forge Maven.
L70[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160125-1.8.9.zip (mappings = "snapshot_20160125" in build.gradle).
L71[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L76[02:06:15] <Wuppy> ugh why is my team so good at breaking game builds just hours before deadlines :V
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L78[02:07:49] <unascribed> this is why you require all changes to be via PR
L79[02:07:52] <unascribed> and use your CI to test PRs
L80[02:09:56] <Wuppy> that's a bit overkill in our situation, but yeah
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L85[02:17:30] <Cypher121> I have a feeling that I'm writing the same code twice
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L94[02:36:01] <Cypher121> send strings in packets or send hashcodes and run through the list, looking for matching string?
L95[02:39:05] <Wuppy> anyone ever worked with AI in unreal?
L96[02:39:51] <tterrag> Cypher121: hashcodes aren't unique
L97[02:39:55] <tterrag> so...the first thing?
L98[02:40:22] <Cypher121> I guess so
L99[02:40:34] <Cypher121> much heavier though
L100[02:45:51] <unascribed> what are you even sending
L101[02:47:23] <Cypher121> I have a BiMap<String, ResearchNode> with a data about player's research and I want to send it to client
L102[02:48:59] <Cypher121> so I want to send each node's state (int) and its name (String/String's hash)
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L105[02:51:39] <Cypher121> and I think iterating over entrySet is much better than sending dozens of strings to players
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L107[02:57:20] <xaero> still unclear, do you have a meta map for that bimap to store state?
L108[02:58:38] <xaero> what does the key String represent ?
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L110[03:04:26] <Cypher121> xaero: String key represents name of each node. It is unique to each node in the map, hence the BiMap
L111[03:06:35] <xaero> and where do you store state? that BiMap seems like something final/constant
L112[03:06:52] <xaero> (i.e. the tech tree is already defined by you)
L113[03:07:41] <Cypher121> each ResearchNode has a field "state", which is its only mutable field.
L114[03:09:07] <Cypher121> it will either be enum or int, I didn't decide that yet. doesn't matter for networking, anyway.
L115[03:09:23] <Cypher121> xaero: ^
L116[03:11:26] <xaero> I'm not sure I have input on networking, but as for the structure, do you really want to duplicate a set of researchnode for each player when what's important is only the state?
L117[03:11:55] <Cypher121> yeah, probably I don't
L118[03:12:39] <Cypher121> and so I end up with the system that one-to-one replicates blockstates
L119[03:12:40] <xaero> I.e. keep that immutable BiMap referenced on both cient and server, and have for each player, a Map<String,Int> for research -> state
L120[03:13:01] <Cypher121> yeah, that'll probably be simpler
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L123[03:13:49] <xaero> you're still back to the syncing issue, which I have no suggestions for :P
L124[03:14:17] <Cypher121> yeah
L125[03:14:53] <Cypher121> I think I'll just use a better hashCode implementation and send hashes
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L127[03:15:58] <tterrag> why have a string->researchnode map at all?
L128[03:16:10] <tterrag> couldn't researchnodes be immutable objects that you could look up by reference?
L129[03:16:10] <Zaggy1024> you can't make a hashcode implementation that's guaranteed to be unique, can you?
L130[03:16:22] <tterrag> magic strings aren't a good API
L131[03:16:23] <Zaggy1024> not with arbitrary length strings
L132[03:16:57] <Cypher121> Zaggy1024: I can probably make it improbable enough that I won't have to care for next several decades
L133[03:17:16] <Tyler__> Could someone point me in the right direction for an explanation of IBlockAccess vs World
L134[03:17:21] <Zaggy1024> indeed, immutable objects similar to IProperty would be good, with an integer ID to send over network
L135[03:17:32] <tterrag> Cypher121: it's an ugly hack
L136[03:17:41] <tterrag> if you have to recode hashcode, you should probably reconsider your plan
L137[03:18:00] <tterrag> Tyler__: it's an interface used to represent readonly access to a world
L138[03:18:09] <tterrag> (or something representing (part) of a world)
L139[03:18:14] <ZaggyMobile2> If you can't guarantee the behavior you need, don't do it
L140[03:18:23] <ZaggyMobile2> You'll just run into horrible bugs later
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L142[03:20:49] <Cypher121> maybe I could do an intermediate integer id
L143[03:21:17] <Cypher121> so it's String<->Integer<->Node
L144[03:21:50] <ZaggyMobile2> It sounds to me like your nodes should be your keys
L145[03:21:51] <tterrag> stop. using. magic. strings.
L146[03:21:54] <Cypher121> and yes, nodes should be kept separate, not instantiated per player
L147[03:22:33] <ZaggyMobile2> Magic strings are poop for refactoring, and typos will make you mad
L148[03:22:40] <ZaggyMobile2> :)
L149[03:25:02] <xaero> this sounds similar to a database normalization problem; look into "normal forms" for enlightenment
L150[03:25:05] <xaero> :P
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L152[03:27:33] <ZaggyMobile2> Make your nodes have an integer ID, and use that as your hash
L153[03:27:59] <ZaggyMobile2> As well as for sending over network
L154[03:32:23] <Cypher121> yeah, already
L155[03:32:49] <Cypher121> now I have a problem with dumping this garbage to NBT, it seems
L156[03:36:40] <Tyler__> Is anyone familiar with Redstone and it's code?
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L161[03:51:02] <ZaggyMobile2> Cypher, are you using IEEPs for your data?
L162[03:51:16] <Cypher121> yes
L163[03:52:08] <ZaggyMobile2> Don't those have nbt methods?
L164[03:52:41] <Cypher121> they do, but I suddenly lost a mental image of the compound I was going to make
L165[03:53:00] <Cypher121> because now I have a bunch of ints and classes
L166[03:53:33] <Cypher121> and classes don't make for good nbt tag keys if they aren't String
L167[03:53:49] <ZaggyMobile2> Can't you just setInteger(node.name, state)?
L168[03:54:07] <Cypher121> < ZaggyMobile2> It sounds to me like your nodes should be your keys
L169[03:54:16] <Cypher121> I suddenly don't have any names
L170[03:54:39] <ZaggyMobile2> Fields can store Strings you know
L171[03:54:43] <Cypher121> yeah
L172[03:55:04] <ZaggyMobile2> So use a field
L173[03:55:04] <Cypher121> right now I'm more worried about how I'm going to update this thing
L174[03:55:11] <ZaggyMobile2> Update?
L175[03:55:17] <Cypher121> yeah
L176[03:55:28] <ZaggyMobile2> Update as in...
L177[03:55:34] <Cypher121> I mean it's a map of research nodes
L178[03:55:45] <Cypher121> researches tend to be, well, researched
L179[03:56:31] <Cypher121> and this map is basically a (not so) fancy graph
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L181[03:58:54] <Cypher121> alright, I definitely AM switching to Enum for the state
L182[04:02:40] <xaero> enums are a good idea, but you didn't explain what you're updating
L183[04:03:10] <Cypher121> example
L184[04:03:23] <Cypher121> player researches node A
L185[04:03:52] <Cypher121> nodes B and C were previously locked, because they had A as prerequisite.
L186[04:04:01] <Cypher121> now I have to update their state
L187[04:06:09] <xaero> hmm, can't B and C be calculated instead if you have a Map<Int,List<Int>> of parent -> deps?
L188[04:06:21] <xaero> my mind is blanking on the algo but I'm pretty sure that's a solved problem
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L190[04:07:55] <Cypher121> it's not even an algorithm as much as its iteration over list of nodes
L191[04:08:59] <Cypher121> still, I consider making it bi-directional, but it means that nodes will be changed by those added after them and potentially somewhere else.
L192[04:10:04] <Tyler__> Well I can happily say
L193[04:10:08] <Tyler__> I have my first mod block
L194[04:10:12] <Tyler__> That does exactly what I want
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L197[04:12:17] <Kolatra> What was onUpdate in TileEntity changed to between 1.7.10 and 1.8.9? Can't find it.
L198[04:14:59] <xaero> Cypher, think recursion - if you research a node, update all the dependencies (as given in the Map<Int,List<Int>>)
L199[04:15:15] <xaero> Kolatra: implement ITickable
L200[04:15:42] <Cypher121> xaero: that's the problem, I don't store dependencies of each node now
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L202[04:16:11] <Kolatra> xaero, ah okay thank you.
L203[04:16:45] <xaero> Cypher, then how does B and C know that A is a prerequisite?
L204[04:17:34] <Cypher121> B and C know that they need A. A doesn't know B and C need it, because A is immutable after its initialization, which is before B and C even existed
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L206[04:18:11] <Cypher121> anyway, I know what I have to do and I'd have to do it anyway to resolve dependency loops
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L208[04:18:31] <Cypher121> but 2 a.m. is not a good time to write toposort
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L211[04:20:17] <xaero> ok cool, I'm gonna bail too :P
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L213[04:21:27] <Tyler__> What is the correct way to update forge?
L214[04:21:45] <Cypher121> in dev environment?
L215[04:22:15] <Tyler__> Yes
L216[04:23:19] <Tyler__> I believe I run a command through gradle, I just do not remember it
L217[04:25:23] <Cypher121> I'd say download new mdk, get gradle/ folder from it. then go to build.gradle, change forge version and gradle snapshot version to needed ones, and run ./gradlew cleanCache setupDecompWorkspace
L218[04:25:49] <Cypher121> if there's an easier way I don't know it and it doesn't show in IDEA's gradle task list
L219[04:26:34] <Tyler__> Okay
L220[04:27:16] <Tyler__> Wouldn't I be safe also copying over the .gradle folder from the new MDK and the build.gradle and running /gradlew cleanCache and setupDecompWorkspace?
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L222[04:28:55] <Cypher121> I don't think mdk has .gradle folder, only gradle without dot
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L224[04:29:12] <Tyler__> Ah yes I see that now
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L226[04:30:06] <Cypher121> as for build.gradle, you only have to worry about buildscript, mcversion and mappings. and mappings only if you switched from one minecraft version to another, or just want better method/field/class names
L227[04:30:50] <Cypher121> and if you copy it over, you'd lose a lot of other stuff, starting with project name and version, and up to custom tasks you may have
L228[04:31:16] <Tyler__> I haven't touched build.gradle at all. So I was assuming I would lose nothing
L229[04:31:30] <Cypher121> then you won't
L230[04:31:47] <Tyler__> Alright. I made a backup of my entire work so far in case I mess up
L231[04:31:51] <Cypher121> but you probably want to take a look there, at least to change your project name
L232[04:32:36] <Tyler__> I plan to eventually, I just haven't made any real progress until tonight, and there's a forge update out so I figured might as well update
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L234[04:34:39] <Cazzar> Cypher121: read the details about the cleanCache task
L235[04:34:47] <Tyler__> Really hoping I dont lose any progress, took me a week and a half just to get one block to act as the foundation of my mod
L236[04:34:54] <Cazzar> You shouldn't need to run it UNLESS told to by someone like Abrar.
L237[04:36:15] <Cypher121> well oops
L238[04:36:44] <Tyler__> What does the cleanCache task do? I know Gradle stores a lot of files in a "cache" somewhere...
L239[04:37:38] <Tyler__> ...
L240[04:37:39] <Tyler__> Well
L241[04:37:42] <Tyler__> Glad I made a backup
L242[04:38:00] <Tyler__> Nothing is right anymore in my project, forge.jar is missing
L243[04:38:04] <Cazzar> it clears away specific cache files that ForgeGradle stores it /sometimes/ can cause issues, though it is not needed generally.
L244[04:39:25] <Tyler__> Any idea why I might be having this problem>
L245[04:39:26] <Cypher121> Cazzar: I get this /sometimes/ about half the times I change forge build version. I prefer to run it, to make sure old forge version is gone and all tasks are going to be redone
L246[04:39:39] <Cypher121> Tyler__: IDE?
L247[04:39:42] <Tyler__> Eclipse
L248[04:39:58] <Tyler__> I did not run the gradlew eclipse command because I did before for my previous forge install
L249[04:40:11] <Wuppy> welp... fuck all logic :V
L250[04:40:12] <Wuppy> http://i.imgur.com/lDUfoHx.png
L251[04:40:19] <Wuppy> this prints true in the Unreal editor
L252[04:40:21] <Wuppy> as you'd expect
L253[04:40:27] <Wuppy> when I make a build on PC it prints false
L254[04:40:31] <Wuppy> halp?
L255[04:40:44] <Cazzar> Cypher121: IF that happens so often, why not actually talk to Abrar? Make a bug report?
L256[04:41:12] <Cypher121> because there's exactly nothing I have
L257[04:41:28] <Cypher121> logs say everything is okay, just few tasks being skipped
L258[04:41:52] <Cazzar> debug logs will tell a lot of information.
L259[04:43:15] <Tyler__> Well got it working, gradlew eclipse fixed my issue, however my project folder in eclipse shows a red exclamation, I can run the game just fine though
L260[04:44:20] <Cypher121> Tyler__: location of the forge jar includes its build number. if you change that, path changes and eclipse can't find the library anymore
L261[04:44:42] <Nitrodev> hi
L262[04:45:05] <Wuppy> hey Nitro
L263[04:45:36] <Tyler__> Okay, I'll remember that for the future
L264[04:46:00] <Tyler__> Strange my item model for my block isn't working, but I'll deal with that later
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L285[05:29:40] <Wuppy> welp there it is, found a bug in Unreal :V
L286[05:31:34] <terribleperson> unreal?
L287[05:31:52] <Wuppy> unreal engine
L288[05:34:54] <unascribed> make a PR to fix it
L289[05:34:55] <unascribed> :P
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L306[06:15:51] <gigaherz> \o/
L307[06:16:01] <gigaherz> I got my engineering title
L308[06:16:05] <gigaherz> the actual piece of paper
L309[06:16:34] <gigaherz> signed by my university's principal on behalf of the king of spain
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L311[06:18:19] <heldplayer> Engineer gigaherz
L312[06:18:22] <heldplayer> What a title
L313[06:18:28] <heldplayer> Congratz though ;)
L314[06:19:01] <Wuppy> congrats gigaherz :)
L315[06:22:09] <gigaherz> thx
L316[06:22:23] <gigaherz> now a wtf moment to compensate
L317[06:22:23] <gigaherz> https://twitter.com/Olifiers/status/691571876850696192
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L319[06:34:39] <Nitrodev> Oh congratz gigaherz
L320[06:34:58] <Lordmau5> dude nice, gigaherz!
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L324[06:37:11] <gigaherz> thx thx
L325[06:39:52] <sham1> Morning
L326[06:39:55] <sham1> Or afternoon
L327[06:39:59] <sham1> Or evening
L328[06:40:00] <Nitrodev> are you a regular engineer or a computer engineer?
L329[06:40:04] <Nitrodev> gigaherz,
L330[06:40:06] <sham1> Depending on where you live
L331[06:41:38] <sham1> How has everyone been
L332[06:41:56] <Nitrodev> goo
L333[06:41:58] <Nitrodev> d
L334[06:42:04] <gigaherz> Nitrodev: Informatics engineer
L335[06:42:08] <Nitrodev> ah
L336[06:42:11] <gigaherz> not a mechanical engineer
L337[06:42:23] <Nitrodev> okay
L338[06:42:45] <sham1> That's a hardware problem
L339[06:43:43] <Nitrodev> huh?
L340[06:43:59] <Lordmau5> doing good, sham1
L341[06:44:06] <Lordmau5> how about you?
L342[06:44:11] <sham1> Well
L343[06:44:45] <sham1> I was looking if my local library had "Of mice and men" and all are gone
L344[06:44:48] <sham1> Meh
L345[06:46:14] <sham1> No reading for me ._.
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L347[06:47:13] <Lordmau5> eBook download?
L348[06:47:21] <Lordmau5> not that I know *where* to get it. Just an idea.
L349[06:48:10] <gigaherz> the answer is often amazon
L350[06:48:11] <gigaherz> ;p
L351[06:48:26] <Lordmau5> yup
L352[06:48:30] <Lordmau5> amazon offers ebooks
L353[06:48:37] <gigaherz> http://www.amazon.com/gp/offer-listing/0140177396/ref=sr_1_1_twi_mas_1_olp?ie=UTF8&qid=1453726105&sr=8-1&keywords=Of+mice+and+men
L354[06:48:40] <gigaherz> not only that
L355[06:48:44] <gigaherz> there's used copies for 0.01
L356[06:48:56] <gigaherz> basically you just pay shipping
L357[06:48:58] <Lordmau5> plus 3.99 shipping
L358[06:49:01] <Lordmau5> ye xD
L359[06:49:14] <gigaherz> this is the kind of book you read once
L360[06:49:16] <gigaherz> you don't keep ;P
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L362[06:49:37] <sham1> I can't pay online and I don't know if for this e-books are allowed
L363[06:49:48] <gigaherz> sucks
L364[06:49:57] <sham1> Like there were CDs but that's about it.
L365[06:50:04] <Nitrodev> you can always check otherlibraries
L366[06:50:09] <sham1> I could
L367[06:50:31] <gigaherz> sham1: libraries often have places they can ask
L368[06:50:44] <sham1> But I always go past the central library so I won't really bo5her
L369[06:51:21] <gigaherz> (I mean ,they can loan books from other libraries if they don't happen to have one)
L370[06:51:39] <gigaherz> but I guess if you already asked, they may not have that service
L371[06:51:40] <sham1> I need a classic book for an exam as I need to write an Essex in about 2 weeks
L372[06:51:48] <gigaherz> ah
L373[06:52:04] <sham1> Other libraries do have them, but again, didn't bother
L374[06:52:08] <Nitrodev> dont you mean an essey?
L375[06:52:33] <Lordmau5> I'd say it's an essay
L376[06:52:36] <sham1> Essey and I need that one as it is short because 2 books are needed to be read during the course
L377[06:52:36] <gigaherz> I assume "essex" is short for "essay exam", where you haveto write na essay during the exam time
L378[06:52:44] <gigaherz> ;P
L379[06:52:44] <Nitrodev> oh
L380[06:52:54] <Lordmau5> NA essay? What about european essays?
L381[06:52:57] <sham1> My phone wrote Essex for no reason
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L383[06:53:07] <gigaherz> lol
L384[06:53:08] <gigaherz> an*
L385[06:53:09] <sham1> Umn, easy-ish
L386[06:53:11] <Lordmau5> dirty mind...
L387[06:53:24] <gigaherz> https://en.wikipedia.org/wiki/Essex
L388[06:53:29] <gigaherz> it's a place name
L389[06:53:48] <Lordmau5> England, wut
L390[06:53:57] <Lordmau5> Eastseaxe = „Ost-Sachsen“
L391[06:53:59] <Lordmau5> german terms, wooo
L392[06:54:09] <sham1> Well they are not matriculation exam hard but they require me to read a book and have thoughts of it
L393[06:54:10] <Lordmau5> from the German page of it
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L395[06:55:03] <gigaherz> "The name Essex originates in the Anglo-Saxon period of the Early Middle Ages and has its root in the Old English Ēastseaxe (i.e. the "East Saxons"), the eastern kingdom of the Saxons (cf. Middlesex and Sussex) during the Heptarchy. "
L396[06:55:37] <Lordmau5> Middlesex, THAT'S dirty
L397[06:55:38] <sham1> Damn it autocorrect
L398[06:55:49] <Lordmau5> matriculation?
L399[06:55:54] <sham1> Ye
L400[06:55:56] * Lordmau5 checks wikipedia
L401[06:56:16] <sham1> https://en.m.wikipedia.org/wiki/Matriculation_exam_(Finland)
L402[06:56:19] <sham1> There
L403[06:57:25] <sham1> Basically an exam to see who is bright enough to university
L404[06:57:44] <Nitrodev> yeah
L405[06:58:05] <Nitrodev> it's for high school students
L406[06:58:07] <Nitrodev> well omstly
L407[06:58:13] <Nitrodev> mostly*
L408[06:58:17] <sham1> Indeed
L409[06:58:49] <gigaherz> we have the "Selectividad"
L410[06:59:00] <sham1> I am still debating if I should take chemistry there or just stick something else into the non-mandetory slot
L411[06:59:02] <gigaherz> https://en.wikipedia.org/wiki/Selectividad
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L414[06:59:52] <sham1> Because I already know I will do Finnish (duh, mandatory), long maths, English and physics
L415[07:00:05] <Nitrodev> i'm not even in high school
L416[07:00:08] <sham1> But chemistry is still somewhat under question
L417[07:00:11] <Nitrodev> seemed a bit too extreme
L418[07:00:46] <sham1> Well here's a free hint
L419[07:01:05] <sham1> Do read to your exams in upper secondary, saves you a lot of pain
L420[07:01:26] <sham1> Because while at the first 9 years of education might be easy
L421[07:02:01] <sham1> It is a huge jump assuming you take it instead of the one that gets you into the less respected jobs
L422[07:02:30] <Nitrodev> uhh im pretty close to being what's considered a honor student...
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L438[08:06:23] <yopu> Is it safe to check FMLCommonHandler.instance().getSide().isServer() or should I stick to !world.isRemote ??
L439[08:13:38] <Lordmau5> My opinion about that is basically: If you have a valid (=> not null) world-object available, why would you go for a different route?
L440[08:13:58] <asie> already replied in another channel
L441[08:14:00] <asie> don't worry
L442[08:14:02] <sham1> Side.isServer is only true on dedicated server
L443[08:14:12] <asie> yes
L444[08:14:21] <asie> getEffectiveSide exists, but it's... not really recommended
L445[08:14:27] <asie> it checks the name of the thread you're currently in
L446[08:14:35] <asie> which is slow and, of course, not viable for threads on the server side for instance
L447[08:14:39] <asie> created by mods
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L449[08:18:44] <Lordmau5> what about making code actually "nice for the eye"?
L450[08:18:58] <yopu> Pfft, this is modding. Nothing I write pleases me.
L451[08:19:06] <Lordmau5> noo, I mean in general
L452[08:19:31] <Lordmau5> instead of calling "world.isRemote" or "!world.isRemote", would it hurt the performance to make a class that has static methods of "isClient" and "isServer" that you supply the world-object to as a parameter and they do the checking?
L453[08:19:50] <yopu> Oh because I was hoping I could write a general use lambda function. That would be independent of context.
L454[08:20:02] <yopu> PreInit or a World context
L455[08:20:11] <yopu> I was hoping I could be clever and thus lazy.
L456[08:20:12] <Lordmau5> Lambda is actually pretty sweet, tbh
L457[08:20:20] <Lordmau5> it's the reason I dropped Java 7 support for my mod
L458[08:20:24] <yopu> https://gist.github.com/Yopu/d5af2b402d0c24dc564a
L459[08:20:46] <Lordmau5> hmm
L460[08:20:54] <yopu> I'm updating my silly little gravestone mod. Writing in kotlin for the niceness.
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L462[08:21:12] <yopu> And since kotlin compiles to java 6 bytecode I can use all the pretty stuff without worry.
L463[08:21:12] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/tile/ITankValve.java#L275-L277 <-
L464[08:21:41] <Lordmau5> Can supply a class to that and it filters the whole tile-array
L465[08:21:47] <mikebald> Lordmau5 there's some ambiguity because are you trying to figure out if it's a Client or a Server, or are you trying to distinguish between SSP and SMP?
L466[08:21:48] <Lordmau5> would be a multi-liner in normal Java
L467[08:21:59] <Lordmau5> hmm, good point actually, mikebald
L468[08:22:11] <yopu> https://gist.github.com/Yopu/d5af2b402d0c24dc564a
L469[08:22:14] <yopu> Check the second file
L470[08:22:16] <Lordmau5> I'd rather go for the SSP / SMP, as in, if a certain method only has to be called on the server or client
L471[08:22:23] <yopu> Thats what the general purpose lambda would enable.
L472[08:22:34] <yopu> However if it is going to be unsafe, there isn't any point.
L473[08:22:49] <Lordmau5> oh, nifty
L474[08:23:16] <yopu> Kotlin comes with lots of shineys. I use it for my android development and couldn't be happier.
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L477[08:25:24] <yopu> Null safety is great too. For instance your comment about a not null world object is simple to always be safe with world?.isRemote ?: return
L478[08:26:52] <mikebald> yopu, that's a groovy exclusive operator right? or is that included in java 8?
L479[08:26:59] <mikebald> [well C# has it too of course]
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L481[08:27:39] <yopu> Possibly in groovy. I haven't used groovy in a while. However this is kotlin I'm using.
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L483[08:28:00] <yopu> ?. safe call operator. ?: elvis operator.
L484[08:28:03] <yopu> https://kotlinlang.org/docs/reference/null-safety.html
L485[08:28:38] <Cazzar> yopu: I assume you know of https://github.com/Emberwalker/Forgelin then? :P
L486[08:28:58] <yopu> Yeah, it's a great project.
L487[08:29:26] <yopu> I use kotlin because I just really hate NPE lol
L488[08:29:34] <Cazzar> I might actually have to look into Kotlin
L489[08:30:37] <yopu> It is 100% interoperable with java, so you can add new stuff to existing projects without a full rewrite.
L490[08:31:05] <yopu> However considering we're writing mods, you'll either have to depend on forgelin or package kotlin yourself.
L491[08:31:57] <Cazzar> I might look into the actual thing, and see if I can work around some of the caveats within Forgelin
L492[08:32:09] <Cazzar> EX: no @SidedProxy
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L494[08:33:16] <Lordmau5> Kotlin / Forgelin looks nifty
L495[08:34:46] <yopu> Well you can always just make your base Mod class in java and everything else in Kotlin.
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L497[08:35:27] <Lordmau5> or make your mod in java and the base Mod class in Kotlin
L498[08:35:30] <Cazzar> True, but I like a challenge
L499[08:35:33] <Lordmau5> #efficiency
L500[08:35:42] <Cazzar> But I won't look into this in the next 24 hours
L501[08:35:46] <Cazzar> Since, got plans.
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L503[08:35:46] <Lordmau5> are there any example codes of Kotlin out there?
L504[08:36:03] ⇦ Quits: Isi (~Isi@94.6.207.66) (Ping timeout: 194 seconds)
L505[08:36:08] <Cazzar> https://kotlinlang.org/docs/
L506[08:36:35] <yopu> https://github.com/Emberwalker/Laundarray
L507[08:36:38] <yopu> https://github.com/modmuss50/Fluxed-Redstone
L508[08:36:56] <yopu> There might be a couple of others that I'm unaware of.
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L510[08:37:00] <Lordmau5> can you "reset" vals, like in Scala?
L511[08:37:04] <Lordmau5> as in, type-independent?
L512[08:37:13] <Lordmau5> val a = 5; | a = "Hello";
L513[08:37:24] <yopu> Negative
L514[08:37:33] <Cazzar> Since, it's java based, I would assume not
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L516[08:37:36] <yopu> All variables are hard typed.
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L518[08:38:05] <diesieben07> uhm, can't you use platformStatic to make static fields in kotlin?
L519[08:38:10] <diesieben07> for the sided proxy
L520[08:38:53] <yopu> hmmm
L521[08:38:56] <yopu> I forgot about that
L522[08:39:29] <Lordmau5> I looked up the thing on Scala again
L523[08:39:33] <Lordmau5> you have "def", "val" and "var"
L524[08:39:39] <Lordmau5> def => method
L525[08:39:42] <Lordmau5> val => fixed variable
L526[08:39:50] <Lordmau5> and var => modifyable variable
L527[08:39:58] <Lordmau5> and I remember you could do what I wrote up there with a var.
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L530[08:40:35] <diesieben07> it would infer Object as the type then most likely.
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L532[08:40:44] <Lordmau5> hmm
L533[08:40:52] <diesieben07> but that does not sound like something it woud do :D
L534[08:41:57] <yopu> Perhaps kotlin has something similar. However I can't see a use for it.
L535[08:42:09] <yopu> You can do it with type safety.
L536[08:43:52] <yopu> Ah found it. Kotlin has a dynamic type but it's only supported when you compile to javascript.
L537[08:44:14] <yopu> If you really wanted to you could just make a var foo: Any
L538[08:44:28] <yopu> But you're really just throwing away your safety.
L539[08:45:23] *** willieaway is now known as williewillus
L540[08:46:21] <gigaherz> \o/
L541[08:46:30] <gigaherz> shift-clicking in and out appears to work
L542[08:46:38] <gigaherz> now there's just one feature remaining
L543[08:46:44] <gigaherz> sorting.
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L551[09:03:20] <yopu> I have solved the proxy oddness in kotlin. Just requires some unusual modifiers.
L552[09:03:21] <yopu> https://gist.github.com/Yopu/d5af2b402d0c24dc564a
L553[09:04:08] <PaleoCrafter> Stupid Kotlin looking all like scala and confusing me
L554[09:05:44] <yopu> Yeah it has a similar syntax. They were basically trying to be scale lite.
L555[09:05:45] <sham1> but it is fun :P
L556[09:06:25] <PaleoCrafter> Oh, so the @ is optional on annotations in Kotlin?
L557[09:07:02] <yopu> Not any more. They were toying with it for a while.
L558[09:07:15] <yopu> lateinit is a reserved keyword.
L559[09:07:33] <yopu> Without it I would have to var proxy: Proxy? = null
L560[09:07:34] <sham1> because you cannot add the value yourself and kotling would complain?
L561[09:07:37] <sham1> Ah
L562[09:07:44] <yopu> Right
L563[09:08:03] <yopu> This way I can still be type safe so long as I don't access it before it is assigned.
L564[09:08:38] <yopu> If I do, it's a runtime error. But I'm reasonably sure I won't be running code before forge assigns my proxy.
L565[09:09:02] <PaleoCrafter> Hm, that's actually quite need
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L567[09:09:06] <PaleoCrafter> *neat
L568[09:09:15] <sham1> indeed
L569[09:09:25] <PaleoCrafter> But you wouldn't lose any type safety with just assigning null :P
L570[09:10:04] <yopu> Correct
L571[09:10:08] <PaleoCrafter> And you'd be saving two whole characters
L572[09:10:11] <sham1> null is evil though according to some peoples
L573[09:10:23] <PaleoCrafter> null *is* evil
L574[09:10:33] <yopu> But every time I call the proxy I would have to worry about it's nullability
L575[09:10:40] <yopu> Kotlin would enforce it.
L576[09:10:56] <yopu> You're just asking for a bug at that point.
L577[09:10:57] <PaleoCrafter> Oh, right
L578[09:10:58] <yopu> Fail fast.
L579[09:11:09] <PaleoCrafter> Forgot about that
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L582[09:13:35] <modmuss50> kotlin is a pain to get it to work right, I dont think im going to make antother mod in it
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L584[09:13:52] <sham1> Any non-java and non-scala languages are
L585[09:14:09] <williewillus> really? kotlin is just one more lib
L586[09:14:26] <gigaherz> and scala is only less of a pain because people insist on supporting it ;P
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L588[09:14:31] <modmuss50> its possible, but not woth the effort, you have to pack it with your mod(3mb) and it will cause issues
L589[09:14:42] <sham1> Well IModAdapters are piss easy to do
L590[09:14:46] <williewillus> some guy even had a clojure-forge system working a year or two ago
L591[09:14:50] <sham1> ye
L592[09:14:57] <gigaherz> there's a JAVASCRIPT mod adapter ;P
L593[09:15:01] <sham1> What
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L595[09:15:04] <williewillus> >.<
L596[09:15:04] <sham1> What the fuck
L597[09:15:14] <gigaherz> http://scriptcraftjs.org/
L598[09:15:18] <modmuss50> is that even possible
L599[09:15:25] <gigaherz> well
L600[09:15:29] <gigaherz> it's not REALLY a modding platform
L601[09:15:34] <gigaherz> doesn't give access to forge/mc objects
L602[09:15:37] <williewillus> Ive never actually used javascript, but there's been enough horror stories about their closures/functions :p
L603[09:15:38] <gigaherz> ir's just a scripting system
L604[09:15:42] <williewillus> yeah
L605[09:15:46] <williewillus> well NOVA has js bindings
L606[09:15:48] <gigaherz> williewillus: meh it's not that bad
L607[09:15:50] <williewillus> but it's kinda inactive
L608[09:15:52] <yopu> modmuss50, I'm using https://github.com/johnrengelman/shadow to package opengrave
L609[09:15:54] <yopu> Piss easy.
L610[09:16:01] <sham1> JS's scopes, or lack their of
L611[09:16:05] <sham1> Are a clusterfuck
L612[09:16:12] <diesieben07> yopu, just saying, that onServer onClient thing might look fancy and cool, but I think it breaks the funcionality of proxies ;)
L613[09:16:14] <gigaherz> js has scopes
L614[09:16:18] <gigaherz> at least since ecma5 or so
L615[09:16:22] <gigaherz> or was it ecma6?
L616[09:16:31] <yopu> diesieben07, how so?
L617[09:16:35] <sham1> I hope they did that
L618[09:16:36] <modmuss50> im just shading kotlin into the jar
L619[09:16:41] <yopu> Yeah
L620[09:16:44] <diesieben07> well, even if you are on the server you are calling the onClient function
L621[09:16:47] <gigaherz> sham1: all you haveto do is declare the variables using "var"
L622[09:16:51] <diesieben07> and you are instantiating the function object passed to it
L623[09:16:51] <gigaherz> in the local scope
L624[09:16:57] <gigaherz> browsers have supported that for ages
L625[09:16:57] <diesieben07> so the server WILL try to load it
L626[09:17:00] <sham1> But I want to "let" them
L627[09:17:04] <diesieben07> even if it's evnetualyl not gonna get executed
L628[09:17:33] <sham1> Therefor failing miserably
L629[09:18:30] <sham1> That would server better as an event handler thing ;)
L630[09:18:35] <sham1> serve*
L631[09:18:49] <yopu> diesieben07, I guess I'm missing something. I'm not sure what you mean. :(
L632[09:19:05] <sham1> The client-only stuff will be loaded even on server
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L634[09:19:18] <sham1> No matter if they are on those onClient things or not
L635[09:19:31] <sham1> But because it does not exist on the server...
L636[09:19:32] <diesieben07> basically what that code is doign is: proxy.onClient(new SomeFunctionWrapperClass() { ... do stuff ... });
L637[09:19:36] <diesieben07> that will execute even on the server
L638[09:19:41] <yopu> What do you mean loaded?
L639[09:19:47] <diesieben07> so if the function references client classes... you haeva problem
L640[09:19:50] <yopu> Ah
L641[09:19:58] <diesieben07> which defeats the purpose of the sided proxy
L642[09:20:02] <yopu> The classloader you mean
L643[09:20:04] <yopu> Gotcha
L644[09:20:19] <sham1> The classloader does load indeed
L645[09:20:49] <yopu> Right, you mean by referencing classes that don't exist on the server side I'm going to cause errors.
L646[09:20:52] <yopu> That makes sense.
L647[09:21:00] <diesieben07> exactly
L648[09:21:01] <sham1> ye
L649[09:21:07] <diesieben07> SideDProxy exists exactly to avoid those errors
L650[09:21:13] <yopu> Well dang. Trying to be clever is foiled again.
L651[09:21:18] <diesieben07> but you then go backwards around it so it breaks it again :D
L652[09:21:53] <yopu> I actually wasn't aware of the reasoning for sided proxies.
L653[09:22:03] <yopu> Other than splitting code nicely.
L654[09:22:04] <diesieben07> why did you use them then :O
L655[09:22:07] <diesieben07> oh.
L656[09:22:07] <diesieben07> haha
L657[09:22:11] <yopu> Knowing is half the battle.
L658[09:22:14] <yopu> GI Goe!
L659[09:22:17] <sham1> Well technically that does it
L660[09:22:34] <yopu> Goe = Joe's retarded brother who tries to be clever.
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L662[09:24:15] <williewillus> fry|sleep: I figured it out, heh. totally skipped over all the extended state stuff and properties I was supposed to do
L663[09:24:25] <Lordmau5> williewillus ...
L664[09:24:31] <Lordmau5> first off: o/
L665[09:24:47] <Lordmau5> 2nd: The Botania camo platform thingy
L666[09:24:47] <williewillus> nevermind it still crashes xD
L667[09:24:48] <williewillus> heyo
L668[09:24:51] <williewillus> yes
L669[09:24:52] <Lordmau5> what blocks are supported on that?
L670[09:25:39] <williewillus> nearly anything that's not a TESR
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L672[09:26:38] <Lordmau5> are chisel blocks TESR?
L673[09:26:43] <sham1> no
L674[09:26:54] <Lordmau5> because then that exact method doesn't render them.
L675[09:27:01] <Lordmau5> @ williewillus
L676[09:27:14] <williewillus> I would imagine not :p idk what special things they do
L677[09:27:37] <Lordmau5> would you mind checking if you have some time?
L678[09:27:45] <Lordmau5> I wouldn't know how to setup such a Platform block in Botania
L679[09:28:00] <Lordmau5> but knowing that the code should be the same, I am pretty sure it won't work on your end either
L680[09:28:45] <williewillus> what does it show
L681[09:28:58] <Lordmau5> the missing block texture
L682[09:29:04] <Lordmau5> I'm currently not at home, I'll be in ~1h though
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L686[09:39:08] <williewillus> fry|sleep: I added the extended blockstate stuff I was missing but now I immediately crash (the LOadingCache throws an exception) https://github.com/williewillus/Botania/commit/67605075d8161f5ba4f46666637e392acb5e7dbe
L687[09:39:24] <williewillus> i'll probably be at school when you wake up but there :p
L688[09:40:19] <williewillus> log : https://gist.github.com/williewillus/4582770277748be4b308
L689[09:42:02] <Lordmau5> williewillus: This is what it looks like in my mod if you are doing a tank with chisel blocks: http://i.imgur.com/U7HvYPn.png
L690[09:42:12] <Lordmau5> Alexbegt was nice enough to quickly do a pic
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L692[09:43:28] <williewillus> they probably set some extra blockstate properties or something, because the current system handles smartmodels
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L694[09:43:47] <williewillus> I'll ask tterrag later today
L695[09:44:15] <Lordmau5> I went over this with him
L696[09:44:21] <Lordmau5> He helped me out as much as he could
L697[09:44:37] <Lordmau5> the current implementation on my end is using a IBlockAccessWrapper, but still, it renders it like that
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L699[09:44:52] <williewillus> i imagine the blockstate held in the TE isn't fully filled with the information chisel needs
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L704[09:48:23] <williewillus> IT MOVES
L705[09:48:26] <williewillus> ITS ANIMATING
L706[09:49:16] <sham1> IT'S ALIVE
L707[09:49:30] <PaleoCrafter> Dang it, sham1
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L709[09:49:47] <sham1> what
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L711[09:52:22] <OrionOnline> Hi Guys
L712[09:52:24] <PaleoCrafter> I wanted to write that xD
L713[09:52:26] <OrionOnline> I have a Question
L714[09:52:32] <PaleoCrafter> Shoot
L715[09:52:37] <OrionOnline> When i render an ItemStack using the ItemRender
L716[09:52:46] <OrionOnline> Everything after that ius rendered a lot darker
L717[09:52:59] <williewillus> you forgot to restore lighting state
L718[09:53:02] <OrionOnline> I know that there was something i needed to reset from 1.7
L719[09:53:09] <OrionOnline> But i have no idea what it is
L720[09:53:15] <OrionOnline> williewillus, how do i do that again?
L721[09:53:21] <LatvianModder> Step 1: Dont use glPush/PopAttrib
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L723[09:53:38] <LatvianModder> that instead of fixing a lot of things now break them
L724[09:53:45] <OrionOnline> LatvianModder, i am using the GLStateManager
L725[09:54:02] <williewillus> http://gfycat.com/QuerulousTangibleBlesbok
L726[09:54:03] <LatvianModder> Thats good, but dont even use its attrib()
L727[09:54:06] <OrionOnline> I am usíng a RenderITem instance
L728[09:54:17] <LatvianModder> Step 2: Check if you enableLighting(), GL..Something.. lemme check
L729[09:54:42] <OrionOnline> Found it
L730[09:54:56] <OrionOnline> Had to call GLStateManager.disableLighting after it
L731[09:55:08] <LatvianModder> GlStateManager.enableLighting();
L732[09:55:12] <LatvianModder> GlStateManager.enableDepth();
L733[09:55:17] <LatvianModder> RenderHelper.enableStandardItemLighting();
L734[09:55:23] <LatvianModder> those 3 in a row
L735[09:55:30] <LatvianModder> or disable
L736[09:55:30] <OrionOnline> Al righty
L737[09:55:39] <LatvianModder> these probably go Before rendering item
L738[09:55:40] <williewillus> fry|sleep: got it to work! I had to disable looping on the moving clip or else it would crash 0.o
L739[09:55:41] <OrionOnline> it is disable btw
L740[09:55:44] <LatvianModder> and the opposites after it
L741[09:56:31] <LatvianModder> either way, best is usually to check vanilla code for something that doesnt work
L742[09:56:48] <LatvianModder> I always use GuiContainer for item rendering and GuiScreen for rectangle drawing etc..
L743[09:57:00] <OrionOnline> Yeah not working here....
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L745[09:58:42] <OrionOnline> http://i.imgur.com/XajBlv2.png Yeay
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L747[10:01:11] <LatvianModder> you have both Edge and Chrome on raskbar.. Boo!
L748[10:03:54] <williewillus> !gm func_181055_a
L749[10:04:57] <Wuppy> wow this is pretty i
L750[10:05:07] <Wuppy> this is: http://i.imgur.com/oBPoNyx.jpg
L751[10:06:05] <PaleoCrafter> Meh
L752[10:06:20] <Wuppy> yay or nay?
L753[10:06:27] <Wuppy> what's wrong with it?
L754[10:06:50] <PaleoCrafter> Not that impressing :P
L755[10:07:22] <Wuppy> what about this one? http://i.imgur.com/Q9yLAGN.jpg
L756[10:08:23] <PaleoCrafter> The grass's just textures, boring :P
L757[10:08:45] <Wuppy> yeah true
L758[10:09:08] <Wuppy> I had nothing to do with the art anyway, but I'm really impressed with the team :P
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L760[10:12:17] <PaleoCrafter> It definitely doesn't look bad
L761[10:13:17] <PaleoCrafter> btw, Wuppy, the multiple creative tabs thing applies to your blocks chapter as well
L762[10:13:54] <Wuppy> Thanks PaleoCrafter :)
L763[10:14:15] <Wuppy> I was planning to write a free online update but then I struggled with an Unreal bug for 3 hours :V
L764[10:14:40] <PaleoCrafter> And I don't like your use of the term 'unlocalized name' :P
L765[10:14:42] <Wuppy> your game breaking 5 hours before the deadline because of a bug in your Engine is not fun :<
L766[10:14:58] <PaleoCrafter> Uh, that's bad, yes
L767[10:15:18] <Wuppy> it worked on console and in the editor, but broke in a PC build
L768[10:15:23] <Wuppy> really annoying
L769[10:16:58] <PaleoCrafter> ship it with the editor, lol
L770[10:17:23] <Wuppy> hahaha
L771[10:17:34] <PaleoCrafter> or make it console exclusive ;)
L772[10:17:36] <Wuppy> I just added a workaround for our project and submitted a bug report
L773[10:18:00] <Wuppy> I wish I could set the consoles to release on :P
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L787[11:02:51] <gigaherz> https://twitter.com/xBCrafted/status/691664485098979328
L788[11:03:00] <gigaherz> https://twitter.com/xBCrafted/status/691666694167592960
L789[11:06:28] <gigaherz> sorting \o/
L790[11:06:37] <PaleoCrafter> gigaherz, replace "@Mojang/@Microsoft" with "modders" and "1.9" with "updating to 1.8"
L791[11:06:41] <PaleoCrafter> still a valid statement
L792[11:06:46] <gigaherz> XD
L793[11:06:56] <Nitrodev> lol
L794[11:07:39] <PaleoCrafter> sorting what? :P
L795[11:08:05] <Lordmau5> Nice
L796[11:08:18] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-25-1807-32.mp4
L797[11:08:19] <gigaherz> :3
L798[11:08:39] <gigaherz> sorting, stack take/put,
L799[11:08:41] <Lordmau5> We'll lose a couple mods in 1710 again :(
L800[11:08:44] <gigaherz> the only little annoyance right now
L801[11:08:50] <gigaherz> is that if you rightclick on a different slot
L802[11:08:53] <gigaherz> it still dumps all the stack
L803[11:08:56] <gigaherz> instead of just one item
L804[11:09:05] <gigaherz> and I'm fixing that in a minute ;P
L805[11:09:36] <PaleoCrafter> I was confused by your cursor for a second :P
L806[11:09:44] <gigaherz> what's wrong with my cursor?
L807[11:09:46] <gigaherz> I made it myself!
L808[11:10:03] <PaleoCrafter> it just threw me off :P
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L810[11:13:01] <Lordmau5> Turret voice: "I'm different!"
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L813[11:16:52] <gigaherz> ehm ...
L814[11:16:57] <gigaherz> apparently multiplayer doesn't quite work
L815[11:19:16] <PaleoCrafter> lol
L816[11:19:45] <gigaherz> ah
L817[11:19:47] <gigaherz> numbers are ok
L818[11:19:54] <gigaherz> as soon as quantities go < 127, they become correct
L819[11:20:25] <gigaherz> I think I know why
L820[11:20:42] <PaleoCrafter> that's a very nice number :P
L821[11:21:01] <gigaherz> there must be another packet the container uses to sync the data
L822[11:21:05] <gigaherz> that uses a byte for stack sizes
L823[11:21:11] <gigaherz> I'll have to override that also ;P
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L825[11:21:44] <gigaherz> S30PacketWindowItems hmm
L826[11:22:05] <PaleoCrafter> funny how both the upper bound of a signed byte and int are Mersenne Primes :3
L827[11:22:12] <gigaherz> lol
L828[11:22:18] <gigaherz> well not so funny
L829[11:22:25] <gigaherz> mersenne primes are 2^n-1
L830[11:22:27] <gigaherz> ;P
L831[11:22:34] <PaleoCrafter> well remove the Mersenne :P
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L833[11:25:46] <shadekiller666> hello
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L838[11:37:00] <Nitrodev> hi shadekiller666
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L843[11:46:47] <PaleoCrafter> Wuppy, still around?
L844[11:47:25] <Wuppy> yep
L845[11:47:27] <Wuppy> whats up
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L847[11:47:45] <PaleoCrafter> regarding blocks and multiple creative tabs, it's possible, but not as simple as for items
L848[11:47:50] <PaleoCrafter> you need to implement your own ItemBlock
L849[11:48:07] <Wuppy> oh damn...
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L869[12:33:16] <Xilef11> Updating to 1.8.9, and my TESR dosen't draw anything... https://gist.github.com/Xilef11/060ac32f847c5a169e88
L870[12:33:43] <PaleoCrafter> Xilef11, try drawing a simple coloured quad
L871[12:36:58] <williewillus> also use the glstatemanager
L872[12:37:36] <williewillus> also in your color() calls you pass rgb divided by 255
L873[12:37:39] <williewillus> but alpha is still 255
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L879[12:41:39] <Xilef11> should it be 0-1 or 1-255?
L880[12:42:22] <PaleoCrafter> 1
L881[12:42:31] <PaleoCrafter> eh, 0..1
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L884[12:43:10] <Xilef11> also, basic quad dosen't work...
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L886[12:43:14] <Xilef11> worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
L887[12:43:15] <Xilef11> worldrenderer.pos(0, 0.5, 0).color(0xFF, 0, 0, 0).endVertex();
L888[12:43:15] <Xilef11> worldrenderer.pos(0, 0.5, 1).color(0xFF, 0, 0, 0).endVertex();
L889[12:43:15] <Xilef11> worldrenderer.pos(1, 0.5, 1).color(0xFF, 0, 0, 0).endVertex();
L890[12:43:15] <Xilef11> worldrenderer.pos(1, 0.5, 0).color(0xFF, 0, 0, 0).endVertex();
L891[12:43:16] <Xilef11> tesselator.draw();
L892[12:43:50] <PaleoCrafter> well, you're drawing an invisible quad :P
L893[12:44:11] <mikebald> So, it's working quite well then =)
L894[12:44:24] <PaleoCrafter> same problem in drawCenterVertexWithUV
L895[12:46:02] <Xilef11> right...
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L900[12:54:10] <Xilef11> simple colored quad works, but not the other stuff (with colors switched to 0..255)
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L903[12:55:22] <PaleoCrafter> is your texture transparent in the upper left corner?
L904[12:55:27] <LatvianModder> Xilef11: do you want to draw a texture or smth?
L905[12:55:58] <LatvianModder> maybe this helps
L906[12:55:58] <LatvianModder> https://github.com/LatvianModder/FTBLib/blob/1.8.9/src/main/java/ftb/lib/api/gui/GuiLM.java#L187-L211
L907[12:56:12] <LatvianModder> color is set with GlStateManager.color() before drawing it
L908[12:56:20] <LatvianModder> I dont want to mess with WorldRenderer colors :P
L909[12:57:13] <Xilef11> PaleoCrafter, yes.
L910[12:57:27] <PaleoCrafter> you don't set any UVs, so it will always use that transparent pixel :P
L911[12:57:37] <PaleoCrafter> https://github.com/LatvianModder/FTBLib/blob/1.8.9/src/main/java/ftb/lib/api/gui/GuiLM.java#L185 you shall burn for that eternally, Xilef11
L912[12:57:41] <PaleoCrafter> eh, LatvianModder
L913[12:58:12] <LatvianModder> hm?
L914[12:58:23] <PaleoCrafter> I'm fine with pretty much any formatting decision, but that is just horrendous
L915[12:58:25] <Xilef11> but even the quads with no texture aren't drawn...
L916[12:58:56] <LatvianModder> I put one line functions inside { .. }, because otherwise, thats just wasting space :P
L917[12:58:59] <PaleoCrafter> all your quads have a texture
L918[12:59:23] <PaleoCrafter> you'd have to disable the texture stuff for them just to have a colour :P
L919[12:59:47] <Xilef11> not in drawCenterVertexWithUV(), I use renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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L921[12:59:59] <PaleoCrafter> but you have a texture bound
L922[13:00:03] <PaleoCrafter> and GL_TEXTURE_2D is enabled
L923[13:00:05] <LatvianModder> better use POSITION or POSITION_TEXTURE
L924[13:00:09] <Xilef11> and in the other functions I set the u,v
L925[13:00:20] <LatvianModder> sorry, _TEX*
L926[13:00:21] <LatvianModder> worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
L927[13:00:25] <PaleoCrafter> the vertex format just defines how the renderer sends the stuff to the GPU
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L929[13:00:32] <LatvianModder> if you want texture ^ if not, then just POSITION
L930[13:00:36] <PaleoCrafter> Gah, not 7, it's Fing GL_QUADS ._.
L931[13:00:45] <LatvianModder> no, its 7!! :D
L932[13:01:30] <williewillus> shoulda made the gl constants a java enum ;p
L933[13:01:40] <williewillus> lwjgl should have, that is
L934[13:01:44] <PaleoCrafter> yeah
L935[13:02:21] <LatvianModder> or LWJGL 2 just should be in native java :P
L936[13:02:25] <PaleoCrafter> lwjgl could use a lot of type safety in that regard
L937[13:02:43] <williewillus> LatvianModder: GL access in native java? :p
L938[13:02:51] <LatvianModder> PaleoCrafter: GL is about performance not safety
L939[13:03:07] <LatvianModder> no, LWJGL :P
L940[13:03:18] <LatvianModder> And Gson
L941[13:03:18] <williewillus> lwjgl is in java...
L942[13:03:22] <LatvianModder> And some other things
L943[13:03:34] <LatvianModder> ... not as external library, I mean inside Java
L944[13:03:40] <PaleoCrafter> I doubt an enum will hit your performance noticeably
L945[13:03:41] <LatvianModder> like. the one you download >.<
L946[13:03:43] <williewillus> oh ew no
L947[13:03:53] <williewillus> that would slow its development to a crawl
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L949[13:04:43] <LatvianModder> /** The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render */
L950[13:04:45] <LatvianModder> I dont get it
L951[13:04:51] <williewillus> what?
L952[13:04:52] <LatvianModder> how do I render TESR and model together?
L953[13:04:54] <williewillus> 3
L954[13:05:12] <williewillus> it's more like 3 is everything and 2 is force TESR only
L955[13:05:12] <LatvianModder> and 2 is for Just TESR?
L956[13:05:26] <williewillus> see: vanilla enchanting table
L957[13:05:34] <LatvianModder> ah. then why the default in BlockContainer is -1? :P
L958[13:05:38] <LatvianModder> ok
L959[13:05:40] <williewillus> because blockcontainer is stupid
L960[13:05:43] <williewillus> and sohuldn't be used
L961[13:05:50] <PaleoCrafter> you can use either -1 or 2, methinks :P
L962[13:05:59] <williewillus> no, -1 disables all
L963[13:06:01] <williewillus> (barrier)
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L965[13:06:13] <PaleoCrafter> really?
L966[13:06:33] <LatvianModder> "-1 is no render"
L967[13:06:45] <williewillus> at least in BlockRenderDispatcher.renderBlockBrightness it does a switch on render type
L968[13:06:48] <williewillus> and return for -1 and 1
L969[13:07:06] <PaleoCrafter> hm, well, my memory serves me wrong then
L970[13:07:07] <LatvianModder> Hey.. my liquid is going to be a TileEntity!
L971[13:07:15] <PaleoCrafter> thought I used -1 in some early 1.8 forge version xD
L972[13:07:21] <williewillus> LatvianModder: wat
L973[13:07:23] <LatvianModder> And I will generate oceans of it!
L974[13:07:34] <PaleoCrafter> and LatvianModder, this wouldn't be the first time for the javadoc to be wrong :P
L975[13:07:38] <Wuppy> ugh why is photoshop so annoying to work with
L976[13:07:44] <williewillus> paint.NET :D
L977[13:07:46] <LatvianModder> because Paint.NET :D
L978[13:07:48] <PaleoCrafter> because it's not, Wuppy
L979[13:07:49] <LatvianModder> jinx
L980[13:08:02] <Wuppy> I can't, have to use this PSD doc
L981[13:08:21] <LatvianModder> I bet you bought PS <.<
L982[13:08:26] <Xilef11> strange, this dosen't work but it worked without the texture stuff: https://gist.github.com/Xilef11/060ac32f847c5a169e88#file-tesr-java-L63
L983[13:08:29] <PaleoCrafter> he's a student :P
L984[13:08:54] <Wuppy> LatvianModder, with which money?
L985[13:09:04] <Tyler__> I'm getting errors related to json files after updating forge, but I can still compile and run and everything seems to work fine?
L986[13:09:11] <LatvianModder> The one you earn!
L987[13:09:12] <williewillus> Tyler__: what errors?
L988[13:09:25] <PaleoCrafter> the model related kind, williewillus
L989[13:09:25] <Tyler__> I'll post a log on pastebin in a sec
L990[13:09:33] <LatvianModder> which json files?
L991[13:09:39] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L992[13:09:42] <LatvianModder> Also, how do I get access to that cool bucket?
L993[13:09:55] <LatvianModder> is it just in a newer forge version or is that a mod?
L994[13:09:57] <Tyler__> Hmm and now it won't even run
L995[13:10:10] <Tyler__> It was after updating forge last night...
L996[13:10:21] <williewillus> LatvianModder: enable it in the forge.cfg
L997[13:10:26] <williewillus> its in forge
L998[13:10:31] <LatvianModder> ah, thx
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L1002[13:14:44] <Tyler__> Laptop crashed... wasn't plugged in
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L1004[13:17:54] <Tyler__> Anyway here are my logs with those json errors
L1005[13:17:56] <Tyler__> http://pastebin.com/axRVuMiT
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L1007[13:20:48] <PaleoCrafter> well, that's quite self explanatory, isn't it, Tyler__?
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L1009[13:21:00] <PaleoCrafter> your JSON is invalid at line 9, column 5 xD
L1010[13:21:12] <Tyler__> Ohhhh
L1011[13:21:15] <Tyler__> >_>
L1012[13:21:32] <Tyler__> Well, now I feel extremely dumb. It was 4 am last I took a look at it
L1013[13:23:56] <Tyler__> Well thanks for the help, sorry for the stupid question lol
L1014[13:24:03] <Tyler__> I hate json
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L1020[13:32:39] <Ivorius> Was about to make a snarky remark at Tyler
L1021[13:32:57] <Ivorius> But I realized he fled after his unfortunate mistake of a comment
L1022[13:39:27] <masa> is there any way to render an icon flipped elft-to-right with the drawTexturedModalRect()? setting a negative width at least doesn't seem to work
L1023[13:40:23] <Ivorius> GL Transforms mostly
L1024[13:40:31] <Ivorius> Normally you'd just flip texX params
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L1026[13:43:50] <diesieben07> what the actual fuck. when i adjust my system volume, Windows 10 mutes my mic.
L1027[13:43:53] <PaleoCrafter> yeah, masa, you basically answered your own question ;)
L1028[13:44:13] <PaleoCrafter> you obviously talk too loudly, diesieben07
L1029[13:44:15] <masa> right..
L1030[13:44:24] <diesieben07> sure
L1031[13:44:30] <diesieben07> That is the problem
L1032[13:45:19] <PaleoCrafter> Windows is infallible
L1033[13:46:38] <Ivorius> Can a failure fail?
L1034[13:46:49] <Ivorius> Philosophical questions in #minecraftforge
L1035[13:47:13] <Ivorius> inb4 error while displaying error
L1036[13:47:58] <heldplayer> I'm still amazed at the bugs Windows 10 has
L1037[13:47:59] <PaleoCrafter> had a BSOD recently xD
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L1039[13:48:53] <heldplayer> I especially like the settings app CRASHING if I open it too soon after starting up
L1040[13:49:06] <PaleoCrafter> wat
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L1043[13:53:22] <masa> :D
L1044[13:53:40] <masa> I have yet to hear one single positive thing about windows 10 to this date
L1045[13:53:46] <mikebald> That's not anything new, I had the initial setup wizard crash setting up a new laptop on Windows 8...
L1046[13:53:55] <LatvianModder> what? I love windows 10
L1047[13:54:11] <PaleoCrafter> I like the UI design, masa :P
L1048[13:54:29] <masa> not sure if I'm going to upgrade to that pile of crap next summer before the one yer offer ends... depends if I'm assuming I'll need win 10 at some point for something, I don't want to pay money for that shit
L1049[13:54:57] <masa> the ui is too simplistic ang plain ugly
L1050[13:55:07] <masa> but that is not the issue
L1051[13:55:37] <PaleoCrafter> simplistic be gud tho :P
L1052[13:55:46] <masa> it's all the frickin telemtry, bandwidth sharing, password sharing, spying, forced broken updates and whatever else ms want to forve feed us
L1053[13:56:17] <masa> and it also seems to STILL be pretty buggy at times from what I hear
L1054[13:56:34] <PaleoCrafter> I haven't encountered anything major yet, tbh
L1055[13:56:46] <mikebald> Same, it's just usability oddities
L1056[13:56:59] <masa> and then what the hell is that "your files are right where you left them" stuff that I've seen in some pictures
L1057[13:57:09] <masa> is that a real thing? a mini joke by ms?
L1058[13:57:32] <mikebald> I really dislike the new A-Z start menu as I sort my folders manually... but Classic Shell solved that little issue =)
L1059[13:57:37] *** gravityfox is now known as foxy
L1060[13:57:53] <masa> joking at the fate of our personal files? "we have the power to delete them at any point, but at this moment they are still where you left them"
L1061[13:58:36] <mikebald> I saw that the other day masa as my laptop decided to seemingly reinstall windows 10 for me...
L1062[13:58:49] <masa> ...
L1063[13:58:51] <mikebald> might have just been an involved update, but it's great that it does things for me without even asking /s
L1064[13:58:55] <masa> yeah, like wtf...
L1065[13:59:07] <PaleoCrafter> oh, right, had that too after the update
L1066[13:59:18] <masa> long past are the days when the user was the one to decide what happens on their computer
L1067[13:59:46] <PaleoCrafter> I had my PC running for a download and when I came back I all the sudden couldn't log in anymore
L1068[13:59:52] <masa> unless you run linux, but even then there is all that low level management code/microcontrollers inside the CPUs etc
L1069[14:00:28] <masa> better build ,y owm PC from simple ARM based MCUs
L1070[14:00:44] * mikebald thinks you've gone off the deepend now.
L1071[14:00:48] <mikebald> *deep end
L1072[14:01:25] <masa> well in reality I'm too lazy to do anything, but yeah, the trend things are going is so disappointing and annoying to me
L1073[14:01:59] <mikebald> I just don't want my UI to get in the way
L1074[14:02:20] <masa> well I guess something like a raspberry pi would be pretty clean of any hidden management stuff and still able to run pretty close to a normal linux desktop
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L1079[14:11:38] <Xilef11> I still have no clue why this isn't working https://gist.github.com/Xilef11/060ac32f847c5a169e88
L1080[14:15:52] <Zaggy1024> aw dang
L1081[14:16:22] <Zaggy1024> 1.8.9 is recommended now and IPlantable is still used for items?
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L1084[14:22:24] <AndersBillLind> When I had used Blocks.bedrock.setHardness(0);, I could harvest it with anything, not really what I wanted
L1085[14:22:32] <AndersBillLind> :)
L1086[14:22:45] <AndersBillLind> I only want to be able to harvest it with my redstone pickaxe
L1087[14:26:15] <Mraof> The entity id is always the same between the server and client, right?
L1088[14:27:05] <AndersBillLind> Is there a way to circumvent javas private/protected protection?
L1089[14:28:47] <Lumien> Reflection
L1090[14:29:22] <mikebald> or an Access Transformer; depending on the situation... http://www.minecraftforge.net/wiki/Using_Access_Transformers
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L1092[14:32:40] <sham1> ಠ_ಠ
L1093[14:33:11] <sham1> You should NOT be using access transformers
L1094[14:33:18] <sham1> Reflection is usually more than enough
L1095[14:34:00] <sham1> And before anyone comments on how "reflection is slow", I have one word for you: MethodHandle
L1096[14:34:01] <mikebald> Isn't there overhead associated with reflection? the opinion of Reflection vs ATs seems to change on a daily basis
L1097[14:34:10] <sham1> MethodHandle
L1098[14:34:39] <sham1> And it also can reflect upon fields and gets optimized down to basic field/method access at JIT level
L1099[14:34:59] <AndersBillLind> The overhead associated with reflection is of no importance in this example
L1100[14:35:15] <sham1> As fast as normally accessing a field without reflection
L1101[14:35:21] <heldplayer> MethodHandle?
L1102[14:35:21] <sham1> If you do it correctly
L1103[14:35:29] <sham1> https://docs.oracle.com/javase/7/docs/api/java/lang/invoke/MethodHandle.html
L1104[14:35:35] <sham1> Java7+
L1105[14:35:46] <AndersBillLind> I added a test project, now all I can run is the test project
L1106[14:35:55] <sham1> Indeed
L1107[14:35:58] <AndersBillLind> The mdk project seems to not run
L1108[14:36:50] <sham1> But yeah, using public tatic final MethodHandles are as fast as just straight up accessing a field at runtime
L1109[14:36:55] <sham1> No ATs required
L1110[14:37:08] <Zaggy1024> how do you get a MethodHandle from a conventional Method?
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L1112[14:38:23] <heldplayer> And moreover, how are you gonna keep compat with Java 6?
L1113[14:40:29] <mikebald> What's the downside of an AT? It seems like a nicer approach to me.
L1114[14:40:57] <AndersBillLind> Can I get the list of players using static access?
L1115[14:42:10] <Zaggy1024> I'm sure you could use plain reflection in place of a MethodHandle on java < 7 but I think that would add quite a few lines of code
L1116[14:42:44] <mikebald> AndersBillLind, MinecraftServer.getServer().getAllUsernames();
L1117[14:42:56] <AndersBillLind> Ah, thanks :)
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L1120[14:46:29] ⇦ Parts: Thutmose (~elpat@cpe-55-54-66-208.caribcable.com) ())
L1121[14:47:23] <Zaggy1024> shouldn't really ever use usernames though
L1122[14:47:34] <Zaggy1024> only player instances and for storage UUIDs, AFAIK
L1123[14:48:00] ⇨ Joins: Thutmose (~elpat@cpe-55-54-66-208.caribcable.com)
L1124[14:51:12] <mikebald> True... AndersBillLind can iterate through the getGameProfiles if they want to get that info.
L1125[14:51:22] <AndersBillLind> I tried to send a chat message to all players with this: http://pastebin.com/WYc05ML8
L1126[14:51:27] <AndersBillLind> Got array index out of bounds on item 0
L1127[14:52:30] <AndersBillLind> World w = MinecraftServer.getServer().getEntityWorld(); failed
L1128[14:52:54] <AndersBillLind> ok, return this.worldServers[0]; caused the error (in MineCraftServer)
L1129[14:55:05] <mikebald> Are you trying to do that from the client?
L1130[14:56:04] <AndersBillLind> yes
L1131[14:56:15] <AndersBillLind> Hm, maybe thats not a good thing to do
L1132[14:57:41] <AndersBillLind> Hm, cannot decide whether in am running on the server or the client, I do not have a world reference
L1133[14:59:04] <mikebald> if Minecraft.getMinecraft().theWorld.isRemote(); is true, then you're on the client
L1134[15:00:28] <LexManos> http://www.minecraftforge.net/forum/index.php/topic,36330.0.html
L1135[15:00:36] <LexManos> New shit, shit will break, i'll deal with the broken shit after pax
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L1140[15:02:28] <AndersBillLind> nice
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L1142[15:03:14] <PaleoCrafter> hooray
L1143[15:05:15] <Zaggy1024> no stack aware plants tho :(
L1144[15:05:55] <masa> mikebald: and if you are on the server the you will crash ;)
L1145[15:06:19] <williewillus> AndersBillLind: what are you doing that you don't have a world object?
L1146[15:06:39] <AndersBillLind> Oh, just send a chat message to all players
L1147[15:06:51] <Zaggy1024> why would you suggest Minecraft.getMinecraft().theWorld.isRemote...lol
L1148[15:07:04] <Zaggy1024> that will always be true if it doesn't immediately crash
L1149[15:07:16] <williewillus> AndersBillLind: why do you not have a world?
L1150[15:07:18] <williewillus> where do you want to do this?
L1151[15:07:29] <AndersBillLind> I am doing this in a constructor that takes no parameters
L1152[15:07:37] <williewillus> anyways it makes zero sense to call a client method for server functionality
L1153[15:07:40] <Zaggy1024> a constructor for what?
L1154[15:07:43] <williewillus> ^
L1155[15:07:51] <Zaggy1024> and where do you construct it?
L1156[15:08:07] <AndersBillLind> An Item, but now I realize that the instance might be created before I can see chat messages
L1157[15:08:11] <williewillus> ...
L1158[15:08:17] <mikebald> masa, so it works 50% of the time? sounds good =D
L1159[15:08:18] <Zaggy1024> it will.
L1160[15:08:19] <Zaggy1024> always
L1161[15:08:23] <williewillus> the server hasn't even started when items are made
L1162[15:08:32] <Zaggy1024> Items and Blocks are registered long before any worlds can load
L1163[15:08:37] <Zaggy1024> otherwise the world wouldn't be *able* to load
L1164[15:08:38] <williewillus> items are instantiated in preinit, wayyyyyy before worlds are loaded
L1165[15:09:02] <AndersBillLind> Please, can someone more tell me that :)
L1166[15:09:09] <williewillus> plus there'sonly one instance of every item
L1167[15:09:19] <williewillus> every stack of items shares the same Item object
L1168[15:09:22] <AndersBillLind> Yes?
L1169[15:09:34] <Zaggy1024> what message are you trying to send?
L1170[15:09:36] <williewillus> so what you are trying to do makes no sense
L1171[15:09:39] <Zaggy1024> that the item has been crafted?
L1172[15:09:50] <AndersBillLind> You already told me it makes no sense
L1173[15:10:00] <Zaggy1024> answer the question then :P
L1174[15:10:01] <williewillus> I said doing it *there* makes no sense
L1175[15:10:15] <williewillus> so we're asking what you want to do so we can point you somewhere where it DOES make sense :p
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L1178[15:15:49] * mikebald guesses that FMLCommonHandler.instance().getSide() may have been a better choice =).
L1179[15:15:55] <AndersBillLind> I did this in a command instead
L1180[15:16:17] <AndersBillLind> Now I could message players, dunno if all players would get messaged, but I got myself
L1181[15:16:35] <AndersBillLind> Tried to set a field thats private using reflection, getting NoSuchFieldException
L1182[15:17:02] <OrionOnline> What is the color order on WorldRenderer,color(float, float ,float, flaot)
L1183[15:17:06] <OrionOnline> RGBA?
L1184[15:17:47] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c065:e:8180:db44:be80)
L1185[15:17:48] <PaleoCrafter> yep
L1186[15:17:59] <AndersBillLind> Oh, wait its not a field, its a constant :)
L1187[15:18:09] <AndersBillLind> protected final
L1188[15:18:10] <AndersBillLind> lol
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L1190[15:18:27] <Zaggy1024> those are fields too
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L1192[15:18:34] <PaleoCrafter> yeah, and you an change them via reflection :P
L1193[15:18:37] <Zaggy1024> you must have gotten the name wrong :P
L1194[15:18:50] <PaleoCrafter> although it's a bit harder
L1195[15:19:02] <PaleoCrafter> (it requires reflecting into reflection xD)
L1196[15:19:08] <AndersBillLind> hehe
L1197[15:19:23] <Flenix> Is there a method (assumably client-side) to see what GUI the player has open?
L1198[15:19:44] <killjoy> Flenix, thePlayer.openInventory
L1199[15:19:46] <PaleoCrafter> Minecraft#currentScreen :P
L1200[15:19:55] <Flenix> Thanks :)
L1201[15:20:40] <killjoy> Yeah, that would work better.
L1202[15:20:40] <williewillus> AndersBillLind: you're probably getting the wrong names for them
L1203[15:20:42] <AndersBillLind> I tried to set the material of bedrock to rock
L1204[15:20:46] <williewillus> use ObfuscationReflectionHelper
L1205[15:20:50] <killjoy> I thought you were talking about inventory
L1206[15:20:58] <Wuppy> http://hiddenlolcdn.com/i/58858.gif
L1207[15:21:07] <PaleoCrafter> also, killjoy, openInventory doesn't appear to be a thing :P
L1208[15:21:10] <AndersBillLind> But maybe that will make bedrock harvestable with any tool
L1209[15:21:16] <PaleoCrafter> you probably meant openContainer
L1210[15:21:16] <PaleoCrafter> ;)
L1211[15:21:47] <killjoy> Yeah, that's probably it
L1212[15:22:08] <Flenix> I'd tried openContainer. I needed to see client-side specifically whether the player had chat open, Minecraft#currentScreen tells me that by giving GuiChat :)
L1213[15:22:24] <Flenix> openContainer just gives the players container regardless of whether they're chatting or not
L1214[15:22:48] <AndersBillLind> Time to sleep, my redstone pickaxe is not yet borned :) I managed to set the hardness of bedrock to 0, which made it harvestable with any tool, not what I wanted
L1215[15:22:53] <killjoy> Could also use minecraft.ingameGui.getChatGui().getChatOpen()
L1216[15:22:59] <AndersBillLind> Then I creaeted a hole into the void and tried to jump in there
L1217[15:23:03] <AndersBillLind> created
L1218[15:23:21] <AndersBillLind> It was not as healthy as I have heard
L1219[15:23:22] <williewillus> AndersBillLind: that's not going to go well, lots of things assume bedrock as unmineable
L1220[15:23:30] <williewillus> also redstone mining bedrock what kinda lore is that ;p
L1221[15:23:46] <AndersBillLind> hehehe, but I do not want to invent a super diamond :)
L1222[15:23:50] <killjoy> Flenix, what exactly are you doing with the chat gui?
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L1224[15:24:09] <AndersBillLind> Maybe I should create an obsidian pickaxe
L1225[15:24:15] <AndersBillLind> That would maybe make more sense
L1226[15:24:29] <AndersBillLind> With such you can mine bedrock
L1227[15:24:31] <Flenix> Nothing directly. It's just a keybind I had was being triggered with chat open, so I want to make sure chat isn't open
L1228[15:24:43] <Flenix> (maybe there's a better way to handle that?)
L1229[15:24:46] <AndersBillLind> Is obsidian harder than diamond?
L1230[15:25:23] <AndersBillLind> Should be, cannot be harvested with an iron pickaxe
L1231[15:25:34] <Thutmose> obsidian shouldn't be harder than diamond, given that it is a type of glass
L1232[15:25:39] <AndersBillLind> hehe
L1233[15:25:45] <AndersBillLind> What a glass then
L1234[15:25:57] <killjoy> So what happens with the keybind, Flenix?
L1235[15:26:24] <Flenix> It opens the GUI of my item, if the item is in-hand
L1236[15:26:47] <glasspelican> im a glass
L1237[15:26:54] <AndersBillLind> Hm, fullerite is harder than diamond
L1238[15:27:15] <Thutmose> ya, but good luck making a large fullerite object
L1239[15:27:20] <williewillus> personally I don't like breaking bedrock
L1240[15:27:24] <williewillus> :p
L1241[15:27:24] <killjoy> So just use a normal key event
L1242[15:27:28] <williewillus> it's breaking admin stuff
L1243[15:27:47] <AndersBillLind> Thutmose: In a fantasy world, its possible
L1244[15:27:54] <AndersBillLind> Do not confuse minecraft with reality
L1245[15:27:59] <AndersBillLind> ;)
L1246[15:28:06] <Thutmose> if that argument is being used, then might as well use a spider silk pickaxe for it
L1247[15:28:13] <AndersBillLind> So fullerite is a man made material?
L1248[15:28:24] <AndersBillLind> cool idea :)
L1249[15:28:35] <AndersBillLind> lol
L1250[15:28:53] <heldplayer> Does forge have a GameProfile cache that doesn't require a server instance?
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L1253[15:32:14] <williewillus> heldplayer: usually on the client you need to query the Mojang servers yourself
L1254[15:32:17] <williewillus> i think
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L1256[15:33:02] <heldplayer> I thought Forge added such a thing because multiple mods were doing that, causing only one of them to actually get the actual GameProfile
L1257[15:33:57] <heldplayer> As Mojang limits those requests to 1 per minute per IP
L1258[15:33:58] <williewillus> there's the usernamecache
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L1260[15:34:06] <williewillus> but it's not very useful clientside
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L1263[15:36:00] <Diddi> Can someone tell me why an Entity I made keeps despawning when I leave and join the world, even when canDespawn returns false?
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L1265[15:36:31] <Thutmose> is it only on client? if so, then that will happen
L1266[15:36:34] <PaleoCrafter> Did you register it?
L1267[15:36:40] <Thutmose> that too
L1268[15:37:02] <Diddi> I registered it in the EntityRegistry
L1269[15:37:10] <heldplayer> Yeaaah, UsernameCache isn't quite what is needed
L1270[15:37:51] <Diddi> do I need to register it somewhere else?
L1271[15:38:02] *** minecreatr is now known as Mine|away
L1272[15:39:45] <Diddi> and the entity is also on the server (proved by worldObj.isRemote in onEntityUpdate())
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L1276[15:48:01] <AndersBillLind> I created a command that spawns 36 creepers in a ring around you
L1277[15:48:05] <AndersBillLind> That was funny
L1278[15:48:19] <AndersBillLind> I had > 300 creepers from running that command multiple times
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L1281[15:52:18] <Wuppy> anybody want to join a game of jackbox quiplash
L1282[15:53:10] <Wuppy> stream: http://www.twitch.tv/spookwiz29
L1283[15:53:50] <Wuppy> for those who dont know, it's a fun party game :)
L1284[15:54:34] <Diddi> has anybody an idea what I can do about my entity problem?
L1285[15:55:04] <Wuppy> it should start within a minute or 2
L1286[15:55:17] <Wuppy> there, music fixed
L1287[15:55:31] <solidDoWant1> how play
L1288[15:55:56] <Wuppy> we got sound working now, should start
L1289[15:55:57] <Wuppy> there
L1290[15:56:59] ⇨ Joins: Tyler__ (~Tyler__@c-73-169-160-192.hsd1.wa.comcast.net)
L1291[15:57:40] *** Cojo is now known as Cojo|noms
L1292[16:01:41] <solidDoWant1> this is fun whre do I get gam
L1293[16:02:29] <Wuppy> you can buy it on steam
L1294[16:02:43] <Wuppy> but otherwise you can always join a random twitch stream
L1295[16:03:07] ⇨ Joins: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L1296[16:03:24] <solidDoWant1> wow $25 thats a lot
L1297[16:03:33] <Wuppy> yep but only 1 person has to buy it
L1298[16:06:55] <solidDoWant1> get rekt wuppy
L1299[16:07:00] <Wuppy> you're too good :V
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L1301[16:08:00] <solidDoWant1> first time:P
L1302[16:08:06] <solidDoWant1> didnt geet that in in time
L1303[16:08:14] *** fry|sleep is now known as fry
L1304[16:08:37] <Wuppy> too bad
L1305[16:08:43] <Wuppy> if anybody else wants to join, http://www.twitch.tv/spookwiz29
L1306[16:08:49] <gigaherz> geh i don't know how to fix this :/
L1307[16:08:52] <Wuppy> new round starts in about a minute
L1308[16:09:09] <gigaherz> aside of manually refreshing things :/
L1309[16:09:53] <solidDoWant1> wow i still won without the last question
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L1311[16:10:37] <solidDoWant1> whats new code?
L1312[16:11:00] <Wuppy> coming up now
L1313[16:11:11] <Wuppy> ineg
L1314[16:11:51] <Wuppy> solidDoWant1, did you take my name? :C
L1315[16:12:02] <solidDoWant1> invalid room code
L1316[16:12:02] <solidDoWant1> no
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L1318[16:12:14] <Wuppy> ugh I'll just kill one of my friends when I see him tomorrow then
L1319[16:12:21] <Tyler__> -.-
L1320[16:12:24] <Tyler__> I hate model files
L1321[16:12:40] <Tyler__> Do they need to be UTF-8 without BOM?
L1322[16:14:44] <gigaherz> hmf interesting, simply removing the implementation of putStacksInSlots seems to have fixed the issue.....
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L1326[16:19:59] <mikebald> Tyler__ looks like the RFC for JSON says that it can be UTF-8, 16 or 32... but UTF-8 is the default... and yes, without BOM. It's up to the parser to ignore the BOM if it wants
L1327[16:20:16] <gigaherz> hmmm
L1328[16:20:29] <gigaherz> quick question: should I get rid of the deobfJar task?
L1329[16:20:42] <gigaherz> given that any recent forge is supposed to be able to load non-dev jars?
L1330[16:21:05] <Tyler__> Hmm alright. I have tried everything that seems logical to me and I cannot get my models to work anymore. Even following from tutorials online of block models, I get errors... Guess I'll just keep trying
L1331[16:22:14] <mikebald> you could link the model file...
L1332[16:23:20] <gigaherz> oh hey
L1333[16:23:26] <gigaherz> we have a 1.8.9 recommended now :3
L1334[16:23:50] <fry> willieaway: fixed in the latest build
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L1338[16:28:02] <masa> gigaherz: what was your issue?
L1339[16:28:29] <gigaherz> masa: my "rift browser", which implements a scrollable inventory with unlimited stack size
L1340[16:28:50] <gigaherz> was randomly getting sent a "refresh packet" with the whole inventory's stack array, using the vanilla method
L1341[16:28:57] <gigaherz> which uses a byte for stackSize
L1342[16:29:05] <masa> right..
L1343[16:29:20] <gigaherz> overriding putStacksInSlots as an empty function fixed that
L1344[16:29:34] <gigaherz> so far as I can tell, it still works fine XD
L1345[16:29:51] <masa> hmm
L1346[16:30:05] <masa> is putStacksInSlots in Container?
L1347[16:30:09] <gigaherz> yes
L1348[16:30:20] <gigaherz> but the origin of the packet that calls that
L1349[16:30:22] <gigaherz> is in Entity
L1350[16:30:27] <gigaherz> EntityPlayerMP I think
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L1352[16:30:48] <masa> hmm, my custom inventory doesn't seem to override that atm
L1353[16:30:59] <gigaherz> do you support stacks > 127?
L1354[16:31:06] <masa> only addCraftingToCrafters and detectAndSendChanges
L1355[16:31:09] <masa> yes
L1356[16:31:18] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerLargeStacks.java
L1357[16:31:27] <Tyler__> The correct location for blocks as items is assets.<modid>.models.item correct?
L1358[16:31:52] <gigaherz> yes but you don't need that at all
L1359[16:32:01] <gigaherz> just use forge blockstates and keep the model int he blockstates file
L1360[16:32:14] <Tyler__> >_> This is the first time I have heard of this
L1361[16:32:35] <Tyler__> Time to google
L1362[16:33:07] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L1363[16:33:56] <gigaherz> find "forge blockstate" in it
L1364[16:34:04] <Tyler__> Ah the holy bible
L1365[16:34:33] <masa> except useful as well ;p
L1366[16:34:50] <Tyler__> ;P
L1367[16:35:40] <Tyler__> Now I get to tinker with that until it works the way I want :P
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L1369[16:36:57] <williewillus> lol
L1370[16:38:17] <Tyler__> Your bible was linked again williewillus lol. I have that thing bookmarked because I've seen it linked so much
L1371[16:38:37] <williewillus> probably because I actually spent time writing down how it works
L1372[16:38:53] <Tyler__> Yes and I appreciate that so much lol. It's very useful and well written
L1373[16:40:07] <williewillus> fry: could I...theoretically, use the animation system to support arbitrary rotations without using a smartmodel? e.g. the mana spreader, which can freely face any angle depending on the TE state. just a curious thought :p
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L1376[16:43:27] <Tyler__> Is there a blank template for the forge format of blockstates? I have a hard enough time reading .json lol
L1377[16:43:43] <Tyler__> Nvm I found one
L1378[16:43:48] <Tyler__> Ignore my n00b questions
L1379[16:44:53] <williewillus> more than you could ever need here ;p
L1380[16:44:54] <williewillus> https://github.com/williewillus/Botania/tree/MC18/src/main/resources/assets/botania/blockstates
L1381[16:45:10] <Tyler__> Oh my god...
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L1383[16:45:43] <williewillus> looks like a lot but since all the item and block models are defined in each state file
L1384[16:45:51] <williewillus> actually saved a lot of jsons
L1385[16:46:02] <williewillus> without the forge format botania would probably have 5 times the amount of jsons no kidding
L1386[16:46:56] <Tyler__> I can totally believe that after trying to have 2 blocks and having none of my files work when there's like 3 different .jsons for each block
L1387[16:48:01] <williewillus> yeah :p
L1388[16:48:03] <williewillus> having 1 is great
L1389[16:48:08] <Tyler__> And I still need to specify that there's a variant for the directions correct?
L1390[16:49:09] <williewillus> here's an example of a block with cardinal facings: https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/blockstates/incensePlate.json
L1391[16:49:31] <williewillus> ignore the "transform" inside inventory, that's just bumping it up because the plate was too small to show up by default
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L1393[16:49:51] <Tyler__> You sir are like a walking talking library...
L1394[16:50:00] <williewillus> actually those rotation angles might be off since I accidentally made that model backwards
L1395[16:50:06] <williewillus> normally for NSWE it's 0 180 270 90
L1396[16:50:08] <Tyler__> You have literally an example and an answer for everything lol. And I did the same thing so it works
L1397[16:50:12] <williewillus> hehe
L1398[16:50:16] <williewillus> this port has taught me a lot
L1399[16:50:34] <Tyler__> Holy sh*t. My model works now
L1400[16:51:12] <Tyler__> You sir are a God
L1401[16:51:15] <williewillus> <thumbs up emoji>
L1402[16:51:19] <fry> williewillus: yes
L1403[16:51:27] <fry> (assuming you use json models)
L1404[16:53:03] <williewillus> hmmm then the spreader might be able to be full json assuming the transforms apply correctly
L1405[16:53:14] <williewillus> the spreader can face any way, but the cube inside also spins
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L1407[16:53:27] <fry> 95% of mod TESRs can be pure json now
L1408[16:53:31] <williewillus> AND it has to render carpet models around it xP
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L1410[16:54:06] <Doomworks> Does anyone have a link to the javadoc for 1.8? I tried http://jd.minecraftforge.net but it appears to be broken
L1411[16:54:11] <williewillus> and the sides change texture if it's halloween :p maybe I should work on the lexicon first
L1412[16:54:15] <williewillus> can I animate items?
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L1414[16:55:22] <fry> yes, but there's no example right now
L1415[16:55:45] <williewillus> would you need a smartitem model and some way to stuff an ASM into the NBT?
L1416[16:56:16] <fry> yes
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L1418[16:58:57] <williewillus> also, if I want to animate the manatide bellows (it squishes down when clicked) i would use an offset_y with negative values for the top and then scale_y on the trunk, i think
L1419[16:59:42] <fry> yup, something like that
L1420[17:00:23] <williewillus> awesome. am I the first one to use the animation system or did someone beat me to it, heh ;p
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L1423[17:01:33] <fry> well, I was the first one, technically :P
L1424[17:03:27] <Tyler__> I've finished the basis for my mod finally :) Just got one little bug that I have no idea what would cause it lol
L1425[17:03:55] <williewillus> what is it?
L1426[17:04:11] <williewillus> oh and also, I figured out the missing item model for the pump, just forgot to remove the json with "builtin/entity" :p
L1427[17:04:33] <shadowfacts> fry, I'm getting an AbstractMethodError in ItemModelMesher when rendering an item, but only in a specific GUI (crash report: https://gist.github.com/shadowfacts/e851d262816c5965864c)
L1428[17:04:47] <shadowfacts> Vazkii said to report it to you as she has no idea what's causing it
L1429[17:05:02] <williewillus> ah
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L1431[17:05:05] <williewillus> I got that issue
L1432[17:05:16] <Tyler__> So I'm trying to make logic gates out of single blocks, so redstone contraptions can be simplified and take up less space. I have my AND gate working, however when I power it, then break the redstone in between my power source and my block, it continues to be powered...
L1433[17:05:17] <williewillus> if you use a lmabda for ItemMeshDefinition it doesn't reobfuscate correctly
L1434[17:05:26] <Vazkii> .___________________________________________.
L1435[17:05:53] <fry> Vazkii: try building with --refresh-dependencies
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L1437[17:06:19] <Vazkii> kk
L1438[17:06:19] <williewillus> I got this issue because FG/SS doesn't reobf lambdas correctly
L1439[17:06:25] <williewillus> you have to do something like this https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java#L170-L180
L1440[17:06:47] <fry> no, FG/SS needs to get its shit together
L1441[17:07:06] <williewillus> the issue is closed, but idk if it's actually fixed
L1442[17:07:10] <williewillus> so I just kept it there
L1443[17:07:13] <williewillus> :p
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L1445[17:08:34] <williewillus> #blameabrar? :p
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L1447[17:11:44] <Tyler__> What is FG/SS anyway?
L1448[17:11:49] <Vazkii> Nope fry same thing
L1449[17:11:53] <unascribed> ForgeGrade/SpecialSource
L1450[17:12:10] <fry> I'll add a comment to that issue then
L1451[17:15:03] <fry> williewillus: do you still have your crash report with that error
L1452[17:15:06] <fry> ?
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L1455[17:16:36] <williewillus> fry: the NoSuchElementException? https://gist.github.com/williewillus/4582770277748be4b308
L1456[17:16:55] <williewillus> it stopped happening when i set loop to false
L1457[17:16:56] <fry> nope, the lambda one
L1458[17:17:08] <fry> NoSuchElementException should be fixed in the latest forge
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L1460[17:17:29] <gigaherz> :3
L1461[17:17:29] <williewillus> oh it's the same thing they got, AME on ItemMeshDefinition.getModelLocation
L1462[17:17:29] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files/2277514
L1463[17:17:38] <fry> ok
L1464[17:17:59] <williewillus> since it never reobfs from getModelLocation back to the SRG name
L1465[17:18:43] <fry> opened a new issue: https://github.com/MinecraftForge/ForgeGradle/issues/336
L1466[17:18:50] <fry> just wanted to add more crash reports :P
L1467[17:19:27] <williewillus> I'm on 1718 lemme see if it still happens without a wrapper
L1468[17:21:04] <williewillus> ehh nvm I'll do it later, that involves making a obf build and dumping it into a modpack instance, lazy
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L1477[17:42:44] <shadekiller666> fry, have you gotten a chance to look at the obj loader changes?
L1478[17:43:14] <fry> no
L1479[17:43:24] <fry> what's the point of asking?
L1480[17:43:40] <fry> if I did, it would either be merged, or there would be some comments
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L1482[17:47:47] <Tyler__> >_>
L1483[17:47:52] <Tyler__> When MC won't read my lang file
L1484[17:48:02] <Tyler__> Yes UTF-8 without BOM
L1485[17:48:41] <williewillus> :p
L1486[17:48:46] <williewillus> did yo put it in the right place?
L1487[17:48:53] <Tyler__> assets.modid.lang
L1488[17:48:54] <williewillus> assets modid lang <LOCALE>.lang
L1489[17:49:10] <williewillus> does it faill only on some keys or on everything?
L1490[17:49:15] <Tyler__> File name is en_US.lang
L1491[17:49:32] <Tyler__> Nope it's just not loading any of my names...
L1492[17:49:36] <williewillus> try putting "dummy.dummy=test" then printing out StatCollector.translateToLocal("dummy.dummy")
L1493[17:49:54] <williewillus> shadekiller666: animation API support for OBJ soon? :D
L1494[17:50:17] <shadekiller666> idk, haven't looked at it yet
L1495[17:51:10] <Tyler__> williewillus: Trying that now
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L1497[17:52:09] <Tyler__> Correct place to put that code?
L1498[17:54:47] <Tyler__> Hold on might've found my problem...
L1499[17:55:15] <Tyler__> Nope lmao
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L1503[18:06:54] <shadekiller666> great
L1504[18:07:32] <shadekiller666> can't even dev cuz gradlew setupForge is stuck
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L1512[18:25:37] <shadekiller666> question
L1513[18:25:43] <unascribed> answer
L1514[18:26:04] <killjoy> What effect does a negative enchantment level have?
L1515[18:26:14] <williewillus> is that even possible?
L1516[18:26:19] <unascribed> technically
L1517[18:26:24] <killjoy> Summoned one with commandbook
L1518[18:26:25] <williewillus> I assume it just screws with the damage calculations
L1519[18:26:36] <unascribed> I know at least it has no effect with sharpness
L1520[18:26:37] <shadekiller666> how does one give IBakedModels a new method that has a "default" implementation in a way that is compatable with java 1.6?
L1521[18:26:41] <unascribed> might work with knockback
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L1523[18:26:52] <williewillus> shadekiller666: do what forge does
L1524[18:26:59] <shadekiller666> the "default" keyword in interfaces is only valid in java 1.8
L1525[18:27:08] <williewillus> have the default impl in ForgeHooks and just have everything use that
L1526[18:27:33] <williewillus> though I don't think what you're suggesting is possible without j8
L1527[18:27:43] <unascribed> yeah, default methods need bytecode accomodations
L1528[18:27:52] <unascribed> you cannot have true default methods in non-8 bytecode
L1529[18:27:53] <williewillus> if you add a method to bakedmodel then every person who has ever made a smartmodel needs to recompile
L1530[18:28:22] <shadekiller666> williewillus, thats exactly why i was trying to use "default"
L1531[18:28:29] <gigaherz> unascribed: only if the default implementation can change after compiling
L1532[18:28:31] <williewillus> there's probably no way to do what you want
L1533[18:28:39] <unascribed> or if you need people to implement the default method
L1534[18:28:41] <gigaherz> it could have been done so that the default method is "baked in" at compile time
L1535[18:28:45] <unascribed> Retrolambda offers default method faking
L1536[18:28:51] <unascribed> where it pulls down the defaults into implementers
L1537[18:28:54] <williewillus> doubt forge wants to use retrolambda :p
L1538[18:28:58] <unascribed> but that only works if you control all the implementers
L1539[18:29:01] <shadekiller666> cuz it means that the standard implementation of that method could be defined in IBakedModel and completely ignored by subclasses without issue
L1540[18:29:02] <williewillus> and ^
L1541[18:29:33] <williewillus> but there's no way of defining method implementations in 8- bytecode
L1542[18:29:50] <williewillus> adding a method will cause AME's in all subclasses and implementations until they recompile
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L1544[18:30:28] <williewillus> and that's too high of a cost in my opinion
L1545[18:30:38] <Cypher121> switch to java 8? ^_^
L1546[18:30:44] <williewillus> not until mojang does
L1547[18:30:47] <williewillus> so bug them :p
L1548[18:30:54] <unascribed> Cypher121, this is for Forge itself
L1549[18:30:57] <shadekiller666> basically i'm trying to give ibakedmodels a method that would allow them to pass their own model for use as the block breaking model, instead of relying on the standard one
L1550[18:31:00] <Cypher121> yeah, I realized
L1551[18:31:02] <unascribed> it's not up to shade to make it J8
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L1553[18:31:55] <shadekiller666> i suppose i could make it an extra interface and do an if (model instanceof ICustomBreakModel) check
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L1556[18:32:07] <shadekiller666> damn it mojang... update your shit :P
L1557[18:32:24] <williewillus> what woudl this even be used for :p
L1558[18:32:58] <shadekiller666> to allow custom models to define their own block breaking model
L1559[18:33:07] <unascribed> why can't you use the model as the block breaking model
L1560[18:33:13] <williewillus> yeah... :p
L1561[18:33:26] <unascribed> couldn't you generate UVs from the position of the vertices
L1562[18:33:35] <shadekiller666> thats the problem
L1563[18:33:45] <shadekiller666> the game already does that :P
L1564[18:33:55] <unascribed> ....so what's wrong
L1565[18:34:03] <Cypher121> IntelliJ has been spewing "KotlinNullPointerException" to error log for last few days. I can't even find a part of that sentence that isn't wrong
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L1567[18:34:09] <unascribed> inb4 "I want paradoxical Cthulu models that are larger than one block"
L1568[18:34:11] <shadekiller666> which is why you get the wonky breaking animation if any of the model vertices are outside of the 0..1 range
L1569[18:34:38] <williewillus> ah is that why, I feel like that's partially a vanilla issue :p
L1570[18:34:44] <gigaherz> unascribed: a paradozical model would be just one block large, but you'd be able to walk into it regardless
L1571[18:34:47] <williewillus> since vanilla model jsons can extend out of the blockspace
L1572[18:34:49] <gigaherz> paradoxical*
L1573[18:34:56] <shadekiller666> unascribed, spoiler: beds are larger than 1 block, but they're hard-coded
L1574[18:35:09] <williewillus> those arent larger than 1 block...
L1575[18:35:11] <unascribed> they're actually two models
L1576[18:35:13] <williewillus> those are two separate blocks
L1577[18:35:15] <unascribed> I know, I've remodelled beds.
L1578[18:35:20] <shadekiller666> williewillus, it is a vanilla issue
L1579[18:35:28] <williewillus> so bug mojang? :p
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L1581[18:35:45] <unascribed> the proper way to do big models, as demonstrated by vanilla
L1582[18:35:47] <unascribed> is to have multiple blocks
L1583[18:35:52] <unascribed> that have models that mesh together
L1584[18:35:58] <gigaherz> yup
L1585[18:36:00] <unascribed> chests don't count as they're a TESR
L1586[18:36:04] <gigaherz> see my rift multiblock
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L1588[18:36:11] <williewillus> well the format allows for json models that extend out of the bliockspace
L1589[18:36:16] <williewillus> so they shuold fix it if its broken :p
L1590[18:36:19] <unascribed> that doesn't mean it's a good idea
L1591[18:36:20] <shadekiller666> ^
L1592[18:36:22] <unascribed> nor does it mean it's intentional
L1593[18:36:24] <williewillus> so remove it
L1594[18:36:25] <williewillus> or fix it
L1595[18:36:28] <gigaherz> the format allows it
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L1597[18:36:36] <gigaherz> but the BLOCK itself only has light information about itself ;P
L1598[18:36:52] <unascribed> there are many reasons you should not have blocks that are larger than a block
L1599[18:36:53] <shadekiller666> like everything else, they half-implemented the system
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L1601[18:37:17] <unascribed> one of those reasons is bad collision
L1602[18:37:20] <unascribed> see: MalisisDoors
L1603[18:37:22] <williewillus> probably because people keep bitching about content
L1604[18:37:24] <unascribed> arrows pass through carriage doors
L1605[18:37:34] <williewillus> thats why every release is halfway through a refactor
L1606[18:37:46] <unascribed> if you're going to fill the space with dummy blocks they may as well not be dummy blocks
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L1609[18:41:53] <shadekiller666> hmmm
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L1618[19:01:35] <shadekiller666> williewillus, so how does this fancy new animation system work?
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L1620[19:05:14] <williewillus> an animation state machine is held by the TE / Entity / whatever controls the animation. An example is here https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/asms/block/pump.json, full grammar on fry's gist. Clips can be defined alongside a block json (see armatures folder), or in the model itself (b3d)
L1621[19:05:30] <williewillus> see the last four commits to the botania repository to see all of my progress implementing the pump
L1622[19:05:47] <williewillus> basically the static part is rendered in the WR, and only the animated segment is in the TESR
L1623[19:05:55] <williewillus> and it's animated by repeated TRSR application
L1624[19:06:10] <shadekiller666> ok
L1625[19:06:54] <shadekiller666> i saw that there are like pivot points and stuff that can be defined?
L1626[19:07:06] <fry> also, as always, there's a forge example: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelanimation
L1627[19:07:33] <williewillus> not sure how it works for b3d, but for the vanilla models you basically apply trsrs to the cubes/elements of a submodel
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L1629[19:08:08] <williewillus> fry: how would I make it so that when I transition from moving to off state the head doesn't immediately jump back, but finishes the current cycle?
L1630[19:08:22] <fry> look at the engine example
L1631[19:08:26] <fry> it does exactly that
L1632[19:08:51] <fry> (engine.json waits to start too, so that all engines move in sync, engine2 starts immediately)
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L1637[19:17:51] <shadekiller666> !latest
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L1641[19:28:48] <gigaherz> i jsut found a WTF piece ofcode
L1642[19:28:59] <gigaherz> where I'm using a value that makes no sense in the current code XD
L1643[19:29:04] <gigaherz> (the current iteration of it)
L1644[19:29:20] <gigaherz> and I have no idea what the heck I meant in to compute
L1645[19:29:21] <gigaherz> XD
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L1649[19:36:32] <shadekiller666> gigaherz, i had many of those moments when i was refactoring the obj loader :P
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L1657[19:52:58] <SomeGuyInATree> Strange, sometimes when I log in on client (1.7.10) Chat box messages from mods are sometimes written twice. (The CoFH Core update check is the worst for it)
L1658[19:53:54] <williewillus> probably client and server together
L1659[19:54:10] <SomeGuyInATree> There's no consistency though, Sometimes it will log update notifications once, where as other times everything is double logged.
L1660[19:57:38] <SomeGuyInATree> Just not sure how you can find a cause though.. Could be anything
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L1663[20:08:37] <gigaherz> has anyone made a tutorial on how to implement capabilities in a TE?
L1664[20:08:38] <gigaherz> XD
L1665[20:08:49] <Cypher121> what event should I listen to if I want to send a custom packet to client that joins server?
L1666[20:08:58] <williewillus> PlayerLoggedInEvent
L1667[20:09:06] <Cypher121> thx
L1668[20:11:31] <Cypher121> gigaherz: overload hasCapability and getCapability, it already implements ICapabilityProvider, so you won't need to worry about that
L1669[20:12:06] <Cypher121> or even just add your capability to "capabilities". derp
L1670[20:12:23] <VikeStep> for those who didn't see, I just got an event added into forge (in the latest 1.8.9 build) that is fired just before a player teleports to a dimension
L1671[20:12:30] <VikeStep> so you can use that if you ever need a mod for that
L1672[20:13:21] <Cypher121> telefragging?
L1673[20:13:48] <shadekiller666> when a Map is comparing keys during containsKey() or get() it calls == if .equals() isn't defined right?
L1674[20:14:12] <shadekiller666> if the key objects don't override equals()
L1675[20:14:28] <williewillus> well the default Object impl of equals is ==
L1676[20:14:31] <williewillus> so I guess yeah
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L1678[20:15:20] <Cypher121> equals is always defined
L1679[20:15:36] <williewillus> ugh
L1680[20:15:47] <williewillus> doing assignments for class in C, and null terminated strings are annoying as hell
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L1682[20:17:07] <gigaherz> [03:11] (Cypher121): or even just add your capability to "capabilities". derp
L1683[20:17:11] <gigaherz> that's not protected ;p
L1684[20:17:43] <gigaherz> there's apparently some sort of event
L1685[20:17:59] <gigaherz> but i'm not even sure what the proper way to use it is
L1686[20:18:15] <gigaherz> and implemeting getCapability
L1687[20:18:31] <gigaherz> means using "(T)instance" if I want something other than the default instance from the capability
L1688[20:18:41] <gigaherz> which adds an unchecked warning ¬¬
L1689[20:19:17] <williewillus> gigaherz: after you learn capas teach me and I'll teach you animation api, deal? ;P
L1690[20:19:34] <williewillus> they confuse me for some reason
L1691[20:19:42] <gigaherz> ...sure, although I'm not sure that I have any use for the animation api ;p
L1692[20:19:50] <gigaherz> (right now)
L1693[20:21:28] <Cypher121> AttachCapabilitiesEvent apparently
L1694[20:22:58] <Cypher121> gigaherz: ^
L1695[20:23:45] <gigaherz> yeah I'm starting to like the capability system less every moment
L1696[20:24:01] <unascribed> what was wrong with implementing interfaces?
L1697[20:24:25] <shadekiller666> williewillus, seems the capability system is confusing most people atm :P
L1698[20:24:38] <gigaherz> unascribed: some TileEntities ended up implementing tons of interfaces, and had to add @Optional.Interface and such
L1699[20:24:43] <gigaherz> it got messy
L1700[20:24:46] <gigaherz> thing is
L1701[20:24:57] <unascribed> don't you have to do basically the same thing for capabilities
L1702[20:25:07] <gigaherz> I initially thought it was just some "getCapability(interface, face)"
L1703[20:25:09] <unascribed> since so much as loading a class that doesn't exist will destroy the universe
L1704[20:25:11] <Cypher121> it makes delegation cleaner
L1705[20:25:12] <gigaherz> that would have been good enough for most purposes
L1706[20:25:13] <gigaherz> but
L1707[20:25:19] <williewillus> you can dynamically gain and lose capas
L1708[20:25:27] <gigaherz> it's really much more convoluted than that
L1709[20:26:06] <gigaherz> unascribed: depends on how it's implemented
L1710[20:26:19] <gigaherz> the default implementations allow you to have an interface without even knowing the interface
L1711[20:26:31] <gigaherz> well
L1712[20:26:32] <gigaherz> sorta
L1713[20:26:37] <gigaherz> I mean you do need to know it
L1714[20:26:43] <gigaherz> in order to be able to use the methods
L1715[20:27:08] <gigaherz> as I said
L1716[20:27:21] <gigaherz> I'm LESS convinced by the design the more I try to understand how to use it
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L1718[20:29:56] <Cypher121> I really need to stop over-engineering things
L1719[20:32:02] <grondag> I had a boss once who listened to me go on for a while about the latest and greatest back when object-oriented was relatively new.
L1720[20:32:09] <grondag> I’ll never forget what he said:
L1721[20:32:21] <gigaherz> and... yep, I can't be bothered. QUERYING capabilities, ok that's doable
L1722[20:32:26] <gigaherz> implementing them just doesn't feel right
L1723[20:32:35] <grondag> “I’m sure you’re right. But back in my day we just had green screens and cobal and crap still got done somehow.”
L1724[20:32:50] <gigaherz> I'll keep the same old IInventory that I always had.
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L1726[20:33:10] <williewillus> well cobol is still alive
L1727[20:33:15] <williewillus> so he has a point ;p
L1728[20:33:44] <grondag> yeah, well his point was that we tend to overcomplicate things and get distracted by the latest fad
L1729[20:33:48] <gigaherz> cobol is only used now because there's just too much existing code written for it
L1730[20:34:01] <grondag> Which isn’t to say that there haven’t been real advances, we just tend to get carried away.
L1731[20:34:12] <gigaherz> yep
L1732[20:34:26] <grondag> omg everything must be immutable now, for instance
L1733[20:34:34] <gigaherz> fuck immutable
L1734[20:34:34] <gigaherz> XD
L1735[20:34:53] <grondag> it’s actually a good practice that has been used a long time situationally
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L1737[20:34:57] <gigaherz> yes
L1738[20:35:07] <gigaherz> proper encapsulation is good
L1739[20:35:12] <gigaherz> "immutable all the things!" is not.
L1740[20:35:22] <grondag> I remember using it without realising it when I was dealing with some highly complex SQL transformations.
L1741[20:35:49] <grondag> No update statements = much easier to write solid code
L1742[20:36:37] <grondag> but yeah, it’s the fancy new hammer and everything is a nail now
L1743[20:37:57] <williewillus> using immutable is fine, just don't go crazy and kill performance without having mechanisms to compensate for it
L1744[20:38:14] <williewillus> the structure sharing thing functional languages do for immutable data structures is really cool
L1745[20:38:47] <gigaherz> meh I will keep the capability implementation since it's already written
L1746[20:39:08] <gigaherz> but I will need a decent explanation to how to use them before I can form a final opinion
L1747[20:39:33] <williewillus> *waits until asie and ama have their implementations* :p
L1748[20:39:37] <gigaherz> my current one is capabilities are not fully worth the effort
L1749[20:40:26] <gigaherz> (IMO, if you can't be certain if a feature is worth your time before starting to use it, it's not really that good of a feature to begin with)
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L1756[21:14:03] <williewillus> how do you generate the run configs for a forge workspace?
L1757[21:14:11] <williewillus> I imported the projects in eclipse but they're not there
L1758[21:14:36] <wlhlm> williewillus: `gradlw eclipse`?
L1759[21:14:41] <williewillus> forge dev
L1760[21:14:43] <williewillus> not modding
L1761[21:15:51] <gigaherz> this is really bothering me a lot more than it should
L1762[21:15:52] <gigaherz> XD
L1763[21:16:03] <gigaherz> (the capability stuff)
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L1765[21:19:46] <gigaherz> WOAH
L1766[21:19:51] <gigaherz> I hadn't opened google+ in a long time
L1767[21:20:02] <gigaherz> no idea when they put this new design in
L1768[21:20:03] <gigaherz> but wtf
L1769[21:20:14] <gigaherz> the comments in the posts are now a ticker
L1770[21:21:25] <gigaherz> meh
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L1787[21:59:51] <Cypher121> http://puu.sh/mJUtA/ad64f36f29.png or http://puu.sh/mJUkw/fea4c8f458.png ?
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L1792[22:04:09] <TehNut> 1
L1793[22:05:03] * mikebald prefers the 2nd one =)
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L1800[22:23:10] <Cypher121> if I have nbt serializable non-final class, how should I deserialize its subclasses?
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L1802[22:27:31] <Cypher121> I guess I can make some kind of ID->deserialization callback registry, but is there a better way?
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L1805[22:30:03] <LexManos> Thats the way to do it
L1806[22:31:04] <Cypher121> yeah, apparently its that or storing classname in nbt. choosing between bad and awful it seems
L1807[22:31:43] <LexManos> bad is not bad
L1808[22:31:48] <LexManos> aweful is aweful
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