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L21[01:26:22] <asie> willieaway: for
capabilities?
L22[01:26:28] <asie> Charset has
implementations for both TileEntities and ItemStacks
L23[01:27:25] <asie> i am not sure myself
if the complete lack of context in caps is a good idea, as it lead
me to having six implementation objects per wire... but we'll see
in practice.
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L27[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160126 mappings to Forge Maven.
L28[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160126-1.8.9.zip
(mappings = "snapshot_20160126" in build.gradle).
L29[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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L37[02:17:15] <fuj1n> Anyone can point me
to a method which loads an ItemStack from NBT?
L38[02:20:36] <fuj1n> from JSON *
L39[02:24:03] <Cypher121> well, it depends
on what you used to get the stack to json
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L41[02:26:29] <fuj1n> It's hand
written
L42[02:26:37] <fuj1n> Cypher121 ^
L43[02:26:54] <Cypher121> then you'll have
to make a deserializer for it, I guess
L44[02:27:22] <fuj1n> I am pretty sure
there is one, since chat commands do it somewhere
L45[02:27:42] <Cypher121> chat commands do
it from their own format
L46[02:29:48] <fuj1n> Got it, there's a
class called JsonToNBT which provides a method to get NBT from JSON
which can be used to load an item
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L48[02:32:16] <Cypher121> ahh, I got
you
L49[02:32:27] <Cypher121> I thought you
wrote a serializer yourself
L50[02:43:06] <Cypher121> how do I do
something client-side after disconnecting from server?
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L53[02:45:32] <Cypher121> from what I see
PlayerLoggedOut is only fired server-side
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L55[02:48:33] <tterrag> Cypher121:
ClientDisconnectionFromServerEvent
L56[02:49:16] <Cypher121> thanks
L57[02:49:27] <Cypher121> is there a full
list of events somewhere?
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L59[02:55:33] <tterrag> Cypher121: Event
-> open type hierarchy
L60[02:55:38] <tterrag> not the best but
it's a list :P
L61[02:55:53] <Cypher121> heh
L62[02:56:21] <asie> remember that mods add
events too
L63[02:56:29] <asie> so you will never have
a full list of all events :-)
L64[02:58:05] <Cypher121> well, unless
someone makes a bot that pulls all mods from curseforge and looks
for subclasses of Event in them and adds them to a public
database
L65[02:59:54] <Cypher121> anyway, I think
244 forge events is more than enough for me
L66[03:00:14] <asie> Cypher121: Still not
all mods.
L67[03:00:16] <asie> Most, but not
all.
L68[03:00:23] <Cypher121> yeah
L69[03:00:28] <Cypher121> then
minecraftforum
L70[03:00:31] <asie> You're skipping the
few non-CF outliers, but that's not important. You're skipping 95%
of the Asian modding community.
L71[03:00:32] <Cypher121>
minecraftuser.jp
L72[03:00:37] <asie> also mcbbs I
think?
L73[03:00:45] <Cypher121> I don't know that
one
L74[03:00:52] <asie> I think it's a Chinese
one. CustomSteve originated there, IIRC
L75[03:00:58] <Wuppy> morning guys :)
L76[03:01:03] <Cypher121> o/
L78[03:01:37] <asie> there's also a lot of
internal mods which never saw/will see the light of day
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L80[03:02:36] <Wuppy> just 3 days before
global game jam :D
L81[03:02:50] <Cypher121> I dunno, other
than integrating this into forge itself, there's no way to get to
everyone
L82[03:02:57] <Cypher121> much less point
in doing so
L83[03:03:03] <Wuppy> anybody else
joining?
L84[03:06:12] <asie> what jam
L85[03:07:08] <Wuppy> the global game
one
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L89[03:24:28] <Cypher121> anyone wants to
do a bit of code reviewing?
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L91[03:31:35] <masa> when you ask that
without giing a link, now if someone answers "ok" and
then you give the link, then they are kind of obligated to review
it :p
L92[03:32:12] <Cypher121> masa: that was my
plan from the beginning
L93[03:32:16] <Cypher121> how did you
know?
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L98[03:36:58] <Thefjong> (1.8.9) Is there
an easy way to render a standard block with textures? Im making a
placeholder block, but the only way i can find is to render they
full block via TESR
L99[03:37:04] <Thefjong> Isnt there an
easier way?
L100[03:37:22] <Thefjong> Just like the
old getTexture?
L101[03:37:44] <TehNut> use the JSON model
system
L102[03:37:48] <Kolatra> ^
L103[03:38:03] <Kolatra> Speaking of json,
how do I scale the block down for when I'm in third person? It's
fucking huge.,
L104[03:38:10] <ghz|afk_a_k> Thefjong: you
create a blockstates json file
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L106[03:38:46] <TehNut> Kolatra:
"parent": "block/cube_all",
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L108[03:38:53] <ghz|afk_a_k> and use
"defaults":{"model":"minecraft:block/cube_all",
"textures":{"all":"minecraft:blocks/whatever"}}
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L110[03:39:12] <Thefjong> Yeah, but the
texture change have to be dynamic
L111[03:39:26] <Thefjong> Multiblock
structure
L112[03:39:47] <ghz|afk_a_k> then you want
to have blockstate properties
L113[03:39:52] <ghz|afk_a_k> that indicate
which sub-block in the structure it is
L114[03:39:56] <TehNut> you said standard
block with textures. I don't see the word dynamic anywhere in that
question >.>
L115[03:39:57] <ghz|afk_a_k> and then you
can use variants
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L117[03:39:59] <Kolatra> TehNut, the model
file must not be loading then, because I have that.
L118[03:40:13] <ghz|afk_a_k> to specify
the texture changes
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L121[03:40:37] <Thefjong> Standard full
cube block ;3
L122[03:40:40] <gigaherz> I really
recommend taking a look at this document
L123[03:40:55] <gigaherz> it explain the
quirks of the 1.8.9 model system
L124[03:41:00] <gigaherz> (well
1.8+)
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L127[03:41:54] <Thefjong> I woudlnt have
to put all the different textures in that json do i?
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L129[03:42:04] <gigaherz> depends
L130[03:42:13] <gigaherz> if you need it
to be COMPLETELY dynamic
L131[03:42:17] <gigaherz> there's ways to
do so by code
L132[03:42:36] <gigaherz> it's also
explained in the link, I believe
L133[03:42:49] <Cypher121> anyways
L135[03:42:58] <Cypher121> give me
shit
L136[03:43:16] <Kolatra> Oh my... I might
have to use that for my new mod.
L137[03:43:16] <gigaherz> Cypher121:
interesting
L138[03:43:51] <Cypher121> Kolatra: then
you should be interested in checking how well it's written
L139[03:44:17] <gigaherz> does it handle
storage?
L140[03:44:24] <Cypher121> storage?
L141[03:44:25] <gigaherz> (IEEP)
L142[03:44:29] <Cypher121> yeah
L143[03:44:33] <Cypher121>
ResearchProperty
L144[03:44:58] <gigaherz> ah
L145[03:45:06] <gigaherz> I like to name
the IEEPs ending with "EntityData"
L146[03:45:20] <gigaherz> Property isn't
very clear ;P
L147[03:45:30] <Cypher121> well, its IEEP,
not IEED
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L149[03:45:37] <gigaherz> I know
L150[03:46:05] <gigaherz> most tutorials
use "ExtendedPlayer" and similar
L151[03:46:08] <Kolatra> I starred the
repo, I'll take a good look at it later.
L152[03:46:08] <gigaherz> but I also
dislike that one
L153[03:46:24] <gigaherz> so I chose
"*EntityData" as my pattern
L154[03:46:31] <gigaherz> just saying
;P
L155[03:46:37] <Cypher121> but maybe I'll
rename it to ResearchEntityProperty. it's a package-local class
anyway, so I can change it as much as I want
L156[03:46:53] <gigaherz> yeah
L157[03:46:58] <Cypher121> I didn't get to
writing a test mod for it yet
L158[03:48:40] <Cypher121> I'll be here
for at least half an hour before I go to sleep, so if anyone wants
to try it out, I'm eager to help
L159[03:49:05] <Kolatra> I'll throw it
into my workspace and play around with it.
L160[03:49:30] <gigaherz> is this meant to
be included as a dependency jar?
L161[03:49:40] <gigaherz> or embedded as
an API?
L162[03:50:18] <Cypher121> dunno
L163[03:50:37] <Cypher121> it's not a mod,
so I guess it can be shaded easily
L164[03:50:49] <gigaherz> no need for
shading
L165[03:50:53] <gigaherz> well
L166[03:51:00] <gigaherz> FML has the api
thing
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L168[03:51:15] <gigaherz> where you
specify a package-info.java or whatever
L169[03:51:29] <gigaherz> and it can take
care of sharing/shading for you
L171[03:52:02] <gigaherz> all you need is
a file like this
L172[03:52:10] <OrionOnline> If is
register a new FLuid in 1.8 (one without a block) do i have to
stitch its textures myself?
L173[03:52:30] <gigaherz> with the
version, author, and the "api id"
L174[03:52:48] <gigaherz> then FML will
discard extra copies of an API
L175[03:53:29] <gigaherz> do you plan on
providing achievement-style "popups"?
L176[03:53:40] <Cypher121> hmm, not
yet
L177[03:54:13] <gigaherz> "Research
Unlocked: Name"/"Some description below"
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L180[03:54:39] <Kolatra> Cypher121, do you
care if I commit the files to my repo? I'll put a link to your repo
in the README if you want.
L181[03:54:48] <Cypher121> for now any
interaction with the tree, be it unlocking researches under some
criteria, doing something based on unlocked research and anything
else is up to modder
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L183[03:55:04] <Cypher121> Kolatra: wait
few minutes, I'm going to commit package-info
L184[03:55:08] <Kolatra> Okay.
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L191[04:02:13] <gigaherz> owner is you,
not the modname
L192[04:02:13] <gigaherz> ;P
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L195[04:02:23] <gigaherz> no wait
L196[04:02:23] <gigaherz> hm
L197[04:03:09] <gigaherz> ah hm
L198[04:03:15] <gigaherz> I guess it is
the modname
L199[04:03:25] <gigaherz> dunno why I put
my name there
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L201[04:03:44] <gigaherz> yes I guess
that's right, Cypher121
L202[04:03:51] <Cypher121> thx
L203[04:03:55] <Cypher121> Kolatra: I'm
done
L204[04:04:02] <Kolatra> kk ty
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L211[04:10:58] <Cypher121> !gm
isFlowerPot
L212[04:11:21] <Cypher121> meh, only for
blocks
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L219[04:22:23] <Cypher121> Most of all I
wonder how well will synchronization of research maps will
perform
L220[04:23:06] <Cypher121> basically, the
idea was to let server owners make questlines for players
L221[04:23:43] <Cypher121> so when player
joins server, he should download all researches from server and use
them until he leaves
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L223[04:28:06] <gigaherz> wouldn't it
simply be a matter of keeping the research data in the
server?
L224[04:28:18] <gigaherz> so that the
player simply asks the server when it need to know
L225[04:29:48] <Cypher121> gigaherz:
client may not even know such research exists
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L227[04:30:43] <Cypher121> so if it's
going to be displayed in a book, client won't know what to
display
L228[04:31:06] <gigaherz> when it has to
show the book
L229[04:31:10] <gigaherz> it can send a
packet to the server
L230[04:31:20] <gigaherz> and the server
can reply with the list of researches
L231[04:31:30] <Cypher121> too heavy
L232[04:31:43] <Cypher121> so I'd prefer
to send it once
L233[04:32:02] <gigaherz> then send it on
connect
L234[04:32:12] <Cypher121> that's what I
do
L235[04:32:28] <Cypher121> and when player
leaves the server, I make it switch back
L236[04:33:32] <Cypher121> oh fuck
L237[04:33:41] <Cypher121> I left a method
empty
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L247[04:51:14] <JustRamon> Is there
something wrong with #ChangeYourName?
L248[04:51:26] <JustRamon> I get put into
it all the time
L249[04:53:30] ***
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L250[04:54:23] <Cypher121> JustRamon: if
you have auto-identification and auto-join, you sometimes end up
joining the channel before you're identified
L251[04:54:33] <Cypher121> other than
that, never seen anything wrong
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L259[05:11:36] <JustRamon> Hmm
L260[05:11:42] <JustRamon> That might be
the case then
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L262[05:12:39] <JustRamon> I'm on a znc
bouncer, so I'll take a look at the settings
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L264[05:16:51] ***
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L265[05:19:10] <modmuss50> was srgExtra
removed in forge gralde 2.1? or was it renamed?
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L271[05:27:44] <Nitrodev> Oh the
satisfication of finishing an english exam before others ;D
L272[05:32:07] <Wuppy> Just Cause 3 is
still so awesome :o
L273[05:32:20] <Nitrodev> Still?
L274[05:32:29] <modmuss50> It's not as
good as 2 was
L275[05:32:45] <Wuppy> most people dont
play it anymore
L276[05:32:47] <Nitrodev> It hasn't been
out for THAT long
L277[05:32:50] <Wuppy> and I took a long
break myself
L278[05:32:54] <Nitrodev> Wow
really?
L279[05:32:55] <Wuppy> but it's just so
cool
L280[05:33:46] <Nitrodev> I haven't gotten
it yet thought
L281[05:33:55] <Nitrodev> But i got
2
L282[05:34:00] <modmuss50> It's cool, but
I got a bit board after finishing the story
L283[05:34:07] <Wuppy> I haven't finished
the story yet
L284[05:34:09] <Nitrodev> Ofc
L285[05:34:16] <Wuppy> 23 hours in
atm
L286[05:34:17] <Quetzi> there is only so
many times you can enjoy just blowing stuff up
L287[05:34:25] <modmuss50> ^
L288[05:34:37] <Wuppy> that's true, that's
why I took a break
L289[05:34:56] <Wuppy> I started up the
game today planning to continue with the story
L290[05:35:13] <modmuss50> Mods might get
me back into it
L291[05:35:20] <Wuppy> ended up desotrying
the main city, getting an awesome car, driving that car up a
mountain and then driving that car down the mountain
L292[05:35:23] <Wuppy> well, trying at
least :P
L293[05:35:35] <Nitrodev> I doubt modders
will take their time
L294[05:35:54] <Nitrodev> Unlike with mc
XD
L295[05:36:00] <modmuss50> The best thing
about 2 was the multiplayer mod, I've spent hours with that
L296[05:36:17] <Nitrodev> I havent for
that long
L297[05:36:31] <Nitrodev> But its really
cool
L298[05:36:34] <modmuss50> They should
have included multiplayer in the base game
L299[05:37:01] <Nitrodev> I think they
were supposed to
L300[05:37:13] <Nitrodev> But never got
around to it
L301[05:37:41] <Nitrodev> Maybe it would
have made the game too big in storage space
L302[05:38:11] <modmuss50> It's 2016, I
wouldn't mind another 10gb
L303[05:38:25] <Nitrodev> Yeah me
neither
L304[05:38:28] <modmuss50> My steam folder
is already 800gb
L305[05:38:40] <Nitrodev> But for laptop
users D:
L306[05:38:45] <Nitrodev> Lol
L307[05:39:07] <modmuss50> You shouldn't
be playing jc3 on a laptop...
L308[05:39:11] <Cazzar> JustRamon: 2 tips
to potentially fix the joining-too-quick, SASL auth (Allows
NickServ Auth) or using the SSL CERT
L309[05:39:50] <Wuppy> modmuss50, a JC3
multiplayer mod is coming very soon
L310[05:39:58] <Nitrodev> I have barely
filled 25% of my 1Tb pc
L311[05:40:21] <Nitrodev> My c disk is
pretty much filled
L312[05:40:33] <modmuss50> I've used about
4tb of 7tb
L313[05:40:37] <Wuppy> o___0
L314[05:41:00] <Nitrodev> And my cpu hits
98% when opening chrome
L315[05:41:00] <Wuppy> I've got a 250GB
SSD which is mostly full and then about 300GB on my 1TB HDD
L316[05:41:01] <modmuss50> But then my
2x2tb raid 1 nas only had 15gb used
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L318[05:41:14] <Nitrodev> It goes down
after a while but still
L319[05:41:24] <Wuppy> and then 250GB of
series & movies + backups
L320[05:41:32] <Nitrodev> Wow
L322[05:42:40] <modmuss50> I've got 11tb
of usable storage
L323[05:42:46] <Wuppy> why
L324[05:42:50] <Wuppy> and with what do
you fill it
L325[05:43:04] <modmuss50> It's not
full
L326[05:43:27] <Wuppy> what do you guys
think of that movie?
L327[05:44:32] ***
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L328[05:45:33] <Nitrodev> Didnt bother
watch it completely
L329[05:45:38] <Nitrodev> Since
L330[05:45:51] <Wuppy> its rather
long
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L333[05:48:20] <Wuppy> if you'd pause the
video at certain moments you can see me in it :P
L334[05:48:23] <Wuppy> or some of my
friends
L335[05:49:47] <Wuppy> and next year I'll
be there for the full 3 day experience :D
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L338[05:50:07] <Wuppy> going to be one
hell of a weekend
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L341[05:58:50] <Lordmau5> o/
L342[06:00:54] <Kolatra> o/
L343[06:02:42] <Wuppy> \o/
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L345[06:23:05] <gigaherz> so apparently
jeb's work computer broke
L347[06:23:08] <gigaherz> this was a
reply
L348[06:23:09] <gigaherz> XD
L349[06:23:38] <Lordmau5> nicememe
L350[06:24:07] <Lordmau5> perhaps it's
repairing 1.9 so it'll be more stable and easier to mod? :^)
L351[06:24:09] <Lordmau5> one can
dream...
L352[06:24:42] <gigaherz> sure, with
code-free json blocks and items
L353[06:24:47] <gigaherz> using json as a
programming language
L354[06:25:01] <Lordmau5> the model format
is good, the actual "coding" format...
L355[06:25:20] <Lordmau5> inb4 MC is
switching over to JSON in a secret 2.0 re-release
L357[06:29:08] <gigaherz> that's what
happens when they block your video's audio for copyright, but you
still weant to share the contents
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L395[09:38:51] <Nitrodev> hi
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L397[09:41:59] <sham1> hello
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L401[09:47:29] <OrionOnline> Helo
Guys
L402[09:47:36] <OrionOnline> I have some
questions about the new IItemHandler
L403[09:48:05] <OrionOnline> What is the
Simulate parameter on most functions actually used for?
L404[09:49:01] ⇦
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L405[09:49:09] <gigaherz> to get the items
it would insert/extract
L406[09:49:15] <gigaherz> without actually
inserting or extracting anything
L407[09:49:27] <OrionOnline> So do i then
understand it correctly
L408[09:49:38] <williewillus> same thing
as the simulate parameter on say RF
L409[09:49:40] <williewillus> or the fluid
system
L410[09:49:51] <OrionOnline> Never used
any of them
L411[09:49:53] <gigaherz> it's primarily
designed for things like "fair sharing"
L412[09:49:54] <sham1> the one in fluid
system is inverted
L413[09:49:59] <williewillus> it doesn't
*actually* do it but the return value gives you a hint of what
would happen
L414[09:50:01] <OrionOnline> But i get now
hat it does
L415[09:50:18] <sham1> because it is
do[Fill|Drain] while others have it as simulate
L416[09:50:24] <gigaherz> so that you can
get all possible targets
L417[09:50:31] <gigaherz> decide how much
to share to each based on how much they ask for
L418[09:50:35] <gigaherz> then actually do
the sharing
L419[09:50:43] <OrionOnline> So i should
perform the calculations on the stack (how many fit in, how many
are left over after insertion)
L420[09:50:46] <gigaherz> I don't think
there's any other reason to use simulate
L421[09:50:58] <OrionOnline> But not
actually insert it into the Inventory when simulation is true
L422[09:51:00] <OrionOnline>
Correct?
L423[09:51:36] <sham1> indeed
L424[09:51:46] <sham1> When stimulate is
true, it does not actually do anything
L425[09:51:53] <sham1> it stimulates it as
if it were
L426[09:52:01] <sham1> So you know what
would happen
L427[09:52:07] <OrionOnline> Okey
L428[09:52:18] <williewillus> why is
eclipse so slow on this computer .-.
L429[09:52:24] <OrionOnline> But it is not
really something for the TE this gets called upon, but more for
things like TransportPipes
L430[09:52:24] <sham1> >eclipse
L431[09:52:25] ***
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L432[09:52:34] <sham1> ye
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L434[09:52:38] <OrionOnline> to check
wether or not something could fit in the IItemHandler
L435[09:52:41] <OrionOnline>
Correct?
L436[09:52:50] <sham1> for instance
L437[09:53:01] <williewillus> asie: how
did you get a forge dev env working in IDEA?
L438[09:53:10] <OrionOnline> I do not see
any other use.......
L439[09:53:30] <sham1> you can use it to
check what you can take out of the other IItemHandler
L440[09:53:37] <OrionOnline> Alright
L441[09:53:38] <asie> williewillus: you
need to go into the project structure
L442[09:53:40] <asie> and manually rebuild
it
L443[09:53:40] <OrionOnline> And
viceversa
L444[09:53:43] <sham1> yes
L445[09:53:44] <asie> by picking the right
paths
L446[09:53:46] <asie> otherwise it won't
work
L447[09:53:47] <sham1> You need to get
creative
L448[09:53:48] <OrionOnline> check what
can be pulled
L449[09:54:03] <sham1> yes
L450[09:54:16] <OrionOnline> Allright so
for my TE's not much has changed that is nice
L451[09:54:43] <OrionOnline> A replace of
IInventory to IItemHandler should be enough? Or do i still need to
implement IInventory for Hopper support?
L452[09:55:02] <williewillus> just doing
the capability should be enough for hoppers
L453[09:55:24] <sham1> then hop right in
xD
L454[09:55:32] <OrionOnline> sham1,
lol
L455[09:55:40] <OrionOnline> williewillus,
ah yeah does have been added as well
L456[09:55:47] <OrionOnline> How do does
work?
L457[09:55:57] <williewillus> wat
L458[09:56:11] <williewillus> you're
asking about IItemHandler and then asking how capas work?
L459[09:56:22] <OrionOnline> williewillus,
correct......
L460[09:56:26] <williewillus> IItemHandler
is part of the new capability system.. :p
L461[09:56:30] <OrionOnline> Did i miss
something.....?
L462[09:56:47] <OrionOnline> Okey.... I
did not know that
L463[09:57:50]
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L464[09:57:52] <OrionOnline> Time to read
that GitHub Comment for the fourth time today
L465[09:59:16] <williewillus> asie: i
imported the Clean and Forge iml modules, but the FOrge module is
missing forge source (it just has vanilla), how do I get
that?
L466[09:59:27] <asie> it's in
MinecraftForge/src
L467[09:59:41] <asie> but if you add it in
manually IDEA will complain as the project root is
projects/Forge
L468[09:59:55] <asie> so you delete both
project roots, then readd /src and /projects/Forge/src and
necessary resources manually
L469[09:59:57] <asie> then it should
work
L470[10:00:07] <williewillus> ah
okay
L471[10:00:10] <williewillus> thanks
L472[10:01:18] <OrionOnline> So how do
these capabilities work in general?
L473[10:01:42] <gigaherz> all the
capability-enabled systems implement ICapabilityProvider
L474[10:01:48] <OrionOnline> Okey
L475[10:01:55] <OrionOnline> So say i have
a chest
L476[10:01:56] <gigaherz> that is,
TileEntities, Entities and ItemStacks
L477[10:02:09] ***
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L478[10:02:18] <gigaherz> then you can
choose to return certain capabilities depending on the face, and
the context
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L480[10:02:27] <OrionOnline> gigaherz, do
i have to implement ICapabilityProvider myself, or is it on the
standard TileEntity class
L481[10:02:34] <gigaherz> it's in the
standard class
L482[10:02:37] <gigaherz> you can override
it
L483[10:02:41] <OrionOnline> Oke
L484[10:02:42] <OrionOnline> yy
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L486[10:03:16] <OrionOnline> And so if i
want my Chest to allow insertion and extraction i return an
instance of IItemHandler specific for my TE
L487[10:03:30] <OrionOnline> Or is there
some default system at work here?
L488[10:03:40] <OrionOnline> Or does my TE
need to implement IItemHandler?
L489[10:03:44] <LexManos> No default
systems are dumb do it yourself
L490[10:04:18] <OrionOnline> I am sorry
that i asked about the default system, i am just asking to make
sure that i donnot clash with anything inplace
L491[10:04:24] <LexManos> the format is
simple when your TE loads if CAP_HOLDER != null cal_instance = new
YourImplementationOfCapInterface(this);
L492[10:04:35] <OrionOnline> Ah okey
L493[10:04:41] <OrionOnline> So i create
the IItemHandler
L494[10:04:50] <OrionOnline> Return it
when it is called for a face
L495[10:04:59] <OrionOnline> And it
handles the ItemStack IO on my TE
L496[10:05:14] <OrionOnline> And not as
with IInventory the TE itself?
L498[10:06:04] <asie> if you need example
code
L499[10:06:10] <LexManos> No dont use the
interface on the TE itself, its safe to do for IInventory because
FOrge provides it
L500[10:06:15] <asie> Charset wires
implement capabilities for tiles, Charset audio tapes implement
capabilities for itemstacks
L501[10:06:21] <asie> and Charset pipes
show you how to use IItemHandler as a pipe
L502[10:06:22] <LexManos> but if you do
that for OTHER caps you run into issues of hard dependancies
L503[10:06:37] <LexManos> I tried to make
sane examples.
L504[10:06:41]
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L505[10:06:50] <OrionOnline> I am not
planning to implement it on the Inventory it self anymore
L506[10:07:00] <OrionOnline> Making these
somehow general can spare a lot of code i think
L508[10:07:08] <LexManos> Thats the
'Ideal' way to do it
L509[10:08:44] <OrionOnline> So the
net.minecraftforge.items.CapabilityItemHandler.ITEM_HANDLER_CAPABILITY
is a given constant from Forge that tells me that the caller of the
getCapability method is looking for IItemHandler
implementations
L510[10:08:47] <OrionOnline>
Correct?
L511[10:09:05] <LexManos> Yes
L512[10:09:17] ***
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L514[10:09:24] <gigaherz> Lex, i guess
it's unavoidable that any ICP overriding the getCapability method
will have to work around the unchecked warning?
L515[10:09:33] <LexManos> you can also
annotate a field of Type Capability<GernericInfoHere> with
@CapabilityInject
L516[10:09:50] <OrionOnline> Ah okey
L517[10:09:53] <LexManos> and it will
always get the same instance of Capability for that specific
capability when registered
L518[10:10:02] <LexManos> only one thing
is allowed to register a cap for a class
L519[10:10:16] <OrionOnline> But how does
the caller know that my te has that capability, or do just return
null if my TE does not implement that?
L520[10:10:23] <LexManos> and you can
safely use 'if FIELD == null' to determine if the cap is registered
or not
L521[10:10:33] <LexManos>
hasCapabilitty
L522[10:10:37] <gigaherz> OrionOnline:
hasCapability returns false if not
L523[10:10:44] <OrionOnline> Ah okey
L524[10:11:00] <LexManos> You can always
return null from getCap() but you should try and keep it as synced
with hasCap as possible
L525[10:11:21] <gigaherz> ah yes Iwantedto
ask
L526[10:11:25] <OrionOnline> Good that
were all my questions gentlemen, thank you very much for your lex
and gigaherz.
L527[10:11:31] <gigaherz> is it mandatory
for capabilities to have storage and default implementation?
L528[10:11:36] <LexManos> yes
L529[10:12:00] <OrionOnline> for your help
lex*
L530[10:12:41] <OrionOnline> Is there a
capability for tanks (So IFluidHandler or something)??
L531[10:12:44] <LexManos> The contract
should be: The storage should sertialize to/from at LEAST a
instance of the default implemetnation
L532[10:13:23] <LexManos> if !(inst
instanceof DefaultImpl) throw new RuntimeException("Do not
call storage on non-default implementations'); is acceptible
L533[10:13:33] <gigaherz> yeah the whole
default implementation thing just seems an unnecessary layer to
me
L534[10:13:35] <LexManos> its just hard to
clarify that in code
L535[10:13:41] <LexManos> welll
L536[10:13:52] <SomeGuyInATree> Any ideas
on [IC2.Recipe] Inconsistent recipe cache during startup? Making it
take ages while loading MT scripts..
L537[10:13:55] <LexManos> its been argued
both ways, its useful for more complex shit
L538[10:13:56] <OrionOnline> I see that
there is an INBTSerializable capability, does that mean i have to
replace readFromNBT and writeToNBT methods on my TE as well?
L539[10:14:10] <gigaherz> no
L540[10:14:16] <LexManos> if you jsut want
to add a inventory that holds 1 item to your TE
L541[10:14:25] <LexManos>
@CapabilityInject(IItemHandler)
L542[10:14:45] <LexManos> public static
void onItemHandlerRegister(Capability<IItemHandler>
cap){
L543[10:15:00] <LexManos> MY_INV =
cap.getImplementation();
L544[10:15:00] <LexManos> }
L545[10:15:26] <OrionOnline> Ah okey so
that gives me an IItemHandler
L546[10:15:37] <OrionOnline> But what
IItemHandler am i given then?
L547[10:15:47] <LexManos> public NBTBase
serialize(){ return IITEM_CAP.writer().serialize(MY_INV); }
L548[10:16:13] <LexManos> public void
deserialize(NBTBase nbt){ MY_INV IITEM_CAP.writer().serialize(nbt);
}
L549[10:16:22] <OrionOnline> hmm
okey
L550[10:16:27] <LexManos> Thats basically
the idea you have minimal code to implement the default.
L551[10:16:37] <LexManos> anyways
L552[10:16:49] <LexManos> For MOST people
they wont use the default implementation
L553[10:17:02] <LexManos> because they
will want like 10 slots on one side, 1 on the other...
L554[10:17:19] <OrionOnline> Nah all slots
available on all sides... Like a chest
L555[10:17:41] <OrionOnline> But i get the
system now
L556[10:17:57] <sham1> me too
L557[10:18:04] <OrionOnline> we had
something like that in a library we are building for 1.8.9
L558[10:18:06] <sham1> Somewhat
L559[10:18:10] <LexManos> I expect there
will be a few questions like this for the next few weeks
L560[10:18:12] <OrionOnline> But that can
be scrapped and replaced with this
L561[10:18:15] <OrionOnline> Works much
better
L562[10:18:17] <sham1> I really need to
sink my teeth in
L563[10:18:17] <LexManos> until examples
and documentation is written
L564[10:18:33] <OrionOnline> Yeah
L565[10:18:33] <sham1> Well as said,
expected
L567[10:18:43] <OrionOnline> And some
opensource projects have it properly implemented
L568[10:19:15] <williewillus>
ClassNotFOundException GradleStart .-.
L569[10:19:18] <williewillus> yay
workspace
L570[10:20:02] <sham1> Would make docs if
we got the side documentation away from the queue *cough* *cough*
willie
L571[10:20:18] <williewillus> dammit
:p
L572[10:20:42] <sham1> I can't release my
proxy one unless we have that there to explain what even do the
sides mean
L573[10:21:16] <williewillus> ah finally
forge dev env in idea :p
L574[10:21:29] <sham1> did you import the
gradle filer
L575[10:22:00] <williewillus> no i
imported the project in projects/, imported the Modules, then fixed
the paths in the FOrge module
L576[10:22:22]
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L577[10:22:42] <sham1> I dont even
L578[10:24:15] ***
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L579[10:25:10] <LexManos> I know what
needs to be done to fix the IDEA forgedev stuff
L580[10:25:29] <LexManos> I just dont know
how to do it and if someone wants to work on a PR for forge I can
write it up real quick
L581[10:25:44] <LexManos> PR for FG
L582[10:26:44] <williewillus> heh the test
mod for TESR item renderers is broken ;p
L583[10:27:01] <sham1> Would but Gradle
for me might as well be a black box of magic
L584[10:29:46] ⇦
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L585[10:29:53] <LexManos> Basic gist is
that in the generated .iml file there is one <content> XML
tage with everything soved in it, it needs to be split into
multiple.
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L587[10:32:32] <LexManos> Whelp trip time!
Bye bye
L588[10:33:01] <sham1> have fun
L589[10:36:06] ***
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L590[10:37:54] ⇦
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L591[10:42:14] <[NK]Ghost> LexManos you on
your way to South now?
L592[10:43:07] <Wuppy> ^ playing with
fire
L593[10:43:23] <Wuppy> read the title
thing
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L606[11:24:53] <williewillus> when did
they make bowls stackable?
L607[11:25:21] <williewillus> oh they've
always been xP
L608[11:28:33] <shadekiller666> well,
you'd think bowls would be stackable
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L610[11:33:18] <shadekiller666> guys, The
Witness is now out on PS4 and Steam, uploading to Humble Bundle as
we speak :P
L611[11:36:14] <DRedhorse> any idea if the
forge for 1.8.x will support shift etc as modifiers in the
controls, instead of just the shift key? e.g Shift+a = A which is
different from a, atm I can have Shift and a but not both at the
same time
L612[11:36:30] <williewillus> anyone seen
a crash like this ebfore? 0.o
L615[11:39:18] <sham1> nice
L616[11:39:23] <sham1> 1.8.9 is now
master
L617[11:39:36] ⇦
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L618[11:41:45] <williewillus> it was for a
few weeks now :p
L619[11:41:55] <williewillus> unless you
mean default page on the files site
L620[11:41:58] <Lumien> willie does
botania use j8 ?
L621[11:42:04] <williewillus> yes
L622[11:42:10] <williewillus> that user is
also running java 8
L623[11:42:39] <williewillus> !gm
func_176474_b
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L628[11:46:30] <DRedhorse> thanks
williewillus I hope that we get something like this, in my opinion
totally needed
L629[11:46:32] *
DRedhorse sitting at a macpro laptop with less keys than
usual
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L631[11:49:10] <sham1> !latest
L632[11:52:47] <diesieben07> williewillus,
sounds like some coremod is messing wiht your classfile and
breaking it.
L633[11:53:03] <williewillus>
>.>
L634[11:53:09] *
sham1 mumbles something about coremods
L635[11:53:43] <diesieben07> or
rather
L636[11:53:53] <diesieben07> they don't
include stackmap frames, assuming that all classes are java 6
L637[11:54:01] <diesieben07> which is
equally as bad
L638[11:54:38] <williewillus> not sure why
the mysitcal flowers need tweaking that can't be done with
reflection anyway :p
L639[11:54:46] <williewillus> or why they
need tweaking at all
L640[11:54:50] <williewillus> they're
literally just plants
L641[11:55:08] <diesieben07> well, remove
those coremods one by one
L642[11:56:55] <diesieben07> williewillus,
see, AppleCore for example transforms everythign that implements
IGroable
L643[11:57:16] <williewillus> uh why
:p
L644[11:57:22] <sham1> because
L645[11:57:47] <diesieben07> yup
L647[11:58:07] <diesieben07> so that is
your issue, yell at them
L648[11:58:25] <williewillus> so they
should have the Compute frames flag as well on that line?
L649[11:58:32] <diesieben07> yes, but it's
not that simple
L650[11:58:42] <diesieben07> since
computing frames is a pain because it has to laod classes
L651[11:58:49] <williewillus> and this
screws with j7 and 8 runtimes or just 8?
L652[11:58:53] <diesieben07> both
L653[11:59:09] <diesieben07> apparently j6
does not need it but i have yet to get it to actualyl do that for
me
L654[11:59:19] <williewillus> 0.o how come
it hasnt happened in big 1.7 packs?
L655[11:59:19] <diesieben07> for me it
even crashes with j6 classes without stackmap frames
L656[11:59:23] <diesieben07> the heck do i
know
L657[11:59:45] <diesieben07> luck? no j7
mod uses IGrowable? idk
L658[12:00:09] <masa> hm, why do all my
things take so long to implement...
L659[12:00:21] <masa> this is what I'm
currently working on:
L661[12:01:12] <Mraoffle> That looks
cool
L662[12:01:17] ***
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L663[12:01:37] <Mraof> And also
complicated, I hope your mod explains how to use itself
L664[12:01:56] ***
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L665[12:01:57] <masa> there are tooltips
for most everything
L666[12:02:12] <Mraof> Good
L667[12:02:28] <SomeGuyInATree> So, MT3
can take a looong time to load scripts. [02:17:11]
ServerAboutToStart - MineTweaker 3 took 370.507s
L668[12:02:40] <masa> actually, it will be
a good ui test that I drop the mod to people who are unfamiliar and
they see how good or bad it goes and give feedback :p
L669[12:04:00] <Mraof> I'm never quite
sure what the best way to explain how to use a mod is
L670[12:04:03] ⇦
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L671[12:04:22] <Mraof> Like tooltips work
for GUIs, I guess, but what about other stuff?
L673[12:04:55] <LatvianModder> Just a WIP
idea
L674[12:05:22] <diesieben07> JsonElement?
why the heck that? :D
L675[12:05:22] <LatvianModder> I am also
not a pro at documenting stuff
L676[12:05:41] <LatvianModder> The.. er..
Gson thing
L677[12:05:47] <sham1> but why
L678[12:05:49] <LatvianModder> Its like in
base of all minecraft json files
L679[12:05:49] <diesieben07> i know what
JsonElement IS
L680[12:05:51] <Mraof> What exactly do you
want your permission API to be used for?
L681[12:06:10] <sham1> also
L682[12:06:13] <LatvianModder> FTBU mostly
:P
L683[12:06:24] <Mraof> No clue what FTBU
is
L684[12:06:28] <LatvianModder> too
bad
L685[12:06:37] <masa> Mraof: yep that is a
good question... my mod is just a collection of random things, so
there is no overall concept, so all the dicumentation is about how
to use the items and blocks, and I have that all documented in the
tooltip of "fresh items" (with no NBT yet), so you can
see it from NEI/JEI/creative inventory
L686[12:06:46] <sham1> Welp, my mod has a
unique name
L688[12:06:57] <sham1> Now I just need to
know just how the hell to abbreviate it
L689[12:07:12] <Mraof> Oh, it's for that
modpack thing
L690[12:07:27] <diesieben07>
LatvianModder, honestly, looks a bit too simplistic to be useful.
if you look at what kinda crazy shit permissions do in things like
bukkit and sponge (? haven't used sponge...) ... this is not nearly
on par :P
L691[12:07:52] <LatvianModder> Yeah. I
already made this Simple system in 1.7.10, EnkiTools was the
mod
L692[12:07:58] <LatvianModder> And it
worked just fine
L693[12:08:03] <Mraof> NEI integration is
a pretty good thing to have, I should add it to Scapecraft
L694[12:08:08] ⇦
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L695[12:08:18] <diesieben07> well, the
hard part is integrating it with mods
L696[12:08:21] <diesieben07> and
vanilla
L697[12:08:28] <LatvianModder> Vanilla is
easy
L698[12:08:36] <LatvianModder> its not for
commands, its more for.. hmm...
L699[12:08:42] <LatvianModder> command
specials?
L700[12:08:47] <LatvianModder> Like Home
count, etc
L701[12:08:48] <masa> well I don't have
any NEI integration per-se, just lots of text in the item's
tooltip
L702[12:08:52] <Mraof> One of the more
difficult things to document, I think, is crafting recipes, both
for vanilla and mod crafting stuff
L703[12:08:55] <Mraof> Okay
L704[12:08:59] <diesieben07> that sounds
like somethign that shouldn't be in forge
L705[12:09:00]
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L707[12:09:14] <LatvianModder> Not the
system itself
L708[12:09:29] <LatvianModder> The
permission handling would be in FTBU
L709[12:09:36] <diesieben07> still no idea
wtf that is
L710[12:09:46] <LatvianModder> I just
bloody linked it >.<
L712[12:09:54] <diesieben07> oh
L713[12:09:59] <diesieben07> well, i did
not interlinked those...
L714[12:10:04] <diesieben07> -ed
L715[12:10:15] <Mraof> Can add your own
permission levels or whatever?
L716[12:10:47] <LatvianModder> More or
less. You can add Admin, Mod, VIP, whatever you want
L717[12:10:54] <sham1> So
L718[12:10:54] <Mraof> For example, for
people to be able to use certain moderation commands and blocks,
but nothing too powerful
L719[12:10:57] <LatvianModder> names or
amount isnt importnat
L720[12:11:04] <LatvianModder> aye
L721[12:11:05] <sham1> Can anyone make a
non-stupid name out of this: "Advanced
PlantGenetics"
L722[12:11:12] <sham1> Something that I
can use as a package name
L723[12:11:32] <LatvianModder>
sham1.plantgenetics
L724[12:11:40] <Mraof> A name that people
will actually be able to understand?
L725[12:11:52] <sham1> Well yeah
L726[12:12:13] <LatvianModder> Also,
highly recommend to have a space between Plant Genetics in final
name :P
L727[12:12:14] <sham1> Something that
botrays the idea and that can be both used in the package name and
as the modid
L728[12:12:24] <sham1> Propably
L729[12:12:34] <LatvianModder> Mod ID can
be whatever, more simple, better, like APG
L730[12:12:59] <Mraof> Is there a simple
plant genetics mod?
L731[12:13:02] <LatvianModder> then also
textures would have a smaller path, assets/apg/textures, lang
etc
L732[12:13:08] <sham1> ye
L733[12:13:11] <Mraof> The advanced seems
a bit unnecessary if there isn't
L734[12:13:15] <LatvianModder> Its a
simple advanced mod :P
L735[12:13:45] <sham1> Well the advanced
would come up with stuff like gene manipulations
L736[12:13:55] <sham1> And you know,
breeding
L737[12:13:58] <LatvianModder> Protip:
Always check if your mod short version doesnt mean anything on
google, like a company name or smth nsfw <.<
L738[12:14:25] <sham1> "APG
Netherlands"
L739[12:14:46] <LatvianModder> well,
something that simple will probably always be a company name or
smth
L740[12:14:46] <sham1> And Association of
Professional Genealogists
L741[12:15:26] <sham1> But as far as
"Advanced Plant Genetics" go, it is research papers
L742[12:16:02] <sham1> so I'd be somewhat
safe
L743[12:16:28] <illy> bah to much work if
the short version of my mod name turns out to be something dirt
that makes me want to use it more :P
L744[12:16:31] <sham1> And APG is a
OpenPGP for Android
L745[12:16:33] <sham1> Fuck this
L746[12:16:47] <LatvianModder> XD
L747[12:16:48] <illy> s/dirt/dirty/
L748[12:16:56] <Mraof> Acronyms are always
taken
L749[12:17:03] <LatvianModder> I should
make a mod that literally is named NSFW
L750[12:17:06] <Mraof> Unless you use the
sort of acronyms I use
L751[12:17:12] <Mraof> But those are
terrible and long
L752[12:17:21] <Mraof> Like Zetdidg and
Gwilstnieds
L753[12:17:25] <sham1> Just gonna have the
modid be advanced_plant_genetics
L754[12:17:33] <LatvianModder> LatBlocks
:P
L755[12:17:35] <sham1> Simple,
descriptive
L756[12:17:51] <LatvianModder> how
about
L757[12:17:51] <Mraof> I'm terrible at
naming things myself
L758[12:17:55] <sham1> Me too
L759[12:17:56] <LatvianModder>
-advanced)
L760[12:18:02] <LatvianModder> _*
L761[12:18:14] <sham1>
"plant_genetics_advanced"
L762[12:18:16] <sham1> Hmm
L763[12:18:22] <Mraof> I either use
acronyms, just call things "Mraof" or "Mraof" +
whatever, or occasionally some sort of pun
L764[12:18:27] <LatvianModder> n..no. just
plant_genetics
L765[12:18:35] <sham1> ah
L766[12:18:38] <sham1> So ommit it
L767[12:18:45] <LatvianModder> Mraof,
thats just impossible to say out loud :D
L768[12:19:03] <Mraof> What is, Zetdidg
and Gwilstnieds?
L769[12:19:10] <sham1> your name
L770[12:19:29] <sham1> Like just how the
hell do you spell it
L771[12:19:31]
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L772[12:19:32] <Mraof> My name is easy
enough to say that festival text to speech pronounces it
right
L773[12:19:32] <sham1> Show us the
IPA
L774[12:19:38] <Mraof> M r a o f is how
you spell it
L775[12:19:52] <sham1> Meh
L776[12:19:52] <Mraof> I'm not really
familiar with IPA
L777[12:20:12] <Mraof> It's pronounced
like "Mrowf"
L778[12:20:30] <Mraof> One syllable
L779[12:20:38] <sham1> Me being finnish,
pronouncing two consonants after another is hard man
L780[12:20:51] <Mraof> Haha
L781[12:21:06] <sham1> I need vowels
L782[12:21:10] <Skuli> It's spelt Raymond
Luxury Yacht, but it's pronounced "Throatwarbler
Mangrove"
L784[12:21:37] ***
MrKick|Away is now known as MrKickkiller
L785[12:22:04] <sham1> My tongue does not
twist like that :C
L787[12:23:46] <Mraof> My chatbot has a
harder to pronounce name, sbnkalny
L788[12:28:14]
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L789[12:30:12] <Mraof> I'm still confused
how my chatbot got so popular, enough for fanart
L790[12:30:36] <sham1> WHAT
L791[12:30:46] <Mraof> Hmm?
L792[12:30:58] <sham1>
"fanart"
L793[12:31:01] <Mraof> Yeah
L794[12:31:27] <Mraof> I download it all
to a folder on my website
L796[12:32:11] <Mraof> It's tumblr avatar
is all people have to work with, so it's odd
L797[12:32:28] <Mraof> *Its
L798[12:37:33] <sham1> Augh
L799[12:37:34] ***
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L800[12:37:48] <sham1> I downloaded Dwarf
Fortress
L801[12:38:00] <sham1> All the text
L802[12:38:03] <Mraof> Haha
L803[12:38:27] <sham1> I probably will
download some actual textures
L804[12:38:51] <sham1> I am too much of an
"modern gamer" in order to appreciate these graphics
which are nice in their own way, but do not tickle my fancy
L805[12:39:10] <Mraof> I haven't tried df
since I was in high school
L806[12:39:16]
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L807[12:39:17] <terribleperson> is the LNP
(which I have never actually used) updated for the new
version?
L808[12:40:22] <sham1> All I get for LNP
is the australian Liberal National Part
L809[12:41:42] ⇦
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L810[12:42:29] ⇦
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L811[12:44:41] <Wuppy> o/
L812[12:46:16] <shadekiller666> can anyone
recommend a torrent client?
L813[12:46:22] <williewillus>
qbittorrent
L814[12:46:30] <shadekiller666> preferably
one that doesn't also instal malware and shit :P
L815[12:46:33] <williewillus> or the old,
non shitty versions of utorrent 2.x
L816[12:46:47] <Mraof> I use
transmission
L817[12:46:48] <Wuppy> yep, qbittorrent is
nice
L818[12:46:49]
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L820[12:47:03] <Mraof> Transmission-gtk
specifically, but that's not available on windows
L821[12:47:12] <shadekiller666> (this is
for a legal purchase for the record :P)
L822[12:47:47] <Mraof> Of course, torrents
are just a good way to distribute large files/directories
L823[12:47:59] <williewillus> :p
L824[12:48:16] <BerciTheBeast> i just use
my browser
L825[12:48:19] <Mraof> I usually download
the arch linux install iso via torrent
L826[12:48:20] <BerciTheBeast> namely
torch
L827[12:48:32] <Mraof> Sometimes I use
aria2c for torrents
L828[12:48:44] <williewillus> woohoo arch
:p
L829[12:49:07] <Mraof> Hehe
L830[12:49:28] <williewillus> I get
irratioanlly irritated when I come across distro-locked
software
L831[12:49:33] <williewillus> but then AUR
to the rescue
L832[12:49:50] <Mraof> The installation of
arch on my laptop is sort of messed up somehow, it randomly hangs
and always hangs at the end of shutting down
L833[12:49:57] <Mraof> So I was planning
on reinstalling it today
L834[12:50:14] <Mraof> But I dual boot
with windows 10, which has decided to hold up my laptop for hours
updating
L835[12:50:20] <williewillus> what wm?
:D
L836[12:50:33] <Mraof> Openbox
L837[12:50:46] <williewillus> cool, that's
my fallback
L838[12:50:59] <williewillus> was a
cinnamon user then found out about i3 :p
L839[12:51:05] <Mraof> I see
L840[12:51:23] <Mraof> I used to use lxde,
which uses openbox
L841[12:51:45] <Mraof> But then I stripped
stuff I didn't want out until it's basically just openbox
L842[12:51:56] ⇦
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L843[12:52:09] <Mraof> I still use lxpanel
but that's about all I use from lxde
L844[12:52:47] <Mraof> pcmanfm is
technically my file browser but I prefer just using bash
L845[12:56:30]
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L849[13:02:36]
MineBot sets mode: +o on LexMobile
L850[13:05:47] <heldplayer> Does your
flight have internet access Lex? :o
L851[13:09:22] ***
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L852[13:10:38] <shadekiller666> why are
rotateX and rotateZ in EnumFacing private...
L853[13:10:44] <sham1> Because
L854[13:11:16] ⇦
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L856[13:11:40] <shadekiller666> and also,
why is the Y axis the only one that has a ccw rotation
function
L857[13:11:50] <shadekiller666> damn it
mojang, can't you finish anything?
L858[13:13:34] ***
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L859[13:14:22] <diesieben07> it's not them
not finishing things, it's the obfuscator
L860[13:14:26] <diesieben07> if something
is not used, it's removed.
L861[13:15:31] <williewillus> ^
L862[13:15:45] <williewillus> half of them
are sideonyl client because only the client uses them :p
L863[13:16:04] <shadekiller666> well,
they're not marked @SideOnly any more
L864[13:16:10] <shadekiller666> they're
just private
L865[13:16:19]
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L866[13:16:52] <shadekiller666> would it
be worth making a PR with a patch for it?
L867[13:17:15] <williewillus> probably,
it's not harmful to make them public and they're actually
useful
L868[13:17:37] <shadekiller666> and with
ccw rotations for all axis :P
L869[13:18:02] <shadekiller666> and maybe
a few other things, like getAdjacentFaces()
L870[13:18:37]
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L871[13:18:41] <shadekiller666> (good for
when iterating over EnumFacing.Axis and want to get the faces that
aren't on that axis)
L872[13:20:47] <shadekiller666> wow...
screw using the torrent, chrome is downloading faster on its own
:P
L873[13:21:37] <williewillus> thats
surprising :p
L874[13:22:17] <shadekiller666> torent
estimated >1d for the 3.4GB download, chrome is estimating 3-4
hours...
L875[13:22:26] <williewillus> needed to
download ubuntu for a stupid distro locked framework for a class,
http was crawling at 800kbps and torrent flew at 10MBps and
finished within 3 minutes :p
L876[13:22:40] <shadekiller666> lol
L877[13:23:22] <shadekiller666> its really
annoying that i have to turn off windows firewall everytime i want
to run gradle setupForge...
L878[13:23:51] <gigaherz> o_O
L879[13:23:59] <gigaherz> did you choose
to lock java or something?
L880[13:24:03] <gigaherz> block*
L881[13:24:32] <williewillus> in windows i
let java through private networks
L882[13:24:41] <williewillus> on linux,
havent setup a firewall yet oops
L883[13:25:18]
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L884[13:27:34] <shadekiller666> wow...
there are 18 different "Java(TM) Platform SE binary"
entries in the list of apps for the firewall...
L885[13:27:40] <williewillus> lol
L886[13:27:57] <shadekiller666> some of
them are intellij, some are javaw, some are the jre/jdk
L887[13:28:05]
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L888[13:29:10] <shadekiller666> would it
be a bad idea to just let all of them through? or should i check
what they are :P
L889[13:43:12] <shadekiller666> also is
the strange layout of the case statements in the rotateX and
rotateZ methods caused by the obfuscator?
L890[13:44:29] <williewillus> nah
L891[13:44:38] <williewillus> switches
compile in order iirc
L892[13:44:47] <williewillus> its going
clockwise from north
L893[13:44:48] <williewillus> then
up/down
L894[13:44:54] <williewillus> for X
L895[13:45:41] <Mraof> Seems like switches
couldn't change order, since it'll continue if there isn't a
break
L896[13:45:42] <williewillus> actually
weird
L897[13:45:50] <williewillus> the default
block is not at the end
L898[13:46:09] <williewillus> doesnt a
default block early on catch everything?
L899[13:46:30] <Mraof> I don't think
so
L900[13:46:44] <Mraof> It'd cause problems
if it did
L901[13:47:37] <Mraof> Like if you want to
make default do the same thing as some other case
L902[13:47:52] <Mraof> Or have default set
something and then continue to another case
L903[13:48:41] ⇦
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^^)
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L907[13:55:45] <Mraof> Why does
PlayerEvent.StartTracking get posted so many times (In single
player in 1.7.10, at least)
L908[13:56:46] <williewillus> isnt that
posted any time an entity is sent to the client?
L909[13:56:53] <williewillus> on
spawn
L910[13:56:57] ***
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L911[13:57:11] <Mraof> Oh, is it?
L912[13:57:42] <williewillus> "*
Fired when an Entity is started to be "tracked" by this
player (the player receives updates about this entity, e.g.
motion)."
L913[13:57:50] <Mraof> I guess I got
confused by "PlayerEvent"
L914[13:58:11] <Mraof> And thought it was
only when the player started being tracked
L915[13:58:16] <williewillus> its more
like "the server is now sending information about this entity
to <player>'s client
L916[13:58:45] <Mraof> Okay
L917[13:58:58] <Mraof> Is there an event
for when the player starts being tracked?
L918[13:59:05] <williewillus> same
thing
L919[13:59:17] <Mraof> Or rather when the
player spawns
L920[13:59:19] <Mraof> Okay
L921[13:59:27] <williewillus> every player
implicitly tracks themselves so not sure how if that event would
fire for self
L922[13:59:33] <williewillus> but it would
fire for a player seeing another player
L923[13:59:41] <Mraof> Hmm
L924[14:00:22] <Mraof> Basically I want to
make sure some things are correct for the player when they respawn
or change dimension
L925[14:00:33] <williewillus>
PlayerEvent.Clone?
L926[14:01:04] <Mraof> That their max
health is correct and that the skills I add are correct on the
client
L927[14:01:34] <Mraof> (Though with how I
changed how the skills are stored yesterday updating them might not
be necessary)
L928[14:01:37] <Mraof> Hmm
L929[14:01:48] <williewillus> note that
for Clone event, if isDeath is false IEEPs are copied for you by
vanilla, otherwise IEEPs get wiped
L930[14:01:57] <williewillus> because of
the end->overworld special case teleport
L931[14:03:34] ***
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L932[14:03:38] <Mraof> Hmm
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L934[14:04:31] <shadekiller666> has anyone
ever used the fall-through functionality of switches?
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L936[14:04:44] <williewillus> i only use
it for default and another case tofgether :p
L937[14:04:56] <shadekiller666>
ya...
L938[14:05:08] <Mraof> I've used it
before
L939[14:05:21] <Mraof> I don't use
switches very much anymore, though
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L941[14:07:26] <Mraof> I find they lead to
code that isn't easily changeable
L942[14:07:49] <shadekiller666> is there a
way to generate the patch file for a single class?
L943[14:08:35] <diesieben07> you mean like
genPatches but only check a single file?
L944[14:09:00] <shadekiller666> ya,
instead of compiling everything
L945[14:09:09] <diesieben07> i don't think
so
L946[14:09:33] <shadekiller666> like
"gradlew genPatches <path to java file>"
L947[14:14:38] <Mraof> Hmm
L948[14:14:55] <Mraof> I don't suppose
there's an event for when a player starts existing in a world, is
there?
L949[14:15:03] <williewillus> the general
entity spawn events
L950[14:15:12] <diesieben07>
PlayerLoggedInEvent / PlayerRespawnEvent could also work
L951[14:15:13] <williewillus>
EntityJoinWorldEvent
L952[14:15:16] <Mraof> Changing dimension,
or joining a server, or respawning
L953[14:15:18] <diesieben07> depending on
what you want
L954[14:15:51] <Mraof> Eh, I'll just try
different things
L955[14:16:03] <Mraof> I was probably
doing it the way I was because I cared about Cauldron support
L956[14:18:01] ***
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L957[14:18:14] ***
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L958[14:19:18] <sham1> BTW. can I use the
${version} in my main mod file so I can use FG to automagically
insert the correct version
L959[14:21:18] <Mraof> Maybe, try it
L960[14:21:37] <Mraof> I just replace
@VERSION@ with the version myself
L961[14:21:42] <sham1> Well I *could* try
to build it and see
L963[14:25:51] <sham1> oh
L964[14:25:56] <sham1> Fancy new
methods
L965[14:25:59] ⇦
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L966[14:26:05] <shadekiller666>
indeed
L967[14:26:47] <shadekiller666> how does
one contribute to the mcp mappings?
L968[14:26:59] <sham1> Ask the bot
L969[14:27:24] ⇦
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L970[14:27:30] <shadekiller666>
!contribute
L971[14:27:40] <shadekiller666> idk the
command :P
L972[14:27:47] <shadekiller666>
!help
L973[14:28:06] <diesieben07> that patch
looks unnecessarily big....
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L982[14:54:24] <williewillus>
shadekiller666: you use !sf/sm/sp
L983[14:54:41] <shadekiller666>
williewillus, thanks
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L993[15:06:26] <tterrag> shadekiller666:
in getAdjacentFacings, you only check the axis
L994[15:06:34] <tterrag> but shouldn't the
order be inverted for negative directions?
L995[15:06:40] <tterrag> (if you are
keeping the order in CW/CCW
L996[15:07:27] <shadekiller666> thats why
there are two methods, though they could be merged into one
L997[15:07:46] <tterrag> no that's not
what I mean
L998[15:07:59] <tterrag> clockwise for UP
is the opposite of clockwise for DOWN
L999[15:08:24] <shadekiller666> true, so
make the method care about the direction, not the caller
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L1002[15:09:14] <shadekiller666>
right?
L1003[15:09:17] <tterrag> personally i
don't see the need for those methods at all
L1004[15:09:50]
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L1005[15:10:06] <killjoy> I'm having an
issue with my player model. Every so often, the first person hand
just starts waving as others move.
L1006[15:10:13] ***
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L1007[15:10:55] <killjoy> When I jump, I
punch myself in the face.
L1008[15:11:57] <diesieben07> that does
not sound healthy
L1009[15:12:32] <PaleoCrafter> I've seen
that with a lot of mods though xD
L1010[15:12:37] <PaleoCrafter> they all
want to hurt the player, it seems
L1011[15:13:05] <killjoy> I'm thinking
it's because I change the size of the arm model on the outside, but
I still want the first person hand to be the same
L1012[15:13:25] <killjoy> So I copy it to
another field before reassigning it.
L1013[15:13:30]
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L1016[15:14:43] <Cypher121> particularly
NBT serialization
L1017[15:15:02] <killjoy> This is really
hard to debug
L1018[15:15:33] <diesieben07> first
thing... don't make your IMessage and IMessageHandler the same
class
L1019[15:16:06]
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L1020[15:16:12] <Curle> wasssap
L1021[15:16:34] <PaleoCrafter> presumably
the ceiling
L1022[15:16:36] <PaleoCrafter>
alternatively, the sky
L1023[15:16:49] <Curle> what if I'm
upside down?
L1024[15:16:53] <Curle> the floor?
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L1026[15:16:59] <PaleoCrafter> I wouldn't
believe you :P
L1027[15:17:05] <diesieben07> then the
ceiling is still up
L1028[15:17:06] <Curle> :/
L1029[15:17:08] <diesieben07> you are
just upside down
L1030[15:17:18] <Curle> Down to you, up
to an observer
L1031[15:17:21] <PaleoCrafter> also
^
L1032[15:17:29] <diesieben07> also
Cypher121 dont save enums as ints, use the String
representaation
L1033[15:17:58]
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L1035[15:19:35] <PaleoCrafter> and use
dem packages
L1036[15:20:10]
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L1038[15:24:47] <Cypher121> that would
increase statesync packet's size significantly
L1039[15:25:10] <gigaherz> for
storage
L1040[15:25:20] <gigaherz> network can
rely on the enums being the same, so long as you make sure that
versions are the same
L1041[15:25:33] <Cypher121> yeah, changed
it for NBT
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L1043[15:28:02] <killjoy> I found some mc
code that's essentially var++;var--;
L1044[15:28:04] <killjoy> wut
L1045[15:29:07] <Cypher121> as for
packages, there're lots of package-private methods, and for some
reason subpackages don't have access to them
L1046[15:29:22] <diesieben07> thats
because there is no such thing as subpackages in java
L1047[15:29:31] <Cypher121> shame
L1048[15:29:41] <diesieben07> my.package
has the same relation to foo.bar as to my.package.subpackage
L1049[15:30:15] <Cypher121> anyway, most
I can do is maybe move network messages to separate package
L1050[15:30:17]
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L1056[15:35:47] <diesieben07> make an
internal package :D
L1057[15:36:09] <Cypher121> and move
there what?
L1058[15:36:27] <diesieben07> the stuff
that needs to be public but is not part of the API
L1059[15:36:27] <Cypher121> or do you
mean package named "internal"?
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L1061[15:36:39] <diesieben07> yes
L1062[15:37:06] <Cypher121> I definitely
don't like that solution -_-
L1063[15:37:18] <diesieben07> well,
neither do i
L1064[15:37:21] <diesieben07> but its
what you gotta do in java
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L1069[15:46:08] <killjoy1> Do most entity
modeling programs also do animation?
L1070[15:46:44] <Curle> you gotta code
the animation yourself, but the modelling programs give you points
of rotation
L1072[15:47:13] <Curle> The blue ball is
the point of rotation in Techne, for example
L1073[15:47:19] <killjoy1> well the
rotation points are done during init
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L1075[15:48:27] <PaleoCrafter> Tabula has
animation
L1076[15:48:49] <PaleoCrafter> I don't
think you can export it in any way though xD
L1077[15:48:49] <killjoy1> second
question. Can it import an existing java file?
L1078[15:49:45] <PaleoCrafter> Tabula can
load models from entities in the game, iirc
L1079[15:50:04] <Curle> Techne can import
code that it has created
L1080[15:50:22] <Curle> If you modify it,
it can't be imported (remove the entity-s in the code)
L1081[15:51:40] <killjoy1> I wish it was
like windowbuilder in eclipse
L1082[15:52:06] <Curle> remove the entity
in setRotationAngles, the method and the super
L1083[15:52:19] <Curle> and it can be
imported
L1084[15:52:29] <Curle>
WindowBuilder?
L1085[15:53:37] <killjoy1> You can use
window builder to create or edit any swing component. It will even
try to detect the init
L1086[15:56:12] <killjoy1> If it can't
find it, you're told to pick one. it then puts a javadoc comment
saying so
L1087[15:56:21] <killjoy1> /** @wb_init
*/
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L1091[16:04:23] <HassanS6000> How to put
clickable links in chat
L1092[16:09:30]
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L1094[16:11:48] <AoA> wut
L1095[16:11:50] <AoA> oh wow
L1096[16:13:21] <diesieben07>
HassanS6000, ForgeHooks.newChatWithLinks makes all URLs in a String
clickable
L1097[16:13:35] <HassanS6000>
diesieben07, yeah figured it out
L1098[16:18:01] <killjoy1> If you're
doing it from a command, you can just use the vanilla method to get
a component from the command
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L1100[16:18:14] <killjoy1> I forget the
name
L1101[16:18:56] <killjoy1> 1670 or
later
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L1103[16:21:27] <shadekiller666> why is
it that chrome seems to download faster when it has window
focus...
L1104[16:24:59] <HassanS6000>
diesieben07, actually.. so if it contains http:// or https:// it'll
magically become a link?
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L1109[16:33:49] <killjoy1> HassanS6000,
yes. that's how I designed it.
L1110[16:34:06] <killjoy1> If I remember
correctly, it doesn't have to have http
L1111[16:34:25] <HassanS6000> killjoy1,
kewl
L1112[16:34:43] <killjoy1> It's actually
been there for over a year now
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L1149[17:44:42] <Thefjong> How do i get a
list of all registered blocks?
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L1151[17:46:15] <Thefjong> Seems like
it's GameData.getBlockRegistry().iterator()
L1152[17:46:38] <gigaherz> may be able to
go through Block.blockRegistry
L1153[17:47:09] <Thefjong>
Block.blockRegistry.iterator()?
L1154[17:47:11] <Thefjong> rgith?
L1155[17:48:02] <gigaherz> dunno
L1156[17:48:12] <Thefjong> should be, ty
;)
L1157[17:48:21] <gigaherz> why do you
need that, anyhow?
L1158[17:48:45] <xaero> yea, please don't
pull a reika or gregtech on us :P
L1159[17:49:11] <Thefjong> I want to put
a custom Enum on the blocks
L1160[17:49:18] <Thefjong> Hashmap
:|
L1161[17:49:21] <gigaherz> what?
o_O
L1162[17:49:53] <Thefjong> nvm
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L1164[17:51:12] <gigaherz> if you want to
link blocks with values, it would be best if you store the
"config" as string->value, and then use
Block.blockRegistry.getObject(new ResourceLocation(string))
L1165[17:51:26] <gigaherz> instead of
enumerating the blocks
L1166[17:52:40] <Thefjong> uuh.. I
see
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L1190[19:19:05] <Ferdz_> Hey guys, I'm
looking to update my mod to 1.8 and was wondering if there was a
1.8 model loader yet?
L1191[19:19:14] <Ferdz_> 1.8 Wavefront
.obj model loader*
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L1196[19:21:55] <Zaggymobile> Ferdz_,
yes, there is
L1197[19:22:14] <Ferdz_> Can you link me
to some documentation? Haven't found anything about it
L1198[19:23:08] <Zaggymobile> Well..I
don't personally know where its documentation is
L1199[19:23:26] <Zaggymobile> Forge
readthedocs maybe
L1200[19:26:34] <Zaggymobile> There may
not be any, in which case you should bug fry and
shadekiller666
L1201[19:27:15] <Ferdz_> I used to ask
him all the time a few months ago but I don't think he ever got to
it ;_;
L1202[19:27:51] <Zaggymobile> Could try
plugging an obj into a blockstates JSON
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L1204[19:28:35] <Ferdz_> There's a few
references to .obj in the json's so I'm guessing it's kind of a
thing?
L1206[19:32:38] <gigaherz> everything you
need to know about the 1.8+ model system (so far)
L1207[19:33:20] <TehNut> That doesn't
explain *how* to use OBJ models though
L1209[19:33:42] <gigaherz> well
L1210[19:33:50] <gigaherz> you shouldn't
need more than a short example for that?
L1211[19:33:52] <gigaherz> ;P
L1212[19:33:58] <TehNut> It's as simple
as having OBJLoader.instance.addDomain(yourDomain)
L1213[19:34:17] <TehNut> Then using the
.obj and .mtl files instead of a .json file in your models
folder
L1214[19:36:57] <terribleperson> great I
borked my java install
L1215[19:37:02] <terribleperson> java is
very not-portable
L1216[19:40:49] <terribleperson> ...i
have borked my java install so hard.
L1217[19:41:09] <gigaherz> reinstall
java, then?
L1218[19:43:07] <terribleperson> done
that
L1219[19:43:19] <terribleperson> deleted
it, removed the path, deleted the programdata oracle folder..
L1220[19:43:22] <terribleperson>
something is very, very broken.
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L1225[19:46:34] <terribleperson> it's the
symlinks. somehow, despite deleting everything, the symlinks get
recreated with the same, broken, destination.
L1226[19:51:15] <terribleperson> okay,
deleted everything java, now to restart..
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L1229[19:53:01] <insaneau_> can i not
combine a blockmodel and a tesr in 1.8.9? I'm getting some weird
rendering going on.
L1230[19:53:51] <insaneau_> nvm
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L1233[19:58:39] <gigaherz> insaneau_: yes
you can
L1234[19:58:44] <gigaherz> what's you
issue?
L1235[19:59:47] <insaneau_> it's ok,
worked it out. I was returning the wrong getRenderType
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L1264[21:17:25] <Zaggy1024> would be cool
if we could initiate a reload of resources for a specific
block/item
L1265[21:17:44] <Zaggy1024> handy for
switching models based on fast/fancy graphics
L1266[21:18:10] <fry> f3+t, it'll reload
everything
L1267[21:18:14] <Zaggy1024> Exactly
L1268[21:18:15] <Zaggy1024>
everything
L1269[21:18:28] <fry> it's not that
slo
L1270[21:18:30] <Zaggy1024> nobody wants
to wait 30 seconds when switching graphics modes
L1271[21:18:30] <fry> *slow
L1272[21:18:43] <Zaggy1024> not when it
can only reload what it needs to :D
L1273[21:18:50] <Zaggy1024> I know it's
unlikely to happen
L1274[21:18:52] <killjoy>
reflection?
L1275[21:19:15] <Zaggy1024> I mean
besides me doing it manually
L1276[21:19:29] <killjoy> oh, automatic
reload when resources change?
L1277[21:19:34] <Zaggy1024> which I may
do in the case of the models I made which cause a chunk update to
take like 0.25-4 seconds
L1278[21:19:37] <killjoy> didn't
mcpatcher have that feature at one point?
L1279[21:19:39] <Zaggy1024>
*0.25-0.4
L1280[21:19:52] <Zaggy1024> no, not on
resource change
L1281[21:20:02] <Zaggy1024> like I said,
for swapping models based on graphics settings
L1282[21:20:09] <Zaggy1024> and possibly
presence of Optifine
L1283[21:20:28] <Zaggy1024> considering
the stutter on chunk updates, it's kind of necessary
L1284[21:20:32] <killjoy> looks at
leaves
L1285[21:20:46] <Zaggy1024> that only
changes the render layer
L1286[21:20:53] <Zaggy1024> doesn't
require a reload
L1287[21:21:09] <Zaggy1024> no texture
change now, they trashed that
L1289[21:22:33] <Zaggy1024> fry, I
thought in 1.8 chunk updates were supposed to be threaded, so I'm
curious as to why there's stutter
L1290[21:22:51] <Zaggy1024> a ridiculous
amount in the presence of fire especialy
L1291[21:23:30] <fry> the chunk the
player's in is updated in the main thread
L1292[21:23:45] <Zaggy1024> yeesh
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L1294[21:25:25] <Zaggy1024> is that due
to some concurrency issue?
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L1297[21:30:55] <killjoy> Zaggy1024,
maybe you could use different blockstates?
L1298[21:31:19] <killjoy> can the client
decide which blockstate to use?
L1299[21:31:22] <Zaggy1024> that's what I
was thinking
L1300[21:31:33] <Zaggy1024> but switching
between fast and fancy doesn't trigger a resource reload
L1301[21:31:39] <Zaggy1024> so I would
have to trigger it myself
L1302[21:31:46] <killjoy>
blockstates:{"optifine=true":{}}
L1303[21:31:48] <killjoy> that sort of
thing?
L1304[21:31:56] <Zaggy1024> which would
force the player to wait 30 seconds or longer when the setting is
changed
L1305[21:32:00] <Zaggy1024> yes,
yes
L1306[21:32:04] <Zaggy1024> that's what I
was thinking
L1307[21:33:32] <Zaggy1024> seems as
though it may not lag nearly so much outside debutg
L1308[21:37:22] <Zaggy1024> hard to say
whether it's still a problem without testing it on more PCs
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L1310[21:40:37] <Zaggy1024> haha there's
the lag
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L1312[21:41:22] <Zaggy1024> ...with 306
blocks :P
L1313[21:41:30] <Zaggy1024> I'd say
that's acceptable
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L1315[21:42:09] <Zaggy1024> oh, actually,
it's half that because half the blocks are in a different
chunk
L1316[21:43:56] <Zaggy1024> it's odd, it
seems to stutter more when I'm on top of the tower of blocks I
made
L1317[21:52:36] <Zaggy1024> it does seem
to me that if it's visible on my PC it will be much worse on lower
end ones (which can still easily run vanilla), so I'll probably
just stick the fancy models in a resource pack
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L1323[22:08:09] <killjoy> Would it be a
good idea to have an Optional return null?
L1324[22:09:08] <killjoy> like if
(loading) return null; else if (absent) return Optional.absent();
else return Optional.of(thing);
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L1326[22:13:28] <Zaggy1024> I would think
that would only be a good idea if it was very clear that that
method could return null
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L1329[22:13:39] <TechDG> hey
L1330[22:13:54] <Dagarath> Hey guys,
anyone know where I can find the actual Vanilla block model code, I
am interested in the UV data.
L1331[22:13:56] <TechDG> when using the
JEIAPI, how do I make it only happen if JEI is installed?
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L1333[22:14:18] <Dagarath> I have turned
up nothing searching for Model in the code lol
L1334[22:15:00] <TechDG>
assets.minecraft.models.block package
L1335[22:15:42] <Zaggy1024> Dagarath, are
you looking for code or the models themselves?
L1336[22:16:16] <Zaggy1024> there are
only a few hardcoded models in vanilla, and ModelBlock deserializes
model jsons
L1337[22:16:20] <Dagarath> May as well
ask, I am looking to create a vanilla block that is 3/4 the size
for something I am working on so I want to exactly replicate the
UV
L1338[22:16:31] <Zaggy1024>
BlockModelDefinition deserializes blockstates jsons
L1339[22:16:33] <Dagarath> sorry 1.7.10 I
am not on 1.9
L1340[22:16:36] <Dagarath> err 1.8
L1341[22:16:39] <Zaggy1024> oh
L1342[22:16:48] <TechDG> whats a good
example of using the JEIAPI for guis besides JEIADDONS :P
L1343[22:17:16] <TechDG> like for a
machine
L1344[22:17:26] <Dagarath> Yea I need to
be able to have a smaller exact replica of vanilla blocks
L1345[22:17:27] <Zaggy1024> I know
nothing about JEI
L1346[22:17:38] <TechDG> :/
L1347[22:17:39] <Zaggy1024> doesn't 1.7
have a way to render the block according to some AABB?
L1348[22:18:37] <insaneau_> any ideas why
when i walk into my block, i collide with something invisible and
start taking damage, evne though getCollisionBoundingBox is
null?
L1349[22:18:46] <Dagarath> I mean I guess
I could just fumble around till it works lol...but was hoping there
was something I could look at to learn from
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L1352[22:21:52] <Zaggy1024> insaneau_,
you mean suffocation?
L1353[22:22:08] <insaneau_> yeah i guess
i'm suffocating
L1354[22:22:15] <insaneau_> the screen
gets the missing texture icon on it though
L1355[22:22:20] <Zaggy1024> I think
that's done from the selection box
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L1357[22:22:30] <Zaggy1024> and the
texture it shows is probably the particle sprite
L1358[22:24:03] <Zaggy1024> try returning
false from isOpaqueCube
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L1360[22:24:19] <Zaggy1024> wait no I
guess that doesn't affect suffocation
L1361[22:25:16] <Zaggy1024>
isVisuallyOpaque does it
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L1363[22:28:16] <pauljoda> Would anyone
be able to help me with a quick question about the
IItemHandlers?
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L1365[22:31:19] <insaneau_> if you work
them out, let me know.
L1366[22:34:23] <insaneau_> also thanks
Zaggy1024, isFullCube fixed it.
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L1383[23:17:55] <Zaggy1024> pauljoda,
don't ask to ask
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L1389[23:42:40] <killjoy> is there an
easy way to find out what's hogging all the memory?
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