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L1[00:00:18] <Wuppy> frequently I'm still awake at that time
L2[00:02:28] <ChJees> Mhmm. I have no real sleep pattern as of now :P
L3[00:02:51] <Corosus> i am having a hell of a time getting some 1.7.10 code to work in 1.8.8 to render a 2d texture in tile entity renderer context, anyone have a working example of this scenario?
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L5[00:03:08] <Corosus> i tried tracking down the simple in world item render code but it looks a bit too model specific
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L9[00:09:40] <Zaggy1024> Corosus, what do you have, and how doesn't it work?
L10[00:09:47] <Zaggy1024> or do you not have anything compiling?
L11[00:10:59] <Corosus> i have code compiling, its a mess atm as i have been trying various things, i can get that textureless half transparent background to render in place ok (what render name uses)
L12[00:12:43] <killjoy> So I've been going through curseforge building a modpack. Am I missing anything? http://pastebin.com/nuSm5Y5B
L13[00:13:15] <ChJees> Oh, a kitchen sink type of modpack :P.
L14[00:13:33] <killjoy> It's actually small. There's a lot more mods that I passed over
L15[00:13:48] <Zaggy1024> We need to know what your code is and what exactly is going wrong to help you
L16[00:14:46] <HassanS6000> Why doesn't write and read from Entity NBT get called
L17[00:14:46] <ChJees> Corosus: Read this? Think it mentioned something about that. https://gist.github.com/williewillus/57d7093efa80163e96e0
L18[00:14:47] <Corosus> was just wondering if anyone knows of another mod that does similar thing, if i cant find an example ill clean up the code and show it
L19[00:14:55] <Corosus> hmmmmmmm
L20[00:15:05] <killjoy> I guess my theme is introducing tech in a world of magic
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L22[00:15:24] <Zaggy1024> search "tessellator changes"
L23[00:15:51] <Ri5ux> If you want to release you're going to have to fix all the bugs first
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L25[00:16:02] <Ri5ux> wrong chat window.
L26[00:16:11] <Corosus> will check it out thanks ChJees
L27[00:16:15] <ChJees> Pretty solid advise though :P.
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L31[00:19:27] <Corosus> cool, beacon renderer uses a texture, a good reference point
L32[00:19:36] <thecodewarrior> I'm following the ISBM tutorial here (http://modwiki.temporal-reality.com/mw/index.php/Render_Block_ISBM-1.8.9) and it's working, but the textures never get registered to be put on the texture sheet. Where/how might I do this?
L33[00:19:41] <Corosus> also TIL 1.8 items render dont have the basic flat render option anymore
L34[00:19:45] <ChJees> Bacon renderer would be delicious
L35[00:19:56] <Corosus> lol
L36[00:20:02] <Corosus> RENDER IN STOMACH
L37[00:20:22] <thecodewarrior> Also interesting thing about items in 1.8, they render 3d in your inventory. Why, minecraft, why.
L38[00:20:38] <thecodewarrior> Like flat items just have a bunch of side faces being rendered for no reason.
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L40[00:20:45] <ChJees> Oh yes. Definitely buying bacon, mushrooms, sausage and baked beans when i get monies. /off-topic
L41[00:21:13] <thecodewarrior> What about bakon beans?
L42[00:21:31] <Corosus> thecodewarrior, because json all the things probably, also i think the render code is generally more efficient now so they can afford to do stuff like that, i think
L43[00:21:33] <Wuppy> bacon*
L44[00:21:48] <thecodewarrior> baked+bacon = bakon.
L45[00:22:00] <Wuppy> bacon which is not baked is just ham though
L46[00:22:15] <thecodewarrior> It's belly ham.
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L49[00:22:36] <ChJees> 1.8.* is quite scary to come back coding for after a long time of inactivity :P.
L50[00:22:39] <ChJees> So many changes!
L51[00:22:44] <Zaggy1024> acatually the faces don't render in inventory, at least with forge
L52[00:22:46] <Zaggy1024> not sure about vanilla
L53[00:22:50] <Corosus> i should really rewrite my tornado render code, my fps goes to shit even on this awesome machine
L54[00:23:22] <thecodewarrior> Anybody know how to register textures for the texture sheet so I can use them in a ISBM?
L55[00:23:32] <Corosus> TextureStitchEvent
L56[00:23:48] <ChJees> ISBM?
L57[00:24:34] <thecodewarrior> Like this? https://gyazo.com/0260350132608c599ff3944d65406340
L58[00:24:43] <thecodewarrior> ISmartBlockModel
L59[00:25:12] <Corosus> this code looks a bit weird cause its been patched a few times, but ive confirmed it works, https://github.com/Corosauce/CoroUtil/blob/1.8.8/src/main/java/extendedrenderer/particle/ParticleRegistry.java#L32-L33
L60[00:25:16] <Corosus> and yeah that event
L61[00:25:37] <Corosus> you do it slightly differently but i think your method just makes the TextureAtlasSprite for you
L62[00:26:13] <Corosus> it binds it to the single texture sheet now which is currently named TextureMap.locationBlocksTexture
L63[00:26:35] <Corosus> so make sure to bind that texture when rendering and make use of your UV from your registered texture
L64[00:27:13] <thecodewarrior> Here's registerSprite: https://gyazo.com/06c2d0093a40af5ad4f888d1f897ddea
L65[00:27:23] <Corosus> (i havent used ISBM in a long time so maybe that handles things differently)
L66[00:27:30] <Wuppy> just 1 more day.... global game jam :)
L67[00:27:34] <Wuppy> really, really can't wait
L68[00:27:36] <Corosus> ah it returns the reference, perfect
L69[00:27:45] <Corosus> yeah i should actually use that method heh
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L73[00:30:55] <Corosus> whoops
L74[00:31:01] <Zaggy1024> thecodewarrior, textures are loded according to IModel.getTextures()
L75[00:31:23] <thecodewarrior> Whadat? I don't know.
L76[00:31:30] <Corosus> how the hell did i just close a whole firefox window of tabs and then also this channel
L77[00:31:31] <Corosus> fack
L78[00:32:31] <Corosus> phew got it back
L79[00:32:52] <thecodewarrior> So should I implement both IModel and ISmartBlockModel?
L80[00:32:59] <Zaggy1024> thecodewarrior, do you not have an IModel that returns your ISmartBlockModel?
L81[00:33:33] <Zaggy1024> IModels supply the IFlexibleBakedModels
L82[00:33:45] <thecodewarrior> No. I just followed grand master McJty's advice.
L83[00:34:20] <Zaggy1024> frak, Eclipse is failing to do type hierarchies
L84[00:34:51] <thecodewarrior> https://gyazo.com/fde585fe63129f238a0992601c9af365
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L87[00:35:37] <Zaggy1024> what is CatwalkRender?
L88[00:35:40] <Zaggy1024> a baked model?
L89[00:35:51] <thecodewarrior> An ISmartBlockModel
L90[00:36:04] <Zaggy1024> it doesn't render anything, that name is misleading :P
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L92[00:36:35] <Zaggy1024> is that really how you're supposed to register custom models?
L93[00:36:38] <thecodewarrior> Yeah, now that you mention it... opt+cmd+R... It was never named that :)
L94[00:37:02] <Zaggy1024> I would've figured you would give a registry an IModel
L95[00:37:26] <Zaggy1024> then you can just return a list of texture resource locations you depend on
L96[00:37:33] <thecodewarrior> McJty may be wrong about this, or just not know the best way.
L97[00:38:23] <Corosus> !gf field_181709_i
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L99[00:38:56] <Zaggy1024> I don't either, sadly
L100[00:39:13] <fry> ICustomModelLoader + IModel
L101[00:39:14] <Zaggy1024> I don't really touch custom models because I prefer to leave resource pack artists in control
L102[00:40:05] <thecodewarrior> I would too. though 20 million states seems a bit much for a json file.
L103[00:40:21] <thecodewarrior> 20,480,000 x how many materials I want.
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L106[00:41:47] <Ri5ux> Do you guys think a structure with 3 million blocks is screwed in terms of generating in-world?
L107[00:42:14] <killjoy> Do you want everyone to lose connection while it's placed?
L108[00:42:20] <ChJees> lol
L109[00:42:31] <killjoy> I would do it in chunks
L110[00:42:34] <Corosus> ^
L111[00:42:36] <Ri5ux> Didn't mean I was going to generate all 3 million blocks at once .-.
L112[00:42:41] <Corosus> store the data until the chunk gens then do it then
L113[00:42:47] <Corosus> should be fine enough
L114[00:42:53] <Ri5ux> Alright
L115[00:42:56] <killjoy> details
L116[00:43:01] <ChJees> 3 million block structure? What would that be?
L117[00:43:10] <killjoy> a very large dungeon
L118[00:43:29] <Ri5ux> Well, the completed structure will probably have 4 million, but basically its a dungeon.
L119[00:43:35] <Zaggy1024> I don't blame ya codewarrior
L120[00:43:42] <Ri5ux> More specifically it's the Derelict from Alien and/or Prometheus
L121[00:43:45] <Zaggy1024> just saying why I haven't really used them :P
L122[00:43:48] <killjoy> like a stronghold?
L123[00:43:53] <killjoy> nether fortress?
L124[00:43:56] <killjoy> end city?
L125[00:43:59] <Ri5ux> Sortof.
L126[00:44:10] <Corosus> underground spaceship ;D
L127[00:44:18] <Ri5ux> ^closer
L128[00:44:24] <killjoy> that reminds me. Has anyone made a mod to add the 1.9 stuff?
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L130[00:46:27] <thecodewarrior> I feel like the wings will be highly demanded, and very hard to implement. But this is minecraft modding. Anything is possible*
L131[00:46:39] <killjoy> we already have that
L132[00:46:43] <killjoy> in a way
L133[00:46:51] <killjoy> gliders
L134[00:47:13] <ChJees> Thaumcraft 5 grapple is nice :D.
L135[00:47:23] <ChJees> Can negate fall damage with it ;)
L136[00:48:48] <Cazzar> Windows update is so annoying sometimes
L137[00:50:22] <thecodewarrior> If I ever finish the hooks mod they'll be awesome. They are coming soon™ I should probably make it in 1.8.9 and strip it down. Fewer materials and just very simple hook physics. It got too complicated when I wanted people to be able to swing.
L138[00:50:51] <Corosus> yeah those physics are...... not easy
L139[00:50:56] <Corosus> only ever saw 1 mod get close to that
L140[00:51:01] <Corosus> spider queen mod or something
L141[00:51:55] <thecodewarrior> I even tried eliminating the player's motion and storing it elsewhere while they're on the hook. even that didn't work. I just don't even.
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L144[01:02:08] <Corosus> woot, rebasing code off of beacon got me somewhere, now to clean up code more
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L148[01:05:03] <killjoy> So is Missing Pieces the new Bibliocraft?
L149[01:05:18] <Cypher121> what defines bibliocraft?
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L151[01:05:26] <killjoy> http://minecraft.curseforge.com/projects/missing-pieces
L152[01:05:28] <ChJees> Bookshelves :P
L153[01:05:31] <killjoy> It has a few things it had
L154[01:05:45] <killjoy> This has shelves, tables, lamps.
L155[01:05:49] <killjoy> and wedges
L156[01:05:53] <Cypher121> is it decorative blocks, bookshelves, book copying system or what?
L157[01:06:02] <killjoy> decorative
L158[01:08:31] <Cazzar> This could be an... interesting mod that could be kinda cheaty
L159[01:08:36] <Cazzar> NBT copier.
L160[01:10:10] <ChJees> Dupe chests, hehe
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L162[01:10:19] <ChJees> Could be a nice admin tool i guess as well.
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L165[01:11:24] <Cazzar> ChJees: though, shift + mid click IIRC
L166[01:11:34] <Cazzar> on blocks at leasst.
L167[01:11:37] <Cazzar> s/ss/s
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L178[01:41:28] <Wuppy> Cazzar, you're sounding very 40s German there :P
L179[01:41:51] <killjoy> Just found this. https://www.youtube.com/watch?v=G6PHR62K-IU
L180[01:43:28] <Wuppy> woop woop, a group of friends of mine might get their game published by Sony :o
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L183[01:54:42] <killjoy> I was considering adding 2 mods from this one guy, but then I looked at the source.
L184[01:54:52] <killjoy> https://github.com/moinmoin001/Mo-Furniture
L185[01:54:59] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L186[01:55:23] <Corosus> lol
L187[01:55:30] <killjoy> You should see his other mod
L188[01:55:38] <Corosus> how did that even manage to compile, last i tried utf-16 doesnt work well
L189[01:57:03] <killjoy> I thought it was just utf8
L190[01:57:20] <Corosus> hrm, might have been
L191[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160128 mappings to Forge Maven.
L192[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160128-1.8.9.zip (mappings = "snapshot_20160128" in build.gradle).
L193[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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L200[02:10:04] <Cazzar> killjoy: VSCode says UTF-8
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L203[02:12:41] <Ri5ux> That guys naming conventions are terrible.
L204[02:12:53] <killjoy> doesn't even have a tld
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L206[02:13:06] <Cazzar> wwait
L207[02:13:09] <Cazzar> it's not UTF-8
L208[02:13:58] <Cazzar> Corosus: the file encoding is windows 1257
L209[02:14:20] <Cazzar> Proof: http://upload.cazzar.net/u/1453968858
L210[02:14:57] <Corosus> ahh
L211[02:16:21] <Ri5ux> That looks like a Microsoft program... what is it?
L212[02:16:50] <killjoy> VSCode
L213[02:16:50] <Cazzar> http://code.visualstudio.com/
L214[02:17:01] <Cazzar> I'm biased towards it though
L215[02:17:04] <killjoy> So that's like pure code?
L216[02:17:09] <killjoy> no building?
L217[02:17:19] <killjoy> MS's version of notepad++
L218[02:17:29] <Ri5ux> I like it.
L219[02:17:30] <Wuppy> visual studio \o/
L220[02:17:32] <Cazzar> It has ability to do building, but usually it just invokes external tools
L221[02:18:02] <killjoy> It supports Linux?
L222[02:18:08] <Cazzar> Yep
L223[02:18:16] <killjoy> Well good on them
L224[02:18:30] <killjoy> Better to have this as default for xml than actual vs
L225[02:18:33] <Ri5ux> Already installed it.
L226[02:18:36] <Cazzar> Also :P https://marketplace.visualstudio.com/items?itemName=cazzar09.Gradle
L227[02:19:14] <killjoy> Does it also support writing build scripts?
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L229[02:19:24] <Cazzar> It's a text editor.
L230[02:19:26] <killjoy> It needs that
L231[02:19:47] <killjoy> talking about that gradle plugin
L232[02:20:02] <Cazzar> Oh, no it just adds the task, I probably could make a syntax for it.
L233[02:20:41] <killjoy> ooh, git viewing
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L235[02:20:55] <Cazzar> Inbuilt.
L236[02:21:14] <Ri5ux> VSCode has my vote.
L237[02:21:31] <Cazzar> Also
L238[02:21:31] <Cazzar> https://marketplace.visualstudio.com/#VSCode
L239[02:22:55] <Wuppy> wow, even the smallest thing takes ages when making a commercial product :o
L240[02:23:03] <killjoy> https://www.youtube.com/watch?v=3i2l98oCvmI
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L242[02:26:17] <Ri5ux> Let me guess, they're also attempting to make their own version of GitHub
L243[02:26:38] <killjoy> So could this replace notepad++?
L244[02:27:00] <Cazzar> I use it over notepad++
L245[02:27:09] <Ri5ux> It just replaced mine.
L246[02:27:56] <killjoy> hm... it doesn't fold json
L247[02:29:16] <killjoy> it detects .properties as crlf
L248[02:29:18] <killjoy> seems right
L249[02:29:28] <killjoy> wait.
L250[02:29:31] <killjoy> ini
L251[02:30:10] <killjoy> I see it also detects #!
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L258[02:34:17] <killjoy> I found the settings for VSCode. It's all manual
L259[02:34:30] <killjoy> It's a json file that it tells you to edit manually
L260[02:34:36] <killjoy> What is this? Linux?
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L262[02:34:54] <PrinceCat> Is someone able to point me in the direction of an open source mod/tutorial that is up to date and uses forge blockstates?
L263[02:35:08] <PrinceCat> I'm trying to learn by looking at open source mods but I'm confusing myself.
L264[02:35:33] <PrinceCat> Every tutorial I've found uses either really outdated registration of blocks and models or the vanilla blockstate handler.
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L267[02:36:11] <Ri5ux> Dude VSCode is fucking amazing. I will never feel like I'm running on Windows 95 ever again.
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L272[02:36:51] <Ri5ux> The error checking is what got me.
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L274[02:37:57] <Cazzar> Extensions are easy to make
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L276[02:38:19] <killjoy> Cazzar, what color scheme do you use?
L277[02:38:31] <Cazzar> That's default setup rn
L278[02:38:49] <killjoy> I like Monokai
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L280[02:40:55] <Ri5ux> How doesn't this program require a 50 month subscription for only $199/month
L281[02:41:17] <Wuppy> Ri5ux, what were you using before?
L282[02:41:39] <killjoy> Microsoft doesn't make money off us
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L284[02:41:43] <Ri5ux> I was using Notepad++, but this is just amazing, and it's even more amazing because it's from Microsoft, and free
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L286[02:41:57] <killjoy> We are not ther customers
L287[02:42:25] <killjoy> We are a side effect of the PC
L288[02:42:51] <killjoy> How long as vsc been around?
L289[02:42:55] <Wuppy> and why is this better than notepad++?
L290[02:43:11] <killjoy> Someone go post about this somewhere
L291[02:43:42] <killjoy> It's like VSCommunity but without all the deps
L292[02:44:02] <Ri5ux> Well so far, I have a few reasons: Error Checking, Amazing modern design, Extensions, Amazing theme support, and its from Microsoft (more of a personal bonus)
L293[02:44:28] <Ri5ux> And the git integration is cool too.
L294[02:44:38] <killjoy> Microsoft knows what we want
L295[02:44:48] <killjoy> And what price (free)
L296[02:45:30] <killjoy> It just needs a markdown renderer
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L298[02:45:51] MineBot sets mode: +v on CovertJaguar
L299[02:47:47] <Ri5ux> I'm assuming it'll probably have that, it already had the Developer Tools from IE
L300[02:47:47] <killjoy> Oh cool, you can close a file but save it later
L301[02:48:13] <killjoy> even saves the history buffer
L302[02:48:23] <killjoy> I guess it technically "hides" it
L303[02:49:25] <killjoy> I think they're also trying to pull over vim users
L304[02:49:39] <killjoy> oh nice, comment hotkey
L305[02:51:23] <killjoy> hehe, I can bind the delete key to something else
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L308[02:53:22] <killjoy> {"key":"backspace","command":"deleteAllLeft","when":"editorTextFocus"}
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L310[02:56:40] <Wuppy> woop woop, implemented tutorials and input in my game :)
L311[02:58:08] <PrinceCat> Guys, this should work.. should it not?
L312[02:58:09] <PrinceCat> https://gist.github.com/LiamEarle/b53c004ecd70b5d1f56c
L313[02:58:28] <PrinceCat> My block has all the correct textures in the world but its inventory texture is just the black and purple box.
L314[02:59:45] <killjoy> shouldn't the variants be in the formag "active=true":{},"active=false":{}
L315[02:59:50] <killjoy> *format
L316[03:00:11] <PrinceCat> Should it?
L317[03:00:12] <TehNut> Forge format doesn't require that
L318[03:01:10] <killjoy> But it it a model? or something else?
L319[03:01:39] <killjoy> so "active":{"textures":{}}
L320[03:01:58] <killjoy> and "notactive":{}
L321[03:02:04] <PrinceCat> Active is a boolean property.
L322[03:02:06] <killjoy> I'm not sure how the system works
L323[03:02:30] <Cazzar> Fun times when you have a power cut.
L324[03:02:35] <PrinceCat> It's not that part that doesn't work, I just can't figure out for the life of me why it won't show the inventory texture.
L325[03:02:46] <Cazzar> "<killjoy> It just needs a markdown renderer" it has one
L326[03:03:07] <TehNut> "variants": { "state": { "value1": { //stuff }, "value2": { //stuff }, etc } }
L327[03:03:23] <TehNut> PrinceCat: do you have a model in models/item?
L328[03:03:37] <PrinceCat> I shouldn't need one with forge blockstates?
L329[03:03:47] <PrinceCat> All of the open source mods I'm looking at don't specify one.
L330[03:04:13] <killjoy> Cazzar, found it :)
L331[03:04:14] <Cazzar> killjoy: http://upload.cazzar.net/u/1453971852
L332[03:04:20] <TehNut> how are you registering your render?
L333[03:04:23] <Cazzar> ctrl + shift + p
L334[03:04:56] <PrinceCat> I'm just registering it as a normal block.
L335[03:05:00] <PrinceCat> Nothing special about it
L336[03:05:47] <TehNut> console spit anything out?
L337[03:05:49] <killjoy> Awesome. Now I can edit and preview at the same time
L338[03:05:58] <PrinceCat> Nope, nothing in the console about missing textures or anything.
L339[03:06:00] <Cazzar> killjoy: yep, you can also have the file auto-save too
L340[03:06:12] <Cazzar> File -> Auto Save
L341[03:06:13] <killjoy> I saw
L342[03:06:32] <Cazzar> F1 or Ctrl + Shift + P is your friend
L343[03:06:54] <killjoy> Oh, I've just been clicking at the top
L344[03:07:30] <killjoy> Is there word wrap?
L345[03:07:49] <PrinceCat> I'll be back soon.
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L347[03:08:13] <Cazzar> killjoy: file -> preferences -> settings (w/e you want to set)
L348[03:08:26] <Cazzar> "editor.wrappingColumn": 300
L349[03:08:45] <killjoy> Oh. at least side scrolling works
L350[03:08:47] <Cazzar> You might also want to do "editor.wrappingIndent": "indent"
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L353[03:11:12] <killjoy> I wish the markdown supported github flavoring
L354[03:11:23] <Cazzar> It's rather close to it
L355[03:11:47] <Cazzar> Though
L356[03:11:47] <Cazzar> https://github.com/Microsoft/vscode/issues/2175
L357[03:13:03] <killjoy> Oh good it supports tables
L358[03:13:47] <killjoy> but sadly not languaged code blocks
L359[03:13:53] <killjoy> i.e. ```java
L360[03:14:44] <Cazzar> Yeah
L361[03:14:50] <Cazzar> It's a nice idea of it though
L362[03:15:07] <Cazzar> hmm
L363[03:15:18] <killjoy> it highlights it in code, but not rendered
L364[03:18:05] <killjoy> Awesome, Ctrl+Space stuff
L365[03:20:53] <killjoy> Auto formatting :)))
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L369[03:26:23] <killjoy> Looks like it's better with java than c
L370[03:28:55] <killjoy> nevermind, they're the same
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L373[03:34:38] <Cazzar> killjoy: https://code.visualstudio.com/docs/languages/overview#_what-languages-are-supported
L374[03:34:42] <killjoy> Hard to believe this is written in typescript
L375[03:35:19] <Cazzar> TS is nice
L376[03:35:29] <killjoy> it's basically javascript
L377[03:35:32] <Cazzar> Also, microsoft is quite good at some of the optimizations.
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L379[03:35:49] <Cazzar> Plus the base editor they use is well tested.
L380[03:37:49] <killjoy> I think I like how typescript does setters and getters
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L382[03:40:37] <killjoy> Found this in the licence.
L383[03:40:37] <killjoy> TIME-SENSITIVE SOFTWARE. The software will stop running on 31/12/2016 (day/month/year). You will not receive any other notice. You may not be able to access data used with the software when it stops running.
L384[03:43:43] <Cazzar> Which one?
L385[03:43:54] <killjoy> license of code
L386[03:44:15] <Cazzar> probably will change with updates
L387[03:44:15] <killjoy> I'll probably change after release
L388[03:45:47] <Cazzar> Also, killjoy where did you find that?
L389[03:45:53] <killjoy> main page
L390[03:45:56] <killjoy> it's at the bottom
L391[03:48:19] <Cazzar> Don't see it
L392[03:48:29] <killjoy> It's in the "license" link
L393[03:48:30] <Cazzar> Well wait
L394[03:48:38] <killjoy> point 2
L395[03:48:43] <Cazzar> It's the beta
L396[03:48:52] <Cazzar> So, yeah they have time restricted that
L397[03:51:50] <killjoy> It's nice to see Microsoft targetting linux platforms
L398[03:52:06] <killjoy> I remember a time when there was absolutely no chance of getting Office.
L399[03:53:13] <Cazzar> now it's a webapp
L400[03:53:32] <killjoy> I'm keeping my fingers crossed for desktop
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L402[03:58:52] <PrinceCat> Still no luck with this inventory texture...
L403[04:02:39] <Cazzar> killjoy: yeah, GA will trump that time restriction https://github.com/Microsoft/vscode/wiki/Roadmap
L404[04:03:27] <killjoy> ...they use tabs
L405[04:03:35] <killjoy> eh
L406[04:04:14] <asie> what
L407[04:04:17] <asie> it's 2016!
L408[04:04:20] <asie> and people still don't use tabs!
L409[04:04:29] <asie> how can people dislike tabs
L410[04:04:33] <asie> they're... universal
L411[04:04:37] <asie> :3
L412[04:04:48] <killjoy> I only use spaces because tabs default to 8
L413[04:04:59] <killjoy> spaces
L414[04:05:02] <killjoy> tabs
L415[04:05:03] <asie> uh
L416[04:05:05] <asie> that's why you can configure tabs
L417[04:05:09] <asie> if you prefer 8-space
L418[04:05:11] <asie> or 4-space, or 2-space
L419[04:05:18] <asie> that way everyone is free to use what they like
L420[04:05:21] <killjoy> bah
L421[04:05:25] <killjoy> 5am
L422[04:05:27] <killjoy> gn
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L430[04:19:25] <Cazzar> asie: or just have a code standards doc, and say you NEED to use tabs or spaces for the entire code base.
L431[04:19:47] <asie> That's alright. (As long as it's tabs :^))
L432[04:20:07] <Cazzar> I don't care about your opinion, as long as you don't impose it on me.
L433[04:21:18] <Cazzar> ^ my general ideology behind people's opinions.
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L446[05:10:11] <sham1> My opinion about opinions
L447[05:10:19] <sham1> I don't care about your opinion
L448[05:10:22] <sham1> .
L449[05:11:51] <Cazzar> sham1: when people impose the opinion, it doesn't go the way they want
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L451[05:12:21] <sham1> i know
L452[05:13:08] <sham1> but if nnot care
L453[05:13:18] <sham1> they wont bother you
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L471[06:21:48] <Lumien> Can i use classes out of the realmsclient package or is that not guaranteed to be available?
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L493[07:35:23] <adamsogm> Whenever I attempt to craft my item the game crashes
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L495[07:35:40] <adamsogm> ArrayIndexOutOfBoundsException: -1
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L497[07:36:43] <PrinceCat> Anyone know if BON2 works with 1.8.9 mods yet?
L498[07:37:48] <gigaherz> adamsogm: crash log?
L499[07:37:58] <gigaherz> (or debug log including the crash)
L500[07:38:56] <wlhlm> PrinceCat: you can natively use obfuscated jars since forge 1696
L501[07:39:07] <PrinceCat> Oh my god, the dream.
L502[07:39:12] <wlhlm> :)
L503[07:39:13] <PrinceCat> Thank you wlhlm!
L504[07:39:40] <adamsogm> http://pastebin.com/h036AHsg
L505[07:40:09] <sham1> God damn it
L506[07:40:24] <sham1> Building CEDET for Emacs is annoying
L507[07:40:52] <sham1> considering windows
L508[07:41:17] <sham1> adamsogm, show your code
L509[07:41:25] <adamsogm> which file?
L510[07:41:32] <sham1> Where you register the recipe
L511[07:43:15] <adamsogm> http://pastebin.com/zf0LTR8n
L512[07:44:24] <sham1> I do not think that dirt is a good material to make this stuff
L513[07:44:30] <sham1> Especially solar panels
L514[07:44:31] <sham1> But
L515[07:44:40] <sham1> You want it to be shaped?
L516[07:45:01] <sham1> make your strings like this: " A ", " A ", " A "
L517[07:45:08] <sham1> make your strings like this: " A ", " A "
L518[07:45:11] <PrinceCat> What are you talking about? I love my dirt powered solar panels!
L519[07:45:32] <sham1> But would you build a solar panel literally out of dirt
L520[07:45:55] <PrinceCat> Definitely not.. haha
L521[07:46:08] <adamsogm> this is just for testing, the recipie will change later
L522[07:46:39] <sham1> I know
L523[07:47:05] <sham1> just poking
L524[07:47:27] <sham1> fun
L525[07:47:34] <adamsogm> why would the recipie be crashing? The solar panels craft fine the wrench is the issue
L526[07:47:44] <sham1> because they have the spaces
L527[07:49:44] <adamsogm> i thought the spaces were only to explicitly specify an empty space
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L529[07:51:29] <sham1> yes
L530[07:54:33] <Ordinastie> adamsogm, you know that new Object[] {} is not required, right ?
L531[07:54:47] <adamsogm> ??
L532[07:54:59] <Ordinastie> look at the method signature
L533[07:56:06] <adamsogm> the only other option is IRecipie, are you suggesting I use that?
L534[07:56:20] <Ordinastie> also, add a breakpoint for ArrayIndexOutOfBoundsException, you'll be able to see exactly why it errors
L535[07:56:40] <Ordinastie> adamsogm, do you know what varargs are ?
L536[07:56:57] <adamsogm> no idea
L537[07:57:04] <sham1> learn java
L538[07:57:06] <Ordinastie> well, look it up
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L546[08:08:42] <adamsogm> the get id from item method is returning -1, am I supposed to set an ID somewhere?
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L549[08:15:21] <gigaherz> adamsogm: if you even think of the ID, you are doing it wrong.
L550[08:15:36] <gigaherz> the IDs now don't exist outside a save
L551[08:15:39] <gigaherz> and are independent per save
L552[08:15:58] <gigaherz> so there's no id until you open a save or connect to a server
L553[08:17:03] <adamsogm> the line that is giving error is: p_77980_2_.addStat(StatList.objectCraftStats[Item.getIdFromItem(this.field_151002_e)], p_77980_3_);
L554[08:17:45] <gigaherz> you have that line in your code?
L555[08:17:55] <gigaherz> can you show your code, please?
L556[08:18:06] <adamsogm> that line is in ItemStack
L557[08:18:13] <adamsogm> which part of my code?
L558[08:18:40] <gigaherz> the part where you register your item
L559[08:18:44] <gigaherz> and the part where you register the recipe
L560[08:20:55] <adamsogm> recipie registration: http://pastebin.com/Lrc0A4NY
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L563[08:24:44] <adamsogm> I fixed it, I made a wrapper function for the register but never called it, I now feel stupid
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L567[08:31:47] <Ordinastie> <gigaherz> the IDs now don't exist outside a save <= that's just wrong
L568[08:32:07] <williewillus> conceptually, they really don't anymore
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L570[08:32:25] <williewillus> FML always syncs the idmap of the world its loading into the game
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L572[08:32:56] <LexMobile> IDs SHOULDNT BE USED outside of saving
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L574[08:33:07] <LexMobile> They still exist, but you as a modder shouldnt use them
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L579[08:40:49] <LatvianModder> Maybe in a network code if you send like a billion item ids where you should make it as less bytes as possible, and you'd still probably send ItemStacks which you can do with ByteBufUtils
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L589[08:54:24] <Nitrodev> hi all
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L591[08:55:12] <williewillus> heyo
L592[08:57:24] <ChJees> Oh hai
L593[08:58:38] <Ordinastie> question : how can I make it so the blockState is constructed based on subclass (non static) elements ?
L594[08:59:54] <Nitrodev> well now my item has 16 copies of itself
L595[08:59:59] <Nitrodev> like intended
L596[09:00:32] <Nitrodev> now to add textures and models for all of those
L597[09:01:08] <williewillus> Ordinastie: are you extending a vanilla class?
L598[09:01:12] <Ordinastie> Block
L599[09:01:21] <williewillus> I mean are you extending a vanilla block class
L600[09:01:26] <Ordinastie> just Block
L601[09:01:47] <williewillus> well then sure you can do it
L602[09:01:53] <Ordinastie> tell me
L603[09:02:00] <williewillus> just have a separate method...?
L604[09:02:15] <Ordinastie> that does what ?
L605[09:02:28] <Ordinastie> set the blockState ? it's final
L606[09:02:28] <williewillus> returns an array of properties that you then give to createBlockState
L607[09:02:51] <williewillus> but you have to set default values for each property in each class individually then
L608[09:03:20] <Ordinastie> can't I have another layer...
L609[09:03:21] <Ordinastie> brb
L610[09:03:25] <williewillus> wat
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L615[09:12:38] <Ordinastie> williewillus, sorry, I have an electrician in the house, he needed to cut the power :p
L616[09:13:10] <Ordinastie> though, it made me think of a solution
L617[09:13:57] <Ordinastie> but not a really good one :s
L618[09:15:22] <Ordinastie> my use case is : I have MalisisBlock that handles components and the child classes can add one or several components to set the behavior of the block
L619[09:16:00] <Ordinastie> MalisisBlock extends Block of course
L620[09:17:41] <Ordinastie> actually no, my solution doesn't work either
L621[09:17:57] <Ordinastie> there is no way to pass non static data into createBlockState() :x
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L623[09:19:03] <williewillus> what do you mean non-static?
L624[09:19:07] <Ordinastie> field
L625[09:19:37] <williewillus> uh sure you can just have some method that returns what properties you need
L626[09:19:42] <williewillus> and override that method
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L628[09:21:37] <Ordinastie> that's was my first way of doing it
L629[09:22:44] <Ordinastie> I had that issue though :
L630[09:23:05] <williewillus> what issue?
L631[09:23:10] <Ordinastie> the list holding the components
L632[09:23:35] <Ordinastie> I have to fill it inside MalisisBlocks.createBlockState()
L633[09:24:07] <Ordinastie> this means I can't have that protected final List<IBlockComponent> components = Lists.newArrayList();
L634[09:24:44] <LexMobile> ...
L635[09:24:58] <LexMobile> there is definitly ways to pass non-static data to a non-static function.
L636[09:25:00] <Ordinastie> (because that's called AFTER createBlockState() and it replaces it
L637[09:25:07] <LexMobile> However you need to keep in mind that these are block templates
L638[09:25:12] <LexMobile> not in-world positional data...
L639[09:25:29] <Ordinastie> yeah, I know
L640[09:25:40] <Ordinastie> I'm not THAT noob :]
L641[09:25:44] <LexMobile> The best way to do this is with subclasses honestly
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L643[09:26:22] <Ordinastie> that's what I want to do, but at the time createBlockState() is called, nothing from the subclass exists because it's called block Block's constructor
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L645[09:26:37] <asie> and doing anything to the BlockState after createBlockState() will cause lots of issues
L646[09:26:43] <asie> i learned this the hard way in ~nov 2014...
L647[09:27:01] <asie> make subclasses which are the blocks, maybe?
L648[09:27:01] <Ordinastie> all would be done from the subclass constructor still
L649[09:27:09] <asie> and override createBlockState in them?
L650[09:27:45] <LexMobile> subclass it
L651[09:27:52] <LexMobile> and override createBlockState
L652[09:27:58] <LexMobile> ah yes asie said that
L653[09:28:04] <LexMobile> little slow this moring
L654[09:30:24] <Ordinastie> that goald was to have a simpler way to code stuff with components
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L658[09:36:02] <yopu> Is there an easy way to get the mods folder?
L659[09:36:05] <Ordinastie> ideal example : subclass does in constructor addComponent(DirectionalComponent()); and the block automatically create blockstate with the PropertyDirection and does the right thing in onBlockPlacedBy
L660[09:37:12] <Ordinastie> I was using interfaces with default methods and it's was great because that info is accessible from createBlockState() directly
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L663[09:37:42] <Ordinastie> but as there are more and more components that exist, it clutters the code too much
L664[09:38:10] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/block/MalisisBlock.java#L79-L84
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L667[09:48:40] <Ordinastie> !gf blockState 1.8
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L672[09:56:21] <Ordinastie> it's sad, but the best way I found is with reflection :(
L673[09:56:54] <Ordinastie> now, I need to find out why the hell the blocks disappeared from the creative tab ><
L674[09:57:28] <Nitrodev> anyone can help me with textures and models for item subtypes?
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L676[10:03:29] <diesieben07> Ordinastie, MalisisBlock overrides createBlockState and that calls method addCOmponents where subclases can call addComponent.
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L678[10:05:04] <Ordinastie> and then, if a subclass overrides createBlockState then the list is never initialized, and NPEs all over
L679[10:05:43] <diesieben07> you can't have both.
L680[10:06:08] <Ordinastie> (and yes, I know I could do if(list == null) list = Lists.newArrayList(); in MalisisBlock constructor, but then it's not final either
L681[10:06:43] <diesieben07> it doesn't need to be final even, you could pass a list to addComponents
L682[10:07:01] <diesieben07> or do the components need to exist outside of createBlockState?
L683[10:07:24] <Ordinastie> they exist forever, they're needed in many blocks methods
L684[10:07:31] <Ordinastie> like onBlockPlacedBy and stuff
L685[10:07:35] <diesieben07> ah.
L686[10:07:43] <Ordinastie> currently I have http://puu.sh/mMVuL.png which works
L687[10:08:13] <diesieben07> that requires a forever mutable list though
L688[10:08:40] <diesieben07> you should have the constructor call addComponents with a list arg, which it then copies to an immutable, final field
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L690[10:09:09] <Ordinastie> you mean MalisisBlock constructor ?
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L692[10:09:15] <diesieben07> yes
L693[10:09:22] <Ordinastie> then it's too late for createBlockState()
L694[10:09:34] <diesieben07> that is a separate issue.
L695[10:09:45] <Ordinastie> it's the main one
L696[10:10:27] <diesieben07> then do what i said originally call addComponents from createBlockState
L697[10:10:37] <diesieben07> and disallow overridning createBlockState
L698[10:10:56] <Ordinastie> can't do that because you can't ALWAYS use components
L699[10:11:10] <Ordinastie> or can I? :p
L700[10:11:12] <diesieben07> ?
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L702[10:11:43] <diesieben07> have a MalisisBlockCOmponent that subclasses malisisBlock? :D
L703[10:12:20] <Ordinastie> components are shortcut, easy to use, default implementation of commonly used block behaviors
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L705[10:12:56] <diesieben07> also... why does my approach require you to use components?
L706[10:13:30] <Ordinastie> you mean if I final createBlockState() ?
L707[10:13:41] <diesieben07> yes
L708[10:13:55] <diesieben07> you can make it call a like a sub-method which creates the properites
L709[10:14:06] <diesieben07> and then query all components for properites
L710[10:14:10] <diesieben07> and merge all that into the IBlockState
L711[10:14:16] <diesieben07> not IBlockState
L712[10:14:18] <diesieben07> BlockState
L713[10:14:36] <Ordinastie> so, have both addProperties and addComponents ?
L714[10:14:40] <diesieben07> yes
L715[10:14:44] <diesieben07> which by default both do nothing
L716[10:15:15] <diesieben07> and COmponent also has addPropertie
L717[10:15:17] <Ordinastie> that could work too
L718[10:16:00] <Ordinastie> currently, I un-final blockState and recreate it when I add a component ^^
L719[10:16:02] <diesieben07> only issue is that that still doesn't allow you to have a final, immutable component list
L720[10:16:12] <diesieben07> ugh that is ugly
L721[10:16:18] <Ordinastie> just a little :p
L722[10:16:26] <Ordinastie> but it's all hidden \o/
L723[10:16:34] <diesieben07> not just a little
L724[10:16:47] <diesieben07> non-finaling fields is a pain
L725[10:16:52] <diesieben07> whether via reflection or not
L726[10:17:15] * diesieben07 adores final fields
L727[10:17:43] <Ordinastie> http://puu.sh/mMWfs.png
L728[10:18:12] * diesieben07 shudders
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L730[10:20:04] <Ordinastie> first, I need to find where my blocks went, as they're not in the creative inventory anymore...
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L735[10:25:11] <Ordinastie> wtf, I put a breakpoint in GuiContainer and it stops in a GuiContainer class inside NEI :x
L736[10:25:40] <diesieben07> NEI replaces guiContainer completely last i checked
L737[10:25:49] <diesieben07> because... screw using events
L738[10:26:38] <sham1> ye
L739[10:26:47] <Ordinastie> makes it impossible to debug :x
L740[10:26:57] <sham1> JEI
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L743[10:34:19] <Ordinastie> and I found why :s
L744[10:35:05] <Ordinastie> getSubBlocks() doesn't receive an empty list :x
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L749[10:43:14] <Ordinastie> diesieben07, better ? :) http://puu.sh/mMXPj.png
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L753[10:44:39] <HassanS6000> Can I get some help? http://pastebin.com/kQdBqUfY
L754[10:44:51] <advtech> So I know this isn't probably the best place to ask this question but I really don't know where else to ask. Anyone here do server economy?
L755[10:45:07] <HassanS6000> I am trying to keep the float ovipositorSize synced between client and server
L756[10:45:07] <Ordinastie> I preferred direct addComponent() inside the constructor though
L757[10:45:14] <diesieben07> uh i guess :D
L758[10:45:18] <HassanS6000> By using the datawatcher
L759[10:45:19] <Ordinastie> actually, I preferred direct interface even
L760[10:45:29] <HassanS6000> But on a server, the client's both have different floats still.
L761[10:45:51] <HassanS6000> What am I doing wrong? I set the float in the datawatcher on entityinit, and such
L762[10:45:53] <diesieben07> HassanS6000, either use a field OR a datawatcher. not both.
L763[10:46:02] <HassanS6000> diesieben07, watcha mean
L764[10:46:22] <diesieben07> you have private float ovipositorSize; AND the datawatcher entry
L765[10:46:22] <HassanS6000> ohh
L766[10:46:23] <HassanS6000> I see
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L769[10:49:20] <Ordinastie> at least, my directional component works
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L771[10:50:59] <HassanS6000> diesieben07, that will fix it?
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L773[10:51:24] <HassanS6000> Actually, no need to answer, of course it'll fix it
L774[10:51:25] <HassanS6000> I understand
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L776[10:52:33] <Nitrodev> where does vanilla register items?
L777[10:52:36] <Nitrodev> the class
L778[10:53:23] <Ordinastie> Item
L779[10:53:34] <diesieben07> Item.registerItems
L780[10:53:34] <Ordinastie> oh, register, should be Items
L781[10:53:41] <Ordinastie> wait no
L782[10:53:45] <Ordinastie> the bot is right
L783[10:53:52] <Ordinastie> why do I bother ><
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L785[10:59:23] <ChJees> GameRegistry.registerItem(item); ?
L786[10:59:35] <ChJees> Oh wait. I am a derp.
L787[10:59:50] <ChJees> Asked for the VANILLA way not the Forge way :P.
L788[10:59:53] <williewillus> nah vanilla does it directly and with int id's for backwards compat
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L791[11:02:26] <Ordinastie> diesieben07, oh, right, I now why I went the reflective way...
L792[11:02:51] <Ordinastie> with addComponents() like that, they're is no way to make it depends on passed constructor data :/
L793[11:03:14] <diesieben07> too bad
L794[11:03:18] <diesieben07> java constructors suck.
L795[11:03:33] * diesieben07 mumbles something abotu factory method
L796[11:04:26] <Ordinastie> It crossed my mind
L797[11:04:30] <LexMobile> Bitches be bitches
L798[11:04:54] <ChJees> With breeches?
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L800[11:08:21] <AndersBillLind> My attempt to spawn EntityVillager:s fails
L801[11:08:27] <AndersBillLind> No villagers...
L802[11:08:51] <diesieben07> show your code.
L803[11:09:57] <AndersBillLind> Its so ugly, please wait
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L807[11:15:33] <AndersBillLind> Its not pretty: https://gist.github.com/AndersBillLinden/2a9c2142a54f69ec6bfe
L808[11:15:56] <AndersBillLind> addVillager should add a villager :)
L809[11:16:48] <diesieben07> you should probably choose a profession
L810[11:16:56] <AndersBillLind> What? :)
L811[11:17:01] <AndersBillLind> Ah
L812[11:17:16] <AndersBillLind> There is no default profession, as rabbits has a default kind?
L813[11:17:28] <diesieben07> it just uses 0, no idea what that does
L814[11:17:34] <diesieben07> also use setPosition instead of just setting the position fields
L815[11:17:36] <Curle> Imagine if getPos(x) gave the position relative to spawn... O_O
L816[11:17:48] <AndersBillLind> Seems like profession 0 is used by default
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L818[11:19:59] <AndersBillLind> Ah, villagers are now added, when I used setPosition, a lot of them got suffocated, maybe I must add 0.5 to each width
L819[11:20:04] <AndersBillLind> except y
L820[11:21:27] <williewillus> !gf targetEntitySelector
L821[11:21:28] <Curle> Try spawning them 0.5 blocks above the surface
L822[11:21:52] <Curle> iirc that's what the game does
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L825[11:25:10] <AndersBillLind> Seems like I have made an iron golem farm programmatically, not sure why so many villagers get suffocated however
L826[11:25:36] <AndersBillLind> does iron golems survive falling into the sea?
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L830[11:31:00] <williewillus> they don't swim
L831[11:31:02] <AndersBillLind> Does villagers need to be at the same height as doors to belong to a village?
L832[11:31:03] <williewillus> so I think they suffocate
L833[11:31:04] <AndersBillLind> ok
L834[11:31:58] <AndersBillLind> my farm seems to produce no golems, seems I have to lower the pocket 1m
L835[11:32:00] <AndersBillLind> pockets
L836[11:32:12] <AndersBillLind> Or I am just impatient
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L844[11:41:43] <Curle> Doors can be any height, so can the houses themselves
L845[11:41:50] <Curle> Ever seen a village cut off by a cliff?
L846[11:41:55] <Curle> They still spawn golems
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L850[11:44:36] <williewillus> !gf targetEntitySelector
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L870[12:34:23] <gr8pefish> Can anyone tell me why this message is somehow being registered on the rever side? https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/network/NetworkingHandler.java#L27 I get an error that you can't get Minecraft.getMinecraft.thePlayer on the server side, but I thought I was registering it on the client side?
L871[12:34:32] <gr8pefish> *server
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L873[12:38:40] <diesieben07> gr8pefish, packets cannot refer to cleint-only classes, period. even if they are received on the client.
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L875[12:40:20] <gr8pefish> So do I have to register it on both sides? The class ClientEquippedMessgae is just processed only on the client, it isn't ever explicitly declared client-only.
L876[12:41:12] <diesieben07> No, you have to not refer to client only classes in your message / message handler.
L877[12:41:45] <gr8pefish> Oh, so I don't even need to register it there?
L878[12:42:00] <diesieben07> this has nothing to do with registering.
L879[12:42:12] <gr8pefish> I'm sorry, I guess I don't understand
L880[12:42:32] <diesieben07> in your IMessageHandler you refer to the class "Minecraft"
L881[12:42:34] <diesieben07> this class is client only
L882[12:42:45] <diesieben07> hence you cannot access it in your ImessagHandler
L883[12:42:51] <diesieben07> because you do anyways, you crash.
L884[12:43:10] <gr8pefish> Okay. Is there a good way to get the client player there?
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L887[12:43:33] <diesieben07> make a method in your SidedProxy that throws an exception on the server and returns Minecraft#tehPlayer on the client
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L892[12:44:05] <sham1> or make a method that takes in the message context IMO
L893[12:44:09] <gr8pefish> okay, cool, I did that, I was on the right track. It just felt a bit odd and I tried to revert it xD
L894[12:44:24] <diesieben07> sham1, wat?
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L896[12:44:54] <sham1> wat wat
L897[12:44:59] <sham1> ito the proxy
L898[12:45:08] <diesieben07> what does the MessageContext have to do with that?
L899[12:45:37] <sham1> so you can have the server-side code do something other than throw the exception as you can get the player on the server side that way
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L902[12:45:54] <diesieben07> yes but in the packet you already know which side you are on
L903[12:46:01] <diesieben07> if you are on the server just get the player form the context
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L905[12:46:05] <sham1> Indeed
L906[12:46:06] <diesieben07> if you are on the client, call the SidedProxy method
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L908[12:46:19] <diesieben07> but this is LOGICAL clinet/server
L909[12:46:24] <diesieben07> nothing you can distinguish with @SidedProxy
L910[12:47:00] <sham1> Well on the dedicated server you would definetly need to get the player from the context
L911[12:47:09] <williewillus> how come I don't crash when I do Minecraft.getMinecraft().addScheduledTask() on clintbound message handlers?
L912[12:47:34] <shadekiller666> whos clint?
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L918[12:55:40] <gr8pefish> diesieben07, Thanks for the clarification. However, this is returning null (when I assume it shouldn't): https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/proxies/ClientProxy.java#L58. Called from here: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/network/client/ClientCurrentPackMessage.java#L39
L919[12:56:43] <diesieben07> gr8pefish, read the "Warning" in here: http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L922[12:59:14] <gr8pefish> Ah thank you diesieben, just what I needed. I don't want to mess up any threading stuff (as I know I am an amateur at it), do you have an example of a good implementation of said IThreadedTask?
L923[12:59:59] <diesieben07> IThreadedTask? :O It's all explained there..
L924[13:00:05] <diesieben07> you just have to wrap your code in a Runnable
L925[13:01:20] <gr8pefish> AH nevermind I was being dumb
L926[13:01:28] <gr8pefish> :3
L927[13:01:43] <williewillus> there's also a "chance" the handler gets called on the main thread, so vanilla packets actually check and either run or queue :p
L928[13:01:45] <williewillus> it's weird
L929[13:02:14] <diesieben07> uhhh waht
L930[13:02:16] <gr8pefish> O_o weird indeed
L931[13:02:18] <diesieben07> no there is no chance :P
L932[13:02:24] <williewillus> ...look at vanilla packets
L933[13:02:26] <gigaherz> no williewillus, what they do is call themselves
L934[13:02:32] <gigaherz> they queue the same function
L935[13:02:34] <gigaherz> and do the check twice
L936[13:02:39] <gigaherz> once out of thread, and once in the thread
L937[13:02:49] <diesieben07> i know they do check it
L938[13:02:49] <williewillus> that makes no sense
L939[13:02:51] <gigaherz> (IIRC)
L940[13:02:52] <diesieben07> but the check is useless :D
L941[13:03:04] <diesieben07> it's vanilla code
L942[13:03:05] <diesieben07> what do you expect
L943[13:03:44] <diesieben07> and that exception breakout technique... jesus christ.
L944[13:03:53] <williewillus> yeah
L945[13:03:56] <williewillus> i was like uhhh
L946[13:04:32] <williewillus> even if there needed to be a check why not Runnable handler = () -> stuff. if calling from main thread handler.run() else ithreadlistener.addTask(handler)
L947[13:05:06] <diesieben07> becuase no lambdas
L948[13:05:15] <williewillus> okay fine make a runnable :p
L949[13:05:22] <williewillus> same difference
L950[13:05:39] <diesieben07> :D
L951[13:05:45] <diesieben07> yes, there are much better ways :D
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L955[13:14:12] <PaleoCrafter> diesieben07, who says Mojang isn't using retrolambda? :P
L956[13:14:22] <knoxz> hi, is there an easy way to sync an inputstream from serverside to clientside? and how would I do that?
L957[13:14:27] <diesieben07> heh
L958[13:14:30] <williewillus> knoxz: for what reason?
L959[13:14:35] <sham1> the fact that they propably are using java6
L960[13:14:45] <knoxz> I want give people on our server to be able to download their bases
L961[13:14:47] <sham1> That would make retrolambda reduntant
L962[13:14:49] <PaleoCrafter> wat
L963[13:14:56] <PaleoCrafter> that's the exact usecase of retrolambda
L964[13:14:57] <knoxz> so I want them to download region files
L965[13:15:05] <knoxz> like the easiest way
L966[13:15:10] <sham1> So you can apply Retrolambda into java6 code!?
L967[13:15:12] <sham1> Wat
L968[13:15:21] <williewillus> knoxz: why not use the builtin network systems for sending chunks?
L969[13:15:21] <gr8pefish> Should this work? Because it's not. Apoligies for my lack of multithreading knowledge. https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/proxies/ClientProxy.java#L62
L970[13:15:23] <PaleoCrafter> you use retrolambda to produce java 6 bytecode
L971[13:15:48] <diesieben07> gr8pefish, ALL the packet handling code must be inside the runnable.
L972[13:15:59] <gr8pefish> oh duh, ty
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L974[13:16:50] <knoxz> i tried to find any examples or tried to rope myself via minecraft source.. I did not find a way to generate regionfiles from chunks.
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L976[13:17:06] <knoxz> lots of mods add stuff to region files
L977[13:17:07] <williewillus> the saving code? :p
L978[13:17:25] <knoxz> well I am not that familiar with it :D
L979[13:17:37] <PaleoCrafter> how about schematics?
L980[13:17:56] <williewillus> i think it's better to write the chunks to mca than try to send a live mca over the network :p
L981[13:18:14] <williewillus> though, writing clientside chunks has its problems..
L982[13:18:40] <knoxz> I found a project doing like exactly that, which is beeing developed for years
L983[13:18:48] <knoxz> they need the player to open chests
L984[13:18:54] <gr8pefish> diesieben07, so can I call Minecraft.getMinecarft.addScheduledTask in that message handler? Or will that crash, and I need to use worldserver for the runnable?
L985[13:18:55] <knoxz> and stuff so it gets the nbtdata
L986[13:19:07] <knoxz> and the mod is very very complex.
L987[13:19:08] <asie> PaleoCrafter: mojang is not using retrolambda
L988[13:19:16] <asie> retrolambda alone is very much not useful. you need to add in backport libraries
L989[13:19:29] <PaleoCrafter> Guava + retrolambda can get you pretty far :P
L990[13:19:31] <diesieben07> gr8pefish, remember what I said before. you cannot reference Minecraft.
L991[13:19:31] <williewillus> gr8pefish: depends on the side you're handling on
L992[13:19:41] <williewillus> diesieben07: how come i do and it's always fine? :p
L993[13:19:46] <diesieben07> idk.
L994[13:19:48] <asie> diesieben07: Also, I love playing with threading
L995[13:19:51] <diesieben07> lol
L996[13:19:51] <williewillus> Minecraft.getMinecraft().addScheduledTask
L997[13:19:52] <asie> I make some packets threaded and some not
L998[13:19:56] <williewillus> :p
L999[13:20:05] <knoxz> so I thought if they cant do it in years of development... I just go the "easy route" and send the region files itself.
L1000[13:20:07] <williewillus> anything that doesn't touch the world can just run on the network thread, which is not much
L1001[13:20:10] <diesieben07> yes, threading is fun if you knwo what you are doing.
L1002[13:20:14] <asie> yeah
L1003[13:20:16] <asie> that
L1004[13:20:30] <PaleoCrafter> knoxz, have you considered that the project might just have been abandoned?
L1005[13:20:44] <knoxz> it got updated to 1.8 recently
L1006[13:21:08] <williewillus> what happens if you're sending it and suddenly the server saves onto it?
L1007[13:21:44] <knoxz> well generating the input stream should only take seconds
L1008[13:21:57] <gr8pefish> haha unfortunately I am very much in the camp of "don't know what I'm doing". diesieben07, sorry, but I can't figure out how to get said WorldServer in that message handler. Do you get it from the context somehow? If anyome links me some example code I would appreciate that as well.
L1009[13:22:13] <knoxz> after that, it shouldnt matter if the files are changed.
L1010[13:22:17] <williewillus> worldserver is only on the server side..
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L1012[13:22:20] <diesieben07> the message is received on the client, right?
L1013[13:22:23] <williewillus> ^
L1014[13:22:24] <diesieben07> so use Minecraft.getMinecraft
L1015[13:22:28] <diesieben07> but inside your client proxy.
L1016[13:22:49] <gr8pefish> ah, and then call all my code there?
L1017[13:22:55] <gr8pefish> thank you :)
L1018[13:22:58] <PaleoCrafter> williewillus, what I've found is that referencing a client only class may sometimes crash for one method but not for the other, although they contain basically the same code xD
L1019[13:23:15] <williewillus> well in a packethandler that's solely instantiated clientside
L1020[13:23:18] <williewillus> it's never done so for me
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L1022[13:23:35] <PaleoCrafter> well, that's a trivial case :P
L1023[13:23:54] <gr8pefish> williewillus, mine is only clientside, a relatively trivial case, and definitely causes errors
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L1025[13:24:16] <williewillus> Minecraft.getMinecraft().addSchedueldTask(new Runnable() { <stuff> })
L1026[13:24:17] <williewillus> that's it...
L1027[13:25:13] <sham1> Minecraft.getMinecraft().addSchedueledTask (() -> { <stuff> })
L1028[13:25:17] <sham1> ;P
L1029[13:25:19] <williewillus> yeah yeah whatever
L1030[13:25:31] <sham1> also
L1031[13:25:44] <sham1> the stuff should be @Override public void run()
L1032[13:25:58] <Curle> Are there any additional commands for gradlew build?
L1033[13:26:09] <sham1> nope unless you want so
L1034[13:26:11] <Curle> This is my first actual build, by the way :)
L1035[13:26:12] <williewillus> sham1: I didn't feel the need to type a shitton of boilerplate
L1036[13:26:17] <williewillus> so deal with it :p
L1037[13:26:20] <PaleoCrafter> sham1, not with a lambda :P
L1038[13:26:27] <sham1> Well that is why you use lambda
L1039[13:26:34] <williewillus> not everyone uses java 8
L1040[13:26:35] <sham1> So you don't need the boilerplate
L1041[13:26:41] <sham1> Everyone should...
L1042[13:26:46] <williewillus> too bad mojang doesn't.
L1043[13:26:54] <Curle> I don't use Java 8
L1044[13:27:04] <Curle> It legitimately broke my desktop
L1045[13:27:05] <Curle> :3
L1046[13:27:23] <PaleoCrafter> asie, any proof for Mojang not using retrolambda? :P
L1047[13:27:40] <Curle> I installed it, my desktop background went gray and nothing responded to clicks/mouseovers, and when I uninstalled it, it fixed itself
L1048[13:27:44] <asie> PaleoCrafter: No insanely weird constructs in the Java codebase
L1049[13:27:47] <asie> only moderately weird ones
L1050[13:27:50] <Curle> Java 8 just doesn't like me :(
L1051[13:28:12] <williewillus> Curle: did you accidentally like install ask toolbar or something? xP
L1052[13:28:17] <PaleoCrafter> guess that makes sense, I never actually looked the stuff retrolambda produces
L1053[13:28:18] <Curle> Nope
L1054[13:28:23] <Curle> :P
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L1056[13:29:05] <sham1> MELPA
L1057[13:29:18] <Curle> HELPA
L1058[13:29:30] <PaleoCrafter> Emacs, sham1? :P
L1059[13:29:42] <sham1> Indeed
L1060[13:29:49] <Curle> (cue drama button)
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L1062[13:29:54] <Curle> DUN DUN DUUUUUUUN
L1063[13:29:54] <PaleoCrafter> or a Papuan language?
L1064[13:30:00] * williewillus slaps sham1 with vim
L1065[13:30:02] <sham1> Emacs
L1066[13:30:05] <gr8pefish> awesome, I got it to work, thanks again diesieben07
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L1068[13:30:14] <tterrag> http://isvimthebesttexteditor.com/
L1069[13:30:26] <williewillus> heh
L1070[13:30:28] <sham1> ^ZZ
L1071[13:30:36] <williewillus> but on a serious note vim bindings for chrome is amazing
L1072[13:30:46] <PaleoCrafter> I r-engak engak/engak, m-engak
L1073[13:30:47] <Curle> http://hasthelargehadroncolliderdestroyedtheworldyet.com/
L1074[13:30:55] <Curle> http://ismycomputeron.com/
L1075[13:31:16] <sham1> I have used Vim for 2 years now
L1076[13:31:28] <sham1> Mostly because the quitting is so unintuitive
L1077[13:31:44] <Ivorius> http://ismycomputeronfire.com/ :P
L1078[13:31:48] <sham1> Although I rather use Vim for quick and dirty text edits
L1079[13:31:52] <Curle> Where does "gradlew build" actually build to? :P
L1080[13:32:11] <williewillus> build/libs/
L1081[13:32:19] <Curle> :/
L1082[13:32:21] <Curle> Wow
L1083[13:32:35] <williewillus> what?
L1084[13:32:47] <PaleoCrafter> Waouh, to cite my French textbook
L1085[13:33:06] <Curle> WOOOW
L1086[13:33:07] <Curle> :P
L1087[13:33:18] <sham1> Is that a Matrix "wow"
L1088[13:33:32] <Curle> Perastechi, to quote my favourite language :P
L1089[13:33:45] <Curle> sham1: ofc
L1090[13:34:02] <Curle> Dodge this:
L1091[13:34:07] <Curle> (holds banana to face)
L1092[13:34:07] <sham1> nah
L1093[13:34:27] * Curle shoots sham1 in the face with a banana-gun
L1094[13:34:35] <sham1> heh
L1095[13:37:49] <Curle> huzzah!
L1096[13:39:54] <Curle> My mod is now downloadable at http://anter-gerang.org/downloads/MaterialsGalore-1.7.10-RC1.jar
L1097[13:39:55] <Curle> :D
L1098[13:40:10] <sham1> congrats
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L1100[13:40:25] <Curle> My first actual release
L1101[13:40:29] <Curle> I'm so happy :D
L1102[13:40:40] <sham1> you better be
L1103[13:40:51] <Curle> Whai?
L1104[13:41:01] <ChJees> Or else... Sadness
L1105[13:41:06] <Curle> D:
L1106[13:41:13] <Curle> Like that?
L1107[13:41:17] <Curle> :3
L1108[13:41:22] <sham1> yes
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L1113[13:46:19] <Cypher121> what was the url of "is xycraft released yet?"
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L1115[13:47:42] <PaleoCrafter> I think it was taken down
L1116[13:47:57] <Cypher121> meh
L1117[13:53:24] <Curle> Argh, invalid archive.
L1118[13:53:29] <Curle> What's wrong :/
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L1124[14:06:51] <Curle> For some reason, that JAR i linked to is corrupted once it gets downloaded
L1125[14:06:54] <Curle> Hmm
L1126[14:07:06] <Curle> I'll have to make a download server
L1127[14:07:25] <Curle> Oh, hey, I have WAMP running right now, what a co-incidence :P
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L1139[14:25:10] <gr8pefish> Hmm so I get a threading error and I'm not sure on the best way to fix it. Error: http://pastebin.com/KNNHNCbJ This is called: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/events/ClientEventHandler.java#L42 which causes this: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/entity/EntityBackpack.java#L84 On that line I get the "backpackSpawnedMap"
L1140[14:25:10] <gr8pefish> , something I am modifying on the server side (i.e. updating for the client to read off of). But since this is a client side method it tries to access the map as it is being changed, instead of waiting. Can I encapsulate the updateBackpacks method (first github link) in a runnable or in some other way delay it until the server updates that map? Or am I going about it all wrong?
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L1144[14:29:45] <diesieben07> gr8pefish, whyy are you using a map in the first place? If you want to associate something with the player, use IEEP
L1145[14:29:53] <williewillus> ^
L1146[14:30:35] <diesieben07> and yes, you are going about it all wrong
L1147[14:30:37] <williewillus> not to mention static fields, which are incredibly testy with threading if you accidentally touch it from two sides at the same time
L1148[14:30:47] <diesieben07> dont let server and client access the same thign unless you REALLY know what you are doing.
L1149[14:30:49] <williewillus> which seems to be what's happening
L1150[14:30:51] <tterrag> ^^
L1151[14:30:53] <tterrag> baubles does this
L1152[14:30:55] <tterrag> annoying as hell
L1153[14:31:14] <williewillus> is that why it's broken in lan?
L1154[14:31:18] <gr8pefish> Ahh of course, that is so much better, especially since I'm already using an IEEP. So it was option 3) all wrong xD I knew I didn't want server and client to access the same thing but I didn't see the right way to go abotu that
L1155[14:32:16] <tterrag> williewillus: yep!
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L1161[14:49:25] <PaleoCrafter> speaking of IEEP, have they become redundant with the introduction of capabilities? :D
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L1165[14:53:54] <gr8pefish> PaleoCrafter, explain? capabilites?
L1166[14:54:54] <PaleoCrafter> in short: something that allows TEs to expose behaviour/properties based on side (for things like multiparts)
L1167[14:55:25] <gr8pefish> TEs as in tile entities?
L1168[14:55:30] <PaleoCrafter> yes
L1169[14:55:36] <PaleoCrafter> but the system is general enough to also work for items and entities (basically as an Entity Component System, note that Entity is not the MC entity here :D)
L1170[14:55:46] <diesieben07> not TEs
L1171[14:55:49] <gr8pefish> ah, I was just about to ask
L1172[14:55:50] <williewillus> still don't understand
L1173[14:55:50] <diesieben07> not *just TEs
L1174[14:55:55] <diesieben07> ItemStacks and Entities also
L1175[14:55:56] <williewillus> how to use them :p
L1176[14:56:12] <williewillus> and the benefits vs the way things used to be done
L1177[14:56:25] <diesieben07> you can attach them via AttachCapabilitiesEvent
L1178[14:56:35] <diesieben07> well, its just generalized
L1179[14:56:42] <PaleoCrafter> diesieben07, yeah, but the sided stuff really only makes sense for TEs, hence I added the other stuff only afterwards ;)
L1180[14:56:44] <williewillus> what is "attaching" a capa mean? what do you attach? an instance of Capability?
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L1182[14:56:53] <diesieben07> attaching means settting up
L1183[14:56:54] <PaleoCrafter> no, you attach a capability provider
L1184[14:56:59] <diesieben07> when there is a new TE the event is fiired
L1185[14:57:10] <diesieben07> or something like that
L1186[14:57:16] <PaleoCrafter> which will then create an instance of the implementation of the thing the capability describes
L1187[14:57:32] <PaleoCrafter> (what a sentence)
L1188[14:57:42] <PaleoCrafter> for your own TEs, you shouldn't use the event, btw
L1189[14:57:58] <williewillus> so theoretically you could have your TE hold capas that you don't even know about?
L1190[14:58:06] <PaleoCrafter> yes
L1191[14:58:36] <PaleoCrafter> although normally you control what caps it holds, I think the attach stuff really is more useful for entities and possibly stacks
L1192[14:59:25] <PaleoCrafter> although stuff that allows locking a block to a specific user (think LWC for bukkit) could also use it with TEs, I suppose
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L1194[15:03:15] <raoulvdberge> So I'm having this block state JSON: http://pastebin.com/AXf0qfPq The problem is that every inventory item (every metadata value) has the same textures. Why is this?
L1195[15:03:39] <raoulvdberge> I'm expecting to see different ones, not all the same.
L1196[15:03:50] <PaleoCrafter> well, that's not how defining the inventory stuff works ;)
L1197[15:03:58] <raoulvdberge> How does it?
L1198[15:04:11] <raoulvdberge> I thought every metadata value was a new JSON list element :)
L1199[15:04:14] <PaleoCrafter> nah
L1200[15:04:24] <PaleoCrafter> you have to map them manually with setCustomModelResourceLocation
L1201[15:04:37] <PaleoCrafter> you can reuse your block variants for that
L1202[15:04:47] <PaleoCrafter> the JSON list stuff is for randomly selecting different models, iirc
L1203[15:05:09] <raoulvdberge> So I can't use the same blockstate json?
L1204[15:05:20] <PaleoCrafter> yes you can
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L1206[15:05:40] <raoulvdberge> So should I just get rid of the inventory section in block state JSON then or?
L1207[15:06:08] <PaleoCrafter> setCustomModelResourceLocation(..., ..., new ModelResourceLocation("modid:name_of_blockstates", "property1=value1,property2=value2,..:"))
L1208[15:06:11] <PaleoCrafter> yes
L1209[15:06:57] <raoulvdberge> Do I have to include EVERY property in that last string?
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L1211[15:08:31] <PaleoCrafter> you don't have a 1:1 mapping between the different blockstates and the item forms?
L1212[15:08:48] <raoulvdberge> Yes, an enum
L1213[15:09:02] <PaleoCrafter> so you have one property on your block? :P
L1214[15:09:13] <raoulvdberge> Two :P
L1215[15:10:16] <PaleoCrafter> I actually don't know if you can define the variant string with only one property
L1216[15:10:39] <tterrag> nope
L1217[15:10:47] <tterrag> gotta fully specify
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L1219[15:11:14] <tterrag> If the second property doesn't affect the model then use a state mapper
L1220[15:11:21] <PaleoCrafter> yeah, was about to suggest that
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L1222[15:11:39] <raoulvdberge> a what?
L1223[15:12:39] <raoulvdberge> Any examples/docs on this?
L1224[15:12:56] <diesieben07> IStateMapper
L1225[15:13:03] <diesieben07> maps IBlockState to ModelResourceLocation
L1226[15:13:37] <raoulvdberge> So I could just point it to my block state JSON then?
L1227[15:13:49] <diesieben07> yes
L1228[15:13:57] <raoulvdberge> great
L1229[15:14:02] <PaleoCrafter> you might not even need a state mapper, just a custom mesh definition (if both properties affect the in-world rendering but only one is decisive for the item form)
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L1233[15:19:38] <raoulvdberge> so how can I transform my enum to a IBlockState?
L1234[15:19:46] <raoulvdberge> nvm, got block :p
L1235[15:22:12] <raoulvdberge> Why is this statemapper not working? http://pastebin.com/9E3HnN54 Not that I expected it to work.
L1236[15:22:28] <raoulvdberge> It both shows the default pink stuff, in inventory and ingame.
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L1241[15:31:27] <gr8pefish> huh? How could this happen (works on dev enviro but not in build file)? Caused by: java.lang.NoSuchMethodError: net.minecraft.entity.player.EntityPlayer.isSneaking()Z Relevant line is just in the method onItemRightClick and the line is: if (!player.isSneaking()){
L1242[15:31:53] <diesieben07> how did you export your mod?
L1243[15:32:06] <gr8pefish> what do you mean exactly?
L1244[15:32:28] <diesieben07> or what do you mean by "in build file"?
L1245[15:33:20] <gr8pefish> Ah sorry, in the built file (i.e. the .jar after running build in build.gradle). Basically testing it in a "real" mc instance instead of dev enviro
L1246[15:33:30] <diesieben07> thats what i meant
L1247[15:33:36] <diesieben07> how did you get that jar file
L1248[15:33:47] <gr8pefish> I ran the build task
L1249[15:33:51] <gr8pefish> from gradle
L1250[15:34:00] <diesieben07> and then?
L1251[15:34:18] <gr8pefish> manually copied over the .jar to a multimc instance with forge on it
L1252[15:34:39] <diesieben07> which jar? :D
L1253[15:35:16] <gr8pefish> IronBackpacks-1.8.9-1.0.jar specifically. In the build/libs folder. Not a source jar or anything.
L1254[15:35:26] <diesieben07> that is strange.
L1255[15:35:32] <gigaherz> somehow iron seems like a bad material for backpacks
L1256[15:35:32] <gigaherz> XD
L1257[15:35:46] <killjoy> well I assume its based off iron chests
L1258[15:35:48] <gr8pefish> lol xD
L1259[15:36:02] <gr8pefish> ^yes killjoy, same general idea
L1260[15:36:30] <gigaherz> yeah I assumed it was the tiering system
L1261[15:36:32] <gr8pefish> But if it doesn't work, not much point. I even cleaned before I built to make sure the /libs filder was empty
L1262[15:37:09] <killjoy> so does it add a backback for every material? The hardness determines the size?
L1263[15:37:27] <gigaherz> is that how iron chests works?
L1264[15:37:32] <gr8pefish> Nah, it's currently got basic (leather) -> iron -> gold -> diamond
L1265[15:37:33] <gigaherz> I assumed the tiering system was hardcoded
L1266[15:37:38] <killjoy> idk, never looked at the source
L1267[15:37:47] <gr8pefish> and it's all configurable on size and upgrade points and whatnot
L1268[15:38:21] <gr8pefish> Tiereing system is hardcoded, but since I added in an API it is much less hardcoded and should be a lot easier to add other random backpacks in the future
L1269[15:38:40] <gigaherz> gr8pefish: is the version offorge in your actual mc the same as in dev?
L1270[15:39:22] <gr8pefish> let me check that's a good idea
L1271[15:39:46] <gigaherz> unless you need a newer feature, it may be a good idea to compile the mod with the recommended
L1272[15:39:52] <gigaherz> since that's what users will download
L1273[15:40:14] <gr8pefish> are we doing reccomended now for 1.8? Or still latest?
L1274[15:40:30] <gigaherz> 1.8.9
L1275[15:40:37] <gigaherz> it was released on monday
L1276[15:40:40] <gr8pefish> yes, 1.8.9
L1277[15:40:42] <gr8pefish> oh I see
L1278[15:40:44] <gr8pefish> nice!
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L1281[15:43:21] <gr8pefish> hmm the forge version was different but changing them fixed nothing. I'll look though my build.gradle to see if it is doing something odd there.
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L1283[15:45:09] <knoxz> is it possible to have a client only function, call a server only function of the same mod?
L1284[15:45:54] <knoxz> I have example code if nessesary
L1285[15:46:46] <knoxz> when I declare the funktions as serverside only and I call it, I get NoSuchMethod exception on the client
L1286[15:49:55] <Tyler__> I'm a noob, but maybe if you attempted to call through common proxy since
L1287[15:49:58] <Tyler__> ?
L1288[15:50:29] <knoxz> like a quick dirty example.
L1289[15:50:37] <knoxz> I just write utility mods mostly
L1290[15:50:41] <killjoy> knoxz, only possible in dev
L1291[15:51:01] <knoxz> why?
L1292[15:51:10] <killjoy> the client doesn't have the server stuff
L1293[15:51:16] <killjoy> server doesn't have the client stuff
L1294[15:51:28] <killjoy> and forge isn't going to provide that stuff
L1295[15:51:34] <knoxz> there must be some way they can communicate?
L1296[15:51:44] <killjoy> you mean client -> server?
L1297[15:51:47] <killjoy> use packets
L1298[15:51:50] <knoxz> http://pastebin.com/MZ095utQ here is what I have so far
L1299[15:51:59] <knoxz> server -> client
L1300[15:52:03] <knoxz> aswell
L1301[15:52:04] <killjoy> use a packet
L1302[15:52:33] <knoxz> but this obviously does not work. :D
L1303[15:52:36] <knoxz> ok
L1304[15:52:38] <killjoy> Yeah, use a SidedProxy
L1305[15:53:20] <knoxz> So I can write the server funtion in the ServerProxy?
L1306[15:53:25] <knoxz> and then call it clientside?
L1307[15:53:26] <killjoy> Yes
L1308[15:53:33] <knoxz> let me test that.
L1309[15:53:49] <killjoy> There's probably a better way to do what you're doing though
L1310[15:53:59] <mikebald> A universal jar that downloads a world seems like a very odd choice
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L1312[15:54:45] <mikebald> IE, if the server operator is already installing the mod for you, why not just send you the region files?
L1313[15:54:58] <mikebald> [E.G. not IE]
L1314[15:55:13] <killjoy> What is the server doing with the world?
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L1316[15:55:35] <knoxz> its for a big network with different servers
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L1318[15:56:15] <knoxz> we have a lot of players and if a server gets shut down player may want to have their base to continue singleplayer
L1319[15:56:19] <knoxz> this would save a lot of work
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L1323[15:56:55] <knoxz> how does the client get the serverproxy?
L1324[15:56:57] <killjoy> So this is a backup mod?
L1325[15:57:14] <knoxz> it should allow player to download their base
L1326[15:57:27] <knoxz> only by a 5x5 chunk radius
L1327[15:57:41] <knoxz> or well the regionfiles containing their base
L1328[15:57:46] <mikebald> looks like you're downloading the whole region though... is that just the first step for the proof-of-concept?
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L1330[15:58:21] <knoxz> well its like the easiest way. I dont have to fiddle with minecraft too deep.
L1331[15:58:23] <killjoy> for the sidedProxy, put a field in your @Mod class and annotate it with @SidedPRoxy
L1332[15:58:30] <mikebald> depending on location, they could be on the corner of 4 regions... ah kk, fair enough =)
L1333[15:58:38] <killjoy> DON'T INITIALIZE IT
L1334[15:59:07] <knoxz> http://pastebin.com/HQHdM8ir
L1335[15:59:41] <killjoy> You don't need to specify modid
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L1337[15:59:55] <knoxz> I got that from some guide >_<
L1338[15:59:58] <killjoy> You only need to do that if it's a mod that's not yours
L1339[16:00:11] <killjoy> your id is implied
L1340[16:00:18] <knoxz> but the proxy is the client one if I call it?
L1341[16:00:21] <knoxz> on clientside?
L1342[16:01:08] <knoxz> dear lord I am 1 semester away from my masters in computer science but minecraft/forge is still really hard sometimes >_<
L1343[16:01:25] <killjoy> https://github.com/MinecraftForge/Documentation/pull/29
L1344[16:01:54] <killjoy> better: https://github.com/sham1/Documentation/blob/master/docs/gettingstarted/proxies.md
L1345[16:02:08] <knoxz> I'll have a look thanks
L1346[16:02:38] <killjoy> Missing from that is explaining what a Side is
L1347[16:03:02] <killjoy> This should explain it. https://git.io/vzFJe
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L1349[16:05:05] <thor12022> @knoxz the MS in comp sci doesn't help, it will still be hard sometimes
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L1351[16:05:33] <killjoy> Why must life be so hard? Why must I fail at every attempt at masonry?
L1352[16:05:41] <killjoy> ahhhh!!!
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L1354[16:11:34] <knoxz> this does still not explain how or if I can call a server method on clientside and send data between them. how do I get the server proxy with the FMLCommonHandler?
L1355[16:12:00] <knoxz> also is this wise? or should I better implement a network packet?
L1356[16:12:30] <killjoy> use network packets
L1357[16:13:08] <killjoy> https://mcforge.readthedocs.org/en/latest/networking/
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L1364[16:29:03] <Tyler__> Is there a way to iterate through all EnumFacing horizontal directions?
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L1368[16:36:48] <TehNut> EnumFacing.HORIZONTALS
L1369[16:37:06] <TehNut> returns array of horizontal facing's
L1370[16:37:10] <TehNut> Tyler__: ^
L1371[16:37:28] <Tyler__> Ah yes thank you, I just figured it out but my code still doesn't work haha
L1372[16:37:44] <TehNut> Ah, sorry I was late :P
L1373[16:37:49] <Tyler__> It's fine :P
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L1375[16:38:11] <Tyler__> I gotta learn to be self sufficient. I just didn't remember where I saw it and then I found it by accident :P
L1376[16:39:05] <Tyler__> My project is bugging me though, been at it for about 3 weeks now and still can't get it to work the way I want without horrendous bugs/errors. Started re-writing from the groundup and now it doesn't even work lol
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L1394[17:16:38] <Zorn_Taov> is there an event I can use to generate recipes AFTER the server has given the client the list of blockID mappings?
L1395[17:17:33] <gigaherz> why would you need that?
L1396[17:18:23] <Zorn_Taov> because I stuff the plank used into the recipe's resulting item and is used later for when it's rendered, so I need the cache to be the same on both server and client
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L1398[17:18:48] <knoxz> kurze frage, muss ich packages immer nur auf der seite registrieren wo sie ankommen sollen, oder auf beiden?
L1399[17:18:50] <knoxz> ups
L1400[17:19:11] <knoxz> short question, should I register network packages only on the receiving side or both?
L1401[17:19:36] <Zorn_Taov> and with the way I have it now where they're generated on program load, there's a chance that the blockID mapping will be different between client/server and I'll get different random blocks in the recipe result
L1402[17:19:42] <thecodewarrior> I belive you have to register the packet on both sides, otherwise how would you send it?
L1403[17:19:49] <Zorn_Taov> ^
L1404[17:19:58] <knoxz> you dont have to register it to send I think
L1405[17:20:03] <gigaherz> Zorn_Taov: you should never use IDs.
L1406[17:20:08] <thecodewarrior> But still, why not?
L1407[17:20:50] <Zorn_Taov> gigaherz: itemstacks that are generated before joining a world can be changed when you do join the world, because when you get down to it we're STILL using numerical ID's for blocks and items
L1408[17:21:04] <shadowfacts> knoxz, you need to register it on both sides
L1409[17:21:23] <gigaherz> no the ItemStack stores the Item reference
L1410[17:21:39] <gigaherz> the ID isn't used xcept for storage and internal networking
L1411[17:21:49] <shadowfacts> so the sending side knows which discriminator to use for the packet type and the receiver knows which handler to use for the incoming packet based on its discriminator
L1412[17:22:21] <Zorn_Taov> giga, explain to me why I get construction foam instead of fir plank wood :T
L1413[17:22:37] <gigaherz> I'd have to see code
L1414[17:22:41] <Zorn_Taov> when the recipe uses fir plank wood, and the resulting item recipe has construction foam
L1415[17:22:57] <Zorn_Taov> https://github.com/ZornTaov/BedcraftAndBeyond/tree/master/java/zornco/bedcraftbeyond/util
L1416[17:23:18] <Zorn_Taov> https://github.com/ZornTaov/BedcraftAndBeyond/blob/master/java/zornco/bedcraftbeyond/BedCraftBeyond.java#L216-L244
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L1419[17:25:00] <gigaherz> side note: you don't need "new Object[]"
L1420[17:25:03] <gigaherz> it's a varargs
L1421[17:25:19] <gigaherz> + method
L1422[17:25:32] <knoxz> is it possible to send payloads bigger than 2Megabyte with the packet system?
L1423[17:25:54] <gigaherz> uhh even 2mb is a crazy size
L1424[17:26:22] <gigaherz> [00:19] (knoxz): you dont have to register it to send I think
L1425[17:26:25] <gigaherz> and yes, you do
L1426[17:26:25] <TehNut> what are you sending that's >2mb o.o
L1427[17:26:32] <shadowfacts> knoxz: the question you _should_ be asking is: why on earth do you need giant 2 meg packets?
L1428[17:26:34] <gigaherz> the sender needs to be able to encode the packet
L1429[17:26:47] <gigaherz> so it needs to know the modid, discriminator, etc
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L1431[17:27:00] <gigaherz> channel id*
L1432[17:27:21] <knoxz> still working on my project for player downloading a part of the multiplayerworld and add them into a singleplayer one
L1433[17:27:32] <knoxz> region files are sometimes bigger then 2mb
L1434[17:27:38] <knoxz> I am sending those
L1435[17:28:53] <xaero> soemthing like the WorldDownloader mod but with server-side support?
L1436[17:29:01] <thecodewarrior> You could do some clever chunking-up stuff. maybe.
L1437[17:29:08] <knoxz> yes
L1438[17:29:22] <gigaherz> yeah, if you need to send that much data, better split it in packets of like, 64k each
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L1440[17:29:59] <thecodewarrior> Anybody here know their way around the constantly infuriating block models?
L1441[17:30:12] <TehNut> a bit
L1442[17:30:16] <knoxz> somebody has any examples for how to send x chunks and then saveing them back to region files
L1443[17:30:31] <thecodewarrior> I'm trying to use an ISBM and failing horribly.
L1444[17:30:34] <knoxz> I did search a lot for that. didnt find anything really I could understand.
L1445[17:30:56] <knoxz> the only thing I have right now with sending the region files is that they are too big. :(
L1446[17:31:07] <knoxz> the rest should work
L1447[17:31:10] <gigaherz> Zorn_Taov: I have no idea why your code fails, but I'm still convinced it's NOT id mismatches
L1448[17:32:16] <gigaherz> oh wait actually
L1449[17:32:19] <gigaherz> I retract that
L1450[17:32:29] <gigaherz> you use ItemStack NBT
L1451[17:32:34] <gigaherz> before connecting
L1452[17:32:40] <gigaherz> that's the issue, not the ItemStack itself
L1453[17:32:47] <knoxz> ok If I split the package, I would send an start package with the amount of packages to send? so clientside waits for that amout of packages before connecting them again?
L1454[17:32:51] <gigaherz> the call to writeTonBT for the ItemStack, uses the item ID
L1455[17:32:58] <gigaherz> so THAT is what goes wrong
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L1457[17:33:27] <thecodewarrior> It keeps saying "Model definition for location catwalks:catwalk#inventory not found [FML]: Model definition for location catwalks:catwalk#normal not found."
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L1459[17:34:49] <thecodewarrior> I can't find what's wrong. I have a valid blockstate, two valid block models, nothing I can see is wrong.
L1460[17:35:44] <thecodewarrior> I'm trying with just a basic block model and it won't work.
L1461[17:36:09] <Zorn_Taov> gigaherz: you absolutely got it! now I gotta fix this but hooooooow x3x
L1462[17:36:31] <thecodewarrior> https://github.com/thecodewarrior/Catwalks-1.8
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L1464[17:38:09] <TehNut> why make a new repo
L1465[17:38:13] <TehNut> this is why branches exist
L1466[17:38:48] <Zorn_Taov> I never figured out branches
L1467[17:38:55] <thecodewarrior> Because I'm rewriting it from the ground up. A branch would be if I'm modifying existing code, right?
L1468[17:39:02] <TehNut> not really
L1469[17:39:07] <TehNut> it's still the same project
L1470[17:39:56] <thecodewarrior> for a branch would I just make a branch, delete everything, copy the project over, and commit?
L1471[17:40:05] <gigaherz> Zorn_Taov: store the data manually, using the item registration name instead of the ID
L1472[17:40:08] <TehNut> pretty much yeah
L1473[17:40:26] <gigaherz> Item.itemRegistry.getName
L1474[17:40:27] <thecodewarrior> K, Future Me will fix it.
L1475[17:40:33] <gigaherz> returns a ResourceLocation
L1476[17:40:39] <gigaherz> you can use toString to get the "nice name"
L1477[17:40:45] <gigaherz> and then
L1478[17:41:00] <gigaherz> Item.itemRegistry.getObject(new ResourceLocation(registryName))
L1479[17:42:24] <thecodewarrior> So do you have any idea why it would complain about not finding the model? Anywhere to start?
L1480[17:42:35] <Zorn_Taov> hmm
L1481[17:42:37] <TehNut> Is there a reason you need an ISBM?
L1482[17:43:41] <thecodewarrior> Because the textures will eventually be very complicated. Easier to do it in code than put a bunch of combinations in a json file.
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L1484[17:44:30] <thecodewarrior> Several true/false decorations, plus several materials. maybe 32ish textures.
L1485[17:44:46] <thecodewarrior> And any of the sides may be disabled.
L1486[17:44:54] <gigaherz> you can use submodels for that
L1487[17:45:24] <gigaherz> "side1": {"false": {}, "true": { "submodel": { "side1model": { "model" ... } } }
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L1489[17:45:58] <gigaherz> although if each side needs to get the texture
L1490[17:46:01] <gigaherz> that'd be complicated hmm
L1491[17:46:08] <gigaherz> in that case it may be simpler to use an ISBM yes
L1492[17:46:16] <thecodewarrior> Well all the sides are the same texture, and the bottom is a different texture.
L1493[17:46:42] <gigaherz> yeah but I'm not sure if you can "inherit" textures into submodels
L1494[17:46:55] <gigaherz> so that may not be an option for you
L1495[17:47:36] <thecodewarrior> Is there any real guide on using ISBMs?
L1496[17:47:57] <thecodewarrior> McJty's doesn't work. (I'll be updating it once I figure it out)
L1497[17:47:58] <gigaherz> only williewillus' primer
L1498[17:48:09] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L1499[17:48:18] <gigaherz> dunno how much ISBMs are explained though
L1500[17:48:30] <gigaherz> I think he has a section on camo blocks
L1501[17:48:37] <gigaherz> which uses ISBM to replicate the parent block's model
L1502[17:49:57] <thecodewarrior> Ok, I'ma lookin'.
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L1507[18:00:31] <Zorn_Taov> gigaherz: RegistryNamespaced.getNameForObject?
L1508[18:00:59] <gigaherz> yes
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L1510[18:01:53] <Zorn_Taov> and give it the Item?
L1511[18:02:28] <gigaherz> yes
L1512[18:02:40] <gigaherz> it will return something like "minecraft:coal"
L1513[18:02:51] <gigaherz> in ResourceLocation form
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L1515[18:04:25] <killjoy> I thought it was a resourcelocation
L1516[18:04:40] <gigaherz> ?
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L1519[18:10:13] <Zorn_Taov> hmmm
L1520[18:10:30] <Zorn_Taov> giga, would that be enough to differentiate between oak and spruce?
L1521[18:10:52] <Zorn_Taov> or do I need to add the metadata
L1522[18:11:25] <gigaherz> you need the metadata value too
L1523[18:11:38] <Zorn_Taov> fak
L1524[18:12:13] <gigaherz> NBT is optional, unless you want to support mod planks, then you may want to store that bit too
L1525[18:13:07] <Zorn_Taov> this is so i CAN use whatever mod planks are added.... but there's not many mod planks that use NBT
L1526[18:13:14] <Zorn_Taov> haven't seen any
L1527[18:13:30] <Zorn_Taov> and I'm more or less able to generate my plank list using just metadata
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L1531[18:15:51] <killjoy> I messed something up so now NetworkPlayerInfo is broken.
L1532[18:15:53] <killjoy> oops
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L1542[18:41:45] <VikeStep> was running something on a server overnight that ingests a stream of data. it went down for 5 hours, went back up for 30 minutes and went down for the rest of the night. Mysterious
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L1544[18:42:40] <Darva> At work we have a cache that will occasionally get really really far behind, then, randomly, it'll answer some request from in the middle of the incoming stream of requests. I love jboss's threading model.
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L1560[19:04:34] <Drullkus> In an item renderer in 1.8, how would I get the model from a any item?
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L1562[19:09:49] <knoxz> How can I find the lenght for my Byte-Array to obtain the given ByteBuf Object?
L1563[19:09:50] <knoxz> http://pastebin.com/YQtYbzUu
L1564[19:10:22] <TehNut> Drullkus: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(stack);
L1565[19:10:43] <Drullkus> How would I modify it as well? Or render an overlay?
L1566[19:11:32] <Cazzar> knoxz buf.writeInt(data.length); buf.writeBytes(data)
L1567[19:11:53] <Cazzar> And when you read your length is just the first int you read.
L1568[19:12:04] <Cazzar> You could write and read as a varint too.
L1569[19:12:35] <knoxz> so I cant just buf.writeBytes?
L1570[19:13:17] <VikeStep> there is ByteBuf.readableBytes
L1571[19:13:35] <knoxz> this part I wasnt worried about. Its the ByteBuf -> ByteBuf i was worried or throwing errors
L1572[19:14:09] <knoxz> I am blind..
L1573[19:14:33] <VikeStep> knoxz, yeah, try http://netty.io/4.0/api/io/netty/buffer/ByteBuf.html#readableBytes()
L1574[19:14:35] <Cazzar> Whilst readableBytes will do it.
L1575[19:14:38] <knoxz> Oh wait, I can write more things into the bufbyte object?
L1576[19:14:45] <VikeStep> seemsthat is what buffers are for
L1577[19:15:00] <Cazzar> It can break future things if not careful :P
L1578[19:15:01] <knoxz> now I understood what cazzar was telling me.
L1579[19:15:15] <Cazzar> knoxz: :P
L1580[19:15:29] <knoxz> didnt know It could contain more things.
L1581[19:15:39] <Cazzar> It's not like I have wrote up a whole "tutorial" on this :P
L1582[19:15:56] <knoxz> link? :D
L1583[19:15:59] <Cazzar> Knoxz its arbitrary data to the network handler
L1584[19:16:20] <Cazzar> http://cazzar.net/tutorials/minecraft/Forge-SimpleImpl-Tutorial/
L1585[19:16:23] <VikeStep> to do multiple data, pretty much you separate each piece of data with the length of the data
L1586[19:16:29] <knoxz> didnt search for at tutorial on bufbytes yet. Had enough to worry with the rest ;)
L1587[19:16:30] <knoxz> thx
L1588[19:17:21] <Cazzar> I need to update that with the threaded side of things...
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L1590[19:17:53] <VikeStep> it might not be the best example, but here is how I do config syncing https://github.com/VikeStep/sprinkles_for_vanilla/blob/1.8.9/src/main/java/io/github/vikestep/sprinklesforvanilla/common/network/ConfigPacket.java#L34-L75
L1591[19:18:12] <VikeStep> it uses UTF8 Strings rather than byte arrays though
L1592[19:18:53] <knoxz> just like a fifo list?
L1593[19:21:17] <Drullkus> TehNut: How would I render an overlay? o:
L1594[19:22:35] <TehNut> i'unno
L1595[19:22:39] <TehNut> i don't do fancy rendering
L1596[19:25:50] <Drullkus> aww :<
L1597[19:26:22] <Drullkus> TehNut: I just want to render some mod's tool then render a texture on top of it, in specifics
L1598[19:27:20] <TehNut> yeah that's like 10x fancier than i know how to do
L1599[19:27:30] <Drullkus> Dang, ok
L1600[19:27:30] <VikeStep> look at how enchanted items are rendered?
L1601[19:27:56] <Drullkus> I think I may have described something wrong?
L1602[19:28:13] <VikeStep> I may have misunderstood something haha
L1603[19:28:26] <Drullkus> https://dl.dropbox.com/s/1dcgpzu3yapi5vd/Screen%20Shot%202016-01-19%20at%209.11.07%20PM.png
L1604[19:28:30] <Drullkus> I just wanna do this :P
L1605[19:28:41] <Drullkus> That's a texture on top of a diamond axe
L1606[19:29:00] <VikeStep> oh, that kind of overlay
L1607[19:29:42] <gigaherz> that's just layers
L1608[19:30:05] <gigaherz> you should be able to achieve that just by having multiple layers in the model
L1609[19:30:14] <Drullkus> How would I do that?
L1610[19:30:19] <gigaherz> depends
L1611[19:30:22] <gigaherz> is it your axe item
L1612[19:30:27] <gigaherz> or you trying to modify the vanilla one?
L1613[19:30:32] <Drullkus> It'd need to be an ISmartItemModel as it pulls the itemmodel from the itemstack NBT
L1614[19:30:53] <gigaherz> but generally speaking
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L1616[19:31:11] <gigaherz> you just need to take the existing ItemModelLayers or whatever it'scalled, and retexture it with extra layers
L1617[19:31:12] <gigaherz> like
L1618[19:31:18] <gigaherz> the axe texture is probably layer0
L1619[19:31:22] <gigaherz> you can add layer1 on top
L1620[19:31:30] <Drullkus> I can't do it in jsons? :<
L1621[19:31:36] <gigaherz> sure
L1622[19:31:51] <Drullkus> You can...?
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L1624[19:31:55] <gigaherz> "textures": { "layer1": "themod:theoverlay" }
L1625[19:32:15] <Drullkus> So I can have some random pickaxe, from thaumcraft, or some pickaxe mod, and it'll work?
L1626[19:32:30] <gigaherz> uh
L1627[19:32:32] <Drullkus> Because it's all one item and uses NBT to variate
L1628[19:32:36] <gigaherz> well you need to know the model in advance
L1629[19:32:47] <gigaherz> but
L1630[19:32:55] <gigaherz> nothing prevents you from doing something like
L1631[19:32:59] <gigaherz> {
L1632[19:33:08] <gigaherz> "model": "builtin/generated",
L1633[19:33:11] <gigaherz> "textures": {
L1634[19:33:25] <gigaherz> "layer0": "thaumcraft:whatever_name_is_the_axe",
L1635[19:33:35] <gigaherz> "layer1": "yourmod:overlayname1"
L1636[19:33:36] <gigaherz> }
L1637[19:33:46] <Drullkus> tbh I'm not sure if this is what I
L1638[19:33:50] <Drullkus> 'm looking for
L1639[19:33:57] <TehNut> Are you looking for dynamic?
L1640[19:34:01] <Drullkus> yeah
L1641[19:34:04] <gigaherz> if you want it dynamic
L1642[19:34:06] <TehNut> Is it supposed to work on EVERY tool?
L1643[19:34:09] <TehNut> Or just X tools?
L1644[19:34:10] <gigaherz> then we go back to the ItemModelLayers
L1645[19:34:16] <Drullkus> "every tool"
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L1647[19:34:43] <Drullkus> For the argument's sake, let's go with every tool, blacklist/whitelist not withstanding
L1648[19:34:46] <TehNut> I think you can do that with half json, half code. dunno how
L1649[19:34:58] <TehNut> Botania does it for the pylons IIRC
L1650[19:35:00] <gigaherz> at that point, code-only is simpler
L1651[19:35:10] <Drullkus> Yeah :<
L1652[19:35:30] <gigaherz> Drullkus:
L1653[19:35:43] <Drullkus> ?
L1654[19:35:44] <gigaherz> ItemLayerModel implements IRetexturableModel
L1655[19:36:08] <gigaherz> that's the class used in minecraft/forge to handle layered models
L1656[19:36:21] <gigaherz> and since it implements IRetexturableModel, you can call .retexture on it
L1657[19:36:22] <gigaherz> so
L1658[19:36:35] <gigaherz> if you can get the original IModel for the item, you can add new layers to it
L1659[19:37:24] <gigaherz> alternatively
L1660[19:37:41] <gigaherz> if you can't actually use the original model and you must rely on the baked model
L1661[19:37:49] <gigaherz> you could use submodels in code
L1662[19:38:10] <Drullkus> This sounds awfully complicated D:
L1663[19:38:12] <gigaherz> but that has other issues
L1664[19:38:18] <gigaherz> such as z-fighting
L1665[19:39:03] <gigaherz> so the way I see it
L1666[19:39:12] <gigaherz> your easiest option, by far,
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L1668[19:39:21] <gigaherz> is to have a fixed set of supported tools
L1669[19:39:26] <gigaherz> and generate json files for each of them
L1670[19:39:34] <gigaherz> with any "addons" you want to add
L1671[19:39:55] <Drullkus> >.<
L1672[19:40:02] <gigaherz> a less easy option
L1673[19:40:31] <gigaherz> is to figure out a way to get the IModels for the items, and call .retexture on the ItemLayerModel
L1674[19:40:42] <gigaherz> I have no idea how you'd achieve that, so I can't guide you
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L1676[19:42:23] <gigaherz> AH
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L1678[19:42:35] <gigaherz> ModelLoader.getVariantModel(MRL)
L1679[19:42:50] <gigaherz> wait crap
L1680[19:42:58] <gigaherz> it's package-scoped
L1681[19:43:03] <gigaherz> not public
L1682[19:43:18] <Drullkus> awww
L1683[19:43:45] <Drullkus> Oooh
L1684[19:43:48] <Drullkus> Wait
L1685[19:44:01] <Drullkus> I got a slightly different problem
L1686[19:44:09] <Drullkus> Let's say I have two IModels
L1687[19:44:15] <Drullkus> How do I merge into one IModel
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L1689[19:44:59] <gigaherz> ah ModelLoaderRegistry.getModel(resloc) calls the other one
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L1691[19:45:31] <tterrag> Drullkus: use the pipe method on IBakedModel
L1692[19:45:32] <gigaherz> Drullkus: you can use the existing system used to handle submodels
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L1694[19:45:47] <Drullkus> Pipe method?
L1695[19:46:15] <tterrag> yeah?
L1696[19:46:20] <Drullkus> Like...
L1697[19:46:25] <Drullkus> What's this pipe method
L1698[19:46:33] <Drullkus> Because I'm looking at IBakedModel
L1699[19:48:11] <Drullkus> tterrag: What's this pipe method called
L1700[19:48:17] <tterrag> pipe
L1701[19:48:27] <tterrag> err...maybe it's not there
L1702[19:48:50] <tterrag> hang on
L1703[19:48:53] <Drullkus> https://dl.dropbox.com/s/e5eckxctq0fojs5/Screen%20Shot%202016-01-28%20at%205.48.27%20PM.png
L1704[19:48:59] <Drullkus> Here's the class tterrag
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L1706[19:50:30] <tterrag> oh sorry
L1707[19:50:36] <tterrag> it's in BakedQuad
L1708[19:50:46] <tterrag> so you'll have to pipe in every quad (not hard, just use getFace/GeneralQuads
L1709[19:51:20] <Drullkus> Wait ,what are quads on items
L1710[19:51:23] <gigaherz> well tere is always the option to bake each IModel separately and then get all the BakeQuads from the separate baked models
L1711[19:51:29] <tterrag> what?
L1712[19:51:45] <gigaherz> an item model is still 3D even in the inventory
L1713[19:51:53] <gigaherz> it has the front and back face with the flat texture
L1714[19:52:02] <gigaherz> and the edge going all around the non-transparent area
L1715[19:52:13] <gigaherz> each piece of this edge is another quad, on top of the main 2
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L1717[19:52:34] <Drullkus> This is... inefficient?
L1718[19:53:04] <gigaherz> well as inefficient as it may be, it's still better than how 1.7.10 and older did it
L1719[19:53:05] <gigaherz> XD
L1720[19:53:25] <Drullkus> rendering all 256 voxels? lol
L1721[19:53:35] <gigaherz> no!
L1722[19:53:45] <gigaherz> the actual texture is drawn as ONE quad
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L1724[19:53:57] <gigaherz> using alpha testing
L1725[19:54:06] <Drullkus> ah
L1726[19:54:15] <Drullkus> When is the alpha checked?
L1727[19:54:21] <Drullkus> On each quad?
L1728[19:54:24] <gigaherz> every time the gpu draws one pixel
L1729[19:54:38] <gigaherz> MC doesn't care, xcept for generating the "thickness" polygons
L1730[19:54:59] <gigaherz> so the transparency is checked once during generation, and then the gpu does its job as usual
L1731[19:55:22] <Drullkus> So the item should have one quad
L1732[19:55:29] <gigaherz> no
L1733[19:55:34] <gigaherz> the item is always 3D
L1734[19:55:39] <gigaherz> it has the front quad
L1735[19:55:41] <gigaherz> the back quad
L1736[19:55:50] <gigaherz> and a bunch of little quads forming the thickness "edge"
L1737[19:55:56] <Drullkus> ah damn
L1738[19:55:59] <gigaherz> imagine them as you see them on the hand
L1739[19:56:17] <gigaherz> in the inventory, it's still 3D
L1740[19:56:21] <gigaherz> just seen straight from the front
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L1742[19:57:40] * Drullkus wants to tear his hair out
L1743[19:57:52] <Drullkus> There is something I am not getting
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L1745[19:58:11] <Drullkus> I get there's the quads on the item, and there's getting the BakedItem
L1746[19:58:26] <Drullkus> But how would I apply a new item onto it
L1747[19:58:29] <Drullkus> er
L1748[19:58:33] <Drullkus> The new texture
L1749[19:58:37] <Drullkus> It's not a new item
L1750[19:59:14] <gigaherz> AH foundit, MultiModel is the one that takes multiple IModels, and treats them as one
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L1752[19:59:44] <Drullkus> oooh
L1753[20:00:02] <gigaherz> told you there was a system in place to handle submodels
L1754[20:00:02] <gigaherz> ;P
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L1758[20:01:31] <Drullkus> looking at it
L1759[20:02:07] <Drullkus> brb actually >.>
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L1785[21:22:38] <Cazzar> note to self: Kanji in 9pt font is a pain in the ass to read
L1786[21:25:14] <gigaherz> XD
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L1792[21:54:31] <Naiten> Hi there. Can somebody direct me to a decent tutorial on 1.8 blockstate rendering?
L1793[21:56:45] <Naiten> *Google is overcomplicated for me
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L1796[22:01:11] <mikebald> This is what you're looking for I think: https://gist.github.com/williewillus/57d7093efa80163e96e0
L1797[22:01:18] <RANKSHANK> Naiten: http://greyminecraftcoder.blogspot.com.au/2014/12/block-rendering-18.html
L1798[22:01:18] <RANKSHANK> TGG has some pretty good stuff on his blog & Git
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L1800[22:03:13] <Naiten> Thanks guys
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L1803[22:09:58] <Naiten> Somehow i forgot how to mod since the last time i did it
L1804[22:10:29] <Naiten> Almost a year without updates D:
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L1807[22:16:15] <Naiten> i have no idea what i'm doing
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L1810[22:19:17] <Naiten> Welp. I have java.io.FileNotFoundException: row:blockstates/tile.row.blockTrack.json although the file is there. What am i doing wrong?
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L1812[22:32:17] <RANKSHANK> what sort of naming chaos is that?
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L1815[22:33:27] <Naiten> welp, idk .-.
L1816[22:33:54] <Naiten> also, dumb person accidentally opened another workspace
L1817[22:33:58] <Naiten> m(
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L1819[22:35:51] <RANKSHANK> you've passed something vastly wrong in your registry. how are you initializing that block?
L1820[22:44:01] <Naiten> i've already fixed that
L1821[22:44:37] <RANKSHANK> self sufficient, nice :)
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L1828[22:56:40] <Naiten> Well, I finally managed a simple block. Just have to go from this http://i.imgur.com/9odSC18.png to this http://i.imgur.com/wE6Cgiq.png this http://i.imgur.com/z4EJZHW.png and this http://i.imgur.com/EMX6PC7.png like in two week until study starts...
L1829[22:57:39] <Naiten> <<Just>>
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L1847[23:41:19] <killjoy> Is there a "yes" license?
L1848[23:41:40] <Cazzar> killjoy: as in?
L1849[23:41:54] <killjoy> Any question you have regarding permissions is answered "yes"
L1850[23:42:00] <Cazzar> WTFPL
L1851[23:42:12] <killjoy> I know about that
L1852[23:42:30] <killjoy> I've just been going though mods and marking their license or if it's custom and allows modpacks, "yes"
L1853[23:42:39] <killjoy> um... yes men
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