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L11[00:17:53] <Naiten> RANKSHANK, btw
thanks for participating
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L13[00:18:48] <RANKSHANK> Naiten sorry am I
missing something?
L14[00:20:24] <Naiten> I posted something
on blockstates like a hour ago and forgot to thank you before going
afk
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L17[00:22:53] <Naiten> Also, is there any
decent .json modeller available?
L18[00:22:58] <RANKSHANK> Ah the tutorials,
no problem
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L21[00:23:42] <RANKSHANK> I use
Mr.CrayFish's personally. You usually have to fix up a few values
here and there but it's pretty straight forward
L22[00:26:20] <Naiten> I hope i'll manage
to implement bezier curves rendering and won't have to model all
those tracks again...
L23[00:27:14] <Naiten> Or is there a way to
use .obj with blockstates?
L24[00:28:26] <RANKSHANK> Yeah you can load
.obj for blockstates
L25[00:28:37] <RANKSHANK> so you can easily
recycle your old models
L26[00:28:56] <RANKSHANK> .json isn't
robust enough for your curvatures
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L28[00:30:09] <Naiten> In fact, all those
were made with rotated boxes
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L30[00:33:48] <Naiten> Can you share an
example pls?
L31[00:34:07] <Naiten> *example of
blockstate .obj loading
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L38[00:49:52] <Naiten> Erm, are mtl files
actually necessary?
L39[00:52:36] <RANKSHANK> I'm not 100% sure
since personally I haven't used .obj but it's usage seems
consistent enough
L40[00:53:02] <TehNut> I haven't tried
without recently, but I remember having issues without it a month
or two back
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L45[00:58:21] <RANKSHANK> It's like
teletubbies on acid
L46[01:01:22] <Naiten> Tried writing
"model": "row:blockTrack.obj", got
java.io.FileNotFoundException: row:models/block/blockTrack.obj.json
:C
L47[01:02:51] <RANKSHANK> are you pushing
this all to git?
L48[01:04:42] <Naiten> Erm, no, still can't
get used to it
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L50[01:07:25] <Naiten> Also, i'm trying to
make the mod modular and have repositories but it's still kinda
messy and not done right as i guess
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L57[01:14:50] <TehNut> Naiten: you
registered the domain right?
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L59[01:16:10] <Naiten> Which domain?
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L65[01:26:55] <Naiten> too dumb to figure
out this rendering stuff on my own
L66[01:28:04] <killjoy> rendering's
hard
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L74[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160129 mappings to Forge Maven.
L75[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160129-1.8.9.zip
(mappings = "snapshot_20160129" in build.gradle).
L76[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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L102[03:53:59] <PrinceCat> Anyone good
with networking infrastructure that wants to help me work out some
protocols for communicating between the Minecraft server, a web
server and a mobile app? I know it sounds ridiculous, but I think
it could be very interesting with some of the ideas I have... I'm
thinking of using the web server as a proxy to the Minecraft server
but my main concerns are security and delivery.
L103[03:54:45] <PrinceCat> It would need
to be very tight in security/encryption to avoid it being used to
hack items, etc.
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L105[03:55:33] <PrinceCat> I believe I've
brought this up before, but I wanted to see if anyone could shed
some new light on it.
L106[04:02:00] <DrDisconsented> So what
are you trying to achieve?
L107[04:02:26] <PrinceCat> It sounds
ridiculous, but I want to be able to remotely control things in my
world.
L108[04:04:16] <DrDisconsented> so
rcon
L109[04:04:23] <PrinceCat> Essentially,
yes.
L110[04:04:25] <DrDisconsented> which is
already built in
L111[04:04:47] <PrinceCat> Not quite what
I'm after...
L112[04:04:51] <DrDisconsented> why?
L113[04:04:55] <PrinceCat> I don't just
want to be able to run server commands.
L114[04:05:54] <PrinceCat> As a basic
example, my mod implements a block called a Redstone Controller,
it's able to be controlled remotely by changing values on a web
server.
L115[04:06:19] <PrinceCat> All blocks that
require a connection to the web server register themselves with the
server and query/send data on a global timer.
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L117[04:06:51] <PrinceCat> I change the
state of the controller on my webserver and next time the data is
pulled by the server the state of my controller changes.
L118[04:07:05] <PrinceCat> I had a working
prototype in 1.7.10 but I'm rewriting the code for 1.8.9
L119[04:07:26] <PrinceCat> Trying to make
it more secure and easier to implement.
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L129[04:49:42] <Wuppy> global game jam
HYPE
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L133[04:57:28] <Zorn_Taov> \o/
L134[04:57:35] <Zorn_Taov> streamed
anywhere wupp?
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L136[05:01:12] <Wuppy> nop, we'll be
jamming with 250 people in 1 location so internet isn't going to be
massive
L137[05:01:21] <Wuppy> especially because
it's school internet anyway :P
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L141[05:21:49] <madcrazydrumma> Hey guys!
Does the ServerTickEvent work the same as the client one? I know
there is no phase in the event
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L146[05:31:38] <Nitrodev> Hi
L147[05:32:12] <Wuppy> Hey Nitro
L148[05:34:06] <Zorn_Taov> ahhhhhh ,wuppy,
I'm so close to making my beds work with ANY mod added plank block
for the frame! I just forgot to account for beds already in the
world using planks from removed mods D:
L149[05:36:02] <Nitrodev> I still haven't
gotten my fabric item to work
L150[05:36:39] <Nitrodev> I have
registered all the item subtypes i.e. the colors
L151[05:36:57] <Nitrodev> But beyond that
i got nothing
L152[05:36:59] <Zorn_Taov> fabric?
L153[05:37:24] <Nitrodev> Its an item in
my mod
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L155[05:37:44] <Nitrodev> Works like wool
but made from string
L156[05:37:56] <madcrazydrumma> Hey guys,
I'm trying to create an event on the server so that for every
interval it does something to players on the server.
L157[05:39:24] <madcrazydrumma> This is
what i have so far
L159[05:39:27] <madcrazydrumma> But it
doesn't work
L160[05:40:17] <Nitrodev> Define doesn't
work
L161[05:41:41] <Nitrodev> Error? Crash?
Does something else?
L162[05:41:56] <Nitrodev> Not doing
anything?
L163[05:43:36] <madcrazydrumma> Not doing
anything Nitrodev
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L165[05:43:57] <Nitrodev> Okay
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L167[05:47:41] <Zorn_Taov> did you try it
with a lower time?
L168[05:49:41] <madcrazydrumma> Zorn_Taov,
yeah I set it to 1 minute but still doesn't work
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L170[05:56:43] <madcrazydrumma> The code
given shows one minute
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L175[06:10:28] <madcrazydrumma> Anyone?
:P
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L182[06:22:47] <madcrazydrumma>
diesieben07, you here?
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L185[06:25:32] <diesieben07> yes I am
now
L186[06:25:42] <madcrazydrumma> Could you
take a look at my issue?
L187[06:26:02] <diesieben07> if i know
it...
L188[06:26:17] <madcrazydrumma> above
^
L189[06:27:02] <diesieben07>
madcrazydrumma, did you register your handler? also you need to
check event.phase or your code runs twice per tick
L190[06:27:13] <madcrazydrumma> There is
no event phase in servertickevent
L191[06:27:18] <madcrazydrumma> and i
register in preinit yes
L192[06:27:36] <diesieben07> Yes there
is.
L193[06:27:49] <diesieben07> show where
you registered it.
L194[06:28:00] <madcrazydrumma>
MinecraftForge.EVENT_BUS.register(new ServerTickEvent()); in
preInit
L195[06:28:17] <Wuppy> woop woop, snacks
and drinks for GGJ retreived :)
L196[06:28:22] <diesieben07>
ServerTickEvent is an FML event
L197[06:28:32] <diesieben07> also... wait
a sec
L198[06:28:36] <madcrazydrumma> sure
L199[06:28:40] <diesieben07> your class is
called ServerTickEvent, too
L200[06:28:50] <diesieben07> so the type
in yoru method signature is YOUR CLASS.
L201[06:30:04] <madcrazydrumma> Oh
L202[06:30:42] <madcrazydrumma> Am i
registering correctly?
L203[06:31:47] <diesieben07> No. it is an
FML event.
L204[06:31:50] <diesieben07> you are
registering it to the forge EventBus
L205[06:32:01] <diesieben07> find the
error...
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L209[06:37:50] <madcrazydrumma> Okay
L210[06:38:12]
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L211[06:38:38] <Nitrodev> FInally
home
L212[06:41:06] <Wuppy> \o/
L213[06:49:12] <masa> is there a way to
prevent equipped item NBT changes from causing the use to
reset/restart?
L214[06:50:37] <diesieben07> masa, afaik
not. tconstruct for example does not do anything to the stack while
its in use.
L215[06:50:47] <diesieben07> why do you
need to change the NBT?
L216[06:51:36] <masa> uh what? storing
data to item NBT on use can not be that rare?
L217[06:52:09] <diesieben07> in use means
digging, etc.
L218[06:52:16] <diesieben07> not
equipped
L219[06:52:33] <masa> my problem in this
case is that when I store something to the NBT on use or on left
click, it causes the use or left click to then be able to happen
again on the next tick
L220[06:52:49] <masa> on use meaning right
click on block
L221[06:53:44] <masa> basically I want to
store the clicked on block position tothe item, but changing the
NBT causes it then to happen on the next tick again, and in this
item's case the set position is a toggle...
L222[06:54:06] <masa> so I have a hacky
custom timeout on it atm
L223[06:54:25] <diesieben07> not sure man,
there isn't actually anything in the game to prevent continous
right / left clicking
L224[06:54:29] <diesieben07> regardless of
whether the item changes or not.
L225[06:55:29] <masa> hmm wait.. checking
it again... I was pretty sure at least the left click only happens
once if the NBT doesn't change
L226[06:55:51] <masa> or anything else
about the item
L227[07:00:39] <masa> yep left click event
only happens once, right click and thus onItemUse do repeat, but
not every tick
L228[07:01:34] <diesieben07> yes, every 4
ticks
L229[07:01:43] <diesieben07> not sure what
you can do abotu the left click
L230[07:02:14] <masa> well I think I'll
leave the custom timeout on it, it seems to work fine at
least
L231[07:02:18] <diesieben07> i guess you
could track clientside when the mouse is released
L232[07:02:25] <diesieben07> and only then
allow left clickcs to go throug
L233[07:02:32] <diesieben07> and when it
is pressed again, wait fro the release
L234[07:02:41] <masa> but atm I have the
timestamps in a Map in the item class, they should probbaly be in
the IEEP for the player instead?
L235[07:03:03] <diesieben07> you can do
this entirely clientside if i undestand correctly
L236[07:03:14] <masa> hmm
L237[07:04:14] <masa> well, I do have to
set the data server side too, so you mean canceling the event if
the custom mouse event code determines it is not allowed to
happen?
L238[07:04:39] <diesieben07> yeah
L239[07:05:44] <masa> actually, then it
could just be on the client side PlayerInteractEvent handler too I
guess
L240[07:05:57] <masa> instead of a mouse
event handler
L241[07:06:13] <diesieben07> well, but
then you cant catch the "mouse relased"event
L242[07:06:21] <diesieben07> to
distinguish separate clicks
L243[07:07:13] <masa> right, yeah I guess
that would make it better, that way you could click as fast as you
want but it would still know which clicks are separate
L244[07:07:25] <masa> instead of a dummy
timeout
L245[07:07:43] <diesieben07> yea
L246[07:08:51]
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L250[07:18:12] <Nitrodev> i'm gaining
followers on twitter :D
L251[07:18:44] <Nitrodev> extremely
slowly
L252[07:18:51] ***
manmaed|AFK is now known as manmaed
L253[07:19:26] <masa> most of my followers
are probably bots
L254[07:19:36] <masa> or dead
accounts
L255[07:19:37] <Nitrodev> mine are for
promno
L256[07:19:48] <Nitrodev> like
PrgrammingWorld etc.
L257[07:20:05] <Nitrodev> just there so i
would follow back
L258[07:20:11] <Nitrodev> but i won't
:)
L259[07:23:54] <Nitrodev> i made a block
thats one side has a collision box but the other sides dont
L260[07:29:19] <Nitrodev> what is the
normal float for a normal block
L261[07:29:27] <Nitrodev> as far as
collisions go
L262[07:31:47] <Nitrodev> atm i'm just
writing random float numbers and hopin one of them work...
L263[07:32:43] <Nitrodev> never mind i
fixed it
L264[07:32:58] <Nitrodev> well sort
of
L265[07:35:34] ***
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L266[07:39:20] <Wuppy> heh, the volunteers
at our open evening drank almost 100 liters of beer in 2 hours
:o
L267[07:40:51] <Wuppy> 1 and a half hours,
even
L268[07:41:00] <Nitrodev> well then
L269[07:41:17] <Wuppy> it was too bad the
open evening was the day before Global game jam though :V
L270[07:41:34] <Nitrodev> drunken gamedev
:D
L271[07:41:42] <Nitrodev> \o/ woo
L272[07:41:46] <Wuppy> that would result
in hungover gamedev
L273[07:41:49] <Wuppy> which is near
impossible
L274[07:41:57] <Wuppy> especially when
working through the night
L275[07:42:42] <Nitrodev> oh yeah
L276[07:45:37] <Nitrodev> but that's the
challenge XD
L277[07:46:35] ⇦
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L286[07:54:36] <knoxz> what do I have to
add if I want the server version accept every/no version of the
mod, but the client must have the server version?
L287[07:54:50] <knoxz>
acceptableRemoteVersions = "*"
L288[07:54:59] <knoxz> for the client
allowed with anything
L289[07:55:19] <knoxz> but how do I make
sure that the server has the mod when clients logs in?
L290[07:56:02] <gigaherz> Forge now has
"clientSideOnly = true"
L291[07:56:09]
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L292[07:56:11] <gigaherz> to specify
client-only mods
L293[07:56:24] <knoxz> its not a client
only mod
L294[07:56:28] <gigaherz> and
serverSideOnly = true for server-only
L295[07:56:41] <diesieben07> that has
nothing to do with it
L296[07:56:43] <diesieben07> thats for
LOADING the mod
L297[07:57:03] <gigaherz> wait right
nevermind
L298[07:57:05] <gigaherz> I just woke
up
L299[07:57:12] <diesieben07> knoxz, you
want @NetworkCheckHandler, read the javadocs for info
L300[07:57:24] <gigaherz> I just reread
what you said and it has nothing to do with what my brain thought
it was the first time around
L301[07:57:33] <knoxz> I have the same
mod. I want the server to accept any/no version and the client only
the same version
L302[07:57:35] <knoxz> ok
L303[08:02:20] <madcrazydrumma> On what
event bus should I be registering a tick event?
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L305[08:02:58] <gigaherz> madcrazydrumma:
if you are on 1.8.9, there's just the forge bus now
L306[08:02:59] <masa> what the... is
PlayerInteractEvent only fired on the server?
L307[08:03:22] <madcrazydrumma> gigaherz,
my event isn't working for some reason then
L308[08:03:32] <diesieben07> masa, some
actions are server only, some are both sides.
L309[08:03:43] <diesieben07>
madcrazydrumma, post updated code :D
L310[08:03:57] ***
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L311[08:04:02] <masa> left click only
fires on the server
L312[08:04:11] <masa> so this new mouse
event code ist hen otally useless
L314[08:05:54] <diesieben07> @EventHandler
is a nested class inside Mod for a reason, it is for FML state
events only such as FMLPreInitializationEvent.
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L316[08:06:31] <gigaherz> yeah I prefer to
write it as
L317[08:06:33] <gigaherz>
@Mod.EventHandler
L318[08:06:46] <gigaherz> to clearly show
that it's really a @Mod event, not a generic one
L319[08:08:30] <madcrazydrumma> So i
should use @Mod.EventHandler ?
L320[08:08:50] <gigaherz> no
L321[08:08:55] <gigaherz> you do NOT use
that for random events
L322[08:09:00] <gigaherz> you use
@SubscribeEvent
L323[08:09:13] <gigaherz>
@Mod.EventHandler is only there for the lifecycle events inside
your @Mod class
L324[08:09:25] <gigaherz> preinit, init,
postinit, and a few more
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L326[08:09:35] <madcrazydrumma> Okay
L327[08:09:45]
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L329[08:10:44] <Flashfire> Can someone
help? I am currently unable to launch MC from my ide
L330[08:10:56] <madcrazydrumma> Is that
the only issue with my code gigaherz ?
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L333[08:11:28] <madcrazydrumma> does this
happen everytime Flashfire?
L334[08:11:41] <Flashfire> Yes, every time
since this morning
L335[08:11:52] <Flashfire> Not a single
reference to any of my code
L336[08:12:32] <madcrazydrumma> Is this
the full log?
L337[08:12:33] <Flashfire> It doesn't even
get to the loading screen
L338[08:12:38] <Flashfire> And yes, it's
the full log
L339[08:12:54] <madcrazydrumma> Have you
tried copying over the src into a new forge directory?
L340[08:13:06] <diesieben07> Flashfire,
delete usercache.json
L341[08:13:21] <Flashfire> @diesieben07
Thank you, I will try that
L342[08:14:25] <Flashfire> Thanks! It
seems to have worked
L343[08:14:59]
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L345[08:16:12] <Flashfire> Just out of
curiosity, is it known what causes that?
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L365[08:56:26] <Naiten> Hi there, that's
me (yes, that train guy) again. Can anybody tell me how to load
.obj model via 1.8 blockstates?
L366[08:57:46] ⇦
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L367[08:58:08] <masa> put the obj filename
in it?
L368[08:58:23] <McJty> Naiten, yes, in the
blockstate you can directly refer to the obj model
L369[08:58:29] <McJty> Instead of refering
to a json model
L370[08:59:32] <Naiten> I tried that, but
got "file blockTrack.obj.json not found" :/
L371[09:00:07] <McJty> Show us
L372[09:02:41] <masa> did you include the
.obj extension in the blockstate file?
L373[09:02:54] <masa> from that error I'm
guessing not
L374[09:04:18] <McJty> Well yes, because
the '.obj' is in the error
L375[09:04:35] <McJty> But Naiten needs to
show us his json so we can more easily see what's wrong
L376[09:04:37] ⇦
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L378[09:04:44] <Naiten> Well, i simply
write {"variants": { "normal": {
"model": "row:blockTrack.obj" } }} in the
blockstate json
L379[09:05:00] <McJty> 'row'?
L380[09:05:03] <McJty> Is that your
modid?
L381[09:05:05] <Naiten> and put .obj into
assets/row/models/block
L382[09:05:07] <Naiten> yeah
L383[09:05:24] <McJty> Can you show us the
full json?
L384[09:05:24] <Naiten> stands for Rails
of War
L385[09:05:33] <Naiten> it's the full json
>_<
L386[09:05:45] <McJty> then that's
wrong
L387[09:05:55] <McJty> You need at least
things like "forge_marker": 1 and so on
L388[09:05:59] <McJty> That cannot
work
L389[09:06:29]
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L390[09:06:50] <masa> oh right wtf was I
thinking lol :D too tired I guess
L391[09:08:07] <Naiten> i wish there'll be
a day Forge will get comprehensive tutorials on all topics
L392[09:08:15] <Naiten> looks like it
won't ever happen...
L393[09:08:28] <McJty> There are a few.
There is the official documentation:
L395[09:09:17] <McJty> And then I have my
own tutorial site:
L397[09:09:27] <McJty> Naiten, but you
still haven't shown us the full json
L398[09:09:43] <Cazzar> Naiten its
relatively hard to comprehensively doc forge
L399[09:09:56] <Naiten> McJty, that line
was full json
L400[09:09:59] <Cazzar> Given the changes
in Minecraft itself as well.
L401[09:10:07]
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L402[09:10:12] <McJty> Naiten, then you
forgot the forge_marker
L403[09:10:20] <McJty> Naiten, as I told
you above
L405[09:12:22] <Cazzar> Because in essence
it isn't for basic block models
L406[09:12:28] <Cazzar> You're doing
more.
L407[09:12:32] <Naiten> neither does it
describe the actual difference between "Forge blockstate"
and "Vanilla blockstate"
L408[09:12:53] <diesieben07> forge
blockstate is what is described htere
L409[09:13:02] <diesieben07> vanilla
blockstate is what is described e.g. in minecraft wiki
L411[09:14:48] <Naiten> first glance gives
no difference >_<
L412[09:15:39] <diesieben07> vanilla is
more verbose because not as much can be omitted, i think
L413[09:19:53] ⇦
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L414[09:20:34] <McJty> Is it safe to use
the TE from within your Block.getLightValue implementation?
L415[09:20:45] <McJty> I ask because this
function is called when rendering a chunk
L416[09:20:51] <McJty> And perhaps that
happens in another thread?
L417[09:21:04] <McJty> Someone reported a
bug there where the TE is apparently null which normally cannot
happen
L418[09:21:14]
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L419[09:23:44] *
Naiten is struggling to reset pastebin password as the letter is
not coming
L420[09:24:14] ***
fry is now known as fry|sleep
L421[09:25:06] <LatvianModder> Naiten: I
just use my Google account whenever I can
L422[09:25:20] <McJty> Why do you even to
log in with pastebin?
L424[09:28:05] <Naiten> and the error is
[Client thread/WARN]: Unable to load block model:
'row:block/blockTrack.obj' for variant: 'row:blockTrack#normal':
java.io.FileNotFoundException:
row:models/block/blockTrack.obj.json
L425[09:28:05] <Naiten> [01:16:41]
L426[09:29:08] <McJty> Aha did you do
this: OBJLoader.instance.addDomain(MODID);
L427[09:29:15] <Naiten> No.
L428[09:29:16] <McJty> In your
ClientProxy.preInit
L429[09:29:23] <McJty> It will help
L430[09:29:26] <Naiten> Nowhere's written
about domain...
L431[09:29:44] <McJty> My tutorial
explains that
L432[09:30:12]
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L433[09:31:35] <Naiten> "The first
thing you have to do is to add this to your ClientProxy.preInit().
This makes sure the obj loader knows about your domain:". What
the domain is?
L434[09:32:02] <diesieben07> usually your
modID
L435[09:32:21] <diesieben07> but generally
the folder in assets, so: assets/foobar/some/asset.png then the
domain is "foobar"
L436[09:32:33] *
Naiten sighs
L437[09:32:52] <Naiten> what's even the
idea of registering a directory with assets
L438[09:33:46] <Naiten> for loading
models
L439[09:34:03] <diesieben07> well, somehow
it needs to decide which model-type to load
L440[09:34:05] <diesieben07> json, obj,
etc.
L441[09:36:05] ⇦
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L442[09:37:30] ***
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L443[09:37:36] <gigaherz> Naiten: Forge
asks ALL the custom loaders if they want to load ALL the
resourcelocations
L444[09:38:07] <gigaherz> so they decided
to make the b3d and obj loaders enable only on demand
L445[09:38:13] ***
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L446[09:38:14] <gigaherz> which, IMO, is
annoying
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L448[09:38:29] <gigaherz> because it means
resourcepack authors can't replace vanilla models with .obj
models.
L449[09:38:46]
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L450[09:38:53] <gigaherz> but that's how
they designed it so... ;p
L451[09:40:24] <Naiten> McJty, your
tutorial uses setRegistryName, is that a part of 1.8.9?
L452[09:40:47] <Naiten> don't have that in
1.8.8
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L455[09:41:34] <gigaherz> Naiten: switch
to 1.8.9 then
L456[09:41:39] <gigaherz> there's no
reason to use 1.8.8 at all
L457[09:41:54] <LatvianModder> Yeah!
L458[09:42:08] <gigaherz> the recommended
version of Forge is for 1.8.9
L459[09:42:08] <Nitrodev> McJty has a
tutorial?
L460[09:42:12] <Naiten> I just opened my
workspace set up previous time i was able to code -.- and it was
the latest version that time
L461[09:42:13] <gigaherz> so users will
download 1.8.9, not 1.8.8
L462[09:42:18] <gigaherz> sure
L463[09:42:25] <gigaherz> just edit your
build.gradle
L464[09:42:36] <gigaherz> and put the
1.8.9 recommended version in there
L465[09:42:40] <gigaherz> and recent
mappings
L466[09:42:43] <gigaherz> !!latest
1.8.9
L467[09:42:44] <MCPBot_Reborn> === Latest
Mappings ===
L468[09:42:44] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L469[09:42:45] <MCPBot_Reborn> 1.8.9
snapshot_20160129
L470[09:42:53] <gigaherz> today's will do
;P
L471[09:43:06] <gigaherz> then rerun
setupDecompWorkspace
L472[09:43:36] <gigaherz> (and possibly
refresh your eclipse/IDEA too)
L473[09:45:53]
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L474[09:48:02] <Naiten> well, that's a
novelty way or updating for me, thanks
L475[09:49:40] <Naiten> gigaherz,
Execution failed for task ':extractUserdev'.
L476[09:49:40] <Naiten> >
java.io.FileNotFoundException: Inherited json file (1.8.9) not
found! Maybe yo
L477[09:49:40] <Naiten> u are running in
offline mode? D:
L478[09:50:20] <gigaherz> o_O
L479[09:50:41] <Naiten> that happened on
setupdecompworkspace
L480[09:50:47] <gigaherz> weird
L481[09:50:47]
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L482[09:50:48] <gigaherz> never seen
that
L483[09:50:54] <gigaherz> maybe ask on
#forgegradle
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L487[09:52:48] <Naiten> i guess
downloading a recommended version and installing it manually will
be more effective
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L490[09:53:54] <gigaherz> you still need
to run setupDecompWorkspace and all
L491[09:53:56] <gigaherz> it should
work
L492[09:54:07] <gigaherz> I update
versions quite often, and it never failed that way for me
L493[09:54:32] <Naiten> well, dev.json is
on it's place
L494[09:55:42] <gigaherz> I assume you
tried a couple times jisut to make sure it wasn't a one-time thing?
;P
L495[09:55:48] <gigaherz> just*
L496[09:55:50] <Naiten> indeed
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L499[09:57:20] <Naiten> forge downloads
are down D:
L500[09:58:33] <diesieben07> adfoc.us is,
use the direct link
L501[09:58:58] <gigaherz> no forge is ok,
it's adfoc.us ... ah ninja'd
L502[09:59:29] <gigaherz> just copy url
and remove the adfocus prefix fro mthe url
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L504[10:00:03] <gigaherz> (or open
"all downloads" list and lcick on the (i) )
L505[10:00:26] <Naiten> Remind me, are we
using 'universal'?
L506[10:00:56] <diesieben07> MDK is the
example project for development
L507[10:01:00] <diesieben07> universal is
for server owners
L508[10:01:14] <diesieben07> (so you want
mdk)
L509[10:01:20] *
Naiten forgot how to mod
L510[10:01:38] <gigaherz> the MDK used to
be called "src" in the past
L511[10:01:44]
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L512[10:02:02] <gigaherz> it contains the
minimal files to setup a working environment
L513[10:02:19] <gigaherz> including a
minimal example mod so that it has something to compile
L514[10:02:30] <Huene> This is a general
question not neccesarily forge specific. and I'm an admin not a
coder, but is there a command to list or dump enchantment id's I've
got two mods that are conflicting and I can adjust one of them, but
I don't know what id's are available
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L517[10:06:46] *
mikebald isn't aware of such a command.
L518[10:06:59] <Naiten> Well, thanks
everybody, gonna continue modding tomorrow, it's 2am already
L519[10:07:01] <Huene> is there a better
option than just pick numbers at random?
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L525[10:09:47] <mikebald> it looks like if
there's conflicting enchantments you should see an error log; but
as for picking an enchantmen
L526[10:09:53] <mikebald> *enchantment ID,
I can't help you there =/
L527[10:10:41] *
mikebald shrugs. So, trial & error I guess.
L528[10:10:52] <diesieben07> or yell at
the mods for being broken :D
L529[10:11:40] <mikebald> Well, it doesn't
look like there's an enchantment registry so... there doesn't seem
to be a method for ensuring there's no id collisions
L530[10:11:58] <mikebald> unless I'm
missing something, wouldn't be the first time =D
L531[10:12:09] <diesieben07> sure there
is. something in the config? use it. otherwise query first free id
and store it in the config.
L532[10:12:16] <diesieben07> if everyone
does that there won't be any collisions
L533[10:12:30] <Huene> that's what I'm
asking, how do you query it
L534[10:12:37] <diesieben07> as a mod
maker?
L535[10:12:42] <Huene> as an admin
L536[10:12:47] <diesieben07> you
don't.
L537[10:12:54] <diesieben07> its the mods
job, if they don't do it, they are broken
L538[10:12:58] <gigaherz> you shouldnt
need to *
L539[10:12:58] <Huene> I've just
incremented everything by 50, basically customnpcs and thaumic
bases don't like each other, so taking the guess approach
L540[10:13:44] <Huene> looks like
increasing customnpcs to start at 150 instead of 100 worked for the
time being
L541[10:13:55] <Huene> thanks for the info
though folks
L542[10:14:01] <gigaherz> you should still
slap the mod authors for doing it wrong
L543[10:14:02] <gigaherz> ;P
L544[10:14:12] <Huene> lol I can provide
them feedback,
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L546[10:14:19] <gigaherz> exactly.
L547[10:14:21] <mikebald> Huene if there's
an ID collision, you should get an exception that starts:
"Duplicate enchantment id!" so that'd be in the log
L548[10:15:16] <Huene> yeah and that was
the case mikebald but that wasn't my question, I was trying to find
a way to determine what the free id's were so that I didn't have to
arbitrarily guess, but like I said just incrementing customnpcs by
50 was all I needed to do in this case
L549[10:15:34] <Huene> not ideal, but it
did the job
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L554[10:22:05] <McJty> Anyone know if
getLightValue() can safely access the TE?
L555[10:22:17] <McJty> I'm having doubts
because it is called from within chunk rendering
L556[10:22:21] <McJty> And I thought that
was threaded
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L562[10:42:02] <masa> yay did some final
tweaks to my creation station...
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L566[10:50:15] <Nitrodev> almost feel like
i want to make a mod for my mocpack
L567[10:50:29] <Nitrodev> since any of
those block creation mods are hard to use
L568[10:50:32] <Nitrodev> atelast for
me
L569[10:50:36] <Nitrodev> atleast*
L570[10:55:28] <masa> what do you mean by
block creation mods?
L571[10:56:49] <Nitrodev> the mods that
allow you to make blocks using configs or jsons
L572[10:57:05]
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L573[10:57:10] <Nitrodev> tabula rasa and
quadrum are the ones i've tried
L574[10:57:15] <masa> ah, right
L575[10:57:18] <Zaggy1024> what kind of
block do you want to make?
L576[10:59:23] <Nitrodev> well for
starters a block that is like a log but with ember
L577[11:00:07] <Nitrodev> i'm making a
modpack that has a world gen similar to that when earth was on the
Hadean Eon
L578[11:01:54] ***
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L579[11:05:08] <Zaggy1024> well there's
this
L581[11:05:14] <Zaggy1024> may help
you
L582[11:05:53] <Zaggy1024> specifically
because I see logs in a screenshot
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L586[11:11:10] <Nitrodev> alright
Zaggy1024 i'll look into it
L588[11:12:42] <Nitrodev> okay my modpack
has a MAJOR flaw in terms of likeness to the Hadean Eon
L589[11:12:53] <Nitrodev> my world gen
still has lakes...
L590[11:13:01] <Nitrodev> of water
L591[11:16:07] <gigaherz> Nitrodev: so you
want an open-sky nether instead?
L592[11:16:07] <gigaherz> ;P
L593[11:16:22] <Nitrodev> well yeah
L594[11:16:50] <Nitrodev> just google
Hadean Eon and you'll get what i want :P
L595[11:20:41] <Nitrodev> yeah loot++ isnt
what i want afterall
L596[11:21:15] <Nitrodev> i dont feel
making my packs future players have to use a resourcepack for the
textures :P
L597[11:21:21] <Huene> does anyone know of
any reasource for finding the cause of ticking world entities? I'm
not quite sure how to find the cause, as the logs tend to never
point to anything specific that I can identify
L598[11:21:30] <Huene> resource*
L599[11:23:01] <diesieben07> depends on
the crash.
L600[11:23:55]
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L601[11:25:26] <Huene> oh hang on, I might
have conflicted one enchantment id with another when I adjusted
what I had to adjust earlier, considering I have thaumic infusion,
it could be that simple
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L604[11:33:37] <masa> Huene: well the log
should give some indication of what went wrong
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L607[11:38:03] <Huene> it probably does, I
am not having the greatest time interpreting it though
L608[11:38:09] <Huene> still working on
it
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L610[11:41:43] <diesieben07> it would help
greatly if you would just post the log...
L611[11:42:55] <Huene> sorry, I didn't
expect you folks to do the legwork, I was just hoping there was
some resource that would help me identify how to troubleshoot it.
But I can do that, one moment
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L613[11:44:10] <sham1> never expect us not
to do the legwork
L614[11:47:34] <Huene> crash-report/ log
is the one that is the most useful to you folks right?
L616[11:48:08] <sham1> hmm
L617[11:48:20] <sham1> what was it you
wanted to do again
L618[11:48:58] <Huene> diagnose and stop a
ticking world crash
L619[11:50:21] <diesieben07> it's
something broken in thaumcraft... but since they are not open
source... we can't debug it.
L620[11:50:27] <diesieben07> you'd have to
report it ot the author.
L621[11:50:43] <sham1> You know what
grinds my gears
L622[11:50:46] <sham1> Not having open
source mods
L623[11:51:16] <Huene> Is it possible that
it could be an addon mod to thaumcraft? reason I ask is I just
added Thaumic Bases
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L626[11:52:32] <sham1> could be
L627[11:52:32] <Curle> o/
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L629[11:52:38] <Nitrodev> any examples for
making models for items with meta
L630[11:52:47] <Nitrodev> meta beinig
colors in this case
L631[11:52:50] <sham1> the same way you
make any other models
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L633[11:53:18] *
Curle waves
L634[11:53:30] <Curle> Respond, you
imbiciles :P
L635[11:53:39] <sham1> Then you register
them under different metadatas of the same item
L636[11:53:40] <sham1> No
L637[11:53:45] <PitchBright> o/
L638[11:53:49] <Curle> I feel like the
sea, waving at a beach
L639[11:53:57] <Curle> I'm not getting
anything back :3
L640[11:54:16] <Huene> ok thanks folks,
and sorry for what is probably a basic question here, I never
really had the greatest luck identifying ticking crashes, what
lines are you looking at in that pastbin to identify thaumcraft
38-41?
L641[11:54:19] <Nitrodev> i wonder what's
a good way to see the metadata of each item
L642[11:54:25] <PitchBright> *pulls up
chair, grabs pina colada*
L643[11:54:37] <gigaherz> Nitrodev: to
see?
L644[11:54:45] <Nitrodev> never mind i'm
just an idiot
L645[11:54:47] <gigaherz> there's a mod
that lets you view and change the NBT data from items
L646[11:54:55] <gigaherz> not sure if
there's a 1.8.9 version yet
L647[11:54:55] <gigaherz> ;P
L648[11:55:09] <Nitrodev> no yeah i now
know the metadatas of each item
L649[11:55:17] <Nitrodev> subItems.add(new
ItemStack(itemIn, 1, i));
L650[11:55:24] <Nitrodev> i being a
metadata value
L651[11:55:33] <Nitrodev> and that on a
for loops
L652[11:55:38] <sham1> yes
L653[11:55:38] <diesieben07> yes
Huene
L654[11:55:43] <sham1> For Creative rabs
anyway
L655[11:55:54] <Nitrodev> huh?
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L657[11:56:06] <Huene> thank you and and
thank you for your patience with the simple questions
L658[11:56:31] <Curle> We've all been
through it
L659[11:56:52] <Curle> Unless someone
learned through osmosis, which in that case they should gtfo
L660[11:56:56] <Nitrodev> sham1, what do
you mean for creative tabs anyway?
L661[11:57:12] <sham1> the fact that
getSubItems...
L662[11:57:57] <sham1> is for adding the
subitems into the creative tab
L663[11:57:59] <Nitrodev> yeah but you
mean that doesn't work for anything else?
L664[11:58:07] <Nitrodev> like that
doesn't set the metadata?
L665[11:58:12] <sham1> No
L666[11:58:44] <Nitrodev> huh
L667[11:58:46] <Nitrodev> damn
L668[11:58:58] <sham1> the metadata is
specific to whatever itemstack you have
L669[11:59:08] <sham1> You as a modder
have to decide what to do with that metadara
L670[11:59:11] <sham1> metadata*
L671[11:59:45] <Nitrodev> i'm gonna test
something hold on
L672[12:00:22] <sham1> the way you use
metadata is arbitrary
L673[12:00:23] <tterrag|phone> how do I
bake a model directly from a json file (resourcelocation) without
it being attached to a block/item ?
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L675[12:02:31] <Nitrodev> of course I need
to decide how to use the metadata
L676[12:02:38] <Nitrodev> atm the problem
is setting it
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L678[12:04:25] <masa> setting it in what
context?
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L680[12:04:40] <masa> the meta is stored
in the itemstack, so you set it when creating the stack
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L683[12:05:28] <Nitrodev> my brain is in
half sleep mode apperently
L684[12:05:30] <masa> so for example if
you want to craft items with different meta, then that meta comes
from the stack that you registered the recipe for
L685[12:06:27] <masa> I guess you could
think of item meta/damage as a simple one-numericvalue NBT
L686[12:06:35] ***
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L687[12:06:53] <Huene> well time will
tell, but I think I fixed it by adjusting the enchantment id's in
Thaumic Bases, gotta monitor for now
L688[12:06:54] <masa> well, maybe that's a
bad analogy
L689[12:06:58] <Nitrodev> so for colors i
would?
L690[12:07:01] <sham1> I thought that
itemstacks store the metadata as a short inside the NBT data
L692[12:07:15] <diesieben07> uh yes they
do.
L693[12:07:23] <sham1> weah
L694[12:07:26] <masa> well yes, but not
the staclTagCOmpound
L695[12:07:27] <sham1> I just checked the
source
L696[12:07:27] <Nitrodev> oh boy *grabs
popcorn*
L697[12:07:48] *
sham1 takes away Nitrodev's popcorn across the
internet
L698[12:07:50] <sham1> Too salty
L699[12:08:31] <Nitrodev> well it does
look like that the setup i have currently works
L700[12:08:33] <Nitrodev> i think
L701[12:08:38] <Nitrodev> atleast with
recipes
L702[12:08:55] <Nitrodev> no idea if it
works with models though
L703[12:09:14] <masa> as in when an
itemstack is saved to NBT, it will be a compound tag, which holds
the item id, damage, stack size and then a compound "tag"
for the NBT data that we use when dealing with the items in
code
L704[12:10:01] <sham1> yes
L705[12:10:20] <tterrag> anyone?
L706[12:10:27] <sham1> Thus saying
"itemstacks store the metadata as a short inside the NBT
data" is not incorrect
L707[12:10:30] <Nitrodev> okay i just
pushed the changes to my repo
L709[12:10:55] <sham1> Of course we do not
use metadata to represent that at runtime
L710[12:10:58] <Nitrodev> that is where i
testes the metadata
L711[12:10:59] <sham1> That is
ridiculous
L713[12:11:18] <Nitrodev> that's the item
code
L714[12:11:47] <Nitrodev> am i diong that
wrong?
L715[12:13:04] <masa> which part? I didn't
see anything wrong
L716[12:13:07]
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L717[12:13:15] <sham1> Me neither
L718[12:13:18] <Nitrodev> and PLEASE don't
bug me about too many statics i'll change that when i encounter an
error with them
L719[12:13:22] <Nitrodev> oh good
L720[12:13:32] *
sham1 says something about statics
L721[12:13:37] <sham1> That are not final
btw
L722[12:13:42] <sham1> Which they could
be
L723[12:13:44] <Nitrodev> oh yeah
that
L724[12:13:57] <Nitrodev> i'll change
those eventually
L725[12:14:56] <Nitrodev> okay now if i
were to make a model for the ItemFabric meta of 3 that crafting
recipe would show the model/texture i assigned it to right?
L726[12:15:00]
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(~PB@lawn-143-215-59-42.lawn.gatech.edu)
L727[12:15:07] <sham1> indeed
L728[12:15:13] <Nitrodev> Woo
L729[12:15:34] <sham1> That's why you
assign it to that metadata in the first place :P
L730[12:16:23] <Nitrodev> alright
good
L731[12:16:42] <Nitrodev> i just need to
figure out the right placements of meta to the right colors
L732[12:17:10] <sham1> you can do it like
wool does it
L733[12:17:15] <ChJees> ConstructIO? What
kind of mod is it going to be :o ?
L734[12:17:17] ⇦
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L735[12:17:39] <Nitrodev> storage
mod
L736[12:17:46] <ChJees> Fancy storage
mod?
L737[12:17:57] <Nitrodev> no idea
yet
L738[12:18:02] <ChJees> Ah
L739[12:18:20] <sham1> I hope one of the
blocks is an IKEA cardboard box
L740[12:18:23] <Nitrodev> or rather define
'fancy'
L741[12:18:52] <ChJees> Pretty blocks,
unique inventories, mod integration, etc...
L742[12:18:55] <ChJees> Is kinda
fancy
L743[12:19:17] <sham1> yay for
Optional<T>.ifPresent
L744[12:19:38] <diesieben07> meh
L745[12:19:48] <diesieben07> that's the
least elegant way to deal with Optional :D
L746[12:20:22] <sham1> Makes me dealing
with ItemStacks during writeToNBT easier at least
L747[12:21:03] <Nitrodev> well the first
storage block DOES have a unique inventory
L748[12:21:10] <Nitrodev> simply a
square
L749[12:21:14] <Nitrodev> 4x4
L750[12:21:20] <ChJees> Hehe
L751[12:21:48] <Nitrodev> but i will use
blockstates with the storageblocks
L752[12:22:23] ⇦
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L753[12:22:39] <ChJees> Feels like i am
hitting my head against a brickwall for my mod i am making :P.
Don't know if i should start with the chicken or the egg.
L754[12:22:58] <Nitrodev> like you combine
a storage unit (defines the size of the inventory) with a storage
shell and it gets to the storage block
L755[12:23:05] <sham1> why not both
L756[12:23:10] <Nitrodev> what do you mean
ChJees
L757[12:24:01] <ChJees> Think spellmaking
of Ars Magica 2, but now complicate it even further. In the end
spells look poems. That kind of brickwall head bashing.
L758[12:24:19] <sham1> poetry
L759[12:24:24] <sham1> Well shite
L760[12:24:34] <Nitrodev> i have an idea
as far as registering the fabrics with metadata
L761[12:24:48] <Nitrodev> a for loop
inside the register method
L762[12:25:02] <sham1> as a heads-up for
Nitrodev, you can store *any* data using NBT
L763[12:25:04] <sham1> Just saying
L764[12:25:07] <ChJees> I could make
spellmaking and spells simple but i want to be a special little
rainbow haired snowflake :v.
L765[12:25:23] <Nitrodev> k sham1
L766[12:25:39] <ChJees> I think what i
need to decide RIGHT now is where a spell start and how it
chains.
L767[12:25:55] <Nitrodev> damn you can't
use metadata for that
L768[12:26:00] <Nitrodev> i mean for
loops
L769[12:26:11] <sham1> why not
L770[12:26:56] <sham1> And when I say you
can store any data into NBT
L771[12:27:00] <Nitrodev> the registerItem
method doesnt support metadata
L772[12:27:01] <sham1> I mean it in 2
ways
L773[12:27:14] <Nitrodev> i.e. doesnt have
a parameter for meta
L774[12:27:21] <sham1> Of course not
L775[12:27:26] <sham1> It just registers
the item
L776[12:27:34] <sham1> As I said, metadata
is arbitrary
L777[12:27:47] <Nitrodev> i guess i could
set the metadata to the unlocal name
L778[12:28:46] <diesieben07> the fuck are
you doing...
L779[12:28:51] <sham1> But yeah, you can
manually serialize the fields into NBT or if you feel like going
into really deep water, you can utalize Java's serialization stuff
and write the result into a byte array inside NBT
L780[12:29:05] <diesieben07> please dont
use java serialization :O
L781[12:29:19] <sham1> I said you
can
L782[12:29:28] <sham1> It isn't smart
obviously
L783[12:29:34] <sham1> But it is *a*
possibility
L784[12:29:41] <diesieben07> meh
L785[12:29:47] <McJty> 'can' != 'should'
is true in many cases
L786[12:29:54] <sham1> ye
L787[12:31:09] <sham1> this being one of
those cases
L788[12:31:46] <ChJees> Suppose i will
define each spell part into a sentence like this; Spell(
Sentence(Who, Effect, Shape, Where (i.e Hand), Trigger During (i.e
Flight, Buff), Trigger Hit)) Where the triggers can chain even
further.
L789[12:31:48] <Nitrodev> then how should
i implement the registering for metadata
L790[12:31:54] <sham1> you dont
L791[12:32:06] <Nitrodev> or do the
methods at my item class do it?
L792[12:32:18] <sham1> You can specify
unlocalized names per-itemstack cases
L793[12:33:06] <Nitrodev> but wait, aren't
my items already registered if i can craft them and find them in
the creative tabs?
L794[12:33:14] <sham1> yes
L795[12:33:24] <sham1> But there is a
method you can override in the Item-class
L796[12:33:48] <sham1> Where you can
specify the unlocalised name according to the ItemStack
L797[12:33:56] <sham1> Thus being able to
have it depend on the metadata
L798[12:34:07] <Nitrodev>
getUnlocalisedName?
L799[12:34:21] <sham1> indeed
L800[12:35:05] <Nitrodev> i'm guesssing i
should use the same loop when i did my getSubItems method
L801[12:35:10] <Nitrodev> overrid*
L802[12:35:16] <sham1> no
L803[12:35:29] <sham1> as that method is
called for per-ItemStack basis
L804[12:35:55] <masa> much confusion,
little clarification
L805[12:36:00] <Nitrodev> ah
L806[12:36:32] ⇦
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L807[12:37:13] <Nitrodev> okay let's say
same KIND of loop
L808[12:37:22] <sham1> No looping
needed
L809[12:37:29] <masa> Nitrodev: you
register the recipes with different itemstacks, where the meta
changes. So you register the recipes inside a for loop, like
addRecipe(new ItemStack(youritem, 1, metafromloop),
recipestuff)
L810[12:38:06] <masa> and then you just
override the methods in your item class, and you take the matadata
into account when you return the unlocalized name etc
L811[12:38:27] <Nitrodev> that is a one
way to do it
L812[12:38:36] <Nitrodev> but is the last
step needed?
L813[12:38:44] <sham1> Yes, if you want
unique names
L814[12:38:46] <Nitrodev> not that i don't
want to do it
L815[12:38:48] <sham1> For the
variants
L816[12:38:50] <Nitrodev> ah
L817[12:39:04] <Nitrodev> so if i want
somehting like "cyan fabric" etc.
L818[12:39:05] <masa> if you don't
override them, then all your cloths or whatever use teh same
name
L819[12:39:13] <sham1> yeah
L820[12:39:53] <ChJees> Stitch together
the name at runtime?
L821[12:40:02] <sham1> so instead of
having your cyan fabric say "cyan fabric" and white
fabric saying "white fabric" etc. you would just have all
of them say "fabric" if you didnt do it
L822[12:40:14] <sham1> + it is
localisable
L823[12:40:52] <ChJees> Gotta love that.
Can make whatever you want in your language file :P.
L824[12:41:00] <sham1> So depending on the
language you could have it say "syaani kangas" or
whatever depending on the language you choose :P
L825[12:41:35] <Nitrodev> yeah
L826[12:41:43] <Nitrodev> so this:
GameRegistry.addShapelessRecipe(new ItemStack(Cioitems.itemFabric,
1, i), knife, new ItemStack(Blocks.wool, 1, i));
L827[12:41:56] <Nitrodev> would work fine
inside a for loop
L828[12:41:58] <sham1> indeed
L829[12:42:08] <Nitrodev> i put that into
the recipe init btw
L830[12:42:14] <sham1> Yes
L831[12:42:25] ⇦
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L832[12:42:52] <Nitrodev> i'm just
wondering about the overridings
L833[12:43:07] <sham1> They'll be
fine
L834[12:43:14] <Nitrodev> i've only
overridden the methods getSubitems and GetUnlocalised name so
far
L835[12:43:24] <Nitrodev> are those the
only ones i need
L836[12:43:29] <sham1> for now yes
L837[12:43:36] <sham1> Until you want to
add some special stuff
L838[12:44:15] <Nitrodev> yeah but i meant
for this sole purpose
L839[12:44:19] <sham1> Nah
L840[12:44:24] <sham1> You don't need
anything else
L841[12:44:47] <sham1> And now for my most
favorite(not) part about inventories in a new mod, defining
decrStackSize
L842[12:46:10] <ChJees> Hehe :P
L843[12:46:23] <ChJees> ItemStacks, fun
fun
L844[12:46:45] <sham1> ye..
L846[12:47:14] <sham1> Oh
L847[12:47:14] <ChJees> I will play with
them again soon enough when i get there.
L848[12:47:18] <sham1> Thänks
L849[12:47:33] <diesieben07> lol
L850[12:47:34] <diesieben07> Ä
L851[12:47:58] <sham1> Hey, if Motörhead
and other people can do it, so can I
L852[12:48:04] <Nitrodev> atleast we have
the biggest alphabet
L853[12:48:06] <diesieben07> :D
L854[12:48:06] <Nitrodev> i think
L855[12:48:40] <sham1> Nitrodev, then you
have not seen the Icelandic alphabeth yet
L856[12:49:01] <ChJees> Eh?
L857[12:49:11] <Nitrodev> i don't really
care for other countries besides The Great Britain :P
L858[12:49:12] <ChJees> Got more than just
ÅÄÖ?
L859[12:49:12] <sham1> They have 32
letters
L860[12:49:22] <sham1> so yeah
L861[12:49:29] <sham1> They have more than
ÅÄÖ
L862[12:49:37] <ChJees> Damn
L863[12:49:46] <sham1> Also, monospace
renders Å weird... I dunno why
L864[12:49:57] <sham1> The offset is
slightly off
L865[12:49:59] <gigaherz> Nitrodev: that's
not really a healthy way of thinking
L866[12:50:04] <gigaherz> for one, the
internet is global
L867[12:50:06] <sham1> Pardon the
pun
L868[12:50:16] <gigaherz> and then, even
if it wasn't you'd still have to care about your enemies
L869[12:50:16] <gigaherz> ;P
L870[12:50:35] <sham1> Internet is global
except in China
L871[12:50:44] <gigaherz> oh it's still
connected
L872[12:50:48] <Nitrodev> i know
gigaherz
L873[12:50:51] <sham1> Ye
L874[12:50:57] <tterrag> Does anyone know
how to use this IVertexConsumer stuff?
L875[12:51:00] <gigaherz> it just has a
big wall with little doors
L876[12:51:18] <tterrag> random floats
does not make a good api >.>
L877[12:51:22] <ChJees> Getting down into
the gritty stuff tterrag?
L878[12:51:27] <gigaherz> tterrag: never
heard of it
L879[12:51:27] <gigaherz> XD
L880[12:51:35] <sham1> The floats are not
random :P
L881[12:51:49] <Nitrodev> ugh this is
hard
L882[12:52:01] <sham1> No one ever said
that modding was easy
L883[12:52:39] <gigaherz> tterrag: may I
ask what you need IVertexConsumer for?
L884[12:52:39] <sham1> So..
L885[12:52:56] <Nitrodev> yeah i got
nothing as far as this getUnlocalisedname goes
L886[12:53:21] <sham1> Show your
attempt
L887[12:53:32] <Nitrodev> what
attempt
L888[12:53:39] <sham1> At it
L889[12:53:42] <Nitrodev> i've been
thinking only
L890[12:53:44] <sham1> Ah
L891[12:53:45] <diesieben07> lol
L892[12:53:50] <Nitrodev> so far
nothing
L893[12:53:59] <sham1> I like to go
"implement first, think later"
L894[12:54:12] <Nitrodev> except i think i
should use stack.setTagCompound
L895[12:54:21] <ChJees> ?
L896[12:54:24] <gigaherz> what are you
trying to achieve?
L897[12:54:28] <ChJees> I wonder
too.
L898[12:54:54] <Nitrodev> scroll up
L899[12:55:13] <gigaherz> TL;DR
L900[12:55:42] <Nitrodev> essentially i
want to make my item with 16 metadata have a different
unlocalisednbame based on said metadata
L901[12:55:48] <tterrag> Well really it's
an UnpackedBakedQuad.Builder
L902[12:55:49] <ChJees> Ohhh.
L903[12:55:49] <tterrag> But I'm
overriding the put method to attempt to transform the uvs
L904[12:55:51] <tterrag> Is this the wrong
route?
L905[12:55:58] <gigaherz> Nitrodev: aha
that's easy
L906[12:56:13] <Nitrodev> so the items
wouldn't all have a name like "Fabric"
L908[12:56:26] <Nitrodev> but for custom
names like "black fabric"
L909[12:56:28] <gigaherz> just override
getUnlocalizedName to be something like this
L910[12:56:30] <sham1> or rather
"item.fabric.name"
L912[12:56:52] <sham1> because unlocalized
names
L913[12:56:54] <gigaherz> I keep thenames
in a static array
L914[12:57:04] <LatvianModder> better
modid:item.id.name or item.modid:item.id.name
L915[12:57:13] <gigaherz> I prefer to use
"." for langauge
L916[12:57:14] <gigaherz> not :
L917[12:57:16] <sham1> Oh I'm sorry,
unlocali[s|z]ed names
L918[12:57:20] <tterrag> Don't use
colons
L919[12:57:22] <tterrag> yeah
L920[12:57:37] <gigaherz>
"item.<modid>.<itemname>.<subitem>"
L921[12:57:42] <sham1> God damn it US
spelling
L923[12:57:57] <tterrag> so...any help for
me?
L924[12:58:00] <Nitrodev> for my items i
use _s to separate the item and the items name
L925[12:58:07] <ChJees> Then you should
probably override the getItemStackDisplayName() from the looks of
it. Can still use the localized name you supply with but define the
colors in there as well.
L926[12:58:11] <Nitrodev> like this:
item.item_plank.name=Plank
L927[12:58:20] <Nitrodev> that's from my
lang file
L928[12:58:24] <gigaherz> that's
unrelated
L929[12:58:39] <gigaherz> but
L930[12:58:45] <gigaherz> you are still
doing it wrong
L931[12:58:49] <gigaherz> you want to have
the modid in there
L932[12:58:52] <gigaherz> to avoid
conflicts with other mods
L933[12:58:59] <LatvianModder> yeah,
because there could be two item_plank
L934[12:58:59] <gigaherz> since the
language strings are NOT mod-local
L935[12:59:03] <gigaherz> they are shared
with all mods
L936[12:59:24] <sham1> which is stupid
IMO
L937[12:59:36] <gigaherz> look at this
file, Nitrodev:
L939[12:59:39] <gigaherz> the whole
file
L940[12:59:46] <tterrag> It's not
stupid
L941[12:59:49] <gigaherz> it's all you
need for an item that has subitems
L942[12:59:52] <Nitrodev> what do you
think i'm looking at
L943[12:59:58] <tterrag> Do you want to
have to name space your localizations?
L944[13:00:06] <ChJees> So in the lang
file you can define strings like this:
constructio.color.cyan=Cyan
L945[13:00:08] <tterrag> eugh no
thanks
L946[13:00:36] <ChJees> Then append this
to the method result:
StatCollector.translateToLocal("constructio.color.cyan")
L947[13:00:49] <ChJees> Probably before
the item name for it to make sense.
L948[13:00:58] <gigaherz> ChJees: that's
completely unnecessary
L949[13:00:58] <gigaherz> ;P
L950[13:01:10] <ChJees> I love doing it
that lazy way :P.
L951[13:01:18] <gigaherz> that's NOT the
lazy way
L952[13:01:21] <ChJees> Abused it a lot in
my abandoned way.
L953[13:01:22] <gigaherz> that's going all
the way around it
L954[13:01:27] <ChJees> abandoned
mod*
L955[13:01:32] <gigaherz> instead of the
straightforward
L956[13:01:42] <gigaherz> whic his to
call
L957[13:01:42] <gigaherz>
setHasSubtypes(true);
L958[13:01:58] <gigaherz> and then
override getSubItems and getUnlocalizedName(ItemStack)
L959[13:02:26] <gigaherz> no need to mess
with translations or anything
L960[13:02:28] <gigaherz> MC does it for
you
L961[13:03:06] <gigaherz> tterrag:
wouldn't mind the lang files being hierarchical, tbh
L962[13:03:13] <gigaherz> modid {
L963[13:03:16] <gigaherz> items {
L964[13:03:16] <ChJees> An optional way at
least.
L965[13:03:18] <gigaherz> ...
L966[13:03:19] <gigaherz> }
L967[13:03:19] <Nitrodev> sorry i'm
ignoring you guys
L968[13:03:20] <gigaherz> tiles {
L969[13:03:21] <gigaherz> ---
L970[13:03:21] <gigaherz> }
L971[13:03:30] <gigaherz> ...
L972[13:03:30] <gigaherz> }
L973[13:03:38] <ChJees> : |
L974[13:03:50] <sham1> Well they can be
seen as JSON...
L975[13:03:54] <tterrag> writing a lang
parser for that wouldn't be too hard
L976[13:04:00] <gigaherz> no it
wouldn't
L977[13:04:02] <tterrag> and you could
inject the info manually
L978[13:04:11] <mikebald> Parser Error:
... is not a recognized tuple
L979[13:04:26] <gigaherz> in fact I
already have a parser for a similar syntax
L981[13:04:35] <gigaherz> XD
L982[13:04:56] <gigaherz> I'd just need a
"query interface" for it
L983[13:05:47] <gigaherz> or I guess since
this would be linearized after loading
L984[13:05:49] <gigaherz> I wouldn't need
that
L985[13:08:12] <tterrag> So no one has any
idea about this vertex transformer stuff?
L986[13:08:24] <sham1> wait for fry
L987[13:09:09]
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L988[13:09:44] <gigaherz> nope that's
beyond anything I ever attempted
L989[13:12:42] <infinitefoxes_> Is there
an event I can subscribe to that's called after language files are
loaded?
L990[13:12:57] <tterrag> register an
IResourceReloadListener
L991[13:13:20] <infinitefoxes_> ah,
prefect
L992[13:13:27] <infinitefoxes_> forgot
about the thing
L993[13:13:30] <tterrag> Ford?
L994[13:13:39] <Nitrodev> gigaherz,
alright i've copy typed the metho
L995[13:13:40] <Nitrodev> d
L996[13:13:50] <Nitrodev> now is there any
way to test it?
L997[13:13:56] <Nitrodev> wait nvm hold
on
L998[13:14:03] <gigaherz> if you
implemented getSubItems and all
L999[13:14:06] <gigaherz> the creative
menu.
L1000[13:14:31] <gigaherz> call
setCreativeTab(<something>) to show it on the creative mode
menu
L1001[13:14:34] <gigaherz> and hove over
them
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L1004[13:16:11] <Nitrodev> gigaherz,
where do you register you'r items?
L1005[13:16:19] <Nitrodev> your*
L1006[13:17:06] <gigaherz> in the main
mod file, in preInit
L1007[13:17:11] <gigaherz> but that's not
different
L1008[13:17:25] <gigaherz> all I do in
the main mod file is
L1009[13:17:33] <gigaherz> whatever = new
ItemWhatever();
L1010[13:17:41] <gigaherz>
register(whatever)
L1011[13:17:45] <Nitrodev> okay
good
L1012[13:17:49] <gigaherz> I leave all
the initialization "options" to the constructor
L1013[13:18:04] <gigaherz> I don't like
chained calls stuff for things like this
L1014[13:18:26] <tterrag> What about for
reusing classes :p
L1015[13:18:36] <gigaherz> constructor
args.
L1016[13:18:45] <Nitrodev> uhhh
L1017[13:19:08] <gigaherz> I know
that
L1018[13:19:16] <gigaherz> new
Something().setSomething(x) is more flexible
L1019[13:19:17] <tterrag> But then you
either have to provide a bunch of useless args or have a ton of
overloaded constructors
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L1021[13:19:31] <gigaherz> I don't reuse
THAT much
L1022[13:19:31] <gigaherz> ;P
L1023[13:19:34] <gigaherz> in fact I try
to avoid it
L1024[13:19:52] <tterrag> That's bad
design tbh
L1025[13:19:57] <gigaherz> chances are
I'd create a subclass that calls super()
L1026[13:20:08]
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L1027[13:20:12] <gigaherz> and then sets
the rest of the stuff manually
L1028[13:20:24] <gigaherz> as I
said
L1029[13:20:26] <gigaherz> it's a matter
of taste
L1030[13:20:33] <gigaherz> I do not like
chained calls, generally
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L1032[13:20:38] <gigaherz> I see an use
for builder-style chains
L1033[13:20:41] <Nitrodev> okay let's
test this out now
L1034[13:20:46] <gigaherz> but even then
I don't like them much
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L1036[13:22:40] <Nitrodev> i fogot the
hotswap shortcut
L1037[13:22:54] <Nitrodev> in
intellij
L1038[13:23:37]
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L1039[13:23:37] <diesieben07> ctrl-f9 to
compile
L1040[13:23:40] <diesieben07> it will
then ask
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L1044[13:28:33] <Nitrodev> i think the
lang files are done now
L1045[13:28:45] <Nitrodev> next would be
rendering
L1046[13:33:15] <Nitrodev> or models
rather
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L1052[13:44:00] <Nitrodev> where can i
find the official varaint styles
L1053[13:44:11] <sham1> The official
what
L1054[13:44:12] <Nitrodev> like snowy and
facing etc.
L1055[13:44:19] <sham1> Ah
L1056[13:44:22] <sham1> Look at
vanilla
L1057[13:45:40] <Nitrodev> do you have
ANY idea how enormous those folders are
L1058[13:45:50] <Nitrodev> like looking
for a needle in a haystack
L1059[13:46:10] <asie> what do you
mean
L1060[13:46:14] <asie> those are just
property names
L1061[13:46:32] <Nitrodev> where would i
find said property names
L1062[13:46:36] <asie> you
L1063[13:46:37] <asie> define your
own
L1064[13:46:42] <asie>
Property???.create("...")
L1065[13:46:43] <Nitrodev> oh?
L1066[13:46:48] <sham1> Yes
L1067[13:46:52] <asie> then you use
them
L1068[13:47:00] <Nitrodev> but there
should be one for metadata right?
L1069[13:47:14] <sham1> if you want
L1070[13:47:35] <sham1> You can
seriali[s|z]e a lot of stuff into 4 bits
L1071[13:47:50] <Nitrodev> is there an
official list of all of the property names?
L1072[13:47:59] <Nitrodev> where every
name is?
L1074[13:48:46] <Nitrodev> thank
you
L1075[13:49:01] <tterrag> Not sure how
that's useful at all
L1076[13:49:02] <Nitrodev> and in this
case i probably should use damage or metadata
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L1078[13:49:18] <Nitrodev> or
actually
L1079[13:49:19]
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L1080[13:49:23] <Nitrodev> yeah i should
use color
L1081[13:49:42] <sham1> I'm with tterrag
here, not sure how this is useful
L1082[13:49:51] <tterrag> use
PropertyEnum
L1083[13:50:47] <Nitrodev> okay i think
this is moving to the land of WTF in my brain
L1084[13:52:34] <Nitrodev> nvm i found
it
L1085[13:52:48] <Nitrodev> there is
already a property for what i want
L1086[13:53:38] <Nitrodev> but can i just
copy and add it to my item class or does it just work if i write it
in the .json
L1087[13:57:03] <Nitrodev> my problem is
that mc doesn't seem to utilize the variants
L1088[13:59:09] <Nitrodev> as far as i
see mc just has a different .json for each color
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L1090[14:02:42] <Nitrodev> yeah i got
nothing
L1091[14:04:22] <Nitrodev> wait hold
on
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L1093[14:09:42] <Nitrodev> damnit
L1094[14:10:09] <Nitrodev> still not
working
L1095[14:10:17] <Nitrodev>
"color=white": {"textures":
"constructio:items/fabric_white"}
L1096[14:10:37] <Nitrodev> screw
this
L1097[14:10:45] <sham1> rather not
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L1099[14:10:50] <Nitrodev> ?
L1100[14:10:56] <sham1> Also, is your
fabric blocks or items
L1101[14:10:59] <sham1> Make up your
mind
L1102[14:11:05] <Nitrodev> items
L1103[14:11:06]
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L1104[14:11:16] <sham1> Well why the hell
are you doing the blockstate thing
L1105[14:11:16] <Nitrodev> what do you
mean?
L1106[14:11:44] <sham1>
"\"color=white\": {\"textures\":
\"constructio:items/fabric_white\"}"
L1107[14:11:46] <Nitrodev> oh yeah i
should use elements right?
L1108[14:11:57] <sham1> just use
builtin/generated
L1109[14:12:12] <sham1> <asie>
Property???.create("...")
L1110[14:12:16] <sham1> Wait no
L1111[14:12:30] <Nitrodev> ?
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L1114[14:12:37] <sham1> Use that
L1115[14:12:50] <Nitrodev> i mean if
there is already a property for colors why should i need to make
one again
L1116[14:12:56] <Nitrodev> i'm looking at
it
L1117[14:13:28] <sham1> BECAUSE YOU
CANNOT USE PROPERTIES WITH ITEMS
L1118[14:13:41] <Nitrodev> don't yell at
me...
L1119[14:14:00] <sham1> Sorry
L1120[14:14:03] <sham1> Got worked
up
L1121[14:14:45] <Nitrodev> it's
fine
L1122[14:14:46] <infinitefoxes_> for some
reason calling LanguageRegistry.instance().injectLanguage(...) from
my IResourceManagerReloadListener doesn't seem to affect
anything
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L1124[14:14:56] <diesieben07> why would
you call that? :o
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L1126[14:16:15] <infinitefoxes_> I'm
trying to load lang files I download automatically
L1127[14:16:31] <diesieben07> just add a
custom resource pack
L1128[14:16:57] <Nitrodev> i can't find
any examples on using the element tag in .json
L1129[14:17:03] <diesieben07> meaning
implement IResourcePack and put it in
Minecraft#defaultResourcePacks
L1130[14:17:11] <infinitefoxes_>
him
L1131[14:17:16] <infinitefoxes_> will
try
L1132[14:19:07]
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L1133[14:19:53] <Nitrodev> okay i'm
stopping for today
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L1137[14:21:54] <tterrag> hm...where is
the from/to stuff converted to UVs?
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L1152[15:02:39] <tterrag> I'm sure
there's a much better way, and this isn't even fully
functional
L1153[15:03:08] <tterrag> but it does
successfully manipulate the UVs
L1154[15:03:16] <tterrag> but I can see
it failing for faces that are not axis-aligned
L1155[15:03:21] <tterrag> and I have no
idea how to handle that
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L1158[15:08:46] <TheSecretPanda> Hey
guys, I need a slight bit of assistance, and I'm slightly worried
this is basic java.
L1159[15:09:18] <TheSecretPanda> How
would I go about assigning TestClass to a variable, if TestClass is
already been instantiated?
L1160[15:09:27] <gigaherz> just explain,
we'll tell you if it's basic java ;P
L1161[15:09:42]
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L1162[15:09:44] <gigaherz> uh
L1163[15:09:45] <TheSecretPanda> For
Example, I have a ... Nevermind. :/
L1164[15:10:03] <gigaherz> well yes
that's basic programming knowledge ;P
L1165[15:10:10] <TheSecretPanda> I feel
really stupid now. github.com/ShadowCube273/RacingGame
L1166[15:10:22] <TheSecretPanda> Tell me
how I could store ManagerHandler inside of GameLoop.
L1167[15:10:48] <gigaherz> that's a
static class
L1168[15:10:55] <diesieben07> you are
ding too much static shit :D
L1169[15:11:01] <TheSecretPanda> I love
my statics. :D
L1170[15:11:03] <gigaherz> there's no
instance involved
L1171[15:11:06] <TheSecretPanda> It's to
prove a point to my teacher.
L1172[15:11:27] <gigaherz> well you could
simply do
L1173[15:11:38] <gigaherz> ManagerHandler
handler = new ManagerHandler();
L1174[15:11:43] <gigaherz> but it would
be completely and utterly pointless
L1175[15:11:47] <gigaherz> because
there's no instance fields in it
L1176[15:12:13] ***
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L1177[15:12:16] <tterrag> what exactly
are you tryign to prove?
L1178[15:12:28] <tterrag> because if it's
that static is good, you're wrong, and your code proves it
L1179[15:12:50] <TheSecretPanda> I'm
proving that not everything has to be static.
L1180[15:13:07] <TheSecretPanda> He
insists that because main(String[] args) is static, the entire
program has to be.,
L1181[15:13:16] <williewillus> your
teacher?!
L1182[15:13:18]
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L1183[15:13:18] <tterrag> well, you are
proving that point poorly
L1184[15:13:21] <tterrag> by making
everything static...
L1185[15:13:32] <TheSecretPanda> Keep in
mind he is teaching this class, and started java the end of june
2015.
L1186[15:13:32] <gigaherz>
TheSecretPanda: lol your teaches is an idiot then
L1187[15:13:37] <williewillus> ^
L1188[15:13:42] <gigaherz> teacher*
L1189[15:13:48] <gigaherz> this isn't
java-related
L1190[15:13:49] <tterrag> here's how you
prove it to him
L1191[15:13:53] <gigaherz> it's the same
in basically any programming language
L1192[15:13:53] <gigaherz> XD
L1193[15:14:05] <williewillus> well it's
OOP concepts
L1194[15:14:07]
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L1195[15:14:17] <TheSecretPanda> Then
he's a blown idiot. He swears he knows C++, Pascal, Basic, and
something else.
L1196[15:14:21] <tterrag> public class
Main { public static void main(Stirng[] args) { new Main().foo(); }
private void foo() { sysout("non static is good!");
}}
L1197[15:14:23] <williewillus> so if the
teacher knew C++ should've known better as well
L1198[15:14:37] <TheSecretPanda> ^
Agreed.
L1199[15:14:39] <gigaherz> yo ucan simply
do
L1200[15:14:46] <gigaherz> static
ManagerHandler handler = new ManagerHandler(); in your main
class
L1201[15:14:47] <gigaherz> and then
call
L1202[15:14:50] <gigaherz>
handler.initialize()
L1203[15:14:52] <TheSecretPanda> tterrag,
yes but he's too illiterate to understand plain text.
L1204[15:14:53] <gigaherz> form
main()
L1205[15:15:03] <tterrag> all code is
plain text
L1206[15:15:21] <tterrag> except for
swift
L1207[15:15:23] <tterrag> >.>
L1208[15:15:30] <williewillus> swift
isn't plain text?
L1209[15:15:44] <tterrag> you can use
emojis and stuff. which I guess is just UTF but it's still
weird
L1210[15:16:02] <williewillus> i thought
java could use unicode identifiers as well
L1211[15:16:32] <tterrag> by default
classes are compiled to ANSI I think...not full UTF
L1212[15:16:42] <tterrag> you can set
that with a flag though
L1213[15:16:47] <TheSecretPanda> Just
synced changes to my Main class. Doing it this way would remove all
static things, correct?
L1214[15:17:22] ***
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L1215[15:17:26] <gigaherz>
TheSecretPanda: yes remove all "static" from the handler
thing
L1216[15:18:11] <gigaherz> I think your
teacher is confused by the fact that you can't call instance
methods of your class from static methods
L1217[15:18:16] <TheSecretPanda> So when
exactly is static needed?
L1218[15:18:23] <gigaherz> but only
because you have to go through an instance reference
L1219[15:18:32] <gigaherz> so like
L1220[15:18:36] <gigaherz> it would be
perfectly fine to have
L1221[15:18:38] <diesieben07> actually
needed? never except for public static void main
L1222[15:18:41] <gigaherz> class Program
{
L1223[15:18:44] <diesieben07> but it can
be useful at other times
L1224[15:18:46] <gigaherz> non-static
stuff
L1225[15:18:53] <gigaherz> public static
void main() {
L1226[15:19:00] <gigaherz> Program
instance = new Program();
L1227[15:19:04] <gigaherz>
instance.run();
L1228[15:19:04] <gigaherz> }
L1230[15:19:06] <gigaherz> }
L1231[15:19:13] <thor12022> the 1st
answer is a good run-down of it
L1232[15:19:17] <gigaherz> aside of the
"main" method
L1233[15:19:21] <gigaherz> everything
would then become non-static
L1234[15:19:25] <gigaherz> in fact
L1235[15:19:25] <masa> yay my TODO list
for this release is finally empty \o/
L1236[15:19:33] <masa> now to build the
mod and test it on a server...
L1237[15:19:55] <gigaherz> nm the
"in fact", I had nothing to say afterward
L1238[15:19:55] <gigaherz> XD
L1239[15:20:32] <TheSecretPanda> So,
classes don't need to be static, just the variable depending on
it's use?
L1240[15:20:49] <diesieben07> classes are
neither static nor non-static
L1241[15:21:02] <gigaherz> (not in java
;P)
L1242[15:21:04] <TheSecretPanda> Example:
CreatePlayer Method is an Instance, Player Level is static?
L1243[15:21:17] <TheSecretPanda> method,
my bad. :P
L1245[15:21:32] <gigaherz> there's the
basic idea: if a method doesn't need information stores in the
instance,
L1246[15:21:40] <gigaherz> it CAN (but
doesn't require to) be static
L1247[15:22:14] <gigaherz> if a method
needs information stored in the instance, it either needs to be an
instance method in the class, or obtain a reference to the instance
somehow
L1248[15:22:40] <diesieben07> moreover
non-static methods are virtually dispatched
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L1250[15:22:55] <TheSecretPanda> But...
Instance: Each class has a different variable, Static: They all
share the same variable.
L1251[15:23:03] <diesieben07> not
class
L1252[15:23:06] <diesieben07>
instance
L1253[15:23:08] <gigaherz> that's a
crappy way to think of it
L1254[15:23:11] <TheSecretPanda> A static
variable is one per Class
L1255[15:23:26] <TheSecretPanda>
Referenced from @thor12022
L1256[15:23:26] <gigaherz> a staic
variable is like a global variable
L1257[15:23:38] <gigaherz> but contained
inside the class namespace
L1258[15:23:40] <TheSecretPanda> and
instance is local? :P
L1259[15:23:46] <tterrag> yes
L1260[15:23:49] <gigaherz> an instance
variable is local to the instance
L1261[15:23:50] <diesieben07> no
L1262[15:23:53] <tterrag> you must have
an instance context to reference it
L1263[15:23:56] <diesieben07> instance is
bound to an object.
L1264[15:24:09] <TheSecretPanda> Mkk, if
that's the case I can explain this in my terms. :D
L1265[15:24:19] <TheSecretPanda> And it
make sense to the class and the ignorant teacher.
L1266[15:24:38] <TheSecretPanda> Static
is global, Instance is local, and is bound to the class it's
in?
L1267[15:24:44] <gigaherz> to the
INSTANCE
L1268[15:24:48] <gigaherz> the class is
the template
L1269[15:24:52] <gigaherz> from which
instances are created
L1270[15:25:10] <TheSecretPanda> So the
program is an entire instance?
L1271[15:25:21] <gigaherz> no....?
L1272[15:25:33] <TheSecretPanda> But a
program is built of classes, and the classes are templates for
instances.
L1273[15:25:42] <tterrag> `public static
void main(String[] args)` is just how java begins your
program
L1274[15:25:44] <TheSecretPanda> I blame
my teacher.
L1275[15:25:57] <gigaherz> a
"program" per se is the files in your filesystem
L1276[15:26:04] <gigaherz> a collection
of classes and resources
L1277[15:26:06] <tterrag> if you want
everything to be instance based, it would not be a bad idea to have
ONE line in that method, something like new Main().start();
L1278[15:26:12] <gigaherz> when you
execute a program
L1279[15:26:16] <gigaherz> it loads those
classes and resources
L1280[15:26:18] <tterrag> then, bam, you
have an intsance of your main class and can work from there
L1281[15:26:20] <tterrag> no static
involved
L1282[15:26:21] <gigaherz> find the
main() method
L1283[15:26:22] <gigaherz> and runs
it
L1284[15:26:31] <PaleoCrafter> tterrag,
but that implies side effects, duh
L1285[15:26:40] <gigaherz> whatever
happens after that, is up to the code to decide
L1286[15:26:43] <tterrag> PaleoCrafter:
what?
L1287[15:26:53] <PaleoCrafter> Side
effects be no good
L1288[15:26:57] <diesieben07> panda, btw
this is exactly how I felt when I learned oop. it takes a while and
at some point it goes CLICK in your head and you understand
it.
L1289[15:27:16] <TheSecretPanda> It
apparently never went click in my teachers head? :/
L1290[15:27:19] <diesieben07> haha
L1291[15:27:19] <tterrag> oh look, it's
almost like I wrote exactly this
L1293[15:27:22] <diesieben07> yeha he
sounds like a moron
L1294[15:27:27] <gigaherz>
TheSecretPanda: sounds like it
L1295[15:27:30] <PaleoCrafter> (Just
babbling functional)
L1296[15:27:33] <tterrag> ignore most of
the real code in that project, it sucks and is buggy, but the
premise is there
L1297[15:28:00] <TheSecretPanda> Here's
my next thing: implements Runnable or Threads? or are they the
same?
L1298[15:28:11] <gigaherz> a Thread is an
operating system concept
L1299[15:28:16] <gigaherz> a runnable is
something that a thread runs
L1300[15:28:17] <tterrag> threads run
runnables
L1301[15:28:29] <TheSecretPanda> Sooo..
In my head that says:
L1302[15:28:32] <diesieben07> a runnable
is something that runs
L1303[15:28:34] <tterrag> a runnable is
an interface. threads already do something. you can start a thread
with no task
L1304[15:28:37] <diesieben07> who runs
it? depends.
L1305[15:28:47] <TheSecretPanda> A Thread
refers to the entire program, Runnables are that class?
L1306[15:28:51] <gigaherz> no
L1307[15:28:58] <PaleoCrafter> Run,
Runnable, run!
L1308[15:29:02] <gigaherz> it's 3
separate concepts
L1309[15:29:32] <tterrag> TheSecretPanda:
read through my "elements" package which is very similar
to how you did your stuff
L1310[15:29:32] <gigaherz> a program is
just an abstract concept that refers to the collection of code and
resources
L1312[15:29:38] <tterrag> notice how I
don't do barely anything with static
L1313[15:29:57] <PaleoCrafter> After
runnable had reached the other coast, it just decided to turn
around and continue running
L1314[15:30:01] <gigaherz> a Thread is an
operating system feature
L1315[15:30:16] <gigaherz> that allows
having code running in parallel
L1316[15:30:18]
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L1317[15:30:24] <gigaherz> in
thread-aware operating systems,
L1318[15:30:24]
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L1319[15:30:32] <gigaherz> an applicatio
nhas a main thread, and other threads
L1320[15:30:40] <gigaherz> but that's
just an implementation detail
L1321[15:30:51] <gigaherz> the point is a
thread is a low-level "thing" that runs code
L1322[15:31:10] <gigaherz> and Java wraps
this concept into a Thread object
L1323[15:31:21] <gigaherz> which, in
order to know what it has to run, uses a Runnable
L1324[15:31:43] <gigaherz> in other
languages, where OOP doesn't exist
L1325[15:31:47] <gigaherz> a thread can
take a function instead
L1326[15:31:52] <PaleoCrafter>
Confusingly enough, Thread implements Runnable itself
L1327[15:32:15] <TheSecretPanda> I do
feel y'all need to talk to my teacher. lmao.
L1328[15:32:16] <tterrag> it's a wrapper
more or less
L1329[15:33:12] <gigaherz> in C#, instead
of a runnable, the Tread object takes a delegate
L1330[15:33:19] <gigaherz> which is a
runtime-generated object that wraps a methodcall
L1331[15:33:26] <PaleoCrafter> Happened
to me way too often that I called thread.run() instead of
thread.start() ._.
L1332[15:33:36] <gigaherz> in C and C++,
a thread takes a function pointer
L1333[15:33:36] <tterrag> well j8 kinda
allows that now :P
L1334[15:33:48] <tterrag> new
Thread(foo::bar).start() :D
L1335[15:34:00] <gigaherz> tterrag: yeah
but only because lambdas are auto-wrapped into anonymous functions
;P
L1336[15:34:03] <gigaherz> anonymous
classes*
L1337[15:34:06] <tterrag> no they
aren't
L1338[15:34:09] <TheSecretPanda> So is my
2nd to latest push okay? :P
L1339[15:34:09] <tterrag> only if they
capture
L1340[15:34:16] <diesieben07> that is
basically the same as in c#
L1341[15:34:24] <diesieben07> only that
java doesn't have a Functino type yet
L1342[15:34:26] <gigaherz> if you assign
a lambda into a function that takes runnable?
L1343[15:34:31] <diesieben07> once it
does, lambdas can caputre into that.
L1344[15:34:33] <gigaherz> wouldn't it
get compiled into a Runnable?
L1345[15:34:37] <diesieben07> no
L1346[15:34:42] <diesieben07> it gets
compiled into an invokedynamic call
L1347[15:34:55] <diesieben07> which
somehow (dependsonthe JDK implemention) produces a runnable object
from a method
L1348[15:34:55] <gigaherz> but the method
needs a Runnable instance somehow? XD
L1349[15:35:02] <gigaherz> ah
L1350[15:35:04] <diesieben07> the lambda
becomes a static method
L1351[15:35:09] <gigaherz> right
L1352[15:35:17] <gigaherz> so it IS
runtime-generated
L1353[15:35:19] <diesieben07> Yes
L1354[15:35:36] <PaleoCrafter> "Pure
magic" and "invokedynamic" can be used
interchangeably
L1355[15:35:43] <gigaherz> XD
L1356[15:35:45] <diesieben07> lol
L1357[15:35:48] <gigaherz> so wait
L1358[15:35:53] <gigaherz> invokedynamic
CREATES code
L1359[15:35:58] <gigaherz> doesn't
actually invoke it
L1360[15:35:59] <gigaherz> ... XD
L1361[15:36:01] <diesieben07> no
L1362[15:36:09] <diesieben07>
invokedyanmic invokes a CallSite
L1363[15:36:13] <diesieben07> (actual
java class)
L1364[15:36:17] <gigaherz> o_O
L1365[15:36:21] <diesieben07> where that
CallSite comes form is determined by a java method
L1366[15:36:26] <diesieben07> which is
encoded in the invokedyanmic clal
L1367[15:36:31] <diesieben07> CallSite
then has a MethodHanld
L1368[15:36:35] <diesieben07>
*MethodHandle
L1369[15:36:41] <diesieben07> which is
either constnat (ConstnatCallSite) or mutable
L1370[15:36:59] <diesieben07> so your
java code can determine how an invoke instruction actually
operates:D
L1371[15:37:06] <diesieben07> and still
be very performant
L1372[15:37:29] <gigaherz> ah I see
L1373[15:37:44] <diesieben07> so for
example you can wire it to a MutableCallSite
L1374[15:37:48] <diesieben07> and then
later invalidate that call site
L1375[15:37:56] <diesieben07> and the
target of the invoke will change
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L1377[15:39:37] <Curle> o/
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L1379[15:40:24] <BerciTheBeast> Are there
any good modmaking tutorials around? The ones on the forge forums
are a bit outdated (at least accorfing to the last updated thing at
the bottom)
L1380[15:40:35] <BerciTheBeast> for
1.8.9, that is
L1381[15:40:36] <williewillus> reading
other mods generally
L1382[15:40:45] <BerciTheBeast> ah
L1383[15:40:45] <BerciTheBeast> ok
L1384[15:41:17] <Curle> A good part of
coding is being able to read and articulate code other people have
written
L1386[15:41:41] <Curle> except
scala
L1387[15:41:44] <Curle> scala is the
devil
L1388[15:42:22] <Kolatra> can I
"unsuppress" model loading errors?
L1389[15:42:24]
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L1391[15:42:39] <BerciTheBeast> scala
?
L1393[15:42:48] <Curle> it's a java
alternative
L1394[15:42:57] <Curle> that you can
still write mods in
L1395[15:43:01] <PaleoCrafter> >
BlueJ
L1396[15:43:04] <Curle> but nobody can
understand it
L1397[15:43:04] <Curle> :P
L1398[15:43:16] <PaleoCrafter> Because
nobody tries to
L1399[15:43:23] <TehNut> at least it's
better than kotlin
L1400[15:43:26] <BerciTheBeast> why would
anyone?
L1401[15:43:29] <BerciTheBeast> java is
love
L1402[15:43:31] <BerciTheBeast> java is
life
L1403[15:43:31] <TSP|Away> PaleoCrafter:
Another thing the teacher insisted, I tried to show him that
Eclipse and/or IntelliJ would've been slightly better.
L1404[15:43:34] *
diesieben07 slaps TehNut
L1405[15:43:41] <TehNut> :>
L1406[15:43:55] <PaleoCrafter> TehNut,
you're right :P
L1407[15:43:57] <tterrag> Haha
bluej
L1408[15:44:01] *
diesieben07 also slaps PaleoCrafter
L1409[15:44:03] <TSP|Away> I'm even sure
net beans would've even sufficed better.
L1410[15:44:05] <tterrag> they made me
use that in high school
L1411[15:44:08] *
Curle chops diesieben07's neck off at the shoulder blades and the
jaw and sews them back together
L1412[15:44:11] <Curle> Take that
L1413[15:44:12] <Curle> :3
L1414[15:44:14]
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L1415[15:44:23] *
diesieben07 is bot
L1416[15:44:30] *
diesieben07 does not give a crap
L1417[15:44:34] <Curle> then who was
phone
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L1419[15:44:43] <tterrag> we use Dr Java
for most of our high school course
L1420[15:44:54] *
PaleoCrafter deflects diesieben07's slapping with an implicit
conversion to fry
L1421[15:45:05] <TSP|Away> Well, my high
school barely knows their ass from the ground. :/ It's
absurd.
L1422[15:45:07] <tterrag> which I didn't
mind, it had an interpreter and was extremely lightweight, no code
completion or anything though
L1423[15:45:23] <tterrag> dr. Java is
much simpler than blue j really
L1424[15:45:27] <diesieben07> implicit
conversions take ages to compile so diesieben's attack is
successful anyways
L1425[15:45:33] <TSP|Away> Anyways, I
gtg. Work is calling. D':
L1426[15:45:35] <TehNut> the most
advanced computer related class at my HS was basic typing
L1427[15:45:46] <PaleoCrafter> I'm
grateful my teacher let's me use whatever IDE I want xD
L1428[15:45:52] <TSP|Away> The most
advanced at mine is turning the computer on.
L1429[15:45:55] <TSP|Away> O.o
L1430[15:45:59] <Curle> guys
L1431[15:46:02] <TSP|Away> Even the tech
coach is stupid as hell.
L1432[15:46:07] <tterrag> Dr java helped
me get used to the syntax
L1433[15:46:07] <Curle> i've got a
controversial joke
L1434[15:46:12] <tterrag> It doesn't hold
your hand
L1435[15:46:21] <tterrag> I would never
recommend a sophisticated ide to a beginner
L1436[15:46:25] <mikebald> Learned C++,
VB & Oracle SQL in my HS.. good times =)
L1437[15:46:28] <tterrag> But bluej was
awful :p
L1438[15:46:55] <PaleoCrafter> My
classmates are you using some German software, it's dreadful
L1439[15:47:15] <tterrag> the hierarchy
chart was kind of neat, but the rest of the interface was just
unusable
L1440[15:47:36] <PaleoCrafter> Like, it
has automatic brace placement, but that just fucks up your code
half the time
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L1444[15:54:08] <Horfius> Is there any
form of comments supported by minecraft json?
L1445[15:55:12] <TehNut>
"_comment" I think
L1446[15:55:49] <TehNut> as an
object
L1447[15:58:06] <gigaherz> BerciTheBeast:
work piece by piece
L1448[15:58:06] <TehNut> It might be 2
underscores
L1449[15:58:13] <gigaherz> oops I was
scrolled up
L1450[15:58:13] <tterrag> that's just a
field that isn't read it's no different than any other object
L1451[15:58:31] <BerciTheBeast> define
piece by piece
L1452[15:58:36] <tterrag> gson just
ignores field that don't point to anything
L1453[15:58:45] <gigaherz> BerciTheBeast:
I meant as a way to learn mod development
L1454[15:58:55] <gigaherz> think of one
feature you want to try out
L1455[15:58:55] <gigaherz> like
L1456[15:58:56] <tterrag> also, I'm
pretty sure you can just use // comments
L1457[15:58:58] <gigaherz> "create a
new item"
L1458[15:59:05] <diesieben07> nope, json
doesnt have comments
L1459[15:59:15] <BerciTheBeast> ah
ok
L1460[15:59:20] <tterrag> when set to
lenient mode, GSON will ignore them
L1461[15:59:38] <tterrag> so yes, you can
use // comments
L1462[15:59:39] <TehNut> Oh I thought MC
had a specific field for comments
L1463[15:59:49] <BerciTheBeast> ok
L1464[15:59:53] <gigaherz>
"_comment" is a trick used by people writing json
L1465[16:00:03] <gigaherz> it's just a
field that's not usually used while parsing
L1466[16:00:11] <TehNut> gotcha
L1467[16:00:18] <BerciTheBeast> will have
to learn json too, aparently
L1468[16:00:19] <gigaherz> so far as I
know, the standard doesn't make it ignored or anything
L1469[16:00:31] <gigaherz> BerciTheBeast:
a little bit, but it's a very simplistic format
L1470[16:00:42] <gigaherz> that's why
it's so widespread: making parsers is easy
L1471[16:00:44] <BerciTheBeast> i should
hope so :)
L1472[16:00:57] <BerciTheBeast>
question
L1473[16:01:10] <BerciTheBeast> on the
wiki someone so nicely provided
L1474[16:01:14] <BerciTheBeast> (thanks
btw)
L1475[16:01:27] <BerciTheBeast> is the
first line of code correct (link incoming)?
L1477[16:01:46]
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L1478[16:01:47] <BerciTheBeast>
required-after...
L1479[16:01:56] <BerciTheBeast> and then
there is a square bracket
L1480[16:01:58] <BerciTheBeast> [
L1481[16:02:00] <TehNut> Yes
L1482[16:02:04] <BerciTheBeast> that
isn't closed anywhere
L1483[16:02:11] <TehNut> That means any
forge higher than 11.15.0.1634
L1484[16:02:20] <TehNut> But nothing
below
L1485[16:02:24] <BerciTheBeast> ah
ok
L1486[16:02:28] <diesieben07> [] mean
including, () mean excluding
L1487[16:02:37] <diesieben07> if either
side is ommitted, that side of the range is open to infinity
:D
L1488[16:02:51] <BerciTheBeast> so after
the comma, you can just continue writing dependencies ?
L1489[16:02:55] <diesieben07> No
L1490[16:03:16] <diesieben07> you write a
semicolon after one dependency
L1491[16:03:20] <diesieben07> and then
the next
L1492[16:03:27] <diesieben07> the comma
is for the versino range
L1493[16:03:41] <BerciTheBeast> ah
ok
L1494[16:03:42] <BerciTheBeast> ty
L1495[16:04:39]
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L1497[16:08:20] <BerciTheBeast> so, if i
got this right it would be: dependencies =
"required-after:1StRequiredMod@[MinimalVersion,)";
"required-after:2NdRequiredMod@(VersionBeforeMinimal,)""
L1498[16:08:27] <BerciTheBeast> or
something like that ?
L1499[16:08:35] <BerciTheBeast> -1 "
at the end
L1500[16:09:02] <diesieben07> No
L1501[16:09:10] <diesieben07> a few too
many quotes :P
L1502[16:09:23] <diesieben07> one sec i
need to check this actuaally
L1503[16:09:37] <BerciTheBeast> sorry fot
the inconvenience
L1504[16:09:39] <BerciTheBeast>
for*
L1505[16:09:56] <diesieben07> lol no
problem
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L1507[16:10:43] <diesieben07> so:
dependencies =
"required-after:firstMod@[min,max];after:2ndMod(min,);before:3rdMod[min,max]"
L1508[16:10:48] <diesieben07> just some
random stuff
L1509[16:11:27] <BerciTheBeast> ok
L1510[16:11:30] <BerciTheBeast> thanks
again :)
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L1533[17:12:49] <smbarbour> It seems to
me like you update the Slot object, but that Slot object is just a
copy of the slot from the inventory you are trying to update.
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L1541[17:26:19] <gr8pefish> smbarbour,
yeah you were on the right track. I just ended up directly
modifying the player's inventory instead of doing it through the
container, and that worked.
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L1545[17:31:15] <admiral0> hello.
L1546[17:31:32] <admiral0> how do you get
a list of mods currently loaded?
L1547[17:32:11] <TehNut>
Loader.instance().getActiveModList()
L1548[17:32:26] <admiral0> oh. so
easy.
L1549[17:32:31] <admiral0> thank
you
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L1557[17:39:38] <Hea3veN> does anyone
know of any mod that has implemented the ItemHandler capability on
an itemstack?
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L1564[17:44:14] <Rockers> Hello! Long
time no see! Could I ask a quick question? The light emitted from
my block doesn't remove when the block is broken, which is strange.
I have custom logic on my block to handle light depending if the
block-state is active or not. I have another block, similar to a
furnace, with the same code, practically. Does anybody know the
problem? M
L1565[17:44:15] <Rockers> y block is
opaque and translucent, if that has anything to do with it...
L1566[17:44:34] <yopu> Any mods out that
that use FastTESR so I can check out a use case. I'm having trouble
understanding its purpose.
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L1571[17:51:39] <asie> yopu: It gets rid
of the WorldRenderer context initialization stuff
L1572[17:51:54] <asie> check charset's
tilebackpackrenderer...
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L1574[17:52:01] <asie> and the commit
diffs on it...
L1575[17:52:07] <asie> as it used to be a
regular TESR
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L1582[18:19:09] <heldplayer|vac> Rockers:
I remember there being a bug where opaque blocks don't properly
update light
L1583[18:20:52] <masa> gr8pefish: did you
try player.openContainer.detectAndSendChanges()?
L1584[18:21:44] <gr8pefish> I didn't I
just accessed event.player.inventory.xxx directly instead of
container.slot.xxx since i know it is always the player's hotbar
ebing accessed.
L1585[18:21:52] <gr8pefish> *being
L1586[18:22:15] <gr8pefish> Since the odd
part was the rest of the conatiner synced just fine, it was just
that slot
L1587[18:22:51] <masa> hm
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L1589[18:23:31] <masa> I have a
container/TE sync issue myself on two of my blocks that I need to
figure out :p
L1590[18:23:43] <masa> tomorrow though...
now I'm going to bed
L1591[18:23:47] <gr8pefish> Code? I can
maybe help
L1592[18:23:53] <gr8pefish> oh, jk
g'night
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L1594[18:24:46] <masa> well my case is
that I store the items inside other items, and when I execute a
"quick action" bu double left clicking on the block, then
when I open the GUI again, it doesn't sync the right contents to
the client...
L1595[18:25:30] <masa> something about
the custom InventoryItem instance on the client I think...
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L1597[18:25:57] <masa> but yeah anyway
I'll get back to it tomorrow
L1598[18:26:39] <masa> it's the second to
last bug to fix (that I have found so far) before I can do a
release
L1599[18:27:19] <gr8pefish> \o/
release
L1600[18:27:31] <gr8pefish> :P
L1601[18:28:16] <masa> yep, and then
FINALLY I'll get to porting it to 1.8.9
L1602[18:28:25] <gr8pefish> haha it never
ends
L1603[18:28:27] <gr8pefish> what
mod?
L1604[18:28:32] <masa> ender
utilities
L1605[18:29:00] <masa> I thought I would
have gotten this release done like 3 weeks ago ;_;
L1606[18:29:19] <gr8pefish> I think
everyoen here knows that feeling
L1607[18:29:24] <masa> but I have been
coding it for over 3 weeks straight now, 6-14h per day
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L1609[18:29:34] <gr8pefish> Also that
feeling :P
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L1611[18:30:02] <masa> I'd like to
actually play the game for a change... vanilla though, modded is
just garbage ;D
L1612[18:30:38] <gr8pefish> really, you
think that? sarcasm is hard to tell on text...
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L1614[18:31:26] <masa> well... sure mods
add lots of nice content, but I have just lost the motivation to
play modded
L1615[18:31:47] <masa> It has been just
about a year now since I last actually played modded
L1616[18:32:34] <masa> I don't feel like
doing anything because what's the point in anything, because
everything is made easier by the mods
L1617[18:32:39] <masa> but
L1618[18:34:26] <masa> I am actually
really looking forward to a 1.8.9 mod pack with just some
decorative type and other non-tech mods, so that I could keep the
vanilla feel in the sense that I can't just plop down a quarry and
have unlimitedresources or easily dug out areas
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L1645[19:04:06] <gigaherz> [01:34]
(masa): I am actually really looking forward to a 1.8.9 mod pack
with just some decorative type and other non-tech mods, so that I
could keep the vanilla feel in the sense that I can't just plop
down a quarry and have unlimitedresources or easily dug out
areas
L1646[19:04:10] <gigaherz> IMO just
decorative is boring ;P
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L1649[19:04:22] <gigaherz> but I would
enjoy something "rustic"
L1650[19:04:28] <gigaherz> without high
tech or "high magic"
L1651[19:04:29] <gigaherz> ;P
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L1653[19:07:42] <TheSecretPanda> IMO I'd
like a new mod.. Something different than all the ones we've seen
and had since 1.4.7... Or even 1.2.5
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L1655[19:08:57] <gigaherz> there's some
things that are pretty much a requirement for me
L1656[19:09:16] <gigaherz> wuch as
Tinker's
L1657[19:10:04] <gigaherz> such*
L1658[19:10:44] <TheSecretPanda> I agree
there are some that a req for me to play a modpack... But there
needs to be a deviation.
L1659[19:11:02] <gigaherz> yes of
course
L1660[19:11:06] <TheSecretPanda> Like I'm
thinking of a mod that I can have things get built for me, and I
could build a thriving city.
L1661[19:11:23] <TheSecretPanda> Alas, my
modding knowledge is very very very basic.
L1662[19:11:36] <gigaherz> like, give
schematic files to "minions"?
L1663[19:11:44] <TheSecretPanda> Yea..
:D
L1664[19:11:46] <gigaherz> or through
machines?
L1665[19:11:53] <TheSecretPanda>
"minions" sounds better
L1666[19:12:04] <TheSecretPanda> But
like, uhm SimCity or Cities: Skylines.
L1667[19:12:16] <TheSecretPanda> Where
you can build things and have a city, and they'll do work.
L1668[19:12:25] <williewillus> my
requirements are: railcraft (when is it gonna update >.>) and
Botania :p
L1669[19:12:27] <gigaherz> ah so things
would auto-build?
L1670[19:12:35] <williewillus> and of
course the various utils
L1671[19:12:40] <williewillus> and if I'm
feeling cheaty PE
L1672[19:12:46] <gigaherz> heh
L1673[19:12:53] <gigaherz> for me in
1.7.10
L1674[19:12:56] <TehNut> TCon is a
requirement for me. It's how Vanilla *should* be.
L1675[19:12:56] <gigaherz> the
"baseline" pack was
L1676[19:13:23] <gigaherz> tcon,
carpenters, chisel, extrautilities, openblocks
L1677[19:13:29] <gigaherz> +
L1678[19:13:34] <gigaherz> some minimap
and backup mod
L1679[19:13:50] <gigaherz> then on top of
those i'd add the actual "progression mods"
L1680[19:13:58] <TheSecretPanda> In a way
they could autobuild. If you got that far into it. At the beginning
you'd have to build one by one by hand until you got a builder to
move in, then build him his workplace, and he'll build for you. He
could also have a level mechanic, so as he builds something his exp
goes up. The higher the level, the more buildings he has access to,
and the faster he builds.
L1681[19:14:08] <gigaherz> like botania,
thaumcraft, mekanism, etc
L1682[19:15:58] <williewillus> i actually
prefer to keep stuff like openblocks and ExU out, doing stuff with
purely what a mod provides is interesting
L1683[19:15:59] <Rockers> Would I have to
manually update the light on opaque blocks?
L1684[19:16:34] <TheSecretPanda> Well,
Applied Energistics if baseline for me. :P
L1685[19:16:42] <williewillus> meh
;p
L1686[19:16:58] <Rockers> Applied
Energistics is too complicated for me. :p
L1687[19:17:10] <TheSecretPanda> It has
become more complex here past few mc versions.
L1688[19:17:32] <TheSecretPanda> As long
as I can build my 'supercomputer' of drives, and use basic import,
export buses. I'm good. :D
L1689[19:17:39] <TheSecretPanda> I'll
manual craft everything if I have too.
L1690[19:19:58] <TheSecretPanda>
gigaherz: Question from before. Is
handler.getSystemManager().outputMessage(sender, message);
okay?
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L1692[19:21:23] <gigaherz> [02:15]
(williewillus): i actually prefer to keep stuff like openblocks and
ExU out, doing stuff with purely what a mod provides is
interesting
L1693[19:21:34] <gigaherz> I need the
hang glider ;P
L1694[19:21:42] <gigaherz> that's an
essential mobility tool IMO
L1695[19:21:58] <masa> meh, just use
elite ender pearls ;)
L1696[19:22:07] <williewillus> just wait
til someone backports elyta
L1697[19:22:09] <williewillus>
*elytra
L1698[19:22:22] <gigaherz> they'd have to
backport also support for entity roll ;P
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L1701[19:23:26] <gigaherz> but that's the
#1 reason I'm looking forward to modded 1.9
L1702[19:23:30] <gigaherz> making elytra
craftable ;P
L1703[19:23:43] <thecodewarrior> So, what
exactly does forge mean by "Model definition for location
catwalks:catwalk#normal not found"? Does that mean it can't
find my blockstate? It can't find the model linked by my
state?
L1704[19:23:49] <williewillus>
model
L1705[19:23:56] <williewillus> it means
your blockstate is wrong
L1706[19:24:04] <gigaherz>
thecodewarrior: either your blockstates doesn't have a
"normal", or it didn't point to a model
L1707[19:24:16] <williewillus> i think
vanilla also does that if its just missing
L1708[19:24:55] <thecodewarrior>
"variants": { "normal": { "model":
"catwalks:smartmodel/catwalk" } } So it can't find
"catwalks:smartmodel/catwalk, correct?
L1709[19:25:08] <gigaherz> is that forge
blockstates?
L1710[19:25:11] <thecodewarrior>
No.
L1711[19:25:12] <gigaherz> or
vanilla?
L1712[19:25:14] <thecodewarrior>
Vanilla
L1713[19:25:18] <williewillus> and are
you actually using a smartmodel?
L1714[19:25:24] <thecodewarrior>
Yes.
L1715[19:25:35] <williewillus> that's not
how it works
L1716[19:25:49] <williewillus> you
register your smartmodel by substituting it into a variant in
blockstate json
L1717[19:26:11] <williewillus> that is,
in modelbake event you insert your smartmodel into the
ModelResourceLocation for
"modid:<blockstatefilename>#normal"
L1718[19:26:32] <thecodewarrior> But that
means that it doesn't load my textures into the atlas.
L1719[19:26:35] <gigaherz> well you could
use a custom model loader instead
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L1722[19:26:42] <williewillus> yes, so
you have to stitch it yourself
L1723[19:26:48] <williewillus> gigaherz:
meh
L1724[19:26:53] <gigaherz> but you can
also stitch manually
L1725[19:27:07] <williewillus> custom
loader just to register a smartmodel when modelbakeevent is exactly
for that purpose :p
L1726[19:27:43] <gigaherz> the model
loader lets you specify dependencies and textures
L1727[19:27:46] <gigaherz> to be loaded
automatically
L1728[19:27:47] <gigaherz> ;P
L1729[19:28:09] <williewillus> or you
could just specify it in some other json and it gets stitched for
you anyways :p
L1730[19:28:24] <gigaherz> that's a
hack
L1731[19:28:24] <gigaherz> XD
L1732[19:28:31] <gigaherz> a kludge
L1733[19:28:35] <williewillus> so is the
custom loader
L1734[19:28:42] <williewillus> stitching
yourself is the cleanest way
L1735[19:28:46] <gigaherz> no it's
not
L1736[19:28:52] <gigaherz> it's the
"official" method suggested by fry
L1737[19:28:52] <gigaherz> XD
L1738[19:28:55] <williewillus> it is
definitely a kludge :p
L1739[19:29:00] <williewillus> more so
than listening to one event
L1740[19:29:04] <williewillus> and
calling one line
L1741[19:29:16] <gigaherz> two
events
L1742[19:29:18] <gigaherz> textures
L1743[19:29:23]
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L1744[19:29:28] <williewillus> fine, two
events and two lines
L1745[19:29:34] <gigaherz> and if you
need to build the model from other models, then you also have to
somehow load them
L1746[19:30:07] <thecodewarrior> I'm with
gigaherz here, though I have no experience with this.
L1747[19:30:15] <williewillus> anyways
the point is
L1748[19:30:21] <williewillus> you don't
do smartmodels like that
L1749[19:30:46] <thecodewarrior> Then how
do I?
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L1751[19:30:53] <williewillus> you listen
to the event
L1752[19:30:57] <williewillus> and insert
it into the map
L1753[19:31:16] <williewillus> you're
replacing a variant with the smartmodel so you don't even specify
normal at all in the json
L1754[19:31:22] <williewillus> it's
completely replaced
L1755[19:31:32] <thecodewarrior> Ok, but
if I wanted to do a custom model loader, how would I do it.
L1756[19:31:45] <williewillus> write a
ton of boilerplate that I can't be bothered to look up ;p
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L1758[19:32:30] <gigaherz>
thecodewarrior:
L1759[19:32:39] <gigaherz> step 1, create
a class that implements ICustomModelLoader
L1760[19:33:02] <thecodewarrior> I have
everything from the ModdingByExample, but it isn't even attempting
to load my model.
L1761[19:33:11] <gigaherz> in the
"accepts" method, return true if the resourcelocation is
for your special "smartmodel" name
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L1763[19:33:35] <gigaherz> in the
loadModel method return an instance of an IModel you will
create
L1764[19:33:48] <thecodewarrior> Yep,
done. The only item that has my modid that's being passed is
model/item/catwalk
L1765[19:33:53] <gigaherz> 2. create a
class that implements IModel
L1766[19:33:57] <williewillus> lol
L1767[19:34:17] <gigaherz> fill in the
getDependencies, getTextures and such
L1768[19:34:19] <gigaherz> and in the
bake method
L1769[19:34:25] <gigaherz> return the
ISmart*Model
L1770[19:34:31] <thecodewarrior>
gigaherz: I have all that, the root of my problem right now is
trying to get it to event ATTEMPT to load my model.
L1771[19:34:50] <williewillus> such large
amounts of code just for a single smartmodel. If you don't need
other models as dependencies why not just use the events
L1772[19:35:23] <thecodewarrior> It never
calls accepts with my model, only model/item/catwalk
L1773[19:36:00] <gigaherz> aha
L1775[19:36:23] <gigaherz> try turning
the json into forge format
L1776[19:36:26] <williewillus> but
whatever
L1777[19:36:33] <gigaherz>
"forge_marker": 1
L1778[19:36:44] <gigaherz> and in make
normal have an extra [] around it
L1779[19:36:57] <gigaherz>
"variants": {"normal": [{ "model":
... }] }
L1780[19:38:14] <thecodewarrior>
nurp.
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L1782[19:44:52] <thecodewarrior> So even
with the model as "cube_all" it doesn't work.
L1783[19:45:16] <williewillus> paste the
full json
L1784[19:45:26] <gigaherz> and the
registration code
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L1787[19:51:45] <gigaherz> and what's the
exact log error message?
L1788[19:52:24] <thecodewarrior>
[17:51:40] [Client thread/ERROR] [FML]: Model definition for
location catwalks:catwalk#inventory not found [17:51:40] [Client
thread/ERROR] [FML]: Model definition for location
catwalks:catwalk#normal not found
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L1790[19:54:49] <thecodewarrior> Also
doesn't work when I moved the json from the "blockstate"
folder to the "blockstates" folder.
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L1792[19:55:58] <gigaherz>
thecodewarrior: nothing AT ALL before that? no exceptions or json
errors?
L1793[19:56:35] <gigaherz> and yeah it
HAS to be blockstates
L1794[19:56:50] <gigaherz>
resources\assets\<modid in lowercase>\blockstates
L1796[19:57:18]
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L1798[19:57:56] <thecodewarrior>
CRAAAAAP. it's in resources/modid.... GAAAAAAH!!! THREE
DAYS!!!!
L1799[19:57:57] <gigaherz>
thecodewarrior: hmmm it mentions #inventory
L1800[19:58:05] <gigaherz> ah lol
L1801[19:58:53]
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L1802[20:00:26] <thecodewarrior> It's
always the simple things.... Like I spent hours trying to figure
out a bug, and I had switched X and Z in the parameters, it was ZYX
instead of XYZ...
L1803[20:00:30] <HassanS6000> What is the
item ID for Minecraft 1.8.9 spawn eggs added by a mod, when I try
to get it, it returns minecraft:spawn_egg with a meta of 0
L1804[20:01:23] <williewillus> they're
all minecraft:spawn_egg
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L1806[20:02:15] <gigaherz> HassanS6000:
if the mod does it correctly, they are just NBT data into the
generic egg
L1807[20:02:28] <gigaherz> (IIRC)
L1808[20:02:32] <HassanS6000> gigaherz,
kk, so there's no way to get it via meta?
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L1811[20:02:46] <williewillus> no
L1812[20:02:50]
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L1813[20:02:50] <HassanS6000> okay
L1814[20:02:52] <williewillus> i
think
L1815[20:02:53] <williewillus> lemme
see
L1816[20:03:27] <thecodewarrior> Well,
That fixed it. Three bleeping days. and it wasn't in the assets
folder.... *headdesk* x10,000
L1817[20:03:28] <williewillus> yeah it's
nbt tag "entity_name"
L1818[20:04:50] <gigaherz> HassanS6000:
nope, what forge does is use meta=0, with NBT
"entity_name"
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L1820[20:05:04] <HassanS6000> gigaherz,
alright
L1821[20:05:27] <GeoDoX> Can someone link
me to the license for forge
L1823[20:06:59] <GeoDoX> Thanks ghz
L1825[20:07:08] <gigaherz> the FML one
may also be important ;P
L1826[20:08:43] <GeoDoX> I'll take a peek
but I don't think that it will be
L1827[20:09:14]
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L1828[20:10:48] <GeoDoX> So I can't
implement the @Mod interface into another annotation, so my
thoughts were copy and pasting the code (which is why I asked for
the license), however, could that also be counted as being
"derived" and I'm working around the problem of not being
able to implement it?
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L1833[20:16:15] <gigaherz> GeoDoX:
o_O
L1834[20:16:26] <gigaherz> what are you
trying to do that requires changing the @Mod?
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L1836[20:16:50] <GeoDoX> I'm not changing
the Mod, I'm trying to implement it (which isn't possible)
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L1838[20:17:53] <GeoDoX> Because I need
it in an @inteface
L1839[20:18:13] <williewillus> you
basically want to extend the class @Mod
L1840[20:18:15] <williewillus> ?
L1841[20:18:34] <GeoDoX> Yes, but it's
not possible in an @interface
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L1844[20:20:11] <GeoDoX> "No
implements clause allowed for interface" when implementing,
"@interface may not have extends list" when trying to
extend it
L1845[20:20:44] <GeoDoX> I need it to be
defined as an annotation for the same reason Mod is an
annotation
L1846[20:20:59] <GeoDoX> I think...
L1847[20:22:10] <GeoDoX> If I do it that
way, then I'm going to have issues with FML... But I don't want
people to have to extend a class which already uses the Mod
annotation
L1848[20:22:36] <GeoDoX> I want it to be
used the same way Mod is used.
L1849[20:22:51] <GeoDoX> For simplicity,
and consistency
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L1852[20:24:18] <SatanicSanta> I'm sorta
confused by ISimpleBlockRenderingHandlers. How are they actually
"linked" (I guess) with their according blocks?
L1853[20:24:21] ***
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L1854[20:24:32] <williewillus> you
register them
L1856[20:24:49] <williewillus> somewhere
in RenderingRegistry I believe, idk never actually made one
L1857[20:25:13] <SatanicSanta>
williewillus: Well yeah, but looking at the existing renderers that
are in this mod, they are only ever assigned to rendering IDs, not
blocks.
L1858[20:25:32] <williewillus> blocks
provide their render id
L1859[20:25:38] <williewillus> in
getRenderType
L1860[20:25:55] <williewillus> I would
give you a use 1.8 spiel but people would get irritated at me
L1861[20:26:08] <SatanicSanta> Ah, I
don't know why I didn't think of that :P
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L1863[20:29:40] <GeoDoX> Is there a way
to register a Mod without using the Mod annotation?
L1864[20:29:50] <GeoDoX> Like at
runtime?
L1865[20:29:53] <gigaherz> WHY do you
need that?
L1866[20:30:05] <gigaherz> why do you
feel the need to extend @Mod?
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L1868[20:30:57] <gigaherz> there's no
reason for it
L1869[20:31:01] <GeoDoX> I'm trying to
create an API for writing clearly defined sided code
L1870[20:31:13] <gigaherz> uhh
L1871[20:31:17] <gigaherz> that's what
the Proxy is for
L1872[20:31:44] <mikebald> ^ ^
L1873[20:31:59] <GeoDoX> I don't think
I'm explaining it right
L1874[20:32:31] <williewillus>
"clearly defined sided code" is using isRemote and
SidedProxy
L1875[20:32:32] <williewillus> that's
it
L1876[20:32:50] <williewillus> unless you
wanna do something crazy like separate server/client jars
L1877[20:33:26] <GeoDoX> Yes, but theres
no way of telling when something is ran only client/server
L1878[20:34:10] <gigaherz> anything in
tour client proxy only runs in the client jar
L1879[20:34:10] <williewillus> yes there
is...
L1880[20:34:16] <gigaherz> anything in
your server proxy only runs in your server jar
L1881[20:34:26] <williewillus> ^
L1882[20:34:45] <williewillus> and to
distinguish server/client thread use isRemote (yes) or
getEffectiveSide (not recommended)
L1883[20:34:55] <GeoDoX> Okay and what if
the event (for example) doesn't run on the side you need?
L1884[20:35:06] <williewillus> like
what?
L1885[20:35:17] <williewillus> this is
what proxies are for!
L1886[20:35:27] <GeoDoX> It doesn't
matter what, it happens
L1887[20:35:39] <williewillus> you're
being very unclear about why you'd actually need it
L1888[20:35:55] <williewillus> the
changes in 1.3 have brought us very clear cut ways to write
properly sided mod code
L1889[20:35:55] <gigaherz> what would
your api solve?
L1890[20:36:03] <williewillus> (it's also
impossible by the way..)
L1891[20:36:29] <GeoDoX> ghz, Well,
"Plugins" in forge
L1892[20:36:49] <gigaherz> in what
sense?
L1893[20:37:07] <gigaherz> I'm not really
understanding what "problem2 you are trying to fix
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L1895[20:37:12] <gigaherz>
"problem"*
L1896[20:37:19] <williewillus>
also...sponge
L1897[20:37:20] <mikebald> You're trying
to recreate cauldron?
L1898[20:37:30] <GeoDoX> No mike.
L1899[20:37:34] <gigaherz> like, the most
extreme case
L1900[20:37:42] <GeoDoX> I'm having a
hard time explaining
L1901[20:37:43] <gigaherz> if oyu wanted
two separate mods to be on client and server
L1902[20:37:49] <williewillus> explain a
situation that the current siding mechanisms wouldn't work
L1903[20:37:49] <gigaherz> you could just
have your main mod class
L1904[20:37:57] <gigaherz> which uses a
proxy
L1905[20:38:04] <gigaherz> and forwards
preinit, init, postinit to the proxy
L1906[20:38:20] <gigaherz> and you'd be
able to have virtually separate codebases for client an
server
L1907[20:38:26] <gigaherz> I don't know
how you could possibly separate that any more
L1908[20:38:27] <williewillus> which is a
terrible idea
L1909[20:38:35] <williewillus> smells
like 1.2 :p
L1910[20:38:43] <gigaherz> yes i'm trying
ot think of the most extreme situation possible
L1911[20:38:59] <gigaherz> which is two
sub-mods implementing a common interface
L1912[20:39:03] <GeoDoX> When I'm writing
code, I don't wanna guess that somethings going to work on one
side
L1913[20:39:05] <gigaherz> and the main
@Mod class calling the methods on that interface
L1914[20:39:15] <gigaherz> you don't
GUESS it
L1915[20:39:30] <gigaherz> you put it in
the proxy if it's jar-dependant
L1916[20:39:33] <gigaherz> or you
pur
L1917[20:39:44] <gigaherz>
if(world.isRemote) on the code that is thread-dependant
L1918[20:40:02] <GeoDoX> And why can't
this be done for you?
L1919[20:40:12] <GeoDoX> Thats what I'm
trying to do
L1920[20:41:23] <GeoDoX> Why can't there
be a way to easily define a sided mod that only runs the code on
that specific side
L1921[20:41:48] <GeoDoX> Without you
having to check it I mean
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L1923[20:42:02] *
mikebald needs to minimize irc, this hurts too much.
L1924[20:42:02] <gigaherz> because it
doesn't make sense, from a programming perspective
L1925[20:42:18] <GeoDoX> In what
way?
L1926[20:42:29] <gigaherz> well let's
see
L1927[20:42:36] <gigaherz> registration
needs to happen regardless of the jars
L1928[20:43:01] <GeoDoX> Thats obvious,
and also not a problem
L1929[20:43:02] <gigaherz> each
item/block has a lot of shared code
L1930[20:43:11] <gigaherz> only a small
subset of the methods are only executed on one side
L1931[20:43:27] <GeoDoX> ^ issue I'm
trying to solve
L1932[20:43:29] <gigaherz> and you don't
need to care about those at all
L1933[20:43:38] <gigaherz> because they
just simply don't get called on the other side
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L1935[20:43:44] <gigaherz> and when they
do get called on both sides
L1936[20:43:51] <gigaherz> more often
than not, you still want the code run in both
L1937[20:44:01] <GeoDoX> Thats fine, but
again, you'd have to check
L1938[20:44:11] <gigaherz> there ARE some
cases where you need the code one-sided
L1939[20:44:16] <gigaherz> but they are
exceptions rather than the norm
L1940[20:45:11] <gigaherz> starting with
the @Mod class
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L1942[20:45:29] <gigaherz> it contains
the lifecycle events, which need to run on either side
L1943[20:45:34] <gigaherz> and it can
handle one-sided mods with
L1944[20:45:34] <williewillus> you don't
need to guess what side you're working on...there's 4 ways to
tell
L1945[20:45:39] <GeoDoX> Lemme ask you
this ghz, lets say you're writing a server side only mod, what
clearly defines that that event or whatever is being fired on the
server side?
L1946[20:45:41] <gigaherz>
clientSideOnly=true or serverSideOnly=true
L1947[20:45:49] <williewillus> GeoDoX:
world.isRemote is false
L1948[20:45:50] <williewillus> done
L1949[20:46:14] <williewillus> if you
don't have a world, then you can scrape by with using
getEffectiveSide
L1950[20:46:17] <williewillus> but still,
done
L1951[20:46:30] <gigaherz> GeoDoX: so you
plan on replacing
L1952[20:46:31] <williewillus> and/or
getSide depending
L1953[20:46:37] <gigaherz> "if
(world.isRemote) return;"
L1954[20:46:38] <gigaherz> with
L1955[20:46:47] <williewillus> <giant
API mess here>
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L1957[20:46:51] <gigaherz>
@ClientSideOnlyEventHack
L1958[20:47:00] <gigaherz> I see no
advantage.
L1959[20:47:39] <mikebald> Well, there
already exists a side annotation...
L1960[20:47:42] <GeoDoX> williewillus, so
bam, you have to run your code only to find out the method doesnt
run server side. What was the point of writing the code then.
L1961[20:47:50] <williewillus> wtf
L1962[20:48:02] <williewillus> this is
how all of minecraft is coded
L1963[20:48:08] <williewillus> you are
literally wishing for a return to 1.2
L1964[20:48:22] <gigaherz> wait
wait
L1965[20:48:33] <gigaherz> your problem
is KNOWING which side the events run on?
L1966[20:48:44] <GeoDoX> ghz for the most
part yes
L1967[20:48:52] <gigaherz> then why are
you attempting to write an api?
L1968[20:48:56] <williewillus> I'm done
trying to argue lol
L1969[20:48:56] <gigaherz> write a
readthedocs page!
L1970[20:49:01] <williewillus> go mod
1.1/2
L1971[20:49:06] <gigaherz> a place where
you can look it up
L1972[20:49:06] <gigaherz> XD
L1973[20:49:13] <williewillus> where you
can have split code everywhere you want
L1975[20:49:30] <williewillus> whoah
that's a nice thing
L1976[20:49:36] <williewillus> is it up
to date?
L1977[20:49:49] <mikebald> I have no
idea, was linked here a few day ago... maybe a week ago
L1978[20:49:49] <gigaherz> mikebald:
convert to markdown and PR to the Documentation repository :3
L1979[20:49:55] <williewillus> lol it
sugarcoats PlayerInteractEvent so much
L1980[20:50:06] <mikebald> not sure whose
it is...
L1981[20:50:21] <williewillus>
"Fired when the player is about to interact with a block"
-> "Giant mess of an event that is sitting on top of half
working vanilla code that desyncs half the time"
L1982[20:50:22] <GeoDoX> mikebald, I
don't really see a clearly defined "Server Side, Client Side,
Both"
L1983[20:50:26] <gigaherz> williewillus:
given that it differentiates fml from forge
L1984[20:50:29] <gigaherz> it's not FULLY
up to date ;P
L1985[20:50:36] <williewillus> GeoDoX:
the javadoc of the event
L1986[20:50:41] <williewillus> and a good
ol find usages
L1987[20:50:44] <williewillus> or just a
remote check
L1988[20:51:07] <gigaherz> GeoDoX: also
the package name
L1989[20:51:10] <gigaherz> if an event is
in
L1990[20:51:15] <gigaherz>
net.minecraftforge.client.*
L1991[20:51:22] <gigaherz> it probably
only fires on the client
L1992[20:51:22] <gigaherz> ;P
L1993[20:51:45] <GeoDoX> ghz yes, but
theres events NOT in the client, or server package either.
L1994[20:52:08] <williewillus> like
L1995[20:52:12] <gigaherz> .client is for
things that only exist on the client jar
L1996[20:52:18] <gigaherz> .server is for
things only on the server jar
L1997[20:52:28] <gigaherz> the rest exist
on both
L1998[20:52:34] <gigaherz> but may fire
on either thread, depending on the case
L1999[20:52:40] <GeoDoX>
net.minecraftforge.event
L2000[20:52:53] <williewillus> depends on
the case, what event specifically?
L2001[20:52:54] <GeoDoX> alright
L2002[20:53:30] <gigaherz> really if you
want to make the effort to figure out where each event fires
L2003[20:53:41] <gigaherz> it will be
most useful if you document it and publish that document
L2004[20:53:57] <gigaherz> the api....
almost no one will use it.
L2005[20:53:59]
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L2006[20:54:12] <gigaherz> most modders
are dependency-averse
L2007[20:54:21] <killjoy> I just had an
idea for a joke mod. Boatnia
L2008[20:54:24] <gigaherz> "if it's
not included in minecraft/forge, I don't use it"
L2009[20:54:51] <gigaherz> killjoy:
lol?
L2010[20:54:58] <killjoy> misspelling of
botania
L2011[20:55:07] <mikebald> Magical boat
powers?
L2012[20:55:08] <mikebald> =D
L2013[20:55:15] <gigaherz> yes yes
L2014[20:55:18] <gigaherz> but what would
it have?
L2015[20:55:20] <gigaherz> aside of
boats
L2016[20:55:20] <gigaherz> ;p
L2017[20:55:27] <killjoy> Well it's a
joke mod
L2018[20:55:30] <mikebald> well, boats
for one...
L2019[20:55:32] <killjoy> only
boats
L2020[20:55:37] <killjoy> which are also
broken
L2021[20:55:39] <gigaherz> so... 1.9
boats on 1.8?
L2022[20:55:40] <gigaherz> ;P
L2023[20:55:47] <gigaherz> the older
kind
L2024[20:55:48] <gigaherz> from
MCPE
L2025[20:55:52] <killjoy> No. Boats must
always be broken
L2026[20:55:52] <gigaherz> not the new
amazing ones
L2027[20:55:54] <williewillus> did you
guys see the boats in the latest snapshot?
L2028[20:55:58] <gigaherz> Idid
L2029[20:56:00] <killjoy> It is heretical
for them to be fixed
L2030[20:56:00] <gigaherz> they are
really nice
L2031[20:56:07] <williewillus> their
speed on land is faster than sprinting lol
L2032[20:56:12] <gigaherz> on land?
L2033[20:56:14] <williewillus> yes
L2034[20:56:15] <gigaherz> I didn't try
to get on land XD
L2035[20:56:19] *
gigaherz fires up snapshot
L2036[20:56:20] <williewillus> there was
a gif on the mc reddit comparing
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L2039[21:03:13] <gigaherz> WOAH crazy
speed XD
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L2043[21:05:22] <gigaherz> it's almost as
fast as creative mode flight (non-sprinting) XD
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L2045[21:10:14] <killjoy> I just realized
this mod is a pun on Storage wars
L2046[21:11:20]
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L2047[21:11:51] <gigaherz> o_O
L2048[21:12:38]
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L2049[21:21:10] <GeoDoX> Is there a way
to get an instance of this Mod (the mod the code is running in)
from forge? (most likely when assigned using @Interface)
L2050[21:21:22] <GeoDoX> @Instance
*
L2051[21:21:24] <killjoy> So when does
forge get the automatic dependency downloading powered by
curse?
L2052[21:21:47] <killjoy> GeoDoX,
annotate @Instance a field in your @Mod class
L2053[21:21:55] <killjoy> or use
@Instance("modid")
L2054[21:22:11] <GeoDoX> I need to get
it, not set it
L2055[21:22:25] <killjoy> You don't set
@Instance fields
L2056[21:22:41]
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L2057[21:22:52] <GeoDoX> I don't have
access to the class the @Mod is defined in
L2058[21:23:05] <killjoy> Use
Loader
L2059[21:23:12]
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L2060[21:23:29] <GeoDoX> Which
Loader?
L2061[21:24:41]
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L2062[21:25:01] <GeoDoX> Well, which
method
L2063[21:25:29] <GeoDoX>
activeModContainer?
L2064[21:26:18] <killjoy> So who's mod
are you trying to do things to?
L2065[21:26:30] <GeoDoX> Writing an
API
L2066[21:27:20] <killjoy> But what
mod?
L2067[21:27:41] <killjoy> If you need a
mod instance while writing an api, you're doing it wrong
L2068[21:27:42] <GeoDoX> Is there a
specific way to get an instance of Loader, or do you just assign
it?
L2069[21:28:12] <GeoDoX> ghz, can you
help explain (think i've done bad enough as it is)
L2070[21:28:40] <gigaherz> killjoy: he's
trying to write something halfway between Forge and like
Bukkit/sponge
L2071[21:28:53] <killjoy> ...
L2072[21:28:56] <gigaherz> where you
still use minecraft stuffs
L2073[21:29:07] <gigaherz> but the events
are discriminated server/client at api level
L2074[21:29:08] <killjoy> That defeats
the whole point.
L2075[21:29:13] <gigaherz> instead of
using "if(isRemote)"
L2076[21:29:30]
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L2077[21:29:56] <gigaherz> so basically a
bunch of annotations and wrappers that replicate forge events but
do the "if" internally
L2078[21:30:30] <GeoDoX> I don't think
I'll need any annotations, hopefully
L2079[21:32:01] <gigaherz>
Loader.instance()
L2080[21:32:10] <GeoDoX> Thanks ghz
L2081[21:32:20] <gigaherz> it's right
there at the top of Loader
L2082[21:32:29] <GeoDoX> and it is
activeModContainer?
L2083[21:32:52] <gigaherz>
Loader.instance().activeModContainer().getMod() returns the class
with the @Mod
L2084[21:33:01] <gigaherz> the container
is a wrapper
L2085[21:33:23] <GeoDoX> I really need to
get into the habit of checking the classes myself... I forget that
I have access to them
L2086[21:45:18]
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L2089[22:01:51] <killjoy> *grumble* Why
is there an .nbt file in /config?
L2090[22:02:23]
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L2093[22:08:20] <killjoy> What mod made
my title bar 3 px thinner?
L2094[22:08:26]
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L2096[22:11:10] <xaero> the title bar?
Isn't that a non-minecraft WM theme/setting?
L2097[22:11:29] *
xaero has no title bar ^^
L2098[22:12:15] <TheSecretPanda>
gigaherz: I feel rather accomplished with my latest sync. (As soon
as it syncs)
L2100[22:13:00] <killjoy> left is
vanilla
L2101[22:13:54] <TheSecretPanda> They are
sized differently.
L2102[22:15:41] <TheSecretPanda>
Nevermind. lol. A mod has changed it. xD
L2103[22:16:34]
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L2104[22:17:08] <mattym> Would someone be
able to point me to a set of instructions on how to change the
logging level for forge/fml on my server?
L2105[22:18:45]
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L2106[22:19:08] <killjoy> Maybe there's
some jvm arg
L2107[22:19:20] <killjoy> like
-Dfml.debug=true
L2108[22:19:48] <MattDahEpic> is there a
way to pre-send the client chunks in a world so that dimension
switching is instant?
L2109[22:20:03] <mattym> All info ive
found has talked about using java's logging.properties in my config
folder, however doing so hasnt changed anything so far
L2110[22:23:39] <killjoy> use
-Dlog4j.configurationFile
L2111[22:23:48] <killjoy> create a log4j
config
L2112[22:24:16] <mattym> And where should
i place that in relation to the rest of the server files?
L2113[22:24:40] <tterrag> anywhere
L2114[22:24:42] <killjoy> I'm t thinking
cd
L2115[22:24:46] <tterrag> that's what the
sys prop is for
L2116[22:25:05] <killjoy> it's a relative
path to cd
L2117[22:25:41] <mattym> I dont
understand why there isnt a config for it in forge already
L2118[22:26:31] <killjoy> because it's a
log4j thing
L2119[22:27:38] <mattym> Ok, so create
the config, and add the jvm arg?
L2120[22:27:47] <killjoy> yes.
L2121[22:28:15] <mattym> ok ill give it a
try
L2122[22:29:58]
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L2123[22:32:14] <mattym> was
-Dlog4j.configurationFile the arg or an i meant to replace add
soemthing?
L2124[22:32:35] <killjoy>
-Dlog4j.configurationFile=your_config.xml
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L2126[22:36:48] <mattym> not sure if it
makes a diff, but do i want to look into creating a config file for
log4j or log4j2?
L2127[22:36:54] <mattym> again not sure
if that even makes a diff
L2129[22:37:51] <mattym> ok cool, already
what i was looking at
L2130[22:38:27] <killjoy> Tthat reminds
me. Is mcc still using log4j-2.0-beta9?
L2131[22:39:49]
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L2133[22:42:04] <xaero> killjoy:
yes
L2134[22:50:14] <williewillus>
MattDahEpic: not really, the client only holds one dimension at a
time
L2135[22:50:45] <williewillus> when you
dimension change the server basically says "drop all your
chunks. put this number in your dimensions id. load these chunks
and teleport here."
L2136[22:56:24] <MattDahEpic>
williewillus, can you control rendering while that happens? i can
do the animation at any point between generating the dimension and
teleporting the player there
L2137[23:00:25] <williewillus> not
without hackery probably
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L2140[23:04:22] <mattym> killjoy, When
adding the arg
"-Dlog4j.configurationFile=your_config.xml" after the =
should i be putting the full path to the file, or is there a better
way?
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L2142[23:08:17] <killjoy> mattym,
relative
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L2144[23:08:31] <mattym> sorry not sure
what you mean by that?
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L2147[23:10:28] <killjoy>
mcserver/minecraft_server.1.8.9.jar
L2148[23:10:33] <killjoy>
mcserver/log4j.xml
L2149[23:10:49] <killjoy>
-Dlog4j.configurationFile=log4j.xml
L2150[23:10:53] <mattym> k
L2151[23:11:00] <killjoy>
supposedly
L2152[23:11:26] <killjoy> You could also
use reflection to forcefully change the logging level
L2153[23:12:09] <mattym> Yeah my friend
has this server set up with a script package as a wrapper
L2154[23:12:25] <mattym> Right now its
rejecting the arguments
L2155[23:14:30]
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L2160[23:26:35] <GeoDoX> How do you get
an instance of a Mod using its modID
L2161[23:27:15] <Cazzar>
@Mod.Instace("modid") public static ModContainer
modinstance
L2162[23:27:17]
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L2163[23:27:43] <Cazzar> but actually
spell things right :P
L2164[23:28:24] <GeoDoX> I need to get
the mod id at runtime
L2165[23:28:37] <GeoDoX> wait...
hmmm
L2166[23:28:55] <GeoDoX> What exactly
does @Instance do?
L2167[23:30:04] <Cazzar> Injects a
reference to the instance of a mod for it's modid.
L2168[23:30:20] <killjoy> does that work
in any class?
L2169[23:30:26] <GeoDoX> ^
L2170[23:30:42] <Cazzar> Trying to locate
the injection code.
L2172[23:31:51] <GeoDoX>
FMLModContainer
L2173[23:32:29] <killjoy> So I take it
anything inside @Mod is only useful inside a @Mod class?
L2175[23:33:47] <williewillus> it
will
L2176[23:33:59] <Cazzar> Also, don't make
the object type ModContainer, make it Object
L2177[23:34:00] <williewillus> that
@Instance("modid") thing is designed to let you receive
other mods' objects :p
L2178[23:34:13] <Cazzar> It's nice
:P
L2179[23:34:21] <Cazzar> As well as
@ObjectHolder
L2180[23:34:34]
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L2181[23:35:54] <GeoDoX> I need to access
the mod's class (and resources it defines) by effectively casting
from a Class (or Object) to the Mod's class using its class name
(but I have to get that after I get the class)
L2182[23:36:10] <williewillus> wat
L2183[23:36:30] <Cazzar> Class<?>
!= Object
L2184[23:36:33] <williewillus> ^
L2185[23:36:37] <Cazzar> Objects are
instances of classes.
L2186[23:36:38] <GeoDoX> I'm not sure how
I would return its typwe
L2187[23:36:40] <williewillus> also you
don't "cast using a class name"
L2188[23:36:43] <GeoDoX> Well, that
L2189[23:36:47] <GeoDoX> You can
L2190[23:36:58] <Cazzar> no
L2191[23:37:02] <williewillus> tell me
:p
L2192[23:37:41] <GeoDoX> Wait, I was
thinking Class.cast
L2193[23:38:23] <Cazzar> That's still not
casting by a class name, that's casting by an instance of Class.
which is via reflection
L2194[23:38:43] <williewillus> also, if
you're not going to have the type of the mod statically available
what good is casting the reference?
L2195[23:38:48] <williewillus> what are
you going to do with it?
L2196[23:39:45] <McJty> fry, do you know
if it is safe to get the TE in Block.getLightValue()?
L2197[23:39:59] <McJty> fry, I ask
because getLightValue is called from within chunk rendering and
perhaps that uses another thread
L2198[23:40:06] <williewillus> I've
crashed there with blockstates before
L2199[23:40:09] <williewillus> so I'm
guessing no
L2200[23:40:11] <McJty> And also because
someone reported the TE being null there which should normally not
be possible
L2201[23:40:39] <GeoDoX> I just need a
Mod's instance :P
L2202[23:40:39] <williewillus> I think I
also got a TE crash there as well
L2203[23:40:49] <williewillus> GeoDoX:
you already get that with @Instance
L2204[23:40:55] <GeoDoX> And I need
access to it's methods
L2205[23:41:09] <williewillus> you can't
unless you have static compile time access to them
L2206[23:41:15] <williewillus> or you
hardcode every method name it has
L2207[23:41:46] <GeoDoX> So should it
actually be of Type Object?
L2208[23:41:57] <williewillus> yes
L2209[23:42:06] <williewillus> when you
put @mod on a mod you don't extend anything do you?
L2210[23:42:27] <GeoDoX> No... But behind
the scenes it's a ModContainer
L2211[23:42:39] <williewillus>
no...
L2212[23:42:45] <GeoDoX> It is
L2213[23:43:12] <Cazzar> Yes and no
L2214[23:43:23] <Cazzar> ModContainers
wrap the @Mod class
L2215[23:43:37] <Cazzar> but the mod
doesn't get transformed into a ModContainer
L2216[23:43:41] <williewillus> ^
L2217[23:43:45] <williewillus> it doesn't
work that way
L2218[23:44:10] <killjoy> ModContainer is
a container for a @Mod class
L2219[23:44:29] <GeoDoX> Okay, so that
answers that question
L2220[23:44:40] <williewillus> also I
have no idea what you want to do but it sounds like you have no
idea what you're doing. You can't invoke methods on the mod object
that you don't know about...
L2222[23:45:31] <GeoDoX> Since my code
will be run inside the Mod's class (because it will depend on my
code) can I not just use Loader.instance().activeModContainer() and
use getMod() when I need to?
L2223[23:45:43] <williewillus> sure, you
get an object back
L2224[23:45:53] <GeoDoX> Awesome
L2225[23:46:07] <williewillus> what are
you going to do with that object lol
L2226[23:46:28] <McJty> BTW, is there
another way to get loot into chests besides using
ChestGenHooks?
L2227[23:46:48] <williewillus> not
really, listen for interact events?
L2228[23:46:57] <McJty> The problem is
that the rarity argument that is given to that method is not
sufficient for my needs
L2229[23:47:03] <McJty> Hmm
L2230[23:47:03] <williewillus> 1.9 loot
tables are much improved for generating loot
L2231[23:47:10] <tterrag> anyone want to
help with a particularly complicated rendering logic issue?
:D
L2232[23:47:11] <williewillus>
unfortunately, not 1.9 :p
L2233[23:47:30] <williewillus> tterrag:
not sure if I'd help much but might as well say it :p
L2234[23:47:36] <McJty> Would be nice if
there was a forge event for generating loot
L2235[23:47:40] <tterrag> it's a lot to
explain
L2236[23:48:31] <tterrag> basically, I
need to turn one quad (any size/shape/orientation) into 4 quadrants
so that it can be used for connected textures
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L2238[23:55:41] <RANKSHANK> tterrag
sounds like a pita especially when you want efficiency
L2239[23:56:07] <williewillus> RANKSHANK:
it would all be done at startup?
L2240[23:56:15] <williewillus> or cached
or something
L2241[23:56:37] <williewillus>
manipulating quads is no slower than an isbrh really unless you're
doing something extremely ridiculous
L2242[23:56:49] <GeoDoX> Sooo, correct me
if I'm wrong but events aren't separated by side in packages?
L2243[23:57:03] <williewillus> some
events occur on both sides
L2244[23:57:11] <tterrag> it would need
to be done ondemand
L2245[23:57:20] <tterrag> there would be
some caching involved but I can't save every permutation
L2246[23:57:20] <Drullkus> Unlike
comcast
L2247[23:57:23]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2248[23:57:31] <tterrag> 47 possible
states per side per variant
L2249[23:57:37] <tterrag> way too many
models to store in memory
L2250[23:57:54] <Drullkus> Chisel: Now
with 40000+ models
L2251[23:58:00] <RANKSHANK> williewillius
well yeah the texture and quads are baked on startup but
remembering which quad will show which texture will be 'fun'
L2252[23:58:14] <tterrag> RANKSHANK: it's
all baked, that's the point
L2253[23:58:16] <williewillus> ?
L2254[23:58:19] <RANKSHANK> tterrag what
are you aiming for as far as end result's go?
L2255[23:58:20] <williewillus> quads know
their uv's
L2256[23:58:53] <GeoDoX> williewillus,
yeah, but some don't too :P And I'm assuming there should be a few
that are server sided ONLY (but aren't in the
net.minecraftforge.server.event package becuase it doesn't
exist)
L2257[23:58:57] <RANKSHANK> williewillus
tterrag but how do you know which baked model to use? baking is the
easy part imho...
L2258[23:58:59] <tterrag> RANKSHANK:
connected textures?
L2259[23:59:12] <williewillus> RANKSHANK:
smartmodels. very, very smart models :D
L2260[23:59:17] <RANKSHANK> tterrag how
many though?
L2261[23:59:19] <williewillus> advanced
model manipulation
L2262[23:59:23] <williewillus> can be
done in code
L2263[23:59:34] <Drullkus> RANKSHANK: 47
CTM variations in most cases
L2264[23:59:37] <williewillus> GeoDoX: as
far as I'm aware there aren't any events that only fire in the
server jar
L2265[23:59:44] <Drullkus> Per
blockstate
L2266[23:59:45] <williewillus> doesn't
make sense for there to be