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L9[00:21:37] <TSP> Well, just did a major
graphics engine overhaul instead of fixing the turning problem with
the car. xD
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L15[00:37:46] <killjoy> Microsoft bought
SwiftKey
L16[00:38:06] <killjoy> Maybe they'll get
that buggy keyboard fixed
L17[00:41:02] <TSP> xD Doubt it.
L18[00:41:15] <TSP> Perhaps they'll make it
hololens compatible?
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L20[00:42:22] <Ministry> That'd be pretty
cool... spirit fingers to type.
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L25[00:51:24] <TSP> True enough. :P
L26[00:51:40] <thecodewarrior> It's very
jarring going from a 30"+24" dual monitor setup down to
my 15" laptop.
L27[00:52:02] <TSP> So, I spent several
minutes learning AffineTransform, just to come to the conclusion my
Graphics Setup from like 2 years ago won't support it.
L28[00:52:29] <TSP> thecodewarrior: Agreed.
I go from 2 42" TVs to a laptop, i just give up and throw
things. xD
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L31[00:56:01] <Ri5ux> Is it just impossible
to spawn bubble particles? I've been sitting here for hours trying
to get a single bubble to pop up, and yet I have absolutely no
problem spawning any other particle.
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L35[01:00:59] <Ri5ux> And showing my code
is going to be rather pointless here, because I've changed it 4
times in the past 5 minutes.
L36[01:02:34] <Ri5ux> Never mind, I
understand now. Bubble has to be in water.
L37[01:02:41] <Ri5ux> -.-
L38[01:02:45] <masa> TSP: is that your
code?
L39[01:02:51] <TSP> Mhmm.
L40[01:03:22] <masa> why not do something
as crazy as int xTile = getRotation() / 45;
L41[01:03:33] <TSP> Ri5ux: Isn't there a
way to simulate the fact that the player is "underwater",
without the drowning effect?
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L43[01:03:59] <TSP> masa: That line is
determining which graphic to use from a spritesheet based on angle
of rotation.... Wait. I understand. xD
L44[01:04:14] <Ri5ux> I dont know, but the
bubble particle itself literally requires itself to be in
water.
L45[01:04:32] <masa> well that is rather
strange..
L46[01:04:38] <TSP> Oh, so the particle
requires it to be underwater. I'd make an air particle. :D
L47[01:04:55] <TSP> masa: Yea.. I see what
you mean though. xD
L48[01:05:25] <masa> I've been hammering my
head against the wall for quite some time with this forge
blockstate file for one of my items...
L49[01:05:46] <masa> I can't get it to work
with the variants
L50[01:06:00] <TSP> blockstates are 1.8.x+
aren't they?
L51[01:06:09] <masa> it works if my mesh
definition gets the inventory variant from it
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L55[01:06:54] <TSP> Ahhh. I haven't done
past 1.6.4 :/ NEed to get back into MC Modding.
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L57[01:08:16] <TSP> masa: What about this
line?
L58[01:08:17] <TSP> xa = (getRotation() ==
0 || getRotation() == 180) ? 0 : (getRotation() == 45 ||
getRotation() == 90 || getRotation() == 135) ? 1 : -1;
L59[01:09:58] <TSP> ya = (getRotation() ==
90 || getRotation() == 270) ? 0 : (getRotation() == 315 ||
getRotation() == 0 || getRotation() == 45) ? 1 : -1;
L60[01:10:00] <TSP> And that one. :D
L61[01:10:04] <TSP> Bet you can't simplify
those.
L62[01:10:51] <masa> mm yeah probably
not
L63[01:11:37] <TSP> :P hehe.
L64[01:11:45] <TSP> If you do, I'll make
you a cpu in my game. xD
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L67[01:18:52] <TSP> When you test
rendering, and wonder why your entity isn't rendering. Then you
realize you never added it to the list of renderable
entities.
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L71[01:25:23] <TSP> 569 additions and 206
deletions. This is the biggest commit I've ever had. xD
L72[01:25:29] <TSP> And with that. I'm off
to bed. :P
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L77[01:33:53] <masa> fry: you around?
L78[01:35:09] <masa> do I actually have to
feed every variant combination to
ModelLoader.registerItemVariants() if I want to use a forge
blockstates json to define submodels in my tiems?
L79[01:35:49] <masa> does it not permute
the variants and register them from the blockstate file
automatically?
L80[01:36:31] <Darkevilmac> Just trying to
wrap my head around the whole minecraft(forge) dimension management
stuffs so forgive me if these are stupid questions that I might be
asking here and there. If I register a provider type with the
DimensionManager does that become the one and only instance of that
manager that's used for all worlds of that provider, or does forge
create a new instance of that world provider every time a new world
is
L81[01:36:31] <Darkevilmac> registered to
be using that provider.
L82[01:36:39] <Darkevilmac> Again, sorry if
these are dumb questions.
L83[01:36:55] <Darkevilmac> Just want to
make sure I understand what things do before I get angry at them
not working how I want them to.
L84[01:37:20] <fry> masa: yes, you have to
do that. the code is the thing that governs what's loaded, not the
json
L85[01:37:58] <masa> hmm, how does that
work for blocks then, the same?
L86[01:38:22] <masa> well but it's
"registerITEMVariants"...
L87[01:39:20] <fry> for blocks you use
state mappers
L88[01:41:16] <Drullkus> I'm just gonna let
my taxes pay for states who hire people to map their states.
America is already great.
L89[01:41:24] <Drullkus> :P
L90[01:41:25] <Drullkus> Kappa
L91[01:41:49] <masa> uhh wait what.. but I
have blocks that ue the blockstates json and they have for example
properties "type" and "facing", and I didn't
manually register anything for the block, just the ItemBlock... how
does that then work?
L92[01:42:14] <fry> with
DefaultStateMapper
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L94[01:44:34] <masa> oh so the
getModelResourceLocation in tehre gets called for evry BlockState
of each block?
L95[01:44:49] <masa> or well every
blockstate period
L96[01:45:03] <masa> unless the block has a
custom mapper
L97[01:45:10] <fry> yes, something like
that
L98[01:45:21] <masa> mmkay
L99[01:45:58] <masa> so when I want to use
the blockstates with items, I just need to manually generate al
lthe variant strings and then feed them to
registerItemVariants?
L100[01:46:23] <masa> and I can also omit
the inventory variant then, right?
L101[01:46:34] <masa> if I never try to
fetch that
L102[01:47:51] <fry> if you have a
different model for each blockstate, and a different itemstack for
each blockstate - then yes
L103[01:47:58] <masa> darnit I have to go
to class, can't test this out right now ;_;
L104[01:49:10] <masa> well basically in
this particular case I have a bag, that comes in two tiers, that is
the base model, and then I have three different I guess properties
on the bag, and they have their small icons that get overlayed on
the bag
L105[01:49:57] <masa> the bag tier is in
the item damage, the other properties in the NBT
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L108[01:56:47] <Lordmau5> o/
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L111[01:58:19] <thecodewarrior> Is there a
way to disable backface culling in an item json model?
L112[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160203 mappings to Forge Maven.
L113[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160203-1.8.9.zip
(mappings = "snapshot_20160203" in build.gradle).
L114[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/
L115[02:01:35] <thecodewarrior> fry: is
there a backface culling option in model jsons? or even a way to
have inward-facing faces?
L116[02:03:36] <fry> don't think so, but
you should be able to achieve the same result using 6 elements with
1 face in each
L117[02:04:36] <thecodewarrior> Ok.
:P
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L129[02:34:16] <killjoy> Is it possible to
give a dynamic texture metadata?
L130[02:35:07] <killjoy> or does it need
to be an IResource?
L131[02:35:17] <FusionLord> fry, cab you
nest block states in the blockstate.json?
L132[02:35:41] <fry> nest?
L133[02:36:51] <FusionLord> 1 sec
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L136[02:38:33] <fry> nope
L137[02:38:44] <FusionLord> have any
suggestions?
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L139[02:39:05] <fry> what do you need that
for?
L140[02:40:07] <FusionLord> I think I'm
just going about it wrong, i should just use an enum
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L142[02:46:51] <masa> wouldn't that just
work as normal non-nested variants?
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L146[02:50:19] <masa> bleh this
blockstate/variant thing will lead to a variant-splosion
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L148[02:50:43] <masa> I'm thinking an
ISmartItemModel would be a better bet
L149[02:51:23] <masa> but how should I
merge the overlay models into the base model?
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L158[03:42:50] <PitchBright> hey guys, I
cloned a mod's repo and made a little tweak in dev
L159[03:43:33] <PitchBright> it works and
all that but with my own mod, I do the versioning in a class
file
L160[03:43:42] <PitchBright> this other
mod though does it like:
L161[03:43:43] <PitchBright> version =
"1.7.10-${VersionMajor}.${VersionMinor}.${VersionBuild}"
L162[03:44:24] <PitchBright> where do you
java dudes normally store those major, minor, build numbers?
L163[03:45:51] <PitchBright> i just wanna
change 'em so it doesn't have the same version number as the
previous version
L164[03:46:40] <Cazzar> I personally
change the version number manually though using a CI you can have
VersionBuild = system.env("BUILD")
L165[03:47:12] <PitchBright> ah, so maybe
it's not something I can here in my cloned local copy then
eh?
L166[03:47:17] <Keridos> do i have to
explain all the blockstates of a block in my blockstates
json?
L167[03:47:19] <PitchBright> can do*
here
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L169[03:51:05] <Lordmau5> PitchBright:
which mod? also, which repo?
L170[03:51:07] <Lordmau5> can you link
it?
L171[03:51:30] <PitchBright> sure
thing
L174[03:52:08] <Lordmau5> there you have
your VersionMajor and VersionMinor
L175[03:52:17] <PitchBright> awesome…
thanks a lot!
L177[03:52:47] <Lordmau5> np :P
L178[03:53:02] <PitchBright> hmm, I think
I like this way, better than the way I was doing it on my own mod…
means I only have to change the version number in one place
L180[03:56:30] <Keridos> hm how can i
check the status of a specific property in a blockstate?
L181[03:56:38] <PitchBright> wicked,
thanks Lordmau5
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L188[04:13:52] <Keridos> how can i get the
specific value of a blockstate from world.getBlockState(pos)?
L189[04:14:04] <Keridos> i mean value of a
specific property
L190[04:14:07] <McJty>
world.getBlockState(pos).getValue()
L191[04:14:18] <McJty>
getValue(PROPERTY)
L192[04:15:21] <Keridos> i have this:
public static final PropertyInteger COLOR =
PropertyInteger.create("color", 0, 16);
L193[04:15:30] <McJty> Then
getValue(COLOR)
L194[04:15:33] <Lordmau5> ^
L195[04:15:36] <Keridos> but when i do the
getValue my idea complains about incomatible types
L196[04:15:47] <McJty> Keridos, show full
code of the block then
L197[04:16:02] <Keridos> ah now it
works
L198[04:16:03] <Keridos> nvm
L199[04:17:25] <Keridos> thanks
L200[04:17:47] <Lordmau5> for what? You
fixed it yourself :>
L201[04:19:56] <Keridos> nah McJty told me
the right function :)
L202[04:20:27] <Keridos> hm next problem,
i use this: "model":
"floodlights:colorableCubeBottomTop" in my blockstates
json to specify the default model in "defaults"
L203[04:20:44] <Keridos> but i get this:
Caused by: java.lang.UnsupportedOperationException:
JsonObject
L204[04:20:56] <Keridos> Could not load
model definition for variant
floodlights:carbonFloodlight#active=false,color=9,facing=up
L205[04:21:03] <McJty> Show us your
blockstate
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L208[04:21:55] <McJty> That's not the
model. That's the blockstate
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L211[04:23:05] <Keridos> it is a mashup of
the vanilla cube and bottom top model with tintindex specified for
the sides so I can color them with colorMultipliers
L212[04:25:21] <McJty> Don't immediatelly
see the problem
L213[04:26:26] <Keridos> it tells me it
failed to load the model for some reason
L214[04:26:51] <Keridos> it should look in
assets/floodlights/models/block correct?
L215[04:26:56] <McJty> yes
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L218[04:28:29] <McJty> fry, this happens
when I have nothing in my hand and walk inside a block that is
rendered by a TESR
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L221[04:29:50] <McJty> Keridos, that
pastesite doesn't load for me
L222[04:30:39] <sham1> ct(
L224[04:30:58] <fry> McJty: what item were
you holding in the hand?
L225[04:31:05] <McJty> fry, nothing.
That's the point
L226[04:31:11] <McJty> fry, I only get
this crash when no item is in my hand
L227[04:31:27] <fry> and what's the block
you're walking into?
L228[04:31:35] <McJty> One of my own with
a TESR
L229[04:31:41] <McJty> But I had it with
one of my other mods too
L230[04:31:45] <fry> what model do you use
for it?
L231[04:31:49] <McJty> Same problem. Also
a TESR where you walk into it
L232[04:32:04] <McJty> It is an empty
model
L233[04:32:08] <McJty> "parent":
"builtin/entity",
L234[04:32:19] <McJty> As it doesn't have
anything to render except for in-game items
L235[04:32:29] <fry> that would be the
problem
L236[04:32:32] <McJty> ah?
L237[04:32:42] <fry> when you walk into
the block, you get the overlay on the screen
L238[04:32:48] <fry> with the partible
texture of that block
L239[04:33:06] <McJty> yes I set that
too
L240[04:33:12] <fry> how?
L242[04:33:35] <McJty> The texture is
actually wrong. That doesn't exist
L243[04:33:40] <McJty> But then it should
show checkerboard right?
L244[04:33:42] <sham1> you could ovverride
isVisuallyOpaque or whatever to set it not to give overlay
L245[04:33:48]
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L246[04:33:51] <fry> yup, and it shouldn't
work for builtin/entity
L247[04:34:11] <McJty> So what's the
proper way to have nothing rendered at all except for a TESR?
L248[04:35:44] <fry> a lot of places are
calling getParticleTexture
L249[04:35:45]
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L250[04:35:57] <fry> so, I would provide a
model for the block anyway
L251[04:36:10] <McJty> How?
L252[04:36:18] <fry> via the normal
means
L253[04:36:27] <fry> render type = 3
L254[04:36:40] <fry> and yes, TESR will
still work
L255[04:36:55] <McJty> I don't know the
most effective way to make an empty model
L256[04:37:30] ⇦
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L257[04:37:37] <fry> someday I'll make
bultin/generated work correctly with the particle texture
L258[04:37:55] <fry> but for now it's a
normal block model with 1 element with 0 faces
L259[04:38:18] <McJty> If I make such a
model is there a reason why I should return 3 instead of 2 in
getRenderType?
L260[04:39:51] <Wuppy> o/
L261[04:40:07] <sham1> yes wuppy, what is
it
L262[04:40:17] <Wuppy> yes, quite
L263[04:40:27] <Wuppy> what is what?
L264[04:40:58] <sham1> Indeed
L265[04:41:12] <Wuppy> I cannot even
atm
L266[04:41:37] <killjoy> assert Wuppy^1 ==
0
L267[04:41:55] <killjoy> *&
L268[04:42:03] <Wuppy> yep....
L269[04:42:19] <killjoy> who does %1 when
you can &1?
L270[04:42:22] <Cazzar>
Assert.Equals(Math.pow(1, 0), 0, "What the fuck went wrong
with this universe")
L271[04:42:52] <killjoy> but... x^0 =
1
L272[04:43:10] <killjoy> that's exponent,
not nor
L273[04:43:25] <Cazzar> I meant to type
1
L275[04:43:51] <sham1> 0^0
L276[04:44:10] <Wuppy> crap... another
cool game jam starts tomorrow
L277[04:44:23] <Wuppy> and if you get top
5, your game will be shown on GDC
L278[04:44:57] <sham1> Another one
L279[04:45:00] <sham1> Jeez
L280[04:45:06] <fry> McJty: yup
L281[04:45:08] ⇦
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L282[04:45:16] <Wuppy> sham1, game jams
are cool
L283[04:46:05] <Keridos> this model
loading error annoys me
L284[04:47:04]
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L286[04:47:52] ⇦
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L287[04:48:24] <Cazzar> grammatically,
Internet is the correct one
L288[04:48:29] <killjoy> ik
L289[04:48:42] <sham1> When will people
learn that the Internet is a proper noun and it should be the
Internet
L290[04:48:59] <killjoy> technically, it
should be ISCSI
L291[04:49:03] <killjoy> not iSCSI
L292[04:49:13] <fry> grammatically,
whatever is the most used form of the word is the correct one
:P
L293[04:49:24] <killjoy> but not
officially
L294[04:49:54] <sham1> Inter-State Crime
Scene Investigation?
L297[04:50:12] <killjoy> internet small
computer system interface
L298[04:50:16] <Wuppy> Cazzar, it says
itself is wrong too though :P
L299[04:50:17] <sham1> Ah
L300[04:50:23] <killjoy> it's used for
storage devices
L301[04:50:33] <Cazzar> also, killjoy
that's not grammar but stylisation.
L302[04:50:34] <sham1> Was thinking of CSI
Cyber again...
L303[04:50:39] <killjoy> mhm
L304[04:50:46] <Cazzar> ex: IoT not
IOT
L306[04:51:02] <Keridos> this on the
defaults model location in my blockstate:
floodlights:colorableCubeBottomTop should point to
assets/floodlights/models/block/colorableCubeBottomTop.json
???
L307[04:51:24] ⇦
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L309[04:51:58] <sham1> "Lets type on
the same keyboard shall we, because that does not look
stupid..."
L310[04:53:12] <sham1> "While making
our GUI interface with Visual Basic so we may track the bad guy's
IP even though it is malformed"
L311[04:53:20] <Cazzar> killjoy: you must
have missed my link... literally 30 seconds before yours
L312[04:53:32] <killjoy> i guess I
did
L313[04:58:22]
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L317[05:03:58] <Darkevilmac> Hey McJty I
had asked earlier but didn't get a response but you were helpful
earlier so I might as well ask. When I register a provider type
with an id does that create 1 instance of the provider to rule them
all or is a new instance of that provider created everytime I make
a new dimension using that provider id.
L318[05:04:23] <Darkevilmac> I'm assuming
its the latter but I'd rather be sure than screw everything
up.
L319[05:04:34] ***
bilde2910|away is now known as bilde2910
L320[05:05:05] <McJty> hold on
L321[05:06:20] <Darkevilmac> No worries,
just want to confirm this before I get too deep into code that
might not even work.
L322[05:06:38] <McJty> Darkevilmac,
actually I don't know (and also don't care :-)
L323[05:06:48] <McJty> ah
L324[05:06:53] <McJty> It is a different
provider for every dimension
L325[05:06:57] <McJty> i.e. a different
instance
L326[05:07:06] <Darkevilmac> That's what I
thought.
L327[05:07:07] <Darkevilmac> Thanks.
L328[05:07:16] <McJty> It contains a
reference to the world so it has to be different
L329[05:07:40] <Darkevilmac> how did I
miss that -.-
L330[05:08:13] <McJty> And it also
contains a 'dimensionId' value
L331[05:08:37] <Darkevilmac> this is what
I get for trying to program at 3AM
L332[05:08:37] ⇦
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L335[05:12:09] ***
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L336[05:12:14] <McJty> fry, [12:12:03]
[Client thread/ERROR]: MultiModel immcraft:block/empty_model is
empty (no base model or parts were provided/resolved)
L337[05:12:21] <McJty> fry, it works but I
get these errors
L338[05:13:03] <McJty> And I do see
checkerboard when I go inside the model
L339[05:13:05] <McJty> No crash
though
L340[05:13:08] <McJty> So at least that's
good
L341[05:15:18] <McJty> fry, so no way to
avoid that error too?
L342[05:15:34] <fry> you have no model for
some variant
L343[05:15:35]
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L345[05:15:55] <McJty> This block has no
variants or properties
L346[05:16:03] <McJty> Ah well it has
FACING
L347[05:16:27] <McJty> But I cover
that
L348[05:16:30] <McJty> So that can't be
the problem
L350[05:16:47] <McJty> That's the
blockstate
L351[05:16:58] <McJty> It is actually
complaining about the model itself being empty
L352[05:17:02] <McJty> Not about not
finding the model
L353[05:19:35] <fry> are there any other
errors in the log?
L355[05:20:08] <McJty>
com.google.gson.JsonParseException: Expected between 1 and 6 unique
faces, got 0
L356[05:20:13] <McJty> So 0 faces is not
supported it seems
L357[05:20:21] <fry> 1 face 0 size then
:P
L358[05:20:22] <McJty> How hard can it be
to make an empty model :-(
L359[05:23:38] <McJty> How does one
actually define an empty face?
L360[05:23:58] <fry> from: [0, 0, 0] to
[0, 0, 0]
L361[05:24:19]
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L362[05:24:24] <McJty> And what should I
put in the face itself? I need a texture at least it seems
L363[05:24:29] <McJty> Was complaining
about missing texture
L364[05:25:22] <fry> you have one
L365[05:26:01] <McJty> Ok, now it finally
works
L366[05:26:16] <McJty> Seems pretty
hard/weird to make a block that only renders with TESR though
L367[05:27:14] ⇦
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L369[05:30:02] <Keridos> can I have
comments in jsons with forge?
L370[05:30:10] <McJty> yes
L371[05:30:15] <McJty> With // for
example
L372[05:30:34] ⇦
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L373[05:30:45] <Keridos> ok
L374[05:30:56] <Keridos> still not
managing to get it to load the model
L375[05:31:01] <Keridos> this is
absolutely weird
L376[05:34:13] ***
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L377[05:36:39] ⇦
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L382[05:46:50] ***
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L383[05:48:00] ***
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L384[05:51:59]
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L386[05:55:36] <PaleoCrafter> My school's
so horrible xD We have PCs and beamers in a lot of classrooms now
but they're virtually useless ._.
L388[05:56:15] ⇦
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L389[05:56:36] <sham1> So no Captain
Planet :(
L390[05:57:12] ⇦
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L391[05:57:18]
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L392[05:58:04] <PaleoCrafter> No internet
connection (nor to the school's intranet), no software for
presentations and the speakers agent plugged in (which I could've
fixed if the PC hadn't been in a stupid case where you can barely
access the power button) ._.
L393[05:58:51] <PaleoCrafter>
*aren't
L394[05:59:24] <sham1> what
L395[05:59:28] <sham1> Just what
L396[05:59:49]
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L397[06:00:27] <Wuppy> heh, nice
L398[06:00:38] ***
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L399[06:00:40] <sham1> what paleo just
said broke me
L400[06:00:50] *
Wuppy repairs sham1
L401[06:00:56] <PaleoCrafter> Oh, the
beamer isn't properly fixed in place either, so getting a picture
on the wall that isn't skewed is basically impossible
L402[06:01:18] ***
MrKick|Away is now known as MrKickkiller
L403[06:01:58] <PaleoCrafter> But at least
they were intelligent enough to not only connect the PC to the
beamer but also expose another VGA and HDMI connector
L404[06:04:34]
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L405[06:11:14] ***
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L411[06:27:35] <Curle> Does Tabula have a
UV editor?
L412[06:28:26]
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L414[06:29:44] <Curle> Yep, just noticed
the Texture Offset
L415[06:29:48] ***
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L419[06:43:12] <Curle> yus
L420[06:44:02] ***
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L421[06:45:37] <Wuppy> hai
L422[06:45:41] <Curle> :O
L423[06:45:52] <Curle> Wuppy! how ya
doing?
L424[06:45:56] <Wuppy> great, you?
L425[06:46:05] <Curle> Modding, as
always.
L426[06:46:09] <Curle> :P
L427[06:46:21] <Curle> Wait, shit
L428[06:46:22] <Wuppy> I'm just organizing
and going to parties all the time :P
L429[06:46:24] <Curle> I'm doing
fine
L430[06:46:26] <Curle> :P
L431[06:46:28] <Wuppy> as well as game
development of course :)
L432[06:46:37] <Curle> How's that coming
along?
L434[06:47:05] <Wuppy> great, just got on
to the second round of a competition which could get me a great
internship at some of the biggest companies
L435[06:47:25] <Wuppy> Lordmau5, aren't
those things deadly as fuck?
L436[06:47:33] <Lordmau5> yes, yes they
are
L438[06:47:45] <Lordmau5> same dude
L439[06:47:50] <Wuppy> kill it
L440[06:47:52] <Wuppy> kill it with
fire
L441[06:48:22] <Curle> Wuppy, californian
tarantulas are docile
L442[06:48:27] <sham1> Aww
L443[06:48:29] <Wuppy> kill it
anyway
L444[06:48:38] <Lordmau5> XD
L445[06:48:40] <Curle> dunt kill it
L447[06:48:43] <Curle> It's a good
L448[06:50:44] <sham1> Now aren't I a
special little snowflake :P
L450[06:51:42] <Wuppy> wtf kind of things
are you looking at Lordmau5
L451[06:51:49] <Lordmau5> /r/funny
L452[06:51:55] <fry> 8-space tabs, sham1?
:P
L454[06:52:15] <sham1> Wait
L455[06:52:18] <sham1> Tab fail
L459[06:53:43] <sham1> That's more like
it
L460[06:54:37]
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L461[06:55:33] <Curle> I have nothing
worth showing :/
L462[06:55:51] <Keridos> this is starting
to annoy me
L464[06:55:58]
⇨ Joins: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
L465[06:55:58] <Lordmau5> your
model??
L466[06:55:58] <Keridos> still my
blockstates/models throw errors
L467[06:56:00] <Lordmau5> ? *
L468[06:56:27] <Keridos> i checked against
2 different mods and validated both with jsonlint, still my client
shows Exception loading model for variant
floodlights:uvFloodlight#active=true,color=3,facing=east
L469[06:56:35] <Keridos> and 1455 similar
messages
L471[06:56:53] <Curle> Wuppy, check this
out
L472[06:56:53] <Curle> :P
L473[06:57:03] <sham1> The only thing
about this is that I cannot actually run the mod from here
L474[06:57:06] <Wuppy> LOL
L475[06:57:22] <Curle>
olololololololololololololololololololololololololololololololololololololololololololol
L476[06:58:33] <PaleoCrafter> sham1, what
has happened to your fluid mod? :P
L477[06:58:47] <sham1> It went puff
L478[06:58:53] <sham1> It went the way of
the foobar
L479[06:58:55] <Curle> it went down the
shitter?
L480[06:59:16] <Curle> It walked into
Mordor?
L481[06:59:19] <sham1> yes
L482[06:59:49] <MoxieGrrl> One does not
just walk into Mordor.
L483[06:59:53] ⇦
Quits: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
(Killed (NickServ (GHOST command used by Delenas-)))
L484[06:59:57] <Curle> That's the
point
L485[07:00:02] <sham1> df{
L486[07:00:04] <sham1> So awesome
L487[07:00:07]
⇨ Joins: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
L488[07:00:09] <Wuppy> ugh today I have to
have dinner at a fucked up time again
L489[07:00:10] <sham1> Can delete entire
code blocks
L490[07:00:15] <Wuppy> dinner at 3PM
:V
L491[07:00:15] <sham1> wait no
L492[07:00:18] <sham1> df}*
L493[07:00:26] <Curle> brother's wedding
at 2PM
L494[07:00:31] *
Delenas slaps internet, then waves. Hullo.
L495[07:00:34] <Wuppy> woo, congrats
:)
L496[07:00:44] <Wuppy> I'm organising a
massive party at my school today
L497[07:00:45] <sham1> why u slap the
interwebz
L498[07:00:55] <MoxieGrrl> Because the
interwebs always deserves it.
L499[07:00:56] *
Curle slaps Delenas so hard their teeth fall out
L500[07:00:59] <Wuppy> I'm expecting about
100 people if not more :o
L502[07:01:37] <Delenas> Ow. That was my
face.
L503[07:01:58] <Curle> Is that a vinyl
record?
L504[07:02:15] <Lordmau5> yup
L505[07:02:17]
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L506[07:02:23] <Curle> gg
L507[07:02:38] <sham1> So, after I get the
project to run somehow...
L508[07:03:56] <Curle> welp, my custom dim
didn't generate a portal on the other side
L509[07:04:15]
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L510[07:04:28] <Curle> As a matter of
which, my custom dim didn't generate at all
L511[07:04:28] <Curle> O_O
L512[07:04:30] <PaleoCrafter> The
Teleporter has to do that, AFAIK
L513[07:04:48] <PaleoCrafter> (The portal,
that is)
L514[07:04:53] <Curle> yea
L515[07:04:56] <Curle> tile entity
L516[07:04:58] <Curle> erm
L517[07:05:06] <Curle> nothing
generated
L518[07:05:14] <Curle> I just checked with
MCEdit
L519[07:05:22] <Curle> Nothing for ~3
million blocks
L520[07:05:34] <Curle> gtg, cya latter
guys
L521[07:05:36] ⇦
Quits: Curle
(~head@host81-154-121-145.range81-154.btcentralplus.com)
()
L522[07:05:43] <Wuppy> bai
L523[07:06:06] <Wuppy> also, cleaning your
frying pan is literally the worst thing ever :<
L524[07:06:58] <Delenas> So, ah. Hi,
universe. It's been a while. How's the 1.8.9 shenanigans been going
for everyone else?
L525[07:07:34] ⇦
Quits: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout:
189 seconds)
L526[07:08:56]
⇨ Joins: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L527[07:09:30] <McJty> Very well for
me
L528[07:10:59] <Delenas> Ah. Been fooling
around with some of the rf stuff. Screens are quite fun. n.n
L529[07:12:16]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L530[07:12:24] <Delenas> I must ask,
though- how are you managing RF at the moment? Unofficial port of
the RF api?
L531[07:12:28] ***
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L532[07:12:58]
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(~head@host81-154-121-145.range81-154.btcentralplus.com)
L533[07:13:01] <Curle> False alarm
L534[07:13:02] <Curle> :P
L535[07:13:34] <Wuppy> one massive
advantage of switching your frying fat, the first batch of food is
always the most delicious thing ever
L536[07:13:49]
⇨ Joins: Raspen0
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L537[07:18:07] <Curle> r/nocontext
L538[07:18:14] <Curle> Also, true
L539[07:18:53] ***
Curle is now known as Curle|Away
L540[07:19:19] <Keridos> hm still getting
model loading errors here
L541[07:21:35] <gigaherz> advantage of
cooking with olive oil: it's always delicious.
L542[07:21:55] <Wuppy> gigaherz, true dat,
but french fries are good at times as well :)
L543[07:21:59] <sham1> disadvantages:
expensive
L544[07:22:06] <gigaherz> I deep-fry them
in olive oil too
L545[07:22:22] <Wuppy> I should check
which oil I have...
L546[07:22:45] <gigaherz> a 3L bottle of
low-acidity olive oil is around 16eur here
L547[07:23:07] <gigaherz> can last 2-3
months used a few times a week
L548[07:23:11] <Wuppy> this is sunflower
oil, also great
L549[07:23:24] <sham1> We usually use
canola oil
L550[07:23:58] <gigaherz> a lot of people
use seed oil for cooking also
L551[07:24:05] <gigaherz> but I never
liked the taste
L552[07:24:13] <gigaherz> specially not
frying with sunflower oil
L553[07:24:24] <Wuppy> but to be fair, if
you fry french fries in any kind of oil, you have to discard it
after about 10 times
L554[07:24:33] <Wuppy> or after half a
year, depending on what comes first
L555[07:24:39] <gigaherz> there's some
"seed oil" mixes that are decent
L556[07:24:55] <Wuppy> yeah, this is a
bunch of oils as well
L557[07:25:19] <Wuppy> I havent really
tried many different types, because money
L558[07:25:20] <gigaherz> if you cook the
potato yourself
L559[07:25:24] <Wuppy> but this is already
amazing
L560[07:25:28] <gigaherz> then yes it gets
the oil horribly dirty after a bunch of times
L561[07:25:35] <gigaherz> but for
half-cooked frozen fries
L562[07:25:42] <Wuppy> same thing after 10
times
L563[07:25:45] <gigaherz> you can use the
oil like 50 times
L564[07:25:50] <gigaherz> before it gets
dirty
L565[07:25:59] <Wuppy> well you should
switch after about half a year regardless
L566[07:26:03] <gigaherz> yes ofc
L567[07:26:19] <gigaherz> I change it
every 2-3 months, 4 tops
L568[07:26:23] <Wuppy> but frying chicken
nuggets and especially kroketten/bitterballen makes it
digusting
L569[07:26:39] <Wuppy> damn delicious
dutch snacks
L570[07:26:51] <gigaherz> there was a time
when I was lazy and didn't change the oil enough
L571[07:26:55] <gigaherz> it started
foaming at the top
L572[07:27:07] <Wuppy> o____0
L573[07:27:10] <Wuppy> how often do you
fry?
L575[07:27:23] <gigaherz> 4-5 times a week
,depending on how lazy we are
L576[07:27:31] <Wuppy> holy hell, that's
really unhealthy
L577[07:27:38] <JustRamon> Yes
L578[07:27:43] <gigaherz> meh
L579[07:27:50] <Wuppy> I fry max once a
week
L580[07:27:51] <gigaherz> less bad than
cooking with lard
L581[07:27:57] <gigaherz> keep in
mind
L582[07:28:02] <gigaherz> the rest of the
days it's pasta
L583[07:28:02] <Wuppy> but always french
fries?
L584[07:28:07] <JustRamon> Wuppy,
same
L586[07:28:15] <gigaherz> yes, only
potatoes get into the deep frying machine
L587[07:28:23] <Wuppy> I sometimes dont do
it several weeks though, want some again :P
L588[07:28:37] <Wuppy> gigaherz, where do
you get your vitamins o___0
L589[07:28:37] <JustRamon> +1
L590[07:28:51] <gigaherz> one cup of milk
a day
L591[07:28:59] <Wuppy> no fruit?
L592[07:29:01] <Wuppy> vegetables?
L593[07:29:05] <gigaherz> + some fruit,
depending on season
L594[07:29:07] <Delenas> Keridos:
Textures?
L595[07:29:30] <gigaherz> and once or
twice a week, we'll make some yakisoba, to have an excuse to say we
eat "some" vegetables
L596[07:29:38] <Keridos> Delenas: do i
need to define textures?
L597[07:29:50] <gigaherz> I'm not a
healthy eater
L598[07:29:50] <JustRamon> Last night
there was a show on TV, about a girl only eating white bread and
fries. Nothing else.
L599[07:30:02] <JustRamon> Not even
sauce
L600[07:30:07] <JustRamon> Just salty
fries
L601[07:30:07] <Wuppy> gigaherz, yakisoba
sounds amazing
L602[07:30:10] ⇦
Quits: Naiten (Naiten@77.35.16.7) (Read error: Connection reset by
peer)
L603[07:30:14] <Keridos> Delenas: I do
even set textures in it
L604[07:30:23] <Wuppy> da hell, how fat
was she JustRamon
L605[07:30:27] <Wuppy> and how nearly dead
:P
L606[07:30:33] <JustRamon> Not. For some
reason
L608[07:30:38] <JustRamon> I'll try to
find the clip
L609[07:30:44] <Wuppy> dutch tv?
L610[07:30:48] <JustRamon> Yes
L611[07:30:49] <JustRamon> Bnn
L612[07:30:55] <gigaherz> Wuppy: our
primary diet is [fries/pasta/rice] with
[eggs/beef/chicken/pork]
L614[07:31:19] <gigaherz> different
combinations with different sauces ;P
L615[07:31:22] <Keridos> but I get a model
loading error for every variant that uses this model, adding up to
about 1250 errors
L616[07:31:30] <Wuppy> gigaherz, my diet
is [pasta/rice/potato] with [chicken/minced meat] and many
veggies
L617[07:31:40] <PaleoCrafter> No
"raw" potatoes, gigaherz? :P
L618[07:31:43] <Delenas> You have the
#name stuff defined, but not defined in the model file? If I follow
the blockstates/model stuff correctly..
L619[07:31:45] <gigaherz> eww no
L620[07:32:13] <gigaherz> boiled potatoes
are edible, but I dislike them
L621[07:32:14] <Wuppy> also, holy crap
this is the most off-topic I've ever made this channel :P
L622[07:32:27] <PaleoCrafter> any other
product made of potatoes? :P
L623[07:32:34] <gigaherz> chips?
L624[07:32:37] <Delenas> Wuppy is not just
good at modding tutorials, apparently.
L625[07:32:39] <gigaherz> I get a bag of
chips every now and then
L626[07:32:40] <gigaherz> ;P
L627[07:32:41] <PaleoCrafter> lol
L628[07:32:48] <Wuppy> I dislike cooked
potatos as well tbh
L629[07:33:24] <PaleoCrafter> I guess
potatoes sort of are a German thing xD
L630[07:33:38] <Wuppy> they're extremely
dutch
L631[07:33:39] *
Delenas stared down TConstruct and other opensource mods' code
until they kinda sorta figured it out.
L632[07:33:51] <gigaherz> Keridos:
"top": {"texture":
"FloodLights:blocks/carbonFloodlight_top_on" }
L633[07:33:57] <gigaherz> shouldn't it be
just
L634[07:33:58] <Wuppy> also, fuck yeah,
our school had the global game jam last weekend
L635[07:34:02] <gigaherz> "top":
"FloodLights:blocks/carbonFloodlight_top_on"
L636[07:34:02] <Wuppy> everybody liked it
so much
L637[07:34:12] <Wuppy> so they're probably
going to organize a game jam several times a year now :D
L638[07:34:31] <gigaherz> lol
L639[07:34:31] <Wuppy> and I'm going to be
present for every single damn one of them
L640[07:34:35] <gigaherz> XD
L641[07:34:36] <Wuppy> game jams are
literally the best thing ever
L642[07:35:09] <Keridos> gigaherz: that
may be it
L643[07:35:09] <Wuppy> there is nothing
more fun than wokring your ass of on a game for 48 hours without
really sleeping
L644[07:35:27] <Wuppy> plus it's a great
opportunity for game/hardware experimentation
L645[07:35:48] <JustRamon> Cool cool
L646[07:35:50] <PaleoCrafter> Oh, I didn't
particularly like Monday Man, btw :P
L647[07:36:11] <Wuppy> why not
PaleoCrafter?
L648[07:36:28] <Wuppy> personally I dont
think I'll like it either (still haven't played it)
L649[07:36:36] <Wuppy> but that's because
I dislike puzzle games in general
L650[07:36:49] <PaleoCrafter> lol, isn't
it your own game? xD
L651[07:37:02] <Wuppy> yes, but it's a
game jam
L652[07:37:15] <Wuppy> which means that
you dont have time to play, just develop, test and build
L653[07:37:46] <PaleoCrafter> Testing sort
of involves playing it, doesn't it? :P
L654[07:37:47] <Wuppy> and when we were
done everybody presented their games so you were playing the other
games created
L655[07:38:07] <Wuppy> PaleoCrafter,
testing functionality on certain pieces you wrote is very different
from playing it though
L656[07:38:16] <PaleoCrafter> Meh
L657[07:38:26] <Wuppy> and my fellow
programmer and me didn't have time to play through the entire game
at the end
L658[07:38:28] <PaleoCrafter> Anyways, it
didn't feel very intuitive :P
L659[07:39:04] <Wuppy> we had to implement
4 animations, the main characters texture, 20 sounds as well as fix
about 20 bugs and make 3 builds in unreal (takes 15+ minutes)
L660[07:39:08] <Wuppy> and all of that in
2 hours
L661[07:39:17] <Wuppy> PaleoCrafter, what
part didnt feel intuitive?
L662[07:39:32] <PaleoCrafter> I didn't
know what to do until I saw the symbols over the boss's head
xD
L663[07:39:43] <sham1> w00t
L664[07:40:00] <Wuppy> excellent point,
that's something I think as well
L665[07:40:14] <Wuppy> but because of lakc
of time it was impossible to really signpost everything
properly
L666[07:41:04] <PaleoCrafter> And after I
got that, I wasn't able to enjoy it a lot, the symbols are terribly
hard to memorise in that short amount of time
L667[07:42:29] <Wuppy> hmm yeah....
L668[07:42:36] <Wuppy> do you think the
concept has potential?
L669[07:42:58] <PaleoCrafter> Not really,
tbh xD
L670[07:43:52] <Keridos> which direction
is north in x and z coords?
L671[07:43:54] <Wuppy> I was very much
doubting it during development, but I think you could make a
reasonable game out of it
L672[07:44:02] <Wuppy> but it's nothing
ground breakingly awesome, no
L673[07:44:17] <Wuppy> however, IMO a
great little game jam game, really proud of it :)
L674[07:44:41] *** V
is now known as Vigaro
L675[07:44:52] <PaleoCrafter> You sure
could improve by making it a few different quest types
L676[07:45:01] <Delenas> Keridos, -Z
L677[07:45:10] <Keridos> Delenas:
thanks
L678[07:49:43] <Delenas> I've been trying
to figure out how to make a machine base. The various cables from
Fluxed Redstone aren't connecting to my TE. x.x
L679[07:50:44] ⇦
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L680[07:52:10] <Keridos> hm the forge
getOrientation(facing) of an entity was removed, is there an
alternative to that in 1.8?
L681[07:53:12] <Keridos> nvm
L682[07:53:15] <Keridos> i am derp
L683[07:53:47] ***
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L685[07:54:14] <williewillus> Keridos:
entity.getHorzontalFacing :D
L686[07:54:28] <Keridos> i had a function
for that already
L687[07:54:31] <Keridos> i derped :D
L688[07:57:08] <Keridos> willie does that
work with all 6 directions though?
L689[07:57:19] ⇦
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L692[07:58:47] <Delenas> Mrp.
L693[08:01:00] <williewillus> Keridos: oh,
no that only yields horizontals
L695[08:02:22] <JustRamon> I hate when
those adds show
L696[08:02:34] ⇦
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L697[08:02:55] <JustRamon> (It's saying
that Dutch people can get free Iphones)
L698[08:02:57] <Keridos> williewillus: I
need something that works in all 6 directions
L699[08:03:04] <Keridos> I have a function
that did this for forge direction
L700[08:03:11] <JustRamon> (Then probably
bring you to some dodgy website)
L701[08:03:32] <williewillus> its probably
directly portable to enumfacing
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L703[08:06:08] <Delenas> Someone mind
checking to see if I'm not an idiot and missing something here?
Trying to create an RF machine base. Tried implementing nearly
every interface, no luck..
http://is.gd/LK61wU
L704[08:06:25] <Keridos> what does the
flag at setBlockState in world do?
L705[08:06:46]
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L706[08:06:52] <williewillus> same as the
flags in setBlock in 1.7-
L707[08:07:00] <williewillus> the javadoc
has info about it
L708[08:07:08] <McJty> Keridos, if you
click through to the actual implementation there is a comment
there
L709[08:07:21] <Elec332> Its basically a
combination of the setMeta and setBlock from 1.7
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L711[08:07:39] <Elec332> blovk and meta
are now wrapped in BlockStates
L712[08:08:42] <williewillus> IBlockStates
can be much more than block+meta but yeah that;s the essence of
it
L713[08:09:47] <Delenas> Blockstates can
be really powerful, I'm finding. getActualState op.
L714[08:10:30] <Delenas> Check neighboring
blocks, nbt, redstone, etc.
L715[08:10:40] <Keridos> ok I used to pass
flag 2 in 1.7.10 in setMetadataWithNotify
L716[08:10:47] <Keridos> dunno why
L717[08:10:54] <McJty> Think about what
you pass there
L718[08:10:57] <McJty> That can be
important
L719[08:11:06] <McJty> Read what 2 does
and see if that's what you need
L720[08:11:07] <PaleoCrafter> JustRamon,
look at the piston
L721[08:11:21] <PaleoCrafter> Eh, Keridos
* xD
L722[08:11:26] <JustRamon> :P
L724[08:11:55] ⇦
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L725[08:12:25] <Keridos> ah my initial
thinking was it should be send to client and that is exactly what
it is, thanks
L726[08:12:58] <JustRamon> dangranos, you
in #linux aswell? haha
L727[08:14:31] <williewillus> theres an
esper linux channel? cool
L728[08:18:11] ⇦
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L732[08:20:43] <Nitrodev> hi
L733[08:22:47] <williewillus> heyo
L734[08:24:12] <Delenas> hoi!
L735[08:24:29]
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L737[08:25:25] <Nitrodev> ooh a new
one
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L739[08:30:53] <Delenas> Hihi.
L740[08:31:05] ***
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L748[08:46:41] <Delenas> o/
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L762[09:08:30] <Curle> Guess who it
isn't
L763[09:08:42] <Lordmau5> o/
L764[09:08:48] <Curle> \o
L765[09:08:55] <Lordmau5> o~~
L766[09:09:06] <Curle>
~~~~~lol~~~~~~
L767[09:09:15] <Curle> Drowing jazz
hands
L768[09:09:18] <Curle> :P
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L770[09:10:32] <LatvianModder> will
world.setBlock() force chunk to generate if it hasnt already?
L771[09:10:55] <Curle> No chunk, no
update
L772[09:11:11] <Lordmau5> you need to go
for the Forge-Chunk loading then
L773[09:11:18] <LatvianModder> so, if I
generate a large structure in distance, only part of it will
generate?
L774[09:11:31] <Curle> Only the part that
is being rendered will generate
L775[09:11:39] <McJty> world.setBlock()
will load the chunk
L776[09:11:42] <McJty> Even if it is not
rendered
L777[09:11:47] <Curle> Oh?
L778[09:11:47] <McJty> But it will unload
directly after that
L779[09:11:53] <Delenas> Why are you
generating something far away?
L780[09:11:58] <Curle> tick-update, I
see
L782[09:12:07] <Lordmau5> that's how I do
it
L783[09:12:11] <LatvianModder> Im not, im
just thinking how minecraft nether fortress does that
L784[09:12:22] <Lordmau5> oh wait, you
don't have to load the chunks then? interesting
L785[09:12:38] <Lordmau5> on the other
hand, I need to get the blocks at the specific positions, so I
kinda have to go for this
L786[09:12:53] <Lordmau5> it's not like a
13x13x13 multiblock would be much of an issue... it's in 4 chunks
at most
L787[09:13:05] <Lordmau5> it was in the
past when 32x32x32 was the max :D
L788[09:13:19] <Delenas> afaik nether
fortresses spawn when the chunk is generated, not preset. The
positions are determined by seed, no?
L789[09:13:35] <LatvianModder> I was
thinking more of a... city
L790[09:13:36] <McJty> yes they are
L791[09:14:10] <Curle> latvian, make it a
randomized modular worldgen
L792[09:14:17] <Curle> Like a
village
L793[09:14:40] <McJty> Normally you should
avoid doing 'long distance' setBlocks because this causes the chunk
to be loaded when it is not needed
L794[09:14:52] <McJty> Best to make a
proper world generation thing and do the generation there when the
chunk is created
L795[09:14:56] <McJty> Like how you
generate ores
L796[09:15:06] <LatvianModder> right
L797[09:15:09] <McJty> i.e. implement
IWorldGenerator
L798[09:15:29] <McJty> There are of course
exceptions
L799[09:15:41] <McJty> Like the rftools
builder which needs to build large structures beyond view
distance
L800[09:15:49] <LatvianModder> Btw, McJty
since you are here.. ive never really looked into RFTools, but what
can you do other than generating dimensions?
L801[09:15:52] <McJty> But it will take
care of the chunk loading with the chunk it is working on
L802[09:15:56] <McJty> Well
L803[09:16:05] <Curle> Teleporter
L804[09:16:06] <McJty> It has modular
screens for displaying RF, storage and other stats
L805[09:16:07] <Curle> :3
L806[09:16:21] <McJty> Modular storage
system for efficient 300 stack, searchable/filterable/modular
storage
L807[09:16:27] <McJty> Auto crafter that
handles up to 8 recipes
L808[09:16:35] <McJty> Environmental
controller that gives you buffs in an area
L809[09:16:37] <Curle> Like AE2?
L810[09:16:39] <McJty> Power
generation
L811[09:16:51] <McJty> Curle, it is
somewhat between 'chest's and AE2. AE2 is still more powerful
L812[09:16:55] <LatvianModder> that all
sounds cool. because im working on tech mod (again) and I just dont
want to accidently rip off some features, you know :P
L813[09:16:59] <Curle> I see
L814[09:17:21] <McJty> RFTools also has a
builder/mover/quarry thing that can build structures, move
structures and quarry areas
L815[09:17:28] <McJty> There is also a
forcefield
L816[09:17:31] <McJty> A mob spawner
L817[09:17:34] <LatvianModder> does it
still use RF?
L818[09:17:37] <McJty> yep
L819[09:17:44] <LatvianModder> unofficial
api, I suppose?
L820[09:17:48] <Curle> Sounds like a load
of other mods in one, it's amazing
L821[09:17:53] <Curle>
Modpack-in-one
L822[09:17:53] <McJty> indeed yes
L823[09:18:00] <Curle> Overhead?
L824[09:18:10] <McJty> Overhead? What do
you mean?
L825[09:18:30] <McJty> I try to make my
mod as efficient as I can. I hope I succeed in that but I haven't
had a lot of complaints in this area so far
L826[09:18:34]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L827[09:18:38] <Curle> How
"laggy" is it compared to using the other mods
separately?
L828[09:18:53]
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L830[09:19:01] <McJty> Just today I
implemented a multi/block multi/dimensional powercell system that
can handle up to thousands of (even unloaded) powercells with
practically no cost
L831[09:19:28] <McJty> Curle, depends on
what you do with it. At full speed the 8-recipe crafter can cause
some cpu usage but still less then having to use 8 autonomous
activators
L832[09:19:42] <McJty> Creating dimensions
is also somewhat costly
L833[09:19:45] <McJty> But that's not my
fault :-)
L834[09:19:49] <Curle> That's what I was
looking for, sounds amazing
L835[09:20:20] <McJty> Note that the 1.8.9
version doesn't yet have everything that the 1.7.10 version
has
L836[09:20:23] <McJty> I'm still porting
most of the stuff
L837[09:20:43] <Curle> I only work on
1.7.10 anyway, need to learn how to do most basic things in
1.8
L838[09:20:45] <Curle> :/
L839[09:21:15] <McJty> 1.8.9 is nice. I'm
liking it
L840[09:21:32] <Curle> Someone has pointed
out that 1.8 needs something like my mod, so eh
L841[09:21:39] <McJty> What is your
mod?
L842[09:22:13] <McJty> Ah yes, RFTools
also has some redstone logic blocks and wireless redstone. Can be
integrated with the screens so you can push buttons on an
interactive screen and have those buttons do something
elsewhere
L843[09:22:18] <McJty> Forgot about that
:-)
L844[09:22:40] <Delenas> McJty, tried
that. was having issues with it
L845[09:22:41] <Curle> It's a modpack
compliment
L846[09:22:48] <McJty> Delenas, yes?
L847[09:23:02] <Delenas> Buttons on the
screen kept opening the screen gui, instead of triggering
L848[09:23:04] <Curle>
"Enhances" other mods when they're detected
L849[09:23:09] <McJty> Delenas, left
click
L850[09:23:19] <Curle> Haven't released it
yet, though
L851[09:23:26] <Curle> Also, left
click
L852[09:23:27] <McJty> Delenas, right
click == open gui, left click == press button
L853[09:23:53] <Curle> right click is
interact with block, left click is interact with screen
L854[09:23:56] <Curle> Too late
L855[09:23:56] <Curle> :/
L856[09:24:13] <Curle> jtyn
L857[09:24:19] <Curle> jty ninja*
L858[09:24:20] <McJty> Has one
disadvantage. You can't use this feature in creative
L859[09:24:27] <McJty> Need to find a way
to solve that at some point
L860[09:24:38] <Delenas> ah. Derp. I am
far too used to CC screens, apparently..
L861[09:25:51] <Delenas> In any case. I
ask again- how are you handing RF transfer? Fluxed Redstone works
well, but upon trying to use various updated cofh energy apis, the
cables refuse to connect to anything I make.
L862[09:26:13] *
Delenas would prefer not reinventing the energy wheel
again.
L863[09:26:21] <McJty> Well I just
included my own ported version of the RF API and replaced
ForgeDirection with EnumFacing
L864[09:26:26] <McJty> And apparently I'm
compatible with buildcraft
L865[09:26:34] <McJty> But didn't test any
other RF using mod in 1.8.9 yet
L866[09:26:39] <Delenas> Add Fluxed
Redstone to that list.
L867[09:26:53] <McJty> ok
L868[09:26:55] <williewillus> I stole PA's
to use in Botania and apparently it doesn't work on BC :/
L869[09:27:14] <McJty> We *really* need an
official API here.
L871[09:27:30] <williewillus> tell that to
cofh :p
L872[09:28:12] <williewillus> their
license prohibits someone else releasing actual ports even though
you can fork
L873[09:28:12] <Delenas> Last I heard
Lemming was buggering about with something in 1.7.10 before they
wanted to move on
L874[09:28:26] <williewillus> last i heard
they were skipping 1.8
L875[09:28:31] <Delenas> mhmm
L876[09:28:33] <McJty> Well KL has some
issues with the fact that EnumFacing lacks UNKNOWN
L877[09:28:33] <williewillus> and then
have to do all the same work in 1.9 :D
L878[09:28:48] <williewillus> yeah but we
can't change a vanilla enum willy nilly like that
L879[09:28:57] <Skuli> yeah i never really
grokked that whole skipping 1.8 thing
L880[09:29:08] <Skuli> I assumed it'd just
make 1.9that much more work
L881[09:30:44] <Delenas> Indeed.
L882[09:30:53] ***
kroeser|away is now known as kroeser
L883[09:31:06] <Skuli> I will say, 1.7.10
has been sort of a "golden age"
L884[09:31:18] <Delenas> Not for
performance >.>
L885[09:31:23] <williewillus> ^ lol
L886[09:31:27] <Skuli> it was the longest,
stablest time for putting together mods/modpacks
L887[09:31:39] <Skuli> Yeah no doubt about
that
L888[09:31:46] <williewillus> and I'm
indifferent about the whole ordeal, every few major versions
everyone always acts like the world is ending
L889[09:32:13] <Delenas> Oh my god Mojang
is separating all visual logic from code logic aaah end of modded
RIP
L890[09:32:51] <williewillus> see: 1.2, 3,
5, 6, 7, 8 :P
L891[09:32:51] <Delenas> Which reminds me.
Does it not.. bother anyone else they didn't include collision
boxes with said model files?
L892[09:32:59] <williewillus> that
wouldn't make sense
L893[09:33:04] <williewillus> that would
allow resource packs to change game mechanics
L894[09:33:11] <williewillus> which
wouldn't make sense for servers
L895[09:33:24] <williewillus> which have
no concept of resources or models
L896[09:33:51] <McJty> I poked cpw and KL
on twitter again on the issue of RF API
L897[09:33:57] <Delenas> Hmm, true.
L898[09:34:31] *
Delenas sighs, going back to poking at rf stuff.
L899[09:34:48]
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L900[09:35:31] ***
williewillus is now known as willieaway
L901[09:36:34] <Delenas> McJty- when you
updated the rf api, did you change anything from the @Api
annotations? I know of the cpw.mods -> net.minecraftforge
change..
L902[09:36:41] ***
PaleoCrafter is now known as PaleOff
L903[09:36:55] <McJty> Well I changed the
import
L904[09:36:56] <McJty> But that's
all
L905[09:37:03] *
Delenas just trying to get this to work. Had issues before, gave up
and dropped modding like two years ago. x.x
L906[09:39:54] ⇦
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seconds)
L907[09:40:26] ⇦
Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit:
Poof)
L908[09:41:55] ***
PaleOff is now known as PaleoCrafter
L909[09:44:34] <Delenas> Bluh. Anyone?
Implementing IEnergyReceiver isn't that hard, is it? x.x
L910[09:47:23]
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L911[09:47:23] ⇦
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(Read error: Connection reset by peer)
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L916[09:49:34] <masa> what is the
problem?
L917[09:50:41] <Delenas> All the cables
I'm trying to connect to a machine of mine aren't connecting. I
know they function, because they're working with RFTools blocks,
but..
L918[09:50:56] <Delenas> (the cables
function, I mean)
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L923[09:55:01] ***
bilde2910|away is now known as bilde2910
L924[09:55:21] <masa> canConnectEnergy()
is probbaly the most relevant part for simply getting things to
connect
L925[09:56:12] <masa> and your RF API must
be in the same package as the official API, otherwise nothing will
recognize your machines as RF compatible
L926[09:56:30] <masa> ie.
cofh.api.energy.IEnergyReceiver
L927[09:58:20] <Delenas> Yup, and
yup.
L928[09:58:39] <gigaherz> my suggestion
for RF api on 1.8+ is just "copy it from someone else who
already did 1.8+"
L929[09:58:40] <gigaherz> ;P
L931[10:00:07] ⇦
Quits: Cojo (~Cojosan@50.55.175.226) (Quit: Beds explode
goodnight)
L932[10:00:09] ***
Abrar|gone is now known as AbrarSyed
L934[10:00:37] <gigaherz> your
canConnectenergy returns false
L935[10:01:01] <Curle> rip
L937[10:01:33] <gigaherz> so pipes can
only connect from below
L938[10:01:56] <Delenas> Right. The block
in question is a small pad. It would look odd if other connections
existed.
L939[10:02:11] <Nitrodev> alright time to
get working on my mod again
L940[10:02:21] <Curle> Nitro, what is the
mod in question?
L941[10:02:35] <Delenas> Basically the
goal was to create a link system. Think of that one pokemon gym
everyone groaned about, where you stepped on a tile and got tele'd
to another tile.
L942[10:02:46] <Curle> aye
L943[10:03:12] <Nitrodev> ConstrucIO
L944[10:03:17] <Nitrodev> a storage
mod
L945[10:03:33] <Delenas> [ Amusing
side-note: the Swapper block works just like openblocks elevators
right now. So.. win. ]
L946[10:03:33] <masa> hmm, does the cable
mod (or is that also yours?) use the same packaging for the RF
API?
L947[10:03:42] <gigaherz> Delenas: where
did you get the api from?
L948[10:04:01] <gigaherz> most mods I know
of use the version ported to 1.8+ by Progressive Automation
L949[10:04:02] <Delenas> Considering I
copied it from rftools, and the cables connect to their machines..
yes.
L950[10:04:20] <Curle> Delenas, is it a
horizontal elevator?
L951[10:04:20] <Curle> :P
L952[10:05:02] <Curle> I should make one
of those
L953[10:05:04] <Curle> :3
L954[10:05:20] <Curle> Is it possible to
make a blockbound >1.0F?
L955[10:05:27] <Delenas> Up to 2f, if I
recall
L956[10:05:35] <Curle> Perfect
L957[10:05:50] <Curle> Horizontal elevator
here I come
L958[10:06:13] *
gigaherz checks if rftools energy works with his mod
L959[10:07:48] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Ping timeout:
198 seconds)
L960[10:08:15] <Delenas> Literally the
first two things I made were XU's angel ring and Openblocks
elevators. I miss them so. :3
L961[10:08:31] <Nitrodev> diesieben07, you
here?
L962[10:09:33]
⇨ Joins: Cojo (~Cojosan@50.55.175.226)
L963[10:09:35] <masa> bleh wtf, why don't
my changes to the item model json havy any effect...
L964[10:09:50] <Delenas> Restarting?
L965[10:10:00]
⇨ Joins: Loetkolben
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L966[10:10:03] <Delenas> What I do is I
made a resource pack so I can reload it while mc runs
L967[10:10:10] <masa> oh wait a
minute
L968[10:11:45] <masa> well I'm in dev so I
can reload it just fine after changing the jsons
L970[10:12:32] <gigaherz> masa: hit build
first, so that the resources are copied ;P
L971[10:12:43] <masa> aha, yes not it
works, it was the "transform":
"forge:default-item" overriding my json :p
L972[10:12:55] <Curle> rip
L973[10:12:57] <masa> gigaherz: I'm in no
stinking idea ;D
L974[10:13:01] <masa> *now
L975[10:13:03] <gigaherz> XD
L976[10:13:20] <masa> bleh the *now was
meant for the typo "not"
L977[10:13:27] <gigaherz> Delenas:
nopenopenopenopenope.
L978[10:13:35] <Delenas> yus.
L979[10:13:41] <gigaherz> me & mobs
that can break blocks can't be on the same minecraft.
L980[10:14:07] ⇦
Quits: Mathe172 (~Mathe172@80.248.205.126) (Ping timeout: 194
seconds)
L981[10:14:15] <masa> haha, I was thinking
about a mod like that like two years ago :D
L982[10:14:29] <Delenas> Hardcore: Because
fuck you, that's why.
L983[10:14:52]
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(~Mathe172@vpn-global-080-dhcp.ethz.ch)
L985[10:15:06]
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(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
L986[10:15:23] <sham1> Apparently they are
porting FFIX for mobile and PC
L987[10:15:38] <Delenas-> Butts.
L988[10:15:40] <Nitrodev> _sc$ what is
that from?
L989[10:15:52] <Nitrodev> i saw it on a
class diesieben07 has made
L990[10:16:03] <sham1> care to link
L991[10:16:13] <sham1> Where you saw
it
L993[10:16:34] <Nitrodev> is it
lambda?
L994[10:16:38] ***
SleepyFlenix is now known as Flenix
L995[10:17:01] <Curle> gigaherz: The ender
dragon can destroy blocks
L996[10:17:04] ⇦
Quits: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
(Killed (NickServ (GHOST command used by Delenas-)))
L997[10:17:06] <Curle> So can
Endermen
L998[10:17:08] ***
Delenas- is now known as Delenas
L999[10:17:11] <Curle> Creepers?
L1000[10:17:17] <Curle> Zombies destroy
doors
L1001[10:17:19] <sham1> Endermen?
L1002[10:17:25] <sham1> I thought they
only carried them
L1003[10:17:29] <gigaherz> Curle: dragon
is only one, and in the end
L1004[10:17:29] <Curle> Pick up blocks
and teleport away
L1005[10:17:37] <gigaherz> endermen can
only pick up dirt and grass and sand
L1006[10:17:43] <Curle> Oh?
L1007[10:17:51] <Delenas> oh god, that
reminds me
L1008[10:17:53] <gigaherz> creepers just
explode
L1009[10:17:57] <Curle> they used to be
able to pick up all blocks
L1010[10:17:58] <gigaherz> those mobs in
that video
L1011[10:18:02] <sham1> Nitrodev: it's
part of the method name
L1012[10:18:06] <gigaherz> yes and it was
horribly griefy
L1013[10:18:07] <sham1> I dont know why
but it is
L1014[10:18:08] <gigaherz> so they
changed it
L1015[10:18:14] <gigaherz> like, next
version
L1016[10:18:15] <gigaherz> XD
L1017[10:18:17] <Nitrodev> yeah i know
it's part of it but
L1018[10:18:22] <gigaherz> but that
video
L1019[10:18:31] <gigaherz> it shows
zombies purposefully opening holes to reach you
L1020[10:18:36] <gigaherz> this isn't
just random breaking
L1021[10:18:41] <gigaherz> it's actively
out to get you
L1022[10:18:45] <gigaherz> that's a
NOPE.
L1023[10:18:59] <sham1> Maybe he just
wanted to name it that
L1024[10:19:01] <sham1> I dunno
L1025[10:19:02]
⇨ Joins: Brokkoli
(~Brokkoli@f050169200.adsl.alicedsl.de)
L1026[10:19:34] <Nitrodev> btu does _sc$
seem familiar to you?
L1027[10:19:42] <Nitrodev> like what
would that mean
L1028[10:19:58] <sham1> nothing ontop of
my head
L1030[10:20:10] <sham1> Try to look for
it otherwhere and see where it is used
L1031[10:20:16] <sham1> That could solve
the mystery
L1033[10:20:22] <Curle> That looks
patterened
L1034[10:20:32] <masa> look at
InventoryItem.java, it is the basic one
L1035[10:20:34] <Curle> Like they're
making a dragon cylinder
L1036[10:21:03] <Delenas> ">
Successfully summoned entity EntityDragonTornado"
L1037[10:21:22] <Nitrodev> okay i put
that on my favourites so i'll look at it if this wont work
L1038[10:21:23] <Curle> Oh god
L1039[10:21:32] <Curle> Wouldn't it be an
EntityArray?
L1040[10:21:43] <Delenas> I suppose
L1041[10:21:55]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1042[10:21:56] ***
K-4U|College is now known as K-4U|Off
L1043[10:22:24] <Delenas> Back then, the
original idea was to create a trapped chest- the placer would put
in a "recipe" for a mob with its drops. If anyone else
opened it, the chest would explode and scatter that mob all over
the place.
L1044[10:23:08] <Delenas> We never really
got the reflection, configuration, and mapping stuff down.
L1045[10:23:14] <Curle> What does the
dragon drop?
L1046[10:23:24] <Delenas> That was to
test spawn code.
L1047[10:23:28] <Curle> You can override
mob drops iirc
L1048[10:23:36] <Delenas> No, like
L1049[10:23:36] <Keridos> oh great my
java bugs
L1050[10:23:51] <Delenas> You'd place in
ten feathers and a raw chicken to spawn a chicken when the chest
opened
L1051[10:24:03] <Keridos> neighborBlock
instanceof Blocks.air gives me cannot find symbol, class air,
location net.minecraft.init.Blocks
L1052[10:24:10] <Curle> oh, yea
L1053[10:24:26] <sham1> That is not how
you instanceof
L1054[10:24:27] <Curle> I might be able
to recreate that with my mod
L1055[10:24:28] <Curle> Eh
L1056[10:24:40] ***
Ash|Work is now known as Ashlee
L1057[10:24:45] <Delenas> Can't you call
block.isAir()?
L1058[10:24:49] <Curle> if(x instanceof
x<extends y>) {function
L1059[10:24:53] <sham1> also,
World#isBlockAir
L1060[10:25:39]
⇦ Quits: Mathe172 (~Mathe172@vpn-global-080-dhcp.ethz.ch)
(Quit: Verlassend)
L1061[10:26:37] <gigaherz> Delenas: what
mod did you use for the cables?
L1062[10:26:49] <gigaherz> I can't seem
to find anything in 1.8.9 with rf cables in it
L1063[10:26:55] <Keridos> it is in my
onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState
state, Block neighborBlock)
L1064[10:27:09] <Keridos> the javadoc
does not exactly specify what the parameters are
L1065[10:27:33] <Delenas> Fluxed
REdstone
L1067[10:28:17] <gigaherz> aha thx
L1068[10:28:58] <Curle> Delenas: If you
don't mind, I'll try to make that trapped chest
L1069[10:28:58] <Curle> :3
L1070[10:29:13] <Curle> I've got some
good ideas to integrate it with the rest of my mod
L1071[10:29:43]
⇦ Quits: psxlover (psxlover@athedsl-4413370.home.otenet.gr)
(Ping timeout: 194 seconds)
L1072[10:29:50] <Delenas> Suuure
L1073[10:29:55] <Delenas> Go for
it.
L1074[10:29:56] <Curle> :P
L1076[10:30:40] <Curle> Did you use an
exponent?
L1077[10:30:41] <Curle> :P
L1078[10:30:43] <gigaherz> trapped
chest?
L1079[10:30:47] <Delenas> "But I
like chickens Double D!"
L1080[10:31:08] <gigaherz> why not have
just a "trap block" that activates with redstone, and
place the standard trapped chest on top? ;P
L1081[10:31:14] <Curle> yea, put in
items, if someone other than you opens it, boom, mob tornado
L1082[10:31:33] <Delenas> Because people
could find said trapped block.
L1083[10:31:38] <Curle> Because you can
also use it for storage, and it can be neutralized with redstone
then
L1084[10:31:38] <Delenas> Chests are
more.. devious.
L1085[10:31:42] <gigaherz> aha
L1086[10:31:59] <Curle> Give it the
vanilla texture, and you got a trap
L1087[10:32:28] <gigaherz> yep that
fluxed redstone thing connects to my ender-rift and generator just
fine :3
L1088[10:32:44] <Delenas> Dang it.
L1089[10:32:54] <Delenas> What the balls
am I doing so wrong to fail at this x.x
L1090[10:33:07] <gigaherz> note that I
always return true from canConnectEnergy
L1091[10:33:19] <gigaherz> maybe the mod
doesn't specify the right EnumFacing?
L1092[10:33:37] <gigaherz> itcould be a
bug in the fluxed redstone mod
L1093[10:33:45] <gigaherz> something
silly like sending "up" when it connects from below
L1094[10:33:51] <Delenas> Perhaps.
Testing.
L1095[10:34:45] <Flenix> Which scale
would you guys say looks better, left or right? (Empty hand for
reference below)
http://ctrlv.in/706752
L1096[10:34:59]
⇨ Joins: raoulvdberge
(uid95673@2001:67c:2f08:6::1:75b9)
L1097[10:35:16] <gigaherz> I don't see
the difference
L1098[10:35:16] <gigaherz> XD
L1099[10:35:33] <Delenas> same..
L1101[10:35:48] <Curle> Right scale
L1102[10:35:50] <gigaherz> wait you mean
the hand?
L1103[10:35:52] <Curle> Seems more
natural
L1104[10:35:56] <raoulvdberge> The code
is run in a TE, and the crash occurs on explosions
L1105[10:35:57] <Flenix> yeah the hand,
should've said sorry
L1106[10:36:03] <gigaherz> yeah the hand
on the right looks best
L1107[10:36:15] <Flenix> I was thinking
the right looks better but the left is closer to the empty hand so
wanted to get more opinions. Thanks :)
L1108[10:36:24] <gigaherz> raoulvdberge:
when a block is broken
L1109[10:36:27] <Delenas> right,
def
L1110[10:36:30] <gigaherz> the tileentity
somtimes geta one extra update
L1111[10:36:33] <gigaherz> it's
unavoidable
L1112[10:36:39] <gigaherz> so you have to
check if the block is your block
L1113[10:36:47] <gigaherz> whenever you
call getblockState in your TE
L1114[10:36:47] <raoulvdberge> gigaherz:
oh, thanks :p
L1115[10:36:47] *
Delenas facedesk.
L1116[10:36:51] <Delenas> I don't get
it.
L1117[10:37:30]
⇦ Quits: Cojo (~Cojosan@50.55.175.226) (Read error:
Connection reset by peer)
L1118[10:37:47]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Read error:
Connection reset by peer)
L1119[10:38:20] <Curle> I assume the
process is make a vanilla chest clone but check who opens it
L1120[10:38:28] <Curle> And make a better
spawn algorithm (stares)
L1121[10:38:56] <Curle> You could spawn a
few in one space, the physics engine scatters them itself
L1122[10:39:25]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L1123[10:39:31] <Delenas> No, that was
spawning on a redstone clock
L1124[10:39:37] <Curle> Oh?
L1125[10:39:37] <Delenas> It open spawns
like three at a time
L1126[10:39:45] <Curle> I see
L1127[10:39:47] <Delenas> Buuut we were
having fun. >.>
L1128[10:39:56] <Curle> Right, I got this
:3
L1129[10:40:02] <Curle> I want to keep it
as close to the original again
L1130[10:40:05]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1131[10:40:06] <Delenas> The code was
slick.
L1132[10:40:14] <Curle> My code will be
sick :)
L1133[10:40:17] <Delenas> It used
reflection to generate mobs off a classpath.
L1134[10:40:27] <Delenas> So you could
add recipes for modded entities.
L1135[10:40:31]
⇨ Joins: Cojo (~Cojosan@50.55.175.226)
L1136[10:40:36] <gigaherz> hmmmm
L1137[10:40:51] <gigaherz> a mod called
"NOPE.NOPE.NOPE."
L1138[10:40:54] <Curle> Well, I have no
idea how to even do reflection so that can wait
L1139[10:40:56] <Curle> :P
L1140[10:40:56] <gigaherz> that adds
creepy-crawly stuff
L1141[10:41:02] <gigaherz> a mob that
looks like a zombie
L1142[10:41:04] <gigaherz> but when
killed
L1143[10:41:09] <gigaherz> the flesh
turns into little spiders
L1144[10:41:15] <Curle> spawns 30
tarantulas?
L1145[10:41:18] <Curle> KNEW IT
L1146[10:41:21] <gigaherz> a skeleton
that when attacked
L1147[10:41:29] <gigaherz> the bones
rearrange themselves into some other mob
L1148[10:41:47] <Delenas> I am
arachnophobic, so kindly NOPE
L1149[10:41:51]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1150[10:42:52] <gigaherz> chests that
when you try to open it, open their eyes, grow legs, bite your hand
and remain atached to it for a while
L1151[10:43:14]
⇨ Joins: psxlover
(psxlover@athedsl-4413370.home.otenet.gr)
L1152[10:43:29] <Delenas> So,
mimics
L1153[10:43:56] <Delenas> OpenBlocks
Luggage gone bad
L1154[10:43:59] <gigaherz> mimics don't
have 8 eyes and long legs ;P
L1155[10:44:15] <Delenas> *scuttle
scuttle CHOMP!*
L1156[10:45:22]
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(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout:
186 seconds)
L1157[10:47:18]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1158[10:48:00] <Curle> Twoflower didn't
sign up for this
L1159[10:48:03] <Curle> :P
L1160[10:48:12] <Curle> Well, it's
Rincewind now, isn't it?
L1161[10:49:07] <Curle> Not many people
will know what I'm talking about :P
L1162[10:50:33]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1163[10:52:08] <Nitrodev> damni forgot
the meaning of protected...
L1164[10:52:09] <Curle> How do I use the
mcp bot?
L1165[10:52:16] <Nitrodev> well better
read it up
L1166[10:52:42] <Curle> Only subclass can
modify it
L1167[10:52:51] <Curle>
"modify"
L1168[10:52:59] <Curle> Use the
method
L1169[10:53:11] <Curle> or variable
L1170[10:53:23] <Nitrodev> a subclass
meaning?
L1171[10:53:36] <Nitrodev> and in this
context its for a var
L1172[10:54:05] <Curle> a class that
extends it
L1173[10:54:07] <Curle> i believe
L1174[10:54:23] <Curle> That's what I use
it for, and it works
L1175[10:55:12]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
L1176[10:55:26] <Curle> MCPbot, how do I
use it?
L1177[10:55:39] <bspkrs> do /msg
MCPBot_Reborn help
L1178[10:56:01] <Curle> nothing
L1179[10:56:28] <bspkrs> might be in a PM
window
L1180[10:56:34] <Curle> Gotcha
L1181[10:56:38] <Curle> Thanks,
dude
L1182[10:56:50] <Curle> !help gf
L1183[10:56:57] <Curle> Aha
L1184[10:57:11] <Curle> !gf
field_149956_a
L1185[10:57:22] <Curle> Oh, it's the
chest type
L1186[10:57:24] <Curle> :P
L1187[10:57:44] <Curle> That's literally
exactly what I'm looking for
L1188[10:57:44] <Curle> :P
L1189[10:58:12] <Curle> !gf
field_149955_b
L1190[10:58:36] <sham1> Yeah
L1191[10:58:47] <sham1> NCPBot is
brilliant
L1192[11:00:05] <Curle> bps is a
genius
L1193[11:00:22] <Curle> (misspelt to
avoid pinging)
L1194[11:00:35] <bspkrs> let's not start
sucking each others' dicks quite yet
L1195[11:01:05] <sham1> :(
L1196[11:01:10] <sham1> But I want
you
L1197[11:01:45] <bspkrs> and if you don't
know that movie reference, you are dead to me (because I'm a
mushroom cloud layin' motherfucker, motherfucker)
L1199[11:02:08] <dogError> I'm having
some trouble with GameRegistry.addRecipe. I can add recipes, but
the shapes are not always what I specify. For example when doing
`GameRegistry.addRecipe(new ItemStack(Items.apple),
"ddd", "d", 'd', Blocks.dirt);` I can craft
apples by putting two single dirt blocks above each other, but not
when I put them in the shape intended. What am I doing wrong?
L1200[11:02:13]
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(Ping timeout: 194 seconds)
L1201[11:03:38]
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⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1204[11:04:11] <fry> yes, yes, I know
:P
L1205[11:05:45] <Nitrodev> dogError, you
need to do the recipe like this "ddd", " d
"
L1206[11:05:51] <Nitrodev> the spaces
too
L1207[11:06:20] <Curle> I use X to
indicate an unused space
L1208[11:06:36] <dogError> Nitrodev: I
just wanted a multiline recipe not craftable in the inventory, I
know what shape I needed to put the dirt in but it's not
working.
L1209[11:06:36] <Curle> "YYY",
"XYX", "XYX" for a T shape
L1210[11:06:37] <Nitrodev> i use
spaces
L1211[11:06:40] <bspkrs> also, I don't
ping on bsp
L1212[11:06:51] <Curle> Oh?
L1213[11:07:01] <Nitrodev> huh?
L1214[11:07:01] <Curle> Tells you what I
know about IRC
L1215[11:07:19]
⇨ Joins: kimfy
(~kimfy___@59-216-232.connect.netcom.no)
L1216[11:07:20] <Curle> I know it's a
chat protocol, that's it
L1217[11:07:20] <Curle> :P
L1218[11:07:36] <Nitrodev> dont ping on
what?
L1219[11:07:41] <Curle> bsp
L1220[11:07:47] <Curle> First half of his
name
L1221[11:07:52]
⇦ Quits: kimfy (~kimfy___@59-216-232.connect.netcom.no) (Read
error: Connection reset by peer)
L1222[11:08:14] <Curle> NitroDev: The
chat window should flash when this message gets to you, that's a
ping
L1223[11:08:15]
⇨ Joins: kimfy
(~kimfy___@59-216-232.connect.netcom.no)
L1224[11:08:25] <Nitrodev> no shit
L1225[11:08:34] <Nitrodev> i know what a
ping is
L1226[11:08:36]
⇦ Quits: kimfy (~kimfy___@59-216-232.connect.netcom.no) (Read
error: Connection reset by peer)
L1227[11:08:50] <Curle> Just making sure
:/
L1228[11:12:17] <Flenix> Is there an
event for player swinging their arm (left click)?
L1229[11:12:29] <Flenix> Regardless of
whether there's a block/entity/air in front of them
L1230[11:15:22] <dogError> Oh I figured
it out, I didn't know that the lines had to be the same length, I
assumed ("aaa", "a") would be interpreted as
("aaa", "a ").
L1231[11:16:23]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L1232[11:16:50] <Flenix> found
MouseEvent, but it doesn't pass the player... anyone know an
alternative?
L1233[11:18:57]
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(~Lothendal@ip5b41e87a.dynamic.kabel-deutschland.de) (Quit:
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L1237[11:25:50] ***
tterrag|phone is now known as tterrag
L1238[11:26:44] <PaleoCrafter> Flenix,
there's only one player on the client
L1239[11:27:15] <Flenix> ah yes, I forgot
about thePlayer being accessible from anywhere. derp.
L1240[11:39:37] <Keridos> wow porting my
mod made it buggy
L1241[11:39:49] <Keridos> I did not
change that much but a lot of things are not working anymore
L1242[11:39:59]
⇦ Quits: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647) (Quit: And then He
said, "Let there be butts." And He saw that it was
good.)
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L1244[11:40:48] ***
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L1246[11:45:21] <dogError> Where do I
find documentation on how to install Forge not using the installer?
I don't want it to go in %APPDATA%/.minecraft but
%APPDATA/.minecraft-forge instead.
L1247[11:46:47] <PaleoCrafter> Keridos,
you probably didn't code it robustly enough in the past then
:P
L1248[11:47:00] <Keridos> PaleoCrafter:
it worked fine in 1.7.10
L1249[11:47:04] <Keridos> now i got the
strangest bugs
L1250[11:47:06] ***
fry is now known as fry|sleep
L1251[11:47:21] <Keridos> i have an array
of floats that I populate on init, on both client/server for
now
L1252[11:47:32] <Keridos> but apparently
that whole thing does not work properly
L1253[11:47:49] <Keridos> it got 0.0F in
it and no value should be that number
L1254[11:48:07] <PaleoCrafter> dogError,
you can change the directory of the profile it creates, but not
reallly the location of the jar (as that's required by the launcher
to be in .minecraft)
L1255[11:52:13]
⇦ Quits: Cojo (~Cojosan@50.55.175.226) (Quit: Beds explode
goodnight)
L1256[11:53:20] <Keridos> ok that was a
derp from me
L1257[11:53:28] <Keridos> but even my
tile entities do weird things
L1258[11:53:44] <Keridos> I kind of feel
like client server is desync suddenly
L1259[11:53:57] <Keridos> although I have
the message that I send around in my code
L1260[11:54:11] <PaleoCrafter> do you
schedule modifications to the world properly in the message
handler?
L1261[11:54:17] <PaleoCrafter> networking
is threaded in 1.8
L1262[11:54:55] <Keridos> hm, that may be
the issue, is there any info on how to do that?
L1263[11:55:16] <PaleoCrafter>
Minecraft.getMinecraft().addScheduledTask(...)
L1264[11:55:20] <PaleoCrafter> on the
client
L1265[11:56:18] <Curle> dogError, you can
change the location of the minecraft client too
L1266[11:56:21] ***
AbrarSyed is now known as Abrar|gone
L1267[11:56:42] <Curle> Mine is on the
desktop
L1268[12:00:09] <Curle> Specifically, you
can change it per-profile
L1269[12:01:58]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8d872d48.access.telenet.be)
L1270[12:02:51] <Curle> Vanilla code is
really hacky
L1271[12:02:52] <dogError> PaleoCrafter,
Curle: Thanks, I just installed with the forge installer and then
changed the dir in launcher profile. What does the launcher do to
add the extra entry to the drop down list of available minecraft
versions?
L1272[12:03:12] <Curle> Scans the version
folder
L1273[12:03:27] <Curle> If it contains a
JSON with the id of the folder and name of file, add it to the
list
L1274[12:04:04] <Curle> Change the
folder, it just scans folder/versions
L1275[12:04:12] <Curle> otherwise,
.minecraft/versions
L1276[12:05:01] <Curle> Hope that
helps
L1277[12:05:14] <dogError> Curle:
Thanks.
L1278[12:07:52]
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L1282[12:14:11] <Curle> The trapped chest
is coming along nicely
L1283[12:14:51] <Keridos> PaleoCrafter:
what do I need to put in as parameter to the schedule task
function?
L1284[12:15:03] <PaleoCrafter> a
runnable
L1285[12:17:39] <Keridos> now I am
confused, do I need to tell that function the function that
modifies the TE on the client from my message class?
L1286[12:19:09] <PaleoCrafter> you put
what you'd usually run inside the Runnable's run method
L1288[12:19:43] <Keridos> that is my
packet handler (pretty small atm)
L1289[12:20:02] <LatvianModder> so far
looks good
L1290[12:20:03] <Keridos> or do I need to
put that into my message class?
L1291[12:21:00] <LatvianModder> owner =
username?
L1293[12:21:14] <gr8pefish> Call it on
your onMessage
L1294[12:21:31]
⇨ Joins: Mathe172
(~Mathe172@vpn-global-053-dhcp.ethz.ch)
L1295[12:21:35] <LatvianModder> except
dont use a lambda
L1296[12:21:36] <Keridos> ah thanks
L1297[12:21:46] <gr8pefish>
LatvianModder, why not?
L1298[12:22:02] <Keridos> because java 8
dependency i guess
L1299[12:22:06] <gr8pefish> eh
L1300[12:22:10] <gr8pefish> I'm okay with
it
L1301[12:22:11] <gr8pefish> :P
L1302[12:22:12] <LatvianModder> thats no
eh
L1303[12:22:26] <Curle> My computer
doesn't like Java 8
L1304[12:22:30] <LatvianModder> it should
be java 1.7
L1305[12:22:35] <Curle> Whoever forces it
needs to be killed
L1306[12:22:41] <gr8pefish> I think it's
time to support it, but it is personal preference and a matter of
taste still
L1307[12:22:45] <LatvianModder> I use 1.8
for playing but 1.7 for compiling mods
L1308[12:22:53] <Curle> They're forcing
out 89% of CPUs
L1309[12:23:14] <LatvianModder> maybe.
Depends on when mojang is officially going to start using java
8
L1310[12:23:20] <gr8pefish> Fair
enough
L1311[12:23:22] <LatvianModder> when they
do.. I will too
L1312[12:23:29] <Curle> When they do,
I'll have to get a new computer
L1313[12:23:36] <tterrag> LatvianModder:
mojang uses java 6
L1314[12:23:37] <gr8pefish> Their
dependencies are so old though]
L1315[12:23:38] <Curle> I got this last
month, so that's not happening
L1316[12:23:46] <LatvianModder> actually,
for both my craptop and pc Java 8 runs way better than Java 7
L1317[12:23:56] <LatvianModder> tterrag:
I know, and I cry every day :P
L1318[12:24:02] <tterrag> so why do you
say we should use 7?
L1319[12:24:03] <Skuli> I thought the
bundled Mojang java was 1.8 now
L1320[12:24:06] <Curle> Matter Overdrive
is horrible for that exact reason: I can't run it
L1321[12:24:07] <tterrag> what's the
difference?
L1322[12:24:12] <tterrag> why not use 6?
that's what MC uses
L1323[12:24:16] <LatvianModder> at least
Forge 1.8.9 has generics for things like Item.getInformation()
etc
L1324[12:24:29] <LatvianModder> because
1.6 is horrible
L1325[12:24:40] <LatvianModder> And
probably waay slower than 1.8
L1326[12:24:43] <tterrag> well I think
1.7 is horrible
L1327[12:24:45] <tterrag> java 8 is not
slower
L1328[12:24:49] <gr8pefish> the argument
could be smae for 1.7->1.8
L1329[12:24:59] <gr8pefish> *the
same
L1330[12:25:01] <Curle> It's
preference
L1331[12:25:10] <LatvianModder> I guess
so
L1332[12:25:20] <tterrag> no it's not,
really, you should use the latest java version if at all possible,
anything older opens up security holes
L1333[12:25:36] <tterrag> for running
things, that is
L1334[12:25:39] <Curle> 1.9 is centered
on PvP, and I hate pvp, so I'm sticking with 1.7 - 1.8
L1335[12:25:39] <LatvianModder> security
holes is what mostly makes Forge possible :PP
L1336[12:25:57] <tterrag> Curle: what the
hell are you talking about...we are talking about java
versions
L1337[12:26:00] <LatvianModder> Curle:
you mean minecraft 1.9?
L1338[12:26:04] <tterrag> not MC
versions...
L1339[12:26:06] <LatvianModder> we are
talking about java versions
L1340[12:26:11] <Curle> Yea, I know
L1341[12:26:23] <Curle> Someone was just
talking to me about the mc version
L1342[12:26:29] <LatvianModder> IIRC,
Java 1.9 doesnt have pvp features... so... :P
L1343[12:26:35] <Curle> I wasn't paying
attention to irc
L1344[12:26:40] <Curle> Sorry :P
L1345[12:26:41] <LatvianModder> lol
L1346[12:26:44] <Curle> Good
timing?
L1347[12:27:50] <Curle> On the topic of
java versions, 7 > 8
L1348[12:28:09] <Curle> 8 doesn't work on
any computers i have, all were produced >2013
L1349[12:28:37] <LatvianModder> When was
the last time you checked?
L1350[12:28:46] <Curle> by don't work, I
mean they max out the CPU fan and stall the system whenever there's
an update notification
L1351[12:28:53] <Curle> Latvian, a few
seconds ago
L1352[12:29:04] <LatvianModder> lol,
updates, I dont have those
L1353[12:29:13] <tterrag> 1. then disable
update notifications
L1354[12:29:17] <Curle> latest version,
just crashed so i can't check version
L1355[12:29:23] <LatvianModder> 2.
disable windows updates
L1356[12:29:26] <tterrag> 2. if your java
app is running badly fix your args
L1357[12:29:31] <Curle> not an app
L1358[12:29:35] <Curle> java itself
L1359[12:29:42] <Curle> jre
L1360[12:29:45] <tterrag> java doesn't
just "run"
L1361[12:29:52] <tterrag> the JRE is
created for programs that use java
L1362[12:29:54] <LatvianModder> 3.
uninstall all other javas you have
L1363[12:29:55] <tterrag> there is an
update checker, that's it
L1364[12:30:02] <LatvianModder> actually,
thats step 1
L1365[12:30:49]
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L1366[12:31:03] <Curle> There is a java
app in the startup folder, can't remove it
L1367[12:31:07] <Curle> God damnit
L1369[12:33:10]
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L1370[12:33:43]
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L1371[12:33:58] <gr8pefish> 1.8 by the
way ^
L1372[12:34:05]
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L1373[12:35:05] <Curle> Unintalled java
8, it works with 7
L1374[12:35:12] <Curle> (no crash
L1375[12:35:18] <Curle> Seems like a
filter app :/
L1376[12:37:22]
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L1377[12:37:53]
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L1378[12:38:13] <Curle> named hoistezzo,
has the java icon
L1379[12:39:48] <Curle> oh, it changed
it's name when i restarted it
L1380[12:39:59] <Curle> What is going
on
L1381[12:41:02]
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L1382[12:44:26] <Curle> Side tracking
aside
L1383[12:46:37]
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L1384[12:46:37] <gigaherz_o> gr8pefish:
"json" and "rendering" probably shouldn't go in
thesame sentence ;p
L1385[12:46:50] <LatvianModder> it does
however
L1386[12:46:55] <gigaherz_o> I can help
with getting mc to loadjson models
L1387[12:46:55] <LatvianModder> blocks in
1.8 :P
L1388[12:46:59] <gr8pefish> Okay, well I
obviously don't know what I'm doing :P
L1389[12:47:03] <gigaherz_o> and I can
help with having a TESR that renders a model
L1390[12:47:12] <gigaherz_o>
LatvianModder: the json isn't used for rendering though
L1391[12:47:14] <Curle> what's the _o in
aid of?
L1392[12:47:20] ***
gigaherz_o is now known as gigaherz
L1393[12:47:28] <gr8pefish> I just need
to render a model on the player using said json file.
L1394[12:47:31] <gigaherz> my SASL addon
for mirc appends random letters in case of used nickname
L1395[12:47:39] <LatvianModder> gigaherz:
what do you mean with json rendering then?
L1396[12:47:43] <raoulvdberge> MC's
language selection GUI sucks so hard
L1397[12:47:44] <gigaherz> gr8pefish: no,
you want to LOAD the json file, and then draw the resulting
IBakedModel ;P
L1398[12:47:53] <raoulvdberge> click a
few times too much? we'll reload all the resources a few times for
you...
L1399[12:47:56] <gigaherz> since the
rendering code doesn't care if the model came from a json or a
.obj
L1400[12:47:57] <raoulvdberge> it should
only reload when pressing OK
L1401[12:48:22] <gr8pefish> Ah okay, so,
how? xD Code examples would help/links if you got 'em.
L1402[12:48:39] <sham1> Autoimports,
yay
L1404[12:48:49] <gigaherz> this is the
code I use
L1405[12:48:54] <LatvianModder> first of
all.. backpackBasic.. id go with backpack_basic
L1406[12:48:55] <gigaherz> for loading
.obj models and rendering them
L1407[12:49:02] <gr8pefish> thank
you
L1408[12:49:05] <gigaherz> note that
there's no reference to "obj" in there
L1409[12:49:12] <gigaherz> the same code
would work if you point it to a json model
L1410[12:49:17] <gr8pefish>
awesome!
L1411[12:49:36] <sham1> Hmm
L1412[12:49:47] <sham1> My
"headless" eclipse decided to crash
L1413[12:50:01] <LatvianModder> *wispers*
Idea....
L1414[12:50:09] <sham1> *wispers*
vim
L1415[12:50:24] <sham1> I use eclipse to
provide vim the java autocomplete stuff
L1416[12:50:28] <Curle> sham1: Monitors
ftw
L1417[12:50:31] <gigaherz> *wispers with
deep evil voice* Vistual Studio
L1418[12:50:38] <gigaherz> Visual*
L1419[12:50:46] <LatvianModder> *yells*
WORDPAD
L1420[12:50:48]
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L1421[12:50:55] <gigaherz> LatvianModder:
wordpad doesn't compile mods ;P
L1422[12:50:56] <gigaherz> VS does
L1423[12:50:57] *
Curle shouts "scITE"
L1424[12:51:02] <gigaherz> it can use a
headless eclipse for it ;P
L1425[12:51:07] <sham1> Mmm
L1426[12:51:08] <LatvianModder> gigaherz:
You clearly havent used javac.exe
L1427[12:51:09] <LatvianModder> :P
L1428[12:51:20] <LatvianModder> Thats how
I made my first mods
L1429[12:51:21] <sham1> I use headless
eclipse with vim
L1430[12:51:22]
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L1431[12:51:31] <LatvianModder> Notepad++
and recompile.bat
L1432[12:51:34] <gigaherz> LatvianModder:
the point was being able to call the compiler and such from the
editor
L1433[12:51:38] <sham1> The only thing I
need the eclipse GUI is for running the mod
L1434[12:51:40] <gigaherz> and wordpad
can't do that
L1435[12:51:40] <gigaherz> XD
L1436[12:51:51] <LatvianModder> Not with
that attitude!
L1437[12:51:55] <sham1> Because it is not
supported by eclim for windows
L1438[12:52:14] <sham1> For some odd
reason
L1439[12:52:28] <gigaherz> sham1: make a
thingy that calls "gradlew debugClient"?
L1440[12:52:38] <gr8pefish> gigaherz,
forgive the amateurish questions (don't know what I'm doing with
rendering in 1.8). Where do you add to your loadedModels map?
L1441[12:52:48]
⇨ Joins: Naiten (~Naiten@5.143.100.163)
L1442[12:52:53] <gigaherz> it's right
there in the same file
L1443[12:52:56] <sham1> Rather use launch
configurations so I can specify my user and pass in there ;P
L1444[12:53:01] <gigaherz> I call
loadModel
L1445[12:53:07] <gigaherz> which loads
the model if it's not already loaded before
L1446[12:53:08] <gr8pefish> oops ignore
that, my bad
L1447[12:53:36] <LatvianModder> sham1: Do
you really need pass? mine are: --uuid
5afb9a5b207d480e887967bc848f9a8f --username LatvianModder --width
1280 --height 720
L1449[12:53:57]
⇨ Joins: themandalton
(webchat@polaris.kettering.edu)
L1450[12:53:58] <LatvianModder> So I a)
have a skin b) it has my username c) noone can steal my pass
L1451[12:54:21] <gr8pefish> Oh yeah, I
saw that and forgot about it, thanks for the link
L1452[12:55:08]
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L1453[12:55:39]
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L1454[12:56:22] <sham1> I love how saying
"gg" gets me into the beginning of the file I am working
on
L1455[12:56:59] <gr8pefish> random
question, the properties that block states have has not yet been
implemented for items, correct?
L1456[12:57:14] <sham1> 1.9 should have
them
L1457[12:57:25] <sham1> 1.9 is not out
though...
L1458[12:57:33] <sham1> So no itemstates
sadly
L1459[12:57:33] <gr8pefish> haha
okay
L1460[12:57:35] <gigaherz> gr8pefish:
nope, there's no itemstates yet
L1461[12:57:38] <gigaherz> however
L1462[12:57:47] <gigaherz> yo ucan use
blockstate files with variant strings
L1463[12:57:51] <gigaherz> you'll just
have to link them manually
L1465[12:58:05] <gigaherz> like so
L1466[12:58:37]
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L1467[12:59:27] <Curle> What's the final
int for in Block.breakBlock(world, x, y, z, <?>)
L1468[13:02:02] <gigaherz> 1.8 has state
at the end, so metadata?
L1469[13:02:43] <PaleoCrafter> y u no
update
L1470[13:02:58]
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L1471[13:03:34]
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(~Flashfire@d24-36-192-173.home1.cgocable.net)
L1472[13:04:43] <Flashfire> My mod makes
world generation take longer than normal and every time a server
generates a world for the first time it crashes from the long
loading time
L1473[13:04:47]
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L1476[13:07:23] <gigaherz> Flashfire:
what are you doing? XD
L1477[13:07:49] <Flashfire> I'm starting
a server?
L1478[13:08:00] <Flashfire> From the
client
L1479[13:08:12] <gigaherz> I mean what is
your mod doing that affects worldgen
L1480[13:08:13] <Flashfire> I mean IDE,
not client
L1481[13:08:25] <gigaherz> do you ahve
worldgen in your mod?
L1482[13:08:27] <Flashfire> It's
generating structures in certain chunks
L1483[13:08:36] <gigaherz> BIG
structures?
L1484[13:08:38] <Flashfire> Yes
L1485[13:08:57] <gigaherz> are you
placing the blocks with the "don't send updates"
toggle?
L1486[13:09:09]
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L1487[13:09:09] <Flashfire> Generally not
but I might have a couple
L1488[13:09:35] <gigaherz> you may want
to make sure that all your worldgen uses the "no updates"
flag
L1489[13:09:48] <Flashfire> Then not
everything will work properly
L1490[13:10:16] <PaleoCrafter> and how
exactly are these structures generated? IWorldGenerator?
L1491[13:10:26] <Flashfire> Yes
L1492[13:10:56] <PaleoCrafter> I think
there are better things for big structures, but Ivorius is the
expert on this :P
L1493[13:11:27] <Ivorius> Yes, structure
generation can be very complicated :P
L1494[13:11:43] <Flashfire> In single
player everything works great
L1495[13:11:57] <Ivorius> Flashfire, for
one
L1496[13:12:00] <Flashfire> It's just
when a server generates it this crash happens but it works fine
after a restart
L1497[13:12:08] <Ivorius> Any structure
> 16x16 should not be generated in IWorldGenerator
L1498[13:12:23] <Ivorius> You need
partial chunk generation to prevent chained chunk gen
L1499[13:12:27] <Flashfire> But it is 16
x 16
L1500[13:12:31] <Flashfire> Mostly
anyway
L1501[13:12:49] <Flashfire> There are
other structures that are in adjacent chunks
L1502[13:13:11] <Flashfire> I'm not
worried about collisions because all of these are at high
altitude
L1503[13:13:13] <Ivorius> Well, 16x16 is
alright
L1504[13:13:14] <Ivorius> barely
L1505[13:13:29] <Ivorius> Then your
structure generator is just fucked
L1506[13:13:42] <Ivorius> Unless you have
them literally every single chunk
L1507[13:13:51] <Flashfire> Far from
it
L1508[13:14:04] <Ivorius> What are the
structures
L1509[13:14:11] <Flashfire> Towers
L1510[13:14:11] <Ivorius> Semantically
and algorithmically
L1511[13:14:24] <Ivorius> Like Tower
dungeons?
L1513[13:14:42] <Flashfire> Yes
L1514[13:15:02] <Ivorius> Randomized
floors I see
L1515[13:15:14] <Flashfire> Yes, most of
it is random
L1516[13:15:24] <Ivorius> Well, that is
very large
L1517[13:15:42] <Ivorius> But structures
of that size normally take maybe 3-10 seconds at most
L1518[13:15:43] <Flashfire> There aren't
usually that many of the ones coming out of the side
L1519[13:15:51] <Flashfire> It takes a
couple seconds
L1520[13:16:00] <Ivorius> That's to be
expected
L1521[13:16:16] <Ivorius> Lots of blocks,
lots of updates
L1522[13:16:20] <Flashfire> I don't think
the wait is that much of a problem, it's just the server watchdog
error with servers
L1523[13:16:31] <Flashfire> Will using a
0 flag fix this error?
L1524[13:16:37] <Ivorius> No
L1525[13:16:51] <Ivorius> It will make it
less shitty
L1526[13:16:56] <Ivorius> But also fuck
up your blocks
L1527[13:17:00] <Ivorius> At times
L1528[13:17:01] <Flashfire> Yeah
L1529[13:17:11] <Ivorius> You'd have to
place the blocks in manually and run over a big update in the
end
L1530[13:17:28] <Ivorius> Ideally
L1531[13:17:34] <Flashfire> So update
range after building everything with a no update flag?
L1532[13:18:07] <Ivorius> Possibly, but
it would invite lots of trouble
L1533[13:18:13] <Ivorius> I wouldn't
recommend it
L1534[13:18:23] <Flashfire> Is there an
alternative?
L1535[13:18:41] <Ivorius> chunk-partial
generation help
L1536[13:18:42] <Ivorius> *helps
L1537[13:19:09] <Flashfire> Do you mean
making sure the side towers are generated from separate
populatechunkevents?
L1538[13:19:09] <PaleoCrafter> <insert
plug for RC here>
L1539[13:19:43] <Ivorius> Well, I'm
afraid I don't actually have neither chunk partial generation nor
mass updates finished pratically :P
L1540[13:19:54] <PaleoCrafter> oh
:D
L1541[13:20:16] <Ivorius> Flashfire: Sort
of
L1542[13:20:24] <Ivorius> Making sure
your structure only places blocks in the are that is being
requested to generate
L1543[13:20:35] <Ivorius> *in the area /
chunk
L1544[13:20:45] <Flashfire> And that
should fix the error I get?
L1546[13:21:28] <Ivorius> Flashfire, it
will make it generate faster
L1547[13:21:32] <PaleoCrafter> yes, but
please don't make your message also implement IMessageHandler
L1548[13:21:37] <Ivorius> Your 159.33
thing is just your algorithm being fucked
L1549[13:21:44] <Ivorius> Your towers
should only take 10 secs max
L1550[13:21:56] <Flashfire> Even if
there's max 256?
L1551[13:22:08] <Flashfire> As in max 256
generated towers
L1552[13:22:17] <Ivorius> I don't know
about your towers
L1553[13:22:28] <Ivorius> But for one
chunk being generated
L1554[13:22:42] <Flashfire> For one chunk
it takes a second or 2
L1555[13:22:54] <Ivorius> Then why would
your server tick take 160 seconds
L1556[13:23:05] <Flashfire> Probably
because there are more than 1 tower
L1557[13:23:11] <Flashfire> max 256
L1558[13:23:19] <Ivorius> And you
generate them all at once
L1559[13:23:30] <Flashfire> I generate
them as chunks populate
L1560[13:23:46] <Ivorius> A tick will
pass after chunks are generated
L1561[13:23:54] <Ivorius> Pretty
sure.
L1562[13:23:58] <Keridos> PaleoCrafter:
do I need a message handler for each message?
L1563[13:24:05] <PaleoCrafter> yes
L1564[13:24:20] <Keridos> hm why is
that?
L1565[13:24:29] <Curle> chunks tick on
generation
L1566[13:24:30] <Flashfire> I decide if a
chunk should have a tower on populatechunkevent.pre and generate
them on populatechunkevent.post
L1567[13:24:35] <PaleoCrafter> because
you need to handle every message?
L1568[13:24:38] <Curle> To make sure the
game catches it
L1569[13:24:42] <PaleoCrafter> you can
use an inner class, but don't mix message with handler
L1570[13:24:49] <Keridos> can i use one
handler for all messages?
L1571[13:25:02] <Ivorius> Like I
said
L1572[13:25:04] <Keridos> I find it odd
that for every TE i want to update i would need 2 additional
classes
L1573[13:25:07] <Ivorius> I generate lots
and lots of structures
L1574[13:25:13] <Ivorius> Almost every
chunk, some not small
L1575[13:25:19] <Ivorius> My server ticks
never take that long
L1576[13:25:25] <Ivorius> So your
generation is somehow fucked
L1577[13:25:28] <Flashfire> How long can
a server take to load without having that crash?
L1578[13:25:51] <Flashfire> It said max
0.05s and I can't make it that fast
L1579[13:26:12] <Curle> wait, a server
crashes if a tick takes 60 seconds
L1580[13:26:21] <Flashfire> Thanks!
L1581[13:26:38] <Curle> I'm running
through the process, shush
L1582[13:27:12] <Curle> The only things
that can stop ticks are; slow processor, ticking entities, moving
entities, or block updates
L1583[13:27:17] <Curle> I'm rooting for
processor atm
L1584[13:27:56] <Keridos> PaleoCrafter:
might that have derped my networking and caused desyncs?
L1585[13:28:22] <PaleoCrafter> what
exactly? :P
L1586[13:28:57] <Curle> What, exactly is
in the structures?
L1587[13:29:17] <Curle> 30+ ticking tile
entities might be enough to stall the server
L1588[13:29:37] <Flashfire> Mine can have
that many yeah
L1589[13:29:43] <Keridos> I had weird
issues with clientside desyncs that did not happen in 1.7.10
L1590[13:29:51] <Keridos> like when my
tile entities values update
L1591[13:30:04] <Keridos> I mightve
derped something in the blockstates though maybe
L1592[13:30:14] <Flashfire> Using the no
update flag made it take 40s
L1593[13:30:29] <Keridos> but I did not
really touch my tile entities, yet they are bugging when changing
rotation etc.
L1594[13:30:30] <Curle> Especially if
they're all placed, calculating direction and doing something like
spawning particles, that can crash even a dedicated server
L1595[13:30:47] <Curle> I'm talking
single-tick, too
L1596[13:34:10]
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L1597[13:34:53]
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L1598[13:35:39] <Keridos> PaleoCrafter:
do I need to make the message a subclass of the handler if I want
to have them in the same class?
L1599[13:35:56] <PaleoCrafter> wat
L1600[13:35:59] <PaleoCrafter> no
L1601[13:36:04] <PaleoCrafter> inner
class
L1602[13:36:05]
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L1604[13:36:10] <Keridos> i meant
inner
L1605[13:36:23]
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L1606[13:36:34] <Keridos> i did the
handler inside the message but that leaves with me with an
instantiation error though it has an empty constructor
L1607[13:36:36] <PaleoCrafter> like
public class MyAwesomeMessage { public static class Handler { }
}
L1608[13:36:38] <tterrag> inner is the
wrong word
L1609[13:36:45] <tterrag> That's a nested
class
L1610[13:36:45] <PaleoCrafter> it's
nested, right?
L1611[13:36:50] <PaleoCrafter> always
confusing the shit xD
L1612[13:36:58] <tterrag> inner classes
are nonstatic
L1613[13:37:13] <tterrag> nested >
inner > anon
L1614[13:37:15]
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L1615[13:37:33] <Keridos> well I have the
handler nested in my message but it fails on init, instantiation
error
L1616[13:37:42] <Keridos> even adding a
constructor did not help there
L1617[13:37:44] <PaleoCrafter> then it
isn't nested :P
L1618[13:37:47]
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L1620[13:37:57] <PaleoCrafter> double
check that you have the static there :P
L1621[13:38:06] <masa> any idea why item
transformation in third person seems to have the y and z axis as
the same axis?
L1622[13:38:07] <Keridos> nothing
static
L1623[13:38:11] <tterrag> inner classes
are nested classes though :p
L1624[13:38:18] <tterrag> It needs to be
static
L1625[13:38:19] <PaleoCrafter> eh... you
know what I mean :P
L1626[13:38:24] <masa> I'm using the
ItemTransformHelper mod to change those
L1628[13:38:39] <tterrag> Otherwise the
constructor implicitly has an outer class arg
L1629[13:40:32]
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L1630[13:43:24] <Keridos> i am confused
by something, i have rotation setup in my blockstate for a block,
it rotates fine up down and north south, but east/west are always
wrong and seem to be ignoring what i write in them.
L1631[13:45:16] <tterrag> code?
L1633[13:46:07] <Keridos> i tried
changing the values but it does not change rendering at all
L1634[13:46:33] <tterrag> I mean actual
code
L1635[13:47:11] <Keridos> tterrag: which
code?
L1636[13:47:49]
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L1637[13:48:16] <tterrag> Wait why do you
rotate on a different axis for east west?
L1638[13:48:58]
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L1640[13:49:03] <Keridos> i don't?
L1641[13:49:18] <tterrag> yes you
do
L1642[13:49:20] <tterrag> You use z
L1643[13:49:34] <Keridos> even if I use y
it still changes nothing
L1644[13:49:57] <tterrag> Because the
angle values are the same...nesw should all be rotated around the y
axis no?
L1645[13:50:02] <sham1> I am so enjoying
myself ATM
L1646[13:50:17] <Keridos> tterrag: the
default model has its "front" upwards
L1647[13:50:39] <tterrag> ah...well in
that case you need to rotate on 2 axes
L1648[13:50:39] <Keridos> so in order to
get it to nesw i need to rotate it either around x or z
L1649[13:50:56] <tterrag> rotate 90 x/z
to face sideways
L1650[13:51:02] <Keridos> ah it only does
x and z?
L1651[13:51:11] <tterrag> Then 90/180/270
around the y axis
L1652[13:51:21] <Keridos> ah
L1653[13:51:38] <Keridos> shouldnt a 90 z
do the same trick?
L1654[13:51:45] <Keridos> as north/south
are working with that setup
L1655[13:52:20] <tterrag> no...try to
visualize what you are doing
L1656[13:52:33] <Keridos> i do
L1657[13:52:48]
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L1658[13:52:50] <tterrag> to make a block
that faces up face sideways requires 2 rotations
L1659[13:53:21] <tterrag> Except for one
axis, whichever one lines up to the bottom of the top texture
L1660[13:53:48] <Keridos> tterrag:
?????
L1661[13:53:59] <Flashfire> Do tile
entities have to come from a block to remain when a server is
restarted?
L1662[13:54:12] <Keridos> the x and z
axis both have the same relation to the top face
L1663[13:54:13] <McJty> Flashfire,
what?
L1664[13:54:27] <Flashfire> I use a
couple tile entities over air and non-te vanilla blocks
L1665[13:54:36] <diesieben07> dont do
that.
L1666[13:54:37] <Flashfire> But when I
restart they are gone
L1667[13:54:42] <tterrag> No they
don't...The texture will be spun around
L1668[13:54:49] <Keridos> i use a single
rotation for north/south and it works
L1669[13:54:50] <McJty> Flashfire, I
don't think that works
L1670[13:54:57] <Keridos> ah it does not
automatically turn the textures?
L1671[13:55:06] <Flashfire> It works as
long as I don't restart or if I were to replace them on
restart
L1672[13:55:14] <diesieben07> Don't do
it.
L1673[13:55:18] <diesieben07> why do you
need to?
L1674[13:55:20] <tterrag> automatically
how?
L1675[13:55:21] <McJty> Flashfire, that
looks like extremely dangerous behaviour
L1676[13:55:28]
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L1677[13:55:37] <tterrag> How would it
know what the "bottom" of a texture is?
L1678[13:55:48] <Flashfire> I want
certain redstone to disappear and then reappear under certain
conditions to cut off a circuit, so I used a te
L1679[13:55:58] <Flashfire> Would I have
to make a copy that does this?
L1680[13:56:09] <diesieben07> uhm you can
do thinks withozut a TE
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L1682[13:56:36] <Curle> sham1: where's
the popcorn?
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L1684[13:56:43] <Flashfire> How would you
suppose I do that without a TE?
L1685[13:57:04] <McJty> Flashfire, don't
you have a block or anything else that manages the
conditions?
L1686[13:57:42] <Flashfire> I don't
L1687[13:57:45] <diesieben07> it depends,
really
L1688[13:57:55] <diesieben07> when
exactly do things need to disappear/appear
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L1691[13:58:03] <Flashfire> When a
dispenser below is empty
L1692[13:58:14] <Flashfire> So that a
circuit doesn't keep making it click
L1693[13:58:22] <diesieben07> uhhh
L1694[13:58:23] <McJty> Flashfire, and
what is controlling all this? Where is the logic handling?
L1695[13:58:29] <Flashfire> In the
TE
L1696[13:58:29] <diesieben07> there are
much better ways to achieve that.
L1697[13:58:33] <McJty> Flashfire, in
what TE?
L1698[13:58:39] <diesieben07> just cancel
the dispenser click sound
L1699[13:58:42] <Flashfire> One that I
put on the redstone wire
L1700[13:59:42] <Flashfire> How would I
decide which ones to cancel though? Can I get the blockpos of the
block emitting the sound?
L1701[13:59:54] <sham1> Where in the mod
workspace did I find vanilla assets again
L1702[14:00:03] <sham1> Because I am not
seeing them
L1703[14:00:10] <Elec332>
"assets"
L1704[14:00:19] <diesieben07> Flashfire,
from what it sounds liek you just want the "empty dispenser
click" sound to be gone
L1705[14:00:26] <Flashfire> Not
necessarily
L1706[14:00:33] <Flashfire> Only in
certain areas
L1707[14:00:34] <sham1> Elec332, well
where would that be
L1708[14:00:43] <diesieben07> one sec,
let me check
L1710[14:01:05] <Elec332> sham1
L1711[14:01:18] <sham1> No need to
ping
L1712[14:01:37]
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L1713[14:01:37] <Elec332> srry :(
L1715[14:01:48] <Flashfire> I have
another TE that works as a GUI trigger
L1716[14:01:50] <Curle> Get on my
level
L1717[14:02:21] <sham1> I remember seeing
them in the mod directory root in a temporary file
L1718[14:03:30] <diesieben07> Flashfire,
yeah, there doesn't seem to be a good hook for that. a good way to
add a cancelable event for world.playAuxSFXAtEntity
L1719[14:04:18] <Flashfire> Is it a bad
idea to make a duplicate redstone wire (not in creative tabs) that
has this TE?
L1720[14:05:05] <Flashfire> It already
does exactly what I want after all
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L1722[14:06:36] <diesieben07> adding TE
to redstone wire in general sounds like a bad idea.
L1723[14:06:39] <Curle> make an item,
onRightClick, if (block instanceof redstone) { block = custom
te
L1724[14:06:40]
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L1725[14:06:48] <Curle> redstone wire is
a te
L1726[14:06:52] <Curle> afaik
L1727[14:07:04] <diesieben07> no its
not
L1728[14:07:04] <Flashfire> It's not,
it's just a block
L1729[14:07:09] <Curle> Oh?
L1730[14:07:13] <Curle> Fair enough
L1731[14:07:13]
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L1732[14:07:22] <diesieben07> redstone
reaches 16 blocks because thats how many states metadata
allows
L1733[14:07:37] <Curle> Yea
L1734[14:07:54] <Flashfire> Well actually
I think I know how I can do it
L1735[14:08:31] <Flashfire> When in the
area of these dispensers there is an ExtendedPlayer with a boolean
for whether the player is in the area
L1736[14:08:45] <Flashfire> I could check
that and cancel the click sound if it's enabled
L1737[14:09:12]
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L1739[14:09:43] <diesieben07> that won't
help
L1740[14:09:58] <Flashfire> Really?
:/
L1741[14:10:14]
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L1742[14:10:32] <diesieben07> well,
becuase you still cant tell which dispenser the sound comes
from
L1743[14:10:42] <Flashfire> You're
right
L1744[14:10:48] <diesieben07> make a PR
with an playAux event
L1745[14:10:55] <diesieben07> should be
really straightforward
L1746[14:11:00] <Flashfire> PR?
L1747[14:11:20] <diesieben07> pull
request
L1748[14:11:30] <Flashfire> Ok, I'll have
to look into how to do that
L1749[14:14:11]
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L1750[14:15:26]
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L1751[14:17:39] <Curle> I love how I've
used the same testing world since before I made my mod
L1752[14:17:44] <Curle> It's a complete
mess area
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L1758[14:26:29] <Flashfire> Alright I
couldn't figure out the whole pull request thing so I made a
suggestion on the forum
L1759[14:26:51] <sham1> oh wow
L1760[14:27:01] <sham1> Why is there a
hole on the ground
L1761[14:27:13] <Curle> erm
L1762[14:27:20] <Curle> I was testing out
a miniature nuke
L1763[14:27:27] <Curle> With it's own
gravitational field
L1764[14:27:38] <sejsel> What is the
easiest and cleanest way to check whether something is craftable
right now? Something that tells me whether the player has 2x2, 3x3
or no crafting place available in their open guis?
L1765[14:27:43] <Curle> It kind of got
attracted to itself
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L1767[14:28:20] <Curle> Think TC4's
Primal entity
L1768[14:28:20] <diesieben07> btw
Flashfire: while this hook is a good idea, clicking dispensers are
the result of lazy player design and not somethign a mod should
have to fix :D
L1769[14:28:39]
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L1770[14:29:10] <sham1> ...
L1771[14:29:40] <Curle> but 3000x
faster
L1772[14:30:21] <Curle> and 5000x more
devastating
L1773[14:30:23] <Curle> and 3 of
those
L1774[14:30:48] <Curle> Because it's a
cluster nuke
L1775[14:30:50] <Curle> :P
L1776[14:30:55]
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L1779[14:32:39] <sham1> Any idea why this
would not work
L1781[14:32:47] <sham1> And I have
checked the spelling
L1782[14:32:52] <sham1> Yet it does not
find it
L1783[14:33:25] <diesieben07> because i
am sure the file is called "seedanalyzer.png", not
"seedanalyzer"
L1784[14:33:28] <Curle> .png
L1785[14:33:54] <sham1> tried it :P
L1786[14:34:00] <sham1> And nothing
L1787[14:34:34] <Curle> I think it's not
static
L1788[14:34:41] <Curle> My one is not and
it works
L1789[14:34:50] <sham1> it should not
matter
L1790[14:35:00] <diesieben07> andit is
static
L1791[14:35:13]
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L1792[14:35:22] <diesieben07> whats the
error message in the console?
L1793[14:35:28] <Curle> diesie, i meant
not supposed to be
L1794[14:35:54] <diesieben07> static is
fine.
L1796[14:36:28] <sham1> The error is
"failed to load texture:
industrialcrops:textures/gui/seedanalyzer" with the
FileNotFoundException after it
L1797[14:36:28] <Curle> This is what I'm
using
L1798[14:36:39] <sham1> which makes
sense
L1799[14:36:42] <diesieben07> so there is
a png missing still
L1800[14:36:50] <Curle> albeit 1.7.10,
but shouldn't matter
L1801[14:36:52] <sham1> That was the last
one
L1802[14:37:04] <sham1> ...
L1803[14:37:09] <sham1> And I feel like a
fucking dope
L1804[14:37:16] <Curle> Why?
L1805[14:37:26] <sham1> It was the bloody
png all along
L1806[14:37:33] <sham1> Thanks for
assistance
L1807[14:37:40] <Curle> :P
L1808[14:39:12]
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L1810[14:40:10] <sham1> Anyway, got my
new and fancy editing env set up today, so all in all, very
productive day
L1811[14:40:17]
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L1812[14:40:47] <Curle> you know you're
going places when your mod takes longer to load than Thaumcraft 4
with all the optimization you have
L1813[14:40:48] <Curle> :P
L1814[14:41:28]
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L1815[14:41:32] <diesieben07> a long
loading time is not something to boast about ...
L1816[14:41:52] <sham1> Anyway, gonna go
ZZzZ as I have an English exam tomorrow
L1817[14:42:24] <Curle> It's about 0.3
seconds actually processing the stuff, so eh
L1818[14:42:37] <Curle> No
difference
L1819[14:43:01] <sham1> I hope you are
not doing any HTTP requests in the initialization phases
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L1821[14:45:22] <Curle> eh
L1822[14:45:30] <Curle> I didn't know you
could
L1823[14:45:31] <Curle> :P
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L1828[14:49:35] <Curle> I'm done
here
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L1836[14:59:03] <minecreatr> why dosn't
the EntityItem actually hold the itemstack, why does it use a
"data watcher" instead?
L1837[14:59:34] <diesieben07> so that the
client also knows what the ItemStack is
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L1859[15:42:38] <yopu> What would be the
easiest way to make a IExtendedEntityProperties persist through a
player's death?
L1860[15:43:02] <tterrag> response to the
PlayerCloneEvent
L1861[15:43:11] <gigaherz> check also the
wasDead event
L1862[15:43:19] <tterrag> or save to the
persisted tag, I believe that works
L1863[15:43:26] <gigaherz> yeah it's in
my doc
L1865[15:44:07] <gigaherz> which reminds
me I have to either remove this page
L1866[15:44:12] <gigaherz> or mark it as
deprecated
L1867[15:44:12] <gigaherz> XD
L1868[15:44:45]
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L1870[15:49:06] <yopu> Cool, thanks
L1871[15:49:28] <yopu> Wait, is
IExtendedEntityProperties deprecated for 1.8.9?
L1872[15:49:35]
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L1873[15:49:42] <yopu> Is there a better
way to attach data to a player?
L1874[15:50:11] <diesieben07>
capabilities
L1875[15:50:52] <LatvianModder>
Capabilities are NBT-based, right?
L1876[15:51:06] <LatvianModder> I saw
somewhere a cap nbt in itemstack or smth
L1877[15:51:19] <diesieben07> they can
save to NBT
L1878[15:51:35] <diesieben07> because
thats hwo pretty much everything in MC is persisted into the safe
file.
L1879[15:51:38] <LatvianModder> do you
have an example of caps?
L1880[15:51:46] <LatvianModder> either
that or json, yeah
L1881[15:51:47] <diesieben07> no i do
not.
L1882[15:51:55] <LatvianModder> is there
anywhere?
L1883[15:51:56] <diesieben07> json is not
used for storing data in MC
L1884[15:51:59] <diesieben07> i do not
know.
L1885[15:52:30] <LatvianModder> :/
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L1887[15:56:10] <gigaherz> LatvianModder:
I plan on making a page for capabilities, but I have to first learn
to use them correctly
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L1889[15:56:32] <raoulvdberge> is it
possible to let max stack size be dependable via itemstack?
L1890[15:56:36] <raoulvdberge> or is it
just per-item
L1891[15:56:54] <diesieben07> yes it
is
L1892[15:57:21] <gigaherz> Ibelieve
there's a getMaxStackSize(ItemStack)?
L1893[15:57:26] <masa> yes to which
question? :p
L1894[15:57:40] <gigaherz> masa:
technically there was only one question ;P
L1895[15:57:47] <raoulvdberge> gigaherz:
no there is only getMaxDamage
L1896[15:58:08] <diesieben07> actually
eah you are right
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L1898[15:58:22] <LatvianModder>
getMaxStackSize(ItemStack) im sure its there
L1899[15:58:29] <LatvianModder> Just open
Item.class and Crtl + F :P
L1900[15:58:47] <diesieben07>
getItemStackLimit
L1901[15:58:58] <gigaherz>
getItemStackLimit -- ninja'd
L1902[15:59:08] <gigaherz> note
however
L1903[15:59:17] <gigaherz>
Container#computeStackSize does NOT call that
L1904[15:59:20] <gigaherz> ¬¬
L1905[15:59:36] <gigaherz> that would
probably need a forge PR
L1906[15:59:50] <gigaherz> if anyone has
the environment ready for that
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L1908[16:00:24] <masa> welp I got all my
item models redone via forge blockstates, and also adjusted all the
tool-type or otherwise non-standard oriented items for proper
transformations...
L1909[16:00:52] <masa> just missing the
tool/sword and the bucket
L1910[16:01:12] <masa> I'll need to steal
code from my old port for those to generate the models in
code...
L1911[16:01:40] <masa> if I counted
correctly, the tool would otherwise have 432 variant combinations
:p
L1912[16:02:26] <masa> I won't do that
via blockstates even though I could generate the variants in a few
for loops
L1913[16:03:29] <masa> manual model
merging ftw... unless there is a nice way in vanilla or forge to
merge models?
L1914[16:03:49] <gigaherz> !latest
1.8.9
L1915[16:04:07] <LatvianModder> With
willpower
L1916[16:04:10] <gigaherz> yo ucan use
submodels in your blockstate file
L1917[16:04:14] <masa> and should I also
be caching the models that I generate in an ISIM?
L1918[16:04:29] <LatvianModder> Depends
if they are static
L1919[16:04:34] <diesieben07> masa there
is MultiModel which combines as many models as you wish into
one
L1920[16:04:39] <LatvianModder> Like,
they dont have animations and stuff
L1921[16:04:39] <masa> gigaherz: yeah but
still, I don't want there to be over 400 models for my tool
;_;
L1922[16:04:51] <gigaherz> why 400?
L1923[16:05:13] <gigaherz> I suppose your
tool is based on like, flags?
L1924[16:05:25] <masa> 4 types of tool,
they take three types of modules, one of which there are two types
and the other two come in 3 types
L1925[16:05:39] <gigaherz> so in essence
you have a set of "present/not present" boolean
flags
L1926[16:05:42] <gigaherz> that indicate
which bits to show
L1927[16:05:44] <masa> nope
L1928[16:05:54] <masa> I store the actual
model in the item
L1929[16:06:00] <gigaherz> o_O
L1930[16:06:00] <masa>
s/moel/module/
L1931[16:06:09] <masa> ie. the
itemstacks
L1932[16:06:18] <masa> but anyway
L1933[16:06:18] <diesieben07> what
L1934[16:06:21] <diesieben07> whut
L1936[16:06:26] <gigaherz> but couldn't
you reduce it to like
L1937[16:06:36] <diesieben07> how the
heck do you store an IModel/IBakedModel in an ItemStack
L1938[16:06:43] <masa> no
L1939[16:06:48] <gigaherz>
"base_type=axe,module1=version1,module2=subtype3"
L1940[16:07:00] <masa> that was a typo, I
meant module, ie. the ItemStack that represents the module
L1941[16:07:03] <LatvianModder> masa: if
Tinkers Construct can do it without 1000 TB of models, you can
tii
L1942[16:07:05] <LatvianModder> too
L1943[16:07:08] <gigaherz> if so, you CAN
use the submodel system
L1944[16:07:10] <raoulvdberge> does 1.8.9
have a new way to compare NBT?
L1945[16:07:16] <diesieben07> define
compare NBT
L1946[16:07:20] <diesieben07> check if
equal?
L1947[16:07:20] <raoulvdberge> equality
check
L1948[16:07:23] <diesieben07>
.equals
L1949[16:07:25] <raoulvdberge> hm
L1950[16:07:26] <diesieben07> has been
since a while
L1951[16:07:29] <raoulvdberge> i
know
L1952[16:07:32] <gigaherz>
ItemStack.areItemstacktagsequal
L1953[16:07:38] <gigaherz> if you are
doing items
L1954[16:07:39] <gigaherz> ;P
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L1956[16:08:12] <raoulvdberge> what is it
do different then
a.getCompoundTag().equals(b.getCompoundTag())?
L1957[16:08:16] <masa> LatvianModder:
well from a quick look, tinkers uses custom model loaders
L1958[16:08:23] <gigaherz> it handles
null for you
L1959[16:08:27] <masa> so I don't know
how exactly they are done in the end
L1960[16:08:31] <LatvianModder> Then do
it too! :D
L1961[16:08:38] <LatvianModder> Pfft,
copy-paste
L1962[16:08:48] <Flashfire> What is the
best way to store a 4D array using NBT?
L1963[16:08:58] <gigaherz> there isn't a
best way
L1964[16:08:59] <diesieben07> depends on
the array contents are
L1965[16:09:01] <Flashfire> Array of
booleans
L1966[16:09:02] <LatvianModder>
[][][][]
L1967[16:09:06] <gigaherz> is it
sparse?
L1968[16:09:09] <gigaherz> or will it be
full?
L1969[16:09:11] <Flashfire> Full
L1970[16:09:13] <diesieben07> array of
booleans is never a good idea
L1971[16:09:15] <diesieben07> use a
BitSet
L1972[16:09:19] <masa> why would I use
custom model loaders which seem overly complicated for my
needs?
L1973[16:09:22] <gigaherz> then listof
lists of lists of items
L1974[16:09:25] <diesieben07> and then
youc an use toLongArray and store that in NBT
L1975[16:09:35] <LatvianModder> I,d
recommend NBTTagCompound and key with commas
L1976[16:09:44] <diesieben07> uhh
no.
L1977[16:09:45] <gigaherz> nah
L1978[16:09:47] <gigaherz> that'd work if
it was sparse
L1979[16:09:47] <Flashfire> Can a 4d
bitset be converted to a long and back?
L1980[16:09:49] <LatvianModder> Like
"1,0,5,5"=tag
L1981[16:09:50]
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L1982[16:09:55] <gigaherz> it's horrible
if it's a full grid
L1983[16:10:00] <diesieben07> there is no
such thing as a 4d bitset
L1984[16:10:06] <LatvianModder> gigaherz:
true
L1985[16:10:08] <diesieben07> a BitSet is
basically a boolean[]
L1986[16:10:09] <gigaherz> Flashfire: you
have to linearize it first
L1987[16:10:29] <LatvianModder> Step 1:
Dont use 4D arrays
L1988[16:10:59] <gigaherz> index =
l*A*B*C + k*A*B + j*A + i
L1989[16:11:01] <diesieben07> not
ecessarily
L1990[16:11:07] <diesieben07> yu can use
a BitSet array, too
L1991[16:11:22] <diesieben07> and convert
each BitSet into a byte array (checked, there aren't actually long
array in NBT)
L1992[16:11:26] <diesieben07> and then
store that in an NBT list.
L1993[16:11:35] <gigaherz> or ... index =
((l*C + k)*B + j)*A + i
L1994[16:11:41] <gigaherz> where A,B,C,D
would be the dimensions
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L1996[16:11:55] <gigaherz> (D isn't used
for thecomputation ;P)
L1997[16:11:58] <LatvianModder> You
missed D
L1998[16:12:03] <gigaherz> no I did
not
L1999[16:12:06] <LatvianModder> Hmm.. The
D
L2000[16:12:09] <gigaherz> it's just
meaningless
L2001[16:12:21] <gigaherz> if you
linearize a 2D grid
L2002[16:12:23] <gigaherz> you end up
with
L2003[16:12:26] <gigaherz> y*Width +
x
L2004[16:12:31] <gigaherz> if you
linearize a 3D grid
L2005[16:12:32] <LatvianModder> Ah
yes
L2006[16:12:40] <gigaherz> z*Width*Height
+ y*Width + x
L2007[16:12:56] <gigaherz>
w*Length*Height*Width + z*Width*Height + y*Width + x
L2008[16:13:03] <LatvianModder>
Sthaaaap
L2009[16:13:04] <gigaherz> it just
extends ;P
L2010[16:13:05] <LatvianModder> :D
L2011[16:13:23] <gigaherz> the number of
4D layers does not matter to the calculation
L2012[16:13:42] <Flashfire> So which one
of these many mentioned formulas is it?
L2013[16:13:49] <diesieben07>
neither.
L2014[16:13:53] <LatvianModder> Neither.
Think of a better way
L2015[16:14:02] <diesieben07> use an
array of bitsets
L2016[16:14:08] <Flashfire> 3D
array?
L2017[16:14:09] <diesieben07> each bitset
becomes a byte[]
L2018[16:14:18] <diesieben07> then store
those in an nbt list
L2019[16:14:23] <diesieben07> yeha
probably 3d then
L2020[16:14:24] <Flashfire> Alright
L2021[16:14:28] <diesieben07> then you'd
have 4 dims total
L2022[16:14:31] <Flashfire> Thanks
L2023[16:14:54] <gigaherz> list of lists
of lists of bitsets
L2024[16:15:07] <Flashfire> Isn't it just
list of lists of bitsets?
L2025[16:15:16] <LatvianModder>
int[0][0][0][0]
L2026[16:15:19] <LatvianModder> Fun
^
L2027[16:15:34] <LatvianModder> Whats the
name of 4th axis? W?
L2028[16:15:38] <gigaherz>
"bitset" -> 1D, "list of bitsets" -> 2D,
"list of lists of bitsets" -> 3D
L2029[16:15:41] <LatvianModder> X, Y, Z,
W
L2030[16:15:44] <gigaherz> W, T, Q
L2031[16:15:50] <gigaherz> depends on
context/literature
L2032[16:16:14] <LatvianModder> Are you
trying to store a tessaract in NBT or smth?
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L2035[16:17:17] <Flashfire> I'm trying to
store a list of block bounds that determine whether a block can be
broken
L2036[16:17:41] <Flashfire> Relative
bounds*
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L2038[16:20:08] <gigaherz> on a block by
block basis? o_O
L2039[16:20:49] <Flashfire> Yes
L2040[16:21:05] <gigaherz> that sounds
horrible XD
L2041[16:21:14] <gigaherz> wouldn't it be
best to store a list of AABBs instead?
L2042[16:21:17] <Flashfire> It is for a
randomly generated structure where certain block types are
breakable and others aren't
L2043[16:21:35] <Flashfire> I don't know
how I would do it with AABB
L2044[16:21:38] <gigaherz> wait certain
block *types*=
L2045[16:21:49] <gigaherz> then why not
store the block names and then resolve it at runtime?
L2046[16:22:45] <Flashfire> Because if an
air block is replaced with a block on the unbreakable list, I still
want it to be breakable because it was originally air
L2047[16:23:03] <Flashfire> So therefore
I can't just evaluate the block states
L2048[16:24:01] <gigaherz> yes I
mean
L2049[16:24:02] <gigaherz> on LOAD
L2050[16:24:11] <gigaherz> scan the list
aroudn the structure AABB
L2051[16:24:17] <gigaherz> andcompare
each block only once
L2052[16:24:20] <gigaherz> and build the
4D structure
L2053[16:24:23] <gigaherz> instead
ofstoring it to NBT
L2054[16:24:30] <Flashfire> But this
needs to be checked whenever a block is broken
L2055[16:24:35] <Flashfire> It's not
actually for generation purpoes
L2056[16:24:41] <gigaherz> I know
L2057[16:24:59] <gigaherz> I'm just
saying it would be much less uglier ;P
L2058[16:25:08] <gigaherz> hmm
L2059[16:25:11] <gigaherz> although I see
your point
L2060[16:25:14] <Flashfire> So how does
it know if a block was originally there unless I keep something to
store whether it's breakable
L2061[16:25:15] <gigaherz> if a block is
placed afterward
L2062[16:25:20] <gigaherz> hmm
L2063[16:25:26] <gigaherz> yeah that's
ugly
L2064[16:25:26] <gigaherz> XD
L2065[16:25:32] <gigaherz> but hmm
L2066[16:25:36] <gigaherz> then you
wouldn't need a full grid
L2067[16:25:38] <gigaherz> only a sparse
one
L2068[16:25:45] <gigaherz> the majority
of blocks in the structure would be "false"
L2069[16:25:48] <gigaherz> so you can
ignore those
L2070[16:25:51] <gigaherz> (air
blocks)
L2071[16:26:00] <gigaherz> (and breakable
blocks)
L2072[16:26:01] <Flashfire> Most are
actually unbreakable
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L2074[16:26:16] <gigaherz> there's <
50% of air?
L2075[16:26:18] <Flashfire> Yes
L2076[16:26:21] <gigaherz> o_O
L2077[16:26:26] <gigaherz> that's a dense
structure
L2078[16:26:28] <gigaherz> XD
L2079[16:26:31] <Flashfire> Indeed, it's
a base
L2080[16:26:35] <Flashfire> maze**
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L2083[16:26:46] <gigaherz> ah, with
narrow walls?
L2084[16:26:48] <gigaherz> eh
L2085[16:26:49] <Flashfire> Yes
L2086[16:26:50] <gigaherz>
corridors*
L2087[16:27:06] <Flashfire> And the
vertical medians are mostly filled in
L2088[16:27:26] <Flashfire> Sometimes
there's redstone and mob spawners
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L2101[16:48:20] <thecodewarrior> JEI
keeps crashing for my dev environment. It can't find
mezz.jei.network.packets.PacketDeletePlayerItem, which then
trickles up to not finding mezz.jei.network.PacketHandler. The
Deobfuscation Transformer seems to barf. Is this that whole Java 8
issue?
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L2103[16:48:39] <tterrag> JEI doesn't use
java 8 stuff
L2104[16:48:41] <tterrag> so
doubtful
L2105[16:48:50] <tterrag> could you post
the stacktrace? also this is probably better suited for #JEI
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L2107[16:50:46] <Flashfire> I just
realized, using a BitSet to hold an array of bounds, isn't one
coordinate limited to a size of 8?
L2108[16:51:15] <diesieben07> as I said,
BitSet is like boolean[] but much more compact
L2109[16:51:53] <Flashfire> So if I am
using 256x16x16x(>16) then I should use boolean[][][][]?
L2110[16:52:03] <tterrag> god no
L2111[16:52:40] <tterrag> if you find
yourself needing a 4D array you should probably be reconsidering
what lead to this
L2112[16:52:41] <Flashfire> What is the
alternative?
L2113[16:52:43] <thecodewarrior> You can
set the number of bits when initializing a BitSet. new
BitSet(nbits)
L2114[16:53:02] <diesieben07> BitSet will
also expand automatically
L2115[16:53:10] <Flashfire> Oh, really? I
had no idea, thanks
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L2117[16:53:29] <diesieben07> read the
javadocs...
L2118[16:53:31] <diesieben07> they exist
for a reason.
L2119[16:53:51] <Flashfire> I have no
javadocs for BitSet
L2120[16:54:08] <Flashfire> I could look
online though I guess
L2121[16:54:27] <diesieben07> if you
don't have javadocs on JDK classes there is somethign seriously
wrong with your workspace.
L2122[16:54:44] <Flashfire> I guess there
is then
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L2130[17:08:33] <masa> hmm so
MultiModel.Baked might be what I want for models that are pieced
together from several smaller models?
L2131[17:08:59] <masa> how should I then
get/bake the parts for it i nthe first place?
L2132[17:09:19] <masa> like from a json
model and texture
L2133[17:09:49] <gigaherz> you make an
ICustomModelLoader, return the resourcelocations from
getDependencies
L2134[17:09:51] <Flenix> OK odd request;
is there a method already existing that returns the entity a player
is aiming at, which is within reach range of a punch - but without
the player actually doing the punch?
L2135[17:09:52] <diesieben07> load the
IModels using ModelLoaderRegistry.getModel
L2136[17:09:59] <gigaherz> and then on
bake, you call getModel for each
L2137[17:10:03] <diesieben07> and then
what gigaherz said to create your own model
L2138[17:10:08] <diesieben07> you dont
need to bake yourself
L2139[17:10:18] <diesieben07> MultiModel
takes IModels, not baked ones
L2140[17:10:23] <gigaherz> ah right
L2141[17:10:30] <Flenix> I know a long
way around, as I use it already for shooting entites which are
further away - but figured as it's within reach there may be a
method existing which would be much more efficient
L2142[17:10:38] <xaero> Flenix:
Minecraft.objectMouseOver
L2143[17:10:46] <Flenix> That's
client-only
L2144[17:10:53] <gigaherz> Flenix: on the
client, yes, on theserver, no, but I have code for that
L2145[17:10:53] <gigaherz> XD
L2146[17:10:57] <xaero> true
L2147[17:11:26] <Flenix> I have code for
it, as I do similar stuff elsewhere, just wanted to see if there
was an easier way for close-range entities before I go through with
it
L2149[17:11:44] <Flenix> Anyone know what
the punch range is for entities? I vaguely remember it's different
to blocks
L2150[17:11:46] <gigaherz> that's what
the client does
L2151[17:11:52] <gigaherz> copypasted,
and cleaned up
L2152[17:12:11] <Flenix> Yeah that's
effectively what I have for my shooting code
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L2154[17:12:33] <Flenix> Pain is, I'm
reassigning the melee attack to middle mouse click by default when
holding a gun, because left-click is shoot
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L2159[17:18:18] <Flenix> It's weird using
middle click to beat up a pig o.o
L2160[17:21:46] <xaero> what's
right-click? zoom?
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L2169[17:32:05] <Flenix> yeah, right is
aim and left is shoot, standard for FPS apparently (Not played many
on PC tbh)
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L2172[17:34:34] <xaero> I play an FPS
that lacks crouching, so I bind melee to left shift
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L2174[17:35:55] <xaero> I don't see that
going well in MC, so middle-click it is..
L2175[17:37:11] <gigaherz>
shift-leftclick to bypass the shooting and punch instead?
L2176[17:42:56] <xaero> nah, you'd slow
to a crawl if you were sprinting (or even walking)
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L2178[17:43:36] <xaero> usually keeping
up footwork in melee is advised if you want to evade
L2179[17:44:35] <xaero> not ctrl-left
either because the zoomfov is disorienting when activating
sprint
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L2182[17:46:59] <yopu> Thank Kotlin for
extension functions! player.
L2183[17:47:00] <yopu>
getCapability(OpenGrave.DEATH_CAPABILITY, EnumFacing.DOWN) becomes
player.getDeathCapability()
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L2187[18:00:39] <tterrag> is
PlayerLoggedInEvent too early to send a chat message?
L2188[18:01:12] <diesieben07> shouldnt
be, no
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L2191[18:06:54] <MattDahEpic> i cant seem
to find the place where the "Item entity %d has no item!"
error is thrown?
L2192[18:08:04] <diesieben07>
EntityItem#getEntityItem
L2193[18:08:36] <masa> aww yeah, 6 nested
for loops to generate my tool variants XD
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L2195[18:10:56] <thecodewarrior> How
exactly do I create a custom EntityItem? Mine keeps getting picked
up instantly.
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L2197[18:11:40] <masa> how do you want it
to work then?
L2198[18:11:54] <masa> override the
onCollideWithWhatever?
L2199[18:12:25] <thecodewarrior> I want
it to combine with nearby items by absorbing their durability
left.
L2200[18:13:15] <masa> well,
onCollideWithPlayer() is where it will get picked up
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L2203[18:13:51] <diesieben07> yu hve to
copy over the data from the defaul entity
L2204[18:13:56] <masa> so I assume you
already have combineItems overriden too?
L2205[18:14:03] <diesieben07> quick and
dirty way is write old one to NBT, read new one from same NBT
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L2207[18:14:38] <thecodewarrior> I can't,
it's private. So I'm implementing it anew and just ignoring the
other one because they aren't stackable.
L2208[18:15:22] <thecodewarrior> Right
now I'm using Item.hasCustomEntity and Item.createEntity
L2209[18:16:01] <diesieben07> what i said
applies to your createEntity implementation
L2210[18:16:12] <thecodewarrior> Ok,
lemme try.
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L2212[18:17:04] <thecodewarrior> :D yay!
it works! Thanks!
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L2214[18:28:12] <Keridos> does the
blockstate of a block include its inventory?
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L2217[18:28:31] <diesieben07> no
L2218[18:28:41] <diesieben07> it could,
if you absolutely want to, but usually no.
L2219[18:29:56] <masa> bleh I can't
really do the tool models with forge blockstate and sub models I
don't think
L2220[18:30:06] <Keridos> hm
L2221[18:30:18] <masa> unless I combine
some of the properties
L2222[18:30:31] <Keridos> how can i
change the blockstate of a single block in world, if i only want to
change one property?
L2223[18:31:00] <diesieben07>
world.setBlockState(pos, oldState.withProperty(property,
value))
L2224[18:31:03] <masa> but how would a
MultiModel then work? I'd need to register all the combinations
with that too, right?
L2225[18:31:18] <Keridos> diesieben07:
thanks
L2226[18:31:21] <diesieben07> you could
make a ISMartItemModel that uses a smart cache
L2227[18:31:55] <Keridos> oldState could
be world.getBlockstate?
L2228[18:32:12] <diesieben07> yes
L2229[18:32:12] <masa> yep
L2230[18:32:28] <masa> what do you eman
by "smart cache"?
L2231[18:32:59] <diesieben07> compute
models as they are needed, maybe even evict them if they haven't
been used for a while
L2232[18:33:08] <masa> right..
L2233[18:33:19] *
diesieben07 points at Guava LoadingCache
L2234[18:33:38] <masa> and how should I
construct the model?
L2235[18:33:50] <diesieben07> create new
MultiModel and call bake on it
L2236[18:33:54] <masa> it's like 5 pieces
that need to be combined
L2237[18:34:08] <diesieben07> MultiModel
constructor takes a list of sub models
L2238[18:34:16] <diesieben07> you get
those via ModelLoaderRegistry.getModel
L2239[18:34:48] <masa> and what is that
IModelState thing?
L2240[18:34:58] <diesieben07> depends on
the type of model
L2241[18:35:37] <masa> umm
L2242[18:36:20] <diesieben07> if its just
a vanilla model you can pass in TRSR.identity()
L2243[18:36:26] <diesieben07> or any
other transformation you would like
L2244[18:36:34] <masa> oh, okay
L2245[18:36:39] <diesieben07> OBJ models
would need an OBJState
L2246[18:37:16] <masa> and that string
key for the parts doesn't seem to be used for anything so it can be
whatever?
L2247[18:37:41] <GeoDoX> Can anyone
provide links or examples of rendering over the Creative Inventory?
I need access to the ItemStacks and Slot positions.
L2248[18:37:57] <masa> no wait it is
used
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L2250[18:39:21] <masa> ok so it would be
something like: I would have an ISmartItemModel, in there I would
get the models from ModelLoaderRegistry.getModel() and feed them to
a MultiModel, then bake it and return that and also cache it?
L2251[18:39:59] <Keridos> i somehow get
the feeling like my TileEntities are being replaced everytime they
update or something like this
L2252[18:40:19] <Keridos> they randomly
change direction, they lose their inventory and variables
L2253[18:40:47] <masa> did you register
them? is it randomly or just on world load?
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L2257[18:41:26] <Keridos> masa:
randomly
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L2259[18:41:40] <masa> read/write NBT
methods properly overridden and still calling super too?
L2260[18:41:49] <Keridos> what really
makes me wonder is that the code is almost the same as in
1.7.10
L2261[18:42:03] <Keridos> and It worked
fine there
L2262[18:42:09] <masa> hm
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L2319[18:43:32] <Keridos> pretty much the
only thing i changed was a setMetadata with
world.setBlockState(this.pos,
world.getBlockState(this.pos).withProperty(BlockFLColorableMachine.ACTIVE,
true), 2);
L2320[18:43:56] <Keridos> in the code in
its update routine
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L2375[18:47:40] <masa> oh so you are
changing the block the TE is tied to?
L2376[18:47:47] <Keridos> yes
L2377[18:48:02] <Keridos> that worked
fine in 1.7.10 though
L2378[18:48:10] <masa> I think there was
some method that determines if the TE will get wiped on block
change now
L2379[18:48:47] <masa>
TIleEntity#shouldRefresh()
L2380[18:49:04] <Zaggy2048> forge makes
that return true anytime it's called
L2381[18:49:11] <gigaherz> only for
non-vanilla blocks
L2382[18:49:12] <Zaggy2048> so it will
recreate the TE if you change the state
L2383[18:49:20] <Zaggy2048> indeed,
that's what I meant :P
L2384[18:49:26] <gigaherz> you override
it with "return oldState.getBlock() !=
newState.getBlock()"
L2385[18:49:33] <gigaherz> and problem
solved
L2386[18:49:33] <gigaherz> ;p
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L2388[18:49:41] <Zaggy2048> yup
L2389[18:49:59] <Keridos> gigaherz:
what?
L2390[18:50:09] <gigaherz> override
shouldRefresh in your TileEntity
L2391[18:52:37] <Keridos> that does
indeed explain a LOT of the issues i encountered
L2392[18:52:40] <Keridos> almost all of
them
L2393[18:53:10] <gigaherz> yeah it should
be #1 in the "how to port old mods to 1.8+"
L2394[18:53:46] <tterrag> except 1.7
needed that too...
L2395[18:54:04] <Keridos> i think it
defaulted to false then
L2396[18:54:04] <gigaherz> oh did
it?
L2397[18:54:08] *
gigaherz never did 1.7.10
L2398[18:54:23] <gigaherz> actually I
did
L2399[18:54:25] <Keridos> i did not have
it in 1.7.10 and it never really bugged
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L2401[18:54:37] <gigaherz> maybe if it
did default to false
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L2413[19:23:48] <LexMobile> That should
of been fixed
L2414[19:24:02] <LexMobile> So its only
if the block and meta change
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L2416[19:24:26] <LexMobile> So.. the fuck
you doing?
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L2418[19:24:43] <williewillus> probably
older build of forge
L2419[19:24:46] <LexMobile> Also you
should override it and control it properly anyways buteh
L2420[19:25:17] <LexMobile> By default
oldstate != new should be fine
L2421[19:25:28] <LexMobile> As thats the
meta sensitive.
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L2423[19:26:30] <gigaherz> that was
changed?
L2424[19:26:54] <williewillus> around
like build 1700-1710 i believe
L2425[19:27:40] <gigaherz> hmm I just
looked at 1722
L2426[19:27:43] <gigaherz> it does
"oldState != newSate"
L2427[19:27:50] <gigaherz> which means it
will still reset TEs when the blockstate changes
L2428[19:28:11] <gigaherz> so for my
purposes, it's still the same ;P
L2430[19:28:48] <LexMobile> Tes shouldt
be cross state but meh you can
L2431[19:28:53] <tterrag> gigaherz: nope
it was the same logic
L2432[19:28:56] <tterrag> just based on
meta and not state
L2433[19:29:02] <gigaherz> well
L2434[19:29:09] <williewillus> well a
common blockstate property used is powered
L2435[19:29:11] <gigaherz> my blockstate
only changes the rendering state
L2436[19:29:13] <williewillus> and that
should persist te's
L2437[19:29:17] <gigaherz> my TE is still
the same regardless of state
L2438[19:29:26] <gigaherz> I'm not using
blockstates for subblocks
L2439[19:29:32] <gigaherz> only things
like facing and such
L2440[19:29:41] <gigaherz> so yeah I
still need to override
L2441[19:29:43] <LexMobile> Then yes you
should of been overriding this seince forever
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L2447[19:37:54] <gigaherz> by the way I'm
trying to use the AttachCapabilitiesEvent, but I have no idea how
to make use of it
L2448[19:38:11] <gigaherz> logic would
point to the addCapability method, but it asks for an
ICapabilityProvider
L2449[19:38:33] <LexMobile> You have
about 2 mins to ask before i have to go into airplane mode
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L2451[19:38:42] <LexMobile> Yes...
L2452[19:38:51] <gigaherz> would I have
to provide my own implementation of ICapabilityProvider?
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L2454[19:39:00] <LexMobile> Yes
L2455[19:39:02] <gigaherz> I was under
the impression that the providers were like Entity and
TileEntity
L2456[19:39:11] <LexMobile> Hey are
L2457[19:39:28] <LexMobile> They delegate
to the event added ones if they dont have an answer
L2458[19:39:35] <gigaherz> yeah that's
waht confuses me XD
L2459[19:39:36] <gigaherz> ah
L2460[19:39:39] <gigaherz> okay
L2461[19:39:46] <LexMobile> Go look at
tes
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L2463[19:43:14] <infinitefoxes_> what is
the best approach to extending EntityPlayer?
L2464[19:43:22] <infinitefoxes_> I'm not
looking to override vanilla functionality, but to add on top of
it
L2465[19:43:45] <infinitefoxes_> I've
already started using IExtendedEntityProperties, but that only
seems to give me a way to add data to it
L2466[19:44:23] <williewillus>
events
L2467[19:44:27] <LexMobile> Hooks
L2468[19:44:30] <LexMobile> Caps
L2469[19:44:49] <williewillus>
overwriting every entityplayer with your own will cause problems
(lots of them)
L2470[19:44:56] <infinitefoxes_> yeah,
I've seen it before
L2471[19:45:02] <infinitefoxes_> which is
exactly what I don't want to do
L2472[19:45:07] <infinitefoxes_> is there
a difference between events and hooks?
L2473[19:45:13] <williewillus> what do
you need to accomplish?
L2474[19:45:44] <gigaherz>
infinitefoxes_: explain what you want to accomplish, andwe'll be
able to tell you how to approach it
L2475[19:45:56] <williewillus> events are
thingies fired on the event bus, hooks are extra methods added to
blocks, items, tiles, etc. by forge to make reacting to players in
more flexible way
L2476[19:45:59] <LexMobile> Alright on
the runway guess i should turn this off
L2477[19:46:06] <gigaherz> k cya
L2478[19:46:06] <williewillus> have a
good flight
L2479[19:47:28] <gigaherz> was there an
event for when an mob dies?
L2480[19:47:40] <gigaherz> foundit
L2481[19:47:46] <gigaherz>
LivingDeathEvent
L2482[19:49:38] <infinitefoxes_> I'm
trying to acomplish adding extra armor slots (via a different GUI
than vanilla's inventory screen) essentially
L2483[19:49:56] <VikeStep> there is a
GUIOpenEvent you can look into
L2484[19:50:06] <williewillus> see how
baubles does it
L2485[19:51:05] <VikeStep> If you want to
have mod compatibility, I wouldn't replace the vanilla inventory
screen
L2486[19:51:08] <gigaherz>
infinitefoxes_: then you don't have to modify the entity
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L2488[19:51:09] <VikeStep> add a new tab
like Tinkers does
L2489[19:51:16]
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L2490[19:51:16] <infinitefoxes_>
VikeStep: I'm doing it through a seperate GUI
L2491[19:51:19] <gigaherz> that's exactly
what IEEP (before) and capabilities (now) can do
L2492[19:51:27] <VikeStep> oh, that's
what you mean
L2493[19:51:34] <infinitefoxes_> I saw
capabilities, but I have not the slightest clue how they work
L2494[19:51:38] <VikeStep> I thought you
meant overwriting it with a new GUI
L2495[19:51:41] <gigaherz> i'm working on
that
L2496[19:51:48] <gigaherz> learning so I
can write a document on them ;p
L2497[19:52:07] <VikeStep>
infinitefoxes_, you've got 2 problems here, one is storing the data
about extra slots which you can now do with the IEEP/capabilities
stuff
L2498[19:52:12] <VikeStep> the GUI stuff
is also different
L2499[19:52:35] <infinitefoxes_> I've
managed to do the GUI and the actual inventory/container bits
L2500[19:52:40] <VikeStep> oh, cool
L2501[19:52:49] <infinitefoxes_>
essentially, these "extra armor slots" would hold items
which change various characteristics of the player
L2502[19:53:18] <VikeStep> I've used IEEP
before but I haven't looked into capabilities to see if it can do
it for you
L2503[19:53:23] <VikeStep> it's only a
new feature
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L2506[19:54:24] <infinitefoxes_> that's
essentially my "inventory"
L2507[19:54:32] <VikeStep> nice
L2508[19:54:54] <VikeStep> earlier you
said "I've already started using IExtendedEntityProperties,
but that only seems to give me a way to add data to it"
L2509[19:55:00] <VikeStep> but shouldn't
this do what you want?
L2510[19:55:08] <VikeStep> what do you
need to do that isn't adding data
L2511[19:56:14] <gigaherz> yeah
L2512[19:56:16] <infinitefoxes_> some of
items you put into the special slots change things like knockback,
damage reduction, etc
L2513[19:56:21] <gigaherz> depending on
what "characteristic"
L2514[19:56:21] <infinitefoxes_> I assume
though for most of that there's events though, correct?
L2515[19:56:23] <gigaherz>
basically
L2516[19:56:25] <gigaherz> that's up to
you
L2517[19:56:28] <williewillus>
attributes
L2518[19:56:29] <gigaherz> you handle the
events
L2519[19:56:37] <gigaherz> edit NBT
L2520[19:56:38] <gigaherz> and such
L2521[19:56:39] <williewillus> knockback
resist is a vanilla attribute
L2522[19:56:43] <williewillus> as is
attack strength
L2523[19:56:52] <gigaherz> and max
health
L2524[19:57:00] <williewillus> attribute
system is underused :p
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seconds)
L2526[19:57:08] <VikeStep>
infinitefoxes_, that is still data though, and can all be
represented in IEEP
L2527[19:57:34] <infinitefoxes_> yeah,
I'm not having issues storing/retrieving the information
L2528[19:57:43] <infinitefoxes_> I'm
having issues actually implementing their functionality
L2529[19:57:47] <gigaherz> yeah
L2530[19:57:47] <VikeStep> ohhh,
alright
L2531[19:57:50] <gigaherz> that's on a
case by case basis
L2532[19:57:58] <gigaherz> which
"characteristic" you want to implement first?
L2533[19:57:59] <gigaherz> ;P
L2534[19:58:02] <VikeStep> ^
L2535[19:58:18] <infinitefoxes_> uhm,
damage reduction preferrably
L2536[19:58:25] <infinitefoxes_>
currently I've been doing it through an event
L2537[19:58:28] <infinitefoxes_> but it
doesn't seem to be reliable
L2538[19:58:32] <VikeStep> which
event?
L2539[19:58:40] <VikeStep> and how is it
not reliable?
L2540[19:59:07] <gigaherz> :3
L2541[19:59:13] <VikeStep> if you aren't
using it, I'd suggest LivingHurtEvent
L2542[19:59:16] <infinitefoxes_>
LivingHurtEvent
L2543[19:59:19] <VikeStep> yeah
L2544[19:59:24] <gigaherz> I have just
made a capability that counts the number of damage
"ticks" the entity has receivedbefore dying
L2545[19:59:25] <VikeStep> you just
change the ammount value
L2546[19:59:33] <gigaherz> (as an
example)
L2547[19:59:49] <gigaherz> now, it
returns 0 for the client side as expected XD
L2548[20:00:07] <infinitefoxes_> oh,
what
L2549[20:00:09] <infinitefoxes_> am I
even going on about
L2550[20:00:12] <infinitefoxes_>
sorry
L2551[20:00:16] <infinitefoxes_> one
second.
L2553[20:00:50] <VikeStep> here I change
how much damage a player's punch does
L2554[20:00:54] <VikeStep> using
LivingHurtEvent
L2555[20:01:22] <gigaherz> you could give
the player Resistance potion effect also ;p
L2556[20:01:31] <gigaherz> or was it
Absorption?
L2557[20:01:37] <infinitefoxes_> I would
seriously prefer to not use potions
L2558[20:01:39] <gigaherz> no
Resistance
L2559[20:01:46] <gigaherz> Absorption was
the extra temporary hearts
L2560[20:04:35] <williewillus> isn't
damage resistance also an attribute?
L2561[20:04:41] <infinitefoxes_> how
would I go about making the player deal an extra heart of
damage?
L2562[20:04:45] <williewillus>
attributes!
L2563[20:04:46] <infinitefoxes_> would
that be through attributes?
L2564[20:04:46] <williewillus> :D
L2565[20:04:53] <williewillus> attack
damage is an attribute
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L2567[20:05:05] <williewillus> basically
if something is a vanilla attribute use the attr system
L2568[20:05:11] <infinitefoxes_> well,
the thing is
L2569[20:05:12] <williewillus> since
those modifiers stack automatically for you
L2570[20:05:18] <infinitefoxes_> this
only adds extra damage if it's a critical
L2571[20:05:27] <infinitefoxes_> so I'm
not sure how to do that with the attributes system
L2572[20:05:34] <williewillus> then use
an event
L2573[20:05:36] <infinitefoxes_> I've
tried adding extra damage to LivingAttackEvent, but it seems to do
nothing
L2574[20:05:46] <infinitefoxes_> even
adding 100 extra points of damage does nothing
L2575[20:06:02] <infinitefoxes_> checking
with breakpoints and what not shows that it changes the value
L2576[20:06:42] <infinitefoxes_> removing
damage works fine though...
L2577[20:07:49] <infinitefoxes_> er-- not
LivingAttackEvent, LivingHurtEvent
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L2581[20:10:03] <williewillus> well did
you try the former?
L2582[20:10:27] <infinitefoxes_>
LivingAttackEvent has private fields
L2583[20:10:30] <infinitefoxes_> it's not
modifable
L2584[20:11:40] <infinitefoxes_> my
stupid hack for that was to attack the player twice
L2585[20:11:52] <infinitefoxes_> but
that's extremely uh, unreliable
L2586[20:12:08] <infinitefoxes_> whether
or not it does damage the second time is erratic
L2587[20:12:58] <williewillus> because
damage cooldown
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L2593[20:32:01] <MattDahEpic> so whats
the difference between IEEPs and Capabilities?
L2594[20:33:20] <PrinceCat> I think
Capabilities are hardcoded Minecraft stuff.
L2595[20:33:30] <gigaherz> not THOSE
capabilities
L2596[20:33:36] <gigaherz> the capability
system is added by forge
L2597[20:33:50] <PrinceCat> In that case,
nevermind!
L2598[20:34:06] <gigaherz> there's 3
primary capability "holders"
L2599[20:34:11] <gigaherz> TileEntity,
ItemStack, and Entity
L2600[20:34:26] <gigaherz> you can attach
new capabilities to things
L2601[20:34:37] <gigaherz> or if it's
your own object, return your own manually
L2602[20:34:48] <MattDahEpic> vanilla
things?
L2603[20:34:51] <gigaherz> so in a way,
capabilities are like IEEPs, but more general-purpose
L2604[20:35:05] <gigaherz> ANY
thing
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L2606[20:35:36] <gigaherz> there's
basically 2 ways to use the capabilities
L2607[20:35:48] <gigaherz> either you
override hasCapability/getCapability in your own TE/Entity
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L2610[20:36:04] <gigaherz> or you use the
AttachCapabilitiesEvent.TileEntity/Entity/ItemStack
L2611[20:36:32] <gigaherz> sorry .Item
(works with ItemStacks)
L2613[20:41:52] <MattDahEpic> so i assume
since capabilities are going to replace IEEPs?
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L2615[20:43:47] <gigaherz> yes
L2616[20:44:07] <gigaherz> that's why I'm
tryingto learn to use capabilities effectively, to write a page for
readthedocs
L2617[20:44:09] <gigaherz> explaining
them
L2618[20:44:10] <gigaherz> ;P
L2619[20:44:19] <gigaherz> at least I
"get" them now
L2620[20:44:23] <gigaherz> they confused
me for a while
L2621[20:48:13] <PrinceCat> I didn't know
it was a thing so I just looked through the classes, agreed with
gigaherz, it looks a little confusing.. haha
L2622[20:48:24] <gigaherz> hmf
L2623[20:48:35] <gigaherz> so I managed
to attach a capability to mobs
L2624[20:48:55] <gigaherz> and as a proof
of concept, I made it count the number of damage ticks it has
received when the mob dies
L2625[20:49:09] <gigaherz> but although
it's saving
L2626[20:49:20] <gigaherz> it does not
appear to be loading from nbt when reloading the save :/
L2627[20:52:55] <gigaherz> oh
L2628[20:52:57] *
gigaherz facepalms
L2629[20:53:02] <gigaherz> I was
returning null from serializeNBT(
L2630[20:53:03] <gigaherz> oops.
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L2632[20:55:17] <gigaherz> \o/
works
L2633[20:55:52]
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L2635[20:56:21] <gigaherz> so yeah
L2636[20:56:29] <gigaherz> for the
purposes of replacing an IEEP
L2637[20:56:37] <gigaherz> it basically
serves the same purpose
L2638[20:56:44] <gigaherz> just needs
like 5x as much boilerplate code
L2639[20:57:13] <VikeStep> so would it be
possible to add a capability which restores a players health after
they respawn?
L2640[20:57:17] <VikeStep> sorry, not
health. hungert
L2641[20:57:25] <williewillus> damn
really want to work on the botania animationAPI book right
now
L2642[20:57:27] <gigaherz> was an IEEP
able to do that?
L2643[20:57:28] <VikeStep> I am currently
using IEEP for that
L2644[20:57:30] <williewillus> but
homework xP
L2645[20:57:33] <gigaherz> if so,
yes
L2646[20:57:46] <gigaherz> VikeStep: the
capability does NOT remove the events and such
L2647[20:57:54] <gigaherz> all it does is
change the way the "instance" is stored
L2648[20:58:32] <VikeStep> yeah, I just
have an IEEP that stores the players hunger before death
L2649[20:58:42] <VikeStep> so when they
respawn it sets the hunger to that
L2650[20:58:43] <gigaherz> yeah so you
could do exactly the same with a capability
L2651[20:58:56] <VikeStep> alright,
sounds cool. Will look into that
L2652[20:59:09] <gigaherz> maybe wait
until I write the doc ;P
L2653[20:59:26] <VikeStep> I won't have
time to mod until a week away anyways
L2654[20:59:28] <gigaherz> (or not, your
choice XD)
L2655[20:59:31] <VikeStep> because of uni
assignments
L2656[20:59:31] <gigaherz> ah
L2657[20:59:34] <gigaherz> should be
written in a week
L2658[20:59:59] <VikeStep> doing a
Machine Learning course, gotta work on my Final Project hehe
L2659[21:00:08] <VikeStep> really fun
topic btw if anyone ever wanted to learn it
L2660[21:00:18] <williewillus> what year
are you VikeStep?
L2661[21:00:22] ***
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L2662[21:00:28] <VikeStep> I am just
about to start my second year of uni
L2663[21:00:32] <VikeStep> this is a
Summer Semester course
L2664[21:00:47] <VikeStep> I live in
Australia though so we start uni year in February
L2665[21:00:53] <williewillus> cool, I'm
in spring (second) semester of my first year
L2666[21:02:13] <VikeStep> nice
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L2668[21:03:03] <williewillus> we're just
starting to touch assembly in architecture xP
L2669[21:03:41] <VikeStep> I'm doing a
course on that in 2 weeks
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L2671[21:04:11] <VikeStep> also
Human-Computer Interaction
L2672[21:04:15] <VikeStep> \me bleh
L2673[21:04:32] <VikeStep> haha, wrong
direction of slash
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L2679[21:21:53] <GeoDoX> gigaherz, that
rendering code you posted a while back, you don't happen to have
something for rendering over the creative inventory, do you?
L2680[21:22:33] <williewillus> if all
else fails you could use a tickhandler xP
L2681[21:23:13] <GeoDoX> williewillus,
was that in response to me?
L2682[21:23:19] <williewillus> yeah
L2683[21:24:00] <GeoDoX> Would a tick
handler actually help?
L2684[21:24:11] <GeoDoX> I'm not seeing
the connection...
L2685[21:25:27] <williewillus> I was
thinking a render tickhandler, but idk, probably not
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L2687[21:26:24] <PrinceCat> Can't you
check what GUI the player has open in a ClientTickHandler and then
draw over that, or no?
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L2689[21:26:52] <GeoDoX> Would that give
me access to the slots?
L2690[21:27:20] <PrinceCat> Hmmmm, I
don't think so because slots are stored server side.
L2691[21:27:50] <PrinceCat> Unless you
can do some magic trickery to pass it off to another handler.
L2692[21:28:15] <GeoDoX> How would I even
get access to the slots?
L2693[21:28:32] <PrinceCat> You'd need to
get the container.
L2694[21:28:35] <GeoDoX> I just need to
read what they are, and know positioning of the slots
L2695[21:29:18] <PrinceCat> You need to
somehow gain access to GuiContainerCreative
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L2697[21:33:26] <MattDahEpic> i cant find
the forge updateURL mod update checker code, any help?
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L2700[21:36:13] <Ordinastie> holly shit,
I finally have my slabs working -_-
L2701[21:36:22] <williewillus> lol
L2702[21:36:30] <williewillus> what was
not working about them?
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L2705[21:37:17] <gigaherz> 60 lines
written, < 25% of the capability document so far ;P
L2706[21:38:06] <gigaherz> (explained how
to use a capability that's exposed by something, and how to expose
a capability from your own TE/Entity
L2707[21:38:21] <gigaherz> next is how to
attach capabilities to things, and then the biggest one: how to
create your own capability)
L2708[21:38:25] <Ordinastie>
williewillus, because stupid mojang and the fact that some block
method are not world sensitive, you are required to use 2 different
blocks
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L2711[21:38:45] <williewillus> ?
L2712[21:39:05] <williewillus> its always
been one object for half, one for full i thought
L2713[21:39:07] <Ordinastie> the
doubleSlab that acts like a full block needs to be a different
instance of the block
L2714[21:39:14] <Ordinastie> yeah, but
that's stupid
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L2716[21:39:25] <Ordinastie> it's
required only because some method are not world sensitive
L2717[21:39:39] <Ordinastie> makes it a
PITA with my component system
L2718[21:39:47] <Ordinastie> had to use
some shitty static helper :/
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L2722[21:40:52] <GeoDoX> Idk how to do it
PrinceCat... I'm not too sure of anyway to do it.
L2723[21:41:01] <Ordinastie> (and yes
that's the ONLY code necessary to make a slab)
L2724[21:41:02] <PrinceCat> GeoDoX, I'm
looking into it now.
L2725[21:41:10] <GeoDoX> PrinceCat,
thanks!
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L2727[21:41:25] <PrinceCat> Not sure how
you're going to get an instance of the container though.
L2728[21:41:27] <TehNut> how does one set
the output of AnvilRepairEvent if output is final?
L2729[21:42:02] <TehNut> wait...
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L2731[21:42:19] <williewillus>
Minecraft.getMinecraft().thePlayer.openContainer :p with
appropriate checks of course
L2732[21:42:24] <TehNut> ...
L2733[21:42:45] <williewillus> TehNut:
wasnt there a separate event for checking the repair and performing
it? i don't remember
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L2735[21:42:49] <TehNut> Params of event:
player, output, left, right
L2736[21:43:05] <TehNut> Params given to
the event: player, left, right, output
L2737[21:43:17] <TehNut> *sigh*
L2738[21:43:17] <williewillus> lol
L2739[21:43:26] <williewillus> missed
patch probably
L2740[21:43:39] <TehNut> no i think it's
like that in 1.7, too
L2741[21:44:11] <GeoDoX> PrinceCat, does
what williewillus said help?
L2742[21:44:15] <TehNut> Yup
L2743[21:44:25] <TehNut> Wrong order even
in 1.7
L2744[21:44:35] <PrinceCat> Actually,
yes.. quite a lot GeoDoX.
L2745[21:44:39] <PrinceCat> Thanks
williewillus.
L2746[21:44:39] <williewillus> GeoDoX:
that gives you the player's open container always :p
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L2748[21:45:07] <GeoDoX> So I'd need to
check if its the instance of GuiContainerCreative?
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L2751[21:46:23] <TehNut> Oh, I want
AnvilUpdateEvent anyways
L2753[21:46:46] <PrinceCat> Right, so
what you've got to do is listen to the GuiScreenEvent and then
check the that the GuiScreen is the creative inventory and then use
openContainer to get the slots you need.
L2754[21:46:53] <PrinceCat> You can then
draw over the slots.
L2755[21:47:11] <GeoDoX> And I'd draw
over the slots using what again?
L2756[21:47:21] <PrinceCat> OpenGL
calls.
L2757[21:47:43] <PrinceCat> How you'd
generally draw things to the screen.
L2758[21:47:48] <GeoDoX> So it doesn't
need to be done in any overridden method?
L2759[21:48:20] <PrinceCat> I don't
believe so.
L2760[21:49:46] <GeoDoX> How do I get the
position of the slots on screen?
L2761[21:50:57] <PrinceCat> An instance
of Slot should have a xDisplayPosition and yDisplayPosition
field.
L2762[21:51:02] <PrinceCat> They're both
public.
L2763[21:51:33] <PrinceCat> I'd also look
at the GuiScreenEvent class to see which event will suit your
needs.
L2764[21:53:01] <PrinceCat> So you'll
iterate inventorySlots on the Container.
L2765[21:54:05] <GeoDoX> I'm not sure why
I'd need anything from the GuiScreenEvent class
L2766[21:54:19] <GeoDoX> I technically do
need a "button"
L2767[21:54:46] <GeoDoX> Which is also
overlayed on the Creative Inventory
L2768[21:54:54] <PrinceCat> You need the
GuiScreen.
L2769[21:54:57] <GeoDoX> One for each
itemStack
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L2771[21:57:41] <GeoDoX> Which class do I
need that's basically a button but allows me to render an Item
Icon?
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L2773[22:01:39] <GeoDoX> I think I'd need
a custom one...
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enough.)
L2776[22:02:26] <GeoDoX> I can't find any
class that even uses and Icons, besides the GuiLockIconButton, but
there's no way to change the icon..
L2777[22:02:50] <GeoDoX> s/and/any
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L2780[22:03:27] <gigaherz> GeoDoX:
there's no "item icon", you draw an ItemStack
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L2783[22:03:40] <gigaherz> if it has
stackSize=1, it won't be drawn with a label
L2784[22:04:12] <GeoDoX> So what class
lets me draw an itemStack and have the functionality of a
button?
L2785[22:04:13] <gigaherz> but if you are
doing the favorites thing, you probably want to draw a quad
manually, using the icon TextureAtlasSprite to get the UVs
L2786[22:04:24] <gigaherz> not a
button
L2787[22:04:28] <gigaherz> the button
part you'll have to do yourself
L2788[22:04:29] <gigaherz> ;p
L2789[22:04:34] <GeoDoX> Ah
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L2791[22:04:54] <GeoDoX> I was just gunna
use the Nether Star Icon
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L2796[22:06:35] <Ordinastie> and of
course, because Mojang have test for instanceof BlockSlab inside
Block, there are stuff I can't fix -_-
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L2798[22:08:13] <williewillus> uhhh
why?
L2799[22:08:18] <williewillus> all slabs
should extend blockslab
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L2805[22:10:31] <Ordinastie>
williewillus, what if I don't want
L2806[22:10:39] <williewillus> that's how
the game works
L2807[22:10:51] <williewillus> if it
doesn't extend blockslab it's NOT a slab
L2808[22:11:03] <williewillus> it is
something that looks like a slab :p
L2809[22:11:24] <Ordinastie> -_-
L2810[22:11:52] <gigaherz> lol
L2811[22:12:07] <gigaherz> gah shit,
gotta sleep a bit
L2812[22:12:08] <williewillus> what is
unsatisfactory about the vanilla slab code?
L2813[22:12:26] <gigaherz> I'm expecting
someone tomorrow morning, and it's already 5am
L2814[22:12:27] <TehNut> now to figure
out why I can't take my anvil output out...
L2815[22:12:36] <gigaherz> I gues I'll
finish the capability document tomorrow
L2816[22:12:37] <gigaherz> XD
L2817[22:12:40] <williewillus> lol
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L2820[22:12:58] <Ordinastie>
williewillus, like it's generally very bad ?
L2821[22:13:00] <fry> I don't see
anything in Block that uses "instanceof BlockSlab" that
you can't override/implement differently
L2822[22:13:04] <williewillus> not
really
L2823[22:13:08] <williewillus> it handles
many cases for you
L2824[22:13:22] <williewillus> don't say
it's "generally bad" that means you have no examples of
where it's actually bad :P
L2825[22:13:23] <Ordinastie> fry, the
issue is, it checks the neighbor
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L2827[22:13:31] <fry> what does?
L2828[22:13:52] <Ordinastie>
getMixedBrightnessForBlock
L2829[22:14:15] <fry> override the
method
L2830[22:14:31] <Ordinastie> I can't
override the defaut behavior of the other blocks
L2831[22:14:50] <fry>
getMixedBrightnessForBlock for slabs is a gigantic hack
anyway
L2832[22:14:56] <fry> you shouldn't need
it
L2834[22:15:09] <TehNut> i'm missing
something really simple and stupid
L2835[22:15:17] <TehNut> i guarantee
it
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L2839[22:16:08] <williewillus>
accidentally fliipped an isremote? idk
L2840[22:17:27] <TehNut> *sigh* you need
to set a repair cost
L2842[22:18:07] <fry> yes, return
isOpaque = true
L2843[22:18:14] <fry> or false
L2844[22:18:23] <fry> whatever's the
opposite of what you have now :P
L2845[22:18:52] <TehNut> and the cost
must be at least 1
L2846[22:19:03] <williewillus> vanila
restriction probably
L2847[22:19:07] <TehNut> Probably
L2848[22:19:11] <TehNut> oh well
L2849[22:19:20] <TehNut> 1 level to
combine those isn't too bad
L2850[22:19:36] <williewillus> could
always award the player one level back immediately ;p
L2851[22:19:46] <TehNut> meh
L2852[22:19:59] <Ordinastie> fry I
already do
L2853[22:20:28] <Ordinastie> wait, I may
have found something
L2854[22:20:34] <fry> no, you don't
L2855[22:20:43] <fry> don't return the
same value as slabs do
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L2858[22:23:03] <GeoDoX> Would I use
GameRegistery.makeItemStack to get an ItemStack using an Item's
registryName?
L2859[22:24:01] <GeoDoX> If so can I just
throw null into the nbtString param?
L2860[22:26:24] <williewillus> look at
the source of it, it might not like nulls
L2861[22:26:27] <williewillus>
"" might be better
L2862[22:26:59] <GeoDoX> It checks
!Strings.isNullOrEmpty, and if so, it does stuff, else
nothing
L2863[22:27:38] <williewillus> ah then
doesnt matter
L2864[22:27:43] <williewillus> i still
prefer "" though ;)
L2865[22:28:29] <GeoDoX> I'd prefer null
over "" because it's way easier to recognize that its
basically empty
L2866[22:29:23] <Ordinastie> well, it's
not perfect
L2868[22:29:48] <GeoDoX> Ordinastie, at
least its working ;)
L2869[22:30:37] <williewillus> null has
little meaning, "" tells you "the nbt is literally
empty" to each their own I guess ;p
L2870[22:30:44] <williewillus> nulls are
useful but to be avoided
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L2875[22:41:24] <MattDahEpic> i remember
there being a method somewhere that took 2 blockposes and
calculated the distance between them using pythagorean, but i cant
find it? help
L2876[22:42:50] <Ordinastie> wow,
weirdest bug ever :x
L2877[22:43:42] <Ordinastie> MattDahEpic,
pos.distanceSq
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L2879[22:46:08] <GeoDoX> Does MC have
it's own stuff for checking MouseEvents?
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L2884[22:56:13] <GeoDoX> How do you
listen for MouseEvents?
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L2886[22:56:29] <williewillus> do you
mean lwjgl mouseevents?
L2887[22:56:54] <GeoDoX> I'm subscribing
to GuiScreenEvent.MouseInputEvent but that doesn't have the
information about the Mouse?
L2888[22:58:35] <GeoDoX> I guess thats
what I mean, unless MC has it's own wrapped handlers?
L2889[22:58:55] <GeoDoX>
s/handlers/listeners
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L2897[23:03:58] <xaero> maybe you want
MouseEvent?
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L2901[23:12:08] <xaero> (to be clear,
MouseEvent is distinct from MouseInputEvent)
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L2908[23:18:12] <killjoy> GeoDoX, if you
want mouse info, get it directly from Mouse
L2909[23:18:16] <killjoy>
Mouse.getX()
L2910[23:18:21] <GeoDoX> Ah,
alright
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L2912[23:18:57] <killjoy> just don't
forget to scale it
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L2914[23:20:13] <GeoDoX> Scale it?
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L2918[23:21:36] <killjoy> using
ScaledResolution
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L2920[23:21:41] <killjoy> look at how mc
does it
L2921[23:22:15] <GeoDoX> Where
abouts?
L2922[23:22:27] <killjoy> I think it's
done in Minecraft somewhere
L2923[23:22:36] <killjoy> maybe when it
ticks
L2924[23:22:48] <killjoy> just do a
search for Mouse.getX()
L2925[23:24:28] <MattDahEpic> so i have
an ItemStack and i cant figure out how to get it's
IBlockState
L2926[23:25:08] <williewillus>
MattDahEpic: there's varying ways, the easiest (but not very
reliable) is block.getStateFromMeta(stack.getItemDmaage())
L2927[23:25:18] <williewillus> but that
breaks when the block meta doesnt match item meta
L2928[23:25:56] <MattDahEpic> i may have
items in the stack though. im trying to get the string variant name
for any item or block in the registry
L2929[23:27:20] <MattDahEpic> and it may
query for items that dont have subtypes
L2930[23:27:20] <williewillus> then check
if its a block :p
L2931[23:27:43] <MattDahEpic> do items
still run on meta?
L2932[23:27:50] <williewillus> yea
L2933[23:28:01] <MattDahEpic> oh
L2934[23:28:13] <MattDahEpic> i thought
they had switched over too
L2935[23:29:05] <williewillus> its more
complex because you have to deal with nbt as well
L2936[23:29:25] <williewillus> but yeah
meta abstractions for items as well would do a lot of good
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L2938[23:30:25] <GeoDoX>
EntityRenderer.func_181560_a does it killjoy, is that what you're
referring to?
L2939[23:30:33] <killjoy> yes
L2941[23:31:44] <killjoy> yes
L2942[23:32:12] <GeoDoX> What do I
actually need out of that?
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L2944[23:32:33] <killjoy> you said you
wanted the mouse coords?
L2945[23:32:54] <GeoDoX> is k1 and l1 the
coords?
L2946[23:33:02] <killjoy> yes. x and
y
L2947[23:33:07] <GeoDoX> Alright :)
L2948[23:33:20] <GeoDoX> Just wasn't sure
if all that was pertaining to what I needed
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L2950[23:37:39] <GeoDoX> How do you
suppose I do a Hover Event?
L2951[23:38:48] <Darkevilmac> Quick
question, is there a way to access a tag compound that a world will
keep persisted to store some info in?
L2952[23:39:17] <Darkevilmac> Just want
to store some world specific information, if there's another place
I can use to store the info that would be fine as well.
L2953[23:39:21] <killjoy> GeoDoX, do you
mean a hover event as in chatcomponent or when the mouse is
hovering over something?
L2954[23:39:37] <GeoDoX> Mouse is
hovering over something
L2955[23:39:50] <killjoy> I'm not aware
of any event like that
L2956[23:39:54] <killjoy> do the math
yourself
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L2958[23:40:26] <GeoDoX> I can do the
math myself, but I don't want to do it continously
L2959[23:40:38] <williewillus> anyone
with architecture knowledge here? :P
L2960[23:40:42] <killjoy> if (mx > x
&& mx < x + w && my > y && my < y
+ h)
L2961[23:40:51] <killjoy> make a method
for it
L2962[23:41:03] <GeoDoX> When and how do
I call the event?
L2964[23:42:08] <Darkevilmac> xaero, I
looked a bit more, found that WorldInfo has a compound I can
use.
L2965[23:44:31] <xaero> I'm not sure what
that is so can't convince you one way or the other
L2966[23:45:10] <xaero> but I'd tend
towards a custom impl of WorldSavedData
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L2968[23:48:37] <killjoy> Is the uuid in
Session stored with or without dashes?
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L2971[23:51:42] <williewillus> i can't
figure out how to align the stack pointer in x86 asm x.x
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L2973[23:54:05] <sham1> Umn
L2974[23:54:12] <sham1> The fuck you
doing
L2975[23:54:43] <williewillus>
school
L2976[23:54:45] <williewillus> is what
I'm doing
L2977[23:55:12] <GeoDoX> So nothing on
when to call that method that checks hovering?
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L2981[23:59:38] <GeoDoX> So Forge has a
HoverChecker?