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L2[00:01:03] <SomeGuyInATree> Well, the RfTools house (And the chunk therein) in every village across my server stays loaded..
L3[00:02:05] <SomeGuyInATree> I've been wondering for the past week why I've had 1,500 villagers & 2.2k chunks loaded within opis and after resetting dynmap just before, they are the first thing rendered.
L4[00:02:41] <SomeGuyInATree> http://map.alkaluscraft.top - each rendered 'bit' has a house in it from RfTools.
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L22[01:08:30] <unascribed> should Neoteric also attempt to renew your session if it's invalid, or should that be the user's decision/job
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L24[01:14:44] <killjoy> Someone wanna help me with some homework?
L25[01:14:59] <killjoy> I need to find out about optical disk tech being developed
L26[01:15:06] <killjoy> but my google-fu is failing me
L27[01:16:58] <killjoy> I found a thing called Freeze Ray, but it seems like only Blu Ray discs for cold storage
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L36[01:36:33] <Nitrodev> Hi
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L46[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160207 mappings to Forge Maven.
L47[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160207-1.8.9.zip (mappings = "snapshot_20160207" in build.gradle).
L48[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L62[03:01:32] <Wuppy> o/
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L65[03:04:30] MineBot sets mode: +v on LatvianModder
L66[03:04:43] <ThePsionic> Um wow
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L68[03:04:58] <ThePsionic> My first mod that I haven't updated in like 4 months has over 650 downloads
L69[03:05:18] <ThePsionic> On CurseForge, at least
L70[03:05:27] <Wuppy> congrats mate :)
L71[03:06:05] <ThePsionic> And 180 clicks through adfoc.us
L72[03:06:40] <ThePsionic> The only reason I know this is because someone left a comment on my mod yesterday and I got an e-mail
L73[03:07:17] <LatvianModder> Nice
L74[03:09:11] <ThePsionic> And a whole 11 reward points too
L75[03:10:07] <Wuppy> and I was just partying all day :P
L76[03:10:19] ⇨ Joins: Naiten (~Naiten@82.162.0.37)
L77[03:10:19] <LatvianModder> You are always partying :D
L78[03:10:26] <ThePsionic> lel
L79[03:10:33] <Wuppy> true dat
L80[03:10:48] <ThePsionic> I am a functioning adult, I think
L81[03:10:55] <ThePsionic> Just yesterday I opened a savings account
L82[03:11:18] <Wuppy> also people, don't forget to drink when you dance/move a lot in a warm place... dehydration is not fun :V
L83[03:17:21] <sham1> Drink some water next time
L84[03:17:40] <Wuppy> I did that after nearly falling over :P
L85[03:17:52] <sham1> drink more watere
L86[03:18:01] <fuj1n> How would I go about getting the block texture coordinates based purely on metadata?
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L90[03:20:40] <sham1> what have you tried
L91[03:20:45] <sham1> Also, what version
L92[03:24:01] <SomeGuyInATree> What's the best way to get certain blocks in an aabb/area around the player [1.7.10]?
L93[03:24:37] <fuj1n> 1.8.9, trying to render a block texture in 2D into a gui
L94[03:25:13] <sham1> You can get a blockstate depending on the metadata as long as you know what block you are trying to do
L95[03:26:20] <fuj1n> Could you please point me to a method? I do have an instance of the block passed into my method
L96[03:27:11] <sham1> Block#getStateForMeta...
L97[03:27:18] <sham1> or FromMeta rather
L98[03:27:25] <sham1> getStateFromMeta
L99[03:28:03] <fuj1n> But how would I go about getting the texture coordinates from just the block state?
L100[03:31:09] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L101[03:31:45] <fuj1n> BlockRenderDispatcher.getModelFromBlockState requires the world and the position, and overrides the state with the actual state unless the world provided is the debug world
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L103[03:38:58] <PitchBright> anybody know off the top of their head… if there's a way to detect which side of the block a player is clicking on?
L104[03:40:14] <TehNut> Yes
L105[03:40:23] <TehNut> Are you using the interaction event or the block class?
L106[03:40:41] <TehNut> PitchBright: ^
L107[03:41:54] <TehNut> Eh, for Block class, override onBlockActivated and use the EnumFacing param
L108[03:42:15] <PitchBright> not sure how I want to go about it… to be honest. I've got an idea where I'd like to make a tool that the player can click on vanilla dirt with… and that converts it to a stair block I created. But with the stair blocks using meta for direction… I'm guessing I need to know which side of the dirt block the player is clicking on, in order to change it to the right-facing stair
L109[03:42:16] <TehNut> For event (PlayerInteractEvent), it's event.face
L110[03:42:27] <PitchBright> i'm totally open to suggestions on a better way though.
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L112[03:43:03] <TehNut> Oh if you're doing it from the item it's onItemUse with the EnumFacing param
L113[03:43:05] <sham1> AFAIK you can get it in item as well
L114[03:43:21] <PitchBright> I'm making dirt stairs XD
L115[03:43:34] <sham1> You don't need tools for that
L116[03:43:48] <PitchBright> oh?
L117[03:43:59] <sham1> you just build them
L118[03:44:13] <PitchBright> you mean player crafts and places?
L119[03:44:32] <sham1> no
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L121[03:49:48] <Ordinastie> speaking about stairs :p http://puu.sh/mYY9b.jpg
L122[03:51:14] <PitchBright> nice
L123[03:51:16] <PitchBright> :)
L124[03:51:21] <PitchBright> here's mine https://imgur.com/SWcLyrp
L125[03:52:26] <PitchBright> I'm assuming since I can't change dirt blocks behaviour without ASM or stuff that's waaaay over my head...
L126[03:52:38] <PitchBright> I'd have to do some SetBlock action
L127[03:52:47] <sham1> you can substitute blocks
L128[03:53:20] <PitchBright> without a tool or item though?
L129[03:53:28] <Ordinastie> the main benefit of my stairs it not really the texture, it's the code needed to make them : http://puu.sh/mYYgf.png
L130[03:53:34] <Nitrodev> damn, my item is destroying the things i put in it
L131[03:54:16] <sham1> PitchBright, pardon?
L132[03:54:24] <sham1> You can change blocks using the World
L133[03:54:31] ⇨ Joins: c64cosmin (c64cosmin@86.125.241.39)
L134[03:54:46] <sham1> nd you can use your own block to randomly tick and see if it should have grass on it
L135[03:55:21] <PitchBright> i've got it doing the random tick thing, for grassification
L136[03:55:24] <Nitrodev> masa, you here?
L137[03:55:40] <PitchBright> but i'm not sure what you mean by "using the World"
L138[03:56:00] <PitchBright> bear with me, i'm pretty noob
L139[03:56:45] <sham1> I cannot bear, seeing as I am not a bear
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L141[03:57:28] <sham1> What minecraft version did you use again
L142[03:57:33] <PitchBright> 1.7.10
L143[03:57:43] <sham1> First of all, why
L144[03:57:51] *** kroeser is now known as kroeser|away
L145[03:57:55] <sham1> Second of all, World#setBlock is your friend
L146[03:58:03] <PitchBright> because that's version my server runs on
L147[03:58:17] <sham1> And it runs on 1.7.10 because...
L148[03:58:27] <sham1> FFS, 1.8.x is almost 2 years old
L149[03:58:42] <PitchBright> because it's got a hundred mods most of which aren't 1.8.x
L150[03:58:45] <PitchBright> kew?
L151[03:59:45] <PitchBright> okay… so you were saying… "don't need tools"… World#setBlock is the key
L152[03:59:57] <PitchBright> players use bare hands and dirt becomes stairs… via WorldsetBlock
L153[04:00:06] <PitchBright> correct?
L154[04:00:56] <Ordinastie> why not use recipe for them and simply use the block as any other block ?
L155[04:02:06] <PitchBright> i would like to do it in-game… versus crafting and gui
L156[04:02:19] <PitchBright> but ya… dirt stair crafting and player-placement is the easy route for sure
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L158[04:02:58] <Ordinastie> no gui involved, use regular crafting table
L159[04:03:15] <PitchBright> that has a gui xD
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L161[04:03:35] <Ordinastie> but you don't handle that
L162[04:03:48] <PitchBright> it's less immersive
L163[04:03:50] <Ordinastie> but if you really don't want to, then yes, override onItemUse for your item and set the block there
L164[04:03:52] <PitchBright> less "in-gamey"
L165[04:04:13] <PitchBright> aight kew… item it is
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L169[04:06:29] *** PaleOff is now known as PaleoCrafter
L170[04:09:31] <Lumien> Does the srgExtra "method" still exist in fg ? The shading tutorial references it but my gradle doesn't seem to know it
L171[04:11:24] <Ministry> Is there a tool similar to BDCraft Cubik for doing 3D blocks/items that isn't arse?
L172[04:11:41] <Lumien> Oh it's addExtraSrgLine now
L173[04:11:54] <TehNut> Ministry: Crayfish's Model Creator
L174[04:12:04] <TehNut> https://mrcrayfish.com/tools?id=mc
L175[04:12:13] <TehNut> it's pretty nifty
L176[04:12:14] <Ministry> Checking :) thanks.
L177[04:12:37] <PaleoCrafter> Cubik is nice D:
L178[04:12:49] <Ministry> You can't resize the window and it has no undo/redo \:
L179[04:12:58] <Ministry> unless I'm missing something.
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L181[04:13:52] <PaleoCrafter> I haven't used it in some time, but I'm 100% certain it has both :P
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L183[04:14:56] <sham1> just use blender
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L185[04:18:41] <sham1> Or something similar
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L197[05:00:27] <SwordKorn20> Morning all
L198[05:01:57] <JustRamon> Morning
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L200[05:03:14] <sham1> good day
L201[05:07:34] <masa> Nitrodev: I am now. And I spotted the possible causes to your problem already last night, but you left before I could tell you
L202[05:07:46] <Nitrodev> oh
L203[05:07:58] <masa> did you do any changes since the last commit on github?
L204[05:08:04] <masa> to the inventory stuff anyway
L205[05:08:34] <Nitrodev> i don't think so but let me check
L206[05:09:12] <masa> the cause might be atm that the item are stored in your bag, but it just doesnät read them back when you open it again :p
L207[05:09:52] <masa> you could check that if you want using my debug mod, but it would just be for... pure interest(?)
L208[05:10:27] <SwordKorn20> Anyone have any idea why my ore dict ingots don't count as valid repair materials for TC in 1.8.9?
L209[05:10:38] <Nitrodev> well my inventory class is now upto date
L210[05:10:43] <Nitrodev> to the repo
L211[05:10:57] <sham1> maybe TiC does not use OreDict
L212[05:11:01] <masa> ok
L213[05:11:08] <masa> so the problem I spotted are these:
L214[05:11:13] <SwordKorn20> I double checked it sham1 and they seem to do so
L215[05:11:16] <masa> GuiHandler client side: isRemote needs to be true
L216[05:11:22] <sham1> Please don't ping
L217[05:11:37] <sham1> When it is obvious from context who you are talking to
L218[05:11:57] <SwordKorn20> ?
L219[05:12:02] <masa> and then to the bottom of the InventoryBag constructor add a call to this.readFromContainerItemStack()
L220[05:12:46] <SwordKorn20> sham1: would you rather I spoke to you seperately?
L221[05:12:52] <Nitrodev> okay done those
L222[05:13:01] <sham1> no
L223[05:13:06] <masa> then time to test if it's still broken..
L224[05:13:10] <sham1> But it was obvious who you were talking to
L225[05:13:14] <sham1> So no need to ping there
L226[05:13:26] <SwordKorn20> Oh OK I'll bare that in mind. Still fairly new to the chat
L227[05:13:32] <sham1> Only if the chat is going particularly fast
L228[05:13:34] <masa> don't tell me you have actual sound notifications on :D
L229[05:13:38] <sham1> No
L230[05:13:45] <sham1> It still flashes on the task bar
L231[05:13:49] <sham1> Making it obnoxious
L232[05:13:50] <masa> haha
L233[05:13:53] <SwordKorn20> lol
L234[05:13:55] <sham1> And I see it on every screen of mine
L235[05:14:21] <Nitrodev> didn't change much masa
L236[05:14:23] <masa> I just get the colored nick and if I'm on a different channel, then the channel number gets color indication
L237[05:14:28] <masa> oh? :/
L238[05:14:39] <Nitrodev> yeah
L239[05:14:51] <SwordKorn20> Well I took a closer look at TiC on GitHub the other day to try and get some inspiration from the code and it appears that they re-register everything a second time as a material
L240[05:14:52] <masa> well now I'd like you to check it with my debug mod... :p
L241[05:15:18] <masa> http://minecraft.curseforge.com/projects/tellme/files
L242[05:15:20] <Nitrodev> Oh?
L243[05:15:33] <masa> it will show you what data there is on the bag's NBT
L244[05:15:42] <masa> makes it a LOT easer to debug things like this
L245[05:16:13] *** kroeser|away is now known as kroeser
L246[05:16:36] <SwordKorn20> Maybe if I register them again as mat* that could work
L247[05:16:43] <SwordKorn20> Into the ore dict
L248[05:17:16] <masa> the basics of it for this are: throw the mod in mods/, then put a blaze rof on your hotbar to the left of your bag and then right click with the blaze rod, and it will dump the NBT to the console
L249[05:17:23] <masa> *rod
L250[05:17:35] <SwordKorn20> That's really clever masa!
L251[05:17:50] <masa> it has been rather handy yes :p
L252[05:17:57] <Nitrodev> Uhhh
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L254[05:18:34] <Nitrodev> http://pastebin.com/svhn66e4
L255[05:18:41] <Nitrodev> when i try to go into a world
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L257[05:19:02] <masa> uhh what...
L258[05:19:11] <Nitrodev> Yeah
L259[05:19:35] <killjoy> Looks like someone added an abstract method and the implementing class isn't overriding it
L260[05:19:52] <SwordKorn20> Are you using deobf decomp version or full jar?
L261[05:20:04] <masa> seems like full jar from the filename
L262[05:20:09] <masa> try the deobf version?
L263[05:20:11] <Nitrodev> ^
L264[05:20:19] <Nitrodev> how?
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L266[05:20:31] <Nitrodev> nvm
L267[05:20:35] <masa> it's as a "related file" in the curseforge page
L268[05:21:06] <Nitrodev> i foun dit
L269[05:22:22] <masa> why would the regular version not work, aren't mods nowadays supposed to work from the regular version too in dev, through some magic?
L270[05:22:28] <LatvianModder> So.. Was "submodel" in blockstates a thing since beginning or was added recently?
L271[05:22:33] <Nitrodev> okay i have it
L272[05:23:04] <Nitrodev> item.bag.name (constructio:bag - 4102:0) no NBT data
L273[05:23:09] <sham1> It has been there for decent while
L274[05:23:10] <Nitrodev> that's what chat says
L275[05:23:21] <Nitrodev> same as the console
L276[05:23:35] <LatvianModder> Mine doesnt seem to work :/
L277[05:23:37] <Nitrodev> no difference if i put an item inside the bag
L278[05:23:48] <sham1> Care to show your blockstate json
L279[05:24:07] <SwordKorn20> It should but it might need the dev version to run your code in line with his
L280[05:24:25] <LatvianModder> sorry for sending code like this, my pc doesnt have net :D https://usercontent.irccloud-cdn.com/file/N0oKyx80/irccloudcapture1648592556.jpg
L281[05:24:45] <sham1> That's not how it works
L282[05:24:59] <sham1> You use submodels like regular models
L283[05:24:59] <LatvianModder> https://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L284[05:25:11] <LatvianModder> I followed this ^
L285[05:25:31] <SwordKorn20> You should make a blockstates folder and create a variants section that calls the block json for the relevant cable
L286[05:25:36] <sham1> Well it clearly does not have submodel under model
L287[05:25:42] <sham1> er
L288[05:25:52] <sham1> Er
L289[05:25:56] <sham1> Hmm
L290[05:26:14] <masa> Nitrodev: hmm well then... I'd start putting debug print statements inside the writeToContainerItem() and setInventorySlotContents() etc methods to track down hwat happens and what doesn't
L291[05:26:23] <LatvianModder> The rest works, it just doesnt add extra models
L292[05:26:38] <LatvianModder> And it doesnt print any errors
L293[05:26:45] <PitchBright> thanks TehNut , your EnumFacing suggestion works perfectly
L294[05:26:50] <SwordKorn20> Oh I see what you're trying to do now Lat
L295[05:26:58] *** PaleOff is now known as PaleoCrafter
L296[05:27:08] <SwordKorn20> You're trying to update the connections as a sub model
L297[05:27:09] <LatvianModder> Making a cable in 1.8.9, its a pain :P
L298[05:27:29] <LatvianModder> And without custom model loader
L299[05:27:33] <SwordKorn20> Might be worth taking a look at Electric Advantage by DrCyano
L300[05:28:12] <SwordKorn20> He's managed it
L301[05:28:14] <LatvianModder> I think ill take a look at ComputerCraft's network cable
L302[05:28:18] <SwordKorn20> I'll get you a link
L303[05:28:25] <SwordKorn20> Oh that would work too yeah
L304[05:28:47] <SwordKorn20> OpenComputers might be good to check as well. That has a cable in
L305[05:29:06] <masa> LatvianModder: you need to have a name for you submodel I believe
L306[05:29:19] <SwordKorn20> You mean at registry?
L307[05:29:19] <masa> https://github.com/maruohon/enderutilities/blob/fc4dd2620ab2f0e6ad261c794abff16b32bf323d/src/main/resources/assets/enderutilities/blockstates/item_inventoryswapper.json
L308[05:29:22] <Nitrodev> well thewritetocontaineritemstack is working
L309[05:30:17] <masa> well try to print out the container stack too, if that's nul lthen it obviously won't write to anything really.. at which point did you add the print?
L310[05:30:48] <masa> I'd put one in the beginning of writeTo and then on inside the if statement where it actually writes it
L311[05:30:49] <Nitrodev> under the both if statements
L312[05:30:58] <masa> mmkay
L313[05:31:43] <masa> so you eman it executes the RandomUtils.writeItemsToContainerItem() call?
L314[05:31:45] <Nitrodev> i added a print to the method itself as well
L315[05:31:54] <Nitrodev> oh let me check that
L316[05:32:15] *** K-4U|Off is now known as K-4U
L317[05:32:18] <SwordKorn20> You calling removeStackFromSlot()?
L318[05:32:44] <SwordKorn20> Daft question but I had issues with that
L319[05:32:52] <Keridos> wow
L320[05:32:58] <Keridos> rendering is really annoying in big modpacks
L321[05:33:13] <SwordKorn20> Really? Which one you trying?
L322[05:33:14] <Keridos> is there a way to reset the Gl11 and tesselator to the vanilla MC settings?
L323[05:33:37] <SwordKorn20> What you trying to render?
L324[05:33:51] <Keridos> i try to render Lines and linestrips per tesselator and I get really weird flickering and coloring in a bigger modpack
L325[05:34:13] <SwordKorn20> Sounds like you have texture overlays in the block space
L326[05:34:23] <Keridos> sounds like something else is not correctly changing rendering settings
L327[05:34:30] <Keridos> didnt happen that much in my dev env
L328[05:34:35] <Nitrodev> yeah the method in RandomUtils works as well
L329[05:34:39] <masa> which MC version?
L330[05:34:49] <Nitrodev> 1.8.8
L331[05:34:55] <Keridos> https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/client/render/block/TileEntityPhantomLightRenderer.java
L332[05:34:57] <masa> no to Keridos :p
L333[05:35:00] <Nitrodev> oh
L334[05:35:01] <Keridos> its 1.7.10 masa
L335[05:35:05] <masa> mmkay
L336[05:35:16] <Keridos> but still would be pretty much the same in 1.8 i guess
L337[05:35:21] <Keridos> TESR havent changed much
L338[05:35:42] <SwordKorn20> When you say it flickers, does it randomly change position as well or not?
L339[05:35:45] <Keridos> no
L340[05:36:02] <Keridos> it is in the correct position, just the whole block changes color and alpha slightly
L341[05:36:08] <SwordKorn20> What other mods are installed if I may ask?
L342[05:36:11] <Keridos> when there is multiple rendered
L343[05:36:14] <Keridos> oh a lot
L344[05:36:20] <Keridos> about 80 mods or so
L345[05:36:39] <Keridos> that is why I asked if there was a way to reset the rendering settings to vanilla MC
L346[05:36:47] <SwordKorn20> It's plausible that another mod could be messing with your rendering
L347[05:37:14] <Ministry> My 3D block renders the side of the block next to it transparent so I can see through the edge of the world, something I'm missing?
L348[05:37:37] <SwordKorn20> Have you changed tyhe render type in the block class?
L349[05:38:02] <Nitrodev> One if statement's not returning tru masa
L350[05:38:15] <Ministry> It's redner type 3
L351[05:38:15] <Naiten> when dude making models for you is drunken http://i.imgur.com/mMSmXZK.png
L352[05:38:39] <masa> Nitrodev: which one?
L353[05:38:43] <SwordKorn20> Override the boolean isOpaqueCube() and return false. Try that
L354[05:38:49] <Nitrodev> if (slotNum >= invSlots && slotNum <= 127)
L355[05:38:58] <Nitrodev> on the RandomUtils class
L356[05:39:33] <LatvianModder> yay! https://usercontent.irccloud-cdn.com/file/dncmjEkO/irccloudcapture1023028583.jpg
L357[05:39:36] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/utils/RandomUtils.java#L57
L358[05:39:36] <SomeGuyInATree> Any improvements I can make to this simple class for removing TE/E's? http://pastebin.com/Fwrku6Du
L359[05:39:38] <Nitrodev> that one
L360[05:39:49] <SwordKorn20> Very nice Lat!
L361[05:39:58] <Ministry> SwordKorn20: Perfect :) thanks!
L362[05:40:06] <SwordKorn20> No worries man :)
L363[05:40:11] <Keridos> SwordKorn20: it is rendertype -1, for a TESR
L364[05:40:11] <masa> Nitrodev: oh that one.. that is actually specific to my mod, the "extra slots" part of that write method :p
L365[05:40:13] <Keridos> it renders
L366[05:40:15] <Keridos> that is the thing
L367[05:40:16] <PaleoCrafter> Looks good, Naiten :P
L368[05:40:19] <Nitrodev> oh
L369[05:40:27] <SwordKorn20> Keridos: It was block side
L370[05:40:29] <Nitrodev> well then that isn't it
L371[05:40:31] <Ministry> Is it? "The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render"
L372[05:40:35] <Keridos> just in bigger modpacks the opacity and color of the lines are all over the place
L373[05:40:47] <PaleoCrafter> Keridos, you don't have textures when you're just drawing lines, right?
L374[05:40:53] <Keridos> yes
L375[05:41:16] <PaleoCrafter> Do you disable GL_TEXTURE_2D?
L376[05:41:22] <Keridos> PaleoCrafter: yes
L377[05:41:26] <masa> Nitrodev: it is for situations where I may use the same "memory card" where I store my items, inside different items which have a different number of inventory slots. So that keeps the ones that are not accessible in the current inventory, otherwise those "hidden" items would get destroyed when the inventory writes its contents
L378[05:41:27] <SwordKorn20> If it's just the block being rendered, I'd just call 3 for render type
L379[05:41:32] <Keridos> https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/client/render/block/TileEntityPhantomLightRenderer.java
L380[05:42:33] <masa> Nitrodev: did you print out the containerStack reference in that write method? is it for sure not null there?
L381[05:42:36] <SwordKorn20> So you're calling 2 in the block class for rendering?
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L383[05:42:56] <Keridos> this is the block class for the TESR https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/block/BlockPhantomLight.java
L384[05:43:04] <PaleoCrafter> SwordKorn20, this is 1.7...
L385[05:43:13] <Nitrodev> sorry where?
L386[05:43:27] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/utils/RandomUtils.java#L42
L387[05:43:29] <Nitrodev> that?
L388[05:44:05] <masa> inside that method, print out the containerStack that comes in to the method, it can't be null
L389[05:44:08] <PaleoCrafter> Creative use of try-finally btw xD
L390[05:44:11] <SwordKorn20> PaleoCrafter: Keridos' code you mean?
L391[05:44:16] <PaleoCrafter> Yes
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L394[05:44:39] <SwordKorn20> Wasn't 1.7 only 1 or 0?
L395[05:45:16] <Nitrodev> 1xitem.bag@0
L396[05:45:24] <Nitrodev> when i put grass inside the bag
L397[05:45:49] <PaleoCrafter> No, 1.7 was one render type for every "model" in vanilla or ISBRH from mods (and -1 for TESR only)
L398[05:46:04] <Nitrodev> or anything for that matter
L399[05:46:15] <SwordKorn20> Ah thanks for clarifying
L400[05:46:54] <masa> and still the blaze rod tells you that there is no NBT?
L401[05:47:19] <Nitrodev> yup
L402[05:47:29] <masa> uhh wtf
L403[05:47:37] <Nitrodev> yeah
L404[05:47:40] <SwordKorn20> So it's 2 for TESR's in 1.8?
L405[05:47:49] <Nitrodev> i've had this problem with blocks before
L406[05:48:04] <PaleoCrafter> Keridos, I don't see any blatant mistake in the code, but more mods should have this issue if one of them doesn't reset the state properly
L407[05:48:20] <masa> well next, chech when and how many times the write methods get called, they should only be called on the server side and once per some change in the _bag_ inventory
L408[05:48:49] <SwordKorn20> Gah! This ingot thing is a pain to fix! lol!
L409[05:48:54] <PaleoCrafter> 2 for "only TESR" yes
L410[05:49:02] <SwordKorn20> Thanks
L411[05:49:27] <SwordKorn20> Keridos: Are you writing for 1.8 or 1.7?
L412[05:49:34] <Keridos> both
L413[05:49:42] <Nitrodev> wait is it becuase the other write method isnt used?
L414[05:49:51] <PaleoCrafter> You could try resetting the colour in the tessellator, Keridos, maybe that fixes it
L415[05:49:55] <Nitrodev> the one above the one where the most code is
L416[05:50:16] <PaleoCrafter> Although the tessellator should reset itself with every draw call, iirc
L417[05:50:20] <SwordKorn20> If he's calling -1 in 1.8, that'll have no rendering at all though
L418[05:50:38] <PaleoCrafter> It *is* rendering though ...
L419[05:51:01] <SwordKorn20> Strange
L420[05:51:21] <masa> Nitrodev: well if you look at the method signatures and the smaller method, it only uses "Items" as the default tag for the NBT key where the items will get stored
L421[05:51:32] <Nitrodev> masa it's calling the methods three times
L422[05:51:34] <Nitrodev> okay
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L424[05:51:43] <masa> so as long as the tagName comes from the inventory correctly, then it's fine
L425[05:51:47] <SwordKorn20> Is it trying to overlay two instances at once? That might explain it
L426[05:51:56] <Keridos> SwordKorn20: the mod is not fully ported to 1.8 yet
L427[05:52:28] *** zz_SnowShock35 is now known as SnowShock35
L428[05:53:24] <Nitrodev> and as i said it gets called 3 times
L429[05:53:43] <masa> at each change?
L430[05:54:16] <Nitrodev> yeah
L431[05:54:23] <PaleoCrafter> Why do you enable blending btw, Keridos?
L432[05:54:29] <Keridos> was just a test
L433[05:54:29] <Nitrodev> i put somethign in: three calls
L434[05:54:33] <Nitrodev> same iwht removing
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L436[05:55:25] <masa> hmm
L437[05:55:38] <PaleoCrafter> Well, you should definitely remove it or add the proper blend func, otherwise you'll get glitches :P
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L440[06:02:49] *** MrKick|Away is now known as MrKickkiller
L441[06:03:48] <SwordKorn20> Sounds like you may have found it Paleo
L442[06:04:50] <SwordKorn20> If I registered all my ingots a second time to the ore dict as matIngots could that possibly help TiC to recognise them as more than just an item?
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L445[06:07:38] <PaleoCrafter> Try it, SwordKorn20 :P
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L447[06:09:12] <SwordKorn20> It's because the TiC smeltery returns my ingots when cast in that way and they currently don't class as repair materials despite the ingot being ore dicted
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L451[06:16:32] <SwordKorn20> Dang it
L452[06:16:35] <SwordKorn20> Didn't work
L453[06:17:00] <SwordKorn20> Is there a way to stop the smeltery returning my ingots in favour of TiC's ingots?
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L457[06:22:11] <SwordKorn20> I kinda want to leave them ore dicted if possible so my ingots can be smelted
L458[06:22:41] <SwordKorn20> Or maybe have a method that disables mine from registering if TiC is present
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L462[06:45:40] <SwordKorn20> Anyone know how to make smelting recipes using ore dict?
L463[06:45:51] <SwordKorn20> I tried a way but it didn't work
L464[06:51:09] <masa> Nitrodev: I fixed it
L465[06:51:14] <Nitrodev> oh?
L466[06:51:48] <masa> still no frickin idea why it doesn't work in the current code, I verified that it actually writes to the stack that the inventory has
L467[06:52:03] <masa> but somehow that is not the actual stack that is in the player's inventory it seems
L468[06:52:18] <masa> so I added the UUID and host inventory hook to it, that I'm using myself
L469[06:52:47] <masa> I submitetd a PR
L470[06:53:13] <masa> you also had a typo/bug in one of the UUID methods, it always returned null :p
L471[06:53:41] <Nitrodev> which one?
L472[06:53:49] <masa> well I fixed that too
L473[06:53:57] <Nitrodev> oh
L474[06:54:05] <masa> yeah so you should see the PR
L475[06:55:22] <Nitrodev> i merged
L476[06:57:17] <Nitrodev> okay done
L477[06:57:35] <masa> should work now, right?
L478[06:57:52] <Nitrodev> let me try
L479[06:58:47] <Nitrodev> yup
L480[06:58:53] <Nitrodev> your debug mod confirms
L481[06:59:27] <Nitrodev> Thanks
L482[07:00:04] <masa> there is still the issue I believe that you can lift the bag while it is open?
L483[07:00:28] <masa> or did it then clear the slots?
L484[07:00:36] <masa> I didn't even test that
L485[07:00:42] <Nitrodev> i need to test that
L486[07:01:16] <Nitrodev> yup still can
L487[07:01:17] <masa> it should be getting the bag from the inventory so it might actually clear the slots while the bag is in the cursor
L488[07:01:47] <Nitrodev> no
L489[07:01:51] <Nitrodev> it's not clearing the slots
L490[07:01:54] <masa> so if there are items in the bag, do they stay o nthe slots while you lift the bag?
L491[07:01:57] <masa> mmkay
L492[07:02:05] <Nitrodev> yeah they stay
L493[07:02:21] <Nitrodev> but seeing as i can put the bag inside itself:P
L494[07:02:22] <masa> oh right I think I had that hooked in my slotClick
L495[07:03:23] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerHandyBag.java#L208
L496[07:03:42] <masa> tha tis the idea, but don't use that code because it again uses my modular inventory classes
L497[07:04:42] <masa> the other option is that you have a custom Slot class where you check if the item in the slot is one of your bags, and then return false from the canTakeStack() for that slot
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L499[07:05:13] <Lordmau5> Did #1730 really just fix droppers not dropping, fry?
L500[07:06:01] <Lordmau5> Who found out that they were not dropping? Some issue on GitHub or did you find it out yourself? - I#m curious :3
L501[07:06:09] <fry> forums
L502[07:06:12] <Lordmau5> ah
L503[07:06:30] <Lordmau5> Might show that not a lot of people use them?
L504[07:06:45] <Lordmau5> As in, that other options are available when having certain mods installed
L505[07:06:45] <fry> http://www.minecraftforge.net/forum/index.php/topic,36499.0.html
L506[07:08:18] <Lordmau5> I don't get the logic behind changing the "false" to "true" at that specific line, btw
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L508[07:08:45] <Lordmau5> oooh no nvm
L509[07:08:48] <Lordmau5> offset pos, interesting
L510[07:09:02] <Lordmau5> So it still dropped into inventories infront of itself, but not into the world?
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L512[07:14:24] <Nitrodev> so masa how would i use that slotCLick method for the check if the item i clicked is the ba
L513[07:14:26] <Nitrodev> g
L514[07:14:37] <Nitrodev> since i find making a custom slot class a bit too ahrd
L515[07:14:50] <Nitrodev> hard*
L516[07:15:04] <PitchBright> is there a way to detect what block a player has right-click with an empty hand?
L517[07:15:22] <Nitrodev> events
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L519[07:15:40] <PitchBright> thanks Nitrodev !
L520[07:15:42] <Nitrodev> if you want for a ccustom one do onBlockActivated on the block class
L521[07:16:08] <PitchBright> awesome
L522[07:16:13] <PitchBright> I'll give it a whirl :)
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L526[07:21:33] <SwordKorn20> I fixed it
L527[07:21:44] <SwordKorn20> With the help of the guys on TiC irc
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L530[07:23:34] <masa> Nitrodev: it might actually work if you just change the this.inventoryItemModular.getModularItemStack() calls into this.bagInv.getContainerStack(); and then the read call to also be from the bagInv
L531[07:24:11] <Nitrodev> okay
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L533[07:24:49] <masa> but a custom slot is really simple as well
L534[07:24:55] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/SlotGeneric.java
L535[07:25:09] <masa> an example where I just override one method
L536[07:25:38] <masa> so it depends on how you want the bag to work
L537[07:25:46] <Malrama> Hey guys oe quick question. I am new to modding minecaft and I created a new block (pretty easy). Now I want to make this block placeable on water blocks. How to do so? could not find any information on google or java doc.
L538[07:26:11] <Malrama> Just like lilipads do
L539[07:26:17] <masa> do you want it to be "locked" ie. not liftable while it is open, or hat the bag inventory just clears while it is lifted up
L540[07:26:54] <masa> Malrama: well you answered your own question pretty much :p
L541[07:27:07] <Malrama> masa: hmm?
L542[07:27:15] <masa> just look at what lilipads do
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L544[07:27:47] <Malrama> masa: :O they extend BlockBush
L545[07:28:04] <masa> which is basically ray trace when a player right click, and if the MovingObjectPosition hit type is a block, and that block is water, then place it offset by one fro mthat position
L546[07:28:32] <masa> or if yo uwant to replace said water block, then don't offset
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L548[07:28:55] <masa> Malrama: look at the item, not the block
L549[07:29:06] <masa> the item is what the player right cliks with
L550[07:29:39] <Malrama> masa: I will take a look.
L551[07:30:30] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemEnderBucket.java#L418
L552[07:30:34] <Nitrodev> okay i'll just do the item inv the custom slot way
L553[07:30:39] <masa> that is pretty close to what you are looking for too
L554[07:30:46] <Nitrodev> since the clearing isnt what i want :P
L555[07:30:51] <masa> ok
L556[07:31:59] <masa> so make a custom slot class, and a simple way is to override the canTakeStack() and return false if the stack in the slot is not null, and the item is your bag item
L557[07:32:29] <masa> which means you can't move any of you bag items i nthe inventory while the bag is open
L558[07:33:14] <masa> if you only want to lock the open vag, then add a UUID aparameter to tyour slot's construct, and check if the item i nthe slot has a UUID, and if that UUID matches the one you give it, then return false
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L561[07:33:32] <masa> or you could add a reference to the container and take the UUID from there, either way
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L563[07:34:12] <ghz|afk> or you can do like ender storage, and allow moving the ender backpacks into the ender packpack :D
L564[07:34:32] <Nitrodev> giga i'm confused as it is
L565[07:34:32] <masa> yes but since this bag is not ender, it will eat itelf :p
L566[07:34:38] <Nitrodev> don't make it worse
L567[07:34:43] <ghz|afk> sorry
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L569[07:34:48] <gigaherz> just woke up
L570[07:34:53] <masa> Nitrodev: what he said is how it works now anyway :D
L571[07:34:55] <gigaherz> my dream-brain is still semi-awake
L572[07:36:04] <Nitrodev> true
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L574[07:37:36] <Nitrodev> well i need to go out for a walk so i'll be back in 30ish minutes
L575[07:37:43] <Nitrodev> See ya.
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L577[07:38:35] <Malrama> ItemStack is just "more Items" right? So like an array of Items?
L578[07:39:32] <Pennyw95> it's a wrapper around Item, that can store quantity and metadata of the item it wraps
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L581[07:41:26] <gigaherz> Malrama: even just one item is still an ItemStack
L582[07:41:42] <gigaherz> the Item class is only a "manager" for itemstacks of that type
L583[07:41:58] <SwordKorn20> LatvianModder: How's the cables coming along?
L584[07:42:30] <gigaherz> this is the same for blocks and the Block class
L585[07:42:39] <gigaherz> which is a "manager" for blocks of its type
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L587[07:44:45] <LatvianModder> Slowly :P
L588[07:44:53] <LatvianModder> Trying to make them multiparts
L589[07:45:07] <SwordKorn20> You looked at the MCMulitpart mod?
L590[07:45:34] <LatvianModder> I dont have net on my pc
L591[07:45:38] <LatvianModder> Only phone :D
L592[07:45:49] <SwordKorn20> Ah
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L594[07:45:55] <LatvianModder> But I have those mods in my DevEnv
L595[07:46:09] <LatvianModder> Its.. More complicated than I thought
L596[07:46:23] <SwordKorn20> They made the methods OTT?
L597[07:46:39] <SwordKorn20> Or does it rely on blockstate changes?
L598[07:49:33] <SwordKorn20> Also, glad I finally fixed mt TiC bug! Means I can get back to working on the new features tomorrow!
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L603[07:57:29] <Seremis> Does ForgeGradle actually use the .csv files for deobfuscating? I can´t seem to find some of the fields in the fields.csv file
L604[07:58:02] <Seremis> Like, when I try to find the ´captureDrops´ field from Entity.java, it isn´t there
L605[07:59:41] <Corosus> i cant find any existance of the field 'captureDrops'
L606[07:59:49] <Corosus> oh wait
L607[08:00:22] <Corosus> if its not found in any way, its forge added
L608[08:00:35] <Corosus> forge added stuff doesnt exist in the srg naming system
L609[08:00:37] <Seremis> Are there any csv files for that?
L610[08:00:50] <Corosus> they dont need to exist in them, they never change
L611[08:00:59] <Corosus> since they arent in mc vanilla source code
L612[08:01:05] <Seremis> ah, ok
L613[08:01:12] <Seremis> that makes sense
L614[08:01:52] <Seremis> so they would have the same name when I run minecraft outside of the dev environment?
L615[08:02:25] <Corosus> yup
L616[08:02:30] <Seremis> ok, thanks
L617[08:02:35] <Corosus> np
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L620[08:05:11] <Nitrodev> Okay i'm back
L621[08:05:49] <Nitrodev> And i need some confirmation on UUIDs
L622[08:06:01] <Nitrodev> are they the same as tagcompounds?
L623[08:08:41] <Nitrodev> i'm guessing no
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L627[08:12:08] <SwordKorn20> UUIDs are 128-bit values and the meaning of each bit is defined by several variants
L628[08:13:00] <SwordKorn20> Usually best presentend in Hex
L629[08:13:11] <SwordKorn20> de305d54-75b4-431b-adb2-eb6b9e546014
L630[08:13:16] <SwordKorn20> As an example
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L632[08:13:52] <PitchBright> Nitro, the right-clicking event worked!
L633[08:14:20] <PitchBright> I can detect the blocks i'm right clicking with it
L634[08:14:33] <masa> Nitrodev: UUID is a way to uniquely identify things, like the name suggests
L635[08:15:01] <masa> so in this case the bag is given a UUID so it can be distinguished from any other bags
L636[08:15:16] <Nitrodev> okay PitchBright glad to help.
L637[08:15:18] <masa> and that UUID is simply stored as two longs inside the bag's NBT
L638[08:15:18] <PitchBright> the funny thing is, the block I wanted to detect is the water block, but it's considered air
L639[08:15:29] <PitchBright> xD
L640[08:15:37] <SwordKorn20> Are you looking for flowing or source Pitch?
L641[08:15:52] <PitchBright> source
L642[08:16:13] <SwordKorn20> I think source blocks class as air as players can pass through them
L643[08:16:21] <PitchBright> like the player is right clicking it with an empty hand, as though he would drink from it using his hand
L644[08:16:26] <Nitrodev> I'm just wondering about what you told be to "lock" the bag when it's open
L645[08:16:33] <masa> PitchBright: onItemUse() doesn't fire on non-solid blocks I think... or at least not for stuff like fluids, you need to ray trace it separately
L646[08:16:40] <PitchBright> yeah, I think you're right SwordKorn20
L647[08:17:07] <masa> and the vanilal ray tracing does not catch non-source fluid blocks
L648[08:17:15] <PitchBright> ahh… ray trace.. I'll have to learn about that
L649[08:17:30] <PitchBright> i've not played with anything like that before
L650[08:17:47] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemEnderBucket.java#L418
L651[08:17:50] <masa> there is an example
L652[08:18:07] <PitchBright> oooh the MovingObject stuff
L653[08:18:15] <K-4U> How do i rotate a uv mapping in the json?
L654[08:18:21] <K-4U> *json model definition?
L655[08:18:28] <Nitrodev> yeah but masa he needs an empty hand to right click the water with
L656[08:18:45] <masa> well then you just call that from the event handler
L657[08:19:12] <Nitrodev> good point
L658[08:19:44] <PitchBright> okay cool cool… I'll see if I can wrap my head around the MovingObject stuff...
L659[08:19:46] <PitchBright> thanks guys!
L660[08:20:02] <masa> anyway, MovingObjectPositon is quite a strange name imo... :p
L661[08:20:14] <PitchBright> "it's there but it's not" ?
L662[08:20:53] <masa> a better name might be something like RayTraceTarget
L663[08:21:11] <masa> I wonder what it is called in the original code
L664[08:21:24] <PitchBright> well when you put it like that, it does help me to understand what it does a bit better
L665[08:22:03] <masa> basically you can see what the player is pointing at: blocks, entities or nothing
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L667[08:23:29] <Curle> o//
L668[08:23:32] <Nitrodev> masa does this look like it could work? https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/inventory/CustomSlot.java#L23
L669[08:24:15] <masa> no..
L670[08:24:30] <Nitrodev> i mean the if statement not the entire class
L671[08:24:34] <Curle> You're saying that if there's anything in the slot, you can't use it
L672[08:24:41] <masa> or what are you trying to prevent exactly with that?
L673[08:25:07] <Curle> Looks like it could inhibit TiCon's pickaxe's right-click feature
L674[08:25:22] <Nitrodev> well the bag being able to be picked up while the bag is open
L675[08:25:36] <masa> yeah no, that is the wrong method for it too
L676[08:25:48] <masa> canTakeStack() I beleive is that one
L677[08:25:59] <masa> isItemValid() determines if you can PUT stuff in that slot
L678[08:26:27] <Curle> I remember putting my tool bag into itself in 1.2.5 and losing everything :P
L679[08:26:33] <Curle> Good idea!
L680[08:26:36] <masa> :D
L681[08:26:47] <Nitrodev> yeah
L682[08:26:53] <Nitrodev> that's what i currently have
L683[08:26:58] <covers1624> is there any special flags i need in my blockstate json for my ItemBlock's?
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L685[08:27:44] <masa> depends on the block
L686[08:28:10] <covers1624> like ores, multiple variants
L687[08:28:26] <masa> you might vant an "inventory" variant, or you might want to point your setCustomModelResourceLocation() into an existing specific variant
L688[08:29:31] <masa> so if you have a variant like "ore" then I think all you need is to call setCMRL for each meta for the correct variant "ore=myore1" etc
L689[08:30:18] <covers1624> i already do that, but i dont get any texture just debug on the items
L690[08:30:37] <covers1624> no model errors either
L691[08:30:51] <masa> they are fine in-world?
L692[08:30:54] <covers1624> yes
L693[08:31:08] <masa> show the item model registration code
L694[08:31:08] <Nitrodev> masa, how do i check in the canTakeStack method, if the stack in question is the bag
L695[08:32:20] <Nitrodev> since i can't check if the stack is my item
L696[08:32:34] <Nitrodev> hold on
L697[08:33:11] <masa> well you could check for the item, not the stack itself
L698[08:33:13] <Nitrodev> yeah no
L699[08:33:17] <Nitrodev> i tried
L700[08:33:28] <masa> or you can use the UUID to check for the exact bag in question
L701[08:33:54] <masa> UUID uuid = NBTUtils.getUUIDFromItemStack(stack, "UUID", false);
L702[08:33:55] <masa> return uuid == null || uuid.equals(this.container.containerUUID) == false;
L703[08:34:00] <covers1624> https://gist.github.com/covers1624/f8d8a5fe6d899e0c605b
L704[08:34:18] <masa> you then just need to store a reference to the container in your SLot class
L705[08:35:10] <Curle> wharblgarbl
L706[08:35:15] <Curle> can't figure out fluids
L707[08:35:19] <masa> covers1624: O_O why the hell are you using the unlocalizedname to identify the block ;_;
L708[08:35:21] <Curle> Can't find examples
L709[08:35:30] <covers1624> substring of it
L710[08:35:36] <covers1624> so no tile. at the staryt
L711[08:35:54] <SomeGuyInATree> What's the best way to determine if an entity has been nametagged or not?
L712[08:36:20] <Nitrodev> where the fuck do i write that last line?
L713[08:36:21] <Curle> If it can despawn
L714[08:36:21] <Curle> :23
L715[08:36:28] <Nitrodev> that one that returns
L716[08:36:52] <masa> SomeGuyInATree: there is a tag for it I think
L717[08:37:07] <masa> Nitrodev: both of those lines go in the canTakeStack() method
L718[08:37:36] <covers1624> SomeGuyInATree, start by looking at how a nametag is applied in the nametag item class and go from there
L719[08:37:41] <Nitrodev> you do realize that the only param that method has is the ENtitytPlayer one right?
L720[08:38:35] <Nitrodev> or do i init/define the variables in the class?
L721[08:38:49] <masa> hmm right, well then add ItemStack stack = this.inventory.getStackInSlot(this.slotIndex); as the first line
L722[08:39:05] <masa> this is not rocket science :p
L723[08:39:44] <masa> this is quantum physics
L724[08:39:50] <Nitrodev> yeah
L725[08:40:00] <gigaherz> nah it's closer to making cooking recipes
L726[08:40:04] <Nitrodev> now the rest?
L727[08:40:53] <Curle> masa: quantum modding; the mod is either broken or incomplete or both at the same time :3
L728[08:40:58] <masa> those three lines should be the only things in your canTakeStack(), and possibly a call to super, although I think it's always true so no point in that
L729[08:41:15] <Nitrodev> those three?
L730[08:41:40] <masa> yes, first that stack line, then the other two I posted earlier
L731[08:41:49] <gigaherz> Curle: a mod exists in a superposition of "working" and "crashing", and it only collapses into either state when a player observes it
L732[08:42:09] <masa> gotta go for a moment, brb
L733[08:42:37] <Curle> nice one, giga :3
L734[08:42:42] <covers1624> ^
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L737[08:48:59] <Curle> Anyone done fluids? Can't find actual examples anywhere for 1.8
L738[08:49:08] <covers1624> one sec
L739[08:49:17] <Curle> The forge tests don't have the class I need
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L741[08:49:44] <Nitrodev> what class DO you need then?
L742[08:50:01] <Curle> ~Liquid
L743[08:50:29] <Curle> <? extends BlockFluid>
L744[08:50:57] <Nitrodev> well
L745[08:50:59] <covers1624> https://github.com/TechReborn/TechReborn/blob/1.8.9-newJson/src/main/java/techreborn/blocks/fluid/BlockFluidBase.java
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L747[08:52:27] <Curle> Exactly what I was looking for
L748[08:52:31] <Curle> Thanks
L749[08:52:37] <covers1624> no problem
L750[08:56:49] <Curle> Getting there, fluids done
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L752[08:57:15] <Nitrodev> Nice
L753[09:01:04] <Curle> Having a bit of trouble with figuring out this RenderManager shit
L754[09:01:29] <Curle> ClientRegistry is throwing out Deprecated bs
L755[09:01:47] <Curle> RenderingRegistry, even
L756[09:01:49] <Curle> ;-;
L757[09:02:06] <fry> read the javadocs
L758[09:02:09] <covers1624> for the fluid
L759[09:02:39] <Curle> no, for an entity
L760[09:02:55] <covers1624> ah
L761[09:02:56] <diesieben07> use the register method that takes a factory
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L763[09:03:08] <diesieben07> if you can use java 8, you can just do register(MyEntity.class, MyRenderer::new)
L764[09:04:13] <Curle> ^ I have java 7
L765[09:04:21] <Nitrodev> why
L766[09:04:25] <Curle> IRenderFactory? ;-;
L767[09:04:38] <Curle> nitrodev: My computer has an inherent issue with java 8
L768[09:04:46] <diesieben07> dafuq
L769[09:04:49] <Nitrodev> Oh
L770[09:04:58] <diesieben07> anyways, do new IRenderFactory() { ... } the
L771[09:05:47] <masa> Curle: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L87
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L773[09:07:32] <Nitrodev> look who's back
L774[09:08:05] <masa> who?
L775[09:08:15] <masa> (I have joins disabled)
L776[09:08:15] <Nitrodev> You
L777[09:08:19] <masa> *ignored
L778[09:08:21] <masa> oh :D
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L780[09:08:40] <Curle> :D#
L781[09:08:51] <covers1624> oh masa, do you see anything wrong with the way i register the variants?
L782[09:08:59] <gigaherz> Curle: out of curiosity, what issue do you have with java8?
L783[09:09:00] <Curle> masa, you are a godsend!
L784[09:09:02] <Nitrodev> btw this: uuid.equals(this.container.containerUUID) is still erroring with cannot resolve symbol
L785[09:09:13] <Nitrodev> on the containe
L786[09:09:15] <Nitrodev> r
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L788[09:09:30] <Curle> I have a non-removable virus in my startup folder that breaks everything if java 8 is present
L789[09:09:42] <Curle> idgaf, to be honest
L790[09:09:57] <masa> Nitrodev: like I said, you need to add the container field to your Slot class and pass it through the constructor
L791[09:10:02] <gigaherz> non-removable?
L792[09:10:04] <gigaherz> o_O
L793[09:10:11] <Nitrodev> Oh
L794[09:10:20] <Curle> deleting it does nothing, no av can get rid of it
L795[09:10:25] <Curle> like i said, idgaf
L796[09:10:33] <shadowfacts> backup your data and wipe the computer?
L797[09:10:35] <covers1624> Crule, tried malwarebytes, glaryutilities, avg?
L798[09:10:39] <gigaherz> not even offline scanning the drive with another computer?
L799[09:10:42] <diesieben07> you should not "idgaf" about a virus...
L800[09:10:52] <Curle> malwarebytes, avast, avg, avira, etc
L801[09:10:53] <masa> Nitrodev: and make it ContainerBag and not just Container, because that uuis field is oly in your bag container
L802[09:11:02] <Nitrodev> oh yeah i just realized
L803[09:11:14] <gigaherz> there ARE some viruses that are known to disable the AV scanning features
L804[09:11:22] <gigaherz> but they are usually removable offline
L805[09:11:28] <Curle> they see it, alright, but can't remove it
L806[09:11:28] <Nitrodev> now i just need to figure out how to pass this
L807[09:11:44] <masa> just add a ContainerBag parameter to the SLot constructor
L808[09:11:53] <Nitrodev> i know
L809[09:11:57] <Curle> Mostly because it falls under "cleanup" and 99% of avs need you to pay something like £150/yr for that shit
L810[09:12:05] <masa> and then when you do addSlotToContainer(new SlotCustomWhateevr(..., this));
L811[09:12:16] <Nitrodev> Ah
L812[09:12:19] <Curle> But also because it's not deletable
L813[09:12:26] <Curle> meh
L814[09:12:29] <gigaherz> Curle: get some linux-based AV scanning usb disk, and run it as a boot disk, that shoudl be a viable cleanup method
L815[09:12:29] <gigaherz> ;P
L816[09:13:50] <Nitrodev> but do i do that to ONLY the machine slot?
L817[09:13:53] <Nitrodev> s
L818[09:13:56] <Curle> FixItStick comes to mind :3
L819[09:14:15] <Curle> All it does as far as I can tell is stop me using java 8
L820[09:14:19] <masa> Nitrodev: you need that custom slot for the player inventory slots
L821[09:14:30] <Nitrodev> Oh yeah of course
L822[09:14:31] <masa> because those are the ones where the bag is obviously going to be in
L823[09:15:00] <Nitrodev> but i doubt it will make a difference even if i add it to the bag inv itself right?
L824[09:15:00] <masa> so actually it should be enough to do it for the hotbar slots
L825[09:15:13] <masa> yeah it shouldn't
L826[09:15:28] <Curle> rip, my dad just broke my multimeter probe :P
L827[09:15:46] <covers1624> rip
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L829[09:15:55] <Nitrodev> your what?
L830[09:16:17] <Curle> metal thingy that connects to a plastic thingy that measures electricity 'n stuff
L831[09:16:31] <Curle> he took the metal thingy out and it's broken
L832[09:16:33] <Curle> :(
L833[09:16:39] <Nitrodev> oh
L834[09:17:01] <Nitrodev> Oh boy
L835[09:17:14] <Nitrodev> array out of bounds
L836[09:17:18] <Curle> now there's a small metal thingy on my floo
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L840[09:17:50] <Curle> sadface
L841[09:17:53] <JC52> o/ b
L842[09:17:59] <Nitrodev> http://pastebin.com/zGMMgrpq
L843[09:18:08] <Nitrodev> well that error is familliar to me
L844[09:18:35] <diesieben07> show your slot class
L845[09:18:40] <JC52> Is it looking for more than one item?
L846[09:18:42] <Curle> ^
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L848[09:19:23] <masa> uh what, how is index 10 out of bounds for the player inventory?
L849[09:19:24] <Nitrodev> http://pastebin.com/vbKiPVQV
L850[09:19:32] <Nitrodev> no idea
L851[09:19:46] <masa> Nitrodev: wrong paramater
L852[09:19:46] <Nitrodev> i just updated the repo
L853[09:19:50] <Nitrodev> oh?
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L855[09:20:11] <Nitrodev> over where?
L856[09:20:14] <diesieben07> just do this.getStack()...
L857[09:20:43] <masa> this.slotNumber needs to be this.getSlotIndex()
L858[09:20:56] <masa> oh right
L859[09:21:01] <masa> or that :D ^
L860[09:21:10] <Nitrodev> well i did what you said
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L863[09:22:23] <Nitrodev> thank you
L864[09:23:12] <Nitrodev> and putting bags within other bags iwth items works aswell
L865[09:23:36] <williewillus> fry: I'm trying to make the lexicon animate, and I have no idea what I'm doing :D how do I apply the IModelState I get back? https://github.com/williewillus/Botania/blob/8cf71200ee6200d42011b6c817764c83a411296c/src/main/java/vazkii/botania/client/model/LexiconModel.java
L866[09:23:39] <masa> you might want to disable bag-ception though
L867[09:23:48] <Nitrodev> why?
L868[09:23:54] <fry> model.bake(state)
L869[09:23:59] <masa> if they are nested too deep, minecraft will throw up becaue the NBT gets too complex
L870[09:24:08] <fry> williewillus: also, did you look at the thingy I did for armor models?
L871[09:24:18] <williewillus> yeah, haven't updated forge yet, but thanks
L872[09:24:22] <Nitrodev> but that's the players fault
L873[09:24:25] <Nitrodev> not mine
L874[09:24:28] <williewillus> also, the item transforms for non-first person are off
L875[09:24:37] <williewillus> at line 68-70
L876[09:24:48] <masa> Nitrodev: good attitude... :D
L877[09:24:55] <Nitrodev> i know :D
L878[09:25:11] <fry> don't use getItemCameraTransforms
L879[09:25:17] <fry> it's deprecated for a reason
L880[09:25:18] <masa> then it would also be the players' fault if they put the bag inside itself, so why not allow that too? ;p
L881[09:25:22] <Nitrodev> but if people complain about it after the release (if i will ever release this) i'll disable it
L882[09:25:25] <williewillus> i want to get the original transforms out of the json though
L883[09:25:39] <williewillus> the lexicon should act like a standard mode in every situation other than 1st person
L884[09:25:42] <williewillus> *model
L885[09:26:03] <fry> either cast the original model to IPerspectiveAwareModel, and use that
L886[09:26:16] <fry> or get original IModel with perspective transforms
L887[09:26:22] <fry> and use its getDefaultState
L888[09:26:34] <williewillus> also, when I bake the first person model, what matrix do I return with it? identity?
L889[09:26:43] <fry> (you can get it by using ModelLoaderRegistry.getModel(MRL of the variant))
L890[09:27:23] <fry> if you want to use the json - get the matrix via one of the 2 ways
L891[09:27:30] <williewillus> kk
L892[09:27:34] <fry> and don't force identity or anything else
L893[09:28:08] <masa> why wasn't fry around (or why didn't I ping) when I wasted two days with my tools :D
L894[09:28:28] <williewillus> lol
L895[09:28:30] <masa> or was it even more
L896[09:28:40] <williewillus> what did you waste time on? 0.o
L897[09:28:57] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/blockstates/item_endertool.json
L898[09:29:02] <masa> that si the end result :D
L899[09:29:10] <masa> beauty isn't she
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L901[09:29:28] <williewillus> fry: would it be safer to get the original IModel, since the bakedmodel isn't guaranteed to be perspectiveaware (or is it?)
L902[09:29:47] <Nitrodev> masa, what are those things?
L903[09:30:43] <fry> IModel's state won't neccesarily have perspective values too (if they're absent in the json)
L904[09:30:45] <masa> they define the module model scale and rtansformation for my tools
L905[09:30:47] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-02-05_16.03.59.png
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L907[09:30:55] <fry> the benefit is that you don't need to check/cast anything
L908[09:31:56] <MindWorX> I've noticed most mods look a like with regards to interface and item slots. Are there an interface api of sorts?
L909[09:32:12] <williewillus> how do I go IModelState -> Matrix4f though?
L910[09:32:16] <williewillus> IModel only has getDefaulState
L911[09:32:32] <williewillus> oh, apply
L912[09:32:32] <williewillus> derp
L913[09:32:42] <covers1624> rip
L914[09:32:49] <williewillus> not sure what to
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L916[09:34:00] <masa> MindWorX: do you eman the vanilal inventory/gui look?
L917[09:34:11] <fry> williewillus: look at IPerspectiveAwareModel.getTransforms(IModelState)
L918[09:34:42] <williewillus> thanks
L919[09:34:52] <MindWorX> masa, Yeah, basically just something I can move something from my inventory into slots. Like machines.
L920[09:35:00] <fry> *IPerspectiveAwareModel.MapWrapper.getTransforms(IModelState)
L921[09:35:11] <MindWorX> I'm guessing the graphics is handmade, but I was curious if there was an api for the actual implementation. :)
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L924[09:35:53] <masa> MindWorX: well the background texture is really the only visual thing there, and that can be whatever you want it to be. Other than that, there is just the Container and the GuiContainer and then the backing IInventory implementation
L925[09:36:11] <MindWorX> Alright, I'll google those, thanks. <3
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L927[09:37:23] <masa> hmm, I would link my mod, but most of it has lots of custom stuff mixed in :D
L928[09:37:30] <masa> https://github.com/maruohon/enderutilities/tree/master/src/main/java/fi/dy/masa/enderutilities/inventory
L929[09:37:35] <masa> wel lthere you go anyway
L930[09:37:46] <Nitrodev> damn my pixel art skills
L931[09:39:32] <Nitrodev> even though i can easily color my items based on the meta but it's still impossible for me to try and MAKE a bag that's white
L932[09:40:32] <williewillus> hm is there a dummy map where you can say "just return this value for all keys"
L933[09:40:40] <gigaherz> Nitrodev: want me to try? ;P
L934[09:40:55] <Nitrodev> Nah i'll try for myself first
L935[09:41:18] ⇦ Parts: RANKSHANK (~Michael@ppp121-44-54-147.lns20.syd4.internode.on.net) ())
L936[09:41:25] <gigaherz> i'm tempted to try regardless so we cancompare the results
L937[09:41:32] <gigaherz> I don't think of myself as a pixel artist either
L938[09:41:33] <gigaherz> ;P
L939[09:41:33] <fry> williewillus: don't use perspective transforms like that; append that matrix to whatever state you're using
L940[09:44:31] <masa> there needs to be documentation how to actually do this model rtansformation stuff ;_;
L941[09:44:37] <Nitrodev> drat
L942[09:45:39] <williewillus> masa: modders that struggle through the initial phase of no documentation should help document :P
L943[09:45:42] <williewillus> since they know best
L944[09:45:50] <Nitrodev> if this works i will be extremely surprised
L945[09:45:52] <williewillus> I intend to do so after I get this animation thing figured out ;p
L946[09:46:08] <masa> good :)
L947[09:46:31] <Nitrodev> i actually NEVER have comments on my code
L948[09:46:34] <Nitrodev> don't ask why
L949[09:46:44] <Nitrodev> i just don't find it usefull atm
L950[09:46:49] <masa> would be nice if the people who actually make the system would also document it... nudge nudge ;p
L951[09:48:00] <Nitrodev> YUS
L952[09:48:07] <Nitrodev> my crafting of the bags work aswell
L953[09:48:16] <Nitrodev> that was really easy
L954[09:48:59] <Nitrodev> well compared to the stuff needed to have the bags even WORK
L955[09:49:28] <JC52> o/
L956[09:49:35] ⇨ Joins: MacGregor (~chatzilla@chello084115169095.graz.surfer.at)
L957[09:49:42] <Nitrodev> o/
L958[09:49:48] <Katrix> Question, is FMLModDisabledEvent implemented, and if it is. Should is be used in a different way than the other FML events?
L959[09:50:09] <MacGregor> hi everyone, so i was wondering is there a non-installer forge version like .jar or .zip which i can load with MagicLauncher?
L960[09:50:25] <Curle> You can extract it from the installer
L961[09:50:27] <gigaherz> non-installer, yes
L962[09:50:30] <Curle> "Extract client"
L963[09:50:32] <Curle> iirc
L964[09:50:33] <gigaherz> the "universal" link is exactly that
L965[09:50:37] <Wuppy> olla
L966[09:50:43] <Curle> WUPPEY :D
L967[09:50:44] <gigaherz> if they can load into magic launcher
L968[09:50:45] <gigaherz> no idea
L969[09:51:18] <Curle> also, forge doesn't use jars
L970[09:51:22] <MacGregor> gigaherz: i tried it, it says OK in the magic launcher but if i add mods that require forge i get the notification "no forge"
L971[09:51:23] <gigaherz> Magic Launcher and similar alternative launchers are not officially supported by Forge
L972[09:51:28] <Curle> it uses a json launch with it's own libraries
L973[09:51:36] <gigaherz> it's designed for the official launcher
L974[09:51:38] <Curle> amirite?
L975[09:51:48] <gigaherz> Curle: it does use its own jar
L976[09:51:52] <Nitrodev> Now it's time to draw
L977[09:51:52] <gigaherz> but in the official launcher
L978[09:52:05] <gigaherz> it sets up a "version"
L979[09:52:22] <gigaherz> that configures an alternative "startup class" which patches MC before loading
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L981[09:52:29] <gigaherz> (on the fly)
L982[09:52:42] <gigaherz> last time I used Magic Launcher
L983[09:52:49] <gigaherz> it was still designed for jar injection
L984[09:52:52] <gigaherz> which not a thing anymore
L985[09:53:09] <gigaherz> so I have no idea if it can even work
L986[09:53:19] <Wuppy> I should be smart and take a na
L987[09:53:20] <Wuppy> nap
L988[09:53:25] <MacGregor> gigaherz: that's quite unfortunate, because unlike the official launcher i know how to load mods in Magic Launcher
L989[09:53:35] <gigaherz> MacGregor: that's no problem ;P
L990[09:53:44] <gigaherz> loading mods in any modern version of forge is quite straightforward
L991[09:53:45] <Wuppy> however, I'll start drinking now and go into the city in 2 hours :P
L992[09:53:54] <JC52> !gp p_i45629_1_ 1.8.9
L993[09:54:16] <gigaherz> you just drop them onto the "mods" folder
L994[09:54:21] <gigaherz> my process is usually:
L995[09:54:37] <MacGregor> gigaherz: i need to load them in minecraft 1.8 though, no i know how to set up a profile in the official launcher to use 1.8 but i how do i tell the mods that that's the profile i want them to be applied to
L996[09:54:48] <MacGregor> because personally I do like to play 1.8.9 now and then
L997[09:54:50] <gigaherz> step 1: install forge
L998[09:55:00] <masa> MacGregor: if you don't depend on magic launcher specifically for anything, then I would warmly recommend you check out MultiMC 5
L999[09:55:05] <gigaherz> step 2: edit the forge profile, or create a new one
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L1001[09:55:16] <williewillus> does guava have something to zip two iterables into a map?
L1002[09:55:19] <gigaherz> step 3: specify the forge version from the versions dropdown
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L1004[09:56:03] <gigaherz> and check the "Game Directory" option
L1005[09:56:04] <masa> MacGregor: in teh vanila launcher, you would create separate directories for each "version" or instance you want to play, and then you set the game directory in each profile's settings
L1006[09:56:09] <gigaherz> and put the location where you want to keep the files in it
L1007[09:56:25] <gigaherz> for me, it's "H:\Minecraft\<some name that identifies the instance>"
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L1009[09:56:35] <gigaherz> then start this profile once
L1010[09:56:38] <gigaherz> so it creates the mods folder
L1011[09:56:45] <gigaherz> which would be in
L1012[09:56:51] <gigaherz> <profile directory>\mods
L1013[09:56:56] <gigaherz> and drop your mods in it
L1014[09:57:11] <gigaherz> and start the profile again to load with the mods
L1015[09:57:36] <gigaherz> it takes only a few minutes to setup, and once you do it once, it comes easy afterward
L1016[09:57:43] <Curle> jc52: what are you doing with a tall grass generator?
L1017[09:57:49] <JC52> shh
L1018[09:58:33] <MacGregor> gigaherz: so what exactly does the appdata/roaming/.minecraft folder do where i usually go to install mods in connection with all of that?
L1019[09:58:45] <gigaherz> MacGregor: that's the default location
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L1021[09:58:54] <gigaherz> if you don't check "game directory" in the profile
L1022[09:59:02] <Curle> !gf field_150604_aj
L1023[09:59:05] <gigaherz> the saves, mods, screenshots, resource packs, etc
L1024[09:59:07] <Curle> ?
L1025[09:59:14] <Curle> !gf field_150604_aj 1.7.10
L1026[09:59:14] <gigaherz> go in <appdata>\.minecraft
L1027[09:59:19] <Curle> ahh
L1028[09:59:27] <gigaherz> if you DO specify a "game directory" in the profile
L1029[09:59:31] <gigaherz> it will change where those things are saved
L1030[09:59:36] <gigaherz> which makes your life much easier
L1031[09:59:36] <Nitrodev> How's this for a bag http://i.imgur.com/ZP5OakT.png
L1032[09:59:58] <gigaherz> Nitrodev: could be worse
L1033[10:00:14] <gigaherz> I'd add some darker gray on the edges
L1034[10:00:53] <JC52> noice
L1035[10:01:01] *** K-4U is now known as K-4U|Off
L1036[10:01:28] <Nitrodev> now it's time to make 15 more
L1037[10:01:49] <gigaherz> why 15 more?
L1038[10:03:26] <williewillus> maybe make the neck of the bag a pixel shorter, it kinda looked like some kind of bottle at first glance
L1039[10:04:26] <gigaherz> adding a cord overlay could also help
L1040[10:04:36] <gigaherz> (around the neck)
L1041[10:04:47] <gigaherz> and I say overlay because that way you couldcolorize the bag without changing the tone of the cord
L1042[10:06:26] <Katrix> anyone know if FMLModDisabledEvent is implemented and usable yet?
L1043[10:06:27] <MacGregor> gigaherz: so i can i just tell forge to install to the profile's gamedir? I made a new one but am unsure since I don't see a 1.8.jar in it
L1044[10:07:15] <Curle> 16 batgs
L1045[10:07:17] <Curle> bags*
L1046[10:07:19] <Curle> 16 colors
L1047[10:07:26] <Nitrodev> yeah^
L1048[10:07:40] <Nitrodev> and yes i know i could put every one on ONE file
L1049[10:07:42] <Curle> Like Ender Pouches then
L1050[10:07:44] <Nitrodev> but that's too hard
L1051[10:07:48] <gigaherz> MacGregor: no, oyu install forge first
L1052[10:08:00] <gigaherz> and then create or edit a profile and choose the forge version from the dropdown
L1053[10:08:18] <gigaherz> you won't see jars in the profile directory
L1054[10:08:29] <gigaherz> they are all stored in a shared location in <appdata>\.minecraft\versions
L1055[10:08:48] <gigaherz> what matters is that the profile indicates the right version of forge
L1056[10:08:50] *** fry is now known as fry|sleep
L1057[10:08:54] <williewillus> fry: the map I get back from MapWrapper.getTransforms(IModel.getDefaultState) is empty 0.o the json is a normal vanilla json, with its transforms inherited from its parent
L1058[10:09:10] <fry|sleep> how're you getting the model?
L1059[10:09:23] <williewillus> ModelLoaderRegistry.getModel
L1060[10:09:42] <fry|sleep> what do you pass?
L1061[10:10:26] <williewillus> IPerspectiveAwareModel.MapWrapper.getTransforms(ModelLoaderRegistry.getModel(new ModelResourceLocation("botania:lexicon_default", "inventory")).getDefaultState());
L1062[10:10:39] <williewillus> returns an empty map (prints out "{}")
L1063[10:10:43] <MacGregor> gigaherz: so once i run the forge windows isntaller version i get a 1.8-forge version in the versions folder but it doesn't seem to be available as option in the profile drop down versions thingy
L1064[10:10:59] <gigaherz> did you reload the launcher after installing?
L1065[10:11:33] <MacGregor> nope, trying that now
L1066[10:11:35] <fry|sleep> and is that variant defined in a blockstate json, or in a normal item json?
L1067[10:11:35] <gigaherz> I can see things like "release 1.8.9-forge1.8.9-11.15.1.1732"
L1068[10:11:39] <gigaherz> in the dropdown
L1069[10:11:58] <gigaherz> which reminds me I should cleanup the versions XD
L1070[10:12:07] <gigaherz> I have like 3 dozen separate versions of forge XD
L1071[10:13:36] <MacGregor> gigaherz: I got the forge version now, so can I drop mods requiring forge into the gamedir now?
L1072[10:14:04] <gigaherz> yes
L1073[10:14:11] <gigaherz> you may want to start forge once
L1074[10:14:16] <williewillus> fry|sleep: normal vanilla item json
L1075[10:14:17] <gigaherz> for it to create the mods folder and such
L1076[10:14:23] <williewillus> transforms are inherited from parent
L1077[10:16:25] <fry|sleep> hmm, ItemLayerModel doesn't store them right now apparently
L1078[10:17:31] <gigaherz> bb in a bit
L1079[10:17:51] <fry|sleep> or, more specifically, transforms specified in vanilla fashion don't present themselves in IModelState this way
L1080[10:21:00] <Nitrodev> i actually need to update to 1.8.9
L1081[10:21:10] <Nitrodev> since my mod is currently in 1.8.8
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L1083[10:22:27] <Nitrodev> hi Pennyw95
L1084[10:22:32] <Pennyw95> hey :)
L1085[10:23:14] <LatvianModder> Nitrodev: OR you can just add acceptableMinecraftVersions in @Mod
L1086[10:23:32] <Nitrodev> but my mod is being DEVELOPED in 1.8.8
L1087[10:23:35] <LatvianModder> [1.8.8,1.9) iirc
L1088[10:23:49] <LatvianModder> Then just update forge
L1089[10:23:55] <Nitrodev> yeah i will
L1090[10:24:12] <Nitrodev> i'm actually going to do that now
L1091[10:24:25] <Nitrodev> before i get to the blockstates i need for my storage blocks
L1092[10:26:32] <Nitrodev> was there a way to update it through the build.gradle?
L1093[10:27:01] <Pennyw95> change the version inside build.gradle, then gradlew setupDecompWorkspace
L1094[10:27:28] <Nitrodev> okay on it
L1095[10:27:45] <Nitrodev> drat it failed
L1096[10:27:52] <LatvianModder> gradlew setupDecompWorkspace idea
L1097[10:27:55] <LatvianModder> Or eclipse
L1098[10:28:01] <Nitrodev> okay now it's doing it
L1099[10:28:02] <LatvianModder> It needs to update those too
L1100[10:29:06] <Nitrodev> the console is showing two download links
L1101[10:29:18] <Nitrodev> both related to realms
L1102[10:29:23] <Nitrodev> dafuq
L1103[10:29:45] <LatvianModder> I just do this - download latest sdk forge
L1104[10:29:57] <LatvianModder> And copy-paste build.grade
L1105[10:30:21] <LatvianModder> To make sure its 100% updated. Sometimes not only forge version changes
L1106[10:30:27] <MacGregor> gigaherz: thanks! i got it to work
L1107[10:31:27] <Nitrodev> hello?
L1108[10:31:57] <Nitrodev> the console of my IDE is saying this: Download https://libraries.minecraft.net/com/mojang/realms/1.7.58/realms-1.7.58.pom
L1109[10:31:57] <Nitrodev> Download https://libraries.minecraft.net/com/mojang/realms/1.7.58/realms-1.7.58.jar
L1110[10:32:14] <Pennyw95> What model do you think is better? I want to use that texture, and it is quite "techy/wiry" so I find the pedestal model a little inconsistent...but then those bars...idk if I should come up with something else...what do you think? http://imgur.com/a/pQJK0
L1111[10:33:07] <Pennyw95> maybe a could come up with a cube that holds the item in the middle or something...
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L1113[10:36:31] <Nitrodev> okay the setupDecompWorkspace failed
L1114[10:36:38] <Nitrodev> at decompileMc
L1115[10:37:26] <Pennyw95> more info pls
L1116[10:37:37] <Pennyw95> what's written just below?
L1117[10:37:45] <Nitrodev> http://pastebin.com/xBz2yEYT
L1118[10:37:55] <Nitrodev> that's the entire log
L1119[10:38:04] <Pennyw95> java heap space..eh
L1120[10:38:12] <Pennyw95> gradle needs more ram
L1121[10:38:21] <Nitrodev> huh
L1122[10:39:09] <Nitrodev> how do i add more then?
L1123[10:40:19] <Pennyw95> if go to your \user folder, there should be a .gradle folder inside
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L1125[10:40:59] <Nitrodev> okay i'm in it
L1126[10:41:09] <Pennyw95> create a new file called gradle.properties
L1127[10:41:17] <Pennyw95> with .properties being the extension
L1128[10:41:36] <Pennyw95> then paste this inside
L1129[10:41:38] <Pennyw95> org.gradle.java.jvmargs="-Xmx3G"
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L1131[10:41:57] <Nitrodev> okay got it
L1132[10:42:02] <Pennyw95> try again
L1133[10:42:17] <Nitrodev> on it
L1134[10:43:09] <Nitrodev> GC overhead limit exceeded
L1135[10:43:14] <Nitrodev> same place
L1136[10:44:08] <Pennyw95> uhm
L1137[10:44:27] <Pennyw95> let's try this one...if it doesn't work I can't help you
L1138[10:44:38] <Pennyw95> open gradlew.bat inside your forge folder with notepad
L1139[10:45:08] <Nitrodev> wait hold on
L1140[10:46:35] <Nitrodev> okay inside my mod project folder?
L1141[10:46:50] <Pennyw95> yes
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L1144[10:47:24] <Nitrodev> alright i have it open
L1145[10:47:27] <Pennyw95> you should have lies similar to set DEFAULT_JVM_OPTS=
L1146[10:47:37] <Pennyw95> lines
L1147[10:47:52] <Nitrodev> yeah
L1148[10:47:59] <Pennyw95> what do you have?
L1149[10:48:04] <Nitrodev> set DEFAULT_JVM_OPTS=
L1150[10:48:26] <Pennyw95> add "-Xmx3G"
L1151[10:48:34] <Pennyw95> so that in the end you have
L1152[10:48:39] <Pennyw95> set DEFAULT_JVM_OPTS="-Xmx3G"
L1153[10:48:44] <Nitrodev> done
L1154[10:48:47] <Pennyw95> try again
L1155[10:49:42] <Nitrodev> nope
L1156[10:49:44] <Nitrodev> same again
L1157[10:49:51] <Nitrodev> > GC overhead limit exceeded
L1158[10:49:59] <Pennyw95> christ
L1159[10:50:01] <Nitrodev> on the task decompilemc
L1160[10:50:14] <Pennyw95> with 'gradlew setupDecompWorkspace'?
L1161[10:50:29] <Flashfire> Is World.markBlockRangeForRenderUpdate supposed to update blocks where setBlockState with flag 0 has been used?
L1162[10:50:41] <Flashfire> It doesn't seem to be working for me and I am using it on the client side
L1163[10:50:58] <Nitrodev> yeah
L1164[10:51:12] <Pennyw95> I don't know then...sorry man
L1165[10:51:15] <Nitrodev> okay
L1166[10:51:55] <williewillus> Flashfire: why are you using setblockstate 0? that doesn't send it to clients
L1167[10:52:05] <williewillus> generally you want 2 for worldgen-ish things
L1168[10:52:10] <Flashfire> I used a packet to send to client
L1169[10:52:19] <williewillus> uh why
L1170[10:52:38] <Flashfire> Because the client side isn't involved in the code that updates the block states
L1171[10:52:50] <Flashfire> I need to send the block positions
L1172[10:53:05] <Ordinastie> that doesn't answer why you use flag 0
L1173[10:53:17] <Flashfire> I'm using blockstate 0 so the generation doesn't take so long that my mod crashes on a server on generation
L1174[10:53:28] <Flashfire> 160 seconds becomes 40 seconds
L1175[10:53:37] <williewillus> if your worldgen takes so long on flag 2 then you're doing something wrong
L1176[10:53:51] <Flashfire> It's just a lot of generation
L1177[10:54:11] <Ordinastie> you should split the generation over time
L1178[10:54:24] <Flashfire> I generate on populate chunk so I can't really help it
L1179[10:54:51] <Ordinastie> wut ? are you saying that one chunk takes 40s ? ><
L1180[10:54:55] <williewillus> also, what you are thinking of doing is a terrible idea
L1181[10:55:03] <Flashfire> No I'm saying all chunks take 40s total
L1182[10:55:03] <williewillus> markBlockRangeForRenderupdate
L1183[10:55:10] <williewillus> on worldgen
L1184[10:55:11] <Flashfire> What do I do instead then?
L1185[10:55:22] <williewillus> use setblockstate 2 and o[ptimize your generation
L1186[10:55:26] <williewillus> like any other normal mod would
L1187[10:55:28] <williewillus> and vanilla
L1188[10:55:33] <Flashfire> before when I went here I was told to use flag 0 to speed it up
L1189[10:55:40] <williewillus> ?shrug
L1190[10:56:01] <williewillus> are you just sending a torrent of packets with markblockforrenderupdate then?
L1191[10:56:02] <Flashfire> Not sure how I would optimize it enough to make a difference
L1192[10:56:12] <Flashfire> No, not that many
L1193[10:56:40] <Flashfire> Almost always less than 10, usually less than 6
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L1195[10:57:24] <williewillus> and this is on the entire generated region?
L1196[10:57:35] <Flashfire> Per chunk
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L1198[10:59:04] <Curle> shit son
L1199[10:59:11] <JC52> It's kicking off :P
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L1201[11:01:15] <Flashfire> What's the difference between flags 2 and 3?
L1202[11:02:20] <williewillus> 2 won't cause a block update
L1203[11:02:28] <williewillus> that whole flags thing is kinda oversimplified
L1204[11:02:30] <williewillus> it's a bitfield
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L1206[11:02:33] <Flashfire> Ok
L1207[11:03:01] <Flashfire> How much slower does a world generator become from using world.setBlockState outside of the chunk?
L1208[11:03:15] <Nitrodev> Pennyw95, maybe i should just update the project the same way you do it.
L1209[11:03:36] <williewillus> 3-bit wide bitfield, highest order bit controls "prevent from being rerendered if this is client world", middle bit controls "send to client", lowest bit controls "cause block update"
L1210[11:03:39] <Pennyw95> Hm? how do I do it?
L1211[11:03:46] <williewillus> Flashfire: not sure, the vanilla just uses setblockstate 2
L1212[11:03:59] <Flashfire> Default seems to be 3
L1213[11:04:08] <Nitrodev> you told me you donwload the mdk and copy paste the build.gradle
L1214[11:04:33] <Flashfire> But could that be my problem, setting block states in adjacent chunks?
L1215[11:04:36] <Pennyw95> wait, what have you being doing till now then??
L1216[11:04:44] <williewillus> Flashfire: wait you're doing that? that's the problem
L1217[11:04:52] <williewillus> accessing adjacent chunks causes those to be generated
L1218[11:04:57] <williewillus> and then those causes others to generate
L1219[11:04:59] <williewillus> etc. etc.
L1220[11:05:00] <Flashfire> So it takes multiple times as long?
L1221[11:05:18] <JC52> It can cascade to infinitum
L1222[11:05:35] <Curle> Ooh, look at Jenny with her fancy vocabulary :P
L1223[11:05:43] <JC52> shh
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L1225[11:06:24] <williewillus> yeah setblockstate generates the chunk if the position you want doesnt exist yet, and your generatoer then runs on that chunk, which then touches other chunks, etc. all in a single tick
L1226[11:06:24] <Nitrodev> Nothing really
L1227[11:06:43] <williewillus> im not sure how vanilla handles that
L1228[11:07:37] <Flashfire> Can I setblockstate from a different chunk to a chunk that's already loaded?
L1229[11:08:05] <williewillus> yes that should be safe. maybe consider using the structure system if you're generating something huge. what is it you're making?
L1230[11:08:22] <Flashfire> I'll show you a picture (not entirely up to date)
L1231[11:08:31] <williewillus> net.minecraft.world.gen.structure seems to be how MC generates huge things that cross chunk boundaries
L1232[11:08:42] <Flashfire> https://www.dropbox.com/s/mzkgrpczfc2rlfq/2016-01-30_12.56.01.png?dl=0
L1233[11:09:18] <Flashfire> I wanted to use that originally but I just couldn't understand it
L1234[11:09:45] <williewillus> yeah using the structure system seems to be better for that kind of worldgen. unfortunately idk how to use it
L1235[11:09:49] <Flashfire> I really tried but I couldn't figure out how I would make something of my own out of it
L1236[11:09:54] <williewillus> maybe someone here has
L1237[11:10:03] <Flashfire> I don't plan on switching at this point
L1238[11:10:25] <Curle> Are there really no forgedocs for 1.8.9?
L1239[11:10:28] <Curle> o-o
L1240[11:10:30] <Nitrodev> SHIT
L1241[11:10:35] <Nitrodev> still nothing Pennyw95
L1242[11:10:43] <williewillus> Curle: they're in your workspace
L1243[11:10:43] <JC52> You havent!
L1244[11:10:49] <Curle> Oh?
L1245[11:10:58] <williewillus> Flashfire: well...then you have to reimplement the partial generation thing they use
L1246[11:11:02] <Flashfire> Would it be a good idea to have a map for chunks where I have a list of blockpos mapped to block state and when the chunk loads iterate through it?
L1247[11:11:06] <williewillus> or some other way to generate it perchunk
L1248[11:11:09] <williewillus> not really
L1249[11:11:14] <williewillus> I still say learn the structure system
L1250[11:11:33] <Flashfire> My world generator is too complex at this point
L1251[11:11:33] <williewillus> it doesn't look too difficult
L1252[11:11:40] <williewillus> how??
L1253[11:11:49] <Curle> williewillus: Where, in the workspace?
L1254[11:11:57] <Flashfire> To adapt it to the structure system I still don't understand would change it so much
L1255[11:12:09] <Flashfire> It doesn't work with pieces really
L1256[11:12:17] <williewillus> well that's a problem
L1257[11:12:26] <williewillus> yours specifically :P
L1258[11:12:34] <Flashfire> Pieces wouldn't work well for this kind of structure
L1259[11:12:40] <Flashfire> It's a maze inside
L1260[11:13:29] <williewillus> the center piece could all be one piece, those cylinders can be separate pieces
L1261[11:14:01] <Pennyw95> idk then Nitrodev
L1262[11:14:01] <williewillus> either way, the solution is find out a way to do per-chunk generation. don't do the send packet for render update, that's unreliable
L1263[11:14:04] <williewillus> and probably very laggy
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L1265[11:14:10] <williewillus> chunk updates are expensive
L1266[11:14:21] <Flashfire> I didn't update the chunk though, just a block range
L1267[11:14:27] <Curle> Can't find anything relating to the javadocs in my workspace :/
L1268[11:14:30] <williewillus> that's a chunk section
L1269[11:14:46] <williewillus> even if you do markBlockRange(pos, pos.add(1, 1, 1)) it redraws the whole 16x16x16 section
L1270[11:15:03] <Curle> 16^3?
L1271[11:15:09] <Curle> Shouldn't it be 16^?
L1272[11:15:09] <Flashfire> So in my case what would be the best way to store block states with positions?
L1273[11:15:21] <williewillus> why do you need to do that?
L1274[11:15:44] <Flashfire> So when an adjacent chunk loads I can set the states without regenerating everything
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L1276[11:16:12] <williewillus> not sure
L1277[11:16:18] <williewillus> that's precisely what the structure system does
L1278[11:16:26] <williewillus> so idk how you would implement that again
L1279[11:16:35] <Flashfire> Ok
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L1283[11:20:28] <michse12> hello guys
L1284[11:20:54] <michse12> im searching for an forge alternative to the bukkit plugin "Heroes"
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L1286[11:22:11] <Curle> I love how I'm hacking together all the broken code
L1287[11:22:14] <Curle> And it's working
L1288[11:22:23] <Curle> I really need to optimize this shit
L1289[11:22:24] <Curle> :P
L1290[11:22:43] <williewillus> anyone know how CurseForge actually works?
L1291[11:22:51] <Curle> How'd you mean?
L1292[11:23:10] <williewillus> my botania port got rejected for being "unoriginal" :P even though it's there simply for curse launcher users (since people asked)
L1293[11:23:18] <williewillus> and it's not official so it can't get uploaded to the official project
L1294[11:23:44] <Curle> port?
L1295[11:23:50] <Curle> Iirc botania has a stable release for 1.8.9
L1296[11:23:55] <williewillus> not stable
L1297[11:23:57] <williewillus> my port :P
L1298[11:24:08] <Curle> oh, gg
L1299[11:24:09] <JC52> ^
L1300[11:25:00] <michse12> anyone?
L1301[11:25:31] <williewillus> michse12: what is it?
L1302[11:26:12] <michse12> does anyone know an forge alternative to the "heroes" bukkit plugin?
L1303[11:26:24] <Ordinastie> williewillus, what does the rejection text actually say ?
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L1305[11:26:45] <williewillus> michse12: as in what is this plugin
L1306[11:27:05] <williewillus> Ordinastie: "Your project, Botania1.8 (http://minecraft.curseforge.comhttp://minecraft.curseforge.com/projects/botania1-8), has been rejected:
L1307[11:27:05] <williewillus> This appears to be another author's work with no changes to make it unique. The original author should upload it on his or her own."
L1308[11:28:09] <Ordinastie> that's doesn't sound like an automatic response, did you mention you got approved by the orignal author ?
L1309[11:28:40] <michse12> i hope i got the question right... The plugin implemens some sort of class-system like in common MMRPGS
L1310[11:28:42] <williewillus> I said it would become official soon, and I also pasted the relevant part of the botania license pertaining to distribution
L1311[11:28:55] <williewillus> and justified how I fulfilled that part
L1312[11:28:56] <williewillus> idk
L1313[11:29:52] <Curle> !gm func_181089_f
L1314[11:30:18] <Curle> lamd$b?
L1315[11:31:04] <Flashfire> @williewillus How many ms should a structure generation take at the most?
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L1317[11:31:19] <williewillus> not sure, i've never used it
L1318[11:31:27] <Flashfire> Ok
L1319[11:31:48] <Flashfire> I'm trying to benchmark it but I have nothing to compare to
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L1321[11:33:39] <Ordinastie> Flashfire, it shouldn't even be noticeable
L1322[11:33:53] <Curle> ^
L1323[11:34:12] <Flashfire> Wouldn't that depend on the structure?
L1324[11:34:38] <williewillus> well ocena monuments are enormous and I
L1325[11:34:42] <williewillus> ve never had lag with those
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L1327[11:34:51] <williewillus> or those new end cities
L1328[11:35:03] <Flashfire> I see
L1329[11:35:14] <williewillus> it seems the structures just batch up a ton of setblockstate 2 calls together
L1330[11:35:31] <williewillus> and makes sure they stay within a bounding box
L1331[11:35:36] <Curle> my Teleporter is flipping it's shit with my custom portal :/
L1332[11:35:38] <Ordinastie> is it even possible to have different localization for subblocks without a specific ItemBlock ?
L1333[11:35:53] <Flashfire> I tried not generating anything outside the chunk but it still took 70s
L1334[11:36:06] <Flashfire> Crashed the server of course
L1335[11:36:20] <williewillus> what are you generating lol
L1336[11:36:21] <diesieben07> Ordinastie, you cant have subblocks without ItemBlock period
L1337[11:36:27] <williewillus> like any intensive calculations?
L1338[11:36:31] <diesieben07> because Item.getMetadata is 0 by default
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L1340[11:36:44] <Flashfire> Well the structure is a self building maze
L1341[11:37:11] <Flashfire> So it recursively creates "path" objects that set blockstates in a relative 3d array of blockstates
L1342[11:37:12] <michse12> williewillus: i hope i got the question right... The plugin implemens some sort of class-system like in common MMRPGS
L1343[11:37:14] ⇨ Joins: Brokkoli (~Brokkoli@f054188133.adsl.alicedsl.de)
L1344[11:37:35] <Ordinastie> diesieben07, gah, I'm dumb, I already have the ItemBlock covered, I can just forward to the block :x
L1345[11:37:47] <williewillus> michse12: not that I know of, try ctrl+f "RPG" on this page https://bot.notenoughmods.com/1.7.10.html
L1346[11:37:52] <williewillus> none on 1.8 yet
L1347[11:38:39] <Flashfire> Would it benefit to generate the structure before chunk population and just build it on population?
L1348[11:38:48] <Ordinastie> except I do need a specify method for it
L1349[11:40:18] <williewillus> possibly
L1350[11:40:23] <williewillus> @flash
L1351[11:42:06] <DebugsPeople> what's the proper way to register keybinds in 1.8
L1352[11:42:43] <diesieben07> make a new instance of KeyBinding and register it with ClientRegistry.registerKeyBinding
L1353[11:43:21] <Curle> Can't find any 1.8.9 mods that add dimensions
L1354[11:43:21] <Curle> ffs
L1355[11:43:26] <Curle> :3
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L1357[11:44:53] <Girafi> Curle, RF Tools Dimensions & Thaumcraft do.
L1358[11:45:23] <DebugsPeople> diesieben07, how do you make the KeyHandler?
L1359[11:45:49] <Curle> Thaumcraft adds a dimension?
L1360[11:45:51] <Curle> Since when?
L1361[11:45:53] <diesieben07> you mean you want a callback when the key is pressed?
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L1363[11:46:19] <JC52> eldtrich
L1364[11:46:24] <williewillus> keys havent changed in 1.8
L1365[11:47:31] <DebugsPeople> yeah
L1366[11:47:43] <DebugsPeople> the callback
L1367[11:48:20] <diesieben07> check in ClientTickEvent if it's pressed
L1368[11:48:30] <Unh0ly_Tigg> So, I'm working on a small update for my website, but I'm running into a weird issue. I've got this white strip at the top I don't know where it's coming from: http://i.imgur.com/gLtUVYD.png . and when I open the dev tools and highlight the body tag, nothing exists in that space: http://i.imgur.com/H2yNtx6.png . Does anyone know what might be causing this?
L1369[11:48:59] ⇨ Joins: ghowden (~ghowden@publicuhc.com)
L1370[11:49:04] <Unh0ly_Tigg> I know it's not a forge/minecraft issue, but I'm wondering if anyone here knows what might be going on.
L1371[11:50:12] <Curle> ga_code?
L1372[11:50:21] <diesieben07> html element can also have style,
L1373[11:50:25] <Curle> It adds a white strip for me
L1374[11:51:33] <Unh0ly_Tigg> well, adding a margin-top and a padding-top of 0 to html via css doesn't change anything.
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L1376[11:52:01] <diesieben07> would be nice to see the css
L1377[11:52:26] <Rushmead> body{ margin: 0; padding: 0; }
L1378[11:52:30] <gigaherz> :3
L1379[11:52:40] <gigaherz> helped my flatmate with some stuff for his job
L1380[11:52:48] <gigaherz> and I got gifted Scrap Mechanic in return
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L1383[11:53:48] <Curle> ThaumCraft isn't open-source, ffs
L1384[11:53:59] <Curle> noice, giga
L1385[11:54:57] <Unh0ly_Tigg> Rushmead, nope, didn't work.
L1386[11:55:04] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/7d577500622ab0037511
L1387[11:57:23] <masa> I always use this in the beginning of my css: * { margin: 0; padding: 0; }
L1388[11:57:37] <masa> and then add then for everything as they need them
L1389[11:58:17] <Unh0ly_Tigg> that didn't work either...
L1390[11:58:23] <diesieben07> oh god
L1391[11:58:23] <diesieben07> thats awful :D
L1392[11:58:29] <diesieben07> unh0ly, not really sure, i suspect something with the float maybe? not sure.
L1393[11:58:40] <diesieben07> why is the header even floating?
L1394[11:58:59] <Unh0ly_Tigg> that fixed it... -_-
L1395[11:59:11] <diesieben07> removing the float?
L1396[11:59:15] <Unh0ly_Tigg> yep
L1397[11:59:54] <Curle> minced :P
L1398[12:00:12] <diesieben07> well, so if header is floating, then it's height is 0...so... not sure man
L1399[12:00:21] <masa> what is awful?
L1400[12:00:35] <Curle> Huzzah, they fixed my CurseForge account
L1401[12:00:43] <Curle> Now The_Curle
L1402[12:00:44] <Curle> :DD
L1403[12:00:48] <diesieben07> setting everything to 0 margin/padding
L1404[12:00:57] <diesieben07> use a normalize css
L1405[12:01:04] <Unh0ly_Tigg> and http://unh0ly_tigg.bitbucket.org/ has the header as floating left...
L1406[12:01:17] <diesieben07> aha :D
L1407[12:01:23] <diesieben07> floats are a pain in the butthole
L1408[12:02:01] <Unh0ly_Tigg> I do have a normalize css. I'm using the v1.1.0 one from git.io/normalize.
L1409[12:02:16] <diesieben07> i saw
L1410[12:02:19] <diesieben07> i was talking to masa
L1411[12:02:41] <masa> well without setting them to 0 everything has stupid default padding and marging everywhere and everything is all fucked up
L1412[12:02:42] <Unh0ly_Tigg> oh
L1413[12:02:51] <diesieben07> its not fucked up.
L1414[12:02:55] <diesieben07> they are reasonably defaults :D
L1415[12:03:03] <masa> not for me they aren't
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L1418[12:03:35] <diesieben07> except that moment when you then try to use a WHATEVER element somewhere and it breaks because you did not consider it.
L1419[12:04:03] ⇨ Joins: shade_phone (uid97955@2001:67c:2f08:6::1:7ea3)
L1420[12:04:23] <shade_phone> Hello?
L1421[12:04:25] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L1422[12:04:32] <Curle> Its me.
L1423[12:04:40] <Rushmead> I was wondering
L1424[12:04:48] <JC52> Is it me you're looking for?
L1425[12:04:51] <Curle> :33
L1426[12:05:13] <Unh0ly_Tigg> shade_phone, reading you loud and clear!
L1427[12:05:50] <shade_phone> Awesome... can never tell with IRCCloud
L1428[12:05:59] ⇨ Joins: ghowden (~ghowden@publicuhc.com)
L1429[12:06:03] <masa> 5 more items on my TODO list for this 1.8.9 port...
L1430[12:06:13] <Curle> 3 for me :3
L1431[12:06:22] <Curle> 1. finish porting 2. Optimize code 3. carry on
L1432[12:06:37] <JC52> keep calm
L1433[12:06:48] <Unh0ly_Tigg> I've got about 1000+ items I need to finish before this mod is ready for public release...
L1434[12:06:48] <masa> keep calms and continue coding
L1435[12:06:51] <masa> -s
L1436[12:07:45] <Unh0ly_Tigg> http://www.amazon.com/Continue-Coding-Computer-Programmer-T-Shirt/dp/B012E8DEHQ
L1437[12:08:19] <Lumien> Is there a client side equivalent of onNeighborBlockChange ?
L1438[12:09:30] <masa> umm, onNeighborBlockChange ? :p
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L1440[12:10:02] <Lumien> That doesn't get called client side
L1441[12:10:22] <Curle> Shitting heck, there are dev builds
L1442[12:10:40] <JC52> ^ that's new
L1443[12:10:41] <williewillus> i dont think there's an equivalent
L1444[12:11:22] <williewillus> markblockforupdate is called on both sides
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L1446[12:11:49] <williewillus> but that probably isnt what you want it just triggers a rerender
L1447[12:12:11] <Lumien> Yeah, i want to trigger a re-render when a neighbor block changes
L1448[12:12:49] <shade_phone> fry|sleep: ive noticed that the obj loader had an issue with applying TRSRTransformations if OBJProperty is present (someone mentiomed that it forgets about any other blockstate properties) and im not sure how to fix it, how does the b3d loader apply the TRSRs for things like PropertyDirection when B3DProperty is present in handleBlockState?
L1449[12:13:28] <williewillus> Lumien: does markblockforupdate serverside work?
L1450[12:13:36] <williewillus> i *think* that sends a rerender to client
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L1452[12:14:05] <shade_phone> there is markBlockRangeForRenderUpdate()
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L1454[12:14:11] <Lumien> it might actually
L1455[12:14:17] <Lumien> thanks, will try it
L1456[12:14:25] <williewillus> shade_phone: that only has an effect clientside
L1457[12:16:45] <shade_phone> True
L1458[12:17:21] <williewillus> diesieben07: you said that the server is aware of all clients' clientside view distances - where is that checked? 0.o
L1459[12:17:38] <williewillus> I meant dedicated server, not SP
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L1461[12:19:04] <diesieben07> actually i might have been wrong about that.
L1462[12:20:04] <williewillus> i'm just wondering how the client doesn't throw errors all over when the client view dist is smaller than the server's
L1463[12:20:10] <masa> well doesn't it somehow have to know which chunks to send, or does it send all chunks based on the server side view distance?
L1464[12:20:24] <williewillus> it sends purely ased on serverside view distance
L1465[12:20:26] <williewillus> in server.properties
L1466[12:20:31] <williewillus> not sure what the client does with them
L1467[12:20:50] <diesieben07> it just loads but doesnt render them probably
L1468[12:21:05] <diesieben07> yes it just sends all chunks based on the server distance
L1469[12:21:15] <masa> wouldn't it maybe not add them to the world or at least prune them soon after?
L1470[12:21:32] <diesieben07> the client does never unload chunks on its own
L1471[12:21:37] <diesieben07> its only told by the server
L1472[12:21:44] <masa> what? O_o
L1473[12:22:09] <williewillus> yeah
L1474[12:22:21] <williewillus> the server has to send the client an empty packet to unload its chunks
L1475[12:23:05] <masa> so if that packet gets lost the client side is leaking chunks quite happily?
L1476[12:23:24] <williewillus> probably ?shrug
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L1478[12:25:32] <masa> does someone know a good way to change the stackSize text rendering?
L1479[12:26:01] <masa> now that NEI isn't a thing, I guess i could override the RenderItem instance in the GuiContainer
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L1481[12:26:14] <williewillus> i wouldn't count on that
L1482[12:26:19] <masa> but, it doesn't know about the slot it is rendering for
L1483[12:26:25] <williewillus> overriding a field like that is always meh
L1484[12:26:38] <williewillus> better to compose it but even then meh
L1485[12:26:40] <PaleoCrafter> masa, Item.getFontRenderer
L1486[12:26:46] <masa> well for the duration of drawScreen at least
L1487[12:27:05] <masa> PaleoCrafter: that would mean they need to be my items?
L1488[12:27:27] <PaleoCrafter> oh, yeah, I assumed that's given :P
L1489[12:28:01] <masa> no this is just my GUI where i want to change the rendering
L1490[12:28:27] <PaleoCrafter> ah, then you can just take over the item rendering :P
L1491[12:28:58] <masa> right, but that leaves the proglem that it doesn't know about the slot :/
L1492[12:29:20] <PaleoCrafter> I mean completely take over the rendering :P
L1493[12:29:25] <williewillus> if its your own gui you can just ake it all over
L1494[12:29:39] <masa> I think I'll have to
L1495[12:30:09] <masa> in 1.7 I couldn't because it would break NEI because it uses ASM hacks to inject itself intothe drawScreen :/
L1496[12:30:30] <PaleoCrafter> hehe
L1497[12:30:33] <Ordinastie> Ordinastie> hum, I have an ArrayIndexOutOfBoundException when inside RegionRenderCache.getBlockState(BlockPos pos) :x
L1498[12:30:37] <masa> but it did provide a nice method to override the itemrender, which was slot-aware
L1499[12:30:49] <Ordinastie> <Ordinastie> I think because I try to get stuff outside the cache
L1500[12:30:49] <Ordinastie> <Ordinastie> but I don't really go that far away from the original pos
L1501[12:30:49] <Ordinastie> <Ordinastie> like I render the block 0,56,1 and fails at -3,56,1
L1502[12:31:00] <Ordinastie> if anybody has an idea
L1503[12:32:44] <Nitrodev> Pennyw95, you here?
L1504[12:32:51] <masa> hm, so if i "override" a private method, then the original will still get called from that overridden class, right?
L1505[12:33:18] <Pennyw95> yes
L1506[12:33:31] <Nitrodev> the decompworkspace works now
L1507[12:33:36] <masa> bleh I hate private methods ;_;
L1508[12:34:00] <Pennyw95> ah, nice
L1509[12:34:04] <Pennyw95> what did you change?
L1510[12:34:06] <Nitrodev> i needed to add org.gradle.jvmargs=-Xmx3G to the properties file
L1511[12:34:11] <PaleoCrafter> you could, technically, AT it :P
L1512[12:34:15] <Nitrodev> note the citation marks are gone
L1513[12:34:27] <Pennyw95> oh, my bad
L1514[12:34:49] <williewillus> masa: private methods are not subject to inheritance at all
L1515[12:34:56] <Nitrodev> it's fine, fellas at #ForgeGradle helped me
L1516[12:35:11] <williewillus> "overriding" them is impossible since they aren't even virtual
L1517[12:35:34] <williewillus> I believe they're invoked using invokespecial
L1518[12:35:58] <Nitrodev> what is the naming rule for packages?
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L1520[12:36:22] <masa> mmkay, not exactly sure what that means :p
L1521[12:36:22] <PaleoCrafter> https://docs.oracle.com/javase/tutorial/java/package/namingpkgs.html
L1522[12:36:59] <Nitrodev> okay
L1523[12:37:21] <williewillus> masa: constructors and private methods are called in a way that doesn't care at all about "overriding" ,even if a subclass has a method with the exact same signature
L1524[12:37:50] <diesieben07> they are basically like static methods, which method is called is determined at compile time
L1525[12:37:57] <masa> right, so the subclass's method is completely separate and only available there and possible to sub-sub-classes?
L1526[12:38:14] <diesieben07> private methods are private. only the class itself can call it.
L1527[12:38:51] <masa> well it means that I need to override drawScreen as well :/
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L1529[12:39:08] <diesieben07> or use an AT
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L1531[12:39:40] <williewillus> does AT-ing a private method to public reroute all the invokespecial calls to it to invokevirtual?
L1532[12:39:43] <diesieben07> yes
L1533[12:39:46] <PaleoCrafter> hm... should it be forge's job to transfer capabilities on players?
L1534[12:39:48] <williewillus> nice
L1535[12:39:55] <PaleoCrafter> (i.e. on clone)
L1536[12:39:55] * diesieben07 did that
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L1538[12:40:15] <masa> hmm actually... I thought of an evil workaround, maybe :D
L1539[12:40:18] * Curle doesn't give a shit
L1540[12:40:20] <Curle> :3
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L1542[12:42:41] <Pennyw95> texures? aren't restricted to 16x res, right?
L1543[12:42:58] <masa> nope
L1544[12:43:19] <Pennyw95> If I make my image with 20x nobody would care, righgtg?
L1545[12:43:27] <masa> but they are in my game though ;D
L1546[12:43:34] <PaleoCrafter> Pennyw95, MC would care
L1547[12:43:41] <PaleoCrafter> the dimensions must be powers of two
L1548[12:43:56] <masa> I can't stand higher resolution resource packs, or anything other than vanilla actually
L1549[12:44:05] <Pennyw95> ah, so Ic an either have 16x or 32x?
L1550[12:44:21] <PaleoCrafter> and every other power of two, yes :P
L1551[12:44:22] <Nitrodev> do 16x it's easier on your pixel art skills :P
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L1553[12:44:36] <Pennyw95> my pixel art skills are close to null
L1554[12:44:45] <Nitrodev> me too :P
L1555[12:44:48] <PaleoCrafter> (although, might actually be limited to numbers bigger than 16, who knows)
L1556[12:44:52] <masa> I have one item texture in my mod that is 32x ;_;
L1557[12:45:01] <Pennyw95> it sucks to rely on other people to get good art but heh
L1558[12:45:12] <masa> just couldn't fit it in 16x, unless I'd had just thrown away all the detail
L1559[12:45:14] <Nitrodev> well i've never heard of any textures being smalelr than 16x
L1560[12:45:33] <PaleoCrafter> creating something on 16x16 that looks nice actually requires a lot of skill :P
L1561[12:45:34] <masa> there are 8x packs I believe, might be smaller as well
L1562[12:45:39] <Pennyw95> a 8x texturepack can exist
L1563[12:45:46] <Nitrodev> then again the items would have to be pretty simple/ugly if they were 4x4 or 8x8
L1564[12:45:54] <masa> :p
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L1567[12:46:19] <masa> lets do 1x1 textures, then my art skills won't stick out so badly ;D
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L1570[12:46:45] <Pennyw95> I've noticed....I gave "pro" softwares like gimp and krita a shot but I really can't even find the pencil...and go back to paint.net
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L1572[12:47:05] <masa> I love gimp at least when making mc textures
L1573[12:47:08] <Pennyw95> after all, paint.net should be good for 16x stuff
L1574[12:47:19] <masa> I know all the keybinds I need when doing normal stuff
L1575[12:47:25] <masa> so it's really fast
L1576[12:48:05] <Pennyw95> I only need one texture...then I can finally release
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L1578[12:48:09] <masa> N, O, R, U, shift + O, ctrl + shift + A, ctrl + , etc
L1579[12:48:47] <masa> ctrl + x, ctrl + v, ctrl + H, shift + E
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L1581[12:49:45] <Nitrodev> all i do when making textures is find if vanilla has same kinda of textures and copy those
L1582[12:49:51] <Nitrodev> like with my wooden crate
L1583[12:49:52] <Pennyw95> I also have to choose what model to use...what are your first impressions on those? I need to use that "techy" texture so I thought a simple pedestal would be inconsistent, but I'm not too fond of the spider-like look the other model has... http://imgur.com/a/pQJK0
L1584[12:50:30] <Nitrodev> is that an item holder pedestal?
L1585[12:50:40] <Pennyw95> it is
L1586[12:51:15] <Pennyw95> maybe I could a cube skeleton, and render the item inside it..mh
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L1588[12:51:37] <Nitrodev> then the spider-like would be better
L1589[12:51:42] <Nitrodev> atleast that's my opinion
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L1592[12:52:45] <Pennyw95> well I think the concept is cool but the current one with bars is ugly
L1593[12:53:35] <Nitrodev> but it kinda makes more sense to have bars
L1594[12:53:47] <Nitrodev> but hey you're the dev so you got the final choice
L1595[12:54:18] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L1596[12:54:48] <Pennyw95> well, sometimes a fresh pair of eyes helps...when you know too much yor judgement might get hindered
L1597[12:56:17] <Lumien> Okay so markBlockForUpdate only actually re renders the chunk if the block at the position changed
L1598[12:56:38] *** DonAway is now known as DRedhorse
L1599[12:56:47] <Curle> :D
L1600[12:56:59] <Curle> I'm teaching someone modding
L1601[12:57:01] <Curle> huzzah
L1602[13:01:13] <Nitrodev> Oh
L1603[13:01:20] <Nitrodev> one of your kids?
L1604[13:04:12] <Pennyw95> I guess some 32x texture won't hit the performance so much, would they?
L1605[13:05:16] <gigaherz> nah
L1606[13:05:35] <gigaherz> it may look out of place if it's like, in the inventory or in a block
L1607[13:05:56] <Pennyw95> no, they're letters
L1608[13:05:56] <LatvianModder> finally back to pc
L1609[13:06:05] <Pennyw95> they'll float with a tesr
L1610[13:06:45] *** Darkhax_AFK is now known as Darkhax
L1611[13:09:08] <masa> awww yeah I thought some more even hackier shit to do this, I'm loving it <3
L1612[13:10:29] <Curle> o/ lat
L1613[13:10:37] <Curle> You're + ?
L1614[13:10:37] <Curle> :D
L1615[13:10:52] <LatvianModder> o/
L1616[13:10:54] <LatvianModder> aye
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L1618[13:11:55] <gigaherz> :3 https://www.youtube.com/watch?v=f78DA-bXiwE
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L1620[13:12:37] <PaleoCrafter> you're doing way better than the Yogscast, gigaherz
L1621[13:12:52] <gigaherz> that's easy though
L1622[13:12:54] <gigaherz> XD
L1623[13:12:58] <PaleoCrafter> true
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L1625[13:15:24] <MalkContent> is this multipart capability thing in forge yet?
L1626[13:15:50] <PaleoCrafter> capabilities - yes
L1627[13:15:53] <PaleoCrafter> multipart - no
L1628[13:15:53] <PaleoCrafter> :P
L1629[13:15:59] <Malrama> Are there any good modding minecraft 1.8.9 guides out there? I found an incomplete one but it stoped on creating blocks, which is not really hard.
L1630[13:16:05] <gigaherz> nope the only capability integrated in forge is IItemHandler
L1631[13:16:06] <MalkContent> or a better question: is there a list of forge capabilities somewhere?
L1632[13:16:14] <gigaherz> yes: IItemHandler.
L1633[13:16:18] <Malrama> I really want to lean how to mod minecraft as I am pretty good in java
L1634[13:16:19] <MalkContent> a, right
L1635[13:16:23] <MalkContent> thanks
L1636[13:16:26] <Curle> guis
L1637[13:16:29] <gigaherz> https://github.com/gigaherz/Documentation/blob/master/docs/datastorage/capabilities.md
L1638[13:16:32] <gigaherz> I explain it in here
L1639[13:16:36] <Curle> how do reflection?
L1640[13:16:43] <PaleoCrafter> people kinda failed on suggesting other caps xD
L1641[13:17:11] <gigaherz> Malrama: there aren't many good tutorials for 1.8.9 yet
L1642[13:17:15] <gigaherz> but it's almost ideantical to 1.8
L1643[13:17:18] <MalkContent> well if IItemHandler doesnt work for barrels
L1644[13:17:22] <gigaherz> so any tutorial for 1.8 should work as a good "base"
L1645[13:17:27] <MalkContent> I suggest a barrel cap :P
L1646[13:17:27] <tterrag|ZZZzzz> http://lmgtfy.com/?q=java+reflection
L1647[13:17:29] <tterrag|ZZZzzz> >_>
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L1649[13:17:37] <PaleoCrafter> why wouldn't they, MalkContent? :P
L1650[13:17:44] <gigaherz> the existing documentation for forge is at: http://mcforge.readthedocs.org/en/latest/
L1651[13:17:49] <gigaherz> but it's somewhat incomplete
L1652[13:18:01] <gigaherz> I'm trying to help ;P
L1653[13:18:04] <Malrama> gigaherz: yeah but its not worth to learn modding for older versions. I did one small mod for minecraft 1.7.10 but its seems to have changed a lot in 1.8.9
L1654[13:18:17] <gigaherz> yes
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L1656[13:18:22] <gigaherz> but most of the changes were between 1.7 and 1.8
L1657[13:18:27] <gigaherz> 1.8 to 1.8.9 is close
L1658[13:18:39] <MalkContent> last i checked it didn't have anything treating barrel like storage specially
L1659[13:19:04] <PaleoCrafter> that's the point, it's as general purpose as possible :P
L1660[13:19:11] <gigaherz> IItemHandler needs to be implemented by mods
L1661[13:19:17] <gigaherz> that's the "missing step"
L1662[13:19:25] <Curle> I have 3 errors left in my port :DD
L1663[13:19:33] <MalkContent> true
L1664[13:19:36] <gigaherz> I'm not sure if there's any auto-IItemHandler-er for IInventory tiles
L1665[13:19:45] <MalkContent> but it does not offer a good way to deal with barrels yet
L1666[13:19:51] <gigaherz> but it would be easy to do if not
L1667[13:19:53] <MalkContent> how to you query the contents of a barrel
L1668[13:19:59] <MalkContent> return an oversized stack?
L1669[13:19:59] <gigaherz> uh
L1670[13:20:04] <gigaherz> no
L1671[13:20:12] <gigaherz> return as many stacks as the barrel has capacity
L1672[13:20:12] <Nitrodev> alrighty now i got every storage unit item done
L1673[13:20:17] <gigaherz> like you'd do for a chest
L1674[13:20:20] <MalkContent> say "there's x full stacks in there, but you only may access stack 0"
L1675[13:20:33] <Nitrodev> well except the one that uses my to be custom ore as a crafting material
L1676[13:20:37] <Nitrodev> and texture
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L1678[13:21:07] <tterrag> gigaherz: most barrels work by storing a "dummy" stack (since stack size is a technical byte) and then storing the true stack size separately
L1679[13:21:40] <gigaherz> ah
L1680[13:21:47] <gigaherz> well then it's even easier ;p
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L1682[13:22:59] <Nitrodev> look at hose https://twitter.com/Nitrodeveloper/status/696413758466424832
L1683[13:23:02] <MalkContent> I'd love at least a barrel flag that all barrels could use
L1684[13:23:03] <Nitrodev> those*
L1685[13:23:15] <gigaherz> that'd be pointless, MalkContent
L1686[13:23:28] <gigaherz> why would you want to treat barrels separately?
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L1688[13:23:55] <gigaherz> a pipe/hopper isn't going to extract more than one "standard stack" at a time
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L1690[13:24:33] <MalkContent> one example: steves factory manager and jabba barrels back in the day
L1691[13:24:41] <gigaherz> something oyu could do
L1692[13:24:44] <gigaherz> is have an "insert" slot
L1693[13:24:47] <gigaherz> that is always empty
L1694[13:24:57] <gigaherz> an extract slot that is always full (as full as possible)
L1695[13:24:59] <MalkContent> factory manager could only see 1 stack at it's regular stack size
L1696[13:25:09] <gigaherz> and then N extra slots for the remainder of the capacity, that can't be extracted from
L1697[13:25:26] <MalkContent> just one example of a mod interacting derpily with a barrel
L1698[13:25:50] <MalkContent> or say, if you get a tc golem, tell it to keep 3 stacks worth of cobble in a barrel
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L1700[13:26:01] <MalkContent> or a turtle
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L1702[13:26:11] <MalkContent> it sees 1 stack
L1703[13:26:52] <MalkContent> I'll have a look at the itemhandler again, maybe I'm just being stupid
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L1707[13:28:20] <MalkContent> in any case the multipart capability is gonna be lovely to have :)
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L1709[13:28:58] <PaleoCrafter> multiparts themselves won't be capabilities, as far as I'm aware :P
L1710[13:29:24] <PaleoCrafter> capabilities are just required to be able to do anything with multiparts
L1711[13:29:39] <MalkContent> idk what it was called again. it had a capability and a mod
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L1713[13:30:30] <MalkContent> the point being that modders would only have to deal with a single api when going "i guess, this pipe/tube/whatever only fills the middle of the block and people can place chisel n bits around it"
L1714[13:31:07] <PaleoCrafter> yeah, that's what capabilities are for
L1715[13:31:55] <MalkContent> so that's gonna be lovely to have then :P
L1716[13:31:56] <PaleoCrafter> externally, you only know about the stuff that's accessible from the sides
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L1718[13:32:47] <MalkContent> ?
L1719[13:33:08] <MalkContent> a.
L1720[13:33:11] <masa> MalkContent: I'm not sure, but I think the getStackInSlot() in IItemHandler was allowed to return oversized satcks, ie. as large as there actually are items? But the extract and insert methods need to respect the maxStackSize
L1721[13:33:58] <masa> so getStackInSlot is just for querying contents
L1722[13:34:12] <masa> but I need to check that myself soon when I get to porting stuff to using IItemHandler
L1723[13:34:38] <MalkContent> yea but returning oversized stacks there is gonna potentially explode an unexpecting mod
L1724[13:35:03] <tterrag> I wouldn't be surprised if mods expect byte-sized stack sizes
L1725[13:35:08] <tterrag> I mean, that's what vanilla expects
L1726[13:35:35] <MalkContent> paleo, you were the rendering guy, no?
L1727[13:35:55] <PaleoCrafter> uhm... I know a bit of rendering, but fry is commonly considered "the rendering guy" :P
L1728[13:36:00] <MalkContent> a, right
L1729[13:36:37] <MalkContent> anyways item stacks on the ground are still having their item icons in a neat row, instead of the icons being cluttered around a bit
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L1731[13:38:25] <Curle> i have 2 errors left in my port
L1732[13:38:27] <Curle> And they will not go away :(
L1733[13:38:29] <williewillus> wasnt there a boolean switch somewhere to control that
L1734[13:38:32] <williewillus> the clumping
L1735[13:38:49] <PaleoCrafter> do they randomly move or what, Curle? oo
L1736[13:39:26] <williewillus> ah RenderEntityItem.shouldSpreadItems
L1737[13:39:44] <williewillus> but it seems to be unused?
L1738[13:39:59] <masa> the javadoc for getStakInSlot() says that the stack size may be greater than the max stack size
L1739[13:40:24] <masa> and if someone starts using this new interface and doesn't properly handle large stacks, then that is thei fault
L1740[13:41:17] <Curle> I fix one error, and another pops up in another class
L1741[13:41:35] <gigaherz> Curle: enable parallel compilation, then
L1742[13:41:50] <Curle> To fix that error, I have to revert the other error, but the other error was to do with the thing I changed first!
L1743[13:41:51] <gigaherz> IDEa by default compiles one file at a time, and will stop at the first error
L1744[13:41:58] <Curle> There's no winning with java
L1745[13:42:02] <gigaherz> uh
L1746[13:42:09] <gigaherz> if oyu have "circular errors" your design is wrong lol
L1747[13:42:10] <gigaherz> XD
L1748[13:42:32] <Curle> Tell me something I don't know
L1749[13:42:44] <Curle> It works, at least, if I ignore the error :P
L1750[13:42:55] <gigaherz> ....?
L1751[13:43:04] <gigaherz> how can it possibly "work" if you ignore an error?
L1752[13:43:05] <Curle> May have to change 3/4 of the mod though :P
L1753[13:43:18] <gigaherz> or is it not a compile-time error?
L1754[13:43:30] <gigaherz> do you use the word "error" to refer to exceptions?
L1755[13:43:32] <Curle> Nope
L1756[13:43:40] <Curle> Hard to explain
L1757[13:44:01] <Curle> Turbo-typing mode engage!
L1758[13:44:11] <gigaherz> oyu can turn it off?
L1759[13:46:45] <Curle> what, turbo typing or the error?
L1760[13:46:50] <Curle> :P
L1761[13:50:39] *** amadornes[Streaming] is now known as amadornes
L1762[13:51:09] <Javaschreiber> Am currently porting my mod to 1.8.9 (from 1.7.10). They really changed a lot...
L1763[13:51:27] <gigaherz> yep
L1764[13:51:34] <RANKSHANK> Does anyone here know how Lex wants the test mods packaged for the PR's?
L1765[13:52:10] <gigaherz> the debug "mods" usually look like a single .java file with a bunch of nested classes
L1766[13:52:35] <Curle> AHA
L1767[13:52:37] <Curle> 1 error left!
L1768[13:52:43] <Wuppy> \o/
L1769[13:52:46] <Wuppy> congrats :)
L1770[13:53:26] <Curle> Javaschreiber: I am porting to 1.8.9 from 1.7.10, nearly finished :D
L1771[13:53:28] <Curle> It can be done!
L1772[13:54:06] <Curle> #moreinspirationalthanshielabeouf
L1773[13:54:08] <gigaherz> ofc it can be done
L1774[13:54:08] <gigaherz> ;P
L1775[13:54:12] <Javaschreiber> Congrats! I'm having trouble sorting out the whole rendering stuff. Am currently only fixing the BlockPos and EnumFacing stuff.
L1776[13:54:22] <gigaherz> if Tinker's construct did it, you can do it too!
L1777[13:54:22] <gigaherz> ;p
L1778[13:54:29] <Javaschreiber> I guess.
L1779[13:55:25] <RANKSHANK> Yeah I know what to write for barebones mod; I just have no idea where it's meant to be placed in the fork
L1780[13:56:07] <Curle> PRs?
L1781[13:56:44] <gigaherz> Javaschreiber: best thing to do for porting, is ask here ;P
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L1783[13:57:55] <RANKSHANK> Curle Pull Requests
L1784[13:59:36] <williewillus> if botania did it you can do it too!
L1785[13:59:37] <williewillus> (tm)
L1786[13:59:56] <shadowfacts> If willie can port over 9000 mods, you can port just one!
L1787[14:00:03] <williewillus> *4 :P
L1788[14:00:14] <Javaschreiber> I heard that there is a new Bucket system, so that I don't have to write my own BucketFillEvent handler. Does anyone know which class I should have a look at?
L1789[14:01:24] <gigaherz> DynBucket
L1790[14:01:39] <Javaschreiber> In which packet is it?
L1791[14:01:43] <PaleoCrafter> the bucket stuff only is for the models though
L1792[14:01:44] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/DynBucketTest.java
L1793[14:01:59] <gigaherz> check the testmod i nthe forge repo as an example of it
L1794[14:02:16] <tterrag> williewillus: could you squash your sides PR, and add it to the index?
L1795[14:02:21] <tterrag> it looks good but it won't show up on rtd :P
L1796[14:02:37] <tterrag> gigaherz: I added a few more notes to your PR, fix those and I'll merge
L1797[14:03:55] <gigaherz> thx, on it
L1798[14:04:30] <tterrag> gigaherz: you should probably also squash a bit
L1799[14:04:54] <tterrag> 2 commits, one for IEEP/WSD and one for caps
L1800[14:05:20] <gigaherz> will do
L1801[14:05:41] <masa> alright, stack size rendering done, now 4 items left on the TODO list...
L1802[14:07:11] <williewillus> tterrag: done
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L1810[14:16:03] <gigaherz> tterrag: done
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L1812[14:16:33] <Curle> https://github.com/343Modding/Spark/blob/latest/src/main/java/net/tagteam/sparkonium/worldgen/DreScaTeleportHandler.java#L140
L1813[14:16:45] <Curle> I can't figure out why this line is erroring
L1814[14:17:18] <sham1> So, when will that side doc be ready ;)
L1815[14:17:18] <diesieben07> define "erroring"
L1816[14:17:29] <gigaherz> what error, exactly?
L1817[14:17:32] <diesieben07> also, copypasta code.
L1818[14:17:35] <diesieben07> gtfo
L1819[14:18:08] <Curle> diesie: it's a nether portal clone, shush
L1820[14:18:18] <diesieben07> that is not an excuse.
L1821[14:18:42] <Curle> Hey, I was lazy, code optimization is later, I need to get it working first
L1822[14:18:58] <diesieben07> this is not about optimization
L1823[14:19:00] <diesieben07> i can't read that shit
L1824[14:19:05] <diesieben07> if you want help, code properly :D
L1825[14:19:26] <Curle> :/
L1826[14:20:14] <sham1> Messing with tracers is harder than expected
L1827[14:20:22] <PaleoCrafter> you might even be able to understand the issue yourself if you know what all the stuff means :P
L1828[14:21:20] <Curle> I know what it means, I know what it does
L1829[14:21:40] <Curle> I just don't know why it's telling me it's not available for Block
L1830[14:21:55] <PaleoCrafter> then go learn Java
L1831[14:21:58] <Curle> It's in a BlockPortal class, it's returning the block I'm using there
L1832[14:22:25] <diesieben07> you 100% do NOT understand that class
L1833[14:22:36] <diesieben07> or you are a genious and shoud not be wasting your time with modding a stupid game
L1834[14:22:48] <Curle> diesie, gtfo :)
L1835[14:22:56] <diesieben07> no.
L1836[14:23:55] <diesieben07> if you write shit code, deal with being shit on :P
L1837[14:23:58] <sham1> why should he leave
L1838[14:24:08] <PaleoCrafter> *shat
L1839[14:24:19] <diesieben07> shiuttated
L1840[14:25:14] <sham1> shat*
L1841[14:25:26] <diesieben07> gtfo
L1842[14:25:30] <PaleoCrafter> *defecated
L1843[14:25:33] <sham1> no
L1844[14:26:13] <sham1> I dont deserve to get the fuck out
L1845[14:26:26] <Curle> Okay
L1846[14:26:31] <Curle> I fixed it
L1847[14:26:47] <Curle> Had to change the type of 3 classes :3
L1848[14:28:11] <masa> hmm so, are capabilities required/recommended for IItemHandler, or can I just implement the interface in my TileEntities? or both?
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L1850[14:29:17] <PaleoCrafter> the former
L1851[14:29:54] <masa> required?
L1852[14:30:06] <PaleoCrafter> yeah
L1853[14:30:15] <masa> hm
L1854[14:30:25] <PaleoCrafter> it isn't really *required*, but it doesn't make much sense without capabilities xD
L1855[14:30:40] <masa> why not?
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L1857[14:31:35] <masa> because everyone is only querying for it via capabilities?
L1858[14:31:37] <PaleoCrafter> well, for one, the hooks for the hopper etc. don't take the TE implementing it into account
L1859[14:31:42] <PaleoCrafter> yeah
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L1861[14:31:45] <masa> mmkay
L1862[14:32:20] <masa> well time for some food, then I'll have to try to figure out the capabilities
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L1866[14:39:49] <gigaherz> masa: http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L1867[14:39:52] <gigaherz> my doc was just merged \o/
L1868[14:39:52] <gigaherz> ;P
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L1870[14:41:32] <PaleoCrafter> http://mcforge.readthedocs.org/en/latest/datastorage/extendedentityproperties/ shouldn't the warning here be an admonition?
L1871[14:41:37] <PaleoCrafter> ^ tterrag
L1872[14:41:43] <tterrag> probably
L1873[14:42:05] <tterrag> I'll go through and improve formatting later
L1874[14:42:35] <PaleoCrafter> and I'd put the "Concepts" section right after Getting started
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L1876[14:45:10] <masa> gigaherz: thanks! :p
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L1887[15:07:51] <LexDesktop> !gm func_177958_n
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L1889[15:07:59] <LexDesktop> !gm func_177956_o
L1890[15:08:09] <LexDesktop> !gm func_177952_p
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L1899[15:26:10] <gigaherz> [21:41] (+PaleoCrafter): http://mcforge.readthedocs.org/en/latest/datastorage/extendedentityproperties/ shouldn't the warning here be an admonition?
L1900[15:26:16] <gigaherz> ah I wasn't aware that those existed
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L1905[15:33:10] <sham1> Welp, at least you can use IItemHandler with IInventory
L1906[15:33:30] <sham1> Which is good as you need IInventory for GUIs
L1907[15:33:33] <sham1> And containers
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L1912[15:44:17] <LexDesktop> not nessasarily
L1913[15:44:36] <LexDesktop> but the point is to move away from those.
L1914[15:45:20] <diesieben07> but then we need a rewrite of Container, Slot, GuiContainer, etc.
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L1917[15:45:47] <sham1> The container stuff is the bare minumum you should use IInventory and ISidedInventory for
L1918[15:45:58] <LexDesktop> Most likely yes, but there should be ways of doing it with a wrapper
L1919[15:46:19] <sham1> BTW tterrag, I just did some changes so now my proxy doc can be pulled
L1920[15:47:06] <LexDesktop> your objects themselves shouldnt need to have IInv anymore, its not a perfect solutiuon but for the parts where you CAN get away from not having it, you should avoid the old shit.
L1921[15:47:19] <sham1> mmm
L1922[15:47:43] <diesieben07> not sure how you'd implement IInventory on top of IItemHandler, since IINv needs shiit like setStackInSlot
L1923[15:47:47] <diesieben07> which you simply cannot do with IItemHandler
L1924[15:48:11] <diesieben07> or rather, not straightfoward
L1925[15:48:18] <LexDesktop> which is the point of it.
L1926[15:48:23] <diesieben07> i know
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L1929[15:54:16] <masa> hmm right, so I need to keep IInventory still
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L1933[15:58:03] <LexDesktop> You shouldn't implement it on your TE
L1934[15:58:18] <LexDesktop> But yes you'll probably still need it as vanilla is shit.
L1935[15:58:24] <sham1> You could have the IInventory be a common implementation then
L1936[15:58:35] <sham1> For all stuff in your mod
L1937[15:58:46] <sham1> You just need the capability instance to access the items
L1938[15:58:49] <masa> uh what... how do I do containers and GUIs if I don't have the IInventory they need to access the stuff?
L1939[15:58:56] <gigaherz> in one of my mods
L1940[15:59:05] <gigaherz> Ideasigned an "automation API" before I learned about IItemHandler
L1941[15:59:13] <gigaherz> I made a wrapper inside my container
L1942[15:59:18] <gigaherz> that calls the api
L1943[15:59:33] <gigaherz> well, two wrappers
L1944[15:59:42] <LexDesktop> IInventory is a less sane IItemHandler something that has acces sto internal data.
L1945[15:59:46] <gigaherz> basically all calls to "setstackinslot" on the client expose a fake old iinventory
L1946[15:59:51] <LexDesktop> Do you need to write a wrapper that has access to the itnernal data
L1947[15:59:54] <LexDesktop> its not fucking hard...
L1948[15:59:55] <gigaherz> and on the server, they do "insertItem"
L1949[16:01:39] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerBrowser.java#L356 and https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerBrowser.java#L549
L1950[16:02:01] <gigaherz> it's not an exact match with IItemHandler though so the links may not be useful to you
L1951[16:02:02] <gigaherz> ;p
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L1954[16:04:14] <masa> why do you have isUeableByPlayer() and isItemvalidForSLot() return false?
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L1956[16:04:34] <gigaherz> because I'm not making use of that
L1957[16:04:49] <gigaherz> I override item removal/insertion
L1958[16:05:13] <gigaherz> on the mouse event
L1959[16:05:37] <masa> mmkay
L1960[16:05:38] <gigaherz> the inventory wrappers are mostly there just for the display
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L1962[16:07:03] <gigaherz> quirks of trying to implement a scrollable inventory similar to the AE2 interface panels
L1963[16:07:06] <tterrag> bit off topic - but anyone in here good with C++? I am not...and I have two classes in it this semester (not intros)
L1964[16:07:16] <gigaherz> I know some C++
L1965[16:07:24] <sham1> ^
L1966[16:07:30] <gigaherz> haven't really done much with C++11/14/17
L1967[16:07:36] <gigaherz> but I can defend myself
L1968[16:07:42] <tterrag> I don't think I'm using much from 11
L1969[16:07:44] <sham1> I also know something, but if it has to do something with templates, I'm out
L1970[16:07:51] <tterrag> let me set up a git repo for this project :P
L1971[16:07:53] <gigaherz> i can do templates
L1972[16:07:55] <tterrag> it does have something to do with templates lol
L1973[16:07:58] <MoxieGrrl> How do you defend yourself with C++?
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L1975[16:08:04] <sham1> Pointers
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L1977[16:08:14] <sham1> They can be used to hurt
L1978[16:08:30] <gigaherz> MoxieGrrl: "program this or die" -> I might survive
L1979[16:08:36] <gigaherz> hence, I can defend myself
L1980[16:08:37] <MoxieGrrl> Heh.
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L1984[16:13:02] <tterrag> gigaherz: the task - as typical of midlevel CS courses, is to implement sorting algorithms again, but in this case I have to count the operations it took
L1985[16:13:05] <tterrag> https://github.com/tterrag1098/COSC320/blob/master/Lab1/include/Sorter.h
L1986[16:13:16] <tterrag> which is implemented by https://github.com/tterrag1098/COSC320/blob/master/Lab1/src/InsertionSorter.cpp
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L1988[16:13:50] <tterrag> I'm sure I'm doing a lot of stupid stuff but all I have to go on atm is the official spec
L1989[16:15:40] <williewillus> i think opcount can just be a member instead of a pointer. but I'm a c/cpp beginner too so ignore me :P
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L1991[16:16:35] <tterrag> it needs to be a pointer so that it's updated in-place
L1992[16:16:41] <tterrag> I don't want to have to query it
L1993[16:16:53] <tterrag> it may make my life easier to require a getter though :P
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L1995[16:18:29] <gigaherz> tterrag: since you already have the getter, the pointer seems meaningless ;P
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L1997[16:18:35] <tterrag> true enough
L1998[16:18:36] <tterrag> I'll change it
L1999[16:18:58] <gigaherz> counting operations seems weird though
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L2001[16:19:06] <gigaherz> what do they consider an operation?
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L2003[16:19:56] <tterrag> I assume a comparison
L2004[16:21:16] <tterrag> gigaherz: repo udpated
L2005[16:21:18] <tterrag> this is my error now
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L2007[16:21:42] <tterrag> sec...
L2008[16:21:50] <tterrag> http://puu.sh/mZDt3.png
L2009[16:22:03] <tterrag> which...I have NO clue what that means
L2010[16:23:32] <williewillus> lol that mangled name
L2011[16:23:33] <gigaherz> in general terms, it means the linker couldn't find the symbol
L2012[16:23:41] <gigaherz> but
L2013[16:23:47] <gigaherz> i'm not sure what's causing it
L2014[16:23:48] <tterrag> do I need to redef the constructor?
L2015[16:24:00] <mikebald> looks like it can't find the default constructor & deconstructor... disclaimer: not a C++ expert
L2016[16:24:19] <tterrag> they are defined in SOrter though
L2017[16:24:22] <tterrag> and they are not virtual :(
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L2019[16:24:50] <mikebald> the deconstructor is virtual
L2020[16:25:13] <gigaherz> eh
L2021[16:25:14] <gigaherz> no they are not
L2022[16:25:15] <tterrag> right...
L2023[16:25:16] <gigaherz> they are declared
L2024[16:25:18] <gigaherz> but not defined
L2025[16:25:25] <tterrag> well they don't do anything
L2026[16:25:29] <gigaherz> they don't have a body
L2027[16:25:31] <tterrag> how can I just say " do nothing " :P
L2028[16:25:35] <williewillus> {}
L2029[16:25:35] <gigaherz> that means they are defined externally
L2030[16:25:37] <tterrag> same as java? {}
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L2032[16:25:38] <gigaherz> {}
L2033[16:25:39] <gigaherz> yes
L2034[16:25:41] <tterrag> mk
L2035[16:25:56] <tterrag> wow it built
L2036[16:25:57] <tterrag> magical
L2037[16:26:10] <williewillus> gigaherz: would it be bad practice to just put {} in the header? :P haven't had enough c++ experience to know
L2038[16:26:18] <williewillus> or should everything strictly be split
L2039[16:26:21] <Gorzoid> could some1 tell me how to add an if(staticfunc()) return; in bytecode for a class trnsformer
L2040[16:26:26] <gigaherz> depends on the case
L2041[16:26:27] <gigaherz> for templates
L2042[16:26:29] <Gorzoid> *transformer
L2043[16:26:31] <gigaherz> it's pretty much required
L2044[16:26:38] <gigaherz> there's two ways to work with templates
L2045[16:26:41] <williewillus> Gorzoid: what method are you hooking?
L2046[16:26:50] <gigaherz> either you define everything in the header and let the compiler resolve duplicates
L2047[16:27:05] <gigaherz> or you split into .h and .cpp
L2048[16:27:14] <Gorzoid> williewillus: net.minecraft.server.MinecraftServer.run
L2049[16:27:15] <gigaherz> but then you have to explicitly define each specialization
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L2051[16:27:25] <gigaherz> otherwise the code won't be generated for it
L2052[16:27:25] <williewillus> uhhhh WHY are you hooking that method??
L2053[16:27:46] * mikebald didn't realize you could actually define methods in the header files... never tried that before; neat.
L2054[16:27:47] <Gorzoid> trying to stop server from ticking unless i want it to tick
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L2056[16:27:54] <williewillus> that's not where the ticking happens
L2057[16:28:20] <Gorzoid> i was looking at https://github.com/Guichaguri/TickrateChanger/blob/1.8/src/main/java/me/guichaguri/tickratechanger/TickrateTransformer.java and thats where he patches it
L2058[16:28:45] <Gorzoid> and i looked at it in mcp
L2059[16:28:46] <williewillus> not everything you see is a good example
L2060[16:28:54] <gigaherz> Gorzoid: "if <cond> return;" would actually quit the game though
L2061[16:28:54] <gigaherz> XD
L2062[16:29:02] <gigaherz> if you exit the run() function, the game exits
L2063[16:29:08] <gigaherz> (IIRC)
L2064[16:29:11] <sham1> Anyway tterrag, I did some changes to my doc page stuff, you may want to take a look
L2065[16:29:24] <williewillus> yes
L2066[16:29:33] <williewillus> that run() is the actual server thread
L2067[16:29:38] <williewillus> returning that kills the server
L2068[16:29:46] <Gorzoid> oh ye em continue; then?
L2069[16:30:09] <gigaherz> that would be a way, but then you'd cause the server to have a busy loop
L2070[16:30:26] <gigaherz> which would mean it uses 100% of the cpu all the time
L2071[16:30:31] <tterrag> LOL I goofed something http://puu.sh/mZE6L.png
L2072[16:30:38] <gigaherz> depending on where you place the continue;
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L2074[16:30:51] <gigaherz> still
L2075[16:31:02] <tterrag> what...happened..
L2076[16:31:02] <gigaherz> I haveto wonder why would you want the server to "not tick"?
L2077[16:31:19] <gigaherz> tterrag: you may have forgot to initialize something
L2078[16:31:24] <Gorzoid> i want to make a mod that lets you step through redstone ticks
L2079[16:31:29] <gigaherz> C/C++ doesn't just initialize everything to 0
L2080[16:31:31] <Gorzoid> like stepping through a program in debug mode
L2081[16:31:37] <gigaherz> you have to assign things manually
L2082[16:31:40] <gigaherz> in the constructors
L2083[16:31:41] <tterrag> right
L2084[16:31:45] <tterrag> thanks
L2085[16:31:55] <tterrag> my thru20 should have had ={0}
L2086[16:32:02] <gigaherz> and yes -- in the constructors
L2087[16:32:05] <gigaherz> you can't do
L2088[16:32:06] <williewillus> Gorzoid: not sure how viable that is, redstone is incredibly buggy/undeterministic, and if you stopped the server from ticking that would prevent players from moving as well
L2089[16:32:09] <gigaherz> int field=0;
L2090[16:32:13] <gigaherz> in a class
L2091[16:32:38] <Gorzoid> so would it work better if i modified the class that all redstone blocks using extend?
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L2093[16:33:16] <williewillus> I'm not sure
L2094[16:33:27] <williewillus> redstone doesn't tick itself, it uses scheduled world updates
L2095[16:34:06] <gigaherz> \o/ I narrowed down my item duplication bug
L2096[16:34:11] <tterrag> gigaherz: my fillArrayAscending method in main.cpp doesn't seem to work
L2097[16:34:19] <tterrag> it stays as all zeros
L2098[16:34:26] <gigaherz> now I know 100% sure that it happens on shift-clicking, when it removes from a container without a full stack XD
L2099[16:35:09] <gigaherz> "ret[i] = ++i;"
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L2101[16:35:18] <gigaherz> I believe this is not fully defined
L2102[16:35:29] <gigaherz> this is somethign that always confuses me
L2103[16:35:30] <Gorzoid> well if i patched net.minecraft.block.Block.updateTick method, that would not effect players/entities right?
L2104[16:35:38] <tterrag> sure it is...increment and return
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L2106[16:35:47] <gigaherz> you use "i" before "++i", but I'm not sure if the first "i" is run before or after the "++"
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L2109[16:36:07] <tterrag> would it matter? SOMETHING should be nonzero
L2110[16:36:09] <mikebald> It's been a while, but it looks like you're passing your array by value and not reference...
L2111[16:36:11] <gigaherz> yeah
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L2113[16:36:25] <williewillus> Gorzoid: don't patch it in Block, patch it in each redstone block class
L2114[16:36:35] <gigaherz> uhh
L2115[16:36:37] <Gorzoid> ugh
L2116[16:36:39] <tterrag> and how do I pass by reference here? & doesn't work
L2117[16:36:42] <gigaherz> tterrag: check WHERE you store the values
L2118[16:36:42] <gigaherz> XD
L2119[16:36:47] <tterrag> I thought arrays were always by reference
L2120[16:37:00] <tterrag> gigaherz: what?
L2121[16:37:10] <gigaherz> "ret" is a local variable
L2122[16:37:11] <gigaherz> an inline array
L2123[16:37:16] <gigaherz> you never write to "arr"
L2124[16:37:17] <tterrag> oh god
L2125[16:37:18] <tterrag> yeah
L2126[16:37:27] <tterrag> I originally had the method generate the array but then realized that wasn't possible
L2127[16:37:34] <gigaherz> well it is possible
L2128[16:37:37] <gigaherz> with heap allocations
L2129[16:37:39] <tterrag> no...you can't return arrays
L2130[16:37:40] <williewillus> Gorzoid: they override the updateTick method fully, patching it in block would do nothing
L2131[16:37:49] <tterrag> I could use a void* or something but I"m not gonna bother
L2132[16:37:49] <gigaherz> int *ret = new int[size];
L2133[16:37:49] <Gorzoid> oh ye
L2134[16:37:51] <gigaherz> return ret;
L2135[16:37:54] <Gorzoid> lol
L2136[16:38:00] <tterrag> something like that
L2137[16:38:00] <tterrag> idk
L2138[16:38:02] <gigaherz> so long as you delete[] it afterward
L2139[16:38:10] <williewillus> c is fun ;p
L2140[16:38:23] <tterrag> http://puu.sh/mZEEp.jpg
L2141[16:38:24] <tterrag> \o/
L2142[16:38:35] <tterrag> 0 ops isn't quite true though is it :P
L2143[16:38:36] <tterrag> should be 20
L2144[16:38:58] <williewillus> we're in architecture this semester and the first assignment everyone was "omfg c how do I use memory" haha
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L2146[16:39:26] <tterrag> yeah well imagine having coded in nothing but java for school for 2+ years
L2147[16:39:33] <tterrag> then suddenly "lol we teach everything in C++ here"
L2148[16:39:38] <tterrag> ;_;
L2149[16:39:45] <williewillus> my data structures was in java
L2150[16:39:51] <tterrag> mine too
L2151[16:39:58] <tterrag> this is *advanced* data structures and algorithms
L2152[16:40:17] <tterrag> 320
L2153[16:40:23] <williewillus> insertion sort in advanced data structures?
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L2156[16:41:10] <gigaherz> my data structures was in C++
L2157[16:41:15] <gigaherz> but we didn't use templates that way
L2158[16:41:16] <gigaherz> XD
L2159[16:41:48] <gigaherz> hardcoding the array sizes in template arguments is something I learned separately
L2160[16:42:00] <gigaherz> and btw
L2161[16:42:01] <gigaherz> the
L2162[16:42:04] <gigaherz> "fillArrayAscending<20>(thru20);"
L2163[16:42:08] <gigaherz> I think you should be able to write just
L2164[16:42:13] <gigaherz> "fillArrayAscending(thru20);"
L2165[16:42:20] <gigaherz> C++ should be able to infer the <20> from the array
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L2167[16:42:30] <tterrag> williewillus: first lab is a bit remedial
L2168[16:42:36] <tterrag> also I have to do 4 algos, insertion is just the first
L2169[16:42:39] <tterrag> (and easiest)
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L2173[16:45:54] <MalkContent> does 1.8.9 have a mod with redstone yet?
L2174[16:45:58] <MalkContent> redstone wires*
L2175[16:46:28] <PaleoCrafter> charset
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L2177[16:48:30] <tterrag> gigaherz: why does this fail? can I not polymorphically use Sorter? http://puu.sh/mZFiR.txt
L2178[16:48:48] <gigaherz> only in pointers
L2179[16:48:54] <gigaherz> you are sending the classes byvalue
L2180[16:49:06] <tterrag> hmm
L2181[16:49:18] <gigaherz> use Sorter<...>&
L2182[16:49:19] <tterrag> what's the fix, exactly?
L2183[16:49:20] <tterrag> ah
L2184[16:49:24] <gigaherz> or Sorter<...>*
L2185[16:49:46] <gigaherz> if the latter then you'll have to pass &sorter to the call,
L2186[16:49:54] <gigaherz> with a reference, this is implicit
L2187[16:50:03] <tterrag> thanks :) http://puu.sh/mZFp9.png
L2188[16:50:56] <mikebald> sorting an already sorted array? =D... quicksort loves that.
L2189[16:51:07] <gigaherz> now change the array initialization to call rand(); and do a srand(time(NULL)); at the beginning of the program ;P (with the appropriate includes XD)
L2190[16:51:40] <MalkContent> thanks Paleo
L2191[16:51:48] <PaleoCrafter> you're welcome
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L2194[16:53:03] <Gorzoid> is there a way to update to newest forge version in gradlew? or do i need to download it and replace the files
L2195[16:53:23] <tterrag> gigaherz: tried to add the descending sort and everything broke
L2196[16:53:33] <gigaherz> XD
L2197[16:53:48] <gigaherz> Gorzoid: you can change the version in build.gradle
L2198[16:53:51] <gigaherz> not gradlew
L2199[16:53:55] <gigaherz> you should never edit gradlew.
L2200[16:54:09] <gigaherz> build.gradle is something you customize for your needs
L2201[16:54:11] <tterrag> gigaherz: http://puu.sh/mZFGW.png
L2202[16:54:13] <tterrag> repo is updated
L2203[16:54:40] <gigaherz> heh
L2204[16:54:40] <tterrag> main.cpp has everything relevant
L2205[16:54:43] <tterrag> sorting stuff hasn't changed
L2206[16:55:15] <gigaherz> uh your fillDescending... starts filling from the end also
L2207[16:55:20] <Gorzoid> so it will autodownload newest forge version if i enter the version into build.gradle?
L2208[16:55:21] <gigaherz> so it's still in ascending order
L2209[16:55:21] <gigaherz> XD
L2210[16:55:22] <tterrag> oh lol
L2211[16:55:28] <tterrag> yeah well that's one problem
L2212[16:55:34] <tterrag> what's with the garbage data in the first array though
L2213[16:56:50] <gigaherz> no idea
L2214[16:56:53] <gigaherz> but it's in the result
L2215[16:58:16] <tterrag> is there any way in codeblocks to easily view the contents of a variable?
L2216[16:58:21] <tterrag> debug mode
L2217[16:59:03] <gigaherz> no idea
L2218[16:59:08] <gigaherz> I generally debug with VS
L2219[16:59:12] <gigaherz> and that's just like you are used to in java
L2220[16:59:16] <gigaherz> hover over things and it shows
L2221[16:59:28] <tterrag> I'd use VS but I need to be able to easily port over to linux
L2222[17:00:24] <tterrag> ah, I can
L2223[17:01:32] <tterrag> ah, I screwed up the algo
L2224[17:01:35] <tterrag> easy fix
L2225[17:01:37] <gigaherz> ;_;
L2226[17:01:39] <gigaherz> Caused by: java.util.ConcurrentModificationException
L2227[17:01:46] <gigaherz> why can't things be easy XD
L2228[17:01:58] <williewillus> gigaherz: static field being accessed from both threads? :P
L2229[17:02:08] <gigaherz> nope
L2230[17:02:27] <gigaherz> I have the inventory browser panel
L2231[17:02:38] <gigaherz> which rescans neighbours on neighbour updates
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L2233[17:03:08] <gigaherz> but I'm calling extractItems from within a foreach loop
L2234[17:03:11] <SwordKorn20> Good evening all
L2235[17:03:15] <gigaherz> which causes the neighbour to change
L2236[17:03:20] <gigaherz> I know EXACTLY what causes it
L2237[17:03:23] <gigaherz> I just forgot earlier
L2238[17:03:34] <gigaherz> and trusted IDEa when it suggested tochange the "for" to foreach
L2239[17:03:35] <gigaherz> XD
L2240[17:03:38] <gigaherz> IDEA*
L2241[17:03:52] <gigaherz> i'll have to put some "DO NOT CHANGE BACK TO FOREACH, CAUSES CME"
L2242[17:04:03] <williewillus> ooh yeah I ran into that before
L2243[17:04:09] <williewillus> using a foreach caused a desync for some reason
L2244[17:05:43] <gigaherz> so
L2245[17:05:52] <gigaherz> when I call IItemHandler.extract
L2246[17:06:02] <gigaherz> it returns a full stack even if only one item existed :&
L2247[17:06:04] <gigaherz> :/
L2248[17:06:10] <tterrag> http://puu.sh/mZGxz.png
L2249[17:06:11] <tterrag> \o/
L2250[17:06:23] <gigaherz> I can't replicate if I use plain old IInventory
L2251[17:06:32] <gigaherz> only through IItemHandler
L2252[17:07:07] <tterrag> a swap is technically 2 operations though, right?
L2253[17:07:16] <gigaherz> depends on the cpu
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L2255[17:07:24] <gigaherz> on the most basic sense, it's 3
L2256[17:07:25] <tterrag> well, I'm doing the swap manually
L2257[17:07:29] <gigaherz> temp = A;
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L2259[17:07:31] <tterrag> yeah I guess so
L2260[17:07:31] <gigaherz> A=B;
L2261[17:07:33] <gigaherz> B=temp;
L2262[17:07:44] <gigaherz> but x86 for example has "xchg a,b"
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L2264[17:09:10] <tterrag> I was told we can't use stl (for obvious reasons) but does std::swap count do you think?
L2265[17:09:19] <gigaherz> no idea
L2266[17:09:26] <tterrag> *shrug*
L2267[17:09:29] <tterrag> I'll leave it manual for now
L2268[17:09:48] <gigaherz> template<typename T> void swap(T& a, T&b) { T temp = a; a=b; b=t; }
L2269[17:09:58] <tterrag> Lo
L2270[17:09:59] <tterrag> :P
L2271[17:10:07] <gigaherz> temp*
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L2274[17:12:33] <williewillus> no bounce pads in tinkers 1.8 D:
L2275[17:12:50] <gigaherz> bounce pads?
L2276[17:13:03] <williewillus> tinkers 1.7 had bounce pads made of slime
L2277[17:13:18] <gigaherz> never seen them
L2278[17:13:19] <gigaherz> XD
L2279[17:13:25] <williewillus> they had some weird properties that made them super suitable for really fast vertical elevators
L2280[17:13:37] <tterrag> wha...what?
L2281[17:13:44] <tterrag> error: there are no arguments to 'srand' that depend on a template parameter, so a declaration of 'srand' must be available [-fpermissive]|
L2282[17:13:46] <williewillus> specifically, colliding with them from below boosted you up insanely
L2283[17:14:05] <gigaherz> tterrag: it means you don't have the #include
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L2285[17:14:10] <tterrag> #include what?
L2286[17:14:20] <williewillus> so I had a 128 long chute from nether portal to nether ceiling with bounce pads on the side of the chute and it would bounce me back and forth and up
L2287[17:14:22] <tterrag> oh
L2288[17:14:26] <tterrag> I was reading http://www.cplusplus.com/reference/cstdlib/rand/
L2289[17:14:30] <tterrag> it wasn't very clear about that >.>
L2290[17:14:33] <tterrag> I see now
L2291[17:14:35] <gigaherz> #include <cstdlib>
L2292[17:14:47] <gigaherz> you may want <ctime> also, for time(NULL)
L2293[17:14:55] <gigaherz> and <cstdio> for NULL
L2294[17:14:58] <gigaherz> apparently
L2295[17:14:59] <gigaherz> XD
L2296[17:15:12] <williewillus> c++11 has nullptr though i thought
L2297[17:15:16] <gigaherz> yes
L2298[17:16:15] <tterrag> http://puu.sh/mZHe3.png
L2299[17:16:22] <tterrag> windows logic: wrapped newline characters
L2300[17:17:08] <gigaherz> that's a pre-wind10 console
L2301[17:17:11] <gigaherz> win10*
L2302[17:17:32] <gigaherz> it didn't have a fancy buffer that remembers the lines and such
L2303[17:17:39] <gigaherz> it would jsut write to an actual character grid
L2304[17:17:56] <gigaherz> so if the last char was at the end of the line, and you printed a \n, it owuld affect the next line
L2305[17:17:56] <gigaherz> XD
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L2307[17:18:08] <gigaherz> the win10 console is more linux-y
L2308[17:18:21] <gigaherz> and apparently the insider builds are adding terminal codes
L2309[17:23:05] <tterrag> I have powershell but I have no clue how to get codeblocks to use that lol
L2310[17:23:20] <gigaherz> powershell is just a shell, doesn't change the window itself
L2311[17:23:35] <tterrag> http://puu.sh/mZHGB.txt
L2312[17:23:36] <tterrag> :D
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L2314[17:27:27] <gigaherz> has anyone used IItemHandler as a "consumer" (pipe or similar) and can confirm that the weird duplication issue I'm having is actually my fault, and not a bug in the IItemHandler implementation?
L2315[17:27:53] <SwordKorn20> Anyone have any experience with Tile Entities rendering fluids inside a section of the block (kind of like the Petal Apothecary from Botania, but I want to use a custom fluid)
L2316[17:28:21] <tterrag> it's pretty simple no? just one quad
L2317[17:28:35] <tterrag> ask williewillus, he is here :P
L2318[17:28:36] <williewillus> yup draw the Fluid's icon using the tessellator
L2319[17:28:41] <williewillus> hold on link incoming
L2320[17:28:42] <gigaherz> just ask Forge for the fluid texture, and use it to draw a quad from your TESR
L2321[17:30:05] <williewillus> something like this https://github.com/sinkillerj/ProjectE/blob/MC18/src/main/java/moze_intel/projecte/events/TransmutationRenderingEvent.java#L58-L66
L2322[17:30:14] <williewillus> that's not in a tesr but same concept
L2323[17:30:34] <williewillus> and you probably want getStill() instead of getFlowing()
L2324[17:30:37] <tterrag> wait, isn't this wrong? https://en.wikipedia.org/wiki/Selection_sort#Implementation
L2325[17:30:42] <SwordKorn20> So I don't have to call a TESR per say?
L2326[17:30:43] <tterrag> shouldn't the last if block be outside the inner loop?
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L2328[17:30:58] <williewillus> well will this liquid change?
L2329[17:31:08] <gigaherz> tterrag: yep
L2330[17:31:09] <SwordKorn20> Only between filled and unfilled
L2331[17:31:12] <williewillus> like for example the cauldron's water level is hard baked into the model
L2332[17:31:14] <tterrag> gigaherz: O_O
L2333[17:31:37] <gigaherz> probably copypasta from bubblesort
L2334[17:32:01] <SwordKorn20> I want the fluid to be consumed upon completing an operation
L2335[17:32:11] <williewillus> but the specific fluid itself
L2336[17:32:15] <williewillus> is it always going to be that fluid?
L2337[17:32:18] <SwordKorn20> Yeah
L2338[17:32:27] <williewillus> just add a quad in the model then
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L2340[17:32:33] <tterrag> https://en.wikipedia.org/w/index.php?title=Selection_sort&diff=703491225&oldid=700034817
L2341[17:32:49] <williewillus> lol
L2342[17:33:00] <SwordKorn20> For the block?
L2343[17:33:07] <SwordKorn20> I take it I'll still need a TE
L2344[17:33:18] <gigaherz> tterrag: lol
L2345[17:33:21] <williewillus> yeah
L2346[17:33:23] <williewillus> to store the info
L2347[17:33:29] <williewillus> but to render it could just use blockstates
L2348[17:33:34] <tterrag> it wasn't even right before because it used != j
L2349[17:33:42] <tterrag> it should be != i (if the min is i then it's sorted)
L2350[17:33:44] <williewillus> the cauldron's water thing is part of the bakedmodel
L2351[17:33:56] <SwordKorn20> That simplifies things massively then! I didn't want to use a GUI for the crafting mechanic
L2352[17:34:12] <SwordKorn20> Thanks willie
L2353[17:34:32] <gigaherz> in-world crafting :3
L2354[17:34:49] <SwordKorn20> Well more like processing but I can expand upon it
L2355[17:34:52] <SwordKorn20> :)
L2356[17:35:28] <SwordKorn20> I didn't want to rip off Botania massively but I liked the idea of dropping things into a pool and having it made that way
L2357[17:35:37] <gigaherz> yeah
L2358[17:35:56] <gigaherz> it still saddens me that they decided to create that brewing stand thing for potions
L2359[17:36:01] <gigaherz> instead of using a proper "cauldron recipe"
L2360[17:36:06] <SwordKorn20> Yeah I agree
L2361[17:36:11] <SwordKorn20> That would have been cool
L2362[17:36:12] <gigaherz> (not the stupid thing they had initially)
L2363[17:36:20] <SwordKorn20> Kind of like how Witchery does the brewing
L2364[17:36:24] <gigaherz> yup
L2365[17:36:43] <SwordKorn20> I agree that it kind of makes the vanilla cauldron a bit useless
L2366[17:36:46] <MalkContent> or tc alchemy
L2367[17:36:52] <gigaherz> yup
L2368[17:37:02] <gigaherz> SwordKorn20: it's a redstone tool now
L2369[17:37:09] <gigaherz> comparator+cauldron
L2370[17:37:11] <MalkContent> dropping stuff into pots is all the rage amongst popular mods, its not exactly ripping off anything x)
L2371[17:37:13] <gigaherz> which can be moved with pistons
L2372[17:37:19] <SwordKorn20> Yeah I've messed with the comparators to control signal
L2373[17:37:29] <SwordKorn20> It's a nice feature
L2374[17:37:58] <SwordKorn20> But I tend to use item frames and item positions to control comparator signals as it's a bit easier for fine tuning signal control
L2375[17:38:06] <gigaherz> sure
L2376[17:38:38] <SwordKorn20> Well guess I should get to making my second block state
L2377[17:38:38] <gigaherz> the point is being able to give non-full outputs
L2378[17:38:45] <gigaherz> that can still be toggled
L2379[17:38:47] <SwordKorn20> Yeah
L2380[17:38:53] <SwordKorn20> That is a good feature
L2381[17:39:06] <SwordKorn20> Thanks again williewillus for the advice
L2382[17:43:26] <tterrag> gigaherz: anything obviously wrong with this? http://puu.sh/mZITQ.txt
L2383[17:43:35] <tterrag> swap is your swap function :P
L2384[17:45:42] <tterrag> hehe
L2385[17:45:44] <SwordKorn20> I take it your j, i and min arrays are already defined elsewhere?
L2386[17:45:59] <tterrag> stupid i/j looking too similar
L2387[17:46:02] <tterrag> look at the second for loop
L2388[17:46:47] <SwordKorn20> You have called the same function twice for ->op
L2389[17:47:13] <tterrag> also should be <li[min] not <li[i]
L2390[17:47:25] <tterrag> SwordKorn20: yes the comment explains why
L2391[17:47:47] <SwordKorn20> What's it not doing that it should?
L2392[17:47:52] <tterrag> sorting?
L2393[17:47:52] <tterrag> lol
L2394[17:48:37] <SwordKorn20> I take it this is part of a bigger class that already calls all the item slot info and such
L2395[17:49:17] <tterrag> http://puu.sh/mZJez.txt
L2396[17:49:26] <tterrag> nope, that's the entire file, it extends an abstract class but taht's it
L2397[17:49:33] <tterrag> the array is a parameter
L2398[17:50:03] <gigaherz> for (int j = i + 1; i < N; i++)
L2399[17:50:13] <gigaherz> ah you already saw that
L2400[17:50:25] <gigaherz> and the [i] that should be [min] too
L2401[17:50:43] <tterrag> yes
L2402[17:50:45] <tterrag> see the new paste
L2403[17:50:48] <tterrag> a few lines up :P
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L2405[17:50:54] <gigaherz> did you fox BOTH though?
L2406[17:50:57] <tterrag> mhm
L2407[17:51:03] <gigaherz> i < N
L2408[17:51:05] <gigaherz> and ik++
L2409[17:51:07] <gigaherz> -k
L2410[17:51:09] <SwordKorn20> < li[min]?
L2411[17:51:11] <tterrag> yes
L2412[17:51:14] <tterrag> read it
L2413[17:51:15] <tterrag> lol
L2414[17:51:30] <tterrag> SwordKorn20: yes, if it's less than the min, then it is the new min
L2415[17:51:32] <gigaherz> oops missed the other paste
L2416[17:51:34] <SwordKorn20> Isn't j supposed to be higher than the min?
L2417[17:51:41] <tterrag> I'm trying to find the min
L2418[17:51:47] <tterrag> read up on selection sort
L2419[17:51:52] <gigaherz> not if you sort small to big
L2420[17:52:05] <gigaherz> although there's multiple ways to implement selection sort
L2421[17:52:09] <SwordKorn20> So you're storing the value of min into j
L2422[17:52:10] <gigaherz> i usually did it moving toward the end
L2423[17:52:30] <tterrag> https://upload.wikimedia.org/wikipedia/commons/9/94/Selection-Sort-Animation.gif
L2424[17:52:37] <tterrag> that's the algorithm I'm recreating
L2425[17:52:38] <gigaherz> (I'd find the smallest in 0..N, and swpa with N+1)
L2426[17:53:19] <tterrag> currently I get this http://puu.sh/mZJsZ.png
L2427[17:53:20] <SwordKorn20> This looks confusing... you doing it for a mod?
L2428[17:53:26] <gigaherz> no, SwordKorn20
L2429[17:53:27] <gigaherz> tht's C++
L2430[17:53:33] <tterrag> oh god, I'm stupid
L2431[17:53:35] <tterrag> it's working now :P
L2432[17:53:36] *** Vigaro is now known as V
L2433[17:53:37] <tterrag> read the random one wrong
L2434[17:53:44] <tterrag> hm...I should probably eat
L2435[17:53:48] <tterrag> going loopy
L2436[17:53:53] <SwordKorn20> I'm not familiar with C++
L2437[17:54:08] <williewillus> hehe
L2438[17:54:21] *** V is now known as Vigaro
L2439[17:54:52] <SwordKorn20> I've messed around with D a bit
L2440[17:55:11] <SwordKorn20> But C++ I haven't had much need for in my day to day
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L2442[17:56:11] <tterrag> gigaherz: I think the algo on the wikipedia page is technically correct
L2443[17:56:17] <tterrag> but it doesn't match up to the diagrams on the page
L2444[17:56:20] <tterrag> which...it should
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L2446[17:57:43] <tterrag> I'm not gonna mess with it though
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L2450[18:02:00] <tterrag> gigaherz: https://github.com/tterrag1098/COSC320/blob/master/Lab1/main.cpp isn't it beautiful :,)
L2451[18:02:03] <tterrag> anyways, dinner time
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L2462[18:07:32] <MattDahEpic> how would one render items differently depending on their nbt data?
L2463[18:08:00] <PaleoCrafter> depends :P
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L2465[18:08:12] <MattDahEpic> on?
L2466[18:08:24] <PaleoCrafter> can be as simple as a custom ItemMeshDefinition, but might also require a ISmartItemModel
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L2469[18:09:04] <MattDahEpic> its based on a String in the nbt
L2470[18:09:49] <PaleoCrafter> but you still map to a unique model json?
L2471[18:10:22] <MattDahEpic> i just changed from meta, so yes
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L2473[18:11:59] <PaleoCrafter> then ItemMeshDefinition will suffice
L2474[18:12:54] <SwordKorn20> Evening Paleo
L2475[18:13:29] <PaleoCrafter> Good evening
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L2477[18:13:41] <PaleoCrafter> (more like middle of the night for me, but whatever)
L2478[18:16:21] <MattDahEpic> PaleoCrafter, an example?
L2479[18:18:19] <williewillus> MattDahEpic: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java#L206-L213
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L2481[18:18:25] <williewillus> ignore the MeserhWrapper thing
L2482[18:18:32] <Vazkii> I swear to god
L2483[18:18:32] <williewillus> a straight lambda *should* work
L2484[18:18:36] <Vazkii> 99% of the pings I get here are from williewillus
L2485[18:18:44] <williewillus> lol
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L2487[18:21:13] <SwordKorn20> I take it I add methods to switch blockstates in the TileEntity for onRightClick?
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L2489[18:21:36] <SwordKorn20> Hey Vazkii
L2490[18:21:43] <SwordKorn20> Gotta say Psi looks amazing btw
L2491[18:21:43] <Vazkii> hai
L2492[18:22:23] <SwordKorn20> Been checking it out through Dire
L2493[18:22:52] <MattDahEpic> it certianly appeals to the coder audience
L2494[18:23:18] <williewillus> SwordKorn20: use getActualState to read the tile entity
L2495[18:23:52] <williewillus> blockstates don't have to always be in meta, you can use getActualState to add properties that aren't saved to disk
L2496[18:24:02] <SwordKorn20> That will switch the state based on a right click action?
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L2498[18:24:17] <williewillus> no
L2499[18:24:30] <williewillus> you do that in your TE
L2500[18:24:41] <williewillus> getActualState will read the info from your te and put it into the IBlockState
L2501[18:24:51] <williewillus> (or rather, youll implement that)
L2502[18:24:54] <SwordKorn20> I thought it might be in there
L2503[18:25:33] <SwordKorn20> So my block class with two states is enough for the block side of things
L2504[18:25:37] <SwordKorn20> Onto TE
L2505[18:25:50] <williewillus> are you familiar with how getActualState works?
L2506[18:25:55] <SwordKorn20> Not yet
L2507[18:26:19] <SwordKorn20> I've been using getStateFromMeta() for the most part
L2508[18:26:26] <williewillus> blehhh don't do that
L2509[18:26:30] <williewillus> give your states meaningful names
L2510[18:26:34] <williewillus> numbers are meaningless
L2511[18:26:55] <SwordKorn20> I used meta for my plants
L2512[18:26:58] <SwordKorn20> It was simpler
L2513[18:27:02] <williewillus> refactor it into states
L2514[18:27:07] <SwordKorn20> But OK I'll try something else
L2515[18:27:30] <SwordKorn20> So I have createBlockState
L2516[18:27:47] <williewillus> the point of states is that you stick all the ugly, ugly number logic into getStateFromMeta and getMetaFromState and it stays there
L2517[18:27:55] <williewillus> and everywhere else you have meaningful names
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L2519[18:28:22] <SwordKorn20> Like growth stage 1 for example?
L2520[18:28:40] <williewillus> yes so have a property called "stage"
L2521[18:28:53] <SwordKorn20> Yeah I have that. Called it FILL
L2522[18:29:10] <williewillus> anyways, on your original question - add a property filled
L2523[18:29:19] <SwordKorn20> "fill"
L2524[18:29:33] <SwordKorn20> Yeah I've got that in the blockstates
L2525[18:29:35] <williewillus> and don't touch it in getStateFromMeta or getMetaFromState, but in block.getActualState return a state with the property filled in
L2526[18:29:59] <SwordKorn20> So in the constructor?
L2527[18:30:06] <williewillus> no
L2528[18:30:12] <williewillus> well in the constructor you have to set the default state
L2529[18:30:19] <williewillus> and add the property to createBlockState as well
L2530[18:30:29] <SwordKorn20> Yeah I have createBlockState already
L2531[18:30:34] <williewillus> do you have setDefaultState?
L2532[18:30:36] <williewillus> in your ctor
L2533[18:30:42] <SwordKorn20> Not yet
L2534[18:30:45] <SwordKorn20> Adding now
L2535[18:30:47] <williewillus> yeah always set default state
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L2537[18:30:52] <williewillus> on all properties
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L2539[18:31:20] <williewillus> setDefaultState(this.blockState.getBaseState().withProperty()..<all your properties and default values for all of them>)
L2540[18:31:51] <williewillus> then override getActualState fill in the value for the property, by reading your TE
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L2542[18:32:55] <williewillus> blockstates are more powerful than meta in this way - you can have properties that aren't saved to meta
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L2545[18:33:08] <SwordKorn20> I may have to look up the method...
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L2547[18:33:34] <williewillus> public IBlockState getActualState(IBlockState state, IBlockAccess world, BlokcPos pos)
L2548[18:34:03] <williewillus> something like "return state.withProperty(FILLED, <te>.filled);" null check your te before dereferencing it
L2549[18:34:24] <SwordKorn20> Right so I defined DefaultState as FILL, 0
L2550[18:34:38] <SwordKorn20> For empty
L2551[18:34:44] <williewillus> is it just empty and full?
L2552[18:34:47] <SwordKorn20> Yeah
L2553[18:34:50] <SwordKorn20> That's all I want
L2554[18:34:51] <williewillus> use propertybool
L2555[18:34:53] <williewillus> not propertyint
L2556[18:35:02] <williewillus> (this is what is known as "more meaningful" ;P)
L2557[18:35:05] <SwordKorn20> Oh OK
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L2559[18:35:53] <SwordKorn20> So this is just going to be true or false now and default is false for empty right?
L2560[18:36:05] <williewillus> yep
L2561[18:36:12] <williewillus> or whatever you decide
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L2563[18:36:31] <SwordKorn20> I think as I'm calling it fill I'll make true full and vice versa
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L2565[18:36:46] <SwordKorn20> Just need to update the json
L2566[18:36:54] <williewillus> yup make sure to implement getActualState
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L2568[18:37:16] <SwordKorn20> In the TE or the Block?
L2569[18:37:28] <williewillus> block
L2570[18:37:32] <SwordKorn20> OK
L2571[18:37:57] <SwordKorn20> Does it need Override or not?
L2572[18:38:01] <SwordKorn20> I imagine it would
L2573[18:38:07] <williewillus> uh it doesn't *need* it
L2574[18:38:13] <williewillus> @Override is just good practice
L2575[18:38:18] <SwordKorn20> OK I'll take it out
L2576[18:38:22] <williewillus> no keep it in
L2577[18:38:25] <williewillus> it's good practice...
L2578[18:38:43] <williewillus> you see it all over the place for a very good reason
L2579[18:38:55] <williewillus> you also need to override getMetaFromState and getStateFromMeta and return the appropriate values for those
L2580[18:39:00] <williewillus> in addition to getActualState
L2581[18:39:15] <SwordKorn20> Oh OK I'll put them back in
L2582[18:40:19] <williewillus> anyways as you work with states you'll come to realize how much better they are compared to magic number hell
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L2584[18:41:12] <SwordKorn20> if I'm making it into boolean, should I still call int for getMetaFromState?
L2585[18:41:41] <williewillus> no, since you aren't saving the boolean to meta
L2586[18:41:47] <williewillus> not all properties are saved
L2587[18:41:59] <williewillus> getMetaFromState should just be 0 (if you have no other properties)
L2588[18:42:05] <SwordKorn20> OK
L2589[18:42:13] <williewillus> starting to get a bit how the state system works? :P
L2590[18:42:36] <SwordKorn20> Sort of
L2591[18:43:01] <williewillus> yeah so since you are filling in the information for the boolean property in getActualState then you don't save it to meta
L2592[18:44:04] <SwordKorn20> So in getActualState I need to return state.withProperty(FILL, <tename>.filled);?
L2593[18:44:09] <williewillus> yes
L2594[18:44:16] <williewillus> nullcheck the te, and replace filled with whatever getter/field
L2595[18:44:19] <williewillus> that you call it
L2596[18:45:21] <SwordKorn20> So something like if(te != null) ...
L2597[18:45:33] <williewillus> yup
L2598[18:45:49] <SwordKorn20> Then return statement and return false?
L2599[18:46:31] <williewillus> yes, this is basics...:P
L2600[18:46:42] <williewillus> wait what return false?
L2601[18:46:43] <williewillus> no
L2602[18:46:47] <williewillus> you return a state
L2603[18:47:12] <williewillus> return state.withProperty(FILL, te == null ? false : te.filled);
L2604[18:48:02] <SwordKorn20> Ah got you
L2605[18:48:10] <SwordKorn20> So false : true
L2606[18:48:13] <SwordKorn20> For the states
L2607[18:48:22] <williewillus> ?
L2608[18:48:42] <SwordKorn20> (FILL, te == null ? false : true);
L2609[18:48:44] <williewillus> no
L2610[18:48:54] <williewillus> that makes no sense
L2611[18:49:07] <williewillus> look at that line and tell me where you're reading info from the TE :P
L2612[18:49:13] <SwordKorn20> I'm not familiar with TE in terms of BlockState sorry
L2613[18:49:27] <SwordKorn20> Not trying to sound dumb
L2614[18:49:35] <williewillus> no its basic logic, you want some info from your tile entitiy
L2615[18:49:38] <williewillus> so get it out of the TE
L2616[18:49:48] <SwordKorn20> I haven't made the TE yet but OK
L2617[18:49:48] <williewillus> the null check is just to prevent a crash
L2618[18:49:56] <williewillus> well probably should make that first :P
L2619[18:50:08] <SwordKorn20> Well I'm still building my registry class for it
L2620[18:50:12] <williewillus> 0.o
L2621[18:50:13] <SwordKorn20> Should be done in a sec
L2622[18:50:15] <williewillus> don't overengineer
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L2624[18:51:04] <williewillus> what is a "registry class"?
L2625[18:51:12] <SwordKorn20> Just how I like to do things. Puts all the blocks in one main file to extend Block and registers them in there through a single method in the proxy
L2626[18:51:48] <williewillus> ah
L2627[18:51:59] <SwordKorn20> Just making one for TEs
L2628[18:52:07] <SwordKorn20> Then I can build the TE class
L2629[18:52:13] <williewillus> I thought you were making some pointless overengineered registry thing that's some modders do >.>
L2630[18:52:24] <SwordKorn20> Oh no nothing that complex :D
L2631[18:52:44] <williewillus> good haha, those usually do nothing but obfuscate the code
L2632[18:53:16] <Corosus> MOAR ABSTRACTIONS!
L2633[18:53:57] <SwordKorn20> Yeah I've seen them do that
L2634[18:54:05] <SwordKorn20> Never made sense to me to do things that way
L2635[18:54:20] <williewillus> public class MyMachine extends MyTileBaseClass<some random generic type parameter> implements INetworkProvider, INetworkAcceptor, IWHATEVER, IALLTHETHINGS
L2636[18:54:27] <SwordKorn20> LOL
L2637[18:54:32] <SwordKorn20> Sad but true
L2638[18:54:33] <SwordKorn20> :P
L2639[18:54:54] <williewillus> ic2 classic uses heavy amounts reflection for network sync :P
L2640[18:55:04] * diesieben07 mumbles about I prefixes on interfaces
L2641[18:55:08] <SwordKorn20> HAHAHA
L2642[18:55:18] <SwordKorn20> ...
L2643[18:55:32] <SwordKorn20> The registry methods for TE's confuse me... I'll come back to that later
L2644[18:55:46] <williewillus> diesieben07: well it's useful in some cases, like how would you do IManaReceiver without the I? ManaReceivable sounds awkward
L2645[18:55:52] <williewillus> -able doesn't always work
L2646[18:56:27] <diesieben07> uh, just ManaReceiver? :D
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L2648[18:56:47] <SwordKorn20> Right so do I need to implement anything special in this constructor class for the TE or not?
L2649[18:56:54] <williewillus> that sounds like a class though
L2650[18:56:58] <williewillus> but it's not
L2651[18:57:07] <williewillus> SwordKorn20: what are you talking about 0.o
L2652[18:57:07] <Corosus> IWannaReceiveMana
L2653[18:57:11] <williewillus> lol
L2654[18:57:17] <diesieben07> why do you care if its a class or interface?
L2655[18:57:30] <diesieben07> plus you can clearly see it in the markings of any decent IDE
L2656[18:57:51] <williewillus> relying on IDE markings instead of the code itself is...bleh :P
L2657[18:57:54] <SwordKorn20> I'm talking about the main TE class for my block
L2658[18:58:09] <williewillus> SwordKorn20: public class <whatever> extends TileEntity
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L2660[18:58:21] <diesieben07> i have yet to experience a situation where an I prefix is actually uuseful
L2661[18:58:26] <diesieben07> and I never look at the IDE markings
L2662[18:58:27] <SwordKorn20> OK so I just need to extend my registry class as normal
L2663[18:58:58] <williewillus> wat
L2664[18:59:00] <williewillus> are you doing :P
L2665[18:59:20] <SwordKorn20> Having a party?
L2666[18:59:30] <williewillus> what do you mean your "registry class"?
L2667[18:59:49] <SwordKorn20> No wait... that's just me not following my own way of doing things
L2668[18:59:51] <SwordKorn20> Duh
L2669[18:59:52] <SwordKorn20> lol
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L2672[19:00:28] <williewillus> jussst wondering lol
L2673[19:00:47] <SwordKorn20> I stupidly extended TileEntity in my registry class
L2674[19:00:53] <SwordKorn20> No clue why I did that
L2675[19:00:55] <SwordKorn20> lol
L2676[19:00:57] <williewillus> yeah that makes no sense :D
L2677[19:01:02] <williewillus> that's what I thought was happening lol
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L2679[19:01:40] <SwordKorn20> I'm gonna blame...
L2680[19:01:43] <SwordKorn20> ...
L2681[19:01:46] <SwordKorn20> Dang it...
L2682[19:01:50] <SwordKorn20> I can only blame myself
L2683[19:01:51] <SwordKorn20> LOL
L2684[19:02:38] <SwordKorn20> So do I need anything special in here or just the methods to witch blockstate for now?
L2685[19:02:46] <SwordKorn20> switch*
L2686[19:02:46] <williewillus> you don't switch blockstate
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L2688[19:03:07] <williewillus> the blockstate draws information from the TE, not the TE changes the blockstates
L2689[19:03:21] <SwordKorn20> So my TE is only storing the info for when it's in "true" state?
L2690[19:03:32] <SwordKorn20> OK
L2691[19:04:29] <SwordKorn20> Let me hop back to my block class for a sec and finish the method
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L2693[19:06:17] <SwordKorn20> Can not resolve symbol filled. Good
L2694[19:06:24] <SwordKorn20> Now I can break all the things
L2695[19:06:26] <SwordKorn20> :P
L2696[19:06:33] <williewillus> your IDE doesn't autocomplete it? :P
L2697[19:06:37] <williewillus> also, you just named that field
L2698[19:07:07] <SwordKorn20> It would have done if it had that field already
L2699[19:07:12] <SwordKorn20> I use IntelliJ
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L2704[19:09:02] <SwordKorn20> Forces me to actually think about what I'm doing instead of just dropping in the methods automatically
L2705[19:09:09] <SwordKorn20> I weirdly prefer that
L2706[19:09:10] <SwordKorn20> lol
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L2708[19:14:31] <SwordKorn20> Nope I'm still confuzzled... I might have to just come back to this another time.
L2709[19:14:45] <SwordKorn20> But thanks for your help will
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L2714[19:23:44] <tterrag|away> gigaherz: is there any way I can get rid of the useless declarations?
L2715[19:23:53] <tterrag|away> and just pass an instantiation into test() ?
L2716[19:23:54] <gigaherz> hm?
L2717[19:24:03] <tterrag|away> https://github.com/tterrag1098/COSC320/blob/master/Lab1/main.cpp#L89-L90
L2718[19:24:19] <tterrag|away> in java I could just do new InsertionSorter(); into the function
L2719[19:24:27] <gigaherz> test("Insertion", InsertionSorter<20>())
L2720[19:24:30] <gigaherz> without new
L2721[19:24:44] <gigaherz> "new" allocates in the heap
L2722[19:24:57] <tterrag|away> error: invalid initialization of non-const reference of type 'Sorter<int, 20u>&' from an rvalue of type 'InsertionSorter<20u>'|
L2723[19:25:08] <gigaherz> hm :/
L2724[19:25:26] <tterrag|away> in passing argument 2 of 'void test(std::string, Sorter<int, N>&) [with unsigned int size = 20u; std::string = std::basic_string<char>]'|
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L2726[19:25:41] <gigaherz> yeah then I guess you can't
L2727[19:25:42] <gigaherz> XD
L2728[19:25:53] <gigaherz> ah ofc
L2729[19:26:12] <gigaherz> that syntax is meant for making "byvalue" copies inline
L2730[19:26:15] <gigaherz> on the function call
L2731[19:26:18] <tterrag|away> ah
L2732[19:26:24] <tterrag|away> I need to make the param const
L2733[19:26:27] <tterrag|away> which is doable
L2734[19:26:32] <gigaherz> you probably aren't allowed to obtain a reference for that
L2735[19:26:40] <UnasAquila> [1.7.10] I am using player.setSpawnChunk(new ChunkCoordinates(player.getPlayerCoordinates()), true); but new spawn is not being set am I missing something?
L2736[19:27:31] <gigaherz> tterrag|away: you could also pass the type as a template arg, and do the declaration inside test()?
L2737[19:27:45] <tterrag|away> ummm
L2738[19:28:14] <gigaherz> test<InsertionSorter<20> >("Insertion"); // the space between >s is important
L2739[19:28:41] <tterrag|away> hm
L2740[19:28:46] <tterrag|away> what would the sig for that look like?
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L2742[19:29:01] <gigaherz> template<class T> -- C++ doens't care what the type is
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L2744[19:29:16] <gigaherz> it's sortof duck-typed
L2745[19:29:34] <tterrag|away> how do I get the size though
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L2747[19:29:46] <gigaherz> ah you need the size in test?
L2748[19:29:55] <gigaherz> I see
L2749[19:30:39] <tterrag> very much so
L2750[19:30:45] <gigaherz> hmm
L2751[19:30:55] <gigaherz> aren't those classes effectively singletons?
L2752[19:31:03] <tterrag> kinda
L2753[19:31:13] <tterrag> except not really, because size could be anything
L2754[19:31:17] <tterrag> but the hw only wants 20+100
L2755[19:31:27] <gigaherz> yeah but the way templates work in C++
L2756[19:31:29] <gigaherz> you could have
L2757[19:31:36] <gigaherz> InsertionSorter<20>::instance
L2758[19:31:40] <gigaherz> as a static
L2759[19:31:55] <gigaherz> and InsertionSorter<100>::instance would be a different value
L2760[19:32:04] <gigaherz> because they get compiled as different classes
L2761[19:32:07] <tterrag> that sounds ugly as hell
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L2763[19:32:11] <tterrag> how would I even write that
L2764[19:32:25] <gigaherz> something like
L2765[19:32:32] <gigaherz> template<...> class InsertionSorter
L2766[19:32:32] <gigaherz> {
L2767[19:32:35] <gigaherz> };
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L2769[19:32:41] <gigaherz> eh oops
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L2771[19:33:03] <gigaherz> template<...> class InsertionSorter { public: static InsertionSorter<size> instance;
L2772[19:33:05] <gigaherz> };
L2773[19:33:16] <tterrag> ehh
L2774[19:33:25] <gigaherz> InsertionSorter<size>::instance = InsertionSorter<size>();
L2775[19:33:30] <gigaherz> or some crap like that
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L2777[19:33:36] <gigaherz> yeah probably best not to do it
L2778[19:33:37] <gigaherz> XD
L2779[19:33:47] <tterrag> I just want to get rid of these declarations
L2780[19:34:00] <tterrag> setting the arg as const causes a cascade of errors because everything else wants const
L2781[19:34:12] <tterrag> or, doesn't, rather
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L2783[19:34:23] <gigaherz> yeah
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L2785[19:34:40] <gigaherz> the only way I can think of right now
L2786[19:34:48] <gigaherz> would be to use a pointer instead of a reference
L2787[19:34:52] <gigaherz> and new
L2788[19:34:57] <gigaherz> and then delete before returningfrom test
L2789[19:35:05] *** willieaway is now known as williewillus
L2790[19:35:09] <gigaherz> test("Insertion", new InsertionSorter<size>());
L2791[19:35:09] <gigaherz> ...
L2792[19:35:12] <gigaherz> test(...)
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L2794[19:35:13] <gigaherz> {
L2795[19:35:15] <gigaherz> ...
L2796[19:35:16] <williewillus> I'm utterly confused, how the hell do I trigger a render update from the server
L2797[19:35:18] <gigaherz> delete sorter;
L2798[19:35:19] <gigaherz> }
L2799[19:35:24] <williewillus> sometimes world.markBlockForUpdate works, sometimes it doesnt
L2800[19:35:26] <williewillus> i don't even know
L2801[19:35:34] <Lordmau5> oi
L2802[19:35:38] <Lordmau5> anyone in here familiar with Trackmania?
L2803[19:35:54] <gigaherz> Lordmau5: I'm familiar with the name
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L2805[19:35:59] <Lordmau5> it's a game
L2806[19:36:04] <gigaherz> but I only played a tiny bit of TMNations ages ago
L2807[19:36:14] <Lordmau5> and Nadeo / Ubisoft just published a new trailer for the 4 environments in TM Turbo https://www.youtube.com/watch?v=FwSav80rj0c
L2808[19:36:17] <Lordmau5> I am so hyped right now
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L2810[19:38:17] <gigaherz> I dsidn't enjoy the game enough to be hyped about it ;P
L2811[19:38:20] <gigaherz> didn't*
L2812[19:39:01] <Lordmau5> heh
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L2818[19:53:27] <MattDahEpic> come on switchcase! the string is final and you still want a constant expression?!
L2819[19:53:37] <MattDahEpic> final is as constant at you get!
L2820[19:54:05] <PaleoCrafter> Static final is more constant :P
L2821[19:54:32] <gigaherz> no it's not MattDahEpic ;P
L2822[19:54:36] <diesieben07> final is not actually constant
L2823[19:54:40] <diesieben07> its constnat within the object
L2824[19:54:41] <gigaherz> compile-time literals are as constant as you can get
L2825[19:54:41] <gigaherz> XD
L2826[19:54:43] <diesieben07> which is not constant :D
L2827[19:54:56] <diesieben07> string switches are really primitive
L2828[19:54:58] <diesieben07> sadly
L2829[19:55:06] <diesieben07> it wouldnt be much harder to make them work with non constants
L2830[19:55:12] <gigaherz> it wouldn't
L2831[19:55:26] <PaleoCrafter> Their bytecode is interesting xD
L2832[19:55:33] <gigaherz> all they'd have to do is a switch on the hashcode, and then a few IFs on each branch of the jump table
L2833[19:55:41] <diesieben07> that is what they do right now
L2834[19:55:44] <PaleoCrafter> That's what they do
L2835[19:55:52] <diesieben07> it doesnt work with dynamic targets though
L2836[19:56:17] <gigaherz> well dynamic case labels would be weird
L2837[19:56:18] <gigaherz> XD
L2838[19:56:24] <tterrag> gigaherz: http://puu.sh/mZPZ4.txt
L2839[19:56:26] <diesieben07> why so?
L2840[19:56:26] <tterrag> yep :)
L2841[19:56:27] <tterrag> thanks
L2842[19:56:40] <gigaherz> :)
L2843[19:56:44] <PaleoCrafter> At least it doesn't create a whole new class like switching on an enum xD
L2844[19:56:56] <diesieben07> yeah that is a fuckin mess :D
L2845[19:57:14] <diesieben07> that was in their "omg lets not touch this VM thing with a 10 foot pole" phase
L2846[19:57:16] <gigaherz> a new class? o_O
L2847[19:57:22] <gigaherz> but but
L2848[19:57:26] <gigaherz> switch on enum... is the same?
L2849[19:57:29] <diesieben07> no
L2850[19:57:38] <diesieben07> it holds the constants from the enum
L2851[19:57:42] <diesieben07> whihc it gets using reflection
L2852[19:57:44] <diesieben07> in case the enum changes
L2853[19:57:45] <gigaherz> o_O
L2854[19:57:51] <diesieben07> they cant just hardcode the ordinals
L2855[19:57:56] <gigaherz> not the ordinals
L2856[19:57:58] <gigaherz> you can do it like strings
L2857[19:58:05] <diesieben07> this was much earlier ;)
L2858[19:58:10] <diesieben07> and that would be way inefficient
L2859[19:58:14] <gigaherz> switch on hashcode, then ifs for the final decisions XD
L2860[19:58:23] <gigaherz> that is true
L2861[19:58:23] <diesieben07> separate compilation is just a bitch
L2862[19:58:36] <gigaherz> C# has it easier
L2863[19:58:39] <gigaherz> enums are numbers.
L2864[19:58:40] <diesieben07> and it has to be a separate class so that loading your class does not always load the enum class
L2865[19:58:49] <diesieben07> but only load it when the switch is actually ran
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L2867[20:05:41] <MattDahEpic> for the record https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/dink/DinkAbilities.java#L16 is the line that wants a constant that im giving it
L2868[20:06:00] <diesieben07> yep that is not a constnat :D
L2869[20:06:19] <MattDahEpic> how should i make it be one then
L2870[20:06:41] <diesieben07> static final
L2871[20:06:45] <MattDahEpic> i cant static it cause its an enum
L2872[20:06:55] <diesieben07> no it is a field inside an enum
L2873[20:07:00] <diesieben07> (=inside an object)
L2874[20:07:29] <diesieben07> why do you even have an enum if you then use the string?
L2875[20:07:39] <diesieben07> you should convert the string to enum as soon as you read it form somewhere
L2876[20:07:41] <MattDahEpic> because nbt cant store enums
L2877[20:08:03] <diesieben07> as soon as you read it from NBT pass it to some method fromString inside the enum then
L2878[20:08:06] <diesieben07> and deal with that
L2879[20:08:17] <diesieben07> otherwise thee enum is pointless
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L2894[20:58:02] <MattDahEpic> i cant seem to figure out why every dink is getting the saturation dink texture but the correct dink name and ability, any ideas? https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/proxy/ClientProxy.java
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L2899[21:04:05] <VikeStep> MattDahEpic, maybe because on line 22 you are defaulting to a different resource location?
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L2901[21:05:01] <VikeStep> oh wait, I misread the code there
L2902[21:05:25] <MattDahEpic> thats because i think you have to register the loc before you can use it
L2903[21:05:34] <MattDahEpic> that just gets all the dinks in the system
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L2905[21:06:29] <sciiam> Hi ! Could someone help me find why client is unable to join server with message Fatally missing blcoks and items but server has exact same mods as client (except server-sid mods) ? please
L2906[21:06:56] <MattDahEpic> sciiam, maybe the server has disabled blocks in the config that the client is expecting to be there
L2907[21:07:06] <MattDahEpic> try making the server/client have the same configs
L2908[21:07:24] <sciiam> In both clients and server I've cleared all the configs..
L2909[21:07:34] <sciiam> and I checked all versions
L2910[21:07:40] <sciiam> they all match
L2911[21:07:45] <MattDahEpic> then stacktraces if they throw?
L2912[21:08:17] <sciiam> seems to be about Botany, bees and genetics
L2913[21:09:58] <MattDahEpic> pastebin?
L2914[21:11:47] <sciiam> http://pastebin.com/DHajstKb
L2915[21:12:44] <VikeStep> sciiam, that seems to be only part of the log
L2916[21:12:51] <VikeStep> could you pastebin the whole log
L2917[21:12:52] <MattDahEpic> im assuming you own the server so maybe try a new world temporarily and see if that works?
L2918[21:13:10] <sciiam> i just delete the world folder
L2919[21:13:24] <VikeStep> did you keep a backup?
L2920[21:13:26] <sciiam> yes VikeStep its partial but all before is fine
L2921[21:13:38] <VikeStep> sciiam, the point is that before it tells us the mod versions
L2922[21:13:41] <VikeStep> and other useful info
L2923[21:14:10] <VikeStep> but yeah, the issue may be because it was run with a previous version of Forestry or something along those lines and they have since removed blocks
L2924[21:14:22] <VikeStep> or the server was created with a newer version of the mod
L2925[21:14:33] <VikeStep> and you are on a previous version which does not have those blocks
L2926[21:15:15] <sciiam> Actually what I do is I clear all config and worlds on both client and server
L2927[21:15:20] <MattDahEpic> forestry has been around so long it probably needs a rewrite to fix all of its errors
L2928[21:15:26] <sciiam> and they both have same mods versions
L2929[21:17:45] <sciiam> so VikeStep, what you need is the output of the console of the client?
L2930[21:18:01] <MattDahEpic> both client and server
L2931[21:18:36] <sciiam> k
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L2933[21:19:45] <MattDahEpic> ideally on DEBUG log level
L2934[21:23:05] <MattDahEpic> and for those not watching, the denver broncos win the super bowl
L2935[21:24:56] <sciiam> ;)
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L2938[21:34:28] <sciiam> So this is for the client http://pastebin.com/U0vNNt2v
L2939[21:38:41] <sciiam> server-side log is bigger than what pastbin allows me
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L2944[21:44:19] <VikeStep> put server log on http://paste.ubuntu.com/
L2945[21:44:25] <VikeStep> sciiam, ^
L2946[21:44:30] <VikeStep> that site has a larger limit
L2947[21:45:58] <sciiam> ok
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L2949[21:47:00] <sciiam> its actually the file fml-server-latest.log that i was looking at
L2950[21:51:45] <sciiam> sserver fml log http://paste.ubuntu.com/14991229/
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L2956[21:59:58] <sciiam> VikeStep: seen anything helpful in the logs?
L2957[22:00:06] <VikeStep> I'm having a look
L2958[22:00:25] <sciiam> ok, thanks
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L2960[22:02:08] <VikeStep> these are all server side mods? [STPPlugin, ForgeEssentials, ServerTools, ServerTools-PERMISSION, squidless, worldedit]
L2961[22:03:18] <sciiam> yes
L2962[22:03:42] <sciiam> client has the client version of forgeessentials
L2963[22:04:17] <sciiam> worldedit is generated automatically by forgeessentials
L2964[22:04:22] <VikeStep> does using a new world resolve the issue?
L2965[22:04:28] <sciiam> nope
L2966[22:05:35] <sciiam> it's as if some items of forestry would get disabled when server initilize but arent disabled in the client
L2967[22:08:41] <MattDahEpic> VikeStep, any ideas why my textures wont work?
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L2970[22:11:37] <williewillus> MattDahEpic: what textures?
L2971[22:12:21] <MattDahEpic> williewillus, https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/proxy/ClientProxy.java all the items are getting the "saturation" texture
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L2973[22:13:04] <williewillus> why do you have both setcustomMRL and a custom mesher
L2974[22:13:13] <williewillus> those do the same thing, pick one or the other :P
L2975[22:13:45] <williewillus> if you use a custom mesher you need to do registerItemVariants with all the ModelResourceLocations you will use so the game will load and bake for you
L2976[22:20:06] <tterrag> gigaherz: why is this BubbleSorter() : Sorter("Bubble"){} not compiling?
L2977[22:20:15] <tterrag> trying to call super constructor (whcih has a std::string param)
L2978[22:23:37] <mikebald> Is there a Sorter constructor that takes a string?
L2979[22:24:03] <tterrag> yes
L2980[22:24:11] <tterrag> do I need to give template args?
L2981[22:24:39] <mikebald> oh yeah, it's a template class.. most-likely
L2982[22:24:52] <tterrag> yeah, looks like it
L2983[22:24:53] <tterrag> ok
L2984[22:24:56] <tterrag> kinda dumb but whatever :P
L2985[22:25:02] <tterrag> java spoiled me I suppose
L2986[22:25:16] <mikebald> hehe yeah, C and/or C++ does almost nothing for you by default
L2987[22:25:52] <MattDahEpic> how would one get the missing texture texture
L2988[22:27:09] <tterrag> include\Sorter.h|14|error: 'string' in namespace 'std' does not name a type|
L2989[22:27:11] <tterrag> ;_; what
L2990[22:27:26] <tterrag> MattDahEpic: TextureMap.LOCATION_MISSING_TEXTURE
L2991[22:27:50] <mikebald> I think "some string" is a char*
L2992[22:28:10] *** fry|sleep is now known as fry
L2993[22:28:10] <tterrag> huh?
L2994[22:28:14] <williewillus> don't you have to prepend "typename" or "class" for templating?
L2995[22:28:17] <tterrag> full line is
L2996[22:28:18] <tterrag> std::string getName() { return name; };
L2997[22:28:30] <tterrag> williewillus: for the declaration yes
L2998[22:30:36] <mikebald> Well, you're doing Sorter<int, N>("Bubble"){} ?
L2999[22:31:02] <tterrag> yep
L3000[22:31:05] <tterrag> that error is fixed :P
L3001[22:31:12] <tterrag> the error now is on getName
L3002[22:31:40] <mikebald> string has a getName? that seems odd...
L3003[22:32:37] <tterrag> no
L3004[22:32:38] <tterrag> ...
L3005[22:32:43] <tterrag> it's my method
L3006[22:32:55] <tterrag> http://puu.sh/mZYiO.txt
L3007[22:32:59] <mikebald> ah; can't tell, not all your source files are on your github =)
L3008[22:33:02] <tterrag> last public method
L3009[22:33:10] <tterrag> well I've just added thisa
L3010[22:34:29] <mikebald> ah kk, not seeing where you initialize name... I see you trying to call the name base class in the sorter constructor; but I don't think a name subclass exists
L3011[22:34:31] <williewillus> is the std namespace included for you?
L3012[22:34:54] <tterrag> mikebald: last declaration
L3013[22:34:57] <tterrag> under private
L3014[22:35:09] <tterrag> williewillus: I...assume so?
L3015[22:35:18] <mikebald> Yah; you're trying to call your variable name as a class initializer in Sorter(std::string name) : name(name){};b
L3016[22:35:49] <mikebald> you'd probably want Sorter(std::string name) { name = ""; } or however you want to initialize name
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L3018[22:36:16] <tterrag> I have that...
L3019[22:36:25] <tterrag> oh
L3020[22:36:29] <tterrag> well, I figured it would work
L3021[22:36:33] <tterrag> changing the param name doesn't seem to fix anything
L3022[22:37:26] <tterrag> aha
L3023[22:37:29] <tterrag> #include <string>
L3024[22:37:29] <tterrag> -.-
L3025[22:38:34] <mikebald> oh; nice catch... is that line: Sorter(std::string name) : name(name){}; valid though? if so *mind blown*
L3026[22:40:26] <tterrag> yes
L3027[22:40:34] <tterrag> http://www.cplusplus.com/doc/tutorial/classes/
L3028[22:40:40] <tterrag> see "member initialization in constructors"
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L3032[22:43:00] <mikebald> huh... wonder if it compiles to the same as initializing it in the body.
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L3034[22:46:13] <tterrag> likely
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L3038[22:55:54] <PitchBright> it seems onPlayerInteract event throws NPE… if I try to use that event when the player has no item in their hand
L3039[22:56:47] <VikeStep> PitchBright, do you have a stacktrace?
L3040[22:56:53] <PitchBright> sure thing
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L3042[22:57:54] <PitchBright> http://pastebin.com/p4PpxhfW
L3043[22:58:23] <VikeStep> can you pastebin your event handler?
L3044[22:58:28] <VikeStep> the issue is most likely in there
L3045[22:58:44] <PitchBright> kk
L3046[22:59:28] <PitchBright> http://pastebin.com/iKdsCcPc
L3047[23:00:22] <VikeStep> which line is line 265?
L3048[23:00:44] <PitchBright> oh sorry
L3049[23:00:44] <PitchBright> if (event.entityPlayer.getCurrentEquippedItem().getItem() == null) {
L3050[23:00:59] <VikeStep> it's because you are calling getItem()
L3051[23:01:01] <williewillus> you have to check the stack for null
L3052[23:01:03] <williewillus> not the item
L3053[23:01:04] <thecodewarrior> event.entityPlayer.getCurrentEquippedItem() == null
L3054[23:01:05] <tterrag> why do you need the MOP?
L3055[23:01:06] <VikeStep> the ItemStack is null
L3056[23:01:21] <PitchBright> awesome, I'll give that a whirl
L3057[23:01:32] <williewillus> implementing other languages on the jvm is always interesting https://github.com/clojure/clojure/blob/master/src/jvm/clojure/lang/IFn.java#L454
L3058[23:01:48] <PitchBright> tterrag: so I can tell if the player is clicking on a Water Block
L3059[23:02:05] <tterrag> mm, right
L3060[23:02:10] <tterrag> williewillus: what the hell is that
L3061[23:02:16] <williewillus> Clojure core source
L3062[23:02:25] <williewillus> Lisp variant for the jvm
L3063[23:02:29] <tterrag> and the point...?
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L3066[23:02:49] <williewillus> of the billions of interfaces? idk, probably some sort of performanc eoptimization
L3067[23:03:24] <PitchBright> VikeStep: you nailed it. Thanks man.
L3068[23:04:07] <VikeStep> it reminds me of that thing in groovy with lots of overloads
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L3070[23:04:54] <williewillus> almost all nonjava language implemnetations on the jvm are kinda ugly :P
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L3072[23:05:56] <VikeStep> idk about a language named after one of my least favourite things from javascript
L3073[23:06:15] <VikeStep> least favourite syntactically*
L3074[23:07:19] <SomeGuyInATree> How would one go about profiling entities memory impact?
L3075[23:07:30] <VikeStep> I personally use VisualVM
L3076[23:07:34] <VikeStep> not sure if that is what most people use
L3077[23:08:03] <SomeGuyInATree> I'm talking moreso in an Opis sort of way.
L3078[23:08:34] <VikeStep> is this for your own mod? or for you to test on a modpack
L3079[23:09:43] <SomeGuyInATree> Own mod, but just interested in how one goes about profiling the performance of TE/E's without the profile itself impacting tested performance
L3080[23:10:33] <SomeGuyInATree> I've got something somewhere killing my tps and keeping chunks loaded and Opis doesn't work to my liking. (Or at all sometimes, it's that laggy)
L3081[23:11:21] <MattDahEpic> you would think that ItemStack.getItem() instanceof Item wouldnt cause null pointers, but it do
L3082[23:11:22] <UnasAquila> !gf func_149930_e 1.7.10
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L3084[23:12:23] <thecodewarrior> MattDahEpic: if the itemstack is null it will
L3085[23:12:23] <VikeStep> SomeGuyInATree, well, VisualVM allows you to do memory dumps and analyse them
L3086[23:12:31] <VikeStep> you can see what is taking up most of the memory
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L3088[23:13:25] <SomeGuyInATree> Vikestep: I was going to try expand my Java knowledge by trying to write something up myself. Just unsure how to go about it :p (I'll VisualVM in the meantime though, Ty)
L3089[23:13:44] <tterrag> getting memory usage from a java program isn't easy
L3090[23:13:46] <VikeStep> even I don't programatically do memory profiling
L3091[23:13:48] <tterrag> you don't have direct memory access
L3092[23:13:56] <tterrag> in fact, I'd hazard a guess that it's impossible :P
L3093[23:14:01] <tterrag> that's why there's jvm-level profilers
L3094[23:14:36] <VikeStep> tterrag, yeah, now that I think about it, I'm not sure how Opis does it
L3095[23:15:15] <SomeGuyInATree> Well, that's why I asked. :p Think I'll still go gander at the code in opis and see what's going down.
L3096[23:15:21] <tterrag> opis doesn't do memory
L3097[23:15:21] <VikeStep> https://bitbucket.org/ProfMobius/opis
L3098[23:15:23] <tterrag> does it?
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L3100[23:15:44] <MattDahEpic> opis does time to process
L3101[23:16:07] <MattDahEpic> like the onUpdate ms length
L3102[23:16:26] <SomeGuyInATree> I've been using the version without MapWriter - https://github.com/Gamealition/Opis
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L3105[23:17:53] <VikeStep> yeah, it just does CPU time, no memory stuff
L3106[23:19:17] <tterrag> tbh I don't find opis that useful anymore
L3107[23:19:29] <tterrag> it's kinda buggy and only really works for TEs and entities
L3108[23:19:39] <tterrag> with mods now switching to centralized tick handlers, it's less useful
L3109[23:19:44] <tterrag> a profiler shows you EVERYTHING
L3110[23:20:08] <VikeStep> if only jebrains made a profiler just as good as their profilers for C#
L3111[23:20:14] <MattDahEpic> but theres not any good minecraft specific profiliers of any sort out there
L3112[23:20:27] <MattDahEpic> VikeStep, jebrains?
L3113[23:20:34] <VikeStep> jetbrain's*
L3114[23:20:35] <tterrag> jvisualvm works great
L3115[23:20:48] <tterrag> I was able to optimize a huge efficiency error in chisel using it
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L3117[23:20:59] <tterrag> opis would have never shown me that other than "it's slow"
L3118[23:22:23] <MattDahEpic> opis would tell you that the guy with 100 hidden redpower cobblegens for the 3rd time in a row should get banned (from experience)
L3119[23:22:52] <VikeStep> tterrag, jvisualvm is the same as VisualVM I believe
L3120[23:23:00] <VikeStep> it had it's name changed iirc
L3121[23:23:15] <MattDahEpic> is it the one hosted on the java domain?
L3122[23:23:28] <VikeStep> yeah
L3123[23:23:40] <VikeStep> http://visualvm.java.net/
L3124[23:23:55] <MattDahEpic> my only qualm with that one is that i cant make the graphs any bigger
L3125[23:25:06] <VikeStep> there is also a VisualGC plugin for it
L3126[23:25:11] <VikeStep> that I found useful to look at
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L3128[23:25:21] <VikeStep> it also taught me how Java segments it's memory
L3129[23:26:54] <SomeGuyInATree> Lucky me, It needs X11 installed..
L3130[23:29:50] <MattDahEpic> what about the first 10 xes doesnt it need those too?
L3131[23:29:56] <MattDahEpic> :P
L3132[23:31:11] <SomeGuyInATree> Nah :p
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L3135[23:39:47] <Zaggy2048> hey fry, what's the best way to find out if an item model is a generated model?
L3136[23:40:12] <fry> why do you need to find that out?
L3137[23:40:18] <Zaggy2048> TESR
L3138[23:40:28] <Zaggy2048> rendering generated models wider
L3139[23:40:37] <Zaggy2048> so they fit over a 0.0625 thick stick
L3140[23:41:32] <Zaggy2048> I already had a system to check, but it got broken with 1.8.9
L3141[23:41:58] <Zaggy2048> with Forge for 1.8.9 I mean
L3142[23:42:14] <fry> what if it's a thin block instead?
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L3144[23:42:44] <Zaggy2048> only items I allow will be rendered on it
L3145[23:42:50] <Zaggy2048> so I don't need to worry about that
L3146[23:43:01] <Zaggy2048> now if they mess with the item models, that's not my fault :P
L3147[23:44:13] <fry> "they"?
L3148[23:44:28] <Zaggy2048> resource pack artists
L3149[23:44:46] <fry> if you have a whitelist anyway - put "isThin" in that whitelist
L3150[23:45:09] <Zaggy2048> it's not a strict whitelist
L3151[23:45:22] <Zaggy2048> it only allows items whose recipe outputs in a furnace is edible
L3152[23:46:22] <Zaggy2048> the thing that broke it is that I was adding "item/" to the resource location for items I was checking for the generated model
L3153[23:47:19] <Zaggy2048> but now ModelLoaderRegistry takes ModelResourceLocations as locations without "item/" or something
L3154[23:47:32] <Zaggy2048> so it only gets the missing model when I get the model for an item
L3155[23:48:23] <fry> read the javadoc
L3156[23:49:26] <Zaggy2048> yes, but what should I do? pass the straight ModelResourceLocation, compare with missing, then use the "item/" prefixed ResourceLocation?
L3157[23:49:40] <Zaggy2048> seems kind of screwy for it to behave that way if that's what becomes necessary
L3158[23:50:37] <fry> why are you passing MRL?
L3159[23:51:10] <Zaggy2048> because otherwise I would be stripping information from the ItemStack -> MRL mapping
L3160[23:51:46] <VikeStep> hmm, have a bug at work that we can only reproduce on one computer in the office
L3161[23:51:50] <VikeStep> this is painful
L3162[23:51:55] <Zaggy2048> normally "inventory" points to "item/" but it can also be in a blockstates can't it?
L3163[23:52:03] <Zaggy2048> so I really don't know what to do with the funciton
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