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L1[00:04:01] ⇦
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L7[00:17:54] <killjoy> Necromance if you
want to
L8[00:17:54] <killjoy> You can bring your
friends to life
L9[00:17:54] <killjoy> But your friends
aren't dead and if they're not dead
L10[00:17:54] <killjoy> Then they're no
friends of mine
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L13[00:29:50] <Sollux-Captor> soo im trying
to reflect and field.setAccessible(true); is throwing an
IllegalArgumentException
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L15[00:32:38] <Sollux-Captor> sorry im
wring
L16[00:32:40] <Sollux-Captor> wrong
L17[00:33:02] <killjoy> it's not throwing
it?
L18[00:33:18] <Sollux-Captor> it is
field.set(field,false) is what is throwing the exception
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L20[00:33:34] <killjoy> do you know how it
works?
L21[00:34:05] <killjoy> it's not set(field,
...)
L22[00:34:05] <Sollux-Captor> the exception
or the set()?
L23[00:34:15] <killjoy> it's set(obj,
val)
L24[00:34:36] <Sollux-Captor> no field is
my variavle and it should be initialised to a declared field
L25[00:34:45] <Sollux-Captor>
variable*
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L27[00:35:16] <killjoy> What exactly are
you reflecting?
L28[00:35:19] <killjoy> Is it of the right
type?
L29[00:35:24] <Sollux-Captor> canBurn from
Material
L30[00:35:32] <Sollux-Captor> boolean
L31[00:35:45] <Sollux-Captor> yes i think
so
L32[00:35:55] <Sollux-Captor> i could be
wrong because it is kinda like 2 am >_>
L33[00:36:02] <killjoy> then you would do
Material.getDeclaredField("canBurn").set(material,
false)
L34[00:37:10] <killjoy>
*Material.class.getDec...
L35[00:37:37] <Sollux-Captor> thank heavens
all mighty. that worked. i think im going to bed. I cant think
straight anymore
L36[00:38:36] <Sollux-Captor> lel that is
what i was trying todo but for some reason my brain was telling me
that my field variable was the material :( ugh
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L38[00:40:22] <killjoy> reflection doesn't
do much with objects.
L39[00:42:58] <tterrag> what killjoy said
won't work with obf names
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L41[00:43:02] <tterrag> use
ReflectionHelper
L42[00:43:08] <killjoy> well he's gone
now
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L48[01:07:11] <RANKSHANK> hey fry thanks
for the pointers. Chucked out the event and my encapsulated effect
renderer is running faster than the vanilla renderer even with pass
oriented effect color
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L52[01:12:28] <hasunwoo> How can i open
another gui in gui?
L53[01:14:29] <hasunwoo> Do i need custom
packet handling for that?
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L56[01:16:54] <Cazzar> You shouldn't
L57[01:17:16] <tterrag> why not
L58[01:17:30] <killjoy> gui or
container?
L59[01:17:46] <tterrag> to answer the
question, for a container yes you need a packet, for a regular gui
(GuiScreen) you don't
L61[01:18:19] <tterrag> hacky but effective
:P
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L64[01:21:35] <hasunwoo> Packet
L65[01:21:57] <hasunwoo> I want to open
container gui from nornal gui
L66[01:22:04] <hasunwoo> Normal
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L68[01:25:22] <tterrag|ZZZzzz> so then do
what I linked
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L78[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160215 mappings to Forge Maven.
L79[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160215-1.8.9.zip
(mappings = "snapshot_20160215" in build.gradle).
L80[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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L121[05:32:02] <Wuppy> ugh it's bloody
freezinng outside :V
L122[05:32:08] *
Wuppy decides to stay inside for the next 3 daysw
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L129[05:59:40] <Ivorius> literally?
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L131[06:05:15] <Wuppy> that's like half a
year worth of beer lost....
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L134[06:10:16] <Ordinastie> I know people
for whom it's half a week :D
L135[06:10:36] <Wuppy> about 3500 beers in
half a week?
L136[06:11:35] <Wuppy> unless you're a bar
or a supermarket, you're dead
L137[06:11:57] <Ordinastie> ok, slight
exageration maybe
L138[06:13:55] <Wuppy> I'd honestly be
impressed if you'd drink 3500 in half a year
L139[06:14:07] <Wuppy> that's about 20
beers a day man
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L219[06:50:12] <Mowmaster> Holy crap...net
split anyone?
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L255[06:56:05] <Lordmau5> Once again: Holy
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L256[06:56:21] <Mowmaster> Lol
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L295[07:21:13] <OrionOnline> Heyo the
netsplit was very real ehre
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L299[07:24:09] <gigaherz> I lost my
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L300[07:24:27] <gigaherz> it was back when
I woke up, but mirc gave up trying to reconnect ;P
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L310[07:46:00] <Bitterholz> Hi, is there
someone whos familliar with Blender made Models for MC here that
who can help me out with some issues?
L311[07:46:18] <Bitterholz> if so, please
PM me
L312[07:46:35] <McJty> Why not ask just
here so multiple people can share helping you?
L313[07:46:40] <Cazzar> ^
L314[07:46:49] ***
amadornes[OFF] is now known as amadornes
L315[07:46:54] <Bitterholz> allright
L316[07:46:57] <Cazzar> Sometimes one
person might not know the issue, but knows other
L317[07:46:59] <Cazzar> others*
L318[07:48:27] <Bitterholz> im making a
Spiritual Successor to Logistics Pipes in 1.8.9, now my Pipe model
by my artist is quite messy and after i fixed alot of stuff,
textured the core n stuff, its no longer getting loaded(was just a
empty full blocks BB before now missing texture)
L319[07:48:59] <Bitterholz> Log compains:
MultiModel conveyortubes:block/tube_model.obj is empty (no base
model or parts were provided/resolved)
L320[07:49:03] ⇦
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L321[07:49:12] <Bitterholz> ill link the
model soon...
L322[07:50:03]
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L323[07:50:15] <OrionOnline> I have a
question regarding the new IItemHandler
L324[07:50:37] <OrionOnline> Say i have an
Inventory with a GUI, do i still need to implement
IInventory?
L325[07:50:42] <McJty> For now
L326[07:50:58] <McJty> You can probably
make an adaptor for this or something
L327[07:50:59] <OrionOnline> ....... So
this whole system is currently completly useless......????
L328[07:51:02] <McJty> no
L329[07:51:13] <McJty> You can use a
single adaptor and use that for all your item handlers to all your
gui's
L330[07:51:31] <OrionOnline> What do you
mean with adaptor?
L332[07:51:50] <McJty> OrionOnline, design
pattern
L333[07:51:59] <OrionOnline> Make a class
that takes a IBlaBlaBlaItemHandler that implements IIventory and
that returns the correct values?
L334[07:52:01] <McJty> A class that
implements IInterface and takes an item handler as a
parameter
L335[07:52:12] <OrionOnline> Ah ;D
L336[07:52:47] <OrionOnline> Is it
actually okey when we start requiring Java 8 for mods?
L337[07:53:04] <OrionOnline> Or is java 7
still the recommended?
L338[07:53:09] <Lordmau5> I do that
already
L339[07:53:13] <Lordmau5> people should
get with the times
L340[07:53:20] <Kolatra> Yup, Java 8 here
as well.
L341[07:53:21] <Bitterholz> OrionOnline,
should be, java 7 is conidered legacy
L342[07:53:28] <Lordmau5> I still support
Java 7 on my mod - for the 1.7.10 version
L343[07:53:30] <OrionOnline> I like the
default stuff and the lambda stuff
L344[07:53:37] <McJty> For 1.7.10 I
supports java 7
L345[07:53:38] <Lordmau5> but the 1.8.9
version is forcing 8
L346[07:53:42] <McJty> But for 1.8.9 I
went to java 8
L347[07:53:48] <Kolatra> Lambda is used
quite heavily in Psi actually./
L348[07:53:50] <OrionOnline> Yeah i am
going to do the same then
L349[07:54:02] <McJty> I'm using
lambda/streams, and also defaults on interfaces
L350[07:54:11] <Lordmau5> those as
well
L351[07:54:13] <Kolatra> Lambda is really
nice.
L352[07:54:14] <Lordmau5> defaults on
interfaces is nice
L353[07:54:18] <Kolatra> That too ^
L354[07:54:50] <OrionOnline> Defaults is
so nice
L355[07:55:02] <OrionOnline> I can make
wrappers and things for once not in two files
L356[07:55:05] <Kolatra> I'm debating on
requiring Java 8 for AM2.
L357[07:55:15] <OrionOnline> But just give
it a detault and there we go
L358[07:55:40] <OrionOnline> Do statics on
interfaces work?
L359[07:55:41] <McJty> I'm probably going
to need it much more in the near future but I had a
subclass/interface of ISidedInventory with defaults for nearly all
of the methods
L360[07:55:45] <McJty> Very handy for
implementing that
L361[07:55:52] <McJty> But soon I'll
replace that with the new capabilities
L362[07:56:10] <OrionOnline> McJty, i will
use a wrapper that unwraps where ever i need it for know
L363[07:56:23] ⇦
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L364[07:56:29] <OrionOnline> Just weird
that Forge accepted the IItemHandler PR, without the making the
change everywhere
L365[07:56:44] <McJty> Well work in
progress I suppose
L366[07:56:56] <OrionOnline> Yeahh But
still, double work for all of us...
L367[07:57:07] <fry> things don't happen
overnight
L368[07:57:10] <OrionOnline> But hey i
like what tema did, so i am not complaining anymore
L369[07:57:35] <fry> you can't wave a
magic wand and convert a gigantic codebase in 1 swoop
L370[07:57:36] <OrionOnline> fry, i know,
planned to release my mod for new year, but look where we are now
and i am still not done porting
L371[07:57:51] <Kolatra> fry, oh how I
wish I could for Ars. :P
L372[07:58:11] <OrionOnline> OOeh a code
wand
L373[07:58:15] <OrionOnline> That would be
so great
L374[07:58:23] <OrionOnline> So many
projects at work could use that thing
L375[07:58:30] <McJty> Maybe my son could
add a Porting Wand to his Not Enough Wands mod :-)
L376[07:58:46] <OrionOnline> McJty, lol
:D
L377[07:58:47] <Kolatra> He should.
L378[07:59:06] <McJty> Implementation
might be slightly tricky though
L379[07:59:44] ⇦
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L380[08:00:15] <Kolatra> What would the
Porting Wand actually do in game?
L381[08:00:33] <Nitrodev> port the mod to
the next version XD
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L383[08:03:32] <OrionOnline> McJty, how
did you handle the IInventory#markDirty in your wrapper?
L384[08:03:58] <McJty> I didn't. I haven't
actually done the transition to IITemHandler yet :-)
L385[08:04:28] ⇦
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L386[08:04:37] <OrionOnline> Hmm
okey
L387[08:04:58] ⇦
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L388[08:05:13] <OrionOnline> I am calling
markDirty myself anyway nearly every tick usually but i will make a
callback for it in the CoreHandler.
L389[08:09:16] <Bitterholz> Wavefront
model experienced ppl here?
L390[08:09:51] <McJty> Bitterholz, well
without the model it will be hard to check what is wrong
L391[08:10:06] <Bitterholz> McJty,
L393[08:10:39] <Bitterholz> dont wonder
its quite messy
L394[08:10:41] <McJty> Can you also give
the full log?
L395[08:12:22] <OrionOnline> Bitterholz,
in which programm did you create the OBJ?
L396[08:12:29] <OrionOnline> And we will
need the MTL as well
L397[08:12:34] ⇦
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L398[08:12:39] <UnasAquila> has anyone had
a problem with a custom gui throwing item (like q) when clicking
them?
L399[08:13:06] <Bitterholz> in Blender and
i did nothing but fixing issues my Model Artis made and texture
mapping
L400[08:13:24] <McJty> full log still
helpful
L401[08:14:26] <OrionOnline> Bitterholz
send the .blend, the .obj, the .mtl and as McJty says the full log
pleasae
L402[08:14:46] <OrionOnline> Oh and your
Blockstate / ItemStack file might also be needed so keep it
handy
L403[08:15:07] <OrionOnline> UnasAquila,
not really
L404[08:15:13] <OrionOnline> Might be
something with Sync
L405[08:15:20] <OrionOnline> Or custom
slots
L406[08:15:45] <OrionOnline> But to be
honest i have solved those problems a long time ago when i made my
common library which handles all that for me
L407[08:16:43] <UnasAquila> Its the
inventoryPlayer slot (hot bar) using default Slot rest of the gui
works fine.
L408[08:17:14] <OrionOnline> Yeah that is
a syncing problem
L409[08:17:18] <Bitterholz> ill be
gathering those files i a quick zip
L410[08:17:22] <OrionOnline> Does it
happen in your dev?
L411[08:17:26] <OrionOnline> Bitterholz,
thanks
L412[08:17:32] <OrionOnline> Or in a users
modpack?
L414[08:20:54] ***
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L415[08:21:06] <OrionOnline> Okey except
for the model being in the wrong position it looks okey
L416[08:21:09] <OrionOnline> So what is
the problem
L417[08:21:10] <Bitterholz> (for any
obvious derps dont blame me, i allrteady fixed alot of stuff
L418[08:21:11] <OrionOnline> ?
L419[08:21:29] <Bitterholz> Log compains:
MultiModel conveyortubes:block/tube_model.obj is empty (no base
model or parts were provided/resolved)
L420[08:21:35] <OrionOnline> Okey
L421[08:21:51] <Bitterholz> let me give
you the blocks class as well
L422[08:22:06] <Bitterholz> (calls of
registering and stuff are done right btw
L424[08:23:22] <Bitterholz> there oyu
go
L425[08:23:30]
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L426[08:24:12] <OrionOnline> Bitterholz, i
would need a copy of the log please
L427[08:24:20] <Bitterholz> sec
L428[08:25:36]
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L429[08:27:47] <Bitterholz> found sth
interesting i need to investigate first
L430[08:29:12] <OrionOnline> okey
L431[08:29:15] <OrionOnline> Tell me this
then
L432[08:29:22] <OrionOnline> Does it throw
the error duting loading
L433[08:29:27] *** V
is now known as Vigaro
L434[08:29:32] <OrionOnline> or while the
world is laoded?
L435[08:30:20] ⇦
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L436[08:30:54] <Bitterholz> during
loading. I fixed its MTL lib being inaccessible, now the log states
even more stuff o.O
L438[08:32:23] <OrionOnline> So yeah as
said it loads the model now just fine
L439[08:32:31] <OrionOnline> You will need
to move it though
L440[08:32:34] <OrionOnline> One sec
L441[08:32:44] <OrionOnline> It need to be
within the following bound:
L442[08:32:50] <OrionOnline> X: 0 ->
1
L443[08:32:55] <OrionOnline> Y: 0 ->
-1
L444[08:33:02] <OrionOnline> Z 0 ->
1
L445[08:33:24] <OrionOnline> So 1 you need
to scale it down to 1/3
L446[08:33:29] <OrionOnline> and you will
need to move it
L447[08:34:02] ***
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L448[08:34:20] <OrionOnline> And why are
your dimensions in CM?
L449[08:34:26] <OrionOnline> Just leave
them at the default......
L450[08:34:32] <OrionOnline> Cause that is
what minecraft reads
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L456[08:48:09] <Bitterholz> thanks
OrionOnline
L457[08:48:13] <Bitterholz> ill try
that
L458[08:49:06] <OrionOnline> Actually i am
nearly done moving it for you
L459[08:49:14] <OrionOnline> If you wait a
minute i should have a working model for ya
L461[08:51:28] ⇦
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L462[08:51:29] <OrionOnline> That should
do the trick
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L464[08:51:33] <OrionOnline> I mean the
v13 one
L466[08:52:15] <OrionOnline> Actually
never mind
L467[08:52:21] <OrionOnline> The file
uploaded to the wrong side
L468[08:52:25] <OrionOnline> Give me a
sec
L469[08:53:21]
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L474[08:57:42] <Sollux-Captor>
morning
L475[08:58:32] ⇦
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L479[09:02:20] <Bitterholz> not yet tested
but thanks alot OrionOnline
L480[09:02:25] <Bitterholz> apprechiate
your help :)
L481[09:06:20] <williewillus> !gm
func_73660_a
L482[09:07:02] ***
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L483[09:07:32] <Wuppy> if you're selling
usb sticks online and you can't even sort connection type you're
doing something wrong :V
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L485[09:11:29] <Sollux-Captor> hmm
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L493[09:36:13] ***
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L495[09:40:10] <williewillus> java source
level is below java 7
L496[09:40:13] <williewillus> in your
IDE
L498[09:40:34] <williewillus> using java 8
!= having java 8 source level
L499[09:40:45] <Sollux-Captor> how do i
change the source level?
L500[09:40:49] <williewillus> if you
alt-enter or do whatever the eclipse suggestion is it should bring
you to the options to change it
L501[09:40:53] <gigaherz> IDEA or eclipse?
;P
L502[09:40:57] <williewillus> looks like
eclipse
L503[09:41:13] <gigaherz> no diea how to
change in eclipse XD
L504[09:41:23] <gigaherz> no idea*
L505[09:41:42] <unascribed> yeah, if you
hover over the error that says "such and such feature requires
Java source level 7 or above" you can choose "Set project
level to 7" or something like that
L506[09:41:53] <Sollux-Captor> alt+enter
doesnt take me to it
L507[09:41:56] ***
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L508[09:42:08] <unascribed> you can also
just right-click the project
L509[09:42:10] <unascribed> go to Java
> Compiler
L510[09:42:10]
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L511[09:42:16] <Ordinastie> properties of
the project, then Java compiler
L512[09:42:44] <unascribed> oh, I guess it
is just Java Compiler
L514[09:44:19] <Sollux-Captor> either it
derped out or made it worse xD it wants me to try/catch a
try/catch
L515[09:45:08]
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L516[09:45:16] <Sollux-Captor> pressing
save always fixes the glitchy stuff :P
L517[09:45:27]
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L518[09:45:46] <unascribed> yeah, forces a
recompile
L519[09:46:29] <unascribed> also goddammit
williewillus
L520[09:46:33] <unascribed> you got me
hooked on Cookie Clicker again >:(
L522[09:46:50] <williewillus> 1.05 million
:P
L523[09:47:06] <williewillus> are the
multipliers worth getting?
L525[09:48:00] <unascribed> if you mean
building multipliers, yes
L526[09:48:05] <unascribed> if you mean
different cookie flavors
L527[09:48:08] <unascribed> not until late
game
L528[09:48:24] <unascribed> the cheap
(<10mil) ones are worth getting just to unclutter the upgrades
menu
L529[09:51:19] <Sollux-Captor> cookie
clicker: The glorified incrementer
L530[09:51:34]
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L532[09:51:50] <williewillus> people get
intense over that stuff
L534[09:52:18] <Sollux-Captor> my friends
and I made a joke software called random generator and we made it
as unreadable as possible and all it does is output
"random" xD
L535[09:52:21] <MalkContent> not a second
in the channel an people talking about digicrack
L536[09:52:54] <unascribed> lol,
yeah
L537[09:53:26] <Sollux-Captor> it wasnt
even a hello world style of code. We did some bullshit before we
actually output "random"
L538[09:53:43] ***
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L539[09:53:56] <Lymia> meh
L540[09:54:03] <Lymia> Now for an
interesting program.
L541[09:54:08] <gigaherz> Sollux-Captor:
would be fun if you somehow managed to make the code look like it's
generating randoms
L542[09:54:13] <Lymia> Make something that
automatically generates unreadable code from readable code.
L543[09:54:24] <gigaherz> but find a way
to generate "random" as a sequence ;P
L544[09:54:24] <Sollux-Captor> gigaherz,
that is exactly what it did
L545[09:54:26] <unascribed> reminds me of
the class I wrote a while ago, 'gov.nsa.Kcabrood' that had a bunch
of methods that used solely reflection
L546[09:54:28] <Lymia> ... er, wait.
L547[09:54:31] <Lymia> That's called a
decomiler.
L548[09:54:32] <Lymia> never mind
L549[09:54:40] <unascribed> and all it did
was decode the EBCDIC string for "Hello, World!" and
print it to stdout
L550[09:54:59] <Sollux-Captor> lol
L551[09:55:04] <Lymia> gigaherz, like the
Underhanded C contest, right?
L552[09:55:11] <gigaherz> yeah
L553[09:55:11] ***
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L554[09:55:20] <Lymia> Find a funny way to
sabotague the randomness.
L555[09:55:22] <gigaherz> but with the
output from the generator being "random\0"
L556[09:55:31] <Lymia> Sorta like OpenSSL
except actually funny, and not a huge problem.
L557[09:56:06] <Sollux-Captor> i have a
psudo virus that i made. It spams files onto the desktop. got like
40,000 onto the desktop in a matter of seconds
L559[09:56:32] <Sollux-Captor> twas funny
because i pranked a guy with it and his computer just killed over
because it ran undetected
L560[09:56:57] <Lymia> That's not
funny.
L561[09:57:10] <Sollux-Captor> prime code
you have there unascribed
L562[09:57:30] <Sollux-Captor> Lymia it
was pretty funny xD. and it was like it was harmful in anyway
L563[09:57:38] <Sollux-Captor>
wasnt*
L564[09:58:32] ***
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L565[09:59:10] <unascribed> you could
replace any of those "was"s with different meanings
L566[09:59:33] <Sollux-Captor> *and it
wasnt like it was harmful in anyway
L567[09:59:38] <Sollux-Captor> hehe my
bad
L568[10:00:18] ***
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L569[10:02:48] <Sollux-Captor> like of
course when we ran it we put a cap on how many files would be
generated but you could as well make it so it just infainitly ran.
You could also do this with any file type. we did it with .png but
any would work
L570[10:04:09] <unascribed>
infinitely*
L571[10:05:06] <unascribed> i'm not trying
to be a spelling nazi but it was the only word you had
misspelled
L572[10:05:58] <unascribed> wtf, someone's
car alarm has been going off for 3 hours
L573[10:07:03] <Sollux-Captor> ye,
sometimes i just accidentally butcher spelling w/o noticing
L574[10:07:16] <Sollux-Captor> it isn't
like i don't know how to spell it
L575[10:07:40] <unascribed> ok, you never
know
L576[10:07:49] <Sollux-Captor> :P
L577[10:08:02] <unascribed> xkcd
1053
L578[10:08:10] <unascribed> but applied to
spelling
L579[10:08:11] <unascribed> :P:
L580[10:08:12] <unascribed> :P*
L581[10:08:14]
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L582[10:08:14] <Sollux-Captor> i honestly
have no clue as to why i do that and why i never detect my
mistakes
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L587[10:10:59] <Ratys> Relevant, I've been
swapping 't' and 's' in 'this' across all my code for years now,
it's around 50% that I'll get it wrong at any given instance
L588[10:11:21] <Sollux-Captor> lol
why?
L589[10:11:30] <Sollux-Captor> just
habbit?
L590[10:11:40] <Ratys> Typoing.
Hard.
L591[10:11:55] <Sollux-Captor> [typing
intensifies]
L592[10:12:10] <gigaherz> in C, that would
have an easy solution
L593[10:12:15] <gigaherz> #define shit
this
L594[10:12:35] <Sollux-Captor> i really
hate words like 'cereal' because i always want to spell them
'cearel' or 'ceareal' :T
L595[10:12:39] <Ratys> Also probably my
subconscious expressing it's opinion of the context that made me
use that
L596[10:14:42] <Sollux-Captor> welp i
guess since im now using reflection i guess i dont need to
@Override the methods in Material anymore
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L605[10:22:27] <MattDahEpic> are there any
open source backback mods for 1.8.9 that use the itemstack
capabilities?
L606[10:23:02] <williewillus> charset
maybe? ask asie in #buildcraft
L607[10:23:02] <gigaherz> I'm not aware of
any mod using capabilities yet
L608[10:23:03] <gigaherz> XD
L609[10:23:37] <gigaherz> (which just
means I'm not aware of any, not that there isn't any)
L610[10:26:52] <Ordinastie> there is still
no easy way to order the items in the creative tab, right ?
L611[10:27:36] <gigaherz> in your
own?
L612[10:27:46] <williewillus> yes you
can
L613[10:27:58] <gigaherz> yo ucan override
the enumation method
L614[10:27:59] <williewillus>
displayRelevantItems in the CreativeTabs class
L615[10:28:12] <williewillus> you manually
specify each and every stakc to appear
L616[10:28:17] <gigaherz> yeah sort your
stuff in displayAllReleventItems
L617[10:28:27] <Ordinastie> hum, ok, I'll
do that then
L618[10:28:27] <gigaherz> or you call
super() first, then sort the resulting list ;P
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L625[10:35:12] <gigaherz> Hey ppl, wanna
help me with ideas (again)? ;P
L626[10:35:26] <gigaherz> I have roughly
these spell shapes decided:
L627[10:35:38] <gigaherz> Fire defaults to
"sphere" (around the caster)
L628[10:35:49] <gigaherz> Air defaults to
"cone" (in front of the caster)
L629[10:36:08] <gigaherz> Water defaults
to "ball" (thrown projectile that creates a sphere on the
impact point)
L630[10:36:14] ***
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L631[10:36:21] <gigaherz> Light defaults
to "beam"
L632[10:36:31] <gigaherz> Life defaults to
"self-cast"
L633[10:36:49] <gigaherz> Death defaults
to "single-target/curse/debuff"
L634[10:37:17] <gigaherz> I have no idea
what to use for Earth and Darkness.
L635[10:38:11] <gigaherz> For earth, have
considered making it some sort of "barrier", or
"wall", but i'm not convinced
L636[10:41:25] <Ratys> Is
"projectile" considered a spell?
L637[10:41:33] <Ratys> Uh a shape*
L638[10:41:53] <Ratys> Bleh, language y u
no work
L639[10:42:06] ***
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L640[10:42:21] <MattDahEpic> gigaherz, for
earth make it place down like a landmine and trigger when an entity
enters it's blockspace
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L642[10:42:27] <Ratys> What I mean is, you
could make your Earth spell a projectile by default
L643[10:42:45] <gigaherz> MattDahEpic: nah
that'd be a "ritual" type spell
L644[10:42:48] <gigaherz> spells are
volatile
L645[10:42:52] <gigaherz> they don't
"stick" by default
L646[10:42:59] <MattDahEpic> then
grenade?
L647[10:43:16] <gigaherz> isn't that
basically a projectile?
L648[10:43:31] <gigaherz> a grenade would
be earth-fire, with ball shape
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L650[10:43:32] <MattDahEpic> but heavily
affected by gravity and bounces off blockzs
L651[10:43:39] <gigaherz> so it owuld be a
complex spell involving earth, fire, and water
L652[10:44:02] <Ratys> Are you making a
Magicka-type casting system there :P
L653[10:44:04] <MattDahEpic> darkness
could be AOE
L654[10:44:05]
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L655[10:44:07] <gigaherz> yes Ratys
L656[10:44:27] <Techfoxis> Morn, to
all.
L657[10:44:27] <Ratys> Neat :)
L658[10:44:30] <gigaherz> aoe around the
player is already fire
L659[10:44:32] <Ratys> Hi
L660[10:44:46]
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L661[10:45:20] <thor12022_oops> I suppose
expanding rings or chains would be considered complex
L662[10:46:00] <gigaherz> chained cast
would be complex, yes
L663[10:46:15] <gigaherz> I'm not sure how
it would be done
L664[10:46:27] <gigaherz> but it would
involve a modifier applied to beams
L665[10:46:50] <Nitrodev> oh gigaherz you
working on the magic mod?
L666[10:46:54] <gigaherz> yep
L667[10:47:02] <gigaherz> looking for
ideas ;P
L668[10:47:15] <gigaherz> for the shape of
earth spells, and the shape of darkness spells
L669[10:47:19] <gigaherz> (default
shape)
L670[10:47:39] <gigaherz> ideally, it
would be something that relates with the element itself
L671[10:47:40] <gigaherz> like
L672[10:47:54] <gigaherz> water has a
tendency to form "drops", so the shape is a ball
L673[10:48:10] <gigaherz> and fire tends
to create flames around theobject, so the shape is a sphere around
the caster
L674[10:48:20] <Ratys> *sigh* just as I
finally sat down to actually implement stuff for MY spellcasting
mod I start seeing people making similar things everywhere :P Heck,
even Vazkii with Psi
L675[10:48:33] <gigaherz> heh
L676[10:49:28] <Ratys> I'm trying to make
it kind of like Vancian casting of D&D works, with a hefty dose
of that wordcasting homebrew
L677[10:49:30] <gigaherz> so yeah no idea
waht to do... I may start to work on rituals instead. hmf
L678[10:49:46] <LatvianModder> Play
HL2
L679[10:49:48] <LatvianModder> :D
L680[10:49:49] <thor12022_oops> how about
vertical cone/dome, like a stalagmite or valcano
L681[10:49:54] <gigaherz> Ratys: i have
always wanted to create a language-like magic system
L682[10:50:01] <gigaherz> nor mc-related
specifically
L683[10:50:11] <gigaherz> but I had the
idea of an actual formal syntax
L684[10:50:14] <gigaherz> with "power
words"
L685[10:50:26] <MattDahEpic> inb4 fus ro
dah
L686[10:50:27] <gigaherz> so that the
spell is actually like a script
L687[10:50:38] <gigaherz> MattDahEpic: no
that's a crappy way of doing it
L688[10:50:40] <Ratys> Eh, wordcasting is
a bit simpler and gamier than proper language-like system
L689[10:50:45] <gigaherz> I mean an actual
magical language
L690[10:50:55] <Ratys> Yeah, I get
you
L691[10:51:26] <poiuy_qwert> gigaherz: not
exactly a shape, but earth could be falling stuff, like a rock
slide or something?
L692[10:52:02] <gigaherz> poiuy_qwert:
currently, earth creates a ball of dust
L693[10:52:04] <gigaherz> that
suffocates
L694[10:52:09] <gigaherz> but dissipates
quickly
L695[10:52:48] <gigaherz> but I'm not
really sure about that, either
L696[10:52:53] ***
Abrar|gone is now known as AbrarSyed
L697[10:53:07] <gigaherz> so yeah as I was
saying with the language thing
L698[10:53:51]
⇨ Joins: sciguyryan (~sciguyrya@85.17.172.97)
L699[10:53:53] <poiuy_qwert> I would have
though suffocation would be more an air thing, but I guess the dust
is the earth part
L700[10:54:55] <gigaherz> no suffocation
is antagonist to ir (breathing) so it belongs to earth
L701[10:54:56] <gigaherz> ;P
L702[10:55:19] <Nitrodev> oh you gt cool
language things too
L703[10:55:38] <Ratys> Unrelated (but
please continue): is it supposed to look for the blockstate json
when texturing items?..
L704[10:55:50] <Nitrodev> yes
L705[10:56:03] <Nitrodev> blockstate is
the state the block is in
L706[10:56:14] <gigaherz> Ratys: vanilla
minecraft wouldn't
L707[10:56:20] <Ratys> Why do *items* need
blockstates?
L708[10:56:24] <Nitrodev> like piston
extended has a different texture than a unextended one
L709[10:56:31] <gigaherz> but forge adds
the ability for items to use the blockstate files
L710[10:56:34] <Nitrodev> they dont
L711[10:56:40] <Nitrodev> why the
fuck
L712[10:56:46] <gigaherz> because the
blockstates files lets you have submodels
L713[10:56:51] <gigaherz> default values
and such
L714[10:56:57] <Ratys> Huh, so "Forge
thing"
L715[10:57:00] <Nitrodev> ah
L716[10:57:10] <gigaherz> it's much more
powerful than having one separate model per item+meta
L717[10:57:15] <Ratys> Is it mandatory or
I can make a simple flat-textured item wihtout that?
L718[10:57:19] <Nitrodev> i've actually
not used any model files that forge adds
L719[10:57:29] <gigaherz> there's no
"simple flat-textured item" anymore
L720[10:57:33] <gigaherz> everything is a
model
L721[10:57:39] <gigaherz> even inventory
items have depth
L722[10:57:48] <gigaherz> even when they
are drawn from the front so they look flat
L723[10:58:12] <Ratys> Hm, okay. How
recent is that? Don't see it in the few 1.8+ 'tutorials' I've
seen
L724[10:58:16] <gigaherz> the same model
you see on the ground or in hand, with the front and back textures
and the 3D edge going around it
L725[10:58:22] <gigaherz> this is
1.8+
L726[10:58:27] <gigaherz> so what you do
is either
L727[10:58:43] <Nitrodev> yeah models are
1.8+ thing
L728[10:58:51] <gigaherz> 1. create a
model json for the item, using "builtin/generated" as the
parent, and "textures": { "layer0":
"texture location" }
L729[10:58:52] <Nitrodev> meaning 1.8 has
it 1.8.9 has it etc.
L730[10:58:53] <gigaherz> or
L731[10:59:05] <gigaherz> 2. create a
blockstates json file, with the same
L733[10:59:47] <gigaherz> I recommend the
latter
L734[11:00:04] <gigaherz> lets you do
things like this
L736[11:00:10] <Ratys> That's a test item
I've been trying to make work, yet it does the purpley block thing
when I load it up
L737[11:00:46] <Ratys> Console goes
Exception loading model for variant
arsarcanum:dustBluestone#inventory
L739[11:01:20] <Nitrodev> Ratys you need
an item model
L740[11:01:26] <gigaherz> can you show
your ModelLoader.setCustomModelResourceLocation line?
L741[11:01:31] <gigaherz> and the model
file?
L742[11:01:37] <Nitrodev> just a
blockstate one wont work. i thinmk
L743[11:01:49] <gigaherz> Nitrodev: yes it
will
L744[11:01:51] <gigaherz> ;P
L745[11:01:54] <gigaherz> look at
mine
L746[11:02:19] <gigaherz> that one file is
all I need for my gemstones sub-items
L747[11:02:23]
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L749[11:02:36] <gigaherz> I have code like
this to bind the item with the gemstone
L750[11:02:47] <Nitrodev> alright i need
to do that for my storage units
L751[11:02:59] <Nitrodev> AH
L752[11:03:00] <Nitrodev> i see
L753[11:03:01] <Ratys> That's the thing, I
have no ModelLoader, because tutorials I looked at (yes, for 1.8)
don't involve that
L754[11:03:12] <gigaherz> Ratys: they
probably use the itemmodelmeshes
L755[11:03:15] <gigaherz> which is
obsolete
L756[11:03:18] <gigaherz> you shouldn't be
using that
L757[11:03:26] <gigaherz> you shoudl be
using ModelLoader.setCustomModelResourceLocation
L758[11:03:44] <gigaherz> just make sure
to call it from pre-init (AFTER you instantiate the items, though
;P)
L759[11:04:10] ⇦
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L760[11:04:46] <Ratys> Huh. Thanks, I'll
look into it
L761[11:04:51]
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L762[11:06:41]
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L763[11:07:04] <Nitrodev> gigaherz, where
do you define the varaints for your item
L764[11:07:20] <Nitrodev> so the game
knows what models to give to what items
L765[11:07:22] ⇦
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L766[11:07:31] <Flashfire> Each variant
has its own model
L767[11:07:43] <Nitrodev> no need to
L768[11:08:06] <gigaherz> Nitrodev:
setCustomMRL calls addVariantName for you, now
L769[11:08:11] <Flashfire> You override
getUnlocalizedName in your item and return the name
L770[11:08:12] <gigaherz> since
1.8.9
L771[11:08:31] <Flashfire> Didn'
L772[11:08:35] <Flashfire> t know about
setCustomMRL
L773[11:08:35] <gigaherz> Flashfire:
that's not how you do it
L774[11:08:44] <Flashfire> That's how I've
been doing it and it works
L775[11:08:46] <gigaherz> unlocalized name
should ONLY be used for display strings
L776[11:08:54] <gigaherz> NEVER for using
as model names or such
L777[11:09:07] <Flashfire> Hmm ok
L778[11:09:16] <gigaherz> you can use
setRegistryName/getRegistryName if you don't want to hardcode
L779[11:09:28] <gigaherz> Nitrodev:
basically the blockstates loader
L780[11:09:30] <Flashfire> Where is that
used?
L781[11:09:41] <Flashfire> Client
proxy?
L782[11:09:58] <gigaherz>
setRegistryName/getRegistryName you can use it from your block/item
constructor
L783[11:10:03] <Flashfire> Ah ok
L784[11:10:13] <gigaherz>
ModelLoader.setCustomModelResourceLocation from the client
proxy
L785[11:10:26] <Flashfire> How can I
prevent vanilla blocks from being destroyed by an explosion based
on their blockpos?
L786[11:10:44] <gigaherz> Nitrodev: so as
I was saying
L787[11:10:45] <Flashfire> BreakBlock only
works for player breaking the block
L788[11:11:06] <gigaherz> the blockstates
loader creates a map<string, model>
L789[11:11:16] <gigaherz> based on the
info from the blockstates json file
L790[11:11:41] <gigaherz> and on the other
side, you have the state mapper and setCustomMRL, which maps
blocks/items to models
L791[11:11:51] <gigaherz> so
L792[11:11:57] <gigaherz> you have a
variant string coming from the rendering side
L793[11:12:05] <gigaherz> and a variant
string "key" in the blockstates map
L794[11:12:11] <gigaherz> so long as they
"match", it works.
L795[11:12:20] ***
AbrarSyed is now known as Abrar|gone
L796[11:12:29] <Nitrodev> ah i'll keep
what i have for now
L797[11:12:33] <Lordmau5> wtf...
L798[11:13:07] <Lordmau5> so I added a new
blockstate to my block but apparently it seems like it's never
really being checked for the json file?
L799[11:13:17] ***
K-4U|Off is now known as K-4U
L800[11:13:28]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L801[11:13:40] <Flashfire> Did you add the
property to the block?
L802[11:13:45] <Lordmau5> Yessir
L803[11:13:59] <Nitrodev> does the file
have the extension .json
L804[11:14:02] <Nitrodev> in the
name
L805[11:14:03] <Lordmau5> actually, let me
check something
L806[11:14:09] <Lordmau5> it does, dw, it
works for the other states I have
L807[11:14:11] <Lordmau5> errh,
properties*
L808[11:14:21] <Nitrodev> the actualy file
needs to say itemName.json
L809[11:14:27] <Lordmau5> > block
L810[11:14:29] <Lordmau5> >
itemName.json
L811[11:14:32] <Lordmau5> > wat
L812[11:14:36] <Nitrodev> blockName
then
L813[11:14:42] <Nitrodev> but the .json is
NEEDED
L814[11:15:37] <Flashfire> Does anyone
know how I can prevent block break from explosions, including
vanilla blocks?
L815[11:15:44] <Nitrodev> because even if
you know that the file is a json file the game/code won't recognize
it unless it has .json at the end of the name
L816[11:16:01] <Nitrodev> Flashfire, se
the hardness to 10000f
L817[11:16:07] <Nitrodev> that should do
it
L818[11:16:10] <Flashfire> *including
vanilla blocks*
L819[11:16:18] <Lordmau5> urgh god damn
it, ofc this fixed it, cheers.
L820[11:16:19] <Nitrodev> or is it blast
resistance i can't remember
L821[11:16:22] <Lordmau5> Should've
probably updated the block, eh?
L822[11:16:24] <Lordmau5> >_>
L823[11:16:27] <Nitrodev> np
Lordmau5
L824[11:16:34] <Flashfire> I can't alter
either of those on vanilla blocks so I need to do something
else
L825[11:16:38] <infinitefoxes_> Nitrodev:
if you want to stop vanilla blocks from being blown up, try
ExplosionEvent.Detonate
L826[11:16:39] <Nitrodev> sorry Flashfire
i don't kow about vanilla
L827[11:16:42] <infinitefoxes_>
flashfire*
L828[11:16:44] <infinitefoxes_> my
bad
L829[11:16:57] <Flashfire> Hmm, I haven't
heard of that
L830[11:17:01] <Flashfire> I will check it
out, thanks
L832[11:18:03]
⇨ Joins: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L833[11:18:23] <MattDahEpic> like the
recipe crafting dink + tier 1 ring gives lavawalk ringkydink for
some reason
L834[11:18:46] <Nitrodev> that whole line
looks weird
L835[11:19:31] <Flashfire> @infinitefoxes
Thank you very much, this looks very promising
L836[11:20:21] <infinitefoxes_> np
<3
L837[11:25:59] <Lordmau5> hmm
L838[11:26:01] <Bitterholz> OrionOnline,
you there
L839[11:28:15] ⇦
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seconds)
L840[11:28:35] ⇦
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seconds)
L841[11:29:55] <Nitrodev> Bitterholz,
unless only OrionOnline can answer you you can ask any of us
L842[11:31:55] <Lordmau5> so
L843[11:32:09] <Bitterholz> Nitrodev, i
explained the situation to him earlier
L844[11:32:11] <Lordmau5> how would I
count down a variable per-render-tick with taking the
partialRenderTicks into account?
L845[11:32:23] <Lordmau5> Currently the
variable ticks down faster if I have, say, 700FPS compared to
100FPS
L846[11:32:27] <Lordmau5> (makes
sense)
L847[11:32:51] <gigaherz> Lordmau5: don't
"count" on per frame
L848[11:32:56] <gigaherz> keep the counter
elsewhere
L849[11:33:04] <gigaherz> and then add the
partialTicks to find the exact number
L850[11:33:05] <gigaherz> like
L851[11:33:08] <Lordmau5> huh?
L852[11:33:22] <gigaherz> let's say it
first counting up, since it's easier to understand
L853[11:33:23] <Lordmau5> well, it should
technically only go down inside the DrawBlockHighlightEvent
L854[11:33:41] <gigaherz> is this a
tileentity? entity? something else?
L855[11:33:51] <Lordmau5> TileEntity.
Custom Overlay render, which is working already
L857[11:33:57] <tterrag> I have that handy
at all times :P
L858[11:34:00] <Lordmau5> Arigato
gozaimasu
L859[11:34:02] <Lordmau5> ^^
L860[11:34:02] <tterrag> but if you have a
TE just use onUpdate()
L861[11:34:05] <gigaherz> Lordmau5:
then
L862[11:34:07] <gigaherz> use the update
on the TE
L863[11:34:08] <Lordmau5> but dat's
ticks
L864[11:34:09] <gigaherz> to count
L865[11:34:12] <tterrag> yes
L866[11:34:12] <gigaherz> then do
L867[11:34:15] <tterrag> ticks are always
20/s
L868[11:34:18] <tterrag> they do not
change like fps
L869[11:34:21] <gigaherz> te.ticks +
partialTicks
L870[11:34:25] <gigaherz> and
theresult
L871[11:34:31] <Lordmau5> wat
L872[11:34:31] <gigaherz> if you want it
in seconds, you can divide by 20.0f
L873[11:34:52] <Lordmau5> So inside my
onUpdate I just count up a variable on the clientside, right?
L874[11:34:59] <gigaherz> yes
L876[11:35:20] <tterrag> spinSpeed is
stored in the TE and is updated per tick
L877[11:35:39] <tterrag> it's the current
degrees-per-tick rate of spin
L878[11:35:53] <tterrag> multiply that by
partialtick and you get the delta you add to the tick based
rotation
L879[11:35:59]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L880[11:36:07] <Lordmau5> so what do I
write there: if(ticksElapsed++ == 20) ticksElapsed = 0; ?
L881[11:36:22] <gigaherz> uh
L882[11:36:33] <Lordmau5> I assume I don't
need it to count to one billion (insert Dr. Evil picture)
there...
L883[11:36:35] <Bitterholz> X.obj has UVs
('vt') out of bounds 0-1! The missing model will be used instead.
Support for UV processing will be added to the OBJ loader in the
future.
L884[11:36:36] <gigaherz> if you want it
to loop back
L885[11:36:40] <Bitterholz> what does this
imply
L886[11:36:53] <Bitterholz> Nitrodev,
maybe you can help me out on that
L887[11:36:54] <Lordmau5> giga, I think
it'd be easier to explain what I want to do :D
L888[11:36:56] <tterrag> Bitterholz:
exactly what it says? your UVs are out of range
L889[11:36:56] <gigaherz> Bitterholz:
there's a limitation in the OBJ loader
L890[11:37:11] <gigaherz> where it doesn't
support uv coords outside the 0..1 range
L891[11:37:22] <tterrag> Lordmau5: the
classic XY problem. don't explain your attempted solution, explain
your problem :P
L892[11:37:25]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L893[11:37:36] <Lordmau5> shush, it's
easier to follow that way
L894[11:37:38] <Lordmau5> :P
L896[11:37:40] <tterrag> no it's not
L897[11:37:57] <Bitterholz> wich means
exactly what? do i need to move the modell again?
L898[11:38:05] <gigaherz> this has nothing
to do with moving
L899[11:38:09] <gigaherz> it simply means
the texture mapping is wrong
L900[11:38:17] <Bitterholz> how
the...
L901[11:38:23] <gigaherz> either you
mapped it outside the valid range
L902[11:38:29] <gigaherz> or there may be
rounding errors in the number
L903[11:38:38] <Bitterholz> maybe its
rounding errors
L904[11:38:47] <Lordmau5> Variable is set
to 3f if not looking at my block. Ticks down when looking at a
block, but resets upon looking at another block. How can I make it
tick down via. other means than the FPS or per-frame?
L905[11:38:49] <Lordmau5> that
better?...
L906[11:38:51] <gigaherz> open your .obj
file in idea/eclipse and see if you have stuff like
"1.35636e-18"
L907[11:39:10] <Bitterholz> well if i have
a texture on the map starting at 0/0 and map the verticle to 0/0 is
that wrong?
L908[11:39:19] <gigaherz> Lordmau5: you
are still explaining your solution ;P
L909[11:39:36] <Lordmau5> Okay, can I have
another try?
L910[11:39:38] <gigaherz> yo uwant to do
something when you look at your block for 3 seconds?
L911[11:39:55] <Lordmau5> How can I make a
variable tick down independently of the FPS, or rather,
frame-by-frame
L912[11:39:56] <gigaherz> if that's
it
L913[11:40:06] <gigaherz> then 3 seconds
are 60 ticks (3*20)
L914[11:40:14] <gigaherz> so you can just
start at 60
L915[11:40:16] <gigaherz> and count down
to 0
L916[11:40:35]
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L917[11:40:40] <Lordmau5> does that work
inside the tile though?
L918[11:40:42] <gigaherz> and you want to
do that in your TE's update method
L919[11:40:50] <Lordmau5> As in, does the
tile update 20 times a second on the client even IF there's
lag?
L920[11:40:54] <Lordmau5> ye,
figured
L921[11:40:56] <gigaherz> yes
L922[11:40:58] <gigaherz> that's thep oint
of ticks
L923[11:41:00] <gigaherz> it's always
20
L924[11:41:04] <tterrag> well
L925[11:41:08] <gigaherz> if the game lags
a lot
L926[11:41:11] <tterrag> actually it can
skip ticks
L927[11:41:13] <gigaherz> then it can skip
ticks
L928[11:41:17] <gigaherz> but
L929[11:41:18] <tterrag> but lag isn't
really a bug you can worry about
L930[11:41:21] <gigaherz> it's not relaly
"skipping"
L931[11:41:27] <tterrag> if they are
lagging so bad it messes up your animation, oh well
L932[11:41:28] <gigaherz> so much as it
will just fake increment the time
L933[11:41:53] <gigaherz> yeah when mc
chooses to skip ticks, just live with it
L934[11:42:02]
⇨ Joins: riderj (~Luke@157.62.94.10)
L935[11:43:17] <Bitterholz> Im confused
now...how exactly can i map a Texture wrong? As it stands here my
textures are out of bounds but how can i Fix that?
L936[11:43:36] <gigaherz>
Bitterholz:
L937[11:43:49] <gigaherz> it's common in
3d modelling to have repeating textures
L938[11:44:01] <gigaherz> so that a
pattern will show up more than once along a surface
L939[11:44:06] <gigaherz> this is NOT
supported by Minecraft
L940[11:44:16] ⇦
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L941[11:44:25] <gigaherz> so that would be
one situation where the texture mapping could be wrong
L942[11:44:26] <Bitterholz> ah so i need
to disable repetition of textures in my model right?
L943[11:44:38] <gigaherz> yes
L944[11:45:07] <Lordmau5> yay, this
works
L945[11:45:10] <riderj> How can I
determine the type of an inline argument? I need to check if the
argument is an integer.
L946[11:45:19] <gigaherz> wat?
L947[11:45:34] <riderj> Compile argument,
command line argument, dunno what to call it.
L948[11:45:50] <OrionOnline> Bitterholz,
Yes i am here
L949[11:45:53] <tterrag> uhh...is this MC
related? what are you doing with command line? O.o
L950[11:45:57] <gigaherz> depends on what
you refer to -- those are different things XD
L951[11:46:04] <OrionOnline> I was
studying for my math exam so i was not looking at the screen
L952[11:46:06] <Bitterholz> apparently
OrionOnline i may not use repetition...
L953[11:46:07] <OrionOnline> Whats
up?
L954[11:46:10] <unascribed> you mean like
java -Dsome.property=value?
L955[11:46:11] <Bitterholz> of textures
that is
L956[11:46:13] <riderj> No, just a general
question
L957[11:46:17] <unascribed> that's
System.getProperty
L958[11:46:21] <OrionOnline> What do you
mean?
L959[11:46:28] <Bitterholz> so do i set
the texture extension mode to what?
L960[11:46:41] <OrionOnline> No you just
assign it a material
L961[11:46:42] <tterrag> so you're talking
about args passed into `public static void main(String[] args)`
?
L962[11:46:45] <Lordmau5> yay got it
working
L963[11:46:46] <gigaherz> OrionOnline: his
model has UVs outside the 0..1 range
L964[11:46:47] <tterrag> aka program
args
L965[11:46:54] <riderj> yes
L966[11:46:57] <OrionOnline> gigaherz, i
fixed that my selg
L967[11:46:59] <OrionOnline> self*
L968[11:47:05] <tterrag> I recommend a lib
for that, those can get tricky :P
L969[11:47:13] <gigaherz> OrionOnline:
that's what he's complaining about, though
L970[11:47:13] <Bitterholz> giga does it
help to set the mapping Extension mode to Extend or sth else?
L971[11:47:26] <gigaherz> riderj: try to
parse it, and it if tails, it wasn't a number ;P
L972[11:47:28] <tterrag> joptsimple or
apache commons-cli
L973[11:47:31] <riderj> I have an
assignment for my CS class, and I went to the prof. to get help,
but he doesn't know how to do it.
L974[11:47:32] <tterrag> both work great
:P
L975[11:47:43] <tterrag> ahhh homework eh?
no libs then I'm guessing
L976[11:47:46] <OrionOnline> I scaled it
back down and moved the model to the 0 -> 1, 0 -> -1, 0 ->
1 region
L977[11:47:48] <riderj> Nop
L978[11:47:49] <gigaherz> Bitterholz: I
don't know, I don't even know which program you use for
modelling
L979[11:47:58] <Bitterholz> gigaherz,
Blender
L980[11:48:00] <gigaherz> OrionOnline: UV
coords, not positions
L981[11:48:03] <tterrag> ok then, the only
way to check if a string is an integer really is to trycatch
Integer.valueOf
L982[11:48:15] <gigaherz> Bitterholz:
yeah, I never did models with Blender
L983[11:48:16] <gigaherz> sorry ;p
L984[11:48:17] <OrionOnline> Oh :P
L985[11:48:27] <OrionOnline> Bitterholz,
let me remap
L986[11:48:29] <OrionOnline> One sec
L987[11:48:31] <tterrag> try { i =
Integer.valueOf(s); } catch (NumberFormatException 2) { throw new
IllegalArgumentException(s + " is not a number!");
}
L988[11:48:33] <riderj> It's a basic
command line calculator, but we need to do exception handling, and
then replicate it without using exceptions
L989[11:48:40] ⇦
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L990[11:48:51] <Bitterholz> gigaherz,
Options are Extends, Clip, Checker, Clipcube and Repeat
L991[11:48:54] <tterrag> s/2/e
L992[11:49:08] <gigaherz> no idea what
they mean, Bitterholz, sorry
L993[11:49:13] <OrionOnline> Ah okey i
see
L994[11:49:23] <tterrag> riderj: something
coming in from System.in is the same thing
L995[11:49:25] <tterrag> use
Integer.valueOf
L996[11:49:30] <OrionOnline> Bitterholz,
your problem lies with the fact that you want to have multiple
objects on one texture sheet
L997[11:49:37] <OrionOnline> Which is
normally not a problem
L998[11:49:40] <riderj> Throws an
exception if it's not an integer
L999[11:49:49] ⇦
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L1000[11:49:55] <Bitterholz> i thought it
wouldnt be problematic...:O
L1001[11:50:03] <gigaherz> try {parseInt
} catch() { display error }
L1002[11:50:04] <gigaherz> XD
L1004[11:50:10] <OrionOnline> But the OBJ
exporter in Blender then threats it a bit weird and creates
sometimes some strage values
L1005[11:50:13] <tterrag> there's a more
complicated solution
L1006[11:50:19] <Bitterholz> ah
L1007[11:50:20] <tterrag> but somehow I
doubt your prof wanted you to use regex
L1008[11:50:30] <tterrag> there is no way
to do it simply in java without exceptions being involved
L1009[11:50:32] <Bitterholz> something i
can do about that? like some kind of extension?
L1010[11:50:33] <OrionOnline> The old OBJ
loader had no problem with that
L1011[11:50:37] <unascribed> guava has
Integers.tryParse
L1012[11:50:39] <OrionOnline> But the new
one seems to
L1013[11:50:42] <tterrag> unascribed: no
libs
L1014[11:50:43] <unascribed> returns null
if it isn't a valid integer
L1015[11:50:45] <unascribed> ah
L1016[11:50:47] <tterrag> we have
established that
L1017[11:50:56] <riderj> XD
L1018[11:50:58] <tterrag> also
NumberUtils.isNumber apache :P
L1019[11:50:59] <unascribed> yeah,
trycatch is the cleanest way then
L1020[11:51:31] <riderj> I'll copy the
problems text, maybe I read it wrong. I don't believe I can use
Scanner either, otherwise I'd be done :/
L1021[11:51:45] <tterrag> what?!
L1022[11:51:53] <tterrag> Scanner is the
only sensible way to read from command line...
L1023[11:52:25] <OrionOnline> Bitterholz,
gigaherz i just scanned through the whole document i cannot find
any texture above 1, let me check for below 0
L1024[11:52:36] <riderj> I know, but the
problem wants us to use the stupid program args
L1025[11:52:36] <Bitterholz> i bet its
below 0
L1026[11:52:45] <gigaherz> most common
issue is like
L1027[11:52:52] <gigaherz>
-1.234785e-14
L1028[11:52:54] <gigaherz> and numbers
like that
L1029[11:52:55] <tterrag> so
L1030[11:53:12] <tterrag> you'd run `java
-jar mycalc.jar 1 + 1`
L1031[11:53:15] <tterrag> or
something?
L1032[11:53:35] <tterrag> that seems like
horrible design, both for a real program and a homework
assignment
L1033[11:53:46] <Bitterholz> so how can
i, while im mapping, stop the Program from creating that shit?
o.O
L1034[11:53:58] <Bitterholz> inb4 first
time im dealing with this stuff
L1035[11:54:08] <riderj> Oh, I'm dumb
>.<
L1036[11:54:14] <riderj> I read it
wrong
L1037[11:54:19] <tterrag> I hope
so...
L1038[11:55:38] <OrionOnline> Nope
L1039[11:55:48] <OrionOnline> no vt line
has any coords outside of the given range
L1040[11:55:54] <OrionOnline> Allthough
looking at the file
L1041[11:56:00] <OrionOnline> A lot of
meshes do not have any vertex coords
L1042[11:56:10]
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L1043[11:56:40] <OrionOnline> Bitterholz,
some tips up front
L1044[11:56:47] <Bitterholz> maybe
because to lot of them is not textured OrionOnline
L1045[11:57:08] <OrionOnline> I am not
sure if the new OBJ loader will load a vertex without a texture
coord assigned
L1046[11:57:37] <OrionOnline> To be on
the safe side: I am going to say no it will not do that
L1047[11:58:17] <Bitterholz> well, before
i added ANY textures to it, it did not complain, just rendered
nothing and showed a full block BB
L1048[11:59:20] <Bitterholz> I don't even
know if this modell is possible...because of triagonal faces
L1049[11:59:31] <OrionOnline> Bitterholz,
yes it is
L1050[11:59:38] <Bitterholz> good
L1051[11:59:43] <OrionOnline> But you are
going to need to triangulate some faces
L1052[11:59:53] <OrionOnline> As you have
faces with more the 4 vertices assigned
L1053[11:59:59] <Bitterholz> i would have
ragequitted if it wasnt
L1054[12:00:03] <Bitterholz> wait
what?
L1055[12:00:14] <Bitterholz> i SHOULD
only have faces with 4 or less
L1056[12:00:20] <riderj> tterrag, I
wasn't wrong haha. He does want us to do a command line calc using
the program args.
L1057[12:00:21] <OrionOnline> Let me
check again
L1058[12:00:37] <tterrag> riderj: could
you like...post the specs or something
L1059[12:00:45] <OrionOnline> f 117//59
118//59 119//59 122//59 121//59 120//59
L1060[12:00:48] <riderj> Yeah, lemme find
em.
L1061[12:00:52] <OrionOnline> Has more
the four vertices......
L1062[12:01:01] <Bitterholz> maybe there
are verticles stacked upon each other on the inside or
somewhere
L1063[12:01:19] <OrionOnline> Yeah that
might have happened
L1064[12:01:32] <OrionOnline> But under
normal circumstances it would not have created that face then
L1065[12:01:46] <Bitterholz> apparently
it did lol
L1066[12:01:50] <OrionOnline> But tha tis
not hard to solve
L1067[12:02:04] <OrionOnline> Blender has
a inhouse option to triangulate faces
L1068[12:02:10]
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L1069[12:02:25] <OrionOnline> To get this
model to render you need to do a couple of things:
L1070[12:02:25] <Bitterholz> if you want
to do it feel free to, im so enraged with my model artist right
now
L1071[12:02:42] <OrionOnline> The problem
is not your model artist
L1072[12:02:45] <Bitterholz> might search
for them later
L1073[12:02:50] <OrionOnline> It is for a
big part minecrafts render system
L1074[12:03:04]
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L1075[12:03:16] <OrionOnline> But here
are the things you need to do:
L1076[12:03:51] <OrionOnline> 1) On every
object: Triangulate all faces (google blender triangulate faces,
you find excelent stuff there)
L1078[12:04:43] <OrionOnline> 2) Move
every mesh to its own texture file (some you can spare, if i am
correctly the "legs" of this thing will map to the same
vertices in the end so you can make them the same material)
L1079[12:04:57] <Bitterholz> OrionOnline,
Q1) what does Triangulating the Faces to for me
L1080[12:05:23] <gigaherz> it removes
polygons with > 4 vertices, which are not supported
L1081[12:05:26] <OrionOnline> It searches
for faces with four or more vertices and splits them to make them
only have three
L1082[12:05:37] <Bitterholz> The LEGS
will become the connection points for the pipes at some point
L1083[12:05:37] <gigaherz> ideally you'd
want as much % of the polygons to be quads
L1084[12:05:40] <gigaherz> but triangles
work too
L1085[12:05:57] <Bitterholz>
allright
L1086[12:06:25] <OrionOnline> With move
every mesh to its own texture file i mean move it to its own
material
L1087[12:06:29] <Bitterholz> i basicly
need to do all of them XD
L1088[12:06:38]
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L1089[12:06:57] <OrionOnline> This is
more hassle for your texture artist as he has now like 10 tetxure
sheets he has to fill, yet you have a lot less hassle finding
problems
L1090[12:06:59] <Bitterholz> so every
part like CENTER UP DOWN n stuff needs to have seperate mats and
Texture files?
L1091[12:07:06] <OrionOnline> Yes
L1092[12:07:22] <OrionOnline> (it is not
needed, but highly recommended for orinasations sake)
L1093[12:07:26] <Bitterholz> ill give
that to him and hope it works out
L1094[12:07:51] <OrionOnline> (and you
might be able to spare some if the uv unwrap wraps the connectors
vertices all to the same place)
L1095[12:08:06] <Bitterholz> is there a
way to make quads quads?
L1096[12:08:16] <OrionOnline> A quad is a
Quad
L1097[12:08:17] <Bitterholz> like >4
into quads?
L1098[12:08:23] <riderj> tterrag, Did you
get em?
L1099[12:08:26] <Bitterholz> sry bad
explaining
L1100[12:08:36] <OrionOnline> Owhhh, em i
donnot think so
L1101[12:08:49] <Bitterholz> could try
triangulate and untriangulate
L1102[12:09:05] <OrionOnline> It would
not make sense then how would you devide a face with 5 vertices
into two quads?
L1103[12:09:08] <tterrag> yeah
L1104[12:09:09] <tterrag> gimme a
sec
L1105[12:09:44] <Bitterholz> as gig said,
i want most of the faces to be quads right?
L1106[12:09:45] <riderj> Just makin sure
:P
L1107[12:09:53] ***
willieaway is now known as williewillus
L1108[12:10:37] <OrionOnline> Yeah, but
there are only two ways here: gop through every face by hand and
add only on the needed faces (those with more then 4 vertices), or
let blender do it and have more faces
L1109[12:10:58] <OrionOnline> The only
thing it will harm is the FPS on really really slow computers, and
only if you have a lot of them around
L1110[12:11:39] <tterrag> riderj: what
about that says that it has to use the main method args?
L1111[12:12:07] <tterrag> oh I see
L1112[12:12:09] <tterrag> the base
code
L1113[12:12:10] <riderj> tterrag, Nothing
specifically. I assumed since he used them for the base code we had
to conform to it
L1114[12:12:12] <tterrag> well then it's
what I said
L1115[12:12:17] <tterrag> <tterrag>
you'd run `java -jar mycalc.jar 1 + 1`
L1116[12:12:26]
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L1117[12:12:35] <riderj> Yeah
L1118[12:13:05]
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L1119[12:13:06] <tterrag> I don't know
what an "exception handler" is
L1120[12:13:10] <tterrag> do they mean
trycatch?
L1121[12:13:39] <riderj> Yes
L1122[12:14:00] <riderj> The books not
well written
L1123[12:14:24] <tterrag> ok well
L1124[12:14:35] <tterrag> to me it seems
that the code they give is already written "without an
exception handler"
L1125[12:14:45] <tterrag> so what you
need to do is add proper input validation
L1126[12:15:47] <riderj> I see
L1127[12:16:06] <tterrag> this would mean
trycatch'ing the parsing of the arguments
L1128[12:16:12] <tterrag> and outputting
something sensible instead of just crashing
L1129[12:16:22] <williewillus> lol
"Scala code reads like a Haskell fanfic"
L1130[12:16:47] <williewillus> ~ tweet
shown at a clojure talk
L1131[12:17:28] <riderj> so isNumeric
example given above would be the case.
L1132[12:17:31]
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L1134[12:18:27] <Bitterholz> There will
be alot of them arround
L1135[12:18:56] <Bitterholz> OrionOnline,
my model artist kicked in and found some >4 verticla faces
L1136[12:19:06] <Bitterholz> hopefully
having them removed helps
L1137[12:19:25] ***
kirby|gone is now known as mrkirby153
L1138[12:19:39] <OrionOnline> I am going
to need to go now
L1139[12:19:44] <OrionOnline> I have
exams this week
L1140[12:20:01] <OrionOnline> Study study
study is the name of the game (and eating which is what i am going
to do now)
L1141[12:20:57] ***
big_Xplo|AFK is now known as big_Xplosion
L1142[12:21:06] <williewillus> what are
you studying?
L1143[12:21:37] <MalkContent>
studying
L1144[12:21:45] <MalkContent> he's a
studyologist
L1145[12:21:50] <williewillus> lol
L1146[12:21:56] <MalkContent> HA a yolo
snuck in there
L1147[12:22:07] <MalkContent> stud yolo
gist
L1148[12:22:09] <MalkContent>
classic
L1149[12:22:41] <riderj> -___-
L1150[12:23:29] <MalkContent> you're just
jealous because you're not getting my stud yolo gist
L1151[12:23:43] <riderj> So jell
L1152[12:23:48] <riderj> Y no
shair?
L1153[12:24:09] <MalkContent> not my
fault youre not getting the gist :P
L1154[12:24:56] <Lordmau5> hmm...
L1155[12:25:12] <Lordmau5> there's no way
to render DefaultVertexFormats.BLOCK with glRepeat, is there?
L1156[12:25:29] <Lordmau5> I asked
something similar yesterday I think... I assume it has to do with
TAS not being able to be rendered in repeat
L1157[12:25:31] <williewillus> what do
you mean render a vertexformat :P
L1158[12:25:43] <williewillus> like use
that vertexformat in the tessellator?
L1160[12:25:48] <Lordmau5> perhaps
L1161[12:25:56] <williewillus> sure you
can, just make sure you use all the elements in the right order
:P
L1162[12:26:04] <Lordmau5> even with a
TAS?
L1163[12:26:13] <Lordmau5> one that
already provides U and V variables?
L1164[12:26:29] <williewillus> not sure
how glrepeat interacts with that, but you got it working yesterday
didnt you?
L1165[12:26:42]
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(Leaving))
L1166[12:26:46] <OrionOnline>
williewillus, Computer Sience
L1167[12:26:50]
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L1168[12:27:05] <OrionOnline> Is that how
you wright sience?
L1169[12:27:08] <Lordmau5> I'd like to
adjust my tank-fluid renderer accordingly to only render it once
for every side - and not once for every air-block inside the
tank
L1170[12:27:10] <OrionOnline> No
right,
L1171[12:27:11] <MalkContent> but that
was just a wordplay :| "to get the gist of smth"
L1172[12:27:22] <williewillus>
OrionOnline: i missed your answer lol
L1173[12:27:29] <OrionOnline> LOL
L1174[12:27:31] <williewillus> ctrl-w'ed
on hexchat instead of chrome
L1175[12:27:42] <OrionOnline> I am
studying Computer Science
L1176[12:27:46] <williewillus> nice
L1177[12:27:53] <williewillus> what
year?
L1178[12:27:55] <riderj> ^
L1179[12:28:14] <OrionOnline> First year,
but studyied 2,5 year Electronic Techniques
L1180[12:28:18] <fry> Lordmau5: rendering
for each block is probably much faster than switching GL
state
L1181[12:28:28] <Lordmau5> oh,
alright
L1182[12:28:31]
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L1183[12:28:39] <Lordmau5> good to know
then :D
L1184[12:28:53] <MattDahEpic> thank you
modpack crashlog for not giving a single line which points to a
mod
L1185[12:29:13] <Lordmau5> MattDahEpic,
drop me a link, I'll have a look at it :3
L1187[12:29:34] <Lordmau5> This is not
really a IRC to ask about crashlogs. But if someone offers
assistance, I think that's okay?
L1188[12:29:47] <MattDahEpic> it was more
of a statement, but
L1189[12:30:35] ***
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L1190[12:33:08] <Lordmau5> I'd say that
some mod that adds Entities is not handling the rendering quite
well...
L1191[12:33:11] <Lordmau5> *my
assumption* :S
L1192[12:33:29] <williewillus>
particles
L1193[12:33:45]
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L1194[12:33:49] <Lordmau5> mainly seeing
EntityXPOrb in the list
L1195[12:33:59] <MattDahEpic> it was at
the end farm
L1196[12:34:01] <Lordmau5> AuraNode,
ThaumicSlime, Enderman, Item
L1197[12:34:01] <williewillus> no but the
crash was in the particle renderer
L1198[12:34:05] <Lordmau5> ye
L1199[12:34:32] <MattDahEpic> so you have
the thaumcraft endermen and their taint crawlers and slimes, as
well as blood magic particles
L1200[12:34:38] <smbarbour> My guess is
that it's happening in one of the core mods that is altering
vanilla code
L1201[12:34:43]
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L1202[12:35:49] <smbarbour> The stack
trace seems to indicate that it is a vanilla particle (no modded
code mentioned)
L1203[12:39:22] <Wuppy> I just stopped
making noise so I could smell better.... I'm not a smart man
L1204[12:39:31] <Lymia> This is a bit
worrying, isn't it
L1205[12:39:32] <Lymia>
"java.lang.NullPointerException: Unexpected error'
L1206[12:39:42] <Lymia> Unexpected error
isn't the usual message for NullPointerException
L1207[12:40:31] <Lymia> Or maybe that's
just Minecraft's error reporting.
L1208[12:47:26] <tterrag> new
NullPointerException("Unexpected Error") :P
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L1211[12:49:23] <williewillus> nahhh
manually throwing is too much work just do ((Object)
null).toString() /s
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L1216[13:04:12] <unascribed> that's
ugly
L1217[13:04:16] <unascribed> instead, you
need a Util class
L1218[13:04:26] <unascribed> that has a
method, throwNullPointerExceptionImmediately
L1219[13:04:29] <unascribed> with that in
it's body
L1220[13:05:17] <fry> surprizingly, you
can throw null in java
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L1222[13:05:33] <unascribed> lolwat
L1223[13:05:50] <unascribed> literally
"throw null;"?
L1224[13:05:54] <fry> yup
L1225[13:05:56] <unascribed> wow
L1226[13:06:03] <williewillus> wait what
happens then
L1227[13:06:07] <unascribed> I'd
understand if it accepted null variables, because obviously that's
a case that needs handling
L1228[13:06:10] <fry> it doesn't
work
L1229[13:06:13] <unascribed> but the null
keyword?
L1230[13:06:14] <fry> ... and throws
NPE
L1231[13:06:19] <tterrag> yep
L1232[13:06:39] <tterrag> because it gets
passed to whatever code makes the stacktraces which calls some
method on it which NPEs
L1233[13:06:54] <unascribed> I can see
some horrible developer somewhere putting "throw null;"
in code as shorthand for "throw new
NullPointerException();"
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L1238[13:09:54] <williewillus> if I need
to get the last element of a collection but can't use last, how
would I do it? was thinking reverse and first but that doesn't fit
into the problem:
http://www.4clojure.com/problem/19
L1239[13:10:55] <MattDahEpic> for until
you get null the ngo back 1?
L1240[13:11:03] <williewillus> lol
wat
L1241[13:11:39] <fry> write a recursive
function, with a match
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L1244[13:23:41] <Wuppy> ugh I can't seem
to code a scrolling background anymore :V
L1245[13:30:17]
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L1249[13:38:26] <gigaherz> williewillus:
why are you touching clojure? XD
L1250[13:38:35] <williewillus> I like it
:P
L1251[13:38:52] <fry> touch scala
instead
L1252[13:38:54] <gigaherz> IMO, anything
derived from lisp is bad by definition
L1253[13:38:54] <gigaherz> XD
L1254[13:38:59] <fry> it's much better
for modding
L1255[13:39:14] <williewillus> I don't
like how scala looks :P also not for modding, just for fun
L1256[13:39:14] <Lymia> Yeah, uh.
L1257[13:39:27] <Lymia> I do like Lisps
in theory, but, uh.
L1258[13:39:39] <Lymia> You know. In
practice, I don't like the fact that they're dynamically
typed.
L1259[13:39:45] <gigaherz> I do consider
the concept interesting
L1260[13:40:06] <gigaherz> but it's the
kind of idea that you write on paper, and go "nah"
L1261[13:40:10] <MalkContent> is there a
waila for 1.8.9?
L1262[13:40:11]
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L1263[13:40:24] <williewillus>
?shrugs
L1264[13:40:25] <gigaherz> MalkContent:
yes
L1265[13:40:28] <Lymia> I think
macro-heavy code like Lisp is a great idea.
L1266[13:40:31] <MalkContent> what's it
called?
L1268[13:40:36] <williewillus>
WAILA
L1269[13:40:36] <Lymia> Having that in a
dynamic language, though?
L1270[13:40:37] <Lymia> Not so much
L1271[13:40:39] <gigaherz> works in 1.8.9
too
L1272[13:40:39] <gigaherz> XD
L1273[13:40:40] <MalkContent> o.
L1274[13:40:42] <MalkContent> derp
L1275[13:40:56] <MalkContent> thought it
might have a replacement like jei is for nei
L1276[13:40:57] <Lymia>
<williewillus> I don't like how scala looks :P also not for
modding, just for fun
L1277[13:41:01] <fry> williewillus: get
over the looks, seriously, it took me some time, but I did
L1278[13:41:02] <Lymia> Do you also have
a problem with Java?
L1279[13:41:16] <fry> Scala is seriously
good
L1280[13:41:29] <Lymia> (I never actually
found a language where the looks bothered me0
L1281[13:41:52] <gigaherz> MalkContent:
there are replacements too
L1282[13:41:55] <gigaherz> but waila
works so..
L1283[13:41:56] <gigaherz> XD
L1284[13:42:07] <fry> I was forced to
learn pascal at some point, so it left a bitter taste for postfix
type annotations
L1285[13:42:17] <fry> but I got over it
fairly quickly with Scala :P
L1286[13:42:23] <gigaherz> I did
not.
L1287[13:42:39] <gigaherz> t othis day I
still find any language with "name: type" ugly
L1288[13:42:40] <gigaherz> XD
L1289[13:42:41] <Lymia> Postfix type
annotations didn't bother me in Scala. It was pretty obvious why it
was designed that way.
L1290[13:42:46] <RANKSHANK> Lymia have
you seen brainfuck? Haha
L1291[13:42:54] <gigaherz> funny thing
is
L1292[13:42:56] <MalkContent> i thought i
tried that and it crashed... hmm
L1293[13:42:58] <gigaherz> I understand
why it's nice that way
L1294[13:42:59] <gigaherz> heck
L1295[13:43:04] <gigaherz> I used to love
VB6
L1296[13:43:07] <gigaherz> "Dim var
as type"
L1297[13:43:09] <Lymia> I'd have
complained more if it was prefix with the rest of the language
design.
L1298[13:43:27] <gigaherz> and in fact it
never really bothered me in pascal itself
L1299[13:43:30] <gigaherz> var
L1300[13:43:34] <gigaherz> name :
type;
L1301[13:43:37] <williewillus> maybe
later, I'll do this since it's my own fun time lol
L1302[13:43:37] <gigaherz> end;
L1303[13:43:39] <gigaherz> or whatever it
was
L1304[13:43:53] <gigaherz> i just don't
like it anymore
L1305[13:43:53] <fry> yes, postfix really
fits together with the rest of stuff
L1306[13:44:00] <gigaherz> as in
L1307[13:44:03] <gigaherz> I would never
go back to pascal
L1308[13:44:13] <fry> go forward to scala
:P
L1309[13:44:16] <gigaherz> I'd be ok with
designing langauges that use it
L1310[13:44:19] <MalkContent> o look...
last time i downloaded the dev version...
L1311[13:44:23] <gigaherz> but when
coding myself
L1312[13:44:23] <MalkContent> smart,
malkcontent, smart
L1313[13:44:26] <gigaherz> I prefer
prefix typing
L1314[13:44:39] <fry> you'll get over it
in like a day, gigaherz :P
L1315[13:44:41] <gigaherz> MalkContent:
no need for dev versions anymore
L1316[13:44:43] ***
williewillus is now known as willieaway
L1317[13:44:46] <gigaherz> runtime deobf
does that for you
L1318[13:44:54] <gigaherz> you can forget
dev versions exist
L1319[13:44:55] <gigaherz> ;P
L1320[13:45:09] <Lymia> I think I'd
complain if I saw postfix where it /didn't/ belong, though.
L1321[13:45:14] <gigaherz> (unless you
need to do something with 1.7.10, in which case it will annoy the
heck out of you, but that's a good thing IMO)
L1322[13:45:21] <gigaherz> Lymia:
L1323[13:45:25] <gigaherz> func
name(args): type
L1324[13:45:32] <Lymia> Like, if the
grammar was variableDeclaration := "var" IDENTIFIER
":" TYPE ...
L1325[13:45:32] <gigaherz> var name:
type
L1326[13:45:35] <MalkContent> :o
L1327[13:45:45] <Lymia> With no
"val" or optional type annotations.
L1328[13:45:56] <gigaherz> var a : int =
1
L1329[13:46:29] <fry> var a = 1
works
L1330[13:46:39] <gigaherz> here's the
reson why I don't like having the types at the end:
L1331[13:46:40] <gigaherz> we don't
do
L1332[13:46:46] <gigaherz> func(a,b)
-> var
L1333[13:46:48] <gigaherz> we do
L1334[13:46:50]
⇨ Joins: Loetkolben
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L1335[13:46:50] <fry> def func(a: Int) =
1.3 works too
L1336[13:46:53] <gigaherz> var =
func(args)
L1337[13:46:53] <gigaherz> so
L1338[13:47:00] <gigaherz> the type fits
at the beginning
L1339[13:47:06] <fry> it really
doesn't
L1340[13:47:07] <gigaherz> type <-
name ( args)
L1341[13:47:46] <gigaherz> it matches the
order of the statement that way
L1342[13:47:51] <fry> look up java
grammar, and scala grammar, and compare their sizes :P
L1343[13:48:01] <gigaherz> I'm not saying
it's better for the compiler
L1344[13:48:17] <fry> you keep the
grammar in your head, implicitly
L1345[13:48:37] <Lymia> Isn't Scala
grammar pretty big
L1346[13:48:41] <fry> nope
L1347[13:48:43] <fry> quite small
L1348[13:48:52] ***
big_Xplosion is now known as big_Xplo|AFK
L1349[13:48:59] <gigaherz> any complete
programming language is relatively large
L1350[13:49:02] <Lymia> I'm not sure how
you even express stuff like the optional semicolon rules as a BNF
grammar
L1351[13:49:14] <fry> gigaherz: more
reason to choose smaller ones
L1352[13:49:14] <Lymia> Lua's grammar is
actually very small.
L1353[13:49:16] ***
Abrar|gone is now known as AbrarSyed
L1354[13:49:16] <diesieben07> i doubt
your brain works on compiler grammers :O
L1355[13:49:23] <gigaherz>
sentence_terminator ::= eol | ';'
L1356[13:49:26] <Lymia> And it's mostly
missing a decent standard library.
L1357[13:49:33] <Lymia> Not any core
language omissions.
L1358[13:49:49] <fry> someday I'll learn
lua
L1359[13:49:52] <fry> but not today
:P
L1360[13:49:53] <diesieben07> lol
L1361[13:49:54] <diesieben07> dont.
L1362[13:50:04] <gigaherz> I used NASAL
script once
L1363[13:50:06] <gigaherz> it was nice
enough
L1364[13:50:09] <Lymia> You learn Lua
because you want to use it as an embedded scripting language for a
project you're making.
L1365[13:50:15] <Lymia> Not because you
want to learn Lua.
L1366[13:50:23] <fry> don't use it
then
L1367[13:50:31] <fry> there are plenty
more fun embedded languages :P
L1368[13:50:38] <fry> like, you know,
lisp :P
L1369[13:50:48] <Lymia> It's a good
language, as far as dynamic languages go. And very very good
considering how small the runtime is, and how embedable it is
L1370[13:51:12] <fry> writing a lisp
interpretes will be super fun
L1371[13:51:15] <Lymia> But... not
something you'd use otherwise, primarily because its standard
library is basically nonexistent.
L1372[13:51:16] <fry> *interpreter
L1373[13:51:31] <fry> that I plan to do
someday too :P
L1374[13:51:42] <gigaherz> list ::= '('
element (' ' element)* ')'
L1375[13:51:43] <gigaherz> done
L1376[13:51:55] <fry> (I kinda did, while
watching SICP, but I need more practical example)
L1377[13:52:01] <fry> gigaherz:
interpreter
L1378[13:52:06] <fry> not grammar
L1379[13:52:09] <gigaherz> ah right
L1380[13:52:17] <gigaherz> you'd need all
the semantic stuff
L1381[13:52:24] <fry> also, there's a bit
more to it :P
L1382[13:52:35] <gigaherz> sure
L1383[13:52:42] <gigaherz> you need to
define what "element" can be ;P
L1384[13:52:47] <gigaherz> the rest can
be semantic
L1385[13:53:25] <Lymia> Don't you also
need something for, uh.
L1386[13:53:30] <gigaherz> lisp parsers
are probably more complex
L1387[13:53:31] <gigaherz> but
really
L1388[13:53:33] <Lymia> The two types of
quotes you use in metaprogramming
L1389[13:53:40] <Lymia> '() or
whatever.
L1390[13:53:40] <gigaherz> it can all be
done
L1391[13:53:54] <gigaherz> just by
parsing "identifier", "literal",
"symbol" (operator)
L1392[13:53:58] <fry> '(...) is sugar for
(quote ...) :P
L1393[13:54:12] <gigaherz> and building a
syntax tree as an actual N-tree
L1394[13:54:24] <fry> we all know the
theory
L1395[13:54:29] <Lymia> Scala calls it
reify and splice, I think?
L1396[13:54:33] <Lymia> I don't mess with
macros often.
L1397[13:54:38] <fry> (at least the
people who are talking, I hope)
L1398[13:54:45] <fry> actually doing it
holds value too :P
L1399[13:54:45] <gigaherz> I don't, I'm
making it up on the spot
L1400[13:54:46] <gigaherz> XD
L1401[13:54:57] <gigaherz> I roughly know
what lisp looks like
L1402[13:55:14] <fry> and you roughly
know what grammars are and how they operate, that's enough
L1403[13:55:28] <MalkContent> can you
display item damage and id in jei?
L1404[13:56:25] <MalkContent> nvm. that's
a waila thing
L1405[13:56:57] <Girafi> It's not a Waila
thing I can tell you that much.
L1406[13:57:25] <Lymia> we have a jei
now??
L1407[13:57:32] <Lymia> ??????
L1408[13:57:35] <Lymia> ok
L1409[13:57:46] <diesieben07> yes becuase
NEI is a pile of crap :D
L1410[13:57:48] *
diesieben07 hides
L1411[13:58:06] <Lymia> A clone of a
clone. :D
L1412[13:58:12] <fry> s/crap/ASM/
L1413[13:58:17] <diesieben07> yep
:D
L1414[13:58:21] <Lymia> Did NEI suffer
creator abandonment or something.
L1415[13:58:25] <Girafi> Neither one if
really a clone. Similiar mods, yes.
L1416[13:58:28] <gigaherz> Lymia: there's
a main difference
L1417[13:58:35] <gigaherz> JEI drops all
but the recipe browsing
L1418[13:58:37] <gigaherz> all those
thigns on theleft
L1419[13:58:40] <Girafi> Chicken Bones is
busy with getting an education :p
L1420[13:58:40] <gigaherz> for changing
day/night
L1421[13:58:43] <gigaherz> switching to
creative
L1422[13:58:47] <gigaherz> those don't
exist
L1423[13:58:52] <Lymia> And would let
another mod handle that?
L1424[13:58:53] <Lymia> I approve.
L1425[13:58:55] <gigaherz> yup
L1426[13:59:09] <gigaherz> it works
exclusively with blocks/tems and their recipes
L1427[13:59:09] <Lymia> <Girafi>
Neither one if really a clone. Similiar mods, yes.
L1428[13:59:13] <Lymia> Close
enough.
L1429[13:59:23] <OrionOnline> What does
the Container#setSlot method return?
L1430[13:59:25] <Lymia> I don't mean it
derisively.
L1431[13:59:29] <Girafi> Clone is just
used as a negative word these days, that's why I said it.
L1432[13:59:32] <OrionOnline> I know it
is an ItemStack, but what is it good for?
L1433[13:59:35] <Lymia> If nobody ever
cloned things, we'd have too many authors stuck in their ways, and
no better replacements.
L1434[14:00:01] <Lymia> *cough Eloraam
cough*
L1435[14:00:49]
⇦ Quits: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Quit:
poof)
L1436[14:01:07] <gigaherz> that's the
beauty of a world free of true software patents
L1437[14:01:24] <gigaherz> now imagine if
mod ideas were patentable...
L1438[14:02:06] <fry> they probably
are
L1439[14:02:11] <OrionOnline> So any
ideas?
L1440[14:02:16]
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L1441[14:02:17] ***
MattDahEpic is now known as MattDahEpic|deadpool
L1442[14:02:21] <Lymia> They are if
there's no prior art.
L1443[14:02:21] <OrionOnline> What does
Container#slotClick do?
L1444[14:02:44] ***
amadornes is now known as amadornes[OFF]
L1445[14:03:05] <MalkContent> yea. all
clicking that in waila gave me was that everything had an extra
<unimplemented> line
L1446[14:03:17] <gigaherz> OrionOnline:
check the implementation?
L1447[14:03:20] <MalkContent> I spoketh
too soon
L1448[14:03:21] <gigaherz> we'd have to
do the same
L1449[14:03:28] <gigaherz> look at the
code, understand, then explain to you
L1450[14:03:33] ***
amadornes[OFF] is now known as amadornes
L1451[14:03:37] <gigaherz> so you could
just check yourself instead? ;P
L1452[14:03:45] <RockoBonaparte> Is there
some way I can keep the server from completely overwriting
level.dat on world creation? I am trying to carry forward a block
ID mapping but the server smashes it all.
L1453[14:03:58] <Lymia> Girafi, I'd
personally actually go further than that.
L1454[14:04:20] <Lymia> Cloning is good
because it's one of the few ways to overthrow an... unpleasant or
otherwise undesirable mod author.
L1455[14:04:26]
⇦ Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote
host closed the connection)
L1456[14:04:44] <gigaherz> the only
reason cloning has a bad connotation
L1457[14:04:57] <gigaherz> is the
10249516451 "minesomethings" and
"craftsomethings" in the mobile stores
L1458[14:05:24]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L1459[14:05:39] <Lymia> I think people
who aren't creators tend to overrate "creativity' and
underrate execution.
L1460[14:05:45] <Lymia> content
creators*
L1461[14:06:07] <Techfoxis> Is it bad or
good that I feel so accomplished, when I knew that I had to change
to compiler compliance level to fix an error without looking it
up?
L1463[14:06:26] <Lymia>
Congratulations.
L1464[14:06:29] <Lymia> You can read
error messages.
L1465[14:06:39] <OrionOnline> gigaherz,
figured it out
L1466[14:07:00] <Techfoxis> So, I guess
it's more of a bad thing. ;(
L1467[14:07:01] <Lymia> GregTech, I'm
pretty sure, was a relatively 'creative' idea when it was first
made. It's also a terrible one.
L1468[14:07:11]
⇨ Joins: Techcable (~Techcable@techcable.net)
L1469[14:07:15] <Lymia> (It's a step on
the right path~)
L1470[14:08:11] <Sollux-Captor> the thing
that frustrates me the most is all of the lucky block clones
L1471[14:08:20] <Sollux-Captor> oooohhhh
how it boils my skin
L1472[14:08:25] <Sollux-Captor> soo
annoyinh
L1473[14:09:16] <tterrag> how many are
there?
L1474[14:09:19] <tterrag> I only know of
one
L1475[14:09:23] <tterrag> and it's far
better :P
L1476[14:09:33] <Sollux-Captor> i know
like 500 copies of that mod
L1477[14:09:43] <Sollux-Captor> friken
there is even a christmas lucky block mod
L1478[14:09:45] <Sollux-Captor>
rainbow
L1479[14:09:47] <Sollux-Captor>
iron
L1480[14:09:48] <Sollux-Captor>
emerald
L1481[14:09:49] <Sollux-Captor>
gold
L1482[14:09:51] <Lymia> I don't mind
it.
L1483[14:09:52] <Sollux-Captor> you name
it
L1484[14:09:55] <tterrag> aren't those
just addons?
L1485[14:09:59] <Sollux-Captor> there is
a lucky blocks mod of it
L1486[14:10:00] <Lymia> It's a simple mod
to modify, and a good way for someone to learn basic modding.
L1487[14:10:06] <Lymia> As long as they
don't think it's an amazing new thing.
L1488[14:10:35] <tterrag> ChanceCubes is
best anyways :P
L1489[14:11:02] <Lymia> As a game
designer, I'm really not sure what lucky blocks are meant to
do.
L1490[14:11:16] <Lymia> What game modes
are they designed for? Survival? Minigames?
L1491[14:11:26] <Lymia> That might decide
what kind of events you actually want.
L1492[14:11:30] <Sollux-Captor> i dont
know, i just dont really like it when people copy that god forsaken
mod
L1493[14:11:51] <Sollux-Captor> survival,
but they are OP as hell
L1494[14:12:23]
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L1495[14:12:23]
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L1496[14:12:27] <tterrag> chancecubes is
config based unlike luckyblocks which is hardcoded
L1497[14:12:35] <tterrag> so you can
change/disable all the rewards
L1498[14:12:42] <tterrag> also it's
mainly targeted at streamers I think
L1499[14:12:44] <Sollux-Captor> chance
cubes isnt that bad
L1500[14:12:51] <Lymia> Eh. Make one that
adds Lua scripting for Lucky Blocks.
L1501[14:12:58] <Lymia> Make a web
service where people can submit their own events.
L1502[14:13:02] <Lymia> Upvoting and
downvoting happen.
L1503[14:13:04] <Sollux-Captor>
luckycomputers
L1504[14:15:59] ***
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L1507[14:22:41] <RockoBonaparte> Is there
a way I can get MinecraftServer to use a custom AnvilSaveConverter
I wrote?
L1508[14:22:54]
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L1513[14:35:20] <Ratys> Ohhh boy the
anger, it is real. After I restarted Eclipse things SUDDENLY work
as intended; no code changes, json files are intact, folder
structure is the same, project setup is the same
L1514[14:36:16] <Ratys> And it only took
me some 5 hours to try that.
L1515[14:36:52] <Lymia> \o/
L1516[14:37:02] <Lymia> This is one of
many reasons I don't use Eclipse.
L1517[14:38:53] <Ratys> Eh, I'm not
biased towards one IDE or another. Tried many, each have their
drawbacks... Perhaps the one I liked the most was Visual Studio,
and even that is partially because I'd take C# over most
languages
L1518[14:41:00]
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L1520[14:43:15] <Lymia> Eclipse... eh...
does a lot of strange things sometimes.
L1521[14:44:33] <gigaherz> Ratys: feel
free to try IntelliJ IDEA
L1522[14:45:18] <gigaherz> I have bad
memories of eclipse being slow and laggy
L1523[14:45:33] <gigaherz> so I just went
straight for IDEA when I resumed modding last year
L1524[14:46:17] <Ratys> My machine's
powerful enough to not worry about that, but I'll keep it in
mind
L1525[14:47:38] <gigaherz> ah no it's not
about that anymore
L1526[14:47:41] <gigaherz> it's simply a
nicer IDE
L1527[14:53:18]
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L1529[14:56:34] <Lordmau5> hey, are there
any speedrunners / speedrunning interested people in here? :D
L1530[14:56:45] <Sollux-Captor> ye
L1531[14:56:49] <Sollux-Captor> why
L1532[14:57:03] <Lordmau5> I just got 2nd
place on some game's leaderboard
L1533[14:57:10] <Lordmau5> the game
involves some pretty heavy RNG, so yea...
L1534[14:57:21] <Sollux-Captor> wow
L1535[14:57:23] <Sollux-Captor>
nice
L1537[14:58:22]
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L1538[14:58:48] <Sollux-Captor> im
assuming you glitch exploit
L1539[14:59:41] <Flashfire> I need some
help deciding how to structure something in my mod
L1540[15:00:00] <Lordmau5> technically,
yes
L1541[15:00:37] <Flashfire> I have
structures that can generate in any of the 3 vanilla dimensions and
I don't know whether to store my properties in WorldSavedData as an
array with one index per dimension or putting all in one
L1542[15:01:05] <Flashfire> So when
generating it would check for the spawn pos of all structures
regardless of dimension
L1543[15:01:28] <Flashfire> Does anyone
know which is more efficient?
L1544[15:02:13] <Sollux-Captor> nice
speed run. you look sound
L1545[15:02:15] ***
big_Xplo|AFK is now known as big_Xplosion
L1546[15:04:42] <fry> you hear picture
too
L1547[15:05:01] <tterrag> Ratys: always
try refresh project
L1548[15:05:27]
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L1549[15:06:59] <Sollux-Captor> im
blanking, what does it mean again if you declare a variable with a
body? doesnt that mean that it will just set some extra values to
that variable?
L1550[15:07:02]
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L1551[15:07:08] <tterrag> Sollux-Captor:
what?
L1552[15:07:11] <tterrag> "with a
body" ?
L1553[15:07:16] <tterrag> you mean an
anon class?
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L1557[15:08:13] <tterrag> that does
nothing
L1558[15:08:20] <tterrag> you've just
scoped the second line inside braces
L1559[15:08:44] <Sollux-Captor> .-. i
dont know what im doing with my life anymore
L1560[15:08:59] <Sollux-Captor> i think
im just thinking of something totaly different
L1561[15:09:14] <tterrag> remove those
braces and nothing changes
L1562[15:09:15] <tterrag> try it
L1563[15:09:20]
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L1564[15:09:34] <Sollux-Captor> i removed
it and i get errors
L1565[15:09:45] <tterrag> why
L1566[15:10:16]
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L1568[15:10:18] <diesieben07> sounds like
you have this code outside a method
L1569[15:10:22] <diesieben07> jsut inside
the class body
L1570[15:10:28] <Sollux-Captor> uh
yes
L1571[15:10:32] <diesieben07> you can't
just write code there...
L1572[15:10:38] <diesieben07> as in
executable statemetns
L1573[15:10:50] <diesieben07>
#learnjava
L1574[15:10:50] <Sollux-Captor> my brain
is slowly dieing :T
L1575[15:11:06] <tterrag> not sure why
adding the braces would remove that error though
L1576[15:11:11] <tterrag> unless you did
static{}
L1577[15:11:19] <Sollux-Captor> no it
isnt static
L1578[15:11:19] <diesieben07> its an
instance initializer
L1579[15:11:22] <diesieben07> runs before
any constructor
L1580[15:11:36] <tterrag> diesieben07:
no? there is a semicolon
L1581[15:11:42] <tterrag> those braces
are completely separate from the instantiation
L1582[15:11:49] <diesieben07> i
know
L1583[15:12:00] <diesieben07> { } inside
a class body is an instance initializer
L1584[15:12:07] <diesieben07> it runs
when your class is instantiated
L1585[15:12:08] <tterrag> oh really
L1586[15:12:12] <diesieben07> yes
L1587[15:12:15] <tterrag> hm
L1588[15:12:16] <tterrag> ok then
L1589[15:12:18] <diesieben07> nobody uses
it, but it exists
L1590[15:12:20] <tterrag> it's still not
what he wanted :P
L1591[15:12:24] <diesieben07> true.
L1592[15:12:47] <Sollux-Captor> ive just
made soo many mistakes that i really shouldnt have in the past few
hours. i think it is time for a break
L1593[15:13:11] <tterrag> why not just
new MaterialFactory(...).setRequiredTool(...)
L1594[15:13:13] <tterrag> it should
chain
L1595[15:13:29] <smbarbour> If you put
the java file on gist, someone might see where the issue actually
is.
L1596[15:13:33] <Sollux-Captor> i feel
like i tried that
L1597[15:13:40] <Sollux-Captor> and i
dont remember why i removed it
L1598[15:13:53]
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L1600[15:15:04] ***
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L1601[15:15:14] <Sollux-Captor> maybe im
looking at this at the wrong perspective but ive been trying crazy
work arrounds to get through the private and protected fields
L1602[15:15:30] <Sollux-Captor> like
reflection
L1604[15:17:29]
⇨ Joins: armctec (~Thunderbi@186.204.10.105)
L1605[15:18:18] <Sollux-Captor> ok i
guess my problem is, can i not have the attributes canBurn and
requiresNoTool on one block
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L1608[15:21:12] <killjoy> Sollux-Captor,
look at ReflectionHelper
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L1612[15:22:39] <Sollux-Captor> well no
it isnt that
L1613[15:23:15] <Sollux-Captor> like, i
want to set more than one property to a material
L1614[15:23:32] <Techfoxis> Hey, I'm
having trouble with the GUI Config, updates. I'm not getting
updated when the config changes.
L1615[15:23:32] <Sollux-Captor> other
than just setRequiresTool() and what not.
L1616[15:23:45] <Sollux-Captor> like a
material has setRequiresTool()
L1617[15:23:51] <Sollux-Captor> and
setBurn()
L1618[15:24:10] <Sollux-Captor>
setBurning()*
L1619[15:25:30] <Sollux-Captor> do i just
need to write out each individual line for a material? material mat
= new material(MapColor); then mat.setRequiresTool();
mat.setBurning() ?
L1620[15:25:46] <Sollux-Captor> this is
why im thinking that im looking at this in the wrong
perspective
L1621[15:25:59] <williewillus> if it
returns Material
L1622[15:26:01] <williewillus> then you
can just chain it
L1623[15:26:17] <Sollux-Captor> it wont
let me chain it
L1624[15:26:23] <williewillus> then you
have to do it one by one
L1625[15:26:56] <Sollux-Captor> sounds
fun :/
L1626[15:28:03] <Sollux-Captor> and it
does return Material
L1627[15:29:35]
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L1628[15:29:55] <williewillus> then you
can chain it
L1629[15:30:05] <Sollux-Captor> but it
doesnt let me
L1630[15:30:07] <williewillus> describe
"won't let me"
L1631[15:30:12] <williewillus> that
doens't tell me or you anything
L1632[15:30:17] ***
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L1633[15:30:24] <Sollux-Captor> it gives
me an error when i try to chain it
L1634[15:30:54] <williewillus> what
error
L1635[15:31:55] <Sollux-Captor> that the
method is not visible
L1636[15:32:04] <Sollux-Captor> in a
class that extends Material
L1637[15:32:11] <williewillus> because
they're all protected
L1638[15:32:51] <williewillus> make a
subclass or something I guess
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TehNut|Sleep is now known as TehNut
L1640[15:34:15] <Sollux-Captor> can i
make my own methods the utilize reflection then return the material
object i used for reflection?
L1641[15:34:30] <williewillus> why would
you do that :P
L1642[15:34:56] <williewillus> just
subclass it or do the ugly double brace initializer thing
L1643[15:34:56] <Sollux-Captor> because
ive been at it for a while and my mind doesnt know how to function
anymore :(
L1644[15:35:12] <diesieben07> jesus
mercy
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MineBot sets mode: +v on RichardG
L1647[15:35:15] <diesieben07> this is NOT
HARD
L1648[15:35:19] <Sollux-Captor> ill just
try subclassing
L1649[15:36:09] <Sollux-Captor>
diesieben07, i screwed my self over because i was doing it in a
funky way to begin with so i basically have to redo
everything
L1650[15:36:16] <williewillus> :P
L1651[15:36:42] <williewillus> you mean
your little enum block thing? :P
L1653[15:36:54] <Sollux-Captor> yes, that
turned out to be a bad mistake
L1654[15:36:54] <diesieben07> that took
ONE MINUTE
L1655[15:36:57] <diesieben07> basic
fuckin java.
L1656[15:37:46] <Sollux-Captor> someone
is cranky
L1657[15:37:59] <williewillus> new
Material() {{ setBurning(); }} ;)
L1658[15:38:08] <diesieben07> just a TINY
LITTLE BIT
L1659[15:38:20] <diesieben07> because
you've been spammning the channel with this for the 2nd day
now
L1660[15:38:38] <Sollux-Captor> it hasnt
been spam
L1661[15:38:45] <diesieben07> not at
all...
L1662[15:40:08]
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L1663[15:43:15] <LexManos> !gf
field_151170_bI
L1664[15:43:55] <LexManos> !gf
field_151103_aS
L1665[15:47:05] <killjoy> looks like
mojang's getting a 1.9-pre ready
L1666[15:47:14]
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L1667[15:47:37] ***
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L1668[15:48:29] <williewillus> yay
another meh release :P
L1669[15:48:43] <killjoy> get ready for
1.9.6
L1670[15:49:16] <williewillus> some of
the bugs on the tracker literally have fully tested MCP code fixes
but still haven't even been touched for years
L1671[15:49:19] <williewillus> it's
irritating sometimes
L1672[15:49:20] <Sollux-Captor> doesn't
jeb want the wings to beable to have skins applied to them?
L1673[15:49:29] ***
Darkhax_AFK is now known as Darkhax
L1674[15:49:29] <williewillus> that's in
already
L1675[15:49:34] <Sollux-Captor> oh
L1676[15:49:36] <Sollux-Captor>
nice
L1677[15:50:16] <Girafi> Haven't kept up
to date with 1.9 really - is there a way to get the wings
yet?
L1678[15:50:24] <williewillus> end
cities
L1679[15:50:32] <Girafi> Just.. loot,
or?
L1680[15:50:34] <killjoy> end city
loot
L1681[15:50:46] <williewillus> yeah,
there's one in every ship
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L1683[15:51:47] <Girafi> Well.. I really
don't like easy flying in Minecraft, but we'll see how this will
be. Only getting to the end and fighting a bit seems a bit
easy.
L1684[15:52:03] <williewillus> well it's
gliding, you can never exceed the height you staretd at
L1685[15:52:23] <killjoy> think the
parachute in tf2
L1686[15:52:28] <Sollux-Captor> they are
pretty ballanced
L1687[15:52:28] <Girafi> Ohh, I thought
you could :p
L1688[15:52:36] <Sollux-Captor> but going
down stairs with them is annoying
L1689[15:52:37] <killjoy> or the
glider
L1690[15:52:37] <Girafi> I don't play
shitty games :3
L1691[15:52:40] <williewillus> unless you
try slime block bouncepads but those are really hard to get right
(etho video from a couple weeks back, he would just land on the
slime blocks)
L1692[15:52:48] <killjoy> someone made a
glider. I don't remember who
L1693[15:52:53] <Girafi> So kinda like
Open Blocks hangglider?
L1694[15:52:57] <williewillus>
Sollux-Captor: they changed it this snapshot
L1695[15:53:01] <killjoy> yes
L1696[15:53:03] <williewillus> you have
to double jump to activate them
L1697[15:53:09] <Sollux-Captor> oh
nice
L1698[15:53:46] <Girafi> If it's like the
hangglider, then I don't mind it at all ^^
L1699[15:53:47]
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L1703[16:02:46] <killjoy> daredevil
season 2 hype!
L1705[16:05:10] <DanYeomans> if i wanted
to use part of the ender chest texture on one of my models
L1706[16:05:21] <DanYeomans> how would i
refer to it in a json file
L1707[16:05:24] <DanYeomans> say, the
side of it
L1708[16:05:28] <gigaherz> killjoy
:3
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L1710[16:05:48] <gigaherz> DanYeomans:
"minecraft:block/ender_chest_bit_whatever_the_name_is"
L1711[16:05:54] <diesieben07> yeah not
really
L1712[16:05:59] <williewillus> it's a
modelbase texture
L1713[16:06:01] <diesieben07> the ender
chest is an old style TESR model
L1714[16:06:03] <diesieben07> yeah
that
L1715[16:06:05] <gigaherz> oh
L1716[16:06:07] <williewillus> big ugly
texmap
L1717[16:06:08] <gigaherz> yeah good luck
then
L1718[16:06:09] <gigaherz> XD
L1719[16:06:18] <gigaherz> i forgot mc
chests are purely TESR
L1720[16:06:23] <DanYeomans> yay
L1721[16:06:30] <DanYeomans> -_-
L1722[16:06:42] <DanYeomans> so i guess
i'll have to resort to ripping the texture and cutting it
L1723[16:06:45] <williewillus> i think
you have to copy it
L1724[16:06:50] <gigaherz> yep
L1725[16:07:00] <DanYeomans> whiich means
that it won't look good w/ resource packs lol
L1726[16:07:02] <williewillus> since iirc
the vanilla tesr textures aren't square and so can't be stitched
(not that that is a good idea either way)
L1727[16:07:21]
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L1728[16:07:23] <diesieben07> what you
could do is do it dynamically
L1729[16:07:36] <diesieben07> make a
custom IREsourcePack, have a special resource location that you
listen for
L1730[16:07:44] <diesieben07> which gets
the ender chest texture and cuts it
L1731[16:08:26]
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L1732[16:09:15] <DanYeomans> does
forge/minecraft provide the means for cutting a texture
though?
L1733[16:09:25] <diesieben07> standard
java image manipulation
L1734[16:09:30] <DanYeomans> ah
okay
L1735[16:09:30] <diesieben07>
BufferedImage etc.
L1736[16:09:43] <diesieben07> then in the
end write it using ImageIO.write to a ByteArrayOutputStream
L1737[16:09:45] <DanYeomans> i forgot
java's standard library was a swiss army knife
L1738[16:09:55] <diesieben07> then return
a ByteArrayInputStream around that
L1739[16:10:10] <UnasAquila> I have an
odd issus with a gui when I set the Slot yPos > 160 when
clicking the items it throws them like pressing q any advise?
L1740[16:10:37] <diesieben07> you have to
set xSize and ySize correctly in your GuiContainer
constructor
L1741[16:10:45] <diesieben07> they have
to match the size of the Gui background
L1742[16:18:02]
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L1743[16:19:23] <Darva> Hrrm, is there no
method on a plain block that gets called when an instance of that
block in the world is loaded? (I.e., already placed, load the chunk
with that block in it)
L1744[16:20:07] <diesieben07> nope
L1745[16:20:15] <diesieben07> why do you
need that?
L1746[16:20:26] <williewillus> that would
be a lot of method calls :P
L1747[16:20:30] <diesieben07> yep
:D
L1748[16:20:37] <Darva> True. Heh.
L1749[16:21:08] <Darva> I'm doing a
pipe-network type thing, and it seemed the easiest way to get pipes
registered with the pipe network manager. At least, the non-TE
ones.
L1750[16:22:12] <williewillus> how would
you even do pipes without a TE?
L1751[16:22:29] <williewillus> i guess if
you had just one TE that crawled around looking for pipes
L1752[16:22:39] <williewillus> but either
way you need at least one TE
L1753[16:22:42] <Darva> The pipes don't
need a TE, only the portion that connect to inventories need a TE,
and techically, they don't need it either.
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L1755[16:23:11] <Darva> Right, That's
about the only thought i've had, is do an A* from one of the TE's.
Literally the only reason i need em. Sad.
L1756[16:24:03] <williewillus> 609k cPs
right now xD
L1757[16:24:35] <Lymia> I wonder if you
can make the pipes on chunk bounderies different from the normal
ones?
L1758[16:24:46] <Lymia> So, like, the
ones on the chunk bounderies detect loads, but not others or
something?
L1759[16:24:54] <williewillus> that's a
lot of special casing :P
L1760[16:25:02] <Lymia> It reduces the TE
count.
L1761[16:25:08] <Darva> And it wouldn't
help systems set up only inside a single chunk.
L1762[16:25:11] <Lymia> Probably
worthwhile special casing.
L1763[16:25:26] <Lymia> True
L1764[16:26:19] <Darva> chunkloading and
all of that I haven't started worrying about yet. I'm trying to
write it simply enough that it'll take care of itself
automatically.
L1765[16:27:34] <williewillus>
*sighs*
L1767[16:28:21] <Darva> I dunno... I used
object pooling on an android app i was working on for particles,
and saw a literal 300% fps increase.
L1768[16:28:29] <williewillus> that's
because that was mobile
L1769[16:28:43] <williewillus> they took
out the AABB and Vec3 pools for a reason
L1770[16:29:18] <Darva> Because they were
poorly implemented?
L1771[16:29:55] <williewillus> and
because they were unneeded
L1772[16:30:19] <williewillus> the cost
of pooling them, checking them out, returning them, etc. was way
higher than just allocating and letting GC eat it immediately
after
L1773[16:30:30] <diesieben07> object
pools are you thinking you are smarter than the GC
L1774[16:30:33] <williewillus> GC in eden
is really fast
L1775[16:30:37] <diesieben07> and you are
never ever smarter than the GC
L1776[16:30:47]
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L1777[16:30:51] <diesieben07> unless you
are a GC engineer
L1778[16:31:54] <Darva> I see a lot more
issues with GC at work than literally anything else, I've spent a
few hours teaching co-workers how to track down their stupid
mistakes based on assuming the GC would "just handle"
it.
L1779[16:32:19] <williewillus> what would
even be pooled in MC?
L1780[16:32:36] <diesieben07> well, they
used to pool AABB and vec3
L1781[16:32:42] <diesieben07> you could
also pool BlockPos i guess
L1782[16:32:48] <williewillus> ugh
L1783[16:32:54] <diesieben07> yeah
L1784[16:32:56] <diesieben07> its not
fun
L1785[16:33:09] <Darva> Anything you make
more than 10-30 of a second?
L1786[16:33:19] <diesieben07> still
nope
L1787[16:33:33] <diesieben07> pretty much
any object pool means you are more or less implementing your own
GC
L1788[16:33:40] <williewillus> so when I
do getBlockState(pos.up()) instead of getting something allocated
in eden (or even on the stack) and then immediately getting
discarded after I leave the scope, I should check it in and out of
a giant pool mechanism
L1789[16:33:56] <Darva> No, you
shouldn't. It should do it itself.
L1790[16:34:02] <diesieben07> also with
object pools you disable a lot of VM opimizations
L1791[16:34:09]
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L1792[16:34:10] <williewillus> I don't
mean do it *myself*
L1793[16:34:12] <diesieben07> e.g: you
call a method with a newly allocated BlockPos
L1794[16:34:18] <diesieben07> the VM
inlines that method
L1795[16:34:20] <williewillus> i mean the
overhead of doing that vs a new + gc delete is enormous
L1796[16:34:25] <diesieben07> and
suddenly it doesnt need to construct the object anymore!
L1797[16:34:41] <diesieben07> with an
object pool it has to go all the way across the memory plane to
find that object somewhere
L1798[16:34:47] <diesieben07> which
introduces tons of cache misses and whatnot
L1799[16:34:56] <diesieben07> so its not
as simple as you think :)
L1800[16:35:38] <williewillus> object
pooling as i understand should only be used for stuff like threads
or io handles
L1801[16:36:06] <diesieben07> yes, thread
pooling is a thing
L1802[16:36:07] <Bitterholz> diesieben07,
quick question about vt entries in obj files, must they be 1.00000
or just 1 to match the UV bounds
L1803[16:36:24] <diesieben07> why does
everyone think i knwo ANYTHING abotu models? :O
L1804[16:36:59] <Bitterholz> you have al
these testcases in the debug libary :P
L1805[16:37:09] <Bitterholz>
<.<
L1806[16:37:15] <diesieben07> eh
what?
L1807[16:37:18] <diesieben07> i didn't
write those
L1808[16:37:56] <Bitterholz> uh wait damn
my fault
L1809[16:38:01]
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L1811[16:38:03] <Bitterholz> sry mate
XD
L1812[16:38:11] <diesieben07> lol
np
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L1814[16:38:49] <Bitterholz> my problem:
Model 'conveyortubes:models/block/tube_model.obj' has UVs ('vt')
out of bounds 0-1! The missing model will be used instead. Support
for UV processing will be added to the OBJ loader in the
future.
L1815[16:39:19] <williewillus> ask shade
or gigaherz about OBJ stuff :P
L1816[16:39:36] <Bitterholz> Though the
File does not contain "vt" entries below 0.000000 or
above 1.000000
L1817[16:39:43] <Bitterholz> thanks
williewillus will do
L1818[16:39:58] <Bitterholz> gigaherz,
you arround sir?
L1819[16:41:48] <Bitterholz> seems i
fixed it
L1820[16:45:17]
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L1822[16:47:52] <PaleoCrafter>
Bitterholz, you can also put a breakpoint on the line that throws
the exception
L1823[16:48:13] <PaleoCrafter> (Or add a
breakpoint for the exception)
L1824[16:48:30] <PaleoCrafter> Then you
can see which line is erroring
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L1829[16:56:21] <Diddi> So I wrote an
easy-to-use and highly adaptable packet handler for client/server
synchronisation and I would like to see it integrated in Forge.
Where would be the proper place to do a pull request or something
similar?
L1830[16:56:57] <diesieben07> there is
already packet handling in forge, so i dont think forge is the
right place for it.
L1831[16:57:09] <LexManos> !gm
func_72924_a
L1832[16:58:22] <Diddi> yes, forge has
it, but the user needs to write the IMessages and that stuff
himself. I wrote a piece of code that takes care of the Messages
and just puts the data where it belongs
L1833[16:59:29] <diesieben07> wat
L1835[17:00:25] <diesieben07> uhm yeah
that is noooot a good idea.
L1836[17:00:35] <Diddi> why?
L1837[17:00:53] <diesieben07> looping
through all methods every time you sync? that's expensive.
L1838[17:01:00] <diesieben07> also just
ignoring exceptions? please no.
L1839[17:01:30] <PaleoCrafter> And you're
sending a message for every method individually
L1840[17:03:13] <PaleoCrafter> It's also
hardcoded to int/string/boolean arrays, I wouldn't call that
'adaptable'
L1841[17:03:21]
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L1842[17:03:36] <Diddi> yes, but you
could easily add other datatypes that way
L1843[17:04:24] <diesieben07> in any way,
this is not something that forge does.
L1844[17:05:02] <gigaherz> if oyu have an
inefficient system that magically syncs your stuff, people will
favor it over doing the more efficient method that just takes a few
minutes to implement
L1845[17:05:16] <gigaherz> and then when
the combination of all mods slows down the network, people will
complain to forge
L1846[17:06:17] <Diddi> well that are the
points I didn't really thought about. I thought it may be a good
thing because it is very user friendly as it 'only' requires two
annotations and one method to be used. Well I guess it then just
remains in my mod and i'll be happy with it...
L1847[17:07:20] <diesieben07> please do
nto release the mod with that feature in...
L1848[17:07:43] <diesieben07> unless you
fix it.
L1849[17:07:46]
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L1850[17:08:06] <Diddi> does it really
has such a large performance impact if one mod does that?
L1851[17:08:22] <diesieben07> it's
horrible code either way.
L1852[17:08:29] <SkySom> That's quite the
bystander affect.
L1853[17:08:39] <SkySom> "Well
someone else will be performance minded"
L1854[17:08:43] <SkySom> "So I don't
have to"
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L1856[17:09:43] <gigaherz> yeh --
"why the F did no one call 911?" "we all sorta
thought someone else would"
L1857[17:10:37] <Diddi> well then i'll go
and fix it.
L1858[17:11:04] <gigaherz> it may be best
if you design it as being a lib, rather than something that should
go into forge
L1859[17:11:18] <PaleoCrafter> "Nah,
because it ain't 911 in this country" :P
L1860[17:11:38] <gigaherz> doesn't most
countries in the world redirect 911 to their local emergency
lines?
L1861[17:11:43] <gigaherz> don't*
L1862[17:11:57] <gigaherz> it's 112
around here, and... 999 in the uk?
L1863[17:11:59] <PaleoCrafter> I've got
no clue
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L1871[17:24:03] <smbarbour> Nah, in the
UK it's now 0118 999 881 999 119 7253 :P
L1872[17:25:49] <VikeStep> just found a
15GB IIS log file in my temp folder
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L1874[17:25:59] <diesieben07> yay
IIS
L1875[17:26:32] <VikeStep> it is both a
blessing and a curse
L1876[17:26:51] <diesieben07> how is it a
blessing?
L1877[17:27:29] <VikeStep> I can use it
to develop web stuff locally without deploying it each time
L1878[17:27:30] <smbarbour> Blessing that
there IS in fact a log. Curse that it's 15GB of log to sift
through
L1879[17:27:45] <VikeStep> I meant IIS is
a blessing and a curse
L1880[17:28:04] <VikeStep> IIS Express in
particular is what is causing the log :P
L1881[17:28:14] <diesieben07> i mean how
is IIS a blessing compared to other web servers
L1882[17:28:57] <VikeStep> it's what
Visual Studio uses
L1883[17:29:06] <VikeStep> for running
web apps locally
L1884[17:29:07] <smbarbour> Sometimes I
forget that some people are still running servers running Windows.
Those are happy days.
L1885[17:29:26] <VikeStep> smbarbour,
yep, all the servers at work use Windows Server
L1886[17:30:00] *
Darva is happy to have 0 windows servers at work
L1887[17:30:04] <smbarbour> Here, only
Active Directory is running on Windows. Everything else is Linux
(especially everything exposed to the internet)
L1888[17:30:35] <VikeStep> I will say
though, the reason we have windows servers is because we use Azure
for stuff
L1889[17:30:56] <smbarbour> The IT staff,
with the exception of the internal helpdesk, are also non-Windows
users.
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L1891[17:31:18] <VikeStep> my boss worked
at Microsoft for 9 years
L1892[17:31:26] <MalkContent> hmm. does
someone here know how redstone propagation works?
L1893[17:31:50] <smbarbour> That sounds
more like you use Azure because you're running Windows
servers
L1894[17:32:23] <VikeStep> smbarbour,
nope, other way around
L1895[17:32:35] <MalkContent> having a
bit of trouble to emulate that and i'm not having a smart day
:|
L1896[17:32:40] <VikeStep> azure sets up
the windows servers for us
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L1906[17:56:15] <gigaherz> hmmm
L1907[17:56:33] <gigaherz> was there some
other mod that does like NEIs (or whatever) F7 thing and shows
spawnable locations?
L1908[17:58:31]
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L1909[17:59:07] <Darva> just what i need,
or what i need, or something like that.
L1910[17:59:35] <Darva> I'm assuming you
meant for 1.8.9
L1912[17:59:39] <gigaherz> yeah
L1913[18:00:21] <gigaherz> but I think
that one only shows green/red, doesn't tell you when things are
spawnable only at night
L1914[18:00:27] <Darva> jwin does the
light level thing, and the f9 chunk border thing, but it also does
some other stuff.
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L1916[18:04:17] <Darva> It's amazing how
much i will procrastinate to avoid writing simple, but boring
code.
L1917[18:04:19] <TehNut> JWIN is
extremely laggy, though
L1918[18:04:24] <TehNut> Zyin's HUD is
almost no lag
L1919[18:05:17] <Darva> Really? I haven't
noticed any lag at all on my 1.8.9 instance. It's not huge, only
about 30 mods, but my computer is barely more than a potato.
L1920[18:05:43] <TehNut> I drop from a
constant 250 FPS to <60 when it's enabled
L1921[18:05:51] <thecodewarrior> Is it a
baked potato? If so just adding some bacon bits should speed it
up.
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L1923[18:06:12] <gigaherz> no, a
poisonous one
L1924[18:06:42] <gigaherz> I always
owndered where the mc poisonous potato came from
L1925[18:07:10] <gigaherz> my dad used to
plant potatoes irl, and I never heard of any "chance" of
them growing to be poisonous XD
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L1928[18:07:54] <thecodewarrior> That's
because the people who find out that they are poisonous don't
survive long enough to tell anyone.
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L1930[18:08:45] <thecodewarrior> Just
wondering, does anyone even use @Nullable/@NotNull? Is it worth the
extra 10 seconds when defining methods? I feel like it would make
my code a lot more clear.
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L1932[18:09:01] <diesieben07> i use
it
L1933[18:09:03] <gigaherz> ah apparently
it's related with them being green...
L1934[18:09:12] <gigaherz>
thecodewarrior: only for api-like things
L1935[18:09:42] <gigaherz> anything where
others may not know all the preconditions I "just know"
;P
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L1937[18:10:14] <TehNut> I use it when I
remember
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L1939[18:10:43] <thecodewarrior> Ok, I'm
thinking of using them for abstract methods or methods for child
classes to optionally implement.
L1940[18:10:48] <Darva> It's purely a
compile time thing, so mainly if you think you'll forget.
L1941[18:11:23]
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L1942[18:12:39] <diesieben07> intellij
actually generates runtime checks
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L1945[18:16:31] <Darva> Hurray for IDE
dependent runtime performance? How is that a good thing?
L1946[18:17:03] <diesieben07> what does
taht have to do with performance?
L1947[18:17:30] <Darva> Perhaps not the
right word. Behavior is what i was looking for.
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L1949[18:18:07] <diesieben07> its safety
checks
L1950[18:18:11] <diesieben07> they should
never ever execute
L1951[18:18:35] <Darva> So why are they
there?
L1952[18:18:55]
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L1953[18:19:08] <diesieben07> to catch
bugs
L1954[18:20:36] <Darva> I'm still deeply
bothered by the idea of my IDE adding code i can't inspect to an
artifact.
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L1957[18:22:49] <diesieben07> go ahead
and disable it then...
L1958[18:23:40] <gigaherz> it doesn't
actually add them TO the jars does it?
L1959[18:23:52] <gigaherz> I'd assume
only while debugging in the IDE?
L1960[18:23:58] <Lymia> Something like
that'd be helpful in scalac.
L1961[18:24:18] <Lymia> But I guess some
people don't have good code styles and use nulls when they
shouldn't.
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L1965[18:29:53] <williewillus> gigaherz:
no, because gradle builds jars not idea :P
L1966[18:30:25] <gigaherz> yeah but when
you use run/debug, then idea does
L1967[18:30:26] <gigaherz> ;P
L1968[18:30:30] <gigaherz> I mean idea
runs the code
L1969[18:30:50] <Darva> Or
build->build artifacts for a non-MC application.
L1970[18:31:42] <Techfoxis> How does one
set a IntegerProperty for a block?
L1971[18:31:49] <diesieben07> eh, should
still use something like gradle for that
L1972[18:31:55] <williewillus> what do
you mean set an IntegerProperty?
L1973[18:32:12] <Techfoxis> I have one
created, but how do I change it's value.
L1974[18:32:23] <williewillus> you don't
change the value of a property
L1975[18:32:35] <gigaherz> Techfoxis:
world.setBlockState(pos, state.withProperty(NAME, value))
L1976[18:32:43] <williewillus>
IBlockState.withProperty(MyIntProp, intValue)
L1977[18:33:00]
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L1978[18:34:05] <Techfoxis> Thanks
L1979[18:35:48]
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L1983[18:49:36] <Techfoxis> Cannot set
property PropertyInteger{name=bonemealconsumed, clazz=class
java.lang.Integer, values=[0...24]} to 25 on block
flowerpatch:flos_culmus, it is not an allowed value
L1984[18:49:48] <Techfoxis> Can someone
explain that?
L1985[18:50:23] <diesieben07> the
property says values 0-24 are valid
L1986[18:50:27] <diesieben07> you tried
to set it to 25.
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L1988[18:50:45] <diesieben07> also... i
doubt that will work, you cannot have more than 16 distinct states
unless they are not stored in metadata
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L1990[18:51:22] <williewillus> ^
L1991[18:51:26] <Techfoxis> I thought
that each property counts as a state?
L1992[18:52:22] <Techfoxis> I have a
PropertyInteger that I'm trying to increment by one.
L1993[18:52:30] <gigaherz> well
L1994[18:52:33] <gigaherz> you can change
them
L1995[18:52:43] <gigaherz> but unless you
convert to metadata, or store in a TileEntity
L1996[18:52:48] <williewillus> yes, but
you still only get 16 meta values
L1997[18:52:50] <gigaherz> it will get
lost after reloading the chunk
L1998[18:52:58] <williewillus> how are
you going to stuff 0-24 into 0-15?
L1999[18:53:05] <diesieben07>
world.setBlockState will NOT actualyl remember the blockstate
L2000[18:53:08] <diesieben07> it iwll
convert to metadata
L2001[18:53:13] <diesieben07> and
remember whatever that returns
L2002[18:53:18] <gigaherz> diesieben07:
really?
L2003[18:53:21] <williewillus> yes
L2004[18:53:22] <diesieben07> yep
L2005[18:53:25] <gigaherz> I thought mc
worked with IBlockStates in memory
L2006[18:53:26] <williewillus> it's a
thin veil in 1.8
L2007[18:53:31] <gigaherz> and only used
meta for network/storage
L2008[18:53:37] <williewillus> once it
passes into a chunk object it's all meta
L2009[18:53:43] <diesieben07> in the
chunk it's a giant char[]
L2010[18:53:56] <gigaherz> ah I thought
that was only used for network/storage
L2011[18:53:59] *
gigaherz shrugs
L2012[18:54:14] <Darva> I'm a little
worried about the performance of doing a flood fill on a pipe
network every time i have to split a network, but i can't come up
with any other sane way to do it.
L2013[18:54:20] <williewillus> hopefully
we get what you talked about soon (auto-assigned state ID's out of
a combined pool)
L2014[18:54:22] <gigaherz> hmmm
L2015[18:54:36] <gigaherz> I wonder why
"rotating" the iron chests behaved that way, then
L2016[18:54:48] <williewillus> what do
you mean?
L2017[18:54:51] <gigaherz> when I wrote
my packing tape mod
L2018[18:54:55] <Techfoxis> Hmm... I was
trying to avoid using a TE, but I guess I'll have to.
L2019[18:55:01] <gigaherz> I tried it on
the iron chests mod chests
L2020[18:55:03] <gigaherz> and
L2021[18:55:12] <gigaherz> I was ableto
change the FACING state
L2022[18:55:19] <gigaherz> which is not
saved to metadata (it uses TE for the facing)
L2023[18:55:27] <gigaherz> but the chest
DID keep the rotation state
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L2025[18:55:30] <gigaherz> maybe it was
client-only
L2026[18:55:41] <williewillus>
probably
L2027[18:55:50] <williewillus> info from
getActualState is lost pretty quickly
L2028[18:56:04] <gigaherz> well it was
keeping it until I reloaded the save
L2029[18:56:05] <gigaherz> XD
L2030[18:56:13] <Darva> It could also be
passed to the rendering stuff in an extended property couldn't
it?
L2031[18:56:16] <gigaherz> (I didn't try
changing dimensions though)
L2032[18:56:23] <gigaherz> Darva:
yep
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L2034[18:56:34] <Darva> I know extended
properties are what i'm using to make my pipes work.
L2035[18:56:38] <gigaherz> getActualState
is pretty much only used for getExtendedState (client only
rendering), and isSideSolid
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L2037[18:57:43] <williewillus> thats
strange though, calling setBlockState almost immediately converts
it to meta (it calls chunk.setBlockState which turns it into meta
and writes it) so idk how you got that to persist
L2038[18:58:55] <williewillus> I can't
find any good optimization proofs for cookie clicker :<
L2039[18:59:07] <williewillus> its kinda
fun to see math applied to silly things like cc
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L2045[19:16:40] <thecodewarrior> As
opposed to me just grinding out a bunch of rotations, is there
anything existing where I can say "with north actually
pointing east, what direction is west actually pointing" and
vice versa?
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L2047[19:17:49] <gigaherz>
thecodewarrior: that question has 4 answers ;P
L2048[19:18:03] <gigaherz> (assuming only
90degree rotations are allowed)
L2049[19:18:07] <thecodewarrior>
yes
L2050[19:18:15] <thecodewarrior> and only
horizontal rotations
L2051[19:18:19] <gigaherz> and no I don't
know of anything existing for that
L2052[19:18:37] <thecodewarrior> Ok. on
to grinding. :P
L2053[19:18:43] <gigaherz> if you only
have horizontal rotations, then it's simple
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L2055[19:19:29] <thecodewarrior> with
modulus? I just realized that.
L2056[19:19:31] <gigaherz> if you have
something like { NORTH, EAST, SOUTH, WEST }, then rotating 90deg
clockwise, means moving to the right by 1
L2057[19:19:46] <thecodewarrior> :) So
simple now!
L2058[19:19:46] <williewillus> uh doesnt
enumfacing have rotate methods
L2059[19:19:52] <tterrag|away> so do
rotateAroundY
L2060[19:20:00] <tterrag|away>
williewillus: yeah but it's annoyingly missing a bunch
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L2063[19:20:12] <gigaherz> ah there's
something for it in EnumFacing?
L2064[19:20:13] <williewillus>
enureally?
L2065[19:20:24] <williewillus>
*really?
L2066[19:20:31] <williewillus> I see
enumfacing.rotateAround(EnumFacing.Axis)
L2067[19:20:38] <masa> it doesn't have
left or right hand rotations
L2068[19:20:46] <tterrag> it's missing
all the CCW methods yeah
L2069[19:21:09] <masa> the rotations are
always clock-wise around the (positive?) axis, it doesn't care
about axis direction
L2070[19:22:11] <masa> more random
utility methods in each mod to do basic rotations, yay for mojang
code
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L2072[19:22:59] <williewillus> it mightve
gotten stripepd, you never know :P
L2073[19:23:15] <masa> hmm
L2074[19:24:11] <masa>
compilation/decompilation shouldn't change what methods do though,
right?
L2075[19:24:30] <williewillus> their
obfsucator strips stuff out
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L2077[19:24:42] <williewillus> anyways,
what did setRenderPassModel do in 1.7?
L2078[19:24:43] <masa> I eman even if the
ccw rotation code was never used in vanilla, it wouldn't get
stripped from a single method?
L2079[19:25:18] <diesieben07> mojang
doesn't just compile
L2080[19:25:22] <diesieben07> they have
an obfuscator
L2081[19:26:03] <thecodewarrior> Closest
thing is rotateYCCW()
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L2088[19:50:05] <thecodewarrior> The
craziest thing is when you spend hours making wide sweeping
changes, and then everything just works. (I haven't finished my
wide sweeping changes, but my hope is that it will work)
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L2090[19:50:59] <gigaherz>
thecodewarrior: then you wake up
L2091[19:50:59] <gigaherz> ;p
L2092[19:52:22] <Darva> I'm always more
worried if my code builds and deploys on the first try after a
massive sweeping change than if it doesn't. Waiting for the
penny.
L2094[19:56:36] <Darva> Amusingly,
tomorrow at work, my team is gonna be making 4 other teams refactor
a bunch of their code. It'll be a lot simpler when they're done,
but I still imagine i won't be very popular at work for a
while.
L2095[20:05:03] <DanYeomans> Does
WorldSavedData get created for every dimension
L2096[20:05:36] <gigaherz> WorldSavedData
is created on demand
L2097[20:05:46] <gigaherz> assuming you
follow the suggested pattern
L2098[20:05:55] <DanYeomans> i madde mine
a singleton
L2099[20:06:01] <DanYeomans> so it
_should_ be once per server
L2100[20:06:07] <gigaherz> uh that's not
how it's meant to be used
L2101[20:06:11] <gigaherz> you shouldn't
manage the instance
L2102[20:06:22] <diesieben07> you can
choose whether its per dimensino or per world save
L2103[20:06:24] <gigaherz> you should be
creating it on demand if it's not already tied to the map
L2104[20:06:34] <gigaherz> the way to
choose if it's global or per dimension
L2105[20:06:35] <diesieben07>
world.perWorldStorage (per dimension) or world.mapStorage (per
world save)
L2106[20:06:37] <gigaherz> is which map
you use
L2107[20:07:04] <gigaherz>
world.getPerWorldStorage() and world.getMapStorage() in 1.8.9
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L2113[20:26:50] <williewillus> there's no
good ocr libraries for java :/
L2114[20:26:54] <williewillus> native
java that is
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L2119[20:32:38] <infinitefoxes_> is there
a way to smooth the noise generated OctaveNoiseGenerators?
L2120[20:32:59] <infinitefoxes_> I'm
using it to generate clouds in my world gen, but the result isn't
perfect yet
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L2131[20:44:35] <gigaherz> ugh wtf
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L2133[20:44:55] <gigaherz> I pressed
"r" with the start menu (start10) open, and somehow it
chose to reboot instead of start searching stuff with "r"
in it
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L2139[20:48:53] <diesieben07> how do you
know?
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L2141[20:49:22] <shadowfacts> in the
logs, whole bunch of mineshafter stuff
L2142[20:49:28] <Imalune> Hi
FireStorm
L2143[20:49:39] <diesieben07> heh, didnt
see that.
L2144[20:49:41] <diesieben07>
thanks
L2145[20:50:03] <gigaherz> so
L2146[20:50:12] <gigaherz> I'm working on
what may be the book model I use for my ingame help
L2148[20:50:25] <gigaherz> my idea is to
eventually animate it opening/closing
L2149[20:50:43] <gigaherz> it won't be
the actual item model, this will be a GUI overlay
L2150[20:51:04] <gigaherz> with the
minecraft-style book contents shown on the page ;p
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L2153[20:56:07] <DanYeomans> so when i
teleport my player to the nether, it works fine
L2154[20:56:14] <DanYeomans> but if i
then use a nether portal to get back from the nether
L2155[20:56:26] <DanYeomans> the player
returns but the world doesnt load and the player is floating in the
abyss
L2156[21:00:13] <DanYeomans> is there a
way to tell the world to load
L2157[21:00:27] <gigaherz> uh if you
return with the nether portal
L2158[21:00:35] <gigaherz> that should be
happening on its own
L2159[21:00:44] <gigaherz> so that means
you did something wrong with the teleport
L2160[21:00:48] <gigaherz> that broke the
dimension
L2161[21:01:01] <DanYeomans> it loads
properly when i quit and reload the save
L2162[21:01:08] <gigaherz> yes
L2163[21:01:23] <gigaherz> which
indicates you did something wrong when teleporting using your
method
L2164[21:01:33] <gigaherz> and it left
the world in a broken state
L2165[21:01:49] <gigaherz> not corrupt,
just not quite right
L2166[21:03:02] <DanYeomans> hmm
L2167[21:03:05] <DanYeomans> what could
cause that?
L2168[21:03:14] <DanYeomans> here's my
transferPlayerToDimension method
L2170[21:03:17] <gigaherz> dunno I never
messed with cross-dimensional teleports yet
L2171[21:03:27] <DanYeomans> oh
okay
L2172[21:05:01]
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L2173[21:06:29] <gigaherz> :3
L2175[21:06:47] <DanYeomans> woah
nice
L2176[21:06:49] <gigaherz> (added the
holden thing at the bottom
L2177[21:06:52] <gigaherz> golden*
L2178[21:07:03] <DanYeomans> that's
really sleek looking. is this for a mod?
L2179[21:07:11] <gigaherz> yep, but not
ingame yet
L2180[21:07:15] <gigaherz> doing the
modelling part ;P
L2181[21:07:19] <DanYeomans> is it gonna
be in 3d?
L2182[21:07:25] <gigaherz> that's the
idea
L2183[21:07:32] <DanYeomans>
animations?
L2184[21:07:36] <gigaherz> maybe
L2185[21:07:38] <DanYeomans> i'd love to
see the finished product
L2186[21:07:44] <gigaherz> my plan was to
animate it opening and closing
L2187[21:07:47] <DanYeomans> ooh
L2188[21:07:53] <gigaherz> then once
open, display the book contents on the pages
L2189[21:08:19] <gigaherz> (I wouldn't
draw the contents on the pages while animating becuase that would
involve rendering to textures and i'm too lazy to do that XD
L2190[21:08:34] <DanYeomans> is it
supposed to be a magic tome or something like that? the text could
fade in
L2191[21:09:27] <gigaherz> well it's for
my magic mod
L2192[21:09:31] <gigaherz> but no it's
not specifically a magic tome
L2193[21:09:47] <gigaherz> just for the
ingame help GUI / lorebook
L2194[21:10:43] <gigaherz> not really
sure how i'll approach it, though
L2195[21:10:50] <gigaherz> drawing the
book model would be relatively easy
L2196[21:11:01] <gigaherz> it's the
animation i'm not sure how to make
L2197[21:11:02] <gigaherz> XD
L2198[21:11:14] <gigaherz> the 3d program
I use doesn't have anything for animations
L2199[21:11:43] <gigaherz> I'm tempted to
just temporarily do a 3D render of this and use it as a gui
texture
L2200[21:14:38] <gigaherz> I guess I'll
speak when fry at some other time, when we both are awake XD
L2201[21:15:04]
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(~Imalune@207-118-106-225.dyn.centurytel.net)
(Leaving))
L2202[21:16:44] <gigaherz> (worst case I
can make a few versions of the book in different closingness
states, and manually interpolate between them)
L2203[21:17:54] ***
Mumfrey is now known as mumfrey
L2204[21:18:04] <DanYeomans> wooo i fixed
it!
L2205[21:18:18] <DanYeomans> i had
supplied the wrong dimension at one point
L2206[21:18:33] <DanYeomans> so i was
removing the player from both dimensions, technically
L2207[21:18:35] <DanYeomans> only thing
is
L2208[21:19:04] <DanYeomans> the
iextendedentityproperties either gets disconnected or destroyed in
the process of teleporting
L2209[21:19:05] <gigaherz> lol
L2210[21:19:17] <gigaherz> the whole
entity gets recreated
L2211[21:19:23] <gigaherz> a copy is made
in the new dimension
L2212[21:19:35] <gigaherz> and the data
for it gets saved from one and loaded into the other
L2213[21:19:44] <DanYeomans> oh okay, so
it's not a problem then?
L2214[21:19:50] <gigaherz> not
really
L2215[21:19:54] <gigaherz> well
L2216[21:20:11] <gigaherz> hmm no,
because teleporting back from the end will also do that
L2217[21:20:18] <gigaherz> even though it
counts as a respawn
L2218[21:20:28] <gigaherz> (as if you
died, xcept you get to keep all the items and stuff)
L2219[21:21:44] ***
cpw is now known as cpw|out
L2220[21:22:05] <DanYeomans> hmm fair
enough
L2221[21:23:32]
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L2231[21:51:34] <riderj> How can I limit
the ticks that an Items onUpdate method gets.
L2232[21:52:31] <diesieben07> you mean
how often you do something?
L2233[21:53:58] <riderj> Yeah, I'm making
a gui appear when my item is selected, but I don't need it to tick
as much as it does.
L2234[21:54:24] <tterrag> if
(world.getTotalWorldTime() % [some amount]) { // do stuff }
L2235[21:54:28] <tterrag> err
L2236[21:54:30] <tterrag> == 0 :P
L2237[21:54:40] <riderj> Cool cool
L2238[21:54:58] <tterrag> sadly there's
no way to stagger update calls
L2239[21:55:03] <tterrag> would be neat
if there was :P
L2240[21:56:20] <riderj> How often does
onUpdate get called? 20/sec?
L2241[21:57:36] <gigaherz> yes, at the
same rate as all other ticking
L2242[21:57:48]
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L2243[21:58:28] <riderj> I wasn't too
sure, better to check and get the right info so I don't give out
false information in the future.
L2244[21:58:52] <gigaherz> :3
L2246[21:59:00] <gigaherz> made 4
versions of the book
L2247[21:59:05] <riderj> smexy
L2248[21:59:11] <gigaherz> at 0, 30, 60
and 90 degrees of openness
L2249[21:59:13] <riderj> What did you
make 'em in
L2250[21:59:22] <gigaherz>
Rhinoceros
L2251[21:59:41] <gigaherz> but... it's
not an app I'd recommend for modelling
L2252[21:59:45] <gigaherz> I do find it
intuitive
L2253[21:59:49] <gigaherz> but I don't
really model with it
L2254[21:59:52] <gigaherz> more like
"construct" models
L2255[22:00:00] <riderj> -.- I just
googled it as is... Why so dumb?
L2256[22:00:01] <gigaherz> based on
shapes and such
L2257[22:00:07]
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L2258[22:00:13] <gigaherz> rhinoceros 3d,
by mcneel
L2259[22:00:16] <riderj> Got a wikipedia
page on Rhinoceros's though
L2260[22:00:18] <gigaherz> rather
expensive piece of software ;P
L2261[22:01:03] <riderj> Works like
autodesk inventor?
L2262[22:01:38] <gigaherz> never used
inventor
L2263[22:01:39] <gigaherz> but I doubt
it
L2264[22:01:58] <gigaherz> in essence,
rhino is a modelling program based on NURBS (curved surfaces)
L2265[22:02:28] <gigaherz> but since it
has some nice extrusion tools and such
L2266[22:02:44] <gigaherz> it works well
for drawing shapes and then turning them into solids
L2267[22:02:57]
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L2268[22:03:11] <gigaherz> any actual
artist would cringe at how I do the models
L2269[22:03:12] <gigaherz> XD
L2270[22:03:29] <gigaherz> but it works
for me so...
L2271[22:03:32]
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L2272[22:05:26] <riderj> Metasequoia, was
a modeling program I used back when I did runescape private
servers. I believe that it's the same as Rhino, but obviously lower
quality. Some people made some nice models with it though.
L2273[22:06:14]
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L2274[22:06:40] <gigaherz> that one seems
to be polygon-based, not quite the same ;p
L2275[22:06:41]
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L2276[22:07:45] <riderj> Damn it
L2277[22:08:19] <riderj> I'm done trying
to understand what NURBS is. Don't really care, cuz I suck at
modeling XD
L2278[22:08:24] <gigaherz> XD
L2279[22:08:31] <gigaherz> NURBS is a
mathematical technique
L2280[22:08:34]
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L2281[22:08:40] <gigaherz> used to
compute curves and curved surfaces
L2282[22:09:07] <gigaherz> do you
understand bezier curves?
L2283[22:10:29]
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L2284[22:12:11] <riderj> Nope, I've heard
the term but haven't researched them.
L2285[22:12:16]
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L2286[22:12:53] <gigaherz> well
L2287[22:12:56] <riderj> Ah, like the
line tool in paint?
L2288[22:13:01] <gigaherz> yes
L2289[22:13:04] <gigaherz> now
L2290[22:13:22] <gigaherz> suppose you
extend that "curve tool" idea
L2291[22:13:30] <gigaherz> which uses 4
points
L2292[22:13:33] <gigaherz> to have more
than 4 points
L2293[22:13:43] <gigaherz> and smoothly
go from one end to the other
L2294[22:14:05] <gigaherz> while being
"pulled" by each of the points
L2295[22:14:25] <gigaherz> the formulas
are different for nurbs and bezier
L2296[22:14:30] <gigaherz> but the idea
is similar
L2297[22:14:45] <gigaherz> you have a set
of control points that "pull" on the curve
L2298[22:15:07] <gigaherz> so the further
away a control point is, the more the curve distorts from being a
straight line
L2299[22:15:15] <gigaherz> now
L2300[22:15:30] <gigaherz> suppose you
extend this concept to be a surface instead of just a curve
L2301[22:15:50] <gigaherz> you have a
shape, and you have some control points that pull on this
shape
L2302[22:16:00] <gigaherz> you can create
curved surfaces that way
L2303[22:16:44] <gigaherz> varying the
"degree" of the curve/surface sections you can change
from it being just a polygon, to it being a very smooth curve
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L2305[22:17:31] <riderj> Makes sense,
sounds like an interesting way to model something
L2306[22:17:37] <gigaherz> yeah
L2307[22:17:42] <gigaherz> just one
"little" problem
L2308[22:17:56] <gigaherz> for anything
game-like
L2309[22:18:01] <gigaherz> you want
polygons, not curves
L2310[22:18:06] <riderj> Yep
L2311[22:18:29] <gigaherz> and although
nurbs-based software have tools for turning surfaces into polygon
meshes
L2312[22:18:47] <gigaherz> the best you
can do is tweak some of the numbers and hope that it looks
right
L2313[22:18:55] <gigaherz> it just tends
to not be good for low-poly models
L2314[22:19:19] <gigaherz> so what I do
generally, is work with flat surfaces (degree 1 polynomials)
L2315[22:19:59] <gigaherz> then generate
meshes from those flat surfaces, and "weld" the edges of
the mesh so it appears curved where it matters
L2316[22:20:10] <gigaherz> (it smooths
the normals)
L2317[22:20:39]
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L2318[22:22:13] <riderj> Interesting,
wish I knew more about graphics but I don't :(
L2319[22:22:25] <riderj> Never seems to
stick no matter how much research I do on it.
L2320[22:22:56] <riderj> Why is it so
satisfying to push a commit :P
L2321[22:23:41]
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L2322[22:23:41] <gigaherz> it gives you a
sensation of success
L2323[22:23:52] <gigaherz> which makes
your body release dopamine
L2324[22:24:20] <tterrag> commit early
commit often
L2325[22:24:38]
⇨ Joins: auenf
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L2326[22:24:39] <gigaherz> yeah but that
has the downside of diminishing returns: not as much dopamine if
you do it often ;P
L2327[22:25:04] <riderj> gigaherz gettin
all technical here
L2328[22:25:23]
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L2329[22:25:26] <gigaherz> i'm subscribed
to a handful of sciency youtube channels
L2330[22:25:27] <gigaherz> ;p
L2331[22:25:34] <riderj> I am too
XD
L2332[22:26:28] <riderj> vsauce,
MinutePhysics, Veritasium, etc
L2333[22:27:16]
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またね)
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L2335[22:28:23] <gigaherz> not
SciShow?
L2336[22:28:36] <gigaherz>
SmarterEveryDay?
L2337[22:28:44] <riderj> I watch it
sometimes, but never have subscribed
L2338[22:28:46] <riderj> That too
L2339[22:28:51] <riderj> I forgot that
one
L2340[22:29:54] <gigaherz> Numberphile,
Computerphile, Objectivity, Sixty Symbols, etc (there's a whole set
of channels from the same dude recording others explaining
things)
L2341[22:30:03]
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L2342[22:34:17] ***
willieaway is now known as williewillus
L2344[22:35:09] <williewillus> where
current_pose is a global variable
L2345[22:36:25] <McJty> How isn't it
working?
L2346[22:36:27]
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L2347[22:36:33] <McJty> Also that's a
strange way to compare distance
L2348[22:36:46] <tterrag> real quesiton
is, why have a compare function?
L2349[22:36:50] <tterrag> why not
operator=
L2350[22:36:53] <tterrag> err ==
L2351[22:37:07] <McJty> tterrag, == is
for equality. This does >
L2352[22:37:11] <McJty> But operator>
should work
L2353[22:37:15] <tterrag> sure
L2354[22:37:16] <tterrag> :P
L2355[22:37:19] <gigaherz> meh
L2356[22:37:23] <gigaherz> it's working
with internal state
L2357[22:37:35] <gigaherz> using operator
> would be wrong
L2358[22:37:36] <williewillus> its a
custom point class, and it's sorting everything relative to
distance from some global point
L2359[22:37:43] <williewillus>
descending
L2360[22:38:27] <gigaherz> williewillus:
what would be nice to know, is how it fails
L2361[22:38:28] <gigaherz> XD
L2362[22:38:35] <McJty> Isn't distance
usually something like (pos.x-p1.x)*(pos.x-p1.x) +
(pos.y-p1.y)*(pos.y-p1.y)?
L2363[22:38:40] <McJty> Squared distance
I mean
L2364[22:38:57] <gigaherz> yeah,
eucledian distance is sqrt(x² + y²)
L2365[22:39:09] <williewillus> lol
wow
L2366[22:39:20] <williewillus> i don't
think i was awake when I wrote this first time around
L2367[22:39:23] <gigaherz> but there's
also "taxicab" distance, which is just (x+y)
L2368[22:39:50] <gigaherz> williewillus:
you probably want
L2369[22:40:18] <gigaherz> (getX() -
pose.x)*(getX() - pose.x) + (getY() - pose.y)*(getY() -
pose.y)
L2370[22:40:36] <gigaherz> which is what
McJty said ;p
L2371[22:41:16] <gigaherz> or even
better, make a distanceTo() method in your Point class ;p
L2373[22:43:27]
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L2375[22:43:50] <williewillus> why
ubuntu, indeed ;p
L2376[22:44:02]
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L2377[22:44:14] <williewillus> the
framework I have to do this project in is distrolocked to ubuntu,
which is extremely irritating
L2378[22:44:23] <tterrag> meh I'm just
trying to get virtualbox working
L2379[22:44:31] <tterrag> used ubuntu
before and it's supported so why not
L2380[22:44:51] <williewillus> and my
arch partition doesnt have enough space to hold a vm so I have to
reboot into windows to use linux through a vm :P
L2381[22:45:40] <tterrag> also I'm too
lazy to transfer everything over to my laptop >.>
L2382[22:45:47] <gigaherz> why not
just... use windows and let arch exist in a VM? ;P
L2383[22:46:15] <gigaherz> I'm too lazy
to dual-boot
L2384[22:46:25] <gigaherz> and my primary
uses of the computer require windows
L2385[22:46:32] <gigaherz> so Linux is
only ever a VM os for me
L2386[22:47:18] <gigaherz> ...
L2387[22:47:19] <gigaherz> if I ever
finish this book rendering thing,
L2388[22:47:23] <gigaherz> and turn it
into a lib
L2390[22:47:32] <gigaherz> THIS will be
the icon
L2391[22:48:14] <williewillus> the only
reason I go to windows is to for non-mc games
L2392[22:48:23] <williewillus> all work
is in linux
L2393[22:49:30] ***
Cojosan is now known as Cojo
L2394[22:51:58] <gigaherz> night
L2395[22:52:05] ***
gigaherz is now known as ghz|afk
L2396[22:53:21] <SomeGuyInATree> I
realized the other week I use windows on a Daily yet everything I
run is on *nix. Debian 8 has been out long enough that I've been
contemplating that as my new main OS (It's on all of my Vms as
is)
L2397[22:53:29]
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L2400[22:55:33] <DanYeomans> hmm
L2401[22:55:50] <DanYeomans> any idea why
instead of a livingentity teleporting to another dimension it just
disappears?
L2402[22:55:53] <DanYeomans> players work
fine
L2403[22:56:44] <McJty> Teleporting
entities is not very easy
L2404[22:56:48] <McJty> 1.7.10 or
1.8.9?
L2405[22:56:52] <McJty> I have code for
both
L2406[22:56:55] <DanYeomans> 1.8
L2407[22:57:01] <McJty> hold on
L2408[22:57:35] <DanYeomans> thanks McJty
:)
L2410[22:58:03] <McJty> Basically it just
removes the entity and recreates it in the new dimension
L2411[22:58:16] <McJty> It is the only
way that I found to be stable
L2412[22:59:24] <DanYeomans> well it's
sure better than what i have now lol
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L2421[23:37:41] <DanYeomans> hey uh McJty
i'm getting a java.lang.InstantiationException when i use your
method
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L2424[23:40:28] <tterrag> DanYeomans: for
what entity?
L2425[23:40:40] <tterrag> any entity MUST
have a public World constructor
L2426[23:40:46] <tterrag> so if that code
is failing an entity is broken
L2427[23:41:04] <RockoBonaparte> If I
want all instances of AnvilSaveConverter replaced with my own
class, do I use an access transformer?
L2428[23:41:18] <DanYeomans> they are for
LivingEntities
L2429[23:41:43] <tterrag> RockoBonaparte:
no that's not what an AT is
L2430[23:42:22] <tterrag> DanYeomans:
which entity is causing the error...
L2431[23:42:23] <RockoBonaparte> tterrag
Well that explains why it made no sense.
L2432[23:43:53] <RockoBonaparte> Is there
some kind of injection system in forge that would give me a
fighting chance of changing out the AnvilSaveConverter for my
own?
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L2434[23:44:17] <tterrag> reflection
maybe? I don't know how it works
L2435[23:44:27] <tterrag> the save system
that is. don't know if you could feasibly replace it
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L2437[23:44:47] <DanYeomans> umm an
entity that i'm teleporting to another dimension? :S
L2438[23:44:58] <tterrag>
...which....entity....
L2439[23:45:16] <DanYeomans> i don't
understand your question sorry
L2440[23:45:29] <tterrag> what class?
what entity? what kind?
L2441[23:45:30] <TehNut> A creeper? A
player? A spider? One from an obscure mod?
L2442[23:45:39] <DanYeomans> it happens
to any entity
L2443[23:45:50] <tterrag> post the
log
L2444[23:45:51] <DanYeomans> but they are
either PlayerEntities or LivingEntities
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L2449[23:46:37] <DanYeomans> here you
go
L2451[23:47:10] <tterrag> uhh
L2452[23:47:15] <tterrag> that has
nothing to do with the teleport code...
L2453[23:47:20] <tterrag> does your TE
have an empty constructor?
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L2455[23:47:42] <DanYeomans> my tile
entity? no
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L2457[23:48:32] <tterrag> it needs
to
L2458[23:48:36] <DanYeomans> oh
L2459[23:49:08] <LatvianModder> It can
have non-empty if you dont use it for instantation
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L2461[23:50:09] <LatvianModder> Fr
example, some parent TileEntity. But the one you put in
createNewTileEntity() class must have at least one MyTileEntity()
constructor
L2462[23:50:37] <tterrag> it's a stupid
requirement
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L2464[23:50:44] <tterrag> I hate anything
designed to use class objects
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L2469[23:55:49] <LatvianModder> Right?
But its for registry
L2470[23:56:01] <LatvianModder> I think
the same with Entity(World)
L2471[23:56:13] <LatvianModder> And
ItemBlock(Block)
L2472[23:57:07] <dagarath> Hey guys I am
having issues with a multiblock structure, I am trying to get
vanilla hoppers working with it. Just clarifying whether this is
the case, do I have to implement a passthrough ISidedInventory of
sorts in all of the exterior blocks to pass to the main tile
entity?
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L2474[23:57:31] <tterrag> LatvianModder:
it is
L2475[23:57:35] <tterrag> doesn't make it
not a stupid design
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L2477[23:58:24] <dagarath> I mean, I
can't have ISided Inventory act like the exterior tiles ARE the
parent tile entity?