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L1[00:00:26] <thecodewarrior> I'm pretty sure you have to make passthrough methods. I don't see any way or reason that would be in minecraft. Just have it call the exact same method on the parent with slightly changed coords.
L2[00:01:27] <dagarath> Alright, so say Parent tile is at X, Y, Z and the input tile is at X + 1, Y + 2, Z -1, I have to pass through all 4 positions to get to the main tile correct?
L3[00:01:28] <DanYeomans> if i want to assign a value to a tile entity when it's created is there a way i can do that that doesn't use a constructor
L4[00:02:10] <dagarath> I mean, to utilize ISidedInventory as it works
L5[00:03:01] <dagarath> Just not sure I understand ISidedInventory's implementation lol
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L10[00:05:09] <thecodewarrior> whateverfunc(stuff) { return ( (ISidedInventory)world.getTileEntity(parentPos) ).whateverfunc(stuff); }
L11[00:06:17] <dagarath> Alright that seems legit, I mean all my additional tiles are the same orientation etc.
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L26[00:35:09] <tterrag> DanYeomans: have two constructors?
L27[00:35:13] <tterrag> one that you use in createTileEntity
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L29[00:35:27] <tterrag> the other one can do nothing because any TE that is loaded that way will have readFromNBT called on it
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L43[00:58:50] <dagarath> Alright I just cant figure this out, the calls to whether slots are valid etc work fine, but I can't get items to go into the slots... Can anyone help me out http://pastebin.com/7j5iL4Q4 The code for both Tile Entities involved.
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L67[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160216 mappings to Forge Maven.
L68[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160216-1.8.9.zip (mappings = "snapshot_20160216" in build.gradle).
L69[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/
L70[02:03:43] <dagarath> Can anyone at least maybe help me understand how ISidedInventory works to push/pull items?
L71[02:04:32] <dagarath> I mean if I am passing a seperate tile entity, from what I understand it should interact with THAT tile entity, but nothing goes in or comes out >_<
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L73[02:15:02] <Kolatra> Anybody ever had an issue in 1.8.9 where a slot deletes an item the second an item is placed in it?
L74[02:15:53] <dagarath> Yea either the slot doesnt actually exist, or the tile entities mergeslot isnt setup correctly
L75[02:16:07] <dagarath> OR also, your sizeInventory is smaller than that specific slot
L76[02:19:22] <Kolatra> Checking the sizeInventory first, but also it's not a tile, it's an item with a container and inventory :P
L77[02:20:20] <dagarath> well then the tile related stuff wont affect it hehe
L78[02:20:55] <Kolatra> The slot definitely exists, because slotClick is being called and printing the ID
L79[02:21:24] <dagarath> sure mergeItemStack is setup correctly? that is all else I can think of
L80[02:22:21] <Kolatra> well transferStackInSlot is calling the vanilla method, we don't have an overridden one
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L86[02:38:21] <Sandra> how do I spawn particles?
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L89[02:41:41] <Sandra> (from serverside.)
L90[02:42:07] <Sandra> i was told at one point to use a custom packet.
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L92[02:42:30] <Sandra> but i've also heard that there's a method in worldserver to sync them?
L93[02:43:52] <McJty> There is, hold on
L94[02:44:12] <McJty> ((WorldServer) worldObj).spawnParticle(type, x + 0.5f, y + 0.5f, z + 0.5f, amount, vecX, vecY, vecZ, 0.3f);
L95[02:44:22] <McJty> Not a packet, just a direct method
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L97[02:46:11] <Sandra> McJty, what's vecX,Y,Z?
L98[02:46:31] <McJty> Well direction I suppose
L99[02:47:07] <McJty> Or actually it is an offset/direction
L100[02:48:34] <Sandra> McJty, so like this? ((WorldServer) world).spawnParticle(EnumParticleTypes.REDSTONE, pos.getX() + 0.5f, pos.getY() + 0.5f, pos.getZ() + 0.5f, 1, face.getFrontOffsetX(), face.getFrontOffsetY(), face.getFrontOffsetZ(), 0.3f);
L101[02:48:52] <McJty> What is face?
L102[02:48:57] <Sandra> EnumFacing.
L103[02:49:01] <McJty> Yes but what is it?
L104[02:49:07] <McJty> I mean where does it come from?
L105[02:49:11] <Sandra> the direction I want it to travel.
L106[02:49:20] <McJty> ah. Yes then I suppose so
L107[02:49:23] <McJty> Try it out :-)
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L111[02:58:00] <tterrag> pretty sure those are meant to be the velocity Sandra
L112[02:58:27] <Sandra> isn't that the final float?
L113[02:58:29] <Sandra> the speed?
L114[02:58:45] <McJty> yes but that doesn't give a direction
L115[02:58:48] <McJty> That's just overall speed
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L117[02:59:03] <Sandra> well yeah.
L118[03:00:00] <tterrag> uhh is it?
L119[03:00:37] <Sandra> according to the MCPBot names, yes.
L120[03:00:42] <tterrag> ah yeah they are direction mults to the speed
L121[03:00:59] <tterrag> dunno why they didn't just accept a Vector3f since they could use vector ops
L122[03:00:59] <McJty> A bit redundant imho
L123[03:01:09] <tterrag> *shrug* mojang
L124[03:01:55] <Kolatra> fkin Mojang. :P
L125[03:02:54] <Disconsented> Hmm okay so I have two arbitary properties which together end up being 20 total variations. But metadata is only 16, any ideas on a work around?
L126[03:03:08] <McJty> getActualState and/or extended properties
L127[03:03:17] <McJty> You can store information in the TE and access taht with getActualState
L128[03:03:20] <McJty> Then use that in your json
L129[03:04:00] <tterrag> do these variations need to all be serialized?
L130[03:04:06] <tterrag> can they be context based?
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L132[03:04:20] <Disconsented> Its EnumFacing + another Enum'Type'
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L137[03:06:02] <Disconsented> However both of those are used directly in model render, so I think they have to both be serialized
L138[03:06:17] <tterrag> so what, your block has multiple types, and it can rotate all 4 directions?
L139[03:06:22] <Disconsented> yep
L140[03:06:25] <tterrag> why not split it out into multiple IDs?
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L142[03:06:30] <tterrag> seems a waste to use a TE for something so simple
L143[03:06:34] <Disconsented> Well its a multiblock
L144[03:06:42] <Disconsented> with a 5 different models
L145[03:06:44] <Sandra> Mojang: Ok, here's a vector3i, but what the hell is a Vector3f?
L146[03:06:45] <McJty> Do you already have a TE or not?
L147[03:06:52] <McJty> Sandra, i = int, f = float
L148[03:07:04] <Disconsented> Techinically yes, effectivley no
L149[03:07:05] <unascribed> yeah, they have a Vector3d
L150[03:07:06] <unascribed> Vec34
L151[03:07:08] <unascribed> Vec3*
L152[03:07:11] <Disconsented> I can scrap it easily
L153[03:07:24] <Sandra> McJty, i know, i was quoting mojang.
L154[03:07:30] <unascribed> and that naming inconsistency is MCP's fault
L155[03:07:31] <unascribed> not Mojang
L156[03:07:40] <Disconsented> So the idea here is to create a block for each part?
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L158[03:07:46] <unascribed> class names are infrequently changed because it would break everything
L159[03:07:57] <unascribed> Vec3i didn't exist when Vec3 got deobfuscated, so Vec3 was plenty descriptive
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L161[03:08:52] <Sandra> Disconsented, it's a multiblock, describe to me what the types are?
L162[03:09:15] <Disconsented> http://puu.sh/n7gul/5594bb7533.png, its the 5 unique parts there
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L164[03:10:09] <Sandra> Disconsented, are they all like the same block just if they're in that position they look like that?
L165[03:10:17] <MalkContent> ooo universal bucket
L166[03:10:56] <Sandra> you can create states based on context.
L167[03:11:05] <MalkContent> is that what i think it is? just register fluid and it creates you a bucket for it?
L168[03:11:21] <Disconsented> At the moment its one block class
L169[03:11:46] <Sandra> you shouldn't need more than one.
L170[03:12:32] <Sandra> also if that is just one single model, you can keep it as one single model.
L171[03:12:41] <Disconsented> Nah its 5 different models
L172[03:12:53] <Disconsented> I was told to split it up because lighting is wonky with it
L173[03:13:00] <Disconsented> Which it ends up being
L174[03:13:08] <Sandra> i guess so, yeah.
L175[03:13:15] <Disconsented> Since I need 4 more metadata values that whats avaliable. How would the game otherwise know what to render?
L176[03:13:37] <Sandra> you can create states based on context.
L177[03:13:42] <Sandra> using getActualState.
L178[03:14:02] <Sandra> where you have world access and can pull values from a TE or can detect blocks around it.
L179[03:14:23] <tterrag> ^
L180[03:14:34] <tterrag> don't store the type if it can be gathered based on context
L181[03:14:40] <tterrag> you know where you are in relation to the rest of the structure
L182[03:14:46] <tterrag> so you can figure out what your "type" is
L183[03:16:11] <Disconsented> So getActualState would end up replacing metadata then?
L184[03:16:23] <Sandra> if you've got a TE for this multiblock anyway (since it probably has one), you can store values in that.
L185[03:18:38] <tterrag> Disconsented: getActualState provides you the current IBlockState, the world, and the position
L186[03:18:52] <tterrag> then you would return state.withProperty(...)
L187[03:19:00] <Sandra> yeah.
L188[03:19:01] <tterrag> and feed it the property based on the position
L189[03:19:40] <McJty> Disconsented, it adds to the meta/blockstate. Not replaces it
L190[03:19:53] <Sandra> mmm.
L191[03:20:21] <Sandra> i just can't wait til blockstates don't have the dumb 16 blockstates per block limit.
L192[03:20:35] <tterrag> meta is only a serialization method
L193[03:20:45] <Sandra> yes, I know.
L194[03:20:55] <tterrag> wasn't really talking to you :P
L195[03:20:59] <tterrag> but yes that will be nice, if it happens
L196[03:21:09] <Sandra> oh sorry.
L197[03:21:10] <Disconsented> Ah I see
L198[03:21:12] <Sandra> :P
L199[03:21:31] <Sandra> tterrag, i swear it was planned for 1.10.
L200[03:21:38] <Disconsented> Confusing until I looked at ModelLoaderRegistryDebug
L201[03:21:49] <Sandra> if that ever happens.
L202[03:22:39] <Disconsented> Awesome thanks for pointing me onto the right track
L203[03:23:50] <Ordinastie> is there a way to get the atlas size ?
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L205[03:26:58] <Sandra> well.... my thing now shoots rainbow lasers.
L206[03:27:00] <Sandra> ...
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L208[03:28:25] <Ordinastie> Sandra, only thing left is to make your thing a unicorn's ass
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L210[03:29:00] <Sandra> Ordinastie, perfect.
L211[03:29:46] <Sandra> in other news, I think I just managed to hang the server thread.
L212[03:29:50] <Sandra> so that's great.
L213[03:30:33] <Sandra> or whatever thread handles the player right clicking the block on the server.
L214[03:31:49] <Sandra> it did not crash, weirdly.
L215[03:32:05] <Sandra> it just ran code in an infinite loop and became unresponsive to client inputs.
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L217[03:36:08] <Ordinastie> if you pause the debugger, you can find where it's stuck
L218[03:36:28] <Sandra> oh yeah. debuggers exist.
L219[03:36:35] <Sandra> i keep forgetting that.
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L223[03:56:18] <Sandra> ok. how do I sync my TE?
L224[03:57:08] <McJty> Sandra, getDescriptionPacket/onDataPacket
L225[03:57:16] <McJty> Implement those two to send over the values you need in the client
L226[03:57:47] <McJty> Then do worldObj.markBlockForUpdate(pos) to actually sync (use only when really needed obviously)
L227[03:58:01] <Sandra> right yeah.
L228[03:58:25] <Sandra> I'm only gonna sync when my block changes from powered to non-powered and vice-versa.
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L230[03:59:18] <Sandra> how do I write a packet in that case?
L231[03:59:31] <McJty> You write it in getDescriptionPacket
L232[04:01:04] <Sandra> so I just implement packet there and read it on client side?
L233[04:01:39] <McJty> Reading happens in onDataPacket
L234[04:01:42] <McJty> You don't call those manually
L235[04:01:45] <McJty> They get called for you
L236[04:02:58] <Sandra> so.....?
L237[04:03:05] <McJty> So what?
L238[04:03:13] <Sandra> the thing I'm syncing is just an integer.
L239[04:03:17] <Sandra> how do I do that?
L240[04:03:25] <McJty> Just like I told you
L241[04:03:34] <McJty> Implement getDescriptionPacket/onDataPacket
L242[04:03:41] <McJty> Then do worldObj.markBlockForUpdate(pos)
L243[04:03:45] <Sandra> yes but what packet do I return from getDescriptionPacket?
L244[04:03:48] <Lumien> S35PacketUpdateTileEntity
L245[04:03:57] <Lumien> You can just write / read nbt to / from that
L246[04:04:26] <Sandra> ah ok, good.
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L249[04:07:55] <Sandra> so like S35PacketUpdateTileEntity packet = new S35PacketUpdateTileEntity(pos,getBlockMetadata(),new NBTTagCompound());
L250[04:07:56] <Ordinastie> who would have guessed, textures work better when they're on the classpath...
L251[04:08:27] <Ordinastie> Sandra, you need to put actual data in the NBT, but yes
L252[04:08:39] <Sandra> yeah, of course.
L253[04:09:10] <Ordinastie> https://github.com/Ordinastie/MalisisDoors/blob/1.8/src/main/java/net/malisis/doors/tileentity/DoorFactoryTileEntity.java#L292-L305
L254[04:09:59] <Ordinastie> although that sync everything, and that's not really ideal
L255[04:10:44] <Ordinastie> (I should fix it, I even have selective syncing stuff ><)
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L257[04:11:28] <Sandra> all I'm syncing is the amount of RF in the tank.
L258[04:11:36] <Sandra> that's all that's in the TE in the first place.
L259[04:12:14] <Ordinastie> weeee \o/ http://puu.sh/n9TV1.jpg
L260[04:13:43] <Sandra> speaking of RF... I need to switch to the official API.
L261[04:13:53] <McJty> You do!
L262[04:14:16] <Sandra> i haven't worked on my mod in like a month or two.
L263[04:14:30] <Ordinastie> so, this doesn't work... http://puu.sh/n9U0m.png
L264[04:14:54] <Ordinastie> if anybody is seeing somthing obvious and want to spare me painful debugging
L265[04:15:07] <McJty> Ordinastie, can you just copy/paste the whole method as text?
L266[04:15:10] <McJty> Much easier then an image
L267[04:15:14] <McJty> And I need to see more
L268[04:16:03] <Ordinastie> how is it better than plain text when you even have colors :p
L269[04:16:08] <Ordinastie> unless you need copy/pasting
L270[04:16:21] <McJty> Well at least I need to see more
L271[04:16:28] <McJty> The entire method. Not just that extract
L272[04:16:36] <Ordinastie> there not really more
L273[04:16:43] <Sandra> Syncing like that makes the thing rerender with getActualState yeah?
L274[04:16:43] <McJty> Well there is
L275[04:16:48] <McJty> The code to 'begin' for example
L276[04:16:51] <McJty> And setup work
L277[04:16:56] <McJty> That's also important for this
L278[04:17:16] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8.9/src/main/java/net/malisis/core/renderer/font/MalisisFont.java#L281-L327
L279[04:17:43] <Ordinastie> I should just pass vertexData I think :x
L280[04:17:52] <McJty> Ordinastie, you are not calling 'begin' anywhere
L281[04:18:45] <Ordinastie> I am, deeper in the code, before, in another class
L282[04:18:58] <Ordinastie> renderer.next(GL11.GL_QUADS); <=
L283[04:19:30] <McJty> And vertex format?
L284[04:19:56] <Ordinastie> I think that's it :)
L285[04:20:21] <McJty> Somewhere you have to specify the vertex format POSITION_TEX_COLOR
L286[04:20:26] <McJty> Because that's what your code is using
L287[04:20:52] <Ordinastie> yes, I'm using custom one, forgot to change that ><
L288[04:20:55] <McJty> renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR)
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L290[04:27:47] <Sandra> OK! only thing needed now is to fix the rendering and I have a completely (as far as I know) non-buggy version of the lasers.
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L293[04:37:29] <Ordinastie> McJty, spot on :) http://puu.sh/n9UO5.jpg
L294[04:37:55] <McJty> Oh nice :-)
L295[04:38:05] <Ordinastie> hum, I guess, if I disable textures, I need to change the vertexFormat too now ?
L296[04:38:39] <Ordinastie> yes I do
L297[04:39:05] <Ordinastie> I should just use vertexData directly, that would solve that at least
L298[04:39:12] <Ordinastie> I thing
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L300[04:39:14] <Ordinastie> *think
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L302[04:47:15] <Ordinastie> !gm func_181719_f
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L313[05:14:58] <Ordinastie> hum, if no param is given, should I use default drawMode and vertexFormat or reuse last ones passed
L314[05:18:19] <Wuppy> hmm I wish you could look at the steam workshop for a game wihtout buying that game
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L317[05:26:50] <MalkContent> what does universal bucket do?
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L319[05:31:50] <Sandra> how do I set textures for items?
L320[05:32:03] <McJty> Sandra, using a model json just like with blocks
L321[05:32:05] <Sandra> I know how to for itemblocks but if I have items I don't have a blockstate?
L322[05:32:45] <Sandra> McJty, so do I make a blockstate file for all the items... or?
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L324[05:32:56] <McJty> Just a model file
L325[05:33:05] <Sandra> ok, where and of what format?
L326[05:33:08] <McJty> models/item/your_item.json
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L328[05:33:52] <McJty> I just looked at one of the vanilla item jsons for items
L329[05:33:55] <McJty> i.e. torch.json or so
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L331[05:35:14] <Wuppy> a friend of mine might get their game published by Sony :O
L332[05:35:18] <Sandra> there's forge transforms for it isn't there....
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L336[05:35:23] <Mossyblog> to get the inventory of a chest, its mc.thePlayer.openContainer right?
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L341[05:37:46] <Lumien> That gives you the currently open container on the client
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L345[05:38:18] <Mossyblog> yeah
L346[05:38:22] <Mossyblog> thats the one, thx
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L349[05:45:29] MineBot sets mode: +v on CovertJaguar
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L352[05:58:21] <MalkContent> what's the entityid string for a mod entity as used for the summon command?
L353[05:58:36] <MalkContent> modid:entityid doesn't do it :I
L354[06:00:34] <Sandra> MalkContent, it wouldn't just be entityid?
L355[06:01:09] <MalkContent> doesn't seem to be the case
L356[06:01:13] *** kroeser|away is now known as kroeser
L357[06:01:39] <MalkContent> i might err though
L358[06:03:02] <MalkContent> say EntityRegistry.registerModEntity(EntityTalkingBanana.class, "Banana", id++, bananamod.instance, 64, 3, false, -16129, -1);
L359[06:03:14] <MalkContent> summon ~ ~ ~ Banana does nothing
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L362[06:10:49] <Lumien> It's ModId.EntityName
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L364[06:10:58] <Sandra> mmm.
L365[06:11:06] <Bitterholz> good timezone everyone
L366[06:12:21] <Bitterholz> Finally got my model to be rendered, though its untextured and random faces get culled off :/
L367[06:12:44] <MalkContent> thanks Lumien
L368[06:12:51] <MalkContent> this was driving me crazy :D
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L371[06:18:22] <Sandra> Bitterholz, oh my.
L372[06:18:38] <Sandra> is it cause it's not quads?
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L375[06:18:58] <Sandra> no i'm probably just being dumb don't mind me.
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L378[06:19:10] <Bitterholz> its mainly Quads, a few tris
L379[06:19:25] <Bitterholz> couldnt find anything >4 verticles
L380[06:19:40] <Bitterholz> ill get a pic goin
L381[06:21:17] <Sandra> p sure MC models can /only/ render quads.
L382[06:21:27] <Sandra> no less no more.
L383[06:21:40] <McJty> Sandra, well the 1.8.9 OBJ model handles triangles too now
L384[06:21:45] <McJty> OBJ model loader I mean
L385[06:21:50] <Sandra> oh does it?
L386[06:21:51] <McJty> But maybe it converts them to quads. Not sure
L387[06:21:54] <McJty> yes
L388[06:22:06] <Sandra> it'd have to, yes.
L389[06:22:23] <Bitterholz> it copies one of the verticles to form a quad
L390[06:22:31] <Sandra> since MC's model system can only render quads.
L391[06:22:43] <McJty> I wonder why though. Would be more efficient to render tris here
L392[06:23:10] <Nitrodev> hi
L393[06:23:12] <Sandra> not really i wouldn't think.
L394[06:23:14] <Lordmau5> hi
L395[06:23:26] <Sandra> since almost all surfaces you should have in MC are quads.
L396[06:23:33] <McJty> yes for vanilla
L397[06:23:33] <Sandra> stylistically.
L398[06:23:43] <McJty> But in modded MC many more complex models could use triangles
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L400[06:24:17] <Sandra> the MC style is quads though?
L401[06:24:30] <Sandra> if you were gonna break the style sure.
L402[06:24:54] <McJty> Sandra, many mods do
L403[06:24:54] <Sandra> but if that was the case we'd need a whole new data structure for tris for not a whole lot of gain.
L404[06:25:00] <McJty> Sandra, i.e. if you use more complex OBJ models
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L406[06:25:23] <McJty> Well internally a 3D card renders tris anyway
L407[06:25:39] <McJty> A quad is simply rendered as 2 tris
L408[06:25:45] <Sandra> yes, of course.
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L410[06:25:46] <Bitterholz> To show what i mean by "my Problem": https://www.dropbox.com/s/s6iwf3eoq2amdne/RenderProblem.png?dl=0
L411[06:26:03] <Bitterholz> maybe somebody knows how to deal with that
L412[06:27:00] <Sandra> trapeziums don't render i guess.
L413[06:27:13] <Sandra> \o/
L414[06:28:34] <Ordinastie> Bitterholz, probably wrong winding order
L415[06:29:36] <Bitterholz> Ordinastie, wrong WHAT?
L416[06:29:51] <Bitterholz> <- OGJ rendering noob
L417[06:29:57] <Bitterholz> OBJ*
L418[06:30:05] <Sandra> JSON models master race!
L419[06:30:13] <Ordinastie> Sandra, or not -_-
L420[06:30:20] <Sandra> Ordinastie, or yes!
L421[06:30:27] <Ordinastie> Bitterholz, the quad may be facing inwards
L422[06:30:32] <Ordinastie> check the normals in Blender
L423[06:30:46] <Bitterholz> what do i look for
L424[06:30:51] <Bitterholz> in particular?
L425[06:31:25] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-184.vix1.mmc.at)
L426[06:31:48] <fry> http://sugarandcyanide.com/blog/wp-content/uploads/2013/01/normals_in_blender_265a.png
L427[06:31:58] <Bitterholz> fry, thx
L428[06:32:14] <fry> and check that all blue pointy things point outside
L429[06:32:23] <fry> if they don't - flip them
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L433[06:35:20] <Bitterholz> hmmmm can i have it display these only for certain selected faces fry?
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L437[06:49:01] <fry> no idea
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L440[06:57:41] <UnasAquila> I have an issue that I have been trying to resolve whereby when you open my backpack gui and click items on the players hotbar they get thrown like pressing q > https://github.com/IacioCraft/Backpacks
L441[06:59:02] <UnasAquila> It only happens when I the ysize > 160
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L443[07:00:35] <Bitterholz> fry, wireframe mode did the trick XD Thans for the tip with the Normals! Facepalm for me not thinking obaut them
L444[07:14:23] <Bitterholz> hmmm...still getting no texture applied :/
L445[07:14:35] <Bitterholz> might need to remap the thing entirely
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L448[07:34:13] <Sollux-Captor> morning
L449[07:34:39] <Lordmau5> o/
L450[07:34:45] <Sollux-Captor> \o
L451[07:35:15] <Wuppy> o/
L452[07:37:23] <dangranos> o/
L453[07:37:32] <Wuppy> how're y'all
L454[07:37:49] <Sollux-Captor> good good. happy because school got called off ^_^
L455[07:37:54] <ghz|afk_f> morning
L456[07:37:57] *** ghz|afk_f is now known as gigaherz
L457[07:38:47] <Lordmau5> https://i.imgur.com/rDZbnkl.jpg
L458[07:38:52] <Lordmau5> doing okay
L459[07:39:19] <Wuppy> haha Lordmau5 :P
L460[07:39:54] <Lordmau5> yo, this is a new meme now apparently https://i.imgur.com/ZPcAMN2.png
L461[07:40:36] <gigaherz> ah, fry: would the b3d animations or the animation system support morphs/blend shapes/whateveryouwanttocallthem?
L462[07:40:57] <fry> elaborate
L463[07:40:58] <Wuppy> those dogs are pretty cool though Lordmau5
L464[07:41:02] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Books.png
L465[07:41:04] <gigaherz> I have this book
L466[07:41:12] ⇨ Joins: NullEntity (~NullEntit@cpe-24-208-49-242.new.res.rr.com)
L467[07:41:12] <gigaherz> Iwant it to change from open to closed
L468[07:41:16] <boni> no that's 5 books
L469[07:41:17] <boni> *4
L470[07:41:29] <fry> yes, that's already possible
L471[07:41:30] <Wuppy> I have this book http://www.amazon.com/gp/product/0672337630?gwSec=1&redirect=true&ref_=s9_simh_gw_p14_d0_i6
L472[07:41:31] <Wuppy> :P
L473[07:41:32] <gigaherz> boni: that's the book in 4 different "openness" states
L474[07:41:58] <fry> skeletal animation with multiple bones for each vertex, with different weights is there and working for b3d
L475[07:42:44] <gigaherz> ok ,then I just have to learn how to animate that XD
L476[07:42:45] *** Kolatra is now known as Kolatra|Away
L477[07:44:28] <Wuppy> Better call saul is starting again!!
L478[07:44:46] <Sollux-Captor> does anyone know where the hell i can find a galacticraft alt download? the website hasnt been working for a while
L479[07:44:47] <McJty> Oh... Why doesn't the UseHoeEvent get the 'side' the hoe was used on?
L480[07:44:50] <McJty> That's annoying...
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L483[07:47:18] <Ordinastie> McJty, should it alway be... the sidewalk? :D
L484[07:47:31] * Ordinastie is already out
L485[07:47:41] <McJty> Well I need to replace what the default ItemHoe does
L486[07:47:45] <McJty> And the default ItemHoe needs the side
L487[07:52:20] <Cazzar> ... why do I do this: http://upload.cazzar.net/u/1455630738
L488[07:53:13] <Bitterholz> gigaherz, hey there, i got a question regarding my model again
L489[07:53:26] <Bitterholz> its loading fine now, but displays untextured
L490[07:53:37] <Bitterholz> nothing but the material
L491[07:53:43] <Bitterholz> defined in its mtl
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L493[07:57:21] <Bitterholz> it actually applies parts of the texture to the currently unwrapped parts o.O
L494[08:00:42] <gigaherz> you may need "custom":{ "flip-v": true }
L495[08:00:50] <gigaherz> in the blockstates file
L496[08:05:33] <Bitterholz> okay, what does that do exactly?
L497[08:06:02] *** fry is now known as fry|sleep
L498[08:06:37] <gigaherz> takes the "v" coords of the texture lines (vt <u> <v>), and does v=1-v on them during loading
L499[08:08:09] <Bitterholz> like this then? http://pastebin.com/bnhCwDRQ
L500[08:09:10] <gigaherz> no just "flip-v": true inside the existing custom
L501[08:09:13] <gigaherz> without the {}
L502[08:10:02] <Bitterholz> so just ,"flip-v": true
L503[08:10:09] <gigaherz> yes
L504[08:10:20] <Bitterholz> allright lets try that out
L505[08:11:04] <Bitterholz> hurray!
L506[08:11:12] <Bitterholz> that did the trick :D
L507[08:12:57] <Bitterholz> back to intense UV mapping
L508[08:13:00] <Bitterholz> yay
L509[08:14:07] <Bitterholz> gigaherz, seems like there is a minimal distance between the coordinate and the textures first pixel, making it flicker on the edges
L510[08:14:18] <Bitterholz> can i normalize that smehow
L511[08:15:21] <gigaherz> no idea
L512[08:15:33] <gigaherz> although
L513[08:15:39] <gigaherz> if the texture is transparent on the edges
L514[08:15:44] <gigaherz> you could always duplicate the edge pixels
L515[08:15:56] <gigaherz> so that it has a little bit more to draw
L516[08:16:07] <Bitterholz> good idea
L517[08:16:13] <gigaherz> but if you rely on the texture being transparent, that won't help ;P
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L519[08:17:54] <Bitterholz> luckily i dont :P
L520[08:18:15] <Unh0ly_Tigg> woo! Vulkan is out! https://www.khronos.org/vulkan/
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L522[08:21:29] <gigaherz> Unh0ly_Tigg: oooh
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L524[08:23:49] <Unh0ly_Tigg> what sucks imho, is that from the looks of it, to get a driver for nvidia cards right now, you seem to only get vulkan in the driver, aka no opengl or directx. granted, I'm only coming to this conclusion based on the driver download filename: "356.39-vkonly_geforce_win10_64bit_international.exe"
L525[08:25:24] <gigaherz> yeah sounds like it
L526[08:25:25] <gigaherz> but
L527[08:25:36] <gigaherz> I doubt it's "just vulkan"
L528[08:25:40] <gigaherz> windows can't work without dx
L529[08:25:45] <gigaherz> it just probably can't support dx12 ;P
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L531[08:26:08] <gigaherz> or maybe it only provides DEBUG features for vulkan
L532[08:26:08] <Unh0ly_Tigg> though, they have said they will be including vulkan in non-beta drivers in an upcoming release.
L533[08:26:26] <gigaherz> yeah I'll be waiting on official support before I check anything
L534[08:26:28] <Unh0ly_Tigg> https://developer.nvidia.com/vulkan-driver is where I got the driver download.
L535[08:26:40] <gigaherz> the links are right there in the page you linked
L536[08:26:50] <Unh0ly_Tigg> yeah...
L537[08:27:59] <Unh0ly_Tigg> I'm just wondering if/when lwjgl gets a vulkan binding.
L538[08:28:26] <gigaherz> meh just make a lwjvk
L539[08:28:27] <gigaherz> ;P
L540[08:28:33] <gigaherz> you have the vulkan specs right there
L541[08:28:34] <gigaherz> ;P
L542[08:28:48] <unascribed> but the "GL" in LWJGL isn't as in OpenGL
L543[08:28:50] <Unh0ly_Tigg> you do realize that the gl in lwjgl is gaming library...
L544[08:28:51] <unascribed> it's as in Game Library
L545[08:28:58] <unascribed> and it says right on their homepage
L546[08:29:01] <unascribed> vulkan support is planned
L547[08:29:05] <gigaherz> pff then they suck
L548[08:29:16] <Unh0ly_Tigg> "Light weight java gaming library" as it's always been.
L549[08:29:23] <gigaherz> anyone who uses "gl" to mean anything other than the "gl" bit of opengl, in a library primarily used for opengl bindings
L550[08:29:23] <gigaherz> ;P
L551[08:29:34] <unascribed> and openal bindings
L552[08:29:40] <unascribed> and DirectInput/XInput2 bindings
L553[08:29:46] <unascribed> and X/dwm/Quartz bindings
L554[08:30:00] <Unh0ly_Tigg> the gl in opengl is graphics language. which is kind of generic...
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L556[08:30:20] <unascribed> well, graphics library
L557[08:30:21] <unascribed> but same idea
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L559[08:32:09] <Unh0ly_Tigg> huh, so...
L560[08:32:39] <Unh0ly_Tigg> I apparently live within like 20 miles of the Khronos headquarters.
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L566[08:47:19] <FallingD> does anyone know a good tutorial series on openGl?
L567[08:47:43] <williewillus> what kind of GL?
L568[08:49:09] <LatvianModder> the open one
L569[08:49:10] <LatvianModder> :P
L570[08:49:33] <FallingD> the one that i need for LWJGL :3
L571[08:49:36] <williewillus> i mean modern gl or ancient gl
L572[08:49:50] <LatvianModder> depends on LWJGL version
L573[08:50:02] <LatvianModder> 3 is.. complicated. 2 is easy and has a ton of tutorials
L574[08:50:12] <FallingD> knowing mojang, probably ancient, no really just the one minecraft currently (1.8 and beyond) uses.
L575[08:50:22] <williewillus> yeah that's GL 1-1.5
L576[08:50:26] <williewillus> and maybe some 2
L577[08:50:34] <LatvianModder> it has 2 I think
L578[08:50:52] <Unh0ly_Tigg> minecraft uses 2.9.x
L579[08:51:00] <LatvianModder> Minecraft actually uses lwjgl-2.9.4
L580[08:51:19] <LatvianModder> And I think they might have a plan to move to 3 soon
L581[08:51:54] <williewillus> that would involve changing lots of things
L582[08:51:55] <Unh0ly_Tigg> it does use elements from opengl 1.x, 2.x, and 3.x currently, when possible.
L583[08:51:58] <williewillus> but yeah that's inevitable
L584[08:52:00] <LatvianModder> They already made WorldRenderer etc, which makes easier to port code to the new lwjgl. I tried it and I couldnt even get a 3-color triangle, wot.
L585[08:52:21] <Unh0ly_Tigg> I've been writing a wrapper for the glfw window id system.
L586[08:52:31] <LatvianModder> that part was cool
L587[08:52:38] <LatvianModder> the rendering was weird
L588[08:52:47] <LatvianModder> why can't I just use GL.glVertex.. WHY
L589[08:53:00] <LatvianModder> color4f was gone
L590[08:53:16] <LatvianModder> I had to use.. Shaders. And I absoloutly hate shaders
L591[08:54:02] <Unh0ly_Tigg> the original OpenGL pipeline is obsolete. If you request a window context with a context version of something like 3.0 or newer, the 1.x command pipeline is not available.
L592[08:54:15] <Unh0ly_Tigg> core 3.0 or newer*
L593[08:54:17] <williewillus> LatvianModder: because immediate mode is slow as hell
L594[08:54:28] <FallingD> how would i draw (or when can i find an explanation) a 3d line (so it has and x,y and z) but draw it through blocks
L595[08:54:37] <LatvianModder> but how can I draw a simple rect with 4 different colors then?
L596[08:54:49] <LatvianModder> eh.. lines are.. stupid
L597[08:54:53] <williewillus> FallingD: you can probably use the tessellator for that
L598[08:54:55] <Lumien> buffers everywhere :o
L599[08:55:00] <Unh0ly_Tigg> get gud /s
L600[08:55:09] <LatvianModder> they dont change the size in distance
L601[08:55:16] <FallingD> LatvianModder, LWJGL is stupid /s :P
L602[08:55:23] <LatvianModder> WHOA WHOA WHOA
L603[08:55:24] <LatvianModder> :D
L604[08:55:40] <LatvianModder> so from close up the line will look thin but from far it can be as fat as the block itself
L605[08:57:44] <FallingD> i guess, pretty much like a the player name box that is visible somewhat through blocks
L606[08:58:09] <FallingD> so it does have a x,y,z location in the world
L607[08:59:27] <LatvianModder> GL11.glBegin()
L608[08:59:44] <LatvianModder> glBeing(GL11.GL_LINES); *
L609[08:59:58] <LatvianModder> glVertex3d(x, y, z); glVertex3d(x, y, z); glEnd()
L610[09:00:02] <williewillus> uhh
L611[09:00:04] <LatvianModder> boom. line done.
L612[09:00:06] <williewillus> you can use the tessellator for that
L613[09:00:07] <williewillus> you know
L614[09:00:14] <LatvianModder> Or that
L615[09:00:20] <LatvianModder> Does it really matter
L616[09:00:21] <LatvianModder> ?
L617[09:00:24] <williewillus> tess is faster
L618[09:00:32] <LatvianModder> if VBOs are enabled
L619[09:00:56] <FallingD> is there a difference between the first set of x,y,z and the second?
L620[09:01:05] <LatvianModder> for a line, not really
L621[09:01:25] <LatvianModder> it can't have face cull, so any point can be start point
L622[09:03:31] <FallingD> would i have to do anything like disable lightning or something?
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L624[09:03:52] <williewillus> disable depth
L625[09:03:55] <williewillus> i think
L626[09:05:12] <LatvianModder> what do you mean with lighting? if "glow in dark effect" like this http://imgur.com/pmDzHpK
L627[09:05:21] <LatvianModder> then its easy. Well. Mostly
L628[09:05:41] <williewillus> people really should take the chance to improve that style of delivery
L629[09:05:47] <williewillus> it looks bad xD
L630[09:05:56] <williewillus> (for light level overlays I mean)
L631[09:06:07] <LatvianModder> I was forced to make them Xes
L632[09:06:13] <LatvianModder> So I made a config!
L633[09:06:19] <LatvianModder> http://imgur.com/RRr0l4R
L634[09:06:23] <FallingD> mostly mean like "GlStateManager.disableLighting();"
L635[09:06:25] <LatvianModder> default is smooth circles
L636[09:06:42] <LatvianModder> floating numbers show if you press F3 :P
L637[09:06:57] <FallingD> :O
L638[09:07:14] <williewillus> yeah
L639[09:07:25] <williewillus> if you wanted it to show through blocks youd need to disable depth
L640[09:07:41] <LatvianModder> and depthMask(false) I belive
L641[09:08:06] <LatvianModder> just dont forget to re-enable them after
L642[09:08:16] <LatvianModder> otherwise everything else will break too
L643[09:08:39] <FallingD> <3 thanks a ton guys
L644[09:08:55] <LatvianModder> so, williewillus you say I should use tessellator for rendering wherever I can?
L645[09:09:11] <LatvianModder> even for drawing simple rects etc?
L646[09:09:26] <williewillus> i thought that was common knowledege :P yes especially for simple shapes like that
L647[09:09:33] <LatvianModder> ...
L648[09:09:38] <LatvianModder> good thing that I do already!
L649[09:09:43] <williewillus> :P
L650[09:09:50] <LatvianModder> I still had doubt
L651[09:09:57] <williewillus> about what? :P
L652[09:10:01] <LatvianModder> I usually follow vanilla minecraft's example when porting versions
L653[09:10:24] <williewillus> when is something in mc *not* drawn by the tessellator, is the question..
L654[09:10:58] <LatvianModder> No, the question is where it isnt in my code.. I need to find all the places, though I think I fixed everything
L655[09:11:22] <LatvianModder> I think ill use Search just to check
L656[09:11:23] <McJty> Search for GL11 usages?
L657[09:11:31] <LatvianModder> yep
L658[09:15:22] <FallingD> williewillus, how would i do it with Tesselator?
L659[09:15:52] <williewillus> wr.begin(GL11.GL_QUADS, POSITION_COLOR); wr.pos(x, y, z).color(r, g, b).endVertex(); wr.pos(x, y, z).color(r, g, b).endVertex();
L660[09:15:58] <williewillus> tess.draw()
L661[09:16:10] <williewillus> where wr is gotten from tess.getWorldRenderer()
L662[09:17:47] <FallingD> wait what version of mc has wr.begin?
L663[09:17:48] <williewillus> note that color values are floats in range [0, 1]
L664[09:17:56] <FallingD> i am using 1.8 and not seing it
L665[09:17:56] <williewillus> anything about 1.8.0
L666[09:17:59] <williewillus> *above
L667[09:18:05] <williewillus> 1.8.9
L668[09:18:17] <FallingD> :/
L669[09:18:42] <williewillus> are you on 1.8.0? :P
L670[09:18:46] <FallingD> yh
L671[09:18:49] <McJty> Why?
L672[09:18:55] <FallingD> sorry should have mentioned
L673[09:18:58] <McJty> Update asap. There is no reason to still be on 1.8.0
L674[09:19:18] <williewillus> dae 1.7.2 ;P
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L677[09:19:45] <FallingD> lot of players are still on 1.8, i'll be making a 1.8.9 port at some point but would like to get this working on a version i know first :P
L678[09:20:00] <williewillus> literally nothing has changed in 1.8.9 besides the tess
L679[09:20:01] <Lordmau5> Are there huge differences from 1.8 and 1.8.9 anyway?
L680[09:20:04] <williewillus> nope
L681[09:20:11] <Lordmau5> so why bother sticking to 1.8 lol
L682[09:20:14] <McJty> williewillus, well on the forge side there are many changes
L683[09:20:16] <williewillus> you get generics in 1.8.9 and the tessellator changed
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L685[09:20:22] <williewillus> yeah forge has had many improvments in 1.8.9
L686[09:20:25] <McJty> williewillus, many enhancements in the forge json format
L687[09:20:50] <Lordmau5> well
L688[09:20:52] <Lordmau5> *enhancements*
L689[09:20:59] <Lordmau5> but no major changes like 1.7->1.8 was
L690[09:21:08] <williewillus> lol of course
L691[09:21:10] <gigaherz> FallingD: are there really a "lot" of players on 1.8?
L692[09:21:15] <Lordmau5> ^
L693[09:21:20] <McJty> I doubt that too
L694[09:21:20] <gigaherz> the only 1.8-based modpack I know about was ftb unstable
L695[09:21:22] <FallingD> heavy modders are for sure
L696[09:21:27] <gigaherz> and it was switched to 1.8.9 like am onth ago
L697[09:21:29] <williewillus> unstable is 1.8.9
L698[09:21:30] <Lordmau5> which ones?
L699[09:21:31] <williewillus> yeah
L700[09:21:39] <williewillus> what is a heavy modder xD
L701[09:21:48] <gigaherz> we are heavy modders
L702[09:21:50] <FallingD> and a lot of people are waiting till mods like tabbychat are updated before they want to update.
L703[09:21:50] <gigaherz> and we are 1.8.9
L704[09:21:51] <gigaherz> ;p
L705[09:21:53] <Lordmau5> *that's* a question for another day, young willie.
L706[09:22:14] <FallingD> dont't get me wrong i get why we should encourage people to use the latest version of mc
L707[09:22:17] <gigaherz> FallingD: let's say we disagreeon "a lot of people"
L708[09:22:18] <gigaherz> ;p
L709[09:22:25] <williewillus> anyhow
L710[09:22:26] <gigaherz> a lot of people are on 1.7.10.
L711[09:22:31] <gigaherz> a few are on 1.8
L712[09:22:34] <williewillus> you have to use the tess the old way until you update then
L713[09:22:37] <Lordmau5> uhm, one sec...
L714[09:22:38] <gigaherz> ;P
L715[09:23:07] <Lordmau5> FallingD, I think I can ask killjoy about TabbyChat and 1.8.9 later today
L716[09:23:07] <FallingD> well the people still on 1.7.10 are idiots
L717[09:23:12] <Lordmau5> no they're not
L718[09:23:21] <Lordmau5> let the people play what they want to play with :P
L719[09:23:28] <Lordmau5> but at some point, they should get with the times
L720[09:23:41] <LatvianModder> 1.7.10 will be around for a long time
L721[09:23:46] <FallingD> not when they keep complaining about backporting mods to 1.7.10 >.>
L722[09:23:48] <Lordmau5> sadly..
L723[09:23:57] <williewillus> except when we don't backport...
L724[09:23:57] <Lordmau5> Backporting is overrated, lol
L725[09:23:59] <williewillus> it'll die
L726[09:24:04] <LatvianModder> 1.8.9 era barely has started. 1.7.10 aint going anywhere
L727[09:24:05] <Lordmau5> Ye, that
L728[09:24:12] <McJty> There are still people playing 1.6.4 modpacks
L729[09:24:13] <gigaherz> Iwas browsing a bit of the minecraftforums WIP mods subforum
L730[09:24:14] <williewillus> if someone wants to un-modelify all my shit go ahead and try lol
L731[09:24:16] <gigaherz> before adding my own post there
L732[09:24:19] <McJty> There are even still 1.6.4 servers being started and so on
L733[09:24:21] <gigaherz> and one of them had a message
L734[09:24:25] <McJty> Doesn't mean we have to support that version :-)
L735[09:24:29] <gigaherz> "any demends to backport to 1.7.10 get reported as spam"
L736[09:24:34] <Lordmau5> If we make mods to 1.8.9 and DON'T backport stuff, like new features, or a whole mod in general, then there's more urge for them to update
L737[09:24:36] <gigaherz> demands*
L738[09:24:56] <McJty> I still maintain my 1.7.10 mods but I don't add new features to them
L739[09:25:01] <Lordmau5> ^
L740[09:25:02] <McJty> New features go to the 1.8.9 versions
L741[09:25:04] <LatvianModder> ^
L742[09:25:15] <gigaherz> yeah
L743[09:25:18] <Lordmau5> Doing the exact same. If there's a major bug in the 1.7.10 version that someone just found, I'm gonna fix it.
L744[09:25:29] <Lordmau5> But new features? God no. I'm glad if I can get them to work in 1.8.9 alone
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L749[09:28:13] <UnasAquila> I have an issue that I have been trying to resolve whereby when you open my backpack gui and click items on the players hotbar the item gets thrown like pressing q this only happens when I set addSlotToContainer > 160 - https://github.com/IacioCraft/Backpacks
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L752[09:29:04] <williewillus> i had that when my shift keys got stuck :P
L753[09:29:10] <williewillus> which sometimes happens in lwjgl
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L755[09:31:24] <UnasAquila> wish it had been that simple :)
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L759[09:39:10] <Ordinastie> !gm loadTextureAtlas
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L774[10:11:38] <shadowfacts> in the blockstate json file, is there a way to translate the model?
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L777[10:14:26] <williewillus> yes
L778[10:14:49] <williewillus> using the "transform" key in any variant
L779[10:16:34] <Ordinastie> well, it was more painful than expected, but at last : http://puu.sh/na9uc.mp4
L780[10:16:41] <Ordinastie> (the filling sword thingy)
L781[10:16:50] <williewillus> nice
L782[10:16:58] <Ordinastie> and the code for it :
L783[10:16:58] <Ordinastie> bar = new UIProgressBar(this, 16, 16, BLOCK_TEXTURE, new VanillaIcon(Items.iron_sword), new VanillaIcon(Items.diamond_sword));
L784[10:17:07] <Ordinastie> bar.setVertical()
L785[10:17:25] <williewillus> is this a general purpose gui library?
L786[10:17:53] <Ordinastie> well, it does everything you see in that GUI at least
L787[10:18:11] <Ordinastie> but it's not just a gui lib, it's MalisisCore
L788[10:18:20] <Ordinastie> soooo much more! \o/
L789[10:18:25] <williewillus> that would be useful on its own :P
L790[10:19:10] <shadowfacts> williewillus, you mean "transform": { "x": 3 } translates it by 3 on the x axis? cause that doesn't make sense
L791[10:19:13] <Ordinastie> people don't want dependency
L792[10:19:19] <williewillus> no
L793[10:19:47] <williewillus> "transform": { "translation": [ 3, 0, 0 ] }
L794[10:19:58] <williewillus> note that forge translations are 1/16 those of the vanilla ones
L795[10:20:26] <shadowfacts> oh, ok, that makes more sense
L796[10:20:47] <Ordinastie> williewillus, would you be willing to use it for your mods ?
L797[10:20:59] <williewillus> if i had a need for a complex gui sure
L798[10:21:11] <williewillus> i don't need one rn but it just seems like something nice that'smissing rn
L799[10:21:18] <williewillus> maybe you could get it into forge who knows :P
L800[10:21:24] <Ordinastie> no I can't
L801[10:21:28] <Ordinastie> it does way too much
L802[10:22:19] <Ordinastie> code for that gui : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8/source/net/malisis/demo/guidemo/Gui.java
L803[10:23:26] <Ordinastie> but all the rendering is completely separated from vanilla (and not just the guis)
L804[10:24:49] <Ordinastie> but I can do that : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8/source/net/malisis/demo/components/BlockStairs.java#L45
L805[10:24:53] <Ordinastie> so it's nice :p
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L810[10:36:49] <Bitterholz> Model rendring Question: How do I force the modell to use texture Alpha Value for Transparency? (Material of the Faces is Transparent)
L811[10:37:37] <williewillus> what context, this is a block?
L812[10:37:43] <williewillus> make sure you have it render in the right renderpass
L813[10:37:50] <LatvianModder> getRenderLayer iirc
L814[10:37:53] <williewillus> yup
L815[10:38:13] <williewillus> return EnumWorldBlockLayer.CUTOUT for 0-1 transparency (all or nothing) or TRANSLUCENT if you need blending
L816[10:38:15] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.8.9/src/main/java/latmod/silicio/block/BlockSiliconBlock.java#L26-L31
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L818[10:38:52] <LatvianModder> translucent if you have semi-transparent textures, cutout if something like glass
L819[10:39:22] <Bitterholz> sec
L820[10:39:26] <Bitterholz> thx on the info
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L828[10:54:26] <sciiam> Hey guys! Anyone here is using forge in linux console?
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L834[10:59:44] <williewillus> sciiam: what do you mean?
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L837[11:10:13] <Naiten> Welp. I still don't get that blockstate thing. Can somebody explain pls?
L838[11:11:30] <williewillus> what blockstate thing?
L839[11:11:38] <williewillus> the json or just the blockstate system
L840[11:16:01] <shadowfacts> williewillus, halp, the translation isn't doing jack shit: https://aww.moe/uyxdku.png
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L843[11:18:04] <williewillus> hm
L844[11:18:04] <gigaherz> meh feared as much
L845[11:18:09] <williewillus> that should've worked
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L847[11:18:51] <gigaherz> I have absolutely no idea how to make a morph-based animation work when imported into blender, let alone how to turn it into skeleton-based animation
L848[11:19:32] <Naiten> williewillus, just blockstate system
L849[11:19:49] <gigaherz> Naiten: uh
L850[11:19:52] <Wuppy> I had not thought organising events is this much work :o
L851[11:19:56] <gigaherz> you define a set of properties
L852[11:20:03] <gigaherz> eahc property has a predefined set of values
L853[11:20:25] <shadowfacts> erm wat
L854[11:20:29] <gigaherz> the blockstates are all the possible combinations of those properties
L855[11:20:52] <gigaherz> (and yes, MC precomputes ALL possible combinations)
L856[11:20:58] <gigaherz> then
L857[11:21:04] <williewillus> so you can say "My block as a boolean property taht determines if its powered, and an enum property saying what variant of stone it is" and you can directly manipulate those values at a higher level
L858[11:21:16] <williewillus> and all the ugly bitshifting mess to save it is abstracted way into two methods
L859[11:21:19] <shadowfacts> _nothing_ from the side property affects the model
L860[11:21:22] <gigaherz> each blockstate can have a different model assigned
L861[11:21:51] <gigaherz> on the other side, you can choose which ones get stored onto the world (getStateFromMeta/getMetaFromState)
L862[11:22:07] <gigaherz> and which ones are only contextual (getActualState)
L863[11:22:23] <williewillus> careful with your state/meta conversion methods, they need to be one to one in the properties you use
L864[11:23:47] <Naiten> welp, how do i assign blockpos property?
L865[11:24:09] <shadowfacts> o_O, nevermind, setting textures works, but rotation/translation doesn;'t
L866[11:24:11] <williewillus> what do you mean a pos property for?
L867[11:24:17] <williewillus> you can't possibly save that
L868[11:24:58] <williewillus> a blockpos serializes into a long (64 bits) at best, you get to save metadata.....4 :P
L869[11:26:19] <gigaherz> Naiten: blockpos property makes no sense
L870[11:26:33] <Naiten> gigaherz, but i need coordinates though
L871[11:26:37] <gigaherz> first, because I can't think of any use where a blockpos property would fit into the blockstate system
L872[11:26:45] <Naiten> ugh
L873[11:26:53] <williewillus> why do you need corods
L874[11:26:54] <gigaherz> second, because the blockstate system is exclusively for deciding variants
L875[11:27:03] <gigaherz> explain why you think you need the coords
L876[11:27:05] <williewillus> can't give good advice without knowing the use case
L877[11:27:07] <Naiten> bezier curve is determined by coordinates of nodes
L878[11:27:18] <gigaherz> uhh
L879[11:27:22] <williewillus> that's something that goes in a TE or some global state manager
L880[11:27:26] <gigaherz> whatever you are doing that involves curves
L881[11:27:32] <gigaherz> you'll need to use a TE to store that data
L882[11:27:38] <williewillus> you still get 16 meta values
L883[11:27:47] <gigaherz> the blockstates are just for declaring variants
L884[11:27:48] <williewillus> states haven't magically given you the ability to store 64 bits into 4
L885[11:28:01] <gigaherz> the variants need to be known beforehand
L886[11:28:02] <Naiten> i'm not using TE in any way
L887[11:28:11] <gigaherz> then you can't store that data. sorry.
L888[11:28:16] <williewillus> how did you store the data before then?
L889[11:28:34] <Naiten> I used TE and TESR before >_>
L890[11:28:50] <williewillus> it's impossible to use purely the state system to store it
L891[11:28:54] <williewillus> it's literally meta
L892[11:29:03] <williewillus> you can't store a 64 bit number into 4 bits, that's it
L893[11:29:09] <gigaherz> yeah: the world only stores the 4 bits of metadata
L894[11:29:19] <gigaherz> you simply can't store more than 16 distinct "variants"
L895[11:29:23] <Naiten> welp, is TE without TESR still fps-eating?
L896[11:29:30] <gigaherz> you can obtain rendering information from a TE
L897[11:29:31] <williewillus> you can use blockstates to *expose* the rendering information
L898[11:29:36] <williewillus> but you can't store it using states alone
L899[11:29:40] <gigaherz> Naiten: thing is
L900[11:29:45] <gigaherz> if you want it animated
L901[11:29:48] <gigaherz> you'll need to use a TE
L902[11:29:51] <gigaherz> TESR*
L903[11:29:57] <gigaherz> because the world data is "fixed"
L904[11:30:01] <williewillus> meh ;p
L905[11:30:06] <gigaherz> you can't have dynamically changing stuff
L906[11:30:17] <gigaherz> you'd have to constantly refresh the rendering cache
L907[11:30:26] <gigaherz> which would drop the fps WAY more than any TESR would
L908[11:30:34] <williewillus> a la redpower2 pipes 1.4.7
L909[11:30:51] <gigaherz> TESR isn't intrinsically bad
L910[11:30:57] <gigaherz> we just often use it wrong
L911[11:30:57] <gigaherz> XD
L912[11:31:06] <williewillus> it's pretty bad
L913[11:31:08] <williewillus> but yeah :P
L914[11:31:10] <williewillus> mostly abuse
L915[11:31:16] <gigaherz> williewillus: think of it
L916[11:31:19] <gigaherz> how do we use TESR?
L917[11:31:25] <gigaherz> we constantly dump data into the tesellator
L918[11:31:32] <gigaherz> which translates it into vertex arrays/buffers
L919[11:31:35] <gigaherz> and then draws it
L920[11:31:39] <gigaherz> every frame.
L921[11:31:46] <williewillus> i know
L922[11:31:48] <gigaherz> instead of keeping the data cached in arrays/buffers directly
L923[11:31:49] <williewillus> whoops space
L924[11:31:50] <williewillus> :P
L925[11:31:53] <Bitterholz> NICE Pipe modell done :D
L926[11:32:27] <williewillus> that's why im trying my hardest to move everything in botania to json/static as possible instead of saying fuckit and using the tesr item hack hook for everything
L927[11:32:30] <williewillus> :D
L928[11:32:44] <williewillus> every single statiac thing moved out of a tesr is moar frames
L929[11:32:52] <gigaherz> unless it changes often
L930[11:32:58] <williewillus> hence static
L931[11:33:14] <gigaherz> I'm strongly considering getting rid of my dust block
L932[11:33:19] <gigaherz> or at least making it slower
L933[11:33:28] <Bitterholz> Though BlockLayer Translucent gives me visual Artifacts where the Triagonal faces of the core go through the, actually higher, overlaying faces of the pipes extensions
L934[11:33:29] <williewillus> wahts it do?
L935[11:33:37] <gigaherz> the dust block has 15 density levels
L936[11:33:38] <williewillus> Bitterholz: picture?
L937[11:33:41] <Bitterholz> sec
L938[11:33:43] <gigaherz> with different transparencies each
L939[11:33:55] <gigaherz> and every N ticks, it will lose some density, and transfer some density to its neighbours
L940[11:34:06] <gigaherz> until it reaches 0, then it turns to air
L941[11:34:20] <gigaherz> the whole thing probably causes a few hundred block updates in the space of 5-10 seconds
L942[11:34:34] <gigaherz> you can see the fps crawl down, then back up
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L944[11:35:46] <gigaherz> I'm thinking of making it entities instead
L945[11:36:12] <gigaherz> each "dust" entity would be a simple cube, with a transparency going down over time
L946[11:36:21] <gigaherz> and the size going up over time
L947[11:36:23] <gigaherz> as it "fades"
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L949[11:36:41] <gigaherz> the dustball would spawn a dozen or 2 of those entities, and they'd die out
L950[11:36:46] <gigaherz> I think it will be LESS heavy to do that
L951[11:36:47] <gigaherz> ;P
L952[11:37:10] <Naiten> ugh
L953[11:37:23] <Naiten> isn't TESR dropping fps anymore?
L954[11:37:24] <williewillus> why the struggle? :P
L955[11:37:25] <gigaherz> xcept with that, I'd have to constantly check if the dust entities are in contact with a living entity they can damage
L956[11:37:30] <williewillus> it does
L957[11:37:33] <gigaherz> Naiten: TESR hasn't changed
L958[11:37:36] <williewillus> but I still don't know your use case really
L959[11:37:36] <gigaherz> if used wrong
L960[11:37:39] <gigaherz> it drops fps
L961[11:37:47] <gigaherz> if used right, it drops fps... less
L962[11:37:52] <williewillus> well it pretty much drops vs any static model :P
L963[11:38:06] <gigaherz> a TESR with a bunch of worldrenderer.vertex().tex().whatever
L964[11:38:23] <gigaherz> will be slower than a TESR which has packed vertex data and gives the array directly
L965[11:38:52] <Naiten> when having ~10 TESRs per chunk any little drop is significant
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L967[11:39:02] <williewillus> what are you rendering?
L968[11:39:23] <Naiten> railways
L969[11:39:34] <Naiten> i aint got no other project
L970[11:39:46] <Bitterholz> williewillus, here you go
L971[11:39:49] <Bitterholz> https://www.dropbox.com/s/8jl75nv7iisonls/RenderProblem2.png?dl=0
L972[11:39:55] <Bitterholz> doesnt happen with Coutout
L973[11:39:55] <Naiten> http://i.imgur.com/uzTxdmn.png
L974[11:40:14] <williewillus> use a TE to store the necessary rendering transforms then an unlisted prop to pass that to some sort of smartmodel
L975[11:40:17] <williewillus> I thought we already did that :P
L976[11:40:23] <diesieben07> didn't we already do that? yeah
L977[11:40:28] <diesieben07> you don't need a tesr for htat.
L978[11:41:18] <williewillus> idk why the artifacts
L979[11:41:23] <Naiten> we only did the smartmodel stuff, but we haven't discussed where to store data
L980[11:41:24] <williewillus> probably something not getting culled in translucent
L981[11:41:27] <williewillus> in the TE
L982[11:41:36] <williewillus> there's nowhere else
L983[11:41:53] <williewillus> unless you can reduce all your rendering data into a number between 0 and 16 exclusive
L984[11:41:56] <williewillus> :P
L985[11:42:11] <williewillus> nonticking TE's are relatively cheap especially with no TESR
L986[11:42:53] <Bitterholz> williewillus, I suppos there is no workarround for that right? Except setting the Alpha to CUTOUT but that shits on the beatifull blue-tinted Glas
L987[11:43:04] <williewillus> not sure
L988[11:43:07] <williewillus> ask fry xD
L989[11:43:11] <Naiten> how to make TE non-ticking?
L990[11:43:23] * Bitterholz yells at fry
L991[11:43:25] <williewillus> those look nice by the way
L992[11:43:27] <diesieben07> in 1.8? do nothing.
L993[11:43:32] <williewillus> Naiten: don't implement ITickable, that's it
L994[11:43:35] <diesieben07> they are non-ticking by defaulöt
L995[11:44:19] <Bitterholz> tho whome did that "those look nice BTW" go
L996[11:44:34] <williewillus> you
L997[11:44:48] <williewillus> I already saw his rails a while ago those look nice too
L998[11:45:04] <Naiten> diesieben07, bist du aus Deutschland?
L999[11:45:10] <Naiten> ö
L1000[11:45:26] <diesieben07> yep
L1001[11:45:50] <Bitterholz> thanks, was quite a hassle to get these to look this good! Cudoes to my Model Artist for the Base model...
L1002[11:45:52] <Naiten> \o/
L1003[11:46:00] <diesieben07> \o/
L1004[11:46:12] <Bitterholz> It actually worked after i invest Hours, blood n sweat into it
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L1006[11:46:35] <williewillus> what kind of pipes are they, item?
L1007[11:46:40] * Bitterholz hebt leise die Hand als Deutscher
L1008[11:46:50] <diesieben07> WE ARE TAKING OVER
L1009[11:46:57] <Bitterholz> williewillus, Spiritual Successor of Logistics Pipes
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L1011[11:47:05] <williewillus> nice
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L1013[11:47:14] <williewillus> good time for some new item transport mods :P
L1014[11:48:03] <Bitterholz> The Plan is to Simplify alot
L1015[11:48:27] <Bitterholz> Especially moving away from Specialised Pipes, Turning everything into Modlues and Chassis
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L1017[11:49:28] <Bitterholz> if my cousins Plan works out, we can drop the .draw() calls on a Network from N per ammount of Pipes to 1
L1018[11:49:38] <Bitterholz> Shaders FTW
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L1020[11:49:45] <gigaherz> so more like ducts/conduits?
L1021[11:50:07] <sciiam> williewillus: i mean i run forge server on linux cli (no gui)
L1022[11:50:18] <williewillus> yeah, I do that?
L1023[11:50:22] <shadowfacts> williewillus, halp, rotations and translations aren't working in the side property, they work fine when I set them in the facing property
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L1025[11:50:46] <williewillus> shadowfacts: do they work outside of a multipart env? (Not sure if you can easily test that)
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L1027[11:50:47] <DanYeomans> random question, but is there any reason to have a common and client proxy in 1.8+
L1028[11:50:49] <gigaherz> sciiam: "java -jar forge-whatever.jar" in a folder next to "minecraft_server-version.jar"
L1029[11:50:50] <Bitterholz> gigaherz, not really, imagine Routed, Unrouted and Different Tiers of Chassis Pipes
L1030[11:50:57] <DanYeomans> since they aren't strictly needed
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L1032[11:51:14] <williewillus> you need it if you have any models
L1033[11:51:18] <williewillus> that need registering
L1034[11:51:20] <Bitterholz> DanYeomans, logical simplification
L1035[11:51:24] <gigaherz> Bitterholz: ah I was thinking you meant like "pipe chassis" with the "routing upgrade" applied to it
L1036[11:51:26] <williewillus> since that happens in preinit and must be done clientside
L1037[11:52:07] <gigaherz> DanYeomans: the "common" proxy is just a design choice
L1038[11:52:11] <sciiam> gigaherz: i know, thanks ^_^ but my initial question was just to check if a lot of people was using the server this way
L1039[11:52:11] <gigaherz> I use an interface instead
L1040[11:52:25] <DanYeomans> what are the advantages of that?
L1041[11:52:26] <gigaherz> sciiam: basically anyone with a minecraft hosting does
L1042[11:52:35] <sciiam> ok
L1043[11:52:49] <Bitterholz> Plan is to have Chassis T1-6, Slot counts 1, 2, 3, 4, 6, 10
L1044[11:53:01] <sciiam> i see ... never used hosting
L1045[11:53:08] <Bitterholz> And then have Modules for every task we come up with the System should be able to perform
L1046[11:53:12] <sciiam> i run it at home since 2 years
L1047[11:53:16] <gigaherz> DanYeomans: generally speaking, the server proxy will remain empty for most people
L1048[11:53:26] <gigaherz> and the client proxy is needed because of rendering calls
L1049[11:53:33] <gigaherz> things like registering models and such
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L1051[11:53:49] <gigaherz> a "common" proxy
L1052[11:54:00] <gigaherz> gives the idea that you would use it to store common behaviour
L1053[11:54:11] <gigaherz> but really, if you have common behaviour, you don't need to access it through a procy
L1054[11:54:13] <gigaherz> proxy
L1055[11:54:27] <gigaherz> so the only useful use cases are "stuff that must only happen on client jars"
L1056[11:54:35] <gigaherz> and "stuff that must only happen on server jars"
L1057[11:54:36] <sciiam> i got anoying glitches in the server console, like when typing a command, if server is outputing text it hides the text im typing
L1058[11:54:43] <gigaherz> so
L1059[11:54:49] <Bitterholz> hope fry wakes up soon so i can yell at him
L1060[11:54:58] <Naiten> is that normal to get Gl errors on the clean forge?
L1061[11:54:58] <gigaherz> a generic interface, and two separate implementations: ClientProxy, and ServerProxy
L1062[11:55:06] <gigaherz> seem like a better design to me
L1063[11:55:12] <DanYeomans> gigaherz: i much prefer that
L1064[11:55:37] <DanYeomans> i've had no client and server proxies on my 1.8 version of my mod and i was thinking for organization sake i should add them
L1065[11:55:52] <DanYeomans> sounds like the best way to do that to me
L1066[11:55:59] <gigaherz> then my personal suggestion would be to create an interface for it
L1067[11:56:08] <gigaherz> then implement it from ClientProxy and ServerProxy
L1068[11:56:18] <gigaherz> leave serverproxy blank (only the method declarations with no body)
L1069[11:56:31] <gigaherz> (with no code in thebody, I mean)
L1070[11:56:43] <gigaherz> and use the client proxy for registering models, renderers, resourcelocations, etc
L1071[11:56:55] <gigaherz> another suggestion
L1072[11:57:08] <gigaherz> is to expose in your proxy interface, methods like "preInit" and "init"
L1073[11:57:20] <gigaherz> so that things like "registerRenderers" are internal to the ClientProxy
L1074[11:57:39] <gigaherz> this helps make sure that you call things in the right place
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L1076[11:57:54] <Bitterholz> gigaherz, Seems like The culling drps out when 2 Meshes overlay/Get into each other(wich is impossible to do otherwhise for us) and renders the one more that is further away from the center of your screen
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L1078[11:58:14] <sciiam> ...so anyone having same glitch I described?
L1079[11:58:20] <gigaherz> Bitterholz: the issue of 2 meshes exactly on top of eachother is called z-fighting
L1080[11:58:31] <gigaherz> it's an unavoidable flaw of rounding errors in the gpu
L1081[11:58:52] <Bitterholz> nah they arent ontop of each other, ill get you a picture series going
L1082[11:58:56] <gigaherz> you can fi it by offsetting one of them to be very slightly different than the other
L1083[11:58:58] <gigaherz> fix*
L1084[11:59:01] <Nitrodev> So how are you guys doing?
L1085[11:59:24] <gigaherz> sciiam: does it still work if you continue typing
L1086[11:59:28] <gigaherz> and you press enter at the end?
L1087[11:59:33] <sciiam> yes
L1088[11:59:37] <Bitterholz> like the meshes are exactly formed the same, but angled 90° to each other
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L1090[11:59:45] <gigaherz> yeah then it's not really something mc can fix
L1091[12:00:02] <Bitterholz> its rendered right in COUTOUT though
L1092[12:00:03] <gigaherz> it's just how the terminal works
L1093[12:00:09] <sciiam> but are you all having this issue?
L1094[12:00:28] <gigaherz> I don't run nogui personally
L1095[12:00:35] <Bitterholz> Nitrodev, It may please you to hear i figured the model stuff out :P
L1096[12:00:57] <sciiam> so you only chat with players in your mc client?
L1097[12:01:27] <gigaherz> I dont' currently run a server, but when I did, I used my own client for it, yes
L1098[12:01:31] <gigaherz> the only time I went to the console
L1099[12:01:34] <gigaherz> was for admin commands
L1100[12:01:37] <sciiam> i see
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L1102[12:03:03] <sciiam> ill have to live with that glitch I guess
L1103[12:03:09] <Bitterholz> gigaherz, seems like fry needs to tackle Translucent rendering again, because in CUTOUT the favoring of one of the angled meshes does not happen
L1104[12:03:18] <sciiam> i cant launch client on my phone :P
L1105[12:04:01] <Bitterholz> Its probably the same issue that causes the Triagonal Artifacts to pierce the higher lying connector Mesh
L1106[12:04:09] <gigaherz> you could try to find a terminal or something with buffered input?
L1107[12:04:17] <gigaherz> so that it doesn't actually send the text until you are done typing?
L1108[12:04:44] <sciiam> ya..
L1109[12:04:48] <sciiam> good idea
L1110[12:04:51] <sciiam> thanks
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L1112[12:05:29] <Wuppy> tonight is going to be weird....
L1113[12:05:46] <Wuppy> I heard that several people were asked to put on old pants before going to the city
L1114[12:06:05] <Wuppy> and there was need of ski goggles :P
L1115[12:06:25] <Naiten> Self.Instance.Procrastination.beat()
L1116[12:06:35] <williewillus> eww singletons
L1117[12:06:50] <williewillus> and uppercase what is this C# ;)
L1118[12:07:10] <Wuppy> and considering it's the final of an already crazy competition... this'll be interesting
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L1124[12:14:34] <Bitterholz> meh, ill just stay with CUTOUT until TRANSLUCENT is fixed
L1125[12:15:49] <williewillus> tell fry when he gets here though, I have a feeling its either a bug or an easy fix
L1126[12:16:02] <Bitterholz> probably
L1127[12:16:17] <Bitterholz> or ill have to scrap fancy Glass
L1128[12:16:19] <Bitterholz> XD
L1129[12:16:56] <Bitterholz> now towards inventory Connecting....
L1130[12:17:20] <Bitterholz> i suppose, i can push a mesh a little forward if the block to connect to is a Chest?
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L1133[12:19:40] <Bitterholz> williewillus, is that possible in a simple-ish manner or...
L1134[12:20:03] <williewillus> uh idk
L1135[12:21:27] <williewillus> diesieben07: where was that mod where you compiled your base mod class in j6 and the rest in 7/8?
L1136[12:22:03] <diesieben07> https://git.io/vgdqm
L1137[12:22:29] <diesieben07> note that the j6 code in that case will nto be reobfed
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L1140[12:27:34] MineBot sets mode: +o on LexManos
L1141[12:30:28] <Jezza> Does FML have any plans for adding support for Kotlin?
L1142[12:30:51] <gigaherz> Idon't think forge has any plans to add any other language
L1143[12:31:36] <Jezza> Hmm, I wonder if they'll take a PR for it.
L1144[12:31:42] <gigaherz> yo ucna however use your own loading plugin for it
L1145[12:31:44] <williewillus> i kinda want to try it though
L1146[12:31:53] <gigaherz> there was someone around here who did kotlin already
L1147[12:31:54] <williewillus> less intense than scala but has some nice shinies
L1148[12:31:59] <gigaherz> can't remember who, though
L1149[12:32:03] <Wuppy> woop woop, new better call saul episodes
L1150[12:32:07] <williewillus> modmuss50 maybe?
L1151[12:32:09] <MattDahEpic> @Mod.modLanguageAdapter ?
L1152[12:32:24] <Jezza> That's why I was asking for FML
L1153[12:32:25] <modmuss50> whats up?
L1154[12:32:36] <Jezza> Because it's FMLs side that would be doing most of the work, AFAIK
L1155[12:32:37] <williewillus> modmuss50: were you the one who did kotlin in FML?
L1156[12:32:43] <modmuss50> sort of
L1157[12:32:43] <Jezza> But just thought I'd ask.
L1158[12:32:55] <williewillus> how'd you get that to happen/work? :P
L1159[12:32:57] <williewillus> / did it work :P
L1160[12:33:04] <gigaherz> https://gist.github.com/Cazzar/173c6745b3dffd523c85
L1161[12:33:06] <gigaherz> found the link
L1162[12:33:09] <gigaherz> XD
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L1164[12:33:30] <modmuss50> https://github.com/Emberwalker/Forgelin
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L1166[12:36:24] <williewillus> does it shade the kt library into every mod or does the language bridge grab it?
L1167[12:37:08] <LexManos> We already do most of the work, but cpw has exposed language adaptors for a reason. You can write your own.
L1168[12:37:15] <LexManos> We will not be adding official support for other languages
L1169[12:37:23] <LexManos> Especially ones with extra libraries
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L1194[13:56:48] <madcrazydrumma> Is there a way to check if a player is online by their username?
L1195[13:58:01] <diesieben07> MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(username) != null
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L1204[14:08:35] <unascribed> you should use UUIDs though
L1205[14:09:58] <madcrazydrumma> I know I should, is there a way to get the UUID from a username? I am trying to have a list that players can add usernames into
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L1208[14:12:32] <madcrazydrumma> So it makes sense for me to just use usernames
L1209[14:12:43] <diesieben07> MinecraftServer.getServer().getPlayerProfileCache().getGameProfileForUsername
L1210[14:12:57] <LatvianModder> still, better make a list where players can add UUIDs in
L1211[14:12:59] <diesieben07> but you should transform the list into UUIDs immediately
L1212[14:13:00] <madcrazydrumma> ahh then use the EntityPlayer.getUUID(gameprofile)
L1213[14:13:04] <Bitterholz> fry, could it be that BlockLayer.TRANSLUCENT is bugged out?
L1214[14:13:05] <diesieben07> no.
L1215[14:13:13] <diesieben07> just profile.getId()
L1216[14:13:19] <madcrazydrumma> oh right
L1217[14:13:22] <Bitterholz> fry, pics incoming...
L1218[14:13:24] <unascribed> yes, UUIDs are not a lookup optimization
L1219[14:13:26] <fry> it probably won't get any better, Bitterholz
L1220[14:13:32] <LatvianModder> player.getGameProfile().getId()
L1221[14:13:35] <unascribed> they are a way to ensure you mean the same player every time
L1222[14:13:40] <unascribed> even if they change their name
L1223[14:13:43] <diesieben07> what i mean is, read the file and immediately transform any usernames into UUIDs
L1224[14:13:46] <diesieben07> then re-save the file
L1225[14:13:46] <LatvianModder> AND they are lookup optimization too :P
L1226[14:13:57] <Bitterholz> so, is there a workarround for faces being prefered?
L1227[14:14:01] <UnasAquila> madcrazydrumma, https://gist.github.com/IacioCraft/a53ffb465f1f7e0c6c84
L1228[14:14:18] <diesieben07> that's not helpful if they are offline
L1229[14:14:24] <madcrazydrumma> ^^
L1230[14:14:26] <LatvianModder> for (EntityPlayerMP player : MinecraftServer.getServer().getConfigurationManager().playerEntityList) works too :P
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L1232[14:14:41] <LatvianModder> thats true. So.. Yay FTBLib? :P
L1233[14:14:48] <diesieben07> also there is ServerConfigurationManager#getPlayerByUUID
L1234[14:14:56] <LatvianModder> I store every player's name and UUID in world file that has ever played :P
L1235[14:15:07] <diesieben07> why? forge already does that.
L1236[14:15:10] <Bitterholz> fry, or can i somehow, do with CUTOUT, what i can do with Translucent? Especially talking about the Blue-Tinted Glass here http://imgur.com/a/kbQEn
L1237[14:15:12] <LatvianModder> Doesnt
L1238[14:15:26] <LatvianModder> It has UsernameCache or smth iirc
L1239[14:15:33] <diesieben07> yes
L1240[14:15:35] <LatvianModder> but thats not what I want, nor need
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L1242[14:15:43] <diesieben07> but it does exactly what you just described.
L1243[14:15:54] <LatvianModder> + stores NBT data :P
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L1245[14:16:10] <diesieben07> it uses json
L1246[14:16:14] <diesieben07> but it still persists
L1247[14:16:19] <diesieben07> you shouldn't care about the data format
L1248[14:16:33] <LatvianModder> Its.. Ok. Ok. And what happens when you move a world?
L1249[14:16:39] <Bitterholz> fry, Im talking about these Artifacts: http://imgur.com/kV2kJUH is that a Bug or just something MC isnt capable of?
L1250[14:16:45] <LatvianModder> Cache is different on PCs.
L1251[14:17:00] <diesieben07> it's not per world
L1252[14:17:00] <Bitterholz> fry, as said, with Cutout, these artifacts dont happen
L1253[14:17:36] <LatvianModder> cutout == not fancy :P
L1254[14:17:42] <fry> transparency sorting is inperfect
L1255[14:17:50] <LatvianModder> diesieben07: I know. Thats why mine is.
L1256[14:17:55] <fry> you may want to separate your model in 2 layers
L1257[14:18:02] <diesieben07> why is it though?
L1258[14:18:03] <LatvianModder> can you do that?
L1259[14:18:04] <fry> 1 for blue parts and 1 for black/grey
L1260[14:18:08] <diesieben07> that doesn't really make sense
L1261[14:18:17] <LatvianModder> Oh god. To store Claimed chunks, homes and what not
L1262[14:18:20] <fry> render black/grey in SOLID, blue in TRANSLUCENT
L1263[14:18:28] <diesieben07> what does that have to do with usernames? :D
L1264[14:18:33] <Bitterholz> damn thats messy :/
L1265[14:18:37] <LatvianModder> Friends list.
L1266[14:18:49] <diesieben07> whatever man
L1267[14:18:52] <diesieben07> i give up :P
L1268[14:18:54] <LatvianModder> You dont want to add 304930c0cc2039c0 but LatvianModder. So I need to store those too :P
L1269[14:19:00] <Bitterholz> is there a way i can get the Blue tint into Cutout?
L1270[14:19:02] <diesieben07> no you don't :D
L1271[14:19:08] <LatvianModder> |:I
L1272[14:19:09] <diesieben07> what if someone changes their name
L1273[14:19:11] <diesieben07> how do you know?
L1274[14:19:21] <LatvianModder> Then it refreshes when player logs in
L1275[14:19:28] <diesieben07> yes exactly :D
L1276[14:19:29] <unascribed> but how do you know it's them
L1277[14:19:35] <unascribed> if you store only name
L1278[14:19:41] <diesieben07> he stores both
L1279[14:19:41] <LatvianModder> I store both ARGH
L1280[14:19:42] <LatvianModder> :D
L1281[14:19:45] <unascribed> also don't mind me if I missed something, i'm really sick
L1282[14:19:51] <LatvianModder> Its ok :D
L1283[14:19:56] <diesieben07> i am just saying it's pointless to put it in the world imho.
L1284[14:20:07] <unascribed> yeah, there's also a lookup cache built-in to the game
L1285[14:20:10] <unascribed> so just use that
L1286[14:20:11] <Bitterholz> I mean, these Artifacts dont fuck things up, they just shit on the Fancyness
L1287[14:20:37] <LatvianModder> Those pipes look great though
L1288[14:20:43] <Bitterholz> Thx
L1289[14:20:43] <LatvianModder> Logistics pipes clone?
L1290[14:20:52] <Bitterholz> Spiritual Successor
L1291[14:20:58] <Bitterholz> more of
L1292[14:20:59] <LatvianModder> because LP looks very similar
L1293[14:21:28] <Bitterholz> its closer to placeengineers
L1294[14:21:31] <Bitterholz> actually
L1295[14:21:35] <Bitterholz> space*
L1296[14:21:51] ⇦ Quits: agowa338 (~Thunderbi@p549189C1.dip0.t-ipconnect.de) (Read error: Connection reset by peer)
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L1299[14:23:01] <Bitterholz> LatvianModder, Since LP is pretty much a MESS (code whise and design whise) and is not going to be in 1.8 anytime soon, I took the legacy and moved on basicly
L1300[14:23:30] <LatvianModder> Yeah, I'd guess a good few months until that updates
L1301[14:23:54] <PaleoCrafter> it's not like it's been over a year or something
L1302[14:23:58] <Bitterholz> in the current state, years
L1303[14:24:06] <LatvianModder> Ok, true
L1304[14:24:23] <Bitterholz> and the Original devs are kinda to busy to keep it going
L1305[14:24:42] <Bitterholz> We've had PR's idle arround for months
L1306[14:25:09] <Bitterholz> I guess ill just ship with Artifacts and Blame Fry Kappa (Jokes)
L1307[14:25:28] <PaleoCrafter> blaming fry always works :P
L1308[14:26:15] <MalkContent> hehe
L1309[14:26:23] <MalkContent> placeengineers
L1310[14:26:27] <Bitterholz> fry, and btw seperating all of that glass n structs will at least double the mesh Count
L1311[14:26:45] <MalkContent> that could have come right out of the channels bot
L1312[14:26:47] <Bitterholz> so no not an option
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L1314[14:29:24] <fry> what
L1315[14:29:39] *** big_Xplo|AFK is now known as big_Xplosion
L1316[14:29:48] <fry> well
L1317[14:30:07] <fry> move the triangle thingies to SOLID then
L1318[14:30:13] <fry> should solve the issue too
L1319[14:31:54] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L1320[14:34:07] <Bitterholz> fry, i suppose these is no way to do that without splitting the meshes?
L1321[14:34:26] <Bitterholz> and its not just the Tris, its in 90° corners as well
L1322[14:35:08] <fry> don't see it
L1323[14:35:14] <Bitterholz> sec
L1324[14:38:35] <diesieben07> hm, class name for chunk coords + dimension? DimensionChunk? :D
L1325[14:39:07] <PaleoCrafter> Triple :P
L1326[14:39:09] <Bitterholz> fry, here you can see it: http://imgur.com/a/1Keh3 middle one is comparison with CUTOUT
L1327[14:39:19] <diesieben07> if i wanted to use Tripe, I'd use triple :D
L1328[14:39:23] <diesieben07> but tripe is meaningless
L1329[14:39:52] <diesieben07> where is my l
L1330[14:39:52] <Bitterholz> diesieben07, how about DimensionalChunk
L1331[14:40:01] <diesieben07> mhm that's not bad
L1332[14:40:07] <Bitterholz> diesieben07, I ate it >:D
L1333[14:40:18] <diesieben07> lol
L1334[14:40:31] <PaleoCrafter> that isn't enterprisy enough yet
L1335[14:40:54] <Bitterholz> diesieben07, Intercepting packets of your client and cutting out every L when i hold Shift ya know
L1336[14:40:57] <fry> that looks very strange, Bitterholz
L1337[14:41:16] <fry> depth buffer shouldn't be affected like that
L1338[14:41:29] <Bitterholz> fry, IKR...i mean, that shouldnt even be happening from just being Translucent
L1339[14:41:54] <fry> yes
L1340[14:41:55] <PaleoCrafter> DimensionAwareChunkPositionContainerProxy, diesieben07 :3
L1341[14:42:03] <Bitterholz> so, IS it a BUG or my model thats messing up stuff?
L1342[14:42:04] <diesieben07> gtfo
L1343[14:42:05] <diesieben07> :D
L1344[14:42:23] <fry> not sure
L1345[14:42:56] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L1346[14:43:04] <Bitterholz> fry, i can give you access to what im working on so you could test stuffs..
L1347[14:43:05] <PaleoCrafter> RemoteDimensionChunkDescriptor isn't even that bad xD
L1348[14:43:10] <diesieben07> also javadocs on constructors is way enterprisierererer: http://i.imgur.com/wOGdGFK.png
L1349[14:44:50] <Bitterholz> id say JUST DimensionAwareChunk
L1350[14:44:50] <DanYeomans> it's possible to get the block from the tile entity correct?
L1351[14:45:04] <DanYeomans> as in the Block type
L1352[14:45:15] <diesieben07> getBlockType
L1353[14:45:24] <DanYeomans> thank you
L1354[14:45:33] <LatvianModder> TileEntity.getWorld().getBlockState(tileEntity.pos()) in worst case
L1355[14:46:20] <Bitterholz> diesieben07, yay for naming your Class BTW
L1356[14:46:25] <Bitterholz> lel
L1357[14:46:26] <diesieben07> :D
L1358[14:46:42] <LatvianModder> I just went with LM-everything
L1359[14:46:47] <Bitterholz> now i need to tackle Inventory rendering and BB's ...
L1360[14:46:58] <LatvianModder> LMPlayer, LMNBTUtils, LMInventory, BlockLM. Because I can
L1361[14:47:27] <LatvianModder> Babies.
L1362[14:48:06] <unascribed> why not LatvianPlayer/LatvianInventory/etc
L1363[14:48:10] <diesieben07> yay smurf naming
L1364[14:48:16] <Bitterholz> LatvianModder, at least youre somewhat straight with your Pattern
L1365[14:48:29] <Bitterholz> Though..BlockLM defeats my OCD
L1366[14:48:50] <PaleoCrafter> damn, I can't find the page that had all these bad habits listed :(
L1367[14:49:07] <diesieben07> http://blog.codinghorror.com/new-programming-jargon/
L1368[14:49:21] <PaleoCrafter> ah, that was the title :D
L1369[14:49:44] <LatvianModder> unascribed: naah. See, my username is sarcastic. I am the least patriotic Latvian ever
L1370[14:50:13] <Bitterholz> Whats a Latvian? o.O
L1371[14:50:17] <Bitterholz> Kappa
L1372[14:50:49] * Bitterholz wants his Kappa Emojis
L1373[14:51:14] <LatvianModder> Oh its a far land, near Narnia
L1374[14:51:33] <Bitterholz> Cool, are there Unicorns?
L1375[14:51:58] <Bitterholz> Bet if there are, my little Sis would instantly migrate over XD
L1376[14:52:06] <MattDahEpic> https://www.humblebundle.com/gamepedia_bundle hahaha we all have infinite curse premium
L1377[14:52:16] <Bitterholz> woot
L1378[14:52:58] *** Abrar|gone is now known as AbrarSyed
L1379[14:53:03] <Bitterholz> thats just broken stuff there MattDahEpic
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L1381[14:53:42] <Bitterholz> FUUU need to finger out how to get my BoundingBox to match the state of my Model o.O
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L1383[14:53:54] <PaleoCrafter> I don't MattDahEpic :P
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L1385[14:54:42] <shadowfacts> uhm, I just got this crash report from a user and have no idea what's happening: http://pastebin.com/jZi1hjha
L1386[14:55:23] <diesieben07> that AIOOBE is very suspicious at the bottom
L1387[14:55:30] <diesieben07> the FML log would be helpful maybe
L1388[14:55:42] <diesieben07> probably some coremod screwing up
L1389[14:59:53] <Bitterholz> diesieben07,
L1390[15:00:08] <diesieben07> sure.
L1391[15:00:33] <Bitterholz> how to i manage to get my blocks bounding Box to match the models outline, regardless of its state
L1392[15:01:08] <diesieben07> you mean collision box?
L1393[15:01:14] <Bitterholz> JES! thats the thing
L1394[15:01:36] <diesieben07> override addCollisionBoxesToList and add as many AABBs as you want
L1395[15:02:07] <Bitterholz> ah, so i can add, for say, the center one, and a box for each connector
L1396[15:02:12] <diesieben07> yup
L1397[15:02:45] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
L1398[15:03:00] <Bitterholz> and can i, later on, deny connections by wrenching them at the Collider?
L1399[15:03:27] <Bitterholz> loads a qustions XD
L1400[15:03:44] <diesieben07> uhm. what? :D
L1401[15:04:16] <riderj> What's your mod supposed to do? Should start there before throwing out "connections" XD
L1402[15:05:14] ⇦ Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote host closed the connection)
L1403[15:05:49] *** kroeser is now known as kroeser|away
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L1405[15:06:38] <Bitterholz> riderj, Basicly, spiritual 1.8 successor to Logistics Pipes
L1406[15:06:44] <Bitterholz> AND BC independant
L1407[15:08:56] <riderj> Cool, I wish I could help. Unless you need to make a basic item I'm of no use :P
L1408[15:09:11] <riderj> I would say, you can do anything your hear desires ;)
L1409[15:09:20] <riderj> heart*
L1410[15:09:25] <Corosus> is there any easy cross mod (or forge only) ways to detect if a block is part of a multiblock structure thats bound to a tile entity?
L1411[15:10:29] <Bitterholz> Probably not Corosus but dont quote me on it
L1412[15:10:38] <Corosus> hhhmmmmmmm
L1413[15:11:06] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 198 seconds)
L1414[15:11:10] <PaleoCrafter> Multiblocks are kinda like energy systems in that regard :P
L1415[15:11:44] <Corosus> yeah true
L1416[15:11:51] <Corosus> bound by proprietary systems
L1417[15:12:50] <Bitterholz> you'd probably need to handle each and every mod in a Proxy
L1418[15:13:18] <Corosus> egh thats no fun, i guess ill just let my evil zombie miners rip up multiblocks for now
L1419[15:14:09] <Bitterholz> why not, so they are even more evil :P
L1420[15:14:15] <gigaherz> if anyone cares, we just released 0.4: https://reactos.org/download
L1421[15:14:19] <Corosus> 8D
L1422[15:14:37] <riderj> So you made something worse than enderman
L1423[15:14:58] <gigaherz> make a mob that sneaks behind you
L1424[15:15:00] <gigaherz> plays creeper noise
L1425[15:15:02] <Corosus> yeah, we've been having a blast fighting them off on our server
L1426[15:15:09] <gigaherz> and when oyu turn arround, TPs away
L1427[15:15:17] <Corosus> even hard walls from immersive engineering cant stop them in the long term
L1428[15:15:30] <PaleoCrafter> just make it invisible then, gigaherz :P
L1429[15:15:43] <gigaherz> nono, the fun would be to see the tp particles
L1430[15:15:47] <gigaherz> but have nothing to hit
L1431[15:16:11] <Corosus> bwahahah that'd be so mean
L1432[15:16:19] <Corosus> i love it
L1433[15:17:02] <riderj> XD
L1434[15:17:31] <riderj> Make it leave a silverfish when it tp's
L1435[15:18:30] <Corosus> was trying to setup a new building, but during an invasion the miners were having none of that, eager to undo my work, https://dl.dropboxusercontent.com/u/16326915/pics/2016-02-13_20.04.30.png
L1436[15:19:03] <riderj> they seem annoying as all hell
L1437[15:19:12] *** Darkevilmac is now known as DarkevilAway
L1438[15:19:38] <Corosus> yeah i got the fuck outta there, that time was particularly bad
L1439[15:20:06] <Corosus> trying to make it use a dynamic difficulty so it is tame to start and slowly ramps up
L1440[15:20:11] <thor12022_oops> it's always a fun time when your own mod makes you cry a bit
L1441[15:20:16] <Corosus> ^
L1442[15:20:33] <Corosus> roguelike dungeons with miners near is terrifying
L1443[15:20:34] <thor12022_oops> "What. Have. I. Done."
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L1445[15:22:07] <fry> http://www.youtube.com/watch?v=GyJNEZPm-pQ
L1446[15:22:26] ⇨ Joins: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1447[15:23:21] <Corosus> xD
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L1450[15:33:03] <gigaherz> hmmm
L1451[15:33:09] <gigaherz> lavafish
L1452[15:33:24] <gigaherz> they spawn in lava, swim around, and jump at the player
L1453[15:33:35] <gigaherz> causing flames and sadness
L1454[15:37:33] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1455[15:38:16] <Bitterholz> is ForgeDirection still present?
L1456[15:38:28] <PaleoCrafter> nah, EnumFacing is where it's at
L1457[15:41:15] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 198 seconds)
L1458[15:41:43] *** bilde2910 is now known as bilde2910|away
L1459[15:42:21] <shadekiller666> guys, i need a first and a last name for a pyromancer character
L1460[15:43:42] <MalkContent> saphire fire
L1461[15:44:08] <MalkContent> alternatively wang fire
L1462[15:44:16] <SkySom> I was thinkin' Franky Flame
L1463[15:44:23] <MalkContent> flameo, hotman
L1464[15:45:26] <MalkContent> haha damn
L1465[15:45:38] <gigaherz> shadekiller666: Blazing Smoke
L1466[15:45:40] <MalkContent> "i think i'm gonna play burn the rope, i wanna hear that song again :)"
L1467[15:45:56] <MalkContent> turns out they released some 100 levels and it's out as an app
L1468[15:46:14] <MalkContent> o dammit
L1469[15:46:19] <MalkContent> it's a different thing alltogether
L1470[15:46:32] <MalkContent> "you have to burn the rope" was the thing
L1471[15:46:34] * mikebald wonders male or female character first & last name.
L1472[15:46:54] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L1473[15:47:04] <gigaherz> mikebald: female is easier
L1474[15:47:17] <gigaherz> name: Ember
L1475[15:47:36] <thor12022_oops> Igni S.
L1476[15:48:12] <shadekiller666> the character is intended to be a male from an alien race not much different from Humans, except for the fact that they are a few thousand years more advanced, and that each individual has a "power"
L1477[15:48:51] <MalkContent> captain moreadvancedbutstillusesorcerybecausefireballsarecool
L1478[15:48:57] <shadekiller666> or, you know, just a Human 3000 years from now :P
L1479[15:48:58] <gigaherz> well if it's alien, it may as well be K-bpr't U'hnak't'hl
L1480[15:49:19] <MalkContent> is this like a pyrokinesis deal rather than magic?
L1481[15:49:32] <MalkContent> cthulu ftagn, giga
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L1483[15:49:53] <gigaherz> I mean
L1484[15:49:58] <shadekiller666> the character would be able to do whatever he wanted to with fire and plasma
L1485[15:50:28] <shadekiller666> throw fireballs? yep. indestructable forcefield of plasma? yep.
L1486[15:50:33] * mikebald thinks... Varro Vulcanson =).
L1487[15:50:48] <MalkContent> magic or more a psykinesis deal?
L1488[15:50:52] <gigaherz> for all we know, "K-bpr't U'hnak't'hl" could mean "He who burned his hometown and lives with hidden shame of being recognized"
L1489[15:51:00] <mikebald> Got the fun alliteration and the Roman Mythology references
L1490[15:51:00] <gigaherz> ;P
L1491[15:51:28] <MalkContent> anyways. if they are like native americans, how about "laughs with pants on fire"
L1492[15:51:52] <gigaherz> Captain Smirks-while-you-burn
L1493[15:52:06] <shadekiller666> MalkContent, whats the difference?
L1494[15:52:29] <gigaherz> shadekiller666: lore.
L1495[15:52:36] <gigaherz> before knowing how to name the character
L1496[15:52:44] <MalkContent> psykinesis would have a less mythical touch
L1497[15:52:44] <gigaherz> we'd have to know what kind of society the character comes from
L1498[15:52:49] *** manmaed|AFK is now known as manmaed
L1499[15:52:50] <gigaherz> what are their naming habits
L1500[15:53:06] <shadekiller666> ok
L1501[15:53:09] <gigaherz> in spiritual societies
L1502[15:53:18] <mikebald> Well, there's a few thousand more years advance and they're alien so... obviously they're Goa'uld
L1503[15:53:28] <gigaherz> naming may be done based on reading the pattern of blood and maniotic fluid
L1504[15:53:39] <gigaherz> and divining the future of the child
L1505[15:53:49] <gigaherz> "He who is destined to burn brightly"
L1506[15:54:02] <MalkContent> a sorcerer would be easier to name
L1507[15:54:03] <gigaherz> but it turns out the vision was misinterpreted and it's about others burning brightly while he watches
L1508[15:54:17] <MalkContent> you can go grand with those names without sounding excessively silly :D
L1509[15:54:23] * mikebald is not hearing anything he disagrees with.
L1510[15:54:41] <gigaherz> but if it's a scientific society
L1511[15:54:48] <MalkContent> "Bon Fire, The Grand"
L1512[15:54:51] <PaleoCrafter> Numuhukumakiaki'aialunamor :3
L1513[15:55:03] <gigaherz> they could have more technical names
L1514[15:55:04] <gigaherz> such as
L1515[15:55:19] <MalkContent> i am assuming some kind of active translator field here, because they are so advanced
L1516[15:55:36] <shadekiller666> i was thinking that this pyromancer was an alien similar to humans (think superman's home planet), that came to earth to learn about humans, and somehow ends up in a war, either against humans, or against other aliens of his race, depending on how the war started
L1517[15:55:38] <gigaherz> names of places or names of important people from the past
L1518[15:56:12] <gigaherz> yeah but superman's name is Kal-el
L1519[15:56:24] <PaleoCrafter> mikebald, then he would be called Sekhmet I guess :D
L1520[15:56:26] <gigaherz> so do you want to give the name a meaning?
L1521[15:56:36] <PaleoCrafter> (if they are Goa'uld)
L1522[15:56:45] <gigaherz> or just a random sequence of letters?
L1523[15:56:48] <MalkContent> Meat Loaf, Master of a thousand Lighter Flames
L1524[15:56:55] <gigaherz> do you want to have a name based on his powers?
L1525[15:57:01] <thor12022_oops> http://donjon.bin.sh/scifi/name/#type=space;space=Alien
L1526[15:57:31] <shadekiller666> i want the name to be A. feasible as an actual human-like name, B. some reference to fire/plasma, C. pronouncable
L1527[15:57:39] <shadekiller666> this is for a character modelling class
L1528[15:58:09] <PaleoCrafter> names aren't consistent across different human cultures, so it could be anything to fulfill the first criterion :P
L1529[15:58:13] <gigaherz> if I remove some letters from your nickname, I could get: Hadek Il-er
L1530[15:58:33] <gigaherz> nwo you want something fire-related in there
L1531[15:58:48] <gigaherz> if I remove some letters from your nickname, I could get: Hadek "The Bright" Il-er
L1532[15:59:04] <MalkContent> Fabius Fisherman, From the Fisherman Dynasty
L1533[15:59:12] <gigaherz> oops forgot to remove the beginning of that
L1534[15:59:35] <gigaherz> shadekiller666: you have to understand, ALL of the assumptions you may have related to names, are wrong
L1535[15:59:47] <gigaherz> there's names that have meaning, others do not
L1536[15:59:52] <PaleoCrafter> Brilajn Ardaĵo
L1537[15:59:54] <gigaherz> names may not be pronounceable
L1538[15:59:56] <MalkContent> his family owns the second largest fishing company, specialiting in traots and legis
L1539[15:59:58] <PaleoCrafter> have some Esperanto :P
L1540[16:00:02] <gigaherz> names may not even be composed of words
L1541[16:00:14] <gigaherz> some people don't even have an actual "name" that they can use to identify them selves
L1542[16:00:25] <MalkContent> he got mercilessly bullied at pyromancer accademy because his name wasn't fire related
L1543[16:00:30] <shadekiller666> oh, and D. sounds cool/clever
L1544[16:00:32] <MalkContent> can't chose your family
L1545[16:01:02] <shadekiller666> lol
L1546[16:01:03] <PaleoCrafter> and then he burned the academy down? :P
L1547[16:01:20] <shadekiller666> Glacier the pyromancer xD
L1548[16:01:43] <gigaherz> Hadek Blazewhisperer
L1549[16:02:09] <gigaherz> Sir burns-a-lot
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L1552[16:03:14] <PaleoCrafter> I kinda like Brilajn Ardaĵo, it doesn't sound too bad but has a obvious meaning if you speak Esperanto xD
L1553[16:03:42] <Bitterholz> fry, any news on that Depth Buffer Issue?
L1554[16:05:12] <mikebald> oh, has anyone said Trogdor yet? =)
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L1556[16:06:27] <shadekiller666> maybe Byrn Kresnik or something :P
L1557[16:06:37] <shadekiller666> Kresnik is the Slavic god of fire
L1558[16:07:57] <thor12022_oops> in that case I am obligated to suggest Logi
L1559[16:09:03] <gigaherz> Mike Thingsburn
L1560[16:11:52] <shadekiller666> Mike "Glacier" Thingsburn
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L1564[16:16:34] <shadekiller666> what would be a good name for a race of "mutants" be?
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L1566[16:18:49] <PaleoCrafter> Inhumans, hurr durr
L1567[16:19:46] <PaleoCrafter> But isn't a "race" of mutants kinda contradictory? :P
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L1569[16:21:36] <shadekiller666> thats why i put "mutants" in ""
L1570[16:22:37] <gigaherz> Inhumans is what they callthe "x-men" of Agents of SHIELD
L1571[16:23:11] <gigaherz> "The Twisted"
L1572[16:23:29] <gigaherz> depending on if they are seen as outcasts
L1573[16:23:43] <PaleoCrafter> That's why I put the "hurr durr" there, Marvel just doesn't have the rights for the "X-Men" term in films etc, iirc
L1574[16:23:44] <gigaherz> they could be "The twisted" or "The forgotten" or "The others"
L1575[16:24:03] <gigaherz> if they are seen as good
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L1577[16:24:34] <gigaherz> they could be "The gifted", "The blessed", or things like that
L1578[16:24:58] <PaleoCrafter> Although inhumans and x-men still are different groups
L1579[16:25:18] <gigaherz> yeah, xmen are mutations that happen spontaneously in people, the inhumans are alien hybrids
L1580[16:25:23] <shadekiller666> i'm thinking that Mike is the only one of his people on Earth - having been banished from his home planet for some reason
L1581[16:25:33] <shadekiller666> (can you tell i'm making this up as i go?"
L1582[16:25:34] <shadekiller666> )
L1583[16:25:39] <shadekiller666> fingers work
L1584[16:25:53] <PaleoCrafter> What's this for anyway? :P
L1585[16:26:02] <shadekiller666> a character modelling class
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L1588[16:27:09] <gigaherz> you could do like DC did with the martian manhunter, where "Mik'ee" means "Nameless" in their native language
L1589[16:27:22] <gigaherz> and is a name given to people who are meant to be forgotten because of something that happened
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L1591[16:27:35] <PaleoCrafter> Well, do Terrans like the character?
L1592[16:27:36] <gigaherz> maybe he burned his mother on birth
L1593[16:28:05] <gigaherz> maybe in their society, mothers are meant to give the name
L1594[16:28:17] <gigaherz> but if the mother dies during childbirth, they are called "Nameless"
L1595[16:28:39] <gigaherz> which could be a synonym of "Motherless" in their language
L1596[16:28:48] <PaleoCrafter> Reminds me of the Truthless in the Stormlight Archive :3
L1597[16:29:46] <shadekiller666> i still need a name for his people
L1598[16:30:01] <gigaherz> what would their home planet be like?
L1599[16:30:13] <PaleoCrafter> They would call themselves their equivalent of "human" :P
L1600[16:30:31] <gigaherz> yeah
L1601[16:30:55] <PaleoCrafter> Unless they are a special group on their planet
L1602[16:31:16] <gigaherz> yeah
L1603[16:31:25] <gigaherz> just use any random combination of words
L1604[16:31:29] <PaleoCrafter> But then they might be calling the "others" something like Muggles out something, depending on their social status
L1605[16:31:34] <gigaherz> and say it means either "gifted" or "cursed"
L1606[16:31:37] <PaleoCrafter> *or
L1607[16:31:39] <gigaherz> based on how you want their people to consider the mutants
L1608[16:32:02] <gigaherz> smashed my hands on the kb:
L1609[16:32:03] <gigaherz> Pargh
L1610[16:32:17] <shadekiller666> no no, everyone on his home planet is a "mutant"
L1611[16:32:29] <gigaherz> so they all have some sort of power?
L1612[16:32:33] <shadekiller666> yep
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L1614[16:32:45] <shadekiller666> some have the same ones as others
L1615[16:32:50] <gigaherz> are they derived from actual humans? or just happen to be similar in aspect?
L1616[16:33:10] <gigaherz> because if they are related to humanity
L1617[16:33:21] <gigaherz> such as being "seeded" by the same ancient aliens like Stargate proposes
L1618[16:33:28] <shadekiller666> they are physically similar to humans, despite never having discovered us
L1619[16:33:35] <gigaherz> they could be called a word that, to them, means "The lost people"
L1620[16:33:46] <gigaherz> or maybe humans are "The forgotten ones"
L1621[16:33:57] <gigaherz> because they are the only ones remaining i nthe universe without powers
L1622[16:34:02] <gigaherz> butthat allowed them to also remain undetected
L1623[16:34:35] <shadekiller666> Darmanians
L1624[16:34:51] <shadekiller666> (someone please catch that reference :P)
L1625[16:34:58] * gigaherz did not
L1626[16:35:01] <shadekiller666> home planet of Darma
L1627[16:35:16] <PaleoCrafter> If you're already going with an English name and they don't know about "actual" humans, they'd call themselves humans :P
L1628[16:35:17] <shadekiller666> Darma is the Darmanian home planet
L1629[16:35:56] <shadekiller666> i don't care what *they* call themselves in their own langauge
L1630[16:36:06] <Bitterholz> hmmm, how do i dynamically add Collision boxes to my base box :O
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L1632[16:36:38] <PaleoCrafter> What do you want then? ...
L1633[16:37:05] <PaleoCrafter> You want a name for them used by Terrans?
L1634[16:37:07] <Bitterholz> i have a Variable in playe to save all current connections, and i just want to add the colliders for the sied of my Pipe once i connects
L1635[16:37:27] <Bitterholz> keyboard please
L1636[16:38:06] <PaleoCrafter> addCollisionBoxesToList or something in your bock, Bitterholz
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L1638[16:38:32] <shadekiller666> and Darma was a reference to Lost btw
L1639[16:38:58] <gigaherz> wasn't that Dharma? or am I remembering wrong?
L1640[16:39:04] <Bitterholz> PaleoCrafter, did that, did the Central core of the Pipe, now how do i dynamically add more boxes o.O
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L1642[16:39:14] <gigaherz> https://en.wikipedia.org/wiki/Dharma
L1643[16:39:14] <gigaherz> yeah
L1644[16:39:15] <gigaherz> ;P
L1645[16:39:19] <shadekiller666> oh it was with an h
L1646[16:39:30] <PaleoCrafter> The same way you add the first box :P
L1647[16:39:50] <Bitterholz> so setBlockBounds, then super call?
L1648[16:39:55] <PaleoCrafter> Yep
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L1650[16:40:01] <Bitterholz> didnt work for me
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L1652[16:40:05] <gigaherz> Bitterholz: addColliblahblah is called every time there's an entity around that may collide
L1653[16:40:38] <DanYeomans> hmm
L1654[16:40:50] <PaleoCrafter> Do humans only know about your character as an individual of that race, shadekiller666?
L1655[16:40:53] <DanYeomans> the entity spawning code seems to work one way
L1656[16:41:10] <DanYeomans> entity teleporting code*
L1657[16:41:26] <DanYeomans> but when an entity teleports back to its original dimension it just disappears
L1658[16:41:45] <Bitterholz> like, if i do IF cases for the individual BBs and so, it will only ever create BBs for one of the sides
L1659[16:41:52] <shadekiller666> humans don't even know that he's an alien
L1660[16:42:03] <shadekiller666> until shit goes wrong
L1661[16:42:04] <gigaherz> Bitterholz: have SEPARATE if cases
L1662[16:42:06] <gigaherz> without "else"
L1663[16:42:18] <PaleoCrafter> Then they wouldn't call him anything different up until that point :P
L1664[16:42:19] <gigaherz> then potentially all of them would be run
L1665[16:42:22] <Bitterholz> giving a try now
L1666[16:42:46] <shadekiller666> well, maybe his closest human-friends would know
L1667[16:43:07] <shadekiller666> but, thinking that its awesome they keep it a secret
L1668[16:43:35] <shadekiller666> oooo
L1669[16:44:20] <PaleoCrafter> Maybe he comes from a solar system whose star is part of a well known constellation?
L1670[16:44:28] <shadekiller666> what if there are multiple sister-races to Humans, and all of them know about all of the other sister races, except for Humans, who are the least advanced of all of them...
L1671[16:44:38] <Bitterholz> gigaherz, seperate cases allways give me the default case..
L1672[16:44:49] <Bitterholz> wich is nothing but the Center
L1673[16:45:19] <shadekiller666> and Earth is seen as the "prison" planet
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L1675[16:46:54] <PaleoCrafter> I always find that quite funny, everybody knows about shit, just humans are clueless
L1676[16:47:05] <Bitterholz> meh, collisioon box will be just center for now
L1677[16:47:40] <Bitterholz> works for now
L1678[16:48:11] <PaleoCrafter> Paste your code maybe
L1679[16:48:43] <Bitterholz> PaleoCrafter, tomorrow, today its sleepy timerino
L1680[16:48:56] <PaleoCrafter> Heh, good night then :
L1681[16:49:16] <Bitterholz> ill be pumping you guys with Questions every singel day now XD
L1682[16:49:27] <Bitterholz> bumping*
L1683[16:50:07] <Bitterholz> Great to have ppl arround to teach stuff tho! Love you all! N8
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L1685[16:54:35] <Pennyw95> Quick question: to make a block with a facing property set by the player, like the furnace, is it enough to: create that property and add it to setDefaultState() and createBlockState(), then setting it with entityplayer.gethorizontalfacing.getOpposite inside onBlockAdded()?
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L1687[16:57:14] <Pennyw95> onBlockPlaced, actually
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L1694[17:07:45] <DanYeomans> would somebody with experience moving things around dimensions be able to discern what i'm doing wrong? my entity transfers to the destination dimension successfully, but the IExtendedEntityProperties doesn't copy properly, and when the entity teleports back they just disappear
L1695[17:08:03] <DanYeomans> http://pastebin.com/4wQacwpd <- in case anyone's interested in trashing my code
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L1697[17:09:28] <diesieben07> that's not how you recreate an Entity :)
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L1699[17:09:38] <DanYeomans> oh :S
L1700[17:10:04] <diesieben07> entity.writeToNBTOptional and then to recreate EntityList.createEntityFromNBT
L1701[17:10:16] <diesieben07> that only works if the entity is not riding something
L1702[17:10:23] <diesieben07> if it is riding something, you have to find the bottom one
L1703[17:10:53] <MalkContent> :o freaking jet set radio for free on steam
L1704[17:11:31] <shadekiller666> fry, gotten any chance to look at the obj loader updates?
L1705[17:11:40] <DanYeomans> so what am i replacing exactly with writeToNBTOptional and createEntityFromNBT
L1706[17:12:17] <diesieben07> the writeToNBT and the reflective recreation stuff
L1707[17:14:17] <Pennyw95> diesieben07: I don't get why the furnace block class overrides both onBloPlaced and onBlockPlacedBy
L1708[17:15:26] <DanYeomans> do i still need the recreation process in a try-catch block then?
L1709[17:15:56] <diesieben07> probably legacy
L1710[17:16:00] <diesieben07> DanYeomans, uhm idk
L1711[17:16:43] <Pennyw95> but then, onBlockPlaced should be enough to get my block working with a facing property, right?
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L1713[17:16:54] <diesieben07> yes
L1714[17:17:15] <Pennyw95> ok...I'll figure out why this isn't working then :D
L1715[17:17:36] <diesieben07> show your code :D
L1716[17:19:04] <Pennyw95> my code is literally copied from the furnace class....I bet the issue is with jsons
L1717[17:19:23] <Pennyw95> here it is but I can't see aything wrong with it
L1718[17:19:31] <Pennyw95> https://gist.github.com/DrBenway95/76957705cab29bb2f824
L1719[17:19:53] <diesieben07> oh. scala.
L1720[17:19:58] <diesieben07> and no syntax highlighting
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L1723[17:20:12] <Pennyw95> erm I'm sorry
L1724[17:20:22] <Pennyw95> want me to select the relevant methods and turn them to java?
L1725[17:20:29] <diesieben07> lol nah
L1726[17:20:45] <diesieben07> would just be nice if it wasn't just text.
L1727[17:21:16] <Pennyw95> just text?
L1728[17:21:49] <diesieben07> no colors :D
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L1730[17:22:36] <Pennyw95> oh
L1731[17:22:44] <Pennyw95> can I add them?
L1732[17:23:02] <diesieben07> add the proper extension
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L1735[17:24:40] <Pennyw95> erm I don't know how to do this
L1736[17:25:04] <diesieben07> file name "foo.scala" => scala syntax coloring. file name "foo" => no syntax coloring.
L1737[17:25:31] <Pennyw95> wow, nice :D great info
L1738[17:25:37] <Pennyw95> https://gist.github.com/DrBenway95/37b37731c28b84b593f5
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L1740[17:27:08] <diesieben07> you have to put facing into metadata as well :D
L1741[17:27:21] <diesieben07> world.setBlockState only remembers the metadata
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L1743[17:28:36] <Pennyw95> so, the getStateFromMeta and getMetaFromState?
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L1745[17:29:14] <diesieben07> yes
L1746[17:29:32] <diesieben07> if you do world.setBlcoKState it calls getMetaFromState and remembers that result
L1747[17:29:45] <diesieben07> if you then do world.getBlockState it gets that remembered number and calls getStateFromMeta
L1748[17:30:04] <Pennyw95> Oh, I see
L1749[17:30:16] <diesieben07> and that number must be 0-15
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L1760[17:32:12] <Pennyw95> hmm so, of course having a facing property leaves me with just 12 more type properties instead of 16?
L1761[17:32:29] <gigaherz> not really
L1762[17:32:31] <Pennyw95> I mean, a type property with 12 slots
L1763[17:32:32] <gigaherz> there's 4 bits total
L1764[17:32:46] <gigaherz> which means there's a total of 16 combinations
L1765[17:32:48] <gigaherz> not "slots"
L1766[17:32:55] <gigaherz> if your facing property is just horizontal
L1767[17:32:59] <gigaherz> then it takes up 2 bits
L1768[17:33:03] <gigaherz> if it's all 6 directions
L1769[17:33:05] <gigaherz> you need 6 bits
L1770[17:33:14] <gigaherz> which means you'd only have one bit remaining
L1771[17:33:19] <gigaherz> (2 if only horizontal)
L1772[17:33:26] <Pennyw95> so it takes half of the space?
L1773[17:33:28] <gigaherz> yup
L1774[17:33:34] <gigaherz> at best
L1775[17:33:41] <Pennyw95> horizontal only, yes
L1776[17:33:41] <gigaherz> 3/4 for the full facing property
L1777[17:34:02] <Pennyw95> and then, how much space does a propertyEnum take, if it has 2 values?
L1778[17:34:09] <gigaherz> eh if it's full facing, you need 3 bits, not 6 XD
L1779[17:34:15] <PaleoCrafter> 1 bit
L1780[17:34:23] <gigaherz> "it" doesn't take,
L1781[17:34:23] <PaleoCrafter> For the enum
L1782[17:34:29] <gigaherz> but if you ahve 2 values YOU can encode it as 1 bit
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L1784[17:34:31] <diesieben07> you can calculate the space :)
L1785[17:34:42] <gigaherz> think of powers of two
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L1787[17:34:45] <diesieben07> ceiling(log_2(number_of_values))
L1788[17:34:48] <gigaherz> 2^1 = 2 values
L1789[17:34:50] <diesieben07> thats the number of bits
L1790[17:34:50] <gigaherz> 2^2 = 4 values
L1791[17:34:54] <gigaherz> 2^3 = 8 values
L1792[17:35:00] <gigaherz> 2^4 = 16 values
L1793[17:35:13] <gigaherz> so if you have a "something" that needs 12 values, you'll need 4 bits, cos 3 won't be enough
L1794[17:35:23] <gigaherz> if you havea "something" that has 2 values, then 1 bit is enough
L1795[17:35:42] <Pennyw95> got it :)
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L1798[17:36:17] <Pennyw95> hm so, adding the facing property to getStateFromMeta is easy, it's just adding .withProperty(FACING, EnumFacing.getFront(meta))
L1799[17:36:26] <diesieben07> nope
L1800[17:36:36] <diesieben07> you have to actually decide which bits you are going to use for what.
L1801[17:36:41] <DanYeomans> okay, so i've implemented your changes diesieben07... but it seems to still be happening :S
L1802[17:36:49] <diesieben07> say bits 1 and 2 for the facing or so
L1803[17:36:58] <diesieben07> DanYeomans, the error is in your teleport code then
L1804[17:37:17] <DanYeomans> this is correct then? http://pastebin.com/hQiU3RVQ
L1805[17:37:17] <diesieben07> also which IEEP are you talkign abotu?
L1806[17:37:58] <diesieben07> you need to go down the mount chain, not up
L1807[17:38:02] <DanYeomans> oh
L1808[17:38:07] <diesieben07> riddenByEntity is the entity's rider
L1809[17:38:10] <diesieben07> but you need the mount
L1810[17:38:43] <diesieben07> only the bottommost entity is saved, it saves it's rider (which then saves it's rider, etc.)
L1811[17:38:44] <Pennyw95> since I already use 0 and 1 for my propertyEnum, would it be a good idea to start from 15 and go down?
L1812[17:38:51] <PaleoCrafter> MCP names at their finest
L1813[17:39:05] <diesieben07> no, use bitwise operators
L1814[17:39:37] <diesieben07> DanYeomans, and again, what is that IEEP thingy?
L1815[17:40:17] <DanYeomans> it gets attached to every livingentity
L1816[17:40:27] <diesieben07> what is it's purpose
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L1819[17:41:07] <DanYeomans> it's a sanity check for when entities collide with teleporters. stops them from teleporting again when they teleport successfully
L1820[17:41:21] <diesieben07> aha.
L1821[17:41:41] <diesieben07> why do you do that null check after calling TeleporterEntity.get?
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L1823[17:41:55] <PaleoCrafter> Y u no use capabilities
L1824[17:42:17] <DanYeomans> because get calls getExtendedEntityProperties, which can return null
L1825[17:42:25] <diesieben07> why can it return null?
L1826[17:42:25] <Pennyw95> so EnumFacing.getFront(meta >> 2)&0xFF)?
L1827[17:42:44] <DanYeomans> which means the entity doesn't have a TeleporterEntity... they are given one the first time they step on a teleporter
L1828[17:42:46] <diesieben07> missing ( but yes
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L1830[17:42:55] <Pennyw95> oh right
L1831[17:43:00] <diesieben07> DanYeomans, why? why not in EntityConstruction evnet?
L1832[17:43:28] <DanYeomans> i dunno, i figured it was more memory efficient, so only entities that needed them would have them
L1833[17:43:46] <Pennyw95> meta >> 2 should give the last 2 of the total 4 bits, and use them. Correct?
L1834[17:43:56] <diesieben07> well, how do you expect your IEEP to still be there after you recreate the entity then? :O
L1835[17:44:01] <Pennyw95> and return them to the method, I mean
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L1837[17:44:05] <DanYeomans> good point
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L1841[17:44:13] <diesieben07> basically yes penny
L1842[17:44:35] <DanYeomans> oh
L1843[17:44:36] <DanYeomans> wait
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L1845[17:44:44] <DanYeomans> in my event handler it was in the onCloneEntity
L1846[17:44:58] <diesieben07> what event are you listening for there?
L1847[17:45:11] <DanYeomans> PlayerEvent.Clone event
L1848[17:45:13] <DanYeomans> ohhhhhhh
L1849[17:45:15] <Pennyw95> and what about getMetaFromState? I already have state.getValue(TYPE), do I need to make another one with FACING and add them someway?
L1850[17:45:23] <diesieben07> see the error now? :D
L1851[17:45:28] <DanYeomans> yeaaah i do
L1852[17:45:39] <diesieben07> IEEPs only persist through entity recreation if you create then in EntityConstruction
L1853[17:45:47] <diesieben07> then they get readFromNBT and writeToNBT
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L1855[17:45:54] <diesieben07> also what paleo said, y u no capabilities
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L1858[17:46:06] <DanYeomans> capabilities?
L1859[17:46:16] <diesieben07> http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L1860[17:46:22] <diesieben07> Pennyw95, kinda, yes.
L1861[17:47:37] <PaleoCrafter> I kinda want caps to be copied on clone "natively"
L1862[17:48:03] <DanYeomans> umm what was capabilities referring to? my use of iEntityExtendedProperties?
L1863[17:48:15] <PaleoCrafter> Yes
L1864[17:48:32] <PaleoCrafter> IEEP is basically deprecated
L1865[17:48:49] <DanYeomans> are capabilities on 1.8 forge
L1866[17:49:05] <PaleoCrafter> Yes
L1867[17:50:11] <PaleoCrafter> If you tell me now that you're modding for 1.7 you may not see another morning
L1868[17:50:12] <Pennyw95> I guess it can't as simple as adding " + state.getValue(FACING).ordinal()"?
L1869[17:50:44] <DanYeomans> there are people who are very persistant about my mod being 1.7 compatible
L1870[17:50:46] <PaleoCrafter> Shift to the left by 2 and OR it
L1871[17:51:14] <PaleoCrafter> And use getFrontIndex or whatever it's called instead of ordinal
L1872[17:51:26] <DanYeomans> be back in a bit
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L1875[17:53:30] <Pennyw95> like this? http://pastebin.com/S6c2wfNE
L1876[17:54:10] <diesieben07> nope.
L1877[17:54:18] <MattDahEpic> anyone have code for uphill step assist i can look at?
L1878[17:54:30] <diesieben07> | just combines the two numbers bit by bit using or
L1879[17:54:48] <diesieben07> so 0b0001 | 0b1000 == 0b1001
L1880[17:54:55] <Pennyw95> ^?
L1881[17:55:14] <diesieben07> !$
L1882[17:55:37] <Pennyw95> what
L1883[17:55:48] <Pennyw95> this is a bitwise operator?
L1884[17:55:57] <diesieben07> yes, | is bitwise or
L1885[17:56:08] <Pennyw95> I know
L1886[17:56:21] <Pennyw95> but you said it was wrong then you typed !$?
L1887[17:56:38] <Pennyw95> I meant that last thing
L1888[17:56:46] <diesieben07> oh i typed that because i thougth we were just typing random symbols
L1889[17:56:54] <Pennyw95> ahahah sorry
L1890[17:57:02] <Pennyw95> I mean, should I use ^ instead of |?
L1891[17:57:08] <diesieben07> ^ is XOR
L1892[17:57:13] <diesieben07> so, no.
L1893[17:57:23] <diesieben07> but you used the | wrong
L1894[17:57:28] <diesieben07> you have <something> | 0xFF
L1895[17:57:33] <diesieben07> that is ALWAYS == 0xFF
L1896[17:57:37] <diesieben07> no matter what <somethig> is.
L1897[17:58:00] <Pennyw95> oh, that was so stupid of me *facepalm*
L1898[17:58:43] <Pennyw95> so why do I need to OR it?
L1899[17:59:10] <diesieben07> you use or to combine the value for the first property with the one for the 2nd property
L1900[17:59:23] <diesieben07> but you need to shift one of them so you have ti on the correct bits.
L1901[17:59:57] <diesieben07> so e.g. first property gives you 0b10, 2nd gives you 0b01. then you shift the 2nd one by 2: 0b01 << 2 == 0b0100. then | the two: 0b0110
L1902[18:00:05] <diesieben07> then you have your 4 bit metadata
L1903[18:01:21] <Pennyw95> so I need to | them but not with 0xFF, cause that would wipe it
L1904[18:01:35] <diesieben07> yes
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L1906[18:02:15] <Pennyw95> what then?
L1907[18:02:42] <diesieben07> you need to | the two values for property 1 and 2 together
L1908[18:02:49] <diesieben07> after you've shifted one of them
L1909[18:03:16] <diesieben07> again, e.g. property one value is 0b10, property two value is 0b01. then you do: meta = 0b10 | (0b01 << 2) == 0b0110
L1910[18:03:21] <Pennyw95> oh, so | instead of +
L1911[18:03:43] <diesieben07> + would work here, too, but it does not make sense conceptually.
L1912[18:04:50] <Pennyw95> since the first bit is taken by my propertyEnum, should I use >> instead of <<?
L1913[18:05:09] <Pennyw95> http://pastebin.com/FSDFQgyz
L1914[18:05:36] <diesieben07> no, if your first property only needs 1 bit that just means you only need to shift the 2nd property by 1 instead of 2
L1915[18:07:35] <Pennyw95> ok
L1916[18:08:12] <Pennyw95> so all this is correct now? http://pastebin.com/twpYB0wz
L1917[18:09:23] <diesieben07> nope. :D
L1918[18:09:33] <diesieben07> in getStateFromMeta you still shift by 2
L1919[18:09:36] <Pennyw95> oh.. >> 2 instead of >> 1
L1920[18:09:38] <diesieben07> and the & 0xFF makes no sense
L1921[18:09:44] <diesieben07> 0xFF is 0b1111_1111
L1922[18:09:53] <diesieben07> that's 8 bits, more than you even have metadata
L1923[18:09:59] <diesieben07> if anything you want & 0b11
L1924[18:10:19] <diesieben07> oh
L1925[18:10:28] <diesieben07> and that match is not correct either
L1926[18:10:39] <diesieben07> because meta isn't JUST the type ID
L1927[18:10:45] <diesieben07> you need to & it first with 0b1
L1928[18:11:16] <Pennyw95> it was way easier on 1.7.10 :(
L1929[18:11:23] <diesieben07> ehhh
L1930[18:11:24] <diesieben07> no :D
L1931[18:11:32] <diesieben07> in 1.7 you had to do this kinda stuff all over the place
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L1933[18:11:41] <diesieben07> now its in two methods and then you never have to touch it anywhere else.
L1934[18:11:48] <Pennyw95> 0b1 isn't valid though
L1935[18:12:00] <diesieben07> just 1 then
L1936[18:12:13] <diesieben07> i dont know how you do binary literals in scala
L1937[18:13:12] <Pennyw95> 1 shoul work
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L1939[18:13:41] <Pennyw95> so I need to AND the match numbers too?
L1940[18:13:54] <gigaherz> Pennyw95: you do the SAME thing you did in 1.7.10, xcept instead of doing it "on every method
L1941[18:14:02] <gigaherz> you just do it on getState/getMeta
L1942[18:14:16] <diesieben07> yes, ANDing with like e.g. 1 (0b1 in binary) only gives you the first bit
L1943[18:14:19] <diesieben07> which in your case is your type ID
L1944[18:14:25] <gigaherz> my pre-1.8 block code already looked like
L1945[18:14:29] <gigaherz> int something = meta&1
L1946[18:14:34] <gigaherz> int somethingelse = meta>>1
L1947[18:14:45] <diesieben07> ANDing with 0b110 (= 6) gives you the bits for the facing
L1948[18:14:53] <diesieben07> which you then have to shift right by 1
L1949[18:15:03] <gigaherz> I just took that and then "return getDefaultState().withProperty(SMTH, something).withProperty(SMTH2, somethingelse);"
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L1951[18:16:06] <Pennyw95> err...I probably should get more comfortable with those bit operations...I'll look more on them tomorrow; for now I have to go, thank you for your help :D
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L1954[18:19:46] <gigaherz> meh
L1955[18:19:47] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-17-0118-43.mp4
L1956[18:20:09] <gigaherz> I have no idea how to get this working as a forge-compatible animation
L1957[18:20:14] <gigaherz> since it's done using morphs XD
L1958[18:20:29] <gigaherz> I'm really tempted to just ignore the animation support
L1959[18:20:34] <gigaherz> and do it myself in code
L1960[18:21:12] <diesieben07> you naughty boy.
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L1962[18:21:23] <gigaherz> (somehow export one curve per vertex, and interpolate)
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L1965[18:30:02] <MattDahEpic> does anyone have code for uphill step assist i can look at?
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L1969[18:44:06] <TehNut> MattDahEpic: set player.stepHeight to 1.0F
L1970[18:45:10] <DanYeomans> capabilities are confusing
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L1973[18:52:00] <tterrag> DanYeomans: did you read the docs page?
L1974[18:52:29] <DanYeomans> I did
L1975[18:52:55] <DanYeomans> feel like i'm missing something i need to know
L1976[18:53:33] <diesieben07> whats confusing to you?
L1977[18:53:50] <MattDahEpic> i dont think that the capabilities docs page gives one everything they need to fully implement a capability
L1978[18:54:20] <diesieben07> that's not a very good docs page then lol
L1979[18:54:36] <MattDahEpic> it doesnt give examples of where things actually go, it only covers the things
L1980[18:55:00] <tterrag> it's not a java tutorial
L1981[18:55:05] <tterrag> it assumes a reasonable knowledge of java development
L1982[18:55:22] <tterrag> it's not going to become yet another copypaste docs page
L1983[18:55:38] <tterrag> read it, understand it, then try doing it yourself. if you really think there is something missing, ask about it here, then improve the page yourself.
L1984[18:56:26] <MattDahEpic> since it mentions the default ItemHandler capability i think it should give an example of how one would implement that, like the other pages in the datastorage section do for their structures
L1985[18:57:34] <gigaherz> so my friend was asking, does anyone happen to know some mod that adds a herobrine boss?
L1986[18:57:43] <gigaherz> (they are playing on 1.8.9)
L1987[18:58:05] <MattDahEpic> theres a one command block thing somebody made, but no mods that i know of yet
L1988[18:58:25] <tterrag> MattDahEpic: all capabilities are implemented the same way
L1989[18:58:30] <tterrag> why would it special case that one?
L1990[18:58:30] <diesieben07> the herobrine thing is so beat to death...
L1991[18:58:36] <gigaherz> I know
L1992[18:58:39] <gigaherz> it wasn't me asking
L1993[18:58:41] <gigaherz> XD
L1994[18:58:42] <diesieben07> i know :D
L1995[18:58:48] <gigaherz> I mean I sked here, but my flatmate was the one who askedme
L1996[18:59:15] <gigaherz> thign is, he wasn't looking for just some ranodm mob that appears you, he asked for an actual boss encounter ;P
L1997[19:00:36] <gigaherz> +behind
L1998[19:00:41] <DanYeomans> I can't understand it, that's the problem
L1999[19:00:48] <DanYeomans> it's kind of vague
L2000[19:01:05] <gigaherz> DanYeomans: capabilities are a general-purpose system
L2001[19:01:10] <gigaherz> you think of a feature
L2002[19:01:16] <gigaherz> and instead of hardcoding it inside the object
L2003[19:01:21] <gigaherz> you can use a capability itself
L2004[19:01:34] <gigaherz> it's like using the USB plugin a computer instead of installing a board inside the case
L2005[19:01:37] <gigaherz> it's just therefor convenience
L2006[19:01:40] <gigaherz> plug*
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L2008[19:02:27] <DanYeomans> i see. how do you add functionality using capabilities though? it seems to just store data
L2009[19:02:40] <gigaherz> a capability feature is an interface
L2010[19:02:43] <gigaherz> you define an interface
L2011[19:02:50] <gigaherz> and then register a capability for this interface
L2012[19:02:50] <gigaherz> then
L2013[19:03:05] <gigaherz> you (or people using your api) attach capabilities to existing objects
L2014[19:03:12] <gigaherz> or expose capabilities from your own objects
L2015[19:03:26] <gigaherz> these can be tileentities, entities, or itemstacks
L2016[19:03:53] <gigaherz> along with that, you have the choice of saving and loading NBT data for the capability
L2017[19:04:38] <gigaherz> it's all vague because it's all "up to you"
L2018[19:04:47] <DanYeomans> i see
L2019[19:04:49] <gigaherz> all we can offer are some suggestions for "best practices" while using capabilities
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L2022[19:10:02] <gigaherz> hmmm
L2023[19:10:06] <gigaherz> playerIn.openGui was for containers right? XD
L2024[19:10:16] <gigaherz> I'm trying to remember how to open a non-container gui XD
L2025[19:10:27] <DanYeomans> fair enough. sounds like it'd be pretty easy to implement an IExtendedEntityProperties alternative via. capabilities
L2026[19:10:35] <gigaherz> ah, Minecraft.getMinecraft().displayGuiScreen();
L2027[19:10:49] <gigaherz> DanYeomans: that's one of the uses, yes
L2028[19:11:06] <gigaherz> annoyingly, capabilitiesrequire more boilerplate code,
L2029[19:11:08] <gigaherz> but it's for the best
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L2031[19:12:06] <DanYeomans> the more elegant the solution is in java, the more code you have to write
L2032[19:12:18] <DanYeomans> in my experience anyways
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L2042[19:45:05] <MattDahEpic> TehNut, setting player.stepHeight to 1.0F doesnt let the player walk up a block
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L2045[19:46:26] <tterrag> it needs to be slightly more than 1.0
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L2047[19:47:27] <MattDahEpic> i tried 1.1 and that doesnt work either
L2048[19:47:49] <tterrag> are you setting it clientside or serverside?
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L2050[19:53:39] <MattDahEpic> serverside
L2051[19:56:21] <diesieben07> you'll need to do it both sides
L2052[19:56:38] <diesieben07> the client controls the player movement, the server just validates it
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L2054[19:58:36] <MattDahEpic> would player.sendPlayerAbilities(); do that or do i have to packet it
L2055[19:58:50] <diesieben07> you probably have to packet it
L2056[19:58:57] <MattDahEpic> dang
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L2060[20:06:36] <thecodewarrior> Should I have a central class to store all of my properties? Are there any unforeseen consequences with that? I feel it'd be easier to manage and would allow me to have a short classname to reference them, like Props.PROP instead of BlockCatwalkBase.PROP
L2061[20:07:53] <diesieben07> well, generally it does not really make sense because its better to group things where they belong
L2062[20:08:06] <diesieben07> if its a property of a specific block it should be defined there
L2063[20:09:05] <thecodewarrior> Ok, they are very general though, like T/F NSEW and FACING, so they will likely be re-used.
L2064[20:10:11] <diesieben07> then i suppose it does make sense
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L2066[20:22:40] <thecodewarrior> Is there any way to have a different MOP for right and left click? I want to have it break the block below, but place one block higher.
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L2068[20:27:05] <diesieben07> you could do taht with PlayerInteractEvent probably
L2069[20:28:57] <thecodewarrior> Cool.
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L2071[20:40:44] <thecodewarrior> well event.pos is final... :P
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L2076[21:02:40] <gigaherz> \o/
L2077[21:02:45] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-17_04.02.09.png
L2078[21:02:51] <gigaherz> that took longer than expected
L2079[21:02:51] <gigaherz> XD
L2080[21:05:20] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-17_04.04.57.png
L2081[21:05:26] <gigaherz> looks better if I apply the lighting values in the right place
L2082[21:05:46] <gigaherz> now to actually render the text XD
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L2088[21:19:55] <MattDahEpic> in case people havent heard and were waiting to buy the fallout 4 season pass, the price increases to $60 on march 1st
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L2091[21:28:47] <Elucent> got a question about the 1.8.9 tessellator
L2092[21:30:29] <gigaherz> then ask it ;P
L2093[21:30:39] <gigaherz> we can't even try to answer unless you do
L2094[21:30:59] <Elucent> was waiting to see if anyone would respond -- things seemed pretty silent
L2095[21:31:13] <gigaherz> that doesn't mean no one's around
L2096[21:31:18] <gigaherz> we may just be coding ;P
L2097[21:31:50] <Elucent> anyways, i have a translucent part of a block model that i'm rendering in a tileentityspecialrenderer
L2098[21:32:29] <Elucent> i found that just adding it to the model worked, but depending on the player view angle, it would either be normal or significantly darkened
L2099[21:33:03] <Elucent> i disabled GL_LIGHTING, and that worked mostly, though from some angles the texture is significantly brightened
L2100[21:33:49] <Elucent> so the way i see it, there's two possible solutions
L2101[21:34:12] <Elucent> either i could keep lighting enabled and fix the lighting depending on view angle
L2102[21:34:52] <Elucent> or i could find a way to ensure that the color is held constant no matter what any other settings say
L2103[21:35:05] <gigaherz> :3 https://dl.dropboxusercontent.com/u/743491/2016-02-17_04.34.34.png
L2104[21:36:19] <gigaherz> hmmm
L2105[21:36:50] <gigaherz> translucent models and lighting is kinda tricky
L2106[21:37:00] <gigaherz> I 'mnot sure what would be the best method
L2107[21:37:15] <Elucent> it is, though i'm pretty sure the problem is with the rendering
L2108[21:37:15] <Elucent> i mean light rendering
L2109[21:37:22] <Elucent> obviously the problem is with the rendering :P
L2110[21:43:33] <riderj> gigaherz, I'm jelly
L2111[21:43:53] <gigaherz> ^_^
L2112[21:44:06] <riderj> What's the book for anyways?
L2113[21:44:16] <gigaherz> lore/progression tracking
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L2115[21:44:39] <riderj> Oh, noice
L2116[21:44:47] <riderj> Is this part of your magical mod?
L2117[21:45:04] <Flashfire> For some reason, I cannot seem to set block state to a flower pot with a non-empty value for contents
L2118[21:45:18] <Flashfire> I am using withProperty but it seems to ignore it
L2119[21:45:40] <gigaherz> riderj: yup
L2120[21:45:43] <Elucent> gigaherz i fixed my problem, not sure how exactly
L2121[21:45:55] <Elucent> apparently all you have to do is explicitly define normals
L2122[21:45:57] <gigaherz> although if I get the animation working, I may release the code as a lib
L2123[21:46:25] <riderj> ElementsOfPower righto?
L2124[21:47:45] <gigaherz> yeh
L2125[21:48:01] <gigaherz> Elucent: hmm, nice to know
L2126[21:48:02] <riderj> I wanted to know so I don't clone the wrong repo :P
L2127[21:48:09] <gigaherz> XD
L2128[21:48:22] <gigaherz> well this specific code isn't pushed yet ;P
L2129[21:52:20] <Elucent> Flashfire if nobody else has an immediate fix, i'll mess around with it a bit and see if i can find anything
L2130[21:52:36] <Flashfire> Thanks, I appreciate it
L2131[21:53:19] <Flashfire> Seems to be a bug unless something else has to be done other than setting the contents property to a valid EnumFlowerType value
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L2133[21:53:42] <Elucent> yeah that's what i'm wondering
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L2137[21:58:16] <riderj> gigaherz, That's what I was gonna ask, when will it be pushed?
L2138[21:58:40] <riderj> :P
L2139[21:58:49] <Elucent> Flashfire: you have to set BlockFlowerPot.LEGACY_DATA to 1 for it to consider the block as having contents
L2140[21:58:57] <riderj> I just wanna see how you made that book, looks fancy and difficult :P
L2141[21:59:08] <Flashfire> From what I read, that property is for pre-1.8 versions and has no use in 1.8+
L2142[21:59:09] <gigaherz> ah the book? it's a 3D model
L2143[21:59:21] <gigaherz> I modeled it, exported as .obj, and then drew it on the gui
L2144[21:59:35] <riderj> I mean the book IG, rendering it and allowing text overlays.
L2145[21:59:39] <Elucent> it might be outdated, but i just tested it and only got it to work by setting it to 1
L2146[21:59:46] <Flashfire> And I can view a flower pot in my client with a flower in it and it has legacy data 0
L2147[21:59:57] <gigaherz> riderj: a GuiScreen -- I'll push before I go to sleep ;P
L2148[22:00:03] <riderj> We had a talk about Rhinoceroses earlier :P
L2149[22:00:14] <Flashfire> I'll try it
L2150[22:00:40] <Elucent> i just tested it without setting legacy_data, doesn't work. guess it's still required
L2151[22:01:14] <Flashfire> Vanilla does it differently though because it's 0 when I set the contents manually
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L2154[22:02:57] <Flashfire> The downside of legacy data I think is because it has less available flowers
L2155[22:04:30] <Elucent> yeah i think you're right, i'll experiment a bit more
L2156[22:05:25] <Flashfire> For now I'll use legacy data, thanks for the help
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L2158[22:09:27] <riderj> Why can't mcdonalds server steak egg and cheese breakfast bagels all day :(
L2159[22:10:33] <MoxieGrrl> I thought some did.
L2160[22:10:35] <riderj> Serve*
L2161[22:11:07] <riderj> Maybe, but ours don't. They have mcmuffins, mcgriddles, etc. I don't really like them though :/
L2162[22:11:32] <MoxieGrrl> McMuffin was always my choice, but I hear you. The bagels are nice.
L2163[22:11:55] <riderj> Though my town is backwards, it's a college town but everything closes before 11...
L2164[22:12:13] <MoxieGrrl> Eggs freeze relatively well if you want to get a mold to make your own. :D
L2165[22:12:22] <riderj> XD
L2166[22:12:56] <riderj> I used to work for McDonalds, and the only real eggs are round eggs. The others are the substitute, and frozen folded.
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L2171[22:20:10] <acidjazz> hi everyone got forge 1.8.9 installed in osx, i made a .minecraft/mods/1.8.9/ folder and put journeymap .jar in there, no bueno, any reason?
L2172[22:20:18] <acidjazz> not showing up in mods
L2173[22:20:31] <MattDahEpic> try just mods/
L2174[22:20:37] <acidjazz> tried that 1st, nothin
L2175[22:20:49] <MattDahEpic> correct version, forge installed
L2176[22:20:55] <acidjazz> 1.8.9
L2177[22:21:05] <acidjazz> got hte forge engine selected
L2178[22:21:08] <acidjazz> in my profile
L2179[22:21:42] <acidjazz> minecraft 1.8.9, MCP 9.19, powered by forge 11.15.1.1722
L2180[22:21:55] <acidjazz> just mods? as in not .minecraft/mods/ ?
L2181[22:21:56] <unascribed> is the game directory set to .minecraft?
L2182[22:22:01] <MattDahEpic> i know journey map wants 1724
L2183[22:22:14] <acidjazz> aha, it says 1.8.8
L2184[22:22:16] <acidjazz> bummer
L2185[22:22:40] <acidjazz> or thats hte versino of journeyman itself?
L2186[22:22:47] <acidjazz> http://journeymap.info/Install
L2187[22:22:50] <riderj> The version of forge journeymap uses
L2188[22:23:15] <acidjazz> i see
L2189[22:23:41] <techbrew> Try #journeymap
L2190[22:23:43] <acidjazz> i dont seethat here http://files.minecraftforge.net/minecraftforge/
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L2192[22:24:16] <MattDahEpic> what did they add in 1724 that journeymap uses?
L2193[22:24:44] <thecodewarrior> The game directory is in [home]/Library/Application Support/minecraft
L2194[22:24:53] <thecodewarrior> Or something of the like
L2195[22:25:05] <riderj> I don't know
L2196[22:26:10] <infinitefoxes_> Does someone have an example for ASM to replace a method which returns a float?
L2197[22:26:13] <riderj> http://adfoc.us/serve/sitelinks/?id=271228&url=http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8.9-11.15.1.1724/forge-1.8.9-11.15.1.1724-installer.jar
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L2199[22:26:33] <Elucent> MattDahEpic: it's probably just been compiled in .1724 and isn't compatible with previous versions
L2200[22:27:11] <riderj> I wouldn't see how that minor of a change would provide compatibility issues.
L2201[22:28:13] <acidjazz> why donrt i get errors or anything though
L2202[22:28:29] <MattDahEpic> because you have 1.8.9 mods in 1.8.8 acidjazz
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L2204[22:28:44] <acidjazz> so journeyman wnats 1.8.8 ?
L2205[22:29:01] <MattDahEpic> journeymap wants 1.8.9 with forder >1724
L2206[22:29:14] <acidjazz> MattDahEpic: how can you tell
L2207[22:29:20] <MattDahEpic> wat hexchat you dropped like 6 chars
L2208[22:30:08] <riderj> XD
L2209[22:30:30] <riderj> forge ver?
L2210[22:30:39] <MattDahEpic> yup
L2211[22:30:47] <riderj> XD
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L2213[22:32:12] <riderj> Is journeymap in your mods list in game, acidjazz
L2214[22:32:21] <acidjazz> no riderj
L2215[22:32:23] <acidjazz> thats my problem
L2216[22:32:33] <riderj> It worked for me with the latest version of forge :/
L2217[22:32:44] <riderj> Are you putting it in your profiles folder instead of the .minecraft folder
L2218[22:32:49] <MattDahEpic> the folks in #journeymap can help you riderj
L2219[22:32:57] <acidjazz> they refered me here riderj
L2220[22:33:03] <acidjazz> riderj: i put it in ~/.minecraft/mods/
L2221[22:34:00] <MattDahEpic> inb4 i try to drag select text in IDEA and pick up the tab instead
L2222[22:34:39] <riderj> I'm getting the vibe you should go somewhere else, but here's a link to help you out. https://www.youtube.com/watch?v=StNg5Hj4Fd0
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L2224[22:34:53] <riderj> Your problem is the separate profile.
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L2226[22:36:13] <acidjazz> ok so its not .minecraft/mods
L2227[22:36:16] <acidjazz> its where minecraft is installed
L2228[22:36:27] <acidjazz> so OSX ist /Users/you/Library/Application Support/minecraft/mods
L2229[22:36:32] <acidjazz> that was my issue
L2230[22:36:52] <unascribed> #OSX
L2231[22:37:00] <techbrew> I referred him here as a joke, FYI, right after I sent him there from here
L2232[22:37:11] <techbrew> He just didn't look at who was saying it :)
L2233[22:37:40] <MattDahEpic> so techbrew why 1724?
L2234[22:37:54] <techbrew> Recommended build
L2235[22:38:06] <MattDahEpic> recomended is 1722?
L2236[22:38:10] <techbrew> Or the stable build at time of release
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L2239[22:41:27] <Elucent> asking for someone else, can you import a .obj into techne?
L2240[22:41:52] <Elucent> i don't have techne installed atm otherwise i'd test myself
L2241[22:42:47] <MattDahEpic> how does one register oreDict names in recipes?
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L2243[22:43:11] <MattDahEpic> just a string instead of Item or Block or ItemStack?
L2244[22:44:33] <Purebe> I love how I had a mod project that was building, I leave it for a few months, come back and it has dependency issues
L2245[22:45:04] <riderj> Well things update, and a few months is a lot of progress :P
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L2248[22:45:24] <Purebe> If I updated things that might be understandable
L2249[22:45:26] <Purebe> :P
L2250[22:46:13] <riderj> Oh, did you not update forge or anything?
L2251[22:46:21] <Purebe> I updated intellij
L2252[22:46:48] <riderj> Oh, well yeah... What type of dependency issues?
L2253[22:46:58] <Purebe> not sure yet
L2254[22:47:15] <Purebe> I still don't really get how intellij/gradle/maven all works
L2255[22:47:21] <acidjazz> does forge have teleport/etc stuff already built in?
L2256[22:47:29] <riderj> Nope
L2257[22:47:30] <acidjazz> or is there a popular updated admin/utils package
L2258[22:47:31] <Purebe> Minecraft does
L2259[22:47:57] <riderj> Do you need this for a server?
L2260[22:48:09] <acidjazz> id like to yea
L2261[22:49:04] <MattDahEpic> my library mod has tpx and tps and the like if you want a link
L2262[22:49:28] <acidjazz> yes please
L2263[22:49:31] <MattDahEpic> or ForgeEssentials
L2264[22:49:39] <riderj> ^
L2265[22:49:47] * MattDahEpic is sad
L2266[22:49:54] * riderj wonders why
L2267[22:51:46] <MattDahEpic> because im not making enough curse point bank to make it curse point rain
L2268[22:52:23] <riderj> Oh
L2269[22:52:51] <MattDahEpic> you can only have so many 0.18 pointses
L2270[22:53:13] <riderj> What's curse points? I've never used curse
L2271[22:53:47] <MattDahEpic> if you host your mods on curse the downloads give points which can be turned into amazon and steam monies
L2272[22:54:00] <MattDahEpic> #curseforge
L2273[22:54:30] <riderj> That's a cool system
L2274[22:54:42] <acidjazz> forgeessentails doesnt like 1.8.9
L2275[22:54:48] <riderj> What's with referring to channels tonight :P
L2276[22:54:54] <acidjazz> any way on curse to filter only mods that support 1.8.9?
L2277[22:55:12] <Elucent> acidjazz: there should be a little drop-down on the main mods list for mod version selection
L2278[22:55:26] <MattDahEpic> acidjazz, http://minecraft.curseforge.com/projects/mattdahepic-core it is then
L2279[22:55:51] <Purebe> This is ridiculous. I'm about to just download the latest forge and import my code into it > >
L2280[22:56:46] <riderj> I'll download it for ya Matt, have some points.
L2281[22:58:17] <Purebe> My hatred of IDEs intensifies
L2282[22:58:34] <Purebe> It has red line squiggles under this stuff but doesn't tell me what the problems are
L2283[22:58:38] <williewillus> lol
L2284[22:58:45] <williewillus> gradle/maven is a blessing
L2285[22:58:51] <Purebe> How?
L2286[22:58:59] <Purebe> I mean, if it worked
L2287[22:59:06] <MattDahEpic> williewillus, until you try to forge pr in IDEA
L2288[22:59:14] <williewillus> there's a way to do that
L2289[22:59:24] <williewillus> I don't remember the exact steps
L2290[22:59:30] <williewillus> but it's not terribly difficult
L2291[23:00:03] <williewillus> Purebe: it does work, what are you having trouble with?
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L2293[23:00:22] <Purebe> I don't know, there's just red lines and no error messages
L2294[23:00:47] <williewillus> what IDE and what are you doing, setting up a dev env?
L2295[23:01:00] <riderj> Try closing the project and re-opening it? (Did you shut it off, and turn it back on :P)
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L2297[23:01:09] <Purebe> Sort of - intellij, I'm just trying to get a project that was building a few months ago to start building again
L2298[23:01:19] <williewillus> did you setupDecompWorkspace then import the build.gradle?
L2299[23:01:23] <MattDahEpic> refresh gradle project?
L2300[23:01:24] <Purebe> I updated to a new version of intellij so I had to import the project (because it wouldn't open for some reason otherwise)
L2301[23:02:09] <Elucent> is 64 diamonds a balanced trade for a nether star, provided you already have a nether star
L2302[23:02:09] <Purebe> I just don't understand this
L2303[23:02:36] <Purebe> I did setupDecompWorkspace, I didn't import build.gradle again (its already there) and I am letting it refresh right now
L2304[23:02:51] <Purebe> It actually looks like refresh might be fixing it, fixing what you ask? I have no idea, as it never told me what the errors were
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L2307[23:03:28] <acidjazz> man, you cant really just rm a .jar when a mod doesnt work
L2308[23:03:45] <acidjazz> all these config and text files i gotta grep thorugh
L2309[23:04:09] <Elucent> acidjazz you can totally just remove a .jar, the configs and text files don't do anything when the .jar's not around
L2310[23:04:13] <acidjazz> http://imgur.com/shqds5X
L2311[23:04:28] <gigaherz> IF the moddoesn't work because the config broke then... ;P
L2312[23:04:44] <williewillus> Purebe: the cache can just be slow to update :P
L2313[23:04:48] <williewillus> depends on the system
L2314[23:05:02] <acidjazz> i rm'ed waila and its still lookin for it
L2315[23:05:52] <Elucent> acidjazz: that means waila must be a dependency for another mod, without it the other mod won't work
L2316[23:06:15] <Purebe> Yeah I don't know what's going on now ... I can run the project and it works, but if I try to debug it instantly crashes
L2317[23:06:24] <Purebe> Maybe I should spend a few days learning gradle
L2318[23:07:08] <acidjazz> Elucent: oh really hmm
L2319[23:07:14] <Purebe> OR maybe somehow this is Windows 10s fault
L2320[23:07:22] <williewillus> i've devved in w10 fine
L2321[23:07:32] <Purebe> Maybe it's my video cards fault, trying to insert it's UI thing
L2322[23:07:35] <Purebe> for recording video
L2323[23:07:48] <williewillus> if all else fails `gradle clean cleanCache setupDecompWorkspace` then reimport build.gradle :P
L2324[23:07:52] <riderj> Pcitures or it didn't happen
L2325[23:07:59] <williewillus> maybe throw in --refresh-dependencies too :P
L2326[23:08:07] <Purebe> I mean, it builds and runs now
L2327[23:08:10] <riderj> I like how the placement of the c doesn't matter XD
L2328[23:08:11] <Purebe> it just crashes if I debug build
L2329[23:08:53] <riderj> Might be intellij
L2330[23:09:46] <Purebe> We are trying the cleancache approach
L2331[23:09:49] <riderj> ok, no clue why I can't setup eclipse for AppliedEnergistics2. I've don cleanCache, and cleanEclipse. Re-ran both, and still not showing up :(
L2332[23:10:24] <riderj> Eh, we.
L2333[23:10:41] <acidjazz> Elucent: odd ok, was tryign to swap waila w/ wawla
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L2335[23:11:43] <MattDahEpic> how does one set up oreDict names for recipes?
L2336[23:11:43] <Elucent> acidjazz: wawla is an add-on for waila, so that's probably the mod that required waila as a dependency
L2337[23:12:21] <Elucent> MattDahEpic: the wiki says to just use strings of the item names, but i'm not totally sure if that works in 1.8.9
L2338[23:12:22] <acidjazz> Elucent: that makes sense
L2339[23:13:58] <acidjazz> so there any admin/util mods that support 1.8.9 ?
L2340[23:14:13] <acidjazz> or mainly just teleportation, saving/teleporting to spots
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L2342[23:14:27] <MattDahEpic> FTBUtils has homes and warps
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L2346[23:14:42] <gigaherz> riderj: pushed the current code. needs lots of work still, but it's there ;P
L2347[23:14:47] <gigaherz> going to bed
L2348[23:14:49] <gigaherz> night ppl
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L2350[23:14:54] <riderj> Cool, night
L2351[23:16:12] <acidjazz> MattDahEpic: that only supporst 1.7
L2352[23:16:32] <MattDahEpic> theres an FTBUtils for 1.8.9 im using it on my server
L2353[23:16:47] <acidjazz> why doesnt curse display that
L2354[23:17:00] <TehNut> MattDahEpic: https://github.com/WayofTime/BloodMagic/blob/1.8/src/main/java/WayofTime/bloodmagic/registry/ModRecipes.java#L45
L2355[23:17:07] <TehNut> Don't use Curse. Use CurseForge.
L2356[23:17:29] <acidjazz> gotcha
L2357[23:17:30] <TehNut> http://minecraft.curseforge.com/projects/ftb-utilities
L2358[23:18:12] <McJty> Curse and CurseForge are the same
L2359[23:18:19] <TehNut> They aren't
L2360[23:18:19] <McJty> FTBUtils for 1.8.9 is also listed on curse
L2361[23:18:19] <acidjazz> ftb is only needed ont he server?
L2362[23:18:27] <McJty> TehNut, they are really
L2363[23:18:32] <TehNut> Curse hides all alpha/beta builds.
L2364[23:18:34] <McJty> They have the same content and releases
L2365[23:18:36] <McJty> Nope
L2366[23:18:37] <McJty> Check it out
L2367[23:18:40] <McJty> The 1.8.9 is there
L2368[23:18:45] <TehNut> And does not display experimental projects.
L2369[23:18:52] <McJty> yes, that's true
L2370[23:18:55] <McJty> But it does show beta
L2371[23:19:04] <kyau> the FTB Utilties is marked as release thats why it shows up
L2372[23:19:05] <eyamaz> Curse shows Release and Beta
L2373[23:19:27] <acidjazz> net.minecraftforge.fml.common.MissingModsException: Mod FTBU (FTBUtilities) requires [FTBL]
L2374[23:19:29] <TehNut> Was that changed? I remember it only showing release
L2375[23:19:30] <acidjazz> i need FTBL?
L2376[23:19:30] <eyamaz> no alpha or projects marked experimental
L2377[23:19:51] <acidjazz> found it
L2378[23:19:52] <kyau> acidjazz, http://minecraft.curseforge.com/projects/ftblib
L2379[23:20:10] <eyamaz> The download button will only pull a released file, unless there are no release files, then it will pull a beta
L2380[23:20:25] <acidjazz> kyau: ty
L2381[23:20:27] <TehNut> Ahh
L2382[23:20:33] <TehNut> That is probably what I was thinking of
L2383[23:20:54] <riderj> Well, imma split. Night all.
L2384[23:22:44] <riderj> hcam networks list
L2385[23:22:46] <riderj> oops
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L2388[23:24:24] <Purebe> Intellij is actually suggesting that I have made typos in my function names ...
L2389[23:24:30] <Purebe> It is not a typo > >
L2390[23:25:00] <TehNut> people leave the spelling inspection enabled?
L2391[23:25:20] <Purebe> I haven't really used intellij much
L2392[23:25:58] <Purebe> Although it certainly didn't do this the last time I used it
L2393[23:26:53] <acidjazz> is it possible in wailia/wawal to have it not say Minecraft all the time? does that just mean the blog isnt from a plugin?
L2394[23:27:11] <TehNut> It displays what mod the block is from
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L2396[23:27:31] <MattDahEpic> is there a way to only have IDEA check spelling for strings?
L2397[23:27:55] <kyau> good for comments too ;)
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L2399[23:29:41] <TehNut> Settings > Inspections > Spelling > Typo > uncheck "Process Code"
L2400[23:30:25] <kyau> intellij should have toggles for comments,literals and code
L2401[23:30:30] <kyau> if I recall
L2402[23:30:32] <TehNut> It does
L2403[23:31:19] <acidjazz> so sorry for hte dumb question
L2404[23:31:30] <acidjazz> but in multiplayer vanilla, sleeping doesnt get rid of night?
L2405[23:31:51] <kyau> acidjazz, only if everyone sleeps or you have Morpeus installed
L2406[23:32:04] <kyau> *Morpheus
L2407[23:32:14] <acidjazz> ok gotcha
L2408[23:34:48] <whitephoenix> Oh cool I always wondered what mod added that
L2409[23:34:59] <acidjazz> so hard to find docs to these mods
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