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L6[00:19:55] <gigaherz> :3 drying rack
working, and Tanned Leather obtainable. tomorrow: leather armor,
and giving iron armor a slowness effect XD
L7[00:20:23] <Arctic_Wolfy> o.o
L9[00:21:11] <Arctic_Wolfy> So kinda like
TFC?
L10[00:21:24] <gigaherz> TFC?
L11[00:22:05] <xaero> TerraFirmaCraft,
total conversion mod
L12[00:22:08] <gigaherz> ah
terrafirmacraft, nono much much simpler
L13[00:22:10] <Arctic_Wolfy>
TerraFirmaCraft.
L14[00:22:14] <Arctic_Wolfy> Ah.
L15[00:22:30] <gigaherz> this doesn't
"totally convert" anything
L16[00:22:35] <gigaherz> just... messes a
few things up ;P
L17[00:23:05] <Arctic_Wolfy> While you try
to make early game harder, I'm doing the oppisite.
L18[00:23:28] <gigaherz> basically the
whole punch tree, make wooden pick, mine 3 cobble, make stone pick,
mine cobble+iron, get full iron everything
L19[00:23:44] <Arctic_Wolfy> I see.
L20[00:23:54] <gigaherz> I'm trying to
change that routine into something that actually feels like you are
progressing
L21[00:24:29] <Arctic_Wolfy> I'm making
paper armor!
L22[00:24:36] <gigaherz> heh
L23[00:25:05] <Arctic_Wolfy> With it's own
enchanting system.
L24[00:25:23] <gigaherz> I have wool
clothing in my ideas list
L25[00:25:34] <Arctic_Wolfy> Hmm...
L26[00:25:50] <gigaherz> but it would only
be useful if I implemented a "temperature" feature
L27[00:25:55] <gigaherz> which seems
meh
L28[00:26:24] <Arctic_Wolfy> Other wise
would be fashionable!
L29[00:26:49] <xaero> not to mention
breathable, weather-resistant, and less funk-retention to
boot
L31[00:27:17] <Arctic_Wolfy> XD
L32[00:27:27] <gigaherz> but highly
flamable
L33[00:27:40] <Arctic_Wolfy> Like
paper!
L34[00:28:28] <xaero> all thee who go into
hell, must burn...
L35[00:28:33] <xaero> hope they thought
ahead heh
L36[00:29:02] <xaero> idea: make them burn
when going into the nether
L37[00:29:19] <Arctic_Wolfy> Why?
L38[00:29:55] <xaero> just a tinge of
realism (you don't have to implement it)
L39[00:30:07] <xaero> I know you're aiming
to make early game easier, so ... :P
L40[00:30:10] <gigaherz> I also have in my
ideas list, a Rested bonus (potion effect) proportional to however
many minutes you skipped while sleeping, that could do things
(depending on how easy to implement they may be): XP multiplier,
increasing natural regen, slowing down hunger
L41[00:31:11] <gigaherz> but as I said --
tomorrow
L42[00:31:12] <gigaherz> ;P
L43[00:31:17] <gigaherz> gotta sleep
L44[00:31:20] <gigaherz> it's already
7:30am ;p
L45[00:31:22] <gigaherz> night
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L48[00:31:33] <Arctic_Wolfy> And sleep ant
any time!
L49[00:31:34] <xaero> night
L50[00:31:54] <Arctic_Wolfy> I hate that
you can only sleep at night...
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L81[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160227 mappings to Forge Maven.
L82[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160227-1.8.9.zip
(mappings = "snapshot_20160227" in build.gradle).
L83[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L88[02:20:22] <Fendirain> Anybody want to
look this over for me (Nothing broken, Just want a second set of
eyes to look it over)?
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L91[02:21:05] <Fendirain> and might I add,
It works much better than before, without any issues as of
yet.
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L96[02:29:03] <Darkevilmac> Fendirain, what
exactly is the method supposed to do, is it just searching for
trees?
L97[02:29:13] <Darkevilmac> Or the logs in
an already found tree
L98[02:30:01] <Fendirain> Scanning the
given block for the tree.
L99[02:30:48] <Fendirain> A diffrent class
verifys that the block is contained in a tree (A lot more basic),
then that one actually finds all the blocks in the tree.
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L102[02:32:09] <Darkevilmac> Personally
I'd use a flood fill for something like that then iterate through
the blocks found via the flood fill.
L103[02:32:26] <Darkevilmac> So looks like
something similar, I don't really see anything wrong with it (at
least the method linked)
L104[02:33:33] <sham1> Welp, going fence
method does help
L105[02:33:56] <sham1> I can no longer
walk through pipes that are stacked ontop of each other
L106[02:34:44] <sham1> Walking over is not
a big deal so I think I have found my solution
L107[02:34:59] <Darkevilmac> Fendirain,
just as an example of what I'
L108[02:35:00] <Fendirain> Currently
looking up what a flood fill is. Still pretty new to java (or
coding overall).
L110[02:35:10] <Fendirain> Hence the lack
of responce.
L111[02:35:17] <Darkevilmac> Feel free to
use it if you want.
L112[02:36:46] <Fendirain> Wouldn't that
be slower to get all the blocks?
L113[02:36:50] <Darkevilmac> Fendirain,
the best way to explain a flood fill is just using the paint bucket
tool in paint, it finds all the space it can cover while staying
within it's limits.
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L116[02:37:31] <Darkevilmac> It's really
not slow at all, at least from the testing I've done with it.
L117[02:38:02] <Darkevilmac> You can flood
fill it then hold onto the info to chop through.
L118[02:38:17] <Darkevilmac> in your case
it would be chopping.
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L120[02:39:38] <Fendirain> How long do you
think it would take to get a 3000+ block area?
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L122[02:40:23] <Darkevilmac> Well in my
implementation the filling is split amongst ticks, so it depends
how many times in can iterate in any given tick.
L123[02:42:42] <Fendirain> I mean, For
most tree's it wouldn't be an issue, But BOP adds some pretty big
trees.
L124[02:42:56] <Darkevilmac> When in doubt
add config files.
L125[02:43:53] <Darkevilmac> It would take
a while for the flood fill to do 3000 blocks but so would pretty
much anything else. If you limit the amount of iterations per tick
though the rest of the game won't lag at least.
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L128[02:55:38] <Darkevilmac> Fendirain,
let me run a quick test and I'll let you know how many ticks the
flood fill takes for roughly 4000 blocks.
L129[02:56:13] <Fendirain> I'm current
attempting to add it to my codebase, which is fun.
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L131[02:56:46] <Fendirain> and Thanks,
Would be helpful.
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L134[03:02:58] <Darkevilmac> Alright so it
was able to fill 4913 blocks in 232 ticks (11.5 seconds). With no
noticeable lag, that's with the only restriction being that it
can't fill more than 128 blocks in a tick.
L135[03:03:21] <Darkevilmac> So I can
tweak that number quite a bit and probably halve the time with no
major issues.
L136[03:03:29] <Fendirain> I figured as
much.
L137[03:03:35] <Darkevilmac> again that's
nearly 5000 blocks so it's kind of a worst case scenario.
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L139[03:05:33] <Fendirain> Currently
trying to work out how it all works.
L140[03:05:42] <Fendirain> To change it
for my needs.
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L143[03:08:13] <Darkevilmac> So by
doubling the block count per tick and using a structure that's a
bit smaller I got this result instead ([01:07:15] [Server
thread/INFO]: Flood Filler filled 3758 in 90 ticks.
L144[03:08:13] <Darkevilmac> )
L145[03:08:35] <Darkevilmac> 4.5
seconds.
L146[03:08:38] <Fendirain> Not bad.
L147[03:09:22] <Darkevilmac> Yup, so you
can change numbers to suit your needs quite nicely, I'll be making
it a config option but at the moment I'm doing a lot of other
things.
L148[03:09:41] <Darkevilmac> As long as
it's a config option server owners with more powerful servers can
adjust to their needs.
L149[03:10:47] <Fendirain> The only
problem with making it long is that it will mess up my items.
L150[03:11:41] <Darkevilmac> In what
sense?
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L152[03:12:15] <Fendirain> For example, My
Axe has a right click ability that can chop down a whole tree at
once. When the player first presses the right mouse button, The
timer can't start until it knows the size of the tree.
L153[03:13:23] <Fendirain> I mean, I could
get around that and delay the visual changes, and normally it won't
be an issue.
L154[03:13:48] <Fendirain> But if server
owners start setting that number to high, Users will start
complaining.
L155[03:14:14] <Darkevilmac> In your case
it's not mandatory to discover then destroy, you could always
destroy as you discover.
L156[03:15:33] <Fendirain> I just need to
do some testing of my own first, still implementing this.
L157[03:16:51] <sham1> YES
L158[03:17:01] <sham1> Collisions
work
L159[03:17:17] <Fendirain> I just wasn't
exactly expecting to need to change all my mod's code when I
started today. :P
L161[03:17:29] <Darkevilmac> so frame
drops yes
L162[03:17:34] <Darkevilmac> but it does
what it should.
L164[03:20:42] <Darkevilmac> Fendirain,
^
L165[03:21:31] <Fendirain> Neat.
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L167[03:23:29] <sham1> !gc
IHighlightHandler
L168[03:24:06] <sham1> Hmm, that's
weird
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L185[04:07:15] <sham1> Selection boxes
get
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L188[04:18:15] <Fendirain> Well, Just it
working now at least.
L189[04:18:21] <Fendirain> Just got*
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L192[04:18:54] <Fendirain> Using the word
"working" loosely.
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L194[04:20:30] <Fendirain> I may have
changed it to much as well, Seems to be missing blocks.
L195[04:21:30] <sham1> WOOT
L196[04:22:16] <Fendirain> WOOT?
L198[04:23:35] <Fendirain> Ah, Very
nice.
L199[04:24:01] <sham1> The selection box
has the form of the blockstate
L200[04:24:05] <Fendirain> New pipe
system?
L201[04:24:08] <sham1> Ya
L202[04:24:22] <sham1> Ijust need to model
the stuff and then I am good to gi
L203[04:24:23] <Fendirain> How is it
diffrent from others?
L204[04:24:28] <sham1> Umn
L205[04:24:38] <sham1> Hey look, a
monkey
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L207[04:24:54] <Fendirain> Aren't we all
monkeys? :p
L208[04:25:10] <sham1> It will not be
anything too unique
L209[04:25:15] <Fendirain> Not bashing,
Another pipe system isn't bad.
L210[04:25:43] <Fendirain> Which mod will
it be closest to?
L211[04:26:14] <sham1> What if buildcraft
and thermal stuff were focused on liquids and gasses
L212[04:26:24] <Fendirain> Ah, Ok
then.
L213[04:26:41] <Fendirain> Neat, Plus I
like the small model.
L214[04:27:00] <sham1> I just need to get
the raytrace to work so I can select pipes behind other pipes
easily
L215[04:27:26] <Fendirain> Ah, So fun
times ahead still.
L216[04:27:31] <sham1> Ya
L217[04:27:46] <sham1> But now I probably
will add models and textures for the connections
L218[04:27:50] <sham1> And the core
L219[04:28:29] <sham1> Because a
checkerboard floating cube is not the best impression makers
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L221[04:29:17] <Fendirain> Looking forward
to seeing the model.
L222[04:29:23] <Fendirain> :p
L223[04:29:31] <sham1> :p
L224[04:29:51] <sham1> but ptobably not
the textures as I suck at graphics design
L225[04:31:58] <Mraof> It's slightly
annoying when I'm working on a mod, get something done, and then
notice it's 5:30 am somehow
L226[04:32:05] <sham1> :P
L227[04:32:10] <sham1> I feel ya
L228[04:32:21] <Fendirain> and then you
make me look at the clock...Thanks. ;)
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L230[04:32:56] <Mraof> Haha
L231[04:33:39] <Mraof> I just made a per
server file cache for textures
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L233[04:35:02] <Mraof> Which has the
client first send all the files it has along with a long for each
(the time the file was added on the server)
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L235[04:35:40] <Mraof> And then the server
sends back a packet with the textures the client is missing and the
cache ids or whatever they'd be called
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L241[04:45:30] <Fendirain> Anyone care to
help me getting my mob to swing the axe properly?
L242[04:46:25] <Fendirain> or better yet,
Tell me I'm doing everything wrong, and help me correct it...
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L246[04:52:48] <OrionOnline> Good
morning
L247[04:53:50] <Fendirain> Good
morning.
L248[04:54:36] <Fendirain> Do you care to
help me get my mob to hold it's axe correctly while swinging
it?
L249[04:55:05] <OrionOnline> Which MC
Version?
L250[04:55:11] <Fendirain> 1.8
L251[04:55:23] <Fendirain> I'm most likely
doing it wrong, Just not sure how.
L252[05:00:33] <OrionOnline> SHow me the
code
L255[05:01:04] <Fendirain> Those should be
the 2 you need.
L256[05:01:19] <Fendirain> It holds the
axe, It swings, But the axe is way above while swining.
L257[05:01:28] <Fendirain> swinging*
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L260[05:02:17] <Fendirain> Example of what
I mean.
L261[05:03:15] <OrionOnline> Did you try
to remove the GL11 translate?
L262[05:03:36] <OrionOnline> You are
already applying a ItemTransform when call the ItemRenderer
L263[05:04:09] <Fendirain> It holds the
axe propely in the resting position.
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L265[05:04:20] <OrionOnline> So only
during the hitting animation it is borked?
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L267[05:04:23] <Fendirain> Yep.
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L269[05:05:18] <OrionOnline> Hmm
L270[05:05:31] <OrionOnline> Then it might
be the call to rightarm.postRender that does that let me
check
L271[05:06:10] <Fendirain> postRender has
something to do with it, Just not sure how to do it correctly.
Without the postRender, it doesn't move at all.
L272[05:06:31] <OrionOnline> Yeah, it
scales, because you scaled the arm
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L274[05:08:38] <OrionOnline> You need to
invert the scaling
L275[05:09:00] <Fendirain> Where?
L276[05:16:27] <Fendirain> So you mean the
Axe is always higher then it should be, But I corrected for it in
the lower position?
L277[05:17:37] <Fendirain> Not exactly
sure how to fix it, But I will mess around with a few things.
L278[05:20:44] <OrionOnline> Technically
you should never have to fix it
L279[05:20:51] <OrionOnline> The render
pipeline should fix it self
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L282[05:21:13] <OrionOnline> I have to go
now though
L283[05:21:18] <Fendirain> k, Bye.
L284[05:21:28] <Fendirain> Thanks for the
help.
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L290[05:27:26] <Fendirain> I could still
use some help if anyone is willing and able.
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L295[05:37:11] <sham1> Woot woot
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L312[06:41:05] <Ordinastie> so you finally
fixed your BB issue ?
L313[06:42:09] <sham1> Yes
L314[06:42:19] <sham1> Everything works
like it should
L315[06:42:26] <Ordinastie> what was it
?
L316[06:42:34] <sham1> I don't know
:OP
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L324[06:54:38] <Orion|AFK> It is for a
Food cooking / metal heating first tier block
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L327[06:55:35] <sham1> Looks nice
L328[06:56:11] <Orion|AFK> Not too high
res?
L329[06:56:29] <sham1> nah
L330[06:56:32] <Orion|AFK> The texture it
self is just a 128 by 1228
L331[06:56:35] <Orion|AFK> Okey
L333[06:58:05] <sham1> Looks like an
oven
L334[06:59:01] <Orion|AFK> Is a
Forge
L335[06:59:08] <sham1> :P
L336[06:59:25] <sham1> And that forge is
in minecraft so...
L337[06:59:38] <Orion|AFK> It can look
like an Oven in my book :D
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L357[07:51:03] <sham1> Still 1.8..
L358[07:52:01]
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L359[07:52:09] <Ordinastie> still
maintaining both yes
L360[07:52:30] <sham1> 1.9 is literally
two days away
L361[07:52:44] <Ordinastie> I did make a
poll to check whether people would care if I dropped 1.8
completely, but 30% still wants it though
L362[07:54:07] <Ordinastie> you say that
like I didn't updated to 1.8.9 yet...
L363[07:54:36] <sham1> H0h
L364[07:55:28] <ghz|afk> btw speaking
about 1.9, do we know anythign about how "painful"
porting forge to 1.9 will be? ;P
L365[07:55:50] <sham1> We we have had a
lot of preparation
L366[07:55:51] <Orion|AFK> yeah how is
that going?
L367[07:56:10] <Orion|AFK> Are we aware of
any big changes (like the model system) that happen in 1.9?
L368[07:56:16] <sham1> Itemstates
L369[07:56:23] <sham1> left-handed
items
L370[07:56:26] <ghz|afk> are itemstates a
thing?
L371[07:56:32] <sham1> AFAIK
L372[07:56:50] <ghz|afk> I knwo there's
the attributes they used to weapons and such
L373[07:56:55] <ghz|afk> but I assumed
those would just be NBT tags
L374[07:57:02] <sham1> Yeah, states
are
L375[07:57:19] <sham1> Because stuff like
bow has different states depending on stuff and things
L376[07:57:42] <ghz|afk> Orion|AFK: we
know the entities changed a bit
L377[07:57:54] <ghz|afk> because they can
now support roll rotations, for the elytra
L378[07:58:04] <sham1> Less spammy
combaty
L379[07:58:08] <ghz|afk> and they changed
the "item use" mechanics
L380[07:58:29] <ghz|afk> IIRC they moved
"item use" to the server logic
L381[07:58:33] <ghz|afk> from the
client
L382[07:58:50] <ghz|afk> to allow
skeletons to show the bow drawing animation
L383[07:59:05] <sham1> nice
L384[07:59:30] <sham1> I'd like skeletons
to be less aimbot-y but whatever
L385[07:59:57] <ghz|afk> that's all I can
think of in terms of thigns that *could* imply big changes to
code
L386[08:00:08] <ghz|afk> I have no idea
how much the code actually changed
L387[08:00:22] <Orion|AFK> So nothing in
the render department (which is what i care the most about)?
L388[08:00:26] <ghz|afk> oh and
mounting
L389[08:00:33] <ghz|afk> they changed how
you mount entities
L390[08:00:39] <sham1> Mountable
players?
L391[08:00:54] <ghz|afk> well no idea, but
they have the boats which allow 2 players to mount them ;P
L392[08:01:13] <sham1> I'd love mountable
players
L393[08:01:38] <ghz|afk> weren't there
mods that let you grab other players, in 1.7?
L394[08:02:00] <Orion|AFK> ghz|afk, yeah
Portal gun :D
L395[08:02:10] <Orion|AFK> At least in the
earlier releases
L396[08:02:23] <sham1> "Hey bby,
I
L397[08:02:26] <sham1> Meh
L398[08:02:45] <sham1> My return key is
annoying
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L400[08:10:12] <shadowfacts> Is there
something special I need to do to make my fluid work with the
universal bucket? Right now the ray trace in the universal bucket
event handler ray traces _through_ my fluid and hits the block
below it
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L407[08:28:11] <PaleoCrafter> anybody else
who has updated to IDEA 15.0.4 and can't launch it anymore?
xD
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L411[08:31:24] <Delenas> o/
L412[08:36:18] <ghz|afk> PaleoCrafter: i'm
still on .3
L413[08:36:22] <ghz|afk> didn't offer to
update
L414[08:36:25] <PaleoCrafter> hm
L415[08:36:50] <ghz|afk> ah I didcheck for
updates
L416[08:36:53] <ghz|afk> and it found
it
L417[08:37:22] <PaleoCrafter> looking at
my idea.jar, it was last updated last december for some
reason
L418[08:37:23] <ghz|afk> "Among other
important bugs, the update fixes the [old issue] with the global
menu under Unity (Ubuntu)."
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L423[08:42:12] <sham1> Anyway, I managed
to fix my yesterday's issue so...
L424[08:42:59] <ghz|afk> hmm howdoes one
make a food item in mc? XD
L425[08:43:13] <sham1> You furnace
stuff
L426[08:43:29] <ghz|afk> that's not what I
meant
L427[08:43:42] <ghz|afk> how do you make
an item that can be eaten and gives food
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L429[08:44:04] <sham1> Vanilla probably
can tell
L430[08:44:57] <ghz|afk> aha there's an
ItemFood
L431[08:45:21] <Delenas> Anything is food
if you're brave enough.
L432[08:45:31] <ghz|afk> not in MC it
isn't ;P
L433[08:45:41] <ghz|afk> as much as I try,
I can't eat a pickaxe
L434[08:46:17] <Delenas> If Sky's fanbase
has anything to say about it, you can in fact eat butter
picks.
L435[08:46:30] <Delenas> But then you'd
just have a stick.
L436[08:47:33] <sham1> I never got why he
calls gold "butter"
L437[08:47:48] <Delenas> The ingot looks
kinda like a stick of butter.
L438[08:48:01] <sham1> Not really
L439[08:48:10] <PaleoCrafter> have you
updated now, ghz|afk? :P
L440[08:48:30] <Delenas> Aaanyway.
L441[08:49:11] <Delenas> In blender- how
would one link a texture to a model if you have all the UV coords
set up? I can't get this thing to work.
L442[08:52:45] <PaleoCrafter> select all
vertices, and use Image -> Open Image in the U/V editor,
Delenas
L443[08:55:06] <ghz|afk> oops I forgot,
updating ;P
L444[08:55:20] <PaleoCrafter> nvm, I just
reinstalled IDEA completely, fixed now
L445[08:55:38] <ghz|afk> I'm updating
regardless ;P
L446[08:55:56] <ghz|afk> yeh started fine
;P
L447[08:56:40] <PaleoCrafter> I guess my
idea.jar wasn't updated because it got corrupted at some point and
the kotlin library has changed since then
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L451[09:04:56] <ghz|afk> okay now, jerky
food working. next up: tanned leather armor
L452[09:07:44] <sham1> "YEat your
leather armour"
L453[09:09:32] <Orion|AFK> :P
L454[09:10:42] <sham1> I think it is
possible to eat lether IRL
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L456[09:10:58] <sham1> Like cow hide and
stuff
L457[09:11:00] <ghz|afk> it is
L458[09:11:05] <ghz|afk> it's horribly
inefficient, though
L459[09:11:19] <sham1> Figures
L460[09:11:35] <sham1> Seeing as all the
nutrients are in the meat and not the skin
L461[09:11:42] <sham1> And bones ofc
L462[09:11:49] <ghz|afk> but tanned
leather... tanning changes the molecular structure
L463[09:11:49] <sham1> And brains
L464[09:11:50] <ghz|afk> XD
L465[09:12:15] <ghz|afk> but well
L466[09:12:19] <ghz|afk> I guess it does
*something*
L467[09:12:24] <ghz|afk> even if it's just
keeping you busy
L468[09:12:25] <ghz|afk> ;P
L469[09:12:43] <sham1>
MmmmMMMmmmmMMmmmMMmmm
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L471[09:13:22] <sham1> But yeah, seeing as
I got the collisions to work I can start working on other
things
L472[09:13:47] <sham1> Like being able to
use the things for anything useful
L473[09:13:59] <sham1> And maybe some
WAILA interaction so I can see how much stuff is stored
L474[09:15:27] <Delenas> Also.. is there a
way to stop this? "[10:14:35] [Client thread/ERROR]: Supressed
additional 5 model loading errors for domain gemstones"
L475[09:15:53] <ghz|afk> fix the previous
errors? ;P
L476[09:15:58] <Delenas> Not helpful when
you have a few mods for compatibility testing and you're trying to
get a texture showing.
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(~MattDahEp@184-96-202-46.hlrn.qwest.net)
L478[09:23:20] <Orion|AFK> How do you guys
check if something is food that needs to be smelted?
L479[09:25:19] <sham1> I personally prefer
cooked food but anyway, check if the item is ItemFood
L480[09:25:27] <sham1> That would be one
thing I'd do
L481[09:26:25] <Delenas> I'd dig through
FurnaceRecipes.instance.getSmeltingList(), then find instances of
itemfood as outputs?
L482[09:26:36]
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L483[09:28:23] ⇦
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L484[09:30:13] ***
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L485[09:33:35] <sham1> I have a feeling
that some things are misspelled in WAILA's api
L486[09:36:48] ⇦
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L487[09:37:35] <Delenas> Hmm. It's finding
and loading the b3d model fine, but not noticing it has a texture.
Do I need to hit pack?
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L489[09:43:23] <Orion|AFK> sham1 ia m
checking if the output is a ItemFood
L490[09:43:30] <Orion|AFK> Seems the best
way to do this
L491[09:43:44] <sham1> Hmm
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L494[09:53:50] <ghz|afk> there,
L496[09:54:33] ⇦
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L499[10:05:32] <sham1> Time to download
some custom capabilities
L500[10:08:26] <sham1> giga, do I just
copy the "api" package or the entire tree
L501[10:08:33] <sham1> For
CapabilityCore
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L504[10:10:42] <sham1> ghz|afk?
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L509[10:15:22]
MineBot sets mode: +v on Tahg
L510[10:16:23] <ghz|afk> sham1: api
package
L511[10:16:53] <sham1> Ok
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L515[10:18:03] <ghz|afk> the @Mod class is
just there for anyone who may prefer using it as a soft
dependency
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L518[10:18:26] <sham1> AH ok
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L521[10:27:53] <MattDahEpic> is there a
way to register a block for multiple oredictionary entries in the
same call to OreDictionary.registerOre (an example would be oak
slab -> 'slab' and 'slabWood')
L522[10:28:15] <ghz|afk> I don't think so?
at least I just call it multiple times ;P
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L524[10:29:01] <ghz|afk> sham1: I guess it
would be helpful if I had a .compat.RFWrapper equivalent of the
IInventory/ISidedInventory wrappers on the IItemHandler?
L525[10:29:14] <sham1> Maybeh
L526[10:29:30] <sham1> Like I am going
just full capability here
L527[10:29:53] <sham1> And just labeling
it RF for those poor sobs who would othervice not know that it is
compatible
L528[10:30:10] <sham1> But McJty would
prolly like
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L531[10:31:39] <sham1> Speaking of the
guy
L532[10:31:45] <sham1> I should probably
tell him to use it
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L543[10:52:58] ***
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L544[10:54:22] <ghz|afk> sham1: pushed the
RFWrapper ;P
L545[10:54:28] <sham1> WOOT
L546[10:54:34] <ghz|afk> hopefully I
didn't make any mistake, it seemed too simpleto have bugs ;P
L547[10:57:59] <sham1> Might as well get
the RF packages because why not
L548[10:58:08] <sham1> Gotta be compatible
even though I'd rather not
L549[10:58:13] <ghz|afk> heh
L550[10:59:00] <sham1> Well, at least
RFTools will be compatible with me fully
L551[10:59:02] <ghz|afk> I think the
capability stuff will probably take a while to catch on
L552[10:59:09] <sham1> Yeah
L553[10:59:22] <sham1> Especially for this
stuff seeing as it is not officially part of the RF stuff
L554[10:59:27] <sham1> Sadly
L555[10:59:27] <ghz|afk> people still try
to remove META-INf so yeah
L556[10:59:28] <ghz|afk> ;P
L557[10:59:40] <sham1> We don't talk about
stupid people
L558[10:59:45] <ghz|afk> XD
L559[11:10:16] ***
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L561[11:13:21] <unascribed> people still
try removing META-INF?
L562[11:13:31] <williewillus> yes
L563[11:13:38] <unascribed> are they
surprised when the launcher gets a hash mismatch and redownloads
the jar
L564[11:13:41] <unascribed> and then
META-INF reappears
L565[11:14:19] <IoP> When forge is added
into Windows Store. It would be cool thing to see there!11!
L566[11:14:26] <unascribed> u wot
L567[11:14:36] <williewillus> lol
L568[11:14:50] <IoP> Minecraft is in the
store. So why forge is not!?
L569[11:15:02] <IoP> (sorry, could not
resist)
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L571[11:15:06] <unascribed> the Windows 10
edition is in the store
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L573[11:15:24] <williewillus> i'm not sure
if you were being sarcastic or not lol
L574[11:15:28] <unascribed> ^
L575[11:15:40] <IoP> I was trolling
because ... I just read and answered topic in ftb forums which
requested ftb launcher to be added into store :P
L576[11:15:46] <williewillus> lol
L577[11:15:48] <unascribed> 11/10
L578[11:16:04] <Delenas-> brb, doing
this
L579[11:16:42] <IoP> "That would be
soooo cool!"
L580[11:17:01] <Delenas-> (App is
literally a wrapper that downloads and installs forge for the
user)
L581[11:17:15] <unascribed> I didn't know
anyone actually used the Windows Store
L582[11:17:25] <williewillus> i do...on
mobile :P
L583[11:17:27] <Delenas-> I do,
sometimes
L584[11:17:41] <williewillus> and the
couple apps that are actually good have desktop UWP versions
L585[11:17:45] <unascribed> It's honorable
that Microsoft is trying to make a package manager
L586[11:17:47] <williewillus> (my twitter
and youtube clients)
L587[11:17:53] *
Delenas- also punts their net.
L588[11:17:53] <unascribed> but apt,
pacman, rpm, etc all did it way better
L589[11:17:56] <IoP> If requester would
have done some background work like checked if store if free to use
as distribution channel and if they accept java application I could
have used more time for that request.
L590[11:17:57] ***
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L591[11:18:20] <IoP> But if only reason to
implement that kind of thing is "cool" then just
nope
L592[11:18:37] <IoP> unascribed: btw msys2
has pacman ;)
L593[11:18:38] <Delenas> You'll have to
pry apt-get and related packages from my dead hands.
L594[11:18:46] <unascribed> um
L595[11:18:48] <unascribed> wow
L596[11:19:00] <unascribed> next time I'm
forced onto a Windows system I'll be installing msys2 instead of
cygwin
L597[11:19:07] ⇦
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L598[11:19:12] <ghz|afk> sham1: my
Ender-Rift will also be compatible with my Energy capability API
;P
L599[11:19:20] <ghz|afk> and yeah, I
hadn't implemented it until now ;P
L600[11:19:36] <Delenas> ConEmu + Cygwin =
♥
L601[11:19:42] <IoP> I already installed
msys2 but did not got time to start using that. Maybe I
should
L602[11:19:47] ***
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L603[11:19:55] <unascribed> I personally
like mintty
L604[11:20:11] <unascribed> though I
wonder if QTerminal runs on Windows
L605[11:20:13] <IoP> because proper
package manager is probably cooler than cygwin-setup
L606[11:20:20] <unascribed> cygwin-setup
is awful
L609[11:20:31] <unascribed> I only
recently switched to Arch
L610[11:20:36] <unascribed> and pacman is
the best packager I have ever used
L611[11:20:58] <unascribed> so to see it
on Windows
L612[11:21:19] <IoP> is it? imo it's
weird. Too many things bundled under one command
L613[11:21:29] <unascribed> I thought the
same thing
L614[11:21:35] <unascribed> I much
preferred "apt install" over "pacman -S"
L615[11:21:40] <unascribed> but it just
works so much better
L616[11:21:52] <unascribed> and there's
only like 3 switches you need to know
L617[11:22:00] <unascribed> -S = install,
-Syu = update+upgrade, -R = remove
L618[11:22:08] <IoP> I used my my arch few
times and never learnt how to update it. (always checked from
cheatsheet)
L619[11:22:13] <williewillus> pacman
<3
L620[11:22:47] <williewillus> apt is so
slow :P
L621[11:23:14] ***
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L622[11:23:15] <unascribed> the only
problem I've had is trying to use proprietary packages
L623[11:23:18] <unascribed> which usually
only have .debs
L624[11:23:24] <unascribed> sure, they're
usually available in the AUR
L625[11:23:50] <IoP> unascribed: btw do
you use something to add tab support for mintty?
L626[11:23:53] <williewillus> yeah and you
can easily repackage them
L627[11:24:01] <unascribed> I don't
usually use tabbed terminals
L628[11:24:04] <unascribed> so
L630[11:25:31] <unascribed> I know it is
UNTHINKABLE someone may have a different workflow from you
L631[11:25:59] <IoP> yup. Awful idea. You
must be mad or something ;)
L632[11:26:10] <unascribed> no I just have
too many monitors
L633[11:26:17] <unascribed> one of my
monitors is dedicated to a grid of terminals
L634[11:26:55] <IoP> Now git for windows
uses mintty by default it makes even easier to move git prompt into
tab group <3
L635[11:27:07] <IoP> also new git for
windows <3
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L639[11:31:05] <JamEngulfer> Ok, I’ve got
a bit of a theoretical question here
L640[11:31:37] <JamEngulfer> I’m trying to
store ‘spheres of influence’ and test if blocks are inside of
them
L641[11:33:13] <JamEngulfer> But how would
I go about implementing that and checking if the given block is in
a sphere? If there are many spheres, would I have to just loop
through and check the position on each of them?
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L643[11:34:29] <JamEngulfer> Or is there a
more efficient way of approximating which sphere I’m nearest
to
L644[11:34:49] <IoP> time for first real
msys2 test
L646[11:35:41] <unascribed> this is what I
mean by "too many monitors" and "grid of
terminals"
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L648[11:37:06] <IoP> nice
L649[11:38:13] <sham1> >cookie
clicker
L650[11:38:22] <unascribed> yes
L651[11:38:24] <unascribed> blame
williewillus
L652[11:38:27] <JamEngulfer> Oh wow
L653[11:38:35] <JamEngulfer> That is a lot
of things going on at once
L654[11:38:36] <williewillus> lol i
foregot about that
L655[11:38:44] <williewillus> 14
billion
L656[11:39:30] <ghz|afk> o_O
L657[11:39:53] <ghz|afk> sham1: for some
reason when I try to launch my mod with my api in it, it has an
infinite loop during init, on the api parsing stuff
L658[11:39:54] <ghz|afk> XD
L659[11:40:08] <sham1> wow
L661[11:40:53] <sham1> yay for
Pacman
L662[11:41:35] <ghz|afk> ohshit
L663[11:41:36] <ghz|afk> I see why
L664[11:41:37] <ghz|afk> oops
L665[11:41:59] <ghz|afk> the @Mod can't
have the same name as the "provides" name
L666[11:42:35] <ghz|afk> Ihad
owner="CapabilityCore"
provides="CapabilityCore"
L667[11:42:44] <ghz|afk> and it was trying
to find the "root owner"
L668[11:43:00] <ghz|afk> so yeah I'll fix
the hierarchy and push
L669[11:43:13] <ghz|afk> you'll need to
redownload ;P
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L671[11:45:42] <JamEngulfer> Actually,
yeah. Has anyone done an efficient nearest-point-to-block checker?
I’m a bit at a loss as to how to do this
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L674[11:56:06] <ghz|afk> sham1: it's up
btw ;P
L675[11:56:13] <sham1> hmrm
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L678[12:06:57] <Delenas> Bluh. Still can't
figure out this b3d texturing crud. Attempt, like.. ten. x.x
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DonAway is now known as DRedhorse
L737[14:22:29] <Mraoffle> ()V
L738[14:22:29] <Mraoffle> Hello
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L743[14:23:33] <sham1> hello void
function
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L751[14:26:16] <Mraof> I sort of feel like
randomly responding to people with really esoteric jokes
L752[14:26:16] <Mraof> But that'd probably
be annoying
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L757[14:27:19] <sham1> putStrLn
"Okay"
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L945[15:23:27] <williewillus> is there a
way to apply the speed attribute without the annoying fov
change?
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L947[15:24:52] <PaleoCrafter>
williewillus, you can negate the FOV thing :P
L948[15:25:16] <williewillus> meh that
messes with other things generally
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L950[15:25:57] <gigaherz_q> check how far
the player has moved since last frame/tick, and move them a
proportional amount more
L951[15:25:58] <gigaherz_q> ;P
L952[15:26:35] <gigaherz_q> (it's a joke,
but it would work if done right)
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L965[15:41:42] <shadowking97> Hello,
everyone
L966[15:45:37] <sham1> evening
L967[15:49:08] <shadowking97> Does anyone
know the internals of MinecraftForge SimplImpl? Not the front end,
I can use that quite well. I need to do something that's probably
never been done before.
L968[15:49:29]
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L969[15:49:40] <sham1> Netty
L970[15:50:07] <tterrag> it's netty all
the way down
L971[15:50:12] <sham1> that's the
internals in their entirety
L972[15:50:18] <sham1> Like tterrag
said
L973[15:50:19] <shadowking97> I need to
capture, clone, and redirect all minecraftforge packets based on
stuff my mod is doing.
L974[15:50:20] <sham1> Hi btw
L975[15:50:29] <shadowking97> I just need
to know where a good entry point for my code would be
L976[15:50:34] <diesieben07> that sounds
awful :D
L977[15:50:35] <shadowking97> and yes, I'm
needing to coremod forge files
L978[15:50:37] <tterrag> that's pretty
easy, fairly sure there's a hook for that
L979[15:50:40] <Darva> I'm a bit
confused... new ItemStack(Blocks.reeds) doesn't work, but it works
on every single other block i've ever tried it on. And i can't
figure out any reason it doesn't work. It doesn't throw an error,
it just returns an item stack with a null item.
L980[15:50:51] <sham1> WHyy
L981[15:50:55] <tterrag> Darva: reeds
don't have an ItemBlock
L982[15:50:58] <diesieben07> but yes, you
can intercept all packet stuff using
ServerConnectionFromClientEvent /
ClientConnetionFromServerEvent
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L984[15:51:09] <tterrag> use
Items.reeds
L985[15:51:11] <sham1> why would someone
want to take all the packages
L986[15:51:20] <shadowking97> Including
other mod packets?
L987[15:51:31] <williewillus> i thought
you can't asm forge classes
L988[15:51:40] <tterrag> sure you can
:P
L989[15:51:44] <tterrag> should? no
L990[15:51:46] <Darva> tterrag: Lovely,
that's going to be iritating. I'm doing automatic translation back
and forth between blocks and items for JEI, and i can't control
what the user puts in, because the blocks in question are drawn
from the configs.
L991[15:51:50] <williewillus> i thought
those were on the exclusion list
L992[15:51:55] <sham1> You just get smited
down quickly
L993[15:52:08] <tterrag> Darva: you'll
need to have some hardcoded mappings for vanilla
L994[15:52:13] <tterrag> mods are required
to have an itemblock afaik
L995[15:52:19] <tterrag> but vanilla is an
exception, as usual
L996[15:52:24] <williewillus> no they
aren't
L997[15:52:38] <williewillus> you can pass
a null itemblock class if your block doesn't want/need an item
form
L998[15:52:41] <tterrag> Darva:
block->item is getPickBlock
L999[15:52:42] <williewillus> e.g.
technical blocks, etc.
L1000[15:52:47] <tterrag> the other way
around is not as easy
L1001[15:52:56] <shadowking97> Oh. Well
then. Ok, to explain what I'm doing - I'm attempting the one mod
people have requested that no modder has wanted to touch, because I
like a challenge. I'm making seamless portals, which means cloning
dimensional packets and sending them to players near portals with
added dimensional data.
L1002[15:53:02] <tterrag> williewillus:
true, but I'd guess that most mods don't do that
L1003[15:53:06] <Darva> block->item is
what i need. getPickBlock? K. I'll look into it.
L1004[15:53:18] <sham1> >seamless
portals
L1005[15:53:19] <tterrag> be aware that
it needs world context
L1006[15:53:21] <williewillus> lol that's
not going to work well
L1007[15:53:29] <tterrag> if you are
trying to convert a random block into an item without it being in
the world
L1008[15:53:32] <tterrag> that's not
going to work
L1009[15:53:37] <tterrag> and in fact
there is no easy way to do that at all
L1010[15:53:37] <sham1> Well, I wish you
luck then
L1011[15:53:40] <Darva> Bah. Ok, so
problem not solved.
L1012[15:53:45] <tterrag> so, could you
explain your actual task?
L1013[15:53:47] <tterrag> !xy
L1014[15:53:49] <tterrag> :(
L1015[15:54:06] <shadowking97> I've
created a simular mod in the past... just kind of supercharging it
to allow for more than just one additional dimension
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L1017[15:54:21] <Darva> I have a list of
blocks, that if used with my object, transform from one type to
another in the world. It works fine. The problem is in JEI.
L1018[15:54:28] <williewillus>
shadowking97: I don't get how this requires hooking the entire
packet system
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L1020[15:54:45] <williewillus>
diesieben07's camera mod can already show things from other
dimensions and he doesn't have to do that :P
L1021[15:54:52] <diesieben07> ehm
L1022[15:54:53] <Darva> JEI uses
itemstacks, when i try to convert my block reference to reeds to
display them in JEI, it produces a null item stack.
L1023[15:54:53] <diesieben07> cough
cough
L1024[15:54:55] <diesieben07> i do.
L1025[15:55:07] <diesieben07> don't tell
anyone
L1026[15:55:10] <williewillus> you have
to intercept every single packet? :P
L1027[15:55:16] <diesieben07> no
L1028[15:55:19] <williewillus>
exactly
L1029[15:55:20] <diesieben07> but i have
to intercept packets
L1030[15:55:22] <Darva> tterrag: Good
enough explanation, or more detail needed?
L1031[15:55:36] <tterrag> when you say
"used with my object" what do you mean?":
L1032[15:55:40] <shadowking97>
williewillus: In interest in mod-compatability. I could hook for
minecraft packages, yes, but a lot of mods use their own packets
that need to be captured as well. It's not 100% foolproof, but it's
a start.
L1033[15:56:03] <Mraof> So you'd capture
those mods' packets and... do what with them?
L1034[15:56:14] *
Tiktalik noms Mraof
L1035[15:56:22] <Mraof> Oh, hey
L1036[15:56:27] <Darva> It's a block, you
place it in world, you place other blocks around it, throw down an
item, and it replaces the blocks in question with different blocks.
Think Pure Daisy from Botania, but with a trigger.
L1037[15:56:35] <Mraof> How would you
know anything about the packet
L1038[15:56:35] <tterrag> hm, ok
L1039[15:56:37] <shadowking97> Add
dimensional data, send them to the client, which then switches out
copies of the world with others, and reprocesses the packets
through the system, and switches theWorld back
L1040[15:57:09] <shadowking97> This is so
you can also capture things like entities and what-not.
L1041[15:57:11] <Darva> All of my stuff
works fine, because i never have to treat anything as an itemstack,
they always stay blocks in my code. It's just when i hand it to
JEI, i need to hand it itemstacks, and that's where things go off
the rails.
L1042[15:57:33] <Mraof> That sounds like
an awful idea, that will break things
L1043[15:57:37] <tterrag> ok, then your
best bet is to just have hardcoded translations to vanilla
items
L1044[15:57:45] <tterrag> mods should
work MOSTLY fine using new ItemStack(block)
L1045[15:57:45] <Darva> Yeah, i was
afraid of that.
L1046[15:58:00] <tterrag> I'd imagine
that any mod that doesn't work with that isn't one that your users
will use :P
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L1048[15:58:04] <Darva> Yeah, i haven't
run into a single issue, except Reeds.
L1049[15:58:16] <Mraof> Some packets
shouldn't be sent multiple times
L1050[15:58:21] <tterrag> reeds, redstone
wire, doors
L1051[15:58:24] <tterrag> there's a few
more
L1052[15:58:25] <LatvianModder> new
ItemStack((Item)null); woooo
L1053[15:58:43] <Darva> LatvianModder: If
someone reports that as a bug, i will simply laugh at them.
L1054[15:58:51] <LatvianModder>
Hehe
L1055[15:59:20] <shadowking97> Mraof: I'm
filtering the copied packets. They're not sent multiple times to
the same player, they're sent to additional players on the other
side of the portals in range. Direct to player packets would be
ignored, I only want to hook packets to dimensions and packets to
target area
L1056[15:59:53] <Darva> So in my
getItemStack routine, i'll just have to check if the result is a
null item stack, and if so, call some sort of mapper to see if i
can get the right one, if not... report it in the logs and say it's
not my damn fault. hehe.
L1057[16:00:17] <williewillus> mods
usually shouldn't have null item forms
L1058[16:00:29] <williewillus> unless the
block is a technical block and doesn't appear anyway
L1059[16:00:39] <Darva> Thus the reason
for saying "It's not my fault"
L1060[16:00:57] <Mraof> Hmm
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L1062[16:01:16] <Darva> My block won't
interact with anything that the configs haven't directly told it to
interact with, so just sticking random blocks next to it won't
produce errors.
L1063[16:01:21] <Mraof> So if a packet
creates a new entity on the client
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L1065[16:01:34] <Mraof> It would also
create that entity in a world it shoudn't be on the client?
L1066[16:01:42] <williewillus> wat
L1067[16:02:25] <shadowking97> Yes. I
save multiple copies of the world based on nearby portals, which
are unlaoded as player moves out of range of said portal.
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L1069[16:02:35] <shadowking97> Each copy
of the world is a seperate dimension
L1070[16:03:09] *
Darva sighs.
L1071[16:03:18] <Darva> I always forget
how irritating Java's switch statements are.
L1072[16:03:30] <williewillus> compared
to :P
L1073[16:03:58] <Darva> any other
language with switch statements?
L1074[16:04:13] <masa> like C?
L1075[16:04:14] <shadowking97> I've done
this before on a plugin to mystcraft, and it worked perfectly. I
just never captured packets in doing it.
L1076[16:04:15] <sham1> C?
L1077[16:04:24] <williewillus> how are
they different lol
L1078[16:04:25] <Mraof> What about a
packet that changes the sky color, for example
L1079[16:04:27] <Arctic_Wolfy> Any one
know if it's bad to do "import package1.*;" instead of
"import package1.classA; import package1.classB;"?
L1080[16:04:49] <sham1> Depends
L1081[16:04:50] <Mraof> Or a packet that
expects a specific WorldProvider for the world it's sent to
L1082[16:05:05] <sham1> Usually it is
just a stylistic choise
L1083[16:05:15] <Arctic_Wolfy> sham1,
talking about me?
L1084[16:05:22] <sham1> Who esle
L1085[16:05:25] <sham1> Else*
L1086[16:05:27] <Darva> The list of what
you can switch on is more restricted in Java is my main
complaint.
L1087[16:05:39] <williewillus> really?
you can still switch on all integral types
L1088[16:05:58] <Arctic_Wolfy> IDK, could
of been some thing that the others are talking about.
L1089[16:06:00] <sham1> Not just every
integral
L1090[16:06:15] <williewillus> and
strings and enums
L1091[16:06:23] <sham1> Also floating
point and strings
L1092[16:06:23] <Darva> Strings only
since 1.7
L1093[16:06:31] <williewillus> C switches
according to this site take a "integral or enumerated
tpye"
L1094[16:06:38] <sham1> Well why would
you not use java7 is beyond me
L1095[16:06:39] <williewillus> how is the
java version more restricted lol
L1096[16:06:45] <shadowking97> I have the
three classes that need to be cloned and switched out. Each
dimension loads its own WorldProvider. My theorized process for
this is this. Capture packet-> send it to additional clients
that are nearby portals of that dimension -> client receives,
swaps world to that dimension-> refeeds the captured packet
without the additional data and uses a fakeplayer to capture
anything that affects thePlayer into the pa
L1097[16:07:30] <sham1> Not using java7/8
for any developement is kinda retarded
L1098[16:07:42] <sham1> Java6 is the
absolute limit
L1099[16:08:04] <sham1> After which you
are just shooting yourself to a foot
L1100[16:08:33] <Mraof> "capture
anything that affects thePlayer into the pa"
L1101[16:08:39] <Mraof> shadowking97,
your message was too long
L1102[16:08:57] <shadowking97> refeeds
the captured packet without the additional data and uses a
fakeplayer to capture anything that affects thePlayer into the
packet system -> swap worlds back to the real ones
L1103[16:09:57] <williewillus> that
sounds like a nightmare
L1104[16:10:02] ***
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L1105[16:10:15] <sham1> At some point you
should just ask if the mod is worth all the hassel
L1106[16:10:30] <sham1> Capture all the
pakets and doing this convoluded stuff?
L1107[16:10:34] <Mraof> You'd be much
better off just adding individual mod support
L1108[16:10:50] <shadowking97> sham1: I
don't care if it's worth a hassle, I like the challenge.
L1109[16:11:04]
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L1110[16:11:09] <sham1> Well this is not
even challenging
L1111[16:11:12] <sham1> Just
convoluded
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L1113[16:11:43] <shadowking97>
World-swapping has worked extremely well in my old mod for
mystcraft. It's what this design is based off.
L1114[16:12:07] <Mraof> Sending packets
to clients that shouldn't normally get it will break
something
L1116[16:12:36] <sham1> Also at the point
where you have to start using ASM is usually the point where stuff
becomes of concerne
L1117[16:12:56] <Arctic_Wolfy> So, if in
a channel for a mod, and the topic says say 'x' to get the mod
owners attention, should I hesitat to to do it if I have a question
abut the mod?
L1118[16:13:04] <Arctic_Wolfy>
*about
L1119[16:13:35] <sham1> Try to ask just
generally and if you don't get an answer, ask the developer
L1120[16:13:50] <sham1> That is how I
personally would go about it
L1121[16:13:55] <Darva> Ok, that is odd.
I am building against Java 6, and i have no idea why.
L1122[16:14:10] <shadowking97> Mraof:
It's to include packets that are from mods. As I said, it wouldn't
be 100% foolproof, depending on what mods are used, but I also plan
a backwords compatable API that can detect my mods presense for
those specific mods that don't work. It's so that every single mod
that does something with their own packets for tile-enties don't
have to add compatability to mine.
L1123[16:14:28] <Arctic_Wolfy> Okay. I do
ask generally anyway, but the channel seams to always be dead
quiet.
L1124[16:15:02] <sham1> Don't expect an
answer right away
L1125[16:15:12] <sham1> Some people might
be AFK and stuff like that
L1126[16:15:18] <Arctic_Wolfy> And I
mean... like always dead quiet.
L1127[16:15:21]
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L1128[16:15:41] <sham1> Well the mod
probably also has a thread somewhere where they dev is at
L1129[16:15:43]
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L1130[16:15:54] <Arctic_Wolfy> Kay.
L1131[16:16:23] <sham1> Also, cant you
send comments in Curse
L1132[16:16:34] <Arctic_Wolfy> How long
do you think I should wait before I say 'x' to get the owners
attention?
L1133[16:16:47] <Mata> How hard would it
be to set the difficulty codewise?
L1134[16:16:49] <Arctic_Wolfy> And I'm
not on Curse?
L1135[16:16:50] <Darva> Does gradle
default to java 1.6?
L1136[16:16:55] <Darva> well,
forgegradle
L1137[16:16:55] <sham1> Yes
L1138[16:16:59] <sham1> Yes
L1139[16:17:04] <sham1> Both yes
L1140[16:17:25] <Darva> Ahh,
lovely.
L1141[16:17:28] <sham1> So just
targetCompatibility and sourceCompatibility them up
L1142[16:17:28] <Arctic_Wolfy> So how
long should I wait?
L1143[16:17:45] <sham1> 15 mins is
usually when Iwould just ping or say the thing 'X'
L1144[16:18:16] <sham1> 15 mins of no
activity other than joining and leaving that is
L1145[16:18:21]
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L1146[16:18:24] *
Darva can switch on strings now..... yay.... sigh...
L1147[16:18:51] <Arctic_Wolfy> Okay.
Think I have a few more minutes until it's been 15 mins.
L1148[16:20:01] <sham1> Or if you go java
1.8 you can get lambdas among other things ;)
L1149[16:21:20] <sham1> Also, tomorrow is
monday 29th which means that 1.9 should come out
L1150[16:22:03] <Arctic_Wolfy> :o
L1151[16:22:25] <sham1> At least if the
rumour is correct
L1152[16:22:40] <gigaherz>
"tomorrow" is sunday for me
L1153[16:22:40] <gigaherz> ;p
L1154[16:23:01] <tterrag> it's not really
a rumour when mojang said that's the release date
L1155[16:23:12] <sham1> Weren't you
UTC+0?
L1156[16:23:20] <gigaherz> I'm +1
L1157[16:23:24] <sham1> Ah
L1158[16:23:25] <gigaherz> +2 during
summer
L1159[16:23:26] <Darva> I use the hell
out of 1.8 features at work, but not enough MC mods are 1.8 to do
it yet, and i'm too small to do trend setting. heh.
L1160[16:23:34] <sham1> So you are an
hour behind then
L1161[16:23:41] <sham1> Yes they
are
L1162[16:23:51] <gigaherz> Darva: lots of
1.8 mods are 1.8
L1163[16:23:52] <gigaherz> ;P
L1164[16:24:11] <tterrag> I'm still on
the fence about chisel
L1165[16:24:12] <sham1> :P
L1166[16:24:16] <tterrag> on the one
hand, java 8 is awesome
L1167[16:24:20] <gigaherz> I'd say, do
1.8
L1168[16:24:21] <tterrag> on the other,
chisel gets a LOT of noob users...
L1169[16:24:25] <sham1> Chisel the
fence
L1170[16:24:31] <williewillus> just do it
:P
L1171[16:24:33] <gigaherz> backport to
java7 bytecode if there's enough demand
L1172[16:24:38] <tterrag> I'll ship
javachecker if I do it
L1173[16:24:40] <sham1> JUST DO IT
L1174[16:24:43] <williewillus> *insert
tiny potato*
L1175[16:24:44] <tterrag> gigaherz:
retrolambda doesn't work on streams :P
L1176[16:24:51] <williewillus> (beacuse
botania is on java 8)
L1177[16:24:57]
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L1178[16:24:57] <gigaherz> ah streams are
probably the j8 feature I care about the least
L1179[16:24:58] <gigaherz> XD
L1180[16:25:01] <sham1> Well you cannot
retrolambda classes
L1181[16:25:06] <sham1> Only
lambdas
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L1183[16:25:08] <tterrag> for MOST things
FluentIterable works great in place of streams
L1184[16:25:12] <tterrag> but not
everything
L1185[16:25:31] <sham1> I love me some
parallel streams
L1186[16:25:43] <williewillus> lol
L1188[16:25:57] <williewillus> parllel
streams shouldn't be used unless you know what youre doing
L1189[16:26:02] <sham1> Althought they do
not work in Minecraft seeing as I cannot manipulate stuff from
multiple threads easily
L1190[16:26:12] <sham1> It's fine
L1191[16:26:17] <Darva> I quickly fell in
love with streams when i started using them for file input
processing at work.
L1192[16:26:25] <sham1> Calculations
being lazy is enough of a reason for me to use them
L1193[16:26:43] <gigaherz> I used the
equivalent feature of C#
L1194[16:26:54] <gigaherz> but java
streams are diferent enough that they annoy me more than they
help
L1195[16:26:54] <gigaherz> XD
L1197[16:27:22]
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L1198[16:27:24] <sham1> You and your
=> vs ->
L1199[16:27:26] <tterrag> constructors in
place of functional interfaces
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L1202[16:27:46] <gigaherz> sham1: not
that, I'm ok wiht lambdas
L1203[16:27:47] <gigaherz> XD
L1204[16:27:54] <gigaherz> its' the
method names and such
L1205[16:28:07] <sham1> Meh
L1206[16:28:15] <gigaherz>
list.Select(...).Where(...).OfType<type>().ToList();
L1207[16:28:35] <sham1> I'd love if
flatMap was called >>= but that is just me
L1208[16:29:03] <williewillus> except
there is already another syntax token with that representation
:P
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L1210[16:29:15] <sham1> Wait wat
L1211[16:29:19] <sham1> Oh
L1212[16:29:23] <williewillus> right
shift assign
L1213[16:29:33] <sham1> Meh
L1214[16:29:37] <sham1> call it bind
then
L1215[16:29:42] <tterrag> a = 1; a
<<= 2; a==4 true
L1216[16:30:07] <tterrag> same thing
other way around :P
L1217[16:30:10] <gigaherz> they could
define arrow operators: <=< and >=>
L1218[16:30:11] <gigaherz> ;P
L1219[16:30:29] <sham1> Oh arrows
L1220[16:30:37] <tterrag> those look like
emotes
L1221[16:30:39] <tterrag> >=>
L1222[16:30:40] <sham1> One of the most
controversial Haskell libraries
L1223[16:30:43] <gigaherz>
>_>
L1224[16:31:17] <Darva> Odd, why would an
item stack's .toString show "1xitem.null@1", but the
itemstack still be a valid reference, have the right item, and work
correctly? I must have missed something, but not sure what.
L1225[16:31:20] <sham1> Even though they
are monadic containers
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L1228[16:32:04] <tterrag> Darva: it uses
the items unloc name
L1229[16:32:10] <tterrag> if that's
undefined it'll return "item.null"
L1230[16:32:19] <gigaherz> or direction
operators: ->- -<-
L1231[16:32:22] <sham1> Also would not
mind having the lambda syntax be \x -> *stuff*
L1232[16:32:52] <gigaherz> push/pull
operators: =>= =<=
L1233[16:32:57] <Darva> Odd, the
unlocalized name is what i expected it to be, or my localization
file wouldn't work, and the item is named correctly.
L1234[16:33:05] <williewillus> -> is
the clojure "thread through" special form :P
L1236[16:33:47] <sham1> ((((())))))
L1237[16:33:59] <sham1> (+ 2 3)
L1238[16:34:00] <williewillus> (->
(range 5) (map inc) (reduce +)) ; => 14
L1239[16:34:03] <gigaherz> recursive
asshole
L1240[16:34:17] <sham1> I love recursion
:(
L1241[16:34:39] <gigaherz> also
thoseparensare unbalanced I think
L1242[16:34:45] <sham1> It is sad that
Java does not have optimization for tailcalls built in
L1243[16:34:46] <gigaherz> also those
parens are unbalanced I think **
L1244[16:34:59] <williewillus> tail call
is not an easy thing for the jvm to do
L1245[16:35:01] <sham1> I didn't count
them very hard
L1246[16:35:05] <williewillus> because
you totally munge up the call stack
L1247[16:35:15] <sham1> Turn it into a
for loop
L1248[16:35:21] <gigaherz> nah tail call
is converting to loop
L1249[16:35:24] <gigaherz> start :
L1250[16:35:25] <gigaherz> ...
L1251[16:35:35] <gigaherz> assign values
for next iteration
L1252[16:35:38] <sham1> jmp start
/s
L1253[16:35:38] <gigaherz> jump back to
start
L1254[16:35:52] <PaleoCrafter> actuall
tail call optimisation *is* hard :P
L1255[16:35:57] <gigaherz> it is
L1256[16:36:04] <gigaherz> it requires
flow analysis and shit
L1257[16:36:11] <sham1> Mmm
L1258[16:36:30] <gigaherz> but once you
KNOW what to "tail-loop"
L1259[16:36:35] <Darva> Ok, i didn't
manually set the unlocalized name, i assumed setting the registry
name did it, since that's when localization started working.
Weird.
L1261[16:36:38] <gigaherz> the operation
itself is easy enough
L1262[16:36:58] <gigaherz> Darva:
registry name != unlocalized name
L1263[16:37:03] <gigaherz> they are whole
separate things
L1264[16:37:06] <gigaherz> that have
different semantics
L1265[16:37:12] <gigaherz> for example:
registry names are domain-local
L1266[16:37:14] <Darva> I get that... But
why did the localization start working when i set it?
L1267[16:37:18] <gigaherz> while
localization strings are global
L1268[16:37:18] <tterrag> Darva:
itemstack toString calls getUnlocalizedName()
L1269[16:37:28] <tterrag> if you override
getUnlocalizedName(stack) it won't work
L1270[16:37:33] <tterrag> or something
along those lines
L1271[16:38:03] <Darva> gotcha.
L1272[16:38:07] <tterrag> but also yeah,
those two things are entirely unrelated
L1273[16:38:28] <tterrag> however, there
isn't really a problem in basing your unloc names off your registry
name, as long as you namespace it
L1274[16:38:29] <gigaherz> also,
localization strings being global is why we recommend to everyone
that they include the MODID in the localizatio nstring
L1275[16:38:44] <gigaherz> a pattern
like
L1276[16:39:02] <gigaherz> public
BlockConstructor(final String name)
L1277[16:39:02] <gigaherz> {
L1278[16:39:08] <gigaherz>
setRegistryName(name);
L1279[16:39:15] <gigaherz>
setUnlocalizedName(MODID + "." + name);
L1280[16:39:18] <Darva> I'm still deeply
confused about why my localization file works tho. *laughs*
L1281[16:39:19] <tterrag> ^
L1282[16:39:19] <gigaherz> }
L1283[16:39:45] <Darva> Ahh well. It
works, so no touchy. Gonna work with what my actual current problem
is.
L1284[16:40:31] <gigaherz> so
L1286[16:40:34] <gigaherz> any more
ideas?
L1287[16:41:08]
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L1288[16:41:09] <gigaherz> I'm thinking
of uploading v1.2.1 to curse, as is ;P
L1289[16:43:13] <gigaherz> hmf there's no
"PlayerSleepInBedEvent.POST" right? ;P
L1290[16:43:31] <gigaherz> (I mean
something for when the night has been skipped)
L1291[16:49:42] <sham1> If there is not,
then you can always pr
L1292[16:50:19] <sham1> But then you
probably could cancel it
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L1296[16:59:08] <shadowking97> Mraof: How
would I be able to use client connected events and client
disconnected events to capture packets?
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L1310[17:28:41] <Mata> How would i go
about changing the world creation gui?
L1311[17:28:49] <Mata> i guess i would
have to do it dirty>
L1313[17:29:09] <AbrarSyed> you cant
cghange UIs. You can replace them with your own.
L1314[17:29:30] <Mata> Yup thought so,
i've got to play dirty then i guess
L1315[17:29:48] <AbrarSyed> suchs hacks
were normal once upon a time..
L1316[17:30:11] <Mata> lol i guess there
should be a cleaner way than abusing java's classloading
order?
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L1318[17:31:32] <Mata> AbrarSyed,
^?
L1319[17:32:11] <PaleoCrafter> you can
change GUIs just fine
L1321[17:32:32] <PaleoCrafter> look at
GuiScreenEvent
L1322[17:32:40] <AbrarSyed> you were
gonna do classlaoder magic?
L1323[17:32:54] <Mata> no i was just
going to abuse java's order
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L1325[17:33:02] <Mata> that it uses the
last read file
L1326[17:33:11] <Mata> so i can create a
file same location same filename
L1327[17:33:18] <AbrarSyed> yeah no thats
bad dont do that.
L1328[17:33:22] <Mata> and because forge
loads after that original file it will override
L1329[17:33:23] <Mata> :P
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L1331[17:33:27] <Mata> i thougt so
L1332[17:33:36] <AbrarSyed> instead you
just mak your own class, and replace the Screen instance when the
screen you want to repalce opens..
L1333[17:34:24] <tterrag> AbrarSyed: what
are you on about? modifying GUIs is pretty easy
L1334[17:34:39] <tterrag>
InitGuiEvent
L1335[17:35:08] <AbrarSyed> lol is it? I
gues I am stuck in the past.. and the old days of replacing
GuiSCreen instances
L1336[17:37:17] <Mata> and to remove a
button i would have to use reflection to get the field
L1337[17:37:22] <Mata> that is really
easy then
L1338[17:37:38] <tterrag> yep
L1339[17:37:46] <tterrag> wait no
L1340[17:37:50] <tterrag> Mata: you get
the button list in that event
L1341[17:37:54] <tterrag> that's the
point
L1342[17:38:00] <Mata> oww i didnt look
at the event yet
L1343[17:38:01] <Mata> lol
L1344[17:38:05] <Mata> even easier
L1345[17:38:31] <tterrag> make sure to
use Pre or Post
L1347[17:39:47]
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closed the connection)
L1350[17:49:05] <Darva> Suddenly find so
much more motivation to actually work on my mod when I find out it
made its way into someones modpack.
L1351[17:49:27]
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L1352[17:50:03] <gigaherz> you can edit
the buttons but not what they draw ;P
L1353[17:50:05] ***
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L1354[17:50:09] <gigaherz> oops I was
scrolled up
L1355[17:50:50]
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L1356[17:50:52] <gigaherz> I need to
continue my IRC client, make it show a "WARNING: You are
scrolled up, are you certain you want to send this
message?"
L1357[17:50:52] <gigaherz> ;P
L1358[17:51:32]
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L1359[17:53:12] <gigaherz> AND it's
up
L1361[17:58:08] ***
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L1379[18:32:07] <Arctic_Wolfy> How often
does Block.setBlockBoundsBasedOnState(IBlockAccess,int,int,int) get
called?
L1380[18:32:26] <gigaherz> by default, it
gets called rightbefore calling the collision test
L1381[18:32:41] <gigaherz> although in
certain circumstances, it may help to also call it manually in
other cases
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L1384[18:33:15] <Arctic_Wolfy> Hmm. Seams
to do it at some kinda interval.
L1385[18:34:08] <diesieben07> why do you
care? :D
L1386[18:34:26] <Arctic_Wolfy> B/c I have
a shrinking block.
L1387[18:34:32]
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L1388[18:34:56] <gigaherz> Arctic_Wolfy:
it gets called every tick, whenever an entity is within the block
bounds
L1389[18:35:08] <gigaherz> but it won't
get called if no entities are within the block bounds
L1390[18:35:26] <gigaherz> maybe xcept
for raytracing where the camera looks on the client
L1391[18:35:36] <Arctic_Wolfy> Okay. But
I wan't that close and it kept updating every few secs.
L1392[18:36:10] <Arctic_Wolfy> Plus...
I'm dumb... I should be doing this in the TE...
L1393[18:36:28] <Arctic_Wolfy> Since it
updates regulary.
L1395[18:39:11] <Arctic_Wolfy> How do I
set the block bounds of a single block?
L1396[18:39:36]
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L1397[18:44:03] <Ordinastie>
Arctic_Wolfy, you don't
L1398[18:45:29] <Arctic_Wolfy> Then what
do I do?
L1399[18:46:13] ***
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L1400[18:48:53] <Ordinastie> is it your
block ?
L1401[18:49:00]
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L1402[18:49:17] <Arctic_Wolfy> Yes.
L1403[18:51:53]
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L1405[18:53:08] <gigaherz> Arctic_Wolfy:
that's the whole reason setBlockBoundsBasedOnState exists
L1406[18:53:11] <gigaherz> it's a
hack
L1407[18:53:30] <gigaherz> it's used to
allow updating the global bounds fields
L1408[18:53:41] <gigaherz> when mc is
about to work with one specific block instance
L1409[18:54:05] <Arctic_Wolfy> Then what
do I do to set just one?
L1410[18:54:20] <gigaherz> you don't
"set just one"
L1411[18:54:27] <gigaherz> you haveto set
it OVER AND OVER every single time the function is called
L1412[18:54:36] <Arctic_Wolfy>
Oh...
L1413[18:55:03] <Arctic_Wolfy> But what
about updating more often?
L1414[18:55:13] <gigaherz> what do you
mean?
L1415[18:55:28] <gigaherz> you don't need
to update unless the numbers are being used actively
L1416[18:55:58] <Arctic_Wolfy> I want the
block to gradually shrink.
L1417[18:57:22] <gigaherz> then track the
shrinkingin your TE
L1418[18:57:32] <gigaherz> and when one
of the bounds/collition functions is called
L1419[18:57:37] <gigaherz> read it from
the TE and apply
L1420[18:57:45]
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L1421[18:58:09] <gigaherz> there's the
selection box, which is what shows up when you have the view
pointing at the block
L1422[18:58:20] <Arctic_Wolfy> Kay. The
skrinking is tracked in the TE.
L1423[18:59:17] <gigaherz> functions that
may be important for your needs
L1424[18:59:22] <gigaherz>
setBlockBoundsBasedOnState
L1425[18:59:24] <gigaherz>
getSelectedBoundingBox
L1426[18:59:26] <gigaherz>
getCollisionBoundingBox
L1427[18:59:32] <gigaherz>
addCollisionBoxesToList
L1428[19:00:25] <gigaherz> if you call
setBlockBounds from setBlockBoundsBasedOnState, the rest should
return the right values
L1429[19:00:42] <gigaherz> but you may
need to call some extra setBlockBoundsBasedOnState maybe
L1430[19:01:20] <Arctic_Wolfy> Kay
L1431[19:01:30] <gigaherz> and when I say
extra
L1432[19:01:31] <gigaherz> I mean
L1433[19:01:43] <gigaherz> something
like, override getSelectedBoundingBox
L1434[19:01:54] <gigaherz> and before
calling super.getSelectedBoundingBox, call
setBlockBoundsBasedOnState first
L1435[19:02:23] <gigaherz> you may need
it maybe some, maybe all, maybe none of the functions
L1436[19:02:34] <Arctic_Wolfy> @.@
L1437[19:09:55] <Arctic_Wolfy> It's still
not updating visually...
L1438[19:10:47] <Arctic_Wolfy> Do do I
make it visually up date more often?
L1439[19:12:52] <gigaherz> does
getSelectedBoundingBox not get called per tick?
L1440[19:13:07] ***
Keridos|away is now known as Keridos
L1441[19:13:09] <gigaherz> note that it
will be on the client thread, with the client copy of theTE
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L1443[19:13:40] <Arctic_Wolfy> If I look
at the block, I can see the selection shrinking, but not the
block.
L1444[19:14:08] <gigaherz> wait
what
L1445[19:14:15] <gigaherz> you want
theblock itself to shrink?
L1446[19:14:23] <Arctic_Wolfy> Yes.
L1447[19:14:28] <gigaherz> uhhh
L1448[19:14:29] <gigaherz> 1.8?
L1449[19:14:37] <Arctic_Wolfy> What did
you think I wanted?
L1450[19:14:42] <Arctic_Wolfy>
1.7.10
L1451[19:14:46] <gigaherz> ahh I
see
L1452[19:14:53] <gigaherz> in 1.8+, the
blocik bounds are just the collision bounds
L1453[19:15:03] <gigaherz> the rendering
isn't involved at all
L1454[19:15:08] <gigaherz> block*
L1455[19:15:26] <Arctic_Wolfy> So you're
saying I'm going to have to get into the rendering?
L1456[19:15:31] <gigaherz> yes.
L1457[19:15:34] <Arctic_Wolfy> x.x
L1458[19:15:43] <Arctic_Wolfy> How do I
then?
L1459[19:15:48] <gigaherz> no idea
L1460[19:15:52] <Arctic_Wolfy> x.x
L1461[19:15:54] <gigaherz> aside of
suggesting a TESR
L1462[19:16:00] <Arctic_Wolfy>
TESR?
L1463[19:16:22] <gigaherz> you'll
probably want someone who knows 1.7 block rendering things
L1464[19:16:35] <gigaherz> the few things
I knew about pre-1.8 are mostly gone fro mmy brain ;P
L1465[19:16:39] <Arctic_Wolfy> Kay...
x.x
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L1467[19:18:30] <tterrag> you are trying
to animate a block?
L1468[19:18:33] <tterrag> that's not
going to work
L1469[19:18:52] <Arctic_Wolfy> Hmm?
L1470[19:19:11] <diesieben07> yay,
enterprise-grade class names:
"ViewportProviderFactory"
L1471[19:19:19] <Arctic_Wolfy> I'm trying
to make the actual block shrink.
L1472[19:19:28] <tterrag> yes
L1473[19:19:29] <tterrag> you can't do
that
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L1475[19:19:37] <tterrag> that would
require you to re-render the entire chunk every frame
L1476[19:19:37] <gigaherz> diesieben07:
coudl be longer. XD
L1477[19:19:38] <Arctic_Wolfy> Well
kinda, just in one dimention...
L1478[19:19:48] <Arctic_Wolfy>
Oi...
L1479[19:19:48] <tterrag> use a TESR or
give up
L1480[19:19:48] <diesieben07> lol
L1481[19:20:04] <Arctic_Wolfy> And what
is a TESR?
L1482[19:20:15] <tterrag>
TileEntitySpecialRenderer
L1483[19:20:23] <gigaherz>
"ViewportProviderFactoryProviderFactoryProvider" --
provides factories of factory providers that create viewport
providers ;P
L1484[19:20:58] <gigaherz> Arctic_Wolfy:
a TESR lets you draw thigns dynamically, instead of embedding the
"model" into the rendering cache
L1485[19:21:02] <gigaherz> which is not
meant to change often
L1486[19:21:21] <diesieben07> i was being
serious giga :P
L1487[19:21:22] <Arctic_Wolfy>
Okay.
L1488[19:21:35] <gigaherz> diesieben07:
yes I just said, it coudl be longer ;P
L1489[19:22:01] <diesieben07> but your
stuff describes something else :P
L1490[19:22:26] <Arctic_Wolfy> So how do
I use a TESR?
L1491[19:22:28] <gigaherz> I know
L1492[19:22:35] <gigaherz> I was
referring to the "enterprise-grade"
L1493[19:22:42] <diesieben07> wait a sec,
playerLoggedOutEvent does not fire in SinglePlayer? O
L1494[19:22:46] <diesieben07> or am i
being dumb?
L1495[19:22:47] <gigaherz> as far as
enterprise naming goes, that name is concise and to the point
;P
L1496[19:23:07] <tterrag> Arctic_Wolfy:
extend it and render, then register it to your TE
L1497[19:23:38] <Arctic_Wolfy> Okay, and
how do I register it?
L1498[19:25:32] <tterrag>
ClientRegistry.bindTileEntitySpecialRenderer
L1499[19:33:30] <gigaherz> geh I'm
watching people play 1.9(pre) and I can't stop thinking "oooh
I'd really want to play that, if I could jst add a few
mods..."
L1500[19:34:01] <tterrag> soon :P
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L1503[19:43:41] <masa> what makes 1.9
better than 1.8 in your opinion?
L1504[19:44:14] <gigaherz> the
non-spam-click comat mechanics seem like an interesting
challenge
L1505[19:44:28] <gigaherz> the Mending
enchantment isn't something unheard of
L1506[19:44:29] <gigaherz> but
L1507[19:44:46] <gigaherz> let's say I
consider "highly modded" a different game from vanilla
and vanilla-like modded
L1508[19:45:18] <masa> for me, the only
positive things about 1.9 are the addition of beetroot and the
entities pushing back players making a come-back, plus whatever
code optimizations have been done bhind the scenes
L1509[19:45:21] <gigaherz> so although
repair enchants are not unheard of in modded mc
L1511[19:45:28] <masa> oh right yeah,
Mending is nice
L1512[19:45:31] <gigaherz> I do want to
try obtaining Mending on my own in 1.9 vanilla
L1513[19:45:45] <gigaherz> then there's
the Elytra wings
L1514[19:45:48] <gigaherz> which are
awesome
L1515[19:45:51] <gigaherz> and FEEL
awesome
L1516[19:45:57] <gigaherz> so one of the
things I'd add as a mod
L1517[19:46:01] <gigaherz> is a mechanic
for crafting them
L1518[19:46:19] <gigaherz> not just a
random recipe
L1519[19:46:30] <masa> I don't care about
the elytra, it isn't practical in any situation that I can think
of
L1520[19:46:36] <gigaherz> just the
ability to work toward obtaining them without it meaning "kill
dragon, visit end islands"
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L1531[20:38:37] ***
willieaway is now known as williewillus
L1532[20:51:33] <williewillus> are there
any good storage mods besides storage drawers?
L1533[20:52:17] <gigaherz> my rift mod?
;P
L1534[20:52:26] <williewillus>
link?
L1535[20:52:33] <williewillus> building
my 1.8 sp pack now :P
L1536[20:52:39] <gigaherz>
"ViewportProviderFactory"
L1537[20:52:42] <gigaherz> oops
L1539[20:53:49] <gigaherz> you can use
standard storage with the RiftBrowser and proxy blocks
L1540[20:53:58] <gigaherz> to build a
large combined inventory
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L1545[21:02:14] <williewillus> so how am
I supposed to use this :P
L1546[21:02:31] <gigaherz> depends
L1547[21:03:01] <gigaherz> the most basic
way to use the mod, is to create a couple proxy blocks, then use
one of them to make a rift browser block,
L1548[21:03:24] <gigaherz> and connect a
few chests together on the sides of the proxy block, while leaving
one open for the browser
L1549[21:03:31] <williewillus> I mean how
do you actually build the mukltiblock
L1550[21:03:37] <gigaherz> but the truly
fancy way to use the mod is the multiblock
L1552[21:04:06] <gigaherz> scroll down
for layer by later images
L1553[21:04:11] <williewillus> also
disable AO on your automation proxies :P
L1554[21:04:25] <gigaherz> ?
L1556[21:05:20] <gigaherz> you mean the
darkening on the ground?
L1557[21:05:24] <williewillus> yeah
L1558[21:05:29] <gigaherz> i have no idea
how to fix that
L1559[21:05:45] <gigaherz> XD
L1560[21:06:47] <williewillus> return
false for isBlockNormalCube (one of the million isXCube methods
:P)
L1561[21:07:03] <gigaherz> ah I don't
have isFullCube false there
L1562[21:07:12] <gigaherz> nor
setLightOpacity(0)
L1563[21:07:15] <williewillus> isFullcube
is a different one I thought
L1564[21:07:16] <gigaherz> I'll check
that later
L1565[21:07:24] <williewillus> !mh
isBlockNormalCube
L1566[21:07:38] <gigaherz> Idon't know,
they are all so poorly named that /shrug
L1567[21:07:48] <williewillus> well it
seems even mojang mixes them
L1568[21:07:59] <williewillus> I thought
it was purely rendering vs logic but they use all of them in both
:P
L1569[21:08:41]
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L1570[21:08:49] <gigaherz> I just don't
thinkthey call them "isNormalCube" or such
L1571[21:08:55] <gigaherz> they probably
have a name that makes all the sense
L1572[21:08:55] <gigaherz> ;p
L1573[21:09:14] <gigaherz> I imagine
anyone how gets to work for mojang and sees their code
L1574[21:09:30] <gigaherz> couldn't ever
make mod again, simply because of the MCP names XD
L1575[21:14:28]
⇦ Quits: Disconsented (~core@disconsented.com) (Quit: No Ping
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L1576[21:16:01] ***
Mine|away is now known as minecreatr
L1577[21:19:32]
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L1578[21:19:33] <Fendirain> I think my
mob will forever swing its axe using magic.
L1579[21:21:38] <killjoy> I have a model
that does that
L1580[21:22:02] <killjoy> except I use an
invisible arm
L1581[21:22:05] <killjoy>
"arm"
L1582[21:22:14] <killjoy> it extends out
from the chest
L1583[21:22:15] <Fendirain> Every other
issue I had I could figure out, Just not this one.
L1584[21:22:36] <Fendirain> Its not meant
to be floating. :p
L1585[21:22:42] <killjoy> gigaherz, inb4
isFlowerPot()
L1586[21:23:09] <killjoy> Fendirain, have
you looked at vanilla's?
L1587[21:24:10] <Fendirain> Yep, I must
be missing something.
L1589[21:24:53] <Fendirain> I'm pretty
sure the issue has be there.
L1590[21:25:57] <Fendirain> It sits in
the resting position fine, But when its swining, It floats way
above the arm.
L1591[21:40:59] <shadowfacts> Does the
fluid container registry not take the universal bucket into account
for fillFluidContainer and drainFluidContainer?
L1592[21:44:33] <Fendirain> Ya, No matter
how much I look, I honestly have no idea.
L1593[21:54:05] <LexManos> !gf
field_145850_b
L1594[21:54:16] <LexManos> !gm
func_82737_E
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L1610[22:47:22] <Kaiyouka> mmm, I am
excited at the prospect of getting back into modding for 1.9
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L1617[23:18:09] <tterrag> where are
blockstate jsons read? I kind of need to do my blockstate->model
mappings in code
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L1621[23:24:18] <williewillus> tterrag:
vanilla deserializes them into ModelBlockDefinition's via
ModelBlockDefinition.parseFromReader (which forge has inserted a
hook into), for forge jsons it's in ForgeBlockStateV1
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L1623[23:24:41] <tterrag> williewillus:
ok...I guess the important part of my question was the second part
:P
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L1625[23:28:34] <tterrag> williewillus:
would I have to reflect ModelBakery#blockDefinitions?
L1626[23:29:05] <williewillus> by
blockstate->model mapping what do you mean? like the stuff the
statemapper normally does?
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L1628[23:30:26] <tterrag> yeah I need to
assign ResourceLocations to states manually
L1629[23:30:36] <tterrag> the actual
model loading is done by an ICustomModelLoader
L1630[23:30:48] <williewillus> can't you
just use a custom statemapper then? 0.o
L1631[23:31:40] <williewillus>
ModelLoader.registerCustomStateMapper(<block>, new
IStateMapper() { ... }) the interface is a sam which is
Block->Map<IBlockState, ModelResourceLocation>
L1632[23:32:04] <williewillus>
*setCustomStateMapper
L1633[23:32:10] <tterrag> hm
L1634[23:32:11] <tterrag> maybe
L1635[23:32:12] <tterrag> :P
L1636[23:32:28] <williewillus> you have
full control over what blockstates go to what models there :P
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L1640[23:33:53] <williewillus> actually
StateMapperBase would be a better one to anon subclass, it does a
tiny bit of the plumbing for you, so you have to implement a method
IBlockState->MRL instead
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L1647[23:44:52] <williewillus> huh
L1648[23:45:01] <williewillus> entering
an end portal in the debug world immediately shows credits
L1649[23:45:03] <williewillus> instead of
going to end
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L1652[23:48:51] <tterrag> williewillus:
does the statemapper apply to the inventory as well? or how does
that work?
L1653[23:49:03] <williewillus> only for
blocks
L1654[23:49:17] <williewillus> because we
don't have itemstates :P
L1655[23:49:38] <tterrag> well yeah
L1656[23:49:39] <tterrag> this is a block
:P
L1657[23:49:47] <williewillus> you have
to use a custom ItemMeshDefinition to do the same for items
(stack->MRL)
L1659[23:50:18] <tterrag> that's why I
ask
L1660[23:50:26] <tterrag> this is the
code I'm improving :P
L1661[23:51:26] <tterrag> do I still need
the setCustomModelResourceLocation?
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L1663[23:51:38] <williewillus> if you use
a custom statemapper? yes
L1664[23:51:51] <tterrag> ok
L1665[23:52:04] <williewillus>
statemapping system only manages how IBLockStates get turned into
MRL's
L1666[23:52:21] <tterrag> that's really
annoying
L1667[23:52:22] <tterrag> but ok
L1668[23:52:31] <williewillus> because no
itemstates :P
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