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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
L8[00:20:32] <gigaherz> https://github.com/gigaherz/Survivalist
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
L30[00:27:04] <xaero> :P
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)?
L89[02:20:23] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/TreeChopper.java#L140
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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).
L109[02:35:09] <Darkevilmac> I'm doing to discover blocks in an area: https://github.com/darkevilmac/MovingWorld/blob/76b5e156a37886f219921f550b60dd1c53b5f130/src/main/java/darkevilmac/movingworld/common/core/assembly/Assembler.java
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
L160[03:17:25] <Darkevilmac> No worries, just as an example though http://hastebin.com/yirugexulu.java results in this: https://up1.ca/#-sNjgf6ZvsurM4R2SZ-xvg
L161[03:17:29] <Darkevilmac> so frame drops yes
L162[03:17:34] <Darkevilmac> but it does what it should.
L163[03:20:38] <Darkevilmac> https://up1.ca/#n2PUH1aLys6JxpcFMPT8-Q I'm having too much fun with this
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?
L197[04:23:20] <sham1> http://i.imgur.com/60ix5kc.png
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
L253[05:00:49] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
L254[05:00:55] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/models/mobs/ModelFenderiumMob.java#L92
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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L259[05:02:06] <Fendirain> http://i.imgur.com/eapKKAI.png
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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L294[05:37:09] <sham1> http://i.imgur.com/QDJf5on.png
L295[05:37:11] <sham1> Woot woot
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L307[06:25:14] <sham1> And the graphical work is done http://i.imgur.com/Yb1kBqy.png
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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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L323[06:54:23] <Orion|AFK> What do you guys think of this model / texture combi: http://i.imgur.com/JGvOgfo.png
L324[06:54:38] <Orion|AFK> It is for a Food cooking / metal heating first tier block
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L326[06:55:15] <Orion|AFK> So basically in this combi: http://i.imgur.com/XJiGUM7.png
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
L332[06:57:15] <Orion|AFK> Does it go okey with the second tier: http://i.imgur.com/Cj18hS0.png
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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L356[07:50:40] <Ordinastie> that's why coding take more time than expected >< http://puu.sh/nnimT.jpg
L357[07:51:03] <sham1> Still 1.8..
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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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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?
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L485[09:33:35] <sham1> I have a feeling that some things are misspelled in WAILA's api
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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,
L495[09:53:51] <ghz|afk> https://github.com/gigaherz/Survivalist/releases
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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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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
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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.
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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
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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
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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
L607[11:20:25] <IoP> +§
L608[11:20:28] <IoP> +1
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
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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
L629[11:24:22] <IoP> o_O
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
L645[11:35:34] <unascribed> https://unascribed.com/f/3b6c2c6a_fullscreen.png
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
L660[11:40:10] <IoP> http://sprunge.us/WfIb <3 first step for real usage
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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L737[14:22:29] <Mraoffle> ()V
L738[14:22:29] <Mraoffle> Hello
L739[14:22:42] *** Mraoffle is now known as Mraof
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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.
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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
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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.
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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
L1115[16:12:22] <PaleoCrafter> I wonder what I fuck up http://s.mineformers.de/blender_2016-02-27_23-11-42.png xD (writing a sphere 'generator' in Haskell for shits and giggles)
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.
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L1128[16:15:41] <sham1> Well the mod probably also has a thread somewhere where they dev is at
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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
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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)
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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
L1187[16:25:57] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/ModelChiselBlock.java#L70
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
L1196[16:27:17] <tterrag> this is my favorite J8 hack https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/Features.java#L1158
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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
L1235[16:33:17] <shadowfacts> there's a problem with the Forge fluid model: https://aww.moe/g758t3.png
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.
L1260[16:36:36] <williewillus> http://stackoverflow.com/a/3682044
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
L1285[16:40:31] <gigaherz> https://github.com/gigaherz/Survivalist/
L1286[16:40:34] <gigaherz> any more ideas?
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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>
L1312[17:28:53] <Mata> ?
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
L1320[17:32:22] <Mata> ?
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
L1346[17:39:37] <Mata> http://i.imgur.com/arpDVmG.png That looks.. weird :P
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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.
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L1352[17:50:03] <gigaherz> you can edit the buttons but not what they draw ;P
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L1354[17:50:09] <gigaherz> oops I was scrolled up
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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
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L1359[17:53:12] <gigaherz> AND it's up
L1360[17:53:12] <gigaherz> http://minecraft.curseforge.com/projects/survivalist
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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.
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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.
L1394[18:38:37] <killjoy> https://www.youtube.com/watch?v=JFkTg27ErWA
L1395[18:39:11] <Arctic_Wolfy> How do I set the block bounds of a single block?
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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?
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L1400[18:48:53] <Ordinastie> is it your block ?
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L1402[18:49:17] <Arctic_Wolfy> Yes.
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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
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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?
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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
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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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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
L1538[20:52:48] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
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
L1551[21:03:54] <gigaherz> https://github.com/gigaherz/Ender-Rift/wiki
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> ?
L1555[21:05:00] <williewillus> https://gyazo.com/77ae4079e23e8a450f968f0b9ac42f7b
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
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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
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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.
L1588[21:24:38] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
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)
L1658[23:50:16] <tterrag> williewillus: https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/ChiselModelRegistry.java#L45-L61
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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