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L1[00:00:33] <tterrag> williewillus: heh...where do I register a custom model loader?
L2[00:00:49] <tterrag> nvm...ModelLoaderRegistry >.>
L3[00:00:53] <williewillus> :P
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L7[00:06:52] <tterrag> williewillus: can a ModelResourceLocation define an extension? my loader only loads a custom extension, I don't want it to append .json
L8[00:06:54] <tterrag> .-.
L9[00:07:07] <williewillus> errr
L10[00:07:07] <williewillus> idk
L11[00:07:08] <williewillus> :P
L12[00:07:12] <williewillus> i think so
L13[00:07:19] <williewillus> since OBJ and B3d loaders look for their extensions right
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L15[00:07:33] <williewillus> wait
L16[00:07:49] <williewillus> ModelResourceLocations point to variants inside blockstate jsons
L17[00:07:53] <williewillus> not models directly
L18[00:07:56] <tterrag> -_-
L19[00:08:02] <tterrag> I don't WANT to have a blockstate json
L20[00:08:04] <tterrag> that's the entire point
L21[00:08:29] <unascribed> ...?
L22[00:08:35] <williewillus> lol
L23[00:08:59] <unascribed> you know about the forge blockstates format right
L24[00:09:19] <tterrag> yes?
L25[00:09:22] <tterrag> how is that relevant .-.
L26[00:09:27] <unascribed> because it's not awful?
L27[00:09:46] <tterrag> I don't want to have blockstate json files
L28[00:09:47] <tterrag> period
L29[00:09:52] <tterrag> it could be one line, I don't care
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L31[00:10:33] <tterrag> previously I used ModelBakeEvent to register my baked models manually
L32[00:10:43] <tterrag> but now, I want them to be loaded using an ICustomModelLoader
L33[00:11:12] <williewillus> i misunderstood what you want to achieve - no there's no nonhacky way to do it :P. there's the stateModels map inside ModelLoader that is MRL->IModel
L34[00:11:21] <williewillus> so you could reflect and add to that i suppose
L35[00:12:02] <tterrag> we have an event for custom bakedmodel registration, why not custom IModel registration? it just seems weird
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L39[00:20:02] <tterrag> !gf blockDefinitions
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L42[00:24:42] <tterrag> williewillus: the only way to get a ModelLoader is from ModelBakeEvent
L43[00:24:48] <tterrag> which is AFTER blockstates are parsed
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L57[00:52:43] <grondag> tterrag, did you figure out how to avoid making blockstate json files?
L58[00:52:50] <tterrag> no
L59[00:52:55] <tterrag> as far as I can tell, it's not possible
L60[00:52:59] <grondag> it is
L61[00:53:05] <grondag> my mod doesn’t have em
L62[00:53:05] <tterrag> oh? how?
L63[00:53:14] <grondag> Let me go remember how I did that, just a sec
L64[00:54:42] <grondag> handle the onModelBake event
L65[00:54:56] <grondag> and in that event, call event.modelRegistry.putObject
L66[00:54:58] <tterrag> <tterrag> the only way to get a ModelLoader is from ModelBakeEvent
L67[00:54:59] <tterrag> <tterrag> which is AFTER blockstates are parsed
L68[00:55:04] <tterrag> it's too late
L69[00:55:26] <grondag> Hmmm, I don’t have any
L70[00:55:59] <tterrag> I know
L71[00:56:02] <tterrag> I don't either
L72[00:56:04] <grondag> you’re using a custom statemapper, right?
L73[00:56:14] <tterrag> previously I used ModelBakeEvent to register my baked models manually
L74[00:56:14] <tterrag> but now, I want them to be loaded using an ICustomModelLoader
L75[00:56:33] <grondag> hmmm, I haven’t use that interface
L76[00:57:39] <grondag> my custom statemapper points all my blocks to an ISmartBlockModel that loads and caches the models
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L78[01:03:54] <grondag> Seems like it should work fine as long as you pass a resourceLocation instead of modelResourceLocation
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L82[01:35:02] <SomeGuyInATree> Are there any decent guides on adding waila compat?.. 1.7.10~
L83[01:35:20] <tterrag> SomeGuyInATree: tons of mods
L84[01:35:24] <tterrag> otherwise no
L85[01:35:26] <tterrag> what do you need to know?
L86[01:37:00] <SomeGuyInATree> Just a general guide I guess.. Any useful links I found on the forums are all 404d.. Just wanting to show the power storage of a block..
L87[01:37:10] <williewillus> are all the classes that a method references loaded or verified when that method is called? or in other words, if you touch a potentially missing class in one branch of an if statement but the other branch is taken at runtime does it crash?
L88[01:37:11] <williewillus> asking because I'm revieweing a pr
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L94[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160228 mappings to Forge Maven.
L95[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160228-1.8.9.zip (mappings = "snapshot_20160228" in build.gradle).
L96[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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L129[04:38:36] <AnrDaemon> Anyone can point to documentation, or explain, how to properly interpret level.dat://FML/ItemData key names? Is the prefix byte significant/what does it mean, if yes?
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L152[06:13:07] <Mata> I can't seem to find anything on google about this, that is the reason i keep coming back to here lol. When adding a button with InitGuiEvent what should i use for checking if the button has been pressed?
L153[06:13:46] <PaleoCrafter> something along the lines of ActionPerformedEvent
L154[06:20:03] <Mata> I love adding in prints to the log that can never be run
L155[06:20:11] <Mata> then if someone acctually manages to run it
L156[06:20:18] <Mata> :P
L157[06:21:57] <AnrDaemon> Happens more often, than you'd think.
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L159[06:25:02] <Mata> After a Minecraft.getMinecraft.theWorld != null
L160[06:25:03] <Mata> ?
L161[06:25:04] <Mata> :P
L162[06:25:24] <sham1> Boolean cannot be null
L163[06:25:27] <sham1> The primitive that is
L164[06:25:54] <Mata> I just want to test if there is a world loaded in
L165[06:26:08] <sham1> But null is not they way to do it
L166[06:26:15] <Mata> how would that be then>
L167[06:26:24] <sham1> !Minecraft.getMInecraft().theWorld
L168[06:26:29] <Mata> hmm true
L169[06:26:52] <Mata> not applicatable to WorldClient
L170[06:26:52] <Mata> :p
L171[06:27:03] <sham1> Meep
L172[06:27:10] <sham1> I derped
L173[06:27:14] <Mata> Yup
L174[06:27:14] <Mata> :P
L175[06:27:45] <Mata> LOL Super Secret Settings has a id of 8675309
L176[06:27:55] <Mata> while all other buttons have a id of <999
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L179[06:33:24] <fry> https://www.youtube.com/watch?v=Dg_YueZ4fi8
L180[06:33:34] <Dereta> Hey guys :) need some help... try to "hook" InventoryClickEvent.. but din't find it... V is 1.8..
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L184[06:37:44] <Dereta> no one?
L185[06:37:58] <Mata> dang bot command what are they again
L186[06:37:59] <Mata> :
L187[06:38:10] <Mata> you should be able to look it up with the MCPBot_Reborn
L188[06:38:42] <Dereta> if you mean me... i don't know what you mean :x sry.. :<
L189[06:38:53] <Mata> !help
L190[06:39:17] <Mata> !gc InventoryClickEvent
L191[06:39:32] <Mata> !findallc InventoryClickEvent
L192[06:39:40] <Mata> hmm i cant work with it :p
L193[06:40:06] <Dereta> !gc InventoryClickEvent
L194[06:40:11] <Dereta> mh.. okay.. :/
L195[06:40:23] <Dereta> maybe its removed/renamed in 1.8 <.<
L196[06:40:35] <Dereta> all resulsts i found was for < 1.8
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L199[06:50:22] <Dereta> !gc InventoryClick
L200[06:50:30] <Dereta> !gc InventoryEvent
L201[06:50:35] <Dereta> !gc ItemEvent
L202[06:50:46] <Dereta> !help
L203[06:51:23] <Dereta> !gc ItemTooltipEvent
L204[06:52:25] <sham1> What are you trying to do
L205[06:55:54] <Dereta> !findallc InventoryClickEvent
L206[06:56:11] <sham1> <sham1> What are you trying to do
L207[06:56:59] <sham1> Kinda hard to help when we don't know what your end goal is
L208[07:01:02] <PaleoCrafter> Endsieg
L209[07:01:31] <sham1> <.<
L210[07:03:42] <Mata> lol what i am doing is so weird, nobody seems to have done it before
L211[07:03:43] <Mata> xD
L212[07:04:02] <Lumien> You realize you can't find forge classes using the mcpbot right?
L213[07:04:04] <Mata> atleast in 1.7.10 that is
L214[07:04:05] <Lumien> Just use your ide
L215[07:04:17] <Mata> oww i thought you could find them with the bot
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L217[07:08:37] <Dereta> what i try to do? i want if i drag an Item to a other (in inventory) the other item will loaded. with it. (Soul Bottle fill with Souls z.B.)
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L227[07:28:33] <Dereta> What event did i have to use for drag & drop items in inventory... use Version 1.8.. anyone knows?
L228[07:29:16] <Mata> !gm func_147139_a
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L230[07:36:01] <gigaherz> is it even possible to detect when a slot is clicked with another item "in hand"?
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L238[07:41:04] <Delenas> o/
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L243[07:50:29] <AnrDaemon> Anyone can point to documentation, or explain, how to properly interpret level.dat://FML/ItemData key names? Is the prefix byte significant/what does it mean, if yes?
L244[07:52:55] ⇨ Joins: Maxetime (~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L245[07:53:38] <Dereta> gigaherz i think so.. because in a few multiplayer server (like Dungeon Realms) they will work with this to repair items.. <.<
L246[07:53:56] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L247[07:54:28] ⇨ Joins: shadowfacts (shadowfact@is.aww.moe)
L248[07:55:07] <Mata> !gm func_147139_a 1.7.10
L249[07:56:50] *** big_Xplo|AFK is now known as big_Xplosion
L250[07:56:59] *** BerciTheBeast is now known as TheAbsentBeast
L251[07:57:00] <gigaherz> AnrDaemon: I don't think that's publicly documented -- you'd have to browse through the FML source code to see how it works, or ask cpw
L252[07:57:15] <AnrDaemon> *sigh*
L253[07:58:12] <gigaherz> hmm quick glance points at FML/ItemData being the ID map?
L254[07:58:36] <AnrDaemon> I'm specifically interested in the first byte of item names.
L255[07:59:29] ⇨ Joins: Curle (~JC52@host86-173-55-233.range86-173.btcentralplus.com)
L256[07:59:33] <gigaherz> ah this apparently changed between 1.7 and 1.8
L257[07:59:46] <Curle> that feeling when MCreator makes a dimension better than you..
L258[07:59:59] <AnrDaemon> The power of random.
L259[08:00:03] ⇨ Joins: aef (~aef@schweinehegel.raxys.net)
L260[08:00:04] <gigaherz> 1.8.9 FML doesn't have that rogue byte
L261[08:00:05] <gigaherz> ;P
L262[08:00:57] <gigaherz> there
L263[08:00:59] <AnrDaemon> Well. Would be better, if it wouldn't have the K/V weirdness as well.
L264[08:00:59] <gigaherz> found it for you
L265[08:01:00] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/f77d50b48c82f6472c4350a9ff41e8cb3a621655/src/main/java/net/minecraftforge/fml/common/FMLContainer.java#L219
L266[08:01:10] <gigaherz> K: means "key", V: means "value"
L267[08:01:15] <gigaherz> each entry is a key-value pair
L268[08:01:21] <gigaherz> and the first byte
L269[08:01:25] <gigaherz> differentiates items from blocks
L270[08:01:32] <AnrDaemon> Yes, I know.
L271[08:01:39] <Mata> Lol the setDifficultyForAllWorlds aka the method being run by /difficulty doesnt work in sp?
L272[08:01:41] <AnrDaemon> Yes, that much I gathered, thank you.
L273[08:01:42] <gigaherz> a '\u0001' means block ID
L274[08:01:48] <gigaherz> a '\u0002' means item ID
L275[08:02:23] <AnrDaemon> Not, I'm wondering, if I should write special handler for it, or just forget it altogether. >.<
L276[08:02:40] <gigaherz> dependso n what you are trying to do?
L277[08:02:56] <gigaherz> you never did explain your goal ;P
L278[08:03:09] <AnrDaemon> Complete NBT manipulation suite in PHP.
L279[08:03:36] <gigaherz> high-level? or "raw" like you'd see on NBTExplorer
L280[08:03:44] <Cazzar> ^
L281[08:03:46] <AnrDaemon> Both.
L282[08:04:04] <AnrDaemon> NBT<->JSON converter is the first stop.
L283[08:04:10] <Cazzar> Since generally the low level stuff is only the stuff you need. Maybe also a hex editor
L284[08:04:13] <gigaherz> then on low-level manipulation, just handle non-printable chars and show them as \uHHHH
L285[08:04:38] <AnrDaemon> Depends, where you are printing them :D For me, they are perfectly printable.
L286[08:04:58] <gigaherz> unicode points < 32 are ascii control codes and are not considered printable
L287[08:05:04] <gigaherz> even if some fonts have glyphs for them
L288[08:05:10] <AnrDaemon> I know, thanks.
L289[08:05:34] <AnrDaemon> Most quality fonts do have glyphs for them. :) Because printing isn't everything.
L290[08:05:36] <Cazzar> \u0001 isn't a printable char
L291[08:05:38] <Cazzar> http://www.fileformat.info/info/unicode/char/0001/index.htm
L292[08:05:47] <AnrDaemon> Cazzar: I do know.
L293[08:05:56] ⇦ Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection reset by peer)
L294[08:06:02] ⇨ Joins: Naiten (Naiten@5.143.18.246)
L295[08:06:15] <gigaherz> oh and char 127, because historical reasons ;P
L296[08:06:31] <AnrDaemon> 0x7f is "DEL"
L297[08:06:40] <Cazzar> I don't see a reason why the fonts would implement control codes as a printable character set.
L298[08:07:05] <AnrDaemon> Because sometimes you have to show characters not in printing context.
L299[08:07:16] <gigaherz> AnrDaemon: I mean that it's a control code outside the 0..32 area, but only for hisotrical reasons
L300[08:07:24] <Cazzar> Ex: http://www.fileformat.info/info/unicode/char/202e/index.htm
L301[08:07:24] <AnrDaemon> Yes, I know.
L302[08:08:32] *** big_Xplosion is now known as big_Xplo|AFK
L303[08:08:33] <gigaherz> anyhow, back to the matter at hand
L304[08:08:42] <Cazzar> "In a non printing context " usually it's the editor being smart and showing different glyphs for it
L305[08:08:52] <gigaherz> as I was saying, if you are showing the nbt data in its "raw" form
L306[08:09:06] <gigaherz> just use escape codes
L307[08:09:20] <gigaherz> if you have a high-level conversion
L308[08:09:30] <AnrDaemon> Yes, thanks. :) I said I know it. Anyway, thank you.
L309[08:09:34] ⇨ Joins: gamemanj (gamemanj@is.aww.moe)
L310[08:09:43] <gigaherz> then show something like {"type":"item", "name":"x", "id":10}
L311[08:10:19] <Cazzar> I'd have some kind of marker
L312[08:10:25] <AnrDaemon> "@type":{"name":...},
L313[08:10:26] <Cazzar> That's just me though.
L314[08:10:57] <gigaherz> wouldn't that mean you have multiple "@item"?
L315[08:11:05] <gigaherz> better swap that around
L316[08:11:05] <gigaherz> XD
L317[08:11:12] <gigaherz> "name":{"type":...}
L318[08:11:41] <AnrDaemon> I'll have to know type name to create object.
L319[08:12:10] <Cazzar> That all depends on how you parse
L320[08:12:14] <AnrDaemon> http://pastebin.com/LgX1tVWn
L321[08:12:32] <Cazzar> That tells me fuckall
L322[08:12:41] <gigaherz> well ifit's json
L323[08:12:42] <Cazzar> It's a generic interface
L324[08:12:45] <gigaherz> you either have
L325[08:12:54] <gigaherz> [ {"type":"item", "name":"x", "id":10}, {"type":"item", "name":"x", "id":10}, ... ]
L326[08:12:57] <gigaherz> or
L327[08:13:06] <gigaherz> { "unique key":{data}, ... }
L328[08:13:18] <AnrDaemon> Thanks.
L329[08:13:32] <AnrDaemon> This is actually helpful.
L330[08:13:53] *** big_Xplo|AFK is now known as big_Xplosion
L331[08:14:15] <Curle> Can someone help me figure out why this line is erroring?
L332[08:14:16] <Curle> https://github.com/343Modding/Spark/blob/latest/src/main/java/net/tagteam/sparkonium/worldgen/DreSca.java#L41
L333[08:14:21] <gigaherz> depending on if you parse it as a list, or as a map/table
L334[08:14:33] <Cazzar> Curle name the error?
L335[08:14:55] <gigaherz> Curle: brain parser didn't see any obvious error, how does it fail?
L336[08:15:08] <Cazzar> Else I could name millions of ways it could
L337[08:15:09] <Curle> java.lang.InstantiationException
L338[08:15:34] <gigaherz> then you need a constructor you didn't give it?
L339[08:15:48] <Cazzar> Either ctor through an exception. Or
L340[08:15:59] ⇨ Joins: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net)
L341[08:16:12] ⇦ Quits: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net) (Client Quit)
L342[08:16:24] <gigaherz> Curle: it needs a public parameterless constructor
L343[08:16:49] <gigaherz> createProviderFor(int) does "WorldProvider provider = providers.get(getProviderType(dim)).newInstance();"
L344[08:17:17] <Cazzar> https://github.com/343Modding/Spark/blob/latest/src/main/java/net/tagteam/sparkonium/worldgen/WorldProviderDreSca.java
L345[08:17:30] <Cazzar> Is this where I complain about mixing tabs and spaces?
L346[08:17:36] <Curle> Probably.
L347[08:17:53] <Curle> I'll redo the formatting when I manage to get the game to even load
L348[08:18:05] <Cazzar> I don't care about using one or the other, I care about consistency!
L349[08:18:10] <gigaherz> Curle: do you ahve the full stack trace?
L350[08:18:23] <Curle> I'll pastebin it
L351[08:19:26] <Curle> http://pastebin.com/VEL22H8f
L352[08:19:28] <Cazzar> I did not just end up playing an hour's worth of Nekopara vol 2
L353[08:19:31] <Curle> Everything the console gave me
L354[08:20:23] <gigaherz> aha
L355[08:20:27] <gigaherz> Curle: ABSTRACT
L356[08:20:28] <gigaherz> ;P
L357[08:20:49] <gigaherz> https://github.com/343Modding/Spark/blob/latest/src/main/java/net/tagteam/sparkonium/worldgen/WorldProviderDreSca.java#L21
L358[08:21:04] <Curle> Nice find!
L359[08:21:11] <Curle> Didn't see that, thanks Giga.
L360[08:21:47] <Curle> Great, removed it and now I'm getting build path errors xD
L361[08:21:58] *** Curle is now known as Curle|Busy
L362[08:22:23] <AnrDaemon> That's a progress. Ain't it?
L363[08:22:33] <Cazzar> gigaherz you could have been more annoying and just linked https://docs.oracle.com/javase/7/docs/api/java/lang/InstantiationException.html
L364[08:22:44] <Cazzar> It mentions abstract xP
L365[08:23:04] ⇨ Joins: Upthorn (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L366[08:23:07] <gigaherz> nah I try not to be that kind of person ;P
L367[08:23:31] <Cazzar> But it can be fun~
L368[08:23:34] *** Curle|Busy is now known as Curle
L369[08:23:42] <Cazzar> Though I can't do that at work
L370[08:23:43] <Curle> setupDecompWorkspace fixed it :P
L371[08:23:55] <Curle> That would have been more helpful, tbh
L372[08:24:27] <Cazzar> Since I have people not able to understand what their internet browser is called
L373[08:24:39] <Curle> Flamewolf?
L374[08:25:28] <Curle> Mozarella Flamewolf!
L375[08:25:50] <Cazzar> No I mean people who don't know what internet explorer is let alone their address bar
L376[08:26:50] <PaleoCrafter> "You know where I live, no need for my address" xD
L377[08:27:02] <gigaherz> well given that a whole lot of people thin kthat the internet is a "thing", and not just a giant, loosely connected, computer network
L378[08:27:12] <Curle> it is?
L379[08:27:33] <Curle> the internet is a web of interconnected physical objects
L380[08:27:51] <Curle> web because the World Wide Web (commonly called the Internet) is what links them
L381[08:28:14] <gigaherz> it is many things, interconnecte
L382[08:28:16] <gigaherz> d
L383[08:28:25] <gigaherz> not a building you can visit and say "THIS is the internet, all the cables come here"
L384[08:28:32] <Curle> hence "physical objects"
L385[08:28:44] <Curle> You can't name them all, they just exist.
L386[08:28:48] <gigaherz> yeah
L387[08:28:57] <gigaherz> that idea, some people can't wrap their heads around
L388[08:28:57] <gigaherz> ;P
L389[08:29:19] <sham1> THere is no such thing as "The Internet"
L390[08:29:29] <sham1> There are just computers connected to each other
L391[08:29:47] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0yglx-h7jzg4hc7t-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L392[08:29:56] <gigaherz> sham1: tha was my point
L393[08:29:56] <gigaherz> XD
L394[08:30:11] <gigaherz> there's a lot of people that don't know that
L395[08:30:12] <Curle> and mine!
L396[08:30:15] <sham1> That is how I explain the idea
L397[08:30:22] <Curle> And me!
L398[08:30:26] <Curle> Why y no listen
L399[08:30:26] <gigaherz> and think the internet is something concrete, that you can point at
L400[08:30:36] *** DRedhorse is now known as DonAway
L401[08:30:47] <Curle> it is something(s) you can point at.
L402[08:30:56] <sham1> MIT
L403[08:30:58] <sham1> Wait no
L404[08:31:01] <sham1> Berkley
L405[08:31:08] <Cazzar> "There is no cloud, only someone else's computer"
L406[08:31:13] <sham1> ARPANET
L407[08:31:14] <gigaherz> Curle: no you cna't point at ONE thing and say this is the internet
L408[08:31:25] <Curle> tried to emphasize the s
L409[08:31:37] <Curle> thing-->S<--
L410[08:31:48] <gigaherz> the internet is a concept
L411[08:31:53] <sham1> Internet is about as abstract as it gets
L412[08:31:53] <Cazzar> ^
L413[08:32:00] <gigaherz> a name we give to the combination of all the computers,
L414[08:32:03] <gigaherz> cables, router,s etc
L415[08:32:10] <gigaherz> that allow us to be on IRC right now
L416[08:32:12] <gigaherz> it's not a "thing"
L417[08:32:17] <Cazzar> The internet is the concept of a set of interconnected networks.
L418[08:32:32] <sham1> It is not the only one may I add
L419[08:32:43] <Curle> That allow me to blast Chris Brown out of someone else's speakers on the other side of the Web xD
L420[08:33:26] <Curle> Cazzar: Inter(connected)net(works)
L421[08:33:30] <Cazzar> Curle this is where you rent a server with a motherboard speaker in it and start playing music through it.
L422[08:33:46] <Cazzar> Freak out the data center techs.
L423[08:33:50] *** bilde2910 is now known as bilde2910|away
L424[08:34:10] <Curle> No, it's where I open up teamspeak and go to the most populated channel
L425[08:34:13] <Curle> and open up my mic
L426[08:34:24] <Curle> YEAH YEAH YEA-
L427[08:34:26] <Curle> ban'd
L428[08:34:50] <Curle> Shit scared like 200 people at the same time :3
L429[08:34:59] <gigaherz> lol
L430[08:35:04] <Cazzar> Also imagine this, someone doesn't want remote or phone assistance due to privacy concerns but wants a tech sent to their house to do it.
L431[08:35:14] <Cazzar> Double standards!
L432[08:35:28] ⇦ Quits: MalkContent (MalkConten@p4FDCF917.dip0.t-ipconnect.de) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L433[08:35:36] <sham1> But if they help through phone I cannot shotgun them if they can't fix it
L434[08:35:52] <Cazzar> I'm going to have soo many emails when I get to work tomorrow.
L435[08:35:56] <Cazzar> Today*
L436[08:36:08] <sham1> some day*
L437[08:36:15] <Curle> but if they help through phone I'll "accidentally" cut the phone line while chainsaw-trimming my garden
L438[08:36:20] <Cazzar> sham1 you can't do that in Australia
L439[08:36:37] <sham1> Or anywhere else for that matter
L440[08:36:37] <Cazzar> Curle then it isn't our fault!
L441[08:36:48] <Cazzar> It's Telstra's issue.
L442[08:37:03] <Cazzar> I also like how my phone just suggested ICOF
L443[08:37:23] <Cazzar> (Incorrect Call Out Fee)
L444[08:37:39] <sham1> Never trust autocorrect
L445[08:38:21] <Cazzar> I don't but when I typed Telstra it suggested ICOF
L446[08:39:14] <sham1> I thought it was another phone company and said (damn it, the little bastard has a preference)
L447[08:40:38] ⇨ Joins: alex_6611 (~alex_6611@p5DE78FEA.dip0.t-ipconnect.de)
L448[08:40:52] <sham1> https://www.reddit.com/r/ProgrammerHumor/comments/467fz8/tfw_your_goto_place_for_cs_answers_is_the_club/
L449[08:41:00] <sham1> Something about programming humour in that thread
L450[08:41:41] <Curle> god damn it
L451[08:41:47] <Curle> NullPointerException
L452[08:41:54] <Curle> I know how to fix it tho
L453[08:41:55] <Curle> :DD
L454[08:42:09] <sham1> You don't reference Null?
L455[08:43:28] <Curle> nope
L456[08:43:39] <sham1> It feels so great when your headache just goes away after you have taken some ibuprofen. Feels like magic
L457[08:43:55] <Curle> It is magic!
L458[08:44:03] <sham1> More like chemistry but whatever
L459[08:44:48] <Curle> They're the same thing!
L460[08:45:28] <sham1> Meh, I like physics as a school subject more anyway
L461[08:45:40] <sham1> Makes more sense to me
L462[08:45:44] <sham1> Then again, I love maths
L463[08:45:54] <Curle> "What's your specialty?"
L464[08:46:08] <Curle> "Theoretical subatomic nuclear physics"
L465[08:46:25] <Curle> Gets them every time
L466[08:47:07] <sham1> In my case it probably would be something like "Theoretical computer science" or something. That is where I am aiming at any rate
L467[08:47:15] <sham1> Or anything comp science really
L468[08:47:36] <Curle> Theoretical programming?
L469[08:47:46] <sham1> Turing machines :P
L470[08:48:03] <sham1> Never existed yet can be used to predict stuff about algorithms
L471[08:48:05] <sham1> Pure math
L472[08:48:12] <sham1> s/math/maths/g
L473[08:48:14] <Curle> Just, a Minecraft mod that doesn't exist, but you can put this TJar into your mods folder and it somehow works xD
L474[08:48:46] <Curle> Glorious image
L475[08:50:31] <Curle> So you're using an idea from the 1800s to use a nonexistant machine to see how the world works?
L476[08:50:37] <Curle> Seems a bit flawed to me
L477[08:50:39] *** DonAway is now known as DRedhorse
L478[08:50:55] *** Jared is now known as Jared|Away
L479[08:51:00] <Curle> What if someone warps the definition?
L480[08:51:01] <sham1> That is how we rank stuff
L481[08:51:04] <Curle> Then you're screwed
L482[08:51:21] <sham1> The most your program can do is to do the same thing as what a Turing machine can do
L483[08:51:47] <sham1> Therefor it is called "Turing complete" which means that it can basically be used to do any calculation*
L484[08:51:58] <sham1> *Ignoring stuff like the halting problem
L485[08:52:11] <Curle> YEAS!
L486[08:52:19] <Curle> mod ported :D
L487[08:52:29] <Curle> No errors, everything works
L488[08:52:34] <Wuppy> o/
L489[08:52:42] <Curle> Without any tutorials :P
L490[08:52:47] <Curle> ohai wup
L491[08:52:54] <Wuppy> whats up Curle
L492[08:53:07] <Curle> Just finished porting my mod
L493[08:53:26] <Curle> Just need to make the jsons in bulk
L494[08:53:26] <Curle> xD
L495[08:53:43] <Wuppy> cool, I just finished a party weekend vacation trip
L496[08:53:51] <Wuppy> and in an hour it's back into the city for the afterparty :P
L497[08:54:00] <Curle> nice
L498[08:55:33] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L499[08:55:40] <Curle> :O
L500[08:56:02] <Curle> Hi Liz!
L501[08:57:32] ⇦ Quits: poiuy_qwert (~poiuy_qwe@198-84-224-94.cpe.teksavvy.com) (Quit: This computer has gone to sleep)
L502[09:00:17] <sham1> Yay for DuckDuckGo
L503[09:01:34] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yglx-h7jzg4hc7t-3.rev.dnainternet.fi)
L504[09:01:44] <sham1> Damn it Steam API
L505[09:01:50] <sham1> Stop being stupid for once
L506[09:02:25] <Curle> woah
L507[09:02:26] <Curle> guys
L508[09:02:34] <Curle> i just found a half English penny
L509[09:02:49] <sham1> So it is an imigrant
L510[09:03:04] <Curle> no, it's a half penny
L511[09:03:10] <Curle> English Sterling
L512[09:04:09] *** AEnterprise is now known as AEnterpriseAFK
L513[09:06:49] ⇦ Quits: psxlover (psxlover@ppp-2-87-5-24.home.otenet.gr) (Ping timeout: 198 seconds)
L514[09:07:35] ⇨ Joins: Brokkoli (~Brokkoli@f054251151.adsl.alicedsl.de)
L515[09:09:43] <Curle> neat
L516[09:10:00] <Curle> into the box of things i'll never see again you go!
L517[09:15:45] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L518[09:18:06] <Wuppy> heh, I love how you can't make dominos deliver a 5 euro pizza online (8 euro minmum) but if you call them it's fine :P
L519[09:18:12] ⇨ Joins: Javaschreiber (~Thunderbi@p5DD8D0D4.dip0.t-ipconnect.de)
L520[09:18:25] <Curle> really?
L521[09:18:45] <Curle> I didn't know you could order Domino's online et al
L522[09:18:45] <Curle> :P
L523[09:18:58] *** K-4U|Off is now known as K-4U
L524[09:19:04] <Wuppy> strange, when you call here, they first tell you that you can order online
L525[09:19:11] <Wuppy> because that's the only way they want it I think
L526[09:22:59] ⇨ Joins: Saphire (Saphire@reynir.aww.moe)
L527[09:23:07] <Saphire> ..installer needs xorg?
L528[09:23:27] <Saphire> that's painful to get on a remote gentoo server :|
L529[09:26:13] <diesieben07> --installServer will just install without GUI
L530[09:27:49] <Saphire> ah, thanks >_>
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L538[09:40:16] <williewillus> vanilla te's got retroactively given capas right?
L539[09:40:24] <williewillus> IItemHandler, specifically
L540[09:42:11] <williewillus> also why does IItemHandlerModifiable say to not use it for the very purpose it exists?
L541[09:42:18] <williewillus> How else are we supposed to set stacks in the inv?
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L544[09:43:36] <Curle> rip
L545[09:43:42] <Curle> my favourite headset is discontinued
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L547[09:44:29] <williewillus> oh lol did not see the insert/extract methods on IItemHandler, nevermind
L548[09:48:08] ⇨ Joins: psxlover (psxlover@ppp-2-87-5-24.home.otenet.gr)
L549[09:48:26] <williewillus> is there any way I can expose a double chest as a single IItemHandler?
L550[09:48:40] ⇨ Joins: Gliby (~Gliby@85.254.158.151)
L551[09:48:43] <williewillus> I could do that using IInventory by manually constructing a INventoryLargeChest
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L553[09:49:59] <Gliby> I'm working on my GUI ethics. Should ESC always return to game, or parent gui(if exists)?
L554[09:50:12] <Gliby> what would u guys prefer?
L555[09:50:23] <williewillus> esc to get out completely, backspace for parent
L556[09:50:28] ⇦ Quits: Zesty (~Zesty@180.97.28.12) (Ping timeout: 198 seconds)
L557[09:51:12] <Gliby> backspace would be a new feature. eh sounds good enough
L558[09:51:56] <Gliby> compiz starts to lag out when i launch mc forge. <3 minecraft 4life
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L560[09:56:15] <sham1> McJty, you here as I have a question regarding RFTools
L561[09:56:36] <williewillus> why is IItemHandler not implemented on players >.>
L562[09:56:47] <McJty> I'm here
L563[09:56:52] <sham1> Do you haz maven
L564[09:56:57] ⇦ Quits: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647) (Ping timeout: 186 seconds)
L565[09:57:07] <McJty> Not in a working stage atm. Do you mean for rftools?
L566[09:57:12] <sham1> Yes
L567[09:57:20] <sham1> I need itonto my dev env
L568[09:57:28] <McJty> Just put in the normal rftools
L569[09:57:36] <McJty> With 1.8.9 you don't need deobf versions anymore
L570[09:57:44] <McJty> You can add any mod directly from curse or whatever
L571[09:58:00] <sham1> Is that so
L572[09:58:05] <Nitrodev> huh
L573[09:58:10] <McJty> Yep
L574[09:58:18] <McJty> You can basically add an entire modpack to your dev env
L575[09:58:20] <Nitrodev> i got dixconnected from every freenode chat i'm in
L576[09:58:26] <McJty> Without needing an entire dev version
L577[09:58:28] <McJty> I do it all the time
L578[09:58:34] <sham1> My god
L579[09:58:41] <sham1> ALL THE COMPATIBILITY TESTING
L580[09:58:47] <McJty> Just put it in run/mods
L581[09:58:48] <McJty> brb
L582[09:58:57] <sham1> I can't hold all these mods
L583[10:01:32] <sham1> Off to download the lib required by RFTools because...
L584[10:01:55] <sham1> This is why we do maven
L585[10:01:58] <McJty> yes, just mcjtylib and rftools and that works fine. I do exactly that for rftools dimensions and deep resonance
L586[10:02:09] <McJty> Well mcjtylib is on maven for 1.7.10
L587[10:02:21] <McJty> But never managed to get the 1.8.9 on maven to work and I had no time to look into it
L588[10:02:36] <sham1> Understandable
L589[10:03:03] <sham1> I love this feeling of not needing dev versions of mods
L590[10:03:10] <sham1> Wait
L591[10:03:15] <sham1> I just crashed somehow
L592[10:03:34] <sham1> >java.lang.NoClassDefFoundError: mcjty/rftools/blocks/storage/PacketCompact$Handler
L593[10:03:38] <sham1> Damn it McJty
L594[10:03:46] <Gliby> McJty, how does that work?
L595[10:04:08] <McJty> Gliby, don't ask me. Apparently forge or something automatically deobfuscates mods in the mods folder in your dev env
L596[10:04:17] <sham1> Forge magic
L597[10:04:18] <sham1> That's how
L598[10:04:24] <Gliby> wow that's a really awesome feature
L599[10:04:25] <McJty> sham1, what versions did you put there? That should work
L600[10:04:32] <sham1> The lates from curse
L601[10:04:39] <sham1> FOr 1..9 obv
L602[10:04:42] <sham1> 1.8.9*
L603[10:04:46] <McJty> Also mcjtylib?
L604[10:04:51] <sham1> Yes
L605[10:05:16] <McJty> Well that's strange...
L606[10:05:20] <McJty> You use java8?
L607[10:05:23] <sham1> Yes...
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L609[10:05:44] <McJty> Where did you put mcjtylib and rftools exactly?
L610[10:05:53] <sham1> run/mods
L611[10:05:58] <sham1> Where they belong
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L613[10:06:10] <McJty> um
L614[10:06:22] <McJty> I do exactly the same for Deep Resonance and RFTools Dimensions
L615[10:06:28] <McJty> As well as I add several other mods too
L616[10:06:32] <McJty> Never had a problem with it
L617[10:06:36] <sham1> This does not find your class
L618[10:06:39] <sham1> That's the problem
L619[10:06:39] <McJty> Not sure what to say
L620[10:06:46] <McJty> yes but the class is in my code
L621[10:06:47] <sham1> Well, found a bug :P
L622[10:07:02] <McJty> Well it is not a bug for me
L623[10:07:02] <sham1> Let me check it with 7zip
L624[10:07:37] <sham1> It's here
L625[10:07:37] <McJty> Anyway, have to make food so afk for a while
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L627[10:07:45] <sham1> It just cannot load it for some reason
L628[10:07:55] <sham1> Let me try turning it off and on again
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L630[10:09:08] <Curle> "IT. Have you tried turning it off and on again?"
L631[10:09:53] <sham1> Hmm
L632[10:10:03] <sham1> This exception has something to do with ASM...
L633[10:11:51] <sham1> Wut is this
L634[10:11:59] <sham1> Curse does not have the latest version
L635[10:12:21] <sham1> When in doubt check the git repo to see the terrible mistake
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L637[10:13:36] <Curle> when in doubt...
L638[10:13:42] <Curle> gradlew clean
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L640[10:14:09] <sham1> This is just stupid error
L641[10:15:59] <sham1> But I have to wait for him to come back to expose that shit
L642[10:17:18] <McJty> b
L643[10:17:21] <McJty> So?
L644[10:17:42] <sham1> Curse does not have the latest beta version
L645[10:17:46] <sham1> I checked
L646[10:17:48] <McJty> Yes I know
L647[10:17:52] <McJty> But it works with older too
L648[10:18:10] <McJty> I have been doing this since I started developing on 1.8.9
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L650[10:18:54] <sham1> Let me just gist you the stacktrace
L651[10:19:29] <sham1> https://gist.github.com/sham1/9aff49334b62737b072d
L652[10:19:43] <sham1> That dun look good
L653[10:21:39] <McJty> I have no clue why it does that for you
L654[10:21:47] <McJty> The class is there and has been there for some time now
L655[10:21:55] <sham1> Yeah
L656[10:21:56] <McJty> And you confirmed yourselves that it was there with 7z
L657[10:22:01] <sham1> Mmm
L658[10:22:12] <McJty> Is this intellij or eclipse?
L659[10:22:18] <sham1> Eclipse env
L660[10:22:22] <sham1> It should not matter
L661[10:22:26] <McJty> I use intellij but not sure if that matters
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L663[10:22:41] <McJty> afk again (can't let my food burn)
L664[10:23:15] <sham1> That's a good policy to follow
L665[10:23:27] <sham1> Burned food is not usually good
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L668[10:25:37] <williewillus> why does iitemhandler not have a stack size limit method like iinv?
L669[10:25:48] <williewillus> migrating this is gonna be such a pita
L670[10:25:57] <gigaherz> it does not need one?
L671[10:25:59] <sham1> You can return the exess
L672[10:26:01] <sham1> Also that
L673[10:26:11] <gigaherz> you shouldn't be using the ItemHandlerModifiable methods
L674[10:26:18] <williewillus> I'm not
L675[10:26:20] <gigaherz> just the IItemHandler extract/insert
L676[10:26:23] <gigaherz> then
L677[10:26:24] <gigaherz> on insert
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L679[10:26:35] <gigaherz> just don't accept extra
L680[10:26:36] <williewillus> I want to test how much of an item I can put into an inv
L681[10:26:45] <sham1> simulate=true
L682[10:26:54] <gigaherz> int accepted = Math.min(limit-existing, given);
L683[10:26:59] <gigaherz> oh
L684[10:27:01] <williewillus> yeah but that doesn't try every slot/handle merging
L685[10:27:02] <gigaherz> then simulate=true
L686[10:27:19] <gigaherz> there's a method for it in ItemHandlerHelper?
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L688[10:27:45] <williewillus> oh lol that exists
L689[10:27:47] <gigaherz> remaining = ItemHandlerHelper.insertItem(inv, stack, true)
L690[10:28:10] <gigaherz> inserted = inv.stackSize - (remaining != null? remaining.stackSize : 0)
L691[10:28:16] <gigaherz> eh stack*
L692[10:29:54] <sham1> stack.stackSize
L693[10:29:56] <sham1> Seems reduntant
L694[10:30:05] <williewillus> why question it now :P
L695[10:30:10] <williewillus> its probably had that name for ages
L696[10:30:16] <sham1> We could change it
L697[10:30:30] <sham1> stack.size
L698[10:30:34] <sham1> or better yet
L699[10:30:36] <gigaherz> or .count
L700[10:30:38] <sham1> stack.getSize()
L701[10:30:41] <sham1> Yeah or that
L702[10:30:52] <sham1> getters and setters
L703[10:31:08] <sham1> Shows good OOP things
L704[10:31:40] <gigaherz> would be nice if Mojang were to release "reference" sources for mc, so that we could get the names of things
L705[10:31:40] <gigaherz> XD
L706[10:31:47] <gigaherz> then we'd know just how wrong the names are
L707[10:31:48] <gigaherz> XD
L708[10:32:43] <sham1> I wished that Mojang and Forge would put their forces together to make this modding stuff official, but we are going into unacceptible terratory as far as topic goes
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L710[10:33:08] <williewillus> is there a good mod to test capas with?
L711[10:33:08] <gigaherz> yeh
L712[10:33:15] <williewillus> to see if I'm using them properly
L713[10:33:22] <williewillus> something with side specific inventories, etc.
L714[10:33:27] <gigaherz> for IInventory?
L715[10:33:33] <gigaherz> vanilla furnace?
L716[10:33:37] <gigaherz> eh for IItemHandler*
L717[10:33:48] <gigaherz> vanilla furnace has side-specific inventories
L718[10:34:03] <sham1> Doesn't ender rift support IItemHandlers
L719[10:34:10] <gigaherz> and vanilla hopper can extract/insert things from side-specific inventories
L720[10:34:19] <gigaherz> it does
L721[10:34:26] <sham1> Well, there you go
L722[10:34:35] <gigaherz> but only as a consumer
L723[10:34:43] <gigaherz> it doesn't provide IItemHandlers yet
L724[10:35:30] <gigaherz> hmm
L725[10:35:31] <gigaherz> wait
L726[10:35:38] <gigaherz> the Rift Interface may hmm
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L728[10:35:50] <gigaherz> but no it won't work, since I don't test for the side
L729[10:36:11] <gigaherz> best way to verify your itemhandler "consumer" code is the vanilla furnace
L730[10:36:31] <sham1> What is a good not-RFTools mod for 1.8.9 that uses RF
L731[10:36:39] <sham1> Seeing as RFTools is acting weird to me
L732[10:36:44] <gigaherz> Neotech has RF-powered machines
L733[10:36:52] <sham1> Does it generate
L734[10:36:59] <gigaherz> it has a couple coal generators, yes
L735[10:37:23] <sham1> Looks a lot like thermal Expansion
L736[10:37:29] <sham1> That was prolly the point though
L737[10:37:37] <gigaherz> it's made to fill that hole
L738[10:37:39] <gigaherz> I think
L739[10:38:55] <sham1> Oh come on
L740[10:38:59] <gigaherz> btw
L741[10:39:05] <gigaherz> are you using the "official" api?
L742[10:39:10] <sham1> Yash
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L744[10:39:36] <sham1> Why does no mod work for me now
L745[10:39:49] <sham1> I cannot place them into the run/mods as they don't find their classes
L746[10:40:02] <gigaherz> o_O
L747[10:40:22] <williewillus> gigaherz: do you know why players don't have their inventory exposed via capas by default? 0.o
L748[10:40:22] <sham1> Even though they are present
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L750[10:40:36] <sham1> Which makes me slightly annoyed to say the least
L751[10:40:41] <gigaherz> williewillus: nope, but there's probably some reason for it
L752[10:40:55] <gigaherz> ask whoever did the capability ;P
L753[10:40:59] <williewillus> so.... I still need split everything :P
L754[10:41:10] <gigaherz> yo ucan add the capability yourself?
L755[10:41:17] <williewillus> yea but that defeats the purpose
L756[10:41:22] <williewillus> I'll make an issue and see
L757[10:41:23] <gigaherz> I mean like
L758[10:42:06] <gigaherz> on(<capability attach event>.Entity) {if entity instanceof Player && !hasCapability(Item handler)), attach your own wrapper for it }
L759[10:42:38] <williewillus> but the point is unification, it's defeated if every mod has to attach their own wrapper
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L761[10:42:55] <gigaherz> I know
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L764[10:45:21] <sham1> This is real annoying
L765[10:45:56] <Mata> is there anything built into minecraft to do multithreading or shall i just use java's threading
L766[10:46:17] <sham1> You can use threads
L767[10:46:25] <sham1> However the game is not threadsafe
L768[10:46:29] <sham1> So be warned
L769[10:46:30] <Mata> hmm
L770[10:46:39] <Mata> update checker
L771[10:46:43] <Mata> i could run it on main thread
L772[10:46:48] <sham1> NO
L773[10:46:50] <Mata> :P
L774[10:47:08] <Mata> i expected a answer something like that
L775[10:47:23] <sham1> First of all, you don't run update checkers on main threads. Second of all, forge has a built in update checker you can use
L776[10:47:26] <gigaherz> Mata: use forge's?
L777[10:47:36] <gigaherz> forge has a system that checks for updates
L778[10:47:37] <Mata> really?
L779[10:47:41] <sham1> Yas
L780[10:47:42] <gigaherz> shows as a green "U" on the modlist
L781[10:47:43] <Mata> omg
L782[10:47:47] <sham1> For 1.8.9 at the very least
L783[10:47:54] <Mata> im suing 1.7.10
L784[10:47:56] <Mata> *using
L785[10:48:00] <gigaherz> ah no idea if 1.7.10 had it
L786[10:48:09] <sham1> 1.9 literally comes out tomorrow yet you still use 1.7.10
L787[10:48:18] <Mata> Someone asked me to make a concept
L788[10:48:25] <Mata> and i decided to work out that concept into a mod
L789[10:48:37] <Mata> basicly the difficulty locking
L790[10:48:40] <sham1> Although I guess I can bend a little and give some stuff
L791[10:48:40] <Mata> that 1.8 has
L792[10:48:41] <williewillus> wtf
L793[10:48:50] <sham1> Regarding making an update checker
L794[10:48:54] <williewillus> my stack in an entityitem is changing sizes mysteriously
L795[10:49:25] <sham1> wut
L796[10:49:43] <sham1> Also, I'm feeling salty
L797[10:49:44] <gigaherz> Mata: you need an update checker for such a simple mod? :/
L798[10:49:50] <Mata> not really
L799[10:49:52] <Mata> but i thought
L800[10:50:00] <Mata> i had a curse lib written on my desktop
L801[10:50:00] <williewillus> ah there we go
L802[10:50:04] <Mata> why not implement it
L803[10:50:07] <gigaherz> ah
L804[10:50:08] <williewillus> didn't pass a copy to the simulate
L805[10:50:41] <williewillus> but that means the deafult capa implementations modify the stack even if simulate is true
L806[10:50:41] <Mata> meh true i dont really need a update checker
L807[10:53:58] <gigaherz> yeah it's a semantic I don't like
L808[10:54:08] <gigaherz> blame java for not having immutability modifiers ;P
L809[10:59:53] <sham1> final
L810[11:01:03] <sham1> ;P
L811[11:01:29] <williewillus> or blame mojang for making stacks mutable ;p
L812[11:01:51] <sham1> That seems better
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L815[11:03:40] <Mata> I just f8ked up and no idea how or what lol http://pastebin.com/FHKDS7wh
L816[11:03:51] <gigaherz> williewillus: meh, that still lets you call methods that change an object
L817[11:04:01] <gigaherz> imagine osmething like C++'s const
L818[11:04:06] <williewillus> lol
L819[11:04:09] <gigaherz> that can be applied to the classitself
L820[11:04:14] <williewillus> which of the billion uses of const are you referring to
L821[11:04:24] <gigaherz> which means any method call not marked as const will fail to compile
L822[11:04:38] <gigaherz> if the pointer/reference is const
L823[11:04:46] ⇦ Quits: Jezza (~Jezza@185.44.151.103) (Ping timeout: 195 seconds)
L824[11:04:59] <gigaherz> C++ has
L825[11:05:05] <gigaherz> public:
L826[11:05:17] <gigaherz> int getSomething() const {return something; }
L827[11:05:32] <gigaherz> which allows the method to be called on a const reference
L828[11:05:44] <Mata> derp *http://pastebin.com/JyxSHT1Z
L829[11:05:48] <gigaherz> and prevents the method from having side-effects that modify the contents of the class
L830[11:06:35] <gigaherz> if you combine that with whichever combination of pointer and const is, you can make a reference immutable
L831[11:06:42] <gigaherz> while still allowing you to assign other objects onto the pointer
L832[11:06:51] <gigaherz> neither C# nor Java have that as a feature
L833[11:07:06] <williewillus> I feel like that's for better tbh
L834[11:07:10] <williewillus> the const system is convoluted
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L836[11:07:59] <williewillus> just a top level omdifier that makes all fields and the class final would be fine
L837[11:08:15] <gigaherz> it is
L838[11:08:18] <gigaherz> or more accurately
L839[11:08:24] <gigaherz> the issue is calling ALL OF THAT const
L840[11:08:44] <gigaherz> if they had "const", "final" and "readonly" as 3 separate keywords
L841[11:08:49] <gigaherz> things would be much nicer to manage
L842[11:08:49] <gigaherz> XD
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L844[11:10:39] <giggybyte> howdy
L845[11:11:42] <williewillus> is there a read-only impl of IItemHandler?
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L847[11:12:08] <williewillus> not hard to make one but just wondering
L848[11:12:55] <giggybyte> basically i suck at java and i'm trying to make a simple mod so i can creative fly in survival mode
L849[11:13:15] <Mata> lol its 1 simple line of code that last time i looked
L850[11:13:22] <sham1> it is
L851[11:13:23] <Mata> dont remember what one tho
L852[11:13:38] <giggybyte> well i tried this: EntityPlayer.capabilities.allowFlying = true;
L853[11:13:44] <Mata> best thing is, server *sometimes* listens to client
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L855[11:13:55] <sham1> Well capabilities is not a static field
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L858[11:14:15] <giggybyte> but eclipse fusses at me for making a static reference to non-static field
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L860[11:14:29] <Mata> you have to get the player
L861[11:14:36] <Mata> Minecraft.getMinecraft().thePlayer
L862[11:14:39] <sham1> NO
L863[11:14:41] <Mata> :P
L864[11:14:54] <giggybyte> no? is getting the player bad practice?
L865[11:15:00] <sham1> Like that yes
L866[11:15:04] <sham1> It crashes on server
L867[11:15:09] <sham1> Also it may not work on server anyway
L868[11:15:13] <Mata> ^
L869[11:15:13] <sham1> Because you set it on client
L870[11:15:25] <Mata> sham1, server sometimes listens to client :P
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L872[11:15:38] <Mata> i remember i was able to sort of lag fly on non modded server
L873[11:15:46] <Mata> but it isnt worth it for that
L874[11:15:49] <giggybyte> the server i play on is very lenient, found by my own testing
L875[11:16:05] <sham1> but yeah, you want to use PlayerLoginEvent to get your player instance
L876[11:17:47] <sham1> Anyway, I have problem
L877[11:17:56] <sham1> Why can't I use any mods on my dev instance
L878[11:18:00] <sham1> I don't understand this
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L881[11:20:17] <Mata> The real question is, why does my mod work in developer instance
L882[11:20:20] <Mata> but once built
L883[11:20:27] <Mata> it throws a ugly crash
L884[11:20:35] <Mata> and no references to my mod in the crashreport
L885[11:20:46] <sham1> My problem is that the classloader does not seem to find the classes that are present
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L887[11:24:28] <giggybyte> do i need to decompile a stock minecraft without forge? in eclipse i can only see forge but not the original mc code
L888[11:24:38] <Mata> You can
L889[11:24:41] <Mata> owait
L890[11:24:44] <Mata> you use eclipse
L891[11:24:49] <Mata> i dont know how to with eclipse
L892[11:25:04] <williewillus> did you use setupDecompWorkspace?
L893[11:25:08] <giggybyte> i did
L894[11:25:09] <Mata> but should be in external libraries somewhere
L895[11:25:13] <williewillus> yeah
L896[11:25:19] <giggybyte> yeah i can import from net.minecraft fine
L897[11:25:25] <giggybyte> but i can't see the code anywhere
L898[11:25:27] <williewillus> use eclipse's "open class" (ctrl shift T) and type the class name you want to see
L899[11:25:36] <williewillus> at least I think its ctrl shift t :P
L900[11:26:02] <giggybyte> williewillus, that worked. thank you!
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L902[11:27:38] <williewillus> !gm func_82214_u
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L905[11:31:21] <sham1> >uses the latest version of NeoTech, gets error
L906[11:31:27] <sham1> >Uses earlier version and gets no error
L907[11:31:28] <sham1> Wat
L908[11:31:48] <gigaherz> are you SURE you are using the latest RF api?
L909[11:32:14] <gigaherz> the one on the 1.8 cofh branch is incompatible with the older one from progressive automation
L910[11:32:44] <sham1> Well from the stack trace it looks like the error is not related to my RF version
L911[11:34:42] <sham1> So I doubt it is has anything to do with it
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L913[11:37:48] <sham1> But which one should I use
L914[11:37:53] <sham1> I'd prefer the official
L915[11:37:54] <williewillus> !gm func_181033_a
L916[11:38:02] <giggybyte> omg eclipse
L917[11:38:09] <williewillus> !sm func_181033_a canDestroyBlock
L918[11:38:20] <giggybyte> fussing at me for an error and i have no clue what i'm doing wrong...
L919[11:38:30] <williewillus> well what's the error?
L920[11:38:33] <giggybyte> so i delete the offending line and retype it exactly...
L921[11:38:36] <giggybyte> and the error is gone
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L926[11:42:44] <giggybyte> on a different note, using setPlayerWalkSpeed from capabilities just changes your fov as if you drank a swiftness potion, but doesn't actually change your speed...
L927[11:43:18] <williewillus> do you do it on both sides?
L928[11:43:21] <williewillus> also don't set that manually
L929[11:43:24] <williewillus> use attribute modifiers
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L938[11:43:52] <giggybyte> what do you mean both sides? i'm sorry for the silly questions
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L942[11:44:28] <sham1> You should read the official documentation to understand what sides mean
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L944[11:44:56] <giggybyte> i'm assuming that is the one at http://mcforge.readthedocs.org/ ?
L945[11:45:05] <sham1> yes
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L951[11:48:30] <giggybyte> ooh i have an idea i'll look at the potion code and see how swiftness does it
L952[11:49:15] <williewillus> it just applies an attribute modifier
L953[11:49:18] <williewillus> so use those
L954[11:52:56] <giggybyte> williewillus, thanks. i'll see what i can do.
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L957[12:04:24] <Gliby> https://www.youtube.com/watch?v=DX-V6FDI1b8
L958[12:04:58] <Gliby> (no context)
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L961[12:09:10] <williewillus> why is IModelCustomData generic now
L962[12:09:16] <williewillus> what is the type sparam supposed to be..
L963[12:09:34] <williewillus> nvm
L964[12:09:36] <williewillus> :P
L965[12:09:49] <Mata> Aww danget
L966[12:09:55] <Doxin> okay so I'm trying to make a mod (huzzah) and I'm having trouble getting forge to find the block model file. I keep getting "[Client thread/WARN] [FML]: Unable to load block model: 'conveyor:block/conveyor_flat' for variant: 'conveyors:conveyor#normal': java.io.FileNotFoundException: conveyor:models/block/conveyor_flat.json" even though I have a file at /src/main/resources/assets/conveyors/models/block/conveyor_flat.json
L967[12:10:05] <Mata> i dont have a rdns anymore on esper
L968[12:10:20] <williewillus> Doxin: conveyor vs conveyors
L969[12:10:23] <williewillus> read the error again
L970[12:10:25] <Mata> lol
L971[12:10:32] <Doxin> ah dammit
L972[12:10:43] <Doxin> williewillus: thanks, I've been staring at that for a long time now
L973[12:10:58] <Mata> It happends to the best of us
L974[12:10:58] <Mata> :p
L975[12:12:12] <Doxin> well that fixes it
L976[12:12:24] <Doxin> serves me right for having a conveyor block in a conveyors namespace I guess
L977[12:16:24] <williewillus> what the hell is this http://pastebin.com/7DCEaBuM
L978[12:16:33] <williewillus> first time I've ever gotetn that when gradle build ing
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L982[12:24:28] <giggybyte> is it bad to use Minecraft.getMinecraft.thePlayer.addPotionEffect for potions?
L983[12:24:44] <giggybyte> for potion effects*?
L984[12:25:25] <sham1> Stop using Minecraft.getMinecraft()
L985[12:25:31] <gigaherz> you should apply the potion on the server
L986[12:25:35] <sham1> ^
L987[12:25:41] <gigaherz> which means Minecraft.getMinecraft() is NOT an option
L988[12:25:56] <gigaherz> even if you are in singleplayer, the server is the server
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L990[12:26:05] <giggybyte> hmm ok
L991[12:27:14] <williewillus> did you read my side article?
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L996[12:37:04] <Doxin> so why doesn't this model http://paste.pound-python.org/show/kR3tcSv8PhaXI93LNsdO/ use the texture from /src/main/resources/assets/conveyors/textures/blocks/conveyor_up.png? instead I get the broken-texture texture.
L997[12:38:56] <williewillus> it has the right shape though?
L998[12:40:16] <Doxin> only in-world, not in-inventory
L999[12:40:52] <Doxin> it's wrong in-hand too
L1000[12:42:35] <gigaherz> the .png
L1001[12:42:38] <gigaherz> you don't haveto write it in
L1002[12:42:46] <Doxin> oh
L1003[12:42:56] <gigaherz> it's looking for .png.png ;P
L1004[12:43:58] <Doxin> gigaherz: still doesn't work.
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L1006[12:49:04] <Doxin> so, anyone any clue as to why this wouldn't work?
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L1009[12:52:46] <gigaherz> Doxin: can you try moving the textures block outside "elements"?
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L1012[12:54:36] <Doxin> gigaherz: that fixes it, thanks!
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L1018[13:06:47] <Doxin> so why isn't my block rendering correctly in inventories?
L1019[13:06:51] <Doxin> it works fine in the world
L1020[13:08:06] <williewillus> do you setCustomMRL?
L1021[13:08:10] <gigaherz> do you have a ModelLoader.setCustomModelResourceLocation
L1022[13:08:13] <gigaherz> call in your clientproxy?
L1023[13:08:37] <Doxin> uh, no? none of the example code/tutorials I found so far have mentioned anything of the sort
L1024[13:09:06] <gigaherz> you may have something to do with item mesh whatever
L1025[13:09:19] <gigaherz> that's obsolete, has been obsolete since like april last year
L1026[13:09:26] <gigaherz> but tutorials don't seem to get fixed
L1027[13:10:05] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java#L27
L1028[13:10:14] <gigaherz> the addVariantName call isn't needed anymore in 1.8.9
L1029[13:10:39] <Doxin> what is a clientproxy even?
L1030[13:10:54] <gigaherz> the mod can get loaded in two different places
L1031[13:10:58] <gigaherz> the client jar
L1032[13:11:00] <Doxin> right
L1033[13:11:02] <gigaherz> or the dedicated server jar
L1034[13:11:04] <Doxin> right
L1035[13:11:15] <gigaherz> the proxy is a system that loads one of two classes
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L1037[13:11:22] <gigaherz> depending on which jar the mod is in
L1038[13:11:38] <Doxin> okay?
L1039[13:11:53] <Doxin> gigaherz: sounds like a recipy for code duplication ?_?
L1040[13:11:56] <tterrag> use @SidedProxy and a field in your main mod class
L1041[13:11:58] <tterrag> it's not
L1042[13:12:05] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L43
L1043[13:12:07] <tterrag> because typically you extend the common (server) proxy
L1044[13:12:09] <Delenas-> Client and rendering stuff in one (server doesn't care) and the logic in the other. (Client doesn't process that)
L1045[13:12:10] <gigaherz> you apply for it with something like that
L1046[13:12:16] <gigaherz> Doxin: nah the point is
L1047[13:12:27] <gigaherz> rendering-related things make no sense in a dedicated server
L1048[13:12:34] <Doxin> right
L1049[13:12:34] <gigaherz> and in fact, they can easily reference classes that just plain do not exist
L1050[13:12:51] <gigaherz> the proxy system allows you to have code that references non-existant classes
L1051[13:13:01] <gigaherz> wihtout causing loading errors in de dedicated server
L1052[13:13:44] <gigaherz> there's also a few cases where some mods may reference server-only classes, such as remote administration tools that interact with the dedicated server GUI
L1053[13:13:59] <gigaherz> so the most common case is to have an empty server proxy
L1054[13:14:08] <gigaherz> and a client proxy where you run the rendering-related registrations
L1055[13:14:19] <gigaherz> most common of all in 1.8.9, is ModelLoader.setCustomModelResourceLocation
L1056[13:14:32] <gigaherz> but even in older versions, you still had it for things like TESRs and entity renderers
L1057[13:14:59] <Doxin> so how do I get that working then?
L1058[13:15:04] <gigaherz> step 1
L1059[13:15:04] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ISideProxy.java
L1060[13:15:14] <gigaherz> create an interface, something like that
L1061[13:15:25] <gigaherz> a superclass would work too, but I prefer an interface
L1062[13:15:40] <gigaherz> step 2:
L1063[13:15:41] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java
L1064[13:15:47] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/server/ServerProxy.java
L1065[13:15:55] <gigaherz> implement the client and server proxy classes
L1066[13:16:11] <gigaherz> step 3:
L1067[13:16:11] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L43,L44
L1068[13:16:17] <gigaherz> declare the proxy "holder"
L1069[13:16:24] <gigaherz> it will be assigned on your behalf, by FML
L1070[13:16:37] <gigaherz> step 4:
L1071[13:16:38] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L70
L1072[13:16:47] <gigaherz> call the preInit method from the end of your pre-init handler
L1073[13:16:55] <gigaherz> to ensure you have already registered your blocks and items
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L1075[13:17:18] <gigaherz> and if, in the future, you need to do initializations during init (less common)
L1076[13:17:28] <gigaherz> you probably want to do so from the beginning of the init handler
L1077[13:17:28] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L76
L1078[13:17:43] <gigaherz> (the init is optional, I just have it out of habit)
L1079[13:18:04] <Doxin> right
L1080[13:18:15] <Doxin> gimme a sec, struggling with javas type system :I
L1081[13:18:24] <gigaherz> take your time
L1082[13:19:08] <Doxin> why do I get a "cannot reduce visibility" error here? those have the same visibility ._.
L1083[13:19:27] <gigaherz> your preinit method needs to be public, becauseit's on the interface
L1084[13:19:45] <Doxin> right
L1085[13:20:21] <Doxin> there we go
L1086[13:20:26] <Doxin> gigaherz: right so I've got my proxies
L1087[13:20:39] <Doxin> now how do I get the item to render correctly :P
L1088[13:20:54] <gigaherz> look at my client proxy code
L1089[13:21:07] <gigaherz> I have this "registerBlockModelAsItem" method
L1090[13:21:19] <gigaherz> feel free to steal it ;P
L1091[13:21:29] * Doxin does so
L1092[13:21:30] <Doxin> :P
L1093[13:22:04] <Doxin> sometimes I want to strangle eclipse
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L1097[13:24:01] <Doxin> > game crashed
L1098[13:24:04] <Doxin> well that aint good
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L1100[13:26:06] <Doxin> gigaherz: so exactly what format does the @SidedProxy expect my classes to be in? it's complaining it can't find them
L1101[13:26:22] <tterrag> fully qualified
L1102[13:26:26] <tterrag> my.package.MyClass
L1103[13:26:41] <gigaherz> Doxin: you need the full package name
L1104[13:28:38] <Doxin> gigaherz: registerBlockModelAsItem is throwing a nullpointer exception?
L1105[13:29:11] <gigaherz> Doxin: are you calling preInit AFTER doing the registerItem/registerBlock?
L1106[13:29:25] <Doxin> oh I guess that's pretty important :P
L1107[13:29:38] <gigaherz> yeah that's why I said yo uwant it at the END of your preInit handler
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L1109[13:34:56] <tterrag> so if I have an IModel which depends on another model, how can I get that dependency's baked model during baking?
L1110[13:35:31] <gigaherz> ModelLoader.getModel(...), then bake it yourself
L1111[13:35:32] <gigaherz> ;P
L1112[13:37:08] <tterrag> I don't have a ModelLoader instance
L1113[13:37:15] <gigaherz> ?
L1114[13:37:27] <gigaherz> ah sorry
L1115[13:37:28] <gigaherz> ModelLoaderRegistry.getModel
L1116[13:37:29] <gigaherz> ;P
L1117[13:37:32] <gigaherz> static method
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L1119[13:37:54] <tterrag> oh?
L1120[13:37:54] <tterrag> ok
L1121[13:38:46] <AvariceSyn> Is anyone available for some mod compatibility assistance?
L1122[13:38:55] <tterrag> thanks
L1123[13:38:57] <gigaherz> AvariceSyn: just explain your issue
L1124[13:39:10] <gigaherz> and we'll know if anyone knows
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L1126[13:39:18] MineBot sets mode: +o on fry
L1127[13:39:40] <AvariceSyn> Botania and Applecore are incompatible, causing server crash on bonemeal use on Buried petals.
L1128[13:40:10] <gigaherz> did you speak with the respective authors?
L1129[13:41:04] <AvariceSyn> vazkii (botania) released final update for 1.7.10 a day or two ago, and have not yet been able to reach squeek(applecore)
L1130[13:41:46] <AvariceSyn> looking to implement a fix for this myself, but I'm not sure if it's easier to add botania support to applecore, or the other way around
L1131[13:42:11] <gigaherz> depends on what the issue is
L1132[13:42:42] <AvariceSyn> AppleCore only requires class block to implement net.minecraft.block.IGrowable, whereas Botania uses a different method
L1133[13:44:28] <AvariceSyn> I'm not looking for someone to fix it for me so much as to tell me whether or not I'll be wasting time trying to do this or to disable bonemeal's affect altogether. The only other problem is that Thaumcraft also uses bonemeal affect on Hoe of Growth, which also crashes server.
L1134[13:45:24] <williewillus> it's a quirk with how botania's code is laid out
L1135[13:45:38] <williewillus> and how the other mod is invoking the method 0.o
L1136[13:45:43] <williewillus> it's using reflection?
L1137[13:46:15] <AvariceSyn> That's kind of the issue I'm having with understanding how botania is doing things lol xD
L1138[13:46:40] <AvariceSyn> That, and I totally played Solitaire through my Java class in high school.
L1139[13:46:57] <williewillus> botania has sideonly client methods mixed in to common classes
L1140[13:47:11] <williewillus> which is kinda bad because any time someone tries to reflect that class it'll crash a server
L1141[13:47:19] <williewillus> but the laternative is big code reshuffling
L1142[13:47:29] <williewillus> but I'm wondering why applecore needs to use reflection?
L1143[13:48:11] <AvariceSyn> where are you seeing that?
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L1145[13:49:21] <AvariceSyn> ahh, I see
L1146[13:49:49] <giggybyte> as someone who is new to forge... it's terrible yet amazing how all these mods in modpacks are just hacked together to work
L1147[13:50:07] <williewillus> lol
L1148[13:50:12] <williewillus> it's the easiest it's ever been
L1149[13:50:17] <williewillus> I assume you weren't around in 1.2 :P
L1150[13:50:26] <sham1> Pre 1.3 was pain
L1151[13:50:27] <gigaherz> yeah therse days
L1152[13:50:35] <gigaherz> when something is NOT compatible
L1153[13:50:43] <gigaherz> more often than not, it's because of ASMing
L1154[13:50:50] <AvariceSyn> No more server/client mod independence, yay
L1155[13:51:20] <williewillus> yeah
L1156[13:51:25] <williewillus> applecore is using reflection
L1157[13:51:30] <sham1> The only errors with mods that make them not work
L1158[13:51:32] <williewillus> to call the methods which the botania class doesn't like
L1159[13:51:35] <giggybyte> damn mirrors
L1160[13:51:46] <sham1> I have seen only 3 in the last month or so
L1161[13:51:50] <sham1> All of the happening today
L1162[13:52:02] <sham1> On my dev env
L1163[13:52:11] <sham1> So yeah, it could be lot worse
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L1165[13:52:36] <williewillus> my example is always tekkit. back then, 40 mods together???? WITH BUKKIT? magical
L1166[13:52:47] <sham1> Mmm
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L1168[13:52:51] <sham1> Now we have hundrads
L1169[13:53:01] <sham1> And no bukkit
L1170[13:53:02] <AvariceSyn> Issue I submit on botania github isn't gong to be fixed until 1.8 for that reason, but most authors are holding out until 1.9, and a lot of the core mods I'm using are no longer being developed/havent been in months-year
L1171[13:53:19] <sham1> williewillus is porting botania to 1.8
L1172[13:53:31] <gigaherz> AvariceSyn: actually most big mod authors are actively porting to 1.8.9, or already have 1.8.9 releases ;P
L1173[13:53:34] <sham1> Also, why do you use coremods
L1174[13:53:36] <AvariceSyn> I just recognized the name
L1175[13:53:47] <gigaherz> even cofh gave in ;P
L1176[13:53:48] <williewillus> sham1: bother the mod author not the user :P
L1177[13:53:53] <williewillus> about coremods that is
L1178[13:53:58] <sham1> Meh
L1179[13:53:59] <AvariceSyn> not using 'coremods' just mods I want to keep around, generally speaking, that are crucial to my mod pack
L1180[13:54:02] <AvariceSyn> sorry
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L1182[13:54:27] <sham1> Tomorrow is 1.9 time
L1183[13:54:42] <sham1> Also COTH really didn't give in. They still hate EnumFacing but meh
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L1185[13:54:44] <giggybyte> why are speed values so exact?
L1186[13:54:49] <sham1> Because
L1187[13:54:54] <AvariceSyn> I always get back into minecraft just before a major release that breaks everything -.-
L1188[13:54:55] <williewillus> giggybyte: you should not be manipulating speed values manually
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L1190[13:54:58] <williewillus> are you using attributes?
L1191[13:55:01] <williewillus> if not, use attributes
L1192[13:55:12] <giggybyte> oh i'm just digging through all the code right now
L1193[13:55:28] <williewillus> ah
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L1196[13:56:46] <AvariceSyn> willie, would it be possible to add compatibility on AppleCore's side? It seems squeek's done it for witchery.
L1197[13:57:45] <AvariceSyn> I was initially trying to find him on IRC, but I didn't see a server to reach him at.
L1198[13:58:05] <williewillus> depends idk what the codfe looks like on that side
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L1205[14:00:08] <williewillus> wait what is it even doing
L1206[14:00:26] <williewillus> gigaherz: looks like it is asm at fault ;P
L1207[14:00:28] <williewillus> https://github.com/squeek502/AppleCore/blob/1.7.10/java/squeek/applecore/asm/Hooks.java#L175-L220
L1208[14:00:47] <AvariceSyn> I don't know how to explain it properly
L1209[14:00:47] <williewillus> it seems to rename IGrowable methods using asm
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L1212[14:01:48] <sham1> When the ASM is not a problem I am really surprised
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L1214[14:02:41] <AvariceSyn> Is that to be able to disable the use of fertilization?
L1215[14:02:44] <gigaherz> williewillus: wat
L1216[14:02:44] <gigaherz> XD
L1217[14:03:04] <Adg> Im trying to get rid of the flame effect on screen (when swimming in lava for excample), but can't seem to find any code for it. Can anybody point me in the right direction?
L1218[14:03:36] <giggybyte> williewillus: is there not an attribute for flying speed?
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L1220[14:03:54] <williewillus> the main speed attribute controls flying speed as well
L1221[14:03:58] <Doxin> giggybyte: right so I've got the registerBlockModelAsItem going, but it's still not rendering in inventories
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L1224[14:04:07] <williewillus> lol wrong person
L1225[14:04:10] <giggybyte> Doxin: perhaps you meant gigaherz
L1226[14:04:12] <williewillus> are there errors in the log?
L1227[14:04:17] <sham1> tab-completion
L1228[14:04:54] <giggybyte> i was a little scared before i realized because i was like "uhhhhhhhh i don't know???"
L1229[14:04:58] <gigaherz> Doxin: errors in the log? ;P
L1230[14:05:02] <fry> williewillus: https://github.com/MinecraftForge/MinecraftForge/commit/7b7d18f6766438aec28d6087e72038dea16b0cd2
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L1232[14:05:06] <Doxin> gigaherz: nope
L1233[14:05:07] <fry> I told you to look at it
L1234[14:05:10] <Doxin> giggybyte: I sure did, sorry.
L1235[14:05:20] <giggybyte> doxin: lol it's ok
L1236[14:05:23] <williewillus> fry: it doesn't work for the issue I'm describing
L1237[14:05:42] <williewillus> the original model passed in has 0 0 0 for the head rotations
L1238[14:05:47] <sham1> "remove 1.9" Well what if I do not want to remove 1.9
L1239[14:05:55] <williewillus> wiat
L1240[14:05:58] <williewillus> I know why
L1241[14:06:03] <williewillus> armor stands haev a custom LayerCustomHead
L1242[14:06:11] <williewillus> which somehow doesn't pick up the right rotations? idk
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L1244[14:06:40] <gigaherz> Doxin: not even some "could not load blahbalh#inventory" message?
L1245[14:06:45] <Doxin> no
L1246[14:07:02] <Doxin> gigaherz: I've got an "inventory" variant defined by the way
L1247[14:07:58] <williewillus> pastebin json again
L1248[14:08:22] <AvariceSyn> Thanks for the help understanding this, willie. Going to try to find an alternative solution.
L1249[14:09:09] <williewillus> hmm looks like layercustomhead is only for skulls and blocks in the helm slot
L1250[14:09:14] <williewillus> so not applicable to custom models
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L1254[14:12:22] <Adg> setting isImmuneToFire() doesnt help...I still get the flames
L1255[14:13:03] <Doxin> gigaherz: halp ;_;
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L1257[14:13:41] <williewillus> show your json
L1258[14:13:48] <Doxin> who me?
L1259[14:13:53] <williewillus> yeah
L1260[14:13:57] <sham1> Adg BlockOverlayRenderEvent is all I say for now
L1261[14:14:01] <sham1> That will get you going
L1262[14:14:11] <Doxin> williewillus: this is conveyor.json http://paste.pound-python.org/show/sTAavXPinJ4Ptp92dpea/
L1263[14:14:11] <Adg> thx :)
L1264[14:14:25] <williewillus> add [] around both of those
L1265[14:14:30] <Doxin> williewillus: this is conveyor_flat.json: http://paste.pound-python.org/show/H7MrePFLYw2IwArrnfwY/
L1266[14:14:33] <williewillus> "normal": [{ <stuff> }]
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L1268[14:14:37] <Doxin> oh
L1269[14:14:42] <williewillus> "inventory": [{ <stuff> }]
L1270[14:14:49] <Doxin> sec
L1271[14:14:54] <williewillus> oh also
L1272[14:15:01] <williewillus> you need "forge_marker": 1
L1273[14:15:05] <williewillus> at the top
L1274[14:15:06] <gigaherz> williewillus: isn't the [] only needed for forge blockstates?
L1275[14:15:18] <williewillus> you need to use forge blockstates to have item model in blockstate json
L1276[14:15:33] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/blockstates/packagedBlock.json
L1277[14:15:47] <Doxin> williewillus: above variants?
L1278[14:15:58] <williewillus> gigaherz: no but if you want to define inventory in blockstate json you need forge format
L1279[14:16:00] <williewillus> Doxin: yup
L1280[14:16:04] <gigaherz> ah right
L1281[14:16:10] <gigaherz> I used the old-style thing in there
L1282[14:16:18] <gigaherz> with the separate model json files
L1283[14:16:35] <Doxin> williewillus: still doesn't work
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L1285[14:16:55] <williewillus> with the brackets and forge_marker?
L1286[14:17:07] <Doxin> williewillus: http://paste.pound-python.org/show/2DyctbqzPExJY7s9tO8p/
L1287[14:17:38] <fry> williewillus: LayerCustomHead only handles pumpkin/skull
L1288[14:17:56] <fry> the rest of the armor is rendered the same way
L1289[14:18:25] <williewillus> fry: i don't know where the info is being lost, all vanilla and modded armor that render the normal way are fine, but all custom armor models seem to have this issue
L1290[14:18:48] <williewillus> where they face where the entity faces, which is always south for armorstands, instead of respecting armorstand head rotations
L1291[14:19:20] <fry> how are you getting the head rotations?
L1292[14:21:01] <williewillus> I tried both grabbing it from the original model passed in - didn't work because the original just has 0 0 0 for head modelbase rotation. then I tried copying ModelArmorStandArmor.setRotationAngles, where it gets it off the entity
L1293[14:21:03] <williewillus> didn't work either
L1294[14:22:28] <williewillus> then I just tried setting random values for model.bipedHead/bipedHeadwear.rotationAngleX/Y/Z and nothing seemed to change, but didn't do it enough to be certain
L1295[14:29:34] <Adg> sham1 got it working, thx again for the pointer
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L1297[14:56:50] <Delenas-> Would anyone happen to have that gist with all of forge's model keywords?
L1298[14:57:35] <Delenas-> ..ohwait. Read up, ignore me. >.>
L1299[14:58:47] <williewillus> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6 and https://gist.github.com/williewillus/57d7093efa80163e96e0
L1300[14:59:52] <giggybyte> is there a way to make a client-side only command?
L1301[15:00:15] <williewillus> yep
L1302[15:00:20] <williewillus> look at ClientCommandHandler
L1303[15:02:17] <Delenas-> Mrp. That.. actually didn't help much. Bah. Trying to use this blockstate file: https://bitbucket.org/snippets/ostenvighx/krod4 to flip the model upside down. For some reason applying the scale flips it.
L1304[15:05:19] <williewillus> wiat you just said you wanted to flip it
L1305[15:05:24] <williewillus> and that the blockstate file does flip it
L1306[15:05:27] <williewillus> problem solved? :D
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L1308[15:05:38] <Delenas-> It's upside down in third person
L1309[15:07:25] <williewillus> then you need a "thirdperson" section :P
L1310[15:08:07] <Delenas-> ...I need sleep.
L1311[15:08:19] * Delenas- facedesk. Good god.
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L1314[15:13:03] <Delenas-> ..I can't even -see- it in first person. Derp.
L1315[15:13:18] <Delenas-> In blender, is there a specific coordinate I should have as a root?
L1316[15:14:02] <gigaherz> your models should be on the cube formed between (0,0,0) and (1,1,1)
L1317[15:14:19] <gigaherz> or well, I think it was (1,-1,1)?
L1318[15:14:28] <gigaherz> (due to the conversion from Z up to Y up)
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L1320[15:21:46] <Delenas-> It's 1,1,1
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L1322[15:22:02] <Delenas-> I just derped and forgot to actually -apply- the location matrix in Blender.
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L1324[15:25:34] <giggybyte> making client commands were easy enough... just had to change some names pretty much
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L1330[15:33:56] <Delenas-> Okay, so.. fun question time. MC can recolor gray images for 2d textures- can forge do the same with a gray base model?
L1331[15:34:08] <Delenas-> [ b3d, I mean ]
L1332[15:34:12] <tterrag> pretty sure
L1333[15:35:26] <diesieben07> well, a "gray model" is just a model with gray textures
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L1335[15:40:42] <Delenas-> Yes, well. I'd likely have to intercept the renderer for the item at that point to recolor the texture, yes?
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L1337[15:42:50] <williewillus> i don't think so
L1338[15:42:56] <williewillus> if b3d supports tint indices you use that
L1339[15:43:06] <williewillus> i know it's possible with json but idk about b3d
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L1341[15:44:53] <Delenas-> Hrm.
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L1343[15:52:54] <williewillus> using caps just decreased he botania red string container class by 60+ lines :P
L1344[15:52:57] <williewillus> of iinventory boilerplate
L1345[15:52:58] <williewillus> :D
L1346[15:53:09] <williewillus> I just expose the cap, then steal the implementation from the bound block
L1347[15:53:41] <Delenas-> Noice.
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L1351[16:01:40] <Delenas-> o/ ama?
L1352[16:01:48] <amadornes> o/
L1353[16:01:56] <amadornes> I had a bit of a netderp there :P
L1354[16:02:04] <Delenas-> Aha.
L1355[16:02:17] <Delenas-> I get 'em all the time.
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L1358[16:09:30] <shadekiller666> Delenas, i don't know exactly how b3d supports vertex coloring, but i do know that both the b3d loader and the obj loader do support it. they both use a white base texture and pass color data into the render array
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L1360[16:10:55] <Delenas> Still would have to create all the blockstate files anyway. It'd be easier to just make the separate textures. :3
L1361[16:11:09] <shadekiller666> ?
L1362[16:11:31] <shadekiller666> what exactly are you making?
L1363[16:11:41] <shadekiller666> and you are using forge blockstate jsons right?
L1364[16:12:53] <Delenas> Yes
L1365[16:13:22] <Delenas> And I making gem items. That each have different effects, but all share a base model.
L1366[16:14:54] <williewillus> when are java instance initializers run?
L1367[16:15:01] <williewillus> before the constructor or after?
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L1374[16:23:45] <gigaherz> nice
L1375[16:23:46] <gigaherz> http://minecraft.curseforge.com/projects/survivalist/files
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L1377[16:23:59] <gigaherz> > 60 downloads in < 24 hours for a new mod :3
L1378[16:27:03] <AbrarSyed> my
L1379[16:27:16] * AbrarSyed remembers the days where he had to go hunt youtubers to market his mod
L1380[16:27:19] <gigaherz> it's a record for me! ;P
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L1383[16:32:47] <williewillus> If i'm exposing caps myself, is it okay for me to use IItemHandlerModifiable for internal stuff
L1384[16:32:51] <williewillus> or it strictly forge only
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L1387[16:41:18] <MattDahEpic> with the forge update system, do you have to specify a dev *and* recomended version
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L1389[16:42:41] <MattDahEpic> or is there a way to make a custom parser for the update file so i can make jsons without the dev section
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L1394[17:12:55] <Twisted_Code> Is there a way to (preferably without restarting Minecraft) edit the ore dictionary? Apparently Botania's "living wood" planks cannot, as my pack is now, be used the same as other planks - i.e. for crafting jukeboxes
L1395[17:13:21] <williewillus> uh you need code access to do that or something like minetweaker
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L1397[17:13:27] <williewillus> and if this is 1.8 reprot it to my repo
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L1400[17:16:21] <Twisted_Code> I've got MT :-). I probably should've mentioned that... So that should be able to fix the issue? That's all I -needed- to know. Do you happen to know the exact solution or should I just consult the almighty wiki?
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L1402[17:18:19] <Twisted_Code> williewillus?
L1403[17:21:52] <Twisted_Code> Okay then, I'll assume you're busy and just go with option 2. Thanks for pointing me in the right direction... Assuming it is the right direction anyway :-)
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L1413[18:00:32] <tterrag> how can I get a bakedmodel from a RL?
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L1415[18:02:23] <gigaherz> tterrag: so far as I know, you bake it yourself
L1416[18:02:34] <diesieben07> Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel
L1417[18:02:45] <tterrag> nevermind I found it
L1418[18:02:51] <tterrag> ModelLoaderRegistry.getModel
L1419[18:03:09] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderingStuffs.java#L77
L1420[18:03:13] <tterrag> oh that's IModel
L1421[18:03:20] <gigaherz> I use that for my TESRs and entity renderers
L1422[18:03:27] <gigaherz> that whole class ;P
L1423[18:03:38] <gigaherz> it caches models and retextured models
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L1426[18:03:47] <MattDahEpic> if anyone is looking for a 1.9 vanilla server to play on you can join mine
L1427[18:04:04] <tterrag> diesieben07: I don't have a MRL though
L1428[18:04:08] <tterrag> just a model
L1429[18:04:18] <tterrag> like "block/pane_nsew" or something
L1430[18:04:36] <gigaherz> MattDahEpic: I'm not sure if I'll be playing 1.9 before I can have it slightly modded
L1431[18:04:37] <gigaherz> ;P
L1432[18:04:56] <gigaherz> tterrag: then check the method I linked ;P
L1433[18:05:03] <tterrag> gigaherz: I don't want to rebake it
L1434[18:05:09] <tterrag> there should already be a bakedmodel for any model at this point
L1435[18:05:19] <gigaherz> uh
L1436[18:05:23] <gigaherz> baked models aren't shared
L1437[18:05:25] <diesieben07> tterrag, you can turn that into a MRL though
L1438[18:05:31] <diesieben07> i mean, MC does it as well :D
L1439[18:05:37] <gigaherz> IIRC each reference to the baked model gets baked separately
L1440[18:05:38] <diesieben07> just look at where they do it
L1441[18:05:43] <tterrag> how?
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L1443[18:05:45] <tterrag> #normal ?
L1444[18:06:02] <diesieben07> idk
L1445[18:06:38] <gigaherz> no MRL can be an item model
L1446[18:06:50] <gigaherz> (which is usually #inventory)
L1447[18:06:57] <gigaherz> -no
L1448[18:07:05] <gigaherz> #normal IS an option
L1449[18:07:06] <gigaherz> XD
L1450[18:07:28] <gigaherz> basically the ModelManager
L1451[18:07:53] <gigaherz> has all the models loaded through "addVariantName", and injected through modelbakeevent
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L1453[18:12:37] <Zaggy1024> what gradle version do we use?
L1454[18:17:00] <tterrag> whatever works
L1455[18:18:18] <Zaggy1024> I mean, what's default
L1456[18:18:40] <Zaggy1024> I'm wondering if I can use 'plugins {id "me.tatarka.retrolambda" version "3.2.5"}'
L1457[18:18:48] <Zaggy1024> or have to do it the more verbose way
L1458[18:18:49] <williewillus> MattDahEpic: i'd like to, pm me :D
L1459[18:19:28] <tterrag> hm
L1460[18:19:49] <tterrag> I think I could make use of ModelBlockDefinition.parseFromReader, if only I could get a reader that only reads a sub-section of my file
L1461[18:19:52] <tterrag> is that easily possible?
L1462[18:20:50] <diesieben07> what you want is get a model from a string in the format that is used e.g. in the parent: stuff of json models, yes?
L1463[18:21:01] <tterrag> nah I'm beyond that
L1464[18:21:16] <tterrag> I need to parse something like "east=false,north=false,south=false,west=false": { "model": "glass_pane_nsew" },
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L1466[18:21:44] <diesieben07> so a variant name + a model
L1467[18:21:51] <tterrag> + translations
L1468[18:21:57] <tterrag> basically a ModelBlockDefinition.Variant
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L1470[18:23:12] <tterrag> eh I have an idea
L1471[18:23:14] <Zaggy1024> what do you want to do that for? that precludes the use of forge blockstates
L1472[18:24:28] <Zaggy1024> if you have a fully formed json, wouldn't it be better to load the whole thing and then retrieve the Variant object you want?
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L1486[19:18:02] <tterrag> why isn't my block respecting shouldSideBeRendered?
L1487[19:19:51] <shadekiller666> is it a b3d or obj model?
L1488[19:20:17] <tterrag> no
L1489[19:20:18] <tterrag> ISBM
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L1491[19:20:42] <tterrag> I'm trying to get rid of these http://puu.sh/npaAv.jpg
L1492[19:20:47] <tterrag> but even returning false changes nothing
L1493[19:22:05] <tterrag> shadekiller666: ^
L1494[19:24:37] <tterrag> shadekiller666: and reading the code, BLockPane should prevent bordering sides from rendering, but it happens on vanilla panes
L1495[19:24:40] <tterrag> is this a forge bug?
L1496[19:25:10] <tterrag> oh what the hell
L1497[19:25:35] <williewillus> happens in vanilla as well
L1498[19:25:38] <tterrag> http://puu.sh/npaRH.jpg
L1499[19:25:40] <williewillus> bordered sides rendering, taht is
L1500[19:25:47] <tterrag> http://puu.sh/npaRU.jpg
L1501[19:25:52] <tterrag> look, it's different looking different ways
L1502[19:26:07] <tterrag> this is broken
L1503[19:26:15] <williewillus> it's like that in vanilla too
L1504[19:26:20] <tterrag> that IS vanilla
L1505[19:26:21] <tterrag> that's my point
L1506[19:26:48] <tterrag> I'm trying to figure out why my shouldSideBeRendered is getting completely ignored
L1507[19:27:02] <williewillus> does the model have face quads?
L1508[19:27:07] <tterrag> yes
L1509[19:27:14] <tterrag> it's using the vanilla model
L1510[19:27:46] <williewillus> maybe they forgot a cullface somewhere? idk
L1511[19:28:44] <tterrag> O.o http://puu.sh/npb3B.txt
L1512[19:28:45] <tterrag> why?!?
L1513[19:28:54] <Delenas> #blameMojang ?
L1514[19:29:03] <tterrag> that should still work with the side edges though
L1515[19:30:07] <shadekiller666> i think it has to do with transparency
L1516[19:30:33] <tterrag> the point remains
L1517[19:30:39] <tterrag> WHY does shouldSideBeRendered not affect it
L1518[19:32:22] <williewillus> if you leave out cullface the face is added to genquads not face quads
L1519[19:32:46] <williewillus> and shoudSideBeRendered only operates on facequads
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L1521[19:33:09] <tterrag> ok but I just linked the model
L1522[19:33:16] <tterrag> as you see cullface is only false on the top and bottom edges
L1523[19:33:19] <williewillus> what kind of model is that? 0.o
L1524[19:33:24] <tterrag> that's pane_ns.json
L1525[19:33:42] <Zaggy1024> sigh, retrolambda isn't redirecting my call to a static interface method :'(
L1526[19:33:44] <williewillus> huh
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L1528[19:33:51] <williewillus> I thought they removed the cull tag in favor of cullface
L1529[19:34:08] <williewillus> wait
L1530[19:34:10] <williewillus> that might be why
L1531[19:34:18] <tterrag> what?
L1532[19:34:31] <williewillus> they renamed the "cull" tag to "cullface" in the 1.8 snapshot cycle
L1533[19:34:38] <williewillus> they might've forgotten to migrate this model
L1534[19:34:39] <williewillus> ?
L1535[19:34:56] <williewillus> there is no deserialization code to look for "cull", only "cullface"
L1536[19:35:13] <tterrag> hm
L1537[19:35:22] <tterrag> that is...great
L1538[19:35:30] <tterrag> well, whatever
L1539[19:36:07] <williewillus> yeah most the other pane models have cullface except for this one
L1540[19:36:10] <tterrag> hahaha
L1541[19:36:11] <williewillus> silly mojang
L1542[19:36:13] <tterrag> gg mojang
L1543[19:36:16] <tterrag> can't even find/replace
L1544[19:36:17] <tterrag> -_-
L1545[19:36:38] <Delenas-> I'll say it again. #blameMojang
L1546[19:36:51] <Zaggy1024> anybody know much of anything about using retrolambda?
L1547[19:36:54] <williewillus> I feel like the way glass panes render change every other version lol
L1548[19:37:01] <Delenas-> ^
L1549[19:37:14] <tterrag> I'll write my own pane model
L1550[19:38:17] <tterrag> williewillus: so how does cullface work
L1551[19:38:23] <tterrag> for the "up" texture, I would cullface "down" ?
L1552[19:38:50] <Zaggy1024> cullface up is the face on the top
L1553[19:39:46] <williewillus> its the direction that you want to trigger culling for. e.g. if you have a 6 side plain cube, the top face has cullface up, which means itll be culled when a solid block is on top of this one
L1554[19:40:26] <tterrag> ah ok
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L1562[20:12:32] <giggybyte> so it seems when i modify the walkspeed it leaves flyspeed intact
L1563[20:12:50] <williewillus> how do you modify it
L1564[20:13:32] <giggybyte> using attributes :)
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L1568[20:17:26] <Delenas-> Hrm. If I have a single model with a single texture, how would I go about changing that texture in code? I have a base Gem class/model that a large chunk of my items are extending. I know there used to be IItemRenderer, but..
L1569[20:18:36] <killjoy> json models support multiple textures
L1570[20:18:55] <killjoy> Am I wrong about what you need?
L1571[20:20:08] <Delenas-> Well, like I said. I have many of these items. Creating identical blockstate files would be utterly pointless.
L1572[20:20:24] <williewillus> autogenerate them
L1573[20:20:29] <Delenas-> All that's changing is the color of the gem.
L1574[20:20:36] <williewillus> then why not use the tintindex?
L1575[20:20:41] <williewillus> / getColorFromItemStack
L1576[20:21:01] <williewillus> one model, color determined from code
L1577[20:21:32] <Delenas-> ...I should have elaborated. It's not a JSON model, it's a B3D model.
L1578[20:21:49] <williewillus> oh, idk if b3d supports specifying tint indices
L1579[20:21:51] <williewillus> I'm sure it does
L1580[20:21:53] <williewillus> but idk how
L1581[20:22:26] <Delenas-> I used to have the json model system working, but it's.. flat. I'd /love/ for my gems to be able to create special effects, but most importantly be able to be colored.
L1582[20:22:59] <gigaherz> Delenas-: I just gave up and created different textures XD
L1583[20:23:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/resources/assets/elementsofpower/textures/misc
L1584[20:23:15] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L1585[20:23:19] <gigaherz> to use with my orb model
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L1587[20:23:31] <Delenas-> mrf.
L1588[20:23:53] <gigaherz> if there's a way to tint, I never found it ;p
L1589[20:24:00] <Delenas-> Not really feasible when you have an API hook to add more gems in. I could have hundreds of these.
L1590[20:24:25] <gigaherz> let me check something
L1591[20:24:46] <shadekiller666> Delenas-, obj models can be recolored from within the block
L1592[20:25:06] <gigaherz> shadekiller666: can you have different tint indices per material?
L1593[20:25:08] <shadekiller666> and i believe there is a way to do the same from within an item model
L1594[20:25:17] <shadekiller666> tint indices?
L1595[20:25:30] <shadekiller666> like darknesses?
L1596[20:25:32] <gigaherz> no
L1597[20:25:37] <gigaherz> like spawn eggs
L1598[20:25:55] <Delenas-> You -can-, but that's using getColorFromItemstack and generated files.
L1599[20:26:01] <shadekiller666> well,
L1600[20:26:15] <williewillus> if you're ONLY changing the color
L1601[20:26:20] <williewillus> using the tint indices works perfectly
L1602[20:26:39] <shadekiller666> you could have a grayscale texture like eggs do, then use the vertex coloring thats built into the loader to color it
L1603[20:26:41] <williewillus> see: botania wand of the forest, there's 16^2 combinations of leaf colors for that :P
L1604[20:26:50] <williewillus> i just don't know how it works for b3d
L1605[20:26:59] <Delenas-> Wonderful! What classes do I need now that IItemRenderer is gone? x.x
L1606[20:27:06] <williewillus> none, it can be done from 1 json
L1607[20:27:09] <williewillus> and 1 method
L1608[20:27:13] <williewillus> but again idk about b3d
L1609[20:27:23] <shadekiller666> well, obj is slightly more code
L1610[20:28:21] <Delenas-> OBJ adds in the mtl file and has the texture data built in though, yes?
L1611[20:29:12] <tterrag> is there an easy way to cycle an array?
L1612[20:29:16] <tterrag> like in guava or something
L1613[20:29:20] <gigaherz> cycle?
L1614[20:29:25] <williewillus> rotate
L1615[20:29:28] <tterrag> 0,1,2,3 -> 1,2,3,0
L1616[20:29:31] <shadekiller666> the mtl points to the initial texture and/or color value, yes
L1617[20:29:44] <tterrag> williewillus: sure, that
L1618[20:29:45] <shadekiller666> but color can be changed in-code via OBJState
L1619[20:30:06] <gigaherz> but not via the built-in method to assign colors based on tint indices?
L1620[20:30:14] <tterrag> nvm...I'll just write it
L1621[20:30:39] <williewillus> yeah shouldn't be bad just a couple of System.arraycopy's
L1622[20:30:44] <shadekiller666> i'm sure it could be changed that way too gigaherz, but that method isn't a direct modification of the obj material
L1623[20:31:01] <Delenas-> mrf.
L1624[20:31:38] <williewillus> does an OBJBakedModel ahve tint indices?
L1625[20:31:44] <williewillus> if so then it'll work
L1626[20:32:11] <gigaherz> no, neither b3d nor obj use UnpackedBakedQuad.setTint
L1627[20:32:18] <williewillus> welp
L1628[20:34:19] <shadekiller666> i don't understand what the problem is here...
L1629[20:34:28] <gigaherz> shadekiller666: for items,
L1630[20:34:32] <shadekiller666> he's trying to color a texture right?
L1631[20:34:38] <gigaherz> if you assign different faces/materials a tintIndex
L1632[20:34:42] <gigaherz> there's a method on Item
L1633[20:34:47] <gigaherz> that gets called to get the tint dynamically
L1634[20:34:50] <gigaherz> based on the ItemStack
L1635[20:34:57] <gigaherz> for blocks, there's some getBlockColor or whatever
L1636[20:35:03] <williewillus> colorMultiplier
L1637[20:35:17] <williewillus> but yeah the point is it's fully dynamic
L1638[20:35:20] <gigaherz> in obth cases, you can adjust the tints dynamically
L1639[20:35:30] <gigaherz> AND have different colors assigned to different faces/materials
L1640[20:35:40] <shadekiller666> and the idea is that you don't have to force a rebake when changing color?
L1641[20:35:45] <williewillus> yea
L1642[20:35:45] <gigaherz> yup
L1643[20:35:53] <williewillus> thats how the fabulous mana pool renders in inv
L1644[20:36:02] <williewillus> without rebaking a billion times fading through everything
L1645[20:36:03] <gigaherz> MC's render engine applies the multiplier dynamically
L1646[20:36:13] <gigaherz> while applying the BakedQuads onto the internal caches
L1647[20:36:19] <williewillus> well it's just a putColor4 in the WR ;p but yeah
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L1649[20:38:57] <shadekiller666> do the getblockcolor and getitemwhatever methods not get called unless the bakedquad.tintIndex is changed?
L1650[20:39:13] <gigaherz> ?
L1651[20:39:15] <williewillus> not changed, you set the tintindex in the json
L1652[20:39:16] <gigaherz> nono
L1653[20:39:20] <williewillus> and it's passed to you in the methods
L1654[20:39:38] <gigaherz> they get called every single time renderModel*() (blocks) or renderQuads() (items)
L1655[20:39:42] <gigaherz> gets called
L1656[20:39:48] <gigaherz> which for items it's every frame
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L1658[20:39:55] <gigaherz> and for blocks, it's on render updates
L1659[20:40:25] <williewillus> if you specify tintindex: 1 for a face in json a 1 will get passed back to you in colorMultiplier (chunk update)/getColorFromItemStack (every frame). and you get to look at the world/blockpos/itemstack and choose a color
L1660[20:40:41] <gigaherz> renderModelAmbientOcclusionQuads / renderModelStandardQuads -> blockIn.colorMultiplier(..., quad.getTintIndex())
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L1662[20:41:09] <gigaherz> RenderItem.renderQuads -> item.getColorFromItemStack(stack, quad.getTintIndex())
L1663[20:41:10] <Zaggy1024> has anyone successfully set up retrolambda for a mod?
L1664[20:41:17] <shadekiller666> not exactly sure how the obj and b3d loaders would handle that anyway
L1665[20:41:40] <Zaggy1024> need to figure out why it's not changing a reference to a static interface method to the class retrolambda creates
L1666[20:42:17] <gigaherz> my suggestion would be something like
L1667[20:42:52] <gigaherz> "tintIndices": { "Material Name": 1 }
L1668[20:42:56] <gigaherz> on the forge blockstates file ;P
L1669[20:43:03] <killjoy> Someone should turn retrolambda into a coremod
L1670[20:43:16] <gigaherz> lol
L1671[20:43:17] <shadekiller666> does it not already have a tint key in the format?
L1672[20:43:41] <gigaherz> no, the tint index is normally on the "elements" array on the model json
L1673[20:43:48] <Zaggy1024> lol retrolambda at runtime would be slow 0.o
L1674[20:44:10] <killjoy> only when loading the classes
L1675[20:44:14] <Zaggy1024> exactly
L1676[20:45:05] <Delenas-> I.. can't say I got more than half of that.
L1677[20:45:09] <Zaggy1024> and if my experience with trying to get it working for compilation...doing it at runtime seems like it would just be even worse :P
L1678[20:45:50] <Zaggy1024> more than half of what?
L1679[20:45:59] <shadekiller666> i'll talk to fry about tintIndex support tomorrow
L1680[20:46:19] <gigaherz> k
L1681[20:46:31] <shadekiller666> when he's not sleeping :P
L1682[20:46:46] <Delenas-> Look up rendering items-> "Hay! Use IItemRenderer!"
L1683[20:46:55] <Zaggy1024> so, my question still stands, anybody used retrolambda? :P
L1684[20:47:08] <killjoy> I'd rather just tell my users to update to 8
L1685[20:47:11] <shadekiller666> Delenas-, there is a good reason IItemRenderer isn't a thing
L1686[20:47:17] <Delenas-> Oh I know
L1687[20:47:18] <killjoy> or just get the new launcher
L1688[20:47:25] <shadekiller666> but the replacement isn't perfect
L1689[20:47:45] <Delenas-> I'm just saying it annoys me NONE of these pages have updated with a message warning that this is gone.
L1690[20:48:32] <shadekiller666> documentation for 1.8 isn't great
L1691[20:48:41] <killjoy> documentation for minecraft isn't great
L1692[20:48:45] <Delenas-> 1.9 will be worse.
L1693[20:48:53] <shadekiller666> i don't think so
L1694[20:48:56] <killjoy> documentation? What's that?
L1695[20:49:10] <shadekiller666> i think 1.9 will see more support than 1.8 has
L1696[20:49:19] <Delenas-> People need to get in and dick around in the code more. Find stuff, read changelogs.
L1697[20:49:26] <killjoy> ^
L1698[20:49:29] <shadekiller666> mhmm
L1699[20:49:34] <gigaherz> it's a matter of people helping
L1700[20:49:34] <gigaherz> http://mcforge.readthedocs.org/en/latest/
L1701[20:49:35] <killjoy> see how vanilla does it
L1702[20:49:39] <killjoy> then make it better
L1703[20:49:46] <gigaherz> https://github.com/MinecraftForge/Documentation/
L1704[20:49:53] <Delenas-> Best way to learn: Take something that works and rip it to shreds. Find out exactly why, when you tear something out, that bit breaks.
L1705[20:50:01] <shadekiller666> killjoy, that ideology doesn't really apply when it comes to custom models :P
L1706[20:50:13] <Delenas-> Then mess with it until you've mastered it. Such is the way of a programmer.
L1707[20:50:31] <killjoy> see how *[insert popular mod here] does it.
L1708[20:50:43] <williewillus> not much changed in 1.9 so i don't see how it'd be worse :P
L1709[20:51:08] <Delenas-> Shame a lot of popular codebases either (a) use tons of libraries, (b) are closed-source, or (c) are super complex internally.
L1710[20:51:14] <williewillus> the dual wielding thing was kept simple, you return an enum from the right click methods "success", "block", or "pass to other hand"
L1711[20:51:27] <williewillus> loot tables look cool but can be totally optional if you're lazy
L1712[20:51:38] <williewillus> new worldgen stuff will probably actually make things easier
L1713[20:51:56] <killjoy> hm... how are plugins going to do the right clicking thing?
L1714[20:52:00] <shadekiller666> and forge will overhaul the itemstate jsons
L1715[20:52:03] <Delenas-> Loot tables are going to be /incredible/ for worldgen makers (TC dungeon hype) and custom maps with scripted battles.
L1716[20:52:03] <williewillus> plugins?
L1717[20:52:08] <killjoy> such as right clicking with a stick does a thing
L1718[20:52:11] <shadekiller666> so things won't be much different :P
L1719[20:52:16] <williewillus> same way they always haev? :P
L1720[20:52:25] <killjoy> but if it gets passed to the other hand?
L1721[20:52:25] <williewillus> the mess that is PlayerInteractEvent should get cleaned up though
L1722[20:52:25] <Delenas-> Hook ItemUseEvent, bugger about
L1723[20:52:28] <williewillus> hopefully
L1724[20:53:00] <Delenas-> My forge workspace broke, I waaas messing with the weather code to clean it up and make it actually useful
L1725[20:53:12] <Delenas-> But weather touches a lot of stuff. You'd be surprised >.>
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L1732[20:58:28] <gigaherz> killjoy: the same way you do it on vanilla:
L1733[20:58:38] <gigaherz> if you want to use the right-click effect, you put it on the offhand
L1734[20:58:47] <killjoy> ehh
L1735[20:58:48] <gigaherz> XD
L1736[20:59:08] <gigaherz> actually no that's not how it works
L1737[20:59:15] <gigaherz> nevermind that brainfart
L1738[20:59:41] <gigaherz> the offhand's rightclick is called when the item on the main hand says it doesn't have a rightclick to perform
L1739[21:00:11] <killjoy> ah, so server handled
L1740[21:01:03] <gigaherz> lol mad max is killing it on the oscars
L1741[21:01:46] <shadekiller666> has Leo Decap won yet?
L1742[21:01:59] <gigaherz> ofc not
L1743[21:02:12] <shadekiller666> lol
L1744[21:02:15] <Fendirain> Anyone here care to help me get my entity hold an axe properly while swinging its arm?
L1745[21:02:39] <Fendirain> Before I go crazy trying to figure it out.
L1746[21:02:41] <gigaherz> beyond my expertise, sorry ;P
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L1748[21:03:49] <Fendirain> I wish I could just give up, But I'm pretty sure I will have the same issue in the future.
L1749[21:05:14] <shadekiller666> uhh
L1750[21:05:18] <shadekiller666> well
L1751[21:05:28] <killjoy> shadekiller666, http://i.imgur.com/B0j7aYH.gifv
L1752[21:06:13] <shadekiller666> if you nest GL11.pushMatrix() and popMatrix() calls correctly, you can set the rotation point of the item at the same place that your entity's arm rotates from
L1753[21:06:28] <shadekiller666> at which point you could just pass the same rotation values to the item
L1754[21:06:49] <Fendirain> I mean, I have the item rendering in a resting position just fine.
L1755[21:07:02] <Fendirain> When hitting, It also moves with the arm, Just way above where its meant to.
L1756[21:07:36] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
L1757[21:08:17] <killjoy> this quiz is due in 2 hours and the website is not working
L1758[21:08:21] <killjoy> argh
L1759[21:08:43] <killjoy> I hate mcgraw hill
L1760[21:08:44] * Delenas- goes back to poking at intellij trying to get a forge setup going.
L1761[21:11:56] <gigaherz> https://twitter.com/YogscastSjin/status/704138551231913984
L1762[21:11:56] <gigaherz> lol
L1763[21:12:17] <gigaherz> (note: I'm not watching, just looking at https://twitter.com/Oscars_Live )
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L1766[21:17:41] <williewillus> gigaherz: what is the point of IStorage? I'm looking at CapabilityItemHandler and it has an istorage that writes things to NBT, but I now look at ItemStackHandler and it ALSO has methods to write/read from NBT, but implementing a whole other interface
L1767[21:17:45] <williewillus> which is used when?
L1768[21:17:59] <gigaherz> IStorage is a tool used to allow saving and loading of the default implementation
L1769[21:18:27] <gigaherz> instead of requiring the interface to have explicit NBT methods
L1770[21:18:45] <gigaherz> or requiring the default implementations to expose INBTSerializable or similar
L1771[21:18:55] <williewillus> so its useful only for default impl
L1772[21:18:57] <williewillus> ?
L1773[21:18:59] <gigaherz> there's an IStorage instance per capability
L1774[21:19:18] <gigaherz> it CAN be used for other implementations, but only if the capability supports it
L1775[21:19:44] <williewillus> so when are the NBT methods in ItemStackHandler called
L1776[21:19:48] <gigaherz> I think IItemHandler's IStorage can support anything that implements the Modifiable interface
L1777[21:19:56] <gigaherz> ItemHandlerModifiable or whatever
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L1779[21:20:10] <shadekiller666> someone should make a #oscarssonotleo on twitter
L1780[21:20:25] <gigaherz> it's up to you
L1781[21:20:30] <gigaherz> you ahve two choices for IItemHandler
L1782[21:20:54] <gigaherz> 1. you read/write yourself on the readFromNBT/writeToNBT
L1783[21:21:14] <gigaherz> 2. you get the item handler's storage from CapabilityItemHandler.ITEM_HAND...getStorage()
L1784[21:21:24] <gigaherz> and then ask it to call the methods for you
L1785[21:21:42] <gigaherz> option #1 is simpler if you use ItemStackHandler directly
L1786[21:21:53] <gigaherz> option #2 is simpler if you use the default implementation "blindly"
L1787[21:22:05] <gigaherz> option #2 is required if*
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L1822[22:38:50] <MattDahEpic> the real question is why IDEA corrupts your prefrences if your computer hard shuts down
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L1825[22:39:32] <killjoy> is there a lock file?
L1826[22:40:09] <MattDahEpic> booted up IDEA to an eye burning white scheme saying the preferences files and unxepected EOFs
L1827[22:40:34] <killjoy> sounds like it stopped in the middle of a write
L1828[22:41:22] <MattDahEpic> thing is i had been playing a game for a good hour and a half with it in the background so unless its shit at writing things that shouldnt be the case
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L1830[22:41:44] <killjoy> go make a issue report
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L1894[22:56:21] <shadekiller666> Leo Decap won Best Actor
L1895[22:56:47] <shadekiller666> You too can win an oscar! You just have to take it up the ass from a grizzly bear!
L1896[22:56:53] <williewillus> looool
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L1898[23:01:36] <killjoy> heh
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L1913[23:41:52] <tterrag> I officially want to kill whoever came up with panes
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L1916[23:49:57] <masa> why?
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L1918[23:54:09] *** big_Xplosion is now known as big_Xplo|AFK
L1919[23:56:04] <tterrag> masa: the number of edge cases is insane
L1920[23:56:20] <tterrag> and there's no way to get it right without a ridculous amount of quads and logic
L1921[23:56:24] <tterrag> (vanilla even fails to get it right)
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