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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
L30[00:10:23] ⇦
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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
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
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
L171[06:27:03] <sham1> Meep
L172[06:27:10] <sham1> I derped
L173[06:27:14] <Mata> Yup
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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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
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
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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L235[07:39:35] ***
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L236[07:40:18] ***
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L237[07:40:57]
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L238[07:41:04] <Delenas> o/
L239[07:41:11] ⇦
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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]
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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
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
L292[08:05:47] <AnrDaemon> Cazzar: I do
know.
L293[08:05:56] ⇦
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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
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
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?
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]
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(~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();"
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
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
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?
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
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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] ⇦
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L514[09:07:35]
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(~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
>_>
L531[09:30:33] ***
willieaway is now known as williewillus
L532[09:30:52] ⇦
Quits: gamemanj (gamemanj@is.aww.moe) (Quit: I'm probably leaving
'cause i'm an asshole)
L533[09:34:28] ⇦
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L534[09:36:32]
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L535[09:38:53] ⇦
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Quit)
L536[09:39:16]
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L537[09:39:25]
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(~otho@189-91-245-101-wlan.lpnet.com.br)
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?
L542[09:42:44] ⇦
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Quit)
L543[09:42:55]
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(~otho@189-91-245-101-wlan.lpnet.com.br)
L544[09:43:36] <Curle> rip
L545[09:43:42] <Curle> my favourite
headset is discontinued
L546[09:44:11] ⇦
Quits: Naiten (Naiten@5.143.18.246) (Read error: Connection reset
by peer)
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
L552[09:49:16]
⇨ Joins: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
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
L559[09:54:16]
⇨ Joins: Delenas-
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
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...
L608[10:05:25] ⇦
Quits: Firedingo
(~Firedingo@CPE-121-218-203-79.lnse4.cht.bigpond.net.au) (Read
error: Connection reset by peer)
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
L612[10:05:59] ⇦
Quits: Darva (Darva@97-85-183-91.static.stls.mo.charter.com)
()
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
L626[10:07:43] ***
PaleoCrafter is now known as PaleOff
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
L629[10:08:30]
⇨ Joins: Firedingo
(~Firedingo@CPE-121-218-203-79.lnse4.cht.bigpond.net.au)
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
L636[10:12:37] ⇦
Quits: otho (~otho@189-91-245-101-wlan.lpnet.com.br) (Ping timeout:
207 seconds)
L637[10:13:36] <Curle> when in
doubt...
L638[10:13:42] <Curle> gradlew clean
L639[10:13:53] ⇦
Quits: Dereta (~Dereta@p578e08e3.dip0.t-ipconnect.de)
()
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
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
L649[10:18:49] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L650[10:18:54] <sham1> Let me just gist
you the stacktrace
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
L662[10:22:29] ***
bilde2910|away is now known as bilde2910
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
L666[10:24:05] ***
big_Xplosion is now known as big_Xplo|AFK
L667[10:24:30]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
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
L678[10:26:30] ⇦
Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote host closed
the connection)
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?
L687[10:27:27]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
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
L709[10:33:06]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
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
L727[10:35:47] ***
bilde2910 is now known as bilde2910|away
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
L743[10:39:16]
⇨ Joins: otho
(~otho@189-91-245-101-wlan.lpnet.com.br)
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
L749[10:40:23]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
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
L760[10:42:43] ⇦
Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit:
bOI)
L761[10:42:55] <gigaherz> I know
L762[10:44:37] ***
bilde2910|away is now known as bilde2910
L763[10:45:09] ***
TheAbsentBeast is now known as BerciTheBeast
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
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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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
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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
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
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
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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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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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
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
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
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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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
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
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
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:
L1065[13:15:55] <gigaherz> implement the
client and server proxy classes
L1066[13:16:11] <gigaherz> step 3:
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:
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
L1074[13:16:57]
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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
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
L1094[13:22:52] ***
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L1097[13:24:01] <Doxin> > game
crashed
L1098[13:24:04] <Doxin> well that aint
good
L1099[13:24:38]
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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
L1108[13:32:49]
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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
L1118[13:37:49]
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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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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?
L1144[13:48:37]
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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
L1164[13:52:23]
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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
L1167[13:52:48]
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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
L1181[13:54:08]
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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
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?
L1219[14:03:40]
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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
L1231[14:05:03]
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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
;_;
L1256[14:13:26] ***
big_Xplo|AFK is now known as big_Xplosion
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
L1263[14:14:11] <Adg> thx :)
L1264[14:14:25] <williewillus> add []
around both of those
L1266[14:14:33] <williewillus>
"normal": [{ <stuff> }]
L1267[14:14:37]
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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
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?
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. >.>
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
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
L1307[15:05:35]
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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.
L1312[15:10:00] ***
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L1313[15:11:28] ***
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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
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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
L1385[16:33:11]
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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
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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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
L1499[19:25:40] <williewillus> bordered
sides rendering, taht is
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
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
L1527[19:33:45]
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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
L1585[20:23:19] <gigaherz> to use with my
orb model
L1586[20:23:26]
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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
L1701[20:49:35] <killjoy> see how vanilla
does it
L1702[20:49:39] <killjoy> then make it
better
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
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.
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.
L1762[21:11:56] <gigaherz> lol
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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
L1778[21:20:02]
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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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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)