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L2[00:00:15] <lahwran> gradlew clean and
rerun?
L3[00:00:53] <FusionLord> lahwran, that gist
that was posted by iChun is 1.8 not 1.7.10
L5[00:01:13] <lahwran> welp that's probably
why then
L6[00:01:14] <FusionLord> intelliJ should be
yelling at you
L7[00:01:20] <lahwran> well, it is
L8[00:01:24] <lahwran> that's why I came
here
L9[00:01:30] <lahwran> :p
L10[00:01:43] <FusionLord> just delete the
imports and hit alt+enter on the underlined text and hit
import
L11[00:01:47] <FusionLord> class
L12[00:02:15] <lahwran> I'll try with 1.8
first
L13[00:02:24] <FusionLord> lahwran, tbh
that is what you get for C&P :P
L14[00:02:25] <lahwran> what's the
smoothest way to update? just change the gradle settings?
L15[00:02:39] <lahwran> cyanide and
pasteness?
L16[00:02:44] <FusionLord> download the mdk
for 1.8
L17[00:02:50] <lahwran> the what
L18[00:02:51] <FusionLord>
copy&paste
L20[00:03:10] <FusionLord> click Mdk
L21[00:03:26] <lahwran> oic
L22[00:03:40] <FusionLord> ModDevKit
L23[00:04:06] <lahwran> well sure
L24[00:04:28] <sham1> They contained no
actuall src so they were renamed
L25[00:04:39] <lahwran> so then delete most
of the project, except for the source, and drop the relevant files
from the new thing in?
L26[00:04:53] <lahwran> (are you sure there
isn't an easier way? upgrading android just requires changing a
value in build.gradle)
L27[00:05:34] <FusionLord> you should be
able to get away with just replacing the build.gradle
L28[00:05:39] <FusionLord> but fresh is
best
L30[00:08:49] <lahwran> oh god
L31[00:08:54] <lahwran> I thought it'd be
an mc thing
L32[00:08:57] <lahwran> that looks
horrifying
L33[00:09:18] <FusionLord> looks warm to me
:P
L34[00:10:37] <lahwran> same series of
commands, yes?
L35[00:10:45] <FusionLord> yes
L36[00:10:47] ⇨
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L37[00:10:49] <lahwran>
setupDecompWorkspace, then idea
L38[00:10:54] <FusionLord>
setupdecompworkspace then idea
L39[00:10:58] <FusionLord> mmmhmmmmm
L40[00:11:10] <tterrag> lahwran: just so
you know, the mdk is completely unnecessary
L41[00:11:20] <lahwran> I mean
L42[00:11:21] <tterrag> all you need to do
to update is change the MC version and Forge version in your
buildscript
L43[00:11:28] <lahwran> it's all of a
gradlew and a build.gradle
L44[00:11:33] <lahwran> I figured it
was
L45[00:11:38] <tterrag> however, the change
from 1.7 to 1.8 was also the change from FG1 to FG2
L46[00:11:39] <lahwran> it is a new gradle
version though
L47[00:11:45] <lahwran> fg?
L48[00:11:48] <tterrag> which means that
your buildscript needs to change in some rather significant
ways
L49[00:11:56] <lahwran> ah yeah
L50[00:11:59] <tterrag> but this is an
exception. 99% of the time updating is changing a few
variables
L51[00:12:20] <lahwran> I mean after
deleting all the .txt files and eclipse/.metadata there's nothing
left but build.gradle and src/, pretty much
L52[00:12:43] <lahwran> and then a gradle
wrapper
L53[00:12:46] <lahwran> so like, yeah
L54[00:13:06] <lahwran> I've had some
serious pain upgrading between gradle versions before though, with
android
L55[00:13:09] <lahwran> so meh
L56[00:13:12] <FusionLord> tterrag, with
the fg change between 1.7 and 1.8 i figured it would be easier to
replace the build.gradle as I had seen that it was just the default
one
L57[00:13:16] <tterrag> it is
L58[00:13:18] <lahwran> ++
L59[00:13:19] <tterrag> for sure
L60[00:13:26] <tterrag> but it's worth
explaning that it's NOT necessary normally
L61[00:13:31] <FusionLord> right
L62[00:14:09] <lahwran> for the record
I'm
L63[00:14:10] <lahwran> uh
L64[00:14:15] <lahwran> what's that
template with the confirmed kills
L65[00:14:21] <lahwran> anyway I'm a super
experienced dev person srsly
L66[00:15:17] <lahwran> so what is
.iws
L67[00:15:24] <lahwran> I thought it'd be
an intellij workspace
L68[00:15:29] <lahwran> but intellij
doesn't know how to open it
L69[00:15:41] <FusionLord> it is
L70[00:15:44] *
Tiktalik stares at lahwran
L71[00:15:49] <lahwran> hello young
one
L72[00:15:51] <Tiktalik> the fuck are you
doing here
L73[00:16:10] <lahwran> using minecraft as
a testbed for building AGI
L74[00:16:13] <lahwran> what do you think
I'd be doing?
L75[00:16:18] <Tiktalik> aah, that makes
sense
L76[00:16:22] <Tiktalik> just making sure
you haven't lost all sanity
L77[00:16:27] <FusionLord> lahwran, open
the ipr with intellij
L78[00:17:31] <lahwran> did that
L79[00:17:40] <FusionLord> did it
work?
L80[00:17:43] <lahwran> sure
L81[00:17:49] <lahwran> I mean with the 1.7
thing it didn't work all the way
L82[00:18:05] <lahwran> I had to fuck with
it a bit to get it to not show the imports as errors in the example
mod
L83[00:18:09] <lahwran> (even though it
built)
L84[00:18:19] <lahwran> and I had to fuck
with it some more to get the launchy thingy to work
L85[00:18:33] <lahwran> (by replacing
"make" with "gradlew build" in the pre-launch
tasks)
L86[00:18:46] <lahwran> let's see how this
goes
L87[00:18:50] <lahwran> hey, it
builds!
L88[00:19:00] <lahwran> nice.
L89[00:22:12] <lahwran> is there any
recommended way to log, from forge? I see this nice output with
tags and stuff
L90[00:22:20] ⇦
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L91[00:22:31] <Mraof> People expect me to
be working on the update for a mod, but instead I'm trying to
figure out how to integrated CMU Sphinx with my markov
chatbot
L92[00:22:54] <Tiktalik> Mraof: you do you,
man
L93[00:23:06] <lahwran>
arxiv.org/abs/1602.02410
L94[00:23:17] <Mraof> Haha
L96[00:23:27] <lahwran> markov is so
2009
L97[00:23:33] ⇦
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L99[00:23:54] <Mraof> Hmm?
L100[00:24:31] <lahwran> Mraof:
character-level convolutional/deconvolutional neural network bots
are the new markov bots
L101[00:24:48] <lahwran> (can be
implemented in python with keras, if you have a nice nvidia
gpu)
L102[00:24:55] <lahwran> (or in lua with
torch)
L103[00:25:01] <Mraof> I have an nvidia
gpu from 2007
L104[00:25:12] <lahwran> you don't have a
nice nvidia gpu
L105[00:25:16] <Mraof> Yeah
L106[00:25:36] <Mraof> Actually I also
have an nvidia gpu from 2008, but I think it's slightly worse
L107[00:25:50] <lahwran> "nice nvidia
gpu" means the 970 or greater
L108[00:26:03] <Mraof> I'm planning on
getting something like that
L109[00:26:11] <Tiktalik> maybe in four
years I'll be able to afford a nice nvidia gpu
L110[00:26:11] <Mraof> But I'm not sure if
I should wait for the next generation instead
L111[00:26:13] <Tiktalik> that'll be
nice
L112[00:26:15] <lahwran> though you can
apparently also get away with 790 or something
L113[00:26:20] <lahwran> well, it
depends
L114[00:26:36] <Saturn812> from this
point, it makes sense to wait for the next gen really
L115[00:26:38] <Mraof> My parents said
they'd get me one of my choice at christmas, but I don't want to go
too expensive
L116[00:26:40] <lahwran> how much money do
you typically have to spare? how long do you want to wait to gain
machine learning superpowers?
L117[00:26:44] <lahwran> oh yeah
L118[00:26:46] <lahwran> wait for next
gen
L119[00:26:57] <Mraof> Okay
L120[00:26:57] <lahwran> it'll be out by
then and it's apparently _ten times_ faster for ml
L121[00:27:10] <lahwran> which is totally
believable, because ml doesn't need 32bit precision, it only needs
16bit
L122[00:27:18] <lahwran> and they
apparently have true 16bit ops now
L123[00:27:26] <Mraof> My chatbot doesn't
always have the most logical output, but people like it so I don't
actually want to improve it too much
L124[00:27:34] <lahwran> hehe
L125[00:27:45] <Mraof> Or at the very
least make an improved algorithm optional
L126[00:27:48] <Tiktalik> ^ you can't
improve on old chatbots!
L127[00:28:03] <lahwran> don't get too
cocky here
L128[00:28:04] <Tiktalik> I've tried
attempts to make pyborg better, for example, and they're /all/
horrible
L129[00:28:14] <Tiktalik> you can only
make new better ones
L131[00:28:39] <lahwran> this is actually
not character level convolution, it's character level lstm
L132[00:28:42] <Mraof> The other thing is
some different things wouldn't really be able to take the over 1
million lines collected over time
L133[00:28:51] <lahwran> which means it
has less abstraction power
L134[00:29:00] <lahwran> 1 million lines?
give it to me, baby!
L135[00:29:06] <Mraof> Since they're just
the sentences, no context beyond that
L136[00:29:13] <lahwran> no
seriously
L137[00:29:15] <Mraof> Okay
L138[00:29:22] <lahwran> this is the sort
of shit that neural networks excel at
L139[00:29:35] <lahwran> nothing else
holds a goddamn candle to how neural networks will do on your
data
L140[00:30:18] <lahwran> pop open that
lexiconjure thing. that's a neural network trained on the
_unabridged_ oxford english dictionary, *character by character* -
not chunking it into words - and then given the seed text of a
nonsense word
L142[00:30:49] <lahwran> not only does it
learn english, to a crazy degree, but it even makes up plausible
definitions and justifies them with fake etymology
L143[00:30:57] <lahwran> this is one of
the most impressive language nn things I've seen
L144[00:31:07] <Mraof> Also after a
certain point I changed it to replace names with tokens or
whatever
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L146[00:32:04] <Tiktalik> Mraof: maybe you
should filter out everything starting with http:
L147[00:32:06] <Mraof> Oh, that's
cool
L148[00:32:08] <lahwran> landistant n. a
person who is expected to be a member of a landing.
L149[00:32:23] <Mraof> I'm going to do
something to handle URLs at some point
L150[00:32:57] <Mraof> Also I really need
to clean up the code, it was originally just made in a few days to
replace seeborg with something about to handle multiple
networks
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L152[00:37:00] <Tiktalik> lahwran: so how
do you feel about the fact that minecraft has about 1500 classes
now
L153[00:37:10] <lahwran> sounds
normal
L154[00:37:21] <lahwran> lots of classes
isn't surprising
L155[00:37:31] <lahwran> java is just
stupid about it and makes you make a new file for each one
L156[00:37:41] <Tiktalik> true
L157[00:38:04] <Mraof> I don't really mind
making a new file for each
L159[00:38:16] <lahwran> Mraof: it's
perceptually inefficient
L160[00:38:33] <lahwran> in a literal
sense, it makes you expend more effort per thought, on
average
L161[00:38:38] <lahwran> that's basically
the goal of language design
L162[00:38:44] <lahwran> minimize effort
per thought
L163[00:38:52] <Tiktalik> lahwran: is that
a generator for people's speech
L164[00:38:58] <Mraof> What do you
mean?
L165[00:39:00] <tterrag> technically java
doesn't require you to make a new file for each class
L166[00:39:03] <lahwran> yes. crappy one.
that's just the 2010 rnnlm
L167[00:39:05] <lahwran> tterrag:
wellll
L168[00:39:05] <lahwran> sure
L169[00:39:12] <lahwran> for what, package
local ones?
L170[00:39:15] <Tiktalik> <Tiktalik>
unzipodda flat out a sname, what < I don't think I ever sounded
quite this stupid
L171[00:39:16] <lahwran> and inner
classes
L172[00:39:17] <Tiktalik> did I?
L173[00:39:30] <lahwran> Tiktalik: any 15
of those characters are sensible
L174[00:39:37] <tterrag> yes, it is
perfectly valid to put in a file "class Foo{} class
Bar{}"
L175[00:39:37] <lahwran> rnnlm wasn't very
good
L176[00:39:45] <tterrag> no inner or
nested classes
L177[00:39:48] <tterrag> just two in one
file :P:
L178[00:39:51] <lahwran> yeah
L179[00:40:01] <lahwran> compare to rust,
though
L180[00:40:14] <lahwran> where structs
often span all of five lines
L181[00:40:17] <Tiktalik> everything would
be better in rust
L182[00:40:22] <lahwran> and you have 15
in a single file
L183[00:40:27] <lahwran> rust has its own
perceptual problems
L184[00:40:38] <lahwran> locality is a big
goal for perceptual optimization of programming languages
L185[00:40:47] <lahwran> making it so that
everything you need to comprehend a thing is near the thing
L186[00:41:01] <lahwran> or is
sufficiently abstracted that you can entirely ignore its
internals
L187[00:41:15] <lahwran> obviously these
are ideals and finding good approximations is seriously
nontrivial
L188[00:41:29] <lahwran> but I think an
easy consensus is that java isn't a good solution
L189[00:41:43]
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L192[00:42:08] <lahwran> from
python-offtopic. also rnnlm, not anything fancy like convolution
over text
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L194[00:42:56] <lahwran> later
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L201[00:54:30] <LexManos> !gm
getStrVsBlock
L202[00:55:06] ***
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L203[00:55:22] <LexManos> !gm
itemInteractionForEntity 1.8.9
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L207[01:02:56] <Drullkus> I have heard
rumors of 1.9 containing worlds in separate threads
L208[01:03:13] <Drullkus> This sounds far
fetched though
L209[01:04:46] <lahwran> sounds like the
obvious sort of thing to do
L210[01:05:43] <Drullkus> lahwran: which
are you referring to as obvious?
L211[01:05:57] <Drullkus> The threading or
asking here
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L214[01:08:46] <williewillus> !gm
func_82833_r 1.8.9
L215[01:08:59] <williewillus> Drullkus: no
threaded worlds :P
L216[01:09:55] <Drullkus> In 1.9? Bummer,
but ok
L217[01:10:59] <williewillus> to be honest
that would introduce more problems than it solves :P
L218[01:11:15] <williewillus> at least in
the short term
L219[01:11:31] <Drullkus> Cross thread
exceptions, yeah
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L227[01:25:33] <Delenas> o/ again
L228[01:26:12] <LexManos> !gm
markAndNotifyBlock
L229[01:26:20] <LexManos> !gm
markAndNotifyBlock 1.8.9
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L231[01:34:39] <Drullkus> Ok, so the
answer is unclear, then
L232[01:35:02] ⇦
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L233[01:35:41] <sham1> So, how is porting
going
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L236[01:37:21] <sham1> Me too
L237[01:37:36] <Drullkus> But I doubt this
is the place to look
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L240[01:44:14] <Delenas> private static
final IItemPropertyGetter field_185046_b = new
IItemPropertyGetter() <- does that mean items now have
properties, same as blocks? o.o
L241[01:44:39] <McJty> That would be
nice
L242[01:44:53] <sham1> ITEMSTATES
L243[01:45:26] <sham1> Dis gun be
gud
L244[01:45:46] <Delenas> No more (if
stackDamage == ###) conditions. Hoo.
L245[01:46:27] <sham1> Inb4
getStateFroMeta and getMetaFromState in Item
L246[01:46:39] <Delenas> You know, I'd
deal
L247[01:46:59] <Delenas> Because having a
few properties to map ONCE rather than a bunch of times..
yeah.
L248[01:47:04] <LexManos> well it wouldnt
need meta
L249[01:47:07] <LexManos> itd just be
NBT
L250[01:47:07] <sham1> Ajd getActualState
that takes in ItemStack to use NBT etc
L251[01:47:09] <LexManos> but meh
L252[01:47:22] <LexManos> Chugging along
on the patches ... so much to do...
L253[01:47:52] <Delenas> Lex, you may not
get this much, but thank you and the team for everything.
:>
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L256[01:51:02] <sham1> No hurries
L257[01:51:09] <sham1> We are a patient
bunch
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L263[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160302 mappings to Forge Maven.
L264[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160302-1.9.zip (mappings
= "snapshot_20160302" in build.gradle).
L265[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/
L266[02:03:05] <sham1> !latest
L267[02:03:16] <sham1> Woot
L268[02:07:10]
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L269[02:13:40] <Cypher121> what would be
the advantage of itemstates over nbt? seems like duplicate storage
for me
L270[02:14:23] <Cypher121> speed?
L271[02:14:39]
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L273[02:15:17] <sham1> You store the
states in NBT
L274[02:15:23] <sham1> You access them via
properties
L275[02:15:58] <tterrag> you could say the
same about raw metadata
L276[02:16:13] <sham1> But metadata can
only store numeric values
L277[02:16:14] <tterrag> vs
blockstates
L278[02:16:22] <sham1> Or values you have
converted to those numeric values
L279[02:16:30] <tterrag> yes but I'm
saying duplication isn't bad if you improve the interface
L280[02:16:35] <McJty> It is a better
abstraction but in the end it boils down to the same
information
L281[02:16:50] <sham1> Oh
L282[02:16:58] <sham1> Soz tterrag
L283[02:22:03] <McJty> woo that's
weird...
L284[02:22:14] <McJty> In my dev env I had
rftools in run/mods and my test world had some rftools
machines
L285[02:22:29] <McJty> I removed rftools
to test a dependency. Load the world and of course all rftools
stuff was gone. That's expected
L286[02:22:29] <sham1> Your actually
works
L287[02:22:33] <McJty> Then I added
rftools again
L288[02:22:39] <McJty> And the things in
the world were back???
L289[02:22:46] <McJty> I thought it would
have removed them permanently from the world
L290[02:25:27] <Delenas> Think that was in
because it was easier to keep the ids mapped for testing. May be
wrong
L291[02:26:07] <McJty> But the blocks
stayed in the world
L292[02:26:15] <McJty> Even though they
were replaced with air when the mod was removed
L293[02:26:21] <McJty> Wel I didn't
actually try putting something there
L294[02:26:26] <McJty> But they looked
gone
L295[02:26:49] <sham1> Maybe it is an
illusion and they actually are there
L296[02:27:10] <sham1> SO in the event you
decide to add the mod back, everything can be in right order
again
L297[02:28:08] <Cypher121> tterrag:
metadata calculations, like "meta % 4 = rotation, meta / 4 =
color", are one thing, key->value maps of nbt that you
don't have to perform any further actions on are another. I fail to
see interface improvement here, tbh.
L298[02:28:47] <Delenas> McJty: You'd
notice in the log it mentions those
L299[02:30:03] <sham1> The latter makes it
easier
L300[02:30:39] <sham1> TO interact instead
of having to do all this convoluted math that can be delegated to
the item itself
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L307[02:45:19] <sham1> But yeah
L308[02:45:43] <sham1> Itemstates have
been long awaited feature and a logical extension of the BlockState
idea
L309[02:47:58] <Delenas> Hopefully they
don't make an itemstates folder and rename it to states/blocks and
states/items to match models
L310[02:48:37] <Delenas> If, of course,
Mojang does make the change.
L311[02:48:51] <sham1> states/block
states/item*
L312[02:48:59] <sham1> To match model
naming
L313[02:49:13] <Delenas> Point.
L314[02:49:24]
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L315[02:49:40] <Delenas> Dug into 1.9
model files.. "{ "when": {"OR":
[{"north": true}, {"north": false,
"east": false, "south": false,
"west": false, "up": false}]},"
L316[02:50:00] <Delenas> What is this
hell. This is not better. x.x
L317[02:50:37] <Delenas> Look at
fire.json. Ack.
L318[02:50:38] <sham1> Forge will
fix
L319[02:50:43] <Delenas> Well yeah
L320[02:50:45] <sham1> Also it is much
better than it was
L321[02:50:51] <Delenas> But that's still
absurd.
L322[02:51:00] <sham1> Also you can just
use forge blockstate v1 while that is still in use
L323[02:51:08] <sham1> No need to
multipart just yet
L324[02:51:27] <sham1> But yah,
semi-turing complete blockstates on vailla
L325[02:51:38] <sham1> I was joking about
programmable json, jeez
L326[02:51:53] <Delenas> json is not a
programming language or syntax
L327[02:52:11] <Delenas> And yet, Mojang
seems hellbent on using it like one.
L328[02:52:13] <sham1> Indeed
L329[02:52:28] <sham1> Technically it is a
subset of a programming language
L330[02:52:49] <Delenas> Of Javascript,
yes. But it still has no built-in compilation or anything.
L331[02:52:53] <sham1> Ye
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L333[02:52:59] <Delenas> Sure, there's
json-schema and such.
L334[02:53:01] <sham1> But what can be
done
L335[02:54:14] <tterrag> Delenas: heck,
look at clock.json :P
L336[02:54:23] <xaero> Delenas: I got a
vid for you, 1 min
L337[02:54:39] <tterrag> I don't really
think the fire blockstate is the worst, for what it is
L338[02:54:42] <tterrag> fire is a pretty
complex model
L339[02:54:49] <tterrag> the predicate
system they use is not the worst
L340[02:55:05] <sham1> Yeah
L341[02:55:10] <sham1> It could be
worse
L342[02:55:20] <tterrag> what IS the worst
is their item "properties"
L343[02:55:23] <tterrag> and I use that
term lightly
L344[02:55:58] <Delenas> . . .
L346[02:56:35] <Delenas> dat clock
json.
L347[02:56:38] <sham1> May I get an
example
L348[02:57:23] <Delenas> {
"predicate": { "time": 0.9296875 },
"model": "item/clock_60" },
L349[02:57:34] <Delenas> There's like 64
lines in there
L350[02:58:25] <sham1> oh god
L351[02:58:30] <sham1> OH GOD
L352[02:58:34] <tterrag> yes
L353[02:58:36] <tterrag> oh god
indeed
L354[02:58:38] <tterrag> it's BAD
L355[02:58:42] <tterrag> I don't know who
signed off on this idea
L356[02:58:44] <sham1> Well Forge will
fix
L357[02:58:59] <tterrag> like I said
ealier, why not just allow applying UVs from the base model? then
they could use a sheet
L358[02:59:18] <sham1> Because that would
be smart
L359[03:00:36] <Delenas> ...-114 glass
pane models. Omai.
L360[03:01:01] <sham1> :C
L361[03:01:43] <tterrag> what?
L362[03:01:46] <tterrag> where'd he get
that figure?
L363[03:01:49] <tterrag> it's the same as
a fence
L364[03:02:03] <tterrag> I would know I've
had my head buried in glass panes for the last few days
L365[03:02:07] <sham1> Well true
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L369[03:08:16] <LexManos> Forge will fix
shit dont worry.
L370[03:09:10] <Wuppy> o/
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L375[03:17:17] <sham1> Which is whywe like
forge
L376[03:18:08] <Disconsented> Well then,
looks like every time I try to place a block w/ a TE into the world
it creates it twice...
L377[03:19:03] <McJty> Disconsented,
client and server perhaps?
L378[03:19:13] <McJty> Check for
world.isRemote
L379[03:19:17] <Disconsented> Thats a good
idea
L380[03:19:21] <Disconsented> Didnt think
to check that
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L384[03:42:50] <Disconsented> By the looks
of things on github... No I goofed somewhere
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L386[04:07:50] <PitchBright> Hey guys, I'm
havin' a hard time figuring something out about forking a repo and
getting at it...
L387[04:08:21] <PitchBright> When I got
mess around with making a mod, I normally grab the forge files,
unzip 'em… run the gradle commands, open eclipse… and the example
mod is there
L388[04:09:05] <PitchBright> But when I
when I fork a repo… and clone it, and then run gradle setup and
eclipse…
L389[04:09:15] <PitchBright> there's
nothing there when I open eclipse
L390[04:09:28] <PitchBright> anybody know
what i'm doin' wrong?
L391[04:11:40] <sham1> You're contracting
on wrong places for one
L392[04:12:28] <PitchBright> oh :(
L393[04:13:36] <PitchBright> I must be
misunderstanding something about the forge and eclipse setup
instructions on the site… because
L394[04:14:06] <PitchBright> that process
is not the process I should follow, when cloning a repo and wanting
to do some modding on it...
L395[04:14:09] <PitchBright> is what
you're saying?
L396[04:15:05] <sham1> Was commenting on
the use of "\'"
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L398[04:15:32] <sham1> But show how you
did it
L399[04:15:40] <sham1> For your
fork.
L400[04:16:10] <tterrag|busy> PitchBright:
when you say "open eclipse" what do you mean?
L401[04:16:43] <PitchBright> Like… fire it
up… and then select "Switch Workspace"
L402[04:16:53] <tterrag|busy> what?
L403[04:16:55] <tterrag|busy> switch
workspace to what?
L404[04:17:08] <PitchBright> and then I
point it to the "eclipse" folder in the cloned repo
that's local
L405[04:17:17] <tterrag|busy> the docs
says
L406[04:17:19] <tterrag|busy> "For
Eclipse, create a workspace anywhere (though the easiest location
is one level above your project folder). Then simply import your
project folder as a project, everything will be done
automatically."
L407[04:17:25] <tterrag|busy> the
workspace location is irrelevant
L408[04:18:31] <PitchBright> hmmm..
"one level above"
L409[04:18:51] <PitchBright> maybe that's
where i'm screwing up
L410[04:19:02] <PitchBright> or my notion
of what a "workspace" is… is completely wrong
L411[04:19:06] <PitchBright> I'm a
Photshop guy so
L412[04:19:25] <PitchBright> I'm used to
opening the application… and then selecting the file I want to work
on (which would be located elsewhere)
L413[04:20:23] <PitchBright> is workspace
akin to "the document you want to work on" (in this case
a collection of java documents)?
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L415[04:20:29] <tterrag|busy> no
L416[04:20:42] <tterrag|busy> a workspace
is just a place for eclipse to house settings about the current set
of projects
L417[04:20:49] <tterrag|busy> a PROJECT is
what you are thinking of
L418[04:20:56] <tterrag|busy> a workspace
can contain any number of projects from any location
L419[04:21:04] <PitchBright> so a
workspace is like a collection of preferences?
L420[04:21:22] <tterrag|busy> but (I wrote
the guide) I say that one folder level up is easiest, because then
you can simply right click -> new -> java project -> name
same as folder -> done
L421[04:21:40] <PitchBright> I like that
idea
L422[04:22:00] <tterrag|busy> and you get
this magic little text when you enter the project with the same
name as a folder in the workspace
http://puu.sh/nrY9m.png
L423[04:22:08] <PitchBright> I'm running a
pretty old eclipse from when I was modding stuff back in 1.2.5 and
1.4
L424[04:22:10] <tterrag|busy> quite
handy
L425[04:22:13] <tterrag|busy> I use luna
myself
L426[04:22:17] <tterrag|busy> heard of too
many issues with mars
L427[04:22:48] <Delenas> Intellij
represent.
L428[04:22:49] <Lunatrius> oi!
L429[04:22:53] <PitchBright> xD
L430[04:22:53] <portablejim> Is there a
way to get a non-deobfuscated development environment? I have a mod
that works in dev but breakes in MultiMC.
L431[04:23:47] <McJty> portablejim, how
does it break exacly? Perhaps I can help if you give a log
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L433[04:23:59] <PitchBright> So… Fork…
Clone… navigate to the local repo… run the 2 gradle commands <-
Thats correct?
L434[04:24:46] <tterrag|busy> yes
L435[04:24:57] <tterrag|busy> portablejim:
it's called MultiMC :P
L436[04:25:09] <tterrag|busy> google
remote debugging :D
L437[04:25:11] <PitchBright> then I make a
new Project?
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L442[04:28:22] <svenmeys> I have a
question. I'd like to help on the 1.9 branch. It seems that just
fixing random build errors and spamming pull requests may not be
the way to go. So can you tell me where to put my effort be most
effective?
L443[04:28:33] <PitchBright> I think I got
it. Make a new Project… Import the Repo's folder
L444[04:28:54] <PitchBright> thanks
tterrag|busy
L445[04:29:21] <tterrag|busy> portablejim:
lambdas don't yet work when substituting for vanilla
interfaces
L446[04:29:47] <McJty> yes, I got bitten
by that too
L447[04:29:53] <McJty> It works in dev env
but not in a real situation
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L449[04:30:33] <portablejim> tterrag|busy:
so what is the solution?
L450[04:30:39] <tterrag|busy> don't use a
lambda...?
L451[04:30:46] <McJty> portablejim, yes,
just use a normal anonymous class
L452[04:30:51] <McJty> Like you would with
java 7 or before
L453[04:31:26] <tterrag|busy> may I ask
why this mod is even a coremod?
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L455[04:32:13] <tterrag|busy> what is the
purpose of the core plugin? why not just a normall mod?
L456[04:32:30] <portablejim> tterrag|busy:
Implementing a custom resource pack.
L457[04:32:37] <tterrag|busy> I'm aware of
what it does
L458[04:32:53] <McJty> Why does it have to
be a coremod?
L460[04:33:06] <tterrag|busy> it does NOT
require a core plugin in any way ^
L461[04:34:27] <Josephur> Can someone
explain to a n00b where the models for basic items actually come
from? Is it a combination of the transparency in the png and the
defined rotation/translation/scale in the json? (where's the black
magic)
L462[04:34:49] <tterrag|busy> Josephur:
essentially it's just a bunch of little cubes
L463[04:34:54] <tterrag|busy> one per
pixel
L464[04:35:00] <tterrag|busy> and yes, for
the default item model it is created in code
L465[04:35:15] <tterrag|busy> not sure
exactly where
L466[04:35:18] <Josephur> Well for now my
items are based on Minecraft ones, lets say like a Diamond, but
where are the cubes defined? (I'm not referencing them?)
L467[04:35:25] <tterrag|busy> they
aren't
L468[04:35:40] <tterrag|busy> it's done in
code, you can treat it as magic unless you're really curious
:P
L469[04:35:42] <Josephur> So it's shape is
defined by the PNG transparency?
L470[04:35:47] <tterrag|busy> it has no
shape
L471[04:35:50] <tterrag|busy> it's just a
bunch of little cubes
L472[04:35:51] <Josephur> ah...
L473[04:35:55] <Josephur> well..
L474[04:36:02] <portablejim> tterrag|busy:
So you get around the requirement by packaging a zip on the
fly?
L475[04:36:10] <tterrag|busy> they may
have some logic to cull transparent pixels
L476[04:36:10] <tterrag|busy> unsure
L477[04:36:14] <tterrag|busy> portablejim:
yes but that's unnecessary
L478[04:36:24] <tterrag|busy> I just do
that for convenience to use FileResourcePack
L479[04:36:27] <Josephur> hmm
L480[04:36:30] <tterrag|busy> any impl of
IResourcePack will work fine
L482[04:37:26] <tterrag|busy> and also so
the end user can copy out the resource pack for use elsewhere or
just for reference
L483[04:37:34] <portablejim> tterrag|busy:
Is this new in 1.8, or was this possible in 1.7 as well?
L484[04:37:38] <tterrag|busy> that code is
1.7
L485[04:37:41] <tterrag|busy> it is
unchanged in 1.8
L486[04:37:44] <tterrag|busy> afaik
L487[04:38:04] <tterrag|busy> I have no
test case for it in 1.8 but it compiles and the field still exists
in Minecraft.class
L488[04:38:17] <Josephur> So say I want to
make my own item model on the ground, where do I start?
L489[04:38:51] <tterrag|busy> look at some
of the existing custom item models in the game
L490[04:39:04] <Josephur> yes but they all
have that "black magic"
L491[04:39:19] <tterrag|busy> what do you
want your model to look like?
L492[04:39:22] <Josephur> What if I want a
3d model with my own rendering
L493[04:39:33] <tterrag|busy> then you
code that model into the json file
L494[04:39:34] <Josephur> instead of just
copying stairs for instance
L495[04:40:06] <Josephur> I shall look at
some existing mods and tinker :)
L496[04:40:18] <portablejim> tterrag|busy:
Ah, so you use reflection to modify the value instead of using the
interfaces that FML provides.
L497[04:40:29] <tterrag|busy> what
interfaces?
L498[04:40:37] <tterrag|busy> oh, the
getModResourcePack thingy?
L499[04:40:44] <tterrag|busy> well, you
can only do one pack per mod that way
L500[04:40:51] <tterrag|busy> my class
allows any mod to use it
L501[04:42:04] <portablejim> tterrag|busy:
I am using getCustomResourcePackClass() from ModContainer.
L502[04:42:15] <tterrag|busy> yeah
L503[04:42:18] <tterrag|busy> but again,
only one per mod
L504[04:43:39] <Josephur> Problem is I
haven't made any blocks yet that render with different sides, still
in the beggining stage here :D
L505[04:45:56] <portablejim> tterrag|busy:
Would you consider what I have done an ok way (with the reflection
method just being better), or is it utter ****.
L506[04:46:17] <tterrag|busy> your
way...works...but it requires a core plugin which is ugly
L507[04:46:35] <tterrag|busy> I prefer my
way, but you do you :P
L508[04:48:29] <portablejim> tterrag|busy:
I still cannot see where I have used a lambda (I can see the
anonymous function in minecraft code)?
L509[04:48:40] <tterrag|busy> I
dunno
L510[04:48:46] <tterrag|busy> I don't even
see your code on the stacktrace
L511[04:48:47] <tterrag|busy> so
L512[04:50:51] <portablejim> What is crazy
is it is pointing to my code crashing. What code? public String
getPackName() { return "Additional Resources bonus resource
pack"; }
L513[04:52:24] <tterrag|busy> portablejim:
open up your mod with a decompiler like jd-gui
L514[04:52:29] <tterrag|busy> see if the
names in your resource pack are obfuscated
L515[04:53:46] <Wuppy> ugh why is
everything so heavy when you're sick :V
L516[04:53:56] <Wuppy> I just went to the
supermarket and I'm exhausted
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L518[04:55:30] <portablejim> Ah, it may
not be obfuscating the names.
L519[04:55:48] <tterrag|busy> how are you
building?
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L526[05:03:45] <portablejim> Looking
through it again myself and I think I didn't copy enough from my
other mods build.gradle files.
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L531[05:13:36] <IoP> OMG 1.9
support!!!1!!
L532[05:20:15] <Wuppy> wait, it's already
updated?
L533[05:27:59] *
auenf installs beta 1.9
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L536[05:45:52] <Josephur> dun dun
DUN!
L537[05:46:46] <Saphire> badum-ts?
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L568[07:00:40] <Dereta> Hey gys :) can
someone help me. My problem is that LivingAttackEvent is fired 2-3
times (Server side!). But i just need it 1 times... i'll make a own
dmg calculation.. and with 2-3 events per Attack its a
"bit" hard.. hope you unterstand ._.
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L571[07:03:43] <sham1> Does the event have
any pre and post events under it
L572[07:03:52] <sham1> Does it have
phases
L573[07:04:02]
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L575[07:05:58] <Dereta> Not sure... :<
sry i din't modding long for mc... here's pastebin of the event..
http://pastebin.com/g1Y7SU6v hope that it contains
what you need to know
L576[07:06:37] <sham1> Tnx
L577[07:06:42]
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L578[07:06:50] <sham1> On-road so can't
check IDE :P
L579[07:07:24] <Dereta> don't unterstand
what you mean :X
L580[07:07:37] <sham1> Try to cancel it
and do your own damage thing
L581[07:07:47] <Dereta> i try already. but
it called again twice
L582[07:08:03] <sham1> Show your
code
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L587[07:12:37] <sham1> tell me what
variables you see on the event instance
L588[07:12:48] <sham1> Give me a
screenshot or something
L589[07:13:03] <Dereta> what happens if i
hit Monster? or what :x
L590[07:13:42]
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L591[07:15:08] <sham1> What do you see
when you type "entity."
L592[07:15:13] <sham1> Mote the dot
L593[07:15:17] <sham1> Note*
L594[07:15:25]
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L596[07:17:09] <Dereta> okay give me a
second
L598[07:20:11] <sham1> Wrong
variable...
L599[07:20:19] <sham1> The event
variablr
L600[07:20:31]
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L601[07:21:07] <Dereta> you say entity..
okay 1 sec
L602[07:21:10] ***
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L603[07:21:52] <Dereta> this are just 4..
(ammount, entity, entityLiving & source)
L604[07:22:25] <sham1> Hmm
L605[07:22:38] <sham1> Why are you doing
custom dame anyway
L606[07:22:43] <sham1> Damage*
L607[07:23:29] <Dereta> because i add new
Attributes to swords like Extra Dmg, Critcal Damage (multiplie
Damage), poison, fire, etcpp
L608[07:24:09] <Dereta> and i only will
use vanilla MC.. so i can'T add new Books or something like
this
L609[07:25:05] <sham1> Amd entityhurtevent
did not work because?
L610[07:25:22] <sham1> Er
livinghurtevent
L611[07:28:11] ⇦
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L613[07:33:36] <DemoXin> I missed
something and I want to help.
L614[07:33:45] <DemoXin> What are you
trying to do?
L615[07:34:25]
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L616[07:34:29] <tterrag|busy> fry: Item
overrides seems limited to floats
L617[07:34:33] <tterrag|busy> how can it
replace getModel?
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L620[07:34:47] <Mata> Hey, is there a way
to remove a individual property from a configuration file?
L621[07:34:59]
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L622[07:35:17] <tterrag|busy> remove in
what way
L623[07:35:48] <DemoXin> Are enchantment
IDs gone yet in 1.9?
L624[07:35:59] <Mata> I am converting the
way i save some of my config options, but i want the code to
automatically remove the propery once it converts to the new
method
L625[07:36:15] <tterrag|busy> Mata: your
best bet is probably reading the file -> making changes ->
deleting the file -> saving changes
L626[07:36:17]
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L627[07:36:54] <Mata> Hmm
L628[07:37:06] <tterrag|busy> DemoXin:
public static final RegistryNamespaced<ResourceLocation,
Enchantment> enchantmentRegistry = new
RegistryNamespaced();
L629[07:37:07] <tterrag|busy> seems
so
L630[07:37:32] <sham1> Yay
L631[07:39:11] <DemoXin> WOO!
L632[07:39:27]
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L633[07:39:44] <DemoXin> Wait...
ResourceLocation? That an internal thing?
L634[07:40:00]
⇨ Joins: Magik6k (~Magik6k_@51.254.25.16)
L635[07:41:43] <tterrag|busy> all
registries are RL based
L636[07:41:46] <tterrag|busy> it needs a
name change
L637[07:41:49] <tterrag|busy> but probably
won't happen
L638[07:41:56] <tterrag|busy> it's more
like UniqueID
L639[07:42:09] <tterrag|busy> or
NamespacedID
L640[07:42:13] <tterrag|busy>
*shrug*
L641[07:43:15] <DemoXin> Okay, that's what
I thought. that'll be groovy if I can get rid of IDs
L642[07:45:07] <fry> tterrag|busy: look at
ItemOverrideList patch
L643[07:45:30] <sham1> BTW, how is it
processing
L644[07:45:35] <sham1> do you have any
estemtion
L645[07:46:05] <tterrag|busy> fry: where
is that? lol
L646[07:46:08] <tterrag|busy> no searching
on branches
L647[07:46:20] <fry> you do have a local
copy, don't you?
L648[07:46:39] <tterrag|busy>
yeah...
L649[07:46:53] <sham1> What happened to
the branch
L650[07:46:57] <sham1> Did it get
eaten?
L651[07:47:26] <sham1> Nvm, I was looking
at my own fork...
L652[07:48:26] <tterrag|busy> fry: but how
is that used? don't you have to use IItemPropertyGetter?>
L653[07:49:21] <fry> you can provide a
custom model
L654[07:49:32] <fry> with custom
ItemOverrideList
L655[07:50:47] ⇦
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L656[07:51:26] <tterrag|busy> fry: where's
the injection point for that?
L657[07:51:54] <tterrag|busy> the only
place ItemOverrideList is used in vanilla is ModelBlock
L658[07:52:13] <fry> IBakedModel
L659[07:52:23] <tterrag|busy> so it would
require a custom bakedmodel then
L660[07:52:25] <tterrag|busy> ok
L662[07:55:09]
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L663[07:55:38] ***
willieaway is now known as williewillus
L665[07:57:32] <fry> 4311 lines of rejects
left
L666[07:58:05] <sham1> That will be
quickly over and then we can get forge for 1.9
L667[07:58:08] <sham1> So yay
L668[07:58:40] <tterrag|busy> says the man
doing none of the work :P
L669[07:58:50] <sham1> Yes :P
L670[07:58:55] <tterrag|busy> idk about
you but 4.3k lines doesn't sound quick :P
L671[07:59:03] <tterrag|busy> plus after
that there's actually updating forge
L672[07:59:09] <sham1> I appreciate all
the work fry and lex does for this
L673[07:59:09] <tterrag|busy> getting the
patches to apply is half the battle
L674[07:59:09] <fry> was 6k
yesterday
L675[07:59:11] <sham1> True
L676[07:59:16] <sham1> Hmm
L677[07:59:25] <sham1> So with that speed
it will be 2 days
L678[07:59:31] <tterrag|busy> fry: low
hanging fruit I see is TextureMap :P
L679[07:59:37] <sham1> If we assume 2k
lines of rejects is per day
L680[07:59:44] <fry> I went through it,
tterrag
L681[07:59:46] <gigaherz> sham1: don't be
overly optimistic, and then if it comesearly, you'll be
surprised
L682[07:59:48] <williewillus> !query
MCPBot_Reborn
L683[07:59:52] <williewillus> woops
L684[07:59:56] <gigaherz> unnecessary
optimism only leads to disappointment ;P
L685[08:00:00] <tterrag|busy> oh
L686[08:00:01] <fry> only 1 huck left, for
cpw/lex to look at
L687[08:00:08] <fry> since mipmap loading
changed a bit
L688[08:00:13] <fry> *hunk
L689[08:00:13] <tterrag|busy> ahh
L690[08:00:14] <sham1> The hype is
real
L691[08:00:32] <gigaherz> hype is
disappointment waiting to happen
L692[08:00:47] <sham1> I wonder what
aspects of forge will need to update
L693[08:01:15] <fry> I'd guess we'll have
somewhat compilable build somewhere on the weekend
L694[08:01:21] <sham1> Because I am
blissfully oblivious to this stuff
L695[08:01:35] *
sham1 hopes so
L696[08:03:49] ⇦
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L697[08:06:20] <cpw> i'm just cleaning up
a few more small patches
L698[08:09:00] <fry> don't forget to pull!
:P
L699[08:09:59]
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L700[08:10:42] <cpw> i pulled about 30
minutes ago fry :P
L701[08:11:08] <cpw> removed
Item.getModel, functionality is now achieveable via
ItemOverrides.
L702[08:11:15] <cpw> tis the last commit i
see
L704[08:12:20] <williewillus> holy
SoundEvents
L705[08:12:22] <williewillus> :P
L706[08:12:50] <DemoXin> tterrag|busy: Do
you happen to see if the ID parameter for the Enchantment is
actually gone? 1.8 added the ResourceLocation method but still
requires IDs
L707[08:13:37] <williewillus> enchantments
in 1.9 actually uses a registry
L708[08:14:06] <tterrag|busy> DemoXin: I
see no evidence of any numeric IDs
L709[08:14:09] <tterrag|busy> read the
code yourself :P
L710[08:14:22] *
DemoXin is looking at 1.8 atm since he skipped it.
L711[08:14:34] <tterrag|busy> well, I take
that back
L712[08:14:42] <tterrag|busy> for some
reason they still have numeric ID getter/setter
L713[08:14:46] <tterrag|busy> but it seems
to be in addition to
L714[08:15:00] <tterrag|busy> as they use
a RegistryNamespace which assigns numeric IDs
L715[08:15:03] <gigaherz> maybe related to
upgrading old saves?
L716[08:15:04] <DemoXin> Whether
getEnchantmentById is used is the real tell.
L717[08:15:15] <tterrag|busy> gigaherz: of
course
L718[08:15:17]
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L719[08:15:20] <tterrag|busy> it's the
same as the block or item registry
L720[08:15:27] <tterrag|busy> string based
lookup, int based serialization
L721[08:15:46] <DemoXin> 1.8 only uses the
names for commands
L722[08:15:54] <williewillus> so what does
the structure block actually do
L723[08:16:08] <gigaherz> avoids
generating structures during worldgen
L724[08:16:16] <williewillus> !sm
func_187502_a registerSound
L725[08:16:47] <tterrag|busy> DemoXin: let
me put it this way. enchant IDs are dynamic now. they still exist
(much like block and item IDs still exist) but are only a
side-effect
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L727[08:17:19] <DemoXin> Okay, cool.
L728[08:17:27] <tterrag|busy>
Enchantment.getEnchantmentID(Enchantment.getEnchantmentByLocation("mod:enchant"))
L729[08:17:53] <tterrag|busy> why there is
no getID() and getIdentifier() I'll never understand
L730[08:17:59] <tterrag|busy> mojang is
still addicted to static
L731[08:18:01] <williewillus> and fml will
add the syncing stuff so no more enchantment / potion conflicts
every again thank god
L732[08:18:02] <tterrag|busy> anyways
gtg
L733[08:18:05] ***
tterrag|busy is now known as tterrag|away
L734[08:18:52] <DemoXin> The lack of
conflicts was my real concern. Briefly looking at 1.8 looks like
they added a bunch of stuff to simplify away from massive numbers
of LivingHurtEvent/etc events
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L737[08:21:10] <williewillus> !uf
Potion
L738[08:21:23] ***
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L739[08:23:18] <williewillus> yes
PotionEffect uses a Potion obj now finally
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L744[08:28:16] <williewillus> heh the new
PotionType system plays perfectly into botania's brew system
L745[08:28:35] <kashike> botania is
finally updating?
L746[08:28:56] <williewillus> ?
L747[08:29:06] <kashike> past
1.7.10?
L748[08:29:07] <williewillus> I've had it
updated since december
L749[08:29:13] <Peterzen> o.o, I've been
looking for tutorials and wikis and documentation for forge all
over the place the last few days, and the docs is simply linked
here haha
L750[08:29:27] <williewillus> Peterzen:
most people opt to look at other mods, and ask here :P
L751[08:29:28] <kashike> hrm, I thought
vazkii was the botania person..
L752[08:29:32] <kashike> I must be
tired
L753[08:29:32] <williewillus> he is
L754[08:29:59] <sham1> Does not mean you
can't make forks
L755[08:30:30] <kashike> well the way he
said it made me think it was the real one
L756[08:30:34] <kashike> still a bit tired
lol
L757[08:31:54] <SkySom>
"Real"
L758[08:32:03]
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L759[08:32:04] <SkySom> You mean Official
lol
L760[08:32:10]
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L761[08:32:31] <SkySom> But yeah willie
has the main functioning Botania 1.8 so it's as real as it gets
there
L762[08:33:21] <williewillus> where did
datawatcher go
L763[08:33:23] <williewillus> 0.o
L764[08:33:27] <SkySom> Wait what
L765[08:33:33] <SkySom> O.O
L766[08:33:35]
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L767[08:33:41] <williewillus> it got
renamed but idk whta to
L768[08:35:39] <williewillus> ah its in
nm.network.datasync
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L772[08:44:37] <Peterzen> Is there also
documentation available for the net.minecraft packages?
L773[08:44:46] <Peterzen> (im kinda a
newbie at modding mc)
L774[08:45:17] <williewillus> your
IDE
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L776[08:45:57] <Peterzen> because i just
found out that net.minecraft.crafting.CraftingManager#addRecipe
requires a string of 3 characters for the item positions
L777[08:46:14] <Peterzen> and like i was
debugging why my "aa" string wasnt working
L778[08:46:28] <williewillus> !uf
AchievementList
L779[08:46:53]
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L781[08:46:53] <Peterzen> yea my IDE
provides the parameters and stuff but there isnt any documentation
with the methods inside the packages
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L783[08:46:58] <williewillus> you should
be using GameRegistry.addRecipe
L784[08:47:00] <Peterzen> im using
intellij idea
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L789[08:47:58] <sham1> And?
L790[08:48:05] <Peterzen> yea i am but
because it simply states Object... params its not clear to me that
the string concerning the position of the items("xxx")
always needs to be 3chars
L791[08:48:14] <sham1> How is that
relevant on having to use GameRegistry.addRecipe
L792[08:48:19] <gigaherz> Peterzen: it
doesn't need to be 3 chars
L793[08:48:34] <gigaherz> just all
"shape" strings need to be the same length
L794[08:48:40] <williewillus> I'm pretty
sure addRecipe has docs
L795[08:48:43] <Peterzen> :O
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L797[08:48:48] <williewillus> and for this
kinda thing you can ask here or look at other mods
L798[08:48:55] <Peterzen> but like still i
didnt know they all needed to be the same length
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L800[08:49:17] <Peterzen> it would be
useful if that was documented somewhere so thats why i was asking
for documentation
L801[08:49:21] <sham1> The code is
self-documenting
L802[08:49:28] <sham1> SO you could have
looked at it
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L806[08:50:17] <Peterzen> yea in the end i
dived into the code and ended up in the
net.minecraft.crafting.CraftingManager#addRecipe method and found
out it crashed on a for loop there
L807[08:50:27] <Peterzen> alright
thanks
L808[08:50:30] <gigaherz> which is the
wrong function to use
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L811[08:50:41] <gigaherz> you should use
GameRegistry fore those things
L812[08:50:45] <gigaherz> for*
L813[08:50:55] <Peterzen> yea but the
GameRegistry.addShapedRecipe extends that one
L814[08:51:03] <gigaherz> yes
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L817[08:51:48] <sham1> I feel bad for
mojang for having to implement every recipe manually
L818[08:52:16] <sham1> Unless tehy have a
mechanism that I don't know about
L819[08:52:35] <sham1> inb4 "Recipe
JSON"
L820[08:52:40]
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L822[08:53:34] <Peterzen> btw is it ok if
i ask for help in this channel if i stumble upon these kind of
issues?
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L824[08:54:24] <sham1> Well if it was not
then what would be the point of this channel ;P
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L826[08:54:38] <sham1> So in short, yes it
is fine as it is the poitn
L827[08:54:39] <sham1> Point*
L828[08:54:52] <gigaherz> Peterzen: this
exactly the purpose of this channel
L829[08:55:02] <gigaherz> to help people
with modding issues or doubts
L830[08:55:07] <Peterzen> alright thanks
:)
L831[08:55:31] <sham1> And to talk
off-topic stuff but that probably is not actually the purpose
L832[08:55:46] <Peterzen> side effect of
irc xD
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L834[08:57:21] <MattDahEpic> so if sites
are starting to block ad blockers, somebody needs to make an ad
blocker blocker blocker
L836[08:57:58] <Saturn812> adblock already
detects the websites that tries to detect it. So it blocks the
adblock blocker sites
L837[08:58:04] <gigaherz> there's already
some of those
L838[08:58:04] <gigaherz> XD
L839[08:58:05] <sham1> To be fair, using
adblock is a duche move
L840[08:58:13] <Saturn812> it
depends
L841[08:58:27] <gigaherz> I wouldn't be
using adblock if sites didn't use such intrusive
advertisements
L842[08:58:50] <sham1> They would not need
to be so intrusive if people actually clicked them
L843[08:58:52] <gigaherz> however, I use
adblock plus, with the option to allow non-intrusive ads
enabled
L844[08:59:05] <gigaherz> why the fuck
woudl I click on an ad if I have 0 interest in it?
L845[08:59:22] <williewillus> i use ublock
origin on everything except youtube and twitch
L846[08:59:23] <sham1> To support the site
you are on
L847[08:59:29] <gigaherz> then I'd make a
donation
L848[09:00:01] <gigaherz> also
L849[09:00:04] <gigaherz> false clicks are
even worse
L850[09:00:10] <sham1> Donations are not
allowed here unless you are donating to an organization
L851[09:00:12] <sham1> Well that is
true
L852[09:00:28] <sham1> You need a permit
to have people donate to you
L853[09:00:34] <gigaherz> ewh
L854[09:01:11] <Saturn812> where's
at?
L855[09:02:17] <Saturn812> in Germany? Not
even a patrion page?
L856[09:02:57] <sham1> Finland
L857[09:03:16] <gigaherz> patreon isn't
necessarily donations, since you offer things in return
L858[09:03:22] <sham1> Would noy be
surprised if it was the case in germamy as well
L859[09:03:45] <Saturn812> that really
stinks
L860[09:03:59]
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L861[09:04:12] <PaleoCrafter> yeah,
donations (i.e. something without reward) are fine in
Germany,
L862[09:05:12] <PaleoCrafter> with a
reward it technically is buying something and you have to do some
shit to be allowed to do that
L863[09:05:34] <Dereta> Thx Sham1 (sorry
was afk :<) the LivingHurtEvent is exact what i was needing
<3 ;3
L864[09:06:01] <sham1> Np
L865[09:06:39]
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L866[09:06:46] <Dereta> Okay still a forum
mod or so here?^^ still can't register (don't become activation
mail :< also not in Spam Folder!) wait now for about 10? days?
:3
L867[09:07:23] <FusionLord> make sure that
you type the email correctly
L868[09:07:58] <Dereta> its correctly
typed... check everything also a lot of times :<
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L872[09:09:56] <sham1> Although I did hear
tnat the donation policy has changed
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L874[09:12:05] <masa> does someone have a
nice clean example of how to implement IItemHandler using
capabilities?
L875[09:13:06] <gigaherz> depends
L876[09:13:29] <gigaherz> do you want to
provide IItemHandler for something that already exposes
IInventory?
L877[09:13:34] <masa> or more precisely,
how should I implement the capability, is it supposed to be a
different instance than the TileEntity
L878[09:13:35] <gigaherz> or just
IItemHandler?
L879[09:13:45] <gigaherz> it's meant to be
a different instance
L880[09:13:51] <masa> I'm converting my
old IInventory TEs into pure IItemHandler
L881[09:14:32] <sham1> I made mine intoban
inner class
L882[09:14:33] <masa> hmm, so is it
supposed to be something like the forge vanilla wrappers?
L883[09:14:44] <gigaherz> let me make you
a short example sec
L884[09:15:19] <masa> I'm just confused if
I'm supposed to have like a static-ish IItemHandler instance which
then wraps the TE or what...
L885[09:15:35] <williewillus> yeah i just
have one
L886[09:15:36] <masa> but then the TE
would need to implement some interface anyway
L887[09:15:36] <williewillus> per TE
L888[09:15:43] <williewillus> no it
doesn't
L889[09:15:58] <williewillus> just keep
the handler as a field
L890[09:16:05] <masa> well no if the TE
class implements the IItemHandler
L891[09:16:13] <masa> or wait what
L892[09:16:23] <williewillus> TE class
doesn't implement IItemHandler
L894[09:17:05] <gigaherz> like that
L895[09:17:15] <gigaherz> for a non-sided
inventory
L896[09:18:06] <masa> umm... so I'm
supposed to use some of the existing wrappers like that
ItemStackHandler?
L897[09:18:16] <williewillus>
ItemStackHandler is not a wrapper
L898[09:18:18] <gigaherz> ItemStackHandler
is not a wrapper
L899[09:18:21] <williewillus> lol
L900[09:18:23] <gigaherz> it impelments an
actual inventory
L901[09:18:31] <gigaherz> like
InventoryBasic did for IInventory
L902[09:18:43] <gigaherz> you CAN
implement your own
L903[09:18:47] <masa> right wrong choice
of words...
L904[09:18:55] <gigaherz> but that one is
enough for 99% of the needs
L905[09:19:11] <masa> I bet I'm in that 1%
:p
L906[09:19:11] <gigaherz> and you can
override insert and extract methods
L907[09:19:15] <gigaherz> if you want them
to have a cost or such
L908[09:20:14] <masa> how does the
inventory get read and written in that example?
L909[09:20:22] <Fendirain> Getting my
entity to swing this axe properly is going to be the end of me, I
just know it...
L910[09:20:31] <masa> I mean to/from
NBT
L911[09:20:37]
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L912[09:20:37] <gigaherz> ah I forgot
that
L913[09:20:40] <gigaherz> sorry let me
add
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L920[09:21:54] <williewillus> since
botania serializes on its own I have a custom subclass of
ItemStackHandler that overwriets the superclass array with our own
:P
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L923[09:22:11] <gigaherz> refresh
L924[09:22:12] <gigaherz> XD
L925[09:22:20] <williewillus> and second
ctor parameter is rw vs ro
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L928[09:22:51] <masa> alright
L929[09:23:48] <Fendirain> Anyone happen
to know how to get an enity to hold an item & have it move when
the arm moves?
L930[09:24:07]
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L931[09:24:08] <Fendirain> (The part after
the '&' is the important part)
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L934[09:24:33] <gigaherz> Fendirain: look
at the witch code
L935[09:24:53] <gigaherz> or more
accurately
L936[09:24:54] <gigaherz>
LayerHeldItemWitch
L937[09:25:34] <Fendirain> Will do, Didn't
think to check the witch...
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L940[09:26:40] <masa> zombie/skeleton
might be better, at least they swing the item...
L941[09:26:51] <gigaherz> masa: also, if
you use a Container/Gui, repalce new Slot() with new
SlotItemHandler()
L942[09:26:59] <masa> doesn't a witch just
hold it with some random slow rotation
L943[09:27:01] <gigaherz> they work the
same, the latter just uses an IItemHandler instead of an
IInventory
L944[09:27:15] <williewillus> witches do
weird things
L945[09:27:19] <williewillus> look at how
zombies do it
L946[09:27:19] <masa> oh there is one for
that already?
L947[09:27:42] <gigaherz> it has always
been there
L948[09:27:45] <gigaherz> just no one
noticed it exists
L949[09:27:49] <masa> heh
L950[09:28:10] <sham1> How does the
itemhdler slot work for item hamdlers that are not
itemhandlermodifiables
L951[09:28:21] <gigaherz> no idea, look at
the code? XD
L952[09:28:21] <Fendirain> I can render
the item just fine, and swing it, But when swining, it floats way
above where it is meant.
L953[09:28:34] <Fendirain> and it doesn't
move when walking.
L954[09:28:48] <gigaherz> gotta go, later
ppl
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L956[09:28:58] <Fendirain> Zombie / Skele
code is the one I previously used, So hopefully the witch shows me
something new.
L957[09:29:03] <PaleoCrafter> it does not,
sham1
L958[09:29:23] <PaleoCrafter> I think, at
least
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L961[09:32:09] <sham1> So I HAVE to
implement it
L962[09:32:12] <sham1> FFS
L963[09:32:37] <PaleoCrafter>
Slot.putStack, yes
L964[09:32:54] <sham1> :/
L965[09:34:22] <sham1> Well crap
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L969[09:37:12] <Ordinastie> !gm
Block.getId
L970[09:39:30] <Ordinastie> oh, ffs, I'm
getting sick of this...
L971[09:39:39] <williewillus> what,
renaming shit? :P
L972[09:39:45] <Ordinastie> I have yet
another report of a NPE that is theorically impossible :/
L973[09:39:49] <williewillus> lol
L976[09:42:29] <Ordinastie> hum wait
L977[09:42:52] <Ordinastie> no, I'm right,
that shouldn't be possible :x
L978[09:45:42] <fry> are you ever calling
setBlockState from another threads?
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L980[09:46:40] <Ordinastie> you mean
world.setBlockState() ?
L982[09:46:51] <Ordinastie> I don't think
so, why ?
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L984[09:49:09] <Ordinastie> I got a few a
thos illogical NPEs
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L987[09:49:29] <Ordinastie> like a TE
world object not set just a few method calls after
setBlockState
L988[09:49:50] <Ordinastie> *after
L989[09:50:13] <Fendirain> Ok, So its
translate that is screwing it up. I can have it in the correct
position when swining, or resting.
L990[09:50:36] <Fendirain> swining*...
However, in the other, it is way higher then its meant to be.
L991[09:51:33] <williewillus> fry: since
we're on a similar note, why do TESRs sometimes get called even
when the block is no longer there? I get crashes checking
blockstate props in tesrs occassionally - vanilla gets areound it
by using raw meta
L992[09:52:15] <Fendirain> This rendering
thing is getting very annoying.
L993[09:52:57] <williewillus> is it
rotating about the wrong point?
L994[09:53:03] <fry> williewillus: what
can I say, notchcode
L995[09:53:14] <fry> there's like 10 steps
before TE is added/removed
L996[09:53:15] <Fendirain> Its rendering
to high when swinging.
L997[09:53:28] <masa> I once got a crash
while breaking my block with a TE, it tried to get the facing based
on an invalid value of 0... so I just added checks for it since I
didn't understand why it happened
L998[09:53:28] <williewillus>
screenshot/gif?
L999[09:53:43] <masa> while porting to
1.8.9 that is
L1000[09:53:57] <williewillus> i just
made my tesrs skip if the block there isnt the actual block to
render :P
L1001[09:54:09] <Fendirain> I have a
screenshot, One sec.
L1002[09:54:59] <masa> ie. when I broke
the block, it somehow called getProperty after the TE was gone or
somehting so it got the raw facing value of 0 from somewhere and
then it crashed while trying to turn that int oa horizontal
facing
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L1005[09:55:55] <Ordinastie> well, I have
numerous of problems too concerning TEs with 1.8.9 where the data
is totally incoherent
L1006[09:55:56] <Fendirain> It rendering
correcting in the resting position.
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L1009[09:56:12] <Ordinastie> world obj
not there, blocks at the current position absent too
L1010[09:56:21] <williewillus> show
code?
L1011[09:56:22] <Fendirain> (Though it
doesn't move when walking, But I can explain that away, Just not
this).
L1012[09:56:23] <Ordinastie> field
somehow becoming numm
L1013[09:56:26] <Ordinastie> *nul
L1014[09:56:51] <williewillus> for the
layer renderer where you render the item swinging that is
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L1017[09:57:28] <Fendirain> I rotate the
arm itself for the swinings.
L1018[09:57:31] <Ordinastie> it's like
you would have to double check everything everything everywhere
:/
L1019[09:57:55] <Fendirain> swinging*
(Not sure why I always miss the 'g')
L1020[09:58:12]
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L1021[09:58:36] <williewillus> I'm pretty
sure it's rotating about the wrong point
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L1024[09:59:55] <Ordinastie> and now I
have users reporting memory leak for my mods :x
L1025[09:59:56] <Fendirain> (The code
used is the commented out stuff)
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L1027[10:02:32] <Peterzen> using
GameRegistry.addRecipe(), is it possible to make a recipe which
requires more than 1 item to be present in a single gridslot? A
stack for example
L1028[10:02:44] <Fendirain> I'm know I'm
doing something wrong, But I am blind to it.
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L1030[10:03:51] <williewillus> Peterzen:
yes, when you define your characters, you can pass a stack with a
bigger stacksize
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L1033[10:10:07] <Peterzen> williewillus,
I am currently trying it with some vanilla items, but it doesn't
seem to work as I was expecting.
http://pastebin.com/94XJ0hud this recipe already
works with only 3 diamonds
L1034[10:10:28] <Peterzen> i was
expecting it to need 10 diamonds in the 3 slots
L1035[10:11:36] <Ordinastie> !gf
processingLoadedTiles
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L1087[10:19:13] <Ordinastie> someone had
java.lang.OutOfMemoryError: GC overhead limit exceeded and says
that my mods are causing a memory leak, any idea on how I can find
how/where that leak could be ?
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L1089[10:20:47] <williewillus> memory
profiler? :P
L1090[10:20:47] <Dyonovan>
!mappings
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L1093[10:22:10] <Ordinastie>
williewillus, I never had a leak myself
L1094[10:22:38] <SkySom> Probably some
combo of mods
L1095[10:23:18] <williewillus> just run
the pack and profile meomry
L1096[10:23:30] <williewillus> and see
what your allocations are anad where they're coming from
L1097[10:24:42] <Fendirain> Okay, I even
tried rightArm2, It didn't seem to help (and I would rather use
rightArm1 anyways)
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L1100[10:32:55] <williewillus> play with
the gl transforms
L1101[10:32:59] <williewillus> esp
translating before rotating
L1102[10:33:43] <Fendirain> I have, I can
get it in the correct swinging position, But then the resting
position is wrong.
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L1104[10:39:26] <Fendirain> and doing
that also makes the arch wrong.
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L1106[10:44:52] <Fendirain> and while I
could get around that, It doesn't fix it not moving while walking.
:/
L1107[10:46:42] <Fendirain> (Which isn't
exactly important in this case, Is an issue with a diffrent mob I
have, So might as well figure it out here)
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L1109[10:50:19] <Dereta> Hey guys ;)
Another Question. How can i make Items (vanilla Items!) shining
like there have a Enchatment (but they don't have).. try to
override the hasEffect but don't work. Is for MC V 1.8 :)
L1110[10:50:43]
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L1111[10:52:34] <smbarbour> Look at the
code for the second-tier golden apple. It shimmers without
enchantments.
L1112[10:53:02] <PaleoCrafter> >
vanilla items :P
L1113[10:53:15] <sham1> >meme
arrow
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L1116[10:53:51] <PaleoCrafter> thanks fry
for that :P
L1117[10:53:55] <sham1> I know
L1118[10:54:17] <Dereta> okay i'll try to
find this! :) thanks..
L1119[10:54:34] <thor12022_oops>
overriding hasEffect is all the apple does
L1121[10:55:02] <PaleoCrafter> yeah,
there is not currently a way to do this for items you don't
own
L1122[10:55:30] <PaleoCrafter> there was
a PR recently, it's closed though
L1123[10:57:27] <smbarbour> I don't
really see anything stupid in that PR, other than potentially
breaking cygwin building (why would you even do that anyway?)
L1124[10:58:43] <PaleoCrafter> I think
it's just generally stupid to do anything like that yet :P
L1125[10:59:05] <PaleoCrafter> and the
name isn't particularly descriptive
L1126[11:00:48] <Dereta> oh.. i think i
can't use this (golden apple like) for my code... because it's not
an Item class :< hope anyone can help me..
http://pastebin.com/9jUCHPdv
L1127[11:01:25] <Dereta> or have i to
change the Basic class of paper for this ?!
L1128[11:02:42] <smbarbour> It's best to
make your own items instead of trying to make vanilla items do
special things.
L1129[11:03:08] <Dereta> yeah.. maybe..
but i wan't to do it this way.
L1130[11:04:06] <masa> 1) you can't 2) i
wouldn't want vanilla paper or sticks to always glow for no
apparent reason
L1131[11:04:14] <Fendirain> Anybody here
good with rendering? (To be exact, Getting an Entity to hold /
swing an item correctly)
L1132[11:04:28] <PaleoCrafter> wait for
1.9, hurr durr xD
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L1134[11:05:08] <Dereta> i edit the Items
with custom nametags and a description. It should be a
"soul" of the enemy...
L1135[11:06:40] <PaleoCrafter> and why do
you want to do that with a *stick*?
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L1138[11:08:00] <Dereta> the item wich is
use dosen't matter. And i use a paper because it has no
rightclick/leftclick function. And i also can disable the crafting
recepies of it
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L1140[11:08:19] <Fendirain> Why not make
your own item?
L1141[11:08:37] <Dereta> i only want to
use Vanilla Minecraft.
L1142[11:08:42] <Dereta> thats why
L1143[11:09:10] <PaleoCrafter> what
you're trying to do is not possible with Vanilla items,
period.
L1144[11:09:20] <PaleoCrafter> and it
should not be done with vanilla stuff :P
L1145[11:09:40] <Fendirain> Your making a
mod...Why limit yourself to Vanilla items?
L1146[11:09:53] <PaleoCrafter> it's also
shit from a gameplay view of point :P
L1147[11:09:58] <PaleoCrafter>
"yeah, so, you have this piece of paper, but it actually is
nothing like paper"
L1148[11:11:17] <Dereta> I add a function
to it when rightlich with the PlayerInteractEvent... so it is not
"nothing like paper"... but okay. i unterstand.
L1149[11:11:18] <Fendirain> Seriously,
This stupid axe thing is annoying me. Maybe I will just have it
punch trees. >.>
L1150[11:11:32] <Dereta>
*rightklick
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L1152[11:12:14] <Fendirain> The point is,
It looks like paper, But isn't paper. Adding a glowing effect
doesn't exactly help.
L1153[11:12:53] <Dereta> for me it does.
If player checks his chest he find it faster if the chest is full
ore something like this.
L1154[11:13:20] <Fendirain> If you have
to, Why not make your own item, and have it use the paper
texture?
L1155[11:13:28] <PaleoCrafter> if it had
a completely distinct model, they would find it even faster
:P
L1156[11:13:33] <Dereta> reason is
above.
L1157[11:14:01] <Fendirain> I mean, They
already said it's not possible to do it the way you want, So you
might have to.
L1158[11:14:44] <Dereta> yeah. they said.
but then stop asking why i want to use vanilla stuff only... i have
a reason and so its good. finish.
L1159[11:15:06] <PaleoCrafter> your code
is horrible btw :P
L1160[11:15:29] <Fendirain> Honestly
though, I would think a mod reusing textures doesn't show quality,
and would ignore it.
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L1162[11:16:21] <masa> using vanilla
items, changing their behaviour and adding behaviour to them is
just messy, confusing and breaks compatibility with anything else
that uses those items
L1163[11:16:23] <smbarbour> Since you are
obviously new to modding, I'll let you know this: This channel will
eviscerate your code style, and they will not hold back on their
opinions. Don't take it personally.
L1164[11:16:44] <Fendirain> Sorry, Don't
mean to be mean, Just trying to understand your reasoning.
L1165[11:16:54] <Dereta> i don't take. i
ignore it. because that was not what i want to hear btw.
L1166[11:17:10] <Dereta> everything fine.
i think i have a way
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L1169[11:19:24] <Fendirain> I'm seriously
going to go crazy trying to solve this.
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L1174[11:31:21] <Fendirain> Anybody here
decent with rendering? (Trying to get an Entity to hold / swing an
item (Custom Axe) correctly)
L1175[11:33:30] <tterrag|away> Wait for
1.9 :p
L1176[11:33:48] <tterrag|away> entities
don't really hold things in 1.8 and below
L1177[11:33:52] <tterrag|away> It's a
hack
L1178[11:34:11] <Fendirain> They actually
made it better?
L1179[11:34:51] <Fendirain> Well, Guess I
will ignore it for now, and move my mod to 1.9 only when its
ready.
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L1182[11:38:46] <Fendirain> Didn't
realize the previous comment that said that was directed at me. My
bad.
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L1186[11:41:47] <diredoesgames_> Hi
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L1188[11:42:40] <Fendirain> Hello.
L1189[11:43:31]
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L1192[11:48:22] <PaleoCrafter> there is
no channel bot (anymore, anyway) :P
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L1194[11:50:51] <Fendirain> That
video...
L1195[11:51:26] <sham1> /topic
L1196[11:51:50] <sham1> Although this is
too funny
L1197[11:53:06] <diredoesgames_> Hmm
forge 1.9 out for dev yet?
L1198[11:53:17] <sham1> SoonTN
L1199[11:53:19] <sham1> TM*
L1200[11:53:50] <diredoesgames_> I'm
surprised how fast they got forge going for 1.9
L1201[11:53:53] <sham1> The amount of
work gets lower and lower
L1202[11:55:03] <diredoesgames_> Would it
be weird to have a core require a core?
L1203[11:56:14] <sham1> Core as in
coremod?
L1204[11:56:57] <sham1> If so then stop
right there criminal scum
L1205[11:57:03] <diredoesgames_> I mean
would it be weird to have a coremod require another coremod?
L1206[11:57:09]
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L1207[11:57:15] <diredoesgames_>
What?
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L1209[11:57:21] <PaleoCrafter> coremod =
ASM shit
L1210[11:57:22] <sham1> >Coremod
L1211[11:57:42] <PaleoCrafter> core mod
(should be called library or something) = common utilities
L1212[11:57:42] <diredoesgames_> 10:56 AM
<sham1> If so then stop right there criminal scum
L1213[11:57:47] <diredoesgames_>
What?
L1214[11:57:59] <sham1> Never played
oblivion?
L1215[11:58:02] <PaleoCrafter> ASM is bad
:P
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L1217[11:58:24] <sham1> I hope that what
was for the reference instead of why
L1218[11:58:29] <diredoesgames_> Hmm who
is ready to update to 1.9?
L1219[11:58:32]
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L1220[11:58:42] <sham1> My body is
ready
L1221[11:58:57] <williephone> Not much
work predicted for me :P
L1222[11:59:06] <williephone> Depends on
how much models changed again
L1223[11:59:14] <sham1> I don't think
much
L1224[11:59:15] <diredoesgames_> Why
mojang!
L1225[11:59:18] <PaleoCrafter> yeah, the
update should be fairly easy when you're already on 1.8.9
L1226[11:59:25] <diredoesgames_> If they
change models agian
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L1228[11:59:40] <fry> a little bit
L1229[11:59:41] <PaleoCrafter> most model
changes will probably be internal (bridging a few forge things to
the new vanilla equivalents)
L1230[11:59:45] <fry> nothing
earth-shattering
L1231[11:59:51] <sham1> All I need is for
COTH to update RF API and make it capability-based (ktnxbye) and I
will be set
L1232[12:00:01] <PaleoCrafter> former
thing is done :P
L1233[12:00:05] <williephone> Write a
wrapper for it lol
L1234[12:00:13] <sham1> Or just make my
own energy system
L1235[12:00:25] <diredoesgames_> Hmm, is
there a some source I can steal for a new energy system?
L1236[12:00:43] <williephone> And I'm
guessing forge json will update to allow the vanilla weird
predicate things?
L1237[12:01:06] <diredoesgames_> What's
things?
L1238[12:01:16] <williephone> New item
json in 1.9
L1239[12:01:30] <sham1> The predicate
stuff on blockstates looks like programmable JSON
L1240[12:01:33] <diredoesgames_> I'm a
little outdated.. Just started to mod
L1241[12:01:36] <sham1> With the
"OR" stuff
L1242[12:01:47] <williephone> It's
actually pretty nice
L1243[12:01:59] <diredoesgames_> Anyone
working on Universal Energy?
L1244[12:02:05] <williephone> You write
the function in code but expose the result to json
L1245[12:02:14] <sham1> Ye
L1246[12:02:27] <williephone> But the
loot tables look nicer heh
L1247[12:02:35] <williephone> Spent a
while yesterday naming it all
L1248[12:02:52] <diredoesgames_> Anyone
got some open source code I can learn from... (And steal some
parts)
L1249[12:02:58] <williephone> What
for?
L1250[12:03:16] <sham1> Hmm, I can put
down end crystals
L1251[12:03:20] <williephone> They all
basically work the same way it's just numbers and interfaces
L1252[12:03:25] <williephone> For
energy
L1253[12:03:53] <diredoesgames_> 11:02 AM
<diredoesgames_> Anyone got some open source code I can learn
from... (And steal some parts)
L1254[12:04:08] <williephone> For an
energy system?
L1255[12:04:26] <diredoesgames_> No in
general
L1256[12:04:30] <diredoesgames_> But if
you do
L1257[12:04:31] <diredoesgames_>
Sure
L1258[12:04:35] <williephone>
Github
L1259[12:04:41] <diredoesgames_> I've
looked
L1260[12:04:44] <PaleoCrafter> why would
they even have that OR syntax, just distinguish between
"when" containing a list or a tag compound ...
L1261[12:04:59] <williephone> Probably
easier to parse into memory
L1262[12:05:03] <PaleoCrafter> meh
L1263[12:05:04] <williephone> Not
easier
L1264[12:05:10]
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L1265[12:05:29] <diredoesgames_> I love
how I'm using irc in school
L1266[12:05:38] <karlthepagan>
diredoesgames_, what did you find? because if you search for
ForgeGradle you will find 11k lines of code
L1267[12:06:00] <diredoesgames_> All of
them are junk though
L1268[12:06:26] <karlthepagan> aight, my
code is up there bye :)
L1269[12:06:44] <PaleoCrafter> I don't
think it's any easier, the deserialisation is done manually anyway
:P
L1270[12:08:12] <sham1> My god
L1271[12:08:18] <sham1> Night vision
makes End pink
L1272[12:08:29] <PaleoCrafter> lol
L1273[12:10:58]
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L1274[12:13:42] <diredoesgames_> Anyone
got some open source code I can learn from... (And steal some
parts)
L1275[12:14:12] <sham1> You have said
that exact same phrase 3 times already
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L1277[12:15:16] <MattDahEpic>
diredoesgames_, cofh has some of their stuff open, just sticking
around long enough in here will get people who need help and post
their githubs and some of the big mods link to the repos of open
source addons
L1278[12:15:51] <sham1> ^
L1279[12:16:12] <sham1> Spamming does not
helps neither you nor us
L1280[12:16:19] <diredoesgames_>
Sorry
L1281[12:19:24] <thor12022_oops> google
this "teamCofh OR TeamMetallurgy OR vazkii OR SlimeKnights OR
Chisel-2 site:github.com"
L1282[12:19:48] <Fendirain> diredoesgames
- Your looking for a power system right? I remember seeing a
youtube video about making one if you want it.
L1283[12:20:01] <Fendirain> (Not sure if
it's any good though)
L1284[12:21:30] <sham1> To be fair,
making one is not hard unless you want to do something complex like
2 value system
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L1291[12:49:26] <geratheon> Hey! I've a
problem with rendering a static .obj on a simple block in the
world.. I made everything like in the blood magic code and some
tutorials, it should at least. But yeah, I think the problem lies
here: [Client thread/WARN]: Unable to load block model:
'compimals:block/livingHopper.obj' for variant:
'compimals:livingHopper#normal': java.io.FileNotFoundException:
compimals:models/block/livi
L1292[12:49:32] <geratheon>
ngHopper.obj.json
L1293[12:49:35] <geratheon> It looks for
an .obj.json file, so I've made something wrong, but I just dont
see it. I can provide code, but I'm hoping for anyone to know this
problem. :)
L1294[12:51:14] <Fendirain> You sure it's
looking for the file in the correct place?
L1295[12:52:13] <Fendirain> & Right
name.
L1296[12:52:13] <geratheon> in
models/block/ is a livingHopper.obj, yeah
L1297[12:52:38] <Fendirain>
livingHopper.obj.json ?
L1298[12:53:33] <geratheon> No .json, as
far as I understand it I dont need an .obj.json, only a blockstate
json for it, right?
L1300[12:53:56] <Fendirain> Its erroring
because it can't find the .json
L1301[12:54:27] <PaleoCrafter> geratheon,
do you have the OBJLoader.addModId line?
L1302[12:54:32] <PaleoCrafter> (the
method might have a different name)
L1303[12:54:51] <TehNut> addDomain
IIRC
L1304[12:54:55] <PaleoCrafter> yeah,
that's the one
L1305[12:55:06] <geratheon> in the client
proxy? yeah, there is an addDomain with my modid
L1306[12:55:42] <PaleoCrafter> well,
pastebin your blockstates file
L1307[12:56:05] <geratheon> Mhhh, wait.
When I do a Log.info in the client proxy it does not trigger
L1308[12:56:15] <williewillus> did you
@SidedProxy :P
L1309[12:56:36] <geratheon> Funny enough
I did D:
L1310[12:56:56] <PaleoCrafter> do you...
call the client proxy method? :P
L1311[12:57:13] <geratheon> ...
gnarf.
L1312[12:57:21] <geratheon> I just set
the sidedproxy annotation
L1313[12:57:59] <geratheon> There it
is!
L1314[12:58:03] <geratheon> No texture,
but thats allright
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L1316[12:58:19] <diredoesgames_>
@RichardG:
L1317[12:58:22] <geratheon> Okay, thanks!
I really thought I did.
L1318[12:58:55]
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L1323[13:05:36] <gudenau> Hello!
L1324[13:05:55] <gudenau> Where could I
find some documentation about the forge json format for
blockstates?
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L1327[13:08:22] <gudenau> Thanks, I take
it the transformations are the same as vinilla?
L1328[13:09:41] <geratheon> I would
suspect that
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L1333[13:17:07] <MattDahEpic> has anyone
done item capabilities on items rather than tile entities? like a
backpack
L1334[13:19:59] <gudenau> "Item
capacilities"?
L1335[13:20:22] <MattDahEpic>
capabilities?
L1336[13:20:36] <gudenau> Still do not
know what that is.
L1337[13:21:08] <MattDahEpic> like
putting IItemHandler/ItemStackHandler on an item/itemstack rather
than a TileEntity
L1338[13:21:14] <gudenau> OH
L1339[13:21:21] <MattDahEpic> ive only
seen them on TileEntities so far
L1340[13:21:37] <gudenau> When I did that
I just cheated and used some nasty hacks in my GUI code.
L1341[13:22:20] <MattDahEpic> i can has
see?
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L1343[13:23:20] <diredoesgames_> Anyone
got some source I can learn from.. (And steal parts...)
L1344[13:23:21] <Wuppy> o/
L1345[13:23:22] <gudenau> Basicly instead
of passing a BlockPos in the gui code I passed the slot that the
item was in the players inventory; and I needed to make an
IInventory for the container that I loaded and saved from the NBT
data on the item.
L1346[13:23:31] <MattDahEpic>
diredoesgames_, no
L1347[13:24:26] <gudenau> How do I fix
this? Caused by: com.google.gson.JsonParseException: Axis rotation:
expected single axis object, got:
{"x":0,"y":180,"z":0}
L1348[13:26:17] <gudenau> WAIT, I might
have it.
L1349[13:27:22] <gudenau> No
transformations though...
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L1353[13:29:51] <Adg> Im trying to add a
custom furnace with a custom model. Everything is fine, but Im get
untextured breaking particles..can't seem to pin down why :/
L1354[13:30:07] <Adg> I get*
L1355[13:30:12] <gudenau> You can set the
particle texture, let me check.
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L1357[13:33:58] <gudenau> Ok, I know for
a fact that I did this somewhere in this code...
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L1359[13:35:43] <gudenau> Ah, you are
using the forge JSON format?
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L1361[13:35:54] <Adg> yes
L1362[13:36:21] <gudenau> I know for
vinilla you just set particle in the textures section.
L1363[13:37:33] <gudenau> Interesting, I
do not seem to set it anywhere for my forge stuff; yet it appears
to work. No idea why.
L1364[13:37:58] <gudenau> Happen to know
how I rotate my models based on the state in the forge
format?
L1365[13:39:31] <Peterzen> Adg, i think
you are supposed to assign the particle texture in
assets/modid/models/block/block.json
L1367[13:39:59] <gudenau> That is vinilla
though, not forge.
L1368[13:40:56] <Adg> if I try to set it
in the JSON file it spits an error at me and doesnt load the
model
L1369[13:41:52] <Peterzen> what does the
error say? and how does your json file look? could you make a
pastebin?
L1370[13:41:59] <Adg> one sec
L1371[13:42:37] <Peterzen> gudenau, do
you mean that it is for vanilla particles and not custom
particles(forge)?
L1372[13:43:06] <Adg> derp
L1373[13:43:23] <Adg> I had a typo...all
fixed now :D
L1374[13:43:46] <Peterzen> ah xD
L1375[13:44:01] <Adg> was stuck at it for
hours...
L1376[13:44:08] <Peterzen> i know that
feel
L1377[13:44:33] <Adg> thx for the help
tho =)
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L1379[13:47:39] <gudenau> Ok then.
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L1383[13:58:39] <gudenau> That is not for
the forge format though, that is what I am using.
L1384[13:58:48] <gudenau> At least my
blockstates are working. :-P
L1385[13:59:42] <sham1> MFW I cannot use
infinity bow to preserve healing arrows
L1386[13:59:46] <sham1> The heck is this
shit
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L1388[14:00:26] <williewillus> sham1:
because thats overpowered as fuck
L1389[14:00:28] <masa> this shit is
balance :p
L1390[14:00:32] <williewillus> it did
during sapshots
L1391[14:00:34] <williewillus> but they
removed it
L1392[14:00:56] <gudenau> I'm sure that
was a bug.
L1393[14:01:02] <sham1> Well once forge
comes out I can fix this injustice
L1394[14:01:10] <sham1> FFS it uses them
up in creative
L1395[14:01:11] <masa> :D
L1396[14:01:14] <gudenau> Simple enogh to
put back in though, simple event handler.
L1397[14:01:27] <sham1> Yes
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L1399[14:01:35] <sham1> At least make
them infinite on creative
L1400[14:02:43] <masa> well now you are
just asking the impossible! (from mojang that is)
L1401[14:03:28] <gudenau>
if(arrowIsPoition && !creative) more or less.
L1402[14:04:03] <masa> like I said,
impossible
L1403[14:04:09] <masa> more or less
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L1408[14:08:55] <sham1> I can probably
never get used to 32 chunk render distance with forge
L1409[14:08:57] <sham1> And mods
L1410[14:09:04] <williewillus> lol
L1411[14:09:11] <williewillus> how many
frames do you get?
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L1413[14:09:33] <sham1> Somewhat above
60
L1414[14:09:36] <sham1> But still
lag
L1415[14:11:27] <sham1> Although had a
lot of chunks
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L1420[14:21:28] <hipsterpig> lahwran:
whowhat
L1421[14:21:40] <hipsterpig> i was dead
asleep when you pinged
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L1431[14:48:36] <Arctic_Wolfy> Okay... I
have a question for those who know about NBT. What kind of objects
are contained in the set from the NBTTagCompound? I would give the
method name, but it's a "func_" one.
L1432[14:50:31] <diesieben07> which
method are you talking about?
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L1434[14:51:01] <Ordinastie> the one
starting with func_ :p
L1435[14:51:18] <Arctic_Wolfy>
func_150296_c
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L1437[14:51:33] <Arctic_Wolfy> It returns
a Set.
L1438[14:51:44] <Ordinastie> a set of
what ?
L1439[14:51:54] <Ordinastie> oh,
nvm
L1440[14:51:56] <TehNut> getKeySet
L1441[14:52:05] <Arctic_Wolfy> That's
what I want to know.
L1442[14:52:09] <TehNut> What mappings
are you on?
L1443[14:52:24] <Arctic_Wolfy>
NBTTagCompound
L1444[14:52:31] <TehNut> mappings, not
class
L1445[14:52:51] <Arctic_Wolfy> HashMap, I
think.
L1446[14:52:57] <TehNut> ...
L1447[14:53:03] <TehNut> Your MCP
mappings
L1448[14:53:19] <Arctic_Wolfy> Oh...
Uhmm...
L1449[14:53:28] <Arctic_Wolfy> I don't
know..
L1450[14:53:53] <diesieben07> they are
old that is for sure :D
L1451[14:53:57] <TehNut> ^
L1452[14:53:57] <Arctic_Wolfy> What is
that? And how do I find it?
L1453[14:54:00] <diesieben07> also
L1454[14:54:12] <diesieben07> if it
really only returns Set, not a Set<String>, why are you not
on 1.8.9
L1455[14:54:35] <TehNut> It's what
changes func_150296_c -> getKeySet
L1456[14:54:49] <Arctic_Wolfy> I really
should be on 1.8.9... Since 1.9 is out...
L1457[14:54:54] <TehNut> And you find it
in your build.gradle, usually
L1458[14:56:05] <Arctic_Wolfy> I don't
see a mapping.
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L1461[14:58:05] <Arctic_Wolfy> Yep, not
there.
L1462[14:58:15] <diesieben07>
impossiburu
L1463[14:58:50] <masa> unless he is on
1.7 still...
L1464[14:59:04] <diesieben07> that also
has mappings
L1465[14:59:15] <williewillus> well some
people copy their build scripts from old versions and those didn't
have explicit mappings lines
L1466[14:59:22] <masa> not by default, or
at least my build.gradle didn't have them
L1467[14:59:22] <williewillus> I remember
some of my really old 1.7.10 ones didn't
L1468[14:59:22] <Arctic_Wolfy> I am on
1.7... And I did say I should update to 1.8...
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L1470[14:59:30] <diesieben07> urgh
L1471[14:59:57] <Arctic_Wolfy> I got the
file from the site.
L1472[15:00:00] <diesieben07> well
L1473[15:00:09] <diesieben07> anyways,
the method gives you a set of string
L1474[15:00:14] <diesieben07> of the keys
in the compound
L1475[15:00:16] <Arctic_Wolfy>
Okay.
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L1480[15:09:43] <williewillus> lol
L1481[15:09:49] <williewillus> when have
pistons not been broken
L1482[15:10:01] <diesieben07> yea,
true
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L1484[15:10:09] <diesieben07> the stupid
bud switches infuriate me
L1485[15:10:15] <diesieben07>
aaanyways.
L1486[15:10:30] <SkySom> When they were
still a mod?
L1487[15:10:32] <Arctic_Wolfy> Arf?
o.o
L1488[15:10:36] <williewillus> well there
still is no real alternative to buds
L1489[15:10:37] <williewillus> so
:P
L1490[15:10:42]
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L1491[15:10:45] <williewillus> and this
happened in 1.8 too iirc
L1492[15:10:57] <williewillus> whichever
snapshot they switched to blockstates pistons started being
weird
L1493[15:11:04] <diesieben07>
started?
L1494[15:11:17]
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L1495[15:11:38] <williewillus> as in, the
base would disappear when extending/retracting
L1496[15:11:43] <williewillus> very very
briefly
L1497[15:11:45] <diesieben07> ah
L1498[15:12:05] <diesieben07> yeah piston
rendering is strange at best, because it swtiches from static to
TESR
L1499[15:12:48] <masa> whaat, why does it
do that? :o
L1500[15:13:03] <diesieben07> well, you
dont want inactive pistons to be a slow TESR
L1501[15:13:07]
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L1502[15:13:08] <diesieben07> but they
still need to animate when extending
L1503[15:13:20] <masa> but why can't the
base always be a normal model?
L1504[15:13:32] <masa> although
L1505[15:13:33] <diesieben07> uh, maybe
it is? idk
L1506[15:13:43] <masa> it would still
need to change models I guess
L1507[15:13:52] <diesieben07> yes
L1508[15:14:17] <diesieben07> willie,
that disappearing has nothing to do with block states i think
though. it is the threaded chunk rendering
L1509[15:14:18]
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and Out!)
L1511[15:14:35] <masa> I'm currently
watching cubehamster play with 1.9... so many bugs with pistons and
stuff :D
L1512[15:15:17] <masa> and I was actually
considering updating my server to 1.9 after they fix a couple of
bugs... there seem to be a LOT more bugs to fix than I realized
:p
L1513[15:15:52] <unascribed> I'm waiting
for 1.9.23 before I update anything
L1514[15:16:19] <TehNut> 1.9: The Buggy
Update
L1515[15:16:32]
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L1516[15:16:40] <unascribed> at least it
has nice particles now
L1517[15:16:43] <killjoy> is the
fullscreen bug still in there?
L1518[15:17:25] <masa> 1.9 would have
been a better update without all the combat changes imo :p
L1519[15:17:27]
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L1520[15:17:35] <killjoy> but then what
would they call it?
L1521[15:17:38] <killjoy> the ender
update?
L1522[15:17:40] <masa> it being the
combat update and all...
L1523[15:17:41] <killjoy> that sounds
silly
L1524[15:18:06] <masa> the long time in
bre..making update
L1525[15:19:32] <Arctic_Wolfy> Wait,
IIRC, aren't block meta values no more?
L1526[15:19:41] <diesieben07> yes, they
still are
L1527[15:19:45]
⇨ Joins: armctec (~Thunderbi@201.6.199.174)
L1528[15:19:47] <diesieben07> just
abstracted away into block states
L1529[15:19:57] <killjoy> there's still
0-15 meta
L1530[15:20:04] <killjoy> it's in the
world saave
L1531[15:20:08] <Arctic_Wolfy>
Okay.
L1532[15:21:05] <williewillus> well in
the chunk ;p
L1533[15:21:17] <williewillus> once you
cross into the chunk code even during runtime it's meta
L1534[15:24:09] <unascribed> and that is
unlikely to ever change, the amount of storage required to store
the states themselves would be ridiculous
L1535[15:24:22] <unascribed> maybe it
won't always be 4 bits
L1536[15:24:29] <williewillus> well you
could have variable with state ids
L1537[15:24:32] <unascribed> but people
requesting magical infinite block states are guaranteed
insane
L1538[15:24:42] <unascribed> yes, but
state ids is still basically meta
L1539[15:24:42] <williewillus> like if a
block doesn't need all metas another block can use them
L1540[15:25:12] <diesieben07> yes some
kind of varint thingy would be nice but that gives the problem that
you dont have dead reckoning into the arrays
L1541[15:25:13]
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L1543[15:25:34] *
unascribed whispers "value types"
L1544[15:26:03] <diesieben07> how do they
help here? :D
L1545[15:26:14] <diesieben07> you can
emulate those today with ugly code that uses primitives
L1546[15:26:28] <unascribed> you could
probably make some sort of varint one
L1547[15:26:30] ***
Mata is now known as MattOfflineMc
L1548[15:26:36] <unascribed> though that
might require shuffling around the entire array
L1549[15:26:39] <diesieben07> not
really
L1550[15:26:43] <diesieben07> value types
are fixed size
L1551[15:26:45] <unascribed> nevermind
value types are fixed-size
L1552[15:26:51] <unascribed> I just woke
up, ignore me
L1553[15:26:53] <diesieben07> :D
L1554[15:27:09] <diesieben07> if they
weren't value type arrays would be slow as fudge
L1555[15:27:24] <geratheon> Baaah, after
hours and hours fighting with blender.. For easy, simple minecraft
modeling, what program do you all recommend?
L1556[15:27:44] <unascribed> MrCrayfish
model maker is pretty good
L1557[15:28:08]
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L1558[15:28:47] <unascribed> it can be a
bit weird, especially with assigning textures
L1559[15:28:56] <unascribed> but
otherwise it works well from what I've seen
L1560[15:28:59] <williewillus> I do
shapes in crayfish and texture map it manually :P
L1561[15:29:22] <unascribed> ^ probably a
good idea
L1562[15:29:33] <unascribed> I once
helped someone texture a dragon or something
L1563[15:29:35] <geratheon> Yeah, thats
my biggest problem with blender. I've done a model, so far so good.
But how do I texture map it?
L1564[15:29:35] ***
Vigaro|AFK is now known as Vigaro
L1565[15:29:36] <unascribed> and it took
FOREVER
L1566[15:30:04] <geratheon> For the last
hour I tried to understand blender uv maps and I think that's a bit
to complicated for a simple minecraft model
L1567[15:30:31] <unascribed> well what do
you expect from a full-blown modelling tool?
L1568[15:30:35] <unascribed> not to
mention it's open-source
L1569[15:30:38] <unascribed> so an awful
UI is a given
L1570[15:31:02] <unascribed> (for the
record I love open source, and I'm actually running KDE on Linux
right now, but that seems to hold true for everything)
L1571[15:31:40] <williewillus> kde5
actually looks nice
L1572[15:31:45] <williewillus> kde4 was
ugly lol
L1573[15:31:47] <unascribed> it *looks*
nice
L1574[15:31:53] <unascribed> but it's
basically kde4 with a fresh coat of paint
L1575[15:32:00] <unascribed> some apps
have gotten overhauls by the VDG
L1576[15:32:03] <unascribed> but most
haven't
L1577[15:32:36] <geratheon> I think kde
is a bit bloated, I use xfce at the moment
L1578[15:32:41] <unascribed> I used to
use Xfce
L1579[15:32:54] <unascribed> but I think
the main reason KDE is seen as bloated is the ridiculous
metapackages on Debian-derivatives
L1580[15:33:00] <williewillus> lol
L1581[15:33:06] <unascribed> granted,
even on Arch I installed one of said ridiculous metapackages
L1582[15:33:11] <unascribed> and I don't
use half the software I have installed
L1583[15:33:28] <unascribed> but I very
well could have made a minimal KDE install
L1584[15:33:46] <unascribed> not to
mention you can turn off kwin's compositing
L1585[15:34:06] <unascribed> not sure if
it goes full stacking or just disables the effects
L1586[15:34:07] ***
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L1587[15:34:13] <unascribed> (and you can
just run Openbox on top of it anyway)
L1588[15:34:50] <geratheon> for a while I
just ran bspwm without any desktop environment. Fun times..
L1589[15:35:14] <williewillus> i3 :D
cinnamon is my fallback when I need a full env
L1590[15:35:24] <unascribed> huh, bspwm
looks interesting
L1591[15:35:26] <williewillus> it's my
favorite DE, manages to not feel heavy even though it is a full
DE
L1592[15:35:30] <unascribed> i3 is for
crazy people
L1593[15:36:11] <williewillus> lol
L1594[15:36:20] <geratheon> Bspwm is
extremely cool and lightweight but has its quirks with java swing
applications, so I had to switch
L1595[15:36:22] <williewillus> the tree
structure bspwm describes is just like how i3 works
L1596[15:37:16] <unascribed> but you can
put it in stacking mode
L1597[15:37:25] <geratheon> Yeah, I tried
i3 before, but at the moment I just want an Environment that works.
I don't really need tiling mode because of tmux
L1598[15:37:34] <unascribed> I don't want
everything to be tiling, I have uses for stacking/compositing as
well
L1599[15:37:54] <williewillus> i3 has
floating mde too :P
L1600[15:38:04] <unascribed> well they
didn't make that particularly obvious
L1601[15:38:13] <williewillus>
shift+mod+space pops it off the tiling (which I have the config
autoset to do for every mc window)
L1602[15:38:13] <unascribed> either way
I'm not in a "break everything" mood right now so I'm
going to stick with kwin
L1603[15:38:15] <thor12022_oops> you
could also use AewsomeWM, It's not just for people who hate
themselves
L1604[15:38:23] <thor12022_oops>
*Awesome
L1605[15:38:45] <unascribed> oh
right
L1606[15:38:51] <unascribed> I didn't
like i3 because it was emacs the window manager
L1607[15:38:59] <unascribed> onscreen
buttons are useful >.>
L1608[15:39:03] <geratheon> Awesome is
really cool, yeah, but I got tired of lua
L1609[15:39:23] ***
kroeser is now known as kroeser|away
L1610[15:40:00] <williewillus> more like
vim the wm :P
L1611[15:40:06] *
thor12022_oops thinks about ComputerCraft and Awesome compatibility
breifly
L1612[15:40:07] <williewillus> it uses
vim like bindings
L1613[15:41:07] <geratheon> Yeah, but
he's right, Awesome is more like emacs than vim. Doesn't really
every tiling wm use vi bindings?
L1614[15:41:52] <williewillus> i really
don't care as long as I have to touch my mouse as little as
possible
L1615[15:41:54] <williewillus> lol
L1616[15:42:20] <thor12022_oops> I always
end up chaning the bindings anyway
L1617[15:42:54] <geratheon> Okay,
mrcrayfishs model editor reacts ultra slow. :C
L1618[15:42:59] ***
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L1619[15:44:31] ***
kroeser|away is now known as kroeser
L1620[15:44:36] <geratheon> Oh, no, only
the UI itself
L1621[15:45:01] ***
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L1625[15:55:13] <Lordmau5> o/
L1626[15:55:31] <Lordmau5> Hey, Mr.
Object-god fry, is it somehow possible to mix 2 different
models?
L1627[15:55:55] <Lordmau5> as in, let's
say I have my own model that has "dents" on the sides,
but would like to render the textures of another block on it?
L1628[15:56:23] <diesieben07> ObjModel
implements IRetexturableModel which has a method retexture
L1629[15:56:31] <diesieben07> that would
give you a new IModel with a new set of textures
L1630[15:56:55] <Lordmau5> Let's say I'm
grabbing the IBlockState from a different block and would handle
the extended-state of it to get it's IBakedModel
L1631[15:57:01] <Lordmau5> could I
combine those things then?
L1632[15:57:12]
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L1633[15:57:29] <diesieben07> not sure if
there is a good way to get the texture from a baked model
L1634[15:57:34] <Lordmau5> Hmm...
L1635[15:57:39] ***
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L1636[15:57:51] <diesieben07> since the
UVs are hard-baked into the BakedQuads
L1637[15:58:05]
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L1639[16:01:11] <Lordmau5> in that case
it seems more difficult than I expected it to be...
L1640[16:01:14]
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L1641[16:01:16] <Lordmau5> well, I
expected it to be difficult anyway
L1642[16:01:27] <diesieben07> i
mean
L1643[16:01:33] ***
K-4U is now known as K-4U|Off
L1644[16:01:36] <diesieben07>
theoretically you could parse the baked quads and get the texutre
that way
L1645[16:02:01] <diesieben07> i think
that would be the only real way anyways
L1646[16:02:11] <diesieben07> not even
IModel has a way to get the textures
L1647[16:02:20] <diesieben07> or
rather
L1648[16:02:22] <Lordmau5> via.
getFaceQuads or getGeneralQuads then?
L1649[16:02:26] <diesieben07> yeah
L1650[16:02:41] <Lordmau5> like, which
one should I use then? :p
L1651[16:02:47] <diesieben07> both
L1652[16:02:53] <Lordmau5> ah k
L1653[16:03:02] <diesieben07> face quads
are quads which are culled, general quads are not
L1654[16:03:32] <Lordmau5> ah
L1655[16:03:58] <Lordmau5> so currently
I'm on a ISBM - that means I'd have to swap it for a OBJModel and
go from there?
L1656[16:04:09] <diesieben07> eh no not
really
L1657[16:04:24] <diesieben07> you would
get the OBJModel and retexture it as needed
L1658[16:04:29] <diesieben07> then bake
the retextured stuff
L1659[16:04:31] <diesieben07> and cache
it
L1660[16:04:38] <diesieben07> in an
ISBM
L1661[16:04:56] <Lordmau5> what do you
mean "get the OBJModel"? - as in, get my .obj file and
cache that first to get an "empty" OBJModel?
L1662[16:05:12]
⇨ Joins: VikeStep
(~VikeStep|@a82-21.nat.uq.edu.au)
L1663[16:05:16] <diesieben07> yes,
ModelLoaderRegistry.getModel
L1664[16:07:10] <Lordmau5> do I need to
add the .obj suffix to the ResLoc?
L1665[16:08:33] <diesieben07> yes
L1666[16:08:36] <Lordmau5> k
L1667[16:10:54] <Lordmau5> either way,
11:10pm here, I'm out o/
L1668[16:11:04] <diesieben07> \o
L1669[16:11:05] <Lordmau5> thanks for the
general gist on it, diesieben07 :)
L1670[16:11:14] <Lordmau5> I'll fiddle
around with it tomorrow
L1671[16:11:16] <diesieben07> i do my
best :D
L1672[16:16:47] <ghz|afk> [23:01]
(diesieben07): theoretically you could parse the baked quads and
get the texutre that way
L1673[16:16:55] <ghz|afk> that's how
tterrag did the chisel port
L1674[16:17:03]
⇨ Joins: Upthorn
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L1675[16:17:05] *
diesieben07 was prepared to get scolded
L1676[16:17:05] <ghz|afk> for connected
textures
L1677[16:17:08] <diesieben07> but i guess
not lol
L1678[16:17:43] <diesieben07> using
IVertexConsumer i assume?
L1679[16:18:26] <ghz|afk> can't remember
that much
L1680[16:18:27] <ghz|afk> XD
L1681[16:18:40] <diesieben07> :D
L1682[16:18:45]
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L1683[16:19:09] <Chervilpaw> With MC
1.8.9, how could I have a wire block that connects 2 stuff w/out
making 64 models
L1684[16:19:25]
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L1686[16:19:53] <ghz|afk> Chervilpaw:
submodels
L1687[16:20:01] <ghz|afk> you have a
"core" model for the unconnected central piece
L1688[16:20:06] <ghz|afk> and then one
"connector" model
L1689[16:20:14] <ghz|afk> that you apply
to submodels with different rotations, as needed
L1690[16:20:25] <ghz|afk> sec
L1692[16:21:09] <ghz|afk> like this, for
example
L1693[16:21:26] <ghz|afk> I used .obj
models
L1694[16:21:34] <ghz|afk> but json-based
models would work just as well
L1695[16:22:41] ***
ghz|afk is now known as gigaherz
L1696[16:23:45] <Chervilpaw> obj would be
esier
L1697[16:24:57] <gigaherz> yeah then look
at my json file and see how I did it
L1698[16:25:47] <Chervilpaw>
However
L1699[16:25:53] <Chervilpaw> is there a
tool to TEXTURE .obj files?
L1700[16:26:29]
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L1703[16:30:53] <gigaherz> Chervilpaw:
just apply the textures as you would on your favorite 3D modelling
program
L1704[16:31:02] <gigaherz> make sure you
don't use texture wrapping
L1705[16:31:08] <gigaherz> and then once
the model is done
L1706[16:31:14] <Chervilpaw> whats a good
modeling program
L1707[16:31:24] <gigaherz> you edit the
.mtl file and add/change the "map_Kd" references
L1708[16:31:31] <gigaherz> to use
minecraft-style resoruce locations
L1709[16:31:38] <gigaherz> Blender
L1710[16:31:39] <gigaherz> Maya
L1711[16:31:43] <gigaherz> 3D
Studio
L1712[16:31:53] <Chervilpaw> Blender... I
guess
L1713[16:32:01] <gigaherz> Blender is
free
L1714[16:32:05] <gigaherz> but has a
steep learning curve
L1715[16:32:21] <gigaherz> you could also
try something like clara.io
L1716[16:32:21] <willieaway> are there
any other free + easy to use OBJ modelers? :P
L1717[16:32:24] <gigaherz> which is
web-based
L1718[16:32:30] <gigaherz> willieaway:
not that I'm aware of
L1719[16:32:51] <gigaherz> unless you
include sketch up or the 3d builder app in windows 10
L1720[16:32:58] <Chervilpaw> I like
blender - except for it's controls
L1721[16:33:12] <gigaherz> but i don't
think of those as apps fitting to design/export .OBJ models
L1722[16:33:14] ***
willieaway is now known as williewillus
L1723[16:33:32] <williewillus> lol other
channles on esper really don't like away nicks do they
L1724[16:33:36] <williewillus> the mc
sphere doesn't care
L1725[16:33:44]
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timeout: 186 seconds)
L1726[16:33:48] <williewillus> I think I
got tempbanned from #linux since my bouncer auto awaynicks me
L1727[16:35:19] <gigaherz> why?
L1728[16:35:28] <Chervilpaw> wait will
mrcrayfish's 3d modeler work?
L1730[16:35:37] <gigaherz> first time I
hear of someone not liking away nicknames
L1731[16:35:44] <gigaherz> Chervilpaw: I
guess?
L1732[16:36:36] <gigaherz> Disconsented:
TileEntities do not synchronize automatically
L1733[16:36:47] <gigaherz> you'll haveto
use networking to transfer any information you may need to the
client
L1734[16:36:51] <williewillus> gigaherz:
in other non-mc networks/channels they say that /away is
enough
L1735[16:36:57] <williewillus> and that
it spams up big channels
L1736[16:37:00] <Chervilpaw> I'm gonna
try to make an AE2/TE alternative for 1.8.9
L1737[16:37:04] <gigaherz> well
L1738[16:37:10] <gigaherz> I guess I
don't want to join those channels then
L1739[16:37:10] <williewillus>
Chervilpaw: yes it'll work
L1740[16:37:19]
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L1741[16:37:24] <gigaherz> I have used
IRC for many years
L1742[16:37:42] <gigaherz> and I have
never come across any channel that does it
L1743[16:38:00] <gigaherz> if someone
dislikes me using /nick ghz|afk, then fuck them
L1744[16:38:01] <gigaherz> XD
L1745[16:39:53] <Chervilpaw> also using
the submodels, how to make it only connect w/ certain blocks
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L1747[16:40:15] <gigaherz> create 6
PropertyBools
L1748[16:40:21] <gigaherz> one for each
neighbour
L1749[16:40:24] <gigaherz> and in
getActualState
L1750[16:40:31] <gigaherz> you set to
true only those that need to have the connection
L1752[16:40:59] <gigaherz> this is how I
did it
L1753[16:41:42] <williewillus> look at
vanilla fence code to see to use the blockstates
L1754[16:41:46] <williewillus> and for
the models look at the forge example
L1755[16:43:56] <Chervilpaw> I just made
2 JSON models
L1756[16:44:03] <Chervilpaw> A lone wire,
and one extending to the north
L1757[16:44:21] <gigaherz> Chervilpaw:
look at my two links
L1759[16:44:31] <Chervilpaw> k
L1761[16:44:39] <gigaherz> if oyu don't
understand how that is working
L1762[16:44:48] <gigaherz> then you need
to learn williewillus' rendering primer first
L1763[16:44:49] <gigaherz> ;P
L1764[16:44:53] <Chervilpaw> the .java is
confusing
L1765[16:45:00] <williewillus> :D
L1767[16:46:16] <Chervilpaw> Anyone got
ideas for a name for my mod...?
L1768[16:46:25]
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L1769[16:46:26] <Chervilpaw> It's meant
to be a TE and AE2 alternative for 1.8.9
L1770[16:47:53] <Chervilpaw> g2g
L1771[16:47:56]
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L1773[16:48:35] <ChaosTrigger> what's the
name of bot where I can check func and field names? >.>
L1774[16:48:43] <diesieben07>
MCPBot_Reborn
L1775[16:49:04] <ChaosTrigger>
thanks
L1776[16:49:12] <gigaherz> you can just
do !gm (methods) or !gf (fields) in here, but if you have a lot of
things to query, better use a pm
L1777[16:49:27] <ChaosTrigger> alright,
thank you
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L1782[16:53:53] <ChaosTrigger> any way to
check methods and fields from 1.8? the bot replies with the names
for 1.9?
L1783[16:54:01] <williewillus> add the
versions name
L1784[16:54:05] <williewillus> e.g. !gm
<name> 1.8.9
L1785[16:54:20] <ChaosTrigger> thaaaank
you
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L1791[17:19:57] <diredoesgames_> I want
your opinions.... What should I do to start modding (I have
experience making plugins)
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L1794[17:21:46] <RANKSHANK> something
that encompasses a variety of material. You'll bore quickly
otherwise.
L1795[17:21:49]
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L1798[17:23:55] <diredoesgames_> Repeat
that in smaller words...
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L1800[17:24:31] <williewillus> just do
whatever you want :P
L1801[17:24:42] <williewillus> since you
have plugin experience java shouldnt be a problem
L1802[17:24:51] <williewillus> so just
make what you want to make
L1803[17:24:57] <Arctic_Wolfy> Maybe
start with a smiple idea, and see where it heads.
L1804[17:25:46] <diredoesgames_> Anyone
got some source I can learn from (and steam parts?)
L1805[17:26:08]
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L1807[17:26:54] <diredoesgames_> I mean
like working mods
L1808[17:27:04] <Arctic_Wolfy> I have
source, but you might not understand it b/c it's all... over the
place, kinda, and I don't have it up on any thing.
L1809[17:27:18] <diredoesgames_> Send it
over?
L1810[17:27:20] <Disconsented>
gigaherz> That was it cheers
L1811[17:27:48] <gigaherz> np
L1812[17:27:56] <Arctic_Wolfy> I probably
have a lot of examples of bad coding in mine.
L1813[17:28:05] <diredoesgames_>
So?
L1814[17:28:23] <diredoesgames_> I'll fix
if up ;)
L1815[17:28:53] <Arctic_Wolfy> Plus it's
still a WIP. Maybe when I do alpha/beta testing.
L1816[17:30:26] <Arctic_Wolfy> I also
need to fix a dupe glitch too.
L1817[17:30:40] <diredoesgames_> Anyone
else?
L1818[17:31:10]
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L1820[17:32:06] <Arctic_Wolfy> I know
what the problem is too. Just need to clear some thing
afterwards.
L1821[17:32:18] <williewillus> look at
bigger mods on github
L1822[17:32:21] <gigaherz>
diredoesgames_: there's plenty of mods on github
L1823[17:32:29] <RANKSHANK> lol google is
hard
L1824[17:32:36] <gigaherz> they are just
usually too copmlex to be something a beginner will easily
understand
L1825[17:32:43] <williewillus> eh
L1826[17:32:57] <williewillus> if they're
well organized and don't have their on fancy subsystem for
eveyrhing
L1828[17:33:05] <williewillus> then
larger mods are usually good
L1830[17:33:08] <gigaherz> maybethis one
will do ;P
L1831[17:38:37] <DemoXin> "Spicing
up the early game" = "Creating early game inventory
problems"
L1832[17:38:39] <DemoXin> :P
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L1835[17:40:05] <RANKSHANK> DemoXin I
just want to add 16 new pre iron ores though
L1836[17:40:30] <williewillus> content
bloat :P
L1837[17:40:50] <williewillus> are you
going to create a unique experience and reason for each of thos 16
to exist? or is it more ores just to have more ores? :P
L1838[17:41:02] <RANKSHANK> *creates a
new wrench
L1839[17:41:13] <RANKSHANK> of course
this is necessary
L1840[17:41:26] <DemoXin> Ore Bloat = See
Metallurgy
L1841[17:41:31] <williewillus> what are
they being used for? :P
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L1843[17:41:56] <RANKSHANK> armor and
tools ;)
L1844[17:42:12] <williewillus> that offer
*what* over iron? besides a changed durability and protection
value
L1845[17:42:34] <gigaherz> DemoXin: pff
there's plenty of inventory to start with
L1846[17:42:39] <gigaherz> ;P
L1847[17:43:03] <DemoXin> Also remember
to consider this when adding "earlier ores", Iron is
stupidly easy to get, taking only 3 cobblestone to be mineable,
unless you go the TinkerTweaks route, which is effectively
rebalancing every other mod around yours, which tends to piss
people off if you get popular.
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L1849[17:43:54] <williewillus> taking on
what is probably the best designed mod in the last two years is
forcing me to start thinking like a designer lol
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L1852[17:45:52] <DemoXin> williewillus:
Which?
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L1854[17:51:50] <Shadowcrit> Is there a
Forge command to pregen a dimension?
L1855[17:53:34]
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L1858[17:55:00] <TehNut> No
L1859[17:55:54] <gigaherz> there was a
command block construct that would repeatedly TP the player
scanning a whole area
L1860[17:56:10] <gigaherz> which could be
used to pregenerate a dimension in plain vanilla ;P
L1861[17:59:51] <Shadowcrit> Interesting
way of doing it i suppose :D.
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L1864[18:10:21] <Disconsented> Hmm okay
nvm, removing an old unused model fixed it >_>
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L1866[18:18:34] <Disconsented> Although
how the lighting was perfect there is beyond me
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L1869[18:22:21] <gudenau> Hello!
L1870[18:22:39] <gudenau> This does not
rotate my blocks and f3 reports the diffrent block states. Any
ideas?
L1872[18:22:47] <DemoXin> ProfMobius has
a mod that adds a pregen command @ Shadowcrit
L1873[18:22:56] <DemoXin> Can't remember
what it's called though.
L1874[18:23:15] <Shadowcrit> DemoXin,
Thanks, I was just checking into that one. Admin Command Toolbox I
think it was.
L1875[18:23:22] <Arctic_Wolfy> Are doors
flamable? Woodens ones that is.
L1876[18:23:26] <DemoXin> Yep, that's the
one. Couldn't remember the name.
L1877[18:23:49] <DemoXin> 10/10 wish that
RegisterOreEvent was cancellable.
L1878[18:24:34] <Arctic_Wolfy> I wish
that the crafting event was cancable...
L1879[18:24:52] <DemoXin> Why? What
possible use would that have?
L1880[18:25:52] <Arctic_Wolfy> Make it so
that you can craft some thing only under certain
cercumstances.
L1881[18:26:02] <DemoXin> IRecipe is your
friend.
L1882[18:26:40] <Arctic_Wolfy> Ya...
But... You can't get the player.
L1883[18:27:08]
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L1884[18:29:38] <DemoXin> Can you not get
back to the player via InventoryCrafting ?
L1885[18:31:39] <Arctic_Wolfy> No
L1886[18:32:59] <Arctic_Wolfy> The only
way I see is getting the container from InventoryCrafting and
seeing what it is and get the player then, but it's in a private
field and has no getter.
L1887[18:33:44] <DemoXin> That's
unfortunate.
L1888[18:33:51] <Arctic_Wolfy>
Ya...
L1889[18:34:28] <Arctic_Wolfy> My only
other idea would not work in SMP, only SSP...
L1890[18:34:49] <Disconsented> SSP is
just an intergrated server these days
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L1893[18:35:33] <Arctic_Wolfy> Ya... but
SMP can have more then one player.
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L1896[18:36:53] <DemoXin> What are you
wanting to base it on?
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L1899[18:38:59] <Arctic_Wolfy> I could
get the player from Minecraft.getMinecraft().thePlayer, but I don't
think that would work out side of SSP.
L1900[18:39:19] <gigaherz> that works on
any client
L1901[18:39:27] <gigaherz> so long as
it's the client *thread*
L1902[18:39:36] <gigaherz> even in SSP,
if you do that from the server thread
L1903[18:39:42] <gigaherz> at best, it's
a bad idea
L1904[18:39:48] <gigaherz> at worst, you
can have a shitton of subtle errors
L1905[18:39:55] <gigaherz>
basically
L1906[18:40:05] <Arctic_Wolfy> Hmm.
L1907[18:40:05] <gigaherz> anything from
Minecraft.* should only ever be done on the client thread
L1908[18:40:16] <gigaherz> and anything
from MinecraftServer.* should only ever be done on the server
thread
L1909[18:40:18] <Arctic_Wolfy>
Okay.
L1910[18:40:48] <Arctic_Wolfy> Maybe I
could use a proxy...
L1911[18:41:29] <gigaherz> the proxy
isusedto differentiate the client *jar* from the server *jar*
L1912[18:41:38] <gigaherz> different kind
of sides ;P
L1914[18:42:54] <Arctic_Wolfy> I know,
but I call a method, on the client I send the cliend, and on the
server I send null possibly.
L1915[18:43:18] <Arctic_Wolfy> And check
if I have a null or not...
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L1917[18:50:27] <Arctic_Wolfy> Hmm... The
World has players...
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L1919[18:51:29] <ChaosTrigger> I last
fiddled around with modding at 1.7.2. I'm trying to make a custom
tile entity block in 1.8 right now, but for some reason it's not
working out
L1920[18:51:39] <ChaosTrigger> I want the
block to be visible in the hand of the player
L1921[18:51:49] <ChaosTrigger> so I have
an item for the block, with which you place the block
L1922[18:52:10] <ChaosTrigger> before, I
would use IItemRenderer and register it in my client proxy
L1923[18:52:18] <ChaosTrigger> however,
IItemRenderer is apparently deprecated now
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L1925[18:52:52] <ChaosTrigger> both the
block and the item for the block appear as normal full blocks with
missing/misplaced textures when I load up my client to test
L1926[18:53:06] <ChaosTrigger> can
someone shed some light on the situation please? >.>
L1927[18:53:18] <Arctic_Wolfy>
Item.hasEffect() is deprecated and it's still called by the
game.
L1928[18:53:44] <gudenau> Most blocks are
visable in the player's hand.
L1929[18:53:59] <ChaosTrigger> I know
that deprecated stuff still function in the game. Deprecated just
means that it's going to stop existing at all at one point
L1930[18:54:15] <ChaosTrigger> the
problem is that the block is rendering as a full block with the
black and purple texture
L1931[18:54:19] <ChaosTrigger> even
though I have a texture for it
L1932[18:54:22] <ChaosTrigger> and a tile
entity for it
L1933[18:54:28] <ChaosTrigger> if I place
it down, it's just fine
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L1935[18:54:36] <ChaosTrigger> but in the
arm, it appears as a full block for some reason
L1936[18:54:40] <ChaosTrigger> that's
what I'm trying to figure out
L1937[18:54:42] <gudenau> Did you set
inventory in the blockstate?
L1938[18:55:09] <ChaosTrigger> I'm still
trying to figure out what the blockstate actually is, so I'm
guessing no
L1939[18:55:34] <ChaosTrigger> the
blockstate wasn't a must add in 1.7.2, so it's my first time doing
something with it
L1940[18:55:51] <ChaosTrigger> how do I
set inventory in the blockstate?
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L1942[18:56:09] <gudenau> Look at
vinilla, I barley know myself.
L1943[18:56:44] <ChaosTrigger> that's
what I've been doing for the past hour. can't really figure out
what I'm missing or doing wrong :/
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L1946[18:57:24] <gudenau> HAHA ghz.
L1947[18:57:41] <gigaherz> ChaosTrigger:
in 1.8, you are supposed to have an actual item model
L1948[18:58:01] <gigaherz> there is a way
to have a TESR draw in the inventory
L1949[18:58:04] <gigaherz> but it's
highly discouraged
L1950[18:58:22] <ChaosTrigger> ignore the
item part, even if I get the block itself in my inventory, it still
appears as a full block with a missing texture
L1951[18:58:27] <ChaosTrigger> even
though it's a tile entity
L1952[18:58:32] <ChaosTrigger> if I place
it down, it's fine
L1953[18:58:34] <gigaherz> that's
unrelated
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L1955[18:58:42] <gigaherz> TileEntity
does NOT imply TESR
L1956[18:58:42] <ChaosTrigger> what do
you mean by item model then?
L1957[18:58:55] <williewillus> can I have
context? xD
L1958[18:59:03] <gigaherz> read up?
;P
L1959[18:59:06] <gudenau> Hey gigaherz,
how do I rotate a block based on the state in a forge blockstate
when using an OBJ?
L1960[18:59:27] <gigaherz> gudenau:
90degree rotations?
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L1962[18:59:33] <gudenau> Yep.
L1963[18:59:34] <williewillus>
ChaosTrigger: so you have a block that uses a TESR
L1964[18:59:40] <williewillus> and you
want it to render in inv?
L1966[18:59:43] <gigaherz> something like
this
L1967[19:00:10] <gigaherz> assuming you
have a PropertyDirection
L1969[19:00:45] <gigaherz> if you have
all 6 possible rotations:
L1971[19:00:51] <ChaosTrigger>
williewillus: yes
L1972[19:01:04] <williewillus> first of
all: can this TESR be migrated to a static model?
L1973[19:01:07] <williewillus> if so, do
that
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L1976[19:01:59] <gudenau> I do have all
six.
L1977[19:02:20] <ChaosTrigger> I have a
model, that I made that I want that model to become a block
L1978[19:02:20] <gudenau> No
change....
L1979[19:02:29] <ChaosTrigger> I'm not
attached to the tile entities
L1980[19:02:33] <ChaosTrigger> it's just
what I'm used to using
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L1982[19:02:50] <williewillus> is it
animated or dynamic in any way?
L1983[19:03:06] <ChaosTrigger> no, not
dynamic in any way
L1985[19:03:22] <gigaherz> then make a
static .obj model for it and you'll avoid dealing with TESRs
L1986[19:03:27] <williewillus> ^
L1987[19:03:30] <gudenau> ^
L1988[19:03:39] <williewillus> you get a
performance boost as well :P
L1989[19:03:43] <ChaosTrigger> and use
the forge special renderer or whatever it's name was?
L1990[19:03:46] <williewillus> no
L1991[19:03:49] <gudenau> It will be
cached on the GPU. :-D
L1992[19:03:49] <williewillus> just the
model system :P
L1993[19:03:54] <gigaherz> gudenau: all
your variants have "x:90"?
L1994[19:04:01] <gudenau> All but
one.
L1995[19:04:01] <williewillus> *the*
model system :D
L1996[19:04:11] <gudenau> down is
diffrent.
L1997[19:04:28]
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L1998[19:04:29] <williewillus> anyways
where was that tabula to obj thing again
L1999[19:04:30] <gigaherz> ChaosTrigger:
this is plain vanilla
L2000[19:04:31] <williewillus> use
that
L2001[19:04:33] <ChaosTrigger> in that
case, there's one issue with using forge's model system
L2002[19:04:34] <gigaherz> what forge
adds
L2003[19:04:39] <ChaosTrigger> I made the
model with techne
L2004[19:04:43] <Natsumi> I was
redidected here from another channel. Basically what I want to do,
is make a fix to Minecraft, but I want to also keep it vanilla. I
want to know where to look for the fix. Is this an appropriate
place for such discussion or is there a better channel I should go
to ask?
L2005[19:04:44] <ChaosTrigger> so I have
it as a java file
L2006[19:04:46] <gigaherz> is the ability
to load the obj models into the vanilla model system
L2007[19:04:56] <ChaosTrigger> so how do
I turn that into .obj?
L2008[19:04:57] <williewillus>
ChaosTrigger: do you have the original tcn?
L2009[19:05:02] <ChaosTrigger> yes
L2010[19:05:10] <gigaherz> good, then you
can convert it ;p
L2011[19:05:18] <gudenau> You could use
blender and schetchup aswell.
L2012[19:05:30] <williewillus> meh
L2013[19:05:33] <ChaosTrigger> is using
tile entities that bad nowadays? o_e
L2014[19:05:40] <gudenau> Any ideas
gigaherz?
L2015[19:05:42] <williewillus> TESRs: 1.
render every frame
L2016[19:05:44] <gigaherz> not worse than
any other time
L2017[19:05:45] <williewillus> 2. render
every frame
L2018[19:05:50] <williewillus> :P
L2019[19:05:52] <gigaherz> but
really
L2020[19:05:53] <gigaherz> again
L2021[19:05:58] <gudenau> ChaosTrigger
no, but TESRs are not cached while static models are.
L2022[19:05:59] <gigaherz> TILEENTITIES
DOES NOT IMPLY TESR
L2023[19:06:10] <gigaherz> I use plenty
of blocks that have TEs
L2024[19:06:11]
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L2025[19:06:12] <williewillus> static
models 1. render on chunk update 2. cached on gpu 3. batched in
multiple threads
L2026[19:06:13] <ChaosTrigger> Tile
Entity Special Renderer, that's what you mean by TESR
L2027[19:06:14] <gigaherz> but only a few
have a TESR
L2028[19:06:18] <williewillus> yes
L2029[19:06:18] <gigaherz> yes
L2030[19:06:21] <williewillus> not all
TE's need a tesr
L2031[19:06:29] <gudenau> I have a block
with an OBJ model that also has a TE, no TESR to be found.
L2032[19:06:32] <williewillus> you can
even mix tesr + static model
L2033[19:06:32] <gigaherz> it's a
"special rendered for tile entities"
L2034[19:06:34] <gigaherz> which
implies
L2035[19:06:39] <gigaherz> there's a
non-special renderer for tile entities
L2036[19:06:40] <gigaherz> XD
L2037[19:06:45] <williewillus>
anyhow
L2038[19:06:47] <gudenau> More for
rendering items in pipes.
L2039[19:06:48] <williewillus> anyone
know the link
L2040[19:06:52] <williewillus> to that
tabula to obj thing?
L2042[19:07:15] <gigaherz> I know this
one
L2044[19:07:20] <gigaherz> but duno if
that's waht you mean
L2045[19:07:26] ***
DarkevilAway is now known as Darkevilmac
L2046[19:07:32] <gudenau> We should add
tcn to forge, eh?
L2047[19:07:42] <gigaherz> no we should
not
L2048[19:07:46] <williewillus> lol
no
L2049[19:07:55] <williewillus> someone
could theoretically wrte a loader for it
L2050[19:07:57] <gigaherz> tcn is a
crappy format designed for an obsolete method of drawing
L2051[19:07:58] <williewillus> but it's a
terrible format
L2052[19:08:41] <williewillus> a loader
for it would probably convert it on the fly and feed it to the OBJ
loader lol
L2053[19:08:53] <gudenau> That is kinda
what I was thinking. :-P
L2054[19:08:55] <gigaherz> nah
L2055[19:09:06]
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L2056[19:09:15] <gudenau> It could dump
an OBJ file and yell at you. :-D
L2057[19:09:49]
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L2058[19:10:18] <ChaosTrigger> here's
another question - how does texture assigning work now?
L2059[19:10:22] <ChaosTrigger>
setTextureName isn't a thing anymore
L2060[19:10:26] <ChaosTrigger> apparently
o_e
L2061[19:10:34]
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L2062[19:11:05] <williewillus> it's baked
into the model
L2064[19:11:36] <williewillus> idk where
it came from lol
L2065[19:11:45] <williewillus> runs in
techne on 1.8.0
L2066[19:11:50] <ChaosTrigger> thanks for
the link
L2067[19:11:55] <ChaosTrigger> and what
do you mean baked into the model?
L2068[19:12:06] <ChaosTrigger> lets say I
was making a variation of sand or planks or whatever
L2069[19:12:09] <gigaherz> ChaosTrigger:
the .obj/.json file for the model
L2070[19:12:10]
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L2071[19:12:11] <ChaosTrigger> with a
custom texture
L2072[19:12:16] <ChaosTrigger>
ohhhh
L2073[19:12:17] <gigaherz> you'd make
your own json file
L2074[19:12:20] <gigaherz> and put the
texture name in it
L2075[19:12:25] <ChaosTrigger> every
block has that now doesn't it?
L2076[19:12:28] <williewillus> yup
L2077[19:12:34] <gigaherz> yup
L2078[19:12:34] <ChaosTrigger> completely
forgot about that
L2079[19:12:35]
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L2080[19:12:37] <ChaosTrigger> damn, a
lot has changed
L2081[19:12:39] <ChaosTrigger> I feel old
:D
L2082[19:12:40] <gigaherz> yup
L2083[19:12:41] <williewillus> so at
render time all the tessellator gets is a ton of vertices
L2084[19:12:47] <gigaherz> but it's SO
much better for resourcepack authors
L2085[19:12:48] <gigaherz> ;P
L2086[19:12:49] <williewillus> these
vertices describe the shapes
L2087[19:12:54] <williewillus> colors,
and textures of the faces
L2088[19:13:04]
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L2089[19:13:06] <williewillus> eh not
fully correct terminology
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L2092[19:14:12] <trizmo> hey guys, does
anyone know anything about bungeecord?
L2093[19:14:17] <gudenau> Ok, codemods on
1.8.9; IFMLLoadingPlugin is not a thing.
L2094[19:14:27] <DemoXin> MyCrayfish has
a model editor for the 1.8 model format.
L2095[19:14:30] <DemoXin> Just
sayin'
L2096[19:14:34] <DemoXin> Fuck a
Techne
L2097[19:14:37] ***
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L2098[19:14:53] <DemoXin> trizmo:
BungeeCord is a Bukkit/whatever thing, not a Forge mod.
L2099[19:15:18] <trizmo> yeah, but maybe
someone here can give me a hand with a forge issue with it
L2100[19:15:29] <ChaosTrigger> so how
would I define my texture in the json file? since it's in my mod's
assets
L2101[19:15:39] <ChaosTrigger> the
default's this for instance: blocks/planks_oak
L2102[19:15:42] <trizmo> keeps telling me
to update forge and im already running on 1558 on client and
server
L2103[19:15:45] <ChaosTrigger> would mine
be mod_name:blocks/whatever
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L2105[19:20:31] <trizmo> ok if you cant
help with bungeecord
L2106[19:20:34] <trizmo> can you help
with this?
L2108[19:21:59] <gigaherz> gudenau: yes
it is, just different package
L2109[19:22:38] <gigaherz>
ChaosTrigger:
L2110[19:22:43] <gigaherz> {
L2111[19:23:25] <gigaherz>
"defaults": { "model":
"block/cube_all", "textures": {
"all": "mymod:blocks/customplanks" } }
L2112[19:23:26] <gigaherz> }
L2114[19:24:29] <gigaherz> well you'd
also need "forge_marker":1, and the "variants"
block
L2115[19:24:31] <gigaherz> and all
that
L2116[19:26:21] ***
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L2117[19:27:16] <Arctic_Wolfy>
player.inventory.getItemStack()? o.o
L2118[19:27:24] <Arctic_Wolfy> What
ItemStack would that be? o.o
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L2121[19:28:58] <gigaherz> trizmo:
something is conflicting with something else
L2122[19:29:04] <gigaherz> either you are
using something for a different version
L2123[19:29:08] <gigaherz> or
somethingmessed up badly
L2124[19:29:12] <gigaherz> what? no
idea.
L2125[19:29:28] <trizmo> both are running
v 1558
L2126[19:31:20]
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L2127[19:31:34] <Arctic_Wolfy> This isn't
creepy at all... I'm testing some thing in my inventory... and I
can see one villager staring at me... then when I close my
inventory and look, another one is staring at me too. o.o
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L2129[19:40:15] <Arctic_Wolfy> Uhmm... I
just destroyed bedrock... with an explostion... of strength 1... in
water... How???
L2130[19:43:52]
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L2134[19:54:16] ***
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L2136[19:55:25] <gudenau> What am I
missing?
L2137[19:59:30]
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L2142[20:03:03] <williewillus>
Arctic_Wolfy: the villagers have AI to stare aet nearby players
:P
L2143[20:03:09] <williewillus> all the
mobs do actually
L2144[20:04:38]
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L2145[20:07:45] <xaero> Arctic_Wolfy: can
has pics? A custom explosion from your mod?
L2146[20:08:03]
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L2147[20:08:07] <xaero> better yet, a
video
L2148[20:08:46]
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L2149[20:08:47] ***
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L2150[20:09:17] <gudenau> Heh, I'm making
an explosive crafting recipie. :-P
L2151[20:10:02] <xaero> a la Unstable
ingots?
L2152[20:10:15] <gudenau> Nah, thing
singularities from AE2.
L2153[20:10:41] <xaero> oh, don't know
AE2 much
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L2155[20:11:13] <xaero> I might've seen
Etho make a singularity thingy for remotely accessing his AE
system
L2156[20:11:34] <gudenau> Yeah, he's
kinda dumb sumtimes. :-P
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L2163[20:25:46] <gudenau> It helps to
spawn in entites if you want them to be in the world and not just
garbage collected. :-P
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L2165[20:29:39] <gudenau> Ok, looks like
my explotion crafting thing can kill the result; not sure if I want
to keep this or not....
L2166[20:31:23] <gudenau> Or I am
nuts.
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L2172[20:34:02] <DireDoesGames>
Ello
L2173[20:34:09] <gudenau> Hello.
L2174[20:34:22] <gudenau> Totaly not DW20
I am sure. :-P
L2175[20:34:22] <DireDoesGames> Whats
up?
L2176[20:34:32] <gudenau> Making
explotions craft things.
L2177[20:34:38] <DireDoesGames> o/
L2179[20:35:02] <gudenau> Making a simple
demo video about it that lasts 24 seconds and taks 100 minutes to
upload. :-/
L2180[20:35:18] <gudenau> Go ask them,
this is forge.
L2181[20:35:20] <DireDoesGames>
"<gudenau> Totaly not DW20 I am sure. :-P" What do
you mean by that?
L2182[20:35:34] <gudenau> DireDoesGames
is simmalar to DireWolf20
L2183[20:35:39] <DireDoesGames> So?
L2184[20:35:45] <DireDoesGames> Thats
where my name comes from
L2185[20:35:51] <DireDoesGames> It used
to be
L2186[20:35:51] <gudenau> :-P
L2187[20:35:52] <DireDoesGames>
DireMinecraft
L2188[20:36:02] <Disconsented> Are there
any known issues with creating worlds in 1.8? I am running visual
VM now but CPU usage is sitting nicely at 0
L2189[20:36:18] <gudenau> Visual
VM?
L2190[20:36:24] <DireDoesGames> Virtual
probs
L2192[20:37:09]
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L2193[20:37:14] <DireDoesGames> @trizmo
Whats happend to cause that
L2194[20:37:31] <trizmo> whenever i try
to join that server via bungeecord
L2195[20:38:06] <DireDoesGames> Can you
connect via non-bungee?
L2196[20:38:26] <trizmo> yeah no problem,
yet the bungeecord people insist its a forge problem haha
L2197[20:38:40] <trizmo> i gave up on
them
L2198[20:38:43] <DireDoesGames>
Cauldron?
L2199[20:38:45] <DireDoesGames> or?
L2200[20:39:02] <trizmo> just forge right
now, going to be a fork of kcauldron after i get it to work
L2201[20:39:38] <DireDoesGames> Send the
server log?
L2202[20:39:41] <trizmo> ok
L2204[20:41:11] <trizmo> and heres the
bungee log
L2206[20:41:45] <DireDoesGames> Can you
connect to the hub via bungee?
L2207[20:41:57] <trizmo> yes, the hub is
vanilla 1.7.10
L2208[20:42:32]
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L2209[20:43:16] <DireDoesGames> Try this
version of BungeeCord [Link]
L2210[20:43:20]
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L2214[20:45:07] <Arctic_Wolfy> Is there a
way to tell the game, send a block update at x, y, z in a world,
but after t ticks?
L2215[20:45:19] <williewillus> count
ticks
L2216[20:45:33] <trizmo> 1 tick, 2 tick,
red tick, blue tick?
L2217[20:45:41] <williewillus>
Disconsented: not that I know of
L2218[20:45:55] <Disconsented> Ehh I
somehow nuked it
L2219[20:46:04] <Disconsented> Although
not sure which part >_>
L2220[20:46:05] <williewillus> do you
have worldgen? :P
L2221[20:46:12] <Disconsented> Yep
L2222[20:46:20] <Arctic_Wolfy> The
problem is... When I want to tick the block, I'm alreay moved away
from it.
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L2224[20:46:22] <williewillus> make sure
you're not generating into adjacent chunks
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L2226[20:46:36] <williewillus> which will
cause those to generate, which will generate adjacent ones
L2227[20:46:37] <williewillus> repeat
etc.
L2228[20:46:45] <Arctic_Wolfy> Or what I
want to make it do so.
L2229[20:46:55]
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L2230[20:46:58] <williewillus>
Arctic_Wolfy: wait what do you want to accomplish?
L2231[20:47:33] <DireDoesGames> Whats the
create channel cmd?
L2232[20:47:46] <williewillus> for
irc?
L2233[20:47:48] <williewillus> just join
it
L2234[20:47:49] <trizmo> well, it appears
you seemed to fix it DireDoesGames
L2235[20:47:56] <trizmo> ./j
#<channelname>
L2236[20:48:07] <DireDoesGames> I did
trizmo?
L2237[20:48:30] <trizmo> yeah, justdoing
a few more tests, but it looks like its working
L2238[20:48:36] <DireDoesGames> :P
L2239[20:48:46] <trizmo> thanks soo
much,
L2240[20:48:48] <DireDoesGames> Custom
BungeeCord build
L2241[20:48:51] <DireDoesGames> No
problem
L2242[20:48:54] <trizmo> ive been looking
forever for a fix haha
L2243[20:49:02] <Arctic_Wolfy>
williewillus, I'm tring to remove water around an entity, but water
refills, so I do no block update so it won't, but then you have
flowing water that sticks around even thou ther was fire that went
out next to it.
L2244[20:49:08] <DireDoesGames> Also
optimised alot of things with forge
L2245[20:50:25] <williewillus>
"optimized" usually means breaks everything ;p
L2246[20:50:58] <williewillus>
Arctic_Wolfy: just have a list that tracks block positions that
need to be ticked and update it every tick
L2247[20:52:13] <Arctic_Wolfy> Oi... but
if it goes on for a while... And I'll have to save to NBT...
x.x
L2248[20:54:15] <williewillus> or you
could cheap out and remove around every tick
L2249[20:54:19] <williewillus> but that's
potentially laggy
L2250[20:55:06] <Arctic_Wolfy> What you
meen remove every tick?
L2251[20:55:14] <williewillus> like check
for water every tick
L2252[20:55:38] <Arctic_Wolfy> I
do.
L2253[20:55:42] <gigaherz> not every
tick, yo ucna do it every like 5 ticks
L2254[20:55:43] <gigaherz> ;p
L2255[20:55:53] <gigaherz> water doesn't
spread THAT fast
L2256[20:56:05] <Arctic_Wolfy> It seams
to.
L2257[20:56:37] <williewillus> check
every other tick :P
L2258[20:56:51] <williewillus> i mean
don't set the "no update" flag
L2259[20:56:54] <williewillus> and just
constantly remove it
L2260[20:56:56] <williewillus> that's the
cheap way
L2261[20:57:44]
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L2262[20:57:57] <Arctic_Wolfy> But by the
time the next tick hits, My entity is already gone from the
area.
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L2268[21:00:26] <Mogul> Oi
L2269[21:01:00]
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L2270[21:01:27] <Arctic_Wolfy>
williewillus, BTW, it's a projectile so it's not going to stay
around for long.
L2271[21:01:44] <williewillus> oh then
just let it reflow :P
L2272[21:01:50] <williewillus> thats what
the pe projectiles do
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L2274[21:02:26] <Mogul> So, anyone on
here who can tell me if it is possible to override terrain
generation (usually found in the ChunkProvider) for a newly modded
biome while keeping it compatible with other mods that bring a
custom chunk provider?
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L2276[21:02:58] <Arctic_Wolfy> pe?
L2277[21:08:54] <williewillus>
projectE
L2278[21:10:50] <Arctic_Wolfy> Hmm.
L2279[21:11:39] <Arctic_Wolfy> But the
problem is, it seams to refill as soon as the entity is gone, and
water is left where it shouldn't be.
L2280[21:12:53] <Arctic_Wolfy> Like it
flys along a single strip of water, like that in a village farm,
and all the water should be gone, but it's not all gone.
L2281[21:13:55] <MattDahEpic> god can
unity take any longer to export a scene? 5/11 clusterin | 1 jobs
for a half hour now
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L2283[21:15:32] <DireDoesGames> It always
can take longer
L2284[21:16:58]
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L2286[21:21:26] <DireDoesGames> lil
help?
L2288[21:23:31] <TehNut> That page is
blank
L2289[21:23:39] <mallrat208> your
java_home path is pointing to a JRE not a JDK
L2290[21:26:59]
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L2304[21:35:55] <infinitefoxes_> is there
an event for when an entity is unloaded?
L2305[21:36:08] <Dire|PC>
EntityUnloaded
L2306[21:37:08] <Arctic_Wolfy> I'd love
some infinite foxes. :P
L2307[21:37:16] <Dire|PC> xD
L2308[21:37:24] <Dire|PC> o/
L2309[21:37:49] <Arctic_Wolfy> I just had
to say that. XD
L2310[21:38:01] <unascribed> but infinite
foxes require infinite room
L2311[21:38:03] <unascribed> and infinite
food
L2312[21:38:05] <unascribed> and infinite
care
L2313[21:38:10] <Dire|PC> and infinite
death!
L2314[21:38:13] <unascribed> :(
L2315[21:38:17] <infinitefoxes_>
woo
L2316[21:38:25] <Arctic_Wolfy> I'd just
supertask it.
L2317[21:38:30] <Dire|PC> ^ Talkin to you
foxy
L2318[21:39:03] <infinitefoxes_>
huh
L2319[21:39:19] <infinitefoxes_> can't
find any event with Unloaded in it
L2320[21:39:35] <williewillus> unloaded
how so?
L2321[21:39:47] <williewillus> like no
longer tracked by client?
L2322[21:39:57] <Arctic_Wolfy> I wonder
how many people with an animal in their name are not
furries...
L2323[21:40:07] <TehNut> 0
L2324[21:40:28] <infinitefoxes_>
willewillus: such as moving out of chunks and what not
L2326[21:40:42] <Arctic_Wolfy> I met some
one with wolf in his minecraft name, and he was not a furry.
L2327[21:40:54] <Dire|PC>
...direwolf....
L2328[21:41:10] <Arctic_Wolfy> I said I
met, not saw.
L2329[21:41:25] <Dire|PC>
...minecon...
L2330[21:41:35] <Arctic_Wolfy> No, on a
server.
L2331[21:41:47] <Dire|PC>
..forgecraft...
L2332[21:41:54] <TehNut> Just
stop...
L2333[21:41:54] <Arctic_Wolfy> No.
L2334[21:41:58] <Dire|PC> xD
L2335[21:42:08]
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L2336[21:42:27] <Arctic_Wolfy> So
infinitefoxes_, are you a furry?
L2337[21:42:33] <Dire|PC> I'm a
furry...
L2338[21:42:34] <infinitefoxes_> why is
that relevant?
L2339[21:42:46]
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L2340[21:42:48] <Arctic_Wolfy> Just
curious.
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L2342[21:42:51] <unascribed> :L
L2343[21:43:06] <PrinceCat> Well, this
conversation took a turn.
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L2345[21:43:10] <infinitefoxes_> Dire:
I've already searched through Google and the git
L2346[21:43:13] <unascribed> only
slightly
L2347[21:43:15] <infinitefoxes_> the
lmgtfy isn't particularly helpful
L2348[21:43:27] <unascribed> yeah,
googling for Forge help usually doesn't return anything
L2349[21:44:35] <PrinceCat>
@infinitefoxes_, is your entity living?
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L2351[21:44:49] <Dire|PC> ^ That can be a
prolem
L2352[21:44:50] <xain> having an issue
with Registering an item model, using forge-1.8.9-11.15.1.1764-mdk
after some poking around even if i don't call the ItemModelMesher
regsiter method i still get an exception of a file not found for a
json file for the item but it states its looking for a blockstate
file
L2353[21:44:53] <Dire|PC> If its a
zombie
L2354[21:44:57] <infinitefoxes_>
PrinceCat: no
L2355[21:45:00] <Arctic_Wolfy> XD
L2356[21:45:07] <infinitefoxes_> I was
thinking about using EntityLivingDeath whatever but that doesn't
work for regular entities
L2357[21:45:23] <PrinceCat> Yeah, I'm
looking at the forge source now for an event you can use.
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L2360[21:46:07] <MattDahEpic>
infinitefoxes_, is this a projectile?
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L2362[21:46:17] <infinitefoxes_> no
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L2364[21:46:38] <xain> Item is avaliable
in my creative tab but has no texture not entirly suprised there as
iv commented out the ItemModelMesher Register method call to see if
that would resolve the error in an attempt to track it down but the
above eception is still present
L2365[21:47:05] <infinitefoxes_> I'm
using IExtendedEntityProperties to extend a magnitude of entities
(itemstacks, living mobs, players, all for different reasons of
course)
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L2367[21:47:08]
MineBot sets mode: +o on AbrarSyed
L2368[21:47:17] <infinitefoxes_> but I
need to keep track of the current entities I've registered my
extended properties to
L2369[21:47:34] <PrinceCat> Can you add
them to a hashmap with weak references?
L2370[21:47:47] <infinitefoxes_> that's
what I've been doing
L2371[21:47:49] <PrinceCat> Or even a
set.
L2372[21:48:11] <TehNut> xain: Forge
allows you to use blockstates to set Item models based on
"item states". IIRC, it does that automatically when you
register your item
L2373[21:48:47] <infinitefoxes_>
actually, PrinceCat: I'll mess with weak references real
quick
L2374[21:49:33] <infinitefoxes_> the only
issue I see with that is if the entity isn't gc'd
L2375[21:49:50] <PrinceCat> They should
be gc'd when they're removed from the world.
L2376[21:50:03] <infinitefoxes_> not
immediately though?
L2377[21:50:04] <xain> TehNut, ill have
to see if there are any sources on that, it seems almost mandatory
from what my mods doing in terms of that exception
L2378[21:50:12] <PrinceCat> Should be
immediate.
L2379[21:50:35] <PrinceCat> You can
always test though, do some debug printing.
L2380[21:50:44] <PrinceCat> See how long
it takes for the GC to get rid of them.
L2381[21:52:59] <infinitefoxes_> no,
that's definitely not going to work
L2382[21:53:08] <infinitefoxes_> I'd
prefer not to rely on GC
L2383[21:53:16] <infinitefoxes_> that
seems like the completely wrong way to go about it
L2384[21:53:37] <infinitefoxes_> and I
can't trust other mods to immediately release whatever
references
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L2386[21:54:11] <PrinceCat> A valid
concern.
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L2388[21:56:28] <williewillus> what needs
special gc manipulation? :P
L2389[21:56:44] <infinitefoxes_>
detecting when an entity is unloaded
L2390[21:56:57] <infinitefoxes_> can't
find an event for it
L2391[21:57:18] <williewillus> yeah GC is
not how to do that lol
L2392[21:57:24] <williewillus> register
an IWorldAccess
L2393[21:57:56] <infinitefoxes_> oh,
that's very interesting
L2394[21:58:01] <infinitefoxes_> haven't
used IWorldAccess before
L2395[21:58:02] <infinitefoxes_> will try
it
L2396[21:58:35] <PrinceCat> Hey, there
you go - williewillus is all over it.
L2397[21:58:43] <PrinceCat> void
onEntityRemoved(Entity entityIn);
L2398[21:59:00] <williewillus>
specifically, IWorldAccess.onEntityRemoved is called on all
worldaccesss when an entity is, heyo, removed from the world
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L2403[22:00:25] <PrinceCat> How would you
go about registering one though? Would you just extend an existing
one and then point all worlds at it?
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L2405[22:02:14] <PrinceCat>
World.addWorldAccess()?
L2406[22:03:09] <PrinceCat> So you'd just
hook into WorldEvent.Load and then add your IWorldAccess to it I
assume?
L2407[22:03:29] <infinitefoxes_> that's
what I've done
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L2410[22:04:29] <williewillus> yes
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L2413[22:05:50] <PrinceCat> You'd have to
check for server side as well, right?
L2414[22:05:52] <FrozenLynx> I broke
something
L2415[22:05:59] <PrinceCat> Because you
don't need anything on the client.
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L2417[22:09:48] <FrozenLynx>
Anythign?
L2418[22:12:45] <PrinceCat> I can't even
see what mod's causing it.
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L2423[22:14:00] <FrozenLynx> I'm lost
..-..
L2424[22:14:23] <Arctic_Wolfy>
:<
L2425[22:15:15] <williewillus> no
idea
L2426[22:15:19] <williewillus> and
update
L2427[22:15:28] <FrozenLynx> ?
L2428[22:15:39] <williewillus> the fluid
registry changed so I can't tell what's causing your problem
L2429[22:15:47] <williewillus> I meant to
1.8
L2430[22:16:07] <infinitefoxes_>
odd
L2431[22:16:14] <infinitefoxes_>
setupDecompWorkspace didn't add the realms library
L2432[22:16:41] <FrozenLynx> Please
help!
L2433[22:17:16] <williewillus>
FrozenLynx: you need to give me more context...
L2434[22:17:22] <infinitefoxes_>
FrozenLynx: people don't often help with crash logs here
L2435[22:17:23] <williewillus> are you
making a mod? is this a server crash? what is it?
L2436[22:17:28] <williewillus> well we
do
L2437[22:17:30] <williewillus> we just
need info
L2438[22:17:47] <FrozenLynx> Client and
no its not my mod
L2439[22:17:57] <infinitefoxes_>
wait...
L2440[22:17:58] <PrinceCat> Anyone got a
good open source example of a mod that creates like, a floating
islands world? I'd like to look at the WorldGenerator code.
L2441[22:18:00] <infinitefoxes_> why is
your name direwolf20?
L2442[22:18:18] <FrozenLynx> I was
fooling around xD
L2443[22:18:28] <williewillus> please
tell me you've bought the game
L2444[22:18:31] <illy_> hacked
client?
L2445[22:18:33] <FrozenLynx> I did
L2446[22:18:35] <infinitefoxes_>
yeah...
L2447[22:18:36] <infinitefoxes_>
noppes.mpm.client
L2448[22:18:37] <williewillus> PrinceCat:
i was gonna say aether but
L2449[22:18:38] <infinitefoxes_> looks
suspicious
L2450[22:18:39] <williewillus> :P
L2451[22:18:49] <infinitefoxes_> wait wtf
am I going on about
L2452[22:18:53] <infinitefoxes_> that's
more player models
L2453[22:18:55] <infinitefoxes_> my
baddd
L2454[22:18:55] <williewillus> it's
moreplayermodels
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L2456[22:19:07] <williewillus> anyways,
idk what's happening there
L2457[22:19:09] <FrozenLynx> That does
not have any fluids...
L2458[22:19:31] <PrinceCat> Yeah,
williewillus - I know BOP used to have that sky dimension but I
can't find the WorldGenerator for it in the 1.8.9 port so it
must've been removed.
L2459[22:19:55] <williewillus> it got
removed quite a while ago
L2460[22:19:56] <FrozenLynx> That does
not have any fluids...
L2461[22:20:23] <williewillus> try
removing that mod
L2462[22:20:23] <FrozenLynx> Okay
L2463[22:20:28] <FrozenLynx> I removed
it
L2464[22:20:32] <FrozenLynx> Try
agein
L2465[22:20:36] <shortybsd> Hey guys,
having a problem with a server with forge. After updating to a
newer version of a mod. Forge will ask to backup and update the
existing world of the new items. "/fml confirm" after
doing so we get terrible lag and processor goes nuts. I have a log
I can post to show all the changes it made. Anything I can do other
that making a fresh world ?
L2466[22:20:55] <infinitefoxes_> it's
compressing the world
L2467[22:21:08] <shortybsd> i am saying
after the server is up and running after the backup and
update.
L2468[22:21:15] <infinitefoxes_> iirc
there's a flag you can pass to the server to disable backups
L2470[22:21:22] <FrozenLynx> Still same
error
L2471[22:21:52] <infinitefoxes_>
FrozenLynx: are you playing in offline-mode?
L2472[22:21:58] <FrozenLynx> no
L2473[22:22:03] <williewillus> that is a
huge pack
L2474[22:22:07] <infinitefoxes_> how on
earth are you changing your name then... ?
L2475[22:22:22] <FrozenLynx> ...
L2476[22:22:33] <FrozenLynx> Its really
simple to play as a user in online mode
L2477[22:22:39] <williewillus>
what?
L2478[22:22:42] <williewillus> no it
isn't
L2479[22:22:43] <FrozenLynx> ..
L2480[22:22:50] <infinitefoxes_> not with
the MC launcher
L2481[22:22:51] <williewillus> MMC only
allows you to change name in offline mode
L2482[22:22:57] <FrozenLynx> Its ... a...
little..... bypass....
L2483[22:23:02] <infinitefoxes_>
ugh
L2484[22:23:02] <williewillus> lol
L2485[22:23:13] <shortybsd> *cough*
exploit
L2486[22:23:14] <infinitefoxes_> if
you're using a modified launcher, nobody is going to help you
L2487[22:23:15] <williewillus> getting
straight to it, if you haven't bought the game no support,
sorry
L2488[22:23:19] <illy_> Im only breaking
the law a little
L2489[22:23:20] <infinitefoxes_> buy the
game
L2490[22:23:23] <FrozenLynx> I bought
it
L2491[22:23:24] <FrozenLynx> ..
L2492[22:23:28] <infinitefoxes_> then use
your bought copy
L2493[22:23:28] <FrozenLynx> Don't
worrie
L2494[22:23:32] <FrozenLynx>
Fine...
L2495[22:23:37] <infinitefoxes_> cracked
launchers can cause all kind of weird issues
L2496[22:23:46] <williewillus> including
security issues
L2497[22:23:58] <infinitefoxes_> ^ some
bypass HTTPS
L2498[22:24:43] <shortybsd> On unix/linux
what should be a normal cpu load in percentage with a forge
minecraft server sitting with no one on it?
L2499[22:24:58] <infinitefoxes_>
depends
L2500[22:25:07] <shortybsd> Modded with
around 58 mods in version 1.8.9
L2501[22:25:10] <infinitefoxes_> are you
talking about Linux's system load counter or CPU usage?
L2503[22:25:18] <FrozenLynx> Still
broken!
L2504[22:25:24] <shortybsd> Load counter
via 'top'
L2505[22:25:28] <unascribed> well my
modded server on a custom unoptimized pack is at 51%
L2506[22:25:36] <infinitefoxes_>
FrozenLynx: upload a fml-client-latest.log
L2507[22:25:38] <unascribed> keep in mind
that's per core
L2508[22:25:41] <unascribed> 100% = one
core used
L2509[22:25:44] <shortybsd> unascribed:
sitting there with no players?
L2510[22:25:45] <unascribed> 400% = four
cores used
L2511[22:25:55] <unascribed> yeah,
there's a fakeplayer
L2512[22:25:56] <unascribed> but no
players
L2513[22:26:09] <infinitefoxes_>
shortybsd: I recommend you google how the Linux system load counter
works
L2514[22:26:28] <infinitefoxes_> it's
useful for a lot of other stuff as well
L2515[22:26:42] <infinitefoxes_> as for
_normal_ cpu load
L2516[22:26:48] <infinitefoxes_> I've
seen it all over the place
L2517[22:27:25] <shortybsd> unascribed:
As described in my earlier question (not for sure if you saw it)
but after updating certain mods the processors bombs out i am
thinking from a forge mistake or it messing up the world
L2518[22:28:07] <shortybsd>
infinitefoxes_: it was stable at 20% before the updating of a few
mods.
L2519[22:28:09] <unascribed> try using
the remote profiler in visualvm
L2520[22:28:53] <shortybsd>
infinitefoxes_: it also changed a ton of item ids. The last server
I ended up making a new world from forge butchering it. Loads were
over 366% couldn't even break blocks.
L2521[22:29:48] <infinitefoxes_> I
wouldn't jump to say Forge is messing it up
L2522[22:30:08]
⇦ Quits: BlueRaven
(~BlueRaven@184-19-85-91.drr03.clbg.wv.frontiernet.net) (Remote
host closed the connection)
L2523[22:30:17] <FrozenLynx>
fml-client-latest.log
L2524[22:30:20] <FrozenLynx> coming
up
L2526[22:30:47] <williewillus> if you
updated a mod
L2527[22:30:50] <williewillus> it's
probably the mod :P
L2529[22:30:58] <FrozenLynx> No
L2530[22:31:01] <FrozenLynx> It was
working..
L2531[22:31:20]
⇦ Quits: Wuppy
(~wuppyZNC@2001:19f0:6400:8965:5400:ff:fe07:8777) (Ping timeout:
186 seconds)
L2532[22:31:31] <williewillus> wasn't
talking to you, was talking to shortybsd
L2533[22:31:34] <infinitefoxes_>
"FrozenLynx lost connection:
TextComponent{text='Disconnected'"
L2534[22:31:42] <infinitefoxes_> you lost
connection to an integrated server... ?
L2535[22:31:47] <infinitefoxes_> how on
earth
L2536[22:31:57] <FrozenLynx> Its called
LAN
L2537[22:32:00] <killjoy> server had high
tps
L2538[22:32:08] <williewillus> shortybsd:
those id remappings are common
L2539[22:32:20] <williewillus> especially
if lots of mods have been added and removed from a world over its
lifetime
L2540[22:32:27] <unascribed> could you
send a full fml-server-latest log?
L2541[22:32:28] <shortybsd> yet it is
still referencing a mod I moved over 5 days ago "Found a
missing id from the world fluxedsolars:solarpanel"
L2542[22:32:32] <unascribed> redact it
with sed if you need to
L2543[22:32:37] <FrozenLynx> ITS NOT A
SERVER!
L2544[22:32:38] <unascribed> yeah, ids
don't get unallocated
L2545[22:32:42] <unascribed> FrozenLynx,
I'm talking to shortybsd
L2546[22:32:45] <williewillus> ID's are
kept now in 1.8
L2547[22:32:49] <FrozenLynx>
.--------.
L2548[22:32:50] <williewillus> so if you
remove and then readd
L2549[22:32:51] <unascribed> the one
who's doing a server
L2550[22:32:52] <killjoy> client does
have a server
L2551[22:32:53] <unascribed> :L
L2552[22:32:58] <unascribed> yes, but the
client log includes both
L2553[22:33:01] <williewillus>
FrozenLynx: don't assume everyone is talking to you :P
L2554[22:33:11] <williewillus> that's
only known if they ping you
L2555[22:33:17] <williewillus> *known for
sure
L2556[22:33:19] <infinitefoxes_>
FrozenLynx: people will tag your name most of the time, like this
:p
L2557[22:33:29] <unascribed> yeah, I need
to tag people more often
L2558[22:33:50] <FrozenLynx> EVERYONE:
hi..
L2559[22:33:56] <infinitefoxes_> not...
that literally
L2560[22:33:58] <williewillus> lol
L2561[22:34:21] <infinitefoxes_> doesn't
fml-client-latest.log also have debug logging enabled?
L2562[22:34:31] <FrozenLynx> who?
L2563[22:34:34] <killjoy> FrozenLynx,
inb4 EVERYONE pings lex
L2564[22:34:48] <infinitefoxes_> his full
name too
L2565[22:35:02] <FrozenLynx> inb4?
L2566[22:35:12] <unascribed> "in
before"
L2567[22:35:14] <illy_> hahaha
L2568[22:35:15] <FrozenLynx> LexManos:
?
L2569[22:35:18] <unascribed> ...
L2570[22:35:24] <FrozenLynx> oh
L2571[22:35:24] <infinitefoxes_> oh
no
L2572[22:35:26] <unascribed> read the
goddamn topic
L2573[22:35:28] <FrozenLynx> opps
L2574[22:35:30] <FrozenLynx> .-.
L2575[22:35:31] <killjoy> now you dun
fucked up
L2576[22:35:41] <FrozenLynx> lex gonna
hunt today :(
L2577[22:35:58] <infinitefoxes_>
FrozenLynx: are you running a premade modpack or your own
combination of mods?
L2578[22:36:09] <FrozenLynx> my own
L2579[22:36:10]
⇨ Joins: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L2580[22:36:14] <FrozenLynx> It was
working though
L2581[22:36:15] <Drullkus> Yeah don't
ping lex
L2582[22:36:18]
⇦ Quits: OnyxKnight (~OnyxDarkK@82.27.114.218) (Read error:
Connection reset by peer)
L2583[22:36:21] <infinitefoxes_> what
happened to make it stop working, then?
L2584[22:36:25] <unascribed> shortybsd,
could you send the fml-server-latest.log?
L2585[22:36:31] <killjoy> "Which one
of y'all dead mothafuckas just said that shit?"
L2586[22:36:36] <unascribed> sorry if
you're already working on it, but you didn't respond
L2587[22:36:42] <FrozenLynx> said
wat
L2588[22:36:48] <FrozenLynx> the lexmanos
thing>?\
L2589[22:36:51]
⇦ Quits: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Read
error: Connection reset by peer)
L2590[22:36:52] <williewillus> holy
shit
L2591[22:36:54] <shortybsd> unascribed:
yes sir, mind if I msg you a link?
L2592[22:36:56] <williewillus> stop
pinging him
L2594[22:37:06] <killjoy> wkyk
L2595[22:37:08]
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L2596[22:37:12] <FrozenLynx> I though
only LexManos: pings him?
L2597[22:37:14] <infinitefoxes_> DEAR
GOD
L2598[22:37:15] <williewillus> omg
L2599[22:37:17] <williewillus> stop
L2600[22:37:19] <infinitefoxes_>
FrozenLynx: it's obvious you don't know how IRC works
L2601[22:37:23] <infinitefoxes_> saying
his name at all will ping him
L2602[22:37:30] <FrozenLynx> So
L2603[22:37:32] <williewillus> inb4
ban
L2604[22:37:32] <infinitefoxes_> people
just do NAME: to make the chat cleaner
L2605[22:37:33] <infinitefoxes_> so
just
L2606[22:37:34] <infinitefoxes_> don't
type his name
L2607[22:37:45] <FrozenLynx> if I say
LexManos anywhere it pings him?
L2608[22:37:47] <unascribed> YES
L2609[22:37:48] <williewillus> holy
shit
L2610[22:37:48] <unascribed> NOW
STOP
L2611[22:37:50] <killjoy> stop
L2612[22:37:54] <Drullkus> You done
fucked up
L2613[22:37:57] <killjoy> you're making
it worse
L2614[22:38:00] <infinitefoxes_>
guarenteed ban
L2615[22:38:06] <williewillus> I don't
think I've seen more lex pings within 5 mins
L2616[22:38:19] <FrozenLynx> hi
lexmanos... don't kill me
L2617[22:38:19] <williewillus> and yeah
you're getting banned probably lol
L2618[22:38:28] <williewillus> holy hell
whatever
L2619[22:38:29] <Drullkus> Now I think
FrozenLynx is just asking for it
L2620[22:38:30] <unascribed> lowercase
also pings him.
L2621[22:38:34] <FrozenLynx> .-.
L2622[22:38:43] <unascribed> welcome to
IRC
L2623[22:38:46] <infinitefoxes_>
hell*
L2624[22:38:49] <Drullkus> Just call him
lex, damn it, don't use his full name
L2625[22:38:55] <FrozenLynx> But...
L2626[22:38:57] <williewillus> which is
in the goddamn topic
L2627[22:38:58] <Drullkus> No
L2628[22:39:01] <killjoy> if he's paying
attention in chat, he'll see it
L2629[22:39:06] <killjoy> if not, someone
else will help
L2630[22:39:14] <FrozenLynx>
ManosLex?
L2631[22:39:15] <Drullkus> Topic:
Downloads:
http://files.minecraftforge.net
Documentation:
http://mcforge.readthedocs.org No PM's
Without invitation, WebChats are muted. Do not say Lex's full nick
unless nessasary. Stay on topic. Banned topics: Release ETAs,
Official API, 'MC would be better in {insert language here}'
#ForgeGradle for gradle questions
L2632[22:39:23] <unascribed> just call
him lex ffs
L2633[22:39:34] <Drullkus> He's probably
just trolling
L2634[22:39:41] <williewillus> yeah with
a shady client and all
L2635[22:39:42] <williewillus>
whatever
L2636[22:39:45] <FrozenLynx> Topic:
Downloads:
http://files.minecraftforge.net
Documentation:
http://mcforge.readthedocs.org No PM's
Without invitation, WebChats are muted. Always use Lex's full nick
unless its not nessasary. Stay on topic. Banned topics: Release
ETAs, Official API, 'MC would be better in {insert language here}'
#ForgeGradle for gradle questions
L2637[22:39:53] <williewillus> kick/ban
pls
L2638[22:40:00] <infinitefoxes_> doesn't
!topic work?
L2639[22:40:07] <unascribed> you do
realize your rewording of the topic has the same meaning
L2640[22:40:19] <FrozenLynx> .-.
L2641[22:40:28] <FrozenLynx> lil drunk
:D
L2642[22:40:33] <Drullkus> Oh
L2643[22:40:36] <Drullkus> That explains
it
L2644[22:40:38] <minecreatr> ...
L2645[22:40:38] <williewillus> why are
you debugging a modpack then
L2646[22:40:43] <infinitefoxes_>
lol
L2647[22:40:43] <Arctic_Wolfy> XD
L2648[22:40:44] <FrozenLynx> idk
L2649[22:40:46] <FrozenLynx> bored
L2650[22:40:48] <Drullkus> Go home
L2651[22:40:50] <williewillus> also gtfo
irc
L2652[22:40:51] <Drullkus> You're
drunk.
L2653[22:40:52] <williewillus> :P
L2654[22:41:04] <FrozenLynx> .-.
L2655[22:41:06] <FrozenLynx> meanys
L2657[22:41:22] <infinitefoxes_>
FrozenLynx: something seems a bit off about your log
L2658[22:41:36] <FrozenLynx> why does
eryon get so mad about sayign lexmanoo
L2659[22:41:42] <infinitefoxes_> did you
remove anything from the log?
L2660[22:41:44] <williewillus>
infinitefoxes_: no point trying to debug a drunk player's cracked
pack
L2661[22:41:50] <infinitefoxes_> fair
enough
L2662[22:41:53] <FrozenLynx> noo
L2663[22:41:54] <Drullkus> Yeah
L2664[22:41:59] <FrozenLynx> its
noooooooot cracke
L2665[22:42:04] <infinitefoxes_> looks
like he might've removed the initial messages from the log
L2666[22:42:06] <Drullkus> Where's the
log
L2667[22:42:07] <infinitefoxes_> cracked
client or something
L2668[22:42:18] <FrozenLynx> wht did i
remoe?
L2669[22:42:20]
⇨ Joins: luacs1998
(~miyamoto@2001:19f0:6400:8965:5400:ff:fe07:8777)
L2670[22:42:28]
⇨ Joins: JonL
(~Jon@99-195-170-120.dyn.centurytel.net)
L2671[22:42:41]
⇦ Quits: luacs|nobnc
(~miyamoto@bb116-14-31-221.singnet.com.sg) (Quit:
Leaving)
L2672[22:42:58] <FrozenLynx> im m m m m m
m m m m m m m m m m l oooooooooooooool ol ol ol ol ol ol ol ol ol
ol ol ol st
L2673[22:43:02] <FrozenLynx> h3lp
L2674[22:43:09] <Corosus> alcoholism
intensifies
L2675[22:43:13] <Drullkus> I'm done
here
L2676[22:43:16] ***
FrozenLynx was kicked by MineBot (Banned: Dont be a dick -.-
(5d)))
L2677[22:43:20] <Drullkus> back to
retexturing chisel
L2678[22:43:20] <PrinceCat> Thank
you.
L2679[22:43:28] <infinitefoxes_>
beautiful
L2680[22:43:41] <Drullkus> 5 days, good
time span to sober up
L2681[22:43:53] <Fendirain> Well, That
show of stupidity is over.
L2682[22:44:04] <infinitefoxes_> using
IWorldAccess fixed my issue
L2683[22:44:05] <infinitefoxes_>
awesome
L2684[22:44:22] <PrinceCat> Okay, weren't
we helping shortybsd and infinitefoxes_?
L2685[22:44:37] <williewillus> what was
the problem again? xD
L2686[22:44:41] <PrinceCat> Oh, good to
hear infinitefoxes_.
L2687[22:45:01] <PrinceCat> shortybsd was
having a load issue when changing mods in a pack.
L2688[22:45:08] <PrinceCat> Well,
overload issue.
L2689[22:46:08]
⇦ Quits: Reika (~Reika@reika.kalseki.mods.abrarsyed.com)
(Ping timeout: 186 seconds)
L2690[22:47:39] <PrinceCat> Someone purge
FrozenLynx from #ForgeGradle please
L2691[22:48:04] <PrinceCat>
@AbrarSyed
L2692[22:48:11] <killjoy> Sigh, he got
into #ForgeGradle
L2693[22:48:20] <williewillus> lol
L2694[22:48:28]
⇨ Joins: Reika
(~Reika@reika.kalseki.mods.abrarsyed.com)
L2695[22:48:45] <illy_> go damnit
L2696[22:48:48] <illy_> god*
L2697[22:49:24] <infinitefoxes_>
>.>
L2698[22:49:54] <infinitefoxes_> is there
a way to get ambient occlusion rendering on entities?
L2699[22:50:08] <infinitefoxes_> my
renderer works fine, so it's a great reason to break it doing
something dumb
L2700[22:50:26] <infinitefoxes_> the
render is essentially just the same as falling sand
L2701[22:51:19] <williewillus> what are
you calling to render
L2702[22:51:33] <infinitefoxes_> it's an
entity renderer, so it's handled by the game
L2703[22:52:20] <williewillus> lighting
should be handled then
L2704[22:54:18] <Arctic_Wolfy> Hey, is
FrozenLynx's a perminate one?
L2705[22:54:27] <infinitefoxes_> uh
L2706[22:54:31] <Arctic_Wolfy> *ban
L2707[22:54:37] <PrinceCat> 5 days.
L2708[22:54:38] <infinitefoxes_> a perm
ban?
L2709[22:54:43] <infinitefoxes_> think it
was only 5 days
L2710[22:54:51] <infinitefoxes_> perm in
#forgegradle though
L2711[22:55:12] <Arctic_Wolfy> I was
asking if he was.
L2712[22:57:46] <Arctic_Wolfy> So why a
perm in #forgegradle?
L2713[22:57:51] <xain> So still feeling
stuck here
L2714[22:58:08]
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L2715[22:58:36] <PrinceCat> What's up
@xain?
L2716[22:59:31] <xain> Well just trying
out making a mod of course and when i register my item it trys to
look for a blockstate, all iv read so far indicates registering a
model file using the ItemModelMesher
L2717[22:59:54] <xain> problem is even if
i don't try and register the item with the mesher i still throws an
exception about a blockstate json file
L2718[22:59:56]
⇦ Quits: KnightMiner
(~KnightMin@adsl-68-255-4-202.dsl.emhril.sbcglobal.net) (Quit:
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L2719[23:00:25] <xain> so am i required
to have a blockstate file for every item i make or is that optional
and i can use the item mesher
L2720[23:00:36] <xain>
ItemModelMesher
L2721[23:00:40] <tterrag|away> items
don't need blockstate files...
L2722[23:00:49] <tterrag|away> sec
L2723[23:01:08] ***
tterrag|away is now known as tterrag
L2724[23:01:14]
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(~VikeStep|@a82-111.nat.uq.edu.au)
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⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L2726[23:01:27] <xain> yeah its wierd i
did not think it needed one but it pops up every time iv register
it with the GameRegistry
L2727[23:01:41] <xain> don't even need to
touch the ItemModelMesher to have it throw the exception
L2728[23:01:51]
⇨ Joins: Mraoffle
(~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e)
L2729[23:01:59] <tterrag> you need
ModelLoader.setCustomModelResourceLocation
L2730[23:02:04]
⇦ Quits: Mraoffle
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L2731[23:02:34] <xain> huh have not seen
that in any tuts etc
L2732[23:02:50]
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(~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e)
L2733[23:02:54] <tterrag> because tuts
are lazy and haven't updated their outdated code in a year
L2734[23:03:05] <tterrag> ItemModelMesher
has been deprecated for about that long
L2735[23:03:13] <xain> was looking
through buildcraft github source but it might be out of date too
maybe ...
L2736[23:03:16] <williewillus> dammit
another one
L2737[23:03:25]
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L2738[23:03:30] <xain> where can i find
up to date info
L2739[23:03:38] <xain> i don't mind docs
in the least
L2741[23:03:51] <tterrag> williewillus:
you can'
L2742[23:03:59] <tterrag> can't complain
until you put your primer on the docs >.>
L2743[23:04:02] <williewillus> I
can?
L2744[23:04:04] <williewillus> lol
L2745[23:04:20] <tterrag> because I have
nowhere to send these people using old tutorials
L2746[23:04:30] <xain> ether which case
thanks i am sure i can get it working properly now i thought it was
odd
L2747[23:05:05] <xain> i take it chisels
source is relativly up to date if so im sure ill have a decent
spool through it
L2748[23:06:35] <tterrag> it is, but it
also does a ton of stuff with models I wouldn't necessarily
recommend to a sane person :P
L2749[23:07:01] <williewillus> lol
L2750[23:07:06] <xain> im not very sain
:) so were good
L2752[23:07:34] <xain> besides i will
probally need to deal with models a fair bit so an example of how
it can be done wont hurt
L2753[23:08:30] <williewillus> waila
0.o
L2754[23:08:33] <xain> is that a sort of
manifest file by chance
L2755[23:08:51] <tterrag> no
L2756[23:08:54] <tterrag> that's all the
blockstates :p
L2757[23:09:27] <xain> yarp thats a good
amount there
L2758[23:09:37] <williewillus> why the
weird property-value serialization secheme :P
L2759[23:11:15]
⇨ Joins: Naiten (Naiten@77.34.80.253)
L2760[23:11:18] <tterrag> williewillus:
because the real names are pretty cryptic
L2761[23:11:30] <tterrag> it'd be
something like block0#variation=0
L2762[23:12:28] <williewillus> also, I
never got the chance to ask, why did chisel split? :P
L2763[23:13:15]
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L2764[23:14:26] <Mogul> Ok, perhaps I'm
lucky now and someone here can help me with this:
L2765[23:14:27] <xain> yeah that did
it
L2766[23:14:32] <xain> all working as it
should be now -.^
L2767[23:14:36] <xain> thanks lol
L2768[23:14:37]
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L2769[23:14:37] <Mogul> Anyone on here
who can tell me if it is possible to override terrain generation
(usually found in the ChunkProvider) for a newly modded biome while
keeping it compatible with other mods that bring a custom chunk
provider?
L2770[23:14:38] <shadekiller666>
calculating quaternions by hand is a bitch :P
L2771[23:15:01] <Delenas> o/ all
n.n
L2772[23:15:10] <Mogul> yo
L2773[23:15:12] <shadekiller666> no idea
mogul
L2774[23:15:23] <infinitefoxes_> 111
files changed, 1038 insertions(+), 5552 deletions(-)
L2775[23:15:28] <infinitefoxes_> when do
I start writing apology letters to the devs?
L2776[23:15:31]
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L2777[23:15:37] <Mogul> shadekiller666 It
seems like it's something that most modders don't touch. xD
L2778[23:16:12] <shadekiller666> because
mods don't usually change world generation
L2779[23:16:16] <Mogul> ye
L2780[23:16:25] <unascribed>
williewillus, it didn't really split
L2781[23:16:30] <Mogul> And I am not sure
if it is even feasible.
L2782[23:16:33] <unascribed> the project
owner changed but it's still the same team
L2783[23:16:50] <williewillus> well
cricket has his own versions for 1.7/8
L2784[23:16:56] <williewillus> and we
have a fork of chisel2
L2785[23:16:56] <unascribed> oh,
weird
L2786[23:16:58] <williewillus> so
:P
L2787[23:17:09]
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L2788[23:17:10] <unascribed> I thought
cricket worked on Chisel "A New Hope"
L2789[23:17:17] <unascribed> maybe that
changed recently
L2790[23:17:27] <unascribed> either way
if you want more details you'd need to get tterrag to cough it
up
L2791[23:17:35] <unascribed> he only told
me reluctantly so I'm not going to go blabbing about it
L2792[23:18:12] <tterrag> unascribed:
you're wrong :P
L2793[23:18:15] <tterrag> it's not the
same team
L2794[23:18:29] <unascribed> I thought it
was just a change in management?
L2795[23:18:33] <unascribed> it looked
like basically the same team
L2796[23:18:36] <williewillus> I'm pretty
sure it split
L2797[23:18:55] <unascribed> I mean,
cricket was responding to issues and PRs and still committing code
(last time I checked)
L2798[23:20:20] <unascribed> oh
L2799[23:20:25] <unascribed> it looks
like this changed with a commit on aug 29
L2800[23:20:56] <unascribed> though that
may have just been when the split happened...
L2801[23:21:00] <unascribed> I'm confused
now
L2802[23:21:05] <unascribed> I'm going to
go back to hitting Android with a brick
L2803[23:26:13]
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L2804[23:26:22] <shadekiller666> caveman
hit robot with brick, robot no longer work for caveman
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
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L2812[23:38:16] <killjoy> it's 12:30am
and I'm sipping on a coke
L2813[23:38:21] <killjoy> what is my
life?
L2814[23:38:30]
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L2815[23:39:10] <JonL> Your life is the
person of the killjoy sipping on the coca cola now, please specify
is it regular coke or like diet coke or the diet cherry coke?
L2816[23:39:21] ***
bilde2910|away is now known as bilde2910
L2817[23:39:34] <shadekiller666>
pepsi*
L2818[23:40:07] <xain> Do you use
seperate json files for items with sub types?
L2819[23:40:11] <killjoy> vanila
L2820[23:42:33] <williewillus> xain:
yeah
L2821[23:43:17] <xain> kk
L2822[23:43:23] <xain> thanks
L2823[23:46:16]
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またね)
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Leaving)
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L2831[23:57:08] <unascribed> dr. pepper
is the only true cola
L2832[23:57:16] <killjoy> I like that
too
L2833[23:57:27] <unascribed> mainly
@shade
L2834[23:57:33] <unascribed> who is
pushing his oppressive pepsi agenda
L2835[23:57:36] <killjoy> 52
flavors
L2836[23:57:41] <killjoy> or was it
21?
L2837[23:57:52] <unascribed> 384
L2838[23:57:58] <JonL> i have not drink
cola in 3 years :(
L2839[23:58:01] <killjoy> it was 23
L2841[23:58:13] *
shadekiller666 actually prefers coke products over
pepsi
L2842[23:58:20] <shadekiller666> except
for mountain dew
L2843[23:58:33] <unascribed> mitten
dew
L2844[23:58:34] <killjoy> rum is one of
the flavors
L2845[23:58:37] <JonL> there is tomato dr
pepper? haha
L2846[23:58:56]
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L2847[23:59:07] <shadekiller666> no,
those are the flavors IN dr pepper
L2849[23:59:50] <unascribed> that article
is unsourced