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L13[00:49:18] <VikeStep> Hmm, I'm trying to find the code in 1.8.8 where the beacon checks for visibility to the sky
L14[00:49:43] <VikeStep> in 1.7.10 it used to be TileEntityBeacon.func_146003_y however, there doesn't seem to be any class that resembles it
L15[00:49:46] <VikeStep> any method*
L16[00:49:58] <Ordinastie> VikeStep, world.canSeeSky() ?
L17[00:50:21] <VikeStep> oh, I'll look for its accessors
L18[00:50:22] <Ordinastie> there also is a canBlockSeeSky, don't know the diff
L19[00:51:09] <VikeStep> seems that canBlockSeeSky is only used by EntityGuardian
L20[00:51:20] <VikeStep> I have a feeling it is badly named
L21[00:52:19] <Cazzar> Just as a point of reference what ZNC looks like in hexchat: http://upload.cazzar.net/u/1457160730
L22[00:52:22] <Cazzar> Note the times
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L30[01:03:45] <VikeStep> oh, it seems to be only client side this time
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L33[01:07:33] <VikeStep> ah, found it. They changed it completely so now instead of checking for sunlight, it checks all blocks above it in a for loop if they are transparent... or bedrock
L34[01:07:40] <VikeStep> and if they all are it is valid
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L50[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160305 mappings to Forge Maven.
L51[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160305-1.9.zip (mappings = "snapshot_20160305" in build.gradle).
L52[02:00:15] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L83[03:12:01] <PaleoCrafter> *.* finally state-based materials in 1.9 xD
L84[03:12:44] <LexManos> yes a lot of thing sin 1.9 got state values
L85[03:13:14] <LexManos> I predict a lot more in 1.10 while they slowly move from direct "Block.whatever" to "State.whatever"
L86[03:13:24] <PaleoCrafter> yeah, it's lovely
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L95[03:28:13] <LexManos> A lot of Forge stuff will be switching as well.
L96[03:28:54] <LexManos> It just makes sense, we have to call world.getBlockState() to get the block then .getBlock() why make the callee redo that ;) just makes sense
L97[03:29:57] <PaleoCrafter> yeah, too bad they haven't made the sound stuff state-sensitive, but that's something Forge can do, I guess :P
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L99[03:36:21] <portablejimMac> Are block states still tied to metadata somehow?
L100[03:37:53] <portablejimMac> (or maybe more: do block states map to metadata values (in a way easy to get to))?
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L106[03:43:58] <LatvianModder> State based materials? How does that work? There is IItemState or smth?
L107[03:44:32] <Elec332> please no :P
L108[03:44:42] <sham1> Materials that can change depending on state
L109[03:44:45] <sham1> If so then ME WANT
L110[03:44:58] <LatvianModder> Materials, like Material.wood?
L111[03:45:07] <sham1> AFAIK
L112[03:45:11] <LatvianModder> Or Materials as items?
L113[03:46:17] <sham1> ALL THE STATES
L114[03:53:15] <PaleoCrafter> the former, LatvianModder
L115[03:53:53] <PaleoCrafter> sham1, "item states" are not very sophisticated, btw :P
L116[03:54:00] <sham1> I know
L117[03:54:05] <sham1> But Forge will make them better
L118[03:54:27] <sham1> The trust is real
L119[03:55:04] <PaleoCrafter> regarding item states, I want to map the IItemPropertyGetter fields in Item, not sure what convention to use though
L120[03:56:08] <PaleoCrafter> I'd go either for <name>PropertyGetter or property<name>Getter and then the question is whether to make it camel or constant cased
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L122[04:00:07] <sham1> Welp McJty, switching back helped
L123[04:00:08] <sham1> Somehow
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L125[04:00:46] <McJty> Switching back to what?
L126[04:00:50] <sham1> Very odd indeed
L127[04:00:55] <sham1> To IDEA
L128[04:01:03] <sham1> Because now it loads
L129[04:01:07] <sham1> Like normal
L130[04:01:10] <McJty> yes, in IDEA I also have no problems
L131[04:01:18] <McJty> Never tried Eclipse though so can't compare with that
L132[04:01:45] <sham1> It is so weird and I have no *idea* why it does not work on Eclipse even though it should
L133[04:01:56] <McJty> Well you're not the only one
L134[04:02:04] <McJty> Others have reported that too
L135[04:02:08] <sham1> Ye
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L137[04:04:07] <Zorn_Taov> anyone that knows the forge blockstate format, could you tell me why the last few lines aren't changing the rotation of the block? https://gist.github.com/ZornTaov/ec672aa67fc027563db6
L138[04:05:17] <sham1> You mean these? https://gist.github.com/ZornTaov/ec672aa67fc027563db6#file-rugblock-json-L69-L76
L139[04:05:25] <sham1> Because they have to be outside of the variants block
L140[04:05:28] <Zorn_Taov> yes
L141[04:05:34] <Zorn_Taov> ok
L142[04:07:08] <Zorn_Taov> hmm, still not facing the correct direction
L143[04:08:11] <Zorn_Taov> do they need to be in another block?
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L145[04:14:08] <sham1> just outside
L146[04:14:25] <sham1> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L147[04:14:31] <sham1> Refer to this spec
L148[04:15:12] <Zorn_Taov> hmm, I guess I don't need the []'s, but they're still not working :/
L149[04:15:34] <PaleoCrafter> any input on naming IItemPropertyGetter fields? :P
L150[04:15:45] <sham1> yes you do
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L154[04:17:13] <Zorn_Taov> ?
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L156[04:18:04] <sham1> you need to have the variant in an array
L157[04:18:28] <Zorn_Taov> line 8 and 9 of that spec
L158[04:18:41] <Zorn_Taov> if it's like 9 then a random carient will be chosen
L159[04:18:42] <sham1> use the line 9 as your guide line
L160[04:18:50] <sham1> Well if you only have one in there
L161[04:18:58] <Zorn_Taov> either way the rotation still isn't replaced
L162[04:18:58] <sham1> Then only it willbe chosen
L163[04:19:08] <sham1> Show the updated one
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L166[04:22:40] <Zorn_Taov> https://gist.github.com/ZornTaov/ec672aa67fc027563db6
L167[04:23:16] <Zorn_Taov> wait...
L168[04:23:20] <Zorn_Taov> dafuq
L169[04:24:44] <Zorn_Taov> no, nevermind, it's still broken
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L171[04:31:49] <Zorn_Taov> at this point I may as well make a seperate model for inner/outer_left/right
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L194[05:17:50] <MalkContent> i am so confused
L195[05:18:10] <MalkContent> i edit a singleplayer player save's nbt
L196[05:18:19] <MalkContent> and it shows no effect
L197[05:18:31] <MalkContent> is the information stored anywhere else perchance?
L198[05:18:46] <MalkContent> and overwrites the changes i do to the player save?
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L201[05:24:38] <JustRamon> So, my models (which are basic items) don't load. I'm getting a "Exception loading model for variant sweet:gumball#inventory" error. (sweet = modid, gumball = item) This is my model file: http://pastebin.com/beqD3SGa
L202[05:24:51] <JustRamon> (the one I change and use for every item)
L203[05:25:24] <JustRamon> If you need any other info just ping
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L205[05:28:57] <JustRamon> this is how I'm registering my models: "ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));"
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L207[05:36:05] <MalkContent> why won't it freaking let me edit this ;_;
L208[05:37:01] <MalkContent> a there it is. sp saves to level.dat
L209[05:37:09] <MalkContent> fanfreakingtastic
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L213[05:40:54] <kimfy> JustRamon: are you calling it from preInit?
L214[05:41:21] <JustRamon> yes
L215[05:43:21] <JustRamon> I've also tried with my modid + ":" in front of item.getRegistryName() but the error then outputs modid:modid/item#inventory
L216[05:43:47] <JustRamon> which in my eyes is even worse :P
L217[05:44:29] <JustRamon> If you need any class of mine just say so :P
L218[05:45:57] <kimfy> You put the model in assets/modid/models/item right, just making sure?
L219[05:46:59] <JustRamon> yup
L220[05:48:43] <JustRamon> forge version 1.8.9-11.15.1.1764
L221[05:48:46] <JustRamon> if that helps :P
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L229[06:11:01] <JustRamon> I did it!
L230[06:11:25] <JustRamon> For some reason I didn't add my mod id in the json files, at the texture & parent model references
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L232[06:17:56] <Javaschreiber> This question might be off topic, but I'm not sure. Does anyone know whether the CoFH Energy API is going to be updated to 1.8? I.E. changing the x, y, z to BlockPos?
L233[06:20:21] <Kolatra> It has been updated.
L234[06:21:44] <Javaschreiber> But it's not in the CoFH repo, is it?
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L246[07:06:08] <LuigiHutch> https://github.com/CoFH/RedstoneFlux-API/tree/1.8
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L248[07:08:33] <IoP> 1.8 is so 90s
L249[07:10:09] <sham1> Well 1.9 is not out yet so...
L250[07:11:01] <PaleoCrafter> what was that mod again that always updates first?
L251[07:16:03] <sham1> Forge
L252[07:16:11] <PaleoCrafter> nah
L253[07:17:13] <IoP> or even mcp
L254[07:17:28] <PaleoCrafter> MCP doesn't really count as a mod, does it? :P
L255[07:17:47] <Lordmau5> Are people still modding 1.8? Jesus christ
L256[07:17:50] <Lordmau5> get with the times, guys
L257[07:18:41] <Lordmau5> I doubt there's an easy way to adjust my build.gradle to hook me up with a 1.9 env, right?
L258[07:19:04] <IoP> not sure if ...
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L260[07:19:51] <Lordmau5> :3
L261[07:19:54] <PaleoCrafter> there is no 1.9 forge release yet, so no :P
L262[07:19:59] <Lordmau5> Figured, hehe
L263[07:20:13] <PaleoCrafter> you can however clone Forge's 1.9 branch, that won't help much either though, I suppose
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L265[07:24:28] <sham1> PaleoCrafter, MCP does count
L266[07:24:31] <sham1> It is in the mods tab
L267[07:24:36] <PaleoCrafter> eh
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L279[07:59:43] <Cykrix> hi
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L282[08:10:12] <williewillus> !sm func_186370_a deserialize
L283[08:10:25] <williewillus> !sf field_186371_a table
L284[08:10:53] <Wuppy> woohoo, tonight one of the best parties of the year
L285[08:10:58] <Wuppy> for the second time this year :P
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L287[08:12:58] <williewillus> !sm func_186529_a getFunctionName
L288[08:13:11] <williewillus> !sm func_186531_b getFunctionClass
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L293[08:19:08] <PaleoCrafter> eh, williewillus, table doesn't sound like a good name for that field, imo
L294[08:19:19] <Pennyw95> how do I retrieve a block's blockPos?
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L296[08:20:10] <PaleoCrafter> Pennyw95, a block is a flyweight, it doesn't have an inherent position
L297[08:20:16] <PaleoCrafter> what exactly is it you want to do?
L298[08:20:19] <Pennyw95> damn
L299[08:20:32] <PaleoCrafter> you usually have access to a position when you need it
L300[08:20:47] <Pennyw95> basically I want my block to give a different argument to the TE it spawns based on what block is near it
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L302[08:21:07] <PaleoCrafter> just gather that data on first tick
L303[08:21:51] <Pennyw95> like if tick == 1 (...)
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L305[08:22:05] <Pennyw95> by the way is there a point in e
L306[08:22:14] <PaleoCrafter> wat
L307[08:22:23] <Pennyw95> resetting the tick counter? I saw some mods do it (and I do it too) but vanilla and others don't
L308[08:22:40] <Pennyw95> like tick++; if (tick % 80 == 0) tick = 0
L309[08:22:48] <PaleoCrafter> it depends on what you do
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L311[08:23:06] <Pennyw95> so there's no efficiency issue if the ticks keep incrementing?
L312[08:23:13] <PaleoCrafter> also, you'd probably want tick == 0, depending on where you put it
L313[08:23:41] <Pennyw95> maybe you meant if (tick == 1200)?
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L315[08:23:58] <PaleoCrafter> assuming it's stored in an int, you'll get into trouble when the TE exists longer than 2^31-1 ticks
L316[08:24:00] <PaleoCrafter> wat, no
L317[08:24:01] <williewillus> PaleoCrafter: what would you name it then? :P
L318[08:24:04] <PaleoCrafter> dunno
L319[08:24:13] <PaleoCrafter> tableName? :P
L320[08:25:53] *** fry|sleep is now known as fry
L321[08:26:26] <Pennyw95> PaleoCrafter: I hate how I did this so I want to make it better https://gist.github.com/DrBenway95/260bd18f539fe67c0b75
L322[08:26:45] <Pennyw95> I hoped I could set the speed as an immutable field based on TE's args
L323[08:26:55] <PaleoCrafter> make it lazy
L324[08:27:30] <PaleoCrafter> also, why are you using meta
L325[08:27:41] <williewillus> !sp p_185212_0_ reagent
L326[08:27:57] <williewillus> !sp p_185212_1_ potionIn
L327[08:28:00] <PaleoCrafter> aw, darn MCPBot, why can't a method name be longer than 32 characters? xD
L328[08:28:00] <Pennyw95> I find it quicker to type...since that block only has 1 propertyEnum it's not a problem
L329[08:28:10] <PaleoCrafter> it's bad
L330[08:28:13] <williewillus> lol what were you trying to name? :P
L331[08:28:21] <williewillus> and god I love the new potion system
L332[08:28:24] <williewillus> so much better
L333[08:28:31] <Pennyw95> 1.9?
L334[08:28:32] <PaleoCrafter> BlockCommandBlock.func_185562_e -> isAdjacentToSuccessfulCommandBlock
L335[08:28:34] <williewillus> yes
L336[08:30:59] <PaleoCrafter> hm, maybe isNextToSuccessfulCommandBlock?
L337[08:31:19] <Pennyw95> PaleoCrafter: http://pastebin.com/s0p9bYgz
L338[08:31:22] <McJty> Hmm, where did world.markBlockForUpdate(pos); go?
L339[08:31:30] <McJty> Just updated forge + mappings to latest and this no longer works
L340[08:31:53] <PaleoCrafter> Pennyw95, do *not* use meta, period.
L341[08:32:04] <Meller> Noob question incomming, where do i download the source for Forge 1.8.9?
L342[08:32:07] <PaleoCrafter> magic numbers are bad
L343[08:32:09] <McJty> Except for a very few spots
L344[08:32:16] <McJty> Like where you have to translate meta to properties
L345[08:32:19] <williewillus> !mh markBlockForUpdate
L346[08:32:27] <McJty> !mh markBlockForUpdate
L347[08:32:28] <IoP> Meller: source for forge? why?
L348[08:33:26] <Pennyw95> so...getDefaultState.withProperty(Enum..)?
L349[08:33:28] <Meller> Want to try out some modding ideas i have
L350[08:33:35] <McJty> Stupid me, was using the 1.9 mappings
L351[08:33:52] <williewillus> lol
L352[08:34:21] <williewillus> for the record its now notifyBlockUpdate
L353[08:34:25] <IoP> Meller: http://files.minecraftforge.net/
L354[08:34:26] <williewillus> in the future
L355[08:34:28] <McJty> Weird that you can even apply those mappings
L356[08:34:34] <McJty> Thanks. Will be useful later :-)
L357[08:35:08] <PaleoCrafter> williewillus, what would you name IItemPropertyGetter fields? I was considering either <name>Getter, property<name>Getter or <name>PropertyGetter
L358[08:35:40] <VikeStep> anyone know if there is a way to upload a file to travis and put its path as an environment variable?
L359[08:36:03] *** K-4U is now known as K-4U|Off
L360[08:36:16] <VikeStep> it's a config file with various keys
L361[08:36:41] <williewillus> who named the SAM apply -.-. but yeah probably something "pullGetter" for bows
L362[08:37:20] <PaleoCrafter> funny enough that the bow just directly passes an anonymous instance :P
L363[08:37:34] <williewillus> all implementations if it are anon
L364[08:37:37] <williewillus> in vanilla
L365[08:37:47] <PaleoCrafter> well, I mean, it doesn't even use a field
L366[08:38:10] <PaleoCrafter> damaged, for example, is not though (field_185046_b)
L367[08:38:23] <williewillus> !sf field_185050_h weaponModifierUUID
L368[08:38:23] <PaleoCrafter> -not
L369[08:38:39] <williewillus> bleh stupid uppercase naming convention
L370[08:38:43] <PaleoCrafter> dammit, williewillus
L371[08:38:54] <PaleoCrafter> I wouldn't use that name :P
L372[08:39:06] <williewillus> it matches the other one :P
L373[08:39:09] <PaleoCrafter> https://github.com/ModCoderPack/MCPBot-Issues/issues/144
L374[08:39:43] <PaleoCrafter> if anything, it should be [ATTACK_]_SPEED_MODIFIER[_UUID]
L375[08:43:48] <williewillus> is there a way to list classes that still have unnamed members?
L376[08:43:58] <PaleoCrafter> don't think so
L377[08:45:14] <williewillus> !sm func_184726_b updateSize
L378[08:46:05] <PaleoCrafter> oh, the data watcher got an update
L379[08:46:13] <PaleoCrafter> noice
L380[08:46:23] <williewillus> https://gist.github.com/williewillus/e37edde85dc78d2e138c ;p
L381[08:46:39] <PaleoCrafter> lol
L382[08:47:25] <williewillus> did you see the datafixers and new potion stuff?
L383[08:48:09] <PaleoCrafter> I haven't looked at a lot of stuff yet
L384[08:48:36] <PaleoCrafter> oh, data fixer definitely sounds nice
L385[08:48:37] <williewillus> theres a whole package dedicated to finding legacy NBT information and converting it
L386[08:49:14] <PaleoCrafter> do you think propagateUpdate is a good name for func_185563_c?
L387[08:50:01] <williewillus> sounds alright
L388[08:50:22] <williewillus> did you see they added a pool for mutable blockposes? lol
L389[08:50:28] <Flenix> I don't suppose anyone knows of a mod in 1.7 that randomly turns water into stone? It's in my modpack, no idea which mod is doing it and it's driving me mad.
L390[08:52:05] <williewillus> it's only used in mob collisions and AO brightness
L391[08:52:38] <williewillus> oh huh used in other motion and lighting as well
L392[08:53:00] <williewillus> but still ew pooling
L393[08:53:48] <PaleoCrafter> I wonder if it actually makes a lot of a difference or if was premature optimisation
L394[08:54:15] <williewillus> sounds premature to me tbh, switching to mutable in sensitive situations is fine
L395[08:54:19] <williewillus> but why pool it?
L396[08:57:55] <williewillus> !gc cj
L397[08:58:34] <williewillus> !gc bbh
L398[09:00:10] <williewillus> !gc cq
L399[09:00:21] <williewillus> what the heck
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L401[09:00:55] <williewillus> i'm profiling 1.9 just out of curiosity...why are there 348k EnumFacing arrays :P
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L403[09:02:15] <PaleoCrafter> lol
L404[09:02:34] <sham1> #BlameMojang
L405[09:02:37] <williewillus> holy shit more than 80k instances allocated every second what is happening
L406[09:04:03] <williewillus> seems to be serverside mostly but still a couple thousand clientside per second
L407[09:04:23] <PaleoCrafter> q.q somebody dun goofed
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L409[09:05:08] <PaleoCrafter> actually, nvm, it was fixed
L410[09:06:23] <williewillus> idk where this craziness is happening, I see that EnumFacing.PLANE.facngs() returns a new array every time
L411[09:06:28] <williewillus> but it isnt called from many places
L412[09:08:05] <williewillus> heh nvm found it
L413[09:08:21] <williewillus> EnumFacing.Plane implements iterable, and that makes a new array every single time
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L415[09:08:38] <williewillus> chunk updates, relighting, etc. all iterate over EnumFacing.Plane.HORIZONTAL
L416[09:08:42] <williewillus> rip performance
L417[09:10:07] <LatvianModder> Wot.
L418[09:10:15] <LatvianModder> Whats going on at Mojang? :D
L419[09:10:24] <williewillus> idk how they didnt see it when profiling
L420[09:10:42] <LatvianModder> Probably because they have supercomputers
L421[09:10:42] <williewillus> but when I'm running and unloading/reloading chunks it spikes to about 300k instances max
L422[09:10:43] <SkySom> Probably don't profile
L423[09:10:50] <SkySom> Yikes
L424[09:10:54] <williewillus> with tens of thousands of instances per second
L425[09:11:02] <LatvianModder> can forge patch / fix this?
L426[09:11:04] <williewillus> aka almost as bad as blockpos (but blockpos is fine on its own)
L427[09:11:09] <williewillus> probably
L428[09:11:25] <LatvianModder> seriously, they have 2 modders now..
L429[09:11:46] <PaleoCrafter> technically 4, if you count bukkit :P
L430[09:12:00] <LatvianModder> Meh bukkit
L431[09:12:21] <LatvianModder> Is there something better to draw models with than MrCrayfish's model creator?
L432[09:12:39] <williewillus> not really lol
L433[09:12:51] <PaleoCrafter> I kinda like BDCraft Cubik :P
L434[09:12:52] <williewillus> i use crayfish and then tweak and texturemap by hand
L435[09:12:59] <LatvianModder> oh man. Then I think ill use just json
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L437[09:13:26] <LatvianModder> 0.5/16 cubes done!
L438[09:13:36] <PaleoCrafter> well, you could of course just use any *real* modeling software and use OBJ/B3D :P
L439[09:13:50] <LatvianModder> also, why is texture limited to 0-16?
L440[09:14:03] <williewillus> that's how it works
L441[09:14:05] <LatvianModder> can I use 32? what if I want one pixel of 64 pixel texture?
L442[09:14:09] <williewillus> decimals
L443[09:14:18] <williewillus> it's all rescaled to [0,15]
L444[09:14:29] <LatvianModder> soooo.. 0.5 wont work?
L445[09:14:35] <williewillus> of course it will
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L447[09:14:45] <LatvianModder> it will? oh. I thought its just integer
L448[09:14:45] <JustRamon> So I wanna make a pillar type block, like the quartz pillar. How?
L449[09:15:00] <PaleoCrafter> guess what, JustRamon
L450[09:15:01] <williewillus> JustRamon: look at other mods that have quartz pillars
L451[09:15:04] <williewillus> coughbotania
L452[09:15:12] <JustRamon> right
L453[09:15:18] <LatvianModder> mods? why? just look at vanilla example
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L455[09:15:21] <williewillus> or vanilla
L456[09:15:23] <JustRamon> not sure why I didn't think about that
L457[09:15:44] <williewillus> !gc EnumFacing 1.8.9
L458[09:17:08] <williewillus> hm the enumfacing array thing is also in 1.8
L459[09:17:10] <williewillus> but not as bad
L460[09:17:51] <williewillus> !gc cj 1.8.9
L461[09:18:17] <williewillus> !gc asv 1.8.9
L462[09:18:37] <williewillus> oh man pathfinding eating all the memories
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L465[09:26:43] <shadowfacts> anyone know why this crash is happening when I try to use Configuration.getString? https://gist.github.com/shadowfacts/6518516efdff7924b4fb
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L479[09:53:35] <williewillus> !gm func_181157_b
L480[10:01:39] <JustRamon> How do I use ModelLoader to register the block model?
L481[10:01:55] <williewillus> the block model?
L482[10:01:58] <williewillus> that's done for you automatically
L483[10:01:59] <JustRamon> a block model
L484[10:02:19] <williewillus> block models are fully automatic if you have the right stuff in the right place it'll work
L485[10:02:26] <williewillus> item models need registration
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L488[10:09:00] <williewillus> !gc ClassInheritanceMultimap$1
L489[10:09:04] <williewillus> !gc ClassInheritanceMultimap
L490[10:09:07] <williewillus> !gc ClassInheritanceMultiMap
L491[10:09:12] <williewillus> !gc ClassInheritanceMultiMap$1
L492[10:09:19] <williewillus> !gc ClassInheritanceMultiMap$1 1.8.9
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L494[10:18:49] <ThePsionic> TIL Shift + Backspace deletes an entire word
L495[10:20:46] ⇦ Quits: Javaschreiber (~Thunderbi@p4FF8B7BE.dip0.t-ipconnect.de) (Ping timeout: 195 seconds)
L496[10:20:49] <Wuppy> o/ ThePsionic
L497[10:21:24] <IoP> Did not work ;) ^W does that
L498[10:22:29] <ThePsionic> hey Wuppy
L499[10:22:36] <Wuppy> how're you
L500[10:23:08] <shadekiller666> how art thou*
L501[10:23:19] <Wuppy> are thy faring well?
L502[10:23:34] <sham1> ThePsionic, so does "diw"
L503[10:23:43] <Wuppy> or something like that, I don't do old english :P
L504[10:23:46] <shadekiller666> welleth* (because always append "eth" :P)
L505[10:24:02] <sham1> And if you want to get rid of the surrounding whitespaces, you can use "daw"
L506[10:25:36] <Wuppy> wow... people really seem to love Stardew valley
L507[10:25:47] <Wuppy> I've seen people playing it and talking about it everywhere
L508[10:25:53] <Wuppy> and I can understand why, looks amazing
L509[10:28:20] <ThePsionic> I'm pretty good
L510[10:28:25] <ThePsionic> Short in money, as always
L511[10:28:38] <Wuppy> typical student :P
L512[10:28:40] ⇦ Quits: Steven (~steven@ti0033a400-5688.bb.online.no) (Ping timeout: 207 seconds)
L513[10:28:43] <ThePsionic> Or more like, too little money for the stuff I want
L514[10:28:48] <Wuppy> :<
L515[10:29:00] <ThePsionic> More like, I want to pre-order No Man's Sky
L516[10:29:22] <Wuppy> we have a second carnaval weekend today and tomorrow so I know your pain :P
L517[10:29:39] <ThePsionic> :P
L518[10:30:28] <Wuppy> so thanks to the storm about a month ago, we now have one of the best parties & weekends of the year twice :D
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L520[10:39:56] <sham1> I was googling around about java9 and OMG a REPL
L521[10:40:27] <IoP> yup
L522[10:40:36] <IoP> Also new version strings!
L523[10:40:43] <sham1> I don't know how to feel about this
L524[10:40:56] <williewillus> i don't feel like its very useful though
L525[10:41:00] <williewillus> java is too verbose
L526[10:41:02] <williewillus> for a repl
L527[10:41:17] <williewillus> when I'm programming a python or clojure repl is usually more handy
L528[10:41:32] <sham1> GHCi springs to my mind
L529[10:41:45] <sham1> I really do not know how to feel about this
L530[10:41:46] <williewillus> i don't like haskell for some reason :P
L531[10:41:55] <williewillus> i like lisps more
L532[10:42:12] <sham1> They are certainly interesting
L533[10:42:27] <sham1> But I have said again and again, the amount of parenthesis turn me off
L534[10:42:38] <sham1> But they have some interesting stuff because of everything is a list
L535[10:42:42] <sham1> Self-programming
L536[10:43:34] <williewillus> proper indentation makes everything clear :P
L537[10:43:39] <williewillus> and its dead easy to read/parse
L538[10:44:00] <sham1> Well Haskell looks like math and in some ways like python
L539[10:44:11] <sham1> Not sure if the latter is a good thing but whatever
L540[10:49:24] <williewillus> man
L541[10:49:41] <williewillus> rp2 was such an influential mod in the redstone space :P
L542[10:49:49] <williewillus> no one's really done anything new since
L543[10:49:53] <williewillus> in terms of redstone expansions
L544[10:51:46] <MalkContent> where did that come from?
L545[10:51:56] <williewillus> ?
L546[10:52:07] <sham1> Well CC did expand redstone's capability by having it be programmable
L547[10:52:10] <MalkContent> starting off with rp2
L548[10:52:14] <williewillus> read a thread about redstone and project:red and how it literally does nothing new
L549[10:52:23] <MalkContent> rp2 had computers, too, sham
L550[10:52:23] <williewillus> and was messing around with charset and its gates were being finicky
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L552[10:52:35] <williewillus> so I fired up 1.2.5 and tinkered with redstone there :P
L553[10:52:37] <sham1> I do not think it is meant to do anything new TBH
L554[10:52:37] <MalkContent> project red does one new thing which was pretty cool
L555[10:52:49] <MalkContent> integrated circuits
L556[10:52:54] <Josephur> I think I've fully acclimated from Eclipse to IDEA
L557[10:53:17] <MalkContent> i agree with sham1 though
L558[10:54:08] <MalkContent> once rp2 established redstone wire and isolated wires/cables, it pretty much set the gold standard
L559[10:54:37] <MalkContent> no shame in just remaking a very good system
L560[10:55:02] <MalkContent> and the vast majority of gates are selfexplanatory, really
L561[10:56:31] <williewillus> wow 1.2 smooth entity animations how I miss you :P
L562[10:56:37] <MalkContent> really just wish someone would do a decent implementation of wires, not even gates, and forge would adapt it as a semi official mod
L563[10:56:50] <MalkContent> so modded minecraft would always have a maintained wires mod
L564[10:57:12] <williewillus> that would require mcmultipart first ;p
L565[10:57:28] *** Cykrix is now known as Cykrix|Away
L566[10:57:31] <sham1> "Forge does not add content" is the official status stated
L567[10:57:34] <MalkContent> i know, but with that being in the works, i'm actually carefully optimistic :)
L568[10:57:39] <MalkContent> i know
L569[10:57:43] <sham1> Kinda makes me wonder about the universal bucket but whatever
L570[10:57:44] <gigaherz> forge does not even want energy API in it
L571[10:57:46] <gigaherz> let alone wires
L572[10:57:47] <gigaherz> ;p
L573[10:57:49] <MalkContent> i said "semi", now didn't i :P
L574[10:57:55] <williewillus> the bucket took a lot of convincing :P
L575[10:58:07] <sham1> Well energy is muuch less universal than redstone
L576[10:58:10] <gigaherz> sham1: buckets/fluids are an existing feature that mojang half-assed
L577[10:58:25] <MalkContent> lol. energy api is a bit more of a clusterfuck than redstone
L578[10:58:42] <gigaherz> https://github.com/gigaherz/CapabilityCore
L579[10:59:11] <sham1> But that does not work with a two-variable energy which is sometimes needed by people
L580[10:59:21] <sham1> Or even three variable
L581[10:59:28] <MalkContent> ^
L582[10:59:32] <gigaherz> meh ;P
L583[10:59:42] <MalkContent> energy is a very vague term, my friend
L584[10:59:51] <gigaherz> no, energy is energy ;p
L585[11:00:00] <gigaherz> energy TRANSFER is what changes
L586[11:00:11] <MalkContent> if you want to get queasy with that, you could even count thaumcraft vis or bloodmagic blood, etcetc. as "energy"
L587[11:00:15] <sham1> The most accurate way to describe energy is as the ability to do work and heat
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L589[11:00:29] <sham1> Vis is magical "energy"
L590[11:00:33] <sham1> Handwavium
L591[11:00:41] <MalkContent> hah :D
L592[11:01:02] <MalkContent> and yea. you could break it down to joules, that's true
L593[11:01:24] <sham1> Well Vis CAN do work
L594[11:01:42] <sham1> it can also create heat (nitor)
L595[11:01:55] <MalkContent> let's not get finicky with special cases
L596[11:02:04] <gigaherz> so you could say
L597[11:02:17] <gigaherz> EnergyStack { Quantity, Unit }
L598[11:02:20] <gigaherz> ;P
L599[11:02:53] <MalkContent> you could do that
L600[11:02:56] <gigaherz> like, { 10, "MJ" } or { 5.5, "Ignis Vis" }
L601[11:03:02] ⇨ Joins: manmaed|AFK (~Ender@97e177f1.skybroadband.com)
L602[11:03:05] <MalkContent> someone else might disagree though
L603[11:03:09] <gigaherz> or { 50, "High Voltage RF" }
L604[11:03:13] <MalkContent> queue clusterfuck
L605[11:03:20] <gigaherz> and good luck converting ;P
L606[11:03:28] <MalkContent> hah
L607[11:03:47] *** manmaed|AFK is now known as manmaed
L608[11:03:49] <MalkContent> redstone wires on the other hand
L609[11:04:01] <MalkContent> are a smooth and straight forward thing of beauty
L610[11:04:04] <gigaherz> can be multicolor ;P
L611[11:04:07] <ThePsionic> also in today's news http://t3chmuz.blogspot.nl/2016/03/oculus-rift-not-supporting-mac-until.html
L612[11:04:20] <MalkContent> 16, yes
L613[11:04:29] <MalkContent> the magic number of minecraft colors
L614[11:04:57] <MalkContent> it's basically set in stone
L615[11:05:29] <MalkContent> hah :D that headline
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L617[11:12:07] <Josephur> ok I'm a bit confused
L618[11:12:18] <Josephur> in Eclipse under my assets I would make a new "package"
L619[11:12:50] <Josephur> in IDEA it would appear it simply references these as folders, but when I do a new folder called models, then a child called armor
L620[11:12:57] <Josephur> it makes it models.armor
L621[11:13:07] * Josephur scratches head
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L624[11:14:08] <Josephur> aha this might be due to the "compact empty middle packages" default option?
L625[11:14:31] * Josephur hopes so
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L627[11:18:37] <gigaherz> Josephur: yes
L628[11:18:50] <gigaherz> for some reason it also does it for folders
L629[11:18:50] <gigaherz> ;P
L630[11:22:37] <Josephur> yeah it's very odd
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L632[11:22:47] <Josephur> in Eclipse your assets would still be referenced as packages
L633[11:22:58] <Josephur> in IDEA its folders and that odd default nesting view is weirdo if your not used to it
L634[11:23:55] <Josephur> I do not like that F2 is not mapped to rename as it should be in any damn application either ;)
L635[11:24:28] <gigaherz> the only place I use F2 to rename is windows explorer
L636[11:24:28] <gigaherz> XD
L637[11:24:34] <Josephur> I gotta look at the keybindings
L638[11:24:43] <Josephur> I don't even know what auto add import shortcut is
L639[11:25:30] <Josephur> aha there is an eclipse keybinding option in settings ;)
L640[11:26:50] <LatvianModder> williewillus: im still making that json model by hand :P
L641[11:27:01] <LatvianModder> not much left though, but mapping textures is HARD
L642[11:27:55] <masa> BDCraft Cubik is pretty nice for simple vanilla-style models
L643[11:28:46] <gigaherz> Josephur: i use the VS option
L644[11:28:51] <gigaherz> but rename is still shift-F6
L645[11:28:59] <gigaherz> no Ctrl-r,ctrl-r sequence ;p
L646[11:29:14] <LatvianModder> Im making a model just like BDCraft Cubik's logo, masa :P
L647[11:29:29] <LatvianModder> http://imgur.com/brLRZuL
L648[11:29:32] <LatvianModder> my progress so far
L649[11:29:59] <gigaherz> I'd just have used .obj
L650[11:29:59] <gigaherz> ;P
L651[11:30:05] <LatvianModder> NO! :D
L652[11:30:16] <gigaherz> the only "flaw" of .obj models is that you can specify cullface on them ;P
L653[11:30:19] <shadekiller666> then stop complaining about json :P
L654[11:30:19] <gigaherz> can't*
L655[11:30:28] <masa> heh ok :p
L656[11:30:39] <shadekiller666> gigaherz, i think that may be fixed when we update to 1.9
L657[11:30:44] <LatvianModder> Who's complaining? json is awesome
L658[11:31:03] <masa> everyone loves Jason
L659[11:31:07] <gigaherz> shadekiller666: will it be automatic, like it should be?
L660[11:31:14] <shadekiller666> no idea
L661[11:31:30] <gigaherz> if normal is +Z and all Z coords of the face are 1 -> cullface, south(?)
L662[11:31:30] <Josephur> hrm why is IDEA complaining about my super() reference
L663[11:31:32] <shadekiller666> all i know is that getFaceQuads and getGeneralQuads are being merged into 1
L664[11:31:34] <Josephur> Eclipse doesnt
L665[11:31:40] <gigaherz> oh?
L666[11:31:42] <Josephur> super(material, renderIndex, armorType);
L667[11:31:49] <gigaherz> so cullface is removed from the models themselves?
L668[11:31:56] <gigaherz> Josephur: complaining how?
L669[11:32:02] <gigaherz> what does it not like?
L670[11:32:09] <Josephur> Cannot reference ItemArmor.material before supertype constructor has been called
L671[11:32:34] <Josephur> oh heh could that be due to a fucking typo on my part?
L672[11:32:38] <Josephur> of course it could!
L673[11:32:43] <gigaherz> uh well question is why does eclipse NOT complain about it? XD
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L675[11:33:05] <Josephur> ;)
L676[11:35:37] <Josephur> I don't get why it has my filename underlined in red though, when the syntax all seems to be nifty in this file now, hrmph
L677[11:36:30] <Josephur> aha, figured it out..
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L679[11:36:43] <Josephur> Just normal growing pains from Eclipse to IDEA, don't mind my bitching ;)
L680[11:37:44] <masa> so, using the IItemHandler, when I'm inserting items into an inventory, am I supposed to first check what is in a slot using getStackInSlot()?
L681[11:37:52] <LatvianModder> err.. is 0 in model cubes top or bottom
L682[11:37:54] <LatvianModder> ?
L683[11:38:02] <LatvianModder> for UV its top
L684[11:38:19] <masa> or is that just completely redundant? isn't indertItem() supposed to check if the item is equal or can be inserted anyway?
L685[11:39:06] <williewillus> nto really
L686[11:39:06] *** DonAway is now known as DRedhorse
L687[11:39:08] *** Abrar|gone is now known as AbrarSyed
L688[11:39:14] <williewillus> the texture mapping is tedious but easy
L689[11:39:27] <williewillus> masa: no, the impl should handle all of that
L690[11:39:37] *** DRedhorse is now known as DonAway
L691[11:39:57] <williewillus> it handles all merging logic/what can go where and just gives you back what it culdn't fit in
L692[11:40:14] <masa> right, so don't call getStackInSlot() when inserting?
L693[11:40:27] <masa> alrighty
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L696[11:43:21] <masa> LatvianModder: seems that 0 is bottom, since farmland goes from y 0 to y 15
L697[11:43:28] <LatvianModder> yeah
L698[11:43:31] <williewillus> gigaherz: how do you do guis that are backed by capas?
L699[11:43:33] <williewillus> *containers
L700[11:43:45] <williewillus> the UV's start at top left
L701[11:44:07] <williewillus> element cubes are aligned to the block grid
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L703[11:45:22] <MalkContent> does chisel n bits have some anti-chisel tool?
L704[11:45:36] <MalkContent> with which you can place bigger parts than bits?
L705[11:46:14] <gigaherz> the chisel tool can switch modes
L706[11:46:24] <gigaherz> place "bit", "line", "plane"
L707[11:46:34] <gigaherz> (not necessarily the exact names they used)
L708[11:46:42] <gigaherz> yo ucan also save patterns and apply them
L709[11:46:58] <gigaherz> oh and make sure to create bit bags to hold more than one stack of bits at once
L710[11:47:39] <shadekiller666> is that like Kibble N' Bits?
L711[11:47:43] <MalkContent> i know the chisel can
L712[11:47:44] <shadekiller666> except chisel?
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L714[11:48:01] <MalkContent> but far as i know i can only subtract, not add, with that one
L715[11:48:32] <gigaherz> MalkContent: hmm I haven't used the tool enough for that
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L717[11:48:45] <gigaherz> can't you like, leave a plane, keep it as a pattern, and then "add" this pattern later?
L718[11:50:13] <masa> oh my... I just got a nasty idea... I have this item called a "Lazy Builder's Wand" in my mod. It might be funny to add a similar tool to interact with chisel & bits
L719[11:50:20] <masa> probably a ton of work though...
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L721[11:51:34] <masa> it has column, line, plane, extend-continuous, extend-area, cube and walls modes, you can flip the area and select the size of the area, the block type to work with, and it can use the block type of the adjacent blocks
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L723[11:52:27] <masa> should really make a proper spotlight of my mod, so far there isn't s ingle one that properly covers even the stuff from the year old 0.4.0 release, let alone the 0.5.0 release from this january
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L725[11:52:32] <MalkContent> yes i can, giga
L726[11:52:37] <MalkContent> but it's bothersome ^^
L727[11:54:27] <masa> MalkContent: have you tried the Extra Bit Manipulation add-on for c&b?
L728[11:54:47] <MalkContent> nope, lemme have a look at that
L729[11:55:32] <williewillus> uh when are caps saved
L730[11:55:51] <williewillus> I'm using the item handler cap with an impl that extends ItemStackHandler, who is saving for me?
L731[11:55:59] <gigaherz> no one is?
L732[11:56:04] <williewillus> then how
L733[11:56:14] <williewillus> and what is the purpose of the default IStorage
L734[11:56:20] <masa> aren't you supposed to hook that into the write/readNBT methods from a TE or whatever yo uare using it in?
L735[11:56:22] <gigaherz> if you use the default implementation
L736[11:56:31] <gigaherz> you can use the default IStorage
L737[11:56:32] <williewillus> i do use the default impl
L738[11:56:41] <williewillus> extended but it saves the same
L739[11:56:42] <gigaherz> no you use ItemStackHandler directly
L740[11:56:47] <williewillus> that's dumb
L741[11:56:52] <williewillus> I have to copy the IStorage logic?
L742[11:56:52] <gigaherz> you don' use capability.createDefaultInstance() or whatever the name was
L743[11:56:56] <gigaherz> no
L744[11:56:59] <gigaherz> you do
L745[11:57:10] <gigaherz> inv.serializeNBT()/deserializeNBT()
L746[11:57:23] <gigaherz> ItemStackHandler is thankfully, INBTSerializable ;P
L747[11:57:34] <gigaherz> you COULD use the IStorage logic
L748[11:57:35] <williewillus> i mean where do I call that
L749[11:57:44] <gigaherz> in your readFromNBT/writeToNBT
L750[11:57:54] <gigaherz> or, if you aren't in a TileEntity
L751[11:58:02] <williewillus> then what's the point of the FOrgeCaps tag that Forge patches into the base TE class?
L752[11:58:12] <gigaherz> that's for attaching caps externally
L753[11:58:26] <gigaherz> such as how you'd do it to an existing Entity, or an ItemStack
L754[11:58:26] <williewillus> why the two different system -.-
L755[11:58:29] <gigaherz> in that situation
L756[11:58:36] <williewillus> but okay
L757[11:58:37] <gigaherz> the ICapabilityProvider that you attach
L758[11:58:46] <gigaherz> can be INBTSerializable
L759[11:58:57] <gigaherz> or something
L760[11:59:10] <gigaherz> ICapabilitySerializable
L761[11:59:15] <Josephur> gigaherz: I have confirmed you can switch between IDEA and Eclipse workspace using same src folder without any ill effects while someone migrates to learning the IDEA environment. Of course I would never recommend running both at the same time ;)
L762[11:59:24] <gigaherz> if you implement an ICapabilitySerializable<NBTTagCombpound>
L763[11:59:45] <gigaherz> the serializeNBT/deserializeNBT methods get called for you
L764[11:59:54] <gigaherz> and you can do the same you'd do in readFromNBT/writeToNBT
L765[12:00:04] <gigaherz> in those method
L766[12:00:04] <gigaherz> s
L767[12:00:15] <williewillus> how do I merge two NBT compounds
L768[12:00:29] <gigaherz> there's a merge tags method somewhere
L769[12:00:32] <gigaherz> but why merge?
L770[12:00:36] <gigaherz> just do like
L771[12:00:52] <gigaherz> tag.setTag("Inventory", inv.serializeNBT())
L772[12:01:00] <williewillus> the itemhandler serialization gives me a new top level NBT Tag which doesn't fit with how it's saved right now
L773[12:01:04] <gigaherz> inv.deserializeNBT(tag.getcompoundTag("Inventory")
L774[12:01:06] <williewillus> and I'd rather not break backward compat for caps
L775[12:01:11] <gigaherz> ah
L776[12:01:17] <gigaherz> there's merge method somewhere
L777[12:01:24] <gigaherz> look at the ItemBlock
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L779[12:01:26] <gigaherz> it makes use of it
L780[12:01:42] <gigaherz> for restoring TE data when placing a block with NBT
L781[12:02:19] <gigaherz> yeah it's just "merge"
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L785[12:13:30] <williewillus> so where do I attach an inventory cap to my own item :P
L786[12:13:37] <williewillus> *expose
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L792[12:19:55] <JamEngulfer> Would looping through a list of a few thousand objects and doing a distance calculation in a tick put too much strain on a server?
L793[12:20:03] <williewillus> probably
L794[12:22:05] <sham1> Does anyone know why the JEI maven is down
L795[12:22:05] <JamEngulfer> I’m just trying to figure out the best way to work out if a block is near to one of another type of block
L796[12:22:50] <williewillus> does it nreally need to be done every tick?
L797[12:22:56] <williewillus> if not use random ticks
L798[12:23:09] <JamEngulfer> Well, I say in a tick
L799[12:23:19] <JamEngulfer> I mean, to take a tick, not every tick
L800[12:24:22] <Mraoffle> Wow, I like lambdas
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L802[12:24:25] <JamEngulfer> It just needs to be done when a certain block is placed
L803[12:24:51] <williewillus> you could distribute the check over the first few ticks of the blocks lifetime if you have a te :P
L804[12:24:55] <Mraof> Too bad I can't use them in any of my mods since I'm trying to have java 6 compatability
L805[12:25:12] <williewillus> i'm doing java 8 whatever ?shrug :P
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L808[12:27:30] <JamEngulfer> Oh god, yeah. That just reminded me
L809[12:27:38] <JamEngulfer> Are we aiming for a Java version to support?
L810[12:27:43] <williewillus> 7
L811[12:27:44] <trizmo> hey guys im just wondering if anyone knows a plugin/mod to use as a logblock that tracks wrench clicks and things?
L812[12:27:49] <williewillus> is what's generally used right now
L813[12:28:01] <williewillus> mojang is on 6, most modders target 7, some target 8
L814[12:28:26] <Josephur> Why wouldn't you go 8?
L815[12:28:42] <sham1> Gotta target 8 so we get lambdas without retrolambdaing them
L816[12:28:44] <Josephur> (an honest question not a statement)
L817[12:28:44] <Josephur> lol
L818[12:28:54] <sham1> Also forces the user to update
L819[12:29:10] <trizmo> people are too lazy to update most of the time
L820[12:29:17] <JamEngulfer> I mean, if one large modder uses 8, then there’s no reason to *not* target 8
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L822[12:29:28] <Mraof> Well I don't want to deal with people using an old version of java who want to run my mods
L823[12:30:31] <trizmo> anyways about my question of a logblock with wrench support?
L824[12:30:40] <sham1> Yes
L825[12:31:03] <williewillus> i've gotten surprisingly few false issues with java 8
L826[12:31:08] <williewillus> only one or two I think
L827[12:31:13] <williewillus> on botania no less
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L829[12:33:00] <sham1> "WHY YOU NO WORK ON JAVA 1"
L830[12:33:53] <Josephur> lol
L831[12:34:24] <Josephur> Java 9 going to add HTTP2
L832[12:34:37] <IoP> imho, please add java version checker if you decide to make a mod to require java 8
L833[12:35:00] <masa> isn't that called a crash? :p
L834[12:35:05] <Josephur> lol
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L836[12:35:22] <Josephur> "Update your coffee" *crash*
L837[12:35:31] <IoP> yup and use correct -targer to get *sane* crash
L838[12:35:31] <sham1> Java9 is also gonna bring REPL
L839[12:36:26] <shadekiller666> repl?
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L841[12:36:56] <Josephur> Real eval print loop
L842[12:37:01] <sham1> Read Evaluate Print Loop
L843[12:37:13] <Josephur> sorry yes read ;)
L844[12:37:21] <Josephur> "Allows you to evaluate code snippets such as declarations, statements, expressions. You can test your code as you create it, and way before you are done with your whole project"
L845[12:37:29] <sham1> Basically you can use a repl and have a statement such as "2 + 2" inputted and it will give you the answe
L846[12:37:34] <sham1> (in this case 4)
L847[12:37:56] <sham1> See Python command line interpeter and GHCi and other similar tools
L848[12:38:04] <Sollux-Captor> http://paste.ee/p/NHI2X can i have help with this modpack crash? i think it is a dimension issue but when ever i change the dimension ids arround, i am just given a different dimension that is messed up
L849[12:38:06] <williewillus> i feel like that time couldve been better spent elsewhere :P
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L851[12:38:22] <sham1> Like a native JSON support :PÖ
L852[12:39:13] <sham1> A provider for dim -13 cannot be found as it does not exist
L853[12:39:17] <sham1> Report to the mod maker
L854[12:39:25] <Sollux-Captor> alright
L855[12:41:23] <Josephur> Java 9 finally has Money and Currency API.. shesh
L856[12:41:26] <Josephur> late much? :D
L857[12:41:30] <sham1> nope
L858[12:41:32] <sham1> Denied
L859[12:41:37] <Josephur> oh?
L860[12:41:45] <Josephur> Oracle being a dumbass? :P
L861[12:41:45] <Sollux-Captor> when do you think forge will be out for 1.9?
L862[12:41:58] <trizmo> anyways about my question of a logblock with wrench support?
L863[12:41:59] <diesieben07> uhm
L864[12:42:02] <diesieben07> java 8 has a time api already
L865[12:42:07] <sham1> Sollux-Captor, when it comes out
L866[12:42:07] <diesieben07> it's basically joda time
L867[12:42:16] <Sollux-Captor> good answer cx
L868[12:42:29] <Sollux-Captor> cant disagree with that
L869[12:42:42] <williewillus> Sollux-Captor: soon(tm)
L870[12:42:51] <Sollux-Captor> oh goody
L871[12:42:59] <williewillus> you can play around with mcp already though so :P
L872[12:43:00] <sham1> Valve time
L873[12:43:02] <JamEngulfer> trizmo: You might get better answers in #FTB depending on the context of your request
L874[12:43:25] <trizmo> they are a bunch of spastics in there :p
L875[12:43:52] <Sollux-Captor> I always get shouted at for no reason in the FTB irc :L
L876[12:44:06] <trizmo> ^^
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L879[12:44:31] <Josephur> I really hope FireBall1725 implements my chisel & bits recommendation for Graves :D
L880[12:44:38] <sham1> "Spastic" adjective 1. Relating to or affected by muscle spasm
L881[12:44:51] <sham1> I would not say so
L882[12:44:52] <trizmo> slang
L883[12:44:57] <trizmo> ...
L884[12:45:08] <diesieben07> i have muscles and I AM OFFENDED
L885[12:45:23] <williewillus> the ftb irc used to be funner .-.
L886[12:45:23] <sham1> We are not in a state that is descripable as "spastic"
L887[12:45:23] <Sollux-Captor> I have not messed a lot with chisel and bits a bunch yet but is there a feature where you can save your sculptures in some sort of file type like schematics?
L888[12:45:35] <Josephur> Yes
L889[12:45:35] <sham1> You can pick them up
L890[12:45:46] <Sollux-Captor> well i mean to transfer between worlds
L891[12:45:48] <Josephur> my suggestion is to allow players to assign themselves a gravestone based on a schematic :)
L892[12:45:58] <Josephur> so.. custom gravestones for each player :D
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L894[12:46:33] <JamEngulfer> Everyone will make a penis and you know it
L895[12:46:39] <Josephur> lmfao
L896[12:46:50] <trizmo> flaming penis*
L897[12:46:55] <sham1> if they want to do that then let them do so
L898[12:46:57] <trizmo> all the phallic symbols
L899[12:46:59] <Josephur> Be cool to be able to design weapons/armor in game using chisel ;)
L900[12:47:16] <Josephur> but that's way too complex ;)
L901[12:47:41] <Josephur> But the gravestone idea is totally doable :)
L902[12:47:58] <Sollux-Captor> are modded blocks supported yet for chisel n bits :o?
L903[12:48:30] <Josephur> maybe if they implement the API?
L904[12:48:43] <Sollux-Captor> that would be cool
L905[12:48:51] <Josephur> I don't know that it has an API come to think of it
L906[12:48:53] <Josephur> so I'm not sure
L907[12:48:57] <Sollux-Captor> i can see that as something the chisel2 mod would implement
L908[12:49:05] <JamEngulfer> Well, I finally implemented an exact copy of the Minecraft furnace and it works!
L909[12:49:16] <Sollux-Captor> why?
L910[12:49:27] <JamEngulfer> Because I literally remember *nothing* about modding
L911[12:49:32] <Josephur> lol
L912[12:49:34] <Josephur> busywork
L913[12:50:01] <JamEngulfer> I’ll say, making a Tile Entity is a pain in the ass
L914[12:50:02] <Sollux-Captor> im still noob tier at modding :T practice makes perfect
L915[12:50:16] <JamEngulfer> It’s understandable, but 4 different classes...
L916[12:50:16] <Sollux-Captor> i hope to make a few machines with my mod but i dont know how hard that will be
L917[12:50:42] <JamEngulfer> Thing is, all I’m doing at the moment is re-implementing stuff I’ve made before in the past
L918[12:50:45] <Sollux-Captor> i assume the hardest part is the UI
L919[12:51:01] <Josephur> I need to get ahold of the Galactic Craft guys and see if/when 1.8.9 support will be added
L920[12:51:38] <JamEngulfer> Well, I’ve got time off work to spend the whole of next week working on modding, so hopefully I’ll get back up to scratch
L921[12:51:59] <Sollux-Captor> frike galacticraft is a pain in the ass <_< i think my issue with the "could not get provider type for dimension -13" is coming from galacticraft
L922[12:52:31] <Josephur> I want to turn The Martian Book into a 1.8.9 mod ;)
L923[12:52:43] <Josephur> But it kind of hinges on Galatic Craft updating
L924[12:52:44] <Sollux-Captor> I've just never really have ever had a good experience with galacticraft in general as a mod
L925[12:53:01] <Josephur> Human Feces Item FTW!
L926[12:53:01] <williewillus> why is a mcp decompiled workspace always missing realms 0.o
L927[12:53:12] <Josephur> And lots and lots of potatoes
L928[12:53:22] <JamEngulfer> Probably intentionally omitted
L929[12:53:53] <Josephur> " We have taken a few steps towards 1.8. As to 1.9, nothing to say yet. (And we know Forge 1.8 is out already. :x)"
L930[12:53:57] <Josephur> Well there's my answer on that
L931[12:54:26] <LatvianModder> 20:29:18 <JamEngulfer> I mean, if one large modder uses 8, then there’s no reason to *not* target 8
L932[12:54:41] <JamEngulfer> ?
L933[12:54:55] <LatvianModder> Thats a pretty good point, but i'd still stick to Java 1.7
L934[12:54:56] <williewillus> LatvianModder: talking about mc 1.8 lol
L935[12:54:59] <williewillus> oh
L936[12:55:09] <JamEngulfer> XD
L937[12:55:12] <Josephur> If people can upgrade their forge to 1.8.9 from 1.7.10 they can update their damn Java imho
L938[12:55:13] <JamEngulfer> I was talking about Java
L939[12:55:14] <Josephur> ;)
L940[12:55:15] <williewillus> but yeah I don't see a reason to avoid targeting java 8
L941[12:55:34] <JamEngulfer> It’s interesting just how much modding stagnates
L942[12:55:38] <JamEngulfer> Version-wise
L943[12:55:45] <LatvianModder> Only thing I want from it is interface defaults
L944[12:55:54] <JamEngulfer> 1.7.2 is still the standard even though it came out in fricking 2014
L945[12:55:58] <Sollux-Captor> does Thermal Expansion have a github or reference code i could look at? i just want to get a general gist of how to make a simple machine
L946[12:56:00] <williewillus> no its not....
L947[12:56:01] <JamEngulfer> *1.7.10
L948[12:56:05] <williewillus> yeah lol
L949[12:56:05] <LatvianModder> Lambdas suck when people cant use them right and just want their code be pretty
L950[12:56:17] <williewillus> Sollux-Captor: nope they're closed source
L951[12:56:22] <Sollux-Captor> :(
L952[12:56:24] <LatvianModder> I swear, someone Will use them in heavy rendering code :P
L953[12:56:29] <shadekiller666> !gm func_188618_c
L954[12:56:29] <williewillus> look at Progressive automation
L955[12:56:37] <williewillus> LatvianModder: what is wrong with that may I ask?
L956[12:56:40] <JamEngulfer> Sollux-Captor: You could just use JD-GUI and have a go at deobfuscating it
L957[12:56:41] <Sollux-Captor> ok thanks
L958[12:56:56] <Josephur> Progressive Automation is one of my favorit emods
L959[12:57:00] <williewillus> it's not obfuscated :P youll see srg names in there
L960[12:57:02] <Josephur> simple yet effective
L961[12:57:08] <JamEngulfer> Idk if they obfuscated or not, but if they haven’t, you should just be able to see their code
L962[12:57:13] <JamEngulfer> Because java is nice like that :D
L963[12:57:24] <williewillus> don't do that
L964[12:57:28] <williewillus> just lookat PA
L965[12:57:30] <LatvianModder> Because lambdas slow
L966[12:57:33] <williewillus> LatvianModder: false
L967[12:57:44] <williewillus> non capturing lambdas are faster than anon classes
L968[12:57:46] <LatvianModder> Well, I will test that
L969[12:57:47] <williewillus> WAY faster
L970[12:57:53] <LatvianModder> anon?
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L972[12:57:56] <williewillus> anonymous classes
L973[12:58:07] <LatvianModder> Still no idea whats that xD
L974[12:58:13] <williewillus> uhhh
L975[12:58:25] <shadekiller666> why is the "standard" syntax to use spaces instead of tabs?
L976[12:58:28] <williewillus> then you can't judge the speed of lambdas if you don't even know what an anonymous class is lol
L977[12:58:41] <williewillus> shadekiller666: tabs mess things up, spaces are spaces and will never change
L978[12:59:01] <LatvianModder> I dont know may java terms, i just make mods :P
L979[12:59:02] <JamEngulfer> shadekiller666: Because tabs=evil
L980[12:59:02] <gigaherz> yeh: there's simply no agreement on how wide a tab is
L981[12:59:17] <shadekiller666> if your cursor is at the very start of the line and you try and hit the right arrow to go to the start of the actual contents of the line, with spaces you have to press like 12 times...
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L983[12:59:23] <trizmo> yeah tabs can be anywhere from 3-6 spaces wide depending on how it feels that day
L984[12:59:29] <gigaherz> shadekiller666: that's why most editors
L985[12:59:30] <JamEngulfer> I jest, but they mess formatting up because whatever system you’re using sets their own width
L986[12:59:34] <gigaherz> "home" means start of the text
L987[12:59:34] <trizmo> or press [home]
L988[12:59:39] <gigaherz> "home" again means start of the line
L989[12:59:46] <JamEngulfer> shadekiller666: Just use alt+arrow or ctrl+arrow
L990[12:59:47] <williewillus> LatvianModder: http://pastebin.com/ecQAmVBH
L991[12:59:57] <gigaherz> and if you keep rpessing "home", it will switch between start of text, and column 1
L992[13:00:02] <trizmo> use a wullah wullah
L993[13:00:30] <LatvianModder> Ill have to test that
L994[13:00:46] <williewillus> you don't have to "test it" just watch some of the java language architect's talks :P
L995[13:00:56] <LatvianModder> Uhhhh
L996[13:00:57] <williewillus> noncapturing is faster, capturing is the same
L997[13:01:00] <shadekiller666> !gm func_188617_f
L998[13:01:03] <JamEngulfer> LatvianModder: Just test it now
L999[13:01:16] <williewillus> your microbenchmarks will get eaten by the JIT alive
L1000[13:01:21] <williewillus> so don't count on them
L1001[13:01:22] <williewillus> :D
L1002[13:01:36] <IoP> hmmm?
L1003[13:01:59] <shadekiller666> on my key board the insert/delete/home/end/pgup/pgdwn are in the same row as the F keys on the right hand side
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L1005[13:02:32] <shadekiller666> guess i'll have to get used to finding Home up there by touch
L1006[13:03:52] <shadekiller666> !gm func_188616_a
L1007[13:05:21] <williewillus> why is eclipse so cpu heavy even when I'm not using it >.>
L1008[13:05:29] <shadekiller666> why are there now two different IBakedModel interfaces?
L1009[13:05:39] <williewillus> in the forge environment?
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L1011[13:06:04] <williewillus> there's two sets of vansilla code, one is clean deobfuscated from the jar, the other is patched Forge version?
L1012[13:06:25] <masa> bleh, I was writing IItemHandler code for my mod, and then suddenly I got massively confused...
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L1014[13:06:50] <shadekiller666> no
L1015[13:07:06] <shadekiller666> there are 2 IBakedModel interfaces in both Clean, and Forge
L1016[13:07:43] <shadekiller666> one is in net.minecraft.client.resources.model, the other (new?) one is in net.minecraft.client.renderer.block.model
L1017[13:08:21] <masa> IItemHandler doesn't know about the sides. The Capability system knows about the sides. What kind of a massive hack do I need to handle side-based inserting and extraction..? O_o Bleh I'm too tired to think about this now...
L1018[13:08:36] <gigaherz> masa: sub-inventories
L1019[13:08:54] <gigaherz> a thin wrapper that knows the slots it has to work with
L1020[13:09:09] <masa> that... seems kind of strange way to do stuff
L1021[13:09:20] <gigaherz> I can write one such thin wrapperfor you ;P
L1022[13:09:30] <masa> and it makes backwards NBT compatibility awkward I think?
L1023[13:09:34] <masa> no..
L1024[13:09:43] <masa> I can do it, just too tired atm :p
L1025[13:09:47] <gigaherz> XD
L1026[13:10:30] <gigaherz> it's really just blah(int slot) { if (slot < main_slots.length) main.blah(main_slots[slot]); }
L1027[13:10:35] <gigaherz> for each method you need
L1028[13:10:44] <gigaherz> and there's very few in IItemHandler
L1029[13:11:01] <masa> hmm wait what.. so different inventories from different sides? doesn't that lead to massive hacks if I can insert t othe same slot from one side, and extract from it from other sides, and also depending on what is in the slot
L1030[13:11:46] <gigaherz> that's how capabilities are designed
L1031[13:12:05] <gigaherz> you return the sub-inventory for the side requested from getCapability
L1032[13:12:08] <gigaherz> if a side can't connect
L1033[13:12:11] <gigaherz> you return null (false)
L1034[13:12:20] <gigaherz> and if the side is null
L1035[13:12:31] <gigaherz> you either return false, if your internal inventory shouldn't be exposed
L1036[13:12:38] <gigaherz> or you return the internal side-agnostic inventory instance
L1037[13:12:55] <gigaherz> inserting from one side and removing from the other doesn't need any special consideration
L1038[13:13:13] <gigaherz> if you have special slots
L1039[13:13:21] <gigaherz> you chould choose to have special inventories for each side
L1040[13:13:22] <gigaherz> if not
L1041[13:13:25] <gigaherz> just use a thin wrapper
L1042[13:13:36] <gigaherz> best flexibility that way
L1043[13:13:46] <gigaherz> and you don't run into situaitons like I did with ender-rift
L1044[13:13:54] <gigaherz> wehre ISidedInventory returns an array of slots
L1045[13:14:05] <gigaherz> but my inventory could potentially be a million slots long (if someone is that crazy)
L1046[13:14:18] <gigaherz> which means I have to build up an array of length 1M
L1047[13:14:19] <masa> right...
L1048[13:14:22] <shadekiller666> is there a way to view the changes on a particular file on github, but with all of the unchanged lines also visible?
L1049[13:14:36] <gigaherz> shadekiller666: click "side by side" at the top?
L1050[13:14:59] <shadekiller666> ?
L1051[13:15:21] <gigaherz> wait nevermind
L1052[13:15:25] <gigaherz> I was thinking of another website
L1053[13:15:44] <gigaherz> hmf
L1054[13:15:45] <shadekiller666> this is the page i'm looking at, i want to view the changes to B3DLoader, but also show the rest of the file for both cases: https://github.com/MinecraftForge/MinecraftForge/commit/cb909eeb59d32cbf651fe6da1954286c73b137be
L1055[13:15:47] <gigaherz> there used to be a way
L1056[13:16:27] <gigaherz> aha
L1057[13:16:36] <gigaherz> shadekiller666: see that weird icon at the top of the lines list?
L1058[13:16:46] <gigaherz> says "Expand" when you hover
L1059[13:17:07] <gigaherz> keep clicking ;p
L1060[13:17:14] <shadekiller666> ahh thanks
L1061[13:17:15] <shadekiller666> :P
L1062[13:18:16] <gigaherz> anyone here knows how minecraft knows when a chunk is part of a temple?
L1063[13:18:31] <gigaherz> is it stored? or computed from the seed?
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L1065[13:26:02] <Flenix> Anyone know how to tell if the player has moved server-side? I don't care by how much or which direction, just need to know they've moved... all solutions I can find involve sending packets from the client and I find that kind of hard to believe, the server must know surely?
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L1068[13:26:27] <Flenix> It doesn't matter how they moved either, just motion in general
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L1072[13:29:52] <gigaherz> Flenix: hmm well not sure if checking if prevPosX!=posX or similar would work on the server side
L1073[13:30:40] <Flenix> Lemme check
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L1076[13:32:29] <Flenix> No, both seem to always give the same value
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L1078[13:32:33] <Curle> o/
L1079[13:33:46] <Flenix> It's in an item so I suppose I could manually store their location to the item's NBT each tick, and compare like that...
L1080[13:33:58] <Flenix> That would work - but is there any reason I shouldn't?
L1081[13:35:19] <Curle> Wuppy, you here?
L1082[13:36:24] <shadekiller666> hmm
L1083[13:38:15] <shadekiller666> hey fry, in your latest changes to the b3dloader, you changed your LoadingCache from <Integer, BakedWrapper> to <Integer, B3DState>, storing a B3DState relative to a keyframe, i did a similar thing to how you had it before, where my LoadingCache was <IModelState, OBJBakedModel>
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L1085[13:39:45] <shadekiller666> i copied over my updates to the obj loader into a branch of 1.9 to see what all would have to be changed, and i can't figure out what i should set the LoadingCache to, or if i should use some other form of caching
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L1087[13:45:46] <shadekiller666> wonder if i should also do <Integer, OBJState>, and use hashCode for keys...
L1088[13:45:56] <shadekiller666> that seems slow though
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L1090[13:47:05] <Curle> Try it
L1091[13:47:17] <Curle> If it is slow, I assume we can optimize it
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L1093[13:47:27] <Curle> If it doesn't work, we'll have to optimize it. xD
L1094[13:47:58] <gigaherz> don't maps index based on hashCode regardless?
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L1099[13:54:41] <Ordinastie> I have a question about generics :
L1100[13:54:44] <LatvianModder> Whats the difference between CUTOUT_MIPPED and CUTOUT?
L1101[13:54:45] <Ordinastie> I have : public class AlphaTransform extends Transformation<AlphaTransform, ITransformable.Alpha>
L1102[13:55:19] <Ordinastie> and I pass the child class as generic so the parent can return (T) this;
L1103[13:55:47] <Ordinastie> my issue is, the parent class signature is public abstract class Transformation<T extends Transformation<T, S>, S extends ITransformable>
L1104[13:56:05] <Ordinastie> which mean, (T) this; is unchecked
L1105[13:56:28] <Ordinastie> is there a way to make it work without @SuppressWarning ?
L1106[13:57:24] <fry> LatvianModder: mipmap filtering
L1107[13:58:26] <fry> Ordinastie: return Transformation<T, S> instead of T
L1108[13:58:48] <Ordinastie> but then, there is no point in passing T at all
L1109[13:59:18] <LatvianModder> so if I dont use _MIPPED, the block wont have mipped texture?
L1110[13:59:26] <fry> yes
L1111[14:00:16] <fry> Ordinastie: what is your goal?
L1112[14:00:35] <Ordinastie> to not have to cast when chaining methods ?
L1113[14:00:44] <Ordinastie> -?
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L1115[14:01:12] <fry> who implements those methods? Transformation or AlphaTransform?
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L1117[14:02:28] <Ordinastie> that's the thing, some might be in Transformation, some might be in child classes
L1118[14:02:35] <Flashfire> How can I get a block to use a colorMultiplier?
L1119[14:02:45] <Flashfire> It seems to only work for particles
L1120[14:03:07] <fry> you won't get anything that'll cover both then, cause java doesn't have self types
L1121[14:03:33] <fry> you can either implement everything in Transformation, or override everything in the subclass with the correct return type
L1122[14:03:35] <Ordinastie> @SupressWarning it is then :s
L1123[14:03:46] <Curle> Suppress*
L1124[14:04:24] <fry> or you can ignore the types and have errors, sure.
L1125[14:05:11] <Flashfire> Do I have to use a tint in the model json?
L1126[14:05:42] <fry> Flashfire: yes
L1127[14:05:52] <Flashfire> Thanks
L1128[14:08:13] <Ordinastie> fry, the alternatives are not really acceptable
L1129[14:08:28] <Ordinastie> I can't have every child override all the methods just to cast
L1130[14:08:42] <Ordinastie> and I can't force users to cast at every method call
L1131[14:09:19] <fry> read the answer here, fully: http://stackoverflow.com/questions/7354740/is-there-a-way-to-refer-to-the-current-type-with-a-type-variable
L1132[14:11:50] <Ordinastie> that doesn't adress the issue that you point with @SuppressWarning though
L1133[14:12:01] <fry> read it again then.
L1134[14:12:19] <fry> you implement self() only in the leaf classes
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L1136[14:13:33] <Flashfire> Thanks again fry, it worked great
L1137[14:13:55] <Ordinastie> the issue the disclaimer talks about, self() can "lie" about the not really being itself
L1138[14:14:17] <fry> and you can't do anything about it in java
L1139[14:14:31] <fry> but, you can avoid any unchecked casts regardless
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L1142[14:15:33] <Ordinastie> yes, I understand that, but what I mean is, with the annotion, you kinda trust that "this" matches correctly
L1143[14:15:52] <fry> "you"?
L1144[14:16:45] <fry> with the leaf self method, implementors must fuck it up explicitly, by returning incorrect instance
L1145[14:17:19] <fry> with your approach, all they have to do is provide an incorrect type in the declaration, and it'll blow up only in the runtime
L1146[14:17:49] <Ordinastie> and you don't consider that as explicit?
L1147[14:18:04] <fry> ..there's no error/warning
L1148[14:18:41] <Ordinastie> neither with leaf self method
L1149[14:18:47] <fry> base self: class A extends Transformation<B> -> compiles fine, no error/warning
L1150[14:19:21] <fry> leaf self: class A extends Transformation<B> { B self() { return this; } } -> error: this is not B
L1151[14:19:42] <fry> class A extends Transformation<B> { B self() { return (B)this; } } -> warning: unchecked cast
L1152[14:20:00] <fry> implementor must add the cast explicitly
L1153[14:20:09] <fry> and manually ignore the warning
L1154[14:20:10] <Ordinastie> class A extends Transformation<B> { B self() { return new B(); } }
L1155[14:20:48] <Ordinastie> even more devious, as the post says, B may extend A
L1156[14:21:05] <Ordinastie> or the other way around
L1157[14:21:12] <fry> catching some errors is better than catching no errors
L1158[14:21:33] <fry> and yes, I agree that this is fundamentally unsafe
L1159[14:21:54] <Ordinastie> that's what I was aksing
L1160[14:21:55] <fry> but, if choosing between 2 approaches, I would go with the safer one
L1161[14:22:01] <Ordinastie> don't get me wrong, I like that leaf pattern
L1162[14:22:29] <Ordinastie> I just feel it doesn't completely solve the issue in the first place
L1163[14:22:36] <fry> it doesn't
L1164[14:22:41] <fry> but nothing will
L1165[14:23:09] <fry> there are some alternatives to it, but they change the call site considerably
L1166[14:23:53] <Curle> Is there any reliable way to generate a shit ton of item/block jsons at once in 1.8.9?
L1167[14:24:12] <fry> make a script
L1168[14:24:18] <Ordinastie> I wonder why, couldn't the compiler automatically detect if that all exit points return this ?
L1169[14:24:25] <Curle> cba, that's why I'm asking xD
L1170[14:24:38] <diesieben07> it could, but that would not be java anymore.
L1171[14:24:42] <fry> Ordinastie: you can use Scala, it does it there
L1172[14:24:56] <fry> as well as all other sorts of nice things
L1173[14:24:57] <Ordinastie> not happening
L1174[14:25:16] <fry> but then you lose the advantage of being java, whatever that is.
L1175[14:25:27] <Ordinastie> looking clean :D
L1176[14:25:42] <fry> ha.
L1177[14:25:45] <diesieben07> s/clean/familiar
L1178[14:26:08] <Ordinastie> no, I really mean clean, and I really mean "looking"
L1179[14:26:17] <Ordinastie> and yes, I know, personal feeling
L1180[14:26:22] <fry> which is entirely subjective, yes
L1181[14:26:30] <diesieben07> java is not particularly clean, really
L1182[14:26:43] <diesieben07> lots of boilerplate != clean
L1183[14:26:43] <Ordinastie> but everytime I see scala, if really feels messy
L1184[14:26:45] <fry> java is flat and explicit
L1185[14:27:08] <PaleoCrafter> Scala is round and implicit? :P
L1186[14:27:27] <fry> Ordinastie: you won't get far in life if you make a lot of decisions based on feelings :P
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L1188[14:27:38] <fry> PaleoCrafter: deep and implicit :P
L1189[14:27:38] <Ordinastie> scala was mention, of course PaleoCrafter would show up ><
L1190[14:28:03] <Ordinastie> fry, there is no such thing as an objective decision
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L1192[14:28:17] <fry> only sith deals in absolutes.
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L1194[14:28:50] <fry> also, only sith uses strawman :D
L1195[14:30:46] <Ordinastie> I'm ok being a sith
L1196[14:30:50] <Ordinastie> being a sith is cool
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L1198[14:31:16] <fry> do you hate sand?
L1199[14:31:30] <PaleoCrafter> I hear the dark side has cookies
L1200[14:32:54] <mikebald> PaleoCrafter so do most websites =D
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L1202[14:33:13] <PaleoCrafter> they're not that tasty though
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L1211[14:55:33] <Cypher121> scala sometimes feels dirty because it's like "I wrote this action, which also implies this one, but also itself is a different construct than it looks like"
L1212[14:55:48] <sham1> Something about absolutes
L1213[14:56:04] <Cypher121> and this example is in fact (a to b) range generation, which is RichInt(a).to(b)
L1214[14:56:06] <sham1> And siths whose ideology is actually better than that of the Jedi
L1215[14:57:11] <Curle> Does anyone with a significant knowledge of modding have a significant amount of spare time?
L1216[14:57:29] <Cypher121> no, these are mutually exclusive >_<
L1217[14:57:40] <diesieben07> Cypher121: and since RichInt is actually a value class, it is even more different.
L1218[14:57:43] <sham1> Depends on your question
L1219[14:57:44] <Curle> I've started making a series of regularly-updated tutorials for 1.8.9/1.9, and I need someone to help
L1220[14:57:57] <PaleoCrafter> but you don't need to know what it's transformed to, it looks nice, period :P
L1221[14:58:15] <Curle> Wuppy was originally going to help, but he has absoloutely no spare time
L1222[14:58:16] <sham1> a -> b andb -> c can be seen as a -> c :P
L1223[14:58:17] <diesieben07> well, the part about RichInt(a).to(b) you should maybe know
L1224[14:58:25] <sham1> Wait no
L1225[14:58:34] <diesieben07> Curle: i may be able to help you.
L1226[14:58:40] <sham1> Screw you category theory, you foiled me
L1227[14:59:00] <Curle> Sweet. I don't think that's a good idea in the long term, as we do have our arguments xD
L1228[14:59:05] <Curle> I'm up for it, though.
L1229[14:59:08] <Curle> PM
L1230[14:59:10] <diesieben07> lol do we? :D
L1231[14:59:23] <sham1> Just ask the questions about your tuts here
L1232[14:59:30] <sham1> Or just contribute to readthedocs
L1233[15:00:14] <Curle> 1. there will be very many questions. 2. It'll be easier to use my site xD
L1234[15:01:00] <Curle> I can automate uploading to my site, readthedocs is much more work
L1235[15:01:58] <sham1> Markdown
L1236[15:02:42] <sham1> Although own server is intriquing
L1237[15:03:24] <PaleoCrafter> tbh, the docs aren't really the place for tutorials, though :P
L1238[15:03:43] <sham1> Meh
L1239[15:04:19] <PaleoCrafter> fuck my life, just sold a ton of smallmouth bass and now a quest requires them ._.
L1240[15:04:46] <sham1> Welp, speaking of markdown
L1241[15:04:47] <Curle> Hopefully it'll be the go-to tutorial site, as many of the others only go over the basics.
L1242[15:05:02] <sham1> Time to tackle some markdown again
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L1244[15:12:27] <sham1> With the power of modal editing so I can edit stuff extremely fast
L1245[15:12:35] <sham1> Unless I have to write environment
L1246[15:12:47] <sham1> Because the word is annoying to write
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L1254[15:19:07] <Curle> typewriter ftw
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L1256[15:20:52] <Curle> Are you using one of those cool IDEs where you can edit multiple lines at once, by any chancE?
L1257[15:21:01] <Curle> damn shift key!
L1258[15:21:01] <Curle> :P
L1259[15:22:02] <sham1> What is this IDE nonsense
L1260[15:23:32] <Unh0ly_Tigg> eclipse doesn't do multiline editing, but programmer's notepad does. and it irks me to all hell...
L1261[15:23:53] <Curle> It's open source, add it!
L1262[15:23:57] <Curle> It's useful xD
L1263[15:24:26] <Unh0ly_Tigg> f*** that noise, no way am I touching the eclipse code base...
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L1265[15:24:38] <Unh0ly_Tigg> that shits insane.
L1266[15:24:56] <Curle> and by extension, so are you :3
L1267[15:25:04] <Unh0ly_Tigg> what, because I use eclipse?
L1268[15:28:03] <LatvianModder> Yes
L1269[15:28:08] <LatvianModder> :P
L1270[15:28:09] <Curle> :P
L1271[15:28:14] <Curle> o/ lat
L1272[15:28:18] <LatvianModder> o/
L1273[15:28:42] <Curle> what dev app do you recommend?
L1274[15:28:53] <Curle> I just got a new comp and I need an upgrade
L1275[15:28:53] <Curle> xD
L1276[15:30:05] <LatvianModder> dev app? as in, IDE? Intellij Idea :P
L1277[15:30:37] <Curle> Gotcha.
L1278[15:30:49] <Cypher121> holy shit, i did it X_X https://killstagram.com/s/SecondaryDecimalCoconutAfricanBuffalo
L1279[15:30:49] <Curle> Thanks, may make things easier for me
L1280[15:31:24] <Curle> sweet!
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L1282[15:32:28] <sham1> I would reccommend using vim as your editor and eclipse as your code completion thing, but seeing as apparently you cannot use mods of other people in your dev environment with eclipse, I'll tell you to use IDEA
L1283[15:35:40] <Curle> erm
L1284[15:35:40] <Curle> you can
L1285[15:35:43] <Curle> eclipse/mods
L1286[15:35:54] <sham1> Well it crashed and burned for me
L1287[15:36:02] <sham1> Wait what
L1288[15:36:13] <sham1> wait
L1289[15:36:20] <MrKickkiller> We're waiting
L1290[15:36:20] <heldplayer> "I would reccommend using vim as your editor"
L1291[15:36:26] <heldplayer> God please
L1292[15:36:33] <Curle> plus, i prefer to be able to just type instead of using "llllllji(code)"
L1293[15:36:34] <sham1> The only thing eclipse folder contains for me is .metadata
L1294[15:36:54] <sham1> I like everyone's reaction to this
L1295[15:36:58] <heldplayer> vim is not that friendly of an editor
L1296[15:37:01] <MrKickkiller> Held, vim aint bad for coding. Modern ide's are still more intuitive.
L1297[15:37:10] <sham1> More intuitive yes
L1298[15:37:22] <heldplayer> Oh, vim has loads of plugins that lets you do all kinds of stuff
L1299[15:37:35] <MrKickkiller> Also, try coding with ed / sed .. :P
L1300[15:37:41] <heldplayer> But it's not as friendly as most other editors in that it doesn't use your mousr at all
L1301[15:37:43] <sham1> ed man! !man ed
L1302[15:37:50] <heldplayer> Why would you use sed to code? o.o
L1303[15:37:53] <sham1> It's the standard editor don't you know
L1304[15:38:14] <heldplayer> vim? Standard editor?
L1305[15:38:27] <MrKickkiller> https://xkcd.com/378/
L1306[15:38:35] <sham1> ed is the standard editor
L1307[15:38:52] <MrKickkiller> Huh, on all the systems i've worked on, it was vi(m)
L1308[15:38:52] <heldplayer> ah
L1309[15:39:01] <sham1> Although you can find vim on all unices and unix-like OSes by default usually
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L1311[15:39:12] <sham1> $EDITOR :P
L1312[15:39:19] <MrKickkiller> I know
L1313[15:39:28] <sham1> I cannot use butterflies though
L1314[15:39:31] <sham1> They freeze here
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L1318[15:40:04] <sham1> It's still winter here
L1319[15:40:06] <MrKickkiller> Tbh I always found it annoying when eg a git commit message opened up in Vim. Just give me nano for that. That's why I always git commit -m 'Inline message'
L1320[15:40:12] <Mraof> I used to use vim with the eclim plugin for modding
L1321[15:40:20] <Mraof> But recently I switched to idea
L1322[15:40:24] <sham1> IDEA is good
L1323[15:40:24] <MrKickkiller> Sham, still winter everywhere :P
L1324[15:40:35] <MrKickkiller> Idea is real good
L1325[15:40:41] <sham1> Not on the southen hemisphere
L1326[15:40:44] <PaleoCrafter> ^
L1327[15:40:50] <MrKickkiller> Very responsive (in comparison to Eclipse)
L1328[15:40:55] <sham1> Ye
L1329[15:41:01] <Mraof> IDEA with the vim plugin, specifically, I'd miss the features of vim too much without it
L1330[15:41:06] <MrKickkiller> Who lives on the southern hemisphere phuh!
L1331[15:41:14] <gigaherz> australians.
L1332[15:41:15] <sham1> All Australians
L1333[15:41:20] <sham1> Damn it giga
L1334[15:41:21] <gigaherz> africans
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L1336[15:41:22] <MrKickkiller> Northern Hemisphere Rulez !
L1337[15:41:29] <gigaherz> south-americans
L1338[15:41:35] <MrKickkiller> Penguins
L1339[15:41:37] <sham1> This is the last time I will capitalise anything as it makes my typing slower
L1340[15:41:52] <sham1> Well, that's a lie but whatever
L1341[15:41:54] <Mraof> (Though the vim editor for idea isn't perfect, = doesn't work right, along with some other things)
L1342[15:42:03] <sham1> = does not work at all
L1343[15:42:11] <sham1> I tried to indent with =G and it did nothing
L1344[15:42:24] <Mraof> Yeah
L1345[15:42:28] <Mraof> Well just doing == works
L1346[15:42:30] <MrKickkiller> Perhaps it was already indented correctly?
L1347[15:42:36] <Mraof> Nope
L1348[15:42:43] <sham1> Nope
L1349[15:42:57] <sham1> I had some incorrect indentation and it did fuck all
L1350[15:43:44] <Mraof> I often want to do =% because it didn't autoindent since I was writing the code in a weird order
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L1352[15:43:55] <Mraof> (Usually typing } before I type {)
L1353[15:44:04] <Mraof> But it doesn't work
L1354[15:44:05] <sham1> But why
L1355[15:44:32] <Mraof> Because I'm already where I need to put a }
L1356[15:44:36] <heldplayer> Can I use and misinterpret that as you saying vim is broken and sucks? :>
L1357[15:44:54] <sham1> More like IDEA plugin that tries to emulate Vim but sure
L1358[15:45:01] <heldplayer> Sssssh
L1359[15:45:06] <heldplayer> "misinterpret"
L1360[15:45:11] <gigaherz> but vim is broken and sucks, jsut some people refuse to realize ;P
L1361[15:45:19] <Mraof> The one for IDEA is much better than the one for Atom, at least
L1362[15:45:24] <sham1> Thou shalt start the holy war
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L1364[15:45:32] <sham1> Noted
L1365[15:45:46] <sham1> To be fair
L1366[15:45:56] <sham1> Being better than the one for Atom is not hard to do
L1367[15:46:02] <Mraof> Haha, yeah
L1368[15:46:08] <gigaherz> (note that I don't truly believe that -- I suck at using vim, wether it's a good editro or not, that's irrelevant ;P)
L1369[15:46:29] <sham1> Does not even support relativenumber
L1370[15:46:31] <Mraof> You have to get a seperate ed plugin for atom for some bizarre reason
L1371[15:46:36] <sham1> Ye
L1372[15:46:40] <sham1> to get ex mode
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L1374[15:48:40] <sham1> Also, cannot even delete text that is inside a paren block without having the cursor being inside the block
L1375[15:48:56] <sham1> s/being/be
L1376[15:49:13] <gigaherz> just use the mouse and be done with it ;p
L1377[15:49:30] <sham1> But no
L1378[15:49:46] <sham1> Using atom as it is so might as well try to have it act decent
L1379[15:50:08] <sham1> Because it has a markdown preview compatible with Windows
L1380[15:50:18] <sham1> Something that the plugins for Vim that do so lack
L1381[15:50:51] <sham1> Because lets screw with the windows users ._.
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L1384[15:56:01] <_illy_> Vim is something I hate to love... I get really annoyed with it in idea and uninstall when I dont have it I still find my trying to use it...
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L1388[16:11:05] <gigaherz> I had an horrible horrible idea for a way to make mods that wouldn't require "external code":
L1389[16:11:20] <sham1> What would that even mean
L1390[16:11:21] <gigaherz> json(resourcepack)-based items/block + commandblock handlers
L1391[16:11:33] <sham1> oh no
L1392[16:11:45] <PaleoCrafter> you know that's what the official API is going to be, gigaherz :P
L1393[16:12:23] <sham1> I for one have prepared to serve my turing-completable JSON overlords
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L1395[16:13:31] <Curle> gigaherz: they are not mods, by the premise.
L1396[16:13:38] <Curle> addons, maybe.
L1397[16:13:41] <gigaherz> yeah
L1398[16:13:52] <Curle> command blocks are 1000x laggier than forge mods
L1399[16:14:08] <gigaherz> sham1: turing-complete json would be WORSE
L1400[16:14:09] <gigaherz> than my idea
L1401[16:14:10] <gigaherz> XD
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L1404[16:15:00] <gigaherz> commandblocks are slow because of the way they work, if mc "compiled" the commandblocks into some sort of internal bytecode the first time they run, they'd get faster ;P
L1405[16:15:18] <sham1> But they would want to make it the worst
L1406[16:15:20] <Curle> that'd be worse
L1407[16:15:27] <sham1> So Turing-completable JSON it would be
L1408[16:15:45] <gigaherz> (and if they cached the merged compiled code for multiple commandblocks interacting with eachother, even better ;P)
L1409[16:16:23] <sham1> New Scrach everyone
L1410[16:16:28] <Curle> even worse
L1411[16:16:33] <Curle> much more even worser
L1412[16:16:54] <gigaherz> well if their idea of "mod" scripting is turing-complete json, then I hope forge never goes away
L1413[16:16:55] <gigaherz> ;P
L1414[16:17:12] <sham1> It wouldn't
L1415[16:17:18] <gigaherz> because I'd very much rather write commandblocks with redstone circuits than write turing-complete json XD
L1416[16:17:42] <sham1> I'm sure there would be blood running on the streets if Forge was discontinued due to that
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L1418[16:17:59] <gigaherz> now if they adopted a mix of json item/block definitions
L1419[16:18:03] <sham1> Because not only is Forge a cross-mod API, it also adds a lot of convenience stuff
L1420[16:18:03] <gigaherz> with javascript event handling
L1421[16:18:06] <gigaherz> that'd be acceptable
L1422[16:18:13] <gigaherz> specially if they make those cross-compatible with mcpe
L1423[16:18:14] <sham1> Javascript I'd accept
L1424[16:18:35] <sham1> But unnessessarily making JSON turing-completable because lol is unacceptible
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L1426[16:19:19] <sham1> (Even though I'd rather not JavaScipt, but meh)
L1427[16:19:31] <sham1> They could use LUA though
L1428[16:19:32] <PaleoCrafter> JSON *is* turing-completable, but not turing-compelte :P
L1429[16:19:37] <PaleoCrafter> *complete
L1430[16:19:38] <Arctic_Wolfy> So I need help, does any one know if/how I could access a world sturcture gen object, ie a village?
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L1432[16:19:55] <gigaherz> uh?
L1433[16:19:56] <sham1> How is is completable
L1434[16:20:20] <Curle> is.
L1435[16:20:23] <gigaherz> yo ucan use json to describe a turing machine
L1436[16:20:30] <gigaherz> you just need something else to understand it
L1437[16:20:45] <sham1> You can describe a turing machine
L1438[16:22:14] <gigaherz> in fact, wouldn't a turing machine description be one of the best ways to use json for "programming"?
L1439[16:22:15] <gigaherz> ;P
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L1441[16:22:30] <sham1> Please no
L1442[16:22:53] <Arctic_Wolfy> Any one?
L1443[16:23:22] <sham1> No
L1444[16:23:22] <gigaherz> Arctic_Wolfy: no idea, you'd have to look at the worldgen code to find the village generator
L1445[16:24:29] <Arctic_Wolfy> gigaherz: I've looked, and IDK... What about world/chunk NBT?
L1446[16:24:39] <gigaherz> ??
L1447[16:24:47] <gigaherz> the structures don't exist AFTER worldgen
L1448[16:25:02] <gigaherz> they are just a bunch of blocks in the world
L1449[16:25:34] <Arctic_Wolfy> But there is some NBT to it, I did see it in the code.
L1450[16:25:45] <gigaherz> yes
L1451[16:25:49] <gigaherz> but it only considers the doors
L1452[16:25:50] <Curle> structurePos
L1453[16:26:01] <gigaherz> the rest of the blocks are meaningless
L1454[16:26:03] <gigaherz> a "village"
L1455[16:26:06] <gigaherz> is a set of doors
L1456[16:26:09] <Ordinastie> if I have Map<String, HandlerInfo<?>>, any method to retrieve a specific HandlerInfo<T> will be unchecked right ?
L1457[16:26:12] <gigaherz> with the center on the centroid of the doors
L1458[16:26:22] <Curle> iirc contains the boundaries of any worldgen multiblock
L1459[16:26:25] <gigaherz> Ordinastie: yes
L1460[16:26:26] <Arctic_Wolfy> I don't want the village village, I want the world gen village.
L1461[16:26:32] <Curle> village, stronghold, dungeon, mineshaft, etc
L1462[16:28:07] <Arctic_Wolfy> It also contains the number of vilagers spawned in at the gen of the structure, and I want to modify that so I can regen a village totaly.
L1463[16:30:41] <Curle> what, duplicate block-for-block, or?
L1464[16:30:51] <Curle> just gen another village?]
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L1470[16:32:06] <Arctic_Wolfy> ATM, regening an already existing one, but I was planning on trying to gen a new one.
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L1480[16:33:51] <gigaherz> sham1: https://gist.github.com/gigaherz/7838c0037f4dd0792196
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L1624[16:53:41] <Ordinastie> I have : public static class Packet<T> implements IMessage
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L1626[16:53:51] <sham1> Inner class I hope
L1627[16:53:55] <Ordinastie> yes
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L1629[16:54:07] <Ordinastie> "static"
L1630[16:54:11] <sham1> Yeah
L1631[16:54:17] <sham1> That's why I had to check
L1632[16:54:18] <Ordinastie> witout generic for the handler :http://puu.sh/nw8aS.png
L1633[16:54:29] <Ordinastie> with the static : http://puu.sh/nw8br.png
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L1635[16:54:34] <Ordinastie> *generic
L1636[16:54:47] <sham1> what does the error say
L1637[16:55:01] <Ordinastie> The method registerMessage(IMessageHandler<? super REQ,? extends REPLY>, Class<REQ>, Side) in the type MalisisNetwork is not applicable for the arguments (SyncerMessage<T>, Class<SyncerMessage.Packet>, Side
L1638[16:55:21] <sham1> Try to add the <T> there
L1639[16:55:26] <Ordinastie> where ?
L1640[16:55:46] <sham1> Packet<T>.class
L1641[16:55:49] <sham1> Although
L1642[16:56:01] <sham1> I suppose that generic gets infered away
L1643[16:56:02] <Ordinastie> that doesn't work
L1644[16:56:11] <Ordinastie> like, Packet<T>.class is not a thing
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L1647[16:56:42] <masa> oh nice... 1.9 has an enchanting bug where you can enchant stuff and receive no enchants for the lapis and levels you pay :D
L1648[16:56:48] <Ordinastie> note that if I do : public class SyncerMessage implements IMessageHandler<SyncerMessage.Packet<?>, IMessage>
L1649[16:56:52] <Ordinastie> that still errors
L1650[16:57:22] <sham1> Maybe it does not like the fact that the subclass of IMessage is Generic
L1651[16:57:24] <masa> hmm wait, not sure if that used the levels...
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L1654[16:58:59] <Ordinastie> well, I don't know how to fix that one :/
L1655[16:59:50] <sham1> Take away the Generic :P
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L1659[17:08:39] <gigaherz> there: http://minecraft.curseforge.com/projects/survivalist
L1660[17:08:54] <gigaherz> I wanted to have more than just the "torchfire" feature added
L1661[17:08:55] <gigaherz> but meh
L1662[17:09:11] <gigaherz> I can't think of more stuff to add, so I'm just waiting for 1.9 forge to happen ;p
L1663[17:09:47] <Arctic_Wolfy> Apparently... world gen is weird... B/c the chunk a structure is in, is not always where it gens from...
L1664[17:09:53] <Ordinastie> sham1, but they, I have the warning
L1665[17:09:57] <Ordinastie> *then
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L1667[17:10:38] <gigaherz> @SuppressWarnings("unchecked") is sadly needed way more often than it should be
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L1669[17:14:21] <Ordinastie> unchecked, yes, raw type, not really
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L1671[17:16:09] <Arctic_Wolfy> So are wooden doors not flamable?
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L1673[17:17:38] <Kane_Hart> I have a question this towards Lex but idk if he gave up due to fucking idiots.
L1674[17:18:28] <gigaherz> what?
L1675[17:18:35] <Kane_Hart> Sorry TS distracting me
L1676[17:18:45] <Kane_Hart> Chunk Loading is becoming a fucking plague
L1677[17:19:06] <Kane_Hart> Lex tried fixing this but so many mods seem to override this I think even there is way to do it via vanilla mechanics on edges
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L1679[17:19:34] <Kane_Hart> so now when you try to find a laggy base it's next to impossible because half the bases have some sort of mod forcing chunks loaded when no one is even online
L1680[17:19:48] <Kane_Hart> it's really sad to see
L1681[17:20:03] <diesieben07> how is that forge's fault?
L1682[17:20:10] <_illy_> How is this really a forge issue this sounds like a mod/user issue
L1683[17:20:14] <gigaherz> doesn't forge have its own chunkloading "api"?
L1684[17:20:23] <gigaherz> if mods work around that and do their own chunkloading on the side
L1685[17:20:26] <gigaherz> that sounds like mod's fault
L1686[17:20:57] <Isi> Yell at the mod author until they blame someone else
L1687[17:21:02] <Isi> Then yell anyway
L1688[17:22:13] <Kane_Hart> who said was forges fault?
L1689[17:22:37] <Kane_Hart> Point was Lex built a system and the mod developers went past his system :P
L1690[17:22:41] <sham1> Well why should forge deal with it
L1691[17:22:58] <Kane_Hart> Well back in the day lex had some ideas of dealing with these people including core mods
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L1693[17:23:09] <Kane_Hart> but wondering if he ever did anything or is still considering anything
L1694[17:23:09] <Isi> They're not children
L1695[17:23:14] <diesieben07> what do you mean "go past his system"?
L1696[17:23:45] <Kane_Hart> He made a chunk loading api for mod devs to use. But so many them would overide it so they can't ignore it
L1697[17:24:15] <Kane_Hart> I'm just saying in 2016 running a server with 30 people is really hard to keep it smooth due to the fact you just can't find the offenders easily.
L1698[17:24:30] <Kane_Hart> the best ways back in the day was kick people off the server till tps rises lol
L1699[17:24:41] <diesieben07> ehm
L1700[17:24:43] <PaleoCrafter> wat, I think most mods use the chunk loading stuff like it's supposed to :P
L1701[17:24:51] <diesieben07> loading chunks without using forge's API is really hard
L1702[17:24:54] <diesieben07> i doubt many mods do that
L1703[17:24:56] <diesieben07> if any
L1704[17:25:57] <gigaherz> also, random mods loading chunks != bypassing the chunkloading api
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L1715[17:43:49] <Cypher121> has anyone ever encountered this: http://pastebin.com/3vHrBdus ?
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L1733[18:18:14] <Cykrix|Away> Cypher121, We do not support modded clients
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L1737[18:25:43] <Arctic_Wolfy> For tile entities, do I have to have a "public TileEntity()", or can I just have one with params?
L1738[18:26:03] <fry> you have to have the default constructor
L1739[18:27:17] <Arctic_Wolfy> Okay, so I guess having a var that is final taken from a constructor is a no go then...
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L1742[18:27:54] <TehNut> provide a default value to the field from the default constructor
L1743[18:28:33] <Arctic_Wolfy> Ya... but how will I override it?
L1744[18:28:45] <TehNut> what?
L1745[18:28:56] <TehNut> the default constructor isn't used in world
L1746[18:29:11] <tterrag> er yes it is?
L1747[18:29:15] <TehNut> It is?
L1748[18:29:18] <tterrag> it's used to load a TE from saved data
L1749[18:29:22] <TehNut> Ah
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L1751[18:29:25] <TehNut> I was confuz
L1752[18:29:27] <tterrag> teclass.newInstance().readFromNBT()
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L1754[18:29:32] <tterrag> that's basically how it's done
L1755[18:29:47] <Arctic_Wolfy> So I can't do what I wanted then...
L1756[18:30:05] <tterrag> y
L1757[18:31:00] <Arctic_Wolfy> B/c you can't reassign a final...
L1758[18:31:40] <fry> yup, you can't have meaningful final fields in TEs
L1759[18:31:56] <Arctic_Wolfy> x.x
L1760[18:32:10] <Ordinastie> fry, do you know how to fix that? Ordinastie> witout generic for the handler :http://puu.sh/nw8aS.png
L1761[18:32:11] <Ordinastie> <Ordinastie> with the static : http://puu.sh/nw8br.png
L1762[18:32:21] <Ordinastie> Ordinastie> The method registerMessage(IMessageHandler<? super REQ,? extends REPLY>, Class<REQ>, Side) in the type MalisisNetwork is not applicable for the arguments (SyncerMessage<T>, Class<SyncerMessage.Packet>, Side
L1763[18:34:25] <fry> pass the class in the constructor
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L1765[18:34:49] <Ordinastie> which class ?
L1766[18:34:55] <fry> Packet
L1767[18:35:04] <fry> (but pass whatever T is)
L1768[18:35:34] <Ordinastie> I can't do that, the handler is automatically instanciated
L1769[18:35:47] <Ordinastie> and anyway, there isn't just one T
L1770[18:36:02] <fry> "automatically"?
L1771[18:36:28] <Ordinastie> yes, handlers are automagically discovered and instanciated
L1772[18:36:54] <fry> if that magic code knows the class of T, pass it
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L1774[18:37:09] <fry> if it doesn't - you can't create SyncerMessage with T anyway
L1775[18:37:12] <fry> so, remove T
L1776[18:37:20] <Ordinastie> <?> does error as well
L1777[18:37:32] <Ordinastie> (using T was a bad example)
L1778[18:37:41] <fry> why did you add T?
L1779[18:38:06] <Ordinastie> should have showed that instead : public class SyncerMessage implements IMessageHandler<SyncerMessage.Packet<?>, IMessage>
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L1781[18:38:25] <sham1> You are missing a &gt;
L1782[18:38:44] <Ordinastie> no I'm not
L1783[18:38:53] <sham1> Wait no
L1784[18:38:59] <Ordinastie> the class signature works
L1785[18:39:04] <sham1> I am sleepy
L1786[18:39:06] <Ordinastie> it's the call to registerMessage that doesn't
L1787[18:40:31] <sham1> Anyway, why is your packet generic anyway
L1788[18:41:50] <Ordinastie> that's a good question actually ><
L1789[18:41:50] <fry> add an argument to the constructor, pass Packet.class on the call side
L1790[18:43:14] <Ordinastie> what signature the constructor should have then ?
L1791[18:44:17] <fry> something like Class<Packet<T>>
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L1793[18:44:40] <fry> SyncerMessage(Class<Packet<T>> reqClass)
L1794[18:47:03] <Ordinastie> hum, that does fix the error, but as I said, I can't do that
L1795[18:47:03] <fry> yes, you can
L1796[18:47:52] <Ordinastie> removing the generic for the packet is a better solution
L1797[18:47:52] <Ordinastie> I should have thought about that sooner :x
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L1805[18:49:21] <fry> <@fry> if it doesn't - you can't create SyncerMessage with T anyway
L1806[18:49:30] <fry> <@fry> so, remove T
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L1808[18:51:29] <Ordinastie> yes, but removing it from the packet too
L1809[18:51:35] <Ordinastie> unless that's what you meant
L1810[18:52:17] <fry> it's a natural next step
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L1812[18:52:57] <Zorn_Taov> could someone here that understands the Forge Blockstate format tell me why these lines wont work? https://gist.github.com/ZornTaov/ec672aa67fc027563db6#file-rugblock-json-L70-L75
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L1814[18:53:32] <Ordinastie> ok, next one ><
L1815[18:53:34] <fry> #all
L1816[18:53:38] <fry> instead of all
L1817[18:53:50] <gigaherz> Zorn_Taov: yo ucan't have partial variant strings
L1818[18:53:50] <Zorn_Taov> the model itself does not chagne
L1819[18:53:54] <Zorn_Taov> change*
L1820[18:54:00] <gigaherz> you have color,shape,facing in there
L1821[18:54:08] <gigaherz> but the string has only facing=,shape=
L1822[18:54:20] <fry> also that, yes ^
L1823[18:54:24] <Ordinastie> I have : public interface ISyncHandler<T, S extends ISyncableData> { public T getReceiver(MessageContext ctx, S data); }
L1824[18:54:28] <gigaherz> that means the blockstate map contains that string AS IS
L1825[18:54:29] <Ordinastie> yet that errors : Object caller = message.handler.getReceiver(ctx, message.data);
L1826[18:54:35] <gigaherz> which won't be used ever
L1827[18:54:36] <Ordinastie> where message.data is ISyncableData
L1828[18:54:43] <Zorn_Taov> fffff
L1829[18:55:14] <gigaherz> can you explain what you wantedto achieve?
L1830[18:55:14] <Zorn_Taov> so how do I make it ignore the color tag?
L1831[18:55:22] <fry> Ordinastie: what's the type of message.handler?
L1832[18:55:32] <Ordinastie> ISyncHandler<?, ?>
L1833[18:55:45] <gigaherz> Zorn_Taov: you want the color to affect all the combinations but that?
L1834[18:56:02] <Ordinastie> same with ? extends ISyncableData
L1835[18:56:19] <Zorn_Taov> I'm working on this https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/BedCraftBeyond/2016-03-05_03.53.42.png and my next step will be to add the panels going up the sides of other blocks as submodels so it works like it did in 1.7.0 here https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/BedCraftBeyond/2013-08-01_02.12.35.png
L1836[18:56:20] <fry> is that the full definition of ISyncHandler?
L1837[18:56:25] <fry> 1 method?
L1838[18:56:28] <Zorn_Taov> so it shouldn't matter what color it is
L1839[18:56:42] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8.9/src/main/java/net/malisis/core/util/syncer/ISyncHandler.java
L1840[18:56:47] <Zorn_Taov> that last bit should apply to all colors
L1841[18:57:34] <gigaherz> also fry, "all" works just fine for vanilla models, only B3D and OBJ models require the #
L1842[18:57:56] <fry> gigaherz: I'm aware of problems, will fix in 1.9
L1843[18:57:58] <fry> :P
L1844[18:58:15] <gigaherz> XD
L1845[18:58:17] <Zorn_Taov> but I need this in 1.8.9 ;3;
L1846[18:58:33] <gigaherz> Zorn_Taov: that's unrelated
L1847[18:58:41] <gigaherz> so let me try to understand
L1848[18:58:59] <gigaherz> you have a main model
L1849[18:59:20] <gigaherz> which can be a block, slab, or stair
L1850[18:59:32] <fry> Ordinastie: and what's the error?
L1851[18:59:38] <gigaherz> and then you have a series of submodels, for the different rug locations?
L1852[18:59:54] <Zorn_Taov> going to, yes
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L1854[19:00:03] <Ordinastie> The method getReceiver(MessageContext, capture#31-of ? extends ISyncableData) in the type ISyncHandler<capture#30-of ?,capture#31-of ? extends ISyncableData> is not applicable for the arguments (MessageContext, ISyncableData)
L1855[19:00:05] <gigaherz> aha
L1856[19:00:20] <Zorn_Taov> if you look in the second pic starting with 2013, the rugs go up the sides of the blocks around them
L1857[19:00:41] <gigaherz> hmf
L1858[19:00:50] <gigaherz> I'm not sure that the json model format is a good fit for your needs
L1859[19:00:51] <Zorn_Taov> as another example, the rugs on the far right here https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/BedCraftBeyond/2013-08-01_02.15.12.png
L1860[19:01:06] <gigaherz> there's just so much context-based info
L1861[19:01:11] <Ordinastie> I would have thought, the signature being ? extends ISyncableData, it would accept any ISyncableData
L1862[19:01:12] <Zorn_Taov> that's going from on top of a slab block up to on top of a stair block, then up to another slab
L1863[19:01:16] <Zorn_Taov> all diagonally
L1864[19:01:17] <gigaherz> you'd practically haveto enumerate all the possible combinations independently
L1865[19:01:39] <gigaherz> which is going to generate a TON of blockstates
L1866[19:01:44] <Zorn_Taov> wanna see my 1.7 render code, I do just that x3x
L1867[19:02:10] <fry> try making a helper method: <T, S extends ISyncableData> T helper(ISyncHandler<T, S> handler, MessageContext ctx, ISyncableData data) { return handler.getReceiver(ctx, data); }
L1868[19:02:11] <Zorn_Taov> yeah... when I have a misplaced , I get 800+ errors right now xD
L1869[19:02:31] <gigaherz> yo ualways have a rug, right?
L1870[19:02:37] <fry> and doing Object caller = helper(message.handler, ctx, message.data);
L1871[19:02:43] <gigaherz> otherwise your block wouldn't be used
L1872[19:03:18] <Zorn_Taov> yes? not sure I understand that question
L1873[19:03:21] <Ordinastie> The method getReceiver(MessageContext, S) in the type ISyncHandler<T,S> is not applicable for the arguments (MessageContext, ISyncableData)
L1874[19:03:23] <gigaherz> I mean
L1875[19:03:31] <gigaherz> all the possible combinations DO have a rug
L1876[19:03:35] <gigaherz> just the color for it changes
L1877[19:03:44] <Zorn_Taov> yes
L1878[19:04:03] <Zorn_Taov> they're connected rugs, like connected glass x3x
L1879[19:04:25] <gigaherz> yeah so you have two "problems" (in mathermatical terms)
L1880[19:04:54] <fry> yup, makes more sense now
L1881[19:04:59] <gigaherz> I guess #1 is solved?
L1882[19:05:04] <fry> getReceiver expects data to be S
L1883[19:05:10] <gigaherz> I mean I suppose your "bedcraftbeyond:rug/stairs"
L1884[19:05:14] <fry> so, it may call S-specific methods
L1885[19:05:16] <gigaherz> is a json model that has the rug on top?
L1886[19:05:20] <Zorn_Taov> yes
L1887[19:05:22] <fry> and not just ISyncableData methods
L1888[19:05:22] <gigaherz> so
L1889[19:05:28] <gigaherz> the "problem" you need to solve now
L1890[19:05:33] <gigaherz> is how to draw the neighbours?
L1891[19:05:52] <Ordinastie> but I have S unless I parameterize Packet, and I can't *_*
L1892[19:05:56] <Ordinastie> *can't have
L1893[19:06:09] <Zorn_Taov> I can draw those with submodels
L1894[19:06:12] <fry> you do have S
L1895[19:06:17] <fry> in the helper method you just wrote
L1896[19:06:35] <gigaherz> Zorn_Taov: thne I'm not understanding what your issue is?
L1897[19:06:37] <fry> (assuming you guarantee that data is always of type S)
L1898[19:06:41] <gigaherz> the json as it is now, without the bottom bit
L1899[19:06:46] <gigaherz> should already work for drawing the rugs?
L1900[19:07:06] <gigaherz> what you seem to be missing
L1901[19:07:07] <Zorn_Taov> yes, but I need to figure out how to case the side panels
L1902[19:07:24] <gigaherz> is a "material" property to indicate what texture the actual block is ;P
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L1904[19:07:31] <Ordinastie> but I can't call the helper method
L1905[19:07:40] <gigaherz> unless you composite that in software
L1906[19:07:45] <fry> why?
L1907[19:07:46] <Ordinastie> because message.data is not S, it's ISyncableDataz
L1908[19:08:06] <Zorn_Taov> like, I can use the SHAPE property for NSEW
L1909[19:08:07] <fry> but what is it really?
L1910[19:08:14] <Zorn_Taov> uh, that's the COLOR tag
L1911[19:08:15] <fry> is it always S?
L1912[19:08:25] <fry> (for that handler)
L1913[19:08:27] <gigaherz> you have basically 4 sides
L1914[19:08:28] <Zorn_Taov> which is saved as metadata
L1915[19:08:30] <Ordinastie> no
L1916[19:08:42] <Zorn_Taov> actually, I have 8
L1917[19:08:49] <gigaherz> each side can be "none", "top half", "left stair", "right stair", "full"
L1918[19:08:50] <fry> then you need to call isntanceof
L1919[19:08:59] <Zorn_Taov> same block level, then next block up
L1920[19:09:03] <fry> and do something if it isn't S
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L1922[19:09:10] <Zorn_Taov> the rug takes up the block space over the slab/stair
L1923[19:09:13] <fry> (and to do instanceof, you need the class object)
L1924[19:09:30] <Ordinastie> but I don't know the class :x
L1925[19:09:34] <gigaherz> ugh this is so confusing XD
L1926[19:09:37] *** DRedhorse is now known as DonAway
L1927[19:09:38] <Zorn_Taov> x3x
L1928[19:09:45] <Ordinastie> just that it extends ISyncableData
L1929[19:10:01] <fry> add .getDataClass() to ISyncHandler
L1930[19:10:07] <gigaherz> Zorn_Taov: I don't like doing this, but I recommend you to generate the rug models in code, instead of using blockstates json files
L1931[19:10:08] <gigaherz> XD
L1932[19:10:10] <fry> and return class<S>
L1933[19:10:25] <Zorn_Taov> xD IWISH I COULD
L1934[19:10:32] <gigaherz> you can?
L1935[19:10:33] <Zorn_Taov> I have all the code already
L1936[19:10:39] <gigaherz> just not with an ISBRH
L1937[19:10:43] <gigaherz> ;P
L1938[19:10:43] <Zorn_Taov> right...
L1939[19:10:50] <Zorn_Taov> and I DO NOT want to make these TE's
L1940[19:11:55] <Zorn_Taov> my ISBRH file is just over 1000 lines long ;3;
L1941[19:12:03] <Zorn_Taov> wanna see? :P
L1942[19:12:12] <Ordinastie> hum, not really fond of that :(
L1943[19:12:19] <gigaherz> nono this isn't about TEs, this is about creating your own custom "RugModel extends IModel", that takes a RugState, which is returned from an IUnlistedProperty
L1944[19:12:25] <gigaherz> which is assigned through getExtendedState
L1945[19:13:16] <gigaherz> (and there may be a custom state mapper in there somewhere)
L1946[19:13:27] <gigaherz> i just don't think you can afford that many blockstates
L1947[19:13:28] <Zorn_Taov> x3x
L1948[19:14:14] <gigaherz> I had to give up an idea in one of my WIP mods
L1949[19:14:20] <gigaherz> because it had over a million combinations ;P
L1950[19:14:28] <gigaherz> this doesn't seem THAT extreme
L1951[19:15:00] <masa> why is that a problem if you generate the model on run-time?
L1952[19:15:35] <gigaherz> masa: 1 million blockstates means it actively instantiates one million instances of IBlockState
L1953[19:15:39] <gigaherz> and puts them into the blockstate array
L1954[19:15:51] <gigaherz> I got bored of waiting for MC to initialize
L1955[19:16:00] <masa> yeah I'm not saying you do that, but why did you give up the whole idea?
L1956[19:16:07] <gigaherz> because it wasn't working
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L1958[19:16:16] <gigaherz> it froze MC for minutes during init
L1959[19:16:18] <masa> ISBM?
L1960[19:16:29] <gigaherz> no, 1.8.9 blockstates
L1961[19:16:42] <Ordinastie> fry, wait, I'm confused, how does the class help me ?
L1962[19:16:58] <masa> why did you do it that way is my point, why not use ISBM and generate the models when needed?
L1963[19:17:01] <gigaherz> json file, I mean
L1964[19:17:15] <fry> before passing the data in, you check the instance
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L1966[19:17:26] <gigaherz> I just did it with a different approach
L1967[19:17:31] <masa> mmkay
L1968[19:17:36] <gigaherz> I didn't just delete the mod ;P
L1969[19:17:39] <Ordinastie> and clazz.cast() ?
L1970[19:18:06] <fry> clazz.isInstance(data) and that, yes
L1971[19:18:32] <masa> well I understood it as "I tried to implement thing X with blockstates, but had to scrap thing X because it bloated the blockstates too much" :p
L1972[19:18:50] <gigaherz> let me explain
L1973[19:18:56] <gigaherz> i have this NaturalTrees mod (wip)
L1974[19:18:59] <gigaherz> which implements a branch block
L1975[19:19:05] <gigaherz> that has 8 thicknesses
L1976[19:19:10] <gigaherz> and the presence of leaves
L1977[19:19:35] <Ordinastie> if you meant that : getReceiver(message.handler, ctx, message.handler.getDataClass().cast(message.data));
L1978[19:19:37] <Ordinastie> doesn't work
L1979[19:19:39] <gigaherz> on top of that, I have a primary facing, which is assigned based on the most preferred neighbour
L1980[19:19:55] <gigaherz> then to fill the "gap" between the parent branch and the child branch
L1981[19:20:06] <fry> Ordinastie: move the casting inside the helper method
L1982[19:20:13] <gigaherz> I had (and still have), a piece of model that extends backward beyond the bounds of the block
L1983[19:20:14] <gigaherz> so like
L1984[19:20:21] <gigaherz> the childbranch ednteds to -X
L1985[19:20:23] <Ordinastie> makes sense ><
L1986[19:20:31] <gigaherz> extends*
L1987[19:20:54] <gigaherz> I had the idea to replace that "out of block bounds" extension piece, with the parent being aware of each neighbouring branch
L1988[19:21:06] <Ordinastie> that should really be parameterized in packet though
L1989[19:21:08] <gigaherz> so it would be like "east=2,north=5,west=1" ...
L1990[19:21:28] <gigaherz> that meanst there's 9 values per side ("no branch" + the 8 thicknesses)
L1991[19:21:38] <gigaherz> and there's 6 sides on a cube
L1992[19:21:43] <gigaherz> and then there's the optional leaves
L1993[19:21:53] <gigaherz> !!calc (9^6)*2
L1994[19:21:53] <gigaherz> gigaherz: Result(s): 1062882
L1995[19:22:01] <gigaherz> over a million combinations
L1996[19:22:11] <gigaherz> it was just too crazy to enumerate that many blockstates
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L1998[19:22:18] <masa> sure
L1999[19:22:55] <masa> so what did you end up doing?
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L2001[19:23:04] <gigaherz> I went back to extending beyond the block bounds
L2002[19:23:22] <gigaherz> but with a different approach for how the rotation is applied
L2003[19:23:25] <gigaherz> so now it looks right
L2004[19:23:28] <masa> ok
L2005[19:23:53] <masa> so I've been playing a bunch on 1.9 vanilla yesterday and today
L2006[19:23:58] <gigaherz> me too
L2007[19:24:01] <masa> I have to say, I'm rather loving it
L2008[19:24:06] <gigaherz> same
L2009[19:24:18] <gigaherz> although I spent like 2 hours trying to get one ghast tear
L2010[19:24:26] <masa> hehe
L2011[19:24:27] <gigaherz> (got 3, then couldn't get a 4th)
L2012[19:24:32] <gigaherz> gave up XD
L2013[19:24:47] <gigaherz> I had this save form 1.8
L2014[19:24:55] <gigaherz> I had done basically everything but kill the wither
L2015[19:25:08] <masa> I made a new server for 1.9 for me and some friends
L2016[19:25:24] <gigaherz> I loaded it again to respawn the end dragon and visit the end islands and get an elytra in survival
L2017[19:25:31] <masa> my main vanilal server is still at 1.8.9, until mojang possibly some day fixes the major issues in 1.9
L2018[19:25:34] <gigaherz> so I need the 4 things for it
L2019[19:26:01] <masa> are you saying that you had an old world, and didn't have 4 ghast tears in it? :o
L2020[19:26:09] <gigaherz> yup
L2021[19:26:13] <masa> mmkay then
L2022[19:26:17] <gigaherz> I had 2 ;P
L2023[19:26:18] <gudenau> Hello!
L2024[19:26:22] <gigaherz> the rest I used up for potions
L2025[19:26:38] <gudenau> Anyone know how I could color the redstone particles?
L2026[19:26:38] ⇦ Parts: quaero (~Ken@c-69-243-228-109.hsd1.fl.comcast.net) ())
L2027[19:26:40] <gigaherz> back in the original dragon fight XD
L2028[19:26:55] <masa> I've gotten probably around a stack of ghast tears just from the starting phases of building a wither skeleton farm's perimeter
L2029[19:27:17] <gigaherz> this is singleplayer though
L2030[19:27:23] <gigaherz> I never did any actual farming
L2031[19:27:33] <gigaherz> I never even managed to get one skull, let alone 3
L2032[19:27:47] <gigaherz> actually
L2033[19:27:48] <gigaherz> wait
L2034[19:27:49] <gigaherz> I must have
L2035[19:27:52] <masa> right... well I don't see how a server would change that, especially for vanilla...?
L2036[19:27:53] <gigaherz> I do have a beacon in there
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L2038[19:28:16] <gigaherz> I don't recall fighting the wither...
L2039[19:28:20] <masa> heh
L2040[19:28:22] <gigaherz> but I did all the achievements
L2041[19:28:30] <gigaherz> the purpose of that save was to complete all the achievements
L2042[19:28:45] <gigaherz> anyhow
L2043[19:28:51] <masa> oh so more like a speed run then, and not a long-term world?
L2044[19:28:54] <gigaherz> I never did any active grinding or farming
L2045[19:29:01] <gigaherz> yup
L2046[19:29:08] <gigaherz> after I completed the achievements
L2047[19:29:08] <masa> heh, all I do is grinding and farming :D
L2048[19:29:17] <gigaherz> I did some chill building
L2049[19:29:24] <gudenau> /achievement
L2050[19:29:27] <masa> I still don't have a proper actual base after 4,5 years of playing :D
L2051[19:29:32] <gigaherz> then the beach where I had my house
L2052[19:29:37] <gigaherz> turned into a guardianfest
L2053[19:29:42] <gigaherz> even though there's no temple in there
L2054[19:29:48] <gigaherz> had to move out
L2055[19:29:52] <masa> :D
L2056[19:30:07] <gigaherz> got bored, and never played again, until yesteday
L2057[19:30:07] <gigaherz> ;P
L2058[19:30:48] <Zorn_Taov> bbiab :/
L2059[19:30:52] <masa> I started to build a wither skeleton farm, or at this point dig out the perimeter for it a while back
L2060[19:31:15] <masa> I've only dug around 200k blocks of netherrack thus far, I believe the area was around 6 million
L2061[19:31:41] <Ordinastie> fry, coming back to the constructor param, what would I even pass to it, it would be the same issue as the registerMessage method
L2062[19:31:47] <gigaherz> lol
L2063[19:31:59] <gigaherz> I jsut couldn't do that
L2064[19:32:06] <masa> I'm not doing half slabbing or covering it with lava... I'm digging out a 280x280 area completely, by hand, because vanilla :p
L2065[19:32:19] <gigaherz> if I had a quarry, sure
L2066[19:32:28] <gigaherz> leave it overnight, poof done
L2067[19:32:28] <gigaherz> ;P
L2068[19:32:33] <masa> it is getting boring as heck already, but what can you do... :D
L2069[19:32:38] <gigaherz> but in vanilla? ugh nothx XD
L2070[19:32:48] <gigaherz> maybe i'd use TNT
L2071[19:32:55] <gigaherz> then even that would get boring
L2072[19:33:18] <masa> and then I have another farm area planned in the overworld, I believe that one was something like 300x500 area, but that's only from ocean to bedrock...
L2073[19:33:35] <masa> "only"
L2074[19:33:40] <gigaherz> ""only""
L2075[19:33:59] <killjoy> """\nonly\n"""
L2076[19:34:24] <Ordinastie> oh wait, I think I manage to deceive it : new Packet<>().getClass() ^^
L2077[19:35:05] <killjoy> Something something TypeToken
L2078[19:35:47] <masa> http://pena2.dy.fi/minecraft/world_maps/overviewer/jomb/#/411/64/45/-2/1/0
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L2080[19:36:08] <masa> that's teh nether farm area... I've only dug like 12 blocks deep on the first quarter of it...
L2081[19:36:58] <Ordinastie> "Look son, that's a masochist."
L2082[19:37:15] <masa> :D
L2083[19:38:35] <masa> http://pena2.dy.fi/minecraft/world_maps/overviewer/jomb/#/-6064/64/9648/-3/0/0
L2084[19:39:12] <masa> and that's going to be the overworld farm area, you can see the south-west and sout-east corners of it (the dug out area and the cobble pillar/marker)
L2085[19:40:00] <masa> the northers edge is somewhere beyond the ocean monument
L2086[19:40:39] <masa> it will have a witch farm, a guardian farm, a slime farm, and possibly a squid farm
L2087[19:41:05] <masa> although we already have like 10 double chests of ink sacs from my earlier small "passive" squid farm near spawn...
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L2089[19:42:45] <masa> but that's the kind of thing that keeps me interested in vanilla - you can build massive things, by hand, over time, and the world won't ever have to be reset
L2090[19:43:00] ⇨ Joins: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2091[19:43:22] <masa> if mojang ever releases a version which can't open old worlds, then I will either update it using external tools, or not update to that version anymore
L2092[19:44:35] ⇨ Joins: Xain (~Xain@d50-92-64-112.bchsia.telus.net)
L2093[19:45:07] <Xain> if i want to get a block, which is like a pipe to rotate what is the best approach i can take
L2094[19:45:40] <gigaherz> 1.7.10 or 1.8.x?
L2095[19:45:43] <Xain> 1.8
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L2097[19:45:52] <Xain> 1.8.9 to be precise
L2098[19:45:59] <Ordinastie> ok, I have another one! \o/
L2099[19:46:03] <gigaherz> you have two choices, the animation api, or TESR
L2100[19:46:24] <Ordinastie> I have : HashMap<?, ?> map = block ? originalBlocks : originalItems; map.put(replacement, vanilla);
L2101[19:46:43] <Xain> hmm ok i have been looking over the TESR but have not heard or seen the animation api any docs or articles on that readily avliable
L2102[19:47:03] <gigaherz> it's fairly new, you'd have to speak with fry about hwo to use it
L2103[19:47:08] <gigaherz> I haven't heard of any documentation anywhere
L2104[19:47:16] <Xain> yeah i figured that might of been the case
L2105[19:47:25] <Xain> wonder if there is anything in the forge repo
L2106[19:47:49] <Ordinastie> I'd argue you have a third choice, but meh
L2107[19:47:51] <Xain> looks like there is
L2108[19:47:55] <fry> there's basically javadocs, forge example and https://gist.github.com/RainWarrior/964ed4692f4da1fd4964
L2109[19:48:08] <Xain> thanks fry
L2110[19:49:50] ⇨ Joins: Berstarke (~androirc@187.65.189.147)
L2111[19:50:28] <Xain> sorry for the ping 9.9
L2112[19:50:29] <Xain> lol
L2113[19:50:56] <fry> you can ping me all you want :P
L2114[19:50:57] *** DarkevilAway is now known as Darkevilmac
L2115[19:51:10] <fry> Ordinastie: what are the types of replacement and vanilla?
L2116[19:51:11] <gudenau> fry
L2117[19:51:13] <Xain> i try not too do that to anyone
L2118[19:51:19] <gudenau> pinging mister fry. :-P
L2119[19:51:19] <fry> fry
L2120[19:51:26] <Ordinastie> fry, they're either both Block, or both Item
L2121[19:52:08] <fry> I'd refactor whatever you have to a generic method
L2122[19:52:18] <fry> and call it with either block or item argument
L2123[19:52:26] <fry> (and corresponding map)
L2124[19:52:47] ⇨ Joins: fuj1n (~fuj1n@120.152.34.152)
L2125[19:52:56] <fry> something like: <T> registerReplacement(T thing, Map<T, T> map
L2126[19:53:10] <fry> and 2 bouncer methods, one for block, another for item
L2127[19:53:33] <Ordinastie> that's current : https://github.com/Ordinastie/MalisisCore/blob/1.8.9/src/main/java/net/malisis/core/util/replacement/ReplacementTool.java#L100-L105
L2128[19:54:10] <diesieben07> oh jesus christ
L2129[19:54:16] * diesieben07 runs
L2130[19:54:38] <Ordinastie> yeah, I know
L2131[19:54:42] <fry> yup, make a generic replaceVanilla, that takes map as an argument
L2132[19:54:44] <Ordinastie> not like there is any alternative
L2133[19:54:56] <fry> and 2 methods, one for block, one for item
L2134[19:54:58] <gudenau> That code looks ugly.
L2135[19:55:09] <diesieben07> its not just ugly
L2136[19:55:13] <diesieben07> it is dangerous
L2137[19:55:15] <gudenau> Want me to try and make it better?
L2138[19:55:24] <Ordinastie> gudenau, sure go ahead
L2139[19:55:48] <Xain> hmm looks to me like a TESR might actually be less work at the moment but overall which would u say would have better performance
L2140[19:56:02] <gudenau> TESR will always be worse than a model.
L2141[19:56:34] <Xain> that was what i was going to assume but i wanted to know for sure
L2142[19:56:59] <Xain> since TESR could affect opengls state
L2143[19:57:06] <gudenau> The entire TESR has to be rendered every frame, while the models are cahced on the GPu and use one call.
L2144[19:57:07] <williewillus> not always worse
L2145[19:57:09] <diesieben07> you want something animated?
L2146[19:57:23] <Xain> just rotation of a axel like shaft
L2147[19:57:30] <Xain> but i may want something more later
L2148[19:57:33] <diesieben07> but it moves every frame?
L2149[19:57:33] <williewillus> if you use a static model and you rerender the chunk section every tick people will kill you
L2150[19:57:38] <williewillus> *frame
L2151[19:57:50] <Xain> only rotates when active
L2152[19:57:53] <gudenau> You render the changing stuff in a TESR, static in the model.
L2153[19:57:56] <williewillus> yup
L2154[19:58:02] <diesieben07> but when it rotates, it rotates constantly
L2155[19:58:06] <Xain> yes
L2156[19:58:10] <williewillus> anything that changes every frame is tesr (or animation api)
L2157[19:58:13] <Xain> unless the state changes
L2158[19:58:17] <diesieben07> then you must use TESR
L2159[19:58:22] <diesieben07> animation API *is* using a TESR
L2160[19:58:23] <gudenau> So when inactive make the shaft part of the model, while active make it a tesr if you want every once of preformance.
L2161[19:58:45] <Xain> that makes sense
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L2163[19:59:07] <gudenau> Meh, to lazy to try and figure out the registry stuff ATM.
L2164[19:59:10] <gudenau> :-P
L2165[19:59:27] <williewillus> what registry stuff?
L2166[19:59:36] <gudenau> For replacing crap.
L2167[19:59:53] <Ordinastie> gudenau, oh, you meant that, no, you won't make it cleaner
L2168[20:00:07] <Ordinastie> but I'm lazy too, I'll just fix that way : http://puu.sh/nwjkr.png ><
L2169[20:00:14] <Xain> so for this shaft i want to rotate it may be multiple blocks long so my best bet would be to possible render the entire shaft in one TESR and when it stops set all the blocks that compose it back to models by chance
L2170[20:00:28] <gudenau> I would make two methods, one with an Item and one with a Block.
L2171[20:01:03] <gudenau> Also return false if it fails, true if it works.
L2172[20:01:12] <Xain> vs having each block that composes the length of the shaft be a TESR
L2173[20:01:42] <Xain> guess i could just try and see how it works out
L2174[20:01:50] <gudenau> So, what do you think of my first energy source? (How it looks)
L2175[20:01:55] <gudenau> Screen in a moment.
L2176[20:03:02] <gudenau> Just found a bug. :-D
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L2178[20:03:13] <Ordinastie> so apparently, I can't do that private static HashMap<Class<S>, ReplacementHandler<S>> handlers = new HashMap<>(); :(
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L2180[20:04:01] <killjoy> I wonder why
L2181[20:04:04] <gudenau> Remove the empty <>.
L2182[20:04:18] <diesieben07> no...
L2183[20:04:19] *** Vigaro|AFK is now known as Vigaro
L2184[20:05:09] <gudenau> https://imgur.com/9FkQTTY
L2185[20:05:22] <gudenau> The particles will change.
L2186[20:06:08] <gudenau> Just need to figure out my own. :-P
L2187[20:06:32] <Xain> neat
L2188[20:07:54] <gudenau> Thanks. :-D
L2189[20:10:29] <gudenau> Just need to figure out how to add particles. :-/
L2190[20:10:56] <Xain> unfortunitly can't help there lol
L2191[20:11:04] <gudenau> Yeah, but my IDE can. :-D
L2192[20:11:08] <Xain> but are you using modles and sub modles by chance
L2193[20:11:18] <gudenau> Models.
L2194[20:11:23] <gudenau> Not submodels though
L2195[20:14:46] <gudenau> HRM, am I nuts; or does it seem like there is no way to add particles?
L2196[20:15:15] <gudenau> At least to the texture.
L2197[20:15:25] <gigaherz> you don't apply particles to a texture
L2198[20:15:31] <gigaherz> you do them fro mthe block
L2199[20:15:44] <gudenau> You missunderstood.
L2200[20:16:00] <gigaherz> oh you mean add new particle types?
L2201[20:16:13] <gudenau> It appears that while rendering the particles, only the block texture or the particles.png gets bound.
L2202[20:16:25] <gudenau> From what I see, I can not add to particles.png.
L2203[20:16:37] <gudenau> Do I need to mess with adding a block texture for my particle?
L2204[20:17:31] <gudenau> Yeah, that should do.
L2205[20:17:34] <gigaherz> no
L2206[20:17:41] <gigaherz> if you use your own custom particle
L2207[20:18:03] <gigaherz> you will have your oen EntityFX for it
L2208[20:18:06] <gigaherz> own*`
L2209[20:18:07] <gudenau> Yes.
L2210[20:18:12] <gigaherz> which has a renderParticle
L2211[20:18:52] <gudenau> Do I need to wory about leaving the correct texture bound?
L2212[20:18:58] <gigaherz> wait I see what you mean
L2213[20:19:02] <gigaherz> there's no getTexture there
L2214[20:19:44] <gudenau> So, make the particle on the block layer and register the icons in an event?
L2215[20:20:19] <gigaherz> yes I think you'd want to stitch your particle texture to the block atlas
L2216[20:20:51] <gudenau> Should be fairly easy at least.
L2217[20:21:59] <gudenau> Then, for animations just use the entity age?
L2218[20:22:49] <gigaherz> dunno the only thing I did was extend EntityCloudFX to draw the "cloud particle" smaller
L2219[20:25:18] <gudenau> Then since I am adding the stuff outside the normal stitching, do I need to specify the entire path?
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L2223[20:34:17] <gudenau> Hrm, my mod is half feature creep at this point.
L2224[20:34:30] <gudenau> Oh, i'll add that it sounds interesting!
L2225[20:37:13] <gigaherz> heh
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L2228[20:39:50] <gudenau> I broke my chair, and it is such a first world problem.
L2229[20:41:07] <gudenau> Wait, don't all enties have an age?
L2230[20:41:15] <gudenau> ticksExisted derp
L2231[20:42:24] <Ordinastie> damn, why did they have to call the capability "TileEntity"? :x
L2232[20:42:33] <Ordinastie> now TileEntity cannot be automatically resolved :/
L2233[20:44:38] <gigaherz> o_O?
L2234[20:45:06] <gigaherz> wait you mean AttachCapabilitiesEvent.TileEntity?
L2235[20:46:39] <gudenau> Where is the block map?
L2236[20:46:44] <gudenau> Texture map.
L2237[20:47:38] <gudenau> NVM, found it.
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L2240[20:48:32] <williewillus> is there an example of items exposing caps?
L2241[20:48:40] <williewillus> its different from te's and a bit confusing
L2242[20:49:17] <Ordinastie> gigaherz, yes, I mean that
L2243[20:49:19] <Ordinastie> it's annoying
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L2245[20:50:49] <gudenau> That feeling when you can not find a class because you put it in the wrong package.
L2246[20:52:50] <Zorn_Taov> blargle
L2247[20:53:35] <gigaherz> williewillus: override initCapabilities
L2248[20:53:47] <gigaherz> and return a new ICapabilityProvider from it
L2249[20:53:56] <williewillus> does this ICapabilityProvider take the itemstack?
L2250[20:54:01] <gigaherz> use ICapabilitySerializable<NBTTagCompound> if you want saving/loading
L2251[20:54:21] <gigaherz> no you should keep the reference yourself
L2252[20:54:26] <williewillus> wat
L2253[20:54:49] <Zorn_Taov> gigaherz: I think I've calculated how many blocksstates I'm going to have, 17920 :T
L2254[20:54:58] <williewillus> is the ICapabilityProvider instance unique to that very itemstack?
L2255[20:55:02] <gigaherz> yes
L2256[20:55:22] <gigaherz> initCapabilities is called every time a new ItemStack is created from that Item
L2257[20:55:26] <gigaherz> including clonings
L2258[20:55:54] <gigaherz> read the javadocs for initCapabilities for some extra details
L2259[21:04:55] <williewillus> when the serialize is called do you get the root tag comp of the stack
L2260[21:04:59] <williewillus> or some special subtag for caps
L2261[21:05:09] <williewillus> because I want to keep using the old saving system that's there
L2262[21:07:00] <gigaherz> no idea
L2263[21:07:08] <williewillus> and is this serialize called for me
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L2265[21:07:44] <gigaherz> no wait, it's serializeNBT/deserializeNBT, it must be a nested tag for this capability alone
L2266[21:08:00] <gigaherz> and yes, if you implement ICapabilitySerializable<something>, it gets calledfor you
L2267[21:08:55] <williewillus> hmm so i'll need to do saving myself if I want to use my old system
L2268[21:09:50] <gigaherz> you'd have to return a non-Serializable ICapabilityProvider, and just keep the data in the NBT as usual, butthen the capability is sortof pointless
L2269[21:10:15] <gigaherz> couldn't you import old-style NBT data but not save it again?
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L2271[21:11:13] <gigaherz> meh gotta sleep
L2272[21:11:14] <gigaherz> night
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L2280[21:20:52] <Idlehumor> Question: How can I associate the modlist Map from @NetworkCheckHandler with a player when they connect? I'd like a way to recognise if my mod is on the connecting client without sending any custom packets
L2281[21:21:34] <Idlehumor> forge version 1558 for MC 1.7.10
L2282[21:24:39] <Idlehumor> right now I have it setting a static boolean variable and handling that variable on the ServerConnectionFromClientEvent, but I'm not sure if that will work unless each connection from client comes directly after each network handshake and can be guaranteed to associate with the same player
L2283[21:35:28] *** williewillus is now known as willieaway
L2284[21:35:33] <Idlehumor> reason being: I want to alert the player to download my "convenient but not required" mod when they type a command
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L2289[21:44:48] <Ordinastie> so much for readability >< settings.getCategories().forEach((cat) -> settings.getSettings(cat).forEach((setting) -> setting.applySettingFromComponent()));
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L2293[21:51:18] <Ordinastie> nooooooo :'( http://puu.sh/nwp6Y.png
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L2297[21:57:44] <Ordinastie> well, if I learned anything from that whole generic mess, it's that when in doubt, <?>
L2298[22:02:42] <Arctic_Wolfy> Any one know how to set the memory allication in a dev enviroment?
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L2300[22:06:04] <masa> you mean set the -Xmx argument in the run configuration?
L2301[22:07:01] <Arctic_Wolfy> I tried that, but I had an error.
L2302[22:07:19] <masa> which said what?
L2303[22:07:49] <Arctic_Wolfy> Wait... that was the VM's args...
L2304[22:08:00] <masa> yes
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L2306[22:08:38] <Arctic_Wolfy> I set it in the right one now I think.
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L2314[22:23:31] <Xain> lol got an object loaded in from blender into my mod its four times the size it needs to be XD
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L2317[22:47:32] <Cazzar> http://upload.cazzar.net/u/1457239561 wallhax to the max?
L2318[22:57:14] <Zorn_Taov> welp, my rugs are getting a downgrade from the previous version, I'm making too many blockstates :D
L2319[22:58:59] <Zorn_Taov> I made minecraft run out of memory
L2320[22:59:20] <Zorn_Taov> trying to generate 200k+ block states
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L2327[23:17:25] <Arctic_Wolfy> Soo... how do I ray trace?
L2328[23:17:35] <McJty> tterrag, latest version of chisel on CF still has the bug where blocks are destroyed by simply clicking on them?
L2329[23:17:46] <tterrag> McJty: yes
L2330[23:18:00] <tterrag> it's fixed on repo, but behind some other experimental changes
L2331[23:18:24] <McJty> ah ok
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L2339[23:37:08] <SirSavary> What's the most elegant way to ensure plants keep growing when the chunk unloads? Make it so plants keep the chunk loaded, or keep track of them and then tick them? or is there some other way
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L2342[23:39:50] <Ordinastie> Don't keep the chunk loaded
L2343[23:40:22] <Ordinastie> but you would need to keep track of the time somehow, and that's can't be done without a TE
L2344[23:40:50] <Ordinastie> oh, wait, nevermind, you have something special that allows it anyway :D
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L2347[23:49:51] <SirSavary> I don't follow @ Ordinastie , what's a TE?
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L2350[23:51:36] <McJty> SirSavary, Tile Entity
L2351[23:51:41] <Xain> does the obj loader support the material files
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L2353[23:52:07] <SirSavary> Ah okay ty
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