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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
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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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
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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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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L200[05:22:39]
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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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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 ...
L259[07:19:37]
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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?
L295[08:19:44] ⇦
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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 (...)
L304[08:22:01] ⇦
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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] ***
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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?
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
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] ***
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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
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
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
L400[09:00:47] ⇦
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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
L408[09:04:57] ***
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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
L454[09:15:20] ⇦
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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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L478[09:50:39]
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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
L486[10:04:34]
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L487[10:08:17] ⇦
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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
L493[10:09:45]
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L494[10:18:49] <ThePsionic> TIL Shift +
Backspace deletes an entire word
L495[10:20:46] ⇦
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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] ⇦
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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
L519[10:37:05] ⇦
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L520[10:39:56] <sham1> I was googling
around about java9 and OMG a REPL
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
L551[10:52:30] ⇦
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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
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
L588[11:00:26] ⇦
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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]
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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
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
L616[11:10:34] ⇦
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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
L622[11:13:15] ***
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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
L626[11:16:35] ***
Cykrix|Away is now known as Cykrix
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
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
L674[11:32:46]
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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..
L678[11:36:32] ⇦
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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] ***
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L687[11:39:08] ***
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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
L694[11:42:41]
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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
L702[11:44:43] ⇦
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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?
L713[11:47:46] ⇦
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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
L716[11:48:44]
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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...
L720[11:50:56]
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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
L722[11:52:08] ⇦
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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
L724[11:52:31] ⇦
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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
L778[12:01:25] ⇦
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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
L801[12:24:25] ***
Mraoffle is now known as Mraof
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?
L840[12:36:49]
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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
L850[12:38:07]
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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> ^^
L877[12:44:07] ⇦
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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
L893[12:46:32] ⇦
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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?
L971[12:57:55]
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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...
L982[12:59:21] ⇦
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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
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
L1004[13:02:23]
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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?
L1010[13:06:01]
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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...
L1013[13:06:49] ***
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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
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> -?
L1114[14:00:48]
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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
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
L1243[15:10:46]
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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
L1247[15:13:46]
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L1254[15:19:07] <Curle> typewriter
ftw
L1255[15:19:32] ***
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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...
L1264[15:24:29]
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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.
L1279[15:30:49] <Curle> Thanks, may make
things easier for me
L1280[15:31:24] <Curle> sweet!
L1281[15:32:19]
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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?
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
L1310[15:39:07] ***
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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
L1315[15:39:32]
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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
L1335[15:41:22]
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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
L1373[15:48:09]
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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 ._.
L1382[15:52:39] ***
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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
L1394[16:13:05]
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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
L1402[16:14:11]
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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?
L1431[16:19:46]
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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
L1440[16:22:25] ***
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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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L1624[16:53:41] <Ordinastie> I have :
public static class Packet<T> implements IMessage
L1625[16:53:48]
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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
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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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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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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()
L1753[18:29:27]
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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
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
>
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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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
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
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
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
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
L1921[19:09:07] ***
DonAway is now known as DRedhorse
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
L1957[19:16:11] ***
willieaway is now known as williewillus
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
L1965[19:17:18]
⇨ Joins: gudenau
(~gudenau@2602:306:cea3:f020:75aa:8ad5:4dad:adae)
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
L1997[19:22:12]
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(~covers162@2001:8003:a01c:4600:bda8:a0a3:ec13:bb17) (Read error:
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L1998[19:22:18] <masa> sure
L1999[19:22:55] <masa> so what did you
end up doing?
L2000[19:22:59]
⇨ Joins: covers1624
(~covers162@2001:8003:a01c:4600:bda8:a0a3:ec13:bb17)
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
L2037[19:28:06]
⇨ Joins: MattDahEpic
(~MattDahEp@184-96-202-46.hlrn.qwest.net)
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
L2079[19:35:53] ***
Vaht is now known as Tahg
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
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...
L2088[19:42:39]
⇦ Quits: WiZKiD
(~WiZKiD@pool-71-175-60-234.phlapa.fios.verizon.net) (Quit:
HydraIRC -> http://www.hydrairc.com <- Now with extra
fish!)
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
L2096[19:45:47]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 190
seconds)
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
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
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
L2162[19:58:47]
⇦ Quits: Berstarke (~androirc@187.65.189.147) (Read error:
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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
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
L2177[20:03:09]
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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<>(); :(
L2179[20:03:43] ***
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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...
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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
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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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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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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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