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L25[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160423 mappings to Forge Maven.
L26[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160423-1.9.zip (mappings
= "snapshot_20160423" in build.gradle).
L27[02:00:12] <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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L51[03:13:47] <Lumien> In 1.9, how do you
add stuff to vanilla loot tables? (If that's possible
already)
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L61[03:38:26] <raoulvdberge> When using
World.setBlock, how can I make it play a block place sound?
L62[03:38:41] <TehNut>
World.playSound
L63[03:45:20] <Cazzar> !gm playSound
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L73[04:14:56] <barteks2x> Is forge in any
way incompatible with visualvm?
L74[04:16:03] <ghz|afk> [10:13] (Lumien):
In 1.9, how do you add stuff to vanilla loot tables? (If that's
possible already)
L75[04:16:17] <ghz|afk> there's no way to
"add" to the loot tables, yet
L76[04:16:42] <Lumien> ok thx :)
L77[04:17:00] <ghz|afk> I mean not like,
some file that you just have and it appends to whatever the loot
tables contain
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L79[04:23:34] <barteks2x> I got crash like
this when profiling with vivualvm 1.3.8
java.lang.NoClassDefFoundError:
cubicchunks/server/CubePlayerManager$CubeWatcher$$Lambda$24
L80[04:23:51] <barteks2x> clearly something
is incompatible with something
L81[04:24:01] <ghz|afk> no idea,
sorry
L82[04:24:08] <barteks2x> :(
L83[04:24:21] <barteks2x> This visualvm
version should support even java 9
L84[04:24:41] <barteks2x> Is there a change
that forge is incompatible with VmsialVM instrumentation?
L85[04:25:22] <barteks2x> It crashed in
launchwrapper with NPE
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L88[04:26:01] <ghz|afk> there's a PR for
it
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L94[04:52:51] <barteks2x> I hope other
profiler will work
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L100[05:22:09] <barteks2x> After half hour
of waiting for profiling results java crashed with out of memory.
But somehow when I acciedentally run it twice it freezes the entire
OS but won't just stop
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L107[06:09:39] <barteks2x> Eighter
profiler is broke or I'm doing something wrong. it doesn't show any
usages of world.checkLightFor()
L108[06:15:10] <ghz|afk> \o/
L109[06:15:11] <ghz|afk> Taskbar clock on
all monitors: We heard a lot of requests for this from our gaming
community. We’re happy to announce that for the first time since
the taskbar was created, if you have multiple monitors and your
taskbar set to show on all displays, the clock will now be visible
on each Taskbar.
L110[06:15:22]
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L111[06:15:46] <ghz|afk> new Windows 10
insider build has one interesting thing!
L112[06:16:04] <ghz|afk> ooh nice
L113[06:16:21] <ghz|afk> the volume icon
popup will also show the output devices so you can quickly switch
between them
L114[06:16:58] <ghz|afk> ewh they changed
the UAC dialog to be more flat
L115[06:17:11] <barteks2x> So it means I
will have to install yet anther update when I start windows next
time
L116[06:17:33] <ghz|afk> ewh they added a
new icon for explorer
L117[06:18:05] <ghz|afk> hmm hopefully
it's just the app icon, and not the folder icon itself :/
L119[06:18:41] <ghz|afk> japanese IME
improvements sound nice, but don't affect me at all XD
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L121[06:18:59] <ghz|afk> ooh PC-specific
changes:
L122[06:19:00] <ghz|afk> We fixed the
issue causing the Xbox One Controller to lag and become hard to use
when connected to your PC.
L123[06:19:56] <barteks2x> oh, I didn't
see the word insider
L124[06:20:37] <ghz|afk> heh yeah it will
take a while before this reaches the general public
L125[06:21:07] <barteks2x> More than
anything I would like my touchpad to work correctly on
windows
L126[06:21:19] <ghz|afk> what's wrong with
it?
L127[06:21:57] <barteks2x> Depending on
program it eighter doesn't work at all, works only when app not in
focus, works normally, workss with hyperspeed, and even
the-faster-you-scroll-the-slower-it-is
L128[06:22:09] <ghz|afk> weird
L129[06:22:20] <ghz|afk> no updated
drivers for it?
L130[06:22:39] <barteks2x> they are up to
date
L131[06:23:16] <barteks2x> I can scroll
though 10000 lines in cmd window by moving my finger by 2 mm
L133[06:33:31] <LatvianModder> oi, broken
link
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L135[06:33:51] <LatvianModder> Im trying
to make my code more.. er.. acceptable? I guess thats the word
:P
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L140[07:04:11] <masa> wait what... how is
java now suddenly at 8u92 when it was 8u77 a month ago or so
L141[07:05:52] <LatvianModder> maybe they
just didnt release few versions
L142[07:06:19] <LatvianModder> ok, 20 is
not Few, but still. Forge also skips versions
L143[07:11:39] <ghz|afk> could simply be
internal builds,
L144[07:11:53] <ghz|afk> maybe those
builds never made it past QA
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L151[07:48:43] <Jiraiyah> is there an easy
way to add a scorboard command to game when the server starts
running or loading a world game? want to add the command xsuma
shows for death count :/
L152[07:49:31] <Jiraiyah> but don't want
to add it each time i start the game play :/
L153[07:50:54] <masa> you mean each time
you start a new world?
L154[07:51:24] <Jiraiyah> no, does
/scoreboard command works like game rules? i mean will it be
permanent for the world?
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L156[07:51:48] <masa> yes of course
L157[07:51:55] <Jiraiyah> ok, cool
:D
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L159[07:52:51] <Jiraiyah> but what if i
want it to happen automatically each time a new world is being
started without making the enable cheats on?
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L162[08:08:54] <Jiraiyah> i mean, for that
being done with a mod, i would need 3 things : 1- an event on
server when a world is being generated, 2- finding a way to send a
command that needs op or cheating 3- run the command on the
world
L163[08:09:04] <Jiraiyah> are these 3
possible? and how?
L164[08:09:11] <LatvianModder> scoreboards
can be pain in ass to setup properly :D
L165[08:09:11]
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L166[08:09:30] <LatvianModder> Also, they
aren't per-player. Some might not want a death counter screen in
their game
L167[08:09:55] <Jiraiyah> all i would need
is to send this command : /scoreboard objective add deathCount
!!!
L168[08:10:07] <masa> well with a mod you
can do pretty much anything ie. bypass any permissions,
right?
L169[08:10:15] <Jiraiyah> that would be
the sole perpouse of the mod, they can disable it?
L170[08:11:12] <masa>
WorldEvent.CreateSpawnPosition might be suitable for this, it
should be fired when a new world is being created
L171[08:11:34] <masa> unless there is a
better one, I don't have teh IDE open atm
L172[08:12:00] <Jiraiyah> ok, then how to
bypass the permission and how to run a command?
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L175[08:16:38] <masa> just look at the
scoreboard command, you should be able to just call it directly
from the mod
L176[08:17:43] <masa> or at least see what
it does and how to execute it
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L178[08:21:25] <Jiraiyah> i mean, how to
send a command from forge? like any other chat message?
L179[08:25:36] <Jiraiyah> damn i wish obs
had a pause for local recording !
L181[08:26:16] <Jiraiyah> the one on the
left is obs, the one on the right from video editor light shots you
tube setting
L182[08:26:26] <Jiraiyah> obs = 800 mb,
the final video 2.2 GB !!!
L184[08:27:24] <masa> why do you then edit
it at all?
L185[08:27:41] <Jiraiyah> had to pause the
game and respond a phone call :/
L186[08:27:44] <Jiraiyah> 7 min
L187[08:28:02] <Jiraiyah> i bet you tube
wouldn't want to see me talking persian and about life lol
L188[08:28:52] <masa> right, well no point
using that much higher bitrate than the original
L189[08:29:06] <Jiraiyah> that is the
thing, the free version won't let me set the bit rate
L190[08:29:12] <masa> can't that editor
just simply cut the video without re-encoding it all?
L191[08:29:36] <Jiraiyah> no video editor
do what you say, they always re render the video
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L194[08:31:31] <masa> well afaik ffmpeg
can do that from keyframes at least
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L197[08:32:47] <Jiraiyah> grrr a command
line editor is worst case for video editing lol
L198[08:34:44] <Jiraiyah> pausing the
video record is in to do list of obs, but not sure when it will
happen :/
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L200[08:35:46] <Intektor> can I somehow
change the fontheight?
L201[08:36:13] <masa> I'm also missing the
loop recording whatever it was called in the original OBS
L202[08:36:31] <ghz|afk> Jiraiyah: just
record multiple clips, and then merge them in any video editing
program
L203[08:37:00] <ghz|afk> concatenating
video clips is the easy part of editing ;P`
L204[08:37:00] <Jiraiyah> ghz, that won't
help because again it would re render the final video with the bit
rate it thinks is best
L205[08:37:17] <ghz|afk> not all
L206[08:37:29] <ghz|afk> there's apps that
can append clips directly without reencoding
L207[08:37:30] <Jiraiyah> true, i am not
new to video editing, but i always used a borrowed camtasia
L208[08:37:41] <ghz|afk> Virtualdub did
it
L209[08:37:50] <ghz|afk> although vdub
worked with .avi files so meh
L210[08:37:57] <Jiraiyah> hmm, may look
into it, last time i used that app was near 2010
L211[08:38:05] <Jiraiyah> no actually it
was 2006
L212[08:38:15] <ghz|afk> but there must be
programs that can merge video files in .mp4 or whatever
L213[08:38:17] <Jiraiyah> so that aspect
is not changed
L214[08:38:25] <Jiraiyah> will look into
it
L216[08:38:53] <ghz|afk> MP4Joiner is a
free application that allows join multiple MP4 files into one
without reencoding and without quality loss.
L217[08:40:23] <Jiraiyah> nice, at least
for future episodes i am good to go
L218[08:40:27] <Jiraiyah> thanks
L219[08:41:27] <Intektor> does someone
know how to copy and paste something in GL11?
L220[08:41:33] <ghz|afk> copy and
paste?!
L221[08:42:05] <ghz|afk> you mean like,
takea piece of the screen?
L222[08:44:23] <Intektor> wait
L223[08:44:27] <Intektor> I will show
you
L225[08:45:09]
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L226[08:46:05] <Intektor> Do you know how
to cut the rest away?
L227[08:46:27] <masa> uh what
L228[08:46:38] <masa> why won't you just
render the ones you want?
L229[08:47:22] <Intektor> well, the items
are spining, like in counter strike, if you know that. They are
spining, and I want to render only the pieces of them, which are in
the yellow frame
L230[08:49:17] <ghz|afk> Intektor:
Oh
L231[08:49:21] <ghz|afk> yo uwant a
scissor rect
L233[08:49:44] <Intektor> ah ok thank
you
L234[08:50:03] <ghz|afk> the basic one
with just one rectangle should work for you
L235[08:50:23] ⇦
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L236[08:50:29] <ghz|afk> rememberto
glDisable(GL_SCISSOR_TEST) afterward ;P
L237[08:51:14] <Intektor> ah ok thank
you
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L240[08:56:19] <barteks2x> Is there any
way to check which part of vanilla method takes most of the
time?
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L242[09:00:04] <Intektor> Oh wait, because
I wam working in Gl11, I have to use the real screen coordinates,
how does minecraft calculate for example, the x pos 100
L243[09:00:16] <Intektor> in minecraft
screen coordinates
L244[09:01:54] <ghz|afk> there's a scale
factor somewhere
L245[09:01:57] <ghz|afk> can't remember
where, though
L246[09:01:58] <ghz|afk> XD
L247[09:02:13] <ghz|afk> keep in mind,
thouhg
L248[09:02:14] <ghz|afk> what mc
does
L249[09:02:18] <ghz|afk> is setup a gl
transform
L250[09:02:22] <ghz|afk> with
glTranslate/glScale
L251[09:02:38] <ghz|afk> so afterward, the
gpu does it internally without mc's intervention ;P
L252[09:03:39] <Intektor> well, so? what
should I do? I need that thingy
L253[09:03:52]
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L257[09:10:04] <ghz|afk> Intektor: find
where mc calculates the scale factor of the gui
L258[09:10:06] <ghz|afk> and use the
value
L259[09:10:16] <ghz|afk> I already said, I
know it's there, just can't remember where
L260[09:10:38] <Intektor> maybe its in
ScaledResolution
L261[09:11:00] <ghz|afk> scaled resolution
would work, I guess
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L263[09:11:26] <ghz|afk> you can do like
x_real = x_scaled * width / scaledWidth
L264[09:12:58] ⇦
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L268[09:18:00] <vox> Thanks
L269[09:18:05] <vox> Thanks, hp
L270[09:24:59] <SomeGuyInATree> Which is
which?
L271[09:26:58] <vox> Dire is in the
middle
L272[09:27:16] <vox> Lex is the second one
from the left (IIRC)
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L278[09:42:55] <ghz|afk> SomeGuyInATree:
you recognize lex from the extreme neckbeard
L279[09:42:59] <ghz|afk> the rest, no idea
XD
L280[09:43:19] <SomeGuyInATree> I
recognised nobody.
L281[09:43:38] <ghz|afk> well next time,
you will
L282[09:43:41] <ghz|afk> at least lex
;P
L283[09:45:42] ⇦
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L288[09:58:30] <ghz|afk> there we go
L290[09:58:38] <ghz|afk> my Rift browser
block is now awesome :3
L291[09:59:44] <Jiraiyah> shouldn't list
player work in single player?
L292[09:59:57] <ghz|afk> ?
L293[10:00:32] <Jiraiyah> oh no, it's in
multiplayer section, how can i use scoreboard in single
player?
L294[10:00:47] <vox> Lol dire missed the
"take it easy"
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L296[10:02:32] <barteks2x> Does anyone
knows why visualvm profiling doesn't work with
forge+labmbdas?
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L303[10:10:45] <Jiraiyah> hmmm, how to
send a command from a mod? like normal chat messages?
L304[10:11:11] <vox> I'd look into the
command block api
L305[10:11:34] <vox> Also, there's some
interesting examples in WayOfFlowingTime's Blood Magic
L306[10:11:38] <vox> one sec, I'll link
it
L308[10:12:34] <vox> That's for 1.9 btw,
but it might work in 1.8.9
L309[10:13:07] <vox> His "no
spam" messages edit the messages that he sent previously so it
doesn't clutter the chat
L310[10:14:48] <Jiraiyah> hmm ok, but does
it work on commands like /scoreboard?
L311[10:15:36] <Jiraiyah> what i want to
mimic is an op who would send this in chat : /scoreboard objectives
add deaths deathCount Deaths
L312[10:18:40] <barteks2x> I need to know
which part of world.checkLightFor takes how much time. Is there any
way to get that information? (I suspect a few places but I can't
really check it)
L313[10:18:49] <Jiraiyah> hmm looks like
commands are simple chat messages, but is there a way to hide them
from showing up when the new world is being created?
L314[10:19:50] <capitalthree> I hope the
modding community jumps to minetest before microsoft's c++
minecraft
L315[10:21:10] <Jiraiyah> WHAT?
L316[10:23:15] <vox> I want to point out,
like Lex and Dire pointed out in the panel, that MS has shown no
intention of killing Java mincraft
L317[10:23:25] ***
TehNut|Sleep is now known as TehNut
L318[10:25:12] <Jiraiyah> but they are
going to make a "new" minecraft using c++?
L319[10:25:35] <vox> The Win10 edition is
in C++ already
L320[10:26:14] <Jiraiyah> ah
L321[10:26:18] <Jiraiyah> didn't try it
yet
L322[10:26:22] <barteks2x> I give up on
using any kind of profiler with forge. Generating skylight with
profiler on ETA: 2 hours
L323[10:26:54]
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L324[10:27:29] <TehNut> Jiraiyah: To
simply send a command as a chat message, take a look at JEI
L326[10:29:28] <vox> Oh hey TehNut. I was
just looking at some of your code :P
L327[10:29:32] <Jiraiyah> TehNut, how to
bypass the permission check for setting the score board from mod
then?
L328[10:29:37] <vox> (In Blood
Magic)
L329[10:30:15] <TehNut> Clientside
mod?
L330[10:30:24] <TehNut> vox: I saw that
:P
L331[10:31:04] <Jiraiyah> i donno if i
should keep it client side, i am gonna use a world event to send
two /scoreboard messages that will add death count as what you
would see in hermit craft server
L332[10:31:09] <Jiraiyah> so it shouldn't
be client side
L333[10:31:35] <Jiraiyah> but /scoreboard
command either needs the player to activate cheats or need to be an
op of server
L334[10:31:37] <TehNut> If you're on the
client, then the answer is "You don't".
L335[10:31:39] <Jiraiyah> i need to bypass
that check
L336[10:32:19] <vox> In other news, I
somehow managed to break every single block item in the last 10
minutes. Just getting tile.null.item, since I broke... something
:P
L337[10:32:41] <TehNut> Code?
L338[10:33:25] <vox> Uuh it's private on
github atm, I'll release it when I have something actually
functional
L339[10:33:29] <vox> It's all very bad
atm
L340[10:34:31]
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L341[10:34:39] <vox> I probably just
messed up something with registering the item
L342[10:41:29]
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L343[10:41:45] <Nitrodev> so how is
everyone this fine evening?
L344[10:41:53] <vox> I'm doing well
L345[10:41:58] <vox> You?
L346[10:42:26] <Nitrodev> Good'
L347[10:42:30] <M4thG33k> A redstone flux
api for 1.9 exists...correct?
L348[10:42:47] <TehNut> Not
officially
L349[10:43:11] <M4thG33k> But there's an
unofficial one that people are currently using, right?
L350[10:43:39] <vox> If I remember
correctly, we're still using the 1.7.10 one from CoFH
L351[10:43:56] <vox> That's the version
that RFTools is using, at least
L352[10:44:04] <TehNut> No CoFH released a
1.8.9 version
L353[10:44:14] <vox> Whoops, yeah that
one
L354[10:44:21] <TehNut> I'd grab whatever
Neotech (it's in Bookshelf) and RFTools use
L355[10:44:34] <vox> Whatever's sitting in
the CoFH/RedstoneFlux-API repo is what everyone's using
L356[10:44:50] <vox> Same version as in
McJtyLib (aka what RFTools uses)
L357[10:45:10] <vox> It's probably the
same version as in CoFHLib too
L358[10:45:18] <gigaherz> the 1.8 branch
of that, but yes
L360[10:45:37] <gigaherz> works in 1.8 and
1.9
L361[10:45:39]
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L362[10:45:50] <vox> yep, that one
L363[10:45:51] <M4thG33k> Sweet
thanks!
L365[10:46:01] <gigaherz> XD
L366[10:46:10] <gigaherz> it's not RF, but
it uses Capabilities ;P
L368[10:46:24] <vox> I'm sure you'll get
some takers eventually ghz
L369[10:46:38] <vox> Mod compatibility is
great though ;P
L370[10:46:46] <M4thG33k> Also, I've been
doing some reading and am still confused by how I should use this
code. Do I just put it in a folder that gets compiled with my mod,
or make a formal dependency somehow?
L371[10:47:27] <gigaherz> yeh that why my
1.8.9 ender-rift mod also exposes RF ;P
L372[10:48:11] <vox> M4thG33k: depends on
how your mod is structured
L373[10:48:29] <gigaherz> M4thG33k: easy
way is to keep it in your source
L374[10:48:36] <vox> If you depend on
RFTools or Thermal Expansion or something, you can just use the one
in their source
L375[10:48:49] <vox> If not, I'm just
keeping it in my source like ghz
L376[10:49:01] <gigaherz> if you use it as
an external dependency, then it won't work without some other mod
loading it for you
L378[10:49:13] <M4thG33k> That makes
sense. Thanks!
L379[10:49:17] <vox> no problem
L380[10:50:15] <vox> TehNut: would you
recommend changing the version number in the RF API? Right now i'ts
1.8.9R1.2.0B1
L381[10:50:37] <vox> I don't think it
matters too too much, but I have no idea what other people are
doing
L382[10:50:48] <TehNut> Neotech doesn't
appear to have changed it
L383[10:50:53] <TehNut> Didn't look at
RFTools
L384[10:50:54] <gigaherz> meh the version
number is just abstract
L385[10:51:00] <gigaherz> since the api
works as-is in 1.9
L386[10:51:04] <vox> That's true
L387[10:51:04] <gigaherz> you can just
leave it as-is also
L388[10:51:09] <vox> Okay, sounds good.
Thanks.
L389[10:51:35] <gigaherz> now that we are
talkingabout RF
L390[10:51:48] <gigaherz> I was meaning to
make a version of the CapabilityCore compatibility module
L391[10:52:09] <gigaherz> that adds
CapabilityCore|Energy wrappers to all TEs implementing RF
L392[10:52:31] <vox> That's one way to
make all of the RF mods compatible with your system
L394[10:52:36] <gigaherz> yup
L395[10:52:43] <gigaherz> but not the
other way around
L396[10:53:21] <gigaherz> a mod that
specifically looksfor RF
L397[10:53:24] <gigaherz> won't see RF on
mine
L398[10:53:40] <vox> That's true. I think
you'd have to implement the RF API still
L399[10:53:43] ⇦
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L400[10:53:44] <gigaherz> yeah
L401[10:53:51] <gigaherz> but the whole
point of Capabilities
L402[10:53:58] <gigaherz> is that they can
be addedwithout having to add new interfaces
L403[10:54:06] <gigaherz> so implementing
the RF api sortof defeats that
L404[10:54:25] <vox> Yep, agreed. It's
kind of a fallacy in the system I think
L405[10:54:30] <gigaherz> sincethe RF api
doesn't have any way to decouple the RF implementation
L406[10:54:35] <vox> Unless everyone
adopts it, it won't work
L407[10:54:38] <gigaherz> from the TE
itself
L408[10:54:38] <vox> yeah
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L412[11:01:15] <vox> TehNut: do you know
how Blood Magic inserts the version into the Constants.Mod class?
the VERSION string there is set to "@VERSION@"
L413[11:01:38] <vox> I assume that it's
some kind of Gradle integration or something but I'm not sure
L414[11:02:15] <TehNut> build.gradle
minecraft{} block
L415[11:02:27] <vox> Got it, thanks
L416[11:02:59] <vox> Also, looking more at
that code, how does the `public static final String DOMAIN =
MODID.toLowerCase(Locale.ENGLISH) + ":";` line even
compile?
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L418[11:03:16] <vox> If I do the same
thing in my code it refuses because that has to evauluate at
runtime
L419[11:03:36] <vox> (Actual error:
modifier 'static' is only allowed in constant variable
declarations
L421[11:03:40] <gigaherz> what java
version you use?
L423[11:03:54] ⇦
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L424[11:04:06] <gigaherz> you sure?
L425[11:04:15] <vox> I'll check but I
think that's it
L426[11:04:39] <gigaherz> uh well I just
pasted that exact line to both my 1.8.9 (java6) and 1.9 (java8) mod
versions
L427[11:04:42] <gigaherz> and the line
works in both
L428[11:04:49] <gigaherz> so it's not java
version XD
L429[11:05:38] ***
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L430[11:05:41] <vox> Hmmm
L431[11:05:52] <Nitrodev> hi willie
L432[11:05:57] <williewillus> heyo
L433[11:06:09] <vox> Uh, I at least
figured out a fix, even though it makes no sense
L434[11:06:18] <vox> I just changed the
class to static and now it's fine
L435[11:06:41] <vox> I have no idea why
that would affect it, since all of the constants were already
static and final, but whatever
L436[11:06:43] <masa> was it an inner
class or something?
L438[11:06:50] <vox> Yeah, it was
L439[11:08:12] <vox> Oh true, derp. Thanks
masa, that's definitely it
L440[11:08:48]
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L441[11:08:55] <williewillus> Trove
collections pls
L442[11:09:27]
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L443[11:09:27] <vox> @TehNut if I do
@VERSION@, will that prefer the version of the mod, outside of the
minecraft {} block, or the one inside of the block?
L444[11:09:40] <TehNut> Project
version
L445[11:09:53] <vox> So the one outside of
the block?
L446[11:09:58] <TehNut> yes
L447[11:09:59] <Matthew> imo doing source
replacement for the version is hacky
L448[11:10:04] <vox> Cool, thanks
L449[11:10:09] <Matthew>
mcmod.info/version.properties is the way to go
L450[11:10:30] <vox> Oh, that's
interesting. Can you do that at compile time, though?
L451[11:10:54] <vox> Heh, in mcmod.info
I'm also doing source replacement
L452[11:11:10] <Matthew> wel resource
replacement :P
L453[11:11:16] <Matthew> which is
better
L454[11:11:27] <vox> Fair enough
L455[11:29:07]
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L459[11:49:21] <vox> What's the default
value for item variants?
L460[11:49:30] <gigaherz>
"inventory"
L461[11:49:39] <vox> cool, thanks
L462[11:49:58]
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L463[11:50:07] <vox> So I can still do new
ModelResourceLocation(new ResourceLocation(domain,
"item/" + name), "type=" + variant) where
variant is "inventory" and get the same behavior?
L464[11:50:18] <vox> (Trying to unify all
of my resource loading code)
L465[11:50:20] <gigaherz> nono
L466[11:50:29] <vox> What am I
missing?
L467[11:50:33] <gigaherz> new
ModelResourceLocation(new ResourceLocation(domain,
"item/" + name), "inventory")
L468[11:50:41] <gigaherz> but if you do
that, you may as well do
L469[11:50:51] <gigaherz> new
ModelResourceLocation(domain + ":item/" + name,
"inventory")
L470[11:50:58] <gigaherz> no need to
create another intermediate instance ;P
L471[11:51:17] <vox> what's the type flag
actually do there?
L472[11:51:26] <gigaherz> it's just part
of the variant string
L473[11:51:29] <MattDahEpic> vox, its not
"type=inventory" its just "inventory"
L474[11:51:31] <gigaherz> it would look in
a blockstates json
L475[11:51:36] <gigaherz> for
L476[11:51:36] <vox> oooh okay
L477[11:51:38] <gigaherz> "variants:
{
L478[11:51:41] <gigaherz>
"type": {
L479[11:51:43] <vox> thanks
L480[11:51:44] <gigaherz>
"inventory": {}
L481[11:51:45] <gigaherz> }
L482[11:51:45] <gigaherz> }
L483[11:51:47] <gigaherz> instead of
L484[11:51:49] <gigaherz>
"variants": {
L485[11:51:54] <gigaherz>
"inventory":[{}]
L486[11:51:55] <gigaherz> }
L487[11:52:13] <vox> so I have
L488[11:52:18] <vox>
"variants":
L490[11:52:44] <vox> "normal": {
"model": "heliopower:oreSilicon_model" }
L492[11:53:13]
⇨ Joins: Seppon
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L493[11:53:22] <gigaherz> you'd just add
"inventory": { "model": "... }
L494[11:53:23] <vox> should I replace that
"normal" with "inventory"? It's definitely
loading the block model correctly except for the item part
L495[11:53:31] <vox> okay, I see.
Huh.
L496[11:53:36] <gigaherz> unless
L497[11:53:37] <vox> Is there a way to
just use the same model?
L498[11:53:44] <gigaherz> if oyu want it
to use the same model
L499[11:53:47] <gigaherz> you can use
forge-style blockstates
L500[11:53:57] <Taesh> Neither the
net.minecraft nor the net.minecraftforge libraries show up in my
Externals in IDEA. I've been trying to fix it with Gradle (deleting
caches and setting up the workspace over again) but I can't seem to
figure out how to do it.
L501[11:54:08] <Taesh> If someone could
help me I'd be forever grateful.
L502[11:54:20] <vox> Forge-style
blockstates?
L504[11:54:30] <vox> Taesh: What version
of idea?
L505[11:54:37] <Taesh> 2016 CE
L506[11:54:49] <gigaherz>
"forge_marker":1 causes the blockstates file to be parsed
by forge instead of the vanilla loader
L507[11:55:06] <gigaherz> which allows a
whole new set of features
L508[11:55:19] <gigaherz> you can avoid
the model files completely
L509[11:55:24] ⇦
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L510[11:55:31] <gigaherz> and declare the
model info directly in the blockstates file
L511[11:55:39] <gigaherz> like in the link
I just pasted
L512[11:56:27] <gigaherz> note that using
forge blockstates means all the models get loaded from
models/block/
L513[11:56:32] <gigaherz> even for
items
L514[11:56:41] <gigaherz> andyes, you can
use forge blockstates files for items
L515[11:57:07] <vox> Yeah I'm looking at
that commit
L516[11:57:20] <vox> What's the deal with
the object file loading?
L517[11:57:33] <gigaherz> OBJ is a 3d
model file format
L518[11:57:45] <vox> Yeah, I know that.
Forge supports loading those?
L519[11:57:47] <gigaherz> yes
L520[11:57:50] <gigaherz> along with
.b3d
L521[11:58:07] <vox> Taesh: Have you tried
running `gradlew genIntellijRuns`?
L522[11:58:24] <Taesh> vox, yes
L523[11:58:36] <gigaherz> Taesh: I believe
there was some bug with idea 2016
L524[11:58:49] <Taesh> pls no
L525[11:58:50] <gigaherz> or well, some
issue between idea 2016 and forgegradle
L526[11:58:50] <Taesh> why
L527[11:59:00] <vox> yeah there is, you
have to add `idea { module { inheritOutputDirs = true } }` to the
end of build.gradle
L528[11:59:06] <Taesh> I just want to
learn how to mod ;_;
L529[11:59:06] <gigaherz> no that's not
it
L530[11:59:09] <gigaherz> that was fixed a
while ago
L531[11:59:17] <gigaherz> there's another
issue with idea 2016
L532[11:59:23] <gigaherz> not sure exactly
what the problem was
L533[11:59:25] <vox> I'm not having issues
with IDEA Ultimate 2016
L534[11:59:32] <Taesh> Ultimate
L535[11:59:35] <Taesh> o-ok
L536[11:59:38] <gigaherz> but it involved
something missing when setting up a whole new forge
environment
L537[11:59:50] <MattDahEpic> im running
2016.1 CE and im not having any problems
L538[11:59:59] <gigaherz> existing
projects upgraded to 2016 shouldwork ok
L539[11:59:59] <williewillus> ultimate
2016 with no problems
L540[12:00:05] <vox> Yeah, 2016.1.1
here
L541[12:00:11] <gigaherz> Taesh: is it
2016.1.1?
L542[12:00:26] <Taesh> Let me check
L543[12:00:38] <vox> If you open it, it'll
be in the window title
L544[12:00:43] <MattDahEpic> Taesh, has
you ran setupDecompWorkspace?
L545[12:00:48] <vox> "Intellij IDEA
2016.1.1"
L546[12:00:49] <Taesh> Yes to both
L547[12:01:12] <Taesh> I've even deleted
the cache folder in .gradle and done it over again
L548[12:01:13] ⇦
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L549[12:01:34] <vox> gigaherz: Is there
any good documentation out there on those forge blockstates?
L550[12:01:50] <Taesh> I did a stupid and
didn't clean the cache before changing branches between 1.7 and
1.9
L551[12:02:03] <vox> Was that the
issue?
L553[12:02:31] <vox> thanks
L554[12:02:53] <Taesh> That's what I
suspect, but I'm an amateur on all levels when it comes to
development.
L555[12:03:02]
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L556[12:03:05]
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(~jorrit@94-225-203-206.access.telenet.be)
L557[12:03:06] <gigaherz> Taesh:
hmmm
L558[12:03:07] <Taesh> So I'm learning
everything as I go
L559[12:03:16] <gigaherz> how did you get
the project into idea?
L560[12:03:23] <gigaherz> did you import
the gradle file, or used "gradlew idea"?
L561[12:04:07] <Taesh> I imported the
gradle file I believe
L562[12:04:07] <Taesh> I did it from
inside IDEA
L563[12:04:07] <Taesh> and it recognized
gradle, so…
L564[12:04:18] <gigaherz> aha
L565[12:04:25] <gigaherz> thisi s how I
set things up myself
L566[12:04:26] <Taesh> I managed fine on
my Windows desktop
L567[12:04:38] <Taesh> did the same thing
there without any problems
L568[12:04:48] <gigaherz> I suually run
setupDecompWorkspace from outside, then import the gradle file into
idea, then open idea's gradle panel,
L569[12:04:53] <gigaherz> then run
genIntellijRuns
L570[12:04:58] <gigaherz> then press the
blue "refresh" icon in the gradle panel
L571[12:05:09] <vox> yep, that's what I
did
L572[12:05:28] <Taesh> Ok so, when you say
import the cradle file
L573[12:05:46] <Taesh> So I can make sure
I do it right, how do I do that?
L574[12:05:52] <Taesh> gradle*
L575[12:06:11] <gigaherz> either
"import" on the startup panel
L576[12:06:18] <gigaherz> or file ->
new -> project from existing sources
L577[12:06:26] <gigaherz> then choose the
gradle file
L578[12:06:30] <gigaherz> and choose
default wrapper
L579[12:06:44] <Taesh> Ok got it. Before I
do that, is there something I should do before closing the project
now?
L580[12:06:51] <McJty> Anyone have an
example on how you should do chest loot in 1.9?
L581[12:07:01] <gigaherz> shouldn't need
to
L582[12:07:18] <gigaherz> McJty: there's a
pr from williewillus with hooks for that
L583[12:07:22] <vox> McJty: using the loot
tables?
L584[12:07:29] <gigaherz> but it's sortof
in limbo, it seems
L585[12:07:30] <gigaherz> ;P
L586[12:07:33] <McJty> vox, yes but how. I
haven't found any documentation on how they work
L587[12:07:44] <Taesh> Thank you gigaherz
and vox
L588[12:07:45] <williewillus> yea someone
can pck it up if they want
L589[12:07:50] <williewillus> i don't have
time rn
L590[12:07:57] <williewillus> it's also
done wrong rn :P
L592[12:08:38] <gigaherz> hmm but
L593[12:08:49] <gigaherz> is there some
way to just add/register a new loot "context"?
L594[12:08:55] <McJty> gigaherz, ok
thanks
L595[12:09:00]
⇨ Joins: PieGuy128
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L596[12:09:00] <vox> McJty: It's pretty
complicated. One sec, the gamepedia wiki has some pretty good
docs
L597[12:09:02] <gigaherz> or was that part
of the PR also?
L598[12:09:12] <williewillus> what do you
mean by context
L599[12:09:16] <McJty> vox, yes I have
seen that. But doesn't really go into much details on how to do it
for your own mod
L600[12:09:26] <gigaherz> I mean if I want
my own chests to have their own loot tables
L601[12:09:35] <williewillus> if you don't
need to edit vanilla tables (adding and using your own) then
it
L602[12:09:38] <williewillus> s already
fully possible
L603[12:09:47] <Temportalist> aside from
the readthedocs, is there a good tutorial on Capabilities?
L604[12:09:48] <williewillus> editing
vanilla tables is the only missing thing
L605[12:09:51] <gigaherz> aha
L606[12:10:09] <vox> <world save
folder>
L607[12:10:09] <vox> data
L608[12:10:09] <vox> loot_tables
L609[12:10:09] <vox> minecraft
L610[12:10:09] <vox> <custom
directory>
L611[12:10:18] <williewillus> ?
L612[12:10:19] <vox> that's where the loot
tables can go
L613[12:10:21] <gigaherz> McJty: did you
need some new loot table aside of vanilla's or you wanted to
customize them?
L614[12:10:28] <vox> I have no idea how
they need to get there though
L615[12:10:38] <gigaherz> vox: that's not
what we are talking about
L616[12:10:39] <gigaherz> XD
L617[12:10:43] <williewillus> vox: no, we
mean editing it
L618[12:10:44] <williewillus> not
replacing it
L619[12:10:44] <McJty> I just want to add
my mods loot to existing chests
L620[12:10:45] <vox> Ah I see
L621[12:10:47] <vox> Got it
L622[12:10:49] <gigaherz> McJty:
yeah
L623[12:10:52] <gigaherz> that's what
isn't working yet.
L624[12:10:53] <williewillus> yeah not
possible rn
L625[12:10:56] <McJty> ah
L626[12:10:58] <williewillus> the only
thing that isn't :P
L627[12:11:00] <McJty> ok so then I
wait
L628[12:11:17] <gigaherz> it would be
possible for something like roguelike dungeons
L629[12:11:20] <gigaherz> to declare new
tables
L630[12:11:25] <gigaherz> for the
different levels
L631[12:11:34] <gigaherz> but notfor a mod
to add new loot to existingtables
L632[12:12:08] <gigaherz> you'd basically
have to provide custom loot tables, and ask the users to dump them
onto their world folders ;P
L633[12:12:16] <gigaherz> which is far
from ideal XD
L634[12:13:35] <williewillus> the problem
with editing that we ran into is that we want to add entries to a
specific pool
L635[12:13:49] <williewillus> but pools
are not distinguishable from each other (they're just in an
array)
L636[12:15:03] <Taesh> Re-importing the
project worked, thank you so much!
L637[12:15:18] <gigaherz> nice :)
L638[12:15:45] <gigaherz> williewillus:
I'll have to read up on how the tables really work, because I have
no idea what the "pools" are
L639[12:15:45] <gigaherz> XD
L640[12:15:49] <Taesh> Finally I can get
back to not knowing what I'm doing
L641[12:15:59] <vox> Taesh: same feeling
here :P
L642[12:15:59] <Taesh> As compared to
gradle/IDEA
L644[12:16:26] <vox> gigaherz: With these
forge blockstates, I don't need an item json file at all?
L645[12:16:37] <vox> Like right now I have
a:
L647[12:16:38] <vox> "parent":
"heliopower:block/oreSilicon_model",
L648[12:16:39] <vox> "display":
{
L649[12:16:39] <vox>
"thirdperson": {
L650[12:16:39] <vox> "rotation":
[ 10, -45, 170 ],
L651[12:16:40] <vox>
"translation": [ 0, 1.5, -2.75 ],
L652[12:16:44] <vox> "scale": [
0.375, 0.375, 0.375 ]
L656[12:17:06] <vox> and that's my
models/item/oreSilicon.json file, which is the item
definition
L657[12:17:13] <gigaherz> pastebin
L658[12:17:16] <gigaherz> even if it seems
short
L659[12:17:16] <vox> sure ;P
L660[12:17:17] <gigaherz> ;P
L661[12:17:47] <gigaherz> and yeah, if oyu
use forge blockstates, you wouldn't need the item model at
all
L663[12:18:33] <gigaherz> that explains in
more detail ;p
L664[12:18:51] <vox> thanks ghz (and I
guess in extension willie too :P)
L665[12:19:13] <vox> *clicks the 1.9 link
because who supports 1.8 anymore :P)
L666[12:19:17] <McJty> gigaherz, I found
out that if I don't use an item model (even with forge blockstates)
the items in my hand are huge
L667[12:19:28] <McJty> So I always had to
use my own item model to scale it back decently
L668[12:19:34] <vox> Yeah I've noticed
that as well
L669[12:19:39] <vox> That's why I have the
scale factor above
L670[12:19:42] <gigaherz> McJty:
"transform": "forge:default-item"
L671[12:19:42] <gigaherz> ;P
L672[12:19:47] <gigaherz> or
"forge:default-block"
L673[12:19:51] <McJty> where?
L674[12:19:53] <gigaherz> in the
blockstates jsonj
L675[12:19:56] <McJty> ah
L676[12:19:58] <gigaherz> next to
"model"
L677[12:20:29] <gigaherz>
"forge:default-block" has the thirdperson transforms
applied for you
L678[12:20:40] <gigaherz> and
"forge:default-item" has the normal item transforms
instead
L679[12:20:54] <gigaherz> it's sortof
obsoleted in 1.9
L680[12:21:07] <gigaherz> since they
removed the implicit transforms
L681[12:21:15] <gigaherz> and moved them
to "models/block/block.json"
L682[12:21:22] <gigaherz> and
"models/item/generated.json"
L683[12:21:47] <gigaherz> so if you
use
L684[12:21:56] <gigaherz>
"model": "item/generated" insteadof
"builtin/generated"
L685[12:21:58] <vox> Ugh now I have to go
read more things about 1.9 too
L686[12:22:04] <gigaherz> is has the bonus
of having the default transforms done to it
L687[12:22:07] <gigaherz> and for
blocks
L688[12:22:27] <vox> I love the TODO at
the end of the mcforge blockstates docmentation
L689[12:22:35] <gigaherz> you just base
them off "block/block" instead of no parent -- 1.9 allows
having both "parent" and "elements" at once,
unlike 1.8
L690[12:23:34] <williewillus> wait
L691[12:23:38] <williewillus> when is
getDrops called?
L692[12:23:42] <williewillus> vs
damageDropped getItemDropped?
L693[12:23:54] <gigaherz> getDrops CALLS
damagedropped
L694[12:23:57] <gigaherz> iirc
L695[12:24:07] <williewillus> if i just
override getDrops
L696[12:24:11] <williewillus> my block
doesnt drop anything
L697[12:24:36] <gigaherz>
dropBlockAsItemWithChance -> getDrops ->
itemDropped/damageDropped/amountDropped
L698[12:24:50] <gigaherz> if you override
getDrops, it should work as long as you return a list with items in
it
L699[12:24:58] <williewillus> uhhhh
okay
L700[12:25:36] <williewillus> i'm just
overriding that and nothing is dropping
L701[12:25:45] <gigaherz> is it
harvesting?
L702[12:25:49] <gigaherz> remember
creative doesn't harvest
L703[12:25:54] <gigaherz> so it will not
call dropBlockAsItem
L704[12:26:08] <gigaherz> and similarly if
you break a block with an invalid tool/ tool level
L705[12:26:26] <williewillus> in
survival
L706[12:26:30] <williewillus> and its my
flowers
L707[12:26:38] <gigaherz> is it getting
called at all?
L708[12:27:22] <vox> Btw, in a blockstate
can I do defaults: { model: "forge:default-block" }}
instead of "minecraft:cube_all"?
L709[12:27:37] <gigaherz> no
L710[12:27:45] <gigaherz>
forge:default-block is a *transforms* value
L711[12:27:55] <vox> ah got it, thanks.
Was wondering why that wasn't working
L712[12:28:06] <gigaherz>
"defaults": { "model":"cube_all",
"transforms":"forge:default-block" }
L713[12:28:09] <vox> *walks away slowly to
read more documentation*
L714[12:29:09] <vox> Can I still declare
"particle":" "blocks/lapis_block" or
whatever?
L715[12:29:25] <gigaherz> that's in
"textures": {}
L716[12:29:29] <williewillus> oh hm
L717[12:29:31] <williewillus> it is being
callefd
L718[12:29:36] <vox> yeah
L719[12:29:36] <gigaherz> and yes, you can
declare the "textures" block in there
L720[12:29:38] <gigaherz> next to
"model"
L721[12:29:40] <williewillus> but I need
the TE and it's already been erased by getDrops
L722[12:29:42] <vox> nice, thanks
L723[12:29:44] <williewillus> 0.o
L724[12:29:51] <gigaherz> williewillus:
there's a trick for that
L725[12:29:52] <gigaherz> sec
L726[12:30:26] <vox> Instead of declaring
oreSilicon_face0 through face5, is there a better way? I'm seeing
this "all" tag but I'm not seeing how to use it
L727[12:30:29] <williewillus> thx :P
L729[12:30:38] <gigaherz> you need those 3
overrides
L730[12:31:03] <Temportalist> Are there
any examples of entity capabilities yet?
L731[12:31:16] <williewillus> uhhh
ProjectE will have two
L732[12:31:16] <McJty> The wither
L733[12:31:18] <williewillus> once I'm
done
L734[12:31:18] <williewillus> :P
L735[12:31:19] <gigaherz> Temportalist:
they work exactly like the TE ones
L736[12:31:30] <McJty> The vanilla wither
has an entity capability I think
L737[12:31:32] <Temportalist> gigaherz: I
havent used capabilities yet, so that doesnt help
L738[12:31:50] <gigaherz> McJty: hmm I
assumed he meant the capabilities system, not the other
capabilities that the player has
L739[12:31:51] <gigaherz> Xd
L740[12:32:02] <williewillus> exposing
capabilities on an entity?
L741[12:32:04] <McJty> gigaherz, I also
mean the capability system
L742[12:32:07] <Temportalist>
williewillus: yes
L744[12:32:18] <gigaherz> if it's your own
entity
L745[12:32:18] <Temportalist> i have that
up...
L746[12:32:19] <McJty> Or hmm
L747[12:32:22] <williewillus> vanilla
entities only expose their inventories as caps
L748[12:32:25] <Temportalist> it is going
to be on a player
L749[12:32:25] <williewillus> I pr'ed
that
L750[12:32:26] <gigaherz> just override
hasCapability/getCapability
L751[12:32:32] <gigaherz> if it's not your
own entity
L752[12:32:34] <McJty> private static
final DataParameter<Boolean> INVULNERABLE =
EntityDataManager.<Boolean>createKey(EntityWitherSkull.class,
DataSerializers.BOOLEAN);
L753[12:32:35] <williewillus> use the
event
L754[12:32:38] <gigaherz> handle
AttachCapabilityEvent.Entity
L755[12:32:40] <McJty> Not sure what
exactly that means?
L756[12:32:40] <williewillus> uhh that's a
datawatcher
L757[12:32:44] <McJty> ah ok
L758[12:32:46] <williewillus> *the new
datawatcher
L759[12:32:48] <gigaherz> and then add an
ICapabilityProvider instance
L760[12:32:56] <williewillus> anyways
food, bbl
L761[12:33:01] <vox> Instead of declaring
oreSilicon_face0 through face5, is there a better way? I'm seeing
this "all" tag but I'm not seeing how to use it
L762[12:33:03] <gigaherz> from which you
override hasCapability/getCapability
L763[12:33:13] <vox> for the
textures
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L765[12:33:17] <gigaherz> Temportalist:
sec I'll show you an exmaple of an IEEP converted into
Capability
L766[12:33:27] ***
williewillus is now known as willieaway
L768[12:33:45] <gigaherz> this used to be
an IEEP
L769[12:33:51] <gigaherz> I transformed it
into a capability
L770[12:34:05] <gigaherz> but keeping what
should be a similar feel to how IEEPs were commonly
structured
L771[12:34:20] <gigaherz> (or at least how
I structured them ;P)
L772[12:34:32] <Temportalist> gigaherz:
thank you
L773[12:34:48] <Temportalist> thats what i
was looking for
L774[12:35:48] <gigaherz> heh I'm getting
more new downloads for 1.9 than 1.8
L776[12:37:00] <gigaherz> right now the
only mod I didn't decide to maintain both 1.8.9 and 1.9 ports at
once
L777[12:37:01] <gigaherz> is
Survivalist
L778[12:37:18] <gigaherz> and mostly
because so far as i'm concerned, the 1.8.9 version is
feature-complete
L779[12:37:18] <vox> willieaway: aww, what
happened to Botania? I didn't hear about that
L780[12:37:18] <gigaherz> ;P
L781[12:37:38] <gigaherz> vox: I believe
botania on 1.9 works already?
L782[12:37:48] <vox> Vazkii stopped
working on it
L783[12:37:54] <Temportalist> gigaherz:
does it?
L784[12:37:58] <Temportalist> vox: sad
:(
L785[12:38:05] <vox> I think willie's been
the one maintaining it since 1.7.10
L787[12:38:43] <Temportalist> well right
now im working on a new magic mod if that helps at all :P
L789[12:38:56] <vox> I mean, botania will
still be around if willie is maintaining it
L790[12:39:00] <Temportalist> true
L791[12:39:02] <gigaherz> yeah that's the
point
L792[12:39:10] <gigaherz> Temportalist: I
have a magic mod too ;P
L793[12:39:14] <gigaherz> and there's
Psi
L794[12:39:41] <Temportalist> haha
L795[12:39:44] <gigaherz> and then
BloodMagic, and Thaumcraft, that are still officially
developed
L796[12:39:50] <vox> So btw gigaherz
L797[12:39:52] <gigaherz> and Botania
maintained by willie
L798[12:39:54] <gigaherz> so yeah
L799[12:40:01] <gigaherz> 1.8.9/1.9 will
have a lot of magic in it
L800[12:40:01] <gigaherz> ;P
L802[12:40:22] <vox> For these
blockstates, how do you actually *use* the textures: { all: {...}}
tags?
L803[12:40:32] <gigaherz> Temportalist:
capabilities have to be registered before you can use/attach
them
L804[12:40:34] <vox> Right now I'm using
down, up, etc
L805[12:40:38] <gigaherz> that's the
registration logic
L806[12:40:42] <gigaherz> a minimal
version of it
L807[12:40:47] <gigaherz> it's technically
incorrect
L808[12:40:56] <Temportalist> but your
storage doesnt do anything?
L809[12:41:02] <gigaherz> I don't
store
L810[12:41:10] <gigaherz> spellcast data
is lost when the world closes
L811[12:41:17] <gigaherz> you don't resume
casting ;p
L812[12:41:18] <Temportalist> ah
L813[12:41:24] <gigaherz> but either
way
L814[12:41:27] <gigaherz> storage is
opt-in
L815[12:41:40] <gigaherz> IStorage is
designed to go along with the default implementation system
L816[12:41:45] <gigaherz> which I decided
to ignore
L817[12:41:49] <Temportalist> haha
L818[12:41:50] <gigaherz> even though the
official specs say it's required
L819[12:41:57] <gigaherz> so no one calls
my IStorage
L820[12:41:58] <Temportalist> so IStorage
writes data on world close
L821[12:42:00] <gigaherz> no
L822[12:42:09] <Temportalist> or when the
player leaves?
L823[12:42:11] <gigaherz> the user of the
capability can call IStorage
L824[12:42:12] <gigaherz> if they want
to
L825[12:42:18] <Temportalist> ?
L826[12:42:21] <gigaherz> for an attached
capability
L827[12:42:23] <gigaherz> if you want it
to save at all
L828[12:42:37] <gigaherz> you have to
return an ICapabilityProvider that is also INBTSerializable
L829[12:42:48] <gigaherz> for anonymous
implementations you can use ICapabilitySerializable
L830[12:42:56] <gigaherz> then on top of
the hasCapabiliy/getCapability methods
L831[12:43:00] <Temportalist> im slightly
confused
L832[12:43:02] <gigaherz> you'll also have
serializeNBT and deserializeNBT
L833[12:43:26] <gigaherz> capabilities
don't save by default
L834[12:43:34] <gigaherz> IStorage isn't
called automatically
L835[12:43:41] <gigaherz> it's up to you
to get them saved
L836[12:43:43] <Temportalist> oh
L837[12:43:46] <gigaherz> and the way
forge provides for saving
L838[12:43:58] <gigaherz> is
ICapabilitySerializable<T>
L839[12:43:58] <Temportalist> so there is
really no point to IStorage
L840[12:44:06] <gigaherz> the whole point
of IStorage
L841[12:44:10] <gigaherz> is to provide a
save/load system
L842[12:44:14] <gigaherz> that works with
the default implementations
L843[12:44:16] <Temportalist> ah
L844[12:44:17] <gigaherz> which may be
opaque
L845[12:44:24] <gigaherz> so you can
do
L846[12:44:47] <gigaherz>
capability.getDefaultInstance()
L847[12:44:53] <gigaherz> to create a new
default implementation instance
L848[12:44:55] <gigaherz> and then
L849[12:45:08] <gigaherz>
capability.readNBT/writeNBT
L850[12:45:28] <gigaherz> (pre-1.9,
cpability.getStorage().readNBT(capability) )
L851[12:48:39] <gigaherz> ....
L852[12:48:40] <gigaherz> MEH
L853[12:48:52] <gigaherz> the capability
compat wrapper thing won't work at all
L854[12:49:22] <gigaherz> RF generators
would never be able to push energy into non-RF machines, and that's
like the most usefule use of it
L855[12:49:53] <vox> Pfft I'm having
trouble with these blockstates again :P
L856[12:50:21] <vox> So right now I do
GameRegistry.register(block) to register the block, and that loads
the blockstates file and the model file
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L859[12:50:43] <vox> And then I load the
item model file separately
L860[12:50:49] <vox> How does this work
now?
L861[12:51:17] <Jiraiyah_> how can i make
a dummy player server side? would it be possible to use him to send
a chat message server side then?
L862[12:51:50] <hipsterpig> look into
FakePlayer Jiraiyah_
L863[12:51:57] <Jiraiyah_> oh and that
dummy player need to be op
L864[12:51:58] <hipsterpig> take note that
it can be kinda crashy if used wrong
L865[12:52:08] <hipsterpig> also why would
you need one even
L866[12:52:09] <Jiraiyah_> will keep it in
mind
L867[12:52:30] <Jiraiyah_> want to send a
scoreboard commands from server on world creation
L868[12:52:53] <gigaherz> vox: in order
for a block in item form, or an item, to have a model
L869[12:52:55] <gigaherz> you have to
apply for it
L870[12:53:02] <gigaherz> using
ModelLoader.setCustomModelResourcelocation
L871[12:53:07] <gigaherz> in the preinit
phase
L872[12:53:09] <gigaherz> in your client
proxy
L873[12:53:10] <vox> Okay, that's what I'm
doing now
L874[12:53:37] <vox> But for the
ModelResourceLocation that uses, how do I specify the file?
L875[12:53:49] <gigaherz> the resource
location IS the file
L877[12:54:03] <vox> Do I just plug in the
same one as the block?
L878[12:54:19] <gigaherz> sure?
L879[12:54:37] <hipsterpig> Jiraiyah_:
why... not just see what the scoreboard command does.. and trigger
that code yourself....?????????????????????
L880[12:55:00] <Jiraiyah_> it will add
death counting like what hermit craft guys have
L881[12:55:02] <vox> So I just need that
one single blockstates file, and nothing else?
L882[12:55:13] <gigaherz> yeh
L883[12:55:16] <Jiraiyah_> i want to make
a mod solely for that so that people don't need to keep those two
commands around
L884[12:55:17] <vox> Okay, thanks
L885[12:57:25] <vox> Whoo crashes! Love
it!
L886[12:57:46] <Jiraiyah_> problem is, for
the commands to work, either the world in single player needs it's
cheats on, or on server, the one sending the command need to be op,
that is why i want to make a fake player with op permission, send
the commands on world generation and then remove the fake
player
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L888[12:58:43] <vox> Why don't you skip
the command altogether?
L889[12:58:52] <vox> Find out what code it
actually calls and call that directly?
L890[12:58:54] <Jiraiyah_> oO WHAT?
L891[12:59:09] <Jiraiyah_> nah, did you
watched hermit craft season 4?
L892[12:59:14] <TehNut> Are you still
trying to do this from the client?
L893[12:59:19] <vox> I think he is
L894[12:59:25] <Jiraiyah_> the tab key
that used to list online players will add the death count to their
names
L895[12:59:40] <Jiraiyah_> TehNut, not
really, i think it should be server side really
L896[12:59:47] <TehNut> It definitely
should
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L898[13:00:43] <Jiraiyah_> i was going to
subscribe a WorldEvent.CreateSpawnPosition and handle things from
there, that is definitely server side
L899[13:01:01] <TehNut> When world is
created, world.getScoreBoard().addScoreObjective()
L900[13:01:48] <vox> I'm heading to lunch,
later all
L901[13:01:48] <Temportalist> gigaherz: Im
using a lot of scala magic for this >:D
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L906[13:13:41] <Temportalist> gigaherz: do
you want to see what I've come up with thus far?
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L908[13:29:52] <gigaherz> Temportalist: I
guess
L909[13:29:55] <gigaherz> although my
scala is meh ;P
L911[13:31:22] <Temportalist> General
question: will forge detect SubscribeEvent functions in parent
classes?
L912[13:32:47] <gigaherz> dunno
L913[13:33:07] ***
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L914[13:33:10] <gigaherz> I just put the
subscribeEvent stuff in a handler class specific to that one
capability
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L917[13:54:00] <thecodewarrior> How am I
supposed to compare IBlockStates, are two equivalent ones always
the same object?
L918[13:55:41] <thecodewarrior> nvm, from
looking at the implementation I'm pretty sure they are.
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L921[13:59:36] <MattDahEpic> can you have
an item that takes damage and has different types?
L922[14:00:10] <TehNut> I always use NBT
for stuff like that
L923[14:00:17] <TehNut> Meta for types,
NBT for damage
L924[14:01:39] <MattDahEpic> nbt for
damage? what about the bar then?
L925[14:04:09] <TehNut> Look in Item
L926[14:04:40] <TehNut>
showDurabilityBar(ItemStack) and
getDurabilityForDisplay(ItemStack)
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L929[14:25:09] <vox> This null pointer
exception has stumped me for like an hour :/
L930[14:25:52] <vox> I'm doing something
horribly wrong when I'm registering an ItemBlock using the new
forge blockstate definitions for 1.9
L931[14:26:04] <vox> And I'm getting a
nullpointer on.... something.
L932[14:26:09] <vox> No telling what
L933[14:26:39] <vox> Is there a way to run
some actual debugger on the client in IDEA?
L934[14:27:06] <barteks2x> Why it wouldn't
work?
L935[14:27:36] <vox>
java.lang.NullPointerException: Initializing game
L936[14:27:36] <vox> at
net.minecraftforge.client.model.ModelLoader.setCustomModelResourceLocation(ModelLoader.java:1070)
L937[14:27:36] <vox> at
com.voxmods.heliopower.util.helpers.InventoryRenderHelper.registerRender(InventoryRenderHelper.java:40)
L938[14:27:50] <barteks2x> I mean, why
debugger wouldn't work
L939[14:28:06] <vox> Oh, I just have no
idea how I would set one up to work with ForgeGradle
L940[14:28:12] <vox> or Gradle in
general
L941[14:28:33] <barteks2x> I just use
genIntellijRuns, and use idea debug mode. But you have to be
careful with mouse pointer on linux
L942[14:28:54] <vox> Oh cool, I forgot I
could do that
L943[14:28:55] <vox> cool
L944[14:29:29] <vox> Hah, I got an error
"Error: Could not find or load main class
GradleStart"
L945[14:29:33] <vox> welp, time to debug
that too
L946[14:29:54] <barteks2x> Tried
refreshing gradle project?
L947[14:30:06] <barteks2x> oh, wait, idea
16?
L948[14:30:20] <vox> Yep, 2016.1.1
Ultimate
L949[14:30:45] <barteks2x> I think there
was a problem with idea 16 that rewuired editing run configuration
to change something to something_main
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L951[14:31:15] <vox> Alright, I'll look
around for that
L952[14:31:19] <barteks2x> But I'm not
sure, Iused idea 16 2 weeks ago
L953[14:33:03] <barteks2x> I think it was
module classpath that needed the change
L954[14:33:09] <TehNut> First off
L955[14:33:14] <TehNut> Don't use
InventoryRenderHelper
L956[14:33:30] <TehNut> I hate it and wish
I never wrote it
L957[14:33:54] <vox> I've rewritten it
pretty completely, I didn't like the implementation but I liked the
idea
L958[14:34:18] <vox> Okay, what was the
rest of what you were saying though? :P
L959[14:34:34] <TehNut> Second, have you
tried breakpoints?
L960[14:34:57] <barteks2x> It needs to run
in debug mode first
L961[14:34:59] <vox> Do those work when
building/running from command line?
L962[14:35:06] <vox> Yeah, I haven't been
able to do that since something is broken
L963[14:35:12] <TehNut> wat
L964[14:35:27] <vox> I got an error
"Error: Could not find or load main class
GradleStart"
L965[14:35:34] <vox> When I tried to run
in debug mode
L966[14:35:52] <TehNut> What IDE?
L967[14:36:03] <vox> IDEA 2016.1.1
Ultimate
L968[14:36:16] <TehNut> How did you import
the project?
L969[14:36:54] <vox> Ran
genDecompWorkspace, imported into IDEA, then ran genIntellijRuns
and reloaded the gradle script
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L972[14:38:54] <vox> Oh derp really
L973[14:39:10] <barteks2x> As I said
before, something needs to be changed to something_main in run
configuration
L974[14:39:16] <vox> Nope, not the only
issue
L975[14:39:21] <vox> That got me to a
different error though
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L978[14:40:15] <vox> Where should I
specify the output path to be? It's not set.
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L980[14:41:43] <TehNut> output path?
L981[14:42:00] <vox> one sec, I'll get a
screenshot
L983[14:43:34] <barteks2x> File -->
project structure?
L984[14:43:52] <vox> Yeah, that's where
the setting is
L985[14:43:57] <vox> I don't know what to
set it to :P
L986[14:44:13] ***
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L987[14:44:13] <vox> It has to be
something in the run directory. run/mods?
L988[14:44:15] <barteks2x> for my project
it's /home/bartosz/my-cubic-chunks/CubicChunks/classes
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L990[14:44:42] <TehNut> It's usually
projDir/build/classes
L991[14:45:02] <barteks2x> no idea why
it's not in build directory for me
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L993[14:45:26] <vox> Looks like that's
where gradle puts it when building from command line. Thanks
L994[14:46:05] <vox> Okay cool, looks like
it's working
L995[14:46:17] <vox> Now I can get down to
actually figuring out what the heck is dying in my code
L996[14:46:21] <vox> Thanks
L997[14:47:38] <MattDahEpic> is it
possible to make an item json that has states?
L998[14:47:57] <williewillus> no
L999[14:48:03] <williewillus> blockstates
are for blocks
L1001[14:48:26] ***
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L1002[14:48:41] <TehNut> I use an
ItemMeshDefinition to tell it which "state" to use
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L1004[14:51:44] <vox> why is this item
null
L1005[14:52:07] <vox> Apparently
Item.getItemFromBlock() can return null
L1006[14:52:21] <vox> Now I have to hunt
down whatever else I'm doing wrong :P
L1007[14:52:43] <vox> Or, is there a
better way to do this than Item.getItemFromBlock()?
L1008[14:54:04] <vox> The block is
definitely not null
L1009[14:55:02] <vox> Oh derp, it's a 1.9
thing
L1010[14:55:22] <vox> Apparently I have
to manually register an ItemBlock for it
L1011[14:55:52] <vox> williewillus:
thanks for the great gists :D
L1012[14:56:00] <williewillus> no
prob
L1013[14:57:43] <vox> Can I just do this?
ItemBlock item = (ItemBlock)(new
ItemBlock(block).setRegistryName(Constants.Mod.MOD_ID,
name));
L1014[14:58:57] <vox> Looks like it
didn't crash, at least
L1015[14:59:07] <williewillus> yes
L1016[14:59:16] <williewillus> be sure
your register it lol
L1017[15:00:31] <vox> Do I just register
it using GameRegistry.register() or do I still have to do the
ModelLoader.setCustomModelResourceLocation stuff?
L1018[15:01:04] <TehNut>
GameRegistry
L1019[15:01:19] <TehNut> Make sure the
registry name you give it is the same as the block's
L1020[15:03:26] <vox> Like so?
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L1023[15:05:24] <TehNut> yeh
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L1025[15:06:45] <vox> I've cleaned that
up a little, too.
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L1031[15:17:24] <vox> Okay, got the forge
blockstates mostly working
L1033[15:18:13] <TehNut> console/
L1034[15:18:35] <vox> No errors to be
seen
L1035[15:18:46] <vox> Oh, actually
L1036[15:19:00] <vox> Hm, there's some
oddness with prefixes
L1037[15:19:44] <vox> Also, I'm going to
upload my code at this point
L1038[15:19:47] <vox> No reason not to I
guess
L1039[15:20:09]
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L1040[15:20:29] <vox> Whoops, I broke it
more
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L1049[15:44:12] <LexMobile> 16:01
<TehNut> Make sure the registry name you give it is the same
as the block's
L1050[15:44:20] <LexMobile> Doesnt
matter
L1051[15:45:21] <TehNut> I thought that's
how it found it
L1052[15:45:39] <LexMobile> Nope
itemblocks
L1053[15:46:07] <williewillus> how does
Item.getItemFromBlock work then?
L1054[15:46:14] <williewillus> it only
works for ItemBlocks?
L1055[15:46:18] <vox> Btw Lex, do you
know what the status on TE is?
L1056[15:46:24] <williewillus> on
wha?
L1057[15:46:33] <vox> Thermal
Expansion
L1058[15:46:37] <vox> I haven't talked to
anyone who does
L1059[15:46:47] <LexMobile> Yes
L1060[15:47:00] <vox> It seems like some?
parts have been ported to 1.8/1.9 but I have no idea which ones if
not all of them
L1061[15:47:07] <williewillus> go ask
cofh that :P
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L1063[15:47:24] <vox> I asked in their
irc channel yesterday and none of the devs responded
L1064[15:47:39] <vox> It seems like at
least the RF API works in 1.9 though
L1065[15:47:52] <williewillus> they're
too busy complaining about it to work on it /s
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L1067[15:52:01] <Taesh> same tbh
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L1069[15:55:53] <vox> We'll see if I get
a response on twitter, I tweeted to KingLemming and the team's
twitter account
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L1072[15:59:12] <williewillus> well
modders hate eta asking
L1073[15:59:13] <williewillus> and
giving
L1074[15:59:16] <williewillus> so doubt
you'll get ae response
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L1077[16:03:46] <LexMobile> So howed you
guys think the panel went?
L1078[16:05:11] <vox> Very well
L1079[16:05:12] <LatvianModder>
osom
L1080[16:05:22] <LatvianModder> I got
mentioned, thats all I needed :D
L1081[16:05:29] <LexMobile> Ha
L1082[16:05:30] <gigaherz> I missed the
beginning, but what I caught was nice enough
L1083[16:05:33] <vox> The best part was
you and dire playing off of each other :D
L1084[16:05:55] <LatvianModder> I loved
when cpw accidently told a dirty joke and lex just starts laughing
silently
L1085[16:07:13] <LexMobile> Hehe ya i
almost lost it... im mature.... i swear....
L1086[16:07:49] <gigaherz> we all carry
an inner child that laughs when we hear a a dirty word
L1087[16:08:54] <LexMobile> I like the
last two panels more and more
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L1089[16:09:25] <vox> You have any more
panels this weekend Lex?
L1090[16:09:27] <LexMobile> Its become
more then "how does dire make vidjas" and "how does
get forgecraft"
L1091[16:10:00] <vox> Yeah, that's
definitely true. Though for my part, hey Lex, "how does get
forgecraft?!?!" :P
L1092[16:10:15] <LexMobile> Still dont
like that soaryn leaches his fame off these panels but whatever
-.-
L1093[16:10:34] <LexMobile> And no, im
not on anymore slow has one tomarrow
L1094[16:10:51] <vox> You know what
time?
L1095[16:11:14] <LexMobile> Not off hand
just vheck the site its about minecraft packs
L1096[16:11:21] <vox> Cool, thanks
L1097[16:11:24] <LatvianModder> I think
thats what he is all about it, isnt he? Step 1: Promise to make a
cool mod 2) Get many twitter / twitch followers 3) Ditch the mod,
keep followers, make money of fame :D
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L1100[16:12:01] <gigaherz> oww
L1101[16:12:13] <gigaherz> I just got my
elytra in my vanilla game
L1102[16:12:14] <Intektor> It was very
great, but I missed hwo that girl was, it was jadedcat I
guess?
L1103[16:12:18] <gigaherz> and I was
trying them
L1104[16:12:23] <gigaherz> and I tried to
thread the needle
L1105[16:12:27] <gigaherz> planted the
face instead
L1106[16:12:35] <LatvianModder> It can be
found somewhere in end?
L1107[16:12:47] <gigaherz> elytra? the
floating ships on the outer ring
L1108[16:12:48] <vox> I actually don't
remember Intektor
L1109[16:12:50] <LatvianModder> lol no,
Intekto
L1110[16:12:57] <LatvianModder> You mean
on panel or what?
L1111[16:13:02] <Intektor> yes
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L1113[16:13:12] <gigaherz> oh yeah who
was on the panel? I could only recognize lex ;P
L1114[16:13:20] <vox> Dire was
moderating
L1115[16:13:31] <Intektor> But who was
that women?=???????
L1116[16:13:42] <LatvianModder> Tails
dev
L1117[16:13:48] <LatvianModder>
K-smth
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L1119[16:14:22] <vox> Kihira?
L1120[16:14:27] <Intektor> I dont want to
sound mean or something, but she was little strange :P
L1121[16:14:47] <vox> Yeah, Kihira
L1124[16:14:57] <LexLap> you're not to
far off the truth latvian
L1125[16:15:13] <LexLap> and no jaded
wasnt there, jaded has nothing to do with minecraft/modding
anymore
L1126[16:15:19] <LexLap> well AFAIK
L1127[16:15:21] <tterrag|ZZZzzz>
Jiraiyah_: not at all
L1128[16:15:24] ***
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L1129[16:15:33] <LatvianModder> I havent
heard anything of her minecraft-related for a loong time
L1130[16:15:33] <Jiraiyah_> how should i
handle it then?
L1131[16:15:44] <LexLap> It's was Kihira,
she makes the tails mod.
L1132[16:15:53] <gigaherz> Jiraiyah: I
don't think "setdisplay" means
"setdisplayname"?
L1133[16:15:54] <tterrag> for one,
setDisplayName has nothing to do with display location
L1134[16:16:02] <MoxieGrrl_> And don't
forget Player Rugs, our new favorite mod. :P
L1136[16:16:15] <vox> LexLap, ^
L1137[16:16:22] <LexLap> Don't care
L1138[16:16:24] <gigaherz> it's supposed
to be used to set the display location
L1139[16:16:44] <LatvianModder> vox: be
careful with pinging
L1140[16:17:06] <Jiraiyah_> how to set
the display position? Objective has nothing for it i think
L1141[16:17:10] <vox> fair enough
L1142[16:17:21] <gigaherz> look at
CommandScoreboard#setDisplayObjective
L1143[16:17:25] <LatvianModder> Unless
forge is downloading a virus or consuming your computer or smth...
"Do not say Lex's full nick unless nessasary" in the
rules
L1144[16:17:29] <gigaherz> it does
L1145[16:17:37] <gigaherz>
scoreboard.setObjectiveInDisplaySlot
L1146[16:18:03] <gigaherz> whre the
scoreboard is worldServer.getScoreboard()
L1147[16:18:17] <Intektor> YOu have such
a meanly beard :D
L1148[16:18:23] <Intektor> manly
L1149[16:18:41] <LatvianModder> Nah, its
meanly :P
L1150[16:18:44] <gigaherz> is there any
unmanly beard?
L1151[16:18:52] <Intektor> yeah#
L1152[16:18:57] <DanYeomans>
pleanty
L1153[16:18:58] <gigaherz> or more
accurately, if it's not manly, is it really a bear?
L1154[16:18:59] <gigaherz> ;p
L1155[16:19:04] <gigaherz> beard*
L1156[16:19:12] <tali713_> gigaherz: see
"Prince"
L1157[16:19:16] <Intektor> just google it
:D
L1158[16:21:27] <Jiraiyah_> giga, which
one is setDisplayObjective? there are tons of srg there
L1159[16:21:46] <gigaherz> use !gm
L1160[16:21:52] <gigaherz> I'm looking at
recent 1.9 mappings
L1161[16:21:52] <gigaherz> ;P
L1162[16:22:13] <Jiraiyah_> !gm
func_184904_b
L1163[16:22:21] <gigaherz> no, !gm
setDisplayObjective
L1164[16:22:24] <gigaherz> so it tells
you what the srg was
L1165[16:22:25] <gigaherz> XD
L1166[16:22:34] <Jiraiyah_> !gm
func_184926_a
L1167[16:23:08] <Jiraiyah_> !gm
func_184924_a
L1168[16:24:05] <gigaherz> is there any
mod yet that adds a special slot for elytra, do that it doesn't use
up the chest slot?
L1169[16:24:05] <gigaherz> ;P
L1170[16:24:15] <gigaherz> so*
L1171[16:26:32] <Jiraiyah_> !gm
func_184906_o
L1172[16:26:59] <Jiraiyah_> !gm
func_184907_n
L1173[16:27:31] <Jiraiyah_> !gm
func_184914_m
L1174[16:28:15] <Jiraiyah_> !gm
func_184912_l
L1175[16:28:42] <Jiraiyah_> !gm
func_184918_k
L1176[16:29:05] <Jiraiyah_> !gm
func_184920_j
L1177[16:29:43] <Jiraiyah_> !gm
func_184919_i
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L1179[16:29:55] <gigaherz> Jiraiyah: you
can do that in a pm to MCPBot_Reborn
L1180[16:30:02] <williewillus> or use
#mcpbot
L1181[16:30:06] <gigaherz> also, why are
you checking them one by one?
L1182[16:30:14] <gigaherz> [23:22]
(gigaherz): no, !gm setDisplayObjective
L1183[16:30:15] <gigaherz> [23:22]
(gigaherz): so it tells you what the srg was
L1184[16:30:45] <Jiraiyah_> oO didn't
know it would work that way too lol
L1185[16:30:45] <Jiraiyah_> sorry
sorry
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L1187[16:31:02]
MineBot sets mode: +o on LexLap2
L1188[16:32:33] <Jiraiyah_> hmmm
scoreboard.setObjectiveInDisplaySlot(i, scoreobjective); <-- but
what is the index for list?
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L1191[16:33:37] <gigaherz>
Scoreboard.getObjectiveDisplaySlotNumber("name")
L1192[16:35:05] <gigaherz> which, if you
look at it
L1193[16:35:16] <gigaherz> is 0 for
"list", 1 for "sidebar", 2 for
"belowName"
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L1196[16:41:00] <DanYeomans> has anyone
successfully achieved teleporting a mob cross-dimensionally and
back?
L1197[16:41:12] <Jiraiyah_> but using
this --> /scoreboard objectives add deaths deathCount
Deaths
L1198[16:41:40] <Jiraiyah_> would put the
word Deaths after the number, why
objective.setDisplayName("Deaths"); won't do it?
L1199[16:41:41] <DanYeomans> this is
really bothering me. I've even tried using the minecraft src code
for this method and the mob can teleport to another dimension but
cannot teleport back
L1200[16:41:52] <gigaherz> Jiraiyah: use
.setDisplayName("Deaths")
L1201[16:41:53] <DanYeomans> by which i
mean it straight-up disappears
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L1203[16:42:03] <gigaherz> it
won't?
L1204[16:42:09] <Jiraiyah_> nope
L1205[16:42:11] <Jiraiyah_> i have it
there
L1206[16:42:25] <gigaherz> well that's
waht mc does...
L1207[16:42:27] <gigaherz>
scoreboard.addScoreObjective(s,
iscorecriteria).setDisplayName(s2);
L1208[16:42:28] <Intektor> how can I loop
through all, for example Swords, which are registered in
Minecraft
L1210[16:43:47] <vox> DanYeomans: you may
want to talk to McJty, who makes RFTools/RFTools Dimensons
L1211[16:43:51] <vox> *Dimensions
L1212[16:46:29] <Jiraiyah_> any idea
giga?
L1213[16:46:42] <DanYeomans> i have
actually taken a look at his code, however it relies on player
methods
L1214[16:47:18] <DanYeomans> i dont think
he implemented it for mobs
L1215[16:47:34] <gigaherz> Jiraiyah_: not
really
L1216[16:48:49] <williewillus> does just
calling the dimension transfer code not work?
L1217[16:49:11] <tterrag> no it
doesn't
L1218[16:49:15] <tterrag> because vanilla
hardcoding
L1220[16:50:03] <tterrag> but it
works
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L1222[16:52:58] <DanYeomans> tterrag,
would using createEntityFromNBT work?
L1223[16:53:14] <tterrag> yeah
probably
L1226[16:56:32] <gigaherz> Jiraiyah: try
something for me
L1227[16:56:43] <gigaherz> use 1 in the
display thing
L1228[16:56:43] <Jiraiyah_> go on
L1229[16:56:46] <gigaherz> so iut shows
on the side
L1230[16:56:52] <gigaherz> see if the
Death word appears there
L1231[16:57:14] <Jiraiyah_> 1 sec
L1232[16:57:46] <DanYeomans> hmm
L1233[16:57:48] <DanYeomans> no
dice
L1234[16:58:05] <DanYeomans> still the
same issue
L1235[16:58:48] <gigaherz> SHIT
L1236[16:58:51] <gigaherz> I left mc
open
L1237[16:58:56] <gigaherz> creeper
creepered me
L1238[16:59:00] <gigaherz> lost my
elytra
L1239[16:59:08] <gigaherz> I'll haveto go
cheat mode and spawn it back in
L1240[16:59:09] <Jiraiyah_> lol
L1241[16:59:15] <gigaherz> XD
L1242[16:59:27] <gigaherz> took me like2
hours to find an end city thing with a ship
L1243[16:59:46] <gigaherz> and that was
after like 2 hours building a brindge to the outer ring
L1244[17:00:09] <Jiraiyah_> oO what are
you doing?
L1245[17:00:29] <gigaherz> vanilla
1.9
L1246[17:00:33] <gigaherz> survival
L1247[17:00:40] <Jiraiyah_> ufff
L1248[17:00:55] <gigaherz> yeah I'm not
obtaining a new set of elytra.
L1249[17:00:58] <Jiraiyah_> good luck
with the end "D
L1250[17:01:31] <gigaherz> lost my F3E3U3
pick, the elytra, a decent helmet, a Mending shovel
L1251[17:01:37] <gigaherz> E5*
L1252[17:01:57] <Jiraiyah_> well, 1 is
not working at all, nothing is showing up on screen any more
!
L1253[17:02:55] <gigaherz> well thing is,
I just did the setdisplay list deaths locally
L1254[17:03:03] <gigaherz> and the
tablist doesn't show any "Deaths" on it
L1255[17:03:08] <gigaherz> but it does
when I use "sidebar"
L1256[17:03:12] <Intektor> How can I get
the damage reduction from an armor?
L1257[17:03:23] <Jiraiyah_> oO let me
test and see
L1258[17:03:55] <Intektor> oh found
it
L1259[17:04:02] <gigaherz> Intektor:
check ISpecialArmor#applyArmor
L1260[17:04:20] <Intektor> its
armor.damageReduceAmount I think
L1261[17:05:55] <DanYeomans> what's the
difference between writeToNBT and writeToNBTOptional
L1262[17:06:09] <gigaherz> neverheardof
the second
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L1265[17:07:30] <Intektor> I guess its
optional
L1266[17:07:56] <Intektor> If I remember
correctly, you should mess up with the first one, and write your
own stuff in optional
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L1268[17:08:11] <Intektor> you SHOULDNT
mess up with the first one
L1269[17:09:17] <gigaherz>
writeToNBTOptional can return false if the entity shouldn't be
saved to disk
L1270[17:09:33] <gigaherz>
apparently
L1271[17:09:41] <masa> gigaherz: why did
you build a bridge to the ring? isn't using those portal things a
lot easier?
L1272[17:09:58] <gigaherz> masa: yes,
xcept I'd have to kill the dragon first
L1273[17:10:01] <gigaherz> andI tried 3
times
L1275[17:10:09] <gigaherz> and 3 times
the dragon sent me flying up
L1276[17:10:13] <gigaherz> and died from
fall damage
L1277[17:10:18] <vox> At least I'm
getting closer with the rendering issues
L1278[17:10:26] <gigaherz> so I gave
up
L1279[17:10:27] <Jiraiyah_> interesting,
am i wrong or does it add a new line character after the display
name? if that is the case that could explain why it only shows on
side bar
L1280[17:10:29] <gigaherz> left it
dead
L1281[17:10:32] <vox> oh dang
L1282[17:10:35] <gigaherz> (I killed it
before 1.9)
L1283[17:10:41] <vox> wtf it recorded the
music that was playing
L1284[17:10:54] <gigaherz> and decided it
was less effort to build a ~900 block bridge
L1285[17:11:04] <gigaherz> from my end
farm (which was already some 300 blocks away from the center) to
the ring
L1286[17:11:50] <vox> This recording
software... pfft
L1287[17:11:51] <gigaherz> (so I really
only placed around 600 blocks -- or more accurately around 1200,
since I gave it a ceiling with 2 blocks in between so no endermen
spawning
L1288[17:12:00] <vox> Any ideas what
could be causing that though ghz?
L1289[17:12:05] <gigaherz> vox: can't
help it
L1290[17:12:18] <gigaherz> recording
audio means recording from the "stereo mix" output
L1291[17:12:25] <gigaherz> which contains
the post-mixing result
L1292[17:12:33] <gigaherz> I don't think
you can record just one app's audio without using hooks
L1293[17:12:52] <vox> I wasn't trying to
record the audio, but that's beside the point
L1294[17:12:57] <gigaherz> but I assume
you mean the placeholder cube
L1295[17:13:00] <vox> yep :P
L1296[17:13:07] <gigaherz> that means the
model didn't load
L1297[17:13:09] <gigaherz> or the texture
didn't load
L1298[17:13:13] <gigaherz> check your
debug logs
L1299[17:13:20] <vox> uuuuuuuugh okay
will do
L1300[17:13:23]
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L1301[17:13:28] <gigaherz> see if there's
lines about failing to load something
L1303[17:14:07] <Intektor> a good
onr
L1304[17:14:22] <williewillus> vanilla
has an okay/baddish one :P
L1305[17:14:25] <DanYeomans> oh
shit
L1306[17:14:28] <DanYeomans> it
works
L1307[17:14:30] <gigaherz> i have the
scrollbar component
L1308[17:14:37] <gigaherz> I ripped it
off vanilla
L1309[17:14:41] <gigaherz> but the
scrolling itself
L1310[17:14:46] <Intektor> how did you do
that?
L1311[17:14:47] <gigaherz> I do using
just slots
L1312[17:14:51] <vox> This is all that I
got: Found a missing id from the world heliopower::oreSilicon
L1313[17:15:08] <Intektor> can you show
me yaour implementation?
L1314[17:15:12] <vox> and that's from an
old thing where I had an extra semicolon
L1315[17:15:14] <gigaherz> yeh sec
L1316[17:15:16] <gigaherz> finding
link
L1317[17:15:18] <vox> *colon
L1319[17:15:51] <gigaherz> interesting
lines:
L1324[17:16:21] <gigaherz> in my
case
L1325[17:16:29] <gigaherz> it's applied
to a screen that works like the creative menu
L1326[17:16:33] <gigaherz> swapping which
items show up in the slots
L1327[17:16:47] <gigaherz> and not
actually scrolling the contents
L1328[17:16:52] <gigaherz> but the
scrollbar itself shouldn't care
L1330[17:17:17] <Intektor> ah ok
thanks
L1331[17:18:45] <vox> Any ideas why that
wouldn't work?
L1332[17:19:35]
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L1333[17:20:11] <williewillus> that
should work
L1334[17:20:20] <williewillus> a bit
roundabout but should
L1335[17:20:28] <vox> It's not :/
L1336[17:20:33] <vox> How would you
suggest doing it?
L1337[17:21:02] <gigaherz> do you have a
ModelLoader.setcustomModelResourceLocation for it?
L1338[17:21:22] <vox> I do not
L1339[17:21:32] <vox> I thought someone
said I didn't need that anymore for 1.9?
L1340[17:21:44] <gigaherz> wat
L1341[17:21:51] <gigaherz> no you
definitely do
L1342[17:21:51] <gigaherz> ;P
L1343[17:22:02] <vox> Huh okay, lemme try
that
L1344[17:22:10] <gigaherz> otherwise mc
doesn't know that it should load a model until it's too late
L1345[17:22:14] <williewillus> wait is
your model not working or your item not working?
L1346[17:22:14] <williewillus> :P
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L1350[17:25:56] <williewillus> yeah you
need setCustomMRL
L1351[17:27:42] <LatvianModder> My model
doesnt work in incentory but works fine in world
L1352[17:28:57] <gigaherz> that's a sign
of either not having setCustomMRL
L1353[17:29:01] <gigaherz> having it in
init instead of preinit
L1354[17:29:10] <gigaherz> or having some
invalid blockstates file or model file
L1355[17:30:07] <LatvianModder> Same
code/json worked fine in 1.8.9
L1357[17:31:29] <LatvianModder> I think
it igores my "transform" param
L1358[17:31:46]
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L1359[17:32:13] <williewillus> wait what
do you mean by not working
L1360[17:32:56] <LatvianModder> It
renders flat like sapling in inventory and was super huge in
world
L1361[17:33:51] <gigaherz> that means you
are missing the proper transforms
L1362[17:34:13] <williewillus> what are
you passing to setCustomMRL?
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L1364[17:34:34] <LatvianModder> Wasnt it
just "transform": "forge:default-block"?
L1365[17:34:51] <williewillus> yes
L1366[17:34:53] <gigaherz> yeh
L1367[17:34:56] <LatvianModder> Im
passing facing=down
L1368[17:34:56] <williewillus> but what
are you doing in setCustomMRL?
L1369[17:35:03] <williewillus>
interesting
L1370[17:35:23] <LatvianModder> I will
check everything again tomorrow
L1371[17:35:56] <LatvianModder> Maybe I
need to add invemtory:[{}] but it worked without it in 1.8.9
L1372[17:36:18] <gigaherz> nah athat
should work
L1373[17:36:20] <gigaherz> worked for me
;P
L1374[17:36:24]
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L1377[17:38:12] <LatvianModder> It could
be that im not passing that facing=down actuly, I will have to
check that
L1378[17:38:30] <vox> After I do
GR.register(ItemBlock), I'll be able to do Item.getItemFromBlock,
correct?
L1379[17:38:52] <LatvianModder> Is there
a way to turn blockstate into ordered string
L1380[17:39:26] <gigaherz> yes vox
L1381[17:39:45] <gigaherz> .register(new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L1382[17:39:55] <DanYeomans> so tterrag,
turns out the only thing that was preventing my previous code from
working was the EntityList code
L1383[17:40:04] <LatvianModder> Like
state > "facing=down,state=true,zprop=4"
L1384[17:40:43]
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L1385[17:42:42] <williewillus>
LatvianModder: the statemapper does exactly that
L1386[17:43:37] <LatvianModder> Ah cool.
I had my own method for that, I blame it in my model bug
L1387[17:44:33] <williewillus> it's a
roundabout way to get to it but it exists. Minecraft ->
ModelManager -> BlockModelShapes ->
BlockStateMapper#getVariants(Block)
L1388[17:44:38] <williewillus> returns a
map<IBlockState, MRL>
L1389[17:45:26] <LatvianModder> I just
want to convert any blockstate to its string value
L1390[17:45:44] <LatvianModder>
IBlockState*
L1391[17:45:58] <williewillus> that's the
statemappers job
L1392[17:46:02] <williewillus> and those
are all private
L1393[17:46:07] <gigaherz> wait why do
you want to do that?
L1394[17:46:07] <williewillus> the method
i specified gets you the result
L1395[17:46:15] <williewillus> and is
this for rendering or logic?
L1396[17:46:18] <williewillus> my answer
was for rendering
L1397[17:46:30] <gigaherz> the only
reason you should ever need a list of variant strings
L1398[17:46:31] <williewillus> if you
want the logic way see how iBlockstate.toString does it
L1399[17:46:34] <gigaherz> would be to
use them in a blockstates json file
L1400[17:46:39] <LatvianModder> Yep
L1401[17:46:40] <gigaherz> but you can
just use forgeblockstates there
L1402[17:46:50] <williewillus> yes to
what lol
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L1404[17:47:43] <LatvianModder> I have a
weird but cool method. IBlockState getModelState(), then convert it
to string which I put in modelloaders par
L1405[17:48:35] <LatvianModder> I will
change that to what normal people do, but i had it until now
:P
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L1407[17:57:40] <williewillus> lol
L1408[17:57:52] <williewillus> its
actually exactly what the statemapper does
L1409[18:01:28] <Intektor> How can I get
the mining speed and or the harvest level of an pickaxe
L1410[18:02:12] <Rallias> Well, there is
now a case at the federal level where medical marajuana is
legal.
L1411[18:02:59]
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L1413[18:09:34] <aidancbrady> I’m running
into some issues with orphaned TEs, do any of y’all know how those
could arise?
L1414[18:09:53] <gigaherz> are you
storing those TEs in fields elsewhere?
L1415[18:10:12] <gigaherz> like keeping a
reference to the master TE in a multiblock or anything like
that'
L1416[18:10:44]
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L1417[18:11:22] <aidancbrady> that’s what
I was wondering, but I can’t find any references in my code. I do
everything with coordinate references
L1418[18:14:59] <aidancbrady> does Opis
track held references to TEs when counting orphans or only TEs in
the loaded list that don’t line up with their coordinates?
L1419[18:15:23]
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L1420[18:15:24] <gigaherz> no idea
L1421[18:16:32] <williewillus> i'm sure
some profilers can view heap dumps and show parts of the object
graph
L1422[18:16:36] <williewillus> though
I've never done it myself
L1423[18:17:20]
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L1425[18:18:20] <aidancbrady> it looks
like this algorithm only checks the loaded TE list of all loaded
worlds and checks which TEs don’t line up with their blocks. maybe
there’s more hidden somewhere
L1426[18:19:20] <vox> gigaherz: yep,
that's what I'm doing
L1427[18:24:59]
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L1428[18:26:35] <aidancbrady> ha. I’m an
idiot
L1429[18:26:50] <aidancbrady> I’ve been
forgetting to call removeTileEntity() in my block class
L1430[18:27:05] <aidancbrady> it’s been
two years now of people complaining about orphaned TEs. I’m
embarassed
L1431[18:27:26] <Kodos> I'm not even
mad
L1432[18:27:27] <Kodos> That's
amazing
L1433[18:27:35]
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L1434[18:28:46] <aidancbrady> it’s crazy
though, I’ve done so much work to avoid strong TE references over
the past few releases to make sure things like this don’t happen.
And it turns out the issue is that I just forgot to unload the TE
in my block class
L1435[18:29:04]
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L1436[18:31:14] <Kodos>
inb4mekanismbecomesthemoststablemodever
L1437[18:31:54]
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L1438[18:33:07] <williewillus> lol
L1439[18:33:16] <williewillus> it's my
favorite take mod in all honesty
L1440[18:34:30] <Kodos> take?
L1441[18:36:15] <williewillus>
*tech
L1442[18:36:19] <williewillus> idk where
take came from
L1443[18:37:18] <vox> YES IT WORKS
L1444[18:37:37] <DanYeomans> does forge
1.8.9 require a newer version of java than forge 1.8
L1445[18:37:37] <vox> After literally all
day, I have the new forge blockstates all working with my
code
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L1447[18:37:44] <vox> Dan, I don't think
so
L1448[18:37:50] <DanYeomans> hmm
L1449[18:37:51] <DanYeomans> okay
L1450[18:37:57] <DanYeomans> something's
up with my forgegradle then
L1451[18:38:00] <vox> I could be wrong
though, I've just been sticking with 1.8
L1452[18:38:12] <vox> (Java 1.8 aka Java
8)
L1453[18:38:24] <vox> Not Forge 1.8
L1454[18:38:28] <vox> dang version
numbers :P
L1455[18:38:55]
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L1457[18:39:34] <DanYeomans> oh wow
L1458[18:39:41] <DanYeomans> im on jdk
1.7
L1459[18:39:46] <DanYeomans> i should
probably update
L1460[18:39:54] <vox> Yep, I would
L1461[18:40:21] <LatvianModder> Is it
safe to go with Java 8 in MC 1.9+? So many are doing it, I dont
even think there is a need to stay on Java 7 anymore
L1462[18:41:06] <vox> I think so. I'm
definitely sticking with 8 because the new language features make
Java at least tolerable for me
L1463[18:41:07] <Matthew> once you go
lamdas, you don't go back :P
L1464[18:41:12] <vox> Agreed
L1465[18:41:41] <LatvianModder> Meh
L1466[18:42:01] <LatvianModder> I
competly dont care about lambdas / streams
L1467[18:42:41] <LatvianModder> I only
care about interface defaults and new classes like Base64
L1468[18:43:10] <DanYeomans> speaking as
someone who primarily does c++
L1469[18:43:24]
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L1470[18:43:28] <DanYeomans> java 8 will
make my life a lot easier
L1471[18:44:19] <vox> Woot
L1473[18:44:38] <vox> Dan, yeah same
here. Java 8 is much, much closer to C++ and C#, which are my
primary languages
L1474[18:44:56] <williewillus> you're
exaggerating
L1475[18:44:59] <williewillus> it's not
that much closer
L1476[18:45:55] <vox> Okay, it's a little
bit closer
L1477[18:46:12] <williewillus> lol
L1478[18:46:13] <vox> I'm still really
not a fan of not having unsigned integers
L1479[18:51:10] <williewillus> yeah
that's annoying
L1480[18:51:16] <williewillus> but
otherwise the language does its job
L1481[18:53:34]
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L1484[19:29:56] ***
kirby|gone is now known as mrkirby153
L1485[19:34:14] <Intektor> I need
ItemArmor#getEntityEquipmentSlot on server
L1486[19:36:03] <kashike> Intektor: you
need the getter specifically?
L1487[19:36:08] <kashike> armorType field
is available if you don't
L1488[19:36:15] <gigaherz> Intektor:
armorType is public and not client-only
L1489[19:36:23] <Intektor> ok
thanks
L1490[19:37:13]
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L1492[19:45:09] <gigaherz> hmm does java
have a "contains ignoring case"?
L1493[19:46:25] <gigaherz> ah found a
method in StringUtils.containsIgnoreCase
L1494[19:50:03] <vox> TehNut: Does JEI
also do a similar thing to WAILA or is it only essentially an NEI
replacement?
L1495[19:51:31] <gigaherz> NEI, but only
the recipes part
L1496[19:51:41] <gigaherz> not the stuff
on the left that lets you change gamemodes or day/nicght
L1497[19:51:44]
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L1498[19:51:46] <MattDahEpic> jei leaves
all the other stuff up to other people
L1499[19:51:52] <gigaherz> FTBsomething
does that
L1500[19:51:54]
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L1501[19:51:56] <MattDahEpic> like the
chunk grid and lighting things
L1502[19:51:56] <gigaherz> now
L1503[19:54:30] <Temportalist> gigaherz:
When does @CapabilityInject set the value of the capability
variable?
L1504[19:54:38] <Temportalist> Because it
seems to always be null for me
L1505[19:56:06] <gigaherz> when the
registration is performed
L1506[19:56:09] ***
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L1507[19:56:11] <vox> Is there something
like WAILA for 1.9? I thought I saw something in Dire's server
videos
L1508[19:56:12] <vox> but idk
L1509[19:56:27] <Temportalist> vox: WAILA
is in beta
L1510[19:56:31] <Temportalist> for
1.9
L1511[19:56:37] <gigaherz> someone needs
to call the capability register method during preinit
L1512[19:56:40] <Temportalist> gigaherz:
that doesnt help...
L1513[19:56:46] <Temportalist> I do
L1514[19:56:48] <gigaherz> worked just
fine for all of my capabilities...
L1515[19:57:32] <Temportalist> preInit
-> HandlerSubclass.register -> HandlerSuper.register ->
CapabilityManager.register
L1516[19:59:29]
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L1517[20:00:01] <vox> Cool, thanks
L1518[20:00:20] <vox> Anyone know how to
use WAILA's API? I'm really not seeing much
L1519[20:00:54]
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L1520[20:01:22] <Temportalist>
gigaherz:
L1524[20:03:02]
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L1525[20:03:02] ***
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L1526[20:03:47] <barteks2x> I am just
stupid... before reinstalling linux I did abackup of /opt with a
lot of programs. To NTFS drive. Not in an archive.
L1527[20:05:44]
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L1530[20:14:08] <aidancbrady> is anyone
here good with gradle? I’m trying to figure out how to get my build
to recognize a git submodule’s source
L1531[20:14:45] <aidancbrady> do I need
to copy the sources from the submodule’s folder before
compiling?
L1532[20:15:05] <DanYeomans> what
happened to IUpdatePlayerListBox in 1.8.9?
L1533[20:15:14] <gigaherz>
ITickable
L1534[20:15:20] <DanYeomans> oh
okay
L1535[20:16:04] ***
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gigaherz is now known as ghz|afk
L1537[20:21:38] <ghz|afk> night ppl
L1538[20:21:44] <vox> Night
L1539[20:21:49] <MattDahEpic> bai
L1540[20:21:52] <ghz|afk> final plug
before I jump into bed:
L1542[20:22:11] <ghz|afk> my rift browser
is now case-insensitive in the searchbox, yay! XD
L1543[20:22:58] <ghz|afk> (should have
started playing proper survival with my mod earlier -- so many
usability issues I didn't notice while testing in creative
;P)
L1544[20:23:12] *
ghz|afk disappears
L1545[20:23:12] <vox> Nice
L1546[20:23:19] <vox> before.... oh well
:P
L1547[20:23:26] <ghz|afk> still
here
L1548[20:23:30] <vox> okay cool
L1549[20:23:32] <ghz|afk> the screen
where I have IRC is still open
L1550[20:23:32] <ghz|afk> ;P
L1551[20:23:41] <ghz|afk> still on*
L1552[20:23:45] <vox> before you go, any
good reads on getting started with multiblocks?
L1553[20:24:06] <ghz|afk> not really, but
you could take a look at my Ender-Rift's
"RiftStructure.java" class
L1554[20:24:12] <ghz|afk> to see how I
approached the thing
L1555[20:24:14] <vox> cool, thanks
L1556[20:24:21] <ghz|afk> it's not
pretty, but it does the job ;P
L1557[20:24:26] <ghz|afk> night
L1558[20:24:32] <vox> night
L1559[20:27:41] <kashike> Temportalist:
I'm surprised to see a scala mod :P
L1560[20:27:52] <Temportalist> why
haha?
L1561[20:27:57]
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L1562[20:28:13] <kashike> don't see very
many
L1563[20:35:19] <barteks2x> What does
that mean? I don't have JRE, only JDK "'tools.jar' seems to be
not in IDEA classpath. Please ensure JAVA_HOME points to JDK rather
than JRE."
L1564[20:44:57] <MattDahEpic> barteks2x,
Please ensure JAVA_HOME points to JDK rather than JRE
L1565[20:45:26] <barteks2x> why does it
need JAVA_HOME... java is in $PATH
L1566[20:45:46] <vox> Because Gradle is
garbage :P
L1567[20:45:48] <MattDahEpic> $PATH has
the JRE, it needs the JDK
L1568[20:45:58] <MattDahEpic> to be able
to compile things
L1569[20:46:01] <vox> $PATH also usually
does have the JDK, but yeah
L1570[20:46:02] <barteks2x> $PATH has
JDK, I have only jdk
L1571[20:46:11] <MattDahEpic> jdk comes
with jre
L1572[20:46:20] <vox> yep
L1573[20:47:06] <MattDahEpic> why would
new ItemStack(Blocks.SKULL,1,1) throw a NPE?
L1574[20:47:35] <MattDahEpic>
"Cannot evaluate
net.minecraft.item.ItemStack.toString()"
L1575[20:47:57] <barteks2x> it turns out
I had wrong update-alternative set for java. Somehw I did jhave
java 7 too
L1576[20:49:21]
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L1582[21:26:23] <vox> McJty: I opened an
issue on RFTools that I found when testing my mod :P
L1583[21:26:29] <vox> There's also some
minor rendering issues
L1584[21:33:07] <Jiraiyah> hmm is there a
way to save a boolean with world data save to check upon in future?
or is it save and light to check to see if a score objective exists
each time world loads on server?
L1585[21:38:40] <MattDahEpic> Jiraiyah,
world capability
L1586[21:39:00] <MattDahEpic> or whatever
replaced the IEEPs
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L1590[21:56:01] <Jiraiyah> well i
honestly am not sure if it would worth bothering with it instead of
simply checking if the objective exists or not
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L1593[22:02:53] <TehNut> vox: what were
you wondering about Waila's API?
L1594[22:03:08] <vox> Is there any
documentation?
L1595[22:03:11]
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L1596[22:03:43] <vox> I'm not finding too
much other than source from other mods
L1597[22:03:56] <TehNut> IIRC the API is
documented via javadocs
L1598[22:04:02] <vox> Ah okay
L1599[22:04:08] <vox> Also, does JEI
integrate with WAILA like NEI does?
L1600[22:04:24] <TehNut> Yeah big time
documentation
L1602[22:04:43] <vox> Thanks
L1603[22:04:53] <TehNut> NEI integrates
with Waila?
L1604[22:05:04] <vox> Yeah, or at least
it did at some point
L1605[22:05:19] <TehNut> How?
L1606[22:05:27] <vox> I found ProfMobius
talking about it in some old forum post
L1607[22:05:37] <vox> lemme see if I can
dig that up before I go to bed
L1608[22:05:42] <TehNut> Only thing I can
think of is the mod name in the tooltip, and searching with
@MODNAME
L1609[22:06:14] <TehNut> The former is
left to other mods (mezz has one called ModNameTooltip that just
does that). The latter is built into JEI
L1610[22:06:25] <TehNut> Along with other
sorting things, like tooltips, creative tabs, etc
L1611[22:07:19] <vox> I have the pleasure
to introduce to you Waila (What Am I Looking At). Waila is an
extension for NEI. It will show in the tooltip what mod an item is
from. Since the tooltip contains the mod name, you can also easly
parse items per mods.
L1612[22:07:19] <vox> But that's not all
! Leveraging an extended NEI HUD, it is also capable of showing the
name of blocks and mods ingame, right on top of your screen.
L1613[22:07:20] <vox> And if this is not
enough, it comes with a few integrated modules to show internal
information of some specific blocks. For now, BC tanks have been
implemented (shows the content, capacity and amount of fluid) and
IC2 machines (shows the In/out voltage).
L1615[22:07:43] <vox> Anyway, I'm going
to head to bed. Night!
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L1618[22:09:00] <TehNut> It hasn't used
the NEI HUD for quite some time now
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L1626[22:28:47] <Jiraiyah> I am dumb
pfff
L1627[22:28:51] <Jiraiyah> solved
L1629[22:47:42]
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L1630[22:51:27] <Jiraiyah> the amazing
moment when you get something work and publish it to the community
:D the high moment of seeing the download count start and rise
:D
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L1634[23:01:08] <Jiraiyah> yah i can just
wish for those numbers lol
L1635[23:01:40] <williewillus> !gf
field_184528_c
L1636[23:02:17] <TehNut> MattDahEpic:
What's that tracker from?
L1637[23:02:30] <MattDahEpic> Jiraiyah,
im pretty small if you strike something big you'd be getting
millions of runs per month
L1638[23:02:42] <MattDahEpic> TehNut,
thats my mod run counter
L1639[23:03:05] <TehNut> Oh is it built
into your mod manually?
L1640[23:03:18] <MattDahEpic> yup, im a
data nerd for that stuff
L1641[23:03:28] <TehNut> Ahh
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L1643[23:03:36] <TehNut> There's a config
to disable that, right?
L1644[23:03:56] <MattDahEpic> TehNut,
yes
L1645[23:04:01] <TehNut> Goody
L1646[23:04:14] <TehNut> You may be a
data nerd, but lots of users are security nerds :P
L1647[23:04:52] <MattDahEpic> i use
google analytics for it since i dont have a reliable box to ping
at
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L1650[23:11:33] <Jiraiyah> wow
L1651[23:11:44] <Jiraiyah> well, i am not
that good at modding to aim for something big :p
L1652[23:12:03] <Jiraiyah> but hopefully
this death counter would attract people, it's exactly what hermits
use at hermit craft
L1653[23:12:43] <Jiraiyah> oh well, i
developed both my mods because i wanted to use them myself first
:D
L1654[23:13:14] <Sollux-Captor> ^^ me
100% of the time
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L1656[23:17:25] <Sollux-Captor> does
anyone know anything about XMPP?
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L1664[23:42:28] <SatanicSanta> Quick
question: Which events are fired during the block-mining process? I
know PlayerEvent.BreakSpeed is. Are there any others?
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