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L1[00:01:17] *** TTFTCUTS is now known as TTFT|Away
L2[00:01:45] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L3[00:03:09] <masa> at least BlockEvent.HarvestDropsEvent
L4[00:04:00] <masa> Sollux-Captor: like what exactly? I have an xmpp server using a server software called Prosody and I connect to it using Pidgin
L5[00:04:43] <Sollux-Captor> I'm trying to make a chatbot for streaming with agsXMPP
L6[00:13:43] <SatanicSanta> Okay, I'm seriously stumped on this... https://gfycat.com/PracticalFrayedCaiman
L7[00:14:29] <SatanicSanta> Strike any red flags for particular situations anyone's seen or been in?
L8[00:16:04] <SatanicSanta> (If it's hard to tell: While mining, the progress appears to reset or something, making it impossible to use them)
L9[00:16:38] <TehNut> Is the NBT changing while you mine?
L10[00:17:09] <SatanicSanta> It changes in onUpdate, so yeah
L11[00:17:13] <SatanicSanta> Not sure why I didn't think of that :P
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L13[00:18:54] <SatanicSanta> Although I don't think I can really get around doing that.
L14[00:19:57] <SatanicSanta> TehNut: Moderately relevant https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/master/src/main/java/flaxbeard/steamcraft/item/tool/steam/ItemSteamDrill.java#L135-L161
L15[00:20:22] <TehNut> If you comment out the NBT changing, does it work?
L16[00:20:52] <SatanicSanta> It wouldn't. That's the only place that the tools "Ticks" and "Speed" get updated
L17[00:21:06] <SatanicSanta> which are used for a LOT of functionality
L18[00:21:16] <SatanicSanta> Or by "work" do you mean "allows me to break things"?
L19[00:22:04] * SatanicSanta tests the latter
L20[00:22:18] <TehNut> Yeah that second thing
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L25[00:25:16] <SatanicSanta> TehNut: Yes, so that is the culprit.
L26[00:26:03] <TehNut> Is this 1.7?
L27[00:26:06] <SatanicSanta> Yes
L28[00:26:09] <TehNut> Hrm
L29[00:26:37] <TehNut> Not really sure
L30[00:27:43] * SatanicSanta sighs
L31[00:28:06] <SatanicSanta> Thank you btw :P
L32[00:28:42] <SatanicSanta> I was sitting here scrolling through the merge commit where I rewrote a bunch of this stuff, trying to find where this bug would have been introduced, specifically in the event handling code. It was going nowhere.
L33[00:28:54] <TehNut> hehe
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L38[00:42:49] <thecodewarrior> If I'm using a LinkedList, it would be faster to insert at the beginning, correct?
L39[00:42:55] <thecodewarrior> If I don't care about order
L40[00:43:40] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L41[00:44:49] <McJty> If you don't care about order then why not use a set?
L42[00:44:59] <McJty> Or why not add at the end?
L43[00:45:04] <McJty> Of a normal list that is
L44[00:45:12] <McJty> LinkedList is rarely a good idea
L45[00:47:26] <SatanicSanta> Every time I've considered using a LinkedList I found a better solution.
L46[00:47:44] <McJty> I never even consider it :-)
L47[00:48:48] <tterrag> linked list is the best option if you NEVER want to do an index lookup :P
L48[00:49:00] <tterrag> or...insert at the end
L49[00:49:01] <tterrag> :P
L50[00:49:15] <McJty> Well it is heavy on garbage creation
L51[00:49:24] <McJty> i.e. lots of objects per thing in the list
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L54[00:52:05] <unascribed> SatanicSanta, if an item's NBT changes the client resets the break timer
L55[00:52:19] <unascribed> but it's just the client, so if you set getShareTag to false it'll fix it at the cost of not syncing NBT
L56[00:52:41] <SatanicSanta> There's quite a bit of client stuff that goes on relating to that NBT
L57[00:53:06] <unascribed> I wrote a pickaxe that slowly speeds up with NBT syncing for a 1.7 mod recently, and my solution was to update the nbt after every break rather than every tick
L58[00:53:08] <SatanicSanta> I'm thinking I can just store the values that are set in a map, and then set the NBT when the blocks are destroyed
L59[00:53:15] <unascribed> and not to run cooldown code until swingProgress == 0
L60[00:53:45] <SatanicSanta> yeah thats basically what im doing, but if the player is *not* mining, im going to set the NBT because that is important as well.
L61[00:53:54] <SatanicSanta> just trying to figure out how I can check if the player is mining :P
L62[00:53:56] <unascribed> yeah, that's what swingProgress is for
L63[00:54:04] <unascribed> swingProgress is always >0 when the player is mining
L64[00:54:15] <SatanicSanta> Oh, neat. Thanks
L65[00:54:27] <unascribed> it fluctuates though, as it represents the arm swinging
L66[00:54:30] <unascribed> not the block break timer
L67[00:54:37] <unascribed> not entirely sure why the server simulates it
L68[00:54:39] <unascribed> but I'm not complaining
L69[00:55:44] <SatanicSanta> Hm. I probably couldn't get a value in a map if the key is an itemstack and its nbt is slightly different, right?
L70[00:55:55] <unascribed> I don't think itemstacks implement equals in 1.7
L71[00:56:01] <unascribed> but to be sure you could use an IdentityHashMap
L72[00:56:10] <unascribed> and since it's an inside-out field, you should use a weak hash map
L73[00:56:51] <SatanicSanta> TIL
L74[00:57:01] <unascribed> easiest way to do that is probably new MapMaker().weakKeys().concurrencyLevel(1).makeMap();
L75[00:57:43] <TehNut> I don't think it implements equals in 1.8 or 1.9 either
L76[00:58:32] <unascribed> actually
L77[00:58:32] <unascribed> here
L78[00:58:36] <unascribed> https://unascribed.com/t/fdf3bc4c.txt
L79[00:58:41] <unascribed> I just wrote this for a mod that uses inside-out fields
L80[00:58:47] <unascribed> no special deps
L81[00:58:58] <unascribed> be careful what type you pass to def in get though
L82[00:59:52] <zenith|coding> Does 1.8 have an equivalent to RenderManager.instance.playerViewX
L83[01:00:40] <zenith|coding> or playerViewY for that matter
L84[01:00:42] <TehNut> Minecraft.getMinecraft().getRenderManager().playerViewX
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L88[01:11:41] <tterrag> it's hard making GUI stuff from scratch in a language you barely know >_>
L89[01:11:55] <tterrag> this is my last day's worth of work http://i.imgur.com/9kZBVri.gifv
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L98[01:41:20] <SatanicSanta> unascribed: Testing swingProgress doesn't seem to work, since it gets set to 0 during the swinging process at some point
L99[01:41:33] <unascribed> huh, let me check my code real quick
L100[01:42:06] <unascribed> oh, I check isSwingInProgress
L101[01:42:08] <unascribed> misremembered
L102[01:44:31] <SatanicSanta> ah
L103[01:46:11] <SatanicSanta> Yeah it seems to work now, thanks!
L104[01:47:24] *** kroeser|away is now known as kroeser
L105[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160424 mappings to Forge Maven.
L106[02:00:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160424-1.9.zip (mappings = "snapshot_20160424" in build.gradle).
L107[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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L110[02:26:57] ⇨ Joins: LordSaad (~LordSaad@213.204.109.62)
L111[02:27:23] <LordSaad> any guides on rendering an/any item on the screen for GuiScreen?
L112[02:28:08] ⇨ Joins: Jiraiyah (~Jiraiyah@46.62.134.235)
L113[02:28:17] <Jiraiyah> ProfMobius, you around?
L114[02:32:20] <McJty> LordSaad, not really guides but I do that regularly in my mods. For what version of MC?
L115[02:32:32] <LordSaad> 1.9
L116[02:32:45] <LordSaad> id love sample code :)
L117[02:32:49] <McJty> ok let me find some code for you
L118[02:33:46] <McJty> https://github.com/McJty/RFTools/blob/1.9/src/main/java/mcjty/rftools/blocks/spawner/GuiSpawner.java
L119[02:33:47] <McJty> Near the end
L120[02:33:54] <McJty> Line 104
L121[02:34:08] <McJty> Actually no
L122[02:34:15] <McJty> that makes use of some abstraction layer I wrote for
L123[02:34:16] <McJty> that
L124[02:34:19] <McJty> Let me find you the real code
L125[02:34:42] <McJty> https://github.com/McJty/McJtyLib/blob/1.9/src/main/java/mcjty/lib/gui/widgets/BlockRender.java
L126[02:34:47] <McJty> That's the code of the GUI widget that handles this
L127[02:35:09] <LordSaad> ah
L128[02:35:14] <LordSaad> i was a bit confused for a sec
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L130[02:35:27] <LordSaad> is that class only for block models?
L131[02:35:46] <McJty> No items work too
L132[02:35:51] <McJty> In fact I use it for my modular storage
L133[02:35:52] <LordSaad> RenderHelper.renderObject
L134[02:36:00] <LordSaad> im guessing thats what im looking for
L135[02:36:02] <McJty> Which can basically render every object like it is in your inventory
L136[02:36:16] <LordSaad> perfect!
L137[02:36:22] <McJty> Ah let me point you to RenderHelper
L138[02:36:32] <McJty> https://github.com/McJty/McJtyLib/blob/1.9/src/main/java/mcjty/lib/gui/RenderHelper.java
L139[02:36:41] <McJty> Not the cleanest code
L140[02:36:44] <McJty> But it works
L141[02:36:54] <LordSaad> oh i thought that was a vanilla thing TwT
L142[02:37:24] <killjoy> has anyone experienced chrome "freezing" after it loads a webpage?
L143[02:37:27] <killjoy> Such as youtube
L144[02:37:52] <LordSaad> me a bit
L145[02:38:05] <LordSaad> Mcjty, may i copy a bit of the code in RenderHelper?
L146[02:38:29] <McJty> sure, feel free to steal :-)
L147[02:38:31] <killjoy> I might switch to firefox
L148[02:38:34] <Jiraiyah> killjoy does it yell about scripts or something?
L149[02:38:43] <killjoy> That's what I'm thinking it's about
L150[02:38:52] <killjoy> JS hogs all the UI stuff
L151[02:38:55] <Jiraiyah> then it should be flax
L152[02:38:58] <Jiraiyah> flash
L153[02:38:59] <killjoy> scrolling is independent
L154[02:39:23] <LordSaad> free theft. lmao
L155[02:39:33] <killjoy> Just disabled it... It loads up so much faster now!
L156[02:39:53] <killjoy> Flash needs to be put out of its misery
L157[02:40:15] <killjoy> I think I still need it for hulu
L158[02:41:08] <killjoy> yup.. and the app sucks
L159[02:44:08] ⇨ Joins: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
L160[02:44:45] <madcrazydrumma> Hey guys! How do i draw over the whole normal in game gui? The way im doing it works, but every so often (i.e. if a chat message shows up) the gui goes like white over my drawn objects
L161[02:45:37] <madcrazydrumma> http://pastebin.com/0iW7snRg
L162[02:45:55] <madcrazydrumma> And how would i enable transparency in my textures?
L163[02:46:04] <killjoy> What version?
L164[02:46:08] <killjoy> 1.8+?
L165[02:46:08] <madcrazydrumma> 1.9
L166[02:46:16] <killjoy> GlStateManager.enableBlend()
L167[02:47:47] <madcrazydrumma> Will that sort it all out? haha
L168[02:49:02] <killjoy> It should
L169[02:49:26] <madcrazydrumma> Ill give it a go
L170[02:50:27] <LordSaad> McJty, it worked, all i needed was itemRender.renderItemAndEffectIntoGUI. No code theft, yay
L171[02:50:42] <madcrazydrumma> LordSaad, what were you trying to do?
L172[02:50:56] <McJty> LordSaad, yes, in the end it is actually pretty simple
L173[02:51:02] <LordSaad> .... "render item and effect into gui" lol
L174[02:51:11] <LordSaad> i thought that was obvious
L175[02:51:37] <madcrazydrumma> hahaha
L176[02:51:43] <madcrazydrumma> yeah i've done that for my gui in my mod
L177[02:51:51] <madcrazydrumma> http://i.imgur.com/scGzG43.png
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L179[02:52:19] <madcrazydrumma> killjoy, it doesn'
L180[02:52:25] <madcrazydrumma> doesn't enable transparency however
L181[02:52:25] <LordSaad> fancy!
L182[02:52:28] <madcrazydrumma> thanks!
L183[02:54:49] <LordSaad> how do i get the recipe of an Item object?
L184[02:54:53] <LordSaad> or itemstack if that helps
L185[02:56:07] <madcrazydrumma> CraftingManager.instance().getRecipeList() ?
L186[02:56:14] <LordSaad> ooh neat
L187[02:56:29] <madcrazydrumma> I don't know, but thats where i just saw recipes being added by gameregistry so
L188[02:56:32] <madcrazydrumma> give it a go
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L190[02:56:49] <LordSaad> wait
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L192[02:57:18] <LordSaad> how do i get a recipe out of that list? lol
L193[02:57:27] <LordSaad> its a list of IRecipe
L194[02:57:42] <LordSaad> i have an itemstack/item
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L196[02:59:25] <madcrazydrumma> CraftingManager.getInstance().getRecipeList().stream().forEach((recipe) -> {
L197[02:59:25] <madcrazydrumma> recipe.//call methods here
L198[02:59:25] <madcrazydrumma> });
L199[02:59:43] <madcrazydrumma> Otherwise I'm not sure how you can do that
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L201[03:00:45] <LordSaad> basically loop through the list and check if the recipe contains the result of my item
L202[03:01:15] <madcrazydrumma> Yeah that's the way I would do it, its inefficient but for now if it works just use it
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L204[03:01:30] <LordSaad> ok one more thing
L205[03:01:45] <LordSaad> whats the diff between getCraftingResult and getRecipeOutput?
L206[03:02:51] <madcrazydrumma> I think the getCraftingResult is the result that's still in the crafting table maybe
L207[03:02:52] <LordSaad> oh nvm
L208[03:03:01] <madcrazydrumma> or the other one is
L209[03:03:03] <madcrazydrumma> I can't remember
L210[03:03:03] <LordSaad> craftingresult needs an inventory object thing
L211[03:03:22] <madcrazydrumma> Just use getRecipeOutput then haha
L212[03:04:25] <LordSaad> this still confuses me
L213[03:04:58] <madcrazydrumma> What, the for each?
L214[03:05:02] <LordSaad> is getRemainingItems the method i need to get the items used to craft or is it the left over items like buckets after crafting cake?
L215[03:05:15] <LordSaad> the for each is simple, the Irecipe is whats confuses me
L216[03:05:58] <LordSaad> im successfully checking what the item is supposidly right now, but i cant figure out how im supposed to get the actual items used to craft. haha
L217[03:06:11] <madcrazydrumma> I don't really know; all I suggest is trial and error
L218[03:06:21] <LordSaad> siiiigh
L219[03:06:57] <LordSaad> thanks for the help
L220[03:07:16] <madcrazydrumma> sorry bud, haha
L221[03:07:17] <madcrazydrumma> no worries
L222[03:09:46] <LordSaad> McJty, do you know how to get the recipe of an item at all? (the items of the recipe crafted)
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L224[03:10:26] <McJty> You mean you want to know how an item can be crafted in code?
L225[03:10:59] <LordSaad> the itemstack[] of the items used to craft an item
L226[03:11:04] <LordSaad> basically the recipe
L227[03:11:37] <McJty> You have to loop through the recipes I guess
L228[03:12:02] <madcrazydrumma> That's what I thought
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L230[03:12:35] <LordSaad> theres nothing in IRecipe that returns a list of the items crafted with
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L232[03:13:34] <McJty> No you have to check if it is a shaped recipe
L233[03:13:39] <McJty> i.e. instanceof ShapedRecipes
L234[03:14:14] <madcrazydrumma> Ahh I didn't think of that
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L236[03:14:36] <McJty> There is no way to catch all the recipes because mods can technically implement IRecipe any way they want
L237[03:14:46] <LordSaad> oooooh
L238[03:14:54] <LordSaad> ill try that
L239[03:15:11] <madcrazydrumma> That's why i said it would be inefficient
L240[03:16:06] <LordSaad> yup ur right
L241[03:16:16] <madcrazydrumma> Good luck with it man, let me know how it goes haha
L242[03:16:30] <McJty> If you need to do this often you may want to make a cache
L243[03:16:49] <McJty> brb
L244[03:16:51] <madcrazydrumma> Yeah and reset the cache when appropriate
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L246[03:30:02] <LordSaad> for (ItemStack item : shaped.recipeItems) {
L247[03:30:02] <LordSaad> if (item != null) {
L248[03:30:06] <LordSaad> thats not passing
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L250[03:30:37] <LordSaad> i think im gonna make that cache...
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L252[03:48:15] <LordSaad> ok better question: how do i display the recipe of an item? u know like how botania does it in the lexicon or how thaumcraft does it in the thaumonomocon
L253[03:48:32] <LordSaad> like, u can hover over it and see the details of the item
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L258[03:52:03] <madcrazydrumma> Im trying to render a transparent texture in my ingame gui; im using the blend func stuff from GlStateManager but its still nto working
L259[03:52:29] <tterrag> enableBlend()
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L261[03:55:49] <madcrazydrumma> http://pastebin.com/9UDJpd2b
L262[03:55:54] <madcrazydrumma> tterrag, im already doing that
L263[03:56:18] <tterrag> you colored to 1,1,1, is the texture itself actually transparent?
L264[03:56:58] <madcrazydrumma> Yeah
L265[03:57:02] <madcrazydrumma> so should i remove the color?
L266[03:58:22] <tterrag> shouldn't be necessary
L267[03:58:38] <tterrag> could you actually show your whole code though
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L270[03:59:30] <madcrazydrumma> even removing the color doesnt help
L271[03:59:30] <madcrazydrumma> http://pastebin.com/vpFiXDHp
L272[04:00:30] <tterrag> what's the transparent part? drawTexturedModalRect?
L273[04:00:37] <madcrazydrumma> yeah
L274[04:01:13] <tterrag> odd that it doesn't work
L275[04:01:19] <madcrazydrumma> I know right??
L276[04:01:27] <tterrag> something could be screwing up the GL state
L277[04:01:32] <madcrazydrumma> rip
L278[04:01:34] <tterrag> do you use push/pop attrib anywhere?
L279[04:01:45] <madcrazydrumma> just in the second draw method
L280[04:01:53] <madcrazydrumma> rendergameoverlay*
L281[04:02:09] <tterrag> where?
L282[04:09:15] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384 seconds)
L283[04:14:55] <madcrazydrumma> at the beginning
L284[04:15:19] <madcrazydrumma> tterrag, line 61
L285[04:15:40] <tterrag> > GlStateManager.pushMatrix();
L286[04:15:41] <tterrag> no...
L287[04:16:25] <madcrazydrumma> I got told to use that here hah
L288[04:19:01] <madcrazydrumma> What shouldi use?
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L292[04:24:19] <tterrag> you didn't understand my question I think
L293[04:24:24] <tterrag> <tterrag> do you use push/pop attrib anywhere?
L294[04:24:35] <tterrag> not matrix
L295[04:24:36] <tterrag> attrib
L296[04:25:24] <madcrazydrumma> ooooh
L297[04:25:31] <madcrazydrumma> then no i dont
L298[04:25:37] <madcrazydrumma> should i be using it?
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L300[04:27:54] <tterrag> definitely not
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L303[04:37:43] <madcrazydrumma> Any idea on the issue
L304[04:38:39] <LordSaad> lmao, when things go terribly right: http://i.imgur.com/s9KlxgP.png
L305[04:39:29] <madcrazydrumma> hahaha oh god
L306[04:39:30] <ghz|afk> wat
L307[04:39:37] <LordSaad> look at the blue tip xD
L308[04:39:41] *** ghz|afk is now known as gigaherz
L309[04:39:44] <gigaherz> wtf are you doing?
L310[04:39:44] <LordSaad> such a perfect accident
L311[04:39:49] <LordSaad> http://i.imgur.com/ioRKXTT.png an even perfect accident
L312[04:39:58] <LordSaad> gigaherz, bad loop :P
L313[04:40:10] <gigaherz> why do you have a loop at all?
L314[04:40:24] <LordSaad> you dont know wtf is happening to know why i need a loop
L315[04:40:36] <madcrazydrumma> gigaherz, terag is helping with my problem; but we cant figure out the issue. I'm trying to get my textures that i render on my overlay event to have transparency
L316[04:40:57] <gigaherz> enableBlend?
L317[04:41:13] <madcrazydrumma> http://pastebin.com/9UDJpd2b
L318[04:41:17] <madcrazydrumma> done that
L319[04:41:20] <madcrazydrumma> go to line 61 onward
L320[04:41:24] <gigaherz> blendFunc(GL_SRC_ALPHA,GL_INV_SRC_ALPHA) ?
L321[04:41:44] <gigaherz> eh one minus
L322[04:41:47] <gigaherz> "inv" is dx
L323[04:41:54] <madcrazydrumma> im using that already
L324[04:41:59] <gigaherz> yeah no idea then :/
L325[04:42:02] <madcrazydrumma> fuck
L326[04:42:11] <gigaherz> this is direct rendering right?
L327[04:42:14] <gigaherz> yeah you said overlay
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L329[04:42:20] <madcrazydrumma> yeah
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L333[04:43:12] <gigaherz> thisi s what I do on my overlay
L334[04:43:13] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/spellrender/RenderBeam.java#L51
L335[04:46:18] <gigaherz> for reference, those renderers are called from
L336[04:46:19] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/SpellRenderOverlay.java
L337[04:46:40] <gigaherz> but I don't do ogl magic in there
L338[04:47:06] <madcrazydrumma> Even doing it the way you are doesn't work
L339[04:47:21] <madcrazydrumma> Could it because im using event.POST? or calling the same event twice?
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L341[04:48:31] <gigaherz> what event are you using?
L342[04:48:40] <madcrazydrumma> RenderGameOverlayEvent
L343[04:49:32] <gigaherz> aha gui overlay then
L344[04:49:45] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/MagicContainerOverlay.java
L345[04:49:54] <gigaherz> do you have the "if" limiting it to one overlay phase?
L346[04:50:02] <gigaherz> otherwise it woudl draw like 10 times per frame
L347[04:50:04] <gigaherz> XD
L348[04:50:15] <tterrag> ahahha
L349[04:50:16] <tterrag> that is probably it
L350[04:50:22] <tterrag> I forgot about that
L351[04:50:27] <madcrazydrumma> No xD
L352[04:50:34] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/MagicContainerOverlay.java#L28
L353[04:50:36] <tterrag> it's rendering transparent a bunch of times :P
L354[04:51:16] <madcrazydrumma> I have the if statement in the first event on line 41
L355[04:51:21] <madcrazydrumma> 42*
L356[04:55:00] <tterrag> why do you cancel them all
L357[04:55:39] <madcrazydrumma> Because im rendering my own health bars and stuff
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L359[05:01:59] <madcrazydrumma> How would I remove everything but the experience and chat on the gui?
L360[05:02:43] <gigaherz> well if you want to cancel, you'd have to cancel from Pre, I guess?
L361[05:02:51] <gigaherz> ifit's cancelable, that is
L362[05:04:04] <gigaherz> yeah if youcancel it, the element isn't drawn
L363[05:04:34] <madcrazydrumma> So i have to do it in pre?
L364[05:04:51] <gigaherz> the ones you want to replace, yes
L365[05:05:16] <gigaherz> if you wantedto draw on top, you'd need Post
L366[05:05:22] <madcrazydrumma> okay
L367[05:07:08] <Taesh> When you say pre and post, you mean init?
L368[05:07:39] <gigaherz> no
L369[05:07:47] <gigaherz> many event have pre and post phases
L370[05:07:49] <madcrazydrumma> ^^
L371[05:07:59] <gigaherz> so like
L372[05:07:59] <gigaherz> RenderGameOverlayEvent
L373[05:08:04] <gigaherz> happens twice per element
L374[05:08:12] <gigaherz> first, "RenderGameOverlayEvent.Pre" is sent
L375[05:08:27] <gigaherz> which allows cancellation, or drawingthings beforethe element is drawn
L376[05:08:38] <gigaherz> and thne afterward, "RenderGameOverlayEvent.Post"
L377[05:08:44] <gigaherz> which allows drawing things on top of this element
L378[05:09:21] <madcrazydrumma> giga, so i cancel like this: http://pastebin.com/UWKYaL6B, but the transparency is still not working, but when I just do one, it works
L379[05:09:27] <gigaherz> my MagicContainerOverlay uses RenderGameOverlayEvent.Post of the Experience bar phase, simply because I want it to draw on top of the rest of the gui
L380[05:09:33] <gigaherz> butbefore the F3 screen and such
L381[05:10:05] <gigaherz> madcrazydrumma: hmm not sure if it's setCanceled, or setResult(DENY)
L382[05:10:25] <gigaherz> but that has nothing to do with transparency?
L383[05:11:10] <madcrazydrumma> when I did, event.getType() != ElementType.HEALTH, it was transparent
L384[05:11:12] <madcrazydrumma> but now its not working
L385[05:11:21] <gigaherz> WHEN do you draw?
L386[05:11:25] <gigaherz> paste the code that actually draws
L387[05:11:50] <madcrazydrumma> In POST, http://pastebin.com/9UDJpd2b
L388[05:11:59] <madcrazydrumma> wait
L389[05:12:00] <madcrazydrumma> wrong paste
L390[05:12:01] <gigaherz> the whole event
L391[05:12:45] <madcrazydrumma> http://pastebin.com/vpFiXDHp
L392[05:13:49] <gigaherz> you still need an if
L393[05:13:52] <gigaherz> in the .Post
L394[05:13:57] <gigaherz> to limit the drawing to one event
L395[05:14:05] <gigaherz> otherwise it's still happening multiple times
L396[05:14:36] <gigaherz> both RenderGameOverlayEvent.Pre and RenderGameOverlayEvent.Post are called multiple times per frame
L397[05:14:39] <madcrazydrumma> So Ahh
L398[05:14:49] <madcrazydrumma> So what if would i use
L399[05:15:09] <gigaherz> if you want it to draw on top of the rest of the gui
L400[05:15:13] <gigaherz> use the experience one
L401[05:15:30] <gigaherz> although
L402[05:15:32] <gigaherz> you cancel experience
L403[05:15:33] <gigaherz> so
L404[05:15:43] <gigaherz> you may need to draw in Pre
L405[05:15:52] <gigaherz> or draw earlier
L406[05:15:58] <gigaherz> in whatever the last element you allow
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L408[05:16:26] <gigaherz> or use Post/ALL
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L411[05:16:42] <gigaherz> if (event.getType() != RenderGameOverlayEvent.ElementType.ALL) return;
L412[05:16:47] <gigaherz> in your post
L413[05:16:51] <gigaherz> try that
L414[05:17:06] <gigaherz> hmf
L415[05:17:18] <gigaherz> although that happens after the stuff has been disabled
L416[05:17:58] <gigaherz> yeah I think drawing in the Pre of EXPERIENCE is the best place
L417[05:18:14] <madcrazydrumma> The all works
L418[05:18:49] <gigaherz> well yeah becauseyou do all the enableBlend and such
L419[05:18:50] <gigaherz> ;p
L420[05:19:21] <madcrazydrumma> xD
L421[05:19:32] <madcrazydrumma> Well now i need to figure these stupid capability things out
L422[05:19:38] <madcrazydrumma> for mana and such
L423[05:22:40] <gigaherz> storing mana is easy
L424[05:22:47] <gigaherz> you just need all the boilerplate code
L425[05:22:57] <madcrazydrumma> Yeah that's what I am struggling with haha
L426[05:23:04] <madcrazydrumma> I've got like 20 classes and its such a mess
L427[05:23:09] <madcrazydrumma> I think i should only have like 4
L428[05:23:11] <gigaherz> and then a field and accessors for keeping track of the value
L429[05:23:11] <gigaherz> XD
L430[05:23:24] <gigaherz> y oucan do a capability in just "one"
L431[05:23:29] <madcrazydrumma> o.o?
L432[05:23:29] <gigaherz> if you don't count a few inner classes ;P
L433[05:23:32] <madcrazydrumma> hahaha
L434[05:24:44] <gigaherz> this is something I wrote as an example for someone else
L435[05:24:44] <gigaherz> https://gist.github.com/gigaherz/6f80718f69e513b57e72
L436[05:24:47] <gigaherz> it's incomplete
L437[05:24:49] <gigaherz> butit's a good start
L438[05:24:49] <gigaherz> ;P
L439[05:25:18] <gigaherz> it's also for an item
L440[05:25:19] <madcrazydrumma> Do you use a mana capability in eop?
L441[05:25:21] <gigaherz> instead of an entity
L442[05:25:25] <gigaherz> nope
L443[05:25:38] <gigaherz> the magic is stored in the items
L444[05:25:51] <gigaherz> I did plan on having a player-bound progression system eventually
L445[05:25:54] <gigaherz> I just haven't started on it
L446[05:26:13] <madcrazydrumma> ahh okay fair enough
L447[05:26:17] <gigaherz> for now I just have a few achievements
L448[05:26:32] <gigaherz> I do have a capability
L449[05:26:39] <gigaherz> it tracks the active spellcast
L450[05:27:29] <madcrazydrumma> When you say the CapabilityTargettable is incomplete, how far is it from complete? haha
L451[05:27:42] <gigaherz> dunno I wrote it, but never tested it
L452[05:27:42] <gigaherz> XD
L453[05:27:58] <gigaherz> I think mostly
L454[05:28:09] <gigaherz> you'd just need to implement the AttachCapabilityEvent.Entity
L455[05:28:18] <gigaherz> instead of the Item#initCapabilities
L456[05:28:29] <gigaherz> and the player clone event to be able to carry over the mana on death
L457[05:30:56] <Cazzar> java plz: http://upload.cazzar.net/u/1461493854
L458[05:31:09] <Cazzar> if you are going to tell me there is an update, at least DO IT RIGHT
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L460[05:33:25] <gigaherz> Cazzar: it didn't want to tell you
L461[05:33:30] <gigaherz> it wanted to install it
L462[05:33:33] <gigaherz> without asking you at all
L463[05:33:47] <gigaherz> apparently oracle started updating people's java without asking
L464[05:33:58] <Cazzar> Mine just fails... constantly.
L465[05:34:24] <gigaherz> ctrl-C the dialog into notepad
L466[05:34:31] <gigaherz> and try to access the url directly
L467[05:34:31] <gigaherz> ;P
L468[05:35:00] <Cazzar> CBA
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L470[05:35:17] <gigaherz> "You have successfully installed java"
L471[05:35:18] <gigaherz> worked for me
L472[05:35:19] <gigaherz> ;P
L473[05:35:19] <Cazzar> ALso, windows dialogues don't let you
L474[05:35:22] <gigaherz> yes they do
L475[05:35:26] <gigaherz> not widely known feature
L476[05:35:27] <Cazzar> Not all of them
L477[05:35:35] <gigaherz> if it's an actual win32 MessageBox
L478[05:35:37] <gigaherz> it will
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L481[05:39:34] <gigaherz> oops. https://github.com/gigaherz/Ender-Rift/commit/62c174f928a37f4738f94e57817d0889a124cda1
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L487[06:09:01] <theraspberry> Is there a way of downloading libaries in CLI? cause making a server and uploading it to my host is a pain.
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L490[06:29:59] <Cazzar> curl, wget, anything that supports HTTP download?
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L493[06:43:28] <PaleoCrafter> theraspberry, the installer accepts the installServer argument
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L535[09:37:04] <gigaherz> \o/
L536[09:37:10] <gigaherz> got working setup with my own mod
L537[09:37:14] <gigaherz> (survival ;P)
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L539[09:42:39] <vox> nice!
L540[09:43:02] <vox> Oh man, I'm going to have to look into how Intangible did its book
L541[09:43:21] <vox> "book" because it hangs in the air and uses mouse input
L542[09:45:30] <gigaherz> I noticed another "issue" about the way my mod's browser works
L543[09:45:44] <gigaherz> it always prefers placing things in the first available inventory
L544[09:45:59] <gigaherz> but it would be best if it tries to continue pushingthings into the same inventory that already contains them
L545[09:46:24] <gigaherz> I could do a first pass looking for inventories that already have the item
L546[09:46:38] <gigaherz> and then a second pass to push them elsewhere if anything remains afterward
L547[09:46:39] <gigaherz> hmm
L548[09:46:48] <gigaherz> I guess I'll do that
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L554[10:06:46] <Jiraiyah> ProfMobius, you around? have a crash report :D
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L557[10:14:49] <Ivorius> Jiraiyah: Make an issue
L558[10:14:51] <Ivorius> You are a dev
L559[10:15:11] <ollieread> No you are
L560[10:17:14] <vox> No you are
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L565[10:37:16] <zenith|coding> I'm trying to render text pointed a the player always. Can anyone see anything immediately wrong with this: http://pastebin.com/mS6gVctE
L566[10:37:22] <zenith|coding> That's the rotating code
L567[10:38:08] <PaleoCrafter> 1) What's wrong visually? 2) Where do you call it?
L568[10:38:50] *** kroeser|away is now known as kroeser
L569[10:39:02] <zenith|coding> And here's the caller: http://pastebin.com/cjyrqms5
L570[10:39:10] <zenith|coding> Sec, I'll show you what's wrong visually
L571[10:40:25] <zenith|coding> Oh wait, I remember.
L572[10:40:35] <zenith|coding> What's wrong visually is that I can't see it at all
L573[10:41:11] <PaleoCrafter> well, you translate after you rotate
L574[10:41:13] <PaleoCrafter> swap that
L575[10:43:45] <zenith|coding> Still nothin
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L577[10:45:05] <PaleoCrafter> it works without the rotation?
L578[10:45:54] <zenith|coding> yeah
L579[10:46:01] <zenith|coding> It just shows on the north side only
L580[10:46:35] <PaleoCrafter> well, the rotation code is correct
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L582[10:47:10] <zenith|coding> So there's probably something else in the rendering environment that's giving me grief then you think?
L583[10:47:17] <zenith|coding> Something I'm not cleaning up somewhere else maybe?
L584[10:47:22] <PaleoCrafter> mebbe
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L597[11:31:23] <Temportalist> In theory, could I thread game registry register things? Compression loops through all the items and blocks in game and that can take a while.
L598[11:31:39] <unascribed> that sounds extremely dangerous
L599[11:31:47] <unascribed> generally the answer to "can I thread minecraft" is "no"
L600[11:32:51] <gigaherz> Temportalist: "in theory" you can thread anything
L601[11:32:56] <Temportalist> It just really happers the loading process
L602[11:33:03] <Temportalist> Hampers*
L603[11:33:09] <gigaherz> the question is, are you ready to go all the way and make the whole process thread-safe?
L604[11:33:28] <Temportalist> probably
L605[11:33:34] <gigaherz> "registering things" is actually the quicker part of loading?
L606[11:33:40] <unascribed> lol, you'd be rewriting half the game
L607[11:33:45] <gigaherz> most of thetime is spent loading models and stitching textures
L608[11:34:11] <Temportalist> Actually most of the time is just spent iterating through the items and blocks to make recipes. That's all it is.
L609[11:34:24] <gigaherz> ?
L610[11:34:31] <gigaherz> you mean your specific loading?
L611[11:34:34] <gigaherz> or in general?
L612[11:34:45] <Temportalist> Mine specifically
L613[11:35:10] <Temportalist> Another thought is that I could try to make a recipe that is super dynamic and doesn't require the loading of blocks/items
L614[11:35:27] <zenith|coding> PaleoCrafter thanks. There was some other junk that was muddying the waters. Now I have this working: http://gfycat.com/HonestDefiantHuman
L615[11:35:54] <PaleoCrafter> looks pretty cool
L616[11:36:04] <Temportalist> I like my second thought better. It would avoid threading and loading on startup
L617[11:36:56] <PaleoCrafter> would be 100% awesome if the stick didn't just pop into the sapling :P
L618[11:37:00] <PaleoCrafter> add particles or something
L619[11:37:13] <zenith|coding> Oh definitely
L620[11:37:18] <zenith|coding> One step at a time :)
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L622[11:37:41] <PaleoCrafter> do it nao :P
L623[11:38:10] <TehNut> I've seen 2 GIF's of sticks spinning, but I'm already looking forward to screwing around with that mod :P
L624[11:38:21] <gigaherz> lol
L625[11:38:56] <unascribed> needs more particle effects
L626[11:40:24] <Temportalist> WHAT IS THIS zenith|coding ?!
L627[11:40:30] <unascribed> spinning sticks
L628[11:40:41] <unascribed> oh someone already said more particles
L629[11:40:42] <unascribed> whoops
L630[11:40:44] <gigaherz> Temportalist: apparently something that turns sticks into saplings
L631[11:40:49] <Temportalist> :P
L632[11:40:53] <gigaherz> a resaplinginator
L633[11:41:01] <unascribed> a Life Imbuer
L634[11:41:07] <gigaherz> same thing ;P
L635[11:41:21] <gigaherz> zenith|coding: in my magic mod, I have a small version of the cloud particle
L636[11:41:31] <gigaherz> I'd spawn some ofthose while the machine is running
L637[11:41:33] <zenith|coding> It's a mod I'm working on called Essential. It's about using the 5 essences (wood, fire, earth, metal, and water) to transmute things into other things. It's designed to be an alternative to Ex Nihilo
L638[11:41:43] <gigaherz> and then some otherswhen the conversion happens
L639[11:42:12] <unascribed> smoke particles aren't very magic-y :P
L640[11:42:52] <gigaherz> not smoke, "small clouds" ;P
L641[11:42:52] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-12-18-0221-30.mp4
L642[11:42:57] <zenith|coding> I wonder if I can use GL coloring to color particle effects
L643[11:43:04] <unascribed> yeah, smoke.
L644[11:43:06] <gigaherz> yes, you can modify the rendering process
L645[11:43:19] <gigaherz> let me find you the links
L646[11:43:39] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L170,L185
L647[11:43:40] <PaleoCrafter> those look different from before, gigaherz
L648[11:43:43] <gigaherz> particle type registration
L649[11:43:46] <PaleoCrafter> or is it another machine?
L650[11:43:47] <gigaherz> PaleoCrafter: that's an old vid
L651[11:43:51] <PaleoCrafter> ah :D
L652[11:44:05] <gigaherz> still looks like that, though
L653[11:44:08] <gigaherz> mostly
L654[11:44:22] <zenith|coding> If so I can make one "poof" particle effect and recolor it
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L656[11:44:30] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/EntitySmallCloudFx.java
L657[11:44:38] <gigaherz> the handler class
L658[11:44:43] <gigaherz> which I just change the scale
L659[11:44:50] <gigaherz> but you could do custom color or such
L660[11:45:07] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L177
L661[11:45:14] <gigaherz> and that's how you register the particle rendering itself
L662[11:45:37] <zenith|coding> Awesome. Thanks, gigaherz
L663[11:45:51] <gigaherz> got all 3 links?
L664[11:45:54] <zenith|coding> Yessir
L665[11:45:58] <gigaherz> ^_^
L666[11:46:01] <gigaherz> have fun
L667[11:46:09] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-12-22-0631-06.mp4
L668[11:46:25] <gigaherz> I recorded this while testing the semi-random animation offset
L669[11:46:59] <gigaherz> oh btwe
L670[11:47:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/BlockEssentializer.java#L65
L671[11:47:00] <zenith|coding> I also have a semi-random animation offset, I use it for my itemstack renders
L672[11:47:02] <gigaherz> that's how I spawn them
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L674[11:47:23] <gigaherz> there's 4 cases because the block has 4 holes
L675[11:47:28] <gigaherz> and I chooseone of the 4 holes at random
L676[11:47:55] <PaleoCrafter> can't you make that a one-liner somehow? :P
L677[11:48:37] <PaleoCrafter> like, rotate a vector around the y axis by Random.nextInt(4)*90deg or something :P
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L679[11:49:22] <zenith|coding> I think it would be a 2-liner
L680[11:49:34] <PaleoCrafter> probably
L681[11:49:46] <gigaherz> PaleoCrafter: possibly, but meh.
L682[11:49:56] <Intektor> http://i.imgur.com/GFrCIAk.png has someone an idea how to do that better?
L683[11:49:57] <PaleoCrafter> what, meh? :P
L684[11:50:29] <PaleoCrafter> what exactly do you need that for, Intektor?
L685[11:50:41] <gigaherz> meh to spending any effort into making that a one-liner
L686[11:50:42] <gigaherz> ;P
L687[11:50:52] <PaleoCrafter> but... the conciseness D:
L688[11:50:54] <Intektor> I need to find all those tools, to register them in my mod
L689[11:51:19] <PaleoCrafter> can't you do it on demand or something?
L690[11:51:32] <gigaherz> if java had support for operators and valuetypes
L691[11:51:43] <gigaherz> I'd just use a Vec2i or something
L692[11:51:46] <gigaherz> but meh. ;P
L693[11:52:12] <PaleoCrafter> I think there's a Valhalla prototype :P
L694[11:52:19] <Intektor> well, maybe I can
L695[11:52:22] <Intektor> so how?
L696[11:52:31] <Intektor> but I need it on the server
L697[11:52:43] <unascribed> take a step back, why do you want lists of every tool type
L698[11:52:47] <PaleoCrafter> ^
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L701[11:57:44] <Intektor> http://i.imgur.com/O45CIRQ.png thats why
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L704[11:58:49] <unascribed> okay, and where is this used?
L705[11:58:55] <unascribed> onItemRightClick for a case block?
L706[11:59:00] <unascribed> if so you should just check this then
L707[11:59:04] <unascribed> rather than shoving it into lists
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L714[12:16:50] <masa> and you assume all the tools extend the vanilla classes?
L715[12:16:58] <masa> for example mine doesn't
L716[12:17:56] <masa> but yeah, what is the point of having all that stuff in lists?
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L718[12:20:11] <Temportalist> PaleoCrafter: scala compound for statement, go
L719[12:20:30] <Temportalist> i.e. for (row <- 0 until 3) for (col <- 0 until 3)
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L722[12:31:39] <PaleoCrafter> wat, Temportalist?
L723[12:32:00] <PaleoCrafter> for { row <- 0 until 3 \n col <- 0 until 3 } ? :P
L724[12:32:04] <Temportalist> ya
L725[12:32:12] <PaleoCrafter> or for(row <- 0 until 3; col <- 0 until 3)
L726[12:32:17] <PaleoCrafter> depending on what you prefer
L727[12:32:21] <Temportalist> but was hoping for something smoller :P
L728[12:34:09] <PaleoCrafter> well, you could do something like this: http://stackoverflow.com/a/14740340 xD
L729[12:34:37] <legendff> Hey, not sure if this is the right place to ask, but uhhh well. Having problems with setting up a modding enviroment on Eclipse. I'm probably just a big dumbo, anyways. So I'm following some tutorial(tried a few). Downloading the mdk(1.8.9). unzipping, running gradlew setupDecompWorkspace and gradlew eclipse in the forge main dir and Ill end up with a 100mb folder, so far so good. Opening the eclipse folder
L730[12:34:37] <legendff> inside eclipse(...). I have the mdk example, its errorfree, it starts, I can even mod. So this is were the tutorials usually stop or go stupid. Do I really have to put my code into the example project? Do I really have to set up a workspace for every single mod? I cant copy the project in eclipse, because it points on itself... in explorer I cant even locate it. As I said I'm probably just a huge dumbo, but
L731[12:34:38] <legendff> yea.. cant help myself :(
L732[12:34:38] <PaleoCrafter> then you'd just do for((col, row) <- (0 until 3) cross (0 until 3)), not really smaller, but meh :P
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L735[12:35:37] <PaleoCrafter> could probably add something like ** (applying cross to itself n times) and then you could have for((row, col) <- (0 until 3) ** 2) xD
L736[12:35:42] <masa> legendff: I have a custom setup I'm using for my mods
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L739[12:35:57] <masa> it is usually not recommended to do it that way by anyone I know
L740[12:36:14] <masa> but, it does have all my mods in the same workspace that way
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L742[12:37:15] <PaleoCrafter> well, in eclipse, having multiple mods in one workspace is no problem :P
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L744[12:38:03] <masa> is it in idea then?
L745[12:38:12] <Temportalist> masa, no i have no issues :P
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L747[12:38:24] <Temportalist> I have a ton
L748[12:38:26] <PaleoCrafter> it's a little more difficult in IDEA, yes
L749[12:38:43] <PaleoCrafter> although it might have become a lot easier in 2016.1, I suppose
L750[12:38:48] <Temportalist> https://gyazo.com/59fe6365ff316b776775cdfc05649ae9
L751[12:38:57] <Temportalist> PaleoCrafter: it is a LOT easier than it used to be
L752[12:39:13] <gigaherz> I heard it has, but I also heard idea 2016 had some issues with importing forge's stuff so I just kept idea 15 ;P
L753[12:39:29] <Temportalist> gigaherz: not really
L754[12:39:46] <Temportalist> at least i havent encountered anything
L755[12:40:08] <PaleoCrafter> the only real problems are with the run configs, but that might have been fixed on FG's end already (haven't set up a project in some time now)
L756[12:40:28] <PaleoCrafter> and the other one is that sources don't get attached, but only for some people, for some weird ass reason
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L759[12:43:49] <Temportalist> occassionally resources just wont load, and im not sure why this just started happening haha
L760[12:44:07] <PaleoCrafter> *that* hasn't happened for me XD
L761[12:47:44] <legendff> anyone maybe has a good tutorial on setting a modding workspace up properly? Stuff I can find on google are most of the time just (wall of text)"run gradlew setupDecompWorkspace ... run gradlew eclipse"(wall of text) and in the end they are editing the mdk example lo
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L763[12:48:05] <PaleoCrafter> that's all there is to it :P
L764[12:49:03] <masa> legendff: I'm eating atm, but I can walk you through it in about half an hour if you want?
L765[12:49:19] <legendff> that would be amazing masa:
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L768[12:50:30] <gigaherz> legendff: but setting up a mod workspace IS just "run gradlew setupDecW, run gradlew eclipse, import existing project into eclipse workspace"
L769[12:50:30] <gigaherz> ;P
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L772[12:52:31] <gigaherz> in the case of using IDEA for modding, it's "run gradlew sDecW, import gradle file into idea, open idea's gradle panel, run genIntelliJruns task, click on the blue refresh icon in the gradle panel"
L773[12:52:58] <PaleoCrafter> that last step isn't necessary, as far as I'm aware :P
L774[12:53:03] <TehNut> https://www.youtube.com/watch?v=PfmlNiHonV0
L775[12:53:11] <PaleoCrafter> and if your settings are good, step 1 and 2 can be swapped
L776[12:53:21] <gigaherz> PaleoCrafter: I guess not right after importing
L777[12:53:47] <gigaherz> hmm however, wouldn't you need to refresh if you do swap them?
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L779[12:54:12] <PaleoCrafter> I honestly don't know :P
L780[12:54:27] <TehNut> import -> run setupDecompWorkspace task from sidebar -> run genIntellijRuns task from sidebar -> Click green refresh button in sidebar
L781[12:54:30] <gigaherz> meh dunno, I just press it right after I do something that coudl potentially modify things
L782[12:54:47] <gigaherz> green refresh icon in sidebar?
L783[12:55:19] <legendff> I'm using eclipse. as I said earlier it ends me with an mdk example that runs. I could mod like that. But I have no Idea how to use that on new projects, creating a 100mb workspace for each mod isnt an option for me.
L784[12:55:37] <PaleoCrafter> the workspace shouldn't be a 100mb unless you use ATs
L785[12:55:39] <gigaherz> well that's how it works
L786[12:55:39] <masa> legendff: I sent you a pm with a basic explanation
L787[12:55:49] <gigaherz> also the workspace uses shared libs
L788[12:55:56] <gigaherz> forge sources, mc dependencies, etc
L789[12:55:58] <PaleoCrafter> ^
L790[12:56:08] <gigaherz> are shared for all workspaces using the same version of forge and mappings
L791[12:56:19] <gigaherz> you basically have one set of libraries for each pair of forge+mappings
L792[12:57:56] <gigaherz> althouhg, I just measured it
L793[12:58:03] <gigaherz> my mod folders are around 300-400mb each
L794[12:58:03] <gigaherz> XD
L795[12:58:37] <gigaherz> my modding folder is > 6gb
L796[12:58:37] <gigaherz> ;P
L797[12:58:51] <PaleoCrafter> maybe it actually puts assets in the mod's folder?
L798[12:59:01] <gigaherz> the build/ folder is the biggest
L799[12:59:24] <gigaherz> actually the biggest is run/saves
L800[12:59:30] <TehNut> I build everything on my server, so my local modding directories aren't too huge
L801[12:59:31] <gigaherz> but excluding the debugworlds
L802[13:00:01] <TehNut> Oh, also it's a blue refresh button, not green
L803[13:00:05] <TehNut> oopys
L804[13:00:46] <LexLap2> <Intektor> http://i.imgur.com/O45CIRQ.png thats why -.-
L805[13:02:17] <LexLap2> and someone is bitching about a few 100 MB? Wow....
L806[13:02:37] <LexLap2> Go take $10 and get yourself a 20gb flash drive and you'll be fine.
L807[13:09:00] <williewillus> gigaherz: mine is just 2 :P
L808[13:09:27] <williewillus> 600M for Botania, 250 for Forge, 220 for PE, and 150 ish for about 4 others
L809[13:09:55] <PaleoCrafter> how are you modding the pocket edition?!?1!?
L810[13:10:10] <williewillus> my multimc folder is only 2G as well surprisingly
L811[13:10:14] *** AbrarSyed is now known as Abrar|gone
L812[13:10:30] * williewillus is not sure if that question was serious or not :P
L813[13:10:55] <PaleoCrafter> the '1' didn't get there by accident :P
L814[13:11:08] <gigaherz> you could shorten it to PjE and then there wouldn't be any jokes/confusions
L815[13:11:09] <gigaherz> ;p
L816[13:11:23] <TehNut> but then there wouldn't be any jokes/confusions
L817[13:11:26] <williewillus> meh
L818[13:11:38] <williewillus> :P
L819[13:11:47] <gigaherz> oh btw williewillus
L820[13:12:00] <gigaherz> I was trying to play with botania on 1.8.9 (the pioneers modpack)
L821[13:12:18] <gigaherz> and the JEI recipes for the flowers don't actually open the right flower?
L822[13:12:43] <williewillus> i thought i fixed that
L823[13:12:52] <gigaherz> maybe they use an old version
L824[13:12:53] <williewillus> which version does it hvae
L825[13:13:17] <gigaherz> 299
L826[13:13:23] <williewillus> hm its still there
L827[13:13:28] <williewillus> i'll recheck
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L831[13:38:39] <legendff> LexLap2: not bitching about a few 100mb. My liteloader workspace is 600mb big, completely fine, as long as I don't have to set it up for every of the 243 mods Ive written so far lol. Anyways Got a solution now thats working. Thanks everyone :p
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L833[13:39:03] <PaleoCrafter> uhm... 243 mods?
L834[13:39:20] <gigaherz> wat
L835[13:39:48] <gigaherz> you plan on working on 243 mods at once?
L836[13:40:01] <Temportalist> ^^^^^^
L837[13:40:17] <PaleoCrafter> it could obviously be 243 dirt to diamond mods, with various in- and output sizes
L838[13:40:43] <gigaherz> wait
L839[13:40:48] <gigaherz> 243 that you have created *so far*
L840[13:40:48] <gigaherz> wtf
L841[13:40:51] <legendff> ye
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L843[13:41:03] <gigaherz> why so many lol
L844[13:41:07] <gigaherz> just make a single one with a config file
L845[13:41:07] <gigaherz> XD
L846[13:41:09] <PaleoCrafter> also, read the topic, legendff
L847[13:41:35] <PaleoCrafter> tsk, configs are way too complex, gigaherz :P
L848[13:41:56] <PitchBright> o/
L849[13:42:01] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/ConfigManager.java
L850[13:42:05] <gigaherz> meh it's just a "simple" pattern
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L852[13:42:24] <PaleoCrafter> it's too much work for a dirt do diamond mod though
L853[13:42:31] <gigaherz> true
L854[13:42:35] <gigaherz> although I guess
L855[13:42:39] <gigaherz> maybe he has one mod per recipe
L856[13:42:43] <PaleoCrafter> which makes we wonder, is there a dirt to diamond enterprise edition? xD
L857[13:42:43] <gigaherz> dirt to gravel
L858[13:42:47] <gigaherz> gravel to cobble
L859[13:42:48] <gigaherz> cobble to stone
L860[13:42:51] <vox> zenith|coding, man that's awesome though
L861[13:42:53] <gigaherz> stone to obsidian
L862[13:42:54] <gigaherz> etc
L863[13:43:01] <vox> I'm already looking forward to that mod
L864[13:43:21] <vox> Btw you planning for an API so other mods can add recipes for their own materials?
L865[13:43:28] <vox> I'd be a fan :D
L866[13:43:41] <zenith|coding> It'll be json-based
L867[13:43:58] <zenith|coding> There will be a config folder where you can add recipes.
L868[13:44:00] <vox> Awesome
L869[13:44:17] <zenith|coding> Basically it will pull in each json file in that directory and parse them out
L870[13:44:19] <gigaherz> fancy, although that sortof makes it annoying for modders to add recipes programmatically ;P
L871[13:44:31] <zenith|coding> There'll be a hook as well :)
L872[13:44:39] <gigaherz> nice ;P
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L874[13:45:11] <zenith|coding> There's a recipe registry, similar to the minecraft one
L875[13:45:17] <zenith|coding> I made the api call similar as well
L876[13:45:28] <gigaherz> what version of mc?
L877[13:45:35] <gigaherz> if you are doing it on 1.9
L878[13:45:46] <zenith|coding> 1.8.9 for now. Once 1.9 is more stable, I'll move over to that
L879[13:45:58] <zenith|coding> It's still *way* early though
L880[13:46:02] <gigaherz> 1.9 has a generic registry system
L881[13:46:08] <zenith|coding> (in the mod's life I mean)
L882[13:46:10] <gigaherz> although it's not meant for recipes hmm
L883[13:46:26] <gigaherz> there were talks about a generic recipe registration system, iirc
L884[13:46:33] <zenith|coding> I've been working on it for maybe 2 weeks. Probably another month or two before an alpha release
L885[13:46:34] <gigaherz> maybe it will happen in the 1.9.x series
L886[13:46:55] <vox> I think that's a thing actually
L887[13:47:05] <vox> lemme see if I'm being dumb or not
L888[13:47:28] <zenith|coding> There's a lot of special sauce in my recipes, and in the recipe handler
L889[13:47:48] <gigaherz> normal crafting recipes end up as an IRecipe class
L890[13:47:56] <zenith|coding> So even if there is a generic recipe handler at some point, I probably won't use it for the transmutation recipes TBH
L891[13:47:57] <vox> > Blocks, Items, Potions, PotionTypes, SoundEvents, Enchantments, Biomes, etc.
L892[13:48:04] <gigaherz> that has methods to get the outputs based on the existing inputs
L893[13:48:27] <gigaherz> vox: yeah those are registries for "things"
L894[13:48:35] <vox> Yeah
L895[13:48:35] <gigaherz> and you can add new registrable things
L896[13:48:39] <gigaherz> but it's not for recipes
L897[13:48:47] <vox> Oh, that's annoying a bit
L898[13:48:50] <vox> Good to know though
L899[13:48:55] <gigaherz> since recipes aren't a "Map<ResourceLocation, Object>"
L900[13:48:59] <gigaherz> they are just lists
L901[13:49:10] <gigaherz> where the first one to accept the job takes it
L902[13:49:23] <gigaherz> so a generic recipe
L903[13:49:24] <gigaherz> would be like
L904[13:49:55] <Wuppy> marble sand races are the best xD
L905[13:49:59] <gigaherz> IGenericRecipe<InputsType, OutputsType> { boolean accepts(InputsType data); OutputsType getResult(InputsType data); }
L906[13:50:14] <gigaherz> and then all he recipe registries would extend from there
L907[13:50:47] <gigaherz> (code just for example purposes, not meant to match any actual implementation)
L908[13:53:33] <Flenix> Anyone got any ideas how I could approach checking if a player fell from height but then landed in something like water, or grabbed a ladder? the LivingFallEvent only gets called when they actually collide with a solid block
L909[13:53:44] <Flenix> I basically want to know if the player fell enough to take damage, but somehow avoided that damage
L910[13:53:59] <PaleoCrafter> look at how vanilla checks it?
L911[13:54:10] *** zenith|coding is now known as zenith|away
L912[13:54:25] <gigaherz> Flenix: iirc
L913[13:54:35] <gigaherz> mc has a "blocks fallen" counter in the entity
L914[13:54:48] <gigaherz> which gets reset when you do anything that cancels fall damage
L915[13:54:54] <gigaherz> even if you slow the player down
L916[13:55:01] <gigaherz> if you don't reset that number, it will still kill you
L917[13:55:23] <gigaherz> that's why I do this in my magic mod: (fetching link)
L918[13:55:34] <PaleoCrafter> testing such a feature in creative can be literally fater later on, btw :P
L919[13:55:40] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/blocks/BlockCushion.java#L45
L920[13:55:42] <PaleoCrafter> *fatal
L921[13:56:10] <gigaherz> isntead of resetting the fall damage completely as most blocks do
L922[13:56:25] <gigaherz> I adjust the block count with the same % reduction that I applied to the speed
L923[13:57:37] <vox> back in the 1.1-1.2 days I played with a mod that had creative flight, but you always had to make sure you landed higher or on equal height from where you took off
L924[13:57:39] <gigaherz> anyhow what I meant is, if you were to keep a separate counter elsewhere
L925[13:57:54] <vox> because they didn't manage fall damage correctly
L926[13:57:54] <gigaherz> and once touching the ground
L927[13:58:00] <gigaherz> you check if the two values don't match
L928[13:58:10] <gigaherz> that'd mean there was a fall damage reduction along the way
L929[13:58:26] <gigaherz> vox: they probably didn't reset this fall counter ;P
L930[13:58:32] <Flenix> Alright, I'll have a play around with that, thanks
L931[13:58:39] <vox> probably not :P
L932[13:58:56] <Flenix> I remember using that mod too, first mod I ever used actually
L933[13:59:10] <vox> I don't even remember what mod that was.... those were my Tekkit days because that's what all of my friends were playing at the time :P
L934[13:59:15] <PaleoCrafter> what exactly is it you're trying to achieve, btw, Flenix?
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L936[13:59:22] <PaleoCrafter> just something with fall damage?
L937[13:59:44] <Flenix> I've been working on a skills mod, I want to give XP if they've fallen but managed to avoid the fall damage by landing in water etc
L938[14:00:01] <PaleoCrafter> ah, okay
L939[14:00:11] <vox> that's pretty cool
L940[14:00:38] <PaleoCrafter> then I'd just duplicate the logic for the damage in EntityLivingBase.fall
L941[14:00:39] <Flenix> The mod itself is based loosely around SAO, if any of you have watched that. This is the aerobatics skill, first real skill I'm working on :P
L942[14:04:46] <Intektor> has someone an idea how I get the ItemRenderer object in 1.7.10?
L943[14:05:20] <PaleoCrafter> wat
L944[14:05:25] <masa> eek 1.7
L945[14:05:40] <tterrag> I don't really think it has changed
L946[14:05:51] <Intektor> some weirdo wants to pay me if I downgrade my mod to 1.7.10
L947[14:05:57] <PaleoCrafter> oh, ItemRenderer actually was a thing, wasn't aware of that
L948[14:05:57] <gigaherz> lol
L949[14:06:05] <vox> Flenix: SAO is the only anime that I've ever liked
L950[14:06:18] <vox> And only then really the first two-ish arcs, mainly the first
L951[14:06:24] <Intektor> So what was it back then?
L952[14:06:26] <vox> That would make a good game, imo
L953[14:06:31] <gigaherz> vox: but but, there's some anime from the 90s and early 2000s that's way better than that ;P
L954[14:06:43] <PaleoCrafter> they'd better invest their money in some thugs to get other authors to update to 1.8+
L955[14:06:45] <vox> Not any that I've watched ;P
L956[14:06:53] <Flenix> I really liked it, hence starting this. Then the guys who make the MCSAO mod asked me to help them, so this is gonna be part of the revamp of that too
L957[14:06:58] <gigaherz> not even stuff like Eureka seven?
L958[14:07:26] <vox> I haven't watched that
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L960[14:07:33] <gigaherz> FLCL?
L961[14:07:47] <vox> Nope. I'm pretty anime-deprived :P
L962[14:07:58] <gigaherz> ;P
L963[14:08:02] <vox> SAO, Aldnoah.Zero was okay, a few others that I don't remember
L964[14:08:32] <gigaherz> so the issue is you haven't really watched the good animes
L965[14:08:44] <gigaherz> (SAO is good -- I'm not denying that, it'sj ust not the only good one ;P)
L966[14:08:45] <tterrag> Intektor: just create your own
L967[14:08:55] <Intektor> ok thanks
L968[14:09:06] <tterrag> though - why do you need it?
L969[14:09:08] <vox> Apparently :P
L970[14:09:29] <tterrag> there is also RenderManager.instance.itemRenderer
L971[14:09:46] <gigaherz> vox: https://www.google.com/#q=best+anime+series
L972[14:09:59] <TehNut> >Dragon Ball Z
L973[14:10:01] <gigaherz> all the ones that show up in google's contextual results bar at the top
L974[14:10:13] <gigaherz> are relatively good ;P
L975[14:10:44] <TehNut> I can agree with some of those there
L976[14:11:02] <gigaherz> evangelion was good, then the ending made it bad retroactively
L977[14:11:17] <gigaherz> spend the whole anime waiting for things to get better
L978[14:11:23] <gigaherz> then nope. ends up worse.
L979[14:12:59] <vox> Meh I really didn't like DragonBall Z or any of the other ones
L980[14:13:05] <vox> seemed... just not that great
L981[14:13:13] <gigaherz> DBZ is one of the worst in the list, tbh
L982[14:13:13] <gigaherz> XD
L983[14:13:24] <TehNut> YuGiOh is on that list too
L984[14:13:46] <TehNut> And Naruto
L985[14:13:50] <gigaherz> narute was nice
L986[14:13:55] <gigaherz> until the filler
L987[14:14:03] <TehNut> Yeah that killed it
L988[14:14:22] <gigaherz> I continued reading the manga
L989[14:14:24] <gigaherz> but ignored the anime
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L991[14:14:40] MineBot sets mode: +v on Actuarius
L992[14:15:37] <vox> When I was a kid I used to watch the YuGiOh tv shows
L993[14:15:40] <tterrag> fry: update? :P
L994[14:16:05] <gigaherz> yugioh never interested me, neither did pokemon
L995[14:16:14] <gigaherz> I did watch a couple of seasons of digimon
L996[14:16:16] <gigaherz> but meh
L997[14:16:31] <fry> power outage :P
L998[14:16:48] <tterrag> it's not on a server?
L999[14:16:49] <PaleoCrafter> $xy
L1000[14:16:53] <PaleoCrafter> FRY, WHY
L1001[14:16:59] <tterrag> $ xy
L1002[14:16:59] <Actuarius> Usage: $ [labels|labels add|labels remove|assign|deassign|open|close] [<issue>] [<label>|<assignee>]; add supports a list of labels
L1003[14:17:04] <tterrag> still no :P
L1004[14:17:22] <PaleoCrafter> WHERE'S DA REPO
L1005[14:19:10] <tterrag> fry: I could put it on my server, if you need something to host it on
L1006[14:19:22] <tterrag> though, lex is probably a better person to ask :P
L1007[14:19:33] <Intektor> world.addSceduledTask does not seem to exist in 1.7.10, what should I do?
L1008[14:19:44] <Intektor> I am working in IMessageHandler
L1009[14:19:49] <PaleoCrafter> nothing
L1010[14:19:52] <williewillus> you don't need to do that in 17
L1011[14:19:53] <fry> I do have a server of my own, it's just easier to update it if it's running locally :D
L1012[14:20:12] <PaleoCrafter> don't you have a full deployment system and everything though? :P
L1013[14:20:21] <fry> sbt stage
L1014[14:20:27] <PaleoCrafter> gotta go enterprisy
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L1019[14:36:47] <theFlaxbeard> Just starting out using 1.8.9 foge. One of my blocks has a TESR, how can I have it not have a JSON model at all?
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L1022[14:41:41] <Intektor> http://i.imgur.com/8IpR5Ey.png this does not seem to be working in 1.7.10
L1023[14:41:44] <gigaherz> theFlaxbeard: are ALL the parts of the model dynamic?
L1024[14:41:55] <gigaherz> because it's much better to have the static parts in a json/obj/b3d model
L1025[14:41:58] <theFlaxbeard> gigaherz: Yes
L1026[14:42:11] <gigaherz> so that when you move away
L1027[14:42:16] <gigaherz> beyond TESR render limit
L1028[14:42:17] <Intektor> what do I have to change?
L1029[14:42:20] <gigaherz> there's still something drawn
L1030[14:42:30] <theFlaxbeard> gigaherz: It's a gear, the whole thing rotates.
L1031[14:42:38] <gigaherz> I know there's something for when a block is only TESR
L1032[14:42:42] <gigaherz> but I can't remember what it was XD
L1033[14:42:50] <theFlaxbeard> :P
L1034[14:44:01] <gigaherz> this is the "bible" for 1.8+ rendering concepts: https://gist.github.com/williewillus/57d7093efa80163e96e0
L1035[14:44:36] <williewillus> override getRenderType
L1036[14:44:37] <gigaherz> Override getRenderType() in your block class as needed. Default is 3: static model with optional TESR. 2: Force TESR only. [...]
L1037[14:44:44] <gigaherz> that's probably it ;P
L1038[14:45:00] <williewillus> return 2 in 1.8.9 or ENTITYBLOCK in 1.9
L1039[14:45:39] <williewillus> which will force tesr only, note that the json model is still used for the digging particle by default so I usually specify a "dummy" model that exists only to specify the #particle texture
L1040[14:47:10] <gigaherz> this should work for an empty dummy block: { "forge_marker": 1, "variants": { "normal": { "model":"builtin/entity", "textures": { "particle": "particle texture" } } } }
L1041[14:47:34] <gigaherz> (in the blockstates file, that is)
L1042[14:47:48] <gigaherz> oops "normal": [{ ... }]
L1043[14:47:55] <gigaherz> there shoudl be the extra [] around that block
L1044[14:50:30] <williewillus> i don't know how builtin/entity is parsed
L1045[14:50:32] <williewillus> lemme try
L1046[14:50:41] <williewillus> its posible forge blockstate doesn't even parse it?
L1047[14:50:59] <williewillus> I just have a model json with a 0 sized cube :P
L1048[14:51:12] <theFlaxbeard> williewillus: Is this correct?
L1049[14:51:13] <theFlaxbeard> gigaherz: { "forge_marker" : 1, "variants": { "normal": [{ "model": "builtin/entity", "textures: {"particle" : "sprockets:blocks/test" } } ] } }
L1050[14:51:44] <williewillus> gigaherz: it might not
L1051[14:51:52] <williewillus> vanilla tesrs have particles hardcoded
L1052[14:51:53] <williewillus> -.-
L1053[14:53:59] <williewillus> yeah doesn't work
L1054[14:55:03] <williewillus> wait nvm i didn't set it properly an extra 3 snuck in there :P
L1055[14:55:24] <williewillus> trying again
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L1057[14:56:31] <williewillus> doesn't work, builtin/entity is not recognized by the forge blockstate json
L1058[14:56:59] <PaleoCrafter> fry once suggested builtin/generated to me, can't remember if it worked though
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L1061[14:58:22] <williewillus> i guess that would work if you're never going to render that model
L1062[14:58:56] <williewillus> huh interesting the vanilla tesr blocks don't even have blockstate files
L1063[14:59:00] <williewillus> where does it do that?
L1064[14:59:09] <williewillus> remove that requirement i mean
L1065[14:59:18] <williewillus> without erroring
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L1067[15:00:52] <williewillus> oh, hardcoded
L1068[15:01:00] <williewillus> of course what was I expecting :P
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L1077[15:15:39] <gigaherz> hmm builtin/entity doesn't work?
L1078[15:15:44] <gigaherz> I coudl have sworn I saw someone use it
L1079[15:16:15] * gigaherz shrugs
L1080[15:16:21] <gigaherz> maybe it was someone complaining that it didn't work
L1081[15:16:21] <gigaherz> XD
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L1091[15:39:02] <DanYeomans> realistically, should i still support 1.7.10 version of my mod
L1092[15:39:22] <capitalthree> define "support"
L1093[15:39:43] <DanYeomans> i added a new feature to my 1.8.x version of my mod, and ive been requested to implement it in 1.7.10
L1094[15:39:49] <capitalthree> bugfixes I would say, yes, new feature development, not if you don't feel like it
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L1096[15:40:04] <capitalthree> if it's easy and you don't mind, backports are nice
L1097[15:40:08] <capitalthree> but you're not obligated
L1098[15:40:12] <DanYeomans> well
L1099[15:40:23] <DanYeomans> i'm having trouble with TESRs
L1100[15:40:28] <DanYeomans> because i added a new block type
L1101[15:40:36] <DanYeomans> that uses the same tile entity as another block type
L1102[15:40:41] <DanYeomans> but they need different renderers
L1103[15:40:49] <DanYeomans> and as far as i can tell i'd have to just make a new tileentity to do that
L1104[15:41:22] <DanYeomans> also backporting my code caused literally everything to break so :S
L1105[15:41:38] <capitalthree> I wouldn't bother in your shoes :P
L1106[15:41:45] <gigaherz> DanYeomans: I wouldn't add new features to 1.7.10
L1107[15:41:51] <gigaherz> just bugfix crashes
L1108[15:41:52] <capitalthree> if it's open source, tell your users they're welcome to backport it and make a PR
L1109[15:41:55] <DanYeomans> yeah that's what i was thinking
L1110[15:42:26] <DanYeomans> the 1.8 version source is available. 1.7.10 support was actually a last minute thing i did
L1111[15:43:36] <capitalthree> you prolly wanna share your 1.7.10 source if you want them to have a fighting chance :P
L1112[15:43:40] <capitalthree> what's the feature?
L1113[15:44:45] <DanYeomans> i added cross-dimensional teleporters. they use the same tile entity as my regular teleporter
L1114[15:45:38] <DanYeomans> so both of the blocks inherit a base teleporter block class. the tile entity is the same. when i run the game both blocks use the new block's appearance
L1115[15:45:57] <capitalthree> can I see how the renderer is defined?
L1116[15:46:05] <capitalthree> or specified
L1117[15:46:15] <capitalthree> in the tileentity's code
L1118[15:47:28] <DanYeomans> renderer: http://pastebin.com/PsS9Uxjq client proxy: http://pastebin.com/FYs3mEKR
L1119[15:48:06] <DanYeomans> oops hold on i made a change
L1120[15:48:09] <DanYeomans> one second
L1121[15:48:36] <DanYeomans> in the client proxy they're both supposed to use the TileEntityTeleporter
L1122[15:48:57] <DanYeomans> i was messing around with the idea but it's messy
L1123[15:50:33] <capitalthree> I see: renderTileEntityAt(TileEntity te
L1124[15:50:45] <capitalthree> can you make one renderer that does different things depending on the te?
L1125[15:51:43] <DanYeomans> i could but i'm not sure how that'd work
L1126[15:51:49] <DanYeomans> the models are the same
L1127[15:51:57] <DanYeomans> the issue is the textures are also the same
L1128[15:52:09] <DanYeomans> the models are supposed to be the same, i mean
L1129[15:53:07] <capitalthree> DanYeomans: line 28 in your paste
L1130[15:53:15] <capitalthree> can't you just bind a different texture
L1131[15:53:19] <DanYeomans> i am
L1132[15:53:22] <capitalthree> based on what tileentity you get?
L1133[15:53:33] <DanYeomans> the tileentity is the same, though
L1134[15:53:40] <DanYeomans> so i couldn't check based on that
L1135[15:53:44] <capitalthree> ohh
L1136[15:54:06] <capitalthree> you can't give your tileentity a flag so it knows which kind it is?
L1137[15:54:22] <DanYeomans> i could i suppose
L1138[15:54:31] <DanYeomans> it's a gross hack but i'll do it
L1139[15:54:44] <capitalthree> honestly if you want the easiest object oriented way
L1140[15:54:56] <capitalthree> give the tileentity itself a function that returns its texture
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L1142[15:55:37] <theFlaxbeard> Is FMP out for 1.8 or 1.9 yet?
L1143[15:55:37] <capitalthree> or a member assigned at creation
L1144[15:55:52] <DanYeomans> i dont really want to put too much effort into it
L1145[15:55:58] <gigaherz> theFlaxbeard: FMP?
L1146[15:56:03] <theFlaxbeard> Forge MultiPart
L1147[15:56:03] <DanYeomans> i'll just make 2 textures in the TESR
L1148[15:56:09] <capitalthree> I don't see why it's a gross hack to make your tileentity aware of what it is, when it's what's passed into the render thing xD
L1149[15:56:15] <gigaherz> there's mcmultipart now
L1150[15:56:15] <theFlaxbeard> Doesn't appear so
L1151[15:56:20] <gigaherz> it replaces the old one
L1152[15:56:21] <DanYeomans> and it checks the block associated with the tileentity
L1153[15:56:23] <gigaherz> since it needed a rewrite
L1154[15:56:32] <theFlaxbeard> Oh cool
L1155[15:56:55] <gigaherz> #mcmultipart
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L1162[16:18:30] <Temportalist> could there be issues with Capabilities and Scala?
L1163[16:18:43] <gigaherz> no idea
L1164[16:18:54] <TehNut> Neotech uses Capabilities and Scala just fine
L1165[16:19:04] <Temportalist> can I see his code somewhere?
L1166[16:19:21] <TehNut> https://github.com/TeamBR-Modding/NeoTech
L1167[16:19:31] <gigaherz> Neotech is the mod, not the author
L1168[16:19:32] <gigaherz> XD
L1169[16:19:38] <Temportalist> i figured that
L1170[16:28:14] <Temportalist> Update
L1171[16:28:27] <Temportalist> @CapabilityInject only worked when as a java static field
L1172[16:28:39] <Temportalist> it did not work when as a varaible in a scala object
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L1174[16:29:01] <gigaherz> can't do static fields in scala?
L1175[16:29:13] <Temportalist> an field in an object IS a static field
L1176[16:29:20] <Temportalist> eerrrr
L1177[16:29:25] <Temportalist> scratch that
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L1179[16:29:35] <Temportalist> no, you cannot to my knowledge
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L1181[16:30:40] <TehNut> i thought that's what "lazy" was?
L1182[16:31:02] <TehNut> But this is merely from looking at some scala files I didn't understand
L1183[16:31:36] * Temportalist goes to learn about lazy vals
L1184[16:32:01] <Temportalist> "In contrast to a method (defined with def) a lazy val is executed once and then never again."
L1185[16:33:02] <TehNut> oh
L1186[16:33:06] <TehNut> nevermind me then
L1187[16:34:02] <Temportalist> TehNut: gigaherz: http://stackoverflow.com/a/7302634
L1188[16:35:28] <TehNut> Ah
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L1190[16:35:35] <TehNut> Well you'll have to do hybrid stuff then
L1191[16:36:12] <Temportalist> yup
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L1193[16:38:12] <madcrazydrumma> Im rendering my health bar myself, and so far I render it as follows from 0 to current health as the width. I still want the same, but I want the bar to go in equally from the sides
L1194[16:38:15] <madcrazydrumma> so it goes inward
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L1197[16:43:59] <gigaherz> Temportalist: I still think it's sortof stupid to do that
L1198[16:44:05] <gigaherz> I mean not allow statics
L1199[16:44:10] <gigaherz> even for cross-compatibility
L1200[16:44:57] <Temportalist> I think it's stupid that they don't compile down to statics
L1201[16:45:08] <gigaherz> oww oww oww
L1202[16:45:18] <gigaherz> I jsut scratched myself under a nail with a pointy object
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L1204[16:46:22] <madcrazydrumma> gigaherz, that sucks; ive done that plenty o' times
L1205[16:46:58] <madcrazydrumma> btw; http://pastebin.com/0MSuD1gp -> the middle of the inner bar and the last one.. i want the middle one to collapse inward as i described above, and i want the last one to move into the right
L1206[16:47:07] <madcrazydrumma> I tried doing something but it was just shifting the whole bar
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L1208[16:51:16] <diesieben07> wheeeee http://www.minecraftforge.net/forum/index.php/topic,38473.0.html
L1209[16:57:57] <HassanS6000> How would I go about making an itemframe with text above it in 1.8.9
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L1211[17:00:35] <williewillus> what do you mean text above it?
L1212[17:00:38] <madcrazydrumma> hahaha diesieben07
L1213[17:00:45] <williewillus> vanilla item frames only show text if the item inside them is named
L1214[17:01:14] <williewillus> lol what
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L1217[17:02:04] <HassanS6000> yea i got that, figured out another way to do what i wanted
L1218[17:02:26] <Temportalist> diesieben07: what the literal fuck
L1219[17:02:41] <diesieben07> yes :D
L1220[17:02:52] <diesieben07> "me me" to be pronounced in the seananners way.
L1221[17:04:33] <HassanS6000> Lol any ideas on getting this to be more than one line, or is that not possible?
L1222[17:04:34] <HassanS6000> https://gyazo.com/cdaf6bc586bcd7f903310e480d3bc4e3
L1223[17:06:17] <madcrazydrumma> diesieben07, could you check my problem? :3
L1224[17:06:28] <diesieben07> which is...?
L1225[17:06:35] <madcrazydrumma> HassanS6000, [LS] meant to be a new line?
L1226[17:06:47] <madcrazydrumma> [22:47] diesieben07
L1227[17:06:50] <HassanS6000> madcrazydrumma: yea, it seems like the way I'm doin it is not workin
L1228[17:06:51] <diesieben07> FR.drawString can only draw a single line
L1229[17:06:56] <madcrazydrumma> ^^
L1230[17:06:57] <diesieben07> you have to split it and draw multiple lines
L1231[17:07:04] <HassanS6000> How would I go about it
L1232[17:07:14] <madcrazydrumma> Like he said, split it and draw multiple lines
L1233[17:07:26] <diesieben07> Splitter.on('\n') => put in a static final field
L1234[17:07:34] <diesieben07> then SPLIT.split(text)
L1235[17:07:41] <diesieben07> and foreach over that
L1236[17:07:46] <diesieben07> draw each line a little lower
L1237[17:08:10] <diesieben07> now you madcrazydrumma, what is your problem?
L1238[17:08:27] <madcrazydrumma> http://pastebin.com/0MSuD1gp -> the middle of the inner bar and the last one.. i want the middle one to collapse inward as i described above, and i want the last one to move into the right
L1239[17:09:27] <diesieben07> no idea what you mean. screenshot? :D
L1240[17:09:51] <madcrazydrumma> http://i.imgur.com/7jA53l4.png
L1241[17:10:06] <madcrazydrumma> the health bar should decrease evenly on either side and the right bar should decrease to the right
L1242[17:10:13] <madcrazydrumma> they all currently decrease to the left
L1243[17:10:18] <diesieben07> oh oh
L1244[17:10:32] <madcrazydrumma> ^^
L1245[17:10:42] <diesieben07> healthBarWidth = healthBarMaxWidth * (curHealth / maxHealth)
L1246[17:11:21] <diesieben07> then healthbarStartX = (healthBarMaxWidth - healthBarhWidth) / 2
L1247[17:11:32] <diesieben07> then draw the bar at healthbarStartX with width healthbarWidth
L1248[17:11:59] <HassanS6000> Where is the code that draws the string
L1249[17:12:25] <HassanS6000> for the itemframes
L1250[17:12:49] <madcrazydrumma> Okay and for the other one diesieben07? I tried it but it just keeps moving the whole bar to the right xD
L1251[17:12:51] <diesieben07> and for the right one: rightBarX = rightBarStartX + rigthBarMaxWidth - rightBarWidth
L1252[17:13:00] <diesieben07> rightBarStartX = leftmost position of the right bar
L1253[17:13:01] <madcrazydrumma> Alright cheers, ill go try that now ^^
L1254[17:13:09] <diesieben07> rightBarWidth = width of the bar that shoudl be drawn
L1255[17:13:22] <madcrazydrumma> okay ill give it a bash
L1256[17:13:25] <madcrazydrumma> ciao for now
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L1261[17:21:26] <williewillus> gigaherz: seen this before?
L1262[17:21:27] <williewillus> https://i.gyazo.com/d8ad03e0173170ca7d3b9d1acd88c9ec.png
L1263[17:21:49] <gigaherz> yes
L1264[17:22:00] <gigaherz> means someone isreturning "new ItemStack(null)"
L1265[17:22:13] <gigaherz> either because they are crazy, or because some Item wasn't found
L1266[17:22:31] <gigaherz> the current version should have that fixed, though
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L1268[17:23:07] <williewillus> latest 1.9 build on currse
L1269[17:23:09] <williewillus> *curse
L1270[17:23:32] <gigaherz> hmm I fixed that in 0.7.3
L1271[17:23:37] <gigaherz> anything newer thatn that should have worked :/
L1272[17:23:49] <williewillus> blegh I wish people used the right logger
L1273[17:24:04] <williewillus> i like knowing what mod a random message comes from :P
L1274[17:24:09] <gigaherz> heh
L1275[17:26:17] <williewillus> also eleccore looks like it does super hacky shit with rendering -.-
L1276[17:26:20] <williewillus> y
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L1279[17:28:23] <williewillus> welp looks like mods got a lot more ram intensive, i can't start 1.9 with 1G of RAM anymore lol
L1280[17:29:42] <gigaherz> lol
L1281[17:30:48] <williewillus> i also have a suspicion that people are still being dumb and caching bakedmodels without clearing them on resource reload
L1282[17:31:34] <diesieben07> someone should make a screaming log entry for that
L1283[17:33:28] <williewillus> 1200M used on a superflat world
L1284[17:33:31] <williewillus> this isn't normal
L1285[17:33:41] <williewillus> this isn't even that many mods
L1286[17:34:02] <williewillus> eh it's getting a bit better
L1287[17:34:06] <williewillus> gcs down to ~700M
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L1290[17:38:36] <williewillus> lol some mod completely borks the block breaking auxsfx
L1291[17:38:38] <williewillus> great job
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L1294[17:46:45] <vox> So what's this "hayo" that I'm seeing all over the FTB Reddit posts from Vaz and willie and people
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L1296[17:48:23] <Zorn_Taov> what part of minecraft downloads the assets? the launcher or the game itself?
L1297[17:48:28] <williewillus> i assume you weren't around back in the 1.2.5 and earlier days?
L1298[17:48:32] <williewillus> Zorn_Taov: launcher
L1299[17:48:34] <vox> I believe the launcher
L1300[17:48:34] <williewillus> used to be the game
L1301[17:48:40] <williewillus> but that's a bad idea so they moved it to launcher
L1302[17:48:43] <Zorn_Taov> crap, ok
L1303[17:48:51] <vox> willie, I was but not involved with FTB at all
L1304[17:48:56] <vox> Those were my Tekkit days
L1305[17:49:31] <tterrag> http://wiki.industrial-craft.net/index.php?title=Jetpack
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L1307[17:49:33] <tterrag> read the bottom section
L1308[17:49:39] <tterrag> most of the pages have something like that :P
L1309[17:50:24] <vox> Hah, that's awesome
L1310[17:51:05] <williewillus> is there a way to suppress all the chisel warnings lol
L1311[17:54:58] <tterrag> williewillus: they have been disabled since build 6
L1312[17:55:29] <williewillus> welp I'm guessing I have the wrong thing this one has no mcmod.info or version tags
L1313[17:55:40] <williewillus> i got the latest one from curse
L1314[17:55:41] <tterrag> http://minecraft.curseforge.com/projects/chisel/files/2291754
L1315[17:55:55] <tterrag> what warnings exactly?
L1316[17:56:17] <williewillus> "Substituted default .. json for ..."
L1317[17:56:46] <tterrag> ah whoops
L1318[17:56:50] <tterrag> those don't obey the debug flag
L1319[17:57:24] <tterrag> here you can clean up my stupid :P https://github.com/tterrag1098/StupidCleaner
L1320[17:57:44] <tterrag> oh that may or may not work on 1.9
L1321[17:57:51] <tterrag> I don't actually know
L1322[17:57:58] <gigaherz> hmmm does the AE2 crafting interface keep the items in the crafting grid when closed?
L1323[17:58:07] <gigaherz> I wonder what my crafting browser should do
L1324[17:58:09] <tterrag> no it won't run on 1.9
L1325[17:58:10] <tterrag> sec
L1326[18:03:50] <gigaherz> \o/
L1327[18:03:54] <gigaherz> crafting grid appears to work
L1328[18:04:04] <gigaherz> now I just need a "clear grid" option
L1329[18:04:12] <gigaherz> toget stuff back into the inventories
L1330[18:05:11] <williewillus> well I found out who was putting a null stack in the OD
L1331[18:05:16] <williewillus> it's quark, probably by accident
L1332[18:05:21] <gigaherz> heh
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L1335[18:09:07] <gigaherz> hmm are gui buttons called only on the client?
L1336[18:09:13] <gigaherz> wait nevermind that
L1337[18:09:18] <gigaherz> brainfart
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L1339[18:10:06] <tterrag> what. http://pastebin.com/5A4BGLsR
L1340[18:10:13] <tterrag> wait I'm an idiot
L1341[18:10:13] <tterrag> mappings
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L1352[18:21:59] <gigaherz> \o/ clear button works
L1353[18:22:02] <gigaherz> but it's massive
L1354[18:22:25] <gigaherz> I mean, I had to make it 20 tall because the default drawing doesn't support smaller buttons XD
L1355[18:29:01] <masa> ?
L1356[18:31:14] <gigaherz> the standard GuiButton doesn't take into account vertical sizes != 20
L1357[18:31:17] <gigaherz> so it will cut the texture
L1358[18:31:29] <gigaherz> had to implement the same thing it does for thewidth, to also work for the height ;P
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L1360[18:39:21] <gigaherz> :3
L1361[18:39:30] <gigaherz> there, looking as it should ;P
L1362[18:40:03] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2016-04-25_01.39.40.png
L1363[18:41:58] <gigaherz> hmf now, what recipe should I make this
L1364[18:42:17] <gigaherz> it's an upgrade from the normal one
L1365[18:42:26] <gigaherz> so I considered just making it the normal one + a crafting table
L1366[18:42:29] <gigaherz> but that wouldn't be fun
L1367[18:42:39] <gigaherz> since anyone owuld just immediately make the crafting version
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L1372[18:51:43] <masa> oh btw, are those regular SLots?
L1373[18:51:59] <masa> and more precisely, how are you rendering the item count on them?
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L1375[18:53:06] <masa> atm I don't have my 0.5x scale stack size rendering enabled on the 1.9 version because of one remaining bug in MCP that prevents a couple of ATs from working
L1376[18:53:50] <masa> and I haven't felt like rewriting all of GuiContainer
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L1402[19:22:24] <DanYeomans> any idea why the icon for a block texture might be opaque? (1.7.10)
L1403[19:25:43] <williewillus> in world?
L1404[19:26:22] <williewillus> of so override one of the is<X>Cube methods to return false, isOpaqueCube maybe? idk how it works in 1.7
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L1406[19:26:50] <DanYeomans> i mean in inventory sorry
L1407[19:28:04] <minecreatr> I managed to accidentally do this... http://prntscr.com/awfs02
L1408[19:28:39] <williewillus> no idea then
L1409[19:28:52] <williewillus> minecreatr: baking with light data? :D
L1410[19:29:06] <minecreatr> yeah, messing with it williewillus :P
L1411[19:29:09] <williewillus> or is that just coloring
L1412[19:29:12] <williewillus> nice
L1413[19:29:38] <minecreatr> was trying to see if I could change lightmap position to do fullbright, but since models are all ITEM format they dont have TEX_2S :(
L1414[19:29:49] <minecreatr> so I am seeing if I can do something similar messing with the color attribute xD
L1415[19:30:31] <williewillus> it won't glow in the dark then
L1416[19:30:36] <williewillus> can't you use a custom format?
L1417[19:31:36] <minecreatr> I guess, atm our system works by transforming a model and making it use our texture system by changing the uv attribute, I guess we could just as easily rebake into a new format
L1418[19:31:46] <williewillus> well the BLOCK format seems to have lmap data
L1419[19:32:32] <minecreatr> yeah, but all the models seem to be ITEM format
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L1422[19:37:47] <DanYeomans> how/where do i set a particle icon for a 1.8 block
L1423[19:37:50] <DanYeomans> 1.7.10 block
L1424[19:37:51] <DanYeomans> sorry
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L1427[19:42:48] <williewillus> it uses getIcon
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L1430[19:56:22] <synthetica> Hi!
L1431[19:58:12] <synthetica> What Gradle task should be run after updating the Forge version in build.gradle?
L1432[19:58:40] <MattDahEpic> setupDecompWorkspace
L1433[19:59:06] <synthetica> I thought I already did that. Will try again.
L1434[19:59:34] <synthetica> Thanks.
L1435[19:59:44] <barteks2x> My methods in FirstLightProcessor grow to 6+ method arguments and I have no idea how can I change it
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L1437[20:17:44] <williewillus> 6 is hardly bad in the context of mc lol
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L1444[20:38:36] <barteks2x> williewillus, these are not coordinate arguments
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L1462[22:04:07] <barteks2x> It's the stupidest question I've ever asked, but I can't figure it out. How to make array of Pair<Integer, Integer>? this code doesn't compile: Pair<Integer, Integer>[][] minMax = new Pair<Integer, Integer>[maxX - minX + 1][maxX - minX + 1];
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L1465[22:07:40] <killjoy> barteks2x, if i remember, you can't make arrays out of generics
L1466[22:08:53] <barteks2x> Seriously? Is my only alternative List<List<Pair<Integer, Integer>>> minMax = new ArrayList<>(), with complex inserts after that?
L1467[22:09:23] <DanYeomans> anyone know of any good examples of forge capabilities being used
L1468[22:09:32] <williewillus> DanYeomans: for what
L1469[22:09:39] <vox> Dan, check out gigaherz's repo on github
L1470[22:09:40] <barteks2x> I will just make 2 int arrays...
L1471[22:09:44] <DanYeomans> to mimic an IExtendedEntityProperties
L1472[22:09:46] <zenith|away> And I think I'm nearly done with altar rendering :D http://gfycat.com/RemoteFatherlyDog
L1473[22:09:59] <vox> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/capabilities
L1474[22:10:01] <williewillus> barteks2x: make your own specialized class that holds two ints
L1475[22:10:05] <williewillus> ?
L1476[22:10:28] <vox> zenith|away, that is freaking awesome
L1477[22:10:34] <barteks2x> I want this code to be as fast as possible anyway
L1478[22:10:35] <vox> I can't wait to see what that mod will do
L1479[22:10:49] <barteks2x> It currently takes >1minute to run
L1480[22:11:01] <zenith|away> vox I also can't wait for you to see what the mod will do XD
L1481[22:11:05] <vox> :D
L1482[22:11:14] <vox> Your code on github or somewhere?
L1483[22:11:22] * williewillus continues violently ripping code out of ProjectE
L1484[22:11:54] <vox> Accurate in all ways
L1485[22:12:00] <DanYeomans> this is confusing haha
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L1487[22:14:51] <zenith|away> vox: https://github.com/EssentialCode/Essential
L1488[22:14:55] <vox> o/ McJty
L1489[22:15:00] <vox> thanks zenith
L1490[22:15:24] <zenith|away> McJty, I've totally stolen and repurposed your item rendering code from ImmersiveCraft :)
L1491[22:16:40] <vox> Oh man ImmersiveCraft looks awesome as well
L1492[22:17:00] <vox> Yeah, zenith, you repurposed that code very well :D
L1493[22:17:22] <zenith|away> I borrowed a huge chunk of the code I use to render items and tile entities in general from IC
L1494[22:17:42] <vox> So what's the plan with Essential? What're the concepts?
L1495[22:17:50] <zenith|away> And I borrowed a lot of particle code from Botania/Psi
L1496[22:18:46] <zenith|away> Sec, vox
L1497[22:19:00] <vox> np
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L1500[22:22:45] <zenith|away> It's intended to be a skyblock mod, in the same general category as Ex Nihilo, with a more interesting progression path.
L1501[22:22:57] <zenith|away> Instead of break cobble, sift gravel, repeat
L1502[22:23:13] <zenith|away> But there will (at some point) be a non-skyblock version as well
L1503[22:24:12] <vox> Sounds fun
L1504[22:24:25] <zenith|away> A lot of it is based around infusing things with one ore more of the 5 essences (wood, fire, earth, metal, water) and turning them into other things
L1505[22:24:35] <zenith|away> In the example above, sticks -> saplings
L1506[22:24:46] <zenith|away> Another example might be wheat to sugarcane
L1507[22:24:48] <vox> I'm a fan of skyblocks, but really only when I can play them with other people. I'll have to make a pack for us when you're further along!
L1508[22:25:42] <zenith|away> My partner on the project is a pack developer, so there will definitely be at least one when it's ready :)
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L1511[22:26:50] <vox> Nice!
L1512[22:28:22] <zenith|away> There will be in-game documentation, but I think that'll be the only GUI
L1513[22:28:35] <zenith|away> Everything else will be in-world interaction stuff
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L1519[22:47:10] <DanYeomans> i think i've written my capabilities properly
L1520[22:47:13] <barteks2x> I found out that I have >130 worlds in MyProject/run/saves
L1521[22:47:23] <DanYeomans> but i have absolutely no clue how to attach them to an entity lol
L1522[22:48:19] <zenith> DanYeomans have you read http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L1523[22:48:39] <DanYeomans> i have not. that would probably be very helpful!
L1524[22:48:41] <DanYeomans> thanks
L1525[22:48:58] <zenith> You're welcome. Just passing it forward. Someone else here pointed me at those a couple weeks ago.
L1526[22:49:04] <zenith> It was probably willie
L1527[22:50:50] <barteks2x> It was nearly instant... and it didn't work.
L1528[22:52:25] <DanYeomans> hmm
L1529[22:52:33] <DanYeomans> it's talking about the ICapabilityProvider
L1530[22:52:42] <DanYeomans> and it doesn't mention where you implement that interface
L1531[22:52:51] <DanYeomans> do you implement it in the main capability class? :S
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L1534[22:57:52] <barteks2x> Where was the configuration option to disable loading screen (it sometimes crashes with that xcb message for me)
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L1537[22:59:58] <vox|sleep> Later all, heading to bed
L1538[23:00:01] <vox|sleep> Night!
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L1546[23:15:47] <barteks2x> I've never seen my skylight code go sp fast. 4-5 seconds for the whole spawn.
L1547[23:17:15] <barteks2x> Now worldgen can actually keep up with player movement
L1548[23:19:28] <barteks2x> Eighter TNT is way too powerful or I broke someting again: http://imgur.com/RB7btDw
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L1550[23:35:20] <zenith> I'm not sure, DanYeomans. I only use the ItemStackHandler capability so far
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L1552[23:35:33] <DanYeomans> hmm
L1553[23:35:38] <DanYeomans> i think i have a clue about how it works
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L1555[23:36:37] <zenith> If you want an example of that, you can check out https://github.com/EssentialCode/Essential/blob/master/src/main/java/zenith/essential/common/tile/TileEntityCampfire.java#L91-L106
L1556[23:37:05] <zenith> I also made a subclass of the ItemStackHandler as well.
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L1558[23:38:37] <DanYeomans> well
L1559[23:38:55] <DanYeomans> im trying to replace my IEEP
L1560[23:39:05] <DanYeomans> so i'm not sure how that would work
L1561[23:39:07] <killjoy> ]
L1562[23:39:23] <DanYeomans> i mean
L1563[23:39:28] <DanYeomans> i read the blurb in the doc about it
L1564[23:39:34] <DanYeomans> but that only raised more questions
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L1567[23:44:49] <Tatsu011> Does anyone know what happened to IExtendedEntityProperties?
L1568[23:45:17] <killjoy> poof
L1569[23:45:30] <killjoy> it went poof
L1570[23:45:41] <killjoy> I don't remember what replaced it
L1571[23:45:42] <Tatsu011> Is there a suitible replacement / implementation?
L1572[23:47:28] <killjoy> sadly, google doesn't like forge stuff
L1573[23:51:48] <Tatsu011> Skimming the changelog doesn't help either....
L1574[23:52:15] <TehNut> Capabilities
L1575[23:55:35] *** willieaway is now known as williewillus
L1576[23:55:43] <williewillus> caps are amazing
L1577[23:55:46] <Tatsu011> Which one?
L1578[23:55:51] <DanYeomans> Caps are confusing
L1579[23:55:59] <williewillus> migrated ProjectE's alchemical bag IEEP to caps just now
L1580[23:56:01] <williewillus> was almost too easy
L1581[23:56:09] <DanYeomans> um
L1582[23:56:10] <DanYeomans> how
L1583[23:56:17] <williewillus> -500 lines of code and none of the desync problems i used to have haha
L1584[23:56:21] <williewillus> hold on lemme link
L1585[23:56:33] <DanYeomans> because ive been bashing my head on the desk for about an hour over this
L1586[23:56:35] <williewillus> is this IEEP for internal usage or public exposure?
L1587[23:56:42] <DanYeomans> internal usage
L1588[23:56:58] <DanYeomans> just needs to store like, 2 variables for living entities and read/write them to nbt
L1589[23:57:27] <williewillus> hmm aren't you better off just using the nbt directly?
L1590[23:57:35] <williewillus> caps/ieep for that sounds a bit overkill
L1591[23:57:37] <williewillus> imo
L1592[23:57:57] <Tatsu011> The thing about porting projects...
L1593[23:58:06] <DanYeomans> not exactly because the values are modified onLivingUpdate
L1594[23:58:21] <DanYeomans> they need to be updated every frame
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L1596[23:58:31] <Tatsu011> I have a class called MultiModelData which implements IExtendedEntityProperties
L1597[23:59:39] <Tatsu011> which I assume is to save and load the proper models when the corresponding items are called.
L1598[23:59:45] <williewillus> okay so the idea is, you have some interface that represents your IEEP/capability, like so: https://github.com/sinkillerj/ProjectE/blob/MC19/src/main/java/moze_intel/projecte/api/capabilities/IAlchBagProvider.java
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