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L14[00:56:28] <FusionLord> Anyone think this would fail? https://gist.github.com/FusionLord/95713035e24a79e147ec61fab91622f2#file-blockupgradebase-java-L34-L49
L15[01:00:46] <killjoy1> Anyone know of a way to do not(predicate)?
L16[01:01:00] <killjoy1> I want to do .filter(not(ignored::contains))
L17[01:01:20] <killjoy1> I'm refering to an existing method
L18[01:01:32] <killjoy1> is there one (that is)
L19[01:04:03] <FusionLord> killjoy1, google produced this http://stackoverflow.com/questions/21488056/how-to-negate-a-method-reference-predicate
L20[01:04:23] <gabizou> killjoy1 Predicate.negate()
L21[01:04:27] <killjoy1> yeah, I found that earlier
L22[01:04:44] <killjoy1> looks like I can't do it easily with a method reference
L23[01:05:01] <gabizou> not with a method reference, but a normal predicate, sure
L24[01:05:13] <killjoy1> which is what I eventually did
L25[01:05:26] <killjoy1> And that's using Guava's predicate, gabizou?
L26[01:05:33] <gabizou> oh, no, Java 8 predicate
L27[01:05:48] <gabizou> haven't used guava predicates since sponge moved to java 8 ;)
L28[01:05:50] <killjoy1> Is that a static method?
L29[01:05:55] <gabizou> instance method
L30[01:06:14] <killjoy1> I'm supplying the predicate
L31[01:06:41] <gabizou> you could make it a lambda instead of a method reference
L32[01:06:46] <killjoy1> I did
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L35[01:09:14] <gabizou> so .filter(obj -> !myPredicate.test(obj))
L36[01:09:49] <killjoy1> that's wrapping the predicate, which I didn't do
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L38[01:11:41] <killjoy1> Also, I've already done things. I'm just asking here to see if there was a way I wanted to do it.
L39[01:11:58] <killjoy1> I'm done with code for today (or week)
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L44[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160426 mappings to Forge Maven.
L45[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160426-1.9.zip (mappings = "snapshot_20160426" in build.gradle).
L46[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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L52[02:41:51] <FusionLord> with the new registry system what exactly do I need to do, I cannot give myself my block... >.>
L53[02:42:16] <FusionLord> but once removing the block and opening the world it says that is is missing
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L55[02:58:59] <ghz|lappy> FusionLord: you need to opt-in for an ItemBlock
L56[02:59:09] <ghz|lappy> they don't have one by default anymore
L57[02:59:15] <ghz|lappy> generic line:
L58[02:59:32] <ghz|lappy> GameRegistry.register(new ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName());
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L62[03:06:50] <FusionLord> tyvm
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L64[03:11:00] <FusionLord> ghz|lappy, so this is good? https://gist.github.com/FusionLord/6479e5cca298fe7f6c80356147f9ca98
L65[03:11:56] <ghz|lappy> yes but keep in mind
L66[03:12:00] <ghz|lappy> it's ok to have no itemblock
L67[03:12:02] <ghz|lappy> if you don't need one
L68[03:12:29] <FusionLord> so if the player will never attain the block and it is a world block only
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L70[03:14:58] <ghz|lappy> yep, then you can just not register an item for it
L71[03:15:35] <ghz|lappy> example: heads and signs don't use an itemblock, they have a separate item that isn't an itemblock
L72[03:15:50] <ghz|lappy> or fluids
L73[03:15:59] <ghz|lappy> or multiblock temporary structure blocks
L74[03:16:19] <ghz|lappy> or special blocks used in lights and such
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L76[03:21:56] <FusionLord> or doors
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L81[03:36:54] <FusionLord> is there a Byte helper class that can help with storing information into meta, could never get my head around that stuff
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L84[03:38:48] <FusionLord> I need to store an int 0-3 (facing) and an int 0-4(Enum index)
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L86[03:42:16] <ghz|lappy> FusionLord: that doesn't fit
L87[03:42:20] <ghz|lappy> you have 4 bits only
L88[03:42:44] <ghz|lappy> 2 bits give you 4 values
L89[03:42:44] <ghz|lappy> so
L90[03:42:47] <ghz|lappy> 0..3 would fit
L91[03:42:49] <ghz|lappy> but 0..4 wouldn't
L92[03:42:56] <ghz|lappy> so you'd need 3 bits for 0..4
L93[03:43:03] <ghz|lappy> which means you'd only have one bit left over for the facing
L94[03:43:36] <FusionLord> so then getActual state and use a TileEntity
L95[03:43:45] <ghz|lappy> yup
L96[03:44:30] <FusionLord> well I guess TileEntities that don't ITickable aren't as bad as in previous versions
L97[03:44:57] <ghz|lappy> they have never really been "bad", it's the combination of tickables and TESRs that end up hurting performance
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L99[03:54:01] <Wuppy> how's the job by now ghz|lappy?
L100[03:56:49] <ghz|lappy> still no computer
L101[03:56:55] <ghz|lappy> modding while at work to pass the time
L102[03:56:57] <Wuppy> jesus
L103[03:57:06] <ghz|lappy> they supposedly ordered it today
L104[03:57:12] <ghz|lappy> so it should arrive tomorrow, maybe tomorrow afternoon
L105[03:57:26] <ghz|lappy> so I MAY have a computer on thursday
L106[03:57:30] <ghz|lappy> which I'll haveto configure
L107[03:57:36] <ghz|lappy> which may take a day or 2 again
L108[03:57:47] <ghz|lappy> so I will probably start working next week ¬¬
L109[03:57:47] <Wuppy> at least you're getting paid for it, right :P
L110[03:57:55] <ghz|lappy> hope so
L111[03:57:56] <ghz|lappy> XD
L112[03:58:19] <Wuppy> have you watched GoT already?
L113[03:58:29] <ghz|lappy> I don't watch the series
L114[03:58:37] <Wuppy> :<
L115[03:58:38] <ghz|lappy> and tbh, I have sortof lost interest in the books too
L116[03:58:49] <ghz|lappy> way too long since the 5th book.
L117[03:58:58] <Wuppy> I watched it in a completely filled bar and it was awesome
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L119[03:59:08] <Wuppy> especially because I organised it :P
L120[03:59:12] <ghz|lappy> heh
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L131[04:29:46] <Dark> its too silent in here, you guys need a spam link https://twitter.com/DarkGuardsman/status/724893021674856452
L132[04:31:00] <ghz|lappy> \o/
L133[04:31:24] <ghz|lappy> too bad it's for 1.7.10 ;p
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L135[04:31:37] <Dark> ya, slowly working my way towards 1.8 and 1.9 :/
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L137[04:32:12] <Dark> I think i have 6 of my small mods update to 1.8 and 1.9 so far
L138[04:32:56] <ghz|lappy> hmm was there an item method for when it left-clicks a block (without breaking)? ;P
L139[04:33:30] <Dark> could use the action event
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L144[05:02:29] <madcrazydrumma> When creating a 3d item model, can I just make it in a json modelling program and then just use that file and create the item as normal?
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L150[05:20:06] <Jiraiyah> can anyone help? following cpw tutorial on making forge environment, upon the import project window, when i hit ok, i get this error ---> http://prntscr.com/awzsl8
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L154[05:23:29] <Jiraiyah> this is the log error --> https://gist.github.com/Jiraiyah/68f6f748fdedf6777199840027855fc6
L155[05:23:32] <Jiraiyah> any one can help?
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L157[05:25:09] <Jiraiyah> fry you there?
L158[05:26:50] <Jiraiyah> cpw?
L159[05:26:56] <Jiraiyah> any forge developer?
L160[05:26:58] <Jiraiyah> sigh
L161[05:27:25] <madcrazydrumma> Importing project from a previous forge environment?
L162[05:27:34] <Jiraiyah> from their git repo
L163[05:27:41] <Jiraiyah> just as cpw shows in his video
L164[05:28:37] <madcrazydrumma> http://www.minecraftforge.net/wiki/Installation/Source
L165[05:30:33] <Jiraiyah> that is not how cpw shows in his video buddy, he directly pulls down forge from repo into intellij
L166[05:30:53] <madcrazydrumma> Why not just make it simpler and use the mdk they provide?
L167[05:30:59] <Jiraiyah> pulling down worked but then when i want to start the project,when it tries to get stuff online it gives that error
L168[05:31:09] <Jiraiyah> mdk is for single mod
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L170[05:31:15] <Jiraiyah> i am getting the forge itself
L171[05:31:18] <madcrazydrumma> Oh right
L172[05:31:25] <madcrazydrumma> Hm.
L173[05:31:28] <Jiraiyah> then i can add as many mdk into the same environment as i want
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L175[05:33:49] <Jiraiyah> http://prntscr.com/ax00h1
L176[05:33:54] <Jiraiyah> i don't see anything wrong here :/
L177[05:35:04] <madcrazydrumma> I have no idea what went wrong there tbf
L178[05:36:26] <Jiraiyah> me neither, that is why i was looking for fry or cpw or anyone that would really know why this is happening, or at least a developer that uses the same set up
L179[05:36:38] <Jiraiyah> mdk for mods are easy to use, but this, i have no idea about the error
L180[05:37:21] <madcrazydrumma> I think the main devs are american so they're probably asleep
L181[05:37:41] <Jiraiyah> that would make it hard for me, i am exactly on oposite side of the globe lol
L182[05:37:49] <madcrazydrumma> ^^
L183[05:38:03] <madcrazydrumma> They'll check mentions when they're online
L184[05:38:37] <madcrazydrumma> I've got a question though.. How do I get how much a food item heals? To make it readable for the player
L185[05:38:41] <masa> how do the notch names work? I get several results for example for vp.a from mcp bot
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L187[05:42:30] <madcrazydrumma> My block has the purple and black big block texture in inventory but when i place it, it shows up normally
L188[05:42:42] <madcrazydrumma> I think its the blockstates file but I have no idea
L189[05:42:49] <masa> hmm, so several methods in the same class are called "a", how does that work...?
L190[05:42:52] <madcrazydrumma> This is my blockstates file: http://pastebin.com/98u3D3FA
L191[05:43:10] <madcrazydrumma> masa, overloading?
L192[05:43:15] <masa> madcrazydrumma: did you call setCMRL?
L193[05:43:20] <madcrazydrumma> Whats that?
L194[05:43:28] <masa> setCustomModelResourceLocation()
L195[05:43:46] <madcrazydrumma> No I don't think i did
L196[05:43:51] <masa> you almost always need that for blocks in item form
L197[05:44:16] <masa> it needs to be done in preInit
L198[05:44:47] <madcrazydrumma> How would I use that function?
L199[05:45:22] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L175
L200[05:45:32] <masa> that is about the simplest case
L201[05:46:14] <ghz|lappy> anyone has a json model that replicates a chest/enderchest?
L202[05:46:20] <ghz|lappy> (for inventory purposes)
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L204[05:47:18] <madcrazydrumma> I can copy over the minecraft one if you want?
L205[05:47:28] <ghz|lappy> mc doens't use a json model
L206[05:47:30] <ghz|lappy> it has a TESR
L207[05:47:34] <ghz|lappy> for the whole chest
L208[05:47:50] <madcrazydrumma> oh
L209[05:48:06] <madcrazydrumma> Would MrCrayfish have one in his mod?
L210[05:48:19] <ghz|lappy> hmm dunno
L211[05:48:27] <madcrazydrumma> or maybe even on his website somewhere
L212[05:48:52] <ghz|lappy> meh I'll make my own
L213[05:49:17] <madcrazydrumma> xD#
L214[05:49:44] <ghz|lappy> annoying part will be the texturing
L215[05:49:58] <ghz|lappy> since I can't use the standard enderchest texture (not meant for atlas)
L216[05:50:03] <madcrazydrumma> Yeah that's true
L217[05:50:21] <ghz|lappy> and using the TileEntityItemStackRenderer hack won't do
L218[05:50:29] <ghz|lappy> since it doesn't give the ItemStack to the render method
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L221[05:51:52] <ghz|lappy> (vanilla has a .setItemValues method to set the itemstack data, but forge doesn't have anything to replicate that)
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L223[05:53:49] <ghz|lappy> btw fry, the blockstates format doesn't accept "builtin/entity" as a way to have no model for a block that is TESR-only
L224[05:53:58] <ghz|lappy> forge blockstates, I mean
L225[05:54:35] <madcrazydrumma> My block still isnt showing up properly in the inventory kill me.
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L228[05:57:15] <Jiraiyah> ghz you saw my problem with making a forge dev env?
L229[05:57:35] *** V is now known as Vigaro
L230[05:57:36] <Jiraiyah> can anyone help? following cpw tutorial on making forge environment, upon the import project window, when i hit ok, i get this error ---> http://prntscr.com/awzsl8
L231[05:57:42] <Jiraiyah> this is the log error --> https://gist.github.com/Jiraiyah/68f6f748fdedf6777199840027855fc6
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L233[05:59:54] <Jiraiyah> this is his video --> https://www.youtube.com/watch?v=yanCpy8p2ZE
L234[06:00:01] <ghz|lappy> never seen that, you may need #forgegradle
L235[06:00:13] <ghz|lappy> are you setting up an env in IDEA or Eclipse
L236[06:00:15] <Jiraiyah> i don't think it's gradle related
L237[06:00:19] <Jiraiyah> idea
L238[06:00:32] <ghz|lappy> hmm how are you importing?
L239[06:00:43] <Jiraiyah> pulled down forge master repo, gradle shouldn't be the problem
L240[06:00:50] <ghz|lappy> wait forge proper?
L241[06:00:54] <Jiraiyah> just as cpw did
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L243[06:01:04] <Jiraiyah> master should be proper?
L244[06:01:05] <ghz|lappy> I was never able to setup forge itself
L245[06:01:09] <ghz|lappy> yes I mean
L246[06:01:11] <ghz|lappy> as opposite to the MDK
L247[06:01:20] <Jiraiyah> nah it's forge not mdk
L248[06:01:26] <ghz|lappy> Yeah so "forge proper"
L249[06:01:26] <ghz|lappy> ;P
L250[06:01:31] <Jiraiyah> watch that video and see he is doing it
L251[06:01:34] <ghz|lappy> that's hwo I differentiate them
L252[06:01:39] <Jiraiyah> kk
L253[06:01:41] <ghz|lappy> nah busy ;P
L254[06:01:43] <ghz|lappy> so
L255[06:01:50] <Jiraiyah> i know :D with my request it seems
L256[06:01:51] <ghz|lappy> I did manage to get a working environment in IDEa once
L257[06:02:03] <ghz|lappy> I had to import the gradle files manually
L258[06:02:05] <ghz|lappy> then
L259[06:02:09] <Jiraiyah> oO
L260[06:02:10] <ghz|lappy> because the source roots weren't setup properly
L261[06:02:19] <ghz|lappy> I had to manually add the source roots on the idea projects
L262[06:02:24] <ghz|lappy> but it wouldn't be "linked" to gradle
L263[06:02:28] <ghz|lappy> so the gradle panel didn't work
L264[06:02:37] <ghz|lappy> so I just gaveu p trying to use forge proper with idea
L265[06:02:40] <ghz|lappy> and used eclipse instead
L266[06:02:53] <ghz|lappy> idea 2016.1 is supposed to be better at it, but I haven't tried it
L267[06:03:02] <Jiraiyah> problem is, i get that error on opening the project not even able to get to the env to see the tab !
L268[06:03:27] <Jiraiyah> http://prntscr.com/ax00h1
L269[06:03:36] <Jiraiyah> i get error when i hit ok !
L270[06:04:40] <ghz|lappy> yeah sorry no idea ;P
L271[06:04:46] <Jiraiyah> the error pop up after this process --> http://prntscr.com/ax0bcv
L272[06:04:49] <Jiraiyah> kk
L273[06:05:08] <Jiraiyah> i think i should wait for will, looks like he had a working env
L274[06:05:58] <Jiraiyah> hmm let me try it with vpn
L275[06:06:00] <Jiraiyah> brb
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L277[06:09:21] <masa> ghz|lappy: did you make it already?
L278[06:09:25] <masa> I also made one...
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L280[06:10:31] <masa> http://masa.dy.fi/tmp/minecraft/models/chest.json
L281[06:10:40] <masa> it uses the vanilla chest texture sheet
L282[06:10:55] <masa> hmm actually
L283[06:11:20] <masa> oh nvm it is 64x64
L284[06:11:41] <masa> I was thinking can it use that if it's not square
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L286[06:12:36] <masa> so that actually works for an ender chest too if you just change the texture path
L287[06:12:43] <masa> unless I messed up some element order
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L292[06:15:12] <masa> and I did too, the bottom texture was wrong, fixed now
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L294[06:16:21] <masa> well now that I took the effort to make a proper chest model, I guess I should then also start using that for my own chests...
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L299[06:23:33] <ghz|lappy> masa: is that link up to date?
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L302[06:26:03] <ghz|lappy> :3 works
L303[06:26:09] <ghz|lappy> the transforms don't quite match but that's not an issue XD
L304[06:26:17] <ghz|lappy> I can copy that from the chest itself
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L308[06:28:36] <ghz|lappy> masa: I had the model shapes working, but I was having issues with the texture coords, yours helped ;P
L309[06:30:56] <masa> heh, good
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L311[06:31:15] <masa> cubik is pretty nice for making simple cube-shaped models
L312[06:31:40] <ghz|lappy> now I need the tint indices
L313[06:31:50] <ghz|lappy> was it "tintIndex" in the elements?
L314[06:31:52] <ghz|lappy> or the faces?
L315[06:32:17] <masa> umm
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L318[06:33:16] <masa> for example "tintindex": 0 in the face
L319[06:33:20] <Jiraiyah> sigh, no matter what i try, i get the same error
L320[06:33:26] <ghz|lappy> yeah, seen it in theleaves json
L321[06:34:31] <masa> ghz|lappy: oh right you asked if that was up to date, it is if you refreshed
L322[06:35:10] <masa> the UV in the down face of the first element was wrong initially
L323[06:35:21] <ghz|lappy> yeah I never opened it initially
L324[06:35:26] <masa> ok
L325[06:35:30] <ghz|lappy> when I said it, it was when I loaded the file
L326[06:35:32] <ghz|lappy> so it's ok ;P
L327[06:37:13] <Jiraiyah> o~k ? --> http://prntscr.com/ax0nkl
L328[06:37:35] <ghz|lappy> it works :3
L329[06:37:37] <ghz|lappy> https://dl.dropboxusercontent.com/u/743491/MC/2016-04-26_13.37.09.png
L330[06:37:52] <ghz|lappy> well, the colors are reversed
L331[06:37:57] <ghz|lappy> but I know why ;P
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L334[06:39:13] <ghz|lappy> Jiraiyah: what do you think? ;P
L335[06:39:26] <Jiraiyah> donno
L336[06:39:42] <ghz|lappy> https://dl.dropboxusercontent.com/u/743491/MC/2016-04-26_13.39.27.png
L337[06:39:52] <ghz|lappy> the idea is:
L338[06:39:56] <Jiraiyah> oh sweet :D
L339[06:40:04] <ghz|lappy> the keys let you open the ender-inventory on any vanilla ender-chest
L340[06:40:12] <ghz|lappy> but the enderchest remains vanilla
L341[06:40:37] <Jiraiyah> hmm so you color code the vanilla? so each player can have multiple different vanilla ender chests?
L342[06:40:44] <ghz|lappy> next step is to make an item that "upgrades" a vanilla ender-chest to give it a fixed color key
L343[06:40:49] <ghz|lappy> nono
L344[06:40:53] <ghz|lappy> the color-coded ones are public
L345[06:41:02] <ghz|lappy> anyone with the same color key can access the same contents
L346[06:41:07] <ghz|lappy> I'll work on private chests afterward
L347[06:41:08] <Jiraiyah> i see :D
L348[06:41:13] <Jiraiyah> nice thought buddy
L349[06:41:17] <Jiraiyah> very nice thought
L350[06:41:20] <Jiraiyah> loving it
L351[06:41:50] <Jiraiyah> oh if it would be possible, maybe another upgrade to make it suck items around itself in some radius? then another upgrade for the amount of radius?
L352[06:42:16] <ghz|lappy> hmm but then they'd be hungry chests, not ender chests? ;P
L353[06:42:31] <Jiraiyah> i said upgrades :p
L354[06:42:41] <ghz|lappy> maybe later
L355[06:42:45] <ghz|lappy> remind me after "1.0" ;P
L356[06:43:06] <Jiraiyah> if i want ender chest, then i won't apply the upgrade, but if i put it under titen for example, then i apply the upgrade to suck iron and poppy and reduce the number of hoppers to collect loot?
L357[06:43:10] <Jiraiyah> kk
L358[06:43:13] <masa> sucking items is what hoppers are for
L359[06:43:29] <Jiraiyah> i know masa, but many of them you have and they cause lag
L360[06:43:45] <masa> so use water streams and one hopper
L361[06:43:55] <ghz|lappy> it would still cause lag if you search a big area with a hungry chest
L362[06:44:24] <Jiraiyah> i was thinking like three tear of upgrade, one would look for 3*3 with center being the chest, second 5*5 and then 7*7
L363[06:44:40] <Jiraiyah> above that, you would need hoppers or another chest
L364[06:44:53] <Jiraiyah> most cases the 3*3 would be more than enough
L365[06:44:56] <masa> well one chest searching a larger area is still better than individual hoppers t osearch that same area
L366[06:45:14] <Jiraiyah> and still if you would want to transfer items from it to sort poppies for example, you would still need hoppers
L367[06:45:22] <Jiraiyah> true
L368[06:45:47] <Jiraiyah> i can't see any contraption that would need more than 7*7, maybe sugar farms but then water trick is easier to use :p
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L370[06:46:00] <masa> and depending on the implementation, it could only search the area like once per second instead of every tick
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L372[06:46:39] <Jiraiyah> that would be easy to implement i think, a simple float timer that gets reduced per tick and when gets to 0, the search algorithm fires and then the timer resets
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L374[06:46:49] <masa> float? O_o
L375[06:46:54] <Jiraiyah> maybe even every 5 secs, because lets face it, no item will de spawn in 5 secs
L376[06:47:02] <Jiraiyah> ooopse sorry
L377[06:47:16] <Jiraiyah> short or int, was thinking unity3d :p
L378[06:47:23] <Jiraiyah> time.deltaTime in unity is float
L379[06:47:27] <Jiraiyah> my bad
L380[06:47:58] <ghz|lappy> yeh
L381[06:48:06] <Jiraiyah> event byte would be more than enough, 5 secs = 100 ticks
L382[06:48:08] <ghz|lappy> i sorta like the way unity handles time better than mc's
L383[06:48:12] <masa> the downside of the interval in searching is that then that chest doesn't really work with water streams or cactus-based things etc. where the items need to be picked up really quickly or they get destroyed
L384[06:48:33] <ghz|lappy> it does still have FixedUpdate which happens N times/second (configurable) but it also has flexible updates in between frames
L385[06:48:52] <Jiraiyah> meh masa, that would open the door for yet another upgrade to make it look every tick
L386[06:49:08] <masa> that would just get too complicated
L387[06:49:10] <masa> imo
L388[06:49:20] <ghz|lappy> Jiraiyah: maybe you can PR those things after i'm done with the basic functions? ;P
L389[06:49:21] <Jiraiyah> ghz, i really like many other stuff in unity and wish forge or vanilla would integrate 1% of the concepts lol
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L391[06:49:30] <Jiraiyah> sure i will
L392[06:50:00] <Jiraiyah> items to be used as upgrades should be easy and handling two or three booleans to see how the behavior should change is so easy that even i can do it :p
L393[06:50:05] <Jiraiyah> so yah i will pr
L394[06:50:23] <Jiraiyah> but don't think i live you off the hook :p then it comes the ender tanks MUHAHAHAHAHA
L395[06:50:55] <Jiraiyah> but i really liked how u change the vanilla chest by upgrade :D
L396[06:51:03] <masa> there already is a mod for that
L397[06:51:10] <masa> called Ender Tanks
L398[06:51:10] <Jiraiyah> ender tanks?
L399[06:51:17] <Jiraiyah> in 1.9?
L400[06:51:22] <masa> yes
L401[06:51:25] <Jiraiyah> oO
L402[06:51:57] <masa> oh wait, wat, it's not in 1.9
L403[06:51:59] <Jiraiyah> at least there is not listed in notenoughmods
L404[06:52:04] <masa> only 1.8.9
L405[06:52:32] <Jiraiyah> again not in that website list for 1.8.9
L406[06:52:34] <Jiraiyah> link?
L407[06:52:51] <masa> http://minecraft.curseforge.com/projects/endertanks
L408[06:53:20] <Jiraiyah> pfff he is keeping it closed source ha
L409[06:53:46] <Jiraiyah> also single colored hmmm
L410[06:54:05] <Jiraiyah> do we really have more than 16 types of fluids in all mods total?
L411[06:54:40] <masa> single color?
L412[06:54:53] <Jiraiyah> yah he is color coding them in crafting but with single wool color
L413[06:55:01] <Jiraiyah> so total of 16 different possibilities
L414[06:55:04] <masa> "There is a total of 4096 color codes per network, one global network, and one network per player."
L415[06:55:06] <Jiraiyah> check his images for crafting
L416[06:55:17] <masa> well that is exactly how Ender Storage used to do it too
L417[06:55:24] <Jiraiyah> nope
L418[06:55:30] <Jiraiyah> it had 3 color per tank
L419[06:55:36] <masa> when you craft it, all the three colors take the wool's color initially
L420[06:55:37] <Jiraiyah> you could use combo
L421[06:55:47] <masa> but you can then change them later
L422[06:55:58] <Jiraiyah> yah but then you can click and add colors, don't think this one has that
L423[06:56:16] <Jiraiyah> unless he was lazy and didn't put images of it
L424[06:56:17] <masa> well how would it otherwise have 4096 combinations?
L425[06:56:47] <Jiraiyah> Clicking on a color band with a dye will change the tanks color code <--- lazy guy lol
L426[06:56:50] <Jiraiyah> yah you are right
L427[06:57:23] <masa> lazy?
L428[06:57:33] <masa> that is EXACTLY how Ender Storage did it as well
L429[06:57:42] <Jiraiyah> yah, didn't put a single extra image i mean :p
L430[06:57:52] <ghz|lappy> I made itso you craft new "lock" items
L431[06:58:07] <ghz|lappy> and when you add a new one to an existing one, it pops off the old code ,p
L432[06:58:08] <ghz|lappy> ;P*
L433[06:58:13] <Jiraiyah> ghz you are keeping this as a separate mod i hope :D
L434[06:58:18] <ghz|lappy> yes
L435[06:58:20] <Jiraiyah> cool
L436[06:58:43] <ghz|lappy> although I considered merging it into ender-rift, but meh
L437[06:58:46] <ghz|lappy> better separate
L438[06:58:46] <ghz|lappy> ;P
L439[06:59:01] <ghz|lappy> mc 1.8+ seemns like there's a lot of more "single purpose" mods
L440[06:59:06] <ghz|lappy> instead of big massive collections
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L442[07:00:45] <Jiraiyah> yah i personally like it that way
L443[07:01:04] <Jiraiyah> then i have the flexibility of collecting what i like to have instead of having massive things that i never use
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L445[07:03:19] <Jiraiyah> i hope the guy will upgrade that ender tank mod soon, what is taking him so long? 1.8.9 to 1.9 should be easier and fast than upgrading mods from before that
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L450[07:07:41] <Jiraiyah> oO who would develop a core mod without opening the source for others? ---> http://minecraft.curseforge.com/projects/shetiphiancore
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L452[07:09:35] <Jiraiyah> why the fk the json file on forge is failing, i am pulling my hair now --> http://prntscr.com/ax10bk
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L454[07:09:52] <Jiraiyah> could not parse json?
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L456[07:17:50] <Jiraiyah> hmmm minecraftforge.net <-- Service Temporarily Unavailable <--?
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L458[07:21:36] <Jiraiyah> i really don't know what to do to make the forge env work any more, that json error is making me stuck !
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L463[07:30:00] <Jiraiyah> interesting, can this be the issue? --> http://www.minecraftforge.net/forum/index.php?topic=36687.0
L464[07:30:22] <Jiraiyah> as of build 1583, Forge requires ForgeGradle 2.1 - but that hasn't been released yet !!!!!!!!!!???????????
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L467[07:33:46] <ghz|lappy> Jiraiyah: you shoudl be using 2.1-SNAPSHOT always?
L468[07:33:53] <ghz|lappy> did you modify the build.gradle?
L469[07:33:59] <Jiraiyah> nope
L470[07:34:12] <Jiraiyah> and i re pulled the repo and this time intelliJ went crazy !
L471[07:34:19] <ghz|lappy> https://github.com/MinecraftForge/MinecraftForge/blob/master/build.gradle#L14
L472[07:34:21] <Jiraiyah> asked if i want to make a project !!!
L473[07:34:26] <ghz|lappy> well then it shouldn't be the issue
L474[07:34:34] <Jiraiyah> yah
L475[07:34:43] <Jiraiyah> i am going blind here :(
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L477[07:35:11] <ghz|lappy> dunno you spent WAY moretime than I would have
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L479[07:35:32] <ghz|lappy> the one PR I did, I just gave up and used Eclipse
L480[07:35:57] <Jiraiyah> that is how i am, won't sit down relaxed until i make it work :D
L481[07:36:07] <Jiraiyah> or at least figure why it is not working !
L482[07:37:11] <Jiraiyah> oh and i really hate eclipse :D
L483[07:37:23] <Jiraiyah> if only cpw was here now :(
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L491[07:55:03] <DovahOfKiin> I'm getting an NPE for trying to access worldObj.isRemote
L492[07:55:24] <ghz|lappy> that means worldObj isn't set yet
L493[07:55:27] <ghz|lappy> is this a TileEntity?
L494[07:55:37] <ghz|lappy> are you trying to access worldObj from readFromNBT or similar?
L495[07:55:41] <Jiraiyah> did you register the tile entity itself?
L496[07:55:53] <DovahOfKiin> Yes this is a tile entity
L497[07:55:59] <DovahOfKiin> code for the TE: http://pastebin.com/mERaSjkZ
L498[07:56:04] <DovahOfKiin> the TE is registered
L499[07:56:25] <DovahOfKiin> Ignore the contents of the loop; that's me testing things
L500[07:56:39] <Jiraiyah> is it ok to use that in the ctor?
L501[07:56:52] <masa> no
L502[07:57:02] <Jiraiyah> as long as i know when you are running the constructor, the te is not finished being generated that is why the worldObj is still null
L503[07:57:02] <DovahOfKiin> I called super(), shouldn't it be fine?
L504[07:57:05] <masa> the world isn't set yet in the constructor, nor is it in the readFromNBT
L505[07:57:31] <masa> because the TE object is created before it is added to the world
L506[07:58:06] <DovahOfKiin> right, so I can't run it from the ctor?
L507[07:58:11] <Jiraiyah> nope
L508[07:58:16] <DovahOfKiin> alright ty
L509[07:58:20] <Jiraiyah> np
L510[08:00:22] *** TTFT|Away is now known as TTFTCUTS
L511[08:00:58] <Jiraiyah> ttft did you ever make a forge dev env in intellij? i mean the forge itself
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L513[08:03:01] <madcrazydrumma> How do i use my custom model i made in model creator?
L514[08:03:25] <Jiraiyah> cryfish?
L515[08:03:30] <madcrazydrumma> mhm
L516[08:03:33] <Jiraiyah> he has a video on how to use it
L517[08:03:38] <madcrazydrumma> is it the same for 1.9?
L518[08:03:44] <Jiraiyah> yah
L519[08:03:51] <madcrazydrumma> alright ill check that then sweet
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L528[08:18:53] <ghz|lappy> hmf
L529[08:19:07] <ghz|lappy> was there a helper method somewhere to try to add an itemstack into a player's inventory, and if full, drop it on the ground?
L530[08:19:41] <ghz|lappy> hm, looked at the bucket ;P
L531[08:20:10] <Jiraiyah> wow
L532[08:20:49] <Jiraiyah> you know how did i solve the problem? instead of cloning from repo by intellij, went into 1.9 branch, downloaded the zip file, extracted in the folder and opened the build.gradle ! and now it works !!!!
L533[08:20:58] <Jiraiyah> what the hell is wrong with the repo way?
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L536[08:23:40] <ghz|lappy> :3
L537[08:23:42] <ghz|lappy> there we go
L538[08:23:53] <ghz|lappy> now you can assign a color-code to an ender chest
L539[08:23:59] <ghz|lappy> by right-clicking with an "Ender lock"
L540[08:24:11] <Jiraiyah> wow 61 todo in 36 files lmao and i thought forge was stable enough lmao tons of things to do in their list !!!
L541[08:24:29] <ghz|lappy> can be perfectly stable and still have many TODOs
L542[08:24:30] <ghz|lappy> ;P
L543[08:24:32] <Jiraiyah> nice ghz, you saw my solution for forge env? give it a shot, should work
L544[08:24:37] <Jiraiyah> i know
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L546[08:24:45] <Jiraiyah> todo = wish list :D
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L548[08:26:02] <Jiraiyah> wow they still use 20160312 as their mapping?
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L550[08:27:00] <ghz|lappy> yes that is common in forge
L551[08:27:16] <ghz|lappy> changing the mappings in forge means all the change names suddenly appear in the diffs
L552[08:27:21] <ghz|lappy> polluting the history
L553[08:27:24] <Jiraiyah> i thought when they have newer mappings they would change to it
L554[08:27:25] <ghz|lappy> so they are done only very rarely
L555[08:27:34] <Jiraiyah> i see
L556[08:27:48] <ghz|lappy> imagine trying to compare a revision from 15 days ago
L557[08:27:57] <ghz|lappy> and having to sort through the lowercase to uppercase name changes
L558[08:28:01] <ghz|lappy> in ALL of the forge codebase
L559[08:28:03] <Jiraiyah> i wonder about one thing though, new control key binding system, the language file was broken in latest forge?
L560[08:28:26] <Jiraiyah> i get some nonsense when i look at key binding settings in minecraft when it was working in a little bit older version
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L562[08:32:16] <TTFTCUTS> Jiraiyah, re: forge environment: nope, and I don't us intellij either
L563[08:32:48] <Jiraiyah> meh solved it, not sure why pulling down the repo was not working, downloaded 1.9 branch manually extracted, now it's working !
L564[08:33:13] <Jiraiyah> thanks for reply though
L565[08:34:18] <Jiraiyah> but why not using intellij? imo it's far supperior to eclipse, looks like cpw thinks like me too :D
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L568[08:40:04] <Jiraiyah> wow running setup command, downloading assets is taking ages lol 10 min so far !
L569[08:40:15] <Jiraiyah> and i have 600KB/sec speed !
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L571[08:46:03] <Jiraiyah> hmmm would i be able to broadcast game play with this speed ?http://prntscr.com/ax27bl
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L573[08:49:13] <masa> sure, with potato quality :p
L574[08:49:27] <Jiraiyah> lol that was what i was afraid of
L575[08:49:41] <Jiraiyah> and to think i have one of the best internets out there in my country :/
L576[08:49:58] <masa> but if you drop the resolution to something like 480p, then it might not be THAT bad...
L577[08:50:14] <Jiraiyah> who would watch a stream with that resolution?
L578[08:50:28] <Jiraiyah> the least acceptable is 720
L579[08:50:41] <masa> well if the content is to my liking then the quality isn't that important
L580[08:50:55] <masa> sure I would prefer 720p but...
L581[08:50:57] <Jiraiyah> I'm not mombo nore xisuma :p
L582[08:51:15] <Jiraiyah> and not as crazy as tango to go capture a ghast and deliver it lmao
L583[08:51:44] <masa> well there is a good example: mumbo's style of videos doesn't really work for me
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L585[08:51:54] <Jiraiyah> :D
L586[08:52:01] <Jiraiyah> what style you like?
L587[08:52:23] <masa> he is kind of like too enthusiastic or something... don't know how to describe it
L588[08:52:35] <Jiraiyah> fake energetic?
L589[08:53:09] <masa> I like Etho, Zisteau, Xisuma, Zedaph
L590[08:53:46] <Jiraiyah> i like etho and xisuma, but i like tango too, specially when he laughs :D makes me smile every time, the sound of his laughing is soo unique :D
L591[08:53:51] <masa> Tango makes cool stuff but I haven't really regularly watched any of his stuff either...
L592[08:54:25] <Jiraiyah> tbh, his best shot is titan :p
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L594[08:54:53] <Jiraiyah> he was cracking like a mad guy last episode of hermit craft 4 when golems were burning :D
L595[08:55:49] <masa> :p
L596[08:56:19] <Jiraiyah> compared to those guys, i am much more relaxed and set back and slower on game play :D
L597[08:56:57] <Jiraiyah> unless it is call of roma, then i am all ass kicking mad guy who would smash anyone who would come face to face with me, but i left that game for 6 months now, too addicted lol
L598[08:57:10] <Jiraiyah> but something tells me that in few months i will go back to it :D
L599[08:57:40] <masa> hm, never even heard of it
L600[08:57:46] <Jiraiyah> real time strategy game
L601[08:58:36] <Jiraiyah> and like all of them, if you don't pay money, you can't really grow fast enough but the amount of money is small, in all years i played, i only payed once and no one in server was able to stand against me :D well, until a massive coiner came who would put 90$ per month in the game !
L602[08:59:38] <Jiraiyah> all i payed that time was 30$ and even then i was second man in server after the guy lmao
L603[08:59:49] <Jiraiyah> but damn, that game would need you to play 24/7 :p
L604[09:02:09] <ghz|lappy> [16:01] (@ghz|lappy): :3 https://github.com/gigaherz/Enderthing/releases/tag/v0.1.0
L605[09:02:09] <ghz|lappy> [16:01] (@ghz|lappy): time to leave work ;P
L606[09:03:05] <HassanS6000> I'm getting a weird error in 1.9, using the datawatcher
L607[09:03:06] <HassanS6000> http://pastebin.com/BsWqy1an
L608[09:03:12] <HassanS6000> Error: http://pastebin.com/pMTXfiZy
L609[09:03:29] <Jiraiyah> ghz will test it and pull down your repo as soon as i make the forge env working :D
L610[09:03:38] <Jiraiyah> in a day or two you may get a pr :p
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L613[09:10:33] <Jiraiyah> why is this happening? http://prntscr.com/ax2iwy
L614[09:14:43] <HassanS6000> nvm I'm stupid
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L616[09:17:03] <Jiraiyah> hmmm ghz stuff has no recipe yet it seems oh well that will be my job :D
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L620[09:32:51] <ghz|afk> Jiraiyah: it does
L621[09:32:54] <ghz|afk> it's just dynamic recipes
L622[09:32:59] <ghz|afk> so no JEI integration yet
L623[09:32:59] <ghz|afk> XD
L624[09:33:07] *** ghz|afk is now known as gigaherz
L625[09:33:17] <gigaherz> the ender key is crafted as
L626[09:33:30] <gigaherz> Obsidian, empty, empty,
L627[09:33:35] <gigaherz> eye of ender, obs, obs
L628[09:33:40] <gigaherz> wool, wool, wool
L629[09:33:46] <gigaherz> the 3 wools define the color code
L630[09:33:51] <Jiraiyah> i see
L631[09:33:53] <gigaherz> the ender lock is:
L632[09:33:57] <gigaherz> empty, gold, empty
L633[09:34:01] <gigaherz> gold, eye, gold
L634[09:34:02] <Jiraiyah> but your keys have same color is that jei thingy?
L635[09:34:03] <gigaherz> wool, wool, wool
L636[09:34:35] <Jiraiyah> damn, eye if ender? dude i need to kill blazes lol
L637[09:34:45] <gigaherz> they ARE ender chests
L638[09:34:46] <gigaherz> ;P
L639[09:34:46] <Jiraiyah> was trying to avoid nether for few more days :D
L640[09:36:10] <gigaherz> XD
L641[09:36:36] <Jiraiyah> hmm any example on how to handle jei? will try to help you there
L642[09:37:27] <gigaherz> the github repo has a short explanation on it. it shouldn't take too long ;P
L643[09:37:38] <Jiraiyah> kk, will look into repo soon
L644[09:37:45] <Jiraiyah> the jei repo you mean?
L645[09:37:49] <gigaherz> yes
L646[09:37:51] <Jiraiyah> kk
L647[09:37:55] <gigaherz> I'd paste thel ink but I'd ping the author unnecessary
L648[09:37:57] <gigaherz> ily*
L649[09:38:08] <Jiraiyah> nah i know his repo
L650[09:38:19] <Jiraiyah> damn, how long will getting assets go ? lol
L651[09:38:27] <Jiraiyah> 18 min now
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L656[09:43:12] <gigaherz> Jiraiyah: chances are by the time you are done with forge, I'll have it working ;P
L657[09:43:22] <Jiraiyah> possible
L658[09:43:35] <Jiraiyah> but that env needs to be set sooner or later, then i will be golden
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L664[09:55:27] *** PaleOff is now known as PaleoCrafter
L665[09:56:51] <NitroxydeX> breaks desk with his head. I'm stucked with this new Block/Item 1.9 Register thing.. I got the Items registered more or half.. Inventory rendering is fine but world rendering is not. it's always renders the first Variant texture from my multi-"color" block. and the name is not registered with the Variant Name.. but I don't know whats wrong. I think this could be related to the method I use to register
L666[09:56:52] <NitroxydeX> the Block.
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L669[09:58:57] <PaleoCrafter> I wonder how your implementation will stand against the original EnderStorage, gigaherz :P
L670[09:58:59] <madcrazydrumma> How can I basically just clone the anvil block model with the textures and all but use my own gui and stuff?
L671[09:59:04] <madcrazydrumma> And use it as my own block?
L672[09:59:10] <PaleoCrafter> 1.8+?
L673[09:59:29] <madcrazydrumma> aye
L674[09:59:54] <PaleoCrafter> Just use the anvil model and texture in your blockstates file :P
L675[10:00:02] <masa> NitroxydeX: arey ou coming from 1.8.9 or making new stuff?
L676[10:00:19] <NitroxydeX> masa coming from 1.8.9
L677[10:01:35] <NitroxydeX> masa I really think I forgot something important in my method but some Forge-Forum posts confused me too much.
L678[10:02:11] <masa> I don't remember any changes to block models between 1.8.9 and 1.9... but I might have just forgotten it
L679[10:02:26] <masa> the item form transformations did change though
L680[10:02:45] <NitroxydeX> masa I think it's related to the Gameregistry-thing.
L681[10:03:28] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/setup/EnderUtilitiesBlocks.java#L114
L682[10:03:34] <masa> that's how I have mine atm
L683[10:04:15] <NitroxydeX> Thats how I made it too. But something is still missing (since I'm using Variants I think)
L684[10:04:39] ⇨ Joins: williewillus (williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
L685[10:05:54] <masa> hmm, well if you have your blockstate file names the same as the block's registry name, then that should be used, and then it should be the same as it was in 1.8.9 from that point forward
L686[10:06:03] <masa> s/names/named/
L687[10:06:14] <NitroxydeX> in 1.8.9 it was tile.block.variant.name. But now the Variant-Part is missing. (which leads into wrong names for the block).
L688[10:06:37] <masa> what was tile.block.variant.name ?
L689[10:07:04] <williewillus> wat
L690[10:07:12] <NitroxydeX> e.g. a Ore. I registred multiple type of ores into one block with variants.
L691[10:07:25] <williewillus> what is "tile.block.variant.name"
L692[10:07:39] <williewillus> looks like an unlocalized name
L693[10:07:44] <williewillus> which should not be used as registry name
L694[10:07:44] <NitroxydeX> e.g. tile.myore.copper.name
L695[10:07:52] <masa> "registred multiple type of ores into one block with variants"
L696[10:07:56] <masa> what does tha teven mean? :o
L697[10:08:06] <NitroxydeX> masa Enums... :D
L698[10:08:10] <williewillus> those are unlocalized names
L699[10:08:12] <madcrazydrumma> PaleoCrafter, it doesn't seem to be wanting to do anything with the anvil; I copied it over from the things. Do i have to copy the texture too?
L700[10:08:18] <williewillus> please don't tell me your registry name is that
L701[10:08:22] <NitroxydeX> nono :D
L702[10:08:28] <williewillus> :P
L703[10:08:30] <NitroxydeX> my registry name is now like forge wants it.
L704[10:09:09] <NitroxydeX> okay, then I missing something at the unlocalized name too. But this still doesen't tell me why the block isn't rendering correct.
L705[10:09:10] <NitroxydeX> :D
L706[10:09:14] <gigaherz> but the unlocalized name stuff hasn't changed?
L707[10:09:19] <gigaherz> XD
L708[10:09:39] <masa> the unlocalized name also has nothing to do with models. Unless you are doing stuff wrong :p
L709[10:10:13] <williewillus> ^
L710[10:10:28] <NitroxydeX> thats why I said it's somethin I miss with my names :D But still the rendering problem.
L711[10:10:54] <masa> example:
L712[10:10:55] <masa> https://github.com/maruohon/enderutilities/tree/master/src/main/resources/assets/enderutilities/blockstates
L713[10:11:16] <masa> storage_0 is the registry name of my block which has several different types of chests
L714[10:11:43] <NitroxydeX> wait..
L715[10:11:45] <NitroxydeX> let's go back.
L716[10:12:00] <masa> and then that block has a blockstate property "type" which is the type of block model that it will use
L717[10:12:13] <NitroxydeX> I see it's more a problem of registering. If I Place the Block down it tells me it's the first Variant. Instead of the second.
L718[10:12:23] <williewillus> then your blockstates are messed up
L719[10:12:26] <williewillus> post your block class
L720[10:12:44] <madcrazydrumma> Is there a converter of some sort from java to json?
L721[10:12:44] <williewillus> what kind of ItemBlock are you registering for this block?
L722[10:12:51] <williewillus> madcrazydrumma: there's techne to OBJ
L723[10:12:57] <williewillus> but it's shaky at best
L724[10:13:04] <williewillus> I remade most of them
L725[10:13:14] <williewillus> and you need the original tcn
L726[10:13:25] <madcrazydrumma> hm
L727[10:13:28] <madcrazydrumma> also
L728[10:13:42] <madcrazydrumma> I'm trying to copy over the anvil model and texture to my new block but it isnt working its just coming up blank
L729[10:14:03] <NitroxydeX> http://pastebin.com/t89g2LrL
L730[10:14:05] *** PaleoCrafter is now known as PaleOff
L731[10:14:12] <williewillus> well the anvil is a json model
L732[10:14:13] <williewillus> :P
L733[10:14:18] <madcrazydrumma> yeah i know
L734[10:14:22] <madcrazydrumma> i'm using the json for it
L735[10:14:25] <madcrazydrumma> but its not working
L736[10:14:27] <madcrazydrumma> xD
L737[10:14:46] <williewillus> post block class + jsons :P
L738[10:14:59] <williewillus> NitroxydeX: what kind of ItemBlock are you registering?
L739[10:15:05] <williewillus> by default ItemBlocks are not aware of subtypes
L740[10:16:37] <gigaherz> actually they "are", just getMetadata is setto return 0 always for some stupid reason
L741[10:16:38] <gigaherz> XD
L742[10:16:44] <madcrazydrumma> williewillus, https://gist.github.com/ryankshah/5df20246024c4046e926256de741da64
L743[10:16:48] <madcrazydrumma> that should be enough xD
L744[10:17:02] <NitroxydeX> *don't want so say something wrong* :D
L745[10:17:25] <williewillus> madcrazydrumma: is your file actually named like they are in the gist lol
L746[10:17:39] <gigaherz> hmmmm this isn't what I wanted, lol
L747[10:17:45] <gigaherz> I made a basic JEI plugin
L748[10:17:51] <madcrazydrumma> yeah williewillus
L749[10:17:53] <gigaherz> but it shows 2048 recipes XD
L750[10:18:05] <NitroxydeX> ItemBlocks are Items or not? So the things I hold in my hands and I can drop? *runs away* :D
L751[10:18:15] <williewillus> like the file is literally called "assets.....anvil.json"?
L752[10:18:24] <madcrazydrumma> mhm
L753[10:18:31] <williewillus> NitroxydeX: everything is an item unless its placed in the world
L754[10:18:34] <gigaherz> NitroxydeX: it's better to say somethign wrong
L755[10:18:36] <williewillus> madcrazydrumma: that's wrong lol
L756[10:18:39] <gigaherz> than act like a fool ;P
L757[10:18:43] <williewillus> assets/modid/blockstates are FOLDERS :P
L758[10:18:48] <madcrazydrumma> oh wait!
L759[10:18:52] <madcrazydrumma> no no they are folder names
L760[10:18:55] <madcrazydrumma> i just put the path as dots
L761[10:18:57] <williewillus> src/main/resources/assets/modid/blockstates/anvil.json
L762[10:18:59] <williewillus> okay lol
L763[10:19:01] <madcrazydrumma> x-x
L764[10:19:03] <NitroxydeX> williewillus but if you place it in the world it's not an ItemBlock anyore or?
L765[10:19:09] <williewillus> errors in the log?
L766[10:19:12] <williewillus> NitroxydeX: yes
L767[10:19:15] <williewillus> its a block then :P
L768[10:19:18] <NitroxydeX> yes.
L769[10:19:27] <williewillus> everything in inventory or dropped form is an item
L770[10:19:48] <NitroxydeX> Okay. In the inventory the ItemBlock has the right texture
L771[10:19:53] <masa> basically you want an ItemBlock with this in it:
L772[10:19:54] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/block/base/ItemBlockEnderUtilities.java#L40-L44
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L774[10:20:13] <williewillus> NitroxydeX: are there errors in the log at startup?
L775[10:20:13] <masa> well, usually anyway
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L777[10:21:19] <madcrazydrumma> Any idea williewillus
L778[10:21:31] <williewillus> not really, unless your registry name is wrong
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L780[10:21:34] <williewillus> or there are log errors
L781[10:21:49] <DovahOfKiin> How do I get an itemstack from a Potion?
L782[10:22:07] <DovahOfKiin> say Potion.moveSpeed
L783[10:22:12] <gigaherz> oh hey, that's why I didn't find the recipe in the source
L784[10:22:20] <gigaherz> JEI doesn't actually have vanilla Banner recipes at all
L785[10:22:20] <gigaherz> XD
L786[10:22:28] <gigaherz> not even the basic ones
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L788[10:23:16] <NitroxydeX> masa yes.. thats what I have in some seperate class. but I don't input this anymore in my registry method.. because... I dont know how atm. :D
L789[10:23:45] <williewillus> as i said
L790[10:23:48] <williewillus> do you get errors on startup?
L791[10:24:03] <NitroxydeX> williewillus oh this was to me? :D
L792[10:24:06] <gigaherz> hmm actually the recipes are there: wool can find the banner, just not the other way around
L793[10:24:07] <gigaherz> XD
L794[10:24:15] <williewillus> yeah lol
L795[10:24:25] <Wuppy> ugh... it's April and it's fucking snowing and hailing :V
L796[10:24:48] <NitroxydeX> williewillus haha ok. no no errors... because i miss this class in my input
L797[10:24:58] <williewillus> DovahOfKiin: 1.9?
L798[10:25:11] <DovahOfKiin> 1.8
L799[10:25:16] <madcrazydrumma> Same here Wuppy in Edinburgh
L800[10:25:45] <Wuppy> madcrazydrumma, I've got an outside festival tomorrow :(
L801[10:25:50] <madcrazydrumma> Oh god
L802[10:25:53] <Wuppy> and a barbeque tonight
L803[10:25:53] <madcrazydrumma> have fun with that
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L805[10:26:05] <NitroxydeX> williewillus GameRegistry.registerBlock(zencntOre = new Ores(Reference.MOD_ID + "_ore"), ItemBlockMeta.class) that was what I did in 1.8.9 (don't punch me I know this was bad). the ItemBlockMeta.class is what I need to get this really working. But how do i implement this in my registry method?
L806[10:26:11] <Wuppy> even better, this city is currently filled with stages for outside parties
L807[10:26:21] <williewillus> same way you register any normal item
L808[10:26:22] <madcrazydrumma> Hahaha
L809[10:26:24] <Wuppy> I've seen at least 5, in total there must be space for 40.000 people
L810[10:26:25] <Wuppy> outside
L811[10:26:27] <Wuppy> in the snow
L812[10:26:29] <williewillus> I'm assuming 1.9
L813[10:26:29] <Wuppy> in fucking april
L814[10:26:42] <williewillus> GameRegistry.register(new ItemBlockMeta(yourblock), yourblock.getRegistryName())
L815[10:27:00] <DovahOfKiin> williewillus, any idea?
L816[10:27:02] <Wuppy> Kingsday is supposed to be orange (The Netherlands :D) not white :V
L817[10:27:07] *** V is now known as Vigaro
L818[10:28:02] <williewillus> DovahOfKiin: you can make a stack of Items.potion and add custom NBT to it
L819[10:28:05] <williewillus> see the vanilla wiki
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L821[10:29:05] <NitroxydeX> williewillus *facepalms* wow... this was so easy. hahahaha. This.. just... wow... :DDD thanks. I know it was something really dumb.
L822[10:29:11] <williewillus> no prob lol
L823[10:29:33] <DovahOfKiin> williewillus, you meant potionItem, yes?
L824[10:29:33] <madcrazydrumma> williewillus, i have no idea what's gone wrong here - the block and stuff is registered fine
L825[10:29:40] <williewillus> DovahOfKiin: yeah
L826[10:29:57] <williewillus> madcrazydrumma: ¯\_(ツ)_/¯
L827[10:30:02] <madcrazydrumma> :c
L828[10:30:05] <williewillus> huh the arm dispalys properly if I copy and paste it
L829[10:30:09] <madcrazydrumma> xD
L830[10:30:17] <williewillus> if I just do ?shrug in vaz's channel the left arm becomes a yen symbol
L831[10:30:30] <masa> NitroxydeX: that registration was in the link I posted the first time you asked too :p
L832[10:30:35] <NitroxydeX> williewillus now the unlocalized name is correct too. :D
L833[10:31:23] <NitroxydeX> masa yeah.... sometimes I'm just blind. I had the normal ItemBlock instead of my ItemBlockMeta thing.. :D
L834[10:31:40] <masa> oh right
L835[10:32:26] <Jiraiyah> oO getting assets on forge env, 1h and still going !
L836[10:32:40] <Jiraiyah> williewillus, is that normal?
L837[10:32:50] <williewillus> uhh probably not
L838[10:32:53] <williewillus> is your internet alright?
L839[10:32:54] <williewillus> :P
L840[10:33:15] <Jiraiyah> yah it's more than all right, grrr i will try with vpn maybe something is being blocked
L841[10:33:16] <Jiraiyah> brb
L842[10:33:35] <NitroxydeX> masa this snow outside is making me sad. haha :D
L843[10:33:41] <williewillus> LOL snow
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L845[10:33:59] <Wuppy> snow in Germany?
L846[10:34:18] <williewillus> the high here today is 87F/~31C
L847[10:34:28] <madcrazydrumma> jesus haha
L848[10:34:28] <williewillus> and on top of that it's being stupidly humid for no reason
L849[10:34:39] <DovahOfKiin> williewillus, uhh vanilla wiki for what?
L850[10:34:47] <madcrazydrumma> thats like my hometown (dubai) weather
L851[10:34:48] <Wuppy> hmm, I'd rather have 8C + snow than 30C + humidity for a festival tbh
L852[10:34:50] <NitroxydeX> Yes. Snow in Germany. :D This April weather...
L853[10:34:50] <williewillus> adding custom potion effects to NBT
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L855[10:35:30] <williewillus> DovahOfKiin: http://minecraft.gamepedia.com/Player.dat_format#Potion_Effects
L856[10:35:45] <NitroxydeX> Wuppy yeah.. no.. I like to have some spring weather. about 22°. Thats cool. And I already have summer tires on my car. :D
L857[10:35:56] <gigaherz> hmm was there a way to have the output from a recipe depend on the exact inputs?
L858[10:36:05] <gigaherz> without a custom IRecipe, that is
L859[10:36:08] <Wuppy> NitroxydeX, in NL, 22C is full on summer
L860[10:36:12] <madcrazydrumma> williewillus, I think the issue is the variants in the block states file
L861[10:36:13] <Wuppy> spring here is 15
L862[10:36:15] <williewillus> gigaherz: not have an oredict recipe? lol
L863[10:36:17] <Wuppy> 15C and sun, amazing
L864[10:36:22] <madcrazydrumma> How can i remove the damage stuff and have it render normal?
L865[10:36:34] <williewillus> change all the models to be the first one
L866[10:36:39] <gigaherz> williewillus: what?
L867[10:37:09] <williewillus> non-oredict recipes have exact in/out :P
L868[10:37:20] <gigaherz> that's not what I meant
L869[10:37:32] <gigaherz> my ender keys take the colors based on the 3 wool pieces used during crafting, which is stored in the item as NBT
L870[10:37:34] <FusionLord> how does one compare the type of a Field to an object?
L871[10:37:44] <gigaherz> I'm not going to register 4096 individual recipes
L872[10:37:54] <gigaherz> it's working, just as a custom IRecipe
L873[10:38:09] <williewillus> FusionLord: what does that mean :P
L874[10:38:10] <gigaherz> and I was wondering if it wouldn'be be best for JEI integration and such, to do it some other way
L875[10:38:12] <NitroxydeX> Wuppy damn.. thats weird. in GER we get sometimes up to 40° in Summer. This ***** really :D
L876[10:38:26] <FusionLord> williewillus, something like field.getDeclaringClass().isInstance(BlockUpgradable.class)
L877[10:38:35] <Wuppy> great... we can even expect thunder and heavy winds :V
L878[10:38:46] <williewillus> FusionLord: does that work?
L879[10:39:07] <FusionLord> it is what I came up with while waiting those few seconds testing now :P
L880[10:39:26] <Wuppy> oh and around the end of the festival temperaturs of 0 can be reached :V
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L883[10:40:14] <williewillus> sounds like it would work
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L885[10:41:33] <FusionLord> nope :|
L886[10:41:46] <williewillus> whats the error?
L887[10:42:23] <FusionLord> got an NPE when registering the Inventory Icons, but Its cause I didn't finish the code because you pinged me here :P
L888[10:42:43] <williewillus> what are you even doing this for lol
L889[10:43:24] <FusionLord> using refelection to register my blocks
L890[10:44:14] <williewillus> y .-.
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L892[10:45:15] <FusionLord> cause, register(this) register(that) register(that_too) gets old
L893[10:45:39] <FusionLord> and yed.... using 'this' was a bad example :P
L894[10:46:33] <FusionLord> yes*
L895[10:46:41] <williewillus> it's also simple, and doesn't require wrangling around and hacking to work
L896[10:46:47] <williewillus> don't make more work for yourself :P
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L898[10:48:58] <madcrazydrumma> There must be a way to get json from java xD
L899[10:51:22] <madcrazydrumma> williewillus, okay i've got it showing up, but it doesn't show correctly in the inventory like my other blocks do
L900[10:51:38] <Cazzar> madcrazydrumma what? Convert a Java object to JSON?
L901[10:51:48] <williewillus> he means the ModelBase crap
L902[10:51:50] <madcrazydrumma> Cazzar, an old techne model that i have the java from
L903[10:51:52] <madcrazydrumma> Yeah
L904[10:51:54] <FusionLord> williewillus, it was mostly to refresh me on how to refelect, and I did get it working
L905[10:52:03] <williewillus> there was a script that did java -> json poorly
L906[10:52:07] <williewillus> and another that did tcn -> obj
L907[10:52:07] <madcrazydrumma> I have the techne model too but the generator thing i found on MCF isnt working for this one
L908[10:52:26] <Cazzar> https://google-gson.googlecode.com/svn/trunk/gson/docs/javadocs/com/google/gson/Gson.html
L909[10:52:59] <madcrazydrumma> Any idea about the inventory model willie?
L910[10:53:19] <Cazzar> madcrazydrumma see my previous link :P
L911[10:53:48] <madcrazydrumma> Gson for the inventory model? :s aha
L912[10:54:13] <Cazzar> :3 no, you probably not the best way
L913[10:54:40] <madcrazydrumma> I'm talking about my anvil model thing I was having an issue with earlier for inventory model
L914[10:54:49] <madcrazydrumma> Its showing up ingame fine now, but not in my inventory
L915[10:54:53] <madcrazydrumma> its still a purple square
L916[10:55:51] <Cazzar> You need to register it..
L917[10:55:59] <Cazzar> I think
L918[10:56:03] <madcrazydrumma> My other blocks show up fine
L919[10:56:06] <madcrazydrumma> Its just this one haha
L920[10:57:39] <williewillus> errors in log?
L921[10:57:47] <williewillus> no couldn't load variant for ...#inventory?
L922[10:58:48] <madcrazydrumma> http://pastebin.com/NpRTBwGw
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L924[11:00:27] <williewillus> oh you need an item json
L925[11:00:35] <madcrazydrumma> is it because its a special case or?
L926[11:00:42] <madcrazydrumma> because i didnt seem to need it for my normal block
L927[11:00:50] <williewillus> do you use forge blockstates for your other blocks?
L928[11:01:00] <williewillus> if so that would be why
L929[11:01:09] <williewillus> the anvil stuff you are copying is vanilla format
L930[11:01:21] <williewillus> and vanilla needs a blockstate + block + item json
L931[11:01:36] <madcrazydrumma> no i decided just to copy my own blockstate to the anvil instead of using theirs
L932[11:01:57] <williewillus> do you have a git repo or anything i can rbwoser instead of asking you to paste everything
L933[11:01:58] <williewillus> :P
L934[11:02:15] <madcrazydrumma> lemme upload it all hold on
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L936[11:03:23] <madcrazydrumma> Wait nevermind
L937[11:03:26] <madcrazydrumma> I fixed it x_x
L938[11:03:28] <williewillus> lol
L939[11:03:47] <madcrazydrumma> In my anvil.json for the item model i didnt do any rotation i just specified a parent
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L941[11:04:10] <madcrazydrumma> Now i just have to figure out how the facing works
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L945[11:20:37] <FusionLord> Any ideas why I'm getting a missing variant? Exception loading model for variant hardcorenomad:backpack#level=wood for item "hardcorenomad:backpack", normal location exception: https://gist.github.com/FusionLord/6dfe2b0b23b727118067b7dc5b6ca403#file-backpack-json-L16
L946[11:26:17] <FusionLord> I added the normal variant and now it is looking for a block state with all variant params ex. level and facing...
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L951[11:37:11] <FusionLord> wow irc died
L952[11:38:00] <gigaherz> :3 https://github.com/gigaherz/Enderthing/releases/tag/v0.2.0
L953[11:38:36] <FusionLord> look its an EnderThing ^
L954[11:39:44] <thor12022> I looked at it, now I just hear this terrible noise and see purple floating spots
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L956[11:41:11] <Intektor> Is it possbile, to give itemstacks
L957[11:42:03] <Intektor> special abilities, like attribute modifiers?
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L959[11:42:19] <Intektor> But I actually don't own these classes
L960[11:42:50] <williewillus> sure
L961[11:42:58] <FusionLord> as far as do somethign when used?
L962[11:43:13] <williewillus> vanilla mapmakers add attributes to things they don't own all the time :P
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L964[11:43:16] <williewillus> it's just NBT
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L966[11:43:41] <Intektor> really, how can I set extra speed, for example, to some armor?
L967[11:43:50] <williewillus> add an NBT tag to it
L968[11:43:56] <williewillus> look at the vanilla wiki
L969[11:44:40] <Intektor> you mean this? http://minecraft.gamepedia.com/Attribute
L970[11:44:47] <williewillus> yes
L971[11:45:48] <Intektor> do I have to set it every tick again, or is once ok?
L972[11:45:52] <williewillus> once
L973[11:45:54] <williewillus> it's NBT
L974[11:46:21] <Intektor> so I set nbt.setInteger("generic.maxHealth", 70);
L975[11:46:21] <williewillus> there might even be something like stack.getAttributeModifiers
L976[11:46:24] <williewillus> no
L977[11:47:00] <williewillus> ah there is a method
L978[11:47:21] <williewillus> Intektor: itemstack.addAttributeModifier
L979[11:48:31] <williewillus> note that it's a modifier on the base value, so for your example you would set a modifier for "+50"
L980[11:48:33] <FusionLord> ... that moment when you unintentionaly type new String(""); -.-
L981[11:48:37] <williewillus> lol
L982[11:49:30] <FusionLord> williewillus, any ideas on my issue posted above?
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L988[11:58:50] <vox> Anyone here have good info on 1.9 multiblocks?
L989[11:59:03] <vox> or 1.8.9 ones would be similar enough I guess
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L999[12:06:23] <DovahOfKiin> I still can't understand how to get an itemstack from a potion
L1000[12:06:47] <gigaherz> depends on the potion
L1001[12:06:51] <gigaherz> I mean
L1002[12:07:02] <gigaherz> if you want a drinking potion, a splash potion, or what
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L1004[12:07:09] <gigaherz> but generally speaking, there's a utility function
L1005[12:07:11] <gigaherz> that takes an itemstack
L1006[12:07:14] <gigaherz> and gives it a potion
L1007[12:09:50] <vox> gigaherz: any resources on multiblocks btw?
L1008[12:10:21] <DovahOfKiin> gigaherz, say I have Potion.moveSpeed
L1009[12:10:39] <DovahOfKiin> Can you tell me how to do both drinking and splash?
L1010[12:14:18] <amadornes> does anybody know if there's a way to get size of the block texture sheet?
L1011[12:14:28] <amadornes> (once all the textures are stitched together)
L1012[12:14:43] <PaleoCrafter> well, MC prints it somewhere
L1013[12:15:07] <amadornes> it logs it, yes, but that's not really what I want :P
L1014[12:15:13] <gigaherz> amadornes: yes-ish
L1015[12:15:14] <amadornes> I need access to the size in code
L1016[12:15:18] <gigaherz> you can bind the texture
L1017[12:15:26] <PaleoCrafter> if it logs it, it has to retrieve it in code :P
L1018[12:15:32] <gigaherz> and then use glGet.. something
L1019[12:15:38] <gigaherz> to query the texture size
L1020[12:15:45] <gigaherz> PaleoCrafter: the size is a local var
L1021[12:15:48] <PaleoCrafter> meh
L1022[12:15:49] <gigaherz> it doesn't store it afterward
L1023[12:15:51] <amadornes> it does, PaleoCrafter, and I know where it is, but I don't want to do ASM black magic unless it's absolutely needed
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L1025[12:16:01] <amadornes> I'll look into that, gigaherz
L1026[12:16:02] <amadornes> thanks :)
L1027[12:16:08] <gigaherz> amadornes: google "get texture size opengl" ;P
L1028[12:16:24] <amadornes> glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &amp;w);
L1029[12:16:24] <amadornes> glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &amp;h);
L1030[12:16:26] <gigaherz> yep
L1031[12:16:36] <amadornes> now to see how that applies to LWJGL
L1032[12:16:42] <gigaherz> no idea how ... exactly. ;P
L1033[12:17:11] <DovahOfKiin> gigaherz, any help with the potion thing?
L1034[12:17:25] <gigaherz> DovahOfKiin: check how the brewing stand does it
L1035[12:17:26] <PaleoCrafter> should work out of the box if you remove the &amp; part and have imported all static stuff from GL11 :P
L1036[12:17:33] <gigaherz> I'd haveto look at the brewing stand myself, then tell you
L1037[12:17:38] <gigaherz> ;P
L1038[12:17:43] <PaleoCrafter> DovahOfKiin, your... name ._.
L1039[12:17:49] <gigaherz> PaleoCrafter: the "&amp" is because it's an out param
L1040[12:17:51] <DovahOfKiin> I'll take a look, ty for guiding me in the right direction
L1041[12:17:52] <gigaherz> java doesn't have those
L1042[12:17:52] <gigaherz> ;p
L1043[12:17:54] <DovahOfKiin> PaleoCrafter :P
L1044[12:18:01] <PaleoCrafter> I am aware of what &amp; is :P
L1045[12:18:38] <gigaherz> maybe glGetTexLevelParameteri instead of iv would work?
L1046[12:18:54] <PaleoCrafter> yeah, LWJGL omits the return type, methinks
L1047[12:19:35] <amadornes> looks much simpler than I expected :D
L1048[12:19:36] <amadornes> http://ss.amadornes.com/ama-1461691163-220
L1049[12:19:51] <gigaherz> yeah
L1050[12:20:07] <amadornes> now it's time for me to do black magic with it :D
L1051[12:20:17] <gigaherz> seems like "iv" it just "i" but with indirect return value (pointer-based)
L1052[12:20:26] <PaleoCrafter> yeah, looks like it
L1053[12:20:36] <gigaherz> "%&"%" stupid ear
L1054[12:20:40] * gigaherz has an ear infection
L1055[12:20:50] <PaleoCrafter> I feel with you, it's horrible :P
L1056[12:21:13] <gigaherz> the ear drops seem like they do nothing
L1057[12:21:18] <gigaherz> been like 4 days already
L1058[12:21:24] <FusionLord> can someone shed some light on this? http://pastebin.com/VnxZ2MN6 BlockState: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/resources/assets/hardcorenomad/blockstates/backpack.json Item Render Register: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L63-L84
L1059[12:21:33] <gigaherz> it was an itch when I went to the doctor
L1060[12:21:35] <amadornes> which... again is oddly simple! http://ss.amadornes.com/ama-1461691283-221
L1061[12:21:35] <gigaherz> now it hurts
L1062[12:21:38] <gigaherz> >_<
L1063[12:21:44] <PaleoCrafter> what's the black magic for, amadornes?
L1064[12:21:50] <PaleoCrafter> microblocks?
L1065[12:22:00] <amadornes> I'm making my own version of BreakingFour
L1066[12:22:16] <amadornes> one that actually respects the original UVs >.<
L1067[12:22:48] <amadornes> for microblocks I need other kinds of black magic
L1068[12:22:53] <amadornes> which I haven't figured out yet
L1069[12:23:03] <PaleoCrafter> heh
L1070[12:23:11] <amadornes> 3D clipping planes applied to 2D UVs aren't fun :D
L1071[12:23:58] <vox> Do we just register tile entities the same as everything else with GR.register?
L1072[12:24:08] <gigaherz> if only mc blocks were actual 16x16x16 texture grids... ;P
L1073[12:24:14] <PaleoCrafter> nope, vox
L1074[12:24:14] <gigaherz> no vox
L1075[12:24:20] <gigaherz> TEs use the old system still
L1076[12:24:22] <amadornes> ^
L1077[12:24:24] <gigaherz> since they work differently
L1078[12:24:33] <vox> Thanks
L1079[12:24:34] <gigaherz> (there isn't one TE for all)
L1080[12:24:37] <amadornes> yeah... I can't move multiparts to the new sysstem either >.<
L1081[12:24:40] <amadornes> * system
L1082[12:24:43] <vox> >:(
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L1084[12:24:54] <vox> Yeah that's annoying. I kind of like the new system
L1085[12:25:02] <PaleoCrafter> why, ama? D:
L1086[12:25:03] <gigaherz> the new system works for concrete things
L1087[12:25:24] <amadornes> in MCMP you can register multiple types of object, PaleoCrafter
L1088[12:25:26] <gigaherz> anything that can be represented as a ResourceLocation<->Object mapping
L1089[12:25:38] <amadornes> an IMultipart class, which gets turned into a factory
L1090[12:25:46] <amadornes> a factory, which gets turned into an advanced factory
L1091[12:25:50] <amadornes> or an advanced factory
L1092[12:25:53] <PaleoCrafter> ah, well
L1093[12:25:59] <vox> When do you do tile entity registration? preInit?
L1094[12:26:02] <amadornes> yes
L1095[12:26:09] <gigaherz> alongside the block registrations
L1096[12:26:11] <amadornes> item, block and TE registration should go in preInit
L1097[12:26:12] <gigaherz> my pattern now is
L1098[12:26:16] <gigaherz> field = new Block()
L1099[12:26:17] <PaleoCrafter> but can't you just make the advanced factory the actualy type of the registry and just add convenience methods? :P
L1100[12:26:21] <gigaherz> GR.register(field)
L1101[12:26:31] <gigaherz> GR.register(field.createItemBlock())
L1102[12:26:33] <amadornes> yes, but that wouldn't look nice, PaleoCrafter D:
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L1104[12:26:40] <gigaherz> GR.registerTileEntity(TE.class)
L1105[12:26:57] <gigaherz> where "createItemBlock" is a custom method in BlockRegistered, which I use as a base class
L1106[12:27:20] <PaleoCrafter> I bet you could even just create 3 registries for the different types where 2 just delegate to the next one up in the chain :P
L1107[12:27:42] <vox> I've been using this: https://gist.github.com/WardBenjamin/b71a9675d50f8cd50663209e6fce9dbf
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L1109[12:28:28] <vox> That'll probably change when I end up with a block that won't have an item but w/e works for now
L1110[12:29:58] <vox> How do blockstates work with tile entities?
L1111[12:30:15] <FusionLord> they don't they work with blocks :P
L1112[12:30:31] <killjoy> use nbt with tes or something
L1113[12:30:50] <gigaherz> BlockStates are in the block
L1114[12:30:54] <gigaherz> (well, in the world)
L1115[12:31:01] <gigaherz> so if your TE shoudl behave differently based on BS
L1116[12:31:19] <gigaherz> you have to query it from the world ;P
L1117[12:31:22] <FusionLord> you would use getActualState and read the data into the block state from the TE
L1118[12:31:44] <gigaherz> if you mean the opposite, then
L1119[12:31:50] <gigaherz> ifyou want the blockstate to depend on the TE data
L1120[12:31:59] <gigaherz> then return the real state from getActualState
L1121[12:32:07] <gigaherz> note that this state is volatile
L1122[12:32:10] <gigaherz> it's not stored into the world
L1123[12:32:15] <gigaherz> only the meta bits are
L1124[12:32:29] <gigaherz> note also that by default, blockstate changes reset the TE
L1125[12:32:42] <gigaherz> you have to override shouldRefresh in the TE to change that
L1126[12:32:55] <vox> Okay, I said the wrong thing I guess
L1127[12:33:06] <vox> How do you handle model loading vs the block's blockstates file
L1128[12:33:41] <gigaherz> hwo does that relate to tileentities?
L1129[12:33:42] <gigaherz> ;P
L1130[12:33:42] <FusionLord> gigaherz, I had that issue when setting block state, if you update the block state it doesn't refresh the TE
L1131[12:33:50] <gigaherz> FusionLord: what?
L1132[12:34:03] <gigaherz> oh you mean
L1133[12:34:14] <gigaherz> you want the TE to work differently based on blockstate
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L1135[12:34:20] <gigaherz> ?
L1136[12:34:31] <vox> Yeah, that would be a way to handle this
L1137[12:34:37] <gigaherz> but you don't want the default shouldRefresh behaviour where a whole new Te is created?
L1138[12:34:56] <vox> That should be fine
L1139[12:35:07] <gigaherz> that was to FusionLord;P
L1140[12:35:13] <vox> Ah, okay
L1141[12:35:17] <vox> pfft I still have no idea how to ask this question
L1142[12:35:23] <gigaherz> try instead
L1143[12:35:29] <gigaherz> to tell us what you are tryingto do
L1144[12:35:30] <vox> I know that you can use Techne to make models for TEs
L1145[12:35:34] <vox> Any other options?
L1146[12:35:40] <gigaherz> yes.
L1147[12:35:48] <FusionLord> I was using world.setBlockState and it would reset the TE, where world.notifyBlockUpdate and you can update the state without resetting the TE
L1148[12:35:48] <gigaherz> you can use vanilla json models
L1149[12:35:50] <gigaherz> .obj models
L1150[12:35:52] <gigaherz> .b3d models
L1151[12:36:03] <amadornes> omfg
L1152[12:36:07] <gigaherz> you can create old-style ModelBase-based models with tabula, or with other editors
L1153[12:36:09] <amadornes> 3D ITEMS! :D
L1154[12:36:11] <amadornes> http://ss.amadornes.com/ama-1461692154-222
L1155[12:36:22] *** MrKick|Away is now known as MrKickkiller
L1156[12:36:22] <amadornes> http://ss.amadornes.com/ama-1461692173-223
L1157[12:36:24] <amadornes> finally :D
L1158[12:36:26] <gigaherz> how's that special?
L1159[12:36:38] <amadornes> they are being retextured in real time
L1160[12:36:43] <gigaherz> OOOH
L1161[12:36:52] <vox> Alright, I'll look into tabula
L1162[12:36:54] <vox> thanks
L1163[12:37:06] <amadornes> that's why I wanted a custom BreakingFour ;)
L1164[12:37:36] <FusionLord> what do you mean retextured in real time?
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L1166[12:38:03] <vox> Anyone know if Tabula's 1.8 version will work for 1.9?
L1167[12:38:31] <gigaherz> no the mod is specific to 1.8
L1168[12:38:31] <FusionLord> will the mod load?
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L1170[12:38:36] <gigaherz> not even 1.8.9
L1171[12:38:47] <vox> Dang, okay
L1172[12:38:54] <gigaherz> just setup a custom profile on your vanilla launcher
L1173[12:38:57] <gigaherz> with forge 1.8.0
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L1175[12:39:01] <amadornes> that model is made up of 3 other ones, FusionLord
L1176[12:39:11] <amadornes> and I need them to be combined with different textures depending on NBT
L1177[12:39:13] <amadornes> http://ss.amadornes.com/ama-1461692333-224
L1178[12:39:13] <vox> Okay, and then I can design within the game? That's crazy
L1179[12:39:14] <vox> cool
L1180[12:39:37] <FusionLord> oh so like Tinker's tools
L1181[12:39:44] <amadornes> similar, yes, but for frames :D
L1182[12:40:10] <FusionLord> ItemFrames? or blockmoving frames?
L1183[12:40:16] <amadornes> http://ss.amadornes.com/ama-1461692406-226
L1184[12:40:21] <amadornes> I'll let you guess ;)
L1185[12:40:44] <FusionLord> definately ItemFrames
L1186[12:40:46] <FusionLord> :P
L1187[12:40:50] <amadornes> ofc :P
L1188[12:41:31] <FusionLord> your pistions are so much better than vanilla
L1189[12:41:38] <amadornes> hehe, thanks :)
L1190[12:41:49] <amadornes> I don't like the idea of making a frame out of wood or iron and have it be the earlygame as well as endgame option
L1191[12:42:03] <amadornes> so I'm going with a 3 component system: binding, cross and border
L1192[12:42:28] <amadornes> each one defines one property of the frame: how many blocks it can move, how many multiparts can be in the same block... (not in that order)
L1193[12:43:04] <FusionLord> Can someone shed some light on this? http://pastebin.com/VnxZ2MN6 BlockState: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/resources/assets/hardcorenomad/blockstates/backpack.json Item Render Register: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L63-L84
L1194[12:43:05] <amadornes> and they all contribute to the general weight of the frame, which affects how much power is consumed and they also affect max movement speed of the frame
L1195[12:43:24] <amadornes> so you need to mix and match materials to get what suits you most for every build :P
L1196[12:43:28] <FusionLord> any plans for frams snapping?
L1197[12:43:43] <amadornes> I'm not sure yet... but it's possible that I'll do it, yes
L1198[12:44:05] <FusionLord> snaps and the blocks fall to the ground :P
L1199[12:44:23] <amadornes> right now it just complains if something cannot be moved and tells you where the problem is and what happened
L1200[12:44:26] <amadornes> so you can go fix it
L1201[12:44:38] <FusionLord> lol
L1202[12:44:40] <amadornes> but a config option to enable something like that would be cool :P
L1203[12:44:55] <PaleoCrafter> I still don't really get how the 3D rendering is special, amadornes :P
L1204[12:44:59] *** vox is now known as vox|coding
L1205[12:45:22] <amadornes> PaleoCrafter, I'm taking 3 already baked item models and retexturing them to the right material
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L1207[12:46:07] <PaleoCrafter> OH
L1208[12:46:10] <amadornes> it's the only way I have of doing it if we don't include the option of adding the 3 variants of each material manually
L1209[12:46:11] <PaleoCrafter> so it's all hardcoded? :P
L1210[12:46:14] <amadornes> for every single material
L1211[12:46:25] <amadornes> included those added by other mods
L1212[12:46:30] <amadornes> which is... kindof not possible
L1213[12:46:52] <amadornes> a mod can define the location of the textures in a file if they want
L1214[12:47:09] <amadornes> they just need to supply the path for the texture of each part
L1215[12:47:13] <PaleoCrafter> ah, well, with support for other mods it of course is a little different
L1216[12:48:00] <amadornes> https://github.com/amadornes/Framez/blob/framez3-dev/src/main/java/com/amadornes/framez/api/frame/IFrameMaterial.java#L22
L1217[12:49:22] <amadornes> and I've gone full inter-mod-compatible
L1218[12:49:31] <amadornes> my API allows any mod to add support for its own power system
L1219[12:49:38] <amadornes> even if it doesn't use capabilities ;)
L1220[12:50:34] <PaleoCrafter> sure, I was just confused because it didn't seem particularly fancy in comparison to multiple layers in vanilla :P
L1221[12:51:14] <amadornes> everything uses upgrades now, instead of having one motor for each power system: http://ss.amadornes.com/ama-1461693028-227
L1222[12:51:19] <amadornes> which I think is pretty cool
L1223[12:51:27] <PaleoCrafter> those textures D:
L1224[12:51:27] <amadornes> even though those aren't power upgrades
L1225[12:51:52] <amadornes> am I seriously that bad? lol
L1226[12:51:56] <PaleoCrafter> stick to one resolution, god dammit :P
L1227[12:52:10] <amadornes> I can't fit everything in a 16x16 texture ;_;
L1228[12:52:19] <gigaherz> that's the fun of it ;P
L1229[12:52:19] <amadornes> look at redstone and the enderpearl, for example
L1230[12:52:42] <amadornes> I had to do 32x32 textures so people wouldn't complain about the items being offset by one pixel
L1231[12:52:44] <PaleoCrafter> then make the redstone and the pearl more fancy to fit the resolution :P
L1232[12:52:47] <amadornes> this way they are centered xD
L1233[12:53:06] <gigaherz> lol
L1234[12:53:22] <PaleoCrafter> and the 'C' on the last one looks a little meh as well
L1235[12:53:31] <amadornes> yeah, I'm not happy about it either
L1236[12:53:58] <PaleoCrafter> same for the arrow, actually, I guess it's the stroke
L1237[12:54:02] <gigaherz> IMO the one that looks most annoying is the "no-sound" one (whatever that means)
L1238[12:54:14] <amadornes> yeah, sound muffler
L1239[12:54:22] <amadornes> I didn't know what to do with that one
L1240[12:54:30] <amadornes> some upgrades need new textures
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L1242[12:54:45] <gigaherz> that one shouldn't be too hard hmm
L1243[12:55:09] <amadornes> they don't look *that* bad from afar http://ss.amadornes.com/ama-1461693296-228
L1244[12:55:52] <PaleoCrafter> sure do :P
L1245[12:55:56] <amadornes> shush D:
L1246[12:56:13] <amadornes> I can do art... at times... :P
L1247[12:56:13] <PaleoCrafter> also, what's that FOV?
L1248[12:56:23] <amadornes> 90, I think
L1249[12:56:34] <amadornes> camo GUI: http://ss.amadornes.com/ama-1461693343-229 :D
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L1252[12:58:17] <gigaherz> amadornes: https://dl.dropboxusercontent.com/u/743491/Muffler.png
L1253[12:58:25] <PaleoCrafter> I see artifacts :P
L1254[12:58:48] <gigaherz> needs more work, but as a concept, that's16x16 ;P
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L1259[13:01:26] <amadornes> see, gigaherz... that's exactly the issue...
L1260[13:01:41] <amadornes> you're not working on a 16x16 texture
L1261[13:01:46] <amadornes> it's actually 14x14
L1262[13:01:48] <gigaherz> ??
L1263[13:01:51] <amadornes> * 12x12
L1264[13:02:13] <gigaherz> uh it IS a 16x16, I just chose to leave a margin ;P
L1265[13:02:16] <amadornes> 12 pixels of actual content + 2 pixels of border (one on each side) + 2 pixels of breathing space
L1266[13:02:30] <amadornes> yes, and that's great
L1267[13:02:35] <amadornes> that takes it down to 14x14
L1268[13:02:42] <amadornes> but it's still bigger than 12x12 :D
L1269[13:02:50] <DovahOfKiin> I still can't understand how to do it for the love of my life
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L1271[13:05:42] <DovahOfKiin> gigaherz, help please :(
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L1273[13:07:02] <vox|coding> This a good example of how to do a multiblock?
L1274[13:07:03] <vox|coding> https://lomeli12.net/tutorials/tutorial-how-to-make-a-simple-multiblock-structure/
L1275[13:07:10] <gigaherz> DovahOfKiin: really...
L1276[13:07:15] <gigaherz> open ItemPotion
L1277[13:07:18] <gigaherz> scroll down to the bottom
L1278[13:07:21] <gigaherz> to getsubItems
L1279[13:07:41] <gigaherz> you'll see "PotionUtils.addPotionToItemStack(new ItemStack(itemIn), potiontype)"
L1280[13:07:45] <gigaherz> poof, solved.
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L1282[13:13:11] <DovahOfKiin> gigaherz, I have no such class, PotionUtils
L1283[13:14:40] <Drullkus> vox|coding: tbh, that's kind of a bad idea
L1284[13:14:47] <Drullkus> Checking if the multiblock exists each tick
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L1286[13:15:18] <LatvianModder> What was going on with packets in 1.9? I heard I need to use a callback or smth. What's the name of that class?
L1287[13:15:31] <Drullkus> Hm wait
L1288[13:15:38] <Drullkus> yeah
L1289[13:16:00] <hipsterpig> wait what networking changed in 1.9? not that I know of....
L1290[13:16:07] <gigaherz> DovahOfKiin: what version of mc?
L1291[13:16:12] <DovahOfKiin> 1.8
L1292[13:16:43] <gigaherz> ah it appears it wasn't that nice in 1.8 ;P
L1293[13:16:44] <vox|coding> Drullkus: Is there a better idea to do this? I've heard of using one TE for the whole structure but I have no idea how I would go about doing that
L1294[13:17:04] <gigaherz> there IS a PotionHelper though
L1295[13:17:33] <Drullkus> vox|coding: You can play it smart and instead make a tool that checks if the multiblock exists
L1296[13:18:03] <Drullkus> Basically, you have to have a Master TE and Slave TEs
L1297[13:18:14] <Drullkus> The Master TE has ticking enabled, the Slave TEs don't.
L1298[13:18:29] <vox|coding> What happens if the master is broken before the slaves?
L1299[13:18:34] <Drullkus> The Slave TEs will store the location of the Master block, so it will notify when it gets broken
L1300[13:18:46] <vox|coding> Any API reference I could use for that?
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L1302[13:19:09] <Drullkus> The Master TE will store the locations of the Slaves
L1303[13:19:28] <Drullkus> what do you mean?
L1304[13:19:45] <Drullkus> Pretty sure Forge doesn't have any code written for this, you'll need to build it from scratch
L1305[13:19:47] <gigaherz> there's no multiblock "api", vox
L1306[13:19:53] <gigaherz> it's a DYI situation
L1307[13:19:56] <Drullkus> What gigaherz said
L1308[13:20:01] <vox|coding> No, for the notification when blocks are broken
L1309[13:20:05] <Drullkus> Ah
L1310[13:20:10] <DovahOfKiin> gigaherz, I took a look at the PotionHelper class, couldn't find any such method
L1311[13:20:11] <gigaherz> just override breakBlock
L1312[13:20:18] <Drullkus> ^
L1313[13:20:22] <gigaherz> or onNeighbourBlockChanged
L1314[13:20:23] <vox|coding> Okay, cool. Thanks
L1315[13:20:30] <Drullkus> And access the Slave's TE, and notify the master TE
L1316[13:20:33] <gigaherz> DovahOfKiin: yeah it's unrelated
L1317[13:20:34] <LordFokas> I use TileEntity#invalidate();
L1318[13:20:49] <DovahOfKiin> gigaherz, so there is no way to do it?
L1319[13:20:49] <Drullkus> LordFokas: Well, you'd want to drop all of the items
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L1321[13:21:01] <LordFokas> when a slave is broken it notifies the master. If the master still exists it tells all the slaves to break
L1322[13:21:13] <FusionLord> Can anyone tell me why it is saying the block state doesn't exist? http://pastebin.com/VnxZ2MN6 BlockState: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/resources/assets/hardcorenomad/blockstates/backpack.json Item Render Register: https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/java/net/fusionlord/hardcorenomad/init/Mod
L1323[13:21:13] <FusionLord> Blocks.java#L63-L84
L1324[13:21:51] <vox|coding> Thanks!
L1325[13:22:01] <FusionLord> link that isn't cut off https://github.com/FusionLord/Hardcore-Nomad/blob/ce798c3e4b70b79a178eafa3bacf09b6de86262d/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L63-L84
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L1327[13:26:11] <vox|coding> williewillus: In your opinion, what's the best tool for custom models? (I.E. some 3d modeling software, tabula, techne, regular json, etc)
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L1329[13:26:37] <williewillus> depends on what you need it for
L1330[13:26:38] <FusionLord> vox thorse are formats not software
L1331[13:26:41] <williewillus> ^
L1332[13:26:52] <williewillus> in many cases OBJ and json will do
L1333[13:27:00] <vox|coding> yeah true
L1334[13:27:30] <vox|coding> Okay, thanks. Any software you like for custom models? Will Blender or whatever do?
L1335[13:28:31] <FusionLord> yes
L1336[13:28:37] <FusionLord> blender will work fine
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L1338[13:29:43] <DovahOfKiin> williewillus, I still didn't figure the potion thing out
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L1340[13:29:57] <williewillus> whys that?
L1341[13:30:12] <williewillus> vox|coding: for OBJs blender, for normal jsons theres a variety
L1342[13:30:22] <williewillus> bdcraft cubik or mrcrayfish's or manual
L1343[13:30:30] <williewillus> i use a combiantion of the latter two
L1344[13:30:30] <vox|coding> Cool, thanks
L1345[13:31:26] <gigaherz> hmmm I'm missing something
L1346[13:31:32] <gigaherz> how does one make a TESR have a breaking animation?
L1347[13:31:49] <gigaherz> it's not getting called with destroyStage > 0
L1348[13:31:54] <gigaherz> >=0*
L1349[13:31:55] <DovahOfKiin> I didn't understand what you meant by adding custom NBT to a stack of Items.potion
L1350[13:31:59] <williewillus> there's a check for it
L1351[13:32:21] <williewillus> look at where renderTileENtityAt is called
L1352[13:32:26] <williewillus> below it there's a check and then it gets called again
L1353[13:32:38] <williewillus> DovahOfKiin: itemstacks have NBT
L1354[13:32:51] <williewillus> you can add custom NBT to a potion stack to give it custom effects
L1355[13:32:55] <williewillus> it's how vanilla mapmakers do it
L1356[13:33:14] <gigaherz> hmmm
L1357[13:33:14] <gigaherz> tileentity1.canRenderBreaking()
L1358[13:33:20] <DovahOfKiin> But it wouldn
L1359[13:33:28] <williewillus> wouldn't what
L1360[13:33:30] <DovahOfKiin> 't look like a swiftness potion then, would it?
L1361[13:33:40] <gigaherz> oh
L1362[13:33:42] <gigaherz> stupid mojang
L1363[13:33:52] <gigaherz> canRenderBreaking has the item list hardcoded lol
L1364[13:33:52] <williewillus> yeah it wouldn't, getting a stock potion in anything below 1.9 is difficult
L1365[13:33:58] <gigaherz> had to override it
L1366[13:33:58] <gigaherz> XD
L1367[13:34:07] <williewillus> if you were using 1.9 it'd be easy I think
L1368[13:34:16] <gigaherz> yeh in 1.9 is a helped method
L1369[13:34:19] <gigaherz> helper*
L1370[13:34:39] <DovahOfKiin> Hmm
L1371[13:34:41] <williewillus> there's potion helpers for everything in 1.9 :P and Notch's retarded flippy bit system got removed finally
L1372[13:35:31] <williewillus> NBT on items became a thing at the same time as potions (enchants) so idk why he didn't have the brilliant idea to reuse it
L1373[13:35:36] <williewillus> instead of the bit flippy mess
L1374[13:36:54] <DovahOfKiin> So there isn't a way to get vanilla potions?
L1375[13:37:05] <gigaherz> yes ofc
L1376[13:37:11] <gigaherz> you just haveto do it by hand
L1377[13:37:32] <DovahOfKiin> I would, I just don't know how
L1378[13:37:47] <gigaherz> williewillus: remember that the potions were first "invented" with the cauldron, where you'd drop some ingredients, and a *random* potion would come out
L1379[13:37:53] <williewillus> look at the potion of speed's meta value
L1380[13:37:55] <DovahOfKiin> Really?
L1381[13:37:58] <williewillus> and set the stack meta to that
L1382[13:38:11] <DovahOfKiin> I didn't know that potions were done in cauldrons earlier
L1383[13:38:50] <gigaherz> for a short time
L1384[13:38:53] <gigaherz> I don't think it got released
L1385[13:38:59] <gigaherz> but a few snapshots had that system
L1386[13:39:08] <LordFokas> it never made it to beta 1.9
L1387[13:39:21] <gigaherz> they already had the cauldron
L1388[13:39:23] <williewillus> it was never publicly released, there were mods to hack enable it
L1389[13:39:24] <LordFokas> or was it 1.8?
L1390[13:39:27] <gigaherz> so they repurposed it as decoration
L1391[13:39:39] <gigaherz> (and container of 3 bottles)
L1392[13:39:47] <williewillus> did the cauldrons ever have te's?
L1393[13:39:53] <gigaherz> no idea
L1394[13:40:01] <williewillus> no idea how notch was trying to do brewing with just 16 meta values :P
L1395[13:40:09] <gigaherz> I don't think the community ever figured out how the cualdron was supposed to work
L1396[13:40:21] <gigaherz> williewillus: itwas random, so far as I recall
L1397[13:40:25] <williewillus> anyhow to get vanilla potions in 1.8 and below you set the meta
L1398[13:40:30] <gigaherz> juist the ingredients changed the chance of which potion would come out
L1399[13:40:45] <DovahOfKiin> Also, is there a way to create custom potions? Is that the apply nbt method?
L1400[13:41:09] <williewillus> yes custom effects are done using NBT
L1401[13:41:20] <DovahOfKiin> right
L1402[13:41:49] <DovahOfKiin> Then what does this do? http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2363067-forge-1-7-10-redds-advanced-tutorials-make-your
L1403[13:42:12] <williewillus> that's 1. outdated
L1404[13:42:14] <williewillus> 2. wrong
L1405[13:42:26] <williewillus> it's detailing how to add a new type of potion effect
L1406[13:42:45] <williewillus> when I meant NBT i meant having different effects apply than what vanilla normally does
L1407[13:43:05] <FusionLord> Can anyone tell me why it is saying the block state doesn't exist?
L1408[13:43:05] <FusionLord> The Error: http://pastebin.com/VnxZ2MN6
L1409[13:43:06] <FusionLord> The BlockState: https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/resources/assets/hardcorenomad/blockstates/backpack.json
L1410[13:43:06] <FusionLord> Item Render Register: https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L63-L90
L1411[13:43:21] <williewillus> lol
L1412[13:43:24] <williewillus> look at your json again
L1413[13:43:25] <gigaherz> hmmmm
L1414[13:43:29] <williewillus> i don't see "diamond"
L1415[13:43:36] <gigaherz> how do I change the NBT the item drops with, when broken with silk touch?
L1416[13:43:37] <gigaherz> Xd
L1417[13:43:54] <williewillus> id just use a break event lol
L1418[13:44:07] <FusionLord> williewillus, it shouldn't event be trying to look for diamond, look @ the ItemRenderRefister
L1419[13:44:07] <williewillus> does harvest drops not get called for silk?
L1420[13:44:13] <DovahOfKiin> williewillus, what I want to do, is make a new potion, say potion of hunger, or potion of flight, or potion that gives you random items at random intervals
L1421[13:44:21] <gigaherz> the whole point of silk touch is that it bypasses harvest
L1422[13:44:25] <gigaherz> and drops the block as item
L1423[13:44:28] <gigaherz> but I need NBT on it XD
L1424[13:44:46] <FusionLord> I'm telling it exactly what to look for but it seems to be circumventing what I'm telling it
L1425[13:44:53] <williewillus> FusionLord: well where's your enumupgrade?
L1426[13:45:01] <williewillus> no such thing as ghost code
L1427[13:45:06] <williewillus> so youre doing it somewhere :P
L1428[13:45:16] <williewillus> try a full rebuild in your IDE to be sure
L1429[13:45:25] <williewillus> DovahOfKiin: in that case you just make a subclass of Potion and register it
L1430[13:45:26] <gigaherz> oh wiat
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L1432[13:45:28] <gigaherz> nevermind
L1433[13:45:38] <williewillus> NOT the way that "tutorial" does it
L1434[13:45:40] <gigaherz> canSilkHarvest is called in super.harvestBlock
L1435[13:45:48] <gigaherz> I'll just haveto override the whole of it :/ XD
L1436[13:45:54] <DovahOfKiin> williewillus, so I don't have to do that complex reflection stuff?
L1437[13:46:00] <williewillus> no
L1438[13:46:08] <FusionLord> williewillus, the valid levels for the backpack is through gold. https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/java/net/fusionlord/hardcorenomad/common/blocks/properties/EnumUpgrade.java
L1439[13:46:09] <williewillus> that was only needed in versions below 1.8.9
L1440[13:46:17] <gigaherz> ooh
L1441[13:46:17] <gigaherz> createStackedBlock
L1442[13:46:21] <DovahOfKiin> alright ty
L1443[13:46:34] <williewillus> FusionLord: why range + 1?
L1444[13:46:49] <williewillus> that bound is exlusive
L1445[13:46:51] <gigaherz> wait wtf
L1446[13:46:53] <gigaherz> no pos
L1447[13:46:58] <gigaherz> can't get the tileentity without pos! ;P
L1448[13:47:11] <williewillus> anyhow set a breakpoint
L1449[13:47:17] <williewillus> and see if the List you get back is right
L1450[13:48:37] <FusionLord> range wasn't returning the correct amount, however I belive that it should be range. when it was just range the last item was not showing up in my creative tab
L1451[13:48:52] <gigaherz> there we go
L1452[13:48:53] <gigaherz> works now
L1453[13:48:54] <LordFokas> Hey guys, do we know anything about CoFH Lib on 1.8??
L1454[13:48:55] <gigaherz> 0.3 coming :3
L1455[13:49:12] <williewillus> they're taking their time complaining instead of updating ;)
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L1457[13:49:17] <DovahOfKiin> Say I do create a potion, how do I bind this potion to an item?
L1458[13:49:22] <FusionLord> and for getSub...() i have for (EnumUpgrade upgrade : validLevels) so it was like it wasn't grabbing the full range
L1459[13:49:24] <LordFokas> just what I thought. FML
L1460[13:49:28] <williewillus> DovahOfKiin: bind to what item?
L1461[13:49:32] <DovahOfKiin> like literally make it drinkable, and then have the effect of the potion occur
L1462[13:49:37] <williewillus> FusionLord: just set a breakpoint
L1463[13:49:40] <williewillus> and look for yourself
L1464[13:49:52] <LordFokas> I need it to update.
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L1466[13:50:03] <williewillus> whys that?
L1467[13:50:10] <LordFokas> Otherwise I'll have to redo a lot of stuff
L1468[13:50:11] <tterrag> so update it yourself
L1469[13:50:14] <williewillus> (also this is why I hate external deps)
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L1471[13:50:20] <williewillus> tterrag: license prohibits it :P
L1472[13:50:21] <williewillus> iirc
L1473[13:50:24] <tterrag> not cofhlib
L1474[13:50:42] <tterrag> LGPL
L1475[13:50:51] <LordFokas> I might just chop off what I need and update it
L1476[13:50:51] <DovahOfKiin> williewillus, look for it myself?
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L1478[13:50:58] <williewillus> DovahOfKiin: subclass ItemPotion
L1479[13:51:09] <williewillus> you probably don't even need to i think
L1480[13:51:16] <williewillus> you could just put your effect on the vanilla item using NBT
L1481[13:51:22] <LordFokas> tterrag, what are you talking about? I kinda lost track
L1482[13:51:35] <DovahOfKiin> goodness, is there a good tutorial for nbt?
L1483[13:51:39] <tterrag> update the mod yourself, instead of just complaining that it isn't done
L1484[13:51:42] <tterrag> it's opensource
L1485[13:51:42] <williewillus> DovahOfKiin: vanilla wiki
L1486[13:51:43] <DovahOfKiin> I really need a good understanding of this stuff
L1487[13:52:01] <williewillus> NBT is just maps
L1488[13:52:06] <gigaherz> https://github.com/gigaherz/Enderthing/releases/tag/v0.3.0
L1489[13:52:11] <tterrag> as it's LGPL you can even distribute your fork
L1490[13:52:16] <tterrag> (shading)
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L1492[13:52:23] <williewillus> has it been ported?
L1493[13:53:02] <PaleoCrafter> gigaherz, are you too lazy to even fix the typo in the readme? :P
L1494[13:53:12] <williewillus> theres a 1.8 branch but its a month old
L1495[13:53:16] <LordFokas> tterrag, would I be allowed to make a partial fork and update that?
L1496[13:53:23] <tterrag> yes
L1497[13:53:27] <gigaherz> PaleoCrafter: there's a typo? I just wrote it
L1498[13:53:35] <PaleoCrafter> "to knwo" :P
L1499[13:53:42] <gigaherz> there is!
L1500[13:53:53] <tterrag> don't take my word for it https://tldrlegal.com/license/gnu-lesser-general-public-license-v3-%28lgpl-3%29
L1501[13:55:06] <LordFokas> oh I didn't see the 1.8 branch
L1502[13:55:13] <LordFokas> that's a lot cleaner!!
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L1507[14:05:23] <gigaherz> it's up! ;P
L1508[14:05:24] <gigaherz> http://mods.curse.com/mc-mods/minecraft/244421-enderthing
L1509[14:10:53] <Intektor> can I write something as default in a config string list?
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L1511[14:12:02] <Intektor> nice one gigaherz :D
L1512[14:12:26] <Intektor> mine Is up, too :D http://mods.curse.com/mc-mods/minecraft/244324-lucky-cases
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L1515[14:17:04] <Intektor> Is there a way to get an attribute from the unlocalized name?
L1516[14:17:57] <gigaherz> you got he scissor rect working? ;P
L1517[14:18:20] <Intektor> yeah
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L1519[14:18:59] <gigaherz> lol at your reply to that comment ;P
L1520[14:19:23] <Intektor> I am trying to be friendly :P
L1521[14:19:33] <gigaherz> I disabled curse.com comments
L1522[14:19:39] <Intektor> why?
L1523[14:19:45] <FusionLord> so I have come to the conclusion that this line isn't doing a damn thing, but I can confirm that it is being called https://github.com/FusionLord/Hardcore-Nomad/blob/ee84cb65f7fd3196903b9e80c142e942f9523c08/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L89-L89
L1524[14:19:45] <gigaherz> I have them enabled in my other mods and it's annoying because they don't notify me by email
L1525[14:19:49] <williewillus> because you should be using curseforge
L1526[14:19:51] <gigaherz> so I haveto periodically check for new comments
L1527[14:20:38] <Intektor> I am always happy if someone writse a comment
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L1529[14:20:49] <Intektor> also I am searching for my mods in youtube every day :P
L1530[14:21:00] <gigaherz> i'm annoyed if I suddenly realize someone found a crash bug 15 days ago
L1531[14:21:08] <gigaherz> XD
L1532[14:21:25] <Intektor> The best is, when someone usies my jetpack mod, and then he explodes after using my wooden jetpack
L1533[14:21:49] <gigaherz> why woudl you make it explode?! that's evil! ;P
L1534[14:22:25] <Intektor> https://youtu.be/vSAHCyaowM8?t=96
L1535[14:22:55] <gigaherz> GAh I wasn't ready for the spanish
L1536[14:22:56] <gigaherz> xD
L1537[14:23:05] <Intektor> youre spanish too right?
L1538[14:23:06] <gigaherz> ewh they play with mc in spanish too
L1539[14:23:27] <gigaherz> yeah
L1540[14:23:45] <Intektor> I'm german, what did he say after he exploded?
L1541[14:23:48] <Intektor> :D
L1542[14:24:35] <gigaherz> "We have to be careful of the wooden one, because it can explode just at any time, like that. Just press spacebar and you will be fly *poof* ...ing"
L1543[14:25:21] <Intektor> but why would he use this in his base? that was so stupid :D
L1544[14:25:38] <PaleoCrafter> gigaherz, is the locked chest using a FastTESR for rendering? :P
L1545[14:26:19] <Intektor> Is there a registry for AttributeModifiers?
L1546[14:26:27] <PaleoCrafter> nope
L1547[14:26:45] <Intektor> So how should I loop through it?
L1548[14:26:52] <Intektor> I need them all
L1549[14:27:03] <PaleoCrafter> uhm... for a specific item?
L1550[14:27:23] <PaleoCrafter> or do you want all Attribute modifiers ever possible? because that's impossible to do :P
L1551[14:27:29] <gigaherz> Intektor:
L1552[14:27:40] <gigaherz> "I knew it, I knew it woudl happen and I did it so close and I broke all the stuff I had prepared"
L1553[14:27:41] <Intektor> if you looked at my mod, I want the item to have random attribute modifiers
L1554[14:27:46] <gigaherz> that's what he says after
L1555[14:27:46] <gigaherz> ;p
L1556[14:27:54] <Intektor> lol :D
L1557[14:28:17] <PaleoCrafter> oh, well, you'll have to compile a list manually :P
L1558[14:28:37] <williewillus> look at the wiki
L1559[14:28:45] <williewillus> *vanilla wiki
L1560[14:29:28] <Intektor> and whats with the attribute modifiers from other mods?
L1561[14:29:35] <williewillus> impossible
L1562[14:29:38] <PaleoCrafter> ^
L1563[14:29:50] <williewillus> you could read the nbt and guess
L1564[14:29:54] <williewillus> but that's really not the same
L1565[14:29:58] <williewillus> and idk why you want all of them?
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L1567[14:30:27] <PaleoCrafter> you can go through all *attributes*, I think, but not actual modifiers :P
L1568[14:30:36] <williewillus> it doesn't sound like a good idea at least "oh boy I got +10% attack damage on my helmet!"
L1569[14:30:40] <Intektor> I just want the attributes
L1570[14:30:45] <Intektor> thats everything what I want
L1571[14:30:53] <Intektor> I need to create them by myself anyways
L1572[14:30:53] <PaleoCrafter> then don't say modifiers :P
L1573[14:31:00] <williewillus> attributes != attribute modifiers
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L1575[14:31:09] <Intektor> I blame mcp
L1576[14:31:13] <williewillus> not really
L1577[14:31:17] <williewillus> one has the word MODIFIER there
L1578[14:31:30] <Intektor> ok ok, its my fault
L1579[14:31:39] <Intektor> so how can I get those attributes?
L1580[14:31:45] <capitalthree> how does one create a fresh 1.7.10 forge project? is there a nice template that has the gradle build all set up and such?
L1581[14:31:49] <williewillus> there's a fixed set
L1582[14:31:57] <Intektor> where?
L1583[14:31:59] <williewillus> capitalthree: same way it's always been
L1584[14:32:07] <williewillus> Intektor: SharedMonsterAttributes
L1585[14:32:20] <PaleoCrafter> eh, mods can add attributes :P
L1586[14:32:22] <capitalthree> williewillus: wow what a useless answer :P
L1587[14:32:34] <williewillus> capitalthree: because if you read the mdk it would tell you
L1588[14:32:37] <williewillus> -.-
L1589[14:32:40] <Intektor> yeah
L1590[14:32:47] <capitalthree> is that the second link?
L1591[14:32:50] <capitalthree> in the topic?
L1592[14:32:50] <Intektor> where can I get them all????????
L1593[14:32:52] * capitalthree clicks
L1594[14:32:57] <williewillus> Intektor: you can't then
L1595[14:33:00] <williewillus> mods can add tehir own
L1596[14:33:01] <PaleoCrafter> it might be a little confusing that the MDK still was SRC back then
L1597[14:33:02] <williewillus> no central registry
L1598[14:33:09] <PaleoCrafter> actually, there sort of is :P
L1599[14:33:13] <williewillus> you can do ultra hacks
L1600[14:33:13] <PaleoCrafter> AbstractAttributeMap
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L1602[14:33:22] <williewillus> huh wasn't aware of that
L1603[14:33:34] <PaleoCrafter> since you have an entity available, you can just query that
L1604[14:34:36] <capitalthree> ohh I see, mdk is a 1.9 yhing
L1605[14:34:42] <PaleoCrafter> 1.8+, yes :P
L1606[14:34:43] <capitalthree> so it wasn't even a correct answer
L1607[14:34:51] <capitalthree> but I guess I'm juts supposed to get the forge src zip
L1608[14:34:52] <Intektor> wait, I need all the attributes that are registered in minecraft
L1609[14:35:08] <PaleoCrafter> hm... SharedMonsterAttributes sort of is misleading nowadays, might make that a issue
L1610[14:35:08] <williewillus> gradle setupDecompWorksace to setup a workspace
L1611[14:35:14] <williewillus> like it's been for 2 years
L1612[14:35:21] <williewillus> :P
L1613[14:35:26] <PaleoCrafter> Intektor, you need all that can be applied to the player, don't you?
L1614[14:35:33] <Intektor> yes
L1615[14:35:52] <capitalthree> and which files do I add to git to make sure other people can build my mod? :P
L1616[14:36:10] <LatvianModder> williewillus: do you know anything about networking changes?
L1617[14:36:17] <PaleoCrafter> then you don't need all attributes registered in minecraft :P
L1618[14:36:21] <williewillus> LatvianModder: in 1.9?
L1619[14:36:22] <williewillus> nothing
L1620[14:36:24] <PaleoCrafter> hence just query the entity's AttributeMap
L1621[14:36:37] <Intektor> Whats this name in AttributeModifier? the unlocalized name?
L1622[14:36:39] <LatvianModder> Like messages should use callbacks instead of directly doing things from onMessage
L1623[14:36:51] <LatvianModder> I heard it was something multi-thread realated
L1624[14:36:54] <williewillus> wat
L1625[14:36:57] <williewillus> that was a 1.8 change
L1626[14:37:00] <LatvianModder> might be wrong, dunno
L1627[14:37:05] <williewillus> onMessage gets called in the network thread
L1628[14:37:15] <williewillus> so if you touch main thread stuff like worlds and entities you need to schedule it on the main thread
L1629[14:37:16] <vox> capitalthree: if you download the MDK then it has a gitignore file
L1630[14:37:20] <LatvianModder> right, what should I do then?
L1631[14:37:25] <williewillus> with Minecraft.getMinecraft().addScheduledTask(runnable)
L1632[14:37:27] <vox> If you just add everything, that should cover you
L1633[14:37:29] <capitalthree> vox: ok, does that also include the src for 1.7.10?
L1634[14:37:34] <capitalthree> ok cool :D
L1635[14:37:37] <LatvianModder> and MinecraftServer. for server side, right?
L1636[14:37:41] <vox> Ummm I would have to check
L1637[14:37:53] <williewillus> yeah that should work i use ctx.getServerHandler().playerEntity.mcServer.addScheduledTask(runnable)
L1638[14:37:55] <PaleoCrafter> Intektor, it's really a description for NBT data, since the player never actually gets to see the modifiers themselves, iirc
L1639[14:38:00] <LatvianModder> ok, thanks
L1640[14:38:24] <LatvianModder> huh, didnt know playerEntity has mcServer instance...
L1641[14:38:27] <Intektor> hm ok
L1642[14:38:35] <vox> Huh, there's no mdk for 1.7
L1643[14:38:36] <capitalthree> vox: nope no .gitignore here. should I download a newer mdk and use the gitignore from it?
L1644[14:38:44] <vox> That would probably work
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L1646[14:39:11] <vox> You should look over it though because stuff *has* changed to my knowledge
L1647[14:39:22] <vox> At this point, for a new mod I would stick with 1.8 or 1.9
L1648[14:39:27] <capitalthree> I guess I'll just look at the file list before I commit and see if it seems vaguely reasonable
L1649[14:39:28] <PaleoCrafter> Intektor, if you look at the calls to the constructor, you see that vanilla doesn't even pass some localisation key
L1650[14:39:40] <williewillus> use 1.8.9
L1651[14:39:42] <Intektor> yeah Ive seen that
L1652[14:40:09] <williewillus> if I see another new 1.7 mod I'm going to riot :P
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L1654[14:40:20] <McJty> Go with 1.9
L1655[14:40:28] <McJty> Why develop for 1.8.9 still (unless to maintain a mod)
L1656[14:40:30] <vox> Let's go 1.8.9+ crowd! 1.9 is pretty nice imo
L1657[14:40:32] <vox> Yeah that's true
L1658[14:40:47] <LatvianModder> williewillus: *wispers* Im still on 1.7.10
L1659[14:40:51] <McJty> I managed to fully port RFTools and Dimensions to 1.9 and everything works
L1660[14:40:52] * williewillus slaps LatvianModder
L1661[14:40:54] <williewillus> hard
L1662[14:40:56] <McJty> So I consider 1.9 ready :-)
L1663[14:41:16] <williewillus> though you do FTBU right?
L1664[14:41:22] <williewillus> that shouldn't be terribly difficult to port :PO
L1665[14:41:24] <williewillus> *:P
L1666[14:41:25] <LatvianModder> sorry, FTB asks me to stay on 1.7.10 for a short while. To fix bugs mostly. FTBU is feature-wise locked
L1667[14:41:38] <LatvianModder> Oh, I have fully ported 1.9 version already
L1668[14:41:39] <McJty> yes, that's ok
L1669[14:41:45] * tterrag dreams of a world where we all just let everyone do what they want in their free time :P
L1670[14:41:46] <capitalthree> williewillus: I'm going to make it for 1.7.10 because I am currently running 1.7.10 modpacks, and it's an admin tool that I want for my own servers
L1671[14:41:53] <gigaherz> [21:40] (McJty): Why develop for 1.8.9 still (unless to maintain a mod)
L1672[14:41:57] <capitalthree> then I'll forward-port it
L1673[14:42:03] <capitalthree> which should be really easy for the mod I have in mind
L1674[14:42:04] <gigaherz> because forge 1.9 is still beta and subject to breaking changes
L1675[14:42:09] <gigaherz> while some people are currently playing 1.8.9 modpacks
L1676[14:42:14] <LatvianModder> McJty: I read your modding tutorial commits.. One response. http://imgs.xkcd.com/comics/git_commit.png
L1677[14:42:19] <McJty> gigaherz, well people are still playing 1.6.4 modpacks
L1678[14:42:26] <gigaherz> no not "still"
L1679[14:42:34] <gigaherz> people are playing 1.8.9 modpacks *now* for the first time
L1680[14:42:40] <capitalthree> tterrag: you mean modders aren't obligated to do whatever *I* want in their free time? :P
L1681[14:42:41] <LatvianModder> They all are Fix, Fix, Bugfix, Added stuff :D
L1682[14:42:53] <gigaherz> yes
L1683[14:43:00] <gigaherz> 1.9 will be The One
L1684[14:43:04] <McJty> LatvianModder, well that's what they are :-)
L1685[14:43:10] <McJty> I use better commit descriptions in my 'real' mods
L1686[14:43:13] <gigaherz> but right now at this point oftime, 1.8.9 is still better for users
L1687[14:43:16] <LatvianModder> :D
L1688[14:43:20] <gigaherz> so I chose to do new developments in 1.9
L1689[14:43:27] <gigaherz> but keep the 1.8.9 up to date
L1690[14:43:40] <gigaherz> so all the new features and fixes I wrote to Ender-Rift
L1691[14:43:45] <LatvianModder> Hey, I was lazy enough to have "Commit #4, Commit #8" as messages back in 2013 or whatever :P
L1692[14:43:48] <gigaherz> I wrote them in both
L1693[14:43:54] <gigaherz> it's just a bit extra work to keep them in sync
L1694[14:43:55] <LatvianModder> 1.9 is super amazing btw
L1695[14:44:03] <LatvianModder> I luuuv it
L1696[14:44:15] <LatvianModder> From modder's perspective, that is
L1697[14:44:26] <gigaherz> yeah 1.9 is :3
L1698[14:44:27] <McJty> Combat is a bit harder. Been nearly killed by skeletons a few times already in 1.9
L1699[14:44:34] <gigaherz> nearly only?
L1700[14:44:35] <McJty> While I rarely had a problem with them before
L1701[14:44:41] <gigaherz> I have been killed, raped, and killed again ;P
L1702[14:44:44] <McJty> Well I'm a very careful player
L1703[14:44:48] <LatvianModder> From player's - Everything seems kinda meh. Though I love how they finally fixed collision box problems
L1704[14:44:50] *** Synth|Sleep is now known as synthetica
L1705[14:45:05] <McJty> I'm playing 1.9 and so far I'm liking the changes
L1706[14:45:06] <LatvianModder> Well. ProfMobius did
L1707[14:45:08] <McJty> The extra hand is useful
L1708[14:45:09] *** vox is now known as vox|out
L1709[14:45:16] <vox|out> later all. Ping me if willie or ghz posts anything cool!
L1710[14:45:17] <McJty> And the boat is SUPER good
L1711[14:45:22] <williewillus> lol
L1712[14:45:27] <FusionLord> ModelLoader.setCustomModelResourceLocation has to be called in FMLPre correct?
L1713[14:45:27] <LatvianModder> Oh yeah, boats are amazing
L1714[14:45:32] <williewillus> yes
L1715[14:45:42] <McJty> Finally one that doesn't break by looking at it
L1716[14:45:48] <LatvianModder> And I think animals no longer will accidenytl kill themselves near cacti or fire
L1717[14:46:03] <williewillus> the AABB fixes are nice
L1718[14:46:08] <williewillus> shuld've been that way from the start
L1719[14:46:14] <LatvianModder> FusionLord: yep
L1720[14:46:22] <williewillus> idk what notch was thinking with the setBlockBoundsBasedOnState stuff
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L1722[14:46:25] <LatvianModder> after your blocks/items are registred
L1723[14:46:27] <McJty> Looking forward to see the new stuff in the end too but I'm not that far yet
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L1725[14:46:44] <LatvianModder> williewillus: He didnt think modding would become something this big
L1726[14:46:53] <LatvianModder> He made everything the easiet possible way
L1727[14:47:00] <williewillus> not from a modding standpoint
L1728[14:47:04] <LatvianModder> And never changed after that
L1729[14:47:05] <williewillus> even thinking about that isolated
L1730[14:47:16] <williewillus> returning the AABB from getBoundingBox with world pos and meta makes the most sense
L1731[14:47:17] <LatvianModder> No idea
L1732[14:47:24] <williewillus> not modifying global state of the block object
L1733[14:47:28] <FusionLord> welp I guess I'm going to just leave the modding scene because this is stupid. even after ModelLoader.setCustomModelResourceLocation it is defaulting to load all the variants instead of the one I specify
L1734[14:47:35] <williewillus> lol
L1735[14:47:39] <LatvianModder> The best thing about boxes is now that its relative
L1736[14:47:42] <williewillus> you should take a break
L1737[14:47:50] <FusionLord> and yes I am mad bro :P
L1738[14:47:54] <LatvianModder> no longer you have to return x, y, z, x + 1, y + 1, z + 1, but its just 0, 0, 0, 1, 1, 1 now
L1739[14:48:10] <LatvianModder> so you can not care about position
L1740[14:48:27] <gigaherz> well
L1741[14:48:30] <williewillus> LatvianModder: it actually caused me a bug because I was still returning absolute coords
L1742[14:48:31] <gigaherz> I had something close to that in 1.8.9
L1743[14:48:35] <gigaherz> before 1.9 made it "official"
L1744[14:48:49] <williewillus> mana spreaders would always bind to 0, 0
L1745[14:49:02] <williewillus> because I assumed it would return absolute like it used to
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L1749[14:49:35] <LatvianModder> hah, yeah, was weird for me too
L1750[14:49:39] <gigaherz> this is my bounds stuff
L1751[14:49:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/1.8.9/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L116,L191
L1752[14:49:51] <gigaherz> when I ported it to 1.9
L1753[14:49:53] <gigaherz> it became
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L1755[14:50:13] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L114,L152
L1756[14:50:27] <LatvianModder> yep, same for my blocks too
L1757[14:50:31] <LatvianModder> amāzing
L1758[14:50:36] <gigaherz> so I just removed the overrides
L1759[14:50:48] <gigaherz> and turned getBB into the now-official getBoundingBox
L1760[14:50:48] <gigaherz> ;P
L1761[14:51:44] <LatvianModder> speaking of overrides.. I just made my code more bareable by adding @Override, formatting it more properly, and optimizing a lot :P
L1762[14:52:09] <LatvianModder> using switch case instead of many if elseif etc
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L1764[14:53:34] <minecreatr> why are models always baked with DefaultVertexFormats.ITEM, what is DefaultVertexFormats.BLOCK even used for?
L1765[14:54:33] <LatvianModder> I know its in FastTESR.class
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L1769[14:55:25] <minecreatr> yeah, but for IModel.bake it seems it is always baked with DefaultVertexFormats.ITEM
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L1772[14:55:53] <LatvianModder> \_o_/
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L1774[14:56:53] <williewillus> ¯\_(ツ)_/
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L1776[14:59:18] <minecreatr> yeah, and if all the models are type ITEM which dosn't have a lightmap coord, how do blocks have light O_o?
L1777[14:59:33] <williewillus> pipeline adds it
L1778[14:59:37] <williewillus> iirc
L1779[14:59:45] <williewillus> see VertexLighter
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L1783[15:05:25] <FusionLord> is there something that has to be done before calling ModelLoader.setCustomModelResourceLocation or something that I need to set in the ItemBlock/Block for it to work?
L1784[15:05:40] <diesieben07> No.
L1785[15:06:06] <FusionLord> so it just hates me, good to know
L1786[15:06:16] <diesieben07> Show code & logs.
L1787[15:06:35] <FusionLord> The Error: http://pastebin.com/VnxZ2MN6
L1788[15:06:36] <FusionLord> The BlockState: https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/resources/assets/hardcorenomad/blockstates/backpack.json
L1789[15:06:36] <FusionLord> Item Render Register: https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/java/net/fusionlord/hardcorenomad/init/ModBlocks.java#L63-L90
L1790[15:07:35] <diesieben07> oh god why
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L1792[15:08:01] <FusionLord> I'm telling the item to only look for a specific variant based on valid upgrade levels
L1793[15:08:30] <diesieben07> why all that reflection uglyness
L1794[15:09:15] <FusionLord> I don't want to do register(thing1), register(thing2), register(thing3), register(thing4), etc...
L1795[15:09:45] <diesieben07> thats a pretty shitty way to achieve that
L1796[15:09:46] <diesieben07> but oh well
L1797[15:10:35] <diesieben07> the error is that anvil.json doesnt have facing=south,level=diamond
L1798[15:10:40] <diesieben07> nothing to do with backpack.json
L1799[15:11:15] <diesieben07> oh and for backpack... level=gold does not exist
L1800[15:11:19] <diesieben07> you must always specify all properties
L1801[15:11:54] <minecreatr> is there any way to make it so that the VertexLighter dosn't apply to a specific model?
L1802[15:18:44] <FusionLord> diesieben07, that is correct for the first one, just noticed that, but further down it is doing the same for backpack. Now reguardless of all of that, it SHOULD NOT be looking for facing AT ALL it should be ONLY looking @ level
L1803[15:19:34] <FusionLord> because that is what I set the variant to in ModelLoader.setCustomModelResourceLocation
L1804[15:19:57] <diesieben07> yes
L1805[15:19:59] <FusionLord> I did clean up that refelection so you don't have to sort through it
L1806[15:20:01] <diesieben07> but that variant does not exist :D
L1807[15:20:29] <FusionLord> the variant I am setting is level=wood which DOES exist
L1808[15:20:44] <diesieben07> nope
L1809[15:20:49] <diesieben07> there is level=wood,facing=north
L1810[15:20:52] <FusionLord> what do you mean nope?
L1811[15:20:53] <diesieben07> but not level=wood
L1812[15:20:59] <diesieben07> and level=wood,facing=south
L1813[15:21:00] <diesieben07> etc
L1814[15:21:16] <diesieben07> remember, variants are nothing but a String
L1815[15:21:21] <FusionLord> the variant facing is seperate from that of level
L1816[15:21:36] <diesieben07> facing is a property
L1817[15:21:38] <diesieben07> not a variant.
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L1820[15:23:10] <diesieben07> if you do "someProp": { ... } that will be merged with others
L1821[15:23:17] <diesieben07> if you do "someProp": [{... }]
L1822[15:23:21] <diesieben07> that is a standalone variant
L1823[15:23:47] <FusionLord> so your saying that with ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(Blocks.planks), meta, new ModelResourceLocation("minecraft:planks", "THIS_VARIANT")); would not work?
L1824[15:24:21] <diesieben07> Not sure what you mean.
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L1826[15:24:52] <FusionLord> I cannot say LOOK FOR AND ONLY FOR "THIS_VARIANT"
L1827[15:25:02] <diesieben07> yes you can
L1828[15:25:05] <diesieben07> you can ONLY do that..
L1829[15:25:11] <diesieben07> variants are exact strings
L1830[15:25:14] <diesieben07> they are looked up 1:1
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L1832[15:25:30] <diesieben07> if you use forge blockstates it simply allows you to construct that string a bit more conveniently
L1833[15:25:55] <diesieben07> it does not change the underlying mechanic that "level=gold" and "level=gold,facing=north" are in NO WAY related as far as minecraft is concerned
L1834[15:25:58] <FusionLord> then why is it looking for [facing=north, level=wood] when i said look ONLY for [level=wood]
L1835[15:26:06] <diesieben07> It is looking for level=wood
L1836[15:26:11] <FusionLord> no it isn't
L1837[15:26:15] <diesieben07> but only facing=north,level=wood exists
L1838[15:26:38] <diesieben07> also, which one are we talking about now? backpack or anvil?
L1839[15:26:56] <FusionLord> Exception loading model for variant hardcorenomad:anvil#facing=north,level=stone
L1840[15:27:10] <diesieben07> yes
L1841[15:27:11] <FusionLord> that to me says that it is looking for facing=north and level=stone
L1842[15:27:15] <diesieben07> look at the anvil json
L1843[15:27:17] <FusionLord> not level=stone
L1844[15:27:44] <FusionLord> what is it looking for facing=* when I'm telling it not to?
L1845[15:28:04] <diesieben07> for the block...
L1846[15:28:07] <diesieben07> not the item.
L1847[15:28:15] <FusionLord> the block is perfectly fine
L1848[15:28:18] <diesieben07> no
L1849[15:28:19] <FusionLord> it renders fine
L1850[15:28:24] <diesieben07> those avnil errors are from block loading
L1851[15:31:55] <FusionLord> if that is the case then why does the block render correctly and not the item? you can see the block id on the right and the item name in the item name popup above the hotbar http://puu.sh/owNGJ/a9abaa3a66.png
L1852[15:32:07] <gigaherz> [21:53] (minecreatr): why are models always baked with DefaultVertexFormats.ITEM, what is DefaultVertexFormats.BLOCK even used for?
L1853[15:32:15] <gigaherz> ITEM and BLOCK are designed to be compatible between themselves
L1854[15:32:19] <gigaherz> they have the same number of bytes
L1855[15:32:32] <gigaherz> the difference is BLOCK uses the extra bytes for lightmap coords
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L1857[15:32:39] <gigaherz> while ITEM uses it for normals
L1858[15:33:02] <gigaherz> so all models are baked as "ITEM", they just get repurposed as BLOCK when necessary
L1859[15:33:03] <diesieben07> FusionLord, because I assume that that is not the model for which the log has errors
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L1861[15:33:08] <minecreatr> so somewhere in the render pipeline the ITEM format model is transformed into a BLOCK one and the lightmap coordinates filled? gigaherz
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L1863[15:33:17] <gigaherz> yup
L1864[15:33:19] <gigaherz> pretty much
L1865[15:33:22] <gigaherz> there's a function somewhere
L1866[15:33:27] <gigaherz> that takes the ITEM-style vertex data
L1867[15:33:32] <minecreatr> is the in world static rendering block or item? because it has light, but changing the color effected how it looked in world gigaherz
L1868[15:33:37] <gigaherz> and dumps the lightmap coords into the bytes corresponding with UV2 in the BLOCK format
L1869[15:33:43] <minecreatr> yeah, its the LightUtil and all the stuff with eMap I think
L1870[15:33:47] <FusionLord> ok I'll add blanks for the others and try that
L1871[15:33:50] <gigaherz> placed blocks are drawn as BLOCK
L1872[15:33:56] <gigaherz> itemblocks and entities use ITEM
L1873[15:34:05] <minecreatr> it looks like eMap has to do with transforming between different vertex formats
L1874[15:34:15] <gigaherz> the bytes are thesame
L1875[15:34:21] <gigaherz> it just changes the meaning of the last 4 bytes
L1876[15:34:27] <gigaherz> from 3b normal + 1b padding
L1877[15:34:34] <minecreatr> gigaherz, if it is drawn as blocks then why did changing the color aspect add color to the in world blocks? gigaherz
L1878[15:34:34] <gigaherz> to 2b U 2b V
L1879[15:34:48] <minecreatr> becuase BLOCK dosn't have color?
L1880[15:34:51] <gigaherz> ??
L1881[15:34:54] <gigaherz> both have color
L1882[15:35:04] <masa> FusionLord: you need to ask for the full variant string for the item
L1883[15:35:08] <gigaherz> that's how grass works
L1884[15:35:15] <masa> you can't have "just one" of the properties
L1885[15:35:17] <minecreatr> oh, they do
L1886[15:35:20] <diesieben07> masa, i told him already, he did not understand :P
L1887[15:35:25] <gigaherz> mc combines the color multiplied from the model
L1888[15:35:25] <masa> yeah I saw that
L1889[15:35:30] <gigaherz> with the tints
L1890[15:35:34] <gigaherz> into the vertex array
L1891[15:35:38] <gigaherz> and then draws that
L1892[15:35:51] <FusionLord> masa please elobrate I don't care what the facing is, and that is why I have omitted that variant
L1893[15:36:09] <diesieben07> IT IS NOT A VARIANT:
L1894[15:36:11] <masa> FusionLord: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L212
L1895[15:36:12] <diesieben07> it is a PROPERTY.
L1896[15:36:16] <minecreatr> gigaherz, so since all the models are type ITEM that can be turned into block, what if I want to have my model already have lightmap coordinates in its vertices?
L1897[15:36:35] <diesieben07> "facing=north,level=gold" is ONE variant
L1898[15:36:38] <diesieben07> variant=a STRING.
L1899[15:36:41] <diesieben07> nothing more.
L1900[15:36:43] <gigaherz> minecreatr: that's not how it works
L1901[15:36:47] <gigaherz> you can't have precomputed lightmaps
L1902[15:36:51] <masa> so you NEED to specify SOME value for the facing, because the blockstate will always have that property
L1903[15:36:53] <gigaherz> the lightmap is a special texture internal to mc
L1904[15:37:04] <diesieben07> the *variant* will have the property in it
L1905[15:37:21] <minecreatr> gigaherz, yeah, but what I want to do is do fullbright by presetting the lightmap coordinates to the brightest setting on certain blocks
L1906[15:37:27] <gigaherz> FusionLord: let me try to explain
L1907[15:37:34] <gigaherz> when mc loads the stuff
L1908[15:37:37] <masa> also, don't you have to have the properties in alphabetical order in the variant string?
L1909[15:37:39] <gigaherz> it takes each block
L1910[15:37:45] <gigaherz> and it computes the blockstate combinations
L1911[15:37:56] <gigaherz> then it takes each blockstate, and gets its "string representation"
L1912[15:38:02] <FusionLord> ok os for all of those that have both properties i need to basically specify facing=north,level= + level
L1913[15:38:06] <gigaherz> which is in the form of "prop1=value1,prop2=value2,..."
L1914[15:38:10] <gigaherz> then independently
L1915[15:38:13] <gigaherz> it loads blockstates files
L1916[15:38:19] <gigaherz> which in vanilla
L1917[15:38:27] <gigaherz> contain strings in the form of "prop1=value1,..."
L1918[15:38:32] <gigaherz> and in forge blockstates
L1919[15:38:40] <gigaherz> you specify the values separately from the property name
L1920[15:38:45] <gigaherz> but you still need to specify all of them
L1921[15:38:52] <gigaherz> because the loader generates all permutations
L1922[15:39:02] <gigaherz> into string like "prop1=value1,prop2=value2"
L1923[15:39:05] <gigaherz> and then AFTERWARD
L1924[15:39:08] <gigaherz> it will try to match them up
L1925[15:39:15] <minecreatr> gigaherz, so if I cant give my Model precaulcuated light values how can I make it only render at a specific light value?
L1926[15:39:27] <gigaherz> foreach state string, can I find a blockstate variant with thesame string?
L1927[15:39:32] <gigaherz> yes? good! no? ERROR!
L1928[15:39:54] <gigaherz> minecreatr: that's not how lightmaps work
L1929[15:39:58] <gigaherz> and I don't think you can
L1930[15:40:14] <gigaherz> you'd have to use a TESR, and query the light value from the world or something
L1931[15:40:22] <gigaherz> or probably, query the light value from the TE
L1932[15:40:28] <gigaherz> then query the cached balue from the TESR
L1933[15:40:35] <gigaherz> since you can't safely access the world from the tesr
L1934[15:40:45] <FusionLord> just saying for an item icon you should be able to just specify what variants you want to effect it
L1935[15:40:59] <minecreatr> I cant use a tesr, I dont see why I cant just bake lightmap coords into my model gigaherz ?
L1936[15:41:07] <gigaherz> because it's unrelated
L1937[15:41:15] <minecreatr> ?
L1938[15:41:25] <diesieben07> FusionLord, again, NOT VARIANTS.
L1939[15:41:28] <gigaherz> lightmap only affects the color
L1940[15:41:36] <diesieben07> the variant is the FULL STRING. with ALL PROPERTIES:
L1941[15:41:37] <gigaherz> full light -> white multiplier
L1942[15:41:42] <gigaherz> no light -> black multiplier
L1943[15:41:48] <gigaherz> you can't use a lightmap to make theo bject disappear
L1944[15:41:50] <gigaherz> it doesn't work like that
L1945[15:42:13] <minecreatr> no, I want to use the lightmap to make it so it always looks like it is getting full light gigaherz , even in the dark
L1946[15:42:27] <minecreatr> so that the lightmap coords are always 1, 1
L1947[15:42:44] <gigaherz> wasn't there something for that?
L1948[15:42:46] <gigaherz> or was that pre-1.8?
L1949[15:42:51] <minecreatr> probably
L1950[15:42:57] <FusionLord> well then there should be Optional PROPERTIES
L1951[15:43:20] <gigaherz> FusionLord: again, that's not how it works
L1952[15:43:20] <diesieben07> there are
L1953[15:43:31] <diesieben07> you just have to create all combinations as variant strings.
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L1955[15:44:23] <gigaherz> yo ucan use a state mapper to make a block's states not be used to build the string
L1956[15:44:29] <FusionLord> I UNDERSTAND no that "THATS NOT HOW IT WORKS" hence why I said "there *****SHOULD***** be Optional PROPERTIES"
L1957[15:44:38] <gigaherz> well then
L1958[15:44:41] <gigaherz> make a PR for it ;P
L1959[15:44:43] <masa> uhh, like why?
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L1961[15:45:01] <diesieben07> what do you even mean by optional properties?
L1962[15:45:03] <diesieben07> lol
L1963[15:45:06] <gigaherz> I assume he means
L1964[15:45:11] <masa> the block is always in a state, which is represented by the combination of all the properties that it has
L1965[15:45:14] <gigaherz> so that he can have variant strings that don't include a property
L1966[15:45:18] <Intektor> Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/fml/common/registry/IForgeRegistryEntry WHat is this, some peaople are getting this error while initionalizing my mod
L1967[15:45:18] <gigaherz> but still get loaded correctly
L1968[15:45:25] <diesieben07> i know
L1969[15:45:30] <diesieben07> but how would that work?
L1970[15:45:32] <gigaherz> Intektor: do you use lambdas?
L1971[15:45:37] <Intektor> yes
L1972[15:45:48] <diesieben07> it would have to enhance the data from the blockstate.json
L1973[15:45:52] <gigaherz> you can't use lambdas on net.minecraft.* interfaces
L1974[15:46:00] <gigaherz> wait
L1975[15:46:01] <gigaherz> no
L1976[15:46:02] <gigaherz> this is
L1977[15:46:03] <diesieben07> yeah but thats not what that error is
L1978[15:46:11] <gigaherz> I misread
L1979[15:46:16] <gigaherz> this is aboutthe reigstry changes
L1980[15:46:16] <diesieben07> they probably have outdated forge
L1981[15:46:20] <gigaherz> your mod is being used in an old forge
L1982[15:46:22] <Intektor> yeah
L1983[15:46:34] <gigaherz> you need to add a forge dependency to your @Mod
L1984[15:46:38] <gigaherz> so it rejects old forge
L1985[15:47:09] <gigaherz> dependencies = "required-after:Forge@[12.16.0.1825,)",
L1986[15:47:28] <gigaherz> I believe that was the number I used for after the registry changes
L1987[15:47:38] <Intektor> ah ok thanks
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L1992[15:55:16] <Jiraiyah> cpw you around?
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L1995[15:56:18] <FusionLord> diesieben07, gigaherz, masa, Thank you for your help.
L1996[15:57:15] <FusionLord> is there a quick way to go from IBlockState to variant string?
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L1998[15:57:44] <gigaherz> there was a method somewhere
L1999[15:57:51] <gigaherz> can't remember where, though XD
L2000[15:58:00] <diesieben07> No there is not.
L2001[15:58:06] <masa> why do you need it?
L2002[15:59:02] <FusionLord> because I was just thinking getDefaultState().withProperty(BlockUpgradable.LEVEL, upgrade).toVariant() would ensure that I have all default properties
L2003[15:59:22] <FusionLord> I guess I'll just make a helper method real quick
L2004[16:03:10] <FusionLord> thoughts? https://gist.github.com/FusionLord/c283d28e28bbb5f4035003c5ee989a9d
L2005[16:03:49] <diesieben07> IF you do that, why not StringBuilder?
L2006[16:03:52] <diesieben07> also... ugly AF :D
L2007[16:03:58] <diesieben07> you should not need to do that.
L2008[16:04:21] <FusionLord> how would you do it?
L2009[16:04:33] <diesieben07> specify the variants properly :D
L2010[16:04:51] <FusionLord> this is mean to be extendsable with a base
L2011[16:05:23] <diesieben07> what?
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L2013[16:06:51] <FusionLord> better? String.format("%s=%s,", key.getName(), state.getValue(key))
L2014[16:06:54] <FusionLord> oops
L2015[16:07:02] <FusionLord> better https://gist.github.com/FusionLord/b8ecd15a0c9b5b8eca0e96a069f8c906
L2016[16:08:32] <masa> don't the properties need to be in alphabetical order too, since the strings are just compared verbatim?
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L2018[16:09:16] <diesieben07> yes
L2019[16:09:24] <diesieben07> I'd use a MapJoiner and some stream magic
L2020[16:11:51] <diesieben07> https://gist.github.com/diesieben07/59eadd0410ae73796999f84c754438ae
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L2025[16:24:39] <FusionLord> diesieben07, what Pair class is that?
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L2027[16:25:01] <diesieben07> apache commons lang
L2028[16:25:19] <FusionLord> is that lang3?
L2029[16:25:21] <diesieben07> yes
L2030[16:25:24] <FusionLord> ok
L2031[16:25:30] <diesieben07> alternatively you can use AbstractMap.SimpleEnty
L2032[16:27:59] <FusionLord> the keySet map variable e doesn't have a method getValue();
L2033[16:28:40] <diesieben07> wat
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L2036[16:29:11] <FusionLord> http://puu.sh/owRSV/513d3f5c3d.png
L2037[16:30:14] <diesieben07> huh
L2038[16:30:30] <diesieben07> thats because i am using entrySet
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L2041[16:31:22] <FusionLord> yeah I was typing it out, helps stick in the brain a little better
L2042[16:32:22] <FusionLord> no real error but it is underlined... http://puu.sh/owS6g/0106ef7e43.png
L2043[16:32:47] <diesieben07> you are using java 8 code in a non-java8 project
L2044[16:34:53] <FusionLord> nope http://puu.sh/owS6g/0106ef7e43.png
L2045[16:35:16] <diesieben07> what do you mean nope
L2046[16:35:18] <FusionLord> dang puush is slow today http://puu.sh/owShO/4bf01329ad.pngv
L2047[16:35:24] <FusionLord> http://puu.sh/owShO/4bf01329ad.png
L2048[16:35:40] <diesieben07> build.gradle
L2049[16:36:02] <diesieben07> needs to have https://git.io/vwUNI
L2050[16:36:20] <heldplayer> If I remember there's 2 places in IDEA where you have to set the Java version
L2051[16:36:38] <FusionLord> thought i was using lambdas tho >.>
L2052[16:36:40] <heldplayer> But if you're making MC mods with Forge, use the build.gradle like dies says :P
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L2054[16:38:27] <FusionLord> yeah not sure how it got change back to 1.6
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L2056[16:39:44] <gigaherz> hmmmmm
L2057[16:39:54] <gigaherz> I have an idea for a mod
L2058[16:40:04] <gigaherz> something that adds air currents
L2059[16:40:18] <gigaherz> that push you up while flying on elytra
L2060[16:40:59] <masa> and air bmps or whatever they are called in english, so that yoy plummet to your death? ;D
L2061[16:41:06] <masa> *bumps
L2062[16:41:09] <gigaherz> maybe ;P
L2063[16:41:39] <gigaherz> I think I'll add and air current lbock to my magic mod
L2064[16:41:50] <gigaherz> the blockstate facing will indicate which direction
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L2067[16:45:21] <FusionLord> diesieben07, that works perfect Thanks again!
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L2070[16:46:12] <capitalthree> is there any way to dynamically subscribe or unsubscribe from specific events?
L2071[16:46:28] <capitalthree> or is it all or nothing? do I have to put the events in different event handler classes to have that granularity?
L2072[16:46:28] <diesieben07> You have to do it manually
L2073[16:46:45] <diesieben07> theoretically you can unregister
L2074[16:46:48] <capitalthree> I do this: MinecraftForge.EVENT_BUS.register(EventHandler())
L2075[16:46:56] <diesieben07> but you can only register things at startup
L2076[16:46:57] <capitalthree> if my EventHandler handles multiple events, is there any way to subscribe to just one?
L2077[16:47:13] <diesieben07> you have to have them in differnet instances
L2078[16:47:18] <capitalthree> ok
L2079[16:47:25] <capitalthree> I'm probably just prematurely optimizing
L2080[16:47:29] <diesieben07> but as i said you cannot register outisde of the startup events otherwise it will scream violently
L2081[16:47:35] <diesieben07> (for no reason -.-)
L2082[16:48:16] <FusionLord> now when you say scream do you mean murders minecraft
L2083[16:48:31] <diesieben07> No, it screams but does it anyways
L2084[16:54:04] <capitalthree> what's the best way to get at the EntityItem that is dropped from a HarvestDropsEvent?
L2085[16:54:16] <capitalthree> the event has ItemStacks instead of EntityItems
L2086[16:56:03] <diesieben07> you can't really, why do you need to?
L2087[16:57:17] <capitalthree> I am trying to make a mod to customize dropped item timers in different scenarios
L2088[16:57:26] <capitalthree> one thing I want is a longer despawn time for items directly mined by a player
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L2090[16:58:12] <diesieben07> yeah not really a good way to do that.
L2091[16:58:24] <capitalthree> dang, guess I'll have to do it the bad way xD
L2092[16:58:42] <capitalthree> which is, I guess, wrapping it with my own item that has a custom entity item that spawns the target entity item and modifies it
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L2094[16:58:46] <capitalthree> would that work?
L2095[16:59:44] <diesieben07> you can just use EntityJoinWorldEvent
L2096[16:59:59] <diesieben07> but there is no way to detect whether it was caused by a player or not
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L2100[17:05:58] <capitalthree> diesieben07: yeah that's the problem :P
L2101[17:06:11] <diesieben07> and your method would fix that... how?
L2102[17:06:40] <capitalthree> because then minecraft would be spawning my EntityItem instead of the one it normally would, and my code can do what it wants
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L2104[17:07:02] <diesieben07> yes and you would achieve that... how?
L2105[17:07:15] <diesieben07> and how would you detect that your entity was spawned by a player?:D
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L2107[17:08:12] <capitalthree> diesieben07: by replacing the ItemStacks in the onHarvestDrops handler
L2108[17:08:24] <capitalthree> which lets me check if it was mined by a player
L2109[17:08:47] <diesieben07> oh ohhh
L2110[17:08:53] <capitalthree> btw is this the correct way to check if an entity from a LivingDropsEvent is a player? event.entityLiving is EntityPlayer
L2111[17:08:55] <diesieben07> that is ... deliciously evil
L2112[17:08:57] <capitalthree> (is is kotlin for instanceof)
L2113[17:09:05] <capitalthree> diesieben07: yeah it's horrible but it might be my only way :P
L2114[17:09:15] <diesieben07> just use PlayerDropsEvent
L2115[17:09:19] <capitalthree> the other option is a giant registry where I keep track of player-mined blocks and then try to correlate them
L2116[17:09:30] <capitalthree> diesieben07: but I am doing other stuff with non-player drops
L2117[17:09:32] <diesieben07> actually
L2118[17:09:36] <capitalthree> so that would mean having both events
L2119[17:09:40] <capitalthree> which is redundant
L2120[17:09:48] <diesieben07> ah yeah then yes
L2121[17:09:50] <capitalthree> since LivingDropsEvent would still fire, and I'd still have to check which ones are *not* players
L2122[17:09:53] <capitalthree> ok!
L2123[17:09:57] <capitalthree> thanks
L2124[17:10:08] <diesieben07> so for your "dropped by player" handler
L2125[17:10:10] <diesieben07> have a fake item
L2126[17:10:19] <diesieben07> and replace it with the original once the entityItem was spawned
L2127[17:10:21] <diesieben07> actually
L2128[17:10:31] <diesieben07> replace the EntityItem, since the actual item might have a custom one
L2129[17:10:32] <capitalthree> exactly my idea
L2130[17:11:02] <diesieben07> thats a nice hack :D
L2131[17:11:12] <diesieben07> could be mine :D
L2132[17:11:41] <capitalthree> xD
L2133[17:11:53] <capitalthree> well feel free, I'm not patenting it
L2134[17:12:07] <capitalthree> but it's frustrating. I was gonna keep this mod so clean and simple xD
L2135[17:12:12] <capitalthree> it's 110 lines right now
L2136[17:13:13] <FusionLord> diesieben07, its strange intelliJ is saying cannot resolver .join but it runs fine >.>
L2137[17:13:37] <diesieben07> strange indeed
L2138[17:14:33] <capitalthree> oh my god so I googled and found a minecraftforum page where people are suggesting that someone adds drops by DIRECTLY SPAWNING ENTITY ITEMS IN THE BLOCK BREAK EVENT
L2139[17:14:50] <capitalthree> so uh... I guess if any modders are enough of a jerk to do things that way, my mod definitely won't properly extend their drops' lifespans xD
L2140[17:15:31] <gigaherz> that is quite common, capitalthree
L2141[17:15:31] <gigaherz> ;P
L2142[17:15:36] <gigaherz> even I do it in a few places
L2143[17:15:40] <gigaherz> not the main way, though
L2144[17:15:46] <capitalthree> ...oh. the api doesn't actually seem to give them a better way
L2145[17:15:46] <gigaherz> the main drops are in getDrops
L2146[17:15:47] * capitalthree sighs
L2147[17:16:24] <capitalthree> I might just give up on treating mined blocks specially in my mod
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L2150[17:17:48] <diesieben07> uh yeah it does...
L2151[17:17:52] <diesieben07> add Itemstacks to the list
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L2153[17:22:12] <capitalthree> diesieben07: oh wait what if I just add an NBT tag, and then intercept and remove it in my entity spawn handler!
L2154[17:22:39] <diesieben07> you could do that indeed
L2155[17:22:52] <capitalthree> that's gotta still be less gross than wrapping the whole thing with a fake ItemStack and EntityItem!
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L2157[17:23:20] <diesieben07> yeah
L2158[17:23:21] <capitalthree> diesieben07: the block break event doesn't have a list to add items to btw
L2159[17:23:30] <capitalthree> it just has a function to add xp
L2160[17:23:34] <capitalthree> which is weird
L2161[17:23:35] <diesieben07> yes, because block break != drops
L2162[17:23:43] <Dark> there is a get drops event
L2163[17:23:43] <diesieben07> for drops: HarvestDropsEvent
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L2165[17:24:24] <capitalthree> diesieben07: I think you weren't paying attention to the context, I was complaining about people directly spawning EntityItems in the block break event
L2166[17:24:41] <diesieben07> yes.
L2167[17:24:47] <diesieben07> capitalthree> ...oh. the api doesn't actually seem to give them a better way
L2168[17:24:54] <diesieben07> to that i said "uh yeah it does"
L2169[17:24:54] <capitalthree> right. it doesn't
L2170[17:24:59] <diesieben07> it does.
L2171[17:25:04] <capitalthree> the block break event does not have a list of drops to add to
L2172[17:25:06] <diesieben07> HarvestDropsEvent
L2173[17:25:12] <capitalthree> that's a different event
L2174[17:25:20] <capitalthree> if a block doesn't drop anything, that event won't fire in the first place
L2175[17:25:30] <diesieben07> that is not true.
L2176[17:25:47] <capitalthree> lol, then the documentation is a dirty liar
L2177[17:26:35] <diesieben07> what documentation?
L2178[17:26:43] <diesieben07> the javadocs dont say anything about that
L2179[17:27:39] <capitalthree> it says it fires when a block is about to drop items
L2180[17:27:53] <diesieben07> No
L2181[17:28:07] <diesieben07> it says "a block is about to drop it's harvested items"
L2182[17:28:13] <diesieben07> which can very well mean none :P
L2183[17:29:05] <capitalthree> look at this thread: http://www.minecraftforge.net/forum/index.php?topic=19820.0
L2184[17:29:39] <capitalthree> or this one: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/1437540-solved-1-7-2-adding-drops-to-leaves-using
L2185[17:30:34] <diesieben07> dropBlockAsItemWithChance fires the event unconditionally
L2186[17:30:39] <diesieben07> so NO idea what these people are on about
L2187[17:30:44] <capitalthree> well ok cool
L2188[17:30:52] <diesieben07> it does indeed not fire if the block is not *harvested* (e.g. stone with fist)
L2189[17:30:57] <diesieben07> but thats different
L2190[17:31:01] <capitalthree> I guess I've learned my lesson about believing anything on the minecraft forum
L2191[17:31:08] <diesieben07> also...
L2192[17:31:10] <diesieben07> first thread
L2193[17:31:13] <diesieben07> read the last post
L2194[17:31:54] <capitalthree> I did, it didn't exactly give me peace of mind, but if you checked the code that's good
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L2196[17:38:17] <capitalthree> ...if I can figure out how to make NBT tags
L2197[17:39:15] <diesieben07> stack.setTagInfo("mymod.playerDropMark", new NBTTagByte(0));
L2198[17:41:12] <capitalthree> diesieben07: can I use NBTTagEnd?
L2199[17:41:25] <diesieben07> No :D
L2200[17:41:34] * gigaherz sighs
L2201[17:41:34] <capitalthree> why? :O
L2202[17:41:36] <gigaherz> I'm too tired
L2203[17:41:43] <gigaherz> I can't get two sub-blocks to have different item models
L2204[17:41:43] <gigaherz> XD
L2205[17:41:56] <masa> TAG_End is a special tag used when actually writing the data to a file
L2206[17:41:56] <diesieben07> because NBTTagEnd is special
L2207[17:41:58] <gigaherz> I faintly recall having had this issue in the past
L2208[17:42:02] <capitalthree> ohhh ok
L2209[17:42:10] <masa> it is used to indicate the end of a compound tag
L2210[17:42:14] <gigaherz> ... wait
L2211[17:42:17] * gigaherz facepalms
L2212[17:42:18] <gigaherz> I AM tired.
L2213[17:42:28] <capitalthree> Byte(0) it is
L2214[17:42:30] <capitalthree> thanks everyone :)
L2215[17:42:40] <gigaherz> I registered the wrong meta value in the client proxy
L2216[17:42:41] <gigaherz> XD
L2217[17:44:36] <vox|food> lol
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L2219[17:44:59] <vox> Time to work on my multiblocks more! Hopefully I can actually get something working tonight
L2220[17:51:42] <capitalthree> is there any downside to leaving an item with an empty NBT tag compound?
L2221[17:51:50] <capitalthree> is it important for me to remove the compound if it's empty?
L2222[17:52:35] <diesieben07> doesnt really matter
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L2227[18:06:18] <capitalthree> is BlockStone actually cobblestone?
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L2232[18:09:53] <LordFokas> capitalthree, diesieben07, from a modelling point of view it would make sense if every stack had a tag compound, even if empty. But the real world called.
L2233[18:11:47] <capitalthree> hehe yeah. and forge should abstract that better
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L2235[18:12:13] <capitalthree> instead of letting you get a Compound that could be null, it should let you probe the item itself for tags and do it transparently imo
L2236[18:12:30] <capitalthree> anyways not my problem anymore, now I'm trying to figure out if a given EntityItem is cobblestone
L2237[18:13:37] <vox> This tool..... what do you mean 32 is not a multiple of 16?!?!?!
L2238[18:13:39] <capitalthree> is it bad to just use getIdFromItem, if it's a vanilla item?
L2239[18:13:50] <vox> I literally imported this texture like 4 minutes ago
L2240[18:13:50] <TehNut> Yes
L2241[18:13:56] <TehNut> Do not use int ID's ever
L2242[18:14:10] <tterrag> that's not really true
L2243[18:14:52] <capitalthree> TehNut: even if I compare it to the id directly from the block registry?
L2244[18:15:15] <capitalthree> and... can you tell me your recommended way to check if an EntityItem is cobblestone then?
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L2247[18:16:48] <TehNut> http://tehnut.info/share/uXZQhGsARv.txt
L2248[18:19:11] <vox> Aaand I finally have a model. Nice!
L2249[18:19:40] <vox> http://imgur.com/sTIPpD6
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L2252[18:29:29] <vox> Can you still use the "elements": { "faces": "north": { "texture": whatever, "uv": [whatever] }} syntax?
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L2257[18:48:26] <capitalthree> so if anyone cares, here's my despawn control mod, in kotlin: https://www.refheap.com/118267
L2258[18:48:34] <capitalthree> totally untested so far, I'll test and polish it
L2259[18:48:42] <capitalthree> but I'd love comments or criticisms :D
L2260[18:48:49] <capitalthree> it's short
L2261[18:50:03] <TehNut> that's some fun preInit stuff there
L2262[18:50:03] <TehNut> Oh even a fun config option
L2263[18:50:55] <capitalthree> hehe
L2264[18:51:00] <capitalthree> fun is function in kotlin
L2265[18:51:12] <TehNut> I assumed
L2266[18:51:32] <capitalthree> I prefer scala's def but that's a pretty minor complaint :P
L2267[18:51:36] <capitalthree> I'm kinda liking kotlin
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L2271[18:54:45] <tterrag> what exactly makes kotlin better? nothing in that code sticks out to me as amazing
L2272[18:56:19] <gigaherz> nono, kotlin is "fun"
L2273[18:56:29] <gigaherz> as in
L2274[18:56:33] <gigaherz> you use the keyword "fun" every other line
L2275[18:57:02] <tterrag> that seems silly
L2276[18:57:03] <TehNut> ^
L2277[18:57:04] <TehNut> don't you see all the fun in that file?
L2278[18:57:10] <tterrag> it's like they were trying to force everything into 3 letters
L2279[18:57:19] <tterrag> "func" is not any harder to type and much clearer
L2280[18:57:21] <gigaherz> nah then it would be cls
L2281[18:57:27] <capitalthree> tterrag: type inferrence and better handling of nulls are the big ones for me
L2282[18:57:40] <capitalthree> and I know "fun" is silly, I agree on that point :P
L2283[18:57:43] <gigaherz> yeah I prefer func myself
L2284[18:57:45] <tterrag> type inference is not really something I care about, and also I can fake it with lombok :P
L2285[18:57:47] <capitalthree> but it's not worth choosing a language over
L2286[18:57:54] <tterrag> what do you mean better handling of nulls?
L2287[18:58:03] <gigaherz> i also prefer "var" or "auto" or even "let" for type inference
L2288[18:58:06] <gigaherz> "val" is meh
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L2290[18:58:22] <capitalthree> tterrag: a.?b() means if (a!=null) a.b() else null
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L2292[18:58:28] <gigaherz> I'm also not a fan of expression-if
L2293[18:58:35] <capitalthree> er a ?. b
L2294[18:58:40] <tterrag> I do wish java had ?:
L2295[18:58:44] <gigaherz> C# has ?. operator too
L2296[18:58:48] <capitalthree> and a?:3 means if (a==null) 3 else a
L2297[18:58:49] <tterrag> otherwise, that isn't "better" null handling
L2298[18:58:54] <tterrag> it's just throwing it down the line
L2299[18:58:58] <gigaherz> in C# that's ??
L2300[18:59:05] <gigaherz> a??3 means "if a is null, 3
L2301[18:59:15] <capitalthree> tterrag: it's better because I can do a chain of things without explicitly handling null every step
L2302[18:59:26] <gigaherz> that's syntactic sugar, though
L2303[18:59:32] <capitalthree> and less busywork to handle null properly means less mistakes from people being lazy
L2304[18:59:37] <gigaherz> they could at it to java at any time, without changing bytecode ;P
L2305[18:59:41] <tterrag> maybe you shouldn't have null in the first place
L2306[18:59:43] <capitalthree> gigaherz: well duh, it's a jvm language, it's all syntactic sugar
L2307[18:59:51] <capitalthree> tterrag: I agree
L2308[19:00:01] <gigaherz> yes and no
L2309[19:00:14] <capitalthree> however if a language's point is to interact with existing java libraries, it kinda has to handle null :P
L2310[19:00:21] <gigaherz> adding non-nullables in java would be rather hard, since there's a quite strong assumption that the default value for an objecti s "null"
L2311[19:00:34] <capitalthree> kotlin *will* prohibit you from making things null without explicitly marking them as a nullable type
L2312[19:00:40] <capitalthree> but if you use java apis, all bets are off
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L2314[19:01:50] <capitalthree> tterrag: what's lombok?
L2315[19:01:59] <capitalthree> to me, type inferrence is awesome
L2316[19:02:00] <tterrag> https://projectlombok.org/
L2317[19:02:08] <tterrag> specifically https://projectlombok.org/features/val.html
L2318[19:02:22] <capitalthree> this simple mod I made isn't a good demo case, but type inferrence can let you use types that would be unwieldy without it
L2319[19:03:23] <tterrag> such as?
L2320[19:04:59] <capitalthree> tterrag: omg, is lombok just a preprocessor?
L2321[19:05:14] <tterrag> more or less
L2322[19:05:14] <capitalthree> why is this any different than another language, if it won't compile with a normal javac
L2323[19:05:23] <tterrag> it does compile with normal javac
L2324[19:05:29] <capitalthree> what, how o_o
L2325[19:05:30] <tterrag> where did you get the idea that it doesn't
L2326[19:05:32] <tterrag> annotation processors
L2327[19:05:36] <capitalthree> ohh ok
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L2329[19:05:47] <capitalthree> fair enough, that's cool then
L2330[19:06:03] <capitalthree> so this isn't fake type inferrence, it's real type inferrence in java! right?
L2331[19:06:21] <Gil> anyone here have luck with compiling Ex Astris from source lately?
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L2333[19:06:34] <tterrag> as real as it gets
L2334[19:06:36] <Gil> hasn't updated in ages and the gradle build is broken
L2335[19:06:51] <tterrag> you can call it fake but it's just syntax sugar like the other 90% of java
L2336[19:07:17] <capitalthree> tterrag: nah I'm not calling it fake. it looks cool to me
L2337[19:07:22] <Gil> the latest release has a bug that's fixed in master, but the build script is full of broken dependencies
L2338[19:07:28] <capitalthree> as long as it still does static typechecking
L2339[19:07:35] <capitalthree> and doesn't push errors to runtime
L2340[19:08:26] <capitalthree> tterrag: my other 2 sticking points with java besides too much type ascription, are null and native types
L2341[19:08:40] <capitalthree> but still lombok is a big win, thanks for showing me!
L2342[19:09:00] <capitalthree> that said I just see no reason to ever write java instead of kotlin
L2343[19:11:49] <vox> gigaherz: Can you still use the "elements": { "faces": "north": { "texture": whatever, "uv": [whatever] }} syntax?
L2344[19:12:09] <vox> Or is there a way to convert this file from mrcrayfish's model generator?
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L2346[19:12:38] <vox> I mean, I'm sure there is and I could do it by hand
L2347[19:16:53] <gigaherz> isn't mrcrayfish's model creator designed to generate those json data structures?
L2348[19:17:07] <vox> It generates the old json model files
L2349[19:17:13] <gigaherz> ?
L2350[19:17:17] <gigaherz> the model json files haven't changed
L2351[19:17:24] <vox> Here's an example: https://gist.github.com/WardBenjamin/3c5065f79d6f49b5805115d2a76e56a9
L2352[19:17:36] <gigaherz> yes that's a model json
L2353[19:17:38] <gigaherz> those haven't changed
L2354[19:17:44] <gigaherz> what has changed is the blockstates json
L2355[19:17:56] <gigaherz> which is a whole separate thing
L2356[19:18:02] <gigaherz> forge allows you to declare the models in it
L2357[19:18:07] <gigaherz> but that's just for convenience
L2358[19:18:12] <gigaherz> ifyou need to have elements and such
L2359[19:18:16] <gigaherz> just put them on a json file
L2360[19:18:22] <gigaherz> and then reference this file from the blockstates json
L2361[19:18:46] <vox> Okay, so instead of doing "defaults": { "model": "minecraft_cubeall" } I can do "defaults": { "model": "somethinghere" }
L2362[19:18:49] <vox> Right?
L2363[19:18:53] <gigaherz> yes
L2364[19:19:08] <gigaherz> which will probably be "yourmodid:modelname"
L2365[19:19:08] <vox> And then I can disregard the textures in the blockstates file because I have them in the model?
L2366[19:19:12] <vox> cool
L2367[19:19:15] <gigaherz> and the model has to go in models/block/
L2368[19:19:33] <gigaherz> yes, although it can be useful if you have different textures for different states
L2369[19:19:41] <gigaherz> to specify replacement textures in the blockstates json
L2370[19:20:12] <vox> Okay, I will end up having a bunch of textures (4, plus their rotations) because multiblock-ness
L2371[19:21:18] <vox> Is there a way to use a similar macro kind of thing? Aka see the model that I posted, the #0 and #1 things
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L2373[19:21:39] <vox> The sides and bottom will always have the same texture, it's just the top changing
L2374[19:24:55] <gigaherz> keep the sides and bottom in the model json
L2375[19:24:59] <gigaherz> then just do, in the blockstates
L2376[19:25:06] <gigaherz> "textures": { "top": ... }
L2377[19:25:37] <vox> got it, thanks!
L2378[19:39:11] <HassanS6000> Is there anyway in 1.9 to tell where an EntityThrowable impacted an entity?
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L2381[19:41:50] <HassanS6000> Or rather a player
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L2383[19:45:24] <vox> Can I use straight numbers as JSON keys? The Forge blockstates example uses them but IDEA is complaining.
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L2385[19:46:24] <vox> Nvm, I just changed the IDE settings to make it stop complaining as loudly
L2386[19:46:35] <vox> Now it's just an info box in the list vs a popup as an error
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L2388[19:47:27] <masa> and why not just quote the numbers then?
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L2391[19:51:35] <vox> Because forge blockstates? I actually don't know if it'll work correctly
L2392[19:52:26] <vox> If I just set "y" will the whole model rotate?
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L2398[20:01:35] <masa> around the y axis, yes
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L2403[20:08:19] <Zorn_Taov> has anyone here run across the problem in minecraft 1.8.9 where your TESR is given an air block where that TE block is supposed to be?
L2404[20:08:42] <vox> I have not
L2405[20:08:48] <vox> masa: thanks!
L2406[20:09:01] <vox> One last question before I shut up, how do I specify these variants in code?
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L2408[20:09:26] <vox> Nevermind, I found the docs
L2409[20:10:31] <Zorn_Taov> it feels like the rendering of TESR's is happening before the chunk is loaded, so the world gives the TESR an air block instead of the block you want
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L2416[20:34:57] <LexMobile> Wrong
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L2418[20:37:40] <Zorn_Taov> lex, this crashes SOMETIMES after a player dies and gets sent back to their bed, and it's because the block at that position is returned as minecraft:air instead of the bed block https://github.com/ZornTaov/BedcraftAndBeyond/blob/1.8.9/java/zornco/bedcraftbeyond/client/render/BlockBedRendererTESR.java#L44
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L2420[20:41:40] <Zorn_Taov> and while THIS error isn't caused by my mod, the error is the exact same, where the TESR gets an "actual block type" of air block http://pastebin.com/WVss1x5S
L2421[20:44:48] <Zorn_Taov> for me, that isBedFoot complains that the air block doesn't have the block state for if it's the foot or not, which causes my crash
L2422[20:45:01] <blood_> ive seen this issue happen with many mods but it is random(not 100% guaranteed to happen)
L2423[20:45:07] <Zorn_Taov> yeah
L2424[20:45:08] <blood_> just check for air and ignore for now
L2425[20:45:24] <blood_> you could also do a trace to see where it is happening
L2426[20:46:08] <Zorn_Taov> that's what I'm doing now, on line 42 of my TESR I check if the block at that position in the world is air or not, OR if the block itself that gets passed in. if so then I return early
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L2428[20:46:50] <blood_> I had to add the same checks for MrCrayfish furniture mod
L2429[20:46:57] <blood_> as his mod was crashing my server due to those AIR blocks
L2430[20:47:06] <blood_> but worked fine in 1.7
L2431[20:47:18] <blood_> so perhaps a bug somewhere, look for it :P
L2432[20:47:24] <blood_> actually
L2433[20:47:27] <blood_> can you reproduce this always?
L2434[20:47:44] <blood_> if so zip up the world with wahtever mods and post
L2435[20:47:48] <killjoy> So there's a thing I've been wanting to do in 1.9
L2436[20:48:18] <killjoy> What is in control of the player's orientation? THe client or server?
L2437[20:48:37] <killjoy> when elytra flying
L2438[20:49:53] <killjoy> ie crawling through a hole
L2439[20:50:21] <Zorn_Taov> not always, unfortunately
L2440[20:51:18] <vox> gigaherz or williwillus, you around?
L2441[20:52:28] <Zorn_Taov> bbiab
L2442[20:53:53] <vox> I feel as if I'm handling this blockstates thing wrong, and that I should handle it at runtime. Is there a way to set the texture of a side at runtime? I read something about IIcon.
L2443[20:55:30] <Zorn_Taov> IIcon is gone
L2444[20:55:57] <Zorn_Taov> there is a way to get them though, try looking through my tesr renderer I linked
L2445[20:56:00] <vox> Okay, time to go do more reading then if I want to do this at runtime. I'm leaning towards vanilla's fence model, where there's 16 options
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L2447[20:56:07] <Zorn_Taov> or through my plank registry in the same mod
L2448[20:56:11] <vox> But I'm trying to avoid that
L2449[20:56:15] <vox> Okay, cool. Thanks!
L2450[20:56:22] <Zorn_Taov> https://github.com/ZornTaov/BedcraftAndBeyond/blob/1.8.9/java/zornco/bedcraftbeyond/client/render/BlockBedRendererTESR.java
L2451[20:56:48] <vox> I really don't want to have a TESR for every one of these blocks :/
L2452[20:57:16] <Zorn_Taov> bbiab
L2453[20:57:18] <vox> k
L2454[20:58:28] <LexMobile> Wht the fuck is ypur bed a tesr?
L2455[20:58:51] <vox> I think that's what he's doing, yes
L2456[21:00:11] <LexMobile> Wow you guys are being dumb.. like really dumb....
L2457[21:01:54] <Zorn_Taov> because I'm saving extra data to my bed
L2458[21:02:03] <masa> what the... a TESR bed? and not even using GlStateManager
L2459[21:02:04] <Zorn_Taov> for example an inventory for drawers under the bed
L2460[21:02:20] <masa> wtf has that to do with using a TESR?
L2461[21:02:30] <LexMobile> Yes.. and... what does that have to do with rendering?
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L2463[21:02:53] <Zorn_Taov> it can also be colored
L2464[21:03:25] <Zorn_Taov> and I didn't want to add bed block states * 16^2
L2465[21:03:27] <LexMobile> Okay why does that need a tesr?
L2466[21:03:42] <LexMobile> Unlisted properties
L2467[21:03:46] <LexMobile> Use them
L2468[21:03:52] <masa> unless the bed is changing textures every couple of seconds or animating, you don't need a TESR
L2469[21:03:55] <Zorn_Taov> I am coloring the bed seperately for the wooden frame, blankets, and sheets/pillow
L2470[21:04:26] <LexMobile> So? Make a multimodel with textured layers... not hard
L2471[21:04:32] <Zorn_Taov> I DID make a rainbow bed that hue shifts through every color
L2472[21:04:57] <LexMobile> Is it animated?
L2473[21:05:41] <Zorn_Taov> the rainbow bed is animated by changing its color, yes
L2474[21:07:27] <LexMobile> If it is then special case that one configuration and then static render the rest
L2475[21:07:41] <LexMobile> Or, animate the texture only like water and fire
L2476[21:08:13] <LexMobile> There are SOOOOOOOOO many downsides to tesrs and SOOOOOO many ways to do it correctly.
L2477[21:08:14] <Zorn_Taov> and while the other colored beds are not animated, it was MUCH easiler to deal with as a TESR. especially because the number of colors of the wooden frame is supposed to match however many types of planks are in the oredict
L2478[21:08:50] <LexMobile> Then just create new models with the peoper uvs for the planks
L2479[21:09:01] <LexMobile> Point is, stop using a tesr
L2480[21:09:08] <Zorn_Taov> though for whatever reason I'm not getting any of the planks that Biomes o plenty adds
L2481[21:09:49] <Zorn_Taov> I'm still having to get the plank texture from the other mods plank block
L2482[21:10:13] <Zorn_Taov> which I got working going from 1.7.10's easier way of asking for the iicon to the new way
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L2484[21:11:58] <LexMobile> There are sprites
L2485[21:12:25] <LexMobile> But there is no way of saying "this is the side texture" because well there cpuld be tons
L2486[21:13:52] <Zorn_Taov> lines 96-115 of that TESR is how I'm getting the texture
L2487[21:15:19] <LexMobile> I didnt say you couldnt hack something together that works some times.
L2488[21:15:40] <LexMobile> What needs to be done is find a standard way of slicing the models... and using that
L2489[21:18:22] <Zorn_Taov> there's still the problem of TESR's getting air blocks instead of the block that is supposed to be there
L2490[21:19:45] <LexMobile> Blame mojang or debug it and figure out wtf is going on
L2491[21:20:39] <LexMobile> Is the entire chunk air? Has the data not been sent? Race condition? Thats fixed by marking your packet as low priority like chunk data is
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L2493[21:21:29] <Zorn_Taov> well, from what's happened so far it's trying to render as the chunk is being loaded
L2494[21:22:48] <Zorn_Taov> right, there's my ride, be back in a half hour and I'll see if I can get that world into a dev environment, or at least see how to reproduce the bug
L2495[21:23:09] <LexMobile> Have fun still flying for another 2 hours
L2496[21:23:24] <LexMobile> Donsome debugging and let me know as you van reproduce.
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L2499[21:30:02] <LexMobile> Oh.. oh... OH GOD! i just read your icon getter code
L2500[21:30:22] <LexMobile> Do you ENJOY making the cpu cry? My GOD!
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L2505[21:38:02] <LexMobile> ..... the more i read your code... the more i cringe, you try and optimize stuff only to screw yourself over invoking it..... whats the point?
L2506[21:38:18] <killjoy> Remember the first rule of optimization. Don't
L2507[21:39:31] <killjoy> http://c2.com/cgi/wiki?RulesOfOptimization
L2508[21:39:59] <LexMobile> https://github.com/ZornTaov/BedcraftAndBeyond/blob/1.8.9/java/zornco/bedcraftbeyond/util/ClientUtils.java someone read that class and tell me im not crazy and its retarded... esp the getResource function and how its used:-)
L2509[21:40:17] <killjoy> I don't understand tabs
L2510[21:40:58] <killjoy> Doesn't anyone care about code aesthetics anymore?
L2511[21:41:47] <LexMobile> If you do one or the other consistantly its fine.
L2512[21:42:06] <LexMobile> I prefer spaces in a monospaced font cuz better
L2513[21:42:55] <killjoy> if tabs size is 4, I can't tell the difference, but in the browser, it's 8
L2514[21:43:14] <killjoy> thank you ?ts=4
L2515[21:43:15] <LexMobile> Ya.. not sure why they do 8 on github
L2516[21:43:27] <Matthew> theres a chrome stylish script to fix that
L2517[21:43:40] <killjoy> or just append ?ts=4 at the end of the url
L2518[21:43:40] <Matthew> that and github wide are awesome
L2519[21:43:51] <LexMobile> I need it as it shows people who fuckup prs with tabs
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L2522[21:46:40] <Matthew> but yeah <3 github wide. https://matthewprenger.com/ss/20160426214601.png
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L2524[21:48:06] <LexMobile> Just for code pages? Ping my desktop with it and ill take a look
L2525[21:49:07] <Matthew> I don't see your desktop in here...
L2526[21:49:33] <Matthew> yeah lexmanos/lexdesktop are both offline
L2527[21:49:44] <LexMobile> ....
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L2529[21:50:00] <LexMobile> Oh well i blame windows updates
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L2533[21:54:07] <capitalthree> public static Color blendColours(Object o0, Object o1)
L2534[21:54:07] <capitalthree> {
L2535[21:54:07] <capitalthree> assert(o0 instanceof Color || o0 instanceof Integer);
L2536[21:54:07] <capitalthree> assert(o1 instanceof Color || o1 instanceof Integer);
L2537[21:54:08] <capitalthree> wat
L2538[21:54:18] <capitalthree> did you know you can put types in the function signature
L2539[21:55:09] <capitalthree> I think you need scala if you want to do this sort of thing. you could use Either types and pattern match on them
L2540[21:55:11] <killjoy> assert is a keyword.
L2541[21:55:37] <killjoy> Just overload the method
L2542[21:55:49] <capitalthree> oh yeah that's another good option
L2543[21:56:03] <capitalthree> and well the problem with assert is it's not compiler checked
L2544[21:56:20] <capitalthree> so adding assert just trades one runtime crash for another one, and only if you run the jvm with asserts turned on :P
L2545[21:56:25] <killjoy> the jre usually ignores assert
L2546[21:56:37] <capitalthree> yes
L2547[21:56:37] <killjoy> don't use them
L2548[21:56:46] <killjoy> Use Preconditions
L2549[21:56:59] <LexMobile> Asserts are also not runtime enforced btw.....
L2550[21:57:07] <killjoy> keep them to tests
L2551[21:57:20] <capitalthree> asserts *can* be runtime enforced
L2552[21:57:23] <capitalthree> it's a jvm flag
L2553[21:57:27] <capitalthree> it's just not default
L2554[21:57:30] <LexMobile> But yes for that... use overloads
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L2556[22:05:29] <Zorn_Taov> back
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L2558[22:07:07] <Zorn_Taov> so why am I making your CPU cry lex, and how do I fix it?
L2559[22:08:35] <LexMobile> Seriously just remove your tesr
L2560[22:09:03] <Zorn_Taov> and replace it with what exactly?
L2561[22:09:12] <LexMobile> And fix all ypur retarded calls to getResource they are both redundant and expensive.
L2562[22:09:23] <LexMobile> Normal block models
L2563[22:10:11] <Zorn_Taov> cant, as the number of wood types that could be applied to the model is dependant on what planks are in the oredict
L2564[22:10:24] <LexMobile> Yes, thats fine
L2565[22:10:28] <LexMobile> You can still do that
L2566[22:10:48] <capitalthree> lex wanna judge my coding next? https://www.refheap.com/118273
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L2568[22:11:18] <Zorn_Taov> and I need a way of getting the icon from said plank to render it on the bottom face and color the frame of the bed to that planks average color
L2569[22:11:29] <LexMobile> Landing now bye bye
L2570[22:11:37] <Zorn_Taov> toodles
L2571[22:11:58] <capitalthree> hehe oh well
L2572[22:12:03] <FusionLord> with the blockstat json can I add multiple submodels?
L2573[22:12:25] <LexMobile> Someone yell at him for me when im gone.
L2574[22:13:17] <FusionLord> let me rephrase that...
L2575[22:13:40] <FusionLord> what does pillar1 and pillar2 mean in the example?
L2576[22:13:58] <FusionLord> are those just any string?
L2577[22:14:06] <Zorn_Taov> yell at who, me? :P
L2578[22:14:27] <killjoy> I'll yell at you
L2579[22:14:28] <killjoy> :p
L2580[22:14:39] <killjoy> Your code has too much vulgar language
L2581[22:14:54] <killjoy> and you're using scala. bad
L2582[22:14:57] <killjoy> um
L2583[22:15:07] <Zorn_Taov> hell no I will not use scala
L2584[22:15:33] <killjoy> oh, kotlin
L2585[22:15:34] <killjoy> ok
L2586[22:15:46] <Zorn_Taov> when scala was first implemented into forge mod development there was no way to compile said code under a windows environment
L2587[22:16:40] <Zorn_Taov> it's fine now, but all the frustration put into trying to compile MPS since it just changed over to use scala put a horrible taste in my mouth
L2588[22:18:25] <killjoy> if only we had redstone 2 then
L2589[22:18:35] <killjoy> it has ubuntu on windows
L2590[22:20:13] <killjoy> So could this cause any problems? I'm wrapping a text component. https://git.io/vwVlc
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L2597[22:33:29] <capitalthree> killjoy: lol
L2598[22:34:00] <capitalthree> I think you clicked my link
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L2601[22:36:29] <capitalthree> killjoy: also regardless of whether or not windows had good tooling in the past, scala is a good language :P
L2602[22:36:49] <killjoy> dissing scala just seems like the thing to do
L2603[22:36:53] <killjoy> nothing personal
L2604[22:36:55] <killjoy> never used it
L2605[22:36:59] <capitalthree> hehe
L2606[22:37:07] <capitalthree> dissing things is fun but you should try it, too ;3
L2607[22:37:20] <capitalthree> or at least kotlin, which is simpler and less intimidating but still a big step up from java
L2608[22:37:31] <LexMobile> Scala is a shit language
L2609[22:37:38] <killjoy> I tried to try xtend
L2610[22:37:39] <capitalthree> haha
L2611[22:37:41] <LexMobile> And we dont discuss languages here.
L2612[22:37:45] <LexMobile> So dont
L2613[22:37:49] <capitalthree> ok
L2614[22:37:57] <capitalthree> want to critique my code? https://github.com/alexbobp/LingeringLoot/blob/master/src/main/kotlin/lingerloot/LingeringLoot.kt
L2615[22:38:02] <killjoy> I thought that was just about rewriting mc in <language>
L2616[22:38:15] *** capitalthree was kicked by LexMobile (nope))
L2617[22:38:22] <LexMobile> That is a different rule
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L2619[22:38:50] <capitalthree> dang, flight was that bad?
L2620[22:39:24] <LexMobile> No it was fine, i just hate language debates
L2621[22:39:33] <capitalthree> I wasn't having a language debate o_o
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L2623[22:39:49] <LexMobile> They acomplish nothing and just devolve into either stupid arguments or repetitive denials
L2624[22:40:02] <capitalthree> earlier you were critiquing someone else's code
L2625[22:40:09] <capitalthree> I didn't know if that was a thing you do, or what
L2626[22:40:10] <capitalthree> I guess not
L2627[22:40:21] <LexMobile> Anyways move on, almost time to get off the flight
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L2633[23:00:20] <killjoy> I don't like uplay
L2634[23:00:34] <killjoy> I failed the login too many times, and now it won't let me create an account
L2635[23:00:45] <killjoy> It says my ip is banned
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L2639[23:18:25] <killjoy> Is there a game library program that will merge all your platforms together? (steam, uplay, origin)
L2640[23:19:44] <killjoy> a quick google brought me to this. https://www.youtube.com/watch?v=07UiS5iAknA
L2641[23:23:36] <barteks2x> When I try to run my mod outside of dev environment I get this: @Mixin target net.minecraft.client.renderer.RenderGlobal was not found cubicchunks.mixins.core.json:MixinRenderGlobal
L2642[23:23:58] <barteks2x> wroong channel
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