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L40[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160429 mappings to Forge Maven.
L41[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160429-1.9.zip (mappings = "snapshot_20160429" in build.gradle).
L42[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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L69[05:47:28] <ghz|afk> WOAH
L70[05:47:29] <ghz|afk> https://twitter.com/jeb_/status/725975250320678912
L71[05:47:54] <ghz|afk> "Auto-jump", and ON by default so people discover it
L72[05:48:37] <Ordinastie_> what is that ? like going up one block high?
L73[05:48:54] <ghz|afk> I presume it jumps for you when you press against a 1-block
L74[05:49:12] <ghz|afk> I guess it's useful for touch
L75[05:53:01] <Ivorius> I thought that was in mobile versions long long ago
L76[05:53:18] <Ivorius> I'm guessing it's just new to PC
L77[05:53:22] <ghz|afk> itwas
L78[05:53:28] <ghz|afk> that's what the tweet says
L79[05:53:40] <ghz|afk> "another feature ported from MC:PE to 1.10" or whatever
L80[05:54:07] <Ivorius> It seems like a small addition
L81[05:54:23] <Ivorius> But personally I think it's gonna affect what people consider to be stairs and/or flat surface a lot
L82[05:54:36] <Ordinastie_> to me, sounds like an annoying feature on PC more than anything else
L83[05:54:49] <ghz|afk> domething else to disable when starting the game
L84[05:54:53] <ghz|afk> like view bobbing
L85[05:55:04] <Ivorius> Bobbing is awesome
L86[05:55:04] <Ordinastie_> i don't disable that
L87[05:55:12] <Ivorius> Do I look like I want to float over the grass?
L88[05:55:20] <ghz|afk> people say that
L89[05:55:36] <Ivorius> Every game ever bobs your arms
L90[05:55:38] <ghz|afk> but, when I walk, I don't feel like I'm bobbing
L91[05:55:40] <Ivorius> Since like 2002
L92[05:55:49] <ghz|afk> the arms, sure
L93[05:55:53] <Ivorius> Yes, the arms
L94[05:55:53] <ghz|afk> it's the camera that annoys me
L95[05:55:58] <Ivorius> The camera doesn't bob
L96[05:56:02] <ghz|afk> it does
L97[05:56:04] <Ivorius> No
L98[05:56:09] <Ivorius> How do you think you can even see
L99[05:56:10] <ghz|afk> it's the whole reason it annoys me
L100[05:56:21] <ghz|afk> that's unrealed
L101[05:56:25] <Ivorius> lol
L102[05:56:27] <ghz|afk> when I walk I don't see my arms
L103[05:56:34] <ghz|afk> unless I purposefully look down
L104[05:56:39] <ghz|afk> and either way
L105[05:56:43] <ghz|afk> I'm not walking when I play mc
L106[05:56:45] <Ivorius> I do, from the edge of my vision
L107[05:56:47] <ghz|afk> so the camera moves, but I don't
L108[05:57:15] <Ivorius> It's a small addition for immersion
L109[05:57:21] <Ivorius> That can be removed in VR
L110[05:57:42] <ghz|afk> that's the issue, for me, it reduces immersion, since it reminds me that *I* am not really moving
L111[05:57:57] <Ivorius> You just want to be a floating camera irl
L112[05:58:06] * ghz|afk facepalms
L113[05:58:10] <Ivorius> It's time to come out as camera-kin
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L115[05:58:24] <ghz|afk> I'm tlaking about ingame, not real life
L116[05:58:26] <ghz|afk> and yes
L117[05:58:37] <ghz|afk> I often would love to be able to move around floating
L118[05:58:40] <ghz|afk> since wlaking is tiring
L119[05:58:50] <Ivorius> Alright, view bobbing does bob the camera
L120[05:58:54] <Ivorius> But it's very minimal
L121[05:59:03] <ghz|afk> enough to annoy me into remembering to turn it off.
L122[05:59:12] <ghz|afk> not just mc
L123[05:59:13] <Ordinastie_> you assume floating wouldn't be even more tiring that walking
L124[05:59:14] <ghz|afk> all games.
L125[05:59:16] <Ivorius> Eh, pretty sure every 1st person game does this
L126[05:59:25] <ghz|afk> yes and every ist person game, I disable it
L127[05:59:28] <ghz|afk> 1st*
L128[05:59:44] <Ivorius> I don't even see the option in most games :P
L129[05:59:53] <ghz|afk> well "every" == the few first-person games I ever play
L130[06:00:00] <ghz|afk> actually
L131[06:00:03] <ghz|afk> I think I play ARK with bobbing
L132[06:00:07] <ghz|afk> doesn't bother me as much in there
L133[06:00:21] * ghz|afk goes check
L134[06:00:39] <ghz|afk> anyhow I do that often enough, that it's a routine
L135[06:00:41] <Ivorius> It's probably really a preference thing
L136[06:00:47] <Ivorius> Depending on how used you are to it
L137[06:00:57] <Ivorius> In real life your view and arms are visible and do bob
L138[06:00:58] <ghz|afk> start new mc profile, disable bobbing, eanble VBOs, set smooth to Minimal
L139[06:01:11] <Ivorius> But it's neutralized by your brain
L140[06:01:14] <Ivorius> Mostly
L141[06:01:18] <ghz|afk> turn brightness to 50%, turn FOV to 85
L142[06:01:30] <ghz|afk> then I can start playing
L143[06:01:47] <ghz|afk> nope I disabled it in ARK, too
L144[06:01:51] <Ivorius> When I play without bobbing it takes me out of the immersion super fast
L145[06:01:58] <Ivorius> It just feels so wrong
L146[06:01:59] <ghz|afk> yeah as you said
L147[06:02:02] <ghz|afk> must be preference
L148[06:02:12] <Ordinastie_> on the other hand, you don't really want to be to close to reality
L149[06:02:20] <ghz|afk> to you, no bobbing feels like you slide on the ground
L150[06:02:22] <Ordinastie_> imagine seen your nose on the screen ><
L151[06:02:31] <ghz|afk> to me, bobbing reminds me that my real body isn't actually moving along with the camera
L152[06:02:50] <Ivorius> Ordinastie_, yeah, because normally you are able to ignore that part
L153[06:02:53] <Ivorius> But pixels are pixels
L154[06:02:59] <Ivorius> In VR that's a whole different story
L155[06:03:12] <ghz|afk> showing your nose on screen would be possible with VR, but not with a screen
L156[06:03:27] <Ivorius> ghz|afk: Maybe I am bobbing with the camera as I play? :D
L157[06:04:03] <ghz|afk> well, if you have a pneumatic chair that simulates inertia
L158[06:04:08] <ghz|afk> maybe bobbing would work there
L159[06:04:08] <ghz|afk> ;p
L160[06:04:26] <ghz|afk> although I have a feeling it owuld only really work if you were riding a horse or vehicle
L161[06:04:31] <ghz|afk> walking would feel off
L162[06:04:56] <Ivorius> Muscles, nerves and the brain all have a lot of interplay
L163[06:05:02] <Ivorius> If one isn't involved it always feels off
L164[06:05:27] <ghz|afk> yeh lots of feedback everywhere
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L166[06:05:51] <ghz|afk> in fact that's why they believe it may be possible to allow paralyzed people to use their limbs again
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L168[06:06:04] <ghz|afk> but using an exoskeleton to move the muscles when they "think" about moving them
L169[06:06:27] <ghz|afk> and causing the combination of activation signals and feedback signals to create a new communication path
L170[06:07:10] <Ivorius> That's what they did with rats
L171[06:07:11] <Ivorius> Yeah
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L174[06:42:28] <ghz|afk> can anyone tell which version of my mod was included in a modpack?
L175[06:42:28] <ghz|afk> http://minecraft.curseforge.com/projects/enderthing/files
L176[06:42:39] <ghz|afk> I think this is the fastest adopted mode I have made so far ;P
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L179[06:50:05] <ghz|afk> mod*
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L190[07:56:47] <Delenas> o/ Could someone help with a blockstates thing? I have https://bitbucket.org/snippets/ostenvighx/868M8 , but it's setting both halves of the bed to have PART=FOOT.
L191[07:58:16] <ghz|afk> cna you show your getStateFromMEta and getMetaFromState?
L192[07:58:45] <Delenas> Don't use meta, it's in a tile.
L193[07:59:27] <Ordinastie_> show full class
L194[07:59:32] <ghz|afk> what
L195[07:59:37] <Ordinastie_> and that still counts
L196[07:59:39] <ghz|afk> but you use setBlockState
L197[07:59:47] <ghz|afk> that info is saved into meta only
L198[07:59:53] <Ordinastie_> setBlockState can only use states that save to meta
L199[07:59:58] <ghz|afk> setBlockState -> getMetaFromState -> world gridsaves the meta value
L200[08:01:38] <Delenas> Oooh. So, I'm not understanding states again. Kay.
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L202[08:02:04] <Delenas> I'll save head/foot in meta then. The color stuff is in the tile and that's set proper.
L203[08:03:31] <masa> well you could use TE for everything, but then you just need to set the data in the TE instead of doing the setBlockState
L204[08:04:10] <LatvianModder> .withProperty() creates a new instance every time?
L205[08:04:17] <Ordinastie_> yes
L206[08:04:23] <LatvianModder> ok, good
L207[08:04:24] <Ordinastie_> well, it doesn't really create it
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L209[08:04:54] <LatvianModder> I thought it always makes a new instance of IBlockState?
L210[08:04:55] <Ordinastie_> but yes, IBlockStates are immutable
L211[08:05:38] <Ordinastie_> IIRC they're created only createBlockState is called, withProperty just retreive the right one off the container map
L212[08:05:42] <masa> doesn't it just get the right instance from the list of all blockstates
L213[08:10:42] <Ordinastie_> btw, is there any reason getBlockState doesn't automatically use getActualState ?
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L215[08:13:28] <ghz|afk> LatvianModder: no, IBlockStates are ALL allocated at init
L216[08:13:35] <ghz|afk> and then eahc state has a list of "neighbour" states
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L219[08:16:57] <LatvianModder> right. so there are never new states created?
L220[08:17:05] <LatvianModder> you basically.. select one from map?
L221[08:17:11] <Ordinastie_> yes
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L224[08:18:23] <LatvianModder> ok, why does minecraft do this? |:I registerBlock(211, "chain_command_block", ...)
L225[08:18:38] <Ordinastie_> what do you mean ?
L226[08:18:52] <LatvianModder> I get that old blocks need compatbilliy with the ids n stuff, but why do new blocks also have integer id?
L227[08:19:07] <LatvianModder> is non-int ids something forge adds?
L228[08:19:17] <Ordinastie_> they are still int ids
L229[08:19:23] <Ordinastie_> that never changed
L230[08:19:27] <LatvianModder> well yes, I know
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L232[08:19:31] <Ordinastie_> what changed is that forge hides them
L233[08:19:33] <LatvianModder> but its generated now
L234[08:19:43] <LatvianModder> so vanilla still uses the same old system?
L235[08:19:44] <Ordinastie_> that's forge
L236[08:19:46] <Ordinastie_> yes
L237[08:19:58] <LatvianModder> .. they could learn from Forge a lot
L238[08:21:19] <ghz|afk> they do
L239[08:21:52] <ghz|afk> you think they would have all the registries they have now without forge?
L240[08:21:53] <ghz|afk> ;P
L241[08:22:05] <Ordinastie_> "all the registries" ?
L242[08:22:20] <ghz|afk> sure, still few compared to what forge makesp ossible
L243[08:22:49] <Ordinastie_> what registries are you talking about ? they have block/item/TESR, but besides that ?
L244[08:22:55] <ghz|afk> potions?
L245[08:23:09] <ghz|afk> sounds?
L246[08:23:56] <ghz|afk> vanilla lets you play custom sounds from resource packs, afaik
L247[08:30:55] <vox> ghz you're not afk again :P
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L254[08:35:10] <Delenas> Also, how would one create a Tile that links to another tile (dummy te)?
L255[08:35:24] <ghz|afk> store the relative offset
L256[08:35:32] <ghz|afk> then when you need the parent, you can use
L257[08:35:52] <ghz|afk> worldObj.getTileEntity(pos.offset(relativeX,relativeY,relativeZ))
L258[08:36:08] <Ordinastie_> do you really need that other tile though ?
L259[08:36:32] <ghz|afk> it's often needed in multiblocks, so that any of the structure blocks can return the inventory and such
L260[08:36:33] <Delenas> Okay, I get that much. But in the createTileEntity, there's no way to grab the other position..
L261[08:36:40] <ghz|afk> not there
L262[08:36:43] <ghz|afk> you assign it AFTER
L263[08:36:51] *** kroeser|away is now known as kroeser
L264[08:37:10] <Delenas> I'm using it as a means to make beds sync easier. Update one block of the bed, updates "all" of them.
L265[08:37:16] <ghz|afk> if it's a multiblock, you should have a method somewhere that assembles the multiblock
L266[08:37:27] <ghz|afk> what do you mean *all*
L267[08:37:30] <Ordinastie_> is that bigger than 2 blocks ?
L268[08:37:31] <ghz|afk> are they adjacent?
L269[08:37:41] <ghz|afk> or you want *ALL* the blocks in the world?
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L272[08:37:56] <Delenas> Yes. But I may have 1x2x2 beds, or more. I wanted to make it headache-less.
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L274[08:39:17] <Delenas> Zorn used to get desyncs because he kept two instances of a bed TE (with color and plank data) and forgot to update one of them. Trying to get rid of that.
L275[08:39:50] <Ordinastie_> you don't need the other TEs
L276[08:41:52] <Delenas> So, if the head has the tile. Part foot says hasTileEntity, and foot returns null in createTileEntity. Would I make a method to get the tile in the bed, that returns the correct one?
L277[08:42:05] <Ordinastie_> yes
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L279[08:42:15] <Ordinastie_> that's what I do for my doors anyway
L280[08:42:57] <barteks2x> I'm wondering if for my cubic chunks mod it would be better if I switched back to some format that you can read without mapdb library (that exists only for java). Would it be better or it doesn't really matter?
L281[08:43:40] <Ordinastie_> why would you change the format ?
L282[08:44:05] <barteks2x> Cuchaz used mapdb library and I currently use the same world saving code. And you can use mapdb only from java.
L283[08:44:17] <barteks2x> Whcih will be pain to get working with mcedit
L284[08:45:10] <barteks2x> and it's essentially one big file, which would break if you have >4GB world on fat32 filesystem
L285[08:45:58] <ghz|afk> soudns like mapdb is a bad format, then
L286[08:46:16] <Ordinastie_> just use MC format
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L288[08:46:42] <ghz|afk> mc format may not be fit for infinite vertical expansion
L289[08:46:57] <Ordinastie_> well obviously you'll have to tweak a bit
L290[08:47:09] <ghz|afk> although
L291[08:47:10] <ghz|afk> hmm
L292[08:47:32] <ghz|afk> the region files are.x.z, maybe you could have a separate region file per vertical layer
L293[08:47:41] <ghz|afk> some "r.x.y.z.mca"
L294[08:47:54] <Ordinastie_> yes, that's what I mean
L295[08:47:57] <ghz|afk> with y=0 being 0..255, y=1 256 to 511
L296[08:47:58] <ghz|afk> etc
L297[08:49:15] <ghz|afk> or take whatever the region files do, and expand the "algorithm" to 3D
L298[08:49:27] <Ordinastie_> no
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L300[08:49:48] <Ordinastie_> you don't want massive files
L301[08:50:07] <ghz|afk> hmm one .mca file has a 32x32 chunk area
L302[08:50:25] <ghz|afk> if chunks are 16 tall, that means one region file already has 16 chunks vertically
L303[08:50:41] <ghz|afk> making it 3D would, at worst, double the size
L304[08:50:46] <ghz|afk> but support more sparseness
L305[08:50:50] <Ordinastie_> what ?
L306[08:51:03] <Ordinastie_> that's doesn't make any sense
L307[08:51:06] <ghz|afk> ?
L308[08:51:22] <Ordinastie_> what do you mean "make it 3D" ?
L309[08:51:24] <ghz|afk> if his cubic chunks are 16x16x16 instead of 16x16x256
L310[08:51:47] <ghz|afk> eh
L311[08:52:01] <ghz|afk> he's doing cubic chunks, so chunks may be loaded and unloaded vertically
L312[08:52:06] <ghz|afk> instead of just horizontally
L313[08:52:14] <barteks2x> the mapdb was chosen bu cuchaz, it works but can't be easly read by anything else
L314[08:52:16] <Ordinastie_> yes, nothing to do with save format
L315[08:52:23] <ghz|afk> so ideally, he wants a storage format that can represent vertical data sparsely too
L316[08:52:29] <barteks2x> I cn easly make format that works simillar to anvil but in 3d
L317[08:52:55] <ghz|afk> the region data files are currently collections of a 32x32 chunk area, in which each chunk may be missing
L318[08:53:07] <barteks2x> And I would probably try to make them 16x16x16 cubes
L319[08:53:07] <masa> I wouldn't save the entire vertical column to the same file, so I'd like something like r.x.y.z.mca
L320[08:53:13] <ghz|afk> IF the cubic chunks are 16x16x16
L321[08:53:21] <ghz|afk> then it may make sense to extend the concept to the Y axis
L322[08:53:29] <ghz|afk> making the region files 32x32x32 cubic chunks
L323[08:53:45] <barteks2x> 32x32x32 chunks may cause region files to be a bit big
L324[08:53:47] <masa> that would be nice
L325[08:53:48] <ghz|afk> since each standard chunk is 256 tall
L326[08:53:56] <ghz|afk> that means a standard chunk is 16 cubic chunks tall
L327[08:53:57] <Ordinastie_> there is no point, just use the same damn format and offset if you have y != 0
L328[08:54:07] <ghz|afk> so as I said
L329[08:54:23] <masa> Ordinastie_: no point? you like to have 100 TB region files?
L330[08:54:27] <ghz|afk> switching from 32x32 columns, to the equivalent 32x32x32 format, would only ever double the size
L331[08:54:28] <barteks2x> I can't use the same format as vanilla for preformance reasons. I need to be able to load and save cube at specific [x, y, z]
L332[08:54:32] <ghz|afk> masa: wat
L333[08:54:39] <Ordinastie_> masa, no, I'm saying to do what you said
L334[08:54:45] <ghz|afk> barteks2x: uh yesyou can
L335[08:54:45] <masa> oh
L336[08:54:54] <Ordinastie_> same format, 32x32x16, for each height layer
L337[08:55:01] <barteks2x> You can't without rewriting the whole vertical chunk to disk
L338[08:55:08] <ghz|afk> not thewhole
L339[08:55:13] <barteks2x> the whole 16 cubes tall section that is
L340[08:55:14] <ghz|afk> just a specific 256-block-tall area
L341[08:55:23] <ghz|afk> which is already how it's done now
L342[08:55:26] <ghz|afk> and there's no issues with it
L343[08:55:33] <barteks2x> so for saving 16 cubes it would mean rewriting it 16 times
L344[08:55:42] <Ordinastie_> and frankly, that's how your chunks should be loaded too
L345[08:55:45] <ghz|afk> no just write all of them in batch
L346[08:56:04] <ghz|afk> the benefit I see
L347[08:56:07] <barteks2x> that's not so easy if players moves up/down relatively slowly
L348[08:56:13] <ghz|afk> would be that if you create a superflat world
L349[08:56:22] <ghz|afk> you'd only store one layer, instead of 16
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L351[08:56:47] <ghz|afk> which may make the file smaller, depending on how compressed it is
L352[08:56:55] <barteks2x> partially doable if I could store cubes filled with one block in compressed form
L353[08:57:21] <barteks2x> I would like to be able to eventually read Robinton's save format
L354[08:57:40] <barteks2x> from MC 1.0.0
L355[08:57:54] <ghz|afk> there is however
L356[08:57:56] <ghz|afk> one massive benefit
L357[08:58:02] <ghz|afk> from using standard region data files
L358[08:58:07] <ghz|afk> importing existing chunks.
L359[08:58:29] <barteks2x> I can actually easly load vanilla format and convert on the fly
L360[08:59:08] <barteks2x> Robinton stored each vertical cube layer in separate region file
L361[08:59:22] <ghz|afk> I recall a warcraft map
L362[08:59:33] <ghz|afk> warcraft recreation, that is
L363[08:59:40] <ghz|afk> that had something that would TP the player to different dimensions
L364[08:59:45] <Ordinastie_> ok, let me be clearer because apparently you don't undesrtand
L365[08:59:46] <ghz|afk> when they went up or down
L366[08:59:53] <Ordinastie_> DO NOT STORE 1 FULL HEIGHT IN 1 FILE
L367[09:00:03] <barteks2x> I don't want to do that
L368[09:00:17] <barteks2x> But currently it stores EVERYTHING in one file, ina database-like format
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L370[09:00:39] <Ordinastie_> don't base your mod on bad code then
L371[09:01:09] <barteks2x> it was definitely easier to port Cuchaz's mod than to start from the scratch
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L373[09:01:43] <barteks2x> The mapdb format is very fast and seems very robust, just incompatible with everything
L374[09:01:47] <Ordinastie_> doesn't mean it's the right thing to do
L375[09:02:57] <barteks2x> I already replaced the whole PlayerManager, and most of the lighting code. The first one was so different from vanilla that I couldn't figure out how to port it to 1.9, and the second was just too broken.
L376[09:04:00] <barteks2x> Now I need to replace save format because apparently mapdb isn't very good for Minecraft (well, it works and it's fast, but there is only one implementation and only in java)
L377[09:04:43] <barteks2x> If I replace the world format, I will also need to do some major refactoring to remove the whole CubeAddress thing.
L378[09:05:02] <barteks2x> which is the root cause of height limit at ~y=8000000
L379[09:05:05] <ghz|afk> barteks2x: got a link to that mapdb format?
L380[09:05:08] <ghz|afk> I'm bored
L381[09:05:15] <ghz|afk> XD
L382[09:05:27] <barteks2x> http://www.mapdb.org/ it's here
L383[09:05:38] <ghz|afk> is it opensource, I mean
L384[09:05:47] <barteks2x> it is, but exists only in java
L385[09:06:12] <ghz|afk> Oh I see, it's not "MapDB" as in "Game maps", but as in "Data Structure DB"
L386[09:06:45] <barteks2x> Ah, it's so easy to get it confused
L387[09:07:01] <ghz|afk> that sounds inefficient for storing voxels :/
L388[09:07:15] <barteks2x> it's stored in compressed NBT format anyway
L389[09:07:16] <ghz|afk> does it have multidimensional sets?
L390[09:07:19] <ghz|afk> wat
L391[09:07:43] <ghz|afk> wiatyou store the chunk contents as an nbt list, at least?
L392[09:07:51] <ghz|afk> not each block as an object, hopefulle
L393[09:07:53] <ghz|afk> hopefully*
L394[09:08:18] <barteks2x> it's stored as byte array in NBT then compressed. Just liek vanilla. And then this is added to MapDB
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L396[09:08:44] <barteks2x> to essentially something like Map<Long, CompressedCubeData>
L397[09:08:46] <ghz|afk> I see
L398[09:08:53] <barteks2x> where Long is cube address
L399[09:08:56] <ghz|afk> so the "rows" of the db are just x,y,z=>data
L400[09:09:18] <barteks2x> that's how it works now.
L401[09:09:45] <barteks2x> I can keep up with loading cubes with render distance ~8 for player falling at terminal velocity
L402[09:11:23] <ghz|afk> that's nice
L403[09:11:28] <barteks2x> without an ssd
L404[09:12:04] <barteks2x> unfortunately worldgen is a few orders of magnitude slower right now
L405[09:12:39] <barteks2x> And now here is the question: is it better to keep this format, or switch to something region-based?
L406[09:13:18] <Wuppy> lol
L407[09:13:19] <Wuppy> https://www.youtube.com/watch?v=aPD5mHnkFqI
L408[09:13:24] <ghz|afk> side question: does anyone here know how the MC:PE storage format works?
L409[09:13:31] <Wuppy> hydraulic pressing dickbutt
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L411[09:14:54] <ghz|afk> Minecraft Pocket Edition uses a completely different format for its saved games. Not much is understood about it yet. As of version 0.9.0 Pocket Edition uses a modified version Google's LevelDB, which uses the Zlib compression format for level storage. Pocket Edition versions 0.8.1 and below uses a modified NBT format which uses little-endian byte order for some files.
L412[09:15:40] <barteks2x> LevelDB? Can it be something simillar to McpDB?
L413[09:15:43] <barteks2x> *MapDB
L414[09:15:51] <ghz|afk> LevelDB is a key-value storage database
L415[09:15:54] <ghz|afk> "nosql"
L416[09:16:06] <ghz|afk> it's basically like mapdb
L417[09:16:08] <ghz|afk> but C/C++
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L419[09:16:44] <ghz|afk> https://github.com/Mojang/leveldb-mcpe
L420[09:16:50] <ghz|afk> mojang has a customized version
L421[09:16:57] <barteks2x> So using MapDB may be a good idea. But it will make it really hard to use from tools like McEdit
L422[09:17:10] <ghz|afk> AND
L423[09:17:10] <ghz|afk> https://github.com/tinfoiled/leveldb
L424[09:17:16] <ghz|afk> LevelDB ported to java
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L426[09:17:44] <barteks2x> also, unlike leveldb, mapdb is thread safe
L427[09:17:47] <ghz|afk> and if one thing can be said of MCPE/Win10, is that worldgen is FAST
L428[09:18:13] <barteks2x> because tehy probably don't use the whole world.setBlockState in populators
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L430[09:18:20] <barteks2x> world.setBlockState is slow
L431[09:18:24] <ghz|afk> possibly
L432[09:19:05] <ghz|afk> 2 seconds.
L433[09:19:08] <ghz|afk> to generate a new world
L434[09:19:11] <ghz|afk> and start playing
L435[09:19:30] <ghz|afk> I guess it's slower on phones
L436[09:19:35] <ghz|afk> but that's what the win10 edition takes
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L438[09:20:25] <barteks2x> performance of worldgen is mostly determined by performance of world.setBlockState. The part before populators is nearly instant.
L439[09:20:50] <barteks2x> at least in vanilla. In cubic chunks - it's not.
L440[09:21:25] <ghz|afk> how does worldgen work with your stuff?
L441[09:21:39] <ghz|afk> how do you decide how far up/down to run the noise functions?
L442[09:22:50] <barteks2x> Currently it works well enough for testing. That's it. Minecraft noise functions are fundamentally broken as I explained before. I generate noise functions just for a specific cube. It's easy to figure out. x/z coord /=4, y coord /= 8
L443[09:23:07] <barteks2x> So I use flow-noise
L444[09:24:09] <barteks2x> andsomething I didn't expect: It most likely reintriduces far lands terrain
L445[09:24:48] <ghz|afk> that didn't answer the question, though: mc normally generates a "spawn region" to have pre-generated area, I was wondering how big your "spawn region" is
L446[09:25:24] <barteks2x> that's a good question
L447[09:25:35] <ghz|afk> specially in the vertical direction ;P
L448[09:25:52] <ghz|afk> vecause if you generate 128 chunks vertically, that's already 8 times more generation work than vanilla does
L449[09:26:43] <barteks2x> (writing answer)
L450[09:27:52] <barteks2x> Cuchaz and Razaekel hacked it together to work well enough in simple cases, and I didn't really try to change it. To generate spawn location it picks random x/z location and starts at some relatively high y (1000 blocks?) and hoes down until it hits cube with blocks. And it checks if player can spawn here. If not, it picks another x/z location. After some limited amount of attempts it gives up and spawns player at
L451[09:27:52] <barteks2x> the top blocks of the last cube it found. And then generates spawn from there.
L452[09:29:51] <barteks2x> and it generates blocks in the same radius as vanilla, it's just a cube
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L454[09:30:59] <barteks2x> Actually, wait
L455[09:31:41] <ghz|afk> uh I just realized something: mc doesn't actually generate 128 chunks at all XD
L456[09:31:42] <barteks2x> It turns out that I don't use the spawnpoint finding code at all. It uses vanilla code for that, so it probably ends up at sealevel and then just spawns player at the top block
L457[09:33:27] <barteks2x> actually, I have no idea why the spawnpoint finding works at all. I didn't touch it. It's just vanilla code
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L459[09:34:17] <barteks2x> so going back to the mapdb format, is it good idea to change it to something else, or better keep it?
L460[09:34:24] ⇨ Joins: Twisted_Code (~macks2008@192.99.124.210)
L461[09:34:42] <ghz|afk> dunno
L462[09:34:51] <ghz|afk> there's pros and cons to both
L463[09:35:04] <FusionLord> anyone know how to capture a blocks drops based on the tileEntity, it seems getDrops is called after the tileEntity has been removed.
L464[09:35:34] <ghz|afk> yes
L465[09:35:35] <ghz|afk> sec
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L468[09:36:10] <FusionLord> and damageDropped doesn't pass getActualState()
L469[09:36:10] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L95,L122
L470[09:36:13] <ghz|afk> like that
L471[09:37:29] <barteks2x> For now I will just keep it. Setting block data from external tools without any library would be certainly incredibly hard anyway (just look at this: https://github.com/Barteks2x/CubicChunks/blob/master/src/main/java/cubicchunks/world/OpacityIndex.java), so a library will be needed anyway.
L472[09:37:30] <FusionLord> ok thanks :)
L473[09:39:13] <barteks2x> skylight synchronization between client and server is going to be a lot of fun
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L475[09:39:47] <barteks2x> Also, I tried to use EnderRift together with Cubic Chunks
L476[09:40:16] <barteks2x> other than sometimes crashing when loading/unloading chunk with the ender rift, it worked
L477[09:40:40] <ghz|afk> heh nice
L478[09:40:58] <ghz|afk> I don't really do anything that should fail there, so far as I know ;P
L479[09:41:00] *** AEnterpriseAFK is now known as AEnterprise
L480[09:41:10] <barteks2x> It crashed with NPE in tile entity code somewhere
L481[09:41:32] <ghz|afk> that's probably an issue that also happens in vanilla randomly
L482[09:41:32] <ghz|afk> ;P
L483[09:41:54] <barteks2x> really? I didn't see it happen in vanilla
L484[09:42:09] <ghz|afk> well I haven't had it happen
L485[09:42:12] <ghz|afk> but then again
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L487[09:42:28] <barteks2x> I probably broke some method in Chunk class
L488[09:42:59] <ghz|afk> I had an issue with one of my mods
L489[09:43:20] <ghz|afk> where a TESR would try to use getBlockState to get some value
L490[09:43:27] <ghz|afk> and it would crash when breaking the lbock or unloading chunksç
L491[09:43:49] <ghz|afk> I don't do that in EnderRift
L492[09:44:01] <ghz|afk> but that doesn't mean there isn't something else I don't handle when unloading
L493[09:44:08] <barteks2x> it was specifically notorious when agfter player died
L494[09:44:18] <ghz|afk> what happens if a ticking entity accesses the world
L495[09:44:26] <ghz|afk> right when its chunk just unloaded?
L496[09:44:36] <ghz|afk> do you crash
L497[09:44:39] <barteks2x> it will probably get null somewhere
L498[09:44:40] <ghz|afk> or return Air?
L499[09:44:43] <barteks2x> or Air
L500[09:44:50] <barteks2x> if it's BlockState
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L502[09:45:10] <barteks2x> but for TileEntities it would just return null
L503[09:45:22] <barteks2x> same as vanilla
L504[09:45:46] <barteks2x> I generally try to keep the behavioor as close to vanilla as possible
L505[09:46:19] <barteks2x> inclusing firing Forge events in many places
L506[09:46:37] <ghz|afk> yeah so it could still be bad code on my part
L507[09:46:44] <ghz|afk> which happens to not crash in forge/vanilla
L508[09:47:23] <barteks2x> It also may be just the way GeneratorPipeline works in cubic chunks
L509[09:47:26] ⇨ Joins: Jezza (~Jezza@92.206.5.6)
L510[09:48:24] <barteks2x> There is GeneratorPipeline because worldgen has 5 stages here
L511[09:52:46] <barteks2x> java.lang.NoClassDefFoundError: scala/actors/threadpool/Arrays what the hell? how? I don't use scala
L512[09:52:59] <PaleoCrafter> but you're using its Arrays class :P
L513[09:53:00] <PaleoCrafter> don't
L514[09:53:08] <Dark> Looking for testers https://twitter.com/DarkGuardsman/status/726059980508553218
L515[09:53:29] <Dark> barek2x, most likely mistake import I do it all the time
L516[09:53:33] <barteks2x> damn idea imports...
L517[09:53:51] <diesieben07> disable imports from scala.* :D
L518[09:53:54] <Dark> if you have a multi-module setup, just remove the scala module from the export to next project list
L519[09:53:58] *** cpw|out is now known as cpw
L520[09:54:03] <Dark> or that
L521[09:55:32] <barteks2x> The worst thing is that such mistake ends up working in dev environment
L522[09:56:44] <Dark> automated build, deploy, and test servers :)
L523[09:56:58] <Dark> always useful to setup scripts that can ensure that mod functions
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L525[09:57:30] <Intektor> I can't get my enchantment in an enchantment table
L526[09:57:32] <Dark> https://travis-ci.org/
L527[09:57:44] <Intektor> but it is registered in the enchantment registry
L528[09:59:07] <barteks2x> it finally works outside of dev :D
L529[09:59:16] ⇨ Joins: Fye (~Fye@dynamic-adsl-78-13-101-123.clienti.tiscali.it)
L530[10:00:35] <barteks2x> anyone wants to test it?
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L535[10:08:44] <barteks2x> Would it be a good idea to make a [WIP] thread for my mod on mcf now?
L536[10:14:58] <Intektor> no one uses minecraftforum
L537[10:15:29] <barteks2x> so what people use? I seriously don't know.
L538[10:15:49] <Intektor> curse.com
L539[10:18:10] <barteks2x> I didn't know that almost everyone uses it now. Last time I was there it didn't seem like something a lot of people use.
L540[10:18:56] <Intektor> well, I get over 10.000 downloads on my mods there, while on minecarftforum I get 30
L541[10:19:52] <barteks2x> So I should probably a least make experimental project there.
L542[10:20:07] <Intektor> what is your mod status right now?
L543[10:20:12] <Intektor> is your mod finished?
L544[10:20:14] ⇨ Joins: agowa338 (~Thunderbi@p54918FEF.dip0.t-ipconnect.de)
L545[10:20:34] <Intektor> what is your mod about?
L546[10:20:35] <Wuppy> can someone recommend a fun tv show to watch?
L547[10:20:37] <barteks2x> Nowhere near finished, but runs and doesn't crash for no reason
L548[10:20:49] <Wuppy> I'm almost done with How I Met Your Mother and I need to find a new one
L549[10:20:51] <Wuppy> which is not easy :V
L550[10:21:09] <Intektor> bojack horseman
L551[10:21:13] <Ordinastie_> what kind ?
L552[10:21:20] <Wuppy> I'm sorry, but that's terrible Intektor
L553[10:21:37] <Ordinastie_> sitcom ?
L554[10:21:38] <Intektor> well, you have to like that kind of humor probably :D
L555[10:21:45] <Wuppy> Ordinastie_, anything that's fun to watch
L556[10:21:56] <Wuppy> I've enjoyed HIMYM as well as stuff like south path etc.
L557[10:21:58] <barteks2x> It may never be actually finished, if I will be the only develper of it
L558[10:21:59] <Ordinastie_> currently watching Parks and Recreation
L559[10:22:01] <Intektor> you want humor?
L560[10:22:12] <Ordinastie_> that's pretty good
L561[10:22:17] <Xilef11> I'm trying to render the enchantment effect over a block (TESR), but I'm having problems getting it to blend properly
L562[10:22:18] <Intektor> because the walking dead is also really good
L563[10:22:19] <Wuppy> yep, I want something to laugh about
L564[10:22:26] <Intektor> hm..
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L566[10:22:29] <Wuppy> walking dead isn't humor though :P
L567[10:22:33] <Intektor> yeah
L568[10:22:40] <Wuppy> well, unless you've got some really, really weird kind of humor xD
L569[10:23:12] <Ordinastie_> or The Office if you haven't watched it yet
L570[10:23:16] <Ordinastie_> definitely
L571[10:23:31] <Wuppy> ugh I don't like dutch netflix at times :V
L572[10:23:40] <Wuppy> not ont here
L573[10:23:42] <barteks2x> Intektor, you asked what mod it is, it's cubic chunks mod
L574[10:24:00] <Wuppy> nor is friends or two and a half men
L575[10:24:01] <Ordinastie_> Wuppy, neither ?
L576[10:24:04] <Intektor> if its not finished don't realease it, people hat unfinished mods
L577[10:24:32] <Wuppy> nope, parks and recreation isn't on there either
L578[10:24:40] <barteks2x> the problem is that it may never be actually finished if I will be the only developer. There is so much work to be done that it will take forever
L579[10:24:54] <Ordinastie_> I assume you already watched TBBT
L580[10:25:20] <Wuppy> TBBT?
L581[10:25:26] <Ordinastie_> The Big Bang Theory
L582[10:25:31] <Wuppy> yeap
L583[10:25:38] <Ordinastie_> Californication ?
L584[10:25:50] <Wuppy> I can probably co-narrate most of those episodes
L585[10:25:53] <Intektor> well, then don't develop such a mod
L586[10:25:58] <Intektor> if you can't finish it
L587[10:26:00] <Wuppy> Californication is great :)
L588[10:27:01] <Ordinastie_> that's pretty much all I've got about "funny" shows
L589[10:27:06] <barteks2x> I'm trying to make it work as well as possible, and I may get something that works well enough if there are no other mods loaded within several months. Is there curse equialend of WIP thread of mcf?
L590[10:27:09] <Wuppy> isn't House funny?
L591[10:27:25] <Ordinastie_> some parts are
L592[10:27:36] <Ordinastie_> definitely worth watching if you haven't yet
L593[10:28:24] <Xilef11> I'm trying to render the enchantment effect over a block (TESR), but I'm having problems getting it to blend properly
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L595[10:28:40] <FusionLord> is this not valid? "transform": { "rotation": { "x": 45, "y": 45, "z": 45}, "scale": 0.5 }
L596[10:30:46] <Wuppy> Ordinastie_, I'll download The Office and Parks to see if they're good
L597[10:31:03] <Wuppy> but first, 2 more episodes ^____^
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L599[10:31:46] <barteks2x> Intektor, the goal of cubic chunks mod is already achived, now I'm working on making vanilla features working. After skylight and worldgen is sorted out - it will be mostly bugfixes. And I want to know if there is some place where I can put some information about work-in-progress mod
L600[10:31:49] <FusionLord> is there documentation on the transform tag for blockstates?
L601[10:32:39] <Intektor> dude you dont have to convince me about your mod, just release it or don't, this is your decition
L602[10:32:49] <fry> FusionLord: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L603[10:32:52] <Delenas> barteks2x, you could always try curseforge. Most people use that anyway.
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L605[10:33:06] <Intektor> I don't know, I finish my mods before releasing them, but I am pretty sure you can find that out
L606[10:35:15] *** Vigaro is now known as V
L607[10:35:34] <barteks2x> I don't want to release it at this point, I want to have some place to put information about work-in-progress mod. That's it. If there is no such place - I will just keep it on github until it's finished
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L609[10:39:37] <FusionLord> can someone take a look at this for me? cannnot load variant [facing=north,item=true,level=diamond] https://gist.github.com/FusionLord/640632347ba297ccdddb88b28ff165b1
L610[10:44:31] ⇨ Joins: Baughn (~Baughn@madoka.brage.info)
L611[10:45:11] <Delenas> FusionLord, add facing up/down?
L612[10:45:38] <Baughn> Hi. I'm wondering if you could point me at the right place for counting forced/loaded chunks?
L613[10:45:44] <Baughn> (Ideally both, separately.)
L614[10:45:53] <FusionLord> no the facing is horizontal only
L615[10:46:23] <FusionLord> public static PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);
L616[10:47:00] <FusionLord> I mean it looks like all the required parts are there http://puu.sh/oA8gF/dfcf4908ad.png
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L618[10:47:49] <Delenas> Indeed. Not sure.
L619[10:48:28] <FusionLord> nevermind... that is for a different json that i haven't gotten to yet :/
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L621[10:48:43] * Baughn supposes ForgeChunkManager.getPersistentChunks will work.
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L623[10:54:22] <Delenas> Is there a reason an ItemBlock implementing IItemColor would not be calling its method? Do I need to register that?
L624[10:54:40] <DovahOfKiin> What are the slot ids of the hotbar and the inventory?
L625[10:55:48] <Delenas> Dovah, 0-8. If you're in a container, it's shifted by the number of slots registered before the player inventory.
L626[10:56:30] <Delenas> Pretty sure player.mainInventory holds all those slots, though, if you need a loop.
L627[10:57:29] <barteks2x> I think I really should stop working on the cubic chunks mod completely, I will probably never finish it.
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L630[11:09:57] <FusionLord> this loads and i don't get the broken model, but it doesn't work, i've also tried without "root-" https://gist.github.com/FusionLord/717a91d31c69ca1cf2d6c2734137f02f
L631[11:12:04] <ghz|afk> uh it shouldbe
L632[11:12:07] <ghz|afk> "transform": {
L633[11:12:11] <ghz|afk> "<perspective": {
L634[11:12:14] <ghz|afk> ...
L635[11:12:15] <ghz|afk> }
L636[11:12:15] *** Kodos|Zzz is now known as Kodos
L637[11:12:15] <ghz|afk> }
L638[11:12:16] <ghz|afk> like
L639[11:12:25] <ghz|afk> "transform": { "firstperson": {} }
L640[11:12:55] *** ghz|afk is now known as gigaherz
L641[11:16:03] <FusionLord> its valid, but didn't change anything
L642[11:16:56] <FusionLord> but for now I must go, Work YAY -.-
L643[11:17:47] <Delenas> giga: Howdo IItemColor
L644[11:17:53] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L645[11:19:56] <gigaherz> Delenas: each layer# of builtin/generated corresponds to one tintIndex of the same number
L646[11:20:19] <gigaherz> or for 3d models, the tintIndex would be in the "elements" array stuff
L647[11:20:35] <Delenas> Specifically, registration. Method implemented but not being called?
L648[11:21:11] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/client/ClientProxy.java#L86
L649[11:21:25] <gigaherz> are you giving it the actual items that should use it, in the registration call?
L650[11:21:45] <gigaherz> brb
L651[11:23:41] <Delenas> I have IItemColor implemented on an ItemBlock, was trying to register it. Do I need to just pass both params as the item instance?
L652[11:24:51] *** kroeser|away is now known as kroeser
L653[11:25:14] <Wuppy> ugh why is my pile of shame not geting any smaller :<
L654[11:25:47] <Ordinastie_> are you talking about your porn folder ?
L655[11:25:58] <Wuppy> worse, my steam list :P
L656[11:26:45] *** V is now known as Vigaro
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L658[11:28:32] <gigaherz> that can't possibly get smaller?
L659[11:28:36] <gigaherz> you cna't un-buy games
L660[11:28:37] <gigaherz> ;P
L661[11:28:54] <gigaherz> (well not unless you jsut bought them andp layed less than 2 hours and such)
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L663[11:29:21] <Wuppy> well I have a category for old games which I keep closed, all games in there I considere gone
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L665[11:29:43] <gigaherz> oh
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L669[11:34:29] <Delenas> You too, Wuppy?
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L671[11:34:46] <Wuppy> I have 434 things in my steam library atm....
L672[11:35:00] <Wuppy> and I say "things" because there's a lot of beta, mac etc. crap
L673[11:35:19] <Wuppy> but even then, 350+ games I guess
L674[11:35:26] <PaleoCrafter> Delenas, was that a historical reference now? :P
L675[11:35:46] <Delenas> ?
L676[11:35:52] <Delenas> Probably not.
L677[11:35:59] <PaleoCrafter> nvm then :P
L678[11:36:08] <Wuppy> having 70+ hours in Factorio doesn't help with decreasing my pile either though :P
L679[11:36:22] * Delenas goes back to trying to figure out why Mojang is making dynamic coloring broken.
L680[11:36:25] <PaleoCrafter> https://en.wikipedia.org/wiki/Et_tu,_Brute%3F 6 years of learning Latin must be have tainted me
L681[11:36:26] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c020:a4b3:9a47:3b23:841d)
L682[11:36:51] <Delenas> Shit. I study Latin, I should have known that.
L683[11:37:01] <PaleoCrafter> lol
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L686[11:39:47] <Delenas> Also, damn all these declensions and 'ixes.
L687[11:40:07] <PaleoCrafter> lol
L688[11:40:21] <PaleoCrafter> there are languages with more :P
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L691[11:48:30] <FallingD> how do i apply an opacity to a string when drawing it on the screen?
L692[11:48:43] * Delenas facedesk. Nope, colors elude them.
L693[11:50:41] <FallingD> so it is impossible to fade out a string
L694[11:52:01] *** amadornes is now known as amadornes[AFK]
L695[11:52:40] <killjoy> It is
L696[11:52:42] <killjoy> I've done it
L697[11:53:19] <killjoy> overlay opacity to 0xff000000
L698[11:54:46] ⇦ Quits: Wastl2 (~Wastl2@x4e3524be.dyn.telefonica.de) (Quit: Lost terminal)
L699[11:54:59] <killjoy> https://git.io/vwXt1
L700[11:55:05] <killjoy> FallingD ^
L701[11:55:17] <killjoy> see line 104 for usage
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L703[11:55:46] <FallingD> thanks!
L704[11:57:22] <Delenas> killjoy, have you poked at IItemColor yet? 1.9.
L705[11:57:33] <killjoy> nope
L706[11:57:41] <killjoy> I haven't really touched 1.9 yet
L707[11:57:53] <Ordinastie_> Delenas, just register your implementation for your item
L708[11:58:07] <killjoy> Is IItemColor forge or vanilla?
L709[11:58:12] <Delenas> This is what I'm asking people. Hooooow.
L710[11:58:16] <gigaherz> Delenas: did my working example not help?
L711[11:58:20] <gigaherz> killjoy: vanilla
L712[11:58:28] <gigaherz> it's 1.9's way to have item/block tints
L713[11:58:31] <Ordinastie_> Delenas, how what ?
L714[11:58:39] <gigaherz> Delenas: I gave you a link
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L716[11:58:57] <Delenas> gigahertz, I put it in a class and registered an instance of said class. Nope, not working.
L717[11:58:57] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/client/ClientProxy.java#L52
L718[11:59:35] <gigaherz> not just the instance, you also need to give the register method the list of items that use that color handler
L719[11:59:54] <killjoy> If only lambdas got reobfed, right?
L720[11:59:59] <gigaherz> yeh
L721[12:00:26] <tterrag> go fix it yourself :P
L722[12:00:44] <killjoy> I don't know where to star
L723[12:00:46] <killjoy> *t
L724[12:00:54] <Delenas> https://bitbucket.org/snippets/ostenvighx/x6xzK
L725[12:00:57] <williewillus> IItemColor is vanilla, basically the only thing thats happened is that colorMultiplier and getColorFromItemStack got split into a separate interface
L726[12:01:17] <gigaherz> allows sharing their implementation across many classes, without requiring inheritance
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L728[12:02:13] <gigaherz> Delenas: is it a builtin/generated?
L729[12:02:16] *** Vigaro is now known as V
L730[12:02:25] <gigaherz> because being a rug
L731[12:02:28] <gigaherz> I assume the answer is "no"
L732[12:02:34] <gigaherz> in which case
L733[12:02:34] <Delenas> Yuh. It is.
L734[12:02:44] <gigaherz> it is?
L735[12:03:03] <williewillus> wat
L736[12:03:03] <Delenas> Yup.
L737[12:03:10] <williewillus> builtin/generated for a block?
L738[12:03:24] <gigaherz> ah "rugItem"
L739[12:03:48] <williewillus> well for builtin/generated items the third parameter of IItemColors.getColorFromItemStack
L740[12:03:53] <williewillus> corresponds to the layers
L741[12:04:13] <Delenas> Yeah.
L742[12:04:19] <gigaherz> Delenas: client proxy's init phase?
L743[12:04:31] <williewillus> *second
L744[12:04:35] <Delenas> That has to be in init?
L745[12:04:38] <gigaherz> yes
L746[12:04:50] <gigaherz> preinit is too early for that
L747[12:04:52] <williewillus> BlockColors and ItemColors don't exist til init iirc
L748[12:05:00] <williewillus> ?
L749[12:05:13] <gigaherz> I think getMinecraft() doesn't even work yet
L750[12:05:17] <killjoy> Well they ARE in the init package
L751[12:05:18] <gigaherz> in preinit
L752[12:05:50] <williewillus> preinit is called before startGame
L753[12:05:52] <williewillus> i think
L754[12:06:16] <Delenas> Testing.
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L757[12:08:10] <Delenas> yup, that did it.
L758[12:08:12] <Delenas> Herp.
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L762[12:12:01] <DovahOfKiin> Delenas, I have a GuiContainer with one slot
L763[12:12:14] <DovahOfKiin> I registed that slot with id 0
L764[12:12:25] <DovahOfKiin> what slots am I to register the hotbar and inv as?
L765[12:12:59] <Intektor> look at the furnace
L766[12:13:17] <Delenas> Also, question. There was a thing where you didn't need to specify common/client/server proxy in an annote by making it a single class. Where was the changelog for that?
L767[12:13:30] <gigaherz> DovahOfKiin: the number isn't an id you give
L768[12:13:31] <williewillus> uhh wat
L769[12:13:34] <gigaherz> it's the number of the slot in that inventory
L770[12:13:38] <williewillus> Delenas: no such thing exists
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L772[12:13:47] <gigaherz> new Slot(inv, 0) means "make a slot from the first entry in the inventory
L773[12:14:06] <gigaherz> Delenas: I have never seeen that
L774[12:14:12] <williewillus> so you would also do new Slot(player inv, 0 ... 27 or whatever)
L775[12:14:12] <gigaherz> and I started my first mod back in 1.4.7
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L777[12:14:22] <williewillus> he probably means *that* annotation
L778[12:14:26] <williewillus> which is NOT appropriate
L779[12:14:27] <williewillus> for this case
L780[12:14:30] <Delenas> @SidedProxy.
L781[12:14:31] <williewillus> :P
L782[12:14:35] <williewillus> wat
L783[12:14:42] <williewillus> you have to specify the proxy class when using that
L784[12:15:02] <gigaherz> that's the whole purpose of the annotation
L785[12:15:02] <gigaherz> @SidedProxy(clientSide = "gigaherz.enderthing.client.ClientProxy", serverSide = "gigaherz.enderthing.server.ServerProxy")
L786[12:15:10] <Delenas> Ah, never mind.
L787[12:15:20] <Delenas> It would make more work anyway.
L788[12:15:32] <gigaherz> the whole point of proxies
L789[12:15:40] <gigaherz> is that you can reference client-only or server-only classes
L790[12:15:45] <gigaherz> that is, classes that only exist in one jar
L791[12:15:51] <gigaherz> without the mod failing to load in the opposite jar
L792[12:16:05] <gigaherz> because proxy instantiation is done through reflection
L793[12:16:19] <Delenas> * because magic
L794[12:16:30] <gigaherz> the opposite proxy is never referenced
L795[12:16:31] <williewillus> eh I'd say sidedproxy
L796[12:16:38] <williewillus> is one of the less magical annotations :P
L797[12:16:49] <gigaherz> reflection isn't magic
L798[12:17:01] <gigaherz> Class.fromName(clientSide()).newInstance()
L799[12:17:03] <williewillus> event handlers are pretty magic
L800[12:17:05] <gigaherz> ;P
L801[12:17:07] <Delenas> I kid. I use reflection all the time.
L802[12:17:42] <Delenas> Hell, I'm using it in Gemstones for abilities.
L803[12:18:00] <Ordinastie_> you say that like it's a good thing...
L804[12:18:03] <williewillus> ^
L805[12:18:05] <williewillus> it's not :P
L806[12:18:25] <williewillus> also if its happening often and java 7+ use methodhandles
L807[12:19:07] <Delenas> You'll pry 7 from cold hands, at least until 8 support really hits.
L808[12:19:24] <Delenas> Too many nice things.
L809[12:19:27] <williewillus> methodhandles are in 7
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L814[12:30:48] <williewillus> whats the difference between lgpl 2.1 and 3?
L815[12:30:53] <williewillus> just curious
L816[12:31:27] <gigaherz> LGPL is a list of exceptions to GPL
L817[12:31:35] <gigaherz> LGPL 2.1 is a list of exceptions to GPL2
L818[12:31:41] <gigaherz> LGPL 3 is a list of exceptions to GPL3
L819[12:31:53] <williewillus> okay then what's the difference between 2 and 3 lol
L820[12:32:45] <gigaherz> http://programmers.stackexchange.com/questions/189668/lgpl-2-1-vs-lgpl-3-0-advantages-and-disadvantages
L821[12:33:31] <gigaherz> https://www.quora.com/What-are-the-major-differences-between-GNU-LGPL-v3-and-v2-1
L822[12:34:22] <gigaherz> apparently the differences are mostly in which licenses can be used together with LGPL code
L823[12:38:41] <DovahOfKiin> I overrode isItemValidForSlot in my TE, but I can still place items which return false for the method. What could I have done wrong?
L824[12:39:12] <diesieben07> isItemValidForSlot is not checked by the Slot by default
L825[12:39:17] <diesieben07> you have to make a custom Slot class
L826[12:39:26] <williewillus> <also use caps>
L827[12:39:56] <DovahOfKiin> Then what's the point of the method?
L828[12:40:20] <williewillus> checked by automation
L829[12:40:23] <diesieben07> hoppers and other automation
L830[12:40:23] <williewillus> but as i said use caps
L831[12:40:36] <DovahOfKiin> what are caps?
L832[12:40:41] <williewillus> capabilities
L833[12:40:47] <williewillus> IINventory in mod code needs to die asap :P
L834[12:40:50] <DovahOfKiin> I don
L835[12:40:56] <DovahOfKiin> don't* know what that it
L836[12:40:57] <DovahOfKiin> is*
L837[12:42:02] <gigaherz> are you at least modding on 1.8.9+?
L838[12:42:08] <DovahOfKiin> yes
L839[12:42:22] <gigaherz> good, then instead of implementing IInventory in your TE
L840[12:42:31] <gigaherz> override getCapability and hasCapability
L841[12:42:46] <gigaherz> and keep around an ItemStackHandler to hold your items
L842[12:43:07] <DovahOfKiin> Why not go the normal method?
L843[12:43:15] <gigaherz> it's poorly designed
L844[12:43:17] <Delenas> This -is- the normal method now.
L845[12:43:26] <gigaherz> and doesn't work well for certain mod use cases
L846[12:43:33] <gigaherz> so a complete replacement is now added by forge
L847[12:43:40] <gigaherz> and all the vanilla code has been patched to prefer it
L848[12:43:46] <Delenas> You start to use it. You'll find it's quite nice.
L849[12:44:09] <williewillus> botania eliminated about 500+ loc inv boilerplate from switching to it lol
L850[12:44:20] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L851[12:44:21] <williewillus> probably more than 500
L852[12:44:32] <williewillus> also this https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L853[12:44:33] <gigaherz> williewillus: you said you had a more in-depth explanation of capabilities?
L854[12:44:36] <gigaherz> ah there it is
L855[12:44:37] <gigaherz> XD
L856[12:45:45] <williewillus> a big chunk of that ahs to do with writing your own capabilities
L857[12:45:48] <williewillus> so feel free to skim over
L858[12:45:58] <williewillus> its good knowledge to have either way
L859[12:46:04] <gigaherz> yeh
L860[12:46:37] <tterrag> williewillus: I don't think you eliminated inventory boilerplate, but more like all the crap that mojang added to IInventory boilerplate :P
L861[12:46:40] <Delenas> Still waiting for FluidHandler.
L862[12:46:51] <tterrag> like I said, IInventory should have been named "IMojangTileEntity" in 1.8
L863[12:46:57] <gigaherz> XD
L864[12:47:02] <DovahOfKiin> Okay I'll go through it
L865[12:47:03] <williewillus> yeah I got rid of more in ProjectE
L866[12:47:06] <tterrag> it was no longer for inventories
L867[12:47:24] <Delenas> IHoldItemsAndThings
L868[12:47:24] <williewillus> alch bags are absolutely beautiful in PE 1.9 with caps
L869[12:47:27] <DovahOfKiin> but for now, I'll use the old system
L870[12:47:35] <DovahOfKiin> My custom slot overrode the method
L871[12:47:38] <tterrag> Delenas: except not really
L872[12:47:42] <gigaherz> my ender-chest mod is really nice and concise :D
L873[12:47:53] <tterrag> because it also had methods for naming, locking, and other crap unrelated to inventories
L874[12:47:57] <Delenas> Dovah: There's a SlotItemHandler
L875[12:48:00] <Delenas> Please switch.
L876[12:48:07] <gigaherz> getCapability { return InventoryManager.get(world).getInventory(id); }
L877[12:48:13] <williewillus> the only problem I have with IItemHandler right now
L878[12:48:15] <williewillus> is this https://github.com/MinecraftForge/MinecraftForge/issues/2740
L879[12:48:20] <williewillus> i might make a PR for it
L880[12:48:29] <gigaherz> yeah
L881[12:48:42] <gigaherz> IItemHandler#getMaxStackSize would be nice
L882[12:48:52] <tterrag> which takes an int param of course
L883[12:48:58] <DovahOfKiin> Delenas, what do I do with this class?
L884[12:49:03] <DovahOfKiin> Which method am I to call and where?
L885[12:49:06] <DovahOfKiin> or override
L886[12:49:08] <williewillus> read my gist
L887[12:49:21] <gigaherz> tterrag: int param? for slot-dependant limits?
L888[12:49:41] <williewillus> int slot :P
L889[12:49:53] <williewillus> yeah ItemStackHandler already has this method
L890[12:49:59] <williewillus> it just needs to be pulled up to the interface
L891[12:50:01] <gigaherz> DovahOfKiin: whereyou had new Slot(), use new SlotItemHandler()
L892[12:50:05] <gigaherz> where you had "extends Slot"
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L894[12:50:05] <Delenas> Dovah: Make a class, implement IItemHandler. Copy the javadoc.
L895[12:50:09] <Delenas> It explains a lot.
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L897[12:50:16] <gigaherz> use "extends SlotItemHandler" -- and fixup the constructor accordingly
L898[12:50:23] <williewillus> Delenas: uh no
L899[12:50:24] <gigaherz> not really rocket science ;P
L900[12:50:30] <williewillus> you shouldn't need to implement IItemHandler manually
L901[12:50:34] <williewillus> that leaves you no better than ebfore
L902[12:50:38] <gigaherz> unless you have special needs ;P
L903[12:50:40] <williewillus> usually extend ItemStackHandler
L904[12:50:52] <DovahOfKiin> gigaherz, and then how would I block out certain items?
L905[12:50:59] <DovahOfKiin> override isItemValid?
L906[12:51:10] <williewillus> override insertItem/extractItem
L907[12:51:15] <williewillus> if its valid call super
L908[12:51:19] <williewillus> if not return null/stack
L909[12:51:35] <gigaherz> this is how you make a TE with item handler:
L910[12:51:36] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/0aef61adf573784612f53a2b585db84fdac21b95/src/main/java/gigaherz/enderRift/blocks/TileGenerator.java#L36,L53
L911[12:51:46] <gigaherz> markDirty is a method in the TE
L912[12:51:53] <gigaherz> called thanks to the magic of inner classes
L913[12:52:43] <gigaherz> it even has an example of how to only accept burnables
L914[12:53:21] <DovahOfKiin> well
L915[12:53:32] <DovahOfKiin> I was happy today I learnt a new thing, about IInventories
L916[12:53:38] <DovahOfKiin> but looks like that's obsolete now
L917[12:53:39] <DovahOfKiin> haha
L918[12:53:44] <gigaherz> so you learned two things!
L919[12:53:50] <gigaherz> the second one being that they are obsolete ;P
L920[12:53:56] <williewillus> lol
L921[12:53:59] <DovahOfKiin> ;-;
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L923[12:54:21] <williewillus> gona make a pr for that issue since I have some free time rn :P
L924[12:54:36] <gigaherz> :)
L925[12:54:57] <DovahOfKiin> alright before I start reading that gist the williewillus linked
L926[12:55:06] <DovahOfKiin> can someone just define "capability"?
L927[12:55:15] <williewillus> I define that within the first 30 lines of that gist
L928[12:55:22] <DovahOfKiin> oh lol k
L929[12:55:39] <williewillus> heh I was close
L930[12:55:47] <williewillus> beginning to end of "Terms and Definitions" is 25 lines
L931[12:56:10] <Delenas> But. Where do the items go
L932[12:56:19] <williewillus> wat
L933[12:56:23] <DovahOfKiin> What exactly does "functionality you want to expose" mean?
L934[12:56:30] <williewillus> exactly
L935[12:56:30] <DovahOfKiin> what does expose mean here
L936[12:56:31] <williewillus> that
L937[12:56:35] <williewillus> expose to the public
L938[12:56:49] <williewillus> look at the examples
L939[12:57:23] <williewillus> for example for inventoryes your Capability Interface is IItemHandler
L940[12:57:27] <williewillus> look at that in your IDE
L941[12:57:42] <gigaherz> DovahOfKiin: capability == "attachable feature"
L942[12:57:51] <gigaherz> you have an object that supports capabilities
L943[12:57:55] <gigaherz> means you can attach things to it
L944[12:58:10] <DovahOfKiin> so basically add new features to it
L945[12:58:22] <gigaherz> yes, without having access to the code
L946[12:58:33] <Wuppy> holy crap... Secret Hitler is a difficult game
L947[12:58:36] <Delenas> [13:55:07] [Client thread/ERROR]: MultiModel minecraft:builtin/missing is empty (no base model or parts were provided/resolved) // it would be nice if this told me WHERE this was happening
L948[12:58:37] <williewillus> after you finish terms and defs skip down to "Making things have your capability" (which I just changed "your" -> "a" because it doesn't have to be yours)
L949[12:58:37] <Wuppy> but also really really fun
L950[12:58:40] <gigaherz> you CAN do it in your own objects
L951[12:58:44] <gigaherz> which allows some extra flexibility
L952[12:58:50] <gigaherz> but you can also attach them to other people's objects
L953[12:59:07] <DovahOfKiin> idk why this kinda reminds me of reflection
L954[12:59:11] <gigaherz> common use case:
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L956[12:59:20] <gigaherz> you can attach Capabilities to players and other entities
L957[12:59:24] <gigaherz> to, for example,
L958[12:59:32] <gigaherz> keep track of how much "mana" a player has, in a magic mod
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L960[12:59:53] <gigaherz> or to add custom slots, such as you'd have in Baubles
L961[12:59:56] <DovahOfKiin> gotcha
L962[13:00:07] <DovahOfKiin> basically add new stats or properties
L963[13:00:10] <DovahOfKiin> or even functions
L964[13:00:14] <williewillus> yup
L965[13:00:18] <gigaherz> but the primary use that forge provides for you
L966[13:00:20] <gigaherz> is IItemHandler
L967[13:00:30] <gigaherz> which is an automation-oriented interface
L968[13:00:39] <williewillus> so in the specific case of IItemHandler (inventory) the stacks are separate from whatever TE/entity/whatever they're attached to
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L970[13:00:45] <Delenas> Pipes, hoppers, etc.
L971[13:00:47] <williewillus> mostly
L972[13:00:56] <gigaherz> as an exmaple
L973[13:01:03] <gigaherz> I just created an ender chest mod a few days ago
L974[13:01:18] <gigaherz> https://github.com/gigaherz/Enderthing
L975[13:01:27] <gigaherz> ( http://minecraft.curseforge.com/projects/enderthing )
L976[13:01:34] <gigaherz> the "shared inventory
L977[13:01:43] <gigaherz> exposes itself as an IItemHandler
L978[13:01:56] <LatvianModder> looks cool
L979[13:01:59] <gigaherz> which means all my shared chest has to do is:
L980[13:02:18] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/TileEnderKeyChest.java#L107
L981[13:02:22] <LatvianModder> wait, so if my tileentity is IItemHandler, with capability...
L982[13:02:26] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/TileEnderKeyChest.java#L70
L983[13:02:29] <LatvianModder> That means hoppers wont work on it?
L984[13:02:35] <williewillus> no
L985[13:02:36] <gigaherz> no, hoppers were patched
L986[13:02:42] <williewillus> then it would be pointless :P
L987[13:02:47] <williewillus> vanilla was patched to fully support caps
L988[13:02:52] <LatvianModder> lets check...
L989[13:02:59] <williewillus> which is just exposing cap wrappers on everything
L990[13:03:00] <gigaherz> I did
L991[13:03:01] <gigaherz> extensively
L992[13:03:04] <gigaherz> while developing this mod
L993[13:03:04] <gigaherz> XD
L994[13:03:05] <williewillus> + hopper and dropper
L995[13:03:25] <gigaherz> before I even created a gui for it
L996[13:03:30] <gigaherz> I set up two pairs of chests
L997[13:03:37] <gigaherz> with two hopper inputs
L998[13:03:39] <gigaherz> two hopper outputs
L999[13:03:47] <gigaherz> and two dropper circuits spitting the items out
L1000[13:03:54] <gigaherz> and I tested that everything I dropped would come out
L1001[13:03:59] <gigaherz> and that it would come out from the right place
L1002[13:04:00] <gigaherz> ;P
L1003[13:04:00] <williewillus> I assume its still okay to break binary 1.9 compat
L1004[13:04:04] <LatvianModder> Im looking at TileEntityHopper.transferItemsOut() and dont see anything capability related...
L1005[13:04:06] <williewillus> since no rb yet
L1006[13:04:11] <williewillus> LatvianModder: it got reidrected
L1007[13:04:11] <gigaherz> I think so
L1008[13:04:12] <williewillus> completely
L1009[13:04:31] <williewillus> trust me they patchedf it lol
L1010[13:04:34] <gigaherz> although maybe lex disagrees
L1011[13:04:37] <gigaherz> and you have to wait for 1.9.3
L1012[13:04:38] <gigaherz> ;P
L1013[13:04:49] <williewillus> LatvianModder: first line of transferItemsOut
L1014[13:04:51] <gigaherz> but you'll have the code ready so /shrug
L1015[13:04:55] <williewillus> theres a forge hook
L1016[13:04:57] <williewillus> :P
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L1018[13:05:09] <LatvianModder> ooh, I see now
L1019[13:05:10] <PaleoCrafter> hm... gigaherz, for automating private stuff, couldn't you create some sort of 'interface' blog that requires an ID card or something of that sort? and obviously only the player for that chest can issue it
L1020[13:05:24] <gigaherz> PaleoCrafter: I did
L1021[13:05:28] <gigaherz> it's in a branch
L1022[13:05:31] <PaleoCrafter> ah :D
L1023[13:05:37] <gigaherz> I had some issues and I flippsed the table
L1024[13:05:41] <LatvianModder> but how do guis now work?
L1025[13:05:41] <gigaherz> and decided to revisit later
L1026[13:05:41] <gigaherz> ;P
L1027[13:05:46] <gigaherz> flipped*
L1028[13:05:55] <gigaherz> LatvianModder: same as always
L1029[13:06:02] <LatvianModder> gonna browse your enderchest source..
L1030[13:06:04] <gigaherz> juist SlotItemHandler in place of Slot
L1031[13:06:08] <gigaherz> just*
L1032[13:06:12] <gigaherz> feel free
L1033[13:06:19] <LatvianModder> ah, ok, cool
L1034[13:06:20] <PaleoCrafter> 'Temp work', 'More WIP code'
L1035[13:06:29] <PaleoCrafter> use descriptive commit messages, go dammit :P
L1036[13:06:31] <gigaherz> yes frustration doesn't help me with commit names
L1037[13:06:47] <gigaherz> when I'm frustrated like that
L1038[13:06:48] <LatvianModder> one thing that really bothers me... only ItemSword blocks creative block damage.. and no way to override it >.<
L1039[13:06:55] <LatvianModder> minecraft has waaay too many hardcoded things
L1040[13:06:57] <gigaherz> I commit so that I don't lose whatever little progress I made
L1041[13:06:58] <gigaherz> ;P
L1042[13:07:13] <PaleoCrafter> Heh
L1043[13:07:18] <gigaherz> I have burned myself by not doing so
L1044[13:07:23] <gigaherz> and then ending up with useless stuff
L1045[13:07:25] <gigaherz> that I have to redo
L1046[13:07:27] <PaleoCrafter> I normally rely on IDEA's local history :P
L1047[13:07:58] <PaleoCrafter> saved my ass more often than I'd like to admit
L1048[13:08:03] <gigaherz> one of the issues with the branch
L1049[13:08:09] <gigaherz> is that it replaces the private chest system
L1050[13:08:14] <gigaherz> from being a player-bound capability
L1051[13:08:20] <LatvianModder> aw, why dont you use item models in blockstates? :/
L1052[13:08:32] <gigaherz> to being in the global inventory manager (WorldSavedData)
L1053[13:08:41] <gigaherz> LatvianModder: what?
L1054[13:08:50] <gigaherz> Oh
L1055[13:09:02] <gigaherz> you mean why I didn't use blockstate json filesfor the items
L1056[13:09:06] <gigaherz> tbh
L1057[13:09:10] <gigaherz> I'm trying to move away from that
L1058[13:09:17] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/blockstates/modules.json
L1059[13:09:32] <LatvianModder> why?
L1060[13:09:38] <williewillus> huh
L1061[13:09:46] <LatvianModder> is that gonna be removed later or what?
L1062[13:09:49] <williewillus> no
L1063[13:09:49] <gigaherz> no
L1064[13:10:05] <williewillus> ive explained before why i dont like it but dont feel like doing it again xD
L1065[13:10:07] <williewillus> anyhow
L1066[13:10:09] <PaleoCrafter> you could rework it in such a way that private inventories aren't necessarily player-specific but just are accessible to a set of UUIDs
L1067[13:10:15] <williewillus> ItemStackHandler's getSlotLimit takes a slot and a stack
L1068[13:10:16] <williewillus> hm
L1069[13:10:20] <gigaherz> PaleoCrafter: so I was saying
L1070[13:10:22] <PaleoCrafter> that way, you can easily implement groups as well
L1071[13:10:23] <gigaherz> I did exactly that
L1072[13:10:25] <PaleoCrafter> yeah :P
L1073[13:10:33] <gigaherz> InventoryManager -> global
L1074[13:10:44] <LatvianModder> so basically... I should go back to model for each item / block? :P
L1075[13:10:47] <gigaherz> InventoryManager -> Map<UUID, inv> playerbound
L1076[13:11:06] <gigaherz> but that means ALL inventory data is loaded, always.
L1077[13:11:13] <gigaherz> even if the player isn't online
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L1080[13:11:28] <PaleoCrafter> that sort of is a necessity if it is to be automated
L1081[13:11:35] <gigaherz> yeah
L1082[13:11:49] <gigaherz> it's ugly
L1083[13:11:52] <gigaherz> but I "accepted" the need
L1084[13:11:57] <gigaherz> so I did the work
L1085[13:12:02] <williewillus> is this a good way to retrofit the second method (which was already there)
L1086[13:12:03] <williewillus> https://gyazo.com/99bc18d324f2a772b515078b4e95f1f9
L1087[13:12:04] <gigaherz> butthen after getting the models working
L1088[13:12:04] <PaleoCrafter> although, you could do it like those player-bound chunk loaders
L1089[13:12:10] <williewillus> second method was stack.getMaxStackSize
L1090[13:12:13] <gigaherz> the second annoyance
L1091[13:12:17] <gigaherz> was the facings of the blocks
L1092[13:12:20] <gigaherz> I copied from the enderchest
L1093[13:12:25] <gigaherz> and it used 3 bits for facing
L1094[13:12:35] <gigaherz> in getMetaFromState
L1095[13:12:43] <gigaherz> just never used thevalues for up/down ¬¬
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L1097[13:12:53] <PaleoCrafter> lol
L1098[13:12:53] <gigaherz> but in order to have 3 chest states
L1099[13:13:00] <gigaherz> "public, private, playerbound"
L1100[13:13:06] <gigaherz> I needed 2 bits of state instead of 1
L1101[13:13:12] <gigaherz> which meant I had to change the meaning of the metadata
L1102[13:13:39] <gigaherz> so I got that working, too
L1103[13:13:51] <gigaherz> but when it was time to put it all together and actually test it
L1104[13:13:55] <gigaherz> it wasn't working, at all
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L1106[13:14:02] <gigaherz> chests went *somewhere*
L1107[13:14:05] <gigaherz> but I couldn't figure out where
L1108[13:14:07] <gigaherz> eh
L1109[13:14:08] <gigaherz> items*
L1110[13:14:20] <gigaherz> opening the chest didn't show the right inv or something
L1111[13:14:24] <gigaherz> so I ragequit in frustration
L1112[13:14:36] <gigaherz> I may revisit this weekend
L1113[13:14:59] <gigaherz> talking about this made me realize it wasless bad than my memory made it to be
L1114[13:14:59] <gigaherz> XD
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L1116[13:15:35] <gigaherz> I blame my ear infection
L1117[13:16:13] * gigaherz has had an ear infection for over a week
L1118[13:16:30] <gigaherz> ear drops didn't work, so the doctor gave me antibiotic pills to take
L1119[13:16:48] * fry mixed a show with an ear infection once
L1120[13:16:51] <fry> was fun :D
L1121[13:17:13] <gigaherz> lol
L1122[13:17:59] <gigaherz> thankfully it's external (ear canal), and not an innerear infection
L1123[13:18:03] <williewillus> uhhhh crap
L1124[13:18:11] <gigaherz> I had a double inner ear infection once
L1125[13:18:16] <williewillus> accidentally added a crapton of world saves and stuff to my commit
L1126[13:18:19] <gigaherz> after going to a (poorly trated?) water park
L1127[13:18:26] <williewillus> how do I reset to previous commit and retain working set? .-.
L1128[13:18:31] <gigaherz> one of the worst times of my life
L1129[13:18:37] <gigaherz> right there with tooth ache
L1130[13:18:42] <PaleoCrafter> oh yeah, gigaherz, had that once too
L1131[13:19:05] <gigaherz> williewillus: "ammend last commit"
L1132[13:19:08] <PaleoCrafter> caused by a pool
L1133[13:19:08] <gigaherz> wait
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L1135[13:19:10] <gigaherz> stash first
L1136[13:19:14] <gigaherz> ammend last commit
L1137[13:19:16] <gigaherz> then stash pop
L1138[13:19:36] <williewillus> cant i just delete all the extra stuff and amend?
L1139[13:19:52] <gigaherz> you wnat to keep the changes you made afterward, though?
L1140[13:19:56] <gigaherz> so you'll have to stash them first
L1141[13:20:04] <gigaherz> stash save
L1142[13:20:09] <gigaherz> then stash pop after you are done ammending
L1143[13:20:33] <gigaherz> unless you want your working changes to get mixed into the ammend
L1144[13:20:40] <williewillus> ?
L1145[13:20:47] <williewillus> i mean I already committed
L1146[13:20:57] <gigaherz> oh you have OTHER changes on top of that one?
L1147[13:21:01] <PaleoCrafter> the bad thing was, we were on vacation in Italy without really speaking the language, the doctor could hardly help us and I my body didn't bode very well with the antibiotics, to say the least :/
L1148[13:21:03] <gigaherz> eh
L1149[13:21:09] <gigaherz> create branch from the commit you want to ammend
L1150[13:21:13] <williewillus> 1.9 HEAD <- [My commit with IItemHandler changes + a world save and crapton of logs]
L1151[13:21:16] <williewillus> I want to reset to 1.9 head
L1152[13:21:22] <williewillus> but keep the changes I made in the working copy
L1153[13:21:23] <gigaherz> wat
L1154[13:21:31] <gigaherz> that's exactly what I'm telling you!
L1155[13:21:42] <gigaherz> git stash save
L1156[13:21:46] <gigaherz> to backup the working copy
L1157[13:22:04] <williewillus> i have no further changes in working copy
L1158[13:22:16] <williewillus> I basically want to pop the last commit back into the working copy
L1159[13:22:20] <gigaherz> then
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L1161[13:22:30] <gigaherz> git reset --mixed origin/1.9
L1162[13:22:41] <gigaherz> git reset --mixed "origin/1.9"
L1163[13:22:42] <gigaherz> or whatever
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L1165[13:22:56] <gigaherz> but
L1166[13:23:05] <williewillus> nice, thanks
L1167[13:23:07] <gigaherz> if you use a gui tool
L1168[13:23:11] <gigaherz> you can just use the "ammend" option
L1169[13:23:21] <gigaherz> fix the commit
L1170[13:23:23] <gigaherz> then re-commit
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L1174[13:29:13] <williewillus> $ labels add 2774 Feature
L1175[13:29:14] <Actuarius> Added labels [Feature] for issue 2774; new labels: [Feature].
L1176[13:29:24] <williewillus> $ labels add 2773 Bug
L1177[13:29:24] <Actuarius> Added labels [Bug] for issue 2773; new labels: [Bug].
L1178[13:29:35] <williewillus> $ labels add 2767 Bug
L1179[13:29:36] <Actuarius> Added labels [Bug] for issue 2767; new labels: [Bug].
L1180[13:29:38] <masa> a simple "git reset HEAD~" will move the branch pointer to the previous commit and keep all the files in the working directory untouched
L1181[13:30:22] <masa> and it will also reset the index to that previous commit's state
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L1183[13:31:01] <masa> reset --soft would only move the branch pointer and not touch the index nor the working dir
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L1194[13:40:37] <Delenas> Okay, I have a bit of an odd issue now.
L1195[13:41:08] <Delenas> chunk.setBlockState() in WorldServer is failing. The blockstate seems completely valid.
L1196[13:41:19] <gigaherz> failing how?
L1197[13:41:29] <Delenas> As in, refusing to turn air into a bed block.
L1198[13:42:23] <FallingD> killjoy, i've trying to implement your method of fading out text however i can't get it to work
L1199[13:42:26] <FallingD> my code, https://gist.github.com/ItzSkillz/80828b3e85c224b5a976fb9cdc78864b
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L1201[13:45:37] <tterrag> lol...that method of generating an int color
L1202[13:46:14] <tterrag> 0xFFFFFF | ((int) (alpha * 255) << 24)
L1203[13:47:09] <LatvianModder> er... why not just 0xFF000000 | color?
L1204[13:47:32] <tterrag> did you read hsi code?
L1205[13:47:35] <FallingD> was following killjoys method, https://github.com/killjoy1221/TabbyChat-2/blob/master/src/main/java/mnm/mods/tabbychat/gui/ChatArea.java#L154-L174
L1206[13:47:47] <LatvianModder> oh MY GOD
L1207[13:48:03] <LatvianModder> ever heard of 0xFFFFFFFF? :P
L1208[13:48:11] <FallingD> -_-
L1209[13:48:12] <LatvianModder> its 100% alpha, white color
L1210[13:48:54] <FallingD> yh ik that
L1211[13:49:06] <FallingD> so what am i doing wrong?
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L1214[13:52:10] <Delenas> It seems to fail whenever I try to set the FACING property.
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L1217[13:53:18] <tterrag> FallingD: are you sure your alpha is actually lowering?
L1218[13:53:45] <Delenas> https://bitbucket.org/snippets/ostenvighx/EK5aM
L1219[13:53:55] <tterrag> Delenas: define fail
L1220[13:54:18] <Delenas> As in, any time I try to set the facing property when placing the bed down, it does not place the bed at all.
L1221[13:54:26] <FallingD> yes i am using to calculate the alpha from the timer is (1/x) +1
L1222[13:54:48] <tterrag> FallingD: no. PROVE it is going down. print it out or use a debugger
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L1224[13:54:59] <FallingD> i have done that
L1225[13:56:16] <FallingD> it starts at just below 1 and goes down to 0
L1226[13:56:56] <tterrag> print out your color
L1227[13:57:00] <tterrag> use Integer.toHexString
L1228[13:57:27] <tterrag> it should be something like 0xA4FFFFFF
L1229[13:57:32] <tterrag> where the first two digits change
L1230[13:58:41] <tterrag> FallingD: where is your code running from?
L1231[13:59:14] <FallingD> it is being triggered by the RenderGameOverlay event
L1232[13:59:22] <tterrag> which type?
L1233[14:00:07] <tterrag> try OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
L1234[14:00:12] <tterrag> after enabling blend
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L1236[14:03:02] <masa> Delenas: which of your properties are stored in meta at the moment?
L1237[14:03:37] <Delenas> Same as bed. Facing, Occupied, Head/Foot
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L1239[14:05:02] <Delenas> It's not the TE either- tested without that.
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L1241[14:06:29] <FallingD> tterrag, i did some more testing it seems like my alpha is going down but the actual color is going down at first but then comes back up again
L1242[14:08:39] <DovahOfKiin> I can't understand a single bit about the capabilities system
L1243[14:09:15] <FallingD> oh and type the experience bar (so it is being drawn just after the experience bar is finished drawing
L1244[14:10:08] <masa> DovahOfKiin: basically it gets rid of the need to implement dozens of interfaces in the TE class, and allows adding new capabilities to existing TE's
L1245[14:10:32] <masa> and it works for other things too, like entities and ItemStacks
L1246[14:10:48] <masa> are you trying to use it for inventories in TEs?
L1247[14:11:16] <DovahOfKiin> yes
L1248[14:11:33] <DovahOfKiin> but I want to learn about it in general too
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L1250[14:12:57] <masa> so to get an inventory to your TE, you only need to override the hasCapability() and getCapability() methods in the TE
L1251[14:13:02] <masa> like so: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityEnderUtilitiesInventory.java#L98-L118
L1252[14:13:53] <masa> and then you need an implementation of IItemHandler, for example the ItemStackHandler() that you keep areound, which is the class that actually stores the items in your TE
L1253[14:13:59] <Zaggy1024> huh... so the section of a block that's activated is sent truncated down to 0.0625 increments? that's a bit disappointing
L1254[14:14:32] <gigaherz> hm?
L1255[14:14:35] <masa> where?
L1256[14:14:52] <gigaherz> I just implemented something with hitX/Y/Z, and I'm fairly certain it isn't
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L1258[14:15:00] <Zaggy1024> I mean in the packet sent to the server
L1259[14:15:07] <Zaggy1024> I just looked at the packet code just now :P
L1260[14:15:09] <gigaherz> oh server-side, no idea
L1261[14:15:25] <gigaherz> that's 1/16 right?
L1262[14:15:28] <Zaggy1024> yea
L1263[14:15:40] <gigaherz> so the client sends activation by doing (int)(hit*16)
L1264[14:15:44] <gigaherz> ;P
L1265[14:15:46] <masa> does the server not check the look vector?
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L1267[14:23:25] <Zaggy1024> nope
L1268[14:23:36] <tterrag> gigaherz: mind helping me figure out how I'm gettring an "undefined reference" to a function that is defined just above the one that is erroring? O.o
L1269[14:23:36] <Zaggy1024> at least I assume not
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L1271[14:23:50] <Zaggy1024> because if it did then there would be a sync problem because it doesn't send the pitch and yaw
L1272[14:24:18] <tterrag> because sending 12 bits is much less expensive than sending 96 bits
L1273[14:24:33] <tterrag> and player hits happen a lot
L1274[14:25:03] <gigaherz> tterrag: paste? ;P
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L1276[14:25:17] <LatvianModder> there cant be multiple inventories on one tile entity, right?
L1277[14:25:22] <tterrag> warning: unfinished code http://pastebin.com/KJM0yr71
L1278[14:26:01] <tterrag> In function `ZN8ToolFill12mousePressedE15ListenerContextIN2sf5Event16MouseButtonEventEE': 'ToolFill::floodFill(std::vector<glm::tvec2<float, (glm::precision)0>, std::allocator<glm::tvec2<float, (glm::precision)0> > >, sf::Vector2<unsigned int>, int, int, glm::tvec4<float, (glm::precision)0>)'
L1279[14:26:05] <tterrag> it's a mess -_-
L1280[14:26:30] <killjoy> That's a method name..
L1281[14:26:55] <gigaherz> uhhh
L1282[14:26:57] <tterrag> killjoy: linker names
L1283[14:27:05] <gigaherz> tterrag: it's looking fora method inside ToolFill
L1284[14:27:09] <gigaherz> not a function
L1285[14:27:21] <gigaherz> void floodFill is not namespaced inside ToolFill
L1286[14:27:22] <killjoy> but you said it was a function
L1287[14:27:28] <gigaherz> did you mean to write
L1288[14:27:33] <gigaherz> void ToolFill::floodFill
L1289[14:27:39] <tterrag> ffff yes
L1290[14:28:00] <tterrag> how did I not see that -_-
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L1292[14:30:38] <Delenas> It's just the facing state. Everything else works fine. wtf. x.x
L1293[14:32:31] <Delenas> State created fine, properties registered fine. It's just the world buggering up somehow.
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L1297[14:38:54] <masa> LatvianModder: with capas you can have a separate inventory exposed for each side of the block
L1298[14:39:24] <masa> and obviously internally there are no real limits
L1299[14:39:25] <LatvianModder> I guess so, yeah
L1300[14:40:39] <gigaherz> more common use for the sides is to have sub-inventories, so that each side gets a specific subset of theslots
L1301[14:40:50] <gigaherz> but passing "null" gets all of them ,for internal purposes such as GUI
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L1306[14:49:25] <diesieben07> gigaherz, just saying, that is not always what null means
L1307[14:49:40] <diesieben07> an implementor can choose to give you nothing for null
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L1312[15:05:27] <gigaherz> diesieben07: true
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L1318[15:16:16] <LatvianModder> interesting.. seems like every blockstate.json now requires a "normal":[{}]
L1319[15:16:25] <LatvianModder> worked prefectly fine without it in 1.8.9...
L1320[15:17:21] <gigaherz> hm?
L1321[15:17:34] <gigaherz> I haven't had to change any blockstates file between 1.8.9 and 1.9
L1322[15:17:43] <LatvianModder> my block models just refuse to work properly >.<
L1323[15:18:26] <LatvianModder> basic tutorials it is
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L1326[15:25:23] <LatvianModder> megaderp. all fixed :D
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L1328[15:25:35] <Nitrodev> never trust basic tuts
L1329[15:25:49] <LatvianModder> nah, it was my fault
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L1332[15:25:59] <LatvianModder> one wrong line and all block models are broken :P
L1333[15:27:30] <gigaherz> LOL https://twitter.com/FF_XIV_EN/status/725943612538650624
L1334[15:30:52] <LatvianModder> "Now kiss" xD
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L1337[15:39:15] <Forecaster> what is the second parameter (int) in createNewTileEntity?
L1338[15:39:21] <Forecaster> (1.7.10)
L1339[15:40:27] <diesieben07> don't use that method.
L1340[15:40:38] <diesieben07> do not extend BlockContainer and/or implement ITileEntityProvider
L1341[15:40:43] <diesieben07> override hasTileEntity and createTileEntity
L1342[15:40:51] <diesieben07> they have properly named parameters as well.
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L1344[15:41:13] <Forecaster> what do I extend/implement instead then?
L1345[15:41:31] <diesieben07> Block
L1346[15:41:36] <Forecaster> oh, okay
L1347[15:41:39] <diesieben07> those are methods in the Block class
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L1349[15:44:37] <Forecaster> hasTileEntity is marked as deprecated
L1350[15:44:53] <diesieben07> there are 2
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L1352[15:45:47] <Forecaster> ah, one takes metadata?
L1353[15:45:53] <diesieben07> yes
L1354[15:46:18] <Forecaster> oh okay, forge adds that one I guess
L1355[15:46:28] <diesieben07> it adds both, one is old
L1356[15:46:32] <Forecaster> ah
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L1358[15:49:04] <AKTheKnight> I'm getting a fun I'm getting a fun noSuchMethodException trying to setup a config gui: https://gist.github.com/AKTheKnight/e95fecc404fb12b189ff4d2d463cd90e Any ideas?
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L1360[15:49:49] <tterrag> java.lang.NoSuchMethodException: com.aktheknight.instaboom.ConfigGUI.<init>(net.minecraft.client.gui.GuiScreen)
L1361[15:49:56] <tterrag> do you have that constructor?
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L1363[15:51:15] <Forecaster> If I want pipes and such to be able to insert/extract items I need to return an inventory size of at least 1 right? Even if the block is only a relay?
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L1365[15:51:51] <tterrag> or you could be clever and return the inventory you are "relaying" to
L1366[15:52:00] <AKTheKnight> Ahh I see my mistake. I just pulled the constructor from the parent. My fault
L1367[15:52:49] <tterrag> it's ok. reflection based APIs are dumb :P
L1368[15:53:09] <diesieben07> yep
L1369[15:53:22] <diesieben07> when forge can at some point finally use java 8 we need to replace all those with constructor references
L1370[15:53:33] <tterrag> there's no good reason for config GUIs to be initialized with reflection
L1371[15:54:04] <tterrag> other than "everything needs to be stuffed into @Mod"
L1372[15:54:17] <diesieben07> yea
L1373[15:54:42] <AKTheKnight> Well, now I managed to make a simple config gui work. I think it's time to attack the bagginses config *gulp*
L1374[15:56:03] <tterrag> it's usually just as simple as stuffing all your config properties into it
L1375[15:56:55] <AKTheKnight> yeah it was for the first try. But I want to redo the whole config too, it has some interesting blacklist vs whitelist effects once you add things to the config
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L1378[16:00:14] <Forecaster> you mean get the actual size from the relay target?
L1379[16:01:00] <tterrag> no I mean literally expose the relay target's inventory as your own
L1380[16:01:36] <Horfius> How do you get a player's uuid from their name?
L1381[16:01:49] <tterrag> why do you have their name in the first place?
L1382[16:01:55] <tterrag> !xy
L1383[16:02:28] <Forecaster> hm, that should work I suppose
L1384[16:02:54] <Forecaster> I was just going to call insert/extract methods in the controller class
L1385[16:02:54] <Horfius> It's just a question. Can you answer it?
L1386[16:02:58] <diesieben07> no.
L1387[16:03:04] <tterrag> no.
L1388[16:03:08] <diesieben07> it depends on what you are doing what the answer is
L1389[16:03:21] <Horfius> I'm not using it to store anything if that's what you're thinking
L1390[16:03:28] <diesieben07> so its user input?
L1391[16:03:34] <Horfius> Yes
L1392[16:03:36] <diesieben07> ok
L1393[16:03:51] <tterrag> I believe there is a world username lookup
L1394[16:03:57] <tterrag> only works for online players of course
L1395[16:03:58] <diesieben07> MinecraftServer#getPlayerProfileCache().getGameProfileForUsername
L1396[16:04:06] <tterrag> that as well
L1397[16:04:11] <Horfius> Okay thanks
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L1400[16:07:26] <Forecaster> ooh, there are inventory classes
L1401[16:07:37] <Forecaster> I was just going to use a list of ItemStacks
L1402[16:08:38] <Forecaster> can I use those as-is without overriding anything?
L1403[16:11:06] <Forecaster> what the heck is boolean field_94051_e though
L1404[16:11:08] <Forecaster> oO
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L1407[16:13:06] <tterrag> !gf 94051
L1408[16:13:12] <tterrag> don't use that
L1409[16:13:21] <Forecaster> !gf 94051
L1410[16:13:26] <tterrag> use ItemSTackHandler
L1411[16:13:37] <Forecaster> oh, hascustomname
L1412[16:14:46] <Forecaster> is that a class?
L1413[16:15:35] <tterrag> I'm looking at it right now
L1414[16:15:48] <tterrag> just use getCapability on whatever you are relaying to
L1415[16:15:54] <Forecaster> I don't see it
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L1418[16:16:53] <tterrag> then you are really out of date
L1419[16:16:55] <tterrag> and you should update
L1420[16:17:01] <Forecaster> I'm on 1.7
L1421[16:17:10] <Forecaster> .10
L1422[16:18:17] <tterrag> -_-
L1423[16:18:27] <tterrag> and you didn't think to lead with the fact that you are 2 major versions behind?
L1424[16:18:31] <tterrag> then whatever just use IInventory
L1425[16:18:52] <Forecaster> I said that when I asked my first question
L1426[16:19:12] <Forecaster> which was a bit before you started writing things
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L1429[16:21:22] <Nosirrom> Entity.shouldDismountInWater always returns true if entity is instanceof EntityLivingBase. is there an existing way in 1.9 to control whether an entity dismounts in water?
L1430[16:21:50] <gigaherz> control externally?
L1431[16:22:17] <Nosirrom> the entity riding controls it.
L1432[16:22:37] <Nosirrom> in onEntityUpdate
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L1434[16:27:00] <gigaherz> oh I see
L1435[16:27:19] <gigaherz> you could make a PR with a new hook
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L1437[16:31:41] <Nosirrom> I was afraid of that. Time to try to write some non-hacky code then
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L1447[16:57:20] <Nosirrom> Actually I have been looking at this code more closely and either I'm confused or it's a bug
L1448[16:58:06] <Nosirrom> I override shouldDismountInWater on a boat to return false and it is never called, but still dismounts the rider.
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L1462[17:53:42] <williewillus> $ labels add 2772 "Vanilla Bug"
L1463[17:55:15] <mezz> beep boop label it yourself boop
L1464[17:55:22] <williewillus> lol
L1465[17:55:36] <williewillus> but idk how they let this issue past https://github.com/MinecraftForge/MinecraftForge/issues/2772
L1466[17:55:47] <williewillus> if the stack has a stack count or damage bar it just turns ugly opaque
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L1469[17:56:18] <mezz> I guess there are no vanilla stacking items that can attack?
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L1471[17:56:32] <williewillus> only thing in vanilla that uses it is ender pearls
L1472[17:56:38] <mezz> ah
L1473[17:57:01] <mezz> yeah dunno, they have lots of less cosmetic things to worry about
L1474[17:57:20] <williewillus> i know but you know how I hate aesthetic bugs xD
L1475[18:01:45] <Nosirrom> I thought onEntityUpdate controlled when an entity dismounted underwater, but since I overwrote that and removed the dismounting part for an entity, it still dismounts underwater
L1476[18:02:11] <williewillus> try breakpointing on the dismount method and see where it's coming from
L1477[18:03:03] <Nosirrom> actually calling super may have explained that bit
L1478[18:03:09] <williewillus> :P
L1479[18:06:20] <masa> there are a few rendering issues in vanilla...
L1480[18:06:51] <masa> another one in 1.9 is the Elytra becoming transparent/translucent when you don't have anything in your hand
L1481[18:07:00] <masa> and it may need to be enchanted too
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L1483[18:09:25] <gigaherz> we need some sort of item that when you use it, it pushes you up a bit
L1484[18:09:34] <gigaherz> (and uses it up in the process)
L1485[18:09:44] <williewillus> pushes you up?
L1486[18:09:45] <williewillus> like how
L1487[18:09:51] <williewillus> just a kncokback upwards?
L1488[18:09:54] <gigaherz> speedY += N
L1489[18:10:15] <gigaherz> maybe an item with durability instead
L1490[18:10:16] <williewillus> what for?
L1491[18:10:20] <gigaherz> elytra ofc
L1492[18:10:24] <masa> Punch II bow
L1493[18:10:27] <williewillus> build a slime block launcher
L1494[18:10:31] <williewillus> and yeah punch bow :P
L1495[18:10:32] <gigaherz> uhh
L1496[18:10:41] <gigaherz> yeah I'm talkign a replacement for the punch bow trick
L1497[18:10:49] <masa> right...
L1498[18:10:57] <gigaherz> hmmm
L1499[18:11:04] <gigaherz> wha mod was the sword of the zephyr?
L1500[18:11:07] <gigaherz> thaumcraft?
L1501[18:11:09] <williewillus> thaum
L1502[18:11:09] <masa> yep
L1503[18:11:19] <gigaherz> is it still a thing in 1.8.9/1.9?
L1504[18:11:19] <gigaherz> ;p
L1505[18:11:49] <Nosirrom> thanks willie,putting the breakpoint in really helped. It turns out extending EntityBoat is just a bad idea for anything you want underwater.
L1506[18:12:01] <masa> what I've been doing in my modding environment, is using my elite ender pearl to fly up, then dismount and start flying with the Elytra :p
L1507[18:12:13] <gigaherz> that sword should push you toward where your head points
L1508[18:12:23] <gigaherz> so that if you are using the elytra, it accelerates you
L1509[18:12:30] <gigaherz> that'd be awesome
L1510[18:12:30] <gigaherz> XD
L1511[18:12:38] <masa> heh
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L1513[18:13:40] <masa> should I add a "Fart in a Balloon" as a propulsion item? :p
L1514[18:13:51] <masa> with sound effects of course
L1515[18:14:17] <masa> (Terraria style, except propelling to the look vector direction)
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L1519[18:16:39] <masa> kind of funny, they reset ForgeCraft 2 today, and they have like 10-15 mods in there, onlu mods that are developed by members of forgecraft
L1520[18:16:50] <williewillus> that's how it's always been :P
L1521[18:17:08] <masa> yeah pretty much
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L1523[18:18:44] <williewillus> to my understanding my botania isn't even on FC1 (not that I care or mind, it's always been a private club which is fine)
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L1531[18:53:09] <gigaherz> \o/
L1532[18:53:11] <gigaherz> not a bad track
L1533[18:53:19] <gigaherz> 3 issues on my Enderthing tracker
L1534[18:53:36] <gigaherz> 1 closed as "probably caused by lag, not a bug"
L1535[18:53:45] <gigaherz> 1 fixedwithin 5 minutes
L1536[18:53:57] <gigaherz> and one closed as "user error" (they were in creative at the time)
L1537[18:58:29] <gigaherz> http://minecraft.curseforge.com/projects/enderthing
L1538[18:58:33] <gigaherz> 600 downloads in 3 days
L1539[18:58:39] <williewillus> nice
L1540[18:58:56] <gigaherz> vs
L1541[18:58:57] <gigaherz> http://minecraft.curseforge.com/projects/survivalist
L1542[18:58:59] <gigaherz> 1200 in 2 months
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L1544[19:01:05] <gigaherz> I should thank Jiraiyah for suggesting I do the whole mod instead of just taking the rudimentary implementation and making use of it ;P
L1545[19:01:09] <masa> 1600 in over a year
L1546[19:01:45] <masa> I guess customizing biome layout isn't that popular :p
L1547[19:02:35] <williewillus> the two 1.8.9 PE versions combined have about 29k, all current botania 1.8.9 builds combined have about 74k.
L1548[19:02:38] <williewillus> but those are team/inherited :P
L1549[19:02:48] <gigaherz> LOL
L1550[19:02:59] <gigaherz> someone made a comment in the Enderthing mod
L1551[19:03:08] <williewillus> where?
L1552[19:03:11] <gigaherz> and I saw they have premium
L1553[19:03:20] <gigaherz> so I went to their profile to see if it was from modding
L1554[19:03:20] <gigaherz> http://minecraft.curseforge.com/projects/placebo-effect
L1555[19:03:37] <williewillus> lol
L1556[19:05:04] <gigaherz> \o/
L1557[19:05:07] <gigaherz> 502 curse points
L1558[19:05:16] <gigaherz> only 500 more till I can claim my first $50
L1559[19:05:46] <masa> wtf that placebo mod :D
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L1562[19:07:17] <masa> I recently put in my 3rd $50 order
L1563[19:08:00] <masa> the previous ones are still sitting on my paypal account, they'll probbaly be spent for ordering some PCBs from iTead
L1564[19:08:26] <masa> once I get around to designing some first... >_>
L1565[19:08:48] <masa> several projects that I should have done months or years ago already
L1566[19:09:04] <TehNut> I just keep my Curse redemptions in my Paypal and use them to pay for my servers and shit
L1567[19:10:59] <gigaherz> yeah i presume if I ever get those $50, they'll be spent on steam games or other paypal-based purchases
L1568[19:11:06] <masa> what providers are people using for cheap VPSs or whatever?
L1569[19:11:23] <gigaherz> my website is on 1and1
L1570[19:11:33] <TehNut> I have a grandfather'ed OVH Classic 3 and an OVH SSD3
L1571[19:12:00] <masa> grandfather'ed?
L1572[19:12:02] <TehNut> Runs my website, Gitlab, Maven, 2xJenkins, and IRC bouncer
L1573[19:12:16] <gigaherz> http://dogforce-games.com/
L1574[19:12:17] <TehNut> They don't have the Classic series anymore
L1575[19:12:24] <masa> ok
L1576[19:12:26] <gigaherz> I have to setup a maven or something there
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L1578[19:13:53] <masa> I've been considering whether I should get a VPS to host some stuff like the version json for the forge update checks
L1579[19:14:04] <TehNut> I use Gist for those
L1580[19:14:21] <masa> currently I only have my home server box, and I don't want to use that for this kind of stuff
L1581[19:14:27] <gigaherz> I keep those in the master branch
L1582[19:14:27] <gigaherz> XD
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L1584[19:14:38] <masa> huh, was there a way to get a raw link so that the hash doesn't mess it up?
L1585[19:14:49] <TehNut> https://gist.githubusercontent.com/TehNut/e8db2be209d32d1ebbc3/raw/VersionChecker-SSTOW.json
L1586[19:15:08] <gigaherz> the hash changes when you edit?
L1587[19:15:15] <gigaherz> I thought iwas a unique id for the gist paste
L1588[19:15:32] <TehNut> Go to gist -> click Raw -> Delete the commit id from the bit between raw/*/filename
L1589[19:15:47] <masa> oh, nice
L1590[19:15:54] <gigaherz> ah
L1591[19:15:58] <gigaherz> there's two tawshes
L1592[19:15:59] <gigaherz> XD
L1593[19:16:00] <gigaherz> wat
L1594[19:16:02] <gigaherz> hashes*
L1595[19:16:09] <TehNut> i luv tawshes
L1596[19:16:09] <gigaherz> wtf muscle memory?
L1597[19:16:38] <TehNut> Modified link is always the live Gist
L1598[19:16:48] <TehNut> Took me a while to figure out how to get that
L1599[19:17:23] <gigaherz> coudl always keep it in gh-pages?
L1600[19:18:00] <TehNut> Eh, Gist works just fine
L1601[19:18:13] <TehNut> Wish Curse would handle it for you
L1602[19:18:21] <Kaelten> ?
L1603[19:18:24] <TehNut> Shouldn't be too hard for them to generate it
L1604[19:18:33] <gigaherz> yeah
L1605[19:18:37] <TehNut> The Forge version checker JSON thing
L1606[19:18:41] <gigaherz> some /project/update.json
L1607[19:19:15] <masa> has that been suggested?
L1608[19:19:23] <TehNut> I've asked about it multiple times in #curseforge and have gotten shot down each time :P
L1609[19:19:36] <gigaherz> why?
L1610[19:19:46] <gigaherz> it's minimal bandwidth for them
L1611[19:19:50] <TehNut> Don't remember the reason (if any)
L1612[19:19:58] <TehNut> Kaelten: Would it be possible to look into?
L1613[19:20:08] <gigaherz> and itwould help people visit more often to fetch updated mods
L1614[19:20:11] <Kaelten> what are you looking for?
L1615[19:20:32] <TehNut> The JSON I linked above is for the builtin Forge version checker system
L1616[19:21:01] <TehNut> Was wondering if it would be possible for Curse to (re)generate the file when a new file is uploaded
L1617[19:21:08] <TehNut> You already have all the required information
L1618[19:21:28] <Kaelten> ah I know we've looked at it some and I'm not opposed to helping forge detect when updates occur
L1619[19:21:31] <TehNut> Oh except maybe the actual version string
L1620[19:22:34] <gigaherz> ideal situation would be a cached json file, something like "http://minecraft.curseforge.com/projects/enderthing/updates&quot;
L1621[19:22:45] <gigaherz> possibly containing non-archived versions organized by mc version
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L1653[21:39:42] <MattDahEpic> is there a unity coding help channel on esper?
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