<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:06:13] ⇦
Quits: brandon3055 (~Brandon@122.129.140.1) (Read error: Connection
reset by peer)
L2[00:08:38] ⇨
Joins: brandon3055 (~Brandon@122.129.140.1)
L3[00:09:40] ⇨
Joins: alex_6611
(~alex_6611@p5DE79483.dip0.t-ipconnect.de)
L4[00:12:21] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L5[00:18:05] ⇨
Joins: npe|office
(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L6[00:18:07] ***
mrkirby153 is now known as kirby|gone
L7[00:19:17] ⇨
Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L8[00:21:13] ⇨
Joins: Jezza (~Jezza@92.206.5.6)
L9[00:21:19] ⇦
Quits: Jezza (~Jezza@92.206.5.6) (Client Quit)
L10[00:21:57] ⇦
Quits: AnrDaemon (~ZNC@darkdragon-nln.starlink.ru) (Quit:
q)
L11[00:23:36] ⇨
Joins: AnrDaemon (~ZNC@darkdragon-nln.starlink.ru)
L12[00:31:18] ⇦
Quits: Johannes13 (Johannes13@141.70.98.128) (Read error:
Connection reset by peer)
L13[00:36:51] ***
big_Xplo|AFK is now known as big_Xplosion
L14[00:39:40] ***
kroeser|away is now known as kroeser
L15[00:40:04] ⇨
Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L16[00:40:14] ***
kroeser is now known as kroeser|away
L17[00:41:39] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 198 seconds)
L18[00:41:54] ⇨
Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L19[00:43:18] ⇨
Joins: moog
(~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L20[00:43:23] ⇦
Quits: alex_6611 (~alex_6611@p5DE79483.dip0.t-ipconnect.de) (Ping
timeout: 190 seconds)
L21[00:43:36] ***
fry|sleep is now known as fry
L22[00:47:01] ⇦
Quits: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 384 seconds)
L23[00:48:43] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 384 seconds)
L24[00:48:58] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L25[00:53:24] ⇦
Quits: Doty1154 (~Doty1154@2601:648:8000:134f:5591:9203:fcab:fd8a)
(Quit: Leaving)
L26[00:53:39] ⇦
Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com) (Quit:
Leaving)
L27[00:56:37] ⇦
Quits: brandon3055 (~Brandon@122.129.140.1) (Read error: Connection
reset by peer)
L28[01:03:33] ⇨
Joins: zml (~zml@minions.aoeu.xyz)
L29[01:10:08] ***
minecreatr is now known as Mine|dreamland
L30[01:11:03] ⇦
Quits: Dark (~MrDark@cpe-76-181-157-113.columbus.res.rr.com) (Read
error: Connection reset by peer)
L31[01:14:04] ⇨
Joins: kimfy (~kimfy___@236.5.200.37.customer.cdi.no)
L32[01:14:56] ⇨
Joins: Dark
(~MrDark@cpe-76-181-157-113.columbus.res.rr.com)
L33[01:16:11] ⇦
Quits: Brokkoli (~Brokkoli@p5B23C982.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L34[01:22:03] ⇦
Quits: kimfy (~kimfy___@236.5.200.37.customer.cdi.no) (Ping
timeout: 190 seconds)
L35[01:22:12] ⇦
Quits: Gil (uid147942@2604:8300:100:200b:6667:5:2:41e6) (Quit:
Connection closed for inactivity)
L36[01:27:24] ***
tterrag is now known as tterrag|ZZZzzz
L37[01:39:19] ⇦
Quits: FusionLord (~FusionLor@ip70-190-239-223.ph.ph.cox.net)
(Quit: Leaving)
L38[01:41:22] ***
big_Xplosion is now known as big_Xplo|AFK
L39[01:54:22] ⇨
Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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/
L43[02:00:27] ***
big_Xplo|AFK is now known as big_Xplosion
L44[02:09:56] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error:
Connection reset by peer)
L45[02:13:15] ⇨
Joins: ghz|lappy (~gigaherz@84.89.63.25)
L46[02:18:23] ⇦
Quits: agowa338 (~Thunderbi@p54919875.dip0.t-ipconnect.de) (Ping
timeout: 190 seconds)
L47[02:25:25] ⇨
Joins: VikeStep (~VikeStep@101.184.243.180)
L48[02:27:14] ⇨
Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L49[02:29:45] ⇨
Joins: brandon3055 (~Brandon@122.129.140.1)
L50[02:30:58] ***
Kodos is now known as Kodos|Zzz
L51[02:35:05] ⇨
Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L52[02:38:30] ⇨
Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L53[02:45:33] ⇨
Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L54[02:53:57] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384
seconds)
L55[03:00:35] ***
big_Xplosion is now known as big_Xplo|AFK
L56[03:01:03] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L57[03:16:27] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 198 seconds)
L58[03:18:07] ⇨
Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L59[03:18:24] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c020:68c6:3596:3ca7:7d2d)
(Quit: Leaving)
L60[03:33:15] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198
seconds)
L61[03:36:22] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L62[04:05:56] ⇦
Quits: ghz|lappy (~gigaherz@84.89.63.25) (Remote host closed the
connection)
L63[04:09:55] ⇦
Quits: Jiraiyah (~Jiraiyah@5.78.78.68) (Read error: Connection
reset by peer)
L64[04:16:37] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
L65[04:16:54] ⇨
Joins: Jiraiyah (~Jiraiyah@5.78.78.68)
L66[04:30:22] ⇨
Joins: alex_6611
(~alex_6611@p5DE79483.dip0.t-ipconnect.de)
L67[05:34:04] ⇨
Joins: Seppon (~Noppes@82-168-99-26.ip.telfort.nl)
L68[05:39:25] ⇦
Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout:
384 seconds)
L69[05:47:28] <ghz|afk> WOAH
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
L114[05:58:17] ***
Kolatra is now known as Kolatra|away
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
L165[06:05:39] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Ping
timeout: 198 seconds)
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
L167[06:06:04]
⇨ Joins: npe|office
(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
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
L172[06:09:12] ***
kroeser|away is now known as kroeser
L173[06:16:36] ⇦
Quits: smbarbour (~smbarbour@c-73-211-171-154.hsd1.il.comcast.net)
(Ping timeout: 201 seconds)
L174[06:42:28] <ghz|afk> can anyone tell
which version of my mod was included in a modpack?
L176[06:42:39] <ghz|afk> I think this is
the fastest adopted mode I have made so far ;P
L177[06:46:27] ⇦
Quits: wire|zzzz
(~yoni@209-6-153-97.c3-0.bkl-ubr1.sbo-bkl.ma.cable.rcn.com) (Ping
timeout: 198 seconds)
L178[06:47:13] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Quit: Leaving.)
L179[06:50:05] <ghz|afk> mod*
L180[06:59:51] ***
big_Xplo|AFK is now known as big_Xplosion
L181[07:05:31]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L182[07:23:25] *** V
is now known as Vigaro
L183[07:26:59]
⇨ Joins: vox (~voxmods@151.188.105.156)
L184[07:31:27]
⇨ Joins: Fye
(~Fye@dynamic-adsl-78-13-101-123.clienti.tiscali.it)
L185[07:41:15] ⇦
Quits: MikrySoft|2 (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Ping
timeout: 384 seconds)
L186[07:44:12] ⇦
Quits: Twisted_Code (~macks2008@192.99.124.210) (Remote host closed
the connection)
L187[07:50:30] ***
big_Xplosion is now known as big_Xplo|AFK
L188[07:51:50] ***
amadornes[OFF] is now known as amadornes
L189[07:54:06]
⇨ Joins: Delenas
(~Delenas@2600:1016:b020:c530:f44a:8743:d0b5:5c25)
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.
L201[08:01:50]
⇨ Joins: KnightMiner
(~KnightMin@adsl-76-202-214-219.dsl.emhril.sbcglobal.net)
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
L208[08:04:35] ***
PaleOff is now known as PaleoCrafter
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
?
L214[08:11:00]
⇨ Joins: Gil
(uid147942@2604:8300:100:200b:6667:5:2:41e6)
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
L217[08:14:08]
⇨ Joins: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L218[08:15:27]
⇨ Joins: wiresegal (~yoni@209.6.162.130)
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
L222[08:17:15] ⇦
Quits: GildedGames
(~GildedGam@ec2-54-147-190-205.compute-1.amazonaws.com) (Remote
host closed the connection)
L223[08:17:23]
⇨ Joins: GildedGames
(~GildedGam@ec2-54-160-201-190.compute-1.amazonaws.com)
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
L231[08:19:30] ⇦
Quits: minot (~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
(Read error: Connection reset by peer)
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
L248[08:31:00] ***
TTFT|Away is now known as TTFTCUTS
L249[08:31:18]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L250[08:32:25]
⇨ Joins: smbarbour
(~smbarbour@c-73-211-171-154.hsd1.il.comcast.net)
L251[08:32:49] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384
seconds)
L252[08:33:00] ***
kroeser is now known as kroeser|away
L253[08:33:45]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
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?
L270[08:37:45] ***
kroeser is now known as kroeser|away
L271[08:37:56] ⇦
Quits: tali713 (~user@2601:444:8200:c7d:19:793e:2d9e:8ce1) (Read
error: Connection reset by peer)
L272[08:37:56] <Delenas> Yes. But I may
have 1x2x2 beds, or more. I wanted to make it headache-less.
L273[08:38:41]
⇨ Joins: tali713
(~user@2601:444:8200:c7d:1068:6f0d:eb43:5ede)
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
L278[08:42:09] ***
wiresegal is now known as wire|away
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
L287[08:46:25] ⇦
Quits: vox (~voxmods@151.188.105.156) (Ping timeout: 384
seconds)
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
L299[08:49:29] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
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
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
L350[08:56:23]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
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
L369[09:00:34] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed
the connection)
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
L372[09:01:23] ⇦
Quits: Fye (~Fye@dynamic-adsl-78-13-101-123.clienti.tiscali.it)
(Ping timeout: 190 seconds)
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
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
L395[09:08:19] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection
reset by peer)
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
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
L410[09:14:13]
⇨ Joins: Jiraiyah_ (~Jiraiyah@5.78.78.68)
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++
L418[09:16:27] ⇦
Quits: Jiraiyah (~Jiraiyah@5.78.78.68) (Ping timeout: 198
seconds)
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
L424[09:17:16] <ghz|afk> LevelDB ported to
java
L425[09:17:35] ⇦
Quits: wire|away (~yoni@209.6.162.130) (Ping timeout: 384
seconds)
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
L429[09:18:19]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-2925288093.dsl.bell.ca)
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
L437[09:20:03] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 198 seconds)
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
L453[09:29:54]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23C982.dip0.t-ipconnect.de)
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
L458[09:34:08]
⇨ Joins: FusionLord
(~FusionLor@ip70-190-239-223.ph.ph.cox.net)
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
L466[09:35:36] ⇦
Quits: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
(Quit: またね)
L467[09:35:40]
⇨ Joins: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L468[09:36:10] <FusionLord> and
damageDropped doesn't pass getActualState()
L470[09:36:13] <ghz|afk> like that
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
L474[09:39:33]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.222.161)
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
L486[09:42:17]
⇨ Joins: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net)
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
L501[09:44:58] ***
AEnterprise is now known as AEnterpriseAFK
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
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
L524[09:57:14]
⇨ Joins: Intektor
(~Intektor4@p5B27652B.dip0.t-ipconnect.de)
L525[09:57:30] <Intektor> I can't get my
enchantment in an enchantment table
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?
L531[10:01:00]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L532[10:02:01]
⇨ Joins: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L533[10:03:24]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L534[10:07:29]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8d872d48.access.telenet.be)
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..
L565[10:22:27] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
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
L594[10:28:34]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
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 ^____^
L598[10:31:43]
⇨ Joins: Anora
(~Anora@CPE84948cc34241-CM84948cc34240.cpe.net.cable.rogers.com)
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
L603[10:32:52] <Delenas> barteks2x, you
could always try curseforge. Most people use that anyway.
L604[10:32:57] ⇦
Quits: Seppon (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout:
384 seconds)
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
L608[10:39:00]
⇨ Joins: Retrograde (webchat@134.197.171.254)
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);
L617[10:47:41] ⇦
Quits: theFlaxbeard (~theFlaxbe@184.97.222.161) (Ping timeout: 384
seconds)
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 :/
L620[10:48:42]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.222.161)
L621[10:48:43] *
Baughn supposes ForgeChunkManager.getPersistentChunks will
work.
L622[10:53:54]
⇨ Joins: DovahOfKiin (~admin@122.172.109.173)
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.
L628[11:01:26] ⇦
Quits: minot (~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
(Read error: Connection reset by peer)
L629[11:06:07] ***
tterrag|ZZZzzz is now known as tterrag
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?
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
L657[11:28:27] ⇦
Quits: FusionLord (~FusionLor@ip70-190-239-223.ph.ph.cox.net) (Ping
timeout: 198 seconds)
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)
L662[11:29:03] ⇦
Quits: theFlaxbeard (~theFlaxbe@184.97.222.161) (Ping timeout: 384
seconds)
L663[11:29:21] <Wuppy> well I have a
category for old games which I keep closed, all games in there I
considere gone
L664[11:29:29]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
L665[11:29:43] <gigaherz> oh
L666[11:30:06]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L667[11:32:13] ⇦
Quits: Gil (uid147942@2604:8300:100:200b:6667:5:2:41e6) (Quit:
Connection closed for inactivity)
L668[11:32:54]
⇨ Joins: Stiforr
(~Stiforr@ip72-216-8-185.pn.at.cox.net)
L669[11:34:29] <Delenas> You too,
Wuppy?
L670[11:34:40] ⇦
Quits: Shukaro (~Shukaro@130.108.232.236) (Read error: Connection
reset by peer)
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.
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
L684[11:38:41] ⇦
Quits: Katrix (~Katrix@2a02:fe0:cb10:2650:c44:9acc:217a:ff71) (Ping
timeout: 384 seconds)
L685[11:39:00]
⇨ Joins: Katrix
(~Katrix@cm-84.210.104.159.getinternet.no)
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
L689[11:42:43] ⇦
Quits: alex_6611 (~alex_6611@p5DE79483.dip0.t-ipconnect.de) (Ping
timeout: 190 seconds)
L690[11:47:25]
⇨ Joins: FallingD
(~FallingDu@2001:1c00:b02:c500:6d94:636b:ab8c:7eb2)
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)
L700[11:55:05] <killjoy> FallingD ^
L701[11:55:17] <killjoy> see line 104 for
usage
L702[11:55:41] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Ping
timeout: 384 seconds)
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
L715[11:58:49] ***
willieaway is now known as williewillus
L716[11:58:57] <Delenas> gigahertz, I put
it in a class and registered an instance of said class. Nope, not
working.
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
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
L727[12:02:08] ⇦
Quits: brandon3055 (~Brandon@122.129.140.1) (Read error: Connection
reset by peer)
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.
L755[12:07:25]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L756[12:07:27]
⇨ Joins: brandon3055 (~Brandon@122.129.140.1)
L757[12:08:10] <Delenas> yup, that did
it.
L758[12:08:12] <Delenas> Herp.
L759[12:10:22]
⇨ Joins: aidancbrady_
(~aidancbra@c-24-125-34-75.hsd1.ga.comcast.net)
L760[12:11:48] ⇦
Quits: aidancbrady (~aidancbra@c-24-125-34-75.hsd1.ga.comcast.net)
(Ping timeout: 201 seconds)
L761[12:11:49] ***
aidancbrady_ is now known as aidancbrady
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
L771[12:13:46] ⇦
Quits: brandon3055 (~Brandon@122.129.140.1) (Read error: Connection
reset by peer)
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
L776[12:14:18]
⇨ Joins: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9)
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
L810[12:19:31]
⇨ Joins: brandon3055 (~Brandon@122.129.140.1)
L811[12:19:31] ***
kroeser is now known as kroeser|away
L812[12:20:16] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L813[12:21:16]
⇨ Joins: Trent (~trent@potato.bnc.io)
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
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
L851[12:44:21] <williewillus> probably
more than 500
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
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"
L893[12:50:05] ⇦
Quits: Katrix (~Katrix@cm-84.210.104.159.getinternet.no) (Ping
timeout: 384 seconds)
L894[12:50:05] <Delenas> Dovah: Make a
class, implement IItemHandler. Copy the javadoc.
L895[12:50:09] <Delenas> It explains a
lot.
L896[12:50:15] ⇦
Quits: Ordinastie_ (~Ordinasti@87-231-58-94.rev.numericable.fr)
(Quit: Leaving)
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:
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> ;-;
L922[12:54:02] ***
big_Xplo|AFK is now known as big_Xplosion
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:
L955[12:59:17] ⇦
Quits: Retrograde (webchat@134.197.171.254) (Ping timeout: 195
seconds)
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
L959[12:59:49]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
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
L969[13:00:40]
⇨ Joins: turmfalke
(~turmfalke@p20030056CF06BA564B8B26EFC2F6221B.dip0.t-ipconnect.de)
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
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:
L981[13:02:22] <LatvianModder> wait, so if
my tileentity is IItemHandler, with capability...
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
L1017[13:05:01]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-2925288093.dsl.bell.ca) (Quit:
Leaving)
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
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
L1078[13:11:14]
⇦ Quits: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9) (Read error:
Connection reset by peer)
L1079[13:11:27]
⇨ Joins: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9)
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)
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 ¬¬
L1096[13:12:50]
⇨ Joins: SatanicSanta
(~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net)
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
L1105[13:14:00]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
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
L1115[13:15:26] ***
big_Xplosion is now known as big_Xplo|AFK
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
L1134[13:19:10]
⇨ Joins: alex_6611
(~alex_6611@p5DE79483.dip0.t-ipconnect.de)
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
L1160[13:22:29]
⇨ Joins: P3pp3rF1y2
(~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
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
L1164[13:22:48]
⇦ Quits: P3pp3rF1y2 (~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
(Read error: Connection reset by peer)
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
L1171[13:25:04]
⇨ Joins: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L1172[13:26:08]
⇨ Joins: vox (~voxmods@151.188.105.156)
L1173[13:26:18] ***
vox is now known as vox|afk
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
L1182[13:30:31]
⇨ Joins: DebugsPeople-
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9)
L1183[13:31:01] <masa> reset --soft would
only move the branch pointer and not touch the index nor the
working dir
L1184[13:31:09]
⇦ Quits: DebugsPeople-
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9) (Read error:
Connection reset by peer)
L1185[13:31:17]
⇨ Joins: DebugsPeople-
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9)
L1186[13:32:20]
⇨ Joins: mind
(~mind@p54A95C32.dip0.t-ipconnect.de)
L1187[13:33:01]
⇨ Joins: Gil
(uid147942@id-147942.brockwell.irccloud.com)
L1188[13:33:17] ***
amadornes[AFK] is now known as amadornes
L1189[13:33:51]
⇦ Quits: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9) (Ping timeout:
198 seconds)
L1190[13:36:03]
⇦ Quits: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190
seconds)
L1191[13:37:38]
⇨ Joins: Kano (~Giratina5@2604:180:0:368::bcd8)
L1192[13:39:20] ***
williewillus is now known as willieaway
L1193[13:39:51]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 198 seconds)
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
L1200[13:42:33]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
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?
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?
L1212[13:50:03]
⇦ Quits: Actuarius (~Actuarius@195.91.246.187) (Ping timeout:
190 seconds)
L1213[13:51:39]
⇨ Joins: catchin
(~catchin@dhcp-v054-129.mobile.uci.edu)
L1214[13:52:10] <Delenas> It seems to
fail whenever I try to set the FACING property.
L1215[13:52:45]
⇨ Joins: Actuarius (~Actuarius@213.87.150.53)
L1216[13:52:46]
MineBot sets mode: +v on Actuarius
L1217[13:53:18] <tterrag> FallingD: are
you sure your alpha is actually lowering?
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
L1223[13:54:51]
⇦ Quits: vox|afk (~voxmods@151.188.105.156) (Ping timeout:
198 seconds)
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
L1235[14:02:03]
⇦ Quits: Anora
(~Anora@CPE84948cc34241-CM84948cc34240.cpe.net.cable.rogers.com)
(Ping timeout: 198 seconds)
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
L1238[14:04:53]
⇦ Quits: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net) (Ping timeout: 384
seconds)
L1239[14:05:02] <Delenas> It's not the TE
either- tested without that.
L1240[14:05:42]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
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
L1249[14:12:40]
⇦ Quits: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net) (Ping
timeout: 201 seconds)
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
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
L1257[14:14:59]
⇨ Joins: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
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?
L1266[14:18:39]
⇨ Joins: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
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
L1270[14:23:46]
⇦ Quits: mind (~mind@p54A95C32.dip0.t-ipconnect.de) (Quit:
Leaving)
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
L1275[14:25:12]
⇦ Quits: Delenas
(~Delenas@2600:1016:b020:c530:f44a:8743:d0b5:5c25) (Quit:
Console.Write("Goodbye, world!");)
L1276[14:25:17] <LatvianModder> there
cant be multiple inventories on one tile entity, right?
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 -_-
L1291[14:29:43]
⇨ Joins: Delenas
(~Delenas@2600:1016:b020:c530:f44a:8743:d0b5:5c25)
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.
L1294[14:36:03]
⇨ Joins: Seppon
(~Noppes@82-168-99-26.ip.telfort.nl)
L1295[14:38:06] ***
fry is now known as fry|sleep
L1296[14:38:10]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
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
L1302[14:41:09]
⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping
timeout: 384 seconds)
L1303[14:42:39]
⇦ Quits: Delenas
(~Delenas@2600:1016:b020:c530:f44a:8743:d0b5:5c25) (Quit:
Console.Write("Goodbye, world!");)
L1304[14:44:11]
⇦ Quits: auenf (David@DC-53-50.bpb.bigpond.com) (Remote host
closed the connection)
L1305[14:45:08]
⇨ Joins: auenf (David@DC-53-50.bpb.bigpond.com)
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
L1308[14:59:37]
⇦ Quits: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net) (Read error: Connection
reset by peer)
L1309[15:00:00]
⇨ Joins: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net)
L1310[15:00:08]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1311[15:03:49]
⇦ Quits: Actuarius (~Actuarius@213.87.150.53) (Ping timeout:
384 seconds)
L1312[15:05:27] <gigaherz> diesieben07:
true
L1313[15:06:01]
⇨ Joins: IceDragon (~ThatGuy@184.170.25.106)
L1314[15:09:23]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3C0300090BE3D9A7065999D.dip0.t-ipconnect.de)
L1315[15:09:31]
⇦ Quits: founderio
(~Thunderbi@p200300C4E3C0300090BE3D9A7065999D.dip0.t-ipconnect.de)
(Client Quit)
L1316[15:11:39]
⇦ Quits: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net) (Ping timeout: 198
seconds)
L1317[15:12:50]
⇨ Joins: Aurilux
(~Aurilux@2602:304:b0d0:4590:f584:d462:af24:9c76)
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
L1324[15:18:27]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1325[15:23:34]
⇦ Quits: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
(Read error: Connection reset by peer)
L1326[15:25:23] <LatvianModder> megaderp.
all fixed :D
L1327[15:25:26]
⇦ Quits: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net) (Ping timeout: 201
seconds)
L1328[15:25:35] <Nitrodev> never trust
basic tuts
L1329[15:25:49] <LatvianModder> nah, it
was my fault
L1330[15:25:53]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
L1331[15:25:57]
⇨ Joins: Turkey
(~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
L1332[15:25:59] <LatvianModder> one wrong
line and all block models are broken :P
L1334[15:30:52] <LatvianModder> "Now
kiss" xD
L1335[15:34:25]
⇦ Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi)
(Read error: Connection reset by peer)
L1336[15:36:37]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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.
L1343[15:41:12]
⇦ Quits: DovahOfKiin (~admin@122.172.109.173) (Read error:
Connection reset by peer)
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
L1348[15:43:11] ***
big_Xplo|AFK is now known as big_Xplosion
L1349[15:44:37] <Forecaster>
hasTileEntity is marked as deprecated
L1350[15:44:53] <diesieben07> there are
2
L1351[15:45:21] ***
kroeser|away is now known as kroeser
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
L1357[15:47:15]
⇦ Quits: SatanicSanta
(~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net) (Quit: mexican
food)
L1359[15:49:40] ***
PaleoCrafter is now known as PaleOff
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?
L1362[15:50:57]
⇨ Joins: Nosirrom
(~nos@s010600fc8d42a413.vc.shawcable.net)
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?
L1364[15:51:50] ***
V is now known as Vigaro
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
L1376[15:57:51]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping
timeout: 198 seconds)
L1377[15:59:16] ***
brandon3055 is now known as brandon3055|zzz
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
L1398[16:06:13] ***
Mine|dreamland is now known as minecreatr
L1399[16:07:14]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
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
L1405[16:11:29]
⇦ Quits: KnightMiner
(~KnightMin@adsl-76-202-214-219.dsl.emhril.sbcglobal.net) (Quit:
Leaving)
L1406[16:13:03]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
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
L1416[16:16:16]
⇦ Quits: FallingD
(~FallingDu@2001:1c00:b02:c500:6d94:636b:ab8c:7eb2) (Quit:
Leaving)
L1417[16:16:50] ***
DebugsPeople- is now known as DebugsPeople
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
L1427[16:19:52]
⇦ Quits: Aurilux
(~Aurilux@2602:304:b0d0:4590:f584:d462:af24:9c76) (Quit:
Leaving)
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
L1433[16:23:39] ***
Kolatra|away is now known as Kolatra
L1434[16:27:00] <gigaherz> oh I see
L1435[16:27:19] <gigaherz> you could make
a PR with a new hook
L1436[16:31:05]
⇦ Quits: Kodos
(~Kodos@2602:306:ce20:6c30:c8a2:e81d:ba8b:f2ac) (Ping timeout: 384
seconds)
L1437[16:31:41] <Nosirrom> I was afraid
of that. Time to try to write some non-hacky code then
L1439[16:42:15]
⇦ Quits: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net) (Ping timeout: 198
seconds)
L1440[16:42:43]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
L1441[16:42:43] ***
MrKickkiller is now known as MrKick|Away
L1442[16:51:42]
⇨ Joins: Xilandro
(~Kodos@2602:306:ce20:6c30:1512:9f64:baf2:1e89)
L1443[16:52:20]
⇦ Quits: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net) (Read error:
Connection reset by peer)
L1444[16:52:21]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1445[16:52:35]
⇨ Joins: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L1446[16:54:15] ***
big_Xplosion is now known as big_Xplo|AFK
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.
L1449[17:02:19]
⇦ Quits: Intektor (~Intektor4@p5B27652B.dip0.t-ipconnect.de)
(Quit: Leaving)
L1450[17:06:15] ***
Pentium320 is now known as Pentium320_
L1451[17:09:42] ***
willieaway is now known as williewillus
L1452[17:12:23]
⇦ Quits: alex_6611 (~alex_6611@p5DE79483.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L1453[17:19:47] ***
amadornes is now known as amadornes[OFF]
L1454[17:25:55]
⇨ Joins: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net)
L1455[17:38:25] ***
kroeser is now known as kroeser|away
L1456[17:46:02]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 201 seconds)
L1457[17:47:07]
⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1458[17:48:51]
⇦ Quits: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 198
seconds)
L1459[17:49:22]
⇦ Quits: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Read error:
Connection reset by peer)
L1460[17:50:19]
⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1461[17:51:06] ***
Kaiyouko is now known as Kaiyouka
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
L1466[17:55:47] <williewillus> if the
stack has a stack count or damage bar it just turns ugly
opaque
L1467[17:55:52]
⇨ Joins: Firedingo|AFK
(~Firedingo@CPE-121-217-142-167.lnse2.cht.bigpond.net.au)
L1468[17:56:07] ***
Firedingo|AFK is now known as Firedingo
L1469[17:56:18] <mezz> I guess there are
no vanilla stacking items that can attack?
L1470[17:56:25]
⇦ Quits: Seppon (~Noppes@82-168-99-26.ip.telfort.nl) (Read
error: Connection reset by peer)
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
L1482[18:09:22] ***
mumfrey is now known as Mumfrey
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
L1512[18:13:17]
⇨ Joins: Hgreb
(~Hgrebnedn@d8D872D48.access.telenet.be)
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)
L1516[18:14:47]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L1517[18:15:15]
⇦ Quits: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:402c:e508:2d5a:86c9) (Ping timeout:
198 seconds)
L1518[18:15:38]
⇦ Quits: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be)
(Ping timeout: 201 seconds)
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
L1522[18:17:10]
⇨ Joins: catchin
(~catchin@dhcp-v091-222.mobile.uci.edu)
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)
L1524[18:30:38] ***
Vigaro is now known as V
L1525[18:32:15]
⇦ Quits: Gil (uid147942@id-147942.brockwell.irccloud.com)
(Quit: Connection closed for inactivity)
L1526[18:32:54]
⇦ Quits: Tahg
(~Tahg@pool-72-74-136-57.bstnma.fios.verizon.net) (Ping timeout:
201 seconds)
L1527[18:33:58] ***
V is now known as Vigaro
L1528[18:37:13]
⇦ Quits: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net) (Ping
timeout: 201 seconds)
L1529[18:39:32] ***
williewillus is now known as willieaway
L1530[18:40:06] ***
willieaway is now known as williewillus
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)
L1538[18:58:33] <gigaherz> 600 downloads
in 3 days
L1539[18:58:39] <williewillus> nice
L1540[18:58:56] <gigaherz> vs
L1542[18:58:59] <gigaherz> 1200 in 2
months
L1543[18:59:55]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
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
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
L1560[19:05:47] ***
Pentium320_ is now known as Pentium320
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
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
L1577[19:13:24]
⇨ Joins: Mraof
(~mraof@pool-100-7-100-55.rcmdva.fios.verizon.net)
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
L1583[19:14:32]
⇦ Parts: Mraof
(~mraof@pool-100-7-100-55.rcmdva.fios.verizon.net) ())
L1584[19:14:38] <masa> huh, was there a
way to get a raw link so that the hash doesn't mess it up?
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
L1621[19:22:45] <gigaherz> possibly
containing non-archived versions organized by mc version
L1622[19:31:23]
⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
L1623[19:36:05]
⇨ Joins: Aurilux
(~Aurilux@2602:304:b0d0:4590:f584:d462:af24:9c76)
L1624[19:37:46]
⇦ Quits: Aurilux
(~Aurilux@2602:304:b0d0:4590:f584:d462:af24:9c76) (Client
Quit)
L1625[19:38:36]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L1626[19:38:52] ***
kroeser|away is now known as kroeser
L1627[19:44:05]
⇨ Joins: SeargeDP
(~Searge@c83-252-50-53.bredband.comhem.se)
L1628[19:46:54]
⇦ Quits: Searge (~Searge@c83-252-50-53.bredband.comhem.se)
(Ping timeout: 201 seconds)
L1629[19:48:19] ***
kroeser is now known as kroeser|away
L1630[19:49:04] ***
gigaherz is now known as ghz|afk
L1631[19:49:25]
⇦ Quits: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping
timeout: 384 seconds)
L1632[19:51:17]
⇨ Joins: catchin
(~catchin@ip98-164-220-131.oc.oc.cox.net)
L1633[19:52:04]
⇨ Joins: covers1624_
(~covers162@ppp118-210-162-25.lns20.adl6.internode.on.net)
L1634[19:52:20]
⇦ Quits: covers1624
(~covers162@ppp118-210-162-25.lns20.adl6.internode.on.net) (Read
error: Connection reset by peer)
L1635[20:01:21]
⇦ Quits: IoP (jikuja@irc.ioppi.info) (Ping timeout: 195
seconds)
L1636[20:05:40]
⇦ Quits: Stiforr (~Stiforr@ip72-216-8-185.pn.at.cox.net)
(Read error: Connection reset by peer)
L1637[20:10:54]
⇨ Joins: IoP (jikuja@kapsi.fi)
L1638[20:14:27]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: bOI)
L1639[20:34:23]
⇦ Quits: cpw (~cpw@24-212-222-167.cable.teksavvy.com) (Ping
timeout: 201 seconds)
L1640[20:40:09]
⇨ Joins: cpw
(~cpw@76-10-144-162.dsl.teksavvy.com)
L1641[20:40:09]
MineBot sets mode: +o on cpw
L1642[20:48:42]
⇦ Quits: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com) (Remote host
closed the connection)
L1643[20:51:57] ***
Mumfrey is now known as mumfrey
L1644[20:58:26]
⇦ Quits: ezterry (~ezterry@reno.devnull.name) (Ping timeout:
201 seconds)
L1645[21:22:27]
⇦ Quits: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net) (Ping timeout: 198
seconds)
L1646[21:23:29]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
L1647[21:33:18]
⇦ Quits: rashy
(~rashdanml@S01069c4e36d73b48.vc.shawcable.net) (Read error:
Connection reset by peer)
L1648[21:34:00]
⇨ Joins: rashy
(~rashdanml@S01069c4e36d73b48.vc.shawcable.net)
L1649[21:35:30]
⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Read
error: Connection reset by peer)
L1650[21:35:47]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1651[21:38:38]
⇦ Quits: c233 (~c233@164.40.197.25) (Read error: Connection
reset by peer)
L1652[21:38:56]
⇨ Joins: c233 (~c233@164.40.197.25)
L1653[21:39:42] <MattDahEpic> is there a
unity coding help channel on esper?
L1654[21:48:02] ***
covers1624_ is now known as covers1624
L1655[21:48:31]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L1656[21:58:52]
⇦ Quits: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 201 seconds)
L1657[21:59:27] ***
williewillus is now known as willieaway
L1658[21:59:46]
⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout:
195 seconds)
L1659[22:01:19]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L1660[22:03:57]
⇦ Quits: Nosirrom (~nos@s010600fc8d42a413.vc.shawcable.net)
(Quit: Leaving)
L1661[22:08:32]
⇦ Quits: jflory7 (~jflory7@bnc.j-f.co) (Quit: Someone cut a
network cable. Or restarted a systemd service.)
L1662[22:08:42]
⇨ Joins: jflory7 (~jflory7@bnc.j-f.co)
L1663[22:12:08]
⇨ Joins: xampp
(~xampp@c-98-243-68-246.hsd1.mi.comcast.net)
L1664[22:12:15]
⇨ Joins: KnightMiner (~KnightMin@76.202.214.219)
L1665[22:17:03]
⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L1666[22:20:24] ***
kirby|gone is now known as mrkirby153
L1667[22:22:12]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1668[22:23:33]
⇨ Joins: Tig (~tig@75.107.124.212)
L1669[22:23:34]
⇨ Joins: mr208 (~mallrat20@184.88.190.37)
L1670[22:24:23]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 190 seconds)
L1671[22:25:43]
⇦ Quits: mallrat208 (~mallrat20@184-88-190-37.res.bhn.net)
(Ping timeout: 190 seconds)
L1672[22:26:16] ***
mr208 is now known as mallrat208
L1673[22:31:12] ***
willieaway is now known as williewillus
L1674[22:31:47] ***
williewillus is now known as willieaway
L1675[22:32:26]
⇨ Joins: Mraof (~mraof@50.153.181.58)
L1676[22:33:03]
⇦ Parts: Mraof (~mraof@50.153.181.58) ())
L1677[22:39:09]
⇨ Joins: Johannes13 (~Johannes1@141.70.98.128)
L1678[22:39:43]
⇨ Joins: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
L1679[22:43:27]
⇦ Quits: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net) (Ping
timeout: 198 seconds)
L1680[22:44:24]
⇨ Joins: maxlowry123
(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
L1681[22:49:27]
⇦ Quits: Lathanael (~Lathanael@p5496068C.dip0.t-ipconnect.de)
(Ping timeout: 198 seconds)
L1682[22:55:29]
⇨ Joins: Lathanael|Away
(~Lathanael@p5496092C.dip0.t-ipconnect.de)
L1683[22:55:58]
⇨ Joins: Ordinastie_
(~Ordinasti@87-231-58-94.rev.numericable.fr)
L1684[22:57:11] ***
Vigaro is now known as V
L1685[22:57:25]
⇦ Quits: KnightMiner (~KnightMin@76.202.214.219) (Read error:
Connection reset by peer)
L1686[23:06:15]
⇦ Quits: IceDragon (~ThatGuy@184.170.25.106) (Ping timeout:
198 seconds)
L1687[23:09:50]
⇨ Joins: Stiforr
(~Stiforr@ip72-216-8-185.pn.at.cox.net)
L1688[23:09:51]
⇦ Quits: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net) (Ping timeout: 198
seconds)
L1689[23:11:02]
⇨ Joins: theFlaxbeard
(~theFlaxbe@65-128-156-89.mpls.qwest.net)
L1690[23:11:52]
⇦ Quits: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net) (Quit: sleep, school, or
food)
L1691[23:22:07]
⇨ Joins: Delenas
(~Delenas@2600:1016:b020:c530:7dd1:cef2:66c8:c211)
L1692[23:23:52]
⇦ Quits: sinkillerj
(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit:
またね)
L1693[23:25:48]
⇦ Quits: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net) (Read error:
Connection reset by peer)
L1694[23:37:03] ***
cpw is now known as cpw|out
L1695[23:48:01]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
L1696[23:54:58]
⇦ Parts: Delenas
(~Delenas@2600:1016:b020:c530:7dd1:cef2:66c8:c211)
(rawr.))