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L25[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160430 mappings to Forge Maven.
L26[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160430-1.9.zip (mappings
= "snapshot_20160430" in build.gradle).
L27[02:00:12] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L42[02:39:14] <DovahOfKiin> masa
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L69[03:56:07] <brandon3055> Why was i
banned on #minecraftforge ? I never even use this channel.
L70[03:57:31] <IoP> banned or redirected to
other channel?
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L72[03:58:58] <Matthew> brandon3055, I
think you hit the nick length quite in here with the |zzz
nick
L73[03:59:05] <Matthew> *quiet
L74[03:59:35] <brandon3055> ahh ok i did
not know that was a thing
L75[04:04:30] <brandon3055> That dose seem
a little silly. Atleast the part where you are banned for having a
long name and the fact that you are banned actually prevents you
from changing your name to something shorter while you are
connected to the channel.
L76[04:06:33] <tterrag> it's a bit of a
catch-22. IRC prevents you changing your nick while banned, but it
also allows banning people for their nicks :P
L78[04:12:58] <IoP> is it still early
morning... "IRC prevents you changing your nick while
banned"?
L79[04:14:22] <tterrag> indeed. change your
nick to something >15 characters, and this channel will
"ban" you (+q)
L80[04:14:29] <tterrag> then, you cannot
change your nick back without leaving
L81[04:14:40] <tterrag> so it actually
forces you to keep the nick...you just can't talk :P
L82[04:14:49] <Matthew> it kindof makes
sense I guess. becasue nick change spam is a thing
L83[04:14:52] <IoP> that's interesting
feature
L84[04:14:59] <Matthew> and the point of +q
is to prevent them from making noise
L85[04:15:32] <tterrag> agreed. but length
limits shouldn't use +q. they should prevent the nick change in the
first place
L86[04:15:57] <tterrag> I'm sure there's a
great reason why it doesn't work that way
L87[04:15:59] <tterrag> but I don't konw
it
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L89[04:16:25] <IoP> What kind of mask is
used with +q? Would it allow nick changes if using extended
masks?
L90[04:16:53] <Matthew> irc has no concept
of nick length bans though. its just a quiet on
???????????????*!*@*
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L92[04:17:29] <Matthew> +q is the same as
+b but they can still join. just can't talk
L93[04:17:31] <tterrag> it can't be hard to
implement it in a way that just prevents nick changes
L94[04:18:02] <tterrag> it's just that it's
been this way forever and no one has made a better version :P
L95[04:18:19] <Matthew> also heh. it's fun
watching people go crazy over the serverban thing
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L114[05:15:48] <Intektor> why?
L116[05:19:42] <Ordinastie_> looks like
you get the toString() version
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L118[05:21:49] <Intektor> hmmm
L119[05:24:15] <Intektor> hwo can I put
them together?
L120[05:24:34] <Intektor> so "you got
killed by " + itemstack.getChatThing
L121[05:24:39] <Intektor> for
example
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L130[06:01:03] <ghz|afk> Intektor: can't
you like, using format strings with aprameters, and just
"build" the full text on the client?
L131[06:01:18] <Intektor> lets see
L132[06:02:08] <ghz|afk>
ServerCommandManager#notifyListener for example
L133[06:02:09] <ghz|afk> does
L134[06:02:15] <ghz|afk> new
TextComponentTranslation("chat.type.admin", new Object[]
{sender.getName(), new TextComponentTranslation(translationKey,
translationArgs)});
L135[06:04:41] <ghz|afk> whith
"chat.type.admin=[%s: %s]"
L136[06:04:58] <ghz|afk> read from the
en_US.lang (or whatever the activetranslation is on the
client)
L137[06:05:38] <ghz|afk> so you can build
the chat message using the least hardcoded strings possible
L138[06:05:46] <ghz|afk> allowing
translators to properly localize the message
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L144[06:21:02] <Intektor> ah ok
L145[06:21:06] <Intektor> by the way
L146[06:21:10] <Intektor> how does
itemfood work?
L147[06:21:30] <Intektor> what is the
number of the food, i mean steak is 8 food I guess
L148[06:21:34] <Intektor> where is this
number?
L149[06:21:40] <ghz|afk> on the
constructor
L150[06:21:58] <ghz|afk>
ItemFood(amount,saturation,isWolfFood)
L151[06:22:11] <ghz|afk> jsut take a look
at ItemFood class?
L152[06:22:23] <Intektor> I do, but it is
a bit confusing
L153[06:22:32] <Ordinastie_> ghz|afk,
pfff, reading code is for noobs
L154[06:22:38] <ghz|afk> how so?
L156[06:23:39] <ghz|afk> wat, where do you
see that?
L158[06:24:41] <ghz|afk> yes all food is
equal
L159[06:24:53] <Intektor> wut?
L160[06:24:56] <ghz|afk> the only
differences are the returns from getHealAmount, and
getSaturationModifier
L161[06:24:58] <Ordinastie_> tell that to
vegans...
L162[06:25:15] <ghz|afk> getHealAmount is
the number of things it replenishes
L163[06:25:32] <ghz|afk>
getSaturationModifier is for the time it takes until the food
starts dropping again
L164[06:25:39] <Intektor> ah ok
L165[06:25:40] <Intektor> lol
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L176[07:00:48] <ghz|afk> I was watching
this, and I wonder how it would look like wit ha fisheye lens
applied to normal mc
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L179[07:18:33] <fry> increase the fov in
the settings
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L184[07:28:28] <Intektor> I need all the
sub items from minecraft.getSubItems on my server?
L185[07:28:35] <Intektor> what can I
do?
L186[07:28:56] <Intektor>
Item#getSubItem
L187[07:29:12] <Ordinastie_> nothing
L188[07:29:42] <Intektor> wow that sounds
great
L189[07:29:47] <Ordinastie_> that's client
only
L190[07:29:59] <Ordinastie_> and only for
displaying items in creative tabs
L191[07:30:13] <Ordinastie_> no guarantee
you'll have every sub items that actually exist
L192[07:32:12] <Intektor> well, then I
will send them to the sevrer
L193[07:32:26] <Ordinastie_> still no
guarantee to have them all
L194[07:32:44] <Intektor> yeah, I only
need those, the player has
L195[07:35:42] <Dark> suggest caching on
server and validating with several clients
L196[07:36:25] <Dark> tbh someone should
PR change it to not be client side only
L197[07:36:28] <Dark> that data is
useful
L198[07:36:53] <masa> what is this
"new feature in 1.9.3" that is causing drama
somewhere?
L199[07:37:01] <ghz|afk> auto-jump?
L200[07:37:10] <masa> isn't that
1.10
L201[07:37:26] <Ordinastie_> yes,
auto-jump in 1.10
L202[07:37:36] <Dark> by auto-jump? you
mean?
L203[07:37:41] <ghz|afk> wait nm yes
L204[07:37:49] <ghz|afk> Dark: played
mcpe?
L205[07:37:57] <Dark> nope
L206[07:37:58] <ghz|afk> or win10
edition?
L207[07:38:09] <Dark> yes, but don't
recall and auto-jump
L208[07:38:13] <ghz|afk> it's off by
default
L209[07:38:16] <ghz|afk> when you turn it
on
L210[07:38:33] <ghz|afk> and get close to
a one-block-tall, it jumps for you
L211[07:38:38] <Cazzar> Think similar-ish
to uphill step assist :P
L212[07:38:49] <ghz|afk> xcept it doesn't
"pop" upward
L213[07:38:53] <ghz|afk> it actually does
the jump
L214[07:38:57] <Dark> oh, that is more
like step-assist
L215[07:39:11] <ghz|afk> got win10?
L216[07:39:12] <ghz|afk> try it ;P
L217[07:39:23] <Dark> I might later,
sounds a bit odd but interesting
L218[07:39:31] <ghz|afk> unlike
stepheight=1
L219[07:39:41] <ghz|afk> yo uactually see
it jump "in advance"
L220[07:39:45] <ghz|afk> not after you
push into the block
L221[07:41:26] <Ordinastie_> so, what
feature masa ?
L222[07:41:38] <Ordinastie_> or rather,
what drama ?
L223[07:43:51] <masa> no idea, that's why
I asked...
L224[07:44:02] <masa> lex just tweeted
about it
L225[07:44:19] <masa> maybe he meant
1.10
L226[07:44:22] <masa> no idea
L227[07:46:15] <ghz|afk> hmmm
L228[07:46:32] <ghz|afk> there's tweets
about how mojang is blocking servers that are against the eula of
1.9.3pre2
L230[07:46:42] <ghz|afk> as in
L231[07:46:52] <ghz|afk> mc has a
blacklist of eula-breaching servers?
L232[07:48:32] <ghz|afk> can't find
anythingelse
L233[07:49:53] <AKTheKnight> It downloads
a file on launch listing banned ips
L234[07:50:09] <AKTheKnight> When you then
try to connect to one of the ips, it throws a fake error
apparently
L235[07:56:59] <masa> okay, well I don't
see much wrong with that
L236[07:57:13] <masa> until they start
blocking all modded servers with it...
L237[07:57:26] ***
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L238[07:57:43] <Ordinastie_> nothing wrong
to BL server that don't respect the EULa
L239[07:57:51] <masa> yes
L240[07:57:56] <Ordinastie_> on the other
hand, thread sleep + fake error message instead of proper message
is stupid
L241[07:58:08] <masa> and very much mojang
:p
L242[07:58:34] <Ordinastie_> that's sad
and very unprofessional
L243[07:58:49] <masa> and very much
mojang
L244[07:58:57] ***
kroeser|away is now known as kroeser
L245[07:59:06] <masa> why do anything
properly when you can slap on a 5-second hack
L246[08:01:43] ⇦
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L267[09:05:53]
MineBot sets mode: +v on LatvianModder
L268[09:07:02] <ghz|afk> HAHAHA
L269[09:07:14] <ghz|afk> so I have apple
trailers on my rss reader
L270[09:07:22] <ghz|afk> and they just
released a new batch of movie trailers
L271[09:07:29] <ghz|afk> and I remembered
that they discontinued quicktime
L272[09:07:37] <ghz|afk> so I wondered
"do they still require it to watch the trailers?"
L273[09:07:39] <ghz|afk> answer is
no
L274[09:07:43] <ghz|afk> they use html5
video tag
L275[09:07:46] <ghz|afk> BUT
L276[09:07:50] <ghz|afk> and it's a big
but
L277[09:07:54] <ghz|afk> it doesn't work
on firefox
L278[09:08:04] <fry> mp4?
L279[09:08:08] <ghz|afk> the panel they
use to show the video redirects to another page
L281[09:08:20] <ghz|afk> with the player
controls overlay
L282[09:08:22] <ghz|afk> but not the
video
L283[09:08:27] ***
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L284[09:08:35] ***
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L287[09:10:37] <ghz|afk> so, that
aside
L288[09:10:51] <ghz|afk> I have a question
/ design issue
L289[09:11:02] <ghz|afk> normally on
singleplayer world
L290[09:11:04] <ghz|afk> s
L291[09:11:22] <ghz|afk> the player
inventory andsuch will remain regardless of who's logged in on the
launcher, right?
L292[09:11:40] <LatvianModder> Not
sure
L293[09:11:45] <ghz|afk> I mean, that's
how it happens when using the MDK -- each time you start the game
you get a different player name
L294[09:11:50] <ghz|afk> but
L295[09:11:53] <LatvianModder> not..
L296[09:11:57]
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L297[09:12:03] <LatvianModder> ok, if you
havent set your --uuid, then yes
L298[09:12:12] <ghz|afk> I was making a
system by which you can bind an ender chest to a player
L299[09:12:17] <LatvianModder> I think
stats reset but inventory stays. inventory is saved in
level.dat
L300[09:12:27] <ghz|afk> and it will
expose the player's private network on this chest
L301[09:12:41] <ghz|afk> which brings me
to the question:
L302[09:12:58] <ghz|afk> is the fact that
each UUID gets a different private network an issue?
L303[09:13:05] <ghz|afk> it means if I
login to your save
L304[09:13:19] <ghz|afk> the ender chest
contents won't be there when I open the chests
L305[09:13:29] <LatvianModder> Its how its
supposed to be
L306[09:13:36] <ghz|afk> not really
L307[09:13:38] <ghz|afk> up to now
L308[09:13:44] <ghz|afk> I stored the
private network as a capability in the player
L309[09:13:47] <LatvianModder> in normal
singleplayer, or if you have set your uuid in launcher args, you
always have the same uuid
L310[09:14:11] <ghz|afk> does singleplayer
actually get the same UUID always?
L311[09:14:17] <ghz|afk> if I log out and
someone else logs into my profile
L312[09:14:24] <ghz|afk> or if I share my
save folder with someone else?
L313[09:15:16] <LatvianModder> Well, the
only thing that doesnt change with new uuid is player
inventory
L314[09:15:28] <LatvianModder> inventory /
position / other random data
L315[09:16:07] <ghz|afk> yes that's my
question
L316[09:16:11] <ghz|afk> should the
private network remain?
L317[09:16:22] <LatvianModder> how did
enderchest works?
L318[09:16:33] <LatvianModder> chests
work*
L320[09:16:56] <LatvianModder> Yeah, I
know, I saw it yesterday. Might even grab it for my devenv :P
L321[09:16:59] <ghz|afk> there's two types
of chest
L322[09:17:03] <ghz|afk> global network
chests
L323[09:17:06] <ghz|afk> and private
network chests
L324[09:17:19] <ghz|afk> the global ones
show an inventory defined exclusively by the color code
L325[09:17:29] <ghz|afk> while the private
network is an inventory bound to the player
L326[09:17:43] <ghz|afk> I was adding a
feature
L327[09:17:58] <ghz|afk> to have a
"security card" that can be used to allow private network
chests to be automatable
L328[09:18:06] <ghz|afk> by fixing them to
one player's private network
L329[09:18:19] <ghz|afk> which means
everyone who opens the chest gets the *same* network
L330[09:18:44] <ghz|afk> now
L331[09:18:50] <ghz|afk> I DO have an idea
on how to solve this
L332[09:19:10] <ghz|afk> I would assign a
unique ID to each player
L333[09:19:18] <ghz|afk> store this ID in
a capability
L334[09:19:24] <ghz|afk> and when binding
a chest to a plyer
L335[09:19:31] <ghz|afk> I would bind it
to the same ID
L336[09:19:47] <ghz|afk> so a singleplayer
player wouldalways get the same ID
L337[09:19:55] <ghz|afk> and so would
always access the same private network
L338[09:20:14] <ghz|afk> I'm justnot sure
if I should do it ;P
L339[09:20:30] <masa> I'd say no
L340[09:20:58] <masa> what if a player
wants to change the user he is logegd in as, but then your system
would still access the same inventory?
L341[09:21:04] <masa> I'd just do it by
UUID
L342[09:21:22] <masa> since that's usually
UUID == player account
L343[09:22:14] <masa> then again, playing
the same single player world as differnet accounts... is that how
common?
L344[09:22:29] <ghz|afk> it isn't
L345[09:22:46] <masa> and why would
someone do that? I've only done that in dev environment when I've
been testing my public/private stuff
L346[09:22:54] <ghz|afk> well
L347[09:23:02] <ghz|afk> adventure maps,
maybe
L348[09:23:05] <ghz|afk> I don't
know
L349[09:23:11] <ghz|afk> I just noticed
the issue, and I'm annoyed by it
L350[09:23:12] <ghz|afk> XD
L351[09:23:27] <LatvianModder> adventure
maps?
L352[09:23:41] <LatvianModder> In every
adventure map you are supposed to start from 0 with nothing
L353[09:23:57] <LatvianModder> OR if you
have to have items, they are always placed in chest next to you
:P
L354[09:24:06] <masa> but in any case, I
would find it confusing if you would access the same
"private" inventory with different accounts in single
player (since on a server that wouldn't be the case)
L355[09:24:24] <LatvianModder> I vote for
new uuid = new inventory
L357[09:24:36] <ghz|afk> okay
L358[09:24:47] <LatvianModder> I think its
also easier to make anyway
L359[09:24:48] <ghz|afk> uuid-bound it is,
then
L360[09:24:54] <ghz|afk> it's already done
;P
L361[09:25:02] <LatvianModder> even better
:P
L362[09:25:06] <ghz|afk> I was just
wondering if I should do theextra effort of adding the intermediate
ID layer
L363[09:25:19] <LatvianModder>
naaaah
L364[09:25:19] <masa> more bugs and
confusion imo
L365[09:25:24] <ghz|afk> there's still
some issues to fix
L366[09:25:28] <ghz|afk> but the code is
written XD
L367[09:26:04] <ghz|afk> I'll need WAILA
in here to debug this properly XD
L368[09:26:16] <LatvianModder> my
item-block rendering is STIL broken :/
L369[09:26:44] <ghz|afk> hmmm or I can
print a chat message when shift-rightclicking with an empty hand, I
suppose
L370[09:28:11] <LatvianModder> do your
chests work with hoppers / item transporters just like enderchests
did
L371[09:30:01] <ghz|afk> that's what I'm
working on
L372[09:30:26] <ghz|afk> the whole purpose
of binding a chest to a private network
L373[09:30:33] <ghz|afk> is to make
automation (hoppers and pipes) work on them
L374[09:31:04] <ghz|afk> HMF
L375[09:31:07] <ghz|afk> the chest is
still bound
L376[09:31:13] <ghz|afk> but the contents
are gone :/
L377[09:31:23] <ghz|afk> saving/loading of
the WorldSavedData is failing somehow
L378[09:31:39] *
ghz|afk facepalms
L379[09:31:50] <ghz|afk> I neverwrote the
loading
L380[09:35:19] <masa> who needs that
anyway! just never stop playing!
L381[09:36:37] <ghz|afk> too late
L382[09:36:40] <ghz|afk> already coded
it
L383[09:39:39] ⇦
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L384[09:46:06] <ghz|afk> hmm found a crash
bug
L385[09:46:14] <ghz|afk> will haveto fix
first, and release a last update to the 0.5 series
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L390[10:04:32] ***
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L393[10:26:50] <ghz|afk> and right after
pasting, I realize there's no recipe for the cards, yet
L394[10:26:50] <ghz|afk> XD
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L404[10:58:33] <Intektor> what is this
enchantment level?
L405[10:58:39] <Intektor> In
enchantmentData
L406[10:59:05] ***
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L408[11:00:33] <diesieben07> the...
enchantment level? :D
L409[11:00:55] <diesieben07> like Fortune
1-3
L410[11:01:11] <Intektor> yeah, but is it
like 30 levels, or 3, or the stack enchantability
L411[11:01:14] <Intektor> ah ok
L412[11:05:37] ⇦
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L415[11:12:08] <masa> uhh, weird ghost
entity crap going on with entity teleporting in 1.9
L416[11:12:32] <masa> I thought I was
doing something wrong when there were ghost entities left behind on
the client side
L417[11:12:51] <ghz|afk> vanilla 1.9 has
issues with entities, so don't just blindly assume it's your fault
or forge's
L418[11:12:51] <ghz|afk> XD
L419[11:12:52] <masa> but now I saw that
sometimes the stack of cows comes back for a little while
even
L420[11:13:06] <masa> so maybe this is
just the vanilla bugginess with minecarts etc
L421[11:13:11] <masa> yep
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L430[11:42:04] <LordFokas> Intektor, no
matter how far / couldn't be much more from the heart :p
L431[11:42:13] <LordFokas> sorry, I had to
:p
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L433[11:43:34] <Intektor> metallica, am I
right?
L434[11:45:03] ***
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L438[11:51:54] <masa> bleh, the new
BossInfo system is a bit annoying...
L439[11:52:26] <masa> when I teleport out
from The End, the Ender Dragon boss bar gets stuck, and when I
teleport back into the end, it adds a new bar each time
L440[11:54:03] <masa> in vanilla the only
place where it removes the player from the dragon fight's bossInfo
is in the updateplayers() in DragonFightManager, and it only
removes it basically when a player dies or moves out of range in
the end
L441[11:54:50] <masa> ie. the End world
has to be active up to a second after the player is no longer in
The End for it to remove the player
L442[11:55:32] <PaleoCrafter> look it up
in the bug tracker? :P
L443[11:55:45] <PaleoCrafter> maybe some
other mod author has reported it already
L444[11:56:36] <masa> why would they care
about mods
L445[11:56:55] ***
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L446[11:57:13] <PaleoCrafter> well, it's
sort of relevant if they add cross-dimension capabilities to the tp
command at some point
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L453[12:27:54] <Wuppy> holy hell I've got
a lot of crap in my steam libraray
L454[12:28:08] <Wuppy> just discarded 4
shitty games...
L455[12:28:11] <Wuppy> why do I buy those
:V
L456[12:28:24] <ghz|afk> hmmmv is there
any use for TiCon liquid slime aside of making a slime
spawner?
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L461[12:35:58] <Wuppy> great, a game that
crashes as soon as you do anything
L462[12:37:34]
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L463[12:38:59] <Wuppy> to be fair though,
at this point I'm trying to find games in my library I've never
heard of and going in it with the idea that it's probably not great
:P
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L467[12:43:20] <b0bst3r> Hello I know 1.9
is still in very early development but in SMP I keep getting server
crashloops with java.io.IOException: Error while writev(...):
Broken Pipe repeated hundreds of times like this
http://i.imgur.com/X8o49z3.png
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L469[12:43:33] <McJty> 1.9 is not really
in very early development anymore
L470[12:43:41] <McJty> It is not finished
but it is VERY usable and good
L471[12:43:48] <b0bst3r> oh ok it's not
then but I was being kind lol
L472[12:44:00]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L473[12:44:02] <ghz|afk> never seen
that
L474[12:44:10] ***
ghz|afk is now known as gigaherz
L475[12:44:19] <b0bst3r> the crashloop
eventually stops when my player which tried to join eventually gets
disconnected from the server
L476[12:44:23] <gigaherz> do you have a
complete log?
L477[12:44:36] <gigaherz> something that
includes the list of mods and coremods you have in it and
such
L478[12:44:39] <b0bst3r> can probably get
hold of one
L479[12:46:02] <b0bst3r> oh nice one just
figured out what causes it
L480[12:46:21] ⇦
Quits: Naiten (~Naiten@77.35.216.210) (Read error: Connection reset
by peer)
L481[12:46:40] <b0bst3r> I forgot I
changed a couple of mods to test and tried to connect to server
with them which doesn't have them
L482[12:46:52] <b0bst3r> hence
crashloop
L484[12:48:00]
⇨ Joins: Jiraiyah_ (~Jiraiyah@5.78.78.68)
L485[12:49:07] <Sollux-Captor> What would
an array list return when x.size() is called if nothing has been
x.add()?
L486[12:49:19] ***
DonAway is now known as DRedhorse
L487[12:49:23] ⇦
Quits: Jiraiyah (~Jiraiyah@5.78.78.68) (Ping timeout: 190
seconds)
L488[12:50:28] <PaleoCrafter> take a
guess, Sollux-Captor
L489[12:50:38] <Sollux-Captor> 0
L490[12:50:50] <diesieben07> congrats, you
win a participation ribbon
L491[12:50:54] <PaleoCrafter> assuming no
copy constructor was used, correct :P
L492[12:51:10] <diesieben07> or addAll was
not used, or... :D
L493[12:51:16] <PaleoCrafter> yah xD
L494[12:51:44] <Sollux-Captor> Meh, I am
all over the place. I'm confusing my self over my own code. . .
I've rewritten this so many times but It is coming together now and
is almost finally done.
L495[12:53:00]
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L496[12:54:03] ⇦
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L497[12:55:28]
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L498[12:57:21] ⇦
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L499[12:58:03] ⇦
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L500[12:58:12]
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L501[12:59:43] ⇦
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L503[13:01:34] <b0bst3r> finishes almost
100,000 lines later
L504[13:02:03] <gigaherz> >_<
L505[13:02:49] <gigaherz> pff they don't
allow "download as text" without logging in
L506[13:03:02] <gigaherz> and I can't even
read the text because it doesn't appear at all
L507[13:03:03] <b0bst3r> too big for
pastebin
L508[13:03:24] <gigaherz> must be yet
another webkit-only website
L509[13:03:37] <diesieben07> doesnt work
in chrome either
L510[13:03:49] <gigaherz> ah
L511[13:04:00] <gigaherz> let's check
Edge
L513[13:04:11] <diesieben07> wait no
L514[13:04:16] <diesieben07> it just
doesnt start until line 33900
L515[13:04:23] <diesieben07> thats where
the log starts
L516[13:05:05] <gigaherz> not in the raw
file
L517[13:05:05] <gigaherz> ;P
L518[13:05:49] <gigaherz> there's also
some
L519[13:05:55] <gigaherz> [13:53:41]
[Server thread/DEBUG] [FML/]: The world 2a64232d (world) may have
leaked: seen 140 times.
L520[13:05:55] <gigaherz> [13:53:41]
[Server thread/DEBUG] [FML/]: The world 1d8fb49 (world) may have
leaked: seen 190 times.
L521[13:05:55] <gigaherz> [13:53:41]
[Server thread/DEBUG] [FML/]: The world 3dc1de4f (world) may have
leaked: seen 875 times.
L522[13:05:55] <gigaherz> [13:53:41]
[Server thread/DEBUG] [FML/]: Gathering id map for writing to world
save world
L523[13:05:59] <gigaherz> mixed in
between
L524[13:06:00] <gigaherz> XD
L525[13:06:05] <b0bst3r> yeah I see a lot
of that
L526[13:07:06] <b0bst3r> actually the
crash loop hadn't stopped :(
L527[13:07:23] <gigaherz> you probably
want to stop the server, lol
L528[13:07:29] <b0bst3r> I just did
L529[13:07:35] <b0bst3r> ls --help
L530[13:08:14] <gigaherz> [13:22:35]
[Server thread/INFO] [STDERR/]:
[net.minecraft.entity.EntityList:func_75615_a:164]:
java.lang.reflect.InvocationTargetException
L531[13:08:19] ***
Keridos|away is now known as Keridos
L532[13:08:21] <gigaherz> [13:22:35]
[Server thread/INFO] [STDERR/]:
[java.lang.Throwable:printStackTrace:634]: Caused by:
java.lang.NoSuchMethodError:
lumien.randomthings.entitys.EntitySoul.func_184227_b(D)V
L533[13:08:29] <Lumien> :(
L534[13:08:45] <gigaherz> any chance
there's a mismatch between the forgeversion anf randomthings?
L535[13:08:50]
⇨ Joins: kimfy
(~kimfy___@236.5.200.37.customer.cdi.no)
L536[13:09:12] <Cisien> gigaherz: could be
another mod that is expecting a specific version of random
things
L537[13:09:23] <b0bst3r> ahh that might
explain the strange behaviour of the souls
L538[13:09:24] <gigaherz> ah right
L539[13:10:07] <Cisien> pastebin the full
stack trace
L540[13:10:11] <b0bst3r>
RandomThings-MC1.9-3.7 and Forge 1865
L541[13:10:13] <gigaherz> [08:48:32]
[Server thread/WARN] [FML/]: Attempted to add a EntityItem to the
world with a invalid item at (220.46, 67.67, 229.51), this is most
likely a config issue between you and the server. Please double
check your configs
L542[13:10:14] <gigaherz> wtf
L543[13:10:50] <gigaherz> the crash loop
seems like the least of your issues
L544[13:10:50] <gigaherz> XD
L545[13:11:40] <gigaherz> [04:00:06]
[main/ERROR] [LaunchWrapper/]: A critical problem occurred
registering the ASM transformer class
net.malisis.core.asm.MalisisCoreAccessTransformer
L546[13:11:40] <gigaherz>
java.lang.IllegalArgumentException: resource malisiscore_at.cfg not
found.
L547[13:12:18] <Ordinastie_> doesn't
matter though
L548[13:14:05] <b0bst3r> 220 229 is an
onion
L549[13:14:59] <b0bst3r> i wonder why
malisis core cfg isn't being created
L550[13:15:21] <Ordinastie_> it's been
moved and taken from the manifest
L551[13:15:32] <Ordinastie_> I just forgot
to remove it from the plugin
L552[13:16:11] <b0bst3r> I need to figure
out also if it malisis's that causing vanilla door textures to be
not present
L553[13:16:55] <Ordinastie_> what do you
mean by not present ?
L554[13:17:26] <b0bst3r> in hand and JEI
purple and black squares
L555[13:17:31] ***
willieaway is now known as williewillus
L556[13:17:45]
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(~Stiforr@ip72-216-8-185.pn.at.cox.net)
L557[13:17:55] <Ordinastie_> not using 3D
render ?
L558[13:18:28] <b0bst3r> 3d
anagltph?
L559[13:18:46] <b0bst3r> still spelt it
wrong lol 3D Anaglyph?
L560[13:19:02] <b0bst3r> wait no that's
eewwwww the other 3D
L561[13:19:24] <Ordinastie_> no, I mean
the 3D version for the doors
L562[13:19:32] <Ordinastie_> /malisis
config malisisdoors
L563[13:19:56] <b0bst3r> default
config
L564[13:19:57] <b0bst3r>
B:config.modifyVanillaDoors=true
L565[13:19:57] <b0bst3r>
B:config.use3BranchHandle=false
L566[13:19:57] <b0bst3r>
B:config.use3DItems=false
L568[13:21:37]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L569[13:21:56] <Ordinastie_> ok, first,
does it happens with just MalisisDoors installed ?
L570[13:22:08] <b0bst3r> yeah that's what
I need to look at
L571[13:24:03] ⇦
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L572[13:26:02] <b0bst3r> yeah remove
malisis and textures are there
L573[13:30:45] <Ordinastie_> I mean, only
malisis, are the textures working ?
L574[13:31:30] <b0bst3r> If I remove
Malisis's door and core the textures are present, if I add
Malisis's door and core the textures are black and purple
squares
L575[13:31:44] <Ordinastie_>
<Ordinastie_> I mean, only malisis, are the textures working
?
L576[13:31:48] <b0bst3r> 2 mins
L577[13:33:28]
⇨ Joins: thecodewarrior
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L578[13:36:59] <b0bst3r> yep I wonder
which mod that conflicts with
L579[13:37:21] <Ordinastie_> porbably the
one that adds the doors shown in the screen you linked
L580[13:37:38] <b0bst3r> base metals,
maybe but they are all metal doors
L581[13:37:56] ⇦
Quits: Davnit (~Davnit@71-47-97-111.res.bhn.net) (Read error:
Connection reset by peer)
L582[13:38:55] <b0bst3r> heh no you are
correct it is base metals
L583[13:40:14] <Ordinastie_> you can try
to activate 3D for the door items, but I doubt it will fix it
L584[13:42:03] <b0bst3r> oh it does fix it
thanks
L585[13:43:35]
⇨ Joins: Davnit
(~Davnit@71-47-97-111.res.bhn.net)
L586[13:43:45] <thecodewarrior> Does forge
1.8.9 still have trouble launching mods in a dev environment?
L587[13:43:58] <williewillus> what
trouble?
L588[13:44:08] <gigaherz> never had
trouble
L589[13:44:44] <thecodewarrior> It keeps
crashing, it works fine in normal minecraft, but not in the dev
environment.
L590[13:44:57] <PaleoCrafter> well, what
is the crash? :P
L591[13:45:28] <thecodewarrior> It's
strange, it's a classnotfoundexception with a mod class.
L592[13:45:51] ⇦
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L593[13:45:59] <PaleoCrafter> paste a log,
CNF can be caused by various things
L595[13:47:40] <PaleoCrafter> ah, compute
frames, right, diesieben07? :P
L596[13:49:37] <williewillus> that's
because ElecCore hacks all over the rendering system for no
reason
L597[13:49:55] ⇦
Quits: zenith|working
(~zenith@ec2-52-90-82-135.compute-1.amazonaws.com) (Remote host
closed the connection)
L598[13:50:02] <PaleoCrafter> well, in the
first place, it's broken class transforming :P
L599[13:50:29] <PaleoCrafter> Elec332, I
blame you!
L600[13:50:29] <gigaherz> modder must be
one of those who dislike the new model system?
L601[13:50:44] <williewillus>
probably
L602[13:50:48] <williewillus> ? :P
L603[13:50:53] <thecodewarrior> :( back to
building over and over to test bugfixes.
L604[13:51:05] ⇦
Parts: williewillus (williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
(Leaving))
L605[13:51:16]
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(williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
L606[13:54:25] <diesieben07> yep
L607[13:54:27] <diesieben07> compute
frames
L608[13:54:41] <diesieben07> if you want
to use it, you need to be clever :D
L609[13:55:16]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8000:134f:2c75:e1da:357b:4cfe)
L610[13:55:47] <PaleoCrafter> or you need
to know the link to your custom ClassWriter :P
L611[13:56:05] <diesieben07> haha
L612[13:56:11] <diesieben07> its much more
than just the classwriter
L613[13:56:45] <PaleoCrafter> but it all
comes together there, doesn't it? :P
L614[13:57:00] ⇦
Quits: Kano (~Giratina5@2604:180:0:368::bcd8) (Remote host closed
the connection)
L615[13:57:01] <diesieben07> thats where
the magic is used, yes
L616[14:02:39] ⇦
Quits: Cast0077 (~Work@24-181-178-44.dhcp.nwtn.ct.charter.com)
(Read error: Connection reset by peer)
L617[14:05:02] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L618[14:09:58]
⇨ Joins: zetaPRIME (~zetaPRIME@209.141.57.4)
L619[14:10:37] <zetaPRIME> ... I am
*really* ticked off at mojang right now
L620[14:10:48] <williewillus> why is
that
L621[14:10:58] <zetaPRIME> server
blacklist in 1.9.3
L622[14:11:37] <zetaPRIME> if there is no
technical reason why a player's client cannot connect to a given
server, it is flatly unacceptable for the client to refuse to
connect to said server.
L623[14:11:51] <shadowfacts> yes it is, if
the server is violating the EULA
L624[14:11:51] <williewillus> they're
enforcing something they said they would enforce
L625[14:11:58] <williewillus> how does
that affect you?
L626[14:12:02] <williewillus> given that
you're doing the right thing
L627[14:12:16] <shadowfacts> the sever is
operating illegally, Mojang is within their rights to prevent you
from using their stuff illegally
L628[14:12:20] <gigaherz> if
anything
L629[14:12:29] <gigaherz> the only reason
we should ever be annoyed at mojang
L630[14:12:34] <gigaherz> is for not
giving a proper reason
L632[14:12:57] <zetaPRIME> ... wow.
L633[14:13:01] *
zetaPRIME h e a d d e s k
L634[14:13:07] <masa> ? :D
L635[14:13:11] <williewillus> you're
failling to support your argument :P
L636[14:13:16] <shadowfacts> ^
L637[14:13:39] <zetaPRIME> a server
blacklist is inherently anti-player.
L638[14:13:45] <gigaherz> it's mojang's
game, they have every right to block clients from accessing the
servers
L639[14:13:48] <williewillus> ^
L640[14:13:51] <williewillus> also
L641[14:13:55] <gigaherz> if the servers
areworking around their limits
L642[14:13:56] <masa> it only affects
players of servers that are operating agains the EULA
L643[14:13:57] <williewillus> this has
been coming for a long time
L644[14:14:03] ⇦
Quits: kimfy (~kimfy___@236.5.200.37.customer.cdi.no) (Ping
timeout: 190 seconds)
L645[14:14:04] <williewillus> and yes its
only for eula breaking servers
L646[14:14:26] <shadowfacts> the server
blacklist is anti people breaking the law
L647[14:14:31] <zetaPRIME> the relevant
parts of said EULA also have inherently anti-playerbase effects,
but whatever
L648[14:14:31] <gigaherz> it's already
weird that they even have the "online-mode=false"
option
L649[14:14:38] <shadowfacts> ^
L650[14:14:47] <gigaherz> which allows
pirate users to play without having to crack the server too
L651[14:14:55] <zetaPRIME> that's for LAN
use
L652[14:15:02] <gigaherz> yes
L653[14:15:09] <gigaherz> but most
companies would consider that unthinkable
L654[14:15:13] <zetaPRIME> removing it
would be an objectively incorrect move
L655[14:15:14] <gigaherz> "an option
that makes piracy easier"
L656[14:15:18] <williewillus> ^
L657[14:15:21] <williewillus> the only
reason it exists
L658[14:15:27] <williewillus> is because
the auth servers used to be very flaky
L659[14:15:48] <gigaherz> can you even
start the game from the launcher while offline?
L660[14:15:50] <zetaPRIME> still are at
times
L661[14:15:54] <gigaherz> you used to, in
the legacy launcher
L662[14:15:56] <williewillus> yes
L663[14:16:01] <zetaPRIME> gigaherz: if
you've logged in before, yes
L664[14:16:03] <gigaherz> but I haven't
been offline in ages
L665[14:16:04] <gigaherz> XD
L666[14:17:13] <gigaherz> anyhow
L667[14:17:29] <gigaherz> the blacklist is
annoying, but it shouldn't even affect legit players that play on
legit servers
L668[14:17:35] *
zetaPRIME ghhhhh... scribbles a few notes in various
blueprints
L669[14:17:41] <Stiforr> Which is an
easier repo to setup Maven or Ant?
L670[14:17:46] <gigaherz> the facepalm
part is that they'd choose to give an opaque error
L671[14:17:55] <williewillus> what is an
"Ant repo"? :P
L672[14:17:58] <PaleoCrafter> ^
L673[14:18:02] <Stiforr> Ivy
L674[14:18:02] <zetaPRIME> there's nothing
non-legit about a server doing what it needs to to to
survive.
L675[14:18:03] <PaleoCrafter> Ant is just
a build tool :P
L676[14:18:03] <Stiforr> I mean
L677[14:18:05] <gigaherz> instead of
showing a "The server has been blacklisted for breaching
EULA"
L678[14:18:18] <PaleoCrafter> and a repo
really isn't anything but a web server with a special file
structure
L679[14:18:22] <gigaherz> Stiforr: you can
easily setup gradle build to generate maven-compatible
folders
L680[14:18:29] <williewillus> zetaPRIME:
this is exclusively for the servers scamming kids out of their
parents' money
L681[14:18:31] <williewillus> and
similar
L682[14:18:31] <gigaherz> and then
transfer the data to any random web server
L684[14:18:46] <Stiforr> lmao
L685[14:18:47] <williewillus> lol
L686[14:18:52] <shadowfacts> lol
L687[14:19:09] <zetaPRIME> still, a flat
ban on ingame donation perks is objectively incorrect
L688[14:19:22] <diesieben07> no
L689[14:19:24] <diesieben07> its your
opinion
L690[14:19:26] <diesieben07> you don't
like
L691[14:19:28] <diesieben07> it
L692[14:19:28] <shadowfacts> it's not a
"flat ban on ingame donation perks"
L693[14:19:32] <gigaherz> Stiforr:
L695[14:19:33] <diesieben07> also
that
L696[14:19:46] <williewillus> have you
even read it?
L697[14:20:00] <williewillus> it bans
using real money to pay for gameplay-influencing items or
abilities
L698[14:20:01] ***
DRedhorse is now known as DonAway
L699[14:20:06] <shadowfacts> it bans
_gameplay affecting_ donation perks, because that lets server
owners profit off the work that Mojang does
L700[14:20:08] <Stiforr> Thanks giga i
just saw the information on how to do it on sonatypes site
L701[14:20:12] <Stiforr> I'll check it
out
L702[14:20:14] <gigaherz> after adding
that
L703[14:20:22] <gigaherz> you just do
"gradlew publishToMavenLocal"
L704[14:20:32] <gigaherz> and then
build/repo/ contains all the files you need to copy to a
server
L705[14:20:46] <zetaPRIME> shadowfacts: at
the VERY LEAST server-plugin-specific things should be
exempt.
L706[14:20:46] <Stiforr> So is there even
a reason to have Nexus?
L707[14:20:55] <gigaherz> no idea what
Nexus is
L708[14:21:06] <Stiforr> ok nvm :P
L709[14:21:07]
⇨ Joins: stiforr_m
(~stiforr@ip72-216-8-185.pn.at.cox.net)
L710[14:21:13] <diesieben07> zetaPRIME,
what are you even saying...?
L711[14:21:16] <PaleoCrafter> Nexus just
provides some additional tooling around the stuff
L712[14:21:22] <shadowfacts> u wot
m8
L713[14:21:28] <diesieben07> what is
banned (afaik) is pay to win
L714[14:21:32] <diesieben07>
basically
L715[14:21:33] <PaleoCrafter> and a
maven-compliant PUT interface
L716[14:22:05] <zetaPRIME> if your server
has a big custom magic system implemented as a server mod, by
letter of the EULA you can't give a bonus on that from a donation
even though that's definitely not mojang's work
L717[14:22:08] <tterrag|ZZZzzz> if you can
pay money to gain a gameplay advantage, you are violating the
EULA
L718[14:22:11] ***
tterrag|ZZZzzz is now known as tterrag
L719[14:22:15] <shadowfacts> anything
whatsoever (be it plugin/mod/anything else) that gives you stuff in
MC for real money, is profiting off of Mojang's work
L720[14:22:26] <tterrag> guess what, mods
rely on vanilla
L721[14:22:35] <gigaherz> zetaPRIME: no
but they are profitting off mojang's codebase
L722[14:22:52] <zetaPRIME>
...folasfghldjsakd *thud*
L723[14:22:56] <gigaherz> just like how
making a game un Unreal engine or Unity engine
L724[14:22:59] <shadowfacts> profiting
from something that uses MC's codebase in any way is profiting from
Mojang's work
L725[14:23:01] <gigaherz> you have to pay
a certain % of your earnings
L726[14:23:04] <shadowfacts> ^
L727[14:23:04] <gigaherz> after a certain
amount
L728[14:23:04] <zetaPRIME> aborting before
I break something
L729[14:23:18] <williewillus> no need to
rage
L730[14:23:31] <williewillus> because you
weren't able to change our opinion :P
L731[14:23:32] <gigaherz> mojang isn't
asking for money, instead, they simply say that it's not allowed at
all
L732[14:23:33] <williewillus> that's how
life is
L733[14:23:34]
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L734[14:24:03] <diesieben07> you can
dislike mojangs decision
L735[14:24:06] <zetaPRIME> it's inherently
bad design to have a flat ban.
L736[14:24:06] <diesieben07> but you
cannot say "it's wrong"
L737[14:24:16] <diesieben07> it's their
game, they can do whatever the fuck they want
L738[14:24:18] <williewillus> take it up
with them
L739[14:24:22] <williewillus> lol
L740[14:24:25] <gigaherz> server could
easily have a VIP system
L741[14:24:32] <gigaherz> that gives you a
golden nameplate
L742[14:24:36] <shadowfacts> it's bad for
the people that were illegally profiting from Mojang's code, but
it's great for Mojang because those people can't illegally profit
anymore
L743[14:24:41] <tterrag> last I checked
you aren't the authority on bad design
L744[14:24:43] <gigaherz> instead of
having "perks" that make you level up faster or give oyu
extra loot
L745[14:24:45] <shadowfacts> ^
L746[14:24:45] <tterrag> and you saying
it's true, doesn't make it so
L747[14:25:00] <tterrag> you can attempt
to persuade us, but in the end it's just your opinion
L748[14:25:05] <williewillus> ^
L749[14:25:07] <shadowfacts> ^
L750[14:25:14] <capitalthree> guess what
kids, any modern computer-related product is profiting off the work
of many other software and hardware vendors who created the
ecosystem to make it possible
L751[14:25:25] <gigaherz> yep
L752[14:25:26] <capitalthree> people who
have minecraft, bought it. mojang's work was paid for
L753[14:25:49] <tterrag> that matters
why?
L754[14:25:52] <gigaherz> so?
L755[14:26:07] <gigaherz> all they are
saying is: we don't want OUR game to be used to implement pay to
win
L756[14:26:12] <capitalthree> so we don't
need to complain about scummy server admins "profiting off
mojang's work"
L757[14:26:17] <capitalthree> just don't
play on scummy servers
L758[14:26:18] <capitalthree> I
don't
L759[14:26:26] <capitalthree> they're
dumb, ignore them
L760[14:26:27] <gigaherz> we aren't
complaining about it
L761[14:26:30] <capitalthree> ok
L762[14:26:34] <gigaherz> we are simply
stating mojang's decision
L763[14:26:36] <capitalthree> sorry, maybe
I misunderstood
L764[14:26:44] <tterrag> fact is it's
against the terms people agreed to when they bought the game
L765[14:26:44] <capitalthree> what's
mojang's decision?
L766[14:26:46] <zetaPRIME> the problem is,
the EULA harms decidedly not-scummy servers too
L767[14:26:49] <tterrag> and mojang has a
right to defend that
L768[14:27:05] <gigaherz> their EULA
forbids server owners from giving unfair advantages to paid
users
L769[14:27:12] <capitalthree> actually the
person running a server did not have to buy the game and agree to
the eula
L770[14:27:16] <gigaherz> they do not
forbid servers from being paid
L771[14:27:27] <gigaherz> nor having
non-"pay to win" perks
L772[14:27:33] <diesieben07> you have to
agree to the eula to run a server
L773[14:27:36] <PaleoCrafter>
capitalthree, you can't run the server without changing that
eula-agreement flagf
L774[14:27:38] <zetaPRIME> frankly, mojang
shouldn't be the arbiter of game balance
L775[14:27:39] <PaleoCrafter> --^
L776[14:27:40] <shadowfacts> capitalthree,
to launch the server they had to agree to the EULA
L777[14:27:41] <diesieben07> the server
does not start unless you specify your agreement
L778[14:27:44] <capitalthree> oh right
good point
L779[14:27:45] <capitalthree> well
ok
L780[14:27:50] <shadowfacts> zetaPRIME,
it's their game though...
L781[14:27:51] <williewillus> this has
nothing to do with game balance
L782[14:27:54] <williewillus> and its
their game
L783[14:27:56] <tterrag> yeah, if there's
one thing I'm angry about, it's how mojang implemented the EULA
agreement for servers
L784[14:27:59] <zetaPRIME> "unfair
advantage"
L785[14:27:59] <williewillus> that
statement is ridiculous
L786[14:28:03] <tterrag> like...a hard
crash with a text file?
L787[14:28:04] <tterrag> really?
L788[14:28:07] <capitalthree> I just think
it's sad that this has to be a eula issue. players should not be
willing to play on such shitty servers to begin with
L789[14:28:16] <capitalthree> but it's a
wildly popular mechanic for MMOs too :(
L790[14:28:24] <tterrag> why not a prompt?
agree and then press enter to continue?
L791[14:28:31] <gigaherz> zetaPRIME: those
are my words, not the eula's, I wasn't quoting it
L792[14:28:34] <diesieben07> minecraft's
age distribution is way too young for this to work
capitalthree
L793[14:28:44] <PaleoCrafter>
capitalthree, some people like pay to win :P
L794[14:28:49] <capitalthree> tterrag: I
agree, a prompt to set the flag would be good
L795[14:28:53] <diesieben07> a young kid
addicated to minecraft will easily pay using their parents credit
card
L796[14:29:02] <capitalthree>
PaleoCrafter: those people are wrong and should change their
ways!
L797[14:29:08] <diesieben07> and Mojang
does not want to deal with the bad publicity caused by tht
L798[14:29:23] <shadowfacts> your opinion,
capitalthree :P
L799[14:29:27] <zetaPRIME> well, I've
already settled on my method of protest, so meh
L800[14:29:36] <PaleoCrafter> ^
L801[14:29:44] <capitalthree> zetaPRIME:
what's your method of protest?
L802[14:29:47] <shadowfacts> I agree
they're being dumb, but it's not my decision to make
L803[14:29:49] <PaleoCrafter> preferences
be preferences
L804[14:30:01] <capitalthree> also what
servers are harmed by that eula?
L805[14:30:01] <zetaPRIME> grinding away
at the issue won't do anything productive
L806[14:30:50] <capitalthree> I don't see
how a non-scummy server would be harmed by that eula xD
L807[14:31:07] <zetaPRIME> ...well, you'll
see if it ever becomes relevant
L808[14:31:07] <PaleoCrafter> pay to win
doesn't inherently mean scummy :P
L809[14:31:29] <capitalthree> it won't
become relevant to me. I would never give my players any
non-cosmetic in-game bonus for a donation
L810[14:31:35] <capitalthree> so far
nobody donates to me anyways :P
L811[14:31:44] <PaleoCrafter> but the
point has been made 2 years ago already, if a server can't live
without that sort of monetisation, it shouldn't exist in the first
place
L812[14:31:52] <capitalthree> ^
L813[14:31:59] <PaleoCrafter> it's not a
donation anymore then anyways :P
L814[14:32:00] <zetaPRIME> also, extra
sheer-convenience features from donating a certain amount should be
explicitly allowed
L815[14:32:06] <capitalthree> pay to win
definitely inherently means scummy :P
L817[14:32:25] <diesieben07> differnet
topic, what do you call static vs. virtual? Scope?
L818[14:32:30] <capitalthree> zetaPRIME:
what's the difference between convenience and free resources? time
is resources
L819[14:32:33] <capitalthree> diesieben07:
binding
L820[14:32:36] <PaleoCrafter> ^
L821[14:32:41] <diesieben07> ah yeah
L822[14:32:42] <diesieben07> ty
L823[14:32:44] <shadowfacts> once again,
zetaPRIME, that's your opinion, and it's Mojang's not yours that
matters
L824[14:32:45] <capitalthree> ^_^
L825[14:32:59] <PaleoCrafter> Scope is
more like visbility (global, local, package etc.)
L826[14:33:02] <diesieben07> yea
L827[14:33:03] <zetaPRIME> capitalthree:
and I meant a different thing "becoming relevant"
L828[14:33:11] <capitalthree> scope isn't
like visibility
L829[14:33:31] <williewillus> is there no
way to pass a final field to super ctor? :/
L830[14:33:31] <capitalthree> visibility
is "the thing exists but you might or might not have
access"
L831[14:33:45] ⇦
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L832[14:33:48] <capitalthree> scope is
"the thing might or might not have any conceptual meaning
here"
L833[14:33:57] <diesieben07> williewillus,
clarify?
L834[14:33:58] <capitalthree> a locally
scoped variable simply means nothing outside its scope
L835[14:34:00] <diesieben07> you should be
able to
L836[14:34:18] <PaleoCrafter> eh, I'd say
that's still pretty much the same
L837[14:34:31] <PaleoCrafter> if it's not
visible to you, it basically doesn't exist for you and has no
meaning to you
L838[14:34:38] <williewillus> private
final IItemHandler i = new ItemStackHandler(); .... public MyObj()
{ super(i); }
L839[14:34:40] <williewillus> not
allowed
L840[14:34:53] <PaleoCrafter> yeah, the
super constructor will be invoked before the allocation
L841[14:34:55] <williewillus> which makes
sense
L842[14:34:57] <diesieben07> ah
yeah...
L843[14:35:00] <williewillus> but is there
another way to do it?
L844[14:35:07] <PaleoCrafter>
getter?
L845[14:35:18] <PaleoCrafter> you lose the
final then, though
L846[14:35:37] <gigaherz> scope and
visibility overlap -- scope is the context in which a value exists,
while visibility is the context in which the value is
accessible
L847[14:35:40] <capitalthree>
PaleoCrafter: nah, I can still reason about something if I can't
access it
L848[14:36:01] <capitalthree>
PaleoCrafter: if my A has a B, but I can't access it, I still know
I have one A.B per A
L849[14:36:13] <gigaherz> so, scope of a
field is the class (after the class is destroyed the field doesn't
existanymore), while the visibility can be anywhere if it's
public
L850[14:36:32] <capitalthree> but if I
wonder what the value is of a local variable in some other
function, that question doesn't even make sense
L851[14:36:44] <capitalthree> it's not
just that I can't find the answer... it's not a valid
question
L852[14:37:37] <PaleoCrafter> you imply
that you can even see A.B :P
L853[14:37:42] <capitalthree> so eg you
can get around visibility with ATs and reflection but no amount of
tomfooldery will get you around scope because you end up asking
questions with no answers
L854[14:38:02] <capitalthree>
PaleoCrafter: you can't see it, but you can know it exists
L855[14:38:11] <capitalthree> and you
might interact with it indirectly through an api
L856[14:38:17] <diesieben07> williewillus,
move the new ItemStackHandler to the super-constructor call, then
put the value in the final field after that
L857[14:38:32]
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L858[14:38:37] <williewillus> yeah i ended
up doing that
L859[14:38:44] <gigaherz> can't do
like
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L861[14:38:52] <gigaherz> super(finalField
= new X()) ?
L862[14:38:53] <williewillus> i have
access to the super's field anywhere
L863[14:38:59] <diesieben07> thats not
allowed
L864[14:39:02] <diesieben07> thought that
too
L865[14:39:24] <williewillus>
*anyways
L866[14:41:19] <gigaherz> Ah "Cannot
reference fiels before super constructor has been
called"
L867[14:41:21] <gigaherz> meh.
L868[14:41:41] <PaleoCrafter>
capitalthree, that's lack of tooling though, a language could
basically expose local variables in a function as well
L869[14:42:11] <PaleoCrafter> calling the
function would not just return the value but some means of
accessign the assigned values
L870[14:42:15] <capitalthree>
PaleoCrafter: no, it couldn't. it has no semantic meaning.
L871[14:42:47] <capitalthree> when a
variable is out of scope, it's out of memory space (unless it's
just awaiting garbage collection, but the pointer is still out of
memory space)
L872[14:43:42] <PaleoCrafter> that's a
technicality, and you just implied your understand of scope
:P
L873[14:44:12] <PaleoCrafter> if you treat
functions as 100% first-class citizens, just like classes, you can
expose their local variables, too
L874[14:44:50] <capitalthree> for the
record, I code in scala, where functions are first class objects,
and what you're saying still makes no sense
L875[14:45:21] <capitalthree> what do you
get if a function is running twice in different threads?
L876[14:45:27] <capitalthree> or if it's
not running in any thread?
L877[14:45:31] <PaleoCrafter> wat
L878[14:45:32] <capitalthree> what values
do you expect?
L879[14:45:41] <PaleoCrafter> the function
is like a class
L880[14:45:54] <capitalthree> so each call
to the function is an instance?
L881[14:45:54] <PaleoCrafter> calling the
function would be like constructing an instance
L882[14:45:59] <PaleoCrafter> so to speak,
yes
L883[14:46:26] <capitalthree> ok then.
what if you call a function and access a local variable, but the
function's execution hasn't reached that variable's declaration
yet?
L884[14:47:03] ***
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L885[14:47:53] <PaleoCrafter> how could
that be the case in the first place? :P
L886[14:48:29] <PaleoCrafter> the function
'instance' *is* the call's result
L887[14:48:36] ⇦
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L890[14:52:36] <capitalthree> well the
call's result doesn't have the function's local variables
L891[14:52:38] <capitalthree> :P
L892[14:52:53] <PaleoCrafter> ... the
language would encode it accordingly :P
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L895[14:56:19] <PaleoCrafter> to get back
to the initial discussion: I wouldn't give 'visibility' the same
meaning as 'accessbility' anyways :P
L896[15:00:35] <barteks2x> "World
type names must not be longer then 16" -> why?
L897[15:01:10] <PaleoCrafter> because it'd
exceed the button width?
L898[15:01:20] <barteks2x> it still dows
if translation is too long
L899[15:01:58] <barteks2x> I have no idea
how to make VanillaGenCubicChunks shorter
L900[15:02:11] <gigaherz>
VanillaCubic?
L901[15:02:16] ⇦
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L902[15:03:23] <barteks2x> and then I will
have FlatCubic and something I can;t think of any name for now -
CubicChunks with competely new customizable worldgen. Maybe
CustomizableCubic?
L903[15:03:38] <barteks2x> that is a good
name
L904[15:04:14] <gigaherz> sounds
fine
L905[15:04:32] <barteks2x> oh, wait.
CustomizableCubic is too long
L906[15:04:38] <PaleoCrafter> I'd remove
the -izable, the world itself is customised, not customisable
:P
L907[15:05:26] <barteks2x> For now I will
just try to do whatever hacks I need to, to get vanilla worldgen
working.
L908[15:11:08] <capitalthree>
PaleoCrafter: so how would the language encode all million values
some local variable had in a nested loop?
L909[15:11:25] <PaleoCrafter> oh, I dunno
:P
L910[15:11:26] <capitalthree> seems like
it could cause trouble
L911[15:11:41] <PaleoCrafter> this was
just a thought :P
L912[15:12:02] <capitalthree> also each
function return that contains every local variable it ever had is
now a local variable that will also be saved forever by its
function
L913[15:12:42] <capitalthree> so it's not
just an arbitrary semantic decision that values out of scope
literally don't exist
L914[15:12:43] <PaleoCrafter> could of
course also introduce accessbility to such functions
L915[15:12:52] <capitalthree> it's
critical to software actually working
L916[15:13:47] <PaleoCrafter> it doesn't
make a whole lot of sense anyways, it'd basically be a ridiculously
complicated way of doing multiple return values :P
L917[15:14:37] ⇦
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L918[15:15:17] ***
tterrag is now known as tterrag|away
L919[15:18:17] <kimfy> Why is
PlayerInteractEvent.RightClickBlock event called twice when your
hand is empty?
L920[15:18:27] <PaleoCrafter> client and
server?
L921[15:19:48] <williewillus> 2
hands
L922[15:19:52] <williewillus> + client and
server
L923[15:20:19] <kimfy> I'm making a
World.isRemote check but now that we have two hands, that does make
sense
L924[15:20:20] <kimfy> thanks willie
L925[15:20:28] <williewillus> np
L927[15:21:41] <gigaherz> :3
L928[15:21:45] <gigaherz> ^_^
L929[15:22:27] ⇦
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L930[15:22:27] <PaleoCrafter> did you
thank Jiraiyah for the success yet? :P
L931[15:22:59] <williewillus> get ready
for the bug reports
L932[15:23:25] <gigaherz> williewillus:
heh I am ;P
L933[15:24:08] <gigaherz> that's partly
why I'm not releasing v0.6.x onto curse quite yet
L934[15:24:11] <williewillus> welp C++ TIL
of the day
L935[15:24:19] <williewillus> you can use
"and" and "or" instead of && and
||
L936[15:24:19] <gigaherz> hm?
L937[15:24:21] <williewillus> 0.o
L938[15:24:23] <gigaherz> ah yes
L939[15:24:41] <PaleoCrafter> guess what,
can do that in Scala as well, if you want to :P
L940[15:24:48] <gigaherz> do you know
about the archaic triple-char escape codes? ;P
L941[15:24:52] <williewillus>
trigraphs?
L942[15:25:07] <gigaherz> that
L943[15:25:41] <gigaherz> those are crazy
too
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L948[15:50:14] <capitalthree>
PaleoCrafter: there's a normal way to do multiple return values...
return a value that encloses multiple values
L949[15:50:29] <capitalthree> in scala, if
a function returns a tuple, I can do: (a, b) = func()
L950[15:50:30] <PaleoCrafter> hence
'ridiculously complicated' :P
L951[15:50:38] <capitalthree> in java it's
slightly less pretty but still ok
L952[15:50:39] <diesieben07> eh
L953[15:50:43] <diesieben07> thats only
because of the jvm
L954[15:50:48] <PaleoCrafter> val (a, b) =
func(), but whatever :P
L955[15:50:51] <PaleoCrafter> also
--^
L956[15:50:56] <diesieben07> "proper
languages" can *actually* return multiple values
L957[15:51:00] <capitalthree>
PaleoCrafter: if they are previously undeclared
L958[15:51:09] <PaleoCrafter> like they
should be :P
L959[15:51:16] <diesieben07> return some
value = put value in special register and then return
L960[15:51:19] <capitalthree> diesieben07:
what's the difference?
L961[15:51:21] <diesieben07> you can
return as many values as you want
L962[15:51:37] <gigaherz> can also be done
with valuetypes and tuples
L963[15:51:42] <capitalthree> and no
return value doesn't go in a register, it goes on the stack
frame
L964[15:51:55] <diesieben07> well,
s/register/special place
L965[15:51:58] <gigaherz> and a tiny bit
of compiler glue
L966[15:52:15] <capitalthree> but yes in
the jvm, the return value is just a pointer or a primitive type
anyways
L967[15:52:15] <diesieben07> gigaherz,
yes, but that does the same thing under the hood
L968[15:52:25] <gigaherz> xcept there's no
object instantiation involved
L969[15:52:34] <gigaherz> assuming proper
valuetypes
L970[15:52:45] <diesieben07> i mean
"return of value-tuple" is the same as "multiple
return"
L971[15:52:52] <gigaherz> ah yes
L972[15:52:57] <gigaherz> I meant it in
that sense
L973[15:53:03] <diesieben07> i know
:D
L974[15:53:49] <gigaherz> it's just
basically sugar for
L975[15:53:52] <gigaherz> var temp =
func()
L976[15:53:55] <gigaherz> a = temp.a
L977[15:53:58] <gigaherz> b = temp.b
L978[15:54:22] <diesieben07> yes, i am
talking about the underlying technology though
L979[15:54:27] ***
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L981[15:54:33] <diesieben07> the JVM needs
to support returning more than just a 32bit pointer
L982[15:54:37] <gigaherz> yeh
L983[15:54:50] <gigaherz> alternatively,
out params
L984[15:54:59] <diesieben07> which is
easy, it just need to be done
L985[15:55:00] <diesieben07> out
params?
L986[15:55:00] <PaleoCrafter> hm, was the
local type inference accepted into Java 9 now, btw?
L987[15:55:05] <capitalthree> fun fact,
both the jvm language compilers and the jvm itself at runtime, do a
decent job optimizing around a lot of things that semantically
speaking are object creation
L988[15:55:07] <PaleoCrafter> no, bad,
gigaherz :P
L989[15:55:11] <PaleoCrafter> that implies
mutability
L990[15:55:11] <gigaherz> func X(a,b,c)
=> (d,e,f)
L991[15:55:15] <gigaherz> can be
represented as
L992[15:55:18] <capitalthree> so scala's
tuples are fine
L993[15:55:23] <gigaherz> func X(a,b,c,
out d, out e, out f)
L994[15:55:39] <diesieben07> capitalthree,
escape analysis is not as good as you think, otherwise we would not
have project valhalla.
L995[15:55:51] <diesieben07> uhm
L996[15:55:57] <diesieben07> that looks
ugly af.
L997[15:55:58] <PaleoCrafter> references
:P
L998[15:56:11] <diesieben07> thats
like.... 1990s technology :D
L999[15:56:14] <capitalthree> diesieben07:
escape analysis is pretty easy when something has no identifier
:P
L1000[15:56:23] <PaleoCrafter> out is
just the C# name
L1001[15:56:32] <gigaherz> not just
C#
L1002[15:56:36] <diesieben07> it works
(sometimes) if the stuff is all inlined into one blob
L1003[15:56:40] <PaleoCrafter> idc
:P
L1004[15:56:42] <gigaherz> GLSL shaders
also have in/out
L1005[15:56:43] ***
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L1006[15:56:46] <diesieben07> first of
all "out" is a horrible name
L1007[15:56:53] <PaleoCrafter> but that
has a different meaning, gigaherz :P
L1008[15:56:55] <diesieben07> 2nd...
thats just re-inventing return values
L1009[15:56:57] <PaleoCrafter> sort of
:P
L1010[15:57:06] <gigaherz> no, it's just
different notation of the same thing
L1011[15:57:07] <PaleoCrafter> because
it's a pipeline
L1012[15:57:35] <gigaherz> in fact
L1013[15:57:39] <PaleoCrafter> anyways, I
don't like C#'s usages of the keywords 'in' and 'out' for variance
q.q
L1014[15:57:39] <gigaherz> that's how I
was taught programming at uni
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L1017[15:57:55] <gigaherz> function (in
x, inout y, out z)
L1018[15:57:56] <PaleoCrafter> you're old
af though xD
L1019[15:58:12] <gigaherz> we did NOT use
return values in the basic programming class
L1020[15:58:20] <diesieben07>
PaleoCrafter, so you like "List<? super X>" more?
:D
L1021[15:58:23] <PaleoCrafter> no
L1022[15:58:23] <gigaherz> well
L1023[15:58:26] <PaleoCrafter> + and -
:P
L1024[15:58:30] <gigaherz> we did
L1025[15:58:34] <PaleoCrafter> definition
side variance :P
L1026[15:58:34] <diesieben07> eww
L1027[15:58:36] <gigaherz> but in other
contexts
L1028[15:58:38] <gigaherz> sorta
L1029[15:58:50] <gigaherz> ah I
recall
L1030[15:58:56] <gigaherz>
"function" supported only in values
L1031[15:58:56] <PaleoCrafter> >:
<: on the use side
L1032[15:59:03] <gigaherz>
"procedure" supported in/out/inout but no return
L1033[15:59:26]
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L1034[15:59:29] <gigaherz> we were taught
both concepts
L1035[15:59:52] <PaleoCrafter> I think I
just caught a fly with my mouth
L1036[15:59:56] <williewillus> lol
L1037[16:00:24] <gigaherz> lol
L1038[16:01:16] <PaleoCrafter> regarding
return values: the people in my compsci class do seem to have quite
a lot of problems with the concept xD
L1039[16:01:30] <PaleoCrafter> but that
might be due to the weird way they got to learn Java
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L1041[16:01:38] <PaleoCrafter> (weird in
my opinion)
L1042[16:02:41] <PaleoCrafter> they're
like "but why can't I just System.out.println the result in
the method, why do I need to have that return thing?" xD
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L1045[16:03:11] <gigaherz> we didn't use
system.out
L1046[16:03:16] <gigaherz> we were given
a wrapper class
L1047[16:03:20] <diesieben07> same
here...
L1048[16:03:22] <gigaherz> that supported
their crap
L1049[16:03:24] <diesieben07>
IO.print
L1050[16:03:31] <diesieben07> and then
people were helpless withut it
L1051[16:03:32] <diesieben07> so
stupid
L1052[16:03:35] <PaleoCrafter> heh
L1053[16:03:36] <gigaherz> with commas
for values
L1054[16:03:38] <williewillus> i used
sout :P
L1055[16:03:39] <gigaherz> yeh
L1056[16:03:52] <gigaherz>
IO.print("Something", value, "something else",
...)
L1057[16:04:05] <williewillus> though I
think people should be taught return values first (relating it to
mathematical functions, etc.)
L1058[16:04:05] <gigaherz> actually
L1059[16:04:07] <gigaherz> it was
.write
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L1061[16:04:12] <PaleoCrafter>
williewillus, exactly
L1062[16:04:13] <gigaherz> cos we also
had
L1063[16:04:19] <gigaherz> IO.read
L1064[16:04:29] <PaleoCrafter> I
explained the analogy to them, but they didn't get it xD
L1065[16:04:47] <gigaherz> that would
confuse many of them
L1066[16:05:11] <gigaherz> many people on
first year of uni here hadn't quite wrapped their heads around the
whole "function" vs "equation"
L1067[16:05:28] <PaleoCrafter> yeah,
unfortunately xD
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L1069[16:07:06] <PaleoCrafter> although
here in Germany (or at least Baden-Württemberg, cause fuck federal
education), the introduction to functions actually is through a x
-> y relation
L1070[16:07:34] <PaleoCrafter> but then
again, we didn't get to use f(x) notation until ~2 years later
xD
L1071[16:07:50] <diesieben07> same
here.
L1072[16:07:52] <gigaherz> in maths we
did like
L1073[16:07:55] <gigaherz> y = f(x)
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L1075[16:08:07] <gigaherz> y = f(x) = x^2
+ 1
L1076[16:08:10] <williewillus> apparently
one of the regular level profs hates java but for some reason
teaches 312 (intro level) using it, so he has this util class
called "Cons" that has a crapton of stuff emulating lisp
builtins :P
L1077[16:08:32] <gigaherz> lol
L1078[16:08:36] <williewillus> good thing
I skipped it lol
L1080[16:09:08] <PaleoCrafter> a mod
reading in the packet write function or the other way around
L1081[16:09:15] <PaleoCrafter>
iirc?
L1082[16:10:08] <b0bst3r> like
ircbridge?
L1083[16:10:21] <LatvianModder> it tries
to read more bytes than packet has sent
L1084[16:10:36] <LatvianModder> This can
also happen if you somehow login with username longer than 20
characters :P
L1085[16:11:19] <PaleoCrafter>
williewillus, why is it called Cons though? :P
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L1087[16:11:49] <williewillus> his
favorite lisp builtin? idk :P
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L1099[16:25:08] <gigaherz> dafuq
L1100[16:25:20] <gigaherz> Caused by:
java.lang.ArrayIndexOutOfBoundsException: -1
L1101[16:25:20] <gigaherz> at
java.util.ArrayList.elementData(ArrayList.java:418)
L1102[16:25:20] <gigaherz> at
java.util.ArrayList.set(ArrayList.java:446)
L1103[16:25:20] <gigaherz> at
net.minecraft.util.ObjectIntIdentityMap.put(ObjectIntIdentityMap.java:24)
L1104[16:25:20] <gigaherz> at
net.minecraftforge.fml.common.registry.GameData$BlockStateCapture.onAdd(GameData.java:231)
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L1108[16:26:17] <diesieben07> can you
show more of the stacktrace
L1109[16:26:38] <gigaherz> it'swhen
calling registerBlock
L1110[16:26:41] <williewillus> iirc FML
registries use "add(-1, obj)" to indicate "auto
assign ID" because -1 is always invalidate and will be ignored
- instead the registry finds next available one
L1111[16:26:49] <gigaherz> blockstate to
id is returning -1
L1112[16:26:57] <diesieben07> ah
L1113[16:27:02] <diesieben07> your
getMetaFromState is invalid
L1114[16:28:57] *
gigaherz facepalms
L1115[16:29:10] <gigaherz> my bad
L1116[16:29:19] <gigaherz> I forgot to
tell PropertyDirection it was only meant to be horizontal
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L1121[16:38:06] <williewillus> lol
L1123[16:40:43] <PaleoCrafter> I like the
first comment on that first tweet :§
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L1140[17:16:30] <theFlaxbeard> If I want
to create a block model that has rotation not in 22.5 degree
increments, what are my options?
L1141[17:16:55] <gigaherz> .obj
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L1143[17:17:08] <gigaherz> forge comes
with .obj and .b3d model loaders
L1144[17:17:08] <theFlaxbeard> Would that
be rendered in a TESR?
L1145[17:17:13] <gigaherz> no
L1146[17:17:14] <williewillus> not
necessarily
L1147[17:17:15] <gigaherz> well
L1148[17:17:16] <gigaherz> you can
L1149[17:17:23] <theFlaxbeard> Oh
nice
L1150[17:17:27] <gigaherz> but the
primary purpose is static models
L1151[17:17:27] <williewillus> also the
forge json submodel can have arbitrary rotations
L1152[17:17:34] <williewillus>
*submodels
L1153[17:17:52] <gigaherz> I generally
just go directly to obj
L1154[17:17:54] <theFlaxbeard> When I set
the rotation in the json to something not 22.5 or 45 or -22.5 or
-45 it won't load the model
L1155[17:17:56] <gigaherz> unless I need
tint indices
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L1157[17:18:38] <theFlaxbeard>
williewillus: What do you mean by submodels?
L1158[17:18:49] <williewillus> are you
familiar with the forge blockstate json format>?
L1159[17:19:42] <theFlaxbeard> I haven't
used the forge format
L1160[17:19:45] <theFlaxbeard> just the
base MC one
L1161[17:20:11] <williewillus> ah, well
it has a submodel feature that lets you add "submodels"
onto a base model. and those submodels can have arbitrary
transforms
L1162[17:20:20] <williewillus> so if
youreally dont want to use obj you could do that :P
L1163[17:20:51] <theFlaxbeard> How do I
generate an obj?
L1164[17:20:58] <williewillus> using an
actual modeling software
L1165[17:21:03] <williewillus> which idk
about
L1166[17:21:59] <theFlaxbeard> Unrelated
- but a lot of my blocks use TESRS because they have constantly
moving parts
L1167[17:22:05] <theFlaxbeard> how bad
for performance is this
L1168[17:22:11] <williewillus> not
really
L1169[17:22:19] <theFlaxbeard>
Alright
L1170[17:22:30] <williewillus> it's
obviously not as fast as static models, but for constantly moving
thigns tesrs are the best performing
L1171[17:22:33] <theFlaxbeard> I've just
seen a lot of anti-TESR sentiment after the block model system came
out
L1172[17:22:47] <gigaherz> because TESR
is inefficient in comparison
L1173[17:22:54] <williewillus> but its
needed in this case
L1174[17:23:01] <gigaherz> the less draw
calls you do in a TESR, the better
L1175[17:23:17] <gigaherz> that's why we
always suggest, if you have a model that has a static part
L1176[17:23:18] <gigaherz> and a moving
part
L1177[17:23:27] <gigaherz> keep the
static part in a block model
L1178[17:23:31] <gigaherz> and avoid that
one draw call
L1179[17:23:38] <williewillus> theres
also people that take it to the extreme and do everything with
static models and cause tons of block updates super often
L1180[17:23:43] <williewillus> which is
worse than a tesr
L1181[17:23:46] <gigaherz> yeah that's
far worse
L1182[17:23:58] <gigaherz>
moving/animated parts on TESR, non-moving on models
L1183[17:24:05] <gigaherz> at most
L1184[17:24:09] <theFlaxbeard> The mod
I'm working on in particular is gears, so they need to constantly
rotate at a varying speed
L1185[17:24:11] <gigaherz> if oyu have a
model that is 99% of the time static
L1186[17:24:15] <theFlaxbeard> is TESR
still my best option
L1187[17:24:16] <gigaherz> you could
havetwo states for it
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L1189[17:24:21] <williewillus> yeah
L1190[17:24:23] <gigaherz> like a
chest
L1191[17:24:26] <gigaherz> could have a
bit for
L1192[17:24:33] <gigaherz> "CLOSED,
OPEN"
L1193[17:24:42] <gigaherz> and when open,
the TESR would draw the lid
L1194[17:24:50] <gigaherz> and when
closed, all of it would be a static model
L1195[17:25:00] <gigaherz> ... but they
chose to draw all the block on TESR
L1196[17:25:05] <williewillus> i wonder
how seamless you could get that
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L1198[17:25:27] <williewillus> if youre
nitpicky like me I would notice when you shut the tesr off ;p
L1199[17:25:41] <gigaherz> hmm it should
be possible to get it perfect
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L1201[17:27:39] <theFlaxbeard> By any
chance is there a nice way to turn a set of ModelRenderers into a
block model
L1202[17:27:47] <theFlaxbeard> at the
moment I've just been remaking all my models for the inventory
icon
L1203[17:27:57] <theFlaxbeard> and then
using the TESR in world
L1204[17:28:28] <williewillus> uhh there
was a tcn to OBJ script
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L1206[17:28:42] <williewillus> and a
really unreliable java to json script
L1207[17:28:47] <williewillus> don't
reemmber where they are though
L1208[17:29:10] <theFlaxbeard> My model
is just straight java, I don't use a model creator for the TESR
models
L1209[17:29:12] <theFlaxbeard> am I out
of luck
L1210[17:29:18] <theFlaxbeard> I don't
have an obj or anything like that
L1211[17:29:34] <gigaherz> [00:28]
(williewillus): and a really unreliable java to json script
L1212[17:30:19] <tterrag> I still don't
really understand why "export to java" was ever a
thing
L1213[17:30:20] <tterrag> bleh
L1214[17:30:32] <gigaherz> because MC
used java in its code
L1215[17:30:39] <tterrag> I am
aware
L1216[17:30:41] <gigaherz> and people
wanted to do things "the vanilla way"
L1217[17:30:41] <tterrag> but java is not
a model format
L1218[17:30:49] <williewillus>
#blamenotch
L1219[17:30:53] <tterrag> just because
mojang was dumb doesn't mean mods should be
L1220[17:31:02] <tterrag> obj loader
existed for some time (<1.7)
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L1222[17:32:42] <theFlaxbeard>
williewillus: Any idea of where I can look for that script? I
haven't found it yet
L1223[17:33:17] <gigaherz> I had this
idea once, of making a skeleton program
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L1225[17:33:27] <gigaherz> with
ModelRenderer and such
L1227[17:33:42] <gigaherz> so that you
could dump the code from a "java model"
L1228[17:33:58] <gigaherz> and it would
print .obj lines from the tesellator calls
L1229[17:34:03] <gigaherz> instead of
drawing to screen
L1230[17:34:17] <williewillus> and theres
a flaky java to obj below it
L1231[17:34:28] <williewillus> and idr
where the tcn to obj one is
L1232[17:34:48] <gigaherz> tcn2obj
L1234[17:35:11] <williewillus> hm
L1235[17:35:15] <williewillus> the one i
found wasnt a java program
L1236[17:35:40] <williewillus> ohh the
one I have is a Tabula addon
L1237[17:35:44] <williewillus> that lets
it export OBJs
L1238[17:35:50] <gigaherz> heh
L1239[17:39:00] <MattDahEpic> what
happened to BlockHelper.forBlock ?
L1240[17:39:12] <williewillus> it got
renamed
L1241[17:39:15] <williewillus> to
something :P
L1242[17:39:21] <gigaherz> what did it
do?
L1243[17:39:32] <williewillus> its for in
world pattern matching i believe
L1244[17:39:37] <williewillus>
portals/wither/etc.
L1245[17:39:40] <MattDahEpic> it gave a
predicate for a block
L1246[17:39:50] <gigaherz> ah
L1247[17:39:53] <gigaherz> no idea then
XD
L1248[17:39:59] <williewillus> i'm pretty
sure the classgot renamed
L1249[17:40:03] <MattDahEpic> which you
need for Block.isReplaceableOreGen
L1250[17:40:04] <gigaherz> I haven't seen
anything like that ;P
L1251[17:40:06]
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L1252[17:40:13] <williewillus> well run
find usages
L1253[17:40:14] <gigaherz> uh see who
calls that method then
L1254[17:40:16] <williewillus> and see
what vanilla calls
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L1256[17:40:19] <tterrag> b -> b ==
someblock
L1257[17:40:19] <gigaherz> and seewhat
they use
L1258[17:40:20] <gigaherz> XD
L1259[17:40:20] <tterrag> :P
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L1261[17:42:38] <MattDahEpic> its
BlockMatcher now
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L1263[17:47:51] <theFlaxbeard> It looks
like IItemRenderer is gone, is there any way for me to render a
TESR in the inventory?
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L1265[17:48:00] <williewillus> yes
L1266[17:48:15] <williewillus> look in
MinecraftForgeClient
L1267[17:48:20] <williewillus> or was it
ForgeHooksClient
L1268[17:48:24] <williewillus> theres a
call to register tesr item
L1269[17:48:50] <williewillus> you still
need to setcustommrl and have a json with { "parent":
"builtin/entity" } like how the vanilla chest does
it
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L1271[17:49:18] <theFlaxbeard>
Thanks!
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L1273[17:50:14] <gigaherz> for my chests
mod
L1274[17:50:19] <gigaherz> I chose to
make an actual item model
L1275[17:50:30] <gigaherz> isntead of
using the TESR-as-item hack
L1277[17:51:26] <theFlaxbeard> That's
what I did for my gears, but as I'm adding things like windmills
it's going to be a huge pain to make a TESR model and then a block
model
L1278[17:51:33] <theFlaxbeard> especially
when they're going to have weird roatations
L1279[17:51:37] <gigaherz> that's the
item model,
L1281[17:51:42] <gigaherz> XD
L1283[17:52:58] <williewillus> thats a
weird blockstate json
L1284[17:53:17] <williewillus> whatre the
2 special cases for?
L1285[17:53:37] <williewillus> ohhh its
for inventory
L1286[17:53:53] <williewillus> why not
just have "inventory": [{}] and
"inventory_private": [{}] :P
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L1288[17:55:51] <theFlaxbeard>
williewillus: registerTESRItemStack is deprecated, is there a
replacement or will I be forced to use a blockmodel in the
future?
L1289[17:56:01] <williewillus> it's not
really deprec
L1290[17:56:12] <theFlaxbeard>
"@deprecated Will be removed as soon as possible, hopefully
1.9."
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L1293[18:01:39] <gigaherz> theFlaxbeard:
still exists, because we don't really have any useful
alternative
L1294[18:02:10] <gigaherz> and
really
L1295[18:02:15] <gigaherz> as much as the
model system is really nice
L1296[18:02:31] <gigaherz> it's not like
if mc makes any effort to cache inventory contents like it does for
world blocks :/
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L1298[18:02:57] <gigaherz> hmmm
L1299[18:03:03] <gigaherz> would be
interesting to have a "TESR Baker"
L1300[18:03:15] <gigaherz> a way to put
the TESR in "generate baked model" mode
L1301[18:03:31] <gigaherz> so that the
actual code only runs once
L1302[18:05:47] <williewillus> but they
use completely different rendering methods
L1303[18:06:01] <williewillus> is it even
possible (easily) to "render a TESR to a model?"
L1304[18:06:04] <gigaherz> hm?
L1305[18:06:09] <gigaherz> yes?
L1306[18:06:13] <gigaherz> I mean
L1307[18:06:15] <williewillus> how would
you do that :P
L1308[18:06:18] <gigaherz> assuming you
use begin(QUADS)
L1309[18:06:20] <gigaherz> all you have
to do
L1310[18:06:21] <williewillus> they don't
use the tessellator
L1311[18:06:24] <gigaherz> is take each 4
vertices
L1312[18:06:36] <gigaherz> and generate a
quad from it
L1313[18:06:43] <gigaherz> oh right
L1314[18:07:05] <williewillus> they use a
mess of displaylist stuff buried inside ModelRenderer :P
L1315[18:07:12] <gigaherz> yeah
L1316[18:07:16] <gigaherz> ModelRenderer
still uses displaylists
L1317[18:07:27] <gigaherz> all my TESRs
just use the tesellator ;P
L1318[18:08:17] <theFlaxbeard> How are
particles determined for TESR blcoks?
L1319[18:08:25] <gigaherz>
particles?
L1320[18:08:37] <gigaherz> oh the
breaking ones?
L1321[18:08:42] <theFlaxbeard> Yeah
L1322[18:08:47] <williewillus> they
arent
L1323[18:08:57] <williewillus> either use
code or have a dummy model
L1324[18:09:01] <williewillus> i do the
latter
L1325[18:09:42] <theFlaxbeard> How do I
do that
L1327[18:10:15] <gigaherz> maybe works
with: { "model": "builtin/generated",
"textures": { "particle": "..." }
}
L1328[18:10:18] <williewillus> no
L1329[18:10:22] <williewillus> well I
guess
L1330[18:10:29] <williewillus> but that
makes a model show up in world?
L1331[18:10:39] <gigaherz> no, generated
models with 0 layers, are empty
L1332[18:10:39] <gigaherz> XD
L1334[18:10:46] <williewillus> does it
work?
L1335[18:11:03]
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L1336[18:11:06] <gigaherz> sec
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L1338[18:11:29] <tterrag> are 0 size
cuboids culled?
L1339[18:11:31] <gigaherz> hmm my chests
do have a particle
L1340[18:11:31] <tterrag> that's the real
question
L1341[18:11:48] <williewillus> idk, I use
render type 2
L1342[18:11:51] <williewillus> so it
doesnt even render
L1343[18:11:51] <gigaherz> i have no idea
what I did for it
L1344[18:11:52] <gigaherz> XD
L1345[18:11:58] <williewillus> gigaherz:
vanilla tesr particles are hardcoded
L1346[18:12:02] <williewillus> what else
were you expecting?
L1347[18:12:03] <williewillus> :P
L1348[18:12:18] <williewillus> oh
L1349[18:12:18] <masa> woah, watching
Matt's stream on Beam atm, the video delay from USA to here in
Finland is around 70ms
L1350[18:12:20] <williewillus> i
misread
L1351[18:12:22] <masa> that's just
insane
L1352[18:12:25] <williewillus> thought
you said vanilla chests
L1353[18:12:28] <gigaherz> masa: heh
FTL?
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L1355[18:12:34] <gigaherz> it's
awesome
L1356[18:12:36] <masa> yep
L1357[18:12:37] <MattDahEpic> wat
L1358[18:12:46] <gigaherz> I had the
chance to watch a couple of impulse/tango streams
L1359[18:12:55] <gigaherz> MattDahEpic:
they have a protocol they call FTL
L1360[18:13:02] <gigaherz> that uses
WebRTC for realtime streaming
L1361[18:13:13] <MattDahEpic> no but
someone said matt and it tagged me
L1363[18:13:21] <gigaherz> achieving
sub-250ms delay between streamer and playback
L1364[18:13:27] <masa> right click ->
Stats for raccoons
L1365[18:13:29] <gigaherz> they have
issues because the chat has MORE delay than the video
L1366[18:13:39] <masa> :D
L1367[18:14:13] <gigaherz> ah failedto
open with FTL
L1368[18:14:15] <gigaherz> got the flash
version
L1369[18:14:18] <tterrag> I irrationally
don't like beam. I can't really justify it
L1370[18:14:21] <gigaherz> which is like
1s latency, still tiny
L1371[18:14:21] <tterrag> I just don't
like it
L1372[18:15:03] <gigaherz> oh I had the
"Default to flash" still selected
L1373[18:15:09] <gigaherz> cos lasttime I
used FTL
L1374[18:15:15] <gigaherz> i got little
cuts every few seconds
L1375[18:15:23] <masa> I also don't like
the site design as much as twitch, but the streaming technology
they are developing is just awesome
L1376[18:15:34] <gigaherz> I'm ok with
the site
L1377[18:15:37] <gigaherz> it's a bit
busy
L1378[18:15:38] <tterrag> awesome for
now. how will it scale?
L1379[18:15:47] <gigaherz> that's the
question ;P
L1380[18:15:48] <tterrag> I can't help
but think there's a reason twitch has the delay it does
L1381[18:15:59] <masa> yeah, beause they
suck? :p
L1382[18:16:15] <gigaherz> well, this is
new tech
L1383[18:16:19] <masa> yeah
L1384[18:16:22] <gigaherz> they transfer
the data without transcoding nor buffering
L1385[18:16:38] <tterrag> so I have to
watch it in source?
L1386[18:16:38] <gigaherz> so basically
the relay servers just relay
L1387[18:16:45] <gigaherz> for 70ms
latency? yes
L1388[18:16:46] <tterrag>
riiight...there's the catch
L1389[18:16:57] <masa> they have
transcoding too, and that then obviously will have more delay
L1390[18:17:02] <gigaherz> yeah
L1391[18:17:04] <gigaherz> but
"more"
L1392[18:17:08] <gigaherz> means like
1s
L1393[18:17:18] <gigaherz> not 20s like
in twitch
L1394[18:17:24] <masa> for me it's like
3-5s I think
L1395[18:17:38] <masa> but yeah, nowehere
near what twitch has
L1396[18:18:09] <tterrag> why is your
delay higher?
L1397[18:18:18] <gigaherz> ?
L1398[18:18:35] <tterrag> 3-5s vs
1s
L1399[18:18:41] <masa> well I haven't
timed anything, just pulling numbers out of my ass
L1400[18:18:42] <gigaherz> I said 1s, but
I play in source
L1401[18:18:44] <gigaherz> so I haven't
measured
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L1403[18:19:45] <masa> just a few times
that I've switched between source and transcoded, you can still
catch the same bit of video although it takes a few seconds to
load
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L1405[18:20:14] <gigaherz> can't seem to
be able to use the html5 player today
L1406[18:20:15] <gigaherz> so meh
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L1431[19:19:03] <thecodewarrior> Is there
any simple way to include mods in a dev environment using a source
folder?
L1432[19:19:32] <thecodewarrior> Or
should I just download the repo and build it.
L1433[19:19:35] <williewillus> like clone
a mods source and run it with yours indev?
L1434[19:19:56] <williewillus> cant you
just grab an obf build and put it in mods/
L1435[19:20:39] <thecodewarrior> Just
started trying again to add ElecCore to my dev instance but it
seems that the funkyness it's doing isn't agreeing with the
deobfuscator(?) so I thought maybe a deobfuscated jar wouldn't
crash.
L1436[19:20:58] <williewillus> i don't
think that would make difference
L1437[19:21:08] <williewillus> their asm
is just broken in dev
L1438[19:22:13] <thecodewarrior> Ok. I'll
have to ask McJty or someone who uses it how they did it.
L1439[19:22:53]
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L1441[19:26:44] <Sollux-Captor> Is there
a class to add information to en_US.lang?
L1442[19:26:50] <williewillus> wat
L1443[19:26:54] <williewillus> does that
even mean
L1444[19:27:34] <Sollux-Captor> I want to
know if I need to make my own code or if there is already some
minecraft code that edits the en_US.lang file.
L1445[19:28:43] <TehNut> why are you
trying to edit a lang file with code
L1446[19:29:36] <gigaherz> lang files are
readonly, they are stored inside jars
L1447[19:29:40] <gigaherz> or zips
(resourcepacks)
L1448[19:29:41] <williewillus> ^
L1449[19:29:48] <williewillus> they were
specifically moved OUT of code
L1450[19:29:50] <gigaherz> adding
information doesn'tmake sense
L1451[19:29:51] <Sollux-Captor> Because
it is uncertain as to a.) how many creative tabs there are b.) what
the names of the creative tabs would be.
L1452[19:30:09] <Sollux-Captor> so when
ever I run my loop, I need t oadd what the display should be.
L1453[19:30:09] <williewillus> wat
L1454[19:30:11] <TehNut> Use standard
formatting codes, then
L1455[19:30:22] <gigaherz> or just say
that whoever adds custom tabs
L1456[19:30:30] <gigaherz> needs to use a
resourcepack to add more strings
L1457[19:30:55] <Sollux-Captor> Well it
will be RP based anyways.
L1458[19:31:29] <Sollux-Captor> The RPs
can be used as tab packs, packs containing a list of customized
tabs.
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L1460[19:36:39] <thecodewarrior> Then
can't the resource pack that defines the tab add a lang file?
L1461[19:36:46] <tterrag> answer:
yes
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L1464[19:59:30] <williewillus> uhhh
L1465[19:59:39] <williewillus> since when
were you unable to open cjhestsd with slabs on them
L1466[20:04:08] <TehNut> 1. What's a
cjhestsd? 2. Since always
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L1470[20:08:29] <masa> say what now? you
should be able to open a chest unless there is a
solid/opaque/whatever block on top of it
L1471[20:09:07] <williewillus>
*chest
L1472[20:09:13] <williewillus> and yeah
it worked in 1.8
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L1474[20:09:32] <masa> it doesn't in
1.9?
L1475[20:09:58] <williewillus> in forge
1.9 at least
L1476[20:10:18] <tterrag> perhaps they
properly check solidity on the bottom side now
L1477[20:12:21] <williewillus> doesnt
happen in vanilla
L1478[20:12:33] <williewillus> upper
slabs work in forge though
L1479[20:13:10] <masa> yep just found out
the same results
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L1484[20:29:35] <TehNut> Oh, I read that
as "able", not "unable"
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L1490[20:33:47] <williewillus> yeah its
because chest now checks isSideSolid DOWN
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L1492[20:35:00] <williewillus> $ labels
add 2740 Superseded
L1493[20:35:33] <williewillus> uhh rip
bot
L1494[20:35:39]
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L1495[20:35:42] <tterrag> nice
L1496[20:35:46] <williewillus> lol
L1497[20:35:47] <TehNut> u killed
it
L1498[20:35:51] <tterrag> you're
fired
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L1503[20:49:58] <williewillus> whats the
maximum item meta?
L1504[20:51:24] <TehNut> short.max
L1505[20:51:25] <MattDahEpic>
Short.MAX_VALUE ?
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L1510[20:59:39] <masa> isn't it kind of
one less than that, since the max is often used to indicate
WILDCARD_VALUE?
L1511[20:59:50] <masa> well, depending
what you use it for
L1512[21:06:12] <FusionLord> what would
prevent the "transform" key in json from applying?
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L1514[21:07:28] <williewillus> other
transform keys
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L1516[21:08:57] <FusionLord> would a
"transform" that is in a submodel do iti?
L1517[21:09:15] <williewillus> well i
guess the main point is they don't merge
L1518[21:09:30] <williewillus> but
submodel ones should be fine
L1519[21:09:33] <williewillus> if put in
the right play
L1520[21:09:35] <williewillus> show json
maybe?
L1522[21:09:45] <williewillus>
*place
L1523[21:09:57] <FusionLord> the
highlight is the transform in question
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L1525[21:10:14] <FusionLord> also tried
in the fals
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L1527[21:10:27] <FusionLord> in case the
item=false
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L1545[21:37:39] <FusionLord>
williewillus, guessing no idea?
L1546[21:43:17] <thecodewarrior> Getting
ElecCore to work in a dev environment is pure torture... Ugh. I'm
not even done yet.
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L1552[21:56:05] <williewillus> #1 rule of
ticon: no, you don't have enough grout
L1553[21:56:18] <williewillus> i always
think i have enough
L1554[21:56:22] <williewillus> but end up
running out
L1555[21:58:51] <capitalthree> you don't
run out of grout!
L1556[21:58:57] <capitalthree> you make a
minimal smeltery and then dump all your cobblestone in
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L1560[22:09:24] <theFlaxbeard> For some
reason, even with this blockstate, my block has the checkboard
breaking particles
L1562[22:09:27] <theFlaxbeard> Any
ideas?
L1563[22:09:59] <theFlaxbeard> Ah, I left
the .png in
L1564[22:10:00] <theFlaxbeard> oops
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L1566[22:10:48] <theFlaxbeard> Welp,
still doesn't work
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L1568[22:11:32] <MrSlick> I'm confused.
For setting up the MDK with Idea do you need to do the import the
gradle file then generate runs method or do you just do ./gradlew
idea method? (OS X btw)
L1569[22:12:40] <tterrag> theFlaxbeard:
you must get some kind of error on startup
L1570[22:12:44] <theFlaxbeard> tterrag:
None
L1571[22:13:02] <theFlaxbeard> Using
render type 3, renders alongside a TESR
L1572[22:14:53] <theFlaxbeard> I'm
scratching my head. The json seems valid, it's just not adding
break particles
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L1574[22:14:57] <theFlaxbeard> The
texture is there too
L1575[22:15:02] <tterrag> I don't know
much about the forge format
L1576[22:15:35] <williewillus> try the
dummy way
L1577[22:15:38] <williewillus> that I
posted
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L1579[22:17:08] <MrSlick> I don't want to
be arrogant, but can someone help me?
L1580[22:18:51] <theFlaxbeard>
williewillus: That works. Thanks!
L1581[22:19:06] <williewillus> MrSlick:
import the build.gradle
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L1583[22:19:22] <MrSlick> ok
L1584[22:25:45] <MrSlick> Do Pahimar's
tutorials still work with 1.9 or are there some things I need to
watch out for?
L1585[22:25:55] <williewillus> they
don't
L1586[22:26:06] <williewillus> it's two
major versions away
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L1588[22:26:35] <MrSlick> darn
L1589[22:27:59] <MrSlick> I know his
tutorials still work in 1.8, so what is the difference from 1.8 to
1.9.
L1590[22:29:07] <williewillus> they
definitely don't work fully in 1.8
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L1592[22:30:08] <MrSlick> but I followed
every single on in 1.8 and they worked, this was quite a while
ago.
L1593[22:30:19] <williewillus> you
probably didn't get to rendering yet
L1594[22:30:26] <williewillus> in general
tutorials are unreliable
L1595[22:30:30] <MrSlick> I don't think
he ever covereed that
L1596[22:30:34] <williewillus> they get
outdated really quick
L1597[22:30:41] <williewillus> yes but
even blockstates?
L1598[22:30:49] <williewillus> that's a
core part of modding that's way different 1.7-1.8
L1599[22:31:07] <MrSlick> How am I
suppose to go about learning this stuff then?
L1600[22:31:21] <williewillus>
mcforge.readthedocs.org
L1601[22:31:22] <williewillus> my
gists
L1602[22:31:25] <williewillus> open
source mods
L1603[22:31:27] <williewillus> mostly the
3rd
L1604[22:31:42] <MrSlick> i see
L1605[22:31:57] <thecodewarrior>
$&#@%!*$^@#!ing everything!!!!!!
L1606[22:32:10] <williewillus> why do you
need to get that mod to run in dev? :P
L1607[22:32:20] <Nosirrom> you do massive
amounts of reading
L1608[22:32:45] <williewillus> yes and
investigating the code yourself and experimenting
L1609[22:33:12] <Nosirrom> sometimes you
can use old tutorials but things get updated so frequently it's a
real crapshoot
L1610[22:33:34] <williewillus> I'd say
always :P
L1611[22:33:45] <williewillus> even text
tuts get outdated quickly
L1612[22:33:57] <williewillus> video ones
get outdated even faster because they're a pita to update
L1613[22:34:01] <thecodewarrior> Because
there's a bug in my mod that causes it to crash when the block
breaking texture renders but it's related to ElecCore and I can't
figure it out. The thing that pushed it over the edge is now gradle
won't go past the > root project line.
L1614[22:34:19] <williewillus> probably
becuse that mod hacks all over the rendering system
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L1616[22:34:59] <thecodewarrior> Yeah,
but I still need to figure out what the heck it's doing.
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L1618[22:37:29] <williewillus> hmm
L1619[22:37:36] <williewillus> rendering
ticon tools tanks my fps in 1.9 :/
L1620[22:40:51] <thecodewarrior> It's
wooorrrking!.......... At least gradle is running....
L1621[22:42:03] <williewillus> ah nice
its a known issue
L1622[22:42:20] <MrSlick> Any mod you may
recommend I check out to learn from?
L1623[22:42:29] <williewillus> any major
one
L1624[22:43:05] <MrSlick> I currently
have open Applied Logistics
L1625[22:43:17] <williewillus> what's
that :P
L1626[22:44:00] <Nosirrom> the best mod
is one you've played with before, so you know which block to look
up examples from.
L1627[22:44:06] <MrSlick> Something that
Fireball is currently working on, he is also streaming dev of
it.
L1628[22:44:18] <williewillus> as long as
its 1.9 :P
L1629[22:44:30] <thecodewarrior> If only
ScratchForFun had 1.8/1.9 tutorials. He's so good.
L1630[22:44:45] <Nosirrom> I actually
found the datawatcher tutorial based on 9.10.0.789 to be very
helpful
L1631[22:45:01] <williewillus>
uhhhh
L1632[22:45:05] <FireBall1725> Mr slick
I'm female so not he
L1633[22:45:21] <MrSlick> Sorry
>.<
L1634[22:45:26] <williewillus> Nosirrom:
you do know 9.10.0.789 is a forge build for like....1.6
L1635[22:45:27] <williewillus>
right
L1636[22:45:31] <Nosirrom> yep
L1637[22:45:39] <williewillus> and the
datawatcher has completely changed in 1.9
L1638[22:45:52] <williewillus> (for the
better)
L1639[22:46:57] <williewillus> where am I
supposed to get material stats in ticon 1.8+ xD
L1640[22:47:11] *
thecodewarrior curls up in a ball and sobs
L1641[22:47:38] <Nosirrom> the primer
describes what changes there were, but never really described what
datawatcher did
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L1645[22:50:48] <FusionLord>
slimeknights.tconstruct.library.materials.Material?
L1646[22:50:55] <FusionLord>
williewillus, ^
L1647[22:51:04] <williewillus> i mean
like as a player :P
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L1651[22:52:43] <FusionLord> oh...
lol
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L1654[22:53:45] <FusionLord>
williewillus, slimeknights.tconstruct.common.item.ItemTinkerBook
?
L1655[22:54:11] <williewillus> as a
player means I'm not code digging :P
L1656[22:54:15] <williewillus> there's no
book ingame
L1657[22:54:37] <FusionLord> looks to me
like a book, from what I just messaged
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L1661[22:55:47] <FusionLord> should be
TConstruct:book
L1662[22:56:00] <williewillus> no such
item
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L1664[22:56:10] <williewillus> oh well
I'll use this 3 month old google doc :P
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L1666[22:57:30] <FusionLord> xD
L1667[22:58:00] ***
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L1668[22:58:50] <thecodewarrior> Well,
goodnight. My brain won't function any more.
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L1672[23:01:35] <FusionLord> other than
the obvious that item=false, caus i tried it in
"defaults" aswell
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L1677[23:13:21] <killjoy> why does my
mobo's uefi bios look like windows 8?
L1679[23:15:02] <FusionLord> uhh... what
is shadekiller doing???
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L1685[23:23:57] <tterrag> FusionLord: god
only knows
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