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L26[01:26:02] <Sollux-Captor> is it
possible to check when an RP is loaded?
L27[01:27:51] *** cpw
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L29[01:30:02] <Sollux-Captor> resource
pack
L30[01:30:08] <pig> ah. *shrug*
L31[01:30:23] <pig> yes actually but this
method was for 1.7.10 and I did it years ago
L32[01:30:28] <pig> RPs have changed
since
L33[01:30:39] <pig> but to answer your
quesion, yes.
L34[01:30:56] <Sollux-Captor> What class
and how exactly?
L35[01:33:51] <pig> that, you have to
figure out by yourself.
L36[01:33:54] <pig> Like I said, I did it
years ago
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L43[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160501 mappings to Forge Maven.
L44[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160501-1.9.zip (mappings
= "snapshot_20160501" in build.gradle).
L45[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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L48[02:07:55] <Sollux-Captor> What does the
TextureSwitchEvent do?
L49[02:08:03] <Sollux-Captor> I cannot find
documentation on it.
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L51[02:10:09] <Ordinastie_> it's events
that are fired before and after the textures are stichted to the
atlas
L52[02:11:34] <Sollux-Captor> So would this
be fired when ever a resource pack is changed?
L53[02:12:04] <Ordinastie_> it would be
that's not really its use
L54[02:12:36] <Ordinastie_> what do you
want to do exactly ?
L55[02:12:54] <Sollux-Captor> I'm
essentially trying to check when ever a resource pack is loaded to
rerun a block of code.
L56[02:13:12] <Sollux-Captor> if a resource
pack is loaded, do checks.
L57[02:13:27] <Ordinastie_> you can
register a resourceReloadManager or something
L58[02:13:37] <tterrag> ^
L59[02:14:10] <Sollux-Captor> What class is
that in?
L60[02:14:21] <Ordinastie_> Minecraft
L61[02:14:21] <tterrag>
IReloadableResourceManager
L62[02:14:35] <Ordinastie_> and that's the
implementation you want to do ^
L63[02:15:24] <Sollux-Captor> I see it
might be called something different in 1.9?
L64[02:15:31] <Ordinastie_> maybe
L65[02:15:33] <Ordinastie_> doubt it
L66[02:15:33] <LexMobile> Anyone seend the
shade guy who did the obj stuff?
L67[02:15:39] <Sollux-Captor>
"registerReloadListener"
L68[02:16:02] <tterrag> yes
L69[02:16:25] <Sollux-Captor> was that a
yes to me or lex?
L70[02:16:33] <Ordinastie_> to you
L71[02:16:38] <Sollux-Captor> Ok
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L76[02:27:05] <Sollux-Captor> So what do I
pass from Minecraft to registerReloadListener() ?
L77[02:27:37] <Ordinastie_> your own
listener
L78[02:29:00] <Sollux-Captor> Oh so it is
nothing from Minecraft I have to pass to it, just my own listener
class?
L79[02:29:27] <Sollux-Captor> I'm just not
sure how all of this works is all.
L80[02:29:56] <Ordinastie_> you register
your listener, and when resources are reloaded, the method is
called on your listener
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L99[03:10:26] <Sollux-Captor> So I got it
"working" but it does not seem to be reloading
anything.
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L146[05:31:10] <BoredArmor> Hi, is there a
method to attach to an existing network channel ?
L147[05:33:01] <Ordinastie_> why don't you
use you own channel ?
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L157[05:38:23] <Ordinastie_> psxlover, fix
your shit
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L163[05:45:11] <Wuppy> ugh why is there no
number++ in python :<
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L169[05:49:53] <BoredArmor> Sorry
Ordinastie_ didn't see your reply. Because i need to recieve the
messages on a specific channel from a bukkit mod, another mod is
already using that channel it seems.
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L199[06:20:11] <Flenix> This may be a
silly question... but I have an item and I want to do something
with it MORE than 20 times a second- so onUpdate is no use. Is
there any other options I can persue? I was thinking maybe if I
could use system time or something, but not sure how I'd approach
it.
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L202[06:21:59] <DJ_Arghlex> what seems to
be the go-to thing for running a bukkit/spigot server with
mods?
L203[06:22:29] <DJ_Arghlex> gonna make an
effort to update my private modpack
L204[06:23:01] <DJ_Arghlex> cauldron/mcpc+
seem to only have builds up to forge 1403
L205[06:23:20] <Flenix> KCauldron
L206[06:23:34] <DJ_Arghlex> what's that
based off of?
L207[06:23:40] <Flenix> I don't know if
the original cauldron is still active, but KCauldron is a
continuation of it
L208[06:23:41] <DJ_Arghlex> oh, just
regular cauldron
L209[06:23:42] <DJ_Arghlex> good
L210[06:23:57] <DJ_Arghlex> d'aww, site's
dead
L211[06:23:58] <Flenix> There's another as
well that's more spigot based, but I forgot what it's called...
lemme go ask the guy who told me about it
L212[06:24:05] <DJ_Arghlex> rad,
alright
L213[06:24:35] <Flenix> Thermos, that was
it
L214[06:24:48] <Flenix> It didn't work too
well for me but I think it just clashed with Ships mod - so if you
don't run that you'll probably be ok
L215[06:25:00] <DJ_Arghlex> I have some
strange spigot-based cauldron I found off maeyanie's site
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L217[06:25:09] <DJ_Arghlex> yeah I have a
pretty small list
L219[06:25:25] <DJ_Arghlex> yeah
L220[06:26:08] <DJ_Arghlex> seems to be a
sourceforge mirror as well, but that's only up to 1403
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L222[06:27:30] <DJ_Arghlex> 'getspigot'
seems to have it at both 1517 and 1614 but ... idk
L223[06:28:57] <gigaherz> do you really
need bukkit-based plugins, though? there's mods for most things
these days
L224[06:29:06] <DJ_Arghlex>
performance.
L225[06:29:10] <gigaherz> you may be
ableto make do wit hjust forge
L226[06:29:18] <DJ_Arghlex> performance
and worldedit
L227[06:29:34] <gigaherz> worldedit works
from forge now
L228[06:29:47] <gigaherz> as for
performance stuff, dunno, never messed with that
L229[06:30:13] <DJ_Arghlex> well just
using te default spigot config the gains are noticable
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L233[06:31:38] <DJ_Arghlex> that and there
seems to be some updates going out to cityworld which I *loved*
playing on
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L235[06:32:50] <Ivorius> Flenix: ...
What
L236[06:33:10] <Ivorius> Firstly, no,
never, ever use system time in a game
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L238[06:33:26] <Ivorius> (except for
global tick calculation)
L239[06:34:05] <Flenix> Yeah, figured it
wasn't a good idea but the only one I could think of
currently.
L240[06:34:22] <Ivorius> What do you want
to do exactly
L241[06:34:42] <Ivorius> I can guarantee
you 100% it's either extrapolation or just calling things more than
once
L242[06:35:05] *
gigaherz reads up
L243[06:35:12] <gigaherz> ehhh...
yeah.
L244[06:35:21] <gigaherz> just explain
what you are thinking of doing
L245[06:35:36] <Flenix> I have a gun mod
which deals with direct damage instead of the normal "Spawn in
a million entities" system. 20 times a second is quite slow
for the firerate on some guns - so I want to fire them more. For
the actual damage I could probably calculate it still based off
20tps, so it's more for playing sounds
L246[06:35:40] <gigaherz> because trying
to get it to happen at shorter intervals won't really work
L247[06:36:22] <gigaherz> uh yeah yo
udon't want to spawn > 20 sound effects per second either
L248[06:36:26] <Ivorius> I wouldn't
recommend playing a sound more than 20 times a second
L249[06:36:29] <gigaherz> you want a
machinegun audio that you can play in a loop
L250[06:36:33] <Ivorius> ^
L251[06:36:49] <Flenix> Hmm, that's a good
idea; having multiple firing sounds in one sound trigger
L252[06:37:04] <Flenix> I like that
approach, thanks :)
L253[06:37:11] <Ivorius> What? Why
multiple
L254[06:37:13] <Ivorius> Just use one
loop
L255[06:37:21] <gigaherz> yeah also do the
shooting in bursts with those guns
L256[06:37:22] <gigaherz> like
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L258[06:37:35] <gigaherz> I'd have it
happen at most 4-5 times a second
L259[06:37:52] <gigaherz> but have like,
50 bullets worth of shooting per burst
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L261[06:38:27] <gigaherz> (or 5, or 10 or
whatever)
L262[06:38:53] <gigaherz> fora gun
shooting 20 bullets/second, I'd make it 5
L263[06:39:17] <gigaherz> and have 4
bursts per second
L264[06:40:15] <gigaherz> one shooting 50
per second may be 10 per burst, and activate 5 times per
second
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L266[06:40:44] <gigaherz> I'd keep the
activation number between 4 and 10
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L268[06:41:09] <gigaherz> and adjust the
burst size to the nearest fraction
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L274[06:54:14] <masa> ewww I just opened
up my 1.7.10 environment
L275[06:54:33] <masa> suddenly started
getting crash reports
L276[06:54:52] <masa> NPE when loading
items from NBT fails, probably due to some removed mod items
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L319[09:19:48] <Tazz> anyone got a way to
get the top block of an x,z coord?
L320[09:20:02] <Tazz> all I see is
BlockPos as a param :/
L321[09:22:01] <diesieben07>
World#getHeight
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L326[09:26:35] <Tazz> gracias
diesieben07
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L336[09:49:52] <Tazz> hmm diesieben07 its
not working...
L337[09:49:57] <Tazz> returns -1 :/
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L344[09:59:49] <diesieben07> Tazz, huh it
should return a BlockPos first of all
L345[10:00:02] <Tazz> yes but y ==
-1
L346[10:00:10] <Tazz> BlockPos#getY()that
is
L347[10:00:24] <diesieben07> where do you
get the position you give it from?
L348[10:00:56] <Tazz> relative to the
position of hte player
L349[10:00:58] <diesieben07> also i have
to go afk for a bit here... so... later
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L361[10:13:05] <masa> well what is wrong
with it?
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L363[10:14:14] <Xilef11> its leaving items
in the crafting grid and the result does not seem right
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L365[10:24:49] <diesieben07> Tazz, back
now, so show your code.
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L367[10:28:04] <gigaherz> Xilef11:
remaining items should be the same size as the inventory
L368[10:28:12] <gigaherz> leave the slots
null that you don't want to leave in the grid
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L370[10:29:03] <Xilef11> does the index in
the returned array matter?
L371[10:29:12] <gigaherz> sortof
L372[10:29:29] <gigaherz> tbh I don't
really know
L373[10:29:30] <gigaherz> I haven't really
tested that part of it
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L375[10:29:44] <gigaherz> is the item you
leave stackable?
L376[10:29:53] <Xilef11> no
L377[10:30:09] <gigaherz> I think it's
best if you leave it in thesame slot that it was
L378[10:30:29] <gigaherz> I'm not sure how
it works exactly, but I don't know what happens if there was a
bigger stack in another slot
L379[10:30:31] <Ivorius> Stackable sounds
like a software startup
L380[10:30:48] <gigaherz> or IoT
startup
L381[10:30:50] <gigaherz> ;P
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L383[10:31:23] <gigaherz> everything I s
ay is coming out slightly wrong today
L384[10:32:26] <gigaherz> I'm looking at
the code that uses the recipe
L385[10:33:07] <gigaherz> it uses
"addItemStackToInventory"
L386[10:33:14] <gigaherz> so the index
shouldn't matter
L387[10:33:27] <gigaherz> wait
L388[10:33:28] <gigaherz> I see
L389[10:33:32] <gigaherz> if the slot you
put it in
L390[10:33:34] <gigaherz> is full
L391[10:33:38] <gigaherz> it adds it to
the PLAYER inventory
L392[10:33:39] <gigaherz> ifi t's
empty
L393[10:33:43] <gigaherz> it puts it back
on the grid
L394[10:34:00] <gigaherz> so the ideal
situation would be that you return it in the same place
L395[10:34:23] <gigaherz> so that the
crafting manager can do the best possible job
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L398[10:43:07] <MrSlick> Pahimar's
tutorials mostly work for the first 7 episodes or so, right?
L399[10:43:12] <MrSlick> *in 1.9
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L401[10:43:40] <williewillus> can you link
the playlist?
L402[10:43:45] <gigaherz> never seen
them
L403[10:44:23] <MrSlick> they are for
1.7
L405[10:44:36] <gigaherz> then I wouldn't
trust anything they say
L406[10:44:37] <gigaherz> ;P
L407[10:44:46] <MrSlick> :(
L408[10:44:46] <gigaherz> 1.7 to 1.9 has
changed quite a LOT
L409[10:45:05] <gigaherz> even the way you
register blocks and items isn't quite the same
L410[10:45:07] <MrSlick> but would the
basic setting up proxies and making your mod class still
apply?
L411[10:45:12] <gigaherz> yes
L412[10:45:21] <MrSlick> That's all I
needed.
L413[10:45:26] <gigaherz> things that
haven't really changed:
L414[10:45:28] <gigaherz> the @mod
class
L415[10:45:30] <gigaherz> the
proxies
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L417[10:45:38] <gigaherz> the
GuiHandler/Gui/Container stuff
L418[10:45:52] <gigaherz> things that have
changed a LOT:
L419[10:45:55] <gigaherz> registry
system
L420[10:45:57] <gigaherz> models
L421[10:46:09] <MrSlick> darn
L422[10:46:09] <williewillus> yeah
basically anything ep8 and after
L423[10:46:12] <williewillus> don't
use
L424[10:46:29] <gigaherz> networking is
mostly the same
L425[10:46:33] <MrSlick> mhm
L426[10:46:36] <gigaherz> with the
exception of threading
L427[10:46:41] <gigaherz> 1.8+ networking
has its own thread
L428[10:46:46] <gigaherz> so you need to
add protection for that
L430[10:47:23] <MrSlick> It's been a while
since I have touched modding, well minecraft in general. So is this
networking thing like a local client to server, where the server
handles the world and the client handles how things look?
L431[10:47:40] <gigaherz> yes
L432[10:47:44] <gigaherz> but
L433[10:47:55] <gigaherz> the way it works
now, is that even in singleplayer, you have the integrateds
erver
L434[10:48:06] <MrSlick> I understand
that
L435[10:48:21] <gigaherz> so you should be
programming things in a way that the server-side logic and
client-side logic are isolated
L436[10:48:46] <gigaherz> there's way too
many mods that make use of static fields
L437[10:48:52] <MrSlick> mhm
L438[10:48:54] <gigaherz> which contain
"runtime" data
L439[10:49:05] <gigaherz> which they
unintentionally share between client and server
L440[10:49:12] <MrSlick> I see
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L443[10:50:02] <gigaherz> recommended
reading
L445[10:50:34] ***
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L446[10:51:27] <gigaherz> the root of the
resources
L447[10:51:30] <gigaherz> ;P
L448[10:51:32] <MrSlick> k
L449[10:51:34] <MrSlick> :P
L450[10:51:49] <gigaherz> everything in
the resources folder
L451[10:51:54] <gigaherz> goes straight
into the jar
L452[10:51:59] <MrSlick> mhm
L453[10:52:01] <gigaherz> in the same
locations that you have in there
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L457[10:53:44] <MrSlick> Is there any
tutorial for those neat gradle scripts that every mod on github
seems to have?
L458[10:54:17] <gigaherz> hmm jsut the
gradledocs themselves, I guess
L459[10:54:33] <gigaherz> I have built
mine by takingthings from others' ;P
L460[10:54:33] <MrSlick> I see
L461[10:54:40] <MrSlick> :P
L462[10:54:53] <williewillus> most of them
are just the default mdk template
L463[10:54:54] <williewillus> :P
L464[10:54:55] <williewillus> with
tweaks
L465[10:55:00] <gigaherz> customized with
stuff
L467[10:55:14] <gigaherz> mine has those
two lines for replacing @VERSION@ in the @mod class
L468[10:55:16] <TehNut> I've just been
dicking around with the scripts since they were introduced
L469[10:55:17] <gigaherz> with the actual
version
L470[10:55:28] <gigaherz> the other block
which makes it java8
L471[10:55:43] <gigaherz> and the one at
the end to generate maven-like folders
L472[10:57:08] <MrSlick> mhm
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L478[11:03:56] <synthetica> Hi!
L479[11:04:00] <gigaherz> o/
L480[11:04:27] <synthetica> How are
you?
L481[11:04:47] <gigaherz> well I have an
ear infection
L482[11:04:52] <gigaherz> so it's a bit
itchy/achey
L483[11:04:55] <synthetica> Sorry about
that.
L484[11:05:03] <gigaherz> but fine
otherwise ;P
L485[11:05:10] <synthetica> Good.
L486[11:06:07] <synthetica> I'm finally
back to work on modding.
L487[11:07:11] <gigaherz> :)
L488[11:07:20] <synthetica>
feelsgoodman.java
L489[11:07:28] <gigaherz> oh and I
recently released this
L491[11:07:29] <gigaherz> ;P
L492[11:08:17] <synthetica> I'll look at
it! Also, I just realized that clicking links in HexChat actually
opens the browser. XChat didn't do that...
L493[11:08:24] <gigaherz> been 17 hours
since 0.6.1, ~100 downloads, and no one has complained that they
lost items /o\
L494[11:08:44]
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L495[11:09:08] <synthetica> Nice! It looks
pretty cool.
L496[11:09:35] <synthetica> Sort of a
spiritual successor to CB's EnderStorage. I like it.
L497[11:09:40] <MrSlick> So, I am using a
ModInfo class for handling my modid, version, name, and etc. Is
this fine or should I look into using gradle for this?
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L499[11:10:02] <gigaherz> it's ok
L500[11:10:18] <MrSlick> K
L501[11:10:21] <gigaherz> but the gradle
file is the one that updates the mcmod.info
L502[11:10:32] <synthetica> I use my own
main mod file, but I'm messy and I wouldn't recommend it.
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L504[11:10:35] <gigaherz> so I prefer to
have gradle replace the version string on build instead
L505[11:10:43] <MrSlick> Ito doesnt seem
to update the mcmod.info in the example mod tho
L506[11:10:43] <synthetica> Actually, I
should really fix that.
L507[11:10:54] <gigaherz> it does on
build
L508[11:10:54] <gigaherz> as in
L509[11:10:57] <gigaherz> when you compile
the jar
L510[11:11:02] <MrSlick> ohhhh
L511[11:11:04] <gigaherz> not during
normal debugging
L512[11:11:08] <synthetica> The gradle
file automatically updates mcmod.info?
L513[11:11:14] <gigaherz> yes
L514[11:11:19] <synthetica> That's
cool.
L515[11:11:28] <gigaherz> expand
'version':project.version,
'mcversion':project.minecraft.version
L516[11:13:34] <synthetica> Well, never
knew that. Thanks!
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L523[11:21:31] <williewillus> "If we
want to support wildcards, we'll need some VM help. And we need to
make some progress towards bringing non-erased instantiations into
the raw type / wildcard fold."
L524[11:21:36] <williewillus>
sooo..reification? :D
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L527[11:22:10] <synthetica> What the heck
is wrong with getVersionJson?
L528[11:22:31] <synthetica> It's
consistently taking minutes and then not working...
L529[11:22:41] <williewillus> whatever its
pointing to is down
L530[11:22:51] <synthetica> Thanks.
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L533[11:28:50] <vox> tterrag: if you're
around I'd like to talk about CTM some more
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L536[11:42:16] <Xilef11> Is there a way
for a custom recipe to remove a whole stack from the grid instead
of just one item?
L537[11:42:48] <gigaherz> dunno but that
goes against the crafting system
L538[11:42:52] <LexMobile> 9:22
<synthetica> What the heck is wrong with
getVersionJson?
L539[11:42:55] <gigaherz> you probably
want a custom machine for that
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L541[11:43:01] <LexMobile> Most likely
your url is wrong
L542[11:43:06] <capitalthree> Xilef11:
vanilla crafting can't. that's why some mods define their own
things. like "ic2 crafting" or whatnot
L543[11:43:20] <capitalthree> I am pretty
sure you can make your own modified form of crafting work in
vanilla crafting tables
L544[11:43:33] <Xilef11> I see... how
would I do that?
L545[11:43:38] <capitalthree> but probably
not in vanilla-expecting autocrafting blocks
L546[11:43:39] <gigaherz> nah IRecipes
remove one from the stacks
L547[11:43:45] <gigaherz> then add back
whatever you give as remaining
L548[11:43:49] <LexMobile> No it
doesnt
L549[11:44:01] <LexMobile> It allows you
to remove as much as you want
L550[11:44:06] <gigaherz> does it?
L551[11:44:07] <Ordinastie_> from 1.8
yes
L552[11:44:11] <capitalthree> oh! ok
cool
L553[11:44:18] <Ordinastie_> or 1.8.9
maybe, don't remember
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L555[11:45:07] <Ordinastie_> yeah, since
1.8 apparently
L556[11:45:09] <synthetica> Hmm... thank
you L_e_x (is that a good way not to use your full name?) I have a
completely stock build.gradle of the latest forge version though.
The only difference is the version and names for my own mod.
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L558[11:45:18] <gigaherz> uhm but, if the
slot in the crafting table isn't empty
L559[11:45:19] <gigaherz> it just
does
L560[11:45:23] <LexMobile> Yes it has a
function for setting the entire resulting grid
L561[11:45:23] <gigaherz>
this.craftMatrix.decrStackSize(i, 1);
L562[11:45:30] <gigaherz> oh I see
L563[11:45:38] <gigaherz> so you can
bypass that part
L564[11:45:43] <LexMobile> Ya
L566[11:46:45] <gigaherz> oh so you just
set the slot, lol
L567[11:46:46] <capitalthree> synthetica:
I think saying lex is ok, just not the full nickname
L568[11:46:55] <synthetica> Okay, thanks.
:P
L569[11:47:08] <capitalthree> I got in
trouble for that once because he was saying my full nickname and I
assumed it was ok since he was actively chatting anyways
L570[11:47:11] <capitalthree> that
assumption was wrong :P
L571[11:47:17] <gigaherz> he always uses
something longer than just "lex", so that "lex"
alone won't ping
L572[11:47:22] <williewillus> !gf
field_174840_a
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L574[11:50:14] <synthetica> makes
sense.
L575[11:50:47] <williewillus> hmm i wonder
why xp orbs are grey on pickup
L576[11:51:30] <synthetica> Asking the
deep questions.
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L579[11:54:25] <synthetica> And that's the
default.
L580[11:54:28] <gigaherz> well that url is
obviously wrong
L581[11:54:41] <synthetica> I haven't
touched it, though.
L582[11:55:06] <gigaherz> wait you said
update url
L583[11:55:10] <gigaherz> I thought you
meant the @Mod one
L584[11:55:36] <gigaherz> if you mean the
"maven url" in the build script
L585[11:55:42] <gigaherz> that's
different
L586[11:55:55] <synthetica> Dang... what
am I looking for then?
L587[11:56:12] <gigaherz> what are you
trying to do?
L588[11:56:51] <gigaherz> I'm confused
now
L589[11:57:08] <synthetica> I'm trying to
setupDecompWorkspace. getVersionJson hangs for a while then stops.
I've already been to the ForgeGradle channel and I got no
reply.
L590[11:57:14] <gigaherz> ah
L591[11:58:17] <gigaherz> works here
L592[11:58:29] <gigaherz>
:getVersionJson
L593[11:58:29] <gigaherz>
:extractUserdev
L595[11:58:50] <gigaherz> internet
issues?
L596[12:00:41] <synthetica> Well, when I
run the task from a terminal, I actually get the error. It says
that I have another Gradle instance running, but I most certainly
don't.
L597[12:01:13] <synthetica> It's strange,
though. Maybe it would make sense if I actually had another
running, but I do not so it doesn't really make sense.
L598[12:02:21] <williewillus> fry: where
the bot at? :P
L599[12:05:01] <synthetica> Gonna restart
my computer.
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L603[12:07:51] <synthetica> Well, I'm
stupid. It works!
L604[12:07:54] <LexMobile> Oh thats a
compleelty different thing
L605[12:08:09] <LexMobile> Thats you
having network issues with mojangs servers
L606[12:08:36] <synthetica> Well,
apparently not. I restarted my computer and it works.
L607[12:09:06] <synthetica> I really
should've done that first thing.
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L610[12:15:02] <Nosirrom> is there an
entity id that persists when you restart the game?
L611[12:15:46] <Nosirrom> i'm trying to
store a reference to an entity in an itemstack
L612[12:16:10] <diesieben07> the
UUID
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L615[12:16:52] <diesieben07>
entity.getPersistendID
L616[12:17:03] <diesieben07> thats not how
you spelll persistent... oh well
L617[12:18:31] <Nosirrom> too bad there is
no world.getEntityByUUID
L618[12:18:58] <diesieben07>
WorldServer#getEntityFromUuid
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L620[12:20:35] <Nosirrom> damn
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L626[12:37:59] <gigaherz> hmmm how'd I
push the player upward?
L627[12:38:06] <gigaherz> addVelocity
works on other entities but not the player :&
L628[12:38:08] <gigaherz> :/*
L629[12:38:15] <williewillus> are yo doign
it clientside?
L630[12:38:19] <gigaherz> no
L631[12:38:25] <williewillus> client
controls player motions
L632[12:38:27] <gigaherz> is there no way
to push from the server?
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L634[12:38:36] <williewillus> uh there
should be
L635[12:38:50] <williewillus> 1.9
collision is appleid serverside I think
L637[12:39:38] <gigaherz>
applyEntityCollision uses addVelocity
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L639[12:39:54] <williewillus> then maybe
its not serverside xD
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L641[12:41:37] <gigaherz> hmm I think
those collisions are done on both sides
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L643[12:41:53] <gigaherz> I'll have to
have some crap to push players, I guess
L644[12:42:09] <gigaherz> send a special
packet that pushes them clientside too
L645[12:42:57] <DJ_Arghlex> now what could
POSSIBLY be using codechickencore in my modlist right now
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L647[12:43:11] <DJ_Arghlex> I thought the
dude who made that renamed it or something
L648[12:43:13] <williewillus> gigaherz:
that's what explosions do btw :P
L649[12:43:26] <williewillus> they send
the client player knockbacks
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L653[12:51:51] <DJ_Arghlex> hmm....
L654[12:52:06] <DJ_Arghlex> are you
perhaps making a elytra mod?
L655[12:52:15] <DJ_Arghlex> or something
to augment them?
L656[12:52:33] <Zaggy1024> haha I just
realized ItemColored does nothing if you pass false to the
hasSubtypes parameter in 1.9
L657[12:52:48] <Zaggy1024> since item
coloring isn't a method in Item anymore
L658[12:53:33] <Zaggy1024> well, actually,
it could do something if someone sets the subtype names, but it
would be quite screwy that way
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L667[13:07:28] <Nosirrom> weird, I can
totally save int and string in nbt but seems to not save
uniqueid
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L670[13:09:02] <williewillus> use the UUID
-> long methods
L671[13:09:28] <williewillus>
getLeastSignificantBits and getMostSignificantBits
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L676[13:17:26] <Nosirrom> Thanks a bunch,
everything is working now.
L678[13:18:00] <gigaherz> this is how I
store it
L679[13:18:44] <Xilef11> is there a sneaky
way to cancel rendering of certain layers of an item's model (based
on NBT), or am I better off just using a different model based on
meta?
L680[13:18:56] <gigaherz> OMG THIS IS
AWESOME
L681[13:18:59] <gigaherz> video soon
:D
L682[13:20:21] <williewillus> Xilef11: all
layers are combined into one when baking
L683[13:20:27] <williewillus> so you need
to use different ones
L684[13:20:27] <Zaggy1024> ugh, returning
success from onItemRightClick doesn't make the player swing their
arm?
L685[13:20:37] <williewillus> of course
not :P
L686[13:20:44] <williewillus> do you swing
your arm when throwing ender pearls/snowballs?
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L688[13:20:55] <Zaggy1024> you should
:P
L689[13:21:14] <gigaherz> okay so while
the video uploads to my dropbox:
L690[13:21:18] <williewillus> fry: where
did Actuarius go :P
L691[13:21:23] <gigaherz> my magic mod had
an air spell
L692[13:21:26] <gigaherz> that would push
things around
L693[13:21:28] <williewillus> (hits tab a
million times trying to autocomplete the name)
L694[13:21:32] <gigaherz> I modifiedit so
that
L695[13:21:36] <gigaherz> if it's applied
in "self" mode
L696[13:21:41] <gigaherz> it pushes in the
direction you look
L698[13:21:55] <Xilef11> but
getColorFromItemStack separates layers with the render pass, so
maybe a way to cancel a render pass?
L699[13:22:01] <williewillus> those aren't
render passes
L700[13:22:06] <williewillus> I need to
change my primer
L701[13:22:10] <williewillus> and that
param name is wrong
L702[13:22:12] <Zaggy1024> if I call
player.swingArm will the server tell all clients to show the player
swinging his arm?
L703[13:22:19] <williewillus> yes
L704[13:22:22] <gigaherz> they aresimply
different texture quads
L705[13:22:42] <gigaherz> it uses the tint
index to modify the color before sending them off to the
tesellator
L706[13:22:53] <williewillus> it's all 1
render pass now
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L708[13:25:10] <williewillus> primer
updated to clarify that :P
L709[13:25:29] <gigaherz> anyone saw the
video? ;P
L710[13:26:08] <gigaherz> I'm uploading
that to youtube too ;P
L711[13:26:55] <Nosirrom> modded 1.9 is
going to be great ^
L712[13:27:00]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L713[13:27:00]
MineBot sets mode: +v on Actuarius
L714[13:27:15] <gigaherz> Nosirrom:
Backlytra ;P
L715[13:27:17] <fry> williewillus: ^
L716[13:27:21] <Biochemic> nice video
:D
L717[13:27:22] <williewillus> thx
L718[13:27:26] <Biochemic> i like ^^
L719[13:27:28] <unascribed> hey ping
words
L720[13:27:30] <unascribed> they
work
L721[13:27:32] <unascribed> hi i made
backlytra
L722[13:28:03] <unascribed> ._.
L723[13:28:14] <unascribed> and I thought
Psi+Elytra was overpowered
L725[13:28:33] <gigaherz> unascribed:
that's a CREATIVE staff
L726[13:28:56] <gigaherz> oooh air sigils,
didn't think of those
L727[13:30:46] <williewillus> the
animation of the wings was pretty well done
L728[13:31:00] <williewillus> like how
when he dives the wings come together and when you go horizontally
it spreads out
L729[13:31:14] <gigaherz> yeh
L730[13:31:26] <Biochemic> it's very cool
yeah :DD
L731[13:31:27] <gigaherz> they feel so
much more natural that any glider
L732[13:31:32] <gigaherz> than*
L733[13:32:42] <Biochemic> but the idea of
an propelled glider would also be awesome, i guess ^^
L734[13:32:51] <gigaherz> yeh
L735[13:33:01] <unascribed> yeah, for
infinite flight I think jetboots would work really well
L736[13:33:02] <gigaherz> I donsidered
making some sort of thing for the feet slot
L737[13:33:14] <gigaherz> meh jetboots are
too high-tech
L738[13:33:17] <gigaherz> ;P
L739[13:33:17] <PaleoCrafter> oh, I
haven't thought about combining my metal abilities with an elytra
yet xD will make for some great travelling if I ever finish this
mod xD
L740[13:33:23] <DJ_Arghlex> propeller
boots
L741[13:33:28] <gigaherz> i wasthinking
more like a pedal-powered fan
L742[13:33:37] <DJ_Arghlex> or a pair of
pants with a similar design
L743[13:33:38] <gigaherz> that goes in the
feet slot
L744[13:33:41] <Biochemic> yep ^^
L745[13:33:41] <unascribed>
bicyclytra
L746[13:33:54] <gigaherz> like an
unicycle
L747[13:33:59] <gigaherz> but instead of a
wheel, a fan
L748[13:34:03] <Biochemic> actually then
very relaxing, when travelling long distances ^^
L749[13:34:03] <gigaherz> pointing
down
L750[13:34:10] <Biochemic> ah okay
:D
L751[13:36:29] <Biochemic> bottom would be
also easier to implement, since no real math is needed to just
accelerate the player against the gravity ^^
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L753[13:39:55]
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(~Instantbi@95-30-205-116.broadband.corbina.ru)
L754[13:42:43] <Andrey96> Hello. I have a
problem with shift-click in my container. It ignores
isItemValidForSlot in my IInventory implementation and isItemValid
in my Slot and just puts it in.
L755[13:44:14] <gigaherz> the default slot
doesn't use that
L756[13:44:21] <gigaherz> it's meant for
hoppers and such
L757[13:44:41] <gigaherz> if you want to
limit what can go in a slot, you have to use a custom Slot class
that filters the slot
L758[13:44:42] <masa> where are client
side command registered to?
L760[13:45:05] <Andrey96> I have custom
Slot class.
L761[13:45:05] <gigaherz> wait
shift-click
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L763[13:45:24] <gigaherz> can you show
your transfer method?
L764[13:45:37] <Andrey96> It is default
from minecraftforge wiki.
L765[13:45:37] <masa> Andrey96: are you in
1.8.9+?
L766[13:45:44] <Andrey96> 1.7.10
L767[13:47:27] <Andrey96> Is
transferStackInSlot method used to transfer stack from my container
or into it?
L768[13:47:27] <capitalthree> you can type
commands~ I've got slots for what I hold in my hands~
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L770[13:48:45] <masa> Andrey96: it is used
to transfer a stack FROM the slot that is given as parameter
L771[13:49:36] <masa> my code for it is
quite heavily customized at this point, but you can take a look if
it helps you:
L773[13:50:00] <gigaherz> hmm you can
travel around 12000 blocks with one max-level fully-charged staff,
and sub-optimal gliding skills
L774[13:50:09] <Andrey96> I've got it,
seems that I have to add check somewhere in this method. Thanks for
the link, it really can help.
L775[13:50:15] <gigaherz> probably 20k if
you did it truly right
L776[13:50:42] <Zaggy1024> oh my...
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L778[13:51:24] <Zaggy1024> the player's
angles aren't sent with the packet to tell the server that
onItemRightClick was called
L779[13:51:44] <Zaggy1024> so you can
place a lily pad in a different position on the client than on the
server if you move your aim fast enough
L780[13:52:01] <williewillus> yeah
L781[13:52:04] <williewillus> it's been
like that forever
L782[13:52:06] <Zaggy1024> although it's
quite easy to do if you aim right next to the edge between two
water blocks
L783[13:52:09] <Zaggy1024> ugh, that's
stupid
L784[13:52:19] <masa> is that the same bug
where you "always" manage to place a slab in the wrong
position? :p
L785[13:52:20] <williewillus> it makes
sense
L786[13:52:22] <Zaggy1024> how hard can
that be to fix? :P
L787[13:52:23] <williewillus> yes
L788[13:52:24] <gigaherz> why do you think
playing "lily-drop" isso hard?
L789[13:52:31] <williewillus> it's easy to
fix
L790[13:52:40] <williewillus> have the
server validate every. single. block placement
L791[13:52:43] <williewillus> before the
client shows it
L792[13:52:44] <Zaggy1024>
lily-drop?
L793[13:52:52] <Zaggy1024> erm
L794[13:52:54] <gigaherz> a game where you
have a lilypad in your hand
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L796[13:52:58] <Zaggy1024> that'd
contribute to some lovely lag
L797[13:52:58] <williewillus> but then
that causes latency issues when you are jump stacking or otherwise
placing blocks quickly
L798[13:52:59] <gigaherz> and you drop
onto a pool
L799[13:53:04] <gigaherz> and haveto place
a lilypad as you fall
L800[13:53:07] <williewillus> that was
actually a bug in 1.3.x
L801[13:53:24] <williewillus> jump
stacking was happening faster on the client than it took the server
to respond so players would glitch out
L802[13:53:26] <Zaggy1024> the simplest
solution is to just send the way the player is facing
L803[13:53:41] <gigaherz> or send
position/angles update alongwith the interactions?
L804[13:53:41] <Zaggy1024> and set that
before the server does anything
L805[13:53:49] ***
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L806[13:53:53] <Zaggy1024> indeed, exactly
giga
L807[13:53:56] <williewillus> well the
block is placed on both sides
L808[13:53:59] <williewillus> so it
wouldn't matter
L809[13:54:04] <Zaggy1024> yes it
would
L810[13:54:13] <Zaggy1024> because the
server would know where the client is actually placing the
lily
L811[13:54:26] <williewillus> the point of
the bug is the client moves after it has sent packet to the
server
L812[13:54:33] <Zaggy1024> no..
L813[13:54:37] <williewillus> yes?
:P
L814[13:54:43] <Zaggy1024> the bug is
because the server is lagging behind the client's aim
L815[13:54:54] <Zaggy1024> the client
places the lily pad where it sees the player looking
L816[13:54:57] <williewillus> exactly
because of the reason I just said
L817[13:55:07] <Zaggy1024> the server
places the lily pad where it thought the player was looking based
on the last position update
L818[13:55:25] <Zaggy1024> so the server
needs to be sent the actual angles the player is trying to place
at
L819[13:55:45] <Zaggy1024> the client
isn't moving after the packet is sent
L820[13:55:57] <Zaggy1024> because the
packet is sent at exactly the moment that the lily pad is
placed
L821[13:56:06] <Zaggy1024> well, pretty
much
L822[13:56:34] <Zaggy1024> the packet is
sent after onItemRightClick is called on the client I believe
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L826[14:03:44] <Tazz> why...why does this
shit happen
L827[14:03:52] <Tazz> minecraft isnt
loading my textures >.<
L828[14:04:03] <Tazz> every time I work on
a mod this always happens
L829[14:04:19] <gigaherz> elcipse or
idea?
L830[14:04:35] <Tazz> idea
L831[14:04:40] <gigaherz> try adding
L832[14:04:40] <gigaherz> idea {
module.inheritOutputDirs = true }
L833[14:04:46] <gigaherz> at the end of
your build.gradle
L834[14:04:55] <gigaherz> and using the
refresh icon on the gradle panel
L835[14:05:43] <gigaherz> it shouldn't be
needed anymore but /shrug
L836[14:05:49] <gigaherz> if it helps it
helps :p
L837[14:05:51] <DJ_Arghlex> hmm
L838[14:07:58]
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L839[14:08:52] <Tazz> nope did nothing to
help
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L846[14:23:53] <FusionLord> is there
something that I need to do in my ItemBlock to enable the
"transform" tag in my blockstate? because for three days
now I have not been able to get the transform key to work for
anything but sub models...
L848[14:25:03] <TehNut> Um
L849[14:25:07] <TehNut> scale is an x, y,
z
L850[14:25:19] <williewillus> TehNut: it
can be a single number
L851[14:25:21] <williewillus> according to
the spec
L852[14:25:28] <williewillus> which is
just shorthand for the same thing for all axes
L853[14:25:41] <TehNut> well it doesn't
hurt to try
L854[14:25:52] <TehNut> But nice to
know
L855[14:26:24] <FusionLord> TehNut, that
isn't the only thing I have also tried rotation, I've tried every
possible option in the blockstate
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L857[14:27:31] <TehNut> Does it work in
1.8?
L858[14:27:50] <FusionLord> I'd have to
back port
L859[14:28:06]
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L860[14:28:20] <williewillus> mmm
L861[14:28:23] <TehNut> Theoretically you
could drop that blockstate+model into any 1.8 source and it would
work
L862[14:28:25] <FusionLord> I' guess I'll
backport and find out
L863[14:28:31] <williewillus> whats a good
1.8 midgame tico tool
L864[14:28:53] <williewillus> also gotta
to prune my nether chunks so things regen\
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L869[14:30:31] <FusionLord> just noticed
there is a newer forge, gonna try that first
L870[14:31:38] <williewillus> are there
any other mc world editors that support forge?
L871[14:31:40] <williewillus> besides
mcedit
L873[14:33:00] <williewillus> out of
world
L874[14:33:04] <williewillus> i want to
prune chunks
L875[14:33:05] <TehNut> I never bother
with MCEdit. I just nuke region files
L876[14:33:47] <Biochemic> having fun with
random bytes and watching, what happens xDD
L877[14:34:34] <williewillus> Biochemic:
random byets of what
L878[14:34:55] <Biochemic> of your...
brainstream ^^
L879[14:35:13] <Biochemic> inserting
random bytes in the region files :P
L880[14:36:02] <FusionLord> williewillus,
with WorldEdit you can //chunk and then //delchunks
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L883[14:39:23] <masa> I used MCEdit in the
2D chun mode or whatever when I pruned my worlds
L884[14:39:27] <masa> *chunk
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L886[14:39:44] <williewillus> 2d chunk
mode? that's a thing? :P
L887[14:39:48] <williewillus> is this the
new or old one
L888[14:39:56] <masa> old one
L889[14:40:11] <masa> I still don't know
how to use the new one, the user interface seems overly
confusing
L890[14:40:31] <masa> first time I tried
it it took me like 10 minutes to figure out how to load a world
:D
L891[14:42:41] <masa> I did use mcedit2
once when I was doing NBT tag renames in my mod, to fix my test
world so that I didn't lose items
L892[14:43:51] <masa> the NBT search &
replace in it is pretty handy
L893[14:44:02] <masa> but that too had
some usability issues at least for me...
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L899[14:48:28] <FusionLord> figured it
out, seems the rotation at the bottom was causing the transform key
to be overriden
L900[14:48:31] <FusionLord>
>.>
L901[14:48:52] <williewillus> ugh
L902[14:49:01] <williewillus> the mcedit
ui is completely broken on tiling window managers :P
L903[14:49:07] <williewillus> Cinnamon
time
L904[14:49:11] <FusionLord> its been 3+
days i agree ugh
L905[14:49:12] <FusionLord> :P
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L909[14:55:50] <FusionLord> hmmm...
submodels cannot be added in defaults?
L910[14:57:40] <__0x277F> Does the
'mclocation' property in a coremod's injectData method store a
String or a File?
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L913[14:58:37] <williewillus> print the
class and see :P
L914[15:01:27] <LatvianModder> probably
File
L915[15:02:29] <__0x277F> Well, that's
interesting.
L916[15:02:42] <__0x277F> Getting an npe
on just trying to print the class name.
L917[15:02:44]
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L918[15:02:56] <__0x277F> Don't say a word
as I check my spelling.
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L920[15:04:31] <__0x277F> Okay, it's a
file.
L921[15:04:54] <shortybsd> Any infinite
raining issues in Forge build 1866 for 1.9? Ever since I upgraded
the world has been raining non-stop. Even as OP and typing /weather
clear is ignored.
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L924[15:09:46] <Zaggy1024> shorty, is that
the specific version it started happening in?
L925[15:10:03] <FusionLord> wish slot
drawing used scissors
L926[15:11:06] <shortybsd> Zaggy, I went
from 1864 to 1866 then noticed it was raining 24/7. I haven't added
any new mods and if a mod is to blame i would love to know which is
responsible for doing it. Very annoying.
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L929[15:12:29] <williewillus> it's a
vanilla bug
L930[15:12:51] <williewillus> /weather
clear <number> the number is ignored
L931[15:12:55] <williewillus> but i
thought it was fixed
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L933[15:13:30] <shortybsd> So is a mod to
blame for this?
L934[15:13:35] <williewillus> probably
not
L935[15:13:50] <shortybsd> Why did it just
start happening after updating forge itself?
L936[15:14:51] <shortybsd> Or do you know
of any other way to make it stop raining, so many people with
dinosaur computers constantly bitching about it.
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L938[15:15:08] <williewillus> weather
clear should work, try toggledownfall
L939[15:15:26] <williewillus> or if all
else fails go to level.dat and set the rain flag to 0/false
:P
L940[15:15:40] <shortybsd> tried both, it
stops for literally a split second, then immediately starts raining
again.
L941[15:16:09] <williewillus> lol
L942[15:16:17] <williewillus> actually may
be a mod
L943[15:16:17] <williewillus> what do you
have installed?
L944[15:16:27] <shortybsd> i'll get you a
server list of mods.
L945[15:16:30] <shortybsd> one
second.
L946[15:19:09] <williewillus> what forge
version did you update from -> to?
L947[15:19:17] <shortybsd> 1864 to
1866
L948[15:20:30] <shortybsd> has to goto
1866 due to TechReborn
L949[15:20:35] <shortybsd> s/has/had
L950[15:20:42] <williewillus> its not
forge then
L951[15:20:51] <modmuss50> what up?
L952[15:21:03] <williewillus> hes getting
infinite rain :P
L953[15:21:04] <shortybsd> sup
modmuss50
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L955[15:21:26] <williewillus> but the only
change from 1864 to 1866 is an event I added for boss bar rendering
and a shield crash fix
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L959[15:23:15] <shortybsd> What utility
should i use to edit level.dat? MCEdit?
L960[15:23:44] <DJ_Arghlex> probably your
best bet
L961[15:23:52] <williewillus> no
L962[15:23:54] <shortybsd> or
NBTExplorer
L963[15:23:55] <williewillus> any nbt
editor
L964[15:23:58] <williewillus> NBTExplorer
yeah
L965[15:23:59] <shortybsd> gotcha,
thanks
L966[15:24:03] <DJ_Arghlex> on
L967[15:24:13] <DJ_Arghlex> I
misunderstood your goal
L968[15:25:30] <shortybsd> for level.dat
it shows raining: 0 and rainTime: 1
L969[15:26:04] <williewillus>
interesting
L970[15:26:15] <williewillus> rainTime is
the ticks until raining is toggled
L971[15:26:42] <williewillus> the fact
that its exactly on 1 means someone set it
L972[15:26:49] <williewillus> most
likely
L973[15:26:51] <FusionLord> anyone know it
the w and h of glscissors are relitive to the x and y?
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L975[15:27:34] <shortybsd> had to be
MCEdit that done so, i had to remove a tinker's construct smeltry
due to someone accidently shift clicking chiseled stone in it,
which crashed anyone in the area.
L977[15:27:51] <williewillus> but once it
reaches 0 it should be reset to another value
L978[15:27:55] <shortybsd> williewillus,
what should the default value be?
L979[15:28:00] <williewillus> for now just
set raining to 0 and rainTime to something big
L980[15:28:36] <shortybsd> i'll pull up
another world to see real quick
L981[15:29:04] <shortybsd> 60922
L982[15:29:08] <FusionLord> diesieben07,
that doesn't say that they are or arent...
L983[15:29:27] <diesieben07> it says all
you need to know
L984[15:29:34] <diesieben07> x and y are
the bottom left corner of a box
L985[15:29:38] <diesieben07> w and h are
width and height of this box
L986[15:29:40] <williewillus> shortybsd:
every time it reaches 0 raining is toggled and rainTime should be
reset to some high value
L987[15:29:41] <diesieben07> both in
window coords
L988[15:29:50] <williewillus> somehow i
think its constantly resetting to low values
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L990[15:30:09] <shortybsd> williewillus:
going to hard set it to an integar then check it.
L991[15:30:34] <shortybsd>
s/integar/integer
L992[15:31:56] <williewillus> uh what
tools do you need to mine cobalt again
L993[15:32:02] <williewillus> does a
diamond pick work
L994[15:32:08] <shortybsd> No
L995[15:32:26] <shortybsd> what mods do
you have? Botania terrasteel works good
L996[15:32:35] <shortybsd> rf tools with
max mining upgrade works good
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L998[15:32:38] <williewillus> i haven't
started botania yet
L999[15:32:44] <shortybsd> TC you'll need
at least manyullyn
L1000[15:32:53] <williewillus> wat
L1001[15:33:01] <williewillus> but
manyullyn needs cobalt to make?
L1002[15:33:05] <williewillus> 1.9:
botania, psi, quark, tico, BM
L1003[15:33:15] <shortybsd> no TC?
L1004[15:33:25] <shortybsd> if not then
you gotta get rolling with botania :)
L1005[15:33:27] <williewillus> no 1.9
thaumcraft
L1006[15:33:40] <Nosirrom> throw some
chainmail into smeltery and get some steel
L1007[15:33:53] <williewillus> no steel
in 1.8+ tico
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L1009[15:33:55] <williewillus> i don't
see it at least
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L1012[15:35:35] <williewillus> doesnt
sound right - the only thing that can mine cobalt is the thing made
of cobalt, or something from another mod? :P
L1013[15:38:38] <gigaherz> obsidian
L1014[15:38:42] <gigaherz> they made
obsidian replace alumite
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L1016[15:38:51] <shortybsd> williewillus,
do you have tinkers' construct?
L1017[15:39:00] <williewillus> yes
L1018[15:39:04] <williewillus> thats why
i haev cobalt :P
L1019[15:39:06] <shortybsd> alumite then
upgrade to ardite
L1020[15:39:25] <gigaherz> shortybsd: no
alumite anymore in 1.8.9
L1021[15:39:51] <shortybsd> my modpack
come from 1.8.9 into 1.9
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L1023[15:40:27] <gigaherz> unless they
added it back to 1.9
L1024[15:40:35] <shortybsd> ahh i used
obsidian with a sharpening stone
L1025[15:40:55] <gigaherz> i just used
obsidian?
L1026[15:40:59] <shortybsd> obsidian
pick, then sharpened with diamond. yes
L1027[15:41:09] <gigaherz> at least in
the Pioneers pack, it can mine ardite and cobalt
L1028[15:41:34] <shortybsd> yup that's
it, just verified in game
L1029[15:42:37] <gigaherz> Terra Swoop
Force is the best adventure map I have played in ages
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L1031[15:46:11] <MrSlick> Where do I get
the LogHelper class?
L1032[15:47:14] <gigaherz> never heard of
it
L1033[15:48:23] <TehNut> LogHelper is
usually a class that modders make
L1034[15:48:27] <TehNut> It's not
provided to you
L1035[15:48:33] <MrSlick> oh
L1036[15:48:46] <Biochemic> but it always
has a similar Structure
L1037[15:48:52] <MrSlick> I was just
thinking since it seems everyone has one that there is a
standardized one
L1038[15:49:07] <gigaherz> why not just
use MyMod.logger.whatever("message")
L1039[15:49:22] <gigaherz> where whatever
= debug/warn/error/...
L1040[15:49:34] <MrSlick> idk
L1041[15:49:54] <Biochemic> Because
people think, it's too complicated, long whatever
L1042[15:49:59] <Biochemic> you know
their resons :D
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L1047[16:02:15] <FusionLord> anyone know
what class renders the hotbar?
L1048[16:02:21] <williewillus>
GuiIngame
L1049[16:02:28] <williewillus> and/or
GuiIngameForge
L1050[16:05:56] <williewillus> gigaherz:
the visuals of maps have gotten so much better from models
L1051[16:06:16] <gigaherz> yeh but it's
not specifically the models
L1052[16:06:23] <williewillus> in general
too
L1053[16:06:33] <williewillus> most of
the effects i don't even know how they're done anymore :P
L1054[16:07:02] <gigaherz> it's BIG, so
much detail, etc
L1056[16:09:45] <williewillus> im really
bad at elytra flying ... :P
L1057[16:10:08] <gigaherz> really? it's
quite easy ;P
L1058[16:10:22] <gigaherz> feels natural
to me ;p
L1059[16:10:46] <gigaherz> point down,
you gain speed and lose altitude faste
L1060[16:10:47] <gigaherz> r
L1061[16:10:55] <gigaherz> point up, and
you lose speed but gain some altitude
L1062[16:10:57] <williewillus> pointing
is strange to me
L1063[16:11:01] <williewillus> i keep
pressing keys
L1064[16:11:23] <diesieben07> FusionLord,
better would be to scale properly :p
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L1067[16:11:33] <diesieben07> maybe
L1068[16:11:46] <gigaherz> FusionLord: I
considered something like that
L1069[16:11:48] <FusionLord> diesieben07,
they're 2 blocks wide :/
L1070[16:12:04] <gigaherz> decided to
just scale down
L1071[16:12:38] <diesieben07> or use a
separate item model
L1072[16:13:25] <gigaherz> you could cut
and rotate the model externally, and load one that is purposefully
scaled to fit exactly in theslot, without having to somehow
"hack" the scissoring rect into the item rendering
L1073[16:13:25] <gigaherz> ;p
L1074[16:13:48] <FusionLord> meh...
probably right, because right now, it is overriding vanilla
classes, is patching @ run time a thing that can be done?
L1075[16:14:13] <FusionLord> easily
*
L1076[16:15:02] <diesieben07> plus,
probably not the best for performacne to scissor for every single
slot
L1077[16:17:13] <gigaherz> well using
shaders, it could be done so that a first pass paints the pixels
corresponding to each slot with an identifier, into the stencil
buffer, and then the actual rendering draws with the stencil
function set to compare for numbers equal to their slot ID
hmm
L1078[16:17:31] <gigaherz> but meh, mc
doesn't work that way ;p
L1079[16:17:43] <diesieben07> wheee
advanced opengl
L1080[16:17:45] <diesieben07> right over
my head
L1081[16:19:14] <gigaherz> stencil buffer
is normally used for performing "inside/outside" tests,
so like, you draw all the water volumes into the gpu, set to
increment the stencil buffer every time they draw
L1082[16:19:29] <gigaherz> then when you
draw the final scene, all the vertices with "odd" stencil
count, are underwater
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L1087[16:25:55] <diesieben07> aha
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L1101[17:08:30] <williewillus> why does
"canReceiveEnergy" not retuyrn bool :P
L1102[17:08:36] <williewillus> and yeah
that's the idea
L1103[17:08:58] <LatvianModder> so you
can.. er... I had a VERY GOOD reason, ok? :P
L1104[17:09:06] <LatvianModder> I just
forgot it
L1105[17:09:07] <williewillus> comment
your public interfaces xD
L1106[17:09:30] <gigaherz> looks fine, as
far as capbilities go
L1107[17:09:34] <williewillus> also I'd
move CapabilitySilEnergyTank into the mod, no API users should need
it (they should do CapabilityInject themselves)
L1108[17:09:46] <williewillus> and you
might get confused people trying to call register()
L1109[17:09:49] <williewillus> which
would be very bad
L1110[17:10:00] <LatvianModder> yeah, I
had comments.. but then I rewrote the api and forgot to re-add
them
L1111[17:10:06] <LatvianModder> yeah,
good point
L1112[17:13:11] <LatvianModder> Oh, I
remebered why not a boolean - so you can return a smaller value. I
should rename it to getMaxEnergyReceived()
L1113[17:14:01] <gigaherz> your
capability is basically the same that I did in CapabilityCore btw
;P
L1114[17:14:35] <LatvianModder> You mean
energy api?
L1115[17:14:46] <gigaherz> yes
L1117[17:15:27] <LatvianModder> Its
purposely ment to not work with any other energy api. It has RF
bridge block, but I dont want this to be another RF mod :P
L1118[17:15:52] <gigaherz> heh
L1119[17:16:10] <LatvianModder> Ha, yeah,
its pretty much the same as yours
L1120[17:16:27] <LatvianModder> And thats
how the RF api Should have looked
L1121[17:16:31] <LatvianModder> But
no.
L1122[17:16:44] <gigaherz> hence why I
did CapabilityCore -- to show everyone how RF should look
like.
L1123[17:16:56] <gigaherz> I doubt it
will be used to replace RF
L1124[17:16:58] <gigaherz> but meh
L1125[17:17:01] <gigaherz> I tried.
L1126[17:17:47] <LatvianModder> I at
least hope CoFH will do the same
L1127[17:18:17] <LatvianModder> Or.. You
know.. We could all completly stop using old mods and make a whole
set of new ones :P
L1128[17:18:26] <williewillus> yeah
right
L1129[17:18:29] <williewillus> like
that'll happen :P
L1130[17:18:42] <LatvianModder> Not with
that attitude! :D
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L1135[17:24:30] <MrSlick> How do you
register a FML event in 1.9?
L1136[17:24:51] <gigaherz> the fml bus
goes merged int othe forge one
L1137[17:25:01] <gigaherz> just use
MinecraftForge.EVENT_BUS for everything fml too
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L1140[17:25:07] <Gavle> hi
L1141[17:25:11] <MrSlick> okie
L1142[17:25:11] <gigaherz> hello
L1143[17:25:18] <Gavle> I have a
question
L1144[17:25:22] <Gavle> You can add fuels
to the Compression Dynamo in this section. Fluid names only, as
they are registered in Minecraft.
L1145[17:25:32] <Gavle> How do I retrieve
a fluid's registered name?
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L1147[17:26:43] <MrSlick> Did I do it
right? MinecraftForge.EVENT_BUS.register(new Config());
L1148[17:27:16] <gigaherz> assuming
Config contains event methods, yes
L1149[17:27:22] <MrSlick> sure then
:P
L1150[17:27:45] <gigaherz> Gavle: well...
aside of writing a mod t hat lists them, not sure
L1151[17:27:46] <gigaherz> XD
L1152[17:28:02] <Gavle> hmmmm
L1153[17:28:11] <gigaherz> hmmm
L1154[17:28:15] <gigaherz> you could use
an NBT mod
L1155[17:28:19] <gigaherz> or NBT
editor
L1156[17:28:26] <gigaherz> and put a
bucket of that fluid in your inventory
L1157[17:28:39] <gigaherz> or in a
tank
L1158[17:29:03] <williewillus> or if mod
is open source
L1159[17:29:05] <williewillus> look at
the code
L1160[17:29:06] <williewillus> :P
L1161[17:29:14] <gigaherz> that too
L1162[17:29:23] <LatvianModder> FTBUtils
1.9 now have ingame nbt edit feature btw :D
L1163[17:30:17] <LatvianModder> As for
1.7.10 i have that old nbt mod somewhere around, I updated it
myself since the author seems to have disappeared
L1164[17:31:08] ***
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L1165[17:31:09] <MrSlick> Oh shoot, the
config gui works now
L1166[17:31:23] ***
Flenix is now known as SleepyFlenix
L1167[17:31:35] <Gavle> willieaway, do
you happen to know what to look for in the code?
L1168[17:32:36] <LatvianModder> Which
fluid you want to find?
L1169[17:32:48] <Gavle> Heavy and Light
Oil from Magneticraft
L1170[17:33:03] <Gavle> I want to add
them as fuel for the Compression Dynamo from Thermal
Expansion
L1171[17:34:14] <gigaherz> boo it's not
opensource
L1172[17:34:20] <LatvianModder> Hmm..
Maybe Inventory Tweaks can shows a tooltip or smth
L1173[17:34:40] <LatvianModder> gigaherz:
nothing is closedsoure for a modder
L1174[17:35:08] <gigaherz> sure but I'm
not going to decompile Margneticraft just to read what string they
used for the fluid
L1175[17:35:20] <Gavle> Magneticraft has
a Github, i think
L1176[17:35:40] <gigaherz> for the API
only
L1178[17:36:10] <Gavle> ah
L1179[17:36:11] <LatvianModder> Boo
L1180[17:36:23] <Gavle> Boo indeed
L1181[17:36:29] <LatvianModder> I dont
understand people who have closedsource mods >.<
L1182[17:36:58] <LatvianModder> Its not
like they have gov secrets there...
L1183[17:37:40] <Gavle> I have Government
Secrets in my head
L1184[17:38:02] <gigaherz> but hopefully
you dont' write them into mods?
L1185[17:38:18] <gigaherz> I mean itwould
be weird if your mods looked like
L1186[17:38:24] <gigaherz> int
area_51_is_a_hoax = 0
L1187[17:38:30] <Gavle> lel
L1188[17:38:32] <gigaherz> int
area_52_is_where_the_aliens_are = 1:
L1189[17:38:41] <Gavle> that is what my
mod is like
L1190[17:38:47] ***
Kolatra|away is now known as Kolatra
L1191[17:38:55] <LatvianModder>
#nsa_is_watching_us
L1192[17:39:05] <gigaherz> bool
bush_did_911 = true;
L1193[17:40:08]
⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
L1194[17:40:09] <LatvianModder>
jet_fuel_cant_melt_steal_beams = true
L1195[17:40:17] <gigaherz> it can't
L1196[17:40:19] <gigaherz> that's the
thing
L1197[17:40:22] <gigaherz> it doesn't
need to XD
L1198[17:40:36] <gigaherz> that's whole
conspiracy theory is pointless
L1199[17:40:53] <LatvianModder> Ye?
|:I
L1200[17:41:01] <gigaherz> WAY before
steel melts
L1201[17:41:03] <gigaherz> it becomes
soft
L1202[17:41:17] <gigaherz> it doesn't
need to melt steel beams
L1203[17:41:24] <gigaherz> because it's
already hot enough to make them soft as butter
L1204[17:41:48] <masa> Gavle: I have a
small debug mod caleld TellMe, it can show you the NBT from TEs
(tanks) for example by just right clicking on it with a gold
nugget
L1206[17:42:01] <gigaherz> watch that
vid
L1207[17:42:02] <gigaherz> ;p
L1208[17:42:07] <LatvianModder> I need to
regenerate.. See ya on 'morrow!
L1209[17:42:22]
⇦ Quits: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net) (Quit:
Leaving)
L1210[17:44:43] <Gavle> masa, link to the
mod?
L1212[17:45:06] <MrSlick> Can I have a
list of things that didn't change from 1.7 to 1.9?
L1213[17:45:28] <masa> uhh...
L1214[17:46:08] <MrSlick> *things that
didn't change concerning making mods
L1215[17:46:31] <diesieben07> Uhm, the
@Mod annotation? :D
L1216[17:46:32] <diesieben07>
events?
L1217[17:46:35] <masa> yeah sure let's
list ALL the thousands of things that didn't change :p
L1218[17:46:48] <diesieben07> the game is
still coded in java? :D
L1219[17:47:01]
⇦ Parts: shortybsd
(~shortybsd@c-98-240-4-254.hsd1.tn.comcast.net) ())
L1220[17:47:15]
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(uid147942@id-147942.brockwell.irccloud.com)
L1221[17:47:24]
⇦ Parts: Gavle (Gavle@bb2-025.static.bnc4free.com)
(Bye))
L1222[17:47:39] <MrSlick> Not really what
I meant :P I meant things like making a creative tab or registering
blocks (these are just examples, I know registering blocks
changed)
L1223[17:47:41] <gigaherz> MrSlick: the
@Mod class, the proxies, the most basic parts of Item/Block
classes
L1224[17:47:56] ***
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L1225[17:48:00] <gigaherz> the Gui stuff
(GuiHandler, GuiScreen, GuiContainer)
L1226[17:48:07] <gigaherz> creativetabs
haven't changedeither
L1227[17:48:18] <gigaherz> neither has
the networking -- xceptfor the threading
L1228[17:48:25] <MrSlick> neat
L1229[17:48:42] <MrSlick> Is registering
items in 1.8 the same in 1.9?
L1230[17:48:49] <gigaherz> no, it's
closer to 1.7
L1231[17:48:53] <MrSlick> darn
L1232[17:49:07] <gigaherz> the registry
changes happened recently
L1233[17:49:08] <gigaherz> in 1.9
L1234[17:49:16] <gigaherz> and haven't
been backportedto 1.8
L1235[17:49:36] <MrSlick> I see, so I
just need to look through 1.9 mods to find out how to do this
then?
L1236[17:49:46] <gigaherz> it's easy
enough
L1237[17:49:48] <gigaherz> used to
be
L1238[17:49:53] <gigaherz>
GameRegister.registerItem(theItem)
L1239[17:49:55] <gigaherz> it's now
L1240[17:49:58] <gigaherz>
GameRegister.register(theItem)
L1241[17:50:12] <gigaherz> xcept
L1242[17:50:18] <gigaherz> pre-1.8
L1243[17:50:25] <gigaherz> you had to
specify the name in the register call
L1244[17:50:39] <gigaherz> during 1.8,
setRegistryName was introduced to items and blocks
L1245[17:50:52] <gigaherz> which
allowsyou to bind the name to the block/item directly
L1246[17:50:59] <gigaherz> so that it
doesn't need to be explicit in the register call
L1247[17:51:11] <MrSlick> mhm
L1249[17:51:24] <gigaherz> which
hopefully removes that retarded
"getUnlocalizedName.substring" habit some modders
have
L1252[17:52:27] <gigaherz> I made these
two classes
L1253[17:52:35] <gigaherz> that I useas
base classes for all ym items and blocks
L1254[17:52:46] <gigaherz> you'll note in
the Block one, I have a createItemBlock method
L1255[17:52:53] <gigaherz> this is
because one of the changes in the new registry
L1256[17:53:03] <gigaherz> ist hat blocks
don't get an item version by default anymore
L1257[17:53:06] <gigaherz> you have to
"opt in" to it
L1258[17:53:31] <gigaherz> and a lot of
modders aren't even aware it's possible to have a block without
item
L1259[17:53:34] <MrSlick> I see
L1260[18:07:29] <MrSlick> Is there an
open source 1.9 mod that possesses a really good structure for
classes and folders?
L1261[18:08:55] <gigaherz> depends on
what you consider good structure
L1262[18:09:00] <gigaherz> I like
mystructure ;p
L1265[18:09:24] <MrSlick> :P
L1267[18:10:03] <MrSlick> First thing I
notice: doesn't use the common/client/proxy folder structure
suggested by the docs.
L1268[18:10:26] <gigaherz> for the
proxies
L1269[18:10:30] <gigaherz> I have
IModProxy
L1270[18:10:34] <gigaherz> and then
client/ClientProxy
L1271[18:10:37] <gigaherz> and
server/ServerProxy
L1272[18:10:55] <gigaherz> the common
code is just in the @Mod class
L1273[18:11:03]
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L1274[18:11:05] <MrSlick> mhm
L1275[18:11:21] <gigaherz> I'm not the
kind of dev who has
L1276[18:11:22] <gigaherz> ModItems
L1277[18:11:25] <gigaherz>
ModBlocks
L1278[18:11:27] <gigaherz>
ModConstants
L1279[18:11:27] <gigaherz> etc
L1280[18:11:29] <masa> big surprise, I
like my directory/package structure... :p
L1281[18:11:47]
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L1282[18:12:08] <gigaherz> I also don't
really like to have overly isolated stuff by cramming everything
relatedto a block inside the block class
L1283[18:12:24] <Biochemic> I think there
is no "Good for everyone" File/Folder structure
L1284[18:12:43] <MrSlick> I see
L1285[18:12:51] <Biochemic> it actually
depends on how well you can work with ^^
L1286[18:13:18] <gigaherz> ifyou compare
my EnderRift mod file with the Elements of power one
L1287[18:13:29] <gigaherz> you'll notice
that the latter got too big to manage
L1288[18:13:42] <gigaherz> so I split the
preInit into multiple functions
L1289[18:13:58] <Ivorius> Biochemic:
Maybe not, but there is definitely 'good' and 'bad' with some
:P
L1290[18:14:11] <gigaherz> there's
underengineering
L1291[18:14:14] <gigaherz>
overengineering
L1292[18:14:17] <gigaherz> and then
everything in between
L1293[18:14:45] <masa> I don't like it
when everything is crammed into the main class, it looks messy and
is harder to find stuff...
L1294[18:15:00] <gigaherz>
underengineering = so little structure/design that you hurt
yourself by how messy everything is
L1295[18:15:22] <Biochemic> Ivorius: but
not "Good for everyone", i know there are good and bad
examples, but is't up to the mod and it's author
L1296[18:15:24] <gigaherz>
overengineering = so much structure/design that you hurt yourself
from unnecessary interfaces/organization
L1297[18:15:28] <gigaherz> everythign in
between = good code
L1298[18:15:59] <Biochemic> i agree
L1299[18:16:04] <gigaherz> I have erred
both sides.
L1300[18:16:08] <Ivorius> I can tell you
I absolutely despise BlockMyMod classes and similar
L1301[18:16:15] <Ivorius> It goes against
everything encapsulation stands for
L1302[18:16:34] <Ivorius> One of the
worst class designs to get popular in modding
L1303[18:16:43] <Zaggy1024> what does the
gem icon mean on mods now?
L1304[18:16:47]
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L1305[18:16:56] <gigaherz> Zaggy1024:
"updates available"
L1306[18:17:04] <Zaggy1024> ah
L1307[18:17:13] <Zaggy1024> the text when
you select it doesn't really draw attention to itself but all
right
L1308[18:17:35] <Zaggy1024> I figured it
was probably updates but didn't notice it said updates were
available in the description
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L1310[18:17:49] <Zaggy1024> mainly
because it's in the middle of some other text
L1311[18:17:51] <gigaherz> I did that
icon
L1312[18:17:57] <gigaherz> someone else
wrote the code ;P
L1313[18:18:07] <Zaggy1024> oh, it's not
hte fault of the icon code :P
L1314[18:18:43] <Zaggy1024> btw, why is
scrolling so inconsistent in the mod menu?
L1315[18:18:51] <Zaggy1024> seems to
really like just stopping randomly :\
L1316[18:20:34] <gigaherz> hmm I don't
have enough mods to check that
L1317[18:21:42] <Tazz> wtf and eclipse
isnt even loading my assets wtf
L1318[18:21:59] <gigaherz> were you the
one who had issues with assets in eclipse?
L1319[18:22:03] <Zaggy1024> giga, it also
happens with the forge description
L1320[18:22:37] <Zaggy1024> kinda seems
like it's got a timer which prevents scrolling immediately after a
scroll event is handled or something
L1321[18:22:42] <Tazz> gigaherz, in
intellij
L1322[18:23:26] <Zaggy1024> maybe it's to
prevent goofy mice from scrolling doubly far or something, but it
seems like the delay is too strong
L1323[18:23:36] <gigaherz> eh I meant to
write IDEa
L1324[18:23:36] <gigaherz> Xd
L1325[18:23:43]
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L1326[18:24:01] <gigaherz> Tazz: if you
have issues in two separate IDEs, it may indicate that the issue is
either on the assets, or how you load them ;p
L1327[18:24:35] <gigaherz> Zaggy1024: yep
it's very inconsistent
L1328[18:24:49] <Tazz> gigaherz:
this.getClient().getRenderItem().getItemModelMesher().register(item,
0, new ModelResourceLocation("herbarium:" + id,
"inventory"));
L1329[18:24:59] <gigaherz> that's the old
method
L1330[18:25:19] <Tazz> gigaherz,
enlighten me on the newer method?
L1331[18:25:21] <gigaherz> I wish those
tutorials updated already
L1332[18:25:27] <Tazz> Im relatively
unfamiliar with 1.8.9 modding
L1334[18:25:57] <gigaherz> but you have
to call it during pre-init
L1335[18:28:37] <gigaherz> Zaggy1024: hmm
it's exactly as inconsistent in 1.8.9
L1336[18:28:39] <gigaherz> so it's
nothing new
L1337[18:28:42] <Zaggy1024> indeed
L1338[18:28:51] <Zaggy1024> I just never
complained about it before :P
L1339[18:29:07] *
Zaggy1024 is looking for the culprit now
L1340[18:29:11] <Tazz> gigaherz,
java.io.FileNotFoundException:
herbarium:blockstates/journal.json
L1341[18:29:45] ***
kroeser|away is now known as kroeser
L1342[18:29:49] <gigaherz>
resources/assets/herbarium/blockstates/journal.json ?
L1343[18:29:56] <Tazz> no models
L1344[18:30:12] <Tazz> blockstates for
items too?
L1345[18:30:12] <gigaherz> is there
another error aside of that one?
L1346[18:30:13] <Tazz> o_O
L1347[18:30:25] <gigaherz> forge adds the
ability to use blockstates for items
L1348[18:30:32] <gigaherz> but it won't
complain if there's already an item model that matches the
name
L1349[18:30:56] <gigaherz> so, is there
some other error loading the actual model?
L1351[18:32:37] <Tazz> full
stacktrace
L1352[18:32:52] <gigaherz> :/
L1353[18:33:12] <gigaherz> and you said
you do have
"resources/assets/herbarium/models/item/journal.json"
?
L1354[18:33:19] <Tazz> yes
L1355[18:33:22] <gigaherz> make sureit's
/item/ and not /items/
L1356[18:33:23]
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L1357[18:33:29] <Tazz> 100% sure its
item
L1358[18:33:38] <Tazz> its even on github
if you dont believe me rofl
L1359[18:33:48] <gigaherz> nono I'm just
troubleshooting
L1360[18:33:55] <Tazz> this literally
happens every damn time I start picking up a mod idea
L1361[18:34:08] <vox> tterrag: Yo, if
you're around I'd like to talk to you about rendering for CTM
L1362[18:34:14] <Tazz> I cant get any
work done because Im trying to figure out whyI cant get my assets
to load
L1363[18:34:25] <Tazz> then I just give
up on the project because it wont load the assets
L1364[18:34:29] <vox> I have no idea how
to do custom rendering now without IIcon or a TESR which I don't
want to do
L1365[18:34:55] <Tazz> vox,
GlStateManager available?
L1366[18:35:18] <gigaherz> vox: you use
smart models.
L1367[18:35:25] <TehNut> Tazz: It's
trying to load from models/item/blockstates/journal.json
L1368[18:35:31] <vox> Explain?
L1369[18:35:34] <gigaherz>
ISmartBlockModel/ISmartItemModel on 1.8.9
L1370[18:35:39] <gigaherz> or just
IBakedModel on 1.9
L1371[18:35:49] <vox> Okay, yeah I have a
class inheriting from that
L1372[18:35:51] <Tazz> TehNut, I even
renamed it to make it blockstates and it didnt work
L1374[18:36:00] <Tazz> same error
L1375[18:36:04] <gigaherz> there's some
info about custom models there
L1376[18:36:10] <vox> Thanks!
L1377[18:36:26]
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seconds)
L1378[18:37:03] <gigaherz> gotta go
L1379[18:37:04] <gigaherz> work
tomorrow
L1380[18:37:06] <gigaherz> night
ppl
L1381[18:37:09] ***
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L1383[18:39:12] <Zaggy1024> lol wow, I
had no idea you could drag scroll
L1384[18:44:02] <Tazz> ffs
L1385[18:44:05] <Tazz> its still not
loading
L1386[18:47:26]
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L1387[18:47:36] <Tazz> and they are
there
L1388[18:47:53] <Tazz> wtsf
L1389[18:47:58] <Zaggy1024> ah yup
L1390[18:48:15] <Zaggy1024> Mouse events
are being handled by both GuiScreen.handleInput and
GuiScrollingList.drawScreen
L1391[18:48:47]
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L1393[18:50:53] <Zaggy1024> the proper
solution I suppose would be to defer the handling to the scrolling
list when it's hovered
L1394[18:51:20] <Zaggy1024> but then any
mods that use the scrolling list would have to change their classes
extending GuiScreen if that were fixed
L1395[19:00:31] <tterrag> vox: ?
L1396[19:01:28]
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L1397[19:01:45] <vox> How're you doing
rendering for CTM in the new version of Chisel?
L1398[19:02:07] <vox> Just extending an
IBakedModel and returning your own quads?
L1399[19:02:15] <tterrag> mostly
L1400[19:02:20]
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L1401[19:03:30] <Zaggy1024> what does CTM
actually stand for?
L1402[19:03:44] <vox> Connected
Texture.... something that no one's sure about
L1403[19:03:47] <Zaggy1024> haha
L1404[19:03:54] <vox> Mapping maybe, but
we don't know
L1405[19:04:10] <diesieben07> it probably
originally stood for connected textures mo
L1406[19:04:11] <diesieben07> mod
L1407[19:04:19] <vox> Yeah probably
L1408[19:04:57] <vox> tterrag: btw,
what's up with Chisel-Team vs Chisel-2?
L1410[19:05:42] <tterrag> read that and
my first reply, if you want
L1411[19:06:37] <Zaggy1024> ayy
L1412[19:06:47] <Zaggy1024> fixed the
scrolling input
L1413[19:06:59] <vox> thanks
L1414[19:07:15] <Zaggy1024> although to
put this in Forge would break scroll wheel scrolling in any mods
using GuiScrollingList
L1415[19:07:46] <Zaggy1024> I suppose I
should still make the PR and just let Lex decide
L1416[19:08:08] <tterrag> you knwo forge
itself uses that
L1417[19:08:30] <Zaggy1024> yes...
L1418[19:08:33] <Zaggy1024> that's how I
tested it
L1419[19:08:42] <Zaggy1024> I don't use
it in my mod
L1420[19:08:51] <tterrag> what are you
doing exactly?
L1421[19:09:23] <Zaggy1024> just making
the mouse event handling in GuiModList defer to a new
GuiScrollingList.handleMouseInput
L1422[19:09:29] <synthetica> Hi!
L1423[19:09:46] <Zaggy1024> "if
(modList.handleMouseInput())
L1424[19:09:46] <Zaggy1024>
return;"
L1425[19:09:47] <Zaggy1024> :P
L1426[19:10:21] <Zaggy1024> no skipped
scrolling with that code in :]
L1427[19:10:47] <tterrag> oh so it
actually scrolls smoothly?
L1428[19:10:50] <Zaggy1024> yeah
L1429[19:10:54] <Zaggy1024> well
L1430[19:11:03] <Zaggy1024> smoothly as
in it doesn't miss any events
L1431[19:11:16] <Zaggy1024> it doesn't
smooth the scrolling in the same way that browsers do nowadays
:P
L1432[19:11:27] <tterrag> right
L1433[19:11:28] <tterrag> I know
L1434[19:11:32] <Zaggy1024> indeed, I
figured
L1435[19:11:32] <tterrag> the mod list
scrolling is infuriating
L1436[19:11:37] <tterrag> if you fix
that, then good :P
L1437[19:11:37] <Zaggy1024> yep
L1438[19:11:43] <vox> diesieben07:
Reading the thread that tterrag posted, confirmed it was originally
"Mod" and now is "Mapping" (by Vaz)
L1439[19:11:54] <diesieben07> :D
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L1441[19:16:01] ***
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L1442[19:21:55] <Zaggy1024> ah another
problem is the scroll amount per event was being clamped to between
-1 and 1
L1443[19:23:56] <diesieben07> Zaggy1024,
may i ask what you are doing? :D
L1444[19:24:13] <Zaggy1024> making
GuiScrollingList handle the mouse wheel properly
L1445[19:24:56] <diesieben07> sounds like
a case for GuiScreenEvent.MouseInputEvent
L1446[19:25:35] <Zaggy1024> hmm.
L1447[19:25:53] <Zaggy1024> I
suppose.
L1448[19:25:59] <diesieben07> and then
Mouse.getEventDWheel
L1449[19:26:12] <Zaggy1024> indeed
L1450[19:28:13] <Zaggy1024> that would
solve the compatibility problems
L1451[19:29:58] <diesieben07> yeah
L1452[19:32:48] <Zaggy1024> so how would
scrolling half the height of the box be? or should it be a fixed
scroll distance?
L1453[19:33:37] <Zaggy1024> (I'll admit I
like fast scrolling a bit too much so I'm a bit biased)
L1454[19:33:45] <diesieben07> really not
sure
L1455[19:34:00] <diesieben07> the problem
is that there is no unit on getEventDWheel
L1456[19:34:03] <diesieben07> its just...
some number
L1457[19:34:14] <Zaggy1024> isn't it
system-defined pixel scrolling amount?
L1458[19:34:18] <diesieben07> Nope.
L1459[19:34:22] <Zaggy1024> huh...
L1460[19:34:32] <diesieben07> actually
wait
L1461[19:34:33] <Zaggy1024> do you get a
scroll of 120 for one notch?
L1462[19:34:34] <diesieben07> what is
that?
L1463[19:34:43] <diesieben07> also what
is "one notch"?
L1464[19:34:50] <diesieben07> i can
un-click my mousewheel :P
L1465[19:34:57] <diesieben07> what about
scrolling on a touchpad with 2 fingers?
L1466[19:35:17] <Zaggy1024> most of the
mice I've used have notches on the scroll wheel
L1467[19:35:26] <diesieben07> so does
mine, but it can un-click
L1468[19:35:27] <Zaggy1024> and on a
touchpad I assume it gives smaller numbers with more events
L1469[19:35:50] <Zaggy1024> although
actually I may be able to use my phone to test it using VNC
L1470[19:36:14] <Zaggy1024> crap
L1471[19:36:19] <Zaggy1024> it's not
scrolling in smaller increments
L1472[19:37:57] <Zaggy1024> would you be
willing to test it to see how it handles smaller scrolling
increments?
L1473[19:38:06] <Zaggy1024> (once I
actually put up the PR that is)
L1474[19:38:36] <diesieben07> sure
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L1476[19:41:41] <Zaggy1024> uh-oh,
there's some leaking GL state it looks like
L1477[19:41:41] <diesieben07> ping me in
the PR :P
L1479[19:41:53] <Zaggy1024> (watch the
logo)
L1480[19:42:00] <diesieben07> fun
:D
L1481[19:42:09] <Zaggy1024> don't think I
did that though :P
L1482[19:42:46] <diesieben07> gotta sleep
now :D
L1483[19:42:50] <Zaggy1024> okay
L1484[19:43:09] <vox> Night!
L1485[19:44:38] <Zaggy1024> indeed, good
night
L1486[19:44:47] <Zaggy1024> I forgot to
say that, gj me :P
L1487[19:48:16] <Zaggy1024> lol I got the
scroll event to get up to 400
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L1489[19:50:35] <vox> For a block that's
3/16ths of a block tall, I should render as part of the CUTOUT
layer, correct?
L1490[19:52:05] <Zaggy1024> no
L1491[19:52:14] <Zaggy1024> that's only
if you have boolean alpha
L1492[19:52:19] <Zaggy1024> like
leaves
L1493[19:52:27] <Zaggy1024> fully
transparent or opaque
L1494[19:52:31]
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L1496[19:53:30] <zenith> So I need iron
nuggets in my mod, and I would like to only add my own if there
aren't already iron nuggets. Any suggestions as to the best way to
do that?
L1497[19:53:38]
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L1498[19:57:56] <vox> ore
dictionary?
L1499[19:59:48] <tterrag> zenith: don't
do that
L1500[20:00:06] <tterrag> unless you can
seamlessly integrate other mods' iron nuggets it will only add
confusion
L1501[20:00:32] <zenith> I was thinking
of checking for nuggetIron in the ore dict and if it doesn't exist,
add mine
L1502[20:00:38] <unascribed> and also
let's say your user has a double chest full of iron nuggets
L1503[20:00:41] <zenith> But that would
mean I'm registering it later than I should
L1504[20:00:43] <unascribed> and they add
a mod with its own iron nuggets
L1505[20:00:50] <zenith> Yeah
L1506[20:00:51] <unascribed> suddenly all
those iron nuggets are gone
L1507[20:00:54] <Zaggy1024> wow this is
odd...if I click a link and then cancel opening it in the mod
description, it stops scrolling
L1508[20:01:07] <zenith> Bah. I suppose
I'll just add one then
L1509[20:01:29] <unascribed> yeah, this
is what the ore dictionary is for :P
L1510[20:01:45] <unascribed> it doesn't
matter if there's 1000 different iron nuggets, they're all
equivalent for crafting
L1511[20:01:47] <tterrag> or - say you
add a special recipe to get your iron nuggets
L1512[20:01:54] <tterrag> the user
expects this recipe to exist
L1513[20:02:13] <zenith> Nah. The recipe
is 1 ingot = 9 nuggets, as per usual
L1514[20:03:59] <Zaggy1024> ah right, I
need to remove the event handler
L1515[20:04:52] <Zaggy1024> hrm.
L1516[20:05:04] <Zaggy1024> there is no
event to handle to unregister the handler...
L1517[20:05:12] <Zaggy1024> so I think my
previous solution may be the best one
L1518[20:05:18] <Zaggy1024> well
L1519[20:05:50] <Zaggy1024> actually I
meant callback but I don't think there's any way to check if a
GuiScrollingList is in a gui anyway
L1520[20:06:14]
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L1521[20:06:18] <Zaggy1024> so the only
way would be to call a GuiScrollingList method from GuiModList
which is what I was trying to avoid, so I guess my earlier method
of fixing the scrolling is still best
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L1532[20:16:33] <synthetica> Okay, I've
tried a couple times today. setupDecompWorkspace works, but doesn't
actually have any effect on my project. I mean, it runs fine, but
doesn't put the Forge and Minecraft sources in External Libraries
and stuff like that. I just don't know what's wrong. It's worked
before... thanks for any help.
L1533[20:17:17] <Kodos> Did you actually
download the forge src files?
L1534[20:18:16] <synthetica> I have a
project of mine that I got from Github. I recently got a new
computer so I had to put it on here.
L1535[20:18:38] <synthetica> Anyway, the
same thing happens when I download a straight MDK.
L1536[20:19:01]
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L1538[20:19:34] <IoP> eclipse or
idea?
L1539[20:19:39] <synthetica> Idea.
L1540[20:20:17] <IoP> try refreshing
gradle
L1541[20:20:38] <synthetica> What do you
mean by "refreshing"?
L1542[20:21:34] <IoP> there is that
button in gradle panel. let's see what is correct name for it
L1543[20:21:58] <synthetica> Thanks......
I'm stupid. :P
L1544[20:22:32] <synthetica> Sorry.
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L1546[20:25:05] <vox> I can't believe I
just made this monstrosity
L1547[20:25:58]
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L1548[20:26:03] <vox> I have a class
called ModelLoaderHelper that takes a Block, a
ModelResourceLocation, and a Class (the Model's class,
ModelSolarPanell.class for example)
L1549[20:28:00] <synthetica> Okay, that
worked. Thank you very much, IoP. I'm sorry for my stupidity for a
second there.
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L1551[20:30:03] <tterrag> vox: class
based APIs are bad :P
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L1554[20:30:54] <IoP> synthetica:
np
L1555[20:30:57] <vox> Basically, it not
only implements ICustomModelLoader but also sets the
CustomStateMapper using ML.setCSM for the block to a dummy internal
class
L1556[20:31:13] <vox> And then registers
itself in the model loader registry
L1557[20:31:13] <williewillus> sounds
overcomplicated
L1558[20:31:21] <williewillus> like
almost everythign class based
L1559[20:31:26] <vox> I was tired of
doing it by hand :P
L1560[20:31:44] <vox> For every custom
model I was writing quite a bit of boilerplate
L1561[20:31:51] <williewillus> you
shouldn't be
L1562[20:31:55] <williewillus> it's just
jsons
L1563[20:32:35] <vox> Not if you're using
BakedModel shenanigans
L1564[20:32:50] <vox> I'm integrating
tterrag's CTM into an IBakedModel
L1565[20:32:55] <vox> Almost there
L1566[20:33:10] <vox> So I have to write
an ICustomModelLoader anyway
L1567[20:33:20] <vox> So I can return a
custom IBakedModel
L1568[20:33:27] <vox> that has a
reference to the CTM logic
L1569[20:33:43] <vox> Any better
ideas?
L1570[20:34:22] <williewillus> yeah but
that should only be one case
L1571[20:34:24] <williewillus> ?
L1572[20:34:43] <vox> I mean, I need a
different model loader for each model type
L1573[20:34:46] <vox> Right?
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L1575[20:35:35] <williewillus> what do
you mean by model type?
L1576[20:40:56] <vox> I.e. I have a
ModelSolarPanel class
L1577[20:41:05] <vox> and a
ModelSomeOtherThing class
L1578[20:41:11] <williewillus> you
definietly do not make a new model loader for every single
block
L1579[20:41:21] <vox> Yes, duh
L1580[20:41:29] <vox> But I do have
Models for CTM objects
L1581[20:41:42] <williewillus> so that
should just be a "CTMModelLoader"
L1582[20:42:20] <vox> My class is
basically that plus the ModelLoader registration
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L1587[20:47:15] <vox> I probably do need
to restructure this... it *is* pretty garbage :P
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L1591[21:01:19] <Zaggy1024> heh I found
another bug with the scrolling list
L1592[21:01:30] <Zaggy1024> been working
at fixing it for a while now because I'm good at getting
sidetracked
L1593[21:02:02] <vox> willieaway: Where
do you register your PlatformModel in Botania?
L1594[21:03:26] <tterrag> you don't
register the model
L1595[21:03:30] <tterrag> you register
the loader
L1596[21:04:30] <Zaggy1024> ah there we
go, fixed it
L1597[21:04:41] <Zaggy1024> the scroll
bar wasn't lined up with the end of the scrolling list
properly
L1598[21:04:56] <Zaggy1024> just made two
methods to get the scroller height and overflow height and now it
works :)
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L1615[21:42:29] <williewillus> what do i
do to write a double x y z to the network without using 64 bits
again? :P
L1616[21:43:07] <williewillus> oh wait
nvm I don't need to send the doubles
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L1622[21:50:09] <vox> Alright, night
all!
L1623[21:50:30] <vox> Alright, night
all!
L1624[21:50:39] <vox> Btw williewillus
where do you register your model loaders?
L1625[21:51:16] <williewillus> in
preinit
L1626[21:51:25] <vox> Thanks!
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L1631[21:59:01] <Zaggy1024> hehe now I
kind of want to add overscrolling
L1632[21:59:03] <Zaggy1024> but that'd be
silly
L1633[22:07:08] <Zaggy1024> had to do it
just for fun :P
L1634[22:07:38] <Zaggy1024> it's kind of
ugly looking because it pulls down while you're dragging but it
still looks cool
L1636[22:08:02] <williewillus> is that on
all scrollboxes?
L1637[22:10:04] <Zaggy1024> yeah
L1638[22:10:12] <Zaggy1024> I was just
playing with it, it's not really worth putting work into
L1639[22:10:30] <Zaggy1024> to make it
look good the whole scrolling implementation would have to be
smoothed
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L1641[22:10:49] <Zaggy1024> (and perhaps
inertial too)
L1642[22:11:10] <Zaggy1024> my only goal
when I started this was to make the scrolling more consistent, and
I've done that already
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L1644[22:11:21] <Zaggy1024> so I think
I'll just make the PR now unless I see any bugs
L1645[22:11:47] <Zaggy1024> (forgot to
say, I did revert my overscrolling changes, of course)
L1646[22:12:13] <Zaggy1024> and actually
it wouldn't be on vanilla scroll boxes, just the forge ones
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L1649[22:12:27] <Zaggy1024> since the
vanilla ones use a more limited implementation AFAIK
L1650[22:13:15] <Zaggy1024> although come
to think of it, my fix doesn't affect those vanilla scroll
boxes
L1651[22:13:19] <Zaggy1024> they scroll
horrendously as well D:
L1652[22:13:53] <Zaggy1024> or at least
it seems like they do
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L1655[22:18:02] <Zaggy1024> actually I
think the problem is just that they clamp the scrolling amount
which causes scrolling more than once in a mouse event makes it
scroll less
L1657[22:18:59] <Zaggy1024> yup it's the
clamping
L1658[22:19:02] <Zaggy1024> gj mojang
:P
L1659[22:19:03] <williewillus> up for
me
L1660[22:19:05] <williewillus>
FusionLord
L1661[22:19:21] <Zaggy1024> I could patch
it but I'm not sure if it's worth it
L1662[22:19:37] <FusionLord>
williewillus, it just came back up :P
L1663[22:19:48] <williewillus> Zaggy1024:
what is your PR about again? :P
L1664[22:20:09] <Zaggy1024> well,
initially I was fixing the glitchy scrolling in GuiScrollingList
(used by the mods list)
L1665[22:20:12] <FusionLord> and down
again
L1666[22:20:27] <Zaggy1024> but I just
realized that the scrolling in vanilla scrolling lists is only a
little better :P
L1667[22:20:41] <FusionLord> wel /stable/
is
L1668[22:20:55] <Zaggy1024> if you scroll
fast enough it doesn't scroll as far
L1669[22:21:13] <Zaggy1024> which can be
quite annoying, especially in such a massive list as the languages
list
L1670[22:22:24] <williewillus> i think
its just you :P its up for me
L1671[22:23:20] <Zaggy1024> doesn't help
that the language list scrolls at freaking half an language at a
time... >.<
L1672[22:23:38] <williewillus> thats why
most people use the grab bar :P
L1673[22:23:42] <Zaggy1024> indeed
L1674[22:25:55]
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またね)
L1675[22:28:20] <FusionLord>
williewillus, then can you tell me what the latest mappings for
1.7.10 are
L1676[22:28:33] <williewillus>
!!latest
L1677[22:28:34] <MCPBot_Reborn> ===
Latest Mappings ===
L1678[22:28:34] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1679[22:28:35] <MCPBot_Reborn> 1.9
snapshot_20160501
L1680[22:28:36] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L1681[22:28:36] <MCPBot_Reborn> 1.8.9
stable_22
L1682[22:28:37] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L1683[22:28:38] <MCPBot_Reborn> 1.8.8
stable_20
L1684[22:28:39] <MCPBot_Reborn> 1.8
snapshot_20151128
L1685[22:28:39] <MCPBot_Reborn> 1.8
stable_18
L1686[22:28:40] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1687[22:28:41] <MCPBot_Reborn> 1.7.10
stable_12
L1688[22:29:12] <FusionLord> Thanks!
lol
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L1690[22:33:46] <Matthew> williewillus,
'!!latest 1.7.10' would have been beter :P
L1691[22:34:03] <williewillus> didnt know
if that was a thing :P
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L1693[22:44:10] <Zaggy1024> jeez...
L1694[22:44:18] <Zaggy1024> the menu is
forcibly framerate limited to 30
L1695[22:44:34] <rebecca> I'm looking to
commission a few custom blocks, PM me if you're interested in some
coding work.
L1696[22:44:40] <Zaggy1024> if I change
the limit it makes the scrolling feel fluid as heck
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L1713[23:28:37] <FusionLord> >.>
mod request for 1.7.10... no BlockPos :(
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