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L26[01:26:02] <Sollux-Captor> is it possible to check when an RP is loaded?
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L28[01:29:50] <pig> RP?
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.
L170[05:51:33] <BoredArmor> I'm using this http://pastebin.com/SVFe86ue but the "world_info" channel is already registered (by JourneyMap)
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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
L218[06:25:22] <gigaherz> the KCauldron page appearsto be dead? https://gitlab.prok.pw/KCauldron/KCauldron won't connect
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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L356[10:09:09] <Xilef11> anyone mind telling me what I'm doing wrong with my custom IRecipe? https://gist.github.com/Xilef11/26e608709b8a5d1d65f19a2414233e72
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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
L404[10:44:27] <MrSlick> https://www.youtube.com/watch?v=e6v5egIkThk&list=PLQPiZYWovwmnZlgvbHCbz6TefIgeEiVcj
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
L429[10:47:07] <gigaherz> http://mcforge.readthedocs.io/en/latest/gettingstarted/structuring/
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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L442[10:50:00] <gigaherz> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L443[10:50:02] <gigaherz> recommended reading
L444[10:50:32] <MrSlick> Looking at the docs, http://mcforge.readthedocs.io/en/latest/conventions/locations/, I see it says to put mcmod.info in the root. But from what I've seen it's in the resource folder. Any explanation?
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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
L466[10:55:01] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle
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
L490[11:07:28] <gigaherz> http://minecraft.curseforge.com/projects/enderthing
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\
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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
L565[11:46:22] <Ordinastie_> https://github.com/Ordinastie/MalisisDoors/blob/1.8.9/src/main/java/net/malisis/doors/recipe/BigDoorRecipe.java#L114
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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L578[11:53:28] <synthetica> He was saying I probably have the URL wrong. What should it be? For me, it's http://files.minecraftforge.net/maven
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
L594[11:58:29] <gigaherz> Download http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.9-12.16.0.1868-1.9/forge-1.9-12.16.0.1868-1.9.pom
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
L636[12:39:00] <LatvianModder> I'm Dev-streaming \o/ https://beam.pro/LatvianModder
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.
L677[13:17:57] <gigaherz> for reference: https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/InventoryManager.java#L127,L142
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
L697[13:21:50] <gigaherz> combine with elytra: https://dl.dropboxusercontent.com/u/743491/MC/2016-05-01-2019-19.mp4
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 ^
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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
L724[13:28:24] <TehNut> gigaherz: Yeah we discovered that during the BM port http://tehnut.info/share/lWUkFELW8Y.mp4
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] ⇨ Joins: Andrey96 (~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?
L759[13:44:45] <masa> +s
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:
L772[13:49:39] <masa> https://github.com/maruohon/enderutilities/blob/MC_1.7.10_0.5.x/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerEnderUtilities.java
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
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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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L825[14:02:01] <Xilef11> I'm trying to put an item in a bag when it's picked up, and it's not doing anything... https://gist.github.com/Xilef11/77f997672b7c414ed9281b61ffd3090a#file-pickuphandler-java-L25
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
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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...
L847[14:24:30] <FusionLord> https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/resources/assets/hardcorenomad/blockstates/items/enchantingtable.json#L5
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] ⇨ Joins: kimfy (~kimfy___@236.5.200.37.customer.cdi.no)
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
L872[14:32:32] <FusionLord> WorldEdit? http://minecraft.curseforge.com/projects/worldedit
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
L881[14:36:52] <FusionLord> cheat sheet here https://cloud.github.com/downloads/sk89q/worldedit/worldedit_ref_rev6.pdf
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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.
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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.
L976[15:27:49] <diesieben07> FusionLord, https://www.opengl.org/sdk/docs/man2/xhtml/glScissor.xml
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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L1046[15:57:32] <FusionLord> diesieben07, your response in ... Helped me Thanks. http://www.minecraftforge.net/forum/index.php?topic=19948.0
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
L1055[16:09:26] <FusionLord> thoughts on scissoring slots? http://puu.sh/oCPaU/7255de9cb5.png
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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L1099[17:07:40] <LatvianModder> Am I doing Capabilities rcorrectly? https://github.com/LatvianModder/Silicio/tree/1.9/src/main/java/latmod/silicio/api/tile/energy
L1100[17:07:44] <LatvianModder> And implementation: https://github.com/LatvianModder/Silicio/blob/1.9/src/main/java/latmod/silicio/tile/TileESU.java
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
L1116[17:15:04] <gigaherz> https://github.com/gigaherz/CapabilityCore/tree/master/src/main/java/gigaherz/capabilities/api/energy
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
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L1165[17:31:09] <MrSlick> Oh shoot, the config gui works now
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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
L1177[17:35:45] <gigaherz> https://github.com/cout970/Magneticraft-API-and-Issues
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
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L1191[17:38:55] <LatvianModder> #nsa_is_watching_us
L1192[17:39:05] <gigaherz> bool bush_did_911 = true;
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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
L1205[17:41:59] <gigaherz> https://www.youtube.com/watch?v=FzF1KySHmUA
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!
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L1210[17:44:43] <Gavle> masa, link to the mod?
L1211[17:44:53] <masa> http://minecraft.curseforge.com/projects/tellme
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
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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
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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
L1248[17:51:16] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/setup/EnderUtilitiesItems.java#L298-L299
L1249[17:51:24] <gigaherz> which hopefully removes that retarded "getUnlocalizedName.substring" habit some modders have
L1250[17:52:15] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/items/ItemRegistered.java
L1251[17:52:22] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/BlockRegistered.java
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
L1263[18:09:20] <gigaherz> https://github.com/gigaherz/Enderthing/tree/master/src/main/java/gigaherz/enderthing
L1264[18:09:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower
L1265[18:09:24] <MrSlick> :P
L1266[18:09:35] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift
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
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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
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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?
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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
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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
L1333[18:25:47] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/client/ClientProxy.java#L119
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
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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?
L1350[18:32:30] <Tazz> https://gist.github.com/s0cks/9e256b1ead280512a5e4e54da133e694
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/
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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
L1373[18:35:59] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
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!
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L1378[18:37:03] <gigaherz> gotta go
L1379[18:37:04] <gigaherz> work tomorrow
L1380[18:37:06] <gigaherz> night ppl
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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
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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
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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: ?
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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
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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?
L1409[19:05:38] <tterrag> https://www.reddit.com/r/feedthebeast/comments/3id95c/an_update_on_chisel/
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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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
L1478[19:41:42] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2016/05/2016-05-01_19-41-24.mp4
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
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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?
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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
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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.
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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
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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
L1552[20:30:24] <vox> :D
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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
L1635[22:07:39] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2016/05/2016-05-01_22-07-04.mp4
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
L1656[22:18:06] <FusionLord> http://export.mcpbot.bspk.rs/ is down :/
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
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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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