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L27[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160502 mappings to Forge Maven.
L28[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160502-1.9.zip (mappings
= "snapshot_20160502" in build.gradle).
L29[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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L35[02:20:11] <Cypher121> !stable
L36[02:20:18] <Cypher121> !latest
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L54[03:32:19] <ghz|lappy> Hmm is there an
existing way to get a player name from UUID, in the client?
L55[03:37:55] <Cypher121> poll mojang
servers for data?
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L57[03:39:11] <tterrag> ghz|lappy:
UsernameCache
L58[03:39:22] <tterrag> but note that this
doesn't exist if the player has *only* joined a server
L59[03:39:31] <tterrag> so...it's best not
to do lookups on the client period :p
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L62[03:44:08] <ghz|lappy> tterrag: it's for
showing the player name bound to an item, since the item nbt only
contains th eUUID
L63[03:44:33] <tterrag> cache it yourself I
guess
L64[03:44:36] <tterrag> idk, the UUID
system is a mess
L65[03:45:50] <Cypher121> duplicate
mcmod.info from a shaded lib causes AbstractMethodError in
log4j
L66[03:45:58] <Cypher121> fuck my
life
L67[03:46:04] <ghz|lappy> wat
L68[03:46:12] <ghz|lappy> why are you
shading a whole mod ;P
L69[03:46:28] <Cypher121> more like why
kotlin language adapter has mcmod
L70[03:46:35] <Cypher121> trying this thing
out
L71[03:46:37] <ghz|lappy> ah
L72[03:47:58] <Cypher121> and apparently
gradle throws exception because it tries to move 2 infos to same
spot in archive, but if you use run config and not build config it
doesn't happen, so log4j breaks instead
L73[03:48:08] <Cypher121> ._.'
L74[03:49:22] <tterrag> are you using
forgelin?
L75[03:50:15] <Cypher121> yeah
L76[03:50:23] <Cypher121> is there another
one?
L77[03:50:49] <Cazzar> Write your own
L78[03:51:02] <Cazzar> It's blatantly
simple for a kotlin adapter.
L79[03:51:32] <tterrag> don't know of any
others
L81[03:51:36] <tterrag> maybe read its use
instructions?
L82[03:52:29] <Cypher121> I did, didn't
really help
L84[03:54:07] <tterrag> Cypher121: how
exactly are you shading?
L86[03:55:18] <tterrag> ewww
L87[03:55:21] <tterrag> that's the old
way
L88[03:55:24] <tterrag> just use the shadow
plugin
L89[03:55:33] <tterrag> I don't think that
way even works with FG2
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L94[03:58:04] <tterrag> those are for
1.2
L95[03:58:08] <tterrag> so, yes
L96[03:58:40] <Cypher121> neat
L97[03:58:46] <Cypher121> so how do I use
the plugin?
L98[03:59:39] <tterrag> it has an extensive
guide
L99[04:01:07] <Cypher121> ah, so it's a
gradle plugin, not fg
L100[04:01:36] <Cazzar> That's what
tterrag said..
L101[04:01:43] <Cazzar> "Use the
shadow PLUGIN"
L102[04:02:18] <Cypher121> it didn't
necessarily imply it's unrelated to fg
L103[04:02:50] <Cazzar> Nor does it imply
it is
L105[04:04:02] <tterrag> yes
L106[04:04:32] <Cypher121> thx
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L116[04:23:41] <Cypher121> woo, it
works
L117[04:23:45] <Cypher121> thanks
guys
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L119[04:31:36] <Cypher121> Cazzar: i'm not
quite sure that supportsStatics() should be true. apparently the
only use-case is @SidedProxy injection and if it's true, proxy can
only be a static field
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L123[04:33:05] <Cazzar> Cypher121: look at
the date of it
L124[04:33:12] <Cazzar> It was only a
proof of concept
L125[04:39:00] <ghz|lappy> yay, my name
resolver works for querying mojang api
L126[04:39:31] <ghz|lappy> now I need an
actual cache of "last known" names, so I can support
remembering names while offline
L127[04:44:19] <Cypher121> ghz|lappy: what
was your case again? displaying owner name on items?
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L129[04:45:55] <ghz|lappy> yes
L130[04:46:02] <ghz|lappy> hmm "The
changedToAt field is a Java timestamp in milliseconds."
L131[04:46:18] <ghz|lappy> how do I get
the current time in that format, or decode that number into an
object
L132[04:46:19] <ghz|lappy> XD
L133[04:47:04] <Cypher121>
System.currentTimeMillis() or something
L134[04:47:05] <ghz|lappy> meh nevermind,
I'll store the "last query date" instead, which is
better
L135[04:47:39] <Cypher121> and why not
store this on server and send it to clients?
L136[04:47:46] <ghz|lappy>
Singleplayer.
L137[04:48:13] <ghz|lappy> although I
guess I could send a packet to theserver
L138[04:48:15] <ghz|lappy> and reply with
the name
L139[04:48:24] <ghz|lappy> instead of
sending a packet to mojang
L140[04:48:37] <ghz|lappy> but that
doesn't solve the "player is offline" case
L141[04:48:44] <ghz|lappy> so I'll
probably do both
L142[04:48:49] <Cypher121> yeah
L143[04:48:52] <ghz|lappy> 1. check
current cache
L144[04:48:55] <ghz|lappy> 2. ask
server
L145[04:48:57] <ghz|lappy> 3. ask
mojang
L146[04:49:48] <Cypher121> server should
have the cache, imo, not clients
L147[04:51:25] <ghz|lappy> nah I don't
want to query the server every frame
L148[04:51:32] <ghz|lappy> ;P
L149[04:51:42] <Cypher121> also why won't
you store name on item and update it periodically in case player
renames?
L150[04:51:54] <ghz|lappy> I thought of
that
L151[04:51:56] <ghz|lappy> but it's
ugly
L152[04:52:06] <Cypher121> but no external
calls
L153[04:52:08] <ghz|lappy> means the item
has to change randomly while it's being held
L154[04:53:00] <Cypher121> i prefer
"item always reflects correct information"
L155[04:54:06] <ghz|lappy> yeah xcept it
would be "item always contains inaccurate information that has
to be re-checked"
L156[04:55:46] <Cypher121> and if you
don't re-check it, you can end up with info that's few days
outdated if player hasn't closed the game for a while
L157[04:56:13] <Cypher121> you'll have to
check it once in a while any way
L158[04:56:34] <ghz|lappy> yeah so I chose
to not keep the name in the item.
L159[04:57:27] <Cypher121> and keep it
somewhere else, where you'll still have to update it
L160[04:58:36] <ghz|lappy> sure
L161[04:58:44] <ghz|lappy> butthe item
isn't getting its NBT data randomly changed
L162[04:58:46] <ghz|lappy> ;P
L163[04:59:21] <Cypher121> whichever it
is, there's no guarantee you can get this player's info at
all
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L165[05:00:24] <Cypher121> unless you
actually store UUID <-> name on server, renew it on each
login and have it persist between reboots
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L168[05:01:38] <Cypher121> also, if you
resort to checking mojang servers and player has changed his name
since last login, you'll get a bunch of people wondering who the
fuck this guy is and why is he suddenly the owner
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L183[06:08:18] <ghz|lappy> Cypher121:
ended up caching the name
L184[06:08:26] <ghz|lappy> I'm not happy
about it, but it's far less effort
L185[06:08:26] <ghz|lappy> XD
L186[06:08:34] <ghz|lappy> (in the item,
that is)
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L188[06:18:56] <kimfy> Does anyone have a
complex Forge blockstate using Multipart(?) or Predicates or
whatever I couuld take a look at
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L190[06:19:35] <ghz|lappy> I have some
stuff for my WIP spelldust stuff
L191[06:19:43] <ghz|lappy> but it's just
basically copied from the redstone
L192[06:20:17] <kimfy> Hmm, I'll look at
the redstone blockstate
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L194[06:22:13] <Cypher121> ghz|lappy:
^_^
L195[06:24:55] <Cypher121> it's 4am, I
have class at 10, and I'm writing extension functions for bounding
boxes. pls send help
L196[06:25:07] <ghz|lappy> my way to
throttle the number of times it's queried: if (!worldIn.isRemote
&& (stack.hashCode() % 120) == (worldIn.getTotalWorldTime()
% 120))
L197[06:25:24] <ghz|lappy> why? so that in
a big server, there aren't a whole bunch of cards all checking
their names at once
L198[06:26:04] <Cypher121> lol
L199[06:26:27] <tterrag> that's
legitimately clever :P
L200[06:26:52] <Cypher121> stack hashcode
will be same for unstackable items though
L201[06:26:58] <Cypher121> unless it
checks nbt
L202[06:26:58] <tterrag> huh?
L203[06:27:04] <tterrag> stack doesn't
even implement hashcode
L204[06:27:13] <ghz|lappy> so?
L205[06:27:30] <tterrag> which means it'll
be based on identity
L206[06:27:32] <tterrag> which is not
bad
L207[06:27:39] <ghz|lappy> oh I missed
Cypher121's line
L208[06:27:43] <ghz|lappy> yeah
L209[06:28:14] <Cypher121> yeah, if it
doesn't overload, it's identity, so probably will be somewhat
unique
L210[06:30:14] <ghz|lappy> and Cypher121:
IF stack did override hashCode, i'd expect it to check NBT ;P
L211[06:34:08] <masa> yay finally the last
bug in MCP related to GuiContainer methods was fixed
L212[06:34:21] <ghz|lappy> yay, I
guess
L213[06:34:22] <masa> now I got my scaled
stack size text rendering back \o/
L214[06:34:34] <ghz|lappy> what bug?
L215[06:35:16] <masa>
GuiContainer#updateDragSplitting() and
InventoryEffectRenderer#updateActivePotionEffects() searge names
were all messed up
L216[06:35:35] <masa> initially both those
were named the same
L217[06:35:43] <ghz|lappy> ah
L218[06:36:07] <masa> and then when they
first fixed it, they just changed but were still wrong, and this
happened two times before it was finally properly fixed today
L219[06:36:41] <masa> so basically I was
unable to use my ATs for drawSlot etc until now in 1.9
L220[06:36:56] <kimfy> Can I use multipart
+ variants in a forge blockstate? Say "variants": { 0: {
"multipart": etc etc }}?
L221[06:36:58] <masa> because the methods
would override wrong things/be named the wrong thing
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L223[06:39:33] <ghz|lappy> kimfy: I don't
think so
L224[06:39:44] <ghz|lappy> forge
blockstates don't support multipart, I believe
L225[06:40:19] <ghz|lappy> someone wanted
to make a "forge blockstates v2" that woudlbe built
around predicates, but I don't believe it has been done yet
L226[06:40:20] <kimfy> Ah ok, yeah that's
what I thought. Looking through the forge blockstate loader it
never mentions multipart at all
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L232[06:56:56] <masa> huh, what the... I'm
trying to build my mod and it complains that can't find symbol
Items.ENDER_EYE etc.
L233[06:57:12] <ghz|lappy> hm?
L234[06:57:28] <masa> it should be the
same mappings that I have in the IDE, ie. the one from today
L235[06:57:29] <ghz|lappy> what
mappings?
L236[06:57:37] <ghz|lappy> !!latest
1.8.9
L237[06:57:38] <MCPBot_Reborn> === Latest
Mappings ===
L238[06:57:39] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L239[06:57:39] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L240[06:57:40] <MCPBot_Reborn> 1.8.9
stable_22
L241[06:57:42] <masa> and that change is
quite old already
L242[06:57:44] <ghz|lappy> oops
L243[06:57:47] <ghz|lappy> !!latest
1.9
L244[06:57:47] <MCPBot_Reborn> === Latest
Mappings ===
L245[06:57:48] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L246[06:57:49] <MCPBot_Reborn> 1.9
snapshot_20160502
L247[06:59:54] <masa> I tried with
./gradlew build --refresh-dependencies but that din't work
either
L248[07:03:47] <ghz|lappy> bb in a bit
from home
L249[07:03:53] ⇦
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connection)
L250[07:08:02] ⇦
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L251[07:10:21] <vox> You using IDEA?
L252[07:16:17]
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L253[07:16:21] ⇦
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L254[07:16:26] <masa> eclipse
L255[07:19:52] <masa> and the problem is
just trying to build from the command line
L256[07:25:41] <LatvianModder> do you have
your mod in <mcp_folder>/src/
L257[07:26:21] <masa> mcp_folders?
L258[07:26:39] <masa> I haven't changed
anything about the dir structure in like over a year
L259[07:27:03] <masa> it just doesn't find
some of the fields that have been renamed somewhat recently in
MCP
L260[07:27:26] <masa> so it's like it
fails to apply the new mappings somehow
L261[07:27:30] <LatvianModder> what?
Items.ENDER_EYE? its lowercase..
L262[07:27:33] <masa> it does download the
correct version though
L263[07:27:46] <masa> no it isn't
anymore
L264[07:27:53] <masa> or did they rename
it back?
L265[07:28:00] <LatvianModder> hm. I
should update forge then... weird
L266[07:28:10] <LatvianModder> ill check
out. I need to update anyway
L267[07:28:49] <LatvianModder> I usually
make sure and download whole -mdk then just copy-paste
forge-specific build.gradle lines to my script
L268[07:29:17] <masa> well the MDK barely
has anything except the build.gradle and the wrappers anyway
L269[07:29:48] <LatvianModder> I was on
12.16.0.1865 and I had lowercase items
L270[07:30:00] <masa> mappings?
L271[07:30:18] <LatvianModder> I already
replaced the script.. will build with xx68 script now
L272[07:30:39] <LatvianModder> wait, I
have the old build.gradle...
L273[07:31:00] <LatvianModder> version =
"1.9-12.16.0.1865-1.9"
L274[07:31:00] <LatvianModder> mappings =
"snapshot_20160312"
L275[07:31:12] <gigaherz> Achievement
unlocked: reached home
L276[07:31:23] <gigaherz> Next quest: take
ibuprofen
L277[07:31:24] <Ordinastie_> your mappings
are 2 months old
L278[07:31:26] <LatvianModder> Real life
or mc? :P
L279[07:31:31] <gigaherz> RL
L280[07:31:36] <gigaherz> I got an ear
infection still
L281[07:31:40] <LatvianModder> Pfft. I use
/home IRL all the time
L282[07:32:19] <gigaherz> I can't afford
fast-travel between home and work
L283[07:32:23] <gigaherz> not until I get
paid
L284[07:32:24] <gigaherz> XD
L285[07:32:37] <gigaherz> so till then,
it's a 25min walk
L286[07:32:51] <LatvianModder> Just yell
Gigaherz awaaay! And jump out of the window
L287[07:33:08] <gigaherz> n ocan do
L288[07:33:18] <gigaherz> the office
window is protected
L289[07:33:44] <gigaherz> and I live on a
first floor (second by US standards), so thebest I could hope for,
is a broken leg or something
L290[07:34:01] <LatvianModder> I dont
belive in broken legs!
L291[07:34:17] <gigaherz> well I suppose I
could jump face-first
L292[07:34:24] <gigaherz> but that
wouldn't really help me reach work
L293[07:34:25] <Ordinastie_>
LatvianModder, it's a convenient way to convey a message
though
L294[07:35:33] <gigaherz> it's quite silly
that the fastest way to reach your mods from the front page of
curseforge, is to go to the reward store
L295[07:35:35] <gigaherz> check your
history
L296[07:35:41] <gigaherz> and click on the
mod on the latest
L297[07:36:15] <masa> better question is,
why are you on the curseforge front page?
L298[07:36:30] <masa> I only go there when
creating a new mod project
L299[07:36:36] <gigaherz> I typed
curseforge on the addressbar
L300[07:36:39] <masa> which isn't that
often
L301[07:36:39] <LatvianModder> Man,
learning guitar is hard.. I am not used to not succeeding at
everything from the first try...
L302[07:36:54] <gigaherz> XD
L303[07:36:55] <tterrag> gigaherz: get
your browser to default to minecraft.curseforge.com/mc-mods
L304[07:37:00] <tterrag> then just hit
"my projects"
L305[07:37:01] <tterrag> ezpz
L306[07:37:02] <masa> bleh do I have to
give up on modding now... can't build the mod anymore...
L307[07:37:09] <gigaherz> I gaveup on the
guit
L308[07:37:25] <gigaherz> masa: just
cleanCache, reimport the project, and rerun setupDecomp from
scratch?
L309[07:37:25] <LatvianModder> Nah, I will
learn it
L310[07:37:34] <LatvianModder> Its just..
im not used to failing xD
L311[07:37:46]
⇨ Joins: Nitrodev
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L312[07:37:52] <masa> why is it working
fine in eclipse if the build from commandline fails...?
L313[07:38:00] <gigaherz> I gave up on the
guitar* I can't do multiple fingers
L314[07:38:22] <gigaherz> eclipse's cache
stuff must remember the old stuff
L315[07:38:35] <gigaherz> I considered
getting an harp
L316[07:38:36] <masa> huh?
L317[07:38:44] <LatvianModder> if you
refresh it with gradlew setupDecompWorkspace eclipes
L318[07:38:52] <LatvianModder> it will
probably show the real errors
L319[07:38:52] <masa> it's more like the
commandline gradle thinks stuff should be old
L320[07:38:59] <gigaherz> dunno I use idea
for all my modding
L321[07:39:07] <gigaherz> and if something
fails
L322[07:39:18] <gigaherz> I jsut rerun
setupDecomp, and refresh the gradle project in idea
L323[07:39:25] <gigaherz> and if that
doens't work, then I cleanCache and start over
L324[07:39:29] <masa> and I just did
setupDecomp --refres-dependencies to get the new MCP fixes
L325[07:39:30] <LatvianModder> yeah, I
cant do that
L326[07:39:39] <LatvianModder> I have one
buildscript for all mods :P
L327[07:40:03] <gigaherz> ewh
L328[07:40:09] <masa> cleanCache nukes all
versions right?
L329[07:40:20] <gigaherz> yes
L330[07:40:22] <masa> so then I need to
re-setup 1.8.9 and 1.7.10 too
L331[07:40:25] <gigaherz> wipes
theforgegradle cache
L332[07:40:31] <gigaherz> it's the price
to pay
L333[07:40:56] <masa> well hopefully I
never have to touch 1.7.10 again... except yesterday I did a quick
NPE fix release for it
L334[07:41:49] <masa> so what's the
command, like "./gradlew clean --cleanCache" ?
L335[07:41:57] <gigaherz> no "gradlew
cleanCache"
L337[07:46:23] ⇦
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L338[07:48:13] <LatvianModder> what major
mods that are out for 1.9 use Java 8?
L339[07:48:32]
⇨ Joins: Girafi
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L340[07:48:43] <Ordinastie_> not sure if
considered major, but I MalisisDoors use java 8
L341[07:48:55] <vox> mezz or another
forgecrafter, could you tell Dire or Way or whoever that I found a
way to lower the shield and that I'm going to post it to CurseForge
later today?
L342[07:49:09] <vox> He asked for it in
his ForgeCraft2 video :P
L343[07:49:20] <gigaherz> I'm far from
major, but I believe all my 1.9 mods use java8
L344[07:49:26] <LatvianModder> what? what
would you post on curseforge?
L345[07:49:31] <vox> (I like listening in
to you guys while I'm programming)
L346[07:49:57] <LatvianModder> you made a
mod that does that? please say you did :D
L348[07:50:37] <vox> Working on making it
not as hacky and stupid, but I'll be posting it later today
L349[07:50:40] <LatvianModder> ha, too
bad. To lower shield you can just modify shields model with a
simple resource pack :P
L350[07:51:08] <gigaherz> but then it's
also lower when you raise it
L351[07:51:08] <gigaherz> ;P
L352[07:51:10] <vox> That's true, you
basically do the smae thing
L353[07:51:28] <vox> There's some model
trickyness you can do to fix that
L354[07:51:43] <vox> Give me a few hours
and I'll post it
L355[07:51:53] <LatvianModder> dont make
the mod.. better make a resourcepack and figure out how to do it
with that :P
L356[07:52:13] <masa> ok now it managed to
build the mod
L357[07:52:16] <LatvianModder> + I dont
even know how can you do it without dark hacks witha mod :P
L358[07:52:21] <masa> I guess I can't stop
modding then after all...
L359[07:52:41] <masa> so the lesson of the
day is once again: if it ain't working, nuke it from orbit
L360[07:52:43] <LatvianModder> so what was
wrong? was it because of old versions?
L361[07:52:53] <masa> no idea
L362[07:53:04] <masa> gradlew cleanCcahe
and re-setup and now it works
L363[07:53:06] <LatvianModder> masa: Be a
man. Nuke from surface. DROP THE NUKE WITH YOUR HANDS
L364[07:53:39] <masa> somehow somewhere
gradlew was trying to be clever and it cached the old
mappings
L365[07:54:03] ***
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L366[07:57:28]
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L367[07:57:38] <Gavle> masa, are you
there?
L368[07:58:35] <masa> yes
L369[07:58:57] <Gavle> I'm using TellMe
now
L370[07:58:59] <masa> oh crap I found an
item loss bug in my mod ;_;
L371[07:59:05] <gigaherz> oops
L372[07:59:17] <Gavle> TAG_String (8)
('FluidName'): "heavyoil" means that the registered name
of said fluid is "heavyoil"?
L373[07:59:26] <masa> yes
L374[07:59:30] <Gavle> excellent!
L375[07:59:33] ***
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L376[07:59:38] <Gavle> thank you for your
help masa
L377[07:59:42] <masa> np :)
L378[08:00:38] <Gavle> wait
L379[08:00:46] <Gavle> for the fluid name,
should I include the ""
L380[08:01:16] <masa> so the item pickup
event handler for the Handy Bag creates a new inventory instance
from a bag ItemStack in the player's inventory... but if the player
has a bag open while the bag is trying to suck in items, then any
changes made i nthe open GUI will overwrite the NBT where the bag
put its stuff...
L381[08:01:21] <masa> Gavle: nope
L382[08:01:30] <Gavle> thx
L383[08:01:32] <masa> it's just in the NBT
printing to indicate the start and end
L384[08:01:39] <Gavle> ah, ok
L385[08:01:43] ⇦
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L386[08:02:04] <masa> so where ever you
use it, it depends if that formatting needs quotes
L387[08:02:17] <Gavle>
I:fuel=1500000
L388[08:02:21] <masa> but usually in a
config file you don't use them, at least not in the Forge's config
system
L389[08:02:36] <Gavle> Since all the other
fuels don't have "" except for one from RotaryCraft, I
assume it doesn't need the ""
L390[08:03:09] <gigaherz> the quotes just
delimit the string
L391[08:03:31] <gigaherz> by whcih I mean,
yes
L392[08:03:40] <gigaherz> if strings are
not delimited in that format, then yours shouldn't be, either
L393[08:03:49] <Gavle> eggsellent
L394[08:04:40] <masa> is that someone who
sells eggs or something that improves the selling of eggs? :p
L395[08:05:29] <masa> aww crap, so I now
have to fix this bug for the 1.7.10 version too... ;_;
L396[08:05:45] <masa> just when I nuked
all the gradle caches
L397[08:05:47] <Gavle> masa, I improve the
very eggs them selves
L398[08:06:05] <masa> alright
L399[08:12:32] <Gavle> masa, I also assist
in the maintenance of an eggsellent minecraft server :P
L400[08:14:17] <vox> Any good resources on
how to publish a mod?
L401[08:14:52] <masa> "upload it to
CurseForge"? :p
L402[08:15:15]
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L403[08:17:19] <LatvianModder> Why did you
have different mappings? I just downloaded latest forge, and its
mappings = "snapshot_20160312"
L404[08:17:46] ***
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L405[08:18:17] <masa> well I like to use
actually recent mappings where stuff has actually been named for a
lot of stuff... ;p
L406[08:18:41] <masa> and they renamed
most constants to upper case a little while ago
L407[08:19:51] <masa> but that wasn't the
only type of error anyway, it also didn't find ICrafting#listeners
for example
L408[08:20:00] <masa> eh sorry
L409[08:20:10] <masa>
Container#listeners
L410[08:20:29] <LatvianModder> So, should
I use snapshot_20160502?
L411[08:20:39] <LatvianModder> that only
means I wont have to rename stuff later, right?
L412[08:21:02] <LatvianModder> exported
mod will still be the same?
L413[08:21:05] ***
DRedhorse is now known as DonAway
L414[08:21:12] <masa> well it's your
choice, but I like to use somewhat recen tmappings, they have quite
some things named compared to older versions
L415[08:21:21] <masa> yeah it won't matter
for the built mods
L416[08:21:32] <masa> they use searge
names anyway I believe?
L417[08:21:45] <williewillus> runtime
deobf so it doesnt matter :P
L418[08:21:58] <LatvianModder> ok, cool.
Then ill use 20160502
L419[08:22:07] <LatvianModder> which is..
todays mappings?
L420[08:22:27] <masa> yes
L421[08:22:54] <LatvianModder> lol,
typo... // Use non-default mappings at your own risk. they may not
allways work.
L422[08:23:00] <LatvianModder> allways
:P
L423[08:24:27] <vox> masa: just compile it
and upload the jar? That's all?
L424[08:24:59] <LatvianModder> well,
obviously test it first in a standalone modpack or smth
L425[08:25:53] <vox> Good point,
thanks
L426[08:26:10] <vox> Is there an easy way
to do source replacement pre-compile in the build script?
L427[08:26:35] <masa> in addition to the
usual dev environment testing, I usually do a separate round of
testing with the built mod first in single player, and then on a
server
L428[08:26:48]
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L429[08:27:02] <masa> for something like
version numbers you mean? yes
L431[08:28:13] ⇦
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L432[08:28:24] <baegmon> hi everyone, is
there a way to set nbttagcompound to something like a blockpos
instead of a string
L433[08:28:34] <AKTheKnight> 100% what
masa said about testing. The number of times i've had a bug report
that I would have spotted if I'd run it outside of my IDE
L434[08:29:05] <williewillus> baegmon:
just write the three coordinates?
L435[08:29:25] ⇦
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L436[08:29:50] <AKTheKnight> pos.getX()
pos.getY() pox.getZ()
L437[08:30:03] <AKTheKnight> Then new
Blockpos(X,Y,Z
L438[08:30:26]
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L439[08:32:01] ***
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L440[08:32:34] <baegmon> ah cheers for
that AKTheknight did not think of doing that
L441[08:33:02] <AKTheKnight> It's fine. I
got stuck on that problem a few weeks back too :)
L442[08:33:08]
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L444[08:35:03] <williewillus> lol after 4
years
L445[08:35:09] <williewillus> we're
finally getting a real BUD
L446[08:36:29] ⇦
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L447[08:36:42] ⇦
Parts: Gavle (Gavle@bb2-025.static.bnc4free.com)
(Bye))
L448[08:37:20] <AKTheKnight> ?
L449[08:37:26]
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L450[08:37:33] <williewillus> block update
detectors
L451[08:37:38] <williewillus> we're
getting a real one in 1.10
L452[08:38:51] <AKTheKnight> Ooh
awesome
L453[08:39:44]
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L463[08:48:46] <barteks2x> What... my
system froze (out of memory, again) and I restarted - the whole
IDEA configuration is gone.
L464[08:49:20] ***
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L467[09:08:42] <vox> My mcmod.info file
isn't copying :/
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L471[09:14:07] <williewillus> does IDEA
have a "delete to end of line"?
L472[09:14:11] <williewillus> like d$ in
vim
L473[09:15:29] <tterrag> shift+end
backspace? :D
L474[09:16:14] <Zidane> I was gonna say
what tterrag did but I thought It'd sound a
little...judgmental.
L475[09:16:18] <vox> ctrl-y
L476[09:16:26] <williewillus> ctrly
deletes the whole line
L477[09:16:31] <williewillus> I'm looking
for cursor -> end
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L479[09:16:37] <williewillus> like d$ in
vim :P
L480[09:16:42] <tterrag> Since when is
ctrl y not redo
L481[09:16:46] <tterrag> Who's idea was
rhat
L482[09:16:50] <williewillus> IDEA's
L483[09:16:52] <Ivorius> shift end
backspace is short enough
L484[09:16:58] <tterrag> -_-
L485[09:17:04] <williewillus> Y for
yank
L486[09:17:07] <williewillus>
probably
L487[09:17:13] <williewillus> redo is ctrl
shift z
L488[09:17:25] <Ivorius> (which makes more
sense imo)
L489[09:17:35] <tterrag> Maybe but it's
nonstandard
L490[09:17:53] <tterrag> and if you
accidentally hit ctrl y you lose your redo buffer
L491[09:17:58] <Ivorius> jetbrains is
almost big enough to make its own standards
L492[09:18:02] <tterrag> Which is ultra
annoying
L493[09:18:11] <Ivorius> You still have
change history
L494[09:18:38] <Ivorius> (should at
least)
L495[09:22:33] <williewillus> welp
ctrl+delete is close enough
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L500[09:33:19] <gigaherz> I use IDEA in VS
mode
L501[09:33:26] <gigaherz> (keybinds)
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L503[09:33:31] <gigaherz> their defaults
are annoying
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L505[09:34:45] <gigaherz> new
minecraft.net site
L506[09:35:01] <williewillus> they didnt
change it at all from the beta -.-
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L508[09:35:11] <williewillus> hardly
better than the original
L509[09:35:23] <gigaherz> lets lament the
loss of another semi-useful website to the hordes of the new crap
design
L510[09:35:25] <williewillus> looks like a
<number>minecraft.com :P
L511[09:35:47] <gigaherz> the one good
thing form it: easy to accessdownload button
L512[09:36:32] <masa> minecraft.net/stats
is gone... R.I.P. ;_;
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L516[09:38:47] <b0bst3r> Anyone know if
wither boss breaking bedrock is a vanilla or Forge thing?
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L518[09:39:27] <williewillus> its been a
vanilla thing in the past
L519[09:39:33] <williewillus> so i
wouldn't be surprised if it was :P
L520[09:39:35] <williewillus> what
version?
L521[09:39:47] <b0bst3r> 1.9 in the past
the wither boss couldn't break bedrock
L522[09:43:24] <AKTheKnight> I thought it
could break bedrock
L523[09:43:59] <b0bst3r> not in the past
as people used to suffocate it in the ceiling bedrock in th
nether
L524[09:44:07] <AKTheKnight> Huh. Wiki is
saying it doesn't. Not sure if it needs updating or if a forge bug
then
L525[09:44:23] <AKTheKnight> Can it break
bedrock if you don't have forge installed?
L526[09:44:23] <williewillus> test in
vanilla
L527[09:44:48] <b0bst3r> dunno will test
was hoping someone may have answer to save me testing :)
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L549[10:23:31] <Delenas> o/ Day two of
debugging a thing. Found out that a block update causes a bed to
disappear (custom bed, 1x2). Any idea why that might be happening,
anyone? The blocks are saved- reloading the world, they're still
there.
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L551[10:24:36] <masa> do you have logic in
the block update methods?
L552[10:24:48] <masa> world load doesn't
cause a block update
L553[10:25:39] <Delenas> I have no logic
for blocks updating.
L554[10:25:56] <Ordinastie_>
onNeighborChange?
L555[10:27:07] <Delenas> Nope.
L556[10:27:34] <Delenas> The bed in
question is two layers deep. BlockBed -> BlockBedBase ->
BlockColoredBed.
L557[10:27:43] <gigaherz> that doesn't
matter
L558[10:27:49] <gigaherz> unless any of
them DO have block change
L559[10:28:12] <Delenas> Nope. Figured it
may matter, but nothing
L560[10:28:40] <gigaherz> is the bed still
there if you exit the save and open it again?
L561[10:29:01] <gigaherz> it could be a
ghost block on the client, if you did something very wrong
L562[10:29:11] <Delenas> Yup. Reloading,
it's there. It only disappears when I update the HEAD part.
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L564[10:29:38] <Delenas> Which has a tile,
but. I don't see how that could affect the block itself?
L565[10:29:51] <Ordinastie_> what do you
mean exactly by "update" ?
L566[10:29:53] <gigaherz> it shouldn't
:/
L567[10:30:05] <gigaherz> hmmm
L568[10:30:09] <Delenas> Place block, bed
is now Houdini
L569[10:30:24] <Ordinastie_> place block
where ? next to it ?
L570[10:30:41] <Delenas> My tile logic
states only the head block creates a tile, and get checks for the
same. And yes, Ordinastie_
L571[10:31:15] <Ordinastie_> and you have
don't have onNeighborChange overriden ?
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L573[10:31:37] <Delenas> I do not.
L574[10:31:41] <Ordinastie_> show you
block code
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L576[10:31:58] <Delenas> More
interestingly, if I break the block, I have logic that states
nothing should drop from the foot. A ghost item drops.
L577[10:32:23] <gigaherz> show code,
lol
L578[10:32:26] <gigaherz> this is way too
weird
L579[10:32:42] <Delenas> One sec
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L583[10:34:14] <Ordinastie_> you're on
1.7.10? ôO
L584[10:34:16] <Delenas> ItemColoredBed
and BlockColoredBed. Also, BedUtils has a method, but I've tested
that to work perfectly, so it's no matter.
L585[10:34:23] <Delenas> No?
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L587[10:34:49] <Ordinastie_> ah, master is
the default branch :x
L588[10:34:54] <gigaherz> there's
IBlockState in there
L589[10:35:10] <Delenas> Yuh. I'm working
on 1.9
L590[10:35:51] <Delenas> Trying to slim
this method down from a vanilla copy-paste. There was a ton of
extra crap in there..
L591[10:38:56] <masa> hmm, does the forge
update checker show or do nothing in 1.8.9?
L592[10:39:24] <masa> oh wait derp
L593[10:39:47] <masa> hmm but now how do I
test this...
L594[10:41:17] <Ordinastie_> Delenas, you
know, when I ask if you have onNeighborBlockChange, maybe look the
base case you extend from...
L595[10:42:42] <gigaherz> I did ask
L596[10:42:42] <gigaherz> [17:27]
(Delenas): The bed in question is two layers deep. BlockBed ->
BlockBedBase -> BlockColoredBed.
L597[10:42:42] <gigaherz> [17:27]
(gigaherz): that doesn't matter
L598[10:42:42] <gigaherz> [17:27]
(gigaherz): unless any of them DO have block change
L599[10:42:44] <gigaherz> sortof
L600[10:43:24] <Ordinastie_> to me it was
kinda obvious it was needed, for the removal of the other part when
one is broken
L601[10:43:39] <Ordinastie_> I didn't
really pay attention that it was extending vanilla one
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L603[10:43:54] <gigaherz> me neither
L604[10:43:57] <Delenas> Ah. I somehow
missed that, was looking for it.
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L607[10:48:52] <Delenas>
onNeighborBlockChange- does state refer to the neighbor's state, or
the block the neighbor was changed next to?
L608[10:50:30] <Ordinastie_> you receive
the state for your block, and simply the block for the
neighbor
L609[10:50:41] <Ordinastie_> which is
utterly stupid and broken, but hey, mojang
L610[10:54:43] <gigaherz> they used the
args they needed
L611[10:56:24] <Delenas> They couldn't
just pass the state of the neighbor too? Or at least, the
position?
L612[10:56:38] <Delenas> You can get the
block from either or those. x.x
L613[10:56:40] <Ordinastie_> they could
have, and they should have
L614[10:57:22] <Ordinastie_> but like
always, they half-assed their refactoring
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L624[11:22:03] <madcrazydrumma> I have a
list of itemstacks from a recipe that I have implemented myself.
How would I check the player's inventory to see if they have all
the items to make up this list of itemstacks
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L626[11:24:26] <gigaherz> uh
L627[11:24:27] <gigaherz> well
L628[11:24:36] <gigaherz> get an array of
booleans
L629[11:24:40] <gigaherz> of the same size
as the list
L630[11:24:45] <gigaherz> and then scan
the inventory
L631[11:24:54] <diesieben07> eww Array of
booleans
L632[11:24:55] <diesieben07> BitSet
L633[11:24:57] <gigaherz> and mark the
corresponding element as true
L634[11:25:06] <gigaherz> if it has been
found in the inventory
L635[11:25:14] <gigaherz> or
alternatively
L636[11:25:33] <gigaherz> put all the
itemstacks in a parallel list/set/map/whatever
L637[11:25:44] <gigaherz> and for each
slot, if the stack matches any
L638[11:25:47] <gigaherz> you remove it
from that list
L639[11:26:04] <gigaherz> or...
L640[11:26:07] <gigaherz> well there's
many options
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L644[11:27:34] <wiresegal> Is there any
way to completely greyscale the screen in 1.9? The old MC shader
system now doesn't quite work.
L645[11:28:42] <madcrazydrumma> I'm trying
to find the easiest and best way :P
L646[11:29:32] <wiresegal> by
"doesn't quite work", by the way, I mean 'everything
flashes rapidly and you see every face on every block that isn't
culled'
L647[11:30:37] <masa> madcrazydrumma: I
have something very similar:
L649[11:30:53] <madcrazydrumma> How is it
used masa/
L650[11:30:57]
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L651[11:31:02] <diesieben07> wiresegal,
EntityRenderer#loadShader("shaders/post/foobar.json")
L652[11:31:09] <diesieben07> replace
"foobar" with the shader you want
L653[11:31:23] <wiresegal> diesieben07:
that's what had the problem
L654[11:31:31] <diesieben07> show your
codew.
L655[11:31:46] <wiresegal> oh wait
L656[11:31:54] <wiresegal> It might be
seomthing else, let me try that...
L657[11:32:05] <wiresegal> when should I
call that?
L658[11:32:13] <masa> madcrazydrumma: well
I use it in my Creation Station to re-stock the crafying grid when
the recipe load buttons are clicked
L659[11:32:37] <patrick96> o/ everyone,
haven't been on here in forever, how's it goin?
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L661[11:32:53] <masa> so you could just
replace the invTemplate with your ItemStack array
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L663[11:33:04] <diesieben07> wiresegal,
when you want the shader to activate
L664[11:33:35] <wiresegal> ok, so i don't
need to activate it at specific times, cool
L666[11:34:31] <madcrazydrumma> What would
I replace?
L667[11:38:37] <masa> first of al why are
you using the lient Minecraft class to get the player?
L668[11:38:43] <masa> *client
L669[11:38:50] <madcrazydrumma> How should
I be?
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L671[11:38:58] <masa> well that will crash
on a server
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L673[11:39:07] <masa> since teh server
doesn't have that class
L674[11:39:20] <wiresegal> might not even
load the mod on a server
L675[11:39:22] <madcrazydrumma> Its for a
gui
L676[11:39:26] <masa> where does this
crafting happen? can't you get the player from somewhere?
L677[11:39:45] <madcrazydrumma> Oh yeah
okay I can
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L679[11:40:00] <masa> or at least their
inventory
L680[11:40:14] <masa> in a GuiContainer
you usually have at least one of those
L681[11:40:27] <masa> if not, then
add/store it
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L683[11:40:37] <madcrazydrumma> Not a
container :P I've got it from a block activate
L684[11:40:57] <masa> does it not have
inventory slots then?
L685[11:41:08] <masa> the gui that
is
L686[11:41:52] <madcrazydrumma> No
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L688[11:49:44] <madcrazydrumma> How would
I get the IItemHandler
L689[11:51:58] <masa> well you could
change to IInventory and use player.inventory, or you can use it as
IItemHandler by doing new
PlayerMainInvWrapper(player.inventory)
L690[11:52:46]
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L691[11:54:56] <diesieben07>
player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
null);
L692[11:55:02] <masa> assuming you meant
that in relation to the code I posted and your question
L693[11:56:01] <madcrazydrumma> Yeah i
just want to check if the player has the items in the inventory
that are in the recipe itemstack array
L694[11:56:26] <masa> diesieben07: are
there any cases where that would fail and return null?
L695[11:57:13] <diesieben07> for players?
no.
L696[11:57:16] <diesieben07> null is the
full inv
L697[11:57:21] <diesieben07> null as
facing i mean
L698[11:58:02] <diesieben07> UP and DOWN
are main inv (no armor, no offhand)
L699[11:58:10] <vox> Ugh why is this
source replacement for my mod version not working
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L702[11:58:35] <diesieben07> NORTH, SOUTH,
EAST, WEST are equipment (armor + offhand)
L703[11:58:36] <vox> How am I supposed to
do this?
L704[11:58:54] <vox> At the moment, I'm
trying:
L705[11:58:55] <vox> replaceIn
"Constants.java"
L706[11:58:55] <vox> replace
"VERSION", someProperty
L707[11:58:55] <vox> replace
"OTHER_PLACEHOLDER", otherProperty
L708[11:59:01] <vox> but it's not
working
L709[12:00:58] <thor12022> replace
"thing", thingProperty *then* replacein
"file.ext"
L710[12:01:10] <thor12022> (at least
that's how I do it and it works)
L712[12:02:54] <patrick96> I'm using
replacein first too and it works
L714[12:03:29] <patrick96> line 200
L715[12:06:02] <unascribed> vox, I'm
pretty sure it needs to be a full path
L716[12:06:08] <unascribed> like
src/main/java/my/cool/mod/Constants.java
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L718[12:06:36] <madcrazydrumma> masa, any
idea?
L719[12:07:19] <vox> Alright, I'll try
that, unascribed
L721[12:08:15] <unascribed> now we have
people with repos on GitLab, GitHub, and BitBucket
L722[12:08:33] <Ordinastie_> I don't use
full path
L723[12:09:32] <vox> I *think* it just
looks for the first path ending with what you input
L724[12:09:45] <vox> But I have no idea
why it wouldn't work as-is
L725[12:10:03] <unascribed> is there a
public git repo of your mod?
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L728[12:12:44] <vox> mcmod.info
replacement isn't working either
L729[12:12:55] <vox> Or, it's doing
something screwy
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L731[12:13:31] <thor12022> you've not
pushed the replacement the the repo yet?
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L734[12:15:18] <vox> Yeah, committing and
pushing right now
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L737[12:16:09] <vox> pushed to dev
branch
L738[12:16:35] <masa> madcrazydrumma:
about what?
L739[12:16:47]
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L740[12:17:30] <unascribed> I see no
replaceIn/replace statements in the dev branch
L741[12:17:54] <vox> oh really
L742[12:17:55] <vox> uuuh
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L746[12:18:26] <unascribed>
(whitespace-ignoring diff)
L747[12:18:32] <unascribed> all you did
was add "eliopower" to the build.gradle
L748[12:18:34] <vox> yeah huh trying to
figure out what I messed up doing
L749[12:18:37] <unascribed> which is
broken and makes no sense
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L752[12:19:16] <vox> Yeah I agree
L753[12:19:24] <thor12022> oh good, I
thought I was going crazy trying to search and find the
changes
L754[12:19:25] <madcrazydrumma> masa: Is
there a simpler way of doing it?
L755[12:19:32] <vox> One second while I
figure out what the heck I effed up
L756[12:19:41] <masa> vox: you need to
have it as replaceIn "util/Constants.java" in your
case
L757[12:20:16] <masa> and also replace
"@VERSION@", something
L758[12:20:22]
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L759[12:20:22] <masa> not just
"VERSION"
L760[12:20:27] <unascribed> yeah, just
"VERSION" will result in @0.0.1@
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L762[12:21:04] <vox> Alright, fixed
L763[12:21:06] <vox> I'll try that
L764[12:21:26] <masa> madcrazydrumma: well
think of the problem, how you want it to work and how to check for
it
L765[12:21:58] <masa> you can read my code
and think what it does and why to see if it works for you or if you
can simplify it
L766[12:22:19] <Ordinastie_> omg, so much
useless shit in there :x
L767[12:22:36] <masa> where?
L768[12:22:46] <Ordinastie_> his mod
L769[12:23:05] <vox> mine?
L770[12:23:18] <Ordinastie_> yes
L771[12:23:25] <vox> a iittle bit I
guess
L772[12:23:27] <masa> I was just thinkin
what the hell do you even need the mod for?
L773[12:23:29] <Ordinastie_> you should
have 1 java file
L774[12:23:33] <Ordinastie_> also
L775[12:23:37] <unascribed> doesn't Quark
already do this?
L776[12:23:38] <masa> just use a resource
pack and override the model transformations
L777[12:23:43] <Ordinastie_> why are you
even making a mod if you just replace a model
L778[12:23:49] <vox> It'll have more stuff
later
L779[12:24:33] <unascribed> yeah, Quark
already does this
L780[12:24:36]
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L781[12:24:39] <unascribed> and it's
literally called "LessIntrusiveShields"
L782[12:25:04] <vox> actually?
L784[12:26:02] <vox> The reason there's so
much extra code is that I'm going to be adding more stuff later, so
I just left the structure the same as the other mod I'm working
on
L785[12:26:27] <unascribed> well
"LessIntrusiveShields" is a rather limiting mod name in
that case
L786[12:26:33] <vox> True
L787[12:26:45] <vox> And the reason I'm
not using a resource pack is that it messes up the translation when
you're actually "shielding"
L788[12:26:58] <vox> uh, I have no better
word for that other than "using the shield" ikd
L789[12:27:04] <vox> *idk
L790[12:27:10] <vox> Let me go fix some of
this now
L791[12:27:29] <unascribed> it's called
blocking :P
L792[12:27:56] <thecodewarrior> How do I
cause a block update in 1.9? The markBlockForUpdate method is
gone.
L793[12:28:25] <madcrazydrumma> If i
created a shield model and got a json from it, could I extend
ItemShield and just use that model?
L794[12:28:40] <diesieben07>
thecodewarrior, notifyBlockUpdate
L796[12:29:32] <diesieben07> not use a
variant that does not exist.
L797[12:29:35]
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L798[12:29:48] <Temportalist> but I dont
even specify variants
L800[12:30:01] <thecodewarrior> Ok, that
looked like it just fired @SubscribeEvents or something.
L801[12:30:03] <vox> madcrazydrumma: That
is certainly possible, I think
L802[12:30:06] <diesieben07>
"normal" is the default variant if you dont specify
L803[12:30:15] <Temportalist> it exists
though
L804[12:30:19] <diesieben07> nope.
L805[12:30:26] <Temportalist> it seems to
be complaining that the file doesnt exist
L806[12:30:30] <diesieben07> no
L807[12:30:34] <diesieben07> it complains
that the variant does not exist.
L808[12:31:38] <diesieben07> show your
blockstate json
L812[12:32:48] <madcrazydrumma>
Temportalist, why not put them all in the same gist?
L813[12:32:56] <diesieben07> oh you wnat
to use an Item model?
L814[12:33:00] <Temportalist> diesieben07:
yes
L815[12:33:01] <diesieben07> then youc
annot use a blockstate json
L816[12:33:09] <Temportalist> thats what I
am trying
L817[12:33:12] <diesieben07> and you must
use the variant "inventory".
L818[12:33:13] <Temportalist> Thats what I
thought
L819[12:33:20] *
Temportalist facepalms
L820[12:34:03] <Temportalist>
madcrazydrumma: because IDEA
L821[12:34:34] <Temportalist> diesieben07:
it still didnt like that
L822[12:34:37] <madcrazydrumma> rip
idea
L823[12:34:44] <diesieben07> new log
plz
L826[12:36:14] <diesieben07> and the file
is assets/esotericutils/models/item/ItemSpindle.json
L827[12:36:15] <diesieben07> yes?
L828[12:36:29] <Temportalist> yes
L830[12:37:23] <diesieben07>
src/utils/resources? :o
L831[12:37:48] <Temportalist> that
shouldnt be an issue
L832[12:37:54] <Temportalist> its just a
different module
L833[12:38:27] <diesieben07> wait...
also
L835[12:38:33]
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L836[12:38:36] <diesieben07> why does your
model json have variants in it?
L837[12:39:04] <Temportalist> cause i was
trying to get SOMETHING to work
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L839[12:39:08] <diesieben07> lol
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L842[12:39:46] <Temportalist>
models/item/ItemSpindle.json
L843[12:39:59] <Temportalist> same
error
L844[12:40:07] <Temportalist> no
blockstate folder
L845[12:40:10] <diesieben07> yeah that
should work™
L846[12:40:16] ***
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L847[12:40:18] <diesieben07> only thing is
your module stuff
L848[12:41:34] <masa> hard to keep track
of what is what with dozens of gists compared to an actual
repo...
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L850[12:42:08] <masa> but, why did you
have the model as builtin/generated in your blockstate file, and
not esotericutils:ItemSpindle ?
L851[12:42:15] <Temportalist> masa: well
Im not really fond of commiting every single little thing atm
L852[12:42:25] *
Temportalist shrugs
L853[12:42:27] <diesieben07> branches are
a GREAT THING! :D
L855[12:42:48] <Biochemic> branches are
best :D
L856[12:42:48] <Temportalist> I know how
branches work
L857[12:42:58] <Temportalist> I just dont
want to commit this shit right now
L858[12:43:00] <diesieben07> git checkout
-b temp
L859[12:43:02] <diesieben07> COMMIT ALL
THE THINGS
L860[12:43:05] <Temportalist> nope
L861[12:43:06] <Temportalist> haha
L862[12:43:09] <diesieben07> yes
L863[12:43:11] <diesieben07> thats how git
works.
L864[12:43:29] <thor12022> trust not the
harddrive. commit everything
L865[12:43:38] <Biochemic> agreed
L866[12:43:56] <Biochemic> saved my life
actually once ^^
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L868[12:44:18] <thor12022> use dev
branches and commit squashing if you like to keep it pretty
L870[12:46:51] *
Temportalist is sick and doesn't want to deal with branches
atm
L871[12:47:46] <masa> how are you
registering the ite mmodels?
L872[12:49:27] <Temportalist>
setCMRL(itemObj, 0, new MRL("modid:itemName",
"inventory))
L873[12:49:42] *
Temportalist is away from keyboard on phone
L874[12:51:05] ⇦
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L875[12:51:45] <masa> hm, you did refresh
the IDE assets in between, right?
L876[12:52:28] <vox> You can check out the
dev branch again if you'd like to see the changes I've made
L877[12:54:15] <vox> Source replacement
still isn't working. Any ideas?
L878[12:54:40] <thor12022> <12:20
masa> vox: you need to have it as replaceIn
"util/Constants.java" in your case
L879[12:54:42] <Temportalist> masa:
hmmm?
L880[12:56:04] <vox> Nope, still didn't
work
L881[12:56:20] <vox> (I did push that
change, I think)
L882[12:58:07] <thor12022> there was also
some comments about using "@VERSION@" but that'd only
partially fix the problem
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L885[13:00:07] <vox> oh wow that could be
part of the issue
L886[13:00:09] <thor12022> actually,
without the "@" characters, you should be replacing the
field name "VERSION" as well as it's contents
L887[13:00:31] <diesieben07>
madcrazydrumma arrays do not support .equals
L888[13:00:39] <madcrazydrumma> ==
then?
L889[13:00:44] <diesieben07> even less
:P
L890[13:00:47] <diesieben07> also there
are much better way to go about this
L891[13:00:59] <diesieben07> Arrays.equals
would be it but as i said, there are better ways
L892[13:01:01] <madcrazydrumma> Yeah my
way doesn't seem efficient heh
L893[13:01:31] <vox> Adding those @ signs
isn't working either still
L894[13:01:48] <vox> I think it's not
doing it at all but I have no idea why, since it's not affecting
the mcmod.info file either'
L895[13:02:26] <madcrazydrumma>
diesieben07, like?
L896[13:02:53] <thor12022> well, if it was
replacing, before you added the "@"s it shouldn't have
compiled
L897[13:03:06] <vox> I'm going to safely
assume it wasn't, then
L899[13:03:16]
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L900[13:04:04] <thor12022> would've been:
String 1.9-12.16.0.1865-1.9 = "@1.9-12.16.0.1865-1.9@" +
"-MC" + "1.9";
L901[13:04:19] <vox> yeah
L902[13:04:53] <vox> that is a lot of
"1.9"... maybe I'll remove that last one
L903[13:05:00] <thor12022> so. . . try
#forgegradle ?
L904[13:05:15] <vox> Yeah that's a good
idea. Thanks!
L905[13:05:48] <masa> frickin java8 and
lambdas and shit :D I have no idea what is happening in that bit of
code :p
L906[13:06:06] <diesieben07> but it reads
like english :P
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L908[13:06:22] <masa> not
L909[13:06:24] <diesieben07> check if all
recipe items match the condition: any item in the players inventory
is the same
L910[13:07:20] <masa> that still doesn't
then check if there is a sufficient amount of each item, mostly
when there are multiples of the same recipe input?
L911[13:07:38] <diesieben07> hrm yeah that
is true
L912[13:08:11] <madcrazydrumma> Hmm
L913[13:08:20] <madcrazydrumma> is it
possible to do that in java 8?
L914[13:08:24] <madcrazydrumma> i
mean..
L915[13:08:29] <madcrazydrumma> "that
way"
L916[13:08:39] <Wuppy> o/
L917[13:10:09] <diesieben07>
madcrazydrumma, give me a sec ;)(
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L922[13:11:08] <masa> well, at least my
"oh no it's more than one line!" version checks for that
too ;D
L923[13:11:08] <jw28> test
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L927[13:13:43] <Temportalist> masa:
diesieben07: anyideas on the json issue?
L928[13:14:35] <masa> 20:54:48 <
Temportalist> masa: hmmm?
L929[13:14:49] <masa> does that mean that
you did not refresh the assets while testing stuff?
L930[13:14:52] <Temportalist> masa: I dont
know what you meant by refresh assets
L931[13:14:55] <Temportalist>
correct
L932[13:15:17] <masa> well the new jsons
won't magically appear in your IDE's copy of assets on their
own
L933[13:15:31] *
Temportalist thinks they should
L934[13:15:38] <masa> in eclipse you need
to hit F5 to refresh the project, don't know how IDEA does it
L936[13:16:26] <Temportalist> masa: I
think IDEA just does it
L937[13:17:45] <masa> diesieben07: well
that is starting to look more like my code now :p
L938[13:17:58] <capitalthree> idea uses
inotify, yes
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L940[13:18:07] <capitalthree> does eclipse
not?
L941[13:19:36] <masa> I guess
not...?
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L943[13:20:15] <vox> IDEA usually does
auto-refresh
L944[13:20:37] <vox> Sometimes you have to
force it if it doesn't pick it up on it's own, I haven't noticed it
do that very often though
L945[13:20:41] <vox> It might have been
fixed
L946[13:21:05] <Temportalist> so I decided
to kill the json files and start over
L947[13:21:06] <thor12022> eclipse
doesn't, may or may not have spent a couple hours trying to figure
out what I was doing wrong once
L948[13:22:05] <McJty> What would a good
way to be do replace this with:
MinecraftServer.getServer().isSinglePlayer();
L949[13:22:42] <madcrazydrumma>
diesieben07, that looks like it should work ^
L950[13:22:45] <Temportalist> masa:
L954[13:23:46] <Temportalist> diesieben07:
&&
L955[13:23:48] <Temportalist> ^^
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L958[13:28:55] <diesieben07> wait wait
wiat
L959[13:28:56] <masa> is your localization
working in-game?
L960[13:29:02] <diesieben07> you use the
CLASS NAME to determine the model name?
L961[13:29:06] <diesieben07> get the fuck
out :P
L962[13:30:03] <masa> and why do you have
resources/ in two places
L963[13:30:04] <Temportalist> diesieben07:
at the moment, yes. But I have automation in the background for
things
L964[13:30:15] <Temportalist> masa, what
do you mean?
L965[13:30:25] <Temportalist> masa:
yes
L966[13:30:30] <Temportalist> localization
does work
L967[13:30:43] <masa> the item name?
L968[13:30:48] <Temportalist> yes]
L969[13:31:06] <masa> you have
src/main/resources/ and src/utils/resources/
L970[13:31:10] <Temportalist> yup
L971[13:31:31] <tterrag> The hell is
src/utils
L972[13:31:41] <tterrag> That's not a
standard
L973[13:31:51] <masa> and then you have
src/sorcery/scala/temportalist/esotericsorcery
L974[13:31:59] <Temportalist> ohp
L975[13:32:00] <Temportalist> wait
L976[13:32:05] <Temportalist> i just
checked again
L977[13:32:06] <masa> and
src/utils/scala/temportalist/esotericutils
L978[13:32:12] <Temportalist>
localaization is not present
L979[13:32:19] <masa> and
src/main/scala/temportalist/esotericraft/main
L980[13:32:24] <masa> like wtf is going
on
L981[13:32:29] <Temportalist>
hahahaha
L982[13:32:40] <masa> clean up your
frickin project structure :D
L983[13:32:58]
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L984[13:33:04] *
Temportalist is avoiding creating more sub-mod things
L985[13:33:07] <masa> you have stuff in
three places, how are you supposed to know what is being used and
is working
L986[13:33:17] *
Temportalist uses magic
L987[13:33:30] <tterrag> You also seem to
have fundamentally misunderstood the gradle folder structure
L988[13:33:42] <madcrazydrumma>
diesieben07, what does 'outer:' do?
L989[13:33:43] *
Temportalist shrugs
L990[13:33:52] ⇦
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L992[13:34:09] <tterrag> All packaged code
and assets go in src/main
L993[13:34:16] <tterrag> period
L994[13:35:22] <diesieben07>
madcrazydrumma, that's a label, you can use it to mark a loop so
you can point break and continue at which loop you wnat to
target
L995[13:35:46] <tterrag> and its generally
considered an anti pattern :p
L996[13:35:49] <diesieben07> shush
L997[13:35:50] <madcrazydrumma> so it
doesn't have any effect on the code?
L998[13:35:53] <masa> basically goto
:p
L999[13:35:54] <diesieben07> it
does.
L1000[13:35:58] <madcrazydrumma>
ohhh
L1001[13:36:00] <diesieben07> no its NOT
goto.
L1002[13:36:03] <madcrazydrumma> its
not?
L1003[13:36:06] <madcrazydrumma> then i
dont understand haha
L1004[13:36:10] <diesieben07> see how
below i do continue outer; that says continue the outer loop
L1005[13:36:17] <diesieben07> the loop
marked with outer:
L1006[13:36:25] <madcrazydrumma>
yea
L1007[13:36:45] <diesieben07> if i just
said "continue;" it would continue the inner loop
L1008[13:36:48] <madcrazydrumma> so if
you create a new label with the same identifier; itll replace the
other one?
L1009[13:37:02] <Biochemic> i'ts like a
multi-continue
L1010[13:37:08] <diesieben07> multi
continue?! :D
L1011[13:37:14] <AndersBillLind> Are
resource directories added to the class path?
L1012[13:37:34] <madcrazydrumma> I get it
now :P
L1013[13:37:40] <Biochemic> something
like that, because the usage as raw goto is not good :D
L1014[13:37:41] <AndersBillLind>
oops
L1015[13:38:02] <Biochemic> or more
something like a break continue...
L1016[13:38:07] <Biochemic> some
combination of those ^^
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L1019[13:40:41] <thecodewarrior> Which
I18n class should I use?
L1020[13:40:52] <diesieben07> the client
one
L1021[13:40:55] <diesieben07> and only
translate on the client :D
L1022[13:41:11] <thecodewarrior>
Ok.
L1023[13:41:24] <tterrag> That's bad
advice
L1024[13:41:29] <diesieben07> no it's
not.
L1025[13:41:34] <diesieben07> tell me why
:P
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L1027[13:42:31] <tterrag> There is a
difference between codr that only runs on the client and code that
only loads on the client
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L1029[13:42:42] <diesieben07> of
course
L1030[13:42:47] <diesieben07> that has
nothing to do with my advice
L1031[13:43:02] <diesieben07> if you do
not understand this fundamental modding concept, that has nothing
to do wiht my advice being good or bad
L1032[13:43:05] <tterrag> And the client
i18n is @sideonly
L1033[13:43:23] <diesieben07> yes
L1034[13:43:47] <diesieben07> and?
L1035[13:44:32] <tterrag> What good
reason is there to not use the server safe one?
L1036[13:44:55] <diesieben07> because it
encourages bad code that translates on the server
L1037[13:44:58] <diesieben07> it won't
fail-fast
L1038[13:45:36] <tterrag> So a lurking
missing class error is better?
L1039[13:45:41] <diesieben07> why
lurking?
L1040[13:45:50] <diesieben07> if you
don't test your mod on a server you have bigger problems.
L1041[13:46:41] <thecodewarrior> The
server one is certainly more fleshed out.
L1042[13:46:49] <diesieben07> fleshed
out?!
L1043[13:47:00]
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L1044[13:47:02] <vox> unascribed or masa,
do either one of you have source replacement working for when you
run the MinecraftClient config within the IDE?
L1045[13:47:10] <unascribed> no
L1046[13:47:19] <unascribed> to my
knowledge it's not supposed to work there
L1047[13:47:23] <unascribed> just when
compiling a release build
L1048[13:47:30] <diesieben07> yep
L1049[13:47:43] <vox> Okay, thanks
L1050[13:47:56] <tterrag> You could have
code that never calls the client i18n but still loads the
class
L1051[13:48:05] <vox> I wonder why my
mcmod.info file still isn't working correctly :/
L1052[13:48:12] <diesieben07> tterrag,
... and?
L1053[13:48:25] <diesieben07> that would
be an error then.
L1054[13:48:28] <thecodewarrior> But in
addInformation I should use the server one, correct? at least
that's what vanilla does.
L1055[13:48:32] <vox> That one *should*
work in the MinecraftClient configuration, but it's not.
Ideas?
L1056[13:48:36] <diesieben07> No.
L1057[13:48:38] <tterrag> That is NOT
"fail fast"
L1058[13:48:40] <diesieben07>
addinformation is client
L1059[13:48:51] <diesieben07> uh yes it
is, it would crash if the code is executed.
L1060[13:48:51] <thecodewarrior> Ok.
:/
L1061[13:49:04] <diesieben07> the server
one (imho) should never be used.
L1062[13:49:07] <diesieben07> it's old
legacy code.
L1063[13:49:37] <thecodewarrior>
Ok.
L1064[13:50:18] <tterrag> You really
don't see the difference?
L1065[13:50:47] <diesieben07> what
differnece?
L1066[13:50:57] <diesieben07> (so no, i
do not)
L1067[13:51:37] <diesieben07> you mean
"it crashes so the error is obvious" vs "it does not
crash but jsut silently uses english which 90% of people never
notice"?
L1068[13:51:41] <tterrag> It can fail
without ever calling the codr on the server
L1069[13:51:57] <diesieben07> yes because
you are using a client only class
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L1073[13:55:52] <tterrag> ok
L1074[13:56:15] <diesieben07> (not sure
if defeat or preparation for death-hit)
L1075[13:56:25] <tterrag> If it was
really "fail fast" that would mean that the code itself
checks if it is serverside and fails. it doesn't mean that it just
happens to crash because it's completely missing
L1076[13:56:26] <madcrazydrumma>
diesieben07, getting a npe with the code you did haha
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L1078[13:56:49] <diesieben07> it's
fail-faster than "silently ignore".
L1079[13:57:00] <tterrag> There may be
cases where I want to reference i18n in a common method but only
invoke it on the client
L1080[13:57:15] <diesieben07> that's what
proxies are for.
L1081[13:57:26] <diesieben07>
madcrazydrumma, that was quick-and-dirty-style thing, i did not
test it or anything
L1082[13:57:31] <madcrazydrumma> ^^
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L1085[13:58:54] <tterrag> The proper
solution here is for forge to block access to serverside
translation
L1086[13:59:01] <tterrag> problem is
vanilla abuses it
L1087[13:59:07] <tterrag>
EVERYWHERE
L1088[13:59:25] <diesieben07> the problem
with that is that you cannot check at compile time
L1089[13:59:27] <diesieben07> because
threads.
L1090[13:59:36] <diesieben07> so you'd
have to pass a world which is just.... no
L1091[14:00:10] <unascribed> couldn't
there be an AP that looks for things calling @SideOnly methods, and
throws an error if you don't add @ClientSafe/@ServerSafe onto the
method?
L1092[14:01:58] <tterrag> Tema did
that
L1093[14:01:59] <tterrag> and yes I know
diesieben07 that's why true fail fast us unfeasible
L1094[14:02:01] <tterrag> However fixing
vanilla is not
L1096[14:03:06] <tterrag> Give command is
currently 100% broken with translations
L1097[14:03:22] <tterrag> As is anything
else that used itemstack.getChatComponent
L1098[14:07:26]
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L1104[14:09:59] <tterrag> diesieben07: I
agree wholeheartedly that modders shoudl NOT translate on the
server
L1105[14:10:13] <tterrag> but sending
them away with a solution that will only bring them back 2 days
later wondering why their mod crashes servers isn't helping
L1106[14:10:25] <tterrag> best to explain
it and say to use the common class with care
L1107[14:11:13] <Delenas> Quick question.
Forge enables IBlockColor to color different parts of a model
separately, yes?
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L1109[14:14:10] <LatvianModder>
tintindex, Delenas, if thats what you mean
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L1111[14:15:08] <Delenas> Yes. How would
I go about assigning which parts of the model use which
index?
L1112[14:15:34] <Delenas> For example, I
have a blanket, sheet, and plank area on a bed. What would I add to
color just the blankets?
L1113[14:15:39] <LatvianModder> I think
"tintindex": 1 or smth like that. Check out Enderthing
source
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L1117[14:20:17] ***
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L1118[14:20:35] <LexManos> CALLING ALL
MODDERS
L1119[14:20:49] <LexManos> IF YOU HAVE
CRUCIAL SHIT PENDING FOR 1.9 FORGE NOW IS THE TIME TO SPEAK
L1120[14:21:58] <LatvianModder>
UniverseIDs :P
L1121[14:22:02] <heldplayer> Yes!
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L1124[14:22:31] <heldplayer> What was it
again? A universe is a collection of worlds or dimensions?
L1125[14:22:36] <LatvianModder>
yeah
L1126[14:22:43] <LatvianModder> basically
what I called Server Folder
L1127[14:22:54] <heldplayer> Also, a
magic "do it all" button
L1128[14:22:58] <LatvianModder> more
like.. server/world/ folder.. but you get the point
L1129[14:23:27] <LexManos> its not pred
so idgaf
L1130[14:23:45] <LatvianModder> Also,
whats up, Lex? Why caps lock yelling at modders? :P
L1131[14:24:32] <killjoy> It means 1.9.3
is soon
L1132[14:25:01] <madcrazydrumma> ^^
L1133[14:25:06] <LatvianModder> I hope
so.. or do I?
L1134[14:25:48] <LexManos> dont
know
L1135[14:25:55] <LexManos> just tired of
not haivng a 1.9 RB
L1136[14:26:10] <LexManos> Once 1.9.3
drops we'll RB it fairly quickly
L1137[14:26:18] <LexManos> Its not a big
change
L1138[14:26:46] <LexManos> also all yall
fuckers look through the Issues and flag them as needed
L1139[14:26:47] <LatvianModder> What
changes does it bring?
L1140[14:26:58] <LexManos> Annotations,
and a few bug fixes nothing really important
L1141[14:27:35]
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L1144[14:29:13] <LatvianModder> default
mappings will be the latest ones? The ones where everything was
uppercased?
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L1146[14:31:06] <LexManos> IDGAF
L1147[14:31:15] <LatvianModder> lol
L1148[14:31:47] <madcrazydrumma>
diesieben07, you at a PC?
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L1154[14:39:17] <Zaggy1024> aight, time
for me to put in my PR for the scrolling
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L1156[14:40:46] <kashike> LatvianModder:
hope so, otherwise people will groan about it changing later
L1157[14:41:11] <LatvianModder> I already
updated my mappings in 1.9 to today's
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L1163[14:44:26] <vox> o/ Drull
L1164[14:45:17] <Dru11kus> \o
L1165[14:45:44] <vox> How goes the
artsing?
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L1171[14:58:38] <madcrazydrumma> rip
vox
L1172[14:58:47] <vox> ikr
L1173[14:58:52] <madcrazydrumma>
haha
L1174[14:59:00] <madcrazydrumma> feels
bad man
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L1177[15:02:08] <masa> if (false
&& i2 != 0)
L1178[15:02:09] <masa> wut
L1179[15:02:31] <Zaggy1024> because it
makes for a simpler patch than commenting or removign that code
:)
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L1184[15:12:23] <LexManos> ZAGGY
L1185[15:12:30] <Zaggy1024> mmh
L1186[15:12:35] <LexManos> what is the
point?
L1187[15:12:51] <LexManos> your first
line says its a bug fix
L1188[15:12:56] <LexManos> but also 50
other things after it
L1189[15:13:06] <LexManos> codestyle
changes are not for prs
L1190[15:13:18] <Zaggy1024> I'll remove
those then
L1191[15:13:54] <LexManos> your noop of a
vanilla function needs comments as well
L1192[15:14:00] <LexManos> I dont see why
it's useful.
L1193[15:14:15] <Zaggy1024> aight
L1194[15:14:15] <LexManos> Also the
clamping is in there for a reason, no real reason to remove
it.
L1195[15:15:01] <Zaggy1024> what reason?
I genuinely don't know
L1196[15:15:08] <LexManos> Also its
standard practice to have shorter constructors above longer
ones
L1197[15:15:13] <LexManos> makes it more
clear you're adding params
L1198[15:15:28] <LexManos> Cant remember
off hand but it was important when I was testing
L1199[15:15:40] <Zaggy1024> I think it
was copied from vanilla wasn't it?
L1200[15:15:49] <Zaggy1024> it's the same
code that GuiSlot has
L1201[15:16:17] <Zaggy1024> the point of
that change was to make it so that scroll events that are combined
are treated as their actual scroll distance
L1202[15:16:25] <LexManos> it was
coipied, and then re-written when I did the in-game mod list
L1203[15:16:43] <LexManos> What major bug
does this fix?
L1204[15:16:45] <Zaggy1024> if I scroll
fast enough (doesn't take much) the the scroll amount goes up to
100 or 150 from 50
L1205[15:16:49] <LexManos> pages not
scrolling fast enough?
L1206[15:16:52] <Zaggy1024> which makes
it not scroll as far
L1207[15:17:08] <Zaggy1024> which is part
of what makes the scrolling feel so inconsistent
L1208[15:17:54] <LexManos> not sure what
you mean by that
L1209[15:18:21] <Zaggy1024> if a mouse
event captures two scroll inputs (like two up scrolls) it will pass
240 instead of 120
L1210[15:18:28] <Zaggy1024> and then that
gets clamped to 1
L1211[15:18:36] <Zaggy1024> making it
treat it as one scroll instead of two
L1212[15:18:55] <LexManos> when would
that happen...
L1213[15:19:06] <Zaggy1024> don't know
why it happens, but it does
L1214[15:19:15] <Zaggy1024> I was
printing out the scroll values and it was happening
L1215[15:19:33] <Zaggy1024> guess it's
probably up to the mouse's polling rate or something
L1216[15:20:37] <vox> Alright,
ShieldRework has been released on CurseForge. Waiting for mod
approval, though
L1217[15:20:42]
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L1218[15:21:26] <Zaggy1024> so I should
remove the border field?
L1219[15:21:29] <vox> Anyone have an idea
how long it will take to review?
L1220[15:22:19] <Zaggy1024> I could make
border and scroll bar width into constants if you want
L1221[15:22:46] <Zaggy1024> they're
referenced outside of drawScreen now so without a field of some
sort they'll be magic numbers
L1222[15:23:39] <Zaggy1024> adding those
functions was part of fixing the scroll bars btw
L1223[15:23:45] <Zaggy1024> it wasn't for
no reason
L1224[15:24:16] <Zaggy1024> the overflow
and scroll bar height are referenced in two places so it made sense
to fix it to be consistent
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L1226[15:25:43] <LexManos> what are you
talking about?
L1227[15:25:58] <LexManos> again what are
you fixing? I tested it vigiously it works/renders just fine
L1228[15:27:09] <Zaggy1024> hang on, I'll
make a recording
L1230[15:29:39] <Zaggy1024> scroll bar
doesn't show when it should
L1232[15:30:40] <Zaggy1024> the scroll
bar also exceeds its bounds (I think this is something to do with
the header being used)
L1233[15:30:59] <LexManos> so some math
problems
L1234[15:31:05] <LexManos> not seeing
when it needs to be re-written
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L1236[15:33:10] ***
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L1237[15:33:18] <Zaggy1024> it wasn't
rewritten, all I did was made two separate calculations of the same
thing be put into one set of functions
L1238[15:33:40] <Zaggy1024> if they're
separate that just makes it that much easier for this to happen
again
L1239[15:34:00] <masa> crap... how would
I test the changes in a Forge PR with an existing mod? I can't
throw the mod in mods/ if it has a version dependency on
Forge
L1240[15:34:13] <LexManos> vid 1 is fixed
by changing a - to a +
L1241[15:35:26] <Zaggy1024> hm,
indeed
L1242[15:36:04] <Zaggy1024> eh I guess
I'll just revert those functions then
L1243[15:36:16] <vox> How often is
ItemMeshDefinition.getModelLocation(ItemStack stack) called? Every
render?
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L1245[15:36:40] <Zaggy1024> yeah
L1246[15:36:43] <LexManos> actually
changed the math around a little bit to make it more clear what its
doing
L1247[15:36:48] <LexManos> int
extraHeight = (this.getContentHeight() + (border*2)) -
viewHeight;
L1248[15:36:49] <vox> Thanks
L1249[15:37:22] <LexManos> and the second
one, let me see if I can contort the screen to let me reproduce
it
L1250[15:37:38] <Zaggy1024> I believe
it's also solved by that change
L1251[15:37:56] <Zaggy1024> I still hate
the copy pasting the overflow height calculation into two places
:\
L1252[15:38:27] <LexManos> dont
care
L1253[15:38:44] <LexManos> humm that math
seems to of fixed the scroll going over as well
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L1255[15:38:51] <LexManos> cept now it
has a small border on the bottom
L1256[15:39:10] <Zaggy1024> ah I think
that's because you did border * 2
L1257[15:39:17] <Zaggy1024> the border is
only for the top
L1258[15:39:24] ***
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L1259[15:40:46] <LexManos> its for all
sides
L1260[15:41:05] <Zaggy1024> the contents
aren't clipped using it..
L1261[15:41:36] <LexManos> humm
right
L1262[15:41:37] <LexManos> anyways
L1263[15:41:49] <LexManos> both of your
problems are fixed by fixing that one line of math
L1264[15:41:50] <LexManos> what
else?
L1265[15:42:09] <Zaggy1024> the scrolling
input
L1266[15:42:22] <LexManos> which line is
that?
L1267[15:42:51] <Zaggy1024> er
L1268[15:43:05] <Zaggy1024> originally it
was in drawScreen
L1269[15:43:15] <Zaggy1024> in the else
block of if (Mouse.isButtonDown(0))
L1270[15:43:23]
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L1271[15:43:28] <Zaggy1024> had to be
moved to a new function, handleMouseInput
L1272[15:43:45] <Zaggy1024> and called
from GuiModList
L1273[15:45:38] ***
big_Xplosion is now known as big_Xplo|AFK
L1274[15:46:41] <LexManos> humm
L1275[15:46:46] <LexManos> where is the
delta defined?
L1276[15:46:52] <LexManos> whats the
standard 'tick'?
L1277[15:47:04] <ghz|afk> mouse delta is
120, at least on windows
L1278[15:47:20] <ghz|afk> high precision
wheelscan do more/less, but the standard is 120 units per
delta
L1279[15:47:26] <ghz|afk> per tick*
L1280[15:47:56] <ghz|afk> common system
is to do like
L1281[15:48:21] <LexManos> give me some
documentation
L1282[15:48:24] <ghz|afk> deltaAccum +=
delta; while(abs(deltaAccum) >= 120) { do stuff; deltaAccum -=
120; }
L1283[15:48:24] <LexManos> not some
random guy on irc
L1285[15:48:50] <ghz|afk> docs for
wParam
L1286[15:49:04] <Zaggy1024> hm why limit
it to moving when the accumulated delta gets above 120?
L1287[15:49:10] <ghz|afk> also remarks at
the bottom
L1288[15:50:15] <Zaggy1024> scrolling
partial lines seems more useful for touchpads
L1289[15:50:34] <Zaggy1024> which is why
I did delta / 120 * [insert scroll speed here]
L1290[15:50:39] <LexManos> got any links
to the linux documentation?
L1291[15:51:15] <Zaggy1024> (I clamped it
to 25 pixels, equivalent to 50 in an unscaled environment, as that
seems a pretty common number)
L1292[15:51:42] <unascribed> pulling up
xev, it looks like scrolling is just release/press events for mouse
buttons 4/5
L1293[15:51:46] ***
willieaway is now known as williewillus
L1294[15:51:53] <unascribed> so it'd
probably be up to LWJGL to decide how far one scroll notch is
L1295[15:52:02] <ghz|afk> "X11
decided to assign mouse scroll wheel events as mouse button 4 and
5. Receiving scrollwheel events is the same as receiving mouse
button press events"
L1296[15:52:03] <Zaggy1024> how does it
handle partial scrolls?
L1297[15:52:12] <Zaggy1024> I know ubuntu
has some way of doing partial scrolling with touchpads
L1298[15:52:22] <ghz|afk>
"Thankfully, higher level APIs (like GDK) explicitly provide
scrollwheel support by name."
L1299[15:53:05] <ghz|afk> GTK seems to
have buttons also,
L1300[15:53:11] <ghz|afk>
"SCROLL_UP" and such
L1301[15:53:14] <ghz|afk> but still
button events
L1302[15:53:43] <ghz|afk> someone who
knows actual linux dev would be more useful, my experience is
exclusively win32
L1303[15:53:54] <williewillus> ooh my
trackpoint works in linux now
L1305[15:53:56] <williewillus> with
libinput
L1306[15:54:01] <unascribed> LWJGL seems
to use the same value as Windows
L1307[15:54:03] <LexManos>
this.scrollDistance += (float)((-1 * scroll / 120.0F) *
this.slotHeight / 2);
L1308[15:54:05] <LexManos> Fixed
L1309[15:54:09] <williewillus> not
surprising given how new libinput is
L1310[15:54:34] <Zaggy1024> is that in
the handleMouseInput function?
L1312[15:54:45] <LatvianModder> I always
wondered what that 120 was...
L1313[15:54:53] <Zaggy1024> a magic
number :P
L1314[15:54:57] <LexManos> no
L1315[15:55:01] <LexManos> its in draw
screen
L1316[15:55:08] <Zaggy1024> then it'll
miss the inputs
L1317[15:55:19] <Zaggy1024> because
they're being handled already by GuiScreen.drawScreen
L1318[15:55:22] <Zaggy1024> er not
drawScreen
L1319[15:55:24] <Zaggy1024>
handleInput
L1320[15:55:35] <LexManos> doesnt seem to
be missing them
L1321[15:55:43] <Zaggy1024> it doesn't
miss all of them
L1322[15:55:52] <Zaggy1024> but it does
like to skip a lot of them
L1323[15:56:28] <Zaggy1024> this is what
it's like for me
L1325[15:56:47] <Zaggy1024> that's when
scrolling the wheel from top to bottom as fast as I can
L1326[15:57:35] <heldplayer> I've noticed
that scrolling panels generally behave sluggish like that
L1327[15:57:47] <Zaggy1024> vanilla ones
or the mod list one?
L1328[15:57:51] <heldplayer> Not
sure
L1329[15:57:57] <heldplayer> Been too
long :P
L1330[15:58:04] <heldplayer> Scrolling
like I'm about to die and it only moves slowly
L1331[15:58:23] <Zaggy1024> the clamping
does cause it to be a little slower but nothing like that
L1332[15:58:45] <heldplayer> But your
video shows what I've experienced before
L1333[15:58:46] <Zaggy1024> so vanilla
ones are responsive enough although if you scroll fast enough it
doesn't scroll as far
L1334[15:59:46] <heldplayer> I'd try out
vanilla but the launcher just froze >.>
L1335[15:59:57] ***
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L1337[16:00:51] <Zaggy1024> vanilla 1.9
is all right
L1338[16:00:57] <Zaggy1024> could be
better but it works
L1339[16:01:09] <Zaggy1024> not sure
about older version, maybe they had the input in drawScreen
L1340[16:01:43] <heldplayer> Apparently I
have an expired realm, but I never used realms
L1341[16:02:07] <heldplayer> Oh right,
the controls tab scrolls slow
L1342[16:02:14] <Zaggy1024> in 1.9?
L1343[16:02:18] <heldplayer> Yep
L1344[16:02:20] <heldplayer> 1.9.2
L1345[16:02:34] <Zaggy1024> hm
L1346[16:02:38] <heldplayer>
Vanilla
L1347[16:02:45] <Zaggy1024> shouldn't, at
least not unless your mouse has a really low polling rate :P
L1348[16:02:49] <heldplayer> It's
literally faster to click and drag instead
L1349[16:02:55]
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L1350[16:03:10] <Zaggy1024> speaking of
clicking and dragging, I think forge doesn't respect that game
setting
L1352[16:04:00] <Zaggy1024> heh
L1353[16:04:04] <heldplayer> Not as slow
as your video, but still slow
L1354[16:04:07] <Zaggy1024> any idea what
your mouse's polling rate is?
L1355[16:04:10]
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L1356[16:04:24] <heldplayer> No idea, how
do I check? I'm on Windows
L1357[16:04:49] <Zaggy1024> heh I don't
actually know
L1358[16:04:58] <ghz|afk> does your wheel
havea "free-fly" mode?
L1359[16:05:04] <ghz|afk> or it's always
fixed "ticks"
L1360[16:05:08] <Zaggy1024> mine
doesn't
L1361[16:05:26] <ghz|afk> if it's fixed
ticks, 99% chance it's 120 at a time
L1362[16:05:31] <Zaggy1024> diesieben
said he had one that let him switch it on and off
L1363[16:05:36] <heldplayer> It's with
ticks
L1364[16:05:36] <ghz|afk> if it has
free-flight
L1365[16:05:38] <Zaggy1024> would be
handy for testing these changes
L1366[16:05:41] <ghz|afk> then it's more
like 90%
L1367[16:05:56] <ghz|afk> my logitech
G500 can disable the ticking, but it's still fixed increments
L1368[16:06:02] <Zaggy1024> heh
L1369[16:06:04] <ghz|afk> I can scroll as
slow as I want
L1370[16:06:07] <Zaggy1024> well
L1371[16:06:07] <ghz|afk> it will do
nothing
L1372[16:06:10] <ghz|afk> then tick, do
120 at once
L1373[16:06:13] <Zaggy1024> in
Chrome?
L1374[16:06:17] <ghz|afk> Firefox
L1375[16:06:24]
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L1376[16:06:27] <Zaggy1024> Firefox
limits the scrolling increments I think
L1377[16:06:35] <ghz|afk> chrome
too
L1378[16:06:39] <ghz|afk> nah
L1379[16:06:41] <Zaggy1024> tried it on a
random laptop and Chrome scrolled partial and Firefox didnt'
L1380[16:06:50] <ghz|afk> i can scroll
smaller if I use the trackpad in my laptop
L1382[16:06:57] <Vigaro> Firefox feels so
bad without it
L1383[16:07:18] <ghz|afk> that's just a
smoothscroll tweaker
L1384[16:07:25] <ghz|afk> not what we are
talking about
L1385[16:07:30] <Zaggy1024>
yeah...Firefox has smooth scrolling
L1386[16:07:34] <Zaggy1024> it's still in
increments
L1387[16:07:42] <ghz|afk> what we are
talking about
L1388[16:07:48] <Vigaro> I know, just saw
the conversation and wanted to talk about that
L1389[16:08:16] <ghz|afk> there was a
smoothscroll addon for firefox
L1390[16:08:21] <Zaggy1024>
hahaha...
L1391[16:08:22] <ghz|afk> I know the dev
who wrote it
L1392[16:08:29] <ghz|afk> then one day
mozilla contacted him
L1393[16:08:31] <Zaggy1024> 1.7.10 has
the drawScreen input, I can feel it
L1394[16:08:35] <ghz|afk> about
integrating the addon's algorithm into firefox
L1395[16:08:41] <ghz|afk> the current
smoothscroll is that one, tweaked
L1396[16:09:59] <Zaggy1024> change was
made to fix the wheel input probably in 1.8, but of course it still
feels slow due to the clamping
L1397[16:10:30] ***
Mine|away is now known as minecreatr
L1398[16:10:35] <heldplayer> Alright,
time to change my Minecraft password
L1399[16:10:53] <heldplayer> Sigh
L1400[16:11:46] <LexManos> fine fixed it
up properly
L1401[16:11:57] <Zaggy1024> thanks
L1402[16:11:58] <LexManos> wihtout the
major fucking rewrites as those STILL arnt nessasary
L1403[16:12:05] <Zaggy1024> I know
L1404[16:13:26]
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L1411[16:16:20] <Zaggy1024> mhm..
L1413[16:18:19] <Zaggy1024> I'll admit I
have a bit of a tendency to get a bit into refactoring when I start
something
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L1415[16:18:36] <Zaggy1024> works on my
projects, but not others' of course :P
L1416[16:19:48] <gigaherz> I really need
to thank jiraiya -- never had so much attention to one of my mods
as this one ;P
L1418[16:20:41] <gigaherz>
Enderthing
L1419[16:20:45] <masa> oh, missed the
link
L1420[16:21:00] <Zaggy1024> I shouldn't
get so worked up about the contents of a class I don't even need to
use
L1421[16:21:04] <Zaggy1024> so thanks for
fixing that Lex
L1422[16:22:17] <synthetica> Anyone have
any idea why GameRegistry.registerBlock is deprecated and if
there's a better way?
L1423[16:22:25] <LexManos> ya
L1424[16:22:34] <LexManos> my first
instiunct was to just close the pr for being trash
L1425[16:22:38] <LexManos> so be careful
next time
L1426[16:22:52] ***
synthetica was kicked by LexManos (read the comment))
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L1430[16:23:48] <Delenas> Your IDE is
your friend in this community.
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L1432[16:24:00] <synthetica> Dang... uhh
thanks.
L1433[16:24:18] <vox> What's the proper
way to check what item a player is holding, clientside?
L1434[16:24:20] <gigaherz> synthetica:
when forge deprecates something, there's usually an explanation of
why it was deprecated, and what to use instead ;P
L1435[16:24:34] <gigaherz> vox:
player.inventory.getHeldItem?
L1436[16:24:38] <gigaherz> or something
like that
L1437[16:24:48] <Delenas> Once you
understand the new register, you'll wonder why nobody did this like
4 versions ago
L1438[16:24:56] <synthetica> Thanks, I
feel like there wasn't when I checked, but probably just being
stupid. Sorry, Lex.
L1439[16:25:20] <vox> Is that safe to get
in ItemMeshDefinition.getModelLocation? My guess is yes but I have
no idea, actually
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L1441[16:25:47] <gigaherz> hmm not
sure
L1442[16:26:16] <vox> I'm trying to
change a model based on the player's held item
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L1444[16:26:52] <vox> But all I'm
checking on that item is if it's a block (aka the ItemStack has an
ItemBlock in it)
L1445[16:27:14] <vox> So that means I
can't just call this check within a mod item of mine
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L1449[16:27:44] <Tazz> could anyone point
me in the direction of a good plant example for 1.8.9?
L1450[16:28:02] <vox> Oh yeah, one
sec
L1451[16:28:07] <vox> Video work?
L1452[16:28:10] <Tazz> sure
L1453[16:28:14] <Tazz> long as its for
1.8.9
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L1456[16:29:19] <vox> It does use techne
models, but you can do whatever and it should work fine
L1457[16:29:24] <Tazz> tiles != plants do
they? o_O
L1458[16:29:37] <vox> Plants are tile
entities to my knowledge, because growth stages
L1459[16:29:51] <Tazz> interesting
L1460[16:29:53] <Tazz> thanks
L1461[16:30:23] <masa> depends on the
plants, vanilla crops are not TEs
L1462[16:30:26] <vox> no problem. There's
a source download in the description and he walks through every bit
of code and logic. It's very good
L1463[16:30:28] <vox> Yeah, that's
true
L1464[16:30:32] <masa> they use the meta
for the growth stage
L1465[16:30:51] <Tazz> oh I didnt want a
crop
L1466[16:30:54] <Tazz> just a plant
L1467[16:31:07] <vox> That example is for
a "plant"
L1468[16:31:16] <vox> What do you mean,
though?
L1469[16:31:22] <Tazz> like grass
L1470[16:31:23] <Delenas> So.. rewrite
for 1.9 and better blockstates... "BedCraft And Beyond 1.9:
Showing 165 changed files with 3,348 additions and 4,490
deletions." o.o
L1471[16:31:23] <masa> well a plant is
just a block with a "funny" model... right? ;D
L1472[16:32:05] <vox> tall grass or a
grass block?
L1473[16:32:18] <Tazz> tall grass
L1474[16:32:23] <vox> If it's just tall
grass or something it's the same as a normal block, with a custom
model
L1475[16:32:35] <vox> And you have to
override a few methods to make it render correctly
L1476[16:32:40] <Tazz> what
methods?
L1477[16:32:43] <masa> just take a look
at vanilla's models for tall gass or flowers etc
L1478[16:33:04] <vox> Yeah I would do
that
L1479[16:33:43] <vox> It's
isOpaqueCube(IBlockState), isNormalCube(IBlockState, IBlockAccess,
BlockPos) and getBlockLayer iirc
L1480[16:34:03] <Tazz> hmmm
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L1483[16:37:02] <LexManos> seriously
guys
L1484[16:37:07] <Tazz> gracais
L1485[16:37:11]
⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.175.19)
L1486[16:37:13] <LexManos> go through the
issues on github
L1487[16:37:28] <LexManos> and use
Actuarius to clean them up and point me to the ones tha are
needed
L1488[16:37:39] <LexManos> i'll be doing
a RB tomarrow night at midnight
L1489[16:37:47] <LexManos> so get what
you can by now
L1490[16:37:47]
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L1491[16:39:40] ***
kroeser|away is now known as kroeser
L1492[16:40:32] <Wuppy> heh, you know
you've got a good bar when, on a monday at 11PM, the bar is filled,
the terrace in front is full and people fill the entire street in
front of it except for when cars drive by :P
L1494[16:43:08] <LexManos> binary compat
changes need to wait till mc update to break shit
L1495[16:43:36] ***
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L1498[16:44:50] <vox> Lex or willie, is
it safe to check the player's held item in
ItemMeshDefinition.getModelLocation? My guess is yes but I don't
actually know for sure
L1499[16:45:01] ***
synthetica is now known as Synth|Away
L1501[16:45:29] <williewillus> yes
L1502[16:45:42] <williewillus> it's
safe
L1503[16:45:44] <vox> Awesome, thanks.
Any recommendations on how to get the player in there?
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L1505[16:45:55] <williewillus> if you
need player sensitivity
L1506[16:46:00] <williewillus> you should
be using Item.getModel in 1.8
L1507[16:46:03] <williewillus> or
overrides in 1.9
L1509[16:46:57] <williewillus> you can't
get the player there
L1510[16:47:05] <williewillus> that's for
stuff like NBT sensitivity
L1511[16:47:10] <vox> Inside of
IMD.getML?
L1512[16:47:15] <williewillus> if you
need player sensitivity you need to do one of the two things I
mentioned
L1513[16:47:49] <vox> Any documentation
for this? I'm going to go check the primer you wrote atm
L1515[16:48:24] <williewillus> primer has
info on it yes
L1516[16:48:29] <williewillus> search for
"Item.getModel"
L1517[16:48:50] <vox> The interesting
thing here is that since it's not my item, I can't do that. I'm
just checking if the player is holding any block
L1518[16:49:04] <vox> (aka an ItemStack
that contains an ItemBlock)
L1519[16:49:06] ***
kroeser is now known as kroeser|away
L1520[16:49:13] <williewillus> what are
you aiming to achieve?
L1521[16:49:25] <vox> I'm lowering the
shield if a block is held
L1522[16:49:34] <vox> I already have
accomplished lowering the shield all of the time
L1523[16:50:22] <williewillus> I can't
think of a good way to do it without some hacking
L1524[16:50:51] <vox> I mean, I could use
that old ITickHandler class if it existed
L1525[16:51:02] <williewillus> wait is
Item.addPropertyOverride public?
L1526[16:51:14] <vox> I have no
idea
L1527[16:51:19] <williewillus> how did
you achieve the lowering all the time
L1528[16:51:31] <vox> I'm overriding the
model's transforms
L1529[16:51:41] <vox> Copied the original
model and changed it
L1530[16:51:52] <vox>
github.com/VoxMods/ShieldRework
L1531[16:51:58] <williewillus> okay, get
the shield item
L1532[16:52:04] <williewillus> and call
Item.addPropertyOverride
L1533[16:52:16] <williewillus> this will
add a item model override
L1534[16:52:30]
⇨ Joins: thecodewarrior
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L1535[16:52:34] <williewillus>
IItemPropertyGetter is player sensitive
L1536[16:52:44] <williewillus> lemme whip
up an example
L1537[16:52:57] <vox> That'd be great,
thanks
L1538[16:53:09] <vox> I wish MC had some
better documentation tbh
L1539[16:53:20] <williewillus>
?shrug
L1540[16:53:29] <vox> Even keeping up
with the changelogs for Forge hasn't helped me too too much to
learn new things
L1541[16:53:32] <williewillus> analyzing
it myself is fun, up to an extent
L1542[16:53:46] <williewillus> but i get
it so i write primers for people xD
L1544[16:53:51] <vox> You experienced
guys are a great resource xD
L1545[16:54:39] <gigaherz> yeh
L1546[16:54:51] <gigaherz> but thign
is
L1547[16:55:02] <gigaherz> we haven't
really got THAT much experience
L1548[16:55:12] <williewillus> ^ we just
trudged through it without help
L1549[16:55:15] <gigaherz> we simply
chose to learn for ourselves ;P
L1550[16:55:18] <williewillus> which I
guess gives quite a bit of xp
L1551[16:55:19] <williewillus> xD
L1552[16:55:31] <vox> Pretty much
:D
L1553[16:55:31] <unascribed> level
up
L1554[16:55:42]
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L1555[16:56:09] <vox> I've done this with
frameworks and new languages before, but there's always been (very
good, or very bad but still existent) docs to help me out
L1556[16:56:23] <vox> And Minecraft plus
Forge are *huge*
L1557[16:56:46] <unascribed> there's a
documentation project
L1558[16:56:49] <Wuppy> monday is a good
party day, right?
L1559[16:57:34] <vox> Sure
L1560[16:57:38]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1561[16:57:44] <unascribed> it seems
like all you ever do is party
L1562[16:57:45] <unascribed> so
sure?
L1563[16:57:49] <vox> I mean, it's no
Friday or Saturday but it works
L1564[16:58:00] <vox> Oh, and write mod
tutorials :P
L1565[16:58:11] <Wuppy> unascribed, I
only go out like 3 days a week :P
L1566[16:58:25] <unascribed> :L
L1567[16:58:48] <Wuppy> but I actually
went home early, there were tons of people tehre still :P
L1569[16:59:30] <williewillus> you might
need to handle the intersection case with blocking as well
L1570[16:59:38]
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L1571[17:00:41] <vox> I'm just going to
leave the model alone if blocking (that's what I do atm and I like
it)
L1572[17:00:52] <williewillus> yes but
you need to specify it
L1573[17:00:59] <vox> True
L1574[17:01:10] <Wuppy> and vox, I don't
have time for modding tutorials anymore :V
L1575[17:01:23] <vox> Wuppy: make time
:P
L1576[17:01:42] <vox> You publish any
mods btw?
L1577[17:01:51] <Wuppy> once I learn the
4 engines I'm planning to learn, I'll try :P
L1578[17:01:53] <vox> willie: what's this
bit for? if stack == entity's main hand
L1579[17:01:53] <vox> checkhand =
offhand
L1580[17:02:03] <Wuppy> sadly I haven't
even updated most of my mods to 1.8
L1581[17:02:11] <Wuppy> I've switched to
game dev from Mc dev :P
L1582[17:02:16] <williewillus> vox: you
want the cases to be symmetric right?
L1583[17:02:23] <williewillus> that's
just some logic, you can leave it out or replace it with your
own
L1584[17:02:35] <williewillus> i'm saying
find the hand that doesn't have the shield in it
L1585[17:02:41] <vox> ooh
interesting
L1586[17:02:52] <vox> I didn't realize
that you could put blocks in your offhand
L1587[17:02:57] <williewillus> blocks are
items :P
L1588[17:03:01] <vox> Yep, true
L1589[17:03:29] ***
Kolatra[away] is now known as Kolatra
L1590[17:03:50] <Wuppy> vox, game dev is
more fun than Mc dev :)
L1591[17:04:06] <Wuppy> which says a lot
about game dev, because Mc dev is incredibly awesome
L1593[17:04:26] <Wuppy> for example I'll
be at a motion capture set on Wednesday ^___^
L1594[17:04:27] <vox> Lol I've actually
just switched from game dev to MC dev because I got bored with my
project there and wanted to make something people would actually
use with a smaller timeframe
L1595[17:04:40] <williewillus> oops got
the model path on that second one wrong
L1596[17:04:44] <williewillus> but you
get the idea
L1597[17:04:49] <Wuppy> hmm makes
sense
L1598[17:05:09] <Wuppy> but, working with
motion capture suits is great
L1599[17:05:19] <Wuppy> we even have
facial capture stuff now :O
L1600[17:05:34] <Wuppy> and in a month or
so a virtual reality jam sponsored by Samsung :)
L1601[17:05:46] <vox> Yeah. I love game
dev and fully intend to go back, but I've spent a ton of time on my
robotics team recently and don't have time anymore
L1602[17:06:05] <vox> MC dev is
interesting because I can work on bits anywhere, since MC works
everywhere and doesn't require special tools
L1603[17:06:28]
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L1604[17:06:30] <vox> At school I've been
running it off of a flash drive, building things using Cloud9, and
downloading the jars
L1605[17:06:40] <vox> It's working out
surprisingly well
L1606[17:07:01] <Wuppy> cool :)
L1607[17:07:18] <vox> A bit harder to
test, but I still get to work on the school PCs in a way, at times
when teachers aren't allowing me to use my laptop
L1608[17:07:20] <vox> yeah :)
L1609[17:07:41] <vox> Very rarely does
that happen anymore, but still, it's nice to have the ability
L1610[17:08:23] <Wuppy> jesus quad beers
make you wasted quickly
L1611[17:08:24] ***
Vigaro is now known as V
L1612[17:08:25] <vox> williewillus: so if
I do that predicate thing, I have to override the default model
still like I am?
L1613[17:08:37] <Wuppy> 12% beer ftw
\o/
L1614[17:08:45] <williewillus> vox:
yes
L1615[17:08:53] <williewillus> since the
default vanilla jsons doesn't check the predicate you added
L1616[17:09:08] ***
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L1617[17:09:17] <vox> Got it,
thanks
L1618[17:09:27] <williewillus> but it's a
surprisingly cleaner solution than imagined, and i did not know
that transforms work for builtin/entity :P
L1619[17:10:17] <vox> Yep, it's quite
some magic
L1620[17:10:22] <vox> I think it's new
for 1.8 or 1.9
L1621[17:10:55] <vox> I also thing it has
some magic as part of the shield logic, but I'm too lazy to go look
:P
L1622[17:11:03] <williewillus> i thought
tesr items were forced to be big and ugly in inv xD but if it
really does work
L1623[17:11:07] <williewillus> that'd be
awesome
L1624[17:11:23] <vox> Yep! If you're
interested I'm sure the shield source has something about it
L1625[17:11:40] <williewillus> wait so
only works for shields?
L1626[17:11:55] <vox> I don't know, but I
haven't seen it anywhere else
L1627[17:12:54] <vox> Oh, possibly not.
Looking at the shield source there's nothing special
L1628[17:13:07]
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L1629[17:13:08] <vox> So it could work
for everything? I'd have to try it
L1630[17:13:08] <williewillus> it seems
transforms do work for all of them
L1631[17:13:10] <williewillus>
interesting
L1632[17:13:11] <vox> Awesome
L1633[17:13:22] <williewillus> because
the transforms are applied way up in RenderItem
L1634[17:13:41] <williewillus> before any
tesr-specific hackery happens
L1635[17:13:49]
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L1636[17:15:29] <williewillus> it does
work
L1637[17:15:34] <williewillus> and
probably did in 1.8
L1638[17:15:39] <williewillus> not sure
why i thought it wouldn't work :P
L1640[17:18:29] <vox> As far as project
structure goes, where would you suggest putting an enum?
L1641[17:19:06] <gigaherz> depends
L1642[17:19:14] <gigaherz> I wouldn't
organize it based on the fact that it's an enum
L1643[17:19:18] <gigaherz> but based on
what it represents
L1644[17:20:34] <vox> It represents a
config option (ShieldBehavior, directly translates to an int)
L1645[17:21:02] <vox> right now the only
options are LOWERED_ALWAYS and LOWERED_WHEN_HOLDING_BLOCK
L1646[17:21:09] <gigaherz> then
.config?
L1647[17:22:02] <vox> Okay, that works.
Thanks
L1648[17:22:16] <williewillus> $ labels
add 2799 Bug
L1649[17:22:17] <Actuarius> Added labels
[Bug] for issue 2799; new labels: [Bug].
L1650[17:22:20] <kashike> false instead
of removing those lines
L1651[17:22:32] <kashike> wow, I was
scrolled up a bit
L1652[17:22:37] <kashike> ignore that
:3
L1653[17:22:44] <gigaherz> XD
L1654[17:22:46] <gigaherz> happens
L1655[17:22:49] <gigaherz> so, meh
L1656[17:22:57] <gigaherz> i'll go to
bed
L1657[17:23:02] <gigaherz> ear doesn't
feel too great
L1658[17:23:08] ***
Flenix is now known as FleepySlenix
L1659[17:23:10] <gigaherz> going to watch
a movie didn't help XD
L1660[17:23:13] <vox> Later ghz
L1661[17:23:25] ***
gigaherz is now known as ghz|afk
L1662[17:23:25] <kashike> i understand
how you feel, i'm sick
L1663[17:23:28] <kashike> cold :{
L1664[17:23:32] <ghz|afk> ear
infection.
L1665[17:23:53] <ghz|afk> started feeling
a slight itch 2 weeks ago
L1666[17:24:13] <ghz|afk> been taking
antibiotic pills 3 days ago -- after 8 days of ear drops
L1667[17:24:20] <ghz|afk> still doesn't
feel like it's getting any better
L1668[17:24:20] <kashike> ouch!
L1669[17:24:37]
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L1671[17:25:00] <ghz|afk> yeah I'll give
it a couple days more, and if it shows no signs of improvement,
i'll visit the doctor once again
L1672[17:25:16] <kashike> feeel better
:)
L1673[17:25:20] <ghz|afk> thx
L1674[17:25:25] *
ghz|afk poofs
L1675[17:26:21]
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L1677[17:27:35] <williewillus>
"coffee"?
L1678[17:27:49] <kashike> it's a domain
extension
L1679[17:28:03] <williewillus> oh
L1680[17:28:08] <MoxieGrrl> And a tasty
hot beverage.
L1681[17:28:39]
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L1682[17:31:10] <Cypher121> williewillus,
look at my hostname lol
L1683[17:31:44] <williewillus> weird
tld
L1684[17:31:48] <williewillus> there've
been weirder
L1685[17:31:49] <williewillus> :P
L1686[17:32:23]
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L1687[17:32:35] <Cypher121> i like
it
L1688[17:33:23] <Cypher121> there's
something in having 2nd level and tld of same length that makes me
believe world is a better place :P
L1689[17:34:09] <kashike> Cypher121: heh,
nice - seen mine?
L1690[17:34:48] <Cypher121> truly a
miserable ninja
L1691[17:34:56] <kashike> :P
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L1696[17:46:00] <vox> williewillus: Will
my other predicates work if the resourcelocation for one of them
doesn't exist?
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L1701[17:48:22] <williewillus> no
idea
L1702[17:48:47] <williewillus> you might
wanna just add the predicate either way
L1703[17:48:52] <williewillus> but have
it always return 0
L1704[17:48:54] <williewillus> if the
feature is off
L1705[17:49:03] <vox> okay, thanks
L1706[17:49:35] <williewillus> also, pray
that no resource packs change how shields are held since this
feature relies on json support xD
L1707[17:49:48] <vox> True :D
L1708[17:50:28] <vox> For that picture
that you posted, where would I add the default model?
L1709[17:51:33] <vox> Just set the parent
to "shieldrework:shield_default"?
L1710[17:51:43] <vox> Instead of
builtin/entity?
L1711[17:52:05] <vox> Oh wait nvm got
it
L1712[17:52:42] <williewillus> you have
the default transforms in that json
L1713[17:52:51] <williewillus> the
overrides are the "special cases"
L1714[17:53:14] <vox> Yep, that's what I
did
L1715[17:53:21] <MrSlick> Is there any
tutorials for modding in 1.9?
L1716[17:53:25] <vox> Cool, good to know
I figured that out correctly
L1717[17:53:34] <vox> MrSlick, if there
are, not a ton of them
L1718[17:53:53] <vox> It's basically the
same as 1.8.9, plus some changes that williewillus can show
you
L1720[17:54:09] <MrSlick> ah
L1721[17:54:46]
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L1722[17:56:44] <vox> Does Java have
partial classes like C# does?
L1723[17:57:59] <williewillus> no
L1724[17:58:16] <williewillus> idk how
they're useful besides for XAML/databinding stuff
L1725[17:58:46]
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L1729[18:01:10] <vox> williewillus,
"Cannot resolve symbol IItemPropertyOverride"?
L1730[18:01:32] <vox>
IItemPropertyGetter
L1731[18:01:44] <williewillus> i dont
remember the exact name check the ItemBow constructor
L1732[18:01:47] <williewillus> yeah
L1733[18:01:48] <williewillus> :P
L1734[18:02:07] <vox> I figured it out
eventually (yay autocomplete :P)
L1735[18:03:10]
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L1736[18:19:23] <Delenas> Is it possible
to use IBlockColor until a property value is met, then switch to a
TESR?
L1737[18:19:38]
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L1738[18:20:52] <Delenas> Like.
PropertyEnum (BlanketStyle=solid_blue) would use IBlockColor, but
BlanketStyle=rainbow would use a tesr?
L1739[18:20:54] <vox> Do you like the
logo that I made btw, williewillis
L1741[18:22:17]
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L1742[18:23:16] <williewillus> Delenas:
getRenderType takes a blockstate
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L1744[18:25:15] <williewillus> return the
force tesr one if it has the property you want
L1745[18:25:47] <williewillus> and
interesting that mojang added that - now my mana pools can render
mostly in the static model except if its the fabulous pool :P
L1746[18:27:01] ***
williewillus is now known as willieaway
L1747[18:27:11] <Delenas> But does that
work as intended?
L1748[18:29:04] <killjoy1> !gm 146195
1.8.9
L1749[18:29:40] <Gil> IceDragon: you
don't happen to be here? I want to do some pull requests on
GrowthCraftCE I think
L1750[18:29:57] <IceDragon> Yo
L1751[18:30:10] <Gil> you're the main dev
for GrowthcraftCE, right?
L1752[18:30:13] <IceDragon> Sure man, go
right ahead, I'll review and merge
L1753[18:30:21] <IceDragon> Something
like that
L1755[18:30:31]
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L1756[18:30:48] <Gil> I noticed that
running GC + Forestry is a clusterfuck of sorts, ran into some bugs
trying to fix it in configs
L1757[18:31:14] <Gil> so I think I'm
going to work on the bugs in the bees module and maybe add the
extra integration in the code, so it runs better by default
L1758[18:31:28] <IceDragon> Gil: o_e
clusterfuck is when you have 3 million records to deliver to client
in under 5 seconds
L1759[18:31:34] <Gil> heeh
L1760[18:31:36] <Gil> true
L1761[18:32:04] <Gil> I'll try to do
clean PRs of some of the issues
L1762[18:32:10] <IceDragon> Our bees
module needs a good slap on the back
L1763[18:32:45] <IceDragon> good luck,
poke me if you need some help finding out how the code base works
together
L1764[18:32:56] <Gil> from what I can
tell, with a little itty bitty work, it can actually integrate
quite nicely with forestry, even leaving the GC stuff in
there
L1765[18:33:19] <Gil> code base looks
quite clean, I'll manage :)
L1766[18:33:53] <Gil> any other bees
stuff that you've wanted to fix for a while?
L1767[18:34:12] <Gil> while I'm in there,
might give it a look (in separate PRs obviously)
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L1769[18:37:46] <IceDragon> Gil: not fix,
more like rewrite, you'd need to talk with the rest of the
team
L1770[18:38:02]
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L1772[18:38:39] <vox> Horary for broken
code!
L1773[18:38:46] <vox> *Hooray
L1774[18:38:49] <vox> wow, I can
spell
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L1777[18:44:17] <killjoy1> hooray for
broken english!
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L1779[18:45:37] ***
willieaway is now known as williewillus
L1780[18:45:39] <Delenas> Engrish
L1781[18:46:27] <williewillus> did vox
leave? :P
L1782[18:46:49] <williewillus> Delenas:
it probably does
L1783[18:46:55] <williewillus> lemme
try
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L1785[18:47:58] <killjoy1> In the models,
did the arm poses replace aimedBow?
L1786[18:48:09] <thecodewarrior> Is there
something that stores the horizontal part of an entities look
vector? If they look down it becomes 0,-1,0 and the horizontal
parts are lost.
L1787[18:48:14]
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L1788[18:48:52] <williewillus> uhh it
should have full look vec information
L1789[18:49:17] <williewillus> killjoy1:
yes
L1790[18:49:38] <killjoy1> I have a lot
of work to do for left arms
L1791[18:50:09] <thecodewarrior> Never
mind. I found it.
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L1799[19:05:01] <williewillus> Delenas: i
just converted botania's mana pools to only use tesr to render the
pool for the rainbow variant. seems to work
L1800[19:05:06] <williewillus> yay even
more performance improvements :D
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L1803[19:05:30] <minecreatr> for some
reason I am getting the error Caused by:
java.lang.NoSuchMethodError:
net.minecraft.block.Block.setStepSound(Lnet/minecraft/block/SoundType;)Lnet/minecraft/block/Block;
when I try to set my blocks step sound in its
cosntructor.....
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L1806[19:08:55] <wire|away> try updating
mappings, minecreatr
L1807[19:09:14] <williewillus> lol the
breaking overlay appears huge on these
L1808[19:09:16] <williewillus> for some
reason
L1809[19:10:19] <Delenas> williewillus,
are you rendering just the effect, or the entire model?
L1810[19:10:37] <williewillus> ?
L1811[19:10:59] <williewillus> right now
after my changes: pool itself is static model, tesr renders the
water, particles, and extra effects
L1812[19:11:08] <Delenas> Oh sweet
L1813[19:11:09] <williewillus> except if
it's the rainbow pool in which case tesr does all of it
L1814[19:11:36] <Delenas> Oh. Including
the pool frame itself, then?
L1815[19:11:56] <williewillus> yes
because you can't do rapidly changing effects like rainbow in a
static render
L1816[19:12:45] <Delenas> Hmm. So in
theory, I have a model that can render parts (frame, blanket, and
sheet).. if I have a blanket property of rainbow, I could ignore
the static renderer and render the blanket with a TESR? The rest
with the model?
L1817[19:13:04] <williewillus> yes
L1818[19:13:31] <Delenas> Awesome.
L1819[19:13:45] <williewillus> for
example in my Block.getRenderType I have "if rainbow return
ENTITYBLOCK (force tesr), else return MODEL (combined static +
tesr)
L1820[19:19:10] <MrSlick> I'm kinda
having trouble wrapping my head around these
"implements", "extends", and
"abstract" key words I find in Java. Anyone have
something that I could quickly read to help my understanding?
L1821[19:20:25] <capitalthree> extends is
inheritence, and implements is just a contract to adhere to an
api
L1822[19:20:43] <MrSlick> what about
abstract :o
L1823[19:20:47] <capitalthree> and
abstract means, left up to subclasses to define
L1824[19:21:12] <MrSlick> thanks
<2
L1825[19:21:14] <MrSlick> woops
L1826[19:21:47] <capitalthree>
welcome!
L1827[19:23:36]
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L1834[19:35:13] <MrSlick> Anyone
recommend an open source mod that is good to learn from?
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L1837[19:38:06] <MrSlick> Well, I guess
what I am looking for is a mod that is well rounded and is easy to
follow.
L1838[19:41:50] <masa> MrSlick: I'd first
read through the oracle java docs at least
L1839[19:41:55] <vox> Sooo, I just lost
power for about 2 minutes
L1840[19:42:01] <masa> so that you don't
have problems with java itself
L1841[19:42:06] <MrSlick> I know
java
L1842[19:42:09] <vox> Turns out IDEA
really doesn't like power-loss
L1843[19:42:32] <vox> It not only killed
all of the projects, but also did things like resetting the IDE
color
L1844[19:42:37] <masa> well you just
asked about extends/implements/abstract though...?
L1845[19:42:45] <williewillus> ^?
:P
L1846[19:42:56] <MrSlick> I mostly know
Java :P
L1847[19:42:59] <MrSlick> Ok, maybe I
dont
L1848[19:43:14] <masa> so what kind of
things do you want to see from an open source mod?
L1849[19:43:32]
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L1850[19:43:38] <masa> I don't know how
crap my code actually is, but everything in the mod works at least
:p
L1851[19:43:45] <MrSlick> blocks that do
something, items that do something
L1852[19:43:48]
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L1853[19:43:50] <MrSlick> mostly stuff
that does stuff
L1855[19:44:25] <williewillus> for what
mc version?
L1856[19:44:28] <masa> I have lots of
"bound location" and "teleport things" and
"inventory things" type of stuff
L1857[19:45:25] <MrSlick> I am working
with 1.9 atm
L1858[19:45:31] <MrSlick> neat
L1860[19:45:50] <williewillus> there's
some questionable stuff
L1861[19:45:55] <williewillus> but most
of it should be fine to learn from :P
L1862[19:46:02] <masa> oh right, hmm, I
should udpate the things in 0.5.x to the curseforge project page...
I always forget to do that
L1864[19:47:04] <MrSlick> ok
L1865[19:47:19] <masa> that's sort of
interesting download counts stats for different mc versions
L1866[19:47:33] <masa> for the new
releases today for 1.7.10, 1.8.9 and 1.9
L1867[19:49:26]
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L1868[19:49:42] <Delenas> ..why, Mojang.
Why would you add TextFormatting colors to EnumDyeColor, but make
it private.
L1869[19:50:00] <Delenas> Also,
enumDyeColor is no longer just dyes. x.x
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L1871[19:52:17] <Stiforr> How do you make
your mod trigger the little update gem on the main menu? For 1.9 I
assume
L1872[19:55:34] <masa> by using the forge
update checker
L1874[19:56:14] <masa> that plus you need
to have the json that defines the versions
L1876[19:56:36] <TehNut> er
L1877[19:56:38] <TehNut>
s/gist/json
L1878[19:57:24] <masa> wait is it
recomended or recommended? lex's example had both...
L1879[19:58:02] <Stiforr> Very cool
thanks masa and TehNut
L1880[19:58:41] <TehNut> I think it's
supposed to be 2 m's. I just copypasted the example and edited it
originally
L1881[19:59:02] <masa> so I get kicked if
I link the example gist because the url has lex's name in it?
:p
L1882[19:59:34] <Stiforr> lol
L1884[19:59:49] <williewillus> just use a
shortener lol
L1885[19:59:57] <Stiforr> lmao
L1886[20:00:07] <Kodos> gitio-creator
:3
L1887[20:00:11] <Kodos> Or however it's
typed
L1888[20:00:45] <vox> masa: oh wow, those
are interesting
L1889[20:00:53] <masa> hmm which
shorteners are people using?
L1890[20:00:55] <vox> Good to see 1.9
with traction!
L1891[20:01:02] <vox> I use
google's
L1892[20:01:02] <masa> those?
L1893[20:01:20] <unascribed> for anything
github or gist
L1895[20:01:43] <vox> (the statistics
from Ender Utilities)
L1896[20:02:00] <vox> That's
awesome!
L1897[20:03:00] <masa> hmm, I need to
make two more mods so I get to double digits :p
L1898[20:03:11] <masa> I have plans for
at least one already
L1899[20:03:21] <unascribed> someone just
asked me to backport my mod to 1.8.0
L1900[20:03:22] <unascribed> wat
L1901[20:03:26] <unascribed> people still
play that version?
L1902[20:03:27] <masa> and kind of
another one to, except there are simolar alternatves already
L1903[20:03:32] <williewillus> thats like
1.7.2 :P
L1904[20:03:41] <masa> hehe
L1905[20:04:11] <masa> yep I fairly
recently have gotten like 10k donloads for the initial version of
ender utilities that was made during modjam
L1906[20:04:20] <masa> which is complete
and utter shit
L1907[20:04:30] <unascribed> I need to
release my content mod one of these days
L1908[20:04:47] <masa> and I've also seen
new "mod spotlights" for the 1.7.2 version in somewhat
recent months
L1909[20:04:52] <masa> like what the hell
people
L1910[20:05:07] <unascribed> 172/10
L1911[20:05:21] <TehNut> I think I saw
one for 1.6 in the last few weeks
L1912[20:05:25] <unascribed> wtf
L1913[20:05:36] <williewillus> you
shouldn't be surprised
L1914[20:05:39] <unascribed> next thing
you know we're going to get a spotlight for some 1.4.7 mod
L1915[20:05:54] <williewillus> a small
fraction of people stay behind on every version :P
L1916[20:06:01] <williewillus> just look
at all the tekkit servers around
L1917[20:06:02] <masa> well there was
that one hilarious youtube channel like a year ago
L1918[20:06:10] <williewillus> but that
doesn't really count since 1.2.5 was such a monumental
version
L1919[20:06:40] <masa> that had some
text-to-speech bot reading mod descriptions and showing a shitty
screenshtos as picture, and I think they made
"spotlights" for even like 1.2 mods
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L1921[20:07:07] <masa> and then they had
two-layers adf.ly links to the mods
L1922[20:07:22] <Delenas> unascribed: New
mod, EE2. Man, I hope someone updates that. /s
L1923[20:07:27] <williewillus> oh
wait
L1924[20:07:35] <unascribed> they did,
didn't they?
L1925[20:07:36] <unascribed>
ProjectE?
L1926[20:07:51] <williewillus> oh wait I
do that
L1927[20:07:52] <williewillus> :D
L1928[20:07:54] <Delenas> Whoosh.
L1929[20:07:57] <masa> :D
L1930[20:08:09] <unascribed> well I hate
the entire concept of EE with the force of a thousand suns
L1931[20:08:11] <unascribed> so I don't
keep track
L1932[20:08:22] <Delenas> I was firing
shots.
L1933[20:08:46] <unascribed> every mod
worth using in 1.4.7 and 1.2.5 has been either rewritten as an
opensource "Project" clone mod, or never died to begin
with
L1934[20:08:51] <masa> yep I also dislike
the concept and I would never player with any such mod in a
"real survival world"
L1935[20:09:00] ***
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L1936[20:09:23] *
williewillus cries
L1937[20:09:30] <williewillus> tbh I
don't use it exploity really
L1938[20:09:36] <williewillus> just
lazily
L1939[20:09:39] <TehNut> Oh, does that
mean I should rename SSTOW to ProjectShard/ProjectShard?
L1940[20:09:44] <unascribed> yes
L1941[20:09:44] <TehNut> er
L1942[20:09:45] <williewillus> lol
L1943[20:09:49] <TehNut> one of those was
supposed to be Soul
L1944[20:09:54] <unascribed>
ProjectSoul
L1945[20:09:56] <TehNut> i'm tired
L1946[20:10:16] <masa> I mean that's a
nice concept for things like the early FTB maps, but I just don't
like the fact that you can turn like ender pealrs into
diamonds
L1947[20:10:25] <masa> that just feels
like cheating to me
L1948[20:10:28] <unascribed> yeah, it's a
fundamentally flawed concept
L1949[20:10:39] <masa> thus I wouldn't
use such mods in a regular survival world
L1950[20:10:39]
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L1951[20:10:41] <unascribed> it's like
people who delete X stacks of items as payment for spawning things
in
L1952[20:10:44] <Delenas> Well maybe
people like assigning dragon hearts 10 billion EMC and abusing
it.
L1953[20:10:57] <unascribed>
chickenator
L1954[20:10:58] <unascribed> 'nuff
said
L1955[20:11:01] <Delenas> Their play
style, not yours.
L1956[20:11:16] <unascribed> well that's
sort of my problem
L1957[20:11:18] <masa> it would instantly
eat all my mtoivation to do anything long-term in the world when
you can get everything by feeding billions of cobble to some
machine
L1958[20:11:21] <unascribed> is I am
absolutely crazy about balance
L1959[20:11:27] <Delenas> I think the
condensers gave everyone a bad image of EE.
L1960[20:11:40] <unascribed> for example,
the modpack I maintain has solar blanket disabled
L1961[20:11:42] <unascribed> and the
nether has no lava
L1962[20:11:50] <Delenas> There was no
balance. Once you were set, you were set.
L1963[20:15:31] <Nosirrom> What do
partialticks actually do in raytrace? I've just been putting in
1
L1964[20:15:39] <williewillus>
interpolation between ticks
L1965[20:16:12] <williewillus> value
between 0 and 1
L1966[20:16:33] <unascribed> 0 means
"previous tick", 1 means "this tick",
effectively
L1967[20:16:39] <unascribed> 0.5 means
halfway between
L1968[20:16:56] <unascribed> if you're on
the server the value is basically meaningless
L1969[20:17:00] <williewillus> ^
L1970[20:17:04] <unascribed> on the
client it gets passed to every render method
L1971[20:17:17] <williewillus>
partialticks exists because you want to render faster than the
tickrate
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L1973[20:17:27] <Nosirrom> ah
L1974[20:17:32] <unascribed> yeah
L1975[20:17:36] <unascribed> so for
example if you're rendering at 40FPS
L1976[20:17:46] <unascribed> partialTicks
is 0, 0.5, 0, 0.5, 0
L1977[20:17:50] <unascribed> since the
tickrate is always 20TPS
L1978[20:18:03] <williewillus> if you
ever see mod animations look super choppy they're probably not
using partialticks correctly
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L1980[20:18:17] <williewillus> / at
all
L1981[20:18:20] <unascribed> yep
L1982[20:18:48] <williewillus> so you're
seeing that animation as fast as the world ticks (20 fps at
best)
L1983[20:19:39] <Nosirrom> ah, probably
doesn't explain why my raytrace hits blocks but not entities
though
L1984[20:19:47] <unascribed>
rayTraceBlocks only does blocks
L1985[20:19:54] <unascribed> I don't
think there's any utility method for both
L1986[20:20:00] <unascribed> but
EntityThrowable is a good starting point
L1987[20:20:04] <williewillus> and
Minecraft
L1988[20:20:06] <unascribed> (I last
checked this in 1.7, could be wrong)
L1989[20:20:08] <williewillus>
.objectMouseOver
L1990[20:20:11] <williewillus> or
whatever its called
L1991[20:20:21] <Nosirrom> oh, the
player's raytrace is just raytraceblocks
L1992[20:20:54] <unascribed> if he's
calling rayTrace directly though he's probably on the server
L1993[20:21:08] <williewillus> i mean
that you can probably refit the client's stuff
L1994[20:21:13] <williewillus> look at
Minecraft.getMouseOver
L1995[20:22:35] <vox> So my LOWER_ALWAYS
code works, that's good
L1996[20:22:48] <vox> Now I have to
figure out what's not working on my LOWER_WHEN_BLOCK_HELD
code
L1997[20:23:17] <williewillus> probably
your property getter then
L1998[20:23:19] <vox> Actually, I'll push
first
L1999[20:23:28] <vox> Almost definitely
something in there
L2000[20:24:18] <williewillus> link after
you push?
L2001[20:24:49] <vox> sure
L2003[20:26:51] <williewillus> your hand
switching is swapped
L2004[20:27:05] <williewillus> line 69
you're saying "if the shield is in the offhand, check the
offhand for a block"
L2005[20:27:12] <vox> Oh derp
L2006[20:27:15] <vox> That's probably
it
L2007[20:28:15] <vox> I changed the
getItemOffhand to getItemMainhand, hopefully it works
L2008[20:28:35] <vox> w00t it works
L2009[20:28:43] <williewillus> shields
don't keep their banner pattern when repaired?!
L2010[20:28:51] <vox> Nope
L2011[20:28:56] <williewillus> -.-
L2012[20:28:59] <unascribed> crafting
repair nukes all NBT
L2013[20:29:02] <unascribed> you need to
use an anvil
L2014[20:29:10] <vox> Yep, and you can't
do that for shields
L2015[20:29:15] <unascribed> oh?
L2016[20:29:17] <unascribed> you can't
even combine them?
L2017[20:29:26] <unascribed> sounds like
Mojang code
L2018[20:29:32] <vox> I was under the
impression you could not, would have to verify
L2019[20:29:34] <vox> lemme do that
now
L2020[20:30:00] <vox> Nope, you
can't
L2021[20:30:18] <vox> They go into the
Anvil inventory but don't do anything, there's an X over the recipe
arrow
L2022[20:30:24] <unascribed> nice
L2024[20:30:41] <vox> I've got a long
list of changes that I want to make to these
L2025[20:32:33]
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L2028[20:42:22] <Zaggy1024> beware when
calling player.rayTrace on the server, that won't be in sync with
what the client is aiming at
L2029[20:43:29] <vox> Am I being dumb? I
can't find the CurseForge finish button uploading a new version of
my mod
L2030[20:44:16] <vox> Huh, whatever
caused that is fixed after I reloaded
L2031[20:44:38]
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L2034[20:44:55] <vox> Can you edit the
front page overview on CurseForge?
L2035[20:45:03]
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L2036[20:45:28] <TehNut> Settings >
Description
L2037[20:45:39] <vox> Thanks
L2038[20:45:47] <TehNut> Gives a really
nice WYSIWYG editor
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L2041[20:46:21] <vox> When I uploaded
earlier today I found out that it parses Markdown (It took my
entire README.md with no editing)
L2042[20:46:30] <TehNut> Yeah, it's
really nice
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L2044[20:47:57] <williewillus> Zaggy1024:
yeah it will? :P (mostly)
L2045[20:48:23] <williewillus> if you're
talking about the 1.7 eye glitch it got fixed, and so was the sneak
glitch
L2046[20:48:33] <Zaggy1024> I'm not
talking about glitches
L2047[20:48:51] <Zaggy1024> I'm just
talking about the fact that at the moment you ray trace on the
server, if the client is moving their aim, the server won't know
about it
L2048[20:49:13] <Zaggy1024> which causes
stuff like the lily pad bug which I was talking about before,
remember? :P
L2049[20:49:20] <williewillus> yeah
L2050[20:49:47] <williewillus> but how
fast can you move for that? it comes up almost never in normal
play
L2051[20:50:39] <Zaggy1024> it can come
up quite easily if you're trying to place multiple quickly
L2052[20:50:39] <williewillus> i guess my
point is callign raytrace on the server is completely fine and will
match the client in most all cases
L2054[20:50:46] <Zaggy1024> and any sync
problems are bad
L2055[20:51:12] <Zaggy1024> calling
raytrace to modify the world like in the case of lily pads is not
completely fine :P
L2056[20:51:13] <williewillus> some pics
would be nice, wanna see how the shields look lowered :D
L2057[20:51:24] <williewillus> yes but
what are you proposing instead lol
L2058[20:51:29] <Zaggy1024> send a
packet
L2059[20:51:33] <Zaggy1024> otherwise
you're going to desync
L2060[20:51:43] <williewillus> and by the
time th packet makes it to the client and back then what :P
L2061[20:51:49] <vox> Oh, true. I'll add
some
L2062[20:51:57] <Zaggy1024> I don't think
you understand how it would work willie
L2063[20:52:09] <williewillus> where are
you saying "send a packet" from?
L2064[20:52:10] <Zaggy1024> player tries
to place lily pad at a position in the world
L2065[20:52:15] <williewillus> what if
what he wants to do is server initiated?
L2066[20:52:15] <Zaggy1024> a packet is
sent with that position in it
L2067[20:52:20] <Zaggy1024> server places
lily pad at taht position
L2068[20:52:21] <Zaggy1024> no
desync
L2069[20:52:23] <williewillus> I'm nto
talking about the lily pad thing
L2070[20:52:28] <williewillus> his
specific case :P
L2071[20:52:44] <Zaggy1024> what would be
server initiated?
L2072[20:52:51] <williewillus> also make
a pr to fix it if it's so broken :D
L2073[20:53:05] <Zaggy1024> that would be
a bit of a complicated fix I believe
L2074[20:53:13] <williewillus> but you
said just send a packet? :P
L2075[20:53:28] <Zaggy1024> indeed, but
it's a vanilla use handler that would have to be changed
L2076[20:53:35] <Zaggy1024> and that
would be a new packet
L2077[20:53:42] <williewillus> why would
it be a new packet?
L2078[20:53:52] <williewillus> can't you
just send the norma vanilla pos packet?
L2079[20:53:55] <Zaggy1024> or modifying
the existing one if itw as to be a universal fix for the use
callback (which would probably be inefficient on data)
L2080[20:53:58] <williewillus> +1 line
patch
L2081[20:54:13] <Zaggy1024> are packets
guaranteed to be processed in the order they're sent?
L2082[20:54:47] <williewillus> yes
L2083[20:54:52] <williewillus> in mc at
least
L2084[20:55:10] <Zaggy1024> hm
L2085[20:55:46] <Zaggy1024> I'll try that
as a fix, but it may confuse the server since the tracking packets
are probably not meant to be send by random stuff
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L2087[20:56:32] <williewillus> i don't
think it would
L2088[20:56:39] <williewillus> client
already sends move packets very often
L2089[20:56:42] <vox> Willie: images
posted
L2090[20:57:00] <williewillus>
awesome
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L2092[20:57:48] <Zaggy1024> huh.
L2093[20:57:58] <Zaggy1024> mouse input
in GUIs is handled each tick rather than each render
L2094[20:58:43] <Zaggy1024> which can
cause some input lag in the scrolling
L2095[20:58:44] <williewillus> what was
the call to move players serverside again?
L2096[20:58:51] <TehNut> guy just came
into my channel to ask me for help with MCreator
L2097[20:58:56] <williewillus> lol
L2098[20:59:06] <TehNut> He doesn't speak
english so he is using Google translate to talk and read
L2099[20:59:13] <williewillus> xD
L2100[20:59:15] <williewillus> what
channel?
L2101[20:59:19] <TehNut> No, I have no
clue why he's in there
L2102[20:59:36] <masa> what's
mcreator?
L2103[20:59:47] <TehNut> Good answer
:P
L2104[21:00:03] <TehNut> #TehNut
L2105[21:00:04] <masa> 42
L2106[21:00:29] <TehNut> Mcreator (Mod
Creator) is a program that people use to generate mods
L2107[21:00:45] <williewillus> code
generation for mc mods
L2108[21:00:48] <williewillus> terrible
thing :P
L2109[21:00:54] <masa> geenrate mods...
eww. I better go to sleep before I get nightmares
L2110[21:00:59] <williewillus> last time
someone checked it does import net.minecraft.*
L2111[21:01:01] <williewillus> or
something stupid
L2112[21:01:02] <williewillus> like
that
L2113[21:01:33] <williewillus> anyways no
one remembers the call to move players serverside? .-.
L2114[21:01:36] <williewillus> was it
addVelocity?
L2115[21:02:20] <masa> don't know, but I
would also like to know
L2116[21:02:31] <masa> what do
slimeblocks do?
L2117[21:02:38] <williewillus> those are
probably clientside
L2118[21:02:44] <masa> or do they do it
client side?
L2119[21:03:02] <masa> right..
L2120[21:03:15] <masa> well anyway,
good... err, morning, I'lle go to sleep
L2121[21:03:28] <masa> it's only 5
AM
L2122[21:05:39] <killjoy1> I just fixed
all the compile errors for 1.9. I deserve a break
L2123[21:05:56] <williewillus> how many
did you have?
L2124[21:06:13] <killjoy1> I don't
remember
L2125[21:07:18] <killjoy1> I started with
90
L2126[21:07:31] <killjoy1> i did like 13
today
L2127[21:08:48] <FusionLord> anyone know
what is wrong with this? Exception parsing line #1227: `f
562/184/120 563/185/120 564/186/120`
L2128[21:08:55] <killjoy1> I think it was
13 after I fixed the names
L2129[21:09:13] <killjoy1> mostly
itemHeldRight
L2131[21:11:55] <FusionLord> thought it
was a bad export so I rexported it but same error
L2132[21:13:31] <vox> williewillus: can
you return something other than 0 or 1 in a predicate?
L2133[21:13:41] <williewillus> any float
value
L2134[21:13:46] <vox> awesome,
thanks
L2135[21:13:51] <williewillus> the jsons
match based on a >= relationship
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L2137[21:17:13] <williewillus> okay yeah
im confused how I can't find how to knockback a player from the
serverside
L2138[21:17:23] <williewillus> servers
already newed to do that for like pvp right?
L2139[21:18:01] <Nosirrom> thanks for the
help on raytracing earlier, everything is working.
L2141[21:20:44] <williewillus>
looll
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L2143[21:21:29] <vox> lol
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L2157[21:41:11] <vox> Aaaand there's a
third version for the night
L2158[21:41:14] <vox> I'm on a roll
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L2160[21:42:58] <killjoy1> I released 2
versions tonight
L2161[21:43:12] <killjoy1> not an hour
after release, someone found a bug
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L2181[22:26:46] <SirWill> canHarvestBlock
does only check if the tool can break the block and not if
something prevenst the block break or?
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L2183[22:34:17] <killjoy1> It sounds like
its if the block drops itself
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L2186[22:37:25] <SirWill> hm, I'm trying
to figure out how I can check if the player is able to break the
block or if an event blocks it but I can't find any way
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L2188[22:39:35] <Dustine> would
canHarvestBlock work?
L2189[22:40:03] <Dustine> it's on
EntityPlayer
L2190[22:40:15] <TehNut>
"canHarvestBlock does only check if the tool can break the
block and not if something prevenst the block break or?"
L2191[22:40:22] <TehNut> From about 10
minutes ago
L2192[22:40:31] <Dustine> i wasn't online
at that time, my apologies
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L2194[22:42:06] <Dustine> i have a
question of my own regarding network code: i read online that the
max packet size, in bytes, from client to server is Short.MAX_VALUE
(32,767). is that value also hardcoded or referenced anywhere on
Forge side, so i can make a reference to it and forget it?
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L2198[22:48:04] <Gil> is there a standard
way in Forge to have a recipe with a bucket of custom liquid?
L2199[22:48:23] <Gil> when two mods add
buckets for the same liquid, the buckets don't tend to be
oredicted
L2200[22:48:31] <Gil> do I write a custom
handler for that?
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L2205[23:03:11] <Gil> found it,
FluidStack
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L2207[23:08:54] <unascribed> Dustine,
Short.MAX_VALUE. :P
L2208[23:09:05] <unascribed> It's limited
like that because it's saved to a short
L2209[23:09:33] <unascribed> though I
seem to remember Forge having a special varshort type that can go a
little higher
L2210[23:10:52] <Dustine> hehe, fair
enough, i'll have to not be lazy and check the changelogs from now
on :P
L2211[23:10:56] <Dustine> thank
you!
L2212[23:11:12] <unascribed>
welcome
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L2223[23:22:17] <Gil> how do I use a
FluidStack in a recipe?
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L2233[23:41:51] <rebecca> I'm looking to
commission a few custom blocks. PM me if you have experience coding
blocks that transport/process items and want some paid work.
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L2236[23:56:02] <Jdembo> its been done
before but