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L9[00:21:08] <williewillus> SinbadEV: check your mappings, newer builds of forge need newer mappings
L10[00:21:10] <williewillus> and vv
L11[00:24:02] <SinbadEV> williewillus, I figured out I could set it in the constructor instead... I started fresh from scratch today with the latest forge so shouldn't it have had the right "mappings" whatever they happen to be.
L12[00:24:37] <williewillus> also those tutorials are i don't even know how many years old
L13[00:24:38] <SinbadEV> ?
L14[00:25:16] <williewillus> http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L15[00:26:18] <SinbadEV> I've noticed... it's frustrating... I am supplementing them by googling errors and looking at the [or should I say your?] updated Botania source.
L16[00:27:02] <williewillus> haha :P
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L28[01:13:28] <Cypher121> so, do I have to register each and every item in model mesher?
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L31[01:16:10] <Nosirrom> yep
L32[01:16:47] <Nosirrom> that's why loops were invented
L33[01:17:07] <Cypher121> no shit
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L35[01:17:50] <Cypher121> but so far item rendering spreads over 3 different places and block rendering over 4
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L37[01:19:01] <TehNut> Wait are you using Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(...)?
L38[01:19:13] <Cypher121> yes
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L40[01:19:20] <Cypher121> that's what I see online
L41[01:19:22] <stuntguy3000> Hey guys, so im totally new to Forge API and would love guidance. (I come from a Bukkit background). I am looking to make a client mod where when a player takes damage (on a vanilla/spigot - not forge - server), x code happens. I have some sample code, and have registered the LivingHurtEvent event. However, on multiplayer the event does not seem to fire, ever. Can anyone point me in the right direction? Cheers.
L42[01:19:26] <Cypher121> is there a better way?
L43[01:19:31] <TehNut> ModelLoader.setCustomModelResourceLocation()
L44[01:19:33] <TehNut> lol
L45[01:19:42] <Cypher121> UGH
L46[01:21:05] <TehNut> That will also register the variant for you, so don't worry about doing that
L47[01:21:15] <TehNut> (if you do that)
L48[01:22:00] <Cypher121> I'm probably not
L49[01:22:25] <Cypher121> I'm trying to render a plain old book
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L66[01:29:23] <Cypher121> is gui opening the same as 1.7 at least?
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L87[01:45:27] <Cypher121> TehNut: so I changed mesher call to model loader call and it broke
L88[01:46:13] <Cypher121> https://gist.github.com/Cypher121/b9b054f9338b60fdfa070d55ff8477c5
L89[01:47:47] <TehNut> Code?
L90[01:48:29] <Cypher121> https://gist.github.com/Cypher121/056c15949435fb0c40c8f2c2e7944b17
L91[01:48:45] <TehNut> no like
L92[01:48:52] <TehNut> ModelLoader.blah
L93[01:48:59] <Cypher121> https://gist.github.com/Cypher121/ec7f61285b3ff23bb5f7dce1ba21c717
L94[01:49:27] <Cypher121> itemMesher.register(sameargs) works
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L96[01:50:15] <TehNut> preinit right?
L97[01:50:22] <Cypher121> yeah
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L100[01:50:52] <TehNut> Console spit anything out?
L101[01:51:04] <Cypher121> 1 sec
L102[01:51:47] <Cypher121> nope, just standard garbage
L103[01:51:54] <Cypher121> no errors or warnings
L104[01:52:47] <TehNut> And broke means the model doesn't load?
L105[01:52:51] <Cypher121> yes
L106[01:53:04] <Cypher121> missing texture cube
L107[01:53:09] <fry> are you SURE you're calling it in PREinit?
L108[01:53:16] <Cypher121> ABSOLUTELY
L109[01:53:20] <Nosirrom> is it supposed to be in preinit?
L110[01:53:36] <fry> then you should've crashed with NPE with ItemModelMesher call.
L111[01:53:52] <Cypher121> no idea
L112[01:54:03] <fry> show the calling code
L113[01:54:03] <Nosirrom> I use the itemMOdelMesher in Init and haven't crashed
L114[01:54:07] <Cypher121> i'm lost at this point
L115[01:54:39] <Cypher121> well, apparently I set wrong proxy... somehow
L116[01:54:44] <TehNut> 99% of rendering is supposed to be done in pre
L117[01:55:02] <Cypher121> yeah, sorry, my fault
L118[01:55:09] <fry> > ABSOLUTELY
L119[01:55:14] <Cypher121> preinit
L120[01:55:17] <Cypher121> wrong proxy
L121[01:55:19] <Cypher121> like
L122[01:55:24] <Cypher121> common for both sides
L123[01:56:11] <fry> today's lesson: there's no absolutes
L124[01:56:20] <fry> everything can and will go wrong
L125[01:56:42] <Cypher121> i'm not saying it would be easier if I didn't have to work with 5 different files
L126[01:56:45] <Cypher121> but it would
L127[01:56:56] <Nosirrom> oh hey, if I call ModelLoader in preinit rather than init it works
L128[01:59:56] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160507 mappings to Forge Maven.
L129[02:00:00] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160507-1.9.zip (mappings = "snapshot_20160507" in build.gradle).
L130[02:00:10] <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/
L131[02:00:43] <stuntguy3000> Hey guys, so im totally new to Forge API and would love guidance. (I come from a Bukkit background). I am looking to make a client mod where when a player takes damage (on a vanilla/spigot - not forge - server), x code happens. I have some sample code, and have registered the LivingHurtEvent event. However, on multiplayer the event does not seem to fire, ever. Can anyone point me in the right direction? Cheers.
L132[02:00:55] <stuntguy3000> Sorry for the repost, just noticed we have a few more actives online
L133[02:01:27] <sham1> You use an event
L134[02:01:43] <stuntguy3000> I have the LivingHurtEvent event registered, but it doesn't fire.
L135[02:01:54] <stuntguy3000> Doesn't fire on a MULTIPLAYER server* Works fine in SP
L136[02:02:30] <stuntguy3000> Possibly unrelated: http://prntscr.com/b18zd7 Error occurs every two seconds when online
L137[02:02:40] <stuntguy3000> Could it have any correlation?
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L140[02:03:50] <stuntguy3000> sham1, Any ideas?
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L142[02:04:40] <sham1> I have an idea
L143[02:04:46] <sham1> Why don't you post your code
L144[02:04:51] <sham1> That should be the first thing'
L145[02:05:12] <stuntguy3000> On it
L146[02:06:19] <TehNut> Does that event even fire clientside?
L147[02:06:32] <TehNut> That would explain working in SP but not MP
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L150[02:07:44] <sham1> The best bet would be a packet to the client
L151[02:08:26] <stuntguy3000> TehNut I don't believe so
L152[02:08:27] <stuntguy3000> https://github.com/stuntguy3000/LEDCraft
L153[02:08:37] <stuntguy3000> Hopefully i havn't git ignored anything you need
L154[02:09:32] <TehNut> The FML event bus is deprecated, use MinecraftForge.EVENT_BUS.register() (Wont' fix the issue, just pointing out)
L155[02:10:07] <stuntguy3000> Will change
L156[02:10:09] <TehNut> But yeah, if that isn't printing out on servers, then it's just not firing on the client
L157[02:10:39] <stuntguy3000> I don't really understand the client-server differences, but the mod works on a SP server
L158[02:10:46] <stuntguy3000> "Possibly unrelated: http://prntscr.com/b18zd7 Error occurs every two seconds when online"
L159[02:10:47] <stuntguy3000> Opinions?
L160[02:10:57] <TehNut> An SP server is running the mod on both sides
L161[02:11:04] <TehNut> A dedicated server is running the mod on one side
L162[02:11:21] <stuntguy3000> I am wanting this mod to work for any server, spigot, vanilla, etc
L163[02:11:32] <stuntguy3000> Is there not a way to hook into client events? (excuse my terminology)
L164[02:11:32] <TehNut> Then you'll have to find a way without the event
L165[02:11:37] <stuntguy3000> Oh dear
L166[02:12:11] <stuntguy3000> I am considering to rip open something like the Wurst hacked client, to see how they hook into things locally - Is it even possible to do that without a forge server mod installed?
L167[02:12:25] <Wuppy> yay I finally can type again :D
L168[02:12:35] <TehNut> Do that = Detect when damaged?
L169[02:12:40] <stuntguy3000> Yeah
L170[02:13:16] <TehNut> I mean, you could check each tick
L171[02:13:36] <stuntguy3000> Check for a change in damage between each tick?
L172[02:13:45] <TehNut> Health yeah
L173[02:13:48] <stuntguy3000> What about something like a player respawn, can that be done with tick checking?
L174[02:15:09] <TehNut> LivingDeathEvent appears to be fired on both sides
L175[02:15:32] <stuntguy3000> How can you check on which sides its fired on?
L176[02:15:52] <TehNut> I'm looking at the call stack and seeing where the side checks are at
L177[02:16:03] <stuntguy3000> I see
L178[02:16:08] <TehNut> LivingDeathEvent -> EntityPlayer#onDeath(...)
L179[02:16:23] <TehNut> That method calls it at the top, then does some checking of sides below
L180[02:17:09] <TehNut> The event javadocs list everywhere Forge fires it from, so you can find it pretty easily
L181[02:17:21] <stuntguy3000> I couldn't find a JavaDoc link at all
L182[02:17:38] <TehNut> Not always links
L183[02:17:50] <TehNut> But like here http://tehnut.info/share/1YGczI2Pxm.png
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L185[02:18:03] <TehNut> Lines 3 through 5 in the javadoc
L186[02:18:07] <stuntguy3000> Oh right okay
L187[02:18:22] <TehNut> Oh did you mean a link to a download for the javadoc?
L188[02:18:39] <stuntguy3000> I mean that would be handy
L189[02:18:42] <stuntguy3000> But i know what you mean now
L190[02:20:33] <Cypher121> damn, gtx 1080 looks sweet
L191[02:21:07] <TehNut> i'll wait for the gtx 1440
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L201[02:54:23] <Zaggy1024> GTX 1080??
L202[02:54:53] <Zaggy1024> gj on confusing numbers lol
L203[02:55:02] <Zaggy1024> guess it was coming to that though
L204[02:57:21] <Cypher121> Zaggy1024: it's not like they had any choice with their numbering system
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L206[03:03:04] <Zaggy1024> yep
L207[03:03:29] <Zaggy1024> still, I find it somewhat amusing that their new card that should be able to run 4K is named 1080 :P
L208[03:03:54] <Zaggy1024> run it easily, that is
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L225[04:02:11] <Cypher121> wat. how can texturemanager be null during drawScreen
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L227[04:02:45] <Cypher121> https://gist.github.com/Cypher121/e2c937461e055c81c9a4ffc96c022718#file-guiguidebook-kt-L12
L228[04:02:52] <Cypher121> getting a null pointer there somehow
L229[04:03:31] <PaleoCrafter> when do you display the GUI? ingame or somewhere else?
L230[04:03:40] <Cypher121> in-game, on right-click
L231[04:04:02] <Cypher121> maybe it's because of how I do it, though
L232[04:04:10] <PaleoCrafter> hm, sure it's the textureManager and not mc?
L233[04:04:12] <Cypher121> I just directly assign currentScreen
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L235[04:04:19] <Cypher121> no idea, let's check
L236[04:04:19] <PaleoCrafter> oh, yeah, don't do that
L237[04:04:25] <Cypher121> mc would be even worse lol
L238[04:04:27] <PaleoCrafter> use displayGuiScreen or whatever
L239[04:05:00] <Cypher121> yeah, it's mc
L240[04:05:03] <Cypher121> apparently
L241[04:05:44] <PaleoCrafter> that stuff gets passed in in some method when opening the GUI through that method ^
L242[04:05:46] <PaleoCrafter> use it :P
L243[04:06:01] <Cypher121> yeah, couldn't find it at first
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L245[04:06:27] <TehNut> wut http://tehnut.info/share/UHZXlq3a8W.mp4
L246[04:06:43] <Cypher121> yay, texture is broken, position is VERY broken, but it displays!
L247[04:07:26] <Cypher121> TehNut: and what exactly is wut?
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L249[04:07:30] <PaleoCrafter> TehNut, nice abstract art
L250[04:07:41] <TehNut> The lighting when in offhand
L251[04:08:20] <Cypher121> mc leaks state again
L252[04:08:45] <ghz|lappy> TehNut: reset the lighting values on the gui?
L253[04:08:51] <TehNut> that picture is worth millions
L254[04:09:13] *** DRedhorse is now known as DonAway
L255[04:09:19] <Cypher121> only millions for all that effort? people paint 10 times less and it's worth billions!
L256[04:09:29] <PaleoCrafter> ^
L257[04:09:55] <ghz|lappy> nonono, the picture isn't worth anything, it's the sweat of the artist that sticks to it
L258[04:10:03] <ghz|lappy> that dictates the price
L259[04:10:17] <ghz|lappy> your sweat is simply not as values as theirs
L260[04:10:28] <ghz|lappy> valued*
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L262[04:10:38] <PaleoCrafter> actually, the sweat from doing this in MS paint must be worth trillions :P
L263[04:10:46] ⇦ Quits: baegmon (~baegmon@CPE-60-225-55-120.nsw.bigpond.net.au) (Ping timeout: 384 seconds)
L264[04:10:50] <ghz|lappy> yes, but it won't stick to the mod file ;P
L265[04:11:03] <ghz|lappy> now the keyboard and mouse of the artist...
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L267[04:13:00] <PaleoCrafter> anyways, onto immersifying the enchantment table
L268[04:15:54] <ghz|lappy> make a glyph draw on the in-world book?
L269[04:16:09] <ghz|lappy> and the item spin around on top of it
L270[04:16:12] <PaleoCrafter> yeah, that's what I thought
L271[04:16:23] <ghz|lappy> and a nameplate-like message on top of that, maybe
L272[04:16:25] <Cypher121> > i've sent you a book texture, should be okay
L273[04:16:28] <Cypher121> > http://i.imgur.com/lYcemw7.png
L274[04:16:34] <PaleoCrafter> and making the enchantment process not instant but actually more like Thaumcraft's arcane infusion
L275[04:16:35] <Cypher121> can't see shit, cap'n
L276[04:16:44] <ghz|lappy> hmmm
L277[04:16:58] <Ordinastie_> I love how PaleoCrafter makes a GUI lib, and then go on removing all the guis from vanilla :p
L278[04:16:58] <ghz|lappy> although dunno how you'd handle the multiple choices
L279[04:17:03] <ghz|lappy> XD
L280[04:17:09] <PaleoCrafter> page flipping :P
L281[04:17:24] <PaleoCrafter> the raytracing is going to be a bit of a challenge, but meh
L282[04:17:50] <PaleoCrafter> Ordinastie_, it's more interesting :P
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L286[04:29:53] <Cypher121> 10/10 can dual-wield hoe and a snowball
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L289[04:38:57] <ghz|lappy> http://arstechnica.com/gadgets/2016/05/nvidia-gtx-1080-1070-pascal-specs-pricing-revealed/
L290[04:39:00] <ghz|lappy> geh stupid nvidia
L291[04:39:19] <ghz|lappy> anouncing that the new generation will be just $50 more than the equivalent models of the 900 series
L292[04:39:19] <Wuppy> I want the 1070 dammit
L293[04:39:28] <ghz|lappy> but FASTER than both the titan X and 980 ti
L294[04:39:53] <ghz|lappy> (yes, then the 1070, or so this article says)
L295[04:39:56] <ghz|lappy> even*
L296[04:40:12] <Wuppy> what's bad about that?
L297[04:40:19] <ghz|lappy> it's bad for my wallet!
L298[04:40:27] <Wuppy> they made new hardware which is better than what's there and they ask less for it
L299[04:40:30] <Wuppy> sounds perfect :P
L300[04:40:36] <ghz|lappy> ye, butn ot for my wallet!
L301[04:40:37] <ghz|lappy> ;P
L302[04:40:39] <tterrag> yeah 1070 is tempting
L303[04:40:41] <Wuppy> hehe
L304[04:40:42] <tterrag> I don't really need it
L305[04:40:46] <Wuppy> which gpu do you have atm?
L306[04:40:51] <tterrag> I have a 770 atm and no plans to really get VR or anything
L307[04:40:51] <ghz|lappy> 970
L308[04:40:55] <Wuppy> tterrag, I just got a 970 so it's hard for me to buy the upgrade
L309[04:41:00] <Wuppy> but damn...
L310[04:41:00] <tterrag> yeah
L311[04:41:04] <ghz|lappy> but I got it last year with batman
L312[04:41:08] <Disconsented> You're better off waiting for the full lineup
L313[04:41:09] <tterrag> 770 -> 1070 is a much larger upgrade obviously
L314[04:41:10] <ghz|lappy> I was planning a computer upgrade
L315[04:41:12] <Wuppy> ghz|lappy, I'd stick with the 970
L316[04:41:16] <Disconsented> or grabbing a recent card second hand
L317[04:41:19] <tterrag> but I really don't think I fully utilize this GPU much
L318[04:41:20] <ghz|lappy> but the plan was cpu+mb+ram
L319[04:41:20] <Wuppy> but 770 -> 1070 is worth
L320[04:41:33] <ghz|lappy> I wantto get at least 32gb DDR4
L321[04:41:44] <Wuppy> jesus why
L322[04:41:45] <tterrag> with the 1070 I'd just be bottlenecked by my CPU
L323[04:41:45] <ghz|lappy> with a cpu that supports VT-d not just VT-x
L324[04:41:49] <ghz|lappy> simple:
L325[04:41:52] <ghz|lappy> I run a couple VMs
L326[04:42:01] <tterrag> I barely run VMs at all and I kinda want 32g
L327[04:42:02] <tterrag> :P
L328[04:42:02] <ghz|lappy> and I want to have enough ram to play ARK: Survival Evolved at the same time
L329[04:42:08] <Wuppy> yep, then it makes sense
L330[04:42:13] <ghz|lappy> and ARK uses like 8gb by itself
L331[04:42:15] <Wuppy> I have 8GB ddr3 ram
L332[04:42:25] <tterrag> how do you live
L333[04:42:32] <Wuppy> with a 970 and an i5 4460
L334[04:42:37] <Wuppy> I've never run out of ram
L335[04:42:44] <tterrag> then you're doing it wrong
L336[04:42:52] <ghz|lappy> 16gb would suffice, if I didn't run the VMs ;P
L337[04:43:02] <Wuppy> currently I'm capped by my cpu I'd say
L338[04:43:04] <ghz|lappy> but VMs + development environment + ARK? nope.
L339[04:43:10] <tterrag> yeah that CPU is a bit lacking
L340[04:43:13] <ghz|lappy> ends up swapping to disk, which is horrible
L341[04:43:14] <tterrag> 4770k here
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L343[04:43:22] <ghz|lappy> I use an i7-3770K
L344[04:43:28] <Wuppy> it's just 0.1GHz under the recomended specs for VR
L345[04:43:37] <ghz|lappy> the cpu is good enough
L346[04:43:37] <tterrag> might as well just post this http://i.imgur.com/EXf3kZe.png
L347[04:43:39] <Wuppy> the balance of 970 vs 4460 is pretty good in games
L348[04:43:44] <ghz|lappy> the reason I'll be replacing it, is DDR4
L349[04:43:49] <ghz|lappy> ;P
L350[04:43:51] * TehNut idles at 7Gb RAM usage
L351[04:44:08] <ghz|lappy> this laptop has 8gb
L352[04:44:12] <ghz|lappy> idles at 5.5gb used
L353[04:44:13] <Wuppy> I get 3.8GB with chrome open
L354[04:44:19] <ghz|lappy> with mc and idea open
L355[04:44:20] <ghz|lappy> ;P
L356[04:44:27] <ghz|lappy> which isn't really idling
L357[04:44:31] <TehNut> http://tehnut.info/share/pJNUpEi5VP.png
L358[04:44:37] <Cypher121> idea + firefox = 8.5gb ded
L359[04:45:11] <ghz|lappy> mc: 1.1gb, firefox: 1gb, idea: 900mb
L360[04:46:21] <Cypher121> almost 4gb here
L361[04:46:26] <Cypher121> on idea only
L362[04:46:48] <TehNut> 1.1 on idea right now
L363[04:46:56] <ghz|lappy> OS: Unsupported Windows 10.0 (Build #14332) CPU: Intel Core i7-2630QM,  2.00 GHz, 0 KB Video: Intel(R) HD Graphics 3000 (1366x768x32bpp 60Hz) Sound: Speakers (Realtek High Definiti Memory: Used: 6727/8104MB Uptime: 1w 8h 47m 49s HD Space: Free: 356.65 GB/577.01 GB Connection: Realtek PCIe GBE Family Controller-WFP Native MAC Layer LightWeight
L364[04:46:56] <ghz|lappy> Filter-0000 @ 0 bps (Rec: 1845.61MB Sent: 363.61MB)
L365[04:46:59] <ghz|lappy> this laptop ;P
L366[04:47:10] <ghz|lappy> oh hey
L367[04:47:23] <ghz|lappy> mirc now advertises windows 10 knowledge in its manifest
L368[04:47:27] <ghz|lappy> used to be 8.3
L369[04:47:43] <Wuppy> damn thats very meh
L370[04:47:48] <ghz|lappy> dude
L371[04:47:51] <ghz|lappy> I got this for 550eur
L372[04:47:58] <ghz|lappy> like 5 years ago
L373[04:48:03] <ghz|lappy> it was awesome
L374[04:48:06] <Wuppy> right, not bad then :O
L375[04:48:15] <ghz|lappy> i7 cpu (8 threads), 4gb ram, 500gb HDD
L376[04:48:22] <ghz|lappy> only 550 eur!
L377[04:48:40] <ghz|lappy> upgraded ram to 8 (wanted 16 but the specs said 8 max so I didn't want to waste money)
L378[04:48:56] <ghz|lappy> removed the optical drive
L379[04:49:04] <ghz|lappy> put the HDD in its place
L380[04:49:12] <ghz|lappy> and put a 120gb SSD as the primary drive
L381[04:49:29] <ghz|lappy> the SSD being an OCZ Vertex3
L382[04:49:35] <ghz|lappy> so it's not as fast as it used to be
L383[04:49:49] <Fendirain> Currently using 11.9 Gigs of ram myself...and people wonder why I want 32.
L384[04:49:52] <ghz|lappy> (Sandforce controllers are known to degrade)
L385[04:50:35] <ghz|lappy> so yeah
L386[04:50:38] <ghz|lappy> as I was saying
L387[04:50:44] <ghz|lappy> I was planning a pc upgrade
L388[04:50:54] <ghz|lappy> now I'm wondering if I'll not also get thewhole package
L389[04:51:04] <ghz|lappy> and add a gpu to the mix
L390[04:51:16] <ghz|lappy> I'll see when the performance reviews are in
L391[04:51:29] <ghz|lappy> non-VR performance will be the key to make a decision
L392[04:52:28] <Fendirain> But being able to actually run ARK..Is that even possible?
L393[04:52:33] <Fendirain> :p
L394[04:53:02] <ghz|lappy> hm?
L395[04:53:24] <ghz|lappy> ARK runs fine in my desktop, even with the VM in the background
L396[04:53:45] <ghz|lappy> it just takes 5 minutes to load, and then 5 minutes more for the highres textures to pop in
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L398[04:54:04] <ghz|lappy> but it would be nice to be able to set it to max settings ;P
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L400[04:54:07] <Fendirain> That game seems more like luck of the draw. Some people with worse computers have better luck than me.
L401[04:54:29] <ghz|lappy> AMD gpus, probably?
L402[04:54:41] <ghz|lappy> ARK performs better on AMD, so far as I know
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L404[04:55:04] <Fendirain> Ah, Good to know.
L405[04:55:10] <ghz|lappy> I'm a long-time nvidia user, though
L406[04:55:25] <ghz|lappy> so my next computer WILL have an Intel cpu, and an nVidia gpu
L407[04:55:33] <ghz|lappy> unless either of them decide to stop making cpus/gpus
L408[04:55:34] <ghz|lappy> ;P
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L410[04:55:44] <ghz|lappy> which intel sortof has
L411[04:56:02] <Fendirain> Same, Only time I have used AMD is currently, and only because my last video card died and I got this from someone else.
L412[04:56:10] <ghz|lappy> (not stop, but they apparently don't really care much for desktop anymore, they want to focus on enterprise?)
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L414[04:59:53] <Ordinastie_> is there a way to find out when a class was removed from forge ?
L415[04:59:56] <Ordinastie_> EntityInteractEvent
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L417[05:01:43] <ghz|lappy> find a commit that does have the file, and then look through the history for that file? ;P
L418[05:02:01] <Ordinastie_> yeah, I won't do that ><
L419[05:02:55] <ghz|lappy> uhh
L420[05:03:05] <ghz|lappy> I'm not finding that word in forge, but I see it in bukkit?
L421[05:03:11] <ghz|lappy> "EntityInteractEvent", I mean
L422[05:03:12] <Ordinastie_> it was in 1.8.9
L423[05:03:18] <Ordinastie_> but it's not anymore
L424[05:03:41] <Girafi> It's under PlayerInteractEvent now
L425[05:03:43] <Ordinastie_> it's probably been removed when the interact stuff got reworked, but I don't care enough to look into it
L426[05:04:00] <ghz|lappy> ah if it was a thing pre-1.9
L427[05:04:06] <ghz|lappy> it must have been removed in 1.9
L428[05:04:12] <ghz|lappy> along with the old interaction stuff
L429[05:04:18] <ghz|lappy> that became PlayerInteractEvent.*
L430[05:04:23] <Girafi> YUp
L431[05:04:28] <ghz|lappy> probably something like PlayerInteractEvent.Entity or whatever
L432[05:05:30] <TehNut> EntityInteract and EntityInteractSpecific
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L466[06:04:36] <Javaschreiber> As part of my PR, I encountered a TODO in EntityVillager concerning its display name. Currently the String, which will later be translated, is composed of entity.Villager + "profession", if the enormous switch case from vanilla didn't determine a name. My question is whether a new name format like entity.Villager + "domain"."profession" would be OK and doable, if "domain" was ignored if it was minecraft. Therefore this all co
L467[06:05:03] <ghz|lappy> the message got cut
L468[06:05:13] <ghz|lappy> you may want to write things in more lines
L469[06:05:20] <ghz|lappy> or paste into pastebin if it's a long text
L470[06:06:05] <Javaschreiber> As part of my PR, I encountered a TODO in EntityVillager concerning its display name. Currently the String, which will later be translated, is composed of entity.Villager + "profession", if the enormous switch case from vanilla didn't determine a name.
L471[06:06:11] <Javaschreiber> My question is whether a new name format like entity.Villager + "domain"."profession" would be OK and doable, if "domain" was ignored if it was minecraft. Therefore this all could be generalized.
L472[06:06:11] <ghz|lappy> also: since both unlocalized strings and professions are essentially global
L473[06:06:34] <ghz|lappy> wouldn't you want to include the domain on the profession name itself?
L474[06:06:57] <Javaschreiber> Yeah, but the career is used in the string.
L475[06:07:25] <ghz|lappy> sorry my knowledge of villagers is only superficial
L476[06:07:36] <ghz|lappy> what's the difference between profession and career? ;P
L477[06:07:54] <Javaschreiber> The problem I have, is that I'm trying to add a new profession to the priest (in my demo mod), and due to the switch case (it ignores the career in that case), the wrong name is displayed.
L478[06:08:09] <Javaschreiber> The profession is smith, whereas the career is weapon smith
L479[06:08:39] <Javaschreiber> The profession is registered as minecraft:smith and the career as "weapon"
L480[06:08:53] <Javaschreiber> sry. * minecraft : smith
L481[06:09:38] <ghz|lappy> ah so "career" is "specialization"
L482[06:09:39] <ghz|lappy> ;P
L483[06:10:20] <Javaschreiber> yes. but what if two mods have the same career, but in different profession contexts? Then the name would be wrong in one case.
L484[06:11:47] <ghz|lappy> yeah sorry no idea how that all works internally
L485[06:12:04] <Javaschreiber> I'll just try and add it to my PR
L486[06:12:10] <ghz|lappy> I suppose the ideal case would be something like career.getUnlocalizedName ;P
L487[06:14:29] <Javaschreiber> That sounds like a good idea.
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L489[06:22:10] <Zorn_Taov> how do you tell forge that an item needs to be colored depending on the metadata/nbt??
L490[06:22:13] <Zorn_Taov> -?
L491[06:22:31] <Ordinastie_> IItemColor
L492[06:22:46] <Zorn_Taov> trying that and the method doesn't get used
L493[06:23:00] <Ordinastie_> did you register it ?
L494[06:23:22] <Zorn_Taov> with registerItemColorHandler during init, and setCustomModelResourceLocation during preinit
L495[06:24:26] <Ordinastie_> that should work
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L497[06:25:36] <Zorn_Taov> https://gist.github.com/ZornTaov/0f1bafdc5e4a05a89a9082a202b35810
L498[06:25:58] <Zorn_Taov> looking at energypellet
L499[06:26:17] <Zorn_Taov> getColor just returns an int for now
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L501[06:26:49] <Ordinastie_> well, first, that's not needed : new Item[] {RCItems.energyPellet}
L502[06:26:52] <Ordinastie_> it's a vararg
L503[06:27:11] <Zorn_Taov> copied from vanilla's armor
L504[06:27:25] <Ordinastie_> yeah, and copying vanilla code is never a bad idea
L505[06:27:44] <Zorn_Taov> xD
L506[06:28:05] <Ordinastie_> make sure registerRenderersInit is called
L507[06:28:25] <Zorn_Taov> well, I am doing shenanigans with that enumit is during init
L508[06:28:31] <Zorn_Taov> adfh
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L510[06:29:03] <Zorn_Taov> it is during init, and I'm doing shenanigans with that enum so I'm not sure I'm doing the model reg right
L511[06:29:13] <Ordinastie_> if it is, then debug from where getColorFromItemstack is supposed to be called
L512[06:29:35] <Ordinastie_> the model should not affect the color
L513[06:29:37] <Zorn_Taov> well that logger never gets shown
L514[06:29:45] <Zorn_Taov> unless the console doesn't display debug
L515[06:29:45] <Ordinastie_> hence "debug"
L516[06:31:19] <Zorn_Taov> no, never gets called
L517[06:31:20] <Zorn_Taov> :/
L518[06:32:03] <Ordinastie_> you know what debug means, right ?
L519[06:33:13] <Zorn_Taov> yes, and I'm confused why it isn't working xD
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L521[06:33:51] <ghz|lappy> who is supposed to call that, Zorn_Taov? ;P
L522[06:35:24] <Zorn_Taov> ItemColors, then that ItemColors.getColorFromItemstack is called in RenderItem.renderQuads, and then I get confused about how BakedQuad gets hasTintIndex set :B
L523[06:35:53] <ghz|lappy> generated item models have the tint index set per layer
L524[06:35:58] <ghz|lappy> layer0 -> tint index 0
L525[06:36:01] <ghz|lappy> layer1 -> tint index 1
L526[06:36:02] <ghz|lappy> etc
L527[06:36:21] <ghz|lappy> custom json models need "tintIndex":N in their faces
L528[06:36:28] <ghz|lappy> but that wasn't the question
L529[06:36:32] <ghz|lappy> you said it never gets called
L530[06:36:37] <ghz|lappy> but does registerRenderersInit get called
L531[06:36:49] <Ordinastie_> he said it was
L532[06:36:52] <Zorn_Taov> hmmmm, that might be why, because my item models have textures 0, not layer0
L533[06:37:05] <ghz|lappy> are they builtin/generated?
L534[06:37:16] <Zorn_Taov> no, generated from a program
L535[06:37:22] <ghz|lappy> so .obj? or .json?
L536[06:37:22] <Zorn_Taov> no parent
L537[06:37:26] <Zorn_Taov> .json
L538[06:37:28] <ghz|lappy> aha
L539[06:38:12] <Ordinastie_> seriously why nobody can do proper debugging -_-
L540[06:38:38] <ghz|lappy> take a look at this: https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/blockEnderKeyBoundChest.json#L88
L541[06:38:47] <Cazzar> Ordinastie_: because, common sense.
L542[06:38:48] <ghz|lappy> that's how you assign tint indices to json models
L543[06:39:00] <Zorn_Taov> <Ordinastie_> seriously why nobody can do proper documentation -_-
L544[06:39:03] <Zorn_Taov> fixed
L545[06:39:14] <Ordinastie_> no it's not
L546[06:39:18] <ghz|lappy> that's mojang, though, and it took me all of 2 minutes to get working
L547[06:39:29] <Ordinastie_> documentation doesn't prevent you to know how to debug shit
L548[06:39:56] <Zorn_Taov> ghz, I only saw that with block model .json, not items
L549[06:40:01] <Zorn_Taov> which is why I was confused
L550[06:40:03] <Ordinastie_> you method is not called ? then check if the method it's called from is called itself
L551[06:40:05] <ghz|lappy> it's the same
L552[06:40:15] <ghz|lappy> block and item json models are exactly the same thing
L553[06:40:17] <Ordinastie_> it's not ? go up one leve
L554[06:40:32] <Cazzar> Being able to decipher code genrally ghelocal:wallpaper
L555[06:40:36] <Ordinastie_> it is called ? then go step by step to find why it skips your method
L556[06:40:51] <Cazzar> generally helps mitigate lack of docs
L557[06:41:09] <ghz|lappy> Ithink something came out wrong in your sentence, Cazzar
L558[06:41:21] <ghz|lappy> ;P
L559[06:41:28] <Cazzar> ghz|lappy: that's because I hit a macro...
L560[06:41:34] <Cazzar> Which includes the return keyl.
L561[06:43:10] <ghz|lappy> heh
L562[06:46:29] <Samario> what's the 'recommended' version to start fiddling with modding
L563[06:46:42] <Ordinastie_> 1.9
L564[06:46:56] <Zorn_Taov> still white :/
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L567[06:51:59] <ghz|lappy> Zorn_Taov: does the register method actually get called?
L568[06:52:21] <Cazzar> Samario: latest
L569[06:52:42] <ghz|lappy> Samario: always write mods in latest, whenever possible
L570[06:53:44] <Zorn_Taov> yup
L571[06:53:59] <ghz|lappy> unless you have a special situation that *requires* a specific verion of mc/forge, in which case there is no point in asking ;P
L572[06:54:14] <ghz|lappy> so yeah, latest mc, latest forge
L573[06:54:45] <ghz|lappy> and note that forge recommended doesn't mean yo ushould stay back and use it
L574[06:54:56] <ghz|lappy> it ismply means "recommended to upgrade to this if you use something older"
L575[06:55:09] <ghz|lappy> simply*
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L580[06:59:47] <Samario> I ask because I still see 1.7.10 mods being worked on so I just wanted to make sure
L581[07:00:26] <ghz|lappy> let me put it in another way: forge doesn't officially help people develop new mods on old versions
L582[07:02:02] <ghz|lappy> if lex is around and sees someone asking for help with an older version, he'll often be like "upgrade or gtfo" (not in those words)
L583[07:02:16] ⇨ Joins: Mattizin (webchat@p57AF542B.dip0.t-ipconnect.de)
L584[07:02:30] <ghz|lappy> and yeah, just simply on principle: who do you want to play your mod?
L585[07:02:45] <ghz|lappy> all the people who enjoy playing new things and will be happy to try yours
L586[07:02:59] <ghz|lappy> or the people who stay in the past playing the old mods and may ignore yours just because it's new? ;P
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L588[07:11:57] <Zorn_Taov> mergle, past 5am, going to sleep
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L591[07:17:46] *** MrKickkiller is now known as MrKick|Away
L592[07:18:05] <ghz|lappy> "no don't tab out of the game, we have to think things for ourselves! remember that first time we played Minecraft?" "yeah, we used the wiki, all the time." "oh, yeah, right..."
L593[07:18:43] <ghz|lappy> - yogscast lewis & duncan, 2016
L594[07:19:03] <barteks2x> I totally forgot that I should update to latest (release build) forge. I hope it didn't change that much
L595[07:19:15] <barteks2x> especially mappings
L596[07:19:19] <ghz|lappy> depends on how far back you are
L597[07:19:20] <ghz|lappy> ;P
L598[07:19:48] <barteks2x> 1.9-12.16.0.1864-1.9 for forge version and snapshot_20160414 formmappings
L599[07:19:58] <ghz|lappy> eh shouldn't be too bad
L600[07:20:00] <ghz|lappy> ;P
L601[07:20:11] <ghz|lappy> only a few names have changed in the newer mappings
L602[07:20:47] <barteks2x> I read that AsynchronousExecutor got replaced with simplier implementation, maybe I will finally understand how that part of code works
L603[07:21:25] <ghz|lappy> "Rolling Light Throw needs more ratings and reviews to stay at the top in Play Store!"
L604[07:21:32] <ghz|lappy> my game has been dead for like, half a year
L605[07:21:40] <ghz|lappy> I'm still receiving those emails xD
L606[07:22:00] <Ordinastie_> was it free ?
L607[07:22:02] <ghz|lappy> (dead as in, I gave up on it so I'm not bothering to update)
L608[07:22:03] <ghz|lappy> yes
L609[07:22:18] <Ordinastie_> has it been downloaded much ?
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L611[07:22:22] <ghz|lappy> nah
L612[07:22:46] <ghz|lappy> I got like, 150 downloads on the first days, from asking people to tell others about it
L613[07:22:54] <ghz|lappy> then one or two per week afterward
L614[07:23:02] <ghz|lappy> I made like $3 on ads
L615[07:23:08] <Ordinastie_> lol
L616[07:23:34] <ghz|lappy> but that game was never meant to be a source of income
L617[07:23:47] <ghz|lappy> I just didn't want to give up on gamedev without hving released a game
L618[07:23:47] <ghz|lappy> ;P
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L621[07:24:52] <ghz|lappy> I still want to finish the game someday, release a 2.0 with a whole bunch new levels and upgraded graphics, for like $.99
L622[07:25:08] <ghz|lappy> but first I want to settle my stuff
L623[07:25:21] <ghz|lappy> and right now IK'm dedicating those efforts to modding
L624[07:25:26] <ghz|lappy> which is a LOT more rewarding
L625[07:25:43] <ghz|lappy> (not in terms o money, but in terms of getting yourself known and your stuff liked)
L626[07:25:46] <ghz|lappy> of^
L627[07:25:49] <ghz|lappy> *
L628[07:25:59] <Ordinastie_> yeah, I have a FPS idea I want to try out with Unity, but I want to finish some stuff for my mods first
L629[07:26:05] <ghz|lappy> while mobile markets are a rather shitty place
L630[07:26:08] <Ordinastie_> which I'm not even currently doing ><
L631[07:26:59] <Mattizin> Hey, so i just started upgrading my mod from 1.8.9 to 1.9 Where can i get some infos about the changes about setUnlocalizedName and so on? :D fixed a whole bunch of java errors already but you know :)
L632[07:27:23] <Ordinastie_> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L633[07:27:44] <Mattizin> thank you, was searching for something like that, will dig into it :)
L634[07:28:31] <Mattizin> OH SHIT thats perfect with the name changes table
L635[07:28:48] <ghz|lappy> you use IDEA?
L636[07:28:56] <ghz|lappy> there's a migration file that automates all those renames
L637[07:28:57] <ghz|lappy> XD
L638[07:29:03] <ghz|lappy> using idea's Migrate function
L639[07:29:28] <Mattizin> no ecplise :/
L640[07:30:11] * ghz|lappy shrugs
L641[07:30:13] <Samario> well problem A is actually getting everything set up
L642[07:30:47] <ghz|lappy> well he already has 1.8.9 set up
L643[07:30:52] <ghz|lappy> migrating that to 1.9 is easy enough ;P
L644[07:30:55] <Mattizin> i had some problems with that too, had to delete all, setupDecompWorkspace and copy everything back in
L645[07:31:05] <Mattizin> otherwise gradle failed all the time :D
L646[07:31:11] <ghz|lappy> but it's not really that hard if you are new, Samario
L647[07:32:04] <ghz|lappy> Mattizin: whenever I do a major upgrade like that, I like to extract new versions of the gradle wrapper files, and then compare the new build.gradle with my own, to see if something has changed
L648[07:32:16] <ghz|lappy> but generally
L649[07:32:26] <ghz|lappy> 1.8.9 to 1.9 was just updating the forge version
L650[07:32:32] <ghz|lappy> re-running setupDecW
L651[07:32:36] <ghz|lappy> and thne fixing the errors
L652[07:32:56] <Mattizin> yeah but that failed all the time with my modfiles in it. got a workaround though :D
L653[07:32:58] <ghz|lappy> since you use eclipse, you may need to run gradle eclipse again
L654[07:33:21] <ghz|lappy> in IDEA, there's a really nice "refresh" icon in the gradle panel
L655[07:33:28] <Mattizin> yeah run gradlew cleanCache -> gradlew setupDecompWorkspace --refresh-dependencies --> gradlew eclipse
L656[07:33:31] <ghz|lappy> that lets you resynchronize the idea project
L657[07:33:36] <ghz|lappy> ewh no don't run cleanCache
L658[07:33:40] <ghz|lappy> unless you really really need to
L659[07:33:52] <Mattizin> mhhh why not?
L660[07:33:52] <ghz|lappy> it wipes ALL the forge data
L661[07:33:55] <ghz|lappy> for all mods
L662[07:34:00] <ghz|lappy> and all versions
L663[07:34:16] <ghz|lappy> you'll have to rerun setupDecompWorkspace on each mod again
L664[07:34:25] <ghz|lappy> if you just have one, it may not bother you
L665[07:34:30] <ghz|lappy> but most people have more than one mod ;P
L666[07:34:39] <Mattizin> hmmm ok than this tutorial isnt that good at all http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-7/updating-forge-gradle/
L667[07:34:57] <ghz|lappy> those tutorials are weird
L668[07:35:01] <ghz|lappy> they all start good
L669[07:35:05] <ghz|lappy> but at some point everything goeswrong
L670[07:35:27] <ghz|lappy> my steps for upgrading:
L671[07:35:33] <ghz|lappy> 1. make sure you use the latest gradle wrapper
L672[07:35:42] <ghz|lappy> 2. rerun setupDecompWorkspace
L673[07:35:47] <ghz|lappy> 3. refresh the project
L674[07:35:54] <ghz|lappy> in most cases, that's enough
L675[07:36:00] <Mattizin> thanks will do that next time
L676[07:36:10] <ghz|lappy> I really like the IDEA workflow more, though
L677[07:36:11] <barteks2x> !gm func_186018_a
L678[07:36:21] <ghz|lappy> since I can run the gradle commands directly on idea's gradle panel
L679[07:36:29] <ghz|lappy> so for me the process is:
L680[07:36:35] <ghz|lappy> 1. import the gradle file into idea
L681[07:36:48] <ghz|lappy> 2. wait for the gradle data to finish loading and the gradle panel to show the task list
L682[07:36:58] <ghz|lappy> 3. doubleclick the setupDecompWorkspace task
L683[07:37:14] <ghz|lappy> 4. doubleclick the genIntellijRuns task (IDEA-specific)
L684[07:37:32] <ghz|lappy> 5. resync the gradle project
L685[07:37:54] <ghz|lappy> that sequence almost never fails for me ;P
L686[07:38:34] <barteks2x> Why is BlockStateContainer.getSerializedState() not called something like getSize()?
L687[07:38:44] <ghz|lappy> no idea
L688[07:38:53] <ghz|lappy> make an issue on the mcp repository
L689[07:39:03] <barteks2x> Eighter I used it wrong the whole time, or it's named incorrectly
L690[07:39:05] <ghz|lappy> asking for suggestions
L691[07:40:03] <ghz|lappy> hmm yeah looks like that's a "getSerializedSize" at least
L692[07:40:52] *** MrKick|Away is now known as MrKickkiller
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L695[07:42:02] <barteks2x> and that's what I use it for in my Chunk* packets
L696[07:42:08] <TobyO> Hey, I'm looking for some help with 1.9 modding, is this the right place to ask?
L697[07:42:36] <ghz|lappy> ye
L698[07:42:37] <ghz|lappy> s
L699[07:43:18] <TobyO> Super, thanks! I am following MineMaarten's modding videos on youtube but they're out of date now
L700[07:43:26] <ghz|lappy> yeah most tutorials are
L701[07:43:34] <ghz|lappy> and those that aren't outdated, are just wrong
L702[07:43:37] <ghz|lappy> or inaccurate at least
L703[07:44:09] <TobyO> yeah, I'm managing to adapt most stuff but I'm having issues with syncing an entity with the server
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L705[07:46:17] <TobyO> I am calling notify block update which as far as I understand should cause the server to call getDescriptionpacket
L706[07:46:47] <TobyO> however, that doesn't seem to be happening
L707[07:46:52] <ghz|lappy> notifyBlockUpdate(pos, state, state, 3) ?
L708[07:46:59] <TobyO> that's the one
L709[07:47:04] <ghz|lappy> is the last param 3?
L710[07:47:11] <ghz|lappy> the bit 2 means "notify the client"
L711[07:47:29] <ghz|lappy> although wait
L712[07:47:34] <ghz|lappy> notifyBlockUpdate doesn't actually use that bit
L713[07:47:40] <TobyO> well, it's 3 but it's a bitmap isnt it?
L714[07:47:43] <ghz|lappy> shouldn't matter if oyu use 0,3,or 7
L715[07:47:51] <ghz|lappy> the only bit that matters is 8, and only in the client
L716[07:47:52] <ghz|lappy> XD
L717[07:47:58] <ghz|lappy> so nevermind
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L719[07:49:00] <TobyO> Yeah, it's definitely 3
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L721[07:49:21] <ghz|lappy> anyhow
L722[07:49:36] <ghz|lappy> so far as I know, it works for me ;P
L723[07:50:16] <TobyO> do you have an example I could look at and see where I am going wrong?
L724[07:50:21] <TobyO> if possible please
L725[07:50:28] <ghz|lappy> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/TileEnderKeyChest.java#L63
L726[07:50:47] <ghz|lappy> maybe you have to markDirty() before calling it?
L727[07:51:49] <TobyO> Ah, you're using an NBTTag
L728[07:52:04] <TobyO> The way I have it is to set a byteBuf
L729[07:52:57] <ghz|lappy> ah, I have never used it with anything other than that ;P
L730[07:53:04] <TobyO> according to minemarten it's more efficient
L731[07:54:03] <ghz|lappy> hmm but then you can't use SxxUpdateTileEntity
L732[07:54:04] <TobyO> maybe I should give up on that idea
L733[07:54:15] <ghz|lappy> my rule is: get it working first, make it fancy later
L734[07:54:16] <ghz|lappy> ;P
L735[07:54:29] <ghz|lappy> comment out the byte buf temporarily, and see if the NBT approach does work
L736[07:55:09] <TobyO> he returned new FMLProxyPacket(new PacketBuffer(packetbuffer), DescriptionHandler.CHANNEL); in the getDescriptionpacket
L737[07:55:47] <ghz|lappy> never used that ;P
L738[07:56:09] <TobyO> In fact, this is what he said on the youtube channel about it It will work, but I'd say it's bad practice! You should realize you're unnecessarily putting load on the network, as you're sending far too much data than necessary (strings from NBT tags are expensive, and not every tag you're saving should be synced)
L739[07:56:26] <ghz|lappy> yeah I'm aware
L740[07:56:30] <ghz|lappy> thing is
L741[07:56:37] <ghz|lappy> in the blocks I chose NOT to use that
L742[07:56:38] <TobyO> Although, it looks like that's how other things work
L743[07:56:42] <ghz|lappy> I just use a custom packet altogether
L744[07:56:52] <ghz|lappy> I simply don't bother with the getDescriptionPacket stuff
L745[07:57:00] <TobyO> oh right
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L747[07:57:18] <masa> I'm not syncing the whole TE data using write/readNBT but instead I manually put some tags I need to sync in that method
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L749[07:57:34] <ghz|lappy> yeah that's the in between use
L750[07:57:53] <ghz|lappy> instead of calling writeToNBT, you can just write a subset of the data
L751[07:57:56] <ghz|lappy> and restore it in onDataPacket
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L753[07:58:33] <masa> sure NBT still causes a few bytes of extra data to be sent, but that is completely meaningless in my case, unless someone has hundreds of thousands of my furnaces running and they switch between burning and not burning every second ;)
L754[07:59:07] <TobyO> have you played modded minecraft? :P
L755[07:59:19] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityEnderFurnace.java#L121-L149
L756[08:00:34] <masa> yeah so I actually send one byte of data, which becomes, hmm, is it 5 bytes for a TAG_Byte with name length of 1
L757[08:01:09] <TobyO> I see
L758[08:01:57] <masa> plus the compound tag itself that wraps it, which is 4 bytes without a name I think?
L759[08:03:05] <TobyO> thanks for the advice
L760[08:04:15] <TobyO> how do you forge a sync then?
L761[08:04:31] <masa> so eyah, if you have something that needs to sync often or that is likely to exist in large numbers in the world, then it would be better to use more efficient syncing with custom packets
L762[08:05:00] <Mattizin> a shot question in between: since 1.9 all ints are gone, what does getDimension return now? before it returned id and i need to change my switch now
L763[08:05:01] <masa> I'm using notifyBlockUpdate()
L764[08:05:20] <TobyO> The basic idea is that a player will right click the block with an item it will be stored
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L766[08:05:25] <masa> getDImensions() from what?
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L768[08:05:46] <Mattizin> world.provider.getDimension()
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L770[08:06:23] <ghz|lappy> Matthew: there's two separate things now
L771[08:06:39] <masa> world.provider.getDimension() still returns an int
L772[08:06:41] <ghz|lappy> there's getDimensionType
L773[08:06:44] <ghz|lappy> which returns the enum
L774[08:06:56] <ghz|lappy> but .getDimension is added by forge, which still returns the numeric dimension ID
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L778[08:11:10] <Mattizin> so i just got disconnected, if someone answered to my question about the getDimension it still returns an int, just the method name changed from getDimensionID() to getDimension() :)
L779[08:11:42] <ghz|lappy> [15:06] (ghz|lappy): Matthew: there's two separate things now
L780[08:11:42] <ghz|lappy> [15:06] (masa): world.provider.getDimension() still returns an int
L781[08:11:42] <ghz|lappy> [15:06] (ghz|lappy): there's getDimensionType
L782[08:11:43] <ghz|lappy> [15:06] (ghz|lappy): which returns the enum
L783[08:11:43] <ghz|lappy> [15:07] (ghz|lappy): but .getDimension is added by forge, which still returns the numeric dimension ID
L784[08:12:31] <Mattizin> will that be gone soon or will that stay?
L785[08:12:43] <Mattizin> because what ive heard all ints and ids should be gone?
L786[08:12:53] <ghz|lappy> this is different
L787[08:13:11] <ghz|lappy> we'll see how it evolves ;P
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L789[08:13:23] <ghz|lappy> would be interstingto identify dimensions with a registry name, I suppose
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L793[08:17:01] <Mattizin> yeah, that would be more complex in my opinion then a number.
L794[08:17:38] <ghz|lappy> well the point of theregistry names is that they can be identified regardless of config
L795[08:17:50] <ghz|lappy> so one server may have id 5, the other 50, and you don't care
L796[08:18:05] <ghz|lappy> but for dimesnions, it's a bit more complicated, since there's mods such as rftools dimensions and mystcraft
L797[08:18:10] <ghz|lappy> which create them dynamically and on the fly
L798[08:18:12] <ghz|lappy> so yeah
L799[08:18:16] <ghz|lappy> bb in a bit
L800[08:24:58] <Mattizin> so getRegistryName is now a ResourceLocation?
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L807[08:39:54] <ghz|lappy> Mattizin: back
L808[08:39:56] <ghz|lappy> yes
L809[08:40:09] <ghz|lappy> getRegistryName/setRegistryName have been unified
L810[08:40:17] <ghz|lappy> into a system that allows you to create new registryies
L811[08:40:19] <ghz|lappy> for anything
L812[08:40:58] <ghz|lappy> IForgeRegistryEntry<T> where T is the base type for the registry
L813[08:41:22] <ghz|lappy> class Block implements IForgeRegistryEntry<Block>
L814[08:41:30] <ghz|lappy> class Item implements IForgeRegistryEntry<Item>
L815[08:41:31] <ghz|lappy> etc
L816[08:44:12] <Mattizin> ok, do i need the unlocalizedName anymore?
L817[08:45:35] <ghz|lappy> forthe translation strings, sure
L818[08:45:40] <ghz|lappy> you NEVER needed it for registry stuffs
L819[08:45:54] <ghz|lappy> it was always an horrible hack to use "getUnlocalizedName.substring"
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L821[08:47:16] <ghz|lappy> this is my base class for blocks:
L822[08:47:17] <ghz|lappy> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/BlockRegistered.java
L823[08:47:52] <ghz|lappy> and this is how I use it:
L824[08:47:58] <ghz|lappy> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/Enderthing.java#L82,L84
L825[08:48:03] <ghz|lappy> note that
L826[08:48:11] <ghz|lappy> although the ItemBlock has always been optional
L827[08:48:19] <Temportalist> ghz|lappy: https://github.com/TheTemportalist/Origin/blob/1.9/src/api/scala/temportalist/origin/api/common/block/BlockBase.scala#L31
L828[08:48:22] <ghz|lappy> it used to be opt-out, which means no one even realized it was optional
L829[08:48:22] <Mattizin> i have sth similar, i just did setUnlocalizedName(item.getRegistryName()) , but that doesnt work anymore since registry name isnt a string anymore ;)
L830[08:48:29] <ghz|lappy> while it's now opt-in
L831[08:48:41] <PaleoCrafter> http://s.mineformers.de/java_2016-05-07_15-48-38.png slowly getting there
L832[08:48:42] <ghz|lappy> well you could .tostring
L833[08:48:44] <ghz|lappy> but that's ugly
L834[08:48:47] <ghz|lappy> means your strings become
L835[08:48:54] <ghz|lappy> "item.yourmod:itemname.name"
L836[08:48:54] <Temportalist> PaleoCrafter: what the?
L837[08:48:57] <PaleoCrafter> :P
L838[08:48:59] <ghz|lappy> which is ugly
L839[08:48:59] <ghz|lappy> XD
L840[08:49:13] <ghz|lappy> Temportalist: he's removing the GUIs from MC
L841[08:49:17] <ghz|lappy> making all the block interactions in-world
L842[08:49:20] <Temportalist> :O
L843[08:49:25] <PaleoCrafter> most of them, anyways
L844[08:49:28] <Mattizin> i think i will just hardcode modid + : + name likeyou do ;)
L845[08:49:31] <ghz|lappy> he already did anvil
L846[08:49:32] <Temportalist> how do you even?
L847[08:49:33] <ghz|lappy> and crafting table
L848[08:49:41] <ghz|lappy> Matthew: not ":", just "." ;P
L849[08:49:53] <ghz|lappy> my unloc strings look like "item.modname.itemname.name"
L850[08:49:56] <PaleoCrafter> currently it's all standalone blocks, Temportalist, waiting for substitutions to be fixed
L851[08:50:01] <ghz|lappy> which looks more consistent ;P
L852[08:50:12] <PaleoCrafter> I also have the furnace basically done, not satisfied with the visuals though :P
L853[08:50:18] <Temportalist> hmmmm
L854[08:50:28] <Temportalist> still in dev, or are the beta and screenshots?
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L856[08:50:51] <ghz|lappy> there's a handful of videos he linked ;P
L857[08:50:57] <Temportalist> where?
L858[08:51:00] <Temportalist> i wants to see :D
L859[08:51:04] <PaleoCrafter> one moment
L860[08:51:12] * Temportalist wishes to view the pretties
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L862[08:52:31] <Mattizin> What du you guys think about the new Tesla Power API?
L863[08:52:45] <PaleoCrafter> http://s.mineformers.de/2016-05-06_19-01-05.mp4 http://s.mineformers.de/java_2016-05-06_19-26-51.png http://s.mineformers.de/2016-05-06_19-32-49.mp4 http://s.mineformers.de/2016-05-06_22-31-17.mp4
L864[08:52:49] <PaleoCrafter> ignore the music on that last one :P
L865[08:53:21] <PaleoCrafter> when I'm done with the enchantment table, I'll clean it up a bit, add some documentantion and post it to GitHub
L866[08:54:33] <Temportalist> yaaaasss
L867[08:59:56] <ghz|lappy> Mattizin: it has flaws
L868[09:00:04] <ghz|lappy> i spoke with the designer a bit yesterday
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L870[09:00:44] <ghz|lappy> short version: I like my design more: https://github.com/gigaherz/CapabilityCore/tree/master/src/main/java/gigaherz/capabilities/api/energy
L871[09:00:58] <ghz|lappy> but if some of those flaws are fixed
L872[09:01:03] <ghz|lappy> I'd have no issue using Tesla instead
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L874[09:13:28] <Mattizin> Another energy api ? :D
L875[09:13:47] <ghz|lappy> I wrote mine after capabilities were introduced
L876[09:13:54] <ghz|lappy> as a test and proof of concept
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L878[09:13:58] <ghz|lappy> bfore 1.9 even
L879[09:14:01] <ghz|lappy> before^
L880[09:14:09] <ghz|lappy> but not that many people know about it
L881[09:14:13] <Mattizin> i just started modding with 1.8.9 again after tried a bit around mc 1.0 or so. So my mod atm is only learnign but will eb sth with energy so im interested in all the apis ;)
L882[09:14:20] <ghz|lappy> so I have already accepted the fact that mine will not be the chosen one
L883[09:14:36] <ghz|lappy> I'm just hoping for a decent compromise ;P
L884[09:14:53] <ghz|lappy> I did mine to be as close as possible to the IItemHandler capability
L885[09:15:03] <ghz|lappy> but also maintain many of the semantics of RF
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L888[09:15:15] <ghz|lappy> while keeping it all as simple as possible
L889[09:15:27] <ghz|lappy> so I made certain decisions:
L890[09:15:34] <ghz|lappy> 1. there's just one interface, that does both provide and receive
L891[09:16:01] <ghz|lappy> 2. the implementor is responsible for managing storage, such as with the INBTSerializable interface
L892[09:16:45] <ghz|lappy> 3. the capability api itself is responsible for the facing, so none of my methods have any facing data: you just provide different thin wrappers per side, if needed
L893[09:17:00] <Mattizin> My problem with this really simple APIs is that noone ever will use the more complexed implementation...
L894[09:17:25] <ghz|lappy> I'm actually considering a different kind of energy api
L895[09:17:36] <ghz|lappy> completely different in the base concept
L896[09:17:51] <Mattizin> imo rf is just too easy, gerate x if u need x onnect via pipes finish
L897[09:18:02] <ghz|lappy> this energy api would work on networks
L898[09:18:13] <ghz|lappy> and the only "state" information would be a balance of generation vs demand
L899[09:18:28] <ghz|lappy> if there's enough supply, the network will be active
L900[09:18:36] <ghz|lappy> if there isn't enoguh supply, the network will fail and be offline
L901[09:18:38] <Mattizin> and else complete down?
L902[09:18:53] <Mattizin> sounds like the ae2 channel system a bit?
L903[09:19:04] <Mattizin> only that its for energy not data
L904[09:19:05] <ghz|lappy> and any "buffer" such as a battery would only ever store the nubmer of second-units
L905[09:19:09] <ghz|lappy> so like
L906[09:19:18] <ghz|lappy> let's call them "Machine's Worth of Power"
L907[09:19:31] <ghz|lappy> 1 MWP would power a standard machine with no upgrades
L908[09:19:37] <ghz|lappy> such as an electric furnace
L909[09:19:41] <ghz|lappy> so
L910[09:19:56] <Mattizin> Wouldnt that be even simpler?
L911[09:20:01] <Mattizin> then rf or Tesla
L912[09:20:18] <ghz|lappy> a battery may say "Remaining: 30 MWP-Seconds"
L913[09:20:35] <ghz|lappy> which means, the buffer lasts 30 seconds if it's maintaining a 1MWP network
L914[09:20:38] <ghz|lappy> 15 if it's 2MWP, etc
L915[09:20:58] <ghz|lappy> equivalent to the "mAh" in real life batteries
L916[09:21:02] <Mattizin> sounds logic, but that sounds like ust a normal rf system with no rfs/t
L917[09:21:20] <ghz|lappy> it has one big advantage
L918[09:21:21] <Mattizin> instead using ur units/display variant
L919[09:21:23] <ghz|lappy> and one big flaw
L920[09:21:36] <ghz|lappy> the big advantage is that the network would not cause any cpu load at all
L921[09:21:50] <ghz|lappy> there's no code running per tick in order to transfer data between blocks
L922[09:22:06] <ghz|lappy> if the network's global state is "OK", the machine runs
L923[09:22:09] <ghz|lappy> if not, themachine doesn'trun
L924[09:22:25] <ghz|lappy> thebig flaw, is that it can't easily handle "dynamic consumers"
L925[09:22:42] <ghz|lappy> that is, machines that don't use a constant energy-per-tick amount of power
L926[09:22:54] <ghz|lappy> but require certain "packets" of energy at arbitrary times
L927[09:23:03] <Mattizin> yeah...
L928[09:23:09] <ghz|lappy> those machines, would require an intermediate buffer for converion
L929[09:23:14] <ghz|lappy> OR
L930[09:23:21] <ghz|lappy> they would need their own internal buffering system
L931[09:23:40] <ghz|lappy> so that they track the "MWP-Seconds" they have left over
L932[09:23:58] <Mattizin> which costs cpu again :D
L933[09:24:05] <ghz|lappy> yes, but ONLY for the one machine
L934[09:24:12] <ghz|lappy> doesn't cause a cascare of lbock updates
L935[09:24:17] <ghz|lappy> all across the piping system
L936[09:24:20] <Mattizin> yeah but not much machines run all hthe time using constant energy
L937[09:24:27] <ghz|lappy> since the piping system all shares one single status object
L938[09:24:33] <ghz|lappy> how not?
L939[09:24:51] <ghz|lappy> when you use a pulverizer
L940[09:24:51] <Mattizin> or do you mean a constant value per second?
L941[09:24:54] <ghz|lappy> it turns on,
L942[09:24:57] <ghz|lappy> does a certain amountof work
L943[09:24:58] <ghz|lappy> then turns off
L944[09:25:04] <ghz|lappy> this work may take 2 seconds
L945[09:25:05] <ghz|lappy> or 0.5 seconds
L946[09:25:16] <ghz|lappy> but it's still a fixed amount of power per tick, while on
L947[09:25:35] <ghz|lappy> every "turn on" and "turn off" event would cause the network status to refresh
L948[09:25:42] <ghz|lappy> but since thewhole network is sharing one single status object
L949[09:25:43] <Mattizin> y u are right there, but this wouldnt be my energy choice, just because i love numbers :D and my pc has no struggle with a big rf or even bc energy network
L950[09:25:44] <Mattizin> :D
L951[09:25:50] <ghz|lappy> it's only causing one single object to update
L952[09:26:03] <ghz|lappy> yeah that's why it's only an idea in my head
L953[09:26:11] <ghz|lappy> I don't think many people owuld WANT to use this
L954[09:26:15] <Mattizin> :D
L955[09:26:17] <ghz|lappy> since we tend to like to micromanage
L956[09:26:34] <ghz|lappy> even though micromanaging has been proven to be inefficient and often ineffective
L957[09:26:34] <ghz|lappy> in real life
L958[09:26:41] <Mattizin> micromanage perfect generate/consuming is just cool in mc :D
L959[09:27:00] <Mattizin> so i want a complexer energy system even more complex then ic2 which its transformers and so on
L960[09:29:25] <ghz|lappy> I just like to have a big generator
L961[09:29:25] <ghz|lappy> a big battery
L962[09:29:25] <ghz|lappy> and put everything in one single massive networ
L963[09:29:25] <ghz|lappy> fuck micromanaging
L964[09:29:25] <ghz|lappy> ;P
L965[09:29:25] <ghz|lappy> in my old FTB Infinity (pre-evolved)
L966[09:31:03] <Mattizin> me: making energy with energy possibility and using varios subnetworks :D
L967[09:31:27] <Mattizin> wither every*
L968[09:31:33] <Mattizin> with every* omg
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L971[09:32:59] <ghz|lappy> a redstone torch would cause it to generate 1RF per second or something like that
L972[09:33:21] <ghz|lappy> what's the last thing I said? ;P
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L974[09:33:55] <ghz|lappy> why did my main computer time out?
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L979[09:37:15] <Mattizin> <ghz|lappy>a redstone torch would cause it to generate 1RF per second or something like tha
L980[09:37:20] <Mattizin> that was the last :D
L981[09:38:12] <ghz|lappy> I mean before I rejoined
L982[09:38:12] <ghz|lappy> ;P
L983[09:38:12] <ghz|lappy> [16:32] (ghz|lappy): I want to make a block sometime that harvests energy passively by receiving redstone
L984[09:38:12] <ghz|lappy> [16:32] (ghz|lappy): so like
L985[09:38:13] <ghz|lappy> [16:33] (ghz|lappy): a redstone torch would cause it to generate 1RF per second or something like that
L986[09:40:09] <Mattizin> first exploit a chunk full of redstone torches every 2. level :D
L987[09:40:14] <Mattizin> gernerating much rf :D
L988[09:40:58] <ghz|lappy> not exploid
L989[09:40:59] <ghz|lappy> t
L990[09:41:03] <ghz|lappy> that woudl be the whole purpose of it!
L991[09:41:15] <ghz|lappy> make ridiculously huge passive harvesters
L992[09:41:24] <Mattizin> redstone blocks 9 rf/t?
L993[09:41:29] <ghz|lappy> no
L994[09:41:32] <ghz|lappy> depending on redstone level
L995[09:41:33] <ghz|lappy> so like
L996[09:41:44] <ghz|lappy> a redstone source right next to it would be one per second
L997[09:42:02] <ghz|lappy> a redstone wire with 1 level redstone woudl take 15 seconds to generate 1 rf
L998[09:42:36] <Mattizin> redstone torch surrounded by these blcoks (also top bottom?) then 4 or 6 rf/t?
L999[09:42:45] <ghz|lappy> yup
L1000[09:42:52] <ghz|lappy> but you need some way to transfer this energyin and out
L1001[09:43:08] <Mattizin> from the torch to the block or from the block to machines?
L1002[09:43:22] <ghz|lappy> from the harvester to whatever you use as a battery
L1003[09:43:22] <ghz|lappy> ;P
L1004[09:44:13] <Mattizin> i personally hate these floating conduits/pipes every mod has :D my mod will have some which have to stand on pillars :D
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L1006[09:47:30] <ghz|lappy> I liked the Ancient Warfare 2 energy transport stuff ;P
L1007[09:50:18] <Forecaster> anyone happen to know how to add items with pre-set nbt data to a creative tab?
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L1009[09:50:55] <PaleoCrafter> getSubItems
L1010[09:51:36] <ghz|lappy> if thoseitems aren't yours
L1011[09:51:41] <Forecaster> they are
L1012[09:51:41] <ghz|lappy> you can override a method in the creative tab
L1013[09:52:06] <ghz|lappy> yeah then getSubItems
L1014[09:52:44] <Forecaster> still 1.7 by the way
L1015[09:53:03] <ghz|lappy> just tell your IDE to help you override getSubItems
L1016[09:53:04] <ghz|lappy> ;P
L1017[09:53:12] <Forecaster> looks like the method exists though :P
L1018[10:01:31] <Mattizin> i need to rewirte my model registry for 1.9 :(
L1019[10:01:48] <Mattizin> anybody know a simple way there?
L1020[10:02:06] <Mattizin> also for Blocks and items with metadata example ores
L1021[10:02:11] <ghz|lappy> model registry?!
L1022[10:02:28] <Mattizin> ModelLoader.setCustomModelResourceLocation
L1023[10:02:30] <Mattizin> that
L1024[10:02:36] <ghz|lappy> that works just the same?
L1025[10:02:38] <Mattizin> what you need to do for your items/blocks
L1026[10:03:04] <ghz|lappy> ML.setCMRL(theItem, meta, new ModelResourceLocation(theItem.getRegustryName(), "inventory"));
L1027[10:03:21] <ghz|lappy> where theItem can be Item.getItemFromBlock(theBlock)
L1028[10:03:26] <ghz|lappy> this DOES work in 1.8.9 also
L1029[10:03:57] <ghz|lappy> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/BlockGemstoneOre.java
L1030[10:04:07] <ghz|lappy> this is my gemstone ores
L1031[10:04:16] <ghz|lappy> the code didn't really change much between 1.8.9 and 1.9
L1032[10:04:41] <ghz|lappy> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java
L1033[10:04:53] <ghz|lappy> you cna take a look at how I do model/rendering registrations
L1034[10:10:46] <Nitrodev> hi
L1035[10:11:57] <Temportalist> ghz|lappy: can you help me with some capability stuff?
L1036[10:13:27] <Mattizin> thank you, will take a llok into that just like the setUnlocalizedName i worked there with the registryName as well. Its no string anylonger so all is broken :D
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L1038[10:17:34] <ghz|lappy> Temportalist: ask
L1039[10:17:41] <ghz|lappy> I have a ibt of a headache, though
L1040[10:18:26] <Temportalist> so if the capabilities are no longer specific to any one object (like extended entities were), is there no way to use local variables in a capability interface?
L1041[10:18:49] <ghz|lappy> wat
L1042[10:19:02] <ghz|lappy> he interface is an interface
L1043[10:19:10] <ghz|lappy> but the actual capability can be any class that implements that interface
L1044[10:19:23] <ghz|lappy> in fact
L1045[10:19:26] <Temportalist> so the interfaces created are attached to each (in my case) entity?
L1046[10:19:32] <ghz|lappy> no
L1047[10:19:40] <ghz|lappy> you attach them by choice
L1048[10:19:45] <ghz|lappy> using AttachCapabilityEvent.Entity
L1049[10:19:52] <Temportalist> yes
L1050[10:19:52] <Temportalist> aside from that
L1051[10:19:56] <ghz|lappy> this works a lot like IEEPs
L1052[10:19:59] <ghz|lappy> in fact
L1053[10:20:18] <ghz|lappy> you could make the capability interface have thesame methods as IEEP
L1054[10:20:44] <Temportalist> take a look at this: https://gist.github.com/TheTemportalist/0c0cc53629626180a44bd47663211c2f
L1055[10:20:59] <Temportalist> so the default implementation isnt shared between entities
L1056[10:21:14] <Temportalist> or rather, each entities doesnt have its own extended entity object
L1057[10:21:24] <Temportalist> so I can't use local variables
L1058[10:21:27] <Temportalist> is that correct?
L1059[10:21:45] <ghz|lappy> wat
L1060[10:21:53] <ghz|lappy> why would they NOT have their own object?
L1061[10:22:20] <Forecaster> is "isItemValidForSlot" only used for GUI stuff?
L1062[10:22:36] <ghz|lappy> there's nothing that prevents you from returning a whole new instance in each invocation of AttachCapabilityEvent.Entity
L1063[10:22:41] <Forecaster> I expected it to be called when hoppers or something tried to insert items
L1064[10:22:47] <ghz|lappy> Forecaster: no, that's for hoppers
L1065[10:22:52] <Forecaster> but it's not called
L1066[10:23:00] <Forecaster> or wait
L1067[10:23:06] <Forecaster> am I not propogating that...
L1068[10:23:22] <ghz|lappy> in fact, the default Slot implementation does NOT call that
L1069[10:23:34] <ghz|lappy> you have to override the slot's method in order to limit what the user can do in the gui
L1070[10:24:07] <Forecaster> I thought I was sending it to my controller properly, but apparently I'm not
L1071[10:24:15] <ghz|lappy> heh
L1072[10:24:18] <Xilef11> do we need to register an ItemBlock manually for every block now?
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L1074[10:25:01] <ghz|lappy> yes
L1075[10:25:04] <ghz|lappy> if you NEED it
L1076[10:25:07] <ghz|lappy> it was always optional
L1077[10:25:10] <ghz|lappy> but because it was opt-out
L1078[10:25:15] <ghz|lappy> people didn't even know it was optional
L1079[10:25:17] <ghz|lappy> so now it's opt-in
L1080[10:25:23] <ghz|lappy> which reflects more how the internal stuff works
L1081[10:26:12] <Temportalist> ghz|lappy: the event has a method which passes the resource key and the provider. So how would you track the connection of entity to capability interface?
L1082[10:26:40] <ghz|lappy> I assign them when constructing the capability intance
L1083[10:26:56] <ghz|lappy> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L1084[10:26:57] <Temportalist> assign where?
L1085[10:27:03] <ghz|lappy> this is my IEEP converted to capability
L1086[10:27:17] <ghz|lappy> check the Handler at the bottom
L1087[10:27:38] <Temportalist> ohhhh, you have a separate provider object for each capability
L1088[10:27:48] <ghz|lappy> I have aseparate provider for each *entity*
L1089[10:27:54] <ghz|lappy> which knows its own capability instance
L1090[10:27:55] <Temportalist> right
L1091[10:28:25] <Temportalist> makes sense. thanks
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L1093[10:28:36] <Forecaster> hm, it's not being called in the tileEntity either...
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L1097[10:36:50] <Forecaster> nor is any of the methods that I would guess would be called when trying to insert items...
L1098[10:37:13] <Forecaster> or wait, it calls "getStackInSlot"
L1099[10:40:17] <Forecaster> I guess the way it works is it tries to get the stack, fill it and then move to the next slot until it runs out of items
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L1103[10:45:48] <williewillus> is there a world backup mod for 1.9 yet?
L1104[10:46:39] <williewillus> or chunkloading
L1105[10:46:48] <williewillus> need both xD
L1106[10:46:54] <Forecaster> ExU has chunkloading
L1107[10:47:06] <williewillus> ehh don't wanna add all of it just for that
L1108[10:47:08] <Forecaster> it's the only 1.9 one I know of at the moment
L1109[10:49:30] <masa> use hopper chunk loaders? ;D
L1110[10:49:38] <williewillus> those aren't fully reliable
L1111[10:49:44] <masa> hehe
L1112[10:49:44] <williewillus> unles you chain them out from spawn
L1113[10:49:54] <williewillus> but yes that's the "vanilla" way :P
L1114[10:50:04] <williewillus> and I guess since this is my former vanilla world that'll have to do
L1115[10:50:33] <Forecaster> ah, okay, if the slot is empty it does the other checking stuff
L1116[10:50:46] <williewillus> what are you asking about?
L1117[10:50:49] <masa> as for backups, I've always just used my own bash script run from cron, and using git for the actual backups... :p
L1118[10:51:38] <big_Xplosion> Chunkloading http://minecraft.curseforge.com/projects/chunkloaderz?gameCategorySlug=mc-mods&projectID=238153
L1119[10:52:15] <williewillus> mm, i'd rather something with not cost because chunkloading is a stupid engine quirk but thisworks, thanks
L1120[10:52:23] <williewillus> masa: git for binary files?? :P
L1121[10:52:34] <williewillus> comeon now :P
L1122[10:52:37] <masa> yes :p
L1123[10:52:47] <masa> it is still better than full tar balls
L1124[10:53:01] <masa> because it is somewhat incremental, in region file level
L1125[10:53:35] <williewillus> is it?
L1126[10:53:38] <williewillus> those are not text :P
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L1128[10:53:59] <masa> well I mean, only the changed regions bloat the repo
L1129[10:54:15] <masa> ie. I don't have to store all the un-changed regions again in each backup
L1130[10:54:55] <masa> I've been meaning to make my own backup utility for MC data, but that project has been frozen for some years... :D
L1131[10:55:22] <masa> so atm my vanilla server backup git repos are somewhere around 100 GB in total
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L1133[10:55:59] <masa> actually no, it's less, maybe around 60-80 GB
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L1135[10:57:27] <masa> the current world size is 544 MB and the current git repo 5.8 GB, this is the 8th repo and was rolled in the beginning of last July
L1136[10:58:48] <Xilef11> I have this block that doesn't render 3d in the inventory FSR https://gist.github.com/Xilef11/a6115866f8a9cc2b25b2659440e46633
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L1138[11:00:25] <williewillus> where do you register the item model / show item json
L1139[11:01:35] <williewillus> huh
L1140[11:01:50] <williewillus> apparently svn's diff algorithm "works just as well on text or binary"
L1141[11:05:53] <Xilef11> I just added the block/item models to that gist
L1142[11:06:23] <williewillus> your transforms are probably using the old 1.8 values
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L1144[11:06:28] <williewillus> if you just came to 1.9
L1145[11:06:29] <Temportalist> ghz|lappy: can you get the capability interface object from an entity via the capability resource location key?
L1146[11:06:32] <williewillus> the transforms changed
L1147[11:06:38] <williewillus> Temportalist: not intended to be used that way
L1148[11:06:41] <ghz|lappy> no
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L1150[11:06:44] <Temportalist> :/
L1151[11:06:47] <ghz|lappy> the resource key is internal only
L1152[11:06:49] <williewillus> you get Capability Implementations using the Capability Object
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L1154[11:06:51] <ghz|lappy> you use the capability instance
L1155[11:06:54] <ghz|lappy> that you get using
L1156[11:07:02] <ghz|lappy> @CapabilityInject(interface.class)
L1157[11:07:05] <williewillus> (using my primer terminology)
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L1159[11:07:26] * Temportalist is trying to implement dynamic extended entity syncing
L1160[11:08:20] <Xilef11> williewillus, my other blocks are also using the old transforms and they work...
L1161[11:08:26] <williewillus> they shouldn't :D
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L1163[11:08:55] <williewillus> they probably inherit from some cube json
L1164[11:08:58] <williewillus> which has the new transforms
L1165[11:09:08] <williewillus> the new transforms are specified in block/block.json
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L1168[11:17:31] <Elucent> question about particles in 1.9:
L1169[11:18:10] <Elucent> in 1.8 and below, there was a getAlpha() method that would determine whether particles with transparency draw over each other or not
L1170[11:18:24] <Elucent> it's gone now, is there any way to stop my particles from drawing over each other?
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L1172[11:19:11] <vox> I've been watching Dire's new FC2 video and people just asked for TiCon shields :P
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L1174[11:19:50] <williewillus> Elucent: i think its something to do with the renderlayers of particles
L1175[11:19:56] <williewillus> not exactly sure how it works though
L1176[11:20:43] <Elucent> maybe changing getFXLayer()?
L1177[11:21:11] <williewillus> also func_187111_c is getAlpha
L1178[11:21:17] <williewillus> however it got changed to return boolean
L1179[11:21:19] <williewillus> for some reason
L1180[11:21:56] <Elucent> maybe it's just a getter for if the particle is translucent or not
L1181[11:22:01] <williewillus> yes
L1182[11:22:09] <williewillus> 1.8 checks getAlpha != 1
L1183[11:22:12] <williewillus> 1.9 its just a boolean
L1184[11:22:21] <williewillus> so just override that method and you should be set
L1185[11:22:25] <Elucent> thanks
L1186[11:22:36] <williewillus> wonder if someones named it
L1187[11:22:39] <williewillus> !gm func_187111_c
L1188[11:22:45] <williewillus> yeah its isTransparent
L1189[11:28:14] <Temportalist> ghz|lappy: williewillus: interested in seeing what I came up with for dynamic entity capabilities?
L1190[11:28:19] <williewillus> sure
L1191[11:29:41] <Temportalist> It is missing a commit or two, but this: https://github.com/TheTemportalist/Origin/tree/1.9/src/foundation/scala/temportalist/origin/foundation/common/capability
L1192[11:29:55] <Temportalist> Mainly: https://github.com/TheTemportalist/Origin/blob/1.9/src/foundation/scala/temportalist/origin/foundation/common/capability/ExtendedHandler.scala
L1193[11:29:58] <williewillus> oh god :P
L1194[11:30:38] <williewillus> wth does a * after a type or _ mean
L1195[11:31:17] <vox> How does this IRecipe stuff work?
L1196[11:31:35] <Temportalist> williewillus: ?
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L1198[11:31:44] <williewillus> scala syntax question
L1199[11:31:46] <williewillus> :P
L1200[11:31:52] <PaleoCrafter> varargs :P
L1201[11:31:59] <Temportalist> _ in instantiation is jsut the default. for objects, null
L1202[11:32:16] <Temportalist> * is varargs
L1203[11:33:42] <Temportalist> I will have some sample implementation soon
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L1206[11:35:09] <vox> gigaherz: Java Map == C# Dictionary?
L1207[11:35:58] <Temportalist> https://www.irccloud.com/pastebin/a8L3apdX/
L1208[11:35:58] <ghz|lappy> yes
L1209[11:36:02] <ghz|lappy> well
L1210[11:36:04] <vox> Thanks
L1211[11:36:06] <ghz|lappy> Map === IDictionary
L1212[11:36:09] <Temportalist> PaleoCrafter: any idea why I would get this error with a class that extends IMEssageHandler? Caused by: java.lang.IllegalAccessException: Class net.minecraftforge.fml.common.network.simpleimpl.SimpleN
L1213[11:36:12] <ghz|lappy> HashMap = Dictionary
L1214[11:36:15] <vox> Oh I see
L1215[11:36:16] <vox> Thanks
L1216[11:36:18] <Temportalist> https://www.irccloud.com/pastebin/iWYvrKfh/
L1217[11:36:54] <PaleoCrafter> code? :P
L1218[11:37:01] <vox> Does Java not have structs?
L1219[11:37:10] <ghz|lappy> nope
L1220[11:37:13] <ghz|lappy> no valuetypes at all
L1221[11:37:17] <ghz|lappy> either primitives, or references
L1222[11:37:19] <williewillus> it will
L1223[11:37:20] <williewillus> soon(tm)
L1224[11:37:23] <williewillus> (not very soon)
L1225[11:37:24] <vox> That's annoying :P
L1226[11:37:24] <ghz|lappy> -ish
L1227[11:37:30] <ghz|lappy> also no unsigned integers
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L1229[11:37:39] <williewillus> it is interesting watching their efforts on the mailing list
L1230[11:37:44] <ghz|lappy> even "byte" is -128 to 127
L1231[11:37:45] <williewillus> lots of legacy cruft to work around
L1232[11:37:51] <williewillus> because of stupid type erasure
L1233[11:37:53] <williewillus> and wildcards
L1234[11:38:19] <williewillus> Temportalist: is the handler class public and static?
L1235[11:38:20] <ghz|lappy> "We decided to dump java, we implemented C# on top of the jvm instead"
L1236[11:38:22] <Temportalist> PaleoCrafter: https://github.com/TheTemportalist/EsoTeriCraft/tree/1.9/src/main/scala/temportalist/esotericraft/sorcery/common/capability
L1237[11:38:27] <Temportalist> https://github.com/TheTemportalist/Origin/blob/1.9/src/foundation/scala/temportalist/origin/foundation/common/capability/ExtendedHandler.scala
L1238[11:38:27] <diesieben07> and the fact that they never ever ever break even source compat
L1239[11:38:56] <Temportalist> PaleoCrafter: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.9/src/main/scala/temportalist/esotericraft/sorcery/common/capability/HandlerSorceryPlayer.java#L65
L1240[11:38:58] <williewillus> http://mail.openjdk.java.net/pipermail/valhalla-spec-experts/
L1241[11:39:14] <vox> How does the GameRegistry handle a bunch of sets of String/ItemStack? I'm trying to replicate it
L1242[11:39:14] <PaleoCrafter> smack a public in front of that, Temportalist :P
L1243[11:39:28] <PaleoCrafter> and why is that Java? D:
L1244[11:39:30] <ghz|lappy> vox: why do you need to replicate?
L1245[11:39:30] <Temportalist> the static class handler?
L1246[11:39:33] <PaleoCrafter> yes
L1247[11:39:44] <PaleoCrafter> no modifier = package-local
L1248[11:39:46] <Temportalist> PaleoCrafter: because @CapabilityInject doesnt work with scala
L1249[11:40:02] <Temportalist> it requires a STATIC field, and scala has no compilation down to java statics
L1250[11:40:05] <vox> ghz|lappy: I'm trying to make a class to hold recipes, because I'm generating them based on the oredict
L1251[11:40:08] <PaleoCrafter> uhm... yes it does :P
L1252[11:40:17] <Temportalist> not in what I could find
L1253[11:40:22] <PaleoCrafter> actually, nvm, mixed it up xD
L1254[11:40:29] <Temportalist> ya
L1255[11:40:33] <Temportalist> it creates singletons
L1256[11:40:36] <PaleoCrafter> no static fields, yeah
L1257[11:41:04] <ghz|lappy> vox: hmmm
L1258[11:41:06] <williewillus> this thread by kevin b is interesting http://mail.openjdk.java.net/pipermail/valhalla-spec-experts/2016-April/000117.html
L1259[11:41:28] <vox> I figured out the actual recipe part, it's a "String..."
L1260[11:41:29] <ghz|lappy> take a look at ShapedOreRecipes class
L1261[11:41:34] <vox> Thanks
L1262[11:41:38] <ghz|lappy> it's an array of objects
L1263[11:41:39] <Temportalist> PaleoCrafter: thats why I had to create a java class handler
L1264[11:41:56] <ghz|lappy> where each object can be a String, a Character, an ItemStack, an Item, or a Block
L1265[11:42:02] <vox> Oh wow it's literally an Object...
L1266[11:42:03] <vox> yeah]
L1267[11:42:03] <ghz|lappy> and the meaning is contextual
L1268[11:42:04] <PaleoCrafter> you could just have put that one thing in a separate Java class, you know :P
L1269[11:42:06] <diesieben07> uhm isnt that what final val does in scala?
L1270[11:42:08] <vox> Got it
L1271[11:42:12] <diesieben07> as opposed to just val?
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L1273[11:42:21] <Temportalist> PaleoCrafter: Im okay dealing with java. I just want it all together.
L1274[11:42:35] <Temportalist> diesieben07:
L1275[11:42:37] <Temportalist> diesieben07: no
L1276[11:42:42] <diesieben07> aw
L1277[11:42:45] <Temportalist> diesieben07: it always compiles down to java singletons
L1278[11:42:53] <Temportalist> scala hates the idea of statics
L1279[11:43:06] <PaleoCrafter> eh, I think final vals might actually get compiled to that
L1280[11:43:10] <diesieben07> yay, screw compat
L1281[11:43:10] <PaleoCrafter> but that doesn't really help here
L1282[11:43:10] <ghz|lappy> well
L1283[11:43:15] <diesieben07> why not?
L1284[11:43:19] <ghz|lappy> you can just have one single java class
L1285[11:43:24] <ghz|lappy> with all the @CapabilityInjects
L1286[11:43:25] <ghz|lappy> ;P
L1287[11:43:27] <Temportalist> I actually read an article that said that scala doesnt have statics because it doesnt follow the idea of all things are objects
L1288[11:43:28] <PaleoCrafter> CapabilityInject doesn't work on finals, I'd guess :P
L1289[11:43:38] <Temportalist> PaleoCrafter: correct, it does not
L1290[11:43:39] <diesieben07> yes it does
L1291[11:43:40] <Temportalist> I tried
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L1293[11:43:43] <diesieben07> which is horrible
L1294[11:43:44] <diesieben07> but it does.
L1295[11:43:50] <PaleoCrafter> wat, really?
L1296[11:43:51] <PaleoCrafter> q.q
L1297[11:43:53] <diesieben07> it's actually how you are supposed to use it
L1298[11:44:01] <diesieben07> yes, it does the horrible reflective hack
L1299[11:44:01] <williewillus> it un-finals the field before injecting :P
L1300[11:44:02] <Temportalist> diesieben07: I tried using @CapabilityInject on scala final vals and vals but it didnt do the thing
L1301[11:44:04] <diesieben07> to set static finals
L1302[11:44:13] * PaleoCrafter goes to shoot himself
L1303[11:44:15] <ghz|lappy> welp, gotta get ready
L1304[11:44:33] <diesieben07> yeap
L1305[11:44:37] <ghz|lappy> my aunt's 50 anniversary party starts in a bit
L1306[11:44:44] <ghz|lappy> later
L1307[11:44:44] <diesieben07> i hope it blows up in their face eventually.
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L1309[11:44:52] <diesieben07> cya gz
L1310[11:45:49] <Temportalist> williewillus: this is the sample implementation https://github.com/TheTemportalist/EsoTeriCraft/tree/1.9/src/main/scala/temportalist/esotericraft/sorcery/common/capability
L1311[11:46:11] <Temportalist> absolutely no functionality yet, but it compiles and doesnt crash on world load
L1312[11:46:44] <Temportalist> gigaherz: ^
L1313[11:46:56] <PaleoCrafter> it's not like I've never removed finals from fields (even classes) but... xD
L1314[11:47:04] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/tree/1.9/src/main/scala/temportalist/esotericraft/sorcery/common/capability https://github.com/TheTemportalist/Origin/blob/1.9/src/foundation/scala/temportalist/origin/foundation/common/capability/ExtendedHandler.scala
L1315[11:47:13] <diesieben07> classes? o.O
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L1317[11:47:23] <PaleoCrafter> iirc
L1318[11:47:33] <PaleoCrafter> might remember incorrectly though
L1319[11:47:33] <diesieben07> what does that even do
L1320[11:47:46] <PaleoCrafter> it was some ASM shenanigans
L1321[11:47:56] <Temportalist> diesieben07: final on classes means it cannot be a super class iirc
L1322[11:48:18] <diesieben07> i know, yes
L1323[11:48:22] <diesieben07> oh using ASM
L1324[11:48:23] <diesieben07> well then
L1325[11:48:24] <Temportalist> oh okay haha
L1326[11:49:01] <PaleoCrafter> I don't think reflection is actually capable of that :P
L1327[11:49:20] <diesieben07> hence my wondering
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L1330[11:53:59] <PaleoCrafter> I'm debating how I want to do the raytracing for the enchantment book: either 100% but terribly complicated (I'd guess xD) or approximate the two pages with rotated boxes (i.e. not axis-aligned)
L1331[11:54:51] <Temportalist> PaleoCrafter: I decided to split the capability inject into its own java class because API :P
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L1338[12:26:39] <vox> ghz|lappy: https://gist.github.com/WardBenjamin/fb115b4854bf6fa8f0fe1dfe199b2d57
L1339[12:26:40] <vox> :P
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L1343[12:43:05] <PaleoCrafter> capitalthree, around? :P
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L1345[12:43:58] <capitalthree> PaleoCrafter: sure, what's up?
L1346[12:44:08] <PaleoCrafter> you know Kotlin, right? xD
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L1353[12:49:28] <capitalthree> PaleoCrafter: somewhat yeah
L1354[12:49:37] <capitalthree> I'm not exactly an expert in it, I was actually using the minecraft mod to learn kotlin
L1355[12:49:45] <PaleoCrafter> hehe
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L1358[12:50:41] <gigimoi> Is there a static RenderManager to use or am I supposed to create one and pass it into registerEntityRenderingHandler?
L1359[12:50:55] <PaleoCrafter> well, do you know whether it's possible to do something like this Scala code: xs.foreach(someObject.functionTakingX) (so method references from an object, kind of)
L1360[12:51:52] <TehNut> Minecraft.getMinecraft().getRenderManager()
L1361[12:52:19] <gigimoi> TehNut, thanks
L1362[12:52:33] <masa> which version are you in?
L1363[12:53:26] <masa> you are supposed to use the factory to register entity renderers nowadays
L1364[12:54:05] <gigimoi> I'm in 1.9, but I'm loosly following a guide from 1.6 which is probably bad
L1365[12:54:17] <masa> yeah
L1366[12:54:27] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L85
L1367[12:58:53] <gigimoi> thanks
L1368[13:04:49] <capitalthree> PaleoCrafter: https://kotlinlang.org/docs/reference/lambdas.html
L1369[13:05:10] <capitalthree> PaleoCrafter: no wait click this: https://kotlinlang.org/docs/reference/reflection.html#function-references
L1370[13:05:13] <PaleoCrafter> I already looked through the docs :P
L1371[13:05:20] <PaleoCrafter> nothing that would explicitly mention this
L1372[13:05:28] <capitalthree> PaleoCrafter: it would be ::someObject.functionTakingX
L1373[13:05:33] <PaleoCrafter> nope
L1374[13:05:37] <capitalthree> no?
L1375[13:07:06] <PaleoCrafter> the compiler says "references to variables aren't supported yet", so it appears to confuse it with something else xD
L1376[13:07:36] <PaleoCrafter> oh, wait, it's someObject::function
L1377[13:07:50] <PaleoCrafter> or not
L1378[13:07:53] <PaleoCrafter> I dunno
L1379[13:08:31] <capitalthree> PaleoCrafter: I'll try
L1380[13:09:07] <capitalthree> wait I guess you didn't look at the first link I gave you
L1381[13:09:14] <capitalthree> fun toBeSynchronized() = sharedResource.operation()
L1382[13:09:15] <capitalthree> val result = lock(lock, ::toBeSynchronized)
L1383[13:09:30] <PaleoCrafter> that's meh though
L1384[13:09:35] <PaleoCrafter> and cheating :P
L1385[13:09:58] <capitalthree> yeah I kinda agree
L1386[13:10:12] <capitalthree> if there's no way to directly pass the reference to an object's method, that'll be disappointing
L1387[13:11:05] <PaleoCrafter> it might be object::method, the compiler says something about overload ambiguity
L1388[13:11:24] <PaleoCrafter> but that'd mean that it's too stupid to choose the right method
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L1390[13:16:55] <vox> What's the purpose of ShapedOreRecipe? It seems to do the same thing when registering as just using GR.addRecipe with the same arguments
L1391[13:17:21] <vox> Oh, is that for OreDict?
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L1393[13:18:41] <capitalthree> PaleoCrafter: and I take it, {x -> someObject.functionTakingX(x)} is also entirely too much typing?
L1394[13:18:50] <williewillus> yes
L1395[13:18:50] <PaleoCrafter> it isn't
L1396[13:18:57] <PaleoCrafter> but it's disappointing nonetheless :P
L1397[13:19:01] <capitalthree> yeah
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L1399[13:19:14] <PaleoCrafter> and acutally, { someObject.functionTakingX(it) }
L1400[13:19:15] <williewillus> the input objects can be Strings w oredict names for that one
L1401[13:19:31] <LexDesktop> https://twitter.com/LexManos/status/729012428709617664
L1402[13:19:40] <vox> thanks willie
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L1404[13:20:22] <capitalthree> but not as disappointing as Function<X>{public void apply(X x){someObject.functionTakingX(x)}}
L1405[13:20:33] <capitalthree> oh I forgot the semicolon :D
L1406[13:21:22] <PaleoCrafter> Java 8, duh :P
L1407[13:21:39] <capitalthree> forge still targets java 6 :P
L1408[13:21:57] <PaleoCrafter> doesn't mean mods have to
L1409[13:21:59] <capitalthree> but yes. life would be better if we could move things along
L1410[13:22:13] <capitalthree> it kind of does because it means end users will blame your mod if they can't run it
L1411[13:22:25] <capitalthree> it would be better if right off the bat they realize they need to upgrade java to use forge
L1412[13:22:30] <vox> Lex, I'm good with that
L1413[13:22:31] <PaleoCrafter> nah, with the new Java Version warning that isn't a problem :P
L1414[13:22:38] <capitalthree> ah ok
L1415[13:22:43] <capitalthree> cool then
L1416[13:22:52] <vox> Looks like all of the functionality that I can think of needing at the moment
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L1418[13:23:34] <williewillus> same here
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L1421[13:24:08] <williewillus> the autogen names is a bit meh but not really a clearer solution that's small
L1422[13:24:14] <williewillus> so I'm fine with that
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L1427[13:32:10] <vox|coding> Can I register an oreDict recipe with a wildcard or is that automatic?
L1428[13:32:30] <vox|coding> Aka I register it with wood planks and it picks up all of them
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L1431[13:35:45] <LexDesktop> it'll pick up whatever is reistered tot he string you specify
L1432[13:35:52] <Intektor> So has someone a idea where the spectral arrow effect is getting rendered?
L1433[13:36:07] <LexDesktop> but if say for example oak is ONLY registered as planksOak then it wont get it
L1434[13:36:13] <LexDesktop> but typically people register it as both
L1435[13:37:10] <williewillus> Intektor: it's a shader
L1436[13:37:41] <Intektor> can I call it to render in on client on entity I want it to be rendered?
L1437[13:37:51] <williewillus> think so, lemme see
L1438[13:38:14] <TobyO> I got that thing working from earlier
L1439[13:39:47] <Intektor> how did you do it?
L1440[13:40:13] <williewillus> see RenderGlobal.renderEntities
L1441[13:40:16] <williewillus> about 3/4 way down
L1442[13:40:38] <williewillus> it renders the entity, then it checks is isOutlineActive and adds it to a list
L1443[13:40:45] <williewillus> then everything in the list is rendered agian with the shader
L1444[13:41:03] <TobyO> I put a not in...
L1445[13:41:27] <Intektor> So I can add an entity to that list
L1446[13:41:34] <Intektor> ?
L1447[13:41:36] <williewillus> no it's a local variable :P
L1448[13:41:42] <williewillus> I'm saying look at it to see how it's done
L1449[13:41:59] <tterrag> it should be as simple as binding the shader then rendering whatever you want
L1450[13:43:05] <Intektor> can I call this in onRenderWorldLast?
L1451[13:43:12] <williewillus> it uses fbo's but yeah you can use the shader yourself i think (I'm not well versed in shaders :P)
L1452[13:43:14] <williewillus> probably
L1453[13:43:26] <Intektor> I have never workied with shaders before
L1454[13:43:33] <Intektor> lets see if I can copy and paste this
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L1456[13:49:12] <vox|coding> All of the things I'm finding online about removing vanilla recipes are for 1.7.2, before GR was used
L1457[13:49:15] <vox|coding> Any ideas?
L1458[13:50:09] <Forecaster> look at Minetweaker?
L1459[13:50:20] <Forecaster> actually that might not be open
L1460[13:52:28] <vox|coding> I think Quark does something like that for trapdoors
L1461[13:52:33] <vox|coding> I'm going to go take a look
L1462[13:53:13] <vox|coding> But Quark is a core mod, dang. That's not going to work
L1463[13:55:25] <Intektor> can I find the unlocalized name of an entity?
L1464[13:55:48] <Intektor> I mean if you use EntityRegistry you have to use a name, how can I get this?
L1465[13:55:49] <LexDesktop> they dont have unlocalized names
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L1468[13:56:25] <LexDesktop> They have registry names which can be found in EntityList
L1469[13:56:32] <Intektor> ah ok thanks
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L1472[14:00:01] <TobyO> What does Block have instead of getIcon now?
L1473[14:00:12] <williewillus> lol
L1474[14:00:14] <williewillus> welcome to 1.8
L1475[14:00:22] <williewillus> you use models now
L1476[14:00:29] <williewillus> read: https://gist.github.com/williewillus/57d7093efa80163e96e0
L1477[14:02:17] <TobyO> so there's no way to texture a block dynamically?
L1478[14:02:25] <williewillus> define "dynamically"
L1479[14:02:37] <williewillus> models are way more dynamic than icons
L1480[14:02:43] <TobyO> Well, I want to right click my block with another and have my block take on the texture
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L1482[14:02:50] <williewillus> easy
L1483[14:02:56] <TobyO> oh super
L1484[14:03:03] <williewillus> is this 1.8 or 1.9?
L1485[14:03:06] <TobyO> 1.9
L1486[14:03:35] <TobyO> The way the tutorial vid I am watching it does it is by overriding getIcon
L1487[14:03:45] <williewillus> things haev changed a lot, so you probably need to read that gist I linked you
L1488[14:03:54] <williewillus> + the blockstate article it itself links to
L1489[14:03:57] <williewillus> yes that's outdated
L1490[14:04:11] <williewillus> Botania 1.9 has many examples of things, it should be helpful
L1491[14:04:18] <williewillus> but I recommend understanding the systems first
L1492[14:06:59] <TobyO> I just skimmed it
L1493[14:07:10] <tterrag> LexDesktop: seriously, don't give up yet. I got mine in the first batch 15 minutes after they went on sale
L1494[14:07:16] <tterrag> keep refreshing eventbrite
L1495[14:07:18] <tterrag> shift+f5
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L1497[14:08:32] <LexDesktop> ya i know, just annoiying got the checkout button 3 times
L1498[14:08:37] <LexDesktop> and eventbrite derped
L1499[14:08:40] <LexDesktop> got tickets nowe
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L1501[14:08:48] <tterrag> yeah it's derpy
L1502[14:08:50] <tterrag> congrats though :P
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L1505[14:11:56] <TobyO> @williewillus I'm a bit lost, where would I actually pass in the texture in code?
L1506[14:12:19] <TobyO> or model?
L1507[14:18:22] <vox|coding> The texture is set in the model, you'd use extended blockstates to pick which one
L1508[14:18:30] <theFlaxbeard> Has anyone else experienced strange soundsystem crashes in their dev environment?
L1509[14:18:34] <vox|coding> There's a link to Botania's Alfglass in there
L1510[14:18:45] <theFlaxbeard> Doesn't seem to be linked to anything in my mod, just something wonky in the dev env
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L1513[14:21:34] <TobyO> well, I don't really want to change the then perhaps
L1514[14:22:04] <TobyO> I just want a block to render as a different one, so maybe I should just be passing in a different model
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L1516[14:22:42] <TobyO> well, I don't really want to change the texture then perhaps*
L1517[14:24:17] <TobyO> I don't really get how I'm supposed to do that though as the model is taken from the assets directly
L1518[14:26:58] <Intektor> williewillus I have huge issues, my screen looks like this: http://i.imgur.com/jsac6Yh.png My code looks like this, where I create the frame buffer stuff in preinitialisation: http://i.imgur.com/jZ1p4w2.png
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L1521[14:38:07] <kimfy> Are you calling glPushMatrix anywhere Intektor and forgetting to pop it
L1522[14:39:31] <kimfy> Idk anything about rendering in MC, I'm just taking a wild guess
L1523[14:40:23] <TobyO> Does anyone know where I can find the botania 1.9 source?
L1524[14:40:57] <Intektor> ask mr willie
L1525[14:41:03] <kimfy> https://github.com/williewillus/Botania
L1526[14:41:43] <TobyO> oh right, that was simple enough
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L1528[14:42:20] <Temportalist> multiple modifiers is working in dev environment \o/
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L1534[14:47:58] <thecodewarrior> How do I get the server instance, integrated or dedicated. FMLServerHandler.instance().getServer() is always null, so I assume that's only for dedicated servers.
L1535[14:49:30] <vox|coding> For some reason ForgeGradle is deciding to compile with Java 6 :/
L1536[14:49:50] <TehNut> vox|coding: You need to specify java version in build.gradle if you want 7+
L1537[14:50:04] <Intektor> You have to use FMLCommonHandler
L1538[14:50:41] <Intektor> Is there a way to lay a filter over a shader, something like yellow color
L1539[14:50:58] <thecodewarrior> Ah, Thanks.
L1540[14:51:03] <LexDesktop> vox: Minecraft targets 6, you should to
L1541[14:51:36] <vox|coding> Lex, oh, I thought it was fairly standard to require Java 8 at this point?
L1542[14:51:45] <vox|coding> Most of the mods that I use definitely do
L1543[14:51:49] <vox|coding> TehNut: where?
L1544[14:51:54] <LexDesktop> No no its not
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L1546[14:52:38] <barteks2x> I'm confused now. Some people tell me that I should use java 8, and now I see that I should use java 6
L1547[14:53:07] <TehNut> Dev for 6, use 8
L1548[14:53:23] <LexDesktop> Always RUN the latest, but target 6
L1549[14:53:39] <LexDesktop> 6 is what Minecraft targets, that is a fact. The only one you should care about
L1550[14:53:53] <barteks2x> So how to do it?
L1551[14:54:40] <TehNut> vox|coding: Add sourceCompatibility = 1.8 and targetCompatibility = 1.8 to your build.gradle
L1552[14:54:54] <vox|coding> Ah, okay. Thanks
L1553[14:55:13] <barteks2x> At this point I'm totally confised
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L1555[14:55:42] <TehNut> https://docs.gradle.org/current/userguide/java_plugin.html#N1529B
L1556[14:55:48] <TehNut> Second box in that section
L1557[14:55:55] <TehNut> @vox
L1558[14:56:22] <vox|coding> Thanks
L1559[14:56:47] <vox|coding> barteks2x: To support the widest range of players, you should use the JDK 1.8 but target Java 1.6
L1560[14:56:54] <vox|coding> So don't use any new features
L1561[14:57:21] <vox|coding> Also I just fixed my versioning scheme, time for a new release :P
L1562[14:57:34] <barteks2x> I'm pretty sure last time I asked here I got the opposite answer, that I should use java 8 with jav a8 features
L1563[14:58:23] <LexDesktop> whoever told you that is a moron
L1564[14:58:28] <LexDesktop> you use what the environment lets you use
L1565[14:58:34] <LexDesktop> in minecraft, that's 6
L1566[14:59:03] <barteks2x> Uh... so I will have bad time porting whatever I have to java 6. And I don't think mixin support java 6 at all
L1567[15:00:14] <LexDesktop> The fuck are you asming shit for?
L1568[15:00:19] <barteks2x> cubic chunks
L1569[15:00:31] <LexDesktop> Then you're inherantly incompatible and meh
L1570[15:01:51] <barteks2x> some simple mods may be compatible, but in general - true. It's inherently incompatible with almost anything, but whenever possible I try to keep vanilla behavior.
L1571[15:03:23] <Ordinastie_> I would say, most of the mods won't care what the actual chunk implementation lies behind the world
L1572[15:04:11] <barteks2x> ^ most of them just use world.getBlockState and world.setBlockState. But some mods may assume that there are normal height limits
L1573[15:04:30] <LexDesktop> If done correctly then its fine but modders do weird things and tehre are a lot of things that hardcode 256
L1574[15:06:03] <barteks2x> Hnestly at this moment I don't really care about making non-vanilla things work outside of 0-255 Y range, but ideally almost everything should work within that height range.
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L1577[15:08:00] <Jdembo> well, managed to get V8 powered MC mods ingame
L1578[15:08:08] <Jdembo> same source in dev as in production
L1579[15:08:29] <Jdembo> map class mehtods and fields at runtime because it has control over js class structure, so :D
L1580[15:08:30] <Jdembo> https://sr.ht/26pO.png
L1581[15:08:45] <Jdembo> gets pretty messy though: https://sr.ht/Jq9p.png
L1582[15:09:33] <fry|sleep> why v8? why not something like rhino?
L1583[15:09:35] <Ordinastie_> omg, what have you done!
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L1586[15:11:56] <Jdembo> v8 benchmarked is faster, plus im using j2v8 which makes this a lot easier
L1587[15:11:57] <Jdembo> https://github.com/eclipsesource/J2V8
L1588[15:12:45] <fry|sleep> it's minecraft + js, benchmarks should not be the deciding factor :P
L1589[15:12:54] <Jdembo> going to see if i can get chrome dev tools to somehow work...
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L1591[15:18:07] <PaleoCrafter> http://s.mineformers.de/2016-05-07_22-16-43.mp4 jesus christ, took me long enough to get this darn book working
L1592[15:18:56] <PaleoCrafter> thanks fry|sleep :P
L1593[15:21:45] <theFlaxbeard> Looks nice!
L1594[15:22:25] <Ivorius> Is that PaleoCrafter making actual things
L1595[15:22:39] ⇨ Joins: Aedda (~aedda@2600:3c00::19:cace)
L1596[15:22:40] <Ivorius> I guess I was still in denial
L1597[15:22:41] <PaleoCrafter> yessir
L1598[15:22:41] *** Jezza|AFK is now known as Jezza
L1599[15:22:43] <TobyO> That looks really cool
L1600[15:23:25] <tterrag> for a bit I couldn't see the enchantment names
L1601[15:23:33] <tterrag> was very confused at how this was used
L1602[15:23:40] <PaleoCrafter> it's intentional :P
L1603[15:23:46] <tterrag> I think maybe you should bold them or something. oh.
L1604[15:23:52] <tterrag> it's intentional to be annoying to read? :P
L1605[15:24:17] <PaleoCrafter> you're looking into an arcane book, you don't understand half of it, you have to search for the useful information :P
L1606[15:25:16] <heldplayer> PaleoCrafter: What do the words actually say? :P
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L1608[15:25:27] <PaleoCrafter> it's generated with the vanilla stuff
L1609[15:25:42] <heldplayer> Ah, the same words then :p
L1610[15:25:43] <tterrag> pretty sure it's gibberish
L1611[15:26:04] <tterrag> http://i.stack.imgur.com/hk6mj.jpg
L1612[15:26:08] <Ordinastie_> the idea is great, but honnestly, I think it will lack convenience
L1613[15:26:08] <tterrag> you can translate it if you feel like it
L1614[15:26:17] <PaleoCrafter> http://s.mineformers.de/java_2016-05-07_22-26-18.png
L1615[15:26:34] <PaleoCrafter> Ordinastie_, convenience isn't the point, immersion is xD
L1616[15:26:34] <heldplayer> CTHULHU
L1617[15:26:42] <tterrag> oh wow it's real words
L1618[15:26:45] <tterrag> who knew
L1619[15:26:48] <Ivorius> I did
L1620[15:26:55] <heldplayer> I did too
L1621[15:27:02] <tterrag> oh well screw you guys then
L1622[15:27:06] <PaleoCrafter> "enchant wet sphere bless cthulhu"
L1623[15:27:08] <heldplayer> :D
L1624[15:27:24] <Ivorius> You would have known if you had rendered it tterrag :P
L1625[15:27:29] <tterrag> yeah
L1626[15:27:36] <Ivorius> I always hide bullshit in my galactic alphabet stuff
L1627[15:27:37] <tterrag> definitely never messed with enchantment glyph rendering
L1628[15:27:42] <vox|coding> I love how there's a custom DeadMau5 head hardcoded into MC
L1629[15:28:00] <KnightMiner> Its like the Dinnerbone rendering
L1630[15:28:20] <Ivorius> Notch added it when mau5 endorsed mc back when it wasn't all that big
L1631[15:28:24] <vox|coding> PaleoCrafter: looks awesome
L1632[15:28:29] <PaleoCrafter> hm... now to think about how to initiate the actual enchanting and what to put on the first page, I don't want buttons :/
L1633[15:28:44] <KnightMiner> And so many people complained becuase "they make the fan videos"
L1634[15:30:53] <KnightMiner> Hey, is there any way using a Forge blockstate to apply a rotation based on one property, then an additional rotation on another property? My attempts to do that with transforms just replaces the original tag
L1635[15:31:17] <vox|coding> I think you're limited by the json here
L1636[15:31:35] <vox|coding> So I don't think so
L1637[15:31:39] <KnightMiner> Thats unfortunate. It would make stair blockstates so much more sane
L1638[15:31:57] <vox|coding> It would make many things more sane
L1639[15:32:24] <vox|coding> I just spent a while debugging shield jsons since either I broke something or updating Forge did
L1640[15:32:39] <vox|coding> KnightMiner: you work on TiCon, right?
L1641[15:32:46] <KnightMiner> Yeah
L1642[15:33:41] <vox|coding> I'm working on an addon (extending my shield mod to work with TiCon)
L1643[15:33:49] <vox|coding> What's the correct string for the Maven repo?
L1644[15:34:08] <vox|coding> deobfCompile "tconstruct:TConstruct:1.9-2.3.0" definitely isn't working
L1645[15:34:42] <vox|coding> where JEI's deobfCompile "mezz.jei:jei_1.9:3.3.3.+" definitely is
L1646[15:34:47] <KnightMiner> I don't know if there is a 1.9 maven yet
L1647[15:35:10] <TehNut> I'd ask bo.ni
L1648[15:35:14] <vox|coding> Oh I see. I thought boni said there was one for the latest version but I could be wrong there
L1649[15:35:34] <vox|coding> <vox> boni: is the DVS1 maven repo kept up to date with TiCon jars?
L1650[15:35:38] <KnightMiner> Progwml6's maven seems to have a 1.8.9 version, but I cannot find a 1.9 version
L1651[15:35:42] <vox|coding> <boni> yes. check the github releases for which build is the latest
L1652[15:35:46] <vox|coding> Huh
L1653[15:35:47] <TehNut> 10/10 pings
L1654[15:35:55] <vox|coding> yeah lol sorry
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L1658[15:36:41] <vox> What'd be your recommendation for an alternative?
L1659[15:36:45] <KnightMiner> There is a 1.9 version of Mantle on the Maven though
L1660[15:37:15] <TehNut> Try 2.3.0.jenkins193
L1661[15:37:19] <vox> Oh, I'll need to depend on that too at compile time, won't I.
L1662[15:37:20] <vox> Okay
L1663[15:37:26] <KnightMiner> Adding the deobf jar to <project>/libs then building the workspace might work
L1664[15:37:40] <TehNut> If TCon does it's stuff correctly, Mantle will be pulled automatically
L1665[15:38:27] <vox> "tconstruct:TConstruct:1.9-2.3.0.jenkins193" definitely doesn't work
L1666[15:38:56] <vox> Neither does "tconstruct:TConstruct:2.3.0.jenkins193"
L1667[15:38:58] <Intektor> can I somehow find out If a block can be seen by the player or not?
L1668[15:39:43] <vox> KnightMiner, who do I have to poke to get TiCon 1.9 up there?
L1669[15:39:45] <TehNut> It would be so nice if Prog's maven was public facing
L1670[15:39:52] <vox> agreed
L1671[15:39:58] <TehNut> But I understand why it's not
L1672[15:40:22] <KnightMiner> I would guess boni, though he is offline right now
L1673[15:40:30] <vox> Okay, thanks
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L1675[15:40:57] <vox> So bo.ni did link me to the TinkerRegistry thing
L1676[15:41:08] <vox> Is that the all-in-one way to register parts and items?
L1677[15:41:58] <KnightMiner> Are you adding a new part or new material?
L1678[15:42:03] <vox> Parts
L1679[15:42:07] <tterrag> browsable mavens ftw :P
L1680[15:42:26] <vox> Probably just one, and then a recipe in the tool forge
L1681[15:42:39] <KnightMiner> Looks like it
L1682[15:43:04] <KnightMiner> The javadoc for "registerTool" claims to automatically make all parts known to tinkers
L1683[15:43:08] <vox> Awesome
L1684[15:43:26] <vox> Actually, maybe I can avoid that altogether. Is there a way to just add a new tool using old parts?
L1685[15:43:38] <TehNut> ohman
L1686[15:43:56] <TehNut> FireBall's artifactory mirror's prog's maven
L1687[15:44:01] <TehNut> Maybe we can figure it out from there
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L1689[15:44:09] <vox> link?
L1690[15:44:19] <JasonIEC> o/ all
L1691[15:44:19] <TehNut> Oooorrrr it could just have a couple 1.7 builds
L1692[15:44:22] <TehNut> >.>
L1693[15:44:26] <FireBall1725> ?
L1694[15:44:27] <vox> lol
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L1696[15:45:23] <Intektor> Does someone know lwjgl good?
L1697[15:45:38] <FireBall1725> TehNut: u ping?
L1698[15:45:44] <TehNut> I didn't mean to ping
L1699[15:45:57] <FireBall1725> Ok
L1700[15:46:00] <TehNut> Was hoping to grab the new TCon maven stuff from your Artifactory
L1701[15:46:05] <TehNut> But it only has a couple 1.7 builds
L1702[15:46:09] <vox> Since you're here anyway, o/ FireBall :D
L1703[15:46:14] <Ivorius> Intektor: Don't ask to ask. Just ask the question you want an answer to quickly and concisely, and if anyone knows, they'll reply. Make sure to stick around so your question can be seen and replied to. See http://www.catb.org/~esr/faqs/smart-questions.html
L1704[15:48:18] <Intektor> Well then, I am trying to render colored qubes in renderLastWorld event, but it seems like, depending on the look rotation of the player, it doesn't render it at all, it renders the cubes with a stupid color, it renders it just fine
L1705[15:49:18] <Ivorius> You don't ensure your gl state
L1706[15:49:32] <Ivorius> Call glColor at least
L1707[15:49:44] <vox> You have to reset..... ^
L1708[15:49:45] <vox> that
L1709[15:50:57] <Intektor> what do you mean with gl state, I am calling glColor
L1710[15:51:18] <tterrag> this is 1.7 I guess?
L1711[15:56:17] <vox> Oh fuck
L1712[15:56:29] <vox> The last version of my mod that I released has no recipe for the shield
L1713[15:56:37] <vox> Whoops
L1714[15:57:57] <vox> Fix
L1715[16:04:02] <vox> Is there a list somewhere of the items that Forge OreDicts from vanilla by default?
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L1717[16:06:41] <TehNut> OreDictionary
L1718[16:07:28] <vox> Thanks
L1719[16:07:46] <vox> What's the earliest I can check if an item made it into the dictionary?
L1720[16:08:13] <TehNut> IIRC those are added before preinit
L1721[16:08:30] <vox> The ones added by mods?
L1722[16:08:40] <TehNut> No, the vanilla ones
L1723[16:08:44] <vox> Ah okay
L1724[16:08:50] <TehNut> The ones added by mods can theoretically be done at any time
L1725[16:09:10] <tterrag> they are added in clinit
L1726[16:09:19] <tterrag> the defaults anyways
L1727[16:09:27] <tterrag> mods SHOULD add oredict in init, but some are naughty
L1728[16:09:42] <KnightMiner> I generally check values of the oredict and recipe registries in postInit
L1729[16:09:49] <KnightMiner> I have not had issues with that thus far
L1730[16:09:53] <Unh0ly_Tigg> there is OreDictionary.OreRegisterEvent
L1731[16:10:20] <vox> Okay, cool. That means I'm going to be adding recipes in postInit :P
L1732[16:10:46] <Unh0ly_Tigg> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/oredict/OreDictionary.java#L616
L1733[16:11:15] <Unh0ly_Tigg> and it get's posted to the event bus 3 lines up
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L1735[16:12:34] <vox> That definitely is a better option, thanks
L1736[16:12:43] <tterrag> god why http://i.imgur.com/QGXVXaT.png
L1737[16:13:24] <vox> :D
L1738[16:13:51] <TehNut> #ShipIt
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L1740[16:15:42] <tterrag> ok I got rid of the (null) error
L1741[16:15:45] <tterrag> same rendering though
L1742[16:15:46] <tterrag> ughh
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L1746[16:19:44] <vox> So I'm adding an iron shield, and the recipe is the same recipe as an iron "sign" would be
L1747[16:19:56] <vox> Should I change that?
L1748[16:23:29] <mezz> how do I make a new potion effect in 1.9?
L1749[16:25:38] <vox> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L1750[16:25:46] <vox> There's a whole section on potinos
L1751[16:25:50] <vox> *potions
L1752[16:25:52] <mezz> cool thanks, missed that
L1753[16:26:17] <vox> No problem
L1754[16:26:34] <mezz> ok I actually know that stuff... but new Potion is protected. I guess I need to subclass it
L1755[16:26:46] <vox> I think so, yeah
L1756[16:30:38] <Dark> https://twitter.com/aklizhosting/status/729060555034501120
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L1758[16:31:18] <mezz> please spam more Dark
L1759[16:33:55] <vox> Is there a way to just completely redirect to another model file?
L1760[16:34:09] <KnightMiner> parent?
L1761[16:34:11] <vox> I.e.: {
L1762[16:34:11] <vox> "model": "shieldrework:item/shield_lowered"
L1763[16:34:11] <vox> } or something
L1764[16:34:12] <vox> oh yeah
L1765[16:34:21] <vox> I'll try that, thanks
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L1768[16:38:05] <KnightMiner> Is this at all neater than vanilla stairs? -> http://pastebin.com/Huv14Ape
L1769[16:38:12] <KnightMiner> I am not really sure about it
L1770[16:38:45] <mezz> I just copied vanilla, not worth contemplating
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L1772[16:39:21] <Dark> sorry for the spam mezz just was asked to pop that in here
L1773[16:47:41] <Forecaster> there's no easy way of getting the index of the highest value in an array is there?
L1774[16:47:46] <Forecaster> (built into java)
L1775[16:49:16] <tterrag> array.length - 1
L1776[16:49:34] <Forecaster> highest value...
L1777[16:49:35] <diesieben07> Arrays.stream(array).max()
L1778[16:49:37] <Forecaster> not highest index
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L1780[16:50:41] <tterrag> ^^
L1781[16:50:45] <tterrag> misread
L1782[16:51:02] <tterrag> but yeah streams are the easiest way. sub java 8 there's probably something in guava
L1783[16:51:26] <diesieben07> although thats not the index
L1784[16:51:43] <Forecaster> what is it then?
L1785[16:51:44] <mezz> Collections.max
L1786[16:51:54] <mezz> for a List
L1787[16:52:08] <Forecaster> it's an array
L1788[16:52:29] <diesieben07> Arrays.asList
L1789[16:52:40] <diesieben07> but that is still the highest *object*, not it's index
L1790[16:53:06] <diesieben07> if you have the highest object already, Arrays.asList(...).indexOf
L1791[16:54:25] <Forecaster> if I make it a list, then interate over it with Math.max, store each object that is the highest, then use indexOf on it to get the index?
L1792[16:54:45] <Forecaster> s/interate/iterate/
L1793[16:55:16] <mezz> iterate over them all, store the max value and its index
L1794[16:55:35] <mezz> indexOf will be slow if you care about that
L1795[16:55:40] <Forecaster> or that
L1796[16:56:04] <Forecaster> it's not that slow if I only do it once after the loop is it?
L1797[16:56:25] <mezz> it basically loops through again
L1798[16:56:33] <Forecaster> ah
L1799[16:56:42] <mezz> if your list is 50 things who cares, 1000 maybe?
L1800[16:56:57] <Forecaster> the max is 4 :P
L1801[16:57:08] <PaleoCrafter> xs.zipWithIndex.maxBy(_._1) :3
L1802[16:57:24] <Forecaster> whaaat
L1803[16:57:30] <Forecaster> is that scala?
L1804[16:57:31] <PaleoCrafter> forget it right away :P
L1805[16:57:32] <PaleoCrafter> yes
L1806[16:57:39] <Forecaster> I don't know scala :P
L1807[16:58:00] * Ordinastie_ is pretty sure PaleoCrafter likes scala because he can put butt smileys in his code
L1808[16:58:05] <diesieben07> zipWithIndex is like map(x -> Tuple(indexOf(x), x)) right?
L1809[16:58:11] <PaleoCrafter> yah
L1810[16:58:19] <diesieben07> mhm
L1811[16:58:22] <PaleoCrafter> although it puts the index in the second element
L1812[16:58:23] <PaleoCrafter> iirc
L1813[16:58:51] <vox> I love missing textures
L1814[16:58:52] <vox> http://imgur.com/fFnYzBG
L1815[16:59:09] <vox> Now I have to figure out how the frick vanilla shields models work
L1816[16:59:16] <vox> But, progress!
L1817[16:59:49] <KnightMiner> Vanilla shields are rendered using entity models, but that is as much as I know
L1818[17:00:28] <Forecaster> http://hastebin.com/zinovediru.cpp
L1819[17:00:34] <Forecaster> this probably works, probably
L1820[17:01:17] <diesieben07> yay imperative code
L1821[17:01:33] <Forecaster> what?
L1822[17:01:50] <Temportalist> Ordinastie_: That is definitely why we love scala <3
L1823[17:01:50] <Intektor> I am trying to render colored qubes in renderLastWorld event, but it seems like, depending on the look rotation of the player, it doesn't render it at all, it renders the cubes with a stupid color, it renders it just fine
L1824[17:02:02] <diesieben07> https://en.wikipedia.org/wiki/Imperative_programming
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L1826[17:03:10] <Forecaster> I'm not sure what the paralel is between that and my method
L1827[17:03:19] <diesieben07> You are using that programming style.
L1828[17:04:14] <Forecaster> oh, because I made a method to do this task instead of coding it where I needed it? :P
L1829[17:04:23] <diesieben07> No.
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L1831[17:04:29] <vox> KnightMiner, yeah TileEntityItemSomethingOrOthers
L1832[17:04:30] <diesieben07> Because you have a for loop
L1833[17:04:32] <diesieben07> with mutable state
L1834[17:04:40] <Forecaster> mutable state?
L1835[17:04:51] <diesieben07> you change the values in your variables, right?
L1836[17:05:08] <PaleoCrafter> nah, mutable state is if your variables can mutate into little bugs
L1837[17:05:13] <Forecaster> of course :P
L1838[17:05:18] <Forecaster> that's what variables are for
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L1840[17:05:57] <diesieben07> yes
L1841[17:06:20] <diesieben07> pure functional programming for example has no mutable state
L1842[17:06:25] <diesieben07> you cannot change variables.
L1843[17:06:41] <Forecaster> but then they're not variable D:
L1844[17:07:10] <diesieben07> true
L1845[17:07:15] <diesieben07> i should not have said variables :D
L1846[17:07:35] <masa> how does that then even work?
L1847[17:07:54] <diesieben07> what exactly?
L1848[17:07:58] <barteks2x> proably using recursion almost everywhere
L1849[17:08:10] <masa> if you can't change any state/variables/values?
L1850[17:08:12] <diesieben07> well, say you wnat to find the highest element in a collection
L1851[17:08:19] <diesieben07> instead of iterating it and mutating a "currentMax" thing
L1852[17:08:51] <diesieben07> you do list.reduce((a,b) -> max(a, b))
L1853[17:09:01] <diesieben07> pseudo-syntax of course
L1854[17:09:18] <masa> no idea what that is trying to say...
L1855[17:09:48] <diesieben07> reduce the list to one element by combining two elements into one using the max method
L1856[17:09:59] <diesieben07> so if you have two elements you can get one out of those two by calling max
L1857[17:10:05] <Forecaster> but without the iteration you'd have to assume a max number of values in the array right?
L1858[17:10:05] <diesieben07> and you do that until you have only one element left
L1859[17:10:12] <diesieben07> that then is the maximum
L1860[17:10:13] <masa> doesn't that then mutate the list?
L1861[17:10:17] <diesieben07> No it does not.
L1862[17:10:56] <Forecaster> also not sure how you'd get out the index doing that
L1863[17:11:15] <Forecaster> which is what I needed in this instance
L1864[17:11:32] <diesieben07> > xs.zipWithIndex.maxBy(_._1)
L1865[17:11:46] <diesieben07> so first turn your list of stuff into a list of pairs of index + stuff
L1866[17:12:09] <diesieben07> then do the same reduce thing (maxBy is just shorthand for that reduce i said above=
L1867[17:13:35] <masa> I don't get why anyone would want to program like that... lot harder to see what is happening and how much overhead you are creating
L1868[17:13:57] <diesieben07> because then you can take ANY part of your progam
L1869[17:14:01] <diesieben07> and put it somewhere else
L1870[17:14:08] <diesieben07> WHEN you call something NEVER matters
L1871[17:14:14] <tterrag> O_o http://i.imgur.com/L4F90fA.png
L1872[17:14:14] <diesieben07> things always do one specific thing
L1873[17:14:18] <tterrag> framebuffers are weird
L1874[17:14:20] <diesieben07> a function NEVER beahves differently
L1875[17:14:26] <tterrag> I made....the death star?
L1876[17:14:30] <diesieben07> if you give the functino A and it gives you X it will ALWAYS give you X for A
L1877[17:15:13] <masa> right..
L1878[17:15:18] <barteks2x> and then you want things like (pseudo) random number generation and you need state anyway
L1879[17:15:19] <Forecaster> tterrag: that's no moon(s)
L1880[17:15:23] <Forecaster> !
L1881[17:15:50] <diesieben07> barteks2x, not sure how RNG is handled in pure languages, but things like IO you do via monads
L1882[17:15:55] <diesieben07> but i am NOT explaining those here.
L1883[17:16:03] <diesieben07> (pure language=no state)
L1884[17:16:48] <masa> pure languages sound dirty
L1885[17:16:58] <barteks2x> I'veheard of monads before but I have no idea what the hell they actually are and how they work
L1886[17:17:08] <diesieben07> they are actually not that hard
L1887[17:17:12] <diesieben07> but yeah, not gonna go into it here
L1888[17:17:45] <tterrag> what the holy hell http://i.imgur.com/sdpRFMG.gifv
L1889[17:17:59] *** amadornes is now known as amadornes[OFF]
L1890[17:18:29] <Forecaster> holy spaceballs batman!
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L1892[17:18:53] <tterrag> so the framebuffer is...working
L1893[17:18:58] <tterrag> but the "planet" rendering is NOT
L1894[17:19:09] <masa> from certain angles it looks like the balls are touching, the end is near
L1895[17:19:37] <masa> LHC renderings?
L1896[17:20:18] <tterrag> I can invert the colors in the frag shader http://i.imgur.com/ZSch3u6.png
L1897[17:20:23] <tterrag> so yeah, FBO is definitely working as intended
L1898[17:20:26] <tterrag> idk what the hell is going on then
L1899[17:20:33] <tterrag> I didn't change the actual rendering code, I just bound it to an FBO
L1900[17:21:09] <tterrag> must be something with textures
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L1902[17:21:34] <vox> Speaking of something with textures, anyone know where they're registered for shields?
L1903[17:21:34] <tterrag> masa: it's an N-body simulation
L1904[17:21:44] <tterrag> that part is still working thankfully :P
L1905[17:21:50] <vox> I can't figure out where things actually get registered
L1906[17:21:51] <tterrag> that orbit you see there is live simulated, not on rails
L1907[17:22:33] <vox> I've found the ItemShield and ModelShield files but.. yeah
L1908[17:22:40] <Forecaster> wait...
L1909[17:22:42] <Forecaster> dammit
L1910[17:22:50] <vox> oh wait maybe
L1911[17:22:58] <Forecaster> I just realized I actually want the lowest value, not the highest xD
L1912[17:23:04] <diesieben07> lol
L1913[17:23:13] <diesieben07> and THAT is also why specialized functions suck
L1914[17:23:16] <Forecaster> oh well, I should just have to invert the if statement :P
L1915[17:23:26] <diesieben07> with streams/functional stuff you'd just change "max" to "min" an be good :)
L1916[17:23:42] <Forecaster> and rename the method of course
L1917[17:24:12] <Forecaster> or maybe I'll copy it and add new one, in case I need this for something in the future
L1918[17:24:44] <Forecaster> but uh
L1919[17:24:58] <vox> Man this is great code Mojang
L1920[17:24:59] <vox> Minecraft.getMinecraft().getTextureManager().bindTexture(BannerTextures.SHIELD_DESIGNS.getResourceLocation(this.banner.getPatternResourceLocation(), this.banner.getPatternList(), this.banner.getColorList()));
L1921[17:25:03] <Forecaster> I can't start the current value at 0
L1922[17:25:12] <Forecaster> max_int?
L1923[17:25:17] <diesieben07> sure
L1924[17:25:17] <vox> yeah
L1925[17:25:45] <diesieben07> also, by the way
L1926[17:25:50] <diesieben07> why do you even need the index :D
L1927[17:25:56] <diesieben07> and why are you using arrays, they suck :
L1928[17:25:57] <diesieben07> :D
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L1930[17:26:27] <Forecaster> I need the index to interact with other arrays
L1931[17:26:38] <tterrag> and the second question?
L1932[17:26:42] <tterrag> why are you making an array based API?
L1933[17:26:47] <diesieben07> oh god that sounds like a recipe for deasaster
L1934[17:26:54] <diesieben07> synchronized array indizes
L1935[17:26:58] <Forecaster> who said I'm making an API?
L1936[17:27:00] <tterrag> >deasaster
L1937[17:27:01] <tterrag> that's a new one
L1938[17:27:07] <vox> williewillus or Lex, do you know where TileEntityItemStackRenderer.renderByItem is called?
L1939[17:27:09] <diesieben07> shush, i'm german
L1940[17:27:10] <tterrag> Forecaster: you said "interact". that's all an API is
L1941[17:27:11] <vox> Or anyone else for that matter
L1942[17:27:28] <diesieben07> vox, use your IDE? :D
L1943[17:27:30] <Forecaster> it's all in my code
L1944[17:27:40] <vox> IDEA is being dumb with searching library code
L1945[17:27:42] <tterrag> yes, so you are making an API for yourself
L1946[17:27:50] <diesieben07> in RenderItem.renderItem
L1947[17:27:51] <tterrag> any code that interfaces with other code can be considered an "API"
L1948[17:27:52] <MrIbby> Hello, is it possible to check for variants in the inventory model for a block?
L1949[17:27:54] <vox> I guess I should go download forge's source and look :P
L1950[17:28:11] <vox> MrIbby: the inventory model *is* a variant
L1951[17:28:18] <diesieben07> MrIbby, yes, just don't make an item model json and forge will look in the blockstate json instead and you can specify variants.
L1952[17:28:59] <Forecaster> tterrag: then every program ever is an api xD
L1953[17:29:14] <tterrag> pretty much, yes
L1954[17:29:26] <Forecaster> which makes the distinction useless :P
L1955[17:29:48] <vox> diesieben07: thanks!
L1956[17:29:48] <diesieben07> really doesnt matter, what are you doing exactly? :D
L1957[17:29:49] <tterrag> "An API expresses a software component in terms of its operations, inputs, outputs, and underlying types, defining functionalities that are independent of their respective implementations, which allows definitions and implementations to vary without compromising the interface. A good API makes it easier to develop a program by providing all the building blocks, which are then put together by the programmer."
L1958[17:29:51] <Forecaster> I'm not making an api, I'm just writing code that interacts with itself
L1959[17:30:06] <tterrag> who cares?
L1960[17:30:11] <tterrag> you still didn't answer the dang question
L1961[17:30:20] <Forecaster> diesieben07: the goal is "Transport Tycoon in Minecraft"
L1962[17:30:29] <diesieben07> that's a bit broad :D
L1963[17:30:33] <diesieben07> what are these arrays for
L1964[17:32:00] <Forecaster> I define "building types" as having inputs and outputs (intended to be 0 - 4)
L1965[17:32:22] <diesieben07> so why is there no a "BuildingType" class?
L1966[17:32:35] <diesieben07> and a registry of some kind (can be just a List) for those?
L1967[17:32:47] <Forecaster> a building has one array that contains the products, one contain the amount needed or output per cycle
L1968[17:32:50] <Forecaster> there is
L1969[17:33:08] <Forecaster> though it's actually a hashMap so I can get them by name
L1970[17:33:17] <diesieben07> that should also be classes...
L1971[17:33:21] <Forecaster> I'm talking about the building type class itself
L1972[17:33:40] <Forecaster> what should?
L1973[17:33:50] <diesieben07> if you have 3 values that belong to each other (for your current thing are at the same position in 3 arrays): put those 3 in a class.
L1974[17:34:44] <Forecaster> my controller needs to keep track of how many items it has in the inputs and outputs as well though
L1975[17:34:48] <MrIbby> diesieben07, do I still register the model with ModelLoader.setCustomModelResourceLocation?
L1976[17:34:57] <diesieben07> and?
L1977[17:35:02] <Forecaster> that happens in a separate object
L1978[17:35:02] <diesieben07> yes MrIbby
L1979[17:35:07] <diesieben07> and?
L1980[17:35:09] <diesieben07> nothing wrong with that.
L1981[17:35:18] <diesieben07> just don't use array indices as identifiers is all i'm saying.
L1982[17:35:34] <Forecaster> so I need the index for that
L1983[17:35:50] <diesieben07> No you don't...
L1984[17:38:56] <Forecaster> diesieben07: https://github.com/Forecaster/BlockTycoon/blob/master/src/main/java/org/towerofawesome/BuildingType.java
L1985[17:39:21] <diesieben07> are the indices of input and output related?
L1986[17:39:30] <Forecaster> no
L1987[17:39:41] <diesieben07> ok make a class that holds Product and amount then
L1988[17:39:47] <diesieben07> and have two collections: input and output
L1989[17:39:51] <diesieben07> of that class.
L1990[17:40:41] <Forecaster> they are related to the arrays in this class however: https://github.com/Forecaster/BlockTycoon/blob/master/src/main/java/org/towerofawesome/Controller.java
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L1992[17:41:05] <diesieben07> what do those ints in the array mean? how are they related?
L1993[17:41:30] <Forecaster> you mean the int[] ?
L1994[17:41:37] <diesieben07> yes.
L1995[17:41:50] <Forecaster> those are the amount of items in the input/output
L1996[17:41:54] <diesieben07> ok
L1997[17:41:56] <Forecaster> the inventory essentially
L1998[17:41:59] <diesieben07> and how are their indices related?
L1999[17:43:41] <Forecaster> if the building type assigned to the controller has two inputs (0: Lumber, 1: Planks), calling controller.inputs[1] would tell me how many planks are stored in the input
L2000[17:44:08] <Forecaster> or put another way
L2001[17:44:15] <diesieben07> so why is that not a Map<Product, Int>?
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L2003[17:44:27] <diesieben07> magic numbers are bad.
L2004[17:44:31] <Forecaster> type.inputs[i] gives me the type of item
L2005[17:44:40] <Forecaster> inputs[i] tells me how many there are
L2006[17:44:58] <Forecaster> type of item is a class (Product)
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L2008[17:46:04] <Forecaster> wont that mean I'd have to either store the product in the controller, bypassing the building type, or store the amount in the building type, meaning each controller would need it's own instance of it?
L2009[17:46:32] <diesieben07> No.
L2010[17:46:41] <diesieben07> in the building type you have the Products
L2011[17:46:59] <diesieben07> and then in the controller you have the Map<Product, integer> telling you how much
L2012[17:47:05] <diesieben07> for each of the products in the building type
L2013[17:47:53] <Forecaster> I'm not familiar with Map
L2014[17:48:15] <diesieben07> it associates keys with values
L2015[17:48:26] <diesieben07> Map<Product, Integer> means you can associate Product instances with Ints
L2016[17:48:46] <diesieben07> so map.put(someProduct, 23) means map.get(someProduct) will now return 23.
L2017[17:49:00] <Forecaster> ooh
L2018[17:49:24] <Forecaster> so I'd still have an array in the building type, but not another in the controller
L2019[17:49:37] <Forecaster> or I guess it can be a list
L2020[17:49:40] <diesieben07> don't use arrays man
L2021[17:49:44] <diesieben07> their API sucks :D
L2022[17:50:18] <Forecaster> but iteration was easier in this case :P
L2023[17:53:04] <Forecaster> how do I define a map?
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L2025[17:53:40] <diesieben07> what do you mean by "define"?
L2026[17:54:00] <Forecaster> it apparently can't be instantiated
L2027[17:54:09] <diesieben07> oh so you mean instantiate.
L2028[17:54:14] <barteks2x> I think you want to create a HashMap
L2029[17:54:17] <diesieben07> Map is an interface, there are several implementations
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L2031[17:54:21] <diesieben07> the go-to one is HashMap
L2032[17:54:28] <Forecaster> ah
L2033[17:55:11] <Forecaster> I've been using that for my building, product & controller registries :P
L2034[17:55:34] <diesieben07> So, how did you not know what a Map is?!
L2035[17:56:22] <Forecaster> I didn't know the key could be any object I guess
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L2038[18:00:36] <Forecaster> I guess I should use a map for the inputAmounts & outputAmounts as well?
L2039[18:00:53] <Forecaster> yeah
L2040[18:01:34] <diesieben07> in the BuildingType?
L2041[18:01:42] <Forecaster> yes
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L2045[18:02:19] <diesieben07> well i'd use a separate class that combines product and ingredient
L2046[18:02:23] <diesieben07> but it doesnt really matter
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L2050[18:03:17] <Forecaster> I guess I could do that
L2051[18:03:27] <Forecaster> I don't like making classes for really small things though
L2052[18:03:31] <Intektor> how do I recreate a entity from its nbt? I mean I can write the nbt to my item, but when I want to r3ecreate it, how should I know what type of entity it is, because I need to create a new instance of it right
L2053[18:03:32] <Forecaster> even though I can
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L2055[18:04:12] <Forecaster> I like that random 3 inserted into that word :P
L2056[18:04:47] <Forecaster> almost thought there was a bit of 1337 speak that snuk in, but it turned out there was an e there as well :P
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L2058[18:05:29] <diesieben07> Intektor, Entity
L2059[18:05:32] <diesieben07> #writeToNBTOptional
L2060[18:05:42] <diesieben07> and EntityList.createEntityFromNBT
L2061[18:05:54] <diesieben07> only works for entities which are not riding anything
L2062[18:06:15] <Intektor> ah ok thanks
L2063[18:06:18] <Forecaster> does it work on entities being ridden though?
L2064[18:06:18] <Intektor> I will check that
L2065[18:06:21] <diesieben07> yes
L2066[18:06:26] <Forecaster> :P
L2067[18:06:27] <diesieben07> on entities being ridden it includes the passengers
L2068[18:06:46] <diesieben07> to force-write them even if they are riding (will discard the riding entity) use writeToNBTAtomically
L2069[18:08:22] <tterrag> Forecaster: writing objects that do small things is the point of oo design
L2070[18:08:37] <diesieben07> although EntityList.createEntityFromNBT does not recreate passengers
L2071[18:09:40] <Forecaster> I know, but it feels wasteful somehow
L2072[18:12:05] <diesieben07> what's wasteful about a class?
L2073[18:13:33] <Forecaster> feels != is
L2074[18:13:34] <Forecaster> :P
L2075[18:13:45] <diesieben07> aha :D
L2076[18:17:41] <Intektor> http://i.imgur.com/ELTXg1T.png this does not write the nbt to the stack
L2077[18:17:56] <Intektor> why?
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L2080[18:18:30] <diesieben07> event.getEntity is the plyer.
L2081[18:18:43] <diesieben07> what did you expect the method to do?
L2082[18:18:51] <diesieben07> magically give you "the entity that I meant!!"
L2083[18:18:52] <diesieben07> ?!
L2084[18:18:55] <diesieben07> programming is not magic.
L2085[18:19:22] <Intektor> but how do I get the entity I interacted with then? :P
L2086[18:19:25] <Temportalist> diesieben07: dont be telling people lies
L2087[18:19:30] <Temportalist> programming is most definitely magic
L2088[18:19:33] <Temportalist> XD
L2089[18:19:55] <diesieben07> Intektor, PlayerInteractEvent.EntityInteract
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L2091[18:20:02] <Intektor> ah yeah already sow it
L2092[18:20:29] <diesieben07> as of 1.9 you basically don't want to subscribe to just PlayerInteractEvent
L2093[18:20:31] <diesieben07> choose a sub-event
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L2095[18:21:58] <Elucent> is it frowned upon to iterate through the loaded entities in the blockinteractevent?
L2096[18:22:21] <diesieben07> Uh, through ALL loaded entities? that sounds like a bad idea no matter where you do it..
L2097[18:22:23] <diesieben07> why?
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L2099[18:22:44] <Elucent> i was going to try and make an AoE effect that messes up random block interactions
L2100[18:22:54] <Elucent> around an entity
L2101[18:23:08] <diesieben07> getEntitiesWithinAABB is your friend then
L2102[18:23:27] <Elucent> actually, now i mention it, my question didnt make sense
L2103[18:23:54] <Elucent> i actually meant tile entity, but iterating through loaded entities wouldn't work with that i dont think
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L2105[18:24:05] <Elucent> but creating an entity to do the work would probably be okay
L2106[18:24:09] <diesieben07> boolean entityNearby = !World#getEntitiesWithinAABB(MyEntity.class, aabb, MyEntity::isEffectActive).isEmpty();
L2107[18:24:12] <diesieben07> there you go.
L2108[18:24:23] <diesieben07> oh TE
L2109[18:24:26] <diesieben07> you can do that then
L2110[18:24:36] <diesieben07> get all chunks within the radius
L2111[18:24:38] <diesieben07> and iterate their TEs
L2112[18:24:45] <Elucent> yeah, but that's also pretty slow
L2113[18:24:57] <diesieben07> not any slower than entity iteration
L2114[18:25:00] <Elucent> i'll probably make an entity bound to the TE
L2115[18:25:02] <diesieben07> every chunk has it's own Te map
L2116[18:25:04] <diesieben07> Chunk#getTileEntityMap
L2117[18:25:17] <Elucent> so when you place the TE or when it gets loaded, it spawns it in, and kills the entity when it's broken
L2118[18:25:28] <Elucent> that way i can use getEntitiesWithinAABB
L2119[18:25:30] <diesieben07> you can do that, but an entity also has overhead to it
L2120[18:25:42] <barteks2x> hm... I need to finally implement that method
L2121[18:25:43] <diesieben07> and getEntitiesWihinAABB is also not magic, it still iterates behind the scenes
L2122[18:26:12] <barteks2x> (I means getTileEntityMap)
L2123[18:26:18] <Elucent> i'd guess it's optimized over iterating through every single loaded TE or entity
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L2125[18:26:42] <Forecaster> I would not count on that :P
L2126[18:26:49] <diesieben07> it is optimized somewhat
L2127[18:27:00] <diesieben07> but as I said, you do NOT need to iterate every singel loaded TE
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L2129[18:27:47] <Temportalist> diesieben07: do mods not load server side if its on an integrated environment?
L2130[18:27:48] <Elucent> you're right, i'll probably try out both and go with whatever's easiest
L2131[18:27:55] <diesieben07> Temportalist, define "load".
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L2133[18:27:59] <Temportalist> preInit
L2134[18:28:02] <diesieben07> define "integrated environment"
L2135[18:28:08] <Temportalist> Local minecraft client
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L2137[18:28:19] <diesieben07> there is no "server side" there
L2138[18:28:22] <diesieben07> you are on the client side.
L2139[18:28:27] <Temportalist> I call @SidedProxy's object.preInit and the server proxy isnt called
L2140[18:28:29] <diesieben07> preInit etc always fire ONCE at startup
L2141[18:28:34] <diesieben07> whether its the client or the dedi server.
L2142[18:28:45] <diesieben07> server proxy = dedicated server
L2143[18:28:48] <Temportalist> ah
L2144[18:28:57] <Temportalist> so put my thing in the common proxy
L2145[18:29:05] <diesieben07> common proxy is stupid
L2146[18:29:08] <diesieben07> just put it in your mod class
L2147[18:29:36] <Intektor> http://i.imgur.com/g2abGjf.png When I recreate the entity, it dies. Why and how can I avoid this?
L2148[18:29:57] <diesieben07> why do you kill the entity like that...
L2149[18:30:22] <Temportalist> Intektor: entity.setDead
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L2151[18:30:24] <diesieben07> yep
L2152[18:30:26] <Intektor> setDead does not work at all
L2153[18:30:30] <diesieben07> yeah it does
L2154[18:30:36] <diesieben07> setDead just immediatelyremoves it
L2155[18:30:41] <Intektor> why do I get a huge error log?
L2156[18:30:49] <diesieben07> Post logs.
L2157[18:31:15] <diesieben07> i hate this mentatlity.. "i think this is the right thing to use, oh huge error log? i will just HACK AROUDN THEN INSTEAD OF ASKING"
L2158[18:31:16] <diesieben07> -.-
L2159[18:31:27] <Intektor> http://i.imgur.com/wbm5Pbd.png
L2160[18:31:44] <Temportalist> hahahahahahaha
L2161[18:31:49] <Temportalist> that has NOTHING to do with setDead
L2162[18:31:51] <diesieben07> what is line 140
L2163[18:31:56] <diesieben07> *40
L2164[18:32:07] <diesieben07> in ItemEntityCatcher
L2165[18:32:52] <Intektor> sorry that one was my dault
L2166[18:32:54] <Intektor> fault
L2167[18:33:10] <Intektor> I put something in that caused the null pointer exeption
L2168[18:33:38] <Intektor> here is the right one
L2169[18:33:39] <Intektor> http://i.imgur.com/BvLvvWd.png
L2170[18:34:04] <diesieben07> show ItemEntityCatcher line 39
L2171[18:34:19] <Intektor> http://i.imgur.com/aTVdVlT.png
L2172[18:34:28] <diesieben07> what is line 39 -_-
L2173[18:34:36] <diesieben07> ah
L2174[18:34:46] <diesieben07> well, your entity is null.
L2175[18:35:07] <Intektor> but it is only, when I call setDead
L2176[18:35:11] <Intektor> if not, it works fine
L2177[18:35:25] <diesieben07> impossiburu
L2178[18:35:39] <Intektor> well its impossiburu
L2179[18:35:49] <Intektor> i mean its possiburu
L2180[18:36:11] <diesieben07> if you call setDead on the entity AFTER you write it to nBT
L2181[18:36:16] <Intektor> yeah
L2182[18:36:17] <diesieben07> it is IMPOSSIBLE that that affects the written NBT.
L2183[18:36:32] <Intektor> I know, the same thing is with the attackEntity
L2184[18:36:37] <Intektor> it attacks it after recreating
L2185[18:36:42] <diesieben07> what
L2186[18:36:56] <Intektor> its magic
L2187[18:37:00] <diesieben07> there is no magic.
L2188[18:37:35] <Intektor> Do I have to send you a youtube video so you believe me?
L2189[18:37:40] <diesieben07> No
L2190[18:37:57] <diesieben07> there just is no way that if you write to NBT first and THEN attack it that it gets attacked after the respawn
L2191[18:38:01] <diesieben07> thats not how this works.
L2192[18:38:15] <Intektor> maybe it attacks the entity with the correct UUID
L2193[18:38:29] <diesieben07> UUIDs dont have anything to do with this.
L2194[18:38:31] <Temportalist> Intektor: no
L2195[18:38:37] <Temportalist> Intektor: just stahp
L2196[18:38:38] <Temportalist> haha
L2197[18:38:52] <Intektor> you are so nasty
L2198[18:39:02] <Temportalist> Thats just not how programming works haha
L2199[18:39:03] * Temportalist leaves conversation
L2200[18:39:12] <Intektor> Noone needs your stupid comments, please
L2201[18:39:33] <diesieben07> No need to get nasty yourself.
L2202[18:39:48] <diesieben07> it's not his fault that your shit doesn't work.
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L2204[18:40:12] <diesieben07> use a debugger to find out where the attack is coming from that is apparently happening after the recreate.
L2205[18:41:21] <Intektor> I sent you a video in whatsapp
L2206[18:42:28] <Intektor> It has nothing to do with attack, when I set e.g setGlowing true after the nbt, it glows at the respawn, too
L2207[18:43:01] <Temportalist> In Intektor's defense, I shouldnt be criticizing him anyway.I hope you figure it out soon Intektor! The more programmers in the world with working knowledge bases, the better :D <3
L2208[18:43:06] <diesieben07> that video conveyed NO new information.
L2209[18:43:22] <diesieben07> > use a debugger to find out where the attack is coming from that is apparently happening after the recreate.
L2210[18:43:27] <Intektor> but my last sentence did
L2211[18:43:40] <diesieben07> No it doesn't
L2212[18:43:44] <diesieben07> this is impossible.
L2213[18:43:49] <diesieben07> show more of your code.
L2214[18:43:56] <diesieben07> and not in image form preferably.
L2215[18:44:29] <Forecaster> I put my code on github so I can link to it easily :P
L2216[18:44:37] <Forecaster> makes it easier to get help
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L2218[18:46:23] <Intektor> http://pastebin.com/sFBAsw4E
L2219[18:46:38] <Intektor> I created this mod like 60 min ago :P
L2220[18:47:34] <diesieben07> so... that kills the entity after respawn? AND it glows?
L2221[18:47:48] <Intektor> yes
L2222[18:47:59] <diesieben07> when captured in a newly created ItemStack?
L2223[18:48:06] <Intektor> true
L2224[18:48:17] <diesieben07> taht is not possible man
L2225[18:48:27] <Intektor> another video?
L2226[18:48:40] <diesieben07> with the code you posted, that is not possible.
L2227[18:48:45] <diesieben07> look at the debugger.
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L2229[18:50:52] <Intektor> the problem is, ther is nothing to look at, I just looked up, after I call EntityList.create... it already glows
L2230[18:51:16] <diesieben07> look what the NBT is.
L2231[18:51:37] <diesieben07> after you write it
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L2235[18:54:25] <Intektor> it seems like its getting called twice
L2236[18:56:18] <diesieben07> the event?
L2237[18:56:55] <Intektor> yes
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L2239[18:57:29] <diesieben07> where from?
L2240[18:58:47] <masa> both hands?
L2241[18:59:00] <masa> check for the hand
L2242[18:59:02] <diesieben07> nah thats not how this works
L2243[18:59:17] <masa> ?
L2244[18:59:20] <diesieben07> actually nvm
L2245[19:00:27] <Intektor> 1 sec
L2246[19:00:27] <diesieben07> yeah check the hand.
L2247[19:01:31] <Intektor> yeah, its calling for both hands
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L2249[19:02:03] <Intektor> and in the end, there is no magic left
L2250[19:02:03] <diesieben07> decide on one
L2251[19:03:13] <vox> later all o/
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L2274[20:00:51] <Jdembo> well, my js <=> java code is turning out pretty messy lol
L2275[20:00:53] <Jdembo> https://sr.ht/9pQ7.txt
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L2291[20:59:11] <Tazz> yay I fixed my language XD
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L2299[21:16:14] <Zorn_Taov> right then, back into the fray of coding. does anyone happen to know how to color items depending on their nbt in 1.9?
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L2304[21:23:23] <Tazz> Zorn_Taov, theres some open source mods that do it
L2305[21:23:27] <Tazz> but its pretty simple
L2306[21:25:21] <tterrag> Zorn_Taov: IItemColor
L2307[21:25:28] <tterrag> and ItemColors.registeritemColorHandler
L2308[21:25:31] <tterrag> that's the way I see
L2309[21:25:50] <Zorn_Taov> that's what I'm using, but it's not calling the getColorFromItemstack
L2310[21:26:08] <Zorn_Taov> lemme push my code
L2311[21:29:07] <tterrag> Zorn_Taov: seems like you may need to specify the tintIndex in your model
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L2313[21:30:09] <tterrag> if (flag && bakedquad.hasTintIndex())
L2314[21:30:32] <tterrag> but that's for blocks...hm
L2315[21:31:29] <tterrag> I guess it's the same?
L2316[21:31:34] <Zorn_Taov> https://github.com/ZornTaov/ReploidCraft/blob/1.9/src/main/java/org/zornco/reploidcraft/proxy/ClientProxy.java#L55-L67
L2317[21:32:09] <Zorn_Taov> wtf
L2318[21:32:19] <Zorn_Taov> i added tintindex to the .json files
L2319[21:32:46] <Zorn_Taov> motherfucker i edited the wrong files
L2320[21:33:23] <vox> Anyone got an idea where I would do custom rendering?
L2321[21:34:16] <tterrag> that's an extremely vague question
L2322[21:35:34] <Zorn_Taov> FINALLY, it works -.-
L2323[21:35:43] <vox> I'm doing custom shields, so I have to do what TileEntityItemStackRenderer.renderByItem does
L2324[21:35:56] <Zorn_Taov> friggen hell I was editing the files in the folder where they got generated, not in the dev environment
L2325[21:36:28] <tterrag> vox: you'd have to use a TESR if you want raw GL access
L2326[21:36:41] <tterrag> yes, it's stupid
L2327[21:36:46] <vox> That's.... dumb
L2328[21:36:47] <vox> Okay
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L2330[21:37:01] <vox> So shields are... TESRs?
L2331[21:37:02] <vox> Huh
L2332[21:37:18] <vox> Any good links to current docs or tutorials?
L2333[21:37:27] <tterrag> no
L2334[21:37:30] <tterrag> in vanilla they are hardcoded
L2335[21:37:39] <tterrag> forge does not currently add a way to render items with raw GL
L2336[21:37:44] <vox> Got it
L2337[21:37:56] <vox> Yeah I'm looking at the TEISR rendering for the shield
L2338[21:37:58] <vox> pfft
L2339[21:38:02] <diesieben07> why do vanilla shields use raw gl rendering?
L2340[21:38:16] <tterrag> I assume for the patterns?
L2341[21:38:24] <diesieben07> ohh
L2342[21:38:27] <diesieben07> damnit mojang
L2343[21:38:41] <tterrag> the real problem here is that we have no way to render items using raw GL with itemstack context
L2344[21:38:55] <tterrag> using a TESR is a nice hack, but you lose the itemstack
L2345[21:39:11] <Dark> isn't there a player render event?
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L2347[21:39:39] <tterrag> sure, but that's a tad roundabout don't you think?
L2348[21:39:46] <tterrag> we have GL access for blocks (tile entities), but not items?
L2349[21:39:49] <tterrag> why?
L2350[21:39:50] <Dark> ya but it could work, better than a TESR
L2351[21:39:55] <tterrag> not really better
L2352[21:40:00] <Dark> no one does PR
L2353[21:40:00] <tterrag> equally as hacky and less performant
L2354[21:40:51] <Dark> tbh how many shields would you have rendering on screen?
L2355[21:41:22] <Dark> performance is only a major issue when you have too many objects in one area
L2356[21:41:23] <tterrag> there's been many PRs
L2357[21:41:34] <Dark> for that exact issue?
L2358[21:42:19] <diesieben07> yes
L2359[21:42:20] <tterrag> most focused on adding a way to properly hook TESRs
L2360[21:42:21] <tterrag> but yes
L2361[21:42:34] <tterrag> neither fry nor lex will budge for some reason
L2362[21:42:40] <tterrag> it's the last thing bothering me about 1.8+
L2363[21:42:41] <diesieben07> shields can be done without direct access
L2364[21:42:48] <Dark> maybe because nobody will give them a good reason
L2365[21:43:01] <Dark> also tbh ASM is always an option
L2366[21:43:17] <tterrag> why do we need a good reason? arbitrary restriction is bad
L2367[21:43:18] <diesieben07> lol
L2368[21:43:23] <tterrag> but there are plenty of good reasons
L2369[21:43:25] <diesieben07> its not arbitrary.
L2370[21:43:39] <tterrag> yes it is arbitrary
L2371[21:43:46] <Dark> From last time i learned lex talking he didn't want people being lazy with item rendering
L2372[21:43:50] <tterrag> we have itemstack TESRs which is the same thing, just hackier
L2373[21:44:03] <tterrag> so why not just make a PROPER API for GL item renders? instead of leaving this confusing mess?
L2374[21:44:04] <diesieben07> they are deprecated.
L2375[21:44:35] <tterrag> it's deprecated even though it was specifically added? https://github.com/MinecraftForge/MinecraftForge/commit/b175d265b9643faf3408754f6923a8f55f6ee5d3
L2376[21:44:36] <tterrag> lol
L2377[21:44:45] <diesieben07> yes it was added because it
L2378[21:44:46] <tterrag> it's even stated as "temporary"
L2379[21:44:49] <diesieben07> 's needed
L2380[21:44:51] <tterrag> "temporary" until what?
L2381[21:45:05] <Dark> someone makes a better system I assume
L2382[21:45:16] <diesieben07> in my opinion it is not needed anymore since we have the animation stuff now
L2383[21:45:21] <diesieben07> but i dont know how fleshed out that is.
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L2385[21:45:38] <tterrag> how's an "animation system" going to let me put a shader on an item?
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L2387[21:46:06] <diesieben07> don't ask me, i am not a rendering guy.
L2388[21:46:32] <tterrag> or what if I wanted to do something akin to the enchantment effect? or something else only possible with GL tricks
L2389[21:46:36] <diesieben07> also shader is something differnet than direct raw gl access tht can leak state if i undestand things correctly.
L2390[21:46:49] <diesieben07> the main concert afaik is the state leakage
L2391[21:46:55] <Jdembo> its been a while since i modded but
L2392[21:46:57] <diesieben07> *concern
L2393[21:46:59] <tterrag> who cares?
L2394[21:47:02] <Jdembo> cant you add GL effects to items just like 3d rendering one?
L2395[21:47:02] <tterrag> I can leak state in a model right now
L2396[21:47:09] <tterrag> it would be very easy
L2397[21:47:15] <tterrag> why is forge in the business of baby proofing?
L2398[21:47:28] <Dark> because 60% of modders are bad at GL
L2399[21:47:33] <tterrag> people leak state in GUIs all over the place
L2400[21:47:40] <tterrag> adding one more place to do it...so what?
L2401[21:47:44] <tterrag> modders WILL break things
L2402[21:47:49] <tterrag> it's NOT forge's job to stop them
L2403[21:47:58] <Dark> tbh we are assuming that is what forge is doing
L2404[21:48:03] <Dark> it may just be that way for lolz
L2405[21:48:12] <Dark> if you want it fixed make a really really good PR
L2406[21:48:15] <Jdembo> does nothing like https://sr.ht/Brd0.txt exist anymore?
L2407[21:48:42] <p455w0rd> yes
L2408[21:48:56] <p455w0rd> using that stuff right now actually =]
L2409[21:49:00] <p455w0rd> in 1.9
L2410[21:49:18] <p455w0rd> u talking for inventory specifically?
L2411[21:49:26] <Jdembo> well that renders items being held too
L2412[21:49:42] <Jdembo> I assume thats whats being discussed above
L2413[21:49:57] <p455w0rd> i came in late :/
L2414[21:50:03] <Dark> i think tterrag is just raging above, but honestly I have no clue what they are trying to do
L2415[21:50:07] <tterrag> Dark: I'm not wasting my time on a PR that will be denied
L2416[21:50:09] <Dark> originally it sounded like shields
L2417[21:50:23] <tterrag> I don't work on things that will take me a week without at least confirmation that it's wanted
L2418[21:50:31] <Dark> tterrage then stop complaining about lack of features
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L2420[21:50:45] <tterrag> lol
L2421[21:50:56] <tterrag> you want me to waste my time, not going to happen
L2422[21:51:00] <tterrag> it's been denied before and it would be now
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L2424[21:51:25] <Dark> or maybe next time it will not get denied
L2425[21:51:38] <tterrag> I'm not willing to risk that. if lex or fry tells me they want a system, I'd do it
L2426[21:51:46] <Dark> working off a negative mind set will always result in failure
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L2438[22:09:21] <Zorn_Taov> what's a good way for an item or itemstack to do an animation for rendering using a sin wave to change the color based on some time value? aka how do I get that time value without using system time?
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L2441[22:14:06] <Jdembo> why cant you use System time Zorn_Taov?
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L2443[22:14:26] <Jdembo> iirc theres an amount of ticks alive int somewhere
L2444[22:17:27] <Zorn_Taov> but that's if it's out in the world
L2445[22:17:38] <Zorn_Taov> guess I'll use system time
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L2448[22:20:17] <williewillus> botania uses something like https://github.com/williewillus/Botania/blob/MC19/src/main/java/vazkii/botania/client/core/handler/ColorHandler.java#L54-L56
L2449[22:20:49] <mezz> magic bees copied that, works well
L2450[22:21:26] <Zorn_Taov> ohhh, awesome ;o
L2451[22:21:29] <Zorn_Taov> :o
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L2479[23:42:13] <Cypher121> what's the best way to draw whole image file? just assume some arbitrary size of image and use it as both uv size and texture size in drawScaledCustomSizeModalRect?
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